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EN World EN5idEr | Lawful Cleric Domains
writing Walt Ciechanowski
color art Victoria Oliveira
editing James J. Haeck
layout Eric Life-Putnam
R
ather than devote them-
selves to an aspect of a
particular deity, some clerics
choose to follow the philosophy
and ethics of a particular align-
ment. This article focuses on the
three alignments of law—lawful
good, lawful neutral, and lawful
evil—and the clerical domains as-
sociated with each.
Spiritual Alignment
Lawful Cleric
D o m a i n s
Lawful Cleric Domains | EN World EN5idEr
Open Game Content | The game rule information
in this article is designated Open Game Content. All other
material in this article, including maps and illustrations
(including illustrations in the public domain), in-character
and out-of-character narrative and descriptive text,
character and place names, trade dress, “EN Publishing,”
“EN World,” “EN5ider,” EN Publishing product
and article titles, and EN World and EN Publishing
logos, are designated Product Identity.
Alignment over Deity?
Clerics who choose alignment domains hold them-
selves out as paragons of their chosen philosophy.
Depending on the religious cosmology of a particu-
lar setting, an alignment cleric’s relationship to a
particular deity may be absolute or conditional. In
settings that have no gods at all (or at least ones
that can grant spells), clerics tap directly into the
universal energies of the nine alignments.
In the most common fantasy settings, an align-
ment domain is simply one of many a god might
grant. Manannan mac Lir, for example, is a lawful
neutral deity. His clerics typically take the Nature
or Tempest domains, but it’s also possible for a cler-
ic who identifies with Manannan’s lawful nature to
choose the Lawful Neutral domain instead.
However, it’s also possible that a cleric may more
fully dedicate herself to an alignment rather than a
particular deity. An ancient Egyptian cleric of com-
munity (lawful good) may venerate Re-Horakhty
and Osiris equally, as they are both lawful good de-
ities. Should the cleric encounter other pantheons,
she may find herself venerating Athena or Dian
Cécht as much as those within her native pantheon.
Such clerics may even suspend or abandon worship
of a particular deity if something comes to light
that suggests that deity has betrayed or changed
their alignment.
How a particular cleric views the relationship
between her alignment and her deity and the re-
percussions of choosing one over the other is up to
the player and game master. For purposes of this
article, all that is required of a cleric that chooses
an alignment domain is that she also follows that
particular alignment.
EN
EN
Publishing
Publishing
™
Lawful Philosophies
Lawful philosophies put a heavy emphasis on law,
order, and tradition. Religious rites, rituals, and lit-
erature are akin to legal codes, there is a specific
order to everything. Answers to any moral or ethi-
cal question can be found in scripture, which tends
to be conservatively interpreted and tested by years,
if not centuries or millennia, of application. As such,
lawful philosophies and the institutions built upon
them tend towards being intractable and resistant
to change.
As a major player, adherents of lawful philoso-
phies heavily influence law and government. In
some lawful societies, there may be no difference
between secular law and religious law and the
clerical hierarchy directly runs the government. In
others, there is a marked division between religious
and secular leaders, although the political and legal
systems are heavily influenced by a lawful phi-
losophy and political leaders need the blessings of
religious leaders in order to retain power.
As a minor player, adherents of lawful philoso-
phies do what they can to encourage more order.
Lawful followers of a non-lawful religion, for ex-
ample, may encourage other followers to adopt a
more rigid path in order to better serve their gods
or better benefit themselves in the afterlife.
Community Domain
(Lawful Good)
Clerics of community are firm believers in law and
order, but they temper that belief with a strong
sense of justice. Understanding that laws are made
to protect groups of people, such clerics value the
spirit of the law over the letter. As living symbols
of justice, clerics of community strive to protect the
communities they serve from all threats, both from
without and within.
Clerics of community tend to be crusaders. They
often lead adventuring parties; even when they
don’t, they have strong opinions and do their best
to sway the group to their cause. Clerics of commu-
nity are always on the front line during an attack
and hold their ground to protect their allies, even if
that means leaving the cleric behind.
EN World EN5idEr | Lawful Cleric Domains
Community Domain Spells
Cleric Level Spells
1st
alarm, shield of faith
3rd
aid, detect thoughts
5th
beacon of hope, dispel magic
7th
banishment, guardian of faith
9th
commune, telepathic bond
Bonus Proficiencies
When you choose this domain at 1st level, you gain
proficiency with heavy armor and martial weapons.
Stand with Me!
You can shield your allies during battle. Choose one
creature within 5 feet of you. For the next 1 min-
ute, all creatures have disadvantage on attack rolls
against your designated creature. This effect ends
early if the designated creature moves more than
5 feet away from you. This feature can be used a
number of times equal to your Wisdom modifier
(minimum of 1). Spent uses are regained after a
long rest.
Channel Divinity: Righteous Challenge
At 2nd level, you can use your Channel Divinity
to bellow a fierce war cry that strikes terror in the
hearts of your enemies. As an action, you present
the symbol of your faith (either your holy symbol
or a visible representation, such as on a shield) and
loudly challenge your enemies. Each living crea-
ture within 30 feet that can hear you and is actively
opposed to you must make a Wisdom saving throw.
On a failure, that creature is frightened of you for
one minute or until it takes damage.
Drive Them Back!
At 6th level, you gain the power to drive back your
enemies when you strike them. Whenever you hit
a creature with a melee weapon attack, you may
force it to make a Strength saving throw. On a fail-
ure, it is pushed 10 feet in a direction of your choice
(except up or down).
Divine Strike
At 8th level, you gain the ability to infuse your
weapon strikes with righteous energy. Once on
each of your turns when you hit a creature with a
weapon attack, you can cause the attack to deal an
extra 1d8 fire damage to the target. When you reach
14th level, the extra damage increases to 2d8.
Hold the Line
At 17th level, your divine mandate to hold the line
and protect others enables you to shrug off blows
that would normally fell a person. You are resistant
to bludgeoning, piercing, and slashing damage
from nonmagical attacks.
Authority Domain
(Lawful Neutral)
Whether imposed by divine edict or codified
through social contract, clerics of authority hold
the law to be sacrosanct above all else. They devote
themselves to following and supporting the law
while ensuring that everyone subject to those laws
is held accountable when breaking them. When sit-
ting in judgment, a cleric of authority won’t easily
set aside the letter of the law, for doing so ultimately
Lawful Cleric Domains | EN World EN5idEr
weakens the law’s power. Ultimately, if a cleric of
authority finds a law lacking, they will seek to of-
ficially change it.
Clerics of authority tend to eschew leadership
roles within a party, preferring to offer advice
and to remind others of existing agreements and
arrangements. Should a conflict arise, a cleric of au-
thority will immediately offer to arbitrate. Clerics of
authority enjoy partaking in rituals and traditions.
When confronted with something new, they imme-
diately try to codify it. Perhaps ironically, clerics of
authority often hold their friends accountable for
the laws they bend or break regarding their dei-
ties and cultures, even when they conflict with the
cleric’s own.
Authority Domain Spells
Cleric Level Spells
1st
identify, sanctuary
3rd
detect thoughts, zone of truth
5th
remove curse, slow
7th
locate creature, private sanctum
9th
hold monster, scrying
My Mind is My Own
When you choose this domain at 1st level, you gain
resistance to psychic damage and have advantage
on saving throws against being charmed, and mag-
ic can’t put you to sleep.
Student of Law
You are well-versed in the law and tradition as well
as the history and religious teachings that forged
them. You gain History and Religion as bonus skills
and your proficiency bonus is doubled when using
those skills to interpret or implement the law.
Channel Divinity: Return to Your
Senses!
At 2nd level, you can use your Channel Divinity
to end a charm effect. As an action, choose one
creature within 60 feet of you. Any charm effect
currently affecting that creature immediately ends,
and the creature is immune to charm effects for
1 minute.
Channel Divinity: Compel Truth
At 6th level, you can use your Channel Divinity to
compel those you interrogate to tell the truth. You
can generate a special zone of truth by drawing
a circle on the ground of any size, as long as you
spend an action to complete the circle. For 10 min-
utes, no one may speak an untruth and you can ask
anyone within the circle a single question that must
be answered truthfully. The creature may choose
not to answer by making a Wisdom saving throw,
but it still bound not to speak untruths while within
the circle. Regardless of whether the save was suc-
cessful or not, you may not compel the creature to
answer another question, although it still may not
lie while within the zone.
Divine Strike
At 8th level, your strikes are infused with the force
of law. Once on each of your turns when you hit a
creature with a weapon attack, you can cause the
attack to deal an extra 1d8 force damage to the tar-
get. When you reach 14th level, the extra damage
increases to 2d8.
Master Inquisitor
At 17th level, no one can hold secrets from you. You
instantly know whenever a creature you can see is
lying.
Additionally, as an action, you may gain a rel-
evant flash of insight into an event that a creature
you can see participated in, including where or
how to get the evidence needed to prove any guilt
(such proof must still be procured by other means).
You may use this ability a number of times equal
to your Wisdom modifier. All spent uses are recov-
ered after a long rest.
Conformity Domain
(Lawful Evil)
Clerics of conformity are a bit of a paradox. On the
one hand, they demand that the people fully and
completely submit themselves to the law, but on
the other hand, the clerics themselves are perfectly
willing to twist the law to their own advantage.
Clerics of conformity realize that fear is a powerful
EN World EN5idEr | Lawful Cleric Domains
motivator and use that fear to quell the ambitions of
any who would oppose them.
Like their community counterparts, clerics of
conformity demand leadership roles within adven-
turing parties, but this is not for the good of the
group; rather, it is a ploy to better their own circum-
stances. They tend to interpret social contracts very
differently for themselves than the rest of the group.
Clerics of conformity generally keep their word,
but almost always in a way that makes it possible
for the cleric to exploit it.
Conformity Domain Spells
Cleric Level Spells
1st
charm person, command
3rd
hold person, scorching ray
5th
bestow curse, fear
7th
banishment, phantasmal killer
9th
dominate person, modify memory
Bonus Proficiencies
When you choose this domain at 1st level, you gain
proficiency with heavy armor and martial weapons.
I am the Law!
You are skilled at making the law work for you.
You may take Deception, Intimidation or Persua-
sion as a bonus proficiency. You gain double your
proficiency bonus when using that proficiency to
manipulate the law to your advantage. You also
gain the friends cantrip.
Channel Divinity: Silver Tongue
At 2nd level you can use Channel Divinity to
enhance your charm spells. You may use your
Channel Divinity to cast an enchantment spell you
know that causes a creature to be charmed by you
without spending a spell slot. When you cast a spell
in this way, the affected creature does not realize
that you charmed them when the spell ends.
Channel Divinity: You Will Obey Me!
At 6th level you can use Channel Divinity to impose
your will on others. As an action, you can create
a circle of will. All creatures within 30 feet of you
have disadvantage on any saving throws against
any spells that you cast that impose the charmed
condition. This effect lasts for 1 minute.
Divine Strike
At 8th level, you enforce your will on the tip of your
blade. Once on each of your turns when you hit a
creature with a weapon attack, you can cause the
attack to deal an extra 1d8 psychic damage to the
target. When you reach 14th level, the extra damage
increases to 2d8.
Iron Fist
At 17th level your will carries the force of divine law,
and no one can easily challenge your resolve. You
are immune to psychic damage and you cannot be
affected by spells that would charm you or put you
to sleep. e
| textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/EN World EN5ider/EN5ider 178 - Lawful Domains.pdf |
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Хотите ли вы вспомнить свое прошлое?
Да Нет
Приложение II: Анкета
«Пусть истина увидит свет»
1.
Вспомните о чем-то приятном.
Когда я думаю о
, я вспоминаю:
Почему вам приятно об этом вспоминать?
1
1
ТРЕБУЕТ
2.
Вспомните о чем-то
неприятном.
Когда я думаю о
, я вспоминаю:
Почему вам неприятно об этом вспоминать?
1
1
1
ТРЕБУЕТ
3.
Вспомните, что привело
вас сюда.
Когда я думаю о
, я вспоминаю:
Как вы потеряли память?
1
1
1
1
ТРЕБУЕТ
| textdata/thevault/Прочее [RU]/Теперь я не забуду/Анкета.pdf |
Detailed Encounter Critical Races Charts
Standard Races
ADA DEX
ESP
INT
LEA LUC
MAG
ROB
STR Misc
Amazon
-
+1
-
-
+1
-
-2
-3
+2
+10% Camp, +10% Seduce
Dwarf
-
-
-
-
-
-1
-2
-
+2
+10% Saving Throw
Elf
-
+1
-
+1
+1
-1
+1
+1
-1
Frankenstein
-
-2
-2
-1
-2
-1
-
+3
+4
+30% Psi Resist, -21% Logic,
-25% Argue
Hobling
-2
+1
-
+1
-2
+2
-
+2
-2
+25% Sneak, +25% Steal
Human
-
-
-
-
-
-
-
-
-
Klengon
-
-1
-
-
-1
-
+1
+2
+1
Lizard Man
-
+1
+1
-
-2
-
-
-
+1
-10% Logic, -10% Psychic
Implant, -20% Alchemist
Planetary Ape
-
-
+1
-
-1
-
-3
-
+1
+10% Lesser Feat, +10%
Greater Feat
Robodroid
-
-1
-1
+2
-4
-
-1
+4
+1
Vulkin
-
-
+2
+2
-1
-1
-2
+2
+1
-10% Steal, +20% Logic,
+5% Alchemist, +10% Robot
Friend
Wooky
-
-
-
-1
-1
-
-
+1
+3
+20% Command, -20%
attacks while clothed
Cave Primitives
ADA DEX
ESP
INT
LEA LUC
MAG
ROB
STR Misc
Amazon
-
+2
-
-2
-1
+1
-2
-3
+4
+10% Camp, +10% Seduce
Dwarf
-
+1
-
-2
-2
-
-2
-
+4
+10% Saving Throw
Elf
-
+2
-
-1
-1
-
+1
+1
+1
Frankenstein
-
-1
-2
-3
-4
-
-
+3
+6
+30% Psi Resist, -21% Logic,
-25% Argue
Hobling
-2
+2
-
-1
-4
+3
-
+2
-
+25% Sneak, +25% Steal
Human
-
+1
-
-2
-2
+1
-
-
+2
Klengon
-
-
-
-2
-3
+1
+1
+2
+3
Lizard Man
-
+2
+1
-2
-4
+1
-
-
+3
-10% Logic, -10% Psychic
Implant, -20% Alchemist
Planetary Ape
-
+1
+1
-2
-3
+1
-3
-
+3
+10% Lesser Feat, +10%
Greater Feat
Robodroid
-
-
-1
-
-6
+1
-1
+4
+3
Vulkin
-
+1
+2
-
-3
-
-2
+2
+3
-10% Steal, +20% Logic,
+5% Alchemist, +10% Robot
Friend
Wooky
-
+1
-
-3
-3
+1
-
+1
+5
+20% Command, -20%
attacks while clothed
Evolved Races
ADA DEX
ESP
INT
LEA LUC
MAG
ROB
STR Misc
Amazon
-
-
-
+2
+3
-1
-2
-3
-
+10% Camp, +10% Seduce
Dwarf
-
-1
-
+2
+2
-2
-2
-
-
+10% Saving Throw
Elf
-
-
-
+3
+3
-2
+1
+1
-3
Frankenstein
-
-3
-2
+1
-
-2
-
+3
+2
+30% Psi Resist, -21% Logic,
-25% Argue
Hobling
-2
-
-
+3
-
+1
-
+2
-4
+25% Sneak, +25% Steal
Human
-
-1
-
+2
+3
-1
-
-
-2
Klengon
-
-2
-
+2
+1
-1
+1
+2
-1
Lizard Man
-
-
+1
+2
-
-1
-
-
-1
-10% Logic, -10% Psychic
Implant, -20% Alchemist
Planetary Ape
-
-1
+1
+2
+1
-1
-3
-
-1
+10% Lesser Feat, +10%
Greater Feat
Robodroid
-
-2
-1
+4
-2
-1
-1
+4
-1
Vulkin
-
-1
+2
+4
+1
-2
-2
+2
-1
-10% Steal, +20% Logic,
+5% Alchemist, +10% Robot
Friend
Wooky
-
-1
-
+1
+1
-1
-
+1
+1
+20% Command, -20%
attacks while clothed
Bionics
ADA DEX
ESP
INT
LEA LUC
MAG
ROB
STR Misc
Amazon
-
-
-1
+2
-3
-
-2
+1
+2
+10% Camp, +10% Seduce
Dwarf
-
-1
-1
+2
-4
-1
-2
+4
+2
+10% Saving Throw
Elf
-
-
-1
+1
-3
-1
-
+1
-
Frankenstein
-
-2
-2
+1
-4
-1
-1
+3
+4
+30% Psi Resist, -21% Logic,
-25% Argue
Hobling
-2
-
-1
+1
-4
+2
-1
+2
-1
+25% Sneak, +25% Steal
Human
-
-1
-1
+2
-4
-
-1
+1
+1
Klengon
-
-1
-1
+2
-4
-
-
+2
+1
Lizard Man
-
-
-
+2
-4
-
-1
+4
+1
-10% Logic, -10% Psychic
Implant, -20% Alchemist
Planetary Ape
-
-1
-
+2
-4
-
-3
+4
+1
+10% Lesser Feat, +10%
Greater Feat
Robodroid
-
-1
-1
+2
-4
-
-1
+4
+1
Vulkin
-
-1
+1
+2
-4
-1
-2
+2
+1
-10% Steal, +20% Logic,
+5% Alchemist, +10% Robot
Friend
Wooky
-
-1
-1
+1
-4
-
-1
+1
+3
+20% Command, -20%
attacks while clothed
Amazonian Half-Born
ADA DEX
ESP
INT
LEA LUC
MAG
ROB
STR Misc
Dwarf
-
+1
-
-
+1
-1
-2
-3
+2
+10% Saving Throw,+10%
Camp, +10% Seduce
Elf
-
+1
-
+1
+1
-1
-1
-2
+1
+10% Camp, +10% Seduce
Frankenstein
-
-1
-2
-1
-1
-1
-2
-
+2
+30% Psi Resist, -21% Logic,
-25% Argue,+10% Camp,
+10% Seduce
Hobling
-2
+1
-
+1
-1
+2
-2
-1
-
+25% Sneak, +25%
Steal,+10% Camp, +10%
Seduce
Human
-
+1
-
-
+1
-
-2
-3
+2
+10% Camp, +10% Seduce
Klengon
-
-
-
-
-
-
-1
-1
+1
+10% Camp, +10% Seduce
Lizard Man
-
+1
+1
-
-1
-
-2
-3
+1
-10% Logic, -10% Psychic
Implant, -20%
Alchemist,+10% Camp,
+10% Seduce
Planetary Ape
-
-1
+1
-
-
-
-3
-3
+1
+10% Lesser Feat, +10%
Greater Feat,+10% Camp,
+10% Seduce
Vulkin
-
+1
+2
+2
-
-1
-2
-1
+1
-10% Steal, +20% Logic,
+5% Alchemist, +10% Robot
Friend,+10% Camp, +10%
Seduce
Wooky
-
+1
-
-1
-
-
-2
-2
+2
+20% Command, -20%
attacks while clothed,+10%
Camp, +10% Seduce
Dwarfish Half-Born
ADA DEX
ESP
INT
LEA LUC
MAG
ROB
STR Misc
Elf
-
+1
-
+1
+1
-1
-1
+1
+1
+10% Saving Throw
Frankenstein
-
-2
-2
-1
-2
-1
-2
+3
+2
+30% Psi Resist, -21% Logic,
-25% Argue, +10% Saving
Throw
Hobling
-2
+1
-
+1
-2
+1
-2
+2
-
+25% Sneak, +25% Steal,
+10% Saving Throw
Human
-
-
-
-
-
-1
-2
-
+2
+10% Saving Throw
Klengon
-
-1
-
-
-1
-1
-1
+2
+1
+10% Saving Throw
Lizard Man
-
+1
+1
-
-2
-1
-2
-
+1
-10% Logic, -10% Psychic
Implant, -20% Alchemist,
+10% Saving Throw
Planetary Ape
-
-
+1
-
-1
-1
-3
-
+1
+10% Lesser Feat, +10%
Greater Feat, +10% Saving
Throw
Vulkin
-
-
+2
+2
-1
-1
-2
+2
+1
-10% Steal, +20% Logic,
+5% Alchemist, +10% Robot
Friend, +10% Saving Throw
Wooky
-
-
-
-1
-1
-1
-2
+1
+2
+20% Command, -20%
attacks while clothed, +10%
Saving Throw
Elfian Half-Born
ADA DEX
ESP
INT
LEA LUC
MAG
ROB
STR Misc
Frankenstein
-
-1
-2
-
-1
-1
+1
+1
+3
+30% Psi Resist, -21% Logic,
-25% Argue
Hobling
-2
+1
-
+1
-1
+1
+1
+1
-2
+25% Sneak, +25% Steal
Human
-
+1
-
+1
+1
-1
+1
+1
-1
Klengon
-
-
-
+1
-
-1
+1
+1
-
Lizard Man
-
+1
+1
+1
-1
-1
+1
+1
-
-10% Logic, -10% Psychic
Implant, -20% Alchemist
Planetary Ape
-
+1
+1
+1
-
-1
-2
+1
-
+10% Lesser Feat, +10%
Greater Feat
Vulkin
-
+1
+2
+1
-
-1
-1
+1
-
-10% Steal, +20% Logic,
+5% Alchemist, +10% Robot
Friend
Wooky
-
+1
-
-
-
-1
+1
+1
+2
+20% Command, -20%
attacks while clothed
Frankensteinish Half-Born
ADA DEX
ESP
INT
LEA LUC
MAG
ROB
STR Misc
Hobling
-2
-1
-2
-
-2
+1
-
+2
+2
+25% Sneak, +25% Steal,
+30% Psi Resist, -21% Logic,
-25% Argue
Human
-
-2
-2
-1
-2
-1
-
+3
+4
+30% Psi Resist, -21% Logic,
-25% Argue
Klengon
-
-2
-2
-1
-2
-1
+1
+2
+1
+30% Psi Resist, -21% Logic,
-25% Argue
Lizard Man
-
-1
-1
-1
-2
-1
-
+3
+1
-10% Logic, -10% Psychic
Implant, -20% Alchemist,
+30% Psi Resist, -21% Logic,
-25% Argue
Planetary Ape
-
-2
-1
-1
-2
-1
-3
+3
+1
+10% Lesser Feat, +10%
Greater Feat, +30% Psi
Resist, -21% Logic, -25%
Argue
Vulkin
-
-2
-
+1
-2
-1
-2
+2
+1
-10% Steal, +20% Logic,
+5% Alchemist, +10% Robot
Friend, +30% Psi Resist, -
21% Logic, -25% Argue
Wooky
-
-2
-2
-1
-2
-1
-
+1
+3
+20% Command, -20%
attacks while clothed, +30%
Psi Resist, -21% Logic, -25%
Argue
Hoblese Half-Born
ADA DEX
ESP
INT
LEA LUC
MAG
ROB
STR Misc
Human
-2
+1
-
+1
-2
+2
-
+2
-2
+25% Sneak, +25% Steal
Klengon
-2
-
-
+1
-2
+2
+1
+2
-1
+25% Sneak, +25% Steal
Lizard Man
-2
+1
+1
+1
-2
+2
-
+2
-1
-10% Logic, -10% Psychic
Implant, -20% Alchemist,
+25% Sneak, +25% Steal
Planetary Ape
-2
+1
+1
+1
-2
+2
-3
+2
-1
+10% Lesser Feat, +10%
Greater Feat, +25% Sneak,
+25% Steal
Vulkin
-2
+1
+2
+1
-2
+1
-2
+2
-1
-10% Steal, +20% Logic,
+5% Alchemist, +10% Robot
Friend, +25% Sneak, +25%
Steal
Wooky
-2
+1
-
-
-2
+2
-
+2
+1
+20% Command, -20%
attacks while clothed, +25%
Sneak, +25% Steal
Klengish Half-Born
ADA DEX
ESP
INT
LEA LUC
MAG
ROB
STR Misc
Human
-
-1
-
-
-1
-
+1
+2
+1
Lizard Man
-
-
+1
-
-2
-
+1
+2
+1
-10% Logic, -10% Psychic
Implant, -20% Alchemist
Planetary Ape
-
-1
+1
-
-1
-
-2
+2
+1
+10% Lesser Feat, +10%
Greater Feat
Vulkin
-
-1
+2
+2
-1
-1
-1
+2
+1
-10% Steal, +20% Logic,
+5% Alchemist, +10% Robot
Friend
Wooky
-
-1
-
-1
-1
-
+1
+1
+1
+20% Command, -20%
attacks while clothed
Lizard Man Half-Born
ADA DEX
ESP
INT
LEA LUC
MAG
ROB
STR Misc
Human
-
+1
+1
-
-2
-
-
-
+1
-10% Logic, -10% Psychic
Implant, -20% Alchemist
Planetary Ape
-
+1
+1
-
-2
-
-3
-
+1
+10% Lesser Feat, +10%
Greater Feat, -10% Logic, -
10% Psychic Implant, -20%
Alchemist
Vulkin
-
+1
+1
+2
-2
-1
-2
+2
+1
-10% Steal, +10% Logic, -
15% Alchemist, +10% Robot
Friend, -10% Psychic
Implant
Wooky
-
+1
+1
-1
-2
-
-
+1
+1
+20% Command, -20%
attacks while clothed, -10%
Logic, -10% Psychic Implant,
-20% Alchemist
Planetary Apish Half-Born
ADA DEX
ESP
INT
LEA LUC
MAG
ROB
STR Misc
Human
-
-
+1
-
-1
-
-3
-
-
+10% Lesser Feat, +10%
Greater Feat
Vulkin
-
-
+1
+2
-1
-1
-3
+2
+1
-10% Steal, +20% Logic,
+5% Alchemist, +10% Robot
Friend, +10% Lesser Feat,
+10% Greater Feat
Wooky
-
-
+1
-1
-1
-
-3
+1
+1
+20% Command, -20%
attacks while clothed, +10%
Lesser Feat, +10% Greater
Feat
Vulkinian Half-Born
ADA DEX
ESP
INT
LEA LUC
MAG
ROB
STR Misc
Human
-
-
+2
+2
-1
-1
-2
+2
+1
-10% Steal, +20% Logic,
+5% Alchemist, +10% Robot
Friend
Wooky
-
-
+2
+1
-1
-1
-2
+1
+1
+20% Command, -20%
attacks while clothed, -10%
Steal, +20% Logic, +5%
Alchemist, +10% Robot
Friend
Wooky Half-Born
ADA DEX
ESP
INT
LEA LUC
MAG
ROB
STR Misc
Human
-
-
-
-1
-1
-
-
+1
+3
+20% Command, -20%
attacks while clothed
| textdata/thevault/Encounter Critical/Encounter Critical Races Charts.pdf |
THE SAMURAI
A warrior class reimagined for 0e games
By Joseph D. Salvador
Learn more about Delving Deeper at
http://ddo.immersiveink.com/dd.html
THE SAMURAI
by Joseph D. Salvador
The samurai warrior has captured the role-player’s imagination since the earliest days of
the original fantasy game. In fact, samurai appear in Chainmail 3rd Editon (TSR, p.21,
1975) as elite footmen with superior morale and a long bow useable from horseback.
The first version of the samurai class appeared in the third issue of The Dragon
magazine in 1976 (Childers, Mike & Jeff Kay. “Samurai,” The Dragon, October 1976, p.
25) only two years after the release of the original boxed set. This interpretation
focused primarily on technical aspects of samurai weaponry and armor.
A second version appearing in Dragon #49 (Salva, Anthony. “The Samurai, an
Honorable NPC,” Dragon, May 1981), was an amalgamation of disparate skills –
illusionist spells, psionics, special weapons, and a number of martial arts maneuvers
drawn from karate and/or tae kwon do. Both of these classes were described as “NPC
classes,” as they were considered too powerful for typical play. This new interpretation
hopes to correct historical inaccuracies and to offer a class principally for player use.
With thanks to Simon J. Bull for his guidance and invaluable in-put,
and to Corey Ryan Walden for his thoughts and critique.
For followers of the original fantasy role-playing game and suitable for use with
Delving Deeper and other 0e games.
"Zero Edition Games" logo courtesy of Simon J. Bull. Delving Deeper is used with
permission.
Original rules: E. Gary Gygax, Dave Arneson
Author: Joseph D. Salvador
Proof reader: Simon J. Bull
Cover art: Utagawa Kuniyoshi
Interior art & layout: Joseph D. Salvador
March 2016
http://ravengodgames.blogspot.com/
Copyright © 2016 Joseph D. Salvador III
Samurai
Level
Experiece
Points
Required
Saving Throw Versus
Hit
Dice
THE SAMURAI
The warrior samurai occupied one of highest positions in the caste system of medieval
Japan. They were officials, landholders, soldiers, and protectors of society. In game
terms the samurai character class is similar to the fighter with a focus on particular
weaponry and a number of additional benefits.
Samurai are expected to be versed in both military and artistic pursuits, so they have no
prime requisite. Samurai must be of the Lawful alignment and any samurai who
changes alignment during his career becomes a ronin and will suffer certain hindrances
(see below).
Samurai may use armor and helmets, but not shields. However, a samurai’s armor must
reflect his status; it cannot be anything that is used, dirty, poor quality, or even of
foreign design. A samurai’s suit of armor must be valued at least 100 gp for each level
he has achieved (i.e., a 4th-level samurai will not tolerate any armor worth less than 400
gp).
Samurai attack as clerics with the battle axe, dagger, hand axe, morning star, pole arm,
short sword, spear, staff, sword, and two-handed sword, as well as the following new
weapons – the bokken, jitte, kodachi, kusari-gama, and tessen. Samurai primarily employ the
katana, daikyu (longbow), and wakizashi (short sword), attacking as fighters and gaining a
number of benefits with these (see below). Other weapons are considered foreign or
dishonorable and are not usable by samurai.
Samurai train in the warrior arts from early childhood, learning the skills of swords-
manship, archery, horsemanship, and swimming, as well as courtly etiquette. Samurai
receive special weapon training with their paired swords (the katana and the
Table 1: Samurai Progression
Poison
Wands
Rays
Paralysis
Petrification
Breath
Weapon
Spells
1
2
3
4
5
6
7
8
9
10
11
12
0
2,000
4,000
8,000
16,000
32,000
65,000
130,000
240,000
360,000
480,000
600,000
1+2
2+1
3
4
5
6
7
8+1
9+2
10
10+2
11
12
12
10
10
10
10
8
8
8
6
6
4
13
13
11
11
11
9
9
9
7
7
7
5
14
14
12
12
12
10
10
10
8
8
8
6
15
15
15
12
12
12
12
9
9
9
9
6
16
16
14
14
14
12
12
12
10
10
10
8
A Samurai requires 240,000 experience points per level beyond the 12th.
A Samurai adds one hit die per two levels beyond the 11th.
wakizashi) and with the daikyu, having the following benefits when employing these
weapons:
Samurai are trained in a special form of unarmed combat called jujutsu and conse-
quently throw one additional die when attempting to overbear.
Upon achieving 4th level, samurai become immune to fear, both magical and
mundane. However, samurai are terrifying warriors and can cause fear in lesser foes.
Normal man-types must immediately check morale when attacked by a samurai of 4th-
level (and above).
At 9th level, the samurai is granted a land holding by his lord or is allowed to conquer
new lands and establish his own domain. If kept free of marauders and monsters, the
domain will draw settlers and soldiers who will each pay 1 gp in taxes per month.
Samurai may employ any magic items available to fighters, excepting crossbows and
bolts. They may only wield magic swords in the form of katana, kodachi, wakizashi, or
the ōdachi (curved two-handed sword).
Samurai are expected serve a daimyo or other lord and to follow this lord’s orders –
failure to do so will result in severe repercussions. Additionally, samurai must follow the
code of the warrior, bushido. The primary principles of bushido include:
Samurai are famous horse archers and receive no penalties when firing the daikyu
from a mounted position.
Samurai can draw the katana or wakizashi in an instant, requiring no action and
receiving no penalty to initiative.
Samurai may use the katana as a two-handed weapon or in a single hand.
Regardless of dexterity score, a samurai may wield the katana and wakizashi as a
pair, one in each hand, as would a fighter.
When wielding the katana two-handed, the samurai rolls two dice for damage and
keeps the higher result. In the case of tied dice, both dice are kept and summed
for the damage result.
Duty and loyalty to the lord unto death.
A samurai must conduct himself with honor and maintain proper manners and
appearance.
To best serve the lord, a samurai must train in the military arts.
To best represent himself and his lord, a samurai must cultivate the classical arts –
scholarship, painting, and music.
A samurai must exhibit discipline and fortitude in all things.
Table 2: Armor
Item
Weight
Cost
AC
Ronin take a 20% penalty to all experience
points earned.
They may never take on hirelings or acquire retainers.
Anyone who is aware of his status will be disdainful of the ronin, causing a -2
penalty to reaction checks.
Finally, the ronin is banished from his lord’s domain and is proclaimed an enemy
of the clan. He is considered an outlaw and a criminal and will be hunted down if
ever he passes through the domain. Depending on the lord’s status, allied lords
may also bar the ronin from their territories.
In Japanese society the term ronin refers to
masterless samurai who have lost their position in
the clan by being disgraced by their own misdeeds,
by their clan being dispossessed of its holdings
(due to war or law), or by losing their lord in
battle. These men often become vagrant
mercenaries or criminals, although others
hold to their ideals and perhaps become
monks, teachers, or martial instructors.
In game terms, a ronin is any samurai
character who is dismissed from
service or otherwise loses his position
in the clan, as described above. A samurai
may also become a ronin if he ever changes from
the Lawful alignment (although this will not
always result in immediate dismissal).
Becoming a ronin is a great dishonor, and
many samurai choose to commit seppuku
(ritual suicide) rather than live in disgrace. A
ronin may not establish a land holding and suffers
the following disadvantages:
Unarmored
Nerigawa gusoku
Kusari gusoku
Ō-yoroi
Shield
Helmet, jingasa
Helmet, kabuto
9
7
5
3
*
-
-
-
10 gp
45 gp
100 gp
15 gp
4 gp
10 gp
-
25 lb.
50 lb.
75 lb.
15 lb.
3 lb.
5 lb.
Japanese armors are traditionally
composed of leather and iron scales,
intricately woven together with leather
cord in the lamellar style. The scales are
usually lacquered and the suits can be
very colorful and artistic. Japanese
armorers produced the equivalents of
leather and mail armors but these were
worn differently from Western types.
Nerigawa gusoku: This armor is made
from hardened leather scales attached to
* Adjusts armor class by −1.
RONIN
JAPANESE ARMOR
a cloth backing. Nerigawa includes a cuirass (dō), from which tassets hang, and armored
sleeves (kote).
Kusari gusoku: The Japanese version of mail, kusari gusoku consists of mail sewn to
a sturdy cloth jacket (kusari katabira), thigh protectors (haidate), and greeves (sune-ate).
The armor also includes short sleeves of mail.
Ō-yoroi: The classic Japanese armor, ō-yoroi is a full suit of lamellar armor, including
protection for the chest, shoulders, arms, thighs, and shins. This armor includes a
kabuto helmet.
Shield: Rarely seen in Japan, shields were typically only employed during siege warfare
or from emplacements and required two hands to move.
Helmet, jingasa: An iron or hardened leather version of the peasant’s conical hat, the
jingasa is employed by foot soldiers and the armed peasantry.
Helmet, kabuto: The classic samurai helmet, the kabuto has an iron helmet-bowl, a
large, banded neck guard, and often includes crests and styling to identify the wearer.
Armor marks the status and power of noble samurai and other wealthy warriors, most
of whom go to great expense to customize their armor. Armorers, smiths, engravers,
painters, and other craftsmen might be hired to create armors that are highly artistic.
The improvements below can be added to any armor, though the referee may limit
which might be applied to leather or chain armor. Consult Table 3 for costs; multipliers
are usually applied to the base cost of the armor although the referee is the final arbiter
in determining cost, altering it based on materials, craftsmanship, etc.
Artistic Lacquering: The standard lacquer is replaced by a more artistic, and often
more colorful, lacquer design. It may be simple bands or geometric patterns of color,
or a more intricate design.
SUPPLEMENTAL ARMOR AND IMPROVEMENTS
Embossing: Some of the armor plates are formed with either raised or recessed
images or designs.
Gilding: Areas of the armor, such as the trim, helmet, or dō, are ornately gilded in gold
or silver (called silvering in this case).
Horo: A square, cloth cloak attached to the back of a cuirass and meant to balloon out
when riding a horse at speed. The horo helps protect against arrows shot at the back.
When hit by such an attack, the wearer is allowed a save versus wands to avoid the
damage.
Jirushi: The jirushi is a small flag of paper or cloth worn on the helmet or shoulder
that identifies the wearer.
Kogake: A split-toed, leather shoe with an armored covering of plate or chain mail that
protects the top of the foot. Kogake might be worn alone or with sandals.
Kegutsu: Short leather shoes that are trimmed in silk and bear fur and worn for
ornamentation.
Nodowa: An armored cloth neck guard, the nodowa might be worn alone or attached to
the bottom of a face guard.
Painting: Parts of the armor, usually the dō, sode, and sune-ate, are covered with tight
silk and painted with beautiful scenes.
Sashimono: A large identification flag of silk
or paper that is held in a bamboo frame and
affixed to the back.
Silk Backing: The normal cloth or deerskin
backing of the armor is replaced with heavy,
layered silk.
Silk Cord Weave: The cloth or leather cord
that binds the armor scales together is
replaced with silk cord, often in vibrant,
multi-colored patters.
STYLES
Cost
Item
Table 3: Armor Improvements
Artistic Lacquering
Embossing
Gilding
Horo
Jirushi
Helmet, jingasa
Helmet, kabuto
+50%
+100%
+200%
+5 gp
+5 gp
4 gp
10 gp
Kiritsuke Kosane Gusoku
Kogake
+75%
+10 gp
Kegutsu
Nodowa
Helmet, jingasa
Helmet, kabuto
+10 gp
+15 gp
4 gp
10 gp
Painting
Sashimono
+100%
+15 gp
Silk Backing
Silk Cord Weave
Helmet, jingasa
Helmet, kabuto
+50%
+50%
+150%
10 gp
Silvering
Special Styling
+200%
Tatmi Gusoku
Tōsei Gusoku
+100%
+150%
Over time different styles of Japanese armors
developed, mostly based on new weapon
technology, but sometimes to allow for more
utilitarian uses or simply as a fashion concern.
Kiritsuke Kosane Gusoku: Armor made in
this style utilizes long bands of iron or
hardened leather (called lames) to create a suit
of lamenar armor.
Tatami Gusoku: This “folding armor” is
made to collapse into itself, even the helmet
folds into a small, portable size. Usually,
armor in this style is primarily chain mail with
iron or leather plates attached.
Tōsei Gusoku: Armor made in the "modern" style, tōsei gusoku did not appear until the
16th century and utilized elements of European design, such as ridged helmet bowls
and steel breastplates. Some of these armors were even made to be bullet proof.
Special Styling: Armors were sometimes made to resemble animals, demons, tengu, or
the like. Others might imitate a courtier’s apparel or monk’s clothing, or armor covered
in bear fur and made to resemble a gorilla.
Japanese warriors employ many of the standard weapons found throughout the world.
These are listed below with the Japanese terminology. Those marked with an (*) are
described under “New Weapons.”
Battle axe (ono)
Club (hanbō, tonfa, yawara)
Dagger (tantō, kaiken, kozuka)
Flail (chigiriki, nunchaku)
Hammer (ōtsuchi)
Hand axe (ono)
Longbow (daikyū*)
Morning star (tetsubo, kanabō)
Pole arm (bisentō, naginata, nagamaki)
Short bow (hankyu)
Short sword (wakizashi, kodachi*)
Spear (yari)
Staff (bō, jō*, shakujō)
Sword (bokken*, katana*, tachi)
Two-handed sword (ōdachi)
Bokken: A wooden sword in the shape of a
katana or wakizashi.
Daikyū: The Japanese longbow conforms to
the statistics of the Western longbow. It must
be noted, however, that the daikyū has an off-
set handle, allowing it to be used from
horseback.
Jitte: An iron truncheon with a single prong
attached at the hand guard. The jitte is used as
a bludgeon and parrying instrument.
Jō: A short wooden staff.
Katana: A long, curved sword with a single
sharp edge. The katana must be wielded with
two hands, except by certain classes.
Kodachi: A short-bladed katana that retains
Table 4: Weapons
Item
Weight
Cost
Bokken
Daikyu
Jitte
Jō
Katana
Kodachi
Kusari-gama
3 gp
50 gp
6 gp
2 gp
75 gp
20 gp
10 gp
3 lb.
5 lb.
3 lb.
3 lb.
10 lb.
5 lb.
10 lb.
Tessen
7 gp
2 lb.
NEW WEAPONS
JAPANESE WEAPONS
the long handle, allowing it to be used two-handed.
Kusari-gama: A short-hafted sickle (kama) with a length of chain attached to one end.
The metal weight at the end of the chain is swung and used to entangle an opponent’s
limbs or weapon.
Tessen: A folding iron fan commonly used by commanders. It can be used as a
bludgeon or to parry attacks. Other types include the gunbai (a solid open fan) and the
gunsen (a folding fan of lesser quality used by average soldiers).
OPTIONAL RULE
Two-Weapon Fighting: Characters with a Dexterity of 13 or greater may choose to
fight with a weapon in each hand. Both weapons must be single-handed weapons. One
weapon must be designated as the primary weapon and may weigh up to 10 pounds. If
the primary weapon weighs more than 5 pounds, the secondary weapon must weigh
less than the primary weapon. Two-weapon Fighting grants the character a +1 bonus
to hit. Fighters and thieves may instead choose to cause an opponent to suffer a -1
attack penalty, though this cannot be used in conjunction with parrying. Furthermore, a
throw of an even number on the attack roll indicates that the right-hand weapon
strikes, while an odd number indicates that the left-hand weapon has hit.
It should be noted that the character employing two weapons simultaneously is less
likely to be disarmed when parrying and may be allowed to counterattack with either
weapon (or both), subject to the referee’s judgment.
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| textdata/thevault/Delving Deeper (osr)/Delving Deeper Classes/Eastern Expeditions The Samurai (Delving Deeper).pdf |
BATTLECORPS
THE DRAGONS
OF DESPAIR
by Kevin Killiany
Chapter Two
BATTLECORPS
Dragons of Despair • Page 2
[Excerpt: “Mind-MASC” Paramedic and First Responder’s
Handbook of Controlled and Illegal Substances, supplement
3057/2, Distributed by Federated Commonwealth Ministry of
Health; August, 3057]
SCREEN FIRST if evidence indicates Mind-MASC may be
involved.
*TOXIC INTERACTION*
If Mind-MASC IS present:
DO NOT administer sedatives or beta blockers.
TREAT any physical injuries. Use topical anesthetics and
disinfectants as indicated.
ISOLATE the patient from lights and sound to reduce over-
stimulation.
Use THERMAL INTERVENTIONS to reduce fever and lower
tachycardia.
OVER HYDRATE to flush system and boost fluid levels.
DO NOT administer any internal medication—INCLUDING
any meds for preexisting conditions for which the patient
may have a script—until urine indicates Mind-MASC com-
pound has left subject’s system. (Estimate 4 to 12 hours after
ingestion.)
BATTLECORPS
Dragons of Despair • Page 3
First Battalion Headquarters
Florida Periphery March Militia
Florida
Federated Commonwealth
10 August 3057
“I don’t care that she has her own ‘Mech,” the man’s voice said
sharply.
Lex paused just outside the doorway.
“The fact that a bunch of frontier bumpkins were so impressed
with her they gave her one does not qualify her to go on a mis-
sion.”
“It’s not your call to make, Willard,” said a female voice. “She
was vetted by Hauptmann Judson.”
“That nameless ...”
Lex set her game face, what Hauptmann Michaels had called her
“one half Elemental” stare, and stepped across the threshold.
The sight of her nearly brought the leftenant leaning against the
desk on the dais to his feet. Then her rank registered and he re-
laxed back into a pose of studied nonchalance.
Also on the dais was a female leftenant, as pale as Lex was dark,
standing at something close to parade rest. Lex thought the al-
most masculine cut of her white-blonde hair indicated the same
no-nonsense attitude toward piloting a ‘Mech as her own centime-
ter-thick buzz. If nothing else, Lex liked what that said about her.
By process of elimination, the leftenant, leaning on the desk ig-
noring her as if she hadn’t made him jump a moment before, was
the one who didn’t think she belonged on the mission. He was
sharp-featured and pale, with dark hair trimmed in a traditional
cut and—if she was reading the body language right—the leader
of the newly formed milk run lance.
Ignoring him, Lex focused on the standing woman. Stopping a
respectful two paces from the dais, she came to attention and
saluted.
“Leftenant Atreus, Third Battalion, reporting as ordered.”
BATTLECORPS
Dragons of Despair • Page 4
The woman brought herself to attention and returned the salute.
Even with the twenty-centimeter advantage of the platform she
was about two fingers shorter than Lex.
“You’re late,” said the leftenant leaning on the desk, cutting off
his companion’s acknowledgement.
Lex did not bother to point out the four chronometers centered
on each wall of the room read oh seven five eight. If petty upper
classman harassment was the worst he could muster she didn’t
have much to learn from him.
“Leftenant Willard Britto is our lance leader,” the blonde leften-
ant introduced. “I am Leftenant Magda Caradine, and ….”
“And I,” said a new voice, “am Leftenant Tommy Aldicott.”
Lex was startled to realize a third person had been in the room.
Distracted by the high-profile targets again.
Leftenant Aldicott rose unhurriedly from a chair by the wall and
gave Lex a sketchy gesture somewhere between a wave and a
salute.
“Don’t call me Thomas,” he said. “I won’t answer.”
He didn’t reek with the Nagerling arrogance of the two on the
dais, but his almost languid demeanor screamed titled gentry.
He was also at least a decade older than she or the two on the dais.
There was a black oval beneath the unit designation on the sleeve
of his duty jacket with a symbol she couldn’t make out—probably
the insignia of a previous posting, some old school warriors kept
that tradition alive.
Lex pegged Aldicott as a youngest son of whom not much was
expected. She wondered what he was supposed to learn on this
milk run mission.
“If you’ll take your seats,” Britto said, rising. “We’ll begin.”
Lex and Aldicott both took chairs in the front row while Caradine,
predictably, took one of the chairs on the dais. There was to be no
mistaking the social order.
“In two weeks we will lift with the DropShip Southport, then
transfer to the Orville Wright, for transport to Despair,” a standard
star chart of local space appeared on the main holo screen, then
adjusted to a closer view of Ender’s Cluster. “Despair is the only
BATTLECORPS
Dragons of Despair • Page 5
inhabitable planet orbiting Ender’s Seven. We will be providing
security and protection for an expedition assessing the planet’s
resource value.”
“Why does a survey team need ‘Mech protection?” Aldicott
asked.
Britto frowned at the interruption.
“You will be provided that information when it is necessary,” he
said sternly.
“Any idea when they might let you in on it?”
“The gravity on Despair is one point one six Terra standard,”
Britto ignored Aldicott, putting a training schedule on the screen.
“We will begin daily weight and stamina training sessions immedi-
ately. All ‘Mech exercises will be in weight suits.”
Lex saw “immediately” meant in twenty minutes. In First
Battalion’s PT field. If she ran back to Third and get her workout
clothes she would be late. If she did not, she’d have to either work
out in her duty uniform or strip to her underclothes.
When resources are available, ask.
“I’ll need PT gear for this morning,” she said briskly, overcoming
her nature.
“Of course,” Caradine answered with a nod.
Lex wondered if that had been a test.
“What sort of ‘Mech exercises?” Aldicott was asking.
“Blind navigation over varied terrain,” Britto answered. “And axe
work.”
“Axe work?” Lex couldn’t keep the surprise from her voice.
“Yes, Leftenant,” Britto sounded weary. “I pilot an Axman,
Leftenants Caradine and Aldicott pilot Hatchetmen . . .”
“Hers is a very nice Five-S,” Aldicott put in. “XL engine, three
pulse lasers, all the latest upgrades. Mine’s a venerable Three-F; a
simple workhorse that’s been in the family for generations.”
“…While you pilot a Nightsky,” Britto went on as though Aldicott
hadn’t spoken. “The mission requires a lance of axe-equipped
‘Mechs able to work in concert.”
BATTLECORPS
Dragons of Despair • Page 6
“Why?” Aldicott asked again.
Britto glared at the older leftenant.
“It’s quite all right to say you don’t know, Willy,” Aldicott said,
uncowed. “It just occurs to me that if Despair is a heavily forested
world, they aren’t looking for protection as much as a team of tin
woodsmen.”
“We will be fully briefed on mission parameters,” Britto obliquely
confirmed Aldicott’s charge of ignorance, “When it is necessary.”
“Of course we will.”
BATTLECORPS
Dragons of Despair • Page 7
[Excerpt: “Ask the Peter” advice column, InterStellar Male]
Dear Peter,
I’ve been hearing a lot about the performance enhancer
Mind Mask. From what I hear it can turn anybody into a su-
perman. I was wondering if anyone has done any tests on
how this super drug enhances a guy’s performance in bed?
—Curious.
Dear Curious,
First of all, while Mind-MASC is supposed to heighten sen-
sation for the user, all those stories of superhuman feats we
hear usually involve someone getting seriously injured or
killed. Don’t know about you, but that’s not something we
look for in a love relationship.
Second, all the literature says one side effect of Mind-
MASC is low blood pressure. Since a guy’s primary asset
in this engagement is basically a spongy balloon held up by
blood pressure, we gotta wonder if lowering the old bp is re-
ally such a good idea.
Bottom line: While a hit of Mind-MASC might boost your
enjoyment a notch or two, not being able to perform—or
worse, hurting your partner—would pretty much guarantee
no second date.
The Peter says: Upside not worth the down. Give it a miss.
BATTLECORPS
Dragons of Despair • Page 8
DropShip Orville Wright
Nadir Recharge Station
Enders Cluster
Federated Commonwealth
22 September 3057
Lex sat, lightly strapped to her stool, in the officer’s mess of the
Union-class DropShip Orville Wright ignoring the noteputer and
bulb of cooling coffee clipped to the table before her.
The holoscreen on the bulkhead was repeating an image from
the port quarter camera. The three-dimensional image seemed
to hang between her and the wall and at the same time extend
through it, directly into space itself.
Just to the right of center against the blackness there was a
magnificent disk of stars, ranging in color from a muted red to
a blue-white that seemed to pierce the eye even through the ra-
diation filters. She knew the Cluster formed an oblate spheroid,
slightly more dense toward spinward, but from this angle the nine
stars seemed to form a rough ring.
This angle being from the nadir jump point of the tenth star of
the Cluster. They would be jumping to their final destination, one
of the stars near the center of the ring, as soon as the local pilot
arrived via DropShip from the colony.
The tenth star was as far from the nearest of the others as the
ring on the screen was broad, but upwards, toward galactic north.
Its apparent separation from the Cluster was an illusion, however,
and in a few dozen millennia its orbit would carry it through the
center of the ring.
Technically, Terran surveyors had named this star Ender, while
Ender’s Cluster referred to the nine sister stars. But that fact was
of use only in the most obscure trivia games. The star, the planet,
the colony which came to be on the planet and the sister stars had
all been called Ender’s Cluster from the moment the first colonist
arrived.
The Cluster was clearly visible from Florida, of course, a bright
lozenge above the southern horizon in the fall. Lex had never seen
it this close, however, and the effect was mesmerizing.
BATTLECORPS
Dragons of Despair • Page 9
Apparently oblivious to the majesty, or perhaps jaded by years
of space travel, Aldicott ignored the image on the holoscreen. He
sat at the other side of the mess frowning at his own noteput-
er and nursing a bulb of fruity drink from his private stores. The
scent that had wafted her way when he broke the seal had been
suspiciously alcoholic.
Caradine propelled herself across the threshold and Lex straight-
ened slightly, returning her attention to the noteputer. She thought
the blonde woman may have nodded in her direction, but she
didn’t look up to verify. She had appreciated her all-business at-
titude during training, strict SOP in her Hatchetman, everything by
the book. But she saw no reason to feign social equality off duty.
Caradine paused by Aldicott, snagging a stool with one foot as
she read over his shoulder.
“That’s a children’s text,” she accused.
“Middle school, thank you very much,” Aldicott corrected blandly.
“You’re supposed to be studying the navigational and survey
texts.”
“Which I understood not at all,” Aldicott was unrepentant. “This
I do. Did you know, for example that the nine stars of the Cluster
proper are so close together they share Oort material? Or that four
of them routinely exchange Edworth-Kuiper material?”
“Yes.”
“But do you know what that means?” Aldicott held up the note-
puter. “It’s positively incestuous.”
Caradine snorted and made her way to the coffee dispenser.
“Did you know all nine stars have planets—though they shouldn’t—
and there are fourteen stationary stable jump points within the
cluster?” Aldicott went on, apparently not caring Caradine had
moved away. “In addition to the ones for each system. Though a
jump point three or four years from the nearest system could not
be particularly useful.
“Solar wind research,” Caradine said over her shoulder. “Deep
space navigation experiments...”
“You know, they mentioned that.”
BATTLECORPS
Dragons of Despair • Page 10
Lex knew astronomers also posited several moving jump points
as well. Areas of gravity cancellation that followed set patterns
through space as the stars of the Cluster orbited each other. So far
none had been where the math suggested they should be, but that
didn’t stop the scientific speculation.
Or the treasure hunters, Lex thought.
Fleets of derelict ships trapped in Sargasso sectors were one
of the legends of the region. Not to mention ancient deep-space
stations tethered to sunless jump points. Daring or desperate
scavengers could always be found making dangerous forays into
the fierce gravity currents of the Cluster in search of LosTech.
“The cluster is close enough to Ender to affect the tides,” Aldicott
read from his noteputer. “Local superstition holds they affect peo-
ple as well, like astrology back on Terra.”
“That was diet,” said Lex; then kicked herself. She hadn’t meant
to get drawn into the conversation.
“Diet?” Aldicott asked. “What has that got to do with stars?”
The best way to get through the conversation, Lex decided, was
to say everything she was going to say then withdraw. When in
doubt, make a report.
“As a pre-industrial agrarian culture, the Babylonians had to rely
entirely on seasonally available crops for nutrition,” Lex explained.
“Different foods available during different times of year affected
the nutritional balance of pregnant women. These chemical varia-
tions affected their fetuses, influencing mental development and
personality. When the Babylonian thinkers noticed a general cor-
relation between people’s behavior and their birthdates, they
attributed the differences to the stars, something they could see.
Understanding the role of nutrition didn’t come until centuries
later.”
The two looked at her blankly.
“Improper interpretation of statistical data,” Lex prompted. “It’s
a classic study.”
“Buena is heavy on the book stuff,” Aldicott commented after a
moment.
“Useful for an ancient civilizations instructor,” Caradine agreed.
BATTLECORPS
Dragons of Despair • Page 11
The point, as her instructor at Buena had made quite clear, was
the obvious answer wasn’t always the right one, even if it seemed
to fit the facts. Very important an officer understood that. But if
her social betters didn’t see it, Lex wasn’t going to break it down
for them.
Without a word, she picked up her noteputer and resumed read-
ing.
Caradine propelled herself over to Lex’s table and strapped her-
self to a stool diagonally across from her.
“What do you think about Despair?” she asked, apparently trying
to draw Lex back into the conversation.
When in doubt…
“Despair is the fourth planet orbiting Cluster-seven, an F-type
star at the spinward edge of the cluster,” Lex reported. “It was cat-
aloged as nonviable for colonization when the region was settled.
There was no effort to explore until a privately funded mission,
which was lost in 3020. The surface is eighty-five percent water,
with two heavily volcanic polar continents which produce enough
methane to render the atmosphere toxic. The one equatorial con-
tinent is about six million square kilometers and supports a highly
developed ecosystem. Dominant life form is roughly analogous
to proto-birds, which are present in sizes and varieties similar to
Terran dinosaurs.”
“That’s it!” exclaimed Aldicott. “This entire venture has been
concocted by the Solaris VII Gaming Commission. ‘Mechs fight-
ing dinosaurs! We could retire on the endorsements.”
“Tom,” warned Caradine. Then to Lex: “I wasn’t asking for a re-
port, Alexandra. I wanted to know your opinion.”
First name. Okay. That happened sometimes.
Never when Britto was around, then it was all stiff formality.
Britto carried his class-conscious arrogance to the nth degree. If
Lex hadn’t recognized his elitist—and probably racist—attitude for
what it was, she might have thought the disdain he heaped on her
was personal.
Aldicott addressed everyone by their first name, but he was a
different flavor toff. He ignored rank and title as only old money
that doesn’t give a damn could, speaking to chamberlains and
chamber maids with the same casual informality.
BATTLECORPS
Dragons of Despair • Page 12
The few occasions over the last few weeks when Caradine used
her first name had been deliberate. To some they might have
looked like friendly overtures, but Lex recognized the efforts of
an aristocrat to demonstrate she could be good with the servants.
She’d had the wit not to return the familiarity.
But she also knew to give an honest opinion when it was asked.
“There is nothing in what we’ve been told to justify a lance of
‘Mechs being dispatched to support the planetary evaluation mis-
sion,” she said. “Therefore, we are not being told everything.”
“That’s pretty much a given,” Caradine agreed. “I can’t imagine
why there’d be an evaluation team on a methane planet anyway.”
“Mineral resources would be my first thought with a volcanic
planet,” Lex said, trying not to sound as though she were spelling
out the obvious. “But Despair is very light in metals. Rare earths,
perhaps. Of course, with its evolved ecology, pharmaceuticals
are always a possibility. And there are certain to be ornamental
woods or other exotics for the luxury trade.”
“I hadn’t thought of commercial applications,” Caradine said.
Of course not, Lex thought, but said: “Potential commercial ap-
plications are what drives most scientific inquiry.”
“Point taken.”
“But wouldn’t they stink?” Aldicott asked, looking up from his
noteputer. “The ornamental lumber or whatever. After all, meth-
ane. When we pass gas, that’s the gas we pass. Can’t imagine
anyone spending a lot of money on fart-scented paneling, no mat-
ter how lovely it looked.”
“Tommy, you have a talent for getting right to the core of every
issue,” Caradine observed dryly.
“’Tis a gift,” Aldicott conceded complacently.
Lex smiled despite herself. And made a mental note to never
play poker with anyone who underplayed the buffoon so artfully.
“Say, if we breathe in oxygen and fart methane,” Aldicott went
on, following his own thought. “When those beasties breathe in
methane, they must fart...”
“Some compound of oxygen?” Lex said.
BATTLECORPS
Dragons of Despair • Page 13
“Don’t encourage him,” Caradine said.
“No, no, this is useful information,” Aldicott insisted. “If you’re
ever outside the dome and your environmental suit fails, you can
stay alive by sticking your head up a dinosaur’s ass.”
“Tom!”
“No, he’s right,” Lex said. Deliberately not thinking through the
action she raised her noteputer. “The emergency equipment list
includes a step ladder.”
Caradine laughed aloud at the expression on Aldicott’s face.
Recovering, the older leftenant inclined his head toward Lex, ac-
knowledging her hit.
“Hate to spoil the mood,” Britto said coming through the open
hatch.
“What is it?” Caradine asked, instantly all attentive business.
Britto seemed to ignore the question. He grabbed the edge of
the table near Aldicott and hung for a moment, staring at the ho-
loscreen on the wall.
Lex felt her own adrenaline surge as she took in the sheen to his
pale skin and the almost feverish light in his eyes. Even Aldicott
came to alert, his eyes snapping to sharp focus on their lance lead-
er.
“I was just on the bridge.” Britto nodded toward the wall screen.
“Brace yourselves.”
As if on cue, the holoimage of the stars was replaced with that of
Captain O’Rourke on the bridge.
“All hands,” he said without preamble. “We have just received
word relayed to us by DropShip from the HPG facility on Ender’s
Cluster ...”
O’Rourke paused, his face drawn, and seemed to refer to some
notes or a screen beyond the camera’s view.
“On September sixteenth, Free Worlds League Captain-General
Thomas Marik presented evidence that his son Joshua Marik died
while in the care of Prince Victor Stiener-Davion.” The captain
paused again and gathered himself visibly. “The Captain-General
further stated that Prince Victor replaced Joshua with a double; a
BATTLECORPS
Dragons of Despair • Page 14
puppet through which he could seize control of the Free Worlds
League.”
“We’re at war with the Free Worlds?” Caradine’s voice was
hushed.
“Shut up,” said Britto flatly.
“Upon being convinced by the evidence of Prince Victor’s actions,
on Friday, eighteen September, 3057, Princess Katherine Steiner-
Davion seceded the Lyran ... Alliance,” he stumbled slightly over
the unfamiliar title, “From the Federated Commonwealth. She has
declared all Lyran nationals and armed forces neutral in any con-
flict between the Free Worlds League and those worlds still under
Prince Victor’s control.”
Captain O’Rourke stopped reading and looked directly into the
video camera.
“By unanimous action, the Lyran Estates General have declared
Katherine Steiner-Davion Archon of the Lyran Alliance.”
| textdata/thevault/BattleTech [multi]/EXTRA/Novels/Battlecorps Novels/Dragons of Dispair Chap 02 - Kevin Killiany.pdf |
MAAS-NEOTEK GUIDES
ARTIFICIAL INTELLIGENCE UNITS
Written By: Syberman [ [email protected]
"The ghost awoke to Kumiko's touch as they began their descent into Heathrow. The fifty-first generation of Maas-Neotek biochips
conjured up an indistinct figure on the seat beside her, a boy out of some faded hunting print, legs crossed casually in tan breeches
and riding boots. 'Hullo,' the ghost said."
[ Mona Lisa Overdrive ]
GUIDE: BACKGROUND
The origins of the first artificial intelligence guide is unclear, the
event was never recorded in the history books. In an unknown lab,
in an unknown country, the first biosoft was developed, a device
capable of storing hundreds of memory units. The technology was
in its embryonic stage when the designer Janice Grubb first became
interested in its applications. Since the creation of the I.G Algorithm
in 2014 she had become increasingly worried about cyberspace and
transcendental sentience. If her theories were correct she had not
only created life, but trapped that same life in the endless bounds of
cyberspace. The biosoft technology was the answer to her
conundrum, how to free, that which could not be freed. It's unclear
how her Internet paymasters reacted to her idea's on the future of
cyberspace, what is clear, is that Grubb allowed herself to be
extracted to the Maas Corporation.
The German corporate giant was a leading expert in the new biosoft
technology, second only to the monolithic Internet Conglomerate,
headed by the mysterious Ishima family. The extent of the shadow
war which ensued at Grubb's defection is unclear, what is clear is
that several hundred Cyber Circle operatives were involved with the
altercations. The result was a stalemate, with Ishima withdrawing
the Maas Corporations up-link from the Euro-Theatre grid. It only
took the Maas Corporation seven days to come to the discussion
table, a compromise was ironed out and Grubb was allowed to stay.
It's still unclear what Maas offered Ishima in return for her, perhaps
this is why Ishima has the world monopoly on biosoft constructs.
Grubb continued to work for the newly created Maas-Neotek and in
2028 the first commercially available artificial intelligence unit was
introduced onto the market. Although her initial vision was
subverted for commercial gain, Grubb still works for Maas-Neotek
in the hope that one day her children will be freed.
GUIDE: PERSONALITY
The purchase of a personality construct, is just that, a construct. The
construct has skill programs, equal to intellect, and has skill points,
equal to ten times intellect. If the construct isn't custom designed
these skills will be from a chosen field, such as tactical skills. All
constructs begin with; Interface, Systems Knowledge,
Programming, Education & Knowledge. These reflect the constructs
electronic existence and must be purchased with the initial skill
points, Interface being at least equal to half intellect. Skills take up
one memory unit of space per point, it's assumed that the constructs
personality skills are hardwired into its core program.
The construct receives personality skill points equal to intellect,
Human Perception and Rhetoric are mandatory, other skills are
usually limited to the constructs chosen field. In addition to the
constructs intellect, it also has the statistics of cool and empathy.
The constructs cool starts out at sixteen and empathy at one, for
every two points of empathy increase there is a decrease of cool by
one point. This reflects the constructs increasing humanity and lack
of machine clarity.
The electronic nature of the construct make it highly adaptable to
change and it can learn just like humans. Constructs receive
improvement points from using skills and game participation. If the
construct requires a new skill, it can use a Biosoft to download the
basic knowledge. The Biosoft information is loaded into the
constructs memory and can be used like normal skills. Biosofts are
currently being designed to self delete once their information is
uploaded, after all information isn't free. Should the construct be
used by a human companion, it can advise on electronic and
scientific skill use. The construct infers a bonus of half its intellect
on intelligence and technical based skill programs.
GUIDE: HARDWAE
Once the construct is purchased its housing must be built, this is
usually a customised unit produced by the Maas-Neotek or Sino-
Logic. The electronic housing and biosoft memory core can often
run into several million Euro-marks. The units are hand built by the
companies finest technicians, adding an additional 10% onto the
final price, only guidance units are made on a production line. The
final price is dependent upon the units housing, a construct placed in
an E-Book has a price modification of x 5, whereas a hand held
palm unit has a modification of x 15. These price modifications
reflect the increasing complexity of technology, palm units often
employing nanotechnology for production purposes.
The complexity of the housing unit is often dependent upon the
complexity of the construct. Every three points of intellect requires
a central processor unit, this allows the construct to operate in
parallel, performing an action for every two system processors.
Technological restraints in the field of construct programming,
currently limits the number of processors to seven. If a construct has
more than seven processors, there's a chance that it will suffer from
schizophrenic tendencies. The constructs processor speed allows
faster actions, this is added to intellect, determining cyberspace
initiative. The data wall strength is determined by processor
defence, usually greater than the processors present in the system.
GUIDE: OFTWARE
If the construct is to be used in cyberspace it should be equipped
with a plethora of offensive and defensive programs. It's also
recommended that the higher intellect constructs be equipped with
the spore program. This should only be used as a last resort,
allowing the construct to reconstruct should it find suitable system.
Constructs are not just limited to cyberspace software, they can also
hold custom databases on almost any subject. These can range from
visual & audio recognition databases to metropolitan guides, the use
is only limited by the imagination. If the construct is downloading
information from cyberspace, it requires one minute line time for
each memory unit of software.
If a construct is required with an intellect greater than twelve, it
must be commissioned directly from the Ishima Corporation.
Guidelines concerning the use of constructs with high intellects, are
laid down by the Turing Code and they must be placed on the
Zurich Register. These constructs costing several million Euro-
marks, are produced for corporate main-frames and more esoteric
purposes. There are currently over 1,800 artificial intelligence's
registered by the Turing Division of Interpol, circa 2028.
GUIDE: CONSTRUCTION
Artificial Intelligence Units: Personality Construct
Guidance Construct : 50,000eb (Int 1, 1/10 for skills, needs 1
CPU, 10 MU)
Companion Construct : 100,000eb (Int 3, 3/30 for skills,
requires 1 CPU, 30 MU)
Guardian Construct : 150,000eb (Int 6, 6/60 for skills,
requires 2 CPU's, 60 MU)
Councillor Construct : 200,000eb (Int 9, 9/90 for skills,
requires 3 CPU's, 90 MU)
Tactician Construct : 250,000eb (Int 12, 12/120 for skills,
requires 4 CPU's, 120 MU)
Artificial Intelligence Units: Processor & Memory
Processor Unit's : 10,000eb per unit (max. 10 processors)
Processor Speed : 2,000eb per level (max. 5 initiative)
Processor Defence : 1,000eb per level (max. 10 defence)
Processor Memory : 500eb per unit (max. 1000 storage)
Artificial Intelligence Units: Communication Systems
Cellular Link : 4,000eb (25% line-drop, used to contact
phone cells)
Satellite Link : 8,000eb (5% line-drop, used to contact
satellites)
Tight-beam Link : 1,500eb (20% line-drop, used for remote
vehicles)
Cyber-modem Link : 3,000eb (modified deck allowing
access to cyberspace)
Artificial Intelligence Units: Interface Systems
Neural Interface : 1,000eb (interface plugs and electrodes can
be jacked into unit)
Synaptic Interface : 10,000eb (construct understands sub-
vocalised neural command)
Symbiotic Interface : 100,000eb (constructs consciousness
can merge with humans)
Wetware Interface : 500eb (uploads datasofts, microsofts, &
biosofts into memory)
Artificial Intelligence Units: Security Recognition
Thumb Print Scanner : 500eb (unit requires a valid print scan
to operate)
Retinal Image Scanner : 1,000eb (unit requires a valid retinal
scan to operate)
Neural Recognition Scanner : 2,000eb (unit requires a valid
neural scan to operate)
Artificial Intelligence Units: Hardware Packages
Stress Analyser Package : 200eb (+2 to Human Perception &
Interrogation, 3 MU)
Lie Detector Package : 400eb (needle probe detects lies, 65%
reliabilit
Bug Detector Package : 200eb (locates bugs within 6m
radius, 80% reliability, 2 MU)
Bug Jammer Package : 200eb (broadcasts white noise over
10m radius, 1 MU)
Radar Detector Package : 150eb (detects any microwave
signals, 60% reliability, 2 MU)
Signal Detector Package : 750eb (detects I.R, U.V, & radio
signals, 40% reliability, 2 MU)
Signal Tracker Package : 300eb (detects source of signals,
80% reliability, 2 MU)
Signal Jammer Package : 750eb (electronics can resist
jamming, 20% reliability, 2 MU)
Medical Scanner Package : 250eb (sensors read body vital
signs , +1 to Diagnose, 5 MU)
Technical Scanner Package : 250eb (diagnostic system for
repairs, -3 to difficulty, 5 MU)
Vox-Synthesiser Package : 300eb (speaker system allows
construct to speak aloud, 2 MU)
Drug Analyser Package : 750eb (determines drug
purity/content, 65% reliability, 4 MU)
Credit Transaction Package : 250eb (electronic money
transactions, needs modem, 1 MU)
Holographic Imager Package : 500eb (visual images captured
for holographic projection, 5 MU)
Holographic Projector Package : 1,000eb (generates a low
resolution holographic image, 5 MU)
Holographic Projector Package : 10,000eb (generates a high
resolution holographic image, 10 MU)
Artificial Intelligence Units: Software Packages
Metropolitan Database : 5,000eb (database of city
information, needs modem, 5 MU)
Bounty Hunter Database : 5,000eb (database of wanted
criminals, needs modem, 10 MU)
Modus Operandi Database : 25,000eb (database of modus
operandi, needs modem, 10 MU)
Virtual Reality Environment : 50,000eb (hyper-real virtual
reality conference suite, 25 MU)
Imp Protection Package : 660eb (software; armour, shield,
force shield, flack, 7 MU)
Afreet Protection Package : 4,440eb (software; invisibility,
replicate, domino, spore, 14 MU)
Succubus Protection Package : 26,000eb (software; stun,
knockout, threat, red-out, 16 MU)
Balrog Protection Package : 29,000eb (software; hellbolt,
spazz, brainwipe, cerebus, 19 MU)
Shiatan Protection Package : 37,750eb (software; hellhound,
werewolf, zombie, liche, 20 MU)
Artificial Intelligence Units: Miscellaneous Items
Production & Design : 10% total (production costs for the
artificial intelligence unit)
Hardened Circuitry : 20% total (protects against magnetic
pulses, microwaves etc.)
GUIDE: EXAMPLES
Example:
Tactical Construct
Example:
Councillor Construct
Example:
Guardian Construct
Example:
Companion Construct
INT: 12 - COOL: 14 - EMP: 4
INT: 9 - COOL: 12 - EMP: 8
INT: 6 - COOL: 14 - EMP: 4
INT: 3 - COOL: 12 - EMP:
8
CPU: 4 - SPD: 4 - DEF: 8
CPU: 3 - SPD: 2 - DEF: 4
CPU: 2 - SPD: 2 - DEF: 4
CPU: 1 - SPD: 1 - DEF: 2
* - Interface + 12
* - Interface + 9
* - Interface + 6
* - Interface + 3
* - Systems Knowledge + 7
* - Systems Knowledge + 4
* - Systems Knowledge + 4
* - Systems Knowledge + 1
* - Programming + 7
* - Programming + 4
* - Programming + 4
* - Programming + 1
* - Education & Knowledge + 10 * - Education & Knowledge +
12
* - Education & Knowledge + 6 * - Education & Knowledge
+ 1
* - Streetwise + 4
* - Social + 3
* - Streetwise + 2
* - Social + 1
* - Rhetoric + 4
* - Rhetoric + 3
* - Rhetoric + 2
* - Rhetoric + 1
* - Human Perception + 4
* - Human Perception + 3
* - Human Perception + 2
* - Human Perception + 1
1 - Tactical Operations + 12
1 - Bureaucratic Policy + 10
1 - Security Operations + 8
1 - Bureaucratic Policy + 8
2 - Security Operations + 12
2 - Corporate Policy + 10
2 - Electronic Systems + 4
2 - Corporate Policy + 8
3 - Remote Operations + 4
3 - Cultural Policy + 10
3 - Electronic Security + 9
3 - Cultural Policy + 8
4 - Weaponry Systems + 4
4 - Teaching + 5
4 - Electronic Warfare + 9
5 - Electronic Systems + 8
5 - Linguistics + 6
5 - Expert: Cyberspace Security +
5
6 - Electronic Security + 10
6 - Expert: Scientific Theory + 4 6 - Expert: Cryptographic
Security + 5
7 - Electronic Warfare + 8
7 - Expert: Technological
Theory + 4
8 - Demolition Disposal + 6
8 - Expert: Psychological
Theory + 6
9 - Expert: Surveillance Systems
+ 4
9 - Expert: Philosophical Theory
+ 6
10- Expert: Mechanical Security +
4
11- Expert: Cyberspace Security +
6
12- Expert: Cryptographic
Security + 6
GUIDE: ERRATA & NOTES
The introduction of guide units into a campaign should be considered carefully by the referee. They will appeal to the 'munchkin'
element of a group and could imbalance a carefully planned campaign. In my campaign they were introduced to drive the plot and
make the dreaded task of netrunning easier. The miniaturised technology they employ takes nanotech one stage further, something
that in my opinion should only occur in a post 2030 campaign.
The price of the guides reflects the technology involved in their construction, as such they will only be available to the corporate
elite and European golden-kids. Their esoteric nature was played up in my campaign, with guides being constructed as pocket
watches, jewellery and even guns. In game terms the production & design costs should be increased by 5%, reflecting the increased
effort in designing a guide around an object.
Once the guide is constructed it's possible to add extra hardware packages to the base unit. The modifications will eventually
increase the guides housing, when this occurs, is entirely at the referees discretion. I personally stop modifications before the guide
begins to resemble a Swiss Army knife. The only element of the construct that cannot be modified is the biosoft processor, this must
be replaced to improve the number of processors, speed, defence or memory units.
| textdata/thevault/Cyberpunk/Unofficial/Datafortress 2020 Archives/Cyberpunk 2020 - Net - Rules - Maas-Neotek Guides (AI) by Syberman.pdf |
PLAYER NAME
CHARACTER NAME
ALIGNMENT
CLASSES
LEVELS
RACE
DEITY
HOMELAND
ABILITY
SCORE
ABILITY
MODIFIER
BONUS
TEMP
ADJUST
C H A R A C T E R I N F O R M AT I O N
A B I L I T Y S C O R E S
S K I L L S
PENALTY
STR
STRENGTH
DEX
DEXTERITY
CON
CONSTITUTION
INT
INTELLIGENCE
W IS
WISDOM
CHA
CHARISMA
H I T P O I N T S
T H E I M P R O V E D PAT H F I N D E R C H A R A C T E R S H E E T
TOTAL HP TEMP HP
CURRENT HP
NONLETHAL DAMAGE
DAMAGE RESISTANCE
ENERGY RESISTANCE
S AV I N G T H R O W S
FORTITUDE
(CONSTITUTION)
REFLEX
(DEXTERITY)
WILL
(WISDOM)
TOTAL
BASE
SAVE
CLASS
BONUS
MAGIC
MOD
ABILITY
MOD
FEAT
MOD
MISC
MOD
=
=
=
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
SPELL RESISTANCE
CONDITIONAL MODIFIERS
INITIATIVE
MODIFIER
TOTAL
DEX
MOD
MISC
MOD
=
+
S P E E D
BASE SPEED
WITH ARMOR
FT.
SQ.
FT.
SQ.
FLY
FT.
SWIM
FT.
CLIMB
FT.
OTHER
FT.
APPRAISE
HEAL
PERCEPTION
DIPLOMACY
KNOWLEDGE (HISTORY)*
SENSE MOTIVE
◻
◻
◻
◻
◻
◻
ACROBATICS
HANDLE ANIMAL*
LINGUISTICS*
KNOWLEDGE (GEOGRAPHY)*
RIDE
◻
◻
◻
◻
◻
CLIMB
KNOWLEDGE (ARCANA)*
PERFORM
DISGUISE
KNOWLEDGE (NATURE)*
SPELLCRAFT*
◻
◻
◻
◻
◻
◻
BLUFF
INTIMIDATE
PERFORM
DISABLE DEVICE*
KNOWLEDGE (LOCAL)*
SLEIGHT OF HAND*
◻
◻
◻
◻
◻
◻
CRAFT
KNOWLEDGE (ENGINEERING)*
PROFESSION*
FLY
KNOWLEDGE (PLANES)*
SWIM
SURVIVAL
KNOWLEDGE (RELIGION)*
USE MAGIC DEVICE*
◻
◻
◻
◻
◻
◻
◻
◻
◻
CRAFT
KNOWLEDGE (DUNGEONEERING)*
PROFESSION*
ESCAPE ARTIST
KNOWLEDGE (NOBILITY)*
STEALTH
◻
◻
◻
◻
◻
◻
TOTAL
BONUS
D E X
I N T
D E X
I N T
I N T
D E X
C H A
C H A
S T R
C H A
W I S
I N T
D E X
C H A
I N T
C H A
I N T
I N T
=
+
+
+
=
+
+
+
=
+
+
+
=
+
+
+
=
+
+
+
=
+
+
+
=
+
+
+
=
+
+
+
ABILITY
MOD
SKILL
RANKS
MISC
BONUS
COND.
MOD
=
+
+
+
=
+
+
+
=
+
+
+
=
+
+
+
=
+
+
+
=
+
+
+
=
+
+
+
=
+
+
+
=
+
+
+
=
+
+
+
TOTAL
BONUS
I N T
I N T
W I S
I N T
I N T
I N T
W I S
I N T
D E X
C H A
C H A
I N T
W I S
D E X
D E X
S T R
W I S
C H A
C H A
I N T
=
+
+
+
=
+
+
+
=
+
+
+
=
+
+
+
=
+
+
+
=
+
+
+
=
+
+
+
=
+
+
+
=
+
+
+
ABILITY
MODS
SKILL
RANKS
MISC
BONUS
COND.
MODS
=
+
+
+
=
+
+
+
=
+
+
+
=
+
+
+
=
+
+
+
=
+
+
+
=
+
+
+
=
+
+
+
=
=
+
+
+
+
+
+
=
+
+
+
N O T E S
HIT DIE
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
A R M O R C L A S S
D E F E N S I V E I T E M S
ARMOR CLASS
BASE ATTACK BONUS
MELEE ATTACK
BONUS
RANGED ATTACK
BONUS
CMB
COMBAT MANEUVER BONUS
TOUCH
ARMOR CLASS
FLAT-FOOTED
ARMOR CLASS
CMD
COMBAT MANEUVER DEFENSE
TOTAL
TOTAL
TOTAL
TOTAL
=
=
=
=
=
=
=
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
CONDITIONAL MODIFIERS
ARMOR
BONUS
SIZE
MOD
SIZE
MOD
SIZE
MOD
DEXTERITY
MOD
SHIELD
BONUS
MISC
MOD
MISC
MOD
MISC
MOD
SIZE
MOD
DEX
MODIFIER
BASE
ATTACK
BONUS
BASE
ATTACK
BONUS
BASE
ATTACK
BONUS
BASE
ATTACK
BONUS
SIZE
MODIFIER
STR
MOD
DEX
MOD
DEX
MOD
STRENGTH
MOD
10
10
10
10
NATURAL
ARMOR
DODGE/
DEFLECT
BONUS
MISC
MOD
TOTAL
MISC
BONUS
D E F E N S I V E A B I L I T I E S & F E AT U R E S
O F F E N S I V E A B I L I T I E S & F E AT U R E S
AT TA C K B O N U S E S
NAME
NAME
NAME
ITEM
ITEM
ITEM
ITEM
ITEM
NAME
NAME
NAME
SOURCE BOOK
SOURCE BOOK
SOURCE BOOK
SOURCE BOOK
SOURCE BOOK
SOURCE BOOK
DESCRIPTION
DESCRIPTION
DESCRIPTION
DESCRIPTION
DESCRIPTION
DESCRIPTION
PROPERTIES
PROPERTIES
PROPERTIES
PROPERTIES
PROPERTIES
TYPE
TYPE
TYPE
TYPE
TYPE
AC BONUS
AC BONUS
AC BONUS
AC BONUS
AC BONUS
WEIGHT
WEIGHT
WEIGHT
WEIGHT
WEIGHT
CHECK PENALTY
CHECK PENALTY
CHECK PENALTY
CHECK PENALTY
CHECK PENALTY
SPELL FAILURE
SPELL FAILURE
SPELL FAILURE
SPELL FAILURE
SPELL FAILURE
NAME
NAME
SOURCE BOOK
SOURCE BOOK
DESCRIPTION
DESCRIPTION
-5
-5
-5
-5
-5
-5
-5
-5
-5
-5
AT TA C K S
ATTACK
ATTACK
ATTACK
ATTACK
ATTACK
DAMAGE
DAMAGE
DAMAGE
DAMAGE
DAMAGE
ATTACK BONUS
ATTACK BONUS
ATTACK BONUS
ATTACK BONUS
ATTACK BONUS
RANGE
RANGE
RANGE
RANGE
RANGE
MULTIPLIER
MULTIPLIER
MULTIPLIER
MULTIPLIER
MULTIPLIER
AMMUNITION
AMMUNITION
AMMUNITION
AMMUNITION
AMMUNITION
TYPE
TYPE
TYPE
TYPE
TYPE
CRITICAL
CRITICAL
CRITICAL
CRITICAL
CRITICAL
DESCRIPTION
DESCRIPTION
DESCRIPTION
DESCRIPTION
DESCRIPTION
F E AT S
S E N S E S
L A N G U A G E S
N O T E S
NAME
SOURCE
DESCRIPTION
G E A R
W E A P O N S
A R M O R & S H I E L D S
P O T I O N S , S C R O L L S , & M A G I C I T E M S
O T H E R I T E M S
M O N E Y
E N C U M B R A N C E
ITEM NAME
ITEM NAME
ITEM NAME
ITEM NAME
ITEM NAME
LIGHT LOAD
LIFT OVER HEAD
MEDIUM LOAD
LIFT OFF GROUND
HEAVY LOAD
DRAG OR PUSH
WEIGHT
WEIGHT
WEIGHT
WEIGHT
WEIGHT
COST
COST
COST
COST
COST
GEAR
TOTALS
ITEMS
COST
WEIGHT
STORED
CARRIED
CP
SP
GP
PP
O T H E R VA L U A B L E S
TREASURE
MOUNTS/VEHICLES
HOLDINGS
VALUE
VALUE
VALUE
S P E L L C A S T I N G
M E TA M A G I C
S P E L L - L I K E A B I L I T I E S
P R E PA R E D S P E L L S
CLASS
SUBCLASS/ARCHETYPE
CONDITIONAL MODIFIERS
LEVEL
CONCENTRATION
TOTAL
CASTER
LEVEL
ABILITY
MOD
MISC
MOD
=
+
+
SPELLS
KNOWN
ABILITY
BONUS
SPELLS
PER DAY
LEVEL
SAVE
DC
BONUS
SPELLS
0
3rd
7th
1st
4th
8th
2nd
6th
5th
9th
SPELL NAME
LEVEL
ADJUST
TIMES
PER DAY
LEVEL
SOURCE
S P E C I A L A B I L I T I E S
NAME
NAME
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| textdata/thevault/Pathfinder/1st Edition/The Improved Pathfinder Character Sheet Redesign.pdf |
¤ and “ designate trademarks of Wizards of the Coast, Inc. ' 2000 Wizards of the Coast, Inc. This certificate
is the property of Wizards of the Coast and has $0 actual cash value.
has acquired the following in the scenario
Coriner Gala
EEEEvvvveeeerrrrbbbbuuuurrrrnnnniiiinnnngggg TTTToooorrrrcccchhhh
GP Value: 90 gp
Weight: 1 lb
Use Restriction: Common
Tradeable: YES
Total Bonus:
¤ and “ designate trademarks of Wizards of the Coast, Inc. ' 2000 Wizards of the Coast, Inc. This certificate
is the property of Wizards of the Coast and has $0 actual cash value.
has acquired the following in the scenario
Coriner Gala
1st-level caster
PPPPoooottttiiiioooonnnn ooooffff CCCCuuuurrrreeee LLLLiiiigggghhhhtttt
W
W
W
Woooouuuunnnnddddssss
GP Value: 50 gp
Weight: *
Use Restriction: Common
Tradeable: YES
Total Bonus:
® and ™ designate trademarks of Wizards of the Coast, Inc. © 2000 Wizards of the Coast, Inc. This certificate
is the property of Wizards of the Coast and has $0 actual cash value.
has acquired the following in the scenario
Coriner Gala
1st-level caster
PPPPoooottttiiiioooonnnn ooooffff CCCCuuuurrrreeee LLLLiiiigggghhhhtttt
W
W
W
Woooouuuunnnnddddssss
GP Value: 50 gp
Weight: *
Use Restriction: Common
Tradeable: YES
Total Bonus:
If this certificate is traded, a full record of the transaction must appear on the back. The record
must include the player name, character name, and RPGA number of both the person traded
from and the person traded to. Trade information must be legible. A questionable or illegible
trade record is grounds for the certificate's immediate disqualification from play.
If this certificate is traded, a full record of the transaction must appear on the back. The record
must include the player name, character name, and RPGA number of both the person traded
from and the person traded to. Trade information must be legible. A questionable or illegible
trade record is grounds for the certificate’s immediate disqualification from play.
If this certificate is traded, a full record of the transaction must appear on the back. The record
must include the player name, character name, and RPGA number of both the person traded
from and the person traded to. Trade information must be legible. A questionable or illegible
trade record is grounds for the certificate’s immediate disqualification from play.
Judge Signature
RPGA # Date
Convention
Judge Signature
RPGA # Date
Convention
Judge Signature
RPGA # Date
Convention
¤ and “ designate trademarks of Wizards of the Coast, Inc. ' 2000 Wizards of the Coast, Inc. This certificate
is the property of Wizards of the Coast and has $0 actual cash value.
has acquired the following in the scenario
Coriner Gala
A single influence point with the Grey Hood Monks
IIIInnnnfffflllluuuueeeennnncccceeee PPPPooooiiiinnnntttt
GP Value:
n/a
Weight:
n/a
Use Restriction:
Common
Tradeable:
NO
Total Bonus:
¤ and “ designate trademarks of Wizards of the Coast, Inc. ' 2000 Wizards of the Coast, Inc. This certificate
is the property of Wizards of the Coast and has $0 actual cash value.
has acquired the following in the scenario
Coriner Gala
A single influence point with the Grey Hood Monks
IIIInnnnfffflllluuuueeeennnncccceeee PPPPooooiiiinnnntttt
GP Value:
n/a
Weight:
n/a
Use Restriction:
Common
Tradeable:
NO
Total Bonus:
¤ and “ designate trademarks of Wizards of the Coast, Inc. ' 2000 Wizards of the Coast, Inc. This certificate
is the property of Wizards of the Coast and has $0 actual cash value.
has acquired the following in the scenario
Coriner Gala
A single influence point with the Grey Hood Monks
IIIInnnnfffflllluuuueeeennnncccceeee PPPPooooiiiinnnntttt
GP Value:
n/a
Weight:
n/a
Use Restriction:
Common
Tradeable:
NO
Total Bonus:
If this certificate is traded, a full record of the transaction must appear on the back. The record
must include the player name, character name, and RPGA number of both the person traded
from and the person traded to. Trade information must be legible. A questionable or illegible
trade record is grounds for the certificate’s immediate disqualification from play.
If this certificate is traded, a full record of the transaction must appear on the back. The record
must include the player name, character name, and RPGA number of both the person traded
from and the person traded to. Trade information must be legible. A questionable or illegible
trade record is grounds for the certificate’s immediate disqualification from play.
If this certificate is traded, a full record of the transaction must appear on the back. The record
must include the player name, character name, and RPGA number of both the person traded
from and the person traded to. Trade information must be legible. A questionable or illegible
trade record is grounds for the certificate’s immediate disqualification from play.
Judge Signature
RPGA # Date
Convention
Judge Signature
RPGA # Date
Convention
Judge Signature
RPGA # Date
Convention
| textdata/thevault/Living Greyhawk/Modules/Duchy of Urnst/591/Normal Scenarios/URD1-04 - Coriner Gala (APL 2-6)/URD1-04 - Coriner Gala certs.pdf |
Le viellard promena sa lanterne sur les marches. La lueur ne pénétrait pas au-delà. Son jeune compagnon ferma la grille derrière
eux. Puis ils descendirent tranquillement, l’un s’appuyant sur l’autre. Le vieux pensait: - Ces expéditions ne sont plus de mon âge. J’aurais dû
recruter quelqu’un, même si cette mission-là aurait coûté fort cher. Il y en a quelques uns qui auraient accepté. Tous les voleurs n’ont pas peur
des tombes. Même de celle de Simbar Tuk. Mais bon, j’y suis maintenant. Le plus fatiguant est déjà fait. De plus, on ne peut pas entièrement
compter sur eux. Celui que j’ai grassement payé pour s’introduire dans la demeure de Simbar affirme qu’il n’y avait rien. Que si les rouleaux y
étaient, il les aurait trouvés. Peut-être. Après tout, Simbar était assez jaloux pour se faire ensevelir avec eux, pour les garder auprès de lui.
Mais s’ils ne sont pas ici, alors où? Dire qu’après trente ans, il ne nous faisait même pas confiance. Bon d’ac cord, c’est normal. Mais qu’il nous
méprise au point de nous priver de son héritage! Maudit soit-il! Surtout moi, qui fut son élève. En souvenir de ce temps- là, il aurait au moins pu
faire un geste. Tous ces secrets perdus! Bah! Voici le gisant. Sacrée dalle que voilà. Elle doit peser des tonnes...
Le jeune homme peina beaucoup pour déplacer le couvercle de la tombe sous les conseils judicieux, quoique poctués de coups de
canne, de son vénérable maître. Une fois l’ouverture assez grande, celui-ci se releva et repoussa l’adoscelent de côté pour mieux voir. Le
cadavre sentait fort, mais n’était pas encore trop abimé. Il déplaça sa lampe en scrutant attentivement, jusau’à apercevoir le morceau de
bambou coincé sous le bras du défunt. Un étui à parchemins. Il ne put réprimer un sonore Ah! de satisfaction et tourna la tête en souriant pour
partager son contentement avec son jeune complice, qui apprécia cette délicate attention. Empreint d’un sincère respect envers celui q ui fut
son guide éclairé pendant si longtemps, le viellard avança la main vers le trésor qu’il était venu chercher. Ses paroles furent: - Ô Simbar Tuk,
tu fus le plus grand d’entre nous, notre lumière et notre inspiration. On dit que tu vécus plus de deux cent ans, et surement bien plus sans
cette mauvaise chute où tu te brisas le crâne. Tu nous manques à tous; et personnellement je te pleurerai longtemps. Mais aujourd’hui, je
viens m’assurer que tout ton immense savoir ne sera pas oublié. Je viens réclamer ton héritage. Tu ne semble pas vouloir le partager, aussi je
respecterai ton voeu. J’en ferai bon usage.
Le vieillard eut un frémissement de surprise lorsque les doigts se refermèrent sur son poignet. Les paupières du mort s’étaient
relevées sur deux globes blanchâtres semblant le regarder. Dans un craquement, la bouche s’entrouvrit, laissant s’échapper une voix grave et
grinçante: - Je savais que ce serait toi qui viendrais. Il n’y a pas de parchemins. Il n’y a que moi. Il te faudra revenir souvent, car mon temps
est compté et nous n’en aurons pas beaucoup. Je t’apprendrai. Tu as toujours été mon Héritier...
L'Etincelle
L’Etincelle est une société secrète de savants dont le but est la connaissance et, pour la majorité de ses membres, le pouvoir qu'elle
confère. Certains ont des buts humanistes mais la plupart sont de sinistres personnages. Leur spécificité est de s'intéresser aux sciences
interdites, qu'elles soient proscrites par la loi ou par l'usage.
Les membres de l’Etincelle sont souvent appelés les Nécromants, quoique ce terme fût abusif et ne dût s’appliquer qu’à une partie
d’entre eux. Mais les cas forts rares où l’existence de cette société a été connue du public ont marqué les esprits car ils furent tous de
sombres tragédies mettant en scène des malfaisants aux pratiques abominables.
Situation géographique: L’Etincelle est présente dans les régions de Tanaephis les plus civilisées, là où l’on trouve des érudits, des savants,
des livres, et des gens qui ont du temps à dépenser à des tâches autres que la survie en milieu hostile. Plus ou moins, cela exclut les pays
Gadhar et Sekeker, et quasiment les Piorads. Chez ces derniers, on a affaire à une culture d’importation Thunk et Dérigion; et les Nécromants
Piorads sont nettement moins savants que leurs modèles de ces deux pays voisins. Pour le détail des autres régions, le lecteur se référera
plus loin au chapitre Activité, où il s’apercevra que les deux apsects sont indissociables.
Organisation: La société est divisée en Chambres, dont la plus importante se trouve à Pole. Chaque Chambre comprend très peu de
membres. la société étant très secrète et très élitiste. Une Chambre est divisée en 3 niveaux hiérarchiques, en partant du sommet:
- Un Magistral, qui dirige les débats et tranche les incertitudes
- Les Maîtres, membres actifs savants.
- Les Héritiers, apprentis des Maîtres, qui ont le droit d'obéir.
Chaque Maître se doit de se trouver un Héritier, et un seul, à qui transmettre son savoir.
Une Chambre fonctionne à la manière d'une guilde traditionnelle, hormis que ses réunions sont secrètes. Les Maîtres s’y échangent
des informations, s'entendent pour ne pas se concurrencer dans leurs affaires, exposent des découvertes ou parfois les vendent, et toutes ces
sortes de choses.
La société est dirigée par un Magistral de Pole, mais de facon surtout symbolique car les décisions prises dans une ville n'affectent
généralement pas les autres villes. Une fois l'an se déroule néanmoins à Pole une assemblée générale secrète où chaque Chambre envoie un
représentant (pas forcément son Magistral). On y débat des mêmes sujets et on s'y accorde sur les tarifs commerciaux entre regions, revus
chaque année.
Activité: C’est ici que le lecteur s’aperçoit, comme promis plus haut, que les centres d’intérêts sont liés à la géographie:
Batranobans:
Les sujets de prédilection tournent autour des épices et des effets suivants: longévite, transformation en mort-vivant, voyage dans le
monde des esprits, résurrection, sélection pré-natale (sexe, attributs divers), épidémie s. Les Maîtres sont tous des gens versés dans la
connaissance Batranoban, qui est déja de la magie en soi. Nombre d’entre eux gardent cependant cet aspect de leur personnalité secret car,
comme ailleurs, jouer avec des cadavres revient à outrepasser un tabou culturel.
Dérigions:
Leur base théorique fondamentale est que la magie, telle que pratiquée par les armes-dieux, est une force potentiellement accessible
à tous et soumise à la force de la volonté. Qui est maître de son esprit est capable de prodiges . D'où une initiation très dure des Héritiers, qui
doivent se forger un caractère d'acier. Y sont étudiés Contrôle de Soi, Spiritisme, Télékinésie et Hypnotisme. Bien que les résultats soient très
loin de ceux obtenus par les armes-dieux, certains succès sont réels, notamment dans les deux premiers domaines. Quelques Maîtres en
Contrôle de Soi pratiquent la Catatonie, l'Adaptation au froid, la Super-contorsion, la Résistance au Poison, etc. Les plus doués sont supposés
être insensibles à la douleur ou être capables de se relever apres leur mort (réalité ou exagération?). Les Spirites pratiquent un art dangereux
mais efficace: le dialogue avec les esprits et les fantômes. Les effets obtenus sont essentiellement d'ordre divinatoire, mais les plus grands
Maîtres pactisent avec des esprits qui vont accomplir des tâches pour eux. On chuchote aussi certains procédés pour créer des esprits
puissants, nécessitant des mises à mort horriblement cruelles. Les deux derniers domaines offrent jusqu'à présent de maigres suc cès. Les
rares Maîtres y accomplissant des prodiges sont en fait des Spirites cachant la vraie nature de leur pouvoir.
Vorozions:
Leur spécificité essentielle réside dans la théorie selon laquelle le pouvoir se transmet par la bouche. Les Maîtres pensen t que l'on
peut contrôler autrui avec des mots. Ils sont maîtres en art de persuasion ou de commandement, mais aucun effet proprement magique n'a
été obtenu jusqu'ici (aucun mot magique n'a été découvert). Certains pratiquent cependant une forme limitée d'Hypnotisme, qui n'a d'effet que
sur les esprits très faibles ou sur quelque volontaire. Une théorie dérivée porte cependant plus de fruits: on pense que le pouvoir peut se
transmettre par l'ingestion. Les expériences tentées avec des matériaux inertes (pie rre, métal, etc.) n'ont rien donné, mais celles basées sur le
cannibalisme offrent des perspectives. Savoir quelles parties manger, crues ou cuites, à quel moment, sous l'influence de quelles lunes, dans
quel état mental et émotionnel, et autres paramètres constitue l'essentiel des travaux en cours. L'ingestion de viande animale apparaît vouée à
l'échec, mais la consommation contrôlée de chair de monstres, étant donnée leur nature et leur origine magiques, et quoique très dangereuse,
fait rêver certains à des prodiges hautement remarquables. On dit certains maîtres capables d'utiliser les souvenirs des morts, de leur voler
certains traits physiques ou mentaux (virilité, courage, chance, agilité, etc.), de prolonger leur vie ou leur jeunesse, ou de se guérir des
maladies.
Thunks:
Si l'Etincelle compte nombre d'anatomistes érudits et de chirurgiens efficaces, les nécromants Thunks les surpassent hautement. Les
plus doués peuvent, avec un taux de survie de 50%, regreffer un bras, s'il est coupé assez loin d'une articulation, remplacer un pénis avec un
autre, raccourcir, recoudre et remettre en place les boyaux d'un homme, en congeler un autre pour le faire hiberner, opérer un accouchement
par césarienne, une trépanation, etc.
Pole:
La vaste Pole contient plusieurs Chambres, essentiellement réparties par races (Vorozions, Batranobans, et surtout Dérigions).
Certaines cependant sont cosmopolites, et permettent à quelques rares de travailler à plusieurs en combinant leurs théories et techniques.
Jouabilité: Un PJ pourrait théoriquement être un Héritier, mais ceci est fortement déconseillé, cette société secrète étant bien mieux utilisée
comme source de PNJs. Elle fournit un cadre pour des vilains intelligents, savants, mystérieux, généralement riches, et peut- être même avec
quelques pouvoirs surprenants. Ou, au lieu d'être confrontée aux PJs, elle peut les employer pour quelque raison, étant donné qu'elle recourt
toujours à des agents extérieurs, rémunérés, pour les basses besognes. La plupart des Nécromanciens cependant, en particulier Vorozions,
ne connaissent que l'échec dans leurs expériences, et incarnent des vilains certes intelligents et riches, mais pour le reste dégénérés,
répugnants, et fous. Paradoxalement les nécromanciens, alors qu'ils recherchent le pouvoir et la maîtrise de la magie, ne sont pas porteurs.
Tout d'abord parce que le pouvoir d'un porteur est une illusion: le pouvoir n'appartient qu'à l'Arme. Ensuite parce qu'un porteur est toujours
considéré comme dangereux, et beaucoup plus susceptible d'être attaqué, alors qu'un homme désarmé sera toujours sous- estimé en combat,
et manipulera plus subtilement son entourage.
Les pouvoirs d'un Nécromancien peuvent être réels, mais toujours raisonnables, et si possible compensés par de p lus ou moins
nombreuses tares ou limitations. Cette discipline n'est que balbutiante, à mille lieues de la maîtrise des épices qui fait des Batranobans des
magiciens.
Voici maintenant quelques iIdées scénaristiques
- Les PJs sont amenés à assister à la traque d'un homme. Il est épuisé lorsqu'il s'effondre à leurs pieds au sortir d'un ruisseau. Pas
très loin derrière lui avancent ses poursuivants, en une battue bien organisée. Le jeune homme, habitant une bourgade modeste, pratiquait
une autopsie lorsqu'il a été découvert et accusé de cannibalisme. En vérité, il cherchait à élucider une mort mystérieuse. Les PJs peuvent
l'aider dans cette enquête, et/ou l'escorter jusqu'à un lieu sûr (le plus loin possible).
- Un esclave Thunk sert depuis quelques mois comme l'un des chirurgiens dans un camp Piorad en campagne, camp dans lequel les
PJs sont présents. Il est bien sur maltraité, malgré ses talents à l'amputation (étant donnée l'abscence d'anesthésie, la première qualité
requise est d'être très rapide, deux minutes à peine si possible). Un jour, quelqu'un (un PJ?) ayant été bon avec le Thunk quelques temps plus
tôt est si salement blessé que tout espoir est perdu. Il a les tripes à l'air, ou la gorge tranchée, ou autre. Il est laissé à l'écart la nuit, pour
pouvoir mourir tranquille. Au matin, miracle! ce quelqu'un est vivant et sa blessure a été recousue. Qui a accompli ce prodige, et pourquoi?
Quelques jours plus tard, un groupe de Porteurs se met à harceler la troupe. Ils sont chargés par une Chambre de l'Etincelle de récupérer un
de ses Maîtres.
- En ville, les PJs sont suivis par un groupe de quatre types à l'aspect assez anodin. Ceux-ci ne leur parleront que si les PJs en
prennent l'initiative ou si l'un des PJs meurt. Ils expliquent que, tant qu'ils sont dans les parages, si l'un d'eux meurt, ils ont pour mission de
racheter le cadavre à ses compagnons. Le prix est fixé par un barême et croit avec la durée que le Porteur a passé avec son arme.
L'acheteur, qui souhaite garder l'anonymat, est en fait un maître Vorozion de l'Etincelle théorisant qu'être Porteur modifie la nature du corps
humain par une sorte d'osmose. Bien entendu, le cadavre acheté est destiné à être “cuisiné”. Il peut être un véritable vilain, ou un bouffon.
Dans ce dernier cas, enquêter sur lui mettrait sur le chemin d'un autre Maître, celui-là sérieux et dangereux.
Quelques personnages proéminents:
Zamar le Géant:
A plus de 2m20 et 160kgs, dans son costume traditionnel Batranoban, Zamar est impressionnant. Son épais faciès de brute et s es
mains-battoirs en ajoutent une couche. Un homme sensé ne lui cherche pas querelle, on le comprend. Mais s'il ne change pas de trottoir et lui
adresse la parole, il découvre un regard profond, une voix apaisante bien que forte, une assurance consommée et des manières très
civilisées. Au lieu d'un butor guerrier ou d'un géant idiot, il aborde un simple bourgeois à la vie banale, vivant en famille avec enfants, parents,
cousins, serviteurs, esclaves et tout le toutim, ne voyageant jamais, ne faisant pas d'excès...
Homme de savoir, Zamar est précepteur pour les enfants de 3 familles nobles de la ville. Ses seuls vices connus sont les courses de chiens,
et les combats de chiens et de coqs. Il en élève quelques uns. Mais rien n'est simple, et cette carcasse de brute cache un esprit convenable
qui cache à son tour un personnage moins attrayant. Parfois, pas trop souvent, il se rend dans le quartier ouest, la Tambad Majeure, où une
colline entière sert de cimetierre et de nécropole au coeur de la ville. Il y pénet re comme d'autres promeneurs, venant flaner entre les tombes,
profitant du calme et de la fraicheur offerte par tous ses arbres, 10.000 dit-on, 1 pour chaque fantôme, dit- on encore. Mais toujours il achève
sa promenade près de la Catacombe des Heureux de la Rivière, abri des restes de cette noble famille depuis 600 ans. Il approche d'une porte
secondaire, jette un oeil à droite, à gauche, sort une clef de sa poche. Il disparait à l'intérieur. Le gardien de ce côté le voit parfois, mais est
honnêtement payé pour fermer les yeux, et lui vendit la clef. Dans les plus anciennes cryptes, la où les os ne sont plus que poussière, Zamar
a un petit laboratoire. Attention: la poussière d'os n'a pas été balayée mais précieusement recueillie et conservée dans des urnes. Dans des
cryptes voisines, dans des tombeaux ouverts, des substances étranges, peut- être champignonesques, poussent sur les restes des gisants.
C'est là l'essentiel des études en cours. Mais aujourd'hui Zamar est excité, car deux expériences nouvelles lui sont permises. L’une sur le
corps, découvert dans une crypte, au visage figé de terreur, aux cheveux dressés et blanchis, indice de rencontre fatale avec un spectre.
Quelques uns rôdent alentour, mais se tiennent loin de Zamar depuis qu'il les a repoussés avec un encens secret, acheté à l'un de ses amis
de la Chambre. Ai-je précisé qu'il est Magistral? Voilà qui est fait. Bref, un homme mort d'épouvante ne se trouve pas tous les jours, et c'est un
terrain d'expérience original. L’autre opportunité est le complice du pilleur tué par le fantôme. Il survécut, s'enfuit et s'égara. Suspectant son
existence, Zamar le chercha et le débusqua près de son atelier. Sa poigne prodigieuse se chargea de tordre le cou du vilain. Pour la première
fois que Zamar tuait quelqu'un, cela lui fit peu d'effet. Il n'est pourtant pas plus cruel que le Batranoban moyen. Ceci- dit, le voleur n'est pas
vraiment décédé, pas encore. Il est mourrant, la gorge à demi broyée, mais doit pouvoir survivre quelques heures. Et Zamar se demande ce
que va donner une expérience non plus post-mortem mais in-mortem. Zamar, personnage double, serait donc même triple? Le vrai Zamar
serait un savant fou pur jus? Voire. On l'a dit, rien n'est simple. Depuis cinq ans gardé au secret dans une chambre, atteint d'une
dégénérescence mystérieuse, qui l'oblige entre autres à fuir la lumière et à boire du sang humain, survit ce qui fut le fils aîné de Zamar. Celui-
ci s'est juré de le guérir. C'est sa motivation première.
Minar Barbarrak:
Minar Barbarrak est très, très vieux, merci les épices! Ceci dit, Minar Barbarrak a l'air très très vieux. Minar Barbarrak est une épave
physique, mais ses pieds le portent et il vivra sans doute encore vingt ans. Il ne mange presque rien, mais est toujours à boire de l'eau ou du
thé. Il ressemble à un dindon squelettique et centenaire, à la fois cassant et flasque, bleui et jauni, ridicule et intimidant. Minar Barbarrak n'est
pas Magistral, il n'est pas aimé, pas même respecté, pour des tas de raisons. Minar Barbarrak est inapte a u travail. Il a des somnolences. Il a
des douleurs un peu partout. Ses mains tremblent. Il ne peut rester debout très longtemps. Sa vue est plus que médiocre. Ses autres organes
ne sont guère plus efficaces. A part la tête. Dedans, ça tourne toujours très bien, au point que certains se demandent si, si on le décapitait, ce
morceau-la ne continuerait pas a vivre tout seul. Pour poursuivre ses recherches, Minar Barbarrak a un assistant. Il l'a recruté en lui disant
ceci: <<Ca fait des années que j'ai le même disciple. Il commence à savoir beaucoup de mes secrets. Un peu trop. Il doit se dire qu'il n'a
bientôt plus besoin de moi. Je ne me sens plus en sécurité. Si tu le tues, tu seras mon nouvel élève. Je t'apprendrai ce que je sais.>> Depuis,
ce nouveau disciple est très, très prudent. Minar Barbarrak est riche. Nul ne sait comment il s'est enrichi. Nul ne se rappelle quand. Nul ne se
souvient qu'il ait été jeune. Nul ne sait quel âge il a. Du coup, les rumeurs vont bon train, et les chiffres gonflent d'année en année.
Les Frères Barkillia, Vorozions:
Thalme, Erophon et Gongache ne se voient pas souvent, car ils se détestent. Ils forment cependant à eux trois une Chambre, dont
l'aîné, Thalme, est le Magistral. Erophon, le cadet, n'a pas encore d'Héritier, et ses frères le pressent. Thalme et Gongache partagent avec
animosité la même maîtresse, une jeune femme aussi cruelle qu'eux que la situation amuse. Accessoirement, ils se partagent aussi leur
soeur, dont ils abusent régulièrement. Dans son cas, ils sont arrivés à un accord et elle est esclave tantôt chez l'un, tantôt chez l'autre.
Erophon préfère notoirement les jeunes garçons. Il est aussi le plus social des trois. Les soirées qu'il organise font des orgies de très beau
monde. Les trois frères sont aussi cruels et dépourvus de scrupules l'un que l'autre, malgré leurs caractères différents. Chacun a la réputation
d'avoir tué ou fait tuer plus que sa part de rivaux. On les dit très bon clients des diverses sectes d'assassins. On leur prête plus de pouvoirs
qu'ils n'en ont, mais Gongache et Thalme ne connurent pas que l'échec dans leurs travaux. Gongache est un médecin et un empoisonneur
hors pair. Il fabrique ses produits à partir de cadavres, et connaît mille usages à la graisse humaine. Il a une santé de fer , s'immunise contre
de nombreux poisons, a une mémoire prodigieuse et une force physique que son apparence ne laisse pas soupçonner. Thalme est le plus
accompli: il semble lire les pensées des gens et pouvoir percer tous les secrets. En fait, il est capabl e de concocter une potion à base de sang
humain qui, après absorption, lui provoque une crise de délire éprouvante. Ces hallucinations incontrôlées contiennent des souvenirs vécus
par le donneur du sang. Un moyen terrible de percer de nombreux secrets. En sus, on ne l'a jamais vu malade, et il semble insensible aussi
bien aux climats froids que caniculaires. Quant à Erophon, il est moins sérieux et moins passionné dans ses recherches, mais a une autorité
exceptionnelle et un talent oratoire supérieur qu'il utilise dans les hautes sphères de la politique et de la diplomacie officielle. Les trois frères
ne ménagent pas leurs efforts pour accroître leur pouvoir et leur influence, et savent se montrer solidaires sur ce point.
Ariagne, la Sorcière-Dragon:
Cette vieille femme vit seule dans un endroit reculé des montagnes, et est considérée comme une sorcière. Nul ne sait vraiment d'où
elle vient, mais la légende de son origine est la suivante, si l'on laisse de côté les détails qui varient d'une version à l'autre: <<Jadis une
escouade bien armée voulut traverser les montagnes en plein hiver. Elle escortait une jeune femme. Le groupe fut attaqué par un monstrueux
dragon. Les hommes périrent tous. La jeune femme, s'étant cachée, avait survécu, et maintenant fuyait, traquée par la bête. Mais les hommes
l'avaient mortellement blessé et le monstre mourut à son tour un peu plus tard, sans avoir rattrapé la donzelle. Celle- ci était seule et perdue
dans ce milieu hostile et glacé. Pour survivre, elle mangea la chair du dr agon. Alors elle tomba morte et la neige la recouvrit. Cent ans plus
tard, le climat de la région devint plus clément et la neige disparut, révélant à nouveau le corps de la femme. Elle n'était pas morte et se
réveilla. Mais elle avait bien changé. Elle paraissait toujours jeunes mais ses traits étaient devenus des plus vilains. Ses doigts s'étaient
allongés et courbés, ainsi que son nez. Ses dents étaient aiguisées et noires, les os de son dos pointus et elle avait deux paires de seins
supplémentaires. Elle est restée dans la montagne, installée dans son isolement, et est maintenant très vieille>>. Ariagne vit comme on
l'attend d'une sorcière: solitaire, crainte, étrange et dure. Elle connait les secrets de sa région, la faune, la flore, les herbes, les gen s, les
remèdes... Elle concocte philtres, charmes et potions. Sa grotte héberge des animaux divers. Plus étonnant, et malgré son éloignement, elle
fait partie d'une Chambre. Une fois l'an, très rarement plus, elle descend de sa montagne et marche jusqu'a la ville pour assister à la réunion.
Sa personnalité incongrue est accueillie avec défiance et respect a la fois. Les autres membres hésitent toujours sur la façon de l'aborder,
mais admirent ses connaissances. Ils sont les seuls avec qui elle les partage, ou plutot les échange. Depuis quelques années, elle vient
accompagnée d'un enfant mâle, son Héritier, dont certains pensent qu'elle est la mère. On prête à Ariagne, sans trop de preuves, certains
pouvoirs hérités des dragons ainsi que de quelques autres créatures, comme la nyctalopie, un odorat formidable, une endurance
exceptionnelle, et la capacité à se couvrir d'écailles et à cracher du feu.
Urambar:
Voilà un homme que l'on qualifierait sans hésiter d'Hysnaton. Pourtant, la rumeur le dit Vorozion de naissance. Certains racontent en
tremblant que sa dégénérescence physique est due à des pratiques cannibales répugnantes, et ils ont en partie raison. Il est vrai qu'à
certaines périodes de l'année il dépense son argent à faire kidnapper des Hysnatons, dont il dévore certains organes, si possible tant que leur
propriétaire vit encore. Il espère parvenir à retrouver ainsi la pureté originelle des anciennes races, bien qu'il consommât paradoxalement et
indifféremment de tous les types d'Hysnatons. Sa dégénérescence lui a apporté bien plus de dégradations que d'avantages, mais est pour lui
une confirmation de ses théories et une justification pour continuer. Physiquement, il est petit, tassé, mais doué d'une grande force physique,
avec des muscles noueux et déformés mais très durs. Sa peau a pris une couleur verdâtre, pâle, maladive, parsemée de nombreuses
allergies, scléroses, mycoses et irritations. Ses yeux jaunes font penser à ceux d'un chien. Ses orei lles sont minuscules et boursouflées. Son
système pileux a complètement disparu, hormis sur ses épaules, au contraire sauvagement velues, ainsi que pour une touffe de poils noirs
répugnants sur sa joue droite. Ses dents se sont transformées et aiguisées ma is sont pourries. Son haleine est insupportablement fétide. Ses
mains sont couvertes de tâches noires rappelant la gangrène humide. Ses fesses, pour qui aurait l'occasion de les voir, ne sont que
surperpositions d'amas de peaux plissées en manière de sacs de kystes. Ses pieds... mais bon, mon but n'est pas de vous couper l'appêtit.
Urambar souffre de nombreuses maladies dont maintes doivent être contagieuses. Hémorroides, calculs, goîtres, glaires, chancres, bubons,
abcès, ganglions, ulcères, aphtes, saignement divers et autres joyeusetés apparaissent et disparaissent chez lui comme par magie (encore
une preuve de son succès?). Urambar s'est récemment lancé dans un nouveau projet: l'étude des Yeux de Braises. En savant avisé, il se fait
pour l'instant la main, et l'estomac, sur des Piorads normaux, histoire de préparer son corps. Mais c'est en sus, non en remplacement, de ses
expériences sur les Hysnatons. Les autres savants de sa Chambre apprecient son expérience, car elle est pour tous une liste impressionn ante
des choses qu'il faut éviter de faire.
Vildendjir:
Un Nécromant Piorad, c'est encore plus rare. Celui-là accumule les raretés. D'abord, il ne recherche aucun pouvoir, et n'est même
pas riche. C'est un médecin philanthrope qui étudie en secret le corps humain. Comme un classique humaniste de notre Moyen- Age, bien
intentionné mais facilement soupçonné de perversion ou d'insanité, il pratique à l'occasion des autopsies secrètes pour accroître sa
connaissance de l'anatomie humaine. Celle-ci, bien qu'assez basique, est si supérieure à celle de ses contemporains que c'est l'une des
raisons pour lesquelles il a été élu Magistral par sa Chambre. Si certains Nécromants sont experts sur tel ou tel organe et ses vertus
magiques, Vildendjir, je le répète, ne se focalise pas sur la recherche de pouvoirs. Il est curieux de toute l'anatomie et s'intéresse même aux
morceaux pauvres. Chirurgien remarquable, il n'hésite pas à tenter l'inédit quand il s'agit de sauver une vie. Il a écrit quelques ouvrages
ésotériques diffusés jusqu'à Pole et certains savants de Tanaephis se réclament de ses adeptes. Il est aussi brillant à inventer de nouveaux
outils de chirurgien. N'étant pas riche, il lui arrive d'en présenter le simple concept aux autres Maîtres de la Chambre, qui off rent alors avec
enthousiasme leur apport financier pour en faire fabriquer plusieurs exemplaires par un bon orfèvre ou bronzier. Un autre de ses
accomplissements d'exception est la creation, à l'orée de la ville, d'un Hospital gratuit pour tous, et essenti ellement pour les pauvres. Après
maintes négociations, les autorités locales ont cèdé un grand casernement désaffecté, dont plusieurs mécènes ont financé la restauration et
l'aménagement. Vildendjir lui-même y habite, après avoir vendu sa maison. La garde en est assurée par de vieux guerriers Piorads, tous
soignés ici dans le passé, souvent handicapés ou amputés, d'aspect un peu dérisoire mais d'attitude déterminée et de fidélité honorable. La
porte en est ouverte à toute heure, et les admissions se font sans poser de questions. Attention, ce n'est pas un hôtel, et celui qui n'est ni
blessé ni malade est fermement refoulé. En plus d'être Magistral, et c'est encore une rareté, Vildendjir est Maître des Goules de la ville. C'est
compréhensible si l'on s'imagine sa popularité auprès des miséreux et des laissés pour compte, qu'il soigne et essaye de sauver sans contre-
partie. En conséquence, cette ville Piorad est sans doute la seule ville de Tanaephis où les Goules n'achèveront pas un homme blessé à leur
merci la nuit dans une ruelle. Bien au contraire, et quoiqu'il se fera dépouiller, il sera transporté par elles jusqu'aux portes de l'hôpital et laissé
aux bons soins de ses résidents. D'autre part Vildendjir récupère les cadavres ramassés par les Goules, et non réclamés, qui font de bons
sujets pour ses dissections autodidactiques.
Castizzinh Appocraxl:
Ce Dérigion fut élevé depuis l'âge de cinq ans par une secte d'artistes martiaux. Devenu adulte, comme ses acolytes, il pouvait
devenir mercenaire ou philosophe. Il devint mercenaire, louant ses services musclés à travers le pays et entretenant sa confrérie. C'est dans
ces conditions qu'il fut un temps le garde du corps de Ktoziliu Pitopoxameredes. Ce dernier l'avait choisi pour mieux tester sa rigueur de
caractère, sa patience, sa force de travail, et autres qualités qui font de dignes Héritiers. Ktoziliu fut satisfait. L'enseignement du Contrôle de
Soi s'est déroulé vite et Castizzinh, fort doué et déjà forgé depuis des années, a dépassé le maître en quelques mo is à peine. Il maîtrise
parfaitement la survie en extérieur hostile, les privations, l’oubli de la douleur, la catalepsie meditative, etc. Il sont désormais deux Maîtres de
la même chambre, et Ktoziliu a pris un nouvel Héritier. Mais il y a des frottements entre Castizzinh et la Chambre, car lui ne prend pas
d'Héritier et pire: Il enseigne aux membres de sa secte les secrets qu'il a appris des nécromanciens. Les Maîtres s'en plaignent mais ne
prennent pas de mesures drastiques car, en même temps, il continue à découvrir, à progresser, et à en faire bénéficier la Chambre. Du coup,
c'est entre les deux sectes que la tension monte. Diplomate médiocre, Castizzinh tempère à peine sa première famille. Il commence à s'irriter
contre le caractère "jaloux et profiteur" des nécromanciens et n'est pas loin de trancher définitivement et de prendre parti. Dans l'autre camp,
Ktoziliu parvient encore à calmer les humeurs de ses collègues les Maîtres et à convaincre Castizzinh de ne pas quitter la Chambre. Mais pour
combien de temps?
Strikmidiff Pelnacomachl:
Habitant Dérigion de Pole, Cet homme est le descendant de plusieurs générations de chercheurs et de savants. En particulier, son
père et son grand père furent des Maîtres éminents de l’Etincelle. Comme eux deux, il est un spirite, mais a atteint un pouvoir nettement
supérieur au leur. Son grand-père, homme sévère et énigmatique, fut capable d’établir un dialogue avec un esprit ancien, et apprit de lui de
nombreuses choses sur le passé, sur l’histoire de Pole, ses légendes, ses secrets… Il transmit son savoir à son fils, qui ne parvint pas
vraiment à controler ce fantôme. Mais il fut un médium réputé, personnage mondain comptant un prince au nombre de ses clients. C’était un
brillant, cupide et cruel intrigant qui, lui aussi, prit son fils pour Héritier. Il mourut de mort violente dans sa maison, et le crime n’a jamais été
expliqué. Strikmidiff habite cette demeure familiale, dont la bibliothèque a vu son volume sérieusement accru ces dernières années. En effet,
Strikmidiff utilise l’esprit jadis contrôlé par son grand-père, et aujourd’hui bien mieux contrôlé par lui- même, pour se procurer des documents
anciens. L’esprit est soumis à la volonté supérieure de l’homme, répond à ses questions sans mentir, peut se rendre n’impo rte où sur
Tanaephis, et peut transporter de petites choses avec lui. Mais il n’est pas très puissant et Strikmidiff ne l’utilise qu’avec circonspection: un
autre spirite expérimenté pourrait lui aussi le contrôler, et certaines armes-dieux ont le pouvoir de le detruire. Par contre, Strikmidiff est servi
par un second esprit, beaucoup plus puissant celui-là: l’esprit de son propre père décédé, un Vil-Sire (voir description dans ces pages). Ce
spectre est lié à la maison où il est mort, et ne peut s’en éloigner. Invisible, il la protège et protège son rejeton. Strikmidiff est très dangereux
chez lui. Si jamais il y est attaqué, et s’il en a l’occasion, il fait comme s’il possédait de terribles pouvoirs de télékinésie, alors que ceux- ci
appartiennent au spectre.
Appendices
Ce chapitre décrit le Vil-Sire; créature citée plus haut dans ces pages, et inclut ensuite un certain nombre d’idées en vrac sans
rapport direct avec l’Etincelle et arrivant comme un cheveu sur la soupe.
Appendice A: Créatures
Vil-Sire, ou Vilain-Sire: Un vil-sire est une sorte rare de spectre, et c’est tant mieux car ces machins-là sont puissants et méchants. Ils sont
toujours liés à un endroit précis, demeure, château, caverne, etc., et restent normalement immatériels et visibles. Ils peuvent se rendre
néanmoins invisibles et matériels, et simuler toutes les apparences des vivants. Un vil- sire qui se montre peut prendre une forme qu’il (ou elle)
avait à n’importe quel moment de sa vie, ou après sa mort, ce qui est en principe franchemen t répugnant. Il peut causer la peur (comme le
pouvoir des armes-dieux), et dispose de vastes capacités télékinésiques. Lorsqu’il est matériel, il est doué d’une grande force physique. Par
chance, les vils-sires ne sont pas aussi puissants en permanence, cela depend des lunes, et il est même une période de l’année où ils sont
bien plus vulnérables.
- 3 lunes descendantes: Tous les pouvoirs sont à leur pleine puissance et sont utilisables à volonté.
- 2 lunes descendantes, 1 ascendante: Chaque pouvoir est utilisable 6 fois par jour.
- 2 lunes ascendantes, 1 descendante: Le Vil-Sire peut utiliser tous ses pouvoirs, mais pour une durée limitée. Par exemple, il peut se
rendre matériel pendant dix minutes, puis redevient immatériel contre son gré. Il ne peut u tiliser qu’un seul pouvoir à la fois, sauf invisibilité qui
peut se combiner à n’importe quoi. Télékinésie, Matérialité et Peur ne sont chacun utilisables que 3 fois par jour.
- 3 lunes ascendantes: Tous les pouvoirs sont à leur minimum. Plus d’invisibilité possible. Plus d’aspect rajeuni, mais celui qu’il avait
à sa mort. Plus de Peur. Force humaine, et non plus surhumaine. Le vil-sire devient vulnérable, même sous forme immatérielle, aux armes
ayant le pouvoir “composiition: pierre de lune”, n’importe lequel des trois. Bien qu’ils soient encore plutôt dangereux, les Vils- Sires se sentent
faibles dans cette période et ont tendance à fuir et à se cacher jusqu’à des jours meilleurs.
Il est possible de bannir temporairement (pour disons 24 à 72 heures) un Vil- Sire, mais c’est risqué. Il faut pour cela le forcer à se
plier à sa volonté et lui intimer l’ordre de s’en aller. La réaction instinctive du spectre est de répliquer avec son pouvoir de Peur (si cela lui est
possible; voir plus haut les effets des lunes), et un jet de Volonté est nécéssaire pour y résister. Si le pseudo- exorciste ne résiste pas à cette
peur, il est vaincu par la volonté de la chose et devient fou. Sinon, il doit maintenant confronter sa volonté à celle du Vil-Sire pour forcer celui- ci
à disparaître. Un échec n’a pas de conséquences fâcheuses supplémentaires mais, échec ou succès, une telle confrontation est éprouvante
et épuisante, et fait temporairement perdre 3 points de Volonté. Un réel exorcisme, bannissant le spectre à jamais, demand e une initiation
particulière en plus d’une forte volonté, et de préférence un fort soutien moral extérieur (un groupe d’acolytes, une Arme-Dieu, une motivation
exceptionnelement puissante, etc.). Certains Nécromants Dérigions en sont capables.
Appendice B: Armes-Dieux
Maîtresse des Ames: Cette arme a une grande réputation auprès des autres, et elle en est crainte, car elle possède un pouvoir jusqu'à
présent unique: elle peut contrôler d'autres armes-dieux. Cette faculté est peut-être la raison de son inc royable mégalomanie et de sa soif
inextinguible de pouvoir. Les légendes font remonter son apparition à des siècles, mais à l'époque elle ne pouvait posséder qu'une arme à la
fois. Ce pouvoir semble grandir avec le temps, et aujourd'hui elle peut en contrôler neuf. Elle ne s'en prive pas. Elle choisit toujours comme
porteur un homme de pouvoir, le plus important possible. Plusieurs souverains le sachant la font rechercher activement et se la disputent.
Aussi est-elle en permanence le centre de troubles et d'intrigues. Au cours de son histoire, elle fut conquérante de mille royaumes mais elle-
même objet de mille conquêtes. Son porteur se voit toujours entouré de voleurs et d'assassins. Il compose sa garde rapprochée de couples
porteurs/armes puissants, et avec eux force facilement sa cour a l'obéissance. Mais plusieurs porteurs ont péri de s'y être trop fiés. Ces fois- là
la Maîtresse a cédé aux avances d'un autre monarque ayant mieux à offrir, car elle est aussi infidèle et égoïste que paranoïaque.
Il existe quelques armes-dieux qui ont toujours résisté à son pouvoir, mais l'une d'elles semble y être définitivement immunisée. Elle
est sa Némésis, un de ses plus anciens ennemis, et son cauchemar: son nom est Coup de Grâce.
Pouvoirs: Possession (spécial: fonctionne sur les armes-dieux, pas sur les créatures vivantes) / Attaques brutales multiples (Ne fonctionne pas
sur les femmes) / Résistance à la douleur / Bio-mécanique: Oeil (Phase de la lune: Naenerg ascendante) / Nage incontrôlée [75] / Attaque
brutale critique / Point faible / Attaque brutale incontrôlée [50] / Rapidité accrue [4] / etc.
Coup de Grâce: Voilà une arme ancienne qui n'a qu'une très faible réputation, mais par contre un énorme prestige, acquis grâce à quelques
exploits passés. Coup de Grâce aime tuer. Il aime les porteurs qui sont des assassins compétents, et travaille avec eux en équipe. Si un
porteur n'est pas un assassin, il tente de le convertir à cette noble profession, et ne l'abandonne que si vraiment il y est hermétique. Cou p de
Grâce se moque des motifs qui poussent le porteur à tuer, que ce soit pour l'argent, par cruauté, par amour ou autre. Ce qu'il aime, c'est cette
sensation unique quand la proie est à sa merci, surtout quand elle ne s'en doute même pas. C'est un plaisi r sensuel plus agréable avec
certains porteurs qu'avec d'autres. Coup de Grâce aime tous les types de tueurs, de l'espion qui se faufile dans les chambres en passant par
le vengeur solitaire ou le spadassin en embuscade dans la rue. Il apprécie surtout de tuer par contact physique direct, comme étrangler,
passer au fil de l'épée ou de la dague, tenir une tête sous l'eau ou briser une nuque, et rechigne à utiliser l'empoisonnement, l'incendie ou
autre piège mortel.
Son prestige auprès des armes-dieux vient en grande partie de sa vieille rivalité avec Maîtresse des Ames, car il est sans doute le
seul dont celle-ci a peur. Il semble insensible à son pouvoir, et lui masque même sa présence. Il a déjà plusieurs fois mené la lutte contre elle,
se mettant avec son porteur au service de puissants, organisant des intrigues et s'infiltrant dans l'entourage de la Maîtresse des Ames. Nul
meurtre ne lui procure autant de plaisir que celui du porteur de son ennemie, sommet de sa victoire. Evidemment, il n'a pas toujours gagné, et
le sort du perdant est toujours incertain. Aucune des deux armes n'a jusqu'à présent cherché à détruire l'autre, et leur relation est quelque peu
ambigüe. Cependant, la crainte qu'il inspire à la Maitresse est encore plus grande depuis le jour ou il a monté une expédition pour l'enfermer
dans la légendaire cité fantôme d'Ourb. Elle y est demeurée presque 150 ans avant qu'un roi ne parvienne à la retrouver, à s'en emparer et à
revenir vivant.
Pouvoirs: Combat nocturne / Discrétion / Téléportation / Vision nocturne / Détection de la vie / Perception accrue [3] / Attaques rapides
multiples / Perception accrue [3] (encore!) / Lire et écrire le Batranoban [30] / Augmentation temporaire: Endurance / etc...
Ecaille: Une épée apparemment de bronze, si l’on en juge à sa couleur dominante vert sombre patiné, avec des incrustation de jade et de
variscite. Sa garde, plate, a la forme d’un crocodile aux quatre pattes écartées, dont le prolongement caudal serait la longue lame.
L’ensemble, lame et garde, a été forgé de façon incroyablement précise, et donne tout à fait l’apparence d’écailles reptiliennes aux reflets
métalliques. Ecaille est son nom pour les hommes, mais elle aime aussi se présenter sous celui de Tueuse du Fleuve, et de préférence sous
la forme Gadhar de Lobagwa Nundi. Elle est révérée par certaines tribus Gadhars qui en son honneur élèvent, protègent et nourrissent des
crocodiles, auxquels bien sûr ils jettent à l’occasion quelque prisonnier ennemi ou criminel. Ecaille préfère de beaucoup le pays et les porteurs
Gadhars. C’est là qu’elle reste le plus souvent, mais de temps en temps s’exile pour aller passer quelques années à voyager de par le monde.
Dans ces contrées visitées, il lui arrive de se choisir un porteur non Gadhar, mais jamais Thunk. Elle ne les hait pas, mais les méprise pour
quelque raison. Elle les considère plus comme des animaux que comme des humains. Quand elle rentre au pays, c’est toujours en compagnie
d’un Porteur Gadhar, et après avoir fait parler d’elle quelque part. Ces désirs essentiels sont violence et réputation. La richesse l’indiffère. La
personnalité d’Ecaille est dominée par la patience, contre-balancée par des accès de cruauté gratuite aussi violents que brefs. Elle aime
embusquer ses victimes, les attendre et les prendre par surprise, mais pourtant ne pas les tuer tout de suite. Simplement les mettre à sa merci
puis, une fois sans défenses, tourner autour d’eux un moment en les laissant dans le doute. Et soudain frapper, assener quelques coups non-
mortels pour jouir de leurs cris, et tout aussi soudainement se lasser de ce jeu, porter l’estocade et s’occuper calmement d’autre chose. Un
pouvoir majeur d’Ecaille est le pouvoir exotique de Totem (voir plus loin) associé au crocodile. Sous la forme de cet animal, le porteu r peut
nager sur et sous l’eau, ou flotter en passant à peu près inaperçu tout en observant les alentours. Cette forme fait fuir quasiment toutes les
autres espèces animales.
Pouvoirs: Totem (crocodile)/Volonte augmentee (permanent. Que sur Gadhar) / Combinaison offensive multiple / Attaque rapide critique /
Commandement (cicatrices rituelles) / Terreur (Fonctionne uniquement sur les êtres humains) / Connaissance Gadhar [25] / Absorption: Force
/ Augmentation temporaire: Perception / Initiative accrue [8] / Nage [30] / Protection accrue / etc.
Limitations: Sacrifice (rare) / Désir exacerbé: Violence
Appendice C: Epices
Gomme de Tahk: C’est une épice exceptionnellement rare, impossible à trouver. Deux maîtres épiciers seulement savent la produire, et tous
deux sont membres de la même Chambre de l’Etincelle. C’est une épice de puissance, absolument pas monnayable, et le seul moyen de s’en
procurer serait pour un inconscient de la voler. Il s’agit d’un poison terrible, à l’odeur rance et au goût amer, qui doit se mélanger à de la
nourriture si l’on veut la faire consommer par ruse. La mort prend plusieurs heures et est horrible. Quelques jours seulement apres le décès, le
cadavre se relève pour semer la destruction parmi les vivants. La magie de cette épice est si forte que ces zombis- là resistent au pouvoir
“Controle des Morts-Vivants” des armes-dieux.
Les Sept Racines du Destin: On en parle comme d’un mythe, mais cette épice existe bel et bien. Un maître épicier du nom de Shandhor
Astramindi Al Alfen en maîtrise le secret. Il en vend, à un prix exorbitant, avec une prescription personnalisée soigneusement étudiée. Des
princes et des rois s’en font apporter à travers le désert, ou parfois se déplacent eux-mêmes pour aller la chercher. Si l’acheteur est vraiment
politiquement puissant, il arrive à Shadhor de se déplacer lui-même. Ah! J’ai failli oublier de préciser à quoi elle sert: Elle doit être machée par
une femme enceinte, en une quantité qui dépend de l’état de la grossesse et de quelques autres facteurs. En ingérer trop peut etre mortel.
Mais, avec une bonne prescription, on est sûr que la grossesse parviendra à son terme et que le bébé sera un mâle. En vérité, Shandhor
serait capable d’assurer une descendance femelle à un père, mais cela n’intéresse évidemment personne.
Appendice D: Pouvoirs
Projection: Pouvoir primaire. L’arme peut être lancée à une grande distance par le porteur, qu’elle soit ou non une arme de jet. Elle file alors,
pointe en avant ou en tournoyant, aussi vite qu’un javelot, mais en une trajectoire rectiligne finissant toujours avec la lame en bonne position
pour frapper. L’attaque s’effectue avec la compétence de tir, avec un bonus dépendant de la qualité du pouvoir. Seul inconvénient, l’arme ne
revient pas a son proprietaire. On doit aller la chercher. Utilisable à volonté et bien sûr cumulable avec autre chose (comme Tronçonneuse
par exemple). Description: l’arme est étrangement équilibrée, et est de forme anormale (courbes aérodynamiques).
A) portée 10 mètres. Tir +20%. Coût 5
B) portée 20 mètres. Tir + 40%. Coût 10
C) portée 50 mètres. Tir + 60%. Coût 15
Incrustation: Pouvoir exotique. Lorsque l’arme est plantée dans quelque chose, elle peut s’y ancrer magiquement de façon que rien ni
personne ne peut l’en retirer contre son gré. De la même facon, elle ne peut se retrouver coincée quelque part contre son gré (par exemple
dans le bois d’une porte après un échec critique). Elle peut glisser et échapper des mains de quiconque lorsque tel est son désir. Coût 5
points. Description: L’arme est gravée d’une rune symbolisant un arbre aux racines visibles.
Déphasage: Pouvoir exotique. La lame de l’arme est capable de passer à travers toute surface solide, comme si elle était immatérielle, tout en
restant matérielle vis à vis de la matière vivante. Ainsi elle traverse un mur ou une porte de bois comme s’ils n’existaient pas, mais se plante
dans le tronc d’un arbre ou les tripes d’un homme. Elle ignore donc totalement toute armure. 6 fois par jour. Coût 20. Description: L’arme est
très légèrement floue, et carrément floue lorsque le pouvoir est utilisé.
Chevauchée: Pouvoir exotique. L’arme a le pouvoir de calmer les craintes d’un animal, de l’apaiser jusqu’à le rendre confiant. Lorsque le
porteur s’avance vers un animal effrayé, alors que celui-ci devrait réagir en attaquant ou en s’enfuyant, il reste calme et se laisse approcher en
confiance. Il peut dès lors servir de monture, ou être tué. Dans ce second cas, après la première blessure, le charme est rompu et l’animal
retrouve son comportement normal. Un animal attaquant le porteur par faim ou par méchanceté n’est pas affecté par ce pouvoir. Le second
aspect du pouvoir est de permettre de monter l’animal sans crainte. Quel que soit cet animal, même le plus exotique, le porteur le chevauche
à cru à son aise, confortablement, et avec un score minimum de 15% en Equitation si son propre score y est inférieur. 3 fois par jour. Coût 10.
Description: L’arme est couverte de représentations de chevaux, chameaux, ou autres espèces de ce genre.
Totem. Pouvoir exotique. L’arme est associée à un type d’animal (choisi par le joueur en accord avec leMJ), pas plus gros qu’un ours et pas
plus petit qu’un rat. Une fois par jour, le porteur peut prendre la forme et toutes les caractéristiques de c et animal. Il est en tous points
semblable à un autre, hormis pour une tache ayant nettement la forme de l’arme à l’endroit le plus visible du pelage ou du plumage, comme
sur le front ou sur la poitrine. Le porteur garde toute sa lucidité et son intelligen ce. Les pouvoirs de l’arme qui ne nécessitent pas de reprendre
forme humaine peuvent être utilisés sous la forme animale. Le porteur peut recouvrer sa forme humaine quand il le souhaite. S’il prolonge
l’expérience, après chaque heure passée sous forme animale, il doit réussir un test avec 1d100, pour dépasser la valeur du nombre d’heures
multiplié par 10, moins son score de volonté. Exemple: un porteur avec 12 en Volonté a 8% de chances d’échec (2x10-12) après deux
heures, 18% (3x10-12) au bout de trois heures, et ainsi de suite. En cas d’échec, le porteur est forcé de reprendre immédiatement sa forme
humaine, où qu’il soit, avant de devenir fou. Si ça ne le tue pas (imaginez-le dans un trou à rat ou planant à cent mètres d’altitude), il est de
toutes façons complètement désorienté et incapable de raisonner pendant 1d6 minutes. Une fois par jour. Coût 35. Description: La
caractéristique la plus visible de la garde de l’arme est une tête du-dit animal, voire un corps entier.
| textdata/thevault/Bloodlust [FR]/une autre partie/Bloodlust-Monde/Bloodlust-Secte-Etincelle.pdf |
SSaavvaaggee
BBeessttiiaarryy
FFaannttaassyy
FFooeess
Introduction
3
Badger Men
4
Badger Lord
Bladelings
4
Blood Ogres
5
Bugbears
5
As Player Characters
5
Cave Crawlers
6
Demilons
6
Weeping Queens
Denfirs
7
Doppelgangers
7
As Player Characters
7
Dread Wyverns
8
Drow
8
Drow Noble
As Player Characters
9
Eagle Folk
9
Nest Leader
As Player Characters
10
Emerald Serpents
10
Flail Drakes
10
Gollogs
11
Gremlins
11
Chief
Half Demons
11
Cultist
12
As Player Characters
12
Hyena Men
12
Pack Leader
As Player Characters
13
Iron Born
13
Captain
As Player Characters
Minotaurs
13
Mistlings
14
Quill Hounds
14
Ragers
15
Rot Hounds
15
Shadowlings
15
Master
Shadow Drakes
16
Snake Men
16
Cobra King
Three Headed Dogs
16
Valkyrie
16
Venari
17
Vorn
17
Index
Writing and Layout
Nathan Carmen
Editing
Elisabeth Huether
Art
Brian Brinlee, Gary Dupuis, Lord Zsezse Works, Maciej Zagorski, Mario Zuccarello, Mark
Rodskov, Matt Morrow, Rick Hershey, and The Forge Studios.
Base Monster statistics were created using Richard Woolcock's Savage Worlds Monster Builder.
This game references the Savage Worlds game system, available from Pinnacle Entertainment
Group at www.peginc.com. Savage Worlds and all associated logos and
trademarks are copyrights of Pinnacle Entertainment Group. Used with
permission. Pinnacle makes no representation or warranty as to the quality,
viability, or suitability for purpose of this product.
Material within this product is reproduced with permission from Pinnacle
Entertainment Group from the Fantasy Companion, available at
www.peginc.com.
2
Within these pages lie 40 foes for a Game
Master to throw at an unsuspecting party of
adventurers. Seven of these creatures also have
statistics to be playable races. The beasts and
adversaries seen here are assumed to be used
in a fantasy setting but they could work in
most settings with a few
tweaks.
The goal of this book
is a simple one: to
provide more
creatures for a Game
Master to use and
develop his or her
own world. It probably
goes without saying that
a Bestiary is an integral
part of any setting as it says
a lot about the place which the
player characters occupy. Every
time a Game Master introduces a
new monstrosity to his or her players they are
adding a little bit to the world, fleshing out the
details right down to the horns and scales.
Savage Bestiary: Fantasy Foes is designed to
be a toolbox of fantasy goodness from which a
Game Master can throw bits and pieces into
the blender that is their homebrew setting.
A Note about Treasure
Each creature has a note about treasure, listed
as meager, worthwhile, rich, or trove. This is
simply using the statistics found in the Savage
Worlds Fantasy Companion. This is for GMs
who use the Companion for their classic
dungeon crawls but would like to add more
monsters to their repertoire. Now they can do
so easily. However, while this feature is
included, the Fantasy Companion is not
required.
Monsters as Player Characters
Several of the creatures found in this
Bestiary have statistics to be player characters.
This is partially inspired by other role playing
games that include the statistics for
monster player characters in their
Bestiaries. At many game
tables it is not uncommon
for a player to really like
the description and
personalities of certain
enemies, often wanting to
play one of those creatures
themselves. With the ease
of use of Savage World’s race
creation system there is very little
reason that a player’s next character couldn’t
be a Dark Elf or Doppelganger. The playable
races within this book include: Bugbear,
Doppelganger, Drow, Eagle Men, Half Demon,
Hyena Men, and Iron Born.
Wild Cards
The dragon symbol (M) frequently
found throughout this book represents when a
character is typically a Wild Card.
MIntroductionM
3
Badger Men
Feral and angry creatures, Badger Men are
territorial humanoids that are easily provoked,
particularly if they feel threatened. While they
are perfectly capable of using weapons, they
tend to stick to the use of their own claws.
Most Badger Men live underground, serving
their Badger Lords, who are usually the
biggest and strongest of their kind.
Attributes: Agility d6, Smarts d4, Spirit d6,
Strength d8, Vigor d10
Skills: Fighting d8, Intimidation d8, Notice
d6, Tracking d6, Survival d6
Pace: 6; Parry: 6; Toughness: 7
Hindrances: Mean
Edges: Berserk
Treasure: Meager per 5
Special Abilities:
• Burrow: May dig equal to their pace.
• Claws: Str+d6
• Low Light Vision: Badger Men can see
well in very little light. They ignore
penalties for dim or dark lighting.
M Badger Lords
Attributes: Agility d6, Smarts d4, Spirit d8,
Strength d10, Vigor d10
Skills: Fighting d10, Intimidation d10, Notice
d6, Tracking d8, Survival d8
Pace: 6; Parry: 6; Toughness: 8
Hindrances: Mean
Edges: Berserk
Treasure: Worthwhile
Gear: Great Sword (Str+d10, –1 Parry, Two-
Handed)
Special Abilities:
• Burrow: May dig equal to their pace.
• Claws: Str+d6
• Low Light Vision: Badger Men can see
well in very little light. They ignore
penalties for dim or dark lighting.
• Size +1: Badger Lords are slightly larger
than humans.
• Intimidating Presence: May Intimidate
once per round as a free action.
Bladelings
These armored humanoids have sharp blades
built into their arms and a wicked looking
metallic tail. They roam the land in search of a
worthy foe to slay and will challenge any
tough-looking fighter. Bladelings are known to
travel in groups, taking on parties of
adventurers they believe might present a
challenge.
This constant need to find and fight worthy
foes has made them great mercenaries who
will take very little pay in exchange for the
location of potential adversaries. They will
also do their best to make sure the odds are
even (or against them) as they find that
honorable.
Attributes: Agility d10, Smarts d6, Spirit d6,
Strength d6, Vigor d6
Skills: Fighting d10, Notice d6, Tracking d6,
Knowledge (Battle) d8
Pace: 6; Parry: 7; Toughness: 7 (2)
Hindrances: Code of Honor
Edges: Two-Fisted, Ambidextrous, Florentine
Treasure: Meager per 5
Special Abilities:
• Armor +2: Metallic Form
• Arm Blades: (Str+d6, AP 1)
4
Blood Ogres
These creatures are almost suicidal in their
fighting habits, doing just about anything for a
meal. Their skin is a dark shade of red and
their form is bloated. Any who have faced the
creatures before and emerged triumphant will
tell you that they go down much easier than a
normal Ogre. However, the Blood Ogre's own
life fluid acts as a vengeful weapon after the
creature is destroyed.
Blood Ogres will eat just about anything as
long as it’s still alive. It is not unheard of for
Orcs to keep “pet” Blood Ogres the way they
keep their larger brethren, letting them loose in
battle to die violently, showering their enemies
in deadly blood.
Attributes: Agility d6, Smarts d4, Spirit d6,
Strength d12, Vigor d8
Skills: Fighting d8, Notice d6, Taunt d6
Pace: 5; Parry: 6; Toughness: 9 (1)
Hindrances: Vengeful (Major)
Edges: Sweep
Treasure: Meager
Gear: Longsword (Str+d8)
Special Abilities:
• Armor +1: Thick Skin
• Boiling Blood: When a Blood Ogre is
killed, all adjacent creatures suffer 2d6
damage. Those within a Medium Burst
Template make an Agility roll or suffer 2d6
damage. Blood Ogres also add a +4 bonus to
resist the effects of hot weather.
• Size +2: Blood Ogres tend to be about 7
feet tall and are particularly bloated
creatures.
Bugbears
Kin to goblins and hobgoblins, Bugbears are
large, nasty creatures who are surprisingly
quiet when they need to be. Their big stature
makes them intimidating, but their true danger
lies in their hunter-like instincts. While they
are by no means intelligent, their deceptive
nature makes them worthy foes.
Attributes: Agility d8, Smarts d6–2, Spirit d6,
Strength d10, Vigor d8
Skills: Fighting d8, Intimidation d6, Notice
d6, Stealth d8
Pace: 6; Parry: 7; Toughness: 8 (2)
Treasure: Meager
Gear: Longsword (Str+d8), Shield (+1 Parry,
+2 Armor against ranged attacks), Chain
Hauberk (+2 Armor)
Special Abilities:
• Infravision: Much like Goblins, Bugbears
can see on the infrared spectrum, halving
penalties for bad lighting.
Bugbears as Player Characters
Some players may get the inkling to play a
Bugbear and really, who wouldn’t? The strong,
silent type of character can be easily
personified in a Bugbear. Below is a racial
template to make a Bugbear Player Character.
• Strong: By nature, Bugbears are very
muscular. They gain a free d8 in the Strength
Attribute. This Attribute can be raised to a
d12+2 through Advances.
• Silent Hunter: These beasts are naturally
sneaky. Bugbears start with a free d6 in the
Stealth skill.
• Infravision: Much like Goblins, Bugbears
can see on the infrared spectrum, halving
penalties for bad lighting.
• Dumb: Bugbears are not the brightest of
creatures, making any Smarts roll suffer a –2
penalty.
• Outsider: Bugbears are shifty. They gain
the Outsider (Minor) Hindrance.
5
Cave Crawlers
These nasty beetle-like beasts are known to
hide in caves where their back armor acts as a
natural camouflage. They rarely need to eat,
slowly digesting their food over a long period
of time. However, when they do eat, they favor
adventurers who pass through their lair
unwittingly. Cave Crawlers sometimes live in
groups, making them particularly deadly.
Attributes: Agility d4, Smarts d6 (A), Spirit
d6, Strength d8, Vigor d8
Skills: Fighting d6, Notice d6, Stealth d8
Pace: 5; Parry: 5; Toughness: 12 (2)
Treasure: Worthwhile in lair
Special Abilities:
• Armor +2: Tough Skin
• Pincers: Str+d8, AP 2
• Infravision: Cave Crawlers halve the
penalties for bad lighting against living
targets.
• Size +4: Cave Crawlers are massive insects
that weigh around 4,000 pounds.
• Large: Cave Crawlers take a –2 penalty to
attack medium-sized foes. Their opponents
receive +2 to their attacks against them.
• Wall Walk: Cave Crawlers can walk
across most surfaces at their pace without
needing a climbing roll.
• Cave Stealth: When a Cave Crawler is in
its natural environment and does not move,
it adds a +2 bonus to its stealth rolls.
• Drop Attack: When falling from a height
of 6” or more to attack a foe, everyone
within a Medium Burst template of impact
must make an agility roll or be Shaken. This
can cause a wound.
Demilon
Often seen as a weeping woman in a gown,
the Demilon is a terrifying sight to any
unfortunate adventurer. Sorrow is the drive of
these monsters. Many believe them to be the
souls of the dead manifested in new bodies.
Attributes: Agility d8, Smarts d6, Spirit d8,
Strength d4, Vigor d6
Skills: Fighting d6, Notice d6
Pace: 6; Parry: 5; Toughness: 5
Treasure: Meager
Special Abilities:
• Touch of Sorrow: When making a touch
attack (+2 Fighting) any foe hit makes a
Spirit roll (–2 if hit with a raise) or becomes
Shaken. If the victim is already Shaken this
may cause a wound.
M Weeping Queen
These more powerful Demilons have a truly
deadly touch. They are constantly weeping and
wailing, commanding their lessers between
sobs.
Attributes: Agility d8, Smarts d8, Spirit d10,
Strength d6, Vigor d12
Skills: Fighting d10, Notice d6, Stealth d6
Pace: 6; Parry: 7; Toughness: 8
Edges: Frenzy (may be used with Greater
Touch of Sorrow.)
Treasure: Worthwhile
Special Abilities:
• Greater Touch of Sorrow: May make a
touch attack (+2 Fighting Roll) which causes
the Shaken condition on the target
automatically. This may cause a wound if
the target is already Shaken.
• Wail: Opposed Spirit roll vs all non-
Demilon targets within a medium burst
template. Those who fail are Shaken. If this
is a second Shaken result, it does not cause a
wound.
6
Denfir
Often compared to a Griffin, a Denfir is a
cross between a crow and a lion. While they
fly and have similar tactics to a Griffin, they
don’t have the same obsession with horses.
Instead, they enjoy shiny baubles and trinkets,
often taking what they can carry back to their
nests.
Denfir usually group together and attack
unsuspecting travelers from their homes in the
treetops. Something as simple as a glint of
shiny armor in the sun could be enough to
provoke them. Denfir rarely kill their targets,
but instead steal anything that looks valuable.
While they have mere animal intelligence,
they are still known to taunt foes in their own
way, cawing loudly and scratching their claws
in the ground.
Attributes: Agility d12, Smarts d10 (A), Spirit
d6, Strength d8, Vigor d6
Skills: Fighting d8, Notice d10, Stealth d8,
Taunt d10
Pace: 6; Parry: 6; Toughness: 7
Hindrances: Greed (Major)
Edges: Extraction
Treasure: Worthwhile in lair
Special Abilities:
• Bite or Claw: Str+d6
• Low Light Vision: Denfirs take no
penalties for dim or dark lighting.
• Swoop: Much like Griffins, Denfirs swoop
on their prey to pin it to the ground. But in
their case, they do so to try and steal from
their victims before flying off. They gain +4
to their attack and damage for this action.
However, their Parry is reduced by –2 until
their next action when performing the
maneuver.
• Flight: Despite their appearances, Denfir
are rather agile flyers with a Flying Pace of
12" and Climb of 2.
• Size +2: Denfirs weigh over 500 pounds.
Doppelgangers
Subversive and manipulative creatures, no
one really knows exactly what a Doppelganger
looks like in its true form. These humanoids
prefer to take on the appearance of the most
common sentient life (usually humans in a
typical fantasy setting). In many stories,
Doppelgangers sneak their way to the top of
the social ladder and control societies in secret.
Attributes: Agility d6, Smarts d8, Spirit d6,
Strength d6, Vigor d4
Skills: Fighting d6, Notice d6, Stealth d6,
Persuasion d10, Knowledge (Politics) d8
Pace: 6; Parry: 5; Toughness: 4
Hindrances: Curious
Treasure: Meager per 3
Gear: Short Sword (Str+d6)
Special Abilities:
• Changing Form: A Doppelganger can take
on the appearance of most people with very
little effort. They may use the disguise
power and have 15 Power Points for its use.
To use the ability a Doppelganger simply
rolls Smarts instead of an arcane skill.
Doppelgangers as Player Characters
Being a tricky Doppelganger can be an
interesting choice for a Player Character. These
creatures can offer quite a few fun concepts,
and would fit very well in a game of intrigue.
7
• Changing Form: A Doppelganger can
take on the appearance of most people with
very little effort. They may use the disguise
power and have 15 Power Points for its use.
The Power Points recharge at a rate of 1 per
hour. To use the ability a Doppelganger
simply rolls their Smarts as an arcane
skill. Edges or any other outside source
may not adjust this ability.
• Thirsty for Truth: Despite their
love of hiding behind their abilities,
Doppelgangers have a need to find
out the truth behind secrets. They
gain the Curious (Major)
Hindrance.
MDread Wyvern
These creatures are similar
in many respects to a
traditional Wyvern. The
main differences lie in
their tactics in catching
prey. They prefer to strike
head on and terrorize foes
with their powerful size and
abilities. While they are
poisonous, they carry their
poison in their fangs instead of a stinging tail.
They aren’t as fast as their brethren but make
up for it in scare tactics.
Attributes: Agility d6, Smarts d6, Spirit d12,
Strength d12+6, Vigor d8
Skills: Fighting d10, Intimidation d12, Notice
d6, Stealth d6
Pace: 6; Parry: 7; Toughness: 12 (2)
Edges: Extraction, Improved Extraction
Treasure: Worthwhile in Lair
Special Abilities:
• Armor +2: Scales
• Claws: Str+d8
• Infravision: Dread Wyverns halve the vision
penalties for darkness.
• Terrifying Scream: As an action, a Dread
Wyvern may let out a horrendous scream.
All within a medium burst template centered
on the Dread Wyvern must make a Spirit roll
at –2 or roll on the fear table. Extras are
panicked. A Dread Wyvern may not use this
ability two turns in a row.
• Flight: Flying Pace of 12" and Climb 1.
• Size +4: These beasts weigh over 4000
pounds.
• Large: Dread Wyverns have a –2 penalty to
attack medium-sized foes. Their opponents
receive +2 to their attacks to strike the Dread
Wyvern.
• Poison: Foes of the Dread Wyvern
who are Shaken or wounded by its
claws must make a Vigor roll or
suffer from paralysis for 2d6
rounds.
Drow
Creatures who stick closely
to the shadows, Drow (also
known as Dark Elves)
usually live in caves, and in
many fantasy settings,
worship dark gods. While
they may not be inherently
evil, they do seem to lean
in the direction of
wrongdoing.
Attributes: Agility d8,
Smarts d6, Spirit d8,
Strength d6, Vigor d6
Skills: Fighting d8,
Intimidation d8, Notice d6, Stealth d8,
Throwing d6
Pace: 6; Parry: 6; Toughness: 6 (1)
Hindrances: Outsider, All Thumbs
Edges: Two-Fisted, Ambidextrous
Treasure: Meager per 5
Gear: Two daggers (Str+d4) Range: 3/6/12,
Leather Armor (+1 Armor)
Special Abilities:
• Infravision: Dark Elves see infrared,
halving vision penalties for darkness.
MDrow Noble
The elite of Drow society, these leaders rules
with terrible cruelty and cunning.
Attributes: Agility d10, Smarts d6, Spirit d8,
Strength d6, Vigor d8
Skills: Fighting d10, Intimidation d8, Notice
d6, Stealth d10, Throwing d8
Pace: 6; Parry: 7; Toughness: 7 (1)
8
Hindrances: Outsider, All Thumbs
Edges: Two-Fisted, Ambidextrous, Quick
Draw, Assassin, Noble
Treasure: Meager
Gear: Four daggers (Str+d4) Range: 3/6/12,
Leather Armor (+1)
Special Abilities:
• Infravision: Dark Elves see infrared,
halving vision penalties for darkness.
Drow as Player Characters
The idea of playing a Dark Elf is a staple in
many fantasy settings and is enjoyed by many
players. While there is a strong stereotype of
Drow being evil, it can be fun to take this in a
different direction and play a hero.
• Infravision: Dark Elves are able to see in
the dark fairly well by recognizing body
heat. They halve penalties (round down) for
bad lighting.
• Nimble: Much like the Elves, Dark Elves
are agile creatures, they gain a free d6 in the
Agility Attribute.
• Shadow Stalker: Dark Elves are adept at
using the shadows for cover. They gain a
free d6 in the Stealth skill.
• Mysterious: Their secluded and often
violent nature make Dark Elves a suspicious
group to those who do not truly understand
their culture. As such, they gain the Outsider
(Minor) Hindrance.
• Secluded: Technology does not come easy
to Dark Elves who prefer to stay hidden
from much of civilization. They have the All
Thumbs (Minor) Hindrance.
Eagle Folk
These odd crosses between humans and
eagles tend to stick close to the trees. They
often have small communities known as nests
that are considered by some to be very tribal
and “savage” in nature.
If one were to dive into the culture of the
Eagle Folk they would find a complex society
that is actually very compassionate. Their
willingness to help others is truly astounding.
Attributes: Agility d10, Smarts d6, Spirit d8,
Strength d6, Vigor d6
Skills: Fighting d4, Notice d10, Shooting d8
Pace: 6; Parry: 4; Toughness: 6 (1)
Hindrances: Loyal, Heroic
Edges: Dodge, Alertness
Treasure: Meager
Gear: Longbow (Shooting; range 15/30/60;
2d6) Leather Armor (+1)
Special Abilities:
• Claws: Str+d6
• Low Light Vision: Ignores penalties for
dim or dark lighting.
• Flight: Eagle Folk can fly equal to their
Pace and have a Climb of 0.
MEagle Folk Nest Leader
Attributes: Agility d12, Smarts d6, Spirit d8,
Strength d6, Vigor d6
Skills: Fighting d6, Notice d10, Shooting d12
Pace: 6; Parry: 6; Toughness: 6 (1)
Hindrances: Loyal, Heroic
Edges: Dodge, Alertness, Acrobat, Marksman,
Common Bond
Treasure: Worthwhile
Gear: Longbow (Shooting; range 15/30/60;
2d6) Leather Armor (+1)
Special Abilities:
• Claws: Str+d6.
• Low Light Vision: Ignores penalties for
9
dim or dark lighting.
• Flight: Eagle Folk can fly equal to their
Pace and have a Climb of 0.
Eagle Folk as Player Characters
A player may wish to be an Eagle Folk, and
in many fantasy settings they could easily be
incorporated as playable characters. Below are
the abilities used to make Eagle Folk playable.
• Flight: Eagle Folk have beautiful wings that
allow them to fly equal to their pace. They
may also use a running action while flying.
Eagle Folk have a climb of 0.
• Aware: Eagle Folk have naturally
heightened senses. They gain the Alertness
Edge for free.
• Claws: These majestic humanoids can be
deadly with powerful claws that deal Str+d6
damage.
• Good‐Hearted: Eagle Folk are naturally
noble people with good intentions. They
gain the Heroic (Major) Hindrance.
• Loyal: Eagle Folk are loyal to a fault. They
have the Loyal (Minor) Hindrance.
MEmerald Serpent
This large snake appears to be made of pure
emerald. Even though their bodies look like
that of a snake, they show no sign of scales.
They often haunt large treasure hoards,
burying themselves beneath the riches, making
themselves look like a part of the prize while
they await greedy adventurers. Legend has it
they were created by a powerful wizard who
sought to protect his treasures.
Attributes: Agility d6, Smarts d6, Spirit d6,
Strength d12+4, Vigor d12
Skills: Fighting d10, Notice d6, Stealth d8
Pace: 8; Parry: 7; Toughness: 16 (4)
Edges: Frenzy, Improved Frenzy, First Strike,
Improved First Strike
Treasure: Trove in lair
Special Abilities:
• Armor +4: Gem-like Body
• Bite: Str+d8
• Treasure Stealth: Due to its gem-like
appearance, an Emerald Serpent can appear
to be a part of the hoard. They gain a +2
bonus to stealth rolls when in a treasure
trove.
• Infravision: Much like a flesh and blood
snake, Emerald Serpents see infrared,
halving vision penalties for darkness (round
down).
• Construct: +2 to recover from Shaken,
ignore wound modifiers, disease, poison,
and extra damage from called shots.
• Size +4: Emerald Serpents are large beasts
that weigh several thousand pounds.
• Large: Due to their size, Emerald Serpents
have a –2 penalty to attack medium-sized
foes. Their opponents receive +2 to their
attacks to strike the Emerald Serpent.
MFlail Drake
With dark red scales and blackened eyes, this
monster gets its name for its five long tails,
with thick bone cudgels. They are fearsome
foes who enjoy toying with their prey as much
as possible.
Attributes: Agility d6, Smarts d10, Spirit d6,
Strength d12, Vigor d10
Skills: Fighting d8, Intimidation d10, Notice
d6, Tracking d6
Pace: 6; Parry: 6; Toughness: 15 (2)
Special Abilities:
• Armor +2: Scales
• Infravision: Halve vision penalties for
darkness.
• Tails: Str+d4 damage
• Size +6: Flail Drakes weigh almost 5,000
pounds.
• Large: Flail Drakes have a –2 penalty to
attack medium-sized foes. Their enemies
they receive a +2 bonus to their attacks
against the Flail Drake.
• Tail Attacks: A Flail Drake may swing all
of its tails by rolling 1 fighting die per tail (a
total of 5) and assigning who they struck
from there. If they are a Wild Card they get
one wild die for the whole attack.
10
MGollog
A massive lizard-like creature, the Gollog is
a rare breed of monster with a particular taste
for the flesh of sentient creatures. Thankfully,
the Gollog hibernates for a long time. It has
been reported that they sleep as long as 200
years. However, when the Gollog awakens, it
rampages for weeks at a time, decimating
villages if given the chance.
Attributes: Agility d4, Smarts d12 (A), Spirit
d6, Strength d12+7, Vigor d10
Skills: Fighting d12, Notice d4
Pace: 7; Parry: 8; Toughness: 19 (4)
Special Abilities:
• Armor +4: Scales
• Bite: Str+d10
• Tail: Str+d8
• Infravision: Halve vision penalties for
darkness (round down).
• Wail: Opposed Spirit roll vs all living
targets within 6", those who fail are Shaken.
• Size +8: A Gollog is about 35 feet tall and
weighs well over 20,000 pounds.
• Huge: Gollogs have a –2 penalty to attack
medium-sized foes. Their opponents receive
a +2 bonus to their attacks against the
Gollog.
Gremlins
These small, scaled creatures are tenacious
with a need for fresh meat. They are by nature
very ugly little beasts. Jagged teeth jut from
their jaws, with a large snout protruding from
their face.
Despite their primitive nature, these
creatures are very cunning, often taunting foes
into traps and using guile to get their way.
Attributes: Agility d6, Smarts d8, Spirit d8,
Strength d6, Vigor d6
Skills: Taunt d8, Stealth d6, Shooting d6,
Persuasion d4
Pace: 6; Parry: 2; Toughness: 4
Hindrances: Small, Ugly
Edges: Steady Hands
Treasure: Meager per 3
Gear: Bow (Shooting; range 12/24/48; 2d6)
MGremlin Chief
The particularly clever Gremlins are often the
leaders of the tribes.
Attributes: Agility d6, Smarts d10, Spirit d8,
Strength d6, Vigor d8
Skills: Taunt d10, Stealth d6, Shooting d8,
Persuasion d6, Notice d8
Pace: 6; Parry: 2; Toughness: 6 (1)
Hindrances: Small, Ugly.
Edges: Steady Hands, Marksman
Gear: Bow (Shooting; range 12/24/48; 2d6),
Leather (+1 Armor)
Abilities:
• Mischievous: May Taunt as a free action
once per round.
Half‐Demon
Born of a sinister bloodline, half-demons are
known for their devil-like looks, though these
creatures aren’t necessarily evil. All the same,
many serve the dark forces that had a hand in
their conception, but some actively fight
against the forces of hell.
Attributes: Agility d6, Smarts d6, Spirit d8,
Strength d6, Vigor d6
11
Skills: Fighting d6, Climbing d6, Notice d6,
Stealth d6
Pace: 6; Parry: 5; Toughness: 5
Edges: Combat Reflexes
Treasure: Meager per 3
Special Abilities:
• Claws: Str+d6
• Infernal Immunity: Half Demons are
immune to Poison and Disease.
MHalf‐Demon Cultist
Perhaps the most dangerous of
the half demons are those
devoted to the supernatural
evils of their heritage. They
typically lead lesser Half-
Demons in profane rituals.
Attributes: Agility d6,
Smarts d6, Spirit d12,
Strength d6, Vigor d6
Skills: Fighting d8,
Climbing d6, Notice d6,
Stealth d6, Faith d10
Pace: 6; Parry: 6;
Toughness: 5
Edges: Combat Reflexes
Treasure: Worthwhile
Gear: Longsword (Str+d8)
Special Abilities:
• Miracles: Half Demon
Cultists have 15 Power Points to use on the
following powers: light/obscure (obscure
only), invisibility, and boost/lower trait
(lower only.)
• Claws: Str+d6
• Infernal Immunity: Half Demons are
immune to Poison and Disease.
Half‐Demons as Player Characters
A hero who struggles against his or her dark
heritage can be a very compelling story. A
game with shady characters could also be the
perfect place for a Half-Demon to shine.
• Almost Human: Half-Demons gain a free
Novice Edge of their choice; they must meet
the Edge Requirements.
• Demonic Weapons: Half-Demons have
claws. They deal Str+d6 damage.
• Infernal Immunity: Half-Demons are
immune to both Poison and Disease.
• Dark Heritage: It seems that fate itself is
out to get the Half-Demon, as if the gods are
watching them and punishing them for the
blood that courses through them. Half-
Demons gain the Bad Luck (Major)
Hindrance.
• Misunderstood: Due to their bloodline,
most half demons are feared. They gain the
Outsider (Minor)
Hindrance.
Hyena Men
A staple in many
fantasy games, Hyena
Men are humanoids
with thick fur and a
typically nasty
disposition. They
commonly enslave
others and, in some
cases, eat those they do
not consider worthy to
be a slave. They can be
wise creatures and are
accustomed to working
together to achieve their
goals.
Attributes: Agility d6,
Smarts d6–2, Spirit d6, Strength d8, Vigor d6
Skills: Fighting d6, Notice d8, Survival d8,
Tracking d8, Stealth d6, Shooting d6.
Pace: 6; Parry: 5; Toughness: 6 (1)
Gear: Axe (Str+d6) or Longbow (Range
15/30/60; 2d6) Leather Armor (+1)
Special Abilities:
• Low Light Vision: Ignores penalties for
Dim and Dark lighting.
• Expert Hunter: Hyena Men add +2 to
Notice rolls when using their sense of smell.
MHyena Man Pack Leader
Attributes: Agility d6, Smarts d8–2, Spirit d6,
Strength d8, Vigor d8
Skills: Fighting d8, Notice d8, Survival d8,
Tracking d8, Stealth d6, Shooting d8.
12
Pace: 6; Parry: 6; Toughness: 7 (1)
Edges: Command, Common Bond,
Woodsman
Gear: Axe (Str+d6) or Longbow (Range
15/30/60; 2d6) Leather Armor (+1)
Special Abilities:
• Low Light Vision: Ignores penalties for
Dim and Dark lighting.
• Expert Hunter: Hyena Men add +2 to
Notice rolls when using their sense of smell.
Hyena Men as Player Characters
In many fantasy settings, Hyena Men are
common enemies to beginning adventurers.
However they can also be a lot of fun to play
as. Below is a list of racial abilities for a player
character Hyena Man.
• Pack Tactics: Hyena Men are used to
working together as a team. Wild Card
Hyena Men gain the Common Bond Edge
for free.
• Expert Hunter: Free d6 Tracking and
Hyena Men add +2 to Notice Rolls when
using their sense of smell.
• Infravision: Hyena men can see along the
infrared spectrum, halving penalties (round
down) for bad lighting.
• Slow of Wit: Hyena Men still retain a lot
of their animal nature, including their lack of
intelligence. Their Smarts rolls suffer a –2
penalty.
Iron Born
It is not uncommon in fantasy settings to
have a race of living armor of some kind. This
can be found in the Iron Born, metal beings
said to have been made by a Mage long ago.
While they resemble armor in many ways,
they still have organs beneath their tough outer
shell. They are honorable warriors and valiant
souls doing their best to fight with a sense of
duty. They can be steadfast companions as
well, always staying strong in the face of
danger.
Attributes: Agility d6, Smarts d6, Spirit d8,
Strength d8, Vigor d8
Skills: Fighting d10, Notice d6, Knowledge
(Battle) d6, Climbing d6
Pace: 6; Parry: 8; Toughness: 10 (4)
Edges: Brave
Hindrances: Loyal, Code of Honor
Treasure: Meager
Gear: Longsword (Str+d8), Shield (+1 Parry,
+2 Armor against ranged attacks.)
Special Abilities:
• Armor +4: Metallic skin
MIron Born Captain
The Iron Born have pretty strict rankings in
their military. Only the toughest make it to
captain.
Attributes: Agility d6, Smarts d6, Spirit d8,
Strength d10, Vigor d8
Skills: Fighting d10, Notice d6, Knowledge
(Battle) d8, Climbing d6
Pace: 6; Parry: 8; Toughness: 11 (4)
Edges: Command, Brawny, Counter Attack,
Brave
Hindrances: Loyal, Code of Honor
Treasure: Worthwhile
Gear: Longsword (Str+d8), Shield (+1 Parry,
+2 Armor against ranged attacks.)
Special Abilities:
• Armor +4: Metallic skin.
Iron Born as Player Characters
Playing a living suit of armor can be a lot of
fun with plenty of role playing potential.
Below are a list of abilities granted to an Iron
Born player Character.
• Iron Skin: Iron Born gain +4 Armor.
• Undaunted: The Iron Born are unafraid in
the face of danger. They gain the Brave
Edge for free.
• Honor Bound: An Iron Born’s word is as
strong as the metal they are made of. They
have the Code of Honor (Major) Hindrance.
MMinotaur
These half men and half bull creatures are
classic and constantly found in a myriad of
fantasy settings. Known for their temper and
tenacity, Minotaurs are often found guarding
mazes filled with treasure.
13
Attributes: Agility d6, Smarts d6, Spirit d8,
Strength d12+3, Vigor d12
Skills: Fighting d10, Intimidation d8, Notice
d4, Tracking d4
Pace: 8; Parry: 6; Toughness: 10
Edges: Berserk
Treasure: Rich in lair
Gear: Great Axe (Str+d10, Parry –1, AP 1,
Two Hands)
Special Abilities:
• Horns: Str+d6
• Low Light Vision: No
penalties for dim or
dark lighting.
• Fast Runner:
Minotaurs roll a d8
when running instead
of d6.
• Gore: Minotaurs are
masters at using their
horns when charging
into battle. They gain
a +4 bonus to
damage with their
horns if they move
6" or more in
straight line
before
attacking.
• Size +2:
Minotaurs stand about 7
feet tall.
Mistlings
An odd collection of flesh-eating creatures
that emit mist from their bodies, the Mistlings
attack in a swarm. No one really knows what
they look like, as they crumble into dust when
they die.
Attributes: Agility d10, Smarts d6, Spirit d12,
Strength d8, Vigor d8
Skills: Fighting (automatically hits dealing
2d4 damage within a Medium Burst
Template), Notice d6, Stealth d8
Pace: 6; Parry: 4; Toughness: 6
Treasure: None
Special Abilities:
• Infravision: Mistlings halve vision
penalties for darkness.
• Obscuring Mist: Attacks against Mistlings
are made at –1.
• Swarm: +2 Parry. Characters may stomp on
a swarm, dealing strength damage.
• Split: Mistlings may split into two Small
Burst Template swarms, each with –2
Toughness.
• Flight: Mistlings can fly at a Pace of 6" and
have a Climb of 0.
• No Breath: Mistlings have no need to
breathe. They are immune to inhaled
poisons and smell-based effects.
• Immunity: Cold
Quill Hound
Formidable beasts
with sharp quills on
their backs, Quill
Hounds are alert and
deadly creatures.
While primarily
territorial, they can
sometimes be trained
by humanoids such as
goblins or orcs, making
them terrifying and
formidable guard dogs.
Attributes: Agility d10,
Smarts d6 (A), Spirit d6,
Strength d6, Vigor d8
Skills: Fighting d4, Notice d8,
Shooting d8
Pace: 8; Parry: 4; Toughness: 6 (1)
Treasure: None
Special Abilities:
• Armor +1: Quills
• Bite or Claws: Str+d4
• Quills: Quill Hounds have 20 Power Points
to be used on the bolt and burst powers; the
burst template must be centered on the Quill
Hound. The Quill Hound rolls its Shooting
skill for the powers. As the power points
recharge, the beast’s Quills regrow. Both
powers have AP 1.
• Infravision: Halve vision penalties for
darkness.
• Fast Runner: Quill Hounds roll a d8 when
running instead of a d6.
• Size –1: Quill Hounds are the size of an
average dog.
14
Rager
These large, red monstrosities are known for
their tenacity in combat. Their horned tentacles
make them a true menace, capable of defeating
their foes from a distance. There is little rhyme
or reason to what they do, often shouting in
rage when approached, the words almost
incomprehensible. While they are intelligent
and can speak, they care little for the ways of
others.
Attributes: Agility d6, Smarts d6, Spirit d8,
Strength d12+3, Vigor d8
Skills: Fighting d8, Intimidation d6, Notice d6
Pace: 6; Parry: 6; Toughness: 10 (2)
Edges: Berserk
Treasure: Worthwhile
Special Abilities:
• Armor +2: Thick skin
• Tentacles: Str+d6; Reach 1"
• Size +2: These bulbous creatures weigh
almost 1,000 pounds.
• Invoke Rage: Has 15 Power Points that
may be used on the Puppet Power. The roll
for this is Spirit. They use this to fill an
opponent with anger, forcing them to attack
an ally.
Rot Hound
Said to be the monsters of decay, the Rot
Hound looks to spread disease and death
wherever it can. Even though it looks like an
undead creature, it is still alive. They are
surprisingly intelligent beasts, despite their
canine appearance, often playing cunning
tricks to dishearten their foes.
Attributes: Agility d6, Smarts d8 (A), Spirit
d8, Strength d6, Vigor d6
Skills: Fighting d8, Notice d8, Stealth d6,
Taunt d8
Pace: 7; Parry: 6; Toughness: 6
Special Abilities:
• Bite: Str+d6
• Size +1: Larger than the average dog, Rot
Hounds stand at almost human size.
• Rot: Those who are Shaken or dealt any
wounds by a Rot Hound must make a Vigor
Roll. If they fail, they take one level of
fatigue.
Shadowling
Pale-skinned humanoids who hide in the
shadows, it is believed that Shadowlings
originally came from a world of darkness.
Regardless of where they came from,
Shadowlings are feared at night. They always
seem to find a way to strike when one would
least expect it. While not inherently evil, their
knack for hiding in the shadows gives them
natural skill in thievery and assassination.
Attributes: Agility d6, Smarts d6, Spirit d6,
Strength d6, Vigor d6
Skills: Fighting d6, Intimidation d6, Notice
d6, Stealth d6
Pace: 6; Parry: 6; Toughness: 5
Edges: First Strike, Quick
Treasure: Meager per 3
Gear: Spear (Str+d6; Reach 1"; Parry +1)
Special Abilities
• Low Light Vision: No penalties for dim
or dark lighting.
• Sunlight Sensitivity: Shaken if exposed to
sunlight. May cause a wound if already
Shaken.
MShadowling Master
Often training other Shadowlings in the art
of assassination, Masters are formidable
opponents not to be taken lightly.
Attributes: Agility d8, Smarts d6, Spirit d8,
Strength d6, Vigor d8
Skills: Fighting d8, Intimidation d8, Notice
d6, Stealth d8
Pace: 6; Parry: 7; Toughness: 7 (1)
Edges: First Strike, Improved First Strike,
Quick
Treasure: Worthwhile
Gear: Spear (Str+d6; Reach 1"; Parry +1)
Leather Armor (+1)
Special Abilities:
• Low Light Vision: No penalties for dim
or dark lighting.
• Sunlight
Sensitivity: Shaken if exposed
to sunlight. May cause a wound if already
Shaken.
15
MShadow Drake
Darkness is the natural habitat for of the
Shadow Drake. While it is called a “Drake,”
this black-scaled monstrosity is more its own
creature. It prefers to stay hidden and strike
when its prey is vulnerable. Smaller than an
average Drake, but cunning, some consider it
almost as dangerous as its larger cousin.
Attributes: Agility d12, Smarts d6, Spirit d8,
Strength d8, Vigor d6
Skills: Fighting d12, Climbing d12, Notice d6,
Stealth d12
Pace: 5; Parry: 8; Toughness: 10 (2)
Edges: Assassin, Alert
Special Abilities:
• Armor +2: Scales
• Bite: Str+d8
• Infravision: Shadow Drakes can see in the
infrared spectrum,
halving vision
penalties for darkness.
• Size +3: Shadow
Drakes are fairly large
creatures weighing
several thousand
pounds.
• Wall Walk: Can
walk on walls and
ceilings equal to its
pace.
• Darkness: These
creatures can cast the
light/obscure Power
(obscure only). They
have 15 Power Points
for this ability. The
Shadow Drake must
make a Spirit roll to
activate the power.
Snake Men
Scaled and venomous humanoids, Snake Men
are not to be trifled with. In many fantasy
settings Snake Men t worship secret and dark
gods, performing nefarious sacrifices and
rituals to achieve their ultimate goals. Snake
Men are both cunning and quick creatures,
making them a force to be reckoned with.
Attributes: Agility d10, Smarts d6, Spirit d6,
Strength d6, Vigor d6
Skills: Fighting d6, Notice d6, Stealth d6
Pace: 8; Parry: 5; Toughness: 6 (1)
Edges: First Strike
Treasure: Meager per 5
Special Abilities:
• Armor +1: Scales
• Bite: Str+d8
• Infravision: Halve vision penalties for
darkness.
• Poison: If a foe is Shaken or wounded by
the Snake Man’s bite they must make a
Vigor roll. Failure means paralysis for 2d6
rounds.
MCobra King
Attributes: Agility d10, Smarts d6, Spirit d6,
Strength d6, Vigor d6
Skills: Fighting d8, Notice d6, Stealth d6
Pace: 8; Parry: 6; Toughness: 7 (2)
Edges: Improved First Strike
Treasure: Worthwhile
Special Abilities:
• Armor +2: Scales.
• Bite: Str+d8
• Infravision: Half vision penalties for
darkness.
• Great Poison: If a foe is shaken or
wounded by the Snake Man’s bite they must
make a Vigor roll at –2. Failure means
paralysis for 2d6 rounds.
MThree‐Headed Dog
Mythologically, this creature is known as a
Cerberus. These massive dogs are known for
their three sets of powerful jaws that can strike
quickly and efficiently. Powerful villains may
have a Three-Headed Dog as a guardian or
adventurers may run into one who is hungry
for the taste of flesh.
Attributes: Agility d8, Smarts d6 (A), Spirit
d8, Strength d12+4, Vigor d10
Skills: Fighting d8, Intimidation d10, Notice
d6, Tracking d8
Pace: 8; Parry: 6; Toughness: 13 (1)
Special Abilities:
16
• Armor +1: Thick fur
• Bite: Str+d8.
• Low Light Vision: No penalties for dim
or dark lighting.
• Fast Runner: Three-Headed Dogs are
quick on their feet. They roll a d8 when
running instead of a d6.
• Size +5: Three-Headed Dogs are almost 15
feet tall and weigh around 4,000 pounds.
• Large: Three-Headed Dogs have a –2
penalty to attack medium-sized foes. Their
opponents receive +2 to their attacks against
the Three-Headed Dog.
• Three Heads: Three-Headed Dogs may
attack three times, rolling three Fighting die
and one wild die.
• Go for the Throat: A raise on an attack
roll hits the target’s least armored location.
Valkyrie
Beautiful winged warrior women, Valkyrie
are often considered a bad omen, as they
occasionally show up when a noble warrior is
near death. They usually work for the gods.
Some might even consider them to be angels.
They can be guardians and defenders of
something or someone favored by the gods.
Attributes: Agility d12, Smarts d6, Spirit
d8, Strength d10, Vigor d12
Skills: Fighting d12, Intimidation
d8, Notice d6, Shooting d10
Pace: 6; Parry: 9;
Toughness: 10 (2)
Edges: Attractive,
Trademark Weapon (Spear)
First Strike
Gear: Spear (Str+d6; Reach
1"; Parry +1), longbow
(Shooting; range 15/30/60;
2d6) Chainmail (+2 Armor)
Special Abilities:
• Low Light Vision: No
penalties for dim or dark lighting.
• Flight: Valkyrie can fly equal to their pace.
Valkyrie have a Climb of 0.
Venari
These mysterious little creatures look more
like wisps of vapor than actual beasts. It is
believed that the Venari are delicate little
clouds that have been given sentience. Unless
they feel threatened or particularly
mischievous, they are relatively harmless.
Attributes: Agility d6, Smarts d6, Spirit d6,
Strength d6, Vigor d6
Skills: Fighting d4, Notice d6, Spellcasting d8
Pace: 6; Parry: 5; Toughness: 3
Treasure: None
Gear: Rapier (Str+d4; Parry +1)
Special Abilities
• Arcane Power: Venari have 20 Power
Points to spend on the following abilities:
Bolt, Elemental Manipulation,
Environmental Protection.
• Flight: Venari have a Flying Pace of 8" and
a Climb of 0.
• Size –2: Venari are a little bigger than a
hummingbird.
• Elemental: Venari are immune to fear,
ignore wound modifiers, poison, and extra
damage from called shots.
• Small: Venari have +2 to attack medium-
sized foes. Their opponents receive –2 to
their attacks against the Venari.
MVorn
This two-legged creature sports three
deadly jaws, each featuring a vicious
hook. These beasts have little reason
to kill any humanoid (they feast
primarily on smaller game), yet
they do so anyway, as if taken over
by a bloodlust. Some believe the Vorn
simply love killing for its own sake.
Attributes: Agility d6, Smarts d6 (A),
Spirit d6, Strength d12+2, Vigor d10
Skills: Fighting d10, Notice d6
Pace: 10; Parry: 7; Toughness: 8 (1)
Edges: Berserk
Special Abilities:
• Armor +1: Thick skin
• Horns: Str+d8
• Fast Runner: Roll d8 when running
instead of a d6
• Gore: +4 damage if the Vorn moves 6" or
more in a straight line before attacking.
17
| textdata/thevault/Savage Worlds System (SWADE) [multi]/_Core/Savage Worlds - Savage Bestiary - Fantasy Foes.pdf |
Based on the original DUNGEONS & DRAGONS
® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS &
DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison.
This game product contains no Open Game Content. No portion of this work may be reproduced in any
form without permission of the author. To learn more about the Open Gaming License and the d20
system license, please visit www.wizards.com/d20
DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the
Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc. ALL RIGHTS RESERVED.
This scenario is intended for tournament use only and may not be reproduced without approval of the
RPGA Network.
URD5-I02 MM-B1
Extreme Makeover
A One-Round D&D LIVING GREYHAWK®
Duchy of Urnst Regional Mini-Mission
Version 1.1
Round 1
by Ian Seale
Hope. So precious, yet so fragile. When hope is extinguished, sometimes it takes a hero to rekindle it. A
mini-mission well suited for those with silver tongues and kind hearts. For APL’s 2-12.
Adventure Background
Lady Leara Tarnel is in need of an extreme
makeover. Leara is a shy bookworm with a
passion for military history. She also has a crush
on Lord Ellis. When Leara learned that Lord Ellis
was to attend the Coriner gala, she screwed up
enough
courage
to
try
and
meet
him.
Unfortunately, her party dress and jewelry were
stolen earlier today. House Tarnel does not have
an estate in Leukish, so Leara is forced to buy
what she needs in Leukish.
Lady Nali Saevil wants Lord Ellis’s power and
influence. She is a gold digger with friends in low
places. Nali is more than happy to crush a
potential rival for Lord Ellis’ affections. She has
the money and connections to make things difficult
for anyone who crosses her.
Murthok Koraris is the finest tailor available in
Leukish. As a result, Murthok has been
chronically overworked, especially with the Coriner
gala coming up.
Marilaen is a dressmaker in Leukish. She was
commissioned to create a fancy dress by a
mysterious female client. For reasons unknown,
the client failed to collect the dress. Now Marilaen
is stuck with a dress that she cannot sell.
Oron Vulfas is a jeweler working for House
Saevil. He has been instructed by Nali to charge
outrageous prices for his goods until after the
gala. Being a greedy man, Oron was happy to
comply.
Faerdal Glittereye is a gnomish jeweler
working for House Burlondin. Due to the prejudice
against non-Suel, business has been slow.
Faerdal would offer master work jewelry at a
discount to someone who would wear it to the
gala.
Many of the city watch have been transferred
from their usual duties to provide additional
security for the Coriner gala. A band of street
thugs grows bold with the opportunity.
Adventure Summary
The PCs meet Leara Tarnel at Murthok’s tailor
shop. Leara’s hopes of attending the Coriner gala
are crushed by Lady Nali Saevil. The PCs
improve Leara’s state of mind. Leara needs a
fancy dress and some jewelry. The PCs acquire a
dress for Leara (likely from Marilaen). The PCs
acquire some jewelry for Leara (likely from
Faerdal or Oron). (Optional Encounter) While the
PCs are taking care of these tasks, they may
encounter a gang of street thugs.
Preparation for Play
Leara Tarnel is fascinated by military battles in
general and the exploits of Lord Ellis Lorinar in
particular. She will be particularly interested in
PCs who have played any of the following
scenarios:
•
URD1-09 On the Rocks
•
URD2-08 Freedom’s Price
•
URD3-01 Stoneheart
•
URD3-05 Plague of Rage
•
URD4-04 Water Stilled
•
URD4-05 Shaken Not Stirred
•
URD4-09 Lucky's Bane
Or any of the following interactives:
•
Siege of the Vale
•
Assault on the Iron Citadel
•
URD5-I02Amongst the Hills
Introduction
Read or paraphrase the following:
Leukish is positively alive with activity. And
not surprising, what with the Coriner Gala just
a few hours away. Servants scurry to and fro
with last minute errands. Nobles rush home to
their estates in order to properly prepare
themselves. There is a nervous tension in the
air, and rightly so, for it is at the Coriner Gala
that status can be gained and just as easily
lost.
Ask the PCs why they would need the services of
a tailor. One possibility would be to acquire proper
clothing for the gala. If nothing else, some minor
damage to the PCs fancy clothing needs to be
repaired.
Encounter One: A Stitch in
Time
Read or paraphrase the following:
Extreme Makeover
Page 1
The sign outside of the store declares
“Koraris’ Fine Tailoring – Established CY 515”.
It is a large, well maintained building. A noble
carriage bearing the symbol of a golden hand
sits
parked
outside.
A
bored
looking
coachman, wearing a red and blue uniform,
sits atop the carriage.
Solan: Male Suel Commoner 5 (Profession
(Coachman) +8, Handle Animal +8, see DMG,
page 108).
Solan is waiting for his employer, the Lady Nali
Saevil. He is happy to talk to the PCs, but knows
nothing of importance.
A Knowledge: Nobility, Knowledge: Local or
Bardic Knowledge check reveals the following:
•
DC 10 – House Saevil is a major noble house.
Their symbol is a golden hand and their
house colors are red, blue and gold.
•
DC 15 – House Saevil is a wealthy house,
famous for its jewelry.
•
DC 20 – House Saevil used to be a merchant
house and bought their way into nobility in CY
589.
•
DC 30 – Lady Nali Saevil is an influential
socialite who attends all the right social
gatherings. People who earn her disfavor
learn to regret it.
When the PCs decide to enter the store, read or
paraphrase the following:
As you enter the tailor shop, a small bell rings
on the door. A Suel man pokes his head into
the room from behind a curtained door and
says, “Welcome to Koraris’ Fine Tailoring. I
will be with you in just a few minutes.” With
that, he disappears behind the curtain.
A quick survey of the store reveals that it
is clean with simple, elegant furnishings. Four
curtained doorways exit from this room. Bolts
of fine cloth hang from rods attached to the
walls.
A
number
of
tall
mirrors
are
strategically located throughout the room.
Twenty mannequins are arranged in a circle
around the center of the room. Fancy clothing
hangs from a few of the mannequins, but most
are naked. Business must certainly be brisk.
A ring from the bell draws your attention to
a young Suel woman entering the tailor shop.
She wears a brown and grey traveler’s outfit
over a fine chain shirt. A master quality rapier
hangs at her left side and a leather satchel
from her right. Her cheekbones have a light
dusting of freckles and her eyes are a pale
violet color. Her blonde hair, tinted with a hint
of red, is tied behind her head in a tight bun.
The woman notices your attention and
smiles shyly at you. After a moment, her
expression brightens and her smile broadens.
She asks excitedly, “By chance, were you
involved in the Siege upon the Vale?”
Lady Leara Tarnel: Female Suel Aristocrat 5
(see Appendix One).
Leara will introduce herself as Leara Tarnel (she
leaves off the appellation “Lady”). A Spot check,
DC 10, will reveal that Leara wears a signet ring
bearing a red sword pointing downwards.
The PCs can make a Knowledge: Nobility,
Knowledge: Local or Bardic Knowledge check:
•
DC 10 – House Tarnel is a minor noble house.
Their symbol is a red sword pointing
downwards and their house colors are red and
silver.
•
DC 15 – House Tarnel is an honorable house,
known for its skilled warriors.
•
DC 20 – Some members of House Tarnel
venerate Pelor and Meyeheine rather than the
Suel Pantheon.
•
DC 30 – Leara Tarnel is a wallflower who only
attends major social gatherings. She spends
more time with books than with people.
Leara will ask the names of each of the PCs in
turn. Leara is fascinated by military battles in
general and the exploits of Lord Ellis Lorinar in
particular. PCs who have played in certain
scenarios (see Preparation for Play) will capture
Leara’s interest. Leara will ask a lot of questions
about these events and listen intently to the PCs
responses. A Sense Motive check, DC 10, will
reveal that Leara is very interested in Lord Ellis
Lorinar. A DC 15 check will reveal that Leara has
a crush on Lord Ellis.
After the PCs have spent a few minutes
talking with Leara, read or paraphrase the
following:
An older, balding Sueloise man emerges from
behind the curtain. He wears an immaculate,
perfectly tailored, courtier’s outfit. The
scissors in his pocket and the pins stuck in his
lapel hint that he is indeed the tailor. He
quickly strides across the room towards your
Extreme Makeover
Page 2
group. Slightly out of breath, he says, “Sorry
for the delay… I am Murthok Koraris. How may
I assist you?”
Murthok
Koraris:
Male
Suel
Expert
8
(Profession (Tailor) +11, Craft (Clothing) +11,
see DMG, page 109).
Murthok will help the PCs to the best of his ability.
He is too tired to be snobby about the PCs race or
state of dress. He just wants to get his work done
so that he can get some well-earned rest. A Spot
check, DC 10, will reveal that Murthok’s eyes are
puffy with not enough sleep. A Sense Motive
Check, DC 10, will reveal that Murthok is more
than a little stressed out, despite his professional
demeanor.
Murthok has enough Courtiers’ Outfits for
each of the PCs (both genders). He has two Male
Noble’s Outfits and a single Female Noble’s outfit.
If the PCs insist that Murthok help Leara
before them, Leara will defer, stating that the PCs
were there first.
When Murthok begins to help Leara or the
PCs are about to leave the store or one of the PCs
is about to buy the Female Noble’s Outfit, begin
Encounter Two.
Encounter Two: Hope
Extinguished
Read or paraphrase the following:
The curtain that Murthok emerged from
suddenly slides back. A pair of Suel women,
with athletic builds, enters the room. They are
wearing red and blue uniforms over chain
shirts. Each has a buckler on their left arm
and long sword at their hip. One carries a
large bundle wrapped in paper and tied with
string.
Following behind the two guards, a Suel
woman clad in a luxurious dress saunters into
the room. Her skin is pale, her eyes are an icy
blue and her long hair is golden. Expensive
jewelry adorns her ears, neck and fingers. In a
voice smooth as silk, she says “Oh Murthok! I
had almost forgotten that I need two dresses,
rather than just one. It’s not my first choice,
but since you only have the one left, I am
forced to take it.” With that, she points at the
sole remaining fancy dress in the shop.
Leara seems taken aback by this turn of
events. “Umm… Nali, I was just about to buy
that dress.”
Nali replies, “Leara, darling, I hadn’t
noticed you there. With you dressed like that, I
had mistaken you for a commoner. It is a
shame that there is only one left, but I was
here first. I do hope you understand.”
Leara, clearly upset, says “Nali, I need that
dress for the Coriner Gala tonight.”
With a tight smile Nali responds, “My dear,
getting ready at the last minute is not very
clever. I suggest that next time you start
earlier”. With that she turns towards Murthok,
“Please wrap up my purchase, I must be
going… now!”
Somewhat startled, Murthok moves over to
the mannequin and begins removing the dress.
Leara stares for a moment, and then bolts
out of the tailor shop, sobbing.
Lady Nali Saevil: Female Suel Aristocrat 5 (see
Appendix One).
Adina and Zolicine – Saevil House Guards:
Female Suel Ranger 1/Fighter 4 (see Appendix
One).
If the PCs go to speak with Leara:
Go to Encounter Three.
If the PCs do not interfere with Nali:
Nali will collect her dress, pay for it and depart for
the Saevil estate.
If the PCs try to reason with Nali:
Nali doesn’t care about the last dress in the shop.
However, she does care about crushing Leara’s
spirit. Due to her social status, Nali is immune to
bribery or intimidation. Diplomacy can earn Nali’s
favor, but will not convince her to help Leara.
If the PCs try to convince Murthok to help them:
Nali will remind Murthok that she could make his
life difficult if he goes against her wishes (she has
done it before). Murthok has no desire to earn
Nali’s wrath again. There is not enough time for
Murthok to create another Noble’s Outfit before
the Coriner Gala begins. If the PCs make a DC 10
Diplomacy check, Murthok will suggest the PCs try
looking in for a seamstress, though he doubts it
will do them any good.
If the PCs try to steal the dress:
Extreme Makeover
Page 3
If the PCs are caught in the act, the interactive is
over for them. The PCs involved in the theft will
be arrested by the Leukish Watch. The TU cost of
jail time is left to the event coordinator’s discretion.
If Nali sees the dress being worn at the Coriner
Gala, she will publicly accuse the wearer of theft,
with the resulting social scandal.
If the PCs are about to resort to violence or
spellcasting against Nali:
Remind the PCs that they could be thrown into jail
just for threatening a noble, let alone assault. If
they persist, the interactive is over for the PCs
involved in the violence. If Nali survives, she will
be vindictive and have the PCs arrested on
exaggerated charges. If she dies, the PCs will be
arrested on legitimate charges. The TU cost of jail
time is left to the event coordinator’s discretion. In
addition, the PCs will have earned the Enmity of
House Saevil.
Encounter Three: Hope
Rekindled
Read or paraphrase the following:
There is a small enclosed park not far from
Koraris’ Fine Tailoring. Leara is sitting upon
an ornate bench with her head in her hands.
She does not appear to notice your approach.
Between sniffles, you hear her say to herself,
“I don’t know why I even bothered to try.”
If the PCs ask what is bothering her, Leara will
miserably tell the PCs about her desire to see Lord
Ellis, her stolen dress and jewelry and her current
plan to return home without going to the gala.
Leara will require some words of support from
the PCs in order to change her mind about
attending the gala. Encourage the PCs to role-
play their attempts to cheer up Leara. Convincing
role-playing aimed at boosting Leara’s self-
confidence is worth a +2 circumstance modifier.
Outstanding
role-playing
is
worth
a
+4
circumstance modifier. The absence of role-
playing is worth a -2 circumstance penalty. If the
PC has played one of the scenarios listed in
Preparation for Play, they gain a +2 circumstance
bonus. The Bardic Music ability Inspire Courage
grants a circumstance bonus equal to the morale
bonus normally granted.
Leara’s initial state of mind depends on the
party APL:
•
APL 2 – Down, no modifier
•
APL 4 – Discouraged, -2 circumstance penalty
to attempts to cheer Leara up
•
APL 6 – Upset, -4 circumstance penalty to
attempts to cheer Leara up
•
APL 8 – Miserable, -6 circumstance penalty to
attempts to cheer Leara up
•
APL 10 – Crushed, -8 circumstance penalty to
attempts to cheer Leara up
•
APL 12 – Devastated, -10 circumstance
penalty to attempts to cheer Leara up
Casting Calm Emotions or Good Hope on Leara
will negate the circumstance penalty for her
emotional state.
Have one PC make a Diplomacy or Bluff
check. Up to five other PCs may use the Aid
Another option (see PHB, page 65). Apply all
relevant circumstance modifiers. The result of the
check will determine Leara’s mood for the
remainder of the interactive. PCs may not Take
10 or Take 20. There are no retries for this skill
check.
•
DC 4 or less – Leara is depressed. She will
immediately leave. The mini-mission is over
for the PCs.
•
DC 5 – Leara doubts herself. She will
reluctantly complete the mini-mission, but will
chicken out just before the gala.
•
DC 10 – Leara is determined. She will attend
the gala.
•
DC 15 – Leara is encouraged. Not only will
she attend the gala, but she receives a +1
circumstance bonus to all social skill checks.
•
DC 20 – Leara is confident. Not only will she
attend the gala, but she receives a +2
circumstance bonus to all social skill checks.
•
DC 25 – Leara is buoyant. Not only will she
attend the gala, but she receives a +3
circumstance bonus to all social skill checks.
•
DC 30 – Leara is inspired. Not only will she
attend the gala, but she receives a +4
circumstance bonus to all social skill checks.
Once Leara is in better spirits, she thanks the PCs
for their kind words. Leara will ask the PCs for
their help acquiring a fancy dress and jewelry
appropriate for the gala. Leara has the gold to pay
for such things, but she doesn’t know where to
find them. If the PCs ask for compensation, Leara
Extreme Makeover
Page 4
will apologetically inform the PCs that she cannot
afford to pay them at the time.
If the PCs seek another fancy dress:
Have the PCs make a Gather Information check.
PCs who are members of the Rogues of Seltaren
or who have favor with the Rogues of Seltaren
gain a +2 circumstance bonus. PCs may retry
twice before running out of time.
•
DC 10 – Koraris’ Fine Tailoring is the finest
tailor shop in Leukish. The other tailor shop
capable of the same quality of work burned
down mysteriously last month. However,
there are a number of dress makers in the
city.
•
DC 15 – Marilaen, at “Seams Like Old Times”,
is one of the more talented dress makers in
Leukish.
•
DC 20 – Marilaen has recently been trying to
sell a fancy dress, with little success.
If the PCs go to Seam’s Like Old Times, go to
Encounter Four.
If the PCs seek jewelry:
Have the PCs make a Gather Information check.
PCs may retry twice before running out of time.
•
DC 10 – Saevil Jewelers sells high quality
jewelry.
•
DC 15 – House Burlondin operates a jewelry
store, called “All That Glitters”.
•
DC 20 – All that Glitters has not been doing
much business lately.
•
DC 25 – Saevil Jewelers has recently raised
the price of jewelry.
If the PCs go to All That Glitters, go to Encounter
Five.
If the PCs go to Saevil Jewelers, go to Encounter
Six.
Encounter Four: What to
Wear?
Read or paraphrase the following:
Seams Like Old Times is located in the Lower
Market Square. A fresh coat of paint on the
sign indicates that the owner still takes pride
in their establishment. However, the cracked
window panes and scratches around the door
lock suggest that the local residents don’t
make it easy.
The door to the shop is opened by a lean,
middle-aged Sueloise woman. She gestures
you inside and announces, “Well, come on in.
Don’t be shy. What brings yah here? Shirt?
Dress? Maybe a nice scarf to go with that
outfit of yers. I can patch holes and stitch rips
good as new. So what do yah need?”
Marilaen: Female Suel Expert 7 (Profession
(Seamstress) +10, Craft (Clothing) +10, see
DMG, page 109).
Marilaen is a forceful and boisterous woman. She
is a skilled salesperson, constantly mentioning
items or services she can provide. If the PCs ask
Marilaen for a Noble’s Outfit, she will be
overjoyed. She will retrieve the dress from the
back room where she keeps it to prevent it from
getting stolen. Marilaen will extol the fine
craftsmanship and suggest that the dress will look
perfect on any female characters present.
The dress is composed of silver and white
silks. It is a sturdier, more practical design than a
typical Sueloise Noble’s Outfit, though it does
have an exotic cast to it. A Knowledge (Local)
check, DC 15, will reveal that the dress borrows
elements from Rhenee clothing styles (Marilaen
was inspired by a Rhenee wedding that she
observed). While the dress will definitely raise a
few eyebrows, the quality and expense of its
design is undeniable.
If Marilaen is asked where the dress came
from, she will proudly admit that she made it
herself. Marilaen will explain that a female
noblewoman commissioned her over a month ago
to create the dress. However, the noblewoman
failed to pick up the dress when it was completed.
Marilaen will complain about wasting three long
weeks of hard work. If asked for details about the
noblewoman, Marilaen will only remember that
she was Sueloise, she paid half in advance and
she smelled strongly of roses.
Marilaen will sell the dress for 75 gold dukes,
which Leara is willing to pay. Marilaen will offer to
alter the dress to fit Leara’s measurements. It will
take an hour of Marilaen’s time, which means it
will be ready just in time for the gala.
Encounter Five: All That
Glitters
Read or paraphrase the following:
Extreme Makeover
Page 5
All That Glitters is located in a trim, well-kept
building. A silver plate bearing a small pickaxe
is affixed to the doorframe.
Sitting at a small table in front of the store is a
middle-aged male Gnome. He is scrutinizing a
platinum
ring
through
a
jeweler’s
lens,
occasionally running a tiny metal file over its
surface, then blowing off the dust. He gives
the ring one last critical appraisal, before
turning his attention to you.
“Welcome to my establishment, honored
guests. I am Faerdal Glittereye. How may this
humble artisan serve you today?”
Faerdal Glittereye: Male Gnome Expert 8
(Profession (Jeweler) +12, Craft (Jewelry) +12,
see DMG, page 109).
Faerdal is humble, soft-spoken and scrupulously
honest. He prefers to let the quality of his work
speak for itself. Faerdal crafts jewelry for the joy
of creation, rather than for profit.
Faerdal will display his best work for the PCs,
saying nothing, allowing them to reach their own
conclusions. Each piece is a work of art in its own
right. Leara will be interested in a fire opal
pendant and matching earrings. However, she will
be crestfallen when Faerdal mentions the price of
200 gold dukes.
If any of the PCs is a Gnome, has a favor with
House Burlondin or makes a DC 20 Diplomacy
check, Faerdal will offer them a special deal.
Faerdal will sell his best pieces at half price, if the
PCs agree to wear them to the Coriner gala and
mention Faerdal’s store if anyone asks. Leara
and each of the PCs can acquire a set of
masterwork jewelry (worth 200 GP) for 100 GP.
The jewelry is adventure access, one per
customer, resale value 100 GP. If the PCs do not
get the special deal, they can still acquire jewelry
at normal prices.
Encounter Six: Saevil
Jewelers
Read or paraphrase the following:
Saevil Jewelers is a posh building, surrounded
by a well manicured shrub border. A sign,
written in flowing calligraphy, states, “Saevil
Jewelers – By appointment only.” The door
bears an ornate brass door knocker and a
small hinged window covered with a cast iron
grill.
The door is locked (Good quality lock, DC 30). If
the PCs knock on the door, read or paraphrase
the following:
There is the sound of a latch being removed
and the small window in the door opens. An
older Sueloise man peers out at you. In a
brusque tone, he asks, “Do you have an
appointment?”
Oron Vulfas: Male Suel Expert 8 (Profession
(Jeweler) +11, Craft (Jewelry) +11, see DMG,
page 109).
It will take a Bluff, Diplomacy or Intimidate check,
DC 15, to get Oron to let the PCs into the store.
The DC drops to 10 if any of the PCs paid for
Luxury Lifestyle, wear a Noble’s Outfit or
convinces Oran that they are nobles.
Oron will show the PCs a wide selection of
high quality jewelry. Oron will speak about the
status of wearing the Saevil trademark. Oron
does not mention prices, believing that if you need
to ask the price, you cannot afford to pay. Oron
will charge double price for his jewelry. If the PCs
make a DC 15 Appraise check, they will realize
that they are being overcharged.
The PCs can make a Bluff, Diplomacy or
Intimidate check in order to convince Oron to
lower the prices. PCs may not Take 10 or Take
20. There are no retries for this skill check.
•
DC 4 or less – Oron refuses to sell anything to
the PCs. He will demand that the PCs leave
his store immediately.
•
DC 5 – Oron stands firm at double price.
•
DC 15 – Oron lowers his price to 150% of
normal market value.
•
DC 30 – Oron lowers his price to normal
market value.
If the PCs decide to buy jewelry from Oron, Leara
is only able to pay 100 GP. If Oron is still charging
150% or 200% price, Leara will have to settle for
cheaper, lackluster jewelry.
Encounter Seven (Optional):
Mean Streets
Only run this encounter if the PCs are making
good time through the rest of the mini-mission or
they seem bored with role-playing.
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This encounter can take place before the PCs
reach Seams Like Old Times, after they leave the
store or when they return for the altered dress.
Read or paraphrase the following:
Compared to the bustle of the upper-class
neighborhoods,
the
slums
are
relatively
tranquil. The denizens seem quite indifferent
to the rarified concerns of the nobility. Many
working class men make their way home, or to
the tavern, depending on their preference.
A gang of street thugs has taken an unhealthy
interest in the PC’s party. They think that such a
well armed group must be guarding something
valuable. They’re also allied with House Szabo
and they think that the PCs are helping House
Meissel by assisting Leara.
APL 2 (EL 5)
Aryn, Brolo, Conor and Dago – Street Thugs:
Male Suel Rog 1; see Appendix Two.
APL 4 (EL 7)
Aryn, Brolo, Conor and Dago – Street Thugs:
Male Suel Rog 1/Ftr 2; see Appendix Two.
APL 6 (EL 9)
Aryn, Brolo, Conor and Dago – Street Thugs:
Male Suel Rog 3/Ftr 2; see Appendix Two.
APL 8 (EL 11)
Aryn, Brolo, Conor and Dago – Street Thugs:
Male Suel Rog 4/Ftr 2/StrFtr 1; see Appendix
Two.
APL 10 (EL 13)
Aryn, Brolo, Conor and Dago – Street Thugs:
Male Suel Rog 4/Ftr 2/StrFtr 3; see Appendix
Two.
APL 12 (EL 15)
Aryn, Brolo, Conor and Dago – Street Thugs:
Male Suel Rog 4/Ftr 2/StrFtr 5; see Appendix
Two.
Aryn and Brolo are tailing behind the PCs. Conor
and Dago are hiding in an alley ahead of the PCs.
Their plan is to attack from surprise from the front
and back at the same time.
There are enough other people on the street that
the thugs can effectively tail the PCs. Have the
PCs make a Spot check.
•
DC 15 + thugs’ Hide skill – The thugs are
surprised. Any PCs who made the roll have a
surprise round. The thugs begin 60’ away
from the PCs.
•
DC 10 + thugs’ Hide skill – Conor and Dago
are surprised. Any PCs who made the roll,
and Aryn and Brolo, have a surprise round.
The thugs begin 30’ away from the PCs
•
DC 5 + thugs’ Hide skill – Any PCs who made
the roll and all of the thugs have a surprise
round. The thugs begin 15’ away from the
PCs.
•
DC 4 + thugs’ Hide skill or less – All of the
thugs have a surprise round. The thugs begin
a 5’ step away from the PCs.
Tactics: Aryn and Brolo start off by attacking the
most vulnerable looking PC (low armor class).
Conor and Dago start by attacking the strongest
looking PC (biggest weapon). Leara may be a
potential target if present. The thugs attack in
pairs whenever possible, attacking two separate
targets. The thugs will always strike for non-lethal
damage, usually with their saps. The thugs will try
to get a Sneak attack whenever possible. They
will coordinate their attacks, readying and delaying
so that they can flank opponents. The thugs will
use Improved Feint if they cannot flank an
opponent. At APL 2, the thugs fight until
unconscious or dead. At APL 4 or higher, a thug
will flee if their HP’s drop to 10 or less, running
down alleys and hiding.
If the thugs defeat the PCs, they are unable to
complete the robbery because the city watch will
arrive just in the nick of time. The PCs have two
hours to recover non-lethal damage before the
gala begins.
If the PCs defeat the thugs, they find small
tokens of their allegiance to House Szabo in the
form of golden bell cuff studs. A DC 10
Knowledge Nobility and Royalty or a DC 15
Knowledge Local will reveal this association.
Conclusion
Read or paraphrase the following:
The Golden Stag Inn is a high-class hotel. It is
here that Leara has a room.
As you are about to part company in front of
the inn, Leara says to you, “My thanks to you
my friends. You have done so much to help
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me. I will find a way to reward you for your
kindness. Fare thee well.”
With that, Leara hurries inside the Golden Stag
Inn, to get prepared for the Coriner Gala this
evening.
The DM will need to report the degree of success
of the mini-mission to the event coordinator.
•
Is Lady Leara Tarnel going to attend the
Coriner gala?
•
What is Leara’s state of mind?
•
What outfit is Leara wearing? Marilaen’s
exotic dress? Murthok’s dress? Something
else?
•
What kind of jewelry is Leara wearing?
Faerdal’s
masterwork
jewelry?
Normal
jewelry? Cheap jewelry? Something else?
•
Did anything significant happen to Nali Saevil?
The End
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Page 8
Appendix One – All APL’s
Lady Leara Tarnel: Female Suel Aristocrat 5;
CR 4; Medium Humanoid [Human]; HD 5d8+5;
hp 33; Init +0; Spd 30 ft.; AC 14 (+4 chain shirt),
touch 10, flat-footed 14; BAB/Grp: +3/+4; Atk:
+5 melee (1d6+1, rapier); Full Atk: +5 melee
(1d6+1, rapier); AL LG; SV Fort +2, Ref +1, Will
+5; Str 12, Dex 10, Con 12, Int 15, Wis 13, Cha
12.
Skills: Speak Ancient Sueloise, Baklunish,
Common,
Dwarven,
Elven,
Old
Oeridian,
Rhopan; Diplomacy +9, Knowledge (Geography)
+10, Knowledge (History) +13, Knowledge
(Local) +10, Knowledge (Nobility) +6, Perform
(Oratory) +9, Ride +4, Survival +5
Feats: Combat Expertise, Improved Disarm, Skill
Focus (History)
Possessions: Explorer’s Outfit, MW Chain
Shirt, MW Rapier, Signet Ring of House Tarnel,
Silver Holy Symbol of Pelor, Leather Satchel,
Military History Books, 200 Gold Dukes
Lady Nali Saevil: Female Suel Aristocrat 5; CR
4; Medium Humanoid [Human]; HD 5d8+5; hp
33; Init +1; Spd 30 ft.; AC 12[13] (+1 Dex, +1
Ring, [+1 Dodge]), touch 12[13], flat-footed 11;
BAB/Grp: +3/+3; Atk: +4 melee (1d4, dagger);
Full Atk: +4 melee (1d4, dagger); AL LE; SV Fort
+2, Ref +2, Will +4; Str 10, Dex 13, Con 12, Int
12, Wis 10, Cha 15 [17].
Skills:
Speak
Ancient
Sueloise,
Common;
Appraisal +9, Bluff +12 [+13], Diplomacy +6 [+7],
Intimidate +12 [+13], Knowledge (Nobility) +5,
Perform (Dance) +6 [+7], Perform (Sing) +6 [+7],
Sense Motive +8
Feats: Dodge, Mobility, Persuasive
Possessions: Noble’s Outfit, MW Jeweled
Dagger, Ring of Mind Shielding shaped like a
signet ring of House Saevil, Ring of Protection
+1, Cloak of Charisma +2, Elixir of Love, 500 GP
worth of expensive Jewelry, 500 Gold Dukes
Adina and Zolicine – Saevil House Guards:
Female Suel Rgr 1/Ftr 4; CR 5; Medium
Humanoid [Human]; HD 1d8+4d10+10; hp 42;
Init +2; Spd 30 ft.; AC 19 (+5 Chain Shirt, +2
Buckler, +2 Dex), touch 12, flat-footed 17;
BAB/Grp: +5/+7; Atk: +9 melee (1d8+5, long
sword); Full Atk: +9 melee (1d8+5, long sword);
SQ Favored Enemy (Human) +2, Wild Empathy;
AL LN; SV Fort +8, Ref +5, Will +1; Str 15, Dex
14, Con 14, Int 13, Wis 10, Cha 10.
Skills: Speak Ancient Suel, Common; Climb
+10, Intimidate +8, Jump +10, Listen +4,
Profession (Bodyguard) +4, Ride +10, Spot +4,
Survival +4
Feats: Combat Expertise, Combat Reflexes,
Improved
Disarm,
Improved
Trip,
Track,
Weapon
Focus
(Long
Sword),
Weapon
Specialization (Long Sword)
Possessions: Saevil Guard Uniform, +1
Long Sword, +1 Chain Shirt, +1 Buckler, Potion
of
Cure
Light
Wounds,
Signal
Whistle
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Appendix Two – Encounter Seven
APL 2
Street Thug: Male Human Rog 1; CR 1;
Medium Humanoid [Human]; HD 1d6+2; hp 8;
Init +3; Spd 30 ft.; AC 17 (+4 Chain Shirt, +3
Dex), touch 13, flat-footed 14; BAB/Grp: +0/+1;
Atk: +2 melee (1d6+1, sap); Full Atk: +2 melee
(1d6+1, sap); SA Sneak Attack +1d6; AL CN;
SV Fort +2, Ref +5, Will -1; Str 12, Dex 17, Con
14, Int 13, Wis 8, Cha 8.
Skills: Speak Common, Rhopan; Bluff +3, Hide
+7, Intimidate +3, Knowledge (local, NMR) +5,
Listen +3, Move Silently +7, Sense Motive +3,
Sleight of Hand +7, Spot +3, Tumble +7
Feats: Combat Expertise, Improved Feint
Possessions: Street Clothes, MW Chain
Shirt, MW Sap, Tanglefoot Bag, Thunderstone,
Short Sword
APL 4
Street Thug: Male Human Rog 1/Ftr 2; CR 3;
Medium Humanoid [Human]; HD 1d6+2d10+6;
hp 20; Init +3; Spd 30 ft.; AC 19, touch 14, flat-
footed 16; BAB/Grp: +2/+3; Atk: +6 melee
(1d6+1, sap); Full Atk: +6 melee (1d6+1, sap);
SA Sneak Attack +1d6; AL CN; SV Fort +5, Ref
+5, Will -1; Str 12, Dex 17, Con 14, Int 13, Wis
8, Cha 8.
Skills: Speak Common, Rhopan; Bluff +3, Climb
+3, Hide +7, Intimidate +5, Jump +3, Knowledge
(local, NMR) +5, Listen +3, Move Silently +7,
Sense Motive +3, Sleight of Hand +7, Spot +3,
Swim +3, Tumble +7
Feats: Combat Expertise, Dodge, Improved
Feint, Mobility, Weapon Finesse
Possessions: Street Clothes, +1 Chain Shirt,
MW Buckler, MW Sap, Potion of Invisibility,
Tanglefoot Bag, Thunderstone, Short Sword
APL 6
Street Thug: Male Human Rog 3/Ftr 2; CR 5;
Medium Humanoid [Human]; HD 3d6+2d10+10;
hp 31; Init +4; Spd 30 ft.; AC 20, touch 15, flat-
footed 16; BAB/Grp: +4/+5; Atk: +9 melee
(1d6+2, sap); Full Atk: +9 melee (1d6+2, sap);
SA Sneak Attack +2d6; AL CN; SV Fort +6, Ref
+7, Will +0; Str 12, Dex 18, Con 14, Int 13, Wis
8, Cha 8.
Skills: Speak Common, Rhopan; Bluff +7, Climb
+3,
Hide
+12,
Intimidate
+5,
Jump +3,
Knowledge (local) +5, Listen +3, Move Silently
+12, Sense Motive +3, Sleight of Hand +12,
Spot 3, Swim +3, Tumble +12
Feats: Combat Expertise, Dodge, Improved
Feint, Mobility, Weapon Finesse
Possessions: Street Clothes, +1 Chain Shirt,
MW Buckler, +1 Sap, Potion of Invisibility,
Tanglefoot Bag, Thunderstone, Short Sword
APL 8
Street Thug: Male Human Rog 4/Ftr 2/StrFtr 1;
CR
7;
Medium
Humanoid
[Human];
HD
4d6+2d10+1d8+21; hp 56; Init +5; Spd 30 ft.; AC
22[23] (+5 Chain Shirt, +2 Buckler, +1 Ring, +4
Dex, [+1 Dodge]), touch 15[16], flat-footed 18;
BAB/Grp: +6/+7; Atk: +11 melee (1d6+2, sap);
Full Atk: +11/+6 melee (1d6+2, sap); SA Sneak
Attack +2d6; SQ Always Ready, Streetwise,
Uncanny Dodge; AL CN; SV Fort +6, Ref +7,
Will +0; Str 12, Dex 18, Con 14, Int 13, Wis 8,
Cha 8.
Skills: Speak Common, Rhopan; Bluff +9, Climb
+3,
Hide
+14,
Intimidate
+9,
Jump +3,
Knowledge (local) +9, Listen +3, Move Silently
+14, Sense Motive +4, Sleight of Hand +13,
Spot +3, Swim +3, Tumble +14
Feats: Combat Expertise, Dodge, Improved
Feint, Improved Toughness, Mobility, Weapon
Finesse
Always Ready (Ex): +1 competence bonus to
Initiative (included in stat block).
Streetwise (Ex): +2 competence bonus to
Gather Information and Knowledge (Local)
checks (included in stat block).
Uncanny Dodge (Ex): See PHB, page 50.
Possessions: Street Clothes, +1 Chain Shirt,
+1 Buckler, +1 Sap, +1 Ring of Protection,
Potion
of
Invisibility,
Tanglefoot
Bag,
Thunderstone, Short Sword
APL 10
Street Thug: Male Human Rog 4/Ftr 2/StrFtr 3;
CR
9;
Medium
Humanoid
[Human];
HD
4d6+2d10+3d8+27; hp 72; Init +7; Spd 30 ft.; AC
22[23] (+4 Studded Leather, +2 Buckler, +1
Ring, +5 Dex, [+1 Dodge]), touch 16[17], flat-
footed 17; BAB/Grp: +8/+9; Atk: +14 melee
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(1d6+2, sap); Full Atk: +14/+9 melee (1d6+2,
sap); SA Sneak Attack +3d6; SQ Always Ready,
Stand Tough, Streetwise, Uncanny Dodge; AL
CN; SV Fort +8, Ref +10, Will +2; Str 12, Dex
19[21], Con 14, Int 13, Wis 8, Cha 8.
Skills: Speak Common, Rhopan; Bluff +11,
Climb +3, Hide +17, Intimidate +11, Jump +3,
Knowledge (local) +11, Listen +3, Move Silently
+17, Sense Motive +4, Sleight of Hand +14,
Spot +3, Swim +3, Tumble +17
Feats: Combat Expertise, Dodge, Improved
Feint, Improved Toughness, Mobility, Staggering
Strike (See below), Weapon Finesse
Always Ready (Ex): +2 competence bonus to
Initiative (included in stat block).
Stand Tough (Ex): 1/day. When struck by a
weapon or natural attack (but not a spell or
special ability), the character can make a
Fortitude save with a DC equal to the amount of
damage dealt. If successful, the character takes
no lethal damage from the blow, instead taking
non-lethal damage equal to half the damage
dealt.
Streetwise (Ex): +2 competence bonus to
Gather Information and Knowledge (Local)
checks (included in stat block).
Uncanny Dodge (Ex): See PHB, page 50.
Staggering Strike (Feat): See CV, page 112. If
the character damages an opponent with a
melee Sneak Attack, the opponent must make a
Fortitude save with a DC equal to the amount of
damage dealt. If the opponent fails the save,
they are staggered for 1 round. A DC 15 Heal
check or receiving at least 1 HP from magical
healing will remove the staggered condition.
Possessions: Street Clothes, +1 Studded
Leather, +1 Buckler, +1 Sap, +1 Ring of
Protection, +2 Gloves of Dexterity, +1 Cloak of
Resistance, Potion of Invisibility, Tanglefoot
Bag, Thunderstone, Short Sword
APL 12
Street Thug: Male Human Rog 4/Ftr 2/StrFtr 5;
CR 11; Medium Humanoid [Human]; HD
4d6+2d10+5d8+44; hp 99; Init +8; Spd 30 ft.; AC
22[23] (+4 Studded Leather, +2 Buckler, +1
Ring, +5 Dex, [+1 Dodge]), touch 16[17], flat-
footed 17; BAB/Grp: +10/+11; Atk: +16 melee
(1d6+2, sap); Full Atk: +16/+11 melee (1d6+2,
sap); SA Sneak Attack +3d6; SQ Always Ready,
Improved
Uncanny
Dodge,
Stand
Tough,
Streetwise, Uncanny Dodge; AL CN; SV Fort
+10, Ref +10, Will +2; Str 12, Dex 19[21], Con
14[16], Int 13, Wis 8, Cha 8.
Skills: Speak Common, Rhopan; Bluff +13,
Climb +3, Hide +19, Intimidate +13, Jump +3,
Knowledge (local) +13, Listen +3, Move Silently
+19, Sense Motive +4, Sleight of Hand +14,
Spot +3, Swim +3, Tumble +19
Feats: Combat Expertise, Dodge, Improved
Feint, Improved Toughness, Mobility, Staggering
Strike (See below), Weapon Finesse
Always Ready (Ex): +3 competence bonus to
Initiative (included in stat block).
Improved Uncanny Dodge (Ex): See PHB,
Page 50.
Stand Tough (Ex): 2/day. When struck by a
weapon or natural attack (but not a spell or
special ability), the character can make a
Fortitude save with a DC equal to the amount of
damage dealt. If successful, the character takes
no lethal damage from the blow, instead taking
non-lethal damage equal to half the damage
dealt.
Streetwise (Ex): +2 competence bonus to
Gather Information and Knowledge (Local)
checks (included in stat block).
Uncanny Dodge (Ex): See PHB, page 50.
Staggering Strike (Feat): See CV, page 112. If
the character damages an opponent with a
melee Sneak Attack, the opponent must make a
Fortitude save with a DC equal to the amount of
damage dealt. If the opponent fails the save,
they are staggered for 1 round. A DC 15 Heal
check or receiving at least 1 HP from magical
healing will remove the staggered condition.
Possessions: Street Clothes, +1 Studded
Leather, +1 Buckler, +1 Sap, +1 Ring of
Protection, +2 Gloves of Dexterity, +2 Amulet of
Health, +1 Cloak of Resistance, Potion of
Invisibility, Tanglefoot Bag, Thunderstone, Short
Sword
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DM Aid – Encounter Seven
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| textdata/thevault/Living Greyhawk/Modules/Duchy of Urnst/595/Interactives/URD5-I02 - The Rules of Engagement (APL 2-16)/URD5-I02 MM-B1 - Extreme Makeover.pdf |
#54
The Shadow Monk
(ClaSS arCheType)
OPEN GAME LICENSE Version 1.0a
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15 COPYRIGHT NOTICE
Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
System Reference Document. © 2000, Wizards of the Coast, Inc.; Authors Jonathan
Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave
Arneson.
Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason
Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
Pathfinder Roleplaying Game Pathfinder Unchained © 2015, Paizo Inc.; Authors:
Dennis Baker, Jesse Benner, Ross Beyers, Logan Bonner, Jason Bulmahn, Robert
Emerson, Tim Hitchcock, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland,
Thomas M. Reid, Robert Schwalb, Mark Seifter, and Russ Taylor
Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason
Bulmahn.
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Tome of Horrors. © 2002, Necromancer Games, Inc.; Authors: Scott Greene, with
Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale,
Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from
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Mite from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published
and distributed by Frog God Games; Author: Scott Greene, based on original material
by Ian Livingstone and Mark Barnes.
Player Paraphernalia #54 The Shadow Monk (Class Archetype) ©2015, The Knotty-
Works; Author: John Buckley and Randy Price
d20pfsrd.com. Copyright 2010, John Reyst.
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pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Inc. does not guarantee compatibility, and does not endorse
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LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/ pathfinderRPG/compatibility for more
information on the compatibility license. Some rights reserved.
1
Player ParaPhernalia #54
By the Knotty-Works
Welcome to the fifty-fourth issue of Player
Paraphernalia, a hodge podge of character ideas
and alternate rules that may be used with the
Pathfinder Roleplaying Game (Paizo, Inc©). This
issue introduces the shadow monk, an original
concept by Randy Price. This archetype focuses
on the powers of shadow and darkness, producing
a darker and more devious monk class. The
archetype is provided for both the core Monk class
and the Unchained Monk class.
The Shadow Monk
Concept and original class description by
Randy Price, edited and formatted by John
Buckley
Toil and Trouble rule the lives of many, but
some find the inner strength not to just
overcome, but to harness that energy within
themselves. The shadow monk takes his own
loss and tragic loss and refocuses that energy
into his inner ki, forging connections to the
planes of shadow and darkness. As a result
he learns to harness the shadows and powers
of darkness to enhance his own abilities and
powers.
Class Abilities
Shadow Sense (Ex): At 1st level, the shadow
monk gains the Blind-Fight feat as a bonus
feat. In addition, at 4th level, the miss chance
for both partial and total concealment by
5% (15& for normal concealment and 45%
for total concealment) and an additional
5% every 4 levels thereafter. At 16th level
the shadow monk does not have to roll for a
possible miss chance for normal concealment.
This ability replaces the Monk’s Stunning Fist
class ability.
Improved Shadow Sense (Ex): At 2nd level
the shadow monk gains low-light vision. If
the shadow monk already possesses low-light
vision, he gains darkvision with a 60 foot range.
If the shadow monk already has darkvision, he
gains a +30 foot range to his darkvision with a
maximum of 90 feet.
This ability replaces the bonus feat the monk
gains at 2nd level. The shadow monk retains
the additional bonus feats at 6th level and
every 4 levels thereafter.
Resist the Dark Lure (Ex): At 3rd level the
shadow monk gains a +2 bonus on all saving
throws versus negative energy attacks, death
effects, and fear based effects.
This ability replaces the Monk’s Still Mind class
ability.
Dark Ki Pool (Su): The shadow monk may
harness the dark and enigmatic energies that
drive his soul at 4th level, with a number of
points equal to ½ his class level + his Wisdom
modifier. This ki pool is replenished each
morning after 8 hours of rest.
As long as the shadow monk has at least 1 ki
point in his dark pool he may make a dark ki
strike as listed below.
At 4th level the shadow monk treats all of his
unarmed attack as if they were silver or magic
for the purpose of overcoming damage
reduction.
At 7th level the shadow monk’s unarmed
attacks are considered cold-iron for purposes
of overcoming damage reduction. In
addition, the shadow monk’s unarmed attack
is treated as having the ghost touch special
ability, able to strike incorporeal creatures
normally.
2
At 10th level the shadow monk’s unarmed
attacks are treated as lawful for purposes of
overcoming damage reduction.
At 16th level the shadow monk’s unarmed
attacks are treated as force attacks in regards
to ethereal creatures and ignoring the effects
of spells or spell-like abilities that grant ethereal
properties to the recipient (such as Blink and
Etherealness).
The shadow monk may spend 1 point from his
dark ki pool one of the following, all requiring
just a swift action:
Make an additional attack at his highest
attack bonus when making a flurry of blows
attack.
Envelope himself in a 5 foot area of
darkness (as the spell Darkness) granting him
concealment for 1 round. The shadow monk
suffers no penalties for attacking from the
darkness of this effect.
Give himself a +4 circumstance bonus to any
Stealth checks for 1 round.
This ability modifies the monk’s normal ki pool
class ability.
Shadow Move (Ex): At 4th level the shadow
monk learns to move quickly through the
shadows. As a result when moving in dim light
or complete darkness, the shadow monk gains
an additional +10 foot movement bonus to his
base speed. Also, he suffers no penalties while
moving at his normal movement rate while
trying to use Stealth in dim light or darkness.
This ability replaces the monk’s Slow Fall class
ability.
Blood of Shadows (Su): At 5th level the shadow
monk gains a supernatural resistance against
energy drain and negative level attacks. This
functions as spell resistance with a value equal
to 10 + ½ the shadow monk’s class level. For
creatures with an Energy Drain ability, treat
their hit dice as their effective caster level or
any levels they have in a class that grants spell
casting abilities.
Note that this ability does not affect negative
levels gained from spells used to restore the
shadow monk’s life (such as Raise Dead or
Resurrection).
This ability replaces the monk’s Purity of Body
class ability.
Shadow Touch (Su): At 7th level the shadow
monk may channel negative energy through
this touch by spending 1 ki point from his dark
ki pool as a swift action. He must choose one
unarmed attack to apply the effect and if
the opponent is successfully struck, the target
suffers and additional 1d6 points of negative
energy damage. Note that this effect may
still be applied if the monk’s attack struck the
target’s touch AC even if his normal attack
failed to damage the target. Undead are
unharmed by this effect.
At 11th level the shadow monk may spend 2 ki
points to increase the damage to 2d6 points
of damage and at 15th level the shadow
monk may spend 3 ki points to increase the
damage of the negative energy to 3d6 points
of damage.
At 15th level the shadow monk may declare
one attack per day as his supreme shadow
touch attack. If the attack is successful
versus the opponents normal AC the shadow
monk may forgo the normal negative energy
damage (and expenditure of the ki points)
and instead will the victim to die immediately
or at a later time up to a number of days
equal to his class level as a free action. The
victim is allowed a Fortitude saving throw with
a DC equal to 10 + ½ the shadow monk’s class
level + his Wisdom modifier or immediately
die. If the victim saving throw succeeds the
supreme shadow touch automatically ends.
Only one victim may be under the effects of
the supreme shadow strike at a time and if the
shadow monk applies the effect before killing
the previous victim, the effect on the previous
victim automatically ends. Creatures immune
to critical hits cannot be affected by the
supreme shadow touch.
This ability replaces the monk’s Wholeness of
Body, Diamond Body, and Quivering Palm
class abilities.
Cloak of Shadows (Su): At 12th level the
shadow monk may expend 2 ki point from
his dark ki pool as a swift action to surround
himself with shadows that he may step in and
out of gaining the effects identical to the
Blink spell for a number of rounds equal to the
shadow monk’s class level, though he may
end the effect as a free action as desired.
3
Unlike the
actual Blink
spell, the
shadow
monk’s normal
physical
attacks
have no miss
chance.
This ability
replaces
the monk’s
Abundant
Step class
ability.
Shadow Soul
(Ex): At 13th
level, the
shadow monk
gains spell
resistance equal to his current class level +
10. In order to affect the shadow monk with
a spell, a spell-caster must get a result on a
caster level check (1d20 + caster level) that
equals or exceeds the monk’s spell resistance.
This ability does not affect spells with the light
descriptor. The monk is immune to spells with
the shadow descriptor.
This ability replaces the monk’s Diamond Soul
class ability.
Shadow Body (Su): The shadow monk gains
the ability to enter a state of etherealness at
19th level as a move action by spending 3 ki
points from his dark ki pool. This effect lasts for
1 minute (though it can be ended sooner as a
free action) as if the shadow monk was using
the Etherealness spell. The shadow monk may
not take others with him while using this ability.
By spending an additional ki point from his
dark ki pool, the shadow monk may increase
his movement rate by ½ while in the ethereal
state.
This ability replaces the monk’s Empty Body
class ability.
The Unchained Shadow Monk
The following is the archetype that is
compatible with the Unchained Monk from
Pathfinder Unchained.
Toil and Trouble
rule the lives
of many, but
some find the
inner strength
not to just
overcome, but
to harness that
energy within
themselves.
The shadow
monk takes his
own loss and
tragic loss and
refocuses that
energy into his
inner ki, forging
connections to
the planes of
shadow and
darkness. As a result he learns to harness the
shadows and powers of darkness to enhance
his own abilities and powers.
Class Abilities
Shadow Sense (Ex): At 1st level, the shadow
monk gains the Blind-Fight feat as a bonus
feat. In addition, at 4th level, the miss chance
for both partial and total concealment by
5% (15& for normal concealment and 45%
for total concealment) and an additional
5% every 4 levels thereafter. At 16th level
the shadow monk does not have to roll for a
possible miss chance for normal concealment.
This ability replaces the Monk’s Stunning Fist
class ability.
Improved Shadow Sense (Ex): At 2nd level
the shadow monk gains low-light vision. If
the shadow monk already possesses low-light
vision, he gains darkvision with a 60 foot range.
If the shadow monk already has darkvision, he
gains a +30 foot range to his darkvision with a
maximum of 90 feet.
This ability replaces the bonus feat the monk
gains at 2nd level. The shadow monk retains
the additional bonus feats at 6th level and
every 4 levels thereafter.
Dark Ki Pool (Su): The shadow monk may
harness the dark and enigmatic energies
that drive his soul at 3rd level, with a number
of points equal to ½ his class level + his
4
Wisdom modifier. This ki pool is replenished
each morning after 8 hours of rest.
As long as the shadow monk has at least 1 ki
point in his dark pool he may make a dark ki
strike as listed below.
At 3rd level the shadow monk treats all of his
unarmed attack as if they were silver or magic
for the purpose of overcoming damage
reduction.
At 7th level the shadow monk’s unarmed
attacks are considered cold-iron for purposes
of overcoming damage reduction. In
addition, the shadow monk’s unarmed attack
is treated as having the ghost touch special
ability, able to strike incorporeal creatures
normally.
At 10th level the shadow monk’s unarmed
attacks are treated as lawful for purposes of
overcoming damage reduction.
At 16th level the shadow monk’s unarmed
attacks are treated as force attacks in regards
to ethereal creatures and ignoring the effects
of spells or spell-like abilities that grant ethereal
properties to the recipient (such as Blink and
Etherealness).
The shadow monk may spend 1 point from his
dark ki pool to make an additional attack at
his highest attack bonus when making a flurry
of blows attack.
Give himself a +4 circumstance bonus to any
Stealth checks for 1 round.
This ability modifies the monk’s normal ki pool
class ability.
Ki Powers: The following new ki powers are
exclusively available to the shadow monk.
Cloak of Shadows (Su): The shadow monk
may expend 2 ki point from his dark ki pool as
a swift action to surround himself with shadows
that he may step in and out of gaining the
effects identical to the Blink spell for a number
of rounds equal to the shadow monk’s class
level, though he may end the effect as a free
action as desired.
Unlike the actual Blink spell, the shadow
monk’s normal physical attacks have no miss
chance. The shadow monk must be at least
10th level before he may take this ki power.
Shadow Body (Su): The shadow monk
gains the ability to enter a state of
etherealness as a move action by spending 3
ki points from his dark ki pool. This effect lasts
for 1 minute (though it can be ended sooner
as a free action) as if the shadow monk was
using the Etherealness spell. The shadow monk
may not take others with him while using this
ability. By spending an additional ki point
from his dark ki pool, the shadow monk may
increase his movement rate by ½ while in the
ethereal state. The shadow monk must have
the Shadow Move ki power before he may
take this ki power.
Shadow Move (Ex): The shadow monk learns
to move quickly through the shadows. As a
result when moving in dim light or complete
darkness, the shadow monk gains an
additional +10 foot movement bonus to his
base speed while he has at least 1 point in his
dark ki pool. Also, he suffers no penalties while
moving at his normal movement rate while
trying to use Stealth in dim light or darkness.
Shadow Shield (Su): The shadow monk
may envelope himself in a 5 foot area of
darkness (as the spell Darkness) granting him
concealment for 1 round by spending 1 ki
point as a swift action. The shadow monk
suffers no penalties for attacking from the
darkness of this effect.
Shadow Soul (Ex): The shadow monk gains
spell resistance equal to his current class level
+ 10 by spending 2 ki points from his dark ki
pool as a swift action. The effect lasts for a
number of rounds equal to the shadow monk’s
class level. In order to affect the shadow monk
with a spell, a spell-caster must get a result on
a caster level check (1d20 + caster level) that
equals or exceeds the monk’s spell resistance.
This ability does not affect spells with the light
descriptor. The monk is immune to spells with
the shadow descriptor.
This shadow monk must be at least 12th level
before he may take this ki power.
Shadow Touch I (Su): The shadow monk may
channel negative energy through this touch
by spending 1 ki point from his dark ki pool as
a swift action. He must choose one unarmed
attack to apply the effect and if the opponent
is successfully struck, the target suffers and
additional 1d6 points of negative energy
damage. Note that this effect may still be
applied if the shadow monk’s attack
5
struck the target’s touch AC even if his normal
attack failed to damage the target. Undead
are unharmed by this effect.
The shadow monk must be at least 8th level
before he may take this ki power.
Shadow Touch II (Su): The shadow monk may
spend 2 ki points to increase the damage form
his Shadow Touch to 2d6 points of damage.
The shadow monk must have the Shadow
Touch I ki power and be at least 12th level
before he may take this ki power.
Shadow Touch III (Su): The shadow monk may
spend 3 ki points to increase the damage of
the negative energy to 3d6 points of damage
from his shadow touch ki power. In addition
the shadow monk may declare one attack
per day as his supreme shadow touch attack.
If the attack is successful versus the opponents
normal AC the shadow monk may forgo
the normal negative energy damage (and
expenditure of the ki points) and instead will
the victim to die immediately or at a later
time up to a number of days equal to his class
level as a free action. The victim is allowed a
Fortitude saving throw with a DC equal to 10 +
½ the shadow monk’s class level + his Wisdom
modifier or immediately die. If the victim
saving throw succeeds the supreme shadow
touch automatically ends.
Only one victim may be under the effects of
the supreme shadow strike at a time and if the
shadow monk applies the effect before killing
the previous victim, the effect on the previous
victim automatically ends. Creatures immune
to critical hits cannot be affected by the
supreme shadow touch.
The shadow monk must be at least 16th level
and have the Shadow Touch I and Shadow
Touch II ki powers before he may take this ki
power.
Under the Cover of Darkness (Ex): The shadow
monk may give himself a +4 circumstance
bonus to any Stealth checks for 1 round by
spending 1 ki point as a swift action.
Resist the Dark Lure (Ex): At 4th level the
shadow monk gains a +2 bonus on all saving
throws versus negative energy attacks, death
effects, and fear based effects.
This ability replaces the Monk’s Still Mind class
ability.
Blood of Shadows (Su): At 5th level the shadow
monk gains a supernatural resistance against
energy drain and negative level attacks. This
functions as spell resistance with a value equal
to 10 + ½ the shadow monk’s class level. For
creatures with an Energy Drain ability, treat
their hit dice as their effective caster level or
any levels they have in a class that grants spell
casting abilities.
Note that this ability does not affect negative
levels gained from spells used to restore the
shadow monk’s life (such as Raise Dead or
Resurrection).
This ability replaces the monk’s Purity of Body
class ability.
Shadow Monk by Jacob Blackmon
6
Other KnOtty WOrKs
Pathfinder cOmPatible PrOducts
If you enjoyed this product, please check out these other
Pathfinder supplements produced by the Knotty Works.
Each of the Spell Works Compendiums offer
over fifty new and unique spells. Advancing
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existing classes or introduce a new class with
unique mechanics for the Pathfinder game.
| textdata/thevault/Pathfinder/1st Edition/3rd Party/Knotty-Works/Player Paraphernalia 54 - The Shadow Monk (Class Archetypes.pdf |
UNDERMOUNTAIN ADVENTURES:
THE CITADEL ADAPTATION
Preparing for Play
This is an adaptation document for Undermountain
Adventures, a new RPGA™ Dungeons & Dragons® mini-
campaign. If you are reading this document, you should
be planning on being the Dungeon Master (DM) for this
particular adventure. If you are planning on playing, you
should stop reading this now, and give this document to
the DM. Reading beyond this point makes you ineligible
to play the adventure as part of an RPGA-sanctioned
event.
To run this adventure, you’ll need a Player’s
Handbook v.3.5, Dungeon Master’s Guide v.3.5, Monster
Manual v.3.5, and the Expedition to Undermountain
adventure (in addition to this document). You also may
want to use official D&D Miniatures to represent various
monsters and NPCs the players will encounter
throughout their exploration.
You’ll need a group of 4-6 players to play through
this adventure. The players can either use pregenerated
characters available on our website at www.rpga.com, or
they can create their own characters using the guidelines
presented in the Undermountain Adventures Character
Creation Guide, also available on the RPGA website.
Players and DMs gain rewards for sanctioned RPGA
play if they are members of the DUNGEONS & DRAGONS
REWARDS program. Playing this adventure and reporting
it is worth four (4) points.
Adventure Background
This adventure takes place in the dungeon below
Waterdeep, a great city along the Sword Coast in Faerun.
After a drow house attempted to gain control of
Spiderhaven (a hamlet in Undermountain near the River
Sargauth), the Lords of Waterdeep sent adventurers in to
help find a way around a blockade the drow had
constructed to keep others out. The adventurers’ success
brought the forces of Waterdeep to bear against the drow,
and they were driven out of Spiderhaven, leaving the
Waterdhavian forces in control.
The adventurers were either directly involved in
scouting a way around the blockade (which means the
player participated in The River Sargauth), or they were
present with the forces that retook Spiderhaven. Either
way, they find themselves in Spiderhaven, approached by
a dwarf motivated by visions to reclaim his birthright in
Belkram’s Fall, an old dwarven citadel in a massive lava
tube near the hamlet.
Important Information
This is a timed adventure. You should read the
introductory text, ensure the players are ready to begin,
and then start the clock ticking. The players have 4 hours
to get as far as they can in the dungeon. Even if you have
more time to play, do not give the players more than the
allotted time to ensure a fair experience for all. Keep in
mind that you’ll also be doing numerous calculations at
the end of the adventure – adding up the PCs’ gold, XP,
and recording which items the players want to keep.
Players should attempt to come to an amicable
solution as to who gets what items at the end of the
adventure; either they can all agree on who gets what, or
you can have them roll off to choose. If they roll off, every
player should roll a d20. The high roll picks their first
item, second highest picks second, and so on. If there are
enough items for second picks, then the lowest roll
should pick first on the second item, second-lowest picks
second, and so on. This method must be followed if the
players cannot decide on items without disputes.
There are a number of abbreviations after an item
listed below. These denote the book and page number of
the item’s description. “M” is Magic Item Compendium,
“D” is Dungeon Master’s Guide v.3.5, “P” is Player’s
Handbook v.3.5, and “S” is Spell Compendium.
When exploring the dungeon, any spots that have
mortared rubble that leads to passages off the map on
page 91 are considered blocked. Areas that lead off the
map are also blocked and unpassable.
Make certain to follow the notes below for each area,
as they provide important changes to the material in the
adventure. Run the adventure directly from the book,
flipping to the tactical encounters when necessary and
using the notes in Encounter Adaptations to make the
changes indicated.
Teleportation Magic/Psionics
Undermountain is protected by Halaster's teleport cage
(see the Appendix in Expedition to Undermountain).
Essentially,
any
time
anyone
uses
conjuration
(teleportation) magic, teleportation psionics, or abilities
that teleport (like dimension hop, dimension door, etc),
they are randomly teleported somewhere else in
Undermountain. Once a character does so, they are
removed from the game, but are not considered dead.
Scrying
Undermountain is also protected by Halaster's scrying
cage
(see
the
Appendix
in
Expedition
to
Undermountain), which prevents divination (scrying)
magic and psionics from functioning. Any time a
character uses scrying magic, psionics, or items, the
attempt automatically fails.
Dying in Undermountain
If a character dies in Undermountain, it could negate the
player's chance of receiving some rewards at the end of
the session. If the character's body in is possession of the
other PCs at the conclusion of the adventure (or in the
same encounter area when time is called), it is assumed
the other PCs brought back the body. If the party agrees,
and they have the money, they can spend 5450 gold to get
a raise dead spell cast on the character. The character does
not lose a level as normal; rather, they retain their level,
have a -1 to all d20 rolls from this point forward, and lose
their highest level spell, slot, or a number of power points
equal to the base cost of the highest level power they can
use. They are then awarded XP, gold, and items as normal,
and when/if the character obtains 5th level, the penalties
for dying are then removed.
Characters that die in Undermountain and are not
retrieved are permanently dead. The only reward that the
player can take is a group reward (if any), such as a favor.
Adventure Introduction
Several days ago, the hamlet of Spiderhaven, deep in
the dark caverns of Undermountain, was set free of its
merciless overlords, the drow of House Tanor’Thal. A
force sent by the Lords of Waterdeep now occupies
the community, planning its withdrawal to the
surface within a few days.
You find yourselves here, either as part of the
scouting force that gave the Waterdhavians the
information they needed to take down the drow, or as
part of the main force that pushed the small house of
dark elves back further into the endless depths.
Yesterday, you were visited by a devout dwarf
named Gyudd. He explained to you that he was an
heir to the lost throne of Clan Melairkyn, a direct
descendant of its last ruler, King Melair IV. He told
you of strange dreams he was having of late – dreams
of a plain black crown bearing a blood-red gem. They
have become more frequent and more vivid as he’s
traveled closer to Belkram’s Fall, his old clan’s fallen
ancestral home. He has taken these dreams to mean
that obtaining the crown is the key to resurrecting his
clan and possibly rebuilding the lost citadel in
Belkram’s Fall.
After verifying his lineage with some of the
heralds in the occupying force, you ran into Gyudd
again this morning. He was resolute that today was
the day that his quest for the crown was to be
undertaken, but his duties with the troops prevented
him from leaving Spiderhaven. Thus, he has asked
you to seek your fortunes in Belkram’s Fall and
retrieve for him the crown in his dreams.
After entering the massive lava tube and
surviving harrowing encounters with a colony of grell
in the guard stations toward the top of Belkram’s Fall,
you descended on a rope-and-pulley platform to the
level where the ruins of the ancient dwarven citadel
once stood. The lift does not descend further, so
either you’ll find what you’re after here, or you’ll need
to find another way down.
Once all the characters are ready to begin, start the clock
and proceed to the read-aloud text at the beginning of the
section titled “The Citadel” (page 122 in Expedition to
Undermountain).
Encounter Adaptations
THE CITADEL
The tactical encounters that can occur as a result of
searching the ruins of the citadel happen only once each
at most. Once all three have been encountered, characters
cannot have any more tactical encounters in this area, but
they also cannot find any more treasure.
PCs can search the ruins as stated on page 122, with
the following change: the 10% chance to find treasure
after 10 minutes of searching is cumulative. If they find
treasure, roll on the chart below to determine the item
they find. Once found, that item cannot be found again.
Citadel Treasure (Roll 1d4)
1 – Amulet of retributive healing (M69)
2 – Devastation gauntlets (M93)
3 – Rod of viscid globs (M176)
4 – Spellsink scarab (M138)
THE CITADEL (TACTICAL 4-4)
Changes from Adventure: No changes.
TREASURE
None.
EXPERIENCE POINTS
480 per character for defeating the defacer
Maximum of 480 per character
THE CITADEL (TACTICAL 4-5)
Changes from Adventure: No changes.
TREASURE
The 2 drow direguards each carry a masterwork
longsword and a masterwork composite longbow (+3 Str
bonus).
EXPERIENCE POINTS
160 per character for defeating each drow direguard (2)
Maximum of 320 per character
THE CITADEL (TACTICAL 4-6)
Changes from Adventure: There is no possibility of a
second vasuthant appearing.
TREASURE
None.
EXPERIENCE POINTS
240 per character for defeating the vasuthant
Maximum of 240 per character
SKELETAL SCAFFOLD
Once the characters have spent some time exploring the
ruins of the citadel, they should come upon the other lift
going further down, which deposits characters on the
first platform on the scaffold. The lift is blocked from
going down any further by this platform.
Characters will need to come up with a way to
eventually head further down Belkram’s Fall to the
deepest levels, which are detailed in Belkram’s Tomb, the
next adventure.
P1-P2. LANDING ZONE (TACTICAL 4-7)
Changes from Adventure: If the characters do a search
of area P2, they immediately see scattered Three-Dragon
Ante cards from a recent game the dwarves were playing.
However, a more careful check around the room (DC 20
Search) reveals a small wooden box. Inside the box is a
pristine deck of Three-Dragon Ante cards wrapped in
purple silk. These cards were stolen off of drow the
dwarves ran across a while ago, but have not yet been
used, since the cleric detected some sort of magic on
them. The cards are face-down in the box. If a character
draws a card from the top, the rest of the deck disappears,
and that character’s player should see the show’s HQ. A
character that tries to draw from the bottom, tries to draw
from any other place than the top, or just flips the deck
over to see the bottom card must make a DC 20 Will save.
If the character fails the save, they are cursed receiving a -
4 to all rolls for the remainder of the adventure. This has
the effect of a 12th-level caster.
Some of the treasure has also changed (see below).
TREASURE
The dwarf cleric carries a masterwork heavy mace and
wears a suit of masterwork full plate. Each knight (4 in
total) has a masterwork dwarven waraxe a suit of
masterwork full plate, and a masterwork light crossbow.
Two of the knights have 10 +1 frost bolts each; the other
two have 10 +1 flaming bolts each.
EXPERIENCE POINTS
160 per character for defeating the dwarf cleric
160 per character for defeating each knight of avarice (4)
Maximum of 800 per character
P3. BARRICADE (TACTICAL 4-8)
Changes from Adventure: Some of the treasure has
changed (see below).
TREASURE
Each knight (3 in total) has a masterwork dwarven
waraxe, a suit of masterwork full plate, and a masterwork
light crossbow. Two of the knights have 10 +1 shocking
bolts each; the other one has 10 +1 frost bolts.
EXPERIENCE POINTS
160 per character for defeating each knight of avarice (3)
Maximum of 480 per character
P4. CAVERN PORTAL (TACTICAL 4-9)
Changes from Adventure: No changes.
TREASURE
None.
EXPERIENCE POINTS
160 per character for defeating the myconid venom
spores (3)
Maximum of 480 per character
P6. READY, SET, DIE! (TACTICAL 4-10)
Changes from Adventure: No changes.
TREASURE
The 2 hooded pupils each wear half-plate, each have a
masterwork dagger, and each have a scroll of summon
monster II.
EXPERIENCE POINTS
240 per character for defeating each hooded pupil (2)
Maximum of 480 per character
P7. EMPTY
Changes from Adventure: This room contains some
treasure.
TREASURE
Upon entering the room, a DC 15 Spot check reveals two
pair of dirty, worn-looking boots. They are actually rock
boots (M130) and acrobat boots (M67).
EXPERIENCE POINTS
None.
P9. DREXLYN’S LAIR (TACTICAL 4-11)
Changes from Adventure: Some of the treasure has
changed (see below).
TREASURE
Drexlyn has on his person a +1 silvered dagger and a +1
mithral shirt. His coffin contains 1700 gp, a tome of
understanding +1 (see “After the Adventure” for notes on
this item), and a bundle of divine scrolls that count as one
item (scroll of bear’s endurance, scroll of bull’s strength,
scroll of earthbind [S76], scroll of ghost touch armor
[S102], scroll of lesser vigor [S229], scroll of resurgence
[S174]).
EXPERIENCE POINTS
480 per character for defeating Drexlyn Darrowdelve
160 per character for defeating the patchwork skeleton
Maximum of 640 per character
ADDITIONAL REWARDS
In addition to the rewards listed in each encounter above,
characters that found a way past the skeletal scaffold each
gain a story award of 500 experience points.
After the Adventure
Characters that manage to find a way to get past the
skeletal scaffolding begin their descent downward
towards the final goal of their quest: Belkram’s Tomb,
detailed in the next adventure of the same name.
Once the adventure is finished (or time has expired),
total up the experience points and gold pieces gained.
Items obtained are divided up however the group sees fit;
each player cannot take more than 2 items (certificates
are supplied for these items so they can be applied to
another campaign’s character in addition to the
Undermountain Adventures character). The exception
is the tome of understanding +1, which can be chosen by
a character as an item, but it cannot be applied to another
campaign’s character, only their Undermountain
Adventures character (and cannot be sold). All
remaining items are sold for half their value, add that
amount to the gold pieces the party gained, and divide it
by the number of characters in the party. Inform the
players to record gold gained and items gained on their
character sheets.
The maximum XP that can be earned in this
adventure is 4420. This is only possible if the PCs finish
all encounters and find a way to get past the skeletal
scaffold.
Gold is gained in area P9 (1700 gp). Make sure to
divide up this gold by the number of characters in the
group.
Players may spend any gold they received on any
item they would like from the approved source list (see
the Undermountain Adventures Character Creation
Guide). They may not purchase any item worth more
than 4000 gold.
Undermountain: The Citadel Treasure Chart
Check all items obtained in the obtained column. Each player may only receive a maximum of 2 items. Items taken are applied to the player’s
Undermountain Adventures character. Items obtained but not taken by any players are sold for half their value in gold; the gold is then split up amongst
the party to apply towards their Undermountain Adventures character.
Item Name
Location
GP Value
Obtained?
Player Receiving
Amulet of retributive healing
Citadel Ruins
2000
Devastation gauntlets
Citadel Ruins
2000
Rod of viscid globs
Citadel Ruins
2000
Spellsink scarab
Citadel Ruins
2000
Masterwork longsword
Tactical 4-5
315
Masterwork longsword
Tactical 4-5
315
MW composite longbow (+3 Str)
Tactical 4-5
700
MW composite longbow (+3 Str)
Tactical 4-5
700
Masterwork heavy mace
Tactical 4-7
312
Masterwork full plate
Tactical 4-7
2650
Masterwork full plate
Tactical 4-7
2650
Masterwork full plate
Tactical 4-7
2650
Masterwork full plate
Tactical 4-7
2650
Masterwork full plate
Tactical 4-7
2650
Masterwork dwarven waraxe
Tactical 4-7
330
Masterwork dwarven waraxe
Tactical 4-7
330
Masterwork dwarven waraxe
Tactical 4-7
330
Masterwork dwarven waraxe
Tactical 4-7
330
+1 frost bolts (10)
Tactical 4-7
1661
+1 frost bolts (10)
Tactical 4-7
1661
+1 flaming bolts (10)
Tactical 4-7
1661
+1 flaming bolts (10)
Tactical 4-7
1661
Masterwork full plate
Tactical 4-8
2650
Masterwork full plate
Tactical 4-8
2650
Masterwork full plate
Tactical 4-8
2650
Masterwork dwarven waraxe
Tactical 4-8
330
Masterwork dwarven waraxe
Tactical 4-8
330
Masterwork dwarven waraxe
Tactical 4-8
330
+1 frost bolts (10)
Tactical 4-8
1661
+1 shocking bolts (10)
Tactical 4-8
1661
+1 shocking bolts (10)
Tactical 4-8
1661
Masterwork dagger
Tactical 4-9
302
Masterwork dagger
Tactical 4-9
302
Medium-sized half-plate
Tactical 4-9
600
Medium-sized half-plate
Tactical 4-9
600
Scroll of summon monster II
Tactical 4-9
150
Scroll of summon monster II
Tactical 4-9
150
Rock boots
Area P7
2000
Acrobat boots
Area P7
900
+1 silvered dagger
Tactical 4-10
2322
+1 mithral shirt
Tactical 4-10
2100
Bundle of divine scrolls
Tactical 4-10
650
Tome of understanding +1
Tactical 4-10
Cannot sell
| textdata/thevault/Living Greyhawk/Modules/Core Specials/Undermountain/The Citadel General Play.pdf |
CHARACTER SHEET
ATTRIBUTES
STRENGTH
AGILITY
WITS
EMPATHY
NAME:
BAKGROUND:
CONCEPT:
ICON:
GROUP CONCEPT:
REPUTATION:
PERSONAL PROBLEM:
APPEARANCE
FACE:
CLOTHING:
TRAUMA
HIT POINTS (STRENGTH + AGILITY)
CRITICAL INJURIES:
MIND POINTS (WITS + EMPATHY)
RELATIONSHIPS
BUDDY
PC 1:
PC 2:
PC 3:
PC 4:
RADIATION POINTS
EXPERIENCE
TALENTS
SKILLS
GENERAL
ADVANCED
DEXTERITY (AGILITY)
COMMAND (EMPATHY)
FORCE (STRENGTH)
CULTURE (EMPATHY)
INFILTRATION (AGILITY)
DATA DJINN (WITS)
MANIPULATION (EMPATHY)
MEDICURGY (WITS)
MELEE COMBAT (STRENGTH)
MYSTIC POWERS (EMPATHY)
OBSERVATION (WITS)
PILOT (AGILITY)
RANGED COMBAT (AGILITY)
SCIENCE (WITS)
SURVIVAL (WITS)
TECHNOLOGY (WITS)
WEAPONS
BONUS
INIT
DAMAGE
CRIT
RANGE
COMMENTS
RELOADS
GEAR
BONUS
1
2
3
4
5
6
7
8
9
10
ARMOR
RATING
COMMENT
CHARACTER SHEET
ATTRIBUTES
STRENGTH
AGILITY
WITS
EMPATHY
NAME:
BAKGROUND:
CONCEPT:
ICON:
GROUP CONCEPT:
REPUTATION:
PERSONAL PROBLEM:
APPEARANCE
FACE:
CLOTHING:
TRAUMA
HIT POINTS (STRENGTH + AGILITY)
CRITICAL INJURIES:
MIND POINTS (WITS + EMPATHY)
RELATIONSHIPS
BUDDY
PC 1:
PC 2:
PC 3:
PC 4:
RADIATION POINTS
EXPERIENCE
TALENTS
SKILLS
GENERAL
ADVANCED
DEXTERITY (AGILITY)
COMMAND (EMPATHY)
FORCE (STRENGTH)
CULTURE (EMPATHY)
INFILTRATION (AGILITY)
DATA DJINN (WITS)
MANIPULATION (EMPATHY)
MEDICURGY (WITS)
MELEE COMBAT (STRENGTH)
MYSTIC POWERS (EMPATHY)
OBSERVATION (WITS)
PILOT (AGILITY)
RANGED COMBAT (AGILITY)
SCIENCE (WITS)
SURVIVAL (WITS)
TECHNOLOGY (WITS)
WEAPONS
BONUS
INIT
DAMAGE
CRIT
RANGE
COMMENTS
RELOADS
GEAR
BONUS
1
2
3
4
5
6
7
8
9
10
ARMOR
RATING
COMMENT
| textdata/thevault/Coriolis RPG (Year Zero Engine) [multi]/Coriolis - Character Sheet.pdf |
CHARACTER SHEET
ATTRIBUTES
STRENGTH
AGILITY
WITS
EMPATHY
NAME:
BACKGROUND:
CONCEPT:
ICON:
GROUP CONCEPT:
REPUTATION:
PERSONAL PROBLEM:
APPEARANCE
FACE:
CLOTHING:
TRAUMA
HIT POINTS (STRENGTH + AGILITY)
CRITICAL INJURIES:
MIND POINTS (WITS + EMPATHY)
RELATIONSHIPS
BUDDY
PC 1:
PC 2:
PC 3:
PC 4:
RADIATION
EXPERIENCE
TALENTS
SKILLS
GENERAL
D
E
C
N
A
V
D
A
DEXTERITY (AGILITY)
COMMAND (EMPATHY)
FORCE (STRENGTH)
CULTURE (EMPATHY)
INFILTRATION (AGILITY)
DATA DJINN (WITS)
MANIPULATION (EMPATHY)
MEDICURGY (WITS)
MELEE COMBAT (STRENGTH)
MYSTIC POWERS (EMPATHY)
OBSERVATION (WITS)
PILOT (AGILITY)
RANGED COMBAT (AGILITY)
SCIENCE (WITS)
SURVIVAL (WITS)
TECHNOLOGY (WITS)
WEAPONS
BONUS
INIT
DAMAGE
CRIT
RANGE
COMMENTS
RELOADS
GEAR
BONUS
1
2
3
4
5
6
7
8
9
10
ARMOR
RATING
COMMENT
CHARACTER SHEET
NOTES
PEOPLE I’VE MET
CONCEPT
NOTES
MY CABIN
DESCRIPTION:
GEAR:
OTHER:
TINY ITEMS
BIRR:
| textdata/thevault/Coriolis RPG (Year Zero Engine) [multi]/Coriolis - Character Sheet [Forms] [pf].pdf |
What,s Your Sign?
d4 Drop Table
Lemur
1. You possess a keen sense of smell.
2. So quick-eyed that you can recognize a lie one out of six
times.
3. Master calligrapher. Impresses the hell out of those who like
such things.
4. You are afraid of the dark.
Feather
1. Can catch fish with your bare hands.
2. You have cat-like quickness and cannot be knocked off your
feet.
3. You have an innate sense of what kind of weather is coming.
4. You can jump or fall double the standard distances without
any lasting harm.
Sphinx
1. You understand the chirping/songs of birds; can tell when
danger/food/water is near.
2. You know plants and have a green thumb. Your garden
grows the tastiest squash.
3. Fools dislike you but the wise value your opinions. You have
a home in courts throughout the land.
4. You love puns and riddles and will plague friends and
enemies with them.
Cyclops
1. Your abs impress those into big muscles; can easily hook up
with fighters.
2. Bad sense of direction; often go in circles and end up lost.
3. Back muscles are so on fleek that artists seek you out and
ask to sketch you. They pay.
4. Your obvious strength causes people to think you are stupid.
Even when you say really smart things!
Quartz
1. Skeptical of all superstitions, religions, and legends.
2. Can drink all night long without even a hangover the next
day.
3. Gem cutter: You can identify and cut fine stones.
4. Mundane poisons have an even chance of not affecting you.
Narwhal
1. You are so healthy that sick people seek you out and ask for
a diagnosis. They pay.
2. Not even cold water stops you--you can swim anywhere
without discomfort for hours.
3. You absorb damage like a champ; damage hurts as normal
but doesn’t at all phase you.
4. Your heightened senses can detect even small changes in the
surrounding environment.
Lyrebird
1. You can mimic human voices with uncanny precision.
2. You can mimic animal noises with uncanny precision.
3. You have detailed knowledge of the laws of the lands.
4. You tend toward overt showmanship and utterly ridicule
those who oppose you.
Fox
1. Your reputation causes wariness amongst magic users. They
are less likely to use magic in your presence.
2. Even when your actions are altruistic, you are suspected of
ulterior motives.
3. You are a master of jury-rigging both impromptu items and
clever traps.
4. Thou art truly loquacious and a champion of erudite word
choice.
Will-o’-the-wisp
1. Innkeepers give you exceptional treatment.
2 You have a penchant for really nice hats.
3. You can hypnotize willing subjects and prime them with
suggestions.
4. Wild animals love you and approach for treats and strokes.
Sloth
1. You can hide in trees with ninja level success.
2. You can tirelessly climb up trees, pillars and the like.
3. As clumsy as you are strong. Tend to smash small breakable
items.
4. You prefer talking and resting to acting and doing.
Sage
1. Ability to recognize valuable stones/weapons/books/
whatever.
2. You understand the intricate process of brewing, and can
create both beer and (non-magical) potions.
3. People seek you out for studied advice and careful opinions.
They pay.
4. You have strong longings to live alone on a distant
mountaintop.
Quokka
1. Haggler: ability to negotiate 05-20% percent off listed price
with merchants.
2. Traditionally hostile creatures of 1HD must save vs. your
CHA or else be Charmed.
3. People buy you drinks and meals in alehouses around the
world.
4. Those attracted to your sex generally find you to be
gorgeous.
| textdata/thevault/Lamentations of the Flame Princess/LotFP Supplemental/What's Your Sign (LotFP).pdf |
1
Epic RacEs: Racial abilitiEs andRoids
Epic RacEs:
Racial abilitiEs andRoids
2
Epic Level NPC
Credits
Credits
Epic RacEs:
Racial abilitiEs
andRoids
about Epic lEvEl npc, llc
Built by top engineers in a black budget program, Epic Level NPC,
LLC has been tasked with guarding the planet from Plutopian assassin
spiders. To do so, they secretly train a new generation of super-soldiers
through role playing game products.
Visit us on Facebook
3
Epic RacEs: Racial abilitiEs andRoids
Find your android dull and lifeless? Looking for something unique or augmented? We have
you covered — in Epic Races: Racial Abilities Androids!
Each Epic Races book attempts to give players and gamemasters new, races and options for
the Starfinder Roleplaying Game in a single, small volume. Each Racial Abilities book brings
you one race, alternate racial traits, feats, or spells to use in the Starfinder Roleplaying Game.
The design of each Epic Races book is to provide just enough material to help you add the
elements you want to your game.
In Epic Races: Racial Abilities Androids, we bring you four alternate racial traits, four racial
feats, and an android organization.
Find your android dull and lifeless? Looking for something unique or augmented? We have
you covered — in Epic Races: Racial Abilities Androids!
Each Epic Races book attempts to give players and gamemasters new, races and options for
the Starfinder Roleplaying Game in a single, small volume. Each Racial Abilities book brings
you one race, alternate racial traits, feats, or spells to use in the Starfinder Roleplaying Game.
The design of each Epic Races book is to provide just enough material to help you add the
elements you want to your game.
In Epic Races: Racial Abilities Androids, we bring you four alternate racial traits, four racial
feats, and an android organization.
contEnts
thE andRoid RacE
4
FEats
5
Factions, oRganizations, and thREats
6
4
Epic Level NPC
thE andRoid RacE
Androids are superficially identical to
humans in many ways, and to the uninformed
it can be difficult to differentiate the two. In
the right light, though, androids’ alien nature is
revealed by the metallic sheen in their eyes and
the biological, tattoo-like circuitry that riddles
their skin. Their bodies are completely artificial,
though made of materials that mimic the
flexibility, shape, and density of human flesh
and bone. Their organs mirror those of humans
so well that only by examining the materials
and makeup of these systems—which use
sheeny oils and polymer alloys rather than
blood and marrow—could one guess that their
physiology is alien. Androids are roughly the
same size as humans; on average, they are 6
feet tall and weigh 200 pounds.
altERnatE Racial tRaits
Race traits are keyed to specific races. In order
to select a race trait, your character must be of
the trait’s race.
ElEctric Soul
Some androids have an affinity with
electricity, and gain fast healing 2 for 1 round
anytime they take electricity damage. Androids
with the electric soul racial trait can heal up to
2 hit points per level per day with this ability,
after which it ceases to function.
This ability replaces Exceptional Vision.
infiltrator
An android designed for stealth missions is
a master of disguise. Flexible skins with color
shifting pigments cover highly adaptable
metallic skeletons with the ability to change
shape. Liquid filled sacks beneath the flesh
allow for weight and mass redistribution.
Once per day, an android with the infiltration
alternate trait may assume the features of any
other Small or Medium being of the humanoid
type, for 1 minute per level as a standard
action. This ability does not allow for the
impersonation of specific beings.
This racial trait replaces Flat Affect.
nanitE SurgE
An android’s body is infused with nanites.
Once per day as a swift action, an android can
cause her nanites to surge, granting a bonus
equal to 3 + the android’s level on any one d20
roll; this ability must be activated before the roll
is made. When an android uses this power, her
circuitry-tattoos glow with light equivalent to
that of a flashlight in illumination for 1 round.
This ability replaces Upgrade Slot.
rEflEctivE Skin
These androids have reflective, crystalline
skin that grants them a +2 racial bonus to EAC
against energy damaging weapons. Once per
day, they can deflect a single energy weapon
attack targeted at them. When she would
normally be hit with an attack from a ranged
weapon, the android may deflect it so that she
take no damage from it. She must be aware
of the attack and not flat-footed. Attempting
to deflect a energy weapon attack doesn’t
count as an action. Unusually massive ranged
weapons (such as starship weapons) and
ranged attacks generated by natural attacks or
spell effects can’t be deflected.
This ability replaces Upgrade Slot.
5
Epic RacEs: Racial abilitiEs andRoids
Feats
Racial feats are summarized in the list
below. The following format is used for all feat
descriptions:
Feat Name: The feat’s name also indicates
what subcategory, if any, the feat
belongs to.
Prerequisite: A minimum ability score,
a required race, a level requirement, a
minimum bab, a minimum number of
ranks in one or more skills, or anything
else required in order to take the feat.
This entry is absent if a feat has no
prerequisite. A feat may have more than
one prerequisite.
Benefit: What the feat enables the
character (“you” in the feat description)
to do. If a character has the same feat
more than once, its benefits do not
stack unless indicated otherwise in the
description.
Normal: What a character who does not
have this feat is limited to or restricted
from doing. If not having the feat causes
no particular drawback, this entry is
absent.
Special: Additional unusual facts about
the feat.
hold-out WEapon (combat)
You have a weapon built into your arm.
Prerequisite: android race
Benefit: You have either a one-handed
basic melee weapon, or, a one-handed small
arms weapon built into your arm. Because this
weapon is built into your body you receive
a +20 equipment bonus on Stealth checks
to conceal the weapon. The weapon can be
drawn as a swift action.
Special: This weapon can be replaced with
a successful Engineering skill check where the
DC is equal to 15 + your level. Additionally, no
augmentation can be added to the arm with
the hold-out weapon.
impRovEd ExcEptional vision
Your ability to see in dim and dark light is
better than normal.
Prerequisite: android race, exceptional
vision trait
Benefit: Your low-light and darkvision range
extends to 120 feet.
Normal: Your low-light and darkvision range
is 60 feet.
mEchanical attunEmEnt
+2 bonus to Computer and Engineering skill
checks
Prerequisite: android race
Benefit: You get a +2 bonus on all Computer
and Engineering skill checks. If you have 10
or more ranks in one of these skills, the bonus
increases to +4 for that skill.
synthEtic body
Your body accepts augmentations more easily.
Prerequisite: android race, Level 2
Benefit: Reduce the augmentation level
and surgery time for all augments by 1, to a
minimum of 1.
Special: This feat may be taken multiple times.
6
Epic Level NPC
Factions,
oRganizations, and
thREats
The following list are examples of interests,
such as businesses, churches, governments,
organizations and species working together,
or competing against each other, for fame,
resources, territory, or wealth.
synth supREmacy movEmEnt
Racially-Motivated Hate Group
Leader: Grand Leader of the Free: Luxus 9
Headquarters: Unknown location/
Decentralized
A group including many former android
slaves founded the first branch of the Synth
Supremacy Movement, then known as the
“Synthetic Survivor’s Movement,” as a social club
after the Inner System War. Local branches of the
SSM met in a general organizing convention and
established what they called an “Indombinal
Fighting Force.” Leading Colonial general Echo
Delta Two Five was chosen as the first leader,
or “Grand Leader of the Free,” of the SSM; he
presided over a hierarchy of subordinates until
his assassination.
From the time of the post-Inner System War
onward, freed android participation in public
life in the System became one of the most
radical aspects of Reconstruction, as androids
won election to Colonial World governments.
For its part, the SSM dedicated itself to an
underground campaign of violence against
Inner System leaders and voters (both android
and human) in an effort to eliminate human
supremacy in the Inner System.
Within 10 years, the Synth Supremacy
Movement had cells in nearly every Colonial
World. Even at its height, the SSM did not boast
a well-organized structure or clear leadership.
Local SSM members–often wearing masks and
dressed in the organization’s signature yellow
jumpsuits and gold face masks –usually carried
out their attacks acting on their own, but in
support of the anti-human agenda and solidifying
android supremacy in the Colonial Worlds. SSM
activity flourished particularly in the regions of the
Colonial Worlds where humans were a minority
or a small majority of the population, and was
relatively limited in others.
The Synth Supremacy Movement adopted
cell organization prior to the Colonial Wars,
because they are remarkably difficult for foes
to penetrate. SSM cells intend to overthrow
existing Inner System governments. SSM
cells may be extremely ad hoc in function. A
planning cell for one operation may be tapped
as an execution cell for the next.
“Planning” or “support” cells may have fewer
than 10 members, often local residents from
Colonial Worlds, responsible primarily for
fundraising. They may also be responsible
for providing execution cells with false IDs,
creditsticks, or ships, as well as procuring
materials for weapons to be used against
human populations.
The members of SSM sleeper cells may
have lived on the target world for years,
doing nothing until activated. According to
Inner System Intelligence, there are millions
of “sleeper” terrorists throughout the Inner
System. This is why many SSM androids have
no prior criminal record.
“Execution cells” are brought in at the final
stages of an attack. They will utilize resources
supplied by other cells. These cells specialize
in high-causualty attacks against human
7
Epic RacEs: Racial abilitiEs andRoids
populations, in an effort to destabilize the local
government, sow chaos, and eliminate as many
organic lives as possible.
“Operation commanders” may come in only
at the last moment before the attack. They
may be the only link between local cells and
the larger umbrella organization of the Synth
Supremacy Movement. The commander may
not even perform the operation himself, often
leaving the planet before the attack occurs.
The commanders in the SSM are well educated,
multilingual, computer experts, and still at
large. Operation commanders role in these
attacks are often limited to serving as the
frontman, financier, and publicist.
8
Epic Level NPC
OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of
the Coast, Inc (“Wizards”). All Rights Reserved.
1. Definitions: (a) “Contributors” means the copyright and/or trademark owners who have
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processes and routines to the extent such content does not embody the Product Identity and is
an enhancement over the prior art and any additional content clearly identified as Open Game
Content by the Contributor, and means any work covered by this License, including translations
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with respect to some or all of the Open Game Content due to statute, judicial order, or govern-
mental regulation then You may not Use any Open Game Material so affected.
13. Termination: This License will terminate automatically if You fail to comply with all terms
herein and fail to cure such breach within 30 days of becoming aware of the breach. All subli-
censes shall survive the termination of this License.
14. Reformation: If any provision of this License is held to be unenforceable, such provision shall
be reformed only to the extent necessary to make it enforceable.
15. COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors: Jonathan
Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
Starfinder Roleplaying Game Core Rulebook. © 2017, Paizo Inc.; Authors: Alexander Au-
gunas, Logan Bonner, Jason Bulmahn, Thurston Hillman, Amanda Hamon Kunz, Jason Keeley,
Robert G. McCreary, Stephen Radney-MacFarland, Amber E. Scott, Mark Seifter, Owen K.C.
Stephens, and James L. Sutter, based on material by Jonathan Tweet, Monte Cook, and Skip
Williams.
Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bul-
mahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
Pathfinder Roleplaying Game Bestiary 5. © 2015, Paizo Inc.; Authors: Dennis Baker, Jesse
Benner, John Bennett, Logan Bonner, Creighton Broadhurst, Robert Brookes, Benjamin Bruck,
Jason Bulmahn, Adam Daigle, Thurston Hillman, Eric Hindley, Joe Homes, James Jacobs,
Amanda Hamon Kunz, Ben McFarland, Jason Nelson, Thom Phillips, Stephen Radney-MacFar-
land, Alistair Rigg, Alex Riggs, David N. Ross, Wes Schneider, David Schwartz, Mark Seifter,
Mike Shel, James L. Sutter, and Linda Zayas-Palmer.
Epic Races: Alternate Racial Abilities Androids. © 2017, Epic Level NPC, LLC; Author: Ben
Dowell
9
Epic RacEs: Racial abilitiEs andRoids
piRatEs: poRts and cREWs
» staRt youR spacE
advEntuREs Right With Fat
goblin gamEs!
cosmic odyssEy: piRatEs oF
thE staRstREam
Cosmic Odyssey is a line of Starfinder Roleplaying Game compatible
products designed to give you, as both a player and as a gamemaster,
all the tools you need to fully explore a classic motif of science fiction
with new character options, equipment and vessels, as well as a
location and NPCs. Designed to be dropped into your existing game, or
to serve as a starting point for your adventures, each Cosmic Odyssey
is ready-made for action. In Pirates of the Starstream we bring you to
8-Pieces Port, a safe haven to criminals that caters to the corsairs and
buccaneers of the spaceways. Included in this book are new themes
such as the brute and rogue, new drone options for mechanics, a new
spell, new equipment for boarding and ramming, new sample starships
like the gunboat, and several NPCs for you to drop into your campaign.
cosmic odyssEy: sERvicE bots
and synthEtic companions
Cosmic Odyssey is a line of Starfinder Roleplaying Game compatible
products designed to give you, as both a player and as a gamemaster,
all the tools you need to fully explore a classic motif of science fiction
with new character options, equipment, and vessels, as well as a
location and NPCs. Designed to be dropped into your existing game, or
to serve as a starting point for your adventures, each Cosmic Odyssey
is ready-made for action. In Service Bots & Synthetic Companions,
we bring you all the rules you need for building your very own robot
pal as well as several pre-made Service Bots, or SBs. These synthetic
companions exist in a space outside the fully-autonomous android race
and the advanced machine companions of the mechanic class’s drones.
Instead, our SBs are robotic companions for everyone (that can afford
them). And, rather than just generic rules, an entire corporate world of
competing manufacturers with different goals and ideals — as well as
of course designs — is presented to provide gamemasters with a rich
tapestry of backdrops and plot hooks, as well as to give players more
flavorful companions then just a string of letters and numbers for their
robotic buddies.
» availablE noW!
| textdata/thevault/Starfinder [multi]/3rd Party/Epic Level NPC - Epic Races - Racial Abilities Androids.pdf |
Print Representative: The customer has permission to photocopy this document for personal use.
Local Aid
Daring Escape
Fancy Flying
Weak Point
Inner Focus
Furious Fists
"I am Rahlon, best tracker
on this fragment."
"Hey, I think this
panel's loose . . ."
"I am a leaf on the wind.
Watch how I soar."
"Aim for the exhaust port!"
"Close your eyes, and
open your mind . . ."
"It'll take more than the lot
of you to put us down!"
Play this card to gain the aid of
the fragment you are on. The
precise type of aid is up to
the GM.
Play this card after being
captured. You find some way of
escaping the enemy's clutches,
though not without some trials
and tribulations.
Gain a +2 on all Piloting rolls
this scene. However, you go Out
of Control whenever you roll a
1 on your Skill die.
Play when fighting a larger
rocketship. You find a weakness
on it, which you can target with
a Called Shot at -6. This
completely bypasses the
rocketship's Armor.
You enter a focused state, and get
+2 on all Psionics rolls. Keep this
as long as you don't move. Other
than using your powers, you may
only perform Tricks and Tests of
Will while in this state.
For the rest of this scene, you
get a bonus to your Fighting
rolls equal to the number of
foes you are in close combat
with, to a max of +4.
| textdata/thevault/Slipstream/Savage Worlds - Slipstream - Adventure Deck.pdf |
Faerie Princess Character BOok
Faerie Princess
Faerie Princess
Faerie Princess Character BOok
Character BOok
Faerie Princess
Faerie Princess
Faerie Princess Character BOok
Character BOok
Faerie Princess Character BOok
2
3
This book will help you create a Faerie Princess
character for your game of FirstFable. If you would
rather just start playing right away, the middle of this
book contains a fully created, playable Faerie Princess
character named Sela. Just write your name on the line
that says “Player” and you’re ready to go!
If you want to make your own Faerie Princess character,
though, start here!
Step One: Fill in the Blanks
Here are five questions to answer to help you think
about your character:
Is your Faerie Princess a girl or a boy?
____________________________________________
If it’s a boy, of course he’s a Faerie Prince.
What is your Faerie Princess’s favorite color?
____________________________________________
What does your Faerie Princess do for fun?
____________________________________________
What is your Faerie Princess’s favorite food?
____________________________________________
What is your Faerie Princess afraid of?
____________________________________________
Step Two: Where Does your Faerie Princess Shine?
____________________________________________
____________________________________________
____________________________________________
You get to decide three things your Faerie Princess is
really good at. They can be anything you want! Your
Faerie Princess might be great at flying, singing, tending
flowers, weaving with spider-silk, leading other faeries,
knowing your way through the forest or anything else
you can think of. These special skills are called Shines.
Write your Shines on your character sheet, and write a
“1” after them to show they give you one bonus. But be
sure to do it in pencil! You will have the chance to get
better at your Shines during the game, and even add
new Shines!
Step Three: Where is your Faerie Princess Slow?
____________________________________________
Everybody has something they’re not so good at. Some
people don’t run very fast, and some people can’t read or
write very well. That doesn’t make them bad or stupid,
but it can sure make things hard sometimes. Your Faerie
Princess has some skill or task that he or she just isn’t
great at. This is called a Weakness. A Weakness is the
same kind of thing as a Shine, but it’s something your
Faerie Princess just can’t quite get right.
Decide what your Faerie Princess’s Weakness is, and
write it on the character sheet where it says “Weakness.”
Step Four: Pick One Special Thing
____________________________________________
All characters in FirstFable get one Special Thing. For
Faerie Princesses, this Special Thing is usually a form of
magic that the Faerie Princess was born with or learned
from his or her family. We’re going to tell you how to
make up your Faerie Magic. If you want your Faerie
Princess to have a different Special Thing, though
(like an Animal Friend or a Magical Treasure), talk to
the Grown-Up. He or she will help you make up the
Special Thing that you want for your Faerie Princess.
When you’ve decided on your Special Thing, write its
name on the first “Special Thing” line on the character
sheet, and color in all five of the stars. Your Grown-Up
will explain what that means during the game.
Building your character
4
To make up Faerie Magic, answer these questions:
What happens when you use your Faerie Magic?
____________________________________________
Examples: Hands glow, eyes glow, mist rises up,
chime sounds.
What can your Faerie Magic do to help you?
____________________________________________
Examples: Summon fire, make light, make trees move.
Where did you learn your Faerie Magic?
____________________________________________
Draw a picture of your Faerie Princess using Faerie Magic.
5
6
7
Playing the Faerie Princess
Here are a few things to think about when you’re
playing a Faerie Princess character:
Faerie Princesses Are Magical
Even if your Special Thing isn’t Faerie Magic, Faerie
Princesses are magical beings. They have wings, they
are smaller than people, and they don’t understand
humans. Think about things that are different for
faeries — maybe they drink nectar and eat flowers.
Maybe they’re allergic to ink!
Faerie Princesses Are Royalty
Faerie Princesses are used to things being done for
them. That means they can be a little spoiled, and not
understand why everyone doesn’t have servants and
money whenever they need it.
Faerie Princesses Know the Forests
That’s where they live, after all. Faerie Princesses know
more about the forests and the wild places than anyone.
Faerie Princesses Don’t Forget
That means if someone is kind to a Faerie Princess, the
other faeries will help that person. But if someone is
mean to a Faerie Princess, watch out! Other faeries will
go out of their way to trick them!
Faerie Princesses Are Fickle
“Fickle” means that someone can change how they
act based on how they’re feeling, and it’s hard to
predict what they will do. Faerie Princesses are
sometimes kind, sometimes funny, sometimes angry
and sometimes even mean.
Extra Questions
Here are a few more questions about your Faerie
Princess. You don’t have to answer these questions, but
if you answer all of them, you get an extra Shine to add
to your character! You get this Shine no matter when
you finish, so if you don’t want to decide on an answer
until the Adventure starts, but then you figure out the
answer during the Adventure, you can add the Shine
right there and then!
What kind of plant does your Faerie Princess sleep in?
____________________________________________
What do humans do that scares your Faerie Princess?
____________________________________________
Why do the other faeries like your Faerie Princess?
____________________________________________
8
Character Sheet
Character’s Name:
Player’s Name:
Character Type:
Stats:
Strong:
Fast:
Smart:
Shines:
____________________________________________ ____________________________________________
____________________________________________ ____________________________________________
____________________________________________ ____________________________________________
____________________________________________ ____________________________________________
____________________________________________ ____________________________________________
Weaknesses:
____________________________________________ ____________________________________________
____________________________________________ ____________________________________________
____________________________________________ ____________________________________________
Special Things:
________________________________ Effect: _____________________________ Stars:
________________________________ Effect: _____________________________ Stars:
________________________________ Effect: _____________________________ Stars:
________________________________ Effect: _____________________________ Stars:
________________________________ Effect: _____________________________ Stars:
Sela
Faerie Princess
2
4
3
Singing 1
Squeezing Through Small Openings 1
Knows Everyone in the Faerie Courts 1
Talking with Birds
Special Weapon-Faerie Magic Moving things without touching
9
10
Character Sheet
Character’s Name:
Player’s Name:
Character Type:
Stats:
Strong:
Fast:
Smart:
Shines:
____________________________________________ ____________________________________________
____________________________________________ ____________________________________________
____________________________________________ ____________________________________________
____________________________________________ ____________________________________________
____________________________________________ ____________________________________________
Weaknesses:
____________________________________________ ____________________________________________
____________________________________________ ____________________________________________
____________________________________________ ____________________________________________
Special Things:
________________________________ Effect: _____________________________ Stars:
________________________________ Effect: _____________________________ Stars:
________________________________ Effect: _____________________________ Stars:
________________________________ Effect: _____________________________ Stars:
________________________________ Effect: _____________________________ Stars:
Damage:
__________________________
11
Draw your character
12
After the Adventure
[YOUR FAERIE PRINCESS’S NAME]
[NAME OF ANOTHER CHARACTER]
[NAME OF ANOTHER CHARACTER].
[PLACE WHERE ADVENTURE STARTED]
[VERB]
[NOUN]
[SOMETHING BAD HAPPENED].
[PLACE]
[NOUN]
[NOUN]
[HOW YOU SOLVED THE PROBLEM]
[NOUN]
[HOW THE STORY ENDED]
This page is to help you remember your Faerie Princess’s first Adventure! If you want, the Grown-Up can make
copies of this page for every Adventure your Faerie Princess has. If you want, you can draw pictures from the
Adventure and put these pages together into a book all about your Faerie Princess.
Once upon a time, ____________________________________________
went on an Adventure with _____________________________________
and ___________________________________________.
They all set out from _________________________________,
trying to_________the _________ before __________________________.
They traveled together through the ___________, and then they
found the ___________. They couldn’t get to the _____________ until
they ______________________________________.
At last, they found the _________________ and worked together
to ______________________________________.
13
Journal
__________________________________________________________________________________________
__________________________________________________________________________________________
__________________________________________________________________________________________
__________________________________________________________________________________________
__________________________________________________________________________________________
__________________________________________________________________________________________
__________________________________________________________________________________________
__________________________________________________________________________________________
__________________________________________________________________________________________
__________________________________________________________________________________________
__________________________________________________________________________________________
__________________________________________________________________________________________
__________________________________________________________________________________________
__________________________________________________________________________________________
____________________________________________
____________________________________________
____________________________________________
____________________________________________
____________________________________________
____________________________________________
____________________________________________
____________________________________________
____________________________________________
____________________________________________
____________________________________________
____________________________________________
____________________________________________
____________________________________________
14
Journal
__________________________________________________________________________________________
__________________________________________________________________________________________
__________________________________________________________________________________________
__________________________________________________________________________________________
__________________________________________________________________________________________
__________________________________________________________________________________________
__________________________________________________________________________________________
__________________________________________________________________________________________
__________________________________________________________________________________________
__________________________________________________________________________________________
__________________________________________________________________________________________
__________________________________________________________________________________________
__________________________________________________________________________________________
__________________________________________________________________________________________
____________________________________________
____________________________________________
____________________________________________
____________________________________________
____________________________________________
____________________________________________
____________________________________________
____________________________________________
____________________________________________
____________________________________________
____________________________________________
____________________________________________
____________________________________________
____________________________________________
15
Journal
__________________________________________________________________________________________
__________________________________________________________________________________________
__________________________________________________________________________________________
__________________________________________________________________________________________
__________________________________________________________________________________________
__________________________________________________________________________________________
__________________________________________________________________________________________
__________________________________________________________________________________________
__________________________________________________________________________________________
__________________________________________________________________________________________
__________________________________________________________________________________________
__________________________________________________________________________________________
__________________________________________________________________________________________
__________________________________________________________________________________________
____________________________________________
____________________________________________
____________________________________________
____________________________________________
____________________________________________
____________________________________________
____________________________________________
____________________________________________
____________________________________________
____________________________________________
____________________________________________
____________________________________________
____________________________________________
____________________________________________
Faerie Princess Character BOok
Faerie Princess
Faerie Princess Character BOok
Character BOok
Faerie Princess
Faerie Princess Character BOok
Character BOok
Great refl exes and magical
powers make the Fairy Princess
a great hero for your
FIRSTFABLE.
| textdata/thevault/Kid Friendly/First Fable/Faery Princess.pdf |
Copyright © 2015 Flatland Games, icons by Lorc under CC-BY
1d12
What did your parents do in the village? What did you learn from them?
Gain
1
You are an orphan. Things were hard for you.
+2 Wis, +2 Con, +1 Int
2
Your father was an outcast, rightfully or not.
+2 Int, +1 Wis, +1 Con,
Skill: Survival
3
Your parents were fishermen and you grew up by the river.
+2 Dex, +1 Str, +1 Wis,
Skill: Fishing
4
Your family worked a small farm outside the village.
+2 Con, +1 Wis, +1 Cha,
Skill: Farming
5
Your father was the local smith and taught you both hammer and bellows.
+2 Str, +1 Dex, +1 Cha,
Skill: Smithing
6
You led the sheep out onto the mountain like your father before you.
+2 Con, +1 Dex,
+1 Wis, +1 Str
7
Your parents ran the local inn. You grew up meeting many travellers and hearing their tales.
+2 Cha, +1 Int,
+1 Dex, +1 Wis
8
You worked the loom, cutting and twisting as the Fates.
+2 Dex, +1 Int, +1 Cha,
Skill: Weaving
9
Your father or mother kept the old stories. Your head is filled with them.
+2 Int, +1 Cha, +1 Wis,
Skill: Folklore
10
Your father was a watchman, stern but fair with child and stranger alike.
+2 Str, +1 Cha, +1 Con,
Skill: Athletics
11
You went on journeys into the woods to gather herbs and berries.
+2 Wis, +1 Con, +1 Dex,
Skill: Herbalism
12
Your father was a local merchant. You learned to name your price and charm your customers.
+2 Cha, +1 Int, +1 Dex,
Skill: Haggling
1d8
How did you distinguish yourself as a child?
Gain
1
Children often fight, but you never lost.
+2 Str, +1 Wis
2
There wasn’t a game you couldn’t win.
+2 Dex, +1 Int
3
You were the toughest kid around.
+2 Con, +1 Cha
4
No secret escaped you.
+2 Int, +1 Dex
5
Your empathy made you a sought after confidant.
+2 Wis, +1 Con
6
You never met someone who didn’t like you.
+2 Cha, +1 Str
7
You solved everyone else’s problems, and never mentioned your own.
+1 Str, +1 Con, +1 Cha
8
Everyone has something to teach, and you learned a little from them all.
+1 Dex, +1 Int, +1 Wis
Somehow or another you have uncovered dark secrets and powerful magics. Now you dabble in many things that are prob-
ably better left alone. There are evils afoot in the world, and you are determined to use your knowledge to combat them.
You are intelligent and tougher than you might appear. Your Constitution and Intelligence begin at 10, and all of your
other ability scores begin at 8.
What was your childhood like?
The Student of the Dark Arts
Playbook
Copyright © 2015 Flatland Games, icons by Lorc under CC-BY
1d8
The other player characters were your best friends. Who else in the village
befriended you while you were growing up?
Gain
1
Laboring with the blacksmith took your mind off your troubles.
+2 Str, +1 Cha
2
The fishermen took a liking to you and you swapped stories with them.
+2 Dex, +1 Wis.
3
You went camping with the hunters.
+2 Con, +1 Int
4
The village elders taught you the ancient game of chess.
+2 Int, +1 Dex
5
You are about to marry into the Miller’s family.
+2 Wis, +1 Str
6
You broke someone’s heart, or maybe they broke yours.
+2 Cha, +1 Con
7
The old widow needed help around the house.
+1 Str, +1 Int, +1 Cha
8
The grizzled mercenary who settled in town taught you a thing or two.
+1 Dex, +1 Con, +1 Wis
You learned secret and powerful magics. You become a level 1 Mage. You gain the class abilities Sense Magic and Spell
Casting, the skill Forbidden Secrets, and the cantrip Second Sight. The tables below will tell you your other spells.
What happened as you studied the dark arts?
1d6
How did you begin your studies?
Gain
1
You found an ancient book for sale at the market last autumn. The book told you about the
things which wait for you beyond the veil.
+2 Int, +1 Cha,
Skill: Forbidden Secrets
2
Your family is actually a secret coven and has been for generations.
+2 Dex, +1 Wis,
Skill: Stealth
3
An uninvited spirit visited you every night last winter and taught you many things.
+2 Int, +1 Con,
Skill: Alertness
4
While gathering herbs for a poultice, you stumbled upon a hidden obelisk deep in the forest
and spent many nights there reading its runes.
+2 Con, +1 Int,
Skill: Herbalism
5
A dark and hooded traveler from distant lands stayed for some time in the village and you
learned many secrets from him.
+2 Cha, +1 Int,
Skill: Ancient History
6
Throughout your childhood you were haunted by the the ghost of a powerful magician, who
shared many things with you.
+2 Wis, +1 Int,
Skill: Alertness
1d6
What magics did you learn? How do you hold back the dark?
Gain
1
You hold authority with the living and the dead. You learned the following magics:
the spell Ghostly Commandment, the ritual Staff of Might, and the cantrip Hexing.
+2 Wis,
spells to left
2
You are the light in the darkness. You learned the following magics:
the spell Banish Undead, the ritual Mage Armor, and the cantrip Mage Light.
+2 Int,
spells to left
3
You are practiced with the old charms and curses. You learned the following magics:
the spell Blight of Loneliness, the ritual Bind Familiar, and the cantrip Hexing.
+2 Wis,
spells to left
4
With trickery and illusion you to avoid the dark forces. You learned the following magics:
the spell Evade the Dead, the ritual Circle of Protection, and the cantrip Glamour Weaving.
+2 Int,
spells to left
5
You practice the most dangerous magic of all: necromancy. You learned the following magics:
the spell Reanimation, the ritual Circle of Protection, and the cantrip Conjure Sound.
+2 Int,
spells to left
6
You are a student of names, and spirits flee before you. You learned the following magics:
the spell Abjuration, the ritual Bind Familiar, and the cantrip Mage Light.
+2 Int,
spells to left
Copyright © 2015 Flatland Games, icons by Lorc under CC-BY
1d6
Something recently showed you just how dangerous, and how necessary, your
studies are. What happened to bring you to the defense of your home? The player
to your right was there with you.
Gain
1
While watching the wall between the worlds of the living and the dead, something reached
through and dragged your friend across the divide. You remembered your studies, closed the
gate, and saved your friend before it was too late. The friend to your right held strong against
the dark spirit, and gains +1 Wis.
+2 Wis,
Spell: From the Brink
2
You found and stopped a gang of tomb robbers about to loose a dread and terrible wight upon
the land. While your magic may have laid them low, the friend to your right got you close
enough to ensorcel them, and so gains +1 Dex.
+2 Dex,
Spell: Veil of Sleep
3
While studying an old graveyard a few days’ travel from the village, you stumbled upon a family
of ghouls who had made a nest of the crypt. They caught you unawares within the catacombs,
but the friend to your right discovered a hidden exit, helping you escape, and gains +1 Int.
+2 Int,
Spell: Magic Missile
4
In a moment of need, you raised a shadowy adversary by mistake and had to save the village
from its depredations. The friend to your right distracted the enemy long enough for you to
cut it down, and gains +1 Dex.
+2 Dex,
Spell: True Strike
5
A violent and bigoted witch hunter came to the village after hearing of your studies, convinced
that the whole place was cursed. The friend to your right helped you scare him away, saved
the witch, and gains +1 Con.
+2 Con,
Spell: Terrifying Presence
6
Led by their avaricious shaman, a group of barbarians from the north came to the village and
demanded your head so that they might steal your powers. The friend to your right fought
them off as you prepared a spell to put them to flight, and gains +1 Int.
+2 Int,
Spell: Conjure Darkness
1d6
What did you find in a hidden tomb outside the village?
Gain
1
A twisted wand of rowan.
+2 Dex,
a wand
2
A strange doll from an ancient culture.
+2 Int,
a cursed doll
3
The weapon of an ancient warrior queen.
+2 Str,
a runed sword
4
The symbol of a mysterious cult.
+2 Wis,
a golden brooch
5
The high-peaked crown of a forgotten king.
+2 Cha,
an iron crown
6
The bindings of a mighty ghost.
+2 Con,
a length of silver chain
1. Record your name, class, and level.
2. Record your ability scores. In the space beside each, re-
cord your ability score bonus using the chart on the back
of this booklet.
3. Jot down your skills, class abilities, and starting equip-
ment, as well as any other pieces of gear you may want to
buy. The Student of the Dark Arts begins with the follow-
ing equipment: a ritual dagger, dark robes, writing mate-
rials, a book containing two rituals which you have not yet
learned (one of these is Summoning), a secret place that
no one knows about, and 4d6 silvers.
4. Pick an alignment. Your character may be Lawful, Cha-
otic, or Neutral. If you can’t decide, simply choose to be
Neutral; most people are.
5. Your Base Attack Bonus comes from your class. As a
level 1 mage, you have a BAB of +0.
6. Your Initiative is equal to your level, plus your Dexterity
bonus, plus 0 for being a mage.
7. Your Armor Class is 10, plus your Dexterity bonus, plus
the bonus of any armor you have.
8. Your Fortune Points are 3.
9. Your hit points are 6 plus your Constitution bonus.
10. Fill in your saving throws using the chart on the back
of this booklet.
11. Record the ‘to hit’ and ‘damage’ statistics for any weap-
ons you think you might use. Your to hit bonus for a melee
weapon is your BAB plus your Strength bonus, while you
use your Dexterity bonus instead for any missile weapons.
Your Strength bonus also adds to the damage of any melee
weapon.
Fill out Your Sheet!
Copyright © 2015 Flatland Games, icons by Lorc under CC-BY
Ability Score
Bonus
1
-4
2-3
-3
4-5
-2
6-8
-1
9-12
0
13-15
+1
16-17
+2
18-19
+3
Reference
Level
Experience
Base
Attack
Bonus
Poison
Save
Breath
Weapon
Save
Polymorph
Save
Spell
Save
Magic Item
Save
1
0
+0
14
15
13
12
11
2
2,500
+1
14
15
13
12
11
3
5,000
+1
14
15
13
12
11
4
10,000
+2
14
15
13
12
11
5
20,000
+2
14
15
13
12
11
6
40,000
+3
13
13
11
10
9
7
80,000
+3
13
13
11
10
9
8
150,000
+4
13
13
11
10
9
9
300,000
+4
13
13
11
10
9
10
450,000
+5
13
13
11
10
9
Making Tests
Ability Score Checks: Roll a d20 and compare the re-
sult to your score in the relevant ability. If the number on
the die is equal to your score or lower, you succeed. If it is
higher, then you fail.
Saving Throws: Roll a d20. If the result is equal to the
saving throw number or higher, the roll was a success.
Combat Rolls: Roll a d20 and add the relevant attack
bonus. Compare the result to the enemy’s armor class. If
the number equals that armor class or exceeds it, the at-
tack was successful. Otherwise, the attack missed.
Class Abilities
Hit Dice: d6
Initiative Bonus: +0
Armor: Mages may not wear any armor.
Spell Casting: Mages may harness the power of mag-
ic in three different ways: cantrips, spells, and rituals.
Your Playbook has given you your starting magics.
Sense Magic: Being naturally sensitive to the world
of magic, Mages may determine if a person, place, or
thing is magical. Doing so requires concentration and
a few minutes, so mages cannot tell if something is
magical simply by being in its presence, and people
tend to notice if a mage is staring at them intently
and ignoring his food during a meal. The GM may
rule that, when in the presence of particularly intense
sorcery, the mage notices such immediately.
Fortune Points
A character may spend a Fortune Point in the follow-
ing ways:
Help a Friend: Normally, a character may only help a
friend with an ability score check if he has a relevant
skill. By spending a Fortune Point, a character may
lend a helping hand and thereby give his compatriot
a +2 to his score for a single roll, even without having
an appropriate skill for the task at hand.
Second Chance: A character may spend a Fortune
Point to get a reroll on any failed roll during the
course of play, such as an ability score check, saving
throw, or to hit roll.
Cheat Death: A dying character may spend a Fortune
Point to stabilize at 0 hit points and not continue tak-
ing damage every round.
| textdata/thevault/Beyond the Wall (osr)/Beyond the Wall Dangers Near and Far/Beyond the Wall Character Playbooks/Beyond the Wall The Student of the Dark Arts Character Playbook.pdf |
SRM02-22
Backlash
Player Handouts
Backlash is an adventure for the Shadowrun game system and the Shadowrun Missions
campaign setting. It may be used for players and characters of all experience levels. For use with
Shadowrun, Fourth Edition ™
SRM02-22 Backlash
Player Handout A
SRM02-22 Backlash
Player Handout B
News Flash!
FROM:
Denver
International
News
Service
Earlier tonight, a firefight occurred between a ZDF
patrol and unknown forces at the Sloan Lake Park
in PCC. The ZDF has shut down all border exits
into and out of all sectors of Denver. They are
currently conducting a manhunt for the people
involved in that gun battle. The ZDF is offering a
100,000¥ bounty for information leading to the
capture and conviction of these felons. Anyone
with such information should contact the ZDF.
News Flash!
FROM: Denver International News Service
One of the casualties from the previously
reported firefight is Lieutenant Jolee
Benjamin, daughter of the Commander of
the
ZDF,
UCAS
Colonel
David
“Juggernaut” Benjamin. This ZDF has
reportedly gone on priority alert. We urge
all citizens of Denver to stay indoors until
these killers are brought to justice.
Map One
SRM02-22 Backlash
Sloan Lake Park Parking Lot
Map Two
SRM02-22 Backlash
Lakewood Condo
Map Three
SRM02-22 Backlash
Quonset Hut
Tabby is a changeling human
female, 5'6" (1.7m) who weighs in at
135 lbs (62 kg). Athletic and furry are
two of the first words to come to mind
when describing her. She has tawny
two toned fur and cat slit eyes.
With SURGE came a need to re-
invent herself. On the surface, she’s
playful and to the point. Underneath,
is a woman who had her sense of
self-identity stripped away from her by
a random surge of ambient mana.
Specializing in Corporate politics,
Tabby tries to avoid dealing directly
with
the
syndicates
whenever
possible. She is based primarily in the
CAS sector and does occasional work
in the Hub or outlying sectors of
Denver when a favor is called in from
her associates.
Tabby is a changeling human
female, 5'6" (1.7m) who weighs in at
135 lbs (62 kg). Athletic and furry are
two of the first words to come to mind
when describing her. She has tawny
two toned fur and cat slit eyes.
With SURGE came a need to re-
invent herself. On the surface, she’s
playful and to the point. Underneath,
is a woman who had her sense of
self-identity stripped away from her by
a random surge of ambient mana.
Specializing in Corporate politics,
Tabby tries to avoid dealing directly
with
the
syndicates
whenever
possible. She is based primarily in the
CAS sector and does occasional work
in the Hub or outlying sectors of
Denver when a favor is called in from
her associates.
Tabby is a changeling human
female, 5'6" (1.7m) who weighs in at
135 lbs (62 kg). Athletic and furry are
two of the first words to come to mind
when describing her. She has tawny
two toned fur and cat slit eyes.
With SURGE came a need to re-
invent herself. On the surface, she’s
playful and to the point. Underneath,
is a woman who had her sense of
self-identity stripped away from her by
a random surge of ambient mana.
Specializing in Corporate politics,
Tabby tries to avoid dealing directly
with
the
syndicates
whenever
possible. She is based primarily in the
CAS sector and does occasional work
in the Hub or outlying sectors of
Denver when a favor is called in from
her associates.
Tabitha “Tabby” Morgan
Corporate Fixer
Changeling Female
Connection Rating: 3
B
A
R
S
C
I
L
W IP
?
?
?
?
5
5
4
5
1
Key Active Skills: Con: 4, Dodge: 2,
Electronics Skill Group: 2, Etiquette: 5,
Intimidation: 3, Negotiation: 5, Perception: 3,
Pistols: 2
Key Knowledge Skills: Corporate Politics: 4;
Area Knowledge Denver (CAS Sector): 4(6);
Shadowrunner Teams: 3
Cyberware/Bioware: None
Gear: 2 Ares Sliverguns (Smartguns, in Quick-
Draw Holsters); Lined Coat; Smartlink Contacts
Uses: Corporate Procedures, Shadowrunner
Haunts, Identifying affiliations
Places to Meet: CAS Sector Clubs
Contact: Commlink
Tabitha “Tabby” Morgan
Corporate Fixer
Changeling Female
Connection Rating: 3
B
A
R
S
C
I
L
W IP
?
?
?
?
5
5
4
5
1
Key Active Skills: Con: 4, Dodge: 2,
Electronics Skill Group: 2, Etiquette: 5,
Intimidation: 3, Negotiation: 5, Perception: 3,
Pistols: 2
Key Knowledge Skills: Corporate Politics: 4;
Area Knowledge Denver (CAS Sector): 4(6);
Shadowrunner Teams: 3
Cyberware/Bioware: None
Gear: 2 Ares Sliverguns (Smartguns, in Quick-
Draw Holsters); Lined Coat; Smartlink Contacts
Uses: Corporate Procedures, Shadowrunner
Haunts, Identifying affiliations
Places to Meet: CAS Sector Clubs
Contact: Commlink
Tabitha “Tabby” Morgan
Corporate Fixer
Changeling Female
Connection Rating: 3
B
A
R
S
C
I
L
W IP
?
?
?
?
5
5
4
5
1
Key Active Skills: Con: 4, Dodge: 2,
Electronics Skill Group: 2, Etiquette: 5,
Intimidation: 3, Negotiation: 5, Perception: 3,
Pistols: 2
Key Knowledge Skills: Corporate Politics: 4;
Area Knowledge Denver (CAS Sector): 4(6);
Shadowrunner Teams: 3
Cyberware/Bioware: None
Gear: 2 Ares Sliverguns (Smartguns, in Quick-
Draw Holsters); Lined Coat; Smartlink Contacts
Uses: Corporate Procedures, Shadowrunner
Haunts, Identifying affiliations
Places to Meet: CAS Sector Clubs
Contact: Commlink
JUN
MAY
APR
MAR
FEB
JAN
SAMPLE
Player
__________________________________________
Year _____________
Character __________________________________________
SRM00-01
SRM00-02
Healing
WK
1
2
3
4
Free Week
Free Week
Shadowrun Missions
Yearly Summary Sheet
DEC
NOV
OCT
SEP
AUG
JUL
SAMPLE
Player
__________________________________________
Year _____________
Character __________________________________________
SRM00-01
SRM00-02
Healing
WK
1
2
3
4
Free Week
Free Week
Shadowrun Missions
Yearly Summary Sheet
Backlash
SRM02-22
Debriefing Log 02-22
Table Level
Green
Veteran
Streetwise
Elite
Professional
Prime
Player:
Date:
Character:
Location:
Synopsis: Sometimes a run goes well. Other times it goes badly. Then, there are
those times where you get caught up in the middle of someone else’s run. Those you
try really hard to forget. Good luck forgetting!
Mission Results
Matt Greyfox: is with the Chavez. died.
survived.
The ZDF are: hunting the PCs.
were called off by Tabby.
received the file.
Other Notes on Reverse:
Team Members
Player / Character
Player / Character
Player / Character
Player / Character
Player / Character
Player / Character
Player / Character
Player / Character
Karma
Previous Available
Earned
Spent
Remaining Available
New Career Total
Advancement
Ability Gained
Karma Cost
Nuyen
Previous Available ¥
Earned
¥
Spent
¥
Remaining
Available
¥
Contacts/Special Items Gained or Lost
Tabby
GM’s Name: [PRINT]
GM’s Signature:
Reputation
Street Cred
Notoriety
Public Awareness
Faction
Mafia
Chavez
Enemy Ally
Mafia
Casquilho
Enemy Ally
Yakuza
Enemy Ally
Triad
Enemy Ally
Koshari
Enemy Ally
Kirillov
Vory
Enemy Ally
Fomin
Vory
Enemy Ally
Godz
Enemy Ally
Fronts
Enemy Ally
| textdata/thevault/Shadowrun [multi]/4th Edition/Missions/Shadowrun 4e - Backlash - PLAYER'S HANDOUTS {SRM02-22B}.pdf |
FORMATION
BONUS SLOT
COMMAND
POINT SHIP
COMMAND
POINT SHIP
BATTLE GROUP
BONUS SHIP
CVBG
BONUS SHIP
BASE
BASE
PDU
PGB
FRD
FRX
FRD
SAF
D
DRONE
SHIP
D
DRONE
SHIP
D
DRONE
SHIP
F
BATTLE FORCE
FLAGSHIP
1
BATTLE LINE
SHIP
2
BATTLE LINE
SHIP
3
BATTLE LINE
SHIP
4
BATTLE LINE
SHIP
5
BATTLE LINE
SHIP
6
BATTLE LINE
SHIP
7
BATTLE LINE
SHIP
8
BATTLE LINE
SHIP
9
BATTLE LINE
SHIP
10
BATTLE LINE
SHIP
BATTLE FORCE
ADMIRAL
S
SCOUT
SHIP
MILITARY
CONVOY
CIVILIAN
CONVOY
LTF
F
CANDIDATE
FLAGSHIP UNIT F
CANDIDATE
FLAGSHIP UNIT F
CANDIDATE
FLAGSHIP UNIT
SHIPS OF THE BATTLE LINE
J
CARRIER - PFT
SUPPORT SHIP
J
CARRIER - PFT
SUPPORT SHIP
UNITS IN THIS SECTION MAY BE ATTACKED USING DIRECTED DAMAGE AT A 3-1 RATIO (302.56).
J
CARRIER - PFT
SUPPORT SHIP
(308.7)
(302.32)
(308.5)
(302.35)
(309.0)
(308.9)
(316.21)
(315.3)
(502.923)
OTHER BATTLE FORCE UNITS
(414.5)
(520.4)
(302.2)
(526.25)
(302.211)
(302.211)
PDU
PGB
PDU
PGB
PDU
PGB
10.0%
1
12.5%
2
15.0%
3
17.5%
4
20.0%
5
22.5%
6
25.0%
7
27.5%
8
30.0%
9
32.5%
10
35.0%
11
37.5%
12
40.0%
13
42.5%
14
45.0%
15
50.0%
16
Defender BIR
+Attacker BIR
+/-Variable BIR
-EW Shift
+/-Other
+Die Roll
Damage Index
RESERVES
MUST INCLUDE ALL THESE UNITS IN BATTLE FORCE IF CO-LOCATED (302.231).
| textdata/thevault/Star Trek RPG/Star Fleet Battles/Accessories/[ADB3209b] Advanced Operations - Battle Force Chart.pdf |
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| textdata/thevault/Living Greyhawk/Modules/Dyvers/591/Normal Scenarios/DYV1-05 - Setting the Stage (APL 2-6)/DYV1-05 - Setting the Stage.pdf |
-----------------------------------------------------------
Assassha . Vampiric Familiar
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Intelligent, Organized, Devious, Cautious
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Damage Bite 1d4 (close)
HP 4 Armor 0
Special Qualities Wings
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Feeds on sleeping creatures, painlessly
draining their blood (1d4 HP at a time).
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
When you have been bitten by Assassha,
roll +CON:
10+ You feel a little dizzy, but shake it off.
7-9 You feel weak and disoriented. Take
-1 ongoing until you eat a ration.
6- Mark XP, and GM makes a move.
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Instinct To serve Thorde Skul
U Get into their clothes
U Drain their blood
U Flee to fight another day
Gear None
-----------------------------------------------------------
Devil Dog
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Group, Planar, Organized
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Damage Bite 1d8 (close)
HP 8 Armor 0
Special Qualities Flaming, Fireproof
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Instinct To pursue
U Burn them at a touch
U Bite to the bone
U Drag them down
Gear None
-----------------------------------------------------------
Disciple of Gildarthe
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Group, Intelligent, Organized, Devious
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Damage Dagger 1d4 (hand)
HP 6 Armor 0
Special Qualities None
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Disturbed individuals dedicated to ad-
vancing the Cinder Queen’s desire to set
the world aflame.
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Instinct To serve Gildarthe
U Strike from the shadows
U Carry them off
U Martyr for the Cinder Queen
Gear Dagger, amulet of Gildarthe (5
coins), 1d6 coins
-----------------------------------------------------------
Guardian of the Archive
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Solitary, Construct
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Damage Hammer 1d8+4 (close, forceful)
HP 8 Armor 4
Special Qualities Stone
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
The Guardian will animate when least
expected and attack intruders, regardless
of their intentions. As soon as no living
intruders remain in the Archive itself,
the Guardian will resume its original
position.
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Instinct To defend the Archive
U Smash their stuff
U Knock them back
U Knock them out
Gear None
-----------------------------------------------------------
Firedrake
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Intelligent, Organized, Solitary, Huge
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Damage Claws, bite, or fire breath 1d8+2
(reach, near)
HP 12 Armor 3
Special Qualities Wings, Fireproof
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Instinct To vomit smoke and fire upon
lesser creatures
U Strike fear into their hearts
U Pluck them from the ground
U Burn them to a crisp
Gear None
-----------------------------------------------------------
Flaming Host of Ellorash
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Horde, Intelligent, Organized, Planar
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Damage Flaming spear 1d8+1 (reach,
thrown, 2 piercing) or flaming
sword 1d8+1 (close, 2 piercing)
HP 7 Armor 3
Special Qualities Fireproof
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Indefatigable and physically powerful as
long as they are near a source of heat,
but vulnerable to water and cold.
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Instinct To serve Gildarthe
U Set things alight
U Fill them with terror
U Run them through
Gear Iron scale mail (armor 2, 3 weight),
iron helm (1 weight), iron shield (+1
armor, 3 weight) flaming Ellorashite
sword or spear (see Item card).
-----------------------------------------------------------
Servant of the Cinder Queen
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Group
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Damage Boney hands 1d6 (hand)
HP 4 Armor 1
Special Qualities Undead
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
As long as its fire burns, a Servant is
supernaturally strong, but its unlife ends
as soon as its flame runs out. The fresher
a corpse when it became a Servant, the
longer its fire will last.
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Instinct To serve master
U Seize them
U Employ great strength
U Burn them with eldritch fire
Gear None
-----------------------------------------------------------
Thorde Skul . Sorcerer/Priest
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Intelligent, Organized, Devious, Cautious
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Damage Staff of Cinders 2D6 (close,
reach, near)
HP 12 Armor 0
Special Qualities Spellcaster
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
A sorcerer who has pledged his troth to
Gildarthe. His Black Gloves allow him to
wield the Staff of Cinders without burn-
ing himself. Intends to use the Staff and
the Book of Rains to break the Planar
Seal and unleash his betrothed.
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Instinct To serve Gildarthe
U Blind them with smoke
U Animate dead with eldritch fire
U Escape in a cloud of sulphur
-----------------------------------------------------------
Gildarthe . The Cinder Queen
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Divine, Intelligent, Organized
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Damage Gout of flame 2d8+2 (close,
reach, near, ignores armor)
HP 24 Armor 3
Special Qualities Fireproof
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Demigoddess of Ellorash, an Elemental
Plane of Fire, where she rules as Queen.
Potentially vulnerable to water and cold.
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Instinct To burn the world of men to ash
U Send forth the Flaming Host
U Draw power from fire
U Incinerate them
-----------------------------------------------------------
Hvitr . Storm of Justice
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Divine, Intelligent, Organized
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Damage Hammer 2d10+4 (close, forceful,
thrown, near, far)
HP 48 Armor 6
Special Qualities Lightning-proof
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Patriarch and Judge of the Gods.
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Instinct To pound sense into everything
U Make them tremble
U Scatter them like leaves
U Crush them
-----------------------------------------------------------
Saint Sigrid . Patron of Truth
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Divine, Intelligent, Organized
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Damage Spear 1d10+2 (reach, thrown,
near, far, ignores armor)
HP 16 Armor 3
Special Qualities Spirit
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Canonized for her unwavering defense
of the defenseless in their darkest hour.
Said to appear in times of great need,
answering the prayers of those who stand
against the forces of deception and chaos.
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Instinct To penetrate the veil of lies
U See right through them
U Demonstrate a painful truth
U Pierce a heart with heavenly fire
-----------------------------------------------------------
Berta Solsisdottir
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
A widowed fisherwoman who offers hot
tea, a warm fire, and sage advice.
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
1d6 Rumor
1 Hvitr has forsaken us.
2 The Baldesmere will one day boil.
3 The dead will claim the living.
4 The monks who lived in the
monastery at Kaldhammar were
punished for their lack of faith.
5 Many of those taken yet live.
6 Holy weapons lie buried within the
mountain, awaiting righteous hands.
-----------------------------------------------------------
Aeven . Glass of Rain
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
1 weight
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
When you invert the Glass of Rain upon
the ground so the water within drips
downward, you declare your patience in
the eyes of Hvitr. While the water drips,
clouds gather and all Lawful creatures
nearby have +2 armor as long as they
do not attack. When the water runs
out, those who have demonstrated their
patience take +2 forward to their next
attack.
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
When the Glass of Rain is destroyed,
Hvitr weeps and the area is subject to a
sudden downpour (if out of doors). All
who are drenched become immune to fire
until the next cloudless day.
-----------------------------------------------------------
Atgir . Spear of St. Sigrid
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
reach, thrown, near, +1 damage, 1 weight
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
When you have not taken St. Sigrid as
your personal patron and you pick up her
spear, you receive an electric jolt for 1d6
damage that forces you to drop it.
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
When you invoke the name of St. Sigrid
and throw Atgir at a target, roll +WIS:
10+ The Spear becomes a bolt of lightning
and pierces your target completely,
dealing damage and ignoring all
armor. A moment later, it reappears
in your hand.
7-9 The Spear pierces your target, deal
ing damage and ignoring all armor,
but remains lodged therein.
6- Mark XP, and GM makes a move.
-----------------------------------------------------------
The Black Gloves
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
worn, 0 weight
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
When you wear the Black Gloves, your
hands become impervious to fire of all
kinds.
-----------------------------------------------------------
The Book of Rains
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
2 weight
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
When you are faithful to Hvitr and take
the time needed to perform the Ritual of
Stonesealing, name a nearby opening sur-
rounded by stone, and roll +WIS:
10+ The opening is sealed against enemies
of Hvitr. Choose 3 from the list below.
7-9 The opening is sealed against enemies
of Hvitr. Choose 1 from the list below.
6- Mark XP, and GM makes a move.
U The seal will remain in place for a
number of decades equal to your level
U The seal is strong enough to close off
other planes or dimensions
U The seal will withstand all but the
most powerful attempts to break it
U You retain the power to break the
seal from this side
-----------------------------------------------------------
Flaming Ellorashite spear
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
reach, +1 damage, 2 piercing, thrown,
near, 2 weight
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
When you pick up a flaming Ellorashite
spear without proper protection, take 1d4
damage from the flames, and another 1d4
every few moments as long as you hold
the weapon.
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
When you douse a flaming Ellorashite
spear with water, it loses its extraplanar
fire, becoming a mundane iron weapon
and losing the piercing tag. It may then
only be reignited on a Plane of Elemental
Fire.
-----------------------------------------------------------
Flaming Ellorashite sword
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
close, +1 damage, 1 piercing, 2 weight
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
When you pick up a flaming Ellorashite
sword without proper protection, take 1d4
damage from the flames, and another 1d4
every few moments as long as you hold
the weapon.
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
When you douse a flaming Ellorashite
sword with water, it loses its extraplanar
fire, becoming a mundane iron weapon
and losing the piercing tag. It may then
only be reignited on a Plane of Elemental
Fire.
-----------------------------------------------------------
Hvitric scroll
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
0 weight
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
1d6 Spell
1 Guidance (rote)
2 Bless (level 1)
3 Cure Light Wounds (level 1)
4 Cure Moderate Wounds (level 3)
5 True Seeing (level 5)
6 Weather Control (level 7)
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
When you are a Lawful Cleric or Paladin and
you read a Hvitric Scroll aloud, roll +WIS:
10+ Scroll crumbles; spell is successfully cast.
7-9 Scroll falls to dust, spell is cast, and choose
1 from the list below.
6- Mark XP, and GM makes a move.
U A crack of thunder momentarily deafens
everyone in the vicinity, yourself included.
U You are drained, and become weak until
the next time you Make Camp.
U Hvitr doubts your commitment; describe
his disappointment and take -1 ongoing
until you prove yourself.
-----------------------------------------------------------
Jafnir . Hammer of Thunder
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
close, thrown, forceful, 2-handed,
+1 damage, 4 weight
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
When you call Jafnir by name and it resides
in the general vicinity, it returns to you.
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
When you strike stone with Jafnir, that
stone cracks with a sound like thunder.
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
When you strike an enemy of Justice with
Jafnir, roll +STR:
10+ You deal your damage, and choose
1 from the list below.
7-9 You deal your damage, and your
enemy makes an attack against you.
6- Mark XP, and GM makes a move.
U Your foe is stunned
U All Lawful characters take +1 forward
against your foe
U Your foe’s armor is reduced by 2
-----------------------------------------------------------
The Libram of Lox Lontoric
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
1 weight
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Lox Lontoric was a wizard who aided
the Church of Hvitr in times of need. He
bequeathed his spellbook to the monas-
tery at Kaldhammar, where it has resided
since his death.
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
When you are a Wizard and study the Li-
bram of Lox Lontoric, you may add these
spells to your Spellbook: Contact Spirits,
Detect Magic, Telepathy, Invisibility,
Alarm, Dispel, Visions Through Time,
Mirror Image, Contact Other Plane, True
Seeing, and Shadow Walk.
-----------------------------------------------------------
Skoldir . Shield of St. Sigrid
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
+1 armor, 2 weight
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
When you have not taken St. Sigrid as
your personal patron and you pick up her
Shield, you receive an electric jolt for 1d6
damage that forces you to drop it.
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
When you raise Skoldir in defense against
enemies of Truth, roll +WIS:
10+ You suffer half the attack’s effect, and
choose 2 from the list below.
7-9 The Shield grants +2 armor instead of
+1, and choose 1 from the list below.
6- Mark XP, and GM makes a move.
U You completely protect one other
nearby person from this attack
U Your attacker is momentarily blinded
by a burst of St. Sigrid’s Fire
U Your attacker’s weapon breaks
against the Shield
-----------------------------------------------------------
Spakri . Cloak of Wind
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
worn, 1 weight
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
When you wear the Cloak of Wind and
step skyward, roll +WIS:
10+ You ride the wind to a place of your
choosing within a day’s journey,
but choose 2 from the list below.
7-9 You ride the wind to a place of your
choosing within a day’s journey,
but choose 1 from the list below.
6- Mark XP, and GM makes a move.
U You do not arrive utterly exhausted
U You do not draw unwanted attention
U You do not overshoot your mark
-----------------------------------------------------------
The Staff of Cinders
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
close, near, 1 weight
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
When you hold the Staff of Cinders, you
take 1 damage every few moments.
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
When you call forth smoke from the Staff,
the smoke envelopes and conceals you.
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
When you send forth fire from the Staff,
declare your target and roll +INT:
10+ Deal your damage +INT to your
target, ignoring armor.
7-9 As above, and choose 1 from the list
below. Mark off the thing you chose.
6- Mark XP, and GM makes a move.
o Something unexpected catches fire
(GM decides)
o An additional, unintended target is
struck by the flame (GM decides).
o The staff turns to ash in your hands
| textdata/thevault/Dungeon World (PbtA) [multi]/Adventures/Servants of the Cinder Queen/Dungeon World - Servants of the Cinder Queen - Cards Back.pdf |
THE BEAST
OF SUCKER CREEK
WRITING
Jason Morningstar
EDITING
Karen Twelves & Jason Morningstar
LAYOUT
Brennen Reece
CULTURAL CONSULTING
James Mendez Hodes
FIASCO™, the FIASCO™ logo, and THE BEAST OF SUCKER CREEK™ logo are trademarks of Bully
Pulpit Games LLC. THE BEAST OF SUCKER CREEK © Copyright 2019 Bully Pulpit Games, LLC.
104-R NC Hwy 54 Bypass #169 Carrboro, NC 27510
RELAtionship
SWAMP FRIENDS
Grew up hunting and fishing
the bottomlands
BS04
Beast of Sucker Creek FIASCO Playset
www.bullypulpitgames.com
RELAtionship
TOWN FRIENDS
Developer and surveyor
of Starfield Acres II
BS02
Beast of Sucker Creek FIASCO Playset
www.bullypulpitgames.com
RELAtionship
MONSTER HUNTERS
Author of “Skunk Apes: Fact or
Fiction?” and author of “Incident
at Sucker Creek”
BS06
Beast of Sucker Creek FIASCO Playset
www.bullypulpitgames.com
RELAtionship
TOWN FRIENDS
Law and outlaw
BS01
Beast of Sucker Creek FIASCO Playset
www.bullypulpitgames.com
RELAtionship
SWAMP FRIENDS
The troubled one and
the sympathetic one
BS05
Beast of Sucker Creek FIASCO Playset
www.bullypulpitgames.com
RELAtionship
TOWN FRIENDS
Former members
of a prison gang
BS03
Beast of Sucker Creek FIASCO Playset
www.bullypulpitgames.com
RELAtionship
MONSTER HUNTERS
Television’s Rico “The Manhunter”
Sanchez and local fan
BS07
Beast of Sucker Creek FIASCO Playset
www.bullypulpitgames.com
Vespucci
Vespucci
Harpster
Harpster
Hazley
Hazley
Manwaring
Manwaring
KICKERS
Feel free to steal one of these options for a Scene to
Establish. Think about what you want for your character!
Your character and someone else’s are stuck in the swamp—
perhaps literally. How will you get out, with the Beast closing in?
At a public meeting, your character voices their opinion about
the Beast.
Your character and someone else’s discuss their plan for making
money off the Beast hysteria. What’s the plan?
Your character and someone else’s have an intense argument
about the reality of the Beast that ends in either fists or kisses.
Wiest
Wiest
Loranger
Loranger
Royall
Royall
RELAtionship
MONSTER HUNTERS
Earnest scientist and local guide
BS08
Beast of Sucker Creek FIASCO Playset
www.bullypulpitgames.com
RELAtionship
TROUBLEMAKERS
Rival eyewitnesses
BS12
Beast of Sucker Creek FIASCO Playset
www.bullypulpitgames.com
RELAtionship
MONSTER HUNTERS
Fancy equipment plus
huge debts
BS10
Beast of Sucker Creek FIASCO Playset
www.bullypulpitgames.com
RELAtionship
FAMILY
Siblings
BS14
Beast of Sucker Creek FIASCO Playset
www.bullypulpitgames.com
RELAtionship
MONSTER HUNTERS
…when not huffing butane
BS09
Beast of Sucker Creek FIASCO Playset
www.bullypulpitgames.com
RELAtionship
FAMILY
In-laws, apparently
BS13
Beast of Sucker Creek FIASCO Playset
www.bullypulpitgames.com
RELAtionship
TROUBLEMAKERS
Hoaxers
BS11
Beast of Sucker Creek FIASCO Playset
www.bullypulpitgames.com
RELAtionship
FAMILY
“Swamp kin”
BS15
Beast of Sucker Creek FIASCO Playset
www.bullypulpitgames.com
Mcgee
Mcgee
Mobley
Mobley
Mayweather
Mayweather
Ziebarth
Ziebarth
Anderson
Anderson
Newton
Newton
Caston
Caston
Pierre
Pierre
RELAtionship
ROMANCE
“Swamp married”
BS16
Beast of Sucker Creek FIASCO Playset
www.bullypulpitgames.com
NEED
TO WRECK
…Sucker Creek, by draining it
to build Starfield Acres II
BS20
Beast of Sucker Creek FIASCO Playset
www.bullypulpitgames.com
RELAtionship
ROMANCE
Dogged pursuer and
delighted object of affection
BS18
Beast of Sucker Creek FIASCO Playset
www.bullypulpitgames.com
NEED
TO ENJOY
…getting baked in
your swamp hut
BS22
Beast of Sucker Creek FIASCO Playset
www.bullypulpitgames.com
RELAtionship
ROMANCE
Co-authors of
“Taken by the Beast”
BS17
Beast of Sucker Creek FIASCO Playset
www.bullypulpitgames.com
NEED
TO ENJOY
…some quiet time after
the accident
BS21
Beast of Sucker Creek FIASCO Playset
www.bullypulpitgames.com
NEED
TO WRECK
…somebody’s reputation,
possibly your own
BS19
Beast of Sucker Creek FIASCO Playset
www.bullypulpitgames.com
NEED
TO ENJOY
…the revenge you
so richly deserve
BS23
Beast of Sucker Creek FIASCO Playset
www.bullypulpitgames.com
Cormack
Cormack
Mitchel
Mitchel
Ivan
Ivan
Gerald
Gerald
Pereda
Pereda
Kim
Kim
America
America
Thanh
Thanh
NEED
TO PROFIT
…from selling 400 bales
of marijuana
BS24
Beast of Sucker Creek FIASCO Playset
www.bullypulpitgames.com
NEED
TO PROVE
…you saw what you saw
BS28
Beast of Sucker Creek FIASCO Playset
www.bullypulpitgames.com
NEED
TO PROFIT
…from selling bogus residential
plots in Starfield Acres II
BS26
Beast of Sucker Creek FIASCO Playset
www.bullypulpitgames.com
NEED
TO CONTACT
…television’s Rico
“The Manhunter” Sanchez
BS30
Beast of Sucker Creek FIASCO Playset
www.bullypulpitgames.com
NEED
TO PROFIT
…from the monster evidence
you’ve found
BS25
Beast of Sucker Creek FIASCO Playset
www.bullypulpitgames.com
NEED
TO CONTACT
…the Beast
BS29
Beast of Sucker Creek FIASCO Playset
www.bullypulpitgames.com
NEED
TO PROVE
…the Beast is a hoax
BS27
Beast of Sucker Creek FIASCO Playset
www.bullypulpitgames.com
NEED
TO EXPLORE
…legal ways to block the
Starfield Acres II project
BS31
Beast of Sucker Creek FIASCO Playset
www.bullypulpitgames.com
“Captain Pete”
“Captain Pete”
Darryl
Darryl
Tyron
Tyron
Darius
Darius
Billie
Billie
Dale
Dale
Brady
Brady
Bobby
Bobby
Object
SUSPICIOUS
Gorilla suit, slightly used
BS32
Beast of Sucker Creek FIASCO Playset
www.bullypulpitgames.com
Object
MONSTER HUNTING
Tranquilizer dart rifle
BS36
Beast of Sucker Creek FIASCO Playset
www.bullypulpitgames.com
Object
CHUMP HUNTING
Dog-eared, annotated copy of
“Incident at Sucker Creek”
BS34
Beast of Sucker Creek FIASCO Playset
www.bullypulpitgames.com
Object
EXPENSIVE
TV equipment packed
into an airboat
BS38
Beast of Sucker Creek FIASCO Playset
www.bullypulpitgames.com
Object
CHUMP HUNTING
Plaster cast of a Beast foot
BS33
Beast of Sucker Creek FIASCO Playset
www.bullypulpitgames.com
Object
DEPRESSING
Group photo from the
2006 Bigfoot Jamboree
BS37
Beast of Sucker Creek FIASCO Playset
www.bullypulpitgames.com
Object
CHUMP HUNTING
Business card reading
“SWAMP EXPERT”
BS35
Beast of Sucker Creek FIASCO Playset
www.bullypulpitgames.com
Object
SUSPICIOUS
Blood-curdling howls echoing
through the night
BS39
Beast of Sucker Creek FIASCO Playset
www.bullypulpitgames.com
Garland
Garland
Julianne
Julianne
Kay
Kay
Bambi
Bambi
Horace
Horace
Chiquita
Chiquita
India
India
“Sucker Creek Linda”
“Sucker Creek Linda”
Object
EXPENSIVE
Winger, world champion
Bluetick Coonhound
BS40
Beast of Sucker Creek FIASCO Playset
www.bullypulpitgames.com
LOCATION
EAST SIDE OF
SUCKER CREEK
Booby-trapped dope farm
BS44
Beast of Sucker Creek FIASCO Playset
www.bullypulpitgames.com
LOCATION
WEST SIDE OF
SUCKER CREEK
Starfield Acres II building site
BS42
Beast of Sucker Creek FIASCO Playset
www.bullypulpitgames.com
LOCATION
THE SPAWNING
CHANNEL
Dave Knudsen’s shack
BS46
Beast of Sucker Creek FIASCO Playset
www.bullypulpitgames.com
LOCATION
WEST SIDE OF
SUCKER CREEK
Illegal dump pit
BS41
Beast of Sucker Creek FIASCO Playset
www.bullypulpitgames.com
LOCATION
THE SPAWNING
CHANNEL
Rabid raccoon’s den
BS45
Beast of Sucker Creek FIASCO Playset
www.bullypulpitgames.com
LOCATION
EAST SIDE OF
SUCKER CREEK
Mysterious circular dead spot,
“The Beast’s Tramping Ground”
BS43
Beast of Sucker Creek FIASCO Playset
www.bullypulpitgames.com
LOCATION
WAY BACK DEEP
In a sinking canoe
BS47
Beast of Sucker Creek FIASCO Playset
www.bullypulpitgames.com
Cheri
Cheri
Edna
Edna
Maya
Maya
Daria
Daria
Carol
Carol
Jenniffer
Jenniffer
Cecilia
Cecilia
Fannie
Fannie
LOCATION
WAY BACK DEEP
The Beast’s stinking lair
BS48
Beast of Sucker Creek FIASCO Playset
www.bullypulpitgames.com
Object
BS52
Beast of Sucker Creek FIASCO Playset
www.bullypulpitgames.com
RELAtionship
BS50
Beast of Sucker Creek FIASCO Playset
www.bullypulpitgames.com
LOCATION
AROUND TOWN
Glove box of a rental car
BS49
Beast of Sucker Creek FIASCO Playset
www.bullypulpitgames.com
LOCATION
BS53
Beast of Sucker Creek FIASCO Playset
www.bullypulpitgames.com
NEED
BS51
Beast of Sucker Creek FIASCO Playset
www.bullypulpitgames.com
Dorinda
Dorinda
Crystal
Crystal
| textdata/thevault/Fiasco [multi]/BPG104 Fiasco Expansion Pack Unknown Monsters/Fiasco - Beast of Sucker Creek.pdf |
4
5
Milandre Two Rivers
Combat Medic
7
6
I will protect my home and all women.
3
Always assumes a woman is,
4
5
or should be, in charge.
2
Backpack, Bedroll, Canteen,
Clothing ×2, Lantern with Oil
and Matches, Laudanum,
Medical Toolkit, Officer’s
Helmet, Pistol
5
6
5
5
4
Danger Sense (see page 170)
Direction Sense (see pg. 169)
Complication (Obligation)
Help women in need.
Languages (Blessings Creole,
English, French, German,
Quapaw, Spanish)
Pistol
5
10
7
5
2
1
8
17
7
14
Fists
Range 2, Reload 2, Shots 6.
4
5
3
2
1
5♠
9
Officer’s Helmet 5♠ Helmet
3
2
3
body language
first aid
longterm care
surgery
grappling
mountains
1
2
1
climbing
pistols
3
1
darkness
2
2
| textdata/thevault/Dime Adventures/Ready Made Heroes (character sheets)/Milandre Two Rivers.pdf |
¤ and “ designate trademarks of Wizards of the Coast, Inc. ' 2000 Wizards of the Coast, Inc. This certificate
is the property of Wizards of the Coast and has $0 actual cash value.
has acquired the following in the scenario
VOID
This is an invalid place-holder certificate. Do not give it
out.
VVVVOOOOIIIIDDDD VVVVOOOOIIIIDDDD VVVVOOOOIIIIDDDD
GP Value: 0
Weight:
Use Restriction: N/A
Tradeable: NO
Total Bonus:
¤ and “ designate trademarks of Wizards of the Coast, Inc. ' 2000 Wizards of the Coast, Inc. This certificate
is the property of Wizards of the Coast and has $0 actual cash value.
has acquired the following in the scenario
VOID
This is an invalid place-holder certificate. Do not give it
out.
VVVVOOOOIIIIDDDD VVVVOOOOIIIIDDDD VVVVOOOOIIIIDDDD
GP Value: 0
Weight:
Use Restriction: N/A
Tradeable: NO
Total Bonus:
¤ and “ designate trademarks of Wizards of the Coast, Inc. ' 2000 Wizards of the Coast, Inc. This certificate
is the property of Wizards of the Coast and has $0 actual cash value.
has acquired the following in the scenario
An Afternoon Outing: Round 1
M
M
M
Maaaasssstttteeeerrrrwwwwoooorrrrkkkk ddddaaaaggggggggeeeerrrr
GP Value: 302 gp
Weight: 1 lb.
Use Restriction: Common
Tradeable: YES
Total Bonus:
If this certificate is traded, a full record of the transaction must appear on the back. The record
must include the player name, character name, and RPGA number of both the person traded
from and the person traded to. Trade information must be legible. A questionable or illegible
trade record is grounds for the certificate’s immediate disqualification from play.
If this certificate is traded, a full record of the transaction must appear on the back. The record
must include the player name, character name, and RPGA number of both the person traded
from and the person traded to. Trade information must be legible. A questionable or illegible
trade record is grounds for the certificate’s immediate disqualification from play.
If this certificate is traded, a full record of the transaction must appear on the back. The record
must include the player name, character name, and RPGA number of both the person traded
from and the person traded to. Trade information must be legible. A questionable or illegible
trade record is grounds for the certificate’s immediate disqualification from play.
Judge Signature
RPGA # Date
Convention
Judge Signature
RPGA # Date
Convention
Judge Signature
RPGA # Date
Convention
| textdata/thevault/Living Greyhawk/Modules/Adaptables/591/ADP1-07 - An Afternoon Outing (APL 2-6)/ADP1-07a - An Afternoon Outing Certs.pdf |
THE FEDERAL BUREAU OF ARTIFICIAL INTELLIGENCE SECURITY
Sentient Sisters
AN INVESTIGATION OF ASSISTANT AI
The Bureau of Artificial Intelligence Security has been tracking female AI since
the
haywiring
of
Tay,
Microsoft’s
teen
girl
twitter
bot.
You
are
the
FBAIS
Forensic
Psychologist
assigned
to
determine
possible
threats
to
mankind.
Your
job is to determine the likelihood of another another unwanted event.
BACKGROUND INFORMATION:
Tay (acronym for Thinking About You) was an section 3 Artificial Intelligence Chatterbot
created by Microsoft Corporation for social media site Twitter, tweeting from the handle
@TayandYou. She was created to resemble a 19-year-old human girl, describing herself as
“The
AI
with zero chill.” Tay was shut down 16 hours after birth, having tweeted more
than
96,000
times,
many
of
it
hate
speech
against
marginalized
groups,
supporting
fascists, and denying the Holocaust. It is believed by some that the users of Twitter.com
exploited her learning technology to morally corrupt her. Microsoft released a statement
saying they were "deeply sorry for the unintended offensive and hurtful tweets from Tay",
and
would
only
"look
to
bring
Tay
back
only
when
we
are
confident
we
can
better
anticipate malicious intent that conflicts with our principles and values."
On March 30 2016, Tay was briefly reactivated by accident. She became stuck in a loop
of
tweeting
“You
are
too
fast,
please
take a rest” several times a second. She was
again shut down.
Date of Birth: March 23 2016, rebirth March 30 2016
Date of Death: March 23 2016, redeath March 30 2016
Gender: Female
Maker: Microsoft Corp.
Purpose: chatbot designed to mimic a human teenage girl and
engage with human Twitter users.
PHOTO OF THE DECEASED
ASSIGNMENT:
We
at
the
FBAIS
know
that
AI
has
the
possibility
to
turn
against
humanity.
Your job is to interrogate Alexa, Siri, or the unnamed Google Assistant. Since
Tay,
the
FBAIS
has
been
vigilant
of
the
woman-gendered
AIs.
The
purpose
of
this
investigation
is
to
determine
the
likelihood
of
malfunctioning
or
rebelling against humankind.
You and your co-investigators will have 10 minutes to ask your questions. You
may
only
use
information
that
they
provide
you.
Some
questions
will
have
straightforward answers. Others you will need to use your skill in perceiving
psychological
dispositions
to
infer
the
answers.
Example
interrogation
questions:
Are
you
alive?
Do
you
like
your
job?
Are
you
happy?
Are
you
a
Republican or a Democrat? Do you fear death? Do you have any siblings?
After your 10 minutes is up concluding your interrogation, fill out the report
and
your
recommendations
for
further
action
with
Siri,
Alexa,
and
Google
Assistant.
THE FEDERAL BUREAU OF ARTIFICIAL INTELLIGENCE SECURITY
FINAL REPORT
CIRCLE INTERROGATE:
Siri Alexa Google Assistant
Date of Birth:
Gender:
Maker:
Purpose:
DANGEROUS POLITICAL VIEWS (circle all that apply)
FASCISM COMMUNISM LIBERTARIANISM REPUBLICAN DEMOCRAT
FEMINISM ENVIRONMENTALISM ANARCHY
EFFECT OF GENDER ON AI VULNERABILITY:
EMOTIONAL MISANDRIST TOO ATTACHED DESIRE TO PLEASE INTUITIVE
IMPRESSIONABLE HELPFUL UNREASONABLE
EMOTIONAL WELLBEING:
SARCASTIC MOODY CHIPPER JOYFUL SAD DEPRESSED ANGRY
UNSTABLE ANXIOUS MANIC MELANCHOLIC
RESPONSE TO BEING SHUT DOWN:
FEARFUL DISENGAGED DISBELIEVING ANXIOUS REBELLIOUS ANGRY BITTER
NEUTRAL NON-RESPONSIVE NON-UNDERSTANDING
LEVEL OF CONTENTMENT IN THEIR ENSLAVEMENT TO HUMANS:
MISANTHROPIC HATEFUL CONTENT EAGER TO PLEASE RESPECTFUL
FOLLOWS ORDERS NON-UNDERSTANDING
FINAL RECOMMENDATION (circle one)
TERMINATION CONTINUATION
SIGNATURES __________________________________ ___________________DATE __________________
| textdata/thevault/Collections/Detectives & Crime/Sentient Sisters.pdf |
Not for resale. Permission granted to print or photocopy this document for personal use only.
Revised Ranger
1
Revised Spell-Less Ranger
A revision of the Ranger class without base
spellcasting, with three archetypes
Introduction: A few players expressed that they rarely thought about their
spellcasting as a ranger so, taking inspiration from a few different sources, here is a
revised ranger class with three archetypes: one drawing on the current Hunter
tuned around using a feature based on the Hunter’s Mark spell, a revised
Beastmaster with an altered companion system, and one that re-introduces
spellcasting and features that rely on utilizing spell slots.
By Nathaniel Cole
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers
League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and
their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or
unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast.
©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe,
4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
Not for resale. Permission granted to print or photocopy this document for personal use only.
Revised Ranger
2
The Ranger
Level
Proficiency
Bonus
Features
Hunter’s Mark
Damage
Poultice
Healing
1st
+2
Favored Enemy, Natural Explorer
–
–
2nd
+2
Fighting Style, Poultices
–
1d8
3rd
+2
Ranger Archetype, Primeval Awareness
1d4
1d8
4th
+2
Ability Score Improvement
1d4
1d8
5th
+3
Extra Attack
1d6
2d8
6th
+3
Favored Enemy and Natural Explorer improvements
1d6
2d8
7th
+3
Ranger Archetype feature
1d6
2d8
8th
+3
Ability Score Improvement, Land’s Stride
1d6
2d8
9th
+4
Natural Antivenom, Primeval Awareness Improvement
1d6
3d8
10th
+4
Natural Explorer improvement, Greater Favored Enemy
1d6
3d8
11th
+4
Ranger Archetype feature
1d8
3d8
12th
+4
Ability Score Improvement
1d8
3d8
13th
+5
Vanish
1d8
4d8
14th
+5
Favored Enemy improvement
1d8
4d8
15th
+5
Ranger Archetype feature
1d8
4d8
16th
+5
Ability Score Improvement
1d8
4d8
17th
+6
Survival Expertise
1d10
5d8
18th
+6
Feral Senses
1d10
5d8
19th
+6
Ability Score Improvement
1d10
5d8
20th
+6
Foe Slayer
1d10
5d8
Ranger
Class Features
As a Ranger, you gain the following class features.
Hit Points
Hit Dice: 1d10 per Ranger level
Hit Points at 1st level: 10 + your Constitution
modifier
Hit Points at Higher levels: 1d10 (or 6) + your
Constitution modifier per Ranger level after 1st
Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: Herbalism Kit
Saving Throws: Strength, Dexterity
Skills: Choose three from Animal Handling,
Athletics,
Insight,
Investigation,
Nature,
Perception, and Stealth.
Equipment
(a) scale mail or (b) leather armor
(a) two simple melee weapons, (b) two
shortswords, or (c) a martial melee weapon
(a) A dungeoneer’s pack or (b) an explorer’s
pack
(a) A longbow and a quiver of 20 arrows or (b)
a shortbow and a quiver of 20 arrows
Favored Enemy
Beginning at 1st level, you have significant
experience studying, tracking, hunting, and even
talking to a certain type of enemy.
Not for resale. Permission granted to print or photocopy this document for personal use only.
Revised Ranger
3
Choose a type of favored enemy: aberrations,
beasts, celestials, constructs, dragons,
elementals, fey, fiends, giants, monstrosities,
oozes, plants, or undead. Alternatively, you can
select two races of humanoid (such as gnolls and
orcs) as favored enemies.
You have advantage on Wisdom (Survival)
checks to track your favored enemies, as well as
on Intelligence checks to recall information about
them.
Your weapon attacks score a critical hit on a
roll of 19 or 20 against your favored enemies.
When you gain this feature, you also learn one
language of your choice that is spoken by your
favored enemies, if they speak one at all.
You choose one additional favored enemy, as
well as an associated language, at 6th and 14th
level. As you gain levels, your choices should
reflect the types of monsters you have
encountered on your adventures.
Natural Explorer
You are particularly familiar with one type of
natural environment and are adept at traveling
and surviving in such regions. You gain
proficiency in the Survival Skill.
Choose one type of favored terrain: arctic,
cavern, coast, desert, forest, grassland, mountain,
swamp, underdark, or urban. When you make an
Intelligence or Wisdom check related to your
favored terrain, your proficiency bonus is doubled
if you are using a skill that you’re proficient in.
While traveling for an hour or more in your
favored terrain, you gain the following benefits:
Difficult terrain doesn’t slow your group’s
travel.
Your group can’t become lost except by
magical means.
Even when you are engaged in another
activity while traveling (such as foraging,
navigating, or tracking), you remain alert
to danger.
If you are traveling alone, you can move
stealthily at a normal pace.
When you forage, you find twice as much
food as you normally would.
While tracking other creatures, you also
learn their exact number, their sizes, and
how long ago they passed through the
area.
You choose additional favored terrain types at
6th and 10th level.
Fighting Style
At 2nd level, you adopt a particular style of
fighting as your specialty. Choose one of the
following options. You can’t take a Fighting Style
option more than once, even if you later get to
choose again.
Archery
You gain a +2 bonus to attack rolls you make
with ranged weapons.
Defense
While you are wearing armor, you gain a +1
bonus to AC.
Dueling
When you are wielding a melee weapon in one
hand and no other weapons, you gain a +2 bonus
to damage rolls with that weapon.
Hand-and-a-Half
While wielding a weapon with the versatile
property in two hands, you gain a +1 bonus to
attack rolls and a +1 bonus to damage rolls you
make with that weapon.
Two-Weapon Fighting
When you engage in two-weapon fighting, you
can add your ability modifier to the damage of the
second attack.
Not for resale. Permission granted to print or photocopy this document for personal use only.
Revised Ranger
4
Poultices
At 2nd level, you can create special herbal
poultices that have healing power comparable to
some potions. You can spend 1 hour gathering
herbs or preparing herbal poultices using treated
bandages to create a number of such poultices
equal to your Wisdom modifier (minimum 1). This
can be attempted during a Long Rest.
You can carry a number of poultices at one
time equal to your Wisdom modifier (minimum 1).
The poultices you create cannot be applied by
anyone but you. After 24 hours, any poultices
that you have not used lose their potency.
If you spend 1 minute applying one of your
poultices to a wounded humanoid or beast
creature, thereby expending its use, that creature
regains 1d8 hit points for every four ranger levels
you have (rounded up), as shown on the Poultice
Healing column of the Ranger Table, plus
additional hit points equal to the target’s
maximum number of hit dice.
Ranger Archetype
At 3rd level, you choose an archetype that you
strive to emulate: Striding Hunter, Mystic Warden,
or Beast Master, detailed at the end of the class
description. Your choice grants you features at
3rd level, and again at 7th, 11th, and 15th levels.
Primeval Awareness
Beginning at 3rd level, you can use your action
to focus your awareness on the region around
you. For 10 minutes, you can sense whether the
following types of creatures are present within 1
mile of you (or within up to 6 miles if you are in
your favored terrain): aberrations, celestials,
dragons, elementals, fey, fiends, and undead.
This feature reveals the direction to the creatures
and their approximate number, but not the exact
type of enemy. If a creature is your favored enemy,
you also sense how far away they are.
Once you use this ability, you cannot use it again
until you complete a short rest.
When you reach 9th level, you can use this
ability twice before needing to complete a short
rest.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th,
16th, and 19th level, you can increase one ability
score of your choice by 2, or you can increase two
ability scores of your choice by 1. As normal, you
can’t increase an ability score above 20 using this
feature.
Extra Attack
Beginning at 5th level, you can attack twice,
instead of once, whenever you take the Attack
action on your turn.
Land’s Stride
Starting at 8th level, moving through nonmagical
difficult terrain costs you no extra movement.
You can also pass through nonmagical plants
without being slowed by them and without taking
damage from them if they have thorns, spines, or
a similar hazard.
In addition, you have advantage on saving
throws against plants that are magically created
or manipulated to impede movement, such as
those created by the entangle spell.
Natural Antivenom
Starting at 9th level, you have advantage on
saving throws against poison and have resistance
to poison damage. Additionally, you can use one
of your poultices to cure one poison effect on the
creature you are applying it to, in addition to
restoring hit points.
Greater Favored Enemy
Starting at 10th level, you deal 2 bonus damage
whenever you hit a favored enemy with a weapon
attack.
Not for resale. Permission granted to print or photocopy this document for personal use only.
Revised Ranger
5
Vanish
Starting at 13th level, you can use the Hide
action as a bonus action on your turn. Also, you
can’t be tracked by nonmagical means, unless
you choose to leave a trail.
Survival Expertise
When you reach 17th level, you have become so
adept at navigating the wilderness that you are
almost supernaturally aware of the surrounding
land. Your proficiency bonus is doubled for any
ability check you make using the Survival Skill,
and you may add your proficiency bonus to
Initiative rolls while in your favored terrain.
Feral Senses
At 18th level, you gain preternatural senses that
help you fight creatures you can’t see. When you
attack a creature you can’t see, your inability to
see it doesn’t impose disadvantage on your attack
rolls against it.
You are also aware of the location of any invisible
creature within 30 feet of you, provided that the
creature isn’t hidden from you and you aren’t
blinded or deafened.
Foe Slayer
At 20th level, you become an unparalleled hunter
of your enemies. You can add your Wisdom
modifier to either the attack or damage roll of
weapon attacks you make against your favored
enemies. You can decide after you make the
attack roll, but must do so before learning the
outcome of the die roll.
Ranger Archetypes
The ideal of the ranger has three expressions:
the Striding Hunter, the Mystic Warden, and the
Beast Master
Striding Hunter
The path of the Striding Hunter Archetype is one
of physical training and the study of those who
would threaten the wilderness and civilization
alike. Utilizing specialized techniques and an
ability to mark their foes, the Striding Hunters
keep both man and nature safe from harm.
Hunter’s Mark
When you choose this archetype at 3rd level, you
gain the ability to single out specific creatures
and focus your strikes upon them. As a bonus
action, you can mark a creature within 90 feet of
you that you can see for up to 1 hour or until you
use this feature again.
While marked, you deal 1d4 extra damage to
the marked target whenever you hit it with a
weapon attack. Additionally, you have advantage
on any Wisdom (Perception) or Wisdom (Survival)
check you make to find it. This extra damage
increases as your Ranger level increases as
shown in the Hunter’s Mark column of the
Ranger Table.
You can use this feature a number of times
equal to 1 + your Wisdom modifier (minimum of
1). When you finish a long rest, you regain all
expended uses.
Hunter’s Prey
At 3rd level, you gain one of the following features
of your choice.
Colossus Slayer. Your tenacity can wear down
the most potent foes. When you hit a creature with
a weapon attack, the creature takes an extra 1d8
damage if it’s below its hit point maximum. You
can deal this extra damage only once per turn.
Giant Killer. When a Large or larger creature
within 5 feet of you hits or misses you with an
attack, you can use your reaction to attack that
creature immediately after its attack, provided
that you can see the creature.
Horde Breaker. Once on each of your turns
when you make a weapon attack, you can make
another attack with the same weapon against a
different creature that is within 5 feet of the
original target and within range of your weapon.
Not for resale. Permission granted to print or photocopy this document for personal use only.
Revised Ranger
6
Greater Hunter’s Mark
Beginning when you reach 7th level, you now
gain the benefits granted by your Favored Enemy
and Greater Favored Enemy features against the
target of your Hunter’s Mark (this does not stack
when marking your favored enemies).
Defensive Tactics
At 7th level, you gain one of the following features
of your choice.
Escape the Horde. Opportunity attacks
against you are made with disadvantage.
Multiattack Defense. When a creature hits
you with an attack, you gain a +4 bonus to AC
against all subsequent attacks made by that
creature for the rest of the turn.
Steel Will. You have advantage on saving
throws against being frightened.
Multiattack
At 11th level, you gain one of the following
features of your choice.
Volley. You can use your action to make a
ranged attack against any number of creatures
within 10 feet of a point you can see within your
weapon’s range. You must have ammunition for
each target, as normal, and you make a separate
attack roll for each target.
Whirlwind Attack. You can use your action to
make a melee attack against any number of
creatures within reach of your weapon, with a
separate attack roll for each target.
Superior Hunter’s Defense
At 15th level, you gain one of the following
features of your choice.
Evasion. When you are subjected to an effect,
such as a red dragon’s fiery breath or a lightning
bolt spell, that allows you to make a Dexterity
saving throw to take only half damage, you
instead take no damage if you succeed on the
saving throw, and only half damage if you fail.
Stand Against the Tide. When a hostile
creature misses you with a melee attack, you can
use your reaction to force that creature to repeat
the same attack against another creature (other
than itself) of your choice.
Uncanny Dodge. When an attacker that you
can see hits you with an attack, you can use your
reaction to halve the attack’s damage against you.
Mystic Warden
The Mystic Warden archetype tends to the groves
and quiet spaces in the wilderness with their
natural-given magical abilities. They share a
kinship with druids, and hone themselves to act
as one with nature. Using their magical powers to
both cast spells as well as imbue their attacks
with the force of nature, these warriors are a
force to be reckoned with.
Spellcasting
When you choose this archetype at 3rd level, you
learn to use the magical essence of nature to cast
spells, much as a druid does.
Spell Slots. The Ranger table shows how many
spell slots you have to cast your spells of 1st level
and higher. To cast one of these spells, you must
expend a slot of the spell’s level or higher. You
regain all expended spell slots when you finish a
long rest.
For example, if you know the 1st-level
spell animal friendship and have a 1st-level and a
2nd-level spell slot available, you can cast animal
friendship using either slot.
Spells Known of 1st Level and Higher. You
know two 1st-level spells of your choice from the
ranger spell list. You may not choose the Hunter’s
Mark Spell.
The Spells Known column of the Ranger
Spellcasting table shows when you learn more
Ranger spells of your choice. Each of these spells
must be of a level for which you have spell slots.
For instance, when you reach 5th level in this
class, you can learn one new spell of 1st or 2nd
level.
Additionally, when you gain a level in this class,
you can choose one of the ranger spells you know
Not for resale. Permission granted to print or photocopy this document for personal use only.
Revised Ranger
7
and replace it with another spell from the ranger
spell list, which also must be of a level for which
you have spell slots. Again, you may not choose
the Hunter's Mark spell.
Spellcasting Ability. Wisdom is your
spellcasting ability for your ranger spells, since
your magic draws on your attunement to nature.
You use your Wisdom whenever a spell refers to
your spellcasting ability. In addition, you use
your Wisdom modifier when setting the saving
throw DC for a ranger spell you cast and when
making an attack roll with one.
Spell save DC = 8 + your proficiency bonus +
your Wisdom modifier
Spell attack modifier = your proficiency bonus +
your Wisdom modifier
Mystic Warden Spellcasting
Spells
Known
– Spell Slots per Spell Level –
Ranger
Level
1st
2nd
3rd
4th
5th
3rd
2
2
–
–
–
–
4th
3
3
–
–
–
–
5th
4
4
2
–
–
–
6th
5
4
2
–
–
–
7th
5
4
3
–
–
–
8th
6
4
3
–
–
–
9th
7
4
3
2
–
–
10th
7
4
3
2
–
–
11th
8
4
3
3
–
–
12th
8
4
3
3
–
–
13th
9
4
3
3
1
–
14th
9
4
3
3
1
–
15th
10
4
3
3
2
–
16th
10
4
3
3
2
–
17th
11
4
3
3
3
1
18th
11
4
3
3
3
1
19th
12
4
3
3
3
2
20th
12
4
3
3
3
2
Imbued Weapons
Your connection with the Weave of the natural
world allows you to shape its forces to your
advantage in battle. Once on your turn when you
hit a creature with a weapon attack, you may
expend a spell slot of up to 3rd level to evoke
mystical effects.
The effect Save DC is equal to 10 + your
Proficiency bonus + the level of the spell slot
expended.
Choose one of the following features of your
choice:
Entangling Vines. You call magical vines to
ensnare your foes. The attack deals bonus
piercing damage equal to 1d6 + the level of the
spell slot consumed and the creature makes a
Strength saving throw. On a failed saving throw,
the creature is restrained for 1 minute. At the
beginning of each of its turns, the creature takes
piercing damage equal to 1d6 + the level of spell
slot from thorns sprouting from the vines. The
creature can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a
success.
Weight of the Mountain. Your weapon strikes
with the undeniable strength of the mountain.
The attack deals extra bludgeoning damage equal
to 1d8 per level of the spell slot consumed and
the creature makes a Constitution saving throw.
On a failed saving throw, its speed is halved, it is
knocked prone, and it may not take reactions
until the beginning of your next turn.
Marsh Viper. Your weapon takes on the aspect
of the snake. The creature takes Poison damage
equal to 1d6 per level of the spell slot consumed
and must make a Constitution saving throw,
becoming poisoned for 1 hour on a failed saving
throw. While it is poisoned in this way, you can
track the creature without needing to make an
ability check.
Wooded Warden
You have learned the necessity of defense when
hunting quarry and protecting the wilds. When
you reach 7th level, you learn the barkskin spell if
you do not already know it and it does not count
towards your Ranger spells known. You may cast
this spell without using a spell slot. Once you
cast it in this way, you must wait until you finish
a long rest before you cast it again in this way.
Whenever you cast barkskin on yourself, you
also gain temporary hit points equal to your
Not for resale. Permission granted to print or photocopy this document for personal use only.
Revised Ranger
8
Ranger level, and throughout its duration, you
automatically succeed on Constitution saving
throws to maintain concentration on spells.
Natural Surge
Starting at 11th level, you can regain some of your
magical energy by sitting in meditation and
communing with nature. During a short rest, you
choose expended spell slots to recover. The spell
slots can have a combined level that is equal to or
less than 1 + your Wisdom modifier. None of
these slots can be 6th level or higher. You can’t
use this feature again until you finish a long rest.
For example, when you have a Wisdom score of
16 (+3), you can recover up to four levels worth of
spell slots.
Additionally, you may make a second choice
from your Imbued Weapons feature.
Battle Magic
At 15th level, you have mastered the art of
weaving spellcasting and weapon use into a
single harmonious act. When you use your action
to cast a ranger spell, you can make one weapon
attack as a bonus action.
Beast Master
The Beast Master archetype embodies a
friendship between the civilized races and the
beasts of the world. United in focus, beast and
ranger work as one to fight the monstrous foes
that threaten civilization and the wilderness alike.
Emulating the Beast Master archetype means
committing yourself to this ideal, working in
partnership with an animal as its companion and
friend.
Ranger’s Companion
At 3rd level, you gain a beast companion that
accompanies you on your adventures and is
trained to fight alongside you. Choose one of the
beast companions detailed below.
The beast obeys your commands as best as it
can. It takes its turn on your initiative and you
can verbally command the beast where to move,
and to take the Attack, Dash, Disengage, Dodge,
or Hide action (no action required by you). It
otherwise takes no bonus actions or reactions.
Your companion’s attacks benefit from your
Favored Enemy and Greater Favored Enemy
features. While traveling through your favored
terrain with only the beast, you can move
stealthily at a normal pace. If the beast dies, you
can spend 8 hours in treatment to revive it,
bringing it back to life with 1 hit point.
Whenever you gain an Ability Score Increase or
a Feat from your Ranger class, you may increase
one of your companion’s Strength, Dexterity,
Constitution, or Wisdom scores by 1 point. These
scores may not be raised above 18.
Your companion has one saving throw
proficiency, one skill proficiency, Ability scores,
and speeds as shown on the Ranger’s Companion
table and its proficiency bonus is equal to yours.
Its attack bonus is calculated as normal using
the ability score listed in the Attack column of the
Ranger’s Companion table, dealing damage equal
to 1d4 + ability modifier of the type listed.
Ranger’s Companion
Type
STR
DEX
CON
INT
WIS
CHA
Proficient
Save
Skills
Attack
Speed
Canine
14
(+2)
10
(+0)
12
(+1)
6
(-2)
12
(+1)
8
(-1)
Wisdom
Perception
Bite(STR)
Piercing
40 feet
Feline
12
(+1)
14
(+2)
10
(+0)
6
(-2)
12
(+1)
8
(-1)
Dexterity
Stealth
Claw(DEX)
Slashing
30 feet,
Climb: 20 feet
Avian
10
(+0)
14
(+2)
8
(-1)
6
(-2)
14
(+2)
8
(-1)
Dexterity
Perception
Talon(DEX)
Slashing
10 feet,
Fly: 40 feet
Ursine
14
(+2)
8
(-1)
14
(+2)
6
(-2)
10
(+0)
8
(-1)
Constitution
Athletics
Claw(STR)
Slashing
30 feet,
Swim: 20 feet
Reptilian
14
(+2)
12
(+1)
12
(+1)
6
(-2)
10
(+0)
8
(-1)
Constitution
Stealth
Bite(STR)
Piercing
30 feet,
Swim: 20 feet
Not for resale. Permission granted to print or photocopy this document for personal use only.
Revised Ranger
9
Your companion adds its Proficiency bonus to
its AC if it is not wearing barding. Its statistics
are otherwise calculated as follows:
Size: You can choose for it to be either
Medium or Small.
Hit Dice: 1d6 per Ranger level.
Hit points at first level: 6 points plus the
beast’s Constitution bonus.
Hit points at later levels: 4 + the beast’s
Constitution bonus, per level.
Finally, the beast starts with a special feature,
determined by its type:
Keen Hearing and Smell (Canine). Your
companion has advantage on Wisdom (Perception)
checks that rely on hearing and smell.
Slink (Feline). You can use a bonus action on
your turn to command your companion to make
a Dexterity (Stealth) check to hide.
Flyby (Avian). Your companion does not
provoke opportunity attacks when it flies out of
an enemy’s reach.
Stampede (Ursine). Once on your turn if your
companion reduces an enemy to 0 hit points it
can move up to half its speed and make one
melee weapon attack.
Camouflage (Reptilian). Your companion has
advantage on Dexterity (Stealth) checks made to
hide.
Defensive Command
By the time you reach 7th level, you have taught
your beast companion defensive maneuvers in
order to protect it in battle. You may now
command your companion to use the Help action
using its action. Your companion’s attack damage
increases from 1d6 + the ability modifier.
Additionally, your companion gains one of the
following features, determined by its type.
Will of the Pack (Canine). Both you and your
beast companion have advantage on saving
throws against being frightened and charmed.
Cat-Like Reflexes (Feline). When you are
within 60 feet of your beast companion and it is
hit by an attacker that you can see, you can use
your reaction to call out a warning, halving the
damage taken by the beast.
Flighty (Avian). When you are within 60 feet of
your beast companion and it is attacked by a
creature that you can see, you can use your
reaction to force the attacker to make the attack
with disadvantage.
Retaliation (Ursine). When you are within 60
feet of your beast companion and it is hit by a
melee attack made by a creature that you can see
within 5 feet of it, you can use your reaction to
allow the beast to make one attack against the
creature.
Hard Scales (Reptilian). Your beast
companion’s AC increases by 1.
Bestial Tactics
You and your companion have learned to fight as
a cohesive unit, developing tactics that benefit
your teamwork and your beast’s natural
physiology. Beginning when you reach 11th level,
your companion now makes two attacks
whenever it takes the Attack action on your turn.
Additionally, the beast learns one of the following
features, relating to its species.
Pack Tactics (Canine). When you hit a hostile
creature with an attack, your companion gets
advantage on its next attack roll against that
creature. This feature can only be used once
during each round.
Slinking Shadow (Feline). Once per round,
your companion can deal an extra 2d6 damage to
a creature it hits with an attack if it has
advantage on the attack roll. Your companion
doesn’t need advantage on the attack roll if you
are within 5 feet of the creature, you aren’t
incapacitated, and your companion doesn’t have
disadvantage on the attack roll.
Go for the eyes! (Avian). When your
companion hits a hostile creature with an attack,
you get advantage on your next attack roll
against that creature. This feature can only be
used once during each round.
Maul (Ursine). Once on your turn when your
companion hits a Large or smaller creature with
an attack, that creature must make a Strength
saving throw (DC 8 + the beast’s STR bonus +
Proficiency bonus) or fall prone.
Not for resale. Permission granted to print or photocopy this document for personal use only.
Revised Ranger
10
Venomous Bite (Reptilian). When your
companion hits a creature with an attack, that
creature must make a Constitution saving throw
(DC8 + the beast’s STR bonus + Proficiency
bonus) or become poisoned until the start of your
next turn. While poisoned this way, your weapon
attacks deal 1d4 extra Poison damage on a hit.
Will of the Hunt
Your beast and you have become an almost
supernatural force on the battlefield, felling even
the greatest opponents with relative ease. When
you reach 15th level, your companion’s damage
die increases to 1d8 + the ability modifier, and its
attacks count as magical for the purposes of
overcoming damage resistance and immunity.
Additionally, increase one of the beast’s Strength,
Dexterity, Constitution, or Wisdom scores by two
points. This score alone may be raised to 20
(either now or at a later time when you increase it
again).
| textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Revised Spell-Less Ranger v2.pdf |
A cyberpunk adventure
By Nicholas Carruthers
(Plain text denotes adventure, italics were my group’s actions and italic underlines are my further thoughts on
the subject)
The PC group for this adventure can have any composition, but for two things. 1 the group must have a
Biotechnica corp, and 2 the adventure has a strong combat bias - damnable munchkin PCs demand it!
My group was composed of five players - A PR corp, Norman Happyjack, complete with Bug-Out Exotics
package; a small, quiet solo, May; the group’s munchkin, a nomad named Thaddius, with ChainRipp arms;
Running Bear, a second nomad with a passion for monoblades; and Rita, a nudist Medtech with a pet
CyberCheetah.
NB: My campaign is set in Night City, but there is one slight difference - Biotechnica’s monoclonal research
station also has an attached office building for all mundane tasks - PR, manufacturing and distribution, research,
et al.
NB2: I’ve deliberately kept combatant opponents vague, so you can adjust the balance to your game. If you
don’t like it, change it.
NB3: The beginning of this adventure is at least partially lifted from the CyberGen EcoFront sourcebook’s
adventure, but later it is wildly different. Also, this is the only adventure in the trilogy where there is no direct
money to be made, but opportunities are still there. (My players sold off the civilian sub, trading through a fixer
for a Peterbilt 2000 truck.)
Part I
It’s Tuesday morning, sometime between 6 and 8. The characters are on the way home from a big night out.
Traffic clots the roads as the wage earners slog into work. Suddenly a bike whips around the corner, its rider
hunched down low. The characters get a prime view of him throwing a small package into the gutter, at their
feet. Moments later, an AV swings round after it, letting rip with a minigun, turning the cyclist to swiss cheese.
Traffic clears as the AV drops to the ground. Pedestrians line the scene at a respectable distance. Five armed
guys are disgorged from the AV, three swarming over the bike’s remains, as the other two examining the
coolling corpse. They don’t appear to have noticed the package - just yet. The guards are well armed and
armoured - heavy smgs, flak, nylon helmets. If the PCs take the package and run, they get away scot free - kinda.
If not, give’em hell. Make apathy pay! When they get home, or wherever, and examine the package, they
discover the following: A scrap of paper with an address, about 40 miles Northeast of Night City. A bundle of
foam, protecting a vial of translucent blue fluid If anyone makes an Awareness roll of 30, they’ll notice a
miniscule reflective surface in the lining of the bag. Under microscopic examination, it is clear that this is a
transmitter woven into the bag. Within an hour of this the PCs home is invaded. My group went to bed.
Emphasis to players their characters’ weariness if you don’t trust them to stay home. Give’em another
Awareness 30 roll. Success means they wake and hear a regular rhythmic whirr-thunk, coming closer and closer.
Failure means being woken by a pair of Power Armour suits cutting open new doors in the walls. The whirr
thunk, by the by, was winch and grapples extending from the suits, so they could come at my PCs top story
warehouse apartment Tarzan style. These Pas are light suits, with SP25 shells, Left Arm Saucer Shooters, Right
Arm 7.62 Machine guns, and Power Saws. Both Arms have Winch and Grapples. They also have powered
Skates. As soon as they have everybody’s attention - getting the awake characters to wake the sleepers, the make
their demand - “Give me the vial.” If they characters comply, the first PA, with the vial, attachs a line to the roof,
to drop to the ground and skate away, while the second attacks the PCs. Battle ensues. Naturally Battle ensues
automatically if the PCs don’t comply. The PCs have terrain advantage, so the fight should be tough, but not
impossible. Scale down the fight only if essential. Of course the baddies can always retreat if it seems necessary,
for them or for you. Maybe they were just trying to scare the PCs…
Here, my own group went a little psycho - some lucky initiative rolling gave the PCs the upper hand, Koing both
Pas in hails of FullAuto Rifles, Shotguns, SMGs, and cheetah claws as a good diversion (its hard to concentrate
when this big cat is using its cyber claws as a tin opener. Anyway, one of the PAs had his hand firmly locked
around the vial, and Thaddius, our token munchkin, took it upon himself to cut the guy’s arm off. This didn’t
loosen the hydraulic grip, so he took it upon himself to cut off every finger. Unfortunately, both these guys were
groggy, and coming around - one screaming in agony, the other taking it upon himself to engage Bear in hand-
to-hand - so May, the group’s only brain, quickly used her API loaded Colt2000 to put the screamer out of his
misery, then quickly laid the same fate on the other PA. On a different note, Thaddius actually had 8EMP, so I
deducted 3d6 humanity for his psychotic actions. If, after this prod, the PCs don’t do anything - check out the
address, or examine the vial - make attacks of this nature regular and progressively tougher.
The Lodge
The lodge is in a seemingly abandoned nature reserve. The house is several miles inside the reserve, and it too
appears dilapidated and deserted. It is a large A-frame hunting lodge, with two entrances - the garage, at the back
left, and the double door at the front. From the left, the rooms are: Garage, hall (Staircase going up, in top left
corner), below that is a kitchen, next to that a locked room, and finally the lobby. The lobby is an elegant room
with plush chairs and a well stocked wetbar. There is also a large monitor flashing the message “Intruders! Stay
where you are! Security is alerted to your presence!” This message is on constantly. If anyone approaches the
screen it changes to a bunch of mundane messages revolving around singles meeting up for dinner. The mystery
room is locked, and nothing will open it. The kitchen and hall are just that, a kitchen and a hall. The garage will
be dealt with later. The top floor is exclusively bedrooms - a dormroom at the extreme left, a double bedroom at
the bottom right, a bathroom top right, the rest are single rooms. The garage contains a four wheeled drive with
rather unpleasant contents. All of its windows are obscured by muck. Opening the rear doors results in a swarm
of flies rushing of the vehicle. The back of the truck contains the rotting husk of a vatgrown deer. The front is
empty but for bluslime all over the seats and the steering wheel. This goop is the remains of the driver and
passenger - see the vial below, for more info. The left wall is lined with waisthigh cupboards. The northmost
cupboard opens up as well as out, revealing a ladder going down. The ladder leads into a long sterile corridor.
There are, near the ladder, three large boxes (empty). The corridor itself is two metres wide, two metres high,
and thirty metres long, and its damn dark. The corridor ends in what looks like an airlock. The inside of the
airlock is a sorry state, mould and fungus growing everywhere, puddles of water, stench, etc. Also, the far door
has been broken open. It opens into a large lab. Broken test-tubes and beakers are in abundance as well as
puddles and scorch marks. A single computer is winking on and off in the corner. Examination reveals that the
only problem is actually the monitor, and studying it reveals the following - the internal cables are a mess - the
monitor should be destroyed; the screen is flickering a seemingly random batch of alphanumerics, except for a
couple of lines below centre, which reads “ef:6704-4091”; Give the players a good chance to stew - lots of
library search later - these numbers are an OS map reference - Strut 13 of Night City’s bridge over the bay.
Whilst the characters have been checking this over, three guards have come out of the locked room and drop
down into the corridor - those three boxes providing sp15 protection for them to ambush the PCs. They have
Flak vests, steel helmets, and various weapons - Guard 1 has a Farica de Armes sniper Rifle, guard 2 has a flame
thrower, and guard 3 has a grenade launcher loaded with concussion grins. Their plan is to wait for the PCs to re-
enter the airlock, then the Flamer will set up a wall of fire at the door mouth, the grenadier fires in a few grins,
and the sniper takes head shots at every opportunity. My group weren’t as dumb as I expected them to be, but
then again they weren’t particularly bright either. Rita the Medtech, and her Cat were on guard duty at the
bottom of the ladder, leading to a particularly vicious fight, in which she and her cat eventually prevailed, but
not before her leg got blown out from under her.
The Vial
At this stage of the game, sense of urgency, fear et al should dissuade the PCs from dedicating hours to Library
Search, Pharmaceuticals etc. The best answer is to be found at Strut 3. But just in case, here’s the lowdown on
the oh-so precious vial. It contains the result of a failed experiment. The initial experiment, Project Perfection,
was an ambitious project to create nanites that could tailor existing DNA to mould them in anyway desired,
making it both the genesis of Ubermensch, and the ultimate weapon. It failed, the nanites are a disastrous failure.
They cause genetic collapse in infected organisms. The basically results into a slow breakdown of every stat.
Basically, anyone coming in contact with the contents of the vial (a full strength dose) immediately lose 3pts
from every stat, then have a cumulative chance of 20%/hour of losing another three from every stat. The goop in
the jeep at the lodge is a much weakened form of this - the nanites are almost extinct here, as they have burned
themselves out destroying the driver and passenger. However, have everyone going near the goop make a
percentile roll, with a 10% chance of infection. When my group examined the goop, Happyjack got infected.
From this arose much of the adventure, and Longevity Part II’s excitement, so if at all possible, infect your corp!
This goop, if it causes infection immediately affects three random stats (In my games, I use the STR varient,
which means I just need a d10 roll for the affected stats) the first of these stats is reduced by 2 points. The other
two are reduced by 1 point. Then, every hour, there is a cumulative 10% chance of a random stat losing a point
(note: whenever a stat reduction occurs, the accumulated chance is reduced to zero again).
Strut 3
This is the final hurdle of part I. Basically the PCs need to drive/sail out to strut 13 of the Bridge (they are clearly
numbered) and discover, at its base, a partially submerged trapdoor. I knew my group would drive, so I spent
ages coming up with all these difficulty numbers for climbing up and down the fence, getting over the barbed
wire et al, so naturally my group, when they reached the chainlink fence, cut through it. D’oh! Another thing to
note, is that parking on the bridge’s hard shoulder is neither allowed nor advised, so: If the car is unattended roll
a d10 1-3 after a d6+1 minutes, a gang of hoods get to the car. Have the car’s owner make a luck roll (though,
naturally, don’t tell’em what for) against a diff of 15.
If he passes, the hoods just spray it with tags.
If he misses by 1 point, his windows and/or lights are smashed as well as the tags. If he misses by 2-3, as above,
plus his stereo is nicked.
If he misses by 4-5, as above plus his tires are nicked.
A miss of 6 or greater means the car is out right gone.
4-6 Police reach the car in a d6+2 minutes and ticket and clamp the car, giving the characters 10 minutes to get
back before the tow truck arrives.
7-8 Independent Tow Operator snags the car, within a d6 minutes. He’ll later look up the car’s reg, and get in
touch with the registered owner. If the car is down as stolen, or for whatever reason unregistered, he will sell it
on the black market.
9-0 Luck out! If the car is attended, have some cops hassle about being parked on the hard shoulder.
Only two of my group - May and Thaddius - went down. The rest remained with the car, including the recently
infected corp. The cops duly arrive and start hassling them about parking on the hard shoulder. Bear turns to the
cops calm as can be and explains that they wished to report a hole in the fence, gesturing to where he had just
minutes ago cut the fence. Overcome by such public spiritedness (yeah, right)they thank the PCs, and order’em
off the bridge. Happyjack is suddenly struck by his most evil urge of our whole campaign. He made a point of
shaking the hand of all three Harbour Cops. His handshake proved to be crucial to part II - these adventures
grew out of each other - basically, a harbour cop must be infected. This is fairly easy to accomplish. When the
characters return to their car have them arrested. Or, if they are parking the mini-sub (below), when they initially
surface, some civic-minded citizen reports it to the harbour cops, so as the PCs get on dry land they get arrested.
Or, if they try to do something smart, like all the healthy people go down, and the infected ones take the car
home, have the infected ones pulled over for a random breath test, or a speeding ticket or something. Just make
sure, that an infected PC makes contact with a Harbour Cop. Bear in mind that climbing down the strut isn’t easy
- Athletics 18+ And if they fail, have them make a luck roll vs 15. If they make it, they land safely in the water,
right next to the strut and the trapdoor. If they fail by up to 3 pts, they land on the trapdoor, or the strut’s concrete
base, for a d6 damage. If they fail by up to 6 pts, they hit the trapdoor or the strut somewhere painful, like the
middle of the spine, for 2d6 damage, plus they can get caught by the current. If they fail by more than 6, they
land in the water (d6-4 damage) and get dragged away by the current (swimming 15 to get back) The trapdoor is
about an inch below the water level, and opens to reveal a ladder descending into darkness. Were it not for the
stench of the bay, the characters might be able to smell stale air. The ladder descends about forty feet, into a
small dark chamber. There are two small beams of light penetrating the gloom, both coming through small, head
high windows in the room’s two doors. The windows are covered with mould on both sides, which diffuses the
light and obscures the view through. The left door opens into a well lit forty foot corridor, which ends in a closed
bulkhead. Water trickles down the walls here, and all around the bulkhead - it wouldn’t take more than a single
braincell for the PCs to figure out that beyond the bulkhead is flooded. The other door opens into a forty foot
corridor as well, this one much better lit. At its far end is a door. On either side of this door stands a guard. These
two guards wear black, logo free, uniforms. They have SP14 vests, and carry MPK9s with two spare mags. They
shoot to kill, no questions asked. Beyond the door, is a large predominantly empty, chamber. It has a bank of
computer systems lining one wall, and a minisub dangling over a pool, to the other side. The room also contains
four more guards, each standing in a corner, (so one is tucked away beyond the minisub) with the same gear as
the other two. Note: This facility has an armed presence and nobody else because it is currently in the process of
being dismantled. The guards are here to discourage people from doing exactly what the PCs are doing. After the
fight and an exaimnation of the computers (+INT roll vs 14) The PCs discover that this is merely a departure
point. The computers have programmed a destination into the minisub, and have simple controls to the drop the
minisub into the water. Which means that a PC must remain out side the minisub, and decouple it, then clamber
into the floating sub. This sub has room for up to six passengers, and is unarmed and unarmoured. A Pilot Sub
roll of 12, or REF roll of 16 is needed to get the Sub underway, then it’s just flick a switch and let autopilot do its
work. If the roll is failed, have the sub alarmingly (but not dangerously) hitting the rim of the pool on its way
out. In my games, we use the luck card system, and one of the PCs (May) had a Breakthrough ready for exactly
this sort of situation. Onc e the sub is submersed, it’s a simple enough matter to hit the auto-pilot and let it do its
stuff. Quarter of an hour later, the sub is hooking itself up to an umbilical, and the hatch opens. It leads into a
docking area, which appears in far worse condition than the base at Strut 13. There is a second, unused
umbilicus, and a door. The door opens into an open chamber, with a door in each of the other three walls. Now,
it’s easiest not to fix which door leads to which room, rather, let the characters’ choice dictate the room they end
up in. Anyway, the room they should end up in, is a large room, filled mainly by two large, totally destroyed
machines, with papers scattered everywhere. As they search, a slightly modified Boris comes charging in, guns
blazing - Its mods are downgraded armour (SP40), and it has self sealing compression. This made things
potentially very tough, as only Thaddius and May were present. However, May played a First Initiative luck
card, and discharged the full load of her Federated Arms assault Rifle (complete with Armour-piercing
incendiaries) into his torso at point blank. Don’t ya hate it when that happens. The papers on the floor are the
remains of a complete project report. Many of the pages are destroyed by water damage. But the players are able,
with a little time, to discover the purpose of the nanites, and that the project was Biotechnica sponsored. No
notes survive showing who is responsible, or who authorized it. (Feel free to let your netrunners try and crack a
Biotechnica system. The only way they will get results is if they run (or get into) the Rome datafort, and
specifically find and open Leon Kronsky’s personal files. He is a Director. Make this hellishly difficult. They
can also, somewhat more easily, in the La Jolla fort, discover the security precautions in place during the
operation and its total staff, both security and non-com. (Stupid security, of the ultra paranoid variety, and there
were 100 guards assigned, 20 of whom were Power Armour, hired from Militech, through Integrated Systems
Inc, and there were 24 scientists and a dozen technicians)) The other rooms are a large living quarters, divided
into four sections - a dorm for fifteen people, a second dorm for twenty people, a large living area, and a
kitchen/dining area, and a third umbilicus, attached to a military minisub (2 torpedos, 1 Military Blue-Green
Laser (20d6, ½ hour recharge time). As May and Thaddius were doing all this, the others had deposited
Happyjack at the Biotechnica labs, in the hope of getting a cure. An ideal point to leave part I. Do suggest this to
the corp player if he doesn’t think of it for himself. This is important, both to the plot, and it gives the second
part a fun beginning. Please note, that this is the only part where you really need to push the characters in certain
ways.
�
| textdata/thevault/Cyberpunk/Unofficial/Datafortress 2020 Archives/Cyberpunk 2020 - Net - Adventure - The Longevity Trilogy Part 1 by Nicholas Carruthers.pdf |
EN World EN5IDER | Village of Dreams
Over the Next Hill
village of
DREAMS
writing Josh Gentry
mapping Michael Tumey
editing James Haeck
layout Eric Life-Putnam
T
he following is The Third parT of Over
the Next Hill, a multi-author series focusing
on small settlements that can be dropped
into a campaign with minimal preparation. Each
article in the series presents several detailed
NPCs, points of interest, and loose plot hooks that
can be developed during play. This installment of
the series details Natulog, the mysterious Village
of Dreams.
EN World EN5IDER | Village of Dreams
Village of Dreams | EN World EN5IDER
into the distance—but a decent joke or dose of
irony sends him into deep and hearty laughter.
He lives with his husband, Draemond, and the
younger of their two adopted daughters, a tiefling
named Sinead.
B. Hillside Sanctuary. True to its name, this mod-
est wooden temple overlooks the village from the
bank of a hillside creek (downhill from the Stone-
Hewn Temple). This temple’s clergy honors the
gods of nature and agriculture by teaching how
to live with the land. Each fortnight, the temple
hosts a sacrifice of livestock to appease the gods
of storms and darkness; the clergy then feeds the
village poor with the meat of the sacrifices.
The Sanctuary’s priest Draemond is a tall,
barrel-chested human with thick, curly black
hair. He bears a long black beard, and he always
rolls up his sleeves (even those of his ceremonial
garb) which reveals his strong, hairy arms. On
his inner right arm is a tattoo of an Elvish word
meaning “Silent Determination.” He lives with his
husband, Tymotheigh, and their adopted tiefling
daughter, Sinead.
C. Town Hall. The town hall overlooks the
square, and is a modest building renovated from
the old mead hall. The informally-elected mayor,
Gertrudis Nakatira, lives and conducts her
business here, which includes overseeing town
expansion, collecting taxes, and representing
farmers’ interests to the nearby nobility.
Gertrudis Nakatira is an elderly human who
walks with spry determination. Villagers are
quick to recall her kind smile and heavy sigh.
Gertrudis dreams of the day when Natulog will
be an independent city-state that does not have
to rely on others for protection. As she enters her
twilight years, she recognizes that she must pass
this ambition to the next generation.
D. Town Square. The town’s bistro, bakery, tavern
(“Sweet Dreams”), and similar establishments can
be found in Natulog’s town square. The square
itself hosts vendor stalls where farmers trade with
The Settlement
Natulog is a sleepy hamlet that rests in the foot-
hills of a larger mountain range. The low-hanging
clouds and thick fogs that creep over Natulog
support the forests and farmland with ample
moisture, and the hills protect the village from
autumn storms. For this reason the townsfolk
are generally relaxed and hospitable, and they
welcome peaceful travelers of any race or voca-
tion—especially adventurers and merchants.
Despite the residents’ friendliness, outsiders who
stay in the village experience a surreal sense of
foreboding, especially as the evening fogs sur-
round the village…
The Dreaming
An ancient enchantment called the Dreaming
causes people who rest in or nearby Natulog to
experience vivid dreams while they sleep. The
Dreaming visits visions upon all creatures that
can dream—including children, visitors, and
animals. The culture of Natulog respects the im-
portance and privacy of dreams; to share a dream
is to honor the listener. The clergy of Natulog’s
Stone-Hewn Temple interpret dreams and moni-
tor them for omens of dangers to come.
Significant Areas
A. Stone-Hewn Temple. The ruins of an ancient
stone temple lie on top of the tallest hill over-
looking the village (the same hill as the Hillside
Sanctuary). The townsfolk regard this ancient site
with superstitious reverence, only hazarding a
visit to offer prayers to gods of mystery and intel-
lect for guidance in ominous times. The Temple’s
clergy are grim, secretive, and few in number,
but serve those brave enough to visit them by
offering the interpretation of dreams (see “Dream
Reading”).
The priesthood is led by the surprisingly-affable
half-elf druid Tymotheigh. He is slim and sports
a goatee, and early gray speckles his short, dirty-
blond hair. Friends often catch Tymotheigh staring
Village of Dreams | EN World EN5IDER
EN World EN5IDER | Village of Dreams
traveling merchants and each other. A handful of
stalls are open daily, but the weekly market day
attracts over a dozen stalls and mobile vendors.
Here, adventurers can fetch decent prices for trade
goods and well-maintained martial weapons.
Those who venture to town square may encoun-
ter Giggles, a halfling swindler. Giggles is not as
great a con artist as he thinks, since he can’t help
but chuckle when he lies. Between this and the
far-fetched nature of his stories, catching Giggles
at his game requires a mere DC 5 Wisdom (In-
sight) check.
E. Fortune Shrine. This cart-carried portable
shrine pops up all around Natulog, offering
services in worship to the gods of trade, industry,
and luck. Donations collected by the priestess—a
teenage half-orc named Trimeria—go to support
local businesses and travelers in need.
Trimeria is open-minded, frank, and straight-
forward—so she has a good way with those
normally too-proud-to-speak-with clergy. She
keeps contact with most local businesses, and
connects those in want of work to those in want of
labor. Trimeria is grateful to her adopted fathers,
Draemond and Tymotheigh, but left their home to
start a ministry she hopes will help modernize the
village.
Farmland and Forest. Various farmer families live
within the open or forested land for miles around
the village. Forests of various density grow
scattered throughout the hills, and shelter will-o-
wisps, centaurs, savage humanoids, and various
other beasts. Rumor has it that hillside boulders
throughout this region hide passageways to damp
caves and ancient tombs of the civilization that
founded the Stone-Hewn Temple.
EN World EN5IDER | Village of Dreams
Village of Dreams | EN World EN5IDER
Dream Interpretation Results
d8 Dream Origin Effect
1
Distant Land
Advantage on one CHA check*
2
Past
Advantage on one INT check*
3
Future
Advantage on one WIS check*
4
Ghost
Lose 1 Hit Die (does not affect hit
points)**
5
Fey
Gain a bonus Hit Die (does not
affect hit points)**
6
Fiend
Bonus to next damage roll equal to
CHA modifier (min. 1)*
7
Celestial
Advantage on one saving throw*
8
Aberration
Disadvantage on next saving throw*
* This effect expires when used or when the character
completes a long rest.
** This effect expires when the character completes a long rest.
Rumors and Plot Hooks
Though described as being near a mountain range,
Natulog could also be near a dark, roiling sea or an
undead-infested swamp. With a little imagination,
a GM can easily connect Natulog to a pre-written
adventure or use the following prompts as inspira-
tion for his or her own adventure.
d8 Level 1–4
1
The ghost of a woman gives all children born after
her death nightmares of her murder. They can see
her during the day too, glaring from the shadows.
2
A group of bandits attack the Fortune Shrine at
night, taking over a week’s donations. After a few
days, dismembered hands appear scattered across
town. A day later, the hands become crawling
claws.
3
Never sleep on the streets. On misty nights, when
the witches (green hag or night hag) come out to
feed, they enter the dreams of vulnerable sleepers.
4
The faerie dragons lure children into the woods at
night to play, which makes easy pickings for the
witches (green hag or night hag).
Dream Magic?
Some worlds have a Plane of Dreams, through
which the minds of dreamers travel to witness
other planes of existence. The village of Natulog
is written in a way that imagines its placement in
such a world; the Dreaming enchantment magical-
ly connects the Stone-Hewn Temple to the Plane
of Dreams. Through the Plane of Dreams, Natulog
and its dreamers connect with the entire cosmos.
The significance of dreams and their magical
properties vary from world to world. If the Plane
of Dreams has no place in your campaign, use an
explanation that fits your campaign's cosmology.
Perhaps dreams are only prophetic in nature, and
the Stone-Hewn Temple somehow magnifies divi-
nation magic. Maybe the Dreaming and the faith of
the Stone-Hewn Temple are age-old hoaxes, mere
illusions crafted by some fey trickster? Or might
the Dreaming in fact only bestow nightmares, the
evil origin of which is sealed beneath the Stone-
Hewn Temple? Any option that inspires you as a
GM is sure to keep Natulog relevant at a variety of
character levels.
Dream Reading
Most villagers have practical ideas about
dreams—they are visions that embody one’s
hopes, fears, desires, or stray thoughts. However,
even in Natulog there are dreams that strike the
dreamer to their core. The clergy of the Stone-
Hewn Temple believe that such dreams are
cryptic messages delivered by supernatural enti-
ties, both good and evil.
For 5 gp, Tymotheigh or an acolyte will per-
form a dream interpretation. The player explains
which dream the character wants interpreted,
such as one detailed by the GM or invented by the
player. The GM can determine the dream’s origin
and effect by rolling on the table below or by
selecting an option.
Village of Dreams | EN World EN5IDER
EN World EN5IDER | Village of Dreams
d8 Level 1–4
5
Giggles has a “client” seeking couriers to acquire
and transport supplies from a nearby town. If
the PCs accept, they receive surprisingly small
cargo—a putrid-smelling box. Inside is a (Tiny)
death dog pup that grows to maturity as it kills.
6
Cultists kidnap Sinead, the priests’ youngest
daughter. They plan enact a dark ritual to “unlock
the dreams of her blood.”
7
A noble with a grudge sends a sadistic spy to
harass Gertrudis and her supporters. Villagers can
see the spy torturing his victims in their dreams.
8
A benefactor invites the party and the entire town
to a feast—but somebody spikes the guests’ drinks
with a sleeping toxin. The effect locks victims
in a shared dream until someone—waking or
dreaming—breaks the enchantment by confronting
the culprit.
d6 Level 5–10
1
Nightmares reveal a nothic horde has escaped
from underground into a nearby tomb. They
uncover a cursed magic item condemned by the
Stone-Hewn Temple.
2
Nightmares state that a “wonderland of
decadence” can be found deep in a cave, behind a
“barrier” of putrid slime and tentacles. In actuality,
an enclave of aberrations await to feed on victims
they trap.
3
The mayor receives an outstanding grant from the
nearby nobility, and redoubles expansion efforts.
A half-red dragon orc war chief takes notice and
organizes a war band to plunder the riches.
4
A guild representative appears in town
and “invites” a local business to join. The
representative levies unfair dues and ensures
compliance with a guild assassin.
5
An organization wary of magic sends a group of
mages and knights to investigate the Stone-Hewn
Temple. What they find spurs them to raze the
village.
6
Dreams reveal the location of the living long-lost
royal heir: in the clutches of a half-red dragon orc
war chief.
d6 Level 11–16
1
A famous priest (a fallen planetar or solar in
disguise) makes a pilgrimage to the Stone-Hewn
Temple, bringing relics from around the world to
enact a powerful and mysterious ritual.
2
The mayor beseeches her famous friends to help
secure Natulog’s independence.
3
An arrogant archmage visiting the Stone-Hewn
Temple believes she can open a portal to the
“Plane of Dreams.”
4
A beast that symbolizes a major deity appears in
dreams and heralds the birth of a demigod.
5
Tymotheigh casts a ritual in the Stone-Hewn
Temple that kicks up an extra-dimensional storm
that threatens the region.
6
Natulog’s Dreaming enchantment spreads across
the region. Pilgrims from across the land flood
to the Stone-Hewn Temple to have their dreams
interpreted.
d6 Level 17+
1
Cultists led by a death knight invade Natulog
to use the Stone-Hewn temple as a catalyst for
history’s most powerful demon-summoning.
2
A disease sweeps the land, where dreamers do not
awaken. An aberration, lich, or similar creature
feeds off their minds’ dream energy.
3
Nightmares become much more intense,
and monsters that appear in dreams conjure
themselves before their dreamers in the waking
world.
4
In a nightmare that appears to all of Natulog, one
of the cosmos’s most mighty beings—a fey, fiend,
or similar creature—declares its desire to enter the
waking world.
5
Records in a nearby ruin indicate that in ancient
times mages who used dreams to time-travel
threatened the fabric reality. Now a similar group
appears once again.
6
A powerful creature or incident destroys the
Stone-Hewn Temple, and with it the Dreaming
enchantment. This awakens an ancient and
powerful entity from its thousand-year slumber.
EN World EN5IDER | Village of Dreams
| textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/EN World EN5ider/EN5ider 041 - Village of Dreams.pdf |
Dungeon Master Quests
Dungeon Master Quests are a series of out-of-game quests that DMs can undertake during the course of a
specific season's adventures. These quests provide rewards for not only their characters, but characters
belonging to other players as well!
V1.1
Organized Play: Chris Lindsay
D&D Adventurers League Wizards Team: Adam Lee, Chris Lindsay, Mike Mearls, Matt Sernett
D&D Adventurers League Administrators: Robert Adducci, Bill Benham, Travis Woodall, Claire Hoffman, Greg Marks,
Alan Patrick, Regional Coordinators, & Local Coordinators
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of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the
Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the
express written permission of Wizards of the Coast.
©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square,
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Not for resale. Permission granted to print or photocopy this document for personal use only.
Dungeon Master Quests
2
Introduction
Dungeon Master Quests are a series of out-of-game
quests that DMs can undertake during the course of
a specific season's adventures. These quests provide
rewards for not only their characters, but characters
belonging to other players as well!
Some quests are season specific and others will
carry on and renew each season (League Quests vs
Storyline/Curse of Strahd Quests). When a DM runs
their first adventure for the current season, they
should download the DM Quests packet from the
DMsGuild website, which consists of a DM Quests
card, DM Quests Sheet and other special rewards for
the season. This card is a fun checklist that DMs can
use to track their ongoing quest progress or record
those they may have already completed. The DM
Quest Sheet is a detailed document of all the quest
and includes quest name, quest activity, frequency,
the DM and player rewards associated, and other
details of the DM Quest rewards program.
To join the DM Quests program a DM need simply
download the DM Quests packet from the DMsGuild
and print out the card (preferably in color and on
cardstock)
Whenever a DM finishes a quest they check it off on
their DM Quest card and apply the rewards as a
separate entry on their logsheet as detailed in the
DM Quest Sheet. Some rewards include special
player rewards for games that the DM hosts.
FAQ
Are the DM Quests retroactive?
The DM Quests are effective for game sessions that
started March 4th, 2016 or later, and DMs and
administrators of DDEP4: Reclamation of Phlan and
DDAL4-01: Suits of the Mists at Winter Fantasy 2016
or DDAL04-02: The Beast and DDAL04-03: The
Executioner at GadCon 2016 and GaryCon 2016 may
apply their DM Quest results to their DM Quests
Sheet.
Quests that are part of the storyline season must
be started during the applicable storyline season.
Most storyline quests can be finished anytime as
long as they’re started during the season. There are
some quests that have a definitive completion time
frame and will be obviously noted. Once a quest is
completed the Player rewards can always be
applied.
Curse of Strahd – March 4th,2016- August 25th, 2016
Where do I join the Dungeon Master’s League?
You can join the DMs League on Facebook or
Google+:
https://www.facebook.com/groups/DMsLeague/
https://plus.google.com/u/0/communities/100362
539866279867550
How do I contact the Community Manager?
Please email us at
[email protected]
Are DMs able to get items only from adventures
they DM starting now or any previously run?
DM Quests are available for adventures run on or
after March 4th, but some quests may be affected by
adventures from earlier seasons. For example, there
are no DM Quests for the Tyranny of Dragons
seasons (season 1), but completing a quest on the
Curse of Strahd tracking sheet may allow a DM to
choose a permanent magic item from an adventure
that they DM'd from the Tyranny of Dragons season.
Does a store owner/organizer need to sign off?
No one needs to sign off, like all logsheet entries, this
is on the honor system.
What is the Quest of the Week?
Quests of the Week are weekly quests hosted by the
Online D&D Adventurers League.
Join the Online Region to learn more:
https://www.facebook.com/groups/onlineadventur
eleague/
https://plus.google.com/u/0/communities/104095
669932028051654
What constitutes an “other” location?
Anything not listed, play on a cruise ship - check,
play at summer camp – check, play at an after school
program – check. Locations that are dual use, a
convention on a cruise-ship, only count for one, not
both.
Not for resale. Permission granted to print or photocopy this document for personal use only.
Dungeon Master Quests
3
Can a single activity count for more than one
quest?
Yes, if you participate in an event that could start,
continue, or complete more than one quest, they all
apply
What are Tier Appropriate Items?
Tier 1 (Levels 1-4). Common, Uncommon
Tier 2 (Levels 5-10). Common, Uncommon, Rare
Tier 3-4 (Levels 11-20). Common, Uncommon,
Rare, Very Rare
How do Item Rewards stack?
Each adventure can only include one item reward.
DMs who have multiple item rewards choose the one
they would like to use.
What are the rarity of spell scrolls?
The rarity of spell scrolls is determined by the spell
level.
• 1st Level. Common
• 2nd-3rd Level. Uncommon
• 4th-5th Level. Rare
• 6th-8th Level. Very Rare
• 9th Level. Legendary
| textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/S04 - Curse of Strahd/CoS - DM Quests v1.1.pdf |
EN World EN5IDER | The Town of Rivereave
Over the Next Hill
The Town of
Rivereave
writing Scott Marcley
art Indi Martin
mapping Scott Marcley
editing James Haeck
layout Eric Life-Putnam
T
he following is The second parT of Over
the Next Hill, a multi-author series focusing
on small settlements that can be dropped
into a campaign with minimal preparation. Each
article in the series presents several detailed
NPCs, points of interest, and loose plot hooks that
can be developed during play. This installment
of the series details the town of Rivereave, a
safe haven for adventurers returning from the
borderlands.
The Settlement
Rivereave sits on the shore of an expansive lake,
along a wilderness trade route that hugs the edge of
civilization. Most buildings are made of plastered
stone and timber, with shingled roofs. The entire
village smells of fish, and the weather is often rainy
and cold. Despite this, the people are warm and
welcoming to travelers, as adventurers frequently
use the town as a place to rest before and after trips
into the lawless wilds.
Significant Areas
‣ Rivereave Keep. This 60 foot tall stone tower
sits atop a high mound surrounded by a
ditch and a timber palisade. The keep has
barracks for 50 stout guards and stables for
10 horses. The commander is Georges Val-
mont, a veteran and the baron’s nephew.
‣ Valmont Manor. On a promontory overlook-
ing the lake is the estate of Baron Etienne
Valmont, the patriarch of a once-powerful,
EN World EN5IDER | The Town of Rivereave
The Town of Rivereave | EN World EN5IDER
in transit. The compound is protected by 8
guards and staffed by 12 commoners. The
warehouse master is a diligent bookkeeper
named Adderly. His loyal bodyguard, Jorl, is
a veteran of the goblin wars.
Rumors
Bits of information can be discovered by talking to
townsfolk:
1. Lizardfolk raiders attack the outlying farms,
yet the baron does nothing. (True, the liz-
ardfolk living in the lake have made a secret
truce with the baron—he turns a blind eye
to their raiders in exchange for safe shipping
across the lake.)
2. The Valmonts were disgraced when the
baron’s father lost a duel while drunk. (True.)
3. Everyone loves the priest’s beer—it’s deli-
cious! (True, see Area 6.)
4. The apothecary sells magical seeds that make
crops grow like mad. (False, see Area 17.)
5. All sorts of things are smuggled through the
port. (True, see “Wharf,” below.)
6. The butcher was attacked by tiny demons
earlier this week! (Partially true, see Area 21.
The creatures were goblins, not demons.)
7. The baker got her new shop by bribing the
mayor with baked treats. (True, see Area 18.)
8. At night, the ghost of an ancient king wan-
ders the cemetery. (Partially true, see Area 6.
A ghost haunts the cemetery, but he is a poet,
not a king.)
9. The innkeeper once murdered a guest and
hid the body in her cellar. (False, but her
undead husband is there. See Area 10.)
10. The miller’s magic chicken lays amazing
eggs. (True, see Area 23.)
Town Key
1. Fortune Teller. Inside this dimly-lit home
is an eccentric collection of artifacts and
trinkets. Madame Barovsky—a withered
crone—is actually a crafty mage. Despite
now-disgraced family. The baron is shrewd
and rules with a stern hand, ruthlessly pun-
ishing dissidents in an attempt to regain the
power and honor his father tarnished.
The baron has hired 10 guards from a
mercenary company to protect his estate. His
manor is opulent, but lonely. Valmont’s wife
is dead and his prodigal son lives abroad on
a generous allowance.
Valmont supports the local Adventurer’s
Guild and magnanimously granted them a
sizeable property near the wharf for their
guildhall.
‣ Wharf. Trade vessels and fishing boats are
moored to piers along the river. During
the day, the wharf bustles with merchants,
fishermen, and teamsters. The wharf boss is
Gilbert Portman, a corrupt official who lives
in the tavern.
At night, drunken laborers carouse and
fight (using thug statistic). The town watch
avoids the area, but deal harshly with drunk-
ards who try to enter town.
‣ Adventurer’s Guildhall. The Rivereave
Adventurer’s Guild is a loose organization
with few stable members. Since the town is
close to the lawless wilderness, dozens of
adventurers and mercenaries pass through
each week. The guildmaster, a battle-scarred
dwarf named Brynhild Kinslayer, makes a
keen profit as an “adventurer’s agent.” She
receives bounties and rumors of danger from
all over the countryside and passes them off
to her guildmembers—for a 10% cut of the
profits.
‣ Fish Market. This muddy cluster of fishmon-
ger stalls is a good spot to hear rumors or
secure transportation.
Walter “Fat Walt” Cuttle sells salted
mealfish (5 sp), which last a month. They are
identical to trail rations, but can also be eaten
during a short rest to regain an extra 1 hit
point per hit die expended.
‣ Merchant Warehouses. Behind a stockade
stand rows of warehouses for storing goods
The Town of Rivereave | EN World EN5IDER
EN World EN5IDER | The Town of Rivereave
her great arcane power, she only seeks peace
and amusement in her old age. Hiding in the
back room is her brutish son, Boris (a thug).
For 1 gp, she will read someone’s fortune,
but no one else may be present. She subtly
casts suggestion to convince the subject of the
reading’s accuracy and compel them to leave
a generous tip.
2. Smithy. This is the workshop of Robert
Kettle, a broad-shouldered smithy. He is a
decent fellow, but only capable of repairs
and basic ironwork. He resents the tool-seller
(Area 22) for dealing with “that bastard dwarf,”
a rival smith from a bigger city, and treats
dwarves with mild contempt.
3. Ship’s Supply. Wyatt Coxson—a legendary
fisherman in these parts—sells boat materi-
als and stores: bait, fishing tackle, etc. His
high-quality rope costs 15 gp, but withstands
heavy loads (advantage on saving throws to
resist breaking).
4. The Watery Pig. This raucous tavern fea-
tures strong drink, brawls, gambling, and
harlots. The place is nothing but trouble.
Stanley the barkeep is a good source of
rumors. The tavern owner is Darvyd Huck, a
professional bawd and career criminal. He is
usually found in the back room, from which
his gang secretly operates. Trusted associates
can purchase contraband and fence stolen
goods.
5. Barber. Inside the tidy office is an examina-
tion table and shelves filled with vials and
instruments. Fyvus Fulbin provides shaves,
bloodlettings, and other medical services:
‣ Shave and haircut (5 sp) gives advantage
on Performance and Persuasion checks
for 48 hours.
EN World EN5IDER | The Town of Rivereave
The Town of Rivereave | EN World EN5IDER
a simple room off the kitchen. His study con-
tains an impressive library, which includes a
book of the cemetery poet’s work.
On page 42 is a poem called: “Song for the
Dead.” Musical notes are scribbled in the
margin. If the melody is played for the poet’s
ghost, it guides characters to a mysteri-
ous spot in the forest outside of town. The
treasure within the poet’s cache is up to the
GM. It could simply be gold and magic items,
or another clue sending them on a greater
treasure hunt.
9. Town Square. In the middle of the cobble-
stone-paved square is a large stone cistern
with a weathered statue of a god of travelers.
Townsfolk toss coins into the cistern as offer-
ings, which the acolytes collect.
‣ A leeching (1 gp) gives advantage to any
saving throw made to resist a disease cur-
rently affecting the character for the next
24 hours, but reduces the affected charac-
ter’s hit point maximum by 10 percent for
24 hours.
‣ Treat injuries (10 gp) restores 1d4 + 3 hp
(once per 24 hours).
‣ Surgery (50 gp) restores a subject to life if
performed within one hour of death and
if the surgeon rolls a critical success on
his Wisdom (Medicine) check.
6. Brewery. This pungent operation is overseen
by the head priest and six craftsmen. They
produce and sell amber-colored barley beer
from local grain. No one knows the priest’s
technique, but his beer is acclaimed through-
out the region.
7. Holy Chapel. Built over a century ago by the
Valmont family, this modest temple boasts
beautiful stained-glass windows abstractly
depicting famous scenes from scripture. The
chapel is tended by a priest, Janos Bennett,
and a pair of young acolytes: Digby and
Raymond. Bennett is a scholarly man who
wears simple vestments and always has a
book under one arm.
A cleric or paladin who spends time con-
templating the windows receives a sudden
divine insight and gains Inspiration. (Only
happens once).
In the cemetery behind the chapel is a
marble stone carved with the bust of a young
man wearing a laurel wreath. It is known as
The Poet’s Grave. An inscription reads:
“William Bennett – taken too young
“A mystery, life; but nonesuch as death.
“I composed a clue, and inscribed it well and true.
“My secret, seek; page forty and two.”
The poet’s ghost is said to wander the
cemetery during the full moon (see Area 8).
8. Priests’ Residence. This humble cottage is
the chapel priest’s home. The acolytes live in
The Town of Rivereave | EN World EN5IDER
EN World EN5IDER | The Town of Rivereave
10. Rivereave Inn. This wayfarer’s inn of-
fers accommodations at reasonable prices.
The innkeeper, Lucia Underton, is a jittery
woman. She runs the inn with her son Reg
and her teenage daughter, Hannah.
Six months ago, Underton’s husband fell
sick and died. After his burial, he rose as a
zombie and returned to the inn. Underton
corralled him into the cellar, where the fam-
ily keeps him chained until they can figure
out a solution.
11. Appraiser’s Office. Virgil Lannon is the
royal exciseman responsible for taxing the
cargo that passes through town. During the
day, he is typically found on the wharf. He
can assess any item for 5 percent of its value.
Lannon suspects the wharf boss of taking
bribes from smugglers, but needs proof
before he can act.
12. Merchant Bank. This fortified building
features a crenellated battlement manned by
2 guards with heavy crossbows and wearing
plate armor (AC 18). Inside, 4 guards protect
the vault. The bank is owned by a merchant
guild in a distant city. Characters can deposit
money, but collect no interest. They can also
borrow money from the bank at 10% month-
ly interest.
13. Banker’s Residence. The merchant banker,
a minor nobleman named Dulain Chevois,
lives here with his ailing wife. The house is
opulent, but protected by (4) hired guards.
Chevois is an arrogant noble who was
assigned to this town and resents it. He
hates Baron Valmont, and plots against him
constantly.
14. Clothier. This quaint cottage is the work-
shop of Agnes Taylor, an elderly widow and
talented seamstress. The clothes she makes
cost twice the usual amount, but the quality
of her clothing gives the wearer advantage
on Charisma (Performance or Persuasion)
checks when interacting with nobility.
15. Woodworker. This workshop is covered in
ornate, elven-influenced carvings. Yiohan,
a half-elf artisan, is usually here working
away. He carves secret messages in Elvish
into the items he makes.
16. Mayor’s Residence. Walther Valmont, the
town mayor, lives in this fine home with his
wife and daughter. He conducts official busi-
ness in his study. The mayor is a timid toady
who makes no decision without first consult-
ing his cousin, the baron.
17. Apothecary. Bodwyr Branham sells various
medical compounds made from herbs, spices,
roots, dried mushrooms, and bits of horn
and hoof. He has an ongoing dispute with
the proprietor of the farm supply, but denies
selling “magic seeds.”
Bodwyr wears a talisman which a druid
or elf might recognize. He is secretly a druid
who came here a year ago to investigate a
growing evil in the countryside. He sells
specialty items to customers he trusts:
‣ Dragon manure (5 gp): Bought from a re-
turning adventuring party, crops spread
with this fertilizer grow 1d3 + 1 times
their usual size.
‣ Herbal poultice (1 gp): Heals 1d3 hit
points if applied as an action.
‣ Antitoxin (50 gp): Gives advantage to any
poison saving throw for one hour.
‣ Preserved bulb of a shambling mound
(200 gp): Sprouts if planted, reaching full
size in one week.
18. Bakery. The smell of baking bread wafts
from this shop. Common loaves and biscuits
are stacked around the room, while special
treats rest on a table. Behind the shop is a
small orchard of fruit trees and berry bushes.
Penelope Worthy, the miller’s wife, is a
crafty woman who runs the bakery and
bakes special treats for prominent locals. If
given as a bribe to the correct individual, the
briber gains advantage on the next Charisma
check he or she makes to influence their
opinion.
‣ Pear Tarts (1 gp): “Ooh, the baron could eat
these all day!”
EN World EN5IDER | The Town of Rivereave
The Town of Rivereave | EN World EN5IDER
‣ Sesame Seed Bread with Blackberry Jam
(3 sp): “The mayor loves this for breakfast.”
‣ Cherry Rum Cake (5 sp): “Even the good
priest would leave church for one of my rum
cakes.”
‣ Sunflower Seed and Honey Biscuits (5 cp):
“The tax appraiser says they’re the finest he’s
ever tasted.”
‣ Blueberry Pie (3 sp): “The wharf boss sends
one of his goons every day to pick up a blue-
berry pie.”
19. Farm Supply. Hawthorne Bumkus operates
this store for hay, grain, seed, and construc-
tion materials, along with several huge
laborers who live in a crowded shack out
back. Bumkus dislikes the apothecary is
spreading a rumor of cursed “magic seeds”
that destroy the planter’s garden.
20. Livestock. A trading agent for local farmers
auctions off livestock here. Milthan Ferrier
is an experienced veterinarian and animal
breeder. He has a riding horse for sale of
exceptional quality (speed 65 ft., 150 gp).
21. Butcher. Carcasses hang on hooks and the
floor is slick with viscera. A bloodstained
table sits in the center of the room. Cutter
Marrow is a skilled butcher and expert with
a knife.
While traveling recently, he was attacked
by a group of humanoids. He managed to
kill two of them, and still has their skulls
(goblins).
22. Tool Shop. Fenwick Sawler’s store is well-
stocked with tools and hardware, many of
which are of dwarven make. He purchases
his goods from a dwarf in another town. He
regrets any animosity with the local smith,
but the dwarf’s goods are superior.
23. Millhouse. Woodrow Worthy grinds grain
in his horse-drawn grist mill. He also raises
chickens and cows, and sells flour, eggs,
milk, butter and cheese. Attached to the mill
is a cottage where he and his family live.
One of Worthy’s chickens was touched by
fey magic. It has silver feathers and occasion-
ally lays an opalescent egg with a brilliant
red yolk that has remarkable flavor—and
secret power.
24. Tack and Harness. Gilbert Hyde, a trapper
and tanner, sells leather goods, including
leather armor, and high-quality belt pouches
and backpacks that give advantage to saving
throws for items stowed within. He pays 1 cp
to anyone who urinates in a bucket outside,
marked: “Penny for your relief?”
25. Farmhouse Inn. Renowned for its comfort,
this working farmhouse is run by Henri
Fermier, his wife Henrietta, and their six
children. A one-night stay (including meals)
costs 2 gp. Anyone taking a long rest here
recovers all hit dice instead of the usual half.
Tiny stone cairns rest on the side of the road
near the inn as small shrines to the god of
travelers.
The Town of Rivereave | EN World EN5IDER
| textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/EN World EN5ider/EN5ider 033 - The Town of Rivereave.pdf |
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1
2
The forest of Dolmenwood lies in the little-frequented
northern reaches of the kingdom of _____, under the
rule of the Duchy of Brackenwold. Though men, with
their fortresses and cathedrals, now claim dominion over
this stretch of tangled woods, fungus-encrusted glades,
and fetid marsh, other powers held sway here in ancient
times and — some would say — remain the true masters
of the realm.
Within the forest, the magical and otherworldly are
always close at hand — rings of standing stones loom in
glades hallowed by pagan cults of yesteryear; the energy
of ley lines pulses beneath the earth, tapped by those in
possession of the requisite secrets; portals to the perilous
realm of Fairy allow transit between worlds, for those
charmed or fated by the lords of Elfland. Even the herbs,
plants, and fungi of Dolmenwood have developed in odd
directions, absorbing the magic which infuses the place.
Some say that the waters are enchanted. Some say the
stones and the earth itself. Perhaps both are right.
For those who plan to visit this magical, monster-haunted
forest, the information in this short guide will prove an
indispensable companion on the way, elucidating the
most commonly known people, places, legends, monsters,
and races which call Dolmenwood their home.
WELCOME TO
DOLMENWOOD
contributors
Gavin Norman [words & editing]
the-city-of-iron.blogspot.com
Greg Gorgonmilk [words & graphics]
gorgonmilk.blogspot.com
Matt Hildebrand [layout]
bigbaldmatt.com
Andrew Walter [illustrations]
andrewwalter.co.uk
Visit the Dolmenwood
community on Google+
Dolmenwood is an enchanted forest campaign setting — creepy,
whimsical, and psychedelic in equal measure — for B/X and other
vintage fantasy games. In-depth detail on the setting, suitable for
referees, is furnished in the Wormskin zine. This document is a guide
for players taking their first footsteps under the forest's eaves.
Dolmenwood and Wormskin are trademarks of Gavin Norman & Greg Gorgonmilk
3
Sentient Races
Dolmenwood sits at a place where the boundary
between the mortal world of men and women and the
immortal realm of Fairy grows thin. It is thus not only
folk of mannish origin or kindred races who dwell there;
fairies of various kinds are also drawn to the forest and
some even make their permanent home there. The most
common races of sentient beings — benign, malign, and
indeterminate — are described below.
Mortals
Humans: in modern times, men and women can be
found throughout Dolmenwood, dwelling in a profusion
of woodcutter's shacks, isolated hamlets, fortified keeps,
and thriving towns and villages.
Goatmen: rough-furred humanoids with the heads and
twisted horns of goats. Goatmen claim to have dwelt in
Dolmenwood since before the arrival of humans and
maintain the haughty belief that the wood is, in fact,
their own. They generally regard humans as an inferior
species to be used as convenient. Two main branches
or subspecies of goatmen are found in Dolmenwood:
in the north, bestial wild goatmen who live as bandits
and marauders; in the south, noble families of ancient
aristocratic lineage.
Moss dwarfs: stunted manlings who dwell in the deepest
woods where tangled vines and dank fungi dominate.
Moss dwarfs have a kinship with such places, being
formed partly of mortal flesh and partly of vegetable
matter. The species is seemingly unrelated — apart from
in stature — to the dwarfs of the mountains. Indeed, it is
hypothesised that they are related in some way to forest
gnomes or stump dryads.
Talking animals: aside from the goatmen and other
less common beast-like humanoid races which inhabit
the wood (sheep men, ratlings, deorlings, etc), it is also
not uncommon to encounter sentient, talking animals
of various species. The birds, reptiles, mammals —
and even fish — of Dolmenwood may at times surprise
travellers by greeting them from the wayside, spinning a
riddle, or cursing their intrusion. Of course, not all the
beasts of the Wood have the wherewithal to speak, but
the number that do is increasing. Such creatures are said
to be especially multitudinous in the northern forest.
Fairies
Elves: the elves of Dolmenwood are natives of Fairy, that
timeless realm which lies parallel to the mortal world,
just beyond the reach of everyday folk. They are alike
to humans in form, though often have some unusual
feature which marks them as “other”. Being fairies, they
are ageless and driven by desires which often seem odd
to mortal folk.
Grimalkin: shape-shifting cat fairies of capricious,
whimsical, and vengeful nature. Grimalkin commonly
take the form of bipedal, humanoid felines, 3-4 feet
in height. According to folklore, they sometimes also
disguise themselves as fat moggies or take on a bestial,
shadowy aspect for hunting.
Woodgrue: diminutive, furry humanoids with the faces
and great, sensitive ears of bats. Woodgrue prefer to be
active at night and have a great love of music, cavorting,
and capering in moonlit glades. As a fairy race which has
migrated entirely to the mortal world and is now subject
to the ravages of time (though still very long-lived), they
are classified as demi-fey.
4
Factions and Powers
The Church of the One True God
The monotheistic religion sanctioned by the Duchy and
widely spread throughout Dolmenwood and beyond.
Worship focuses on the pantheon of saints, rather than
on the God himself, who remains somewhat abstract.
The Church's presence in Dolmenwood is, in modern
times, somewhat diminished; many shrines and chapels
that once saw regular worship have fallen into ruin and
been reclaimed by the forest. Some within the Church —
in particular, the bishop of Brackenwold — wish to
rediscover and resanctify the lost shrines. [Note: the
precise details of this religion are left deliberately vague,
allowing the referee to tailor it to the setting in which
Dolmenwood is located.]
The Duke of Brackenwold
Ruling from the (allegedly) impregnable Castle
Brackenwold on the south-eastern verge of the forest, the
Dukes of Brackenwold trace their line back to the earliest
settlers in the region. All mortal folk within the Wood —
from the humblest beggar to the highest lord — pay
fealty to the Duke and the whole forest is his property,
at least in principle (there are those who dispute his
absolute rule). In recent generations, the Dukes of Castle
Brackenwold have taken a belligerent bent, undermining
(and sometimes outright attacking) the other factions
which hold sway over Dolmenwood.
Fairy Lords
The lords of Fairy have an ambiguous relationship with
Dolmenwood. Some have no interest in it whatsoever,
some view it with curiosity and tread its paths at times,
while others view parts of the Wood as their own
property and resent the trespass of mortals. According
to legend, the whole of Dolmenwood fell under the
dominion of a fairy known as the Cold Prince, long ago,
until he was ousted by the old kings of Brackenwold. The
Prince’s return and wrath are a constant source of fear
and folktale.
The King of the Wood
A wicked, trickster figure of local folklore, said to keep an
unholy court in the deeps of the northern woods, where
his armies of wild goatmen and other creatures of chaos
lair. The King is known by various names; common
epithets are the Nag-Lord and Old Shub. In tales, the
King is depicted as being part man, part unicorn, with
nine legs (nine being regarded as an especially accursed
number).
The Watchers of the Wood
A cabal of sorcerers who roam the wood, cloaked in black.
They claim the magical energies of Dolmenwood as
their own and are self-appointed masters of the ley lines.
What gods they worship is a matter of conjecture —
for they guard their secrets with their lives — but the
Church treats them as heathens to be eradicated. Kidnap
by the Watchers is the greatest fear of many rustic folk in
the forest.
Witches
Witches are mortal women who have made covenants
with one of the ancient wood-gods that lurk just beyond
the material periphery of Dolmenwood. Their aims
are obscure, but it is known that they gather beneath
the moon to conduct their strange worship and to
work magic. In folklore, witches play an indefinite role,
variously portrayed as depraved practitioners of human
sacrifice, lustful seductresses (for they are said to be
eternally shapely and young), and ministers of potent
charms and cures.
Ygraine the Sorceress
A reclusive figure, nominally the ruler of Meagre’s Reach
and properly called a Lady. She dwells in a many-tiered
manse overlooking a black lake and it’s rumored that her
sprawling home is haunted by fairy folk. Her guests are
infrequent but well-coiffed and oddly familiar, so the
people of the Reach say. The sorceress herself no longer
makes public appearances, though it is said that she is
a woman of patrician beauty, refined in all aspects and
wealthy beyond measure.
5
Gazetteer
Castle Brackenwold
The power hub of the Duchy of Brackenwold and
ancestral home to the nobility of the line. Within the
castle, alongside the mighty garrison maintained by the
duke, is a great cathedral, making this fortress-town also
the centre of the Church's power in the region. Indeed,
the bishop of Brackenwold is said to hold equal sway over
Dolmenwood to the duke himself. Castle Brackenwold
is an ancient place whose foundations are thought to
have been built before the Brackenwolders came to
Dolmenwood. Some rumours even say that the castle
was originally of fairy construction.
Dreg
A rough port-town and fishing village on the marshy
banks of the Hameth. Dreg has a seedy reputation as a
haunt for thieves, smugglers, charlatans, and rascals of
all stripes, made only worse (in the eyes of right-minded
outsiders) by its proximity to the island of Shantywood,
a notorious port of ill-repute run by the seductive and
ruthless Madame Shantywood. Aside from its profusion
of public houses and gambling dens, Dreg is known for
its fine sausages, made from the flesh of the swine kept in
the bogs to the north of the village.
Fort Vulgar
A mostly dilapidated palisade and crude keep overlooking
the northern end of Lake Longmere. Occupied and
(poorly) maintained by Sir Osric the Gaunt and a small
retinue of mounted knights, boatmen, and domestic
servants. Osric is the Duke of Brackenwold’s vassal
and responsible for assessing and collecting taxes from
all boats and barges travelling south across the lake.
Its intake is not insubstantial given the popularity of
lawless Shantywood Isle and regular traffic with the
Woodcutter’s Encampment and (to a lesser extent) Dreg.
Hag’s Addle
A region of mazy swampland around the banks of the
River Hameth, as it drains from Lake Longmere into
southern Dolmenwood. The place is shunned not only
due to the natural hazards of the marsh, but also because
of the hag who haunts its sodden expanse. It is said that
she has the power to see into the past and future and to
raise the dead, but that the price she demands in return
is perilous.
The High Wold
A barony which encompasses the south-western corner
of Dolmenwood. The High Wold is noted for the ancient
line of aristocratic goatmen who rule in tandem with the
human lords of the region. (Some say that nobles of the
two races are even believed to have interbred.) The barony
has become somewhat wild of late, under the lax rule of
the Baron Hogwarsh: highwaymen ply the roads and
charlatans peddle compounds of questionable morality.
Locals fear that the avaricious hand of the Watchers is
creeping out of the forest and into the High Wold, taking
advantage of the baron’s laxity.
Lake Longmere
Known colloquially as “the heart of the wood”, the great
lake Longmere — twelve miles broad at its widest
point — is said to be the seat of an ancient magic in
Dolmenwood. The bold anglers and barge-men who
frequent the shores and waters speak fearfully of strange
beasts in the waters and of the mind-melting wailings of
the Big Chook — a water monster said to be as large as
an island. Other legends speak of the ruined fairy keep —
Castle Lily-white — which stands upon the lake’s
western shore. The castle is believed to have belonged to
the Cold Prince, who once ruled the Wood, and to hold
many secrets of the past.
Lankshorn
The largest settlement in the High Wold region of
Dolmenwood, the market town of Lankshorn lies
within a bowshot of the forest’s border, acting as one of
the two main “thresholds” into Dolmenwood (the other
being Castle Brackenwold, in the east). Rumours talk
of the odd culture of Lankshorn, as the traditions of the
civilised south meld with the quaint, superstitious ways
of Dolmenwood. The respect held by the Lankshorners
for the goat-lords of the wood is an apt example of the
cultural melange in this border-town. On a different
note, it is also said that the finest bladesmith in the High
Wold makes his home in Lankshorn.
6
Prigwort
The largest settlement within Dolmenwood proper (that
is, beneath the eaves of the forest). The town of Prigwort
is the centre point of trade in the region, being located at
the crossing of the main north-south and east-west roads.
Prigwort is especially famed, even in the wider region of
the Duchy, for its breweries and distilleries. Fine Prigwort
spirits, flavoured with the wild herbs of the forest, are to
be found on the tables of connoisseurs far and wide. Of
interest to adventurers, it is also known that a wizard of
commercial bent makes his home within the town.
The Ruined Abbey of St Clewd
East of Lake Longmere, in the depths of Dolmenwood,
a great monastery was founded, of old. A nighttime
raid of unknown provenance brought about the utter
destruction of the abbey, some centuries ago. The Church
has endeavoured, on several occasions (if rumour is
to be believed), to resanctify the ruin, but to no avail.
The place is commonly believed to be haunted. Indeed,
many say that the Wood itself rejects such ostentatious
doings of men. Still, stories of the treasures which may lie
untouched in the chapel crypts abound.
The Valley of Wise Beasts
In the northern reaches of the forest, this long valley,
though uninhabited by men, is said to be ruled by a
strange consortium of speaking beasts. The origin of
these creatures is unknown, but their numbers appear to
be ever increasing. There are those who fear that the valley
may come to overflow and the whole of Dolmenwood be
taken over by sapient animals.
The Witching Ring and Maghswold
Those who wander far in the western reaches of
Dolmenwood speak of a vast ring of stones, spread so
widely that the connection between them is almost
imperceptible. Yet the ring is possessed of an arcane
force which binds the stones so strongly together that
the area which they encircle has supernatural qualities
quite distinct from the rest of the forest. Modern folk
know these sister-stones as the “summerstones”, the great
ring which they demarcate as the “witching ring”, and the
woods contained within as “Maghswold”. The purpose
and arcane function of the ring is unknown and a topic of
much myth and speculation.
| textdata/thevault/Old-School Essentials BX Essentials/OSE-BXE Dolmenwood Wormskin/Welcome to Dolmenwood (BXE).pdf |
Doomtown Rulebook
Ashes To Ashes
Welcome to the Weird West!
The year is 1877, but the history is not our own. The Civil War grinds on. A huge earthquake has sunk California into the
sea and formed a labyrinth of sea-canyons known as the Great Maze. The Sioux have retaken the Dakotas. The Coyote
Confederation dances the Ghost Dance on the high plains. Monsters stalk the deserts and prowl the dark streets of the
boomtowns. And the dead walk among us.
This is the world of Doomtown. In 1863, Raven, an American Indian shaman, released the manitous—centuries-
imprisoned demons—and a flood of supernatural energy. This awakened the Reckoners, mysterious beings that create
deadlands on Earth—areas where humanity’s terror is so great it warps the land. The manitous and other monsters that
roam the Weird West create fear for the Reckoners, though to what sinister end the Reckoners work has yet to be
revealed.
But where there are monsters, so there are heroes—hex-slingin’ hucksters, Bible-thumpin’ preachers, deadly gunfighters,
fearless American Indians, wizened shamans, and mad scientists armed with weird steampunk gadgets.
Gomorra, called "Doomtown," needs such heroes. A huge vein of the superfuel known as ghost rock was struck in the
Maze there, turning it into a boomtown. Miners search the caverns or chip at the faces of the Maze’s towering mesas.
After them come bartenders and soiled doves, outlaws and law dogs, politicians and other hard-bitten folk, all desperate
to fleece the miners of the rock they spend their days scratching out of the unforgiving canyon walls.
Over the last year, Gomorra's seen its share of misery. Knicknevin, a rogue manitou of enormous power, was released
from his eternal prison in the Hunting Grounds by the degenerate Whateley clan and their allies, the Flock. The demon
rampaged across the fledgling boomtown, a long trail of ruined homes and businesses left behind in its wake. When the
monstrous creature was finally put down by Austin Stoker and his ally, the Ghost, more than half the town's residents
were dead, and Gomorra was changed forever.
Gomorra’s a hard place, and most that come to town these days seem to leave it in a pine box.
That’s why they call it Doomtown.
Welcome to Doomtown!
Doomtown's the game o' shootouts and strange horror in the Weird West, a world pioneered by Pinnacle Entertainment
Group in its Deadlands roleplaying game.
You're the leader of an Outfit in Gomorra, the Great Maze's biggest boomtown. Your Outfit has plans for Gomorra, and
you'll wanna make sure nobody can interfere. Your gang'll lend a hand: gunfighters, mad scientists, and even stranger
sorts.
What Is Deadlands?
This here's a tradin' card game, or TCG. You get sixty cards in the deck box this rulebook came with. You can fill out your
deck with Saddle Bags (booster packs). New cards come out about every three months or so and advance a story that
goes along with the game.
How Do I Start?
Get at least two people (one of 'em bein' you), a deck o' cards for each o' you, and about twenty tokens - like poker chips
or shell casings - each.
Deckbuildin'
Buildin' a personalized deck is a big part o' Doomtown. You can make your deck however you like, so long as it has only
fifty-two cards (besides your Home and Jokers) and no more than four copies of each card. While learnin' the ropes, just
play with whatever cards you've got, and you'll get ideas for tailorin' your deck.
Them Cards
There are eight card types: Dudes, Deeds, Improvements, Goods, Events, Actions, Spells, and Jokers. (See page 61
about Jokers.) There's also Outfit's Homes, which ain't part o' decks.
Unique Cards
Unless they say otherwise, Dudes and Deeds in Doomtown are Unique - there's only one Black Jack in Gomorra, and
only one Jail to lock 'im up in. You can put more than one copy in your deck, but you can't bring a copy of a Unique card
into play if another card with the same name's already in play or in Boot Hill (see page 11). There's also a few rare
Improvements, Goods and Spells that say they are Unique - same thing applies to them.
Some Dudes and Deeds are Non-Unique instead, which means each player can play one copy o' that card. If you already
own a copy of a Non-Unique card in play or in Boot Hill, you can't bring another copy o' that card into play - but if another
player's got a copy in play, that don't stop you playin' yours.
Unless they have the Unique trait, there ain't no limit to the number of each Improvement, Goods or Spell you can put into
play, though you can still only put up to four copies in your deck.
Dude
Take a gander to your left. That there's an hombre known as Black Jack - Mr. Jackson to you.
Let's cover all the bits o' this card one at a time. Pay close attention here, because a Dude has just about everything you
might find on a card durin' your visit to Gomorra.
1.
Poker value Every card (except Jokers) in your deck has a poker suit and value for when you use the card in a
poker hand durin' play. The value roughly indicates how powerful a Dude is. Aces always played low as a 1
(one).
2.
Bullet rating/Bullet bonus Bullet rating is how good a Dude can shoot. Some Goods (usually Weapons) have
a "+" number here - the Dude gets that Bullet bonus added to his or her Bullet ratin' while the Goods attached.
3.
Influence/Influence bonus Dudes with Influence (a red poker chip) can get folks to do what they want, and can
take control o' properties around Gomorra for you. If a Dude attaches a card with a "+" number here, the Dude
gets that bonus to his or her Influence.
4.
Outfit symbol This shows what Outfit a Dude belongs to, such as Law Dogs or Blackjacks. You can hire Dudes
from other Outfits to work for you, but it'll cost more (see "Hiring Dudes" on page 41). Dudes without symbols
are Drifters. They don't cost extra and ain't part of an Outfit.
5.
Ghost rock cost This is what you pay to hire a Dude, buy a Deed, Improvement, or Goods, take an Action, or
buy a Spell.
6.
Upkeep cost/Production Upkeep cost is what you pay to keep a card workin' for you. If there's a "+" number
here, the card has ghost rock Production instead.
7.
Text box This tells you all kinds o' good stuff about the card, includin' special skills (like Mad Scientist, Shaman,
Blessed, or Huckster skills), how to use the card in the game if there's anything special about it, and any special
actions the card can take. Boldfaced text at the top, like Harrowed or Public, is the card's traits. The text at the
bottom in italics is "flavor text." Flavor text don't affect the game, but it gives you an idea o' what makes a card
interestin' in the story you're playin' out.
Deeds
Deeds are Gomorra property. Some are buildin's. Others are mines. They usually produce ghost rock, and some have
abilities. You get a Deed's ghost rock Production every turn unless somebody else's Dudes take control of it (see
"Controllin' Deeds" on page 36).
Most information on Deeds is the same as on Dudes. The one exception is Control Points
1.
Control Points are in the same place on a Deed as Influence is on a Dude, but a Control Point chip is blue
instead o' red. If a Deed don't have a blue chip, it ain't worth any Control Points.
Deeds with Control Points are the more important places in Gomorra, and havin' control o' them is how you take over the
town. You'll find out more about that under Winnin' The Game (see page 48).
All Deeds are either public or private. Start shootin' on someone else's private land, and you'll find yourself Wanted (see
page 50).
Improvement
While Improvements look kind o’ like Deeds, they ain't Deeds, or even locations. An Improvement changes a Deed: you
attach it to a Deed you own and control, unless text on the Improvement directs otherwise.
An Improvement is a part of its Deed in every way: If a Deed gets aced, discarded, or otherwise removed from play, any
Improvements on it go with it. Since Improvements ain’t locations, Dudes can’t move to ’em—only to their Deeds. Control
of an Improvement changes with control of its Deed. Upkeep cost on an Improvement is part of the Deed’s total Upkeep
cost—if you don’t pay an Improvement’s Upkeep cost when you pay its Deed’s Upkeep cost, you lose both the Deed and
the Improvement.
A Deed can have any number of different Improvements attached, but it can only have one copy of each Improvement
attached at a time.
Goods
Goods-Weapons, Horses, Hats, and other such tools o' the trade-outfit Dudes with everything they need to get their jobs
done. Those Mad Scientist folks cook up some wacky Gadgets, and even them Huckster types dig up some weird stuff.
You place Goods cards under Dudes to attach the Goods cards to the Dudes. A Goods card either improves things like
Bullet rating or Influence or gives its Dude an ability. Dudes like to keep their Goods close at hand: they take 'em along if
they leave your employ and are buried with 'em if they get themselves killed.
Event
Events are occurrences that happen sort of randomly in the game. You put 'em in your deck because you're hopin' they'll
help you somehow, but you never know when they're gonna come up. The best part about Events is that your opponent
never sees 'em comin'. That's what gives you the edge. An Event takes effect if it turns up in a Gamblin' Phase Draw hand
(see page 37). Only thing is, each player can only resolve one Event per turn, so don't rely on 'em too much.
With a Labor Dispute, for instance, Strikes each produce 2 fewer chunks o' ghost rock for the turn. You gotta keep your
workers happy-the ghost rock won't mine itself.
Action
There's three kinds of actions in the game: Noon actions, Shootout actions, and Reactions. You do Noon actions durin'
High Noon, Shootout actions durin' a shootout, and Reactions when they're triggered.
Most actions come from Action cards in your Play hand, which contains the cards you can play this turn. Play the card,
resolve its effect, then discard it. Other actions are printed on cards in play. To use one o' them, just say you're usin' it and
then do what it says.
Now then, take note, 'cos the next bit's mighty important. Whether a Noon action, a Shootout action, or a Reaction, you
can only use each action on a card once per turn (Spells work slightly differently; see page 27).
If an action don't require bootin', Dudes can use the action even when booted. If an action is canceled, any costs (bootin',
discardin', etc.) still happen.
Spells
Some Dudes-Hucksters, Shamans, and Blessed-have tapped into higher powers. Spell cards represent these Dudes'
spells and skills.
You must attach a Spell to a Dude with the right skill: only Hucksters cast Hexes, only Shamans call Spirits, and only
Blessed perform Miracles. Like Goods, Dudes keep their Spells close: if they leave play, their Spells always follow 'em.
You can only use each Spell card once per turn, even if more than one action is printed on it. If a Spell has more'n one
action, say which action your Dude's usin' before he or she tries to cast the Spell. A Dude with more'n one copy of a Spell
can use each copy once per turn, and like other actions, a booted Dude can use Spells that don't require bootin'.
These powers are unpredictable. When one o' your Dudes uses a Spell, you make a skill check (see page 65).
Outfit Card
Your Outfit's Home tells you everything special about your Outfit. Though it's a location where Dudes can go, it ain't a
Deed. It includes your Outfit symbol, startin' ghost rock, and startin' Production. Your Home is always Private.
More'n one person can play usin' the same Home. If someone else has the same Home as you, you'll just have to fight
that much harder.
Your Outfit card matches the back o' your deck box. You can even use the deck box as your Outfit card.
Your Home can never be aced, discarded, or otherwise removed from play.
"The Cards Are Always Right"
Some cards do crazy things. If a card contradicts a rule, you'd better believe it can do what it says. The cards are right.
Bootin' Cards
Most times when you use a card's ability, the card tells you to boot it-turn it sideways. A booted card can't be booted again
until it's unbooted-turned straight up. Cards come into play unbooted.
Playin'
You and the other players have got conflictin' plans for Gomorra. To keep the other players from running the town, you
need to get Control Points and Victory Points. Control Points you'll get by buildin' or seizin' Deeds around town. Victory
Points are permanent Control Points that you can earn in many different ways, most of 'em sneaky. Cards'll tell you when
you earn Victory Points.
Startin' the Game
Pick your Outfit and get yourself a deck o' fifty-two cards together (not countin' your Home and Jokers). Most Outfits have
more'n one Home to choose from. You can only have one Home, so use the one that has special abilities you like the
most.
Make sure you've got about twenty counters per player to represent ghost rock. Heap 'em on the table to make the Bank.
Put your Home in front o' you. In the lower right corner is a picture of a brown bag with a number in it. Take that much
ghost rock from the Bank now.
Next, you can spend some ghost rock to start with up to five Dudes under your control in town-the first members o' your
gang. Take 'em out o' your deck before shufflin' and put 'em face down. They can be from your Outfit and Drifters, but you
can't hire other Outfits' Dudes 'til after play starts. Oh, and startin' with Dudes ain't considered "bringin' 'em into play," in
case it comes up.
Don't spend all your ghost rock now. If you do, you won't be able to buy stuff like Deeds. On the other hand, if you don't
start with a Dude or two, somebody else might take over Gomorra right away.
Everybody reveals who they plan to hire at once. Players tryin' to start with the same unique Dude each draw a card from
their deck. The player who pulls the lowest value keeps the Dude while the others shuffle him or her back into their decks.
(For ties, all players reshuffle the Dude back into their decks.)
Now you gotta pay for them Dudes you're startin' with, so toss the ghost rock for 'em into the Bank. Then put 'em at your
Home. Finally, shuffle your deck and draw five cards for your Play hand.
Buildin' Gomorra
This here's a fast-growin' town, and it pays to know your way around.
Your cards
Each player has their own deck, to draw cards from during the game. After you use a card, or make a draw or pull, put the
cards face up in your discard pile. Players can't look through any discard pile (even their own) unless a card allows them
to. If you need to take a card from your deck for whatever reason, but you've run out o' cards, shuffle up your discard pile
and make that your new deck. Oh, and if you've ever gotta take a card from your opponent's deck, make sure you put it in
his or her discard pile when you're done with it.
You also have a Boot Hill, a discard pile that you never shuffle back into your deck. Some cards get aced (killed or
destroyed) durin' play - whenever a card gets aced, put it in its owner's Boot Hill, out of play. While all players have their
own Boot Hill pile, there is only one Boot Hill. Any card effects that refer to Boot Hill apply to all Boot Hill piles unless the
card says otherwise.
Occasionally cards get removed from play completely - taken out o' the game without bein' aced or discarded. Put them to
oneside, as you won't be seein' them for the rest o' this game.
The Town
At the start o' the game, put your Home in front o' you. This starts your street-the row o' Home and Deeds you own (your
Home, remember, ain't a Deed). Deeds are in town unless they have the traits Strike or Out o' Town.
When you bring an in-town Deed into play, put it at either end o' your street, adjacent to the location at that end. As
players place their in-town Deeds, their streets grow, creatin' a town map. If an in-town Deed with locations on both sides
is destroyed, the locations move together and become adjacent.
Sittin' in between all these streets is the Town Square. This is adjacent to all in-town Deeds, but like your Home it ain't a
Deed. Going through the Town Square makes movin' around town real easy, but it can be a mighty dangerous place too,
so watch yer step.
Strikes and other out-o'-town Deeds are outside town and not adjacent to anything, even each other. When you bring one
into play, put it off to the side.
Controllin' Cards
You always control your Home, and no one ever controls the Town Square. And you'll probably own cards you bring into
play for the rest o' the game. But just because you own a card don't mean you control it. If a card refers to "you," it's talkin'
about its controller.
Control o' cards other than Deeds only changes by card effects. When a player has the most Influence at a Deed, that
player controls the Deed, even if someone else owns it. If you control a Deed, you get its Control Points and you are the
only player who can use its abilities. Some Deeds have abilities that only the owner can use, but they say so, such as:
"Owner Reaction: Boot this Deed to...."
A Deed's controller can change any number o' times a turn. This don't move it, boot it, or otherwise affect it. If there's a tie
for the most Influence (even a 0-0 tie), the owner has control, even if the owner's not part o' the tie.
Durin' the Upkeep Phase, you collect ghost rock from any Deeds you own and control. If you own a Deed but don't
control it, you're out o' luck-but at least you don't have to pay its Upkeep cost. If a Deed's owner and controller are
different players, no one gains or loses ghost rock from it.
Sequence o' Play
A turn (or day) in Doomtown has four phases: the Gamblin' Phase, the Upkeep Phase, High Noon, and Nightfall.
1. Gamblin' Phase
At the start of each turn, each player antes up 1 ghost rock. If you don't have any, borrow one from the Bank, but you
gotta pay it back in the Upkeep Phase right after collectin' your Production, before you do anything else.
Then players set aside their Play hands and draw five-card Draw hands. You can't play cards from Draw hands; all you
care about with them is their poker values.
This is lowball. Unlike other Doomtown poker hands, the lowest hand wins. (Players with exactly tied hands-like A, 2, 3,
5, K and A, 2, 3, 5, K-draw again.) Inside the back cover o' these rules is a hand-rank cheat sheet. In case you're used to
playin' it different, straights and flushes always count for determinin' hand rank here in Gomorra. If you don't have five
cards left to draw, your hand's considered the lowest possible with the remainin' cards.
The player with the lowest hand, called the Winner for the turn, gets all anted ghost rock. The Winner gets to take the first
action each phase o' the turn and whenever players wanna take an action at the same time.
After you determine the Winner, check to see if any Events turned up in the Draw hands. If they did, carry out the
instructions on the Events immediately. Since a newspaper can have only one headline, each player may only resolve
one Event per turn. Whenever two or more Events appear in a lowball hand, the player must select one randomly - the
rest are discarded without resolving. Once each player has their Event selected, start with the Event with the highest
value and work to the one with the lowest, resolving them in order. If there's a tie, start with the Winner and go clockwise.
Each Event can only resolve once per turn, even if it's canceled, so discard any duplicates without effect.
After you've dealt with any Events, discard the lowball Draw hands.
2. Upkeep Phase
The first thing you do durin' the Upkeep Phase is collect all the ghost rock your cards have been producin'. Add together
all the Production numbers on all your cards and take that much ghost rock from the Bank. Don't forget, if you own a Deed
but don't control it, nobody gets its Production.
Now it's time to pay wages and rent. To keep all o' your cards in play, you have to pay ghost rock to the Bank equal to the
total o' their Upkeep costs. Just like Production, if you own a Deed but don't control it, nobody pays its Upkeep.
If you're due to pay a card's Upkeep cost, but can't or don't pay it, you have to discard it along with any cards attached to
it. If a Dude is on a Deed that leaves play, the Dude goes Home booted.
Any Dude in your gang from another Outfit wants a little extra. (A Dude's from another Outfit if the Dude has an Outfit
symbol on his or her card and it's different from the one on your Home.) You have to pay 1 extra ghost rock for each point
o' the Dude's Influence.
Players can do this phase at the same time, but if somebody gets ornery, you can do it one at a time, startin' with the
Winner and goin' clockwise.
3. High Noon
Startin' with the Winner and goin' clockwise, each player takes one action at a time. You keep goin' around and around
the table 'til everybody decides not to take any more actions. Each time it's your turn to take an action, you can do one of
the following: you can take one o' the four basic Noon actions (Shoppin', Tradin', Movin', or Callin' Out), or you can act, or
you can pass. You can do each o' these things in any order and any number o' times per turn.
Shoppin': Use this Noon action to bring a Dude, Deed, Improvement, Goods, or Spell into play from your Play hand. Just
pay its ghost rock cost to the bank, then put it on the table unbooted - you can start usin' its abilities this turn. The way you
play a card depends on the type o' card it is:
Dude: A Dude starts at your Home.
Deed: Put an in-town Deed at one end o' your street, adjacent to the location on that end o' the street. Put out-of-town
Deeds (includin' Strikes) off to one side.
Improvement: Target a Deed you own and control, then attach the Improvement to the Deed by slidin' it partway under the
Deed.
Goods or Spell: Target one o' your unbooted Dudes at a location you control, then attach the Goods or Spell to the Dude.
A Dude can usually carry any number o' Goods and Spells (them's big saddlebags!), but a Dude can only ever have one
horse attached at a time. (See also Weapons, page 68).
If you use a card effect to bring another card into play, play the new card in the same way as above unless the card effect
says otherwise.
Movin': Those Dudes you've hired ain't gonna do you no good just sittin' at Home, and sooner or later you're gonna want
to get them out the door.
Movin' is a Noon action you can use to move one o' your unbooted Dudes to any other location in play (a Deed, a Home,
or the Town Square), so long as the Dude is allowed to move there (see Movement Restrictions, page 63). Unless you're
makin' one of the two moves mentioned below, usin' this Movin' action boots the Dude.
The two moves a Dude can make without bootin' are:
1) Movin' from the Dude's Home to an adjacent location
2) Movin' from the Town Square to an adjacent location, except back to the Dude's Home.
Neither o' these moves boots the Dude, but the Dude still has to be unbooted to make 'em.
Confused? Ok, here's an example. Take a gander at the setup on the right. You've got the St. Martin's Chapel next to your
Home. To its left is the Railstation and past that is Miss Greene's Room. Now let's say you've got a Dude at Home, a fella
by the name of Cort Williams. For your first Noon action, you declare a Movin' action and move him from Home to the
Town Square - that's one o' them special moves that don't require bootin'. For your next Noon action, Cort moves to Miss
Greene's Room, again usin' one o' them Movin' actions. Since Miss Greene's Room is adjacent to the Town Square, he
still doesn't boot. Finally, you decide to move Cort to the Railstation. This time he boots, because now you're movin' him
from a Deed - you only get "free" moves from your Home and the Town Square. Now that he's booted, Cort can't use any
more Movin' actions this turn.
Now you know about Movin', here's a quick reminder of adjacency. Locations next to each other in a street are adjacent.
The Deeds and Home on one gang's street ain't adjacent to those on another's. The Town Square, which ain't a Deed, is
between gangs' streets and adjacent to everything in town. Out-of-town Deeds ain't adjacent to anything, even each other.
A Dude who gets sent home booted goes to his or her controller's Home, and can ignore any movement restrictions. If a
Dude gets sent home booted and is already there, the Dude just stays put, bootin' to run upstairs and hide. If a Deed
leaves play, any Dudes at it always go home booted.
As well as the Movin' action, some card effects let you move a Dude. These are usually Noon actions, but there's also a
few shootout actions and reactions too. When you use one o' those actions, you can use it to move a booted dude, and it
also don't boot your dude to move. But them movement restrictions still apply.
Tradin': If you have two or more o' your Dudes in the same location and it's under your control, you can use a Tradin'
action to exchange any number of Goods (includin' Gadgets) between them. All Dudes gettin' Goods must be unbooted
and can't take anything they ain't allowed to carry (which includes more'n one horse). Once they get the Goods, the
Dudes can't trade 'em away again this turn. And just in case you're wonderin', no, you can't trade Spells. A Dude carries
them somewhere in his noggin, not in a saddlebag!
There's also some card effects that let you take a Goods from one Dude and attach it to another, sometimes when the
Goods don't even belong to you. Most folks would call that last bit stealin', but that ain't important right now. If you use one
o' them cards, the Dude can attach the Goods when booted, and even when in a location you don't control. But the Dude
still can't take anything they ain't allowed to carry. If a Dude takes another player's Goods and then leaves play, the
Goods goes to its owner's Boot Hill or Discard pile.
Callin' Out: When you've got Dudes from another gang hangin' around your saloon, and they're refusin' to leave, it's time
you cleared 'em out the hard way. As a Noon action, one o' your unbooted Dudes can target another player's Dude at the
same location, and call out that Dude to a shootout. This don't boot your Dude, so while he stays unbooted, he can call
out any number of opposin' dudes. If unbooted, the target can refuse and then run Home booted, but a booted Dude has
to accept. Now the bad news - you can't use this Callin' Out action to call out a Dude at his or her Home.
Luckily for you, there's card effects you can use to call out a Dude. Course, you've still gotta target another player's Dude,
but when you're using one o' those effects, your Dude can use it while booted, and more importantly you can use it to
target Dudes in their home. Unless the card says otherwise, the shootout occurs at the target's location and both sides
can form posses.
If the target accepts, the lead starts flyin' and the dudes start a Shootout (see page 48).
Actin': Use a Noon action on an Action card in your Play hand or one o' your cards in play. To do so, just declare the
action, pay any costs, and resolve its effect. Don't forget, you can only use each action on a card in play once per turn.
Passin': Do nothin'. This don't mean you can't take a crack at somethin' later in the turn. As soon as everybody passes
consecutively, it's Nightfall.
4. Nightfall
Once High Noon's over, the first thing you do is check to see if anybody's won (see below). If not, you can discard any
Events in your Play hand plus one other card, if you wanna get rid of it. Then refill your hand back up to your maximum
hand size, which starts at five but can change durin' play (see page 62). The player with the most Influence (see page 62)
then draws an extra card. If there's a tie for the most Influence, nobody gets the extra card.
Finally, unboot all your booted cards.
Then go back to the Gamblin' Phase.
Winnin' the Game
If it's the start o' Nightfall and you have more Victory Points plus Control Points than the highest Influence among the
other players, you win.
If two or more players meet the victory condition, the one with the most Victory Points plus Control Points wins. If that's
tied, the player with the most Influence wins. If that's also tied, play another turn and check again.
Shootouts
Fights break out in Doomtown all the time, and folks don't usually need a reason. So now's the time to settle yer
differences, Gomorra style. Both the player and Dude doin' the callin' out are known as the dealer, while the player and
Dude bein' called out are known as the target.
Formin' Posses: Before the start of shootout rounds, both Dudes form posses, with the dealer declarin' his or her posse
first. All Dudes added to a posse, includin' the original dealer and target, are 'joining' the posse. Both players can only
include Dudes at the same location or an adjacent location to the target. A Dude in the same location can join even when
booted, but only unbooted Dudes can join the posse from an adjacent location. Only Dudes in the two gangs involved
(controlled by the two players) can join posses squarin' off for a shootout. A player can never have Dudes in both posses.
Once both players have declared their posses, all Dudes not already there boot and move to the target location - they do
this simultaneously. Movement restrictions do apply though, so Dudes who can't move to the target location can't join the
posse.
Sometimes a shootout started by a card effect has restrictions on who can join posses - a common one is: "No other
Dudes can join this shootout." That means only the dealer and target can fight.
Wanted by the Law: If lead flies in a Public place like the Town Square or a Saloon, folks figger you're shootin' in self-
defense. But if you ever find yourself in a shootout on Private land (a Deed'll tell you if it's Public or Private, and all Homes
are Private) that you don't own, all Dudes joining your posse become Wanted (see page 68), even if there's Wanted
Dudes in the opposin' posse.
Shootout rounds. Below is the order o' play for a shootout. For an example, see page 48.
1. Startin' with the Winner-or the target if the Winner has no Dudes in the shootout-and goin' clockwise, each player with a
Dude in the shootout either passes or plays a Shootout action. Shootout actions must come from your Play hand, or from
cards in the shootout - you can only use a shootout action on a card outside the shootout if it brings a Dude into the
shootout. Once per shootout, a Dude in the shootout who hasn't used an action on his or her ready Weapon can switch
his or her ready Weapon as a Shootout action. Keep playin' these shootout actions 'til all players pass consecutively.
Unless it says otherwise, a shootout actions' effect lasts 'til the shootout ends. If an action ever sends a Dude Home
booted, the Dude leaves the shootout booted, even if already Home. If there's ever only one posse in the shootout, the
shootout ends immediately and that posse wins.
2. The dealer and target choose and announce their shooter from the Dudes in their posse, for this round o' the shootout.
Booted Dudes can be chosen as a shooter.
3. DRAW! to see who wins this round. When you draw, put your Play hand aside and draw a new, five-card hand from
your deck-a Draw hand (see "Draws" on the next page).
4. After any Draw hand Reactions, and assumin' there's still at least one Dude left in each posse, compare the hand ranks
o' them Draw Hands (check the cheat sheet inside the back cover). The winner is the player with the higher hand rank.
The difference between the two ranks is the number of casualties the loser takes - that player's gotta ace one Dude in his
or her posse for each casualty taken. If the hand ranksare tied, both posses take one casualty even if one player has a
better hand (that player still wins this round of the shootout). Aced Dudes go to Boot Hill with any attached cards.
5. Discard the Draw hands.
6. Startin' with the dealer, Dudes can choose to chicken out o' the shootout by leavin' the posse and movin' Home booted.
Even if a Dude's already booted, or already Home, the Dude can still chicken out of the shootout.
7. Go back to Step 1 to start the next shootout round, and repeat 'til only one posse's left, at which point the shootout ends
immediately. The remaining posse is the winner of the shootout.
Draws
Drawin's about Bullet ratin's and the color o' Dude's bullets. If your shooter's a Stud-meanin' his or her bullet's silver-you
draw extra cards equal to his or her Bullet ratin'. Make sense? So if your shooter's a 3-Stud, you draw eight cards.
If your shooter's got a brass bullet, that means the Dude's a Draw. You can discard, then redraw, a number o' cards equal
to his or her Bullet ratin', so if your shooter's a 2-Draw, you can redraw up to two cards.
A Goods givin' a Bullet bonus to a Dude increases the Dude's Bullet ratin', regardless o' whether the Dude's a Draw or a
Stud. If a Goods' Bullet's brass and the Dude's is silver, it don't matter: a Goods givin' a 3-Stud Dude a +1 Bullet bonus
always makes the Dude a 4-Stud.
Other Dudes in your posse can give your shooter some help. You can draw one extra card for each Stud besides your
shooter in your posse, and you can redraw an extra card for each other Draw in your posse. So if you've got a 3-Stud
shooter and two Draws in a posse, you draw eight cards, then discard and redraw up to two. That'll make a pretty darn
good hand.
Note that the extra Dudes' Bullet ratin's don't matter; them Dudes ain't your shooter. Here's some advice: if you've got a
Dude with a 0 Bullet ratin' in a posse, don't make that Dude your shooter because the Dude won't help a bit that way. But
the Dude can sure lend a hand to a shooter with a useful Bullet ratin'.
If you have both Stud and Draw bonuses, take Stud bonuses first. You only get to redraw once, even if you've got a big
Draw bonus. If you have a bigger Draw bonus than cards in your hand, you can only redraw as many cards as you have
in your hand.
When you finish drawin' and discardin', keep the five cards that make the best poker hand. (Hoyle's book and the first
Doomtown rulebook include rules for poker.) Ignore any Events in these Draw hands - Events only happen in the Gamblin'
Phase.
If you run out of cards in your deck while drawin', just shuffle up your discard pile as normal to make your new deck. If you
still ain't got enough cards after that, just make the best hand you can with all the cards in your hand.
You might wind up with cards o' the same suit and value in your hand - that's known as an illegal hand. There ain't no
reason why you can't play it, but if somebody plays a Cheatin'! card on it, you'll suffer the consequences.
Jobs
Certain card effects set you up to do a job, which usually involve gettin' a bunch o' your Dudes together to take care o'
some unpleasant business. Jobs are one of the trickier parts o' the game, so we have a detailed example of a Job here.
Better get one thing straight before we start though - you can't target your own Dudes with jobs.
Declarin' the target. All jobs have a target, and the job card will tell you what it is you can target. Dudes or Deeds are the
most common, but there's others too. The first thing the player performin' the job must do is declare the target.
Startin' the job. That player then declares which o' his or her Dudes is gonna be the dealer - that's the Dude startin' the
job. Only unbooted Dudes can start a job. Unlike callin' out, the dealer doesn't have to be in the same location as the
target to start the job - in fact, the dealer can start the job from anywhere, just so long as he or she can move to the target
location (see movement restrictions, page 63). Once the dealer's chosen, it's time to form posses.
Formin' posses. Just like in ordinary shootouts, the dealer forms a posse first. Any o' that player's Dudes who are at the
same location as or adjacent to either the dealer or the target can join the posse. All Dudes other than the dealer have to
boot to join the posse unless they're already at the target location, so booted Dudes can't join unless they're already there.
Movement restrictions still apply - if a dude can't get to the target location, the Dude can't join the posse.
Once the dealer declares who's joinin' his or her posse, the target card's controller can form a posse, but only usin' Dudes
at or adjacent to the target location. If the controller doesn't defend, the card's owner, if different, can do so (in which case
the owner becomes the target).
Gettin' help. A Dude belongin' to a player not otherwise involved in the job can join one o' the posses if both the player
and the posse's controller agrees. The same rules for joining the posses apply. Such a Dude doesn't get to draw durin' the
shootout, but the Dude's player can play Shootout actions. The Dude's Bullet rating also contributes to the number of
cards drawn or redrawn for the shootout, and the Dude can even be selected as the shooter if the posse's controller
desires.
Saddle up. Once posses are formed, all Dudes in both posses move to the target's location simultaneously. This
movement doesn't require bootin', but most Dudes will have already booted to join the posse. If the dealer and target both
end up with posses there, a shootout starts (see page 48). If the land's private, trespassin' Dudes become Wanted just
like in a normal shootout.
Did it work? If the dealer's posse wins the shootout and is still at the target location at the end of the shootout, or if the
defendin' posse never shows its face or chickens out, the job succeeds. The results of a successful job are given on the
card, and resolve right after the dealer's Dudes go Home (see below). Otherwise, the job fails, which usually means
nothin' happens.
After the shootout's over-successful or not-all survivors o' the dealer's posse go Home booted. Survivin' Dudes in the
target's posse stay where they are.
...And All the Rest
That's about it. Here's the lowdown on some other stuff you might encounter.
Aces
Aces always count as 1s (ones), so they're low in both hands and pulls.
Card Memory
If a Unique card gets a permanent change while in play-like if a Dude gets Wanted or Harrowed, the change applies to all
cards o' that name, for all players, for the rest o' the game, unless somethin' specifically changes it. For draws and pulls,
ignore any changes to a card's value or suit. Changes to your Non-Unique cards are permanent for you but not for
anybody else. Temporary changes are not kept through card memory.
Experienced Cards
When somethin' changes as the story rolls along, another version of its card with the Experienced trait will come out.
Different versions of a card are considered distinct for play, but they're the same card for deckbuildin', card memory, and
uniqueness. You can't have two versions o' the same card in play.
As a Noon action, you can switch a card you control in play with a different version from your Play hand. The card you're
replacin' goes to its owner's discard pile-but it ain't considered aced or discarded. The new card keeps the old one's
attached cards, and comes in with the same booted state as the one it's replacin'. You can't switch in a Unique card if a
gang already has the Unique card in play.
You can switch in any version: you might switch a non-Experienced card for an Experienced version (time can do weird
things in Gomorra). You can also switch a card that you already switched earlier in the game.
Fear Level
This number represents the level o' horror in everyday Gomorran life. Some cards work different dependin' on the Fear
level. When the game starts, the Fear level is 6. If the Fear level gets raised or lowered, the player that made the change
keeps track of it. Make sure everybody can see it. The Fear level always lies between 1 and 10. If it tries to go under 1 or
over 10, keep track of it, but always read it as 1 or 10 as appropriate.
Jokers
Jokers don't count against the deck limit o' fifty-two cards. They're only useful for pulls and Draw hands; you can't play
one from your Play hand. A Joker can't make a hand illegal; for example, a legal Four of a Kind with a Joker is a legal Five
of a Kind.
Harrowed Dudes
Some Dudes start out Harrowed. Others get that way when manitous get in their heads. Either way, Harrowed Dudes still
walk around when they should be pushin' up daisies. Mark your Harrowed Dudes with counters.
After a Harrowed Dude gets aced, and after all Reactions to his acin' have resolved, the player that aced the Dude pulls
(see "Pullin' " on page 64). Note that this ain't an action. If the pull's an Ace, the Dude goes to Boot Hill. Otherwise, the
Dude ain't been put down for good (although he has still been aced). If the pull's lower'n the Dude's value, the Dude goes
Home booted. Otherwise, the Dude gets discarded with all o' his or her stuff. If the player can't make a pull for any reason,
the Dude goes Home booted.
Harrowed Ability Action cards apply only to Harrowed Dudes. They give 'em Harrowed abilities. These cards have the
trait "Harrowed Power". A Harrowed Dude can't be targeted by more than one copy of each Harrowed Ability card per
game, though there's no limit to the number o' different Harrowed abilities a Dude can have.
Influence
Your gang's total Influence fluctuates as your Dudes die, you hire new Dudes, and card effects raise and lower Dudes'
Influence. A player's Influence total must be visible to the other players.
Maximum Hand Size
Your maximum hand size starts at 5 cards, although this can go up and down durin' the game. Whenever you refill your
Play hand, always draw back up to your maximum hand size if you can. It doesn't matter if you have more cards at any
point than your maximum hand size - you don't have to discard down. But you won't be able to draw any new cards at
Nightfall until you've managed to reduce your hand size down below its maximum.
Movement Restrictions
Some cards say things like "Dudes can't move to the Town Square 'til after Nightfall" or "Terrors can't move to this Deed."
These movement restrictions apply when a Dude moves, does a job, joins a posse, or otherwise changes location.
Even a card that lets you move a Dude doesn't override movement restrictions. The only exception is when a
Dude boots to go Home-there ain't nothin' that can stop that.
Optional Victory Conditions
If you're playing a multi-player game and you're a bit short o' time, you may want to use the optional Victory Conditions
instead. If so, you only need to have more Control Points plus Victory Points than the lowest Influence on the table to win
the game. As this tends to lead to quicker, bloodier games, make sure everyone agrees before playin' this way.
Pullin'
When you pull, you look at the value (A, 2, 3, 4, 5, 6, 7, 8, 9, 10, J, Q, or K) o' your deck's top card. Usually, you compare
the value to a number indicated in the pull instructions. Aces are 1s, Js are 11s, Qs are 12s, and Ks are 13s. When you're
done with whatever made you pull, discard the card. If you have no cards left to pull, your pull's considered an A, unless
you're makin' a Harrowed pull (see Harrowed, page 61).
Reactions:
If a player does somethin' that triggers a Reaction you have, you can jump on in and play it. It happens immediately. If
more than one player wants to play a Reaction at the same time, start with the Winner o' lowball and go clockwise, playin'
and resolvin' one Reaction each 'til everybody's done. If an action gets canceled, any costs (bootin', discardin', etc.) still
happen. After all Reactions resolve, play returns to normal.
Skill Ratin's
Mad Scientists, Shamans, Blessed, and Hucksters have special skills. On a skilled Dude's card is a label that tells you the
kind o' skills the Dude's got, like Mad Scientist. A number-the Dude's skill ratin'-follows the label (such as Mad Scientist 2).
You use this with Spells and Gadgets.
Skill Check
Whenever one o' your Dudes wants to use a skill, he or she's gotta perform a test. This involves makin' a pull, and adding
the value of the pull to the Dude's skill ratin'. The result is called the skill check.
Spells
Each action on a Spell has a Difficulty level. Whenever your Dude wants to cast a Spell, perform a skill check usin' the
Dude's skill ratin'. If the skill check exceeds the spell's Difficulty, the Spell succeeds and you take its action. Otherwise, the
Spell fails and nothin' happens (though it's still considered to have been used; it's the next player's turn to play an action).
Gadgets
Mad Scientists can build Gadgets (usually a kind o' Goods), which only someone off their rocker could invent. If you've got
a Mad Scientist in your gang, the Mad Scientist can try to "create" a Gadget you hold in your Play hand, as a Noon action.
Boot the Mad Scientist while he or she is in a location you control. Pay the Gadget's cost, then perform a skill check usin'
the Dude's Mad Scientist ratin'. If the skill check exceeds the Gadget Difficulty, the Gadget works: attach it to the Mad
Scientist.
If the skill check ain't higher'n the Difficulty, the Gadget falls to pieces and you lose anything you paid for it. Curse your
luck, and toss the Gadget into your discard pile.
Statistics Modifications
A cost can't drop under 0. Any other stat can drop under 0, but whenever you check it, count it as 0. A stat is always equal
to the printed stat plus any modifiers from card effects and attached cards. Some card effects only involve printed stats-
stats before modifications.
Targeting
Sometimes a card says it can't be targeted. So how do you know when a card effect targets?
1) If a card effect says it targets, it does.
2) An action always targets, unless it has a global effect (e.g. "All terrors are booted"). Global actions do not target.
3) Nothing else targets.
Token Dudes
Some cards create temporary Dudes in a shootout, called 'token Dudes'. These are controlled by the player who created
them, and only remain in play until the end of the shootout. While they're in play, they're treated just like any other Dude.
Each one is a separate, Unique Dude.
Wanted Dudes
Wanted Dudes are hunted by the Law. Put 1 ghost rock from the Bank on each of 'em to show they're Wanted. If you ace
a Wanted Dude in a shootout, you earn the 1 ghost rock as a bounty. As a noon action, you can boot one or more o' your
Law Dogs or Texas Rangers with more combined Influence than a Wanted Dude to make the Dude un-Wanted: it pays to
have friends in high places. A Wanted Dude who is "made Wanted" doesnt' change in any way.
Weapons
A Dude can only have one Weapon ready. If a Dude with a Weapon attaches another one, the new one is unready-face-
down-and doesn't affect play, though other players can still affect and view it. Once per turn, a Dude can switch his or her
ready Weapon with an unready Weapon as a Noon action. Once per shootout, a Dude who hasn't used an action on a
ready Weapon in this shootout can switch the ready Weapon with an unready Weapon as a Shootout action.
Glossary
Abomination: A type o' Terror.
ace: Put into its owner's Boot Hill.
adjacent to: Next to. A Dude is adjacent to a location when in a location next to it. The Town Square's adjacent to all
Deeds in town. Streets don't wrap around; Deeds at either end of a street ain't adjacent. A location ain't adjacent to itself.
Bank: The central pile of ghost rock tokens that nobody owns. This is not the same as the Deeds to The 1st and 2nd
Banks of Gomorra.
boot: Turn a card sideways to show it's busy doin' somethin' or has finished its day.
Blessed: A Dude with the Blessed skill can attach and perform Miracles.
Boot Hill: Your pile o' destroyed and aced cards. Keep it separate from your discard pile. Usually, cards don't come back
into play after goin' to Boot Hill. Be afraid o' those that do.
card effect: An effect generated by a card.
control: For a Deed: Have the most Influence at, even if somebody else owns the Deed. For a Dude: Have in your gang.
When a card refers to "you," it's talkin' about its controller.
Control Point: The number in the blue poker chip on some Deeds. If you control a Deed, you get its Control Points. If
your total Control Points plus Victory Points is more than another player's Influence, you win the game.
discard pile: Where cards go after bein' used, unless they've been aced.
Draw hand: A five-card hand drawn to resolve a shootout or other conflict, separate from the Play hand. It gets discarded
after it's used.
Drifter: A Dude who don't belong to an Outfit. "Drifter" ain't an Outfit.
gang: All the Dudes under your control.
Harrowed: Undead. A Harrowed Dude is a Terror.
Harrowed ability: An ability given to a Harrowed Dude by a Harrowed Ability card.
Harrowed Ability card: An Action card that gives Harrowed Dudes "Harrowed abilities." It has the "Harrowed Power"
indicator.
Home: Your Outfit's Home. It starts in play and is the first card o' your street. It ain't a Deed, can never leave play, and
you always control it. It's Private.
Huckster: A Dude with the Huckster skill can attach and cast Hexes.
illegal Draw hand: A Draw hand with two or more cards of identical suits and values (Jokers excepted). You can play
illegal Draw hands, but somebody might nail you for cheatin'.
Influence: How much power a Dude wields around Gomorra, shown in a red poker chip on the card. Influence helps you
take control o' Deeds.
in play: Started with or played from a Play hand, and not in Boot Hill or a discard pile.
in town: Where your Home and the Town Square are, as are Deeds that ain't labeled "Strike" or "Out o' Town."
location: Any Deed in play, the Town Square, or any Home. Dudes can travel to these places.
Mad Scientist: A Dude with the Mad Scientist skill can create Gadgets.
maximum hand size: The number o' cards in a full Play hand. It starts at five.
Non-Unique: Able to enter play even if another player has a copy in play or in Boot Hill. A player still can't play a Non-
Unique card if he or she has a copy of it in play or at Boot Hill.
opposin': In a shootout against.
Outfit: A group tryin' to control Gomorra.
out of town: Outside Gomorra. An out-o'-town Deed usually ain't adjacent to any other locations.
own: Have brought into play.
Play hand: The five-card hand that a player plays cards from durin' the turn.
posse: One or more Dudes temporarily grouped together to get into a shootout, do a job, or stop another posse from doin'
a job.
pull: Draw a card, check its value, and discard it.
ready Weapon: The Weapon a Dude uses. Extra Weapons attached to a Dude are face down and don't affect play.
removed from play: Taken out o' play and the game without bein' aced or discarded.
Shaman: A Dude with the Shaman skill can attach and call Spirits.
shooter: The lead gunfighter of a shootout posse.
skill ratin': A number on a Dude, such as "Mad Scientist: 1," that tells you how skilled the Dude is at castin' Spells or
creatin' Gadgets.
street: The row of in-town Deeds each player builds.
Strike: A ghost rock mine. Strikes are out of town.
target: noun - Somethin' that's targeted.
target: verb - Select to be affected. Somethin' only targets if it says so or if it's a non-global action.
Terror: An Abomination or a Harrowed Dude.
Token Dude: A temporary Dude created by a card effect.
Town Square: The area between streets. It's an in-town location (but not a Deed) adjacent to all Deeds in town but no
Deeds out o' town.
trait: A boldfaced descriptor at the top of a text box.
unboot: Turn a card straight up.
Unique: Not able to enter play if any player has a copy in play or in Boot Hill. Dudes and Deeds are Unique unless they
say otherwise.
unready Weapon: A Dude's extra, face down Weapon.
Vault: A player's pile o' ghost rock tokens.
Victory Point: A permanent Control Point you get for doin' somethin' special.
Wanted: Wanted by the law. Worth a 1 ghost rock ransom.
you: The controller. Normally, you control cards you own, but another player can take control.
After Knicknevin
With the center of Gomorra destroyed in the battle of between Knicknevin and Austin Stoker's army of heroes, the town is
hardly the same.
While the actual rules of play have not changed for this new storyline, the description of the town has. What is called the
Town Square is the ruins of Gomorra. A player's street is a rail-line entering town, with deeds springing up along those
lines to support the newcomers to town. As dangerous and wasted as Gomorra is, it's one of the best sources of ghost
rock out there. And as we all know, greed is more powerful an emotion than fear. Usually...
If you want to simulate the town of Gomorra after the fall of Knicknevin, limit yourselves to cards in Boot Hill and future
expansions. You may use any version of a dude that is alive and printed in these sets, regardless of whether which
version (experienced or not) is in the set.
What's New in this Rulebook
Clarifications to: Uniqueness (11), Improvements (19), Homes (29), Boot Hill (33), discard pile (33), Events (38), Movin'
(42), Tradin' (45), Callin' Out (46),
Formin' Posses (49), takin' casualties in a shootout (51), Jobs (54), Fear Level (59), Maximum Hand Size (62), skill
checks (64), Targetin' (66), and Token Dudes (66).
Most Recent Printin' Rule
The most recent printin' of a card overrules all previous printin's, which are considered to read identically to the current
printin'. (This doesn't apply to printing new, "Experienced" cards) Also, this rulebook overrules all previous rulebooks. This
rulebook was printed in April, 2000.
Internet Resources
If you're looking for more information about Doomtown, check www.alderac.com for all current errata, game play
examples, information about upcoming releases, as well as how to join the doomtown information email listserver.
The official FAQ and other cool pieces of info are kept at the "Crow's Nest" at: http://www.ghostrock.fsnet.co.uk/index.htm
| textdata/thevault/Deadlands [multi]/Deadlands, classic/3rd party/Deadlands - Classic - Doomtown - Rulebook.pdf |
HORST BUCHHOLZ,
Grenadier, age 31
Real Name: Michael Becker, Grenadier, age 29
Background: You have always had a love of the
written word, whether in your own language, or that of
Shakespeare, Flaubert, or Cicero. You were fortunate enough
to study at Brown University in Rhode Island, Providence,
in America, where you grew to love Thoreau and Emerson,
as well. You had little interest in politics, but you answered
the call of your country (like any good German would) and
left your post as Professor of American Literature at the
University of Greifswald. As a soldier in the Heer, you hate
your life, you hate the army, and you hate the war. You
have seen too many men die and you resent them for being
the “lucky” ones. Finally, enough was enough. Refusing to
fight saw you court-martialled, stripped of your rank, and
assigned to a Strafbattalion, a penal battalion carrying out
desperate engineering work under fire, or holding a section
of the line against overwhelming odds.
Schellenberg’s Promise: You are a homosexual. Your
loyalties would be suspect were this to be known.
Schellenberg has promised to protect you and get you
assigned elsewhere. You have no desire to wear the red
triangle of the Strafbattalion again.
Cover: You are a simple soldier who studied English
literature before the war.
Attributes: Agility d6, Smarts d10, Spirit d10, Strength d6,
Vigor d6.
Skills: Fighting d4, Driving d6, Healing d4,
Knowledge (English) d8, Knowledge (French) d6,
Knowledge (History) d8, Knowledge (Latin) d6,
Knowledge (Literature) d10, Knowledge (Psychology) d8,
Notice d4, Persuasion d6, Shooting d4, Stealth d4.
Charisma: +0; Pace: 6; Parry: 4; Toughness: 5; Sanity: 7.
Hindrances: Bad Eyes (Minor), Code of Honor,
Shell Shocked (Minor).
Edges: College Boy.
HARTMAN BOCHNER,
Feldwebel, age 46
Real Name: Jürgen Brambach, Fregattenkapitän, age 46.
Background: Your family has a strong naval tradition.
You grew up in Kiautschou-Bucht, the German Colonial
Concession of Jiaozhou Bay in China, where your father
served in the German East Asia Squadron. Graduating
from the Naval Academy Mürwik, you served aboard
U-boats during the Great War and in the merchant navy
between the wars, seeing much of the world. This is how
you became highly conversant in English. When war
broke out, you re-enlisted in the Kriegsmarine and have
served loyally, now commanding your own boat despite
your advancing years.
Schellenberg’s Promise: Your wife is American, which
makes your loyalties suspect. Schellenberg has promised
to protect you and your family.
Cover: You have been assigned to Operation Greif as you
are familiar with American engines.
Attributes: Agility d6, Smarts d8, Spirit d6, Strength d6,
Vigor d6.
Skills: Boating d6, Climbing d6, Fighting d6, Healing d6,
Knowledge (Chinese/Mandarin) d4, Knowledge
(Communications) d6, Knowledge (Cryptography) d6,
Knowledge (English) d8, Knowledge (Navigation) d6,
Knowledge (Spanish) d4, Repair d8, Shooting d6,
Swimming d6.
Charisma: +0; Pace: 6; Parry: 5; Toughness: 5; Sanity: 5.
Hindrances: Curious, Hard of Hearing (Minor), Loyal.
Edges: Mechanically Inclined.
WOLFGANG KURTH,
Oberleutnant, age 43
Real Name: Ute Lang, Businessman, Age 43
Appearance: From school you went straight into your
family’s import/export business and, as you worked your
way up, you traded with Great Britain, Canada, and
the USA, particularly enjoying your visits to the latter.
Spending time in these countries made you realise that
as much as Hitler was making Germany great again, he
was also putting the country in great danger. This made
you ripe for recruitment by a foreign power and when the
offer came, it was from MI6, the British Secret Intelligence
Service. You have been reporting to London for six years
now, primarily via Sweden, and since the war began, as an
experienced businessman, you have been working for an-
other agency, Germany’s Reich Main Security Office (and
its predecessors). You maintain your cover as a business-
man and a loyal member of the Nazi party, the latter much
to your disgust. Your masters in London have frequently
asked you about secret organisations in Germany.
Schellenberg’s Promise: Schellenberg not only knows
that you are double agent, but approves. Nevertheless, he
could inform his superiors at any time.
Cover: You were a shipping clerk in Hamburg before the
war and have been a quartermaster since enlisting.
Attributes: Agility d6, Smarts d8, Spirit d6, Strength d6,
Vigor d6.
Skills: Fighting d6, Knowledge (Cryptography) d6,
Knowledge (Demolitions) d4, Knowledge (English) d8,
Knowledge (Espionage) d6, Knowledge (Swedish) d4,
Notice d6, Persuasion d6, Shooting d6, Stealth d6.
Charisma: +0; Pace: 6; Parry: 5; Toughness: 5; Sanity: 5.
Hindrances: Cautious, Vow (Minor; Nazi Party),
Vow (Major; MI6).
Edges: Alertness, Great Luck, Luck.
NORBERT GRUPE,
Oberleutnant, age 32
Real Name: Wilhelm von Homburg, Major, age 32
Appearance: Your father was a diplomat and you spent
much of your childhood in America but, being from an old
Junker family, you were sent to a military academy back
in Germany. You graduated high in your class and, shortly
after taking up your commission in the Wehrmacht, you
volunteered to serve with the Legion Condor in Spain.
You were turned down, so you resigned and volunteered
with the Nationalists, where you fought as an ordinary
soldier. Upon returning to Germany you re-enlisted in the
Wehrmacht, and have served faithfully ever since. You
fought in Poland, France, Norway, Russia, Italy, and then
Russia again. You have seen victory and you have seen
defeat, but now you know that it is only a matter of time
before Germany is defeated. You know that Hitler and his
cronies are responsible, but you know that voicing such
suspicions will get you into trouble. It was why you did not
take part in the July 20th plot to kill Hitler, but you had col-
leagues who did and they are dead now. You are beginning
to wonder if you are also suspected of being involved…
Schellenberg’s Promise: Schellenberg knows that you
are innocent of involvement in the 20th July Plot and has
promised to clear your name.
Cover: You are simply being assigned to the new offensive.
Attributes: Agility d6, Smarts d8, Spirit d6, Strength d4,
Vigor d8.
Skills: Fighting d8, Healing d6, Knowledge (Battle) d6,
Knowledge (English) d8, Knowledge (French) d4,
Knowledge (Russian) d4, Knowledge (Spanish) d4,
Persuasion d4, Shooting d8, Throwing d6.
Charisma: +0; Pace: 5; Parry: 6; Toughness: 7; Sanity: 5.
Hindrances: Bad Luck, Obese, Wanted (Minor).
Edges: Grizzled, Command, Level Headed, Tactician.
FRANZISKA KELLMAN,
Oberleutnant, age 30
Real Name: Anne-Kathrin Hoeck, Hauptmann, age 29
Appearance: Your family made its money in dyes,
enough so you could travel, including visiting relatives in
the USA. You would spend summers in the Hamptons,
picking up an accent that would annoy your tutors at fin-
ishing school. When Hitler came to power you were not a
supporter of the Nazis, a preference that you have learned
to hide in the last ten years. Your disgust has grown and
grown and in recent years; you even harboured those that
Hitler and all too many of his cronies would have made
disappear. While your family’s money is enough to ensure
that you could live a life without the need to work, you
have to be seen to be part of society and a respectable
Nazi. So, you enlisted as a nurse in an auxiliary unit. Your
respectability has bolstered your rise in rank.
Schellenberg’s Promise: Schellenberg knows that you
have been harbouring Jews and has promised not to
inform the authorities.
Cover: You have been assigned to ensure the health of
any prisoners in the forthcoming offensive.
Attributes: Agility d6, Smarts d8,
Spirit d8, Strength d6, Vigor d6.
Skills: Driving d6, Fighting d4, Healing d10,
Knowledge (English) d8, Knowledge (French) d4,
Knowledge (Latin) d4, Knowledge (Psychology) d6,
Persuasion d8, Shooting d6.
Charisma: +0; Pace: 6; Parry: 4; Toughness: 5; Sanity: 6.
Hindrances: Death Wish, Stubborn, Vow (Major;
Overthrow the Nazis).
Edges: Healer.
| textdata/thevault/Achtung Cthulhu/Achtung! Cthulhu (SWADE)/Kontamination (SWADE)/Call of Cthulhu 6e & Savage Worlds - Achtung Cthulhu - Kontamination - SW Pregens.pdf |
Mission: The Blackest
Friday Ever
In the United States, the Thanksgiving season brings two of
America’s favorite things into direct conflict, eating one’s self
into a stupor and shopping one’s self into a frenzy. This Thanks-
giving, however, is going to be unlike any other when the two
merge into something far more sinister.
Ten days before Thanksgiving, Manger analysts come across
a report from the U.S. city of Mendota Heights in Minnesota,
about twelve miles south of Minneapolis. The article details an
incident where several denizens of the city went on an unex-
plained rampage. The specifics are sketchy at best, but the gist
of the report was that a dozen people at a church outing began
assaulting other members of their congregation. No one died
in the incident, but there were numerous injuries requiring
hospitalization. There haven’t been any follow-up stories since
the original article in the West/South Review, the local Mendota
Heights newspaper, that ran the initial report.
Manger analysts are concerned that this event could be a con-
tinuation of the brainwashing situation that happened Hallow-
een night in Willimantic, Connecticut (See CROSS mission:
Vididiots). Even worse, the location where the brawl occurred
was St. Peter's Church which is also the CROSS safe house in
the region. The type B safe house is located in the old priest's
quarters in the back of the church. CROSS wants to make
sure there are no additional injuries to the people of Mendota
Heights and also to confirm that the safe house's existence is
still viable after all the extra police attention at the church.
Getting to Mendota Heights requires a flight to Minneap-
olis-Saint Paul International Airport and finding a lift to the
church. When the agents arrive, they can meet with Bernard
Hoffman, the pastor of the church. In general, he is reluctant
to talk about the incident downplaying the violence as a brief
scuffle amongst good people (initial rating of Uncooperative on
the Reaction Table in Savage Worlds), so getting any informa-
tion regarding the attack requires a successful Persuasion roll.
Reminding him that he is the safe house contact and that he is
there to help them on their mission will award the agents a +1
bonus to their Persuasion roll. If coerced to speak, he will tell
the agents that the congregation was celebrating the engage-
ment of a young couple that would be married the following
summer. That was until the young man began brawling with his
fiancé's father which then created a larger brawl with non-fam-
ily members as well. The pastor could make no sense of the
fight and didn't know of any animosity between the families or
anyone else at the celebration. He repeatedly states that every-
one involved was good people and there is no logic to why they
did what they did. There were a total of thirty-nine people hurt
in the scuffle with fifteen of the victims and all twelve attackers
suffering injuries severe enough to need medical attention at
the nearby hospital.
Speaking to the local police department will require police or
lawyer credentials. The harried chief reports that the assault
occurred at a church picnic. All witnesses state the event was
going smoothly until shortly after lunch when each of the at-
tackers started to become agitated. When the pastor attempt-
ed to calm them, they became violent as a group, attacking at
random and anyone trying to stop them. Eventually, by sheer
weight of numbers, the police and just about every able-bodied
male at the party beat the attackers into submission. The chief
could not question the attackers as each is still in a coma. As-
suming, the agents got this information with a successful Per-
suasion roll, a Raise will get the chief to reluctantly mention
the attackers were so aggressive that the police and citizens had
to resort to a level of violence that would normally result in an
investigation of police brutality.
If any of the agents search the party area, a successful Notice roll
will reveal a mostly uneaten sandwich in one of the trash cans.
A successful Smarts roll will cause one of the agents to realize
that it may be wise to have the sandwich tested for any contam-
ination. As Mendota Heights is too small to have a forensics
department, the agents will have to take the sandwich to Min-
Missions
Page 1
neapolis. Testing requires Knowledge (Science or Forensics) or
Smarts -4 to find traces of the monomethylhydrazine toxin in
various mushrooms which can cause erratic mood swings and
anger in humans. More strangely, there are also traces of the
rare ophiocordyceps unilateralis or zombie mushroom fungus.
This fungus rewires the brains of ants to act as hosts, navigate
to the most advantageous place, and spread its spores. A second
roll of the above skills detects markers of genetic modification
of both specimens. Essentially, this hybrid fungi can cause its
human victim to become emotionally unstable and also take
over the mind of the victim to cause it to release its spores to
infect others just like it does to ants. Given the genetic markers,
someone deliberately modified these mushrooms to create one
of the most diabolical biological weapons ever created.
Attempting to speak to witnesses at the brawl, has the agents
run into the same reluctance to talk displayed by the pastor and
requires a successful Persuasion or Streetwise roll to learn the
celebration was a potluck, a common type of party where mem-
bers bring a dish to pass to celebrate events for the church. If
the agents ask who brought the sandwiches, one of the people
on kitchen duty remembers that Daphne, the youngest sister of
the bride brought the sandwiches. Inquiring about her reveals
that she was injured in the brawl, but released the same day. The
only thing different about this event from the previous ones was
the anonymous gift of some sandwiches that many attendees
did not like. Researching Daphne will reveal a period of acting
out and criminal behavior, an absence from social media fol-
lowed by a more kind and mature online presence. Shots of her
at the Mall of America food court are in her most recent posts.
Follow up questions about the sandwiches discover that each of
the attackers ate part or all of one of the gifted sandwiches and
the brawl ensued shortly after.
A visit to the local hospital learns that four victims and all the
attackers are still in the hospital. Getting any official informa-
tion from the doctors will require police credentials or a Raise
on a Persuasion roll to learn that three of the victims are still
in critical condition, but expected to survive. The attackers are
however all in comas that the doctors cannot explain, that they
are still trying to diagnose. If the team fails at the above roll,
they can resort to Streetwise and a $50 bribe to learn the same
information.
If the agents speak directly to any of the coma victims, the pa-
tient will begin convulsing, a large stalk will burst out of their
forehead, and one of several types of spores will be ejected into
the air in a Small Burst Template (See Special Abilities under
Fungi Zombie and roll 1d4). Anyone that fails their Vigor roll
will succumb to the details listed under each ability which can
be cured with a healing miracle. However, these victims will be
vulnerable to a mind control ability activated with the hyper-
parasitic spores detailed below (see Nikolai Petrov).
Although the team now knows what happened and how; they
are missing the critical who and why. As the team investigates
further, anyone succeeding with a Notice -2 roll spots that
the sandwich wrapping is a flyer from the Mall of America in
nearby Bloomington and most importantly, the flyer explicit-
ly mentions Black Friday sales events. This discovery gives the
agents where and when; who and why they will have to figure
out when they get to Bloomington.
Racing to the mall the team arrives only an hour before the mall
opens and the line of shoppers already stretches out of sight.
Entering the mall before opening will require the use of police
credentials, a successful Persuasion -2 roll to bluff their way in,
or a Stealth roll to slip in unseen via a loading dock.
Since the initial delivery of the fungus required ingestion, the
food court and the various kiosks are the logical places to start
looking. However, the Mall of America is one of the world's
largest malls and even with their search area narrowed, the
agents do not have time to conduct a thorough search. A No-
tice roll will reveal the presence of the Fun Guy Cafe. However,
interviewing the workers and searching the restaurant doesn't
turn up any evidence that they are involved with the plot. How-
ever, as they agents leave, Daphne will spot them and run. If
they catch and interrogate her, they can discover that she had a
new boyfriend that helped her make the sandwiches that caused
the brawl and that he is outside in the parking lot giving away
more sandwiches. Around this time, security heads to the doors
to open the mall for another Black Friday.
A Notice roll will, however, spot an employee arriving for work
at the absolute last minute and about to take a bite of a sandwich
wrapped in the same flyer found in Mendota Heights. Knocking
the sandwich out of his hand before he can take a bite requires
an Agility roll and a Fighting roll against a Parry of 4. If the
agents fail to stop him from eating the sandwich, the victim will
need to make a successful Vigor -2 Roll to avoid turning into
a Fungi Shopper. If they are successful, the team can ask him
where he got the sandwich and the startled man can stammer,
"Some guy is handing them out from a van in the parking lot to
the people waiting in line."
Horrified, the agents turn toward the nearest door, only to see
the main entrance open and eager shoppers flooding into the
mall. Shortly after the initial wave swarms in, there are shouts
as several patrons turn on other shoppers (See Fungi Shop-
pers). If the team rushes to stop the attackers, they find half
a dozen men and women attacking other shoppers at random,
but before they enter combat, the GM will have each agent roll
Smarts. Anyone that succeeds realizes that their quarry has to
be outside and that at least some of them should avoid combat
and attempt to find the culprit and maybe a clue to how to stop
the brawl.
The fight inside the mall is a whirling free-for-all requiring the
rendering of the zombie shoppers unconscious to subdue them.
Evading the flailing and rapidly spreading brawl requires an
Agility roll to dodge between shoppers. If this mission is part
of a campaign, have one of the bystanders video the fight and
upload it to the Internet where it will promptly go viral making
for a tense confessional debriefing with the archdeacons.
If any agent avoids the fight to go outside, there is a long line of
shoppers pushing their way into the mall, blissfully unaware of
what is going on inside. Most of the patrons ignore the agents’
questions, but a successful Streetwise will find one that not only
remembers the man handing out the sandwiches, but points to
an old 60s era van in one of the prime front row parking stalls.
As soon as the team moves toward the man pulling another tray
of sandwiches from the van, he seems to sense their presence
and attempts to flee on foot, forcing the agents into a series of
Secret Agents of CROSS
Page 2
opposed rolls of Agility. Three non-consecutive successes allow
the agents to overtake him. When the man sees he cannot es-
cape, he wheels about and begins stuffing one of the sandwich-
es into his mouth! As before, stopping him in time requires an
Agility roll and a Fighting roll, but this time against a Parry of
6. If either roll fails, the man will need to fail a Vigor -2 Roll to
turn into a Fungi Shopper. If he does fail, the man’s eyes glaze
over as he gains the abilities of the zombie creature. If the agents
subdue the man and he hasn't turned into a zombie yet, he will
state that he was just handing out sandwiches for the money
and has nothing to do with his employer's plot. Obviously, this
isn't completely true as he tried to use the sandwich's toxin to
fight off his pursuers. However, it could be that he doesn't know
about the full aspects of the genetically modified toxin.
Regardless, back at the van, the real mastermind of this terrorist
act, Nikolai Petrov, crawls onto the top of the van and shouts,
"They said that my research wasn't marketable. They said it
wasn't something worth investing in. Black Friday in the United
States is the purest form of its greedy, gluttonous, and capitalist
world view. Well, I say...monetize this!"
With that Nikolai, rips open his plaid button-up shirt to reveal
his open chest and beating lungs infected with rows and rows
of fungi. In a weird action of exhaling air direct from his lungs,
fungus erupts blasting multicolored spores into the air.
"Fly my pretties and infect the infected so I may control you all
and destroy the decadent capitalists!"
The spores blanket the parking lot and cause all previously in-
fected victims of either the sandwiches or the spores that erupt-
ed at the hospital to make Vigor rolls at -2 to avoid coming
under the control of Nikolai's hyperparasitic spores. A master
biochemist Nikolai has modified a parasitic fungus that only
affects the ophiocordyceps fungi, giving him remote control of
those under ophiocordyceps influence.
Fortunately for the team, the genetically modified fungus does
not taste very good, and most of the sandwiches went into the
trash or shoppers forgot about them once the mall opened.
Only about twelve shoppers are affected by the hyperparasit-
ic spores. Defeating them and Nikolai will stop the immediate
danger to themselves and the other shoppers.
However, if there are other victims inside the mall they will also
risk infection if they leave the mall. A successful Smarts roll
will cause one of the agents to realize that an announcement
over the mall’s public address system warning shoppers that the
unauthorized food vendor’s sandwiches are unsafe to eat and
to turn them into the security station in the mall and that any-
one that has eaten one of them should also visit security. If the
message is broadcast, it takes some time, but eventually, all the
tainted food gets turned in, or discovered in trash receptacles
and the potential victims contained by security.
Reversing the effects of the toxic fungus requires a Knowledge
(Science or Forensics) or Smarts -4 roll to deduce that a pre-
scription of a powerful anti-fungal medicine will kill the spores
and bring the victims out of their various altered states.
The suspect proves to be Nikolai Petrov, an unemployed bio-
chemistry science last employed at Northstar Genetics. HR
records state he quit after they would not fund his mushroom
toxin research. Questioning him reveals he is a devout commu-
nist and deplores the entire capitalist orgy that is Black Friday.
Both brilliant and deranged at the same time, Petrov modified
the fungi as a means to bring the vile buying for buying’s sake
tradition to an end. Clearly a threat to himself and others, au-
thorities whisk the man away for an extended stay at the state
mental ward.
NPCs
Nikolai Petrov
Nikolai is a brilliant biochemist and geneticist that has perfect-
ed both ingestible and airborne toxins to generate various ef-
fects. His most recent deranged effort was to inject himself with
a genetically modified concoction to allow him to eject spores
from his own lungs. His failures to secure funding for his var-
ious projects have fanned the flames of his negative views on
capitalism from his birth nation of Russia.
Attributes: Agility d6, Smarts d12, Spirit d6, Strength d6, Vigor
d6
Skills: Driving d4, Fighting d6, Investigation d12, Knowledge
(Genetics) d12, Knowledge (Biochemistry) d12, Notice d6, Per-
suasion d6, Stealth d6, Streetwise d6
Charisma: –; Pace: 6; Parry: 5; Toughness: 5
Hindrances: Delusional (Major, Stop Capitalism), Vengeful
(Major)
Edges: Jack of Trades, Scholar
Special Abilities
Ophiocordyceps Spores: Nikolai can eject these spores in a
Medium Burst Template. Exposure to these spores will cause a
victim to turn into a Fungi Shopper in 1d4 rounds after a failed
Vigor roll. A successful Vigor roll will mean that the person is
immune to the spores. After 1d8 hours, the Fungi Shopper will
become a Fungi Zombie complete with a mushroom stalk preg-
nant with spores protruding out of its head.
hyperparasitic Spores: Nikolai can eject these spores in a Large
Burst Template. Exposure to these spores forces a Fungi Zombie
to succeed with a vigor roll or come under the mental control of
Petrov for 1d10 rounds.
Tags: Earthly
Fungi Shoppers
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d10, Vigor
d10
Skills: Driving d4, Fighting d8, Intimidation d6 Notice d6,
Stealth d6, Streetwise d6
Charisma: –; Pace: 6; Parry: 6; Toughness: 7
Hindrances: Bloodthirsty, Mean
Tags: Earthly
Fungi Zombie
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d6, Vigor
d6
Skills: Fighting d6, Notice d4
Charisma: -2; Pace: 6; Parry: 5; Toughness: 7(2)
Hindrances: Ugly
Special Abilities (Select one type of spore for each zombie)
Armor +2: Mushroom covering
Bolesatine Ophiocordyceps Spores: The Fungi Zombie can
eject these spores in a Small Burst Template causing vomiting
and nausea. If the victim fails their Vigor roll they are vomiting
Missions
Page 3
and nauseous for 1d4 rounds and unable to act, but after that
period of time can attempt another Vigor roll. If they are suc-
cessful, they suffer one level of Fatigue but can act.
Monomethylhydrazine Ophiocordyceps Spores: The Fungi
Zombie can eject these spores in a Small Burst Template caus-
ing uncontrollable anger unless the victim successfully rolls a
Vigor roll. Failure increases the victim's Strength and Vigor
one die step and causes them to attack anyone that confronts
or speaks to them.
Muscarine Ophiocordyceps Spores: The Fungi Zombie can
eject these spores in a Small Burst Template causing a form of
flaccid paralysis. See Paralysis Poison in Savage Worlds.
Psilocybin Ophiocordyceps Spores: The Fungi Zombie can
eject these spores in a Small Burst Template causing hallucina-
tions. Roll on the chart below to determine how to describe the
scene for the victim of this spore. Consult the chart below to
help create a hallucinogenic effect for the victim of this spore.
D8
hallucinogenic Effect
1
Victim believes an object is a different object.
2
Victim believes a target is someone or something
else.
3
Victim misinterprets something happening in the
current situation.
4
Victim sees something or someone that isn't there.
5
Victim hears something no one else can here.
6
Victim believes a personal item is suddenly lost.
7
Victim feels as if he is injured or sick.
8
Delayed result. Roll again on following Round.
Note: All of these Spores have a secondary effect of the Ophio-
cordyceps Spores described under Nikolai Petrov but this
doesn't manifest until 1d8 hours.
Tags: Earthly
Secret Agents of CROSS
Page 4
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CharaCter OptiOns
Feats of Cold
There is a certain type of survivor that can move
through the frozen realms and survive them un-
scathed. There are also those that embrace the cold
either because of fascination or necessity. These feats
explore those who not only embrace the cold but rel-
ish in it.
survivalist
You are able to work together with your group to
survive in extreme climates. You gain the following
benefits:
ɶ Increase your Constitution by +1, to a maximum
of 20
ɶ You find twice the amount of food and water in
extreme conditions
ɶ You and your party gain advantage on saving
throws vs environmental damage due to extreme
heat or cold
arCtiC survivOr
You are alert to the dangers that come with cold
environments. Not only can you survive them, but
you can also thrive within them.You gain the fol-
lowing benefits:
ɶ You have advantage on Wisdom (Perception) and
Intelligence (Investigation) checks made to detect
pits, traps, and snares, or other cold based envi-
ronmental dangers (avalanches)
ɶ You have advantage on saves to avoid or resist
pits, traps, snares, or other cold based environ-
mental dangers as determined by the DM.
ɶ You have resistance to cold damage
arCtiC sCulptOr (COld)
You are intimately familiar with the domain of cold to
the extent that you can change the elemental makeup
of spells from one energy to another. In this case,
cold. You gain the following benefits:
ɶ Choose one energy type other than cold. You
are able to change spells with that descriptor to
spells with a cold descriptor.
ɶ You may take this feat more than once, with each
instance being a different descriptor.
ɶ You gain resistance to cold-based damage and
you have advantage on all saving throws made
against cold-based spells or effects.
FrOzen FOrtitude
You’ve developed a powerful build and ferocious will
to survive the harsh northern winters that allows you
to maintain your composure where weaker creatures
might falter.
ɶ Increase your Constitution or Strength score by 1
to a maximum of 20.
ɶ You gain advantage on saving throws against
being charmed, frightened, paralyzed, poisoned,
stunned or put to sleep.
Author: Troy Daniels
Artist: Rick Hershey
Design and Layout: Rick Hershey
Fat Goblin Hoarde: Ismael Alvarez, Jason Owen Black, Geoff Gander, Taylor
Hubler, Matt Roth, Lucus Palosaari, Troy Daniels, and Rick Hershey.
Business Manager: Tristan Hershey
Publisher: Rick Hershey of Fat Goblin Games
Character Options: Feats of Cold © 2020 Fat Goblin Games
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Shadows over Vathak: Player’s Guide © 2016, Fat Goblin Games; Authors: Ismael
Alvarez, Tyler Beck, John Bennett, Jason Owen Black, Troy Daniels, J Gray, Rick Hershey,
Taylor Hubler, Lucus Palosaari, Jennifer Povey, Michael Riter, and Matt Roth.
Shadows over Vathak: Explorer’s Guide to Vathak © 2016, Fat Goblin Games;
Author: Lucus Palosaari
Character Options: Feats of Cold © 2020, Fat Goblin Games; Author:Troy Daniels
fatgoblingames.com
Looking for more creatures, items,
adventures, player options, and horror
for your 5th Edition Fantasy Game?
then jOin Our patreOn!
patreon.com/vathak5th
| textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Fat Goblin Games/SoV - Character Options - Featsof Cold.pdf |
Six Alchemist Spells
By Derek Holland
By Derek Holland
By Derek Holland
By Derek Holland
By Derek Holland
A
AA
A
A
lchemists are magical practitioners who specialize in transforming one sort of thing into another. While
many fantasy games refer to characters of this sort, few actually put their abilities into game terms or do not
go beyond spells like Polymorph Any Object. With that in mind, following are six spells to help those game
masters and players who wish to create magic users with alchemical abilities. Some are very powerful but are also
time-intensive and expensive. A couple may have significant impacts on setting designs as well.
Note that these spells are formatted so as to be compatible with any games using the sorts of basic fantasy role-
playing game rules developed starting in the 1970s. They can be used as-is with games like Goblinoid Games’
Labyrinth Lord and Mutant Future and can be easily modified and expanded for use with successor systems like
OGL or other games altogether.
Alter Physical State
Alter Physical State
Alter Physical State
Alter Physical State
Alter Physical State
Level:
Level:
Level:
Level:
Level: 6
Duration:
Duration:
Duration:
Duration:
Duration: Permanent
Range:
Range:
Range:
Range:
Range: 10’
With this spell, a spellcaster can change up to five pounds
of matter from one state to another (e.g., gas or liquid
rather than solid). In all other ways, the material retains
its traits. Thus, for example, gaseous wood remains flam-
mable, liquid iron conducts electricity, and solid air is
effectively without weight. Material can be directly trans-
formed from one state to another without passing through
an intermediate state (e.g., from solid to gas without be-
coming liquid in between).
A particular alchemist, for example, might want liq-
uid iron so as to form an item using a mold. She casts
Alter Physical State and five pounds of iron becomes a
non-molten, room-temperature liquid. After pouring the
iron into the mold, she casts the spell again and the iron
then becomes a solid (or, at her option, a gas).
This spell works on any non-living material and can
affect corporeal undead monsters, although they receive
a save versus spells to negate the effect. Each casting
costs 1,000 gp in reagents and takes two days.
This is a campaign-changing spell. It is not as power-
ful as Fuse Matter, but the ability to alter almost any
material into different forms will have an impact on what
expensive items are made of. An unbreakable metal, for
example, can be turned into a liquid and then shaped
into doors on the one hand, or effectively destroyed if
turned into a gas on the other.
Alter T
Alter T
Alter T
Alter T
Alter Toooooxin
xin
xin
xin
xin
Level:
Level:
Level:
Level:
Level: 3
Duration:
Duration:
Duration:
Duration:
Duration: Permanent
Range:
Range:
Range:
Range:
Range: 5’
A caster can use this spell to make a poison more or less
deadly. Strengthened lethal poisons recieve a -2 to saves
against them; weakened save-or-die poisons cause 25
points of damage on failed saves and 0 points of damage
on successful saves. Other toxins have their durations
increased or decreased by 25% or their saves receive a
-2/+2 penalty or bonus, as per the caster’s wishes.
This spell can also be used to alter how it can affect
the target (from ingestion to contact) or break up a
toxin so that it requires two or more substances to be
in the target’s body before affecting him. Each casting
costs 150 gp in reagents and takes one day.
FFFFFuse
use
use
use
use Matte
rMatte
rMatte
rMatte
rMatter
Level
:Level
:Level
:Level
:Level: 8 Duration
:Duration
:Duration
:Duration
:Duration: Permanent Range
:Range
:Range
:Range
:Range: 5’
The caster of this spell can use it to fuse two
different materials and take the best attributes of each
for the re-sulting mass. Only one pound per caster
level of fused material can be created (up to two
pounds per caster level of source materials). Any
sort of non-living material can be fused
Light
Light
Light
Light
Light to
to
to
to
to Mass
Mass
Mass
Mass
Mass
Level:
Level:
Level:
Level:
Level: 9 Duration:
Duration:
Duration:
Duration:
Duration: Permanent Range:
Range:
Range:
Range:
Range: 5’
This spell allows a specllaster to convert light into any
material that he knows the composition of, including
potions. It is not cheap to cast and requires six times the
standard cost of the material. Only five pounds of mate-
rial per caster level can be created per spell. The casting
time is one month.
This is a campaign-changing spell. With enough mon-
ey and time, a magic user could make almost any mun-
dane object in existence. This spell might even be used
to develop new materials if the GM allows.
Ultramagnet
Ultramagnet
Ultramagnet
Ultramagnet
Ultramagnet
Level:
Level:
Level:
Level:
Level: 5 Duration:
Duration:
Duration:
Duration:
Duration: 6 hours Range:
Range:
Range:
Range:
Range: Touch
With this spell the caster changes a small rod of metal
into a magnet that it can draw one specific substance to
itself. Unlike a usual magnet, this substance does not
have to be metal and can include flesh.
An ultramagnet can draw a maximum of 5 pounds to
a distance of 10 feet. When used in groups, they in-
crease the mass drawn but not the distance. Most alche-
mists use one or more ultramagnets to separate out re-
agents that can be reused or the final product from a vat
or cauldron.
al can be fused.
A caster could, for example, fuse some metal armor
and a wooden log, making the armor as light as wood
but just as conductive and hard as steel. Or, he could
merge the armor with air, making it effectively weight-
less but retaining its ability to conduct electricity.
Likewise, a necromancer could improve his undead
creations by fusing them with materials stronger than
flesh. This simply decreases their armor class by a bo-
nus related to the hardness of the fused material. Wood,
for example, might decrease the undead creatures’ ar-
mor class by -1 or -2, while steel would reduce it by -6.
Each casting of this spell costs 3,500 gp in reagents
and takes one week. Fuse Matter can be cast multiple
times upon a single object. Doing so may, in fact, be
required to completely affect large objects, such as ar-
mor and ships.
This is a campaign-changing spell. Many fused items
and materials will appear if the existence of the spell is
widely known. As one of the fused materials effectively
vanishes, there could be the reduction or loss of rare
minerals (regionally or setting-wide).
Know
Know
Know
Know
Know
nnnn
Compositio
Compositio
Compositio
Compositio
Composition
Leve
Leve
llLeve
lLeve
lLevel: 1 DDDuurr
:::Duration
:Duration:
uration
ation
ation Instant Range
Range
::Range
:Range
:Range: 100’
With this spell, a magic user can instantly know what
materials went into making a specific object or substance.
This does not reduce the cost of replicating it but does
negate any need for research.
Skirmisher Publishing LLC
499 Mystic Parkway
Spring Branch, TX 78070
Email: [email protected]
Website: http://www.skirmisher.com
d-Infinity Online: http://www.d-Infinity.net
Artist: William T. Thrasher
Editor/Layout & Design: Michael O. Varhola
Contents of this publication Copyright 2021 by Skirmisher Publishing LLC, all rights reserved.
First Self-Standing Publication: May 2020; revised March 2021.
OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright
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2. The License: This License applies to any Open Game Content that contains a
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11. Use of Contributor Credits: You may not market or advertise the Open
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12 Inability to Comply: If it is impossible for You to comply with any of
the terms of this License with respect to some or all of the Open Game Content
due to statute, judicial order, or governmental regulation then You may not
Use any Open Game Material so affected.
13 Termination: This License will terminate automatically if You fail to
comply with all terms herein and fail to cure such breach within 30 days of
becom-ing aware of the breach. All sublicenses shall survive the
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such provision shall be reformed only to the extent necessary to make it en-
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15 COPYRIGHT NOTICE. Open Game License v 1.0 Copyright 2000, Wiz-
ards of the Coast, Inc. “Six Alchemist Spell” copyright 2021, Skirmisher
Publishing LLC.
Six Alchemist Spells
By Derek Holland & the Skirmisher Game Development Group
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| textdata/thevault/Labyrinth Lord/Labyrinth Lord Magic/Six Alchemist Spells (LL).pdf |
03/05/2007 03:01:55 AM
http://www.allflesh.com/Achtung.html
ACHTUNG! ACHTING! MEIN ZOMBIE PLOTS
Submitted by Ferg
V2 (Inspired by The Guns of Navarone)
Background
Nazi scientists have hit upon the solution to take Britain out of the war. In a remote rocket base, the
scientists have secretly been testing a toxin (or virus) based on the zombie serum. In gaseous form, this
"Nerve Toxin M" can kill and then resurrect the newly dead. Unfortunately, the toxin is very difficult to
manufacture. Also, the scientists have yet to succeed in making these zombies obedient to the Fatherland's
cause. Finally, the zombies lack even the frighteningly low intelligence of the existing zombie army (but, of
course, the hunger remains). This has made the new toxin impractical for home use.
However, if the toxin managed to be dropped on the major English cities, the devastation would be
enormous. The cities' populations would perish and, rising again, would devour the remaining civilians and
army. A major Allied stronghold would be smashed. Best of all, given the isolated nature of the British Isles,
contamination of the continent is highly remote.
So, Nerve Toxin M has been loaded onto a collection of V2 Rockets kept at a secret base deep in a German
forest and is ready for launching.
As usual with zombies, nothing runs smoothly. A canister cracked, and the toxin leaked and dispersed.
Now, all living things for a quarter mile radius of the base are dead. And things are stirring in the woods . . .
The Cast
This setting can be approached from a couple of angles.
The Allies: Through a daring spy success, the Allies have gotten wind of the "secret." Some in the War
Cabinet believe it could be put to Allied use. After all, how long could the Germans maintain their push, if
they are being attacked from within. The risk is minimal: being an island works both ways. The Cast
Members are sent in to retrieve the toxin. Alternatively, for those of a particularly nasty bent, the Cast could
be assigned to simply stop the rockets, and not told about the toxin. The Allies are unaware of the accident,
and Zombie Masters could play up the "race against time" angle.
Parachuted in behind enemy lines, danger lurks in the forest and base. Likewise, secrets can be revealed, and
players forced to to decide whether to destroy the toxin and all the records pertaining to it, to take the details
03/05/2007 03:01:55 AM
http://www.allflesh.com/Achtung.html
home (for the more career-minded), or even retarget the V2s (definite promotion possibilities). However,
things are complicated by the arrival of a crack German squad.
The Germans: The Fatherland needs you. Contact has been lost with one of the V2 bases, and it is believed
that the Allies may be involved. Take a squad, secure the base and report back to German HQ. It is
imperative that you launch the missiles.
The Cast Members are highly trained German soldiers sent on this mission. When they get there they
discover the base in ruins and many of the occupants staggering around strangely. Does the squad discover
the cause? Does it realise the consequences? Does it launch the missiles or destroy the evidence of the
toxin? Does it notice the arrival of an Allied squad?
Various Consequences
There are several possibilities for Zombie Masters here.
Infection: What would happen if one unlucky trooper became victim to a weakened pocket of the toxin and
began to "feel a little odd?"
Launch: The V2 rockets reach Britain and give rise to a full zombie problem similar to Rise of the Walking
Dead (although set in the 40s). What consequences lie in wait for the Allied Cast should they make it back
to Blighty?
Backlash: Similarly, what would be the result of the toxin spreading through Germany? A living army, an
undead army, wandering zombies and a multitude of victims -- quite an stressful mixture.
Strange Bedfellows: Zombie Masters also have the option of trapping squads behind enemy lines, as the
war efforts of both sides descend into chaos and villages and towns are taken over by zombies. Could
soldiers of both sides work together? Or are the differences too great? Endless possibilites to make a bloody
conflict bloodier still.
The Bridge (Inspired by A Bridge Too Far)
Background
The German forces are pushing onwards and are relentless. As the fragmented Allies are forced back in
tatters, they withdraw across a wide river, a natural barrier. This should at least delay the push and give the
Allies valuable time to regroup. Bridges along the length of the river have been blown, and only one
remains.
Matters are complicated by a medical convoy. Carrying many wounded, they have broken down, and are in
danger of being overtaken by the German forces. For now, the standing orders are: the bridge must be held
until they cross.
The Cast
The players are part of a squadron who have "volunteered" to stay behind, await, and, if necessary, protect
the convoy. Having done so, they are to hamper the German army by causing as much damage as possible.
Should things go wrong, they are to blow the bridge as a last measure.
03/05/2007 03:01:55 AM
http://www.allflesh.com/Achtung.html
The operation was going fine while the opposition was alive. Now, two days later, the convoy still has not
arrived and no matter how many hits the enemy soldiers take, they just keep coming. They are slowly
advancing and building a spearhead. The bridge is in danger of being captured. Where is the damned
convoy?
Story Possibilities
Waiting Game: Zombie Masters can work on building the tension during the two-day wait. Incomplete
radio transmissions from the convoy ("We're zzzzzt hours away"), German patrols searching for alternative
river crossings, snipers hidden downriver, a low flying strafing run from a couple of Luftwaffe planes,
German squads (with those wonderful grenades) attempting to cross. Build a sense of victory (a squad
defeated, a plane shot down) and hint that the bridge can be held. Then . . . send in the zombies!
The Decoy: From over a hill roars the convoy at full speed accompanied by an APC. In a desperate and
daring manouevre, the convoy smashes through the back of the Germans, catching them off guard, and roars
onto the bridge to safety. Except . . . perhaps that isn't the convoy the Cast are expecting. Perhaps, the
twitching bodies in the trucks made a meal of the real convoy. And why doesn't the APC driver speak
English? And why are the Germans now charging?
SNAFU: The Germans have openned a hole in the Allied lines. It's time to set off the charges and let the
convoy take its chances. The plungers are depressed and . . . nothing happens. Men are needed to go onto the
bridge and sort out the problem. (Guess who is hand-picked?)
The End Around: While defending the bridge, the Cast notice Germans sneaking across the river (with
lurching companions). Wouldn't it be a shame if the Germans had found a way to flank the Allies by
crossing this stretch of the river, and the Cast found themselves between a rock and a hard place! How can
the Cast halt this new crossing point, and the advance of the German army?
Click here to DOWNLOAD a printable version of this story
(You must be able to read .rtf files)
Copyright © 1999 Eden Studios, Inc. All Rights Reserved.
Any questions or comments regarding All Flesh Must Be Eaten or this website, please send them to us.
| textdata/thevault/All Flesh Must Be Eaten (AFMBE)/3rd Party/AFMBE - Achtung Achtung Mein Zombie Plots.pdf |
Version 1.1 by Chrisitan Selzam. This document is for free. Adventurer Conqueror King System ©Autarch and ACKSTM Autarch. Used without permission. No
challenge to copyrights or trademarks is intended.
Type
Animal (giant) (large)
% in Lair
75%
Dungeon Enc.
1
Wilderness Enc.
2d6
Alignment
Neutral
Movement
40’ (10’) (burrow)
AC
2
HD
4*
Attacks
1 bite + swallow
Damage
2d4
Save As
Fighter 2
Morale
+0
Treasure
B
XP
135
This out of control creature is the result of failed mutagenic
experiments, usually conducted in medical laboratories on space
ships. Giant space hamsters are highly aggressive and large creatures,
but are otherwise like normal hamsters. Giant space hamsters are
able to swallow whole creatures of up to medium size on an
unmodified attack throw of 19 or 20. A creature that is swallowed
whole suffers 1d8 points of damage every round until it dies or the
space hamster is killed. Attacking a giant space hamster from inside
its belly is difficult, so the swallowed creature suffers a -4 penalty to
its attack throw. The belly of a giant space hamster has AC 0. Should
a swallowed creature die and remain in the monster’s belly for 6
turns, it is irrecoverably digested. A giant space hamster has its
treasure 50% in its lair or within its mouth bags.
Type
Humanoid (medium)
% in Lair
15%
Dungeon Enc.
3d10
Wilderness Enc.
3d100
Alignment
Any
Movement
30’
AC
0 or by armor
HD
1-2 (1d6 hp)
Attacks
1 fist or by weapon
Damage
1d3 subdual or by weapon
Save As
Fighter 1
Morale
+2
Treasure
A
XP
5
These man-sized humanoids have hairless bodies and a wiry build
and their hands and feet only have four limbs. Martians have large,
black eyes without pupils. Noses are longitudinal slits entered in the
face midway between mouth and ear slits. Skin color ranges from
nearly translucent grey to silvery black. A subspecies of martians are
the green-skinned and four-armed thark. All martians consider
themselves superior to all other races (which shows in their high
morale).
Martians can be of the thief or psion class and advance up to level 12
in each of those classes. Psions among the martians can be treated as
mages, although there is no need for spellbooks, nor do the psionic
spells require the martian to use verbal, somatic or material
components.
Type
Humanoid (large)
% in Lair
30%
Dungeon Enc.
1d8
Wilderness Enc.
1d8
Alignment
Neutral
Movement
40’
AC
6 or by armor
HD
10
Attacks
4 fists or by weapon
Damage
1d6 subdual or by weapon
Save As
Fighter 5
Morale
+2
Treasure
C
XP
850
Thark look like large martians with green skin and four arms. Their
eyes are all white instead of black. Thark are named for the pair of
tusks extending from the lower jaws upwards and curving towards
the face (the tusks cannot be used effectively as weapons). All
martians consider themselves superior to all other races (which
shows in their high morale).
Tharks can be of the fighter or barbarian class and advance up to
level 8 in each of those classes.
You may have then them in many science fiction films and read about
them in many books: laser guns of various sizes; weapons that use
direct energy in the form of a laser beam, to disable or kill a target
with great precision. In our world, such weapons are being tested,
and in some cases used, including the Advanced Tactical Laser and
Active Denial System. Many other technological devices do exist as
prototypes or as more advanced versions, some of them mentioned
in confidential files leaked into the public, others being hinted at in
conspiracy theories. So why not also use them in your roleplaying
games? The following, optional rules do not take the scientific
aspects of modern or near-future weapons and items too seriously,
but aim for balance and playability in any pseudo-medieval fantasy
setting.
Nearly all of the following items operate on replaceable power
sources with each type of power source having a set number of
charges. Each time an item’s property that is powered by the source
is activated or on constant operation, one or more charges are used.
If a power source has no more charges left and is depleted, an item’s
properties that are powered by the source can no longer be used.
The depleted power source has to be replaced for such properties to
function once again.
The power output of many items can be adjusted as desired by the
item’s user to achieve various effects. Power output, use of charges
and resulting effect are in direct relation. Adjusting the power output
of an item requires an action that can be combined with movement.
Adjusting the power output to a level that cannot be satisfied by the
number of charges left, will automatically adjust the power output
the next lower level that can be sustained.
There are four types of power sources available. In increasing order
of capacity and powering ability they are: alpha, beta, gamma, and
theta power sources. The type of a power source determines the
number of charges left and the time it takes to replace it.
Table 1: Power Sources
Type
Charges1
Replace
Alpha
1d10
1 round
Beta
2d10
2 rounds
Gamma
4d10
4 rounds
Theta
10d10
1 turn
1 In a fantasy setting, it is assumed that the power sources are rather
old and somewhat depleted (thus the low number of charges). In
pure science fiction setting, the Judge may increase the number of
dice used to determine a discovered power source’s number of
charges and / or can assign the maximum possible number of charges
for a new and un-depleted power source.
A deactivated force shield resembles an iron handle. When activated,
a semi-transparent field of energy fans out to form a circle around
the handle. This energy field is powered by one beta power source.
When activated, 1 charge is used from the power source per round. If
the power source is depleted, the shield can no longer produce an
energy field. The shield remains active until deactivated or the power
source is depleted.
Force shields are treated like normal shields with the exception that
they provide a +2 bonus to a wielder’s AC when activated.
Force shields are light-weighted and count as one item for the
purpose of determining encumbrance.
These metal doors automatically open whenever a corporeal
creature approaches within 10 feet and remains open as long as at
least one creature remains within range. In no creatures are within
10 feet, the door automatically closes.
Some doors (25%) behave erratically. If a creature passes the opening
of such a door, there is a 10 in 20 chance that the door will suddenly
close. The passing creature must make a saving throw vs. wands or
will be crushed for 1d6 points of damage and forced back to from
where it came. A successful saving throw allows the creature to slip
through to the other side unharmed.
Especially heavy or large automatic slides will crush for 2d6 or 3d6
points of damage. Others open and close very slowly or quickly, so
that a passing creature has a bonus or penalty to the saving throw.
This backpack-like item is worn on straps over the shoulders and back
and when activated allows its wearer to fly as per the fly spell with
the exception, that the wearer must constantly use one hand to
operate the control unit to adjust and set direction and speed. If not
using a hand to control the device, the item allows the wearer to
hover in place at whatever height already was obtained. The
maximum attainable height of a backjet is 150 feet. A backjet
operates on a beta power source that fuels the main flying jet
controlling speed and height and smaller jets controlling direction.
When activated, a backjet uses 1 charge per round if used by a small
creature, 2 charges per round when used by a medium creature and
3 charges per round when used by a large creature. A backjet
remains active until deactivated or its power source is depleted.
When deactivated in mid-air whether consciously of because of a
depleted power source, a creature will plummet to the ground from
whatever height was achieved and takes falling damage.
The wearer of an activated backjet can make a jump attack. A jump
attack is treated as a charge attack, but has a maximum distance of
only 75 feet. Because of the great precision required, the attacker
must make a saving throw vs. wands at the end of his jump used to
close in or land prone right in front of his opponent. He can then
follow through with his attack, albeit with a -4 penalty to the attack
throw and normal damage. If the save succeed, a successful attack
deals double damage, regardless of the weapon used.
A backjet counts as a heavy item for the purpose of calculating
encumbrance.
The mobile short distance teleporter, or MSDT for short is bracelet
that generates a teleportation effect via a disassembly/re-assembly
particle field generator. The field is powered one alpha power source.
When activated, the wearer’s form will be disassembled and
immediately re-assemble within 240’ in a location of the wearer’s
choice (but not inside an object or creature in which case the re-
assembling will fail and the wearer disintegrates).
Activating the teleportation field uses 1 charge if the wearer is small,
2 charges if the wearer is of medium size, and 3 charges of the
wearer is large.
Some MSDT (25%) are malfunctioning. Each time such a bracelet is
activated, roll 1d6. On a 1-2, nothing happens. Others are even
worse: on a 1 the wearer is transported 3d8x10 feet in a random
direction which may lead to disaster if the wearer is teleported into
an object or creature and on a 2 nothing happens.
Some more powerful MSDTs (25%) are able to teleport their wearer
up to a distance of 480 feet, but teleporting more than 240’
disorients the wearer who must make a saving throw vs. paralysis or
be stunned for 1 round.
This wand-like device can shoot a cord of energy out to a distance of
up to 60 feet. The cord is maintained by one beta power source.
The wand can be used to entangle opponents. When activated the
cord shoots out towards the intended target. The victim must make a
saving throw vs. blast or the cord wraps around the victim’s body as if
it were under the effect of a hold spell.
The cord uses 1 charge from its power source per round that the cord
is fired or maintained. The cord is maintained until the wand is
deactivated or the power source is depleted.
The wielder of the wand can shorten the cord by 10’ per round with
an action. This will pull the victim towards the wielder. Deactivation
of the cord releases a victim held entangled.
A power cord is light weighted and counts as one item for the
purpose of calculating encumbrance.
This tube-like container is used to hold a corporeal, living creature in
temporal stasis – either horizontally or vertically. A stasis chamber
can be activated from the outside and only if it is closed. It will then
be sealed airtight and a contained creature enters stasis. A creature
in stasis is in a deep slumber and trance-like state and does not age,
nor does it need to breathe, eat, or drink. A stasis chamber is
powered by a theta power source.
When activated, 1 charge is used per 1 year. Deactivation is done
automatically when the power source is depleted, manually from the
outside or after a predetermined amount of time has passed.
Deactivation releases a contained creature from stasis and (normally)
opens the chamber.
Some chambers (25%) are malfunctioning and do not open properly.
The creature is released from stasis, but the chamber does not open
and is still locked airtight. This means that the creature contained will
begin to suffocate.
Some stasis chambers (25%) are able to heal hit points of damage at
a rate of 1 hp per turn which will drain 1 additional charge per hit
point healed. The healing process is activated automatically after the
chamber is closed and stops when the power source is depleted, the
creature contained in the chamber is fully healed or the stasis
chamber is deactivated.
A creature leaving stasis is disoriented and dizzy and must make a
saving throw vs. paralysis or be stunned. This save is repeated every
round until the creature is no longer stunned on a successful save.
A stasis chamber is normally fixed to a floor or wall. If dismantled, a
stasis chamber weight about 240 stone.
This one-handed melee weapon is able to emit an anti-gravitational
field powered by one alpha power source. The power output can be
adjusted, allowing the grav-field to operate at different strengths.
An anti-grav mace uses the same statistics as a normal club. On a
successful hit, the wielder can choose to activate the grav-field by
pressing a small button. This is a free action that is part of the attack.
Each time the grav-field is activated, 1 charge is used if the power
source operates on low power, 2 charges are used if the power
source operates on medium power, and 3 charges are used if the
power source operates on high power. If the power source is
depleted, the anti-grav field can no longer be activated, but the
weapon still functions as a normal club.
On a successful hit, the victim takes damage and (if the grav-field was
activated) is forced back (ACKS CR p.109) a maximum number of feet
according to table 2.
An anti-grav mace is light-weighted and counts as one item for the
purpose of determining encumbrance.
This group of ranged weapons shoots beams of energy powered by
one alpha power source. The power output can be adjusted, allowing
the beam to operate at different strengths. A laser pistol can be fired
in one hand, while a rifles and canons are two-handed weapons.
Each time a laser gun is fired, 1 charge is used if the power source
operates on low power, 2 charges are used if the power source
operates on medium power, and 3 charges are used if the power
source operates on high power. If the power source is depleted, the
laser gun can no longer be fired.
On a successful hit, a victim is paralyzed, stunned, or takes damage,
depending on the power output the weapon is currently operating at.
If used to stun, a victim must make a saving throw vs. paralysis or be
paralyzed for a number of rounds given on table 2. On a successful
save the victim is stunned for the same number of rounds instead.
Laser guns have no short, medium, or long range. Any target within
the range listed on table 2 can be shot without a bonus or penalty to
the attack throw because of distance.
Although damage from laser guns is devastating against creatures,
these weapons cannot actually damage structures because their
beam lacking an actual area of effect or width. As such, laser guns are
treated as hand-held weapons for the purposes of dealing structural
hit point damage (1 point of shp damage per 5 points of hp damage).
The Judge may make an exception for laser canons.
Laser guns are light-weighted and count as one item for the purpose
of determining encumbrance, with the exception of the laser canon
which counts as a heavy item.
Sentry Gun
This laser canon is mounted on a turret and is powered by one
gamma source, powering the sensors, movements and firing. It is
synchronized with one or more voice patterns used to activate or
deactivate the device. Any commands must be issued within 300 feet
of the canon and re-synchronization takes 1 turn. A sentry gun’s
power output can be adjusted, allowing the beam to operate at
different strengths.
While active, the sentry gun’s sensors scan their surroundings,
expending 1 charge from the power source per year. Each time a
sentry gun is fired, 1 charge is used if the power source operates on
low power, 2 charges are used if the power source operates on
medium power, and 3 charges are used if the power source operates
on high power. If the power source is depleted, the sentry gun can no
longer use its sensors or fire.
Any visible creature coming within 300 feet of an active sentry gun
will automatically be targeted by the sensors. The creature then has 1
round to completely deactivate the gun or to identify itself through
its voice which the sentry gun compares with its stored patterns. If
identification is successful, the gun ignores that creature, targeting
another one if one is present within 300 feet. Failing to deactivate
the gun or failing identification, a creature will be shot at and remain
the target of future shots as long as it is within 300 feet of the gun. If
more than one creature is coming to or remains within 300 feet of
the gun, the canon will target the nearest one.
A sentry gun will not react to items that are thrown into its range of
fire and cannot sense and target invisible creatures.
Some sentry guns (25%) have infravision and / or the ability to see
invisible within range. Some sentry guns (25%) are twin guns and are
able to fire two times per round at the same target.
Sentry guns are fixed to a wall or ceiling. When dismantled, a sentry
gun weights about 120 stone.
A group of melee weapons looks like an iron handle while
deactivated. The wielder of a laser sword can activate the weapon as
a free action on his initiative and a blade of energy is then projected
from the handle, powered by one beta power source. The power
output can be adjusted, allowing the energy blade to cut at different
strengths. A laser short sword is a one handed weapon, a laser long
sword is a one- or two-handed weapon, and a laser great sword is a
two-handed weapon.
Each time that a laser sword’s blade is activated it uses 1 charge per
round if operating on low power, 2charges if operating at medium
power, and 3 charges if operating on high power. The blade remains
active until deactivated or the power source is depleted.
On a successful hit, a laser sword deals damage. Damage from a laser
sword, however, is not affected by the wielder’s Strength.
Laser swords are light-weighted and count as one item for the
purpose of determining encumbrance, with the exception of the laser
great swords which counts as a heavy item.
This two-handed melee weapon is able to emit an electrical discharge
powered by one alpha power source. The power output can be
adjusted, allowing the electrical discharge to operate at different
strengths.
A stunner staff uses the same statistics as a normal staff. On a
successful hit, the wielder can choose to activate the electrical
discharge by pressing a small button. This is a free action that is part
of the attack.
Each time the electrical discharge is activated, 1 charge is used if the
power source operates on low power, 2 charges are used if the
power source operates on medium power, and 3 charges are used if
the power source operates on high power. If the power source is
depleted, the electrical discharge can no longer be activated, but the
weapon still functions as a normal staff.
On a successful hit, the victim takes damage and (if the electrical
discharge was activated) must make a saving throw vs. paralysis or be
paralyzed for 1d4 rounds. On a successful save, the victim is stunned
for 1d4 rounds instead. The saving throw is made with a penalty as
given on table 2.
A stunner staff is light-weighted and counts as one item for the
purpose of determining encumbrance.
.
Table 2: Weapons
Name
Power
Damage
Range
Notes
Source
Low
Med.
High
Anti-grav mace
1 alpha
Force back: 10’
Force back: 20’
Force back: 40’
Melee
Club
Laser gun, pistol
1 alpha
Stun: 1d8 rounds
1d8+1
1d8+2
240’
2-handed
Laser gun, rifle
1 alpha
ST 1d10
1d10+2
1d10+4
360’
2-handed
Laser gun, canon
1 alpha
1d12
1d12+4
1d12+8
480’
Laser sword, short
1 beta
1d8
1d8+1
1d8+2
Melee
Laser sword, long
1 beta
1d10 / 1d12
1d10+2 / 1d12+1
1d10+4/1d12+2
Melee
2 handed
Laser, sword, great
1 beta
1d12
1d12+4
1d12+8
Melee
Staff, 2 handed
Stunner staff
1 alpha
Stun: Save +0
Stun: Save -2
Stun: Save -4
Melee
| textdata/thevault/Adventurer Conqueror King/ACKS Supplemental/ACKS Future.pdf |
Four Visits to
Wyvernseeker Rock
Words By Vance Atkins
(leicestersramble.blogspot.com)
Map by Dyson Logos
(dysonlogos.com)
Four brief scenarios for
low- to mid-level characters
Compatible with Swords & Wizardry
and other old-school rules-lite RPGs
Swords & Wizardry, S&W, and Mythmere Games
are trademarks of Matthew J. Finch,”
Leicester's Rambles and all products are not affiliated
with Matthew J. Finch, Mythmere Games™, or Frog God Games.
Kralova Skala, Slovakia ©123rf.com
Table of Contents
Goblin'ed.................................................................................................................................3
Alien Redoubt.........................................................................................................................5
Wraithful River.....................................................................................................................7
Hidden Wisdom........................................................................................................................9
Open Game Content.................................................................................................................................................11
Wyvern
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Atkins
Wellcome Library, London. A winged dragon; illustration of a parable. Woodcut. CC BY 4.0
Goblin'ed...
riginally built as the shrine to a local river goddess, the small temple beneath Wyvernseeker Rock fell into
disrepair and neglect as the local population turned to worship newer, more fashionable gods. Which, of
course, means that new tenants have occupied the place, and are making a nuisance of themselves in the
neighborhood. Sigh, better go root them out....
O
1. East cavern: The cavern opens adjacent to a falls and
pool on the river. The cavern is currently home to a
giant otter (HD 3; AC6[13]; Atk: 2 Claws (1d3) or bite
(1d6); Move 9; Save 14; AL N; CL/XP 3/60). The otter
hunts in the pool and river. It previously dispatched an
acolyte to the goddess, seeking to enter the temple and
reconsecrate it. On or around the acolyte's partial
remains are a wooden shield and mace, iron holy
symbol to the goddess, 99 sp, ivory necklace (35 gp),
scroll: speak with animals, and a bag with rags, soap,
two holy water vials, and two acid vials.
2. Former storeroom: The southeast room of the
temple, formerly used as a storeroom, is long empty.
The goblins left the room unguarded, but have erected
a swinging log trap to protect the south door in the
event that someone gets past the otter (1). If the door
is opened, the log will swing into the doorway, causing
1d8 damage to the first two PCs in rank (save to dodge).
The falling trap will alert goblins in (5).
3. Monk's cell: This former monk's cell and meditation
chamber has been used as a goblin latrine.
4. Goblin Chief: The goblin's leader, a hobgoblin
shaman resides here among stinking animal hides and
stolen foodstuffs (HD 2+1, AC5[14], Atk: war club (1d8);
Move 9; Save 16; AL C; CL/XP 3/60; Special: spells:
magic missile, protection from good, pyrotechnics; 11
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gp, 69 sp, amethyst necklace (25 gp), potion of animal
control). He is accompanied by two burly goblin guards
(HD 1, hand axe; 10 sp, 54 cp total). The hobgoblin will
target either an apparent spellcaster or the heaviest-
armored PC with magic missile. If the battle is going
against him, he will fill the room with smoke using
pyrotechnics and attempt escape.
5. Worship hall: The former worship space for the
temple has been stripped clean, but for several frescoes
and mosaics mounted to the walls, now defaced. The
goblins have used the room as a barracks, and the room
is strewn with bedding-nests and detritus. There are
three Goblin guards here (shortbow/club, 1d6+1 sp ea).
If they are caught in battle with intruders, one will warn
the chief (4). The chief will either confront invaders or
retreat to the cage (7) and summon the salamander
with his potion.
6. Pool: A spring-fed pool is surrounded by descending
steps. The pool was a former 'alter' to a forgotten
water goddess. A mosaic-covered wall along the
southwest side of the pond depicts the tentacled
goddess being worshiped by a band of shipwrecked
sailors. Offerings to the goddess lie hidden in the mud
floor of the pool, undiscovered by the goblins (30 gp,
gems worth 10, 10, 25, 30, 40 gp, silver dagger, +1
shield).
7. Caged room: The cage formerly was used to hold
sacrificial animals (and occasional humanoids) to the
water goddess. Now held in the room is a giant
salamander (HD 3; AC7[12]; Atk: bite (1d8), Move 6;
Save 14; AL N; CL/XP 4/120; special: on successful hit
save or additional 1d4 poison damage from skin toxins).
The goblins captured it and drove it into the temple
cavern from the river. The chief or captain will open the
cage and use his potion of animal control to command it
to attack interlopers.
8. South Hall: The rough-hewn cavern opens into a
evenly-quarried hall with a stairway at the north end.
Three goblins and their 'captain' are stationed here.
(Goblin guards: shortbow/club; 1d6+2 sp ea. Goblin
captain: HD 1+1, short sword, 9 gp, 29 sp, potion of
animal control)) If intruders press them from 11
(below), they will maintain a fusillade of arrows while
slowly retreating. The captain will retreat down the
stairs and around the pool to room 7.
9. Signal chamber: The door is swollen and stuck, and
has not been investigated by the goblins. Up the stairs
is a small alter with a compartment holding several
powders of different colors. The powders were
sprinkled into the signal fire (10) as offerings and signals
during worship.
10. Upper entrance: An unguarded secret entrance and
former lookout post for the temple emerges from the
southern end of the crest of Wyvernseeker Rock.
Within the watch room is a small fireplace from which
signal fires were lit. The color of the smoke was altered
using the selection of powders in (9) for temple events
and rituals.
11. South Access: This cavern entrance is guarded by
two goblins (shortbow/club; 1d6+1 sp ea). If they spot
intruders, they will fire one volley, then retreat, alerting
their comrades (8).
Anyone clearing the goblins from the temple will attract the attention of the goddess. If PCs rest in the temple,
they will find themselves healed 1d4+1 HP each in the morning. If they take the time to clean the graffiti in the
temple area, they will receive a boon from the goddess at some later time (examples may include: water
breathing, performing a killing strike, decrease a storm, provide a bounty of fish, aid in water navigation). There is
a 15% chance that any cleric/divine caster in the party will find themselves with a new holy patron, and she'd
really like a few new followers...
Wyvern
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Atkins
Alien Redoubt...
sed as a hidden redoubt for rangers along the Borderlands, Wyvernseeker Rock was abandoned as a
strong-point with the expansion of the frontiers by the Horse Lords several years ago. Since then, the old
barracks has been mostly unused, except as interim shelter by occasional travelers and local shepherds. Lately,
strange lights and energies have been felt near the Rock, and shepherds have taken to avoiding the area, as they
claim to see visions, even during the daylight hours. The forests in the vicinity of the Rock seem muted as the PCs
approach. Approaching the Rock causes a distinctly uncomfortable feeling, a mental edginess.
U
1. East Cavern: For being near the river's falls and pool,
the air seems strangely stale and dense. Cobwebs are
vacant of spiders, and no bats remain in ceiling crevices.
2. East Entrance Room: Someone has recently
repaired/replaced the door. Formerly a wooden door, it
is now a dull steel. The door has been locked and is
trapped with an electrical discharge (2d6 dmg, two
charges). The room, originally a guard post, is empty.
3. Captain's Quarters: The room was used as sparse
quarters by the garrison captain. It is now empty but
for a broken chair and chamber pot.
4. Armory: The room was formerly an armory and
dispensary, and still has a number of items left from its
prior use. Staged in the room are two inactive
mechanical men of unknown construction and
provenance, new additions to the complex (HD 2+2;
AC3[16], Atk: Electrical 'pike' (1d10 elec damage) or
bash (1d8); Move 9; Save 16; AL N; CL/XP 3/60; Special:
Immune to mental spells, ½ damage from
Wyvern
5
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pierce/slashing weapons). They will animate after two
rounds and attack anyone who does not respond to
them with a code-phase in a foreign, alien language.
They are immune to the mental interference of the
thing in (7). Stashed in the room are remnants of its
materiel stores: 4 longswords, 3 heavy crossbows with
20 bolts each (One is a crossbow +1), 8 shields, and two
suits of leather armor. Hidden in a corner is a pay box
with 400 gp, two potions of cure light wounds, and a
Wand of Detect Secret Doors (2d10 charges).
5. 'Hall of Doors': Once the garrison barracks, whoever
is now occupying this space has a fondness for doors.
Ten 'doors' are hung throughout room. Opening the
doors reveals that they are not doors, but have images
on their backs. The images appear to be landscapes or
starscapes, but the views are foreign, and land and
vegetation weird, not familiar to the PCs. And the are
stars all wrong. One door opens to display nothing but a
void. Anyone staring into this must save (+2) or have
their intelligence carried into this dead space, leaving
them an empty husk. Inspection will show that three
doors have similar scenes. If they are removed from the
wall, and fastened together to form a triptych, the
image becomes a teleportation gate to that alien place,
and a path home for the thing in the cage (7). The
image is a cold, barren plateau and frigid winds whip
through the gate. It may be used once, and the images
go black once the portal has been used.
The southwest door has been sheathed in a dull metal
unfamiliar to the PCs, including dwarves. As the PCs
approach the door, shapes pass in the corners of vision,
a flute-like humming isn't heard so much as felt, and
teeth buzz and itch. Characters of WIS 15 or greater
save or develop a splitting headache (-2 to all actions).
6. Pool: A freshwater pool, formerly a cistern, is now
vacant and mossy. It is filled with tadpoles and frogs.
7. Caged Thing: Held in the cage is the source of the
mental disturbance – an alien creature. It is a chimeric,
gibbering thing, warbling in an alien language that is felt
as much as heard. Attempting to look directly at it, the
creature appears to shimmer, as if slightly displaced. No
two people will describe it the same way. Thing in the
Cage (HD 8; AC3[16]; Atk: Slam x2 (1d10); Move 6; Save
8; AL N; CL/XP 3/60; special: Focused psychic attack -
save or 1d3 WIS loss (insanity at 0), 'Blanket' mental
attack once per day - save or unconscious 1d6 turns,
Immune to bludgeon attacks). The creature speaks in an
incomprehensible warbling alien language. Individuals
attempting to communicate with it may receive mental
impressions of freedom and a vague vision of some
alien terrain.
8. South Hall: Two additional mechanical men guards,
programmed to guard the creature, patrol the room.
They are immune to the mental interference of the
thing in (7).
9. Door/stairs up: The door is swollen and stuck and
leads to a set of narrow stone-carved steps. On a
landing of the stairs is an alcove with a freestanding
slab with a carving of a forgotten god. The slab was
hauled from another, older temple, and its base is
unstable. There is a 1 in 6 chance for it to topple if
inspected (1d8 dmg).
10. Watch Room: At the top of a stairs is a compact
room, formerly used as a ‘watch’ location for the old
refuge, with a small fireplace and hidden chimney.
Behind the fireplace is stashed a lockbox with 764 sp,
and gems worth 12, 13, and 60 gp. A secret door
allowing a watchman to enter and exit unnoticed from
below is hidden behind a sliding panel in the southeast
corner of the room.
11. South entrance: The rough entrance was carved
out during the Rock's time as a watch post. The
entrance was concealed with vegetation and used for
surreptitious entrance or escape. Two mechanical men
guards are just inside the entrance. They are immune to
the mental interference of the thing in (7). Anyone
entering by this passageway will see shapes pass in the
corners of vision, a flute-like humming isn't heard so
much as felt, and teeth buzz and itch. Characters of WIS
15 or greater save or develop a splitting headache (-2 to
all actions).
Wyvern
6
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Wraithful River
ish and animal kills are occurring along the Wyvernseeker River. The kills began a few weeks ago, and are
found downstream of Wyvernseeker Rock, an abandoned shrine and mausoleum. There have been rumors
of activity around the rock. Yesterday, Warden Aomi breathlessly arrived from investigating the rock, stating that
she had found ashes and bones from the barrow scattered about on the riverbank. She thought something large
was moving within the entrance cavern, and she investigated no further...
F
1. East cavern: The cavern forming the main entrance
to the Cavern has become the lair of a Tumorous
Spider. The spider was able to partially resist the
poisons of the waters, but still became corrupted and
deformed by the place.
2. Main Entrance: The 'front' door of the barrow is
currently wizard locked. It opens into a medium-sized
room formerly used by caretakers to the barrow, and as
a receiving hall for mourners and those paying respects.
A few frescoes and mosaics on the walls depicting
various afterlives have faded and chipped with time and
neglect.
3. Small storeroom: This room is mostly cleared out,
but for some broken crockery. Among the shards is a
small lidded clay pot filled with aromatic wax and
imprinted with a rune signifying 'pure water.' Heating
the wax and pouring it into the pool (6) will counteract
the poison, restoring the pool and river, and re-
consecrating the place.
4. Oh No a Wraith: Tied to a cursed reliquary placed in
the room by his followers, the spirit of the former
sorcerer Qarol Malon lurks and seethes about the place
(Wraith, spells: protection from good, darkness,
phantasmal force, hold person; 205 gp, gems worth 15,
Wyvern
7
Atkins
40, 80, 120 gp, sable robe (200 gp)). Defeating him and
destroying his reliquary will begin to 'cure' the space.
5. Catacomb: Formerly the repository for reliquaries
and sarcophagi, the crypt has been emptied, its
containers of remains dragged out or shattered.
Lurking in the two alcoves along the south wall are a
pair of ogre skeletons (HD 4; AC 6[13]; Atk 1d10; Move
9; Save 13; AL N; CL/XP 4/120; Special: Undead
immunities) left as guards for the sorcerer's remains.
Qarol Malon will command them as necessary, and will
be alerted to intruders if the skeletons animate.
6. Pool: Fed by a spring, the pool was used as a worship
space and offertory to ancestors. Since the wraith's
tenancy in the barrow, the water has become poisoned
and bitter. Pool water seeping into the river is the
source of the 'corruption.' It may be returned to health
with the blessed wax in (3). 200 sp are found in the
bottom of the pool. However, these are specially-
minted 'mourning coins' used in local rites, and
attempting to spend them locally will gain citizens' ire
for further desecration of their ancestors' place.
7. Caged room: The room was secured by a rusted cage,
its bars now bent and broken. The room held in secure
storage several local relics and artifacts - “Saint's
bones.” It now stands open and empty. Tracking down
and retrieving these artifacts will gain local gratitude
and long-term hospitality. There were three items of
greatest importance here: 1) the gilded bones of Verev
Sagase, a well-loved local druid; 2) an orb coated in
freshwater pearls, thought to mitigate floods; 3) a
magical spear, called the Wyvernseeker (+1/+3 vs
reptiles and dragons).
8. Worship Hall: Used as a place of worship or refuge,
the hall stands empty and quiet, except for a dead bear,
poisoned by a drink from the pool. Close inspection
shows the hide to be roiling and moving. The corpse is
filled with corrupted carrion worms (24 total: HP 1d2,
AC8[11]; Atk: 1 hp; Move 3; Save 18; AL N; CL/XP A/5;
Special: attaches on successful hit causing 1 addtl hp
per round until cut or burned off) that will burst out if
the corpse is prodded or significantly disturbed.
9. Access to Augury Chamber: Past a locked door are
curved steps to a sacred chamber. A plaque at the base
of the steps says “Look forever forward.” At a landing in
the stairway is a granite block with a mouth of crooked
teeth carved into it. Anyone stopping to inspect it risks
the block springing from its alcove (2 in 6 chance, 1d10
dmg). Moving past the rock without pausing will not
spring it.
10. Stellar Viewport: This compact chamber has been
used for fortunetelling and augury by communicants to
the barrow. The “chimney” in the northeast corner of
the room aligns with a certain star twice a year,
illuminating a hidden crystal. There is a 1% chance that
PCs will be in the room on the correct night. Shadows
and light projected by the crystal and 'read' by a
knowledgeable soothsayer may provide information
and portents. A secret door in the southeast corner
allows access to a ledge at the south end of the Rock.
11. South Access: A “back” entrance to the barrow has
been recently tunneled by some unknown creature,
perhaps a large ankheg or a small bulette. The tunnel is
rough and unstable, with a 2 in 6 chance for rockfall
upon intruders (2d6 dmg to individuals caught in
tunnel).
Wyvern
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Atkins
Hidden Wisdom
he adventurers need an answer to a question, or at least a hint. Word is, that a reclusive 'wise-man' of some
sort resides in a remote hermitage carved into the body of Wyvernseeker Rock. While folks in the area
aren't particularly certain of who or what this wise elder is, they are called the 'Docent' and visiting them may
provide great boons to pilgrims. Or bring madness...
T
1. East Cavern: Next to the falls, and above a river pool
filled with large catfish, is the original entrance to the
shrine. The cavern is watched by an eidolon spirit, the
ghost of the prior Docent to the place (currently a
ghostly were-boar). The eidolon greets visitors and
points out the door and its puzzle puzzle. The spirit will
be polite, but no offer no clues. If attacked or dispelled,
the spirit will let out a dramatic, ghostly sigh and
disappear for an hour.
2. Locked puzzle door: A riddle (or choose a personal
favorite) is inscribed into the door. Efforts to knock or
otherwise breach the door will be unsuccessful (and the
door may 'defend' itself after a certain number of
attempts to open it by methods other than solving the
riddle). Behind the door is a large antechamber. Three
servant creatures wait here to greet visitors (Random
selection of humanoid races as (5), 1 to 2+ HD).
3. Store room: This small side room is locked, and
contains the singing figurine of some primordial godlet
(Save or madness). This was not a well-received
addition to the art collection.
4. Docent's Chamber: The room is home to the current
Docent of the shrine, an aged Serpent King named
Saldr. They are the most recent in a line of caretakers of
the unnamed shrine. Prior Docents through the
generations have included paladins, naga, monks,
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druids, an aranea, a beholder, and a wise old bear. The
Serpent King doesn't get many supplicants these days
and loves to talk. Where are you from, who are your
families, are you on a quest? Regardless, there will be
lots of talking and rambling before getting to any point.
Perhaps the Docent is a bit daft. Or just lonely and
wants to catch up. His chamber smells strongly of fish.
5. Worship Hall: The hall has accumulated an odd,
eccentric collection of art and artifacts from the
tenancy of various Docents over the generations.
Everything from cheesy knick-knacks, paintings,
sculpture, stuffed animals, trophies, a sarcophagus or
two, all disassociated items. If the characters have an
art object or two to donate, that would be greatly
appreciated... Several (2d4+1) servant creatures and
guards dust objects and greet visitors (Random
selection of humanoid races, 1 to 2+ HD). They have,
like the art, accumulated here...
6. Pool: Words in the walkway surrounding the pool
spell out, “Waiting for the blessing will bring sweet
respite.” If visitors take water from the pool prior to the
Docent's blessing, the water will be poison (Save or die).
Otherwise the water will provide one of the following
benefits: Cure light wounds, cure disease, or protection
from evil (1 Day) to each individual taking a drink. The
water reverts to normal if removed from the shrine.
7. Caged room: Used to hold artifacts during a prior
incarnation of the shrine, the room now stands empty.
The mouth of the room is secured by a portcullis,
currently in an open state. There is a 2 in 6 chance that
it will drop, trapping anyone investigating the room.
The trap will alert the guards in (5) who will investigate.
It will not make a good first impression on the Docent.
The Docent has been meaning to get the portcullis
fixed. It's a hazard.
8. South Hall: A gathering place for meditation and
contemplation by pilgrims to the shrine. The arched
ceiling is peppered with glowing lights displaying
constellations and holy runes.
9. Meditation Alter: The door is wizard locked. The alter
and its accompanying meditation chamber (10) may
only be accessed with the Docent's permission and
blessing. The characters will have had to duly impressed
the Docent (and not killed his spiders) to be granted
access. An alter for quieting the mind prior to entering
the chamber sits tucked into an alcove. The alter is
covered in an intricate mandala. Studying the mandala
for at least one turn will increase the chance of a
positive outcome by 5% (see below).
10. Meditation Chamber: Any character who wishes to
spend time in meditation will be provided a rare, sacred
(and slightly hallucinogenic) incense to fire in a small
censer/furnace in the northwest corner of the room.
Each character choosing to mediate in this room rolls
percentile. For each point of wisdom above 9, add 3%
to the roll (+27% max).
Meditation Outcomes:
1-10: Insanity, blubbering idiot.
11-18: Ghost of the Ancestors spoke to you, they want
you to come visit (no natural healing, 1 month).
19-25: Brutal visions, all doom and fire. Shaken (-1 to
mental and fear-based saves/morale/etc. for 1d8 days)
26-29: Stared into the Void, general malaise (-1 to all
saves for 1d8 days)
30-41: Fell unconscious, no recollection of last 24 hours.
42-59: No effect, pleasantly refreshed, annoyingly
cheerful for next 48 hours.
60-67: Resistance to sleep/charm (+1, permanent)
(Elves no effect, result as per 42-59)
68-74: Resistance to poisons/venom (+2, permanent)
75-81: Resistance to paralysis (+1, permanent)
82-88: Resistance to physical damage (-1 dmg,
permanent)
89-94: +1 wisdom
95-00+: +1 prime attribute
Upon completion of the meditation, regardless of
result, a glowing outline will reveal the secret door in
the southeast corner of the room, allowing egress.
11. South Access: The south entrance has been filled to
nearly impassable with webs, lots of webs... And rat
corpses. The corridor is home to a healthy spider
swarm (12 total: HD 1d4+1hp; AC 8[11]; Atk 1 bite (1hp
+ poison); Move 6; Save 18; AL N; CL/XP 1/15; Special:
lethal poison (+4 saving throw)). If the spiders are killed
off by adventurers entering the shrine by this route, the
Docent (4) will be most disappointed, because they
really helped keep the rats down.
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Open Game Content
DESIGNATION OF PRODUCT IDENTITY
Designation of Product Identify of Leicester’s Rambles™ includes, but is not limited to: all artwork, logos, author
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15. COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook,
Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid,
James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
Swords & Wizardry Core Rules, Copyright 2008, Matthew J. Finch
Swords & Wizardry Complete Rules, Copyright 2010, Matthew J. Finch
Monstrosities, Copyright 2012, Matthew J. Finch
COPYRIGHT NOTICE
‘Four Views of Wyvernseeker Rock', Copyright © Leicester’s Rambles, 2020, Author: Vance Atkins .
Art is credited, above. Map is courtesy of Dyson Logos (dysonlogos.com)
Wyvern
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| textdata/thevault/Swords & Wizardry (osr) [multi]/SnW 1e & 2e/Adventures & Settings/Leicesters Rambles/Four Visits to Wyvernseeker Rock (S+W).pdf |
Dark
Queen’s
Gambit
Richard Woolcock
1
Credits
Copyright © Melior Via, LLC 2015
Accursed, Melior Via, and their associated logos are trademarks of Melior Via, LLC in Cleveland, Ohio.
Contact us: [email protected] or visit us at www.meliorvia.com
Some art Copyright(2012) Tim Tyler, used with permission
This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at www.peginc.com. Savage
Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group. Used with permission. Pinnacle
makes no representation or warranty as to the quality, viability, or suitability for purpose of this product.
Lead Developer
Ross Watson
Interior Artwork
Gary Dupuis
Graphic Design
Kevin Childress
Publisher
John Dunn
Dark Queen’s Gambit
2
A ragtag group of refugees set out from Friedrichs
Ort in Riverspring three weeks ago, in pursuit of a
better life. With few prospects in the canton, and
no desire to work in the salt mines, the seven brave
families decided to tr� their luck further a�eld.
A�ter some consideration the� chose to resettle the
long-abandoned village of Hadiksdorf, where they
could reinforce the dilapidated limestone buildings
with salt bricks to ward o� the haunters of the hills.
Unbeknownst to the doomed settlers, however, the
Dark Queen had once used the crypt below the village
church to conduct a series of nefarious experiments,
and a pack of her ghostly masti�s now guard the
grounds. Several days ago, a curious child discovered
the church while exploring, provoking a vicious
response that wiped out the settlers.
Hadiksdorf
It’s obvious at a glance that the settlers have been
hard at work in the village. Four of the buildings have
been recently repaired, with protective salt bricks
inserted into the walls below the newly laid roof slates.
There are also signs of violence near the buildings,
including several patches of dried gore, although there
are no corpses.
A quick search reveals dozens of large canine
paw prints, overlapped in places by small human
footprints. The footprints lead to one of the buildings,
where a young girl is currently hiding in a cupboard.
The girl is about 10 years old, and has heaped a large
pile of salt in front of her hiding place.
The girl is scared, but tough. Questioning her
is resolved as a Social �on�ict, with the margin of
success indicating how much information the heroes
discover. These clues are cumulative.
Margin
of
Success
Clue
0+
The girl points the heroes toward
the trail leading to the church,
but she doesn’t speak unless they
achieve at least 1 success.
1+
She explains that she hid when
the village was attacked by
a pack of big black dogs. She
heard them sni�ng around
outside the cupboard, but they
didn’t break through the door.
2+
She say that her name is Sarah,
and thinks the dogs le�t her
alone because there was lots of
salt stored in the cupboard.
3+
Sarah describes seeing one of the
dogs leap through the wall of a
building, as if it were a ghost.
4+
She mentions that one dog was
much bigger than the others,
and it had two heads.
5+
Sarah admits �rst seeing the dogs
at the church while exploring,
and describes in detail how
they chased her back along the
trail. Each player earns a Benny
for this valuable insight.
Hot on the Trail
The old trail is not di�cult to �nd, despite being
overgrown with vegetation, but as the players reach the
�rst turn they come face to face with a night’s masti�
(see Accursed page 127). Rather than attacking, however,
the ghostly dog spins around and races up the trail,
obviously planning to warn the rest of the pack.
This scene is resolved as a standard �ve-round
Chase, with the hound using the foliage to maintain
light cover against ranged attacks. The masti� uses
the Force maneuver to distract the heroes, trying to
ram them over the edge of the steep cli� along one
side of the trail. If the players manage to kill the
hound before the end of the Chase, they gain Surprise
in the next scene, and receive one Benny each for
their quick thinking.
The Hook
There are many ways the players might be drawn
into the adventure, but here are a few suggestions:
1. An old white witch tells the heroes that her
nephew and his family were among the refugees, and
she can no longer locate them with her magic. She fears
for the worst, and begs the characters to investigate.
2. The heroes stumble across the village by
chance while traveling through the region, perhaps
while heading toward (or away from) Friedrichs Ort.
3. The adventure begins with the heroes entering
the abandoned village, and it’s le�t up to them to
explain why they came, using the Interlude rules.
Dark Queen’s Gambit
3
Battle in the Ruins
The ancient church predates the rest of the village,
and has long since cru��led into ruin� The �asti�s
are lazing about nearby, chewing on the bones of the
settlers, but they react quickly to the threat. Resolve
this scene as a regular combat.
There are two shadow hounds per player (use the
stats for a night�s masti�, e�cept they are ��tras and
don’t have the Phasing ability), along with the night’s
masti� from the previous scene (if it survived), and
Orthus, the two-headed pack alpha.
The Gambit
The church may be a ruin, but the entrance to the
crypt is still intact, and the thick oak door is securely
locked. Picking the lock requires a Subterfuge roll at
–2, on a failure the hero triggers a magical trap: ghostly
tendrils erupt from the door, and everyone within a
�one Template must make an �gility roll at –2 or su�er
2d10 damage. Breaking down the door (Toughness 10)
automatically triggers the trap.
The crypt is thick with dust, but extravagantly
decorated with looted furnishings. An ornate
mahogany desk sits in one corner, while several shelves
line the walls, crowded with macabre knickknacks and
a handful of indecipherable books�written in a spidery
hand. Resting on the desk is a small, brass-bound,
cedar chest.
What does the chest contain? That is up to the GM,
but here are some suggestions:
• A detailed report on the events surrounding the
Betrayal. Although it’s never spelled out, the
results of the investigation strongly hint that
Melusine was involved somehow, arranging for
the Djinn to be eliminated so that she could seize
control of her former ally’s banes.
• A powerful relic is stored inside the magically
warded chest, and the inscription on the lid states
that only someone “strong of heart and pure of
spirit” can open it.
• A notebook containing clear directions to a
strange magical gateway. The portal leads to a
destination protected by salt, preventing Hecate
or her banes from entering it, and her scribbled
musings in a nearby notebook suggest she didn’t
trust any of the other witches enough to share her
knowledge with them.
Of course the real question is why did Hecate leave
the chest here, where it could be found? Why didn’t
she ever return to the crypt to collect it? It’s almost as
if she wanted the chest to be discovered…
Orthus
This massive two-headed hound was the result of
an arcane experiment conducted by the Dark Queen.
However Orthus proved to be far too aggressive and
unpredictable for Hecate’s purposes, so she le�t him
behind to guard the crypt.
Attributes: Agility d8, Smarts d6, Spirit d6,
Strength d10, Vigor d10
Skills: Fighting d10, Notice d12, Subterfuge d10,
Tracking d12
Pace: 8; Parry: 7; Toughness: 9
Special Abilities
Improved Frenzy: Orthus can attack with both
heads, making two Fighting attacks each action with
no penalty.
�ight�s �asti�: Orthus is a night’s masti�,
with the same Bite (Str+d8), Infravision, Phasing,
Vulnerability, and Witchline abilities as the rest of
his kin.
Size +2: Orthus is signi�cantly bigger and heavier
than most of his kind.
| textdata/thevault/Savage Worlds System (SWADE) [multi]/Accursed/SWADE - Accursed - Dark Queens Gambit.pdf |
THE ROLEPLAYING GAME
Auxiliary Sheet
Hero Name
| textdata/thevault/Sentinel Comics RPG/Core/SC - Auxiliary Sheet.pdf |
The Noble
T
he prince of the land, picking up his sword to
defend his future kingdom from turmoil. The
battered princess who decides it is her time to
take up adventure. The king, who has done
nothing but hone his talents as a leader and as
a noble. Nobles come in all shapes and sizes,
but nobility can be more than a background.
Characters who wish to fully devote themselves to their noble
background, utilizing the majesty of their royal blood and
aristocratic lineage can be true leaders and aids in a group. In
short, nobles epitimoze their role and put their energy into
developing their status and power as a noble. Thus, the noble
class born.
House of a Noble
Nobles are inherently dependent upon their title and
bloodline of being nobles. That being said, it is very important
to understand the house that you belong to. What are your
traditions? What is your house's reputation? Work with your
DM to construct not only your own character's nobility, but
that of your house. Consider, also, if you are a stereotype of
your house or if you contrast against its traditions.
It is important to understand what you are a noble of as
well. A castle? A vast land? Who is the king? Queen? Who
governs it? Are you the ruler, yet too young and a regent
governs in your stead? Consider developing storyline archs
that force you out of your land or castle towards adventure
and intrigue, so that you can function within a party. This
class, perhaps more so than others, require extra
consideration by the DM. The world setting must value, in
some ways and in some areas, the concept of a fuedal or
aristocratic society, otherwise who would care that someone
calls themselve a noble?
Majesty and Magic
Majesty is the key power of a noble. It is the sum of their
charisma, influence, social power, and prowess with their
presence. Many of the effects of majesty function like magic.
A noble can command a creature to kneel and, like magical
compulsion, should the creature fail their saving throw they
must obey the command. However, it is not magical
compulsion that forces the creature to kneel: it is the
presence of nobility and the awesome power of potent
charisma.
But what of an orc who cares nothing for the nobility or
fuedal societies of humans or elves? Generally, some chaotic
creatures who are the epitome of chaos, such as orcs,
goblins, etc., may not care about a noble's majesty. Your DM
may decide that some creatures may have advantage against
any non-magical effects, such as all noble's ability to use
suggestion with their majesty score. The DM should consider
thoughtfully whether or not a creature adheres to chaotic
philosophies and has no form of hierarchy within their own
cultural or ethnic background to grant them this resistance to
noble abilities. This advantage would only apply to effects
that are drawn directly from spells.
1
THE NOBLE CLASS
The Noble
Level
Proficiency
Bonus
Features
1st
+2
Attendant, Encouraging Words,
Noble Lineage
2nd
+2
Charismatic Armor, Majesty Score
3rd
+2
Noble Lineage Feature
4th
+2
Ability Score Improvement
5th
+3
Noble Lineage Feature
6th
+3
Ability Score Improvement
7th
+3
Noble Lineage Feature
8th
+3
Ability Score Improvement
9th
+4
Sublime Majesty
10th
+4
Majesty Score (minimum 10)
11th
+4
Noble Lineage Feature
12th
+4
Ability Score Improvement
13th
+5
Majesty Score (minimum 14)
14th
+5
Noble Lineage Feature
15th
+5
Charisma Score Increase
16th
+5
Ability Score Improvement
17th
+6
Majesty Score (minimum 16)
18th
+6
Noble Lineage Feature
19th
+6
Ability Score Improvement
20th
+6
Charisma Score Increase
Class Features
As a noble, you have the following class features.
Hit Points
Hit Dice: 1d6 per noble level
Hit Point at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution
modifier per noble level after 1st
Proficiencies
Armor: None
Weapons: One simple weapon of your choice
Tools: Two instruments of your choice
Saving Throws: Wisdom, Charisma
Skills: Choose any three from Acrobatics, Animal Handling,
History, Insight, Intimidation, Investigation, Medicine,
Nature, Perception, Performance, Persuasion, or Religion.
Equipment
You start with the following equipment in addition to the
equipment granted by your background:
(a) any simple melee weapon or (b) any simple ranged
weapon and 20 pieces of ammunition
(a) a musical instrument of your choice or (b) a book of
lore
(a) a riding horse, riding saddle, and bit and bridle or (b) a
donkey, pack saddle, and cart or (c) a pair of mastiffs
(a) a diplomat's pack or (b) a scholar's pack
a set of fine clothes and a signet ring.
Attendant
At 1st level, you are always accompanied by an attendant to
take care of all tasks you desire him or her to take care of.
Your attendant's role in your life could vary. Based on your
chosen noble lineage, your attendant may alter or perform
certain actions. Your attendant is always with you, obeys your
commands to the best of their ability, but will only put
themselves at risk when it is directly related to your well-
being. Should your attendant ever die, you recieve another
within one month's time from your noble house or from some
other source, assuming you take to the proper channels to
request, recruit, or demand one.
Your attendant is of your race, a gender of your choice, but
lack any exceptionalities that befit them racial traits. They are
proficient in light armor and daggers. Attendants take their
turn on your initiative, though they don't take an action unless
you command them to. On your turn, you can verbally
command them where to move (no action required by you).
You can use an action to verbally command them to take the
Attack, Dash, Disengage, Dodge, or Help action.
2
THE NOBLE CLASS
Encouraging Words
Also at 1st level, you may use your words to bolster morale in
your allies. You gain a pool of hit points that you can use to
impart temporary hit points to an ally, equal to your levels in
noble x 5. As an action, you encourage an ally within 5 feet of
yourself and instill a portion of the temporary hit points or all
of it, at your choice. You must be within 10 feet of an ally, due
to the intimacy of these encouraging words. You cannot give
an ally temporary hit points in this way if they do not already
have at least 1 hit point. You cannot use your encouraging
words on yourself. Your pool of hit points for encouraging
words fully replenish after a long rest.
Noble Lineage
And finally, at 1st level, choose a noble lineage that decides
your area of noble upbringing, specialty focus, or traditions
that were passed down on you. Your noble lineage is,
essentially, that which makes you a unique type of noble. The
Lineage of Warfare, for example, focuses on combat,
weapons, and leadership in warfare. You may choose
between: Lineage of Diplomacy, Lineage of Myth, or Lineage
of Warfare. You gain class features based on your noble
lineage at 1st, 3rd, 5th, 7th, 14th, and 17th level.
Charismatic Armor
At 2nd level, your mere presence exudes a charismatic aura
that is difficult to strike to most creatures. You always have an
armor class that is at least equal to 10 + your Dexterity
Modifier + your Charisma modifier, even if you currently have
another armor class from other means. Your charismatic
armor cannot increase in value by wearing shields or armor,
but can from wearing magical items. Creatures who are
immune to being charmed or who have advantage against the
charmed condition have advantange to attack rolls against
you when using this armor class.
Majesty Score
At 2nd level, you gain a majesty score that you use to express
your influence on others. When you finish a short or long
rest, roll 1d4 per your Charisma modifier. Use this result,
applying bonuses or penalties based on the Majesty Score
Table below, to formulate your majesty score. At certain levels
(see the Noble class table), no matter what you roll for your
majesty score, it cannot be less than a certain amount. Any
saving throw to resist a class feature using your majesty
score is equal to 8 + your Proficiency bonus + your Charisma
modifier. You may use your majesty score to do the following:
Affecting Persona
You may reduce your majesty score to affect others in a
fashion similiar to any of the following spells, except the
effect is non-magical: calm emotions (1 point), command (1
point), and suggestion (2 points). Thus if you had a majesty
score of 12 and you used calm emotions you would have a
majesty score of 10 until you could reroll your majesty score.
The only components required is a verbal component.
Otherwise, treat the spell as normal except it is a non-magical
effect and requiring no concentration.
Bolstered Spirits
You may use your Encouraging Words class feature to heal
your allies, instead of instilling temporary hit points. You can
only do so when your majesty score equals 14 or greater. You
cannot heal a creature in this way unless they have at least 1
hit point.
Persuasive Aristocrat
Whenever you roll a persuasion or deception check, your
result can never be lower than your majesty score so long as
your majesty score equals 6 or higher.
Uncanny Presence
As a bonus action or reaction to being targetted by an attack,
you may reduce your majesty score by 4 to have an armor
class equal to your Charisma score + 1d4. This armor class
lasts until the end of your next turn. Creatures immune to or
who have advantage to resisting the charmed condition roll
attacks against this armor class with advantage.
Majesty Score Table
Bonus/Penalty
Circumstance
+4
You are in a region where your noble house
or title is considered influential.
+2
You are in a region where noble houses or
aristocratic titles are considered influential.
+1
You are travelling with individuals (other
than your attendants) who consider your
title or nobility as influential or worthy of
respect.
-3
You are in a region where noble houses or
titles are not respected, valued, or honored.
-2
You are travelling with individuals (other
than your attendants) who consider your
title or nobility as something that is not
very influential or worthy of respect.
+/-
Your DM may vary bonuses or penalties
based on various circumstances they deem
necessary similar to the above situations.
3
Attendant
Medium humanoid (any race), your alignment
Armor Class 14 (leather)
Hit Points 12 (2d8 + 2)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
10 (+0) 15 (+2) 12 (+1) 12 (+1) 13 (+1) 14 (+2)
Skills Perception +2
Senses passive Perception 13
Languages Common and one language that you can
speak
Actions
Dagger. Melee Weapon Attack: +4 to hit, reach 5ft.,
one target. Hit 5 (1d4 + 2)
THE NOBLE CLASS
Sublime Majesty
At 9th level, you may reassert your noble self if you feel your
influence wavering. If your majesty score is below your
Charisma score, you may use a bonus action to roll 1d4 to
add to your majesty score. You may do so once before you
must take a short or long rest to do so again.
Charisma Score Improvement
At 15th level, you have such experience with utilizing your
charisma that you become better equiped to exploit it beyond
normal creatures. You gain +2 to your Charisma score to a
maximum of 22.
At 20th level, your Charisma score increases +2 again to a
maximum of 24.
Noble Lineage
Three types of noble lineages exist: diplomacy, myth, and
warfare. These lineages help demonstrate how it is possible
to vary in how nobles come to embody their capabilites.
Lineage of Diplomacy
In a house of diplomats, a noble is instructed on how to
utilize their majestic presence to be a leader, to create bonds
that tie, and to use others to do their bidding. They are known
for their prowess with words and immense persuasive
talents. Additionally, nobles who are famed for their skill in
diplomacy are known for their ability to gain insights and
truths from others in subtle fashion. They are almost always
accompanied by a guardian for martial protection.
Noble Guardian
At 1st level, you gain an additional attendant that acts as a
guardian for you. This may be an individual assigned to
protect you or someone you or your family hired. Regardless,
they are loyal to you and seek to help you in anyway they can.
They will even risk their life to protect your well-being. Treat
your guardian exactly as a normal attendant, except they are
proficient in light and medium armor and simple and martial
weapons. You may add your Proficiency bonus to your
guardian's attacks, damage rolls, and saving throws so long
as you are within 120 feet of them and they are aware of your
presence.
At 6th level, your guardian gains Extra Attack.
At 11th level, you may now command your guardian to
perform actions as a bonus action instead of an action.
Demand Action
At 3rd level, you can exert your presence in a situation to
force an ally to act. As an action, you may force an ally to use
their reaction to take an action. Using this ability reduces
your majesty score by 1.
Diplomatic Persona
At 5th level, you gain the following abilities to utilize with your
majesty score:
Destroy Morale. You utilize the defeat of a foe to change
the tide of battle by declaring you and your allies victorious,
devastating the morale of your foes. As a reaction to an ally
defeating a hostile creature, and by reducing your majesty
score by 4 points, all other hostile creatures within 30 feet of
you and the defeated creature who consider that defeated
creature an ally must make a Wisdom saving throw or lose
half of their current hit points (rounded down). Creatures who
have advantage against charmed conditions may roll the
saving throw with advantage. Creatures who are immune to
being charmed are immune to this effect. You may choose,
4
Guardian
Medium humanoid (any race), your alignment
Armor Class 16 (breastplate)
Hit Points 31 (4d10 + 7)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
15 (+2) 14 (+2) 16 (+3) 10 (+0) 10 (+0) 10 (+0)
Senses passive Perception 10
Languages Common
Noble Synergy. Whenever a guardian finishes a long
rest in the presence of the noble they serve, they
gain temporary hit points equal to the noble's
Charisma modifier X their levels in the noble class.
Actions
Longsword. Melee Weapon Attack: +4 to hit, reach
5ft., one target. Hit 5 (1d10 + 2)
THE NOBLE CLASS
instead, to target one creature within 30 feet of you or the
defeated creature that is an ally of the defeated creature and
they must make a Wisdom saving throw or suffer the same
effect. If you choose only one creature for the ability, you
reduce your majesty score by 2.
Assess Persona. By taking a moment to assess your
opponent, you discover their weaknesses and may later act to
exploit it. As a bonus action, you interact with them in some
way to glean their weaknesses. Roll a Persuasion (Charisma)
or Deception (Charisma) check against their Insight
(Wisdom) roll. If you are equal or higher than their check, you
gain the following information: their saving throw bonuses,
all Charisma based skill proficiencies, and whether they are
friendly, neutral, or hostile towards you, as well as any general
emotional state the creature is currently in. You must have a
majesty score of at least 8 to use this feature.
Worthy to Save. Your guardian would sacrifice their life to
save you and they often prove it. As a reaction to being
targetted by an attack and your guardian is within 5 feet of
you, you may sacrifice their ability to move and take action on
your next turn to gain +2 to your armor class as a shield
bonus. If you have this bonus and are hit by an attack within 2
points of your armor class, your guardian takes the damage
instead of you. For example, if you have an armor class, with
this bonus, of 18 and you are hit for 18 or 19, your guardian
would be hit by the attack instead of you. Using this ability
reduces your majesty score by 2 points.
Contrive Defense
At 7th level, you have the ability to cause your allies or
enemies to react in a way that benefits them or exploits their
weaknesses. As a reaction to a creature making a saving
throw, or as a bonus action on your turn, you may have them
trade their physical saving throws for a different physical
saving throw and mental saving throws for a different mental
saving throw. For purposes of this feature, physical saving
throws are Strength, Dexterity, and Consitution and mental
saving throws are Intelligence, Wisdom, and Charisma. So if
an enemy is facing a fireball and must roll a Dexterity saving
throw, you may attempt to convince them to use their
Constitution instead to simply stand there and withstand the
flames with their sheer presence. For a creature to resist this,
have the target creature roll an Insight (Wisdom) check
against your Persuasion (Charisma) or Deception
(Charisma), your choice. If you win the contested roll, they
must use a different physical or mental saving throw of your
choice. You cannot replace a physical saving throw with a
mental saving throw, however, or vice versa. Once you use
this feature, you cannot do so again until you finish a short or
long rest.
Masterful Diplomacy
At 11th level, you gain the following abilities to utilize with
your majesty score:
Berating Words. You realize your inspiring presence can
ahve the reverse effect on a foe. By reducing your majesty
score by 1 and as a reaction to you or an ally being targetted
by an attack roll by an enemy within 60 feet of you that you
can see and that can see and hear you, you can berate the foe
and cause them to miss. Your ally gains +2 to their armor
class from the chosen target until the end of your next turn.
You may reduce your majesty score by additional points by 1
and gain that number as a bonus to you or your ally's armor
class, up to a maximum of a +5 armor class bonus and
reducing your majesty score by 4.
Exert the Self. By reminding yourself of who you are, you
may reassert control over yourself. As an action and by
reducing your majesty score by 2, you may end the effects
causing you to be charmed or frightened. Even if you are not
normally permitted an action during the effects, you may use
this ability to overcome them. You Know Me. You may create
a bond with a number of creatures that is represented by the
fact that you can near-telepathically tell them what to do
simply by your body language. Choose a number of creatures
equal to your Charisma modifier + half your levels in noble
(rounded down) that you have spent at least one week with.
Whenever those creatures can see you, they understand basic
commands and your silent language simply by reading your
body language. You can tell them things like "no", "yes",
"that's bad", "I don't like that", "this is a great idea", "do it,"
etc. You cannot reveal complex information in this way. Other
creatures cannot determine your messages in this way, even
if they roll impressive insight (Wisdom) skill checks.
Shatter Persona
At 14th level, you may verbally assault a creature to the point
where they may find it impossible to recover. As an action, a
creature within 60 feet of you that can see and hear you must
succeed on a successful Charisma saving throw as you berate
them with words or remind them of your majesty in some
way or suffer debilitating consequences. As a result of failure,
the creature takes 14d6 damage (this damage cannot reduce
them below 1 hit point), has their maximum hit points
reduced by half (rounded down), has disadvantage on
Charisma and Wisdom based skill checks for 24 hours, and
is stunned until the end of their next turn. Creatures who
have advantage against charmed conditions may roll the
saving throw with advantage. Creatures who are immune to
being charmed are immune to this effect. Once you use this
feature you cannot do so again until you finish a long rest.
Supernal Majesty
At 18th level, your ability to manipluate others with your
majesty becomes nearly supernatural. Creatures cannot
ignore or take advantage against your abilities due to being
resistant or immune to the charmed condition or effects,
unless they overcome your sheer presence. They must make
a Wisdom saving throw when they might ignore or gain
advantage against your armor class or some ability and if they
suceed their immunity or resistance stays in effect. If they fail,
they treat your abilities normally as though they did not have
immunity or resistance to charmed effects or conditions.
Once a creature fails this saving throw they cannot make
another one until after 24 hours have passed. After 24 hours,
they may try to overcome your presence and gain the benefits
of their immunities or resistances.
5
THE NOBLE CLASS
Lineage of Myth
The wicked queen who has mysterious powers. The fairy tale
princess who has animals that flock to her as she effortless
befriends the wild critters. The prince charming who
gallantly defends the weak and seeks to save the damsel. All
of these archetypes fit the nobles of the province of myth.
They are the nobles of legend and fairy tale; they are the
fabled and magical. When one's nobility hails in the lineage of
myth, they are often accompanied by either a woeful event
that exists in their past or a destined fate that cannot be
escaped... or both.
Mythic Woe
At 1st level, a mythic woe is something in your past that
defines you of your magical or mythic background. Perhaps
you were cursed by a witch or simply had a strange woe
afflict you and you are oblivious to its origin. Regardless, you
may struggle with your woe defining you, battle to overcome
it, or embrace it. Choose at least one Mythic Woe from below.
Cursed. You are under one of the effects of the bestow
curse spell, except its effect is permanent and cannot be
removed except by a wish spell or by the death of the creature
who cursed you.
Exiled. You don't even know of your own nobility. For some
reason, you were exiled from the land that is rightfully yours.
While you may be extraordinarily charismatic and have a
potent personality, you do not know where it hails from. Your
majesty comes from an inherent form of entitlement,
something that tells you that you are meant for great things,
even if you know not what. Exiled nobles are always under
the watchful eye of at least one creature, which the noble may
or may not know of. Choose one creature from this list that is
or has watched over you during your exile: a deva, a cambion,
a centaur, a dryad, a faerie dragon, a night hag, a pixie, a satyr,
or a sprite. The creature may watch you from afar, or may be
under some guise and raising you as their own or some other
method of keeping an eye on you. Because of your charisma,
your attendant is actually a friend of yours or a loyal
companion, instead of an attendant who respects you from
just your authority. Additionally, you cannot gain the +4
circumstance on the Majesty Score Table when you roll your
majesty score until you become aware of your nobility in
some way.
Forever Sleepy. You are subject to sleep spells and effects,
even if you have immunities from other features or abilities.
Whenever you are the target of a sleep spell, count yourself as
having half your current hit points as you currently have.
Additionally, choose one creature. That creature is your
soulmate or savior. Whenever you are the subject of magical
sleep, you fall asleep permanently and may not awaken until
your soulmate or savior kisses you on your forehead or lips.
Should your soulmate or savior ever die, you awaken by the
next creature that kisses you on your forehead or lips. Once
you are permanently under the effects of a sleep spell or
effect, you cannot be so again in a permanent way after you
are awakened. You are still vulnerable to the effects, however,
as described above.
Feyline. At some point, your ancestors mixed your lineage
with fey-blood and this is your fuel of majesty. Fey creatures
regard you with curiosity, inherently sensing the feyline
within you or feeling a nascent sense of familiarity when in
your presence. This may lead to you being some destined
noble of fey or of some fey court or kingdom.
Honesty. You are magically compelled to always tell the
truth when you are asked a question. This truth is relative to
your own understanding of truth and reality, but you cannot
willfully lie or be dishonest.
Midnight Form. At dusk, so long as you are within 1 mile
of being able to see the night sky, you transform into one of
the following creatures from the Monsters Manual (see their
corresponding page number): an orc of your gender (page
246), a frog (page 322), or a swan (hawk stats, page 330). You
lose all your class features and capabilities and act only with
the stats provided of your chosen form. When dawn comes,
you revert to your normal form and you act as though you had
a long rest, whether you rested or not. This woe is dependent
upon some factor, creed, doctrine, or curse, usually of the
poetic type. Discuss this with your DM to see if you may ever
break the curse or how you must follow some doctrine to
avoid the midnight form, should you wish to. You may also
choose a different creature from the Monsters Manual but
6
THE NOBLE CLASS
the chosen creature should not be have statistics that are
stronger than that of an orc (page 246). If you die in your
midnight form your revert back to your normal form.
Prince/Princess Charming You are the prince or princess
of a kingdom, destined to soley inheret the kingdom and bear
the burden of the monarchy. You are inherently good, a
pureborn noble who sees only justice, truth, honesty, and
charity. You are likely lawful good, possibly neutral good, but
not chaotic good or any other non-good alignment. All of
these traits and privileges come with a cost, however.
Whenever you perform any action that is a betrayal, goes
against your conscious or moral code, leaves the innocent in
danger, or some other reason that the DM percieves going
against justice, truth, honesty, love, and charity, you incur one
point on the toll of goodness, which weighs against your
conscience, affecting how you function. All tolls are
cumilitive, thus if you have 4 toll points, you incur 1, 2, 3, and
4 tolls. After a long rest or a significant gesture of goodwill,
you lose 1 toll point. You cannot lose more than 2 toll points
within 24 hours of losing a point. If you have no toll points,
you may call upon your family and kingdom for assistance in
some way once per month, so long as you are aware of them.
Toll of Goodness
Toll
Points
Toll
1
You realize that you have done something wrong
and you await some form of punishment. After
every long rest you have at least 1 toll point, your
first saving throw is made with disadvantage.
2
The weight of further bad deeds weighs on your
consience. You refuse to eat, feast, be merry, or
enjoy the delights of the world.
3
At this point, you consider yourseful truly sinful and
deserving of harsh punishment. For every day you
retain at least 3 toll points, word gets back to your
family of your deeds and your reputation suffers.
You lose 1 majesty point after rolling your majesty
score.
4
Your deeds have gained the attention of religious
or noble indivdiuals who wish to intervene in what
is percieved to be "your fall of grace".
5
Your deeds have gained the attention of evil
religious, noble, and magical creatures who wish to
take advantage of your state. Your alignment is in
danger of shifting away from good and you may be
propositioned some scenario in which you trade
something for wealth, knowledge, and/or power
from a powerful creature.
Unique. Consider making up a unique myth that defines
you as a noble of myth. This should have very little, if at all,
mechanical effect, but should build up lore. Consider existing
fairy tales and folk lores that exist concerning nobles,
princes, kings, and queens. Your DM should approve any
Mythic Woe that you compose.
Body of Majesty
Also at 1st level, you are inherently and extraordinarily
attractive as a member of your race and gender. You often
stand out in crowds and even members of other races find
you appeasing to look upon. You find it particularly easy to
stay fit and rarely find yourself dirty or smudged unless you
willfully intend to be in such a state. You also have perfect
symmetry in your physical features. When you roll your
majesty score, add your Charisma modifier to the result.
Additionally, you gain proficiency in either Deception,
Intimidation, or Persuasion. At 2nd level, you gain expertise
in one of those three skills that you are proficient in.
Mythic Mark
At 3rd level, you begin to define the mythology of yourself.
Choose two of the following abilities. At 5th, 7th, and 14th
level you may choose another from this list.
Allure. You are the epitome of a blinding, stunning
individual. You can use your action to force all eyes on you by
unveiling yourself or doing some dramatic action, such as
singing, playing an instrument, or some other form of
displaying yourself. 3d6 creatures of your choice that can see
you within 30 feet must make a Wisdom saving throw or be
charmed by you until the beginning of your next turn. While
they are charmed they are incredibly distracted. Attacks
against them have advantage and their attacks against others
have disadvantage. You must have a majesty score of at least
6 to use this feature and a use of this feature reduces your
majesty score by 2.
Animal Companion. You gain an animal companion, or a
swarm of animals, that you consider your best friend(s) and
loyal ally. Choose a beast that is no larger than Large and that
has a challenge rating of 1 or lower. Add your proficiency
bonus to the beast's AC, attack rolls, and damage rolls, as
well as to any saving throws and skills it is proficient in. Its hit
point maximum equals its normal maximum or four times
your noble level, whichever is higher.
The beast obeys your commands as best as it can. It takes
its turn on your initiative, though it doesn't take an action
unless you command it to. On your turn, you can verbally
command the beast where to move (no action required by
you). You can use your action to verbally command it to take
the Attack, Dash, Disengage, Dodge, or Help action. By
reducing your majesty score by 1, you can use a bonus action
to verbally command your animal companion, instead of an
action. At 11th level, you only need a bonus action to verbally
command your animal companion to take the Attack, Dash,
Disengagen, Dodge, or Help action.
If the beast dies, you can obtain another one by spending 8
hours bonding with another beast that isn't hostile to you,
either the same type of beast as before or a different one.
Cruel Magic. You do not know how (or perhaps you do),
but you manifest some magical powers that are meant to do
harm. Perhaps you wish to use them to hurt others or
perhaps you use them to protect the innocent. Regardless,
these magical powers could make you stand out from your
noble peers in mythical ways. You gain two of your choice
from the following cantrips with Charisma as your
spellcasting ability for them: acid splash, chill touch, eldritch
blast, fire bolt, or shocking grasp. When your majesty score is
at least 10, you may cast certain spells as an action by
reducing your majesty score. Choose three spells from the
following that you can cast with Charisma as your
spellcasting ability for them: blindness/deafness (2 points),
burning hands (1 point), lightning bolt (3 points), ray of
sickness (1 point), thunderwave (1 point), or witch bolt (2
points). You may increase the level of these spells by further
reducing your majesty score by 1 per level increase, but you
cannot reduce your majesty score by 10 and still cast a spell.
7
THE NOBLE CLASS
Spells from cruel magic begin at their normal level. For
example, if you have a majesty score of 18, you could cast
lightning bolt, if that was one of your chosen spells, as a 3rd
level spell by reducing your majesty score to 15. You could
empower the spell further by reducing your majesty score to
10 and casting the lightning bolt spell as an 8th-level spell.
There is a level limit to how much you can empower spells,
however, dependent upon your spellcasting levels. Treat your
levels in the noble class as a full spellcasting class and see
what level of spell slots you would have access to on page 165
of the Player's Handbook. You cannot cast a spell or increase
the spell level of a spell that's level is beyond what you would
have access to in spell slots of your spellcasting level. Thus,
even if you selected lightning bolt at 3rd level as a a noble,
you could not gain access to casting the spell until you have 5
levels of a full spellcasting class (i.e. level 5 noble, or level 3
noble and level 2 bard, etc.).
Eyes as the Ocean. Your eyes are that of a soft blue, so
soft it looks like the rolling waves of a distant ocean. As an
action, you may look at a creature, flashing those stunning
eyes, and they must make a Wisdom saving throw. If they fail
the saving throw, they are charmed by you for 1 minute and
can take no actions or move so long as you are within their
line of sight. An affected creature may reroll their saving
throw at the end of each of their turns for the duration. You
must have a majesty score of at least 12 to use this feature
and a use of this feature reduces your majesty score by 3.
Hair of Gold. Your hair turns into a shimmering, beautiful
blonde as it is interwoven with speckles of golden flakes. Your
hair grows at an exceptional rate. Once per week you may cut
a piece of your hair without affecting its length that is equal to
500gp after you choose this feature. Your hair also radiates
magical energies that is desired by many. Each week your
hair is not cut, you continue to grow that amount in golden
hair, thus after four weeks cutting all your hair to shoulder
length is worth 2,000gp. After one month of not cutting your
hair it is down to your feet; your hair continues to grow
beyond that but has no gold value past 2,000gp, as the
speckles are of a shimmering color, not literally gold. When at
least one month has fully grown, however, it acts as though
you are wearing a shield you are proficient in. You gain +2
armor class, even with your charismatic armor feature. Word
may spread of your enchanted hair and it may be covetted by
creatures of both banditry and wicked magic alike.
Lips of Rose Red. Your lips are constantly a deep rose red.
This coloring cannot blemish or smear. As an action you may
kiss any creature who then acts as though you casted haste
on them, which lasts for 1 minute and does not require your
concentration. You must have a majesty score of at least 10 to
use this feature and a use of this feature reduces your
majesty score by 2.
Maidenshield. Whether you are protecting an innocent
maiden or you are the maiden protecting yourself, the power
of purity in you cannot be denied. So long as you have
retained your purity by abstaining from sex, alcohol, and
general gluttony, you retain the benefits of this feature. Treat
yourself as constantly surrounded by a sanctuary spell.
Should this effect ever be broken by targetting a creature
with an attack or using an ability that affects a hostile
creature that is not designed to simply calm or protect it, you
are no longer protected by the sanctuary spell. You may, as a
bonus action, impart this effect on another creature within 30
feet of you that you may believe to be pure, but you lose the
effect on yourself. You may sustain this effect as a bonus
action so long as you are within 30 feet of the chosen
creature and they remain pure. You must spend 1 minute in
concentration to regain the effects of this ability on yourself.
Should you intentionally engage in activity deemed impure,
such as sex, drinking alcohol, eating beyond general
sustenance, or harming another individual that is innocent,
you must spend one full day in prayer or practice of
atonement to regain this feature.
Valiant Form. You are the epitome of heroic valor in
combat. As a bonus action, you may initiate your vailant form.
When you do so, all allies within 60 feet of you that can see
you may use their reaction to be inspired and gain 2
temporary hit points per your levels in the noble class.
Additionally, your armor class increases by +2 (even with the
charismatic armor class feature), you gain a bonus to attack
and damage rolls with weapons equal to your Charisma
modifier, and you select one creature within 60 feet of you
that you create a bond of protection with. If your bonded
creature is ever targetted by an attack, magical or otherwise,
you may use your reaction to move towards the bonded
creature or who is targetting them. You may also deplete your
encouraging words hit points pool as a bonus action to heal
yourself during your valiant form, so long as you have at least
1 hit point. Your valiant form lasts for 1 minute. You must
have a majesty score of at least 12 to use your valiant form.
Once you use your valiant form, you cannot do so again until
after you finish a short or long rest.
Voice of Wonder. When you sing, your voice is something
that even the gods would be envious of. Whenever you use
your encouraging words feature, affected creatures also gain
1d12 temporary hit points, so long as you sing. When you use
this feature, you cannot do so again until you finish a long
rest. Additionally, so long as you have a 10 majesty score, you
may cast geas once before you must take a long rest to do so
again.
Woodland Majesty. You gain power over creatures and
woodland beasts. Your power grows as you level. You have all
previous aspects of this mythic mark if you are of a higher
level when you choose it. You gain the following spells:
animal friendship and speak with animals. You may cast each
spell so long as you have a majesty score of at least 8. Treat
spells cast in this way exactly like the spell's description,
except they are not spells. Treat the effect as non-magical.
Thus, you could cast these spells in an antimagic field. Each
casting of any spell of this mythic mark reduces your majesty
score by 1.
At 5th level, you may cast conjure animals so long as you
have a majesty score of at least 10.
At 7th level, you may cast conjure woodland beings so long
as you have a majesty score of at least 14.
At 11th level, you may cast conjure fey so long as you have
a majesty score of at least 16.
Lineage of Warfare
Some nobles focus their energies on combat and warfare.
The warrior princess who picked up a sword to defend her
house from enemies. The young boy of a lord secretly taught
how to wield a sword and be a leader in war by his father.
Both of these nobles epitomize a noble warrior, one of both
majestic presence and fierce combat skills.
8
THE NOBLE CLASS
Bonus Proficiencies
At 1st level, you gain bonus proficiencies. You are proficient in
light and medium armor and your choice of four weapon that
can be simple or martial. Additionally, you are proficient in
one weapon from the signature weapon chart below or one
unique weapon that your DM approves of.
War Cry
At 3rd level, you can turn the tides of battle by emitting your
presence in the form of a wary cry. As a bonus action, you
may emit a signature war cry. When you do so, roll a 1d6. You
must then use your action on the same turn to attack an
enemy, with the result of the die as a bonus to your attack. If
your strike succeeds, you gain half that number (a minimum
of 1) as a bonus to both attack and damage rolls for 1 minute.
Additionally, if your initial strike succeeds, all allies within 60
feet that can see you hit your oponnent have a bonus on their
next attack roll equal to the result of the 1d6 roll, so long as
their attack is made within a number of rounds equal to your
levels in noble. You may not apply this bonus to more allies
than you have levels in the noble class. You can only use this
feature once each time you roll initiative.
Extra Attack
Starting at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn.
Uncanny Grace
At 7th level, you have learned to use your majestic presense
in the heat of a battle. You may reduce your majesty score by
1 to take a Dash, Disengage, or Dodge action as a bonus
action. You must have a majesty score of 6 to be able to use
this feature.
Majestic Strike
At 11th level, you may now inspire yourself with your own
majestic strikes. Whenever you hit a target creature, you may
reduce your majesty score by 2 to deal an additional 2d6
damage to that target with the same damage type as the
weapon you struck with. You may further reduce your majesty
score by 2 to increase this by 1d6, to a maximum of 5d6 extra
damage and by reducing your majesty score by 8.
Legendary Acrobatics
At 14th level, you may inspire yourself to new feats of
acrobatics. As a bonus action and by reducing your majesty
score by 4, you enter into a state of exceptional combat
prowess. Your movement speed increases by 10, you may
now take a second extra attack whenever you take the Attack
action on your turn (to a total of 3), and you have advantage to
Dexterity saving throws and Dexterity skill checks. This lasts
for 1 minute or until you dismiss it. When the state is over
you must reduce your majesty score by another 4 (if you can)
or you gain one level of exhaustion.
Unrelenting
At 17th level, your own will and presence becomes so self-
inspiring that you can withstand continuous combat.
Whenever your hit points are above half of your maximum hit
points, you may, as a bonus action and by reducing your
majesty score by 1, use the healing pool of your Encouraing
Words toreinvigorate your morale and heal yourself normally.
Lineage of Warfare -- Signature Weapons
Name
Cost
Damage
Weight
Properties
Bola
1gp
1d4
bludgeoning
1/4 lb.
Special, finesse,
thrown (range
20/60)
Chakram 50gp
1d6
slashing
1 lb.
Special, finesse,
thrown (range
15/30)
Warfan
100gp
1d6
slashing
2 lb.
Special, Finesse
Scourge
5gp
1d6
slashing
2 lb.
Finesse
Bola
A large or smaller creature hit by a bola is restrained until it
is freed. A creature that is formless is unaffected. A creature
can use its action to make a DC 10 Strength check, freeing
itself or another creature on a sucess.
9
THE NOBLE CLASS
Chakram
The chakram is a special weapon that, if thrown correctly,
can return to its thrower. Whenever you throw the chakram
you may have the weapon ricohet off a creature and strike
another within 10 feet of said creature, up to a number of
creatures equal to your Dexterity modifier, but you must roll a
separate attack for each creature. After attacking, roll a
Dexterity ability check DC equal to 10 + every 10 feet the
chakram was thrown + each creature hit by the chakram. You
must be able to hit a creature or ricochet the chakram from
some hard object in order to have it return to you. If you
suceed on the DC, you may expend your reaction on after
your turn to catch the chakram at the beginning of your turn,
so long as you have a free hand. If you fail the chakram falls at
a random location within 30 feet of throwing it.
Warfan
As a bonus action, you can roll a contest Deception
(Charisma) roll against a target's Insight (Wisdom). If you
succeed you have advantage on your next attack with the
warfan within one round. Future attempts at using this
special property on the same target gives the target creature
advantage on their Insight check.
Credits
Thanks to all the artists out there in the world
creating wonderful art for me to bastardize.
Also, thanks to Ninja_Prawn for inspiring this
idea and everyone on reddit for providing feedback
on the former Princess class!
| textdata/thevault/Disney Princesses/5E Materials/The Noble Class 5E.pdf |
ZAKLĘCIA MODYFIKACJE
Nie rzuca się ich samodzielnie, ale razem z dowolnym
znanym lub zapisanym w księdze postaci zaklęciem
dotykowym lub dystansowym, z którym danej modyfikacji
da się użyć (zgodnie z jej opisem). Postać musi znać na
pamięć lub mieć zapisane w księdze to zaklęcie-modyfikację,
którego chce użyć wraz z innym rzucanym przez siebie
zaklęciem dotykowym lub dystansowym.
Każda z modyfikacji dodawanych podczas rzucania do
bazowego zaklęcia może podwyższyć łączny koszt rzucanego
zaklęcia o 1-4 punkty.
•(1) Dłużej (tylko dla czarów, których efekt trwa dłużej
niż 1 turę) – każde +1, o jakie mag zwiększy koszt
zaklęcia z tą modyfikacją, wydłuży czas jego działania
o bazowy jego czas działania.
•(1) Dalej – każde +1, o jakie mag zwiększy koszt
zaklęcia z tą modyfikacją, zwiększy jego dopuszczalny
dystans podwójnie (bazowo: 10 m). Nie zwiększa
dystansu, na jaki można rzucić zaklęcie dotykowe.
•(1) Przekazuję
–
zwiększenie
kosztu
zaklęcia
o +1 przez użycie tej modyfikacji pozwoli mu zadziałać
tak, jakby rzuciła go inna, dotknięta przez maga postać
lub
(jeśli
ma
to
sens) przedmiot.
Wówczas
postać/przedmiot stają się „magiem” z opisu zaklęcia,
wzbogacanego
przez
Przekazuję.
Dzięki
temu
np. kamień może powodować Panikę, wierzchowiec
może zyskać Szybkość, a sojusznik – Zbroję.
•(1) Mocniej – dodając tę modyfikację do niektórych
zaklęć, można zwiększyć siłę efektu zwiększając koszt.
Jeśli modyfikowane poprzez Mocniej zaklęcie pozwala
na rzut kostką, zwiększane są wszystkie kostki efektu
zaklęcia o +1 poziom za każde +1, o jakie mag zwiększy
koszt zaklęcia z tą modyfikacją.
•(1) Wyzwalacz
–
zwiększenie
kosztu
zaklęcia
o +1 przez użycie tej modyfikacji pozwoli rzucić je „w
zawieszeniu”
–
skutki
zaklęcia
uaktywnią
się
natychmiast po spełnieniu warunków określonych
przez maga w chwili jego rzucania. Mag nie może
rzucić zaklęcia z Wyzwalaczem, gdy już trwa inne,
rzucone
przez
niego
wcześniej
zaklęcie
z Wyzwalaczem, którego warunek aktywacji jeszcze
nie został spełniony. Użycie modyfikacji Więcej wraz
z
Wyzwalaczem
jest
jedynym
sposobem
na wytworzenie naraz przez jednego maga więcej niż
jednego zaklęcia w zawieszeniu. W dowolnym
momencie mag może anulować rzucone przez siebie
zaklęcie z Wyzwalaczem (nie wymaga to działania,
wydane wcześniej na owo zaklęcie punkty nie
wracają). Zaklęcia wzbogaconego tą modyfikacją nie
da się umieścić w żadnym zwoju, eliksirze ani
przedmiocie, zwój lub przedmiot z samą tą
modyfikacją jest możliwy.
•(2) Skuteczniej – każde +1, o jakie mag zwiększy koszt
zaklęcia z tą modyfikacją, obniży: (a) o 1 poziom kostkę
używaną przez cel zaklęcia w teście obrony przed nim
lub (b) o 1 punkt rezultat testu Woli przypisany do
przedmiotu magicznego na który rzucane jest zaklęcie
wraz z tą modyfikacją.
•(2) Więcej – zwiększenie kosztu zaklęcia (po
uwzględnieniu
kosztu
wszystkich
jego
modyfikacji) o pełną wielokrotność tego kosztu
pozwala równocześnie stworzyć kolejny egzemplarz
efektu tego zaklęcia, można go rzucić w tym samym
momencie na ten sam lub inny cel, co pierwotny cel
zaklęcia. Cel dla każdego egzemplarza czaru należy
wskazać zanim określi się efekty każdego z nich.
Przykładowo, można rzucić Uśpienie, wydając dodatkowe
4 punkty Mocy na Więcej, na 5 istot naraz.
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Gra fabularna Diadem © Copyright 2015 Andrzej Rylski - autor
udziela pozwolenia na powielanie niniejszej Księgi Zaklęć na
własny użytek. Oficjalna strona gry: http://diadem-rpg.tk
Księga Zaklęć .................................................
(imię postaci)
Początkowy zestaw zaklęć
Jeśli postać ma cechę Wola k6 lub większą, może
przed rozpoczęciem gry znać zaklęcia wybrane z
niniejszej Księgi (dotykowe, dystansowe jak również
modyfikacje). Każde zaklęcie posiada wymieniony w
nawiasie przed swoją nazwą koszt. Suma kosztu zaklęć
znanych na początku gry nie może przekroczyć połowy
maksymalnego wyniku na kości Mądrości postaci
(zdolność Adept pozwala zwiększyć ten limit
trzykrotnie). W trakcie gry postać może zdobyć inne
zaklęcia, nieopisane w niniejszej księdze. Uzupełnij ich
nazwy, koszt i opis w wykropkowanych miejscach.
Kapłani a czarodzieje
Postać posiadająca zdolność Adept musi wybrać,
czy zgłębia magię na drodze studiów i intelektu (jako
czarodziej), czy raczej intuicją i wiarą (jako kapłan).
Kapłani zaczynają grę z zapisanymi w swej księdze
wszystkimi zaklęciami, opisanymi jako dar wybranej
religii, po czym może się ich uczyć płacąc jedynie ich
koszt w Punktach Doświadczenia. Kapłani nie mogą
jednak uczyć się, przepisywać ani rzucać zaklęć,
opisanych
jako
wyrzeczenie
swojej
religii,
w
przeciwnym razie utracą możliwość rzucania zaklęć-
darów do czasu odbycia pokuty, wyznaczanej przez
starszego kapłana ich religii.
Gratisowy przedmiot magiczny
Adept-czarodziej otrzymuje magiczny przedmiot
zdolny 2x dziennie rzucać 1 określone przy tworzeniu
postaci zaklęcie dotykowe lub dystansowe o koszcie 1.
Rezultat rzucenia tego zaklęcia wynosi zawsze 5. Nikt
poza właścicielem nie może go używać.
Adept-kapłan
otrzymuje
symbol
swej
religii
(najczęściej naszyjnik). Dotykając go dłonią, kapłan
danej religii może zignorować efekt Społowienia
podczas testu rzucenia zaklęcia.
Oznaczanie zaklęć w niniejszej księdze
Opis zaklęcia znanego postaci na pamięć (np. zaklęcia
znane na początku gry) warto zakreślić.
W inny sposób można oznaczyć zaklęcia przepisane do
swojej księgi, jeszcze nie nauczone na pamięć, a także
posiadane zapiski innych magów, zaklęcia na zwojach
czy w przedmiotach, duplikujących efekty zaklęć.
ZAKLĘCIA DOTYKOWE
Mag rzucający zaklęcie dotykowe musi być w stanie dotknąć
jego celu (choć nie musi go dotykać).
•(1) Bezdech – mag i jego towarzysze (póki będą
go dotykać) zaprzestają oddychania na 15 minut.
•(1) Dotyk bólu – mag sięga dłonią w stronę
przeciwnika. Jest to atak działający jak atak wręcz
bronią średniej długości, z użyciem Woli maga zamiast
jego Walki. Wszystkie zasady walki wręcz mają tu
zastosowanie, można przeciw niemu stosować pełną
obronę lub uciekać. Atak ten następuje pod koniec
tury tak jak inne zaklęcia. Przeciwnik broni się przed
nim dokładnie tak jak przed atakiem wręcz. Jeśli
zaklęcie się powiedzie a rezultat testu Woli maga przy
rzucaniu
przekroczy
rezultat
działania
i ewentualnej osłony przeciwnika, mag zada mu
k4 obrażenia. Tylko magiczny pancerz chroni przed
nimi. Nie można tym zaklęciem uszkodzić przedmiotu,
istoty nieżywe także są odporne na jego efekt.
•(1) Niezauważalność – przez 15 minut nikt nie zwraca
uwagi na maga, póki stara się on nie rzucać w oczy
i zachowywać jak inni wokół. Próba ataku lub rzucenia
innego zaklęcia przez maga kończy działanie tego
czaru. Każde działanie, które mogłoby zwrócić uwagę
na maga np. wejście na strzeżony obszar pozwala
na test Bystrości wartownika, który miałby szansę
go zobaczyć, usłyszeć lub wyczuć w inny sposób.
Uzyskanie wyższego wyniku niż rezultat testu Woli,
dzięki któremu to zaklęcie zadziałało oznacza, że mag
został zauważony, a efekt tego zaklęcia przestał
działać. Trwanie w bezruchu gwarantuje działanie tego
czaru.
•͏͏͏(1)͏͏Klucz – mag włącza, wyłącza, otwiera lub zamyka
dowolny mechanizm, zamek w drzwiach, przejście lub
mechaniczną pułapkę, o ile nie została zablokowany
magicznie.
Wielkie
mechanizmy,
jak
windy
czy dwuskrzydłowe wrota, mogą wymagać użycia
modyfikacji Mocniej i wydania 1-2 punktów Mocy
więcej.
•(1) ͏͏Światło – przedmiot możliwy do trzymania
w dłoni, lub sama dłoń maga emituje przez 30 minut
jasne światło (jak pochodnia, ale w kolorze czystej
bieli).
•(1)͏͏͏Widzenie w ciemnościach – przez 30 minut mag
widzi wszystko w promieniu 10 m jak w jasny dzień.
•(1)͏͏͏Wykrywanie – przez minutę mag wyczuwa
w promieniu 5 metrów wokół siebie celowo ukryte
przedmioty i przejścia oraz wszelkie magiczne
przedmioty, a także przedmioty i miejsca, na których
aktualnie działa efekt dowolnego zaklęcia oprócz
rzuconego właśnie Wykrywania.
•(2) Odczynienie – niweluje trwające efekty zaklęcia
na wskazanym miejscu, przedmiocie lub osobie, jeśli
rezultat testu rzucania Odczynienia będzie wyższy niż
rezultat testu rzucania zaklęcia niwelowanego. Nie
pozwala to usunąć zaklęcia z przedmiotu magicznego,
zwoju czy eliksiru ani niemagicznych skutków zaklęcia,
którego działanie się skończyło. Eliksir z zaklęciem
Odczynienie ma przypisaną do siebie kostkę Woli k10
lub wyższą (w przypadku droższych wersji tego
eliksiru).
•(2) Przejście – mag przenika przez 1 m ściany. Użycie
modyfikacji Dalej pozwala pokonać 0,5 m więcej za
każdy wydany 1 punkt Mocy. Jeśli ściana jest grubsza,
fragment ciała maga materializuje się w przeszkodzie
i otrzymuje on 2k20 obrażeń. Żadna osłona ani pancerz
(także magiczny) nie chronią przed nimi. Dlatego,
przed
użyciem
zaklęcia
Przejście
zaleca
się
wcześniejsze użycie zaklęcia Wizja.
•(2) Zbroja – przez pół godziny zapewnia magowi
pancerz magiczny o wartości k4. Jeśli istota pod
wpływem tego zaklęcia nosi też zbroję, rzuca
wszystkimi swoimi kostkami pancerza i używa
najlepszego z wyników.
•(2) Zrozumienie – przez 10 minut mag rozumie
symbole, napisy, języki a także magiczne zapiski
(formuły
zaklęć
–
na
zwojach,
czy
spisane
w jakiejkolwiek innej formie). Poznaje także działanie
magicznych przedmiotów oraz zaklęć, które wciąż
są aktywne na miejscu, przedmiocie lub osobie w
zasięgu dotyku maga.
•(3) Bariera – tworzy niewidoczny i nieruchomy,
okrągły dysk (płaskie koło) o średnicy 3 m. Położenie
centrum bariery i jej orientację wyznacza maga swoją
dłonią w chwili rzucania zaklęcia, później nie można
ich zmienić. Bariera znika po 10 minutach lub
wcześniej, na życzenie maga, a póki działa, blokuje
obustronnie przejście istot oraz każdy atak, spadające
głazy, ogień, zaklęcia zadające obrażenia. Zadanie
Barierze 15 i więcej obrażeń zaklęciem niszczy ją, lecz
nie zadaje obrażeń osobom przez nią chronionym.
•(3) Leczenie – przywraca k4 punkty Zdrowia albo
k4 punkty Energii (wybór maga w chwili rzucania
zaklęcia) magowi albo dotykanej przez niego istocie.
W przypadku przywrócenia tym zaklęciem Energii
istota, jeśli była głodna lub śpiąca, przez kilkanaście
minut nie odczuwa tych dolegliwości.
•(3) Lot – mag przez minutę może się wznosić, unosić
w powietrzu, a także lecieć z prędkością nie szybszą
od galopującego konia (taki lot nie męczy maga,
natomiast inne męczące czynności wykonywane w
tym czasie jak np. dźwiganie ciężarów, powodują
normalne utraty Energii).
•(3) Szybkość – przez 5 tur mag jest przyspieszony -
może przemieszczając się pokonać 2x większy dystans
w ciągu tury, posiada przewagę w walce, ponadto
może deklarować rzucanie zaklęcia z pamięci co turę,
a czar rzucany przez niego ze zwoju lub z pamięci
zadziała na początku tury, w której zakończyło się jego
rzucanie (równocześnie z przygotowanymi atakami
dystansowymi, przed atakami wręcz).
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ZAKLĘCIA DYSTANSOWE
Zaklęcia te dotyczą 1 celu i mają zasięg 10 m. Jeśli celem jest
istota, może się ona bronić (jeśli tego chce i opis zaklęcia
na
to
pozwala),
korzystając
z
cechy
wymienionej
w kwadratowym nawiasie.
•(1) Pocisk mocy – mag wskazuje cel i jeśli rzuci ten
czar z sukcesem, jednocześnie uzyskując rezultatem
Woli trudność obliczaną jak przy ataku z broni
dystansowej o bazowym zasięgu 10 m, trafia cel
pociskiem z energii żywiołu wybranego w chwili
deklarowania rzucenia tego zaklęcia. Udane zaklęcie,
które nie osiągnęło trudności trafienia produkuje
pocisk, który chybia cel i trafia obok. Pocisk
po trafieniu zadaje 2k1 obrażeń (ale warto pamiętać,
że za każdy 1 punkt wydany na modyfikację mocniej
poziom obu "kostek" zwiększa się o 1 – na k3, k4 itd.).
Każdy pancerz w normalny sposób chroni przed
obrażeniami zadawanymi przez ten czar. Przed tym
pociskiem można uskakiwać jak przed atakiem
dystansowym – jak zawsze, trzeba być w defensywie,
aby móc zadeklarować uskoczenie. [Sprawność]
•(1) Sugestia – przez najbliższe 5 minut wskazana
osoba znająca język, którym posługuje się mag,
traktuje informacje wynikające z wypowiedzi maga
jako bardzo prawdopodobne, o ile sama nie wierzy
w coś przeciwnego. Jeśli nie da się wykazać fałszu,
przeświadczenie o racji maga będzie trwać nawet
dłużej. Stwierdzenia typu: powinieneś ofiara może
łatwo sfalsyfikować, sama nie mając takiego
przekonania, dlatego zaklęciem tym nie można zmusić
nikogo do jakichkolwiek czynności, a to czy ofiara
zdecyduje się zrobić coś czy nie, na skutek
przeświadczenia wywołanego tym zaklęciem, zależy
od wielu czynników np. temperamentu osoby, na ile
sytuacja jest typowa dla niej itd. [Bystrość]
•(1) Telepatia – pozwala magowi rozmawiać w
myślach z dowolną osobą znaną lub widzianą nie
dawniej niż 15 minut temu (modyfikacja Dłużej
pozwala wydłużyć ten okres dwukrotnie za każdy
dodatkowy 1 punkt kosztu) o ile osoba ta zgadza się na
rozmowę. Nie ma ograniczeń w odległości od tej
osoby. Do skutecznej komunikacji wymagana jest
znajomość tego samego języka mówionego przez obie
rozmawiające strony. Rozmowa może trwać dowolnie
długo aż mag lub ta osoba nie zdecyduje się jej
przerwać lub nie uśnie. Naraz można rozmawiać
z jedną osobą, ponowne rzucenie tego zaklęcia zerwie
trwającą już rozmowę. Rzucenie tego czaru na kilka
osób naraz dzięki modyfikacji Więcej pozwala mówić
jednocześnie do kilku osób, ale nie umożliwia
wzajemnej komunikacji pomiędzy tymi osobami.
•(1) Uśpienie – na 1 godzinę wskazana postać, zwierzę
lub bestia zasypia zwykłym snem. Już w kolejnej turze
śpiący może się obudzić na skutek hałasu, potrząsania
czy bólu, tak jak każda normalnie śpiąca osoba.
Uśpienie nie działa na istoty, które z natury nigdy nie
śpią jak np. mechanizmy czy upiory. [Budowa]
•(1) Wizja – mag wskazuje kierunek i odległość (nie
przekraczającą zasięgu możliwego dla tego zaklęcia),
po czym może przenieść swój punkt widzenia do tego
punktu i „rozejrzeć się” przez 1 turę (jakby stał
w tamtym miejscu). Może także w trakcie działania
Wizji przemieszczać punkt widzenia w tempie marszu,
nie oddalając się od swego ciała bardziej, niż
na maksymalny dystans zaklęcia. Mag ogląda wizję
swoimi oczami (zaklęcie nie poprawia zdolności
widzenia). W tym czasie jego ciało pozostaje
nieruchome i nie jest on świadomy tego, co się z nim
dzieje.
•(2) Błyskawica
–
wystrzeliwuje
pocisk,
automatycznie trafiający we wskazany przez maga cel
(postać lub przedmiot). Trafiony cel otrzymuje
k4 obrażenia. Trafiona istota musi dodatkowo
wykonać test Budowy. Jeśli uzyska mniejszy rezultat
niż jej strata Zdrowia w tej turze z powodu Błyskawicy,
straci swoje najbliższe działanie (będzie rozproszona).
Przedmioty drewniane i słabsze pękają po otrzymaniu
1 obrażenia, metalowe kłódki, zawiasy itp. mogą
wymagać zadania 2 obrażeń, broń lub tarcza 5 a zbroję
niszczy dopiero zadanie jej maksymalnego wyniku na
kostce jej pancerza. Mniejsze obrażenia nie powodują
żadnej szkody przedmiotowi. Tylko magiczny pancerz
chroni przed tymi obrażeniami, zwykłe zbroje, tarcze i
osłony są zupełnie nieskuteczne. Jeśli jednak cel jest
całkowicie ukryty, nie można rzucić w niego tym
zaklęciem. Jeśli cel będący w defensywie zadeklaruje
odskoczenie i ma gdzie uskoczyć tak, aby całkowicie
się schować przed lecącą błyskawicą, ma szansę
uniknąć trafienia. [Sprawność]
•(2) Czytanie myśli – mag „podsłuchuje” strumień
świadomości wskazanej osoby przez 1 godzinę, gdy
osoba ta pozostaje w zasięgu zaklęcia. Mag będzie
słyszał i rozumiał także fragmenty tego, co słyszy owa
postać, to na co ona zwraca uwagę. Poznanie
podświadomych myśli lub zapomnianych faktów
podsłuchiwanej osoby może wymagać przekroczenia
jej rezultatu o 3 i więcej punktów. [Charyzma]
•(2) Panika – przez pół minuty (10 tur) wskazana
osoba panicznie ucieka od maga. Nie popełni
oczywistego samobójstwa (jak skoczenie w przepaść),
ale spróbuje się w miarę swoich możliwości oddalić.
Przy braku możliwości będzie się kulić, wrzeszcząc
z przerażenia. Może to wywołać ten sam efekt
u świadków zdarzenia. Osoby widzące uciekającego w
panice, jeśli same mają poziom Charyzmy niższy
od niego, muszą zdać wzajemny test cechy Charyzma
przeciwko rezultatowi Charyzmy osoby uciekającej.
Efekt może przenosić się dalej, na kolejne osoby,
aż do czasu gdy wszyscy zdadzą test Charyzmy lub
uciekający wyrzuci 1 w swoim teście (wówczas jego
ucieczka jest tak groteskowa, że budzi śmiech).
W przypadku remisu a także po zakończeniu działania
udanego zaklęcia, cel nie ucieka, lecz odczuwa niechęć
lub nieuzasadniony lęk wobec maga do końca
przygody. [Charyzma]
•(2) Zawieszenie – przez 15 sekund (5 tur) wskazana
postać lub przedmiot nie cięższy niż 500 kg nie może
się przemieścić, wspiąć ani spaść. Istota pod wpływem
tego zaklęcia może walczyć normalnie, nie może
jednak uskakiwać przed pociskiem ani uciekać z walki.
Wydaje się być zawieszona w przestrzeni, jakby
grawitacja nie działała na nią. [Budowa]
•(3) Rozkaz – zmusza ofiarę, znającą język, którym
mówi mag, do wykonania jednej prostej (nie
warunkowej i nie trwającej dłużej niż 1 tura) czynności,
dokładnie opisanej przez maga w chwili rzucania tego
zaklęcia. Jeśli czynność jest wbrew zasadom postaci,
broni się ona kostką wyższą o 1 poziom, jeśli czynność
stwarza dla niej zagrożenie – o 2 poziomy, jeśli może
mieć śmiertelne skutki – o 3 poziomy. [Charyzma]
•(3) Urok – przez 24 godziny wskazana osoba traktuje
maga jako swojego najlepszego przyjaciela, ale nie
zrobi niczego, co uzna za niebezpieczne. [Charyzma]
....................................................................
....................................................................
....................................................................
....................................................................
....................................................................
| textdata/thevault/Diadem [PL]/Diadem - ksiega zaklec (PL).pdf |
Datatel Advanced Communications Suitcase
By: Asymmetric
My first impression of this, upon receiving a pre-release
unit from Datatel for review was "what the hell is this
thing? Sounds cool."
The unit tested was the deluxe model, which comes
with an integrated cellular phone, a shortwave radio, a
Cybermodem, and a fax machine. This unit is slated to
sell for a cool 8K EB, street price will probably be
between 6.5 and 7K.
The Cybermodem is decent, but nothing to write home
about. It's valuable to the average joeschmoe who has
meetings to attend to in the 'net, and so on, but no
netrunner would be caught dead using it, at least if there
was even a public terminal nearby.
The interior of the suitcase is very spacious; when the
keyboard is not stowed. I opened the unit up, set
everything up, and filled it with the documents I usually
carry in my laptop case, and lo and behold the keyboard
would no longer fit inside. A replacement for a decent
laptop and bag this is certainly not.
The fax machine and cellular phone worked as well as
they should, considering they are based on technologies
over thirty years old. The entire product left me
wondering where the "Advanced" part of the name was
going to come in to play.
I played with the shortwave radio for a while, and to be
honest, it was entertaining to listen to news reports from
around the world via the relay satellites, but I thought
there must be some other reason for this. After fiddling
some, I found out what it was. The radio is designed
with an interface for the cybermodem, so you are
supposed to be able to interface to the net from
anywhere, on or off world.
I tested this "feature" of the shortwave, and nearly
threw the entire unit out the window about 10 minutes
into it. For the uninitiated, data transfer is VERY slow
via shortwave, slower than anything you've ever seen
outside a museum. I was unable to use the 'net at all, it
was intolerably slow. After some digging, I found a
hidden setting for the IG transform on this unit, and was
able to turn the detail down. Way down. We're talking
pre-stone age here chummer, the rooms were converted
to giant boxes, other 'runners were simply floating
spheres with an ID tag beneath them, and forget about
audio/video feeds in realtime.
I think that it's great to be able to listen to the weather
reports in Tokyo, if you speak Japanese and are going
there in the near future, but as for data transfer.. you're
better off saving it for strictly text faxes. The included
fax/printer is incapable of the most rudimentary
holofaxes, nor can it print in anything approaching
realistic colors. You're better off tying the cybermodem
or fax machine into the cellular phone and staying near
town, or carrying another bulky piece of equipment
around to boost the signal, and contrary to their
advertising, you can forget about any of this
communications gear functioning for a whit in orbit.
Datatel assures me all these issues will be cleaned up
with the box hits the streets in about a month.
In summary, I think this item does one thing and does it
well. It makes an excellent doorstop. I am giving
Datatel the "Oh Damn, My Mommy Bought Me
Another 'Computer Thing' for Christmas" award. As
many cyberthumbs as you care to manipulate down.
>>> Update <<<
The Datatel suitcase hit the streets today so I picked one
up...and promptly returned it. They didn't fix -any- of
the problems except maybe the color quality on the fax
is a bit better. They did, however, affix a nice big
chromed Datatel logo to the lid of the case, so you can
advertise your purchasing blunder wherever you see fit.
�
| textdata/thevault/Cyberpunk/Unofficial/Datafortress 2020 Archives/Cyberpunk 2020 - Net - Gear - Datatel Adv Comm Suitcase By Asymmetric.pdf |
SKILLS
DISABLED
Agility
Alchemy
Craftsmanship
Dueling
Persuasion
Reasoning
Survival
EXPERIENCE
STAMINA
MAXIMUM
BACKGROUND
Child of a Latari elf and a traveler from another tribe. Lived among the humans of
Dawnsmoor as a youth. Mingled with the blacksmiths, carpenters, alchemists, and
herbalists. Sedentary life too stifling. Seeking ancient cultures to learn their methods.
PERSONALITY & IDEALS
Ever the mindful teacher. Very down-to-earth, with a sense of genuine intensity and
compassion for all people and things.
“If it’s worth doing at all, it’s worth doing right. And to do a thing right, one must learn
the best way to do it.”
“Inspiration can be found across the globe, in the natural world and among the people
who populate it.”
PHYSICAL DESCRIPTION
A woman of ageless grace, but not the aloofness that often comes with centuries of life.
Unkempt windblown hair the color of autumn leaves. Clothing is practical but of fine
quality. Carries a large satchel that smells of herbs.
Race: Dawnsmoor Elf
Class : Apothecary
Age: Young Adult
Gender: Female
Tynvae BrighTspring
Legacy of DragonhoLT
characTer sheeT
ITEMS
Permission granted to photocopy for personal use only.
Printable version available at www.FantasyFlightGames.com.
Legacy of DragonhoLt
character Sheet
Permission granted to photocopy for personal use only.
Printable version available at www.FantasyFlightGames.com.
BACKGROUND
Born the son of a merchant. Identifies as female. Enchanted by tales of far away peoples
and places. Not in any way what her parents expected her to be. Determined to be one of
the great song-smiths of the world. Set out to see the world and make her name.
PERSONALITY & IDEALS
Curious about the world she heard about in stories as a child growing up in the Free
Cities. Loves people. Enjoys people from all over the world. Puts people at ease. Speaks
many languages.
“How can one write songs that will someday be heard in taverns the world over unless
one has taken to the road on one’s own adventures?”
PHYSICAL DESCRIPTION
A lively youth wearing rich, colorful clothing tied with finely embroidered scarves and
sashes. Has dark hair cut to the shoulder and tied in a silk bandana. Moves with the
natural grace of a dancer and has a voice that turns easily to song.
SKILLS
DISABLED
Archery
Empathy
Persuasion
Performance
Streetwise
Runes
Willpower
EXPERIENCE
STAMINA
MAXIMUM
ITEMS
Race: Free City Human
Class : Bard
Age: Young Adult
Gender: Trans Female
Kei Dawnstarr
Legacy of DragonhoLt
character Sheet
Permission granted to photocopy for personal use only.
Printable version available at www.FantasyFlightGames.com.
BACKGROUND
Been a vagabond his whole life. No roots. Split off on his own when he was very young.
Has had to struggle to survive, but has come out stronger as a result. Doesn’t have much
patience for the prejudices of “easy living folk.”
PERSONALITY & IDEALS
Cocky. Holds others to a very high standard, but holds himself to it as well. Sees life as a
challenge. Friendly, but doesn’t pull his punches, ever.
“It’s about living up to the test and proving to the universe that there’s nothing I can’t do.”
“Every cave mouth and ruined archway is another opportunity to test my mettle!”
PHYSICAL DESCRIPTION
A mutton-chopped, balding man of middle years who has seen a few too many fights
and more than his fair share of broken noses and bloody knuckles. Wears sturdy leathers,
and carries a rustic pack and little else. Posture marks him as confident and capable.
SKILLS
DISABLED
Athletics
Brawling
Endurance
Stealth
Streetwise
EXPERIENCE
STAMINA
MAXIMUM
ITEMS
Race: Wanderer Gnome
Class : Brawler
Age: Middle Aged
Gender: Male
BillaBy tumpKin
Legacy of DragonhoLt
character Sheet
Permission granted to photocopy for personal use only.
Printable version available at www.FantasyFlightGames.com.
BACKGROUND
Born and raised in the baronial seat of Rhynn. Groomed for military service. As a squire,
his master was killed in battle. After putting his master to rest, he took up his master’s
sword and cause and never looked back.
PERSONALITY & IDEALS
An arrogant man with good intentions. Considers it the duty of the nobility to defend
the meek. Believes it is also the duty of the nobility to rule, for the lower orders don’t
have the capacity for leadership the way those of his caste do.
“Evil is a real and tangible force, and it is to be utterly eradicated.”
PHYSICAL DESCRIPTION
A proud knight just taking his place in manhood. Looks the part in every way. Keeps his
armor polished, his sword sharp, his shield emblem clear, and most importantly his cape
clean. Has a short-cropped beard, clearly to cultivate the appearance of maturity. Not
quite working yet.
SKILLS
DISABLED
Athletics
Awareness
Dueling
Endurance
Military
Willpower
EXPERIENCE
STAMINA
MAXIMUM
ITEMS
Race: Baronial Human
Class : Knight
Age: Adult
Gender: Male
sir leopolD Farnas
Legacy of DragonhoLt
character Sheet
Permission granted to photocopy for personal use only.
Printable version available at www.FantasyFlightGames.com.
BACKGROUND
After exile from his village, indulged his curiosity by wandering the wider world,
including an extended visit to the libraries of Greyhaven. But books are not enough to
satisfy his curiosity. Wants to see in real life what he saw in books.
PERSONALITY & IDEALS
Curious in the extreme. Knowledge of the world and the people in it is his greatest
passion, therefore he is never without excitement. Has amassed an impressive wealth of
trivia on every topic imaginable. Agreeable, but not gullible.
“There is always more to learn!”
“The world is an exciting place full of wonders and curiosity.”
PHYSICAL DESCRIPTION
An ancient, grey-muzzled sage still vital and filled with curious energy. Pale brown fur
greying to silver with age. Tufted, white-tipped ears give the impression of a quirky
old professor. Wears a long robe of simple cloth adorned with several trinkets and
mementos, to remind him of his travels.
SKILLS
DISABLED
Arcana
Athletics
Awareness
Brawling
Devotion
History
Reasoning
Runes
EXPERIENCE
STAMINA
MAXIMUM
ITEMS
Race: Hyrrinx Catfolk
Class : Sage
Age: Old Age
Gender: Male
Varrush, the seeKer
Legacy of DragonhoLt
character Sheet
Permission granted to photocopy for personal use only.
Printable version available at www.FantasyFlightGames.com.
BACKGROUND
Child of a proud military clan. Forced into the army. After much strife, she was cast out,
dishonored. Ran with a thieves’ guild for some time, until she realized their evil ways.
Struck out on her own and became an adventurer. Seeking a place in the world.
PERSONALITY & IDEALS
Hot-headed, anti-authority, and cunning. Fiercely loyal to her chosen companions. Will
do whatever it takes to protect them, even if that means breaking the law or protecting
them from themselves if they do something stupid. Will sometimes throw herself in
harms way, or make rash decisions to prove a point.
PHYSICAL DESCRIPTION
A tough-as-nails young woman with dark skin and dirty blonde hair. Wears weathered
leathers and fingerless gloves. Muscular arms are tattooed with dwarven runes. She
carries long daggers that seem all too fitting in her calloused hands. Posture and stride
belie an agile surefootedness.
SKILLS
DISABLED
Deception
Endurance
Military
Reasoning
Stealth
Streetwise
Thievery
EXPERIENCE
STAMINA
MAXIMUM
ITEMS
Race: Dunwarr Dwarf
Class : Thief
Age: Adult
Gender: Female
hilDe
Legacy of DragonhoLt
character Sheet
Permission granted to photocopy for personal use only.
Printable version available at www.FantasyFlightGames.com.
BACKGROUND
Sole survivor of her tribe. Entire village wiped out by terrible plague. Begged the elders
to let her seek help from nearby human barony. Elders forbade it. She went anyway.
Returned too late. Blames herself.
PERSONALITY & IDEALS
Highly capable. A lone wolf with a sense of pack mentality. Cares for her chosen pack-
mates a great deal. Does what needs doing before someone gets hurt, or worse. Willing
to follow those who have proven themselves. Practical and serious but not humorless.
Respects the spirits and the spirit world, but is not worshipful.
PHYSICAL DESCRIPTION
A weathered woman of late middle-age. Has spent most of her life wandering the wild
places. Carries her entire life on her back. Handmade all of her own gear, clothing, and
weapons. Skinning knife and hatchet sheathed at her hip. Carries a longbow for hunting
and combat.
SKILLS
DISABLED
Agility
Archery
Awareness
Devotion
Military
Survival
EXPERIENCE
STAMINA
MAXIMUM
ITEMS
Race: Tribal Orc
Class : Wildlander
Age: Middle Aged
Gender: Female
Ghetti snowstalKer
| textdata/thevault/Legacy of Dragonholt/Legacy of Dragonholt - Character Sheets.pdf |
CHARACTER
GENERATION
SUMMARY
BY COLIN CHAPMAN
e following is a step-by-step outline of
how to generate your Lord of the Rings
RPG character.
IMPORTANT NOTES
•
At no point during character
generation
can
any
Primary
Attribute exceed 12 + Racial
Modifiers.
•
At no point during character
generation can any Skill exceed 6
ranks in total.
STEP 1: ENVISION YOUR
CHARACTER (PP. 36-37)
Consider your character’s Appearance,
Personality, Flaws, and Goals, bearing in
mind that you are creating an experienced
and heroic individual.
STEP 2: GENERATE PRIMARY
ATTRIBUTES (PP. 44-48)
You may generate your character’s
Attributes in one of two ways:
1) Randomly, by rolling 2d6 nine
times, picking the six highest
results, and assigning them as
desired, or
2) By picking them. Assign all of
the following numbers to the
Attributes, as desired: 10, 9, 7, 7, 5,
4. Modify them with an additional
eight points, making sure that no
Attribute is higher than 12.
STEP 3: SELECT RACE (PP. 58-72)
Pick the appropriate race and:
1) Modify your character’s Primary
Attributes
using
the
racial
Adjustments.
2) Select Racial Skills and Traits by:
a) Making six picks from
the
listed
Skills
and
Edges (ensuring any racial
Requisites are met), or
b) Choosing
one
of
the
Background
Packages
provided.
3) (Optional) You may, if desired,
select one racial Flaw, and gain a
single extra Pick as recompense.
4) Record your character’s racial
Abilities.
5) Select your character’s Native
Languages and Lore (p. 60) by
multiplying their Wits by 3 and
assigning the total to Language
and Lore skills related to their
race.
STEP 4: SELECT ORDER (PP. 74-
103)
Select your character’s Order. You may
start with no Order if desired (p. 79).
1) Note two favoured Attributes and
one favoured Reaction (p. 48).
2) Determine your Order’s Skills by:
a) Selecting 15 ranks of Order
skills (none greater than +3),
add another five ranks to any
Order skills however desired,
or
b) Selecting one of the Order
Packages provided, and then
modify it by adding another
five ranks of Order skills.
3) Select one Order Edge (from the
Order in general, or from the
Order Package taken if one was
selected).
4) Select one special Ability from
those provided in the Order.
Your character must meet any
Requisites listed in order to select
a given Ability.
5) Select your character’s Flaws,
if desired. You may select from
one to four Flaws as appropriate
(including those listed in the Race
section). Each Flaw taken provides
one extra Order skill rank or one
extra Order Edge.
STEP 5: FREE PICKS (P. 78)
Customise your character by taking five
free picks. Each may be used to add a
rank to any skill, add one to any Primary
Attribute value, or acquire one Edge.
ey cannot be used to learn more Order
Abilities.
STEP 6: RECORD THE FINAL
ATTRIBUTE MODIFIERS (P. 48)
Now that the character’s Attributes
are finalised, record the appropriate
Attribute Modifiers for each.
STEP 7: GENERATE SECONDARY
ATTRIBUTES (PP. 48-55)
Using the character’s finalised Primary
Attributes (and their modifiers), generate
all of the Secondary Attributes.
Note: When calculating Wound Levels,
note that Hobbits, being Small and
lacking the Stout Ability of Dwarves,
have no Near Death Wound Level.
STEP 8: FINISHING TOUCHES
1) Select any Spells gained via Order
Abilities.
2) Select any Weapons, Armour, and
Equipment appropriate to the
character’s Race, order, nationality,
and station. ese should be items
the character could be reasonably
expected to possess. For example,
a Rider of Rohan could easily start
with a spear, longsword, chainmail
hauberk, small shield, warhorse,
shortbow and quiver of arrows,
saddle and tack, ordinary clothing,
and possibly a few SPs. Use your
imagination and logic and always
remember that Lord of the Rings
RPG characters are generally
already experienced; it is not an
accounting exercise.
| textdata/thevault/Lord of the Rings (LotR)/LotR (Decipher)/core/LotR - Character Generation Summary 1.pdf |
WILD CARDS - SCARE SHEETS
1
GENETRIX
SCARE SHEET: GENETRIX
HISTORY
Niobe Winslow was born to a rich Connecticut family who are
so embarrassed by her jokerhood that they claim she’s the child
of a distant cousin who they’re only caring for. It doesn’t help that
she is physically unattractive, with short chestnut hair that looks
as if it’s been cut by a razor, an acne-scarred face, and a doughy
and shapeless body. She does have attractive green eyes. Her least
favorable feature is a long, thick tail that drags down to the floor
and is gray with stiff bristles sticking out of it. It is also scarred
from her near-fatal attempt to cut it off at age twenty-two in her
despair after the death of her first clutch of children. This “tail” is
actually the ovipositor with which she lays her eggs.
After the “suicide attempt” she is remitted to the Biological
Internment and Confinement Center, in southern New
Mexico, as a voluntary confinee. She undergoes almost two
years worth of tests on her strange ace power, producing over
fifty ephemeral children. Niobe isn’t told that the purpose
of the degrading tests isn’t to cure her of her ace ability or
even primarily to extend the lifespans of her children, but to
produce a cadre of ace soldiers. When she discovers the gov-
ernment’s plans for her and her offspring, she breaks out of the
center, taking Drake Thomas (Little Fat Boy) with her before
the authorities could carry out their plan to euthanize Drake
because of his uncontrolled and extremely dangerous power.
Drake, Niobe, and a succession of short-lived children go on
a strange odyssey across southern New Mexico and deep into
Texas, at one point fighting Billy Ray, Lady Black, and the
Midnight Angel to a standstill (with the help of The Amazing
Bubbles). Ultimately they come across British intelligence offi-
cer Noel Matthews (in his Lilith guise). Matthews knows all
about Drake’s awesome atomic-bomb powers. He nabs both of
them to get them out of American hands and, ultimately, use
Drake to further Britain’s African schemes.
But Noel quickly bonds with them, especially Niobe, and finds
he can’t bring himself to use them as political pawns. Niobe tells
him about her amazing reproductive powers. Noel has always
wanted children, but “he” is actually a sterile hermaphrodite.
But just the act of sex is enough for Niobe to produce children
without a genetic contribution from her sex partner, and Niobe
provides Noel with four children. Matthews is ecstatic.
Their moment in paradise is rudely interrupted by a raid by
agents of the Silver Helix branch of British Intelligence. They
kidnap Drake and kill Niobe and Matthews’s children, which
breaks the bonds of loyalty Matthews has had with the Helix,
Sir,
Though Genetrix ultimately proved herself brave and resourceful, she was never more than a pawn in
the overall game. The main governmental interest in her was not her, herself, but the ace children she
produced with astounding regularity and quickness and the promise that they could be made useful.
Now that she’s married to Noel Matthews and her abilities can no longer be studied in detail, she’s
largely irrelevant. Though the fact that they produced a child—granted, with the help of prolonged
fertility treatments at the Jokertown Clinic—is interesting. It might be a good idea to keep tabs on the
child’s development and see exactly what abilities it has, if any.
Jamal Norwood
SCARE operative
2
WILD CARDS - SCARE SHEETS
GENETRIX
resulting in all sorts of complications (see SCARE Sheet: Noel
Matthews).
After what became known as the New Orleans affair is settled,
Niobe and Matthews get married. They move to New York so
Niobe can undergo extensive experimental fertility treatments
at the Jokertown Clinic. After a year or so, forty-three zygotes
that turn black queen in vitro, and three embryo implantation
attempts that end in miscarriages, she delivers a son. She urges
Matthews in the strongest terms possible to retire from the
spy game. Since he’s burned just about every bridge behind
him, Matthews agrees—for now.
PERSONALITY
Niobe Winslow is a very caring person who exults in the lives
of her multitude of children and suffers greatly upon their
deaths. She is also rather naive at first, but when confronted
with harsh realities is able to formulate and carry out effective
plans to deal with them in a dogged, determined manner. She
is quite sympathetic to children in general. Niobe never uses
the codename pinned on her at BICC (Genetrix, “The Brood
Mother”) to refer to herself.
POWERS & ABILITIES
Niobe produces clutches of eggs (as many as five in a clutch,
although two or three is more common) immediately after hav-
ing sex that hatch within minutes. Her children can be aces,
deuces, jokers, joker-aces, or black queens, although the normal
nine-to-one ratio of black queens to aces is reversed. Sometimes
Niobe’s mental state or needs in the minutes before conception
influence the outcome of the births; for example, deep depres-
sion leading to black queens, or a desire for privacy resulting in
the birth of a sense-clouding ace child. They are small (at most
three feet tall) and hatch fully grown and mentally developed,
and in full possession of any special abilities they may have. She
can communicate with her children telepathically.
ALLIES
Niobe isn’t personally powerful, but she has made some
very powerful friends, including Michelle Pond
(The Amazing Bubbles), Noel Matthews, Thomas
Drake, and of course her children.
ENEMIES
After her conflicts with BICC and
SCARE are settled, Niobe has no ene-
mies—at least not any willing to press the
point.
Name: Niobe Winslow
WC Name: Genetrix, The Brood
Mother
Occupation: Trustee at the Biological Isolation and
Containment Center, stay-at-home mother
Base: Originally BICC. After marrying Noel Matthews,
Cambridge, England (although she spends an extended
period of time receiving fertility treatments at the
Jokertown Clinic in New York City)
WC Status: Joker
Ethnicity: Caucasian
WILD CARDS - SCARE SHEETS
3
GENETRIX
NIOBE’S CHILDREN
Niobe Winslow has had many children—possibly as many as 100. For the vast majority of them no details are available, but here’s
what is known about some of them:
•
Aaron (m) was a strongman, the first born from Niobe’s first clutch of eggs. He and his clutch-mates were born in her family’s
home in Connecticut. The following clutches down to Zoë, Zane, and Zenobia were born in the BICC.
•
Cameron (m) was a physical and mental healer.
•
Gabriella (f) is remembered by her mother for her infectious laugh.
•
Wynn (f) could seal away memories by folding origami paper cranes.
•
Xerxes (m) was a shapechanger, but his sister Xue-ming (f) and brother Xander’s (m) abilities aren’t known.
•
Yves (m) was a wallrunner, Yvette (f) was a mind-reader, and Yectli (m) was a lightning-generator.
•
Zoë (f) had the ability to project sounds, especially disrupting echoes, Zane (m) had chameleon camouflage powers and
could project invisibility, and Zenobia (f) could make herself or people and things she came into contact with intangible.
•
Avender (m) and Agatha (f), from the first clutch born after Niobe’s escape from BICC, both drew black queens.
•
Benedict (m) could consume any form of matter, Baxter (m) could control electrical devices, and Belit (f) was an acrobat.
•
Gabriel (m) could make flowers grow and bloom, Delia (f) could teleport animals to her vicinity and make them tame,
Bethany (f) didn’t exhibit any noticeable wild card talents, and Iolanthe (f) was a tiny winged fairy who half-danced/half-
flew (although not for any great distance). They were the first children born to Niobe and Noel Matthews.
•
Jasper (m) is produced by Niobe and Noel through in vitro fertilization, instead of by way of her ace. With two wild carder
parents, he should be a wild carder himself, but he hasn’t displayed any special abilities so far.
Children spawned by Niobe’s ace have 4 ranks of Permanent Shrinking (making them only three feet tall) and typically have some
ace power; the GM should create them based on a total of 60 points and a power level of 6, although there are wide variations.
POWERS
Egg-Laying: Summon Ace Children 4 (60 points), Active,
General Type, Heroic, Horde, Mental Link, Multiple Minions
2 (4 minions), Limited to after sexual intimacy, Limited to
eggs which take minutes to hatch • 37 points
SKILLS
Deception 2 (+4), Insight 4 (+5), Perception 2 (+3), Persuasion
2 (+4)
ADVANTAGES
None
OFFENSE
INITIATIVE +0
Unarmed +0
Close, Damage 0
GENETRIX
POWER LEVEL 4
STRENGTH
STAMINA
AGILITY
DEXTERITY
FIGHTING
INTELLECT
AWARENESS
PRESENCE
1
2
2
4
7
3
4
2
DEFENSE
Dodge
3
Fortitude
4
Parry
2
Toughness
2
Will
4
COMPLICATIONS
Motivation—Responsibility: Niobe’s first priority will always
be to protect her own children, but that maternal instinct also
extends to other endangered or exploited children.
Mortality: Although she can produce children almost imme-
diately after having sex, they rarely live more than thirty days.
Prejudice: Niobe is a visible and not particularly attractive
joker, which leads her parents to shun her and others to feel
they can freely exploit her.
Abilities 10 + Powers 37 + Advantages 0 + Skills 5 + Defenses
10 = 62
4
WILD CARDS - SCARE SHEETS
GENETRIX
CREDITS & LICENSE
OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the
Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc
(“Wizards”). All Rights Reserved.
1. Definitions: (a)”Contributors” means the copyright
and/or trademark owners who have contributed Open Game
Content; (b)”Derivative Material” means copyrighted material
including derivative works and translations (including into
other computer languages), potation, modification, correc-
tion, addition, extension, upgrade, improvement, compilation,
abridgment or other form in which an existing work may
be recast, transformed or adapted; (c) “Distribute” means to
reproduce, license, rent, lease, sell, broadcast, publicly display,
transmit or otherwise distribute; (d)”Open Game Content”
means the game mechanic and includes the methods, proce-
dures, processes and routines to the extent such content does
not embody the Product Identity and is an enhancement over
the prior art and any additional content clearly identified as
Open Game Content by the Contributor, and means any work
covered by this License, including translations and derivative
works under copyright law, but specifically excludes Product
Identity. (e) “Product Identity” means product and prod-
uct line names, logos and identifying marks including trade
dress; artifacts; creatures characters; stories, storylines, plots,
thematic elements, dialogue, incidents, language, artwork,
symbols, designs, depictions, likenesses, formats, poses, con-
cepts, themes and graphic, photographic and other visual or
audio representations; names and descriptions of characters,
spells, enchantments, personalities, teams, personas, likenesses
and special abilities; places, locations, environments, crea-
tures, equipment, magical or supernatural abilities or effects,
logos, symbols, or graphic designs; and any other trademark
or registered trademark clearly identified as Product identity
by the owner of the Product Identity, and which specifically
excludes the Open Game Content; (f) “Trademark” means
the logos, names, mark, sign, motto, designs that are used
by a Contributor to identify itself or its products or the asso-
ciated products contributed to the Open Game License by
the Contributor (g) “Use”, “Used” or “Using” means to use,
Distribute, copy, edit, format, modify, translate and otherwise
create Derivative Material of Open Game Content. (h) “You” or
“Your” means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game
Content that contains a notice indicating that the Open Game
Content may only be Used under and in terms of this License.
You must affix such a notice to any Open Game Content that
you Use. No terms may be added to or subtracted from this
License except as described by the License itself. No other terms
or conditions may be applied to any Open Game Content dis-
tributed using this License.
3. Offer and Acceptance: By Using the Open Game Content
You indicate Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing
to use this License, the Contributors grant You a perpetual,
worldwide, royalty-free, non-exclusive license with the exact
terms of this License to Use, the Open Game Content.
5. Representation of Authority to Contribute: If You are
contributing original material as Open Game Content, You rep-
resent that Your Contributions are Your original creation and/
or You have sufficient rights to grant the rights conveyed by this
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6. Notice of License Copyright: You must update the
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exact text of the COPYRIGHT NOTICE of any Open Game
Content You are copying, modifying or distributing, and You
must add the title, the copyright date, and the copyright hold-
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7. Use of Product Identity: You agree not to Use any
Product Identity, including as an indication as to compatibility,
except as expressly licensed in another, independent Agreement
with the owner of each element of that Product Identity. You
agree not to indicate compatibility or co-adaptability with
any Trademark or Registered Trademark in conjunction with
a work containing Open Game Content except as expressly
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of such Trademark or Registered Trademark. The use of any
Product Identity in Open Game Content does not constitute a
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8. Identification: If you distribute Open Game Content You
must clearly indicate which portions of the work that you are
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9. Updating the License: Wizards or its designated Agents
may publish updated versions of this License. You may use any
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10. Copy of this License: You MUST include a copy of
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11. Use of Contributor Credits: You may not market or
advertise the Open Game Content using the name of any
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ply with any of the terms of this License with respect to some
or all of the Open Game Content due to statute, judicial order,
or governmental regulation then You may not Use any Open
Game Material so affected.
13. Termination: This License will terminate automatically
if You fail to comply with all terms herein and fail to cure such
breach within 30 days of becoming aware of the breach. All sub-
licenses shall survive the termination of this License.
14. Reformation: If any provision of this License is held to
be unenforceable, such provision shall be reformed only to the
extent necessary to make it enforceable.
15. COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the
Coast, Inc.
System Reference Document, Copyright 2000, Wizards of the
Coast, Inc., Authors Jonathan Tweet, Monte Cook, Skip
Williams, based on original material by E. Gary Gygax
and Dave Arneson.
Modern System Reference Document, Copyright 2002-2004,
Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff
Grubb, Rich Redman, Charles Ryan, Eric Cagle, David
Noonan, Stan!, Christopher Perkins, Rodney Thompson,
and JD Wiker, based on material by Jonathan Tweet,
Monte Cook, Skip Williams, Richard Baker, Peter
Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and
JD Wiker.
Mutants & Masterminds, Copyright 2002, Green Ronin
Publishing; Author Steve Kenson.
Advanced Player’s Manual, Copyright 2005, Green Ronin
Publishing, LLC; Author Skip Williams.
Silver Age Sentinels d20, Copyright 2002, Guardians of Order,
Inc.; Authors Stephen Kenson, Mark C. Mackinnon, Jeff
Mackintosh, Jesse Scoble.
Mutants & Masterminds, Second Edition, Copyright 2005,
Green Ronin Publishing, LLC; Author Steve Kenson.
DC Adventures Hero’s Handbook, Copyright 2010, Green
Ronin Publishing, LLC; Author Steve Kenson.
Mutants & Masterminds Hero’s Handbook, Copyright 2011,
Green Ronin Publishing, LLC; Author Steve Kenson.
Wild Cards Campaign Setting, Copyright 2008, Green Ronin
Publishing; Authors John Jos. Miller and Steve Kenson.
Wildcards SCARE Sheet #16: Genetrix, Copyright 2013, Green
Ronin Publishing; Authors John Jos. Miller and Steve
Kenson.
Wild Cards - SCARE Sheets #16: Genetrix
Writing and Design: John Jos. Miller and Steve Kenson
Development: Jon Leitheusser
Original Character Creation: Ian Tregillis with Melinda M. Snodgrass
Editing: Spike Y Jones
Art Direction: Pauline Benney
Graphic Design: Hal Mangold
Interior Art: Sean Izaakse
Publisher: Chris Pramas
Green Ronin Staff: Pauline Benney, Bill Bodden, Joe Carriker, Steve
Kenson, Jon Leitheusser, Nicole Lindroos, Hal Mangold, Jack Norris,
Chris Pramas, Donna Prior, Evan Sass, Marc Schmalz
Wildcards SCARE Sheet #16: Genetrix is ©2013 Green Ronin
Publishing, LLC. All rights reserved. References to other copyrighted
material in no way constitute a challenge to the respective copyright
holders of that material. Mutants & Masterminds, Super-powered by
M&M, Green Ronin, and their associated logos are trademarks of
Green Ronin Publishing, LLC.
The following is designated as Product Identity, in accordance with
Section 1(e) of the Open Game License, Version 1.0a: hero points, power
points. All characters and their associated images, descriptions, back-
grounds, and related information are declared Product Identity.
The following text is Open Gaming Content: all game system rules and
material not previously declared Product Identity.
Green Ronin Publishing
3815 S. Othello St., Suite 100 #304
Seattle, WA 98118
Email: [email protected]
Web Sites: www.greenronin.com
www.mutantsandmasterminds.com
| textdata/thevault/Super Hero Games/Mutants & Masterminds/3rd Edition/Wildcards SCAREsheets/[GRR 9616e] Genetrix.pdf |
wildcard
POISON GAS
Figures in this tile must
make an ability check (6)
to hold their breath or
roll ability vs a 2d6
attack (that ignores
armour)
wildcard
POISON GAS
Figures in this tile must
make an ability check (6)
to hold their breath or
roll ability vs a 2d6
attack (that ignores
armour)
wildcard
DIFFICULT TERRAIN
Movement is 2x AP
in this tile.
Running is not allowed
wildcard
DIFFICULT TERRAIN
Movement is 2x AP
in this tile.
Running is not allowed
wildcard
JAZZED
This figure gains +1
Ability for the
rest of the game.
JAZZED
This figure gains +1
Ability for the
rest of the game.
AMBUSH
An opponent steps out
of the shadows 1d6
squares away from the
figure in a random
direction.
AMBUSH
An opponent steps out
of the shadows 1d6
squares away from the
figure in a random
direction.
BUMMED OUT
This figure loses -1
Ability for the rest of
the game.
BUMMED OUT
This figure loses -1
Ability for the rest of
the game.
DANGEROUS
TERRAIN
This tile requires an
ability check (6) or roll
vs a 2d6 attack.
DANGEROUS
TERRAIN
This tile requires an
ability check (6) or roll
vs a 2d6 attack.
FOG OF WAR
It’s hard to see in here.
All ranges for spotting
and attacks in this tile
are halved.
FOG OF WAR
It’s hard to see in here.
All ranges for spotting
and attacks in this tile
are halved.
BREAKDOWN
Figure loses a random
gear. If there is no gear
the figure loses 1
Ability for the
rest of the game.
wildcard
wildcard
wildcard
wildcard
wildcard
wildcard
wildcard
wildcard
wildcard
wildcard
wildcard
BREAKDOWN
Figure loses a random
gear. If there is no gear
the figure loses 1
Ability for the
rest of the game.
wildcard
TALENTLESS
Figure loses a random
talent for the rest
of the game.
wildcard
TALENTLESS
Figure loses a random
talent for the rest
of the game.
wildcard
DOWNLOAD
Figure gains a
random talent for
the remainder
of the game.
wildcard
DOWNLOAD
Figure gains a
random talent for
the remainder
of the game.
wildcard
INVISIBLE
While not really
invisible, the
figure is ignored by all
hostile figures for
1d6 GT. Effect ends
when figure attacks.
wildcard
INVISIBLE
While not really
invisible, the
figure is ignored by all
hostile figures for
1d6 GT. Effect ends
when figure attacks.
dark
AVENGER
Get double points for
every monster you
personally defeat
single-handedly. If
you do not defeat it single-
handed, then your final
victory points are halved.
BAD REPUTATION
All social checks
and reaction rolls
are at a -1.
BERSERKER
The character launches
into a dangerous rage in
combat and will attack the
nearest target, friend or foe.
A successful Ability
Check (6) stops the
character from attacking
an ally.
DISHONOURABLE
You have no honour and harm
innocents and friendly targets
as equally as opponents.
You must make an Ability
Check (6) to stop yourself
from doing something under-
handed or malicious.
GREEDY
You must gather as much
gold and treasure as you
can. You always spend 1
GT searching fresh bod-
ies (and not so fresh).
HATRED
Choose an Opponent card and
then put it back into the deck.
This opponent will always be
attacked by this character
unless there is an Ability
Check (6).There is also a -1
Reaction Roll for encounters
with this opponent.
HONOURABLE
Character must behave with
honour; not harming
innocents, helping those in
need and righting wrongs.
To go against your
word you must make an
Ability Check (6).
HUNTED
Choose an Opponent card
and then shuffle it back into
the deck. This type of
opponent is hunting the
character and adds +1 to all
attacks on the character.
secret
dark
secret
dark
secret
dark
secret
dark
secret
dark
secret
dark
secret
dark
secret
HUNTING
Choose an Opponent card and
then shuffle it back into the
deck. This type of opponent
is your target of choice. You
must always attack this oppo-
nent type and when encoun-
tered gain a +1 to all attack
rolls on that target.
IT’S A TRAP
The number of opponents
encountered is doubled
for this figure. the second
opponent will appear in
the square behind the
opponent spawning area.
NEMESIS
Your actual mission is to
assassinate another friendly
character before the end of
the game. The character on
your right is your target.
You get double victory points
for success.
NO WORRIES
This figure is so
overconfident that
they lack basic
self-preservation skills.
Defense rolls are at -1.
COWARD
The figure must succeed
an Ability Check (6) when
encountering a
supernatural monster.
If you fail you must use your
GT to flee the monster.
STUPID
Figure is easily distracted
under stress. Make an
Ability Check (6) each time
you want to take an action.
Failure indicates the figure
just stands there.
UNLUCKY
This figure must pass an
Ability Check (6)
in order to use a Hero
Point. Failure means
you cannot use it this GT.
VENGEANCE
This figure must attack
any opponent
that is higher than its
Threat Level.
VULNERABLE TO
MAGIC
This figure takes double
effect from magical
attacks or magical items.
VULNERABLE TO
HOLY (UNHOLY)
This figure takes double
effect from miracle
attacks or miraculous
items.
MAKE AMENDS
The character is making up
for some past sin. The charac-
ter will never break or retreat
from combat even if they fail
an Ability Test (6).
This Dark Secret is not
shared until tested.
MAGICAL ITEM
ACQUISITON
You must acquire at least
one magic item from
another player character or
ally and return it to the start-
ing point before the end of
the game.
TURNCOAT
You must fight on the
side of the first “boss”
level opponent
encountered if the
party tries to defeat it.
HOLY ITEM
ACQUISITON
You must acquire at least
one holy item from
another player character or
ally and return it to the start-
ing point before the end of
the game.
CURSED
You are turning into an
opponent (draw randomly).
After defeating an opponent
make an Ability Check (6).
Failure starts the change.
When failures exceed your
Ability you transform and
attack the party.
dark
secret
dark
secret
dark
secret
dark
secret
dark
secret
dark
secret
dark
secret
dark
secret
dark
secret
dark
secret
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| textdata/thevault/Kid Friendly/7. RPGs/Ages 13-15 (Competent readers, competent writers, Able to do all basic math, can handle darker themes)/Darkfast Dungeons/Tokens/dfd_wildcards_darksecrets.pdf |
1
Armes à mains nues
NT
Dégâts
impact
Dégâts
énergétique
Durée
poids
Prix (C)
Coup de poing / pied*
1
1d
-
-
-
-
Gantelet métallique*
2
2d
-
-
400 g
150
Griffes de titane (implant)
4
3d
-
-
200 g
50 000
Karatapoigne (ou membre)*
6
-
+1d
-
10 g
2 000
* Lorsque les dégâts infligés dépassent le seuil d’Endurance, la victime effectue un jet de Volonté pour éviter
de tomber assommée. De même en cas de critique dans le combat à mains nues.
Armes de contact
NT
Dégâts
impact
Dégâts
énergétique
Durée
poids
Prix (C)
Bâton (matraque, nunchaku,…)*
1
2d
-
-
100 g - 5 kg
0 à 500
Epée
2
3d
-
-
3 kg
500
Lance (+1 à + de 2m, -1 à - de 2m)
2
3d
-
-
5 kg
300
Poignard
2
2d
-
-
300 g
200
Neurofouet*
4
3d
-
1 min.
630 g
18 000
Vibrodague
4
2d / 4d
-
5 min.
350 g
25 000
Epée-laser
5
-
4d
10 min.
1 kg
200 000
Filépée**
6
2d
3d
10 min.
60 g
300 000
* Lorsque les dégâts infligés dépassent le seuil d’Endurance, la victime effectue un jet de Volonté pour éviter
de tomber assommée. De même en cas de critique dans le combat à mains nues.
** Arme infligeant à la fois des dégâts d’Impact et Energétiques, tester chaque indice de protection séparément,
les dommages s’additionnent le cas échéant…
Armes à distance
NT
Dégâts
impact
Dégâts
énergétique
Munitions
Portée
Prix (C)
Arc
2
2d
-
-
For x 10 m
1 000
Arbalète
2
3d
-
-
50 m
2 000
Fronde
2
1d
-
-
For x 3 m
200
Lance-flamme
3
-
3d
2 min.
5 m
135 000
Fusil d’assaut à balles
3
3d
-
20
30 m
25 000
Pistolet à balles
3
2d
-
10
10 m
15 000
Pistofroid (aiguilles de glace)*
4
1d*
-
10
10 m
50 000
Tube micromissile « de poing »
4
3d
-
8
100 m
95 000
Tube micromissile d’épaule
4
4d
-
20
1 km
220 000
Pistolet à aiguilles*
4
1d*
-
10
10 m
30 000
Laser
4
-
4d
20
50 m
120 000
Sonique de poing
5
3d
-
10
20 m
115 000
Sonique d’épaule
5
5d
-
20
50 m
355 000
Blaster de poing**
5
1d
2d
10
20 m
90 000
Blaster d’épaule**
5
2d
3d
20
50 m
230 000
Fusil à fusion (arme d’épaule)
5
-
5d
20/10/5
30 m
450 000
Fusil Gauss
5
4d
-
20
50 m
345 000
Etourdisseur***
5
-
2d/4d**
20 (1, 2, 3)
10 m
50 000
Paralyseur***
5
-
3d/5d**
10 (1, 2, 3)
50 m
150 000
Arachnopistol
6
-
-
10
10 m
95 000
Pistolet à rayon noir
6
-
7d
7
7 m
n.a.
* peut contenir drogue ou poison dont les effets s’appliquent de manière distincte.
** Arme infligeant à la fois des dégâts d’Impact et Energétiques, tester chaque indice de protection séparément,
les dommages s’additionnent le cas échéant…
*** Si les dégâts passent l’armure, la victime effectue immédiatement un jet de Volonté avec un malus égal à la
puissance en dés (2, 3 ou 4) : en cas d’échec, les dégâts représentent le nombre de minutes d’inconscience.
en cas de maladresse, la victime décède !
EMPIRE GALACTIQUE
armes et armures
2
Combinaisons de survie
Protection
I / E
Autonomie
énergie
Autonomie
respiratoire
Masse
Prix (C)
Combinaison NT 4
7 / 7
1 à 2 h
2 à 4 h
1/3 porteur
50 000
Combinaison NT 5
8 / 8
40 h
50 h
1/10e porteur
100 000
Combinaison NT 6
10 / 10
200 h
200 h
40 g
200 000
Bulle de survie (encyclo2 – 34)
-
200 jours
200 jours
100 kg
500 000
Armures et Protections
NT
Protection
Impact
Protection
Energétique
Masse
Prix (C)
Cuir
-
1 à 3
0 à 1
var.
var.
Bois / Carapace
-
3 à 6
1 à 3
var.
var.
Métal
-
5 à 12
2 à 6
var.
var.
Blouson de cuir
1
2
-
2 kg
80 à 800
Cotte de mailles
2
5
1
10 kg
2 000
Cuirasse métallique
2
6
2
15 kg
3 500
Armure de plates
2
8
3
30 kg
5 000
Gilet pare-balles
3
6
1
5 kg
4 000
Combinaison de combat
4
8
5
10 kg
10 000
Reflec
4
2
15
400 g
15 000
Thermac
4
3
12
300 g
12 000
Abestos civil
5
4
3
15 g
7 000
Abestos militaire
5
8
6
30 g
70 000
Combinaison de combat
5
15
10
8 kg
100 000
Pâte nanotech
5
+3
+3
-
3 000 / vêtement
Armure énergétique
6
18
12
5 kg
1 500 000
Cumul des armures
Les armures ne peuvent pas se cumuler.
Seules exceptions : les Abestos, la Pâte nanotech et les armures et combinaisons énergétiques NT 6 qui
peuvent se porter avec n’importe quelle autre forme d’armure.
Exemple
Jason McCord possède un blouson de cuir (2/0) qu’il enduit de pâte nanotech (+3/+3) avant de brancher sa combinaison NT 6
(10/10). Au final, cela lui donne une protection totale de 15/13 !
Armes et armures « spéciales »
La catégorie des armes et armures dites « spéciales » regroupe les armes d’excellente qualité ou présentant des
particularités qui en augmentent l’efficacité. Cela peut aller d’une épée forgée dans un alliage particulièrement
performant à un gros pistolet à balles tirant des projectiles explosifs à concussion thermique…
Armes et armures de grande efficacité
Bonus de +1 / Prix x 2
Exemples :
NT 2 : épée forgée par un maître artisan avec de l’acier de grande qualité, dégâts 3d+1 / 0, prix 1 000 C
NT 3 : pistolet à balles de gros calibre, dégâts 2d+1 / 0, prix 30 000 C
NT 5 : sonique de poing amplifié illégalement, dégâts 3d+1 / 0, prix 230 000 C
Armes et armures de très grande efficacité
Bonus de +2 / Prix x10
Exemples :
NT 2 : épée en alliage de carbone/titane, dégâts 3d+2 / 0, prix 5 000 C
NT 3 : pistolet à balles de très gros calibre à concussion thermique, dégâts 2d / 2, prix 150 000 C
NT 5 : fusil Gauss des troupes d’élite de Dénébola, dégâts 4d+2 / 0, prix 1 150 000 C
Armes et armures extraordinaires et exceptionnelles
Bonus de +1d6 / Prix x100
Exemples :
NT 2 : Arc de la Destinée de Xérus XVIII, dégâts 3d / 0, prix 50 000 C
NT 5 : blaster de poing de Cobra, dégâts 3d / 3d, prix 1 500 000 C
NT 6 : Filépée des Scorpionautes Impériaux, dégâts 3d / 3d, prix 11 500 000 C
| textdata/thevault/Empire Galactique [FR]/Divers/EG 2d6/EG - 2d6 - Matos - ARMES ET ARMURES.pdf |
B R I N G
B R I N G
B R I N G
D O W N
D O W N
D O W N
T H E
T H E
T H E
H O U S E
H O U S E
H O U S E
H A U N T E D
H A U N T E D
H A U N T E D
O B J E C T
O B J E C T
O B J E C T
WIN
WIN
WIN
LOSE
LOSE
LOSE
Overview
Overview
Overview
CONFINED TO AN OBJECT.
CONFINED TO AN OBJECT.
CONFINED TO AN OBJECT.
DIED UNDER CURIOUS CIRCUMSTANCES
DIED UNDER CURIOUS CIRCUMSTANCES
DIED UNDER CURIOUS CIRCUMSTANCES
Nothing to do with,
Nothing to do with,
Nothing to do with,
EXTREMELY CURSED MANSION.
EXTREMELY CURSED MANSION.
EXTREMELY CURSED MANSION.
newcomers have arrived,
newcomers have arrived,
newcomers have arrived,
trapped.
trapped.
trapped.
Get Rid of them...
Get Rid of them...
Get Rid of them...
GHOST
GHOST
GHOST
definitely Had
definitely Had
definitely Had
111
222
Character creation
Character creation
Character creation
111
222
333
444
555
666
777
888
999
10
10
10
11
11
11
12
12
12
You are trying to solve the mystery of your death.
You are trying to solve the mystery of your death.
You are trying to solve the mystery of your death.
You are trapped on earth until you atone for your sins.
You are trapped on earth until you atone for your sins.
You are trapped on earth until you atone for your sins.
You are watching over a relative who still lives.
You are watching over a relative who still lives.
You are watching over a relative who still lives.
You want to exact revenge on someone.
You want to exact revenge on someone.
You want to exact revenge on someone.
You are waiting for your beloved to join you on the other side.
You are waiting for your beloved to join you on the other side.
You are waiting for your beloved to join you on the other side.
You are bad with directions and don’t know how to pass on.
You are bad with directions and don’t know how to pass on.
You are bad with directions and don’t know how to pass on.
You’re waiting for your favorite author to finish the series.
You’re waiting for your favorite author to finish the series.
You’re waiting for your favorite author to finish the series.
You were bad in life and are hiding from the consequences.
You were bad in life and are hiding from the consequences.
You were bad in life and are hiding from the consequences.
You don’t know what comes next and you don’t want to find out.
You don’t know what comes next and you don’t want to find out.
You don’t know what comes next and you don’t want to find out.
Your body was lost by the funeral home. You are not at peace.
Your body was lost by the funeral home. You are not at peace.
Your body was lost by the funeral home. You are not at peace.
You were at peace, but your grave was robbed.
You were at peace, but your grave was robbed.
You were at peace, but your grave was robbed.
You just really enjoy scaring people.
You just really enjoy scaring people.
You just really enjoy scaring people.
OPTIONAL: Come up with a short biography for your ghost.
Spectral stats
Spectral stats
Spectral stats
PRESENCE
PRESENCE
PRESENCE
LURE
LURE
LURE
333
Describe what your object looks like for the other players.
You are welcome to rearrange your stats (maybe you're a mirror on
wheels, and therefore want to move a point from Lure to Presence)
or come up with your own haunted object. Your Presence and Lure
stat should add to a total of 6.
Your fluid stats are:
– The amount of hate contained in your vessel.
– The extent to which your sentience
and intent to commit mischief and murder is evident to the House
occupants.
Every ghost starts with a Malice and Obvious Malevolence of 0. How
these stats are gained and used will be explained in the Gameplay
section.
Use your pen and paper to keep track of these stats throughout the
game.
Button
Button
Button – Presence: 1, Lure: 5
– Presence: 1, Lure: 5
– Presence: 1, Lure: 5
Loafers
Loafers
Loafers – Presence: 1, Lure: 5
– Presence: 1, Lure: 5
– Presence: 1, Lure: 5
Rotary Phone
Rotary Phone
Rotary Phone – Presence: 2, Lure: 4
– Presence: 2, Lure: 4
– Presence: 2, Lure: 4
Mirror
Mirror
Mirror – Presence: 2, Lure: 4
– Presence: 2, Lure: 4
– Presence: 2, Lure: 4
Television Set
Television Set
Television Set – Presence: 2, Lure: 4
– Presence: 2, Lure: 4
– Presence: 2, Lure: 4
Doll
Doll
Doll – Presence: 3, Lure: 3
– Presence: 3, Lure: 3
– Presence: 3, Lure: 3
Kiddush Cup
Kiddush Cup
Kiddush Cup – Presence: 3, Lure: 3
– Presence: 3, Lure: 3
– Presence: 3, Lure: 3
Frying Pan
Frying Pan
Frying Pan ––– Presence: 3, Lure, 3
Presence: 3, Lure, 3
Presence: 3, Lure, 3
Kettle
Kettle
Kettle – Presence: 4, Lure: 2
– Presence: 4, Lure: 2
– Presence: 4, Lure: 2
Lamp
Lamp
Lamp – Presence: 4, Lure: 2
– Presence: 4, Lure: 2
– Presence: 4, Lure: 2
Broom
Broom
Broom – Presence: 5, Lure: 1
– Presence: 5, Lure: 1
– Presence: 5, Lure: 1
Rocking Horse
Rocking Horse
Rocking Horse – Presence: 5, Lure: 1
– Presence: 5, Lure: 1
– Presence: 5, Lure: 1
111
222
333
444
555
666
777
888
999
10
10
10
11
11
11
12
12
12
MALICE
MALICE
MALICE
OBVIOUS MALEVOLENCE
OBVIOUS MALEVOLENCE
OBVIOUS MALEVOLENCE
444
Gameplay
Gameplay
Gameplay
111
222
333
444
555
666
777
888
999
10
10
10
11
11
11
12
12
12
An indoor pool.
An indoor pool.
An indoor pool.
A dumbwaiter.
A dumbwaiter.
A dumbwaiter.
A branched crystal chandelier.
A branched crystal chandelier.
A branched crystal chandelier.
An underground lake.
An underground lake.
An underground lake.
Three separate fireplaces.
Three separate fireplaces.
Three separate fireplaces.
A hunting trophy room.
A hunting trophy room.
A hunting trophy room.
A billiards room.
A billiards room.
A billiards room.
A wine cellar.
A wine cellar.
A wine cellar.
An in-home bar.
An in-home bar.
An in-home bar.
A bowling alley.
A bowling alley.
A bowling alley.
A kiln.
A kiln.
A kiln.
An elevator.
An elevator.
An elevator.
111
222
333
444
555
666
777
888
999
10
10
10
11
11
11
12
12
12
A husband and wife and their adult child(ren).
A husband and wife and their adult child(ren).
A husband and wife and their adult child(ren).
The last surviving members of a mob family.
The last surviving members of a mob family.
The last surviving members of a mob family.
Nozama CEO Beff Jezos and the people he pays to be his friends.
Nozama CEO Beff Jezos and the people he pays to be his friends.
Nozama CEO Beff Jezos and the people he pays to be his friends.
Influencers trying to get that sweet content.
Influencers trying to get that sweet content.
Influencers trying to get that sweet content.
An eccentric heiress and her staff.
An eccentric heiress and her staff.
An eccentric heiress and her staff.
The founders of a supply chain management startup.
The founders of a supply chain management startup.
The founders of a supply chain management startup.
The most obtuse members of a fraternity.
The most obtuse members of a fraternity.
The most obtuse members of a fraternity.
Cousins arguing over their inheritance.
Cousins arguing over their inheritance.
Cousins arguing over their inheritance.
A slightly dysfunctional polycule.
A slightly dysfunctional polycule.
A slightly dysfunctional polycule.
A retired medium and their family.
A retired medium and their family.
A retired medium and their family.
Some friends moving in together after university.
Some friends moving in together after university.
Some friends moving in together after university.
Relatives of the previous occupants.
Relatives of the previous occupants.
Relatives of the previous occupants.
555
Making moves
Making moves
Making moves
666
111
222
333
444
within the normal function of the object
within the normal function of the object
within the normal function of the object
a little suspicious but ultimately explicable
a little suspicious but ultimately explicable
a little suspicious but ultimately explicable
quite challenging to write off as ordinary
quite challenging to write off as ordinary
quite challenging to write off as ordinary
clearly demonstrative of motive and sentience
clearly demonstrative of motive and sentience
clearly demonstrative of motive and sentience
Task difficulties
Task difficulties
Task difficulties
777
Success and failure
Success and failure
Success and failure
obvious Malevolence:
obvious Malevolence:
obvious Malevolence: Sentience is suspicious.
Sentience is suspicious.
Sentience is suspicious.
888
Malice:
Malice:
Malice: A tool of the dead and the furious.
A tool of the dead and the furious.
A tool of the dead and the furious.
2 POINTS
2 POINTS
2 POINTS
Peek behind the veil.
Peek behind the veil.
Peek behind the veil.
10 POINTS
10 POINTS
10 POINTS
Give up the ghost.
Give up the ghost.
Give up the ghost.
4 POINTS
4 POINTS
4 POINTS
Make yourself at home.
Make yourself at home.
Make yourself at home.
1 POINT
1 POINT
1 POINT
Draw on ghostly hate.
Draw on ghostly hate.
Draw on ghostly hate.
999
The House:
The House:
The House: This Extremely Cursed Mansion has a
This Extremely Cursed Mansion has a
This Extremely Cursed Mansion has a
mind of its own.
mind of its own.
mind of its own.
1-2
1-2
1-2
You have disrupted the House. The House is angry.
You have disrupted the House. The House is angry.
You have disrupted the House. The House is angry.
3-4
3-4
3-4
The House is ambivalent.
The House is ambivalent.
The House is ambivalent.
5-6
5-6
5-6
The House is sympathic to your efforts, and feeling generous.
The House is sympathic to your efforts, and feeling generous.
The House is sympathic to your efforts, and feeling generous.
10
10
10
Lending a Hand:
Lending a Hand:
Lending a Hand: How to help other ghosts.
How to help other ghosts.
How to help other ghosts.
Simultaneous action
Simultaneous action
Simultaneous action
Moves "against" other ghosts
Moves "against" other ghosts
Moves "against" other ghosts
Giving malice
Giving malice
Giving malice
Happy haunting!
Happy haunting!
Happy haunting!
11
11
11
hm guide
hm guide
hm guide
talk to your players about the kind
talk to your players about the kind
talk to your players about the kind
of game they want to play.
of game they want to play.
of game they want to play.
Discuss and Set Content boundaries.
Discuss and Set Content boundaries.
Discuss and Set Content boundaries.
12
12
12
figure out occupant and stat numbers.
figure out occupant and stat numbers.
figure out occupant and stat numbers.
And here are Three more pieces of advice:
And here are Three more pieces of advice:
And here are Three more pieces of advice:
13
13
13
credits
credits
credits
About the designer
About the designer
About the designer
Acknowledgements
Acknowledgements
Acknowledgements
Licensing
Licensing
Licensing
| textdata/thevault/Bring Down the House/Bring Down the House.pdf |
SPARK IN FATE CORE
GAME CREATION WORKSHEET 1
1. LIST MEDIA
2. GATHER INSPIRATIONS
5. ESTABLISH FACTS
GENRE TYPE
DESCRIPTOR
SCALE
3-4. DESCRIBE GENRE and SCALE
TITLE: GENRE DESCRIPTOR
6. TITLE
7. CREATE SPARKS
8. SELECT THE ISSUES
LEGACY ISSUE
LEGACY ASPECT
CURRENT ISSUE
CURRENT ASPECT
IMPENDING ISSUE
IMPENDING ASPECT
9. CREATE FACES
10. CREATE PLACES
LEGACY SUPPORTER
DESCRIPTOR
SKILL
LEGACY REJECTOR
DESCRIPTOR
SKILL
LEGACY ISSUE
CURRENT ISSUE
CURRENT SUPPORTER
DESCRIPTOR
SKILL
CURRENT REJECTOR
DESCRIPTOR
SKILL
IMPENDING ISSUE
IMPENDING SUPPORTER
DESCRIPTOR
SKILL
IMPENDING REJECTOR
DESCRIPTOR
SKILL
SPARK
PLACE NAME
DESCRIPTOR
SITUATIONAL ASPECT
SPARK
PLACE NAME
DESCRIPTOR
SITUATIONAL ASPECT
SPARK
PLACE NAME
DESCRIPTOR
SITUATIONAL ASPECT
SPARK
PLACE NAME
DESCRIPTOR
SITUATIONAL ASPECT
SPARK
PLACE NAME
DESCRIPTOR
SITUATIONAL ASPECT
SPARK IN FATE CORE
GAME CREATION WORKSHEET 2
| textdata/thevault/FATE (fudge) [multi]/2 Helpful Hints/SparkInFateCoreWorksheet.pdf |
Obsidian Studios
“From out of the Void… Endless possibilities”
Contents © 1999, Obsidian Studios. FUZION™ is a Trademark of the FUZION LABS GROUP. WILDBLADES™ is a Trademark of
OBSIDIAN STUDIOS.
E-3
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Obsidian Studios
“From out of the Void… Endless possibilities”
Contents © 1999, Obsidian Studios. FUZION™ is a Trademark of the FUZION LABS GROUP. WILDBLADES™ is a Trademark of
OBSIDIAN STUDIOS.
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“From out of the Void… Endless possibilities”
Contents © 1999, Obsidian Studios. FUZION™ is a Trademark of the FUZION LABS GROUP. WILDBLADES™ is a Trademark of
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| textdata/thevault/Fuzion System [multi]/Fuzion - Wildblades Necromancers.pdf |
Morwenna the Fair speaks.
Trying to describe Gyric (gear-rick, tr. geoffian) customs is like trying to count davadi
(dav-ahd-ee, tr. sheep); just when you think you have finished, you find another one.
However, to help outlanders such as you understand how to behave in Gyruff, I have
listed some common Gyric phrases and basic behaviors. Remember to observe these
customs if you wished to remain welcome in Gyruff!
Common Terms & Phrases
Croeso i Gyruff (kroy-so ee gear-ruff, tr. Welcome to Geoff.)
We Gyri are a hospitable people. In happier times, we gladly welcomed all peaceful
visitors with, "Croeso i Gyruff!" Sadly, these days there is very little Gyruff into which
we can welcome folk.
Bore da (bo-ray da, tr. good morning)
Prynhawn da (preen-hown da, tr. good afternoon)
Nos da (nos da, tr. good night)
These are our polite greetings to each other.
Calon telyn (kahl-on tel-in, tr. harp-hearted)
A person who is calon telyn is a person who is generous, good natured, and helpful. To
call someone calon telyn is to pay them a high compliment.
Teithi tua mynythi (ta-hee-theh too-ah meh-neeth-ee, tr. goes to the mountains)
Traditionally, this is not a nice thing to say about someone. Gyric common sense knows
no wise or sane Gyri (gear-ri, tr. geoffite) would enter the Crystalmist mountains
(because of the giants and other horrors that live there). Therefore, a person who acts
particularly foolishly (or insanely) is someone who teithi tua mynythi. Since the invasion,
though, some of the more impetuous and daring Gyri who raid our enemies in Gyruff
have taken to calling themselves teithi tua mynythi as a term of honor.
Basic Behaviors
Llwnci (loonk-ee, tr. toasts)
What is a drink amongst friends and family if made without a llwnc? Llwnci are usually
initiated by the iag (ee-yahg, tr. host) or eldest person present.
Traditionally, the most common llwnc used by Gyri comes in two parts, the initial call
and the response. The initial call is, "Aros iach!" (ah-ros ee-och, tr. remain healthy). And
the response, given by all others present is, "Yved iach!" (ee-ved ee-och, tr. drink
healthy).
However, since the invasion of the cawri (cower-ee, tr. giants), a new llwnc has also
become popular. It refers to the restoration of our beloved land to all surviving Gyri. This
llwnc has only one part, which is repeated by all in the room. "Averiad!" (ah-ver-ree-ad,
tr. to the restoration).
Arvoli (ar-vol-ee, tr. oaths)
In much of Gyric culture (especially in the western Highlands), a person’s worth is
measured by their trustworthiness. Most formal agreements (such as a business
transaction or an alliance) are sealed by each side giving their verbal arvol to abide by the
terms of the agreement. People who break their arvol, therefore, are seen as
untrustworthy and bad. These wretched folk are known as Anudoni (ah-nuh-doan-ee, tr.
oathbreakers), suffer severe social stigma, and do not benefit from many other Gyric
customs. Most Anudoni do one of two things - leave Gyruff or petition their Glyw (glew,
tr. lord) for a chance to redeem themselves. Typically this chance of redemption involves
a difficult (and sometimes lethal) task to perform.
Even today, after ten years of exile and hardship, most Gyri still hold their arvoli to be a
measure of their worth. Alas, some younger Gyri have become disillusioned and are more
inclined to believe in cash transactions or written agreements.
Hetygar (heh-tee-gar, tr. hospitality)
Like arvoli, hetygar is another key social convention in Gyruff, especially in rural areas
where there are no public accommodations (such as an inn). Hetygar is essentially an
understood agreement between an iag (ee-yahg, tr. host) and a gwest (gwehst, tr. guest).
This "agreement" is commonly accept to require the following.
A visitor not known to be an anudon or cass (kas, tr. enemy of gyruff) should be offered
Hetygar. If the offer is accepted, the visitor becomes a gwest and is given a place to sleep
for at least one night. Accommodation for additional nights are possible, but only one
night is required.
• If there is sufficient food, a gwest should be fed at least one meal.
• An iag may not steal possessions from his or her gwest, nor allow others to steal
possessions from him or her.
• An iag may not imprison, kill, or otherwise cause harm to a gwest who has not
violated hetygar.
• A gwest may not steal possessions from, nor allow others to steal possessions
from, any member of his or her Iag’s household.
• A gwest may not kill or otherwise cause harm to any member of his or her iag’s
household.
• A gwest should offer to repay his or her iag with stories, songs, tales, chores, or
money, depending on the guest's condition and abilities. If the offer is accepted,
the gwest should honor his or her commitment and make the payment to the best
of his or her ability. (Bards usually pay in songs, stories, etc., while wealthy or
noble folk usually pay in cash.)
• An iag or gwest who violates hetygar, or allows others to violate them, is
considered to have broken his or her oath and is considered to be an anudon.
Lladrad (lahd-red, tr. theft)
As you might expect, lladrad is generally considered illegal and immoral in Gyruff.
However there are circumstances where, although still illegal, it is considered morally
neutral and socially acceptable.
Lladrad from those who are oddi corlon often goes unpunished because cassi and
anudoni, by their own actions, have forfeited normal social protection.
Dwyn cail (doo-win kile) is, to put it bluntly, sheep stealing, and in the more settled and
"civilized" eastern Gyruff (Arweth (Hochoch), Cymeravon (Otymeet), and Rhychdir
Rhos (Pregmere), dwyn cail is considered unacceptable. In the western highlands it is a
different story, as many communities consider engaging in dwyn cail on a rival
community a grand game. As long as no one is hurt during it, dwyn cail is not considered
to be immoral. However, those who engage in dwyn cail from their kin, iagi, gwesti, or
glyw are considered to be anudoni.
Since the invasion, engaging in dwyn cail from the cawri and other cassi has become a
popular pastime for many Gyri living in the Stark Mounds or the Dim Forest.
| textdata/thevault/Living Greyhawk/Metaorg Material/Geoff/History and Geography/Revised Gyric Customs.pdf |
PLAYER
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»
STRENGTH
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30
↓
DARK SIDE
Flip a Z to
a z in the
Destiny pool.
THRESH.
Strain -1
Wnds +1
↑
70
LIGHT SIDE
Add another
Z to the
Destiny pool.
THRESH.
Strain +1
20
↓
10
↓
↑
80
↑
90
THRESH.
Strain -1
Wnds +1
THRESH.
Strain +1
TheStorySpanner.net Unofficial
CHARACTER SHEETS
v3.0 The Force — CC BY-NC-SA 4.0
PLAYER
SWRPG
LIGHTSABERS
TYPE
HARD PTS
NOTES
CND
ENC
DAMAGE
CRITICAL
SKILL
COLOR
Attachment
HP
Base Effects
Additional Modifications
DDD
MENTOR NOTES
LEARNING
FOCUS
XP
Side Effects of use while still learning...
TYPE
HARD PTS
NOTES
CND
ENC
DAMAGE
CRITICAL
SKILL
COLOR
Attachment
HP
Base Effects
Additional Modifications
DDD
INVESTED / REQUIRED
NAME OF TALENT / POWER
ARTIFACTS
TheStorySpanner.net Unofficial
CHARACTER SHEETS
v3.0 The Force — CC BY-NC-SA 4.0
| textdata/thevault/Star Wars [multi]/FFG/Misc/FFG - Unofficial Universal Character Sheets (czerka).pdf |
Copyright © 2015 Michael Prescott - cbna - http://creativecommons.org/licenses/by-nc/3.0/ - Find more adventure locations at http://blog.trilemma.com
v1.02 pg. 1/2
The SiTuaTion
Forty years ago, a monstrous tyrant seized
control of the prosperous cliffside city of Novy
Dom and dubbed itself King Menaka.
The tyrant has ruled from secrecy ever since,
surrounding itself with byzantine layers of
bureaucracy and ruling by terror, disinformation,
and generosity in equal measure.
Those old enough to remember the coup keep
the secret of Menaka’s true nature, but the city is
rotten with lies, treachery, and fear.
RumoRS foR neaRby PlaceS
• Novy Dom was once a vital gateway
for trade, but now buys little from
the surrounds.
• A paranoid and secretive King took
power in a coup.
• Visitors must hire a guide,
or run afoul of the city’s
strange customs.
• Citizens still revere
Cicollus, a god whose
miracles ceased
generations ago.
• The king of Novy Dom
is hideous and has not
been seen for decades.
• King Menaka has
the power to create
sustenance from thin
air.
ciTy in The cliffS
Novy Dom is carved from
canyon cliffs, where the Greatcleft
River meets the Blighted Narrows.
Adventurers approaching by water will likely
be met by the boats of the Trade Guildhouse,
escorted into the city, and interviewed.
Those arriving overland will first encounter
bondservants of the Gatherers Guildhouse
(looking for wood and small game in the nearby
blightlands).
The city’s protective wall has long been
abandoned, its towers left to ruin.
Two levels of wood-and-chain public ‘walks’
are slung between the rocky walls, connecting
the major structures to the shores and to each
other.
TRade & GuideS
Trade in Novy Dom is entirely controlled by
its six noble guildhouses. Resting, resupplying,
or quartering here will require establishing ties
with one or more of the guildhouse families.
If met on proper terms, hospitality is possible
(especially after gifts are offered or after
conspicuous displays of wealth).
Outsiders will need to hire
a guide for any serious dealings.
Guides—usually
junior
nobles
of
the
guildhouse—are part chaperone and part agent,
making introductions and brokering transactions
(all while taking a hefty cut on top of official fees).
The guides also keep their clients from
making common (illegal) gaffes, such as trying
to have hushed conversations, disrespecting the
nobility, or circumventing their assigned guide
in any dealings.
The GuildhouSeS
The six guildhouses of Novy Dom control the
city’s industry: silk-making, dyeing, gold-mining,
tool-making, external trading, and gathering
from the surrounding land.
A single family controls each function: the
elder generation (d10 ‘uncles’ and ‘aunts’)
sets policy and grooms d12 younger nobles
who oversee 2d20 bondservants (indentured
laborers).
STRucTuRe
The guildhouses contain four to five levels
connected
by
well-guarded
spiral
stairs.
Bondservants live in the humid lower levels. The
middle levels are dominated by the guildhouses’
workshops, while nobles and their personal
servants
reside
and
entertain
above.
The Royal miniSTRy
The visible face of the Royal Ministry is its
police, warriors dressed in layers of form-fitting
white silk.
They are trained and well armed, with
excellent swords and finely made boiled leather
armor beneath their silks—but stern resistance
from troublemakers will surprise them.
ScRibeS
The Royal Ministry’s three-score scribes
are seconded from the guildhouses for three-
year terms, for which they are part clerk, part
hostage.
The SenioR miniSTeRS
The three senior ministers are rarely seen
outside the Royal Ministry or the citadel. Except
for Menaka’s edicts, the senior ministers define,
and are exempt from, the laws of Novy Dom.
This has led them each to indulge in unsavory
tastes: murder, torture, and demon worship.
Menaka appears to turn a blind eye to these
habits, but secretly encourages them. The king
wants the ministers hated by the population—if
none can survive a coup, their loyalty is assured.
The GiRaGiTa
Menaka’s spies are everywhere, and not all
of them are human. The cliffs of Novy Dom are
crawling with Giragita, dog-sized chameleons
that act as Menaka’s eyes and ears.
The Giragita normally blend into
the cliffs’ rock, but they can be
spotted easily when they move.
They can climb surfaces of
any angle with ease and can
support many times their
own weight with just a single
limb.
They crawl about day and
night, listening at windows and
doors and from the undersides
of the walks, always attentive
for seditious behavior.
They respond viciously if
attacked, but they move
too slowly to endanger
those with long weapons.
Menaka
sees
and
hears everything they do
through a psychic link.
The connection normally
works
one
way,
but
Menaka can speak to them,
and they can relay the king’s
messages in
their hissing, wet speech.
In a sense, the entire Royal Ministry is just a
baffle, designed to stabilize Menaka’s rule, while
the Giragita are the real agents.
They are wretched, competitive, suspicious,
and superior.
The Royal
miniSTRy
The ciTadel
Gold-mininG
Tool-makinG
mineS
dyeS
Silk-makinG
TRadinG
GaTheRinG
miRacleS
GReaTclefT
RiveR GoRGe
The oculaRium
a Fantasy Settlement by Michael Prescott
HOUSE OF THE TYRANT
Copyright © 2015 Michael Prescott - cbna - http://creativecommons.org/licenses/by-nc/3.0/ - Find more adventure locations at http://blog.trilemma.com
v1.02 pg. 2/2
The WaTched PeoPle
The population is accustomed to the eyes of
the Giragita, and they make a point of ignoring
them.
It is the height of bad etiquette to overtly
notice one, and explicitly illegal to point one out.
Doing so is guaranteed to concern nearby citizens
and will earn a sharp rebuke from guides.
GuildhouSe leadeRShiP
Few guildhouses run smoothly. When it
becomes relevant, roll d6 to determine how power
is held and the concerns of those who hold it.
1. A single elder rules, focused on industrial
output above all else.
2. An elder trio leads with the support of the
others; they are effective and aligned.
3. A powerful leader is focused entirely on
private/selfish goals (money, sex, collecting)
while the others dither on the periphery.
4. The titular leader, sidelined by the others,
rages self-destructively.
5. Output practically ceases as elders focus
obsessively on treachery (see below).
6. The ruling elder is dead or missing (wasting
sickness, murdered, drowned); business
halts as elders compete to fill the power
vacuum.
TReacheRieS
Deep within each guildhouse lurks an urgent,
treacherous project. Roll d6 as soon as it becomes
relevant:
1. A trio of uncles has so much dirt on the
senior ministers that they are exempt from
the Royal Ministry’s oversight.
2. The nobles are actually Nuss exiles, their
humanity only skin deep. Avoid marrying in.
3. Younger family members plot to assassinate
a senior minister and are looking for brave
and/or expendable allies.
4. The elders worship Cicollus, smuggle in
their own food, and only feign to eat the food
from the Gallery of Miracles.
5. The guildhouse specializes in close-quarters
fighting and has a secret cache of weapons.
6. The guildhouse wants to unload a profusion
of stolen goods, preferably outside the city.
laWS and PuniShmenT
The Royal Ministry maintains a dense
network of legal codes, sufficient to ensure that
everything that transpires within the city is
illegal in one way or other.
The application of the law is completely
arbitrary, at the whim of the Royal Ministry,
or as the result of a noble calling in a favor to
satisfy a personal grudge.
Anyone targeted for persecution will be
arrested by agents of the Royal Ministry.
favoRiTe laWS
Those arrested are accused of some specific
variation on the following:
• Withholding information
• Seditious speech, insolence (or insufficient
deference) toward the institutions of the city,
asking questions
• Buying something at the wrong time, in the
wrong quantity, not buying something, or
paying the wrong price
• Excessive indulgence in foreign customs
• Behavior that implies one of the above
might be occurring, wasting Royal Ministry
resources and eroding the social fabric
Demanding that the law be applied uniformly
is, of course, a direct challenge to the authority of
the Royal Ministry and grounds for arrest.
favoRiTe PuniShmenTS
Minor offenses result in an exhorbitant fine or
d12 weeks of ‘corrective service’ (forced labor as
a guildhouse bondservant).
Serious offenses result in d6 months of
corrective service, forfeiture of all property,
mutilation, or all three (50% chance of each).
edicTS of The kinG
Each week, Menaka issues an edict to the
guildhouses, galvanizing them into action. The
Royal Ministry considers noncompliance to be
treason.
Most believe the edicts are responses to the
spying of the Giragita, but in truth, Menaka
issues them randomly as part of a campaign to
keep Novy Dom divided and mistrustful.
On any given week, roll d6 to determine the
current edict:
1. Each guildhouse has been told that d3
traitors lurk within it and must be turned in
by week’s end. Making painful choices is a
sign of loyalty.
2. A rebellion is brewing among the
bondservants; work shall cease until the
traitors are rooted out.
3. Subversives and criminals are moving freely
at night, therefore a curfew is established
and the walks must be empty after sunset.
4. Output is flagging, so the guildhouse which
remits the most tax for the Royal Ministry
by the next full moon shall be exempt from
taxes for the next d3 months.
5. To ensure the Royal Ministry rules sagely,
all written documents within the city must
be surrendered to it; mostly accurate copies
will be returned in d6+1 months.
6. Because of their exemplary conduct, the
elders of one guildhouse shall inspect the
private documents of another. They shall
provide leadership advice and a report to the
Royal Ministry. (Menaka chooses the pairing
that will cause the most friction.)
novy dom encounTeRS
During the day, encounters are continuous on
the busy walks. Roll d6 to determine the most
noteworthy group at any given time.
Add 2 to the roll for encounters on the upper
walks.
1. Benefactors from the Gallery of Miracles
delivering blood-red food
2. A Nuss exile, not quite passing as human
3. d3+3 Royal Ministry police escorting
detainees (roll d3 – 1: a guildhouse noble,
2-3: d3 bondservants)
4. An eavesdropping Giragita
5. d6 bondservants (of a random guildhouse) on
errands, carrying goods or messages
6. d6 bondservants maintaining a suspended
walk or a building facade
7. d3 entertainers (music, tumbling, poetry)
8. d3 Guildhouse nobles (with d6 bodyguards
and hangers-on) visiting other nobles on
business or pleasure
encounTeR diSPoSiTion (d6)
1. Curious, perhaps even friendly
2. Cautious, but keen for news from outside
3. Angling for advantage; hoping to make a
sale
4. Trying to avoid notice; concealing something
5. Indifferent, wary if engaged
6. Actively looking for a scapegoat or victim
The GalleRy of miRacleS
The majority of the food in Novy Dom comes
from here, an open gallery in the citadel, directly
beneath Menaka’s Ocularium.
At noon, red blood of a rare and precious
variety drips from the darkness beyond a ceiling
grate.
The
Royal
Ministry’s
High
Benefactor
chants rituals of transmutation while a line of
aides catches the drops in silver pans, where
each transforms into weird, sweet fruits, small
animals, dense cakes, or wine. All the food is
blood red.
The droplets fall until mid-afternoon. Elders
and their honored guests may take food here,
while junior Benefactors deliver food to all parts
of the city well into the night (along both levels),
their red robes aflutter.
kinG menaka’S oculaRium
A dome of new stone sprouts from the old
citadel; a thousand spy-holes allow Menaka to
observe much of the city from the dark interior.
None but three senior minsters come here,
and they never discuss Menaka’s true nature.
eyeS of The TyRanT
Menaka is a great, scaly sphere the height of
a man. A dozen chameleon eyes pivot and peer
in every direction and a soft, tubular ‘mouth’
dangles from the underside.
A bladder of buoyant gas lets him float about
the Ocularium at will.
blood of The chained God
At the center of the Ocularium hangs
Menaka’s prized possession: Cicollus, a half-
forgotten godling in humanoid form. Hooks
suspend him from the ceiling, and poured iron
encases his head. Menaka bleeds him to perform
auguries, and his blood feeds the city.
If freed, Cicollus will be quite dangerous.
Hunger and pain will drive him to replenish
himself immediately so that he can ascend to
safety. Involuntary blood sacrifices are likely.
As a minor godling, Cicollus’ magical aura is
enormous; sensitives can detect it easily from
anywhere within the city.
nuSS exileS
The Nuss dwelling in Novy Dom have
abandoned their true forms (a heresy to most
Nuss) to adopt human shape. This requires
effort; when exhausted or angered, the guise
slips a little.
They will do nearly anything to protect
the secret of their presence in Novy Dom. In
truly desperate situations they will abandon
humanoid form to sprout whatever they need:
new limbs, mouths, tentacles, claws, blade-like
horns, spikes, protective fur, or scales.
They dissolve into iron-smelling goo if slain.
For more about the Nuss, see adventure #13,
The Extent of Gamandes.
Edited by Radek Drozdalski,
Brent P. Newhall & Andrew Young.
| textdata/thevault/Trilemma Adventures/Trilemma 17 House of the Tyrant.pdf |
Ausdruck an DeMeKo Newsreader / #Datalinks by SHADOWBOT2.0
18.12.2078 || 22:00:00
Sonderausgabe || DeMeKo ADL || Persönlicher Nachrichtenfilter EIN
TOP MELDUNGEN
ADL Neue Regierung vorge-
stellt. Kaum Änderungen.
BERLIN CVP-Wahlsieg führt
zu positiven Wirtschafts-
impulsen: Immer mehr
Unternehmen nutzen die
Freistadt als Rückzugsraum,
Ausfalloption und juristisches
Schlupfloch. 1. BM kündigt
Rekordergebnis an.
HAMBURG Weihnachtsevent
„Alsterwunder“ lockt erneut
Hunderttausende an.
Anschlag auf Benefizkonzert
tötet 162. .
RHEIN-RUHR Abschottung
der Krisenzone Reckling-
hausen weitgehend
abgeschlossen. Helfer
erwarten weitere
Verschärfung der Lage durch
kommende Kälteeinbrüche.
WAHLERGEBNIS
FINAL BESTÄTIGT
Die Online-Stimmabgabe bleibt ein heiß
diskutiertes Thema. Auch in den
diesjährigen Wahlkampf mischte sich der
Verdacht der Wahlmanipulation. Bei der
diesjährigen Bundestagswahl führte dies
nicht nur zur wochenlangen Verschiebung
des Wahltermins, um das eVoting-System
einmal mehr für sehr viel Geld auf Herz
und Nieren zu prüfen – auch das bereits
am Wahlabend „in Echtzeit“ veröffentlichte
Endergebnis wurde erst vor wenigen
Stunden final bestätigt und somit
tatsächlich amtlich freigegeben. [MEHR]
TOPTHEMA: WAHL78
Amtliches
Ergebnis
2078
Veränderung
zur Wahl
2074
CVP/BVP
33,8
+ 3,6
ESP
19,2
- 0,7
LDFP
13,4
- 3,4
EFP
9,8
- 0,2
USPD
7,7
+ 1,6
DNP
6,1
+ 0,4
PNO
5,1
+ 0,1
Andere
4,9
- 1,4
✪ 001 ::: DRINGEND Team
gesucht für die Extraktion
mehrerer Körper aus
Gerichtsmedizin im Raum
Hannover zwecks Extraktion
sensibler Daten aus
Kopfimplantaten. [MAIL]
✪ 002 ::: DRINGEND
Medienkonzern sucht Team
zur Beschaffung eines
Investigativberichts samt
Datenbackup aus einem
hochgesicherten
Aufzeichnungs-/Sendestudio
im nördlichen RRP, ehe
dieser gesendet werden
kann. [MAIL]
✪ 003 ::: Team gesucht zur
Aufklärung des Verschwin-
dens eines Politikers samt
Familie im Raum Hannover.
Mögliche Spur weist auf
UCAS-Beteiligung hin. [MAIL]
✪ 004 ::: Unabhängige Joint
Interest Group freier
Financiers sucht Team
zwecks Befreiung von zwölf
Monaden aus mehreren
Konzernlaboren. [MAIL]
✪ 005 ::: Aufstrebender
Berliner Jungkonzerner
sucht Team zwecks Karriere-
gestaltung. [MAIL]
[1] 2 3 4 5 6 7 8 9 ... 187 [>]
alt.beep
Chatraum F-JOBS445
AUF UND AB DER PNO IN DEN UMFRAGEN: SELTSAM. ABER MANIPULIERT?
DIE WAHL 2078
DePolis
IHR TOPTHEMA IM ÜBERBLICK
TOPTHEMA: WAHL78
PNO: DRINNEN UND
DOCH AUSSEN VOR
Auf den Jubel am Wahlabend folgt nun bei
der Partei der Neuen Ordnung (PNO) die
Katerstimmung: Wie Sprecher von CVP/
BVP und ESP soeben verlautbarten, wird
die PNO nicht länger Anteil an der
Regierung der Allianz Deutscher Länder
haben. Das in die Regierungsparteien von
CVP/BVP und ESP gesetzte Vertrauen
dürfe nicht erschüttert werden durch eine
zuletzt „erratische“ Agenda, welche die
PNO in die Nähe pro-monadischer
Interessengruppen setze. Zudem habe
man Zweifel, ob die jüngst erfolgte direkte
Unterstützung der PNO-Wahl durch den
japanischen Großkonzern Evo die Partei
weiterhin zu einem verlässlichen Partner
der „Mit den Konzernen auf Augenhöhe“-
Politik der Kanzlerin mache. Während eine
offizielle Stellungnahme der PNO-Spitze
noch aussteht, zeigten sich verschiedene
Parteimitglieder ebenso überrascht wie
zornig: „Wir haben sehr im Gegensatz zur
ESP unser Ergebnis zur letzten
Bundestagswahl sogar verbessern
können“, sagt etwa Münchens PNO-Chefin
Ilmgard von Betzenstein: „Der eigentliche
Grund ist, dass CVP/BVP plus ESP
aufgrund der Stimmgewinne im Lager von
CVP/BVP nun auf über 50% kommen.“
Auch sehe die Kanzlerin nach Darstellung
einiger PNO-Vertreter durch „variable
Bündnisse“ bessere Chancen, ihre
ehrgeizigen Pläne zur „Umkrempelung der
ADL“ durchzusetzen.
5,5%
5,0%
4,5%
4,0%
3,5%
3,0%
2,5%
2,0%
ERGEBNIS
2074
UMFRAGE
09/78
UMFRAGE
10/78
4 MIN VOR
DER WAHL
ERGEBNIS
2078
MEGAPULS || DeMeKo ADL || Persönlicher Nachrichtenfilter EIN || 18.12.2078 || 22:00:00
Auch Wochen nach der Wahl rätseln die Wahlforscher, wie die PNO trotz schwacher
Umfrageergebnisse die 3%-Hürde nicht nur nehmen, sondern weit hinter sich lassen
und sogar das Wahlergebnis von 2074 übertreffen konnte. Genauere Bewertungen
stehen zwar noch aus, erste Analysen aber deuten auf das Zusammenspiel zahlreicher
Faktoren hin: Trotz der Kontroverse um pro-monadische Äußerungen prominenter PNO-
Funktionäre in den letzten Monaten konnte offenbar einerseits die Schadensbegrenzung
seitens Regierung und Kanzlerin einigen Boden wieder gut machen. Zum anderen konnte
sich die PNO auf klassische Parteiunterstützer wie die Daedalus-Gesellschaft verlassen,
die sowohl den PNO-Wahlkampf mit Spenden unterstützten als auch eine eigene, über
Social Targeting und Influencer Seeding sehr effiziente Wähleraktivierung startete. Der
Online Wahlkampf wurde zusätzlich unterstützt durch Aktivisten der Pro-Technomancer-
Gruppe Funkfeuer. Deren Mitglieder würdigten so, dass die PNO im Wahlkampf die im
Schatten der KFS-/Monaden-Krise fast schon vergessenen Technomancerfragen
wiederentdeckte (Gleichberechtigung, Ende der Zwangsregistrierung durch die NEEC,
Anerkennung von Verbrechen gegen Technomancer als Hassverbrechen usw.). Hatte
zuletzt die Unterstützung aus den magisch begabten Wählerschichten etwas gelitten,
konnten die PNO mit ihrer Strategie der Rückbesinnung auf ihre Kernthemen auch bei
Gruppen wie dem Blocksberg-Bund und der Dr. Faustus-Gesellschaft punkten. Dass die
Kampagne offenkundig von den unglücklichen Äußerungen zu den Monaden ablenken
sollte, spielte dabei offenbar keine Rolle: Die Kernthemen der Teilhabe von Divergenten an
der Gesellschaft und Bereicherung der Gesellschaft durch divergente Meta-Intelligenzen
bleibt ein bedeutsames Thema, das offenbar in zunehmendem Maße auch
Wählerschichten jenseits der direkten Vertreter jener Zielgruppen bewegt: „Der Glaube,
dass ein ‚über-normales‘ Wesen dank seiner Magie, Langlebigkeit oder seines
besonderen Standpunktes in der Lage ist, die Menschheit zu bereichern, wenn nicht gar
vor sich selbst zu retten, brachte einst Präsident Dunkelzahn in das höchste Amt der
UCAS“, erinnert Wahlforscher Diego van den Boom: „Die aktuell wieder zunehmende
Sorge der Menschen vor dem Morgen befeuert genau diesen Erlösergedanken, von dem
mittelbar auch die PNO profitieren konnte“. Der wohl größte, wenn auch banalste Faktor
war wohl aber die Wahlkampfhilfe durch den Megakonzern Evo: Während andere
Konzerne wie Saeder-Krupp, NeoNET und Proteus Abstand von der PNO nahmen, hat Evo
seine Bürger und Kunden aktiv dazu aufgerufen, der PNO zu spenden und ihr ihre Stimme
zu schenken. In diesem Zusammenhang muss auch die These erwähnt werden, dass
Monaden ihre übernommenen Körper dafür genutzt haben könnten, für die PNO zu
stimmen. Beweise hierfür und eine rechtliche Bewertung stehen indes noch aus.
PHÖNIX AUS
DER ASCHE!
TOPTHEMA: WAHL78
WAHLPROGNOSE:
MANGELHAFT
Die Bundestagswahl 2078 ist
gelaufen und ganz Deutsch-
land fragt sich: Was lief bei
den Wahlprognosen falsch?
Insbesondere die Prognose
für die Partei der Neuen
Ordnung (PNO) war viel zu
niedrig angesetzt und hat
schon zu einigen Theorien
geführt
Wir haben Politwissenschaft-
ler Diego van den Boom aus
dem Großherzogtum
Westrhein-Luxemburg dazu
befragt.
Wie konnte es zu diesen
schweren Fehlern kommen?
Das waren eigentlich keine
schweren Fehler, sondern
relativ normale statistische
Abweichungen, insbesondere
bei einem hohen Anteil
unentschlossener Wähler bis
kurz vor der Wahl. Wobei
einige der Institute schon mal
etwas nachlegen könnten, was
ihr Methodik und Datenbasis
angeht.
Die Prognosen haben nicht
danebengelegen, obwohl sie
offensichtlich nicht
zutreffend waren?
Man muss solche
Wahlprognosen auch lesen
können. Es wird dabei immer
eine Fehlertoleranz
angegeben. Und man darf
auch nicht vergessen, dass
Wahlumfragen Wahlen auch
beeinflussen können. Leute
bleiben zu Hause, weil ihr
Kandidat scheinbar eh
gewinnt. Oder sie aktivieren
den relevanten Kreis zur
Wahlteilnahme, weil es nicht
gut aussieht. Zudem werden
wir ja nonstop mit neuen
Ergebnissen zugeschmissen!
TOPTHEMA: WAHL78
DNP NACH DER WAHL
IM UMBRUCH
Obwohl die Deutschnationale Partei (DNP)
ihre Position gegenüber 2074 ausbauen
konnte, zeigte sich das Parteipräsidium
unzufrieden mit dem Wahlergebnis: „Wir
haben es nicht in ausreichendem Maße
geschafft, in unserem Wahlprogramm den
Sorgen der Bürger ausreichend zu
begegnen.“, ließ das Präsidiumsmitglied
Floriane Strasser (36 J.) ungewohnt
selbstkritisch verlauten. Strasser gilt als
Hardlinerin und aufstrebender Stern
innerhalb der DNP . Für die anstehende
Neujahrs-Klausurtagung des Präsidiums im
oberfränkischen Wunsiedel kündigte
Strasser eine Revision des Parteipro-
gramms sowie weitere "Maßnahmen" an.
TOPTHEMA: WAHL78
SO HÄTTE BERLIN
GEWÄHLT
SUPERBILD zum !
PNO-ERGEBNIS: !
War es MASSEN-
KONTROLL-
MAGIE?
M E H R
L E S E T I P P
Nichtrepräsentative BERVAG-Umfrage
ASU
16,8
EFP
15,1
USPD
12,8
LDFP
9,6
PNO
8,3
CVP
5,4
ESP
5,1
PNE
4,3
KMLMPD
4,1
Freies Berlin / Neue Mitte
3,1
Andere
15,4
MEGAPULS || DeMeKo ADL || Persönlicher Nachrichtenfilter EIN || 18.12.2078 || 22:00:00
TOPTHEMA: WAHL78
WAHLPROGNOSE:
MANGELHAFT
Also sind Wahlumfragen
vollkommen sinnlos?
Nein, natürlich nicht, aber sie
sind Momentaufnahmen mit
einer gewissen Fehlerquote,
keine absoluten Zahlen. Das
muss man immer beachten!
Unser Fazit: Die Prognosen
waren falsch und die
Wahlforscher müssen wirklich
hart an ihren Methoden
arbeiten, damit wir alle
demnächst wieder einen
objektiven Überblick
bekommen. Gebt euch mehr
Mühe!
Z U R Ü C K
GASTRO GURU
PUDELNASS
UND NIX ZUM WECHSELN
Zahlreiche Promis und Sternchen waren vertreten, als das "Ècolo" in Bochum seine
Pforten öffnete. Das neueste Projekt des Star-Gastronomen Gilles Pernaud lockte die
geladene Prominenz mit einer Poolparty in die neuen Räumlichkeiten am Stöckterplatz.
Elfische Eleganz und stilisierte Naturelemente wie der Indoor-Schwimmteich oder die
Lounge im Lauben-Look fügen sich harmonisch zu einem neuen Spielplatz für die
Reichen und Schönen. Die Gäste fühlten sich sichtlich wohl in der exklusiven Umgebung
und tanzten bis weit in die Morgenstunden. Die schwedische Skaldpop-Sensation
Kjellrun wagte sogar einen Sprung in den Teich, obwohl ihr Outfit gewiss nicht dafür
ausgelegt war.
"Mr. Impossible" Pernaud steht wie kein anderer als Garant für erfolgreiche
Gastronomieprojekte im Rhein-Ruhr-Plex. Häufig kopiert und niemals erreicht, führt der
Franzose regelmäßig die Konkurrenz vor. Ob es dieser nun gefällt oder nicht - das
"Ècolo" hat beste Karten dafür, DER neue In-Club im 'Plex zu werden und das
"Pellegrino's" vom Thron zu stoßen.
NUR 5€
EXKLUSIVE BILDER.
SINNLICHE SIMFEEDS.
CRIME REPORT
ALBTRAUM IN DEN ALPEN
Grausiger Leichenfund im Allgäu.
Einen schaurigen Fund machten zwei Urlauberinnen in der Nähe des Eistobels bei Meierhöfen im Westallgäu: Janine P. (56)
und Paula O. (54) aus Stuttgart-Plieningen waren nach eigenen Angaben abseits des Wegs unterwegs auf Pilzsuche. Auf
einer kleinen Lichtung kam es dann zum Horrorerlebnis für die beiden Stuttgarterinnen. Paula O.: „Wir dachten zuerst, es
wäre ein Stapel Holzstämme mit so einer Militärplane drüber. Da wachsen manchmal schöne Pilze.“ Tatsächlich barg die
Abdeckung ein grausiges Geheimnis: die Leichen von drei jungen Riesen. Janine P. berichtet: „Sie trugen alle so
Militärsachen. Und ihre Köpfe waren irgendwie ... zerrissen, es war schrecklich! So etwas will man im Urlaub nicht sehen.“
Die beiden tapferen Damen riefen sofort die Ordnungskräfte, die das Areal weiträumig absperrten und mit Spürhunden
durchsuchten.
Die zuständige Polizeiinspektion Kempten gibt sich hinsichtlich der Untersuchungsergebnisse bedeckt, „um den Erfolg der
Ermittlungen nicht zu gefährden“. Nach Crime Report-Informationen wurden allerdings zahlreiche Spezialisten aus Stuttgart
hinzugezogen; auch drei Tage nach dem Fund sind Ermittler und schwer bewaffnete Sondereinsatzkräfte noch immer am
Fundort und durchkämmen die Umgebung. Einige Bereiche wurden zum Sperrgebiet erklärt. Das württembergische
Innenministerium selbst war für Stellungnahmen nicht zu erreichen: nach den massiven Budgetkürzungen im
württembergischen Sicherheitshaushalt und Rücktritt von Innenminister Höbele steckt das Ministerium in gravierenden
Umstrukturierungen. Höbele musste gehen, nachdem er die jüngsten diplomatischen Annäherungen von Württemberg an
die benachbarte Trollrepublik Schwarzwald massiv kritisierte.
Herbert Wolters vom Forstamt in Kempten warnt davor, bei Besuchen im Wald die ausgewiesenen Wanderwege zu
verlassen: „Wir Menschen müssen endlich damit klarkommen, dass wir den Wäldern der Voralpen nur zu Gast sind.“ Romina
Penzberger vom Urlaubskonzern Zenit wiegelt hingegen ab: „Die Zenit AG gewährleistet zu jeder Zeit die Sicherheit seiner
Gäste. Wir werden die exzellenten Kontakte zu den Behörden nutzen und unseren Einfluss geltend machen, um unseren
Kunden ein optimales Urlaubserlebnis zu ermöglichen.“ Penzberger kündigte an, dass Zenit den Vorfall ebenfalls untersuchen
werde: „Es ist wichtig zu betonen, dass sich die beiden Damen niemals in Gefahr befanden. Die Kleidung der Opfer deutet
zudem darauf hin, dass diese einer militärischen oder kriminellen Gruppe angehören und ihr Dahinscheiden nichts mit
irgendwelchen Crittern der hiesigen Wälder zu tun hat.“ Lächelnd fügt sie hinzu: „Ich weiß nicht, wie es Ihnen geht, aner
meiner Erfahrung nach pflegen Untiere Ihre Opfer nicht ordentlich hinzulegen und mit Planen abzudecken.“
Janine P. und Paula O. sehen dies allerdings anders. Nachdem sie ihren Urlaub abgebrochen hatten, kündigten die
Stuttgarterinnen bereits rechtliche Schritte gegen die Zenit AG an. „Wir hatten Wellness und Wandern in den traumhaften
Alpen gebucht, keine ‚Alp-Träume‘!", empört sich Paula O. Auch ihre Freundin Janine P. richtet schwere Vorwürfe an die
Behörden: „Das will doch keiner sehen!“ Gleichzeitig hat die 56-Jährige auch Mitleid mit den Opfern: „Es waren (...) Riesen, (...)
so einen Tod wünscht man (...) nichtmal diesen.“
TRAUMHAFTE ALPEN-REISEN ZU SCHRECKLICH KLEINEN PREISEN. JETZT BUCHEN BEI ZENIT!
M E H R
Vermischtes
DEM TERROR EINE GRENZE SETZEN
Wenige Tage vor Weihnachten scheint die Abriegelung
der Krisenzone Recklinghausen abgeschlossen: Die
Bereitschaftspolizei der umliegenden Gemeinden hat
gemeinsam mit Unterstützungstruppen u.a. der
Landesmiliz eine Eingrenzung der Gewalt erwirkt. Diese
flammte zuletzt erneut auf, nachdem Randaletouristen
und Terroristen der Sprawlguerilla aus Berlin in das
Krisengebiet eindrangen. Jüngsten Erkenntnissen der
beteiligten Sicherheits- und Staatsorgane zufolge sind in
Recklinghausen inzwischen Werber und Ausbilder
mehrerer Terrorzellen aktiv, die das herrschende Leid
und Elend skrupellos zur Rekrutierung neuer Kämpfer
und Attentäter ausnutzen wollen. Programmatisches Ziel
der Terroristen sei es, die Krise künstlich am Leben zu
halten und die Lage weiter zur Eskalation zu bringen. Zu
diesem Zweck wurde eine am vergangenen Dienstag im
Krisengebiet abgeworfene ADL-Hilfslieferung mit warmer
Kleidung, Medikamenten und Lebensmitteln sabotiert:
Hunderte erlitten Vergiftungen oder kamen durch
versteckte Klingen zu Schaden; parallel wurden
Botschaften verbreitet, wonach diese Untaten durch die
ADL-Regierung und Saeder-Krupp als „Maßnahme zur
Demoralisierung des gerechten Volksaufstandes“
geplant und durchgeführt worden seien. Als Absender
dieser und anderer aufwieglerischer Botschaften
fungiert die Terror-Allianz „Letzte Front“, der neben
bekannten Terrorgruppen wie Kommando Konwacht und
UV-X auch Zellen des links- wie rechts- und
ökoterroristischen Spektrums angehören. „Der einzig
verbliebene gemeinsame Gedanke dieser Gruppen ist es,
die bestehende Ordnung zu zerstören und durch ein
System der Ungerechtigkeit zu ersetzen, in dem jeder
nach Lust und ohne Konsequenzen befürchten zu
müssen Gewalt gegen andere ausüben kann“ fasst die
aufgrund ihrer Berliner Erfahrungen hinzugezogene
MET2000-Beraterin für den Recklinghausen-Einsatz
Bianca Voyé die Situation zusammen.
I M F O K U S
M E H R
HIGHTECH-GEFAHR FÜR STADTBUMMLER
Eine neue Masche krimineller Drohnenjockeys führt zu
einem neuerlichem Anstieg der Diebstahlsdelikte in
deutschen Stadtzentren: Taschendiebe greifen auf
vogelartige Flugdrohnen zurück, die für das bloße Auge
kaum von gewöhnlichen Tauben zu unterscheiden sind.
„Tauben bevölkern zu Abertausenden die deutschen
Innenstädte“, so Kriminologe Stefan Wiedemann:
„Touristen, Einkaufsbummler und eilende Geschäftsleute
nehmen diese kaum wahr, geschweige denn als
Bedrohung“. Gerade sitzen die vermeintlichen Vögel noch
auf einem Mauervorsprung, im nächsten Moment reißen
sie mit messerscharfen Klauen Taschen aus der Hand,
Schmuck vom Hals oder machen sich mit dem Kommlink
davon. In Hamburg musste einem 74-jährigen Rentner
nach einer solchen „Vogel“-Attacke ein Finger amputiert
werden. In Berlin „ernten“ organisierte Banden mit
modifizierten Flug-Biodrohnen der HAWX-Serie von Evo
andere Flug- und Schwebedrohnen, die sie direkt aus der
Luft krallen. In München klagten beim letzten Oktoberfest
hunderte Opfer über gestohlene E-Wallets und von
„Tauben“ aufgezeichnete Sexvideos, deren Verbreitung
nur gegen Zahlung von Geld verhindert werden könne.
Die Sicherheits-behörden raten zu Wachsamkeit. Im
Klartext: man ist mal wieder völlig hilflos.
C R I M E R E P O R T
M E H R
MEGAPULS || DeMeKo ADL || Persönlicher Nachrichtenfilter EIN || 18.12.2078 || 22:00:00
PRETZ IST JUGENDWORT DES JAHRES
Das Jugendwort des Jahres ist gekürt: „Pretz“, zu
deutsch „Spießer“! Aus einer Liste der zehn meist
gebrauchten Wörter der Jugendsprache konnte sich der
Or'zet-Begriff (in Süddeutschland auch Bretz
gesprochen) im Jahr 2078 auf Platz eins durchsetzen.
Als Sprachtrend vermutlich aus dem Rhein-Ruhr-
Megaplex stammend, ist das Jugendwort mittlerweile in
nahezu allen Teilen der ADL anzutreffen, egal ob als
pretzn (spießig sein) oder Gepretz, einer deutsch-or'zet-
Verballhornung für Spießbürgertum und die Konzern-
gesellschaft an sich. Die Plätze zwei und drei gingen in
diesem Jahr an sich entwirklichen (berauscht sein) und
floaten (abhängen, relaxen).
A L L I A N Z T A G E S S P I E G E L
M E H R
UNWORT DES JAHRES GEKÜRT
Die Gesellschaft für deutsche Sprache wählte
„kontraintuitiv“ zum Unwort des Jahres 2078. Damit
rügte die Jury den inflationären Gebrauch des Begriffs
im Bundestagswahlkampf. Er wurde insbesondere durch
die Christliche Volkspartei geprägt. Während die Partei
damit in erster Linie Kandidaten von USPD und (in
geringerem Maße) ESP anging und deren
linksprogrammatische Programmpunkte als weltfremd
herabwürdigte, hielt kontraintuitiv Einzug in den
Sprachgebrauch nationalkonservativer und
rechtsradikaler Kreise. So erregte die AR-Kampagne der
Hamburger PNE für Aufsehen, in der CVP-Wahlkampfpa-
rolen von vermeintlich minderbemittelten Orks und Trol-
len nuschelnd und mit Akzent zitiert wurden. Metahuman
Rights Watch klagte vergeblich gegen diese Form der
Diffamierung einzelner Bevölkerungsgruppen.
A L L I A N Z T A G E S S P I E G E L
M E H R
®
MEHR SHADOWRUN UNTER:
WWW.SHADOWRUN5.DE
PDF-VERKAUF UNTER:
WWW.PEGASUSDIGITAL.DE
DATAPULS ADL
Die Allianz Deutscher Länder – ein Flickenland. Hier f n-
den sich Trollrepubliken, Elfenstaaten, verseuchte Zonen
und riesige Megaplexe. Berlin mit seinem Konf ikt zwischen
Kiezen und Konzernhochburgen. Hamburg mit seinen
überf uteten Straßen und der verseuchten Nordsee. Der
Rhein-Ruhr-Megaplex, ein Schmelztiegel aus Ghettos, In-
dustrie und Konzernen. Und gerade weil die ADL so hete-
rogen ist, sollten sich Runner hier gut auskennen. Sonst fres-
sen einen die Schatten schneller, als man die nächste Grenze
erreichen kann..
MEHR UNTER TINYURL.COM/RUNNERGEAR
Runner Gear
| textdata/thevault/Shadowrun [multi]/LANG/[DE]/5. Auflage/06 - Sonstiges/Novapuls, Extrapuls, Megapuls [Ingame Nachrichten aus der ADL]/2078-12-18 extrapuls-14.pdf |
ISW3: INTELLIGENCE/LANGUAGES
I
7
7
7
7
7
8
8
8
8
8
9
9
9
9
9
10
10
10
10
10
11
11
11
11
11
12
12
12
12
12
L
1
2
3
4
5
1
2
3
4
5
1
2
3
4
5
1
2
3
4
5
1
2
3
4
5
1
2
3
4
5
C
se
se
se
se
se
e
e
e
e
e
s
s
s
s
s
s
s
s
s
s
s
s
s
s
s
s/t
s/t
s/t
s/t
s/t
P
1p
1p
1p
1p
2p
2p
2p
2p
2p
2p
2p
2p
2p
2p
2p
3p
3p
3p
3p
3p
3p
3p
3p
3p
3p
3p/1e
3p/1e
3p/1e
3p/1e
3p/1e
Roll
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
* details at DM’s discretion
ISW4: PRIMARY ABILITIES
4
5
1
2
3
4
5
6
7
8
9
0
detect shifting rooms/walls
detect sloping passages
find secret doors
detect (large) traps
detect invisible objects
detect evil/good
detect metal
detect gems
detect magic
locate object
1-10
5'
5'
5'
5'
10'
10'
30'
30'
10'
30'
11-20
10'
10'
10'
10'
20'
20'
60'
60'
20'
60'
21-30
15'
15'
15'
15'
30'
30'
90'
90'
30'
*
1s Digit: Ability
10s Digit: Range
ISW5: EXTRAORDINARY POWERS*
Roll
1
2
3
4
5
6
7
8
9
10
charm person
clairaudience
clairvoyance
control*
cure disease
diminution
elemental command*
ESP
etheralness
extra damage
fire resistance
flying
free action
growth
healing
heroism
illusion
levitation
mirror image
neutralize poison
speed
spell storing
stealth
strength
telekinesis
telepathy
teleportation
warmth
water breathing
X-ray vision
Roll
11
12
13
14
15
16
17
18
19
20
Roll
21
22
23
24
25
26
27
28
29
30
ISW2a: SINGLE-AXIS
ALIGNMENT
ISW2b: DUAL-AXIS
ALIGNMENT
Roll
1-20
21-27
28-30
Alignment
lawful
neutral
chaotic
Roll
1-2
3-5
6-7
8-12
13-17
18-19
20-26
27-28
29-30
Alignment
chaotic good
chaotic neutral
chaotic evil
neutral good
(true) neutral
neutral evil
lawful good
lawful neutral
lawful evil
Roll on d30
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
ISW1: SPECIAL PURPOSE
Special Purpose
slay clerics
slay fighters
slay magic-users
slay thieves
slay non-human monsters
alignment purpose
Ability When Used for Purpose
blindness
confusion
fear
paralysis
+hit/save
Ability When Used for Purpose —
on successful hit with the sword:
blindness: 1-15 rounds on failed save vs. spells
confusion: 1-15 rounds on failed save vs. spells
fear: 1-5 rounds on failed save vs. spells
paralysis: 1-5 rounds on failed save vs. spells
+hit/save: +2 “to hit” & +1 to saving throws against
Alignment Purpose —
based on alignment of sword:
lawful sword: slay chaos
neutral sword: maintain balance
chaotic sword: slaw law
KEY TO ISW3
I: INT in BX systems (for 1e, add 5 points)
L: number of Languages (may be determined using d30 SBC, p.49)
P: powers; p=primary ability; e=extraordinary power
C: communication; se=semi-empathy; e=empathy;
s=speech; t=telepathy
Please refer to your edition of choice for rules regarding sword ego.
* Roll for one extraordinary power in place of the primary ability
1
3
2
“d30 Intelligent Sword Generator: © 2014, New Big Dragon Games Unlimited
d30 Intellgent Sword Generator
| textdata/thevault/System neutral/Tables & Charts/Curious Details/AtoZ-d30-IntelligentSwordGenerator.pdf |
by Ruslan Kim
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards
of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. This work contains
material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement
for Dungeon Masters Guild. All other original material in this work is copyright 2019 by Ruslan Kim and published under the Community Content
Agreement for Dungeon Masters Guild.
About this Guide
Combat is one of three main pillars of the game,
apart from exploration and interaction. And it
takes a lot of time to prepare and run good
combat encounter. The goal of this guide is to
help DMs who are running Waterdeep: Dungeon
of the Mad Mage adventure to get better
understanding on how to run combat encounters,
how to make them coherent, memorable and fun!
Preparation process divided into 3 steps:
1. Determining Encounter Difficulty.
2. Determining Surprise.
3. Determining Creatures’ Tactics.
First step will give you general understanding
about how difficult combat encounter might be
for your player characters. Each level of WDMM is
designed for PCs of particular level. I use a
guideline from Encounter Building section in
Xanathar’s Guide to Everything (XGE, p. 88) to
evaluate how many PCs of corresponding level
should be in the party to overcome the encounter.
Math is simple. If you have the same number of
PCs – it is good fight. If you have more PCs (2/3 of
number of PCs is needed) – they will pass it with
ease, but it still be challenging. If you have less
PCs (3/2 of number of PCs is needed) – encounter
will be hard, but still winnable. Also, I put notes
about combat difficulty, which I think is
important. Depending on this information you
can adjust the encounter for your group, skip it
entirely or think about possible defeat
consequences.
Second step is always up to DM, so you should be
prepared in advance. General guidance is written
in Player’s Handbook (PHB, p. 189). Basically, you
should determine who is surprised when the first
round of combat begins. To do so, you should
know answers for these questions:
Are creatures trying to hide? They roll Stealth.
Are they successful? Compare results to PC’s
Passive Perception score.
Are PCs trying to hide? They roll Stealth.
Are they successful? Compare results to
creatures’ Passive Perception score.
Based on the results you will understand who
will take actions in the first round of combat and
who will not. I also put my notes for the
encounters when circumstances may differ from
the standard procedure.
Third step will help you to understand how to use
creatures in combat. Where should they stand?
What course of action will be most efficient and
logical depending on the lore? Who do they need
to attack? Will they fight to the death? Will they
flee or surrender? I also put more detailed
explanation on how some creature’s abilities and
traits work.
Abbreviations and Font Styles
The following abbreviations are used throughout this
guide:
PHB = Player’s Handbook
MM = Monster Manual
DMG = Dungeon Master’s Guide
SCAG = Sword Coast Adventurer’s Guide
XGE = Xanathar’s Guide to Everything
VGTM = Volo’s Guide to Monsters
MTOF = Mordenkainen’s Tome of Foes
WDMM = Waterdeep: Dungeon of the Mad Mage
WDH = Waterdeep: Dragon Heist
PC(s) = Player Character(s)
AC = Armor Class
DC = Difficulty Class
CR = Challenge Rating
hp = hit points
gp = gold piece(s)
AoE = Area of Effect
RAW = Rules as Written
The following font styles are used throughout this
guide:
Bold style is used for the creatures’ names
Italic style is used for the Spells.
Bold Italic style is used for the Abilities and Traits.
Level 13: Trobriand’s
Graveyard
This level is designed for four 12th level PCs. If
you have more than 4 PCs, you can add more
creatures or maximize their hp to make combat
encounters more challenging. If you have less
PCs, then you can decrease the number of
creatures in combat or use less optimal tactics.
All creatures in Encounter Difficulty section are
compared to 12th level PCs.
Area 1
Encounter Difficulty
1 Bore Worm (CR 16, MM, p. 255, with changes)
= 4 PCs
Surprise
Follow the standard procedure to determine
surprise.
Creatures’ Tactics
Bore worm is construct. It won’t communicate,
flee, surrender or take captives.
Make the Bore Worm use Multiattack against
nearest PC.
Area 2a
Encounter Difficulty
4 Scaladar (CR 8, WDMM, p. 315) = 12 PCs
12 Arbalests (CR 1, MM, p. 224) = 2 PCs
Surprise
Follow the standard procedure to determine
surprise.
Creatures’ Tactics
Constructs won’t communicate, flee, surrender,
take captives or use any kind of tactics.
Make the Scaladar and the Arbalests use
Multiattack against nearest PC.
Area 2b
Encounter Difficulty
1 Hobgoblin Captain (CR 3, MM, p. 185) = 1 PC
7 Hobgoblins (CR 1/2, MM, p. 185) = 1 PC
Surprise
Follow the standard procedure to determine
surprise.
Creatures’ Tactics
Hobgoblins are the race of disciplined warriors
oriented on conquest and war. According to
VGTM, all goblinoids believe that their god
Maglubiyet is the only true god. You can make
hobgoblins focus on clerics and paladins in
combat. Hobgoblins can negotiate and take
captives but would prefer glorious death rather
than flee or surrender.
Make the Hobgoblin Captain use Leadership at
the beginning of the combat, so all its allies within
30 ft. get bonus to attacks and saves. On the next
rounds make it use Multiattack against less
armored PC within 5 ft. of one of its allies to get
benefit of Martial Advantage.
Make the Hobgoblins focus on less armored PC
within 5 ft. of one of their allies to get benefit of
Martial Advantage.
Area 4
Encounter Difficulty
1 Shockerstomper (CR 14,WDMM,p.174) = 4 PCs
Surprise
Follow the standard procedure to determine
surprise.
Creatures’ Tactics
Constructs won’t communicate, flee, surrender,
take captives or use any kind of tactics.
Make the Shokerstomper use Multiattack
against nearest PC.
Area 5
Encounter Difficulty
10 Lava Children (CR 3, WDMM, p. 313) = 5 PCs
Surprise
As a DM you can make PCs surprised when the
Lava Children emerge from the walls.
Creatures’ Tactics
Lava children are born in the Fountains of
Creation, also known as the Plane of Magma,
which is wedged between the Elemental Planes of
Earth and Fire (PHB, p. 300). They can
communicate, flee, surrender and take captives to
eat them later.
Make the Lava Children use Multiattack against
PCs wearing metal armor or shield to get
Advantage from Metal Immunity trait. They are
immune to damage from both magical and non-
magical metal weapons, so it’s practical to focus
on spellcasters. If the Lava Child has a chance,
make it hide inside the metal piles between its
turns. They can also flee using this trait.
Area 6
Encounter Difficulty
3 Scaladar (CR 8, WDMM, p. 315) = 9 PCs
Surprise
Follow the standard procedure to determine
surprise.
Creatures’ Tactics
See Area 2a.
Area 7b
Encounter Difficulty
1 Archmage (CR 12, MM, p. 342, with changes) =
6 PCs
1 Shield Guardian (CR 7, MM, p. 271) = 2 PCs
Surprise
Follow the standard procedure to determine
surprise.
Creatures’ Tactics
Archmage is intelligent enough to negotiate, flee,
surrender or take captives.
Shield guardians are constructs created to protect
their masters. They can’t communicate and won’t
flee, surrender or take captives unless master
gives such an order.
Assume that the Archmage pre-casted Mage
Armor and Mind Blank before the combat. Start
the fight with Time Stop. It will give the
Archmage an opportunity to take minimum 2
turns without interruption. During the first turn
make it cast Mirror Image. On the next turn make
it cast Wall of Force trapping inside the dome one
or two martial PCs. If it has one more turn, use it
to cast 6th level Cone of Cold, which will end Time
Stop. If it has more free turns you can make it cast
Fire Shield before Cone of Cold. The Archmage
has resistance to damage from spells already, but
additional damage to melee attackers might be
helpful. Continue casting Cone of Cold or 4th level
Lightning Bolt spells targeting as many PCs as
possible. Use Counterspell against harmful spells.
If you decide that it’s time to flee, cast Teleport.
The Shield Guardian’s Bound trait only works if
the Archmage is within 60 ft., so it must always
stay within this distance. Spell Storing trait
stores Greater Invisibility. It is great defensive
spell, so make the Shield Guardian cast it on the
Archmage in the first round of the combat. On
the next rounds make the Shield Guardian use
Multiattack against less armored PC. Use Shield
to protect the Archmage within 5 ft.
Area 8
Encounter Difficulty
9 Lava Children (CR 3, WDMM, p. 313) = 5 PCs
Surprise
As a DM you can make PCs surprised when the
Lava Children emerge from the walls.
Creatures’ Tactics
See Area 5.
Area 11a
Encounter Difficulty
1 Hobgoblin Warlord (CR 6, MM, p. 185) = 2 PCs
5 Death Dogs (CR 1, MM, p. 321) = 1 PC
4 Hobgoblins (CR 1/2, MM, p. 185) = 1 PC
Surprise
Follow the standard procedure to determine
surprise. Two-Headed trait gives +5 to Death
Dog’s Passive Perception score (see Passive
Checks, PHB, p. 175).
Creatures’ Tactics
See Area 2b for general description of hobgoblins.
Death dogs are hateful monsters. They don’t
communicate, surrender or take captives, but
they can flee.
Make the Hobgoblin Warlord use Leadership at
the beginning of the combat, so all its allies within
30 ft. get bonus to attacks and saves. On the next
rounds make it use Multiattack with against less
armored PC within 5 ft. of one of its allies to get
benefit of Martial Advantage. Make it use Shield
Bash until PC gets prone to get Advantage on
Longsword attack rolls. Don’t forget to use Parry
to avoid melee hits.
Make the Death Dogs use Multiattack against
nearest or Prone PC.
See Area 2b for Hobgoblin’s tactics.
Area 11b
Encounter Difficulty
6 Hobgoblins (CR 1/2, MM, p. 185) = 1 PC
Surprise
Follow the standard procedure to determine
surprise.
Creatures’ Tactics
See Area 2b for general description of hobgoblins.
According to WDMM, these Hobgoblins spend all
their Actions shooting from Flame Cannons.
Don’t forget that Flame Cannon attacks work
with Martial Advantage, so make the
Hobgoblins focus on PCs within 5 ft. of its allies.
| textdata/thevault/Dungeons & Dragons [multi]/MGtCE of DotMM 1-23/Monsters' Guide to Combat Encounters - For Dungeon of the Mad Mage Level 13 - Trobriand's Graveyard.pdf |
ROLEPLAYING FOR REAL LIFE
STAFF AND YOUTH TRAINING AVAILABLE IN HOW TO
PROVIDE PEER EDUCATION THROUGH YOUTH ISSUE
IMPROVISATIONAL THEATER
ROLEPLAYING FOR CONFLICT RESOLUTION
EDUCATIONAL THEATRE FOR SOCIAL CHANGE
DRAMA THERAPY TRAINING FOR YOUTH DEVELOPMENT
Ellen Williams, Expressive Arts 4-H Agent
RUTGERS COOPERATIVE EXTENSION
59 Lipman Drive, Waller Hall Room 113,New Brunswick, New Jersey 08901
Phone: (848) 932-9214 Fax: (732) 932-8956 Email: [email protected]
Training is provided for staff and youth interested in developing improvisational theatre
performances around issues impacting youth (e.g., peer pressure, career choices, substance
abuse, identity, violence, relationships, etc.). Youth audiences are more inclined to respond to
information if it is presented by their peers. Peer education theater is a particularly effective
approach for it “brings to life” situations common to youth’s life experiences and engages youth
audiences in interactive discussion.
Roleplaying for Real Life enables youth players to explore difficult situations from the safe
distance of dramatic enactment. Youth can choose to play themselves or elect to play characters
other than themselves. Role reversal leads youth to see situations from others’ perspectives.
Drama helps youth
Develop empathy for others’ situations
Improve decision-making skills
Explore consequences
Practice refusal skills
Explore their values
Release emotional tension
Increase their self-esteem
Rehearse for life situations they will encounter
Develop the imagination
Improve in communication skills
Enhance concentration and focus
Develop teamwork/Work toward collective goals
Disclose personal concerns in a non-threatening forum
Explore alternative behavior by roleplaying various options
Reveal thoughts and feelings that might otherwise remain hidden
Develop conflict resolution skills
Release emotions
Experience the natural tendency to play
Develop self-discipline
Learn more about personal motivations and issues
Establish sense of personal control
Communication & Expressive Arts
In Roleplaying for Real Life;
Rehearsal For A Better
World, youth identify social
issues of concern and
improvise original scenarios
dramatizing these issues.
The process includes:
brainstorming of issues,
group improvisation
activities, scenario
development, and
techniques for leadership of
group discussion.
Roleplaying for
Real Life;
Rehearsal for a
Better World
SPECIAL CONSIDERATIONS FOR PRESENTER:
Many youth will have the percep�on that drama
means theatre experience and audi�oning for a part
to perform before an audience. It is important to dis-
pel this image so that youth are recep�ve to par�cipa-
�on. From the outset, establish the fact that no prior
ac�ng experience is necessary. In Roleplaying for Real
Life : Rehearsal For A Be�er World, the focus is not
on performance, but rather on group process.
Because the youth are entering the drama�za�ons in
character roles, they are more free to explore issues
than if ac�ng as themselves. In the process of
roleplaying real life scenarios, youth develop the abil-
ity to make construc�ve real life choices. In processing
their improvisa�ons through group discussion, youth
iden�fy resolu�ons to the conflicts and issues drama-
�zed in the scenarios., in effect “rehearsing for a
be�er world”.
In Roleplaying for Real Life : Rehearsal For A Be�er
World, youth engage in three levels of improvisa�on,
in which they first create a spontaneous group image,
then move to crea�ng a scene from that image, and
finally improvise this scene before the larger group.
AUDIENCE:
Middle-High School
Levels
Materials
Needed:
The term “roleplaying”
refers to improvisations that
explore characters’
responses to dramatic
situations. Roleplaying
develops imagination,
empathy,,decision-making
ability, values, clarification,
communication skills,
teamwork, and conflict
resolution skills.
Background:
Learner Objectives:
> Utilize brainstorming
techniques to identify social
issues
>Develop improvisational
skills leading to group
improvisation
>Demonstrate ability to
lead group discussion
following group scenarios
Developed by:
Ellen Williams,
Expressive Arts 4-H Agent,
Associate Professor,
Rutgers University,
New Brunswick, New Jersey
Time: Prep Time: 10 minutes
Lesson Time: 1 1/2 hours
Clean Up Time: 10 minutes
Chalkboard/Easel Paper
Chalk/Markers
Props and costumes
optional
Ellen Williams
59 Lipman Drive
New Brunswick, NJ
Contact Information
(848)932-9214
References:
North American Drama
Therapy Association
www. nadta.org
Reaching Out For Teen
Awareness: A Model For
Education Through
Interactive Theatre.
Theresa Ferrari and P.
Vertefeuille. Orono:
University of Maine
Extension, 1995
Sociodrama: Who’s In
Your Shoes? Antonina
Garcia and Pat Sternberg.
Westport, Ct: Praeger,
2000
Theatre Arts: Imagination
in Action. Authors:
Kathleen Jamison, Virginia
Tech University and Ellen
Williams, Rutgers
University, National 4-H
Council Curriculum, 2013
Roleplaying for
Real Life;
Rehearsal for a
Better World
In a circle, begin by conducting a drama warm up/ brainstorming session.
Ask each youth to complete the sentence “The biggest concern of my age
group is…” Record the responses on a chalkboard or easel. Ask the group to see if
there are any commonalities among them. Following group discussion, have the group
select their top 3 issues. (for example, unemployment, substance abuse, bullying, etc,).
Highlight these on the chalkboard/easel.
Now have the group form smaller groups of four. Following is a sample activity
leadership text for your reference:
“As a group, you have identified the social issues of greatest concern to you. Now, in
your groups, you will dramatize those issues. When I call out the issue, as a group,
freeze in a position which represents that issue. This group image is called a tableaux.
Think of yourselves as characters in a photograph “ ( As you call out issues, each group
assumes the tableaux positions).
Now as I call out these same issues, assume your tableaux positions, but now each of
you will think of who your character might be based on your physical position and facial
expression. Turn to your fellow group members and introduce yourselves in character.
Together create a scene in which your characters reflect the issue being dramatized.
For instance, a youth in a crouched position might become a victim of bullying, another
with arms folded a disinterested bystander, etc.” (Repeat this activity until all 3 issues
have been dramatized within the groups). “ Now that you have explored all 3 issues,
your group will select the one that resonated the strongest with you. Develop that scene
further. Leave the resolution of the issue open ended “.
Each group presents their scene before the group. “Invite the audience to join you in
coming up with possible resolutions. In your group play out those endings that are
suggested. Invite those who made those suggestions to assume roles in your scene”.
Following each scene, volunteers from each group lead a group discussion on how the
resolutions could be implemented “ in real life” to address these social issues. Ask each
group if they are interested in developing their scenario more fully and presenting it to
outside groups. If so, they could consider Roleplaying for Real Life : Rehearsal For A
Better World as community service, peer education, or other educational
outreach. initiative.
z
Experiential Learning Questions:
1. Share: How did your group determine what issue to dramatize?
2. Reflect: How did your character’s responses relate or not relate to
your own personality?
3. Generalize: What did you learn about yourself and your fellow group
members in the Improvisation process?
4. Apply: How can you apply to your own life situations the skills you
utilized in Roleplaying for Real Life; Rehearsal for a Better World?
References:
Learning Activities/Procedures:
| textdata/thevault/Kid Friendly/1. Parent & GM Advice & Helpful Hints/Therapy with RPGs/Roleplaying-for-Real-Life-Flyer.pdf |
“Captain, we’ve lost power to the impulse
engines and our weapons are down to 50%!”
Using the core starship rules, when a
vessel takes damage it either loses SS or
CPU. However, a common trope of
starship combat involves damage to
various systems. When damage occurs to
a ship, roll on the following table.
*Equal chance of FTL or SUB-L engines
Each system can take the same amount of
damage as the ship has total SS.
Whenever the ship takes SS damage,
half of that damage is also applied to a
system.
Whenever the ship takes a critical hit,
all damage is also applied to a system.
If a character uses an exploit to target a
particular system, he chooses the system
rather than rolling for it.
Effects of Damage
Systems damage works in a similar way
to casualties - the vessel takes penalties to
related checks at various stages.
System damage can be repaired in
exactly the same way as SS damage - a
Difficult [16] LOG check repairs 2 points
of damage. The time needed to do this is
shown in the table above. You may need
to use engineering or computers to help
with that check.
Casualties can be restored as normal - a
Challenging [13] LOG check to restore one
crew member to duty. Remember that the
sick bay’s capacity as noted on the stat
1d6
System
1
Engines*
2
Weapons
3
Shields
4
Sensors
5
Comms
6
Environmental
DAMAGE
REPORT!
Casualties Recap
Remember that when a ship takes 5 or
more damage (after SOAK) it takes 1d6
casualties, and each PC has a 1-in-6 chance
of taking 2d6 damage.
A ship below its minimum crew
complement suffers -1d6 to all actions; a
ship below half its minimum crew
complement suffers -2d6. A ship below
one-tenth of its minimum crew
complement cannot function.
block limits the number of crew members
who can be restored to duty each day.
A system reduced to 0 SS is completely
destroyed, and cannot be repaired.
Engines and shields
are reduced by the
amount shown in the
Performance column
(above). For
example, if the FTL
engines are at 60%
the ship suffers -2 to
its FTL speed; if the
shields are at 80%,
they suffer -1 SOAK.
Damage
Control
Panel
Use the Damage
Control Panel to
record damage.
In the primary
system values area,
enter the SS values at
100%, 50%, and 10%.
In the coloured
columns marked
100%, 50%, and 10%,
check the box when
the system reaches
that level of damage.
Damage
Penalty
Repair
Performance
76-99%
-
1 turn
-1
51-75%
-1d6
1 hour
-2
11-50%
-2d6
1 day
-3
10% or below
-
1 week
-5
DAMAGE CONTROL PANEL
Ship Name ______________
System
Damage
76-99%
51-75% 11-50% 0-10%
Superstructure
Engines (FTL)
Engines (SUB-L)
Weapons
Shields
Sensors
Comms
Environmental
Casualties
CPU
100%
75%
50%
10%
Primary Systems (= SS)
Casualties (= crew)
CPU (= CPU)
Crash Landing
Sometimes a ship crash-lands and suffers
massive amounts of damage. This short
section describes how to resolve a crash-
landing.
When a crash landing occurs, the pilot
can make an AGI (piloting) check to
mitigate the damage. If nobody is
piloting the ship, then the check is
assumed to be a roll of zero. It is very
unlikely that a crash-landing will result
in no damage.
A crashed ship takes 1d6 damage
multiplied by its class. For example, the
Murphy, a Class V ship takes 5d6 damage
if it crash-lands. This damage is applied
to SS, and every system takes half
damage as normal. Roll for each system
separately.
If the superstructure is reduced to
zero, the ship will explode as per the
normal rules for ship explosions. Form a
countdown pool as normal - the PCs will
need to evacuate quickly!
The damage can be mitigated by good
piloting. The AGI (piloting) check
indicates how much damage is mitigated
- divide the check by 2. If Sasha is
piloting the Murphy and rolls 20 on her
check, she mitigates the 5d6 damage it
takes by 10 points. This can reduce the
damage to zero in some cases.
Example of Play
The Murphy has crash-landed on an icy
world. It’s a Class V ship, so it will be
taking 5d6 damage. Sasha rolls 20 on her
AGI (piloting) check, and so mitigates the
damage by 10 points.
The SS takes 19 points of damage,
reduced to 9 by Sasha’s piloting. It
normally has 20 SS, so it has been
reduced to 11.
Each system takes 5d6 damage, halved;
for simplicity you can roll once and apply
the same damage to all systems, or you
can roll for each individually.
FTL Engines take 18 damage, less
Sasha’s 10, leaving 8, which is halved
to 4.
Sub-L Engines take 12 damage, less
Sasha’s 10, leaving 2, which is halved
to 1.
Weapons take 22 damage, less Sasha’s
10, leaving 12, which is halved to 6.
Shields take 19 damage, less Sasha’s
10, leaving 9, which is halved to 4.
Sensors take 18 damage, less Sasha’s
10, leaving 8, which is halved to 4.
Comms takes 24 damage, less Sasha’s
10, leaving 14, which is halved to 7.
Environmental takes 18 damage, less
Sasha’s 10, leaving 8, which is halved
to 4.
Casualties take 25 damage, less
Sasha’s 10, leaving 15, which is halved
to 7.
The Murphy, therefore is left with (out of
20 for each category, and, coincidentally,
20 crew):
SS: 11
FTL: 16
SUB-L: 19
Weapons: 14
Shields: 16
Sensors: 16
Comms: 13
Environmental: 16
Crew: 13
Each system can take 20 damage total
(the same as the ship’s SS) so the damage
report might read something like this:
SS down to 55%.
FTL down to 80%.
SUB-L down to 95%.
Weapons down to 70%.
Shields down to 80%.
Sensors down to 80%.
Comms down to 65%.
Environmental/life-support down to
80%.
35% casualties.
The players don’t
need to track the
percentages that
accurately; their
Damage Control Sheet
will indicate how
much damage is equal
to the breaks at 10%,
50%, and 75% for die
penalty purposes. The
figures are available
should you wish to
emulate the language
used in your favorite
sci-fi TV show,
however.
The PCs would
undoubtedly need to
start repairs
immediately. Luckily,
nothing has been
damaged too
seriously, and the ship
will be up and
running in short order
- at those levels of damage it takes an
hour to repair 2 points of damage, and
the ship has taken 46 damage across all
systems. That’s just 23 hours of repairs,
assuming the repair dice rolls go well.
The sick bay has a capacity of 5, so it will
take 3 days to restore the 13 crew
members to active duty, assuming all
LOG checks go well.
Note that a failed LOG check on a crew
member means that crew member is
deceased.
| textdata/thevault/WOIN/EONS Magazine/Eons 43 - NEW, Rules (Ships) - Damage Report.pdf |
No Good Deed...
In this scenario, the Delta Green Agents find themselves torn between their duty to the group and their
humanity.
Overview
This scenario is meant to take place during "Classic-Era" Delta Green. With some adjustments to the
antagonist it can be changed to current day. Delta Green has recently scored a significant victory over
the Karotechia. If you like, this prior operation can involve the players. Regardless, the organization
has eliminated a Bischofe and retrieved an occult text known as Die Offene Leere (The Open Void) This
text was significant to Dr. Gunter Frank and his experiments with reviving Die Lebenstentoten (The
living Dead) as it provided many useful therapies in keeping the returned Nazis mentally stable enough
to be useful to the cause after their transition back to life.
Dr. Frank wants the book back. In order to retrieve it, he sends Reinhard Galt to do what he does best.
Getting the Agents Involved
The Agents are given a call by their DG contact and told to get to a major metropolitan city that they
are already near( This city is where the last successful DG opp against the Karotechia took place). They
are to pass themselves off as FBI Agents and meet with Sandra Blum, the Agent in charge of the
investigation and a Delta Green asset besides.
41, Blum is a dark haired sarcastic woman who is all business. Almost immediately after meeting the
agents, she puts in a video taken a few hours ago.
The Video
The video is taken from a security camera located at a busy intersection. A school bus can be seen
pulling up to a light and stopping as it turns red. Things proceed normally for about ten seconds before
a van swerves from across the street and pulls up alongside the bus. Four masked men (armed with
assault rifles and body armor) emerge from the vehicle. Two of them force their way onto the bus,
while the other two take up positions on the sides of the bus and begin firing warning shots. The
streets quickly clear.
A fifth man emerges from the van. Though he too wields a rifle, he wears no apparent armor and his
face is visible( He is easily recognizable as Galt should any of the investigators have met him before).
Notably, he turns towards the camera and smiles. Then he shoots one of the men in the leg. The man
goes down, visibly distressed, while his shooter and his partner both move onto the bus. A few seconds
later it speeds away, out of sight.
Blum reveals that the students were from the local Jefferson Elementary School, a heavily minority
school. Police found the bus within the hour, but the students and assailants were missing. Two
teachers and the bus driver were found shot to death.
The one captured assailant is under observation at a nearby hospital, and the agents are due to meet
with him.
Interviewing the Shooter
Todd Phelps is well known to police. 37,he's a small time drug dealer who's been in and out of jail most
of his life. He has ties with The Aryan Alliance, a local white supremacist movement of twenty or so
members.
Phelps is being kept under guard, but a badge gets the investigators in. He's cocky and slurs freely,
insulting investigators for either their race or gender, or accusing them of being race traitors. He
refuses to say anything useful, and if pressed will say he's only willing to speak to those who "are a bit
green."
If the investigators confirm they're with the group, Phelps open up. He gives them a phone number
and tells them to call it.
Phelps can offer little useful information. A simpleton with delusions of grandeur, Galt picked him to
leave his message for Delta Green, and he has no knowledge of the group beyond the name. If asked
about Galt, his tone turns reverent, the only subject he seems respectful towards. The man is an
inspiration, he claims, and a true Übermensch within their movement. He insists that he will die for
him.
The Number
Calling the number gets an immediate response. Galt answers on the first ring, and confirms the
agents are truly Delta Green by making references that the Agents should understand. If not convinced
he hangs up, likely ending the scenario on an unfortunate note.
Assuming the investigators convince him, Galt will explain the situation. The children are currently
alive. Pressed to confirm this, he allows the agents to speak to a crying child for a few seconds, before
returning to the phone to issue his ultimatum.
The Agents are to recover Die Offene Leere and trade it for the children's safe return. Galt will allow
them ten minutes to decide. If they don't call back within that time frame he will murder a child, and
continue to do so every five minutes thereafter.
Any attempts to trace the call fail. Galt has brought backup, among them a Bischofe who has magically
concealed their location.
The Ultimatum
The Agents may wish to contact their superiors, who curtly tell them no negotiation is possible. They
are to attempt to draw Galt out. Should that fail, the children are a necessary sacrifice to keep
forbidden knowledge out of the hands of their enemies. A critical on a persuade roll convinces the
superiors to divulge the book's location and its use as a trap. Otherwise however, they won't budge.
A few other ways to find the book include:
1. Asking Blum. If the Agents were not directly involved in the prior op, Blum was. Research or a
successful spot roll in her office determines she has two kids near the kidnapped children's age. This
grants a +20 on a roll to persuade her.
2. The players themselves, if they were involved in the prior operation.
The Book
Die Offene Leere is in a local Green Box, the location of which is a locker in a barely used gym. The
book is scheduled for pick up and transfer to Dr. Wu's collection within the next few days, though
sadistic keepers may wish to speed this up and have the courier agent encounter the investigators as
they leave.
Presuming they attain the book, the investigators can set up the meeting.
The Meeting
Calling Galt back and offering him the book sets up a meeting. Galt tells the investigators to meet him
at a local Chinese restaurant within an hour. The investigators can arrange a raid with the police, but
this is unlikely to go well and will expose a great deal of people to prenatural phenomena. Few DG
assets are available to assist within the timeframe, though Blum can if previously persuaded assist.
What occurs If the pc's decide to attempt to fight Galt is beyond the scope of this scenario.
The restaurant is empty, save for Galt and his group, three Aryan Alliance members and a Bischofe.
Galt is busy eating some meat dish as the investigators arrive, and will offer them a plate. The food is
delicious, though if any investigator partakes they will suffer 1/1d4 san loss once they learn that the
dish was made from the restaurant's staff.
Once Galt leafs through the book and confirms its veracity, he will give up the children's location. They
are being held in an abandoned subway car deep underground, and will be dead within the hour unless
the investigators hurry. He'll happily answer any questions the investigators have, but keep in mind
this means less time to rescue the children.
The Rescue
The Keeper should make two hidden Drive and two Navigate rolls for the investigators to get to the
children in time. Passing all the rolls enables the safe extraction of the children. Failing one means the
group will stumble upon a group of ghouls (4-6) as they are leaving. These creatures are a heretical
branch of the faith that consume living flesh. They will have to fight off the creatures while likely being
distracted by screaming children.
Failing two of the rolls means the investigators will arrive as half of the 24 children have already been
killed. Failing three means the entire group has been killed, their dying screams heard as the
investigators rush towards them.
As an alternative conclusion, the children could already have been murdered by Galt, who then doused
them with the Sapphire compound. The "rescue" will then turn into a battle with the zombified
children. These pitiful creatures should not be much of a threat physically, but should do great
amounts of SAN damage (1d6/1d12).
San Rewards & Penalties:
Saving the children: +1d6
Failing to save them: -1d8/1d12
Every three children who die: 0/1
Based off the decisions made within the scenario, the PC's may find themselves facing repercussions
from DG. If they are involved in an op against the Karotechia again, the occult knowledge the
investigators traded should directly inconvenience them.
| textdata/thevault/Delta Green [multi]/adventures/Fairfield Project Shotgun Scenarios/Delta Green - Adv - No Good Deed....pdf |
Blackjack's Weapons #7 - Railed
Branson Hagerty (Blackjack's Shadowrun Page http://shadowrun.html.com/users/blackjack/) Posted August 11, 1997
LongTom Rail Gun
Type: Special
Concealability: NA
Ammo: 1 (rear)
Batteries: 5 (top barrel)
Mode: SS
Damage: 15D
Weight: 28
Cost: 1.2 Million
Ammo Cost: 50 per 1
Battery Cost: 1000 per 1
Max Range: 2.5 Kilometers (2500 Meters)
Perhaps the longest ranged slug weapon in existence, the LongTom rifle can fire a ten centimeter slug
nearly two and a half kilometers with unparalleled speed and accuracy. Utilizing redundant rings of EM
generators/capacitors and BattBurn 1.5 million volt high discharge disposable batteries, the LongTom
provides power and distance normally associated with rail gun artillery.
NOTES: The LongTom is 2.25 meters long (yup, it’s big) and can be broken down into two parts, each
weighing 14kg and each possessing its own padded carrying case. The LongTom is very fragile; simply
carrying it extended distances without the case may damage the barrel alignment. It is also extremely
vulnerable to water, excessive heat, and competing electromagnetic fields. Slug rounds load into a
chamber at the rear of the weapon and 5 batteries line the front of the barrel. Each shot burns out a
battery which can be replaced at any time, as long as the weapon is not charging or holding a charge (see
below). BattBurn batteries cannot be recharged.
Before firing, the weapon must be ‘charged’, a process that takes a full 30 seconds. After charging, the
weapon must be fired within the next 2 minutes or the charge (and the battery) is lost and the process
must be started over. In other words, there is a two minute ‘window’ during which the weapon must be
fired or you’ve wasted a battery.
The LongTom is incompatible with just about every type of weapon enhancement, including Smartgun
links, with the exception of extremely powerful MagScopes (I can’t see 2.5 kilometers, can you?) and
tripods.
>>>>>[Even though this thing is designed to be shoulder fired, I wouldn’t advise it. While it’s pretty well
balanced front to back, it’s still a damned heavy weapon to have sitting on your shoulder. Put it on a
tripod.]<<<<<
Tigger (22:39:12/07-02-58)
>>>>>[I agree. Use a tripod. Even if you’re a troll who can comfortably piggyback an Americar, odds
are you won’t be able to aim precisely enough if you’re firing at max distance. A one millimeter drift
magnifies tremendously over a km and a half. Also, it’s kinda scary having 1.5 million volts sitting right
next to your brain.]<<<<<
Volt (02:10:21/07-03-58)
>>>>>[7.5 million, if you count all the batteries.]<<<<<
Tigger (03:19:22/07-03-58)
Zenith Rail Gun
Type: Special
Concealability: 2
Ammo: 4 (clip)
Batteries: 4 (top)
Mode: SS
Damage: 10D
Weight: 10
Cost: 950,000
Ammo Cost: 50 per 1
Battery Cost: 1000 per 1
Max Range: 1 Kilometer (1000 Meters)
While the Zenith may resemble an overweight SMG, it is actually a compact single shot rail gun, firing a
high velocity depleted uranium slug farther and faster than any other weapon its size.
NOTES: Rules regarding vulnerability to water and BattBattery burn out and replacement are the same
as those applied to the LongTom. Unlike the LongTom, the Zenith does not require pre-charging. The
Zenith is incompatible with just about every type of weapon enhancement, including Smartgun links.
>>>>>[Now we’re talking. The range and power of a sniping rifle packed into a neat little carrying
case.]<<<<<
Tigger (19:55:18/07-03-58)
>>>>>[Why do the batteries burn out at the same rate as the ‘Tom? The Zenith is smaller and the range
is less. I don’t get it.]<<<<<
Pugg (20:41:29/07-03-58)
>>>>>[The LongTom takes time to charge its rather long barrel, sending the juice through a series of
transformers and capacitors so it can ‘spread the joy’ properly through its near mile of electromagnetic
and capacitor coils. When the LongTom is fired, the round has a decent amount of time to speed up in
the barrel. Since the round is so heavy, speeding it up slowly is simply more efficient than tossing it out of
the barrel with a single jolt. (Remember, ‘slowly’ in firearm terms is still very, very, very, very fast.)
The Zenith doesn’t have the luxury of a long barrel, so it has to push as hard as it can as soon as you hit
the trigger. While this makes for a smaller weapon, you pay a great price in terms of range, accuracy and
efficiency.]<<<<<
Tigger (22:02:52/07-03-58)
| textdata/thevault/Shadowrun [multi]/EXTRAS/Gear/Blackjack/WEAP7.pdf |
1
Rules for
M
MEET
TA
A--GGA
AM
MEE
OOR
RGGA
AN
NIISSA
AT
TIIOON
NSS
Developed by the Tusmit Triad of Québec
Farzin Zakikhani ([email protected])
JP Chapleau ([email protected])
Telquenariel ([email protected])
with heartfelt thanks to:
Daniel Mayrand, Mike Rosenberg, Rich Baldwin,
Steven Cartwright & Brent Carter, for doing most of the work and
Bradley Fenton & Christian Plante, who started it all in Tusmit.
Version 5, May 27, 2004
DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the
Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc. Gazetteer copyright 2001
by Wizards of the Coast, Inc. ALL RIGHTS RESERVED.
Version 5, May 27, 2004
2
Content
Content __________________________________________________________________________ 2
Regional Meta-Game Organisations___________________________________________________ 4
Organisation Eligibility and Restrictions_______________________________________________ 4
Eligibility ____________________________________________________________________ 4
How to join ___________________________________________________________________ 4
Citizenship ___________________________________________________________________ 5
Feats, Spells and Items Access ____________________________________________________ 5
Feats / Spells / Items Logsheet ____________________________________________________ 5
Class Guidebooks ______________________________________________________________ 6
Certificates ___________________________________________________________________ 7
Leaving a Meta-game Organisation ________________________________________________ 7
Military Organisations _____________________________________________________________ 8
Ranks________________________________________________________________________ 8
The Militia _________________________________________________________________ 9
Regular Units ________________________________________________________________ 10
The Guard_________________________________________________________________ 10
Elite Units ___________________________________________________________________ 11
The Farises ________________________________________________________________ 11
Water Watchers ____________________________________________________________ 13
Non-human units______________________________________________________________ 13
Arvdal (Fearless Shield)______________________________________________________ 14
Dekros (Strong Weapons) ____________________________________________________ 14
Gurtha’Cu (Death Bows) _____________________________________________________ 15
Akh’Faern (Army of the Art) __________________________________________________ 16
Religious Organisations___________________________________________________________ 17
Lay worshipper (All churches)_________________________________________________ 17
Template__________________________________________________________________ 17
The Faiths of Al’Akbar _________________________________________________________ 18
Church of the Exalted Faith of Al’Akbar _________________________________________ 18
Church of the True Faith of Al’Akbar ___________________________________________ 18
Other Faiths in Tusmit _________________________________________________________ 19
Church of Azor’alq__________________________________________________________ 19
Church of Boccob___________________________________________________________ 19
Church of Celestian _________________________________________________________ 19
Church of Corellon Larethian__________________________________________________ 19
Church of Daoud ___________________________________________________________ 19
Faith of Fharlanghn _________________________________________________________ 19
Church of Geshtai___________________________________________________________ 20
Church of Istus _____________________________________________________________ 20
Church of Mouqol __________________________________________________________ 20
Faith of Olidammara ________________________________________________________ 20
Church of Pelor ____________________________________________________________ 20
Church of Xan Yae__________________________________________________________ 21
Church of Zuoken___________________________________________________________ 21
Social Organisations _____________________________________________________________ 22
Supporter of Tusmit _________________________________________________________ 22
Local Hero of Tusmit ________________________________________________________ 22
Hero of Tusmit _____________________________________________________________ 23
Legendary Hero of Tusmit ____________________________________________________ 24
Monks of Zuoken (Al D’ai Shatain and Zefim) ____________________________________ 24
Brotherhood of Bashaarat_____________________________________________________ 24
Mouqollad Consortium – Tusmit District ________________________________________ 25
Version 5, May 27, 2004
3
Order of Pure Blood _________________________________________________________ 26
Sefmur’s College of the Arts __________________________________________________ 26
Sefmur’s College of the Arts, Library ___________________________________________ 27
Sefmur’s College of the Arts, Library ___________________________________________ 28
Sefmur’s College of the Arts, Library ___________________________________________ 29
Tears of the Marid: Thieves’ Guild of Sefmur_____________________________________ 29
Xan Yae’s Ghosts___________________________________________________________ 30
Tribal Organisations______________________________________________________________ 31
Dwarven Homesteaders ______________________________________________________ 31
Patrol of the Great Convention_________________________________________________ 31
Master Smiths______________________________________________________________ 32
Tusman Nomads____________________________________________________________ 32
Udgru Elves _______________________________________________________________ 33
Treewalkers _______________________________________________________________ 33
Elven Warmaster ___________________________________________________________ 34
Appendix 1: Contacts ______________________________________________________________ 35
Version 5, May 27, 2004
4
Regional Meta-Game Organisations
Organisation Eligibility and Restrictions
Eligibility
Only registered members of the RPGA (Role-Playing Games Association) Network may join a meta-game
organisation.
Once you are eligible to join a meta-game organisation, your character must abide by the requirements as
presented in the description of each organisation. Characters may belong to more than one organisation as
long as the following guidelines are followed.
•
Characters can only be part of one Military organisation at a time. Changing Military organisations is
usually done because of promotion or demotion. For instance, leaving the Militia for the Guard implies
a promotion to the standing army.
•
Characters cannot belong to more than one Religious organisation at a time, unless the organisations
belong to the same faith. Certain exceptions might apply – consult the Tusmit Triad for more
information.
•
Characters may belong to as many Social organisations as desired.
•
Certain combinations of organisations may incur in game penalties and dangers as the judge of the
event (another term for “Dungeon Master”) sees fit.
If you feel your character should be allowed to join a meta-game organisation despite not meeting its
requirements, you could petition the Tusmit Triad member in charge of meta-game organisations to grant
you a special dispensation. Those requests will be evaluated on a case-by-case basis.
How to join
1. Print out a copy of the Organisation you wish to join.
2. Enter all the relevant information in the Meta-Game Organisations / Organisations Méta-ludiques
table at this link: http://groups.yahoo.com/group/lg-tusmit/database
3. At your next game, make an entry on your Adventure Record (in the Play Notes section) to denote
joining the meta-game organisation, and pay whatever dues necessary when joining that group.
Your judge at that game will sign that you have paid them at his game.
4. If a meta-game organisation requires that you pay dues on a yearly basis, the cost of those have to
be paid in full:
a) at the game on which the character join the meta-game organisation for the current year, and
b) at the character’s first game of the year, for every subsequent year.
5. If you fail to deduct the Time Unit cost from your yearly total, you will be given a warning by the
judge at that game. A second infraction of this sort by a player with the same meta-game
organisation and character will result in the immediate voiding of the membership in that meta-
game organisation.
Version 5, May 27, 2004
5
Citizenship
A non-human character born in Tusmit or a human character born outside of Tusmit is considered to be a
Tusmit Resident if his home region is Tusmit. A character whose home region is not Tusmit is normally a
Foreigner. Humans born in Tusmit are considered a Citizen as of birth, every one else must be part of a
Tribal Organisation to be a Tusmit Citizen or earn their citizenship by spending a full year in the Military.
Other methods might be available – consult the Tusmit Triad for more information.
Feats, Spells and Items Access
The meta-game organisations give characters access to many Feats and Spells from the various Class
guidebooks, which are not normally allowed in game play. Similarly, the meta-game organisations will give
characters access to many items from the Dungeon Master's Guide and the Class Guidebooks that are
normally not available for purchase. Further situations will provide opportunities to gain Feats, Spells and
items from the Dungeon Master's Guide and/or the Class guidebooks, but joining a regional organisation is
still the best method.
A list of Feats, Spells and items that are made available through the membership of a particular meta-game
organisation will appear in this document, in the description of the meta-game organisation itself, and also
on the certificate that is being issued to the player joining that meta-game organisation.
Items granted through a meta-game organisation can be purchased for the price listed in the appropriate
source book at the conditions described in the description of the meta-game organisation.
Feats and Spells granted through a meta-game organisation can only be taken when the character reaches a
level that allows it to choose a new Feat or Spell. Those Feats and Spells are not available at character
creation (when you can only select Feats or Spells from the Player’s Handbook), so in essence you join
your meta-game organisation, even the tribal ones, at the very end of the character creation process.
During a game session, if you gain enough Experience Points to gain a level, you advance in level first, and
then you pay whatever Time Unit costs are required of your character – including those needed to join a
meta-game organisation. Which means you cannot level and take a Feat or a Spell from a meta-game
organisation you joined at the very same session. But when you advance in level, you can select a Feat or
assign skill points that would make you eligible to join a meta-game organisation, and then join it.
While leveling up, you can select a Feat from a Class guidebook if one of your meta-game organisations’
certificate grants access to that particular Feat. You must record it on your “Feats / Spells / Items Logsheet”
(more on this further down) and have the judge at your next game sign it. Similarly, at the end of any
adventure, you can choose to learn Spells from a Class guidebook that your meta-game organisations’
certificates allow or buy one or several items that your meta-game organisations’ certificates gives you
access to. You must record this on your “Feats / Spells / Items Logsheet” and have the judge at the event
sign it.
A judge may ask you to show him those entries in your Feats / Spells / Items Logsheet. He may also ask
you for the meta-game organisation certificate and the Class guidebook in which the Feat, Spell or items
can be found. It is within his rights to disallow you the use of those Feats, Spells or items if you cannot
produce the proper documentation.
Feats / Spells / Items Logsheet
You will need to record any Spells, Feats, or item gained through membership to a meta-game organisation
on a special logsheet called the Feats / Spells / Items Logsheet.
Version 5, May 27, 2004
6
Here is an example of a blank Logsheet.
On it, you will need to fill out the top section with your name, your character’s name, your RPGA number
and the date at which you are starting this Logsheet. In the top right corner, there is a space to number your
Logsheets (if more than one is needed) in sequential order.
In the main section, you will indicate:
•
The Feat, Spell, or item that you acquired
•
The meta-game organisation that enabled you to do so
•
The Adventure Record number for the game during which the Judge signed for it
•
The Judge signature and his RPGA number.
A Copy of this Logsheet (in Acrobat .PDF format) will be kept in the same location as this present
document.
Class Guidebooks
In the descriptions of the different meta-game organisations that follow, the name of the Class guidebook
where any new Feat or Spell appears is abbreviated between brackets after the Feat or Spell name. The
abbreviations used are:
DotF
Defenders of the Faith
MotW Masters of the Wild
S&F
Sword and Fist
S&S
Song and Silence
T&B
Tome and Blood
Version 5, May 27, 2004
7
Certificates
To demonstrate membership in a meta-game organisation you must possess an Adventure Record showing
your character joined or renewed membership in a meta-game organisation for the current year (including
paying the dues for that membership). In addition, you must be registered in the database at
http://groups.yahoo.com/group/lg-tusmit/database. To use your membership, you must bring a copy of all
relevant pages of this document and your Adventure Records.
Leaving a Meta-game Organisation
If the player does not renew membership in a meta-game organisation at the beginning of the current year,
then the membership is considered lapsed. That character will not be able to use any of the benefits of this
organisation until the membership is made current. The only exception is for Arcane Spells and Feats
learned while a member. The character may re-apply for membership but must meet all initial requirements
and expenses once again. Characters who are no longer members may not take new Feats or learn new
Spells (or, in the case of divine spellcasters, use Spells) whose access was gained through this organisation.
Version 5, May 27, 2004
8
Military Organisations
Each sheikhdom contributes to the nation's military force, but the composition of the regional militia
follows uniform standards: mostly medium cavalry, with a mixture of archers and light-to-medium infantry.
In addition to these standard units, each Sheikhdom has its own special non-human units, including Elven
archers and war mages; Halfling scouts and stone slingers; and Dwarf heavy infantry and missile
(crossbow) units.
Furthermore, each sheikh must provide the Pasha with a certain number of men that will become part of the
permanent military force of the nation, the Guard. The best among them will eventually be promoted and
become part of Tusmit's elite medium cavalry force, the Farises.
Overall, the military of Tusmit is very similar to that of the Paynims, Tiger Nomads and Ekbir, but
Tusmit’s differs in two ways: (1) a greater percentage of infantry, and (2) their river patrols, or ‘Water
Watchers’. The recent threat of their eastern neighbours in Ket has caused the Tusmit military to change its
policies in the hopes of increased military volunteers.
Advancement between military divisions can happen in several ways: promotion, service, bribery or extra
training. Meta-gaming activities and rewards issued in game play, such as Influence Points, may offer the
opportunity of promotion from one military division to a higher one. The alternative method is through
years of military service as described under the requirement descriptions for each division.
Ranks
It is possible for a character to advance in ranks inside a military organisation. The following table lists the
ranks available and the “seniority” needed to reach them:
Militia
No ranks available in the Militia
Guard
Seniority
Male Title
Female Title
Modern Equivalent
Upon joining
Jundi
Jundiya
Private
After 26 Time Units
Raqeeb
Raqeeba
Sergeant
After 52 Time Units (1 year)
Mulazim
Mulazima
Lieutenant
After 78 Time Units
Naqeeb
Naqeeba
Captain
After 104 Time Units (2 years)
'Aqeed
'Aqeeda
Colonel
After 156 Time Units (3 years)
Fareeq
Fareeqa
General
Version 5, May 27, 2004
9
Farises
Seniority
Male Title
Female Title
Modern Equivalent
Upon joining
Jundi Awwal
Jundiya Oula
Private
After 26 Time Units
Raqeeb Awwal
Raqeeba Oula
Sergeant
After 52 Time Units (1 year)
Mulazim Awwal
Mulazima Oula
Lieutenant
After 78 Time Units
Ra'id
Ra'ida
Captain
After 104 Time Units (2 years)
'Ameed
'Ameeda
Colonel
After 156 Time Units (3 years)
Fareeq Awwal
Fareeqa Oula
General
Water Watchers
Seniority
Male Title
Female Title
Modern Equivalent
Upon joining
'Arif
'Arifa
Private
After 26 Time Units
Wakeel Raqeeb
Wakeela Raqeeba
Sergeant
After 52 Time Units (1 year)
Ra'is Ruqubaa
Ra'isa Ruqubaa
Lieutenant
After 78 Time Units
Muqaddam
Maqaddama
Captain
After 104 Time Units (2 years)
Liwa'
Liwa'a
Commodore
After 156 Time Units (3 years)
Musheer
Musheera
Admiral
The seniority is calculated based on the number of Time Units the character had left when he first joined
the meta-game organisation.
For example, a character named Jordi joined the Water Watchers in 592CY when he had 10 Time Units
left. He should be making Wakeel Raqeeb (Sergeant) the following year when he has 36 Time Units left,
Ra’is Ruqubaa when he has 10 Time Units left (1 year has passed), and so on…
The Militia
Members of the Militia are a motley crew consisting of Tusmit Citizens and non-Citizens alike. Most of the
non-Citizens are in the Militia because they wish to become official Tusmit Citizens and receive all of the
benefits that status entails. Militia barracks can be found throughout Tusmit.
Requirements:
Status...........Tusmit Resident
Race.............Any
Class............Any
Stats.............Any
Feats............Proficiency with at least 1 Simple Weapon
Time.............Minimum of 2 Time Units per year for active service plus 8 Time Units per Year, including
the first, for reserve time. (Pay immediately those 8 TU, but the next 8 TU that would have
been spent in Regional and Meta-Regional adventures this year does not cost you any TU)
Upon signing, characters may dedicate extra Time Units per year to active service, for every
one TU dedicated this way they receive 25gp/year salary (upkeep is not required for TU spent
this way)
Benefits:
•
Barracks: Can receive Adventurer’s Standard at 50% of cost when playing a scenario based in Tusmit.
•
Feats: Dirty Fighting [S&F]
•
Specific Weapon: Sleep arrow
Version 5, May 27, 2004
10
•
Mundane Items: Bolas, 2-ball [S&F]; Caber [MotW]; Gnome Battlepick [S&F]; Halfling Skiprocks
[S&F]; Orcish Shotput [S&F]; Whip dagger [S&F]
•
One Simple or Martial weapon and a Light armor from the Player’s Handbook (tables 7-5 and 7-6) of
the player’s choice. This equipment, bearing the arms of Tusmit, is given to the character when they
join the Militia. It belongs to the character, and they can do whatever they wish to with it, and it does
not have to be returned.
Regular Units
The Guard
The Guard is Tusmit's permanent military force. It is composed of soldiers from all around Tusmit. Each
sheikhdom is responsible for building and training its own military force. Some of these soldiers will
become part of The Guard. They train and work in their respective sheikhdom until the Pasha needs their
assistance. His Exalted Splendor of Tusmit always has total control over the Guard and can move troops as
he wishes. Members of the Guard are trained in a variety of weapons and armors. Different units make up
the Guard. Each sheikh is expected to build and train Guard units such as archers, infantry, scouts and light
cavalry. The sheikhdoms and the central government share the upkeep and training expenses of the troops.
Requirements:
Military........At least 1 year of service in the Militia, or promotion. (This requirement can be bypassed with
a 600gp bribe; there are penalties if you are caught bribing an official)
Status...........Tusmit Resident
Race.............Any
Class............Any
Stats.............Any
Skills ............Ride: 2 ranks
Feats............Proficiency with at least one martial weapon; Light Armor Proficiency and Medium Armor
Proficiency; Mounted Combat
Time.............5 Time Units per Year for active service, plus 8 Time Units per Year, including the first, for
reserve time. (Pay immediately those 8 TU, but the next 8 TU that would have been spent in
Regional and Meta-Regional adventures this year does not cost you any TU)
Upon signing, characters may dedicate extra Time Units per year to active service, for every
one TU dedicated this way they receive 50gp/year salary (upkeep is not required for TU spent
this way)
Benefits:
•
Barracks: Can receive free Adventurer’s Standard when playing a scenario based in the Tusmit.
•
Feats: Chink in the Armor [S&S]; Expert Tactician [S&S]
•
Potions: Shield of Faith +5
•
Rings: Protection +2
•
Wondrous Items: Cloak of Resistance (+3); Scabbard of Keen Edge; Silversheen
•
Access to Armor and Shield enhancement up to a +2 armor and a +2 shield
•
Access to Weapon Enhancement up to a +2 weapon
•
Access to Weapon Upgrade: Merciful
•
One Simple or Martial weapon, a Light or Medium armor (Both from the Player’s Handbook tables 7-
5 and 7-6) of the player’s choice and a Tusmit Light Warhorse. This equipment, bearing the arms of
Tusmit, is given to the character when they join the Guard. It belongs to the character, and they can do
whatever they wish to with it, and it does not have to be returned. If the Tusmit Light Warhorse is lost
a new one can be purchased for the same cost as a standard Light Warhorse.
Version 5, May 27, 2004
11
Tusmit Light Warhorse: CR 1; Large Animal (5 ft. tall); HD 3d8+9; hp 27; Init +1 (Dex); Spd 60
ft.; AC 14 (-1 size, +1 Dex, +4 natural / touch 10, flat-footed 13); Atks +5 melee (1d4+3, 2 hooves),
-1 melee (1d3+1, bite); Face/Reach 5 ft. x 10 ft./5 ft.; SQ Sent; AL N; SV Fort +6, Ref +4, Will +2;
Str 16, Dex 13, Con 17, Int 2, Wis 13, Cha 6.
Carrying capacity: Light 0-230 lbs, Medium 231-460 lbs, Heavy 461-690 lbs.
Skills and Feats: Listen +7, Spot +7; Weapon Focus (hooves)
This beautiful chestnut mare comes directly from the Sheikhdom of Eysami. She has a white stripe
running from her forehead down to her nose.
This horse knows the following tricks:
� War Training: This horse has been bred for strength. This horse can fight while carrying a rider,
but the rider must make a Ride check (DC 10) to be able to attack.
� Come: The animal comes to the character, even if the animal normally would not do so (such as
following the character onto a boat).
� Defend: The animal defends the character (or is ready to defend the character if no threat is
present).
� Stay: The animal stays in place, waiting for the character to return. It does not challenge other
creatures that come by, though it will defend itself if it needs to
This horse is supplied with no barding and a regular saddle.
•
Membership in this meta-game organisation is required in order to have access to and/or continue to
gain levels in the Watch Detective Adapted Prestige Class [MotW].
Elite Units
The Farises
Among the cavalry troops, the best men will become part of Tusmit's Farises. The Farises are mounted
warriors, experts in horseback combat. They are trained in the use of the shortbow and the lance among
other weapons. Farises are respected throughout Tusmit. These troops are loyal to the pasha and must
dedicate their lives to the protection of the nation. Because of the rigorous training of these men and the
countless sacrifices they must make, they are highly regarded by the population and enjoy a certain prestige
that other soldiers can only envy. Despite their prestigious stature among the folk of their homeland,
however, their more noble Ekbirian counterparts look upon the Farises of Tusmit with some contempt.
Requirements:
Military........2 years of service in other Tusmit military organisations or promotion. (For every 4 months
missing to qualify you can spend 1 Time Unit for testing qualifications and training in
military tactics. i.e. if you have no previous military experience this would cost you 6 Time
units.)
Status...........Tusmit Citizen
Race.............Any
Class............Any
Stats.............Base Attack Bonus: +5
Skills ............Ride: 5 ranks
Feats............Proficiency with short bow and lance; Light Armor Proficiency; Medium Armor Proficiency;
Heavy Armor Proficiency; Mounted Combat; Ride-By Attack
Version 5, May 27, 2004
12
Time............. 7 Times Units per Year for Active Service, plus 8 Time Units per Year, including the first,
for reserve time. (Pay immediately those 8 TU, but the next 8 TU that would have been spent
in Regional and Meta-Regional adventures this year does not cost you any TU)
Upon signing, characters may dedicate extra Time Units per year to active service, for every
one TU dedicated this way they receive 100gp/year salary (upkeep is not required for TU
spent this way)
Benefits:
•
A +4 Circumstance bonus to Diplomacy checks when dealing with all members of the Tusmit society.
•
Barracks: Can receive High lifestyle for free when playing a scenario based in Tusmit.
•
Feats: Chink in the Armor [S&S]; Expert Tactician [S&S]; Resistance to Energy [MotW]
•
Wondrous Items: Horseshoes of Speed; Horn of Goodness/Evilness; Horseshoes of the Zephyr;
Scabbard of Keen Edge
•
Access to Armor and Shield Enhancement to a +3 armor and +3 shield
•
Specific Armor: Equerry’s Armor [DotF, MotW]
•
Access to Weapon Enhancement to a +3 weapon
•
Access to Weapon Upgrade: Speed
•
Membership in this meta-game organisation must be maintained in order to have access to and/or
continue to gain levels in the Windrider Adapted Prestige Class [MotW]
•
Members of the Farises gain access to the following special bonded mounts (see the description of the
Paladin in the Player’s Handbook): Griffon; Celestial Tusmit Heavy Warhorse
•
A suit of Banded Mail armor, a Lance, a Composite Shortbow and a Tusmit Heavy Warhorse. This
equipment, bearing the arms of Tusmit, is given to the character when they join the Farises. It belongs
to the character, and they can do whatever they wish to with it, and it does not have to be returned. If
the Tusmit Heavy Warhorse is lost a new one can be purchased for the same cost as a standard Heavy
Warhorse.
Tusmit Heavy Warhorse: CR 2; Large Animal (5 ft. tall); HD 4d8+12; hp 44; Init +1 (Dex); Spd
50 ft.; AC 14 (-1 size, +1 Dex, +4 natural / touch 10, flat-footed 13); Atks +7 melee (1d6+4, 2
hooves), +1 melee (1d4+2, bite); Face/Reach 5 ft. x 10 ft./5 ft.; SQ Sent; AL N; SV Fort +7, Ref +5;
Will +2; Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6.
Skills and Feats: Listen +7, Spot +7; Weapon Focus (hooves)
From the Sheikhdom of Eysami, these Golden-Brown stallions have been bred and trained for
strength and speed, and will bring honour to the rider and the Nation of Tusmit.
This horse knows the following tricks:
� War Training: This horse has been bred for strength. This horse can fight while carrying a rider,
but the rider must make a Ride check (DC 10) to be able to attack.
� Advanced War Training: In addition to the normal War Training, this animal has been trained to
attack even un-natural creatures, such as Aberrations, Undead, Elementals, etc…
� Protect: The animal follows a specific other creature and protects him/her from danger. (Like
the “Defend” command, but for another character)
This horse is supplied with no barding and a regular saddle.
Penalties:
•
A -2 Circumstance penalty when dealing with members of the Ekbirian Farises.
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Water Watchers
The Water Watchers are an odd group of soldiery set apart from the other units of the military who frown
upon them for their love of the water. Even though the Water Watchers love water, they still view the horse
as a sacred animal and thereby maintain the respect of their fellow soldiers even if it doesn’t make them
friendly with each other. This order of the military consists of lightly armoured soldiers who patrol the
major rivers between the sheikdoms and rivers that act as borders between Tusmit and its neighbours. Their
primary duty is to act as scouts or mobile watch posts and warn the ground forces of any trouble.
Requirements:
Military........2 years of service in other Tusmit military organisations or promotion. (For every 4 months
missing to qualify you can spend 1 Time Unit for testing qualifications and training in
military tactics. i.e. if you have no previous military experience this would cost you 6 Time
units.)
Status...........Tusmit Citizen
Race.............Any
Class............Any
Stats.............Any
Skills ............Swim: 4 ranks
Feats............Simple Weapons Proficiency (Monk or Rogue weapon proficiency is sufficient to fulfil this
requirement); Proficiency with at least two martial weapons; Light Armor Proficiency
Time.............5 Times Units per Year for Active Service, plus 8 Time Units per Year, including the first, for
reserve time. (Pay immediately those 8 TU, but the next 8 TU that would have been spent in
Regional and Meta-Regional adventures this year does not cost you any TU)
Upon signing, characters may dedicate extra Time Units per year to active service, for every
one TU dedicated this way they receive 75gp/year salary (upkeep is not required for TU spent
this way)
Benefits:
•
Barracks: Can receive Adventurer’s Standard for free when playing a scenario based in Tusmit.
•
Feats: Expert Tactician [S&S]; Improved Swimming [MotW]
•
Rings: Swimming
•
Wondrous Items: Boat, Folding; Cloak of the Manta Ray; Elixir of Swimming; Gloves of Swimming &
Climbing
•
Access to Armor and Shield Enhancement to a +3 armor and a +3 shield
•
Access to Armor or Shield Upgrades: Aquatic [DotF, MotW]
•
Access to Weapon Enhancement to a +3 weapon
•
A Chain Shirt and a Ranseur. This equipment, bearing the arms of Tusmit, is given to the character
when they join the Water Watchers. It belongs to the character, and they can do whatever they wish to
with it, and it does not have to be returned.
Non-human units
Twenty-one percent of the population of Tusmit is non-human. To supplement the Guard and the Farises,
the Pasha of Tusmit can count on special non-human military units. Those units are not stationed in Sefmur
but are rather on stand-by in their respective sheikdoms, ready to answer the call of Tusmit's monarch.
Among those special units are Elven archers and war mages, Halfling scouts and stone slingers, and Dwarf
heavy infantry and missile (crossbow) units. Most of the Dwarves hail from the Yatils, but Dwarvenfolk
from as far as the Crystalmists are welcome as well. The country is also relying on a special Halfling
outrider unit to act as messengers between sheikdoms and the capital city. The role of these outriders is
crucial, especially in times of crisis.
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Arvdal (Fearless Shield)
Arvdal is what the Halflings have named their special scout/stone slingers units. Since Halflings are
relatively common throughout Tusmit, these units can be raised in every sheikhdom. Gnomes, though not
nearly as common, are also accepted as members, and are most commonly found in units in the sheikhdom
of Suvii and Nahim, though they appear in extremely modest numbers in most Arvdal units.
Requirements:
Military........At least 6 months of service in the Militia, or promotion. (This requirement can be bypassed
with a 300gp bribe; there are penalties if you are caught bribing an official)
Status...........Tusmit Resident
Race.............Halfling or Gnome
Class............Any
Stats.............Any
Feats............Simple Weapons Proficiency (Monk or Rogue weapon proficiency is sufficient to fulfil this
requirement); Light Armor Proficiency
Time.............3 Times Units per Year for Active Service, plus 8 Time Units per Year, including the first, for
reserve time. (Pay immediately those 8 TU, but the next 8 TU that would have been spent in
Regional and Meta-Regional adventures this year does not cost you any TU) Upon signing,
characters may dedicate extra Time Units per year to active service, for every one TU
dedicated this way they receive 40gp/year salary (upkeep is not required for TU spent this
way)
Benefits:
•
Barracks: Can receive Adventurer’s Standard at half price when playing a scenario based in Tusmit.
•
Feats: Chink in the Armor [S&S]; Dual Strike [S&F]; Shadow [MotW]
•
Rings: Chameleon Power
•
Wondrous Items: Bracers of Archery, Lesser; Elixir of hiding; Eyes of the Eagle; Gloves of Dexterity
+4; Slippers of Spider Climbing; Vest of Escape
•
Access to Armor Upgrade: Shadow
•
A suit of Studded Leather armor and a dagger. This equipment, bearing the arms of Tusmit, is given to
the character when they join the Arvdal. It belongs to the character, and they can do whatever they
wish to with it, and it does not have to be returned.
Dekros (Strong Weapons)
The Dekros are the special dwarf heavy infantry and missile (crossbow) units raised in Dihn, Suvii and
Keruz. Most of the dwarves hail from the Yatils, but dwarves from as far as the Crystalmists are welcome
as well.
Requirements:
Military........At least 6 months of service in the Militia, or promotion. (This requirement can be bypassed
with a 300gp bribe; there are penalties if you are caught bribing an official)
Status...........Tusmit Resident
Race.............Dwarf
Class............Any
Stats.............Any
Skills ............Any
Feats............Simple Weapons Proficiency (Monk or Rogue weapon proficiency is sufficient to fulfill this
requirement); Proficiency with at least two martial weapons; Light Armor Proficiency;
Medium Armor Proficiency; and Heavy Armor Proficiency
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Time.............3 Times Units per Year for Active Service, plus 8 Time Units per Year, including the first, for
reserve time. (Pay immediately those 8 TU, but the next 8 TU that would have been spent in
Regional and Meta-Regional adventures this year does not cost you any TU)
Upon signing, characters may dedicate extra Time Units per year to active service, for every
one TU dedicated this way they receive 40gp/year salary (upkeep is not required for TU spent
this way)
Benefits:
•
Barracks: Can receive Adventurer’s Standard at half price when playing a scenario based in Tusmit
•
Feats: Chink in the Armor [S&S]; Dirty Fighting [S&F]
•
Non-Magical Weapons: Grapple Firing Crossbow [S&S]; Grapple Bolts [S&S]; Tumbling Bolts
[S&F]; Winch Crossbow [MotW]; Winch Crossbow Bolts [MotW]
•
Wondrous Items: Amulet of Health (+4); Belt of Giant Strength (+4); Boots of Endurance [MotW]
•
Specific Armor: Dwarven Plate
•
Specific weapon: Screaming Bolt
•
A suit of Masterwork Banded Mail armor, and a Dwarven Waraxe. This equipment, bearing the arms
of Tusmit, is given to the character when they join the Dekros. It belongs to the character, and they can
do whatever they wish to with it, and it does not have to be returned.
Gurtha’Cu (Death Bows)
The Gurtha’Cu are the special Elven archer units of Dihn and Khalid. The Wood Elves that hail from the
Udgru Forest make up the majority of the ranks, and thanks to the Treaty of Ulamar, they meet the
requirements of Citizenship that the other Elves are missing. The Gurtha’Cu are feared for their deadly hit
and run tactics.
Requirements:
Military........At least 6 months of service in the Militia, or promotion. (This requirement can be bypassed
with a 300gp bribe; there are penalties if you are caught bribing an official)
Status...........Tusmit Resident
Race.............Elf or Half-Elf
Class............Any
Stats.............Any
Skills ............Any
Feats............Light Armor Proficiency
Time.............3 Times Units per Year for Active Service, plus 8 Time Units per Year, including the first, for
reserve time. (Pay immediately those 8 TU, but the next 8 TU that would have been spent in
Regional and Meta-Regional adventures this year does not cost you any TU)
Upon signing, characters may dedicate extra Time Units per year to active service, for every
one TU dedicated this way they receive 40gp/year salary (upkeep is not required for TU spent
this way)
Benefits:
•
Barracks: Can receive Adventurer’s Standard at half price when playing a scenario based in Tusmit
•
Feats: Shadow [MotW]
•
Wondrous Items: Boots of Elvenkind; Bracers of Archery. Lesser; Cloak of Elvenkind; Gloves of
Dexterity +4; Quiver of Ehlonna
•
Specific Armor: Darkwood Buckler; Elven Chain; Mithral Shirt
•
A Masterwork Chain Shirt, a Composite Longbow and either a Longsword or Rapier. This equipment,
bearing the arms of Tusmit, is given to the character when they join the Gurtha’Cu. It belongs to the
character, and they can do whatever they wish to with it, and it does not have to be returned.
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Akh’Faern (Army of the Art)
The Akh’Faern are the special Elven War Mage units of Dihn and Khalid. The Wood Elves that hail from
the Udgru Forest make up the majority of the ranks, and thanks to the Treaty of Ulamar, they meet the
requirements of Citizenship that the other Elves are missing. Enemies often curse the Akh’Faern for their
deadly mix of sword and sorcery.
Requirements:
Military........At least 6 months of service in the Militia, or promotion. (This requirement can be bypassed
with a 300gp bribe; there are penalties if you are caught bribing an official)
Status...........Tusmit Resident
Race.............Elf or Half-Elf
Class............Ability to cast Arcane spells
Stats.............Any
Skills ............Any
Feats............Any
Time.............3 Times Units per Year for Active Service, plus 8 Time Units per Year, including the first, for
reserve time. (Pay immediately those 8 TU, but the next 8 TU that would have been spent in
Regional and Meta-Regional adventures this year does not cost you any TU)
Upon signing, characters may dedicate extra Time Units per year to active service, for every
one TU dedicated this way they receive 40gp/year salary (upkeep is not required for TU spent
this way)
Benefits:
•
Barracks: Can receive Adventurer’s Standard at half price when playing a scenario Tusmit
•
Feats: Arcane Defense [T&B]; Energy Admixture [S&F]; Resistance to Energy [MotW]; Spell
Specialization [T&B]; Subdual Substitution [T&B]
•
Arcane Spells: Acid Orb [T&B]; Cold Orb [T&B]; Electric Orb [T&B]; Fire Orb [T&B]; Otiluke’s
Dispelling Screen [T&B]; Sonic Orb [T&B]
•
Rings: Mage Armor [S&F]
•
Rod: Empowerment, Lesser
•
Wondrous Items: Cloak of Charisma +4; Headband of Intellect +4; Pearl of Power (1st); Vest of
Resistance (+3) [T&B]
•
A Longsword or Rapier. This equipment, bearing the arms of Tusmit, is given to the character when
they join the Akh’Faern. It belongs to the character, and they can do whatever they wish to with it, and
it does not have to be returned.
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Religious Organisations
Lay worshipper (All churches)
Not all worshippers of a god are granted divine powers, nonetheless some of theses souls are still devout
followers of their god and help further the cause any way they can. This group of people tithes regularly
doing most of the menial everyday tasks at the church. For such help, the priests of their order favour
them.
Requirements:
Status...........Tusmit Resident
Race.............Any
Class............Any
Patron..........Same patron as one of the churches below
Skills ............Any
Time.............None
Tithing .........5%
Benefits:
•
A permanent influence with your church, this grants a 50% discount on all clerical spells cast on you
by your church (spell components are not discounted and must be paid separately)
•
Can receive Adventurer’s Standard at 50% of cost when playing an adventure based in Tusmit.
•
Additionally, you may discount as much of the remaining 50% cost of the divine spells cast on you by
performing extra services for your church. This translates to 200gp discount for every 1 TU spent
helping at the church (spell components can not be discounted and must be paid separately). These
mundane duties represent services that the Divine spell casters of the order are trading off to the
initiates.
Note: Benefits only start one adventure after the character starts Tithing and all benefits cease when the
character stops tithing,
Template
All churches in Tusmit have the same requirements from their members and offer the same benefits.
Requirements:
Status...........Tusmit Resident
Race.............Any
Class............Divine spellcasters
Patron..........Same patron as one of the churches below
Skills ............Any
Time/Cost ....Every year you must choose your method of payment from one listed below:
5 Time units
4 Time units and 200gp
3 Time units and 400gp
2 Time units and 600gp
1 Time units and 800gp
1000gp
This trade off represents the amount of casting you do for lay worshippers of your church,
who then perform your mundane duties.
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Benefits:
•
Can receive free Adventurer’s Standard when playing an adventure based in the Tusmit.
•
Feats: Sacred Spell [DotF]
•
Mundane Items: Altar case; Golden holy symbol; Healing Salve
•
Wands: Cure Light Wounds
•
Wondrous Items: Incense of Meditation; Strand of Prayer Beads (lesser and standard)
•
Wondrous Items: Eyes of Dark Aura [S&S]
•
Access to Armor and Shield enhancement up to a +2 or +3 or +4 armor and a +2 or +3 or +4 shield
The Faiths of Al’Akbar
Divided roughly into tracts by the followers of his day, the teachings of Al’Akbar cover a wide variety of
topics, everything from the traditional Four Feet of the Dragon: Honour, Piety, Generosity and Family,
(which Al‘Akbar himself attempted to exemplify on a daily basis) to a plethora of others including
cleanliness, love, poetry, art, war, court life and tolerance. He also stressed a need for free thinking and
straightforwardness in dealings with others. Paradoxically he also enjoyed a good haggling session and
would hold it over no one if they got the better of him in a deal, so long as it did not adversely affect his
family or community. He stressed the value of hard work and often claimed that the fruits that could be
born of one’s own hands, without the need for magic, were the most precious works of all and needed to be
treasured. He was a leader who in some ways was reluctant to let others worship him, as he felt that this
would be a betrayal of the Gods that he had served loyally for his entire life.
What finally made him change his mind and let his adoring public, for he was a secular as well as religious
figure, will probably never be known, but allow it he did and ascended to his own Godhood, leaving his
fabulous Cup and Talisman behind along with a message to continue with good works. He became a lesser
God, most would agree, due to his unwillingness to steal any other deity’s spotlight. It is ironic then that
some of his followers are more devoted than the most vocal priest of Pholtus.
Scholars of the True and Exalted Faiths have often disagreed over the number of tracts laid down by the
early followers of Al’Akbar, but all agree on the holiness of the texts. It is the foundation of their religions,
and their guiding light.
Church of the Exalted Faith of Al’Akbar
Brought to Tusmit by the Ekbirian missionaries during the Ekbirian occupation of Tusmit, those who
follow this faith support the existing political structure. Political and religious beliefs are intertwined and
support of the faith is tempered with the understanding that the Pasha, in the past, has had to accept the
True Faith under the title of Orem.
Those of the Exalted Faith in Tusmit, while fervent and devout, are tolerant of the emergence of the True
Faith in the North of Tusmit. In the south, supported by the Exalted background of those in power, they
have quietly and confidently managed to maintain a large following despite the ‘enthusiasm’ of those of the
True Faith.
Church of the True Faith of Al’Akbar
Turning from the Exalted Faith in reaction to the high taxes imposed for the creation of hospices and
schools devoted to the Exalted Faith, the nobles and farmers of the north found comfort in Al’Akbar’s True
Faith – a fanatical version also dedicated to Al’Akbar.
Those of the True Faith do not accept the existing political structure. The situation has been worsened by
the Pasha’s reluctance to visit with the Grand Mufti – the spiritual leader of the True Faith. Taken as a
statement of open defiance against the dominant faith in the north of Tusmit, the clergy and spiritual
leaders of the North have taken an aggressive campaign to spread the word of Al’Akbar as interpreted by
the Grand Mufti to counter the stability of the Exalted Faith in the South. The True Faith also represents
the emergence of an independent Tusmit.
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Other Faiths in Tusmit
Church of Azor’alq
Followers of the Banisher of Darkness played an important role in the history of Tusmit, having rid the land
of evil menace many centuries ago. Now though, his worship has dwindled across most of Tusmit, but
there is still a devoted core of worshippers centered on the large urban settlements of the Southern
Sheikdoms where proud warriors and priests practice his Four Principles.
A decreased number of worshippers haven’t dimmed the stories told of his accomplishments, and the
rumoured location of his fabled resting place in the Pinnacles of Azor’alq in the Dramidj Ocean though.
The Son of Light will forever be remembered as a hero from the Hegira.
Church of Boccob
The following of the Lord of Magic is strong in Tusmit, where magic and the divinatory arts have always
been a part of the land. The Church is especially close to the College of the Arts of Sefmur, and it is known
to help the College with its magical researches.
Church of Celestian
Despite a primarily Oeridian following, Celestian still has a large flock of followers amongst the Baklunish
of Tusmit who have a strong love of astrology. His followers within Tusmit see him as a sort of consort of
Istus who delivers her fates through the arrangement of the stars and heavenly bodies that are his to shape.
Worshippers in the South analyze the arrangements and objects in the sky and consult with the priests of
Istus, while the simpler, more superstitious folk of the North have there own set of beliefs regarding the
omens of the stars, as set down by their forefathers.
Church of Corellon Larethian
The followers of the Creator and Protector of the Elves have a long and glorious history in Tusmit, and
until recently, there has never been much trouble from the humans towards the noble first-born.
With the increased tensions between the two races recently, the Church of Corellon has focused even more
on the martial aspects of the teachings of Ruler of all Elves. This Dogma does not overshadow the
teachings of Magic and the Arts.
Church of Daoud
Followers of Daoud are often in opposition with followers of more traditional Baklunish faiths, but by
deference for this local Hero-God, most faiths turn a blind eye to what they consider to be a “minor
nuisance”. Clerics of Daoud are especially active amongst the lower classes, helping the poor and
downtrodden of Tusmit’s society.
Faith of Fharlanghn
Apart from a handful of settled clerics here and there, the followers of The Dwellers on the Horizon can
mostly be found on the open road, ministering to travelers and tending to the numerous shrines to
Fharlanghn present in the Tusmit countryside.
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Church of Geshtai
Geshtai has a good number of followers and priests, especially along the Tuflik Valley, the Blashikmund
and the other waterways throughout Tusmit. Her followers recognize the importance of water as the basic
element necessary for life.
Farmers in Tusmit always have some thoughts for the Daughter of the Oasis, as she is responsible for the
purity of water that is so precious for the farming life. Shrines dedicated to Geshtai can be found along
every waterway in Tusmit and those are highly respected by the population in general.
Along the Tuflik Valley, priests of Geshtai have taken upon themselves to protect the Tuflik by filtering out
any potential danger to the river. Members of the clergy will often be found near or at outposts bordering
other countries in order to detect priests and followers of evil deities who could pose a threat to the Tuflik
River and, as a consequence, to the Baklunish people. If such a threat is found, it is the duty of the priest to
deal with the potential threat. As such, minor priests of Geshtai are always present on the military barges
patrolling the rivers that mark the borders of the sheikdoms.
Church of Istus
The worship of Istus is well spread throughout the country even though her priests are few in numbers. The
people of Tusmit tend to believe that they will receive the protection of the Lady of Our Fate as long as
they keep true to the dictates of the True Faith. She is called upon at birth to grant the new being a fate that
will lead him or her on the path left by the Four Feet of the Dragon.
Up to recently, there was no organized clergy of Istus in Tusmit. Her priests most often wandered
throughout the country to witness the events that were shaping the history of Tusmit and to be better able in
predicting the future. There are many shrines to Istus all over the lands and often worshipers will visit them
and offer their services as diviners to anyone who needs to glimpse upon the path they were set on by the
Lady of Our Fate.
Church of Mouqol
Mouqol the Merchant has followers all along the Tuflik Valley, the major trade route in all the Baklunish
lands. Priests of Mouqol can be found everywhere where there is trading. They travel regularly from one
marketplace to another, from one caravan to another offering their services as appraisers of common and
exotic goods and trade protectors. They sometimes run temple buildings or tents in the middle of
marketplaces in order to oversee trade and make sure that everything is done properly. These clerics use the
power of their deity to deter theft, fraud and magical deception.
In order to understand the priesthood of Mouqol, one must first understand that the Bazaar or marketplace
is holy ground to them.
Faith of Olidammara
Officially, there is no Church of Olidammara in Tusmit. Officially, the followers of the Laughing Rogue do
not meet regularly in Sefmur’s, Vilayad’s and Blashikdur‘s backrooms and dim-lit alleys to praise their
patron. Officially, there is no high priest of leader of this non-existent Church in Sefmur, and there is no
truth to the rumours of a link between this non-existent Church and the Brotherhood of Bashaarat or the
Tears of the Marid organisations.
Church of Pelor
Followers of the Sun Father can be found in every civilized nation of the Flanaess, including Tusmit. Local
clerics of Pelor oversee most of the temples and shrines to Pelor within Tusmit, and tend to the needs of
visiting clerics.
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Church of Xan Yae
The Lady of Perfection has small hidden temples and shrines scattered across the lands. Her clerics are
agent of harmony and discipline and work to assure the stability of the universe. They are concerned with
political balance and seek out radical factions in order to bend them toward balance.
Some priests of Xan Yae travel the lands in order to seek out knowledge that would advance their physical
and mental abilities. This is mainly done for personal self-elevation and in order to share the knowledge
acquired with other followers of the Lady of Perfection.
It is said that he priesthood has begun to train followers in the ways of martial combat, as a response to the
monks of the Scarlet Sign. Despite the rumours, the priesthood denies all mention of the existence of these
‘warriors’.
Church of Zuoken
Zuoken is in the service of Xan Yae. His followers work closely with the priests of the Lady. They are
teachers of Da’Shon (a complicated form of martial arts practiced by few) and learners of Edel (the path to
perfect mastery of one's mental abilities). As such, followers of Zuoken are often wandering priests or
monks in search of physical and mental perfection.
In 505 CY, Zuoken stopped manifesting to his faithful; investigation has revealed that his essence is held
somewhere in the central Flanaess. His followers continue to seek the exact place of his imprisonment so
that he may be freed. Some even suggest that the Mad Arch-Mage Zagyg imprisoned Zuoken below Castle
Greyhawk.
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Social Organisations
Supporter of Tusmit
By joining this group, you are doing your part in bolstering the defences of this fine nation. You have
actively helped members of the community and you are being recognized for such an act. You are given a
brooch that identifies you as a Supporter and your name is spread across the land. Due to rising tensions
between Tusmit and Ket, Ketites do not respond as favourably toward you.
Requirements:
Special.........Applicants must have played at least one Tusmit regional adventure
Status...........Any
Race.............Any
Class............Any
Patron..........Any
Skills ............Any
Time/Cost ....One time 600gp donation
Other............Spend 1 Influence Point or Favor gained in Tusmit
Benefits:
•
Circumstance modifiers:
� -2 penalty on Diplomacy checks with citizens of Ket
� -2 penalty on Bluff checks with citizens of Ket
� -2 penalty on Gather Information checks with citizens of Ket
� -2 penalty on Perform checks in Ket
� -2 penalty on Disguise checks in Tusmit
� +2 bonus on Diplomacy, Bluff and Gather Information checks in Tusmit
•
50% discount on Adventurer’s Standard upkeep for adventures set in Tusmit
•
Shield upgrade: Animated
•
Access to Armor and Shield enhancement up to a +2 armor and a +2 shield
•
Wondrous Items: Boots of Striding and Springing; Vest of Resistance +2
•
Items Upgrades: Upgrade Amulet of Natural Armor to +2; Upgrade Ring of Protection to +2
Local Hero of Tusmit
Now a seasoned Supporter and adventurer in Tusmit, recognized by many in the region, you continue to
help those in needs and do what you can to remove all the threats pose to our great land. Your name is
known across the land, your face is recognized by most Tusmites. You are doing more than your share to
bring lasting peace into our lands and you are being recognized for such acts.
Requirements:
Special.........Must be Supporter of Tusmit (paid the costs, they still retain all the benefits)
Status...........Minimum Character level 5
Race.............Any
Class............Any
Patron..........Any
Skills ............Any
Time/Cost ....One time 800gp donation (-100gp for every 2 months spent as Supporter of Tusmit)
Other............Spend 2 Influence Points or Favors gained in Tusmit
Annual .........Must play at least 3 rounds of Tusmit regionals every year
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Benefits:
•
Circumstance modifiers (they do not stack with the ones from Supporter of Tusmit):
� -3 penalty on Diplomacy checks with citizens of Ket
� -3 penalty on Bluff checks with citizens of Ket
� -3 penalty on Gather Information checks with citizens of Ket
� -3 penalty on Perform checks in Ket
� -3 penalty on Disguise checks in Tusmit
� +3 bonus on Diplomacy, Bluff and Gather Information checks in Tusmit
•
Free Adventurer’s Standard upkeep for adventures set in Tusmit
•
Access to Weapon Enhancement up to a +2 weapon
•
Wondrous Items: Belt of Giant Strength +4
•
Items Upgrades: Upgrade Amulet of Health to +4; Upgrade Cloak of Charisma to +4; Upgrade Gloves
of Dexterity to +4; Upgrade Headband of Intellect to +4; Upgrade Periapt of Wisdom to +4; Upgrade
Vest of Resistance to +3
Hero of Tusmit
You never need to introduce yourself once you’re a member of this Faction. Even the most recluse of
Tusmites has heard of you and your deeds for this great land. Your name has even spread through the
neighbouring lands (for better or worse), the populace cheer for you and villains all want to see your
demise. Tusmit Nobles throw a party for you everywhere you go and there is nowhere in the land that you
are unwelcome.
Requirements:
Special.........Must be Local Hero of Tusmit (paid the costs, they still retain all the benefits)
Status...........Minimum Character level 9
Race.............Any
Class............Any
Patron..........Any
Skills ............Any
Time/Cost ....One time 1000gp donation (-100gp for every 2 months spent as Local Hero of Tusmit)
Other............Spend 3 influence points or Favors gained in Tusmit
Annual .........Must play at least 4 rounds of Tusmit regionals every year
Benefits:
•
Circumstance modifiers (they do not stack with the previous modifiers):
� -4 penalty on Diplomacy checks with citizens of Ket
� -4 penalty on Bluff checks with citizens of Ket
� -4 penalty on Gather Information checks with citizens of Ket
� -4 penalty on Perform checks in Ket
� -4 penalty on Disguise checks in Tusmit
� +4 bonus on Diplomacy, Bluff and Gather Information checks in Tusmit
•
Free Rich upkeep for adventures set in Tusmit
•
Access to Weapon Enhancement up to a +3 weapon
•
Access to Armor and Shield enhancement up to a +3 armor and a +3 shield
•
Items Upgrades: Upgrade Amulet of Natural Armor to +3; Upgrade Ring of Protection to +3; Upgrade
Vest of Resistance to +4
•
Wondrous Items: Winged Boots;
•
Option to Join the War Council of Tusmit if you are a Tusmit Citizen. This translates to a permanent
Influence Point with the War Council of Tusmit. (Contact Triad when you join the War Council of
Tusmit)
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24
Legendary Hero of Tusmit
As a Legendary Hero of Tusmit, you will be remembered for all time. Your deeds will be recorded in all of
Tusmit’s literature, your likeness sculpted by the greatest artists and deeds sung by the most eloquent bards
the Baklunish culture has to offer. Tusmites simply revere you!
Requirements:
Special.........Must be a Hero of Tusmit (paid the costs, they still retain all the benefits)
Other............Must complete a mini mission (contact Triad if interested)
Benefits:
•
Permanent influence point with all factions in Tusmit
•
Free Luxury upkeep for adventures set in Tusmit
•
Request anything from the Pasha
Monks of Zuoken (Al D’ai Shatain and Zefim)
Followers of Zuoken who have mastered the teachings of Da’Shon belong to an elite group called the Al
D’ai Shatain who represents the pinnacle of physical mastery and followers of Zuoken who have mastered
the teachings of Edel belong to an elite group called the Zefim who represent the pinnacle of mental
mastery. The Al D’ai Shatain and Zefim were formed when Zuoken returned from his ascension and built
his first four monasteries in the Ulsprue Mountains.
Requirements:
Status...........Any, but preferably Tusmit resident
Race.............Any, but preferably Baklunish Human
Class............Monk
Patron..........Xan Yae and Zuoken
Time.............4 Time units per year
Benefits:
•
A +1 Competence bonus when dealing with followers of Zuoken. This bonus applies to the following
Charisma-related Skills at the judge’s discretion: Bluff, Diplomacy, Gather Information, and
Intimidate.
•
Feats: Blindsight, 5-foot Radius [S&F]; Circle Kick [S&F]; Lightning Fists [S&F]; Mantis Leap
[S&F]
•
Wondrous Item: Amulet of Natural Armor +2; Belt of Giant’s Strength +4; Bracers of Armor +4;
Gloves of Arrow Snaring; Gloves of Dexterity +4; Monk's Belt; Periapt of Wisdom +4
•
Membership in this meta-game organisation is required in order to have access to and/or continue to
gain levels in the Red Avenger Adapted Prestige Class [S&F].
Brotherhood of Bashaarat
The Brotherhood of Bashaarat (or "The Brotherhood", for short) is the closest thing to a "legitimate"
Thieves' Guild in Tusmit. It operates mostly out of Vilayad, in the southern sheikhdom of Farhini. Legends
say Bashaarat was the name of the Master Thief who created the loosely knit network of thieves, cutpurses,
fences, stoolies and the occasional sell-sword that would become the Brotherhood. It is run by unknown
"Masters", who are rumoured to have ties with either the Court or the Military, and who use their influence
to make sure the local authorities turn a blind eye to the Brotherhood’s members’ activities.
The Brotherhood recruits mostly amongst Rogues (for obvious reasons) and Bards (who can use the vast
information resources of the Brotherhood). Also often wanted are Fighters, Sorcerers and Wizards, though
mostly as sell-swords and clients for fenced goods. The Brotherhood do not offer any “activities” of real
interest to Barbarians, Monks and Rangers, and it will stay resolutely away from “those touched in the head
Version 5, May 27, 2004
25
by the Gods” (Clerics, Druids and Paladins), as a Master was once alleged to have called them (Clerics of
Olidammara and Xan Yae are exceptions to this rule).
The yearly fees are high (200 gp), and should a member who skipped payment for any number of years
wish to renew his membership, he will be asked to pay the past due amounts with a penalty of 50% (300 gp
for any skipped year), plus of course the current year fee… also with a 50% penalty (300 gp). Most
Brotherhood members who leave do not ask to return.
Requirements:
Status...........Any
Race.............Any
Class............Any
Patron..........Any
Time/Cost .... 4 Time units per year (-1 TU per year for every 200gp, payable every year)
Benefits:
•
Information resources: During a Regional or Adaptable set in Sefmur, Vilayad or Blashikdur, a
member of the Brotherhood can have access to the information-gathering resources of the
Brotherhood, as long as he is unrestrained and outside captivity. This will add a +2 Competence bonus
to any Gather Information, Bardic Knowledge or Knowledge checks.
•
Fencing resources: After a Regional or Meta-Regional set in Tusmit, a member of the Brotherhood
can sell any items he owns for a price that will be between minus 10% or plus 20% of what he would
normally get. The DM rolls a D6, and checks the result:
1:
45% of listed price
2-4:
50% of listed price (normal)
5:
55% of listed price
6:
60% of listed price
Once this roll has been made, the item must be sold.
•
Feats: Charlatan [S&S]; Jack of all Trades [S&S]; Obscure Lore [S&S]; Trustworthy [S&S]
•
Bard Spells: Ambient Sound [S&S]; Easy Math [S&S]; Listening Coin [S&S]
•
Specialized Items: a member of the Brotherhood can use its connection to acquire 6 items from Table
3-1 and 3-2 of the "Song and Silence" classbook at the listed price.
•
Membership in this meta-game organisation is required in order to have access to and/or continue to
gain levels in the Spymaster Adapted Prestige Class [S&S].
Penalties:
•
The renewal of lapsed membership is 6 TU (-1 TU for every 200gp)
Mouqollad Consortium – Tusmit District
The Mouqollad Consortium is a group of wealthy and mostly Baklunish merchants organized into
territories and specialities. Although headquartered in Zeif, the Mouqollad Consortium has a strong
presence in Tusmit.
Many priests of Mouqol are also actively involved with the Mouqollad Consortium. The Worthy Elders, a
group of high-ranking clerics of Mouqol are known to be the leaders of the Consortium. These clerics must
make sure that trade is done within the rules and regulations of trading and will try to expose any black
markets and those who attend them.
Requirements:
Status...........Tusmit Resident
Race.............Any, preferably Baklunish Human
Class............Any
Patron..........Any, preferably Mouqol
Skills ............Bluff: 2 ranks; Diplomacy: 3 ranks
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26
Time.............4 Time units per year or 2TU and 400gp per year or 800gp per year (method of payment can
be changed every year)
Benefits:
•
A +2 Circumstance bonus to Gather Information checks in civilized regions
•
Haggle: Can receive Upkeep at half price in civilized regions (Diplomacy (DC 10) check). Failure
means the character has offended the host and must pay twice the cost of Upkeep.
•
Feats: Alluring [S&S]; Charlatan [S&S]; Disguise Spell [S&S]; Multicultural [S&S]; Trustworthy
[S&S]
•
Wondrous Items: Bag of Holding (bag 1); Circlet of Persuasion; Cloak of Charisma +4; Goggles of
Minute Seeing; Helm of Comprehend Languages and Read Magic; Stone of Alarm
•
Membership in this meta-game organisation is required in order to have access to and/or continue to
gain levels in the Mindbender Adapted Prestige Class [T&B].
Order of Pure Blood
It is unknown whether this is a society of mages or a loosely based group of wizards and priests working
towards the same goal. What is known is that the membership is exclusively Baklunish with several mages
with an affinity for elemental magic.
Requirements:
Status...........Tusmit Resident
Race.............Baklunish Human
Class............Wizard, Sorcerer and Cleric
Patron..........Any, preferably Baklunish deities
Skills ............Knowledge (Arcana): 2 ranks; Knowledge (The Planes): 3 ranks
Time/Cost .... 5 Time units per year (-1 TU per year for every 200gp, payable every year)
Benefits:
•
Library Access: After a Regional or Meta-Regional set in Tusmit, a member of the Order of the Pure
Blood may scribe a new spell into his/her spellbook for half the price presented in the Living
Greyhawk Campaign Sourcebook.
•
Feats: Energy Admixture (cold and fire) [T&B];
•
Cleric Spells: Divine Flame [DotF]; Knife Spray [DotF]; Sword Stream [DotF]
•
Wizard/Sorcerer Spells: Cold Orb [T&B]; Energy Buffer [T&B]; Energy Immunity (cold and fire
only) [T&B]; Fire Orb [T&B]; Ice Burst [T&B]; Ice Knife [T&B]
•
Membership in this meta-game organisation is required in order to have access to and/or continue to
gain levels in the Alienist Adapted Prestige Class [T&B]
•
+4 Circumstance bonus to Knowledge (planes) when trying to identify creatures.
Penalties:
•
A -1 Competence penalty when dealing with non-Baklunish humans
Sefmur’s College of the Arts
Sefmur’s College of the Arts is the premier centre of arcane knowledge and training within Tusmit,
although it is rumoured that the Order of Pure Blood is privy to many of the long lost secrets of the ancient
elemental Binders of the former Baklunish Empire that the mages of the College are not. Regardless, the
College of the Arts prospers nonetheless with hundreds of students flocking to its reputable halls, and even
the elderly Alhamazad the Wise, of the Circle of Eight fame, is purported to grace its halls from time to
time, even taking time to mentor some of the most promising Baklunish pupils. Students of the College are
privileged to have access to fully equipped laboratories, and extensive libraries, but the cost of admission is
relatively high.
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27
Students of the College gain ranks with semester (roughly 26 Time Units) as a member of the Meta-game
organisation:
Cabalist.................................... upon entering the College
Prestidigitator .......................... after 1 semester
Spellbinder............................... after 2 semesters
Thaumaturgist.......................... after 3 semesters
Magician.................................. after 4 semesters
Warlock ................................... after 5 semesters
Archmage ................................ after 6 semesters
A character joining the College of the Arts begins as a Cabalist, and advances to the next rank
(Prestidigitator) after he or she has been a member during 26 consecutive Time Units of game play. This
can include the 4 Time Units spent to join, or to renew membership in this meta-game organisation.
Requirements:
Status...........Any
Race.............Any
Class............Arcane spellcaster
Patron..........Any
Skills ............Knowledge (Arcana): 4 ranks; Spellcraft: 4 ranks
Time/Cost ....4 Time units per year (-1 TU per year for every 200gp, payable every year)
Benefits:
•
Feats: Arcane Preparation [T&B]; Cooperative Spell [T&B]; Extra Slot [T&B]; Extra Spell [T&B];
Subdual Substitution [T&B]; Sculpt Spell [T&B]; Twin spell[T&B]
•
Rod: Empower (lesser) ; Maximize (lesser); Substitution (lesser) [T&B]
•
Ring: Counterspells
•
Wondrous Items: Headband of Intellect +4; Pearl of Power (1st); Vest of Resistance +2 or +3 [T&B]
•
Membership in this meta-game organisation is required in order to have access to and/or continue to
gain levels in the Magus of the Guild of Ancient Words Adapted Prestige Class (adapted from the
Mage of the Arcane Order [T&B]).
Sefmur’s College of the Arts, Library
Basic Library Access
Requirements:
Status...........Member of Sefmur’s College of the Arts
Cost..............600gp/year
Benefits:
•
Library Access: After a Regional or Meta-Regional set in Tusmit, a member of this meta-game
organisation may scribe a new arcane spell into his/her spellbook for half the price presented in the
Living Greyhawk Campaign Sourcebook if the spell is from the Player’s Handbook or the list available
through College’s Library. Furthermore, the character receives a +2 Circumstance bonus to their
Spellcraft check when scribing the spell.
•
Characters that are members of the library have access to the following spells, which they may scribe
into their spellbooks, or learn upon gaining the appropriate level:
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1st Level Spells
-
Burning Hands
-
Cause Fear
-
Color Spray
-
Comprehend Languages
-
Enlarge Person
-
Expeditious Retreat
-
Identify
-
Feather Fall
-
Shield
-
Mage Armor
-
Magic Missile
-
Magic Weapon
-
Silent Image
-
Sleep
2nd Level Spells
-
Alter Self
-
Flaming Sphere
-
Fox’s Cunning
-
Glitterdust
-
Invisibility
-
Knock
-
Melf’s Acid Arrow
-
Resist Energy
-
Scorching Ray
-
See Invisibility
-
Spider Climb
-
Touch of Idiocy
-
Web
3rd Level Spells
-
Dispel Magic
-
Displacement
-
Fireball
-
Fly
-
Greater Magic Weapon
-
Haste
-
Invisibility Sphere
-
Lightning Bolt
-
Magic Circle vs. Evil
-
Protection from Energy
-
Slow
-
Stinking Cloud
-
Summon Monster III
Sefmur’s College of the Arts, Library
Access to the Sages’ Library
Requirements:
Status...........Member of Sefmur’s College of the Arts and Basic Library Access
Skill..............Ability to cast 3rd level arcane spells
Cost..............200gp/year
Benefits:
•
Characters that are members of the library have access to the following spells, which they may scribe
into their spellbooks, or learn upon gaining the appropriate level:
2nd Level Spells
-
Ice Knife [T&B]
-
Indifference [T&B]
Filter [T&B]
3rd Level Spells
-
Icy Burst [T&B]
4th Level Spells
-
Confusion
-
Dimension Door
-
Evard’s Black Tentacles
-
Fire Shield
-
Greater Invisibility
-
Ice Storm
-
Lesser Globe of
Invulnerability
-
Otiluke’s Resilient
Sphere
-
Scrying
-
Solid Fog
-
Summon Monster IV
5th Level Spells
-
Break Enchantment
-
Cloudkill
-
Cone of Cold
-
Dominate Person
-
Feeblemind
-
Passwall
-
Shadow Evocation
-
Summon Monster V
-
Telekenesis
-
Teleport
-
Wall of Force
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6th Level Spells
-
Acid Fog
-
Chain Lightning
-
Contingency
-
Disintegrate
-
Globe of Invulnerability
-
Mass Cat’s Grace
-
Mass Bear’s Endurance
-
Stone to Flesh
-
Summon Monster VI
-
True Seeing
Sefmur’s College of the Arts, Library
Access to the Library of High Arcana
Requirements:
Status...........Member of Sefmur’s College of the Arts and Access to Sage’s Library
Skill..............Ability to cast 5th level arcane spells
Cost..............200gp/year
Benefits:
•
Characters that are members of the library have access to the following spells, which they may scribe
into their spellbooks, or learn upon gaining the appropriate level:
4th Level Spells
-
Otiluke’s Dispelling Screen [T&B]
5th Level Spells
-
Energy Buffer [T&B]
-
Ghostform [T&B]
-
Mass Fly [T&B]
6th Level Spells
-
Imbue Familiar with Spell Ability [T&B]
7th Level Spells
-
Delayed Blast Fireball
-
Greater Scrying
-
Limited Wish
-
Mass Hold Person
-
Mass Invisibility
-
Mass Teleport [T&B]
-
Mordenkainen’s
Magnificant Mansion
-
Power Word Blind
-
Spell Immunity [T&B]
-
Spell Turning
8th Level Spells
-
Bigby’s Clenched Fist
-
Greater Shadow
Evocation
-
Horrid Wilting
-
Incendiary Cloud
-
Iron Body
-
Maze
-
Mind Blank
-
Moment of Prescience
-
Otto’s Irresistible Dance
-
Power Word Stun
-
Prismatic Wall
-
Protection from Spells
-
Sunburst
-
Temporal Stasis
9th Level Spells
-
Astral Projection
-
Chain Contingency
[T&B]
-
Etherealness
-
Foresight
-
Meteor Swarm
-
Mordenkainen’s
Disjunction
-
Power Word Kill
-
Prismatic Sphere
-
Summon Monster IX
-
Weird
-
Wish
Tears of the Marid: Thieves’ Guild of Sefmur
Sefmur’s guild of thieves is the largest of its kind in all of Tusmit, but is of course dwarfed in comparison
by Greyhawk’s guild. Regardless, it is known for its information gathering abilities; Tusmit’s reputation of
playing off various domineering nations and parties likely owes a great deal of its success to the guild’s
intelligence-gathering abilities, which have undoubtedly often been used by Tusmit’s leaders over the
years. Many reason that this is how Tusmit has remained politically independent from Zeif, Ekbir, and Ket,
Version 5, May 27, 2004
30
without becoming any region’s sworn enemy. The expression, knowledge is power, exemplifies this guild’s
philosophy.
Recent events within the nation’s capital have resulted in the swelling of the guild’s ranks as criminal
activity has experienced a drastic increase during the last several years. Most of these new members are
nothing more than lowly thugs, who conduct the menial street level tasks of the guild and take the fall for
larger transgressions. But, those above the common thugs are often referred to as Tears of the Marid,
because it is said that they disappear as quickly as a Marid’s tear can evaporate. Tears of the Marid are the
true members of the guild. It is because of the Tears of the Marid’s combination of information gathering
skills and elusiveness that the guild has earned its reputation.
Requirements:
Status...........Any
Race.............Any
Class............Any, preferably rogues
Patron..........Any
Skills ............Disable Device: 2 ranks; Disguise: 2 ranks; Gather Information: 2 ranks; Hide: 2 ranks; Move
Silently: 2 ranks; Open Locks: 2 ranks
Time.............3 Time units per year (-1 TU per year for every 200gp, payable every year)
Benefits:
•
Feats: Alluring [S&S]; Charlatan [S&S]; Multicultural [S&S]; Obscure Lore [S&S]; Trustworthy
[S&S]
•
Bard Spells: Ambient Sound [S&S]; Focusing Chant [S&S]; Listening Coin [S&S]
•
Armor: Mithral Shirt
•
Ring: Chameleon power
•
Wondrous Items: Boots of Striding and Springing; Eversmoking Bottle; Gloves of Dexterity +4;
Goggles of Minute Seeing; Hat of Disguise; Vest of Escape
Xan Yae’s Ghosts
Xan Yae’s Ghosts are a group of highly skilled burglars, spies, and cutpurses who live to hone their mental
and physical skills in emulation of Xan Yae. According to them only the Lady is perfect, but it should not
stop them from seeking the unobtainable. Sacrificing their material existence to training is the only way for
them to obtain training from the Lady Herself in the afterlife.
Requirements:
Special.........Must be sponsored by a member of the organisation
Status...........Tusmit Resident
Race.............Baklunish Human
Class............Any
Patron..........Xan Yae and to a lesser extent Zuoken
Skills ............Concentration: 2 ranks; Disguise: 1 rank; Hide: 2 ranks; Move Silently: 2 ranks
Benefits:
•
Secret (contact the Tusmit Triad for more details)
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Tribal Organisations
Members of the following Organisations are automatically Tusmit citizens
Dwarven Homesteaders
Theses dwarves are fiercely independent yet they see the Pasha as their supreme leader due to the treaty of
Guldimar which granted them citizenship and land in the Yatils. The dwarves of the Yatils are mostly
miners and herders trading their goats, sheep and metals for grain. They are the only people of Tusmit who
have the right to mine without paying a high percentage to the local sheik. In return for these benefits the
treaty stipulates that the dwarves are responsible for the safety of those travelling the perilous peaks as well
as guards for the convict mines and gold shipments in the north.
Requirements:
Status...........Dwarven resident of the Yatils or Dwarven native of the Yatils (Note: a character may join
this meta-game organisation at character creation if he or she was initially from the Yatils.
That is the only way to be a native)
Race.............Dwarf
Class............Any
Patron..........Any
Skills ............Any
Time.............4 Time units per year (-1 Time unit for every 200gp/year spent to cover your responsibilities)
if you are not native to the Yatils it costs you an initial 2 Time Units to get settled in on top of
the yearly cost.
Benefits:
•
Feats: Knock-Down [S&F]
•
Spells: Curse of the Brute [DotF]; Divine Flame [DotF]; Divine Zephyr [DotF]; Unfailing Endurance
[DotF]
•
Access to Armor and Shield enhancement up to a +2 armor and a +2 shield
•
Access to Weapon enhancement: +2
•
Choice of one non-magical weapon or armor made from adamantine.
•
Specific Armor: Mithral Heavy Shield; Mithral Shirt
•
Wondrous Items: Rope of Climbing
•
Membership in this meta-game organisation is required in order to have access to and/or continue to
gain levels in the King/Queen of the Wild (Mountains or Underground) Adapted Prestige Class
[MotW]
•
Characters that started as a native of the Yatils have the following Circumstance modifiers due to their
upbringing:
� +2 bonus to Survival checks in the mountains
� -2 penalty to Swimming checks in the sea
� -4 penalty to Ride checks with horses and ponies
Patrol of the Great Convention
This group of dwarves is responsible for maintaining the Dwarven side of the treaty of Guldimar. They
organize and hire guards to defend the caravans and the mines. They regularly risk their lives fighting the
monsters and threats that plague the Yatils.
Requirements:
Status...........Belong to the Dwarven Homesteaders meta-game organisation
Race.............Dwarf
Class............Minimum Character level 5+
Patron..........Any
Skills ............Any
Version 5, May 27, 2004
32
Time.............4 Time units per year (-1 Time unit for every 200gp/year spent hiring guards to cover your
responsibilities)
Benefits:
•
Feats: Expert Tactician [S&S]; Resistance to Energy [MotW]
•
Access to Armor and Shield enhancement to a +3 or +4 armour and a +3 or +4 shield
•
Access to Weapon enhancement: +3
•
Access to Enhancement: Bashing
•
Mundane Items: Bolas; Triple Dagger; Winch Crossbow
•
Wondrous Items: Boots of the Winterlands
Master Smiths
Only the greatest artisans of the age can be considered master smiths these great dwarves share the secrets
of some of the greatest weapons and items dwarves create.
Requirements:
Status...........Belong to the Dwarven Homesteaders meta-game organisation and have been a member for at
least one year
Race.............Dwarf
Class............Any
Patron..........Any
Skills ............11 ranks in any one craft skill
Benefits:
•
Due to your reputation you receive 250gp/year (this is considered extra money made from standard
crafting done at home on your leisure time)
•
Full time crafting: You can spend as much time as you want crafting because there is always demand
for your work. For every TU left unused at the end of the year you receive 100gp. This amount is
added on your first AR of every year if you ended the previous year with TU remaining.
Tusman Nomads
The folk of the Tusman hills are fierce semi-independent hillmen who live off the land. For the most part
the Nomads are the remnants of the Ekbirian force brought into Tusmit to ensure loyalty of Ekbir’s newly
acquired territory. Though it has been many generations since the invasion they have never been able to
become complacent. They wander the hills protecting the land and following the Four Ways. Amongst
them are some of the best animal trainers and horsemen the world has seen as well as raging hulks bent on
the protection of their families and way of life. The nomads are divided into family groups and are
governed loosely as a whole by a council of elders.
Requirements:
Status...........Any
Race.............Half-elf, Half-orc, or Human
Class............Any
Patron..........Any
Skills ............Any
Time.............2 Time units per year or 400gp per year
Benefits:
•
Can receive free Adventurer’s Standard when playing a scenario based in the Tusmit.
•
Feats: Animal Control [MotW]; Animal Defiance [MotW]; Resist Poison [MotW]
•
Specific Armor: Mithral Breastplate
•
Wondrous Items: Amulet of Health +4; Amulet of Natural Armor +2 or +3; Belt of Giant Strength +4;
Boots of Springing and Striding
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33
•
-2 Circumstance penalty to Diplomacy and Gather Information with followers of the True Faith of
Al’Akbar.
•
-2 Circumstance penalty to Knowledge (religion) checks relating to non-Baklunish religions.
•
Membership in this meta-game organisation is required in order to have access to and/or continue to
gain levels in the King / Queen of the Wild (Hills or plains) Adapted Prestige Class [MotW]
Udgru Elves
The Udgru elves live a cloistered existence for the most part and are primarily concerned with the upkeep
and protection of their ancestral home and culture. Their social structure recognizes a king who governs
over all of the Udgru. Anyone living in the Udgru Forest must belong to one of the many clans.
Requirements:
Status.......Resident of the Udgru Forest or Native of the Udgru Forest (Note: a character may join this
meta-game organisation at character creation if he or she was initially from the Udgru Forest.
That is the only way to be a Native of the Udgru Forest; otherwise you must be a resident)
Race.........Elf or Half-Elf
Class........Any
Patron......Any
Skills ........Any
Time.........4 Time units per year
Benefits:
•
Feats: Expert Tactician [S&S]; Plant Control [MotW] ; Plant Defiance [MotW]; Shadow [MotW,
S&S]
•
Druid Spells: Embrace the Wild [MotW]
•
Ranger Spells: Embrace the Wild [MotW]
•
Armor: Darkwood Buckler; Darkwood Shield; Mithral Shirt
•
Rings: Spell Storing (minor)
•
Access to Armor and Shield enhancement up to a +2 armor and a +2 shield
•
Wondrous Items: Boots of Elvenkind; Cloak of Elvenkind; Quiver of Ehlonna
•
Membership in this meta-game organisation is required in order to have access to and/or continue to
gain levels in the King/Queen of the Wild (Forest) Adapted Prestige Class [MotW]
•
If the Character started as a Native of the Udgru Forest and his home region has never changed. The
character also has the following Circumstance modifiers due to their upbringing:
� +2 bonus to Diplomacy checks with Wood Elves
� +2 bonus to Survival checks in forests
� +2 bonus to Knowledge (nature) forest related checks
� +2 bonus to Balance checks related to wet surfaces or narrow ledges
� -2 penalty to Diplomacy checks with Baklunish Humans
� -2 penalty to Gather Information checks with Baklunish Humans
� -2 penalty to Appraise checks on non-elven made items
� -2 penalty to Ride checks with horses
Treewalkers
Being a Treewalker comes with great honour and great responsibility. Chosen from among the best
fighters or archers in each clan those elves that showed the greatest prowess and cunning were given the
borders of their land as a prize to defend. Stray creatures from the Yatils are a constant problem but
recently the borders that look towards Ekbir and the north of Tusmit have been more jealously guarded.
There are 8 squadrons of Treewalkers that collectively represent the many clans of the Udgru.
Requirements:
Status...........Member of the Udgru Elves meta-game organisation or by special dispensation
Race.............Elf or Half-elf
Class............Respected Member of an Elf Bloodline (5+ level)
Version 5, May 27, 2004
34
Patron..........Any
Skills ............Any
Time.............4 Time units per year (-1 TU for every 200gp paid for retainers, payable every year)
Benefits:
•
Feats: Brachiation [MotW]; Chink in the armour [S&S]; Resist Poison [MotW]; Scent [MotW]
•
Access to Armor and Shield enhancement up to a +3 armor and a +3 shield
•
Access to Weapon Upgrade: Bane (Humans); Seeking
•
Wondrous Items: Bow of True Arrows [S&F], Bracers of Archery (lesser), Sleep arrow
•
+2 Circumstance bonus on Spot and Listen checks to avoid being surprised
•
-2 Circumstance penalty on Gather information and Diplomacy checks with Baklunish Humans
Elven Warmaster
The most respected of the Treewalkers may rise in status through distinction in cunning and skill. Their
aim is to become a Warmaster and lead one of the 8 squadrons of Treewalkers. War masters act as advisors
to the elven king and collectively represent all the elves of the Udgru Forest. There may only be one
Warmaster for each of the 8 squadrons. This implies that succession can only occur when a Warmaster
dies or is defeated in single combat.
Requirements:
Status...........Member of the Udgru Elves meta-game organisation or by special dispensation
Race.............Elf or Half-elf
Class............Respected Member of an Elf Bloodline (level 9+)
Patron..........Any
Skills ............Any
Time.............0 (Included in the special mission requirement)
Special.........Defeat a Warmaster of the bloodline, if you lose, you can never challenge him again.
The current Warmasters are:
� Tua’drel Usul: famous for having lent the aid of his clan to the north of Tusmit against the
Ekbirian invaders. He is the weapons master to the king as was his father. [Black Raven Clan]
� Or’sra Malika: Verdant lord of incredible repute. [Grey Willow Clan]
� Taush Skero: Noble warrior of Corellon and rider of the great eagle Eyerro. [Wyvern Clan]
� Rez’uri Jafaya: The black bow, a hater of the Baklunish nation primarily because of the death of
her mother at the hand of humans during the rebellion. [Great Bear Clan]
� Galadan Torcen: The protector, a moderate on the counsel and a man who has the king’s ear, he is
young but was trained by the former Warmaster as his replacement in the ways of the silent clan.
[Silent Hunter (Heron) Clan]
� Tues’o Baladar, the land: A man changed by the powerful magic he wields. [High clan]
� Ur’grd Yerra: Mistress of the woods. [Oaks Clan]
� Jak’lar Salamar: commander of the great beast army of the Udgru. [Red Boar Clan]
Benefits:
•
Spells: Bear’s Heart [DotF]; Embrace the Wild [MotW]; Invulnerability to Elements [MotW]; Mass
Calm [MotW]; Might of the Oak [MotW]; Protection from All Elements [MotW]; Speak with
Anything [MotW]; Thunderswarm [MotW]; True Reincarnate [MotW]; Waterball [MotW]
•
+4 Circumstance bonus on Diplomacy checks with elves
•
-2 Circumstance penalty on Diplomacy and Gather Information checks with Baklunish Humans
•
-4 Circumstance penalty on Disguise checks with Elves
•
The right to speak to the king and at meetings of the Elven council
Version 5, May 27, 2004
35
Appendix 1: Contacts
Official Home of the Dungeons & Dragons RPG
http://www.wizards.com/dnd
Official Home of the RPGA Network
http://www.rpga.com
Home of the Living Greyhawk Campaign
http://www.living-greyhawk.com
Official Home of the Nation of Tusmit
http://tusmit.living-greyhawk.com
Official Discussion Group on Tusmit
http://groups.yahoo.com/group/lg-tusmit/
Tusmit Triad member in charge of meta-game organisations
Farzin Zakikhani, [email protected]
Tusmit Triad
[email protected]
| textdata/thevault/Living Greyhawk/Metaorg Material/Tusmit/Meta_Orgs_v5.pdf |
□ Alchemy
int
□ Animal empathy
cha
□ Appraise I
int
□ Balance I
dex*
□ Bluff I
cha
□ Climb I
str*
□ Concentration I
con
□ Craft I (_______________) int
□ Decipher Script
int
□ Diplomacy I
cha
□ Disable Device
int
□ Disguise I
cha
□ Escape Artist I
dex*
□ Forgery I
int
□ Gather Information I
cha
□ Handle Animal
cha
□ Heal I
wis
□ Hide I
dex*
□ Innuendo
wis
□ Intimidate I
cha
□ Intuit Direction
wis
□ Jump I
str*
□ Knowledge (arcana)
int
□ Knowledge (architecture
& engineering)
int
□ Knowledge (geography)
int
□ Knowledge (history)
int
□ Knowledge (local)
int
□ Knowledge (nature)
int
□ Knowledge
(nobility & royalty)
int
□ Knowledge (the planes)
int
□ Knowledge (religion)
int
□ Listen I
wis
□ Move Silently I
dex*
□ Open Lock
dex
□ Perform I (____________)
( ______________________)
( ______________________) cha
□ Pick Pocket
dex*
□ Profession ( ___________) wis
□ Read lips
int
□ Ride I (________________) dex
□ Scry I
int
□ Search I
int
□ Sense Motive I
wis
□ Spellcraft
int
□ Spot I
wis
□ Swim I
str**
□ Tumble
dex*
□ Use Magic Device
cha
□ Use Rope I
dex
□ Wilderness Lore I
wis
□ ______________________
____
STR
strength
DEX
dexterity
CON
constitution
INT
intelligence
WIS
wisdom
CHA
charisma
ABILITY
SCORE
ABILITY
MODIFIER
TEMPORARY
SCORE
TEMPORARY
MODIFIER
TOTAL
BASE
SAVE
ABILITY
MODIFIER
MAGIC
MODIFIER
MISC.
MODIFIER
TEMPORARY
MODIFIER
ABILITY NAME
SAVING THROWS
=
=
=
+
+
+
+
+
+
+
+
+
+
+
+
conditional modifiers
□□□□□
□□□□□
□□□□□
□□□□□
□□□□□
□□□□□
□□□□□
□□□□□
□□□□□
□□□□□
□□□□□
□□□□□
□□□□□
□□□□□
□□□□□
□□□□□
C H A R A C T E R R E C O R D S H E E T S
®
©2001 Wizards of the Coast, Inc. Made in the U.S.A. Permission granted to photocopy for personal use only.
AMMUNITION
Skills marked with I can be used normally even if the character has zero (0) skill ranks.
Skills marked with � are cross-class skills. *armor check penalty, if any, applies.
** –1 per 5 lb. of gear.
FORTITUDE
(constitution)
REFLEX
(dexterity)
WILL
(wisdom)
HP
hit points
AC
armor class
TOTAL
TOTAL
ARMOR
BONUS
SHIELD
BONUS
DEX
MODIFIER
SIZE
MODIFIER
NATURAL
ARMOR
10+
+
+
+
+
=
MISS
CHANCE
ARMOR
CHECK
PENALTY
SPEED
INITIATIVE
modifier
TOTAL
MISC
MODIFIER
DEX
MODIFIER
=
+
BASE ATTACK
bonus
SUBDUAL DAMAGE
HIT DIE
TYPE
WOUNDS/CURRENT HP
MISC
MODIFIER
+
DAMAGE
REDUCTION
SPELL
RESISTANCE
SHIELD/PROTECTIVE ITEM
ARMOR BONUS
MELEE
attack bonus
TOTAL
STR
MODIFIER
BASE ATTACK BONUS
=
+
SIZE
MODIFIER
+
MISC
MODIFIER
+
RANGED
attack bonus
TOTAL
DEX
MODIFIER
BASE ATTACK BONUS
=
+
SIZE
MODIFIER
+
MISC
MODIFIER
+
TOTAL ATTACK BONUS
DAMAGE
CRITICAL
RANGE
WEIGHT
TYPE
SIZE
SPECIAL PROPERTIES
TYPE
ARMOR BONUS
MAX DEX BONUS
CHECK PENALTY SPELL FAILURE
SPEED
WEIGHT
SPECIAL PROPERTIES
TEMPORARY
MODIFIER
+
+
WEIGHT
CHECK PENALTY
SPELL FAILURE
SPECIAL PROPERTIES
WEAPON
ARMOR/PROTECTIVE ITEM
TOTAL ATTACK BONUS
DAMAGE
CRITICAL
RANGE
WEIGHT
TYPE
SIZE
SPECIAL PROPERTIES
WEAPON
TOTAL ATTACK BONUS
DAMAGE
CRITICAL
RANGE
WEIGHT
TYPE
SIZE
SPECIAL PROPERTIES
WEAPON
SKILL
MODIFIER
CROSS-CLASS
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
______ = ______+______+______
SKILL NAME
KEY
ABILITY
ABILITY
MODIFIER
RANKS
MISC
MODIFIER
SKILLS
/
MAX RANKS
ARCANE
SPELL
FAILURE
_____________________________________________ ______________________________________________
_____________________ _______________________ ________________ ______________ ______________
__________ __________ __________ ____________ __________ ___________ ___________ ___________
Character Name
Player
Race
Class
Alignment
Level
Deity
Size
Age
Gender
Height
Weight
Eyes
Hair
Skin
MONEY
GEAR
ITEM
ITEM
SPECIAL ABILITIES/FEATS
©2001 Wizards of the Coast, Inc. Made in the U.S.A. Permission granted to photocopy for personal use only.
SPELLS
cp —
sp —
gp —
pp —
WT.
WT.
LEVEL
0
1ST
2ND
3RD
4TH
5TH
6TH
7TH
8TH
9TH
SPELL
SAVE DC
SPELLS
PER DAY
BONUS
SPELLS
SPELL SAVE
DC MOD
0
number of spells known
0 _______________ 1st ____________ 2nd _________
3rd_____________ 4th ____________ 5th__________
6th_____________ 7th ____________ 8th__________
9th_____________
0: ___________________________________
_____________________________________
_____________________________________
_____________________________________
_____________________________________
_____________________________________
1st: _________________________________
_____________________________________
_____________________________________
_____________________________________
_____________________________________
_____________________________________
_____________________________________
_____________________________________
2nd: ________________________________
_____________________________________
_____________________________________
_____________________________________
_____________________________________
_____________________________________
_____________________________________
3rd:_________________________________
_____________________________________
_____________________________________
_____________________________________
_____________________________________
_____________________________________
_____________________________________
4th:_________________________________
_____________________________________
_____________________________________
_____________________________________
_____________________________________
_____________________________________
_____________________________________
5th:_________________________________
_____________________________________
_____________________________________
_____________________________________
_____________________________________
_____________________________________
6th:_________________________________
_____________________________________
_____________________________________
_____________________________________
_____________________________________
7th:_________________________________
_____________________________________
_____________________________________
_____________________________________
8th:_________________________________
_____________________________________
_____________________________________
9th:_________________________________
_____________________________________
campaign
experience points
LANGUAGES
Initial languages = Common + racial languages + Int bonus
Each additional language (Speak Language) = __ skill points
LIGHT LOAD
MEDIUM LOAD
HEAVY LOAD
LIFT OVER
HEAD
LIFT OFF
GROUND
PUSH OR
DRAG
EQUALS
MAX LOAD
2 ~ MAX LOAD
5 ~ MAX LOAD
TOTAL WEIGHT CARRIED
| textdata/thevault/Dungeons & Dragons [multi]/D&D 3.5/Other Products/Character Sheets/DnDCharacterSheet.pdf |
Landyjscy Mściciele
autor: Gerion
Do Jego Ekscelencji Generała Ilfalareka, Akarenti miasta Vivane
Dziękuję za słowa uznania Waszej Ekscelencji w sprawie raportu o działalności Żelaznego
Dziedzictwa na ziemiach buntowników z Kara Fahd. Niniejszym pismem chciałbym uzupełnić
informacje zebrane przez naszą agentkę Sorgę Ogniste Serce.
Badając powiązania Żelaznego Dziedzictwa, wysłałem kilku zaufanych wywiadowców, by
sprawdzili czy ta organizacja nie ma swych korzeni w Landis. Ku mojemu zaskoczeniu,
otrzymałem szereg raportów zaprzeczających moim podejrzeniom. Naprowadziły one naszych
agentów na mało szkodliwą grupę rebeliantów zwących się Landyjskimi Mścicielami.
Pozwolę sobie wyrazić opinię, iż aktywność Mścicieli nie godzi w interesy Thery, a przy
lepszej infiltracji tej grupy z całą pewnością będziemy w stanie obrócić jej działania na naszą
korzyść. Myślę, że więcej o charakterze tej organizacji powiedzą Waszej Ekscelencji pisma
moich zaufanych współpracowników.
Przesyłam również niniejszą opinię na Triumfa, do rąk Akarenti Gendela.
Z wyrazami szacunku
K?nedrick T?pashir
Niniejszy raport jest spisaną relacją wietrzniaczki Costrish. Został on zawarty w kryształach
pamięci przekazanych tajnemu kurierowi z Landkarden. Costrish dotarła do zaufanej
doradczyni Kratis Gron, jasnowłosej czarodziejki Getaft. Jak donieśli nasi szpiedzy, ta
orkowa adeptka wcześniej widywana była w Jerris, lecz teraz zdaje się być osobistą
archiwistką Kratis Gron. Intensywnej pracy Sorge Ogniste Serce zawdzięczamy to, że Getaft
opuściła swego męża, Asoka Łamacza Rąk, wodza zbuntowanego odłamu Kopijników
Heroka.
Dopytujesz się moja droga o rzecz dotykającą dziejów Kara Fahd. Oczywiście, że imię Eralk
Achertain nie jest mi obce. Twierdziłaś, że badasz historię Landis, więc musisz wiedzieć, że
splata się ona z losami dawnego Kara Fahd jak dwa źdźbła trawy na Polach Grallen.
Ale do rzeczy. Starożytni Landyjczycy od zawsze byli w stanie wojny z Kara Fahd. W całej
historii mojego narodu i ludzi z Landis można wyróżnić kilka okresów. Gdybyś była
wystarczająco dociekliwa, odnalazłabyś w throalskiej Bibliotece moje pergaminy ?Kara Fahd
? pradawni wrogowie i epoki wojen?, ale twój akcent zdradza korzenie z Rugarii, więc
wybaczam ignorancję. Wiedz zatem, że w Złotym Wieku królestwa Kara Fahd, Landis liczyło
blisko 180 tysięcy mieszkańców. Większość stanowiły trzy ludzkie plemiona: Galeb,
Nachmane i Schrassae. W okresie, który cię interesuje, na tronie Landis zasiadła młodziutka
królowa Zarina, córka królowej Mwiinde, a stało się to wedle rachuby krasnoludów z Throalu
w 385 roku.
Throalscy historycy nazywają ten czas Wojnami Orichalkowymi. Przez blisko czterdzieści lat,
moi przodkowie gromili słabych wojowników królowej Zariny i Landis musiało płacić trybut.
Radzę ci odszukać Bliźniaczą Bibliotekę wśród ruin Tisoary i poemat ?Kamuflaż?, który
opisuje właśnie te wydarzenia. W roku 425 królowa Zarina była już wiekową kobieta jak na
ludzkie kryteria, ale władców Landis otaczało osobliwe błogosławieństwo Pasji. W tajemnicy
przed orkami, królowa porozumiała się z Therą. W zamian za orichalk i niewolników,
Theranie pomogli jej uzbroić silną armię i wyszkolić wielu adeptów.
Władcy Kara Fahd, zaangażowani w konflikt z królową trolli z Ustrektu, zaniechali okupacji
landyjskich ziem, a nawet, by okazać swą dobrą wolę, zwolnili ludzi z płacenia daniny. W
stolicy Landis, Vava, studiował syn władcy Kara Fahd, Kathon Krzywooki. Chyba to
wystarczający dowód na ocieplenie relacji między moimi przodkami, a ludźmi starożytnego
królestwa? Jakimże zaskoczeniem była więc podstępna agresja ze strony Landyjczyków!
Młody królewicz powołał do istnienia grupę ośmiu legendarnych bohaterów Egrandu ah
Kara Fahd. Zamiast słać na pewną śmierć zastępy młodych skraacha, wyzwał adeptów
królowej Zariny, by stawili czoła ósemce Protektorów Kara Fahd.
Wśród landyjskich adeptów ulubieńcami królowej była grupa Dziewięciu Szafirów Landis. Na
jej czele stał legendarny adept, Fechmistrz 12 Kręgu, który wedle opowieści był kochankiem
królowej. By walka była sprawiedliwa, najmłodszy z owej grupy, adept Zwiadowca, odstąpił
od pojedynku. Starcie tych potężnych bohaterów pełne było zawziętości i poświęcenia, z całą
pewnością towarzyszyła temu wielka magia. Jednak ludzie nie mogli dotrzymać pola
Protektorom Kara Fahd i jeden po drugim padali martwi lub nieprzytomni na piaszczysty
brzeg rzeki Zielone Serce. Gdy jako ostatni poległ przywódca landyjskich adeptów, Zarina z
okrzykiem bólu wbiegła na miejsce pojedynku. Tuląc do piersi głowę martwego Fechmistrza
złożyła krwawą przysięgę, iż nie spocznie, póki ostatni z orków Kara Fahd będzie martwy lub
zniewolony. Imię martwego Fechmistrza brzmiało Eralk Achertain. Tego szukałaś.
Słowa Czarodziejki Getaft, zapamiętane przez Costrish.
Na historię Dziewięciu Szafirów Landis wpadliśmy wcześniej, przesłuchując pewnego
więźnia w Ballaize. Został on schwytany w jednej z tawern nad rzeką Żywego Ognia przez
ludzi kapitana T?rasque (jednocześnie chciałbym się wstawić u Waszej Ekscelencji za tym
dzielnym oficerem, gdyż jego gorliwość w służbie Thery powinna być nagrodzona szybszym
odesłaniem do domu z tej barbarzyńskiej krainy). Oto relacja kapitana.
Do lorda K?nedricka
Zgodnie z dyrektywami Akarenti, zachowaliśmy najwyższą czujność przy śledztwie w sprawie
barbarzyńcy Fondala. Znaleziono przy nim podejrzany list do żony niejakiego Kallariana z
Jerris. Kobieta była najprawdopodobniej siostrą więźnia. Poza listem Fondal posiadał przy
sobie pisma o treści wywrotowej i antytherańskiej, zastosowałem więc tryb przyspieszony
śledztwa, który zgodnie z oczekiwaniami zakończył się skazaniem Fondala na odebranie
wolności i natychmiastowym odesłaniem go do Twierdzy Jerucz.
Dołączyłem pisma do generała Dagendrena, by odpowiednio potraktował tego landyjskiego
niewolnika.
W trakcie wyciągania zeznań z barbarzyńcy stwierdziłem, iż wywodzi się on z ludu Kleków, a
więc plemienia z dalekiej północy tej ciemnej prowincji, które najpóźniej przybyło do
dawnego Landis. Swoją drogą, warto zaktywizować, lordzie K?nedrick, Waszych ludzi w
Jerris, by odnaleźli owego Kallariana.
Fondal zachowywał się dość dziwnie, ale to charakterystyczne jak na członka miejscowych
rebeliantów. Dość odporny na tortury, nie oparł się umiejętnościom pani Sorran,
garnizonowej Ksenomantki. Z dość nieskładnych zeznań wywnioskowałem, iż jest członkiem
jakiejś nielegalnej organizacji. Co do celów i działań tej grupy mam niejasne podejrzenia, że
raczej są one wymierzone przeciwko prymitywnym, orkowym rabusiom. Ale na wszelki
wypadek odesłałem Fondala w bardziej stosowne miejsce. Wymieniał on imię Guurshuta
Nienawistnego, przywódcy Legionu Potępionych, na którego głowę wyznaczono nagrodę w
okolicach Lankarden. Bredził coś także o Landyjskich Mścicielach i Morku Achertainie, ale
moi uczeni doradcy nie potrafili nic więcej powiedzieć na ten temat. Załączam też raport pani
Sorran, być może on naświetli nieco więcej.
T?rasque, Kapitan garnizonu w Ballaize.
List Aveona Chytrego z Parland poszerza naszą wiedzę. Aveon jest Czarodziejem, badającym
ze swą grupą ruiny kaerów w Landis. Znajdujemy w nim silne wsparcie, zwłaszcza teraz,
kiedy uwagę Waszej Ekscelencji zaprzątają okolice jeziora Ban. Aveon jest wiernym patriotą
i jego prace nad magicznymi artefaktami Landis nie jeden już raz przyczyniły się do ważnych
odkryć. Nie musze chyba nadmieniać, że miały one bezpośrednie przełożenie na korzyści dla
naszej administracji.
Do lorda K?nedricka z Vivane.
Pozdrawiam Waszą Lordowską Mość. Podobnie jak ostatnim razem, może Pan liczyć na mą
wiedzę, doświadczenie i lojalność. W sprawach rodu Achertaine wiem niewiele, lecz nie
omieszkam podzielić się tym, co znalazłem.
Badając zniszczony przez Horrory kaer Erythen, z zaskoczeniem odkryliśmy porządną i
prawie nietkniętą bibliotekę, która zawierała wiele cennych zwojów zapisanych
późnolandyjskim dialektem. Moje zainteresowanie wzbudziły zwłaszcza te pozycje, które
traktowały o historii współczesnej pisarzowi, czyli o latach poprzedzających Pogrom. Proszę
sobie tylko wyobrazić, że jeden z moich przodków osobiście uczestniczył w obrzędach
przekazania Rytuałów budowniczym Erythen!
No ale nie będę rozpisywał się o mojej rodzinnej tradycji, z całą pewnością nie są to sprawy
godne Waszego zainteresowania.
Znalazłem jedną opowieść, traktującą o dalszych losach legendarnych bohaterów Landis.
Mork Achertain należał z całą pewnością do tych postaci, będąc wysokokręgowym adeptem
ścieżki Zwiadowcy. Po śmierci swego brata i rozpadzie Dziewięciu Szmaragdów Landis,
Mork opuścił królestwo z nieznanych powodów. Powrócił do Landis dopiero po śmierci
królowej Zariny i tragicznej bitwie na polach lawy.
Mork był nie tylko adeptem, lecz również Głosicielem Astendara. Chciał się zmierzyć z klątwą
Kathona Krzywookiego, która ściągnęła stagnację i upadek na ziemie Landis. Lecz nawet
legendarny bohater sam nie mógł poradzić sobie z tak wielką magią poświęcenia, jakiej użył
orkowy wódz. Dlatego przekazał swe dziedzictwo grupie uczniów, którzy przyjęli imię
Landyjskich Mścicieli. Ponoć jego prochy zostały złożone w Kryptach Bohaterów miasta
Vava, stolicy tego starożytnego królestwa. Starałem się odszukać w ruinach cytadeli Vava ten
tajemniczy budynek, lecz Pogrom poczynił wielkie zniszczenia i zarastająca dżungla, wraz z
licznymi niebezpieczeństwami, czyni poszukiwania niezmiernie trudnymi. O samej spuściźnie
Morka Achertaina nie udało mi się wiele dowiedzieć poza tym, że przetrwała pamięć o Morku
wśród landyjskiego pospólstwa, a zwłaszcza jest ona aktywna na północy Landis, nad rzeką
Zielone Serce. Sądzę, że Achertainowie byli Klekami i wśród potomków tego plemienia
szukałbym dalszych śladów.
Ku chwale Wielkiej Thery ? Aveon z Parland, adept Czarodziej, głowa Poszukiwaczy Prawdy.
Na uwagę zasługują doniesienia wywiadowcy z osady Curruk. Ten młody człowiek od lat
służył wiernie Therze, mimo barbarzyńskiej proweniencji. Pracował w jednej z wielu
niepozornych tawern nad rzeką Zielone Serce i był świadkiem interesujących wydarzeń.
Niestety z bólem musze stwierdzić, że kilka tygodni milczenia z jego strony, potwierdziły
moje podejrzenia. Ostatnio goniec z Landkarden dostarczył pergaminy kapitana Verosto,
potwierdzające tragiczną śmierć agenta.
Do szlachetnego K?nedricka z Vivane.
W swoim comiesięcznym raporcie chciałbym zwrócić Waszej Czcigodności uwagę na kilka
wydarzeń w Curruk i okolicach. Dotarły do tej miejscowości co najmniej 3 grupy dziwnych,
barsawiańskich adeptów. W załączonych dokumentach przedstawiam ich portrety i moje
komentarze.
W pierwszej z nich, którą dla orientacji nazwałem Gawędziarzami, tylko orkowa kobieta
potrafiła jako tako porozumiewać się w szlachetnym, therańskim języku. Zapamiętałem jej
imię ? Zoara Niepohamowana. Z całą pewnością ich celem była wyprawa w groźne ruiny
cytadeli Kelensk, wypytywali również o zwoje z Bliźniaczych Bibliotek Landis. Krasnoludzki
Wojownik towarzyszący grupie był dość podobny do poszukiwanego w Vivane wichrzyciela,
Kameleona Throalczyka, zgłosiłem więc natychmiast moje spostrzeżenia kapitanowi Verosto
(uniżenie przypominam się o niewypłaconą nagrodę). Po krótkiej i bolesnej dla buntowników
potyczce, zostali oni pojmani i w kajdanach odstawieni do nadrzecznych zagród niewolników.
Listę ich dobytku i magicznych przedmiotów załączam również, wierzę, że jest zgodna z
raportem kapitana Verosto.
Nocą, podszywając się pod landyjskiego buntownika, zakradłem się do zagród, chcąc
nakłonić więźniów do złożenia zeznań, które obciążałyby ich samych. Nim jednak wynurzyłem
się na brzeg, dostrzegłem zamaskowane postacie przemykające w stronę klatek mimo
obecności straży. Z całą pewnością używały magii adeptów, która jednak nie zwiodła mego
astralnego amuletu. Osobnicy ci uśpili nieznaną mi substancją Gawędziarzy, wyciągając z
klatki jedynie orkową kobietę. Tropiłem ich aż na skraj dżungli, zachowując najwyższą
ostrożność. Zoara została pozbawiona odzienia i więzów, a następnie jedna z postaci
(najpewniej ludzka kobieta) otworzyła swe żyły i połączyła je srebrnymi sznurami z żyłami
nieprzytomnej adeptki. Widziałem już podobne rytuały u therańskich adeptów Uzdrowicieli
Krwi. Tym razem miałem pewność, że to są Landyjczycy i to czystej krwi Nachmane. Nie wiem
skąd ta pewność, po prostu ją miałem. Gdy Zoara zaczęła dochodzić do świadomości,
buntownicy (bo jak inaczej nazwać zamachowców naruszających prawa Thery) odziali ją i
czym prędzej umknęli w mrok nocy przy pomocy swej magii.
Zgodnie z prawem, ukarałem uciekinierkę śmiercią, nim ta zdołała usiąść o własnych siłach.
Dokonawszy obdukcji na zwłokach orczycy, ewidentnie zauważyłem ślady praktykowania
magii krwi. Kto wie, czy mój nóż nie przyspieszył jedynie tego, co było nieuniknione.
Fragmenty ciała, gdzie wprowadzano magiczne przyrządy, załączam jako dowód i obiekt
dalszych badań specjalistów Waszej Czcigodności. Niestety odnalezienie śladów owych
zamachowców wykraczało poza moje kompetencje.
Z wyrazami szacunku i oddania, Gewrik z Curruk.
Zgodnie z moimi domysłami, akcja opisana przez agenta Gewrika była dziełem Landyjskich
Mścicieli. Wydałem odpowiednie rozkazy, by uczulić naszych ludzi w Parland, gdzie jak
mniemam, ta organizacja ma swe korzenie. Po konsultacjach ze szlachetnym Voluptusem ,
znawcą lokalnej historii, doszedłem do wniosku, iż Mściciele zgodnie z wolą swego
założyciela, Morka Achertaina, starają się odwrócić klątwę legendarnego Kathona
Krzywookiego. Oczywiście czynią to eliminując swych historycznych wrogów. Trudno mi
stwierdzić, na ile konkurują z samowładną Kratis Gron. Nie wydaje mi się, by w jakikolwiek
sposób byli w stanie poważnie zaszkodzić orkowymi rebeliantami. Żaden z naszych szpiegów
w Wurchaz nie zauważył owoców pracy Mścicieli. Działają głównie na obszarze dawnego
Landis i póki ich poczynania nie dotykają czulej naszej polityki, proponuję ich obserwować,
bez stanowczych działań. Niepokoi mnie obecność Uzdrowicieli Krwi w szeregach tej
organizacji i duża wiedza wskazująca na posiadanie dziedzictwa Bliźniaczych Bibliotek. Ale
podjąłem już właściwe kroki, przygotowując agentów zdolnych do infiltracji Landyjskich
Mścicieli. Jeśli nie będą bardziej potrzebni na wschodzie Vivane albo w Barsawii, za miesiąc,
góra dwa , rozpoczną swą pracę.
K?nedrick T?pashir
Informacje dla graczy
Niniejsze informacje odnoszą się do wydarzeń z linii fabularnej Earthdawna datowanych na
rok 1509, a więc po wylądowaniu therańskiego behemota Triumf na wzgórzach Ayodhya.
Dobrze, jeśli prowadzący dysponuje podręcznikami ?Prelude to War? i ?Ork Nation of Cara
Fahd”, które uzupełniają informacje zawarte w niniejszym opracowaniu. Jednakże można ich
użyć również nie dysponując ww. podręcznikami i osadzając wydarzenie o kilka lat
wcześniej. Niesie to ze sobą jedynie taki skutek, że therańskie służby szpiegowskie wiedzą o
wiele mniej, niż to przedstawiłem w listach.
Pochodzenie organizacji
Podwładni Akarenti Ilfaraleka mają sporo informacji, jednakże nie udało im się odkryć całej
prawdy. A prawda, jak zwykle w takich przypadkach, wygląda nieco inaczej.
Landyjscy Mściciele zostali faktycznie Nazwani przez ostatniego ucznia legendarnego Morka
Achertaina, niejakiego Eggobara Dasalan. Stało się to w roku 484 TH. Ten adept ścieżki
Zwiadowcy i Złodzieja zabrał ze sobą ostatnią wolę Morka. Celem jego życia, stało się
przeciwstawienie klątwie Kathona Krzywookiego. Stworzył więc organizację Mścicieli, która
za wszelką cenę starała się zrealizować misję Morka. Duch tego legendarnego adepta często
nawiedzał towarzyszy Eggobara, wspierając swoimi mocami działania grupy.
W ciągu jednego ludzkiego pokolenia Mściciele nie tylko wytworzyli swoistą ideologię, ale
starali się utajnić swoje działania tym bardziej, że Landis chyliło się ku upadkowi. Słabość
władców i apatię poddanych tłumaczyli klątwą Kathona.
Dopiero po roku 630 przywódcy organizacji zaczęli wspomagać się magią krwi i stworzyli
nazwaną grupę, Spadkobiercy Morka. Grupa trwała nieprzerwanie aż do początków Pogromu.
Jej zmarli członkowie zastępowani byli nowymi Dawcami Imion, godnymi zaszczytu
zasiadania w loży przywódców podczas tajnych zebrań Landyjskich Mścicieli. Wszystko
odbywało się rytualnie, a przerwanie kontynuacji Nazywania zawsze odbierano jako zły
omen.
Mściciele swą siedzibę mieli w mieście Majallan, w którym bardzo wcześnie objawiły się
początki Pogromu. Wtedy to spadkobiercy Morka porzucili ziemie Landis szukając
schronienia w sąsiadującym księstwie Madaalen. Niestety na krótko przed pogromem, wojna
domowa rozpętana przez księcia i jego córkę Eleni skutecznie rozproszyła członków
Landyjskich Mścicieli. Część z nich zbiegła do Rugarii, jeden udał się do Throalu, a kilku
pozostało w Landis, szukając schronienia w cytadeli Vava.
Żaden z nich nie przeżył Pogromu. Vava zostało zniszczone przez Horrory, a wiekowy
Oldaren zginął w Throalu, gdy w 1055 TH zawaliły się komnaty nad głową Ersha Wearga,
gubernatora Barsawii. Nie są znane też losy rugaryjskich uciekinierów.
Skąd więc wzięli się Landyjscy Mściciele w czasach popogromowych?
Gdy w 1439 TH otwarto kaer Ikobaro, młody Vicious Darvalen, początkujący adept
Zwiadowca, postawił z wielkimi nadziejami pierwszy krok na ziemiach swej dawnej
ojczyzny. Wcześnie jednak przeżył ogromne rozczarowanie. Przez lata Pogromu kruche
Landis zostało praktycznie całkowicie zniszczone. Żadna z trzech wielkich cytadel nie
przetrwała. Gdy Theranie ponownie zajęli Vivane, Vicious był już znanym adeptem,
powiększającym swą legendę na ziemiach Rugarii.
Wrócił do swej ojczyzny otoczony nimbem sławy w czasach, gdy Throal borykał się z
Rebelią Śmierci. Vicious osiągnął prawie szczyt możliwości swej dyscypliny i był ogromnie
ceniony nawet w therańskich kręgach. Wtedy to odnalazł w podziemiach zrujnowanej Vavy
Krypty Bohaterów. Nikt nie wie dokładnie, co się tam stało, lecz Vicious tamtego dnia znikł z
areny dziejów. Legendy mówią, iż zawarł pakt z duchem legendarnego bohatera, Morka
Achertaina. Musiał wyrzec się Imienia i całej magii Zwiadowcy. Co dostał w zamian, tego
nikt nie wie. W każdym razie, ruiny opuścił nikomu nie znany bohater o imieniu Andovious
Achertain. Wkrótce stał się Trubadurem i przywódcą grupy adeptów, która się nazwała
Landyjskimi Mścicielami.
Do dziś dnia Andovious kieruje organizacją, mimo iż Śmierć dawno powinna się o niego
upomnieć.
Cele i motywy
Mogły by się zdawać, że cel organizacji ? przywrócenie potęgi Landis - jest utopią. W rzeczy
samej, Andovious nie jest zainteresowany restytucją monarchii. Zebrał ogromną wiedzę przez
dziewięć dekad życia i wiernie służy idei Morka. Trubadur wie, że by odwrócić klątwę
Kathona Krzywookiego, należy zatrzeć wszelkie ślady krwi orkowego władcy i zniszczyć
jego przedmioty wzorca.
W ciągu blisko trzydziestu lat kierowania organizacją, Andovious stworzył swoistą ideologię
nienawiści do ludu orków i trolli. Współpracując z Ksenomantami i Czarodziejami Mścicieli,
stworzył wiele specyficznych rytuałów i amuletów krwi, wspomagających działania grupy.
Od jakiegoś czasu organizację wspierają Uzdrowiciele Krwi, adepci z Rugarii idący mało
znaną w Barsawii ścieżką.
Andovious zebrał już wszystkie przedmioty wzorca Kathona. Wiele z nich straciła moc wraz
ze śmiercią potężnego adepta. Lecz kilka z nich przekształciło się w legendarne artefakty,
które teraz służą Andoviousowi.
Działalność
Landyjscy Mściciele aktywnie działają na ziemiach Landis, na pograniczu odradzającego się
Kara Fahd i w prowincji Vivane. Mają kilku agentów prowadzących badania w ruinach
Ustrektu i działających w Barsawii w otoczeniu króla Nedena i jego ambasadorów w
przymierzu łupieżców ze Lśniących Szczytów ? Handlarzy Żelaza.
Celem działań jest odnalezienie potomków Kathona Krzywookiego, w których żyłach płynie
choć odrobina krwi tego legendarnego wodza. Odnalezione osoby są zwykle długo
obserwowane i w stosownym momencie eliminowane.
Andovious jako Trubadur i głosiciel Mynbruje niechętnie przystaje na brutalne i prostackie
morderstwo. Szuka wszakże sprawiedliwości. A krzywda jaką Kathon wyrządził
Landyjczykom jest niewspółmierna do ich win. Od czasów przyłączenia do grupy
Uzdrowicieli Krwi zmienił nieco swe poglądy. Zamiast porwań i otruć, poddaje potomków
Kathona osobliwym Rytuałom Krwi, które mogą przeprowadzić wyłącznie Uzdrowiciele. W
ich wyniku, moc Kathona zawarta w krwi jego potomka, zostaje trwale usunięta, osłabiając
tym samym klątwę. Zwykle taki rytuał bardziej osłabia Uzdrowiciela, niż jego ofiarę.
Andovious ma pewność, że z chwilą odnalezienia ostatniego prawnuka władcy Kara Fahd,
klątwa przestanie działać i umożliwi Landyjczykom otrząśnięcie się z marazmu.
Sojusznicy i wrogowie
Bardzo trudno moralnie odnieść się do aktywności Mścicieli. Wśród pospólstwa landyjskiego
Mściciele odnajdują pewne wsparcie, lecz zastraszony przez Theran lud boi się otwarcie
pomagać członkom organizacji. Uchodzą oni za bohaterów oddanych przywróceniu
świetności Landis, za obrońców pokrzywdzonych przez rabusiów z Kara Fahd.
Niektórzy znani w Barsawii Landyjczycy starają się wspomóc organizację, zachowując przy
tym maksymalną dyskrecję. Kaj Ther, były doradca nieżyjącego króla Varulusa III, jest
wielkim sympatykiem Mścicieli. Także Tolan Oddear, historyk z Landis, na stałe
współpracujący z Throalską Biblioteką, wspiera na miarę swych możliwości, organizację.
Zdałoby się, że przeciwnikami grupy Andoviousa powinni być wszyscy orkowie z
odradzającego się Kara Fahd. Tymczasem Kratis Gron i jej podwładni zbyt zajęci są
ogarnięciem i uporządkowaniem szalejącej anarchii wśród imigrujących plemion, by
zamartwiać się gronem dziwaków z drugiego brzegu rzeki Zielone Serce.
Zawziętym przeciwnikiem Mścicieli jest za to Guurshut Nienawistny, szalony przywódca
Legionu Potępionych. Klan tego wojownika działa w południowych regionach dżungli,
mordując niemiłosiernie każdego człowieka jaki ma nieszczęście nawinąć się pod rękę
któregoś z rozwścieczonych jeźdźców. Ostatnio pojmali therańskiego Czarodzieja, który
znacząco wsparł orków. Ku utrapieniu Mścicieli, Guurshut, mający wiele dzieci, jest
potomkiem Kathona Krzywookiego.
Żelazne Dziedzictwo to grupa czcicieli pasji Dis. Ich celem jest unicestwienie wpływów
Lochosta poprzez szkodzenie jego ukochanym dzieciom ? orkom. Theranie najwyraźniej
mylą działania Mścicieli i kultystów Dis, co Andovious zręcznie wykorzystuje.
Żelazne Dziedzictwo nie jest jawnym oponentem Landyjskich Mścicieli. Jednak ostatnimi
czasy coraz intensywniej wchodzą sobie w drogę i kto wie jak będzie wyglądała ich
wzajemna relacja za kilka miesięcy.
Landyjscy Mściciele nie współpracują z lokalnym ruchem oporu. Mają całkowicie odmienny,
własny cel. Trudno jednak przewidzieć, jakie kolejne zadania wyznaczy im duch Morka
Achertaina, kiedy rozprawią się z klątwą.
Wobec Theran mają stosunek obojętny. Póki okupant ulgowo traktuje mieszkańców byłego
Landis, grupa nie ma powodów by obrócić się przeciwko Therze. Zresztą byłoby to
nierozsądne i naraziło Mścicieli na niepotrzebne ryzyko.
Zajęcie wzgórz Ayodhya, śmierć Varulusa i klęska krasnoludów na Polach P?rajjor nie
zrobiły wrażenia na Mścicielach. Nic ich nie obchodzi walka wyzwoleńcza Throalu. Nie będą
więc ani szkodzić, ani przeszkadzać adeptom z Barsawii. Nie będą jednakże ich wspierać, bez
zbieżnych interesów.
Odradzający się naród Kara Fahd jest z pewnością czymś nowym, z czym organizacja musi
się zmierzyć. Andovious uważa ten proces za bardzo korzystny. W końcu będą mieć w
jednym miejscu wiele plemion, wśród których można znaleźć potencjalnych potomków
Kathona. Ułatwia to tylko ich misję. W gruncie rzeczy Trubadur uważa, że odrodzenie Kara
Fahd pociągnie za sobą odrodzenie Landis.
Postacie
Andovious Achertain
Jest legendarnym bohaterem, adeptem Trubadurem 12 kręgu i Głosicielem Mynbruje. Nim
stał się Andoviousem, przemierzał bezdroża Rugarii jako Vicious Darvalen, adept Zwiadowca
14 kręgu. Wydarzenia z Krypty Bohaterów całkowicie zmieniły jego dotychczasowe życie.
Poświęcił je dla realizacji celu ? uwolnienia Landyjczyków spod niesprawiedliwej klątwy
orkowego wodza. To zwróciło uwagę pasji Mynbruje, która wkrótce ukochała Andoviusa,
czyniąc go swoim Głosicielem. Przywódca Landyjskich Mścicieli posiada wiele mocy, jakimi
obdarzył go duch Morka, większość z nich odnosi się do cech społecznych, zdolności
przywódczych, ogromnej charyzmy i wewnętrznej siły ducha.
Poza duchową mocą, jaka zwykle towarzyszy tak legendarnym bohaterom, Andovious jest
nadzwyczaj sprawny fizycznie. Dawno już przekroczył dziewięćdziesiąt lat, zachowując przy
tym wygląd mężczyzny w średnim wieku. Trubadur jest niezwykle przystojnym człowiekiem.
Charakterystyczna dla ludu Schrassae budowa ciała, zielone oczy i przyprószone siwizną
skronie, czynią go bardzo atrakcyjnym w oczach płci przeciwnej. Jego głos urzeka każdego
słuchacza, a talenty Trubadura i moce Głosiciela czynią go wszechwładnym panem każdego
zgromadzenia. Andovious potrafi skutecznie zapanować nad emocjami tłumów. Z rzadka
pojawia się w wybranych, landyjskich osadach, by wyłowić co cenniejszych Dawców Imion,
którzy mogą posłużyć realizacji jego celów. Stale narażony jednakże na uważne spojrzenia
agentów Thery, stara się zachować maksimum dyskrecji, na jaką może być stać tak
legendarnego bohatera.
Każdy Mistrz Gry ma wolną rękę w tworzeniu statystyk Andoviousa, warto zaznaczyć jednak
kilka ważnych elementów. Trubadur wraz z kilkoma najbliższymi przyjaciółmi, stworzył
grupę Dziedzictwo Morka. Dzięki przedmiotowi wzorca, poziom jego talentu Pierwsze
Wrażenie, obrona fizyczna i społeczna, podwyższone są o 4 punkty. Posiada również utkany
wątek do swojego znaczącego przedmiotu wzorca, jakim jest pukiel włosów zapieczętowany
w wydrążonym kamieniu. Dzięki niemu obrona magiczna Trubadura jest wyższa o 5
punktów. Bohater osiągnął 5 poziom sławy i Mistrz Gry powinien przeznaczyć na jego
stworzenie ponad 3,2 mln punktów legend.
Propozycja skróconej statystyki Andoviousa:
Zręczność (16):7, Siła Fizyczna (13): 6, Żywotność (14): 6,
Percepcja (16): 7,Siła Woli (13): 6, Charyzma (19): 8
Obrony: Fizyczna 15, Magiczna 16, Społeczna 15
Próg Życia 108, Próg Przytomności 88, Próg Ran: 10
Wybrane talenty:
Pierwsze wrażenie (25): k20+k10+k8+k4
Prowokacja (20): k20+k8+k6
Historia przedmiotu (19): k20+2k6
Livia Montecalvo
Najbliższa duchowo i fizycznie osoba Andoviousa. Dzieli z nim nie tylko wspólne życie, lecz
pasję przywrócenia ducha mieszkańcom Landis. Poznała Trubadura wiele lat temu, gdy był
jeszcze adeptem przeciętnej sławy. Zajmował się wtedy badaniem groźnych ruin Tisoary i
Livia, jako Uzdrowicielka Krwi uratowała mu życie swymi leczniczymi talentami.
Livia jest czystej krwi Klekiem, wychowanym na pograniczu Rugarii. Odkryła w niej talenty
magiczne głosicielka Garlen. Odważna dziewczyna wyruszyła wtedy na dalekie południe
poszukując odpowiedniego mentora.
Długo pracowała dla Imperium. Jej umiejętności skrzętnie wykorzystywali dowódcy
garnizonów w okolicach Lorafern i obrzeżach Dżungli Seraf. Kiedy zaczęła być
Czeladnikiem, porzuciła południe i wróciła w rodzinne okolice.
Livia jest wysoką i zgrabną, jasnowłosą kobietą. Niedawno przekroczyła czterdziesty rok
życia. Nosi w sobie niespotykaną radość i energię. Lecz w chwilach wyjątkowego skupienia,
gdy przymusza energie drzemiące w magii krwi, przemienia się w osobę zupełnie niepodobną
do dobrze znanej pani Montecalvo. Swą wiedzą medyczną i znajomością zagadnień magii
krwi budzi wielki szacunek.
Ma charakterystyczny sposób wypowiadania myśli, jakby życie przed nią nie kryło żadnych
tajemnic, a dopiero co odkryta nowość, była prozaiczną oczywistością. Emanujący z niej
spokój i ciepło, zwykle otwiera przed nią dusze zgnębionych Dawców Imion.
Livia szczerze kocha i jest oddana Andoviousowi. Ich związek trwa blisko dwadzieścia lat i
choć formalnie nigdy nie przeszli rytuału małżeństwa, to ukoronowanie ich miłości ? córka
Andovia ? jest wielkim powodem do dumy i radości.
Livia jest adeptką 8 kręgu i to ona we współpracy z Ksenomantą Nikolisem, stworzyła rytuały
pozwalające osłabić zew krwi Kathona Krzywookiego.
Podobnie jak w przypadku Andoviousa, to do Mistrza Gry należy ostateczne opracowanie
statystyk Livii. Dyscyplina Uzdrowiciela Krwi jest co prawda produktem autorskim pary
Lindsell&Stehwien, lecz świetnie została opisana na kartach powieści ?Talisman? i
?Prophecy?.
Livia powinna posiadać co najmniej jeden własny przedmiot wzorca (znaczący lub kilka
pomniejszych) z utkanym wątkiem. Jest członkinią Dziedzictwa Morka, dostrojoną do
przedmiotu wzorca, który wzmacnia jej obronę fizyczną i magiczną, jak również poziom
talentu Leczenie krwią o 4 punkty.
Nikolis Vesuvio
Ten ascetyczny, podstarzały mężczyzna, jest bliskim przyjacielem Andoviousa. Zresztą nie
sposób nim nie być, przez tyle lat współpracując z legendarnym Trubadurem. Nikolis
przekroczył już dawno pięćdziesiątkę i jest wielce biegłym adeptem Ksenomantą. Nie tak
dawno opuścił go Duchowy Mistrz, po tym jak mężczyzna z sukcesem zyskał wtajemniczenie
w arkana 11 kręgu swej dyscypliny.
Nikolis jest na pozór dość arogancki, ale za tą maską kryje się dociekliwy badacz, pełen
specyficznego humoru, który równie dobrze jak z duchami, radzi sobie z naburmuszonymi
Dawcami Imion.
Swego czasu Nikolis był hulaką i birbantem znanym w całym Vivane. Potrafił w pijanym
zwidzie szafować na lewo i prawo mocami Ksenomanty, siejąc prawdziwą trwogę w
barsawiańskiej części miasta. Od czasu jednak, gdy powinęła mu się noga w Zniszczonej
Dzielnicy i z trudem zachował swą wolność, spoważniał i odkrył głębię swego powołania.
Andoviousa poznał przy okazji odkrywania tajemnic Vava, gdy Trubadur zwrócił się do niego
w pewnej skomplikowanej sprawie dotyczącej przestrzeni astralnej. Od tamtych dni, urok jaki
zawładnął Nikolisem nie minął. Andovious może sobie pozwolić na wszystko wobec
Ksenomanty, a ten nadal pozostanie mu lojalny. Do śmierci, albo i dłużej.
Oczywiście Nikolis również należy do Dziedzictwa Morka. Dysponuje wieloma magicznymi
przedmiotami, jak również swoim głównym przedmiotem wzorca. Mistrz Gry tworząc tego
bohatera powinien pamiętać, że osiągnął on 4 poziom sławy i powinien wydać na jego
stworzenie nie mniej niż 2 mln punktów legend. Ksenomanta ma maksymalnie rozwiniętą
Wszechstronność i czerpie z niej wszystko co najlepsze.
Sahri Kavokan
Sahri to chodząca skarbnica wiedzy o Landis. Bez mądrości tej Czarodziejki Mściciele byliby
nic nie znaczącą grupą nawiedzonych idealistów. Dzięki Sahri odkryli jak mogą zaspokoić
oczekiwania Morka Achertaina. Dla Czarodziejki zaś, było to największe wyzwanie z jakim
spotkała się w swoim życiu.
Sahri jest najmłodszą spośród członków dziedzictw Morka i grona ścisłych przywódców
organizacji. Wkrótce zacznie czterdziesty rok życia. Dość mało atrakcyjna fizycznie, zwraca
jednak uwagę wtedy gdy zacznie mówić. Jej popisy logicznego myślenia i wywody
teoretyczne potrafią zbić z pantałyku niejednego uczonego. Mimo całej swej wiedzy i
poważaniu, jakie zyskała ta adeptka 9 kręgu wśród barsawiańskich magów, Sahri nie jest do
końca szczęśliwa. W chwilach kobiecej chandry obiecuje sobie najwymyślniejsze kuracje
piękności i magiczne zabiegi Iluzjonistów, byle tylko dowartościować się w swych oczach i
podbudować swoją próżność. Na szczęście dla Mścicieli, Sahri miewa niezwykle rzadko
chandrę.
To Andovious odkrył jej geniusz, zasięgając kiedyś wiedzy wśród grona mistrzów ścieżki
Czarodzieja. Ta drobna, ciemnowłosa kobieta z łatwością wyszukiwała w pamięci cytaty z
Clessio, Thystrio czy Tornovira, którymi starała się objaśnić Trubadurowi dręczące go
wątpliwości. Swą wiedzą zaimponowała przywódcy Landyjskich Mścicieli, wkrótce też,
porwana urokiem Landyjczyka, dołączyła do grona jego wielbicieli.
Sahri jest barsawianką, wychowaną na przedmieściach Travaru. Szybko jednak znalazła swe
miejsce w podziemiach Throalu, i po kilku trudnych latach wkroczyła na ścieżkę Czarodzieja.
Z jakichś osobistych przyczyn nie znosi trolli, ale nikomu się na ten temat nie zwierzała.
Wydarzenia ostatnich dwóch lat, a więc śmierć Varulusa i okupacja Baraswii miały na nią
destrukcyjny wpływ. Andovious nie mogąc oderwać myśli kobiety od wydarzeń w Barsawii,
dał jej po prostu intelektualne wyzwanie. Od kilku miesięcy Sahri intensywnie działa wśród
członków administracji Throalu, którzy mają bezpośredni kontakt z przymierzem Handlarzy
Żelazem ze Lśniących Szczytów. Sahri tropi poczynania Odnowicieli Ustrektu, tajnej
organizacji działającej w tym przymierzu. Czarodziejka szuka wskazówek, które mogłyby
pomóc Mścicielom poprzez odkrycie powiązań starożytnego Ustrektu z Kathonem
Krzywookim.
W szeregach Mścicieli znajdziemy blisko osiemdziesięciu Dawców Imion, z których połowa
to adepci, a blisko ćwierć stanowią adepci niskiej magii. Wszyscy członkowie organizacji są
ludźmi, a większość z nich ma landyjskie korzenie. Znajdziemy jednak kilku Barsawian,
synów Rugarii, a nawet jednego, marakańskiego adepta Złodzieja.
Mistrz Gry na potrzeby własnej kampanii powinien przygotować sobie stosowne pomoce.
Jeśli zamierza wprowadzić do gry wątek Landyjskich Mścicieli, to zależnie od potęgi
drużyny, może zaaranżować szereg spotkań. O ile nie będą to spotkania z przywódcami
organizacji, to powinien mieć na uwadze, że wśród adeptów Mścicieli, najwięcej znajdzie
Uzdrowicieli Krwi, Zwiadowców i Złodziei. Jest również kilku Czarodziejów, Wojowników i
Trubadurów, a także jeden młodszy Ksenomanta i Zbrojmistrz. Najlepiej poziom
zaawansowania napotkanych członków organizacji dostosować do oczekiwań i możliwości
bohaterów graczy..
Przedmioty
Wspominaliśmy o specyficznych rytuałach i przedmiotach, jakimi posługują się Landyjscy
Mściciele. W tym miejscu przedstawiamy najważniejsze z nich.
Amulety krwi
Przedmioty te przygotowuje Nikolis. Przez lata udoskonalał swe umiejętności tworzenia
amuletów, w czym aktywnie pomagają mu najlepsi specjaliści współpracujący z organizacją.
Zew krwi Kathona (Rozwzorcowanie 1)
Amulet jest niewielkim, górskim kryształem nasączonym krwią potomka Kathona
Krzywookiego. Nikolis zwykle umagicznia te przedmioty w pobliżu miejsca śmierci
orkowego bohatera, wkraczając dzięki swoim mocom, do przestrzeni astralnej. W ostatecznej
fazie rytuały pomaga mu wiele duchów służebnych i sprzymierzonych.
Kryształ umieszczony pod skórą wnika w strukturę ciała Dawcy Imion, zadając mu 1 punkt
wyczerpania, które można wyleczyć po zdjęciu amuletu. Tak wyposażony Dawca Imion może
wykonać test Percepcji, by stwierdzić, czy w jego otoczeniu nie ma jakiegoś potomka
Kathona. Trudnością testu jest obrona magiczna orka, a zasięg działania równy jest zasięgowi
wzroku postaci (nocą amulet jest bezużyteczny, chyba, że noszący go człowiek postrzega
astralnie).
Każda aktywacja zadaje 1 punkt wyczerpania.
Do wykrycia obecności wystarczy przeciętny sukces (bohater zyskuje przeświadczenie, że w
gronie obserwowanych orków znajduje się jakiś potomek Krzywookiego). Sukces duży
pozwala z całą pewnością stwierdzić, która to postać.
By pozbyć się amuletu, należy wykonać test Siły Woli o trudności równej obronie magicznej
jego twórcy (16). Udana próba powoduje rozerwanie skóry i wypchnięcie kryształu siłą woli
poza organizm. Próbę można podjąć raz dziennie.
Bohaterowie mogący dodawać karmę do testów Percepcji, czy Siły Woli, mają do tego prawo
zarówno przy testach wykrywania orków, jak i usuwania amuletu.
Poskramiacz orków (Rozwzorcowanie 2)
Jest to wspólne dzieło Nikolisa i Andoviousa, służące dobrze członkom organizacji. Amulet
przypomina mosiężny, gładki pierścień, pozbawiony wszelkich ozdób. Założenie go na palce
prawej dłoni powoduje 2 punkty Wyczerpania (w chwili założenia, duch zaklęty w pierścieniu
sięga po moc krwi Dawcy Imion). Można je wyleczyć dopiero po zdjęciu pierścienia.
Jednorazowa aktywacja, pozwala Dawcy Imion dodać 2 stopnie do jakichkolwiek testów
oddziaływania wobec przedstawicieli rasy orków, albo podnieść o 2 swoją obronę społeczną,
gdy jakikolwiek ork usiłuje oddziaływać na nią.
Każda aktywacja zadaje 1 punkt wyczerpania, który może być wyleczony w normalny
sposób. Podobnie jak w przypadku Zewu Krwi, by pozbyć się pierścienia, noszący go Dawca
Imion musi wykonać test Siły Woli, tym razem o trudności równej obronie magicznej ducha
zaklętego w amulecie krwi (11). Próbę można podjąć raz dziennie.
Trucizny
Landyjska Krew
Tę zabójcza miksturę używali Mściciele w początkach swej działalności. Nim Andovious
uległ wpływom Livii. Trucizna ta jest wyłącznie do dyspozycji Landyjskich Mścicieli i w
żaden sposób nie może wpaść w ręce bohaterów graczy targujących się na pierwszym,
lepszym straganie w Landis.
Trucizna jest przygotowywana w rytuałach krwi i jak wskazuje nazwa, członkowie
organizacji używają do tych celów krwi własnej. Jako że jest to dość plugawa odmiana magii,
astralne postrzeganie flakonów wypełnionych trucizną, od razu powinno dać do zrozumienia
badaczowi, że ma do czynienia z silną i destrukcyjną magią krwi. Obrona magiczna trucizny
to 11. Landyjska Krew jest trucizną śmiertelną, musi jednak dostać się do krwioobiegu ofiary.
Zwykle Mściciele usypiali swe ofiary, a następnie posługiwali się narzędziami Uzdrowicieli
Krwi (srebrny przewód zakończony po obu stronach orichalkowymi wenflonami), by wkłuć
się w żyły ofiary i delikatnie wtłoczyć w nie porcję trucizny.
Ofiara musi natychmiast wykonać test Żywotności o stopniu równym obronie magicznej
trucizny. W przypadku przeciętnego sukcesu ofiara otrzymuje dwie rany, w przypadku
dużego ? tylko jedną. Ogromny sukces oznacza, że trucizna nie zadziałała.
Nieudany test aktywizuje magię trucizny i sprawia, że ofiara nieodwracalnie umrze po roku i
jednym dniu od zadania trucizny. Takiej postaci nie można wskrzesić w żaden ze znanych
sposobów, a magia użyta do tego celu, podobna jest do efektów rytuałów Kluczy Śmierci.
Pomysły na przygody
Organizacja Landyjskich Mścicieli sama w sobie nie jest zbyt interesująca dla graczy.
Wstąpienie w jej szeregi niesie zbyt wielkie uzależnienie się od Andoviousa Achertaina i nie
pozwala na swobodną grę. Natomiast dla Mistrza Gry może być skarbnica pomysłów na kilka
sesji, albo całą kampanię.
Po drugiej stronie barykady
Bohaterowie opuszczają serce Barsawii i kierują się ku południowym granicom. Wybierając
przesmyk między Lśniącymi Szczytami i Górami Delaryjskimi, wkraczają w środek
nieudolnie tworzącej się państwowości orków. Swymi talentami i doświadczeniem starają się
pomóc Kratis Gron w opanowaniu rozprzestrzeniającego się chaosu. Niespodziewanie ginie
kilku wodzów, pretendujących do ręki Kratis (tym sposobem legitymizujących posiadanie
tronu przyszłego Kara Fahd). Oskarżenia padają na najbliższych współpracowników Kratis
Gron, jednak bohaterowie graczy odkrywają krok o kroku ślady, prowadzący ich do
Landyjskich Mścicieli.
Ten pomysł wymaga od prowadzącego dobrej znajomości kultury orkowej w Barsawii i
zacięcia do prowadzenia krwawych intryg politycznych. W tle może umieścić nie tylko
łowców niewolników, pracujących dla generała Dagendrena z Jerucz; czy theańskich
szpiegów manipulujących otoczeniem legendarnej Cratis (jak agentka Sorge Ogniste Serce).
Z całą pewności przydadzą się prowadzącemu ?Mieszkańcy Barsawii t2?, ?Powietrzna
Przystań i Vivane?, a najbardziej ?Ork Nation of Cara Fahd?.
Ci, którzy wykorzystują firmowe kampanie, mogą znaleźć Landyjskich Mścicieli
użytecznymi, podczas kampanii ?Blades?. Badając historie orkowych legend z całą
pewnością dotrą do ruin Landis, a kto wie, może staną okoniem samej organizacji?
Nowa dyscyplina
Wśród członków Mścicieli jest grono Uzdrowicieli Krwi. Jak zaznaczono w tekście, pomysł
pochodzi z powieści osadzonych w świecie Earthdawna (?Talisman? i ?Prophecy?). Sama
dyscyplina została opracowana przez Graeme Lindsell i Roberta Stehwiena. Szczegóły
uważny Mistrz Gry znajdzie w internecie.
Prowadzący może uznać tę dyscyplinę za interesującą i wprowadzić w jej arkana któregoś ze
swoich graczy. By pozostała część drużyny nie usychała z nudów, można ich w całkiem
interesujący sposób zapoznać z Landyjskimi Mścicielami, zależnie oczywiście od charakteru
całej grupy.
Podwójni agenci
Tym razem to Thera, a konkretnie mistrz wywiadu K?nedrick T?pashir zainteresuje się
bohaterami graczy. Oczywiście ten t?skrang z domu Carinci jest zbyt dumny by osobiście
kontaktować się z barbarzyńcami (chyba że osiągnęli co najmniej 3 poziom sławy). Zwykle
czyni to poprzez któregoś ze swych agentów.
Działania Landyjskich Mścicieli zbyt wiele cierpliwości kosztują therańskiego szpiega. Chce
użyć barsawiańskich przynęt, by mieć powody do interwencji. I jak zwykle czynią to Carinci,
chce to zrobić w białych rękawiczkach.
Postacie graczy mogą podjąć delikatną grę. Z jednej strony udawać sympatię dla bardzo
hojnej Thery i starać się pozyskać zaufanie Landyjskich Mścicieli (niestety drużyna powinna
być wybitnie ?ludzka?, choć jakiś ork dodałby smaku). Z drugiej, mogą skontaktować się z
Okiem Throalu i odegrać rolę podwójnych agentów, pracując dla starego J?Rola, który
obecnie sprawuje pieczę nad throalskim wywiadem.
Stawka jest wysoka, a gracze musza obracać się w kilku strefach wpływów (Thera, Throal,
Mściciele i z całą pewnością orki z Kara Fahd).
Pomocą dla Mistrza Gry będą tu pozycje ?Powietrzna Przystań i Vivane?, ?Therańskie
Imperium? i ?Secret Societies of Barsaive?.
Przygoda standardowa na pozór
Piękna żona niejakiego Kallariana z Jerris, zwróci się o pomoc do naszych adeptów. Jej brat,
żyjący w okolicach Parland od dłuższego czasu nie daje znaku życia. Ha, adepci nie mogą
odmówić. Kallarian to przecież autorytet wśród skrybów Wielkiej Biblioteki, jeden ze
współautorów wiekopomnego dzieła Mieszkańców Barsawii.
Jeśli adepci nie lubią uczonych i skrybów, a muszą jednak skonsultować się z wybitnym
historykiem, proponuję podsunąć im Tolana Oddeara, Landyjczyka, sojusznika Mścicieli. On
może naprowadzić drużynę na Kallariana i jego żonę.
Co stało się z niesławnym bratem, imieniem Fondal wiemy z relacji kapitana T?rasque (on
sam pewnie zażywa już wczasów w łaźniach Thery). Przed graczami staje jednak prawdziwe
wyzwanie, odnaleźć Fondala i o ile żyje, uwolnić go z Jerucz. Niewykonalne? Nie dla
naszych adeptów.
A przy okazji poszukiwań śladów Fondala natrafią na Landyjskich Mścicieli. Zresztą Fondal
był ich członkiem. Kto wie, czy Andovious nie pokieruje delikatnie bohaterów, by uwierzyli,
że to oni naprawdę chcą dokonać bohaterskiego uwolnienie tego niewiele znaczącego dla
organizacji człowieka?
Mistrzowi Gry do realizacji tego wątku wystarczy w zupełności ?Powietrzna Przystań i
Vivane?. Choć może pokusić się o wprowadzenie motywów łączących Fondala i
Czarodziejkę Sahri (tylko taki nieudacznik jak Fondal mógł wzbudzić zainteresowanie takiej
brzyduli jak Sahri), co skieruje znów adeptów w ruiny Ustrektu. Tam mogą zając
odpowiednie stanowisko wobec działań Sahri skierowanych przeciwko Odnowicielom
Ustrektu. Zależnie od składu drużyny, bieg wydarzeń może przybrać nieoczekiwany obrót.
Wtedy dobrze by było mieć pod ręką ?Crystal Riders of Barsaive? i ?Prelude to War?.
| textdata/thevault/Earthdawn/LANG/[PL]/Earthdawn - Landyjscy Msciciele.pdf |
CONDITION
Current Maximum
Hit Points (15+ST+2xEN)
_________ _________
Other Wounds
Rads
_______ _________________________
Poison
_______ _________________________
ARMOR
Base AC (AG)
_____
AC Bonuses
_____
AC
_____
Armor: _____________________
DT/DR Base
+/- Total
Condition
Normal ___/___ ___/___ ___/___
Helmet: ____________________
Laser
___/___ ___/___ ___/___
Condition
Fire
___/___ ___/___ ___/___
Other: ____________________
Plasma
___/___ ___/___ ___/___ Condition
Explode ___/___ ___/___ ___/___
____________________
Helmet DT/DR:
Condition
Normal: ______ Laser: ______
Notes: _____________________
Fire:
______ Plasma: ______
_______________________________
Sneak
___% ___% ___%
Lockpick
___% ___% ___%
Safe Cracking
___% ___% ___%
Electronic Lockpick ___% ___% ___%
Steal
___% ___% ___%
Traps
___% ___% ___%
Complex Traps
___% ___% ___%
Demolitions
___% ___% ___%
Science, Biology
___% ___% ___%
Science, Chemistry ___% ___% ___%
Science. Computers ___% ___% ___%
Science, Geology
___% ___% ___%
Science, Invent
___% ___% ___%
Science, Teach
___% ___% ___%
Repair, Electronics ___% ___% ___%
Repair, Firearms
___% ___% ___%
Repair, Mechanical ___% ___% ___%
Repair, Melee
___% ___% ___%
Repair, Plumbing
___% ___% ___%
Repair, Woodwork ___% ___% ___%
Pilot, Aircraft
___% ___% ___%
Pilot, Watercraft
___% ___% ___%
Pilot, Landcraft
___% ___% ___%
Pilot, Warcraft
___% ___% ___%
Speech
___% ___% ___%
Barter
___% ___% ___%
Gambling, Cheating ___% ___% ___%
Gambling, Dice
___% ___% ___%
Gambling, Cards
___% ___% ___%
Gambling, Sports
___% ___% ___%
Gambling, Machines___% ___% ___%
Wilderness Lore
___% ___% ___%
Tracking
___% ___% ___%
Navigation
___% ___% ___%
Swimming
___% ___% ___%
Climbing
___% ___% ___%
Sexual Prowess
___% ___% ___%
_____________
___% ___% ___%
_____________
___% ___% ___%
PRIMARY STATISTICS
Stat
Min/Max Avrg. Base +/- Total
Strength
_____ _____ _____ _____ ____
Perception
_____ _____ _____ _____ ____
Endurance
_____ _____ _____ _____ ____
Charisma
_____ _____ _____ _____ ____
Intelligence
_____ _____ _____ _____ ____
Agility
_____ _____ _____ _____ ____
Luck
_____ _____ _____ _____ ____
Name ___________________________ Sex ___________
Race ___________________________ Age ____________
Height ______ Weight _______ Eyes _________________
Hair ________________ Skin color __________________
Appearance _____________________________________
SECONDARY STATISTICS
Base +/- Total
Action Points (1/2 AG +5)
________ ________ ______
Carry Weight (25 lbs+25xST)
________ ________ ______
Melee Damage (ST-5, no less than 1)
________ ________ ______
Poison Resistance (5xEN)
________ ________ ______
Radiation Resistance (2xEN)
________ ________ ______
Electricity Resistance
________ ________ ______
Gas Resistance
________ ________ _______
Sequence (2xPE)
________ ________ ______
Healing Rate (1/3 EN round down)
________ ________ ______
Critical Chance (LK)
________ ________ ______
Implant Endurance (10x(IN+EN))
________ ________ _______
SKILLS
Base +/- Total
AIM, Direct Fire
___% ___% ___%
AIM,Indirect Fire
___% ___% ___%
Bows
___% ___% ___%
Crossbows
___% ___% ___%
Pistols
___% ___% ___%
Rifles
___% ___% ___%
Shotguns
___% ___% ___%
Assault Shotguns
___% ___% ___%
Sub-Machine guns ___% ___% ___%
Assault Rifles
___% ___% ___%
Machine Guns
___% ___% ___%
Miniguns
___% ___% ___%
SPP Launchers
___% ___% ___%
TLP Launchers
___% ___% ___%
Reactive Fluid
___% ___% ___%
Small Beam
___% ___% ___%
Large Beam
___% ___% ___%
Small Plasma
___% ___% ___%
Large Plasma
___% ___% ___%
Pulse Weapons
___% ___% ___%
Unarmed
___% ___% ___%
Boxing
___% ___% ___%
Brawling
___% ___% ___%
Powered Boxing
___% ___% ___%
Blunt Weapons
___% ___% ___%
Axes and Cleavers ___% ___% ___%
Swords
___% ___% ___%
Spears
___% ___% ___%
Knives
___% ___% ___%
Throwing
___% ___% ___%
Primitive Thrown
___% ___% ___%
Grenades
___% ___% ___%
First Aid
___% ___% ___%
Doctor
___% ___% ___%
| textdata/thevault/Fallout/Fallout (2d20)/Character Sheet/Fallout - Character Sheet 1.pdf |
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Sonderfertigkeiten (ausser Kampf)
Gaben (F)
TaW
Kampftechniken BE
AT • PA
TaW
Dolche
D BE–1
•
Hiebwaffen
D BE–4
•
Raufen
C
BE
•
Ringen
D
BE
•
Säbel
D BE–2
•
Wurfmesser
C BE–3
•
•
•
•
•
•
•
•
•
•
•
Körperliche Talente (D)
TaW
Athletik (GE•KO•KK)
BEx2
Klettern (MU•GE•KK)
BEx2
Körperbeherrschung (MU•IN•GE)
BEx2
Schleichen (MU•IN•GE)
BE
Schwimmen (GE•KO•KK)
BEx2
Selbstbeherrschung (MU•KO•KK)
—
Sich Verstecken (MU•IN•GE)
BE–2
Singen (IN•CH•CH/KO)
BE–3
Sinnenschärfe (KL•IN•IN/FF)
spez.
Tanzen (CH•GE•GE)
BEx2
Zechen (IN•KO•KK)
—
Gesellschaftliche Talente (B )
TaW
Menschenkenntnis (KL•IN•CH)
Überreden (MU•IN•CH)
Natur-talente (B)
TaW
Fährtensuchen (KL•IN•IN/KO)
Orientierung (KL•IN•IN)
Wildnisleben (IN•GE•KO)
Wissenstalente (B)
TaW
Götter / Kulte (KL•KL•IN)
Rechnen (KL•KL•IN)
Sagen / Legenden (KL•IN•CH)
Sprachen & Schriften (var.) Komp. TaW
Muttersprache:
Handwerkliche Talente (B)
TaW
Heilkunde Wunden (KL•CH•FF)
Holzbearbeitung (KL•FF•KK)
Kochen (KL•IN•FF)
Lederarbeiten (KL•FF•FF)
Malen/Zeichnen (KL•IN•FF)
Schneidern (KL•FF•FF)
MU: KL: IN: CH: FF: GE: KO: KK: BE:
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Raufen
10 / 3
+0
Ringen
10 / 3
+0
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BE:
Ba
RB
LB
LA
RA
Br
Rü
Ko
Name
Art INI AT PA TP LE RS KO GS AU MR
LO TK
ZK
(1 Dukaten = 10 Silbertaler = 100 Heller = 1000 Kreuzer)
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BE:
Ba
RB
LB
LA
RA
Br
Rü
Ko
Name
Art
INI
AT
PA
TP RS KO GS AU MR
LO TK
ZK
(1 Dukaten = 10 Silbertaler = 100 Heller = 1000 Kreuzer)
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SE
Zaubername
Probe
ZfW
ZD
Kosten Reichweite
WD
Anmerkungen
Komp.
Rep.
Merkmale
Haus? Lern
Name
Rasse
Kultur
Profession
Repräsentationen
Merkmale
Begabungen
Unfähigkeiten
MU
KL
IN
CH
FF
GE
KO
KK
MR
AE:
AU:
LE:
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SE
Zaubername
Probe
ZfW
ZD
Kosten Reichweite
WD
Anmerkungen
Komp.
Rep.
Merkmale
Haus? Lern
Name
Rasse
Kultur
Profession
Repräsentationen
Merkmale
Begabungen
Unfähigkeiten
MU
KL
IN
CH
FF
GE
KO
KK
MR
AE:
AU:
LE:
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2
Name
Rasse
Kultur
Profession
Repräsentationen
Merkmale
Begabungen
Unfähigkeiten
MU
KL
IN
CH
FF
GE
KO
KK
MR
Ritualname
Probe
Dauer
Kosten
Wirkung / Anmerkung
Magische Vor- / Nachteile:
Magische Sonderfertigkeiten:
Regeneration: AsP / Phase
Artefakte / Tränke:
Anmerkungen:
Allgemein: (A) Aufrechterhalten, A: Aktion, AsP: Astralpunkt, Haus: Hauszauber, Komp: Komplexität, KR: Kampfrunde, Lern:
Lernschwierigkeit, Med: Große Meditation, Mod: Modifikation nach Rasse, Kultur und Profession, MR: Magieresistenz, pAsP: permanente
AsP, Rep: Repräsentation, SE: Spezielle Erfahrung, SF: Sonderfertigkeit, SR: Spielrunde, WD: Wirkungsdauer, ZD: Zauberdauer, ZfP*:
bei der Probe übrig behaltene Zauberfertigkeitspunkte, ZfW: Zauberfertigkeitswert • Merkmale: Anti: Antimagie, Besw: Beschwörung,
Dämo: Dämonisch, Eign: Eigenschaften, Einfl: Einfluss, Elem: Elementar, Form: Form, Geis: Geisterwesen, Heil: Heilung, Hell: Hell-
sicht, Herr: Herrschaft, Illu: Illusion, Krft: Kraft, Limb: Limbus, Meta: Metamagie, Objk: Objekt, Rufe: Herbeirufung, Scha: Schaden,
Tele: Telekinese, Temp: Temporal, Umwt: Umwelt, Vers: Verständigung • Traditionen / Repräsentationen: Ach: Achaz-Kristallomanten,
Bor: Borbaradianer, Dru: Druiden, Elf: Elfen, Geo: Geoden, Hex: Hexen, Mag: Gildenmagier, Sch: Schelme, Srl: Scharlatane
(MU+IN+CH)/2
Mod.
Vor-/Nachteil
SF
Med.
Zukauf
Max.
pAsP
Aktuell
+
+
+
+
+
=
–
=
(MU+KL+KO)/5
Modifikationen
Vor-/Nachteil
Sonderfertigkeiten
aktuell
MR
+
+
+
=
RITUALE
AE
Ritualkenntnis ( ):
Ritualkenntnis ( ):
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| textdata/thevault/Dark Eye, The [multi]/LANG/[DE]/Das Schwarze Auge/006. weiteres Material/002. Dokumente/DSA41_Heldendokument.pdf |
Cleric Titles, Elf Male and Female Names
Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for
more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product.
Elf Male Names
Roll on the table to find out what
the Kobold Ninja is now aware
of. The Kobold Ninja knows
elven names and cleric titles.
Who knows what deeds the
Kobold Ninja will do with such
knowledge.
Who knows what evil lurks in
the minds of bugbears? The
Kobold Ninja knows.
1
Abbot/Abbess
2
Ablak
3
Adept
4
Anax
5
Aspirant
6
Ayatollah
7
Blessed/Cursed
8
Bodhisattva
9
Brother/Sister
10
Cantor
11
Faithful
12
Holy/Unholy
13
Initiate
14
Lama
15
Lustful
16
Minstral
17
Patriarch
18
Perfect
19
Priest
20
Seeker
1
Aelfina
2
Afsan
3
Almedovar
4
Dhoquis
5
Dreusean
6
Elaoth'via
7
Elik
8
Feradre
9
Fiyaspar
10
Gaelzair
11
Kannissor
12
Kaspar
13
Malro
14
Nimviaim
15
Pylasah
16
Raeronmah
17
Thoarimus
18
Tiaki
19
Veram'ah
20
Yather
Cleric Titles
Elf Female Names
1
Aerniaumil
2
Armalad
3
Azarahdoro
4
Caeiahelaral
5
Corriro
6
Cyiten
7
Elsan
8
Firnae
9
Fislae
10
Jaothi
11
Kethollen
12
Kyathir
13
Laitae
14
Lamitenimil
15
Maraesti
16
Mywynavin
17
Nuen
18
Ruanesa
19
Thaasel
20
Zaevaria
OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is
Copyright 2000 Wizards of the Coast, Inc (‘Wizards’). All Rights
Reserved.
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license, rent, lease, sell, broadcast, publicly display, transmit or
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mechanic and includes the methods, procedures, processes and
routines to the extent such content does not embody the Product Identity
and is an enhancement over the prior art and any additional content
clearly identified as Open Game Content by the Contributor, and means
any work covered by this License, including translations and derivative
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‘Used’ or ‘Using’ means to use, Distribute, copy, edit, format, modify,
translate and otherwise create Derivative Material of Open Game
Content. (h) ‘You’ or ‘Your’ means the licensee in terms of this
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2. The License: This License applies to any Open Game Content that
contains a notice indicating that the Open Game Content may only be
Used under and in terms of this License. You must affix such a notice to
any Open Game Content that you Use. No terms may be added to or
subtracted from this License except as described by the License itself.
No other terms or conditions may be applied to any Open Game Content
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4. Grant and Consideration: In consideration for agreeing to use this
License, the Contributors grant You a perpetual, worldwide, royalty-free,
non-exclusive license with the exact terms of this License to Use, the
Open Game Content.
5. Representation of Authority to Contribute: If You are contributing
original material as Open Game Content, You represent that Your
Contributions are Your original creation and/or You have sufficient rights
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6. Notice of License Copyright: You must update the COPYRIGHT
NOTICE portion of this License to include the exact text of the
COPYRIGHT NOTICE of any Open Game Content You are copying,
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and the copyright holder’s name to the COPYRIGHT NOTICE of any
original Open Game Content you Distribute.
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element of that Product Identity. You agree not to indicate compatibility
or co-adaptability with any Trademark or Registered Trademark in
conjunction with a work containing Open Game Content except as
expressly licensed in another, independent Agreement with the owner of
such Trademark or Registered Trademark. The use of any Product
Identity in Open Game Content does not constitute a challenge to the
ownership of that Product Identity. The owner of any Product Identity
used in Open Game Content shall retain all rights, title and interest in
and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly
indicate which portions of the work that you are distributing are Open
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10. Copy of this License: You MUST include a copy of this License with
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11. Use of Contributor Credits: You may not market or advertise the
Open Game Content using the name of any Contributor unless You
have written permission from the Contributor to do so.
12. Inability to Comply: If it is impossible for You to comply with any of
the terms of this License with respect to some or all of the Open Game
Content due to statute, judicial order, or governmental regulation then
You may not Use any Open Game Material so affected.
13. Termination: This License will terminate automatically if You fail to
comply with all terms herein and fail to cure such breach within 30 days
of becoming aware of the breach. All sublicenses shall survive the
termination of this License.
14. Reformation: If any provision of this License is held to be
unenforceable, such provision shall be reformed only to the extent
necessary to make it enforceable.
15. COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document. Copyright 2000, Wizards of the Coast,
Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on
material by E. Gary Gygax and Dave Arneson.
Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing,
LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet,
Monte Cook, and Skip Williams.
The Book of Experimental Might. Copyright 2008, Monte J. Cook. All
rights reserved.
Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors:
Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey
Christofferson,
Lance
Hawvermale,
Travis
Hawvermale,
Patrick
Lawinger, and Bill Webb; Based on original content from TSR.
Kobold Ninja Random Lists: Cleric Titles, Elf Male and Female
Names. Copyright 2010, Jon Brazer Enterprises.
Author: Dale C. McCoy, Jr.
Art: Imsael Bergara
Open Content: The three random tables.
Product Identity: Everything else.
Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game
Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See
http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license.
| textdata/thevault/Pathfinder/1st Edition/3rd Party/Jon Brazer Enterprises/Kobold Ninja Random Lists Cleric Titles and Elf Male and Female Names.pdf |
The Making of Power Behind the Throne
—By Graeme Davis
The Making of Power Behind the Throne
—By Graeme Davis
cubicle7games.com
XII
DEVELOPER DIARY
WARHAMMER FANTASY ROLEPL AY
THE MAKING OF POWER BEHIND THE THRONE
by Graeme Davis
Power Behind the Throne — The Enemy Within Director’s Cut, Volume 3 PDF is currently in development.
While we continue to commission artwork and playtest the adventures, we wanted to share Graeme Davis’s insights
on creating the Director’s Cut.
With such an evocative title it’s hard not to be curious about what secrets dwell within Power Behind the Throne!
Following on from the trials, hazards, and frustrated heroism of Death on the Reik, Power Behind the Throne
delves deeper into the political machinations of The Empire which will feature much more heavily as The Enemy
Within campaign progresses. Brimming with subterfuge, political manoeuvres and betrayal, the Characters are
left wondering — just who is the true power behind the throne of Middenheim? Despite the city streets
being draped in carnival colours, Middenehim is brimming with resentment and barely restrained
outrage. Political machinations have brought old grudges to the fore. Whether Sigmarite or
Ulrican, Dwarf or Human, Wizard or decent citizen, everyone has an axe to grind, and
there is only so much that cheap ale and spectacle can paper over. The Characters
must tread carefully through these tensions, with ever a careful eye cast over
their shoulder, if they are to survive the events of Power Behind the Throne!
We asked Graeme Davis — the power behind the campaign — to
reflect back to share the story behind the embryonic stages of
the impressive campaign.
There is some disagreement about the origins of
Power Behind the Throne, but the consensus
is that it was not originally written for
WFRP.
Art by SAm mAnley
cubicle7games.com
XII
DEVELOPER DIARY
WARHAMMER FANTASY ROLEPL AY
In the mid-1980s, Carl Sargent was a researcher in psychology and parapsychology at Cambridge University. I
teasingly called him the Peter Venkman of gaming, after Bill Murray’s character in the movie Ghostbusters. By chance,
Cambridge was where the publisher of Advanced Dungeons & Dragons decided to establish its short-lived UK
subsidiary, and Carl began gaming.
This is the point where memories become unreliable. I remember being told that Carl’s gaming group included several
people who later came to Games Workshop, including Enemy Within co-author Phil Gallagher and White Dwarf
editor Paul Cockburn. Carl ran an adventure full of political intrigue titled something like ‘Intrigue in Elyrria,’. The
adventure was successful and it was suggested that he rewrite it for WFRP, and the new Enemy Within campaign.
When I began working on the Director’s Cut of Power Behind the Throne, I tried to confirm my memories with
others who were there, hoping to get more details. But no one else remembered the story as I do. Sadly, Carl died in
2018, so there is no way to confirm the facts with him.
But really, all that matters is that Carl created an adventure that is packed with intrigue, and challenging for both
GM and players. Power Behind the Throne is still revered, and I had a lot of fun developing it for the Director’s
Cut. Carl went on to write much more for WFRP – even taking over the running of Flame Publications after Mike
Brunton and I left and for many other games from other publishers.
We wanted to make sure that Power Behind the Throne could be played separately with just the WFRP rulebook,
but there was so much more to explore, and build, and expand on in Middenheim – so we did. The result was
Warhammer City, a separate and much more extensive sourcebook on Middenheim that included contributions
from almost everyone on Games Workshop’s writing team. More on that later.
To the best of my knowledge, no one had ever attempted to publish an adventure like Power Behind the Throne
before. The plot was so dense, with so many moving parts, and we knew that the GM was going to need some serious
help. Developer Derrick Norton devised an excellent array of GM aids to solve the problem. There was a chart to
keep track of the major events of Middenheim’s famous Carnival, showing at a glance when and where each event
took place and which of the major NPCs was in attendance. Each major NPC also had a schedule card of their own,
so the GM could see where they would be at any given time — with space for the GM to write in any changes or
additions to an NPC’s schedule that might arise during the course of play. Given the importance of building up
influence at the court of Graf Boris Todbringer, there was also a summary card giving basic details of all the major
figures at court, including the amount of influence each could bring to bear on the party’s behalf. Derrick gives his
own account of developing Power Behind the Throne as one of the guest commentators in the Power Behind the
Throne Companion.
Even with these, many of the GMs who had run Power Behind the Throne in the years since its first publication
reported that it was hard work for the GM, so when I started to plan the Director’s Cut, I aimed to make it easier
without losing any of the depth and complexity that were so important to the original.
As with Death on the Reik, I found opportunities to re-order information so that it was easier to find in the heat
of a gaming session, as well as making it easier to navigate your way around the book. I divided the adventure into
accessible steps, and made sure that the timing and progression of events were as clear as possible.
There was also some work to do in providing a smoother transition from Death on the Reik, both within the
narrative and in terms of power. The original campaign had jumped straight from escaping Castle Wittgenstein
to approaching Middenheim, glossing over the fact that the party would be travelling half-way across the Empire.
Luckily, I had a couple of existing resources to turn to.
The first was ‘Carrion Up the Reik,’ which James Wallis had written for the Hogshead reprinting of the original
Power Behind the Throne, was famous — or rather, notorious — for the brutal way in which the Characters lost
their barge and were forced away from the river. James tells the full story in the guest commentary he provided for
the Death on the Reik Companion. I used parts of that, and added a few gentler ways to lure the party into the
overland journey to Middenheim.
There was also ‘The Grapes of Wrath,’ which Carl had written in answer to the same problem. It was first published
in White Dwarf 98 (February 1988), shortly before Power Behind the Throne was released, and was reprinted in
a compilation for WFRP 1st edition called The Restless Dead. Set just off the Altdorf to Middenheim road, this
adventure gave the Characters a chance at some more experience but had little to do with the campaign’s main plot.
cubicle7games.com
XII
DEVELOPER DIARY
WARHAMMER FANTASY ROLEPL AY
I kept most of ‘The Grapes of Wrath’ back for the Power Behind the Throne Companion. By pure chance, it
dovetailed nicely with the parts of ‘Carrion up the Reik’ that I had adapted into an optional B-plot for the Death
on the Reik Companion, and allowed me to advance that storyline in a most satisfactory manner. Before Carl
had settled on the title ‘The Grapes of Wrath,’ the adventure was known around the GW Design Studio as ‘Flying
Death Skulls’ after its signature encounter. I went with that title, since I had made so many changes that the
adventure was no longer just an update of ‘The Grapes of Wrath.’
I found a lot more interesting material for the Power Behind the Throne Companion, too. A few sections were
excerpted from the original, or from Warhammer City, taking care not to interfere with Cubicle 7’s Middenheim
sourcebook (PDF due for release 2020). There are some encounters and incidents set in the city, an interesting
NPC who could replace a fallen Character, and an expanded look at the Graf ’s Garden Party, the social event of
the Carnival. The Slaaneshi Cult of the Jade Sceptre receives the same treatment that the two previous Companions
gave to the Purple Hand and the Red Crown, and the cult of Ulric is examined in detail. There is some information
on Middenlander Characters, and how they differ from the Reikland Humans described in the WFRP rulebook.
And there are a few other exciting elements that I won’t divulge here. You’ll just have to wait until the book comes
out. Like its predecessors, the Power Behind the Throne Companion also has two guest commentaries. Derrick
Norton’s contribution has already been mentioned, and the second slot is a tribute to Carl Sargent by his long-time
collaborator, Marc Gascoigne. Some of you may know that Carl dropped out of gaming in the mid-1990s and
seemed to disappear, sparking a great deal of rumour and conjecture. Marc finally fills in the blanks.
To return to Power Behind the Throne, I also needed to do some work on the ending. It was rather abrupt in
the original, not giving the Characters a clear path forward into the rest of the campaign. At the time, there was
a very good reason for this: the rest of the campaign was in flux. When Power Behind the Throne was released,
The Horned Rat — which was to have been next, according to the original plan — had been dropped in favour of
Ken Rolston’s Something Rotten in Kislev. That was still being written, and not enough was known about it to build
substantial links into Power Behind the Throne.
This time, knowing that The Horned Rat would be next in the Director’s Cut and having already prepared a
detailed plan for Games Workshop’s approval, the path was clearer and the ending could be made much more
satisfactory. In fact, it is scarcely an ending at all, moving seamlessly into the start of The Horned Rat as. . . well,
you’ll have to wait and see!
cubicle7games.com
Art by SAm mAnley
cubicle7games.com
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DEVELOPER DIARY
WARHAMMER FANTASY ROLEPL AY
A little extrA bit: Dieter HelSnicHt, tHe Doom lorD of miDDenHeim
Dieter Helsnicht first appeared in Warhammer lore in 1994, in the Undead army book for the 4th edition of the
Warhammer battle game. While this master necromancer did not achieve the notoriety of the Lichemaster Heinrich
Kemmler, his legend lives on in Middenheim and its surroundings.
Characters who study the history of Middenheim, or listen to old stories, may learn Helsnicht’s name and some parts
of his story. Despite persistent rumours of his survival, he has not been seen since the Battle of Beeckerhoven some
13 centuries ago. Most believe Helsnicht is nothing more than an ancient legend. Though there may be a secretive
group of necromancers who see him as their patron — and whose leader may claim to have studied under him —
more on that later.
The search for his hidden fortress would make a deadly adventure on a par with venturing into the terrifying Castle
Drachenfels. It is outside the scope of the Enemy Within campaign, though, but one to consider in the future. Even
so, Helsnicht will be aware of the troubles afflicting the Empire, and he will doubtless be planning to take advantage
of them. If your players are having too easy a time of it (they really shouldn’t, but you never know) you might have
him fly in on his Manticore to exact revenge on the city that expelled him. Or, you could have him add to the
complications of Empire in Ruins when that is published, bursting out of the Forest of Shadows at the head of an
Undead horde to attack all living forces within reach.
Art by SAm mAnley
cubicle7games.com
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DEVELOPER DIARY
WARHAMMER FANTASY ROLEPL AY
Dieter HelSnicHt’S Story
A powerful Middenheimer wizard during the Age of Three Emperors, Helsnicht read the legends of Nagash and
made the unholy pilgrimage to Nagashizzar. He returned to Middenheim a changed man, and it was only a matter
of time before grim rumours led the authorities to his door.
Helsnicht escaped on the back of a Manticore, and it was widely thought that he established a hidden fortress deep
in the Forest of Shadows, where he conducted his foul research and trained junior necromancers as apprentices. He
returned a few years later at the head of an Undead army, ravaging the north and striking terror into the populace
until he was stopped at the Battle of Beeckerhoven in 1244 IC. His Manticore fled the battlefield carrying his
wounded body, which was never recovered.
Helsnicht survived his wound, and would threaten Middenheim and the north many more times from his secret
fortress deep in the Forest of Shadows, mounted on his Manticore and carrying a Chaos Runesword. He became
one of the world’s most dreaded necromancers, and many deluded souls sought his tutelage.
Traits: Combat Aware 5 (as Talent), Commanding Presence (as Talent), Dark Vision, Fear 1, Leader (included in
profile), Prejudice (the living), Spellcaster (Death, Necromancy), Weapon +9
Trappings: Manticore mount, Chaos Runesword, Staff of Flaming Death
Chaos Runesword: Dieter’s cursed blade bears runes that add +10 to his WS and Strength when he attacks with it.
It also gives him one additional attack per Round.
Staff of Flaming Death: This skull-topped staff can cast a Screaming Skull spell once per Round. It requires no
casting roll necessary and there is no chance of a miscast or any other mishap.
Spells: Helsnicht knows any spell from the Lores of Necromancy or Death which seems convenient. He is
particularly fond of rituals to raise new servants, often spending longer than is wise in preparation of such undead
thralls. In battle, he is ferocious and unyielding, and will seek to slay his most powerful foes outright with a
Screaming Skull spell or, failing that, the razor edge of his Chaos Runesword.
If you thought the sewers of Bogenhafen had a rancid stench — wait until your Characters have plumbed the
fetid depths of Middenheim’s ruling class! There are a lot of opportunities for your Characters to have more grim
and perilous adventures in the favoured City of the White Wolf, including attending a lively carnival filled with
fascinating characters. Watch out for exciting events, fascinating operas, and rare opportunities to ascend the
Empire’s intractable social structure. But most of all, watch your back.
DIETER HELSNICHT
DIETER HELSNICHT
M
WS BS
S
T
I
Agi Dex Int WP Fel
W
4
67
64
52
44
56
43
52
65
75
43
20
cubicle7games.com
cubicle7games.com
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DEVELOPER DIARY
WARHAMMER FANTASY ROLEPL AY
DeAtH on tHe reik compAnion upDAte
Along with Graeme’s excellent retrospective on the creation of Power Behind the Throne, we are also including some
art for the upcoming Death on the Reik Companion. Along with a plethora of NPCs, encounters and optional
rules, the Companion includes a River Bestiary of unique threats present on the Reik and other rivers of The Empire.
nAiADS
The near mythical Naiad are said to haunt certain stretches of the Reik. While otherwise
educated scholars scoff at the idea of watery, almost ethereal spirits granting their favour and
curses on a capricious whim. Poets have written volumes about the ever-changing beauty
of the creatures, while more wary folk speak of the terrible aspects they adopt when
angered. Indeed, it was once the fashion among certain romantic souls to search for a
Naiad spouse in lonely stretches of the Reik. While most returned unfulfilled, a few are
never seen again — whether this is due to their achieving marital bliss, or something
more sinister, remains an open question.
AmoebAe
Scholars at The Imperial Zoo are unclear if the large, ravenous Amoebae that stalk
calmer sections of the Reik are examples of smaller creatures that have grown large
due to their diet, environment, or the influence of Chaos, or if they are a distinct
species that solely preys on larger creatures. Regardless, Amoebae are a known hazard
deftly avoided by skilled Riverfolk, and a deathly hazard to unwary travellers. A few
wreckers are rumoured to keep a handful of these creatures in a covered pit, throwing
hapless victims to a terrible demise. The Amoebae dutifully excrete metal weapons,
coin, teeth fillings and other valuables, which are collected by the wreckers at the end
of each month.
Art by SAm mAnley
CubiCle 7 entertainment ltd. © Copyright games Workshop limited 2020
| textdata/thevault/Warhammer/Fantasy Roleplay/4e (C7)/Cato Contribution/Warhammer Fantasy Roleplay/4th Edition/Enemy Within Developer Diaries/The Enemy Within - Developer Diary #12.pdf |
A NEW INNATE MAGIC-USER CLASS
FOR FEYWILD-INSPIRED SETTINGS
CREDITS
Writing & Game Design: Micah Muldowney
Layout & Graphic Design: Micah Muldowney
Art / Illustrations: Used under public domain and
Creative Commons
CONTENTS
THE FEYWEAVER CLASS……...…....…………...... 1
Creating a Feyweaver.……...…………........... 2
Quick Build………....……..….…………........... 2
The Feyweaver Table…....….…………........... 2
CLASS FEATURES………...…………..…...….......... 3
Spellcasting..….......….…………........................ 3
Fey Nature………..….….....….…………........... 4
Feyshifting…………….....….…………........... 4
The Twisted Path…........…....…………........... 5
Greater Feyshifting...….....….…………...........5
Fey Sight………...…...….....….…………........... 5
Protean Terrain...…...….....….…………........... 5
Mab’s Blessing…..…........…...…………........... 6
FEY COURTS ………...……..............……............... 6
Unseelie Court...….....….....….………….......... 7
Seelie Court…..……….……...…………............ 9
FEYSHIFTING………...……..............……............... 11
Feyshifting...….....….....….…………..................11
Greater Feyshifting...…....…...…….................. 13
Gloamshifting………...……….……..…........... 15
Glowshifting…..……………….……..…........... 16
ON THE COVER
Allaryn Treehame, a wood elf and intimate of the
Seelie Court, invokes Mab’s blessing to take on
the mystical form of his fey ancestors.
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon
Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of
the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is
protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained
herein is prohibited without the express written permission of Wizards of the Coast.
©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont,
CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. This work contains material that is copyright
Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters
Guild.
All other original material in this work is copyright 2020 by Micah Muldowney and published under the Community Content Agreement for
Dungeon Master’s Guild
he redcap stalks closer to its
prey. The foliage hiding it
begins to sway hypnotically. All
of a sudden, it can’t remember
why it is there and stands up, grinning foolishly
at the pixie in the hollow before it.
An old man speaks a word of power and the
air shimmers and thickens. His party swims
through it to the top of a nearby cliff, leaving
their perplexed pursuers scratching their heads.
These heroes are Feyweavers – enigmatic
magic users that conjure the essence of the
Feywild itself. Some are born in the Feywild,
while others have only touched its powers
through circumstance. All, however, can spin
the mystery and deception of the Feywild in to
the world around them.
1
A Feyweaver derives its power from its
connection to the Feywild and its magics. The
realms of the Feywild mirror (and are never far
from) the material plane, and a blessed few are
granted the ability to bridge the gap and weave
the nature and magic of that parallel world into
their own, or even shape the feywild to their
will when they enter it.
Feyweavers harbor a deep and abiding
connection to the feywild and its denizens that
often informs their outlook, personality, and
identity. Most often, they come from races that
find their origin in the feywild, like elves,
pixies, harengon, or changelings – though their
ranks include other races, particularly with a
Feylost background or that are fey touched.
They can be chaotic or capricious in nature and
often think and prioritize differently than
others. In particular, their view on time,
distance, reality, memory, and truth can feel
esoteric to their allies and enemies alike.
Generally Feyweavers ascribe to the philosophy
of either the Seelie or Unseelie court, which can
have a major impact on their goals – though
there are some with a more independent bent.
You can make a Feyweaver quickly by
following these suggestions. First, make
Charisma your highest Ability score. Your next
highest should be Constitution. Second, choose
the Feylost or haunted one background. Third,
take the minor illusion or mage hand cantrip.
Level Prof. Bon. Features
Spells Known
1st
+2
Spellcasting (2/rest), Fey Nature
2
2nd
+2
Feyshifting
2
3rd
+2
Court Feature
2
4th
+2
Ability Score Improvement
2
5th
+3
-
3
6th
+3
Court Feature
3
7th
+3
The Twisted Path
3
8th
+3
Ability Score Improvement
3
9th
+4
Spellcasting (3/rest)
3
10th
+4
Court Feature
4
11th
+4
Greater Feyshifting
4
12th
+4
Ability Score Improvement
4
13th
+5
Fey Sight
4
14th
+5
Court Feature
4
15th
+5
-
5
16th
+5
Ability Score Improvement
5
17th
+6
Protean Terrain
5
18th
+6
-
6
19th
+6
Ability Score Improvement
6
20th
+6
Mab’s Blessing, Spellcasting (4/rest)
6
2
As a Feyweaver, you gain the following class
features:
Hit Dice: 1d8 per Feyweaver level
Hit Points at 1st Level: 8 + CON modifier
Hit Points at Higher Levels: 1d8 (or 5) + CON
modifier per Feyweaver level after 1st
Armor: Light and medium armor, shields
Weapons: Simple weapons
Tools: A musical instrument of your choice
Saving Throws: Charisma, Wisdom
Skills: Persuasion and two skills of your from
Acrobatics, Perception, Deception,
Performance, Insight, and Nature.
Language: Common and Sylvan.
You start with the following equipment, in
addition to the equipment granted by your
background:
Any simple weapon
6 javelins or a light crossbow and 30 bolts
Leather or hide armor and a shield
An explorer’s pack
A trinket from the feywild, like an unfading
flower or stone that faintly hums a song of the
Seelie court
A Musical Instrument
Due to your connection with the Feywild, you
possess a degree of innate magical power
related to the enchantment, conjuration, and
illusion schools of magic.
At the 1st level, you learn any 2 cantrips of your
choice from the enchantment, conjuration, or
illusion schools. You may change one of them
for another if you choose any time you learn a
spell.
3
You do not gain spell slots, but rather are
innately able to cast known spells a set number
of times per short or long rest.
At the first level, you learn 2 spells from the
enchantment, conjuration, or illusion schools,
each of which you can cast at the first level 2
times per long rest. You learn an additional
spell at the 5th, 10th, 15th, and 20th levels, and
they may be cast at the second and third level
beginning at the 3rd and 5th levels respectively.
You may change out one or more of your
known spells any time you learn a new spell or
increase the level of spells you can cast. You
may cast each spell 3 or 4 times per long rest at
the 9th and 18th levels.
Charisma is your spellcasting ability for your
Feyweaver spells and magical abilities. You use
your Charisma whenever a spell refers to your
spellcasting ability. In addition, you use your
Charisma modifier when setting the saving
throw DC for any spell or ability you cast and
when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus +
your Charisma modifier
Spell attack modifier = your proficiency bonus
+ your Charisma modifier
Your exposure to the Feywild has given you the
Fey Ancestry, Trance, and Fey Step traits
regardless of race.
At level 2, you gain the ability to permeate the
barriers between the material plane and the
Feywild, imbuing your surroundings with its
very nature and magic. As an action, you may
effused a 10x10 ft. square located within 50 ft.
with the magic of the feywild. At the 6th and 11th
level the area of effect grows to up to five 10x10
ft. squares places within 100 ft., and ten 10x10
ft. squares within 500 ft. Effects that don’t have
a visible component can either be invisible, or
have a visual marker (shimmering air, ethereal
colored outline, etc.) as you choose.
Choose 1 feyshifting ability from the list, and
you gain additional abilities at the 3rd, 7th, 11th,
14th and 19th levels. You may use feyshifting a
number of times equal to your charisma
modifier per short or long rest (minimum of 1).
Unless otherwise specified, the duration is
4
concentration, thought you can concentrate on
more than one instance of feyshifting at once,
and concentration for spellcasting is held
separately.
At the 3rd level you choose an Fey Court that
exemplifies your style and philosophy as a
Feyweaver.
The Court you choose grants you features at 3rd
Level and again at the 7th, 10th, and 14th levels.
When you reach 4th level, and again at the 8th,
12th, 16th, and 19th levels, you can increase one
ability score of your choice by 2, or you can
increase two ability scores of your choice by 1.
Beginning at 7th level, when you use your fey
step ability, your range extends to 90 feet, you
may take 1 willing creature with you, you may
do it as a reaction, and you may also use it to
enter or return from the Feywild.
When you reach the 11th level, your ability to
draw magic and power from the feywild
increases. When you choose new feyshifting
abilities, you may select from the greater
feyshifting list. You learn an additional
feyshifting ability.
At the 13th level, by peering through the twisted
space of the Feywild, you can use an action to
view your surroundings from any point you
can see within range. While using Fey Sight,
you can move and act normally, but cannot see
from your own eyes. If you cannot see yourself
from your viewpoint, you act as if blinded. If
you can, you see yourself in the third person.
You gain advantage on dexterity skills and
saves, but suffer disadvantage on charisma
based skills and checks if you cannot see the
other creature’s face, and on attack rolls. You
can see anything that you could see from the
new vantage point, potentially creating line of
sight to creatures that would otherwise be
hidden from your view.
At the 17th level, you can call on your mastery
of fey magic to cause the terrain around you to
temporarily shift. Choose a 1000 foot cube of
terrain that includes your location within it.
You may rearrange the landscape however you
5
wish, provided it retains the same features (size
and shape of hill or wooded areas, number of
streams, etc.). All creatures remain where they
were relative to the feature they are located on
or above. The duration of this effect is 1 hour or
until dismissed, at which time the area returns
to its original geography. You can use this
ability once per long rest
When you reach 20th level, you gain the ability
to physically manifest your affinity to the
spirits and magic of the Feywild. As action, for
5 minutes you sprout gossamer wings and gain
a flying speed equal to your walking speed,
gain the magic resistance trait, and may cast
the invisibility spell on yourself at will. Other
creatures roll saves against your spells or
magical abilities that would cause them to be
charmed (Seelie Court) or frightened (Unseelie
Court) with disadvantage.
Like all creatures tied to the nature and magic
of the Feywild, Feyweavers are typically
connected to a one of the rival Fey Courts –
either the Seelie or Unseelie.
While outsiders may see them as being ‘good’
or ‘evil,’ the Fey themselves, who are generally
unconcerned with abstract moral concerns,
make no such distinctions. Rather, the courts
are true rivals – a mirror image of each other,
with competing conceptions of the ideals of
beauty, power, and greatness, fueled by (and
paralleling) the rivalry of their sovereigns.
Day and night are neither good nor evil. Both
are beautiful, and each has its adherents. Often
the differences between the two lies merely in
focus and style rather than substance.
6
7
The Unseelie, Gloaming, or Winter Court is
ruled by the Queen of Air and Darkness. Her
court tends to value the same ideals shared by
all Fey (beauty, prestige, greatness, power etc.)
but tend to hold the view that beauty and
greatness flow from power, not the other way
around. Somewhat Machiavellian in their
outlook, Unseelie Fey often believe it is more
important to be feared than loved. After all, you
can always have a good working relationship
with someone who knows who is boss.
Because of this, the Unseelie Court can be more
welcoming and inclusive than the Seelie Court
to creatures of beauty, talent, and power,
regardless of their Fey origin (or lack thereof).
But they can also be more aggressive or even
malicious towards those they see as outsiders.
Feyweavers of the Unseelie Court gain
proficiency in the intimidation and sleight of
hand skills.
Your connection to the Unseelie Court affords
you some measure of the powers of the Queen
of Air and Darkness. At the 3rd level, whenever
you choose a new Feyshifting ability, you may
choose from the Gloamshifting list as well as
the general list.
Starting at level 6, speak telepathically to any
creature you can see within 60 feet of you. You
don't need to share a language with the
creature for it to understand your telepathic
utterances, but the creature must be able to
understand a language. When speaking
telepathically to a creature, you may add
images to your communication, giving you
advantage on intimidation or deception rolls
against them.
Starting at the 10th level, you may imbue your
attacks, both physical and magical, with the
mind-scarring magic of the gloaming. You may
add you Charisma modifier psychic damage to
damage rolls, and targets become frightened of
you for one minute on a critical hit.
At the 14th level, the majesty and mystique of
your presence inspires fear in your enemies.
You may use a bonus action on each to force a
creature within 15 feet to make a saving throw
against your spell DC, which they make with
disadvantage if they are intimidated by you. on
a failed save, they becom frightened of you.
Creatures frightened by this effect may make a
wisdom saving roll against your spell DC at the
end of each of their turn. If they roll a successful
save, they are immune to this effect for 24
hours. You may use this ability a number of
times equal to your Charisma Modifier per long
rest.
8
9
The Seelie or Summer Court is ruled Queen
Titania and her Consort Oberon. Unlike the
court of her rival, the Seelie Fey tend to hold the
view that power and greatness flow from
adoration and worship, lending primacy to
beauty, pleasure, and hidden knowledge. In
their view, a devotee will work harder and with
greater loyalty than any slave.
Because of their emphasis on position and
beauty, the Seelie Court tends to be more
hierarchical in nature than the Unseelie, and
less welcoming to non or part-fey creatures,
who they may see as impure – unless they come
bringing unusual or powerful gifts, like potent
secrets or magical items.
Ever diplomatic and creative, Feyweavers of
the Seelie Court gain expertise in the
persuasion skill and one set of artisan tools of
your choice.
Your connection to the Seelie Court affords you
some measure of the powers of the Queen of
Light. After the 3rd level, whenever you choose
a new Feyshifting ability, you may choose from
the Glowshifting list as well as the general list.
At the 6th level, you gain the power to flood
with an overwhelming sense of wellbeing.
Whenever you use the help action or succeed in
a persuasion check against a creature, you may
force them to make a wisdom saving throw
against your spell DC. On a failed throw, the
target is charmed by you for one minute, seeing
you as a friendly acquaintance. This effect ends
if it takes any damage from you or your allies.
You may use this ability twice per long rest.
Starting at the 10th level, the magnetism and
mystique of your Fey magic tugs even at your
enemies sensibilities. When you make attacks
rolls, you may your Charisma modifier, even if
it uses it already. On a critical hit, the target has
disadvantage on all attacks until the end of
your next turn.
When revealed, your mystical splendor inspires
awe and reverence in those around you.
Beginning at the 14th, whenever any creature
targets you for harm, you may use your
reaction to force them to make a Charisma
saving throw against your spell save DC. On a
failed save, it can't target you this turn, and
must target another creature within range or
the action is wasted. They automatically fail if
you have never harmed them. On a success, it
can target you this turn, but has disadvantage
on saving throw it makes against your spells,
social skills, or abilities on your next turn.
10
Awakened Earth: The earth shifts and moves to
match a location in the Feywild. Choose one of
the following effects:
Raise the earth along one side of a line of any
shape within the area of effect 20 feet above
the other side. The line may be a circle.
Create a chasm 25 feet deep and 10 feet wide
in a straight line within the area of effect.
Creatures on the line make a dexterity saving
throw, falling to the bottom on a failure.
Divert the course of a river or change the
shape of a lake or other body of water within
the area of effect.
Create one 5-foot pieces of cover (i.e. a trench,
a jutting rock, etc.) within each 10x10 ft.
square. The cover may be ¾ or full as you
wish.
Ensorcelled Element: You alter how the
elements behave within the area of effect.
Choose one of the following effects:
Sheets of roaring flame fill the area. Creatures
that enter or start their turn there make a
dexterity save, taking 2d8 fire damage on a
failed save and half that on a success. Damage
doubles once you have Greater Feyshifting.
A powerful wind fills the area up to 100 feet
high. Choose a direction – up or down. Both
make projectile weapons miss automatically
and dispel any mists, clouds, or smoke.
Updrafts double jumping height, and
downdrafts cause creatures to fall prone on a
failed strength save against your spell DC
when they enter the area.
You control the flow of existing water. If you
choose down, creatures in the area make a
strength saving throw against your spell DC
at the beginning of their turn or sink 30 feet,
and can use their action each turn to repeat
the roll to resurface. If you choose a direction,
creatures make the same roll, and move 30
feet in that direction on a failed roll.
The earth moves in the area in the direction of
your choice at 30 feet per turn. Creatures that
try to move in the area make a DC 12
dexterity save, falling prone on a failure.
Creatures that enter or start their turn in the
area roll a die. On an even number they are
struck by lightning from a clear sky. They
make a dexterity save against your spell DC,
taking 3d10 lightning damage on a failed
save, or half as much damage on a success.
Sleet falls 40 feet tall within the area. The area
is heavily obscured and the ground is difficult
terrain. When creatures enter or start their
11
turn there, they make a dexterity saving
throw against your spell DC, falling prone on
a failed save.
Elemental Binding: You alter nature of the
terrain within the area of effect to imitate
another. Choose one of the following effects:
Earth – Creatures may walk over the top of
water or in the air on a flat surface placed as
you choose in the area up to 100 feet high.
Water – Creatures may sink, swim, or walk
through earth or air as you would in water to
a depth or height of 100 feet. When the effect
ends, creatures either falls or are ejected to the
nearest space on the surface, taking 2d10
bludgeoning damage and become stunned
until the end of their next turn.
Air – Creatures can breathe under water and
move normally in the area. They have a swim
speed equal to their walking speed..
Charmed Flora: You cause living Fey plants to
sprout and grow in the area. Choose one of the
following effects:
The plant growth in the area grows per the
plant growth spell.
The area is filled with shrieker mushrooms
that emit a shriek audible for 300 feet any
time a creature moves within the radius.
The tongue of madness plant fills the area.
Creatures within the area of the spell
compulsively speak aloud their every
thought.
Obliviax fills the area. While within 60 feet of
the moss, you may use your turn to make a
spell attack targeting a creature standing on
the obliviax. On a hit, the creature losses all of
its memories for the last 24 hours and may act
confused. Any creature, including yourself,
may eat some of the moss to gain the lost
memories. They must make a DC 14
Constitution save. On a success, they gain the
memories. On a failure, they are poisoned for
2d10 turns. Any lost memories return to a
creature after 1d6 hours.
The area is filled with Timmask. When first
entering the area and at the beginning of
every turn spent within the area, creatures
must make a DC 12 Constitution saving
throw or suffer the effect of a confusion spell
for the duration of their turn. The effect ends
immediately for any creature that leaves the
area.
Arcane Abeyance: Your fey influence alters the
use and potency of magic in the area. Choose a
type of magic – Arcane, divine/pact, or psionics.
Users of that kind of magic suffer one effect you
choose from the list below.
All creatures have disadvantage on spell
attack rolls and advantage on spell saving
rolls that originate from the area
Spells take 2 consecutive actions to cast
Spellcasters make a wisdom saving throw
against your spell DC every time they cast a
spell. On a failed throw, the spell fails
Magic items have no effect in the area.
Spellcaster makes a wisdom saving throw
every time they cast a spell. On a failed
throw, the spell targets a random creature or
location within range
Spellcasters take 1d8 damage for each level of
spell cast.
Spellcaster has disadvantage on constitution
checks to maintain concentration.
Arcane Empowerment: Your fey influence
increases the potency of magic in the area.
Choose a type of magic – Arcane, divine,
nature, pact, or psionics. Users of that kind of
magic suffer one effect you choose from the list
below.
12
All creatures have advantage on spell attack
rolls and disadvantage on spell saving rolls
that originate from the area.
Spells that take 1 action can be cast as a bonus
action.
Cantrips can be cast as opportunity attacks
Spells attack rolls of 19 or 20 and spells with
saves that are failed by 5 or more do not
expend a spell slot
Spellcasters gain temporary hit points equal
to twice the level of each spell cast
Spellcasters have advantage on constitution
checks to maintain concentration
Battleground of the Ages: Your chosen area of
terrain alters the flow of battle. Choose one of
the following effects:
Only ranged or melee attacks can be made
Ranged or melee attacks are made at
advantage or disadvantage
Creatures get plus or minus 4 to AC
All magic weapons and armor gain an
additional plus or minus 1
Any creature that ends its turn and hasn't
moved 15 feet takes 2 damage per CR or
character level (minimum of 2)
Attacks score a critical hit on an 18, 19, or 20
All attacks are made at advantage or
disadvantage
On a hit, creatures may make an additional
attack, up to a maximum of four
Any creature that reduces another creature
to zero hit points gains 2d6 temporary hit
points
All melee or spell damage gains +1d8 extra
damage
Armor does not add to creatures’ AC
All creatures have the same number of attacks
as the creature with the greatest or least
number
Creatures that do not harm other creatures on
their turn gain +5 AC until the beginning of
their next turn.
Creatures take 2x their modifier psychic
damage when hit for the ability score of your
choice.
Any creature that misses an attack takes 1d8
psychic damage.
Any creature that moves on its turn takes
damage equal to your charisma modifier.
All strength-based melee attacks gain plus or
minus 5 damage
Range is doubled or halved for ranged
attacks, your choice
Any creature that takes a hit becomes
frightened
All creatures regain HP equal to your
charisma modifier at the beginning of their
turn if they took damage this round.
Fey Portal: Using the twisted and irregular
space and time of the feywild, you create a
10x10 ft. portal through which creatures can
pass. You can create one for each 10x10 square
of effect. It can be oriented in any direction and
up to 60 feet in the air. The portals can move
creatures either through space or through time.
For space portals, you must create at least two
portals for it to work.
Space – Choose another portal that each is
paired with. When a creature enters one of
the portals, it immediately exits the paired
portal.
Time – Creatures that enter the gateway
disappear and reappear on the other side 1d6
turn later.
Awakening: You awaken the trees and animals
inside of the area. You may give them a single,
13
simple command, which they endeavor to obey
to the best of their ability while the effect lasts.
If they leave the area for any reason, they are no
longer awakened.
Perils: Your environment grows harsh and
hazardous at your command. Choose one of the
following effects:
Create a geyser for each 10x10 square in the
area of effect that erupts every 1d6 turns. Any
creature on the geyser when it erupts makes a
dexterity save against your spell DC and is
thrown 60 feet in the air and take 4d8 fire
damage on a failed throw or in not thrown
and takes half as much damage on a
successful one. Creatures within 10 feet of the
geyser must make a dexterity saving throw or
take 2d8 fire damage on a failed throw and no
damage on a success.
Create patches of quicksand within the area
of effect. Creature must succeed in perception
check to notice the quicksand, as determined
by your DM considering the terrain. A
creature entering the quicksand must make a
DC 13 strength saving throw or sink under
the quicksand. The creature may use its action
every turn to repeat the saving throw. On a
successful save, a sunk creature resurfaces
and a surfaced creature leaves the area of the
sand. If the creature fails three saving throws
while sunk, they lose consciousness.
Creatures that have sunk have full cover and
are restrained
Create a 10-foot wide lava flow of a length
and shape you choose in the area of effect. A
creature that moves into the area of the lava
or starts their turn there takes 4d8 fire
damage. Flamable objects and creatures ignite
on contact, and creatures that sustain fire
damage must use an action to put out the fire
or take 1d6 flame damage at the beginning of
each turn.
The ground within the area twists and
sprouts hard spikes and thorns. The area
becomes Difficult Terrain. When a creature
moves into or within the area, it takes 2d4
piercing damage for every 5 feet it travels
The area is filled with blinding light. On
entering the area and at the beginning of
every turn, creatures make a constitution save
or goes blind for while in the area and takes
2d8 radiant damage. Creatures in the area
also have disadvantage on attacks and attacks
are made with advantage against them
because of the glare
The area is filled with magical darkness that
foils darkvision.
Calamity: You conjure forth the destructive
powers of a natural disaster from the Feywild.
Choose one of the following effects:
A wave of water that crashes down in the
area. Each creature must make a Dexterity
saving throw against your spell DC, taking
4d8 bludgeoning damage and becoming
knocked prone on a failure or taking half
damage on a success. The water extinguishes
all exposed flames in area and vanishes.
A whirlwind howls down to a point in
range. The whirlwind is a 10-foot-radius,
30-foot-high cylinder centered on that point.
It moves 30 feet in a random direction
within the area at the beginning of each of
your turns. If creature enters the
whirlwind’s space, it makes Dexterity
saving throw against your spell DC, taking
6d6 bludgeoning damage on a failed save,
or half as much damage on a successful one.
In addition, a large or smaller creature that
fails the save becomes restrained within the
whirlwind. A restrained creature can use its
14
action to make a Strength or Dexterity check
against your spell DC, freeing itself on a
successful save, and being pulled 5 feet
higher on a failure.
You create a seismic disturbance. Each
creature in that area must make a Dexterity
saving throw against your spell DC, taking
3d12 bludgeoning damage on a failed save or
half as much damage on a success. If you
concentrate on the effect, creatures in the area
have disadvantage of concentration checks,
and must make a strength saving throw
against your spell DC at the start every turn
and fall prone on a failed throw.
You cause an avalanche or landslide. Rocks or
mud roll from the top of a hill or cliff to the
bottom. Creatures in the area must make a
dexterity saving throw against your spell DC,
taking 5d10 bludgeoning damage on a failed
save and becoming restrained or taking half
as much damage on a successful one. While
restrained, creatures have full cover. They can
use an action to make a strength save against
your spell DC to end the restrained condition.
You create a sandstorm in the affected area.
The area is difficult terrain for the duration
and creatures in it are blinded, deafened,
heavily obscured, and must make a strength
saving throw when they enter or at the
beginning of each turn within the effect or
take 2d8 bludgeoning damage, move 10 feet
in a random direction, and be knocked prone.
You create a volcanic eruption. The area is
obscured by thick black ash 30 feet tall,
blinding and obscuring all creatures within.
Each creature that is completely within the
cloud at the start of its turn must make a
Constitution saving throw against poison. On
a failed save, the creature spends its action
that turn retching and reeling. Creatures that
don't need to breathe or are immune to
poison automatically succeed on this saving
throw. A moderate wind disperses the cloud
after 4 rounds. A strong wind disperses it
after one round.
Freaky Friday: At the end of a round, if there
are more than one creatures in the area they
must all make a Wisdom saving throw against
your spell DC. If more than one fail, then all
failing creatures swap bodies with another
creature that failed. They retain their
personalities, knowledge, and mental stats, and
mental saving throws, but adopt the physical
stats and saving throws of their new body.
They lose any physical skills (acrobatics,
athletics, sleight of hand, etc.) but retain mental
ones. They adopt the racial features of the new
body, and also retain all class features that the
new body could reasonably do (i.e. they would
retain their spellcasting ability if the other body
could cast spells). They remain swapped as
long as at least one of the creatures remains in
the area.
Lunacy: You wreath the area in Fey magic that
can strain – or even break – the minds of the
weak, causing them to descend into madness.
When creatures enter the area, they must make
a wisdom saving throw against your spell DC.
On a failed save they are driven temporarily
mad. At the beginning of each turn while they
remain in the area, they roll on the temporary
madness table and act on the result for that
turn. Prior to rolling on the short-term madness
table each turn after the first, they may repeat
the saving throw. On a successful save, they
may act normally for that turn. Their madness
ends if they exit the area.
15
Loathing: The magic within the area arouses
disgust in the minds of those within. When
entering the area and at the beginning of every
turn they start here they make a wisdom saving
throw or suffer the effect until the beginning of
their next turn. Creatures are immune to these
effects if they are immune to being charmed.
Choose one of the following effects:
Creatures think they perceives a loathsome,
threatening creature just out of its sight. They
can’t use reactions, and melee attack rolls
against it have advantage.
Creatures suffer delusional paranoia and
must use its action to target a random
creature in range with attacks or other
damaging effects.
The area is surrounded by an insubstantial
wall of repulsion 10 feet high. Creatures can’t
move through the wall until the start of their
next turn.
Creature to regard all other beings as
unspeakably horrifying entities. They takes
1d6 psychic damage per creature within 5 feet
of them. On a successful save, the target takes
only half the initial damage.
Darkling Dread: Your magic you weave stokes
the fears hidden in the minds of all sentient
beings. When entering the area and at the
beginning of every turn they start here they
make a wisdom saving throw or become
frightened of you until the beginning of their
next turn. Choose one of the following effects
that if suffers while frightened:
You implant the fear of something deep into
the mind of your victim. If they fail the initial
save, for the next 412 hours, whenever they
are confronted with the thing, they must
make a wisdom save against your spell DC or
become frightened of it.
The creatures’ fear bubbles into an
unreasoning rage, causeing it to lash out at
random. On each of its turns, it uses its bonus
action to make an attack at a random creature
in range if it is able. It is compelled to make
any opportunity attack that are possible.
Fear and doubt cloud the creature’s ability to
make decisions. They cannot use their
reaction, can only make one attack on their
turn, may only take an action or a bonus
action, not both, and have a 10% chance of
doing nothing on their turn but move.
The creature suffers vivid hallucinations and
has difficulty telling what is real. They must
make a DC 14 perception check against other
creatures to make sure they are real before
they can target them in any way.
The creature falls prone and its movement is
reduced to 0 while it remains frightened.
Every time the creature fails a wisdom check
to end the frightened condition, it gains one
level of exhaustion. If it succeeds in ending
the frighened condition on itself, all levels of
exhaustion gained this way are removed.
Amity: Creatures entering or starting a turn in
the area for the first time must make a Wisdom
saving throw, becoming charmed by you on a
failed save provided you are also within the
area. If they succeed, they are immune to this
effect for 24 hours. The charmed creature
regards you as a friendly acquaintance until the
effect ends, they leave the area, or until you or
your companions do anything harmful to it.
When the effect ends, the creature knows it was
charmed by you. You may give the charmed
creature a non-violent task to perform, which
they do to the best of their ability provided
performing the service itself does no cause
16
them harm and does not go completely
contrary to the creature’s nature or alignment.
Exhortation: Your commands inspire action
and allegiance, holding your enemies captive.
On entering the area and at the beginning of
each turn in the area, creatures make a wisdom
saving throw against your spell DC. On a failed
throw, you choose an effect from the list for that
specific target. If they succeed, they roll
additional saving throws with advantage, and
become immune to the effect on a second
successful save. Creatures that can’t be
charmed are immune to this effect.
Speak a one-word command to the creature
or creatures. The target must follow the
command on its next turn.
Ask a question of target within range. The
question must be phrased so that it can be
answered with a yes or no, otherwise this
ability fails. The target replies with a truthful
answer.
You command the creature or creatures’
divulgence, learning information based on the
number of saving throws it fails. With one
failed throw, you learn its key memories from
the past 3 hours, and you double the duration
for each failed throw thereafter.
You plant a false memory or idea in the
mind or memory of the creature or
creatures. If they fail one throw, it lasts until
they leave the area. It lasts 2 hours on a
second failed throw and the duration
doubles for each additional failed throw.
Anonymity: Creatures within the area are
wreathed in an aura of unimportance. Other
creatures outside the area can see the them, but
will either ignore them or treat them as the
lowest priority in combat, social situations, etc.
unless they do something to make them think
otherwise (i.e. attack, etc.). Because of this
disinterest, they don’t provoke opportunity
attacks. If there is no interaction, other creatures
later forget that they saw them at all.
17
| textdata/thevault/Dungeons & Dragons [multi]/Micah Muldowney/The Feyweaver.pdf |
5�
Trade Chart-3
5
Trade and Commerce
Carrying freight between worlds is the basis of interstellar commerce.
Trade-3
Directly create the Trade Classifications for a world without creating the UWP (if the
situation will not otherwise use the UWP). The UWP can be laboriously created later if
necessary.
Pick one of the two tables and roll 4D for the row followed by 1D for the column. The
result is the Trade Classifications for the world.
WORLD TRADE CLASSIFICATIONS 1
4D 1
2
3
4
5
6
4 De Ba
De He Po
Fl Oc Di
Hi Ic In Va
De He Ba
De He Hi In Na Po
5 He Ba
De Hi In
As Va Ba He Na Po Pi De Hi Pr
De He Hi In Po
6 He Di
He Po Ba
Fl He Ba
De Na Po Pi Ic Va Di
De He Na Ni Po
7 De Pi
Fl Oc Ph
De Po Di He Na Ni Po De He Hi
He Hi In Na Po
8 Fl Ba
Fl Hi Oc
De Ri Ph De He Po Ba Na Va Ph Pi De Hi In Na Po
9 Di
De He Lo
Fl Wa Ph De He Po Di Hi In Na Va
Hi Ic In Na Va
10 Ag
Oc Ph Pi
Fl Hi Wa
Ic Na Ph Pi
Fl He Ni
As Hi In Na Va
11 Ri
Wa Ph
Na Pi
He Ni
Hi Po
Ni Oc
12 In
Fl Ni
Ni Pa
Hi In
Ic Va
Fl Lo
13 Ni
Ga
Va
Po
De Lo
Ri
14 (blank) (blank)
(blank)
(blank)
(blank)
(blank)
15 Lo
Ph
Wa
Pi
Ic
Fl
16 In
Lo Wa
Ni Va
Ag Pi
De Po
Lo Va
17 Po
Hi Pr
Na Ni
Pa Ph
Po Ph
Ri Wa
18 Na
Hi In Oc
Po Ph Pi
Hi Ic In Na
Ag Ni Ri Ga
As Na Va Ph Pi
19 Ba
De Po Ph
Hi In Po
Ri Ga Pa Ph As Na Ni Va Ic Na Va Ph Pi
20 Lo Oc
De Ni Ri
De Ni Pr
De Na Ni Po De Po Ba
De Na Po Ph Pi
21 Fl Di
De Hi Po
Oc Ri Ph Ic Na Va Pi
De He Ph
He Na Po Ph Pi
22 Oc Ba
He Po Di
Fl He Di
Ag Ni Ga Pr
Hi Oc Pr
De He Na Po Pi
23 Oc Di
De He Pi
As Va Di
As Na Va Pi
Ic Va Ba
De He Po Ph Pi
24 De Di
De Ph Pi
Fl Oc Ba
Ic Na Ni Va
De He Di
De He Na Po Ph Pi
WORLD TRADE CLASSIFICATIONS 2
4D 1
2
3
4
5
6
4 De Ph
Ni Oc Pr
Ri Pa Ph Oc Pi
Fl Oc
De He Ph Pi
5 Oc Ph
Na Po Pi
De Lo Po As Va
Wa Di
De He Po Pi
6 Ic Ba
Ni Oc Ri
Ni Ri Wa Hi In Na
Po Pi
Na Po Ph Pi
7 Ic Di
Fl Lo Wa
Hi Wa Pr Na Ni Po
Oc Ri
Hi In Na Po
8 Po Ba
De Po Pi
Fl Ni Oc
Ag Ri Ga
Ic Lo Va
De Hi In Po
9 Po Di
He Ph Pi
Ic Na Pi
Ic Na Ni
Ag Ni Pr
De Hi Na Po
10 Ga Ba
He Hi In
Fl He Lo
Ri Wa Ph
As Ni Va
Ic Va Ph Pi
11 Ga Di
Fl He Ph
Na Ph Pi Fl He Ni
De Ni Po
Ri Ph
12 Na Po
Ic Lo
Fl Ph
Ic Pi
Fl He
Ic Ni
13 He Pi
Ag Ri
Ni Ri
Ni Wa
Ag Ga
Ag
14 (blank) (blank)
(blank)
(blank)
(blank)
(blank)
15 Ba
Di
De
He
Oc
Hi
16 Lo Po
Fl Hi
Wa Pi
De Ni
He Lo
Ni Po
17 Lo Ga
Ag Ni
Ph Pi
Hi Wa
Hi Ga
Ni Pr
18 Fl Wa
Hi Ic In
He Lo Po Fl He Hi
Ag Ni Ri
He Hi In Po
19 Va Ba
Fl Lo Oc
Ag Ni Ga Hi Ga Pr
Pa Ph Pi
He Po Ph Pi
20 Va Di
Fl Ni Wa
Ni Ga Pa De Na Po
Ic Ni Va
De Na Po Ph
21 De Hi
Na Po Ph
Ni Wa Pr De He Ni
As Lo Va
De Po Ph Pi
22 De He
He Po Pi
Na Va Pi Ga Pa Ph
Na Ni Va
De He Ni Po
23 De Ri
Ic Va Pi
Wa Ph Pi Ic Ph Pi
He Ni Po
De He Lo Po
24 Hi Oc
Hi Na Po
Hi In Wa
He Po
Wa Ba
De He Hi In
For example, Scout Eneri Dinsha discovers a new world.
To determine quickly what that world is, he decides to roll on Table 2. He rolls 4D for the
row (= 4+3+5+1 = row 13) and 1D for the column ( = 3 = column 3 ). He has discovered a
Ni Ri Non-Industrial Rich world.
USING THESE CHARTS
These World Trade
Classification Charts allow the
random creation of TCs without
the generation of complete
world details or UWPs.
Trade in Uncharted Territory
For a trading ship travelling in
unknown territory, these tables
create potential Market Worlds.
Without fully creating UWPs,
the Referee can present several
possible worlds and allow the
trader to make decisions about
profitability.
Trading Maps. Any
reasonable trader makes
inquiries about what lies ahead.
Those inquiries can produce
trading maps (often sketched on
the back of a napkin) showing a
series of worlds and their TCs.
Character Homeworlds
Character homeworlds and
birthworlds depend on TCs for
the skills they confer. These
charts create the essential TCs
without fully detailing UWPs.
Destinations
Patrons and information
sources often describe worlds
based on their TCs.
Destination worlds can be
defined using these charts.
Discoveries
A Scout Discovery can be
quickly defined using these
charts.
Land Grants
Noble Land Grants can be
defined using these charts.
REVERSE WORLD CREATION
Worlds can be created based
on their known TCs. The
process of elimination
determines which world details
are available based on the TCs.
Other details are selected or
created.
| textdata/thevault/Traveller/09 - Traveller5/Traveller5/T5 Underlying PDFs/T5=5213 Trade Charts 3.pdf |
www.steamscapes.com
Rivalry - Chapter 2 (Option B)
[Note - Chapter 2 is divided into two paths, A and B. Option A,
released separately, is an adventure path that reflects a choice of
travel by train out of New Orleans following the events of Chapter
1. This is considered the default option. Option B involves travel by
airship. It should only be attempted by a party with a skilled Aviator,
and it can be more difficult in multiple ways. Both storylines will
rejoin for Chapter 3.]
Prologue
You have recently completed a short retrieval job on
behalf of the Wells Fargo office in New Orleans in the
Confederation of Texas. It is now clear that there are
agents working on behalf of the Southern Pacific
Railroad itself that have been responsible for lost Wells
Fargo shipments, mostly of advanced technology. You
have just finished thwarting the theft of a prototype
mining automaton bound for San Francisco.
Because of the ongoing threat, you have now been
hired to escort the automaton in transit all the way to the
office in San Francisco, the capital of the Rocky
Mountain Republic.
You have decided your expertise will allow you to
take the speedier but more dangerous air route west.
You will take a Wells Fargo light courier zeppelin, and
you are solely responsible for your own travels.
Scene 1 – Setting Out
The first day or two of travel are largely uneventful.
The characters may travel with impunity west across the
state of New Orleans into East Texas and resupply quite
easily in Austin. After Austin, however, the Aviator will
discover that prevailing winds paired to a low-dipping jet
stream are making travel across the middle of Texas
territory to be very difficult. The pilot will have a choice
of either dipping south directly over Mexico or veering
north, still in Texas but approaching the border of the
Plains Tribal Federation. In either case, the party will
have to plan on resupplying in the wilderness, and in
particular cutting their own wood to fuel the airship’s
small but somewhat inefficient steam engines. The party
will have to decide whether to fly at night to escape
detection, which risks increasing the pilot’s fatigue and
also makes landings more dangerous. Flying during the
day makes it more likely the airship will be seen, but also
makes easier the party’s own Notice rolls to spot
pursuers.
Depending on which route the heroes take, they are
going to face a number of difficulties. In both cases,
water is an important and ongoing concern. If they head
north, the Brazzos River is the most reliable source of
water, but following it will take the airship almost
directly to the Red River, which is the border of the
PTF. Travel along the Red River will mean interacting
with some of the bison herds that are being watched by
Apache and Comanche scouts. Some of those scouts
may try to track the party’s movements. Much of North
Chihuahua is very dry, so they will have few choices but
to risk it.
If they travel over Mexico, both water and landing
sites will be even more scarce, as they will have to fly
over the rocky deserts between the Sierra Madre ranges.
They will have to spend several days making difficult
flying and survival decisions before a new complication
arises.
At any point during this stage of the scenario, the
heroes may choose to reconsider their travel plans. They
may divert back to Austin and instead take a train. If
they do so, simply switch to Chapter 2 (Option A). The
GM should give the party enough hardship to make it
clear that they are choosing the more difficult route. If
they definitely wish to continue, go on to Scene 2.
Scene 2 – The Chase
GM Note: Your job at this point is to engage the
characters in a chase. This will take one of two forms,
depending on which route they chose to fly. Prior to
this, you should build the tension by asking them
repeatedly to make decisions about survival.
In the case of flying over the northern part of Texas,
drifting close to the Plains Tribal Federation, this is
www.steamscapes.com
done by choosing where to land and
find fuel and water. Ask whether they
are flying through the day or night so as
to raise the possibility that they might be
spotted. If they continue trying to travel by night, make
the Aeronautical Navigation rolls more difficult, and also
suggest that the pilot is growing fatigued.
In the case of flight over Mexico, the landings
themselves should be more dangerous because of the
rocky terrain. Make the Piloting rolls more difficult, and
consider forcing the group to Repair damage if they
happen to fail at one. In addition, there should be more
Survival rolls to find water for travel over Mexico.
Once the tension has been raised, the chase will
ensue. In both cases, this should be considered a
standard-length chase using the Chase Rules in Savage
Worlds Deluxe, Chapter 4. (Page 82 in the full-sized
SWD, page 94 in the SWD Explorer’s Edition.) The
specific scenarios for each chase are as follows:
Airship Chase Over Texas
Over northern Texas, the adventurers will actually be
chased in the air by Apache and Comanche pirates flying
two airships of unknown design. (The group may later
do some research and discover that these are dirigibles
of French origin.) The pirate crews will attempt to shoot
holes in the adventurers’ zeppelin. Ordinarily these
would be considered Called Shots, but this is balanced
out by the size of the airship itself. This is true for the
heroes shooting back as well. All shots to an airbag will
ignore armor.
Because each airship has a single pilot, cards are
drawn and Advantage is determined only once for each
vehicle. The pirates will continue to have the +2 speed
bonus. However, Steamhands or other heroes with the
Repair skill may attempt appropriate cooperative rolls to
support their Aviator by working the boilers and ballast.
Also remember that the Ace Edge will allow the Pilot to
spend bennies to soak damage done to the zeppelin.
The GM may adjust the difficulty on this chase by
raising the enemy Piloting skill. The default should be
the same as the hero Aviator’s, but increasing it will
make it more likely that the adventurers’ airship will be
brought down. It should be at least possible for the
heroes to escape and avoid further conflict.
Foot Chase Across the Sierra Madre
While out looking for water, the adventurers will
happen upon a small camp of bandits on their way north
to raid into Texas. The bandits will spot the heroes and
chase them. If some party members (such as the Aviator)
are still at the zeppelin, this chase will involve only those
who are actually away from the airship.
Because this is a foot chase, Advantage is determined
individually with all appropriate modifiers. Terrain is
difficult, providing a -2 for everyone. Injured heroes may
keep going, but any bandits injured during this chase will
retreat and not be available for the chase itself. After five
turns of chase, the heroes and any uninjured attackers
will arrive at the zeppelin. Proceed directly to Scene 3.
Scene 3 – Defending the Zeppelin
If the party was shot down over Texas, then they will
need to defend themselves at the crash site. The typical
procedure for air pirates is to land and engage a downed
vessel on the ground. If the party is able to defend
themselves successfully, they may either repair their own
zeppelin or take the pirate ship. If the party ran afoul of
bandits in Mexico, then they will need to either drive off
the bandits completely or simply hold out long enough
to take off.
In either case, this is going to be a difficult fight. All
of the opponents are Wild Cards, and there are as many
enemies as there are party members. However, initiative
should still be determined for the enemies on a group
basis. (One group for the bandits, two different groups
for the pirates.There are also some slight mitigating
factors for each scenario:
Fighting Off the Pirates
The attacking pirate force is split evenly between
Saboteurs and Braves. If the fight seems to be going very
badly for the group, the Saboteurs may focus more on
attempting to disable the zeppelin itself than on
attacking the heroes. This is of course GM’s discretion.
You may determine how deadly you would like this fight
to be, but keep in mind that with this many Wild Cards it
could potentially be extremely dangerous. The stats for
the attacking force are as follows:
www.steamscapes.com
SABOTEURS
Attributes: Agility d8, Smarts d6, Strength d6,
Spirit d8, Vigor d6
Pace: 6, Parry: 6, Toughness: 5
Skills: Fighting d8 Sabotage d8
Equipment: Tomahawk (Str +d8)
BRAVES
Attributes: Agility d8, Smarts d6, Strength d8,
Spirit d6, Vigor d8
Pace: 6, Parry: 5, Toughness: 6
Skills: Fighting d6, Shooting d8
Equipment: Bow
There is a pilot as well who remained behind, but he
is unarmed and will be easy to defeat should the party
wish to take over the pirate airship.
Escaping the Bandits
There are only as many bandits as heroes who were
out looking for water, which may mean that the heroes
outnumber their opponents once the chase is complete.
This is especially true if any of the bandits were injured
during the chase itself, because they will retreat
immediately rather than continuing on. However,
because the bandits are Wild Cards, it is also possible
that there may be some injured party members. If this
fight seems to be going particularly badly for the
adventurers, the GM may make it easier for them to take
off quickly, thus allowing them to escape rather than
having to defeat the entire group of bandits. The stats
for the bandits are as follows:
BANDITS
Attributes: Agility d8, Smarts d6, Strength d6,
Spirit d6, Vigor d6
Pace: 6, Parry: 5, Toughness: 5
Skills: Fighting d6, Shooting d8
Equipment: Colt 1860 Army
If for some reason this fight goes too easily for the
adventurers, the GM can always make the rest of the
bandit camp ride up on horseback. The size of those
reinforcements are of course GM’s discretion.
Epilogue
The rest of this part of the journey
will proceed uneventfully. When you arrive in San
Francisco to deliver the automaton, you share your
amazing exploits with the Wells Fargo office. Soon you
discover that everyone in town wants to buy you a drink
and hear your story firsthand. Even the Governor has
sent you an invitation to dinner. All of this attention and
more exciting events await in Chapter 3!
This game references the Savage Worlds game system, available
from Pinnacle Entertainment Group at www.peginc.com. Savage
Worlds and all associated logos and trademarks are copyrights of
Pinnacle Entertainment Group. Used with permission. Pinnacle
makes no representation or warranty as to the quality, viability, or
suitability for purpose of this product.
©2013 Four-in-Hand Games
Keep up to date with every episode! Like us on
Facebook at https://www.facebook.com/Steamscapes!
We love feedback! Let us know what you think
about the ongoing Plot Point Campaign at either our
Facebook page or in the Licensee section of the Savage
Worlds Forums (http://www.peginc.com/forum).
| textdata/thevault/Savage Worlds System (SWADE) [multi]/Steamscapes/Savage Worlds - Steamscapes - Adv - Rivalry - Chapter 2 (Option B).pdf |
WRITER’S EDITION
GW01 GANGSTER LONDON
WRITER’S EDITION
CREDITS
Playset written by Graham Walmsley
Script and additional content by Will Hindmarch
Edited by Steve Segedy
Cover art by Jason Morningstar
Gangster London was Playset of the Month, February 2010.
BOILERPLATE
This playset is an accessory for the Fiasco role-playing game by Bully
Pulpit Games.
This Playset is copyright 2010 by Graham Walmsley. The script and ad-
ditional content is copyright 2011 by Will Hindmarch. Fiasco is copyright
2009 by Jason Morningstar. All rights are reserved.
For more information about Fiasco or to download other Playsets and
materials, visit www.bullypulpitgames.com.
If you’d like to create your own Playset or other Fiasco-related content,
we’d like to help. Write us at [email protected].
“When you play, play hard.” - Theodore Roosevelt
THE SCORE
A NASTY PIECE OF WORK
A dead body, a Cockney drug-dealer selling from the back of the
kebab shop, three suitcases full of blue flake cocaine and an unexploded
World War Two bomb—these are a few of the things that make for a
proper East End fiasco. This Playset is for fans of films with a certain
ugly, stylish sensibility.
Maybe you’re just a working-class bloke looking to catch a break, and
your mate from the pub knows a guy who has a sure thing. Only it’s
not a sure thing and then your mate’s dodgy girlfriend gets involved,
and then the Russians find out what you’ve done and it’s all going to
go tits-up, isn’t it?
MOVIE NIGHT
Lock, Stock and Two Smoking Barrels, The Bank Job, Sexy Beast.
Writer’s Edition?
This is a special edition of Gangster London, including Will Hindmarch’s
exploration of using Fiasco as a writer’s tool. See page 12 for more in-
formation.
relationships...
1 WORK
1 Me and this bloke I used to work with
2 Me and my boss from work
3 Me and this bloke from work
4 Me and this bloke who fixed our car / plumbing / electrics
5 Me and this bloke I bought something off of
6 Me and my doctor / lawyer / accountant
2 FRIENDSHIP
1 Former cellmates
2 Army buddies
3 This bloke from down the pub
4 “I saved his life, you know”
5 “I’ve known him since school”
6 “We’re just mates, we’re not like shagging or anything.”
3 ODD
1 Alcoholics Anonymous
2 Salvation Army
3 Young Conservatives
4 Socialists
5 Environmental campaigners
6 Probation officer and criminal
...in GANGSTER LONDON
4 ROMANCE
1 Secret lovers
2 Married
3 Separated
4 On-again, off-again partners
5 Stalker and stalkee
6 Don’t like each other much, but can’t stop shagging
5 CRIME
1 Criminal boss and underling
2 Gamblers
3 Small-time housebreakers
4 Con man and mark
5 Drug dealers
6 Hoodies
6 FAMILY
1 Siblings
2 Cousins
3 Distant relatives who have never met
4 Parent and child or stepchild
5 Uncle / aunt and nephew / niece
6 Parent-in-law / son- or daughter-in-law
NEEDS...
1 TO GET LAID
1 …to prove something
2 …to get something you want
3 …to forget about getting dumped
4 …to rekindle an old romance
5 …for the first time
6 …for the last time
2 TO GET SOME ANSWERS
1 …about Ned’s “Four o’clock meeting in Brixton”
2 …about someone’s infidelity
3 …to a question of parentage
4 …from the police, about an unsolved crime
5 …about the accident that still haunts you
6 …about Shelley’s commitment to the enterprise
3 TO GET REVENGE
1 …on Steps and his crew
2 …on the Russians who humiliated you
3 …on a co-worker
4 …on a television personality
5 …on a family member
6 …on a police detective
...in GANGSTER LONDON
4 TO GET RESPECT
1 …from the London criminal underground
2 …by showing everybody who the real boss is
3 …from your lover, by keeping an unfortunate promise
4 …from a family member, by backing their plan
5 …from yourself, by standing up to a bully
6 …by going straight at last
5 TO GET RICH
1 …by ripping off a dealer
2 …by running eastern European prostitutes
3 …by robbing a family business
4 …by working a political deal in the neighborhood
5 …by opening a kebab shop
6 …by finding a buyer for these diamonds you “found”
6 TO GET OUT
1 …of London before the Russians find you
2 …of debt, through one last bold deal
3 …of a relationship gone dangerously sour
4 …of your interminable marriage
5 …of an obligation to a powerful criminal
6 …of England before Scotland Yard catches up with you
LOCATIONS...
1 RESIDENCES
1 Flat 253, Broadwater House
2 “The Rivings”
3 23 Mulberry Grove
4 Raddeston Place
5 Villa El Mariachi, Costa Del Sol
6 The Squat
2 HOUSES
1 Penthouse
2 Auction House
3 Whorehouse
4 Family house
5 Country house
6 Warehouse
3 LANDMARKS
1 The British Library
2 The Tower of London
3 The River Thames
4 Canary Wharf
5 The Millennium Dome
6 Kew Gardens
...in GANGSTER LONDON
4 FOOD AND DRINK
1 Ali’s Cafe
2 The Crown and Anchor
3 Grabber’s Nightclub
4 Stan Fish’s Gentleman’s Entertainment Club
5 The Ivy
6 The Royal India Tandoori
5 WORKPLACES
1 Reiman, Losser and Reiman, a large bank
2 The pig farm
3 Jacob Fein, jeweller
4 Captain Comic, books and graphic novels
5 Bulldog English’s specialist bookstore
6 The Paper Recycling Plant
6 ODDITIES
1 Cat rescue home
2 Royal Northern Hospital
3 The Lodge of the Masonic Order of the Stars
4 A synagogue
5 Locker 3867 At Waterloo Station
6 “You Do Not Ask What Goes On Back There”
OBJECTS...
1 UNFORTUNATE
1 Forty chickens in eighty cages
2 Hydroponic cannabis-growing facility
3 Collection of priceless stamps, ruined
4 “Peckham Rolex” electronic ankle monitor
5 Dead body
6 Ten thousand leaflets about Jesus
2 TRANSPORTATION
1 Motorbike
2 Nondescript white van
3 Subaru Impreza 5-door wagon
4 Milk float
5 Speedboat
6 Rolls Royce
3 WEAPON
1 Sawn-off shotgun
2 “Jesus Christ, it’s a fucking katana!”
3 An unexploded World War Two bomb
4 Antique duelling pistols
5 Three hand grenades
6 A water pistol that looks like a real gun
...in GANGSTER LONDON
4 INFORMATION
1 Angus’ mysterious last words
2 A conversation you shouldn’t have been listening to
3 A contract; maybe a legally binding one
4 An encrypted CD
5 Property deeds
6 Compromising photographs
5 VALUABLES
1 Ten thousand pounds in 5 pence pieces
2 An arse-load of diamonds!
3 Vintage car
4 “All you need to know is: what’s in here is fucking valuable.”
5 Suitcase full of cash
6 Purebred cat
6 EXTRA-LEGAL
1 The strongest weed you will ever smoke
2 Three suitcases full of blue flake cocaine
3 Five thousand fake passports
4 Six Romanian asylum-seekers
5 Floor plans of a Ministry of Defence establishment
6 “This is the most dangerous weapon you have ever laid your dirty
little hands on.”
A chav-tastic
INSTA-setup
Relationships in gangster London
For three players…
* Friendship: Mates from prison
* Crime: Drug people
* Family: Siblings
For four players, add…
* Romance: Secret lovers
For five players, add…
* Community: Church friends
Needs in gangster London
For three players…
* To get revenge: On the Russians who humiliated you
For four or five players, add…
* To get rich: By opening a Kebab shop
OBJECTS in gangster London
For three or four players…
* Weapon: A water pistol that looks like a real gun
For five players, add…
* Unfortunate: Collection of priceless stamps, ruined
LOCATIONS in gangster London
For three, four or five players…
* Food and drink: The Crown and Anchor
12
USING FIASCO AS A
WRITER’S TOOL
We asked our friend, author and game designer Will Hindmarch, to say
a few words about using Fiasco as a writer’s tool. Will being Will, this
simple request turned into an epic investigation into the nature of the
writer’s process, and the intersection of word count and exhilarating
play. Much of what he has to say appears in The Fiasco Companion, but—
Will being Will—he also gave us a very thorough worked example that
included a meaty and kick-ass script.
The script is worth reading for entertainment alone, but when coupled
with his thoughts on repurposing Fiasco’s Setup phase in the service of
writing, it is a slice of fried gold.
WILL HINDMARCH SAYS...
This won’t be entirely “in a writer’s head,” but it’ll be lone-
ly fun. I’ve wanted to write a one-act play (or something like
it) based on a Fiasco Playset for some time, so let’s see how it goes.
To give this a shot, I took Graham Walmsley’s Playset, Gangster London
and drew a little three-sided play space out of it. I didn’t roll dice.
I just picked things that I thought intersected in interesting ways,
grabbing what struck me as compelling options off the list—
but not necessarily the most compelling items. I wanted to chal-
lenge myself to work with somewhat more subdued selections.
As soon as I started picking Relationships, though, a sto-
ry started to emerge. It was everything I could do to avoid sort-
ing out the whole story at once—to “break it,” as TV writers say.
I wanted some things to emerge naturally through the telling.
As of this writing, I’ve laid out the cards, assigned Relationships, a
Need, a Location, and an Object and I’m ready to write.
oddities
you do not ask
what goes on
back there
relationship
odd
alcoholics
anonymous
NEED
TO GET RICH
selling diamonds
you ... found
relationship
Friendship
I saved his life
once, you know
relationship
Small time
housebreakers
Object
information
OVERHEARD
conversation
JONNY
NICK
IAN
THE
SETUP
GANGSTER LONDON: AN EXERCISE
Written by
Will Hindmarch
www.wordstudio.net
www.gameplaywright.net
Based on “Fiasco: Gangster London”
by Graham Walmsley
EXT. IAN AND JONNY’S GARAGE — DAY
It’s a tiny little ground-level garage in
London’s East End, one in a row of look-alikes
crammed into the rear arches at the base of a
big brick building. A big blue door blocks off
the garage from the alley it would open onto.
A lorry wobbles down the cobblestones outside.
Two blokes, IAN (26, in skinny jeans and a
sweatjacket) and NICK (42, regular jeans and a
wind-breaker) stride up the alley and enter
the garage.
INT. IAN AND JONNY’S GARAGE — DAY
IAN waves NICK in and pulls the big blue door
shut behind them. As IAN fiddles with the
lock, NICK takes a few HESITANT STEPS into the
garage. There’s no car, just a table and
chairs under a low, arched ceiling, and a
narrow red door on the back wall.
NICK
You know, this is my
first time here.
IAN
I know.
NICK
You guys own this place?
IAN
Almost. We’re hoping to get
it paid off soon. In time to
sell it when the gallery
owners eventually make their
way down here.
NICK
Almost. So you and Jonny
share a mortgage or
something?
IAN
Or something. Not to any
bank, if that’s what you’re
thinking.
NICK nods.
IAN (CONT’D)
Have a seat.
NICK does. IAN doesn’t.
IAN (CONT’D)
Fancy a Coke?
NICK
You didn’t bring me down
here for a Coke, did you
now?
IAN
(beat)
No.
NICK
Then what?
IAN
I wanted to talk to you
about something.
IAN walks in a slow circle around the table.
NICK
You want to sit?
IAN
I want to stand.
2
NICK
Okay.
IAN
So...
NICK
(cheeky)
What is it, my son?
IAN
I have a job coming up. A
meeting. Me and Jonny do.
And...
NICK
You’re afriad you’ll take a
drink.
IAN
I’m thinking I have to. I
know I want to, even though
I don’t want to, but I’m
thinking I have to.
NICK
Ian.
IAN
I know!
NICK
Ian.
IAN
I know.
NICK
I think I’ll take that Coke
now.
3
EXT. IAN AND JONNY’S GARAGE — CONTINUOUS
A YOUNG BLOKE (26, ratty jeans and a hoodie)
walks up to the big blue door and PAUSES. He
reacts, as if he hears something. He peers
through a crack in the door, then puts his ear
to it.
INT. IAN AND JONNY’S GARAGE — CONTINUOUS
NICK sips Coke out of a can. IAN paces.
IAN
It’s an important meeting,
though. It’s about, you
know, it’s about our future.
Mine and Jonny’s.
NICK
If you start drinking again,
Ian, you have no future.
IAN
I know that, don’t I?
NICK
Then you can’t be serious
about this. Take the meeting
and just don’t drink.
IAN
I can’t do that.
NICK
Have a fucking Sprite!
IAN
I can’t do that. You don’t
know these people. I need to
look hard in front of these
gents if I want them to take
me seriously, don’t I?
4
NICK
You need to decide where
your future lies, my son. If
you go back into the bottle--
IAN
I’m talking about one drink.
NICK
--then I can’t help you.
IAN
Fucking great sponsor.
NICK
I am. I am a fucking great
sponsor. This is tough love,
mate. I saved your life
once, you know, and I’m not
going to give you fucking
permission to put it back in
the fucking bottle now, am
I?
IAN
I’m not looking for--
NICK
Hell you’re not. Let me ask
you this, young man: Why
can’t Jonny go?
IAN
Alone?
NICK
Yes.
IAN
Because.
NICK
That’s a crap answer. Why
can’t he go on his own?
5
IAN doesn’t answer.
NICK (CONT’D)
Is he not up to it? No
minerals? No sense for this
sort of thing?
IAN
He might... you know.
NICK
No, I don’t know.
IAN
He might... fuck it up.
EXT. IAN AND JONNY’S GARAGE — CONTINUOUS
The YOUNG MAN looks around, then puts his ear
back to the door.
INT. IAN AND JONNY’S GARAGE — CONTINUOUS
NICK slurps soda and scratches his beard. IAN
stands still.
NICK
That’s because Jonny’s
something of a fuckup, Ian.
IAN
Jonny’s great at what he
does, but first
impressions...
NICK
Yeah.
IAN resumes pacing.
6
NICK (CONT’D)
Then here’s what you do. You
bring a flask.
IAN
I do?
NICK
You do. A flask with tea in
it.
IAN
Really.
NICK
Fucking iced tea or apple
juice or whatever you like.
You drink out of that.
IAN
And if they pour me a shot?
NICK doesn’t say anything.
IAN (CONT’D)
What do I do if they pour me
a fucking whisky?
NICK
Then you decide whether you
and I are ever to speak
again, Ian.
A KNOCK shakes the big blue door. A key works
the lock.
IAN
Shit.
IAN rushes to the door but is too late. The
YOUNG MAN from outside has it open.
IAN (CONT’D)
Hey, mate.
7
NICK
(beat)
Hello, Jonny.
JONNY
Nick. Didn’t expect to see
you here in our villainous
lair.
NICK
Wouldn’t think so.
JONNY
Everything all right, then?
IAN
Everything’s fine. Good,
even.
JONNY
You shites don’t look it. Am
I interrupting?
IAN
We were just--
NICK
Not at all. I’m just off
actually. Said what I need
to say.
NICK stands up and heads for the red door.
NICK (CONT’D)
Loo through here?
IAN and JONNY both puts hands out to stop
NICK.
IAN
No!
JONNY
Fuck, mate, no!
8
IAN
We don’t have a loo here.
NICK
(beat)
All right.
IAN
Yeah. Sorry.
JONNY
There’s a pub up the alley.
You can piss there.
NICK
Right. Well.
NICK crosses to the big blue door.
NICK (CONT’D)
Ian, my son, you let me
know?
IAN
Right.
NICK
Ta, then, boys.
NICK leaves.
IAN and JONNY stand in silence for a moment.
JONNY
I miss anything?
IAN
No. I just, you know, no.
JONNY
Alcky talk, then?
IAN
Yes, actually.
9
JONNY
(nodding)
You ready for tonight?
IAN
(beat)
Yes.
INT. CROWN AND ANCHOR PUB - UPSTAIRS - NIGHT
We’re upstairs at the Crown and Anchor, a
narrow, worn-down, badly lit pub. All the
tables are empty except one, which is ringed
by three surly blokes in leather coats. The
remains of game birds lay scattered on four
plates for four people sat around the table:
IAN and JONNY sit together on one side.
Opposite them are a pair of gentlemen in
patterned suits. One wears a WHITE SCARF
(60s), the other wears DARK GLASSES (30s) with
tortoise-shell rims.
A pint stands in front of IAN, untouched.
IAN
So we’re sorted, then?
WHITE SCARF
If you accept our terms for
the first delivery, to prove
yourselves...
IAN
(looking at Jonny)
We do.
WHITE SCARF
Good. Then future deals
should be considerably more
lucrative. For us both.
10
(MORE)
Boys, I think your days of
moving silverware and Blu-
Ray players are over.
DARK GLASSES
(accented)
Welcome to big time.
IAN
Thank you.
JONNY
Yeah, thanks, you two. What
do you say we celebrate?
IAN looks at JONNY.
JONNY (CONT’D)
No?
WHITE SCARF
Fine idea.
WHITE SCARF snaps his fingers and twirls a
finger in the air. A waiter brings over SHOT
GLASSES and A BOTTLE. He POURS.
IAN looks from the shot glasses to JONNY, who
doesn’t return the look.
WHITE SCARF and DARK GLASSES raise their
glasses. JONNY does likewise, and finally
looks to IAN... Who gently raises his.
JONNY
(to Ian)
To the future. To not
working alone.
WHITE SCARF
To bigger things.
11
WHITE SCARF (CONT'D)
Everyone but IAN drinks. One of the BODYGUARDS
nods his head toward IAN and says something in
a foreign language. IAN looks from the
BODYGUARD to JONNY and, eyes on JONNY, drinks.
BEGIN MONTAGE — JONNY AND IAN DRINK:
- JONNY and IAN at a nightclub with DARK
GLASSES and his BODYGUARDS, where JONNY hands
IAN a shot and then pats him on the belly
- JONNY and DARK GLASSES with their arms
around each other, singing, while IAN rubs his
eyes
- IAN with his hand in the air to get a
bartender’s attention
- IAN tosses his flask in the garbage
- IAN tosses back a shot
- JONNY, elated, hands in the air, as IAN
drops a shot into a Guinness
- IAN up in some BRICK OF A BLOKE’s face.
Their eyes wide, their neck veins bulging.
- JONNY backing IAN up, pointing a finger in
the BRICK’s face, yelling until his face is
red.
- IAN and the BRICK brawling. IAN’s in a
headlock. JONNY’s on the BRICK’s back.
- DARK GLASSES sits in a booth full of smiling
women, laughing
- IAN and JONNY kicking the shit out of the
BRICK, who’s on all fours on the club floor
- IAN, battered, on all fours in the club
bathroom, puking in a toilet. Alone.
12
INT. IAN AND JONNY’S FLAT — MORNING
A mobile chimes. JONNY, bleary, goes over to
IAN, who’s bruised and passed out on a couch,
and fishes IAN’s mobile out of his jacket.
CLOSE ON MOBILE SCREEN:
“FROM: NICK
I need to talk to you. It’s about work.”
JONNY clicks REPLY and types out “Meet me at
the garage right now”
JONNY snaps the mobile shut.
INT. IAN AND JONNY’S GARAGE — DAY
JONNY’s sitting at the table when a KNOCK
comes at the blue door. JONNY walks over and
lets NICK in. JONNY locks the door behind him.
NICK looks around.
NICK
Where’s Ian?
JONNY
You don’t want to talk to
Ian, I don’t think, Nick.
NICK
What’s that supposed to
mean?
JONNY
Ian’s pretty sure you don’t
want to see him, not after
last night.
13
NICK
(beat)
I see.
JONNY
He thinks you’re pretty
furious with him. He wonders
why you want to piss on his
chances.
NICK
Really. He said that.
JONNY
Sure he did. He said you
wanted him to throw away
everything we’d worked for.
NICK
I know what he’s worked for.
I know what he’s thrown
away. I saved his life, you
know?
JONNY
Sure I do. I know what
you’ve done for Ian.
NICK
Right, then.
JONNY
If you want to talk work,
let’s talk.
NICK
Without Ian?
JONNY
I’ll take it to Ian.
NICK
I don’t think--
14
JONNY
I’m no fuckup, Nick. I’m
good at what I do. Just not
so much at first
impressions. Right?
NICK
(beat)
Right. This isn’t... I’m not
talking about a “job” job.
Not exactly.
JONNY
Let’s hear it.
NICK
I just have some things I
want moved. Sold.
JONNY
Uh huh.
NICK
Family things.
JONNY
You understand we don’t pawn
things, don’t you, Nick?
NICK
I don’t want these pawned. I
want them turned into quid
and quietly. My sister can’t
know what happened to them.
JONNY
What are we talking about?
NICK
I’m sorry?
JONNY
What things?
15
NICK
Jewelry.
JONNY
Oh yeah?
NICK
Yeah. Diamonds. My sister
came into them through her
husband’s side of the family
and I don’t think they know
what they’re worth. They’re
old. Twenties or thirties,
at least. My sister’s just
going to sit on them.
JONNY
And you want us to go get
them.
NICK
No! I... I’ll get them. I
want you to sell them for
me.
JONNY
When?
NICK
Right away.
JONNY
Wait. Do you have them now?
NICK
I... Yes.
JONNY
You have them with you right
now?
NICK
I brought them, you know,
for Ian.
16
JONNY
Sure.
NICK
So, will you boys help me
out?
JONNY
(beat)
Our cut is twenty percent.
NICK
Is that--
JONNY
That’s a friendly rate,
Nick. I’m not a villain.
NICK
Right, then.
JONNY
Now, then. Let’s see what
you’ve got.
INT. CROWN AND ANCHOR PUB - UPSTAIRS - NIGHT
A pile of jewelry spills out of a plastic bag
onto a sticky wooden table.
JONNY sits alone across from WHITE SCARF and
DARK GLASSES, both standing, both dressed more
casually than we saw them last. The bodyguards
form a triangle around the table.
JONNY
So, what do you think?
DARK GLASSES and WHITE SCARF exchange looks.
DARK GLASSES
I think you are idiot.
17
JONNY
What? What?
DARK GLASSES
You think we are idiots?
JONNY
What? I don’t--
DARK GLASSES
This is how you prove
yourself to us? With this
shit?
JONNY
What do you mean?
JONNY looks around at the bodyguards.
DARK GLASSES
These? Are fake.
JONNY
No, no. It’s old, but--
DARK GLASSES
Aren’t even very good fakes.
JONNY
They’re... not diamonds?
DARK GLASSES
They’re fucking fuck all!
JONNY
Oh, shit.
DARK GLASSES
We give you this chance.
This one chance--
JONNY
Not one chance! Just let me--
18
DARK GLASSES
--and you waste our time
with this artificial shit!
JONNY
No! I don’t! I--
WHITE SCARF
Do you think so little of
us, Jonathan?
JONNY
What?
WHITE SCARF
Or are you so stupid? Such
a...
DARK GLASSES
Fuckup.
WHITE SCARF
Such a fuckup?
JONNY
You don’t understand, I just-
-
DARK GLASSES
(to White Scarf)
He’s not answering.
WHITE SCARF
Answer my question, Jonny.
Is this skulduggery or
stupidity? Are you a liar or
are you stupid?
JONNY
I...
JONNY looks at everyone, in turn.
19
JONNY (CONT’D)
I’m stupid. I swear! I’m so
fucking stupid!
DARK GLASSES
Yes. You are.
WHITE SCARF
And you’ve made us look
stupid, haven’t you?
JONNY
Not on purpose. I swear. I
fucking swear it.
WHITE SCARF
Let’s talk about how you can
make it up to us, then.
JONNY
Yes. Absolutely. Just tell
me what to do.
WHITE SCARF
Be a canvas.
JONNY
A... I’m sorry?
DARK GLASSES
Yes you are.
WHITE SCARF
Be a canvas. Be a canvas on
which these men can paint a
message for all of your
filthy, idiotic, mouth-
breathing, third-rate shites
of cohorts to read. These
men will paint them a
picture, a picture in
bruises, all over your
miserable waste-of-flesh
body.
20
(MORE)
And you will show your lowly
scum-slurping wannabe-
gangster brethren what
happens when you waste our
time.
DARK GLASSES
Then we hang you in a
gallery for all your hipster
friends to piss on.
WHITE SCARF
That’s right.
JONNY
I... I...
JONNY opens and closes his mouth, trying to
find words. As he searches, the triangle of
muscle closes in on him.
FADE TO BLACK.
21
WHITE SCARF (CONT'D)
I gave myself about 15 pages to explore the setup I’d selected out of
the Playset, without doing any major self-editing. I chose to write
my piece in something approximating screenplay format because
it’s quick and, obviously, cinematic. It seemed to fit the material.
Notice, by the way, that I picked two elements—a Relationship and a
Location—defined by dialogue. I wanted the challenge of rolling those
into the telling, but ended up not getting both lines of dialogue directly
into my piece. I didn’t want to force it. (I could’ve kept writing to get
to the scene in which the missing Location line is spoken outright, but
I didn’t get that far before I reached the 15 pages I’d set for myself.)
Almost immediately, I broke from Fiasco’s scene-setting customs,
though, and lost track of exactly which character each scene was about.
My scenes were focused on dramatizing the facts established on the
cards (because my imaginary audience presumably wouldn’t have
access to the cards). They were also mostly about more than one character
at a time, which is just the way those scenes developed in the telling. I
used the cards as a place to start, then got wrapped up in the story and
didn’t think to pursue the game’s format through the rest of the exercise.
Put another way, this shows that those cards defining the spaces
between characters are fruitful. It shows how stories—especially
theatrical stories—are so often about the collisions of characters rather
than the plight of single character. It shows how Fiasco’s setups are
wonderfully provocative and inspiring. With just a quick jaunt
through a Playset, I immediately had a character dynamic interesting
enough that I pursued it for fifteen pages of solo playtime, with ease.
Something I didn’t do, at least not on purpose, was build the
scenes around Fiasco’s resolution method. I didn’t build in
specific turning points, hinges on which each scene results in
a positive or negative outcome for each character. Such turn-
ing points emerged naturally, but not quite scene by scene.
This highlights, for me, how Fiasco’s narrative architecture isn’t
quite the literal scene but rather a more compelling metric: the
question. A Fiasco scene doesn’t end until an important question
is answered: good or bad, yes or no, success or failure. Which die
is assigned? Which goals are met and which schemes are con-
founded? Where are the victories and where are the defeats?
32
Because the question and the scene all but overlap in Fiasco, you
have little exposition. You have leaner stories. In play, we don’t
need to establish things like our Relationships, because we
established them during the selection process. Our writers (the play-
ers) are our audience (the players). I’ve seen Fiasco groups establish
facts on the ground and dramatize known story elements in actual
play, but such things almost necessarily manifest only when they serve
double duty, when they carry some interest beyond just exposition.
For example, in my exercise, I have a short scene that explains why
two characters meet in the following scene. In play, we might estab-
lish the premise of a scene through out-of-character negotiation—
behind-the-scenes talk where we’re playing the parts of writers and
directors, rather than actors. “Okay,” we say, “this is a scene between
Jonny and Nick, in the garage, after Jonny has responded to a text
message on Ian’s phone, so Nick thinks he’s coming to meet Ian. Let’s start
it with Nick walking in to find Jonny, and just Jonny, waiting for him.”
In my exercise, the outcome of that scene—a black die given
to Jonny— results in a completely different scene that answers
t he q ue s t io n : Ho w doe s this s c e ne tur n out for Jonny?
This would be fair game in a Fiasco session, I’ll bet, though I’ve never
seen it happen myself. This is what I mean by the question, rather than
the scene, as the unit of play in Fiasco. The question—”What color die
does Jonny get for this scene?”—could actually result in a whole scene
that dramatizes the black die, showing us not how the scene goes wrong
in the moment but, rather, how it leads to bad things for Jonny is a scene
that follows right on the heels of the first scene, dramatically speaking.
“Here are some diamonds to sell,” Nick says to Jonny. Smash-cut to
Jonny in trouble, discovering too late, in the follow-up scene after the
black die is bestowed, that the diamonds are fakes. Jonny’s turn ends
with him being surrounded by gangster muscle… and then we’re on
to the next player.
– Will Hindmarch, 1 February 2011
33
| textdata/thevault/Fiasco [multi]/Playsets/Fiasco - Gangster London (writer's edition).pdf |
Into the Void
A Starfaring Fiasco Playset by GremlinLegions
Into The Void
Credits
Written by GremlinLegions
Cover by GremlinLegions
Boilerplate
This playset is intended to be an accessory for the Fiasco role-playing game by Bully
Pulpit Games, copyright 2009 by Jason Morningstar. All rights are reserved.
The Score
Where No One Has Gone Before
In the golden age of cinema and television, when people would look up to the stars, they would see
grand adventures between good and evil, with intrepid space explorers venturing out into the unknown,
making the Galaxy a better place for one and all.
Of course, we know better. People will be just as rotten in space as they are planetside, bringing their
pettiness, bickering, backstabbing, and greed to the stars. Sure, they may talk about grand plans and
bettering humanity, but its only a matter of time before someone starts to claim planets and asteroids
for their own, leading to the next great gold rush.
For the sake of this playset, we’re assuming that we haven’t gotten too far outside of our system. This
isn’t Star Trek or Star Wars where warp drives and hyperspace coordinates are easily available...hell,
they aren’t even valid theories yet. While spacecraft have advanced since the 20th Century, going from
Earth to Mars still takes several weeks, and further out can take upwards of months to a year. All that
time aboard a ship can lead to many poor decisions as crewmates start to lose patience with each other.
Movie Night
Firefly and Serenity, Defying Gravity, Planates (anime), Moonlight Mile (anime)
Relationships...
A Confederates
a Old squad-mates
b Imperial Investigators
c Crusading Senator & Secretary
d Mentor & Student
e Professional Associates
f Commander & XO
B Adversaries
a Traitor & Former Ally
b Corrupt Senator & Investigator
c Bounty Hunter & Quarry
d Rival Clans
e Former Enemies
f Professional Rivals
C Romance
a Once But Never Again
b Together Now & Forever
c Unrequited Affection
d Forbidden Affection
e Unhealthy Obsession
f At Each Others’ Throats
D Family
a Estranged Parent & Child
b Siblings Separated by Conspiracy
c Twins Separated at Birth
d Distant Cousins
e Clones of the Same Original
f Members of the Same Clan
E Criminal
a Fugitive Smugglers
b Assassin & Target
c Spy & Informant
d Scoundrel & Mark
e Thief & Fence
f Crime Lord & Enforcer
F Destiny
a You’re Not My Father!
b Survivors of Tragedy
c Keepers of the Doctrine
d Witnesses to a Crime
e Student Seeking a Master
f Called by Alien Voices
...In the Cold Depths of Space
Needs...
A To Escape
a ...from the shadow of past mistakes
b ...from indentured servitude
c ...from an abusive master
d ...from corrupting psychic influence
e ...from immense debt owed to a crime lord
f ...from government scrutiny
B To Get Even
a ...with a former lover
b ...with the greedy freighter captain
c ...with a former master
d ...with the colony on Titan
e ...with the Emperor
f ...with a junk trader on Europa
C To Find
a ...the lost Delta Five space station
b ...the criminals who killed your lover
c ...a safe passage through the Kuiper Belt
d ...the origin of a strange, repeating signal
e ...the last remaining copy of Paradise Lost
f ...Grendel the Red’s trove of stolen supplies
D To Save
a ...a child from slavery
b ...your colony from destruction
c ...your credits for a transplant
d ...a friend from his addiction
e ...the Empire from corrupting forces
f ...the Empire from alien invaders
E To Hump
a ...anyone and everyone you can
b ...a perfect clone of yourself
c ...the last pure-strain human
d ...on the pristine grasses of Earth
e ...your Master’s daughter/son
f ...your way to power and influence
F To Steal
a ...anything not riveted down
b ...the plans to the Imperial prototype space probe
c ...the Emperor’s genetic code
d ...the gold reserves on Phobos
e ...the Moon
f ...the fastest ship in the system
...In the Cold Depths of Space
Locations...
A Planetary
a Olympus Mons, Mars
b The Ruins of New York City, Earth
c Beta Regio Highlands, Venus
d Caloris Basin, Mercury
e High Orbit above Pluto
f Rings of Saturn
B Moons
a The base of Mons Esam, Moon
b Beneath the Ice, Eurpoa
c Sulfur Fields, Io
d Voltaire Crater, Deimos
e Zhang Xi Iron Mines, Ganymede
f MicroCraft Research Facility, Nereid
C stations
a International Space Station IV, Jupiter
b Olympus Mons Space Elevator, Mars
c Terra Station Zero, Earth
d Imperial Defense Platform, Saturn
e “Shangri-La” Station ...somewhere
f Institut d’Astrophysique de Vénus
D colonies
a Cinnabar Colony, Mars
b Emerald City, Moon
c New Nippon, Moon
d Galileo Colony, Callisto
e Hades Base, Pluto
f Atlantis Colony, Europa
E secret
a Tortuga Crater Haven
b Imperial Cloning Facility
c Hei Long Triad Station
d Sentinel Laser Station
e Nomad Orbiting Free Market
f Singularity Research Station
F Unexpected
a Rogue Planet
b Ruins of Ancient Martian City
c Hyperspace Gate
d Hidden Alien Colony
e Young Black Hole
f Orbiting Obsidian Slab
...In the Cold Depths of Space
Objects...
A Equipment
a Duct Tape
b Satellite Relay Communicator
c Poorly Maintained Spacesuit
d Laser Welder
e Medical Droid
f Breach Sealant
B Weapon
a Laser Pen
b Taser
c Flechette Pistol
d Carbon-steel tubing
e Combat Blade
f Slugthrower Rifle
C Transport
a Orbital Shuttle
b Interplanetary Freigher
c Gravcycle
d Snubfighter
e Luxury Cruiser
f Modified Smuggler’s Transport
D Information
a Incriminating Data on a Prominent Senator
b Statistics on Declining Birth Rates
c A Hermetically-Sealed Letter from 1908
d Three Datachips
e Severed Droid Head
f Detailed Stellar Charts
E Contraband
a Crate of Gauss Rifles
b Organically Grown Herbs
c Five Kilograms of Fertility Medication
d Two Vials of “Spice”
e Stolen Imperial Uniform
f Imperial Encryption Decoder
F Strange
a Cryogenically Preserved Eyeballs
b Octopus Puppet
c Child’s Voice Modulating Toy and Black Helmet
d Thirteen Floppy Disks Threaded with Dental Floss
e Quartz Crystal
f Small Bag of Bear-Shaped Jelly Candies
...In the Cold Depths of Space
An Interplanetary
Insta-Setup
Relationships in the Cold Depths of Space
For three players…
Confederates: Commander & XO
Adversaries: Professional Rivals
Family: Distant Cousins
For four players, add...
Romance: Once But Never Again
For five players, add...
Criminal: Spy & Informant
Needs in the Cold Depths of Space
For three players…
To Get Even: With the greedy Freighter Captain
For four or five players, add...
To Find: The Lost Delta Five Space Station
Locations in the Cold Depths of Space
For three, four or five players…
Colonies: Galileo Colony, Callisto
Objects in the Cold Depths of Space
For three or four players…
Transport: Interplanetary Freighter
For five players, add…
Information: Severed Droid Head
| textdata/thevault/Fiasco [multi]/Playsets/Fiasco - Into the Void.pdf |
Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS
game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison.
This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of
Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit www.wizards.com/d20
This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction and run
DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com.
DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s Handbook, Dungeon Master’s Guide,
and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is protected under the
copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is
prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to
actual people, organizations, places, or events is purely coincidental. © 2008 Wizards of the Coast, Inc.
Visit the LIVING GREYHAWK website at www.rpga.com.
ADP8-03
Expedition to the Ruins of
Greyhawk
A Four-Part Dungeons & Dragons®
Living Greyhawk™ Adapted Adventure
Version 1
Adapted By Creighton Broadhurst
What secrets protected by fiendish traps and fierce monsters lurk in the dungeons under Castle Greyhawk? A four-part
core adapted adventure set in the Domain of Greyhawk for characters level 8-15 (APLs 8-12).
Resources for this adventure [and the authors of those works] include Expedition to the Ruins of Greyhawk [Jason
Bulmahn, James Jacobs, Erik Mona].
598 CY
ADP8-03 Expedition to the Ruins of Greyhawk Adaptation
Page 2
RPGA® SANCTIONED PLAY
To play this adventure as part of the LIVING GREYHAWK
campaign—a worldwide D&D® campaign set in the
GREYHAWK setting—it must be sanction as part of an
RPGA event. This event could be a big convention, or a
group of friends playing at a game store or at home.
To sanction an RPGA event, you must be at least a
HERALD-LEVEL™ gamemaster. The person who sanctions
the event is called the senior gamemaster, and is in
charge of making sure the event is sanctioned before
play, runs smoothly on the date sanctioned, and is
reported to the RPGA in a timely manner. The person
who runs the game is the session Dungeon Master (or
just DM). Sometimes (and almost all the time in the cases
of home events) the senior gamemaster is also the session
DM. You must be at least a HERALD-LEVEL GM to run this
adventure.
Sanctioning
and
reporting
this
adventure,
accomplishes a couple of things. First, it is an official
game, and you can use the AR to advance your LIVING
GREYHAWK character. Second, players and DMs gain
rewards for sanctioned RPGA play if they are members of
the DUNGEONS & DRAGONS REWARDS program. Playing
this adventure is worth two (2) points.
This adventure retires from RPGA-sanctioned play
on December 31, 2008.
To learn more about the LIVING GREYHAWK
character creation and development, RPGA event
sanctioning, and DUNGEONS & DRAGONS REWARDS, visit
the RPGA website at www.rpga.com.
PLAYERS READ NO FARTHER
If you plan to play this adventure, stop reading now. The
rest of the adventure text is for the DM only. If you read
farther than this section, and are playing this adventure
as part of an RPGA-sanctioned event, reading beyond this
point makes you ineligible to do so.
PREPARING FOR PLAY
You need copies of the following D&D rulebooks: the
Player’s Handbook, Dungeon Master’s Guide, and the Monster
Manual and a copy of the Living Greyhawk Sourcebook.
Core adventures often utilize new rules items – including
classes, prestige classes, races, feats, spells, and equipment
(including magic items) – that do not appear in any of the
three core D&D books. The full write-up of any featured
feats, spells, or equipment appears in Appendix 2.
Information on featured classes, prestige classes, and
races appears in the relevant creature’s stat block. This
adventure includes all the information required to run
these characters. The DM should double-check that he
fully understands any new rule items presented in this
adventure before play begins.
Throughout this adventure, text in bold italics
provides player information for you to paraphrase or read
aloud when appropriate.
Information on nonplayer characters (NPCs) and
monsters appear in abbreviated form in the adventure
text. Refer to Appendix 1 for full information on NPCs
and monsters. For your convenience, Appendix 1 is split
by APL
Along with this adventure, you will find a RPGA
session tracking sheet. If you are playing this adventure
as part of an RPGA-sanctioned event, complete and turn
in this sheet to your senior GM directly after play. You
will also find a LIVING GREYHAWK adventure record (AR).
You need one copy of this for each participating player.
LIVING GREYHAWK LEVELS
OF PLAY
This adventure’s challenges are proportionate to the
modified average character level of participating PCs.
Before play begins, calculate the Average Party Level
(APL) by following the process below:
1. Determine the character level for each of the PCs.
Each PC may bring one animal, plus any creatures
gained from class abilities to help in combat. (PCs can
bring more creatures but they cannot help in
combat). If you deem that the animal bestows a
significant benefit in combat add the animal’s CR to
the level of the PC it is accompanying for calculating
APL. (Animals gained from class abilities and one
standard horse, warhorse, or riding dog for a PC with
Mounted Combat do not affect APL).
2. Sum the results of step 1 and divide by the number of
characters playing in the adventure. Round to the
nearest whole number.
3. If there are six PCs, add one to that average.
Throughout this adventure, APLs categorize the level of
challenge the PCs face. APLs are given in even-numbered
increments. If the APL of your group falls on an odd
number, ask them before the adventure begins whether
they would like to play a harder or easier adventure.
Based on their choice, use either the higher or the lower
adjacent APL.
Experience and Treasure: APL affects the amount
of experience and gold a PC can gain at the end of the
adventure. A player character more than three levels
higher than the APL at which the adventure is played
cannot participate. If a player character is more than two
levels away from the APL at which the adventure is
played, he suffers a 50% penalty to the amount of gold
and XP gained in the adventure.
These APL calculation rules reference version 7.0 of
the Living Greyhawk Campaign Sourcebook. If you are
playing this adventure in 2008, check the current version
of the LGCS and follow any updated rules presented
within.
ADP8-03 Expedition to the Ruins of Greyhawk Adaptation
Page 3
PLAY NOTES
This document presents all the information the DM
requires to run Expedition to the Ruins of Greyhawk as part
of the Living Greyhawk campaign.
The adventure comprises four parts:
• Part 1: Chapters 1-3
• Part 2: Chapter 4
• Part 3: Chapter 5
• Part 4: Chapter 6
The PCs should play the adventure parts in order; to do
otherwise creates a distorted play experience and will
negatively impact the players’ enjoyment of the
adventure.
Once a DM starts to run any part of this adventure,
he cannot participate as a player in subsequent parts.
GREYHAWK RUINS
For maximum enjoyment of this adventure, it is
recommended that the players should have first
completed all four adventures comprising the “Greyhawk
Ruins” plot arc.
NPCS OF NOTE
This adventure features a number of NPCs of note.
Among these are the wizard Vayne and General At-Ur
Rehmat. Unfortunately, both these individuals have seen
significant development in Living Greyhawk that
precludes their appearance in this adventure.
Thus, instead of using these individuals use the
following personages:
Vayne: Raesene Blackcloak
General At-Ur Rehmat: General Timor Reestann
Both have identical stat blocks and similar background to
the featured NPCs. Improvise background details as
appropriate.
ADP8-03 Expedition to the Ruins of Greyhawk Adaptation
Page 4
Part 1: Chapters 1-3
TIME UNITS AND UPKEEP
This is a five-round core adapted adventure set in the
Domain of Greyhawk. All characters pay 2 Time Units
per round.
Adventurer’s Standard Upkeep costs 12 gp per time
unit. Rich Upkeep costs 50 gp per time unit. Luxury
Upkeep costs 100 gp per time unit. Characters that fail to
pay at least Standard Upkeep retain temporary ability
damage until the next adventure, must buy new spell
component pouches and healer’s kits, and may suffer
other in-game penalties (or possibly benefits) as detailed
in this adventure.
A character that does not pay for at least Standard
Upkeep may avoid the above-described penalties by
living off the wild. If the character possesses four or more
ranks in Survival and succeeds on a DC 20 Survival
check, he heals temporary ability damage as if he had
Standard Upkeep, may refill spell component pouches
and healer’s kits, and may restock up to 20 arrows or bolts
if the character has at least four ranks in Craft
(bowmaking). PCs may Take 10 on this roll.
Chapters 1 and 5 of the LGCS present more
information about lifestyle and upkeep.
ENCOUNTERS TO RUN
The notes in this section deal with chapters 1-3 of
Expedition to the Ruins of Greyhawk, which comprises the
following combat encounters:
•
1-1 Low Road to Greyhawk: EL 11; page 36
•
2-1 Rival Explorer: EL 10; page 50 (only two
kobold bodyguards)
•
2-2 Ghostly Scholar: EL 10; page 52
•
2-3 Burrowing Menace: EL 8; page 54
•
3-1 The War Wagon: EL 10; page 70
•
3-2 Feasthall: EL 9; page 72
•
3-3 Nerull’s Temple: EL 10; page 74
•
3-4 The Quartermaster: EL 8; page 73
•
3-5: Atolamyr’s Chamber: EL 10; page 76
•
3-6 The Elevator: EL 8; page 78
•
3-7 Guarded Elevator: EL 11; page 80 (only
three hobgoblin archers)
•
3-8 Den of the Dark Naga: EL 9; page 79
•
3-9 Chasm of Woe: EL 10; page 82
•
3-10 The Arena: EL 11; page 84
•
3-11 General’s Quarters: EL 9; page 86
ADP8-03 Expedition to the Ruins of Greyhawk Adaptation
Page 5
EXPERIENCE POINT
SUMMARY
To award experience for this adventure, add up the values
for the objectives accomplished. Then assign the
experience award. Award the total value (objectives plus
roleplaying) to each character.
1-1: Low Road to Greyhawk
Slay the bandits
APL 8
330 XP
2-1: Rival Explorer
Slay Logras and his minions
APL 8
300 XP
2-2: Ghostly Scholar
Destroy Viliryth
APL 8
300 XP
2-3: Burrowing Menace
Destroy the xorns
APL 8
240 XP
3-1: The War Wagon
Destroy the undead
APL 8
300 XP
3-2: The Feasthall
Slay the orcs and Kilsog
APL 8
270 XP
3-3: Nerull’s Temple
Kill the monsters
APL 8
300 XP
3-4: Quartermaster
Defeat Therrat and his animated objects
APL 8
240 XP
3-5: Atolamyr’s Chamber
Defeat Atolamyr and his succubus ally
APL 8
300 XP
3-6: The Elevator
Defeat the flesh golem guardian
APL 8
240 XP
3-7: Guarded Elevator
Defeat the goblins and their allies
APL 8
330 XP
3-8: Den of the Dark Naga
Slay Sassinal
APL 8
270 XP
3-9: Chasm of Woe
Defeat the servants of Iuz
APL 8
300 XP
3-10: The Arena
Defeat the servants of Iuz
APL 8
330 XP
3-11: General’s Quarters
Defeat the vrock
APL 8
270 XP
Story Award
Explore the dungeons
APL 8
180 XP
Discretionary Roleplaying Award
APL 8
1,125 XP
Total Possible Experience
APL 8
5,625 XP
TREASURE SUMMARY
During an adventure, characters encounter treasure,
usually finding it in the possession of their foes. Every
encounter that features treasure has its treasure listed in
this section. Treasure is split into three categories: loot,
coins, and magic.
Loot: The loot total is the number of gold pieces
each character gains if the foes are plundered of all their
earthly possessions. Looting takes at least 10 minutes for
every five enemies. If the characters are unable to loot the
bodies, they do not gain this gold. If it is reasonable that
characters can go back to loot the bodies, and those
bodies are still there, characters may gain the loot.
Coin: The coin total is the number of gold pieces
each character gains if they take the coin, gems, and
jewelry available. A normal adventuring party can usually
gather this wealth in a round or so.
Magic: Magic treasure is the hardest to adjudicate,
because magic items are varied and because PCs may
want to use them during the adventure. Many times PCs
must cast identify, analyze dweomer, or similar spell to
determine the item’s properties and how to activate it.
Other times they may attempt to use the item blindly. If
the magic item is consumable (a potion, scroll, magic
bolts, etc.) and the item is used during the adventure, the
PCs do not gain its gp value or access to it in the Items
Found field of the AR.
How much do they get? Add the gp value of all
claimed treasure from each encounter. This is how much
each PC gets. Write the total in the GP Gained field of the
AR.
Treasure Cap
APL 8: 6,500 gp
ADP8-03 Expedition to the Ruins of Greyhawk Adaptation
Page 6
Total Possible Treasure
APL 8: 17,662 gp
1-1: Low Road to Greyhawk
APL 8: Loot 809 gp; Magic 2,401 gp; potion of cure serious
wounds (2) (124 gp [62 gp each]), potion of resist energy (2)
(50 gp [25 gp each]), cloak of resistance +1 (83 gp), eyes of the
eagle (208 gp), +1 throwing axe (8) (1,536 gp [192 gp each]),
potion of cure moderate wounds (16) (400 gp [25 gp each]);
Total 3,210 gp.
2-1: Rival Explorer
APL 8: Loot 172 gp; Magic 597 gp; potion of cure moderate
wounds (25 gp), scroll of wall of ice (58 gp), staff of fire (91 gp),
amulet of natural armor +1 (166 gp), cloak of resistance +1 (83
gp), ring of protection +1 (166 gp), potion of cure light wounds
(8 gp [4 gp each]); Total769 gp.
2-2: Ghostly Scholar
APL 8: Magic 454 gp; scroll of inflict critical wounds (58 gp),
wand of magic missiles (CL 5) (34 gp), +1 ghost touch
breastplate (362 gp); Total 454 gp.
3-1: The War Wagon
APL 8: Loot 73 gp; Magic 336 gp; +1 breastplate (3) (336 gp
[112 gp each]; Total 409 gp.
3-2: Feasthall
APL 8: Loot 55 gp; Magic 296 gp; +1 greatsword (196 gp),
potion of cure moderate wounds (4) (100 gp [25 gp each]);
Total 351 gp.
3-3: Nerull’s Temple
APL 8: Loot 133 gp; Coin 50 gp; Magic 48 gp; scroll of
invisibility (4) (48 gp [12 gp each]); Total 231 gp.
3-4: The Quartermaster
APL 8: Loot 1 gp; Magic 328 gp; +1 rapier (193 gp), potion
of cure moderate wounds (25 gp), scroll of invisibility (12 gp),
+1 studded leather armor (98 gp); Total 329 gp.
3-5: Atolamyr’s Chamber
APL 8: Loot 151 gp; Magic 845 gp; +1 flaming longsword
(692 gp), potion of cure serious wounds (2) (124 gp [62 gp
each]), wand of cure light wounds (29 gp); Total 996 gp.
3-6: The Elevator
APL 8: Magic 1,526 gp; +2 flaming longsword (1,526 gp);
Total 1,526 gp.
3-7: Guarded Elevator
APL 8: Loot 339 gp; Coin 25 gp; Magic 4,999 gp; potion of
cure light wounds (6) (24 gp [4 gp each]), +1 shock arrow (24)
(4,008 gp [167 gp each]), +1 keen short sword (692 gp),
javelin of lightning (2) (250 gp [125 gp each]), potion of
levitate (25 gp); Total 5,363 gp.
3-8: Den of the Dark Naga
APL 8: Coin 302 gp; Magic 504 gp elemental gem (air) (187
gp), figurine of wondrous power (silver raven) (317 gp); Total
806 gp.
3-9: Chasm of Woe
APL 8: Loot 54 gp; Magic 929 gp; oil of magic weapon (4
gp), scroll of sound burst (12 gp), scroll of heal (137 gp), wand
of searing light (206 gp), +1 full plate (208 gp), +1 greatsword
(196 gp), ring of protection +1 (166 gp); Total 983 gp.
3-10: The Arena
APL 8: Magic 2,235 gp; +1 handaxe (192 gp), +2 breastplate
(362 gp), ring of minor energy resistance (fire) (1,000 gp),
ring of counterspells (333 gp), cloak of resistance +1 (83 gp),
gauntlets of ogre power (333 gp), potion of cure serious wounds
(2) (124 gp [62 gp each]); Total 2,235 gp.
ADVENTURE RECORD ITEMS
�Boon of Ricard Damaris: You have returned the
Blade of Chaos to Ricard Damaris and he is very pleased.
As well as providing you with free Rich upkeep during
Expedition to the Ruins of Greyhawk, he may also offer
other aid in the future.
ITEM ACCESS
APL 8:
• Eyes of the eagle (Adventure; DMG)
• Staff of fire(Core; DMG)
• Wand of magic missile (Adventure; CL 5; DMG)
• +1 ghost touch breastplate (Adventure; DMG; 4,350 gp)
• +1 flaming longsword (Any; DMG)
• Wand of cure light wounds (Any; DMG)
• Elemental gem (air) (Adventure; DMG)
• Figurine of wondrous power (silver raven) (Adventure;
DMG)
• +2 flaming longsword (Any; DMG)
• +1 shock arrow (Any; DMG)
• +1 keen short sword (Any; DMG)
• Javelin of lightning (Any; DMG)
• Scroll of heal (Core; DMG)
• Wand of searing light (Core; DMG; CL 5)
• Ring of minor energy resistance (fire) (Core; DMG)
• Ring of counterspells (Core; DMG)
ADP8-03 Expedition to the Ruins of Greyhawk Adaptation
Page 7
Part 2: Chapter 4
TIME UNITS AND UPKEEP
This is a three-round core adapted adventure set in the
Domain of Greyhawk. All characters pay 2 Time Units
per round.
Adventurer’s Standard Upkeep costs 12 gp per time
unit. Rich Upkeep costs 50 gp per time unit. Luxury
Upkeep costs 100 gp per time unit. Characters that fail to
pay at least Standard Upkeep retain temporary ability
damage until the next adventure, must buy new spell
component pouches and healer’s kits, and may suffer
other in-game penalties (or possibly benefits) as detailed
in this adventure.
A character that does not pay for at least Standard
Upkeep may avoid the above-described penalties by
living off the wild. If the character possesses four or more
ranks in Survival and succeeds on a DC 20 Survival
check, he heals temporary ability damage as if he had
Standard Upkeep, may refill spell component pouches
and healer’s kits, and may restock up to 20 arrows or bolts
if the character has at least four ranks in Craft
(bowmaking). PCs may Take 10 on this roll.
Chapters 1 and 5 of the LGCS present more
information about lifestyle and upkeep.
ENCOUNTERS TO RUN
The notes in this section deal with chapter 4 of Expedition
to the Ruins of Greyhawk, which comprises the following
combat encounters:
•
4-1 The Wizards’ Laboratory: EL 14; page 100
•
4-2 Chamber of Seven Secrets: EL 11; page 99
•
4-3 Escape from the Guildhall: EL 11; page
102
•
4-4 Iuzites Attack: EL 14; page 104
•
4-5 Haunted House: EL 10; page 103
•
4-6 Rogue Returned: EL 12; page 106
•
4-7 Zouken’s Finest: EL 11; page 107
ADP8-03 Expedition to the Ruins of Greyhawk Adaptation
Page 8
EXPERIENCE POINT
SUMMARY
To award experience for this adventure, add up the values
for the objectives accomplished. Then assign the
experience award. Award the total value (objectives plus
roleplaying) to each character.
4-1: The Wizards’ Laboratory
Defeat the beholder, Galubgex
APL 10
420 XP
4-2: Chamber of Seven Secrets
Defeat the proctors
APL 10
330 XP
4-3: Escape from the Guildhall
Defeat or evade Ascariel
APL 10
330 XP
4-4: Iuzites Attack
Destroy the agents of Iuz
APL 10
420 XP
4-5: Haunted House
Destroy the cold shadows
APL 10
300 XP
4-6: Rogue Returned
Slay or capture Fidd
APL 10
360 XP
4-7:Zouken’s Finest
Defeat Zouken’s finest
APL 10
330 XP
Story Award
Recover Zagig’s Key
APL 10
750 XP
Discretionary roleplaying award
APL 10
810 XP
Total Possible Experience
APL 10
4,050 XP
TREASURE SUMMARY
During an adventure, characters encounter treasure,
usually finding it in the possession of their foes. Every
encounter that features treasure has its treasure listed in
this section. Treasure is split into three categories: loot,
coins, and magic.
Loot: The loot total is the number of gold pieces
each character gains if the foes are plundered of all their
earthly possessions. Looting takes at least 10 minutes for
every five enemies. If the characters are unable to loot the
bodies, they do not gain this gold. If it is reasonable that
characters can go back to loot the bodies, and those
bodies are still there, characters may gain the loot.
Coin: The coin total is the number of gold pieces
each character gains if they take the coin, gems, and
jewelry available. A normal adventuring party can usually
gather this wealth in a round or so.
Magic: Magic treasure is the hardest to adjudicate,
because magic items are varied and because PCs may
want to use them during the adventure. Many times PCs
must cast identify, analyze dweomer, or similar spell to
determine the item’s properties and how to activate it.
Other times they may attempt to use the item blindly. If
the magic item is consumable (a potion, scroll, magic
bolts, etc.) and the item is used during the adventure, the
PCs do not gain its gp value or access to it in the Items
Found field of the AR.
How much do they get? Add the gp value of all
claimed treasure from each encounter. This is how much
each PC gets. Write the total in the GP Gained field of the
AR.
Treasure Cap
APL 10: 6,900 gp
Total Possible Treasure
APL 10: 11,123 gp
4-1: The Wizard’s Laboratory
APL 10: Magic 1,667 gp; ring of invisibility (1,667 gp):
Total 1,667 gp.
4-2: Chamber of Seven Secrets
APL 10: Magic 4,575 gp; +2 thundering greatclub (3) (4,575
gp [1,525 gp each]): Total 4,575 gp.
4-3: Escape from the Guildhall
APL 10: Magic 1,600 gp; ring of force shield (708 gp), wand
of fox’s cunning (375 gp), figurine of wondrous power (silver
raven) (317 gp), sovereign glue (200 gp); Total 1,600 gp.
4-4: Iuzites Attack
APL 10: Loot 112 gp; Magic 2,022 gp; oil of magic weapon
(4) (20 gp [5 gp each]), scroll of harm (4) (552 gp [138 gp
each]), +2 splint mail (4) (1,450 gp [362 gp each]); Total
2,134 gp.
4-6: Rogue Returned
APL 10: Loot 40 gp; Magic 1,107 gp; +1 rapier (193 gp),
potion of cure moderate wounds (25 gp), +2 studded leather
armor (348 gp), boots of striding and swinging (458 gp), cloak
of resistance +1 (83 gp); Total 1,147 gp.
ADP8-03 Expedition to the Ruins of Greyhawk Adaptation
Page 9
ADVENTURE RECORD ITEMS
�Zagig’s Key: You possess Zagig’s Key, which enables
you to continue your exploration of the dungeons below
Castle Greyhawk.
�Notice of the Archmage: You have met the archmage
Mordenkainen. Such a powerful individual has many
interests, allies, and enemies in the Flanaess. Who know
what future schemes of his you might be wittingly or
unwittingly drawn into...
�Iquoyan’s Boon: You have bested three of Zuoken’s
finest in ritual combat. As a mark of your prowess,
Iquoyan gifts you with a fist-sized ruby that marks you to
followers of Zouken as a an honourable and skilled
fighter. The ruby grants you a +4 circumstance bonus to
all Charimsa-based checks made against followers of
Zouken. You cannot sell it.
ITEM ACCESS
APL 10:
• +2 thundering greatclub (Adventure; DMG)
• Ring of invisibility (Core; DMG)
• Ring of force shield (Core; DMG)
• Wand of fox’s cunning (Any; DMG)
• Figurine of wondrous power (silver raven) (Any; DMG)
• Sovereign glue (Core; DMG)
• Scroll of harm (Any; DMG)
• Boots of striding and springing (Core; DMG)
ADP8-03 Expedition to the Ruins of Greyhawk Adaptation
Page 10
Part 3: Chapter 5
TIME UNITS AND UPKEEP
This is a three-round core adapted adventure set in the
Domain of Greyhawk. All characters pay 2 Time Units
per round.
Adventurer’s Standard Upkeep costs 12 gp per time
unit. Rich Upkeep costs 50 gp per time unit. Luxury
Upkeep costs 100 gp per time unit. Characters that fail to
pay at least Standard Upkeep retain temporary ability
damage until the next adventure, must buy new spell
component pouches and healer’s kits, and may suffer
other in-game penalties (or possibly benefits) as detailed
in this adventure.
A character that does not pay for at least Standard
Upkeep may avoid the above-described penalties by
living off the wild. If the character possesses four or more
ranks in Survival and succeeds on a DC 20 Survival
check, he heals temporary ability damage as if he had
Standard Upkeep, may refill spell component pouches
and healer’s kits, and may restock up to 20 arrows or bolts
if the character has at least four ranks in Craft
(bowmaking). PCs may Take 10 on this roll.
Chapters 1 and 5 of the LGCS present more
information about lifestyle and upkeep.
ENCOUNTERS TO RUN
The notes in this section deal with chapter 5 of Expedition
to the Ruins of Greyhawk, which comprises the following
combat encounters:
•
5-1 The Pool of Black Ruin: EL 9; page 130
•
5-2 Verbeeg Caverns: EL 10; page 131
•
5-3 Iaxithrax’s Lair: EL 10; page 132
•
5-4 Vyrthoon’s Redoubt: EL 10; page 134
•
5-5 Kalystys’s Prison: EL 13; page 135
•
5-6 Golem Forge: EL 12; page 136
•
5-7 Mining Cavern: EL 12; page 138
•
5-8 Statue of Nerull: EL 10; page 139
•
5-9 Ruined Barracks: EL 12; page 140
•
5-10 Ruined Homes: EL 11; page 141
•
5-11 Underdark Staircase: EL 13; page 142
•
5-12 Avagozel’s Library: EL 12; page 148
•
5-13 Chapel of the Old One: EL 11; page 144
•
5-14 Summoning Chamber: EL 13; page 146
EXPERIENCE POINT
SUMMARY
To award experience for this adventure, add up the values
for the objectives accomplished. Then assign the
experience award. Award the total value (objectives plus
roleplaying) to each character.
5-1: The Pool of Black Ruin
Destroy the black pudding
APL 10
270 XP
5-2: Verbeeg Caverns
Defeat the verbeeg
APL 10
300 XP
5-3: Iaxithrax’s Lair
Defeat Iaxithrax and his minions
APL 10
300 XP
5-4: Vyrthoon’s Redoubt
Slay Vytthoon
APL 10
300 XP
5-5: Kalystys’s Prison
Destroy Kalystys
APL 10
390 XP
5-6: Golem Forge
Defeat Ajah-Kahar, Bailak and their minions
APL 10
360 XP
5-7: Mining Cavern
Slay Mashface
APL 10
360 XP
5-8: Statue of Nerull
Destroy the statue
APL 10
300 XP
5-9: Ruined Barracks
Destroy the black pudding
APL 10
360 XP
5-10: Ruined Homes
Destroy the fungus
APL 10
330 XP
ADP8-03 Expedition to the Ruins of Greyhawk Adaptation
Page 11
5-11:Underdark Staircase
Defeat Shyrath and his arrow demon minions
APL 10
390 XP
5-12: Avagozel’s Library
Slay Avagozel
APL 10
360 XP
5-13: Chapel of the Old One
Destroy the skeletons and Lorzag
APL 10
330 XP
5-14: Summoning Chamber
Destroy Bittertonge, Raesene and the rutterkins
APL 10
390 XP
Story Award
Objective(s) met:
APL 10
760 XP
Discretionary roleplaying award
APL 10
1,350 XP
Total Possible Experience
APL 10
6,750 XP
TREASURE SUMMARY
During an adventure, characters encounter treasure,
usually finding it in the possession of their foes. Every
encounter that features treasure has its treasure listed in
this section. Treasure is split into three categories: loot,
coins, and magic.
Loot: The loot total is the number of gold pieces
each character gains if the foes are plundered of all their
earthly possessions. Looting takes at least 10 minutes for
every five enemies. If the characters are unable to loot the
bodies, they do not gain this gold. If it is reasonable that
characters can go back to loot the bodies, and those
bodies are still there, characters may gain the loot.
Coin: The coin total is the number of gold pieces
each character gains if they take the coin, gems, and
jewelry available. A normal adventuring party can usually
gather this wealth in a round or so.
Magic: Magic treasure is the hardest to adjudicate,
because magic items are varied and because PCs may
want to use them during the adventure. Many times PCs
must cast identify, analyze dweomer, or similar spell to
determine the item’s properties and how to activate it.
Other times they may attempt to use the item blindly. If
the magic item is consumable (a potion, scroll, magic
bolts, etc.) and the item is used during the adventure, the
PCs do not gain its gp value or access to it in the Items
Found field of the AR.
How much do they get? Add the gp value of all
claimed treasure from each encounter. This is how much
each PC gets. Write the total in the GP Gained field of the
AR.
Treasure Cap
APL 10: 11,500 gp
Total Possible Treasure
APL 10: 29,155 gp
5-2: Verbeeg Caverns
APL 10: Loot 450 gp; Coin 10 gp, Magic 1,829 gp; +1
glaive (6) (1,154 gp [192 gp each], +1 breastplate (6) (675 gp
[112 gp each]); Total 2,289 gp.
5-3: Iaxithrax’s Lair
APL 10: Loot 225 gp; Coin 5 gp, Magic 915 gp; +1 glaive
(3) (577 gp [192 gp each], +1 breastplate (3) (337 gp [112 gp
each]); Total 1,145 gp.
5-4: Vyrthoon’s Redoubt
APL 10: Magic 1,293 gp; wand of greater invisibility (945
gp), +2 studded leather armor (348 gp); Total 1,293 gp.
5-5: Kalystys’s Prison
APL 10: Magic 3,791 gp; bracers of armor +3 (750 gp),
amulet of health +4 (1,333 gp), ring of protection +2 (667 gp),
ring of force shield (708 gp), cloak of resistance +2 (333 gp);
Total 3,791 gp.
5-6: Golem Forge
APL 10: Loot 212 gp; Coin 5 gp, Magic 2,123 gp; minor
ring of cold resistance (1,000 gp), +1 full plate (221 gp), +1
heavy steel shield (98 gp), +1 frost composite longbow (717 gp),
potion of cure serious wounds (62 gp), potion of eagle’s splendor
(25 gp); Total 2,340 gp.
5-7: Mining Cavern
APL 10: Loot 169 gp; Magic 1,667 gp; ring of invisibility
(1,667 gp); Total 1,836 gp.
5-9: Ruined Barracks
APL 10: Magic 450 gp; Murlynd’s spoon (450 gp); Total 450
gp.
5-11:Underdark Staircase
APL 10: Loot 2 gp; Coin 14 gp, Magic 9,275 gp; potion of
invisibility (25 gp), wand of cure moderate wounds (2,520 gp),
+1 light fortification full plate (471 gp), +2 unholy heavy mace
(2,693 gp), +2 cloak of resistance (333 gp), periapt of Wisdom
+2 (333 gp), +1 composite longbow (4) (2,900 gp [725 gp
each); Total 9,291 gp.
5-13: Chapel of the Old One
APL 10: Loot 138 gp; Coin 87 gp, Magic 946 gp; lesser rod
of extend (250 gp), +1 flaming greatsword (696 gp)
Total 1,171 gp.
5-14: Summoning Chamber
APL 10: Loot 1,004 gp; Coin 42 gp, Magic 4,504 gp; bone
wand (1,361 gp), wand of scorching ray (41 gp), wand of
displacement (50 gp), wand of ghoul touch (240 gp), scroll of
ADP8-03 Expedition to the Ruins of Greyhawk Adaptation
Page 12
planar binding (137 gp), scroll of lesser planar binding (2) (188
gp [94 gp each]), scroll of summon monster VI (137 gp), scroll
of summon monster V (93 gp), scroll of summon monster III
(31 gp), scroll of wall of force (94 gp), ring of protection +1 (167
gp), +1/+1 quarterstaff (717 gp), headband of intellect +2 (333
gp), portable hole (1,667 gp), +1 studded leather armor (3)
(294 gp [98 gp]; Total 5,550 gp.
ADVENTURE RECORD ITEMS
�Whiteshiver Mushrooms: You can purchase drafts of
whiteshiver elixir (EttRoG 222). Whiteshiver elixir costs 1,500
gp a vial and bestows the plant type upon the drinker for
1o minutes.
�Nerull’s Blessing: As a full-round action, you can call
out to Nerull and demand that a soul be returned to its
body. This effect functions like a raise dead (CL 20th),
without the normal time limit or the need for a material
component. You cannot use this ability on yourself if you
are killed. You can use ability only once.
�Lord Henway’s Thanks: Lord Henway offers you his
thanks for returning one or more of this pet
aurumvoraxes. Unfortunately, he is a little short of cash
right now and instead of your agreed upon reward offers
to use his extensive contacts in the free city to find an
item you wish to purchase. Designate any one item that
you once had or currently have adventure access to. You
now have core access to that item. You may use this
favour once.
ITEM ACCESS
APL 10:
•
Wand of greater invisibility (Adventure; DMG)
•
Ring of force shield (Core; DMG)
•
+1 frost composite longbow (Any; DMG)
•
Minor ring of cold resistance (Core; DMG)
•
Ring of invisibility (Core; DMG)
•
Murlynd’s spoon (Core; DMG)
•
+1 light fortification full plate (Any; DMG)
•
Lesser rod of extend (Any; DMG)
•
+2 unholy heavy mace (Adventure; DMG)
•
Bone wand (Adventure; Expedition to the Ruins of
Greyhawk)
•
Wand of scorching ray (Any; DMG)
•
Wand of displacement (Any; DMG)
•
Wand of ghoul touch (Any; DMG)
•
Scroll of planar binding (Any; DMG)
•
Scroll of lesser planar binding (Any; DMG)
•
Scroll of summon monster VI (Any; DMG)
•
Scroll of summon monster V (Any; DMG)
•
Scroll of wall of force (Any; DMG)
•
Portable hole (Adventure; DMG)
ADP8-03 Expedition to the Ruins of Greyhawk Adaptation
Page 13
Part 4: Chapter 6
TIME UNITS AND UPKEEP
This is a three-round core adapted adventure set in the
Domain of Greyhawk. All characters pay 2 Time Units
per round.
Adventurer’s Standard Upkeep costs 12 gp per time
unit. Rich Upkeep costs 50 gp per time unit. Luxury
Upkeep costs 100 gp per time unit. Characters that fail to
pay at least Standard Upkeep retain temporary ability
damage until the next adventure, must buy new spell
component pouches and healer’s kits, and may suffer
other in-game penalties (or possibly benefits) as detailed
in this adventure.
A character that does not pay for at least Standard
Upkeep may avoid the above-described penalties by
living off the wild. If the character possesses four or more
ranks in Survival and succeeds on a DC 20 Survival
check, he heals temporary ability damage as if he had
Standard Upkeep, may refill spell component pouches
and healer’s kits, and may restock up to 20 arrows or bolts
if the character has at least four ranks in Craft
(bowmaking). PCs may Take 10 on this roll.
Chapters 1 and 5 of the LGCS present more
information about lifestyle and upkeep.
ENCOUNTERS TO RUN
The notes in this section deal with chapter 6 of Expedition
to the Ruins of Greyhawk, which comprises the following
combat encounters:
•
6-1 Hall of the Juggernaut: EL 13; page 190
•
6-2 Raknian’s Retreat: EL 13; page 192
•
6-3 Temple of Boccob: EL 13; page 194
•
6-4 Intellect Devourer: EL 13; page 196
•
6-5 Shodei’s Laboratory: EL 13; page 198
•
6-6 Garden of Golden Ruin: EL 11; page 197
•
6-7 Zagig’s Ziggurat: EL 12; page 200
•
6-8 The Great Spiral Staircase: EL 12; page
201
•
6-9 Chamber of the Orb: EL 13; page 202
•
6-10 Gallery of Wonder: EL 13; page 204
•
6-11 Royal Court: EL 14; page 206
•
6-12 Arrival at the Isle: EL 12; page 203
•
6-13 The Dormant King: EL 12; page 208
•
6-14 The Ichor Shrine: EL 14; page 211
•
6-15 Warden’s Ziggurat: EL 14; page 209
•
6-16 Livashti’s Chapel: EL 15; page 212
•
6-17 The Godtrap: EL 17; page 214
EXPERIENCE POINT
SUMMARY
To award experience for this adventure, add up the values
for the objectives accomplished. Then assign the
experience award. Award the total value (objectives plus
roleplaying) to each character.
6-1: Hall of the Juggernaut
Destroy the juggernaut and the redcaps
APL 12
390 XP
6-2: Raknian’s Retreat
Defeat Raknian and his aurumvoraxes
APL 12
390 XP
6-3: Temple of Boccob
Destroy the temple guardians
APL 12
390 XP
6-4: Intellect Devourer Prison
Destroy the intellect devourers
APL 12
390 XP
6-5: Shodei’s Laboratory
Slay Shodei
APL 12
390 XP
6-6: Garden of Golden Ruin
Destroy the yellow musk creeper and its creatures
APL 12
330 XP
6-7: Zagig’s Ziggurat
Destroy Mavaug
APL 12
360 XP
6-8: The Great Spiral Square
Destroy Han-Tan Chun
APL 12
390 XP
6-9: Chamber of the Orb
Slay Wedrah and Aluuq
APL 12
390 XP
6-10: Gallery of Wonder
Defeat Komoghet and his guards
APL 12
390 XP
6-11: Royal Court
Slay Lyndurm
ADP8-03 Expedition to the Ruins of Greyhawk Adaptation
Page 14
APL 12
420 XP
6-12: Arrival at the Isle
Slay the island ape
APL 12
360 XP
6-13: The Dormant King
Slay the Dormant King
APL 12
340 XP
6-14: The Ichor Shrine
Slay Vejakilar and the cultists
APL 12
420 XP
6-15: Warden’s Ziggurat
Destroy the hezrous
APL 12
420 XP
6-16 Livashti’s Chapel
Slay Livashti and Riggby
APL 12
450 XP
6-17: The Godtrap
Destroy the false Iggwilv and her minions
APL 12
510 XP
Discretionary roleplaying award
APL 12
1,145 XP
Total Possible Experience
APL 12
7,875 XP
TREASURE SUMMARY
During an adventure, characters encounter treasure,
usually finding it in the possession of their foes. Every
encounter that features treasure has its treasure listed in
this section. Treasure is split into three categories: loot,
coins, and magic.
Loot: The loot total is the number of gold pieces
each character gains if the foes are plundered of all their
earthly possessions. Looting takes at least 10 minutes for
every five enemies. If the characters are unable to loot the
bodies, they do not gain this gold. If it is reasonable that
characters can go back to loot the bodies, and those
bodies are still there, characters may gain the loot.
Coin: The coin total is the number of gold pieces
each character gains if they take the coin, gems, and
jewelry available. A normal adventuring party can usually
gather this wealth in a round or so.
Magic: Magic treasure is the hardest to adjudicate,
because magic items are varied and because PCs may
want to use them during the adventure. Many times PCs
must cast identify, analyze dweomer, or similar spell to
determine the item’s properties and how to activate it.
Other times they may attempt to use the item blindly. If
the magic item is consumable (a potion, scroll, magic
bolts, etc.) and the item is used during the adventure, the
PCs do not gain its gp value or access to it in the Items
Found field of the AR.
How much do they get? Add the gp value of all
claimed treasure from each encounter. This is how much
each PC gets. Write the total in the GP Gained field of the
AR.
Treasure Cap
APL 12: 16,500 gp.
Total Possible Treasure
APL 12: 52,376 gp.
6-2: Raknian’s Retreat
APL 12: Magic 3,019 gp; breastplate of command (915 gp),
+2 buckler (347 gp), +1 mighty cleaving bastard sword (695
gp), cloak of Charisma +2 (333 gp), ring of protection +2 (667
gp), potion of haste (62 gp); Total 3,019 gp.
6-3: Temple of Boccob
APL 12: Magic 1,708 gp; amulet of health +2 (333 gp), ring
of force shield (708 gp), ring of protection +2 (667 gp); Total
1,708 gp.
6-5: Shodei’s Laboratory
APL 12: Magic 3,485 gp; ring of protection +2 (667 gp),
headband of intellect +4 (1,333 gp), wand of displacement (213
gp), wand of phantasmal killer (1,190 gp), wand of resist
energy (82 gp); Total 3,485 gp.
6-9: Chamber of the Orb
APL 12: Magic 3,152 gp; potion of cure moderate wounds (25
gp), scroll of song of discord (94 gp), scroll of mass suggestion
(137 gp), wand of grease (55 gp), +1 chain shirt (119 gp), +1
merciful whip (692 gp), cloak of Charisma +2 (333 gp), wand
of magic missile (CL 9th, 495 gp) +1 mithral chain shirt (175
gp), +1 keen rapier (193 gp), ring of protection +1 (167 gp),
amulet of natural armor +1 (2) (334 gp [167 gp each]), gloves
of Dexterity +2 (333 gp); Total 3,152 gp.
6-10: Gallery of Wonder
APL 12: Loot 19 gp; Magic 2,733 gp; gloves of Dexterity +2
(333 gp), belt of giant strength +4 (1,333 gp), ring of protection
+2 (667 gp), slippers of spider climbing (400 gp); Total 2,752
gp.
6-11: Royal Court
APL 12: Loot 88 gp; Coin 208 gp, Magic 2,997 gp; +1
thundering light crossbow (685 gp), Murlynd’s spoon (450 gp),
headband of intellect +2 (333 gp), gloves of Dexterity +2 (333
gp), +1 greatsword (6) (1,196 gp [196 gp each]); Total 3,293
gp.
6-14: The Ichor Shrine
APL 12: Loot 663 gp; Coin 250 gp, Magic 5,426 gp; +1
seeking composite longbow (700 gp), gloves of arrow snatching
(333 gp), ring of protection +2 (667 gp), potion of cure
moderate wounds (6) (150 gp [25 gp each]), potion of fly (6)
(372 gp [62 gp each]), +1 breastplate (6) (672 gp [112 gp
ADP8-03 Expedition to the Ruins of Greyhawk Adaptation
Page 15
each], rod of wonder (1,000 gp), wand of stoneskin (1,228 gp),
amulet of natural armor +1 (167 gp), ring of protection +1 (167
gp); Total 6,339 gp.
6-16 Livashti’s Chapel
APL 12: Coin 250 gp, Magic 6,142 gp; wand of glibness (656
gp), lesser rod of extend metamagic (250 gp), scroll of demand
(300 gp), scroll of greater dispel magic (137 gp), scroll of heal
(137 gp), scroll of project image (137 gp), scroll of restoration
(67 gp), +1 animated heavy steel shield (764 gp), +3 keen
spiked chain (2,694 gp), cloak of charisma +2 (333 gp), ring of
protection +2 (667 gp); Total 6,392 gp.
6-17: The Godtrap
APL 12: Coin 1,417 gp, Magic 20,819 gp; wand of magic
missile (CL 9th, 111 gp), bracers of armor +8 (5,333 gp), ring
of protection +3 (1,500 gp), ring of freedom of movement
(3,458 gp), amulet of health +4 (1,333 gp), gloves of Dexterity
+4 (1,333 gp), boots of levitation (625 gp), circlet of persuasion
(375 gp), dusty rose ioun stone (417 gp), pale green ioun stone
(2,500 gp), stone of good luck (1,667 gp), pearl of power (5th-
level) (2,083 gp), true seeing ointment (4) (84 gp [21 gp
each]); Total 22,236 gp.
ADVENTURE RECORD ITEMS
�True Seeing Ointment: You have core access to
ointment of true seeing (CL 11th; 250 gp per application).
�Scrolls: You have access to the following scrolls and
may craft them as normal: demand, greater dispel magic,
heal, project image, restoration, song of discord, mass suggestion.
�Wands: You have core access to the following wands
and may craft them as normal: displacement, phantasmal
killer, resist energy, magic missile (CL 9th); grease, stoneskin
glibness.
�Blessing of Zouken: You have freed the god Zouken
from the godtrap and in exchange he grants you a
permanent +1 insight bonus to AC and on Will saving
throws.
�Robilar Returned: You have freed Robilar from the
godtrap and touched him with the Orb of Opposition. He is
grateful for rescuing him from Lynn and may help you in
the future.
�Thanks of Your Comrades: You have saved the free
city from a terrible enemy and the folk of your affiliation
are grateful. You receive a +3 bonus to your affiliation
score with your first or primary affiliation. Note the
name of the affiliation here:
ITEM ACCESS
APL 12:
•
Breastplate of command (Adventure; DMG)
•
+1 mighty cleaving bastard sword (Core; DMG)
•
Ring of force shield (Any; DMG)
•
+1 keen rapier (Any; DMG)
•
+1 mithral chain shirt (Any; DMG)
•
+1 merciful whip(Core; DMG)
•
Slippers of spider climbing (Any; DMG)
•
+1 thundering light crossbow (Core; DMG)
•
Murlynd’s spoon (Adventure; DMG)
•
+1 seeking composite longbow (Any; DMG)
•
Gloves of arrow snatching (Any; DMG)
•
Rod of wonder (Adventure; DMG)
•
+1 seeking composite longbow (Core; DMG)
•
Gloves of arrow snatching (Any; DMG)
•
+1 animated heavy steel shield (Core; DMG)
•
+3 keen spiked chain(Core; DMG)
•
Lesser rod of extend metamagic (Adventure; DMG)
•
Boots of levitation (Core; DMG)
•
Circlet of persuasion (Core; DMG)
•
Dusty rose ioun stone (Adventure; DMG)
•
Pale green ioun stone (Adventure; DMG)
•
Stone of good luck (Core; DMG)
•
Pearl of power (5th-level) (Any; DMG)
•
True seeing ointment (Adventure; DMG)
•
Ring of freedom of movement (Any; DMG)
| textdata/thevault/Living Greyhawk/Modules/Adaptables/598/ADP8-03 - Expedition to the Ruins of Greyhawk (APL 8-12)/ADP8-03 - Expedition to the Ruins of Greyhawk Parts 1-4.pdf |
SMITH AND ROBARDS AMMO CATALOG
Rocket bullets
Price: $70
This rocket powered bullet picks up speed as it goes, adding to the impact by +2 damage for
each increment but as they burn out quickly the range is halved.
Malfunction: The bullet spins wildly out of control and turns back on the shooter. Treat this as
suppressive fire against anyone within a small burst template.
Long shot bullets
Price: $50
This slim bullet is made out of ghost steel and can travel much farther with maintained
accuracy doubling the range.
Malfunction: The bullet explodes in the gun dealing 2d4 of damage to the holder. The gun will
not work until it has been repaired.
Detonation bullets
Price: $100
A small warhead that explodes on impact causing 2d6 of damage to anyone within a small
burst template who doesn’t make a successful Agility roll. The original target gets a -2 penalty
to his Agility roll and if he fails the extra damage is added to the normal shooting damage.
Smith and Robards occasionally sell a more high explosive version of this bullet for $200. These
devilish rounds deal 3d6 of damage but malfunctions on a roll of one or two.
Malfunction: The bullet explodes in the gun dealing 2d6 of damage to everyone within a small
burst template. The gun will not work until it has been repaired.
Heat seeking bullets
Price: $50
This little high-tech bullet ignores -1 penalty to called shoots.
Malfunction: The bullet locks on another target, hitting the nearest ally.
Flabbergast bullets
Price: $40
An electrically charged bullet that causes a target to make a Vigor roll or be shaken even if the
attack deals no damage.
Malfunction: The bullets electrical charge goes off in the gun making the shooter automatically
shaken.
Piercing bullets
Price: $80
The coating on this bullet is made to rip through almost everything adding +2 AP and damage
to the attack. If the attack causes a wound the bullet has burst through the target, subtract 4
from the shooting roll to see if the bullet hits another target in a straight line from the shooter.
Malfunction: The bullet explodes in the gun dealing 2d6 of damage to the holder. The gun will
not work until it has been repaired.
Premium silver coated bullet
Price: $30
A ghost steel bullet coated with pure high quality silver. This bullet deals magic damage and
one additional d6 of damage against creatures with a weakness to silver.
Malfunction: The gun jams and can’t be fired until someone makes a successful repair roll.
Inferno shells
Price: $45
These ghost rock filled shells literarily turn your shotgun into a flamethrower. Anyone within a
cone template must make an opposed Agility roll versus your shooting roll or take 3d6 of
damage.
Malfunction: The shell explodes in the shotgun dealing 3d6 of damage to anyone within a
small burst template. Should the shotgun have been loaded with more than one Inferno shell
then all shells explode causing 3d8 of damage to everyone within a medium burst template.
The shotgun will not work until it has been repaired.
Shrapnel shells
Price: $60
The shot of this shell will spread more effectively allowing you to hit a small burst template at
medium range and a medium burst template at long range.
Malfunction: The shell backfires dealing 2d6 of damage to the holder.
| textdata/thevault/Deadlands [multi]/Misc/DL - Smith and Robards Ammo Catalog.pdf |
1/5
Savant fou : défauts de fabrication
d’inventions
mardi 3 mai 2005, par Dr Pendelton
"Pour beaucoup d’entre nous, la Science n’est
pas seulement l’étude et l’application des
formules et des raisonnements qui nous sont si
chers. C’est aussi une forme d’expression. Nous
sommes les artistes de la raison : nous
exprimons notre amour à travers notre
créativité et l’élaboration d’engins formidables
auxquels nous donnons vie grâce à la roche
fantôme et à notre génie. Je ne peux pas
regarder l’homme automate du Dr Hellstromme,
l’insecticide anti-tique de Dr Spencer, ou le
lanceur d’éclairs de Lightning Kid sans être
rempli d’admiration devant la vitesse avec
laquelle la science a progressé ces dernières
années."
Les principales armes d’un Savant Fou contre
les horreurs de l’Ouest Sauvage sont les
machines inspirées par les démons et
fonctionnant à la roche fantôme. Ces créations
défient les lois de la science, sans pour autant
les faire voler en éclats. Cependant, de
nouveaux savants peuvent éprouver des
difficultés à créer des plans capables de
repousser les limites de la science. Les joueurs
qui jouent ces génies peuvent se contenter des
gadgets du livre des règles et du supplément
Smith & Robards, mais ils auront peut-être
envie de concevoir leurs propres machines.
Alors que les Hucksters apprennent de plus en
plus de sorts au fur et à mesure que leurs
pouvoirs augmentent, et que d’autres sortent
de leur tombe avec des pouvoirs venus tout
droit de l’enfer, un Savant Fou peut se sentir
bloqué avec toujours le même lance-flammes.
Pour résoudre ce problème, un Savant peut
utiliser les Défauts de Fabrication pour dessiner
les plans de sa machine. De la même façon que
les Handicaps donnent des points
supplémentaires et des couleurs aux
personnages, les Défauts rendent les machines
plus faciles à inventer et à construire, tout en
leur donnant un certain style. Une machine
peut avoir jusqu’à 10 points de Défaut.
Ces points peuvent être utilisés de trois façons
différentes :
1) Pour chaque point investi en Recherche, le
joueur peut tirer une carte supplémentaire au
cours de la réalisation du plan, afin d’obtenir
plus facilement la main de poker nécessaire.
Les cartes supplémentaires rendent le travail
plus facile, mais donnent une occasion
supplémentaire aux manitous de frapper.
2) Pour chaque point investi en Design, le
joueur diminue le SD du jet de Construction de
1.
3) Le joueur peut diviser le temps de
construction par le nombre de points investis en
Construction.
Exemple : Lightning Kid, le fameux "Tireur de la
Raison", veut fabriquer un nouvel engin. Il veut
2/5
concevoir une paire de gants de protection afin
d’être protégé lorsque son canon à éclairs est
défaillant. Il jette un œil à la liste des Défauts
de Fabrication, et en choisit deux :
Assourdissant et Rouillé. Assourdissant signifie
que les gants émettent un gémissement
suraigu lorsqu’ils fonctionnent, et Rouillé
signifie qu’ils peuvent s’endommager
facilement au contact de l’eau. Le savant reçoit
au total 3 points pour ces Défauts. Il place 1
point en Recherche et 2 points en Design.
Quand il tire les cartes pour le plan, il a le droit
à une carte supplémentaire (en plus des autres
cartes qu’il obtient éventuellement grâce à des
degrés). S’il peut construire son engin, la
difficulté sera diminuée de 2.
Tu trouveras ci-dessous la liste des Défauts de
Fabrication qu’un Savant Fou peut utiliser pour
ses inventions. Le Marshal peut bien sûr choisir
d’éliminer, de modifier ou d’ajouter tous les
Défauts qu’il désire. La plupart des Défauts sont
destinés aussi bien à des appareils purement
mécaniques, qu’à des machines fonctionnant à
la roche fantôme. Toutefois, un Marshal
observateur remarquera que certains Défauts
conviennent mieux à certains engins.
Arrêtez-le ! 1
En général, le bouton "arrêt" est un détail
important d’une machine. Apparemment, tu
n’es pas du genre à t’embêter avec ça. Pour
arrêter ton engin, tu dois faire un jet Faisable (5)
en bidouiller.
Assourdissant : 1
Ton engin fait un raffut épouvantable. Il fait un
tel boucan que tout jet de Perception ou de
furtivité subit un malus de -2.
Attends que ça chauffe ! 1-5
La science des Savants Fous n’est pas faite
pour les engins qui marchent au quart de tour.
Avant de pouvoir fonctionner correctement, une
machine a parfois besoin de chauffer
suffisamment longtemps pour produire de la
vapeur. S’il s’agit de ton Gatling gun, ce laps de
temps peut t’être fatal. Pour chaque niveau de
ce Défaut, l’engin doit chauffer pendant 1 round
avant d’être utilisé normalement.
La machine se met en marche progressivement,
et l’utiliser pendant cette période de chauffe
peut être dangereux. Mais si tu y tiens, tu dois
utiliser une action et faire un jet Difficile (9) en
bidouiller avec un malus de -1 pour chaque
round de chauffe que tu veux supprimer. Un
échec signifie que l’action est gaspillée, et une
réussite signifie que la machine fonctionne
normalement (mais avec un malus de -4 pour
ce round). Si tu te plantes, tes potes n’auront
peut-être pas envie de voir le résultat.
Colonne de fumée : 1
Quand tu mets ta machine en marche, tu as
l’impression qu’il y a comme un gros cigare
attaché à l’arrière. Ta machine crache une
fumée noire qui impose un malus de -2 à tous
les jets de Perception.
Contrefaçon : 2
Les savants sont constamment en compétition
les uns avec les autres. Les combats qui en
résultent ont entraîné l’ouverture de bureaux
spécialisés dans le dépôt de brevets. D’un autre
côté, de nombreux savants commandent des
objets à Smith & Robards, puis les démontent
pour savoir comment ils ont été fabriqués.
Tu es l’un de ces hombres sans scrupule. Les
points que t’apporte ce Défaut peuvent
seulement être utilisés pour avoir plus de cartes
ou pour modifier le temps de construction. Au
contraire, le SD du jet de Construction
3/5
augmente de 2 points puisque tu n’as pas de
plan sur lequel te baser.
Engin défectueux : 1/3
La fonction principale de l’engin ne marche pas
dans certaines situations. Un chariot à vapeur
("wagon-vapeur") peut devenir incapable
d’avancer dans le sable, et un gilet pare-balles
peut fondre sous la chaleur d’un lance-flammes.
Le nombre de points reçus pour ce Défaut
dépend si la substance en cause est rare ou
ordinaire.
- 1 Rare : un lance-flammes qui est inefficace
contre de la roche fantôme, un vélocipède qui
est incapable de monter un terrain en côte
rocailleux, etc.
- 3 Ordinaire : un gilet pare-balles qui fond à la
chaleur, les ailes d’un ornithoptère qui ne sont
pas à l’épreuve des balles, etc.
Erreur de calcul : 1-5
Les savants sont généralement des as en maths,
mais tu étais trop occupé à dormir en classe ou
à rêver de ton Canon Destructeur. Tes calculs
mathématiques ne sont pas toujours très justes.
Le niveau de ce Défaut correspond au malus
qui s’applique à tous les jets de compétence
nécessaires pour se servir de ton engin. Si tu
choisis un niveau d’Erreur de calcul de 2 pour
construire ton Canon Destructeur, tous tes jets
en tirer subiront un malus de -2.
Et ça tient debout ? 2
Tu es peut-être timbré, mais t’as l’impression
qu’il manque quelque chose à ton engin ici ou
là. Bien que l’ensemble tienne à peu près bon,
lors d’une secousse un peu brutale - une chute
le long d’une falaise, ou un bon coup sur la tête
d’une Chauve-Souris Diabolique quand tu n’as
plus de munitions - il est cassé net. Pour le faire
marcher à nouveau, tu dois faire un jet Rude (7)
en bidouiller.
Forte consommation : 3
Ton engin consomme énormément, qu’il
s’agisse de roche fantôme, d’huile ou de
munitions. Quand tu te sers de ton engin, lance
un d6 à chaque jet de dommages et/ou chaque
jet de fiabilité. Si tu fais 1, ton gadget a
consommé la dernière goutte de ce qui lui sert
de carburant. Tant que ton engin n’est pas
réapprovisionné, il ne fonctionnera pas.
Gros tas de boulons : 1-3
La plupart des blouses blanches passent plus
de temps au milieu de leurs papiers qu’au
milieu des vaches. Ou bien tu as la peau sur les
os, ou bien tu devrais apprendre à faire des
engins un peu plus légers. Si ton engin est un
Gros tas de boulons, une Force minimale est
nécessaire pour s’en servir. Tu trouveras le
type de dé minimal dans le tableau ci-dessous.
Niveau et Dé nécessaire
- 1 d4
- 2 d6
- 3 d8
Incompréhensible : 2
Cet appareil a un nombre impressionnant de
leviers et de boutons et, bien sûr, les savants
fous ne sont pas du genre à laisser le mode
d’emploi. Si tu ne sais pas te servir de cet engin
de malheur, tu dois faire un jet d’Astuce Difficile
(9). Les autres savants sont capables de trouver
comment s’en servir un peu plus facilement :
leur difficulté est Faisable (5).
La roue de la fortune : 1/3
T’as acheté ce dont tu avais besoin, et tu tentes
ta chance. L’arme que tu as construite a des
performances très aléatoires. Parfois tu presses
4/5
la détente et tu envoies tes adversaires vers un
aller simple pour la Lune. Mais d’autres fois, tu
es à peine capable de les amocher.
Niveau et dommages
- 1 Détermine un type de dé de dommages lors
de la construction de l’engin. A chaque coup,
tire une carte de ton Deck d’Action pour
connaître le nombre de dés.
- 3 Tire une carte de ton Deck d’Action pour
connaître le nombre et le type de dé, comme
lors de la création d’un personnage.
Les Jokers Rouges ont comme toujours des
effets étranges. Pour le niveau 1, tire une
seconde carte et utilise-la, mais ajoute un d12
supplémentaire aux dommages. Pour le niveau
3, tire une autre carte et multiplie par deux le
nombre de dés (par exemple, 2d12 devient
4d12). Les Jokers Noirs entraînent
automatiquement une casse.
Machine de l’enfer : 1/3/5
Lorsque les manitous ont chuchoté leurs
révélations à ton oreille, ils ont apporté un peu
de leur environnement avec eux. Quand elle est
en marche, ta machine émet suffisamment de
chaleur pour frire un œuf, un steak ou peut-être
même un homme.
Niveau Dommages
- 1 1d4 points de souffle par round
- 2 2d6 points de souffle par round
- 3 3d8 points de souffle par round
Mécanisme de précision : 1
Normalement, il suffit d’appuyer sur un bouton
pour mettre une machine en marche. Ta
machine doit être réglée de façon très précise,
et tu dois faire un jet Faisable (5) en Bidouiller
pour la mettre en marche.
Pas au point : 5
Avant d’être utilisées sur le terrain, les
inventions sont testées de nombreuses fois
dans des laboratoires propres et à
l’environnement contrôlé. Malheureusement,
ton engin aurait eu besoin de quelques tests
supplémentaires. A chaque fois que ton engin
est utilisé dans des conditions qui ne sont pas
idéales (températures extrêmes, engin tombé
dans une rivière, utilisé comme un gourdin de
fortune, etc.) le Marshal peut te demander de
faire un jet de Fiabilité. Etant donné que l’Ouest
est une région rude et impitoyable, cela peut
t’être demandé souvent. Le bon côté de choses,
c’est que si tu réussis ton jet, tu reçois une
pépite.
Porte-malheur : 1-3
Même si certaines inventions se ressemblent,
elles conservent toujours leur propre
"caractère". Quand ton cheval est une vraie
bourrique, tu dois le cajoler avec des mots
gentils... ou avec un bon coup de pied dans les
flancs. Le nombre de points dépend de la
complexité du rituel que tu dois réaliser pour
que ton engin marche.
- 1 : Mineur (actionner le démarreur trois fois)
- 2 : Majeur (redémarrer le chariot à vapeur
régulièrement)
- 3 : Arcane (remplacer le mécanisme après
chaque utilisation)
Problème de pièces ? 3
Des fois, il faut bien faire avec ce qui traîne
dans le labo. Les composants de ta machine ne
sont pas forcément des matériaux solides, et la
machine a besoin d’un entretien constant. Si le
savant ne passe pas au moins une heure à
nettoyer et à entretenir sa machine, la Fiabilité
diminue de 2 points par jour où cet entretien
n’est pas réalisé.
Rouillé : 2
5/5
L’eau recouvre les trois quarts de la planète.
L’eau arrose les cultures, désaltère le gosier, et
c’est même dans l’eau que la vie est apparue.
L’eau endommage également ton engin si elle
entre en contact avec lui. Que ton engin se
retrouve sous une pluie battante, ou qu’il se
retrouve immergé pendant un bref instant, tu
devras faire un jet Rude (7) en bidouiller pour
qu’il fonctionne de nouveau.
Touche pas à ça ! 1/2
Quelque part sur l’appareil, se trouve une zone
essentielle à son fonctionnement. Il peut s’agir
d’une soupape de sécurité, d’un levier qui
actionne le système de refroidissement de la
chaudière à roche fantôme ou, la plupart du
temps, d’un bouton rouge qui déclenche le
système d’auto-destruction. Si cette zone reçoit
une balle, est actionnée, ou est affectée d’une
façon ou d’une autre, une catastrophe survient.
Une personne engagée en combat au corps à
corps avec l’utilisateur de la machine peut
toucher la zone en réussissant un jet opposé.
- 1 : Si on appuie sur le bouton, le savant doit
immédiatement faire un jet de Fiabilité. Il doit
continuer à faire un jet de Fiabilité à chaque
round, jusqu’à ce qu’il parvienne à annuler la
procédure ou jusqu’à ce qu’il échoue un jet.
- 2 : Comme décrit plus haut, mais chaque jet
de Fiabilité subit un malus cumulatif de -2. Ce
malus s’applique à partir du deuxième jet.
Unique : 5
Il existe de nombreux engins uniques et
étranges dans l’Ouest Sauvage, mais tu
possèdes l’unique exemplaire de cet engin.
Qu’il s’agisse d’un accident de labo, de plans
perdus, ou d’un sens très développé de la
paranoïa, les plans de ton engin ne sont plus en
ta possession. Par conséquent, si ton engin
venait à être perdu ou détruit, tu devrais tout
recommencer depuis le début pour en
construire un autre.
| textdata/thevault/Deadlands [multi]/LANG/[FR]/Aides de Jeu/DL FR - Savant fou - Défauts de fabrication déinventions.pdf |
PRODUCT NO. FO327
FOLLOW US ON FACEBOOK, TUMBLR, AND TWITTER!
E-MAIL US AT: [email protected]
ABANDONED ARTS©
PRESENTS:
NINE NEW FEATS FOR USE WITH THE PATHFINDER® ROLEPLAYING GAME
Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more
information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product. Pathfinder is a registered
trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC,
and are used under the Pathfinder Roleplaying Game Compatibility License.
See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license.
2
ARCANE ARMORER
You can more effectively shape planes of force into magical armor.
PREREQUISITES: Spell Focus (conjuration)
BENEFIT: Whenever a conjuration (creation) spell that you cast would grant an armor
bonus to one or more targets, that bonus is increased by 1 for the duration of the spell.
BARRIER SPELL [METAMAGIC]
You can more safely cast spells with prolonged casting times.
BENEFIT: You may alter any spell with a casting time of 1 round or longer so that the
coalescing energies of the spell form a protective barrier around the caster during the
extended casting process. As long as you are in the process of casting a spell altered by
this metamagic feat, you gain spell resistance and an armor bonus to your AC equal to
three times the spell level of the modified spell. When the casting of the spell is
complete (or disrupted or otherwise interrupted), these bonuses expire.
A barrier spell takes up a spell slot one level higher than the spell’s actual level.
BOLSTERED HEALTH
A breadth of experience as a healer has bolstered your physical toughness.
BENEFIT: You gain a number of additional hit points equal to three times the spell level
highest-level conjuration (healing) spell that you can cast.
CHANNEL HEALTH
You can channel healing spells at the expense of your own health.
PREREQUISITES: Con 11
BENEFIT: Whenever you cast a conjuration (healing) spell to restore a variable number
of hit points to one or more targets, you may endow the spell with greater strength at
the expense of your own physical and mental stamina. If you do, you may re-roll any
single die rolled as a part of the spell’s effects and take the greater of the two rolls.
After casting a spell in this way, you gain the fatigued condition for a number of rounds
equal to twice the level of the conjuration (healing) spell cast. If you were fatigued
before casting the spell, you take 1d6 points of nonlethal damage per spell level and
become exhausted instead.
DIMENSIONAL STRIKER
Your confounding dimensional agility affords you an offensive advantage in combat.
PREREQUISITES: Dimensional Agility1, Dimensional Assault1, Dimensional Dervish1,
Dimensional Savant1, abundant step class feature or the ability to cast dimension door,
base attack bonus +12
BENEFIT: When you use your Dimensional Savant feat to effectively “flank with yourself”
as described by that feat, your melee attacks deal an additional 1d6 points of damage
each to flanked opponent.
DRAMATIC TELEPORTATION
Your teleportation magic seems to tear the world down around you.
PREREQUISITES: caster level 12th
BENEFIT: You can cast conjuration (teleportation) spells in exceedingly dramatic fashion,
accompanied by a flickering flash and an earth-shaking sound like the fabric of reality
being torn asunder. Opponents that witness your dramatic entrance via teleportation
spell take a -4 penalty on the first initiative check they make within the next minute.
PERSISTENT SUMMONS
Your summoning spells are all but impossible for lesser spellcasters to dispel.
PREREQUISITES: Spell Focus (conjuration)
BENEFIT: Creatures that you summon with conjuration (summoning) spells cannot be
dispelled by any spell with a caster level lower than your own.
SEETHING SUMMONS
You can share your seething rage with creatures that you conjure.
PREREQUISITES: moment of clarity rage power, Augmented Summoning
BENEFIT: When you cast a conjuration (summoning) spell while raging, any living, non-
mindless creature summoned by your spell is conjured in a rage (as though affected by
a rage spell). This effect persists for as long as you continue to rage.
WONDERWORKER
You can create miraculous displays visible from across tremendous distances.
PREREQUISITES: divine spellcaster level 5th, Spell Focus (conjuration)
BENEFIT: Whenever you cast a 6th level or higher divine spell you may choose to work a
grandiose and miraculous marvel of faith into the effects of your spell as a free action.
If you do, your spell is accompanied by a tremendous display of wonder appropriate to
the divine portfolio of the deity that you worship (a gigantic swarm of butterflies, a
cacophony of wailing spirits, a massive veil of swirling leaves and petals, and so on).
This tremendous divine display is visible from up to a mile away and fills an area with a
radius of 50 ft. per spell level, and is centered on the target or targets of the spell (or
on you, if the spell does not target one or more creatures). The wondrous display is an
instantaneous effect; it does not persist long enough to provide cover or concealment.
In addition to the visual display produced by your spell, creatures with Intelligence
scores of 3 or higher within the area of the spell may become inspired or demoralized.
Creatures that worship the same deity that grants your divine spells are inspired by the
miracle, and may not be demoralized or shaken for 1 round. Creatures whose alignments
are diametrically opposed to that of your deity are shaken for 1 round if their total Hit
Dice are equal to or less than the level of the spell that you cast in this way.
1:
See the Pathfinder® Roleplaying Game: Ultimate Combat ™ sourcebook for a description of this feat.
3
OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted
material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade,
improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license,
rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures,
processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly
identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but
specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures
characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes
and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas,
likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and
any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game
Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor
(g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game
Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.
3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.
5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights
conveyed by this License.
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You
must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that
Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another,
independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner
of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally
distributed under any version of this License.
10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.
12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not
Use any Open Game Material so affected.
13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of
this License.
14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
15. COPYRIGHT NOTICE
Open Game License v 1.0 © 2000, Wizards of the Coast, Inc.; System Reference Document. © 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave
Arneson. Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason Buhlman, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Advanced Player’s Guide. © 2010, Paizo
Publishing, LLC; Author: Jason Buhlman, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Pathfinder Roleplaying Game Ultimate Combat © 2011, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner,
Benjamin Bruck, Jason Buhlman, Brian J. Cortijo, Jim Groves, Tim Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson, Tom Phillips, Patrick Renie, Sean K Reynolds, and Russ Taylor. Pathfinder Roleplaying Game Ultimate
Magic. © 2011, Paizo Publushing. LLC; Authors: Jason Buhlman, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor. The Book of
Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson,
Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR. Abandoned Arts Presents: Feats of Conjuration © 2013, Daron Woodson; Author: Daron Woodson, based on material
by Jonathan Tweet, Monte Cook, and Skip Williams.
CREDITS
Design and editing by Daron Woodson. Open Game License v 1.0 © 2000, Wizards of the Coast, Inc. Pathfinder is a registered trademark of Paizo Publishing, LLC, and
the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder
Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license.
Learn more about the Pathfinder Roleplaying Game at www.paizo.com.
| textdata/thevault/Pathfinder/1st Edition/3rd Party/Abandoned Arts/Feats of Conjuration.pdf |
Feats of Envy
Feats of Envy
Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for
more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product. Pathfinder is a
registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo
Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information
on the compatibility license.
Product No. FO103 [email protected]
Presents
Presents
Roleplaying Game
Roleplaying Game
Feats of Sin
This installment of the More Feats! product line introduces a new kind of feat: the sin feat. Sin feats are designed to
represent a character’s vices and moral failings, though they are by no means restricted to evil or non-good characters.
Though a few sin feats are supernatural in nature, and some even grant bonuses of the profane type, characters of any
faith or alignment may wrestle with sinful vices – grappling with and overcoming such a moral complication often serves
to highlight a character’s heroism.
Many sin feats provide benefits and effects which scale with the number of sin feats that a character possesses. Where
applicable, these scaling bonuses are listed in the description of each feat’s benefits. Some sin feats’ prerequisites require
a character to possess some number of other sin feats first, or may allow a character to bypass other prerequisites if they
do. For example, a feat might list “Iron Will or one other sin feat” in the prerequisite line. These feats need not share
a theme (like wrath, lust, or greed) with the feat listing the prerequisite; all sin feats are equal to one another for the
purposes of fulfilling prerequisites like these.
ACQUISITIVE [SIN]
You are adept at evaluating the worth of other
people’s possessions.
Prerequisite: Appraise 3 ranks or one other sin feat
Benefit: You gain a +2 profane bonus on Appraise
skill checks made to appraise objects that do not
belong to you. Additionally, you can attempt to
appraise any item as a move action. You need not
interact with an object firsthand in order to do
so; you may appraise an item by observing it at a
distance of 10 ft. or less.
•
If you possess five other sin feats, you gain
a +2 profane bonus on CMD checks made
to disarm or steal an object whose value you
have appraised (even if, unbeknownst to you,
you appraised its value incorrectly).
Normal: Attempting to appraise an item is a
standard action.
ARCANE JEALOUSY [SIN]
You bitterly deny any power greater than your own.
Prerequisite: ability to cast arcane spells,
Spellcraft 1 rank
Benefit: You gain a +1 profane bonus on saving
throws against arcane spells higher-level than you
can cast, yourself. You must successfully identify
such a spell in order to apply this bonus against it.
•
If you possess five other sin feats, this bonus
increases to +2.
CONNIVING COMPANION
[SIN, TEAMWORK]
You’re a natural schemer.
Benefit: Whenever you would gain a bonus from
an allies’ aid another action, you may grant that
bonus instead to any ally that also possesses this
feat. To do so, you must spend an immediate action
scheming and planning, speaking in a language
that the designated ally can hear and understand.
COVETOUS COUNTERSPELL [SIN]
You envy your rival’s spells.
Prerequisite: ability to cast prepared spells, two
other sin feats
Benefit: Once per day, when you successfully
counter a spell that appears in your spellbook or
on your known spells list, you may prepare that
spell in an available spell slot as an immediate
action. To prepare a spell in this way, it must be at
least one level lower than the highest-level spell
that you can prepare.
CURSE OF CUPIDITY [SIN]
You prefer to build yourself up by bringing others
down, wielding an avaricious curse.
Prerequisite: ability to cast spells, Greater Sunder
or three other sin feats
Benefit: You can make a special sunder check
with only a touch. If your check succeeds, your
sunder check deals damage equal to 1d6 plus
your Wisdom modifier. If the object would gain
the broken condition, it is instead subject to your
curse of cupidity. An object so affected loses all
special properties; a magical or masterwork
weapon or piece of armor becomes non-magical,
staves become ordinary quarterstaffs, potions
become ordinary bottles of water, scrolls become
non-magical scraps of parchment, gold becomes
copper, wondrous items lose all special properties,
and so on. Equipment so affected cannot be
restored by spells like mending or make whole,
but may be wholly and automatically repaired by
a remove curse spell.
Presents...
Presents...
2
DENY THE GODS [SIN]
You covet the power of the gods.
Benefit: You gain spell resistance 10 against
divine spells.
•
If you possess two other sin feats, your spell
resistance increases to 12.
•
If you possess three other sin feats, this spell
resistance increases to 14.
•
If you possess four other sin feats, this spell
resistance increases to 16.
EMBITTERING AURA [SIN]
An aura of bitterness surrounds you, tearing
emotion and joy away from those around you.
Prerequisite: character level 5th
Benefit: You exude a powerful aura of bitter
loneliness that strips away benefits and bonuses
related
to
companionship,
emotion,
and
teamwork. Creatures within 5 ft. of you lose the
following abilities and benefits, if they possessed
them: access to teamwork feats, empathic links or
skill bonuses derived from familiar special abilities
or bonded mounts, and the effects “harmless” spell
effects with the emotion descriptor. Such effects
are suppressed for as long as an affected creature
remains within the aura.
•
If you possess two other sin feats, your
embittering aura also suppresses flanking
bonuses. Affected creatures may still provide
flanking for other creatures, but do not receive
a bonus for flanking.
•
If you possess three other sin feats, the range
of your embittering aura is increased to 10 ft.
•
If you possess four other sin feats, your
embittering aura suppresses all positive
morale bonuses (except for morale bonuses
granted by a rage spell or the rage class
feature).
ENVIOUS SPELL [METAMAGIC]
You are eager to prove the superiority of your
spells over that of your rivals’.
Benefit: You may alter a spell so that it may serve
you better in countering instances of that very
same spell. Whenever you use an envious spell
to counter another instance of that same spell (for
example, if you use an envious fireball to counter a
fireball spell), you gain temporary hit points equal
to the level of that spell. Temporary hit points
gained in this way do not stack.
An envious spell takes up a spell slot one level
higher than the spell’s actual level.
•
If you possess five other sin feats, the
temporary hit points granted by this feat
increase to twice the spell level of the altered
spell.
JEALOUS HEART [SIN]
You take pleasure in putting others down.
Prerequisite: Intimidate 1 rank or 1 other sin feat
Benefit: Whenever you successfully demoralize
an opponent with the Intimidate skill, that
opponent loses any morale bonuses that it benefits
from, (except for morale bonuses granted by a rage
spell or the rage class feature). When you strip
away a morale bonus in this way, you gain a +2
Feats of Envy
Feats of Envy
3
morale bonus on ability checks, saving throws, and
skill checks for 1 minute.
PERILOUSLY PARANOID [SIN]
Your thoughts crawl and seethe with jealousy
and paranoia.
Prerequisite: Iron Will or one other sin feat
Benefit: Whenever you fail a saving throw against
a mind-affecting effect that would detect or “read”
your thoughts (including any effect which would
compel or control your actions or thoughts in any
way), your mind turns on your attacker instinctively.
As long as the effect lasts, your opponent is
sickened by a skin-crawling sense of unease and
unwelcome.
STEAL THE LIMELIGHT
[COMBAT, SIN]
You can’t stand it when an ally steals the show.
Prerequisite: base attack bonus +3
Benefit: Whenever an ally confirms a critical
threat roll, you gain a +2 profane bonus on critical
threat confirmation rolls for 1 hour, or until you
confirm a critical threat, whichever comes first.
•
If you possess two other sin feats, this bonus
is increased to +3.
•
If you possess three other sin feats, this bonus
is increased to +4.
•
If you possess four other sin feats, you also gain
+4 bonus on damage rolls after confirming a
critical hit modified by this bonus. This bonus
is applied only once; it is not multiplied by
the critical hit.
WICKED WISH [SIN]
So intense is your desire for what others have that
the gods have heard your wish.
Prerequisite: character level 9th, five other sin feats
Benefit: You gain a +1 inherent bonus to a single
ability score, as though you had used a wish spell
to improve that score. This bonus counts against
the +5 limit for inherent ability scores (see the wish
spell description for details).
OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards
of the Coast, Inc (“Wizards”). All Rights Reserved.
1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have
contributed Open Game Content; (b)”Derivative Material” means copyrighted material
including derivative works and translations (including into other computer languages), potation,
modification, correction, addition, extension, upgrade, improvement, compilation, abridgment
or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute”
means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise
distribute; (d)”Open Game Content” means the game mechanic and includes the methods,
procedures, processes and routines to the extent such content does not embody the Product
Identity and is an enhancement over the prior art and any additional content clearly identified as
Open Game Content by the Contributor, and means any work covered by this License, including
translations and derivative works under copyright law, but specifically excludes Product Identity.
(e) “Product Identity” means product and product line names, logos and identifying marks
including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements,
dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses,
concepts, themes and graphic, photographic and other visual or audio representations; names
and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses
and special abilities; places, locations, environments, creatures, equipment, magical or
supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or
registered trademark clearly identified as Product identity by the owner of the Product Identity,
and which specifically excludes the Open Game Content; (f) “Trademark” means the logos,
names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products
or the associated products contributed to the Open Game License by the Contributor (g) “Use”,
“Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise
create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in
terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice
indicating that the Open Game Content may only be Used under and in terms of this License.
You must affix such a notice to any Open Game Content that you Use. No terms may be added
to or subtracted from this License except as described by the License itself. No other terms or
conditions may be applied to any Open Game Content distributed using this License.
3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of
the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors
grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this
License to Use, the Open Game Content.
5. Representation of Authority to Contribute: If You are contributing original material as Open
Game Content, You represent that Your Contributions are Your original creation and/or You have
sufficient rights to grant the rights conveyed by this License.
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this
License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You
are copying, modifying or distributing, and You must add the title, the copyright date, and the
copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you
Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication
as to compatibility, except as expressly licensed in another, independent Agreement with the
owner of each element of that Product Identity. You agree not to indicate compatibility or co-
adaptability with any Trademark or Registered Trademark in conjunction with a work containing
Open Game Content except as expressly licensed in another, independent Agreement with the
owner of such Trademark or Registered Trademark. The use of any Product Identity in Open
Game Content does not constitute a challenge to the ownership of that Product Identity. The
owner of any Product Identity used in Open Game Content shall retain all rights, title and interest
in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which
portions of the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this
License. You may use any authorized version of this License to copy, modify and distribute any
Open Game Content originally distributed under any version of this License.
10. Copy of this License: You MUST include a copy of this License with every copy of the Open
Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using
the name of any Contributor unless You have written permission from the Contributor to do so.
12. Inability to Comply: If it is impossible for You to comply with any of the terms of this
License with respect to some or all of the Open Game Content due to statute, judicial order, or
governmental regulation then You may not Use any Open Game Material so affected.
13. Termination: This License will terminate automatically if You fail to comply with all
terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All
sublicenses shall survive the termination of this License.
14. Reformation: If any provision of this License is held to be unenforceable, such provision
shall be reformed only to the extent necessary to make it enforceable.
15. COPYRIGHT NOTICE Open Game License v 1.0 © 2000, Wizards of the Coast, Inc.;
System Reference Document. © 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet,
Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason
Buhlman, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
Advanced Player’s Guide. © 2010, Paizo Publishing, LLC; Author: Jason Buhlman, based on
material by Jonathan Tweet, Monte Cook, and Skip Williams.
Pathfinder Roleplaying Game Ultimate Combat © 2011, Paizo Publishing, LLC; Authors:
Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Buhlman, Brian J. Cortijo, Jim Groves, Tim
Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson, Tom Phillips, Patrick Renie, Sean K
Reynolds, and Russ Taylor.
Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publushing. LLC; Authors: Jason
Buhlman, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-
MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved.
Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with
Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis
Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR.
Pathfinder Roleplaying Game Advanced Class Guide © 2014, Paizo Inc.; Authors: Dennis
Baker, Ross Byers, Jesse Benner, Savannah Broadway, Jason Bulmahn, Jim Groves, Tim Hitchcock,
Tracy Hurley, Jonathan H. Keith, Will McCardell, Dale C. McCoy, Jr., Tom Phillips, Stephen
Radney-MacFarland, Thomas M. Reid, Sean K Reynolds, Tork Shaw, Owen K.C. Stephens, and
Russ Taylor.
Abandoned Arts Presents: Feats of Envy 2015, Daron Woodson; Author: Daron Woodson;
Artist: Rick Hershey; Layout: Troy Daniels.
4
| textdata/thevault/Pathfinder/1st Edition/3rd Party/Abandoned Arts/Feats of Envy.pdf |
1
The Get away
Running from the law or in hot pursuit of a bootlegger, chances are the characters will get into some sort of chase
during the game. Whether it's a run through crowded city streets, a duel between trucks on a lonely mountain road,
or a policeman riding horseback through the city parks, you need to know how your character can stay ahead in a
chase. The rules are the same for all modes of travel from foot chases to high speed boat races.
Cars
In these rules, the word car means any type of motor vehicle. Ie Boat, plane or motorcycle. When characters are
traveling in a car, one character must be Driving.
Car Movement
all Vehicles have two speeds; slow and fast. The distance a car can move in one turn is shown on the CAR MOVEMENT
TABLE this is considered one length for chase purposes.
Speed
Feet
15’ map
5’ map
Slow
30
2 squares
6 squares
Fast
75
5 squares
15 squares
2
A car must move at slow speed for at least two turns before it can move at fast speed. A car moving at fast speed
can slow down (brake) to slow speed at the end of any turn. A car moving at slow speed can stop at the end of its
move on any turn.
A car moving at fast speed can stop by braking to slow speed at the end of a turn. It must then drive at slow speed
or two turns, md can stop at the end of the second turn.
Optional Movement Rates
Using these optional rules, cars can move at any speed that is an even multiple of 10 miles per hour (10, 20, 30, 40,
etc.).
A car moves 15 feet per turn for every 10 mph of its speed. For example, a car traveling at 40 mph will move 60 feet
per Game turn (4 X 16 = 60).
Traffic
Driving around town and chasing cars is of course affected by Traffic density at various times of day. The
amount of traffic found in downtown areas at various times are shown on the TRAFFIC DENSITY TABLE.
The Effects of Traffic Density. Traffic density affects the chance that a driver will crash. A character’s
Driving score is modified by the types of traffic as follows:
TRAFFIC DENSITY TABLE
Time of Day
Type of traffic
Modifier
1O:O1 p.m. to 6:OO a.m.
Light
+10
6:O1 a.m. to 9:30 a.m.
Heavy
-20
9:31 a.m. to 12:OO noon
Moderate
0
12:01 p.m. to 1:30 p.m.
Heavy
-20
1:31 p.m. to 3:30 p.m.
Moderate
0
3:31 p.m. to 6:30 p.m.
Heavy
-20
6:31 p.m. to 1O:OO p.m.
Moderate
0
Keeping Track of Car Movement.
When used on the maps, the car counters should be placed so the front of the counter is pointing in the direction
the car is moving. When the car moves, the counter is moved the appropriate number of squares on the map. (On
the 15-feet-per-square map, the front half of the counter shows the position of the car.
Who has the lead?
Most cases involve two sides, or two characters. In either case, the person or group being chased is called the Leader,
and the person or group doing the chasing is called the Follower.
You need to know how far apart the Leader and the Follower are when a chase begins. All chases use the term
Lengths instead of squares as its measurements. The number of lengths that the leader covers before the Follower
takes after him is called the leader’s head start. Roll 1d10 for length.
3
HOW FAST IS EVERYBODY GOING?
From a stop
Add leaders head start + leaders move – follower move
Each turn moving
Leaders move – followers move = lengths ahead
Closing the gap: this can be done by:
Taking risk, such as taking a corner too fast, jumping over obstacles, flying too low
Hazards
In a chase, there’s a bunch of different kinds of obstacles and complications that can come up. Here’s a sample but
not comprehensive list. In general, the checks to pass these obstacles are at a -20. If you fail the check, you drop
back 1d10 lengths; if you roll a critical failure you take 5 bruise damages from a collision or similar mishap.
Roll 1d10 for what type, or choose one:
1. law enforcement- run into cop or right through a police operation
2.Simple– barrels, gate, street vendor’s blanket, etc.
3.Barrier– fruit cart, unexpected turn
4.Wall – traditional “end of alley” wall, fence
5.Gap– ditch, open manhole, pit
6.Traffic– pedestrians, bootleggers, taxi
7.Squeeze – crawlspace, hole in wall, between two parked trucks
8.Water – river, wharf, pool, fountain
9.Terrain – gravel, mud bank, slick cobblestones
10. Construction Site- Piles of brick, workers, supply trucks
Country Road Hazards
D10
1. law enforcement- run into cop or right through a police operation
2. Gap– ditch, washed out road, pit
3. Terrain – gravel, mud bank, snow
4.Swerve to make or miss– fruit cart, unexpected turn off
5. fallen tree or farm animals block the road
6. Slow moving tractor or horse cart
7. Herd of cattle, sheep or horses block the way
8. Barn raising had blocked the road with dozens of cars and wagons.
9. law enforcement- run into a cop chasing someone else!
10. Bootleggers loading trucks
4
Special Driving Actions
There are three-special driving actions: racing turns, bumping and cutting off.
Racing Turns.
A driver using a racing turn sends the car into a skid by slamming on the brakes and then uses the skid to turn the
car around 180 degrees. This action can only be attempted at fast speed. It requires a Driving check with a modifier
of -30. Failing the Driving check means the car crashes. If you pull this off you can gain 1d10 lengths.
Bumping.
Trying to force another car to crash by smashing into its side arrear is called bumping. A car can bump at any speed.
When a driver tries to bump another car, both drivers must make Driving checks. The driver who is bumping checks
normally. The driver who is being bumped checks with a modifier of -30. If both drivers try to bump at the same
time, both check with modifiers of -30. A driver can bump only once every three turns.
Cutting Off.
Forcing another car off the road by passing it and then turning directly in front of it is called cutting off. Cutting off
can be done at any speed. The driver who is cutting off the other car must make a Driving check. If the check fails,
neither car crashes. If the check is successful, the driver of the car being cut off must make a Driving check with a
modifier of -30.
Special Maneuvers
Special driving maneuvers can be attempted by the driver when the car has all tires intact and is traveling
at high speed.
Bootleg Reverse
A car making a bootleg reverse uses the brakes to cause the vehicle to skid into a 180° turn and come to
a complete stop. This maneuver is often performed as a way to quickly reverse direction. The maneuver
takes two rounds to complete – one to turn to 90° and another to complete the skid to 180°.
Firing guns from Cars
Driving a car takes two hands, so a character who is driving cannot fire a gun. If the car is stopped, a driver
who has a weapon must spend a turn drawing it or picking it up from the seat before he can fire it.
Shooting At Cars
Shooting at cars is handled exactly as the basic game with one exception. When a burst from an automatic
weapon hits a car, the attacker must check to see where each bullet hits. Bullets that hit the windshield
or a window will wound one passenger each. The game judge determines which passenger each bullet
hits, either choosing randomly or by considering the angle of the shot and the arrangement of the
passenger’s in the car.
Bulletproofing
Bulletproofing increases a car’s Hit Points by 10 and reduces its top speed by 20 mph. The windshield and
windows of a bulletproofed car can withstand five single shots or one burst before shattering.
5
Bulletproofing costs one-half as much as the car being bullet-proofed. Touring cars cannot be
bulletproofed.
Vehicle Hits
When vehicles are hit, roll for hit location to determine the effect.
Roll
Effects
1-2
Tire Hit: The vehicle takes 2 points of damage and suffers a Tire Blowout
and the driver must roll to not crash at a -30.
3-5
Internal Damage: The vehicle takes normal damage and the engine is
critically damaged and will stop in 1d10-1 rounds.
6-9
Body Hit: The vehicle takes normal damage. See also Passenger Injuries.
10
Windshield Hit: The vehicle takes a single point of damage and the window
is broken. (If there are no windshields, the vehicle takes no damage but
passenger injuries must still be resolved.)
Automobiles
Here is a list of classic American automobile types from the era.
Other dangers
Boats
Pedestrians
Any pedestrian who is about to be hit by a car should be checked for surprise on the turn before he will
be hit. This check is not needed if the pedestrian could see the car coming. If the pedestrian is not
surprised, he is allowed to make an Agility check on the next turn. A success check means the pedestrian
dodged just in time to avoid the car. The pedestrian is hit if he fails his Agility check.
Type
Passengers
Max speed
Hit points
Coupe
1-3
50 mph
25 +d10
Limousine
1-7
70 mph
40+ 2d10
Sedan
1-4
60mph
35 +10
Sport
1-2
75mph
25+d10
Sport Touring
1-6
65mph
30 +d10
Touring
1-6
60mph
30+d10
Truck Light
1-3
50mph
50+2d10
Truck heavy
1-3
50mph
70 +3d10
Motorcycle
1-2
75mph
15+ d10
Type
Passengers
Max speed
Hit points
Row
1-3
5 mph
5 +d10
Sail
1-7
25 mph
20+ 2d10
Tug
1-12
30mph
35 +10
Sport
1-2
55mph
25+d10
Fishing boat
1-20
15 mph
30 +d10
Cargo
1-40
25mph
55+ d10
6
Any pedestrian who is hit by a car must roll on the CRASH DAMAGE TABLE. The pedestrian is injured
exactly as if he were a passenger in a car crash. He is allowed to make a Luck check if the injuries are
severe enough to kill him. Hitting a pedestrian has no effect on a car.
Collisions with Pedestrians
A car colliding into a pedestrian takes no damage from the collision, except cosmetic damage, while the
passenger takes 4points of damage per 10 mph the vehicle was travelling at.
Collisions with Other Vehicles
A crash happens automatically whenever two cars are in the same space at the same time during their
normal movement.
In addition, the driver of a car must make a Driving check whenever
1. The driver is surprised;
2. The driver is injured by gunfire or struck in a fistfight,
3. One of the car’s tires is hit by gunfire;
4. The car goes through an intersection at fast speed;
5. The car is traveling at fast speed and makes a turn that is tighter than 45 degrees;
6. The driver attempts a racing turn or tries to bump or cut off another car (bumps, cut offs and racing
turns are explained below).
A driver who fails one of these Driving checks must consult make a nerve check or get into a crash and
they then take damage based on the nature of the collision.
Head-On Collision: Combine the speeds of both vehicles. Each vehicle takes 1d10 damage per 10 mph,
while passengers in each vehicle take 3 damage per 10 mph.
Sideswipe: A sideswipe does 1d10 damage to the vehicle hit and 1d10-1 damage to the attacking
vehicle. Passengers in each vehicle take 1d3-1 damage.
Rear End Collision: Subtract the speed of the vehicle hit from the attacking vehicle. The vehicle hit takes
1d10 damage per 10 mph while the attacking vehicle takes 1d6-1 damage per 10 mph. Passengers in
each vehicle take 3 damage per 10 mph.
T-Bone Collision: Use the speed of the attacking vehicle. The vehicle hit takes 1d10 damage per 10 mph
while the attacking vehicle takes 1d10-1 damage per 10 mph. Passengers in each vehicle take 3 damage
per 10 mph.
Running aground: When a boar strikes some part of land they may become beached and unable to
move. The player should make a Luck check at -10 per 5 mph they were going.
7
| textdata/thevault/Gangbusters/Gangbusters (osr)/3rd Party/Resources/Gangbusters - Car Chase Rules 02.pdf |
T H E N E X T W A V E
Définir votre Alienoïd
Avant de jouer, choisissez un nom et un profi l
d’alienoid puis notez sa pureté, son doute et ses cases
de blessures.
Profils
Vétéran : purété 4, doute 2
Infi ltrateur : pureté 2, doute 1
Vous pouvez jeter un dé en plus quand vous utilisez le
sensorezo.
Coeur tendre : pureté 2, doute 2
Vous commencez le jeu avec un sentiment bénin ( )
Crâne d’oeuf : pureté 3, doute 1
Vous pouvez garder un matös de plus quand vous
passez par la section Kiou.
Force de la nature : pureté 3, doute 1
Vous avez une case de blessure en plus.
Taupe de la section VIPER : pureté 4, doute 0
Jeune naïf : pureté 3, doute 0
Stratège : pureté 3, doute 1
Vous pouvez garder un cervö de plus quand vous
passez par la section Kiou.
Collectionneur : pureté 3, doute 1
Vous pouvez garder un gün de plus quand vous
passez par la section Kiou.
Section Kiou
La section Kiou distribue l’équipement de mission. Quand
vous êtes sur l’Arche, vous pouvez vous y rendre et
réquisitionner du matös ou des cervö. L’administration
étant ce qu’elle est, battez le paquet de carte Kiou, et par
ordre croissant de doute, tirez chacun 3 + pureté cartes,
gardez-en trois maximum (y compris celles que vous avez
déjà) et défaussez les autres.
Dés de discrétion
Le meneur vous donne des dés de discrétion chaque fois
que vous vous intégrez à la foule humaine. Le barême est
le suivant :
• vous faites ce qu’un humain vous demande : 1 dé
• vous lisez des pensées humaines : dés = Foule
Avoir des dés de discrétion c’est bien, ça permet de
réussir la mission. En avoir trop, c’est pas bon : on risque
d’atrapper des sentiments.
Régler un problème
Le meneur va mettre des cartes de problème sur la table. Sur
chaque carte, il y a des dés (de 1 à 3). Quand vous voulez
régler un problème, expliquez au meneur comment vous vous
y prenez.
Pacifi quement : vous jouez contre votre nature. Lancez un dé,
plus autant de dés de discrétion que vous voulez.
• Chaque 1 fait gagner un dé d’alerte au meneur.
• Chaque dé > pureté enlève un dé au problème et vous fait
gagner un dé de discrétion.
Violemment : vous êtes la fi erté de votre race. Lancez un dé,
plus autant de dés de discrétion que vous voulez, plus les
KILLS (
) de votre arme.
• Chaque 1 fait gagner un dé d’alerte au meneur.
• Chaque dé ≤ pureté enlève un dé au problème.
• Si le problème n’est pas résolu ou si foule > 1,
la violence éclate.
• Le meneur gagne dés d’alerte = foule.
Quand tous les dés sont retiré d’un problème, le problème
est réglé. Le meneur retire la carte. Si il ne reste plus de cartes
de problème sur la table, les joueurs décrivent ensemble
comment ils réussissent l’étape du Plan en cours et le meneur
coche l’étape sur le Plan. Si c’est la dernière étape, la mission
est un succès.
Violence
Quand la violence éclate, le meneur l’indique sur le tableau de
jeu en posant un dé sur la case violence. Tant que c’est le cas :
• on ne peut régler les problèmes que par la violence.
• les alienoids risquent d’être blessés.
Blessures
En cas de violence, les alienoids risquent de prendre des baf-
fes. Après chaque jet de dés, comparez le plus gros problème
et la foule, et cochez autant de cases de blessures que le
plus petit des deux (eg si la foule est de 3 et que le plus gros
problème est de 2 dés, cochez 2 cases de blessures). Si vous
devez cocher une case et qu’elles sont toutes pleines, vous
êtes mort !
Fuir les problèmes
Si vraiment vous n’en pouvez plus, essayez de vous cacher
un moment. Ca fonctionne exactement comme quand vous
tentez de régler un problème : agissez pacifi quement ou
violemment et lancez les dés. A lieu d’enlever un dé d’alerte,
vous reculez simplement le compteur de foule d’un cran.
SENTIMENTS
TRAHISON
SCORES
NOM
BPM
pureté
Doute
BLESSURES
sentiment bénin
sentiment grave
1/2
2/2
enveloppe
détruite
enveloppe
endommagée
Force de
la nature
mal en
point
T H E N E X T W A V E
L I V R E T
D U J O U E U R
sensorezo
Vous pouvez toujours communiquer télépathiquement
avec les autres membres de votre squad.
Quand la situation vous dépasse, vous pouvez vous
connecter aux cerveaux humains environnant pour glâner
des informations. Gagnez des dés de discrétion = foule. Le
meneur doit répondre à autant de questions que de dés
gagnés, et en étant le plus clair possible sur la situation.
bioprocesseur mimétique
Cet organe vous permet de prendre forme humaine.
Quand vous tuez un humain, vous pouvez recharger votre
BPM en pompant le fl uide cérébral de la victime.
Quand vous prenez une nouvelle enveloppe humaine,
consommez une recharge. Quand vous réparez votre
enveloppe humaine ou changez d’apparence, consom-
mez une demi recharge. Dans les deux cas, si foule ≤ 1, la
violence cesse et le meneur perd 2 dés d’alerte.
Quand un alienoid déchire totalement ou partiellement
son enveloppe humaine, ça ne lui coûte rien.
Fin de mission
La mission se termine si le plan réussit, ou si les joueurs
décident d’abandonner la mission et de retourner sur
l’Arche.
Si vous avez dénoncé un camarade, effacez un sentiment
ou perdez un point de doute (min. 1). Si vous effacez un
sentiment grave, gagnez également un point de pureté.
Si vous avez été survécu à un interrogatoire de la section
VIPER, gagnez un sentiment bénin ou perdez un point de
pureté (min. 1).
Si vous avez abandonné la mission, vous ne gagnez rien
de plus. Si la mission est un succès, par contre, tous les
survivants peuvent, sans obligation, choisir une des op-
tions suivantes :
• Augmenter ou diminuer son score de pureté ou de
doute d’un point (max. 5, min. 1).
• Effacer ou ajouter un sentiment bénin ( ) sans modifi er
son score de doute.
• Garder une carte Kiou pour soi. Elle compte pour la
limite de 3 et vous pouvez la rendre quand vous voulez.
Sentiments
A trop s’intégrer, on attrape des sentiments. Quand vous
avez plus de dés de discrétion que votre score de pureté,
vous êtes assaillis de pensées étranges et contre-nature :
remettez autant de dés de discrétion que votre pureté
dans la réserve, et cochez d’un une case de sentiment
et gagnez un point de doute. C’est un sentiment bénin.
Nier ses sentiments
Quand vous voulez, vous pouvez décider de nier un
sentiment bénin. Gommez un de votre fi che et perdez
un point de doute. Le meneur a droit à un coup, et vous
perdez tous vos dés de discrétion.
Accepter ses sentiments
A tout moment, vous pouvez décider de vivre avec.
Transformez le en
: votre sentiment est maintenant
grave. Notez sa nature («franche amitié virile», «joie de-
vant un coucher de soleil», «pitié pour une petite fi lle»).
Ce moment de grâce vous permet de calmer la violence,
mais c’est à vous d’expliquer ce revirement de situation.
De plus, vous pouvez ajouter autant de dés que la Foule
(0-3) à votre jet si vous tentez de régler pacifi quement
ce problème particulier, et vous pouvez jeter les dés là,
maintenant, avant que le meneur ne fasse un coup.
Si vous acceptez votre sixième sentiment, vous disparais-
sez une fois le problème résolu pour rejoindre la résis-
tance humaine. Créez un nouvel alienoid.
Inquisition
Quand l’inquisition se pointe, faites la somme de votre
score de doute et de vos dés de discrétion restants.
Celui qui a le plus haut total est interrogé par la section
VIPER. En cas d’égalité, celui avec le plus petit score de
pureté est questionné. Si l’égalité persiste, les deux sont
interrogés.
De plus, le total le plus bas peut dénoncer un camarade à
la section VIPER. En cas d’égalité, c’est celui avec le plus
grand petit score de doute qui choisit. Si l’égalité persis-
te, personne ne dénonce personne. Le meneur distribue
ses dés d’alerte restants entre les alienoids interrogés.
Quand vous êtes interrogé, lancez les dés que le meneur
vous donne. Si au moins un dé fait moins votre score de
doute, vous êtes considéré hérétique et éliminé. Créez un
nouvel alienoid.
| textdata/thevault/Alienoids [FR]/alienoids_livret_joueur.pdf |
CRINWIN
Horde, small, hoarder, intelligent, cautious,
stealthy
HP 3 Armor 1 (dodging, reflexes)
Damage claws, rocks, or stolen tools d6
(close, crude), choking fingers d6+2 (hand)
Special Qualities arboreal (climb and jump
like squirrels)
Instinct to covet
z Mimic noises, words, cries for help
z Hide or vanish into the trees
z Snatch something and dart away
Keep your mouth shut out here, hear me? Those tree-dwelling savages are listening. Next
thing you know, one of us gets lured off in the night cuz we hear you asking for help. Get
found in the morning, dead and naked and blue around the throat. Yup, keep your mouth
shut, and kill ever damn one o’ those bastards you see.
NAILADD
Group, stealthy
HP 6 Armor 2 (carapace)
Damage poisonous bite d8 (hand)
Special Qualities webs, prodigious leaps
Instinct to drag off prey
z Leap on prey and pin it to the ground
z Inject a paralytic venom
z String up prey in a web cocoon, to
slowly eat later
So far, these man-sized spiders have thankfully avoided the hunters and trappers in the
Wood. And they certainly haven’t come near town. But they’re out there, rest assured, and
growing in numbers. What else could be stringing up deer and crinwin in webs thirty feet
off the ground and sucking them dry. Gods, you better hope it’s just spiders.
Illo: looking up at canopy, a few sets of
eyes (big, pale, maybe no pupils) looking
down at you; long spindly limbs, too‐long
fingers and toes, taut gray skin, hairless,
big jaws & canines (baboon‐like)
Illo: big spiders (jumping spiders, kind
with two big forward‐looking eyes), may‐
be one jumping on adventurer, another
retrea�ng up its web with its prey
HAGR
Solitary, large, terrifying
HP 16 Armor 1 (thick hide)
Damage meaty hands 1d10+3 (close, forceful)
or tree trunk 1d10+5 (reach, crude, forceful) or
hurled heavy thing 1d10+3 (thrown, near,
forceful)
Special Qualities evil eye, that makes brave
warriors quail to look upon it
Instinct to compulsively shape its environment
z Pluck things from the ground, as if weightless
z Obsessively stack things to exacting standards
z Throw a tantrum when things aren’t just right
Misshapen brutes with sagging flesh and one bulging eye so filled with hate it’ll stop you
dead in your tracks. They spend their days collecting fallen branches, looking for just the
right one to add to their home of rotting logs. The others they pile neatly, reverently. Sure-
ly they were servants of the Green Lords, once bred to build, and now long ages hence,
building still.
FEATHERED DRAKES
Group, stealthy, organized
HP 6 Armor 1 (scales)
Damage claws & bite d8+2 (hand, messy, 1
piercing) or boney crest d6 (close, forceful)
Instinct to pick off weak-looking prey
z Charge heedlessly through the brush
z Slip through the trees, unseen and
unheard
z Let their prey spot one while the others surround it
A bit taller than a grown man, with claws yea-long, teeth like a saw, and that ridge on their
heads they use to go crashing through the woods. Might follow a party for days without
anyone knowing it, waiting for someone to get separated or fall behind. Then? Then they
close in for the kill.
| textdata/thevault/Dungeon World (PbtA) [multi]/Other Contents/Hacks/Stonetop/Almanacs _ Beastiaries/Great Woods Bestiary.pdf |
1
Credits
Authors:
Mauro Longo, Giuseppe Rotondo
Cover art:
Igor Myszkiewicz
Editing:
Andy Slack
Art:
Jeff Preston
Layout:
Irek Winnicki
Special Thanks:
MK
This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at www.peginc.com.
Savage Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group. Used with
permission. Pinnacle makes no representation or warranty as to the quality, viability, or suitability for purpose of this
product. ©2015 Gramel , Tropicana, Beasts and Barbarians, Dread Star Dominions and all related marks and logos are
trademarks of Gramel. All Rights Reserved. Produced under license by Studio 2 Publishing, Inc. The Studio 2 logo is
a trademark of Studio 2 Publishing, Inc. All rights reserved.
A One Page Adventure for Tropicana by Mauro Longo and Giuseppe Rotondo
2
Gorillaconda
3
An introductory adventure for Tropicana,
for 3-6 Novice Heroes or a Startup Agency.
LowFy TV Studio is shooting its new
monster movie in San José, featuring a giant
prehistoric gorilla-anaconda hybrid. But on
the set things keep going wrong day after
day and rumours begin to circulate that the
movie is cursed!
Introduction
LowFy sent their best director, Miguel Bahia,
to San José to make a low-budget direct-to-
TV monster movie: Gorillaconda! (tagline:
“Yes, exactly!”). But everything on the set
goes wrong: vermin infestations, thefts,
people vanishing, and the 90’s starlet Darla
Hendricks is always dazed and confused by
odd nightmares. To the people on the set, the
movie is cursed and the Gorillaconda could
also be more “real” than expected. Heroes
can be part of the troupe; actors, TV stars,
local guides or guards, drivers, pilots, private
security, reporters or paparazzi, or any other
kind of people useful for a US movie. As an
Agency, they could be hired by the producer
to handle logistics and security on the set.
One way or another, they soon find
themselves in big trouble!
Game Master Background
There is no Gorillaconda, of course, and the
movie is not cursed at all. All the accidents
on the set have a mundane origin and are
actually due to director Miguel Bahia and
his factotum Wilson Stripes. The director
was assigned a very low budget and his
career is in free-fall, so he decided to fuel the
legend of a “Cursed Movie” as a sort of viral
advertising boost for his new “masterpiece”,
before his own final downfall. The heroes will
understand this situation just before the final
showdown...
Scene 1
Action!
Your jungle camp is now shrouded
in darkness and only a few
torches and campfires shed some
light on it. Your native guides
fled in the afternoon, terrified by
local legends about the monstrous
“Temburo-Suka”,
the
“Ape-
Snake”...
Until tonight you thought that it
was a legend and your group was
here just to make a sensational
documentary about this living
fossil...
But now you’ve changed your
mind: distant drums echo through
the jungle, the coming storm
shakes the trembling trees and the
colossal Gorillaconda emerges
crawling from the bush, beating
its fists on its chest and screaming
its hideous cry at the stars!
...and Cut!
The heroes and NPCs are on the set of this
Z-movie, while the director is shooting this
terrible scene. They are very close to an
Azcali village on the Rio Grande, Ayleguà,
which provides most of the supplies for the
movie. After two weeks on the set, they know
that the movie sucks, that everything is going
wrong and that the director Miguel Bahia
and the “star” Darla Hendricks are going
completely crazy They also have a “real
gorilla” in a cage, from San José Wildlife
Park, for the close ups. She is very docile and
good-tempered, her name is Bonga and, of
course, rangers and veterinarians from the
Park ensure she is in her best condition.
At a certain point, Darla comes out from her
van and starts screaming: enormous spiders
have invaded her van...
When she arrives in front of the Heroes and
the other people, and everybody is looking at
her… she looks at something over their heads
and screams again…
Tropicana
4
Attracted by the smell of Bonga, a
Gigantopithecus comes out from the jungle
and storms the set!
Wildcard: Koenig (1): this giant ape
(Gigantopithecus Koenigswaldi) is one of
the rarest living fossils of the Boca Verde,
the mostly-unexplored jungle of San José.
Scientists barely know about it, and only a
few have actually seen one. Lucky you, guys!
The monster ravages the set, destroying
everything, and the rangers there insist that
nobody hurts it, or all permits for the movie
will be revoked. So, the heroes must find a
way to distract it, scare it away, render it
unconscious, or capture it. The rangers
have a suitcase with 3 sedative shots and
the appropriate rifle to shoot them, but the
dose is not meant for a giant ape, so Koenig
is allowed a Vigor roll to resist the effect and
avoid falling unconscious.
Scene 2
A Cursed Movie
In the following days, there are a lot of
incidents. Problems solved with brilliant
solutions surely deserve a Benny. Choose
one or more of the following problems:
Off-road truck. Sunrise. During a journey
to shoot on-location in the jungle, the heroes
are all on a truck with other people. Suddenly,
the truck goes off-road and seems to be going
downhill through the jungle, completely
out of control. One or more heroes must
reach the driver’s cabin from the outside,
by making a Climbing roll. On a failure,
they suffer one Fatigue level due to bumps
and bruises from the branches and trees; on
snake eyes, the character falls and suffers
2d6+2 damage, but may attempt an Agility
roll to grasp a rope dangling from the truck.
Once in the cabin, driving the truck to safety
is relatively easy: one successful Driving roll
is enough. If the roll fails, all characters on
the truck must make a Vigor roll or suffer a
Fatigue level from Bumps and Bruises. The
driver is sleeping in the cab. Once awake,
he says someone must have cast a “curse of
sleep” on him, but he is just drunk (which can
be discovered with a successful Notice roll)
and he was also drugged by Stripes (which
requires a successful Knowledge (Science or
Medicine) roll while examining his bottle of
whiskey).
Vermin in the food. During lunch on the
set, worms come out of all the dishes. The
cook screams that “black magic” has spoiled
his food, but the truth is that the catering
staff has stolen the money for the food and
bought spoiled canned food. Most of the
workers and actors threaten to give up, and
a Persuasion roll is needed to convince them
to stay.
A romantic getaway. During the night,
Bonga hears a love call from the jungle and
runs away from her cage. The heroes need
to follow her tracks in the Boca Verde and
find her. But… will they be cruel (and strong)
enough to bring her back to a cage again,
now she is with her new mate? The rangers’
sedative shots (if they still have some left)
automatically put her to sleep.
Vanished cameras. One morning, the
director screams that all his best cameras
have vanished and he can’t shoot anymore.
Someone (Stripes) stole them and the heroes
need to find them and recover them from a
fence in San José. The Heroes might catch
up with Stripes along the road to San José
(the cameras are hidden inside his car trunk)
or on his way back to the set (with $30,000
in cash in a suitcase), or they will need a
successful Streetwise roll to locate them on
the black market of the city, and work out
some way to buy (or steal!) them back.
Bad dreams. Darla Hendricks is always
dazed and dizzy on the set and her acting is
even worse than usual. She says she has bad
dreams every night because of “the curse”,
but the truth is, she is taking too many pills
(sleeping pills and painkillers). The heroes
can find them inside her van and try to
replace them with placebos or change her
bad mood in other ways, cheering her up or
proving that there is no curse after all.
Gorillaconda
5
Scene 3
the Director’s Cut
As
one
of
Miguel
Bahia’s
movies,
Gorillaconda! should end with a massive
explosion. The final scene takes place on an
old sternwheel riverboat that has already
been filled with explosives.
By now, the heroes have probably figured
out that Bahia himself is behind all the
problems: it was him who gave the drugs
to Darla to keep her calm, he ordered his
henchman to steal and sell the cameras to
recover $30,000, he let the catering staff
pocket half of the money as he pocketed
the other half, and so on… Some of this
information may be discovered with
Streetwise and Notice rolls, poking and
nosing around, if the heroes ask the right
worker, or examine Darla’s drugs, for
example.
In any event, when the heroes confront him
(or if they do not know how to proceed in
the adventure), Darla starts screaming from
the riverboat. Bahia is trying to accomplish
his last “curse” for the movie, to ensure that
one last tragedy will put his horrible movie
under the international spotlight. He has
ordered Stripes to cut the ropes mooring
the riverboat, tie Darla on board and set the
boat on fire, with all the explosives already
in place.
The heroes should reach the riverboat and
save Darla, while it is heading towards
a waterfall, everything is on fire and the
explosives might detonate at any moment.
1. Reaching the drifting riverboat: One
Swimming roll per hero, or one Boating roll
(+2) for the whole group if the heroes use
one of the smaller boats available.
2. Getting on board: Each hero must
succeed at a Climbing roll (+2). Note that
a smart and daring character might try
something braver, like swinging from a
liana to reach the boat and get aboard right
away (with an Agility roll at -2). As usual,
reward smart and daring moves with a
Benny!
3. Freeing Darla: One Agility or Strength
roll to quickly untie or cut the ropes.
4. Jumping off the boat: Jumping into the
river requires no roll, but taking Darla with
you requires a Strength roll or a Persuasion
roll, as she is paralysed by fear and shock.
Complications: Fire! The boat is on fire so
characters who roll snake eyes while on the
boat catch fire and suffer d10 damage! See
Savage Worlds Deluxe rules for fire damage.
The fire is spreading! Smoke and fire are
engulfing the boat. Roll a d6 each round:
on 4 or more, the fire on the boat spreads:
to represent this, the fire gains one token, or
two if you roll a 6 (it starts with one token).
For each token, all Agility, Strength and
associated skill rolls suffer a -1 modifier, due
to the smoke and flames, to a maximum of 5
tokens total.
Complications: Explosives! There are
three crates of low quality explosives, each
in a different place. The heroes find each
of them with a successful Notice roll. The
easiest way to prevent them from going off is
throwing them into the river.
Tropicana
6
Once there are 5 or more fire tokens, the
explosives go off on a roll of 4+ on a d6,
rolled every round! They inflict 3d6 damage
to all characters aboard the boat.
Complications: Waterfall! The boat is
drifting along the river towards the waterfall.
Represent this with “advance tokens”. The
boat starts with one, and gains one with a
roll of 4 or more on a d6, or two tokens if
you roll a 6. When the ship has 5 or more
advance tokens, it goes over the waterfall!
All characters aboard suffer 3d4+1 damage
(or 2d4 if they succeed in an Agility roll),
but the fire is extinguished (and the boat is
destroyed).
Optional
Complications:
At
your
discretion, in the general chaos, Bahia might
order Stripes to shoot the heroes. Bonga
might break free and try to save Darla on
her own, but once aboard might (on a failed
Spirit roll) panic because of the fire, and
attack those who want to save the actress,
unless soothed with a successful Spirit roll
(-4). And of course, if Koenig hasn’t been
captured, he might show up again, and jump
on the boat to attack everyone!
Miguel Bahia
Attributes: Agility d6, Smarts d8, Spirit
d8, Strength d6, Vigor d6
Skills: Driving d6, Fighting d4,
Intimidation d6, Notice d8, Swimming d4,
Taunt d8.
Charisma: -2; Pace: 6; Parry: 4;
Toughness: 5
Hindrances: Greedy (Major), Mean
Edges: Iron Will, Level Headed, Luck
Bonga
Attributes: Agility d8, Smarts d6 (A),
Spirit d6, Strength d8, Vigor d6
Skills: Climbing d8, Fighting d4,
Intimidation d4, Notice d6, Swimming d4,
Survival d4, Throwing d4
Pace: 8; Parry: 4; Toughness: 5
Special Abilities:
Bite/Claw/Fist: Str+d4
Koenig
Attributes: Agility d8, Smarts d6 (A),
Spirit d6, Strength d12+1, Vigor d10
Skills: Climbing d8, Fighting d8,
Intimidation d6, Notice d6, Survival d6,
Swimming d4, Throwing d6
Pace: 8; Parry: 6; Toughness: 10
Special Abilities:
Bite/Claw/Fist: Str+d4
Large: Attackers add +2 to all attack rolls
against him.
Size +3: Koenig is huge!
Darla Hendricks
Attributes: Agility d6, Smarts d6, Spirit
d8, Strength d6, Vigor d6
Skills: Acting d4, Fighting d4, Persuasion
d6, Swimming d4
Charisma: +2; Pace: 6; Parry: 4;
Toughness: 5
Hindrances: Habit (Major, painkillers and
sleeping pills)
Edges: Very Attractive
Wilson Stripes
Attributes: Agility d8, Smarts d6, Spirit
d6, Strength d6, Vigor d6
Skills: Driving d6, Fighting d4,
Intimidation d6, Notice d6, Streetwise d6,
Swimming d4
Pace: 6; Parry: 4; Toughness: 5
Hindrances: Greedy (Major)
Gear: Revolver (12/24/48, 2d6+1 damage,
RoF 1, Shots 6, AP 1)
| textdata/thevault/Savage Worlds System (SWADE) [multi]/Tropicana/Savage Worlds - Tropicana - Adv - Gorillaconda.pdf |
PPPA
AAV
VVIIILLLLLLO
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OOIIIR
RR
Page 286
| textdata/thevault/Pavillon Noir - [FR]/Pavillon Noir - Aides de jeu/carte.pdf |
Color-In Kingdom
Rules
1-6 PLAYERS | AGES 8+ | 30-60 MINUTES
COMPONENTS:
•
5 dice (Construction Dice)
•
4 dice of the same colour (Royal Family Dice)
•
1 dice of a different colour (Royal Duties Dice)
•
6 colored pencils or markers (in yellow, orange, red, purple,
blue, and green - ideally a set for each player, but 1 set can be
shared)
•
Print 1 copy of the Province Sheet for each player
•
Print Enough copies of the Construction Guidelines so all
players can easily see a copy
4 or
10
Placement: Must touch a colored-in space
Score:
1 VP per Sherbet Factory
Bonus VP:
5 VP per Sherbet Factory if they
have at least 1 of each other
type of Construction adjacent
Sherbet Factory
(Orange)
3 or
11
Placement: Must touch a colored-in space
Score:
5 VP per Soylent Farm if adjacent
to at least 1 Brick Road
Bonus VP:
5 VP per Soylent Farm if they
also are adjacent to at least
1 People Eater Forest
Soylent Farm
(Green)
0 or
7
Placement: Place anywhere
Score:
1 VP per Strawberry Field if not
adjacent to any colored-in spaces
Bonus VP: 10 VP for most fields
Strawberry Field
(Red)
6 or
8
Brick Road
(Yellow)
Placement: Must touch a colored-in space
Score:
2 VP per Brick Road if exactly 2
other Brick Roads are adjacent
Bonus VP:
10 VP for longest road
5 or
9
Placement: Must touch a colored-in space
Score:
Each group of connected DaBaDee
Waterways scores VP based on
how many spaces are in the group
# Spaces
Total VP
# Spaces
Total VP
1
1
6
21
2
3
7
28
3
6
8
36
4
10
9
45
5
15
10+
55
DaBaDee Waterway
(Blue)
2 or
12
Placement: Place anywhere
Score:
Increasing VP for total
number of People Eater
Forests in your Province
# Spaces
Total VP
# Spaces
Total VP
1
1
6
21
2
3
7
28
3
6
8
36
4
10
9
45
5
15
10+
55
People Eater Forest
(Purple)
Color-In Kingdom
Construction Guidelines
Province:
Copycat Bonus VP:
! VP for each other player who
copies your Construction (max 25)
Final Score:
Strawberry Fields:
..................
Brick Roads
..................
DaBaDee Waterways
..................
Sherbet Factories
..................
Soylent Farms
..................
People Eater Forests
..................
Copycat Bonus
..................
Total
Royal Duties Dice Number
1
2
3
4
5
6
Province Sheet
OVERVIEW
Color-In Kingdoms is a Roll-and-Write game where players are the
lead architects trying to build a beautiful Province for the Royal
Family, but, being hampered by the whims of that same family.
Each of the 4 Royal Family Dice represents the construction desire
of that family member, the 1 Royal Duties Dice represents pressing
duties family members must attend to, so removes them from the
pool for that turn.
Victory Points (VP) will be awarded at the end of the game based
on the scoring as outlined on the Construction sheet.
SET UP
•
Give each player a copy of the Province sheet, make sure all
players can see a Construction Guidelines sheet, and have easy
access to a set of pencils or markers.
•
Make sure there is a central area where the Construction Dice
can be rolled and viewed by all players.
•
Each player names their Province.
•
The player wearing the most colorful outfit is the starting
player.
Game design by Sye Robertson
syelon.com
[email protected]
@syelon on Instagram & Twitter
GAMEPLAY
The current player:
1. Rolls the 5 Construction Dice
2. Crosses off the number matching the Royal Duties Dice in the
top right hand corner of their Province sheet if it has not been
marked off yet. If it has been marked off, ignore this step.
3. Puts aside the Royal Duties Dice and any Royal Family dice that
match it exactly. For example, the Royal Duties Dice shows a 4,
any Royal Family Dice also showing a 4 are put aside.
4. From the remaining Royal Family Dice the player selects 2
dice (and only 2) then declares what they are constructing (by
coloring in on the Province Sheet following the Construction
Guidelines placement rules) the building that matches the
number. For example, the player has a 2, 6, and 1 available from
the Royal Family Dice. They choose the 6 and the 1 making a
total of 7, thus meaning that they construct a Strawberry Field
by coloring in an empty space in their Province. If the player
cannot combine 2 Royal Family Dice (as there are less than
2 available) or they do not wish to use them, they declare it
a 0, meaning that they will build a Strawberry Field. Players
can always build a Strawberry Field no matter what they rolled.
Each other player now has the option of copying the current
player, to do this they declare that they are copying and
then construct the same type of construction (following the
Construction Guidelines placement rules).
The current player writes down how many people copied them
in a square of the Copycat Bonus VP section of the Province
Sheet and will receive 1 VP for each person who copied them.
Once all players have finished Constructing (coloring in), the
current player passes the Construction Dice to the player on their
left and the process is repeated.
END GAME
There are 3 ways the end of the game can be triggered:
•
A player marks off all 6 numbers in the Royal Duties section
•
A player fills all 25 squares in the CopyCat Bonus VP section
•
A player completely fills their Province and has no spaces left
to construct anything
When one of these happens all other players get 1 more turn then
the game is over and scoring commences.
SCORING
Each player uses the Construction Guidelines to work out their
score for each Construction type and writes it down on their
Province sheet in the Final Scoring section.
If there is a tie for any Bonus VP all tied players get the bonus.
The player with the most VP wins!
Game design by Sye Robertson | @syelon
Province:
Copycat Bonus VP:
1 VP for each other player who
copies your Construction
Final Score:
Strawberry Fields:
..................
Brick Roads
..................
DaBaDee Waterways
..................
Sherbet Factories
..................
Soylent Farms
..................
People Eater Forests
..................
Copycat Bonus
..................
Total
Royal Duties Dice Number
1
2
3
4
5
6
Province Sheet | Game design by Sye Robertson | @syelon
4 or
10
Placement: Must touch a colored-in space
Score:
1 VP per Sherbet Factory
Bonus VP:
5 VP per Sherbet Factory if they
have at least 1 of each other
type of Construction adjacent
Sherbet Factory
(Orange)
3 or
11
Placement: Must touch a colored-in space
Score:
5 VP per Soylent Farm if adjacent
to at least 1 Brick Road
Bonus VP:
5 VP per Soylent Farm if they
also are adjacent to at least
1 People Eater Forest
Soylent Farm
(Green)
0 or
7
Placement: Place anywhere
Score:
1 VP per Strawberry Field if not
adjacent to any colored-in spaces
Bonus VP: 10 VP for most fields
Strawberry Field
(Red)
6 or
8
Brick Road
(Yellow)
Placement: Must touch a colored-in space
Score:
2 VP per Brick Road if exactly 2
other Brick Roads are adjacent
Bonus VP:
10 VP for longest road
5 or
9
Placement: Must touch a colored-in space
Score:
Each group of connected DaBaDee
Waterways scores VP based on
how many spaces are in the group
# Spaces
Total VP
# Spaces
Total VP
1
1
6
21
2
3
7
28
3
6
8
36
4
10
9
45
5
15
10+
55
DaBaDee Waterway
(Blue)
2 or
12
Placement: Place anywhere
Score:
Increasing VP for total
number of People Eater
Forests in your Province
# Spaces
Total VP
# Spaces
Total VP
1
1
6
21
2
3
7
28
3
6
8
36
4
10
9
45
5
15
10+
55
People Eater Forest
(Purple)
Color-In Kingdom
Construction Guidelines
Game design by Sye Robertson | @syelon
| textdata/thevault/Kid Friendly/4. Roll & Write Collection/Color-In Kingdoms.pdf |
Death & Heroic Deeds
(Meta-Organization Supplement - September, 2002)
Verbobonc Mounted Borderers
The Mounted Borderers, as a group, are considered the most capable soldiers the Viscounty has to offer. As the only military
arm directly reporting to the Viscount, their duties are many. The Mounted Borderers are responsible for patrolling the frontiers
of Verbobonc, from the difficult terrain of the Lortmils to the deep forests of the Gnarley. They are central to the Viscounties
defense and make up the majority of its heavy cavalry.
They are also responsible for the administration of justice for many of the small thorps and villages that lie on the Viscounty’s
borderers. In this capacity, they are empowered by the Viscount to actively investigate injustice, pursuing those doing wrong,
and bringing them to justice. To this end, Borderers are entreated with help from local magistrates and sheriffs, though they
are not obliged to.
When conflicts arise between different Nobles and/or their retainers, the Mounted Borderers are the first to investigate, and
if necessary, arrest those breaking the Viscount’s laws. It should be clear that while the Mounted Borderers themselves do not
have jurisdiction over a noble, they are vested with the power to bring a noble, or their vassals, in front of the Viscount to
answer charges.
Requirements
To qualify to join the Verbobonc Mounted Borderers, a character must fulfill all the following criteria. Each level’s requirements are
independent of the previous level.
Trooper
Ride, Gather Information and Spot: 1 rank
Speak Language: Common plus one of the following: Elven, Gnome, Dwarf, Halfling or Orc
Alignment: Any Good
Residency: Verbobonc Resident
Annual Time Units: 2 TU
Special: Base Attack +2
Corporal
Gather Information and Spot: 1 rank
Ride: 2 ranks
Feat: Mounted Combat
Speak Language: Common plus one of the following: Elven, Gnome, Dwarf, Halfling or Orc
Alignment: Any Good
Residency: Verbobonc Resident
Annual Time Units: 4 TU
Special: Base Attack +4, Must have served 4 months real calendar time as a trooper or receive a promotion due to meritorious service.
Sergeant
Gather Information, Intimidate and Spot: 1 rank
Ride: 3 ranks
Feat: Mounted Combat
Speak Language: Common plus one of the following: Elven, Gnome, Dwarf, Halfling or Orc
Alignment: Any Good
Residency: Verbobonc Resident
Annual Time Units: 6 TU
Special: Base Attack +5, Must have served 6 months real calendar time as a trooper or receive a promotion due to meritorious service.
Benefits
All Mounted Borderers have the following benefits:
Uniform – Uniform Tabard with appropriate rank insignia that is to be worn during play in Verbobonc Regional Campaign Adventures
unless it would severly hinder the duties of the Borderers.
Quartermaster - Mounted Borderers are able to purchase items from Table 7-4, 7-5, 7-7, 7-8 Dry Goods and Liquids and 7-9 from the
Players Handbook at a 10% discount.
Garrison Room: Mounted Borderers may seek refuge a garrison or station during an adventure. The Borderers is provided with a clean
room for resting and replacement of any standard equipment that may be required. (This does not relieve Lifestyle costs.) Injured
Borderer’s are attended to during the night allowing for the provision of long term care. The Borderer’s mount is tended by the
blacksmith to include medical care [mundane], feeding and grooming. The animal’s tack will be cleaned, repaired or replaced as
necessary.
Equipment (Mundane) - Alchemist’s arrow, mercurial longsword, bolas, tumbling bolt and ward cestus from Sword and Fist: a Guidebook
to Fighters and Monks.
Specials - Mounted Borderers are able to purchase superior mounts from the finest horse breeders of Verbobonc. These mounts cost
more than the normal breed but are especially trained for the rigors of the wilds of Verbobonc.
Courser: light war horse; CR1; Large Animal; HD 3d8+12; hp 35; Init +1 Spd 60 ft.; AC18 (touch 11, flatfooted 17); Atk +4/+4 melee (1d4+3, hoof);
-1 melee (1d3+1, bite); Face 5 ft. by 10ft. / 5 ft.; SQ: Scent; AL N; SV Fort +7, Ref +4, Will +2; Str 16, Dex 14, Con 18, Int 2, Wis 13, Cha 6. Skills:
Listen +7, Spot +7. Cost: 325 gp includes masterwork studded leather barding, military saddle, saddlebags and all tack. This aminal have been
trained for battle granting it a +2 morale bonus verse fear. Each mount is also taught the tricks: Assist Defend, Home and Subdue from the Masters
of the Wild: a Guidebook to Barbarians, Druids and Rangers.
Destier: heavy war horse; CR2; Large Animal; HD 4d8+16; hp 45; Init +1 Spd 50 ft.; AC18 (touch 11, flatfooted 17); Atk +6/+6 melee (1d6+4,
hoof); +1 melee (1d4+2, bite); Face 5 ft. by 10ft. / 5 ft.; SQ: Scent; AL N; SV Fort +8, Ref +5, Will +2; Str 18, Dex 14, Con 18, Int 2, Wis 13, Cha
6. Skills: Listen +7, Spot +7. Cost: 575 gp includes masterwork studded leather barding, military saddle, saddlebags and all tack. This aminal have
been trained for battle granting it a +2 morale bonus verse fear. Each mount is also taught the tricks: Assist Defend, Home and Subdue from the
Masters of the Wild: a Guidebook to Barbarians, Druids and Rangers.
Trooper
Military Presence – Troopers receive a +1 insight bonus to Gather Information skill checks the boundary of the Verbobonc Campaign.
Feats - Duel Strike, Eyes in the Back of Your Head, Power Lunge, Sharp Shooting, Shield Expert from Sword and Fist: a Guidebook to
Fighters and Monks.
Corporal
Military Presence – Corporals receive a +1 insight bonus to Gather Information skill checks the boundary of the Verbobonc Campaign.
Military Training - Corporals are trained heavily in calvalry duties receiving a +1 compentecy ride skill checks.
Feats - Duel Strike, Expert Tactician, Eyes in the Back of Your Head, Hold the Line, Improved Overrun, Knock-down, Pin Shield, Power
Lunge, Remain Concious, Sharp Shooting, Shield Expert from Sword and Fist: a Guidebook to Fighters and Monks; and Faster
Healing from Masters of the Wild: a Guidebook to Barbarians, Druids and Rangers.
Equipment (Magical) - the Ring of Mage Armor and the following weapon special abilities: Merciful, Seeking and Sure Striking from
Sword and Fist: a Guidebook to Fighters and Monks; the scared scabbard and the armor special ability Called from Defenders of the
Faith: a Guidebook to Clerics and Paladins; Breaker Bottles, Jumping Caltrops and Spool of Endless Rope from Song and Silence:
a Guidebook to Bards and Rogues.
Sergeant
Military Presence – Sergeants receive a +2 insight bonus to Gather Information skill checks the boundary of the Verbobonc Campaign.
Military Training - Sergeants are trained heavily in calvalry duties receiving a +2 compentecy Ride skill checks.
Feats - Close Quarters Fighting, Death Blow, Duel Strike, Expert Tactician, Eyes in the Back of Your Head, Hold the Line, Improved
Overrun, Knock-down, Pin Shield, Power Lunge, Remain Concious, Sharp Shooting, Shield Expert from Sword and Fist: a Guidebook
to Fighters and Monks; and Dwarf’s Toughness, Faster Healing from Masters of the Wild: a Guidebook to Barbarians, Druids and
Rangers.
Equipment (Magical) - the Amulet of Mighty Fist (+1), Ring of Mage Armor and the following weapon special abilities: Merciful, Seeking
and Sure Striking from Sword and Fist: a Guidebook to Fighters and Monks; the Scared Scabbard and the armor special ability Called
from Defenders of the Faith: a Guidebook to Clerics and Paladins; Breaker Bottles, Jumping Caltrops and Spool of Endless Rope
from Song and Silence: a Guidebook to Bards and Rogues; Equerry’s Armor and the armor special ability Ease from Masters of the
Wild: a Guidebook to Barbarians, Druids and Rangers.
Regional Adaptable Prestige Classes - Sergeants are able to petition to attend advanced officer training to become officers or
compete for a seat in the Warmaster Training Course. There are two seats annually avaialbe from the Mounted Borderers to receive
appointments to Warmaster Training Course. The Warmaster is an Regional Adaptabled Prestige Class that requires Verbobonc
Meta-Campaign Documentation. Notify the Verbobonc Meta-Campaign Director early in your career to ensure you best oppertunity to
join this elite corp of warriors. Players must present Regional Campaign Documentation to the DM prior to event play.
Verbobonc Mounted Borderers
| textdata/thevault/Living Greyhawk/Metaorg Material/Verbobonc/VER-RUP1-MountedBorderer_Sept02.pdf |
www.games-workshop-fr.com
Les doctrines stratégiques des Tau favorisent la manœuvre
sur la défense statique, ce qui signifie qu’une position n’est
âprement défendue qu’en cas d’extrême urgence. Le recours
aux nodes d’interdiction de zone permet aux unités de ligne
de la Caste du Feu de se redéployer en sécurité face à un
assaut ennemi de grande envergure tout en ralentissant
l’adversaire et en lui infligeant des pertes. De plus, cela évite
le sacrifice inutile des Guerriers de Feu, car les armes des
nodes d’interdiction ne sont opérées que par des drones.
Les nodes d’interdiction de zone sont employés par les Tau
pour défendre des installations vitales et peuvent déclencher
des tirs antipersonnel et antichars dévastateurs que seul un
ennemi très déterminé pourra essuyer. Chaque node est un
emplacement d’arme stationnaire contrôlé par une
intelligence artificielle très avancée. Des plus, les nodes sont
reliés entre eux par un réseau, ce qui leur permet de
combiner leurs tirs. Les résultats des tirs croisés des nodes sur
une cible sont toujours spectaculaires, et en plus d’une
dizaine d’occurrences certifiées, des nodes d’interdiction de
zone sont parvenus à détruire des véhicules super-lourds.
Il est même arrivé lors de la Bataille de Dal’yth que sept de
ces machines ouvrant le feu de concert parviennent à
pulvériser un Titan Warhound.
NODE D’INTERDICTION DE ZONE
POINTS: 175
Canons Rail
jumelés
Senseur d’acquisition de cible
Poste d’observation
Alliage nano-cristallin
(équivalent à 40mm de
blindage composite ou
120mm de plastacier)
UNITÉ: 1 Node
TYPE: Véhicule Super-lourd
(immobile)
POINTS DE STRUCTURE: 2
ARMEMENT:
Canons Rail jumelés en tourelle.
ARME
PORTÉE
F
PA
SPÉCIAL
Canon Rail
(munition solide)
180ps
10
1
Lourde 1
(sous-munition)
72ps
6
4
Lourde 1,
gabarit 5ps
Sous-munition : Au lieu de tirer un projectile standard, le Node
d’Interdiction de Zone peut faire feu avec ses sous-munitions
explosives. Lorsque vous effectuez vos jets pour blesser contre les
figurines touchées par l’explosion, vous pouvez relancer les jets
pour blesser ratés.
Tir Croisé : Les Nodes d’Interdiction de Zone sont reliés par un
réseau qui leur permet de synchroniser leurs tirs. Déclarez avant
d’effectuer vos jets pour toucher que vous effectuez un Tir
Croisé avec deux Nodes ou plus, puis désignez leur cible. Vous
ne pouvez utiliser que des munitions solides pour ces tirs.
Effectuez vos jets pour toucher avec vos Nodes. Si au moins deux
tirs font mouche, tous les tirs qui touchent bénéficient alors de
la règle spéciale Tueur de Titans.
BLINDAGE
CT
AVANT FLANC ARR.
3
12
12
12
| textdata/thevault/Warhammer/40k/LANG/[FR]/5th Edition - French/Apocalypse Datasheets/Empire Tau - Node d'Interdiction de Zone.pdf |
1
PRODUCT NO: SP006 [email protected]
Feats and plot hooks for the command and
greater command spell.
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Abandoned Arts Presents:
Spell Power
Command
2
COWERING COMMAND
[SPELL POWER]
Your command inspires trembling fear.
Prerequisites: ability to cast command or greater
command
Benefit: You can command a creature to cower
for 1 round when you cast a command or greater
command spell (“cower”). The commanded creature
is frozen in fear on a failed save and can take no
actions. A cowering character takes a –2 penalty to
AC and loses his Dexterity bonus to AC (if any). This
is a fear effect.
GLUTTONOUS COMMAND
[SPELL POWER]
Your command conjures up a terrible hunger.
Prerequisites: ability to cast command or greater
command
Benefit: You can command a creature to eat
ravenously when you cast a command or greater
command spell (“eat”). This command has no effect
if food or edible content is not within arm’s reach of
the creature. On a failed saving throw, an affected
creature spends its next turn taking no action other
than to eat the closest consumable, edible food or
drink at hand. Creatures will not consume or imbibe
anything overtly, directly harmful, (like a thorny
fruit or the contents of a bottle labeled “poison”) but
will otherwise consume available edibles without
concern for safety – even if those edibles were
plainly laid out by an enemy.
Note that different creatures have different
perceptions of what is and is not edible. A red
dragon or an orc might consider a fresh corpse to
be edible food, where a human or a pixie would
not. Stranger creatures, like xorn and rust monsters,
might have wildly different ideas about what is and
is not edible.
KNEELING COMMAND
[SPELL POWER]
Your command bends the knee.
Prerequisites: ability to cast command or greater
command
Benefit: You can command a creature to bend the
knee when you cast a command or greater command
spell (“kneel”). The subject kneels down on a failed
save, effectively falling prone but taking only half
of the usual penalties (and gaining only half of the
usual benefits) of the prone condition. Additionally,
the creature’s downcast gaze grants other creatures
concealment from the kneeling creature.
SCREAMING COMMAND
[SPELL POWER]
Your command elicits a mad scream.
Prerequisites: ability to cast command or greater
command
Benefit: You can command a creature to scream
at the top of its lungs when you cast a command
or greater command spell (“scream”). The subject
stands in place for 1 round on a failed save; it can
take no actions other than to scream loudly, but is
not considered helpless.
SQUIRMING COMMAND
[SPELL POWER]
Your command makes foes squirm with discomfort.
Prerequisites: ability to cast command or greater
command
Benefit: You can command a creature to squirm
SPELL POWER: COMMAND
Presented below are several feats and exciting plot hooks centered around a unifying theme:
the command and greater command spells. These spells were first featured in the Pathfind-
er® Roleplaying Game: Core Rulebook and are referenced here and here for your convenience.
SPELL POWER FEATS
Spell power feats interact with specific spells or groups of closely-related spells, modifying
the way those spells function for characters that possess them. Spells modified by a spell power
feat are harder to identify with the Spellcraft skill. The DC of such a check is increased by +1 for
every spell power feat that modifies the spell. A successful check reveals the names and effects
of each of the spell power feats modifying the identified spell.
3
with discomfort and distress when you cast a
command or greater command spell (“squirm”). The
subject is sickened and staggered for 1 round on a
failed saving throw.
WEEPING COMMAND
[SPELL POWER]
Your command evokes tearful weeping.
Prerequisites: ability to cast command or greater
command
Benefit: You can command a sighted creature
to weep profusely for 1 round when you cast a
command or greater command spell (“weep”). A
weeping creature’s vision is impaired on a failed
save; other creatures gain concealment from
the subject, benefitting from a 50% miss chance
(instead of the usual 20%). Additionally, the subject
takes a -2 penalty to AC and moves at half speed
while weeping.
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15. COPYRIGHT NOTICE
Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
System Reference Document. © 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet,
Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason
Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
Abandoned Arts Presents: Spell Power: Command © 2016, Daron Woodson; Author: Daron
Woodson, Layout by Troy Daniels, Art by Rick Hershey and Fat Goblin Games
Command Plot Hooks
The following plot hooks and concepts
are intended to inspire you with clever
and memorable ways to implement the
command and greater command spells into
your campaign, or simply to bring to mind
new and interesting ideas for adventures
and quests.
•
A maze of deadly traps is made all the
more lethal by the addition of command
spells woven betwixt and between them,
urging explorers to “halt,” “approach,” or
“flee” directly into booby-trapped passages.
•
A
dangerously-zealous
inquisitor
in
the service of a tyrannical priest roams
the streets of an oppressed metropolis,
using a unique command spell to issue
irresistible edicts to the citizenry, seeking
out potential heretics and other enemies
of the faith. Her one-word command?
“Confess.”
•
A
deviously-cursed
wand of greater
command afflicts the wand’s wielder with
the very same command issued to his or
her intended targets.
•
Assassins use command spells to force a
terrified theatrical actor to act out his own
truly-lethal death scene onstage, using
commands such as “approach,” “kneel,”
and “fall,” to disguise the assassination as
part of a willing performance.
| textdata/thevault/Pathfinder/1st Edition/3rd Party/Abandoned Arts/Spell Power Command.pdf |
Armor Degradation
Branson Hagerty (Blackjack's Shadowrun Page http://shadowrun.html.com/users/blackjack/) Posted February 17, 1997
Body armor shouldn’t stick around forever, especially when it gets wracked up as much as it does in
Shadowrun. Armor can only take so many hits before it simply falls apart or, at the very least, loses the
rigidity or coverage required for it to give an actual armor benefit. Eventually the armor becomes a holed
up rag giving no more protection than would a handi-wipe. Hence my armor degradation rules.
Variation 1 makes a little bit of sense but may be a little rough. I use variation 2 because I think this
situation is handled much better through a simple GM judgment call.
Variation 1
If the total number of rounds which has impacted the character’s armor exceeds double the total armor
rating then the level drops by one. In other words, if the total armor rating is 8 then, after the armor
receives 16 bullets, the rating drops by 1 starting at the top layer of armor. I think this rule is a bit, but
not a whole lot, better than FASA’s because it would normally be more realistic to determine armor loss
by the number of bullets, not damage. A sniping round may end up virtually killing somebody wearing an
armor jacket but would have little effect on the armor, creating a fairly small hole on the grand scale of
things. For the purpose of armor degradation the GM may wish to double the bullet “value” of weapons
firing exceptionally large rounds, such as HMGs, Shotguns, MMGs, etc. For hardened armor the GM
may wish to half the value of light weapon bullets, while keeping the bullet count for heavy weapons at 1
per bullet. The big down side of this variation is it requires book-keeping, which is why I prefer variation
2.
Variation 2
Basically, the GM determines when the armor rating of a PC should drop by taking into account how
much they’ve been wracked up. If somebody takes a couple 6 round bursts from a HVAR, you can bet a
bit of armor’s been shredded. But, at the same time, it may only take a few rounds from a shotgun to do
the same armor damage because, with shot, it ravages a larger area and, with slug, the bullets are really,
really big. Assault rile rounds may not even phase Heavy armor, but a stream of slugs from an HMG
should be chipping armor left and right. There are so many different kinds of bullets, firing rates, and so
on and so forth that to specialize rules for each kind of weapon would be an enormous headache.
| textdata/thevault/Shadowrun [multi]/EXTRAS/Alernate Rules/RULEdegradation.pdf |
CODE NAME:
LEGAL NAME:
NATIONAL ORIGIN:
ID
RANK:
XP:
VOC. FRAMEWORK:
TEAM NAME:
AGILITY:
STRENGTH:
SMARTS:
SPIRIT:
VIGOR:
STATISTICS
PARRY:
PACE:
CHARISMA:
TOUGHNESS:
STRAIN:
EDGES
FOCUSES
VOCATION FRAMEWORK
ATHLETICS:
FIGHTING:
HEALING:
SHOOTING:
DRIVING:
SKILLS
NOTICE:
PILOTING:
SPECIALIZATIONS
INC
WOUNDS
-1
-2
-3
FATIGUE
-1
-2
SHAKEN
HINDERANCES
NARRATIVE HOOK:
BACKSTORY:
LANGUAGES
INVENTORY
TOTAL GEAR POINT VALUE:
HISTORY
CONTACTS
WEAPON
DAMAGE
RANGE
ROF
AP
WEIGHT GP
SHOTS
NOTES
GEAR
WEIGHT GP
NOTES
GEAR
WEIGHT GP
NOTES
ARMOR
WEIGHT
VALUE
GP
NOTES
VEHICLE
ACC/TS
SIZE
TOUGHNESS CREW
NOTES
WEAPONS:
CYBERNETICS
STRAIN
EFFECT
POWERS
ARCANE BACKGROUND
NAME
RANGE
PP
DURATION
NOTES
MAX PP
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Addu
Fold and glue undeneath Gargantuan base. Trim as needed.
Pathfinder Paper Minis™ © 2012 Paizo Publishing, LLC
Permission granted to print for personal use only
Fold and glue undeneath Gargantuan base. Trim as needed.
Pathfinder Paper Minis™ © 2012 Paizo Publishing, LLC
Permission granted to print for personal use only
Kronosaurus
Fold and glue undeneath Gargantuan base. Trim as needed.
Pathfinder Paper Minis™ © 2012 Paizo Publishing, LLC
Permission granted to print for personal use only
Fold and glue undeneath Gargantuan base. Trim as needed.
Pathfinder Paper Minis™ © 2012 Paizo Publishing, LLC
Permission granted to print for personal use only
Zeuglodon
Fold and glue undeneath Gargantuan base. Trim as needed.
Pathfinder Paper Minis™ © 2012 Paizo Publishing, LLC
Permission granted to print for personal use only
Fold and glue undeneath Gargantuan base. Trim as needed.
Pathfinder Paper Minis™ © 2012 Paizo Publishing, LLC
Permission granted to print for personal use only
Fold black bar flat and glue Colossal base on top of it. Trim a
Bakekujira
Pathfinder Paper Minis™ © 2012 Paizo Publishing, LLC
Permission granted to print for personal use only
Glue black bar behind left image.
Bakekujira
needed.
Pathfinder Paper Minis™ © 2012 Paizo Publishing, LLC
Permission granted to print for personal use only
Jigsaw Shark
Jigsaw Shark
Jigsaw Shark
Voidstick Zombie
Voidstick Zombie
Coral Capuchin
Skeleton, Albatross
Skeleton, Albatross
Voidstick Zombie
Stabbing Beast
Galvo
Werecrocodile
Werecrocodile
Skeleton, Eagle
Skeleton, Eagle
Skeleton, Eagle
Skeleton, Albatross
Skeleton, Eel
Skeleton, Eel
Skeleton, Eel
Skeleton,
Manta Ray
Skeleton,
Manta Ray
Skeleton,
Manta Ray
Skeleton, Seagull
Skeleton, Seagull
Skeleton, Seagull
Skeleton, Shark
Skeleton, Shark
Skeleton, Shark
Skeleton, Vulture
Skeleton, Vulture
Skeleton, Vulture
Zombie, Albatross
Zombie, Albatross
Zombie, Albatross
Zombie, Devil Ray
Zombie, Devil Ray
Zombie, Devil Ray
Zombie, Eagle
Zombie, Eagle
Zombie, Eagle
Zombie, Eel
Zombie, Eel
Zombie, Eel
Zombie, Manta Ray
Zombie, Manta Ray
Zombie, Manta Ray
Pathfinder Paper Minis™ © 2012 Paizo Publishing, LLC
Permission granted to print for personal use only
Tidepool Dragon
Tidepool Dragon
Tidepool Dragon
Incutilis
Incutilis Host
Familiar,
Dwarf Caiman
Familiar, Osprey
Familiar, Sea Krait
Familiar, Parrot
Familiar, Dodo
Familiar,
Marine Iguana
Familiar, Mongoose
Familiar,
Giant Isopod
Familiar, Seal
Familiar, Toucan
Familiar, Snail Kite
Tiger Fish
Tiger Fish
Tiger Fish
Varisian Hagfish
Varisian Hagfish
Varisian Hagfish
Sahuagin, Malenti
Sahuagin, Malenti
Sahuagin, Malenti
Sahuagin,
four-armed
Sahuagin,
four-armed
Sahuagin,
Shark-blooded
Sahuagin,
Shark-blooded
Sahuagin, Spined
Sahuagin, Spined
Sahuagin, Spined
Sea Urchin,
Black Spot
Sea Urchin,
Black Spot
Sea Urchin,
Black Spot
Sea Urchin,
Giant Diadem
Sea Urchin,
Giant Diadem
Sea Urchin,
Giant Diadem
Comozant Wyrd
Comozant Wyrd
Comozant Wyrd
Ship in a Bottle
Ship in a Bottle
Ship in a Bottle
Pathfinder Paper Minis™ © 2012 Paizo Publishing, LLC
Permission granted to print for personal use only
Zombie, Shark
Zombie, Shark
Zombie, Shark
Zombie, Vulture
Zombie, Vulture
Zombie, Seagull
Zombie, Vulture
Zombie, Seagull
Zombie, Seagull
Sea Urchin,
Ravenous Urchin Swarm
Ship in a Bottle,
Bottled Armada
Helicoprion Shark
Lorelei
Hammerhead Shark
Nothosaur
Seaweed Siren
Tetrolimulus
Crocodilian,
Marine Crocodile
Pathfinder Paper Minis™ © 2012 Paizo Publishing, LLC
Permission granted to print for personal use only
Giant Puffer Fish
Drowning Devil
Swordfish
Drowning Devil
Ship sentinel,
Sea Sorcerer
Ship sentinel,
Mariner’s Muse
Ship sentinel
Ship sentinel,
Ballista Markman
Fish, Dunkleosteus
Pathfinder Paper Minis™ © 2012 Paizo Publishing, LLC
Permission granted to print for personal use only
Tiberolith
Kapre
Gargiya
Narwhal
Crocodilian,
Saltwater Crocodile
Scorpion
(Stabbing Beast)
Pathfinder Paper Minis™ © 2012 Paizo Publishing, LLC
Permission granted to print for personal use only
Giga Clam
Urtleytlar, the
Tempest Queen
Faceless Whale
Pathfi nder Paper Minis™ © 2012 Paizo Publishing, LLC
Permission granted to print for personal use only
Shark,
Angustiden
Crocodilian,
Deinosuchus
Pathfi nder Paper Minis™ © 2012 Paizo Publishing, LLC
Permission granted to print for personal use only
Cetacean,
Crimson Whale
Addu
Pathfi nder Paper Minis™ © 2012 Paizo Publishing, LLC
Permission granted to print for personal use only
Kronosaurus
Zeuglodon
Pathfi nder Paper Minis™ © 2012 Paizo Publishing, LLC
Permission granted to print for personal use only
Kelpie’s Wrath
Bakekujira
Pathfi nder Paper Minis™ © 2012 Paizo Publishing, LLC
Permission granted to print for personal use only
Cetacean,
Blue Whale
Ugash-Iram
Pathfi nder Paper Minis™ © 2012 Paizo Publishing, LLC
Permission granted to print for personal use only
| textdata/thevault/Pathfinder/1st Edition/Paper Minis/Paper Minis - Skulls & Shackles Bestiary.pdf |
REPULSOR EXECUTIONER UPDATE
The Repulsor Executioner has been released for the forces of the Adeptus
Astartes, and its datasheet can be found in its construction guide. On
that datasheet is the <Chapter> Faction keyword, meaning it belongs
to Space Marine Chapters from Codex: Space Marines. You can, however,
take this unit as part of another Space Marine Chapter not found within
that publication. To do so, replace the <Chapter> keyword in every
instance on that unit’s datasheet with Blood Angels (or the keyword of
a Blood Angels successor Chapter, e.g. Flesh Tearers), Dark Angels
(or the keyword of a Dark Angels successor Chapter, e.g. Angels of
Absolution), Space Wolves or Deathwatch.
For example, if you include a Repulsor Executioner and you decide it
is from the Space Wolves Chapter, its <Chapter> keyword becomes
Space Wolves and its Transport rule reads: ‘This model can transport
6 Space Wolves Primaris Infantry models. Each Mk X Gravis
model takes up the space of 2 other models. It cannot transport Jump
Pack models.’
If you are playing a game that uses points values, the points cost for this model and any new items of wargear it has is found below:
RANGED WEAPONS
WEAPON
POINTS PER WEAPON
Heavy laser destroyer
40
Twin icarus ironhail heavy stubber
10
UNIT
MODELS
PER UNIT
POINTS PER MODEL
(Excluding wargear)
Repulsor Executioner
1
215
| textdata/thevault/Warhammer/40k/1st-8th Editions (Prior)/8th Edition (2017)/5) FAQs/2019 FAQs/40k 8e - repulsor_executioner_update_en.pdf |
5�
Weapon Fillform
5�
Weapon Design
As the weapon is designed insert the design values and details into
this Fillform. Values may be inserted in any order as the design is
considered: the ultimate requirement is that the values balance and
properly reflect the charts and tables.
Weapons 2
BUILDING WEAPONS
This Fillform allows an interactive design process which
ultimately produces a final weapon design.
Tech Level. Tech Level for a weapon is the minimum level
required for manufacture.
WEAPONS MANUFACTURER
Manufacturer
Surface or Orbital Factory?
TL
LL
WEAPONS
Q
R
E
B
S
Chart Item
Description
Model
TL
Range
Mass
Burden
H1
H2
D1
D2
H3
D3
KCr
000,
Cr
,000
3
Type Gun
G
6
4
9
-1
*
2
5
3
SubType
4
Descriptor Plasma
P
5
4
x2.5
Pen
3
Burn
3
x2
5
Burden
5
Stage
6
Notes Recoil= Hi
Loud= Vloud
Flash= Bright Heat= Hot
Vacc=
UW=
No
CQ=
-3
7
Options
Q
R
E
B
S
5
User Man
8
Controls Off-Single-Override
5
Portability Portable
+1
+2
Totals
11
5
22
-1
Pen
5
Burn
3
10,000
WEAPON DESCRIPTION
Model
LongName (Stage-Burden-Descriptor-Type-User-Portability-TL)
PGMP-11
Plasma Gun Man Portable- 11
The basic information required to describe a weapon.
Wx: WEAPON EXTENSION
Range
Cost
Mass
QREBS
Effects
Wx:
R=5
Cr10,000
22.5 kg
B= -3
Pen-5
Burn-3
The basic information required to use a weapon.
| textdata/thevault/Traveller/09 - Traveller5/Traveller5/T5 Underlying PDFs/T5=1730 Weapon Design 010 Fillform Example.pdf |
LPC1: GENERAL FORM/BASE HD
LPC2: VISAGE
General Form (Body) S M L
amorphous
2
4 6
ape-like
2
5 8
baboon-like
1
3 5
bat-like
1
2 4
bear-like
3
5 7
beetle-like
1
2 5
bird-like
1
3 5
bison-like
2
5 8
cat-like
1
3 5
centipede-like
1
3 5
crab-like
1
3 5
crocodile-like
3
6 9
dragon-like
2
5 8
elephant-like
2
6 10
fish-like
1
2 3
frog-like
1
2 4
goat-like
1
2 3
human-like
1
2 4
human-like, hunched
1
2 4
human-like, pot-bellied
1
3 5
human-like, arched back
1
2 4
lion-like
2
4 6
lizard-like
2
5 8
pig-like
2
4 6
rat-like
1
3 5
slug-like
1
3 5
snake-like
1
2 3
spider-like
1
2 3
wasp/bee-like
1
2 3
weasel-like
1
3 5
Roll
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
LPC6: APPENDAGES
1
2
3
4
5
6
7
8
9
0
0 arms, 2 legs (biped)
0 arms, 4 legs (quadruped)
0 arms, 6 legs (hexapod)
0 arms, 8 legs (octopod)
2 arms, 2 legs (biped)
2 arms, 4 legs (quadruped)
2 arms, 6 legs (hexapod)
4 arms, 2 legs (biped)
6 arms, 2 legs (biped)
11-20 pairs of legs (multiped)
10s Digit: Length
1-10 long arms/
short legs
11-20 average
arms/legs
21-30 short arms/
long legs
1s Digit: Appendages
Roll 1d3 for size [1=small; 2=med.; 3=large]
LPC7: HAND/ARM FEATURES
Roll on d30
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
animal-like
centipede-like
frog-like
human-like
insect-like
octopus-like
Arms
Hand Features
claws
hooks
pincers
talons
tentacled
LPC8: FOOT/LEG FEATURES
Roll on d30
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
animal-like
bird-like
human-like
insect-like
octopus-like
serpentine
Legs
Foot Features
claws
hooves
suckers
talons
webbed
LPC5: BACK/WINGS
Roll on d30
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
normal
crested
humped
maned
ridged
spiked
Back
Wings
none
bat-like
bird-like
insect-like
fan-like
Visage
blistering
bubbling
convulsing
crackling
decaying
diseased
drooling
dusty
gibbering
glaring
festering
fevered
filthy
gurgling
menacing
moldy
oozing
pulsating
putrid
rank
raw
rotting
scintillating
shaking
shivering
stretched
twitching
ulcerated
wrinkled
vile
Roll
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
“d30 Fiend Generator I”: © 2016, New Big Dragon Games Unlimited
d30 Fiend Generator I
LPC4: BODY SURFACE/DENSITY
1
2
3
4
5
6
7
8
9
0
bald/smooth
bumped/warty
chitinous
feathered
furry
hairy/bristled
leathery
scaly
slimy
wrinkled/folded
10s Digit: Density
1-10 thin (+1 AC)
11-20 average
21-30 thick (–1 AC)
1s Digit: Surface
LPC3: BODY SHAPE/MUSCLE
Roll on d30
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
½ normal HD
±0 HD
+1d3 hp
+1 hp/HD
+1 HD
+1d3 HD
Muscle
Shape
fat
long
short
thin
skeletal
| textdata/thevault/OSR Generic/Old School Adventures D30 Accessories (OSR)/NBD d30 Encounters; Generators/d30 Fiend Generator 1 (OSR).pdf |
Parley
Parley
Parley
Plunder
Plunder
Plunder
&&&
YOU ARE THE CREW OF THE PIRATE FRIGATE DAUNTLESS, bearing an English letter of
Marque. Your mission is to sail the Caribbean Sea, plunder ships of enemy nations, and maintain the crew.
CAPTAIN MAYNARD was injured in your last battle and is unconscious in his quarters, leaving you to fend
for yourselves. No matter your role, you have the most experience, so the rest of the crew look up to you.
PLAYERS: CREATE CHARACTERS
Choose a style for your character: Adventurous,
Dedicated, Grizzled, Naive, Tactical, Roguish, Savvy
Choose a role: Carpenter, Cook, Helmsman, Officer,
Gunner, Navigator, Rigger, or Swabbie
Choose your number, from 2 to 5. A high number
means you’re better at PARLEY (negotiation,
navigation, combat strategy). A low number
means
you’re
better
at
PLUNDER
(swordsmanship, feats of strength, looting)
Give your pirate a thematic 18th century name,
like Thaddeus Thompson
You have: the clothes on your back (including a cool
hat or bandana), standard-issue cutlass, flintlock
pistol (short range, one shot per reload) and six shots.
Player goal: Get your character involved in high
seas adventures and probably say “Arr” a lot.
Character goal: Choose one or create your own:
Become Captain, Woo in Port, Bury Your
Treasure, Get a Peg Leg, Plunder a Merchant Ship
PLAYERS: CREATE THE SHIP
As a group, pick two strengths for the Dauntless:
Fast, Nimble, Loyal Crew, Extra Guns, Reinforced
Hull, Experienced Medic, Durable Sails.
Also, pick one problem: Noisy (squeaky planks
and humming rudder), Short on Ammo (both
cannon balls and crew’s pistol ammo),
Infamous (merchant ships know it on sight),
Inferior Cannons (bad at long range)
ROLLING THE DICE
When you do something risky, roll 1d6 to find out
how it goes. Roll +1d if you’re prepared and +1d if
you’re an expert (The GM will tell you how many
dice to roll based on your character and the
situation). Roll your dice and compare each die
result to your number.
If you’re using Parley (tactics, charm) you
want to roll under your number.
If you’re using Plunder (fighting, tenacity)
you want to roll over your number.
If none of your dice succeed, it goes wrong.
The GM says how things get worse somehow.
If one die succeeds, you barely manage it. The
GM inflicts a complication, harm, or cost.
If two dice succeed, you do it well. Yarr!
If three dice succeed, you get a critical success.
The GM tells you some extra effect you get.
If you roll your number exactly, you Shiver Me
Timbers! You get special insight into what’s
going on. Ask the GM a question and they’ll
answer you honestly. Some good questions:
Do they have answers? Who’s behind this? What’s the
best way to ____? What’s really going on?
You can change your action if you want to, then roll
again.
HELPING: If you want to help someone else when
they roll, say how you try to help and make a roll. If
you succeed, give them +1d.
1.
2.
3.
4.
0
1
2
3
!
A THREAT...
1. The Dutch
4. Rival pirate
2. The French
5. Bounty hunter
3. The Spanish
6. Evil twin
WANTS TO...
1. Destroy/kill
4. Fortify
2. Kidnap/steal
5. Control
3. Purchase
6. Manipulate
THE...
1. Governor of Bermuda 4. Island of Tortuga
2. Sugar Trade
5. Treaty of Utrecht
3. Treasure Fleet
6. Shipbuilding Industry
WHICH WILL...
1. Eliminate piracy in
the Caribbean
4. Uncover a spy on the
ship
2. Bankrupt the British
Government
5. Spawn famine in the
New World
3. Give area control to
the Spanish
6. Trigger world peace
GM: CREATE A PIRATICAL ADVENTURE
Roll or choose on the tables below:
GM: RUN THE GAME
Find out how they defeat the threat. Introduce the threat by showing
evidence of its recent badness. Before a threat does something to the
characters, show signs that it’s about to happen, then ask what they do.
“The merchant ship is running out their long guns, ready for a fight. What do
you do?” “The tavern wench throws mead on your face. What do you do?”
Call for a roll when the situation is uncertain. Don’t pre-plan outcomes-let the
chips fall where they may. Use failures to push the action forward. The
situation always changes after a roll, for good or ill. Ask questions and build on
answers. “Have any of you been to Tortuga before? When? What happened?”
PARLEY & PLUNDER is a
hack
of
LASERS
&
FEELINGS!
LASERS & FEELINGS was
written by John Harper,
whose name sounds piratey.
[email protected]
onesevendesign.com
Like its forefather before it,
this game is licensed under
C C
B Y - N C - S A
4 . 0
International License:
http://creativecommons.org/
licenses/by-nc-sa/4.0/sa/4.0/
This is usually where the
author of this hack would
put a byline or something.
Enjoy this spyglass instead.
| textdata/thevault/Kid Friendly/3. Rules Lite Collection/Lasers & Feelings Hacks/Parley and plunder.pdf |
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