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                                   Credits                                                                                         Contents
                    This Issue’s Contributors:                                                Country Dawgs [Dawg the RPG] . . . . . . . . . . . . . . . . . . . . . .2
   With respect to trademarks: HackMaster and Knights of the Dinner Table are registered trademarks of Kenzer and Company. HackMaster Basic, HackJournal, the Kenzer and
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   © Copyright 2011 Kenzer & Company, Inc. All Rights Reserved.
                                            C OUNTRY D AWGS
                                                                                            by Tayna Laubacher
 Bubba's a new neighbor dawg. He's a Great Pier-                 Any dawg taken out of his or her natural
en-ese or Pyrenees or something. He's bigger than         environment automatically fails their first canine
me. And he's got a lot of hair.                           compulsion check in the new environment.
2
Farm Bird _______________________Size: Small                            Farm Animal ____________________Size: Large
Chicken, Duck                                                           Miniature Horse, Pony, Ram
Additional Trick
 Play Dead                                                             Raccoon ________________________Size: Small
                                                                                                                                               5
Bear _____________________Size: Humungous
Black Bear
       Brawn . . . . . . . . . . . . . . . . . . . . . . . . . .80
       Hustle . . . . . . . . . . . . . . . . . . . . . . . . . .50
       Dodge . . . . . . . . . . . . . . . . . . . . . . . . .10
       Alertness . . . . . . . . . . . . . . . . . . . . . . .40
       Human Handling . . . . . . . . . . . . . . .20
       Animal Magnetism . . . . . . . . . . . . .30
       HP . . . . . . . . . . . . . . . . . . . . . . . . . . . . .50
                                                                          Flown the Coup
       Ursine Compulsion . . . . . . . . . . . . .20
                                                                          Bait: Chickens keep disappearing in the night. Your
Tricks                                                                  master or mistress is getting rather upset at this, but
  Handy, Vice-like Grip                                                 you're unphased until the thought of no more fresh
                                                                        eggs crosses your dawggie mind.
Disadvantage                                                              Tackle: The obvious choice for the culprit is a fox that
 Behavioral Problems                                                    lurks just at the edge of the Woods. The vixen is too
                                                                        smart to come up to the house, to do such a thing
Skunk __________________________Size: Small
                                                                        would just be asking to get herself killed. The real villain
                                                                        of the piece is a raccoon who initially went in for eggs
       Brawn . . . . . . . . . . . . . . . . . . . . . . . . . .40      but found the prospect of a fat, lazy hen too tempting.
       Hustle . . . . . . . . . . . . . . . . . . . . . . . . . .50
       Dodge . . . . . . . . . . . . . . . . . . . . . . . . .50          Grin and Bear it
       Alertness . . . . . . . . . . . . . . . . . . . . . . .50          Bait: A local brown bear has gotten into some trouble.
       Human Handling . . . . . . . . . . . . . . .20                   He's been feeding in the dumpsters in a nearby camp-
       Animal Magnetism . . . . . . . . . . . . .30                     ground and rangers are looking for the bear.
       HP . . . . . . . . . . . . . . . . . . . . . . . . . . . . .25   Unfortunately he's decided to hide from the authorities
                                                                        in your master's barn or tool shed.
       Polecat Compulsion . . . . . . . . . . . .20                        Tackle: The bear is just looking to get out of Dodge.
Special Trick: Powerful Stink                                           There are humans everywhere and he just needs to
                                                                        make an escape undetected and hopes that there's a
  Instead of making a typical bite attack a skunk
                                                                        friendly dawg around to show him the best way to get
can spray a retched stinky liquid from its bum. Any                     away unscathed. Help him out and he'll tell you where
dawg that fails his Dodge check is drenched in the                      his stash of bones are.
smell, gaining 1 Bad Dog point and suffering from
a -20 to Human handling checks until the dawggie                          Junkyard Follies
victim gets a few baths in a scent neutralizer.                           Bait: Buried in the Woods is an old junkyard that no
                                                                        one has touched in at least 20 years. You've been hang-
Additional Trick                                                        ing out there with your pack for a while, but the county
 Mighty Digger                                                          wants the land owner to get rid of these environmental
                                                                        hazards NOW.
Disadvantage                                                              Tackle: The land owner isn't exactly keen on being
 Behavioral Problems                                                    told what to do, if you take my meaning. If a pack of
                                                                        dawgs is hell-bent on keeping authorities out of his
                                                                        business, there may be some perks in it for you. But first
                                                                        you have to chase out the humans that wander in to try
                                                                        and "convince" you to leave. Be careful, for if you seri-
                                                                        ously injure a human with a badge, extreme measures
                                                                        may be taken against you and yours.
6
                                                          0 FORT KANE: AN INTRODUCTION 0
                                                                                                                  7
    are wading through the palpable stench of their         attempt any sort of organized robbery, they’d run
    own failures. These men and women plan to go            the risk of contending with the troops stationed at
    home as soon as they can afford – and bear – to         the fort – Gordon’s Softnecks – not that any crimi-
    leave.                                                  nal would be implicitly aware of the company’s gen-
                                                            eral indifference and incompetence.
      As for the rest, these are simple service-folk and
    soldiers. The former rarely remain at Kane for            The final authority at Fort Kane, Lieutenant
    long, as they are wont to disappear with no warning.    Colonel William Gordon, heads the 25 soldiers sta-
    One day you may see them diligently working             tioned there. This authority is wasted on Gordon,
    behind a counter, or slinging beers and broads, then    however, who earned his post through gross nepo-
    the next day they may be gone without a trace or        tism rather than through flashy heroism. Gordon
    word.                                                   does deceptively demonstrate one area of cunning,
                                                            however: whenever trouble arises in the fort, he
      The latter are men whose careers have met a
                                                            immediately seeks the council of Texican Bob. But
    dead end – soldiers too wild for the West, too reck-
                                                            this is also where William Gordon’s intelligence fal-
    less for the East, and too dangerous to be counted
                                                            ters – while he may seek advice, he is rarely inclined
    on for anything but disorder and a general sense of
                                                            to follow it.
    lawlessness. Where once the fort brimmed with
    more than 100 men ready to serve, there are now a         Were you to ask most folks who live there – if any
    mere 25, all of whom are well aware that they man       would call it “living” – they might most commonly
    a dead-end post under the command of Lieutenant         describe the fort as a “wet wick.” “Nothin’ fun ever
    Colonel William Gordon, as useless an officer as        happens here,” they say. “Lookin for excitement?
    any that ever existed. Thus, Kane’s military uses       Good luck findin’ any!” they claim. This claim is far
    are now nominal, and instead it serves primarily as     from the truth. In fact, with its toxic combination
    a stop-along between East and West.                     of broken-hearted failures, easy-to-angry bounty
                                                            hunters, listless soldiers and authority figures who
      Beyond serving as a military outpost for the
                                                            are either too old or too incompetent to do much,
    United States, Fort Kane is also home to a famous
                                                            Fort Kane is the exact opposite of a wet wick – it is
    Sheriff, “Texican Bob” Clemens – a man best
                                                            a dry fuse. With the right spark, the fort’s entire
    known for his penchant to deputize entire towns
                                                            population is prone to explode.
    during times of trouble. Texican Bob considers
    Kane to be a “retirement post,” where he can kick
    back and take it easy without too much trouble.
                                                                        HOW TO USE THE FORT
    Though advanced in age and well past his prime, he
                                                                   IN YOUR ACES & EIGHTS CAMPAIGN
    remains a shrewd judge of character and has suc-
    cessfully maintained law and order at Fort Kane           Throughout the coming months, the hundred-
    ever since the fort’s military presence decreased       plus residents of Fort Alferd will be explored in
    and it became more of a settlement roughly ten          detail as Rustlers & Townsfolk. They will be identi-
    years previous.                                         fied by their room of residence, the rumors they
                                                            know, and the plot hooks they may provide any will-
      Not that there’s too much for Bob to worry about.     ing GM. However, for the time being you are wel-
    Though Fort Kane is heavy with the (sometimes           come to populate the Fort with any characters you
    broken) dreams of its residents, few focus their        wish – particularly, the two Rustlers & Townsfolk
    attention on where they are and what they are           supplements may be of great use to any ambitious
    doing. Thus, if a gang of bank robbers happens to       GM. Furthermore, several Bait and Tackle scenar-
    hole up for a spell in one of the many hotels located   ios are presented here.
    in the fort, they rarely think about committing
    their crimes there. Instead, they look down the
    road, to the larger Great Salt Lake City, or the more
    exciting Judas Crossing. Crime in Fort Kane is                           IMPORTANT NPCS
    more of an accidental thing – something which hap-        Note: These NPCs will be expanded upon in future
    pens when tempers flare. Besides, were a gang to        installments
8
 Canada Joe (Bounty Hunter)
                                                                    TYPICAL SOLDIER NAMES
  HP 26; Speed 0, Accuracy +5, Damage +5 Str
18/54, Int 17/12, Wis 10/89, Dex 17/27, Con 15/35,             Roll (d20) Given Name
                                                               1 . . . . . . . . . .Jonas
Lks 12/74, Cha 14/61; Minor Celebrity 58, Average              2 . . . . . . . . . .John
Notoriety -30; Quirks: hothead, selfish, Flaws:                3 . . . . . . . . . .David
None; Skills: current affairs 37%, diplomacy 48%,              4 . . . . . . . . . .Caleb
glean information 32%, intimidation 10%, interro-              5 . . . . . . . . . .Andrew
                                                               6 . . . . . . . . . .Jacob
gation 45%, law 64%, reading comp/pen 55%, slick               7 . . . . . . . . . .Josiah
talker 22%, tracking 10%, hunting 44%, listening               8 . . . . . . . . . .Peter
29%, observation 44%; Talents: Endurance;                      9 . . . . . . . . . .Kevin
Gunfights: 12; Valuables: $300, gold pocket watch;             10 . . . . . . . . .James
Firearms: S&W Schofield (d6+1 +1 draw speed 8                  11 . . . . . . . . . .Paul
                                                               12 . . . . . . . . .Jebediah
reload speed) with gunbelt ammo for 18 more shots              13 . . . . . . . . .Michael
                                                               14 . . . . . . . . .Samuel
                                                               15 . . . . . . . . .Joseph
 Lt. Colonel William Gordon                                    16 . . . . . . . . .Daniel
                                                               17 . . . . . . . . .Isaac
  HP 26; Speed 2, Accuracy +3, Str 12/16, Int 17/09,           18 . . . . . . . . .Abraham
                                                               19 . . . . . . . . .Simon
Wis 12/56, Dex 12/67, Con 13/85, Lks 13/74, Cha                20 . . . . . . . . .Jesse
15/61; Disreputable 5, Fame 2; Quirks: Hardcase,
Flaws: None; Skills: Photography 44%, Law 71%,                 Roll (d20) Surname
Military Strategy/Tactics 70%, Reading Comp./Pen.              1 . . . . . . . . . .Smith
51%, Listening 45%, Observation 62%, Riding 41%;               2 . . . . . . . . . .Johnson
Talents: Advanced Sighting; Gunfights: 0;                      3 . . . . . . . . . .Jackson
                                                               4 . . . . . . . . . .Adams
Valuables: $75.84, cigars, pocket watch, fancy, cam-           5 . . . . . . . . . .Kane
era; Firearms: Lemat Two-Barrel + box of cap &                 6 . . . . . . . . . .Samuels
ball ammo                                                      7 . . . . . . . . . .James
                                                               8 . . . . . . . . . .Jones
                                                               9 . . . . . . . . . .Stone
                                                               10 . . . . . . . . .Sawyer
 Typical Soldier                                               11 . . . . . . . . . .Young
                                                               12 . . . . . . . . .Abrams
  HP 23; Speed +0, Accuracy +3, Damage +3, Str                 13 . . . . . . . . .Matthews
15/80, Int 10/92, Wis 10/84, Dex 16/61, Con 09/40,             14 . . . . . . . . .Wilson
Lks 9/55, Cha 10/61; Average Reputation, 32, Fame              15 . . . . . . . . .Carthwright
8; Quirks: Lusty, Flaws: None; Skills: Rope Use                16 . . . . . . . . .Wood
                                                               17 . . . . . . . . .Gardner
50%, Tracking 58%, Listening 45%, Riding 51%,                  18 . . . . . . . . .Montgomery
Observation 58%; Talents: Damage Bonus;                        19 . . . . . . . . .Phillips
Gunfights: 3; Valuables: $25.00, pipe, tobacco, pock-          20 . . . . . . . . .Anderson
et watch, common, whiskey flask; Firearms: Colt
SAA .45 (12” Barrel) + box of .45s; Winchester
1866 Carbine (.40 cal) + box of .40 cals
                                                        glean information 52%, interrogation 75%, intimi-
                                                        dation 72%, language (Cherokee) 81%, language
 Texican Bob (Sheriff)
                                                        (Spanish) 82%, law 80%, listening 72%, reading
  HP 24; Speed 0, Accuracy +6, Str 11/72, Int 15/01,    comp/pen 46%, riding 52%; Talents: crack shot,
Wis 13/65, Dex 15/76, Con 11/94, Lks 12/26, Cha         courage, dead eye; Gunfights: 5; Valuables: $36.25,
13/42; Rep 99, Fame 65; Quirks: chivalrous, late        gold pocket watch, solid gold framed spectacles;
sleeper, prejudiced (prospectors); Flaws: far-sight-    Firearms: Colt Dragoon (d4+1; +1 Spd) with gun-
ed, hard of hearing; Skills: culture (Cherokee) 79%,    belt ammo for 12 shots
current affairs 70%, diplomacy 57%, gambling 69%,
                                                                                                              9
                                                         ahead of the clearly intoxicated idiot who, quite
                                                         frankly, might as well have drunkenly drawn them a
                                                         map!
                                                           The Tackle: Only … it turns out he wasn’t so
                                                         drunk. As the PCs come within sight of the “easy
                                                         mark’s” tiny hut, they are ambushed by the bounty
                                                         hunter and the old man. In fact, it is a member of
                                                         the party who is wanted by the bounty hunter – not
                                                         the old man, with whom he is clearly in cahoots!
                                                         The PCs may have to shoot their way out of this
                                                         one.
                                                                                                                  11
     SCENARIO: THE TRAIN HOPPING TYKE                         The Tackle: A search of Packerville quickly
       The Bait: After having established themselves in     reveals that there are no gamblers running around
     the fort (probably through several incidents of        with toddlers. However, a group of gamblers had
     being temporarily deputized), Mary Cole, a middle-     recently come in, and were in the process of raising
     aged woman headed West approaches the PCs with         hell in the Packerville Saloon. If the PCs investi-
     the mad glint of desperation in her eye. “My Tyke!”    gate, they quickly discover a fat, bald man leading
     she cries. “They took him!” She pleads with the        the rowdy bunch, dancing drunk on a table while
     PCs to take the train eastward, to the previous stop   firing his six shooters into the rafters. “I’m free
     one day’s travel away – Packerville. Details are       boys, and I ain’t never going back,” he yells.
     scarce – a group of wild gamblers, for reasons           Indeed, this man is Tyke Cole, Mary’s husband. If
     beyond Mary Cole’s understanding, abducted her         the PCs attempt to round him up to return home,
     poor Tyke and ran off for Packerville. She describes   he and his men quickly encircle the encroachers.
     him as being “maybe a little big for his age, with a   “So, ya mean to send me back, eh?” Tyke asks.
     round face and no hair a’top his head, and he’s        “Why don’t you lead the way, in yer pine box! I ain’t
     totally helpless without me!” If the PCs accept the    never goin’ back!” A gunfight is likely to ensue.
     mission, she is willing to pay them $50 – more than
     half her savings.
                                                              Next time – the Rustlers & Townsfolk of the Kane Hotel
                                                 WWW.KENZERCO.COM
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12
d100    Level 6 Special Treasures                             d100     Level 8 Special Treasures
01-04   Buckler +2                                             01      Buckler +2
05-07   Small Shield +2                                       02-05    Small Shield +2
08-10   Large Shield +1                                       06-10    Medium Shield +2
10-30   Splint Mail* (Human made)                             11-15    Banded Mail* (Human made)
31-38   Scalemail +1*                                         16-20    Plate Mail* (Human made)
39-40   Chainmail +1*                                         21-30    Chainmail +2*
41-42   Battle Axe +2                                         31-33    Studded Leather Armor +2*
43-45   Longsword +2                                          34-36    Ringmail +2*
46-50   Weapon +2 (choose most suitable for PCs)              37-40    Scalemail +2*
51-75   2 Potions (determine randomly)                         41      2d6 Arrows +3
76-95   Scroll (d4p spells - each is level d4+2)               42      2d6 Bolts +3
96-00   Wand (roll on Level 5 Wands +1d10 charges)            43-48    Weapon +2 (choose to suit PCs)
        * randomly determine size per chart under Armor       49-50    Silvered Weapon +2 (choose to suit PCs)
                                                              51-70    d3+1 Potions (determine randomly)
d100    Level 7 Special Treasures                             71-75    Miscellaneous Item (see below)
01-03   Buckler +2                                            76-95    Scroll (d4p spells - each is level d4+4)
04-09   Small Shield +2                                       96-00    Wand (roll on Level 5 Wands +3d10 charges)
 10     Medium Shield +2                                               * randomly determine size per chart under Armor
10-20   Splint Mail* (Human made)
21-32   Banded Mail* (Human made)
33-38   Chainmail +1*                                      Level 6-10 Special Treasure Tables
39-40   Scalemail +2*                                                               by Jan Monk HMA #UK-4-00943-01
41-48   Weapon +2 (choose to suit PCs)                                              edited by Steve Johansson
49-50   Silvered Weapon +2 (choose to suit PCs)
                                                            Many groups are enjoying integrating preview mate-
                                                          rial of the advanced HackMaster game into their home
51-75   2 Potions (determine randomly)
                                                          campaign, however there is one important aspect of the
76-95   Scroll (d4p spells - each is level d4+3)
                                                          game that has yet to be addressed: treasure! On these
96-00   Wand (roll on Level 5 Wands +2d10 charges)
                                                          two pages are special treasure tables for parties of aver-
        * randomly determine size per chart under Armor   age levels 6 through 10, extrapolated from the lower
                                                          level tables presented in HackMaster Basic. These
                                                          tables incorporate silvered weapons and the new
                                                          armors (banded mail, splint mail and plate mail)
                                                          detailed in issue 163 of Knights of the Dinner Table
                                                          magazine.
                                                                                                                         13
     d100    Level 9 Special Treasures
                                                                          PLAYERS’
                                                                     ADVANTAGE
     01-03   Small Shield +2
     04-10   Medium Shield +2
     11-22   Plate Mail* (Human made)
     23-30   Chainmail +2*
     31-37   Ringmail +2*
     38-40   Leather Armor +2*
      41     2d6 Arrows +3
      42     2d6 Bolts +3
     43-48   Weapon +2 (choose to suit PCs)
     49-50   Silvered Weapon +2 (choose to suit PCs)
     51-70   d3+1 Potions (determine randomly)
     71-75   Miscellaneous Item (see below)
     76-95   Scroll (d4p spells - each is level d4+5)
     96-00   Wand (roll on Level 5 Wands +4d10 charges)
             * randomly determine size per chart under Armor
      10     Large Shield +2
                                                               Glass Working
     11-20   Plate Mail +1*
                                                               Relevant Abilities:     Intelligence and Dexterity
     21-30   Chainmail +2*
                                                               Cost:                   2 BP
     31-35   Banded Mail +1*                                   Universal:              No
     36-37   Ringmail +2*                                      Prerequisite:           None
     38-40   Leather Armor +2*                                 Materials/Tools:        Yes
      41     2d6 Arrows +3
      42     2d6 Bolts +3
                                                                Mastery Level        The character can...
     43-48   Weapon +3 (determine randomly)
                                                                Novice               Operate glass worker’s tools and equipment;
     49-50   Dagger +3                                                               works under supervision of more experienced
                                                                                     glassmakers
     51-70   d3+2 Potions (determine randomly)
     71-75   Miscellaneous Item (see below)                     Average              Craft plain, small objects (Small bottles,
                                                                                     perfume small bottles, bowls etc.); supervise
     76-95   Scroll (d4p spells - each is level d4+6)                                assistants; able to use the casting mould
     96-00   Wand (roll on Level 5 Wands +5d10 charges)                              technique
             * randomly determine size per chart under Armor    Advanced             Craft plain medium objects (vase, demijohn,
                                                                                     globlets etc.); craft decorative small objects;
                                                                                     use metallic powders to colour his produc-
     d100    Miscellaneous Magic Items                                               tions; able to use the casting mould and the
                                                                                     mould blowing technique
     01-20   Elvish Cloak
                                                                Expert               Craft plain large objects (Mirrors, Hourglasses
     21-40   Flask of Filling
                                                                                     etc.); craft decorative small and medium
     41-60   Linens of Healing                                                       objects; produce glass gems; use metallic
     61-80   Robes of Storage                                                        powders to colour his productions; able to use
                                                                                     all three major techniques
     81-00   Wrap of Protection
                                                                Master               Craft decorative large and very particulars
                                                                                     objects (such as Magnifying lenses, etc.); craft
                                                                                     very decorative small and medium objects
                                                                                     and use silver and gold leafs to make inserts
14
  A character uses this skill to create objects used in     the oven must be placed far from the city center
everyday life by all social classes, from peasants to       because the fumes generated are noxious and smelly.
noblemen.                                                   Once the oven is heated to the needed temperature, the
                                                            silica dust must be melted. Then other metal powders
                                                            are added to give the resulted glass different col-
 General reference guide: (example of a glass               orations. With mineral powders rich in copper it is
bottle production)                                          possible to obtain light blue, green and dark red color
                                                            variants while with mineral powders rich in manganese
                                                            the worker can obtain purple and cobalt blue variants.
                                                            Expert and Master Glass Workers may also add leaves
                                                            of gold and silver to their masterpieces. The mixed
                                                            powders take then around 30 minutes for melting. The
                                                            time requested to produce a product depends on the
                                                            object a bottle takes around 10 minutes, a small statue
                                                            of about 1 foot takes from 1 to 2 hours. The art of glass
                                                            making requests fast and thoroughgoing movements
                                                            since the melted glass, once out of the oven, cools rap-
                                                            idly at room temperature; during the process the glass
                                                            is heated in order to be worked in its malleable form.
                                                              The most used techniques are that of casting mould,
                                                            free blowing and mould blowing. In the casting mould
                                                            process the melted glass flows inside a mono or bivalve
                                                            mould and once the object is cold the rims, handles and
 Novice: can melt with an Easy check the glass for the      bases are applied. With the free blowing technique, the
Glassmaker, under his supervision                           glazier uses a blowpipe and series of various instru-
                                                            ments in order to give form to a melted amount of glass
  Average: can drip melted glass in a stone or metal        that he is working. With mould blowing, the character
mono valve mould; this will produce two bottle sides        places a melted amount of glass in a mould and then
that, once cold, he will attach together; Average check     blows air into it in order to force the semi-fluid mate-
needed for full process                                     rial into the desired form. Single use sand moulds,
  Advanced: As above or can decide to blow air with a       sculpted rock moulds (mono valve prepared by stone
metal pipe into a bi valve mould for a faster forming       cutters) and metallic moulds (prepared by
process. Can also produce coloured bottles; Average         Metalworkers) can be used for the mould techniques.
check needed for full processes
  Expert: As above or can use the blowing pipe to blow
directly at one of his ends the melted metal and give it
the desired form and details; Average check needed for
full processes
  Master: can create a bottle that can be considered a
piece of art; Easy check needed for full process or
Average check needed for masterpiece bottle creation
                                                                                                                        15
     Every technique, together with the ability of the                  Parchment Making/Book Binding
     glazier, provides a different range of effects, both phys-
                                                                        Relevant Abilities:     Intelligence and Dexterity
     ical and optical, on the resulted object. The finished             Cost:                   2 BP
     products must then cool down at room temperature.                  Universal:              No
       A failed check indicates the work was botched or                 Prerequisite:           Skinning/Tanning proficiency and the
                                                                                                Appraisal/Furs & Pelts skill minimum
     flawed in some way and the piece is ruined; in this case,
                                                                                                Novice level
     the glass can be melted again and re-used for other                Materials/Tools:        Yes
     works. If melted again the glass maintains its first
     intended color, as a consequence, it is suggested not to
     mix different botched glasses together or otherwise do              Mastery Level        The character can...
     so only if needed with the intent to create mixed colors            Novice               Know how to operate cleaning skins tools and
     effects.                                                                                 equipment; tend skin on a frame properly
       Basic Materials: silica powder ( 1lbs/5cp), mineral powder         Instruments needed: powdered lime (4 cp/lb), knife (5 cp),
     rich in copper(1lbs/3sp) mineral powder rich in manganese          Whetstone (½ cp), frame (4 cp or self made with Carpentry
     (1lbs/3sp)                                                         – Mastery Level Novice – Difficulty Average
                                                                        (HackMaster Basic page 58) ), pumice (2 cp/piece of pumice
       Instruments needed: blowpipe, metal (2sp), pliers                of a half apple dimension), chalk dust ( 3 cp/lb), sewing kit
     ( 7cp), clipper (2sp), long leather gloves (5cp), bellows ( 3sp)   (1 sp( for book and parchment rolls)), barrels (½ sp).
16
Process and preparation of Vellums                          point the character is able to sell or use ( if a Mage or
                                                            a Literary Man) the vellums obtained. Otherwise he
Stage 1 – Buying the skins                                  can produce other objects using the sheets obtained.
  The parchmenter buys at the local market the skins
needed for his work. The character, makes an Average
check based on his Appraisal/Furs & Pelts skill (           Process and preparation of Parchment Rolls
HackMaster Basic page 55) while sorting the skins for
                                                              Parchment rolls are obtained by sewing together
sale and for each one. On a successful roll he is able to
                                                            multiple vellums. The rolls are obtained from a maxi-
choose the better skins and obtain a good raw materi-
                                                            mum of 10-12 vellums. To produce one the worker
al over which he will be able to get 16 vellums/skin. On
                                                            must use a sewing kit and must make a Skill Average
a failed check he will have a skin that will produce 16-
                                                            Check. On a successful result the parchment roll is
d6p vellums. This represents the fact that the worker
                                                            ready to be sold or used; on a failed check a vellum had
tries to buy for his work only the best raw materials.
                                                            been damaged and must be replaced requesting anoth-
Stage 2 – Treating the Skins                                er one to take his place and another check must be
                                                            done. For every failed check, one vellum is ruined and
 Step 1: Bath of powdered lime and freshwater in
                                                            is needed another check and another vellum; so on till
   barrel – 5 days
                                                            success is achieved.
 Step 2: Scraping with knife wool and hair – d4
   hour/skin
 Step 3: Bath of powdered lime and freshwater in            Process and preparation of Books
   barrel – 5 days                                            Books come in various dimensions and number of
 Step 4: Scraping with knife fat – d4 hour/skin             pages. They can contain normal or arcane knowledge.
 Step 5: Bath of powdered lime and freshwater in              Books are composed by a number of vellums in mul-
   barrel – 5 days                                          tiples of four, sewed together a plain or worked leather
                                                            cover (front and rear). Once available all the needed
 Step 6: Stretch on frame and final cleaning (              materials and while attempting to produce a book, the
   eventual whitening with chalk dust) – d4                 character makes a Difficult skill check. If successful,
   hour/skin                                                the book is ready to be sold or used for its intended
 Step 7: Make a Skill check at Average difficulty.          purpose; if the check is failed the parchmenter was not
   A failed will reduce the yield d4 vellums.               able to produce the book and the process ruined 15% (
                                                            rounded up) of the vellums used in the attempt. The
 Step 8: Drying ( Summer open air drying 3days /            character can retry the check till success; for every
   Indoor near fireplace 1day)                              failed check after the first, 5% ( rounded up) of the vel-
                                                            lums are ruined in the effort.
Stage 3 – Cutting the skins to obtain vellums
  Once the skin is cleaned and dried the worker is now
able to cut it into vellums. The number of vellums
obtained per skin will be given making an Average
Skill check. In case of a successful check, the skin will
provide 16 vellums minus any vellums lost by errors
during the cleaning process. In case of a failed check
the number of vellums will be 16 minus d4p vellums
and again minus the eventual error done during the
process. A failed result simulates the fact that the
parchmenter is unable to remove or cut the sheets
around important defects of the skin ( such as scars,
cuts and other damages caused by animals' parasites)
and the resulting piece is worthless and useless. At this
                                                                                                                         17
     T HE B EAR                                                        A common quest for the Brotherhood of the Bear is
                                                                     to seek out the oldest treant, the Son of the Old Oak.
       Alignment: Neutral
                                                                     The Son of the Old Oak is a valuable source of infor-
       Spheres of Influence: Nature                                  mation on how to deal with threats from encroaching
        Tenets of the Faith: Clerics who live in the forest,         civilizations. He has also commanded other treants to
     away from civilization, primarily comprise the                  aid the Conventicle of the Great Tree in past crises.
     Brotherhood of the Bear. They believe that the intel-
     ligent races will eventually destroy themselves, allow-
     ing nature once again to rule Tellene. Until that time,            About the Conventicle of the Great Tree
     they consider it their duty to patrol woodlands and                Priesthood: The Brotherhood of the Bear
     other wild areas, protecting them from destruction.                Symbol: A huge oak tree
     Other duties of clerics include planting trees, healing
                                                                        Colors: Green and brown
     wildlife and passing the ancient songs of the Old Oak
     to new generations. These songs, sung on holy days in             Place of Worship: Ideally a clearing within an
     a language known only to the gods, seem sad yet beau-           ancient oak forest. These are difficult for non-wor-
     tiful. Some believe they foretell the destruction of civ-       shippers to access due to overgrown and thorn-riddled
     ilization. Until the riddle of the songs is revealed, cler-     paths guarded by treants or grizzly bears.
     ics of the Bear strive to maintain a balance in the world          Holy Days: Summer and winter solstice
     between nature and civilization.
                                                                       Sacrifice & Frequency: Plant tree seedlings once
        Priests of the Old Oak are strident in their opposi-         per month
     tion to metalworking - particularly that of the ferrous
                                                                        Raiment: Clerics wear green and brown robes.
     variety. This stems not from any luddite distain of
     metallic implements per se but rather is related to their         Deity’s Appearance: The Old Oak appears on
     means of production. Metallurgy, and most egregious-            Tellene in one of three forms. The first and most com-
     ly in the case of steel-making, consumes huge quanti-           mon is that of an ancient, slightly senile man dressed
     ties of wood to facilitate its manufacture and is thus a        in ragged clothing and old sandals carrying a worn,
     huge driver of deforestation. Priests of the Old Oak            oaken staff. The second form is that of a giant grizzly
     consider the utility gained completely out of propor-           bear. Finally, he sometimes appears as a huge treant.
     tion to the resources consumed and thus boycott its               Advancement:         Advancement within the
     use. As a practical matter, they will not use ferrous           Conventicle of the Great Tree is by protecting nature
     metal armor preferring instead to wear leather armor            from the harm of civilization and keeping forests free
     though they may employ shields. Ideally, any weapons            of dangerous influences.
     they use are also constructed of natural materials such            Sayings: Civilization is merely a term used to ration-
     as a spear, arrows or hand axe fitted with a warhead            alize the destruction of life in order to erect dead material
     crafted from flint.                                             things. - To truly live is to feel the sun on your face, the
18
T HE B EAR                                              that species and will be perceived as such by any
                                                        creature for he smells, looks, sounds and has the
  Alignment: Neutral
                                                        mannerisms (should he not actively suppress said
  Divine Icon: Acorn                                    when in the company of allied humanoids) of the
  Preferred Weapon: Staff                               animal.
  Other Weapons Permitted:                                The transformation process induces cellular repair
They may purchase proficiencies                         such that the cleric is healed one-third (rounded
for bows (long and short), javelin, , hand axe, club,   down) of any wounds he currently is afflicted by.
spear                                                   Thus the cleric above, should he have sustained 19
  Armor Permitted: thick robes, leather, padded plus    hp of damage, would receive 6 back after transform-
shield                                                  ing into a wolf.
  Bonus Skills: These clerics gain one free mastery       The animal form may be retained as long as the
in Animal Empathy, Animal Mimicry and Forestry          cleric wishes.
at first level. They gain 3 skills points in each for     Restrictions: In animal form, the cleric may not cast
every level gained and a +3 bonus to the Mastery Die    spells.
should they undertake formal training.                     Priests of the Bear have no ability to influence the
  Powers: As priests of the Bear gain experience,       undead. However, they may extend their influence to
they may shapechange into various animal forms.         intelligent woodland creatures (brownies, centaurs,
Initially they may only assume the form of a tiny       dryads, ents, pegasi and pixie-faries) to ensure a
mammal such as a shrew or mouse and when under-         favorable response. Functionally this is treated just
going this transformation their clothing and equip-     as a cleric’s turning attempt with the creature using
ment is left behind. With increasing maturity, they     its Will Save as a substitute for the undead being’s
gain the ability to assume a wider variety of animal    Will Save. Successful use of this power disposes the
shapes and, beginning at 13th level, their gear is sub- creature to accept the cleric as an ally.
sumed into the new
form.                    Clerics of The Bear Animalform powers
  Whilst in animal          level     Animal shape allowed               Transformation time (s)   Times per day
form, the cleric             7        tiny mammal (e.g. squirrel)                 120                   1
retains his own
                             8        small mammal                                90                    1
cognitive abilities
but in all other             9        tiny bird                                   90                    1
ways (save hit               10       small bird                                  60                    1
points) assumes the          11       medium mammal (e.g. wolf )                  60                    1
characteristics of
the creature it has          12       tiny reptile                                45                    2
morphed into. Thus           13       black bear                                  45                    2
a cleric assuming            14       small reptile                               30                    2
the form of a wolf
                             15       tiny insect                                 30                    2
uses that creature’s
movement rate and            16       brown bear                                  20                    2
combat statistics.           17       medium avian (eagle)                        20                    3
He is indistin-              18       any large mammal                            10                    3
guishable from any
                             19       large avian (e.g. giant eagle)              10                    3
other creature of
                             20       grizzly bear                                 5                    3
                                                                                                                   19
     grass between your toes, and not to ponder from whence          Doeskin
     your next meal comes. - A Brother of the Bear affects eter-
                                                                     Components: V, S, M
     nity since he knows not where his seed will spread.
                                                                     Casting Time: 5 seconds
                                                                     Range: Touch
        Spells: Clerics of the Bear do not have access to the        Area of Effect: Personal
     “standard” lerical spell list. Rather, they have one of         Duration: Lesser of one battle or one hour
     their own. New spells are bolded.                               Saving Throw: None
                                                                     The cleric calls upon the power and will of his deity
       Bearskin
                                                                   to temporarily transform his skin’s strength into that of
       Components: V, S, M                                         a deer. For one engagement over the next hour (a
       Casting Time: 5 seconds                                     break of 30 seconds of melee ends the spell), the
       Range: Touch                                                priest’s skin acquires the physical toughness of a deer’s
       Area of Effect: Personal                                    hide. While the outward appearance remains the same
       Duration: Lesser of one battle or one hour                  (he does not become furry), the Doeskin spell provides
       Saving Throw: None                                          a +1 bonus to damage reduction against all injuries
                                                                   during that battle. The effect is cumulative with any
       The cleric calls upon the power and will of his deity       armor or other DR modifiers.
     to temporarily transform his skin’s strength into that of
     bear hide. For one engagement over the next hour (a
                                                                     Doeskins
     break of 30 seconds of melee ends the spell), the
     priest’s epidermis gains the physical toughness of a
     bear’s. While the outward appearance remains the                Components: V, S, M
     same (he does not become furry), the Bearskin spell             Casting Time: 7 seconds
     provides a +2 bonus to damage reduction against all             Range: Touch
     injuries during that battle. The effect is cumulative           Area of Effect: Personal plus d4p-1 individuals
     with any armor or other DR modifiers.                           Duration: Lesser of one battle or one hour
                                                                     Saving Throw: None
       Detect Poison
                                                                      The cleric calls upon the power and will of his deity
       Components: V, S, M
                                                                   to temporarily transform his and up to d4p-2 allies’
       Casting Time: 1 minute
                                                                   skin’s strength into that of a deer. For one engagement
       Range: 1 foot
                                                                   over the next hour (a break of 30 seconds of melee
       Area of Effect: target concentrated upon
                                                                   ends the spell), the affected skin(s) exhibits the physi-
       Duration: 20 seconds/level
                                                                   cal toughness of a deer. While the outward appearance
       Saving Throw: None
                                                                   remains the same (he/they does/do not become furry),
                                                                   the Doeskins spell provides a +1 bonus to damage
        By means of this spell, a cleric may concentrate on a      reduction against all injuries during that battle. The
     particular object or being within one foot of his out-        effect is cumulative with any armor or other DR mod-
     stretched palm and determine whether it contains poi-         ifiers.
     son. Determination requires a definite target (a bottle,
     dagger, prone-and-dead-appearing body, plant, insect,
     etc.) and twenty seconds of concentration to make the           Enthrall Tiny Animal
     determination. The test is a binary litmus test that            Components: V, S, M
     provides no other information as to the strength, anti-         Casting Time: One hour plus special
     dote or nature of the poison.                                   Range: 12 feet
       The material component is the cleric’s holy symbol.           Area of Effect: One tiny animal
                                                                     Duration: creature’s lifespan
                                                                     Saving Throw: Will
20
gence of 5/26 or lower and can weigh no more than 5          one week, the animal will receive another saving throw
pounds. The animal must make a saving throw imme-            and once again for each week thereafter.
diately when the cleric begins casting, failure indicates      The cleric may teach the animal d3p tricks per point
that it remains in the vicinity and responsive to the        of intelligence of the animal. Tricks can be no more
cleric’s overtures of friendship until the cleric com-       complex than that typically taught to animals – sit,
pletes the spell at which time the animal companion          stay, play dead, fetch me a beer, and so on – they can
becomes enthralled. Thereafter, as long as the cleric        be creative, but not complex (e.g., how to retrieve a
continues to provide for the needs of the animal (nour-      ring of keys from a hook but not how to pick locks).
ishment and emotional), the animal will be a devout          Training for each trick requires a full week of effort on
follower of the cleric, existing only to delight him. If     the part of the cleric. If abandoned or sold, the crea-
the cleric abandons the animal or fails to care for it for   ture will not forget how to do the trick and any new
one week, the animal will receive another saving throw       master can command the animal if it has accepted him
and once again for each week thereafter.                     as a master based on treatment/inducement (at the
  The cleric may teach the animal d3p tricks per point       GM’s discretion).
of intelligence of the animal. Tricks can be no more           A cleric may use this spell to attract half again as
complex than that typically taught to animals – sit,         many hit points of creatures as the cleric himself has.
stay, play dead, fetch me a beer, and so on – they can       The material component includes two meals consid-
be creative, but not complex (e.g., how to retrieve a        ered pleasing to the animal in question.
ring of keys from a hook but not how to pick locks).
Training for each trick requires a full week of effort on
the part of the cleric. If abandoned or sold, the crea-        Enthrall Medium Animal
ture will not forget how to do the trick and any new           Components: V, S, M
master can command the animal if it has accepted him           Casting Time: One hour plus special
as a master based on treatment/inducement (at the              Range: 18 feet
GM’s discretion).                                              Area of Effect: One size M animal
   A cleric may use this spell to attract as many hit          Duration: creature’s lifespan
points of creatures as the cleric himself has. The mate-       Saving Throw: Will
rial component includes two meals considered pleas-
ing to the animal in question.                                  Through this hour-long ritual, the cleric gains the
                                                             trusted loyalty of one animal, making it his personal
  Enthrall Small Animal                                      pet and companion until the end of its days. The tar-
                                                             get creature must be available (the spell affords no
  Components: V, S, M                                        ability to locate a desirable animal), have an intelli-
  Casting Time: One hour plus special                        gence of 5/26 or lower and can weigh no larger than
  Range: 15 feet                                             size Medium (humans and other intelligent bipeds,
  Area of Effect: One small animal                           even if of Intelligence lower than 5/26 cannot be
  Duration: creature’s lifespan                              ensorcelled by this spell). The animal must make a
  Saving Throw: Will                                         saving throw immediately when the cleric begins cast-
                                                             ing, failure indicates that it remains in the vicinity and
  Through this hour-long ritual, the cleric gains the        responsive to the cleric’s overtures of friendship until
trusted loyalty of one animal, making it his personal        the cleric completes the spell at which time the animal
pet and companion until the end of its days. The tar-        companion becomes enthralled. Thereafter, as long as
get creature must be available (the spell affords no         the cleric continues to provide for the needs of the ani-
ability to locate a desirable animal), have an intelli-      mal (nourishment and emotional), the animal will be a
gence of 5/26 or lower and can weigh no more than 25         devout follower of the cleric, existing only to delight
pounds. The animal must make a saving throw imme-            him. If the cleric abandons the animal or fails to care
diately when the cleric begins casting, failure indicates    for it for one week, the animal will receive another sav-
that it remains in the vicinity and responsive to the        ing throw and once again for each week thereafter.
cleric’s overtures of friendship until the cleric com-         The cleric may teach the animal d3p tricks per point
pletes the spell at which time the animal companion          of intelligence of the animal. Tricks can be no more
becomes enthralled. Thereafter, as long as the cleric        complex than that typically taught to animals – sit,
continues to provide for the needs of the animal (nour-      stay, play dead, fetch me a beer, and so on – they can
ishment and emotional), the animal will be a devout          be creative, but not complex (e.g., how to retrieve a
follower of the cleric, existing only to delight him. If     ring of keys from a hook but not how to pick locks).
the cleric abandons the animal or fails to care for it for   Training for each trick requires a full week of effort on
                                                                                                                          21
     the part of the cleric. If abandoned or sold, the crea-      sters), it is sufficient to envelop 4 size S creatures, 2 M
     ture will not forget how to do the trick and any new         creatures, or a single L or H creature. It cannot be used
     master can command the animal if it has accepted him         to backlight invisible beings.
     as a master based on treatment/inducement (at the
     GM’s discretion).
                                                                    Identify Poison
       A cleric may use this spell to attract twice as many
     hit points of creatures as the cleric himself has. The         Components: V, S, M
     material component includes two meals considered               Casting Time: 1 minute
     pleasing to the animal in question.                            Range: 1 foot
                                                                    Area of Effect: target concentrated upon
                                                                    Duration: 20 seconds/level
       Flaming Weapon                                               Saving Throw: None
       Components: V, S, M
       Casting Time: 1 second                                        By means of this spell, a cleric may concentrate on a
       Range: object touched                                      particular poisoned object or being within one foot of
       Area of Effect: object touched                             his outstretched palm and determine the type, nature
       Duration: 1 minute                                         and antidote (if any) of a toxin contained within the
       Saving Throw: n/a                                          object. Determination requires a definite target (a bot-
                                                                  tle, dagger, poisoned associate, plant, insect, etc.) and
        This incantation produces torch-like flames that          twenty seconds of concentration to make the determi-
     issue from a weapon's blade or warhead (or any other         nation.
     object the cleric chooses). These are as hot as a normal       The material component is the cleric’s holy symbol
     torch and provide equivalent illumination while doing        and the envenomed object.
     no damage to the host object (even if flammable).
        Anyone stuck by a flaming weapon suffers an addi-
                                                                    Pine Tar
     tional d4p point of damage unless resistant to fire.
     Though it does not ignite clothing as the Mage’s Fire          Components: V, S, M
     Finger spell, it can be used as an ignition source.            Casting Time: 5 second
                                                                    Range: 0, range as throwing knife if hurled
                                                                    Area of Effect: object touched (special)
       Glitterlight                                                 Duration: 1 day
       Components: V                                                Saving Throw: n/a
       Casting Time: 3 seconds
       Range: 80 feet                                                This spell allows the cleric to conjure a sticky wad of
       Area of Effect: 24 linear feet*                            pine resin. He may hurl this as a missile (immobilizing
       Duration: 30 seconds                                       a size T,S or M target if hit) or employ it manually to
       Saving Throw: none                                         hold a stationary object fast. Any object up to 250
                                                                  pounds in mass may be so held (examples include
       This spell permits the caster to outline an individual     securing a prisoner, barring a door). The object may be
     or object in sparkly yellow light. In optimal lighting       secured regardless of orientation provided the surface
     conditions (i.e. full or near daylight), this effect mere-   it is attach to will bear its weight. Thus a chest could
     ly serves to enhance the attractiveness of the subject       be glued to a ceiling to keep it temporarily out of
     (+1 Looks for the duration).                                 reach.
        However, in less optimal lighting, this effect makes        Reveal Pits & Snares
     it easier to identify the creature so limned. In torch-        Components: V, S, M
     light or lantern light, any attacks made on the outlined       Casting Time: 3 seconds
     being are made at a +1 bonus. In dim or no light, the          Range: personal
     subject of this illumination can be targeted without           Area of Effect: 30 foot radius
     any penalty.                                                   Duration: 5 minutes
       Note that the glitterlight will illuminate nearby            Saving Throw: n/a
     creatures as well. In dim light, all within 15 feet of the
     target are effectively in good light. In pitch darkness,       This spell provides the cleric with heightened per-
     those within 15 feet are considered to be in dim light.      ception such that he can discern the presence of vari-
       * If cast on mobile objects (e.g. humans or mon-           ous types of traps typically used by hunters to capture
22
animals. It is at its greatest efficacy when used to          If a creature does not have a Feat of Strength value,
detect traps constructed from indigenous materials          assume size T = d20-8, S = d20-4, M = d20, L = +8 &
(i.e. pits covered by brush, deadfalls, snares, foothold    H = +16 (larger creature cannot be affected).
traps or swinging logs) or those enhancing a natural
hazard such as quicksand.
                                                              Trackless Passage
  It is ineffective at revealing complex mechanical
traps involving gears, stonework or any elaborate met-        Components: S
alwork (as is typical of many traps set to foil tomb          Casting Time: 10 seconds
raiders).                                                     Range: Self
                                                              Area of Effect: personal
                                                              Duration: 1 hour
  Searing Metal                                               Saving Throw: n/a
  Components: S
  Casting Time: 10 seconds                                    After casting this spell, the cleric is able to travel
  Range: 200 feet                                           leaving barely a tell-tale sign (visually or olfactory) of
  Area of Effect: single metallic object                    his passage. Any tracking checks are made with an
  Duration: special                                         additional -100 penalty to the skill check.
  Saving Throw: n/a
                                                              Warp
  When cast, the cleric focuses the light of the sun
upon a single metal object causing it to become               Components: S, M
painfully hot (400° F).                                       Casting Time: 4 seconds
                                                              Range: Touch
  Creatures suffer d4p points of damage every 10 sec-
                                                              Area of Effect: up to 100 pounds
onds they are in contact with the affected metal – this
                                                              Duration: permanent
may be unavoidable in the case of body armor, but a
                                                              Saving Throw: n/a
weapon may be dropped to avoid damage. The cleric
may maintain the object at this temperature indefi-
nitely provided he continues to concentrate upon the          This spell permits the cleric to warp wooden objects.
spell and the sun is visible.                               He must personally handle the objects while dampen-
                                                            ing them with water. Wood comprising part of a
   Such heating is not insufficient to do any lasting
                                                            greater fabrication (i.e. the planking of a wooden chest
damage to the object nor is it sufficiently hot to ignite
                                                            or shield or a wooden door set into a jamb) will devel-
flammable material the subject may be in contact with.
                                                            op internal stresses that tear apart the greater object.
It may only be cast during daylight.
                                                            Freestanding objects (such as the shaft of a weapon)
                                                            will simply bend rendering the object unfit for use
  Tangle                                                    (though the warhead may be salvaged for reuse).
  Components: V, S, M                                         This spell does not affect living wood.
  Casting Time: 3 seconds
  Range: 80 feet
  Area of Effect: 20’ radius
  Duration: 10 minutes
  Saving Throw: see below
23