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369 views24 pages

Kenzer and Company 511 W. Greenwood Avenue Waukegan, IL 60087

Hackjournal

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JaaZZ Zoo
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Welcome to the newest edition of HackJournal, the HackMaster magazine for players and GameMasters around the

world! Whether you profess to be the greatest fighter, thief, mage or cleric, you can't afford to pass up a single issue!
Here's just a sampling of the inventory of secrets revealed herein:

• Clerics of the Bear - a woodsy priest alternative


• Special Treasure Tables for HackMaster Levels 6-10
• New Artisan skills
• Country Dawgs - expanded material for Dawg the RPG
• Fort Kane - an Aces & Eights setting

© Copyright 2011, Kenzer and Company. All rights reserved.

Kenzer and Company


511 W. Greenwood Avenue
Waukegan, IL 60087
H AC KJ O U R NA L 3 7
This quarterly PDF supplement is written specifically for
(and by) the members of the HackMaster Association, a
member-driven organization of Players and GameMasters
who meet to discuss and play role-playing games published
by Kenzer and Company. The HackJournal also previews
special pre-release material, including ‘alpha’ and ‘beta’ rules
previews for future products! HackMaster Assocation
members are encouraged to try out these new rules and pro-
vide feedback on the Kenzer and Company discussion
forums.

Credits Contents
This Issue’s Contributors: Country Dawgs [Dawg the RPG] . . . . . . . . . . . . . . . . . . . . . .2

Francesco Accordi, Kurtis Evans, Steve Johansson,


David S. Kenzer, Tanya Laubacher, Jan Monk Fort Kane [Aces & Eights] . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7

Special Treasure Tables: Levels 6-10 [HackMaster] . . . .13


Editors: Charles Brown, Kurt Evans, George Fields,
Andrew W. Franklin, Jan Monk, Nate Sims,
New Artisan Skills [HackMaster] . . . . . . . . . . . . . . . . . . . . .14
Christopher Stogdill, Matthew Tremblay
Production Manager: Steve Johansson
Clerics of The Bear [HackMaster] . . . . . . . . . . . . . . . . . . . . .18
HMA Manager Pro Tempore: Steve Johansson
HMA Tournament Managers: Christopher “Face” New Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .20
Stogdill and Joe “Geekbert” Reimers
Hard Eight Enterprises Approval Authority: Tuley Priswinkle

Questions, Comments, Product Orders?


In association with: Phone: (847) 662-6600
Kenzer and Company
Fax: (847) 680-8950
511 W Greenwood Avenue
Email: questions@kenzerco.com
Waukegan, IL 60087
Visit our website at
www.kenzerco.com
This book is protected under international treaties and copyright laws of the PUBLISHER’S NOTE:
United States of America. No part of this book may be reproduced, without the
express written consent of Kenzer and Company. Permission is granted to the pur- This is a work of fiction. Names, characters, places and incidents either are the prod-
chaser of this product to reproduce sections of this book for personal use only. Sale uct of the authors’ imaginations or are used fictitiously, and any resemblance to actual
or trade of such reproductions is strictly prohibited. persons, living or dead, events or locales is entirely coincidental.

With respect to trademarks: HackMaster and Knights of the Dinner Table are registered trademarks of Kenzer and Company. HackMaster Basic, HackJournal, the Kenzer and
Company logo, the HackMaster logo and the Hard 8 Enterprises logo are trademarks of Kenzer and Company.
© Copyright 2011 Kenzer & Company, Inc. All Rights Reserved.
C OUNTRY D AWGS
by Tayna Laubacher

Hiya. I'm Dooby. If you bothered to sniff my tail On the Farm


you'd find that my full name is Dublemire
Blackclaw Ruffletail IV, but my master and mistress Farms are really neat. They are big and have lots
just call me Dooby. They also call me "Too Smart for of interesting things on them. There are so many
my Own Good." I don't quite know why. I'm just sights and smells that are different from towns. City
Dooby. I'm also a Great Dane and Saint Bernard dogs must go crazy when they come to the farm for
mix, so I have some great doggie lineage. I'm also the first time, I mean they have too!
big. Really big. Not as big as Bubba, who I just met,
but I'm big. C HANGE OF S CENERY

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.

But I'm big too. I can even pull a sled in winter, so


Imagine seeing ducks and chickens and goats for
I'm strong too. I don't need a bunch of huskies to
the first time! And trees! There are so many trees in
pull it, I can do it all by myself. Bubba says he can
the country. Village and city dawgs are just happy
carry a whole human child on his back, but I say I'm
to have a tree at the corner of the street to smell
still stronger.
and pee on, but there are trees everywhere in the
Huh? Oh, yea. But I digress. country. Imagine a dozen trees just in YOUR YARD!
You can't pee on them all.
Whatever that means.
Anyway, I'm dictating this to talk about the coun-
try life. Now, I'm sure there's plenty of dawgs who Country Critters
live in cities, because mistress tells me that cities
have lots of people and lots of people means lots of Sure, you have rats, cats, chipmunks and squirrels
dawgs. I've been in a village before. I only went to in the city. Now imagine all new animals like hors-
go to the V-E-T, so it wasn't a good thing, but I got es, cows, pigs and sheep...
to see lots of houses and yards and other dawggies.
Cities are suppose to be bigger than villages, so
even more dawgs must be there. So many new
smells...
But in the country you don't have to worry so
much about cars and dawg catchers and fences.
Sure, we have these things but we just don't have
to think about them so much. We have fields and
trees and chickens. Have you ever seen chickens?
They're fat birds that poop out round things that
mistress collects. Sometimes she cracks them open
and pours the gooey stuff inside all over my kibble.
It makes the kibble extra yummy! She calls them
eggs. Eggs are good.

2
Farm Bird _______________________Size: Small Farm Animal ____________________Size: Large
Chicken, Duck Miniature Horse, Pony, Ram

Brawn . . . . . . . . . . . . . . . . . . . . . . . . . .40 Brawn . . . . . . . . . . . . . . . . . . . . . . . . . .60


Hustle . . . . . . . . . . . . . . . . . . . . . . . . . .10 Hustle . . . . . . . . . . . . . . . . . . . . . . . . . .40
Dodge . . . . . . . . . . . . . . . . . . . . . . . . .60 Dodge . . . . . . . . . . . . . . . . . . . . . . . . .30
Alertness . . . . . . . . . . . . . . . . . . . . . . .50 Alertness . . . . . . . . . . . . . . . . . . . . . . .45
Human Handling . . . . . . . . . . . . . . .20 Human Handling . . . . . . . . . . . . . . .25
Animal Magnetism . . . . . . . . . . . . .15 Animal Magnetism . . . . . . . . . . . . .20
HP . . . . . . . . . . . . . . . . . . . . . . . . . . . . .20 HP . . . . . . . . . . . . . . . . . . . . . . . . . . . . .30
Special Trick: Flight Trick
Farm birds can flap their undersized wings and fly Pick 1 from Beg, Feint or Roughhousing
for short distances, increasing their Hustle by 20
points. Farm birds can fly for 10 seconds before Farm Animal ______________Size: Humungous
having to land. Cow, Light Riding Horse

Heavy Farm Bird ______________Size: Medium Brawn . . . . . . . . . . . . . . . . . . . . . . . . . .70


Goose, Turkey Hustle . . . . . . . . . . . . . . . . . . . . . . . . . .50
Dodge . . . . . . . . . . . . . . . . . . . . . . . . .15
Brawn . . . . . . . . . . . . . . . . . . . . . . . . . .50 Alertness . . . . . . . . . . . . . . . . . . . . . . .40
Hustle . . . . . . . . . . . . . . . . . . . . . . . . . .20 Human Handling . . . . . . . . . . . . . . .25
Dodge . . . . . . . . . . . . . . . . . . . . . . . . .45 Animal Magnetism . . . . . . . . . . . . .20
Alertness . . . . . . . . . . . . . . . . . . . . . . .50 HP . . . . . . . . . . . . . . . . . . . . . . . . . . . . .50
Human Handling . . . . . . . . . . . . . . .25
Special Trick: Hard Hooves
Animal Magnetism . . . . . . . . . . . . .20
Any farm animal with horseshoes gains a +2 to
HP . . . . . . . . . . . . . . . . . . . . . . . . . . . . .25
damage when kicking.
Trick
Pick 1 from Ankle Biter, Beg, Feint or Tough Dawg Trick (alternative)
(Bird) Pick 1 from Extremely Bitey, Feint or Tough Dawg
[appropriate animal type]
Heavy farm birds, although having wings, are too
big and bulky to fly. Farm Animal __________________Size: Gigantic
Farm Animal __________________Size: Medium Bull, Draft Horse
Goat, Pig, Sheep
Brawn . . . . . . . . . . . . . . . . . . . . . . . . . .80
Hustle . . . . . . . . . . . . . . . . . . . . . . . . . .50
Brawn . . . . . . . . . . . . . . . . . . . . . . . . . .50
Dodge . . . . . . . . . . . . . . . . . . . . . . . . .10
Hustle . . . . . . . . . . . . . . . . . . . . . . . . . .40
Alertness . . . . . . . . . . . . . . . . . . . . . . .50
Dodge . . . . . . . . . . . . . . . . . . . . . . . . .45
Human Handling . . . . . . . . . . . . . . .25
Alertness . . . . . . . . . . . . . . . . . . . . . . .50
Animal Magnetism . . . . . . . . . . . . .25
Human Handling . . . . . . . . . . . . . . .20
HP . . . . . . . . . . . . . . . . . . . . . . . . . . . . .75
Animal Magnetism . . . . . . . . . . . . .15
HP . . . . . . . . . . . . . . . . . . . . . . . . . . . . .25 Special Trick: Hard Hooves
Any farm animal with horseshoes gains a +2 to
Special Trick: Head Butt
damage when kicking.
A medium animal with horns may head butt for
+2 to damage as long as it has space to charge.
Trick (alternative)
Pick 1 from Extremely Bitey, Feint or Tough Dawg
Trick (alternative)
[appropriate animal type]
Pick 1 from Beg, Feint or Roughhousing 3
Coyote _______________________Size: Medium
F ARM A NIMAL C OMPULSIONS
Stray Lifestyle Dawg
All farm animals have their own Farm Animal
Brawn . . . . . . . . . . . . . . . . . . . . . . . . . .50
Compulsion at 20. Horses chew feed buckets,
Hustle . . . . . . . . . . . . . . . . . . . . . . . . . .40
cows lie in their poop and pigs will pull up fence
Dodge . . . . . . . . . . . . . . . . . . . . . . . . .55
posts. If given small spaces with not much to do,
Alertness . . . . . . . . . . . . . . . . . . . . . . .65
all farm animals will find their own things to do
Human Handling . . . . . . . . . . . . . . .40
and much of it will be destructive.
Animal Magnetism . . . . . . . . . . . . .40
HP . . . . . . . . . . . . . . . . . . . . . . . . . . . . .20

The Forest Canine Compulsion . . . . . . . . . . . .20


Tricks
Past the barns and pastures, around the fences
Dawg of War, The Mighty Sniffer
and behind the old tractor stands the large group-
ing of trees known as forest or the Woods. So many
Disadvantage
great and wonderful things can be found in the
Wild Dawg
Woods. It's also a great place to do what our canine
ancestors did; hunt.
N EW D ISADVANTAGE : W ILD D AWG
Heck, master would be more than happy if I
chomped my jaws down on one of those ground- Restrictions: Pedigreed Pooch or Crossbred Cur
hogs that keeps eating the green beans. Whatever only
those are. I know what groundhogs are, I know
what rabbits are, they have long ears that stick up You're closely descended from wild canines and as
but green beans are strange. I heard that some such you do not work well with humans. You don't
humans think that groundhogs bring spring. Silly do tricks and you refuse to play the part of a cute
humans! I chase groundhogs when I can. And rab- playful pet. You suffer -10 to Human handling and
bits. And crows, but they fly away and laugh at me. can never learn Beg or Puppy Dawg Eyes tricks.
Stupid crows.
You should have seen the 'Possum I caught in the
corn field. He hissed at me and puffed his fur but
my mighty bark scared it so badly that it fell over Bird of Prey _____________________Size: Small
dead. Mistress said I was very brave and gave me a Hawk
new squeaky bone for my heroism. After I went to
the V-E-T. It was something about rabies. Brawn . . . . . . . . . . . . . . . . . . . . . . . . . .40
Hustle . . . . . . . . . . . . . . . . . . . . . . . . . .30
Not all critters are as easy to scare as groundhogs Dodge . . . . . . . . . . . . . . . . . . . . . . . . .60
and 'Possums. There are coyotes, owls, bears, wul- Alertness . . . . . . . . . . . . . . . . . . . . . . .60
ves and the dreaded skunk. Human Handling . . . . . . . . . . . . . . .20
Animal Magnetism . . . . . . . . . . . . .15
HP . . . . . . . . . . . . . . . . . . . . . . . . . . . . .20

Avian Compulsion . . . . . . . . . . . . .20


Special Trick: Flight of Fancy
All birds can fly as well as a dawg can run on the
ground. If reduced to half their HP a bird must land
or fall from the sky.
4
‘Possum ________________________Size: Small Burrowing Mammal ______________Size: Small
Stray Lifestyle Dawg Groundhog

Brawn . . . . . . . . . . . . . . . . . . . . . . . . . .50 Brawn . . . . . . . . . . . . . . . . . . . . . . . . . .40


Hustle . . . . . . . . . . . . . . . . . . . . . . . . . .40 Hustle . . . . . . . . . . . . . . . . . . . . . . . . . .50
Dodge . . . . . . . . . . . . . . . . . . . . . . . . .70 Dodge . . . . . . . . . . . . . . . . . . . . . . . . .40
Alertness . . . . . . . . . . . . . . . . . . . . . . .50 Alertness . . . . . . . . . . . . . . . . . . . . . . .60
Human Handling . . . . . . . . . . . . . . .20 Human Handling . . . . . . . . . . . . . . .60
Animal Magnetism . . . . . . . . . . . . .40 Animal Magnetism . . . . . . . . . . . . .20
HP . . . . . . . . . . . . . . . . . . . . . . . . . . . . .20 HP . . . . . . . . . . . . . . . . . . . . . . . . . . . . .25

Marsupial Compulsion . . . . . . . . .20 Rodent Compulsion . . . . . . . . . . . .20


Special Trick: Climber Special Trick: Mighty Digger
A climber can shuffle up objects that are Mighty diggers can make earth fly at 2 their
climbable at 2 their Hustle score. Hustle score when they really want to.

Additional Trick
Play Dead Raccoon ________________________Size: Small

Disadvantage Brawn . . . . . . . . . . . . . . . . . . . . . . . . . .50


Slow Metabolism Hustle . . . . . . . . . . . . . . . . . . . . . . . . . .40
Dodge . . . . . . . . . . . . . . . . . . . . . . . . .70
N EW D ISADVANTAGE : S LOW M ETABOLISM Alertness . . . . . . . . . . . . . . . . . . . . . . .50
Human Handling . . . . . . . . . . . . . . .30
Animal Magnetism . . . . . . . . . . . . .25
Your Hustle score drops by -10
HP . . . . . . . . . . . . . . . . . . . . . . . . . . . . .20

Racoon Compulsion . . . . . . . . . . . .30


Fox ____________________________Size: Small
Special Trick: Handy
Stray Lifestyle Dawg
Handy critters have hand-like front paws that
allow them to open and manipulate objects nearly
Brawn . . . . . . . . . . . . . . . . . . . . . . . . . .40 as well as a human, but fine objects still elude them
Hustle . . . . . . . . . . . . . . . . . . . . . . . . . .50 (like opening a lock).
Dodge . . . . . . . . . . . . . . . . . . . . . . . . .70
Alertness . . . . . . . . . . . . . . . . . . . . . . .55 Additional Trick
Human Handling . . . . . . . . . . . . . . .40 Climber
Animal Magnetism . . . . . . . . . . . . .40
HP . . . . . . . . . . . . . . . . . . . . . . . . . . . . .25 Disadvantage
Behavioral
Canine Compulsion . . . . . . . . . . . .20 Problems
Tricks
The Mighty Sniffer, Tough Dawg

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

A SHATTERED FRONTIER SETTING


BY KURTIS EVANS HMGMA: NY-1-10370-10

OVERVIEW Today, Fort Kane is little more than a glorified


Fort Kane represents a mixture of military fortifi- way station, serving in a multitude of capacities.
cation and western boomtown prosperity. It was Those who reside in the Fort are travelers,
built more than 10 years before the Civil War, back vagabonds, famous bounty hunters, ne’r-do-wells
when the United States was more concerned about and those have nowhere else to go. Bounty hunters
Indians than Southerners. On the eve of its chris- gather there to collect rewards and share stories
tening on April 3rd, 1841 (then known as Fort with colleagues and rivals while waiting to move on
Alferd), commanding officer Col. Joseph Kane to collect their next big score. (Perhaps the most
accepted a “simple” assignment – pacify the region famous of these outlaw hunters is Canada Joe, who
and establish a secure route to the West. supposedly once brought 20 men to justice without
so much as unholstering his gun*.) It is also a sta-
Kane proved wildly successful at his assigned tion for the outbound rail – two trains pass through
task, as the fort quickly established a safe travel each day, one headed East, the other headed West,
point for soldiers and prospectors. As expansion both carrying an assorted mixture of people – hope-
continued beyond the fort’s frontier, American con- ful and dejected – as well as goods, both valuable
cerns turned away from the Indians of the West – and mundane. And, consequently, it is a trading
who had, by this time, established the Union-friend- post used by merchants from what nearby towns
ly Sequoyah Nation – and back toward the remain, to both drop off and pick up regular sup-
Confederates of the South. Consequently, the fort’s plies.
role changed. At the same time, now-General Kane
(who himself had moved on to serve in the war) was
honored for his valor and deeds by having the fort (*While true, but most accounts fail to mention
christened after his surname. No longer located in that those men were already dead from Joe having
disputed territory, the “frontier fort,” as it was once dropped the front wall of a building on top of them)
known, became a trading station with a well-estab-
lished rail line which stretched more than 500 Those present in Fort Kane who could be called
miles. “travelers” are indeed just that – folks moving
West, still with optimism in their eye and cash in
Thus, for a time, Fort Kane remained a hotbed of their pockets. Their stays are often brief, unless
activity – located at a crucial crossroad of the old they make the mistake of playing one-too-many
frontier, the fort served as a safe launching point for games of Faro with folks such as Gamblin’ Jack
further expeditions into the unknown new frontier McCreedy.
beyond it. Prospectors began to proliferate at the
fort even as more soldiers relocated elsewhere. The majority of others residing here can perhaps
These ambitious, hard-working folk established best be described in one word: failures. They are
trading lines, copper mines and even a number of prospectors whose prospects have faded. They are
towns all within a day’s travel of Kane. Yet, this explorers who went, saw and discovered nothing.
time of local prosperity and expansion was brief, as They are rambling men and women, deemed unfit
exploration and settlement continued ever west- to integrate into polite society, who are perhaps one
ward, toward more prosperous land. Soon, almost step away from disappearing forever into the
as quickly as it appeared in the dry wilderness, Fort desert. However, despite the myriad of reasons for
Kane’s relevance faded almost entirely. having failed, they now all have one common objec-
tive – they are headed back East, slowly, as if they

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.

SCENARIO: INJUN SCOUTS!


The Bait: The PCs spot two soldiers limping into SCENARIO: THE STRANGE CASE
the Fort one day, having returned from a recent OF THE MISSING MEDICINE
patrol. “We done been attacked,” one says. “They’s The Bait: A dishevelled salesman rides into the
injuns in the hills!” Naturally, Texican Bob is inter- Fort. Texican Bob steps forward to meet him, only
ested in resolving this issue with minimal blood- for the gentleman to interrupt with loud com-
shed. After deputizing the residents of the fort plaints of having been held up at gunpoint by a sin-
(including any PCs who volunteer or can be manip- gle bandit. Naturally, Texican Bob attempts to dep-
ulated into helping), he and dozens of men depart utize the entire Fort to go hunting for the criminal,
to investigate the incident, and he asks the PCs to but the man says “Oh dear, I only have enough
join up. money to pay a few men any kind of reward…” If
The Tackle: The soldiers are lying – mostly. the PCs step forward to accept the bounty, the man
While there is a small group of nomadic Indians introduces himself as Archibald Cornwallace, a
residing several miles outside of the Fort, their local profiteer of peculiar pleasantries and other
route of movement has been well-established and pedestrian pharmaceuticals (which he pronounces
they have maintained peaceful relations with the as “puh-harmaceuticals” in order to keep his alliter-
settlers who pass through their region. Meanwhile, ation train rolling. Cornwallace insists that “puh-
once the posse departs from the fort, the two harmaceuticals” is the correct way to pronounce it).
“wounded” soldiers take the opportunity to ransack He offers a reward of up to $400 total for capturing
the rooms, bunks, trunks or any other supplies of this thief.
those out hunting the Indians – including the PCs. The Tackle: Once the PCs ride off to hunt down
Their plan is dastardly – they wish to steal as much the bandit, they quickly to discover that it wasn’t
as they can and flee from the Fort! one man who robbed Cornwallace – it was half a
dozen, and, having had time to take into account
their loot, they are perturbed. “Snakeskin oil,” one
SCENARIO: THE EASY MARK man is heard yelling, as he takes a glance at the bot-
tles. “‘Unwanted Hair Removal!’. ‘Wanted Hair
The Bait: One day in the saloon, the PCs over- Restoration?’ What the hell is this crap?”
hear an obnoxiously drunk bounty hunter run his
mouth about an upcoming “catch” he plans to The Other Tackle: If, despite the bad numbers,
make. “I’s got it eashy,” he says. “This ol’ man, the PCs accept Cornwallace’s challenge and return
he’sh crippl’ down by da stea-, da stea-, the stream. with most of his belongings intact, they may be
Gonna catch him tamarro. Gonna pocket a cool pleasantly surprised to hear the salesman proclaim
thousan’. Wooooo!” Any ambitious PC may see this “I shall pay you in full! …once you help me sell
as an ideal opportunity to get to the wanted man some of my goods…”

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

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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

d100 Level 10 Special Treasures


01-02 Small Shield +2 New Artisan Skills
03-09 Medium Shield +2 by Francesco Accordi HMGMA # ITA – 1 – 10412 – 11

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

In order to start working the glass, the glazier must


first bring the oven to 2550 °F, an operation that takes
around a couple of hours, done with the help of bel-
lows. When deciding to start the glass working activi-
ty it must be considered that the building that will host

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

Average Finish vellum process and cut correctly the


It must be noted that stained-glass windows are rare vellum with desired dimensions. Prepare
and their prices are considerably high; simply, peasants Parchment rolls, sewing vellums together
are not able to afford one. Plates of glass are united Advanced Craft small and medium books and Spell
together with little listels of lead to create one. Only Parchment rolls; able to sew together vellums
nobles and rich churches are able to afford such a beau- to obtain big square or rectangular wall maps
tiful piece of art. There are two options to prepare a Expert Craft big books and small spell books
window, or the Glazier orders and consequently buy a Master Craft medium spell books and big spell books
lead frame for a Blacksmith/Metalworker or possess-
ing the same Skill (Blacksmithing/Metalworking page
57 HMb), then he rolls against an Average difficulty The parchment maker or parchmenter leaves the
and in case of success prepare all by himself the object. skins in a bath of lime and freshwater for some days.
This allows easy removal of wool or hair scraping with
a knife. Only the dermis should be preserved, this must
be removed the skin and from the flesh side the layer
of fat. The worker then stretches the skin on a frame.
The stretching changes the structure of the dermis,
making the meat side smooth as much as the skin side
(called "flower"). The skin is carefully scraped with a
metal instrumen. This can also be thinned from both
sides with a knife and, once dried, cleaned with pumice
and chalk dust to whiten the flesh side, more yellowish,
for giving the two sides the same look. The parchment
obtained is cut into sheets, normally around 16. Sewn
to each other, they form a parchment roll; folded and
assembled into notebooks stitched together they form
At expert level the glazier is able to produce glass a codex. The best leathers are those of young animals;
gems, transparent or coloured, that are identical at a the most valuable, that of the born dead calf, gave rise
glance to real precious ones. Only a Jewelry maker is to the term "tissue", which indicates the most esteemed
able to identify them as simple glass objects. scrolls.
Basic Materials: calfskins, sheepskins or goatskins.

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

Clerics of the Bear Spell List


Number First Level Second Level Third Level
1 Bless Weapon Ceremony: Anoint Create Water
2 Ceremony: Consecrate Divine Icon Cure Minor Wound Cure Light Wounds
3 Cure Trifling Injury Detect Poison Doeskins
4 Enthrall Tiny Animal Doeskin Enthrall Small Animal
5 Purify Water Reveal Pits & Snares Glitterlight
6 Trackless Passage Tangle

Number Fourth Level Fifth Level


1 Bearskin Ceremony: Investiture
2 Cure Wound Cure Injury
3 Flaming Weapon Enthrall Medium Animal
4 Identify Poison Pine Tar
5 Searing Metal Warp
6

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

Through this hour-long ritual, the cleric gains the


trusted loyalty of one animal, making it his personal
pet and companion until the end of its days. The tar-
get creature must be available (the spell affords no
ability to locate a desirable animal), have an intelli-

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

This spell induces all plants within the affected area


(including ground cover, grasses, bushes and even tree
limbs) to animate and seek to entwine around any
nearby non-herbaceous object.
Creatures may attempt to resist becoming entangled
by making a Feat of Strength check vs. d20+4. Those
failing are held fast for the duration of the spell while
those succeeding by 0 to 4 points are slowed in their
movement by 1 category. Greater rolls indicate no
effect.

23

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