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ADVANCED
DUNGEONS & DRAGON:aT mt zi =e
i 2 3 4
A PorRTAL TO ADVENTURE
| u Authors: Lee Agosta, John Cox, Brad Furst, Bob Heggie, Roger T: Johnson Jr,
Tim Joyce, Paul Karczag, Robert M. Morgester and Andrew C. Streimer, Daniel Nolte,
Christopher Painter, David V. Pierik, Ken Schroeder, Jason F. Smith, Richard S. Sullivan
Editor: Scott Haring
Editorial Director: Jim Musser
Cover Art: Larry Elmore
Interior Art: Joe DeVelasco
6b Graphic Design: Chris Ferguson
Art Director: Mari Paz Cabardo
is a registered trademark of Mayfair Games Inc.
¢ f
LE. and Role-Aids are trademarks for role-playing aids and adventures
[Q§ published by Mayfair Games In.
A Note on Language
| D For the sake of convenience, the male gender is used as a neuter term
throughout this product. This does not imply any chauvinism on our part, it
simply takes up less space and makes for much smoother reading.
No part of this book may be reproduced in any form or by any means, except for the
inclusion of brief quotations in a review, without permission in writing from the publisher.
Permission is granted to the purchaser of this book to copy the maps and histories for
personal use, provided that none of these copies is sold or traded.
ISBN: 0-923763-55-4
I e ©1992 Mayfair Games Inc. All Rights Reserved.
f 750aa pos peer
4 2 1
How To UsE Tuts Book
Standard termsiebbreviations: “D” is an abbreviation for
‘ie” or “dice.” 1D20 means rol one 20-ided die; 1D100 (or
D&) means roll two 10-sided dice sequentially (ead 0 as
10), generating a percentage or number between O1 and 00
(100): 3D6 means roll three 6-sided dice and add the results
forthe sum, et.
‘Value assuimes tht the value of one gold piece is about $20
incurrent U.S. dollars
AC (Armor Class) works on a scale in which a lower
number is beter. character with no armor is AC: 10 (unless
otherwise stated within a character's race statistics) shield
adds | to make AC: 9; chain mal is AC: 5; and plate mail
and shield is AC: 2. (See te standard rule book for details.)
HTK (Hits To Kill) isthe numberof points of damage that a
character or monster can sustain before being killed
Characters determine how many HTK they have by rolling
one die for every Skill Level they have (unless otherwise
stated); the number of sides the die has depends on the
character's class. (See standard rule book for details on
determining PC and NPC HTK.)
Monsters use 8-sided dice to determine how many HTK
they have. The number of dice used is indicated in
parentheses (afer the HTK total) for monsters.
MV (Movement) isthe speed of a character or monster on a
constant basis. I can be adjusted to whatever scale is needed
by adjusting ground scale accordingly (the most common is 1
square or hex = 10 feet
There may be two or more numbers given. This
indicates thatthe character or mooster can tavel in more than
‘one mode (see standard rule book).
THACO (To Hit Armor Class 0). When you know a
character's or monster's THACO, you know the number
required to score hit on 1D20, Subiract the target's Armor
Class from the attacker's THACO to obtain the required die
roll on 1D20. For example, if a character's THACO is 16 and
his target has AC: 5, the character needs to roll 11 or higher
on 1D20 (16 - $= 11.
Characteristics (or attributes, ability scores, or statistics) are
derived from 3D6. The lowest score for a human is 3, andthe
highest score isan 18/00 (see standard rule book for details).
Spell Abilities: Many deities and monsters use spells and the
magical abilities of specified character classes. See the
standard rule book for descriptions of spell.
Saving Throws (save vs.) ae listed for each character class
inthe standard rule book. To make a succesful saving throw,
‘player mus roll the saving throw value or higher on 1D20.
‘A successful saving throw often reduces or negates certain
types of damage.
Saving throw bonuses are added to the number the
character rolls on 1D20. For instance, the save vs. Breath
JMeapons for a Skill 4 cleric is 1. The cleric must normally
{SSE 2 15 or higher to save vs. Breath Weapons; if he is
Sean armor that gives a +2 vs. Breath Weapons, however,
‘Be eeds only roll a 13 or higher (13 + 2= 13)
‘Ability rolls (save against) on a character’s statistics
) work much like saving throws. For example, if a
JPar wanis his character to detec a le, he may have to save
(on a die roll against his Insight (INS).
Roll 1D20 (or one or more Dés, GM dlseretion) forall
ability rolls. IF the resulting number is equal 10 oF lower than
the statistic, the save is successful. With such a roll, a
‘character can tell if person is lying, for example.
Ability rolls are often modified, If instructed to make an
INS ability roll at a +3 penalty, add 3 t0 the die rol. For
example, if a Characte’s INS is 12, the character's player
rolls a 10, be fils to make the save (10-43 = 13)
Magic Resistance (MR) indicates the percent chance of a
spel’s failure on a given being, It's based on a spell being
cast by a Skill 11 spel caster and must be adjusted upwards
by 5% for each level below 11 and downwards foreach level
above 11. Where no value is given, the being's magic
resistance is “standard” (See te standard rule Book for detail)
ABBREVIATIONS
: -Strength
Inellect
Insight
Dexterity
vaStamina
‘Appeal
Hits To Kill
‘Armor Class
Movement
‘Alignment
‘Attacks
Damage
Size
“To Hit Armor Class 0
L. Good or LG. Lawful Good
LL Neutral or LN. ‘Lawful Neutral
LBvil or LE. vo awful Evil
Neutral or N. ‘Neutral
N, Good or NG. ‘Neutral Good
N. Evil or NE... vmNeutral Evil
Good or CG. ‘Chaotic Good
. Neutral or CN, (Chaotie Neutral
C.Evilor CE, ‘Chaotic Evil
PCIs). Payer Character(s)
NPC(s) aan --Non-Player Characters)
GM oon aaa Game Master
s ‘Smaller than man-size
M Man-size
L, Larger than man-size
PP oe Pick Pockets
Obmsrnmnnnnnnnnnnnnne OPE8 LOCKS
PRT : ae Rind/Remove Traps
Ms. Move Silently
Hins. Hide in Shadows
HN, Hear Noise
cw. ‘Climb Walls
RL json Read Languages
XPor Exp, [Experience Points
MR vena Magic Resistance
Vv. Verbal
s Somatic
M.. Material
D. -Druid(ical)
c. Clerie(al)
Tone Ilusionist
MU ‘Magie-User
—toble of contents
Derek Craik, Beggar
Jordan Kane, Ex-Paladin.
Kiron the Crazed...
Neville Pigot, Merchant.
Alain Pure-Speak,
Shau Lin, Gold Dragon
Lars Sonsung, Minstrel...
b Chapter 2 — City Locations ..
Alcan’s Book Store
Southland’s Finest Potions
Crystal Fountai
Jed.’s Jewel Boutique ...
Seymor’s General Store .
Mercenaries’ Guild.
Sipian’s Smithy and
Pet Land Pet Shop...
¢ Roark’s Armor Shop...
Temple of the Bal
Treasure Tower.
Chapter 3 — Wilderness Sites...
‘Cavem of the Eartborn
Green Well,
Psi Cave ....
Old Durnick Ruins...c.ssesss
Blackie’s Stable and Smithy ..
D Broken-Top Hill Oracle...
‘Tranquil Inn
Tree of the World
Chapter 4 — Magic Items
Potions & Powders.
Gems & Jewelry .
Rings
Wands, Staves & Rod
Weapons...
e Armor & Apparel ..
Miscellaneous...
—3 2 1
incroductivn
The following pages contain people, places, and things for use in
any fantasy role-playing campaign. If you use Mayfair's City-State of the
Invincible Overlord in your campaign, some of the entries are keyed to
places in that setting, though they can be used anywhere. This sourcebook
is intended to add detail and interest to undeveloped areas of any Game
Master's world.
The book is broken down into four chapters, the first of which
describes people—those Non-Player Characters whom your characters
can meet on a trail or in a dungeon. But these are not just random
strangers, these are colorful characters who will stick in your players’
memories.
The second chapter covers different establishments and their
proprietors, in or near cities and towns. These are not intended to be
generic businesses; on the contrary, these are the extraordinary places that
can hold players’ interest and provide an environment for good role-
playing.
The third chapter offers different areas of
interest that could be located just about
anywhere but will usually be used in N
wilderness settings. Like the town
settings, these places are special,
often providing mysteries for the
players or even a mini-adventure. —
And lastly, the fourth
chapter discusses magical things.
Some of these items are
mentioned in the previous
chapters, and some of them stand
alone, for use wherever you need
special trinket.
So now, with all that behind you,
take the first step through your portal to S
adventure,
¢
‘I
—echi
=e
i
japter
foentole
Adivon, Barber
Somewhere in the city, someone is sick or hurt.
Somewhere in the city, Adivon, the Barber of
Briarwood, is making that someone well again, For
‘more than half a century, Adivon has upheld a
reputation for being the best healer inthe city:
Adivon was bom the half-elven son of an elven
princess, who died in childbirth, and a human city
official. Spending his early years in the city, Adivon
became cultured, learning about statecraft, diplomacy,
and how to turn on the charm when required. Even
with the excitement of the city and life inthe upper
circles, he was restless, always wanting something
different but unwilling to disappoint his father. Upon
his father’s death, Adivon, then 30, left the city to live
with his mother’s people in the forest
In the forest, Adivon learned the ways of the
elven people, their secrets of herbal lore and
medicine, even how to speak with animals. Adivon
lived this way for 20 years. When he thought that he
had leaned all he could, Adivon became bored with
the sedate life of the forest elves and, at their request
returned to the city
In the,city, memories are-sH6rt, andediVOA
foulid his family fortuine-gone, appropriated by
‘teedy officials, and his father’s name conveniently
forgotten by the ruling council. Alone and with
owhere fo go, he moved into a quiet inn, trying to
secure his family fortune through legal means. This
proved hopeless, and finally, after weeks of
painstaking effort and expense, the money ran out,
Soon Adivon was heavily in debt to the innkeeper
with no hope in sight. Then fate stepped in and
changed Adivon’s life forever,
A band of wandering adventurers happened by the
inn, and one of them was gravely wounded. It seems
that the group had been exploring some of the lesser-
known tunnels under the city when they ran into a
notorious giant spider. For some unknown reason, the
adventurers didn’t want to alert the local authorities 10
their activities, s0 they couldn't go to the clerics in the
city for help. That left Adivon, who knew something of
the lost healing arts, to save the life of this poor
unfortunate. Adivon succeeded. The grateful
adventurers paid him handsomely, enough to stay at
‘Adivon into their confidence and showed him a strange
room that they\had discovered sealed in the tunnels
tunder the city, In that room there were books and
implements, long forgotten, pertaining to the eldrtch
art of surgery. Soon the contents of the room had been
‘Quietly smuggled ito Adivon's room atthe inn.
During the time that Adivon studied the books
and learmed to use the implements, the adventurers
often returned with rhore wounded in need of discreet
treatment. Within a few months, Adivon gained a
reputation in the éity\as the healer who performed
miracles and asked no questions. There,was also
money, lots of money, from grateful adventurers: The
thieves guild made stealing from Adivon a strict
taboo because of his policy of helping anyone who
\was“injured or sick, ‘ThingSilooked pretty, good for
‘Adivon, atleast they did until the eity guard found
‘out tha someore-was helping injured criminals and
enemies ofthe state. The hunt was on.
‘As the alithorties were closing in/on Adiv@ay he
‘was approached bythe wizards guild/ A powerful and
influential wizard had botched: the’ summoning, of @
ire elemental. ‘The buns were hortible. For this
problem, Adivon developed a new technique
involving the transplanting of skin patehes and the
distillation of certain healing herbs. The wizard's
miraculous recdyery earned Adivon not only the
gratitude of the wizards guild, but aiso a magic
satchel. The magicibagiwas a Bag of Holding,
capable of holding everything that Adivon owned.
‘The bagrrived not a moment too soon.
Just as he was getting the Jast of his things into
his magic satchel, Adivon learned that the city guards
Ayere about to come and arrest him. He was out the
Window with only seconds to spare. Following him
was difficult because a drunken vagrant told the city
guards that he saw Adivon going in a direction that
Jed t6 a dead end. The vagrant was gone when the
‘guards returned. Adivon had! eseaped.
The alchemists guild served as home for Adivon
for the next few weeks. It was thete that he perfected
his healing elixirs, with the help of several
alchemists. Through the effort of a grateful senior
alchemist, Adivon began work in the service of a
‘member of the high council a perfect place to remain
under cover. His ability to shave beards and cut hair
the inn for an extended period. The group also took 4 increased dramatically during this time
6
lax
“re =B 2 chapterd
mn’s stay with the high council
Proved to be as valuable as it was
relaxing. Life in the council had changed
little since Adivon was a child, and he
blended in as if he had been there for
years. Although some of the older
council members thought he looked
familiar, no one recognized him as the
renegade healer or the son of the man
‘whose wealth they had stolen, It was a
good year for Adivon but a disastrous
‘year for the council. Somehow, the most
secret plans of the council members
never quite worked. Adivon was away
and into the city before they could link
this sabotage with him. The following
year saw several new council members
enter service.
Now, 25 years later, Adivon still
travels from one inn to another helping
the-sick and injured, He uses local cats as
an information network, so his travels,
through the city are always varied, based
fon the information that the cats give him.
‘The important house cats and alley cats
of the city always know where to find
Adivon because he pays them prompily
in fish for the names and locations of
those in need. Some of the more reliable
cats even get a warm place to sleep at
night. For this reason, Adivon is often
seen in the company of cats
When he arrives, Adivon looks like
an ordinary man, not very tall, with short
straight gray hair, watery blue eyes, and
just the hint of pointed ears on either side
OF his long pallid face, which is split by a
long hawk-like nose, His hands are long
nd thin, touching things in a precise and
delicate fashion.
Adivon wears a long white tunic
with a red cross on the front and short
black fur trim, long sleeves with similar
trim, black hose, and a black leather bel.
On his feet are hard, black leather shoes,
always polished, with soft soles, which
allow him to move silently. Adivon’s hat
is a black shapeless felt blob with the
hint of a brim jutting out all the way
around. Wrapped around the clothes is a
heavy black cloak, which smartly
resembles a large otter pelt, The
7
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a “eee eee)Jee saen Bass Bese
—r
chapter 1
A Dd 6
ensemble is striking and garnished by some simple,
but magical, jewelry.
(On his right ring finger, Adivon wears what
appears to be a crinkly gold ring. A closer examination
reveals that the crinkles are really tiny gold leaves.
This ring protects its wearer against all diseases and
poisons. To Adivon it’s a prized keepsake, a gift from
a grateful red dragon that he once cured in its lair in a
nearby mountain range. His left pinky is the home of a
beautiful silver-colored ring set with diamonds and a
ruby. This mithril ring has an unnatural luster that can
be scen in the dark and detects magical diseases.
‘Adivon had this ring made and paid for when he
worked for the high council. Around his neck, on a
fine golden chain, dangles a strange and powerful
hhypnotizing amulet. (For detailed descriptions of these
items, see Equipment, on p.9.)
Role-Playing Adivon
‘When met, Adivon is a soft-spoken, gentle sort
with a strong will that becomes apparent only in
matters of life and death. He's devoted tothe eause of
saving lives and helps anyone who's sick or injured
‘This devotion extends across all boundaries of
alignment, eigion, lw, or political standing. Adivon
‘won't waver in his cause of aid to those in need. Of
course, this attitude makes him a bt of an anarchist.
‘Adivon is highly distrustul of any organized
roup, especially after his experiences with the ring
class of the city. Dealing with the wizards guild
always leaves him perplexed, and the alchemists only
want to deal with him when they need something.
Really, Adivon is an avowed people person, He likes
cals, too
‘Adivon charges for his services, but all things
considered, his prices are far. Anyone who can't pay
in cash must setle the account in another way. This
explains his nice clothes and ample supply of fresh
healing medicines. Player characters who can't pay
are most likely to be sent on herb-gathering duty.
Many of the herbs and things Adivon needs are rare,
but he always knows where o find them. If patient
decides to skip out on an obligation, that's allright,
but Adivon will remember and his fiends will find
out. Bilking Adivon can be dangerous. On rare
‘occasions, Adivon waives his fee (GM discretion
The following is a list of cures and treatments
and their costs
‘Shave and haircut: 2 sp
Shave and haireut with information: 2 sp +2 gp per
question answered
Heating common wounds: 5 gp per HTK healed
8
Healing magically created wounds: 20 gp per HTK.
healed
Cure mundane disease: 10 gp times victim’s level
‘Cure magical disease: 200 gp times victim's level
Cure blindness: 50 gp times victim’s level
Cure insanity: 75 gp times the level of the victim
Slow poison: 20 gp per 1/2 hour that the poison is
slowed
Neutralize poison: 50 gp times the level of the victim
Restore hearing: 50 gp times the level of the victim
Reattach limb: 150 gp times the level of the victim
Regenerate new limb: 500 gp times the level of the
victim (Note that regenerating limbs also
includes eyes, ear, internal organs, etc.)
Raise recently dead (24 hours): 8,000 gp + 800 gp
per level of the victim (Remember that each
point below zero must be healed and paid for
before the victim can be raised from death
‘Adivon doesn’t like to raise anyone back from
the dead and won't take anything less than full
‘cash payment, up front, to do it.) ‘
Each treatment takes 1D6 + 1 days to complete.
‘Note that Adivon is not a cleric and has no magical
healing abilities. The healing he is able to accomplish
is with medical skill, herbs, and the occasional rare
‘magical item or substance.
‘Once the injured parties have arrived at an inn in
town, there is a 1 in 10 chance that Adivon is already
there. If he isn’t there, he arrives in 1D6 hours,
sooner if the injured characters are in really bad
shape. If anyone looking for Adivon can talk to
animals, then any cat knows where he is and will tell
that person for fish or milk.
Adivon
Half Elf, Skill 4 Fighter
STR: 8, INT: 16, INS: 15
STA: 12, DEX: 18 (43, 4), APL: 13,
HTK: 25, AC:6
MV: 12°, AL: N. Good
AT: 1, DM: by weapon
THACO: 18
Weapon Proficiencies: dagger, dagger (throwing),
short sword, staff
Armor: none
Weapons: +3 obsidian dagger, +1 short sword
Magic Items: see Equipment, p. 9
Languages: common, elvish, all animals
Proficiencies: healing, herbalism, etiquette, animal
‘handling, spell craft, ancient languages.~
|
eT
5 >
¢ 4
Equipment
Satchel of Holding, This black bag weighs 15
pounds but ean hold up t0 1,500 pounds with 250
cubic feet of available storage space. Inside the bag
are Adivon's tools of healing: salpels, bandages, jars
containing healing herbs, ointments, lotions, splints,
pills cups, books of ancient healing fre, a coat rack,
8 large weighing scale, a full-length mirror, 2,000 gp,
1,000 sp, 500 ep, and, of course, personal possessions
like clothes. A person could actually walk around
inside the bag, but Adivon usually just reaches in to
get what he needs.
3 2 chapter
‘months, they can impart to a reasonably intel
person (INT of 12 or more) the healing proficiency.
‘The books also explain how to use strange medical
implements (like Adivon’s tools of healing). If the
implements can be obtained, a person who has
studied the books for a year, without interruption, can
heal patients at four times the normal rate.
Adivon also keeps a small purse containing 5 ep,
5 sp, and 2 gp on his belt,
—John Cox
Amulet of Hypnosis. This 2"-
diameter golden disk, attached to a fine
old chain, has a strange mystical design
on it. When the amulet is gently swung
by its chain and light reflects off it,
anyone looking at it is hypnotized (no
save). The hypnosis takes I melee round
to achieve and leaves the subject in a
deep trance. While in the trance, the
subject is open to suggestions just like
the Skill 3 wizard spell Suggestion. In
addition, the subject may be told that he
is someone or something else, like a
chicken or a great sword master.
Snapping the fingers ends the trance.
Ring of Poison and Disease
Immunity. Whoever wears this
beautiful gold ring is immune to all
poisons and disease, magical or
‘nfundane. The ring is set with tiny gold
eaves, the leaves representing all
plants and trees that have healing
powers.
Ring of Magical Disease
Detection. This mithril ring is set with
diamonds and a ruby that glows when
it comes within one foot of an
individual infected with a magical
disease. Magical diseases include
Mummy Rot, Confusion, Withering,
and any diseases caused by magical
creatures or spells.
Books of Healing. These seven
books are the basis for most of
Adivon’s healing knowledge. If all the
books are studied, each for two
6ET Picts in Piss nba ee
chapter f 2 3 4 D 6 7
4 Chae. wtf yor tne, an .Clas
Derek Craik, Beggar Tiers Read Gene aera
a That man approaching ....diny man'...e| “Spare a tttlesomethie fr a bte to eat,
beggor, He's already passed by tee others without | maser?"
is cl a Hoa WAG Has he GHGGER ad? Catal || ALT ool & poled tho pone ang 209'@ Try
pengel ese ark eh? Easy pickin’ shai? Wel, | some honest labor for your bread. Or at east iad a
fr lal mer cl her 9 oe eee
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6 > 4
EPS
chapter 1
Gods above, who ... what is this lend? He wasn't
so... s0 big, so... And that snarl. The shadows, they
hhide his face but... traces of light reflect off... off
“Here, a silver! No... t-take two. A week's
wages... well, nearly. P-please, t-take them. Take
them and enjoy a healthy m-meal, my good fellow.”
And so we meet Derek Craik, beggar.
Derek never expected to beg fora living. He was
never afraid of hard work, but, then, this is hard
work. The study, the exercises, the practice... and
to what ends? Even the lowest lock down on a
beggar.
Irony they knew how wel a mere beggar could
lie! Derek could show them, but, well that would
spo
Derek Craik isa half-or. His mother, Delaga,
was the mate of the tribe's leader, But she was
ambitious. The tribe served a band of human
fighters, and she spent much time currying the
favor ofthe leader of the human band, She yearned
fora child with the brutshness and strength of the
ores and the intelligence and cunning of the
humans.
The child that resulted was named Hazzo
CClueas. Derlaga never revealed to her mate that it
wasn’t his child. The pup was just what she
wanted—fully orcish in looks and character, and
Auick to Team. The tribe accepted him a anor.
Unfortunately for Deriaga’s plans, adolescence
was kind to her son. He grew to look like his true
father. Iebecame more and more necessary for Derek
to command the respect of his tribe. One day he was
to prove himself worthy for the position of sub-
chiefain by retaming with the head of a cougar that
had been plaguing the ibe. In a brutal fight, the
cougar got the upper hand and was about to deal a
savage blow. Suddenly, an inch from Hazz0"s cheek,
an arrow firmly set in the cougar’s check and
through ts skull
Hazzo hadn't seen a human since his true
father’s band left when he was 3, and he'd never
seen anything as beautiful as this human.
He could do nothing but stare. until she
smiled, said, “You are most welcomed, si.” tured,
and departed
He coulda’t return to the tribe without the
cougar’s head. Now he couldn't return with it
because he hadn't Killed it—the arrow hole proved
that. The tribe would never let him forge. Somehow
these things didn’t matter. His heart was set on
finding her
11
He drifted and searched for seven years. He
save up his quest two years ago and came to settle
here. He kept himself alive by providing labor for a
meal and a place to sleep. Between towns he would
hhunt for meat. He gradually became used to the ways,
of civilization, He dropped his orcish name, telling
people his name was Derek. Derek doesn’t know
whether Craik is his father’s first or last name, but it
is the only name he ever heard.
He soon grew disgusted of farm work and other
trade labor, his hands were unsuited for a craft, and
he was too old for an apprenticeship. What little
‘money he had soon ran out, reducing him to begging.
At frst he was no good at begging. Too much of
his oreish erudeness showed through; people tured
‘quickly away. Many nights he slumped in a doorway
or under a tree with an empty belly. Occasionally
he'd go to the woods to hunt a decent meal. He
knew, however, that city life, city cooking, was more
attractive than life in the wild.
Frustration and hunger can make the meekest
‘man break; Derek had never been the meekest of
‘men. His life had been fighting the sneers and
relentless cruelty of his tribe. He always had to be
‘more cunning, more aggressive, more vile, in short,
the best—or worst
‘One night Derek approached yet another vietim,
Determined to be as non-threatening as possible, he
willed his body to shrink within the robe he had
purposely tom holes in and covered with dirt. In a
tiny, raspy, broken voice—eyes deflected to his,
feet—he asked for anything, any small token. “Out
cof my way!” the man refused him with a shove.
RAGE!
Not only did Derek begin to grow in height, he
appeared to expand in all directions. A low, guttural
sound. A flash of teeth. He seethed with anger. His
face showed it. His body reeked of it.
‘The man looked up, and terror gripped his hear
His hand gripped his purse. “It’s not much, Please,
you're welcome to it. Just... just don’t hurt me.”
With great care the man placed the purse in Derek's
hand, slowly backed away, and then ran,
“Not much!” Derek looked at the money in the
purse. “I'll eat, and eat well, for 2 weeks on this.
Even the purse is worth something.”
‘The first thing he did was visit the temple. Is he
religious? No. Superstitious then? He could admit
that—to himself. One thing he isn’t is cocky; he'd
leamed long ago to cover all the angles. Keeping the
‘gods satisfied is a major part of that and something
he'd forgotten lately.
=will
e
—
chapter f 2 3
Later, in another part of the city, he sat down t0 a
feast and to consider what had just happened.
He saw his mistakes. He thought begging was
something to do until he found “real work.” But this was
work, and he'd been going about it all wrong. It was like
hunting. He had to study his prey and the competition,
and he had to offer something the others didn’t
The next morning he took to the streets,
watching the hunters and the hunted: the beggars and
their marks. Who did they pick as their marks, how
did they approach, what did they say to “set the hook
‘and reel them in”? With last night’s take, he could
afford time to study. And with a meal in his belly he
could concentrate on
“You'll come quietly, won't you!
It wasn’t a question. He had expected the
authorities. He was ready with a story—the truth, Or
at least as much of it as was necessary.
“asked for a copper, a tin piece, anything to
show his kindness. He gives me his purse! A great
‘man, A generous...”
“He says I threatened him? Oh, no, sir. He said
that, sit? No, sir. Look at me... who could I hurt? 1
carry no weapon. I have no strength.’
‘And Derek stood up, slowly, laboriously, never
to full height. And it was true. Weeks of starvation
had weakened him, and it showed. But he was always,
able to rally his resources when most needed. Now he
needed a glib tongue. Talking quickly, he emptied his
purse: no weapon, just a copper or two. Hat, robe,
sleeves, pant legs, he showed them everything,
talking all the while. Not too quickly, don’t push. Just
enough and no more.
Something was mentioned about his turning into a
beast—into some ghastly, ravenous animal. This took
Derek by surprise. Is this just exaggeration, or did he
scare the man that much? Derek didn’t realize what
had happened to his face the night before. He
explained that if he could change into an animal he
‘wouldn't need to beg for food. They let him go. The
‘warning was just a formality. “But they'll be watching
me for a few days. Good, I've nothing to hide, and 1
‘want them to know it.”
He made friends, slowly, with some of the other
beggars and began to learn their secrets. The
knowledge came easily, especially with practice. His
plan, however, hinged on another ploy, one that
required intense physical training. How does a body
leam to shrink, or to grow, on command? How far
could he push it? He tried some moves, worked his
spine, his ribs. It wasn’t much, but it felt right. Ths,
100, would need practice. Derek went to the woods
4 5 6
and set a mirror against a tree. He stepped back and
then, over again, he practiced his moves. But he was
too far back; he couldn't tel if it was enough.
Frustration and anger built up. He ran to the tree,
picked up the mirror and was going to throw it when
“Look at that, would you! I'm hideous! T mean,
it’s a face any ore would be proud of. But humans
‘would see this and . . . so that's what they meant.”
Now he knew: despite his passable human
appearance, the muscles of his face could stil eapture
the worst of his orcish side.
Role-Playing Derek
Derek is careful; he spends more time studying
people than he does in physical taining. He'd rather
Pick an easy mark than scare his victim He uses the
scare tactic sparingly and only in the dark. Just the
Imowledge that he can fall back on it gives him an
cee. The sutbortos might come dovm oa him if be
eer tonsa oo aie es
Derek as alo atacted some attention. Though he
isnt a hit the local hives guild often seeks him out
for hs insight ito people, He can jsiy this since they
ay hi up foot andl never ved in acim
Derek is careful to keep his persona of beggar
separate from that ofthe homeowner His neighbors re
umuware that he begs for his keep, and be never enters
his house in beggar gar. This also allows him to make
era ony by hiking out for odd jobs. Helping to move
freight or grain is perfect for Keeping his body in
anditon, but he doesat want odo that fra iving.
Derek Crail
Half-Orc, Skill 4 Thiet
STR: 17 (+1, +1), INT: 14, INS: 12
STA: 12, DEX: 10, APL: 8
HTK: 13, AC: 10
‘MV: 12”, AL: C. Neutral
AT: 1, DM: by weapon
THACO: 18
HT: 5'10", WT: 200 Ibs.
Weapon Proficiencies: dagger, dagger (throwing),
short sword
Armor: none
Weapons: none
Magic Items: none
Specials: Thief Abilities: PP: 40%, OL: 42%, F/RT:
40%, MS: 33%, HS: 25%, HN: 20%, CW: 93%,
RL: 10%,
Proficiencies: hunting, racking, disguise
—Tim Joyce
aa
7ot
Jordan Kane, Ex-Paladin
We entered the inn. The scar-faced man leaning
‘on the mantle was nearing the end of a story. As he
talked, his eyes darted back and forth, like those of a
‘caged animal looking for a way out.
“.,. As I spoke my deity's name, the guardian of
the Hand turned toward me, its eyes shifting from
side to side. It raised the Hand. As a result
everything moved in slow motion, As its metallic teeth
raked across my face, it lunged full-force into my
hholy symbol. The rest is history.”
2 chapter
4
contingent in the town was intent on burning the
child alive. Only the sacrifice of Kane's father
allowed his mother to spirit him away into the night.
Unfortunately, Kane's mother wasn’t a
particularly strong woman. The loss of her husband
and the rigors of travel so soon after childbirth
ultimately took her life.
Orphaned, Jordan was adopted by the priests of a
temple dedicated to the Celtic god of war, Nuada. He
soon met a young lad named Bardoran, and the two
grew to be best friends
Kane received a rudimentary education in
reading, writing, and mathematics but impressed his
guardians the most with his spirit and determination,
Thus, his training changed from general knowledge
Jordan Kane would be an attractive man if it
weren't forthe scaring that dominates the left side of
his face, He isn't offensive, but
the scars are hard to miss. His
loss in Appeal (originally 17) is
ddue as much to the scarring as
itis this current madness.
Kane's eyes are a deep
blue and seem to dart about as
though he were constantly
looking for someone or
something. His dark brown
hair, graying at the temples, is
pulled back in a ponytail
His clothes give no hint to
his profession, only that he has
traveled quite bit. He always
wears gloves, but careful
observation of his right hand
reveals silver metal pecking
‘out between his glove and shirt,
sleeve
Jordan Kane is an example
of what can happen to the best
of people when everything
goes wrong, Everyone Kane
has ever cared for is either
dead or has betrayed him. He {+
has also gained his heart’s
f
desire in the process.
Unfortunately, he's t00 far
‘Bone to notice. h
Kane's streak of bad luck
began at birth, which coincided
with a total solar eclipse. The d
superstitious townsfolk
accused Kane's parents of
witcheraft and of consorting,
with demons. A growing
13—
chapter f 2
5. 6
to the requirements and expectations of a Paladin of
Nuada. Fourteen years after his adoption, he left the
temple accompanied by his friend, Bardoran. Kane
‘was intent on becoming a shining example of the
heroic ideal in the Celtic tradition.
He failed miserably.
While Kane had grown into a good man, he still
was ruled by self-doubis and haunted by the ghosts of
his past. He was just afte 00 slow in combat. He
strayed just a litle from the customs and strictures of,
his church, Most of all, he dreamed of returning to
the city of his birth and leaving it a burning husk.
Despite his failings, Kane was convinced that he
was destined for greatness. His strength and power
grew and flourished. In his mind, he was to be the
savior of the world, leading mankind down the road
to salvation.
When Kane became aware that a temple
dedicated to Arawn, Celtic god of death, was being
constructed near his childhood home, he gathered
band of adventurers and led them on a raid against
the site. Kane was certain that he would surely be
able to defeat the weaklings that served such a god.
Ff the 22 men and women who rode with Kane
that day, only two returned with him. One of them, a
wizard named Moldan, was alive; the other was the
body of his friend, Bardoran. Kane himself had been
captured by the temple's priests. When they leamed
hhe was a Paladin of Nuada, they cut off Kane’s right
hhand as a cruel mockery of his god and released him
to.contemplate and lick his wounds.
Kane and Moldan took Bardoran’s body to the
temple of Nuada for aid, but the temple's own
campaigns against the death-worshipers was going
badly. They were unable to resurrect Bardoran and
couldn't aid Kane
Moldan told Kane of a druid he knew who might
be able to reincarnate Bardoran. There was no
guarantee that Bardoran would be as he was, but at
least he would be alive. Desperate to save his friend,
Kane agreed. However, the price was steep. Kane
sold the few possessions he owned to gather the
money for Bardoran's reincarnation
When Bardoran was reincarnated as a hawk,
Kane was eresfallen. He took his friend again to the
temple of Nuada, but the priests again could do
nothing. Indeed, they were outraged that Kane had
the temerity to seek help through a pagan druid, After
a heated quarrel, Kane was excommunicated and cast
out. With his money gone and his best friend
transformed into a bird, Jordan Kane left the only
hhome he ever had feeling angry and betrayed.
14
Moldan offered Kane a second chance to find his
calling, as a wizard. Moldan offered to instruct Kane
in the art of magic and try to find a way to restore
Bardoran to normal. In exchange, Kane would act as
Moldan’s bodyguard and perform an occasional odd
job for him. Kane, having seen the power Moldan
wielded, readily agreed, and the two moved to
Briarwood (or other city in your campaign).
{As time went on, Kane proved himself a very apt
pupil, Unfortunately, the absence of his right hand made
some of the more-powerful spells impossible to cas.
Once again, the ghosts of Kane’s past affected
future, and his sanity started a slow spiral into madness.
One day, while searching for a way to restore
Bardoran, Kane found a reference to the Hand of
Urthuron, a magical artifact that bonded to its owner
and granted him increased magical ability.
Entrusting the care of Bardoran to Moldan, Kane set
‘out to find the Hand.
[No one knows where Kane went or what happened
‘on his quest. All that is known for certain is that Kane
retumed three months after he left, looking more dead,
than alive, He had found the Hand of Urthuron but had
seen and done things that weighed heavily on him.
Much of the left side of his face was laid open to the
‘bone, and his eyes held the glint of insanity.
‘The final straw struck home when Kane found
that Bardoran was not only still a hawk, but was also
now Moldan’s familiar. Any semblance of sanity that
Kane still possessed fled before his anger. Before
Moldan could think, Kane leapt at his throat and
strangled him with the Hand. Bardoran was
compelled to try to save Moldan, but Kane slew the
bird before it could react.
Kane ransacked Moldan’s home, taking
everything of value before slipping off into the night
Jordan Kane isn’t an evil man, he’s just a man
‘whom fate drove inexorably to the abyss of madness
and abruptly pushed over the edge.
Role-Playing Kane
Many of Kene’s manncrisms might seom
contradiciory, but since they are mostly aresult of his
dementia, this is understandable. Kane experiences
catpnely wide mood swings. He can be warm and
hamming one momeat and hateful and contemptuous
the next The fow people who have worked with him
(or for him since he gained the Hand of Urthuron have
called him reckless and unreliable
Kane is a likable man who tres his best 10 be
helpful, However if it vocms ax though staneooe ia
being slighted simply because of race, beliefs, oray
6 5 1
2 chapter
something superficial, Kane becomes enraged and
supports the person being slighted until such time as
apologies are made or the person Kane supports
slights someone else.
Kane has no tolerance for paladins, an aftereffect
of his being cast out from his former career. Paladins,
cespecially those serving Celtic deities, cause Kane to
become angry enough to attack a party immediately.
If a party seems too large for him to handle, he
disappears and stalks the paladin, striking from a
hiding place,
Kane is fond of animals of all sorts, although he
seems especially kind to wild animals that have been
domesticated. It is probable that he’s trying to make
amends for killing Bardoran after he was transformed
into a hawk. Mistreating an animal in Kane's
presence raises his ir,
Kane is cold to strangers at first. This is mostly
due to the fact that anyone Kane has ever cared
about is now dead. He is afraid that anyone he
befriends is destined to die, quite possibly at his
hands, If someone gets through the frightened
exterior and does a few kind things for Kane, he
gains Kane's friendship for life... as long as he
doesn’t do anything Kane finds irritating (GM
discretion).
Kane is convinced that the blood of all who have
died because of his existence is on his hands (from
the adventurers who died under his command; to
Bardoran and Moldan, and even his parents). Positive
that the blood is literally there for all to see, Kane
always wears gloves.
Oddly enough, the death that has caused Kane the
most grief is the one he has the most trouble
remembering. He has often gone into taverns looking for
Bardoran and has been seen talking 1 the aie, presumably
to his dead friend, over several mugs of mead.
If Kane should join an adventuringyparty, he
won't allow his life to be endangered, nor Will he
share any healing potions with the others no’matter
how badly they may be injured. He always keeps a
‘Teleport spell in reserve in case he needs to escape. If
he finds someone especially contemptible, after the
person is killed, he casts Reincarnation on that
person, hoping to pass on the pain he has felt due to
his previous use of the spell
Kane wields considerable power, yet very little
influence for a magic-user of his level. In fact, many
of the area's more notable wizards and noblemen
would like to see Kane run out of the area, if not
outright slain. Unfortunately, none of them has the
resources or the courage to do so. Y
Jordan Kane
Human, Skill 12 Magie-user/Skill 2 Fighter
STR: 1S, INT: 17, INS: 13
STA: 12, DEX: 17 (42, -3), APL: 9
HTK: 45, AC: -1
‘MY: 12", AL: C. Neutral
AT: 1, DM: by weapon
THACO: 16
Religion/Deity: Celtic/Nuada
HT: 5110", WT: 165 Ibs
Weapon Proficiencies: dagger, lance (medium), long
sword, quarterstaff
Armor: none
Weapons: dagger, +2 long sword
Magic lems: Bracers AC 2, Staff of the Magi (23
charges), Wand of Wonder (76 charges), Ring of
Spell Storing, Book of Infinite Spells (kept in his,
sanctum under lock and key, 22 pages left), Scroll
of Protection from Undead, Potion of Extra
Healing (x5)
Spells: 5/4/4/4/4/1 (GM's choice)
Specials: Kane’s right hand is a unique magical
item, the Hand of Urthuron, See below for details.
‘The Hand of Urthuron
xp, 35,000 gp
The Hand of Urthuron is a silver hand of
human size. It can only be used by a magic-user,
and in order to use the artifact, the owner must be
missing his own right hand. Once attached, the
Hand bonds with the owner’s life force. From that
point, the Hand can onlybé removed after the
owner's death.
‘While the Hand is attached, any spell of limited
duration cast becomes permanent. This doesn’t affect
the owner's constitution, or does it affect the
‘number of spells the magic-user ean cast.
‘The Hand also prolongs the owner’s life,
although not without cost? The owner of the Hand
ever heals normally: any wounds suffered mist be
hhealed magically, either by spell, potion, or magical
‘ointment,
Invaddition, death doesi't océur untit the owner
is taken below, -10-HTK, nor does he lose
consciousness. If the owner were injured and taken
to -9 HTK and left alone in an isolated place, it is,
theoretically possible he would live in excruciating
pain for all eterit
—Ken Schroederchapter f 2
A 5
Kiron the Crazed
His eyes flashed of madness in the campfire's
light. But what were we supposed to do? We were ten
miles from any settlement, and all he asked for was a
little food and the warmth of the fire. Anyway, we
were eight in number, and he was one lowly human.
He turned in Phoebus’ direction and said “Iv and I
got a good story to tell ya’. I was the winter of 26, the
yard apes were heavy that year, weren't they Iv?
Just then, he reached into the fire and pulled out
a red-hot ember
This was one night we'd all sleep with one eye open.
Kiron the Crazed is a familiar sight throughout
the land. His long, matted, coal black hair and
tattered red robe are memorable. To anyone who
comes face to face with him, it’s his eyes that are
never forgotten. They appear to be ancient and
unseeing, and atthe same time, the fies of madness
rage within them, Wit the exception of his eyes and
stance, Kiron looks to be in his early 30s. His large
frame appears much smaller due to his permanently
bowed posture. He offen converses with people who
aren't there
‘The first time anyone remembers
seeing Kiron was about eight years
ago, No one knows anything about
his past; it’s as if he just appeared.
F ‘There are rumors that terrible things
happen to anyone who tries to
‘molest him, so the people of the area
azive him food and drink when he’s
around. They may make a sign of
protection against his madness, but
they don't feel threatened by him.
Kiron wanders alone without
apparent purpose. He can turn up
anywhere. It’s said that on cold
nights, he enters a camp or building
and sits down before the fire. It’s at
times like these that people learn
the true measure of his madness.
From somewhere inside his robes he
produces a finely carved pipe. With
his bare hand he takes an ember from
the fire and lights it. The fire seems
to have no effect on him. As strange
as this may be, it’s nothing compared
to the effect of his voice.
He speaks of great battles in places
unknown to anyone else, of
monsters beyond the realm of
possibility, and of mundane things
like an old woman who lost her goat
ist winter. During these times he
constantly looks from one of his
shoulders to the other and confirms
his Story with Iv, his imaginary
friend.
“We were surrounded by over a
hundred vultures made of fire. Well,
looked like fire, right Iv?”
“What did he say, Iv? I couldn't
‘ear him.”
16<
6 3D 4
3. 2 chapter 1
For brief moments Kiron may appear to be
sane. It’s during these times that he may say
something important. During his lucid periods, he
hhas control over fire as in the spell Affect Normal
Fires except that he can also affect magical fires.
In truth, Kiron is the sad remnant of an ancient
hero. Over two centuries ago, Kironia of the
Ancient Arcana was one of the great mages.
Although the truth is lost in time, his exploits and
those of his companions sometimes surface in
legends.
‘The legends say that Kironia and five other
‘great heroes journeyed to a land of fire beyond
reality and were killed in a battle against the evil of,
evils.
In a great battle in the Abyss, Kironia and his
friend fought Orcus. All died except Kironia, He
‘was taken prisoner and was tortured at the whim of
Oreus for uncounted years,
During this time, he was visited by an Invisible
Stalker summoned by Orcus. At Orcus’ command,
it became the prisoner's only companion. Kironia
named it Iv even though he could never see it.
‘Orcus’ plan was to have Kironia retum to the
material plane and do his bidding. This plan failed
for two reasons.
First, Kironia went mad rather than fall under
Orcus’ domination. Second, the Invisible Stalker
resented its summoning and subverted Orcus’ plan.
The Stalker secretly persuaded Kironia to
resist Orcus. It also began re-teaching him spells.
One day, Kironia remembered the Teleport spell
and a palace he had once visited at the same
instant. The result was his reappearance in the halls
of the now defunct Ancient Arcana and his escape
from Orcus.
‘What had seemed like years in the Abyss were
centuries on the Prime Material Plane. The Ancient
Arcana was only a memory and the palace
deserted,
With no memory of his life as Kironia, he left
the palace of the Ancient Arcana for the last time
‘and began to wander the land as Kiron the Crazed.
‘The Invisible Stalker is no longer present, but
Kiron stil talks to it
Role-Playing Kiron
To role-play Kiron, say whatever comes into
your mind, The wilder the story the better. Treat Iv
as a real being that responds silently. When a player
asks a question you can't answer, have Kiron
ignore the player and talk tov. Kiron ean introduce
17
‘any rumor into the game. The rumors can be true or
false. With his ESP and Clairaudience spells, there
is achance that Kiron can know any information,
Kiron’s insanity is far too advanced to be
‘cured. If any spell is thrown at him, he regards it as
an attack and responds accordingly.
Kiron the Crazed
Human, Skill 12 Mage
‘STR: 9, INT: 17, INS: 13,
STA: 16, DEX: 15, APL: 11
HTK: 42, AC: 10
AT: 1, DM: by weapon
THACO: 16
HT: 6'1", WT: 190 Ibs.
Weapon Proficiencies: dagger, saft
Armor: none
Weapons: dagger
Magic Items: Pipe of Smoking: a finely carved pipe
that, once filled, can be used repeatedly. As long
as the pipe is in use, anything put in the bow! will
continue to bum without being consumed. When
the pipe is put away, the burning stops, and the
contents of the bowl remain charred but intact.
Special Abilities: Immune to Fire (granted by
‘Orcus to enable Kiron to survive in the Abyss).
Affect Fires (as per spell Affect Normal Fires
except that he can also affect large magica fires)
Spells: Remembered and thrown randomly if
endangered (GM discretion).
Level 1: Charm Person, Message, Magic Missile
(32), Message, Sleep
Level 2: ESP, Forget, Stinking Cloud, Web
Level 3: Clairaudience, Fireball, Hold Person,
Suggestion
Level 4: Confusion, Ice Storm, Polymorph Other,
Wall of Fire
Level 5: Animate Dead, Cone of Cold,
Feeblemind, Passwall
Level 6: Repulsion
‘The spell cast is determined by 1D6 for Level
and 14 for the Spell. Ifthe spell at that level has,
been used, use the next spell down. If there are no
spells below, use the next spell up. If all spells of
a level are used, go to the first spell of the next
higher level. With the exception of protection
spells, all individual spells are cast at a random
‘opponent,
—Roger T. Johnson, Jr.
—e¢
chapter 1 2
[sre
2
Neville Pigot, Merchant
The sign on the side of the wagon reads “Neville
Pigot’s Wagon of Wondrous Wares. We Buy, Trade
& Sell.”
“What can I interest you in?” The voice comes from
inside the Gypsy-like wagon. Before a response can be
given, a small, older man walks out on the tailgate of the
wagon, introduces himself as “Neville Pigot, Merchant of
the World, seller and trader of the mystical and
‘mundane.” He then bows deeply atthe waist.
As he finishes his bow, a large, Neanderthal-
looking human steps from the far side of the wagon, a
highly polished quarterstaff—or, by the looks of it, a
post—in hand.
4
5 6
“T have yet to ready alt of my wares,” the wiry man
says, “but I will be ready in a few minutes.” He ducks
back into the wagon, shutting the door behind him,
Ina couple of minutes, the door opens and the
‘merchant motions you toward his small wagon, all
the while the large man watches you intently
“Welcome to my shop.” He steps aside and
motions you in. The sight before you is incredible, the
wagon is at least four times larger inside than itis
outside!
Neville Pigot is the leading fence for stolen
property in the territory, if not the whole continent.
‘When he started his fencing business over 40
years ago, he opened a pawn shop in the heart of
Briarwood. However, he quickly
ra
learned that staying in one place is
both dangerous and dull. He had to
deal with most of the burglars and
ccutpurses living in the area, sometimes
life-threatening affair. And when the
authorities decided it was time to crack
down on such individuals, business
became almost nonexistent
Now, seeing that he has taken his
business on the road and is only in
any given area once every month or
so, he deals exclusively with the
leaders of the underground and a few
“self-employed” individuals. Also, if
the heat is on in a city or area, Pigot
avoids the area,
Pigot’s diminutive size, sickly
appearance, and age (over 60 years)
don’t inspire fear in anyone, so he
hired somebody who does: Jerrick
“Dwarfchucker” Gretel, a
Neanderthal-looking specimen who
gives a good argument for the theory
of evolution just by existing.
Dwarfchucker came to the wagon
fone day because he heard that Pigot
‘was a thief. Realizing, somehow, that
thieving and traveling would be a
great way for a guy to earn extra
money and see the world,
Dwarfchucker asked Pigot to hire him
as an apprentice in the art of thievery.
Because being a fence is dangerous,
‘especially if you've cheated a few of
your past customers, Pigot decided to
take Dwarfchucker under his wing,
od
iis
18
Ins6 4
dD
Currently, Pigot is having the oaf practice a
series of exercises that will, purportedly, make him
‘more dexterous and agile. Dwarfchucker is also in
charge of caring for the wagon and the horses. In
reality, Pigot keeps him around to act as bouncer and
bodyguard. Some day, Dwarfehucker may catch on to
what Pigot is really doing, but Pigot is wagering he'll
be long dead by then,
Pigot’s Wagon
Neville Pigot's magical wagon is 10'long and 4
wide onthe ouside and 40 x 40 onthe inside
Painted on each side of the wagon in bright
colors i a sign that reads "Neville Pigot's Wagon of
Wondrous Wares. We Buy, Trae, & Sel”
The wo horses that ull the wagon look old and
wom, However, due to its magical propetis, the
weight of the wagon is always that of a normal,
empty wagon, and each horse wears Horseshoes of a
Zephyr (see the standard rule book for details),
‘making the load almost weightless,
Inside, the wagon is spacious and fancily
adorned, The front wall is covered in rugs and
tapestries. Careful examination reveals more
tapestries behind the top layer. The outer tapestries
are in fair to good condition, with each additional
item being in slightly poorer condition. However, the
tapestries closest to the wall are exquisite, and rather
expensive. These final tapestries have small poison
needles attached to their rear, upper comers, Anyone
trying to remove one must make a save against Dex
A failed save means the person is pricked and
injected with a fast (1D6 rounds) and effective (-4 to
S2Ve) sleep poison,
On shelves four fet in font ofthe tapestries are
several oil lamps, lanterns, various pieces of potery,
and other home decorations. These are, forthe most
par, ordinary fernishings, although Pigot has been
known to receive some lanterns with a Continual
Light spell easton them. The price for these is
somewhat expensive, but they sell quickly
Four fet infront ofthe right wali a glass case
that rans the length of the wall, There is a hidden
catch behind the case. If anyone breaks the lass or
pens the back door of the case by releasing the
catch, the contents ofa bag of Dust of Sneezing and
Choking ae dumped on the cases contents and on
the person breaking in
Tnside the case are small valuables that ae easy
to steal (Pigot should know, half of them are
stolen), A large amount of jewelry is in here, as
well as spectacles, clocks, bejeweled daggers,
19
2 chapterd
walking sticks, small hand carvings, and similar
personal mementos that contain precious stones and
metals. The most expensive of these items are
displayed in the front-most section of the counter,
behind which Pigot sits when he's not walking the
{oor or helping customers. Among the items i this
display are Pigot's three Ivory Goats (see the
standard rules for details.
The displays are trapped, of course. The ring
holders have needles in their stems. Removing the
weigh of the ings without holding onto the fron and
back of the base causes the needle to spring out,
stabbing the victim in the hand and injecting him
with the same sleep potion used on the tapestries
In addition, the nicest looking necklace in the
case has « wire connected to it fom the case flor.
Anyone picking up the necklace triggers the release
ofa spring-loaded blade beneath the door to the case.
“The blade is sharp enough and strong enough to cut
through bone. The necklace i fake.
‘The right wal itself is covered witha variety of
weapons. Pigot has bought a few weapons from
down-on-teir-luck adventurers and keeps them here
where he can keep an eye on them,
Running the length ofthe left wal sa glass case
filled with writen material: maps, serols, tomes,
How To" books, and research and reference works.
‘The left wal holds various sets and pieces of amor
and various-sized shields, from bucklrs to kite shields.
‘The center of the room holds number of racks
filled with clothing. Most of the clothes are fairly
standard, if slightly worn, although a few racks
contain some well-made and omate garments. One
rack holds cloaks, robes, and furs. A great number of
the furs are bear, beaver, and fox, but there are also a
few mink and rabbit as well
A hidden 10°x 5'room is located inthe front of
shop. It contains the lion's share of Pigot’s money
and the merchandise that Pigot considers too hot 10
putin plain sight.
‘The secret door to this room contains thee raps,
Which have tobe disarmed inthe order given below,
for disarming any trap out of order instantly triggers &
different tap, even if t's been (apparently) disarmed.
The frst trap is built nto the trigger mechanism
of the secret door. If it isn’t disarmed, a poison
needle jabs through the trigger plate and into the
hand of the vietim. The poison is fast-working and
deadly (save vs. Poison at -4, of death in ID4
segments).
The second trp is built nto the door itself. The
door slides into the wall tothe sight. If this trap isn't
4
——
=
removed, once the door is slid to the side, a guillotine
blade drops from the ceiling. (Damage is up to the
GM as character positioning could result in a minor
to fatal injury.) If this trap is disarmed first, it triggers
the poison needle trap.
‘The third trap is a “fake trap” consisting of a
‘wire that leads into the room and connects to a loaded
crossbow. The crossbow is set up to fire its bolt if the
wire is disturbed. The discharged bolt strikes the door
in a planned weak spot at a height of two-and-a-half
feet, the exact spot a person's eyes need to be when
attempting to disarm this trap, thus resulting in a bolt
in the face.
If the third trap is ignored, it doesn’t go off.
For goods that people bring into his shop, Pigot
pays from 20% to 40% of the actual value, depending
fn their resaleability and the amount of time that's
lapsed since the item was stolen. If an item is one of a
kind, Pigot may charge as much as twice the standard
price for it. This may seem like a raw deal, but his
customers are getting treated better than the thieves
are these days.
Thieves fencing goods are usually offered only
10% to 25% of the items’ values (GM discretion).
Furthermore, the thieves are forced t0 take this price,
as other fences have been edged out of business,
either by the authorities or by fatal “mishaps.”
Most items found in the wagon aren’t listed. The
GM should decide what items Pigot has for sale
‘based on what is appropriate to the GM's campaign.
Role-Playing Pigot
Pigot is-a shrewd businessman whose want for
wealth, concerns about hardships on the road, and
worries about working on the wrong sie of the law
are starting to wear ona heath that was never good
to begin with. Pigot also took a severe beating from a
dloppelaanger that he's never flly recovered from.
Pigot is convinced that he doesn’t have a Tot of
time left in this world, and he appears to be quite
Fight. However, where other people might try 0
Change their ways and make amends for their past,
Pigot is just becoming more self-centered and
selfish
‘When making a business transaction, Pigot
wings his hands, his breathing gets heavy, and his
tyes appear as if they'll pop out of his head
Neville Pigot
Human, Skill 3 Thief
STR: 7, INT: 15, INS: 16
STA: 6, DEX: 9, APL: 9
20
MV: 9" AL: C. Neutral
AT: 1, DM: by weapon
THACO: 20
ReligionDeity: Norse/Loki
HT: 36", WT: 120 Ibs.
Weapon Proficiencies: dagger, throwing dagget
Armor: +2 leather
Weapons: Dagger of the Assassin (see p. 123 for
details)
Magic Items: Amulet of Recall (see p. 118 for
details. Also, teleports wagon and contents),
Figurines of Wondrous Power (3 Ivory Goats),
Horseshoes of a Zephyr (2 sets), Ring of
Invisibility, Robe of Restoration (see p. 126 for
details)
Specials: Thief Abilities: PP: 40%, OL: 33%, F/RT:
30%, MS: 27%, HS: 20%, HIN: 15%, CW: 87%.
Role-Playing Dwarfchucker
Dwarfehucker is actually a nice person, or at least
he could be if he weren’t under Pigot’s influence. He's a
relatively harmless and innocent person who wants the
easy life and believes that he has found it. He doesn’t
realize that he's being used, nor does it occur to him that
‘breaking people’s heads is wrong,
Besides, Pigot is giving him free room and board
and isn't even charging him for his “thieves”
training.” What could possibly be better than that?
Of course, sooner or later, Dwarfchucker will
realize that he isn’t really learning how to be a thief
and will be understandably quite upset. Until then,
however, Dwarfchucker is fanatically loyal to his
“ttle buddy, Uncle Neville.’
Jerrick “Dwarfchucker” Grettel
Human, Skill 3 Fighter
STR: 18/00 (+3, +6), INT: 3, INS: 6
STA: 16 (41), DEX: 16 (+1, 2), APL: 6
HTK: 30, AC: 6
MV: 9", AL: C. Neutral
AT: 1, DM: by weapon
THACO: 15
Religion/Deity: none
HT: 66", WT: 285 Ibs.
Weapon Proficiencies: staff
Armor: +1 leather
Weapons: +2 staff
Magic Items: Gloves of Weapon Proficiency (see p.
126 for details), Ring of Warmth.
—Ken SchroederJ]
2 chapter 1
Pure-Speak
“Yes, I speak lizardman. Why do you a
ask?” The half-elf was proficient in many
languages, and rumor had it that he could
Tearn a new language in less than a month,
“I found a lizardman dying in a nearby
swamp. Every time he regains consciousness,
he says ‘shish-a-bashish,’ or something like
that. Do you know what it means?”
“If what your ‘friend! is saying is ‘shish-
i-bashiss,’ he's been trying to tell you that he
went into the swamp to die.”
“Uheoh....”
Alain Pure-Speak’s mother was an
adventurous sort, so when she became an
adult and was no longer the responsibility of
her father, she left to explore the lands
‘outside her forest domain. After several years
passed, she returned to the Brackenwood
Forest, heavy with child, She offered no
explanation to her family, and none was
asked. Her family accepted her condition with
good grace, until she gave birth. When Alain
was bon, it was obvious his father wasn’t an
elf but was human, Alain and his mother
continued to live in her father’s home ui
Alain was in his late adolescence, then his
‘mother came to his room one night and told
him of his human heritage.
Alain's father, she told him, was a holy
warrior, a paladin of the temple of Zeus. She
wouldn't tell him his father’s name, but she
did describe some of his many deeds. He
once killed a dragon that threatened the city
of Cartage, and when an army of orcs invaded
the town of Stephanston, he rallied the
townsfolk and helped them repel the invaders.
The next day, when Alain awoke, he found
that his mother had left, No one knew where
she went, but he assumed that she went to be
with his father.
Alain lived the next few years with his
elven grandparents, and this is how he formed
his elven outlook. These elves have little
contact with other races, as they consider
nnon-elves to be inferior races, and as a result,
‘most elves can only speak the elven tongue.
When Alain reached adulthood, he found
life in the Brackenwood Forest dull, and he
felt the desire to travel the lands of men,
|
e
21me
His wanderlust took him to many parts of the
world, where he learned new languages. Among
these were: common, gnome, shireling, goblin,
hobgoblin, orcish, gnoll, 3 variant human tongues
(GM's choice), Thieves’ Cant, and the Druidic
Cant,
After a long while, he came back to his elven
hhome, where he found his abilities in great demand,
Now, when the elvish lords feel that they must lower
themselves to speak with one of the inferior races, it
is Alain they call upon to translate for them, This has
brought Alain fame in both the elven lands and the
neighboring humanoid kingdoms as wel.
When not interpreting, Alain does what he can to
locate his parents. He has consulted many seers in
order to locate his parents, but they all tell him that
there is an impenetrable veil over his parents, (What
he would actually do when united with his mother
and father is up to the GM, and his reaction could
range from that of great joy to anger.)
‘A short time ago, Alain was wandering through
the market square of a nearby town and had a strange
encounter. A beggar, sitting between two stalls, asked
him for alms. Alain isn’t normally a charitable sort,
but something compelled him to drop a gold coin in
the beggar’s outstretched hand.
“Thank you,” the beggar said, “now I have
something important to tell you. It will help you to
find your parents.”
“Yes,” Alain replied, “please continue.” He
‘could hardly contain his excitement.
“Many years ago your father slew many demons
‘on a trip he took to the Abyss. This angered the lord
of that plane, 50 he placed a curse upon your father,
When he returned to the Prime Material Plane, he
found that he was no longer welcome in his lord's
household and was forced to flee for his life. His
ccurse was to wander the lands, hated and feared, until
his death,
“Part of the curse prevents anyone from learning
his location, but there is a way to break it. You must
find your father and allow him to ask your
forgiveness. He carries a great deal of guilt concerning
yyou and longs to make things right. Once you and he
embrace as friends, the curse will be broken.”
“But how do I find him?”
“You must find a fresh sprig of pongi root, then
preserve it until the next full moon. The root must be
crushed and then sprinkled onto a pond of pure water
under the light of the full moon, When you say the
words *Califig Alain tooline gofic,’ you will see your
father’s location and should be able (o find him.”
y
22
“What of my mother?”
‘The beggar smiled at Alain and said, “She is
with him.”
“How do you know allthis
‘Don't you know me, Alain?” the beggar asked.
As Alain watched, the beggar became taller, his face
became elvish in appearance. Then Alain recognized
the strange creature; it was Corellon Larethian. Alain
was speechless in the face of his deity, then the avatar
vanished and the half-elf was alone. Alain
immediately went in search of the herb,
Role-Playing Alain
Alain doesn’t harbor any il will for humans, bat
his upbringing among the elves has skewed his
thinking somewhat, Alain is condescending to most
people he meets, unless they're other elves or half-
elves. Alain's attitude toward other peoples is
different if he encounters someone whose language
he doesn't understand or if he meets someone who
has news of his father and mother. These are the only
times that Alain is personable to a member of another
race. Of course, his attitude goes back to normal
when he has sufficient proficiency in the new
language ofthe news tums out to be untrue
Alain Pure-Speak
Half-Elf, Skill 6 Clerie/Skill 5 Magic-user
STR: 12, INT: 18, INS: 17
STA: 15 (+1), DEX: 15 (0, -1), APL: 12
HTK: 21,AC:4
‘MV: 12", AL: C. Good
AT: 1, DM: by weapon
THACO: 18
Religion/Deity: Elves/Corellon Larethian
HT: 3'\", WT: 137 ths,
Weapon Proficiencies: footman’s mace, staf, sling
Armor: none
Languages: common, elvish, gnome, shireling,
goblin, hobgoblin, lizardman, orcish, gnoll, 3
variant human tongues (GM's choice), Thieves’
Cant, and the Druidic Cant.
‘Magic Items: Bracers of Defense (AC: 6), Ring of
Protection +1, Cloak of Elvenkind, +1 footman’s
mace
Spells Cleric: 5/573 (GM's choice)
Spells Magic-user: 4/2/1 (GM's choice)
Specials: Easily picks up new languages (GM's
discretion as to how easy it is for him to learn and
4s to the number of languages able to be learned).
—Bob Heggie
eee6 o
2_ chapter f
Shau Lin, Gold Dragon
Once, terror reigned in the land in the form of an
evil dragon. The populace turned to a brave band of
adventurers to deliver the people from their
misfortune. In the dragon's hoard, they found a
unique treasure, a golden egg plundered from a
distant home. Of the adventurers, the Aged Master
desired only the egg as his share of the treasure.
Taking it back to his temple, the Aged Master waited.
Many years later, the ege revealed its treasure,
cracking open to announce the birth of Shau Lin, who
became the foster child of the Aged Master. Aged
Master raised Shau Lin as best he could, teaching
‘im all he knew of earthly matters and the union of
spirit and body.
‘As he grew, Shau Lin had a difficult decision to
make as a gold dragon: how best to feed himself.
Requiring jewels and pearls as nourishment for
further growth, he was forced to accept one of two
choices: he could venture forth as a gold dragon and
take what he needed, inthe process creating antipathy
for dragons and violating the teachings of his foster
father; or he could adventure in a human guise and
discreetly acquire the sustenance he needed from his
share of treasures. For Shau Lin the choice was
obvious: he would enter the ranks of humanity and
Jeam all that humans could offer.
On one particular adventure, Shau Lin received
as his share of the reward a cache of gems and
precious stones, which he proceeded to cat.
Unbeknownst to all, the treasure included a power
crystal known as the Tear of Bahamut (see p. 25 for
details), an artifact of great power. The crystal
introduced itself gently and adrotly into Shau Lin's
being, replacing his noble heart. In doing so, it
‘granted Shaw Lin great powers but caused him great
mental turmoil. The Tear transformed him into a
ddemigod, but its nature instilled upon Shau Lin the
realization of the pain and suffering that accompanies
the death of beloved companions. Realizing that he
=aL _ eee EES EL
—e
chapter 1 2
could never take a life again, Shau Lin retreated t0
the teachings of his father and formed his own
monastery.
‘Shau Lin’s form of preference is that of a small
‘man of undetermined age. His olive-toned skin is
covered by a simple white robe. Piercing gold eyes
look out from a placid, peaceful countenance. His
feet are bare, and his head is clean-shaven,
Only rarely does he assume his natural form.
As a dragon, Shau Lin appears in resplendent
glory; scales the color of burnished gold cover the
fifty-four feet of his serpentine body.
Shau Lin spends eight hours every evening
(when others are sleeping) engaged. in
uninterrupted meditation, contemplating the day's
events and his place in the cosmic scheme of
things. He splits the rest of his time between
training his followers, both physically and
‘mentally, and aiding the city’s poor. His ultimate
goal is to show humanity that it is possible to live
in peaceful coexistence without violence or want.
Individuals seeking training find varied styles
of martial combat taught at the temple. However,
with all of the combat instruction, the main lesson is
fone of non-confrontation, Before a student uses
force on another individual, he is encouraged to flee.
If force must be used, the student is taught to hurt
rather than maim and if necessary to maim rather
than kill. All students are encouraged to learn artistic
disciplines to help temper martial instincts. All
combat for the advancement of positions is non-
lethal in nature. Challenges are resolved in front of
an assembly of temple members and are usually
decided by a first blow. The first combatant able to
score a hit is declared the winner.
Role-Playing Shau Lin
Shau Lin never kills, While he and his
followers advocate nonviolent solutions to
difficulties, he doesn't explicitly reveal to people
that he can’t kill other living beings. While he
doesn't refrain from self-defense, when he fight,
he attacks to stun and incapacitate his opponents. If
faced witha situation where he may cause the
death of an individual, Shau Lin withdraws unless
he can sucessfll buf his opponent.
‘Adventurers seeking aid ffom the temple find
Shaw Lin a willing and understanding listener, Sha
Lin will provide training or knowledge to
individuals who follow beliefs similar to his own
‘The only thing he asks for in retum is service to the
poor in the form of food or labor. In unusual
24
3 6
circumstances, Shau Lin aids one who doesn't
share his system of values, but the price of this aid
is high. It’s expected that the recipient of such aid
undertake a mission to aid the temple in some
manner. Obedience to the temple under these
circumstances is ensured through the use of a Geas.
Shaw Lin
Gold Dragon (Age 837), Skill 17 Monk (in human
form)
AC: -3, HTK: 96 (12D8)
MY: 12°/30", AL: L. Good
AT: 3, DM: 1D8/1D8/6D6
THACO: 9, INT: Supra-genius (20)
Specials: Infravision 60.
Can’t be surprised.
ESP Resistance (96%), Feign Death (34 turns),
Heal Self (1D4 + 12), Quivering Palm,
Regeneration (1 HTK/I turn), Speak with
Animals, Speak with Plants.
Immune to disease and poison.
Detect hidden or invisible creatures within 80.
‘Aura of fear when flying or charging.
Immune to Beguiling, Cause Fear, Charm
Monster, Charm Person, Command, Confusion,
Domination, Emotion, Fear, Forget, Friends,
Fumble, Geas, Haste, Hold Person, Hypnotism,
Quest, Ray of Enfeeblement, Scare, Slow,
Suggestion, Telempathic Projection.
Magic-User Spells Memorized: 2/2/2/212/2
Level I: Sleep, Spider Climb
Level 2: Forget, Mirror mage
Level 3: Dispe! Magic, Tongues
Level 4: Confusion, Remove Curse
Level 5: Distance Distortion, Wall of Force
Level 6: Geas, Project Image
Human Guise
STR: 15, INT: 20, INS: 22
STA: 25, DEX: 16, APL: 16
HTK: 96, AC: -3
MY: 32", AL: L. Good
AT: 4 (open hand), DM: 8D4 (open hand) or by
‘weapon type +9)
THACO: 10
HT: 52", WE: 120 tbs,
Weapon Proficiencies: dagger, staff, bo stick, jo
stick, pole arm, crossbow
‘Armor: none
Weapons: staft
Specials: Thief Abilities: OL: 99%, F/RT: 99%,
MS: 99%, HS: 99%, HIN: 55%, CW: 99.7%,
SS a a ——2 chapter]
Tear of Bahamut
This artifact is a diamond of the rarest quality,
and its origins date to the beginning of time when
Bahamut and Tiamat first met in battle. The diamond
was formed from the single tear of grief that was
shed by Bahamut while mourning the death of
Mathaer, lone of the seven gold dragons that
accompanied him.
‘When the possessor
stone, he gains the
grasps this wondrous
powers or effects.
1, Cuire Light Wounds/Cure Disease (twice per
ayy
2. Light (thrice per day):
3. Bossessor is immune t8 Fear,
4, Possessor need not‘eat oF dtink for up to one
Week
If the possessor is L. Good and keeps the stone
for one month, the: stone incotporates itself into the
possessor’s body and he gains the following
additional powers.
1. Heal (once per day);
2. Raise Dead (once a week);
3. Possessor need not eat or drink;
4. Possessor doesn’t age;
5. Possessor's attribute scores rise by 3 points
each,
Once the stone has incorporated itself into the
host's body, the possessor éan never personally take
the life of a living creature. The death of any creature
at the possessor's hands causes the stone to eject the
hos, thus causing the host’s death.
Shau Lin’s followers
Honrell
Human, Skill 15 Monk
STR: 15, INT: 18, INS: 18
STA: 16, DEX: 18 (43, 4), APL: 9
HTK: 64, AC:-1
MV: 29", AL: L. Good
AT: 3 (open hand), DM: 6D4 (open hand) or by
‘weapon type +7
THACO: 12
HT: 57", WT: 220 Ibs,
Weapon Proficiencies: dagger, staff, bo stick, jo
Weapons: staff, crossbow
Specials: Surprised (6% chance),
ESP Resistance (92%), Feign Death (30 turns),
Heal Self (1D4 + 10), Speak with Animals, Speak
‘with Plants.
Beguiling, Charms, and Suggestion Resistance
(80%).
Immune to Disease, Geas, Haste, Poison, Quest,
and Slow.
Thief Abilities: OL: 92%, F/RT: 90%, MS: 99%,
HS: 99%, HIN: 50%, CW: 99.5%.
Honrell isin charge of the temple's administration.
‘Shau Lin relies heavily on Honrell’s judgment and
hhandling of the everyday affairs ofthe temple.
Honrell is a portly man who enjoys his food.
Often his clothing carries the remnants of his last
‘meal. His large bulk conceals lightning fast reflexes
and speed.
He, as do all of the monks at the temple, holds
Shau Lin in the highest regard and would gladly lay
down his life in defense of Shau Lin. Although he
abides by and fervently teaches the temple's
philosophies regarding nonviolence, he wouldn't
hesitate to use deadly force in eliminating a danger to
Shau Lin,
Yueang & Yuein
Human, Skill 10 Monks
STR: 14, INT: 16, INS: 17
STA: 18, DEX: 16 (+1, -2), APL: 18
HITK: 52, AC:3
MV:.24”, AL: L. Good
AT: 2 (open hand), DM: 11043 (open hand) or by
‘weapon type +5
THACO: 14
HIT: 59, WT: 128 Ibs.
Weapon Proficiencies: dagger, staff, bo stick, jo
stick, club
Armor: none
Weapons: staff
Specials: Surprised (16% chance).
ESP Resistance (82%), Feign Death (20 turns),
Heal Self (ID4 + 4), Speak with Animals, Speak
with Plants,
Beguiling, Charms, and Suggestion Resistance
(55%),
Immune to Disease, Haste, and Slow.
If subjected to Telepathic or Mind Blast attacks,
treat IN as 18,
oe
stick, pole arm, crossbow Thief Abilities: OL: 67%, F/RT: 65%, MS: 78%, t
Armor: none HS: 63%, HN: 30%, CW: 99%.
25
Eee ae T eT[ syerg 2 Se
—
i
Yueang & Yuein are identical female twins
‘who were rescued from the streets of the city and
brought to the temple, where they were raised
and are always found together. It appears that
they have the unique ability to anticipate what
sctions the other will take. (It isn’t uncommon for
one sister to start a sentence and the other sister
toend it)
Blond-haired and green-eyed, these young
women possess an almost mystical form of
beauty. Due to their level of expertise and
Personal charm, the twins are often placed in
charge of educating the new temple initiates
In combat the twins operate as a team, using
open-hand attacks aimed at a single opponent.
Once that opponent is disabled, they redirect theit
attacks on anew adversary.
Benetex
Human, Skill 7 Monk
STR: 15, INT: 16, INS: 15
‘STA: 15, DEX: 17 (+2, -3), APL: 14
HTK: 24, AC: 5
MV: 21", AL: L. Good
AT: 3/2 (open hand), DM: 1D8 +1 (open hand)
or by weapon type +4
THACO: 16
HT: 5111", WT: 160 Ibs.
Weapon Proficiencies: dagger, staf, bo stick, jo
stick
Armor: none
Weapons: staff
Specials: Surprised (22% chance).
ESP Resistance (76%), Feign Death (14 turns),
Heal Self (1D4 + 1), Speak with Animals
Immune to Disease, Haste, and Slow.
Thief Abilities: OL: 52%, F/RT: 50%, MS:
55%, HS: 43%, HIN: 25%, CW: 94%,
Benetex was once a thief who sought refuge
at the temple t0 avoid inquiries by the local law
enforcement regarding a series of business
burglaries. Once at the temple, he met Shau Lin,
This meeting became the tuming point in his life,
for soon afterward he forsook all material things
and devoted his life to the temple. Since his
conversion, Benetex hasn’t lost contact with the
local thieves. This communication allows him to
‘gain valuable information regarding happenings in
the city and also gives the temple opportunities to
purchase food and clothing for the city’s poor at a
Substantial discount. It is largely due to Benetex’s
shrewd dealings that the temple can help as many
26
people as it does. Benetex will attempt to avoid
direct combat whenever possible.
Palore
Human, Skill 2 Monk
‘STR: 18/27 (+1, +3), INT: 15, INS: 15
STA: 17, DEX: 16 (+1, -2), APL: 10
HTK: 14, AC:9
MV: 16", AL: L. Good
AT: 1 (open hand), DM: 1D4 (open hand) or by
weapon type +1
THACO: 20
HT: 63", WT: 240 Ibs.
Weapon Proficiencies: staff, dagger
Armor: none
Weapons: staff
Specials: Surprised (32% chance),
Thief Abilities: OL: 29%, F/RT: 25%, MS:
21%, HS: 15%, HN: 10%, CW: 86%.
Palore is a large, muscular man whose body
‘appears to have been carved out of a single piece
Of granite. Palore's large body mass is covered
with an intricate tattoo of blue and black inks,
forming a large dragon. On his chest is a
representation of the underbelly of the serpent
with front claws extended; on his arms are the
wings. Even Palore’s shaven pate has been
covered with a representation of a dragon's head,
From head to toe, Palore has striven to make his
body that of a dragon through the use of tattoos.
Palore is the gatekeeper. Individuals
attempting to get into the temple must first pass
by his strange visage. Although Palore speaks the
‘common languages of the city with mastery, he
often plays dumb (GM discretion), acting as if he
has limited linguistic communication skills.
Palore has found that when he plays this role,
temple visitors speak more freely among
themselves, thus allowing him to lear their true
intentions.
In combat Palore attempts to intimidate
opponents through the use of his size and
physical appearance. If actual combat begins,
Palore retreats, leaving the real fighting to the
temple members who are better trained to meet
the challenge. Palore is well aware of his
limitations,
—Robert M. Morgester
& Andrew C. Streimer
sp pr —2 chapter
Lars Sonsung, Minstrel
Lars Sonsung is a very short, yet powerfully
built man. He stands slightly over four feet in height,
and his shoulders seem to be as wide as he is tall. His
arms, though thickly muscled, barely reach his waist,
and they seem to be much too short for his burly
frame. In fact his entire body looks as though it were
haphazardly thrown together, as no two parts seem to
fit together properly. Due to the breadth of his
shoulders, his head appears to be a mere pea resting
between the peaks of two mountains. He is
completely bald, though a thick white beard covers
his face and reaches almost to his waist. His legs are
short and knobby, and the tops of his feet are covered
with tufts of white hair. Perhaps his most visible
oddity is his eyes. His left eye is a bright crystal blue,
while his right eye is opaque and almost totally
colorless.
Lars wears long flowing robes, preferably hooded,
the more outrageous the color, the better. His favorite
robe is bright purple. It’s adomed only with a long blue
sash, which ties around his waist. He rarely wears his
hood, only doing so at the beginning of a performance
and when trying to look particularly sinister.
Lars acquired his rather bizarre appearance
through no fault of his own. He is the unplanned half
breed offspring of a male dwarf named Davo and a
female shireling named Jaffe. This accounts for his
height and hairy feet, as well as his heavily muscled
build. He was bor without a right eye and wears a
glass eye in its place. Being more concerned with
shock value than looks, he chooses to wear a
colorless orb in the socket and doesn’t worry about
its aesthetic value
The union between his parents was totally by
accident and is considered quite a joke among the
local population. Davo and Jaffe were traveling
together in a large trading caravan and knew each
other only slightly. However, one night while
‘encamped, Jaffe needed fresh water and started in
search of it. Davo, being chivalrous, offered to go
with her, because he knew that the night held many
dangers for a lone wanderer. After a brief search,
they found a bubbling brook of crystal-clear water.
Before filling their buckets, they both decided to
quench their thirst. Unfortunately for them, they had
both drunk out of a love spring. This spring causes
anyone who drinks of it to fall in love with the first
person he or she sees. Of course, nature took over,
and nine months later Lars was born, Davo and Jaffe
tol cre of Lan ul bo sas 18 and ton en Kin,
off on his own. OF course, due to his appearance, he
hada long hard childhood, with few friends
The only enjoyment Lars had in his youth was
listening to his father sing. Davo would often sing of
mystical places and of mighty dwarven battles of
yore. His songs stirred young Lars, who often
dreamed of being a mighty dwarf champion who cut
«down his enemies like flies. Lars enjoyed his father's
singing so much that he began to seek solace in song
and quickly found that he had a beautiful bass voice.
At first he would sing only to himself, but as time
‘went on he began to sing for young children.
‘Then Lars knew he had finally found a meaning
in fife, He loved to sing to the young children, doing
so every chance he got. They didn’t tease him about
his appearance or torment him about his race. They
loved him for his music and accepted him for what he
was. On the other hand, the older children and adults
didn't care about his ability and continued to torment
him unmercifully.
‘When Lars wasn't singing, he was perfecting his
skill with musical instruments until he became a
Virtual master at anything he played. Despite his great
skill, he was still unaccepted by the community and
continually shunned by all except the children, He
decided to leave the city and venture forth into the
wilderness to be alone with his music. Early one
moming he arose, packed his few possessions, and
headed out of town. As he walked he sang such a
mournful, heartfelt song of agony that many who
heard it had to choke back their teas.
Lars wandered alone for many months, singing
only to himself and to any wildlife that cared 10
listen. One evening as Lars was singing to his
campfire, he noticed a pair of luminescent yellow
eyes staring out of the bushes at him. Startled, he
stopped singing and grabbed @ burning branch from
the fire. The eyes quickly disappeared. Lars
eventually relaxed, sat back down, and began to sing
anew. The moment Lars resumed his singing, the
yellow eyes reappeared. This time Lars continued to
Sing, ashe felt that even this audience was bette than
none a all,
{As the days passed, Lars put pieces of food out
around the perimeter of his camp, hoping to lure his
elusive friend into the open. Despite his best efforts,
the eyes only appeared at night, and then only when
he was singing. One night Lars began to sing as
usual, and the eyes immediately appeared. It was then
that Lars got an idea. He would try to lure the
creature out by song. His idea was to sing softer and
softer until “his friend,” as he now called it, came
27
—i chapter<1
6 3D
| eS]
2 chapterd
into view. Bit by bit, Lars lowered his voice until it
‘was barely audible over the rustle of the leaves. To
ls surprise, his idea worked, for out of the bushes
came a long furry creature, To Lars, this ereature
seemed to be a hybrid between a ferret and a dog. It
‘was approximately a foot in length, its body was
low to the ground, and its tal stretched out almost
another foot behind it. Its ears were floppy and
reminded Lars of @ puppy’s ears. To his surprise,
the creature slowly walked up to him and stared
directly into his good eye. This meeting lasted for
several minutes, and Lars got the impression that
the creature was trying to communicate with him.
Baffled, Lars stopped singing, but the creature
continued to stare at him. Becoming a bit unnerved,
Lars spoke to it, almost expecting it to answer him.
Instead it quickly turned and ran back into the dense
underbrush, Lars resumed his singing, but it was to
no avail as the creature had disappeared for the
night. Feeling more depressed than ever, Lars
planned to break camp the following morning and
continue on his seemingly endless quest for
friendship. To his surprise (and shock), he awoke in
the morning to find that his litle friend had retumed
and was contentedly curled up and snoring at his
feet. The moment Lars met the creature's closed
eyes, they opened and stared back at him. Not
‘wanting to scare the creature, Lars slowly offered it
food, which it eagerly accepted. After eating, the
animal began to nuzzle him as if expecting to be
stroked. Lars was elated, he had finally found a
friend. Obviously this friendship was destined to be.
After all, if a half-breed dwarf and a strange-
looking little animal couldn’t be friends, who
could? He spent the next several hours petting and
cuddling his new friend and decided that life wasn’t
so bad after all
As Lars stroked this creature, he tried to
determine what type of animal this actually was. He
couldn't recall having ever seen or heard of its like
before. Therefore he decided he would name this
little creature a “Dofer” (see p. 31 for details).
Laughing aloud, Lars asked his companion what he
thought of his new name. The moment Lars was
finished speaking, the Dofer looked at him as if
frustrated (at least it seemed that way to Lars),
scampered completely around him three times, and
then ran off into the forest. Lars wasn’t worried
because he somehow knew that it would return,
‘What did surprise him, however, was the incredible
speed of the creature. It ran so quickly that it was
‘gone before he could even react.
As Lars expected, the Dofer retumed a few
hours later. Instead of running to him to be petted, it
stopped directly before him and stared into his eyes.
It was only then that Lars noticed that the Dofer
‘was holding a small gem in its teeth.
Curious, Lars bent low to examine the beautiful
item. What he saw caused him to fall on his
backside in surprise. There was something moving
inside the gem. Upon closer examination he
realized that he was witnessing a scene about,
Dofers. Lars continued to watch, fascinated. The
scene showed a happy race of creatures like the
Dofer living contentedly among themselves. He
watched as it showed his Dofer growing up and
living on a day-to-day basis.
Then the scene suddenly changed. It showed the
Dofers in the grip of a horrible disease for which
there apparently was no cure. It then showed his
Dofer alone, seemingly searching for something.
Lars interpreted this to mean that his Dofer was only
‘one of a handful of his kind that survived and that he
had been alone ever since. The gem then went
blank, and the Dofer dropped it to the ground. By
this point Lars was in total shock and wasn’t sure
what to do. The Dofer gently nudged the gem closer
to Lars, as if indicating that he should pick it up. He
finally worked up the nerve to do so and cautiously
examined it. After much trial and error Lars realized.
that what he saw in the gem were his own thoughts
being transformed into pictures. For almost an entire
‘week Lars and his friend communicated with each
other through their thoughts and built up quite an
affection for each other.
This relationship went on happily for many
‘months. Lars would sing and the Dofer would lay at
his feet and listen, One night as Lars was singing
and absent-mindedly holding the Mind's Eye (see p.
128 for details), which is what he called the gem,
picture formed in it, Lars continued to sing and.
watched the Eye at the same time. The scene being
played out was how his mind interpreted the song,
The song was one of broken love, where a heartless
girl was cruel to the man who loved her. He began
to become so engrossed in the story that he almost
forgot to keep singing.
With a sigh, he wished he could share this
wonderful find with others, but he knew that day
would never come. Then it struck him, He would
return home and use the power of the Eye to
enhance his singing. However, this time the people
would be watching the gem, not his deformities. (At
least he hoped that this would be the case.)
29
——
les lLd
Realizing that the Eye wasn’t his alone, he conveyed
his idea to the Dofer and asked it to accompany him.
It quickly agreed and made it known that it would
follow Lars anywhere. The next morning Lars
packed up his few belongings and began his long
trip home.
It took Lars many weeks to reach home.
‘Throughout his trek he thought about how people
hhad treated him in the past and asked himself why it
should be any different now. He was almost to the
point of changing his mind about going home when,
wo events gave him the courage to continue. The
first was that he leamed the Dofer’s true name was
Bark (as close as Lars could figure out using only
the Mind’s Eye). Finding out the Dofer's name
cheered him greatly. The second event was an idea
of Bark’s. To enhance Lars’ singing, Bark
recommended that he replace his glass eye with the
Mind's Eye, He explained that this would give the
illusion that Lars’ singing was somehow magical
and that people would be amazed at actually seeing.
song come to life. Lars thought that Bark’s idea
‘was fantastic, and he quickly removed his old eye
and replaced it with the Mind’s Eye.
After many weeks, Lars finally reached the
outskirts of his home town. Lars walked boldly into
the center of town and began to sing. As he sang he
tried to make eye contact with as many people as
possible. At first, not many people would look
directly at him, but some did stop to listen to his
beautiful song. As time progressed, a brave few did
‘meet his eye and quickly became enthralled. Calling
to their peers to witness this incredible event, a large
‘crowd soon gathered. Lars sang songs of war for the
‘men, beautiful ballads for the ladies, and funny
adventure stories for the children. The crowd was.
amazed as it watched the stories being played out
through Lars’ eye, and not one noticed his strange
features. When Lars was finished, the masses
cheered and begged him to continue. He promised,
hhe would sing more at a later date and told everyone
to be sure to tell their friends about his songs. Before
the crowd had a chance to disperse, Bark made his
first appearance. Again the crowd was amazed. Lars
promised that they would also see more of Bark
When they returned. It was thus that Lars’ fame
began to spread,
‘The weeks passed quickly, and word of the
magical minstrel traveled throughout the
countryside. He traveled from town to town and
‘sang beautifully for all who would listen. At first the
people were more interested in his eye than in his
songs, but as more time passed they began to realize
that his singing was also very special. Lars also
incorporated Bark into his act. Bark ran about the
‘audience doing tricks and allowed the children to pet
him. Bark also collected any donations that the
‘crowd wished (0 give Lars. Soon Lars made quite a
reputation for himself and was traveling far to
entertain people with his music.
Lars had finally found a place in life. He was
happy traveling the country with Bark and even,
managed to make a modest living doing what he
loved the most, singing. Best of all, people no longer
looked at him as a freak, but as a performer.
Role-Playing Lars
Lars is kind, gentle man, He'll do almost
anything to avoid a fight and will try to walk away if
provoked, He will fight if his or Barks leis directly
threatened but will continue to offer his opponent &
chance to withdraw. This ist because he's scared
but because he knows what its like tobe hurt
Tf someone provokes or attempts to hurt Lars,
Bark leaps to his defense. Bark is also a mild.
mannered ereature, but he has an overwhelming
desire to keep Lars free from harm
He speaks softly unless singing and finds i
difficult to meet people's eyes until they gain his
confidence, When thi rust seamed, Las is foal
friend. (When he sings, he meets people's eyes
easily.)
He acts like this because he’s sill very insecure
and stil expects peopl to make fun of him,
He has a great love for children (especially
mistreated children and does all he canto help them
Lars Sonsung
Dwarf/Shireling, Skill 3 Fighter
STR: 18(78 (+2, +4), INT: 14, INS: 10
STA: 15 (+1), DEX: 9, APL: 6
HTK: 26, AC:5
MV:6", AL: L. Good
AT: 1, DM: by weapon (+4)
HT: 43", WT: 195 Ibs.
Weapon Proficiencies: sword, dagger, throwing
hammer
Magic Items: Mind's Eye (see p. 128 for details),
+3 Dwarven Throwing Hammer (with return),
Ring of Protection 43, 5' radius.
Other Items: 1 week's iron rations, large walking
stick, flute, miscellaneous musical instruments,
30
eeDofer
Frequency: Very Rare
‘Number Appearing: 1
AC:-5
‘Move: 6", (16" maximum) (see below)
HTK: 12 2D8)
% in Lair: 0 :
Treasure Type: see below
AT: 3/9 (sce below)
DM: 1D4 (claw) (x2), 1D6 (bite) (see
below)
Magic Resistance: Standard
Inielligence: Very Intelligent
Alignment: Neutral
Size: S
THACO: 12
Dofers are slight in stature and
approximately the size of a toy poodle. A
Dofer's body resembles that of a ferret,
yet its head is canine in nature. Its ears
are large and floppy and sometimes touch
the ground, Its body is long and low, and
ithas a tail that can extend for up to three
feet behind. Dofers are comical-looking
creatures, and it isn’t uncommon for
someone seeing one for the first time to break into
laughter.
Despite their comical appearance, Dofers are
ferocious fighters and fight to the death if necessary
They have a special attribute that makes them
extremely dangerous: their incredible speed. When
necessary, a Dofer can move at an incredible rate of
speed (thus the -5 AC), appearing as a mere blur. For
this eason, a Dofer always wins initiative and attacks
first even if surprised. A Dofer may stay at maximum
speed for 10 melee rounds, after which it must rest
for atleast six hours and eat large meal.
‘When moving at this high rate of speed, a Dofer
gets three separate attacks per melee round. Each
attack consists of two claws and a bite. These attacks
cean be directed at one person or can be split between
{wo or more opponents. Therefor, in reality a Dofer
‘may attack up to nine times per melee round.
Dofers inhabit only isolated regions and are
almost never seen by man. They spend the majority
of their time among the tree tops, either dozing,
cating, or playing. At one time they were as
‘numerous as the leaves on the trees, but today there
are less than 100. Many years ago a horrible disease
ravaged their communities and nearly caused their
extinction. The survivors split up into many small
3
1
‘groups in the hope that at least some of their race
‘would live on,
Dofers are highly intelligent but are unable to
‘make sounds. They communicate through an inherent
form of telepathy, which they can send and receive,
even with intelligent non-telepathie creatures,
Longing to communicate better with other races
the Dofers created the Mind’s Eye (see p. 128 for
details). However, before any communication could
be established, the disease struck and killed most of
the Dofer species. To this day, every Dofer possesses
@ Mind’s Eye, and each eagerly uses it if offered the
chanee (GM discretion).
Since Dofers aren’t able to make sounds, they
are fascinated by sounds foreign to them (GM
discretion). Dofers are incredibly fond of music and
stop whatever they are doing and immediately
proceed toward its source. (Note, however, that due
to their high intelligence, they won't break combat or
be lured into a trap by music.) When they find its
source, they listen contentedly until it ends and then
continue on their way. (The playing of music greatly
enhances one’s chance of befriending a Dofer, at GM
discretion.)
—Lee Agosta
—e
2 a “meen—
ate
1__chapter 2 :
4 5 6
city) locations
Alcan’s Book Store
Alcan’s Book Store is a repository of valuable
books, a good source of maps, the best place around
for printing services, and a place where you might
‘bump into some influential and interesting characters.
Alcan's Book Store is only open during the day.
Special arrangements may be made with Alean for
private openings during non-business hours. A
wooden bolt on the inside secures the main door,
Copper bars cover the windows of the store,
Level 1: First Floor
‘As the door opens, a small Ball-gently chimes
above. A large rosewood counter formfjan “L” shape
extending from the west wall toward th®jeast and
then back into the shop. Past the counter lies allarge
‘room where books line all walls from floor to ceiling
Ten leather high-back chairs form a circle
surrounding a small brass coffee table in the center of
the room, An elaborately woven teal green rug covers
the floor. A rhythmic deep dull thumping sound
comes from the ceiling. Behindthe counter is @ ay
hnaired)woman of middle ages
‘Area 1
‘The woman is Malyn Hamlin, wife of the store's
proprietor. She can answer general questions about
the location of specific works and handles all
‘monetary transactions. Under the counter where
Malyn sits is a small bell-rope. One tug on thi rope ¥
summons Alcan; two tugs summon Alcan and the
apprentices armed with crossbows.
Malyn enters all purchases in a red ledger that is
‘Kept under the counter next to the bell-rope on top of
4 small iron chest. Near the ledger is a coin-sized
chate that leads to the basement. This chute is used to
dispose of large sums acquired from the sale of
books. The iron chest contains the equivalent of 20
‘2p in various denominations, used to make change.
Area 2
Behind the counter ned tHe west wal isa small
coal-burhing stove warning a teapot for customers.
Area 3
ABOVE"ERE cixcle of chairs hangs a brass
Chandelier hich softy illuminates the room, The
chandelief sways gent} in rythm with the thumping
sound from above. Althodghthe chandelier holds 24
aides, the soft light thatthe chandelies-provides is
from a Continual/bight spell thathas been centered
on the chandelier. The candles are not lit
Area 4
All books" on display arelayailable for sale. The
Books range in pri¢e-trom 1 gp\to whatever the
market willing to pay. In determining the price of a
book, the karer the book or the mibre d@sperately the
purchaser Reeds it, the higher the price. Alcan will
also purchage books from individuals. Typically the
store pays ofly 25% of the retail value of the book.
——
|
When Alcan knows that he
has a ready buyer for the
work in question, he will pay
as much as 70% of the retail
value. Complaints are often
answered with, “I buy it
from you and what happens
if no one buys it from me? {
tell you. The children go
hhungry, that’s what happens
and it happens a lot in this
‘business. You think you can
find someone to buy your
book for more? Go ahead
‘and find him.”‘The books are arranged in sections according to
topic.
Section A — The books in this section deal with
history. Some of the more interesting titles include:
Power Struggles in the Empire; Succession Through
Poison; Victory Through Siege Power, Lucius If and
the Law; Origins of the Senate as a Republican Form
of Government; Patterns of Assault in Orc Tribal
Raids: a First-Hand Account; An Accurate and
Truthful Description of the Heritage of the Overlord,
His Family and Relations, Vol. F-1X (lacks Vol. 1V).
Section B — This section contains romance and
poetry. Some of the more interesting titles include:
Power Struggles in the Empire: A Woman's
Perspective; Julius and Roma: A Tragic Tale; Love
Sonnets From the Court: A Collection of Verse by
Courtiers Throughout the History of the City-State: A
Tale of Two City-States; Paradise Bereaved: Elven
Love Sonnets, Dwarven Love Sonnets: The Abridged
Version; Orcish Mating Rituals.
Section C — This is the nature/gardening
section. Some of the more interesting titles include:
Better Castles and Gardens (a continuing pamphlet),
Better Living Through Vegetables; The Advantages of,
Horse Manure Over Cattle Dung: Fungus
Identification: An Adventurer’s Guidebook; The
Druid’ s Practical Guide to Gathering Mistletoe;
Defensive Landscaping; 1001 Uses for Garlic: An
Aid t0 Vampire Hunting; How to Care for Your
Philodendron.
Seetion D — The book shelves in this area are
locked behind a copper mesh screen. These books
deal with academic research into the nature of magic
and magical creatures. Some of the more interesting,
titles include: The Origins of Thaumaturgical
Research Dealing Specifically With the Interactions
of the Various Inner Planes, Namely the Positive and
Negative Material Planes, and the Influence Therein
Upon the Generation of Unnatural Magical Hybrid
Creatures; The Grimouire; The Exalted Book of
Magic (stage magic, that is); Secrets of the Ancient
Cultures of Briarwood (DMs should insert their own.
campaign land here): Vol. If — Blood Sacrifices; A
Partial Investigation of the Manufacture of Golems;
Uses of Ectoplasm in Aiding Spell Casting: Demons
and the Names They Go By; The Necronomicon; The
Silver Bough. Alcan also generally has three or four
spell books of various levels available for sale:
% Roll
1-75
76-00
Spell Level
1D8.
1D6
Spell Type
Magie-User
lusionist
# Spells
120
2D8
eS
33_chapter 2
Spell books with less than five spells are in
damaged condition; the books at one time contained
more spells, which are now unavailable (pages torn
or missing) or unreadable.
Section E — A copper mesh screen also covers
these shelves, which are filled with scroll tubes
divided into cubby holes labeled with geographical
areas. The scrolls are maps showing locations of
treasure or lost cities. All the maps are created at
Alean’s by faithfully copying an original map that
hhas come into the store's possession. All original
documents are kept hidden on the second floor. If a
purchaser is looking for the original map, the
purchase price would be ten times that of the
reproduction price plus an agreement that Alcan is to
receive 5% of all recovered treasure. This is non-
negotiable.
Section F — The books in this section are travel
pieces describing outlying areas in the personal
diaries of well-traveled individuals.
Section G — This section contains books and
‘eatises in the mechanical arts. The selections here
range from the creation of siege engines to simple
stone masonry. Some of the more interesting titles
include: Dwarven Perspective on War: Basic
Carpentry, The Fine Art of Whiting: Shipwright: A
raj; Smelting Made Simple; Gnomish Siege Engines:
War Made Easy and Fun; A Good Foundation: Stone
Masonry as the Basis of All Construction; Tricks and
Traps: A Builder’ s Guide; Tricks and Traps: A
Survivor's Viewpoint; Tricks and Traps: A Better
Builder’ s Guide.
Area 5
Behind the closed door are stairs leading up to
the second level and down to the basement.
Level 0: Basement
‘The light from the stairwell partially illuminates
the bottom of the stairs. Past the foot of the stairs,
the room lies in darkness. Illumination reveals
barrels and boxes and other storage containers piled
along the west and east walls. Along the south wall,
various pots and bottles are stacked on a large table.
Mounted on the wall above the table are two
lanterns.
Area 6
Barrels in this area contain linseed oil and a
soot-like material called carbon black. These are the
‘components to make ink for the printing presses on
the second floor.
fad-~
1 chapter 2 4 5 (A z
‘The Basement Area7 lock protects the chest. Attempts to open it without
The crates in this | the original key are made at -30%, Additionally, the
axea contain paper | chest is trapped. Anyone opening the chest without
: and other supplies | pressing hard on the right hinge will cause a glass
ews |] forthe book pages | vil of poison gas o break. Anyone within ten fet of
and bindings. All
of these items are
packed in straw 10
help prevent
‘moisture damage.
Area 8
The pots and
| | bottes stacked on
the table are
covered in a
greasy black
liquid — ink.
H
These pots and
bottles are used to combine the raw materials (in
‘Area 6) to create ink for the shop. Once a vat of ink is
‘manufactured, itis taken to the second floor for use.
If touched, this ink can be removed only by lantern
oil or the passage of time.
Area 9: Concealed Room
This room is accessible only through the secret
door located on the northern wall concealed behind
some of the boxes in Area 7. From the ceiling juts an
odd angled pipe that is connected to a chest that is
chained onto the floor, Money placed in the drop slot
located on the frst floor rolls down the pipe into the
chest. The chest contains the day’s receipts, which on
an average business day range from 6 gp to 150 gp
the chest at the time the vial breaks must save vs,
poison or be put to sleep for 20 hours. The gas will
persist in the room for one hour unless ventilated.
Level 2: Second Floor
‘The stairway leading to the second floor is wom.
and dirty, with ink on the stairs and the handrail
Area 10
‘The device in the center of the room is Alcan
Hamlin’s pride and joy, his printing press. The press
has a fixed lower surface and a moveable upper
surface, operated vertically by means of a pressure
bar, After being arranged on a strip of wood and
locked into the frame, the composed type is inked,
and then covered with a sheet of parchment.
Everything is pressed together in the vise formed
between the two surfaces of the press. The type set in
the printing press currently will produce a poetical
folio.
Off to one side of the press is a small table that
contains a large pile of unprinted parchment
‘Underneath this table is a bucket of ink and a brush.
Area IL
‘The two writing desks are covered with ink spots.
and other discolorations. At the top of each desk rests
an ink well and a pair of feather quills. These desks
are used to reproduce maps and other diagrams that
(ID100+5D10). An extremely complex mechanical Y cannot be re-cested mechanically.
BB
C=
Area 12
This large wooden table
provides an area for drying
recently printed parchment,
Underneath the table is a
long series of drawers. The
drawers contain thousands of
type pieces crafted from
copper. Each one of these
pieces represents a letter or
punctuation mark from the
common alphabet. The type
pieces are arranged on a strip
of wood and then locked
onto the printing press
frame.
wong casArea 13
The staircase leads to the attic. Five short swords
and four heavy crossbows hang on the western wall,
Each of the crossbows has been wound and cocked.
A large supply of bolts fill a bucket beneath them for
easy access. IF the bell on the first floor is rung twice
fo summon help, the apprentices will use these
‘weapons. Because the crossbows have been left in a
wound and cocked position, there is a 20% chance
that the bowstring will break, rending the weapon
useless atthe time of firing.
Level 3: Attic
Worked wooden dowels and various pieces of
worked metal project from numerous open crates in
the southern section of this room. To the north are
two doors. The steeply sloped ceiling makes standing
impossible (for a human) within about five feet of the
‘outer east and west walls.
Area 14
‘The open crates contain replacement parts for
the printing press. Other crates contain wax and
thread, Bolts of cloth lean against the crates.
Area 15: Carlin the Apprentice’s Room
This room contains an unmade bed and a small
washstand. At the foot ofthe bed is a large chest, The
chest is unlocked and contains Carlin’s personal
effects and clothing. Under the bed is a chamber pot.
A small lantern hangs over the bed suspended from
the ceiling by a chain, A small bookshelf on the
ester wall holds a book and a small pot. The book
3 chapter 2
entitled Captain Oratio Piper. The pot contains a few
oatmeal cookies.
Area 16: Jersal the Apprentice’s Room
This room contain a bed and a small washstand,
‘A lantem is bolted to the northem wall. At the foot of
the bed isa large chest with an open book on top. The
book is a collection of essays conceming the effects
of ethereal matter on the flow of time entitled
Temporal Abnormalities of Ethereal Matter. The
chest is unlocked and contains Jersal’s personal
effects and clothing, Jersal has hidden his spell book
within his clothing in the chest. Nextt the bed ies @
chamber pot. Hidden within the straw mattress is a
Book of Infinite Spells.
Jersal’s Spell Book: Read Magic, Comprehend
Languages, Sleep, Write, Detect Magic, Mending,
Erase, Unseen Servant
Book of Infinite Spells: The book has only been
‘opened to its frst of 25 pages. The book contains the
following spells in order: Power Word Stun, Cone of
Cold, Emotion, blank page, Tree, Chant, Phase Door,
Light, Mirror Image, Transformation spell, Heal, Bless,
Entangle, Shadow Door, Push, Tongues, blank page,
blank page, Erase, Fly, Dig, Snare, Quest, Shadow
Dor.
Activity in Alean’s Book Store
While the store is open, Malyn Hamlin works
the desk on the ground floor. There is a 20% chance
that 1D4 customers will be present. Use NPCs from
your campaign or roll on the following chart,
rerolling if the customer is inappropriate for your
isa collection of stories about life on the high seas ¥ campaign,
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pen ares ed wih crates
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