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750-A Portal To Adventures

Role Aids supplement (Mayfair games)

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100% found this document useful (2 votes)
602 views130 pages

750-A Portal To Adventures

Role Aids supplement (Mayfair games)

Uploaded by

RobinCurieux
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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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 750 aa 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 —e chi =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 q | | | i | 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 6 ET 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 = o <7 Vi ce 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 7 ot 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, or ay 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 Schroeder chapter 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 Ins 6 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 Schroeder J] 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 21 me 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 eee 6 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 ee Dofer 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 cas Area 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, ‘woo pen ares ed wih crates cain aor

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