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HJ13

The HackJournal is a quarterly publication by the HackMaster Association, featuring articles and submissions related to the HackMaster game. This issue includes guidelines for submitting articles, a call for more editors, and various magical items for adventurers. It emphasizes the importance of occult shops for acquiring magic items and spell components, highlighting a sample shop owned by a Millerite Goblin named Sqarjy.

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0% found this document useful (0 votes)
33 views33 pages

HJ13

The HackJournal is a quarterly publication by the HackMaster Association, featuring articles and submissions related to the HackMaster game. This issue includes guidelines for submitting articles, a call for more editors, and various magical items for adventurers. It emphasizes the importance of occult shops for acquiring magic items and spell components, highlighting a sample shop owned by a Millerite Goblin named Sqarjy.

Uploaded by

warl12
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 33

The Official Publication of the HackMaster Association

HackJournal ISSUE 4.13 page # 1


Those Held Responsible... world” is Garweezze Wurld. Perhaps they were in danger of being
eaten by trolls? Never the less, if you would like to be an editor and
Project Manager: ....................................... Steve Johansson
are currently a member of the HMA in good standing I invite you
Layout/E-i-C: ................................................ D. M. Zwerg to contact the HackJournal staff about the openings in the editing
Head Editor: ........................................... Steve De Chellis department.
Assistant Editors: ........................................ Chuck Boswell There is also a short list of articles that are not wanted...
............................................. Steve Willett New PC races.
............................... Donald W. MacVittie Major rules alterations.
.......................................... Joe Stevenson Articles so bizarre you wouldn't want your grandmother to know
................................................ Brad Todd you were reading them.
........................................ R. T. Berryman In general, the above items will simply not make it through the
approval process for inclussion, so don't bother wasting your time.
........................................... Jason Zavoda
In closing I hope the changes made behind the scenes will allow for
....................................... Benjamin Pierce a smoother and more timely HackJournal. If they do not, well you
.................................................... Face777 know who to blame... me!

To Be Found Herein... Stephen De Chellis


Traveller's Magic ................................................................. 3 Lead Editor and Document Manager, HackJournal
Sqarjy's Occult Shop ............................................................ 5
PC Remembrance Day ........................................................ 7 HackJournal Articles
The HackJournal needs Waylands material, art work, "A Day in
Pipes and Pipeweed of Garweeze Wurld ............................. 9
the Life" stories, magic items, adventures or anything that could be
Skill List ............................................................................. 19 a help to players or gamemasters all have a home in the
Elves of the Waylands, part 2 ............................................ 31 HackJournal.
A Day in the Life: Gagwaller ............................................ 33 To submit something to the HackJournal, whether it is Waylands
related or not, follow a few simple steps:
From the Editor's Desk Step One: Examine the HackJournal Submission Guidelines.
Well here we are, another exciting issue of HackJournal! These are available on the HMA site. Just login to that site at
This is the first issue where you will begin to see the fruits of my http://www.kenzerco.com/hma/main/index.php and click on the
taking over document tracking duties from the Dwarf. I hope these link under Resources.
fruits will be tasty and not sour! Step Two: Write your article in Microsoft Word (.DOC) or Rich
I have a few goals in mind for the next few issues, one of which is Text Format (RTF), or save your artwork in .TIF or .JPG formats
to cover all the bases. (at 300 dpi resolution).
I would like to be able to include articles under all the major Step Three: Send and email to Foundry Dwarf, the HackJournal
headings in each issue. A little something for the players, a little Editor in Chief (hackjournalg@kenzerco.com) with "[HJ] <article
something for the GMs and a little something for both. For this to name>" in the subject line. If it concerns the Waylands, include
work, we need submissions.Which brings me to my next line... that in the subject line as well.
How to submit and article in a manner that makes the lead editor Step Four: Include your name, HMA number, e-mail address and
happy. a brief description of the submission in the text of the article itself.
1.Give your article a good name. Step Five: Work on new ideas for articles as your submission is
2.Include your name (and a pen name if you feel the need for one.) processed. It may take a while for your submission to be approved
3.Include your HMA information. and formatted for the HackJournal. And with all of the HJ
4.Specify what category you think your article fits best under. Assistant Editors now, it shouldn't be too long before you hear
5.If it is a group effort, list the author to contact first. something back.
6.If possible, I prefer RTF format.
I would like to thank all the authors and editors who have helped to HackJournal Submission Guidelines
make this issue happen and put out a call for more editors. We Submission guidelines can be found on the HMA Website
recently lost a few due to something called “real world issues”. I http://www.kenzerco.com/hma/main/index.php
don't particularly understand this as everyone knows the “real

http://www.kenzerco.com/
HackJournal is published quarterly by: Submissions for publication in Submissions sent by postal mail should be addressed to
Kenzer and Company, future issues of HackJournal the address shown at left. Electronic and e-mail
511 W. Greenwood Ave., should be sent to: submissions are strongly preferred as we cannot assume
Waukegan, IL 60087-5102 hackjournal@kenzerco.com responsibility for the care and feeding of any carrier
pigeons, kobold messengers, et.

© Copyright 2005, Kenzer and Company, All Rights Reserved


With respect to trademarks: HackMaster is a registered trademark of Kenzer and Company. The HackMaster logo, HackJournal logo, Hacklopedia of
Beasts, the Kenzer and Company logo, Knights of the Dinner Table, KoDT, Hard Eight Enterprises, GameMaster's Workshop, All Things Magical,
Player's Advantage, The Good, the Bad, and the Ugly, Rustlers of the Night, War Stories, From the Armchair of the Arch-Mage, A Day in the Life,
www.kenzerco.com and all prominent characters and likeness thereof are trademarks of Kenzer and Company. © Copyright 2005, Kenzer and
Company, All Rights Reserved

HackJournal ISSUE 4.13 page # 2


All Things Magical

Traveller's Magic
Adventurers live a life filled with trouble and travel. After these proved successful he began crafting more of
They often find themselves in the wilderness, far from the decanters, some estimates place the total decanters
civilization, in temperature extremes with only their crafted at just under 1,000. It is also rumored that he
equipment to count on. Due to the nature of their trade, crafted a few smaller items, in particular rumors
adventurers have invented a number of magical items circulate about a limited edition set of commemorative
that make life on the road more bearable. beer mugs that when a single gold coin is dropped in
Here follows a list of various magical items that have they fill to the brim with a very tasty dwarven beer.
been created to make the lives of travelers more Drom has since passed on but his brewery thrives. As
enjoyable. new brews become available and old recipes are retired
the engravings on the decanters change to match the
Bedroll of Healing current selections available and their prices.
By Heather O'Malley, HMGMA# TN-2-00809-02
EPV: 350 per plus GPV: 1000 / 1500 / 2000 Pyramid of Fire
This item is a gray green blanket of rough wool with By Heather O'Malley, HMGMA# TN-2-00809-02
the initials U.S. on it. These letters are the initials of the EPV: 400 GPV: 1200
magic-user who created these wonderful items. Ulleye This is a four-sided pyramid of obsidian with symbols
Synarath, a human magic-user created a number of of flames etched along the upper sides. The command
these blankets through his life for various adventuring word to turn it on is inscribed into the bottom of the
parties. The magic woven into the blankets helps speed pyramid, as the creator doubted the ability of users to
the healing process. There are three types of this remember such things. The pyramid will start a normal
blanket. 70% of these are +1, 20% +2 and 10% +3. This fire regardless of the state of the kindling. It will light
is added to the characters hit points for an uninterrupted dry or wet wood, and will allow rotted wood to burn
8 hours of sleep. The Bedroll of Healing works once in long enough to catch better wood on fire. Once the fire
a 24 hour period. If the Bedroll of Healing is used while has caught the pyramid stops burning. The fire can be
a PC is fully resting, the bedrolls healing bonuses stack put out normally.
onto all other modifiers for healing. The character must put the pyramid in the center of the
fire and leave it there until the fire is doused. It does not
Drom's Ever Full, Pay-as-you-go, Decanter use charges as it replenishes itself from the heat
By Stephen De Chellis, HMGMA #CTl-1-00373-01 generated by the flames. If used in water the pyramid
Decanter: EPV: 250xp GPV:1,000gp must be placed in a forge for a 24 hour period to
Commemorative Beer Mug: EPV: 500xp GPV:5,000gp replenish its heat.
Drom Bladesmith was born the seventh son of a
seventh son of the master weapon smith Gunthar No-Fire Skillet
Bladesmith. Although he was destined for greatness, his By Heather O'Malley, HMGMA# TN-2-00809-02
greatness did not materialize in the fashion hoped for by EPV: 100 GPV: 650
his father. No, Drom could not craft a blade to save his This is a cast iron skillet an inch deep, with wavy lines
life, but he could brew some mighty fine ale. etched into the bottom. The command word is etched
In his quest to be the best brewer in his clan he spent into the handle. This allows someone to cook using the
many long years traveling the world to find the best skillet without a fire. The magic heats up the inside of
hops, barley, honey and other fine ingredients for his the skillet. If used for an attack while the heating charm
brewing. One thing he discovered early on was that is active it does 1 extra point of damage to an opponent.
shipping was a real pain. What with brigands on the
roads, and pirates on the high seas, not to mention the Universal Tool
monsters that often attacked caravans. To this end he By Heather O'Malley, HMGMA# TN-2-00809-02
created a series of 'pay-as-you-go' decanters. EPV: 750 GPV: 2000
With the use of a highly specialized magical This item is a rod about one foot in length, colored red
distribution system he created 10 magic decanters. Each with a white equilateral cross at one end. With use of
decanter was the size of a small barrel, roughly 20 the command word the item converts into any known
gallons, and was fitted with a special slot for coins. hand tool that the wielder knows how to use. By saying
Beside the slot for coins was engraved a price list. By the command word a second time the item reconverts to
inserting a number of coins into the slot and then the rod. The tool runs on charges, with one tool
reading aloud the desired beverage, the decanter would counting as one charge. When found the item will have
fill to the brim with the requested beverage and the 1d20+20 charges in it. It can be recharged. The device
coins would be magically whisked away to Drom's can only be used to create medium or small sized tools.
treasury. There have been no recorded sightings of a Universal
The first 10 decanters were given away to high-class Tool of large size.
establishments in the most affluent cities he had visited.
GameMaster's Workshop

Sqarjy's Occult Shop


By Andrew Franklin, HMGMA # OK-3-00193-01

In the HackMaster teraverse, acquiring magic items and shops will sell blank spell books, paper, ink suitable for
spell components is a significant goal for most adventuring spell scribing, and a few tomes on alchemy and other
parties. Adventurers usually need spell components at the academic subjects. The availability code for these items is
beginning and end of each adventure and often acquire at low to medium depending on the shop’s capitalization.
least a few token magic items during the course of an Finally, occult shops tend to carry weak miscellaneous
adventure. The adventurers could use substitute magical potions and low-level utility spell scrolls such as
components in the field, or hire an elven identifier to Harpaang’s Floating Cart, Cure Light Wounds, and Find
identify their items, and sell their items immediately upon Traps. Occult shops will buy and trade magic items if
returning to the nearest hamlet, but these solutions each sufficiently capitalized; occult shops thus need a magic-user
have their own problems. The Mage Advocates warn with the Detect Magic and Identify spells to be successful.
mages about the folly of improper components and many As occult shops are a business with a limited customer base
mage deaths occur because their advice is not heeded. and high customer turnover, they need to charge high prices
Elven identifiers are not always reliable and you have to to make a profit. Occult shops can make their best profit on
keep the pointy-eared guys and gals protected lest they die magical items-while concoctions are valuable the skills of
during your crawl. Selling your magic to the village yokels Alchemy and Herbalism can be learned and performed by
usually means your party loses money on the crawl. anyone with the right education. The ability to make
magical items is much rarer, and adventurers desperately
So, sagacious adventuring parties prefer to deal with need those items. Given their love of commerce, proving
specialists in the occult. You can acquire that desperately- their intellect to others, and magic, Millerite Goblins are the
needed penguin saliva for your Icy Sphere spells, pick up a consummate occult shop owners and operators. For our
few healing scrolls, and sell off all those potions of Water example shop we will use the shop of Sqarjy, a Millerite
Breathing you don’t need, all in one place. Occult Goblin-feel free to have a character of another race own the
specialists can also fence your magic to others, maybe even shop if it suits your campaign. Generate your occult shop
getting you a magical item you want in return. Occult owner like any other NPC.
shops thus provide an important service for adventuring
parties. While not as well stocked as a true alchemist in Our sample shop, Sqarjy’s, is a medium-sized occult shop
potions both mundane and magical, a herbalist in herbs, or a in a city of 10,000 residents which is near a dungeon famed
bookseller in tomes of knowledge, occult stores nonetheless for its large stashes of loot. Sqarjy’s is a simple two-story
tend to serve as a “magical” general store for adventuring stone building. The first story hosts the main shop and a
parties. Occult stores are rarely found in any town with less small storage room plus sanitation facilities for the
than 10,000 residents, as they have a high upkeep cost and a customers while the second story is where the occult shop’s
highly unpredictable customer base. Those using the proprietor, Sqarjlheed McIntosh, a sixth-level Millerite
GriftMaster’s Guide should use the base availability of an Goblin magic-user, lives. Sqarjy is assisted by two human
alchemist on Table 3A: Business Types (page 82 of that apprentices who run the counter and help with projects-they
august tome) as the base availability. Cities with a magic- will only sell and buy at Sqarjy’s base prices and summon
user academy should be more likely to have occult shops, the boss if there is to be negotiation. There is a small
as should cities with dungeons nearby which adventurers alchemy and herbal workshop worth 500 gold pieces on the
look to extract loot from. Cities in peaceful, quiet areas second floor where Sqarjy makes his concoctions for sale.
tend to have less need for occult shops. The frequency at Sqarjy uses Detect Disease, Detect Magic, Gabal’s Magic
which these stores appear can vary from one-third of the Aura, Identify, and Read Magic to examine all items
listed value for alchemists to thrice that at the discretion of brought to him for sale by adventurers. He also has the
the GM. Alarm and Merge Coin Pile spell and any other spells of his
level the GM finds appropriate. He has an Intelligence of
Occult shops stock spell components for common magic- 19/04, a Wisdom of 16/02, and the skills Arcane Lore at
user spells. Components that cost less than 10 gold pieces 85%, Spellcraft at 85%, Religion (General) at 50%, Divine
and are for spells of less than fourth level have a high Lore at 75%, Alchemy at 85%, Botany at 50%, Holistic
availability code at an occult shop. Components for fourth Plant Identification at 76%, Herbalism at 76%, Appraising
level and higher spells or more expensive components are at 76%, Appraisal: Gemstone at 50%, Haggling at 95%,
carried at the better occult shops at high prices. Occult Bartering at 85%, and Bargain Sense at 76%. Sqarjy is true
shops will also stock small quantities of acids and bases for neutral and relatively avaricious. He starts offering one-
at least double the list price of such chemicals in fourth the book value of any items he notices and will only
HackJournal #4. Herbal healing potions, burn salve, pay book value if the item is especially resalable or of
sunscreen (for the many albino adventures), and antidotes direct use to him. Sqarjy marks everything up to twice
to common plant and animal poisons of the area are often book price at least, but can be haggled down to 125% of
carried at medium availability (or small qualities if there is book price for the bulk of goods in his store. Parties who
no availability code in a HackMaster tome). Most occult are especially rude to him will receive items with Gabal’s

HackJournal ISSUE 4.13 page # 5


GameMaster's Workshop

Magic Aura on them instead of the regular items if Sqarjy parchment which he has at medium availability. Sqarjy will
thinks they’ll bite it in the dungeon-but otherwise he just not knowingly deal or purchase items that are cursed or
doesn’t deal with rude adventurers. Sqarjy always stocks highly evil. Sqarjy prefers to not keep a lot of cash on hand-
1d3 of each of the acid and base varieties, 1d4+1 herbal he pays in banknotes or store credit for most items he buys.
healing potions (equal chance of each type), and 1d2 Nonetheless, some adventurers demand cash or gems, so he
antidotes for the poison of common monsters and plants in will have a mixture of 1d3000 gold pieces worth of gold
the area. He will have 1d3+1 randomly determined utility and gems available for purchases. How much money
scrolls of 1st and 2nd level spells, always at the minimum Sqarjy makes depends on the campaign, but he has lean
caster level. Sqarjy carries all components under 10 gold months and fat months-all depending on whether
pieces for level 1-3 magic-user spells, and he has a 10% adventurers are going into the dungeons. An occult shop
chance of having components costing 200 gp or less for any owner like Sqarjy can be a great lifeline for your PCs or a
magic-user spell of fourth or fifth level. He can special- good way for you GMs to take those magic items off the
order components for higher-level spells at very high PC’s hands for cheap.
prices. Sqarjy will have 1d3 books on occult and scholarly
subjects for sale. Sometimes he has ink and other spellbook The map below details Sqarjy’s shop-feel free to change
components; check at low availability for all of these but the map to fit your occult shops.

HackJournal ISSUE 4.13 page # 6


PC Remembrance Day

PC Remembrance Day Memorials 2004


By James B. Montney II, HMGMA MI-01-01463-03

Submitted by (a.k.a. Dude), HMA #1731 Submitted by Adam Keller, (a.k.a. JhiaxusHACK)
Verial Treewalker HMPA #719
Level 1/2 Elf(?) Mu/Thief Garish Stoneaxe
Verial was my first HackMaster character. He was a Level 1/1 Dwarf Fighter/Cleric
level 1/2 Mu/thief, my favorite multi-class. He died on Garish Stoneaxe: Level 1/1 Dwarf Fighter/Cleric, died
his way back from Quasqeton. He had enough $$$ to when a Griffon landed on him after he killed it, his
pay for leveling, and enough EP to become 2/3, the laundry list of bad flaws, he decided not to be raised
highest registered MU/Thief at that time. He was for the good of the group. No one misses him, not
ambushed, nay, slaughtered by vicious spiders. even me as he hated everyone and everyone hated
Unbeknownst to him, he also had 2 diseases and a him. I loved him, I may not miss him. He was definitely
parasitic infection in his system and would have fun to play.
infected the thieves' guild and/or university, had he
lived that long. Oh, how we miss him. Well, not really.
There's only one living member of the party that even Submitted by Chris Stoddard, (a.k.a. Carnifex),
knew Verial and he is absent minded. HMPA #2140
Stromo
Level 4 Half-Elf Thief
Submitted by (a.k.a. ElectricBoogaloo), HMA #3738 Stromo failed his find traps roll, failed his open locks
Noc Ti'Vagus the Necromancer roll, which set off the trap he didn't find. He then went
Level 1 Human(?) Necromancer on to fail the Dex roll the GM graciously gave him to
Died in the first game I played him. We somehow avoid the 4 darts and his saving throw versus poison 4
managed to defeat a hoard of Dire Parakeets and Noc times. Sadly it took him several turns to slowly,
decided to raise some of them being a necromancer painfully and horrifically die.
and all. He raised a total of 6-9 or somesuch and one
turned on him and attacked. The fell creature
penetrated a bajillion times and alas Noc was Submitted by (a.k.a. Cworm), HMPA #2221
destroyed by his own creations. His death has served Wintercrest Brighthollow
a lesson to other young necromancers in the area Level 2 Pixie Fairy Knight Errant
though. Wintercrest Brighthollow (I have since reused his
name for NPCs in my adventures), a pixie fairy knight
errant. Almost died in his first session as another
Submitted by (a.k.a. ElectricBoogaloo), HMA #3738 player brought a grel battlemage to the table. He
Viglaf Stonebrow actually survived for a little while and had just gotten
Level (Unknown) Human(?) Zealot of Enlil enough EPs to level when he was killed by group of
Viglaf was slaughtered by Johns Infamous War undead animated hands. (The detect living
Poodles. Gromthag was his successor in X-Chaotica. creature!!??!...It does nothing!!!)
Viglaf failed 1 resurrection survival roll and 1 system
shock roll and now is either an NPC undead or close
enough and resides in the Temple of Markovia outside Jason Root, HMPA # 1160
Fishton. Elijah Brande
Level 6 Human Fortune
Merciful and just. Brave and honest. A true servant of
Submitted by John Lonsway, HMA #2018 Kishijoten, cut down in his prime by giant toads.
Seamus 'Hands' O'Keefe
Level 1 Human Thief.
Born with an inherited debt, and no weapons. Tried to Donny Gordon, HMPA #1571
get work as a stone cutter's toadie, but the 2 cp a day Rembor Forom
didn't add up very fast (esp. when 1 cp went to gristle Level 5 Half Elf Ranger
soup). Stole all of the stone cutter's tools and A victim of his own good looks, breeding and sheer
wandered away from Farzey at night looking to get to animal charm, Rembor found himself kidnapped by a
Frandor's Keep when he was overtaken by a pack of randy minotauress. In a climactic encounter, said fell
three wolves and eaten. creature ripped the hapless half-elf's head clean from

HackJournal ISSUE 4.13 page # 7


PC Remembrance Day

his neck. He left to mourn his


passing a loving protégé, Gruetal
of Cleeve. The rest of Rembor's
group, the Black Eyed Siouxians,
though keenly feeling the lack of
his deadly double attack in battle,
barely paused long enough to kick
the haughty half elf's body into a
shallow grave before blithely
moving along to divvy up the loot.

Submitted by Chris Box (a.k.a.


Zavael), HMGMA #768
Darrek "Chopin" DaBeers
Level 7 Dwarf Knight-Errant
Let's hear it for Darrek DaBeers,
the dumbest dwarf in all the land;
He's slay a dragon in one breath,
then snatch some candy from a
baby's hand.
Once claimed dibs on all the
treasure in a dungeon- he made it
stick;
Oft drank till he fell down, then
drank some more 'till he was sick.
For glory, for honor, for gems and
gold, for these he went to war;
Thank gawds he's dead, but let it
be said: "At least he was never a
bore."

PC Remembrance Day Memorials 2004


"We Salute All Fallen Heroes!

HackJournal ISSUE 4.13 page # 8


All Things Magical
Pipes and Pipeweeds of Garweeze Wurld: A Primer
By James B. Montney II, HMGMA MI-01-01463-03
Buckhollow Mist (3sp/oz): This tabbac is an attempt
The Plant and the Blends by the humans to weasel into the Halfling tabbac
markets by using a misleading, Halfling-like name.
The many blends of Buckhollow is a mild to medium blend. Rumors say that
Garweeze Wurld it has over 100 secret ingredients, including bitumen
are made of and amaranth. Buckhollow is distributed through many
Halfling pipeweed. of the Thieves’ Guilds, which of course, want their
The Halfling members to exclusively smoke this blend.
pipeweed plant,
also known as the Blackhack Tabbac (2sp/oz inside Goremunyan
tabbac plant, was Empire, 8sp/oz elsewhere): Mostly used and found in
imported around the the Goremunyan Empire, Blackhack is known for its
wurld thousands of irritating smoke and the almost unbearable lightheaded
years ago. The feelings that engulf the smoker. Some of this blend is
tabbac plant has smuggled out of the Empire every year, usually in
been cultivated, winter. This blend is enjoyed by Grel and Drow Elves.
propagated, and
diversified Dumbarton Light (2sp/oz): Well known throughout
throughout many the human kingdoms, Dumbarton Light is an easy to
kingdoms and cultures. Subspecies of tabbac range in smoke tabbac with a pleasing odor. Many dwarves
size from only 18" to 8 feet or higher when fully grown. consider this blend to be the best. Usually comes in a
Tabbac plants require full sunlight and plenty of water two ounce block that has to be crumbled in order to use.
to grow successfully. The plant is poisonous if eaten,
but the berries are edible in season. The entire plant is Fangaerian Pride (5sp/oz): Ever popular amongst the
used in the production of smoking tabbac, but most middle classes in the Fangaerian City States. A full
blends do not include the stem. Leaves, roots, and mixture, dark with southern tabbacs and spiced with
berries are allowed to dry during the hot summer fragrant xanthia. Its liveliness is a result of a secret
months and then are roughly ground and pressed into flue-cured aging process, which makes it more
blocks or bales. These bales are then put in special expensive than most blends.
curing barns for up to ten years. The humidity of the
barns is controlled by special slats and windows on the Green Reef Island (2gp/oz): An exotic blend
barns. It is suspected that a fungus that grows on the smuggled out of the Goremunyan Empire. Green Reef
exterior of these barns affects the curing process in is a milder blend of the Blackhack Tabbac. Some say
some unknown way. that it can produce olfactory hallucinations in the user,
and can also produce a feeling of "floating'' in the
Most tabbac blends are comprised of multiple species smoker. Some of the more lawfully bent countries have
combined in a secret ratio. The ratio of berries, leaves, outlawed Green Reef Island.
and roots is another closely guarded secret. The blends
often have extra indigenous ingredients added by local Grubsworth Tabbac (3cp/oz): A commonly smoked
purveyors and users to improve or change the flavor and tabbac, the Grubsworth is the peasant's tabbac. The
smokability. The list below represents blends that can smoke has an acrid taste and smell to it, but is very
be purchased at a herbalist shop and are the most cheap and easily found throughout the shops of
common in Garweeze Wurld. Garweeze Wurld. The town of Grubsworth is the main
supplier of this tabbac.
Amadtey Mixture (1sp/oz): A blend credited to the
Halflings (though Gnomelings say it was their MacCloud Silver (4sp/oz): Mostly smoked by hearty
invention). This tabbac gives the smoker a very calm Northerners. The leaves in this blend have a silvery cast
feeling, and some say that it can help a person collect to them. The smoke is cool and refreshing to the
their thoughts. Many magic users smoke this blend smoker, and leaves a minty taste in the back of the
while studying their spellbooks. The smell of the smoke throat. Dwarves speak unkindly to others smoking the
invokes a feeling of pastoral bliss. "wuss tabbac''.

HackJournal ISSUE 4.13 page # 9


All Things Magical
Ol' D5 (1sp/oz): This is a rich, smooth and dark most common and are sold in bundles of twelve for 1
Halfling mixture. It's both full favored yet mild and copper piece. Many have designs or initials imprinted
sweet. Merchants and seafarers enjoy its taste, and are upon them. The most famous are the T.D. pipes, which
always attempting to get others to try it. It can usually have been around for so long that nobody knows what
be found in waterfront districts. the initials stand for anymore.
Higher quality pipes are carved from the roots of
Sabar Coast #3 (1gp/oz): Imported to the north from certain trees in the Hulben Forest, with many coming
Barsara, this tabbac's common characteristic is a dusty, from the Village of Hangnail. The exact type of tree is
dry and sometimes slightly sourish aroma. It is said that kept secret by the families of Halflings who make them.
certain predacious plants in the southern jungle can be The most expensive pipes are created from exotic
lured into a sleep-like state by the smoke of this blend. woods and inlayed with fine metals and gems. The
Popular amongst the southern countries of the Edar Kingdom of Abos is known to export these types of
Soult. pipes, but very few can afford one. A small number of
pipes are magical in nature, and are discussed below.
Thicket Morning (1sp/oz): The true "average" The cigar is the other main way to smoke tabbac in
Halfling blend. Smooth and even burning, with a subtle Garweeze Wurld. Tabbac blends are rolled up inside of
sweetness. Both smokers and non-smokers enjoy the large tabbac leaves and smoked without a pipe. Gnome
aroma. Very popular. Every herbalist shop carries this Titans and Grunge Elves are notorious for smoking
blend. tabbac in this manner. Other races have begun the
practice of smoking cigars, too. The Drow race has also
Warbler's Field Red (1sp/oz in Gnome Protectorates): developed the little cigar, called the cigar-ette, which
A well-known gnomish weed, also known as ABig Red' they enjoy. Other races feel that this type of smoking is
tabbac for its hot taste. Gnomes are known to pay in too wuss-like and promotes bad smoking habits.
gold or gems for this tabbac if they run out of it outside Dwarves have begun calling the small cigars "pimp-
of the Gnomish Protectorates. The hot taste supposedly sticks".
comes from a small red plant called ruby weed that In general it will take only a few seconds for an
grows on old battlefield sites. experienced smoker properly prepare the tobacco and
then light the pipe, if they have a suitable light source.
Vurl Weed (7cp/oz): An Orcish blend thought to have A torch is not suitable for lighting a pipe, but a small
some extremely nasty ingredients added. Orcs, Half taper lit from a torch could be used. Flaming weapons
Orcs, and Half Ogres enjoy it. The smoke from this will only burn the smoker and could cause the
tabbac is easily recognizable by its dung-like odor. This destruction of the pipe (saving throw vs. magical fire).
type of tabbac will never go bad, but it can dry out and
become even harsher. Other races smoking this blend, Skills: A character with the herbalist skill can quickly
whether it is dry or not, are prone to coughing and identify various types of tabbac and tabbac blends (after
sneezing fits (-50% to system shock roll). passing a check, of course). Herbalists can also prepare
raw tabbac plants for smoking, but the process will take
at least two months, or longer, and requires a skill
check.
Purchasing and Using Tabbac Characters with training in alchemy could attempt to
come up with their own blends of tabbac, but
Buying and Lighting: Tabbac is sold by the ounce, reproducing a certain blend will be nearly impossible,
and the buyer is expected to bring their own container. due to the secret ingredients and ratios involved in their
This could be a leather pouch or a fancy jar. Tabbac creation as well as variation in the individual varieties.
should not be allowed dry out. If it does, it will smoke
harshly and loose its flavor. How long an ounce of
tobacco lasts depends on how regularly the user smokes. Effects of smoking tabbac:
On average, one ounce is good for 24 pipefuls. After a
month or so, the tabbac has a chance (25%/month) of Smoking tabbac can cause numerous unwanted effects
becoming unsmokable and will have to be thrown away to the health of the smoker, and in Hackmaster, a few
(due to drying out or mold developing from it being too beneficial effects. Almost all Elves consider smoking a
wet). filthy habit and will voice their feeling towards
smokers. Other effects are listed below.
Pipes and Other: Pipes can be found at most outfitting
stores and herbalists, and range in price from a few
coppers to thousands of gold pieces. Clay pipes are the
HackJournal ISSUE 4.13 page # 10
All Things Magical
Coughing: Fits of coughing and sneezing can affect Calming effects: The calming effect of tabbac are well
some users of tabbac. Each time a pipe is smoked by a know across the Wurld. A character in the act of
half-elf or an elf the GM should make a system shock smoking gain a +2 to their saving throws for any fear
roll for the character (See below for constitution related spells or effects. A dwarf gains a +3 against any
negatives). Failure indicates a severe session of fear related spells or effects.
coughing, which lasts for 1D4 rounds.

Bac-fits: After using tabbac for more than one month, a


character develops a reliance upon the weed. If they are Magical Pipes and their Effects
ever without tabbac for more than one day, they receive
the Jerk quirk until they procure more pipeweed. This Everfull Pipe (400 ep 3000 gp): Eternally popular
problem will last for 2D4+2 days. Halflings, Gnomes, with students in magical art studies, the Everfull Pipe
and Gnomelings are immune. resembles a normal non-magical pipe with a small piece
of tabbac at the bottom of the bowl. However, if the
Elvish Con/Com Penalty: Constitution is reduced by command word is known and the user loads the pipe
one point as long as a Half-Elf, Pixie Fairy, or Elf is with a small amount of non-magical tabbac, the pipe
regularly smoking tabbac. Drow and Grel Elves are will spontaneously create a full bowl of tabbac. The
unaffected. Comeliness loses one point for good aligned magically created tabbac will last four times as long as
elves, and gains one point for evil elves. These points regular tabbac and will stay lit in any environmental
are recovered if the character stops using tabbac for condition, including underwater or in a vacuum. If the
more than one week. bowl is smoked all the way to the bottom, the magic of
the pipe will be lost and the pipe will revert to a regular
Smelly: A party with a smoker can be tracked far easier pipe. Due to increasing pressure from various
than a non-smoking party. Rangers and others with the mercantile guilds, owning an Everfull Pipe is considered
tracking skill check at +30%, while random monsters a felony in most civilized realms.
appear at double the normal rate. More intelligent
monsters will set up ambushes for the unwary smoker. Everlasting Pipe (2000 ep 7000-10,000 gp): The
A tabbac user can never gain surprise while smoking. everlasting pipe combines the effects of the Everfull
Pipe and the Everlit Pipe. Many of these pipe are
Ingesting pipeweed: All tabbacs should be treated as a adorned with precious gems and enamel. Due to
type B ingested poison, due to the fact that Halfling increasing pressure from various mercantile guilds,
pipeweed is very poisonous if eaten. Dwarves seem to owning an Everlasting Pipe is considered a felony in
be immune to this effect. most civilized countries.
end and a thumb wheel-wick assembly. The wheel-
Everlit Pipe (500 ep 3000 gp): The Everlit Pipe wick is covered by a sturdy cap when not in use. The
resembles a normal non-magical pipe and is a offshoot cap is attached the body by a small brass chain. The
of the everfull pipe. However, if the command word is user flicks' the wheel which ignites the wick that draws
known and the user is touching the pipe, the pipe will upon a reservoir of volatile liquid. This uses one
spontaneously ignite any tabbac placed within the bowl. charge. The apparatus has a nasty habit of exploding (1
If a second command word is spoken, the pipe will in 8 chance) when it is used due to a leaking o-ring
immediately extinguish. A third command word will around the wick. The explosion causes 2D12 points of
summon the pipe to the hand of the owner, as long as fire damage to anyone within 10 feet of the apparatus
the pipe is on the same plane as the owner. There is a (save vs. wand for half effect). If the cap is removed
50% chance that the command words are inscribed upon and the apparatus is thrown against a hard surface there
the pipe, but are usually (78%) worked into other design is a 64% chance that it will explode as described above.
motifs, invisible, or in a language unknown to the user. If the A-4 is damaged (e.g. crushing blow) it will
These pipes are very popular in Abos, and could even explode causing 2D6 damage to everything in a 5'
be found for sale there. radius, no saving throw. The Model A-4 is highly
sought by collectors due to its rugged construction and
Gnomish Lighting Apparatus Model "A-4" a.k.a. unpredictable character. Adventures especially seek the
"Deathlight" (100 ep 500gp): The first commercially A-4 out for its use as a last-ditch covert weapon. The
available lighting apparatus in the Gnomish tradition. It apparatus comes with 2D10 charges and can be
first appeared in markets over 3500 years ago. The recharged.
apparatus is a sealed brass tube about the same size as a
small eating knife (~6 inches) with a small screw on one
HackJournal ISSUE 4.13 page # 11
All Things Magical
Gnomish Lighting Apparatus Model "Cx-3" a.k.a. By depressing a Gnomish code into the studs upon the
"Lucky" (100 ep 600gp): Brought out for sale in surface, "Enhanced mode" is invoked for 5 rounds.
10,191 Fd, the Cx-3 is a sealed brass tube about the While in enhanced mode, the flame turns a bright green
same size as a small potato with a lighting mechanism color when lit. Additionally, the flame will shoot out
and cap similar to the A-4 at one end. Using the Cx-3 1D12 feet from the wick for one round and will cause
expends one charge. 3D6 burning damage. Each use of enhanced mode
The Cx-3 was only a modest improvement over the A-4. causes one charge per foot of flame to be expended.
The apparatus has a small chance of exploding (a 13 on The enhanced flame can also be adjusted by a gnome in
a D20) when it is used due to the extreme pressures the the same manner as the normal flame.
volatile liquid is kept under inside the canister. An If the Mx-466 is hung from a string while the user is
explosion causes 2D12+3 points of fire damage to walking over land the apparatus will begin to spin if
anyone within 10 feet of the apparatus (save vs. wand within 20 feet of a sizable amount of water.
for half effect) and destroys the Cx-3. If the Cx-3 is If the Mx-466 is damaged (e.g. crushing blow) it will
damaged (e.g. crushing blow) it will explode causing explode causing 6D6 damage to everything in a 10'
2D12+3 damage to everything in a 5' radius, no saving radius, no saving throw. The Mx-466 is usually found
throw. The apparatus comes with 4D8 charges and can with 10D6 charges and can be recharged.
be recharged.
Gnomish Lighting Apparatus Model "Superior-
Gnomish Lighting Apparatus Model "Jz" a.k.a. "The 9000" (100 ep [more in line with other Gnomish
Torch" (100 ep 500gp): The Jz is a sealed brass box Lighting Apparati] 100gp): The Superior-9000 is the
about the same size as a small potato with a small screw most recent version of the lighting apparatus and has
on one end and a lighting mechanism and cap similar to almost none of the problems that plagued earlier
the A-4 at the other end. A flame 1 to 12 inches models. The Superior-9000 can be found in large
appears on the end of the wick 78% of the time and bazaars throughout the Edar Soult. Reliable and
expends one charge. The other 22% of the time a flame cleverly made to fit the hand, the Superior-9000 is made
1 to 10 feet long leaps off of the wick for one round. of brass and silver and is only a 4" long rounded box. A
This flame causes 1D12 points of damage to anything hinged cap on one end falls back to reveal a thumb
caught within and expends three charges. If the Jz is wheel-wick assembly. The user flicks the wheel to
damaged (e.g. crushing blow) it will explode causing ignite the wick, which draws upon a reservoir of volatile
3D6 damage to everything in a 10' radius, no saving liquid. The flame reaches only 1" from the wick and
throw. The apparatus is usually found with 4D10 lights 93% of the time under normal conditions. Once
charges and can be recharged. the Superior fails to light it must be serviced by a
Gnomish tinker at a cost of 45 gp. If a Superior-9000 is
Gnomish Lighting Apparatus Model "Mx-466" a.k.a. damaged (e.g. crushing blow) it will explode causing
"Gnomeflicker' (400 ep 3200gp): Thought to be the 6D4 burning damage to everything in a 5' radius, no
"final word" in lighting apparatus design when it came saving throw. A new Superior-9000 comes with 200
out over 200 years ago, the Mx-466 attempts to use charges and can be recharged by a qualified technician.
design flaws from the Cx-3 and Jz models as design If found, or bought used, the apparatus will have
features. The apparatus is a sealed brass and silver 2D100-2 charges left.
rounded box about the same size as a small potato with
a small screw on one end and a and a lighting Humidor Pouch (200 ep 1800 gp): A simple looking
mechanism and cap similar to the A-4 at the other end. leather pouch with green stitched plant motifs is in fact
The cap is attached the body with a small hinge. The a boon to any tabbac smoker. Any tabbac (and only
body of the Mx-466 has numerous inset screws, studs, tabbac) placed within is kept at the perfect humidity and
and tiny pipes adorning its surface. In "basic mode" the temperature. The results are that the tabbac will keep
user opens the cap and flicks the wheel to ignite the up to one year inside the pouch. Other plant materials
wick, which draws upon a reservoir of volatile liquid. A kept in the pouch may (2%/day) mold and damage the
flame 1 to 12 inches appears on the end of the wick 85% pouch beyond repair.
of the time for one round and expends one charge. The
other 15% of the time nothing at all happens. The flame Peasant Pipe (100 ep 2000 gp): This pipe always
can be adjusted by any gnome up or down randomly appears as a clay pipe. If smoked, the smoker will
1D4 inches from its previous position by turning the appear to be a peasant not worthy of attention, and will
numerous screws. For every 12 inches of flame look poor, dirty, and weak. This effect begins as soon
(rounded up), the apparatus expends one charge. The as tabbac is lit in the bowl, and lasts as long as the pipe
flame will cause 1-2 points of damage per round of remains lit. Magic that negates illusions will see
exposure. through this glamour, as will attempts to disbelieve.
HackJournal ISSUE 4.13 page # 12
All Things Magical

6th level or higher magic user to create perfect smoke rings


Pipe of Almost Endless Vapors (200 ep 4000 gp): This when smoking. The smoke rings can be between 2" to 12"
pipe has a damping lid of silver attached to the top of the in diameter and each can be of any single color of smoke.
bowl. When the lid is opened, the pipe produces a thick, The magic user can cause the rings to move anywhere
greenish-gray smoke which completely obscures normal within a 30' radius by mental command. Rings can be
vision. The smoke will continue to emanate out of the pipe linked together to form chains, tubes, etc., and will last as
at the rate of 1000 cubic feet/round until the lid is closed. long as the pipe is smoked, or until the magic user allows
This effect uses one charge from the pipe. Tabbac is not them to dissipate.
required to produce the smoke. The pipe has 1D20 charges
when found, and can be recharged. Pipe of the Masters (8000 ep 50,000 gp): Attributed to the
Brotherhood of the Flame, the Pipe of the Masters has
Pipe of Ashes (- ep 2000 gp): A wooden pipe with turned up occasionally in the Edar Soult. One of these
geometric inlays in silver and gold. Smoking regular magical pipes is known to sit on the mantle in the main
tabbac in this pipe will cause the smoker to be consumed by dining room at their hall in Stenord. Although it has been
a magical fire unless a save vs. spell is made. The smoker stolen at least twice, the pipe is always recovered. Only
and all of their equipment will be consumed and rendered magic users of 6th level or higher can utilize the magical
into a pile of ashes. Magical tabbac can be smoked in this powers of the pipe. Others may use it for smoking any type
pipe without any harmful effects from the pipe. of tabbac.
Combining the powers of an Everlit Pipe and the Pipe of
Pipe of Blasting (1500 ep 17000 gp): A Pipe of Blasting Smoke Rings, this magical pipe has a number of other
can be used to smoke any of the magical tabbacs, but its features, most notably a number of spells that can be cast
real power is activated when the user blows into the when smoked. Each spell has a command word that must
mouthpiece. When blown, the pipe will produce a cone- be said while the pipe is lit.
shaped wave of sound issuing from the bowl, (20' wide at The following cantrips can be cast on tabbac without using
the end and extending 60'). The sound emanating from the any charges being expended. If cast on other items, they
pipe can be heard five miles away. Anyone within the cost one charge:
cone takes 6D6 points of damage (no saving throw) and Dampen
must save vs. petrification or be stunned for 1D4 rounds. Dry
All within 100' of the user must also make a saving throw Flavor
vs. petrification or be struck deaf for 1D4 days. These Freshen
pipes have 4D4 charges and cannot be recharged. Gather

Pipe of Fire and Brimstone (600 ep 5000 gp): This pipe The following spells can be cast with the expenditure of one
has six deep red garnets around the rim of the bowl, and has charge:
a hard silver rim. When filled with tabbac and lit, this pipe Aerial Servant
will produce a small (2") burning sphere that rests on the Affect Normal Fires
top of the bowl. The user can then direct the sphere with a Blindness
pointed finger against anyone within a 90' radius. The ball Cloud of Pummeling Fists
will deliver 1D4 points of damage to those it sticks. The Color Spray
sphere consumes all of the tabbac in the bowl and also Fog Cloud
expends one charge. These pipes come with 1D30 charges Olfactory Illusion
and can be recharged. Smoke Screen
Smoky Servant
Pipe of Smoke Rings (200 ep 2000 gp): A seemingly Stinking Cloud
ordinary smoking pipe, the Pipe of Smoke Rings allows a
HackJournal ISSUE 4.13 page # 13
All Things Magical
The following spells can be cast with the expenditure of list below describes some of the many magical tabbacs and
two charges: pipeweeds found in Garweeze Wurld. The following rules
Cloudkill apply to all magical tabbacs. They are physically easy to
Dream distinguish from normal pipeweeds by their coloration,
Mist of Corralling taste, and smell. The tabbac must be lit in a pipe and
Solid Fog smoked to create the listed magical effect. The entire bowl
Zargosa's Flaming Sphere of Torment of tabbac will be consumed by the magical effect. Each
satchel of magic tabbac contains 24-2D6 bowlfuls.
The following spells can be cast with the expenditure of
three charges: White Tabbac (50 ep 300 gp): White tabbac is a strange,
Demi Smoke Monsters almost powdery, white pipeweed. When smoked, this
Illstiwilly's Great Smoky Dodecagon Veil magical tabbac produces a cloud of phosphorescent vapor
Smoking Sphere of Doom that envelopes an area 10' in radius around the smoker. The
soft white light functions in the same way as the magic user
A final effect of the pipe is to protect the smoker from any spell Light and moves with the user. The light lasts 2D6
cursed tabbacs. Some sages also say that these pipes have turns before dissipating.
their own personality, and may be able to communicate
with their owner. Others say that some high level magi Red Tabbac (100 ep 1000 gp): Red tabbac is a heavy, very
polymorph themselves into pipes as a form of disguise. A deep red, tabbac smelling of sulfur. After finishing the
Pipe of the Masters, when found, contains 1D30+1D20 bowl, the smoker is able to breath fire in a 10' long by 3'
charges and can be recharged. wide cone, causing 4D4 points of damage. A saving throw
vs. breath weapon applies to anyone caught in the flames.
Pixie Pipe (500 ep 5000 gp): Created by Pixies in the The smoker must use the breath weapon within one turn of
Thicket, the Pixie Pipe has a number of magical effects. finishing the bowl or the effect is lost.
All of the effects can only be invoked by Pixies, Pixie
Fairies, Halflings, or Fairies. Other races can smoke the Green Tabbac (50 ep 500 gp): Green tabbac is a vibrant
pipe, but the pipe will function like Wand of Wonder on the green, sickly sweet smelling tabbac. The smoker will be
smoker, so there is a minor market amongst tabbac-using healed 1D8+4 points of damage after finishing the bowl,
Wild Mages for the “fey pipe.” but will have to sit down and rest for 1 turn due to the
Different substances burned in a Pixie Pipe have different disorienting effect of the smoke.
effects. The list below is not exhaustive, and other effects
may be found through experimentation. The pipe can be Blue Tabbac (50 ep 400 gp): Blue tabbac is a deep, rich
used for magical effect three times per day at sixth level blue colored tabbac that tastes like powdered stone. This
ability. tabbac gives anyone within a 10' radius of the smoker a +2
to their armor class and to their saving throws for 2D6
Tabbac: Smokes normally, though a bowl of tabbac lasts turns.
twice as long as normal.
Green leaves: Smoking these in the pipe causes a Black Tabbac (50 ep 800 gp): This tabbac is a black,
smokescreen spell (see below). stringy tabbac smelling of a graveyard and death. The
Dry Leaves: Dry leaves or tabbac creates a strong, hot, smoker is able to curse one person within a 10' radius . The
white smoke that can be used to conceal strong odors. curse must be cast within one round of starting the bowl.
Flowers: Smoking any type of flowers in the Pixie Pipe Roll 1D6 for effect:
produces a very nice perfume odor to issue from the pipe. 1: Blindness
Edible Berries: Burning berries in a Pixie Pipe causes a 2: Gains AStrange Body Odor@ quirk
smooth sweet smoke that, if inhaled by the smoker, will 3: Turns hair, skin, and eyes an odd yellowish-green color
heal 1D4 points of damage once a day. 4: -2 AC penalty due to watery, stinging eyes
Lamp Oil and other Volatiles: These cause the pipe to erupt 5: Leather items must make a saving throw vs. magical fire
in a jet of flame that does 1D12 points of damage to the or turn to dust
user, and destroys the pipe. 6: -1 to constitution
A remove curse or similar spell will dispel the curse, but
The phrase APut that in yer pipe and smoke it!@ is will not restore any leather items destroyed.
attributed to the Pixie folk, who will try anything once.
Yellow Tabbac (50 ep 450 gp): This is a dry, fluffy, straw-
like tabbac. After smoking this pipeweed, the smoker and
Magical Tabbacs anyone within a 10' radius will repel all monsters who can
smell. Monsters will attempt to avoid the party as if they
Tabbac is easily enchanted due to it being inhaled into the had been turned by a cleric for 2D6 turns.
body of a sentient being and expelled. This fact makes it a
good target for aspiring magic users wanting to create an Copper Tabbac (100 ep 1000 gp): This tabbac has
easy magic item, for magical tabbacs are analogues to metallic coppery leaves with small greenish-blue flecks that
potions and thus low-level magic-user can make them. The smell like blood. This pipeweed can only be used in a

HackJournal ISSUE 4.13 page # 14


All Things Magical
magical pipe. When smoked, the pipe will emit a copper Tabbac-Related Spells
colored smoke with small motes of orange light. This
smoke will cover a 10' x 10' x 40' area, and is lighter than All tabbac-related spells can be wielded by magic users
air. The pipe will not exhibit any of its magical powers. only. Clerics rarely smoke tabbac and no good gods, as
However it will allow a magic user to cast spells two levels yet, have granted clerics any spells in this sphere. There are
above their current level with no penalty while the pipe is rumors of shaman priests in the southern jungles using
lit. A pipe will stay lit for one turn. smoke magic. Numerous cantrips, such as freshen, flavor,
dampen, and dry can help the taste, smell, and quality of
Silver Tabbac (200 ep 2500 gp): This tabbac has metallic pipeweeds. The gather cantrip is also very useful when a
silver leaves that smell like a summer storm breeze. This person accidentally drops their tabbac pouch upon the
pipeweed can only be used in a magical pipe. When lit and ground.
smoked, the tabbac allows a magic user to cast one spell
that they have already cast that day. While using the Silver
Tabbac, the pipe will not exhibit any of its usual magical Demi-Smoke Monsters:
powers. Level: 4 Components: V,S,M
Range: 15' Casting Time: 4 segments
Duration: 1 turn per level Saving Throw: Special
Area of Effect: 20-ft cube
Demi-Smoke Monsters pulls energy and smoke from the
Para-Elemental Plane of Smoke and forms it into a random
10HD monster. The monster will only obey commands
given to it by the caster. The hit point total for the monster
is 20% of its normal hit point total. The smoke monster
performs as the real monster in respect to armor class and
attack forms. Those who believe in the monster suffer real
damage from attacks. Those who believe in the monster
will also suffer from any special attacks that the monster
may have. Those viewing the demi smoke monster are
allowed to disbelieve with a -2 penalty.
Those who roll a successful saving throw see the monster
as a transparent form overlaid upon a vague shadowy form.
This form of the monster has an Armor Class of 10 and
inflicts only 20% of normal melee damage.
The material component is a pipeful of tabbac, which must
be smoked as the spell is cast.

Greater Smoke Signals:


Gold Tabbac (1200 ep 12,000 gp): Gold tabbac is made Level: 4 Components: V,S,M
of metallic golden leaves that smell like tea with a little Range: 100 ft per level Casting Time: 4 segments
honey. This pipeweed can only be used with a magical Duration: 1 round per level Saving Throw: none
pipe. While using Gold Tabbac, the pipe will not exhibit Area of Effect: 1 phrase
any of its usual magical powers. Gold Tabbac is difficult to The caster inhales smoke from a lit pipe and expels it
use without an alchemical laboratory. The smoke is only while saying a phrase no more than one breath long. One
magically charged if it is lit during a double quarter waxing foot high letters of the language spoken will then form from
moon. Then the smoke must be collected in a special the exhaled smoke. The entire phrase will stick together
container before it dissipates. To do this properly involves and will slowly rise into the air at the rate of 100 feet per
the use of a specially constructed breathing apparatus to minute. As the phrase rises it expands at a ratio of 10:1 per
trap both in inhaled smoke and the smoke rising off of the minute. The symbols created by the spell can be read up
bowl. Once all of the smoke is collected 18 drams of to ten miles away in good conditions. The letters, if
copper dust and 27 drams of silkworm strands per bowl of touched, feel spongy and cannot be dispelled by wind, but
tabbac are slowly added into the smoke chamber. After can be blown away or ripped apart. The material
three days the chamber of smoke will transform into golden component is a pipeful of Vurl Weed Blend tabbac, which
metallic animated scarab beetles (as per metal bug spell). must be smoked as the spell is cast.
Each bowl of gold tabbac creates 100 animated scarabs
worth 10 gold pieces apiece.
Illstiwilly''s Great Smoky Dodecagon Veil:
Pipeweed of Stoning (- ep 1000 gp): A cursed tabbac that Level: 6 Components: V,S,M
appears to be any one of the beneficial magical tabbacs. Range: Caster Casting Time: 1 turn
Anyone inhaling any of the smoke through a pipe from this Duration:1 hour per level Saving Throw: none
tabbac is turned to stone if they fail a saving throw vs. Area of Effect: dodecagon, radius 10' per level
Petrification. Equipment remains unaffected.

HackJournal ISSUE 4.13 page # 15


All Things Magical
This spell creates a blue, purple, and gray mottled, opaque The caster inhales smoke from a lit pipe and expels it
dodecahedron of smoke with a radius of 10' per level of the while saying a phrase no more than one breath long. One
caster. The dodecahedron's faces slowly rotate foot high letters of the language spoken will then form from
counterclockwise. The smoke can not be seen through from the exhaled smoke. The entire phrase will stick together
the outside. No spell, magic item, or ability can see into the and will stay put 5' off the ground for the duration of the
veil. Instead, the spell creates a vision of millions of spell. Any wind over 5 miles and hour will disperse the
twelve-sided dice tumbling slowly through space. Inside phrase. The material component is a pipeful of tabbac,
the veil, a grayish light allows normal sight conditions. which must be smoked as the spell is cast.
Creatures inside of the dodecahedron can see out normally.
The smoke causes no damage if inhaled. The smoke can
not be blown away except in winds over 100 miles per Smoke of Visions:
hour. The material component is a pipeful of at least two Level: 3 Components: V,S,M
different types of magic tabbacs mixed together, which Range: 5' Casting Time: 3 segments
must be smoked as the spell is cast. Duration: 1 turn Saving Throw: none
Area of Effect: 5' x 5' x 1'
Upon casting this spell the smoke from a lit pipe will form
Olfactory Illusion: a smoky scene 5' x 5' x 1' in front of the caster. The smoke
Level: 1 Components: V,S,M will form a small stage and will portray actors playing out a
Range: 10' per level Casting Time: 1 segment story, but no sound will be present. The scene will show an
Duration: 1 turn per level Saving Throw: negates event in the caster's past (70%), a present scene depicting
Area of Effect: 1000 cubic feet per level an associate of the caster (20%), or an event in the caster's
By casting this spell, the magic user can create an future (10%). The scene always appears in a cryptic
olfactory illusion to manifest itself in their immediate area. manner that must be interpreted by the caster. For example,
The magic user can choose any smell that they have smelt the action may be set as a kabuki theater, a strange shadow
before, from a dung heap to an apple pie. The material puppet display, or as a surreal juggling act. The material
component is a pipeful of Green Reef Island blend tabbac, component is a pipeful of tabbac, which must be smoked as
which must be smoked as the spell is cast. the spell is cast.

Smoke Bomb: Smoking Sphere of Doom:


Level: 3 Components: V,S,M Level: 5 Components: V,S,M
Range: 30' Casting Time: 3 segments Range: 300 Yards Casting Time: 5 segments
Duration: Instantaneous Saving Throw: 2 Duration: 1 round per level Saving Throw: see below, 2
Area of Effect: Special Area of Effect: 10' diameter per level
The caster can hurl the small ball of smoke up to 30' where Attributed to Grimlon Grothbauer, Magus Extraordinair,
it will explode for 1D6 points of damage to anyone within a who was tired of all of the magic users who used fireball
1' radius. The explosion also causes smoke to fill a 10' spells, and felt the need to create a very powerful spell that
radius sphere around the impact spot. The material used smoke as its main component. Once cast, a small
component is a pipeful of tabbac, which must be smoked as smoke ball appears on the caster's fingertip, which, with a
the spell is cast. mere flick of the finger, can be launched unerringly against
a target up to 300 yards distant. Once the sphere hits it
immediately releases a sphere of orange toxic smoke 10' in
Smoke Screen: diameter per level of the caster. Any creature within the
Level: 2 Components: V,S,M smoke must save versus paralyzation at -2 or fall to the
Range: 5' per level Casting Time: 2 segments ground unable to move. Each round a creature is within the
Duration: 2 rounds per level Saving Throw: none smoke it must also make a saving throw versus poison or
Area of Effect: 1000 cubic feet per level take 3D4 points of damage from contact with the smoke.
The spell creates a wall of smoke 10' thick, 10' high, with All equipment inside the sphere of smoke must also save
a length of 10' per level of the caster. The smoke will block versus acid each round or be destroyed. A gust of wind or
all normal vision and will give a -2 to hit rolls. Winds over similar spell will disperse the sphere. The material
15 miles an hour, or a Gust of Wind or similar spell will component is a pipeful of tabbac mixed with a grain of
disperse the Smoke Screen, as will a dispel magic spell. sulphur, all of which must be smoked in a pipe as the spell
The material component is a pipeful of tabbac, which must is cast.
be smoked as the spell is cast.

Smoky Servant:
Smoke Signals: Level: 1 Components: V,S,M
Level: 3 Components: V,S,M Range: 0 Casting Time: 1 segment
Range: 5' Casting Time: 1 segment Duration: 1 hour per level Saving Throw: none
Duration: 1 hour per level Saving Throw: none Area of Effect: 30-ft radius
Area of Effect: 1 phrase

HackJournal ISSUE 4.13 page # 16


All Things Magical
When cast, the smoke from a lit pipe forms itself into a neither of his brood mates could afford to pay. Knowing
vague man-shaped form cloud. The form can be instructed that he should reprimand them for laziness, he simply sent a
to perform minor tasks, such a set a table, carry firewood, signal of disgust in their general direction. Only one of
or open a window. The smoky servant is not very strong, them picked it up, turning to yawn with a signal of
and can be easily overpowered by anyone with a strength of complete apathy.
10 or higher. The smoky servant can only carry items that Iziriat turned from the insubordinate gagwaller and headed
weigh 20 pounds or less. The smoky servant cannot fight down the hallway that led to the clinic. The door opened on
and cannot be killed. It is a force not a creature. Winds his arrival, sliding up into the ceiling with a slight hiss. He
over 15 miles an hour, or a Gust of Wind or similar spell closed the filtering membrane of his eyes as he walked into
will disperse the smoky servant, as will a dispel magic the glaring light of the medical lamp. A lone human was
spell. The material component is a pipeful of tabbac, which stretched out on the medical table, trying in vain to keep his
must be smoked. eyes closed. His skin was already turning red from being
under the lamp for the hours since his capture. As Iziriat
walked up to the metal gurney, the human opened his eyes
Other Smokables and began to plea pitifully in his slow and barbaric
language. He ignored the whining creature as he flipped on
There are other smokable herbs, weeds, and fungi in the diagnostic monitors. He then unlatched the medical tool
Garweeze Wurld. Without proper knowledge they can be from above the gurney, making sure its cutting digits and
dangerous or even fatal to the user. These are not covered lasers were in working order.
here, but are discussed in certain ancient texts and are The spider-like device practically quivered with
known by various alchemists and apothecaries across anticipation as it came online. Trying to decide what to do
Aldrazar. to the specimen, Iziriat walked around the gurney, still
He passed by the control center where two more of his ignoring the cries of the human. Suddenly getting an
brood mates lounged in front of monitors viewing the inspiration Iziriat lunged at the helpless test subject,
outside world. He took a glance at one of the monitors that grabbing him under the chin and forcing the human to look
was displaying the newest eligible females who had reached into the watery black depths of his eyes. "This will hurt
maturity back on Gahigwyl instead of the outside feed that you much more than it will hurt me." he sneered in the
it was supposed to be showing. The female that was on the human's language as the medical device descended at his
screen was fairly attractive with light blue skin and command.
lavender hair. From what he could see of the dowry,

HackJournal ISSUE 4.13 page # 17


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HackJournal ISSUE 4.13 page # 18


Player's Advantage

Skills, Talents and Proficiencies (Update of PHB Appendix F)


ByD.M.Zwerg HMGMA # WI-9-00027-0, and Stephen De Chellis, HMGMA #CT-1-00373-01

What follows is an update of Appendix F of the HackMaster Player's Handbook that replaces an earlier update published in
HackJournal #3 ('02). Class Availability uses codes of F = Fighter, C = Cleric, T = thief and M = magic-user and indicates
the generic class not a specific class unless indicated (like Bar. = Barbarian). For page location reference PHB = Player's
Handbook, SSG = Spellslinger's Guide, CG = Combatant's Guide, GrG = Griftmaster's Guide, ZG = Zealot's Guide, HJ# =
HackJournal (issue #), GMG = GameMaster's Guide, and KODT # = Knights of the Dinner Table magazine (issue #).
Academia
Mastery Course Course Course Class
Subject Matter BP Page Relevant Ability Die Prereq. Cost Difficulty Avail.
Administration 1 PHB p.313 (INT+WIS)/2 1d6 Y 475 gp +10%
Agriculture 1 PHB p.313 WIS 1d10 250 gp 0%
Alchemy 7 PHB p.313 INT 1d6 400 gp +5%
Anatomy, Basic 3 PHB p.313 (INT+WIS)/2 1d8 500 gp +5%
Anatomy, Vital 1 PHB p.313 (INT+WIS)/2 1d6 Y 750 gp +5%
Ancient History 1 PHB p.313 INT 1d6 750 gp 0%
Animal Lore 2 PHB p.313 INT 1d10 200 gp +5%
Appraisal: Gemstone 3 PHB p.314 INT 1d6 Y 500 gp +15%
Appraising 6 PHB p.314 INT 1d8 400 gp 0%
Art Appraisal: Subset: Painting 3 PHB p.314 INT 1d6 Y 275 gp +15%
Art Appraisal: Subset: Sculpture 3 PHB p.314 INT 1d6 Y 250 gp +15%
Art Appreciation: Subset: Painting 1 PHB p.314 WIS 1d20 350 gp 0%
Art Appreciation: Subset: Sculpture 1 PHB p.314 WIS 1d20 300 gp 0%
Astrology 1 PHB p.314 (INT+WIS)/2 1d8 550 gp +5%
Botany 1 PHB p.314 INT 1d8 250 gp +10%
Civil Administration 2 PHB p.314 (INT+WIS+CHA)/3 1d4 Y 500 gp +20%
Culinary Arts 1 PHB p.314 WIS 1d10 300 gp +10%
Culture 1 PHB p.314 WIS 1d4 175 gp +10%
Current Affairs 1 PHB p.315 INT 1d6 100 gp 0%
Customs and Etiquette 1 PHB p.314 WIS 1d6 275 gp +15%
Engineering 2 PHB p.315 (INT+WIS)/2 1d4 1750 gp +20%
Engineering: Fortifications 2 PHB p.315 (INT+WIS)/2 1d6 Y 950 gp +15%
Engineering: Public Works 2 PHB p.315 (INT+WIS)/2 1d4 Y 650 gp +10%
Forestry 1 PHB p.315 INT 1d6 300 gp 0%
Geology 1 PHB p.315 INT 1d6 300 gp +5%
Heraldry 1 PHB p.315 INT 1d6 165 gp 0%
Herbalism (Prepare Poison) 6 PHB p.315 INT 1d6 Y 250 gp +5%
History, Local 1 PHB p.314 (CHA+WIS)/2 1d10 100 gp 0%
History, Military 1 CG p.51 INT 1d4 400 gp 0%
History: World 1 PHB p.315 WIS 1d6 Y 150 gp +5%
Identify Poison 2 GrG p.66 INT 1d8 500 gp +5% T
Know Ability 5 SSG p.53 WIS 1d8 100 gp +5% M
Leadership: Basic 3 PHB p.316 (CHA+WIS)/2 1d5 225 gp +5%
Leadership: Committee 2 PHB p.316 (CHA+WIS)/2 1d5 Y 275 gp +5%
Military: Battle Sense 9 PHB p.316 (INT+WIS)/2 1d4 350 gp +10%
Military: Campaign Logistics 1 PHB p.314 INT 1d6 Y 1200 gp +15%
Military: Leadership 4 PHB p.316 (INT+WIS+CHA)/3 1d4 Y 275 gp +5%
Military: Operations 2 PHB p.316 (INT+WIS)/2 1d4 Y 325 gp +10%
Military: Small Unit Tactics 5 PHB p.316 (INT+WIS)/2 1d6 Y 375 gp +15%
Plant Identification: Holistic 2 PHB p.316 (INT+WIS)/2 1d8 Y 300 gp +5%
Religion (general) 1 PHB p.316 WIS 1d12 100 gp 0%
Religion Specific 2 PHB p.316 WIS 1d6 Y 250 gp +5%
Spirit Lore 2 SSG p.54 (INT+WIS)/2 1d8 Y 300 gp +10% M, C
Weather Sense 1 PHB p.316 (INT+WIS)/2 1d4 150 gp +5%
Woodland Lore 1 PHB p.316 (INT+WIS)/2 1d8 Y 200 gp 0%

HackJournal ISSUE 4.13 page # 19


Player's Advantage

Arcane
Mastery Course Course Course Class
Arcane Knowledge BP Page Relevant Ability Die Prereq. Cost Difficulty Avail.
Arcane Lore 5 PHB p.313 INT 1d6 500 gp +20%
Divine Lore 5 PHB p.313 WIS 1d6 Y 450 gp +20%
Spellcraft 2 PHB p.313 INT 1d4 Y 500 gp +25%

Artisan and Performing Arts


Mastery Course Course Course Class
Art BP Page Relevant Ability Die Prereq. Cost Difficulty Avail.
Artistic Ability 1 PHB p.320 (DEX+INT)/2 1d20 500 gp +5%
Chanting 1 GrG p.63 CON 1d12 250 gp -10%
Dancing (Ballroom) 1 PHB p.321 DEX 1d6 400 gp +10%
Interpret/Perform Mime 1 PHB p.321 INT 1d12 240 gp 0%
Juggling 1 PHB p.321 DEX 1d8 100 gp +10%
Manu Weasel Dance 5 PHB p.321 DEX 1d12 250 gp +5%
Mocking Jig 10 PHB p.321 DEX 1d10 120 gp +5%
Poetry, Writing and 1 PHB p.321 (INT+WIS)/2 1d8 200 gp +10%
Comprehension
Singing 1 PHB p.321 CHA 1d4 500 gp +15%
Whistling/Humming 1 GrG p.68 CHA 1d10 80 gp -15%

Barbarian Skills
Mastery Course Course Course Class
Barbarian Talent BP Page Relevant Ability Die Prereq. Cost Difficulty Avail.
Holistic First Aid 3 CG p.8 WIS 1d6 150 gp +5% Bar.
Makeshift Small Craft, Paddled 2 CG p.8 INT 1d8 400 gp +10% Bar.
Makeshift Small Craft, Rowed 2 CG p.8 INT 1d8 450 gp +10% Bar.
Outdoor Craft 4 CG p.8 (INT+WIS)/2 1d4 200 gp +5% Bar.
Sound Mimicry 1 CG p.8 INT 1d8 150 gp 0% Bar.
Wild Animal Handling 2 CG p.8 WIS 1d8 400 gp 0% Bar.
Wilderness Running 2 CG p.8 CON 1d6 50 gp -5% Bar.

Combat Procedures
Mastery Course Course Course Class
Combat Procedure BP Page Relevant Ability Die Prereq. Cost Difficulty Avail.
Angawa Battle Cry 2 PHB p.319 (STR+CHA)/2 1d6 225 gp 0%
Art of Beating 2 PHB p.319 (STR+INT)/2 1d4 275 gp +5%
Attitude Adjustment 1 PHB p.319 (STR+CHA)/2 1d8 200 gp +5%
Bilodo 8 CG p.109 (DEX+WIS)/2 1d6 580 gp +6%
Brawler 2 PHB p.319 (STR+DEX)/2 1d8 175 gp +5%
Chi-Star 8 CG p.109 (DEX+WIS)/2 1d5 650 gp -5%
Crane 2 PHB p.319 DEX 1d4 215 gp +10%
Cricket-in-the-Pea-Pod 1 PHB p.319 DEX 1d5 275 gp +15%
Curlamo 8 CG p.109 (DEX+WIS)/2 1d10 600 gp 0%
Dirty Fighting 1 PHB p.319 INT 1d6 225 gp 0%
Disarm 2 CG p.50 DEX 1d8 400 gp +5% F, C, T
Entrenchment Construction 4 PHB p.319 WIS 1d6 425 gp +5%
Establish Ambush Zone 8 PHB p.319 WIS 1d6 225 gp +5%
Expert Disarm 3 CG p.50 DEX 1d6 Y 1000 gp +15% F, C, T
Eye Gouge 1 PHB p.319 DEX 1d8 125 gp +5%
Eye of the Tiger Advantage 5 PHB p.319 DEX 1d5 325 gp +10%
Fast Draw (KODT) 3 KODT 64 DEX 1d8 200 gp 0%

HackJournal ISSUE 4.13 page # 20


Player's Advantage
p.38
Feint 4 ZG p.72 (DEX+WIS)/2 1d6 225 gp +5% F, C
Flying Combat 3 CG p.51 (DEX+WIS)/2 1d6 Y 1500 gp +10% F
Fung-Chi 7 CG p.109 (DEX+WIS)/2 1d6 600 gp +5%
Groin Punch 10 PHB p.320 STR 1d4 75 gp +5%
Gung-fu 9 CG p.109 (DEX+WIS)/2 1d8 525 gp +7%
Hoohah 8 CG p.109 (DEX+WIS)/2 1d8 600 gp +5%
Improve Cover 4 ZG p.72 (DEX+WIS)/2 1d6 200 gp 0%
Improved Charge 4 CG p.51 DEX 1d6 300 gp +10% F
Improved Overbearing 2 ZG p.72 (STR+WIS)/2 1d8 250 gp +5% F, C
Improved Subdual 3 ZG p.72 (CHA+WIS)/2 1d4 300 gp 0% F, C
Improved Unarmed Combat 2 ZG p.72 (DEX+WIS)/2 1d6 150 gp 0% F, C
Jousting 1 KODT 64 (STR+DEX+CON)/2 1d8 Y 550 gp +10%
p.38
Jugular Swipe 10 PHB p.320 DEX 1d4 275 gp +5%
Ka-Bob Maneuver 3 KODT 64 STR 1d6 130 gp +5%
p.38
Kidney Bruiser 15 PHB p.320 STR 1d6 255 gp +5%
Mortal Combat 9 PHB p.320 CON 1d4 435 gp +5%
Muster Resolve 8 PHB p.320 CON 1d6 325 gp +10%
Pimp Slap (Wuss Slap) 1 PHB p.320 STR 1d6 95 gp +5%
Press the Attack 6 CG p.51 (STR+DEX)/2 2d4 400 gp 0% F
Pugilism 7 PHB p.320 (STR+DEX+INT)/3 1d6 125 gp +5%
Round House Groin Kick 10 PHB p.320 DEX 1d6 125 gp +5%
Shield Bash 2 CG p.52 STR 1d6 Y 500 gp +10% F, C
Shield Punch 1 CG p.52 STR 1d8 375 gp +5% F, C
Sung Hoy 9 CG p.109 (DEX+WIS)/2 1d6 550 gp +7%
Trip Attack 2 CG p.52 (STR+DEX)/2 1d8 300 gp 0%
Who's Yer Mamma Ankle Wrench 6 PHB p.320 (STR+DEX)/2 1d6 225 gp +5%

Languages/Communication
Mastery Course Course Course Class
Language BP Page Relevant Ability Die Prereq. Cost Difficulty Avail.
Arcane Speak 2 SSG p.53 INT 1d8 800 gp +10% M
Dimple Runes (Braille) 2 PHB p.317 DEX 1d3 200 gp +5%
Dragon Speak 10 PHB p.317 (INT+CHA)/2 1d2 800 gp +5%
Evil Speak 5 PHB p.317 INT 1d4 450 gp +15%
Glersee (Trail Markers) 2 PHB p.317 INT 1d6 275 gp +5%
Language, Ancient/Dead 2 PHB p.317 INT 1d8 200 gp +10%
Language, Modern 1 PHB p.317 INT 1d10 150 gp 0%
Language, Undead 2 PHB p.317 INT 1d8 300 gp +5%

Martial Arts
Mastery Course Course Course Class
Maneuver BP Page Relevant Ability Die Prereq. Cost Difficulty Avail.
All-around sight (M. & P. Train. 2) 6 CG p.115 WIS 1d6 Y 750 gp +6%
Meditation (M. & P. Training 1) 3 CG p.114 WIS 1d8 Y 400 gp +3%
Backward Kick (Kick 3) 9 CG p.110 DEX 1d4 Y 1000 gp +9%
Choke Hold (Lock 1) 3 CG p.110 DEX 1d8 Y 400 gp +3%
Circle Kick (Kick 1) 3 CG p.110 DEX 1d8 Y 400 gp +3%
Concentrated Push (Push 1) 3 CG p.113 WIS 1d8 Y 400 gp +3%
Crushing Blow (Strike 2) 6 CG p.113 STR 1d6 Y 750 gp +6%
Distance Death (Vital Area 4) 12 CG p.114 WIS 1d4 Y 1300 gp +12%
Eagle Claw (Strike 3) 9 CG p.114 STR 1d4 Y 1000 gp +9%

HackJournal ISSUE 4.13 page # 21


Player's Advantage
Fall (Throw 1) 3 CG p.114 DEX 1d8 Y 400 gp +3%
Feint (Movement 1) 3 CG p.112 DEX 1d10 Y 400 gp +3%
Flying Kick (Kick 2) 6 CG p.110 DEX 1d6 Y 750 gp +6%
Great Throw (Throw 4) 12 CG p.114 DEX 1d4 Y 1300 gp +12%
Hurl (Throw 3) 9 CG p.114 DEX 1d4 Y 1000 gp +9%
Immobilizing Lock (lock 4) 12 CG p.112 CON 1d4 Y 1300 gp +13%
Immovability (Movement 3) 9 CG p.112 DEX 1d8 Y 1000 gp +9%
Incapacitator Lock (Lock 3) 9 CG p.112 DEX 1d4 Y 1000 gp +9%
Instant Stand (Throw 2) 6 CG p.114 DEX 1d6 Y 750 gp +6%
Iron fist (Strike 1) 3 CG p.113 CON 1d8 Y 400 gp +3%
Ironskin (M. & P. Train. 4) 12 CG p.115 CON 1d4 Y 1300 gp +12%
Leap (Movement 5) 15 CG p.112 DEX 1d6 Y 1600 gp +16%
Levitation (M. & P. Training 5) 15 CG p.115 WIS 1d4 Y 1650 gp +17%
Locking Block (Lock 2) 6 CG p.110 DEX 1d6 Y 750 gp +6%
Mental Resist. (M. & P. Train. 3) 9 CG p.115 WIS 1d4 Y 1000 gp +9%
Missile Deflection (Movement 4) 12 CG p.112 DEX 1d6 Y 1300 gp +13%
One Finger (Push 3) 9 CG p.113 WIS 1d4 Y 1000 gp +9%
Pain Touch (Vital Area 1) 3 CG p.114 DEX 1d8 Y 400 gp +3%
Paralyzing Touch (Vital Area 3) 9 CG p.114 WIS 1d4 Y 1000 gp +9%
Prone Fighting (Movement 2) 6 CG p.112 DEX 1d8 Y 750 gp +6%
Slow Resistance (Movement 7) 20 CG p.112 DEX 1d4 Y 2300 gp +20%
Speed (Movement 6) 17 CG p.112 DEX 1d4 Y 1950 gp +18%
Sticking Touch (Push 2) 6 CG p.113 WIS 1d6 Y 750 gp +6%
Stunning Touch (Vital Area 2) 6 CG p.114 DEX 1d6 Y 750 gp +6%

Mundane
Mastery Course Course Course Class
Mundane Task BP Page Relevant Ability Die Prereq. Cost Difficulty Avail.
Armor Maintenance 1 PHB p.318 (INT+DEX)/2 1d0 75 gp -5%
Maintenance/Upkeep (General) 1 PHB p.318 WIS 1d0 50 gp -20%
Shaving/Grooming 1 PHB p.318 INT 1d0 25 gp -15%
Weapon Maintenance 1 PHB p.319 WIS 1d0 75 gp -5%

Musical Instrument Skills


Mastery Course Course Course Class
Musical Instrument BP Page Relevant Ability Die Prereq. Cost Difficulty Avail.
Brass Instrument 2 PHB p.317 (WIS+DEX)/2 1d6 600 gp +5%
Exotic Instrument 2 PHB p.317 (WIS+DEX)/2 1d8 500 gp +5%
Percussion Instrument 2 PHB p.318 (WIS+DEX)/2 1d6 300 gp 0%
Stringed Instrument 2 PHB p.318 (WIS+DEX)/2 1d6 600 gp +5%
Wind Instrument 2 PHB p.318 (WIS+DEX)/2 1d20 500 gp +5%

Named Fighting Styles


Mastery Course Course Course Class
Fighting Style BP Page Relevant Ability Die Prereq. Cost Difficulty Avail.
Axe Storm Style na CG. p53 (INT+DEX)/2 1d4 Y 2300 gp +10%
Hammer and Anvil Style na CG p.55 (STR+WIS)/2 1d6 Y 1000 gp +15%
Shield of Death Style na CG p.55 (STR+INT)/2 1d4 Y 200 gp +5%
Striking Staff Style na CG p.54 (STR+WIS)/2 1d8 Y 500 gp +5%
The Anvil Style na HJ8 p. 10 (STR+DEX)/2 1d4 Y 400 gp +15%

HackJournal ISSUE 4.13 page # 22


Player's Advantage

Proficiencies
Mastery Course Course Course Class
Weapon/Proficiency BP Page Relevant Ability Die Prereq. Cost Difficulty Avail.
Advanced Two-Weapon Fighting 1 CG p.58 NA NA 850 gp +10% F
Advanced Two-Handed Fighting 1 CG p.58 NA NA 850 gp +10% F
Advanced Single Weapon Fighting 1 CG p.58 NA NA 850 gp +10% F
Advanced Weapon and Shield 1 CG p.58 NA NA 850 gp +10% F
Style
Basic Proficiency (per Weapon) 1 PHB p.102 NA NA 600 gp +5%
Grand Mastery na PHB p.102 NA NA Y 4200 gp +20% Fighter
Grenade-like Missiles 1 ZG p.75 NA NA 600 gp +5% C
Improved Backstab 1 GrG p.69 NA NA 600 gp +5% T
Quick Draw 1 CG p.58 NA NA 600 gp +5% F
Shield Proficiency 5 GrG p.69 NA NA 850 gp +10% T
Specialization (one only) 1 PHB p.102 NA NA Y 850 gp +10% F
Shield Specialization 1 CG p.59 NA NA 850 gp +10% F
Two-Shield Style 1 GrG p.69 NA NA Y 1500 gp 15% T
Weapon Mastery na PHB p.102 NA NA Y 1500 gp 15% Fighter

Social Interaction
Mastery Course Course Course Class
Social Skill BP Page Relevant Ability Die Prereq. Cost Difficulty Avail.
Begging (General) 1 GrG p.62 CHA 1d6 350 gp -10%
Begging (Panhandling) 2 GrG p.63 CHA 1d4 Y 400 gp 0%
Berate 1 PHB p.333 CHA 1d6 200 gp +5%
Calling Dibs 3 PHB p.333 WIS 1d8 100 gp +15%
Craft Instrument 3 GrG p.64 WIS 1d8 Y 1600 gp +5%
Crowd Working 2 GrG p. 64 (WIS+CHA)/2 1d8 100 gp +0%
Diplomacy 2 PHB p.334 CHA 1d8 150 gp +10%
Disguise 6 GrG p.64 (INT+CHA)/2 1d6 900 gp +10%
Distraction 1 ZG p.72 (CHA+WIS)/2 1d8 100 gp +15%
Fast Draw (GG) 2 GrG p.65 CHA 1d6 175 gp +5%
Fast-Talking 1 GrG p.65 CHA 1d8 200 gp 0%
Feign Toughness 2 PHB p.334 CHA 1d10 250 gp +5%
Flex Muscle 2 PHB p.334 STR 1d8 170 gp 0%
Fortune Telling 2 GrG p.65 CHA 1d8 550 gp 0% T
Graceful Entrance/Exit 1 PHB p.334 CHA 1d6 100 gp +10%
Idle Gossip 1 PHB p.334 CHA 1d12 185 gp 0%
Intimidation 2 PHB p.334 WIS 1d4 Y 250 gp +5%
Joke Telling 1 PHB p.334 (INT+CHA)/2 1d4 50 gp +10%
Juggling 2 GrG p.66 DEX 1d6 400 gp +5%
Knowledge of Courtly Affairs 2 PHB p.334 WIS 1d8 400 gp +5%
Locksmithing 3 GrG p.66 (STR+DEX+WIS)/3 1d6 Y 800 gp +10% T
Mingling (Balls, Parties) 2 PHB p.334 CHA 1d6 300 gp +10%
Observation 2 GrG p.67 (WIS+INT)/2 1d8 250 gp +5%
Oration 2 PHB p.334 (INT+CHA)/2 1d4 Y 190 gp +20%
Parley 4 PHB p.334 CHA 1d4 150 gp +15%
Poker Face 3 PHB p.334 WIS 1d6 80 gp +10%
Resist Persuasion 1 PHB p.334 WIS 1d8 90 gp +5%
Rousing Speech 3 PHB p.335 CHA 1d6 270 gp +20%
Rules of Fair Play 1 PHB p.335 WIS 1d6 150 gp +5%
Secret Persona 2 PHB p.335 WIS 1d4 600 gp +5%
Set Traps, Advanced 2 GrG p.67 DEX 1d8 Y 250 gp -5% T
Snappy Comeback 1 CG p.52 (INT+WIS)/2 1d8 125 gp +5%
Social Etiquette 1 PHB p.335 (WIS+CHA)/2 1d6 170 gp +5%

HackJournal ISSUE 4.13 page # 23


Player's Advantage
Street Cred 1 PHB p.335 (STR+WIS+CHA)/3 1d8 150 gp +10%
Taunting, Major 3 PHB p.335 WIS 1d6 Y 200 gp +10%
Taunting, Minor 2 PHB p.335 WIS 1d8 100 gp +5%
Threat Gesture (Nonverbal 1 PHB p.335 WIS 1d8 175 gp +5%
gestures - body and hand)
Trailing 2 GrG p.67 DEX 1d8 300 gp +5%
Ulterior Motive 2 PHB p.335 CHA 1d4 100 gp +10%
Voice Mimicry 2 GrG p.68 CHA 1d6 700 gp +15% T

Sophisticated Tasks
Mastery Course Course Course Class
Task BP Page Relevant Ability Die Prereq. Cost Difficulty Avail.
Acting 2 GrG p.62 WIS 1d10 800 gp 0%
Animal Handling 1 PHB p.321 WIS 1d10 Y 300 gp +5%
Animal Noise 1 GrG p.62 WIS 1d8 100 gp 0%
Animal Training 2 PHB p.321 (INT+WIS)/2 1d8 Y 500 gp +10%
Armor Repair, Advanced 4 PHB p.322 / (INT+DEX)/2 1d8 Y 575 gp +10%
CG p.49
Armor Repair, Basic 3 PHB p.322 / (INT+DEX)/2 1d10 Y 375 gp +5%
CG p.49
Armor Repair, Expert 8 CG p.49 (INT+DEX)/2 1d6 Y 875 gp +10%
Armorer 10 PHB p.321 INT 1d6 Y 600 gp +5%
Bargain Sense 5 PHB p.322 WIS 1d8 100 gp 0%
Bartering 1 PHB p.322 WIS 1d8 100 gp 0%
Blacksmithing 1 PHB p.322 STR 1d8 Y 100 gp 0%
Boating 1 GrG p.63 WIS 1d8 120 gp -5%
Bowyer/Fletcher 1 PHB p.322 DEX 1d8 450 gp +5%
Brewing 1 PHB p.322 INT 1d12 75 gp 0%
Calligraphy 1 SSG p.53 DEX 1d10 100 gp +5%
Camouflage 2 CG p.50 WIS 1d10 275 gp +5% F, C, T
Carpentry 1 PHB p.322 STR 1d10 Y 150 gp +5%
Cartography, Dungeon 2 PHB p.322 INT 1d8 Y 200 gp +5%
Cartography, Hasty Mapping 2 PHB p.322 INT 1d10 Y 75 gp 0%
Cartography, Overland 2 PHB p.323 INT 1d6 Y 225 gp +10%
Charioteering 1 PHB p.323 DEX 1d8 165 gp +5%
Clever Packer 3 PHB p.323 WIS 1d8 80 gp 0%
Cobbling 1 PHB p.323 DEX 1d12 85 gp +5%
Coin Pile Numerical Approximation 2 PHB p.323 INT 1d6 200 gp +10%
Complex Geometric Estimation 2 PHB p.323 INT 1d4 350 gp +10%
Construction: Defense Works 2 PHB p.323 (STR+DEX+WIS)/3 1d6 400 gp +5%
Construction: Fortifications 2 PHB p.323 (STR+DEX+WIS)/3 1d6 450 gp +5%
Construction: Hasty Defense 4 PHB p.323 (STR+DEX+WIS)/3 1d10 300 gp 0%
Works
Construction: Siege Works 2 PHB p.323 (STR+DEX+WIS)/3 1d4 500 gp +5%
Cooking 1 PHB p.323 INT 1d12 Y 75 gp 0%
Dig Hasty Grave 1 PHB p.323 STR 1d0 5 gp -2%
Dig Proper Grave 1 PHB p.323 WIS 1d20 15 gp 0%
Distance Sense 1 CG p.50 WIS 1d12 125 gp 0%
Endurance 4 PHB p.323 (WIS+CON)/2 1d6 400 gp +10%
Farming 1 PHB p.324 WIS 1d8 Y 100 gp +5%
Fire-building 1 PHB p.324 WIS 1d6 75 gp +5%
First Aid: Cauterize Wound 2 PHB p.324 INT 1d8 350 gp +5%
First Aid: Sew Own Wounds 2 PHB p.324 INT 1d4 200 gp +5%
First Aid: Sew Wounds 2 PHB p.324 INT 1d6 Y 350 gp 0%
Fishing 1 PHB p.324 WIS 1d10 100 gp +5%
Fondling (Covert Appraisal) 3 PHB p.324 (DEX+WIS)/2 1d4 325 gp +10%
Forage for Food 1 PHB p.325 WIS 1d8 245 gp +10%

HackJournal ISSUE 4.13 page # 24


Player's Advantage
Forgery 10 PHB p.325 (DEX+INT)/2 1d4 350 gp +20%
Gaming 3 PHB p.325 CHA 1d6 200 gp +10%
Gem Cutting 2 PHB p.325 DEX 1d4 Y 700 gp +10%
Glean Information 3 PHB p.325 CHA 1d8 300 gp +10%
Haggle 2 PHB p.325 (CHA+INT)/2 1d6 375 gp 0%
Healing 2 PHB p.325 WIS 1d4 Y 400 gp +5%
Hunting 1 PHB p.326 WIS 1d6 Y 370 gp +5%
Identify Animal by Tracks 1 PHB p.326 WIS 1d6 230 gp +15%
Intelligence Gathering 4 PHB p.326 (INT+WIS)/2 1d6 Y 575 gp +10%
Interrogation 4 PHB p.326 (STR+WIS)/2 1d6 Y 400 gp +10%
Jeweler 2 PHB p.326 INT 1d6 Y 670 gp +5%
Jumping 2 PHB p.326 STR 1d4 200 gp +5%
Laborer, General 1 PHB p.326 (STR+WIS)/2 1d0 50 gp -20%
Leatherworking 3 PHB p.326 (STR+INT)/2 1d8 300 gp 0%
Liar, Skilled 3 PHB p.327 (INT+CHA)/2 1d6 400 gp +10%
Looting, Advanced 4 PHB p.327 WIS 1d4 Y 550 gp +10%
Looting, Basic 2 PHB p.327 WIS 1d6 350 gp +5%
Maintain Self-Discipline 2 PHB p.327 WIS 1d4 300 gp +5%
Map Sense 1 PHB p.327 WIS 1d6 200 gp +5%
Mapless Travel 3 PHB p.327 WIS 1d8 150 gp +10%
Metalworking 2 PHB p.327 (STR+DEX+WIS)/3 1d6 Y 500 gp +5%
Mimic Dialect 2 PHB p.327 INT 1d6 200 gp +10%
Mining 2 PHB p.327 WIS 1d6 500 gp +5%
Mountaineering 1 PHB p.327 (STR+DEX+INT)/3 1d8 400 gp +5%
Navigation, Nautical 2 PHB p.327 INT 1d6 300 gp +10%
Orchestrate Task 3 PHB p.328 (INT+CHA)/2 1d6 400 gp +15%
Penmanship 1 SSG p.53 (INT+DEX)/2 1d12 125 gp 0%
Pinch 1 PHB p.328 DEX 1d0 0 gp 0%
Pottery 1 PHB p.328 DEX 1d10 75 gp -1%
Reading Lips 2 PHB p.328 INT 1d6 400 gp +15%
Reading/Writing 2 PHB p.328 INT 1d4 350 gp +10%
Recruit Army 2 PHB p.328 CHA 1d8 300 gp +5%
Riding, Airborne 2 PHB p.328 (DEX+WIS)/2 1d10 Y 550 gp +10%
Riding, Land-based 1 PHB p.328 (DEX+WIS)/2 1d6 350 gp +5%
Riding, Sea-based 2 CG p.51 (DEX+WIS)/2 1d6 500 gp +10%
Riding, Warhorse (Dwarven) 2 PHB p.329 (DEX+CHA)/2 1d4 400 gp +10%
Rope Use 1 PHB p.329 DEX 1d8 85 gp -5%
Running 1 PHB p.329 CON 1d8 100 gp 0%
Seamanship 5 PHB p.329 DEX 1d6 700 gp +10%
Seamstress/Tailor 2 PHB p.330 DEX 1d12 200 gp 0%
Seduction, Art of 1 PHB p.330 (COM+CHA)/2 1d6 750 gp +15%
Set Snares 1 PHB p.330 DEX 1d8 250 gp +5%
Shield Repair, Metal 3 PHB p.330 (INT+DEX)/2 1d8 Y 275 gp +15%
Shield Repair, Wood 3 PHB p.330 (INT+DEX)/2 1d10 Y 175 gp +15%
Skinning 1 Web Errata (STR+WIS)/2 1d8 650 gp +5%
Slaughter: Game Animal 1 PHB p.330 (STR+WIS)/2 1d8 300 gp +5%
Slaughter: Livestock 1 PHB p.330 (STR+WIS)/2 1d10 385 gp 0%
Sleight of Hand 4 SSG p.53 DEX 1d6 450 gp +15%
Slip Away into Shadows 1 PHB p.330 DEX 1d6 450 gp +10%
Speed Reading 2 SSG p.53 (INT+WIS)/2 1d10 Y 300 gp +10%
Spell Tattooing 4 SSG p.54 DEX 1d6 Y 500 gp +15% M
Stealthy Movement 4 PHB p.331 DEX 1d6 Y 370 gp +10%
Stonemasonry 1 PHB p.331 (STR+INT)/2 1d10 170 gp +5%
Survival Skill Suite 10 PHB p.331 (INT+CON+WIS)/3 1d6 Y 1500 gp +5%
Survival, Desert 3 PHB p.331 (INT+CON+WIS)/3 1d6 450 gp +10%
Survival, Jungle 2 PHB p.331 (INT+CON+WIS)/3 1d8 250 gp +5%
Survival, Underground 3 PHB p.331 (INT+CON+WIS)/3 1d4 275 gp +5%

HackJournal ISSUE 4.13 page # 25


Player's Advantage
Survival, Winter 3 PHB p.331 (INT+CON+WIS)/3 1d4 450 gp +10%
Swimming 3 PHB p.331 (STR+DEX+CON)/3 1d6 Y 175 gp +5%
Swimming: Dog Paddle 1 PHB p.331 (STR+CON)/2 1d10 50 gp 0%
Tightrope Walking 1 PHB p.331 DEX 1d4 375 gp +15%
Torture 3 PHB p.332 (STR+INT)/2 1d6 250 gp +5%
Track Game 1 PHB p.332 WIS 1d6 Y 300 gp +10%
Tracking 2 PHB p.332 WIS 1d4 350 gp +10%
Trap Sweep (Full Sweep) 1 PHB p.332 (DEX+WIS)/2 1d8 375 gp +20%
Tumbling 2 PHB p.332 DEX 1d6 125 gp +10%
Vandalism/Desecration 2 PHB p.332 STR 1d12 200 gp +5%
Ventriloquism 3 PHB p.333 INT 1d4 300 gp +15%
Veterinary Healing 3 ZG p.72 WIS 1d6 350 gp 0%
Weaponsmithing 4 PHB p.333 (DEX+INT)/2 1d6 Y 700 gp +10%
Weaving 2 PHB p.333 (DEX+INT)/2 1d8 100 gp +5%

Tool Skills
Mastery Course Course Course Class
Tools BP Page Relevant Ability Die Prereq. Cost Difficulty Avail.
Assaying/Surveying Tools 1 PHB p.335 (DEX+INT)/2 1d8 4200 gp 0%
Blacksmith Tools 1 PHB p.335 (STR+DEX+INT)/3 1d6 600 gp +5%
Carpentry Tools (Wood Working) 1 PHB p.336 (STR+DEX+INT)/3 1d8 4200 gp 0%
Construction Tools 1 PHB p.336 (STR+DEX+INT)/3 1d8 4200 gp 0%
Drafting Tools 1 PHB p.336 DEX 1d6 4200 gp 0%
Jeweler Tools 1 PHB p.336 (DEX+WIS)/2 1d8 4200 gp 0%
Leather Working Tools 1 PHB p.336 DEX 1d6 400 gp +5%
Mining Tools (stone working) 1 PHB p.336 STR 1d8 400 gp +5%
Peg Leg (left) 1 PHB p.336 DEX 1d0 0 gp +10%
Peg Leg (right) 1 PHB p.336 DEX 1d0 0 gp +10%
Surgery Tools/Suture Kit 1 PHB p.336 (DEX+INT)/2 1d8 4200 gp 0%

Skill Suites
Mastery Course Course Course Class
Skill Suite BP Page Relevant Ability Die Prereq. Cost Difficulty Avail.
Administrator/Politician Skill Suite 10 GMG p.71 (WIS+CHA)/2 1d5 Y 2075 gp +15%
Artist Skill Suite 8 GMG p.71 WIS 1d10 Y 1850 gp +15%
Blacksmith Skill Suite 4 GMG p.71 STR 1d6 Y 1400 gp +10%
Carpenter Skill Suite 5 GMG p.71 (STR+DEX+INT)/3 1d8 Y 5300 gp +10%
Cartographer Skill Suite 7 GMG p.71 INT 1d8 Y 935 gp +15%
First Aid Skill Suite 5 PHB p.324 INT 1d6 Y 1000 gp +10%
Farmer's (Daughter) Skill Suite 9 HJ2 p.2 (WIS+CON)/2 1d10 ? ?
Merchant's (Daughter) Skill Suite 10 HJ2 p.2 (WIS+INT)/2 1d8 ? ?
Noble's (Daughter) Skill Suite 8 HJ2 p.2 (WIS+CHA)/2 1d8 ? ?
Healer/Doctor Skill Suite 8 GMG p.71 INT 1d8 Y 6270 gp +15%
Historian Skill Suite 4 GMG p.71 (INT+WIS)/2 1d8 Y 1375 gp +15%
Limner/Painter Skill Suite 7 GMG p.71 INT 1d6 Y 5555 gp +15%
Missionary Skill Suite 12 GMG p.71 WIS 1d10 Y 2750 gp +10%
Navigator Skill Suite 6 GMG p.71 INT 1d8 Y 1180 gp +15%
Sailor Skill Suite 11 GMG p.71 DEX 1d8 Y 1550 gp +15%
Scribe Skill Suite 3 GMG p.71 INT 1d6 Y 700 gp +15%
Shipwright Skill Suite 8 GMG p.71 DEX 1d10 Y 5775 gp +15%
Tailor/Weaver Skill Suite 4 GMG p.71 (DEX+INT)/2 1d12 Y 500 gp +10%
Teamster/Freighter Skill Suite 4 GMG p.71 (INT+WIS)/2 1d10 Y 1000 gp +15%
Thug Skill Suite 10 GMG p.71 (STR+WIS)/2 1d6 Y 1400 gp +10%
Trader/Barter Skill Suite 13 GMG p.71 (STR+WIS)/2 1d8 Y 1250 gp +15%
Trapper/Furrier Skill Suite 5 GMG p.71 WIS 1d8 Y 1100 gp +10%

HackJournal ISSUE 4.13 page # 26


Player's Advantage

Talents
Class
Task BP Page Racial Availability Avail.
Acrobatic Skill Suite 5 PHB pg 337 Humans, Elves, Half-elves, Pixie fairies
Active Sense of Smell 5 PHB pg 337 Half-orcs, Half-ogres
Acute (high) Alertness 5 PHB pg 337 Any but Half-ogres
Acute Taste 5 PHB pg 337 Half-orcs
Ambidextrous 5 PHB pg 337 Any
Animal Companion 10 PHB pg 337 Elves
Animal Friendship 10 PHB pg 337 Gnomes, Gnomelings
Aquatic Background 4 CG pg 57 Any but Dwarves
Arcane Swindler 6 SSG pg 54 Half-elves, Gnomes, Humans M, Bards
Astute Observation 5 PHB pg 337 Any but Half-orcs and Half-ogres
Attack Bonus 5 PHB pg 337 Half-orcs, Humans, Pixie fairies
Attack Higher Bonus 5 CG pg 57 Dwarves, Elves, Gnome Titans, Half-orcs, Half-ogres, Humans F
Axe Bonus 5 PHB pg 337 Dwarves
Balance Bonus 10 PHB pg 337 Humans, Halflings, Half-elves
Blind Casting 10 SSG pg 54 Any M
Blind Fighting 10 PHB pg 337 Any
Blood Turning 10 ZG pg 73 Any C
Bloodline 5 SSG pg 54 Elves, Half-elves, Humans M
Bow Bonus 5 PHB pg 337 Half-elves, Elves
Breath Weapon Bonus 4 GrG pg 68 Any
Brewing 5 PHB pg 337 Dwarves, Halflings, Gnomes
Burst of Speed 10 ZG pg 73 Any
Called Shot Bonus 5 CG pg 57 Any F
Close to the Earth 5 PHB pg 338 Dwarves, Gnomes
Cold Resistance 5 PHB pg 338 Half-elves, Elves
Concentration 20 ZG pg 73 Any C
Constitution/Health Bonus 10 PHB pg 338 Dwarves, Drow
Counter Speller 15 SSG pg 55 Elves, Half-elves, Gnomes, Humans M
Courage 4 ZG pg 73 Any
Cower 5 GrG pg 68 Any
Critical Hit Bonus 4 CG pg 57 Dwarves, Gnome Titans, Half-orcs, Half-ogres, Humans F
Crossbow Bonus 5 PHB pg 338 Dwarves
Curse Resistance 6 ZG pg 73 Any
Dagger Bonus 5 PHB pg 338 Gnomes, Gnomelings, Halflings
Damage Bonus 5 PHB pg 338 Half-orcs, Half-ogres
Damage Cap Bonus 5 CG pg 57 Dwarves, Gnome Titans, Half-orcs, Half-ogres, Humans F
Dart Bonus 5 PHB pg 338 Gnomes, Gnomelings
Deadeye 5 KODT 64 pg 38 Any but Half-orc or Half-ogre
Death Magic Bonus 6 ZG pg 73 Any
Defend Bigger Bonus 5 CG pg 57 Dwarves, Elves, Gnome Titans, Half-orcs, Half-ogres, Humans F
Defensive Bonus 5 PHB pg 338 Gnomes, Gnomelings
Dense Skin 10 PHB pg 338 Dwarves, Half-orcs, Half-ogres
Detect Evil 5 PHB pg 338 Dwarves, Halflings
Detect Poison 5 PHB pg 338 Dwarves
Detect Secret Doors 5 PHB pg 338 Humans
Determine Age 5 PHB pg 338 Dwarves
Determine Stability 5 PHB pg 338 Dwarves
Divination 13 ZG pg 73 Anyone capable of using divination magic C
Divine Shield 6 ZG pg 73 Any cleric C
Divine Smite 11 ZG pg 74 Any cleric C
Eagle Eye 4 SSG pg 54 Elves, Half-elves, Gnomes, Humans
Elemental Resistance 5 ZG pg 74 Any
Endurance 5 PHB pg 338 Dwarves, Humans, Half-orcs, Half-ogres

HackJournal ISSUE 4.13 page # 27


Player's Advantage
Engineering Bonus 5 PHB pg 338 Gnomes, Gnomelings
Enhanced Turning 7 ZG pg 74 Any C
Evaluate Gems 5 PHB pg 338 Dwarves
Experience Bonus 10 PHB pg 338 Humans, Gnomelings
Expert Cheater 5 GrG pg 68 Elves, Gnomes, Half-elves, Humans T
Expert Haggler 5 PHB pg 338 Dwarves, Halflings
Faerie Kind Martial Arts 5 PHB pg 338 Pixie fairies
Fast Cast 10 SSG pg 54 Half-elves, Humans M
Fast Turning 7 ZG pg 74 Any C
Fireborn 15 CoB pg 123 Half-orcs, Humans
Flutter 2 PHB/Website Pixie fairies
Follow-Through Healing 4 ZG pg 74 Any C
Forest Fighting 3 CG pg 57 Elves, Halflings, Half-elves
Forest Movement 10 PHB pg 339 Gnomes, Gnomelings, Elves
Forgettable Face 5 GrG pg 69 Half-elves, Humans
Freeze 10 PHB pg 339 Gnomes
Good Immune System 5 GrG pg 69 Dwarves, Halflings, Half-ogres, Humans
Grace Under Pressure 5 PHB pg 339 Humans, Elves, Half-elves, Pixie fairies
Hardy Traveler 5 CG pg 57 Dwarves, Elves, Half-orcs, Half-ogres, Humans
Heat Resistance 5 PHB pg 339 Elves, Half-elves
Hide 10 PHB pg 339 Gnomes, Gnomelings, Halflings
High Spell-Jacker 5 SSG pg 54 Half-elves, Humans M
High Tolerance 5 GrG pg 69 Dwarves, Half-orcs, Half-ogres, Humans
Hit Point Bonus 10 PHB pg 339 Dwarves, Humans, Pixie fairies
Illusion Resistant 5 PHB pg 339 Dwarves
Item Savant 5 SSG pg 54 Gnomes, Humans M
Javelin Bonus 5 PHB pg 339 Elves
Keen Sight (Long Distance) 5 PHB pg 339 Humans, Elves, Half-elves, Pixie fairies
Knack for Languages 3 GrG pg 69 Humans
Ladies Man 5 KODT 64, pg 38 Any
Legacy 10 ZG pg 74 Any
Less Sleep 5 PHB pg 339 Humans, Elves, Half-elves
Life Smite 6 ZG pg 74 Any C
Lucky 5 CG pg 57 Humans
Mace Bonus 5 PHB pg 339 Dwarves, Half-orcs, Half-ogres
Magic Bonus 5 PHB/Website Pixie fairies
Magic Identification 10 PHB pg 339 Elves
Magic Trap Sense 1 GrG pg 69 Any T
Magically Efficient 4 SSG pg 54 Humans
Martial Tradition 4 SSG pg 54 Dwarves, Gnome Titans, Humans M
Mass Turning 7 ZG pg 74 Any C
Meld into Stone 10 PHB pg 339 Dwarves
Mining Sense 5 PHB pg 339 Dwarves, Gnomes, Gnomelings, Drow
Mnemonically Gifted 15 SSG pg 54 Half-elves, Humans
Mountain Fighting 3 CG pg 58 Dwarves, Gnomes, Half-orcs
Multiattack Bonus 5 CG pg 58 Any F
Opportunist (skill/trait) 5 PHB pg 339 Humans, Gnomes, Halflings
Pain Resistance 6 CG pg 58 Dwarves, Gnomes, Halflings, Half-elves, Half-orcs, Half-ogres,
Humans
Paralyzation Bonus 4 ZG pg 74 Any
Perfect Grooming 2 GrG pg 69 Elves, Half-elves, Humans
Photographic Memory 5 PHB pg 339 Humans, Elves, Half-elves
Pick Bonus 5 PHB pg 339 Dwarves
Poison Bonus 5 ZG pg 74 Any
Potion Identification 5 PHB pg 339 Gnomes, Gnomelings
Precise Targeting 5 SSG pg 55 Dwarves, Elves, Half-elves, Gnomes, Humans M
Precision Casting 5 ZG pg 74 Any C

HackJournal ISSUE 4.13 page # 28


Player's Advantage
Prophesy 12 ZG pg 75 Human C
Prudish 5 ZG pg 75 Gnomes, Halflings, Humans
Puritanical 10 ZG pg 75 Halflings, Humans
Quick Casting 5 ZG pg 75 Any C
Quick Change 4 CG pg 58 Any
Quick Learner 5 SSG pg 55 Half-elves, Gnomes, Humans
Quick Movement 5 GrG pg 69 Any
Quick Thinking 4 SSG pg 55 Humans
Reaction Bonus 5 PHB pg 339 Halflings
Receptive Healer 6 ZG pg 75 Any
Reduced Facing 4 ZG pg 75 Any
Resistance 5 PHB pg 339 Dwarves, Humans, Elves, Half-elves
School Resistant 8 SSG pg 55 Humans M
Second Sight 5 ZG pg 75 Any
Seeking Grasping Hands 5 PHB pg 340 Elves, Humans
Shortsword Bonus 5 PHB pg 340 Dwarves, Gnomes
Sibling Empathy 10 PHB pg 340 Any
Simultaneous Backstab Attacks 2 GrG pg 69 Any T
Sixth Sense 5 PHB pg 340 Any but Half-orcs and Half-ogres
Sling Bonus 5 PHB pg 340 Gnomes
Speak With Plants 10 PHB pg 340 Elves
Spear Bonus 5 PHB pg 340 Elves
Spell Abilities 15 PHB pg 340 Elves
Spell Razor 15 SSG pg 55 Half-elves, Humans M
Stealth 10 PHB pg 340 Dwarves, Gnomes
Still Casting 15 SSG pg 55 Elves, Half-elves, Humans M
Stone Tell 10 PHB pg 340 Dwarves
Superior Meditation 3 SSG pg 55 Humans M
Sword Bonus 5 PHB pg 340 Half-elves
Take After 30 GMG pg Gnomelings, Half-elves, Half-orcs, Half-ogres
Taunt 5 PHB pg 340 Halflings
Thick Blood 5 ZG pg 75 Any
Thick Headed 5 CG pg 58 Dwarves, Gnome Titans, Half-orcs, Half-ogres, Humans
Touched by Yurgain 0 PHB pg 340 Dwarves
Tough Hide 5 PHB pg 340 Half-ogres
Track Game Animal 10 PHB pg 340 Grunge Elves
Trident Bonus 5 PHB pg 340 Elves
Unyielding 10 CG pg 58 Dwarves, Gnomes, Halflings, Half-orcs, Half-ogres, Humans F
Vigor 9 ZG pg 75 Any
Voiceless Casting 20 SSG pg 55 Elves, Half-elves, Humans M
Warhammer Bonus 5 PHB pg 340 Dwarves

HackJournal ISSUE 4.13 page # 29


HackJournal ISSUE 4.13 page # 30
Waylands: Lindor (Aelidea)

The Elves of the Waylands, part 2


By David Smith, HMGMA #PA-1-00712-02

In the first part of this article I discussed the foundation of trade with the outside world except for the occasional ship
the two Elven kingdoms in the Waylands and the fall of the to Ar-Toreidór. A small number of elves from Ar-Toreidór
High Kingdom of Ar-Toreidór (now known as Estarlinn). who could prove a pure bloodline make up Lindór’s only
This part will cover the other kingdom, Lindór, which the immigrant community. The fall of Ar-Toreidór and the
rest of Garweeze Wurld knows as Aelidea. house of Hadhrós seemed to confirm the wisdom of this
decision.
With civil unrest in Ar-Toreidór and the failing of the line
of Hadhrós, the High Kingship passed to the line of
Hadhrûn, and the Scepter of the Ancients was returned to
its former home, reunited with the Crown of Seven Stars.

Hooks:
1. The High King has asked a party of adventurers to
explore the Valley of the Ancients, with promises of a
vast reward.
2. An Elf who claims to be of the line of Hadhrós has
suddenly appeared out of nowhere, building a rival
faction among the small immigrant population and
demanding the “return” of the Scepter of the Ancients.
3. One of the missing gems of the Crown of Seven Stars
has been located — in the horde of Mavroskouliki, an
elder black dragon. Who will dare to face the dragon
LINDÓR/AELIDEA and retrieve the gem?
When the High Elves under Hadhrûn arrived on Aelidea,
they found it uninhabited but already cultivated, with many
relics of an earlier civilization recently (to the Elves, that is)
abandoned. They fell in love with their new land, naming it
Lindór, “lost home” in the High Elven tongue, and also
Olidoea, “land of the ancients.” Unfortunately this latter
name happened to correspond closely to the Common term
aelf-lidea, meaning “flotsam of the elves,” and this is how
their nation is known today.
The Aelidean Elves, as they came to be known, naturally
assumed that the island’s prior inhabitants were of an
Elvish race, and called them the Olinyári, “the ancient
ones.” The presumption of Elvishness was reinforced when,
soon after their arrival, many Aelideans reported sightings
of Elves with blue or green skin and yellow eyes. Most of
these sightings were in the region of Nan Olinyár, the
Valley of the Ancients, a tiny vale near the eastern coast of
the island. Whatever evidence these stories gave of a prior
Elvish civilization, nothing could be further from the truth.
In fact, the Olinyári belong to a race of high Orcs, very THE RING OF TRUE DIVINATION
Elvish in appearance but Orcs nonetheless, who had been The wearer of this ring can cast some of the most powerful
virtually wiped out by a plague and who dwell now only in divinations ever practiced, both clerical and arcane. The
Nan Olinyár, afraid to venture forth for fear of reawakening ring itself is a plain white gold band, about 1/2 inch wide,
the epidemic that nearly destroyed them. The Aelideans, for set with a green marble, on the face of which is carved four
their part, avoid the Valley of the Ancients, believing it to runes denoting the powers of the ring. Each of the powers
be haunted by wraiths and evil spirits. (and its command phrase) is detailed below:
Among the relics found by the elves were the Scepter of the
Ancients (which would be taken up by the High King in Ar- 1. Detect evil as the 1st-level Cleric spell. This can be
Toreidór), the Ring of True Divination, and the Crown of done once per day.
Seven Stars, which would be used to crown the King of 2. Find traps as the 2nd-level Cleric spell. This can be
Aelidea. done up to three times per week.
Unlike his brother, Hadhrós, the High King, Hadhrûn 3. True sight as the 6th-level Magic-user spell. This power
would never receive members of other races into his can be used only once per week.
service. In fact, soon after the elves arrived on the island the 4. Find the path as the 6th-level Cleric spell. This power
King ordered its shores closed to non-elves and cut off all can be used once per week.
HackJournal ISSUE 4.13 page # 31
Waylands: Lindor (Aelidea)

If the use of all of the above powers is forgone for one full High Orcs who adopt the blood mage class lose these spell
week, the wearer may cast vision as the 7th-level Magic-user abilities, as well as the ability to cast spells in armor.
spell. For each additional week that the wearer refrains
from using the powers of the ring, he may add +1 to his die For every 10 Olinyári encountered, there will be a fighter
roll for the spell, to a maximum of +3. Note that to gain the (35% chance of being multi-classed) of 3rd-5th level. For
maximum bonus to the vision power, the wearer must every 20 encountered, there will be a fighter of 7th-10th
refrain from using all powers of the ring for four full weeks. level, in addition to a blood mage of 6th-9th level.
The sale value of the Ring of True Divination is estimated
to be about 20,000 gold pieces. High Orcs have ultravision as well as infravision in the 60’
range. They are not at all resistant to sleep and charm
EP Value: 2,000 spells. They have double the normal chance of being
psionic.
ORC, OLINYÁR
AKA: High Orc, Goblinus Excelcius HABITAT/SOCIETY: Olinyár Orcs have a very advanced
HACKFACTOR: 4 and refined civilization. All of their less-refined cousins are
EP VALUE: Variable considered “low Orcs” and are generally despised by the
CLIMATE/TERRAIN: Subterranean/Forests Olinyári. However, they resent any harm done to their
FREQUENCY: Very rare Orcin relations and, if push came to shove, would unite
ORGANIZATION: Tribal with them to defeat a common enemy.
ACTIVITY CYCLE: Nocturnal
DIET: Omnivore Those High Orcs remaining on Aelidea have withdrawn
INTELLIGENCE: High to Genius (11-18) into one tiny valley — Nan Olinyár, the Valley of the
ALIGNMENT: Lawful neutral Ancients — from which they greatly fear to venture forth.
NO. APPEARING: 10-100 Many of these live in caves or underground, and only
SIZE: M (5-6') venture forth after dark. Despite their reduced numbers, the
MOVEMENT: 12" High Orcs of Aelidea are divided into two tribes, one on the
PSIONIC ABILITY: Possible western side of Nan Olinyár and one on the east. These two
Attack/Defense Modes: Nil/Nil tribes do not communicate except under the gravest of
MORALE: Courageous (13) circumstances. Both tribes are led by multi-classed
ARMOR CLASS: 6 (10) cleric/blood mages (at least 12th level in each class), the
NO. OF ATTACKS: 1 only ones of their kind.
DAMAGE/ATTACK: by weapon
SPECIAL ATTACKS: See below ECOLOGY: Scholars have long postulated a link between
SPECIAL DEFENSES: See below the Orcs and the Elves, and the existence of the Olinyári
MAGIC RESISTANCE: Standard would seem to lend some credence to that theory, even
HIT DICE: 2 though — just like their less-refined cousins — the Olinyár
Orcs cannot cross-breed with Elves. Nor do they speak an
DESCRIPTION: Physically, the Olinyári resemble Elves. Elvish tongue; their language is a dialect of Orcish. Olinyári
They are slightly taller with longer arms and a more will not willingly cross-breed with any creature of a non-
muscular build; their complexion is pale green or blue; and Orcish race.
their eyes are yellow, with no "white" at all. Their hair
ranges from deep brown to blue-black, and they usually The Olinyári were the original inhabitants of Aelidea, but
wear it long, females in gentle braids, males caught in a they were virtually wiped out by a mysterious plague and
silver ring at the shoulder. High Orcs have neither tusks nor have retreated into the Valley of the Ancients. The nature of
facial hair. this plague is unknown, but the Olinyár Orcs believe that it
perdures and that it will attack them again if they leave their
COMBAT/TACTICS: Regardless of class, Olinyár Orcs vale.
fight with footman’s maces (+1 to hit and damage), flails,
or clubs. Magic-users among them (who are always blood YIELD:
mages) fight with daggers if they enter battle at all. Medicinal: Nil
Spell components: The prostate gland of a High Orc can be
Olinyári may be clerics, fighters, thieves, assassins (rarely), used to increase the efficiency of a Vengeance-class spell
or blood mages. They may also be multi-classed by 10-40%.
cleric/assassins, fighter/thieves, or fighter/assassins. Those Hide/Trophy Items: Nil
of 3rd level or higher may cast the following spells once per Treasure Type: Nx5, Qx2
day: blood missile, silence, 15’ radius, and darkness. Those Other: Nil
of 10th and higher levels may cast the following spells once
per day: blood mark, blood thirst, and dispel magic. They
may cast these spells in armor with no chance of mishap.

HackJournal ISSUE 4.13 page # 32


A Day in the Life

A Day in the Life of a Gagwaller


By Jedediah Gofourth, HMGMA #TN-1-00554-02

Iziriat awoke to the sound of his brood mates general direction. Only one of them picked it up,
squabbling over a stupid card game. He opened turning to yawn with a signal of complete apathy.
his eyes and his filtering lenses to scan the room, Iziriat turned from the insubordinate gagwaller and
rubbing his temples as the anger signals from his headed down the hallway that led to the clinic. The
companions intruded upon his skull. Zizhral and door opened on his arrival, sliding up into the ceiling
Mifitixl continued to yell at each other, both with a slight hiss. He closed the filtering membrane
accusing the other of cheating and completely of his eyes as he walked into the glaring light of the
ignoring their sleeping brood mate. Cards fluttered medical lamp. A lone human was stretched out on
through the air as the two gagwallers snarled and the medical table, trying in vain to keep his eyes
snapped at each other like wild animals. closed. His skin was already turning red from being
Iziriat had been stationed on this primitive planet under the lamp for the hours since his capture. As
for six months, and he still hadn't found any of the Iziriat walked up to the metal gurney, the human
theta focusing devices that the natives had crafted. opened his eyes and began to plea pitifully in his
He was beginning to think that these magical items slow and barbaric language. He ignored the
were merely myths. The newest human that had whining creature as he flipped on the diagnostic
been captured showed a promising amount of monitors. He then unlatched the medical tool from
residual theta radiation, but had no items of power above the gurney, making sure its cutting digits and
with him except for a book that had a very low lasers were in working order.
background count of the biological energy he was The spider-like device practically quivered with
seeking. The book defied all attempts at anticipation as it came online. Trying to decide
deciphering its text but seemed to have no other what to do to the specimen, Iziriat walked around
powers. The book was hardly the potential weapon the gurney, still ignoring the cries of the human.
that he had been sent to hunt down. Suddenly getting an inspiration Iziriat lunged at the
While he laid in his bunk contemplating the new helpless test subject, grabbing him under the chin
capture, the sounds from the nearby table and forcing the human to look into the watery black
escalated and the signals of anger and hate depths of his eyes. "This will hurt you much more
pounded into his skull. The bickering became too than it will hurt me." he sneered in the human's
much for the newly awakened gagwaller to stand, language as the medical device descended at his
so he unsheathed the claw on the side of his left command.
foot. He could have used the prosthetic, metallic
right leg as a weapon, but he felt like drawing blood
with his own flesh instead of the mechanical limb
that he was given. A kick later and Zizhral clutched
at the wound left by the drawn claw. Sluggish
green blood oozed from between his fingers like
gelatin as he turned his attention to the bunks with
a snarl. Having suitably displayed his annoyance,
Iziriat left the room and its occupants and headed
for the clinical lab where the new test subject
awaited probing. Neither gagwaller felt that it was
prudent to follow him out, resuming their game
despite having to chase down the loose cards.
He passed by the control center where two more
of his brood mates lounged in front of monitors
viewing the outside world. He took a glance at one
of the monitors that was displaying the newest
eligible females who had reached maturity back on
Gahigwyl instead of the outside feed that it was
supposed to be showing. The female that was on
the screen was fairly attractive with light blue skin
and lavender hair. From what he could see of the
dowry, neither of his brood mates could afford to
pay. Knowing that he should reprimand them for
laziness, he simply sent a signal of disgust in their

HackJournal ISSUE 4.13 page # 33

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