HJ13
HJ13
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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
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
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.
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
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
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
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%
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%
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%
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%
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%
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%
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%
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%
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
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.
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