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ISSUE 4 · NOVEMBER 2001

THE LURKER
WINNER OF THE EN WORLD
ADVENTURE CONTEST 2001
COME FLY WITH ME
FANTASTIC FLYING MACHINES
ORDER OF THE DEMI-LICH
AN EVIL ORGANISATION FROM DARK PORTAL GAMES
THE WANDERER & THE SWORD-DANCER
CLASSES FROM RYAN NOCK & THUNDERHEAD GAMES
PRODUCT REVIEWS, THE JACK-O-LANTERN, ORC SCARS, WILD
WWW.ENWORLD.ORG SPELLCRAFT PREVIEW, STORYCRAFT & MUCH MORE...
Editorial

Morrus Dancing
In about a week’s time, the Lord of the posters etc. be safely said that the general public are
Rings movie will be hitting the cinemas likely to become more aware of D&D over
*Lastly (this is unconfirmed) Anthony Val-
and theatres of the world. It’s a movie the next few years. Of course, whether or
terra has hinted at the possibility of a Drag-
that is being eagerly anticipated by many, not this is a good thing largely depends
onlance venture of some kind, although he
none more so than the D&D community. on how the licenses are handled - will they
was no specific whether he had an ani-
Advance reviews have been very positive, amount to another Dungeons & Dragons
mated series, live-action TV show, movie or
with only minor criticisms at best and it movie or another Lord of the Rings? If the
interactive movie in mind.
looks like Steve Jackson has finally done latter, at least in treatment if not in scale,
the one thing we’ve all been waiting for for then the future looks bright indeed for us
so many years: he has created a credible, all!
Looking at all of this, I think that it can
blockbuster fantasy movie.
Of course, we all remember the Dungeons
& Dragons movie. There are mixed feelings
about that film, but the general impres-
sion is that it didn’t really do us RPGers
Table of Contents
any favours when in came to the portrayal
of our hobby to a mass-audience. Will
the Lord of the Rings and the Harry Potter
2 Editorial
movies help to make fantasy ‘cool’? I cer-
tainly don’t think that they’ll perform mira-
3 Product Reviews
cles in the regard, but I imagine that they’ll
help a little. 12 Those Daring Young Humanoids and Their
Wizards of the Coast recently announced Flying Machines
a Forgotten Realms TV show - this to be
made by the same poeple who produce 15 Taranesti Sword-Dancer
Andromeda, Xena and Hercules. I have to
admit that I’ve never seen Andromeda, and 18 Nevae Wanderer
I’m not a fan of Xena or Hercules, so I’m
not holding my breath here. But if the 20 Jack-O-Lantern
show is any good, I imagine in will be a
major step in WotC’s D&D strategy for the
next few years, which involves, according
22 Wild Spellcraft Preview
to Anthony Valterra, WotC’s RPG Business
Manager, “expansion of the RPG industry
25 Orc Scars
as a whole”.
27 Storycraft
So what else do we know about WotC’s
plans for cross-media marketing of their 28 Order of The Demi Lich
D&D licenses? Well, we know the follow-
ing:
34 The Lurker
*Forgotten Realms, Darksun and Grey-
hawk have been licensed, although others 43 Credits
are in the works.*A deal has been made
with an animation company to create “fully 43 Open Gaming License
interactive movies for D&D”; these will be
essentially “pick-a-path” stories on DVD,
where the viewer can make decisions for
the hero using a simple remote control.
*Dark Sun is to made as an animated
Open Gaming Content
The following content is “Open Gaming Content” as
series.
defined in the Open Gaming Licences 1.0A:
*Spelljammer is being developed for “TV Those Daring Young Humanoids and Their Flying
and movies”. Machines (Complete Article)
Taranesti Sword-Dancer (Complete Article)
*After the Forgotten Realms TV series has Nevae Wanderer (Tables, Class Mechanics Item Stats)
been premiered, Fireworks have plans for Jack-O-Lantern (Complete Article)
Dark Elf motion pictures. Wild Spellcraft Preview (NPC Stats)
*Hasbro is closing a deal for a Forgotten Orc Scars (Complete Article)
Realms comic-book series, as well as other Order of the Demi-Lich (Monster/NPC Stats)
cross-marketting gimmicks such as T-Shirts, The Lurker (Complete Article)

2 Asgard November 2001


Review

D20 Reviews
By Simon Collins & Alan Kohler
Bandits! ing on the behaviour and tactics
of the gnoll bandits and introduces
by Rhys Hess the idea that some of the non-gnoll
Bastion Press opponents are being controlled in
http://www.bastionpress.com some way. A sidebar details Gnoll
Price: US$5.99 morale. the PCs have a chance to
rescue a gnome merchant and come and Adventure Syn-
across some ‘controlled’ non-gnoll opsis did not give enough information,
Bandits is a downloadable .pdf adven-
opponents. We finally learn for certain that mentioning nothing of the Master Control-
ture for 4-6 4th-level characters. It costs
the devil is the leader of the bandits and ler and those it controls.
$5.99 and can be downloaded via
that there is also a pack of wererats stealing
www.bastionpress.com
from the bandits who as yet remain undis-
covered. The following section explores the Conclusion
wererat lair in the upper levels of the gnoll
Presentation lair, before moving on to the lower levels
A disappointing adventure - I expected
more from Bastion Press. The adventure in
Bandits is a 48 page Adobe Acrobat file. which is inhabited by undead, a destra- itself might have scraped an Average rating,
The front cover depicts a fiery wolf’s head chan, an ogre mage, and a number of but the artwork and huge margins pull
against a grainy-wood background. The humanoid guards, as well as slaves. There it down into Poor. I would have liked to
back cover holds a small picture of an osy- are a couple of interesting traps in this have seen an EL Summary, some more cre-
luth against the same grainy background. area. The adventure climaxes with a combat ative roleplaying hooks for the NPCs, and
Neither picture is particularly inspiring. The against a female wizard, her weasel familiar some more plot complexity, amongst other
sparse internal colour artwork is no better; and an osyluth devil, after which they can things. Against this, you do get 48 pages
the creatures portrayed seem to have limbs discover the being that controls the captives for your 6 bucks, which isn’t a bad ‘cents
reminiscent of a praying mantis and are all within the complex - a two-foot-round ball per page’ ratio.
stick-thin and seem out of proportion - of flesh known as The Master, which the
they are definitely inferior to the artwork PCs can easily destroy. The module contin-
in Bastion’s other release, e-Minions. The ues the return to Thornbury and ideas for
third page holds credits and contents and expanding some of the threads from the
the penultimate page has the OGL. The
maps are computer-generated and lack
adventure. The appendices offer new crea- Mystic Warriors
ture stats from the adventure - Guardian
style, though they are clear. Text density is Shadow, Slave Controller and Master Con- Mystic Eye Games
standard though a surrounding margin is troller. http://www.mysticeyegames.com
large and reduces the available space for ISBN # 0-9708265-3-2
text considerably. Price: $US14.95
The Good
The adventure is regularly interspersed The third edition D&D game (and ergo
The Story with ideas on how to modify the adventure D20 system) brought with it many refine-
The module begins with an adventure and deal with varying PC tactics, as well ments and a few new features. One of these
background (gnoll bandits are slaughtering as detailing the tactics used by their oppo- is the prestige class mechanic. This pro-
and kidnapping whole caravans along a nents well. The use of innocent controlled vided a method to introduce new character
trade route, and an exiled devil resides NPCs to attack the PCs is an interesting options into the game under the scrutiny of
beneath the gnoll lair). There is a sidebar concept, and the devil at the end makes the GM.
outlining ideas for scaling the adventure for for a good climactic encounter. The ‘Scal- This creates possibilities for the format
PCs of different levels. Following this are ing The Adventure’ sidebar makes it useable of new products. A great many D&D and
some basic and unimaginative adventure by PCs of levels 2-6. D20 system products have featured pres-
hooks. The adventure begins in the stere-
tige classes as at least part of the material
otypical hamlet of Thornbury and there are
to help shape setting material or other
some vignettes of a few of the local NPCs The Bad special character concepts associated with
and a useful set of rumours that link to
I couldn’t get too excited about this the product. However, to date few prod-
different parts of the adventure. Some of
adventure - the ideas on the whole were ucts have made prestige classes their major
the NPCs have secrets to hide, and there is
very stereotypical and at times bland (apart focus.
some help for the GM in running encoun-
from the central theme itself). Take this as a
ters where the PCs can interact with these Mystic Warriors is among the first such
compliment if you want, but the adventure
characters. There is also a possible timeline products. The book details a number of dis-
reminded me of the banality of some of the
of events outlined after this. An optional tinct warrior traditions that share the use of
recent WotC adventures such as ‘Forge of
encounter to follow a caravan out of the a force that the book call vitus. The vari-
Fury’, but without the production values.
hamlet and ambush the ambushers is then ous classes use vitus to use some of their
The spread of monsters often seemed con-
detailed. The next section explores the area class abilities as well as a number of spe-
trived and the encounters possibly a little
surrounding the gnoll fort and the module cial abilities that the book calls techniques.
underpowered. The Adventure Background
goes on to detail the gnoll fort itself, focus- The book is written with Mystic Eye Games’
Asgard November 2001 3
Review D20 Reviews
The Hunt: Rise of Evil campaign setting in The book states that techniques are all players a good range of options. Some are
mind, but claims that the classes with in special abilities. I found that decision some- typical fare that you might expect your
can be used in other settings. what questionable, as many of the abilities players to want to play, like a pugilist
sound like they could only come about order and a knight-like order. Beyond those,
by magical effects and should be considered there are many unique and interesting con-
A First Look spell like or supernatural abilities. For some cepts. For example, the Revenant Guard is a
Mystic Warriors is a perfect bound soft- techniques this makes sense, such vital very cool concept. People become Revenant
cover book with 128 pages. The book sells strike that give the character a chance at a Guards who were forced to take vengeance
for $14.95 US. This gives Mystic Warriors critical strike automatically. However others for wrongs done to them. They are sympa-
a price per page that is very low for a do things like make a glowing double or thetic to the plight of those who passed
book of this price and size. Compare this create a burst of life force that seem like on without the chance to avenge them-
with books with more typical pricing. Most they would be explicitly supernatural to selves. They occasionally share their body
$14.95 D20 system books have about half me. with the spirit of such an unfortunate, and
as many pages, and most books with 128 help them achieve vengeance. Some of their
In addition to the limited uses per day,
pages are priced in the $20+ range. class abilities stem from this co-habitation.
techniques cost the character a number of
This is a great concept, loaded with cam-
Looking inside, the font used in the book vitus points. Vitus are a resource represent-
paign possibilities.
is rather small, and the line spacing is ing the warrior’s self confidence. In essence,
rather close, giving a fairly high text den- the vitus system is a spell point system. In However, the prestige classes seem fairly
sity. However, there are some practices that addition to being the currency with which powerful. They have moderate to good
detract from the delivered value somewhat. you pay for the use of techniques, vitus fighting abilities, a good selection of spe-
For example, the tables detailing class fea- is also used for the class abilities of some cial abilities, and access to techniques. The
tures have cell padding that is rather exces- mystic warriors. Some techniques can be author hopes to address this by giving each
sive, and there are two tables that are enhanced by the expenditure of additional class several role-playing strictures, a tech-
repeated many times throughout the text. vitus. nique that I do not think works in general.

The cover graphics are fairly good. The A new skill is introduced in the book, Some prestige classes also use nonstand-
book has a grey stylized backdrop, and the harness vitus. The primary purpose of har- ard BAB and saving throw advancement for
color picture on the front cover is a decent ness vitus is to enhance the use of tech- no apparent reason. This is despite the fact
depiction of three of the classes in the book niques. It can also be used to give the that in the beginning of the book, they
in an arboreal setting. character a second chance saving throw if reiterate that the classes will use one of the
she fails a willpower save. For some reason, standard advancement schemes. This makes
The interior artwork leaves something no vitus seems to be expended in this latter me suspect that the numbers were in error
to be desired. The illustrations appear use of the skill. The skill is a cross class skill and that some authors weren’t fully versed
somewhat unprofessional, with a sketchy for all classes but the mystic warrior classes with D20 system conventions.
appearance and depicting characters with presented in the book, and all such classes
disproportionate body features and unreal- In addition to this material, some special
require some ranks in the skill as an entry
istic looking faces. magic items and sample NPCs for the orders
requirement.
are also presented.
All classes gain some vitus each level.
A Deeper Look This is a meager 3 points per level for non-
The presented mystic warrior traditions
mystic warrior class. Mystic warriors receive Summary
from 7-10 points (depending on class) plus In a strange way, this book was disap-
form the bulk of the material of Mystic War- charisma bonus plus the bonus from one
riors. Each includes a prestige class. These pointing. When I first started reading about
other stat (again depending on class) per the techniques, I hoped that it would pan
prestige classes share a common underpin- mystic warrior class level.
ning: the vitus and technique system pre- out to be an interesting and useful con-
sented in the book. The tracking of vitus seems like it would cept. To a certain extent it is, but it needs
not fit well with the styles of some groups. some work. I found it rather odd that they
Techniques are special abilities that each Fortunately, some notes are provided for gave both a point system for their use and a
of the presented prestige classes can use. excluding the use of vitus and making other uses per day chart, and threw in other uses
The classes receive them in a similar manner adaptations to fit the classes and technique of the vitus system. Combined, this makes
to spells. The techniques are arranged into system to a different setting. it seem like the system would require some
5 levels, and each class has a chart describ- tedious accounting during play to little
ing how many techniques they can use of Each mystic warrior tradition includes effect. The recommendations for removing
each level according to their class level. a prestige class that defines members of vitus sound like they would make the tech-
Like the spells of a sorcerer or bard, there the order and a short vignette showing an niques more workable, however.
is a table determining how many tech- example of the members of the order. All of
niques the characters knows and a sepa- the prestige classes have a techniques per In addition, I found the classes a bit
rate table describing how many they can level table, but it is not made clear whether overpowered. As mentioned, the authors
use per day. Unlike spells, you get more this is supposed to describe the techniques appeal to the presence of role-playing dis-
techniques known from high ability scores known or the techniques available per day, advantages as a balance. In my experience,
instead of getting more uses per day. How- but by comparing those tables to standard this does not work out well, and it is
ever, one error in the text is that the book tables in the beginning of the book, they a general D&D 3e / D20 system practice
never states which ability score you use to appear to be the latter. to avoid using role-playing strictures as
get extra techniques, though it would be a major balancing point, and for good
The prestige classes are conceptually reason. Consider, for example, how much
possible to make an educated guess that it sound. Each is built around an order, cult,
is the same stat that the class uses to get more balanced and playable the 3e barbar-
or sect. The concepts vary widely, giving ian is than the one that appeared in the
bonus vitus (see below).
4 Asgard November 2001
D20 Reviews Review
Unearthed Arcana years ago. Attitude prob- relevant, Society (for Groundlings) and a
lems are a poor reason to give characters section on Characters for Udamentaz and
benefits, especially when virtually any char- Groundlings. The book features the follow- The Good
acter can have such role-playing issues, yet ing: As mentioned previously, there are one
no other character gets compensation for or more adventure hooks in each of the
Amber Golem - a golem of amber, jewels, entries. These hooks are on the whole well
it.
and living fire thought out and creative, and are by far the
If you are willing to polish up the classes best feature of this sourcebook. There were
Brainweed - a plant that causes victims to
and work with the vitus system, there is a some creative ideas for the monsters them-
spill their blood on the roots if affected
lot of good material to be had in this book. selves (e.g. Udamentaz, Lifetap), and one
by its psychoactive pollen
However, as is the case with any book -- or two of the pictures were excellent (e.g.
even of this size -- which required a lot of Force Guardian - a construct that uses Ushabti, Xoleroth).
retooling by the end user, I can only give force beam as a weapon
this book an average rating.
Fox Maiden - a werefox enchantress
who champions the The Bad
rights of foxes There were also some naff ideas for mon-
Groundling - a magical sters (e.g. Groundling) and some of the
E-Minions: beast that resembles a monsters had not much new to offer (e.g.
Cunning cross between a gnoll and Ka Spirit and Ushabti). Some of the pictures
were dreaful (e.g. Groundling, Ka Spirit). It
Creatures a groundhog
would have been useful to have had a sum-
Heart Stalker - an undead mary of the CRs presented in an introduc-
Bastion Press creatures that cuts out
http://www.bastionpress.com tion or appendix.
hearts from living beings
Price: US$5.99 condemning them to
rise as new heart stalk- Conclusion
e-Minions is a .pdf download avail- ers
A bizarre mixture of the superb and the
able at www.bastionpress.com. It is a Hound Of Insanity - appalling, both in terms of ideas and art-
sourcebook featuring 16 new monsters. canines with a mad- work. Also had poor, average and good
It costs $5.99. dening howl and a stuff too. All in all, I have to give an aver-
bite that permanently age rating but there are definitely some
tansforms victims into jewels in this hodge-podge of monsters.
Presentation hounds of insanity
e-Minions is a 2.2MB Adobe Acrobat too
file, and is 27 pages long. The first page
Ka Spirit - a guardian spirit forever
reproduces the texture of black vellum and
there is a colour picture of two of the
doomed to prevent the desecration of
his master’s tomb
Jade & Steel
featured new monsters. The last page also
Avalanche Press
shows of the black vellum lookalike but Lifetap - an aberration, a two-foot-round
http://www.avalanchepress.com
with no picture. The second page has cred- ball that steals victims’ life force, aging
Price: US$ 12.95
its and contaents. The penultimate page them
has the OGL. The internal colour artwork
Lockling - a fine-size dragonfly-like out-
runs the gamut from appalling to superb, The timing of the release of the Oriental
sider with a sting in its tail
despite nearly all being by the same artist. Adventures supplement for the D&D 3e
The artists’ style of portraying ultra-thin Rocanny - a black panther with wings and system seems to have inspired a few D20
creatures with praying mantis-like limbs an aura of darkness system publishers to release their own
evokes a sense of horror with some crea- Asian-themed products. Among these are
Serpard - a magical feline with a sinuous
tures (the ushabti for example), whilst with Buring Shaolin by Atlas Games and Jade
neck and an ability to detect and pro-
others it provokes a curious frown (the Dragons and Hungry Ghosts by Green
tect nobility
groundling). In addition, the portrayal does Ronin. A third product in this category is
not always match the textual description. Skinwraith - undead sheets of flayed Jade & Steel, by Avalanche Press.
The text density is good, there is little white human skin that smother their victims
Unlike the other publishers in this cat-
space and the artistic margins are minimal.
Udamentaz - a spider-like shapechanger egory, Avalanche Press claims settings and
with a poisonous bite, confusing gaze, adventures inspired by real world history
and diseased spore expulsion that takes and myth as their forte. Their other recent
What’s Inside on humanoid form with rogue abilities releases include the late Byzantine adven-
There are sixteen new monsters. Each to feed on the unwary ture The Last Days of Constantinople, and
monster comes with full stats, a combat the Norse myth inspired Greenland Saga
section that also details special attacks and Ushabti - funerary statues who curse those
and Ragnarok.
qualities, and a very useful Campaign sec- desecrating tombs
tion, with advice on how to include the Jade & Steel details life in a mythical ver-
Xoleroth - evil outsiders who gate into the
monster in an adventure in your cam- sion of China during the three kingdoms
prime to kidnap victims and bring them
paign. For some creatures, there are addi- era. It includes a brief overview of the set-
to their hive-like plane
tional sections - Construction details for ting, rules material, and an adventure.
the constructs, Training information where CRs range from 2-14, with most in the
2-5 range.
Asgard November 2001 5
Review D20 Reviews

A First Look bar details the roles that female adventurers advancement. This is usually a trouble sign
could logically play in the setting. Presum- for a class, but the class abilities they receive
Jade & Steel is a staple bound, softcover
ably, the author may have assumed that are actually pretty modest. The combative
book. The book has 48 pages and is priced
many or most DMs using the setting will classes are likewise very interesting, and
at $12.95 US. This gives it an overall cost
be using Oriental Adventures for the more make good use of the rules. The only one
per page that is a little high for books in
basic assumptions of an Asian campaign. I consider a little powerful is the sword
the size and price range.
The bulk of the rules material is in the form saint.
The cover is full color and depicts a of new prestige classes, feats, and weapons
In addition to this, the prestige classes
woman with dark complexion and raven appropriate to the Jade & Steel setting.
make use of the intended qualities of pres-
hair. She is clothed in skimpy attire and
There are six new prestige classes intro- tige classes. Owing to the way prerequisites
is holding a sword. In the backdrop is a
duced in the book. They are: are structured, they fit the classes in the
rugged landscape with a single pagoda-
Oriental Adventures book as neatly as the
style building in the background. This Alchemist: A prestige class for spellcasters,
classes in D20 system reference document
would have been a fine picture if it was on this is the Chinese version of an alchemist.
that they where written around.
an issue of Heavy Metal magazine. But it Most of their abilities are similar to what
seems woefully out of place on this book. you would expect for an alchemist in other The new feats are primarily combat ori-
The woman does not look Chinese, and nor settings: improved alchemy and potion cre- ented. A few feats are focused on improv-
does her garb. Further, her sword appears ation abilities. However, their ultimate abil- ing two-weapon combat a little further.
to be of Japanese make. The picture does ity, Elixir of Life, allows them to brew an The modest Leap of the Monkey feat allows
not well represent the book. elixir that extends their life. the character to ignore penalties to AC
when climbing.
The interior is black and white. The art Dim Mak Practitioner: This is a martial
appears to be ink drawings of Chinese arts class that focuses on deadly touch There are many unarmed combat tech-
buildings and art objects. For the most part, attacks. They gain some monk ability, niques. Grappling Finesse allows the char-
the pictures appear more ornamental than but gain improvements to their stunning acter to use dexterity in place of strength
illustrative to me, and they are certainly a blow ability that allow them to weaken when grappling. Improved Grapple which
deviation from typical RPG art. or even blind foes. Their ultimate ability lets the character make a grapple as a
is the ability to strike at a distance using move equivalent action without suffering
The book has thin margins, but uses a
Ch’i alone. an attack of opportunity. Sticking lets the
fairly large font. Most rules material is in
character anticipates their foe in combat by
boxes with a thick patterned border; these Diviner: This class is based around the
touching them; they represent this simply
text boxes seem to waste a lot of page Chinese mystical tradition of I Ching, a
by providing a bonus to disarm, grapple,
space. Coupled with the book’s high cost method of divination that relies on the
and trip attempts. Typhoon attack allows
per page, I couldn’t help but feel that the reading of patterns made by the tossing
the characters to strike multiple opponents
value for money was a little low on that of 6 specially marked sticks. The diviner
in a charge. Whirlwind kick allows the char-
basis. can use a scry skill check to make predic-
acter to strike an addition target during a
tions. The potential effects of their read-
full attack. Finally Willow Step allows the
ings depend on their diviner class level.
character to attempt a tumble check after
Setting and Rules Material Geometer: The geometer is a divine a charge to continue moving. Of these, I
Jade & Steel is divide into three sec- spellcaster that practices the art of found Whirlwind kick and Willow step the
tions. The first is entitled Life and Times in Feng Shui, achieving favorable results by iffiest. Whirlwind kick is poorly phrased,
the Three Kingdoms. It covers the history arranging the landscape to be in har- implying that it takes a full attacks but
and culture of ancient China with an eye mony with the natural forces of the area. then implying it does not prevent with
towards the gamer. It covers such things The geometer can use their abilities to the character’s normal full attack. Willow
as the prevailing geopolitical situation (and endow an area with bonuses to those step seems like a weaker version of spring
a little history behind it) and the concepts who reside their or to endow it with an attack.
associated with Chinese mysticism, and pre- enchantment.
vailing philosophies and modes of thought There are a few new weapons and weapon
in China. It only spends six pages on this Iron Hand Disciple: The iron hand disci- equivalences, different from the Oriental
material, so it feels somewhat inadequate. ple is a martial artist who has undergone Adventures book’s version. For example,
A DM running a full blown campaign in rigorous physical training to make their where the OA states the jian is equivalent
this setting would do well to do a little of body like iron. They can shatter objects to a longsword, Jade & Steel gives its stats
their own research as well. with their bare hands and gain natural equivalent to a short sword except that it
AC bonuses and damage reduction. can slash or thrust. Finally, the book intro-
There is a little rules material in this duces Chinese rockets as a weapon.
first section. Of the major religious divi- Sword Saint: The sword saint is a Taoist
sions described -- Animism, Buddhism, and who learns to master a weapon. They
have a philosophy that prevents them
Taoism -- each is provided with a brief
from using their full abilities against The Adventure
description of how to represent divine
those that they don’t consider “worthy (Warning: there are spoilers regarding
spellcasters using the basic D20 system
opponents.” However their abilities are the adventure in this section.)
rules.
pretty impressive, including many monk- The last half of the book is the adventure
The bulk of the rules material is actually like abilities that they may perform with For Love or Money. The adventure is for
in part 2, entitled Characters. The basics their weapon. d20 system characters of 11th - 14th level.
of character generation are covered very There are a variety of hooks provided, but
briefly, giving just a recommendation that Overall, I found the classes fairly bal- it is generally assumed that the characters
characters should probably be human and anced and fairly true to the setting. The are wandering heroes during the warring
made specifically for the game, and a side- spellcasting classes have full spellcasting states period. The adventure is primarily
6 Asgard November 2001
D20 Reviews Review
event driven, split into four “acts”. When they arrive, they will find the Lim now you have probably heard something
have indeed sprung their coup. They have a about this book already. Oriental Adven-
The first act depicts the players arrival
force inside the city and control the gates. tures author James Wyatt reviewed it on his
in the area. The players can pick up some
A group of Chiang wardens are assembling site and DMG author Monte Cook pretty
facts surrounding the adventure, but even-
a force to go in and assure their Lord’s much blasted it in a review on his website.
tually they will be invited to dinner with
safety. It is up to the PC to get in and help You’ve heard tales of giant babies and
the lord of the local region, Lord Chiang.
expose the spies and resolve the situations. wasted space.
After some decent role-playing opportuni-
The adventure is tolerant to some of the
ties (and the chance for a cultural faux pas), Well, any diagnosis deserves a second
paths the PCs may have taken to get to this
Lord Chiang asks the PCs to perform a task opinion, doesn’t it? After all, how could
point, but there is a good chance they will
for them. Recently his daughter, who was Chris Pramas and Green Ronin, who brought
end up in a face off with the Lim spies,
traveling to wed a member of the Lim, a us the widely praised Legions of Hell go
and may or may not be able to save Lord
rival family. The wedding was set up to heal wrong? Let’s give this one a second muster,
Chiang.
the longstanding rivalry, but his daughter shall we?
was kidnaped by a group of bandits called
Jade Dragons and Hungry Ghosts is the
the Black Tigers. Lord Chiang is relied upon
by the merchants to protect them. He must Summary second monster book by Green Ronin, fol-
The rules and background material lowing their popular Legions of Hell book.
continue to do so, and cannot alarm them
seemed fairly good to me. The prestige Jade Dragons & Hungry Ghosts’ theme is
by letting them know that his own daugh-
classes were well put together and appro- creatures appropriate to an East Asian style
ter disappeared in the very lands he was
priate, and the feats were generally inter- setting. Its release was timed to closely
charged to secure. So he asks the PCs to
esting and balanced. The addition of some follow that of Wizards of the Coast’s Orien-
help recover her.
more details to flesh it out would have been tal Adventures book. Though D20 System
The truth is that the whole situation is very nice. For example, character names, publishers are not allowed to use material
a set up. There are two spies within Lord significant NPCs and factions in the set- in WotC supplements that have not been
Chiang’s house, one of them one of his ting, adventure seeds, and character roles added to the SRD, the hope that it will sell
concubines. They work for the Lim. The all would have nicely enhanced the book. to those using the OA book is obviously
spies were responsible for convincing Lord there.
Chaing to set up the wedding, and intro- I found the adventure very good. There
were a few points that seemed a little con- Contributing authors include such indus-
duced his headstrong daughter to the leader
trived. For example, I fail to see how Kim try names as Chris Pramas, Erik Mona,
of the Black Tigers. The Lim hope that they
Nan concluded something was up back at Walfgang Baur, and Dave “Zeb” Cook.
can use this distraction to create an open-
ing during the upcoming pearl festival that the Chaing city. However, it was a nice little
will allow them to issue a coup. intrigue and showed a lot more robustness
for differences in the flow of events than A First Look
The second act has the PCs on the trail of most event based adventures do. I found Jade Dragons and Hungry Ghosts is a
the black tigers. Some Lim soldiers attack this a very refreshing break from the site- soft-cover perfect-bound book. The color
the PCs in the guise of Black Tiger ban- based fare that is so common in the D20 cover, by rk post, depicts a creature (a Shiko
dits. After the imposters are dealt with, the universe. Me, an outsider described in this book)
PCs will also have to deal with a devil sum- wearing a ceramic mask against the back-
moned by a Lim wizard. During this battle, My feelings can be summed up as: nice
drop of Asian appearing structures and a
Black Tiger (leader of the Black Tiger ban- stuff, give me more. Overall, I thought that
gray sky. The interior is black and white and
dits) and Black Crane (an ally of his, a the author did rather well in the back-
fully illustrated. The book boasts the tal-
druid), who have been casing the battle, ground material, the rules material, and the
ents of a number of well known artists in
will join them in fighting the fiend. adventure. The drawback is that the pres-
the game trade: rk post, Quinton Hoover,
entation was somewhat poor and the price
Once the battle is over, the players will Michael Phillipi, Tony DiTerlizzi and Toren
was high for this size of a book. If you
find themselves in an interesting roleplaying “MacBin” Atkinson. As one would suspect,
are running an Oriental Adventures cam-
situation. The enemy they were sent against the interior art is top-caliber.
paign, it may be worth your while. The
stands before them, but he will show that prestige classes fit well with OA, and the The book is arranged such that each crea-
the Lim soldiers are imposters and not ban- adventure and background material would ture begins on a new page. In some cases,
dits. The players will have to decide what work well if you are running a game in his- this generates a little white space on pages
to do from there. However, he also relates torical China or a fantasy analog of it. where the entry ends early; Green Ronin
the news that Kim Nan (Chiangs daughter) fills much of the space with art and flavor
is with him willingly, and if the players have text. This is nowhere near as egregious as
not trounced or captured him, he is willing Monte Cook made it out to be in his noto-
to show the PCs back to his campaign to rious review, and it does make for an easily
demonstrate that this is true. Jade Dragons readable layout. Further, the book uses a
In the third act, the players find their way and Hungry font size and line spacing that keeps the
overall text density fairly high.
back to the Black Tiger’s camp -- either
with Black Tiger or following his trail. There
Ghosts The book is $14.95 for a 64 page book.
they will meet Kim Nan. The text provides Green Ronin Publishing
for a variety of different possible paths at http://www.greenronin.com
this point, but most likely when Kim Nan Prine US$14.95 A Deeper Look
hears the news of the situation, she will
become suspicious that something is up, The first pleasant surprise to me as I was
If you keep your finger to the winds reading the book was the table of contents.
and will probably be willing to accompany
of gaming news on the internet, then by The table of content has a column describ-
the PCs back to the Chaing compound.
Asgard November 2001 7
D20 Reviews Review
ing which countries myths the creature As the saying goes, “don’t deploys in a shimmering dis-
in question spring from. Creatures herein tell, show.” With that and play. Feng Huang are servants
are taken from myths of Japan, China, mind, lets take a look at some of the Celestial Bureacracy.
Burma, Vietnam, and Malaysia. I consider of the 56 creatures in the
Hidari Construct: This one
this a massive improvement from the atti- book as examples of the good
is an example of a good con-
tude taken by James Wyatt in the writing and bad:
cept but confusing execution.
of Oriental Adventures that the source of
Bamboo Elves (and Giant The basic concept is that if
a legend is unimportant. However, much
Pandas): This is one of those a statue is carved perfectly,
like Oriental Adventures, the bulk of the
creatures “not drawn from Asian the gods will bring it to
material is drawn from Japanese myth &
myths,” elves that dwells in the life. As such, the statues are
legend. Some of the creatures are new and
bamboo thickets and rides giant constructs, but always have
not drawn from any specific nation’s folk-
pandas. On a superficial level the some character class levels.
lore.
concept seems okay, an attempt to fit the However, the information seems incom-
There are 64 monsters and one template D&D concept of the nature-loving elf to an plete. Some sample skills are provided for
in the book, ranging in CR from 1 to “no Asian style setting. However, when I visual- a few classes, but no mention is made of
hope” (I’ll get to that in a minute.) Most of ize the end result, it seems a little too silly what level those skills correspond to. Addi-
them are in the CR 1 to 5 range and many to me. tionally, if the constructs are supposed to
of them are suitable for or assumed to have be a duplicate of a living being, you would
Carp Eater: This is an example of one
character classes. think that a template would be used on
of the creatures that have a baffling skill
the base creature instead of a creature that
The monsters vary in quality. Most are assortment. A carp eater is a monstrous
could have totally different stats.
beautifully illustrated and most have con- humanoid that radiates an aura of despair.
cepts that sound like they would make a I’m not sure why the author decided to Jikininki and Shi-ryo: These are undead
good encounter in an Oriental Adventures make this a monstrous humanoid - it does creatures from Japanese myth. The Jiki-
campaign. However, the creature concepts not have any bestial features. As a 2 HD ninki are undead scavengers. Shi-ryo are
don’t sound like they would lend them- creature, it would normally be limited to 5 undead creatures who do not realize that
selves to quite the level of extrapolation ranks in skills. However, all of its skills are they have passed on. Decent enough crea-
into full-blown adventures and campaigns above this limit. Normally, if a creature tures on the surface, they have the common
that you might get from those in Green has a quality that gives it a bonus with a error of being stated with a constitution
Ronin’s Legions of Hell. skill, it is assigned a racial bonus. The unu- ability score. Fortunately their constitutions
sual thing here is that it has a racial skill are average, so the error is easily enough
As this is a D20 System product, the book
bonus that makes one of the skill levels fixed, but it shows a bit of amateurism in
was written without the luxury of being
possible, but it totally neglects mentioning the design.
able to refer directly to the Oriental Adven-
any modifier to make the other skills pos-
tures book. In some places it does things King of the Tengu: Tengu are detailed
sible.
like refer to a samurai class without ever in the Oriental Adventures book. The king
telling where to look for such a class. In Clay Soldier: This creature is derived of the tengu is a unique creature. He is
other places, you will obviously have to use from Chinese folklore, and they represent a wicked creautre, but possessed of great
your own judgment on how to apply the OA the many clay soldiers that were buried knowledge of sword use and manufacture.
book, but in some cases it is fairly appar- with some ancient Chinese royalty. While a In some cases, he can be persuaded to take
ent. For example, many creatures would decent concept, this is an example of one on a student.
properly use the spirit subtype, and in many of the poorly executed creature write-up.
Kino-o-bake: The kino-o-bake is a kindly
cases creatures are described as “spirits” The creature description lists what should
tree spirit, linked to a particular tree. Simi-
in the descriptive text, which should make be a special quality, namely that the crea-
lar in concept to a dryad you would think
that task fairly easy. There are other appar- ture can be turned as undead. Additionally,
that the author would designate its type as
ent openings as well, such as replacing the there is an “impale” ability listed in the stat
fey. But for some reason, Baur has decided
honor / dishonor oriented spells for align- block that is not mentioned in the combat
that it is a shapeshifter, despite the fact it
ment spells like protection from evil. For description.
has no ability to alter its form.
another example, see the description of the
Jade Dragon: This is also another new
Shiko Me below. Konaki Jiji: This is the one you probably
creature, but it comes of a little better.
have heard about. It is a creature that
Rule compliance seems to be an ever- Jade dragons are just creatures that occa-
disguises itself as an abandoned child,
present stumbling block for D20 system sionally become overzealous, whose task it
but when picked up, transforms into a
publishers when it comes to designing D20 is to seek out those who have transgressed
huge baby and crushes the well meaning
system creatures, and this book is no excep- against the kingdom of heaven.
would-be rescuer. On this note I agree with
tion. Some authors did an outstanding job.
Poison Dragon: Another dragon variant, Monte Cook: some creatures from myth do
Pramas (who already has a list of D20
this one comes from Japanese myth. A not translate well to an adventuring game.
system accolades under his belt) and Mona
poison dragon is a dragon that has been
(who is still on staff with WotC) seem to Monkey: Monkey is the legendary crea-
corrupted while in the egg. They swell
have the most rigorously compliant crea- ture from Chinese myth who could chal-
in power rapidly and die early (for drag-
tures. But these two probably should have lenge the gods, and the sole contribution
ons) but not before causing havoc in their
played a stronger role as rules compliance by Dave “Zeb” Cook, author of the 1e Ori-
wake.
editors of the creatures by the other ental Adventures book. Cook made him
authors, as many creatures have rules issues Feng Huang: The Chinese version of a nearly invincible, and gave him the unique
(see below for some examples.) The most phoenix, the Feng Huang is a huge bird CR rating of “no hope.” To be honest, I
common error seems to be arbitrary or with a head like a pheasant an a sinuous, really didn’t appreciate this approach. It
unjustified allotment of skill points. scaled body and a tail like a peacock’s that does have some precedence in myth, as it

Asgard November 2001 9


Review D20 Reviews
was said he could contend with the lords
of heaven themselves. However, the lords of
Burning Shaolin for the section header, and
the sidebars con-
heaven in Chinese myth were not viewed as by Robin D. Laws veniently contain the
omnipotent in the same way western-type Atlas Games names of the section
D&D campaigns do. A creature targeted at http://www.atlas-games.com for easy reference. Dis-
a CR of 25-30 probably would have done ISBN 1-58978-006-X tinctive symbols and
nicely, and would have made more interest- Price US$8.95 text coloring are used
ing opposition. That said, statistics aside, to distinguish material
the entry has some interesting idea on how unique to Feng Shui
Atlas Games has already thrown
to deploy him in a campaign. and material unique to
their hat into the D20 System ring
the D20 System. Rules
Ryujin: Another unique creature exam- with their Penumbra line of prod-
material is offset using
ple, Ryujin is the Japanese Dragon-God of ucts. But Burning Shaolin is not part
a gray watermark style
the sea. Unlike Monkey, this creatures stats of Atlas’ Penumbra line. It is part of a new
backdrop.
are incredible but not ridiculous, making it line called Coriolis.
a little less pointless to include it in the The artwork, on the other hand, leaves
So, just what is the Coriolis (other than
book. something to be desired. Perhaps it is just
the effect that causes water to swirl down
me missing yet another artistic trend, but
Shiko Me: This is the creature depicted your drain, that is)? Well, it appears that
I found that the sketchy pencil-work that
on the cover. They are outsiders that serve where the Penumbra line of products are
passes for art in the adventure leave some-
certain devils. In Japanese myth, they In straight-up D20 System supplements, the
thing to be desired.
their description, it mentions that they have Coriolis line will be dual system games
spellcasters that use blood in their rituals that will be targeted in tandem toward the The font and line spacing used are a little
and have certain twisted effects. It men- D20 System and one of Atlas= in house on the large side, giving the book a fairly
tions how to do this using the SRD - they gamesCFeng Shui, Unknown Armies, or Ars a slightly below average text density. The
are sorcerers with access to the clerical evil Magica. Their stated reasons for doing so adventure is priced at $8.95 US.
domain - but it seems to me that the mako are to facilitate the importing of features
tsukai class from OA would be a perfect of those games into D20 System terms and
fit. to help bring forth products for their other The Rules Material
games at a lower price point than if they One of the expressed purposes of the
Tiger General / Chiao: Derived from myths
were for the Atlas game lines alone, and Coriolis line is to introduce some method-
of Thailand and China, these are tiger-like
to introduce D20 System fans to the Atlas ologies that Atlas calls innovations into the
humanoids. The tiger general is a master of
product lines. D20 System. It the case of Burning Shao-
martial arts and an animal lord of tigers.
The Chiao is a more mundane tiger-man, Buring Shaolin is the first guinea pig in lin, the purpose is to bring the wuxia-style
jungle savages said to bear their stripes as this experiment. Buring Shaolin is a dual adventure of Feng Shui to the D20 system.
marks of shame from mating with the beast system adventure targeted at Feng Shui and A full page in introduced to the faceless
of the wild. the D20 System. To be more precise, the hordes rules. This is an emulation of Feng
adventure claims it is suitable for use in an Shui’s unnamed character rules. For those
“Asian style D20 game.” That sounds to not familiar with Feng Shui, the game has
Summary me like D20STL/OGL speak for Oriental special rules for unnamed characters. Also
As has already been said, there are some Adventures to me. And it would stand to commonly called mooks, these characters
creatures in here that are not done by the reason that in the backdrop for this adven- represent the rabble henchmen that charac-
letter of the D20 law. For those who have ture -- ancient China -- using the Oriental ters in martial arts flicks beat up in droves.
read my reviews before, you know that I Adventures book would help in running In FS, the GM does not track damage
consider that a bona fide flaw - a product this adventure in the setting intended. inflicted on such characters. Instead, if the
is less worthwhile if you have to spend time With that said, let me proceed with a character hit the mook by a large enough
shoring up the included statistics. However, little disclaimer. I have the Feng Shui game margin, they go down. Otherwise, they are
the nature of the flaws are such that the and I am familiar with it on a basic level, treated as if they took no damage other
creatures are serviceable, and only some of but I rarely play it. I cannot claim to have than for cosmetic purposes.
the creatures are thus affected. Indeed, the the same familiarity with issues that affect Some of you probably think this sounds
ones by Erik Mona and Chris Pramas appear Feng Shui players as I have with those like a neat little trick for making brawls
very well done. Fortunately, a list describ- affecting D20 System players. Accordingly, with flunky henchman manageable, right?
ing which author did which creature is in this review should be taken primarily as Well stand by. The basis of the rule is that
the front of the book, so you have a good a review primarily from the D20 System they only hit on a 19 or a 20, and if they
idea of which creatures you should examine standpoint. The adventure is designed for are hit for 4 hp in one shot, but ignore any
carefully before using. beginning Feng Shui characters or D20 damage less that 4 hp. That would have
In general, the artwork is excellent and system characters of 7th to 9th level. been a nice little optional rule to fit the
the ideas are very good. Anyone planning genre if the author had stopped there.
an Asian style campaign should definitely
consider this book, as it expands nicely A First Look He didn’t stop there. In addition to this
basis, the author allows characters a saving
upon the creature selection presented in Burning Shaolin is a 32 page soft-cover
throw based on armor modifier to avoid
the Oriental Adventures book. adventure. The cover color, depicting a
hits by faceless hordes, a lucky shot rule to
pair of leaping warriors armed with swords
make them more dangerous, rules modify-
facing off in combat. The interior is black
ing how certain feats are applied to faceless
and white. The interior layout is attractive
hordes, and special rules for the number of
and functional. An Asian styled font is used
10 Asgard November 2001
D20 Reviews Review
attacks you get when you are only attacking that time period, or a fantasy setting close Kuei is already off to launch his attack on
faceless horde. I consider it quite unlikely to it. Feng Shui characters can be from any the Shaolin temple that is the Feng Shui
that in a heated combat I would want juncture as per normal. site. The players will be attacked by demon
to process all of these rules in each blow monks left behind to guard the lair. After
Feng Shui characters become involved in
exchanged with faceless hordes. It seems they overcome that threat, they will find
the adventure when they here that some
like the extra burden associated with all of Chien Chieh, a cowardly minion of Kan
operatives in their faction are injured while
this would work counter to the purpose of Kuei that had been tortured by his master.
the PCs are visiting the juncture. The hook
streamlining the task of beating up flun- It takes little persuasion to get him to sing.
for D20 System characters is much sketch-
kies. He reveals that since Kan Kuei must travel
ier. The author suggests that D20 System
with his minions under cover of Darkness,
In addition to the faceless hordes rules, characters will naturally want to travel to
the players have sufficient time to make it
a page is also devoted to a variety of rules town to shop and if they don’t that the GM
to the temple ahead of Kan Kuei.
and vague guidelines aimed at giving your should drop rumors of masterwork armor
combats a more wuxia-esque style. The for sell. I’m not sure whether I find that The final battle is at the Shaolin temple
rules can be summarized as follows: hook laughable or insulting, but there is by a mirror lake. The characters are assumed
one thing that I am sure of: Robin D. Laws, to get there ahead of time and can try
Characters get bonuses when the player
who authored multiple GM advice articles to coordinate with the monks to set up
makes an effort to describe their characters’
in Dragon magazine, can surely come up a defense plan. Kan Kuei arrives with
attacks in a creative and entertaining way.
with a better hook than that. his minions and with the Crippled Heroes
Players are allowed (with DM discretion) entombed in glass coffins that can be tele-
The adventure gets underway as the char-
to make up trappings during a fight scene. kinetically controlled. The players will have
acters wander into town, and stumble upon
Of course, these are there merely to be to clash with Kan Kuei and his minions and
a horde of Kan Kuei’s lackeys advancing on
exploited during the fight. rescue the crippled heroes.
five injured men. The PCs are expected to
Characters in a fight scene double their intervene in a bout of wuxia action.
forward and upward jump distances, and
can take a full move and full attack in the
After the bout is over, the characters dis- Summary and Conclusion
cover that the injured men are a group Overall, the strongest feature of the
same round.
called the Crippled Heroes. The Crippled adventure is the setup of the combat
A vague guideline implies that no move Heroes all have deformities and are foes of scenes. Lavish notes are given on each
should be denied the players if is sounds Kan Kuei. They are in dire straights having major combat location that provide possi-
cool. been poisoned by Kan Kuei. They appeal to bilities in creating a detailed combat scene.
the PCs to retrieve the jar of poison needed Most of these benefits probably fall on the
Characters are easily disarmed, but impro-
to provide a cure. They also mention that Feng Shui side of the house, however, as
vised weapon performs just as well. How-
Kan Kuei is out to take over the world and many of the staples of D20 system combat
ever, if the character recovers their own --
appeal to the PCs to stop that as well. such as detailed combat grids are absent.
or another’s -- lost weapon, they get a
bonus. To find Kan Kuei, the Crippled Heroes Large maps are provided that are good for
refer the PCs to an ally of theirs by the general purposes, however.
I find the first two and the fourth guide-
name of Johnny Ko. Ko is said to have That said, I was not impressed with the
line to be fairly appropriate ways to add
found Kan Kuei’s hideout. The Crippled module. It seemed very linear and it seemed
a little levity to the combat. The last one
Heroes were supposed to meet him, but like that for such a short adventure, there
had me scratching my head a little, but
due to their poisoned state, cannot make were many places where the adventure can
okay. The third rule -- especially the bit
the appointment. skip the track if the PCs (as PCs so often do)
about full move plus full attack -- seems
like it would have some unintended con- Johnny Ko lies in the Netherworld. In do not follow the footsteps laid out for the
sequences. Namely, it would make rogues Feng Shui, the Netherworld is a cavern author for them.
and characters with whirlwind attack into network that connects the different “junc- Overall, the D20 system details seem to
wrecking machines, and it would make tures.” But don’t worry, D20 GMs -- the be handled well, with a few exceptions.
spellcasters into grease-spots. players won’t be hopping junctures. Using For example, in one location, an ichor pool
a map provided by the Crippled Heroes, the is described as doing damage equivalent
players can find their way to the cave that to an acid arrow spell. Okay, but at what
The Adventure leads to the Netherworld. caster level?
The premise the adventure is pretty well Once in the Netherworld, the players will The fact that the adventure has to list
steeped in the Feng Shui secret war. The knock around and face a few hazards, but every set of game statistics for each system
foe in this case is the sorcerer Kan Kuei, a eventually will find Johnny Ko. It may take (and there are quite a few), you are losing a
member a society of evil sorcerers called the a little roleplaying, but eventually the PCs significant chunk of the module to redun-
Eaters of the Lotus. For those not familiar should be able to get Ko to tell them what dancy. In the beginning, the author implies
with the Feng Shui game, several antago- he knows. Ko is from modern times, and that Feng Shui fans benefit from the scale
nistic factions are in a war that spans over has placed a bug on one of Kan Kuei’s economics associated in publishing the
specific time periods called junctures. These minions. Of course for the benefit of D20 adventure targeted towards two systems.
factions are vying to control or destroy system characters (or any characters from That may be true, but if you are seeking a
places called Feng Shui sites, which can the ancient China setting/juncture), he will D20 system module, for the price charged
give them great power. Kan Kuei is out to describe it as a “scrying device.” At any rate, you can do much better than this.
control one such site set in the AD 69 junc- Ko will direct the players to the ancient vol-
ture in ancient China. It is assumed that cano lair of Kan Kuei.
if you run the adventure under the D20
System that the characters are natives of Once the players arrive at the volcano lair,
they will find it nearly abandoned, for Ken
Asgard November 2001 11
Equipment

Those Daring Young Humanoids and


Their Flying Machines
By Tim Hitchcock
mum is exceeded by more than 10% the one medium-sized creature. Also mounted
F l y i n g machine ceases to function. on the basket is a huge spyglass. Some-
machines have times balloon pilots train pigeons to take
long been a staple in both legend and fan- All machines have a wind speed mini-
messages to and from the balloon, and it is
tasy literature. Providing everything from mum and maximum. The minimum repre-
not uncommon for a balloon basket to also
shorter travel time, to exotic and unique sents the least amount of wind necessary to
have a pigeon coop on it. The maximum
cultural flavors, to harrowing near fatal fly the machine. The wind maximum repre-
weight a look-out balloon can hold is 500
crashes, flying machines can add a mul- sents the highest wind speed the machine
pds.
titude of dimensions to your campaign. is capable of handling properly. Exceeding
Like any technology, flying machines can the wind speed maximum causes the flying Dwarves don’t use their balloons for
seriously unbalance a campaign, so before machine to become uncontrollable, and travel, instead, they are kept on a long cable
adding them to your game, consider how they begin to break apart forcing the pilot connected to a winch at the entrance of a
they will effect things.The trick is to make to make a crash landing, or worse. Under mine or stronghold. Their are two reasons
the “cons” to each machine at least as these conditions, a machine breaks apart in that they are not used for travel. First, they
plentiful as the “pros”. 5 + 1d6 minutes. are not maneuverable, (except for going up
and down) and are completely subjective to
Here are a few ways to balance out seem- Although a crash landing destroys the
wind speed and direction (this makes going
ingly more powerful flying machines flying machine, pilots are allowed to make
to specific destinations difficult). And sec-
a crash landing check against one of the
1. Make them very difficult to operate. ondly, many dwarves are afraid of flying.
machines prerequisite operating skills (each
Examples include high skill levels, or True pilots are a rarity among dwarves, and
is listed below). A successful check allows
specific knowledge(flying machine type) for most of them, the mere thought of
the pilot to convert the amount of falling
prerequisites going up in a balloon is a nerve wracking
damage they would normally suffer from
experience.
2. The machine is made from rare and such a crash to subdual damage. The total
expensive materials. damage is determined by the height of the Large versions of these balloons have
fall. been known exist, but these are extremely
3. The machine has serious design flaws. rare
For example, only a certain amount of Below are seven different one creature
flights can be made before the machine flyers, each specific to a different race. Prerequisites: Wilderness Lore, Use Rope
shakes apart; the machine is highly Task Skill DC
flammable; the machine can only hold Raise/Lower balloon Wilderness Lore 15
a small or specific amount of weight; Dwarf Lookout Balloons in strong wind
Remain aloft Wilderness Lore 20
the machine is exhausting to use. Floating high above the mountain crags, in a storm
4. Limit the types of weather, flight dura- Dwarves in their small look-out balloons, Pilot balloon Wilderness Lore 25
keep careful watch over their strongholds without rope
tion, or specific conditions a device can Crash land Wilderness Lore 30
fly in. and precious ore mines. Dwarves like bal-
loons because they are fairly safe and very
5. Make the machine impractical. For
example, the flying machine is very slow,
practical. Each balloon is approximately Elven Wind Skiffs
20ft. in circumfer-
extremely bulky, or takes a very long Elves rarely do anything without
ence and made out
time to make. adding a little magic to it, and wind
of soft, thin leather.
skiffs are no exception. The wind
A balloon is filled
skiff consists of a wooden hull, which
with hot air created
General features of all flying by a small stove like
is carved to look like a large oak
machines. leaf. The hull is fitted with a curved
device, that is mod-
wooden mast which bends back and
All flying machines require a certain eled after dwarven
forms a tiller. Attached to the mast
amount of skill to use. The prerequisite smelting furnaces.
is a single silken sail. The skiff stays
skills that determine how successfully a Suspended from
aloft by levitation, but it is powered
machine can be operated, are listed in their the balloon is a
solely by wind (like a small boat).
descriptions. small wooden
The pilot stands on the hull and uses
basket that holds
All machines have a weight maximum. If their body weight against the tiller to
the air heating
the machines weight maximum is exceeded maneuver the skiff. Because skiffs are
device, and has
by no more than 10%, the machine func- extremely weight sensitive, they are
enough room for
tions at 50% efficiency. If the weight maxi- difficult to balance on. Skiff pilots
12 Asgard November 2001
Those Daring Young Humanoids and Their Flying Machines Equipment
must make Balance checks every 20 min- Prerequisites: Strength 11, Balance+4, Spot and avoid Wilderness Lore 15
utes when flying a skiff, to avoid falling Knowledge(Sky Sailing) lightning storms
Patch a small hole Knowledge (Blimping) 20
off. A pilot must also make a Balance Task Skill DC in the blimp
check each time they attempt to turn the Every 20 minutes Balance 10* while airborne
skiff. The difficulty of these checks is based of sailing Make a rapid dive Knowledge (Blimping) 25
on wind conditions (see DMG pg 87. for Turn Balance 10* Crash landin Knowledge (Blimping) 30
Steer in Knowledge(Sky Sailing) 15
descriptions of wind conditions). inclement weather
The base Balance check for piloting a Steer at night Knowledge (Sky Sailing) 20 Halfling Sky Sleds
Crash land Knowledge (Sky Sailing) 30
wind skiff in light winds is 10, for each Out in the plains and the deserts, where
increase in wind speed the DC for the Bal- * (+5 per every wind increase above light) there are great expanses of space and few
ance check is raised by +5, (ie. the DC for trees, some halflings have been known
balancing in severe winds is 25). A sudden to fly sky sleds. Powered by severe winds
increase in wind speed also requires a Bal- Gnomish Battle Blimps (winds over 31-50 miles an hour), a sky
ance check. For this reason pilots usually Gnomes don’t particularly use battle sled consists of an eight foot circular frame
wear a harness in case they slip, to avoid blimps for battle, but they like the way stretched with hard lacquered reptile skins
falling to a horrible death. If a pilot falls, the name sounds. Their blimps are tech- that is bound to a huge 15 foot kite. The
the sail is released and the skiff points nical marvels of both gnomish ingenuity halfling lies in the sled face up and places
directly into the wind. The skiff will then and their “pranksterish” impracticality. They their feet against a foot brace. Long, light,
drift at wind speed in the direction the consist of large, 12x8 ft., egg-shaped ropes run from hand controllers through
wind is blowing, until the pilot is able to frames made from bent, green saplings pulleys and attach to the kite, these are
regain control of the skiff. that have been stretched with animal skins. used to steer the sled. Sky sleds are com-
The skins hold hot air which pletely dependent on wind direction and
Wind Skiffs are
is provided by a coal burning they can only travel if the wind is coming
also physically
stove, similar to a balloon. from behind them (downwind). They can
tiring to fly. A
Gnomes prefer to use an eclec- hold one small sized creature but the maxi-
pilot can fly a
tic patchwork of furry skins, mum weight a sky sled can carry is 40pds.
maximum of
each patch dyed in a different
2hrs. + their Sky sleds are used mostly for racing. The
color. This allows pilots to easily
strength modi- races are very popular and competition is
see and identify each other
fier. This amount fierce between different villages. Halflings
when they travel in groups.
decreases in often place heavy wagers on these races, so
heavier winds at Attached to the egg-shaped the sky sleds are heavily guarded to avoid
the rate of -1 frame is a scaffold that sup- sabotage.
hour in strong ports a small treadmill. By
winds, -2 hrs in severe winds, -3 hrs in running on the treadmill, the pilot powers a Prerequisites: Balance +4, Use Rope.
windstorms . Pilots who attempt to fly propeller system that moves the blimp. Also Task Skill DC
for longer periods of time suffer from the hanging from the scaffolding are lots of Land safely Balance 12
Turn Use Rope 10
effects of exhaustion (see DMG pg. 84. bags that hold tools, extra fuel, food, and Pilot out of a Balance 25
for effects of exhaustion). A pilot whose other items. Powering a blimp by treadmill sudden calm spot
Strength drops below 11 is unable to pilot can be very tiring. In light winds, the dura- Crash landing Balance 30
the skiff. tion and speed pilot can keep a blimp pow-
ered is the same as their normal movement
The skiff can only accommodate one
rate. In moderate winds the duration and Half Elven Cliff Gliders
medium-sized creature. The maximum Where high cliffs over look rocky shores,
movement are -1/2 of the base rate, and in
weight a skiff can hold is 140 pds. The skiff ocean winds slam against them creating
strong winds they are -3/4 the base rate. A
operator cannot be shorter than 5 ft tall strong updrafts. It is in such conditions,
blimp not powered by treadmill, will drift
and must weigh or be carrying enough per- that half-elven druids learned the secrets of
at wind speed in the same direction as the
sonal ballast to weigh at least 100 pds. gliding by studying the hovering flight pat-
wind.
All wind skiffs are masterwork items. They terns of gulls.
A blimp can only be operated
are made from extremely rare and expen-
by one small humanoid. The
sive woods, and the masts are grown from
maximum weight a battle-blimp
seedlings. For this reason, skiffs take a min-
can hold is no more than 80pds.
imum of 50 years to build, but most build-
ers usually take between 75 and 100 years Occasionally , groups of
to complete one. gnomes make larger versions of
these blimps that are capable of
There is a legend that tells of a larger Half-elven cliff gliders are made from
holding small huts. However, larger blimps
version of the wind skiff that was used light wooden bird shaped frames with wid-
are not powered by treadmills and can only
by the high elves of Eisalynowei to flee ened wings that are stretched with canvas.
hover. Sometimes groups will travel long
their homeland before the “Cataclysm of When decorated with feathers and bright
distances in these blimp huts, sleeping in
Fire”. It was build over the course of 500 paints, they look like huge seabirds. The
them at night, and pulling them along with
years, under the guidance of the great elven wing span of an average glider is 25ft. They
their smaller blimps during the day.
prophet Theropane’_, after she received a can hold one medium-sized creature, but
vision from Corellon. The “wind schooner” Prerequisites: Wilderness Lore, Knowl- the maximum weight a glider can carry is
was massive and held over 200 occupants. edge (Blimping) 200lbs. Cliff Gliders can stay aloft for long
Task Skill DC periods of time, floating on the wind, so
Asgard November 2001 13
Equipment Those Daring Young Humanoids and Their Flying Machines
long as the pilot can keep finding updrafts aim the device. The time and distance for Human Pull Flyer
to lift them back up. This limits gliders as to flying a hurler is the same as it firing a light
Pull Flyers are tear-shaped, hard-skinned
where they can be flown, and they cannot catapult.
kites which can be ridden on. They are
stray too far from their launch areas. Glid-
In order to survive launched from a
ers are launched by a device that looks
the flight, the pilot is special chariot
like a small cart. The cart is placed atop
given a hard lacquered with a giant rope
a 50ft ramp that is located on the edge
shell that is 8 ft diame- winch mounted
of a large cliff. The pilot is first strapped
ter and shaped like half on it. Horses pull
into the glider and then is helped into the
of a globe. It is hollow the chariot to
launch cart. Next, the cart is pushed down
and is bisected by a generate the ini-
the ramp towards the edge of the cliff.
wooden handle. When tial air speed for
Right at the edge, the cart is stopped short
the pilot is thrown , launching the
by a rope, but the glider continues over the
they sit in the shell flyer. Once the
edge, becoming airborne as it catches the
until it reaches the chariot is moving
updrafts blowing off the cliff face. Without
proper arch, then they must spin the shell fast enough, the pull flyer can be launched.
updrafts, gliders descend at the rate of 5 ft.
backwards. Once the shell flipped, it fills Next, the pilot scrambles on top of the
per every 250ft travelled. Gliders are usually
with air, allowing the pilot to drop slowly flyer and holds the handles. The flyer is
landed in the ocean, landing on the beach,
to the ground. Flipping the hurler requires slowly let out, using the winch, until it
or other hard surfaces requires a successful
a successful strength check (DC 15) or gains enough altitude and forward momen-
Knowledge (Use Glider) check.
the passenger continues with the normal tum to be released. The pilot releases the
Prerequisites: Knowledge (Use Glider), flight of a hurled object, taking appropri- rope and steers the device by weight. Pull
Swim. ate impact damage (150ft = 15d6 damage). flyers fall at the rate of 5ft. per every 500 ft.
Task Skil DC This damage can be minimized if the char- of distance travelled. The total duration of
Land safely on Knowledge (Use Glider) 12 acter is able to make a successful crash the flight depends on the altitude the flyer
hard surface landing check. Landing the hurler is a was released at. A chariot can let out 5 feet
Find new updraft. Knowledge (Use Glider) 18 full-round action and provokes attacks of of rope for every hundred feet it travels in
Pull out of a Knowledge (Use Glider) 25
nose dive
opportunity, the landing requires a success- a straight line at it’s top speed. That means
Crash land Knowledge (Use Glider) 30 ful Tumble check (DC 15) or the passenger the maximum distance a device can fly is
takes the half of the appropriate falling 10,000 ft. Pull Flyers cannot fly upward
damage. The time it takes to operate a unless they are being pulled by the chariot.
Half-Orc Hurlers hurler is also the same as a light catapult. Pull flyers can hold one medium sized crea-
If it doesn’t work for battle, it doesn’t ture. The maximum weight a pull flyer can
Prerequisites: Strength 13+, Tumble.
work at all. That’s the way orcs see things. hold is no more than 200 pds. They are
In order to launch surprise attacks, and Task Skill DC used mostly for recreation.
Land without Tumble 15
attack up hills and over walls, orc battle taking damage Prerequisites: Balance.
strategists developed the most ludicrous Flip the hurler Strength 15
(and dangerous) flying device ever, the at the proper arch Task Skill DC
hurler. Relying only on brute strength and Land as a partial Tumble 20 Turn Balance 10
action Mount a pull-flyer Balance 12
dimwittedness, and used solely for combat, post launch
Land in combat Tumble 25
the hurler is a special device that allows one without provoking Land gracefully Balance 15
medium-sized creature to be launched from an attack of Crash land Balance 30
a light catapult (See DMG pgs. 151-152 for opportunity
catapult statistics). Light catapults must be Crash land Tumble 30
manned by at least two operators who also

14 Asgard November 2001


Class
Class Skills
The Taranesti Sword-Dancer’s class skills
(and the key ability for each skill) are Bluff
(Cha), Climb (Str), Concentration (Con),
Craft (Int), Jump (Str), Knowledge (arcana)
(Int), Perform (Cha), Profession (Wis), Scry
(Int, exclusive skill), and Spellcraft (Int). See
Chapter 4: Skills in the Player’s Handbook
for skill descriptions.

a lightning bolt is little


different from a sword, Skill Points at Each Level: 2 + Int
a dagger and a burning modifier.
hands both tools intended
for combat. Striking with her
spells as keenly and Class Features
quickly as a stand- All of the following are class features of
ard warrior would the Taranesti Sword-Dancer prestige class.
with blades, the
Weapon and Armor Proficiency: A
Taranesti Sword-
Taranesti Sword-Dancer gains proficiency
Dancer is the per-
in all simple and martial weapons, and in
fect, dark union of
light armor.
the arcane and mar-
tial arts. Spells Per Day: For the purposes of
determining spells per day, caster level, and
Most Sword-Dancers
(for spontaneous spellcasters) spells known,
are expertly-trained dark
whenever a level as Taranesti Sword-Dancer
Elf fighter/sorcerers, or
grants the ability “+1 level of existing
occasionally monk/
class,” the character adds 1 effective level
sorcerers. A few
to one of her previous spellcasting classes.
vicious clerics of the
If she has no previous spellcasting classes,
dark Elven goddess have mastered
such as if she casts her spells innately, she
this fighting style, but usually arcane
gains effective casting levels as sorcerer.
spellcasters derive more benefits from
the style. Many centuries ago one Taran- The Taranesti Sword-Dancer can only
esti Sword-Dancer brought his artform’s cast spells gained from these effective cast-
unique teachings to non-Taranesti, hoping ing levels if she is armed with one of her
to expand the power base of the dark preferred weapons (see below). If she is
Elves by luring in skilled warriors to the not armed with her preferred weapon, her
Taranesti way of thought. Thus, though caster level is reduced to that from her
they are rare, a few human and light Elf original spellcasting class, not including the
Sword-Dancers do exist, often perverted levels from Taranesti Sword-Dancer. She
To the from their original morals into agreeing cannot cast any spells that would be too
light Elves, with the beliefs of the dark Elves. high level for her to normally cast at that
sorcery is an elaborate artform that level.
is used to accentuate all aspects For example, if Denna, a dark Elf fighter
of Elvish life. Perhaps the most Hit Die: d8.
4/sorcerer 2/Taranesti Sword-Dancer 6, is
famous usage of magic in the disarmed of her favored weapon (a glaive),
light Elvish culture is the bladesin- her caster level is reduced to 2. She cannot
ger, a warrior who has mastered the Requirements cast any spell higher than 1st level. Even
usage of magic during combat. Base Attack Bonus: +5 when not using the sword-dance, Denna
Skills: Bluff 2 ranks., Concentration 4 must use her weapon to shape the magic
The philosophy of the dark Elves, how-
ranks, Perform 2 ranks (including dance as she desires.
ever, holds a subtle difference. The dark
one form), Spellcraft 4 ranks.
Elves, or Taranesti, do not add magic to Sword-dancing (Su): Taranesti Sword-
Feats: Cleave, Power Attack, Silent Spell,
their lives, but rather draw magic from every Dancers do not just wield weapons and
Weapon Focus (any melee weapon or
aspect of life, every word, and every move- cast spells, but rather cast spells by the act
unarmed).
ment. Deeply magical creatures, the Taran- of wielding their weapons. A flourish of
Spellcasting: Ability to cast spells.
esti do not draw magic from the world a blade may begin the casting of a burn-
Other: Must receive training from a
around them, but from even the subtlest ing hands, and as the Sword-Dancer slashes
Taranesti Sword-Dancer. This training takes
action they take. across her opponent’s chest, her weaving
eight weeks, and in addition to simple
Epitomizing this talent is the Taranesti training in swordcraft and spellcraft, it recovery finishes the spell’s casting, sending
Sword-Dancer, a masterful warrior who involves subtle indoctrination with Taran- forth a blazing fan of magical energy to sear
eliminates the distinction between physical esti beliefs. her foe. The Sword-Dancer accomplishes
weapons and weapons of magic. To her, this without speaking a word, without

Asgard November 2001 15


Class Taranesti Sword-Dancer
needing to hold any material components. attack bonus + the spell level + the rele- damage. If she misses with her attack, the
Through the artform of swordplay, she can vant ability modifier. For example, Denna, spell is not discharged, and she deals no
evoke a myriad of magical effects without a dark Elf fighter 4/sorcerer 2/Taranesti damage.
breaking the cadence of her attack. Sword-Dancer 1 with a +2 Charisma bonus
Sword-Dance (Spellslash) (Su): While
and a +5 base attack bonus, casts burning
Unlike the more restricted bladesong of neophyte Sword-Dancers just use weapon
hands. The Reflex save DC is 8 (+5 for base
the light Elves, dark Elven sword-dancing movements as the somatic components of
attack bonus, +1 for spell level +2 for Cha-
does not actually require a sword. The their spells, a Sword-Dancer of 2nd level
risma bonus).
Sword-Dancer can cast spells through the or higher can incorporate those movements
sword-dance whenever she fights with any When casting a spell with the sword- into her array of attacks, allowing her to
melee weapon with which she has taken the dance, a Taranesti Sword-Dancer nevers mix melee attacks and spellcasting in the
feat Weapon Focus. The skills of the sword uses verbal components (her spells are all same round. Once per round while taking
dance can only be utlized while armed with automatically silent without changing the a full attack action, the Sword-Dancer can
one of these preferred weapons. level they are cast at), and must always cast a spell instead of making one of her
use somatic components (she cannot ben- attacks.
The Sword-Dancer is restricted in what
efit from the Still Spell feat while using the
spells she can use in the sword-dance, and Regardless of the normal parameters of
sword-dance). If the spell requires a mate-
in how effective they are, but gains some the spell, this spell has a duration of no
rial component or focus, the Sword-Dancer
unique benefits in exchange. The sword- more than one round. If it has targets, it
must only have it on her person, not neces-
dance is only useful for spells that function affects only one target. If it has an area of
sarily in her hand.
like the attacks of a warrior. It can only effect, this area is only one 5-foot square.
be used with any of the following types Defensive Sword-casting (Ex): Either way, the effect of the spell cannot
of spells that depend on the skill of the Because a Taranesti Sword-Dancer casts by extend beyond the reach of the Sword-
attacker: the act of using her weapon, she never Dancer’s weapon.
incurs an attack of opportunity by casting
“ Spells with the range of touch, such as If the Sword-Dancer chooses to replace
a spell as long as she is armed with one of
shocking grasp. A Sword-Dancer must one of her iterative attacks (gained from
her preferred weapons.
still succeed in a touch attack for the having a high base attack bonus), the spell’s
spell to be successful. Sword-Dance (Touch Attack) (Su): save DC is modified by the same amount
A Sword-Dancer can deliver touch attack that her attack bonus is modified. For
“ Spells that allow a saving throw, such as
spells through her preferred weapon as example, Denna is now a dark Elf Fighter
fireball. The power of the Sword-Danc-
though through a touch. All other normal 4/Sorcerer 2/Taranesti Sword-Dancer 2, with
er’s spell depends on her spellcasting
rules for touch attacks apply, including a Charisma modifier of +2 and a base attack
prowess, and the target has a chance to
that casting a spell causes the charged bonus of +6. As a full attack action she
resist, just as a melee opponent has a
touch attack spell to dissipate. The touch would normally get two attacks per round,
chance to dodge.
spell is discharged upon the first target she one at +6 and one at +1. Instead, she
“ Spells that require a ranged touch attack, successfully strikes with her weapon. If could choose to make one attack and cast
such as Melf’s acid arrow. The Sword- the Sword-Dancer wields more than one one spell, such as burning hands. If she
Dancer must strike successfully with her weapon, the touch spell can work through replaced the better of her two attacks with
attack roll, retaining the need for mar- either blade, whichever strikes first. She the spell, the spell DC would be 9, but if she
tial excellence. cannot choose to ‘hold the charge’ in only replaced the worse of her two attacks with
one weapon. the spell, the DC would only be 4, reduced
The sword-dance cannot be used with
by 5 for being her first iterative attack.
spells such as power words, detect magic, When delivering a touch attack spell with
or polymorph self, since these spells are a weapon, the Sword-Dancer can choose to A Sword-Dancer who casts spells sponta-
always effective. A Taranesti Sword-Danc- deal damage with her attack. Instead of neously cannot modify a spell cast through
er’s spells, like her attacks, always carry a making a normal touch attack that ignores the Spellslash ability with metamagic feats,
risk of failure. armor-based AC, she must make a normal since doing so would extend the casting
attack roll. If successful, the touch spell time too long to fit into the flurry of
If the spell allows a saving throw, the save
is discharged and her weapon deals normal combat.
DC is equal to the Sword-Dancer’s base

16 Asgard November 2001


Taranesti Sword-Dancer Class
Extra Spellslash: At 3rd level, a Taran-
esti Sword-Dancer can use her Spellslash
ability with up to two attacks per round. At
6th level, she can convert up to three attacks
per round into spells via the Spellslash abil-
ity, and at 9th level she can change up to
four attacks into spells per round.
Sword-Dance (Power Attack) (Su): A
Sword-Dancer of 4th level or higher with
the Power Attack feat can cast her spells
more powerfully, increasing force at the
expense of accuracy. On her action before
casting a spell, she can choose to subtract
a number from her spells’ DC, and add
half that number to her caster level. This
number may not exceed the Sword-Danc-
er’s base attack bonus. The penalty on
spell DC and bonus on caster level apply
to all spells she casts through the Sword-
Dance, until her next action.
She cannot cast a spell whose DC would
be less than 1. For example, Denna, now a
fighter 4/sorcerer 2/Taranesti Sword-Dancer
4 with a base attack bonus of +8, tries
to cast a fireball with her Spellslash ability.
She chooses to replace her second attack
(at +3) with the spell, so the spell’s DC is
8 (+8 from base attack bonus -5 for being
an iterative attack +3 for spell level +2 for
Charisma bonus). Even though her base
attack bonus is +8, she cannot use a full
Sword-Dance (Power Attack) with this spell,
because it would reduce the spell’s DC to 0.
The most she can do would be to reduce
the DC by 4 and increase the caster level by
2. This ability can only be used on spells strike. of light Elves. She has an attack bonus
that allow a saving throw to resist. of +12, and wields a +2 glaive of speed,
She must make a touch attack against the
giving her 4 attacks per round. She tum-
Sword-Dance (Cleave) (Su): At 5th target with her weapon. If successful, she
bles amid a group of light Elves and lashes
level or higher, whenever a Taranesti Sword- can expend one prepared spell or spell slot
out with her glaive at one warrior, using the
Dancer drops a creature with a spell cast of 3rd level or higher to cast dispel magic.
extra attack granted by her speed weapon.
through the Spellslash ability, she can use This casting of dispel magic affects only the
Then, with her normal three attacks, she
her Cleave or Great Cleave feat to gain an target struck, but the Sword-Dancer adds
slashes an X in the air, casting icestorm at
extra attack as though she had dropped the her base attack bonus to her caster level
a second Elf (save DC 18, affecting only his
creature with a normal melee attack. check to determine if she can dispel spell
square). The tight barrage of ice kills the
effects on the struck foe.
Dual Sword-Dance (Su): A Sword- Elf as Denna’s glaive swings past him, and
Dancer of 7th level or higher finds sword- Sword-Dance (Greater Spellslash) she cleaves into a third Elf with a normal
casting second nature. It has become so (Su): The Spellslash ability adapts the attack (base +12 to-hit). She does not
easy for her that she can potentially cast power of a magical attack into the form of even pause her flurry of attacks, thrusting
two spells at once by using two weapons. a melee blow, affecting only a single target, backward with the butt of her glaive, send-
If the Sword-Dancer has the Two-Weapon as would a spear thrust or sword slash. A ing a lightning bolt at a third Elf (save DC
Fighting and Ambidexterity feats, she can master Taranesti Sword-Dancer, however, 12), and finishing off by a whirling flour-
use her Spellslash one more time per round, understands how to channel magic through ish over her head, thrusting her blade out-
but can only use this extra Spellslash with her attacks without sacrificing the spell’s ward toward a distant group of Elf, calling
an attack gained from using a second normal potential. down a fireball upon them (save DC 7, cast
weapon. using the Greater Spellslash ability). An
Once per round, when a 10th level Taran-
Elf wizard, standing within reach of her
Sword-Dance (Spell Disarm) (Su): At esti Sword-Dancer uses her Spellslash abil-
glaive, tries to cast a spell, and so with an
8th level, a Taranesti Sword-Dancer learns ity, she can choose to have the spell she
attack of opportunity she thrusts toward
how to cancel an existing spell that is casts have its full range and area of effect,
him, frying him with a lightning bolt (save
affecting a target, removing the spell effect instead of being limited to the Sword-
DC 17).
from that target like a warrior disarms his Dancer’s reach or just a 5-foot square.
foe. In place of her normal attacks, the For example, Denna, now a fighter
Sword-Dancer can use a Full Attack action 4/sorcerer 2/Taranesti Sword-Dancer 10,
to try to dispel a spell on any foe she can dashes into a furious melee against a group
Asgard November 2001 17
Class

Nevae Wanderer
By Becky Glenn, Hal Greenberg & Matthew Mosher
This prestige class was written for a spe- ning at 1st level, the Nevae Wanderer learns derer is perceived as the stranger just pass-
cific race called the nevae, for the full to cast a small number of arcane spells ing through town. He is a neutral observer,
stats and description of the race please helpful in his travels. He does not have to someone you can trust, someone you can
go to: http://www.thunderheadgames.com/ study or prepare spells in advance. To cast tell your secrets, because tomorrow he will
downloads.asp with small adjustments this a spell, the Nevae Wanderer must have an not be there. If the Nevae Wanderer can
class and the items listed can be used by Int score of 10 + the level of the spell. spend a few minutes chatting up a local for
any race or class. The difficulty class to save against a Nevae information, the target must make a Will
Wanderer’s spell is 10 + spell level + Int save or spill one of his secrets into the sym-
The Nevae as a race depend on their
modifier. Bonus spells are based on Int. pathetic ear. The DC is equal to the Wan-
ability to deal peacefully with strangers-to
When the Nevae Wanderer gets 0 spells of a derer’s Diplomacy skill check. A Wanderer
get through territories without conflict.
level, he may get bonus spells of that level. may only use this ability once per town per
Having no home base of their own, most
level of Wanderer within a year. Thus, a 3rd
Nevae wander constantly. Those who are Custom Lore: As he travels, the Nevae
level Wanderer can use it on 3 people in a
most successful gain reputations as prob- Wanderer learns local customs quickly.
small village. He travels to a nearby, larger
lem-solvers and peacemakers. Eventually, he can draw parallels between
village, and uses it on 3 more. He returns
cultures and make educated guesses as to
Hit Die: d6. to the smaller village, but cannot use this
what the local customs might be for any
ability on locals of that town again until he
area. The Nevae Wanderer may make a
has been absent for at least a year.
Custom Lore roll to determine local cus-
Requirements toms and taboos, adding his Wanderer level Man with No Name: Adept at slipping
To qualify to become a Nevae Wanderer, and Int modifier to the roll. If he succeeds, through territory unnoticed, even when the
a character must fulfill all the following cri- this grants a bonus (determined by the Nevae Wanderer enters a town he leaves
teria. game master, but ranging from +2 to +6) little evidence of his passage. People ques-
to any attempts to blend in as a local (i.e., tioned later about where he stayed and
Alignment: Any Neutral.
through Disguise or Bluff). what he did have a difficult time recalling
Race: Nevae.
details. This requires a Will save DC 10 +
Skills : Diplomacy 8 ranks, Intuit Direc- Shortest Path: The Nevae Wanderer is
twice the Wanderer’s level. This roll is mod-
tion 6 ranks, Knowledge (Geography) 4 adept at finding the shortest route and
ified by the character’s level of activity and
ranks, Sense Motive 4 ranks. the easiest. Therefore, when calculating
length of stay, as follows:
daily movement overland, consider him and
those with him to be on a surface one step Activities Modifier to DC
Class Skills better. Participate in major public event -6
involving a dozen or more people
The Nevae Wanderer’s class skills (and the Example: Darrell Longheart is leading a Participate in minor public event -2
key ability for each skill) are Bluff (Cha), small caravan through the mountains. There involving a half-dozen or so people
Concentration (Con), Diplomacy (Cha), Dis- is a road, which would normally improve Made major purchases (1,000 gp or more) -8
guise (Cha), Escape Artist (Dex), Forgery travel through mountains to 1⁄2 movement,
Made significant purchases (500-1,000 gp) -4
(Int), Gather Information (Cha), Handle Public performance (roll 31 or more) -8
but with Darrell leading them, they make 3⁄4 Public performance (roll 21 - 30) -4
Animal (Cha), Hide (Dex), Innuendo (Cha), movement each day. Public performance (roll less than 20) -0
Intuit Direction (Wis), Knowledge (Geog- Used Disguise to mute features +5
raphy, Local), Listen (Wis), Move Silently Fast Talk: The Nevae Wanderer often Minimized visible activity +5
(Dex), Perform (Cha), Read Lips (Int, exclu- has to talk himself out of dangerous situ- i.e., stay in rooms, change appearance frequently
sive skill), Ride (Dex), Sense Motive (Wis), ations. At first level, he gains a +2 com- Stayed 1 day only +5
Speak Language (none), Spot (Wis), and petence bonus to all Diplomacy, Bluff and Stayed less than 3 days -0
Wilderness Lore (Wis). See Chapter 4: Skills Intimidate checks when trying to avoid vio- Stayed 4 - 7 days -5
lence. This bonus increases to +4 at 5th Per additional week after the first -2
in Core Rulebook I for skill descriptions.
level and +6 at 9th level. While this list does not cover everything
Skill Points at Each Level: 6 + INT modi-
fier. Long Stride: The Nevae Wanderer has a character might do, it provides guidelines
developed a long, ground-covering stride for the game master to assign modifiers.
that allows him to travel further without Trackless Step: Starting at 3rd level, a
Class Features using more effort. On a smaller scale, this druid leaves no trail in natural surroundings
increased pace also gives him a better speed and cannot be tracked.
All of the following are class features of
in combat. At 2nd level, the Nevae Wan-
the Nevae Wanderer prestige class.
derer increases his base speed by +5. This
Weapon and Armor Proficiency: improves to +10 at 4th, +15 at 7th and Spell List
The Nevae Wanderer gains one additional +20 at 10th level. The bonus is added
weapon proficiency, either Martial or Exotic. to the character’s base speed, before any Nevae Wanderers choose their spells from
He is also proficient in light armor and other adjustments for magic or feats. This the following list:
shields. ability does not stack with a barbarian’s 1st level: Alarm, Animal Trance, Change
Fast Movement, but does with the monk’s Self, Charm Person, Comprehend Lan-
Spellcasting: Through years of travel
unarmored speed. guages, Cure Light Wounds, Deathwatch,
and experience, the Nevae Wanderer has
picked up pieces of useful magic. Begin- Mysterious Stranger: The Nevae Wan- Expeditious Retreat, Feather Fall, Magic

18 Asgard November 2001


Nevae Wanderer Class
Stone, Message, Mount, Purify food & Possessions: Wanderer’s Guard, Keen Rip- Market Price: 9,175gp; Cost to Create:
Drink, Sanctuary shot Crossbow +1, Masterwork Bolts (10), 4,587gp 5sp + 360 XP.
Keen +1 Rapier, Ring of Protection +2,
2nd level: Alter Self, Arcane Lock, Force Bullet
Ring of Sustenance, Cloak of Resistance +2,
Augury, Charm Person or Animal, Delay This is a special property that may only
Pearl of Power 1st Level (Qty 2), Hat of
Poison, Detect Snares and Pits, Endurance, be used on slings. When a sling is so
Disguise, Heward’s Handy Haversack, and
Fog Cloud, Find Traps, Invisibility, Locate enchanted, it magically conjures a small
Gloves of Storing (Holds Rip-Shot Cross-
Object, Obscure Object, Rope Trick, Tongues, sphere of force that functions as a sling
bow usually). Masterwork Lute.
Whispering Wind, Undetectable Alignment bullet. The sphere of force disappears the
round after it exits the sling (whether flung
3rd level: Charm Monster, Clairaudience/
at a target or otherwise removed from the
Clairvoyance, Detect Thoughts, Haste, Naevae Equipment sling). The number of spheres of force that
Leomund’s Tiny Hut, Nondetection, Phan-
Ripshot Crossbow may be conjured in a single round is limited
tom Steed, Shrink Item, Slow, Suggestion,
The Ripshot hand crossbow is named to the enhancement bonus of the sling,
Water Walk
for the ripping sound it generates when plus one. A +1 Sling of Force Bullets could
4th level: Dimension Door, Helping deployed. The Ripshot is a variation on the conjure up to two bullets each round. Some
Hand, Improved Invisibility, Leomund’s hand crossbow, with a pair of bowblades Slings made with this enchantment look
Secure Shelter, Locate Creature, Minor instead of a single bow. Each bowblade like little more than a strip of leather, thus
Creation, Modify Memory, Remove Curse, has a special locking device that holds it making it easily disguised.
Remove Disease in place so it may be fired. The Ripshot
Caster Level: 5th; Prerequisites: Craft
also has a very powerful spring embedded
Magic Arms and Armor, Magic Missile or
within the handle that, when sprung, makes
Magic Stone; Market Price: +1 bonus.
Sample Nevae Wanderer the bow ready to fire. The bowblades lock
in place with the bowstring taught and a Magic Bullet
Darrell Longheart: Male Nevae
bolt ready to fire with a squeeze of the trig- This is a special property that may only
Aristocrat4/Nevae Wanderer6; CR 10; Size
ger. The Ripshot is smaller than a normal be used on slings. When a sling is so
Medium (5ft 11in tall); HD 4d8+6d6+10;
hand crossbow, but has greater force in its enchanted, it magically conjures a small
hp 54; Init +4 (+4 Dex); Spd 40ft.; AC 20
shorter range. Because of the intricacy of sphere of force that functions as a sling
(touch 16, flat footed 14); Attack +12/+7
its mechanism, the DC for crafting the Rip- bullet. The sphere of force disappears the
(1d6+2 ,15-20x2 Rapier), or +13 (2d3+1,
shot is as for a masterwork item. Actually round after it exits the sling (whether flung
15-20/x2 Rip-Shot Crossbow); SQ Nevae
crafting it as a masterwork adds the usual at a target or otherwise removed from the
Racial Traits, SA: Local Custom Lore, Fast
extra cost and time. sling). In addition, the force bullet has an
Talk +4, Shortest Path, Long Stride, Myste-
rious Stranger, Man with No Name, SV Fort enhancement bonus equal to one less than
Cost: 400gp, Damage: 2d3, Critical:
9, Ref 9, Will 14; AL NG; Str 12, Dex 18, that of the sling for penetrating damage
18-20/x2, Range: 15ft, Weight: 2 lb, Type:
Con 12, Int 16, Wis 17, Cha 16. reduction. It does not confer any additional
Piercing
bonus damage or attack rolls. The number
Skills and Feats: Bluff +6,Concentra- Wanderer’s Guard of spheres of force that may be conjured
tion +5,Diplomacy +15,Disguise +17,Escape Wanderers guard is typically a suit of in a single round is limited to the enhance-
Artist +8, Gather Information +10, Hide +18, jet black, brown or forest green studded ment of the sling, plus one. A +2 Sling
Intuit Direction +8,Knowledge (Geography) leather armor. The studs are often lac- of Magic Bullets could conjure up to three
+7,Listen +12, Move Silently +18,Perform quered over in a dull brown or black or oth- bullets each round, with each bullet having
+10,Read Lips +6,Ride +9,Sense Motive erwise nonreflective color. The armor is well a +1 enhancement bonus for the purpose
+12, Spot +12,and Wilderness Lore +8. oiled to help waterproof it and minimize of penetrating damage reduction. Some
Exotic Weapon Proficiency Rip-Shot Cross- noise, but it is also magically enchanted Slings made with this enchantment look
bow, Alertness, Expertise, Track, Weapon to make little sound. The armor carries a like little more than a strip of leather, thus
Finesse (Rapier). +1 enchantment, and in addition grants a making it easily disguised.
+10 circumstance bonus to Hide and Move
Spells Per Day (2/2/2 with DC 13+ Caster Level: 5th; Prerequisites: Craft
Silently checks. This bonus does not stack
Spell Level): 1st level: Expeditious Retreat, Magic Arms and Armor, Magic Missile and
with the Hide bonus granted by a cloak of
Cure Light Wounds, Feather Fall, 2nd level: Magic Weapon or Magic Stone and Magic
elvenkind.
Invisibility, Tongues, 3rd level: Haste, Water Weapon; Market Price: +2 bonus.
Walk Caster Level: 5th; Prerequisites: Craft
Magic Arms and Armor, silence, invisibility;

Asgard November 2001 19


Creature
nent with at least two slam attacks
in a single round can choose
to either constrict or rend the
opponent.
Constrict (Ex): A jack-o-lan-
tern that hits with at least two slam
attacks on a single opponent deals
automatic slam damage every round
to a grappled opponent.
Rend (Ex): A jack-o-lantern that hits
with at least two slam attacks on a single
opponent deals 2d6+3 points of damage
at it wrenches and tears the flesh.

Jack
Fire Seeds (Su): 1/day-as the spell
cast by an 11th level druid. The jack-o-

o
lantern can only make use of the first ver-
sion of this spell, and it casts them on its
own pumpkin seeds rather than acorns.

lantern
Skills: Jack-o-lanterns receive skill
points as if they were Fey.
Plant: Immune to mind-influencing
By Scott Greene effects, poison, sleep, paralysis, stunning,
and polymorphing. Not subject to critical
and Erica Balsley hits.

Wis 11, Cha 2 Creating A Jack-O-Lantern


Skills: Climb +9, Hide +10, Listen +7, To create a jack-o-lantern, the caster
Move Silently +10 must be a druid of at least 11th level.
Climate/Terrain: Any land Creating a jack-o-lantern involves placing
Organization: Solitary a single pumpkin seen into the mouth of
Challenge Rating: 3 a corpse and burying it in an open field.
Treasure: None The body must be that of a humanoid of
Alignment: Usually neutral at least 6th level-the jack-o-lantern what
Advancement: 7-12HD (Medium-size), grows from the body will have the same
13-18HD (Large) hit dice and alignment as the humanoid
did in life. Once the body is buried, the
A jack-o-lantern is an animated plant creator must cast control plants, awaken,
creature brought to life by a combina- summon nature’s ally IV, and fire seeds.
tion of druidic magic and fey sprits. It The pumpkin plant that grows from it
is a roughly humanoid shaped tangle of must be carefully nurtured and tended,
vines and leaves with a large pumpkin requiring a Profession (farmer) check (DC
Jack-O-Lantern for its head. The pumpkin-head bears 15). The farming check does not need to
a leering face that appears to have been be made by the creator. Several pump-
Medium-size Plant
carved there, and glows from within with kins will grow on the vine, one of which
an eldritch fire. The nature of the face will contain the essence of the nature
Hit Dice: 6d8+6 (33 hp)
generally reflects the alignment of the spirit that will eventually animate the
Initiative: +3 (Dex)
animating spirit. plant. The creator must make a Knowl-
Speed: 30 ft.
AC: 14 (+3 Dex, +1 natural) edge (nature) check (DC 20) to deter-
Attacks: 3 slams +6 melee, or by mine which pumpkin holds the essence-all
weapon +6 melee
Combat others must be picked off the vine and
Damage: Slam 1d6+2 melee, or by A jack-o-lantern attacks with its many discarded. By harvest time, if the creator
weapon tendrils, rending and tearing at its prey; chose the right pumpkin, the jack-o-lan-
Face/Reach: 5 ft. by 5 ft./10 ft. a given jack-o-lantern will have one ten- tern will animate and seek out is creator
Special Attacks: Improved grab, con- dril strong enough for attacking for every for instructions.
strict, rend, fire seeds 2HD it has. Occasionally one will be
Special Qualities: Darkvision 60’, plant armed with a pitchfork or scythe.
Saves: Fort +6, Ref +5, Will +2 Improved Grab (Ex): A jack-o-lantern
Abilities: Str 14, Dex 16, Con 13, Int 6, that hits a Medium-size or smaller oppo-
20 Asgard November 2001
Character

Wild Spellcraft
Preview
By Ryan Nock
Wild Spellcraft is a d20 sourcebook horse that had been bruised turned into a
due for release in January 2002 by sheep.
Natural 20 Press, which can be found at
Amid all these bizarre occurences, the
www.d20reviews.com/natural20/.
pastor of the church called in the aid
Wild Spellcraft uses three iconic charac- of higher-ranking clerics to determine if
ters to illustrate the rules, prestige classes the spells were Anna’s intentional fault,
and spells in the sourcebook. These iconic or simply poor luck. The priest who
characters are presented in this article. You answered the pastor’s request deter-
will see references to various elements of mined that it was merely Anna’s mild,
Wild Spellcraft in these character write-ups, nervous errors in casting that made her and more
but you’ll have to wait until January to find magic go awry, but there was no malicious secure when so pro-
out what they mean! intent. tected. Anna tries to please
When Anna learned of this, however, anyone she meets, and smiles readily, but
the accidents only increased in frequency. tends to do so nervously.
Anna Kulpa Unhappily, the pastor secretly asked her Roleplaying Notes: Anna is always
Background: Following her parents’ to leave and try to overcome her worries ready to react in response to one of her
guidance, Anna joined the clergy at the some place else, where people would not spells going awry, and tends to cringe just
age of 12. She had the spark and talent be endangered. They made a show of as she utters the last syllable of any spell.
to learn magic, and studied eagerly so she s e n d - ing Anna off on a journey of Realizing her own shortcomings, she tries to
could learn the skills neces- good will to another church, compensate by being extra careful-stock-
sary to defend her home but though Anna’s reputa- piling healing potions, purchasing scrolls,
and her church. Unfortu- tion was spared, her ego was and always having at least two dispel magic
nately, she did only medi- hurt yet more. spells prepared.
ocre in her early lessons
in scripture memorization. Resignedly, uncertainly, Though she tends to be shy at first meet-
Her tutors chastised her for she left her home town to ing, Anna opens up readily to anyone who
not caring enough, and she the well wishes of friends she thinks will be willing to overlook her
felt she had failed her par- and family. Traveling fragility. Of course, she’s always quick to
ents’ hopes. Though she alone, she had faith that apologize for any mistake she makes, or
redoubled her efforts, a vari- God would help her over- thinks she makes.
ety of similar events slowly come her weakness, but
undermined her confidence she lacks faith in herself.
in herself, and by the time She passed through the Anna Kulpa
she completed her training, town which was her des- Female human, 7th level cleric
she had developed a deeply tination, but found no Strength 12 (+1)
rooted fear of failure. help there. Dexterity 13 (+1)
Recently, after two months on the Constitution 10
Doubting her own worthiness to
road, she met a Dwarf wizardress named Intelligence 11
be a priestess, Anna would sometimes
Nadia, who had experienced similar woes Wisdom 15 (+2)
incorrectly recite prayers at mass or make
with her own magic. From their shared Charisma 15 (+2)
mistakes during rituals. Other members of
problem, they have begun to develop a Fort +5, Ref +3, Will +7
the church often joked about her inepti-
mild friendship, and Anna has started to Algn LG
tude, and though she pretended to take it
rely on Nadia to teach her how to over- Height 5’4” Weight 146 lbs.
in good humor, it hurt her deeply.
come her problems. She assists Nadia on HP 35 AC 17
She began to miscast spells from time the occasional treasure hunt or adventure,
to time while serving as a healer in her and her confidence is slowly returning. Armor: Half Plate, Small Shield
third year as a full priestess. Sometimes her
Appearance: Currently in a state of Skills: Concentration +10, Craft (brooms)
spells would simply fail, but occasionally
mild depression, Anna dresses plainly in +1, Knowledge (arcana) +5, Knowledge
odd side effects would happen as well. One
simple priest robes and stole, with a moon- (religion) +5, Spellcraft +9.
patient with a broken leg had the injury
healed, only to have it break again a week stone cross necklace. She usually wears her Feats & Abilities: Brew Potion, Iron
later, and again the week after. A baby with red-blond hair tied behind her head, but Will, Silent Spell, Spell Focus (Transmuta-
a fever had to be given to another healer a few strands typically slip loose when she tion); Domains (Law and Protection), Turn
in the church when Anna was unable to do gets nervous. She has a full, shapely Undead; Wild Spellcaster Template.
anything for the child; the next month the figure, but prefers to look humble, and so
she prefers loose clothes. She only wears Spells/Day: (6/4+1/3+1/2+1/1+1; save
parents reported that their son was begin-
armor when actually planning to enter DC 12 + spell level)
ning to speak in Elvish with no training. A
some dangerous place, but she feels safer
22 Asgard November 2001
Wild Spellcraft Preview Character
Possessions: +2 Heavy Mace; Cross of held tenatively, and he tried to fly upward ally relaxes and uses his powers to entertain
Protection +3; Potions-cure light wounds beyond the construct’s range. A pain shot and dazzle. When outmatched, an occur-
(x10), bull’s strength (x2), cure serious through his back, and he began to fall as rence which has become rare, he stays for
wounds (x5), delusion (causes drinker to the fly was dispelled, but then he felt his as long as he can without losing, always
think he is being devoured by insects for descent slow. After a moment he regained hoping to find a way to win. Even if no
1d6 rounds); Scrolls-dispel magic (x20). control of his flight, and though uncertain plan presents itself, sometimes he’ll simply
of what had happened, he flitted away to let loose with a surging spell, hoping for
safety, regretfully abandoning his aides. some useful effect.
Meece Upknot When he landed, over a mile away, his
Background: Meece had a wretched back ached, and he finally realized how he
childhood, enduring his parents breaking Meece Upknot
had managed to fly even after the construct
up, several of his brothers dying of disease, Male gnome, 7th-level sorcerer/ 11th-
had cancelled his spell. He had sprouted
and repeated beatings from older, bigger level pandaemonicist
huge wings, green and swift like those of
gnome children. He was always resilient, Strength 8 (-1)
a hummingbird, from beneath his shoulder
however, trying to overcome everything life Dexterity 13 (+1)
blades.
threw at him. Constitution 12 (+1)
When he awoke from his shock-induced Intelligence 14 (+2)
At the age of twenty, Meece began to fainting spell, he realized that he had sur- Wisdom 8 (-1)
shape his powers of illusion, magic innate vived only by incredible luck. After first Charisma 19 (+4)
to all gnomes, into more powerful and dan- trying to compensate the families of the Fort +6, Ref +6, Will +7
gerous effects. He recklessly experimented men who died working with him, he began Algn CN
with his powers, always stretching himself experimenting, trying to call forth the same Height 3’4” Weight 22 lbs.
just to see what his limits were. His eagerly unpredictable magic that had saved his life HP 65 AC 22
displayed power earned him a reputation as from the construct. After much strain and
a fun, but dangerous person to be friends risk, he discovered how to let all of his Armor: Bracers of armor +5, coat of
with. magic run wild at will. Relishing in the greater deflection +5, small size, dexterity
Meece’s father died when Meece was only pandaemonium he could now wield, Meece
Possessions: bracers of armor +5, coat
thirty-five. Having no desire to stay with continued adventuring, always testing his
of greater deflection +5, 10 +1 returning
his siblings or help his family prosper, he set limits to see what new powers of chaos he
darts, staff of chaos*, wand of summon
off on foot, traveling to the nearest human could command.
monster III, wand of chaos bolt
city. He developed a new reputation for being
Skills: Alchemy +4, Bluff +14, Concen-
For several years he survived in and a dangerous gnome to work for, and so
tration +20, Knowledge (arcana) +15, Per-
around the city, never holding a legitimate Meece returned again to traveling and
form +9, Spellcraft +12, Tumble +6.
job, but also never quite delving into crime. exploring alone. Seven years passed, until
After years of living off others’ generosity, last week Meece returned to the academy Feats & Abilities: Combat Casting, Craft
however, he decided to move on to a and claimed its lore, leaving behind a mis- Staff, Craft Wand, Dodge, Maximize Spell,
greater risk: adventuring. shapen mound of metal and gears where Mobility; Risky Magic, Raise the Stakes, Pan-
the guardian had once been. daemonium at my Fingertips, Resist Wild
He traveled, explored, and hunted for Sorcery, Recalculate Chaos, Cleaning up the
treasure alone for ten years, following whim Appearance: Meece dresses warmly,
Mess, Chaotic Disruption, Pandora’s Bless-
whenever it would not get him into trou- wearing a coat and gloves to ward off the
ing, Immune to Transformation, Delude
ble. By the age of fifty, however, he chill of winds as he flies. Due to the bizarre
Divination, Personal Pandaemonium, Infi-
had amassed enough wealth and power to nature of the surge that granted him wings,
nite Improbability; Wild Spellcaster Tem-
begin hiring assistants on his adventures to he can wear any normal clothes, and the
plate.
help him overcome obstacles he could not wings will simply work through the gar-
prepare for. ments without damaging them. Spells Known: (6/7/7/7/7/6/6/6/5/3;
save DC = 14 + spell level) 0-level-dancing
One particular adventure took him into Meece recently completed his Staff of
lights, detect magic, ghost sound, light,
the ruins of an old arcane academy where Chaos, made of a half-dozen twining
mage hand, Meece’s cartomantic flourish*,
the overflow of magic had rendered the branches of different lengths and species,
open/close, prestidigitation, read magic;
forces in the area unstable. Several of bound together by various ribbons and
1st-level-burning hands, flashy defenses*,
Meece’s spells went awry in their explora- chains. One end of the branches twine
expeditious retreat, shield, shocking grasp;
tion of the ruins, amusing him but frustrat- around a flawed, multi-faceted quartz crys-
2nd-level-chaos bolt*, daylight, flaming
ing those working for him. tal.
sphere, random action, shift aim*; 3rd-level-
The main vault of the academy’s library Meece has grown very confident of him- bestow fluctuating curse*, fly, protection
was guarded by a magical construct capa- self, believing luck favors him. The only from elements, summon monster III; 4th-
ble both of wielding offensive and dispel- thing he is self-conscious about is near- level- chaos blast*, confusion, hallucinatory
ling magic. Meece tried to aid his hirelings sightedness. However, a gnomish friend terrain, soliptic disillusionment*. 5th-level-
in destroying the guardian, but it repeat- supplies him with darkly-shaded glasses, cone of cold, greater shadow conjuration,
edly countered all his spells. To Meece’s which both overcome his nervousness and Rodinn’s rhyming doom*, telekinesis; 6th-
horror, all of his hirelings were dispatched add to the look he cultivates. level-chain lightning, chaosphere**, mass
in less than a minute, and the guardian haste; 7th-level-delayed blast fireball, power
Roleplaying Notes: Meece always rolls
construct remained operational enough to word stun, wildstroke*; 8th-level-chaos in
with the blows, typically laughing off any-
direct its attacks at him. He tried to the mind’s eye*, prismatic wall; 9th-level-
thing that hurts him, all the while plan-
cast a fly spell to escape, but he felt the the road left untaken**.
ning how to make his come back. When
local magic slip from his control. His spell with those less powerful than him, he usu- *New Item spell appears in Wild Spell-
Asgard November 2001 23
Character Wild Spellcraft Preview
craft. began traveling to a secluded area each day someone she likes.
and casting as many spells as she could,
Nadia Stoneshaper looking for the root of the problem. Con-
Roleplaying Notes: Unusual for
Background: Nadia’s choice as a child Dwarves, Nadia tends to seek out things she
sciously trying to lure out the wild forces
to study magic displeased her family, which doesn’t understand, having learned from
in her magic, Nadia suffered from a variety
thought that spellcraft went against Dwar- her magic that alternative viewpoints can
of bizarre effects for several months, but
ven tradition. She overcame all the tests deepen one’s understanding of the world.
slowly she began to understand the nature
they set before her, and continued to She still enjoys working with her hands, and
of the curse. Where her magic had been like
desire magical training from likes to spend spare time helping build or
stone before, now it was wet clay,
her youth until she married repair things. Despite her family’s uneas-
loose and liable to lose
at the age of 40. Admit- iness with her new way of thought, she
its shape if not master-
ting to themselves that views sculpting chaos as a uniquely Dwar-
fully sculpted.
Nadia would not change ven style of magic.
her mind, and understand- She could see no way
ing that she was unhappy to remove the curse, but
simply learning the art of her new understanding Nadia Stoneshaper
the forges, her parents let her develop ways to Female dwarf, 6th-level wizard/ 6th-level
acquired skilled tutors for overcome the drawbacks sculptor of chaos
her, hoping that perhaps of this fluid magic. She Strength 10
she would utilize her trained and practiced for Dexterity 8 (-1)
magic to enchant the another year, then rejoined Constitution 16 (+3)
weapons and armor her her companions, having Intelligence 18 (+4)
family crafted. gained a new outlook on Wisdom 14 (+2)
the nature of spellcraft. Charisma 12 (+1)
After completing her Fort +7 Ref +3 Will +14
initial training by the She continued to travel
Algn NG
age of 60, Nadia took a with her fellow adventur-
Height 4’2” Weight 106 lbs.
temporary leave from her family to join a ers for another five years,
HP 62 AC 17
group of Dwarven adventurers and explor- but she felt increasing tension between
ers for ten years. Forced to use her magic them and herself. Because she had begun
Armor: +2 mithril shirt, amulet of natu-
to overcome foes and obstacles, she honed to ponder the usefulness of unpredictabil-
ral armor +2, dexterity
her skills for three years before disaster ity, her sturdily traditional friends found
struck. it harder to understand her. Likewise, Possessions: +3 wild Dwarven war-axe
when she returned to her family after her of spell storing, +1 heavy crossbow, +2
Late in her third year with her wide-rang- service was completed, she found her fellow mithril shirt, bustier of giant strenth +4,
ing companions, she helped them defeat a Dwarves to be too straight-minded and amulet of natural armor +2, hairpin of dis-
dark Elven sorcerer. For her share of the rigid. To her disappointment, she realized guise, various scrolls. Skills: Concen-
treasure, she claimed a Dwarven war-axe that she could no longer be a well-fit piece tration +14, Craft (sculpture) +11, Craft
that had apparently belonged to the last of Dwarven society. (weaponsmith) +7, Craft (armorer) +7,
Dwarf who had tangled with the sorcerer. Knowledge (arcana) +19, Knowledge (archi-
Wishing her children, husband, and family
When she picked up the axe, however, tecture) +7, Knowledge (religion) +7, Scry
safety, Nadia left to find a place where she
she felt immediately that something was +11, Spellcraft +19.
could belong. She has experienced many
wrong. Energy crackled along the haft, different cultures, and studied a variety of Feats & Abilities: Craft Magic Arms &
and then flowers sprouted from the wood. views on the nature of magic, but it was Armor, Craft Wondrous Item, Exotic Weapon
Before she could drop the weapon, small not until recently that she found someone Proficiency (Dwarven war-axe), Heighten
leaves began to appear along her forearm. with whom she could empathize. A human Spell, Iron Will, Light Armor Proficiency,
She tossed the weapon away and immedi- priestess suffered from a remotely related Scribe Scroll; Fluid Magic, Spellbrushing (3
ately dispeled the magic on her, not want- problem with her own magic, and Nadia attributes), Improved Safe Casting, Resist
ing to risk turning into a plant. She gladly offered to help. Wild Sorcery, Substance Substitution (cold,
carefully wrapped the axe in heavy cloth fire, sonic), Reshape Spell; Wild Spellcaster
and carried it off for later study, and Appearance: Nadia typically dresses in
Template.
thought little of it for the next few days. a well-tailored and tended long coat of soft
gray leather. She carries several spellbooks Spells/Day: (4/5/5/5/4/3/2; save DC =
Soon, though, she realized that the and minor scrolls in a sturdy duffle, and is 14 + spell level)
weapon had disrupted her magic somehow, always to travel. She carries her cursed axe
as once every few days one of her spells Preferred Spells: 0-level-Meece’s car-
on her back, and a short sword at her hip.
would perform completely randomly. Real- tomantic flourish*, minor surge*; 1st-level-
izing their companion was curse, her fellow Modestly attractive in a Dwarven sense, Malcom’s chaos theory*, Nadia’s spellbrush*;
adventurers traveled with her to a Dwarven Nadia has a sturdy nose and an somewhat 2nd-level-chaos bolt*, surge protector*;
sanctuary for help. Weeks of meditation slender (and thus, to most Dwarves, unat- 3rd-level-correct fate*, Tri’ni’s telepathic
and study did not show any progress toward tractive) figure. She wears her dark brown tribulation*; 4th-level- chaos blast*, poly-
freeing her from the affliction, and though hair in an array of thick braids, which hang morphic aura*; 5th-level-coporeal instabil-
her friends insisted it was not truly a prob- to slightly below her shoulders. ity*, Pandora’s blessing*; 6th-level-Nadia’s
lem, she refused to leave the sanctuary until brief reprieve*, surge shield*.
Her hazel eyes keenly consider anything
she could control the diffuse magical ener- or anyone new she encounters, and though *New spell appears in Wild Spellcraft.
gies from the axe. she is not immediately friendly, she tends
A year of prayer later, in frustration, she to tap her foot anxiously when she meets

24 Asgard November 2001


Culture

Orc Scars
By Tim Hitchcock
Everyone knows that scars are a signifi-
cant part of orc culture. They are used to
signify a diverse number of things about
orcs and half orcs such as name, rank, tribe,
deeds done, events participated in, matu-
rity and even marital status. Some orcs love
scars so much they even modify their exist-
ing scars to denote additional things about
what those scars represent. The reason that
most orcs love scars so much is that they
are permanent. In fact, scars are one of the
few things that an orc can rely on during
their short chaotic lives.
Perhaps it is for this reason that scar for-
geries are taken as a serious offense. An orc
believed to have faked or forged a scar in
order to represent themselves falsely, would
be lucky to receive a merciful death. In any
case, (because of their extreme importance
in orc society) knowing more about your the scar to be more personal
and also allows you to utilize the scar player
half-orc character’s scars can help both you
within the context of your campaign. so they
and the DM tremendously. Not only can
decide
scars tie the PC to historic events, but they For example, if the scar was gained that the
can also lead to potentially dangerous situ- during a catastrophe, you need to deter- character
ations, or they might even be able get you mine what types of catastrophic events would have modified the scar,
out of a tight fix. occur near the character’s tribe. You’re not perhaps out of embarrassment. To deter-
Creating a scar for your PC is based on going to say that your scar was caused by a mine the shape of the modification they
five different elements. red-hot chunk of volcanic rock if your char- roll on table 2. Again and get the pattern
acter has never been near a volcano. Like- type “crossed-lines”. The player decides that
Body Location: Where the scar is wise if your character has a scar which was the “crossed lines” represent a barrier pro-
located. caused by a monster, it was most likely tecting the family name. The scar serves as
Pattern Type: What the scar looks like. caused by a creature indigenous to the a reminder to the character that she must
area where the character grew up. continue working to strengthen her line-
Cause: What caused the scar.
age, because weakness does not survive in
Meaning/Purpose: What the purpose of Once you have determined what the scar orc society. It then becomes the PC’s self-
the scar is. looks like and how it was caused, you can appointed duty to protect her family name.
determine its general meaning, it’s more In other words, these tables should be used
Modification: If and how the scar is specific meaning, if it was modified, and to help players create a general concept for
modified. what the the scar, but the specific details about that
Mod Meaning: What the modification meaning of the modification is. To do scar must be furnished by the player or the
represents. this, first roll on table 4-1 (if you roll a DM.
First, roll on table A to determine the 20-check chart 4-2). Once you (or the DM) The following are some examples of com-
general location of the scar, then use tables have established a general meaning for pleted scar charts.
B through E to determine a more specific the scar, then its up to you to make it
location. more specific. Again, this is so it’s meaning
fits within the context of your campaign. Body Location: Head (neck)
Next, roll on table F to determine the For example let’s say your character has a Pattern Type: Circle
type of pattern, keep in mind that scars v-shaped scar which she got from an acci- Cause: Bite mark from mating ritual
don’t always resemble the original shape of dent. You roll on table 4-1 and determine Purpose/Meaning: Denotes marital
the wound. that the scar has something to do with status
Next, roll on table H. “lineage/family”. You then decide that the Modification: Straight line that bisects
accident occurred when the character was the circle
Once you have determined the cause of doing something for their family, let’s
the scar, it’s up to you to think of the spe- Mod Meaning: Denotes that the mar-
say chopping wood. The concept starts riage produced a son.
cifics of how it was caused. This allows to feel a little bit to endearing to the
Asgard November 2001 25
Culture Orc Scars
Body Location: Torso (chest) @ ignore any roll higher than 8
Pattern Type: Crossed Multiple Straight
Lines (total of twelve)
Cause: Bear Claws Table F: Meaning/Purpose
Meaning/Purpose: Denotes personal (1d20)
strength and power.
1) Family history
Modification: None
Mod Meaning: The absence of a modi- 2) Personal achievement
fication shows that all 12 scars are real, 3) Survivor
proving the great power of the individual.
4) Rank in tribe
Body Location: Limb (right thigh) 5) Marital status
Pattern Type: Curved Lines (total of two)
Cause: Whip from slave owner 6) Adulthood
Meaning/Purpose: Denotes personal his- 7) Personal name
tory and the presence of a personal ven-
detta. 8) Tribal name
Modification: Seven short bisecting lines 9) Regional name
in each curved line. 7) Upper back
Mod Meaning: Each bisecting scar repre- 8) Lower back 10) Strength
sents a year of freedom. 11) Power
9) Hip
10) Gluteal region 12) Masculinity/femininity

11) Combination (roll twice)# 13) Wisdom


Table A : Location (1d4) 12) Combination (roll 3 times)# 14) Offspring
1) Multiple locations ( Roll again, twice.
15) Blessed by a deity
Each time you get a 1 it means you
have another scar ) Table D: Limb (1d10) 16) Lineage/family
2) Head (roll on Table B) 1) Upper arm 17) Favored by tribe
3) Torso (roll on Table C) 2) Forearm 18) Ruthlessness
4) Limb (roll on Table D) 3) Hand 19) Holy
4) Finger 20) Negative meaning (see Table G)
Table B: Head (1d12) 5) Thigh
1) Neck 6) Calf Table G: Negative Meaning
2) Cheek 7) Shin (1d8-1)
3) Eye 1) Cursed
8) Foot
4) Nose 2) Shunned
9) Combination (roll twice)@
5) Ear 3) Doomed
10) Combination (roll 3 times)@
6) Forehead 4) Weak
# ignore any roll higher than 10
7) Whole face 5) Slave
@ ignore any roll higher than 8
8) Back of the head 6) Bad luck
7) Traitor
9) Side of the head Table E: Patterns Type (1d10)
10) Top of the head 1) Straight lines
11) Combination (roll twice)# 2) Crossed lines Table H: Cause (1d8)
1) Single combat
12) Combination (roll 3 times)# 3) V-shaped
2) Animal/ monster
4) T-shaped
3) Accident
Table C: Torso (1d12) 5) Zig-zag
1) Shoulder 4) Ritual/ceremony
6) Curved scars
2) Clavicle 5) Catastrophe
7) Circular scars
3) Pectoral muscle 6) War
8) Triangular
4) Chest 7) Training
9) Combination (roll twice)@
5) Abdomen 8) Duel
10 Combination (roll 3 times)@
6) Ribs # ignore any roll higher than 10
26 Asgard November 2001
Column

Storycraft by Ryan Boel


Magic Items
Tired of those +1 whips or +3 swords?
Spice them up by giving them secrets as
World Secrets half-sister, separated when they were young well, for instance: a mithril music box
and neither one knows that the other exists. enchanted with the spell ghost harp. It
Before I start, I would like to give a shout This ties together Cali’s No Family and
out to my pre editor editor Frank. This arti- functions as a music box with a dark secret;
Talons Dead Family secrets. While these a man may have made it for his daughter
cle goes to 2 editors and I would like to PC secrets give plot lines, it’s always best
thank them both for the hard work they on her wedding day, but it was stolen by
to use them sparingly. While they can be orc raiders. Or a deranged toy maker could
put into helping me on my articles and great if used occasionally, too many PC
wanted to thank them. I also want to thank have created it to lure children into his fac-
secrets can make players jaded and jealous tory where he could butcher them. Magic
Mr. Winninger for his article in Dragon; you if you mess with their characters too much.
have inspired me. items are a lot more interesting when they
Another thing I like doing is giving a PC provide a mystery that can come back to
Welcome to the fourth installment of a dark secret. Like with Talon; when he affect the players later in their lives. An
Story Craft. In this issue, I will be telling returns to his homeland he will discover enterprising DM could also slap secrets on
you how to create World Secrets in your that his wife and child are not actually items that are mundane in nature, giving
campaign. NPCs need motivations, govern- dead. They have become wraiths. And they them names with their regular stats--soon,
ments need hidden agendas, and regions aren’t too pleased that he failed to save your PCs may learn the truth, unlocking
need secret societies. them. their hidden power.
The world, The Material Plane--What-
ever you call it, there are secrets crawling
beneath the surface, coursing through the NPCs Places
hidden veins of every town and city. Organ- I do the same thing with my NPCs that Perhaps the setting is a simple library
izations, objects, people, stories--they all I do with PCs. Sure you may introduce a or herbalist, a weapon smith or armorer’s
bear hidden truths that most people never small, one-time villain; but what has really shop--by adding a secret or two, things
see. I’m going to tell you how to give your happened in that character’s past--Extor- could suddenly become more interesting.
campaign some pizzazz by adding secret tion, murder, rape? I like giving my NPCs a The Phantom Armorer could be known for
nuances, societies, and plot twists to your secret or two, as well and tying it in with a its high quality work and the ominous suit
game. PC secret or story line, as it is easy to do. of armor that stands guard outside, with
To organize your secrets, I suggest you its glowing red eyes warding off trespass-
Exercise caution here because too many ers and loiterers. A good DM could keep
use a method similar to the one that I NPC secrets can cause the players to get
use. Along with my Core Rulebooks, I have his PCs asking ‘Where did this suit come
riled up. The game should always be about from?’ And ‘Who made it?’ Perhaps they
a small black box--the kind your mother the Player Characters and their deeds, not
probably puts her coupons in, with divid- might even try to purchase the thing. The
about the NPCs, secrets, and so on--these village I mentioned earlier is a kind of spir-
ers. Inside this case are five separate files, things should never upstage the PCs. The
for PCs, NPCs, Places, Objects, and Organi- itual refuge for Psions and Psi-warriors. It
best rule of thumb is this, every NPC should is a small café of sorts, but only special
zations. have a secret--even if it’s a beggar lady on patrons who pay staunch dues are allowed
the tavern street; maybe she is a long lost in the back rooms where reputedly, a gate-
princess. These secrets can either hinder way lies hidden behind a beaded curtain.
PCs or help you as the DM, as your campaign Where that gateway goes is a mystery; per-
Among my PC cards is a character named progresses. Perhaps the Villain has a soft haps it leads to a demiplane where the
Talon--played by Thom. The player wanted spot for fine wine. Maybe the local priest psions and psi-warriors pray to their ancient
his character to be a Monk from the Ori- likes to spy on people. Secrets can enhance Deities, or it could simply be a neglected
ental Adventures sourcebook, when we dis- the game and provide depth to the story, well. The secret of the café is that is has
cussed it we settled on a stipulation that but they should not bog down the story a portal to another realm--where it goes
Talon must be able to travel and fit in with unless you want them to become the story. and why makes no difference until the PCs
the existing group of Player Characters. find out, either by tailing an NPC inside,
Some of Talon’s secrets include the fact or being tricked into breaking in to snoop
that he is an assassin, his wife and child Organizations around.
were killed while he was fulfilling a con- All organizations need hidden agendas.
tract, and that he belongs to the Dragon When all is said and done and the world
They wouldn’t be any fun if everyone knew needs some pizzazz, secrets are probably
Clan. The Dragon Clan Goddess has been what they were really up to. What if thief
dead for a while, and he they are secretly the best way to go. Not only do you feel
guilds were not all evil and conversely, like you are helping advance the world, you
working to bring her back. He is out in the church orders weren’t all good? The thing
world trying to do right by his Clan by per- also give the PCs something wondrous to
I would like to do is for each guild, govern- look forward to figuring out as well. After
forming assassinations when he can. On his ment or place of power, provide a dirty little
card, I have written, “Talon: Dragon Clan, all, one of the primary elements in Dun-
secret for the Player Characters to even- geons and Dragons is exploration; piquing
assassin, dead family.” tually unearth. A good example is in my curiosity and wonder are of the legacy.
Next, is Cali Numar; a Monk who began upcoming campaign in Season 2: a priest- From graph paper and graphite, to map-
life as an orphan. She was raised in a mon- ess and her four female paladins run the ping utilities and keyboards, the stories
astery where women didn’t have any rights small village that the PCs call home. While should always be told with an atmosphere
and her mentor was very abusive. Finally, they have had help from a local wizard’s of discovery. Use this advice and I guar-
she befriended a Seer named Aiondelle, and guild--which gives them funding and magi- antee your players (and their PCs) will be
they ran away together. cal assistance from time to time--the guild’s thanking you, and hopefully trying to help
leader is a 8th level necromancer out to rule you out by contributing plot ideas and
What my players don’t know is that Cali the town himself!
comes from Talon’s culture, but not from extra effort to your game.
the same tribe. They are half-brother and
Asgard November 2001 27
Adventure
of them permanently stay in the subter- bottle of lotus extract sell for ten gold.
Order OF ranean guildhouse to protect the abode,
and maintain a constant presence in the
The Order’s
The
areas that the organization has claimed.
These members frequently visit the surface
to engage in thievery, fence stolen goods, History
DemI LICh and take care of more mundane matters.
Generally, if an individual asks permis-
Thieves and necromancers form the
modern day continuation of the ancient
organization that worships the undead.
By DarrIn Drader sion to use the underground passages, her
request is approved, provided that she pays Nearly a hundred years after Gateway
And Tony BoundS five gold pieces per month for the privilege. gained its independence from Mhul, Sover-
She is given a copper coin with the mark eign Dominus Pralir ruled the city. To this
This article contains supplemental mate- day historians regard his rule as fair and
rial for Gateway: City of Living Waters , of the order and the expiration date minted
onto it, and she is required to abide by the just, but most never learned of his fascina-
which is made available for free from Dark tion with necromancy, the undead, or his
Portal Games llc At their web site http:// order’s rules. Anyone caught down below
without a copper coin bearing a valid expi- belief in a largely dismissed prophecy of
www.darkportalgames.com/. While this is old.
fully compatible with the city of Gateway ration date is given the option to imme-
and the Lands of Arekoz , this can easily be diately pay triple the price for the month In the text The Call for Greatness, writ-
modified to fit into any fantasy campaign long pass, or accept an escort to the sur- ten in ancient Mhulnish by Gingus the mad
setting. face. Several unknowing people have met sage, numerous prophecies were scribed,
their demise by refusing to pay up or get including the following: In the ages to
out. Because the group reveres the undead, come, the living shall become the dead.
The enigmatic and elusive Order of the order members feel that the greatest honor But the dead shall once more become the
Demilich menaces Gateway, consistently that they can give an enemy is to kill him living as they pass judgment. And when
thwarting the efforts of the sworn protec- and animate his corpse. this day comes to pass, the once dead ruler
tors of the city. Numerous thieves belong- Guests down below are not allowed of nations shall sit in dominion over the
ing to the order work the streets, while to track members of the order through lands.
other members peddle both opium and the sewers. Doing this could jeopardize While most scholars have dismissed this
lotus to the addicted masses. As if these the security of the guildhouse, and leave passage along with the rest of Gingus’s
activities don’t cause enough lawlessness, them vulnerable to blackmail or raids. writings, some believe that this segment
the group actively patrols the sewers and Anyone caught tracking order members are describes some sort of a new beginning for
connected tunnels, easily evading patrols of ambushed by superior numbers, subdued, those who have died, and this will happen
the city guard, while stopping anyone who and brought back to the guildhouse where after the end of the world. After studying
hasn’t negotiated clearance through con- they are brutally tortured for any informa- the true connotations behind the original
trolled areas with them. tion regarding individuals or organizations words written in the ancient Mhulnish lan-
Many people have heard tales that an that might have put them up to this. guage, Pralir and his court seers interpreted
immensely powerful demilich named Bekar- Guests are not allowed to bring others a much different meaning of the prophecy.
ris runs the order. Rumors abound that with them down below. Each person wish- Their translation states that those who
he once belonged to a noble house, and ing to use the underground passages as became undead would one day regain the
sought immortality by transforming himself a means of covert travel beneath the city flesh, and live forever as immortals. Pralir
into a lich. Through the years his power and must pay the price. Paying guests are also believed that “passing judgment” referred
influence have grown, attracting numerous told to keep to the main routes through the to his own act of ruling the city and the
living followers; people who are awestruck sewers, and not follow the smaller side cor- surrounding lands. He also believed that the
by his might and are inspired to follow his ridors. While the entrance to the guildhouse use of the word “dominion” was a veiled
lead. This is exactly what the order wants is magically hidden, they don’t want people reference predicting his own name “Domi-
people to believe… accidentally blundering into it. nus.”
Most members of the order are thieves In addition to thieving and general thug- Since he had been a young boy, Pralir
and rogues. They work the streets, taverns, gery, the order makes a great deal of gold studied magic. This was an aspect of his
and shops of the entire city rather than from the sale of lotus and opium. In most background that he hid from the people,
restraining themselves to a particular dis- cases Opium is bought from the dream mainly because he did not want people
trict. Though much smaller in number than merchants of Mhul, then smuggled into the to have the perception that the city was
the Scarlet Sashes, the Order of the Demi- city through the sewers. The Lotus sold by slipping into a mageocracy. After becom-
lich is feared and respected due to the per- the group is actually grown in chamber 5 of ing fascinated with Gingus’s prophecy, his
ception that they are backed by a large the guildhouse (see below). Because of the magical studies began to progressively delve
force of undead. Again, this is exactly what magical lighting, the rich soil, and the spe- into necromancy.
the order wants the populace of the city cial strain of the flower they have hybrid- Pralir discreetly scoured the libraries of
and rival organizations to believe. ized over the years, lotus made by the Order Gateway, took frequent but unnecessary
In truth, the organization operates from of the Demilich is some of the most pow- diplomatic trips to Verhmon, Mhul, and
beneath the city, claiming territory in the erful, most sought after, lotus sold in or even Xotchgahmnl, and dealt with numer-
sewers and the tunnels below. Many mem- around Gateway. Both opium and lotus are ous underworld contacts in his efforts
bers live above ground, but a large number sold in three ounce stoppered bottles. A to seek out the arcana that causes the
bottle of opium sells for fifteen gold, and a
28 Asgard November 2001
Order of the Demi-Lich Adventure
transformation into a lich. After extensive his final ascension to immortality and near easy since members pick those that they
research, he discovered a record describing godhood. will attempt to recruit. Members watch the
what he believed was the correct process. streets for promising thieves or thugs that
show little remorse for cruelty. They also
Before going the final step of ending
his life to achieve perpetual undeath, Pralir Societal look for people who appear to be lone
gathered his advisors and several others he Interactions wolves as opposed to those motivated by
advancement in rank.
trusted, and shared his beliefs with them.
His guards killed the few who had the bold- Both initiates and masters frequently Once a candidate is spotted, the order
ness to denounce him as mad. Those who journey to the surface of Gateway, both takes the time to introduce themselves.
followed him helped create what quickly for mundane supplies and to conduct busi- Since most of the thieves who work for
grew into the Order of the Demilich. Pralir ness. The masters maintain aboveground the Order of the Demilich live in dwellings
established the order under the guise of dwellings within the city to maintain the within the city, they usually arrange a meet-
a thieves’ guild, though the primary goal façade that they are ordinary citizens. While ing at a neutral location where the prospec-
was to find new recruits for the cult, and traveling the surface, they pose as ordinary tive member is blindfolded and led to the
to gather gold they used to fund their wizards, and do not advertise that they are abode of the thief or thug. The member’s
research. Money making became a central necromancers. dwellings are usually decorated in finery
focus since Pralir knew that after he became The upper levels of the organization and obvious displays of wealth. She goes
undead, he would not have access to the actively try to recruit the nobles or their to great lengths to show the prospective
city’s funds or even his own considerable family members into the organization. In thief that she does not lack money, and she
fortune. most cases members contact the malcon- explains that her organization allows them
tents, the disenfranchised siblings, or simply to keep an unusually high amount of their
While he was building the organization,
the apathetic privileged. After selecting the stolen items. Most thieves guilds in Gate-
his followers searched the underground
subject of their interest, thieves are ordered way demand twenty five percent of a thief’s
sewers and the aqueducts for hidden or
to watch that person for his daily habits. stolen property, whereas the Order of the
forgotten areas that they might be able to
Once their subject’s habits are discovered, Demilich asks for only ten percent. In
inhabit. When a suitable place was found,
members approach him casually, requesting most cases, this display is enough to con-
they moved their operations there, and a
a brief audience. If the noble accepts, the vince newcomers to give the organization
trusted wizard was hired to create a perma-
cult members meet him in one of several a chance. In many cases the order actually
nent illusion of a rock wall hiding the pas-
aboveground locations that are meant to prefers for the newcomer to remain affili-
sageway leading to their new guildhouse.
appear to be the actual guildhouse. There ated with any thieves’ guilds to which she
After claiming the area, they excavated
they make a case for their organization, may have belonged so that the organiza-
additional areas, and created a private room
appealing to the source of that noble’s dis- tion can acquire inside information about
where Pralir could find sanctuary.
content; though they will be careful to those other groups. In such cases the thief’s
Five years after establishing the order, avoid divulging the name of the group dues are refunded by the Order of the
Pralir became confident that the organiza- during their first conversation. In some Demilich, and the thief reports half of her
tion would continue to grow, so he decided cases the nobles not only reject the offer, earnings to each organization.
the time was right for him to end his public but inform the city guard of the location Necromancers are the other major group
life. Pralir constructed a phylactery, and he of the false guildhouse. The order doesn’t that is approached with membership offers.
prepared a tea imbued with spells, which concern itself when this happens since the These may be individuals whose power
he believed would kill him and bring him guard usually finds either an empty struc- is already established, obviously powerful
back as a lich. That day he ventured into ture, or one or two token thieves who vehe- individuals who are passing through the
the market accompanied by his guards and mently deny all the accusations. city, or those whose power has increased
advisors. While stopping to look at the
Nobles who want to learn more are slowly over time. Because most necromancers are
wears of a tunic vendor, he suddenly fell to
accepted and indoctrinated into the organ- obsessed with the power of death, recruit-
the ground, convulsed and appeared to die.
ization. One of the undead lords was once ing them is often as easy as telling them
His guards carried him back to the castle
a noble who gained membership in this of the group’s existence, and asking them
and his advisors announced his death to
way. These individuals, once they prove if they would be willing to join. Once in
the city within the day. Pralir, still alive,
their loyalty, are urged to donate money, or a while a new necromancer learns that the
then drank the tea.
provide information about their family. In focus of the organization is to bring about
Though effects of the tea transformed many cases this information gives the order Gingus’s prophecy, and she will attempt to
him into one of the undead, it failed to the necessary leverage to blackmail those leave. This usually results in a quick death
make him into a true lich. As a member of houses into “donating” large sums of gold, at the hands of the masters or the undead
the undead, Pralir passed himself off to his or precious magic items. The order some- themselves.
followers as one of those most foul beings, times uses this connection to pressure the
commanding their respect, fear, and admi- city guard into releasing any of their thieves
ration. Under his leadership, the organi-
zation continued to recruit necromancers
that have been arrested - a strategy that Methods of
and thieves, maintaining its size for nearly
has effectively stopped several potentially
revealing investigations over the years.
Research
a thousand years. Pralir insulated himself Pralir and the other undead conduct most
from the majority of his followers and of the magical research. They believe that
ordered his top ranking necromancers to
bring him tomes of arcane knowledge so
Recruitment the way to fulfill Gingus’s prophecy of is
to restore life to themselves while retaining
he could study the ways to bring about Joining the Order of the Demilich is not
Asgard November 2001 29
Adventure Order of the Demi-Lich
the benefits they have gained through their
undead status. Pralir has experimented with
Organizational tion. Pralir is careful not to allow subor-
dinate necromancers to become undead if
nearly every known arcane spell, finding Structure their casting powers become great enough
each one of them to be lacking for his The Order of the Demi-lich is a four- to rival his own. Additionally, if an undead
purposes. He even tried to cast wish, but tiered network. At the bottom of the net- necromancer’s powers grow to dangerous
found that his request merely returned him work are the thieves, the petty thugs, and levels, and this has only happened twice in
to a normal mortal’s life. He was forced to the opium and lotus dealers. These people hundreds of years, Pralir creates a reason
cast another wish after this failed attempt, are attracted to the order because it pro- that the individual’s interests are no longer
asking to be transformed into a true lich, vides structure, but it allows them to keep compatible with those of the organization,
but was rewarded only by resuming his pre- a larger percentage of their take than most and has it destroyed. As in life, Pralir is
vious undead state. Pralir has come to the standard guilds. They have no knowledge politically expedient, and knows how to
conclusion that the gods will not fulfill his of the true nature or motivations of heads maintain his hold on power.
wish to transform into a lich because of the of the order, nor do most of them care to
threat he would possess to either them or know who they serve or why. Many of the
his followers. people involved at this level buy into the The Guildhouse
The main focus of Pralir’s research, as myth that the demi-lich Bekarris is their
If invaded, the first line of defense is at
well as that of the other undead, is the leader, and take a certain degree of comfort
the portcullis. If this defense proves to be
study of unique magic items, relics, and from the knowledge that their leadership is
ineffective, one of the thugs remains there
artifacts. While the powers of many magic strong, if unnatural. Usually between one
to hold off invaders for as long as possible,
items are already well documented, often hundred and one hundred twenty people
while the remaining thugs alert the rest of
times there will be hidden aspects - secrets are involved at this level.
the guildhouse. If more than two of them
needing to be slowly pried out of them. The next level of the network consists are able to flee the portcullis area, one of
These items are acquired by searching of the initiates of the cult whose job is to them helps guard room 3.
ancient ruins and by negotiating for their supervise the thieves and thugs at the bot-
purchase from various nobles, adventurers, Once alerted, the initiates engage the
tommost level of the organization. There
and merchants. If the order cannot negoti- invaders and attempt to turn them back.
are usually fifteen of these mid-level necro-
ate for these items, they resort to thievery. If the fight still seems to be going against
mancers. Unlike those beneath them, they
If this still doesn’t work, they sometimes them, one of the initiates leaves the fight
know exactly who they serve, and they usu-
challenge the items’ owners, harming them and alerts the masters, who telepathically
ally reside within the guildhouse. Although
if necessary. More than one experienced signal the undead. As the invaders fight
they do not have direct dealings with the
adventurer has found his doom after refus- their way into the guildhouse, overwhelmed
undead heads of the guild, they attend
ing to give up a magic item in their posses- defenders allow themselves to be pushed
most of the religious ceremonies conducted
sion. back first to room 7 where they attempt
by the master necromancers.
to regroup and rally, and then to room 12,
The final method that the organization The next level of power is made up of where they join the masters.
employs is to dredge up ancient knowledge more powerful human necromancers who
or forgotten arcane lore. Whenever they By this point the undead are aware that
are known as the master necromancers.
find something that shows promise, they the guildhouse is being invaded, and they
Only four of these people are currently part
follow this lead its conclusion. They often hide themselves within the eleven upright
of the hierarchy. Their job is to provide
travel great distances to seek magic items, sarcophagi in room 12. In order to commu-
direction to the lowest levels of the organi-
ancient temples, or forgotten ruins. nicate, they cast Rary’s telepathic bond on
zation, and to act as liaisons between the
one-another as well as Pralir before enter-
Recently their research has focused on the undead lords and their followers. These
ing into battle. The undead allow three
mysteries of the ancient gods. While these people conduct all but the most important
rounds to pass before emerging from their
powers have long been on the decline, their and sacred ceremonies and they handle
places of hiding, attempting to achieve sur-
rule was the first Arekoz had ever known, most of the other necessary administrative
prise against the invaders. If the undead
and their methods were not as gentle as duties. The ultimate goal of these “priests”
are cut down to half of their number, the
those of the younger gods. Perhapse there is to become undead and join their masters.
remaining ones teleport to room 11 where
are useful secrets to be unearthed, or alli- Few ever achieve this goal.
they prepare to planeshift out of this loca-
ances to be forged. While the undead rec- Pralir presides over eleven undead necro- tion. They remain here for 1d4 rounds while
ognize the dangers inherent in dealing with mancers at the top of the hierarchy of the Pralir hastily packs his belongings and casts
the ancients, they believe that it is worth organization. All of these undead believe the spell allowing them to flee.
the risk since the ancients may have been that they are liches, though they have all
the source of Gingus’s divine inspiration. Note that a good amount of magical
come by their current status in the same
treasure is stored within these chambers. In
While their research has so far been for manner as Pralir, actually becoming failed
order to not unbalance a game, the exact
naught, they tirelessly continue to find liches instead. While Pralir knows the truth,
nature of these magical treasures is left up
new sources of information, travel through- and in fact has discovered the correct way
to the GM. At any given time there is a 60%
out the known world, and acquire others’ to create a lich, he has no intention of
chance that all twelve of the undead are
valued items to study. Their belief in the bringing in a new undead lord more power-
present. If less than that are present, roll
prophecy is unshakable, and their resolve ful than himself.
1d4 and subtract that number from twelve
is unwavering. They believe that since they Each of the twelve undead necroman- to determine the number currently here.
are the only ones to know the truth of Gin- cers hold a rank in the organization that Also present are 1d6 common thugs, 2d10
gus’s prophecy, they are the ones foretold is determined by their tenure in their posi- common thieves, 2d6 initiates, and 2d2
of who will rule the lands as immortals.
30 Asgard November 2001
Order of the Demi-Lich Adventure
master necromancers. Any of these that are
not accounted for by random die rolls in
each of the rooms are encountered in the
corridors.
Unless otherwise stated, doors can be
unlocked with an Open Locks check (DC
25) and secret doors can be found with a
Search check (DC 20).

1. Hidden Entrance
The effect of a permanent image spell
this area is located in a corridor adjoining
the sewers, and looks exactly like the stone
walls found in these areas below ground. If
detect magic is cast, the illusory nature of
the wall does not appear. Characters wish-
ing to move beyond the wall must disbe-
lieve by making a Will save (DC 30), or
someone must lead them through. Char-
acters who have passed through the illu-
sion once do not need to make any further
checks in the future.

2. Guardpost
A portcullis that drops down from the
ceiling barricades this hallway. Four thugs
guard this post, shooting crossbows through
the gaps between the bars at any intruders
who come through here. They admit people
if they know them by sight, and they
grudgingly allow guests through if they
are accompanied by other members after
questioning them about their intentions in
the guildhouse. It is assumed that any new
people in the guildhouse are either invited
there to join or brought there to die.
5. Lotus Nursery nies. This room serves as kitchen, dining
room, and recreation area for those who
Except for the narrow walkways, the floor
live here. A natural fissure in the ceiling
3. Treasure Storage of this room is filled from wall to wall with
that leads to an abandoned set of tunnels
potted lotus plants. Four globes with con-
This room stores only coins. Magic items up above serves as the chimney for the
tinual light cast upon them hang- one in
are kept with their owners. Although the wood burning stove in this room. In the
the center of each quadrant of the ceiling.
amount of treasure in this room fluctuates center of the room, built up from the floor,
The low level thieves who live down here
based on how much money has been spent is a well that is drilled into the rock below,
tend to these plants.
by the order, there are usually various types and provides the inhabitants with drinking
of coins that are the equivalent of six hun- water. Normally 1d10 thugs, 1d6 initiates,
dred thousand gp. here, plus or minus one and 1d4 master necromancers are in this
hundred thousand.
6. Sleeping Quarters room.
For the fifteen initiates who make up the
second level of power of this organization,
4. General Storage this room is their place to sleep. Furnish- 8. Master’s Sleeping Quarters
ings here include bedrolls, personal chests
This room is full of items commonly used This large area contains the cots and per-
to store their belongings, and their cloth-
in the upkeep and care of the guildhouse. sonal belongings of the four master necro-
ing. It is normal to find 1d6 initiates in this
Hammers, nails, mortar, buckets, and rags mancers who make up the second highest
room at any given time.
are found within. Also within are some level of power. This room is bare of fur-
rather macabre items such as sacrificial nishings aside from the chests that contain
daggers, bleached and polished bones, and the necromancer’s belongings and a purple
piles of detritus from victims that have been
7. Common Area tapestry that hangs on the wall with a
dealt with. Low-level members are not allowed any skeletal hand emblazoned in gold upon it.
deeper into the guildhouse than this room, Unless encountered elsewhere in the guild-
except to go to room twelve for ceremo- house, 1d4 of the masters are normally

Asgard November 2001 31


Adventure Order of the Demi-Lich
found in this room. During these rare ceremonies, the highest Poison, Disrupt Undead, Flare, Light, Mage
ranking necromancer gives the soon to be Hand, Mending, Open/Close, Prestidigita-
undead person the drink, and then plunges tion, Ray of Frost, Read Magic, Resistance
9. Studies of the undead a ceremonial dagger into his beating heart. 1: Cause Fear, Chill Touch, Hold Portal,
These four large rooms are crammed Identify, Magic Missile, Protection from
with bookshelves, desks and tables. Musty Good, Ray of Enfeeblement, Shocking Grasp
tomes, arcane markings, and candles litter Adventure Hooks 2: Arcane Lock, Detect Thoughts, Ghoul
Touch, Melf’s Acid Arrow, Scare, Spectral
the desks and stands. The undead use
“A noble or lord’s son or daughter has Hand 3: Dispel Magic, Explosive Runes,
these areas to further their research and
become involved with the cult. He’s look- Fireball, Halt Undead, Lightning Bolt, Vam-
their pursuits to fulfill the prophecy of
ing for adventurers to extricate his prog- piric Touch 4: Contagion, Detect Scrying,
Gingus. Under normal circumstances there
eny from their clutches. Unfortunately the Enervation, Fire Shield, Wall of Fire 5: Ani-
are 1d6 of the undead necromancers in
young initiate doesn’t want to be rescued mate Dead, Cloudkill, Contact Other Plane,
these rooms.
and will fight the party. Accomplishing Dismissal, Leomund’s Secret Chest, Tele-
the mission without killing noble’s family port 6: Circle of Death, Disintegrate, Flesh
member could be a real challenge.
10. Personal quarters of the to Stone, Greater Dispelling, Legend Lore
undead 7: Control Undead, Delayed Blast Fireball,
Finger of Death, Plane Shift, Sequester 8:
Each of these rooms were excavated when “A rival necromancer or wizard wants Binding, Clone, Horrid Wilting, Polymorph
a new undead necromancer was added to the PCs to destroy the cult leader. Their Any Object, Trap the Soul 9: Freedom,
the enclave. Each failed lich has its own would-be employer also happens to be evil, Imprisonment, Meteor Swarm, Summon
personal room. These rooms are decorated so the party may be duped into destroying Monster IX, Wish.
spartanly with few personal belongings one evil to allow the ascension of another,
since these beings have given themselves possibly worse, one.
wholly over to magical research.
Undead, Male Human Necroman-
cer15; Size:M; hp 90; Init +2; Spd Walk
“The party, traveling through the sewers 30’ft.; AC 14; Atk = +8/+3 melee, +9/+4
11. Dominus Pralir’s Quarters for whatever reason, is confronted by mem- ranged; SA: Summon Familiar; AL:NE; SV
Much like the 11 quarters that make up bers of the Order of the Demilich who want Fort +5, Ref +5, +9; Str 14, Dex 13, Con -,
area 10, this is the room that Dominus to strip them of fifteen gp. each, as well Int 19, Wis 13, Cha 11.
Pralir takes as his own. Unlike the others, as all of their magic items. Unless the party
he was accustomed to all the trappings of complies, the order members attack. Unless Skills and Feats: Alchemy +22, Appraise
royalty during his life, and he has deco- defeated, the PCs track their attackers back +7, Bluff +3, Concentration +17, Diplo-
rated his quarters as such. His floor is cov- to their lair where they face the horrors macy +8, Scry +22, Search +8, Sense Motive
ered in a gold gilded red carpet. His walls contained within. +10, Spellcraft +22, Brew Potion, Combat
are adorned with purple drapes. Upon the Casting, Craft Magic Arms and Armor, Craft
north wall is a twelve foot painting by Staff, Craft Wand, Craft Wondrous Item,
Kugyt Lihruht, a famous painter who died a Characters Empower Spell, Enlarge Spell, Maximize
Spell, Scribe Scroll, Silent Spell
hundred years before Pralir. With a success-
ful appraise check (DC 18) the characters Special Qualities: Darkvision (Ex): Range
learn that the painting is worth between 60 ft. Undead: Immune to mind-influenc-
Dominus Pralir, Male Human Nec-
20,000 and 25,000 gp, and the carpet is ing effects, poison, sleep, paralysis, stun-
romancer20, Undead; Size: M; hp 154;
worth 5,000 gp. ning and disease. Not subject to critical hits,
Init +2; Spd Walk 30’ft.; AC 14; Atk =
subdual damage, ability damage, energy
+9/+4 melee, +12/+7 ranged; SA:Summon
drain or death from massive damage.
Familiar; AL:NE; SV Fort +6, Ref +6, +12;
12. Ceremony Chamber Str 9, Dex 14, Con -, Int 20, Wis 16, Cha
Possessions: Dagger +1; Wizard’s Robe;
Pouch (Small/Belt).
This round chamber is where the cult 16.
Spells Castable: Wizard 0: Arcane Mark,
conducts meetings and performs ceremo- Skills and Feats: Alchemy +28, Concen-
Dancing Lights, Daze, Detect Magic, Detect
nies. In the center of the room is a seven tration +23, Diplomacy +15, Innuendo +14,
Poison, Disrupt Undead, Flare, Light, Mage
foot long stone platform that stands four Scry +26, Search +10, Spellcraft +28, Spot
Hand, Mending, Open/Close, Prestidigi-
feet off the ground. Eleven upright stone +10, Brew Potion, Craft Magic Arms and
tation, Ray of Frost, Read Magic, Resist-
sarcophagi, each with the face of the once Armor, Empower Spell, Leadership, Maxi-
ance; 1: Cause Fear, Chill Touch, Magic
living inhabitant etched into the stone, are mize Spell, Scribe Scroll, Silent Spell, Spell
Missile, Ray of Enfeeblement, Shield, Sleep;
spaced evenly along the walls. This room is Focus (Necromancy, Evocation),Still Spell.
2: Arcane Lock, Darkness, Ghoul Touch,
also usually inhabited by 2d6 skeletons - Special Qualities: Darkvision (Ex): Range
Knock, Scare, Spectral Hand; 3: Fireball,
the animated bones of the people who have 60 ft. Undead: Immune to mind-influenc-
Fly, Halt Undead, Hold Person, Lightning
found themselves on the receiving end of ing effects, poison, sleep, paralysis, stun-
Bolt, Vampiric Touch; 4: Contagion, Detect
the order’s wrath. During ceremonies, the ning and disease. Not subject to critical hits,
Scrying, Enervation, Evard’s Black Tenta-
skeletons stand guard outside the room. subdual damage, ability damage, energy
cles, Fear, Wall of Fire; 5: Animate Dead,
drain or death from massive damage.
After becoming undead, Pralir altered part Rary’s Telepathic Bond, Magic Jar, Pass-
Possessions: Dagger +1; Wizard’s Robe;
of the ceremony to make others undead, wall, Teleport; 6: Acid Fog, Circle of Death,
Pouch (Small/Belt).
adding the physical act of killing them after Disintegrate, Guards and Wards; 7: Control
Spells Castable: Wizard 0: Arcane Mark,
they had drank the magical concoction. Undead, Finger of Death, Forcecage; 8:
Dancing Lights, Daze, Detect Magic, Detect
32 Asgard November 2001
Order of the Demi-Lich Adventure
Clone, Horrid Wilting. +5, +1; Str 11, Dex 14, Con 10, Int 9, Wis Possessions: Banded Mail; Battleaxe.
9, Cha 11. *Dominus Pralir is made using the
Skills and Feats: Climb +6, Disable undead template published in Necromancy
Master, Male Human Necroman-
Device +5, Disguise +6, Escape Artist +3, Beyond the Grave, by Mongoose Publish-
cer10; Size: M; hp 36; Init 0; Spd Walk
Gather Information +1, Hide +8, Move ing. That template is designated Open
30’ft.; AC 10; Atk = +4 melee (Dmg 1d4+1,
Silently +7, Open Lock +7, Pick Pocket Game Content. The other characters shown
dagger +1, +5 ranged; SA: Summon Famil-
+7, Search +2, Spot +3, Armor Proficiency below are representative of the members
iar; AL:NE; SV Fort +3, Ref +3, +7; Str 9,
(Light), Dodge, Improved Initiative, Light- common to the order. Note that while only
Dex 11, Con 12, Int 17, Wis 12, Cha 13. one undead other than Pralir is presented,
ning Reflexes
Skills and Feats: Alchemy +16, Appraise GM’s are encouraged to develop their own
Possessions: Caltrops; Dagger (Throw-
+9, Concentration +14, Knowledge (History) undead to fit their individual needs.
ing); Disguise Kit; Grappling Hook; Leather
+16, Scry +16, Spellcraft +16, Brew Potion,
Armor. The Lands of Arekoz , and Gateway:
Combat Casting, Craft Magic Arms and
The City of Living Waters are trademarks
Armor, Craft Rod, Craft Wand, Craft Won- of Dark Portal Games, LLC. All character
drous Item, Empower Spell, Scribe Scroll likenesses are property of Dark Portal
Thug, Male Human Warrior3; Size:
Possessions: Dagger +1; Outfit (Travel- Games. All Rights Reserved. Permission
M; hp 13; Init 0; Spd Walk 20’ft.; AC 16;
er’s); Pouch (Small/Belt); granted to publish this article including
Atk +6 melee (Dmg 1d8+3, battleaxe), +3
Spells Castable: Wizard 0: Arcane Mark, trademarks in a single issue of Asgard
ranged; AL:NE; SV Fort +3, Ref +1, +1; Str
Dancing Lights, Daze, Detect Magic, Detect online magazine. Stat blocks are derived
16, Dex 10, Con 12, Int 6, Wis 10, Cha 12..
Poison, Disrupt Undead, Flare, Light, Mage from open game content, and are hereby
Skills and Feats: Climb +-1, Intimidate rendered open game content with the
Hand, Mending, Open/Close, Prestidigi-
+5, Armor Proficiency (Heavy),Armor Profi- exception of character names. The Guild-
tation, Ray of Frost, Read Magic, Resist-
ciency (Light),Armor Proficiency (Medium), house map was created using Campaign
ance; 1: Cause Fear, Chill Touch, Magic
Cleave, Martial Weapon Proficiency, Power Cartographer by Profantasy Software Ltd.
Missile, Ray of Enfeeblement, Shocking
Attack, Shield Proficiency, Simple Weapon
Grasp, Sleep; 2: Arcane Lock, Darkness,
Proficiency, Sunder
Ghoul Touch, Scare, Spectral Hand, Web;
3: Fireball, Gentle Repose, Halt Undead,
Hold Person, Vampiric Touch; 4: Conta-
gion, Enervation, Fear, Ice Storm; 5: Ani-
mate Dead, Magic Jar, Transmute Rock to
Mud.

Initiate, Male Human Necroman-


cer5; Size:M; hp 9; Init 0; Spd Walk 30’ft.;
AC 10; Atk = +2 melee (Dmg 1d6, Quar-
terstaff), +2 ranged; SA: Summon Familiar;
AL:NE; SV Fort +1, Ref +1, +4; Str 11, Dex
11, Con 9, Int 17, Wis 10, Cha 11.
Skills and Feats: Alchemy +11, Con-
centration +7, Scry +11, Search +7, Sense
Motive +4, Spellcraft +11, Brew Potion,
Craft Magic Arms and Armor, Craft Wand,
Scribe Scroll, Silent Spell
Possessions: 1.0 Acid (Flask); 1.0 Bed-
roll; 1.0 Candle; 1.0 Flask; 1.0 Outfit
(Traveler’s); 1.0 Parchment (Sheet);
Spells Castable: Wizard 0: Arcane Mark,
Dancing Lights, Daze, Detect Magic, Detect
Poison, Disrupt Undead, Flare, Light, Mage
Hand, Mending, Open/Close, Prestidigita-
tion, Ray of Frost, Read Magic, Resistance;
1: Cause Fear, Chill Touch, Magic Missile,
Ray of Enfeeblement; 2: Ghoul Touch,
Knock, Scare, Spectral Hand; 3: Fireball,
Halt Undead, Vampiric Touch.

Thief, Male Human Rogue3; Size:


M; hp 12; Init +6; Spd Walk 30’ft.; AC 14;
Atk +2 melee (Dmg 1d6, shortsword), +4
ranged (Dmg 1d4, throwing dagger); SA:
Sneak Attack +2d6,Evasion,Uncanny Dodge
(Dex bonus to AC); AL:NE; SV Fort +1, Ref

Asgard November 2001 33


Adventure

The Lurker By David Sarkies


This was the winning adventure in the tamed as forests were cut back and swamps By this time the PCs should realise that it
EN World Adventure Contest, 2001. drained. Still much land was left unused, must have something to do with the tomb
but the tomb was not to remain in iso- they encountered, meaning that they will
lation forever. Soon someone would pass need to return. This the beast will not like
‘The Lurker’ is an adventure for a party close enough to the tomb for The Beast and thus attempt to hinder them on their
of good-aligned characters of 12th lvl and to awaken; and when it awoke, it would way back. Once at the tomb, the PCs will
above. The adventure is essentially an escort seek its way back into the physical realm to need to find the entrance to the sealed
mission where the PCs must protect a child destroy, first those who dared imprison him, level, and then look for information on
as she travels home, but the adventurers are and next all those whom they loved dearly. how to deal with the beast.
caught up fighting a powerful enemy they
At this stage the DM is free to finish the
cannot see. Though it is possible to scale
adventure here, or continue through to the
the adventure for characters of lower levels,
the nature of the enemy, and its potential
Adventure Ethereal Plane. By destroying the anchor-
power, will present a much greater chal- Summary point in the second level, the Beast can
be freed, and the Ethereal Winds will carry
lenge. The adventure, though divided into three him off. Otherwise, the PCs must use the
parts, is not linear through these parts. The anchorpoint on the second level to travel to
PCs, who are travelling through the wil- the Ethereal Plane, and then cut the chains
Adventure derness after receiving invitations to the from the Ethereal (which is much quicker
Background reading of a will, pass by the School of Etti-
quette for Young Ladies. Outside the school
than doing it on the physical).

A creature known only as The Beast lurks waits the last remaining teacher and a little
in the Ethereal Plane, and has only the
power to affect a limited region of the
girl. The teacher explains that the Spring
Harvest festival has almost arrived and the
Adventure Hooks
Physical realm. Thousands of years ago he school closes down for a moon. Unfortu- Read the following to the players:
rampaged through the old empires, bring- nately the escort for the little girl, Talina, to
You have been travelling for a couple of
ing great destruction through his vessels. take her home, never arrived. The teacher
The Beast proved to be more powerful than thus asks the PCs if they could help. Just days now in this remote region of the
even the empires’ greatest mages, but in as it happens, Talina is the grand daughter land. Last night you spent in a barn at
a combined effort they were able to bring of Lord Schunkter the Elder, the deceased a nearby farmhouse, but as the forested
him under control. The mages (known as to whose reading of the will the PCs are mountains begin to close it, you wonder
The Enchanters) imprisoned the Beast in a going. Moreso, Lord Schunkter the Elder if there is any friendly settlement ahead,
location so remote that he would be unable was the descendant of one of the Enchant- especially since the sun has now begun to
to reach out and possess another creature. ers that imprisoned the Beast. vanish behind the mountainous curtains.
The tomb was sealed, and the phylactery You wonder what it is that brings you
On the road back, the PCs find the
that enabled him to influence the physical to this desolate place, and you cast your
remains of an ambush, and a quick search
realm was sealed inside. minds back to when it all began. One
will reveal the remains of the girl’s escort.
The Enchanters had attempted to defeat Unfortunately the PCs have wondered into day a messenger arrived with an invita-
the beast in its own Realm, but those who the area in which The Beast holds domin- tion from Lord Schunkter the Younger. His
went to face him never returned. Some ion, and nightfall will force them to camp. father had recently died, and had men-
say he simply stole their souls and they During the night he will possess the girl, tioned each of you in his will. Though the
now exist in eternal torment as the beast’s and she will wonder off into the woods. PCs messenger did not say what had been left
slaves. following her will be led to the entrance to for you, he did believe it was something
the tomb. Talina will attempt to enter the substantial. The reasons simply reads ‘for
Centuries passed since the beast was last
tomb, claiming that she wants her ‘Squishy services rendered.’
heard off. Its existence slowly left the minds
Toy’ and if prevented will begin to turn vio-
of the mortals. Nobody ventured near the You continue your journey following the
lent. Once she has the toy, she will continue
tomb and nobody recorded its existence or road as it winds through the forest. The
the journey.
location; with that the memories of it also forest seems to creep up beside you, and
vanished, though much quicker than that Unbeknowest to the PCs, the Squishy Toy come in ever closer, but before you real-
of the Beast. Trapped in his chains, the is the beast’s phylactery and he is able to ise it, the road turns into a clearing. The
Beast still remembered, and through out influence the physical world through it. The road crosses the clearing and runs directly
the millenia, his anger continued to rise. Beast lurks in the girl until they arrive at her towards the mountains, vanishing into the
father’s house, or if the PCs become vio- forest at the far end.
The population had been growing over
lent. Once the girl is delivered, the fun will
the last thousand years, and the kingdoms Beside the road, in the clearing, is a large
begin. The Beast will reveal itself through
that rose from the ashes of the old empires compound. Iron fences surround the cen-
the girl, allow the PCs to leave since they
expanded their territories. First came the tral building, and viscious spikes line its
assisted in freeing it, and then proceeded to
farmers, and then came the merchants, and tops. The building itself is grand, remind-
destroy the girl’s father’s house.
then the roads. The once wild lands were
34 Asgard November 2001
The Lurker Adventure
ing one more of a palace than of a remote writes critiques of various works, or devel- left at the crossroads ahead!’. She thinks of
fort, though a large tower rises from oping her own. She also has rough notes of him as ‘a wonderful king that rules a great
behind. students, though seems to consider them land’ (though in reality he is a simple lord
an annoying occupation. of a border demense - she always exagger-
This is the School of Ettiquette for Young
ates). She knows nothing about her grand-
Ladies (its name being cast into a sign Personality Landa doesn’t particularly like
father except, ‘he is a Sorcerer. I saw him
that sits above the gate), and is presided company, and is wanting the PCs to move
one night. Down in his basement.’
over by a solitary mage, only known as on quickly so she can return to her work, or
‘Tawny Owl’. As the PCs approach the gates pursue her pleasure of riding in the country.
they will see somebody run from the build- She tends to be quite firm and command-
ing towards the gates. This is one of the ing, using The Owl’s authority to back her The Crossroads
school’s Mistresses, the ladies who take the up (“I’m sorry, The Owl will not allow any The shadows of the woods, with the set-
role of the teachers for the young ladies. stranger to stay the night on her grounds”). ting sun, begin to leer over you. Ahead the
The Mistresses, who calls herself Landa, She is willing to part with minor informa- road seems to divide: one heads into the
will pass through the gates and attempt to tion (though will simply say that Talina is mountains while the other turns into the
intercept the PCs asking for help. a good child if asked about her), though woods at their base.
persistent questioning will quickly begin to
If the PCs agree to help, read the follow- “Down there!” Talina cries with joy, “the
annoy her. If forced to, Landa will give
ing: forest, father’s place is just through there!
each PC a bag of 200 silver pennies and
It’s a lovely walk!”
Thankyou, thankyou. tell them that Talina’s Father will no doubt
reward them further. About her history, she The path that Talina indicates does
As you know, Spring Harvest is approach-
is tight lipped since it is definitely intruding indeed lead to her father’s domain, but the
ing, and we have to send the children into her past. path passes through some quite untamed
home. The fathers insist on it: they are
forest. Though the path is easy to follow,
the ones who pay us. All of the escorts * The Mistresses specialise in a specific
careless PCs can easily wonder off and
but one, the one for little Talina, arrived. animal, usually (such as Landa) being
become lost in the forest. The forest covers
The Owl insists that all of the children horses. Landa owns a lovely brown and
an area of roughly 300 square miles. The
must leave, for she does not have the time white mottled steed name Chariot.
road only travels 50 miles through the
to keep them while we Mistresses are at ** Mistresses have 4 Knowledges as class forest; roughly two days journey by foot.
home with their families. Please could to skills. Landa’s knowledges are listed above.
take her home?
Talina, female human child: CR 0;
Note: The PCs may not realise that this is small humanoid (3 ft. 7 in. tall); HD 1d4; The Domain of
a school; if this is the case, try to get them
to work it out.
hp 3; Init +0; Spd 20 ft.; AC +0; Atk -2
melee (1 hp, unarmed); AL CN; SV Fort +0,
the Beast
If the PCs ask the Mistress where the Tali- Ref +1, Will -1; Str 7, Dex 11, Con 9, Int 5, A dark presence lurks within this forest,
na’s home is, she will reply: Wis 8, Cha 17. but it is trapped: restrained by bounds that
Skills: Listen +3, Spot +3. Feats Alert- had been placed upon it a millennia ago.
Why, she is the daughter of Lord Schunter ness. Now it sleeps, waiting for a time to wreck
the Younger. He rules the land beyond the Possessions: Talina has her clothes vengeance upon those who defeated it. The
forest to the west. Follow the road to the packed in two suitcases, and a small satchel presence: the Beast, is bound in the ethe-
crossroads, and take the path to the west, in which she carries her note pads and a real plane. When he was bound, this was
the one that leads into the woods. Talina little book entitled ‘A Little Ladies Guide to untouched wilderness, inhabited only by
should know, she can direct you. It’s just Etiquette’. She is dressed in an embroided loose tribes of humanoids. The Enchanters
that we don’t like the little ones wondering dress with an under coat (to keep her believed that civilisation would never reach
around in those woods alone. warm). She also has a deep red blanket here and placed the phylactery, the Beast’s
Mistress (Landa), Female Human (purple, and thus quite valuable, about 100 prison, deep in the mountain.
Expert 7: CR 7; Medium-sized Humanoid silver) which she wraps around herself as They knew that the beast was not
(5 ft. 6 in. tall); HD 7d6; hp 29; Init +5 she travels. defeated, and they knew that they required
(Dexterity +1, Improved Initiative +4); Spd Personality: Talina is a very curious little other anchors around the world to fully
20 ft.; AC +1 (Dexterity +1); Atk +4 melee girl. Upon first seeing the PCs they will hold the beast in place. As such they
(1d2, unarmed); AL NG; SV Fort +2, Ref +3, immediately become her heroes, and she believed that access to the phylactery may
Will +9; Str 8, Dex 13, Con 12, Int 15, Wis will ask them to tell her stories of their be required. Thus they built a tomb, deep
17, Cha 14. adventures. She will continually tell them into the mountain, and there they placed
Skills: Diplomacy +4, Gather Infor- of her love to travel ‘beyond the moun- the phylactery, sealed the chambers, and
mation +4, Handle Animal* +10, tains and explore the big wide world’. She left.
Knowledge**(Religion) +10, Knowledge wants to see ‘dragons, flying horses, drag-
(Mathematics) +8, Knowledge (Local His- ons, unicorns, dragons, elves, dragons’ etc.
tory) +8, Knowledge (Etiquette) +10, Pro- and she does have an obsession with drag- 1) Ambush Site
fession (Teacher) +13, Ride +8, Sense ons ‘beautiful beasts of grace and wonder’ “NOOO!!!”, Talina cries as you see the
Motive +10, (+2 Listen, +2 Spot). Feats (she saw one fly over at the age of 6, she remains of a carriage ahead: smashed
Alertness, Improved Initiative, Iron Will, is now 11, and has been enthralled ever against a tree with a log protruding from
Run. since). If asked about anything, she will its side. The horses are gone, and there is
Possessions: Landa’s possessions are con- make up some reply if she does not know no sign of life.
tained in her room in the school. These the answer.
consist of books on various subjects that “What happened,” Talina cries as she
As for her father, she knows where to go, becomes very frightened. Sure enough,
interest her, and a number of curios. She
‘the town is at the base of the mountains, there are signs of combat, but it seems that
has a work desk, where she studies and
Asgard November 2001 35
Adventure The Lurker
the bodies have been removed. down from the mountain) and bound two bound.
water elementals to it. SA–Drench (Ex): The elemental can put
The carriage was attacked by a gang of
out non-magical fires of large size or
ogres, who rammed the coach as it raced Entering the Anchor site will activate
smaller with a touch. The elemental can
by. They were simply having fun, but where these elementals, who will thus prevent
also dispel magical fire it touches as a dispel
a bit upset when they killed the driver and anybody from leaving the region. They will
magic cast by an 8th lvl wizard.
the guard before they could have some fun. concentrate their attacks upon anybody
SA–Vortex (Su): see Monster Manual pg
So they buried them and left. The horses who either carries the beast’s phylactery, or
85
had broken free during the crash and run are possessed by the beast.
SQ–Elemental: Immune to poison, sleep,
off.
Creatures (EL 7): The elementals are unin- paralysis, stun, and critical hits.
The ogres did rummage through the telligent and cannot communicate without SQ–Damage Reduction (Su): 10/+1
coach, and this is very noticeable. The the aid of magic. If spoken to, they will
remains are scattered everywhere. The coach reveal that they are guardians summoned
carried little since it was on its way to meet to protect a tomb that contains ‘a great 4) Battle Site
Talina, but the ogres were not concerned. destructive force’. They have no knowledge Following the trail from the ambush site
of what this force actually is, or the form will lead the PCs here. Read or paraphrase
The ogres did leave an obvious trail, two
that it takes: they simply know that the the following:
actually (both DC 15), one leading to where
force is present and if anybody or thing is
they buried the bodies, and the other lead- The track ends at a small campsite, the
possessed by this force.
ing into the forest. forest having been cleared rather quickly
and recently. Your hopes at catching the
Large Water Elemental (2): CR 5; perpetrators of the ambush are shattered
2) Graves Large Elemental (water) (16 ft. tall); HD as you look around another scene of dev-
The two servants that came to collect 8d8+32; hp 60, 63; Init +2 (+2 Dexterity); astation. A number of ogres lie here dead,
Talina are buried here. There is nothing of Spd 20 ft., swim 90 ft.; AC 20 (-1 size, their bodies mutilated and their bones
value on their bodies. +2 dex, +9 natural); Atk +10/+5 melee smashed as if they were chalk. One corpse
(2d8+7, slam); Reach 10 ft.; SA Water Mas- hangs from a tree, a branch protruding
tery, Drench, Vortex; SQ Elemental, Damage through his torso, and another seems to
3) Run-off pond Reduction 10/+1; AL N; SV Fort +10, Ref have been tossed a great distance, his
Thousands of years ago, this pool used +4, Will +2; Str 20, Dex 14, Con 19, Int 6, mangle corpse lying crumpled around the
to be a spring. When the beast was impris- Wis 11, Cha 11. stump that it struck.
oned, the ancient mages knew that guard- Skills: Listen +11, Spot +11. Feats Cleave,
Power Attack. There are no other trails leading from this
ians were required not only to prevent the site, nor is there any evidence of who or
beast from escaping, but to also prevent SA–Water Mastery (Ex): A water ele-
mental gains +1 to attack and damage if what attacked the ogres. What is clear is
unlikely travellers from stumbling across the that whoever killed the ogres were capable
tomb. As such, they built this pond (which both it and opponent touch water. A -4
penalty to attack and damage is imposed of doing it without any weapons, and quite
serves as a catchment for streams running easily. A Search Check (DC 21) will reveal
if the opponent and elemental is land

36 Asgard November 2001


The Lurker Adventure
that one ogre appears to have slain him- the mountain, but the walls have been rein- Your light spills into this duty room full of
self. forced with 5 inch thick black marble slabs. cobwebs. The sight that greets you is one
Likewise the floors of the upper level are of horror, for lying on the floor are many
Trap: As can be seen from the map,
granite flagstones while the lower level are corpses in the process of decomposition.
this site is within the domain of the beast.
smooth and polished black marble floors. A horrid stench of rotting flesh assails
If the PCs remain here for too long the
The ceilings of both levels have been rein- you as you attempt to peer further into
beast will attempt to attack them: this is
forced with granite arches on the upper this room. The cries for help can be heard
what happened to the ogres. The beast
levels and marble arches on the lower level. clearly now, and your light illuminates a
easily possessed one of the ogres, and once
The arches are spaced 5 ft apart. humanoid figure at the far side of the
he has slain the others, forced the pos-
sessed ogre to kill himself. The outer area of the upper level is cov- room.
ered in cobwebs, and small animals and The figure is a Phantasmal Force created
The beast will attempt to possess each of
rodents find their home here. There is more by the beast and is of Talina’s (or, if Talina
the PCs individually, testing their willpower.
rubble in this area than the rest of the is present, of her Mother). Once the PCs
Unlike the ogres, the beast recognises the
complex, as well as signs of passage. The clearly see her, she will begin to commu-
PCs superior intelligence, and believes that
occasional party has stumbled upon this nicate with them, telling the PCs that she
they will be capable of releasing it (whereas
domain, and either left unable to open the cannot move. If asked what happened here,
it was doubtful that the ogres could).
door to area 3, or killed by the ghouls in she will tell the PCs that she fell climbing
See below for more information regard- area 2. over the rocks, and now she can’t get
ing the Beast possessing members of the up. She claims no knowledge of the other
Trap: Years of disuse has left the
party. bodies
complex very dusty and covered in cob-
webs. Violent motion such as running, rapid These corpses are of the inhabitants of
searching, and combat, will disturb this the region that the Beast had lured into his
5) Old Building. dust. Creatures with sensitive nostrils (such domain. Upon becoming trapped in here,
Suddenly forest falls away as you climb up as PC characters) must make a Fortitude they resorted to survival by eating each
the difficult slope. The clearing is small, save (DC 15) or erupt in sneezing imposing other, and in the process became ghouls. If
and quite overgrown, but an old stone a -4 penalty on all actions. asked about personal information, the Illu-
building, set into the side of the moun- sion will reveal what Talina knows. If the
tain, is quite visible. Much grass and image is of Talina’s mother then Talina will
bushes grow fom the dirt that has fallen 1) Chamber be convinced that this is her mother, and
around it, and there appears to be no vis- The tunnel leading into the mountain will desire to rescue her and take her home
ible entrance. side opens up into a small chamber here. A “as a surprise for father.”
It is unlikely that the PCs will stumble pile of unused masonry sits in the corner On the far wall of the alcove is an inscrip-
across this building, and thus the beast will along with rusted tools. Bones of two tion. The inscriptions are composed of a
seek to lead them to it. The Beast’s most humanoid skeletons lie scattered across the number of sigils, eight in all. These sigils
likely tactic is to possess Talina and use her floor. These bones are the remains of two represent the settings for the transportation
to draw the PCs to this site. This is further adventurers who were killed by their com- pillar in area 3. Dust, cobwebs, and clumps
discussed below under ‘The Possession’. panions when the Beast possessed them, of dirt conceal the sigils, and can be found
and have been picked over by scavengers. on a Spot check (DC 30), or a Search check
The building is buried in the side of the Over time the bones have become very brit-
hill: all that is visible in the clearing is (DC 15).
tle and will easily break if struck.
a part of the roof and the front wall, Trap: When the PCs approach the illu-
though grass and bushes make access dif- The room also shows signs of usage. The sion it will reveal its true nature. The image
ficult. The door is buried under the dirt, remains of a campfire, a circle of scorched will dissolve and a cave in will block the exit
and a number of bushes have grown over rocks, and food scraps are here, though a from this room. The cave in is little more
the area making digging difficult. Remov- number of mice are already fighting over than an illusion.
ing the bushes requires a Strength Check them.
(DC 15). A Search Check (DC 25) will reveal Creatures (EL 6): The ghouls remain
When the PCs enter this room, they will motionless until activated by the beast.
that behind the bushes there is a small hear a faint cry for help coming from area
opening that leads into the building. The This will occur once the trap has been set
2. off and the PCs believe they are trapped.
opening is narrow and only creatures of
size small or smaller will be able to crawl The ghouls will not leave the room if the
through; if the bushes are removed then PCs manage to pierce the illusion and flee
medium-sized creatures will be able to
2) False Prisoner through the corridor. If the PCs, once leav-
crawl through (Dexterity Check DC 15. If The tight corridor is choked full of cob- ing the room, head deeper into the com-
the check is failed, the PC will not be able webs, but the distinct cries for help can be plex, then the ghouls will be waiting for
to squeeze through. If the check is botched, heard coming from down this passageway. them in area 1.
then the PC is stuck and will require assist- Through the cobwebs can be seen a pile of Ghouls (8): CR 1; Medium-Sized
ance to escape). rubble. Undead (6 ft. tall); HD 2d12; hp 8, 10, 11,
This rubble has been placed here by the 11, 12, 14, 15, 17, 22; Init +2 (Dexterity);
beast. Close examination of it will reveal Spd 30 ft.; AC 14 (+2 dex, +2 natural); Atk
The Anchor-site that it has not come from the walls, nor +3 melee (1d6+1, Bite) ; +0 melee (1d3,
2 claws); SA Paralysis, Create Spawn; SQ
have the walls collapsed in this area. The
There are two distinct levels to this com- blockage is not thick, and will take half an Undead, +2 turn resistance; AL CE; SV Fort
plex. The upper level has been dug from the hour for a single person to clear. Once the +0, Ref +2, Will +5; Str 13, Dex 15, Con --,
mountain and reinforced with 1 inch thick blockage is cleared, the PCs can see into Int 13, Wis 14, Cha 16.
masonry walls made from granite blocks. the room beyond. Skills: Climb +6, Escape Artist +7, Hide
The lower level has likewise been dug from
Asgard November 2001 37
Adventure The Lurker
+7, Intuit Direction +3, Jump +6, Listen when possessed by a being that is capable The walls, floor, and ceiling of this room
+7, Move Silently +7, Search +6, Spot +7. of spellcasting, such as a human) and pass are in a pristine condition, though dust
Feats Multiattack, Weapon Finesse (Bite). through the barrier. Once through, Talina has still collected on the floor, which your
SA–Paralysis (Ex): Those hit by a claw will grab the ‘Squisy Toy’ and then look for movement stirs up. Thick marble pillars
or bite attack must make a Fort Save (DC the PCs to take her home. If the PCs come support the massive arched ceiling of this
14) or be paralysed for 1d6+2 minutes up here, they will simply find Talina stand- room, and surround a 10’ wide well in
SA–Create Spawn (Su): Bodies of ing before the barrier. She will look at the the centre. Like the rest of the room, the
humanoid victims that are not devoured PCs and say “my Squishy Toy is in there.” marble blocks around and inside the well
rise as ghouls in 1d4 days. seem to also absorb your light.
Once the PCs are through the barrier,
Treasure: There is little of actual value read the following: The walls radiate subtle magic if exam-
in this room, though if searched (DC 15) ined, though this magic is not the result of
Your light illuminates a large room, but
a small pouch containing 4 opals (500gp a spell, but rather residual magic from years
shadows of darkness still lurk in the cor-
each) will be found. This was in the pos- of isolation. The walls absorb light, and
ners. The centre of the room is raised, and
session of one of the ghouls victims. Along though light sources still work, they will
at one end is a dull metal column. Unlike
with this, one of the ghouls has a rusted only work at 50% efficiency. Magic that
dagger that is actually a Dagger +1/+2 vs the rest of the complex, this room is clear
replicates sunlight will temporarily cancel
Ethereal Creatures. Though a Detect Magic of cobwebs and other signs of animal life.
this residual magic and such spells will
will reveal that the dagger is magical, its The column is set into the floor and the operate normally.
properties will not be realised until the ceiling. 4’ off the ground, the column has
dagger is cleaned and polished. The column to the right of the pit is
a series of eight rings. Around the rings are
identical to the column in area 3. An exam-
numerous sigils and set at the base of the
ination of the column will reveal that the
column is a small arrow. Each of these rings
rings are in reverse order, and if the rings
3) Transportation Room turn, and the sigils click into place over the
are set in position opposite to those in area
At the entrance to this room is a 5’ thick arrow. This is the controls that operate a
3 then the PCs will be teleported to the
wooden barrier. The barrier is inscribed with transportation device which teleports eve-
platform in area 3 resetting the column
the image of a dragon and around the rybody on the raised platform to area 4,
there.
image is a phrase written in an ancient above the pit.
language. Translating the phrase (Decipher Trap: If the PCs arrive in this room
The settings for the rings are inscribed
Script DC 27) says “this domain is the prison through the teleport in area 3, they will
upon the wall in area 2, but PCs who have
of a Beast. Those who foolishly open this appear above the well. The well has a
not found them can discover the settings
ward will release great destruction upon diameter of 10’ and descends 50’ into
by other means. Trail and error (Int Check
the realm”. The wood has been preserved the ground. At the bottom of the pit are
DC 45), through the use of divination spells,
through the use of powerful magic and numerous sharp bones (from earlier victims
or skills such as Decipher Script (DC 30).
a number of protective sigils have been of the trap). PCs falling down the pit take
placed on it. These sigils are invisible and Treasure: In the corner of the room 5d6 hp damage plus and extra 1d6 hp from
can only be revealed through the use of a lies a small toy. It is made of dyed cloth and landing on the bones. A successful reflex
Detect Magic and a Read Magic spell. filled with dried peas. The toy looks like a save (DC 20) means that the PC has time
lizard, but it is human shaped. Talina will to perform a simple action upon appear-
The barrier can be broken down, but notice the toy and run to it and grab it, ing above the Pit. A rogue who successfully
requires a Strength Check (DC 25). Breaking calling it her Squishy Toy. This toy, though, saves (with Evasion) manages to avoid fall-
down the barrier also activates the sigils: a is actually the Beast’s phylactery. Though ing into the Pit. Other PCs will require a
lighting trap which charges the area before the Beast is capable of possessing those successful dexterity check to avoid falling
the door (10’ by 5’) with electric current. who come within its domain, it cannot in.
Anybody in the area takes 4d6 hp damage, leave the domain unless the creature pos-
and will continue to do so until they move Creatures (El 8): Lurking about the
sessed is carrying the phylactery. As such
out of the area. The area remains charged room are four shadows and a shadow mas-
the Beast attempts to lure creatures into the
for 24 hours. tiff. The mastiff hides in the hallway while
lair to retrieve its phylactery. One the phy-
the shadows flit around the darkened areas
A Dispel Magic (DC 26) will destroy the lactery is in the possession of an individual
of the room. The shadows will watch the
magic upon the door. There are three spells (such as Talina) the beast is automatically
PCs for a short while before attacking. If
upon the door though: the trap, the pres- able to possess the new owner (see posses-
the PCs have been divided by falling down
ervation spell, and the spell that holds the sion below, the Beast will attempt to make
the pit, then the Shadows will attack those
barrier in place. Unless a specific spell is the bearer of the Phylactery the level four
in the room, and then turn upon those in
targeted (and the specific spells will be possessed). If a PC takes the Squishy Toy
the Pit. The mastiff will watch the pit while
revealed through the use of Dispel Magic, before Talina gets it, Talina will attempt to
the other shadows are dealing with the PCs,
though a Concentration Check, DC 15, is steal it.
and anybody attempting to climb out of
required to recognise the spells) a random the pit will be attacked.
spell will be dispelled. Dispelling the bar-
rier spell will cause the barrier to vanish, as 4) Marble Hall
well as dispelling the other spells. Even if The black marble walls and pillars of this Shadow (4): CR 3; Medium-sized
the barrier is dispelled, it will reappear after room seem to absorb rather than reflect Undead Incorporeal (6 ft. tall); HD 3d12;
a week. your light, and thus creates eerie shad- hp 20, 21, 23, 29; Init +2 (Dexterity);
If the PCs were diverted to area 2, Talina ows that seem to flit across the walls and Spd 30 ft./fly 40 ft.; AC 13 (+2 dex, +1
will be down here. She has no idea how the ceilings. At times your eyes seem to deflection); Atk +3 melee (1d6 strength
to get through the barrier, but the Beast create images of demonic figures, but they temporary, incorporeal touch); SA Strength
does. The beast will cast a Dispel Magic quickly vanish as the darkness moves in to Damage, Create Spawn; SQ Undead, Incor-
at the barrier spell (he can only do this take over. poreal, +2 Turn Resistance; AL CE; SV Fort

38 Asgard November 2001


The Lurker Adventure
+1, Ref +3, Will +4; Str --, Dex 14, Con --,
Int 6, Wis 12, Cha 13.
Skills: Hide +8, Intuit Direction +5,
Listen +7, Spot +7. Feats Dodge.
SA–Strength Damage (Su): The touch
of a shadow deals 1d6 strength damage. A
creature reduced to 0 strength dies.
SA–Create Spawn (Su): Any humanoid
reduced to strength 0 by a shadow becomes
a shadow under the control of its killer in
1d4 rnds.
SQ–Undead: Immune to mind-influenc-
ing effects, poison, sleep, paralysis, stun-
ning, and disease. Not subject to critical hits,
subdual damage, ability damage, energy
drain, or death from massive damage.
SQ–Incorporeal: can only be harmed by
other incorporeal creatures, +1 or better
magic weapons, or magic, with a 50%
chance to ignore damage from an incorpo-
real source. Can pass through solid objects
at will, ignores armour, and always moves
silently.

Shadow Mastiff (1): CR 5; Medium-


size Outsider (Shadow); HD 4d8+12; hp 35;
Init +4 (+1 dex, +4 improved initiative); of the shelves remain intact, and numer- arrived here it becomes obvious that they
Spd 50 ft.; AC 14 (+1 dex, +3 natural); Atk ous thick books have been jammed into seek to destroy rather than release the
+7 melee (1d6+4, bite); SA Bay, Trip; SQ them. There seems to be no logic or order beast. As such the Beast will animate a
Shadow Blend, Scent; AL NE; SV Fort +7, to these books. number of books in the room in an attempt
Ref +5, Will +5; Str 17, Dex 13, Con 17, Int to drive out the PCs, and to prevent them
4, Wis 12, Cha 13. Like the reading room, the shelves and
from discovering the enchanters’ book. If
Skills: Listen +8, Spot +8, Wilderness books are very old and mistreatment will
a Detect Magic is cast during this combat,
Lore +7. Feats Dodge, Improved Initiative. cause them to crumble to dust. This has
the magic empowering the books will hide
SA–Bay (Su): All creatures except evil already occurred to the books of the ground:
the magical aura of the enchanters’ book.
outsiders must succeed at a Will Save (DC their pages being torn and extremely brit-
13) or be panicked for 2d4 rnds. Immune tle. The covers are still quite strong though.
for a day afterwards. Among the books on the shelves is a single
Animated Books (12): CR 1⁄2; Tiny
SA–Trip (Ex): If hits with bite, may make book that has withstood the rigours of
Animated Object (1 ft. long); HD 1⁄2d10; hp
a trip attack without making a touch attack time. A detect magic will reveal that this
1,1,1,1,3,3,3,3,4,4,5,5; Init +2 (Dex); Spd
or provoking an attack of opportunity. book radiates preservative magic.
40 ft./fly 60 ft.; AC 14 (+2 size, +2 dex);
SQ–Shadow Blend (Su): Other than full This book was inscribed by the enchant- Atk +1 melee (1d3-1, slam) or +1 ranged
daylight, may disappear into shadow giving ers that originally built this place and reveal (1d3-1, spit page); SQ Improved Speed; AL
it 9/10th concealment. the traps that they have put in place. The N; SV Fort +0, Ref +2, Will -5; Str 8, Dex
SQ–Scent: gains a +4 bonus to wilder- book contains the settings for both col- 16, Con --, Int --, Wis 1, Cha 1.
ness lore checks when tracking by scent. umns, as well as hints to opening the doors SQ–Improved Speed: Flight with good
to area 10. In relation to that, it notes that manoeuvrability.
the hallway between area 4 and area 10 is
5) Old Reading Room trapped (though it does not say what sort
The door to this room has long since of trap it is), and also states that area 9, the 7) Pipe
rotted away and all that remains are shards Puzzle Room, contains the keys to opening This is a narrow 3’ diameter pipe that
of wood on the floor and hinges set into the door. The book also outlines the Ethe- tunnels through the rock. A Web spell was
the wall. Inside the scene is much the same real Anchor in area 10, though for further cast into this pipe centuries ago, and it is
with a number of rickety tables and chairs. information regarding the anchor, see area still here. The web simply blocks entry and
Some books and sheets of paper are on 10. can be easily removed.
the table, but if mistreated they will easily
The first page of this book contains an
crumble. Like the rest of the complex, vio-
outline as to why the book was written.
lent movements will stir up the dust that
covers the room.
The enchanters outline what they know of 8) Hall of Remembrance
the beast, and state that even though they Through the marble archway you see a
believe that the beast is sufficiently impris- room with murals on the wall. Around the
oned in this domain, there may come a
6) Old Library time when someone will have to deal with
room are a number of statues. The murals
depict a scene of immense suffering and
The light flickers around this room reveal- him again, and as such they have left this a message has been inscribed below it.
ing bookshelves that line the walls. Parts book for those to know what to do. Each of the statues seems to depict a man
of the shelves have collapsed and some
Creatures (El 8): Once the PCs have of great valour; a king or a warrior, and
books lie scattered across the floor. Much
Asgard November 2001 39
Adventure The Lurker
maybe a mage. There is one statue that hand) then the weapon will become stone, of these pillars seem to represent one of
catches your attention though: a little girl and a three amulets will appear, floating the four elements: a pillar of water, a
who looks remarkably like Talina. between the statues. The amulets are of pillar of flame, a pillar of dust, and a pillar
a star, a shield, and a coin. The amulets of cloud. No heat seems to radiate from
The statue is Talina. The murals on the
are magical, but if worn, show no distinct the pillar of fire.
wall were created by the enchanters as a
properties. If placed around the necks of
reminder of the suffering that the beast Floating in the centre of each of these pil-
the statues (the star for the wizard, the
had caused. The message below can be read lars is what looks like a fist-sized gem-
shield for the warrior, and the coin for the
on a successful Decipher Script (DC 25), or stone: in the pillar of fire is a sapphire, in
rogue) two things will occur. First one of
similar ability. It simply says, “ [some unpro- the pillar of water is a ruby, in the pillar
the barriers separating area 4 from area 10
nounceable name] must not be released. He of dust is a diamond, and in the pillar of
will vanish, and a pair of tinted spectacles
seeks only to destroy life and must be put cloud is a black opal.
will appear on the ground. These glasses
to rest indefinitely”.
assist with the mosaic. Beyond the pillars, standing before the far
The statues though are the Beast’s crea- wall, are two carved silver columns. There
To the naked eye, the mosaic is little
tion, and are mere illusions. Every time the columns are 6’ high and are topped with
more than a mess of colours. If studied, a
PCs return to this room the statues will bolts of lighting carved from gold. A haze
willpower save is required (DC 15), failure
change: all except that of Talina. seems to flicker between these pillars.
means that the character suffers a headache
A plaque has been placed on the west- and has -2 on all actions, while success There are two options for DMs in this
ern wall between the murals and contains means nothing happens. If the spectacles room: the pillars can be a gate allowing
a list of names, none of which are rec- are worn, the pattern on the mosaic will access to the Ethereal plane, where the
ognised. Inscribed above the names is the become relevant. PCs must go to release the bindings that
message ‘In Remembrance of Those Who hold the beast, or it can be the anchor,
The mosaic shows two things: first it
Died”. This plaque hides a secret door that that when destroyed, releases the beast and
shows four columns, one of fire, air, earth,
allows access to area 4. The plaque can casting him free in the winds of the ether.
and water. In these columns appears to be
be opened by pulling on a couple of hand The ethereal domain of the beast will be
a single gem, ruby in fire, sapphire in water,
holds on the side: they can be found on discussed below, but it is simply an option
diamond in air, and black opal in earth.
a successful Search (DC 15). Opening the for DMs who wish to continue the adven-
The gems can be prized out, and have
secret door enables the second secret door ture beyond this conclusion.
the following values: Ruby 2500gp, Dia-
at the far end of the corridor to be opened.
mond 7500 gp, Black Opal 1500gp, Sap- To activate the gate or destroy the anchor
This second secret door can only be opened
phire 1000gp. The mosaic on the floor (the two silver columns at the far end of
from the passageway, and opens into area
reveals four humanoids each placing their the room) the gems will need to be placed
4. Even though it can be found if area 4
right hand upon a wall, and beneath each in the correct column. Putting the gems
is searched, it is very difficult to open from
of the people are the words: Pyros, Hydros, into the column is simple, but taking them
that side.
Gaios, Stratos. from other columns is not. The gems can
be pulled out of the columns, but cannot
9) Puzzle Room 10) Ethereal Anchor
be knocked out. PCs simply placing their
hands into the columns will suffer the fol-
The northern wall of this room bears a lowing effects:
There are two barriers leading to this
strange mosaic of random tiles and col-
area, both of which are opened by solving
ours. These colours meld into each other Fire: though this pillar does not produce
the puzzles in area 9. The first barrier, in
and create a chaotic mess that seems to any heat, it is still incredibly hot. PCs plac-
area 4, is opened by solving the statue
give you a headache as you stare at it. This ing their hands into the column will suffer
puzzle, while the second, on the other side
pattern seems to spill onto the floor in the 5d6 hp of fire damage. A Reflex Save (DC
of the short hallway, is opened by solving
northern section. 15) is allowed, but if successful then the
the mosaic puzzle. The mosaic puzzle in
damage is halved, but the gem remains
A small alcove is directly across the room area 9 points to this second barrier: this
within the pillar. If the save is failed, then
from the archway, and in this alcove are barrier is a white marble wall, which stands
the PC takes full damage, but will have
three statues: a robed man, an armoured out from the black walls in the rest of
taken the gem.
knight, and a shifty character. Each of the complex. 4 ft above the floor, on the
these statues clutches an object in their white marble wall, are four black images Water: this pillar operates similarly to the
hands: the robed man carries a sword, the of clawed hands. Each of these hands pillar of fire, except that it produces 5d6 hp
knight carries a blackjack, and the shifty are right hands, and if four living right of cold damage. A failed save means that
character carries a staff. Each of these hands are placed upon the images and the the PC is magically frozen. If the PC’s hand
words, “Pyros, Hydros, Gaios, and Stratos” is removed from the pillar, then the effect
objects, though held by the statues, do not
are spoken (one word spoken by each of will reverse and the PC will thaw in 1-6
seem to be part of the statues.
the creatures placing their hands upon the minutes.
The statues represent a Warrior, Wizard, image) then the barrier will vanish, allowing
Earth: placing one’s hand in this column
and Rogue, and the weapons they hold access to area 10. The barrier will reappear
will petrify the PC as per the spell Stone to
are not the weapons they are supposed ten minutes after it is removed, though
Flesh. A successful save (DC 15) will mean
to be holding. These weapons can easily those in area 10 will still be able to leave:
that the PC is not petrified, but has not
be removed, and those removing them will the barrier does not exist on this side, and
managed to acquire the gem.
notice that they don’t seem to fit properly in effect is a one way wall.
in the hands of the statues holding them. Air: the air in this column swirls around
If the weapons are placed into the hands Once the PCs have entered area 10, read
with the force of a hurricane. If anything
of the correct owners (the sword in the the following:
is placed into this column (other than the
knight’s hand, the staff in the wizard’s As you step into the dustless hall, four correct gem) then it will be thrown out in
hand, and the blackjack in the rogue’s pillars instantly catch your attention. Each a random direction. A successful Strength

40 Asgard November 2001


The Lurker Adventure
Check (DC 25) means that the PC can hold the Elder (who is now dead, meaning Lord of a demonic hag, will say the following:
the object in place for 1 round; after that Schunkter the Younger by default).
We are the beings who were, who are, and
another Strength Check is required. Any-
Talina will be very persistent, and if phys- who will be forever. You, humanity, have
body being hit by the flying object will
ically restrained, will reply in violence, but sought to rule supreme over us and have
take 2d6 hp damage. Anybody placing their
only to the extent that it enables her to bound us for millennia. Now that we have
hand in the column must make a reflex
escape her restraints and get into the tomb. been freed, we shall seek our vengeance
save (DC 20). If the save is failed them
Once she has the squishy toy, she will co- upon you and turn your world into a shat-
the PC is thrown against the wall, taking
operate unless the PCs attempt to take the tered waste land.
2d6 hp damage, and being stunned for 1-6
toy from her. The beast will only reveal its
rounds. A successful save means that the To the PCs, the Beast, through Talina,
presence in Talina when it has arrived at
PC has managed to land without suffering will say:
her father’s house.
any damage.
You have proven yourselves useful in
Once the gems have been placed in the bringing us back, and for this we will
correct columns, then one of two things
will happen. Either the two silver columns
Lord Schunkter’s reward you with life: temporarily. We will

at the far side of the room will shatter, Demise come for you last, but you may now leave
in peace.
releasing the Beast from its anchor and Lord Schunkter, the father of Talina, lives
the Ethereal Winds will carry deep into the Then to Lord Schunkter, she will say:
in a manor that overlooks the small cross-
Ether. Otherwise the haze will become more road trading town of Schonheiler. Forests The bladed one: your descendancy was
apparent and a gate to the Ethereal Plane and mountains surround the town to the responsible for my imprisonment, and the
will open allowing the PCs to pass through north and east while farmland stretches off foolishness of your father has brought my
to the Beast’s prison. to the southwest. From Schonheiler, much wrath upon you. You shall be the first to
of the civilised lands can be reached. suffer our fury for the sins of your fathers
shall be judged in full upon your head.
The Ethereal Schunkter’s father, Shunckter the Elder,
who recently died, descended from a line of The beast will then attack Lord Schunk-
Plane. wizards: the Enchanters that originally dealt ter, first by possessing him, and once he
with the beast. Unfortunately Shunckter the is possessed, destroying his body. If the
Since the Beast is tied to more than one
Elder had isolated himself from the popu- PCs manage to save Lord Schunkter (9th
anchor, and since these anchors are like
lace and kept his knowledge unto himself. lvl warrior, Willpower +5, see pg 53 DMG)
the phylactery: a squisy toy, it will be time
Lord Schunkter pursued the path of the he be grateful, and is more than willing to
consuming for the PCs to look for them
warrior, and thus Shunckter the Elder died offer the PCs parts of his estate if they stop
and then destroy them. By travelling to the
without an apprentice. the Beast. If the PCs ask about the will,
Ethereal Plane, the PCs can cut the cords
Schunkter will notice the PCs names upon
there. As yet the will have not been opened.
it, and will also note that it is Schunkter the
Since his son has chosen the path of the
On the ethereal, the cords are anchored Elder’s library. With this is a sealed scroll
warrior, Shunkter the Elder had no-one to
to five of the eight corners of a box. A which says the following:
recieve the workshop and the library. He
number of the cords have already been
did remember, at one stage, a wizard that I vaguely remember your face, but I clearly
broken, and by cutting the remaining five,
helped him (one of the PCs) and decided to remember your name from when you
the Beast will be released, but get caught
include him in the will. assisted me that day long ago. I remember
up in the Ethereal winds and carried off
deep into the ether. From the ether, the The reading of Schunkter’s will is also that you knew of the arts: that which
Beast is enshrouded in a huge cloud. The approaching. my Father taught me, and that which I
cloud is constantly shifting in the winds, hid from for many years. Even as I write
Lord Shunkter’s house is typical of a this with my dying breath, I sense that
but always conceals the true nature of the
manor: the private rooms are in the upper something that occurred long ago is about
beast. The beast is able to physically attack
levels and the basement, while the common to be overturned, and I believe that the
anything that enters the cloud.
area, containing the kitchens, dinning halls, words that were handed down from my
DMs who wish to bring their players into and guest rooms are on the lower level. father’s father may be of help. My library
this realm are free to develop the obstacles When the PCs arrive, there will be a number is yours and if it were to provide any
in getting to the anchors, and the means of guests present, since the will of Shunkter useful information about whatever you
and ways of cutting the cords. the Elder is soon to be read. Lord Shunk- face, then my gift is a valuable one
ter, who is happy that his daughter has indeed.
arrived back safely, has other thoughts to
The Possession consider.

The mechanics of this power of the Beast


The Beast will lurk for a day before
making his presence known. Lord Schunk-
Conclusions
are fully outlined below. What happens from here on is up to
ter will invite the PCs into his study where
The Beast’s first target is the girl Talina. he will reward them for returning Talina the PCs. Schunkter does not know what is
He will not reveal this instantly, but rather safely. He will note that some of the benefi- going on, but his father’s magical library
subtly use the possession to lead Talina to ciaries are no longer alive, and reward the might prove useful. Indeed it does for
the squishy toy. If the PCs camp, the Beast PCs with a couple of trophies (worth about numerous books contain references to the
will wait until night to draw Talina to the 500gp) for his father’s estate. anchor and the beast. The beast does not
tomb. His objectives are to use Talina to know about these books and will try to
The beast will begin by attacking the destroy them if he does. The books explain
remove the squisy toy from the tomb and
other children in the manor, and when the nature of the anchors, though is sketchy
take it to the first of the Enchanters whom
Talina is physically restrained, she will burst on what will happen if released. One book
the Beast wishes to destroy: Lord Schunkter
her bonds, fly into the air, and in the image
Asgard November 2001 41
Adventure The Lurker
suggests that if the beast is to be released,
he will be cast out by the winds of the
power, the Beast is able to attack his ene-
mies through their dreams. The dreams cre-
The Possessed
Ether. Nonetheless, it points the PCs back ated are generally drawn from the victim’s Hit Dice: Increase to D10
to the Anchor Site, though does not say memories, and the beast will use them to Initiative: +2
how to pass through the obstacles. drive the victim to the point of terror. The Speed: Gains Fly 30 ft (good)
victim’s Strength, Dexterity, and Constitu- AC: The base creature’s armor class
Talina (or another if she has been killed)
tion use the values for Charisma, Intelli- improves by +6
will follow the PCs back to the anchor site
gence, and Wisdom respectively. Though the Attacks: The possessed retains all the
in an attempt to stop them. The beast is
victim can use physical skills in the dream, attacks of the base creature and gains a
more concerned that its link to this world
the victim uses his mental as opposed to slam attack if it didn’t already have one.
will be severed preventing him from turn-
physical abilities to make the check. If the Damage: slam 1d6
ing against the race that original impris-
victim dies in the dream then the victim is Face/Reach: 5 ft x 5ft/ 10 ft
oned him. If the PCs have killed Talina, this
dead. Special Attacks: Laugh of Madd-
should work negatively against him, and
ness, Horrific Appearance, Telekinesis
Lord Schunkter, once the crisis is over, will Possession: The beast can possess any
Special Qualities: Undead, Detect Magic
be extremely hostile towards them. sentient creature within 100 ft of the phy-
(at will), Detect Invisibility (at will),
lactery. When a possession attempt is made,
Damage Reduction 20/+1
the victim must succeed in a Willpower
Saves: Same as base creature
Scaling the Save (DC 20) to avoid the effects of the
possession. If the victim fails the save, then
Abilities: Increase from the base creature
Adventure the victim gains a level of possession. The
as follows: Str +20, Dex +10, Con +10,
Wis +5.
This adventure is designed for characters only way to remove possession is if the
Skills: Possessed get +8 bonuses to Hide,
of 12th Lvl. In approximating the difficul- beast willingly relents. The beast can pos-
Move Silently, Sense Motive, and Spot.
ties for characters of higher (or lower) level, sess 20 beings at level 1, 10 beings at level
Feats: Possessed gain Alertness, Combat
the Beast should act as a character of the 2, 5 beings at level 3, and 1 being at level
Reflexes, Improved Initiative.
average party level add three. For example, 4. Talina will be possessed at level 4. If the
Challenge Rating: Same as base creature
a party of 15th lvl average would confront beast chooses to dispossess a victim, then
+8
the beast at CR 18 (a character of 18th Lvl). the beast must start from the beginning if
Alignment: Chaotic Evil
If the PCs seem to be able to succeed reg- he wishes to possess again (ie: if the beast
ularly at the set DCs, the DM should feel possess Randy at Lvl 3 possession, and then Possessed retains all feats, skills, and spe-
free to increase them. Theoretically a party dispossesses him, then the beast attempts cial qualities and abilities of the base crea-
of any level could go through this module, to repossess Randy, a failed saving throw ture. The following are the descriptions of
though some of the encounters may be will mean that Randy will only be at lvl 1 powers than possessed’s receive.
more difficult for lower level characters. possession). Once a character has been dis-
Laugh of Madness (Su): The pos-
possessed the character will have a limited
sessed, to use this power, must cease all
telepathic ability (20’ radius) for 24 hours.
other actions (though if flying, can still fly).
The Beast Level 1: The beast can force the victim
to perform a single, instantaneous action.
All within hearing range of the laugh must
succeed in a Willpower Save (DC 17) or be
The beast is a creature that cannot effec- The victim performs this action based upon stunned for one round. A second Willpower
tively be fought, but nor does he fight his or her ability to perform it. Though the Save is required (DC 15) is the first is failed.
in the typical way. The only way he can beast still possesses the victim, any further If the second save is failed, then the victim
influence the physical world is through actions require the victim to make a Will- is struck with madness and will flee at the
his powers, and though limited in some power Save (DC 25) or perform the action. fastest possible rate. Otherwise the victim
respects, he will work within these limita- can still act, but is at a -2 penalty on all
tions to his maximum capacity. All of his Level 2: The beast controls the victims
actions.
powers, except possession, can only be used basic actions. The victim has limited free-
within the confines of the anchor. dom, but if the victim desires to do some- Horrific Appearance (Su): The beast
thing that the Beast does not approve, then can change the appearance of a possessed
Animate Dead: The Beast can animate a Willpower Save (DC 25) is required to per- at will. Anybody within 60 ft of the pos-
dead, as per spell, at will. The only require- form it. The Beast cannot speak through sessed must succeed at a Fortitude Save
ment is that there are bodies than can be the victim, and can only force the victim to (DC 15) or immediately suffer 1d4 points of
used. The beast is not selective, and can perform basic actions. temporary Strength Drain and 1d4 points
animate parts of corpses as well as whole of temporary Constitution drain. If the save
corpses. Level 3: The beast is in control of the
is successful the victim cannot be affected
victim. The victim has no power over his or
Animate Object: The Beast can animate by this power for 24 hours.
her actions and is subservient to the will of
object, as per spell, at will. the beast. If the victim resists the Beast’s Telekinesis (Su): The possessed can use
Create Figment: With this power the desired actions, then the beast receives a Telekinesis at a level equal to the pos-
beast can create full sensory illusions within -2 situation penalty. Checks are performed sessed’s HD +5.
the anchor. These illusions are created from from the victim’s statistics.
Undead: The possessed receives all
the ether and can be disbelieved (as an illu- Level 4: The beast has total control and bonuses that undead receive while pos-
sion) or dispelled as if it were a spell. The the victim is little more than a passenger sessed. The possessed can be turned as a 10
beast casts spells as a 15th Level wizard. in his own body. At this stage the Beast HD creature. If the turning check results in
Dominate Animal: As per the spell of will try to destroy the victim’s hold and destruction of the possessed, then the pos-
the same name. The beast can use this drive him into insanity (since even passen- session is ended. The beast or its possessed
power at will. gers can be annoying). The victim becomes cannot be rebuked (though the Beast will
a possessed, as outlined in the template act as if it is).
Manipulate Dreams: Through the below.

42 Asgard November 2001


Publisher: Russell Morrissey
Writers: Ryan Nock, Scotte Green, Erica Balsley,
Tim Hitchcock, Becky Glenn, Hal Greenberg,
Matthew Mosher, Ryan Boel, Darrin Drader,
Tony Bounds,
Reviews: Simon Collins & Alan Kohler.
Cover Art: J Ryan Machan.
Interior Art: J Ryan Machan, JL Jones, Ryan Nock,
Tim Hitchcock, David Sarkies.
Comic: Adrian Czajkowski.
Graphic Design: Jake Badge.r

(c) All text and art not marked as Open Gaming Content remains ©2001 of the original author or artist, and is used with permission by Asgard Magazine. You are
free to use this material for personal use, but commercial distribution of the materials is prohibited without the express permission of the copyright holder.

Asgard Magazine is an EN World publication.


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Asgard November 2001 43

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