Beruflich Dokumente
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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)
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
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
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.
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
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
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
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
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.
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