Sie sind auf Seite 1von 57

Unofficial Game Accessory

The Streets of Landfall


Editor J. T. R.

Table of Contents

Referee’s Manual
Introduction ...................................................................................................................................................2
History as the Immortals Know It................................................................................................................3
The Town of Landfall....................................................................................................................................8
Society...........................................................................................................................................................14
Regional Geography ....................................................................................................................................21
Personalities .................................................................................................................................................26
To Catch a Thief ..........................................................................................................................................32
Adventures ..................................................................................................................................................34
Thieves’ Guild Worksheet ..........................................................................................................................42

Player’s Manual
Overview.........................................................................................................................................................1
Creating Characters for Landfall ................................................................................................................2
Scoundrels for Every Class ...........................................................................................................................3
Tools and Tricks of the Trade ......................................................................................................................7
Special Rules for Thieves and Thieves’ Guilds ...........................................................................................9
The Word on the Street...............................................................................................................................13

Credits: DUNGEONS & DRAGONS and D&D are registered


trademarks owned by Wizards of the Coast, a subsidiary of
Design: JTR Hasbro, Inc.
Editing: JTR
Content Contributors: Agathokles, Havard, This book is a work of fan contributions and does not possess
Yellowdingo, Twin Campaigns, official recognition by Wizards of the Coast. The editor and
contributors make no representations to imply otherwise.
Gazza555, gawain_viii, Scott Moore,
JTR, Geoff Gander, Bruce Heard This work may not be sold commercially in the United States
Cover Illustrator: Rafael “Fox” Ramos of America or abroad. It may be electronically replicated
Cover Painter: Isabela Farias (“downloaded”) in its entirety for personal use.
Interior Artists: Rafael “Fox” Ramos The contributors retain copyright to their individual
Cartography: JTR contributions with a fair-use understanding of citation in
Typography: JTR subsequent works. The artists and cartographer retain all
rights to their works as typically construed for art.
© 2007 JTR The editor retains all rights to the product “The Streets of
Landfall.”
INTRODUCTION
Young Aleksandr peered through the Landfall and the Alternatively, Landfall can serve
simply as the characters’ base or transit
ship’s railing as the vessel pulled into the Kamminer Bay Area
harbor. Dock workers scurried upon the station as they hire out as smugglers,
Landfall is a squalid, crime-ridden town
approaching wharf, while a chill wind bounty hunters and thieving adventurers
on the Kamminer Bay of southern
touched all aboard ship. who recover items and people and
Norwold. For many, the town is a
“Mama, it’s cold, and I don’t like it transport them across enemy lines. And a
gateway to the “New World,” but for
here,” complained the boy. traditional goblins-and-gold campaign
others, it is a refuge from discovery. The
“Oh hush, child,” admonished his can be had in the mountainous wilds.
population is a riotous mix of people
mother. “This will be a grand adventure. from the most distant reaches of the
A new world to explore, just you see.” Known World and the great Empires. Who Should Play in
“Your mother’s right, lad.” Landfall is technically a fief of the Landfall?
Aleksandr and his mother startled at the Kingdom of Norwold, but its governor, While all classes and races can find
voice and turned to face one of the Lernal the Swill, is owned by the fruitful adventure in Landfall, thieves and
countless other passengers who had criminal guilds. their ilk will finally encounter a zone
booked fare to Landfall. The man was The lawless character of the town has where their talents are in constant
tall and gaunt, and his mouth stretched transformed it into an important nexus of demand.
into a half-grin that did little to put the geopolitical maneuvering and smuggling. Native and foreign demihumans, plus
boy at ease. Agents wage private wars on Landfall’s the occasional humanoid, coexist in the
“Beri Antonovich, at your service. I streets, while local syndicates and more town with their fellow humans. The
have visited Landfall many times before, base thugs conduct their own bloody individual races do not establish ghettoes,
and I would be happy to show you what contests. Bounty hunters and assassins but certain areas do favor one group over
the town has to offer.” pass through with great frequency, as do another. Outside of Landfall,
The mother was charmed by the offer. accomplished thieves and adventurers. Foresthome elves inhabit the Rhienwald.
“Oh why that’s quite kind of you, Mr. Beyond Landfall’s incomplete walls, Rumors of dog-head humanoids called
Antonovich. See, Alek. I told you this aggression from humanoids had been an the Fox Folk have come out of this forest,
would work out, and here we’ve already accepted fact, but now a new threat has but most assume these are simply gnolls.
met our first friend in Landfall.” emerged. The Heldannic Order, a group
of Hattian ex-patriates, conquered much Kudos and Corrections
Foreword of the old Freeholds to the south. Landfall was introduced in CM1 Test of
Welcome to The Streets of Landfall, the Resistance is faltering, and it’s a the Warlords by Niles Douglas along
eighth entry in the popular fan-made line peculiarly Landfall game to bet upon with the gluttonous Lernal the Swill,
of gazetteers describing the world of when the Order will claim the entire area. governor of Landfall and half-brother to
Mystara – the only game world designed King Ericall. Additional NPCs were
for the classic box-set series of Dungeons The Final Goal of the derived from AC1 Shady Dragon Inn by
& Dragons™ by TSR/Wizards of the Campaign Carl Smith, and Saffir and Lighthall
Coast™. originated in AC10 Bestiary of Dragons
There are three suggested directions for
The Sreets of Landfall continues the and Giants (Deborah Christian, editor)
extended campaigns based around
Norwold-cycle of gazetteers, and apropos and M4 Five Coins for a Kingdom (Allen
Landfall and the Bay.
to the town’s character, this gazetteer Varney) respectively.
In a guild campaign, the characters
focuses on the thief class and the criminal Faldron and Erise come from Rogues to
operate within the criminal organizations
underworld. Included among the Riches, a First Quest novel, but the book
of the town. The PCs are on a path to
highlighted rogue-topics are rules for was not available for in-depth
become the top bosses of Landfall – if
running a guild that harmonize with the consultation during production of this
they can survive the turf wars and hit-
existing rules for dominion rulership. gazetteer. Garald the Blue (Companion
men.
For ease of use, this product has been Set by Frank Mentzer) and Olev the
A vigilante or thief-hunter campaign
divided into manuals for both the referee Black (X13 Crown of Ancient Glory by
takes the reverse approach. The party
and the player. After reading through the Stephen Bourne) were hidden-gem
stands outside the guilds and secretly
Introduction on this page, it is advisable pirates.
works to establish order and eliminate
to skip to the Player’s Manual before The precise cartographic relationship of
crime.
continuing with the remainder of this Norwold and the Known World has been
Finally, in a spy-hunter campaign, the
booklet, the Referee’s Manual. a problem since CM1, and the GazF
characters are secret agents working for
I hope you enjoy reading The Streets of integration is but one possible solution.
one of the regional or global powers.
Landfall and using its numerous The editor is indebted to the Italian MMB
They undertake missions to advance their
adventuring opportunites in your own for topographic details of the region.
backer’s interests and thwart those of
campaigns.
rivals.

2
HISTORY AS THE IMMORTALS KNOW IT
Fear and horror gripped young gradually cracked. Floes and icebergs nation was plunged into a brief but
Aleksandr. He lay bruised and limp in drifted into the Western Sea of Dawn, bloody civil war that was generally
the alley-way, having been beaten and slowly feeding rising sea levels. resticted to the Skaufskogr Hills and the
thrown against the walls, and in his A similar pattern could be seen inland Rhien Forest.
feigned unconciousness, he saw Beri as the glaciers of the old polar cap The Treaty of Kasavir finally ended the
Antonovich’s “friendship” in all its migrated along the mountains’ eastern war and reunited the Antalian peoples.
malevolence. lowlands enroute to the new north. Some This facilitated cross-over migrations
The body of Alek’s mother crumpled years saw the ice reaching back to the between the two groups as their cultures
on the pavement. Pools of her blood sea, while in others the upper mountain slowly reconnected.
were silently disturbed by the gentle valleys were accessible. In hindsight, the dilution of the
raindrops of a gathering storm. His Migrations continued unabated for northern Antalians’ warlike tendencies
position spared Aleksandr from looking centuries, and many ethnic groups used proved fatal for the civilization. Near the
into her lifeless, glassy eyes. the landbridge at Helskir to reach the close of the 18th Century Before the
Beri finished adjusting his attire and virginal coast of Norwold. The Carnuilh, Crowning, previously unknown
doffed his cap before walking out of the Lower Antalians (also called humanoids – orcs, goblins, trolls, and the
alley. He had almost forgotten about the Thantalians), and Old World dwarves like – stormed out of the continental
boy, but Alek shifted his weight and were among the first to arrive. They interior. They crossed into Norwold and
alerted the monster to his present. were soon followed or replaced by other pushed directly for the coastline. They
The drizzling rain slowly swelled as Neathar tribes and the Valoin people, as then proceeded to ravage settlements as
Beri turned to consider Alek for a well as tribes of mixed-ethnicity. the hordes of King Loark migrated south
moment. to the Known World.
“A pity about your mother, lad,” he The Antalian Age The Antalian culture was destroyed in
said, and with a tip of his hat, Beri Among the many Neathar clans and an instant. Only a few families or
disappeared into the crowds. tribes that populated Norwold’s northern isolated mountain tribes survived Rag-
And Aleksandr Illyich, born in Halag to coast were the True Antalians. These Loark and the counter migrations that
a Traladaran tanner, was left alone with fair-complected warriors first appeared in prevailed two decades later. Giants, both
his mother’s body upon the soaked streets the vicinity of modern Oceansend in BC true and hill, ultimately claimed the
of Landfall. 2550. Within a century and a half, the vacated areas west of the Bay.
Antalians had conquered the coast as far The twilight era of the Antalian
The site of modern Landfall was settled south as the Helskan Landbridge. civilization also witnessed episodes of
less than a century ago, so its sordid, The first great test of the Antalian the Denagothian War of the Dark and
general history is fairly well known by civilization arrived circa BC 2300 in the Light Elves and the collapse and
the residents. The history of the larger guise of giants. The ancient giant-folk submergence of the Helskir Landbridge.
Kamminer Bay region and the southern had lived a semi-polar existence before All of these events became entwined in
Norwold coast, however, extends back to the Great Rain of Fire, and they had been the oral traditions of the survivors.
nearly 4,000 years. forced to follow the migrating ice during
its aftermath. It was unavoidable that the The Age of Empires
The New World giants and the Antalians would crash into The Kamminer Bay had languished as
Thousands of years ago, the ancient one another. The epic war between the an underpopulated region for several
civilizations of man and elf had risen to a two nations played out from the centuries after the collapse of the
pinnacle of achievement tied to the Kamminer Bay to the northern Antalian civilization. In BC 1000, a
merger of magic with alien technology. mountains, and in the end, the Antalians blazing star fell through the eastern sky –
This all ended with the Great Rain of were proven victorious. a portent of things to come.
Fire, a global cataclysm that altered the Vanitar Antalians crossed the The star was in fact a visible product of
planetary axis and destroyed the human Skaufskogr Hills and the Forton River in the arrival of the magic-wielding
civilization of Blackmoor. Bereft of their the wake of the war. This tribe would go Alphatians near modern Sundsvall. The
technomancy, humanity was returned to a on to influence the histories of both star was witnessed not only by residents
stone age existence. The elven decline Heldann and Wendar, but it never of Norwold, but also Nithian priests who
was less abrupt, but no less effective in abandoned the Bay area. What augured the event as a signal for greater
stripping away vestiges of the old world. distinguished the Vanitar from their expansion for their own empire.
At the time of the Rain, the Kamminer northern peers was that the former The Nithian Empire had flourished
Bay region had been rimward on the preserved a heavy emphasis on magic along the River Nithia in what is now the
northern polar icecap. The planetary shift and fertility rituals over strictly martial Emirates of Ylaruam in the Known
now placed the area at a more temperate prowess. World. The Nithian culture centered
latitude, and the ice sheets over the Bay The cultural division continued for upon a sophisticated clerical tradition that
several centuries before the Antalian included the erection of great monuments

3
HISTORY AS THE IMMORTALS KNOW IT
such as pyramids and obelisks. There to Thyatians and Alphatians alike. In AC 863, the adventuress Lokena
were no contemporary peers powerful Kerothar was eventually deposed by the came up from the Heldann Freeholds.
enough to check Nithian efforts, and the Alphatian Council of Wizards, while a Just the year prior, she had been expelled
empire by this point could be seen in military coup in Thyatis led to the from the Principalities of Glantri along
many far-flung locations. crowning of that nation’s first emperor. with dozens of other illegal nobles. Her
The Nithians conquered what is today travels led her to the Essurian Keep and
the Northern Reaches and Heldann and The Forgotten then points beyond. As a partial
enslaved many local tribes. The consequence of her journeys, the Cult of
Generations
Nordurlandic tribes fled to the Bay, but the Mountain Bull (or Gylgarid) was
Norwold was largely ignored by the
the Nithians would only follow them. drawn to the Bay and Heldann.
two rival empires for centuries. Dwarven
The resident giants did not appreciate
colonists passed through the Bay area
these incursions, and conflict soon arose
before continuing north, and ships flying A Century of Modernity
between all three factions. The Nithians In AC 900, a rejuvenated Thyatian
the Minrothad colors could be seen with
finally imported stone giants from the Empire undertook an aggressive
increasing regularity off of the coast.
Isle of Dawn to cement their control. colonization plan. In violation of the
Shiye elves unhappy with life in Alfleigh
The Nithian presence had already Treaty of Edairo, the Empire founded
and Alphatia sailed to Norwold and
begun to fade from the Bay when the Oceansend as well as several minor posts
settled in seclusion amidst the abundant
Empire’s corrupted Late Kingdom Era in Norwold.
forests. Bay area and coastal
commenced. Many monstrosities – from As Thyatian influence grew, several
communities dealt with raids from
gnolls to manscorpions – filtered out of families from the Skaufskogr left their
mountain humanoids and even
the Empire and into the northern lands. homes for the Bay. They established the
Ethengarian horsemen, but little changed
This continued for many years past the fishing village of Niður beside an
for the residents of southern Norwold.
Immortal obliteration of Nithia. undisturbed sound along the Bay’s
At the close of the 3rd Century After
In the intervening 500 years, the northern stretch. This was the first
Crowning (or the Alphatian 13th
Alphatians had secured control over settlement on what would become
Century), the Cult of Darga gained a
much of the island continent that bears modern Landfall.
following here as well as in Heldann and
their name. With the Nithian After thirty years of peaceful solitude,
Vestland. Evil at its core, the Cult
counterweight removed, the wizards and Minrothad sailors discovered the small
comforted many during the later raids by
their armies quickly assumed control of harbor community. Though it was off of
Ostlandic pirates. The Cult remained
the Isle of Dawn and other previously the traditional shipping lanes of the time,
active for nearly four centuries before
inaccessible lands. Similarly, humanoids Niður proved an excellent, hidden
more traditional Northman godar
and Thyatian pirates terrorized the coast layover for Minrothad’s traders. Within
expelled them. The last practicioners
with impunity. a few years, the Guilds instituted a
disappeared into the Skaufskogr Hills,
In due course, Alphatia made its first primitive governance under the
just as the burgeoning troll nation
attempt at colonizing Norwold, but that leadership of Eloch Blanceer, and Niður
gathered in the west.
effort ended in catastrophe. The fortunes was renamed New Minrothad.
Five hundred years ago, in the middle
of the Alphatian Empire ebbed and Minrothad’s control of the port
of the Darganitic Age, dragons filled the
flowed, mirroring the popularity of a continued for two decades, during which
skies and hammered the mountains to the
particular fruit-drug, zzonga. In BC 200 former Thyatian soldiers and Ostlandic
southwest and the north. The natives of
(AY 800), then-Emperor Kerothar IV clansmen added to the population.
southern Norwold largely went
finally legalized zzonga and set about to Frictions arose among the different
unmolested, but terrible dragon stories
tax it. The Emperor also grew weary of groups, and crime-levels swelled.
peppered folklore from that point
Thyatian piracy, and imperial forces The level of violence escalated to the
forward.
conquered the Thyatians and other nearby point where the more affluent residents
Essurian explorers, from the
tribes a decade later. employed armed protectors around the
Denagothian Plateau to the west, made
In a scenario reminiscent of the clock. The gang wars evaporated Guild
their way through the Hettafjall/Mengul
collapse of the Antalian civilization, two control, and the Thyatians, who had
Mountains to reach the source waters of
centuries of zzonga legalization worsened begun berthing their vessels at New
the Forton River. The Essurians
Alphatian culture to a point where a Minrothad, stepped in and claimed the
continued down the river, but they
Thyatian revolt blossomed into a global town as a protectorate. The switch in
encountered no large settlements and
rebellion that nearly saw the Alphatian leadership did little to improve the lives
withdrew to the Plateau. They returned
mainland overrun. Hostilities were ended of the residents. Their troubles only
80 years later, having met Thyatians
by the Treaty of Edairo, with Alphatia worsened when famine-stricken
elsewhere in Norwold, and established a
relinquishing half of its possessions. As Redstoners joined the melting pot.
keep on the river in a failed attempt to
part of this landmark agreement, the Thyatian control of New Minrothad
facilitate trade.
Norwold region was declared off-limits was short-lived. In a two-year war

4
HISTORY AS THE IMMORTALS KNOW IT
known as the Alphatian Spike, Alphatian Tobacco and Tea Emporium. The
forces rolled over Thyatian positions on publicity ruined the business, and the
the Isle of Dawn and in Norwold. The building is now dilapidated and empty.
Spike was eventually blunted during an The identity of the killer was never
invasion of Thyatis City, but the Norwold revealed, but the murders sparked several
holdings could not be regained. developments. La Familia Nostra
Ultimately, the emperors of both nations stepped up protection measures in its
became casualties of the conflict: one better neighborhoods, while the
literally; the other politically. Protectors’ Guild and the Association for
Forgotten in the confusion of empires at Antiquities and Acquisitions opened for
war, Heldannic refugees were fleeing business. Even the constabulary strove to
another military power, the Heldannic improve their vigilance. The Town
Order, for the relative safety of Landfall. Guard destroyed the Calibairne faction
The Syndicate, a global criminal with the aid of La Familia Nostra. In the
enterprise, took the opportunity to end, crime was brought down to tolerable
establish a position in Landfall, while La levels.
Familia Nostra consolidated local power. During the calm period, Landfall and
Other organizations, such as the terror- the Skaufskogr continued to be a refuge
anarchists of GHOST, quickly sprouted for important fugitives, such as Princess
in the war’s aftermath, and Minrothad Stefania Torion of Thyatis and Halvard
shipping interests spurred the formation of Heldann.
of the local Stevedores’ Union. Knights of the Heldannic Order raided
The new Alphatian controllers changed the Skaufskogr to catch Halvard, but they
the town’s name once again, this time to miscalculated Alphatian resolve.
Landfall, which is still in use. Landfall Theobold Redbeard, a veteran of Isle of
was settling into its Time of Four Dawn fighting, stymied the Knights at
Quarters (La Familia Nostra, the every turn. The Order’s forces withdrew,
Syndicate, the Stevedores’ Union, and and Alphatia demanded reparations.
the defunct Calibairne) when it became
infamous as a source of assassins and The Kingdom of Norwold
bounty hunters. This niche developed Eight years ago, Empress Eriadna
from the growing antagonism between acceded to the wishes of her non-magical
the Alphatian Empire and the upstart son, Ericall, for a dominion of his own.
Heldannic Order. Helskir, fearful of His fief included all of Norwold,
invasion, also began to ship aid through including Landfall and independent
Landfall to those resisting the Heldannic Oceansend, as well as Helskir.
Knights. Freelance activities became so Within a year of taking the throne at
prevalent, that savy entrepenuers created Alpha, King Ericall was faced with
the Bonding Guild as a neutral, double- stories of dragon raids among many
blind hiring agency. mountain communities, while his
Crime continued unabated in most southern territories were mired in
sections of town. “Prince” Joffa, a Alphatia’s shadow war with the
sorcerous devil swine, wrested control of Heldannic Order. To honor those who
the Syndicate away from his predecessor had given great individual service to the
in a bloody coup. Kingdom – and insure their continued
Landfall’s violence and depravity allegiance – the monarch established the
reached a zenith in AC 981 during the League of Extraordinary Adventurers,
infamous Milfroy Murders in which over foremost among its members Theobold
three dozen brutal murders occurred in Redbeard.
the span of a little over a year. Most, but Ericall’s reign has proven ineffective,
not all, victims were women from various occasionally bordering on disasterous.
stations of life. There was little One of his half-brothers, Farian, was
commonality to the crimes save for killed in Landfall during a botched
strange relics left upon the victims’ kidnapping attempt by Thyatian agents.
mutilated corpses. The first publically In response, Ericall appointed another
linked victim was found at the Milfroy half-brother, Lernal, to oversee the harbor

5
HISTORY AS THE IMMORTALS KNOW IT
town. The Swill was spectacularly BC 2600: Glaciers withdrew from the BC 700: Gnolls entered the Final Range
unsuited to the position, however, and the coast. The Bay surface was free of as Nithian regional control faded.
young man soon fell under the influence ice, though icebergs filled the Sea of
of the various criminal enterprises in the Dawn. Neathar tribes held the BC 500: Obliteration of the Nithian
town. Kamminer region. Empire. Alphatia rapidly expanded in
Ericall had little better luck with other the power vacuum. Humanoids and
areas of his realm. Oceansend, Littonia, BC 2400: True Antalians controlled the Thyatian pirates terrorized coastal
and Leeha all refused to acknowledge his coast from the Helskan Bridge north. residents.
authority, and Eruul Zaar of Helskir True giants inhabited the rocky
declared his nation independent. This territory around the Kamminer Bay. BC 400: Loosed Nithian monstrosities
loss was a major strategic setback for filtered into the north.
shipping and invasion routes, so the King BC 2300: Antalian-Giant War.
charged Theobold with establishing a BC 345-260: Alphatians’ first attempt at
new port authority, Lighthall. BC 2200: The Vanitar Antalians had Norwold colonization ended in
Ericall’s most recent embarrassment reached the Altenwald. Giants catastrophe.
was the capture of his full brother, dispersed from the Bay area.
Tredorian, while the latter was visiting BC 200: Emperor Kerothar IV legalized
the capital, Alpha. BC 2000: Glaciers blocked access to zzonga.
many upper mountain valleys. Treaty
Today of Kasavir ended intra-Antalian war. BC 2: The Treaty of Edairo.
This last decade also witnessed changes
in Landfall. The Bowery Rats emerged BC 1800: Giants were entirely north of AC 0: Crowning of first Thyatian
in the slums of Landfall, while the Ladies the Kamminer Bay. Northern Emperor. Foresthome elves settled
of Fallen Alley broke away from La Antalians added to the Bay area. Norwold.
Familia Nostra. Some developments,
though, have favored businesses and BC 1722-18: Rag-Loark. Humanoids AC 100: Muhuli Khan’s Ethengar hordes
commoners – namely the Friends in destroyed the Antalian civilization. reached the Skaufskogr Hills.
Mead and the Justice Association. Many humanoids remained.
Crime is again on the rise in Landfall, AC 200: Dwarven colonies well
with gangland battles hitting some of the BC 1700: Large numbers of humanoids underway.
slum areas. Though Ericall has fled the Glantrian Cataclysm into the
criminalized the fruit, zzonga-dens are bay area. The added pressures caused AC 250: Alphatia began to recolonize
prominent in the less-posh sections. hill gnolls, trolls, and eventually Brun.
Smugglers race against royal interceptors giants to return to the south.
in the open waters, bearing the fruit and AC 300: The Darganite cult appeared in
much else. BC 1500: Primitive giantish clans held the Bay area.
Finally, the Heldannic Order and the sway over the western bay. Humans
Empires of Thyatis and Alphatia continue existed east of the Skaufskogr Hills. AC 400: Ostland raiders threatened the
a war of spies and agents. Some of the coast and bay.
lesser powers of the world also dabble, BC 1300-1200: War of the Dark and
confusing an already uncertain Light Elves spilled over into the bay AC 495: Dragons destroyed many
environment. area. settlements near the mountains.

BC 1200: Rising sea waters finally AC 645: Another Great Khan threatened
Landfall Regional Timeline
claimed the Helskan Landbridge. Nordurlanders and Vestlanders.
BC 3000: The Great Rain of Fire. At this
BC 1000: Spurred by Nithians, AC 700: Last of the Darganites retreated
time, the peninsular region was
Nordurlander tribes escaped into the to Skaufskogr. The western troll
devoid of higher life. Ice covered the
Bay area. To the east, Alphatians nation posed a grave threat.
Bay while the Strait of Helskir sat
arrived near modern Sundsvall.
above sea level.
AC 720: Essurian explorers travelled
BC 900: Nithians imported stone giants down the Forton River.
BC 2800-2700: Migrations traversed the
to remove the last of the Kamminer
Norwold Coast as different groups
giants. AC 859: Illegal nobles were expelled
struggled for usuable land.
from Glantri. The polymathic Lokena
returned to Heldann.

6
HISTORY AS THE IMMORTALS KNOW IT
AC 875: The Cult of Gylgarid appeared. AC 963: Creation of GHOST. AC 991: The Bowery Rats emerged as
the dominant Redstone gang.
AC 900: Aggressive Thyatian AC 964: Formation of the Stevedores’
colonization attempts included Union. AC 992: Empress Eriadna granted her
Oceansend. son, Ericall, dominion over Norwold,
AC 965: Diplomatic problems arose including Landfall and Helskir.
AC 905: Beginning of the Fisher Era. between Alphatia and the Heldannic
Nordurlandic tribesmen returned from Order. AC 993: Dragons destroyed many
the hills and settled the harbor of mountain communities. Alphatians
modern Landfall. AC 966: Landfall assassins killed a wrecked havoc in Freiburg. Ericall
Heldannic military hero. established the League of
AC 935: Minrothad discovered the small Extraordinary Adventurers to honor
harbor community and began to use it AC 967: Landfall entered its Time of those who have performed great
as a shipping layover. Eloch Blanceer Four Quarters. service to Norwold.
instituted primitive governance over
the people. AC 968: Sea raders pillaged the coast. AC 994: Ericall’s half-brother, Farian,
was killed by Thyatian kidnappers in
AC 944: Cashiered Thyatian legionnaires AC 969: Bounty hunters captured the Landfall.
swelled the population and crime Eindecker assassins.
level of Landfall. AC 995: King Ericall granted his half-
AC 970-971: Helskir accused the Order brother, Lernal, governorship of
950 AC: Survivors of the Second Ostman of plotting invasion and began to ship Landfall. Eruul Zaar declared
Rebellion added to the frictions in aid through Landfall to rebellious Helskan independence.
Landfall. groups.
AC 997: Theobold Redbeard granted
AC 952: Armed protectors escorted the AC 973: The Bonding Guild became a dominion over Lighthall. Friends in
more affluent residents of Landfall. neutral hiring agency in Landfall. Mead organized.

AC 955: Thyatian military and AC 978: Alphatian and Helskan AC 998: Thyatians captured Prince
commercial ships frequently berthed adventurers used Landfall as a base of Tredorian of Alphatia at Alpha. The
at Landfall. They supplanted the operations against Heldann. Ladies of Fallen Alley broke away
Minrothadders as the latter’s control from La Familia Nostra.
dissipated amid gangland wars. AC 980: Prince Joffa took control of the
Syndicate in Landfall. AC 999: The Stevedores’ Union and
AC 958: Refugees that had fled a terrible Protectors’ Guild both attempted to
famine in the Redstone Province AC 981: The Milfroy Murders. take over the Fallen Ladies.
settled Landfall. Wererat lycanthropy
followed. AC 982: Creation of the Protectors’ AC 1000: Time of the Gazetteers.
Guild and the Association for Ostland becomes increasingly
AC 959-960: The Alphatian Spike. Antiquities and Acquisitions. aggressive, as do other pirate groups.
Alphatia nearly conquered Thyatis. King Ericall sends survey teams into
Thyatian outposts in Norwold were AC 983: Destruction of the Calibairne. the Norwold interior. The Justice
either proclaimed independent or fell Association combats crime in
into the Alphatian Sphere. Heldannic AC 987: Stefania Torion murdered her Landfall.
refugees fled to the bay. Alphatia Ostland husband and fled to Landfall.
took military possession of Landfall, She adopted the identity of Demetria. AC 1001-1013: The Wrath and Almanac
but the empire was unable to tame the Era. Global war erupts, pitting
town. AC 988: The Heldannic rebel Halvard Alphatia against Glantri, Heldann,
retreated into the Skoufskogr Hills to and Thyatis. Landfall is a frequent
AC 961: The Syndicate arrived in find new allies. go-between for agents on all sides.
Landfall. La Familia Nostra Alphatia is ultimately destroyed, and
consolidated local power. AC 990: The Heldannic Order launched the Heldannic Order assumes nominal
an unsuccessful pre-emptive raid into control of the town. See the
AC 962: Eriadna became Empress of the Skaufskogr. Theobold Redbeard Adventures section for possible
Alphatia. coordinated defensive measures. details.
Alphatia demanded reparations.

7
THE TOWN OF LANDFALL
Aleksandr had walked the unfamiliar Wretched Landfall bustles with traffic during the day, the
streets of Landfall for days. The boy had The town of Landfall is little more than Dockside is the least populated section of
tried to get help from a local guard, but a collection of dilapidated buildings, Landfall in terms of residents. Upturned
whether it was indifference or the squalid huts, and sleazy dives, with a few ship hulls provide a unique roof structure
inability to understand the child, the man well-kept neighborhoods that can give a to several taverns and other businesses
offered no assistance and shooed him visitor the false sense of hope. 10,000 along the Boardwalk.
away. desperate souls survive in these filthy The Boardwalk is a 7-10 foot tall,
His first night, Alek had slept in a surroundings. This figure includes wooden plank pathway directly over and
make-shift shelter on the edge of the humans of every sort, demi-humans, and beyond the shore line. All of the piers
Bowery. The Rats were out in full force even humanoids. Old sailors and soldiers connect directly to the walk.
that night, meeting the Sons of the Dawn and those hiding from justice fill the There are several irregularly placed
for a rumble to determine control of two streets and shops of Landfall. If you are piers along the Boardwalk. These
or three blocks. looking for someone or something of an wooden structures are comprised of over
The clamor of a gang war kept unsavory nature, chances are you will two hundred and fifty segments resting
Aleksandr awake for the better part of the find it here. atop deep water pylons. Some of the
night, but sleep finally set upon the child. The various semi-legal and underworld segments are drawbridges thereby
The next four days were nowhere as organizations control the streets. There is permitting traffic to reach the smaller
eventful as his first, but neither did they a 10% chance per turn that a stranger to docks. Merid’s Pier is the most import of
improve his situation. He scampered Landfall is robbed. This pilfering the piers. It extends far into the sound
through the different quarters only to be continues until the victim is cleaned out and is capable of handling the largest sea-
ignored by people both high and low. or has demonstrated enough awareness of going vessels currently in existence (one
Now, dishevelled and starved, his or her surroundings to foil three at a time). Merid’s is over 20 feet wide.
Aleksandr had come upon a dockside attempts. Other piers have various hull capacities,
foodstand. His base needs for sustenance There are few stone buildings or with some of the smallest holding only
were too great, and the boy grabbed a fortifications anywhere in Landfall. If personal ships. A third of all Dockside
piece of fruit and instantly bit into it. the town came under attack, most people residents live aboard ships tied to these
“Thief!” exclaimed the vendor, and he would run to the hills or take to the sea, lesser docks.
snagged the emaciated boy before Alek while those who remain would stay in Parallel to the Boardwalk, Bayside
could escape. bolt holes or ignore things all together. Road runs from Merid’s Pier to the
“Dirty little rag-a-muffin! Steal from On the accompanying town map, Palace of Prince Joffa. It maintains an
me will you? Well the Guard, they’ll several designations are common approximate distance from shore of 50
string you up a-fore its all said and throughout the town: Copper Stations, feet everywhere save within Joffa’s
done.” Fire Brigades, and Vice-Merchants or territory. Several access roads connect
Panic set in, and Alek kicked and Fences. Those shown on the map are the Boardwalk and Bayside, while the
screamed but to no avail. Despair soon only representative, not exclusive. latter intersects each of Landfall’s major
sapped the energy from the boy, and he C Copper Station: A police box or road spurs.
went limp in the hands of the merchant. station from where one or more Beyond the corner of Bayside and
Suddenly a loud crash distracted the guardsmen base a patrol. Capital, screams and cries for help pierce
man. He spun around to find boxes of his F Fire Brigade: A station for paid fire the air erratically, but they draw little
wares scattered and broken on the fighters. Most are located near a sewer notice from Landfall’s jaded residents.
pavement. Two laughing boys grabbed drain to draw (septic) water in the event D1 Customs Clearance: All items
what they could and taunted the merchant of fire. brought in via Merid’s Pier pass through
as they ran away. V Private Vice-Merchant or Fence: here. Trap doors in the floor allow for
Alek was jerked up by the shoulder, These individuals provide one or more quick stashing of items stolen by the
and he saw that it was yet another boy, illegal services and are typically Stevedores.
this one a little older than he. Though he independent of the major guilds. D2 Anastasia’s Cantina: Altan Annie
did not understand the words spoken by owns this business as part of her
legitimate expansions.
the boy, Aleksandr comprehended well Dockside (140)
enough and absconded with his new- D3 Rega’s Fruit and Vegetables:
The Dockside gives most visitors their
found friend. Rega is one of several kiosk vendors
first impression of Landfall.
along the Boardwalk.
Warehouses, taverns and cantinas
D4 The Helskan Liquor and Whiskey
separate the Boardwalk from Bayside
Dispensery: Most the alcohol on sale is
Road. Also sprinkled into the mix are
imported from the Isle of Dawn, but
several shack homes in the south and
domestic fare can be had. Joffa is part
market vendor kiosks. Although it
owner.

8
THE TOWN OF LANDFALL
D5 Bayside Restaurant: This is a Familia/Stevedores joint operation. the Landfall World Gallery, an art and
moderately upscale dining venue partially D21 Drydock Marina: Small vessels cultural exhibit center that rotates objects
owned by a capo with La Familia. can be drydocked in this warehouse, but from various nations.
D6 The Down and Out: This is the it often rents out as a fight club or for C3 Minroth Arms: This is a hotel at
first tavern people run into along the ballum raucums. Stevedores. the end of the Boulevard. The Minrothad
Boardwalk. During the day it prepares Mission is housed in the building to the
crab and lobster from the daily catch, Capital Boulevard (406) left, while in the building to the right, the
while in the evening drunkards litter Capital Boulevard is a large, double ‘Thadders run By the Numbers, an
planks and bother patrons of other laned street that begins near Merid’s Pier accounting firm used by several factions.
establishments. and ends at the gatehouse to the C4 Tyche’s Trust: a gambling house
D7 The Rat’s Tail: Many freelance Governor’s Mansion. The entrance at the favoring card, dice, and roulette. It is
vice-workers double as serving wenches intersection with Bayside is framed by a partially owned by La Familia, and it
at the Rat’s Tail, a common Stevedores stone gate arch. Several small (20-30 owns the neighboring Everyday Liquor.
hang-out. foot tall) trees run the along the center of C5 Landfall Jail and Courthouse:
D8 Market Square Holdings: This is a the Boulevard, and storefronts directly several town guards live in this three-
real estate, accounting, and notary office. facing the street are kept clean. story, two-basement structure. The
Each employee is on the take with a The condition of buildings off of the ground floor is occupied by the
different group. main drag decline somewhat, but the courthouse and processing station.
D9 Office of the Stevedores’ Union: entire Capital Boulevard region is “nice” General holding is on the second floor,
The buildings immediately around the by the standards of the day. Visitors to while convicted criminals are held in the
Office are protected by the Stevedores. the area easily find themselves two basements. The top floor is reserved
D10 Saltwater Taffy and bewildered when they stumble into the for resident guards. The structure next
Confections: This shop pays protection Old Tenaments or other neighboring door is the Heldannic Mission.
to the Stevedores. sections. C6 Git’er Clean: a laundry service for
D11 The Snaggle-toothed Cantina: The offshoot streets (from Bayside to much of this part of town. La Familia
Joffa is the silent partner of this, the most the Governor’s Mansion) are: Heyland owns this and the upstairs linen store,
rough and dangerous watering hole of Alley, leading into the Old Tenaments; Sheets and Things.
Landfall. Bounty hunters and assassins Imperial Road, which circumscribes the C7 Meredith House: a boarding house.
gather here. Old Tenaments; Eloch Blanceer Avenue, Other stores along Blanceer include the
D12 Timor’s Fresh Fish: Timor is an which runs west through much of the bakery, Sweet Smells, and the
open kiosk vendor, but he lives in a Capital District; and the Business League Carriage/Taxi Serivce.
neighboring shack. Lane, a gated lane leading to Rinaldi C8 Wang Chung’s Dance Hall: a
D13 Daily Works: This is another Point. These roads are all paved. The minor ballroom. A small music store,
vendor, but the wares differ daily. remaining roads or alleyways are dirt. Fine Instruments, is owned and operated
D14 Madam Neriath’s Visions: C1 The Governor’s Mansion: The next door by a retired assassin.
Neriath is an unaffiliated elven fortune home of Lernal the Swill and many full C9 Clerical Counseling Services: a
teller. time servants and guards. The mansion legitimate Asterius temple and
D15 The Silverton House of Liesure dwarfs everything else in Landfall. It is counseling center. Next door, Antiques is
and Relaxation: The Silverton House is two stories tall, and several feasting halls a specialty shop allied to the Friends in
a zzonga-den protected by the are in constant use for the Swill’s parties. Mead.
Stevedores. To the back of the Mansion, a well kept C10 The Iceman: the Iceman
D16 Vaeron and Son: Vaeron is a garden is maintained with trees, shrubs, maintains a freezing cellar and provides
charlatan that claims to be a Flaemish and flowers from many areas. The entire ice for use by other businesses. Next
Fire Wizard. compound is ringed with a 15-foot wall door the weaver-store Fashionable
D17 Spear and Bow: Spearmen, (some parts wooden, other parts stone). Fabrics is located downstairs, while
harpooners, and shooters can obtain their Access is limited through the gatehouse Bowling for Bowlers, a habadasher, is
needs here. at the end of the Boulevard. The fountain upstairs. Law Familia protects
D18 Bodyparts by Jake: Jake at the entrance is fed by a subterranean Fashionable Fabrics and is leaning on
performs tattoos and piercings. He pays aquaduct that is independent of the sewer Bowlers.
La Familia protection money. system. C11 Dr. Svenson: a house physician,
D19 The Corner Stop: This is a vice- C2 The Chevron Play House: a three- and Capital Pharmacy, a druggist,
shack whose sole worker pays the story theater for the more affluent partially owned by Joffa. Between this
Stevedores. residents and visitors. The Chevron also building and the Brewery is the Puppy in
D20 Duty-free Liquor: The liquor is houses St. Julius’s Conservatory, a the Window Pet Store.
not duty free, but unsuspecting visitors school of music instruction for gifted C12 Landfall Pilsner Brewery
leaving Landfall don’t realize this. A La bards, the Landfall Public Library, and C13 Darokin Embassy: Darokin does

9
THE TOWN OF LANDFALL
not yet have personnel at Alpha and has (dressmaker, La Familia). R3 Stovepipes for Gentlemen:
its embassy here. Further south on C26 Town Crier: The news agency for habadasher. Mercury poisoning is slowly
Capital are Renaldi’s Liquor and Rum Landfall affecting the hat maker. Upstairs, locally
(La Familia owned) and Gino’s Gelateria. C27 First Landfall: an ecumenical produced art is on display in the High
C14 Donnie’s Legal Service: bail church whose rotating clerics fleece the Mark Gallery.
bondsman. Next door: Embroidery (La parishners. Between First Landfall and R4 Belly Up: independent tavern.
Familia controlled). the Town Crier is Landfall Jewelers, a R5 Ameson: cobbler, Syndicate.
C15 Sterling Bank: one of the main jewelry shop that fronts for smuggling. It R6 Stress Relief, Too: sensual, illicit
banking operations in Landfall. Partially is independent but works with both La massage. Silk Stockings, a fine garment
owned by La Familia. A Good Read is a Familia and Joffa. seller, uses the second floor.
book store whose own doubles as an C28 Capital Fire Brigade R7 Deliah’s: vice-workers.
information agent. The own typically C29 The Office of Authentication: a R8 Regency Laundry Service: La
passes notes through the fence in front of notary agency and deed holder. Partially Familia owned.
the store. owned by Joffa. Next Door: Reginald’s R9 Regency Trust Bank: La Familia
C16 Above the Boulevard: a second- Pawnshop (La Familia). owned.
story, ritzy restaurant. The basement is C30 In Fero Veritas: a weapons shop, R10 Antiques and Collectibles:
used by the tavern, Hello!. independent. Upstairs is a La Familia Syndicate owned. In a side office is the
C17 Doriath House: a boarding house, business, the Outdoor Outfitters, which La Familia sponsored Regency Protection
allied with the Friends in Mead and provides most adventurer gear. Service. This business discourages use
commonly housing Darokinian ex-pats. C31 Capital Foods: a general grocer. of the rival Protectors’ Guild’s services.
C18 The Shoe Fits: a cobbler. Other Part of the backstore is taken up by R11 Regency Linens: Syndicate
businesses: Home Security (keymaker Butter Me Up, a La Familia butter churn owned. This the Regency Garment
and locksmith), Arcana Arcanum (a operation. District, with side businesses Quality
legitmate wizard), Smell by Jacqualine (a C32 Quick Cuts: a butcher shop. Quilts and Alina’s Patterns share the
perfume store, in with Joffa), and Ready C3: Figurines from Freiburg: second floor.
Insurance (insurance agency, under La porcelain shop and front for the R12 Regency 2: A secondary building
Familia). Heldannic Order. housing: Mort’s Delicatessen, Alphatian
C19 Deerborn Tavern: a bar that C34 Makistani Rugs Imporium: Wizardly Studies (magecraft consulting),
serves a special venison meal. independent import business. Regency Liquor, Tea, and Fine
C20 Franklin and Associates: a tailor C35 Eriadna’s Companions: an escort Substances (Syndicate), Governor’s Own
that secretly fronts for Thyatian agents. service, La Familia owned. (gelateria, unaffiliated with Lernal), and
Next door: Martha’s Needle (seamstress). Glass Figurines (La Familia).
C21 The Dashing Gent: a barber shop. The Regency (412) R13 Fresh Choice Grocer and Sal’s
The New Tabacoo and Tea Imporium The Regency is a middle-class area Restaurant: both La Familia.
replaced Milfroy’s operation but west of Capital Boulevard along Eloch R14 Ecumenical Church of Alphatia
relocated to the corner of Capital and Blanceer Avenue. With a few R15 Regency Barber: La Familia
Imperial. It also imports coffee and exceptions, Regency businesses and R16 Regency Candles and Wax
similar products. The pawnshop, Felix’s residents are housed within a single R17 An Evening Affair: escort service
Exchange, sits between the two. Dr. expansive building. One of the
McGreeth peforms dentistry next door. municipal drain points is located in the Fisherman’s Strip (230)
C22 The Courier Service: a private center of the Regency’s courtyard. The West of Landfall proper, Fisherman’s
postal service that only partially covers Regency is relatively new and intended Strip runs from the town to the Haridá
the town but does deliver outside of (however naively) to protect important River. Most of the structures are shanties
Landfall. To the left: Gumshoes, a customers from the unsightliness and supporting a single person or family, but
troubleshooter and investigator service. crime elsewhere in the city. Several of a few large homes represent future real
C23 The Full Belly: a middle-class the businesses are legitimate fronts for La estate opportunities. Stilts are frequently
restaurant. To the right are Emily’s Post Familia and the Syndicate. used to level structures and/or raise
(a part-time teacher and dominating vice- R1 Regency Arms: a two-story hotel. homes above extreme storm flood levels.
worker) and Mister Misterio (a fortune Regency Arms also operates a massage Those who fish use personal rowboats to
teller). and spa business (Stress Relief) and a bring in their catch. When they are not in
C24 The Copper Line: a pub book store (Rare Books) on its ground use, the boats are dragged onto shore and
frequented by town guards. floor. tied to the home.
C25 The World is Not Enough: a R2 Madam Reva: spiritualist and F1 West End Produce
cartography store and freelance informant. Her downstairs is used by La F2 Fishmonger
informant. To the south are Locksmith Familia’s Regency Notary Service. F3 We Were Here First Tavern: non-
Services and Millenial Woman natives are unwelcome here.

10
THE TOWN OF LANDFALL
F4 Seaboard Boarding House A11 Chatterly’s Book Store and Old Tenaments (586)
F5 The Witch Woman: a Northman Novelties This part of town is a warren of multi-
wise woman lives here, but it is not a A12 The North Ender: pub story buildings that lean over the narrow,
business. A13 Ricardo’s Own: pub filth-strewn streets and alleys to the point
F6 Korliss the Canvasmaker: the only A14 Special Care Embroidery: Other of merging. Disease carrying rodents and
place in Landfall to get sails made or local stores include Nikos, Supernatural lice are common. It is the first of the
repaired. (spiritualist) and Alchemy and Such high crime areas that people are likely to
F7 Thorir’s Boatwright: rowboats and (alchemist and wizard investigator). encounter because of its proximity to
small, personal sailboats are the only A15 Ginnie’s: private vice-worker. Capital Boulevard and the Dockside.
vessels produced. A16 Redemption Ministries: a clerical These buildings are among the oldest in
order tending to the needs of those on the Landfall, having been built during the
Fallen Alley (501) Alley. Minrothad Era. The broken-stone
Fallen Alley is infamous as a den of A17 Fallen Alley Milk and Egg Residential Street connects Bayside with
prostitution, but not every business along Service: The building next door houses Heyland Alley.
the road caters to that business. The the vice-oriented Gentle Touch Massage. O1 Jameson Boarding House
name predates the profession to the time A18 Hairworks/Dr. Linora (dentist O2 The Tenaments Apartments
of Minrothad control when gate arches and doctor) O3 Cellar-Dweller: zzonga-den
were being built at the start of all the A19 Sarabeth’s Boarding House: half O4 Thenora and Quilters
major streets of the time. Fallen Alley’s boarding house, half service shop. The O5Open Produce
entrance collapsed in during a mild small store next door is Ladies’ Hats. O6 Dark House: The Filchers reside in
earthquake, and it was never restored. A20 Dianarah’s Apartments: vice- the upper parts of Dark House.
Remants of the structure are still visible business is prohibited on the premises. O7 The Old Graveyard
today. More recently, several parts of the A21 The Mid-Court: Stores include,
The Butter Churner, Emeralds Green
Old Tenaments and other neighborhoods The Bowery (850)
have joined with the original alley’s (jeweler), Horace’s Tanner Service, By
The Bowery was once farmland, but as
businesses. One store was torn down to the Bolt (weaver), and Lost Memories
expansion of the town continued, the
improve traffic between the new and old (antiques).
Bowery was bought up and turned into an
areas, while a brick wall was erected to A22 High Times Distillery and
extension of the Tenaments. This is a
deny back entry to areas strong with La Brewery
particularly rough, violent part of town,
Familia. The small alley running north A23 Amber’s: zzonga-den and vice-
and the ethnic Redstone gang, the
not far from the area’s entrance is house.
Bowery Rats, control much – but not all
Traders’ Alley. A24 Mid-court Pawnshop
– of the blocks in this area.
Most businesses also double as A25 Life is a Gamble: gambling hall.
Sunderland Row runs from the end of
residents either in the back rooms, Altan Annie is part-owner of this
Market Street through the Bowery and
upstairs, or in the basements. Some establishment, and it serves as the
Tenaments before ending at Fallen Alley.
business owners or workers infrequently headquarters for the Fallen Ladies.
The Old Farm Road also begins at the
will work the vice trade between shifts on Rooms upstairs allow visitors to stay for
end of Market, but it loops around the
an as needed/desired basis. extended periods, and the rates are
Bowery before giving way to Rinaldi
A1 Fallen Alley Bakery cheaper than that charged by Regency or
Drive.
A2 Reb’s Butcher Shop Minroth Arms.
B1 Patrick Block: Patrick Block is the
A3 Be Seen Escort Service A26 Trader’s Alley Stores: Belinda’s
oldest of the Redstone encampments.
A4 Scent of a Woman: perfume, Joffa (restaurant), By the Stars (astrologer and
Shops include: Antony’s Tailor Shop,
A5 Mei Li: acupuncture and massage. pickpocket), Working out the Kinks
The Shores of Redstone pub, Patrick’s
Upstair’s: Dr. Pfeffer’s pharmacy. Massage (non-vice), and Audrey’s
Footware (cobbler), the Hoot and Holler
A6 Barrie Brothers Seamsters Flowershop.
Play House, and the Sterling Bank
A7 Penny’s: pub and good-time bar. A27 Wiren Building: The Wiren
(Patrick Branch).
A8 Six Block Pub: This used to be a Building, once an important general store
B2 Daerdoen and Donovan: gambling
common hang-out for those who worked during the Minrothad Era, has been
house featuring ring fights and
Market Square, but construction on converted over for use by the Fallen
cockfighting.
Neyland reduced foot traffic. Alley Laundry Service, Alley Linens, and
B3 The Old Farm Stables: The
A9 Sure Steal Protection: weapons. the Mattress Maker. Many of the sheets
original stable was torn down after a
A10 Fallen Alley Grocer: A back and linens are stolen from the hotels and
suspicious fire, and this replacement hold
room operates Lena’s Model Service. hostels in the area. The workers spend
only 8 steeds. A Furrier works out of the
Lena is on the payroll of La Familia and most of their time stripping out
loft.
keeps tabs on the Fallen Ladies. embroidery that could identify the place
B4 The Old Farm: Parts of the Old
of origin.

11
THE TOWN OF LANDFALL
Farm remain are still used for some S6 Laramie Hall: Headquarters for the P3 Landfall Furniture Maker: Next
businesses: the Old Farm Mill, the Old second Guard. Most patrol stations in the door is The Redstone Reader, a book
Farm Cheese Maker, and the Old Farm Slums are close to Laramie. store.
Soap Maker. S7 South Side Iron Works: large P4 All Night Pharmacy
B5 Picard Block: Includes Siobhan’s blacksmith operations. Intended for full- P5 Best Produce and Dairy: grocer
Boarding House, By the Pint Brewery, scale military supply in the inevitable P6 Cynthia: dressmaker
Himmelhaus (blacksmith), and Egnin and global conflicts between the empires. P7 Mischka’s Clothier: tailor
Son (weaponsmith). S8 Used Bakery: The Used Bakery P8 Darts and Tarts: pub
B6 Chapworth Block: Chapworth is steals left-over bread and other food P9 The Cardinal Rule: pub
more Thyatian than the other Blocks, but items from around town and sells them P10 Free Church of Landfall:
Redstoners are still common. Includes: until they are so bad even the people in Thyatian Church
Blades (weaponseller), O’Malley the Slums will not buy them. P11 Relaxations Massage Parlor
Boarding House, Giulini’s Glass Art, and S9 Easy Sleeper: zzonga-den P12 Welcome Inn and Tavern: This
the Bryce and Blythe Mortuary. S10 Arcana Asylum: Landfall’s establishment is owned and operated by
B7 Miradona Block: This area is criminally insane are held here rather Gunnar Mauritaniopolos, leader of the
firmly in the control of the Bowery Rats. than at the Courthouse and Jail. It is Friends in Mead. Neighboring
Shops: the Grinning Leprachaun, Dr. overseen by wizards who occasionally businesses include: Top of the Line Gems
O’leary (physician), Emerald Escorts, the sell their charges for experimentation to (jeweler), Forgotten Objects (antiques),
Bowery Pest Control Experts/Taxidermy, the Alphatian sorcerors. Once their and the Mad Capper habadasher.
the Bowery Locksmith and Bowery Bail nefarious work is done, the poor patients P13 Rinaldi Burlesque Theater
Services and Gallows, and the Old Farm that survive are returned to the asylum. P14 Wayland Block: Most Wayland
Oil and Candle Maker. S11 The Landfall Brick Foundry: businesses deal with food: Old World
B8 Torescu Block: This Block is Only a few bricks are churned out of the Gelateria, Wild Chimera Liquor, and
primarily composed of Traladarans and Foundry due to embezzlement and theft. Cured Meats Delicatessen.
demihumans. Shops include: Boris S12 Expert Masonry: The Expert P15 The Eagle’s Roost: This block sits
Inarov (tanner), Old Farm Butter Masons will seal away anything that you between Business League Lane and
Churner, Old Farm Milk and Egg. do not want found. Wayland’s Alley. Most of the units are
B9 Donalen Block: This Block is the S13 Landfall Pest Control residential in nature, with a few
heart of the Bowery. It includes: the S14 No-Name Hostel: Visitors to this physicians and La Familia controlled vice
Bakery of Finnigan, Aithan’s Meat and Hostel are often slain in a mad sport. workers running businesses. Businesses:
Sausauge, Abdul ibn Fahd Barber Shop, S15 Landfall Mortuary and Dr. Marcus Octavius (dentist), Touch of
Dr. Underview’s Office (dentist), and the Gravediggers Kerendas (restaurant), and Sylvia’s
Dirge and Drink pub. S16 Jerod’s Pawn Shop Special Service.
S17 Cheap Liquor P16 Cornitelloni Home: home to the
The Slums (3000) second-most powerful family in La
From a poverty standpoint, the southern Renaldi Point (372) Familia Nostra. To the southwest is
Slums are the worst that Landfall has to Renaldi Point is a mix of wealthy and Rounders, a gambling house, and Never
offer. Over 3000 people are crammed middle-class structures, most of which Alone Escort Service, both owned by the
into a mixture of large run-down are homes in the northeast. This is the Cornitellonis.
apartments and shanties or hovels base for La Familia Nostra. Pedestrian P17 Dona Mici’s: gambling and vice
arranged without any clear sense of traffic is technically permitted, but guards house
purpose. Many homeless individuals with La Familia are situated at the major P18 Gold and Silver: precious metal
sleep on building stoops or by barrel fires choke points to deter trouble makers. smithing
during winter. Unemployment is at Even Town Guards receive a once-over P19 Renaldi Barershop and Shave
staggering levels, and unscrupulous when entering Renaldi Point. P20 Wilona: wizardess on the Business
landlords take advantange of their Renaldi Drive begins at the intersection League Block. Other offices: Giamani
residents. of The Old Farm Road and Shayler Consulting (accountants and lawyers),
S1 South Side Barber: The barber has Street. The former runs south through Glantrian Perfume (run by an agent and
a penchant for slashing the ears or throats the Bowery, while the latter goes west to assassin of the Principalities),
of those who annoy him during a cut. Imperial Road and the Old Tenaments. P21 Dr. Penali: physician and surgeon
S2 The Rat Killer: tavern Those parts of the Bowery and for La Familia.
S3 Dead Drunk: tavern Tenaments under La Familia control are P22 Surano’s Home: The Suranos are
S4 Skeletons in the Closet: tavern also listed here the third strongest family in La Familia.
S5 All Boarded Up: tavern and bawd P1 Michaelangelo’s: butcher shop P23 Amello House: This minor palace
house, increasingly popular with the P2: That’s a Fine Looking Hat: is home to Dona Clementine Amello,
Market Square crowd. habadasher head of La Familia Nostra.

12
THE TOWN OF LANDFALL
The Tenaments (2000) and Fallen Alley districts and run by the Fort Farian (500)
The Tenaments were part of the nefarious Bishop Valenz. It is lined with Fort Farian is a construction project
expansion that came after the arrival of gargoyles (constructs). ordered by King Ericall of Norwold. The
former Thyatian legionnaires. The area is M4 The Open Market: The central Fort is named after the King’s slain half-
cramped, but some semblance of design open area is reserved for the Flea Market brother. Construction continues but some
is discernable. The area consists of and traveling vendors. Surrounding of the money and material is skimmed by
housing structures for those employed businesses include: Market Square one of the overseers. The residents
elsewhere, but local businesses can be Butcher, Newport Barber, and the Bull currently include builders, their families,
found. The main road is Sunderland and Bear Restaurant (featuring game). town guards, and a small contingent of
Row. M5 Book House: a gambling site. The royal soldiers plus an innkeeper and some
T1 The Tenaments Third floor has been taken over as the supporting businessmen.
T2 The Grand Business Center: Speculative Trading Floor. FF1 Corinna’s Laundry
constructed during the Thyatian Era. M6 Sterling Bank (Market Branch) FF2 Pietro’s General Store
Includes: Landfall General Store, The M7 The Arms of Vanya Hospice FF3 Farian Weapons Shop
Battery (pub), Kandan (cobbler), New M8 Milfroy Tobacco and Tea FF4 Keiller: blacksmith
Block Restaurant Imporium: This place, site of a grisly FF5 Sawmill
T3 Halavum: Traladaran pub murder, is no longer in business. FF6 New Day Boarding House
T4 New Minrothad Loan Office M9 Freight Services: a special FF7 Sally and Reddick’s Field
T5 Demi-What?: non-human tavern packaging service run by the Stevedores Cookery
T6 Platinum Host: Darokinian tavern to “fast-track” outbound packages. FF8 Farian Bawd House
T7 New District Bakery M10 Pomera Block: a suite of
businesses at the corner of Branch and
T8 Traveler’s Hostel The Ridge (85)
T9 Sunderland Row Suites: The Skid Row. Includes: Reinhard’s
The Ridge is the personal estate of
Suites are controlled by the Bowery Rats. Flowershop, Market Locks, Market
Prince Joffa, and his palace overlooks
Includes: Fiddler Mortuary, Open and Square Insurance, Trader Gelateria, Legal
rock-filled waters from a high perch. The
Shut (keymaker and locksmith), Contingencies (bail bondsman), General
currents are particular treacherous in this
Yolanda’s Hammer (cart-maker), and Kitchenware Production, Spectacles are
part of the sound, and ships risk having
The Sunderland Row Ladies’ Social and Us, Deep Reader Book Store, Norman’s
their hulls breached. The Ridge is
Athletic Club (a gather place for ladies (jeweler), Actuarial Services, Jerome
reached via Bayside Road, but guards
associated with the Rats). Halen (wizard services), Movers
block anyone not on Joffa’s approved
Services, Hamlin Detective Agency, and
list. Scuffles are common on the docks
Dirty Deeds (revenge service).
Market Square (610) near the guard post when smugglers try
M11 Market Square Auction House
The original Market Square has been to by-pass the Stevedores’ monopoly on
M12 Market Square General Grocer
converted into a warehouse, but the larger unloading ships. A spiked palisade
M13 Market Conservatory
district that bears its name continues to separates the Ridge from the westernmost
M14 Imperial Apothecary
be a vibrant economic center. Some of slums.
M15 Neyland Drive Liquor
the businesses are indoors, while others J1 Joffa’s Palace: Joffa maintains an
M16 After Hours Tavern
are open-air vendors. Gambling halls are in-house weaponsmith, fletcher, and
M17 Quigly’s Tavern
popular, and a new form of economic exotic animal trainer.
M18 He Who Watches Mission
trading (Futures and Options) has taken J2 Warehouses
House
root. J3 Dusky Blakde: weapons dealer
The main drag is Market Street, which J4 Alchemist and Hazardous
runs from Bayside to Sunderland Row. It Evergreen Terraces (520) Substances
is crossed by three roads: Branch Street, Evergreen Terraces were intended to be
another middle-class or affluent
Tin Pan Alley, and Neyland Drive. The Sewers
M1 Association for Antiquities and neighborhood, but the properties quickly
A primitive sewer system exists under
Acquisitions: The AAA provides offices ran down. The houses and shops are
Landfall. It is accessible from large
and space for the AAA Museum of reasonably spaced, but dilapidation and
drainage points throughout the town.
Knowledge, Landfall Surveyor Services, weed overgrowth mar what was once an
Vermin, recluses, and those in deep
and World Traveller (map maker). attractive area.
hiding have tried to make a home by
M2 Guild Hall: Both the Protector’s E1 Evergreen Grocer
digging out large wallows. This has had
Guild and the Bonding Guild have their E2 The Forgotten: tavern
the unintended consequence of
main offices here. E3 Wheaton’s: card and dice gambling
weakening the the structural stability of
M3 Open Cathedral: This is an open- E4 The Old Bookery
several buildings, though none have yet
air temple between The Market Square collapsed.

13
SOCIETY
Sandy had been running with the Races valleys and slopes of the Final Range and
Filchers for years, ever since Rube had Every major race of Mystara is Wyrmsteeth Mountains. They have a
saved him from an angry fruit merchant. represented in the town of Landfall. worse reputation among the coastal
During that time he developed into quite Even gnomes, orcs, goblins and other, dwellers than even the orcs.
a pickpocket and could fleece a golden less common races can be spotted in the Other Ethnicities: Every
goose while chatting her up, but Sandy numerous taverns and hiring halls. conceiveable Known World group has a
was getting older – too old to keep this Beyond the town, humans and elves hold representative in the town of Landfall,
up much longer. the coastal territories and regions further including Thyatians, Kerendans,
That was why, tonight, he was at the inland, but they surrender control of the Hattians, Traladarans, Ierendians,
Snaggle-toothed Cantina. foothills to various humanoid tribes on or Minrothaddans, Darokinian traders,
Sandy had seen almost ever part of near the mountains. Alphatians, Helskans, Thothians, and
Landfall – from the alleys to the sewers Ethengarians. Some are here looking for
and even the roof tops of Fallen Alley, Humans the promise of a New World, but many
but this was a place he had never before are outcasts unable to return home and
Southern Norwold has two native,
dared to enter. The Snaggle-toothed was hiding from their pasts. Pseudonyms are
human ethnic groups: Nordurlanders and
a hang-out for the hardcore actors – de rigor in Landfall, and it is “impolite”
Norwolders. The two people are closely
bounty hunters, smugglers, assassins – to inquire too deeply into people’s
related descendants of the ancient
and was decidedly unsuitable for the identities – at least not without a fee.
Antalian tribes. Despite the kinship,
scamps who made up the Filchers. Ethnic rivalries flare in a few quarters,
inter-mingling is limited to the Kasverian
Sandy was now 16 or so – he had lost but newcomers quickly discover that
Peninsula and the Rhien Forest.
track – and he was going to have to grow there are more pressing allegiances.
Nordurlanders and
up or get legit. Rube had already signed
Norwolders: The Nordurlanders
on with a crew working for “Prince”
inhabit the Skaufskogr Hills and Demihumans and
Joffa, and he was well on his way to
Heldland. This is the same general ethnic Humanoids
being a made man. Rube had in fact
stock found in Heldann. Its people are Elves: The Foresthome elves of the
arranged this little job to help his old pal
fair-skinned and predominately fair- Rhienwald are Shiye. They stick to
get a leg up in the world.
haired, but redheads and brunettes are not themselves, not venturing beyond the
The young man steeled himself and
unknown. Both men and women wear confines of the Forest. The elves
entered the Cantina. Whatever colorful
their hair long, typically in braids. encountered in Landfall are similar to
mishmash of humanity you encountered
Nordurlanders of both sexes normally their human compatriots – alone and
elsewhere in Landfall, it paled in
stand between 5’10” and 6’1”. Men unlikely to reintegrate into their native
comparison to the collection on display
weigh 160 lbs, while women are 140 lbs. societies.
here.
Nordurlandic women are expected to be Dwarves: Dwarves are hidebound in
You had your imps, and ochies, and
able to wield a sword or axe when their traditions, but even they have
reddies for sure, but also your gold-biters,
necessary, but soldiering is frowned upon brushed the Landfall underbelly. Some
your half-pints, and hairy-faced stouts.
as a routine vocation. are native to Norwold, hailing from the
The special ticklers drank with the damn
Garments for both sexes are a mixture mountains near Oceansend or another,
uglies while the oar-beaters played cards.
of furs, leather, wool, and other fibers. In minor settlement. Others are Syrklist
One of the card players was rumored a
colder periods, an ankle-length cloak traders or clanless individuals.
snake-in-the-grass as well as a cheat.
drapes down from the shoulders, but Halflings: Most halflings in Landfall
When Sandy entered, the patrons
during the heat of summer, everything are clanless individuals from the Known
paused to assess this newcomer and,
but a light jerkin and breeches is omitted. World or born to the streets. Leehan
finding him lacking as a threat, returned
The Norwold Coastal Plain is the halflings have not yet ventured to
to their previous activities.
province of the Norwolders. The men Landfall, but their current inn-and-trade
Rube flagged him over to a booth on
stand two to three inches taller and ten operations should reach this seedy port in
the far side of the bar. Sandy carefully
pounds heavier than their Nordurlander the near future.
negotiated the floor and took a seat.
“So, you’s ready firdis?”
counterparts. Also, the men allow their Gnomes: Over the centuries, the
hair to fall loose. The criterion for gnomes that eventually found their way
“Yeah, I think so.”
manhood among the Norwolders is the to Landfall had discarded their clan
“Ain’t no thinking ‘bout it, Sandy.
ability to grow a beard. Finally, identities. They work as they can,
These guys’re serious. So, you in or
vocational fighting among women is serving in several capacities for the ruling
not?”
more tolerated. In all other respects, the guilds. The gnomish tongue has been all
“Yeah, I’m in.”
two groups are similar. but forgotten. A general dislike of
“Good. Now listen, there’s this boat
Vanatics: The Vanatics are a native dragons is characteristic of these gnomes,
…”
tribal nation inhabiting the interior but they do not possess the heightened

14
SOCIETY
phobia seen in nearby areas (see Gaz F1- language for all true giant-folk in the 1cp Judge. The price of goods is volatile.
5). north (fire and larger). Another form of currency popular
Humanoids: The standard humanoid Surgathic: This is the common among Landfall’s residents is markers, or
races, save kobolds, live both in the wild language spoken by the humanoids living number slips. These slips of paper
and in town. Those in town hire out their in the foothills and mountains. function as IOUs, using an alpha-numeric
services just as the humans do, and it is Kaphic: Kaphic is spoken by the Rhien- code to identify the person who owes
not uncommon to see human-humanoid kaph gnolls. It is related to the gnollish money and the amount owed. The cipher
partnerships. tongue of the Menguls. to the codes is maintained in ledgers or
The wilderness humanoids include: Trollhak: Trolls in Heldland speak books, which are kept up to date by a
Rhien-kaph gnolls, Suth-vlack bugbears, their own mangled language, which has person known as a bookie.
Gnomstal goblins, Lepic and Gnass-dol only a passing familiarity to neighboring When someone pays of the books, their
orcs, and Utbaerd hobgoblins. With the humanoid languages. entry is cleared (often physically
exception of the gnolls, all of the local destroyed to prevent double charging).
humanoids are descendants of Loark’s Religion Ownership of markers is a traded
Great Horde. Ask the average man on the streets of commodity in the underworld, and
Landfall wherein he places his faith, he is anyone who accepted a loan or placed a
Language liable to say his dagger. Religion is a bet can find themselves owing some very
A number of languages can be heard in private affair in this harbor town. A few unpleasant individuals.
Landfall, but region-wide four are the small chapels are located here and there, The town of Landfall has little
most important. They are Nordurlandic, but most are fraudulent enterprises economic industry. There are still
Norwoldensian, Thyatian, and Alphatian. scamming passers-by. fishermen in residence, but there is no
The trader-thief patron, Asterius, has exportable production. Landfall relies on
Alphatian: Alphatian is the official the largest following, with Loki a distant the “service” industries to keep it
language of Landfall and all imperial second. Most practitioners follow operating. Thieves, vice merchants,
holdings Norwold. In truth, it is limited traditions familiar to the Known World, spies, and smugglers fill the coffers of the
to the military garrisons, the village of but even Idrisians and Watchers make an various guilds and important families.
Gameth, and the isolated wizard towers appearance. Taxes are steep at 5gp per month per
on the coast and in the woods. A few honest clergy toil away at adult. Business operating liscences run
Thyatian: Thyatian is the unofficial redeeming Landfall’s citizens, but it another 10gp per month. Collectors
lingua franca for Landfall. Most people would be an epic task to turn Landfall routinely take a fifth of this amount, with
of Known World heritage speak some into an upright town. treasurers taking another fifth.
dialect or other of Thyatian. It is even Outside of the town, the Norwolders and Another 20% pays for the town guard,
used in most administrative dealings. Nordurlanders keep to the traditions and some of whom are also collectors. Yet
This latter practice created one of beliefs common to the north. In terms of another 20% is paid to several guilds,
Lernal’s first public image problems with Immortals, Norwolders favor the Aesir principally Prince Joffa’s and La Familia
visiting Alphatian noblemen. (Odin, Thor, Loki) and the Jotun Nostra. The final 20% is Lernal the
Swill’s personal income. Lernal under-
Norwoldensian and (Spuming Nooga/Protius, Hel), while the
reports this amount to King Ericall by
Nordurlandic: These two languages Nordurlanders emphasize the Vanir
(Frey, Freyja, Frigg/Ordana) and the 25%, but pays 40% of his reported
are 90% compatible with one another.
Jotun (Hymir, Spuming Nooga/Protius). income in taxes.
Inattentive Almanac scribes have
Those who cannot afford to pay their
erroneously called these languages
taxes are beaten and thrown in jail, but
Antalian. While it is true that they are Econonomics and individuals and businesses allied with
close in form to the ancestral tongue of Governance select groups are exempt. Instead, they
the north, they are distinct enough to be Landfall officially uses the Alphatian provide favors and protection fees to their
recognized separately. The Northman Standard system of coins, but Thyatian, guild, which then runs interference with
tongue of Ostland, Vestland, and Minrothaddan, Darokinian, and other the tax collectors.
Soderfjord is 85% and 90% similar, currencies freely pass hands. Ordinary Lernal has no real authority beyond
respectively. transactions – such as buying ale – rarely Landfall, and most of the settlements
Traladaran: Saffir is a small incur an exchange fee. Coins are given shown on the map contribute nothing to
community of Traladarans who migrated their “fair” value, and any change due either the kingdom’s or the empire’s
to Norwold around the time Stephen will be a mix of various currencies. A 10 treasury. Gameth pays directly to the
Karameikos took possession of the city of to 15% fee is charged for large empire, while Saffir and Lighthall pay
Specularum. exchanges. taxes to King Ericall.
Hymsprach: Commonly known to The coins of the Alphatian Standard are
other races as Giantish, Hymsprach is the the 1 gp Crown, the 1 sp Mirror, and the

15
SOCIETY
Crime and Punishment
As might be expected, the rule of law
has a perverse sense of humor in
Landfall. Those most likely to be
charged are ordinary citizens for minor
infractions. The true criminals who steal,
murder, and rape escape notice or receive
laughably small fines. The guard does
not want to inadvertently cross into guild
territory and must receive permission to
pursue low or mid-level guild members.
For justice, the wronged must plead
with their controlling guild. As this is a
favor, the plaintiff becomes indebted to
the guild or boss. The people know the
risks this entails, and trivial offenses are
generally accepted as a part of life.
Occassionally, public outcry is
sufficiently strong that the guard will
round up a few patsies of no great
consequence (often provided by the
guilds themselves) for a hanging. These
events gather large crowds in many areas
of the town.

Guilds, Societies, and


Groups
There are numerous organizations that
control the town of Landfall. Relations
among these groups vary from neutral,
hierarchal, to hostile. Not every faction
or group is a criminal enterprise, and a
few have no particular turf.

Ladies of Fallen Alley: The Ladies


of Fallen Alley fulfill certain
companionship needs for Landfall’s
residents. These activities can range weapons training, protection The Bowery Rats engage in the more
from mere conversation and dancing to Obligations: morally questionable brutal activities: mugging, extortion, and
more iniquitous activities. The Ladies activities, out-call assignments rape, but their favorite pastime is drunken
broke away from La Familia Nostra a few Hindrances: poor reputation with rioting. More often than not, it is their
years ago, and they have aggressively common citizens own area that suffers. Exhortations of
fended off take-overs by the Protectors’ Enemies: Stevedores’ Union, Protectors “freakin’ wicked!” and “you suck!”
Guild and the Stevedores’ Union. Guild, La Familia Nostra punctuate their conversations.
The Fallen Ladies also perform a small Allies: Town Guard, the Filchers The Bowery Rats have annoyed nearly
amount of petty and grand larceny, Arrangments: Fallen Ladies do not pay every organization in Landfall, but they
smuggling, and blackmail. Murder-for- town taxes. 2gp per lady is paid haven’t been eradicated because none
hire is not allowed, but anyone who directly to the Guard from group funds. wants their turf.
abuses a Fallen Lady is in serious trouble. Local Guards also receive 5gp Requirments: be of Redstone heritage or
They do not have a monopoly on their redemption tokens. by marriage
primary specialty, and many of the other Leader: Altan Annie Costs: None (3gp/mo bail)
associations maintain in-house girls. Privileges: mindless mayhem
Requirements: female only Bowery Rats: The Bowery Rats are a Obligations: mindless mayhem
Costs: None/ 15% (monthly) pack of Redstone roughnecks that control Hindrances: poor reaction from everyone
Privileges: discounted housing and food, the most dilapidated areas of Landfall. Enemies: Friends in Mead

16
SOCIETY
Allies: None Privileges: 1gp/ton moved plus skim important visitors and gives “protection”
Leader: Colm “Meanie” O’Brian Hindrances: Severe beatings for over- to one of Landfall’s neighborhoods. This
skimming and compelling the Town Guild engages in few other activities
Prince Joffa: Prince Joffa runs the Guard to look into the theft. Regular aside from visible muscle. Ill-will still
largest international criminal operation in work hours. lingers between the Guild and the Fallen
Landfall, also known as the Syndicate. Enemies: Prince Joffa, Ladies of Fallen Ladies after the former tried to extend its
Piracy, extortion, gambling, smuggling, Alley, Bowery Rats, Protectors Guild protection to the newly independent
and bounty hunting are its main Allies: Town Guard, Filchers Ladies.
operations. Foreign operations are run by Arrangements: For their monopoly on Requirements: Str16, Wis 13
his fellow devil swine. Joffa has little loading and unloading ships, the Union Costs: none
need for standard robbers or pickpockets, pays the Town Guard 500gp per month. Privileges: free food from locals, gainful
but he does indulge in many vice Leader: Jack Ridley employment, opportunity to meet
services. Most people in Joffa’s employ visitors
are actually freelancers who take La Familia Nostra: La Familia Hindrances: on-going turf wars with
assignments on an as needed basis. Nostra is a criminal organization run by Bowery Rats, La Familia Nostra, and
Requirements: none Thyatian ex-patriots who came to the Stevedores’ Union.
Costs: None/100% of all assignment- Landfall after the debacle of the Enemies: Ladies of Fallen Alley, La
generated loot Alphatian Spike. It has a strong feel for Familia Nostra, the Stevedores’ Union,
Privileges: Steady pay (15+ gp/mo, both local and international affairs, but it Bowery Rats
retainers only), assignment fees prefers the former. Extortion, Allies: Filchers, Prince Joffa, Friends in
(freelancers only), clout with many racketeering, loan-sharking, gambling, Mead, the Bonding Guild, The
individuals kidnapping, and murder-for-hire (or Association for Antiquities and
Obligations: those who are freelancers “whacking”) are the major activities, but Acquisitions
need only fulfill their contracts. La Familia also dabbles in prostitution, Arrangements: None. Those under the
Regular retainers must perform all tasks forgery, and currency laundering. The Protectors must pay their full tax to the
during their period of employment. organization prefers to use in-house town in addition to their protection fee,
Hindrances: Heavy financial penalties or talent, but occasionally free-lancers are but the money is deposited directly via
bounties for those failing their hired. the Protectors. The Guild must pay a
contracts, erratic boss, and retainers The areas under this group’s control are business fee.
must buy out (100gp) if they wish to relatively peaceful. People make their Leader: Sven Bardisen
leave. payments, and La Familia keeps
Enemies: Stevedores’ Union, Dark encroaching interests out. The Filchers: The portfolio of the
Masters, Protectors Guild Requirements: Test of Loyalty Filchers begins and ends with petty
Allies: Town Guard Costs: none larceny. Most of the Filchers are kids
Leader: “Prince” Joffa Privileges: wages commensurate with who scurry the streets and the docks
skills looking for pockets to pick and purses to
Stevedores’ Union: The Hindrances: the risk of vendetta within cut. Older Filchers serve as organizers
Stevedores control the docks of Landfall. La Familia or without. Death penalty and deal with Landfall’s other guilds.
In true Minrothad tradition, they have a (entire family) for betrayal. They are generally considered a nuisance
legal monopoly for all loading and Unsanctioned actions are frowned by the others, but they report to the
unloading of ships, during which they upon. Stevedores’ Union and the younger ones
skim off a portion of the goods. Self- Enemies: Town Guard, Prince Joffa, are well treated by the Fallen Ladies
reliant adventurers often engender Ladies of Fallen Alley, Filchers, (some of the former being children of the
conflict when they unload their wares Protectors Guild latter).
without paying the Stevedores a Allies: none (Faldron) Requirements: Thief only
“supervisor’s fee.” Arrangements: La Familia directly Cost: all goods taken (communal)
Smugglers are another source of deposits the business and personal taxes Privileges: share of the communal take
friction, one that has brought Joffa’s for those under its protection, thereby Hindrances: pushed around by many
organization to the wharf. The Union bypassing the Town Guard. Most town Arrangements: 100 gp/mo goes to the
also engages in some minor extortion and accountants are on the payroll of La Stevedores.
racketeering, and it unsuccessfully tried Familia Nostra, and a portion of Leader: Molly “Ma” Stavro
to bring the Ladies of Fallen Alley under revenue returns to the group.
their control. Leader: Dona Clementine Amello
Requirements: Str 15, Con 16, drayer or
endurance skill Protectors Guild: The Protectors
Costs: 20 gp/mo Guild provides bodyguard services to

17
SOCIETY
The Town Guard: The Town Guard Leader: Lernal the Swill, Captains Guild is a neutral agency in Landfall. It
is the constabulary and defensive force Reenalias and Caspan serves as a courier service between
for Landfall. Its members also double as groups, performs small matters of
tax collectors. Though technically Landfall Guard (1st-2nd) diplomacy, and coordinates many
overseen by the Governor, Lernal, its two Commander: F6 Captain, F4 Lieutenant freelance contracts. The Guild does not
captains exercise the real authority. The Personnel: 265 insure against incomplete contracts, but
standard overcoat garb of the Guard is Troop Class: Fair should an employer fail to pay out a
fastened with large brass or copper BR 83 successful bonded contract, it will use
buttons – the former signifying officers, every means at its disposal to destroy the
the latter sergeants and flatfoots. Company 1: 100 heavy infantry (F1, reneging party’s activities before
Each Guardsman has a particular patrol chain mail, pike, short sword), 4 F3 delivering a coup de grace. The Bonding
route – called a beat – for which he is Sgt., F4 Lt. Guild has done this in the past, which is
supposedly responsible for crime. Company 2: 50 light infantry (F1, leather, why it is viewed as a worthy
Attentiveness to one’s duty varies, as shield, spear, normal sword), 2 F3 Sgt., intermediary today.
does the propensity for politeness or F4 Lt. Requirements: Lawful only, 5th level, any
surliness. Some patrols are too Company 3: 100 light infantry (F1, class
dangerous for a single Guardsman, and a leather, crossbow, short sword), 4 F3 Costs: None
few spots are too dangerous for anything Sgt., F4 Lt. Privileges: 15% guarantee on any
short of a company. contract, untouchable status in Landfall
The First Guard is responsible for Landfall Militia Hindrances: must never break confidence
Capital Boulevard and much of the Commander: Lernal the Swill (F6) of hiring parties or contracted
northern half of town, while the Second Personnel: 1500 swordsmen, 500 freelancers.
Guard patrols the seedier southside. longbow Enemies: GHOST, Dark Masters
Despite their higher profile, the First Troop Class: Fair Allies: La Familia Nostra, Prince Joffa,
Guard is unreliable, and should war or BR 48 (CM1) or 79 Town Guard, the Association for
disaster ever reach Landfall, there is a Antiquities and Acquisitions, Protectors
significant chance that the majority of its The Association for Antiquities Guild, Stevedores’ Union.
members will desert. Arrangements: Officially, the Guild’s
and Acquisitions: This is guild of
At the behest of King Ericall, plans are taxes are waived, but it conspicuously
treasure-hunters, traditional thieves, and
slowly underway to organize a full pays the full amount. Guild members
smugglers. The Association has little
Militia headquartered at Fort Farian. pay their individual taxes in full but are
stomach or use for the more sinister
Ideally, members would be pulled from left alone by other organizations.
activities of its fellow organizations,
both the town and the surrounding Leader: Kesinar of Stonewall
although many members employ the
countryside. services of the Protectors Guild. The
A few guards moonlight with the Dark Masters: The Dark Masters are
Association also runs a private school
Protectors Guild. (non-thieving) were students learn of the truly vile criminals of Landfall,
Requirements: none, but connections history, languages, mathematics, and possessing not even a twisted form of
help trading. honor. They engage in human
Costs: 25 gp up front for uniform and Requirements: thieves only trafficking, macabre activities, murder,
basic equipment (dagger, billy club, and Costs: 100 gp/year membership torture and other sadistic endeavors. The
blackjack). Pikes, swords, and Privileges: Fencing of stolen goods, Dark Masters are often after the same
crossbows are issued during times of trading of information, heist high valued targets as the Association for
war or need. recruitment Antiquities and Acquisitions, and care
Privileges: 5gp/mo salary, plus skim; Hindrances: none not a wit for the sanctity of the Bonding
graft; Enemies: None Guild. Within the town of Landfall, the
Hindrances: you represent law in a land Allies: Protectors Guild Justice Association battles the Masters
of crime Arrangements: The Association is taxed and their minions. Beyond, they often
Enemies: La Familia Nostra, Justice as a regular business, and its members run afoul of the League of Extraordinary
Association must pay as ordinary citizens. Adventurers.
Allies: Fallen Ladies, Prince Joffa, Members often freelance for the other They have no allies, though GHOST
Stevedores’ Union, Bonding Guild guilds. finds them useful, and independent
Arrangements: 2gp direct payment from Leader: Doctor Heinrich “Darokin” smugglers value their coin. They do not
Fallen Alley, plus 5gp redemption Stohn openly control territory and hide their
tokens (local beats only), per identities. Dark Masters belong in every
individual. 800 gp/mo from Stevedores guild, which makes rooting them out all
The Bonding Guild: The Bonding
for monopoly rights. the more difficult.

18
SOCIETY
Requirements: Evil League of Extraordinary Thieves’ Guilds from
Costs: 25% of all loot Adventurers: Created by King Ericall, around the World
Privileges: salary, outlet for evil drives the League is a group of seasoned Crime is a universal feature of life on
Hindrances: actively hunted by the adventurers that have agreed to work Mystara, and Landfall’s underworld
Justice Association, mildly hunted by together in the defense of Norwold and occasionally bumps into its counterparts
the Town Guard. the Alphatian Empire when the situation elsewhere. Below is a sampling of some
Enemies: the Bonding Guild, the warrants. These missions often find them of these other criminal organizations.
Protectors Guild, the Association for against the Dark Masters, Prince Joffa, or
Antiquities and Acquisitions, the GHOST’s interests, but they also deal
Dahnakriss’s Thieves’ Guild
Justice Association, La Familia Nostra, with menaces outside of Landfall.
League of Extraordinary Adventurers, Location: Hill and Dale (Gaz F4-5)
Most LEA members do not reside at
Friends in Mead Expanding into: Leeha, Denagoth,
Landfall.
Icereach Barbarian lands
Leader: Bishop Valenz Requirements: 6th level, demonstrated
Operations: Grand Larceny, Smuggling,
loyalty to Norwold or the Alphatian
Counterfeiting, Kidnapping, Espionage
Friends in Mead: The Friends in Empire
Mead are a consortium of bars, Costs: None
The Strands
restaurants, and other establishments Privileges: Discounted special equipment
tired of being extorted. Their Location: Denagoth, Wendar (GazF1-2)
Hindrances: targeted by many groups
organization efforts have peeved La Expanding into: Grauenberg, Landfall,
Enemies: Dark Masters, GHOST, Thyatis
Familia Nostra and other territory Darokin
Allies: King Ericall
holders. Fear of retaliation has prevented Operations: Espionage, Smuggling,
Leader: Sir Theobold Redbeard, Lord of
the group from gaining much ground. Insurgency, Blackmail, Murder,
Lighthall
Requirement: business owner Proselytizing
Costs: none GHOST: The Society for General
Priviliges: none The Kingdom of Thieves
Havoc, Oppression, Sedition, and
Hindrances: increased risk of extortion, Location: Specularum (Gaz1)
Terrorism is a global criminal enterprise.
arson, injury or death Operations: Burglary, Pickpocketing
Without any tangible holdings, GHOST’s
Enemies: La Familia Nostra, Stevedores’ ephemeral network passes through the
Union, Bowery Rats, Dark Masters The Veiled Society
great nations of Mystara without
Allies: Justice Association detection. The group has a chimeric Location: coastal Karameikos (Gaz1)
Leader: Gunnar Mauritaniopolos disposition with many seemingly Operations: Extortion, Blackmail,
contradictory operations, but everything Murder, Fencing
Justice Association: The Justice works towards bringing nations to war
Association is a response to the continued and ruin or, even better, to heel. The Iron Ring
victimization of the people of Landfall. GHOST works almost entirely through Location: Karameikos (Gaz1)
Disguised vigilantes, they are wanted by intermediaries who have no clue as to the Expanding into: Darokin, Five Shires
the both the underworld and the Town nature of their employers. Actual Operations: Espionage, Slavery,
Guard. The members of the Justice GHOST teams are based in various Assassination, Smuggling
Association keep their identities secret safehouses around the world. To date,
even to one another. they have been most active on the Isle of The Shadow-Hand
Requirements: recruitment among Dawn and the Alatian Isles. Location: Thyatis (DotE)
independent vigilantes Requirements: recruitment only Expanding into: Minrothad, Isle of
Costs: none Costs: None Dawn
Privileges: a network of similar do- Privileges: Enriching employment, Operations: Piracy, Smuggling,
gooders to aid and assist in taking down support apparatus Larceny, Slavery
crime. Obligations: Lifetime loyalty, accept
Hindrances: need for a secret identity to missions without hesitation The Grand Order of the
protect self and loved-ones. Hindrances: hostile reaction from Grey Mouse Lodge
Enemies: La Familia Nostra, Dark Imperial agents Location: Alfheim Town (Gaz5)
Masters, Town Guard, the Bowery Rats Enemies: none, but GHOST often leaves Operations: Burglary, Pickpocketing
Allies: Friends in Mead trails pointing to Prince Joffa and La
Arrangements: None. Familia Nostra The Underside
Leader: none Allies: none Location: Dengar (Gaz6)
Leader: Faldron (Number 3) Operations: Vandalism

19
SOCIETY
Grey Front Bloodseekers Network of Barimoor
Location: Serraine (PC2) Location: Ethengar (Gaz12) Location: Ylaruam (Gaz2)
Operations: Anarcho-nihilist Operations: Hunting Taijits Operation: Excavation, Ursupation
Revolution Notes: Barimoor is a long-term player
Notes: Nagpa only Inheritors for Immortality.
Location: Savage Coast (Red Steel)
ELF and FAERY Operations: Controlling the flow of Black Market Guide
Location: Erewan and Belcadiz, Glantri cinnabryl Below are a few of the commodities sold
(Gaz3) through the various black market
Operations: opposing guerrilla fighters Silver and Gold Dragons operations in the world. Where items are
Notes: elves only Location: Ethengar (Gaz12) obtained or sold does not necessarily
Expanding into: Heldann, Glantri, confer legality to the transaction.
Storm Soldiers Darokin, Rockhome, Vestland,
Location: Hattias, Thyatian Empire Soderfjord Slaves
(DotE) Operations: Espionage, Diplomacy Obtained: Isle of Dawn, Karameikos,
Expanding into: Heldann (Fist of Five Shires, Ierendi, Atruaghin, Pearl
Hattias, Gaz F7) LB Trading Company Islands, Hinterlands, Norwold
Operations: Assault, Arson, Extortion, Location: City States, Savage Coast Sold: Thyatian and Alphatian Empires,
Rebellion (Red Steel) Ostland, Thothia, Jennite Holdings,
Notes: Hattian ethnic pride group Operations: Shipping (legitimate), Hule
Smuggling, Mining
Ten Thousand Fists of Khan Relics of Al-Kalim
Location: Ethengar and Glantri (Gaz3) Darokin Diplomatic Corps Obtained: Ylaruam, Soderfjord, other
Operations: Proselytizing, Agitation Location: Darokin (Gaz11) locales
Expanding into: everywhere Sold: Landfall, Ylaruam, Thyatis,
The Thorns (in the Side of Operations: Diplomacy, Arbitration and Alphatia, Darokin
Those Blasted Elves) Mediation, Espionage
Location: Rockhome, Alfheim (Gaz6) Notes: Intensive application and Relics of Nithia
Operations: Mischief schooling period. Obtained: Ylaruam, Thothia, Known
World, Minrothad, Menguls, eastern
The Hammer Darokinian Thieves’ Guild Savage Coast, Hinterlands, western
Location: Rockhome (Gaz6) Location: Darokin (Gaz11), Glantri (as Sind Desert, other locales
Operations: Suppression of Wyrwarvs Fellowship of the Pouch, Gaz3) Sold: Barimoor, other locales
and other farmers Expanding into: Landfall, Sind, Five
Shires Relics of Taymor
Brothers of the Bolt Operations: Burglary, Pickpocketing, Obtained: Karemeikos, Five Shires,
Location: Rockhome, Ethengar, Glantri Smuggling Ierendi, Minrothad, Sunlit Sea
(Gaz12) Sold: Ierendi, Darokin, Thyatis
Operations: Anti-Glantrian Mercenaries Second Shadow
(and Eyes of the Serpent) Military Secrets
Eyes of Krondahar Location: Shadow Elf Territories Including: Troop sizes and dispositions,
Location: Ethengar, Glantri (Gaz3) (Gaz13) strategies, warbirds, blight belchers,
Operations: Espionage Expanding into: Alfheim, Wendar, airships
Glantri, Broken Lands, Darokin Obtained and Sold: Heldann, Glantri,
Heldann League Operations: Exploration, Espionage, Alphatia, Norwold, Thyatis, Isle of
Location: Heldann, Ethengar (Gaz12) Sabotage, Assassination Dawn
Operations: Assassination of Golden
Khan Magian Fire Worshippers Specialty Products and
Location: Ylaruam (Gaz2), Thothia Contraband
Taijit Tigers (M5) Including: zzonga, Alphatian spider silk
Location: Ethengar (Gaz12) Operations: Excavation, Assassination, and the spiders, sands of the World
Operations: Smuggling, Espionage with Larceny, Proselytizing Mountain, Idris paraphernalia, shadow
Glantri Notes: The Emirates ruthlessly hunt the elf soul gems, Ghyrian prismatic stones
Magians. Thothian Magians remain
followers of Rathanos, not elementals.

20
REGIONAL GEOGRAPHY
“Are you sure you read that map right.” The Land Northern Heldland: giant locust,
“Wuddamy, some kind of idiot? Roit The Landfall environs are a mixture of giant racer, mountain lion, herd animals,
here, the tree stand and the boulder by the coastal lowlands and forested hilltops swan, wild turkey, bat (normal), rat
stream just like the map.” that separate the waters of the Western (normal and giant), crone of chaos, lesser
“In case you hadn’t noticed, trees and Sea of Dawn from the great mountains of phantom, white, black and red dragon
rocks are all over the whole goldurn the Final Range. The deep-water (small), wyvern, hill giant, nixie, pixie,
place! What makes you think this is the Kamminer Bay accounts for much of the sprite, troll, orc, bugbear, brigand, trader,
right one, Rube?” coastal outline, and Landfall itself is on barbarian, berserker, bandit
“It is, just trust me.” the Niður Sound. Bayside communities
Ericall’s interdictors were really endure a wet and cold climate for most of Norwold Coastal Plain: fallow deer,
clamping down on ships trying to make the year, but it is not as severe as that giant locust, insect swarm, black bear,
the Kamminer Run, and Prince Joffa endured along the main coast. herd animals, wild dog, normal rat, crone
wanted to test overland routes as a means Heldland is a term that is heard more of chaos, werewolf, lesser phantom,
of bypassing them. Sandy and Rube had and more frequently to describe the shadow, sphinx (traveling), dragon (all
scoured the coast along the Rhien Forest coastal plain west of the Bay. Smugglers colors, small or large), wyvern, pegataur,
trying to find the ruins of Gleddinghur, in Landfall place bets on whether this barbarian, berserker, skeleton, spectral
and their deadline was running out. A convention portends aggressive action by hound, snow geese, drake, nixie
cutter was making a risky zzonga run off the Heldannic Knights. In more learned
the Annisvall for a rendezvous point with circles, the region is also known as either Kasverian Peninsula: robber fly,
which neither party was familiar, and the Low Coastal Plain or the Heldannic giant racer, insect swarm, herd animals,
tensions were rising high. Littoral Plain. wild dog, swan, normal rat, lesser
“I got a bad feeling about this one, Numerous small villages dot the bay banshee, lesser phantom, shadow, sphinx
Rube. We’re way out of our element and further inland, but there are fewer (passing through), pegataur, nixie,
here. Hizzoner shudda hired some boy settlements near the foothills, where ghostly horde, gnoll, buccaneer, pirate,
scouts and been done with it.” various humanoids hold sway. Several trader, brigand, ghost, gargoyle, iron
“Shssh. Youse gonna wake every ghost irregular hills rise to the east and west of gargoyle, spectral hound, Hsiao, wyvern,
and banshee in a hunnert miles.” the Forton River. The soil of Heldland is apparition
The plan was that once the handoff was fertile, with many large forest systems.
made, Sandy and Rube would have to Equally rich is the Norwold Coastal Hills and Valleys
hump it across land back to Landfall. It Plain. This Plain officially begins east of The Skaufskogr Hills are the most
was agreed upon beforehand that they the Skaufskogr Hills. It continues important formation in the lowlands, and
wouldn’t try to cut through the Rhien. northwest until the mouth of Norwold’s they separate the two lowland plains.
People going through there had a bad Great Bay. Because storms strike the Despite the physical connection, the
habit of dying, and they didn’t want to Plain unimpeded, the land has a perpetual Skaufkogr is geologically distinct from
add to the forest’s legend. dampness. The Plain’s southernmost the Hettafjall Foothills. The highest
Instead, they would stay on the northern extension ends the hook-shaped point is 1,250 feet, and its entire length is
bank of the Nordheim River until they Kasverian Peninsula. Together with thinly covered in white pine and spruce.
came to Thynivar where they would pick Heldann’s Altar of Vanya, the Kasverian Oaks, ash, and elm sporadically appear.
up the overland trail that crossed the Peninsula pinches the outlet of the The foothills of the Final Range are a
Skaufskogr. With any luck, the damn Kamminer Bay. virtually non-existent narrow strip of
uglies wouldn’t be causing any problem. Trees cover both plains. Pines and jack rock. Rising quickly from 400 feet to
All the two had to do was just get the spruce dominate the canopy, but over 1000 feet, the foothills give way to
package. hardwoods – including fruit bearing trees the mountainous terrain with little notice.
The amount of zzonga involved was not like the black apple – can be found. Even Tree coverage averages less than a
even that large – two pack-fulls. Joffa areas unmarked on the accompanying hectare per square mile.
was keen to test the viability of the route, map boast plentiful stands intermixed The Wolkenbergen is an exception to
but he wasn’t about to waste a real with the meadows and fields. Norwold’s general foothills. They are
shipment. Nevertheless, neither man
extensive, spreading out for dozens of
wanted to risk failure, especially not after Nordheim River Valley: miles under the shadow of Lirovka’s
what had happened to Captain Solomay. Tanystropheus, giant locust, robber fly, Alps. Red firs carpet the area, and ponds
Out in the distance, a signaling light fyrsnaca, red worm, caecilia, rhagodessa, are very common. The twin peaks of
flashed a message. insect swarm, roc (small), giant bat, green Mounts Gethbreid and Ilescu form a
“See? Whaday say? Have I ever let dragon (small), wyvern, goblin, picturesque gateway to coast.
you down?” hobgoblin, bugbear At over 3,000 feet in elevation, the
Gnomstal is a large upland valley in the

21
REGIONAL GEOGRAPHY
Final Range. Foreigners mistake the Mountain Ranges Hettafjall Mountains: carrion
nature of the valley residents at their own The mountains of the Final Range crawler, fire beetle, oil beetle, herex, gray
peril. Gnomes are nowhere to be seen – establish the western limits of this region. ooze, white pudding, gelatinous cube,
rather goblins fill these wooded hills. There are three major subdivisions to the green slime, ochre jelly, boneless, slime
Finally, the Gunaald-Vinisk-Ransarn local Range: the Menguls, the Hettafjalls, worm, fyrsnaca, red worm, rock rattler,
Valley is a large inter-ridge area within and Lirovka’s Alps. rhagodessa, giant black widow spider,
the Final Range that is often used to The Menguls – also called the mountain lion, dire wolf, roc (small),
delineate the beginning of the Westbergen by the Heldannic Knights – stirge, bat (giant), gargantuan troll,
Wyrmsteeth. In the south of the Vinisk border Heldland south of the Forton gargantuan carrion crawler, owlbear,
half of the valley, a narrow, winding pass River. The traditional limit of the white and blue dragon (small and large),
leads around the Hettafjall subrange and Menguls is a high mountain pass near the manscorpion, frost giant (inter-ridge
provides limite access to both the Forton’s sourcewaters. These mountains glacier), cloud giant, stone giant (lower
Denagothian Plateau and the Forton produce a well-defined ridge line that passes), frost giant, fire giant, mountain
River. The Ransarn Valley is accessible varies between 9 and 18,000 feet. giant, thoul, orc, bugbear, hobgoblin,
near the town of Saffir. The easiest entry Numerous groups of giants, trolls, gnolls, zombie minotaur (far north), skeleton,
point is via the Gnomstal, but its and thouls make their homes in the peaks death leech, nightwing (far north),
goblinoid residents deter all but the most and valleys. beholder
foolhardy. Proceeding eastward, the Hettafjalls
are a double ridge formation that rises Forests
Skaufskogr Hills: carrion crawler, over 18,000 feet and constitutes an Southern Norwold is blessed with
giant locust, robber fly, fire beetle, oil impregnable barrier between surrounding ample forest tracts. Trees cover both
beetle, herex, slime worm, timber rattler, regions. coastal plains and progress up the
herd animals, normal wolf, bat (normal, Nestled between these lines is the mountain slopes. Even areas unmarked
giant, vampire), grouse, quail, stirge, largest glacial expanse of Norwold on the accompanying map boast plentiful
normal skunk, crone of chaos, werewolf, outside of the Icereach. Some of it is stands intermixed with the meadows and
werebat, owlbear, leser phantom, black Old-World ice that never completed it fields.
and red dragon (small), amber dragon northward migration, but a majority of its That said, there are few areas of either
(Mithax), wyvern, hobgoblin, bugbear, mass is of more recent vintage. Beyond thick growth or ancient areas with a
orc, gnoll (east only), brigand, trader, the second ridge line is the Vinisk Valley towering canopy. The Rhien Forest
bandit, barbarian, berserker and Denagoth’s Essurian Arm. stands alone in this regard. The Rhien
Orcs are the most common mountain- occupies an historic flood plain at the
Gnomstal: goat, carrion crawler, folk, but the lower reaches also house base of the Skaufskogr. A multitude of
robber fly, fire beetle, tiger bettle, large populations of bugbears and tributaries to the Nordheim River criss-
rhagodessa, black bear, mountain lion, hobgoblins. Frost, fire, mountain, and crosses the forest floor. The Rhienwald
herd animals, normal wolf, stirge, bat the rare cloud giant also inhabit the upper is home to a Foresthome elf clan as well
(normal, giant, vampire), rat (normal, limits of the Hettafjalls. Further, the as gnolls and an extended family of
giant), gargantuan carrion crawler, anomalous stone giant family has been Heldannic lupin.
wererat, werebat, shadow, green, red, and spotted here and there. At the opposite end of the region,
black dragon (small and large), dragon Lirovka’s Alps are the last major Heldland’s Altenwald is a dark wooded
soul, wyvern, goblin, orc, hobgoblin, mountain chain. There is little pattern section of hills falling away from the
death leech evident in the southwest, but the Menguls. For many decades, it was the
northeastern Alps create a high, sharp base of operations for rebels fighting the
Wolkenberg: giant elk, robber fly, wall hiding the Ransarn Valley. The Heldannic Knights. Today it is
tiger beetle, rock rattler, black bear, singular Lirovka’s Alp is this ridge’s Heldann’s northern limit (Gaz F7).
mountain lion, herd animals, normal and highest peak, and it was named in honor
dire wolf, normal bat, normal rat, normal of the original settler of the nearby town
Rhien Forest: giant centipede, robber
skunk, carrion crawler, crone of chaos, of Saffir.
fly, tiger beetle, caecilia, giant racer,
wererat, werewolf, werebear, werebat,
rhagodessa, black bear, normal wolf, wild
owlbear, blue and green dragon (small), Lirovka’s Alps: carrion crawler, fire turkey, stirge, normal bat, normal rat,
red dragon (small, large), mountain giant, beetle, gray ooze, fyrsnaca, red worm, normal and giant skunk, giant ferret,
cloud giant, stone giant, goblin, orc, mountain lion, werebat, normal bat, crone Hsiao, shadow, green and gold dragon
brigand, bandit, barbarian, berserker, of chaos, owlbear, white or red dragon (small), nixie, gnoll, elf, whipweed,
ghost, poltergeist, possession, spectre, (small), wyvern, drake, cloud giant, frost moonflower, wolfsbane, spectral hound,
skeleton, zombie giant, mountain giant, goblin, orc, wyrd (normal)
barbarian

22
REGIONAL GEOGRAPHY
The Sea swear the waters have a mind of their within care little for braving the dangers
The waters off of southern Norwold’s own, pushing vessels where they will. of the mountains.
coast are the Western Sea of Dawn. Its Dead Man’s Route is not straight; one The Nordheim River is the longest river
sea floor is far from uniform. It more must navigate correctly certain eddies of the region, and its basin includes the
closely resembles a long narrow valley. and currents to safely rejoin the shipping Hettafjall Mountains, portions of the
At several locations in the open waters, lane. Skaufskogr Hills and Lirovka’s Alps, the
reefs seemingly rise up from nowhere. Adding to the difficulty of a successful Gnomstal Valley, and most of the Rhien
These structures are built upon brittle run, pirates, ghost ships, and strange sea Forest. This river has historic
deep-water hydro-thermal vents or older monsters plague those foolish enough to significance, as it was the dividing line
reefs that pre-dated the Great Rain of Fire try Dead Man’s Route. between the Vanitar and Aesinar Antalian
and the rising sea level. tribes. Today it serves much the same
The life in this part of the Sea includes Kamminer Bay: salt water termite, purpose in distinguishing Nordulanders
sea dragons, great white and blue tip masher, giant blue crab, giant octopus, and Norwolders.
sharks, sperm whales and other large weed eel, bottle-nose dolphin, thrasher
cetaceans migrating between the southern shark, acquatic beholder, devilfish, sea Climate and
Sea of Dread and northern Alphatian Sea, hag, wereshark, wereseal, seal, sea lion, Environmental Notes
and even more exotic fare. For wyvern, white dragon, nixie, kna, The area around Landfall experiences
underwater adventures, the kna is the buccaneer, pirate, mesmer, sea dragon distinct seasons. Winter days are shorter
only PC3 race of any significant number, (small), sea giant (7:05-4:35) and cold (-5° to 25° F) with a
but wereseals, weresharks, and devilfish strong sea breeze in the air. Summers are
can be found here. Western Sea of Dawn: mild (45-55° F) except during the dog-
The Kamminer Bay is a deep-water Ichthyosuarus, pliosaur (Tylosaurus), days when it reaches over 90° in humid
inlet for the Western Sea of Dawn. Its masher, jellyfish (normal), giant rock heat.
waters extend to a depth of over 2,000 crab, giant octopus, giant squid (6HD),
feet, and shoals and reefs line segments bottle-nose dolphin, sperm whale, great
white shark, aquatic beholder, devilfish,
Settlements
of the coast. Landfall and other
sea serpent (greater), kna, sea dragon Landfall: Landfall is the most
communities dot the shoreline, where
coves and sounds are plentiful. (lesser and greater), buccaneer, pirate, populous urbanized area in southern
Most sea vessels traveling to and from trader, sea giant Norwold. It is a chaotic mess of wooden
Landfall follow the coastline, but those structures – many dilapidated – with few
wishing to avoid any Imperial or Strait of Helskir: ichthyosaurus, defensive fortifications. It was originally
Heldannic entanglements risk the Bay’s a fishing community that was overtaken
masher, giant octopus, weed eel, vamora
open waters for the Kamminer Run. The as a piratical lair and later as a place for
shark, great white shark, aquatic
Run leads to both a route favored by cashiered soldiers unable to return home.
beholder, sea hag, wereseal, wereshark,
Ostland raiders and further traffic lanes in Landfall is now part of the Alphatian
red and black dragon (small), nixie, kna,
the Sea of Dawn. The major hazard is Empire, but this has done little to alter
buccaneer, pirate, trader
navigating without the aid of land the scoundrel nature of the town, and it
has become a major hub of international
references. Rivers and Streams smuggling and criminality. Landfall was
After clearing the Kasverian Peninsula, There are a number of shallow rivers,
the Run parallels the coast until its users discussed in greater detail in an earlier
streams and creeks in southern Norwold. section of this booklet.
can merge into the Lighthall-Helskir lane. They are fed by a combination of natural
Ships must be lined up properly as they springs, seasonal runoff, and glacial
approach the Annisvall Cut to avoid the Landfall: carrion crawler, robber fly,
melts. fire beetle, oil beetle, giant racer, weed
reef hazards. The Forton River is the unofficial
The Annisvall Cut is used for unofficial eel, herd animals, wild dog, stirge, bat
southern border for Alphatian holdings in (normal, giant, vampire), rat (normal,
travel between Landfall and the Thyatian Norwold, but the local residents pay little
portions of the Isle of Dawn. A Thyatian giant), giant shrew, wererat, devil swine,
heed to the claims of foreign powers. It shadow, amber dragon (Mithax),
interdiction point has recently been cuts a deeper channel than other regional
established near the Cut’s end. doppelganger, drake, goblin, hobgoblin,
rivers, but that measure still pales next to orc, bugbear, orc, gnoll, dwarf, elf,
Smugglers desperate to reach southern Heldann’s Elber or the Known World’s
Helskir without any Imperial notice gnome, Halfling, brigand, buccaneer,
major waterways. A trading post was pirate, trader, barbarian, berserker, thug,
might risk the Dead Man’s Route. The established near the sourcewaters long
Route splits north from the Annisvall Cut bandit, ghost, poltergeist, possession,
ago during the heyday of the Kingdom of vampire, spectre, apparition, skeleton,
and crosses the Western Sea of Dawn’s Essuria on the Denagothian Plateau. The
deepest stretch. zombie, gargoyle, iron gargoyle
post still stands, but those who dwell
The smugglers who have made this run

23
REGIONAL GEOGRAPHY
Lighthall: Lighthall is a coastal interdictors also supply out of Gameth traffic promises increased growth in the
settlement (1,750) that lies halfway (100 HP capacity), the site remains near-future, unless the Gnoms or
between Landfall and Oceansend. With imperial – not royal - property. Vanatics ruin things with raids.
the recent independence declared by Berdholm: This was once a thriving Thynivar: Thynivar is another
Helskir, it was important to have a clear settlement that was destroyed by Ostland caravan stop-over in the Skaufskogr. It
naval base from which to correct the Raiders. Pirates have used Berdholm on controls a small ferry that traverses the
Helskans (and keep the Landfallers in occasion as a layover, but the increasing Nordheim River, and it also outfits
line). The village was granted as a fief to naval patrols have made do so a risky rafting vessels for those wishing to go up
Theobold Redbeard, a distinguished venture. Longships and vessels that sit or down river. In times past, Ostland
Alphatian officer and confidante of King high in the water can continue upriver raiders traveled upriver to Thynivar, but
Ericall’s father. The community takes its from Berdholm to Alfhavn. such incursions have not occurred in
name from the many lighthouses that line Alfhavn: Alfhavn is a Nordurlandic- nearly a century.
the coastline to warn of rocky Norwoldensian village (360). Despite its Holgbrekkur: This was once a
outcroppings at the shore. Lighthall has a inland position, the village has suffered Norwoldensian village similar to More-
180 HP docking capacity. Ostland raids from both river and coastal Skepti, but after an Ostland raiding party
directions. There are no elves residing stripped the settlement of its defenses, the
Lighthall: robber fly, giant bat, lycan here, and Alfhavn is nearly as ignorant Vanatics came down from the mountains
(all types but bear), sphinx, white, blue, about the presence of Foresthome elves and completed its destruction. Its site is
and gold dragon (small), pegataur, as the Alphatians are. Alfhavners still used as a layover for caravans, but
doppelganger, drake, dwarf, elf, gnome, greatest daily concern comes from the the Norwold natives seem unwilling to
Halfling, trader, spectre, vampire, wyrd, Rhien-kaph gnolls and forest spirits. repopulate the village.
gargoyle Forton Post (Narill): This keep is Moruvellir: Moruvellir (230) is a
at the confluence of the Forton’s river community south of the
Saffir: Saffir is a small town (700) headwaters. Its original name was the Wolkenberg. Historically, this village
controlling the pass into the Ransarn unimaginative “Fort-on-the-River,” the has had to fend off Ostland pirates,
Valley within the Final Range. Saffir simplification of which came to represent Vanatic hordes, and goblins. Its people
was founded by a Traladaran conscript the river. [Note: This is a translation of are fishermen and hunters of game.
named Lirovka who deserted from the Essurian “Narill sa Retayinn.” Should Gleddinghur: This ruin lies among
Oceansend. In time, Lirovka’s kin and the Heldannic Order conquer Heldland, the trees at the mouth of the Nordheim
other Traladarans migrated to Norwold as per the Almanacs, they will similarly River. Centuries ago Gleddinghur was
aboard Minrothaddan vessels. Claransa create a community at the mouth of the the most prosperous town in all of
the Seer was recently recognized as a river. This “Forton” will be Hattio- Norwold, but it was laid waste by the
Baroness of Norwold after pledging Thyatian “Das Fort um den Fluss.” – Ed.] Sons of Cnute. One still encounters
Saffir’s loyalty to King Ericall. A hundred or so individuals – none homesteads and hamlets nearby, but no
Tormannvik, Strondborg, Eikervik, Essurian - now make do at the Forton one has sought to rebuild the town.
Theriður, and Isoður are Nordulander Post. Trolls and orcs are the most Smugglers are looking to use
villages in southern Heldland. They are common problem. Gleddinghur as an option to bypass naval
described in Gaz F7 The Heldannic Thykkskált: Thykkskált is an interdictors that patrol the peninsula to
Order. isolated village in the middle of northern the south.
Bukstaður: Bukstaður is a fishing Heldland. Orcs and bugbears Lothiye-baum: 500 Lothiye
village on the Kamminer Bay. A small occasionally trouble the 215 residents, Foresthome elves maintain their Tree of
amount of overland trade passes through but overall this is a peaceful place. Life at this location. Their Tree is a
this community of 300, but it has yet to Thykkskált receives few visitors, but it granddaughter of the Shiye Tree in
prove consistent enough to establish a welcomes them with warmth rivaled only Alphatia, and daughter of the the one at
permanent trading station. The locals, by the short-folk of Leeha. Elfswood near Oceansend. The
like most other Heldlanders, have little Regjaður: This is one many small Treekeepers are diligently working to
concern for the empires and prefer to be human communities in the eastern severe the ancestral links and transform
left alone, but Bukstaðurs are not Skaufskogr. The people (165) are theirs into an independent Mother Tree.
impolite. removed from the corruption of Landfall, The Lothiye do not grow homes out trees,
Gameth: Following the kidnapping and they intend to keep it that way. as is the practice in Alfheim. Instead,
of Prince Tredorian, Alphatia established Strangers will find that the hospitality of homes here are built with muscle, sweat,
a naval station on the Kasverian the north is absent at this village. and carpentry skills. Homes are
Peninsula. Gameth (860) is the domestic More-Skepti: 135 Norwolders call constructed around and in sturdy
support for this operation, which includes More-Skepti home. The village is a hardwoods. [See the Expert Set artwork
two field commands. Though Ericall’s resting stop on the overland route for ideas – Ed.]
between Landfall and Lighthall. This Terragur: Terragur is an imposing

24
REGIONAL GEOGRAPHY
battlement at the entrance to the defeats in the Altenwald. The compound Mystaran Almanac Dominions
Gnomstal Valley. 400 hobgoblins and and surrounding countryside still bear the These dominion descriptions are in
700 goblins live in or near Terragur. The scars of the battle with the Heldannic effect by AC 1015 and take into account
fortress does not fully block travel Knights and the Alphatian counterstrike. the destruction of Alphatia and the
through the pass, but its image is enough Haldis Town is mostly empty today. invasion of Norwold by the Heldannic
to deter all but the bravest or most Two families oversee its upkeep and wait Territories.
foolish. Most conflicts are with other for the day when another Freehold hero Heldannic Territories: The
humanoids, such as the orcs of Lepa appears to fight the Knights. Heldannic Order has direct control over
Krak, but on occasion, the Terragans hit the entire Bay area beginning AC 1011.
communities in the Nordheim River Norwold Dominions This includes the peninsula and all of
Valley, the Skaufskogr, or even the The general presentation of Norwold in Heldland up to 48 miles from the
Norwold Coastal Plain. the GazF line is in line with the landrush Hettafjalls up to the major Nordheim
Lepa Krak: The orcs of Lepa Krak opportunities found in CM1 Test of the confluence. It holds land south of the
are a threat to the scattered human Warlords. Landfall is presently a river, but detours around the Lothiye
settlements of the Vinski-Gunaald- governorship, but when King Ericall forest. Two Pronvinzes – one for
Ransarn Valley and to the goblins of the switches to a truly feudal system of Landfall and another for Heldland – will
Gnomstal. This fortress (1,200) is tucked government, Lernal and the Guilds will be carved out of the area.
away in a secluded, high altitude valley do everything possible to fast-track Wolkenberg: The people of the
beyond the transitional mountains of the Landfall to a duchy. Wolkenberg put up a resistance that the
Final Range. Two to three times a Lighthall, too, is a duchy in the waiting. Heldannic Knights were never able to
decade, the orcs cross the mountains to As Ericall’s most competent and loyal break. The resistance was led by the one-
attack Terragur, the nearby hobgoblins governor, Theobold Redbeard will time commander of the region, Helmut
and the settlements of the Skaufskogr. always be elevated at the same rate as the Jaschke. The Wolkenberg is now an
Hegkogur: Hegkogur is a goblin king’s half-brother, Lernal. independent county.
village near the pass between the The fief of Claransa the Seer, originally
Gnomstal and the Ransarn Valley. Like introduced in CM1, has been set as the Italian MMB Dominions
other Gnoms, they both war and trade town of Saffir. This ties together The Italian MMB Dominions are
with their neighbors. The Hegkogans Claransa’s Karameikan heritage, her considered to be in existence by some
suffer the routine brunt of Lepa Krak orc abdication of power to return to point in AC 1000.
attacks. There are 320 goblins here. adventuring in 1004 (as per the Landfall: A Duchy under Lernal the
Hrísey: Hrísey is a goblin village on Almanacs), and Saffir’s leaderless state Swill. The duchy extends up to, but does
the northwestern slopes of Lirovka’s before the warlord/dragon Krasniy the not include, Bukstaður and Felspel’s
Alps. These goblins (420) are light Red arrives (AC10). Hold on the coast. Similarly, the
raiders, snatching what they can but not The Barony of Two-Lakes Vale under northern borders follow the overland trail
producing large amounts of damage. Of Maltus Fharo has been previously set by to the midpoint of the Skaufskogr. This
the humanoids in this region, the Gaz F2 (courtesy of Geoff Gander and does not include Regjaður.
Hríseyites are the best mountaineers and the Mystaran Almanac Team) although Nyslott: A barony under Shebb
rangers. the fief has not been awarded at the start Woolsey (M5), Nyslott occupies the zone
Luho: Luho is a small province and of AC 1000. This siting is fixed for the north of Regjaður between the Nordheim
personal estate of the Archmage Tormaq. GazF line because of the connection of River and its main northern tributary.
60 servants tend to the wizard’s moat- the Death Stone and Altar of Stars (see Lausthorp: A barony under Geoffrey
ringed keep and supporting lands. Luho CM2) to the Idrisian Sphere. of Heldann (CM1), Lausthorp controls
takes its name from a similar local on the The presence or absence of all other the lowland plains northwest of More-
Alphatian mainland. dominions is entirely up to the referee. Skepti.
Felspel’s Hold: About two miles For ease of comparison and integration Sonnenfeld: A large barony under
from the coast, a minor cavern system with other fan-produced material, here Fergus the Justifier (CM1), Sonnenfeld
opens up in the Skaufskogr. The are the regional dominions according to has revitalized Holgebrekkur.
Archmage Felspel has claimed a few of the Mystaran Almanac Team and the Lighthall: Theobold’s dominion is a
these caves, and one houses the basement Italian Mystaran Message Board. duchy controlling everything in a 48 mile
for his personal keep. radius. Its naval authority extends to the
Haldis Town: Haldis Town is not imperial border with Helskir.
actually a town but a collection of Blakyst: Baron Bardeen Longstrider
fortified houses and shacks. For a time (M2) has taken over the peninsular coast
the Heldann rebel and heir to the Haldis from Berdholm to the eastern field camp.
Throne, Halvard Gudmundson, was
headquartered at this site following

25
PERSONALITIES
“… and then she just stood there, buck-
naked, and says ‘who’s next?’ Poor
Benny cud’n stop switching from
laughing his two-bits off and crying from
his broken nose.”
Sandy and Rube were doubled over in
laughter as the spinning of this old yarn
finished. It was a tale worth telling, and
Rube’s embellishments were priceless.
“I still can’t believe Old Lady Mineva
had such a backhand,” said Sandy.
“Yeah, neither cud Benny and Jib.”
“You know,” Rube continued, “I think
that wuzzabout two or three weeks a-fore
we picked your scawny hide up.”
Sandy’s mind faded back to that day
years ago at the dockside market when he
Authority Figures Faldron: MU4/T6, N, Wis18, Int9.
had been nabbed stealing fruit. There
was no denying Rube and the Filchers Lernal the Swill: F6, N, Cha7. Faldron is Lernal’s court magist. No
saved him from a good stretching. Lernal is the boorish, younger half- self-respecting Alphatian wizard would
“So what made you do it, Rube?” brother to King Ericall and governor of deign to serve the crude and untalented
“I don’t know. A conscience, maybe?” Landfall. Lernal was only 19 at the time governor, so the Bonding Guild had to
The moon was bright and full over the of his appointment, but Ericall ignored scrounge to find Faldron. No one really
shoreline tonight. Everything could be warnings that his brother was not ready knows who he is, but most assume
seen with such clarity and contrast for such a position. As a child, Lernal Faldron directly answers to one of the
against the blackness of the sky that spent little time with his father, General bosses, an impression that the magist
night. Torenal, and he acquired none of his does nothing to dispel. In fact, Faldron is
Meanwhile, the waves had been sire’s character or strength. There was GHOST’s Number 3. He works to bring
crashing along the shore since the two nothing within his make-up capable of about conflict between the Guilds and the
men arrived, but an irregular splash broke resisting the pitfalls of Landfall. national powers by giving the guilds
the calming rhythm. Rube spun and The governor is now totally enough free rein to become a total
looked out to see what it was. unscrupulous and rotten, and he allows catastrophe.
“Ah, just a damn bird gone fishing.” his appetites to get the better of him. While not possessed of a genius
Before Rube had completed his last This gluttony and drunkenness have left intellect, Faldron has a photographic
word, Sandy had rushed up behind him, him a puppet of the Guilds. His ear is memory and speaks several languages
locked his arm around his throat, and open to Prince Joffa and Dona Amello fluently. He succeeds in his dealings
driven a dagger up into his rib cage. It and will enact whatever they last through his ability to size up individuals
was a clean kill, and Rube trembled for suggested, but day-to-day governance is and discover their weaknesses.
only a moment. now in the hands of his Magist, Faldron. Should the Heldannic Order ever attack
Sandy cradled his best friend until it Last year, Lernal unknowingly sired a Landfall, Faldron will be the first to
was finally done. He then gently lowered child of his own, Erise. She is being evacuate.
Rube’s body on to the dune sand. A few raised by her mother, Holly, on Fallen Equipment: Faldron has a large
things still had to be done. Alley, but she is destined to become a collection of magical rings for protection,
Everyone knew that Joffa’s bounties beautiful and beloved young woman that flying, and other needs.
were very rewarding, but for Sandy, a might reform the Swill if he lives long
man who had just killed his best friend, enough. Reenalias, Captain: F6, Cha16,
this was nothing but a loss. Lernal was born in late 975 AC, stands Str 7. Captain Reenalias is the smooth-
5’10”, and on good days is clean-shaven talking captain of the First Guard.
with a page-boy haircut and Darokinian Reenalias is a button polisher, more
Landfall is filled with numerous
hosery. While on a bender, he forgoes concerned with looking good on Capital
characters from the seedier side of life.
shaving. Lernal is slowly developing a Boulevard and the Mansion. The First
Some seek fame, others merely money,
resistance to healing spells. He is always Guard reflects its leader, and neither
but their disparate motivations drive them
accompanied by 8 personal guards drawn should be counted upon if crises dictated
to deeds both noble and foul.
from several guilds. it. For the right lady, Reenalias could be
Equipment: sword+2, plate+2 the perfect inside man within the force.

26
PERSONALITIES
Caspan, Captain: F6, Str 17, Con Colm “Meanie” O’Brian: F7, year, but her mind and senses remain
7, Wis 17, Cha 8. Caspan is the surly, Str18, Con18, Cha 17. Colm runs the razor sharp. Rumors fly about a
unkempt Captain of the Second Guard. Bowery Rats, and is the toughest, takedown, with much discussion about
He and his boys work the seedier side of drunkest of the bunch. He fancies the relative ease with which the Ladies of
town, and they know how to rumble with himself a proper gentleman – and the Fallen Alley became independent. Dona
the best of them. Caspan is a native of man does have a charming style when Celementine has “arranged” matters with
Landfall, and he would never think of calm – but Colm’s rages are legendary the most likely fonts of trouble, but she
abandoning it to foreigners or the guilds. across the town. When a man joked that cannot deal with everyone in this manner.
That doesn’t mean he doesn’t do his own a hat made his ears stand out, “Meanie” Sven Bardisen: F15, Str17, Con 18,
part to keep the economy working, but O’Brian tore the guy’s ears off and threw Dex 15. Sven is the large, intimidating
for Caspan, it’s just part of what makes them into a pickle jar. head of the Protectors Guild. Sven brings
Landfall worth fighting for. Jack Ridley: F8/T3, Str17, Con18. his Nordurlandic sense of loyalty and
Jack is the head of the Stevedores’ honor to the job of protector. Sven
The Dons and Capos Union. He was born in Helskir to a personally works as a guard for Dr. Stohn
Altan Annie: T8, Cha 16. Annie is Minrothad shipper, and a deep love of of the Association for Antiquities and
the leader of the ladies who work the guild-style monopolies was instilled in Acquistions. In his youth, Sven was a
Fallen Alley. She herself no longer Jack from a very early age. Jack runs a bouncer for several bars on the wharf.
works the trade and merely tends to the tight operation and does not tolerate his He still bears the scars of a poor stitch
group’s business affairs. Annie wears a men breaking the rule of limited job that he received after breaking up a
long veil that drapes from the bridge of skimming. He is even less tolerant of knife fight.
her nose to the top of her corset. The veil those trying to load or unload vessels on Molly “Ma” Stavro: T5. Molly is
conceals hideous scarring she suffered their own. the current house mother for the Filchers.
from a made-man with La Familia Despite being 53 years of age, Jack Molly is only 16 years old, and her older
Nostra. Dona Clementine had the man Ridley is as fit as a horse and the spitting sister, Holly, is a Fallen Lady. In
dealt with, but restitution was insufficient image of what a stevedore should look addition to the numerous, dirty-faced
and Annie led the revolt for the Alley’s like. A neat, gray beard lines his jaw and scamps she looks after among the
independence. around his mouth. Jack’s right eye has a Filchers, she tends to her own child and
“Prince” Joffa: MU13/DS17, Str17, permanent squint from years of working her niece, Erise. Molly is a good-hearted
Con17, Int17, Wis8. Joffa is a sorcerous out in the open. den mother who works well with the
devil swine completely open about his Dona Clementine Amello: T8, younger kids but is increasingly ignored
lycanthropy. Joffa adopted his “title” Str5, Dex7, Int 17, Wis 16, Con7. Dona by the eldest.
following a violent dispute with an Amello is the elderly but iron-willed head Doctor Heinrich “Darokin”
Alphatian nobleman over the social of La Familia Nostra. She has been in Stohn: T24, Int18, Cha 16. Dr. Stohn
standing of noveau riche merchants the position of Dona since her husband is an archeaologist – or tomb robber –
relative to the established aristocracy. passed away six years ago. Her own who now heads the Association for
Now wanted for murder, he escaped first health has drastically swooned since last Antiquities and Acquisitions. As a lad,
to Limn and then to East Portage. There
he joined the Syndicate.
After working several years as an
enforcer for the local Syndicate boss,
Joffa orchestrated a violent overthrow
and took control – a typical means of
promotion within the Syndicate. The
Prince has grown complacent over the
years, and is now a victim of numerous
vices, particularly a special zzonga water-
vapor which he inhales through a hooka.
The drug has affected his instincts and
judgement. Joffa is now more prone to
rash treatment of those who fail in tasks,
even individuals of long, competent
service. Upon the wall of his audience
chamber is visible proof of this treatment
– the crystalline remains of the smuggler
Captain Solomay.

27
PERSONALITIES
Heinrich ran away from Hattias and two assassination attempts for his smells of sandalwood, but her haughty
worked tramp vessels in the Sea of Dread troubles, but Gunnar is undeterred. attitude grates on many. She pities
before settling in Athenos, Darokin. He Gunnar is of average weight and height, humans and their short time of life.
explored much of the Cruth, and and it is difficult to determine his Laralyn is only 140 years of age. At 6’
recovered several artifacts from the heritage. As he laughingly describes it, and 150 lbs, she is large for an elf, but
eastern Atruaghin Clans (for which he is “my family’s a little bit of everything. she still maintains a sleek outline.
still marked for death by the Tiger Clan). Including Ierendian, but we don’t talk Streaming white hair falls across her face,
After those exploits, Heinrich travelled about that”. Among his many relatives is hiding green eyes.
to Sind and foiled a thugee plot to kill a a young woman named Renia (see Gaz Speaks: Dragon and Fey
local raj. Dr. Stohn initially came to F1). Equipment: staff+2, longbow+3, arrow
Landfall after someone showed him a of refilling, banded+4, ring+1, elven
relic from the Milfroy Murders. Now he League of Extraordinary cloak, elven boots
spends his time trying to unravel the
Adventurers Prosper: T25 (T30 in M4), N, Int16,
meaning of the relics, while also delving Dex17. Prosper was once known as
Sir Theobold Redbeard: Kn25
into the Cults of Darga and Gylgarid and Pyotr Kalikov, a capo within La Familia
the Saga of Lokena. (Kn30 in M4), Str18. Theobold
Nostra. He worked for the Cinsini
The good professor is learned in a Redbeard is Lord of Lighthall and the
Family – then head of La Familia. When
number of modern and ancient languages. preeminent member of the League of
Don Frederico and his family were killed,
On digs and adventures he can be Extraordinary Adventurers. Theobold
Pyotr took over running both the Cinsinis
recognized by his trademark wide- began his military career with the Legion
and La Familia. As an outsider, Pyotr’s
brimmed hat. of Alphatia and saw action around the
advancement should have been limited to
Dunadale Boglands and Thothia.
Kesinar of Stonewall: C12 of consiglie, and his elevation did not sit
General Torenal fast-tracked the soldier
Asterius. Kesinar is a common Alphatian well with others. He was ousted and
and freelanced him on several missions
from Stonewall who arrived at Landfall barely survived an assassination attempt.
around the Alphatian Empire. Theobold
with dreams of a New World of Since that time, Pyotr has traveled
was instrumental in blunting Heldannic
opportunity. He soon sized up to the under the name of Prosper, but he still
encroachments in the Skaufskogr. When
situation, and formed the Bonding Guild bears his trademark lucky-ferret’s foot.
Helskir declared its independence from
(aka Guild of Agents). Business has been He worked with the cleric Theona for a
Norwold, King Ericall (Torenal’s son)
good ever since. Kesinar is fastidious time before joining with Theobold. His
appointed Redbeard to his lordship and
about contract details, and he expects induction into the LEA was only this past
awarded him the first LEA induction.
employers to honor in full completed year at the insistence of the Lord of
Theobold is a fair ruler, but he has had
contracts. Lighthall. Prosper no longer travels with
to learn to accept foppish nobles and
Bishop Valenz: C11, C, Cha18. Theona and works as a merchant and
courtiers in his presence. He has a mild
Valenz is the self-style bishop of Landfall adventurer everywhere but Landfall.
interest in a fellow LEAer named
who runs the Open Cathedral. It is Appearance: 48, 5’9”, 165 lbs, with
Theona, but her recent transformation
unclear if Valenz’s gargoyle-lined thinning brown hair and gray eyes
into a vocal temperance advocate grates
Cathedral has any particular patron or Speaks: Shiye Elvish, Dragon
on the man. He has red hair and sports a
philosophy in mind, and the Bishop Equipment: shortword+2, dagger+3,
full beard beneath blue eyes. Theobold is
himself says contradictory things about blowgun, blackjack+2, 8 flying carpets
46 and stands 6’2”. Since retiring from
the matter. Those who give it any serious Quentin the Aggressive: MU 26
active adventuring, the Lord of Lighthall
thought conclude the man is just one (MU30 in M4), Int17. Quentin is a bald,
has put on a few pounds (200 lbs).
more hard-working charlatan who has middle-aged wizard (55) with the
Equipment: sword+3 (Trollbane),
made something of himself. What no one reputation as a battle-charging wizard.
dagger+3 (Fang), returning spear+2, plate
realizes, though, is that he is the guiding The Alphatian equally amuses himself by
mail+3, shield+3, pouch of security.
force behind the Dark Masters, the journeying to the darkest corners of the
Laralyn Athiliar: E10D (E10K in
bizarre super-criminals that occasionally world and hitting rowdy taverns. In his
M4), N, Str16, Int17. Laralyn is a
terrorize Landfall’s residents. youth, he spent a great deal of time with
willowy and light elf originally from the
Gunnar Mauritaniopolos: the Shiye and the newly arrived Denwarf-
minor Alfheim Clan Rethiliyim. Her
F2/Businessman10 (see the upcoming Hurgon dwarves.
clanmates disdained her un-elven drive
Gaz F11 for details). Gunnar owns the Quentin is not physically impressive.
and thrill-seeking, and so Laralyn left the
Welcome Inn and Tavern on Shayler He stands only 5’6” and weighs 130 lbs.
forest for the life of an adventurer. Over
Street. Tired of the rowdies and the A dirty-robe hides his skinny frame. The
the course of his journeys, she joined
racketeers, he declared his business a wizard’s smile is pleasant but his gaze
Theobold Redbeard and aided Alphatia
mob-free zone. A few other shopowners pierces a man, as if Quentin was trying to
and Norwold.
joined with Gunnar to from the Friends in read his past and future. Quentin fell in
Laralyn sports a mischievous grin and
Mead. He has received one arson and with Theobold during the Heldannic

28
PERSONALITIES
incident. longevity. These have done little to Fergus is a good and noble man – a stark
Equipment: staff of wizardry, remedy his thinning brown hair and light contrast to the general patron of
dagger+4, returning dagger+2, ring+4, bear, however. His eyesight has suffered Landfall’s tavern.
ring of memory, amuletAC4, gauntlets of some, and he requires a pair of spectacles Equipment: sword+3, longbow +2,
ogre power for most of life’s activities. plate+3, shield+2
Equipment: leather+3, ring+3, rod of [Editor’s Note: Fergus has appeared in
The Adventurers and weaponry+5, dagger+2, ring of life numerous products, and his CM1
protection, boots of speed statistics are used here for 1000 AC. M1
Would-Be Lords Geoffrey of Heldann: C15 of lists him as a paladin.]
Claransa the Seer: MU15, Int17. Bardeen Longwalker: F/Kn16
Frey, Con17. During his youth, Geoffrey
Claransa is a 34 year-old wizardess born adventured in the vicinity of his home (Kn28 in M2), N, St18, Con17. For a
in Threshold. As a teenager, she studied near Grunturm and helped the poor and man born to Ostland reavers, Bardeen
in Specularum before boarding a sick but found most of his efforts running Longwalker is a remarkable civilized and
Minrothad vessel bound for the New afoul of the Heldannic Knights. Caught refined man. By happenstance, a voyage
World. Claransa reconnected with her between the Eridian Cult and Knightly to Norrvik introduced Bardeen to
Saffir kinsmen in the last few years and overbearing without any support from members of the Darokinian Diplomatic
has convinced them to join with the other Freeholders, the cleric retired to Corps. The Ostlander tagged along with
Kingdom of Norwold. Claransa will be Norwold. them and came to visit every nation of
awarded her baroness this spring. Geoffrey fortifies the faith of Frey in the Known World. He later continued his
Claransa has struck up a friendship with his adopted home and warns those who travels through the towns of the Isle of
Geoffrey of Heldann, and adventurer will listen about the danger of Vanya’s Dawn and southwestern Alphatia.
common to southern Norwold. Knights. His adventuring also has led Rumors of the upcoming landrush have
While Claransa is certainly capable of him on to a path that may yield the brought Bardeen to Landfall, which has
running a dominion, she has a bad streak mystery of the Eridians and the dragons thus far failed to impress.
of losing focus on tasks and walking west of Oceansend. Word of Geoffrey’s Bardeen is most comfortable wielding
away for something new [PWA suggests works has reached the courts of Alpha, an axe, crossbow, spear, or pike, but he
she abandons her post in 1004 to return to and King Ericall of Norwold is likely to strives to master the lance and
adventuring.] offer the Heldanner a fief. longsword.
Claransa is willowy and stands only Geoffrey is a serious, intense man, Equipment: (defending sword+4),
5’4”. She has blond hair and green eyes, ferocious in combat, but capable of great (heavy crossbow+3), plate+3, shield+3
and she wears bright gown with a simple kindness. He is 38, with long and Brogahn of the Steppes: F15,
design. disheveled brown hair that is showing Con16, Cha7. Broghan was once a
Equipment: 2 daggers+4, staff of touches of grey. Currently clean shaven, member of the Bortaks on the Ethengar
wizardry, ring of protection+1, displacer he has considered sporting a generous Steppes. Jealousy among the Khan’s
cloak beard and moustache. Geoffrey is a tall circle led to Brogahn’s exile. He joined
[Editor’s Note: Claransa has appeared in (6’1”), well-built, imposing man with the Ethengar community in Rhoona for a
numerous CM/M modules and Almanacs. blue eyes. time but had little stomach for the
Her CM1 statistics are used here as a While he opposes the Order, Geoffrey Cretians. Now in Landfall, he freelances
baseline for 1000 AC.] is not a Haldis partisan and would not for the Protectors Guild and the Bonding
Shebb Woolsey: N, T20 (T30 in support the heir, Fredek. Guild. Through his Bonding Guild
M5), Dex18, Wis17. Shebb was born in Equipment: mace +3, +5 vs undead, contacts, Brogahn has learned of the
the Traladaran town of Kelven over 160 plate +3, shield +3, (scarab of upcoming Norwold landrush and is
years ago. As a young man, he left for protection). weighing the possibility. He sports a
the coast and eventually made his way to [Editor’s Note: Geoffrey has appeared in huge black beard.
Thyatis City, where his life of adventure numerous CM/M modules and Almanacs. Equipment: warhammer+3, short
and crime began. After surviving the His CM1 statistics are used here as a bow+1, plate+4, shield+2
Alphatian Spike, Shebb left for the Isle of baseline for 1000 AC.] [Editor’s Note: Brogahn’s CM1
Dawn and Helskir. He has made several Fergus the Justifier: F15, Int7, statistics have been used here.]
contacts with King Ericall’s court since Dex 17. Fergus was a fighting champion
then. Despite his moderate success in in Norrvik, the capital of Vestland, who
business, any dominion awarded to has now made a name for himself in
Shebb will be fated to poverty and he will taverns from Landfall to Oceansend.
be forced to dip into other countries’ While in Lighthall, he became aware of
treasuries. Ericall’s upcoming landrush and is
Shebb has maintained himself all of seriously contemplating answering the
these years through a stash of potions of call. However rough around the edges,

29
PERSONALITIES
The Rogue’s Gallery who works as a tracker and bounty- sape of a skull.
Astrid Ragnisdottir: T2 hunter in Lighthall. On his down time, Fenris the Filch: T5, L, Con7.
(Bard/Skald). Astrid is a young woman he enjoys songs and music. Fenris is an unhandsome man, tall and
from the Soderfjord Jarldoms who has Deidre Hrolfsdottir: MU3, C, lanky (6’3”, 161 lbs) with ash-blond hair
undertaken a journey of the northern Str7. Deidre is a rail-thin wise-woman – and pale gray eyes. His leather armor is
lands. She collects stories and histories, or witch – run out of her village in the worn and faded. Fenris began as a guard
and her work has afforded her the chance Skaufskogr. She is an aloof, on an Alphatian merchant ship, but
to study at the AAA’s school. unpredictable woman with dark brown turned to tomb-robbing after breaking
[Astrid appears as a correspondent in hair and eyes, and she wears dark purple into a crypt at Edairo. Fenris is a
Joshuan’s Almanac – Ed.] robes over her 5’11”, 103 lbs body. member of the AAA, and he takes small
Celeste the Swift: T3, N, Str7, Personally survival is of paramount jobs from the Bonding Guild.
Int7. Celeste used to run with the importance, and she distrusts other Equipment: dagger+1
Filchers, but since turning 18 she’s been magic-users. Deidre is primarily a Fiona: F6, Wis5, Cha8. Fiona is a
on her own. Celeste is a crack shot with malcontent. She takes the odd tiny (5’3”, 103 lbs.), red-headed spit-fire.
her sling. The young woman is swift in assignment, but most of her income Her strong sense of right and wrong –
neither mind nor body, but earned her comes from her fortune-telling business and complete inability to hold her tongue
name by surviving a fall from a chimney and nighttime robbery. – has left her wanted by the Town Guard
swift when she was 12. Celeste has seen Equipment: dagger+1, wand of fear and La Familia for the murder of a
how the underworld works in Landfall, Dolan Black-Hair: T4, C, Str8, connected robber. Fiona is only 24 years
and she does not trust other thieves. Int7. Dolan is a young capo with La of age, but she has already worked as a
Coiger de Mory: C27 (C34 in M2), Familia Nostra. His gang prefers the Darokinian caravan guard, a thief-
C, Con 16, Wis 16, Cha 16. Coiger is an burglary and forgery over the extortion catcher, and a bodyguard. With her
evil, selfish man with a passion to collect racket. Dolan stands 5’6” and weighs current, high-profile fugitive status, Fiona
rare items. He carefully hides away 149 lbs. His long, dark hair is either tied has had to go underground and into the
artifacts without record, relying on his up or in braids, and Dolan is always countryside. In the early evenings, she
photographic memory should he ever immaculately shaven. He dresses in sits upon hilltops or roof tops playing a
need to retrieve an object. This fineries include suede jerkins, and his flute with her pet, Wulf, by her side.
sometimes puts him in conflict with the weapons have gilded hilts. He pulls off Fiona’s convinced that Landfall needs to
AAA, particularly with Dr. Stohn. More the gentleman act very well, and even be cleaned up, and she’s just the woman
recently, Coiger has been seeking an item were he not a capo, Dolan would be a hit to do it.
known as the Girdle of De’Rah. with the tavern wenches. Dolan Equipment: longbow, sword+1
Equipment: mace+4, hammer of understands his world and does not make Garald the Blue: F30, C. Garald
flying+3, suit armor +4, shield+3 friends easily. Those who do him a great the Blue is an infamous pirate and
Cordate: Rake7. Cordate is an agent favor are friends for life. Despite his kidnapper whose lair is an uncharted
of the Bonding Guild. He is one of the refined exterior, Dolan is not above rocky isle due west of Heldann or north-
faces that goes out to hire talent once a slitting a throat. northwest of Vestland. Much of his
job has been authorized. Eric the Bold: T8, N, Dex16. Eric is activity is along the vulnerable stretches
Crispin Callowtoe: H3, C, Wis6, an adventurer from Oceansend who now of the Heldannic coast, but he also raids
Cha8. Crispin is a sulking Halfling with resides in Landfall off of Capital the Kasverian Peninsula and the Isle of
straight dark hair. When in town, he Boulevard. He is a freelance agent who Dawn. Garald occasionally visits
often frequents taverns and quietly, works only through the Bonding Guild. Landfall where he has dealings with La
carefully listens to the merriment of Felspel: MU21 (MU14 in O1), C. Familia, Lernal, and Prince Joffa.
others. Crispin is convinced that wealth Felspel is an Archmage of Alphatia. Jerome the Holy: C8, N, Int7,
will let him be as happy as those other Despite this rank, he is still only in the Cha17. Jerome is the last good man in
people, so he constantly searches for a middle of the social strata of the Empire. Landfall, or at least it seems that way at
big payoff. He has worked for both He and his rival, Tormaq, have left the times. He understands the necessities of
Prince Joffa and the AAA, but he is Old World for the New, and they have the world, but is a devout preacher
strictly a freelancer. Crispin has been instantly become the top wizards of the against ignoring one’s spiritual growth.
visiting the Open Cathedral for several region. Felspel ignores the rule of He is regarded as a nuisance to the
weeks now, and the Bishop has his ear. Ericall, but he does visit Lernal’s court factions, but not enough of one to silence.
Crispin’s weapon of choice is the javelin. from time to time – mostly for Jerome is in his mid-40’s and is 5’11”,
Dathi Dawntreader: E5, N, Wis6. amusement. Felspel is aided in his work 165 lbs. His hair and beard have gone
Dathi has blond hair streaked with silver. by his apprentice, Cigam (MU5, C), and iron-gray. His robes are white robes.
His moustache hangs below his mouth. a team of ogres. Felspel is the owner of Equipment: warhammer+1
Dathi is a loner from the Isle of Dawn the Staff of Fazzlewood, a 3’ cherrywood Karolek Two Fist: F7. Karolek is
staff whose ivory handle is carved in the an Alphatian sailor with patrols between

30
PERSONALITIES
Landfall and Lighthall. He is a brutal hair. Tormaq: MU21 (MU14 in O1), C.
first officer but he loves his homeland Equipment: dagger+2 Tormaq is an Archmage of Alphatia, and
dearly. Should the events of the Wrath of Olev the Black: F5. Olev is the like his rival, Felspel, settled in Norwold
the Immortals come to pass, Karolek will captain of the Black Pariah, a 75’, 30 kcn to become a big fish. He ignores
turn into a murderous pirate on the New capacity longship. His crew numbers 79, Ericall’s authority and has little patience
Alphatian Sea. and they thrive on piracy in the open with non-magic-users. Tormaq uses
Katie Cruell: T9, L, Con8, Cha6. waters of the Sea of Dawn. Olev himself stone giants for heavy lifting inside the
Katie is a consummate professional thief prefers the bow to the sword, but those castle, but outside he employs serfs to
who only works through the Binding who confuse this with cowardice will be tend the land of Luho. Merchant runners
Guild. She is tall (5’10”, 145 lbs) with sorely disappointed. come up from Gameth to supply his
raven hair and brown eyes, but her Red Eye: F5. Red Eye is a Northman holding. Tormaq has been researching
stunning appearance is spoiled by a bitter and the pirate captain of The Thorgrim. the Lord of Gosky, and corresponds with
wit. Katie is highly competitive. Her He is a frequent smuggler for Joffa. Sakara the Sorceress on this and other
dark red and navy garments do not show Rhys the Quick: MU10, N, Str7. matters. Tormaq’s personal servant is a
blood easily. She straps her magic Rhys is a commn Alphatian from Helskir. troll, D’Tan who wears a medallion that
dagger to her left forearm, and keeps a Rhys has as sharp an intellect as you are permits its wearer to see invisible objects.
normal one in the right boot, and a third likely to find in Landfall. He dresses in Wat Watershed: H8, C, Str7. Wat
in her waist. warm colors that complement his auburn is a moody creature, laughing and singing
Equipment: dagger+1 hair. He has the well-waxed mustache one moment and depressed or hateful the
Kimball Black: F10, N, Wis8, Dex8, currently in vogue with the Dawn magic- next. The tavern folk say his mood
5’10”, 175lbs. Kimball is a brooding nobility. His parents were non-magical, swings started after a dragon bit his head.
fixture of the cantinas in his dark grey so he does not have the inherent disdain Wat is unreliable and tends to slip away
clothes and dark cloak. Kimball is loyal of non-spellcasters that so many of his from problems like water off a duck’s
to those who hire him out, but he does fellow magic-users posses. He was a back. With his reputation, the clanless
not seem to fit with any particular thief along the East-West Portage trail Shireman has difficulty swinging a
faction. He still bears the scars of old before barely escaping disasterous raid. contract and has to contend with open
slaver chains, and he is the only man to While in East Portage recovering, he jobs.
have survived Garald the Blue’s came across an Alphatian wizard who Equipment: spear+2, rope of climbing
wrestling pits long enough to escape. He sensed potential in the man. His Blind Wooster: C23 (C31 in M5),
unfortunately has no way of knowing apprenticeship lasted for a few years and L, Dex18, Int16, Wis18, Cha17. Wooster
how to get back to the rock. included time in Limn. During his post is a smiling, chubby man and has balding
Lambert Bohn: C25 (C30 in M2), apprenticeship, Rhys became friends with red hair which he tonsures, but his eyes
L, Wis16. Lambert is a fast rising Joffa, and even now the wizard works on are what is most noticeable. His natural
Templar of He Who Watches (see Gaz special projects for Prince Joffa. Rhys is eyes have been replaced by strange pink
F4). He in on a long spiritual journey to slender and short (5’4”). glassy orbs with no iris or pupil. He lost
find his patron, and the next phase of his Speaks: Ogre (Limn dialect) his original eyes on an adventure around
quest requires that he find the Girdle of Equipment: dagger+1, ring+1, wand of his native Ierendi. The blind man
De’Rah. lightning bolts undertook a great pilgrimage, at the end
Equipment: mace of flaming+3, Sara of the Slight Touch: T13, of which he was granted his new eyes.
hammer+4, plate mail of healing +3, C, Str18, Int7, Dex18, Cha7, 5’6”, 130 Today, Wooster works for Lord
shield +2, cape of protection +2 lbs. Sara has long, braided brown hair Theobold as a magistrate.
Modoc Moneywalker: H7, N, Str8, and sparkling brown eyes, but her harsh Equipment: plate+3 of flying, shield+2,
Wis7, Cha8. Halflings are often thought sense of humor spoils her appeal to ring+2, warhammer+3, +5 vs spell-
of as pictures of sloth and gluttony, but others. She came up in the world with immune creatures, magic eyes
Modoc’s vice is avarice. He is a money the Filchers before a stint with the house- Eyes: The eyes grant him normal sight,
hungry adventurer from Leeha. He has a girls of La Familia Nostra. She bought clairvoyance, and infravision. He can be
peculiar way of showing his wealth – he out her position and then worked as an blinded by anti-magic (save vs wands).
adorns his armor with silver coins independent bludger and turtledove. People and objects are seen better than
collected from his travels. The hilt-gem Today she is at home in the crowds, they are. Further, the eyes can shoot
of his sword, though, is a fake. Shortly cheerfully picking pockets in her non- magic missiles (as1/3 lvl, costs 1
after coming to the Bay, he ventured into descript brown and tan apparel between Con/use, regenerated 1pt/3 rds).
the lands of the Rhien-Kaph gnolls. He jobs with the Bonding Guild. Sara is a
has never said how it happened exactly, loner among her fellow thieves, though,
but Modoc was adopted into the group and she rarely joins combat or reveals her
for two years and now speaks Kaphic true strength.
fluently. Modoc has short, curly brown Equipment: dagger+2

31
TO CATCH A THIEF
It wasn’t supposed to be easy. Compounding and confirms strength for a single climber, so
the first person up should consider
If it were easy, the posted reward Confounding Skills
wouldn’t have been so great. attaching anchor points during ascent.
The success rates listed in the Thief
If it were easy, some other schlub Skill Progression Tables assume ideal
would have worked the lay. Open Locks: the lock is rusted (-5-
conditions with appropriate, if minimal,
But Sandy couldn’t imagine that 40%), the character must improvise his
tools (OL, FT/RT). Conditions are not
stealing the Corded Tapestry of Myranea picks (-5-40%, Int+2 x level % chance of
always ideal, however. Below are
was going to be this tough. creating picks), critical failures (99/96-99
suggestions for aspects that can reduce
Sandy had found the tripwire after a standard/improvised pick snaps but can
one’s chance of success.
careful search of the nobleman’s castle be removed on an OL, 00/00 snapped off
and took care of disabling its purported inside lock), sequencing locks (-10-50%),
Climbing Walls: the wall covered in
trap. Whoever heard of disabling one A thief can open the lock more readily
loose dirt (-10%), rain (-20%), oil (-
trap to active another? It just wasn’t if he has familiarity with the locksmith’s
35%), ice or other seemless surface (-
done. work (+10%) or has design plans for the
55%), or jagged edges (-5-10% with
So now he was in a sealed shaft beneath device (+15% or negation of the
5%/rd chance of cutting any climbing
the hallway where he was previously sequencing penalty).
ropes). The characters can be harrassed
working on the first trap. Darkness For an optional sense of realism,
by falling pebbles (-5%) or rocks (-20%),
greeted him in every direction. He was opening a lock takes 1d10 rds (1d20 with
birds (-20%), slings and arrows (-20%),
about to light a torch, but he detected a improvised picks).
and burning oil (-55%). Other
whiff of something that stopped him cold complications include moving walls (-
– oil. The walls were slick with the Hear Noise: the character is
25%), inverted climbs (-65%), or heated
substance, and there was no chance of deafened (-50-100%), the area is silenced
stone (-15%).
climbing out. (-100%) or crowded (-25-50%). If the
Remember that this check is made for
Sandy spat on the ground as he the character tries to use Hear Noise to
every 10 feet. The character falls twice
pondered his predicament: no reward was facilitate other activities, use these
the distance from his last anchor point.
worth this! adjustments as guides: to navigate (-25-
Things that can work in the characters’
50%), fight blind (-50% to reduce penalty
favor include various tools listed in the
A thief demands a certain level of to -1), or identify a person (-20%).
Player’s Manual, natural or artificial
attention and respect from the referee in There are a few listening devices that
grips and holds [includes sills] (+15%), a
whose game he or she appears. If an can assist the character. If the character
belay rig holding some of the character’s
adventure does not have sufficient is trying to overhear a conversation in a
weight (+15%), and a non-vertical incline
activities for the character’s particular crowd, Hear Noise can be used in
(+5-20%). Optionally, for every skill slot
skill set, the player might abandon the conjunction with the Lip Reading Skill
spent on mountaineering, the character
character or even the game all together. (+12%/slot) if line of sight is possible.
has a +10% chance of overcoming the
On the other hand, the referee cannot difficulties of inverted wall faces, and a
load down a dungeon crawl with traps Find Traps: dust or cobwebs cover
climber’s pick grants +15% on ice walls.
without risking the alienation of the other the trap (-25%), the trap is in a low-light
players or preventing party advancement Optional Rule (Grappling Hooks): environment (-15%) or darkness (-25%)
after unfortunate circumstances remove Grappling hooks can be used to anchor a or underwater (-25%). Secondary traps
the thief from play. rope allowing all characters of sufficient are discovered on the same roll with an
On the other other hand (and all good strength to climb up on their own accord. additional -35% penalty. If the player
thieves should have one) is the player In this rule (adapted from TCTH), there specifically asks to look for other traps,
him- or herself, who will think up off the is a chance of missing or slipping. he or she gets a new roll without this
wall applications of their basic skills just penalty. Traps within locks are -10% to
to keep amused (and the Player’s Manual discover, but trip lines are +10% to find.
Target Miss Slip Catch
provided several ideas). The tried and true method of finding
Stone Parapet 01-72 73-78 79-00
A general rule of unlikely but not traps is to send someone forward, but trap
Stone Wall 01-83 84-89 90-00
impossible is a good approach to non- sweeping techniques can be used to
Tree Branch 01-66 67-70 71-00
standard applications of skills, but you, trigger traps (different types of traps
Rocky Ledge 01-88 89-93 94-00
the referee, are the ultimate arbiter of require different sweeps). This is a
Wooden Wall 01-70 71-74 75-00
these difficulties. tedious process, and the sweeper could
still be caught up in the trap.
Unlike with TCTH, Slipping (loss of
the anchoring point) here means that the
Remove Traps: traps within a lock
rope slips if 1d6 human-sized objects are
(-10%), poor lighting conditions (-15%)
on the line for 1d4 rds. Tugging only
or darkness (-25%), silence on traps with

32
TO CATCH A THIEF
audible parts (-15-30%), or aged parts (- leaves (-10-25%), water (-15%), and (CW/HN), climbing without detection
15%). proximity alarms (shriekers). (CW/HinS or CW/MS), dealing with
As an optional bonus, you can allow the The silence spell is the best way to traps on walls (CW/FT, CW/RT), to go
character to spend time studying the secure success, but as with Hide in “angling” or steal while along a wall
nature of the trap for a bonus of +5%/ Shadows, the character improves the (CW/PP), read an inscription on a wall or
turn of successful study (FT each turn, odds of Moving Silently by using loud mountain face (CW/RL), get the “drop”
+25% max). Also, specific traps can be noises to interfere with others’ hearing. on someone to backstab (CW+backstab),
shorted or destroyed. locked windows (CW/OL), open locks or
Traps vary considerably in how they Pick Pockets: pouch tied to victim traps that utilize tumblers (HN/OL).
operate. Below is but a sampling of the (-15%), thief grabs holstered weapon (-
possibilities, not all of which are directly 10%), drawn weapon (-25%), throat (- Poisons, Drugs, and other
harmful to the character. 10%), arrow or bolt (-80%), thief steals a Agents
Trap on Lock: pin strike, gas, ring (-5%), a necklace (-15%), or under
Even for thieves, poison and similar
electricity, blade, saw, acid, mold, slime, garment (-25%).
items are difficult to come by or to
scent, destruction of contents, public or A switch out or snatch of a stationary
handle properly. Poisons can be
private alarm, the character is grabbed, or object should be allowed without
biological (e.g. cobra or spider venom) or
a secondary lock or barrier is put in place. modification, however some trap triggers
chemical (cyanide) in nature, and the can
Trap lines: either natural vines, spider (like strands, lasers, or pressure plates)
have effects as varied as death to
strands, or artificial lines; can entangle, could worsen the likelihood of success.
personality altering.
trigger and effect above, spring darts, Planting an item on someone has no
These substances are categorized by
release creatures, boulders, flooding, or change in success. A distraction should
three main aspects: type of effect,
trap door. add +5% to +25%, depending on the
strength of affect, and means of delivery.
Trapped Doors: flipping walls, suction nature of the ruse.
Feel free to use any combination of
tubes, flooding, spikes in floor, crushing
features to create a tailored poison or
walls or ceiling, door seals, darts, mold, Read Languages: multi-spectrum
drug.
slime, or semi-frozen black puddings viewing (-45%), cryptographic
Effect: death (instant), death
molded as doors. reassignment (-5-35%), mirror script
Other Types of Traps: covered pit, (lingering), catatonia or paralysis,
(+0%), correspondence code (-15%),
crumbling floor with specifc pillars, light damage, sleep, induced hemophilia
word correspondence code (-25%), cant
detection triggers (a la Raiders of the (blows inflict additional damage),
(-5%), neo- or paleographic writing
Lost Ark or modern laser systems), blindness, ability score loss,
(unfamiliar writing characters or letters)
environmental sequencers (dials), susceptibility to disease, susceptibility to
(-35%).
invisibility detectors that spray paint. suggestion or truth telling, mood
Special viewing glasses or ciphers can
Other Possibilities: traps can have a alteration.
eliminate most of these penalties.
time-delayed effect, a remote effect Strength: saves range from +5 to -
10, but generally reflect the source of the
(another room), or come in a binary pair Optional Rule (Languages):
(both must be triggered for the effect to agent. Strength can also vary the level or
Languages play an important role in
happen). duration of effect.
Mystaran campaigns (there is no
To help your players have a shot at the Delivery: topical, injestion,
“Common” per se). To reflect this
devious traps you have planned, be sure inhalation, injected (includes coated
pseudo-linguistic diversity, the chance of
to give vivid sense-oriented descriptions weapons). Some delivery methods have
decipherment can be reduced based on
so they have a chance to make intelligent a limited time in which exposure is
how far removed the language is: the
decisions. potent.
80% (60+20%) standard percentage
Two campaign-world examples of
covers every language with a 60%
Hide in Shadows: true sight will drugs and poisons are the fruit-based
compatibility to one already spoken by
reveal the character, but infravsion and narcotic zzonga and the topically
the character. If a language is utterly
the light spell can be mitigated by administered cinnabryl metal from the
unfamiliar, the base 20% is used to pick
covering obstacles such as boxes. Savage Coast. Other substances include:
out individual elements. [For a real-
Characters can aid their efforts hemlock bush (lethal to taste), black
world example, consider the multiple
magically with dispel magic or darkness poppy (leat to smell), white lotus (sleep
attempts to make sense of Egyptian
spells, but mundane detection can be after smelling), and belladonna (confused
hieroglyphics after the discovery of the
thwarted by using bright lights elsewhere after tasting). Also remember that
Rosetta Stone –Ed.]
to destroy viewers’s low-light sensitivity. individuals might have potentially-lethal
allergies not shared by the common
Suggested Skill Combinations:
Move Silently: paper on the floor (- population.
stealing from a sleeping person (MS/PP),
10%), rocks (-5%), marbles (-10%), overhearing a conversation over a wall

33
ADVENTURES
A bell rang as Sandy opened the door to The pit of the tailor’s stomach cramped, operation is headed up by Eric the Bold
the tailor’s shop. An older man with but he was unable to recall just what who is to steal the Royal Scarab from the
graying temples and a measuring cord incident from his past this was all about. Governor’s Mansion. Either Eric or
drapped around his neck came stumbling Sandy walked over to the wall rack to Turmis (T36) can be used as a deus ex
out of the back room. retrieve a stovepipe hat. He placed it machina if necessary.
“Oh hello, sir, hello. How may I be of upon his head, and admired it for a Pennies For Your Thoughts:
service to you this fine day? A suit moment in the store window. The characters begin as unaffiliated
perhaps, or a vest to match your jacket?” “You know, this does have a good thieves and ne-er-do-wells. In the course
“A suit, please. A gentleman moving style.” Sandy tipped the hat in the of their normal quick jobs and pocket-
up in the world must look the part.” tailor’s direction. picking, they pick up flyers for the
“Oh quite right sir, quite right. Pardon “Know this, Antonovich, that I am showing of the Royal Scarab, and maps
my asking, but my suits are the best in all Aleksandr Illyich, the orphan of Magda of a house west of Capital. There, an
of Landfall, and well, you can afford it, Stemenov, a woman you defiled and elaborate set of tests leads them to Eric
can’t you?” killed 26 years ago.” and the offer of a lifetime.
Sandy produced a purse of coins and Approaching his prey, Sandy paid no The Spider’s Web: Eric has several
dropped it on the store counter. “I think heed that onlookers saw his savagery seemingly independent tasks that need to
you’ll find this more than adequate for through the storefront window. be done by the characters (others may be
your skills.” added). Here, the party must make their
The tailor gave the purse contents a With Landfall, adventure is truly way through the vermin-filled sewer
quick glance and weight check. Satisfied around the corner. To help you organize system before infilitrating a building
with what it held, the man placed the the possibilities, three complete overlooking the Governor’s Mansion.
purse behind the counter, and turned to campaign arcs are provided in this Three Wooden Crosses: In
appraise his new client. section: one for those living on the other another task, the party must trail several
“Please step up on the stool over there side of the law, another for those trying individuals. This leads through many
and I’ll get your measurements.” to turn the tide against crime, and a final sections of town, and ends at a graveyard.
Sandy dutifully stepped up and stood arc for those interested in more regional Thieves, the undead, and other obstacles
still while the tailor did his work. affairs. As always, feel free to mix and must be overcome before the assignment
“You know,” the tailor absent-mindedly match scenarios or to substitute your own is complete.
conversed as he went about his work, to tailor the game for your particular Where Eagles Dare: Show time.
“I’m familiar with most of the up and group. Eric, the characters, and any other NPCs
comers in this part of town, but I can’t desired must plan and execute the theft of
say as I recall you.” The Crooked Path the Royal Scarab. The greater the feat
“No, I spend most of my time (robbing in broad daylight, no killings)
This adventure path is for those
elsewhere in the city.” the greater the reward. The characters
characters who embrace the wrong side
“Ah, I see sir.” The tailor jotted down will be handsomely rewarded if they
of the law. Beginning with what looks
some notes as he continued his work. succeed, but neither they nor their
like a simple job, the characters fall into
“What color were you thinking of?” accomplices will be able to keep the
high thievery, bounty hunting and
“Dark blue if that’s possible, otherwise Scarab – Turmis has seen to it that they
smuggling. In the end, one (or more)
brown. Mischka’s Clothier was are left literally holding the bag.
could end up as godfather of the entire
recommended by several people, so I
town.
decided to stop in. I came by a few days I Am … the Bounty Hunter
ago, but you were busy with another
client.” The Big Score (Levels 1-4) (Levels 5-11)
“It’s good to know the business Turmis is the greatest thief in the world, Flush from their success (or despondent
reputation is out there. Hold still for a and he is about to prove it in a way that over their failure), the characters go into
will be remembered for all time (this is business bounty hunting and taking
moment …. there. Mischka was actually
my aunt. I took over the business quite a part of his test for Immortality by special jobs through the Bonding Guild.
few years ago, after she died.” Korotiku). Turmis plans to steal several Bail Jumpers: It seems like a simple
Sandy looked down at the tailor. guarded artifacts around the Known enough case – collect the bounty on a
“About 12 years ago, wasn’t it.” World simultaneously, while under pair of bail jumpers - but the jumpers
“Yeah, that sounds right. How did you arrest, and then escape with a parting have connections and powers of their
know that?” message for whoever wants to find the own.
“It’s around the time I came to stolen items. Lady’s Complaint: A woman hires
Landfall, my mother and me. When we Part of the trick is that he assembles the party to put a beat-down on her
were ‘helped’ by a man named Beri teams for each heist (this conceit can thus abusive ex and retrieve some of her
Antonovich. be used anywhere). In Landfall, the private effects. What she neglects to

34
ADVENTURES
mention is that the ex-boyfriend is a party to steal an impounded cargo ship, conflict with the Friends in Mead, foreign
member of the Town Guard. As sail it past the Royal Interdictors, and merchants, and the other factions.
everything unravels, a possible gang war take it to a cove off of the Isle of Dawn A Horse with No Name: A bard
between the Fallen Ladies and the Guard before returning with a new ship and a needs a favor from the PCs – he needs to
could provide La Familia Nostra enough load of zzonga. be accepted as the lead of a new play at
leverage to bring the Ladies back into the The Agents: In a change of business, the conservatory. They must find a way
fold. Joffa has agreed to smuggle arms and to encourage the director to do them this
Catch Me if You Can: An identity men from Heldann (or Thyatis) into the favor.
thief is in town – a doppelganger. He is Skaufskogr. The party is responsible Requiem for a Street Fighter:
wanted by the Governor as well as getting everything past the Interdictors Street fights are a common entertainment,
powerful businessmen and a don, but the and the garrison patrols at For Farian. but someone is trying to rig a series of
creature always seems one step ahead of Fort Farian: Construction of Fort matches (or frustrate the PCs’ rigging).
the game. Farian continues apace, but one of the Ladies and Gentlemen: It’s a
The Gem (O1): You have been hired overseers has been funneling money gathering of the criminal elements in a
to steal a large gem from the Archmage away from the project. A portion of the grand ballum rancum, but someone has
Tormaq – otherwise your role in the theft earnings were to go to Joffa (or another other plans for the festivities.
of the Royal Scarab will be revealed. don) in a blackmail/loan scheme, but now Rumble in the Bowery: The street
The Staff (O1): In revenge for the someone has killed the oversser and gangs of the Bowery or another area need
theft of his gem, Tormaq hires/orders the stolen. Joffa wants his money back, to be crushed and shown who the real
party to steal Felspel’s Staff of the wants the killer found and dealt with, and power is.
Fazzelwood. wants another corruptible overseer. Where the Bodies are Buried:
Midnight Run: A large bounty is out Pirates: While on a smuggling run, The PCs need to get the dirt on their rival
for a criminal to be returned to Lighthall the party is hit by pirates. Can the party capos or dons. A new construction site is
for trial. The catch – a rival bountry save their ship and cargo? Or will they going to unearth numerous body dumps.
hunter group wants him for themselves, have to bide their time and steal it back? It’s a race against the clock to collect
while one of the factions wants him Interdictor: Smuggling operations your enemies’ remains while hiding your
silenced for good. have been successful, but now the naval own.
Alleys of Fire: The characters are forces are poised to catch the characters, Honor Among Thieves: Someone
hired to rescue a comely bard who has and they are forced to dump the zzonga. in the organization has been skimming
been taken by the Bowery Rats during Joffa is enraged and demands repayment. the books. Role-playing and sleuthing
one of their riotous outbreaks. This The party must scrounge up enough jobs are needed to uncover the truth.
adventure could have a lasting impact on to pay off Joffa before its too late. Assassins: Rivals send assassins to
Landfall by removing or weakening one A New Syndicate: Regardless of finish the party. Can the party survive
of the main factions. the outcome of the last scenario, Joffa is and see to it that justice is done?
increasingly off-balanced and orders the Gangland War: The episode over
Smugglers’ Blues capture of the party. In a test against assassinations has sparked a full out
bounty hunters, the beasts of Joffa’s
(Levels 12-18) gang-war. This can play out between
prison, and the Prince himself, the factions or as a civil war within a single
The characters’ profiles have risen, and
characters that survive could find group. Damage to the streets and
unseen enemies have had enough and
themselves head of a new Syndicate. businesses should be great.
frame the characters for a series of
crimes. This sets the party down a path Formal Crackdown: Higher
which leads to working as a smuggler for The Gangs of Landfall authorities (Ericall, Alphatia, or Heldann)
Prince Joffa. (Levels 19-26) have had enough with the lawlessness in
Framed!: The characters are The characters fall deep into the inter- Landfall. They’ve launched a
implicated in the murder of several factional hostilies of Landfall. comprehensive sweep of the area to
famous townfolk and are thrown in jail to Depending on how the last arc ended, the disperse all gang activities.
await execution. They must escape characters might be in control of a much The Great Escape: Large numbers
before it is too late. Their enemies are weakened Syndicate. They could also of underlings were captured during the
not taking chances though, and several join one of the groups as a capo or try to last dust-up with the law. If the PCs have
dangerous creatures are loosed inside the establish a new organization entirely. any loyalty to their men, they’ll set up the
prison. Lean on Me: The characters’ first greatest jail break in history and get their
The Kamminer Run: You have priority is to shore up control over boys to safe harbors elsewhere.
found momentary refugee in the halls of existing areas and expand into new
Prince Joffa’s Palace. In return for his ventures. This brings the party into
magnanimous protection, he needs the

35
ADVENTURES
Married to the Mob The Thief-Hunter Road money first, will they turn it in, or keep it
for themselves?
(Levels 30-36) The characters work on the side of
justice – and occasionally the law. Their Wine, Women, and Song: The
It is time to show the world who really
early brushes with the underworld reveal waves that the characters have been
runs Landfall. The crackdown has come
the stark troubles that Landfall faces. As making have finally garnered attention.
and gone, and the powers of the old
the party grows, they tackle petty Beginning with a party at the Governor’s
factions were shaken, but the nucleus for
criminals, mobsters and smugglers, and Mansion, every attempt to bribe or
a new, united Thieves’ Guild remains.
the criminally insane Dark Masters. comprise the charaters is made. As the
To seal the deal, however, it will take a
Many of the Crooked Path adventures shenanigans proceed, someone with a
marriage between the largest powers –
can be recast from the perspective of grudge tries to kill Lernal. The party
not one of convenience but of genuine
heroes as well. must save themselves and the governor.
love.
Wtiness: a young child, newly arrived,
House of Cards: It is time to
rebuild the old connections, beginning The Copper’s Files (Levels 1-9) has just witnessed a murder committed
The characters begin as honest town by corrupt town guards. The party must
with a gambling hall. But the PCs’
guards or private investigators/protectors. protect the child before he or she testifies
partners have other things in mind.
What begins as a sweep of petty crime to the magistrate and capture the
New Bloods: The Ochaleans, the
turns into a war with the very rot that villainous guards.
Traladarans, and other groups are trying
makes Landfall run. Most adventures Copper Road: By now, the party has
to fill in the power vacuum that was left.
presented here are premised as murder made deep enemies within the Guards.
It is important to teach them that the old
mysteries, but that can be replaced with Those formally affiliated get shipped to
lions can still roar.
other angles. dingy service inspecting boats in the
Slim Pickings: The opportunities
from traditional ventures are small, so the The Attic: Newly minted as town sound, but the murder of a fellow good
guards or as investigators, the party’s Guard and his family leads to a heavily
characters must think out of the box and
first job is to look into the strange-goings roleplayed hunt for a killer hiding behind
perhaps go legit.
in a building between Capital and Fallen the thin copper line.
Steal it with a Kiss: To
Alley. Portions of the building have been Dirty Jobs: Something is wrong in the
supplement their income, the party takes
claimed by a rogue thieves’ gang, while sewer system. It seems that wererats
up grand larceny. They are after a
various vermin have nested in the cellar employed by Prince Joffa and other
famous jewel for a collector, but so is
and walls. Worse, the place is haunted agents have been passing zzonga through
another burglar – the daughter of a rival
by the remains of its previous occupants. the network. The characters must shut
don.
Courtship of Eddie’s Friends in Mead: A shopowner is the operation down, but is this a trap set
considering whether to break with La by enemies within the Guard?
Daughter: One the PC’s has developed The Rock: The characters are again
a forbidden romance with the daughter of Familia and join the Friends in Mead, but
his shop is ransacked and his daughter is invited to a reception with Lernal, but he
his rival. She likes the finer things in is far more clear-headed than usual.
life, so it is an adventure just to keep up kidnapped. He begs the party to find and
rescue her (perhaps off the books) before Angered by the loss of guild revenue, he
with that. Her father, though, wants to throws the characters into the dungeon
put an end to this permanently. the ransom deadline passes.
Handicapping the party’s progress is a and arranges to ship them to the Rock of
The Untouchables: Ericall’s free- Garald the Blue. The characters must
snitch for La Familia.
handed crime-busters have been set loose
Death of a Darokinian either escape enroute or survive Garald’s
on Landfall. The party must put them
down if they want to survive. Salesman: Silas Manteau, a member of wrestling pits.
Wedding Crashers: Permission the DDC, has been murdered in the
was finally granted by her father, but the Market district. The hunt for the truth Leaving Landfall
impending marriage between the PC and takes the party through the underbelly of (Levels 10-17)
the daughter is drawing in vendetta- the town, with smugglers, Minrothad As a result of their last campaign, the
minded assassins. If the survive the rivals, and jilted Fallen ladies suspected. party finds itself on the outs with
wedding (and honeymoon), the characters Worse, secret DDC documents were Landfall authority. They know Lernal is
could be left in control of a unified stolen at the time of the killing. corrupt and in the hip pocket of the
Thieves’ Guild of Landfall that has It’s a Mad, Mad, Mad, Mad Guilds, but they’ll need proof if King
cowed the legal authorities. Hollow World: a large heist from Ericall is to be convinced. Better still,
years ago left a substantial stash just they need to drive a wedge between
waiting to be found. Now clues as to its Lernal and his paymasters. If the
whereabouts surface, and the craziest Heldannic Knights capture Landfall in
chase ever begins. If the party finds to your campaign, this arc can be recast
with the party harassing the Order. In

36
ADVENTURES
this case, the smugglers and other The Post Man: Landfall is alit with costume and terrorizing those who he or
guilders might aid the party rather than fire and chaos with the challenge to the she sees as the problems of the world.
oppose them. dons’ powers. Before this chapter is The Sharpshooter: A sniper
Breach of the Trust: The closed, however, the party must still get terrorizes Capital Boulevard and the
characters are known to many people, so their evidence to Ericall – by land or by Dockside.
they first will have to find stoolies within sea – and convince him to revoke Mithax: Mithaxemines, a large, sickly
the Guard and the factions. Covert Lernal’s authority. It is unlikely that the amber dragon with the Onyx Ring (see
surveillance, cash, and hard pressure will Swill will survive to trial. Gaz F2), is up to his own attempts to
be needed to turn agents. The characters If the characters are successful in bring the town into the Idrisian Sphere.
will constantly risk exposure as they bringing down Lernal, one of them may Among his targets are the relics housed at
ready their network. be appointed the new Governor or Baron. the AAA.
Smugglers’ Blues: Prince Joffa is Lernal himself was only a prop for the The Grim Reaper: A scythe
expecting a zzonga-shipment, of which a guilds, however, and whatever leadership wielding, undead-controling menace is
portion is to be sent to Lernal. The party vacuum that was left in the wake of this hitting the the southern and western
needs to capture the vessel while it is still campaign will be refilled by other sections of town. It is all a part of his
out to sea and replace the cargo with non- personalities in due course. plan to turn the town into an entropic
narcotic substitutes, before delivering the paradise.
goods to Dockside. Rise of the Dark Masters The Green Torchwood: Mad at
Alleys of Fire: While ploting their (Levels 18-27) the pollutants of the town, a druid has
next step against Lernal and the major Crime had been held in reasonable come to end the menace of the despoilers
dons, the characters are beseeched to check for some time now, but several – even if it means killing the people.
rescue a comely bard who has been taken super-charged criminals are ready to hit The Puppeteer: The party is faced
by the Bowery Rats during one of their Landfall with a glee and malevolence that with a foe capable of controlling both
riotous outbreaks. was never there under the dons. These people and inanimate objects. Golems
The Incident at Rock Ridge: adventures are all one-off episodes and other constructs are common foes.
Rock Ridge is a spot in the Skaufskogr reminiscent of detective and superhero The Iron Skull: A crazed
along the overland trail. A small village comics. They can be inserted easily Heldannic Knight has taken it upon
sits there and it refuses to give into the during the course of other arcs. himself to impose Order upon Landfall.
governor’s demands to become part of One thing to keep in mind is the Protected by impenetrable armor and
his personal holdings. The party is all possibility of a recurring foe for the party legions of supporters, his only obstacle is
that stands in the way of a horde of or a particular character to deal with later the party.
reavers, highwaymen, outlaws, on. None of the villains are specifically
humanoids, and desperadoes. identified, so any NPC could be used as An Apple Rotten to its
War Wagon: Lernal has arranged
outside highwaymen to ambush his tax
the alter ego of the Dark Master. Core (Levels 28-36)
The Killing Rhyme: A killer and Cleansing Landfall of all of its crime is
tribute to King Ericall before it reaches thief leaves scrawling riddles and rhymes
Lighthall. Can the party ambush the an epic, if not impossible, task – one
upon the town walls. The messages are worthy of Immortality. As the town’s
ambushers? And can they find proof of clues to future plans and motivation.
Lernal’s complicity? natural character resurfaces, a figure from
Twisted Oliver: How do you the heroes’ past returns. Among the
A Treasure Trove: The best hope of respond when the person responsible for obstacles facing the characters: new
trapping Lernal is through his personal a string of star-gazer and dockhand factions (such as Ochalean tongs and the
documents. With the aid of a Fallen murders is a manipulative, vengeful 14 Strands), new sources of zzonga, slavers,
Lady, turned Guardsmen, and Lernal’s year old Filcher? Heldannic rabble rousers, and new Dark
own appetite, the party must break into Catch Me if You Can: A Masters (The Eridian Bull and The Fury
the mansion. Meanwhile, Faldron has doppelganger or other shape-shifter is of Darga) who seek to revive the former
plans of his own that could complicate running through the town, stealing Masters while Bishop Valenz seeks to
matters. identities and creating all kinds of open Pandora’s Box and consign
The Last Good Man: The confusion. Landfall to an enternity of infamy and
characters’ network of informants has Typhoid Sally: A star-gazer has plague. The party’s Nemesis counter’s
been compromised, and the factions are developed the ability to spread a disease their efforts at every step.
targeting them and their families. The to which she herself is immune. Her
party must save who they can before ultimate goal: Lernal, a mob-boss, or
taking the war to the dons in a deadly other high profile target.
game of cat-and-mouse.
The Red Goblin: One of the short
folk has gone mad, donning a red

37
ADVENTURES
Heroes of Norwold cave and temple complex dedicated to frequenting Dockside taverns in Landfall.
The characters are adventures working Darga, the Winged Fury, as well as relics This might be the opportunity to
directly or indirectly on behalf of the of Lokena. determine what the Order is planning, by
King Ericall and the Kingdom of Trouble at Stone Pass (AC10): using a drunken Knight to get into the
Norwold. This adventure path moves Traffic between some of the new Heldannic Diplomatic Mission. The
around the region, and it is very easy to settlements has been hampered by toll- King will disavow this mission, and
divert the party elsewhere while collecting stone giants. The merchants should anyone be captured, they will be
maintaining the conceptual identity of the want them removed, but is their another on their own. If the party accepts, they
path. The major villains are GHOST and solution? could also have a chance to sneak aboard
Thyatian agents. The Ghosts of Holgbrekkur: A a warbird or into Heldann itself.
potential dominion lord wants to develop Renia Regina: Agents of the
In the Service the ruins at Holgbrekkur, but first, it must Thyatian Emperor have have been
be checked out. Unfortunately, it is scouring Landfall and other parts of
(Level 1-9) haunted by the living and the dead. Norwold looking for a former Knight of
The characters have answered the call A Mutual Friend: One of the White Drakes, a flying military unit
for a few brave adventurers on Norwold’s characters develops an affair with disbanded after the Alphatian Spike.
behalf, but no one has any concrete someone who is also secretly involved This Knight holds the secret to a rival
details. with an agent of a foreign power. claim on the Thyatian throne. Can
Low Down, Dirty Shame: Blackmail, murder, and intrigue risk the Ericall’s agents find him first?
Somewhere in the Old Tenaments is a ruination over all. Geoffrey of Heldann: Geoffrey’s
safehouse for Thyatian agents. The The Secret of Aegos: Far away new dominion has had the expected result
characters’ first assignment is to clear it from Landfall on the other side of the Isle of riling the Heldannic Knights. Knights
out, but will they be able to handle of Dawn is the Alatian island of Aegos. and their mercenaries are passing through
additional problems generated by the The Alphatians have constructed a secret Landfall for an undeclared border war
agents’ tunneling operations? tunnel in an attempt to connect the Outer with Geoffrey.
Death of a Darokinian and Hollow Worlds. Detailed knowledge Money Changes Everything: A
Salesman: as in the Thief-Hunter path, has come into the hands of some of the ship bound for Lighthall crashed along
the murder of a Darokinian with DDC Guild Factions, and they intend to the rocky shore. There were no
prompts an investigation. For this path, auction off this information to the highest survivors, but debris recovered from the
GHOST and Thyatian agents using the bidder. The characters must infilitrate the wreckage included payment notes from
DDC to give cover for smuggling are underworld and see to it that the Thyatian agents. To whom is unknown,
appropriate actors. information never sees the light day. but the party must find out who among
Bright Lights, Big City: Words Ericall’s staff or lords is an ancient of
have been heating up between Alphatia Imperial Entanglements Thyatis.
and Glantri. Assassins and provocateurs Broken Belcher: A Heldannic
snipe at one another in Landfall, but (Levels 10-18)
Warbird was reportedly downed
GHOST has cooked up an even greater The characters have several missions
somewhere in the Heldland/Skaufskogr
altercation for the two parties at that overlap with the run-up to the Great
region. Its lone survivor is an Alphatian
Lighthall. The characters must bring War from Wrath of the Immortals.
agent trying to get the blight belcher, a
down the Glantrians before the damage The Lirovka Sanction: A Thyatian
weapon, into Alphatian hands. The party
they do is too great. assassin and saboteur is believed to be must catch up to him before the Knights
High Road to Denagoth: The part of a mountain climbing expedition do and use Landfall’s smuggling
party has been tasked to locate a route intended to scale Lirovka’s Alp. The apparatus to get the weapon out.
party must identify the agent and
from Landfall to the new Barony of Two- Draft Riots: As the conflict between
Lakes Vale. Along the way they terminate him, while dodging the native
Alphatia and other nations widens, the
encounter the residents of Forton Keep, dangers of the mountains. But could the
Empire institutes a draft of Norwold’s
the regional humanoid populations, and agent really be Alphatian?
citizens against Ericall’s objections. The
possibly residents of the Denagothian Saffir and Krasniy (AC10):
party is caught in the middle of draft riots
Plateau. Recovering from the Lirovka Sanction, and an impending imperial naval
The Uglies: King Ericall sent the party visits Saffir. Baroness Claransa bombardment meant to quell the unrest.
has abdicated her post and a warlord from
surveyors into the Wyrmsteeth, but they War of the Crown (CM1): Thyatis
failed to return. The party is needed to the mountains has claimed power. For
and/or the Heldannic Order invade
rescue or recover the surveyors and to king and country, the party must
Norwold. Sleeper agents, including some
determine the strengths and locations of investigate this new dominion ruler.
dominion lords, are activated. Landfall
the humanoid populations. In the Hard Knight Out: Heldannic
and the peninsula are crucial prizes in this
process, the PCs stumble upon an ancient Knights have been seen increasingly WOTI compatible war. [Note: if used in

38
ADVENTURES
conjunction with the Alamanacs, the War The party must track him down (perhaps delving into the lost mysteries of Nithia,
of the Crown would continue for several into Denagoth or even the Black the cults of Darga and Gylgarid, and the
additional years byond AC 1010 with Mountains near Hule), only to discover polymath Lokena, the characters’ only
Heldann as the primary invader – Ed.] that the defector has been playing all ally is the haughty Alfheimer, Laralyn
sides as part of a drug and weapons Athiliar.
The Armistice Era smuggling operation. Return to the Rock: The Isle of
(Levels 19-27) Amberfinger: A well-to-do trader is Garald the Blue has been transformed
seeking to corner the world trade in gold, into a prison complex, but someone with
The War of the Crown and WOTI’s
but what he ultimately wants is enchanted outside influence has led a revolt. Heirs
Great War have drawn to a conclusion.
Littonian amber. The amber is key to have been kidnapped, and a dangerous
No particular outcome is assumed
rendering gold inaccessible, and his device will be deployed against various
beyond the surviving kingship of Ericall.
victims are transformed into golems and shipping interests. Heldann has declared
If southern Norwold is held by one or
living statues. it will destroy the island rather than let it
more foreign powers, a few scenarios will
The Untouchables: King Ericall again serve as a pirate hold. The party
require some tweaking but otherwise
has asked for volunteers among the LEA must rescue the heirs before the warbirds
remain viable.
to clean out the worst of the smugglers strike.
Death’s Ride (CM2): Contact with
and mobsters. They have complete The Fallen: Someone or something
the Barony of Two-Lakes Vale has
freedom in handling these matters, but is targeting the agents of Norwold,
stopped. This is one of the more remote
the Town Guard won’t take kindly to Alphatia, and Heldann. As a new casus
holdings loyal to Ericall, and he needs the
these newly empowered K-Men. belli emerges, the characters must put an
party to see what is wrong. There they
end to this spy-hunter.
find a dominion beset by the forces of
Norwold’s Veangence of Alphaks (M2):
undeath (with ties to Denagoth and Ghyr,
see Gaz F2 and F4). New Opportunity War hits Norwold again, this time with
some nudging from Alphaks, an Entropic
Rock Ridge and War Wagon: (Levels 28-36) Immortal dedicated to the destruction of
These adventures are similar to what The characters are now senior Alphatians and their descendants. It is
transpired under The Thief-Hunter Path. representatives of King Ericall and likely far more chaotic than the War of the
If Heldann controls the region, it is they control dominions of their own in the Crown, for every sub-area seeks
who are the principal villains. south. Retirement becons, but the affairs independence from its controlling
Fireball: GHOST has acquired two of the world pull you back into the game authority.
strange, unique magical items capable of one final time. The original modules M2 The Eaters: With all sides weakened
leveling a town or small city in a single and M5 are used as a background for this in the conflict, an new menace awaits the
explosion. From Landfall and Lighthall mini-campaign arc. It begins on the eve survivors. The Vanatics and the non-
to foreign ports and beneath the waters of of another war for control of Landfall, human populations have been whipped
the Sea of Dawn, the characters must followed by preparations for a great into a frenzy. Giant, orc, and barbarian
recover the devices or destroy them peace conference to take place in Helskir. alike spill outward looking for loot,
before they can be brought to bear. The Girdle of De’Rah (M2): The slaves, and a fresh food source.
Zzonga Nights: The Syndicate and Girdle is an artifact once worn by a Legend of Lokena: A peace
La Familia have successfully introduced devout follower of He Who Watches, a conference has been proposed to resolve
Landfall zzonga in a number of ports, mysterious figure known to the Icereach linger hostilities among the great powers.
including Lighthall. With the aid of Lord Barbarians and nearby cultures. It is a In preparation for the conference, King
Redbeard and Blind Wooster, the party prize sought by both Bohn and Coiger de Ericall needs the party to recover several
must coordinate a sea and shore Mory, and their running battle pulls the ancient documents and treaties. Among
campaign to dry up the smuggling routes. characters into a tomb raider quest. those items important for the settlement
Trollraker: Deep in the heart of troll GHOST, Mithax or Bishop Valenz is also of southern Norwold are tribal relics and
country, GHOST has made plans to steal interested in acquiring the item. Alphatian markers that were collected by
a Heldannic Warbird to disperse a Liars and Lords: Problems are the adventuress Lokena and stashed away
mutagenic agent that will turn everyone arising between neighboring dominions. in the distant mountain valleys and in
into ravenous trolls (some gargantuan). The troubles cannot be laid at the feet of Heldann. The AAA and Coiger de Mory
Can the agents of Norwold work with the the enemies of Norwold – this is a natural could prove valuable allies in the search.
Knights to prevent this? Or will the progression. Diplomacy and espionage The Night Spider (M5): On the
distrust prove too great? will be keys to resolving the incident. eve of the Helskan Peace Conference,
The Living Day of Dread: A Lothiyoth: Something dark is GHOST, Alphaks, or another interest
Heldannic (or Thyatian) military defector plaguing the elves of the Lothiye. Are arranges for the Imperial lords and other
is nearly assassinated and then apparently the Rhien-kaph gnolls responsible, or are dignitaries to be kidnapped to an Entropic
kidnapped by agents of his former side. they another victim? In a mystery Outer Plane. All sides accuse one

39
ADVENTURES
another of duplicity. It’s up to the party: the legendary sky-pirate, Haldemar of Common Scoundrel
save the regents, save the world. Haaken.
Activities
Gantrian-Alphatian Spy War:
In closing, any adventure whose
Other Adventures The PCs shuttle (or stop) agents between
premise begins with the following words
As if three different, complete paths the two nations in the run-up to the Great
is perfect for Landfall: Rescue/Retrieve,
were not enough, here are other ideas for War.
Transport, Locate, Switch, Protect, Woo
adventures in the area. As with the The Treasure of Essuria: A trove
or Woo on Behalf of Someone Else,
previous scenarios, several are inspired of lost Essurian wealth awaits a party Swindle, Con, Shakedown, Solicit Vice,
by famous films or television shows. strong enough not to kill one another for Forge, Frame, Uncover, Lure, and
it. Revenge
Earthshaker! (CM4): The giant The Boatlift at Landfall: The
mechanical man makes an appearance in Heldannic Knights are invading Landfall.
domain in southern Norwold. The PCs must aid in the evacuation or
Timing the Adventures
Where Chaos Reigns (CM6): The defense of the city.
The Cleaner: The party must If your campaign operates under the
characters are whisked away to the Nexus meta-story in the Wrath of the Immortals
where they battle the time-altering Oards. remove all evidence of a crime before the
and the Almanacs, then Norwold was
Five Coins for a Kingdom (M4): authorities catch the perpetrator.
officially ignored during the great
Lighthall disappears during a strange, Escort the Missus: Look, but
conflict, but the War of the Crown can be
magical meteor storm. The party must don’t touch. In fact, don’t even look.
reasonably incorporated without harming
locate five special coins and venture to Just make sure the wild party girl gets
the flow of things. The Heldannic Order
another world to save a lost Kingdom and home safe before the night is through.
invades southern Norwold in 1010 AC,
the dominion of Lighthall. Collect on a Debt: Somebody
but Landfall was shown capable of
Vendetta: The Heldanners have owes, and it is the characters’ job to see
corrupting its new Landsmeister.
taken control and instituted an that he pays.
Most of the adventure mini-campaigns
opporessive regime opposed only by an Stealing for Food: Destitute and
can be held pre-, intra-, or post-Wrath.
arson-minded vigilante. hungry, this is how many thieves first Despite the Order’s efforts, crime is just
Pennies from Pandius: The begin their career. as prevelant under the Knights’ rulership.
character has to convince people to buy The Courier: It is a dangerous job The Heroes of Norwold path assumes at
products they cannot afford, while falling delivering special packages: swimming, least some elements of WOTI are
for another man’s woman and ignoring running, crossbow shooting, sword-play, occurring, beginning with “The Secret of
the one at home. and horse-riding (Note: this is the origin Aegos” and moving through Imperial
The Black Raven: A holy assassin of the Modern Pentathalon – Ed.) Entanglements. The Armistice Era is
has taken to the streets on a macabre Theobold’s League: Redbeard assumed to take place during the
mission of redemption. needs the best (and worst) that Norwold Almanacs or M-Alamancs period.
Big Trouble in Little Ochalea: has to offer to stop a madman from
producing an army of iron golems.
The new Tong has come to town,
Scouting: Ericall needs eyes on the
Possible Future Events
supporting itself on the vice-slave trade.
But the leader needs a jade-eyed victim to ground to track Heldannic or Thyatian (Wrath/ Almanac Timeline)
achieve great mystical power. invaders.
The Downtown Massacre: The Unusual Suspects: The party AC 1001-1003: The Heldannic Knights
Someone has decided that Landfall has is roped into a plan to steal a large encroach into the lands south of the
too many undesirables infesting the run shipment of zzonga or other contraband, Forton.
down parts of town and sends in killers to but the job is really a set-up to cover the
wipe the population out. murder of the only man who can identify AC 1004: Thyatian warships are accused
The Protector: A famous celebrity a secret criminal. of piracy against Norwold and
is being stalked and needs constant Elemaiedai is Angry: Elemaiedai Alphatian allied ships. Alphatian
supervision. is an Alphatian sorceress (MU8) that wizard duelers travel the Known
World. Troikithus Spy scandal in
Damocles Rising: An autistic child coordinates zzonga-shipments into
Thyatis City. Her pipeline with Joffa is Glantri. Kidnapping and murder of
holds the key to an international
broken, and she wants it fixed. General Torenal. Assassination of
intelligence/magical research project. A
Glantri nobles. Erewan elves
double agent will do anything to silence
sentenced for burning Temples of
the child.
Asterius. Firebombing of Aasla.
The Hunt for Haldemar:
Heldannic Officials hire the party to find
AC 1005: Declaration of war.

40
ADVENTURES
AC 1006: Glantrian Guerilla campaign in
Alphatia.

AC 1007: Freiburg plague.

AC 1008: Alphatia overruns Helskir.


Marriage of Zaar and Asteriela
Torion.

AC 1009: Alphatian naval campaign


against Heldann and Thyatis.
Numerous Alphatians and Shiye-
Lawr elves accept exile from the
Empire. Alphatia sinks.

AC 1010: Heldannic Knights and


Ethengarian mercenaries conquer
Heldland and Landfall. Lernal the
Swill dies in prison. Rogues to
Riches takes place.

AC 1012: The Heldannic Knights erect


the port of Neuhafen over the village
of Strondborg.

AC 1013: The Heldannic Knights


construct the town of Forton.

The Pandora's Box


This device features in the conclusion of
An Apple Rotten to Its Core, and it is
adapted from a write-up by Yellowdingo.
Description: Pandora’s Box is a
greater Entropic artifact that is easy to
open but costly to seal. When activated it
unleashes the most terrible of plagues and
civilizational afflictions (like ghoulish
hunger, wanton excess). It appears as a
small jewelry box, somewhat worn
around the edges but otherwise in perfect
condition. Powers: Pandora’s Box can produce Urban Sprawl: With a special form of
Power: 100 PP several randomly selected effects. woodform, each night the box steals a
Activation: The box itself is locked Insanity: this randomly affects 10 thousand gold coins and then builds a
and trapped with multi-staged parts. people in a 1 mile radius. The form of 20’x20’x30’ wooden structure in a tight-
During its latency period, an anti-magic insanity is up to the referee (e.g. fitting location.
shell (actually a 4th Dimension cannibalism, paranoia) Handicaps: The person who opens
singularity) prevents the trap and lock Insect Plague: draws in fleas within a the Box develops a need to store all his or
from being opened by a knock spell. 1 mile radius. Similar plagues of rats, her possessions within in it.
Once open, any item placed within the crows, or jellyfish are possible. Penalties: The Madness. The
box will be consumed over-night. If a Plague upon Plague: The summoned character suffers the effects of Insanity.
single item of value 10,000gp or greater creatures become virulent and unleash a To stop the Box: the Devise must
is consumed, then the Box is activated. magical plague. The Box can also be fed valuables totaling 10,000,000gp
release diseases without the aid of a within 24 hours (dawn to dawn).
carrier.

41
THIEVES’ GUILD WORKSHEET

Guild Name No. Members Member CL


Leader No. Clients Client CL
Status No. Bus. Coffers

Allies Enemies

Notes and
Arrangements

Income Activities No. Members TML Base Net Rate Monthly


Rate Earnings
Picking Pockets 1d10sp
Begging 2d12cp
Mugging 2d4sp
Robbery 1d20gp
Smuggling 2d12gp
Fencing 2d10sp
Extortion or
Protection
Bounty Hunting or 1d20gp
Transportation
Murder 1d20gp
Rioting 2d12sp
Gambling (Cheating) 3d6gp
Embezzlement 1d10sp
Fraud/Forgery 2d10gp
Coin Flipping 1d00cp
Security Testing 1d20gp
Contraband Selling 2d8gp
Vice Services 2d8gp
Other
Legitimate Businesses N/A N/A N/A N/A
Total

Expenses No. Individuals TL Base Net Rate Monthly


Rate Expenses
Dues N/A N/A N/A
Salaries (full time 2gp
members or as shares)
Contracts (freelancers) 10gp
Payoffs (non-member 5gp
bribes)
Weapons
Goods
Other
Total

42
OVERVIEW
You stand near the ship’s railing as the Welcome to Landfall, hearty On Disappearing in
adventurer. You and your companions
Mourning Star berths along Merid’s Pier. Landfall
The people scurry from vessel to vessel are about to enter an environment unlike
“People come here for all sorts of
in a bewildering chaos of motion. This anything you normally encounter.
reasons. Some seek fortune, others
does not resemble anything you have Everyone has a different impression of
opportunity, and still others escape from
ever trained for. No monsters, no Caves the Town of Opportunity, but the truth
a haunted past. Whatever the cause,
of Destiny, or mountain keeps, just the lies somewhere between and beyond the
Landfall is a chance to start over in life,
press of humanity. tales told in other ports.
and people take it.
“Alo, guv’ner,” calls a man on the pier. Before you set foot onto the Boardwalk,
“So when you hear someone
He takes off his stovepipe hat and gives a listen to what others have to say.
disappeared in Landfall, likely as not,
crude but sincere bow. they just adopted a new identity and cut
“Welcome to Landfall, Town of On Landfall and Lernal all ties to their former existence. It’s best
Opportunity. Permit me to introduce “It has only been a few years since I to be circumspect when asking about for
myself. I am Thaddeus Lucius Bowlder, appointed Lernal to oversee the Landfall old acquaintances, though. The folk in
official guide and welcoming committee port, but I think it has been a good move. Landfall don’t want old troubles
for this fair town.” By the reports I have read, his authority following them here.
“Would you perhaps be in need of my seems to be respected and his tax “Now, not everyone ‘disappears’ so
meager services, guv’ner? I know this contributions have been outstanding. nicely. Quite a few people wind up as
town like my own father – well at least That all of my dominion lords were so nameless corpses littering the sound and
my own mother. Whatever it is yer generous! streets. Worse are the ones kidnapped
seeking, roit as wrong I can find it for “And despite this, he still has enough and shipped off to Odin-knows-where.
ya.” held over in the treasury to treat his king “But that’s the way of things
“Ah, thank you, but I think I can to a fine banquet during visitations. He everywhere I suppose.”
manage on my own.” did seem somewhat distracted during the
You grab your gear and walk down the festivities, but I must assume it Hrothgar Vinisen, to a newly arrived
plank to the pier. There two very large, concerned the affairs of town bounty hunter
imposing figures block the way. One of management.
them seizes the large bag containing your “Why Father counseled against
armor and weapons, while the other
On Southern Norwold
appointing Lernal I do not know.
interposes himself between his partner “As you can see clearly, General,
“Still, the zzonga smuggling seems to
and you. Before you can object, Norwold’s southern coastal region
continue unabated, and it has to be
Thaddeus grabs your arm. presents some serious military concerns.
coming from somewhere in Landfall.
“Easy there, guv’ner. Them boyz are “Much of the shoreline along the Sea of
The runners are like ghosts upon the
legit as it gets. If it ain’t nailed across Dawn is ill-suited for major naval uses.
water, as if they knew where the
your back, the stevedores load and The water is far too shallow for most of
interdictors would be.
unload everything that comes in by port. our vessels. Ostland reavers can take
“I will have to increase coordination
“They’ll drop it off at the customs their longships in, but we are limited to
with Lernal.”
clearance at the end of the pier and you places like Landfall and the newer
can get yours there.” settlements, Gameth and Lighthall.
From the Diary of King Ericall of
“Now, hows about that guide offer.” “The Bay is both easily defended and
Norwold, 1997 AY
You haven’t been in town for five easily isolated. The main problem lies in
the fact that the Knights hold one of the
minutes, and you’ve already had a brush On Landfall’s Infamy seals while the Alphatians hold the other.
with official trouble. Hiring a guide is “Harlots, addicts, and abominable
making a lot more sense now. “The indigenous populations are
swill! That is what Landfall is. The indifferent to everyone, which was much
“How much for your services, blue-blooded Alphatians should thank us
Thaddeus?” the case when we held Oceansend.
to go in and burn down that rat-infested Apparently the mountain humanoid
“Ah, normally I charge one gold a day hole in the wall.
but for a sensible bloke like yourself, 6 populations are very high, but they seem
“Vanya’s will be done, one day the satisfied with only occasional raids into
silvers. Don’t worry about exchange. Order shall cleanse the place.
Whether it’s stamped with king, queen, the coastal lowlands. There should be
“Still, the town has its uses.” some routes into the heart of Norwold
or my uncle Aunt Lucy, as long as the
metal’s real so is the coin. through their lands”
Heldannic Order Chaplain Karl
“Yessiree, guv’ner. We’re gonna get Krieger, to his Chapterhouse, 998 AC
along famously. Now what kind of Frederico Polikantakenos, Aide-de-
trouble are you looking for?” camp to the Thyatian Norwold Taskforce

1
CREATING CHARACTERS FOR LANDFALL
“Look, I told you, guv’ner, it’s just the fighters and thieves. Demihumans are Other Game Systems
way things are done here. What’s one likely outcasts or at least have strained The Streets of Landfall is useable for
little dagger? It probably just fell out relations with their home clans. game systems other than OD&D. Here
during customs, and no one knew where Beyond the confines of Landfall, the are guidelines for translation.
to put it back anyway.” diversity disappears rapidly in favor of For First Edition, thieves, thief-acrobats,
“But since you brought up equipment, Nordurlanders and Norwolders. fighters, and illusionists are the classes in
what you’ve got just isn’t gonna cut it Alphatians have strong presences at highest demand. The indigenous
around here. You see any dragons Gameth and Lighthall, while Traladarans population supports barbarians and
around here? populated Saffir. rangers, but urban equivalents do exist in
“No of course you don’t. (Well maybe You may begin as a native character or Landfall. Many Alphatian magic-users
that one I pointed out, but we aren’t a newcomer. If you opt for the former have taken to setting up isolated keeps in
really sure.) You need to arm yourself (with the referee’s permission), the the area of the southern Skaufskogr.
for what you’ll face in the here and now, referee will provide additional Cavaliers and paladins are nominally
not some damn fool quest into the information about the society and town of absent in Landfall but can be found at
mountains. Landfall. Lighthall. There are few monks, a decent
“Now take your standard issue fighter number of bards, and a sizeable number
plate mail or suit armor. There you are Language and Names of assassins present.
briskly walking down the dock, when Landfall’s official language is Under Second Edition AD&D, the
BAM, some clod pushes you into the Alphatian, but its common tongue is following kits: academician, acrobat,
drink. Thyatian. A player may choose either adventurer, adviser, animal master,
“Happy swimming, pal. one as his or her character’s primary archer, assassin, astrologer, avenger, axe
“No, you need to think light and quick. language. Alternatively, the character’s for hire, bandit, barbarian, berserker,
Keep the heavy stuff in the locker. native tongue could be ethnically battlerager, beggar, bilker, blade, bounty
“Trust me, I know what I’m talking determined. There are no restrictions on hunter, buccaneer, buffoon, burglar,
about, or my name isn’t Thaddeus Lucius bonus or skill languages – if it occurs in cartographer, charlatan, collector,
Bollinger.” the Known World, Norwold, on the Isle cutpurse, diplomat, entertainer, envoy,
of Dawn or Alphatia, then someone, errant, expatriate, explorer, fence, gallant,
Available Character somewhere likely speaks it. Even the gentleman adventurer, ghetto fighter,
local humanoid and giantish languages gnome professor, gypsy bard, hedge
Classes are accessible. wizard, herbalist, holy slayer, infiltrator,
All of the standard human classes and Residents of Gameth or Lighthall investigator, jester, jongleur, locksmith,
demihuman racial classes are available in should have Alphatian as their first loremaster, mercenary, merchant,
Landfall. If permitted by the referee, language, while those at Saffir should mouseburglar, outcast, outlaw, pardoner,
most optional classes from previous start with Traladaran, Alphatian, or peasant hero, pirate, pit fighter, preacher,
Gazetteers – both fan-made and official – Norwolder. pugilist, riddlemaster, savage, scavenger,
have a reasonable chance of being found Some characters in Landfall also use scholar, scout, seadog, seeker, sellsowrd,
in Landfall. Humanoid, gnome, and rake one or more aliases to avoid trouble shadow, sharpshooter, skald, smuggler,
characters are particularly suited to this tracking them down. spellfilcher, spy, stalker, streetfighter,
seedy town. swashbuckler, swindler, thug, trader,
The Streets of Landfall also provides
several new twists on the basic thief Starting Skills tramp, traveler, troubleshooter, tumbler,
In keeping with the colorful nature of tunnelrat, urchin, vagabond, vanisher,
class, as well as rules for adding a touch vermin slayer, wayfinder, wilderness
of the rogue to the other classes. These Landfall, a starting character can have
any combination of skills that the player warrior, and witch.
are covered in the next two sections. Good choices for a specialist wizard are
desires. Be sure to consult the list of
recommended skills in the next section Enchantment/Charm, Divination and
Demographic Options for ideas. Illusion.
Landfall may be a seedy, crime-ridden For campaigns under 3.x, The Complete
town, but its population is a cosmopolitan Adventurer and The Complete Scoundrel
mosaic drawn from every nation in the Armor and Equipment are invaluable resources. The sorcerer
Known World. Nordurlanders, Leather-based armors are ubiquitous, and barbarian are perfect character
Thyatians, Alphatians, and Norwolders but heavier forms – often incomplete or choices among the native populations.
make up the greater majority, in declining mixed – can be found in many parts of Monks and the lone psionicist are
order. the town. Weapons range from the acceptable here. It is recommended that
There is no correlation between ethnic mundane to the exotic, and everyone dwarven characters not be permitted to
heritage and class preference. Most carries a dagger. cast arcane magic.
individuals, regardless of background, are

2
SCOUNDRELS FOR EVERY CLASS
“Don’t give me that look. You said Working the Job: Fighters are Alignment, Resist Fire, Remove Fear,
you wanted a job, didn’t ya? perfect enforcers, bounty hunters, and Silence 15’ Radius, Speak with Animal
“Look I know you couldn’t pick the assassins. They also make excellent 3rd: Continual Light, Continual
pocket of a dead man, but I’m not asking muggers. In parties, the fighter is the Darkness, Locate Object
you to. There’s more to the fine arts of expert at the smash and grab as well as 4th: Dispel Magic, Neutralize Poison,
… ‘acquisition’ … than whatever it is knocking down doors, bending bars, and Create Poison
you’ve been reading. (And what have other feats of strain. 5th: Dispel Evil, Truesight
you been reading? It’s time to think 6th: Aerial Servant, Animate Objects,
outside the box, fella). Clerics Remove Barrier, Find the Path, Word of
“Why one of the greatest thieving pairs Like the fighter, the roguish cleric is Recall, Babble
I’ve ever had the good fortune to meet distinct from the common stereotype of 7th: Survival, Travel, Wish, Wizardry
was some Hagommerian barbarian bloke crusaders and mace-wielding priests,
and his Ethengarian hakoman buddy. with an emphasis on mobility and Magic-Users
But that’s another story. concealment of arms. What separates the Of all the other base classes, the magic-
“Look, guv’ner, you just need to realize two base classes, however, is that the user is a perfect template for a roguish
how to whatchemacallit, capitalize on cleric must rationalize his or her activities character. All that is required is some
what you can do. in the context of their alignment or belief creative uses of the standard spells
“I know what I’m talking about here, or system to maintain the traditional clerical (Floating Disc is particularly rich in this
my name isn’t Thaddeus Lucius abilities. regard).
Bierstadt” Armor: Leather and scale mail are Armor: none.
most suited. Weapons: dagger only, or the
A life of crime or daring-do is the stock Weapons: The clerics normal suite of optional expanded list.
in trade for thieves and their ilk, but other weapons are all acceptable, but the Recommended Skills: Appraisal,
character classes can have a little of the blackjack, club, staff, cestus, bola, net,
Banking/Finance, Gambling,
rogue in them as well. This effect can be and sling are best.
Gemcutting, Herbalist, Jeweler, Know
achieved easily without any alteration to Recommended Skills: Intimidate, Terrain, Language, Cryptography,
the basic character class. Know Terrain, Language, Organization, Legend Lore, Mimicry, Cheating,
Lip Reading, Legend Lore, Set Trap, Juggling, Scribe, Slow Respiration,
Fighters Negotiating, Empathy, Trainer/Handling, Allure
Fighters who work outside the reach of Executioner, Detect Deception, Detect Working the Job: Magic-users are
the law, or enjoy the life of a tomb raider, Danger, Etiquette, Guidance, Hear Noise,
often used as counselors or in-house
look far different from the heavily Orientation, Find Traps, Netmaking,
magists, but their skill sets make them
armored knights that are seen elsewhere. Riding, Scribe, Forgery, Sewing,
excellent cat-burglars, bounty hunters,
Mobility is essential, as is the case with Advocate, Deceive, Persuasion
assassins, spies, and pennyweighters.
concealed weapons, too. The equipment Working the Job: Criminal groups
configurations displayed show a variety (and their anti-crime counterparts) need
mob clerics to administer aid. Clerics Recommended Magical Spells
greater than that exhibited by gladiators.
1st: Analyze, Charm Person, Detect
Armor: The fighter should ditch the also make good consiglies, but others use
their vestments to scam parishners. Magic, Floating Disc, Hold Portal, Light,
plate mail and shield. In fact, leather or
Clerical assassins are exceedingly rare Darkness, Read Languages, Read Magic,
scale mail is the only thing light and
but can serve otherwise beneficent orders Sleep, Ventriloquism
flexible enough to work.
2nd: Continual Light, Continual
Weapons: Every weapon is available, – they accept unto themselves the duty
and burden to do what must be done, or Darkness, Detect Invisible, Entangle,
but the scoundrel fighter tends to limit
they grow out of control and become a ESP, Mindmask, Invisibility, Knock,
himself to short sword, dagger, lasso, net,
feverish version of their former selves. Levitate, Locate Object, Web, Wizard
bola, club, mace, blowgun, crossbow,
Tomb raiding is a more noble pursuit for Lock
blackjack, and cestus.
3rd: Clairvoyance, Dispel Magic, Fly,
Skill Suggestions: Boxing, the clerical scoundrel, as is bounty
hunting. Haste, Slow, Hold Person, Free Person,
Brawling, Heave, Intimidate, Muscle,
Infravision, Invisibility 10’ Radius,
Porter, Sprinting, Wrestling, Know
Recommended Clerical Spells Protection from Normal Missiles, Water
Terrain, Set Trap, Signaling, Tracking,
Breathing
Empathy, Trainer, Detect Deception, 1st level: Detect Evil, Detect Magic,
4th: Charm Monster, Confusion,
Detect Ambush, Hear Noise, Orientation, Light, Darkness, Resist Cold
Dimension Door, Shrink Plants,
Alertness, Climbing, Ledge Hopping, 2nd: Find Traps, Hold Person, Free
Riding, Endurance, Fighting Frenzy, Hallucinatory Terrain, Polymorph Self,
Person, Know Alignment, Confuse
Lookout, Sleeping, Swimming Wizard Eye

3
SCOUNDRELS FOR EVERY CLASS
5th: Dissolve, Feeblemind, Hold the halfling is best at being a mouse- Knights
Monster, Free Monster, Passwall, burglar. Dwarves work as enforcers and Knights (and the AD&D equivalent
Telekinesis, Teleport bouncers but rarely as bounty hunters. cavalier) are the class option least suited
6th: Anti-magic Shell, Disintegrate, Tomb raiding is lucrative for the to a life of skullduggery. Their options
Invisible Stalker, Lower Water, Move adventure-minded, but an underworld are nominally limited to serving as an
Earth dwarf will find his talents needed for enforcer or white-collar crimes such as
7th: Lore, Magic Door, Magic Lock, setting traps, or as a locksmith or box- forgery and embezzlement.
Mass Invisibility, Appear, Statue, man. Recommended Skills: Intimidate,
Teleport Any Object Appraisal, Banking/Finance, Gambling,
8th: Mass Charm, Mind Barrier, Open Druids Cheating, Lawyer, Literature,
Mind, Travel Despite the seeming incongruity, a Organization, Vessel Identification,
9th: Immunity, Shapechange, Survival, druid can be a thieving or roguish Etiquette, Guidance, Bargaining,
Timestop, Wish character. Like the cleric, the druid needs Leadership, Escort, Bluff
to place his or her activities in the context
Demihumans
of some version of natural balance – Paladins
perhaps as an urban ecologist. Clearly, no self-respecting paladin
Elves, halflings, and dwarves should be Armor: leather only.
treated in a manner similar to Fighters. would find himself working for the
Weapons: blackjack, club, torch, criminal elements of society, but his
The shortbow, sling, and hand axe or
staff, bola, cestus, net, sling, thrown rock drive for justice and righteousness still
throwing hammer are culturally specific
Recommended Skills: Heave, might lead him into the underworld.
weapons, respectively, that would likely
High Jump, Intimidate, Jumping, Beyond the scope of a corrupt authority,
stil be used by demihuman thieves.
Lumberjack, Sprinting, Brewing, Drover, the paladin fights to turn society into a
Recommended Skills (Elves):
Herbalist, Hiding, Know Terrain, Animal better community. Armor and Weapon
Sprinting, Herbalist, Hiding, Know
Lore, Signaling, Tracking, Set Trap, restrictions are similar as per a fighter,
Terrain, Signaling, Tracking, Trailing,
Empathy, Training/Handling, Detect but chain mail is also worn.
Empathy, Detect Danger, Hear Noise,
Orientation, Acrobatics, Tightrope
Danger, Hear Noise, Orientation, Recommended Skills: Intimidate,
Alertness, Climbing, Evade, Ledge Smithing, Know Terrain, Language,
Walking, Alertness, Blind Shooting,
Hopping, Move Silently, Netmaking, Tracking, Detect Danger, Orientation,
Treewalking, Ledge Hopping, Rapid
Potter, Rider, Sewing, Endurance, Acrobatics, Alertness, Climbing, Evade,
Fire, Riding, Long-sight, Lookout
Distance Running, Sleeping, Slow Riding, Endurance, Persuasion, Allure,
Recommended Skills
Respiration, Swimming, Sound Imitation Escort
(Halflings): Appraisal,
Working the Job: Druids are useful Working the Job: The roguish
Banking/Finance, Barkeeping, Brewing,
as scouts and couriers, but their abilities paladin is either a crime-fighter or a
Disguise, Gambling, Hiding, Language,
are very useful in dealing with animal or tomb-raiding adventurer undertaking
Lawyer, Lip Reading, Organization,
plant guardians. Pickpocketing with the holy quests.
Profession, Cooking, Guidance,
aid of furry companions is another
Cheating, Escape Artist, Evade, Juggling,
common approach. Avenger
Scribe, Acting, Ambassador, Storytelling,
Fence Goods As interpreted in Gaz F4, the avenger is
Recommended Skills Recommended Druidic Spells not merely an anti-paladin. He or she is
(Dwarves): Brawling, Heave, 1st: Detect Danger, Locate dedicated to tearing down and destroying
Intimidate, Muscle, Smithing, Wrestling, 2nd: Obscure a target such as a society. The avenger is
Appraisal, Gem-cutter, Gambling, 3rd: Hold Animal, Protection from a perfect class option for the worst, most
Jeweler, Know Terrain, Signaling, Set Poison, Water Breathing anti-social elements of the criminal
Trap, Orientation in Caves, Tracking, 4th: Plant Door, Protection from underworld. Their weapon selection is
Mountaineering, Drinking, Drumbeat, Lightning, Summon Animals the most varied and includes the heavier
Endurance, Fighting Frenzy, Resist 5th: Dissolve, Pass Plant weapons not typical of the roguish
Working the Job: With their 6th: Transport Through Plants, Turn fighter.
naturally keen senses, elves make Wood Recommended Skills: Heave,
excellent scouts, spies, and bounty 7th: none Intimidate, Know Terrain, Tracking,
hunters. Their developed agility and Monster Empathy, Monster Training,
sense of balance are also useful as cat- Executioner, Orientation, Cheating,
burglars. Halflings can work the scene as Climbing, Riding, Bargaining, Deceive
a storefront operator for fencing or Working the Job: An avenger
smuggling operations, but their small size would never stoop to serving as an
makes them ideal spies. During heists, enforcer or bodyguard. He or she

4
SCOUNDRELS FOR EVERY CLASS
contracts out for bounties and Optional Rule 5: Other classes may drink.
assassinations. Their approach to crime have an advanced class option (a prestige Boxing [Str]: specialized unarmed
is smash and grab, mugging, and class in 3.x parlance) such as the paladin. combat that allows the use of sharp
extortion. In the class option, the character gains thongs (1d3). The character can perform
some or all thief abilities at the level rate knockouts as if his hands were saps.
Mystic of 1/3. (See the Experten in Gaz F7 The Brewing [Wis]: The character can
The mystic (monk in AD&D) is easily Heldannic Order for an example). create flavored beers.
adaptable to a roguish existence. Many Optional Rule 6: Demihumans may Brawling [Str]: specialized form of
orders are dedicated to the practition of a be single-class thieves rather than fighting in crowds using furniture,
particular form of crime (such as cat- fighters. Each race retains its standard swinging from chandeliers, etc. It is
burglarly). The class armor and weapon detection and special abilities suite, primarily a non-lethal (d4) form of
restrictions apply normally. The class including the advanced bonuses against combat. Characters reduced to 0 hit
skill of Acrobatics covers multiple certain attacks. Hit points do not points are knocked unconscious, waking
general skills. accumulate beyond the traditional racial in 5-10 minutes with half their hit points
Recommended Skills: Intimidate, limit, but levels may extend up to 36th recovered. On a successful brawl skill
Herbalist, Know Terrain, Mimicry, level. Multiple attacks are not received. check, the damage may be spread among
Watercraft, Signaling, Tracking, Animal Elven Scouts and Adventurers: up to 10 individuals. A failure indicates
Empathy, Animal Handling, Escape d6 hit die, cleric’s XP progression. that the damage is spread among the
Artist, Juggling, Endurance, Slow Halfling Thief: d4 hit die, thief’s character’s allies.
Respiration, Swimming, Disguise, Sound progression; may use either racial or class Drayer [Int]: Cargomasters use this
Imitation hiding abilities. skill to properly balance, pack and
Working the Job: Mystics are Dwarven Mechanic: d6 hit die, unpack freight in wagons or ships (choice
employed as enforcers, cat-burglars, and cleric’s XP progression; may use either must be made initially). The skill check
assassins. racial or class trap finding ability. is penalized for every 100/1000 pounds
Elf and Dwarf Alternative: use of weight. A drayer can also estimate
Thief Skills for d4 hit die and the thief’s progression with cargo capacity and current load. A
failure of more than 10 causes the carrier
Non-Thieves a 5% increase in XP.
to tip or list. Lesser failures modify
Under the RC skills system, there is one driver or pilot checks.
skill, Stealth, that mimics a thief ability Racial modifications to rolls are not
included here. The normal racial Escape Artist [Dex]: The
(Move Silently). Stealth is limited to a character can contort all or part of his
particular terrain type, but its success rate detection skills give an early edge to the
demihuman thief that ultimately body to escape from being tied up or
is much higher than what a first level chained, through narrow shafts, etc.
thief can hope for. Below are optional disappears as characters advance.
Other game systems already have in Evade [Dex]: The character can
rules that permit non-thieves to pick up move an additional 10'/rd for 10 rounds
thief skills without unbalancing the place rules for demihuman thieves, which
should supercede these OD&D options. in terrain that provides obstructions (i.e.
relative chances of success. not open). The character must change
Also, your referee may have alternative
rules or adjustments for these race-class direction each round. The character then
Optional Rule 1: Any of the basic makes a check, and if successful, the
combinations.
percentile-based thief skills may be pursuer has (momentarily) lost sight of
purchased individually at the rate of 1 his quarry and must search for clues to
thief level per skill slot. New Skills begin again.
Optional Rule 2: Stealth Banking/Finance [Int]: The Executioner (Interrogate) [Wis,
(specialized) offers Move Silently at the character can manage money and Cha]: This persuasion is useful in the
rate of 3 thief levels per skill slot. (e.g. a investments and audit another’s records.
interrogation of prisoners. A successful
first level forester could Move Silently in The amount (gp) that can be managed is
skill check will also allow the character
woodlands at 30% but not anywhere equal to 1000 times the square of the skill
to deliver a relatively painless coup de
else.) level. All characters are assumed to be
grace strike against a restrained target.
Optional Rule 3: The Read able to handle their personal finances,
Fighting Frenzy [Con]: With a
Languages skill can be purchased under unless the referee deems otherwise.
successful round (each round) a character
Linguistics at 20% success per slot Barkeeping [Int]: The character
can continue to fight after reaching 0 hp.
(Maximum chance of success 80%). has knowledge of a repertoire of different
Optional Rule 4: Backstabbing drinks. To prepare a specific drink, the
requires two weapon mastery levels and character must first make a check to
cannot be taken with first level slots. know the drink (automatic to -10) and
This is weapon specific for non-thieves. then make a second check to produce the

5
SCOUNDRELS FOR EVERY CLASS
Fighting Instinct [Wis]: The Language [Int]: The character can mediator, a skill check will reveal
character gains a +1 to initiative. A speak, read, write or listen to a particular whether a compromise may be reached
single roll is made at the beginning of an language. To speak without an accent is and what that compromise is. Used by
encounter. checked at -5. one of the parties, a successful skill can
Forgery [Int, Dex]: The character Ledge Hopping [Dex]: The improve the deal reached.
is able to reproduce another’s character can navigate from ledge to Organization [Int]: This skill
handwriting and produce false ledge and continue to move (at half to permits a character to organize the affairs
documents. Art forgery requires the three-quarter speed). The gap that can be and effects of himself or another. This is
Artisan skill. Currency forgery requires traversed is equal to the character’s important for consiglios, majordomos,
Metalworking (coins), Gemcutting height plus 1” per skill level. For leaps valets, chamberlains, and maids.
(gems), or Printing (paper). of greater distances, the character must Pole Vaulting [Str, Dex]: With a
Guidance/Counsel [Cha, Cha]: use the Jumping skill to cover the sufficiently supple pole, the character can
The character can provide distance and the Ledge Hopping skill to launch herself into the air. The height
recommendations, or just listen, to the land or grasp (movement is not achieved is equal (in inches) to the pole
problems of another. A check can calm continued). This skill can also be used in height – 48 + 6 x (strength bonus +skill
someone. For recommendations, begin at an urban environment. level) +2d12. The pole cannot exceed 10
-5 and improve by +1 for every 15 Linguistics [Int]: This academic feet + 1 foot per skill level. Used to
minutes of success listening. study covers sound production, language cover distance, a vaulter can travel up to
Heave [Str]: This skill applies to structure, writing systems, and historical twice the pole length. Both styles of
any situation that requires an explosive linguistic change. It is checked against vaulting require a planting site, and the
burst. This includes caber tosses, ripping d00, starting at 20%, +/-5% per character is subject to falling damage.
flooring off, and throwing large rocks. Intelligence bonus. A successful check Rapid Fire [Dex]: The character
The amount of weight that can be heaved allows the PC a quick grasp of the gains an extra shot with the bow. Each
is determined by adding one quarter of rudiments of a language and the ability to shot is at –3 three to hit. Failure means
the skill level (rounded up) to the “fake” having a skill equal to 1+ one only one wasted shot and loss of
strength score. Distance tossed is equal third of the beat score. The base chance initiative in the next round.
to (25+ strength bonus + skill level)/ of success assumes 1 week exposure. Resist [Var]: The PC gains +1 to one
weight (pounds). Heave may be used in Penalize -10% for only one hour, or -25% save, permanently. If taken against a
combat with the targeting AC equal to 15 at the time of first exposure. After a specific agent (such wolfsbane) the save
– the distance in feet and dexterity o r month, the character gains +5% per is +2.
magic bonus, but distance may not month, up to +50%. Used against the Running, Distance [Con]: The
exceed the limit above. writings of ancient languages, penalize character’s limits of activity are in turns
Herbalist [Int]: The character can the score by -5% per 300 years. A not rounds.
locate, harvest, and identify various herbs Rosetta stone implement grants a +25% Scribe [Dex]: The character is
and plants and make minor curatives (1d3 bonus, assuming one language is known. skilled at writing legible documents for
points, aids to coughing, fever). Long-sight [Con]: The character’s either utilitarian or artistic purposes.
Hiding [Wis]: With this skill, the eyesight is superb, and he or she has 20% Set Trap [Int, Dex]: The character
character can conceal himself or objects greater range of vision. can trap an item such as a door or chest.
for prolonged times. Lookout [Con]: The PC can It does not cover snares.
Jeweler [Int]: The character can maintain attention on sentry or stakeout. Sewing [Dex]: The character can
appraise the value of a gem or piece of Mountaineering [Dex]: This skill sew clothes and other fabric items,
jewelry, identify the creator of the item, combines the climbing skill and Know including the rigging for sails. The
and package the item for transport. Terrain skill for mountains. character can also sew up wounds.
Jumping, High [Str]: This skill Muscle [Str]: Muscle applies to Slow Respiration [Con]: This is
covers vertical leaping. The character sustained strain lifting such as holding up used to breathe in confined space (-1 per
can jump a height (in inches) equal to a ceiling. The weight that can be lifted is day).
their height – 36 + 3x (strength bonus + determined by adding one third of the Sprinting [Str]: The character
skill slots) + 1d12. skill level (rounded up) to the strength of increases his running by 1 foot per round
Jumping, Long [Str]: This skill the character. This strain may be per level for up to 10 rounds. The speed
allows the character to perform the long maintained for a number of rounds equal may be maintained after 10 rounds by
jump (2d6 feet + (strength bonus+skill to the skill check plus twice the strength making a successful endurance check -3
slot)/2) and the broad jump (1d6 feet + level difference (see Heave). times the number rounds sprinting. This
(bonus+skill)/4). Halteres, a weight Negotiating [Int, Wis, Cha]: check must be performed each round.
dropped in flight, can be used to increase This is the ability to work out a deal
distance by another 1d4 feet. between opposing parties. If used by a

6
TOOLS AND TRICKS OF THE TRADE
“Now you look the part, guv’ner.” to 1 and 1d2 points/rd respectively by Woodland Cameoflage Suit:
You feel ridiculous wearing a harness applying pressure to the wound. attire colored and decored to aid hiding in
over leather armor so thin that the Garotte: a garotte is a knotted or the outdoors, +10% HinS
original cow must have been invisible. bladed cord used to choke an opponent. Footpads: foot covers designed tor
Festooned on the numerous hooks and A garotte (or similar, improvised reduce noise, +5%MS, -5%CW
rings were daggers, vials of acid, a pair of weapon) can only be used from behind Grappling Hook: a multi-pronged
wire cutters, and a crowbar. the victim. The victim can hold out a hook used to anchor a tossed rope.
“There’s nothing you couldn’t get into number of rounds equal to one third their Hacksaw: a saw useful in cutting
now, my boy.” constitution score before succumbing to metal and wood; it takes 2d6 turns to cut
Thaddeus unfolds a bit of paper, glances unconsciousness (treat as knockout). If around a lock and 3d6 turns to cut
it over for a minute, then refolds the the garotte is applied for another three through it, if the blade can be brought to
paper and replaces it in his shirt pocket. rounds, the victim is choked to death. bear.
“Okay, you didn’t want to do anything Before lapsing into unconsciousness, Harness: a vest that fits over leather
‘heavy’ your first go out – and hey I the victim is able to strike his attacker at - armor with rings and hooks to attach
don’t blame, you gotta walk before you 4 to hit. The attacker must save against other equipment.
crawl or something. Death Ray for each hit he suffers or lose Iron Spike: standard adventuring
“Now, according to my sources, there is a his grip on the hold. A freed victim is spikes. Hammering in a spike takes 1d4
gentleman in need of the retrieval of one subject to the effects of Stun. rds. If used to anchor a climbing rope,
his lost wares. Offering a good 10 gold Lariat: Also known as a lasso, the there is a 10% chance per 150 pounds
for the lay. lariat is a rope (up to 40’) which has a held held that the spike comes loose
“Yep, old Thaddeus Lucius Beauregard large, slip-knot loop tied at one end. (15% if in ice).
has done right by you, guv’ner, and when Treat the lariat as a net for purposes of Keymaking Set: a kit designed to
we’re a-done, I’ll show you how we can entanglement. Lassos can also capture produce soft-metal replicas of keys.
spend our – I mean your – earnings.” parts of a creature (i.e. horns or arms) as Requires 1d4 hrs to make, and checks are
a called shot. For mastery options, see at -2 if duplicate is taken from a simple
Those who go into the thieving Gaz12. Used 1/3 rounds, 10/20/30, 12cn. wax impression.
professions have need for items beyond a Folding Bow: The folding bow is an Powder: requires a -6 penalty to be
set of lockpicks. The following weapons assassin’s tool that permits inconspicuous delivered correctly, but negates armor
and items are common to the underworld. transport. Range: 40/80/120, -1 damage. and shield benefits. Powders last 2d4 +2
[Some items have been adapted from The Sword Stick: a stick that contains a rds before dissipating. Example powders
Complete Thief’s Handbook for 2nd short sword blade, -1 damage. include blinding, sneezing, coughing, and
Edition – Ed.] sleeping.
Equipment Oil: Oil lubrication negates any
Weapons Acid (1 vial): a simple metal penalties for rusty locks or traps. It takes
Pin: A 1-2 inch pin does only 1 point corrosive that can eat through a lock. 1 rd to apply, and d6+4 rds to take effect.
of damage, and strength modifiers do not The lock removed on a failed save (13). Consider a flask of oil holds 10
apply. It is used most often to deliver a An unremoved lock is ruined unless it applications. Particularly rusty devices
poison or other chemical agent. Pins are succeeds in a second save. Acid takes may need multiple treatments (referee’s
easily concealed in other devices, such as 3d6 rds to complete its activity. decision)
rings. With the Backstab, a pin can be Arm Sling: a cloth arm restraint; -5% Listening Cone: a cone applied to a
driven into an opponent’s eye. PP, but chance of discovery are halved. wall for listening; +10% HN
Razor: A razor is another easily Charcoal/Plant Dye: used to Clawed Gloves and Shoes:
concealed weapon. It consists of an discolor appearance at night or in the pronged coverings; +5%CW each for
extremely sharp, 1-inch blade that may or outdoors, respectively; +5% HinS smoothed/cracked surfaces, +10% for
may not be attached to a handle. A razor Chisel: used to break open a lock; other surfaces. -5/15% MS, +1 to damage
only inflicts 1d2 points of damage (no chance of success is 33%+1/5 OL. with fist.
strength modifier), but when used with Requires a hammer and 3d20 rds. Odor Sprays: used to distract
the Backstab, it can wound (double Climbing Dagger: a stiff, flat 6-8” animals or to repel sentients; examples:
damage), gash (1d2 for 1d10 rounds blade that is more easily inserted into dog pepper, catstink, tabi stink, aniseed,
afterwards), or cause to bleed out (1d4/rd wood or brick (useless with smooth skunk odor, shark repellant
indefinitely until healed by a cleric or surfaces); +10CW, 1d2 damage Poison: used to harm or induce a state
surgeon). Use the standard Weapon Crowbar: a 4 pound wrought iron bar, in a victim. Examples: animal venom,
Special Effects to apply these effects. +10% bend bars, treat as a club in combat allergens, creature poisons, sleeping
Gashes and bleeding outs can be reduced Darksuit: blackened attire, +10% agents, mood altering drugs (zzonga)
HinS

7
TOOLS AND TRICKS OF THE TRADE
Acid (1 vial) ......................50gp (1cn)
Chisel (3).............................2gp (1cn)
Hacksaw ............................3gp (10cn)
Hacksaw, Blade.............................6sp
File, Metal .....................................5sp
Wire Cutters ................................. 5gp
Funnel, Small ............................... 3cp
Footpad’s Boots: ...............8gp (30cn)
Darksuit/Camo Suit ....30/35gp (50cn)
Charcoal/Plant Dye ...................... 2cp
Listening Cone ............................. 2gp
Clawed Gloves ..................25gp (1cn)
Clawed Shoes ....................15gp (1cn)
Climbing Dagger .................5gp (1cn)
Crowbar............................. 6sp (40cn)
Glasscutter.......................120gp (1cn)
Harness..............................25gp (2cn)
Keymaking Set ................60gp (60cn)
Wax, block ................................... 3cp
Aniseed..........................................2sp
Caltrops (10)........................3gp (1cn)
Catstink ...................................... 40gp
Dog Pepper....................................1sp
Marbles (30) ..................................2sp
Hollow Boots ..................15gp (30cn)
Hand Lamp........................10gp (5cn)
Folding Bow....................45gp (20cn)
Pin Ring (Iron/Silver).............. 2/10gp
Sword Stick .....................25gp (40cn)
Wrist Sheath ..................................3sp
Blade Boots .....................15gp (30cn)
False Scabbard ............ 12gp (1-20cn)
Hand Warming Lamp....................2sp
Marked Cards ............................... 5gp
Biased Dice (4, bone/ivory)..... 5/20gp
Razor Ring (Iron/Silver).......... 2/10gp
Arm Sling ..................................... 3cp
String (100 feet) ............................3sp Remove Traps: reset a trap, rig a Hear Noise: listen for tumblers in a
remote trigger, pull a dragon’s tooth lock, pick out a signal in a crowd, listen
Have you ever … Climb Walls: climb the back of a giant for an accent on a mark, overhear a
Below are examples of different, and creature to strike a blow against an conversation, predict the arrival of rain
occasionally bizarre, applications of the exposed spot Backstab: double the chance of a
basic thieving skills as well as tactical Move Silently: blend in among knock-out with a blackjack, work as a
suggestions. The ultimate chances for zombies, move noisily to distract sniper
success are at the discretion of the attention away from others, slip out of a Read Languages: read the
individual referee. lover’s bed impressions on a note pad, identify a
Hide in Shadows: hide in a crowd, signature, read body language
Open Locks: undo chastity garments, hide among statuary with makeup, hide Poles: attach mirrors, hooks, and small
improvise picks, reset a lock, rethread a in the snow cutting blades to use as tool extensions;
waist drawstring, undo a Gordian Knot Pick Pockets: switch out objects on a notch a stiff pole to easily climb a wall.
Find Traps: search a person for pressure plate; grab the head of a serpent, Escape: throw marbles, oil or caltrops,
concealed items, locate hidden slip an item into another’s pocket, grab use odorous scents or run through water
compartments and secret doors, give a an opponent’s weapon, control the to impair animal tracking, use a grappling
massage outcome of a die roll, use a buddy to hook and rope to safely leap off a
distract the mark building

8
SPECIAL RULES FOR THIEVES AND THIEVES’ GUILDS
“I told you Fallen Alley would be fun, Drake (PC1): Mandrakes, Royal Seal Bearers (HW2): Royal
guv’ner. Now did Thaddeus Lucius wooddrakes, and colddrakes are fairy-kin Seal Bearers are messengers and
Barimoor speak true or woit?” with a penchant for thieving activities. ambassadors of Nithia specializing in
Flushed from your first successful Experten (Gaz F7): The Experten makeup disguise, eidetic memory
venture, and the dubious rewards that are a name-level roguish option for (memorize any conversation 10% + 10/2
followed, you and Thaddeus had come to clerics (or other classes) that fight lvl). The Seal Bearer gains skill
a watering hole a few blocks off of vampires, lycanthropes or other spawns advantages within man-made structures
Capital to refresh and regroup. of chaos. Thief-level advancement but has to spend 100gp/lvl/circle in order
On the way to your table you brushed occurs at the rate of 1/3. The Experten to maintain the trappings of their high
the back of bar patron, who spun around are also extremely versed in researching a social standing. At 5th they can create
to face you. problem, and they tend to attract the magical disguises, and at 10th polymorph.
“So sorry, so sorry, sir,” interjected attention of powerful adversaries. Second Shadow and Eyes of
Thaddeus. “It was all my fault, really. I Guardian (HW2): The guardian the Serpent (Gaz13): The Second
pushed this poor fellow into you. Please, designs pyramid traps for pyramids. For Shadow is a spy network for the
a drink for both of you on me?” a -1 penalty to attack, the guardian gains shadowelves. The legitimate branch of
The stranger nodded his head in ascent +10 F/RT, can avoid the effects of a service must take several skills that
and returned to contemplate his beer. sprung trap (% level), and can set traps mimic thief-adventuring activities in a
Thaddeus hurriedly channeled you into (as RT). cave environment. They train in the use
the back of the bar. Headsman (Masters Set): The of crossbows with paralytic bolts and
“You best be careful. He’s got the Headsman or Thug work as executioners forgo armor. Second Shadow members
death sentence in twelve ports. and assassins. In BECMI/RC, the must be E5, Int13, and Dex13, with no
“Listen well, guv’ner. Not every thief Headsman is treated as a monster, not a notable devotion to Rafiel. The Eyes are
is thief. Some are down right mean as PC class. See below for variants. specialists in disguise and infiltration.
spit, and if you want to stay around here Lockmaster (HW2): The They are are drawn from the ranks of the
for long, you’re gonna hafta recognize Lockmaster is a type of locksmith in tune Second Shadow and must have Cha13.
what’s what.” with pyramid energy. The Lockmaster (-1
to hit) can gain a bonus to OL via New Thief Variants
Existing Thief Variants knowledge of make’s style and can This section covers new thief variants
The standard OD&D thief is appraise gems. At 5th, the character can and options that are suited to a town or
constructed around an archetypal, well- use pyramid power in a flowkey to defeat city landscape. The options are presented
rounded scoundrel-adventurer. As the – but not destroy – magical locks as split-classes (Fence and Bawd),
system and the Mystara game world (15%+5/lvl). advanced thief options (Assassin, Thief-
developed, alternate views of the thief Magician (Gaz F5): The magician Acrobat, Consiglie), or as new classes
and other roguish characters emerged. is a street entertainer with poor combat (Troubleshooter).
Examples include: progression but capable of picking
pockets and performing two other skills Fence and Bawd
Bard, Robrennian (Dragon as athief. At 9th, the magician can wield The Fence is a contact in the underworld
177): A non-magical entertainer with a true magic within particular magic who knows how to buy or sell items on
special blend of music, singing, and schools. the blackmarket, while the Bawd is tour-
storytelling. The bard trades in Backstab Rake (DDA1): The gentlemanly guide of sorts that shuttles people through
and Pick Pockets for a daily charm. This rogue, the rake forfeits the ability to the seedier parts of towns. Both classes
charm affects a person (3rd), intelligent backstab and pickpockets but gains the depend on a high charisma and wisdom
monster (9th), or plant (15th) (HD up to ability to dodge (DDA1 version). With to get through the day, and in a world of
1/3 bard level) after three rounds of initiative, the dodge (rolled on HS) is criminals, these are the truly trustworthy.
reciting poetry. A failed skill check taken against 1 melee attack. If the rake The Fence and Bawd are treated as either
against the weakest skill grants the victim declares no attacks, he or shee can dodge a split-class Merchant (Gaz11) or a single
a +3 bonus to the save. Alternatively the each melee attack. The rake also receives class Magician (Gaz F5).
charm can affect morale +/-2 or +1 Cha. As an optional rule, the
eagerness to fight (+/-1 to hit). character can receive a +2 reaction from Split-Class Fence or Bawd
Bratak (Gaz12): A bratak is a scout, members of the opposite sex. Used Requirements: Dex9, Cha13, Wis 11,
spy, and emissary of the Golden Khan of against opponents, it can cause them to Appraisal, Bargaining/Negotiating.
Ethengar that is skilled in disguise. A speak on about their plans. HD: N/A
bratak can use the lance, is adept at horse Armor and Weapons: as other class
archery, and at 9th can head a bratak XP Beginning Scale: 2000
school with 1d3 pupils. Attack Progression: N/A

9
SPECIAL RULES FOR THIEVES AND THIEVES’ GUILDS
Save Progression: N/A otherwise reduce their trustworthiness. must be made when the character
Special Abilities Notes: XP progression is generally made becomes an Assassin.
Read Languages (Body Language): on the profit of a transaction, 1gp = Snapped Neck: If the conditions are
gained at 1st at 25% +10% per 1XP. Bonus XP can be awarded for met for a backstab, the Assassin may
additional level, up to a maximum 95%. off-loading very hot items (stolen and strike with his or her bare hands. First
Put at Ease (1st): +2 reaction dealing sought after) or showing customers an apply the multiplier to the damage of a
with customers or the underworld. exceptionally good time (100-1000XP fist strike. If the victim survives, he
Size Up (2nd): can estimate the level and is a good range for both). must save vs. death ray or be placed in
class of someone once per day. Chance a deadly position. Under a deadly
of success is 5% x level. Subjects in Single-Class Option position, the victim must win initiative
disguise or attempting to conceal their As above with the following changes: in the next round and either escape or
nature reduce the chance by half. HD: 1d4 every other level (up to 5d4), damage the Assassin (see rules for
Count coins (3rd): touch, 1 turn, 1/day. with +1 on omitted levels and levels garotte). Failing to do so, the Assassin
Tell exact amount (up to 2000 after 9th. can break the victim’s neck, killing
coins/level) in a specific location or Armor and Weapons: as a thief instantly (5% x difference in level). If
bag, provided all coins are of the same XP Beginning Scale: 750 the break fails, the victim is again in a
type. Attack Progression: 1/5, starting as NM deadly position for the next round. If
Ignore Streets (4th): self, 2hr, 1/day. at 1st. the save is made or the hold broken, the
Run through the streets in a seemingly Save Progression: as Thief. assassin cannot reinstitute the neck
random fashion to reach final Thieves Abilities: The single-class Fence break. Note: the neck must be exposed
destination. Another can be dragged or Bawd gains levels in any four skills. for this attack to work. Field plate and
along. Bawds must take Hear Noise, and suit armor prevent this, while plate,
Detect Lie (5th): 10', 1 rd/lvl, 1/day. Fences must take Hide in Shadows. banded, and chain mail are at the
Detect dishonesty from anyone in Neither may cast from a scroll or discretion of the referee.
range, including lies by omission. backstab. Poisons: the Assassin can prepare 1
Crowd Summoning (6th): 25'/lvl, 1 Notes: The XP scale is smaller for a dosage of poison per day with the
turn/lvl, 1/day. Make the character or single-classed Fence or Bawd than a proper ingredients. This poison can
another person the center of attention. split class. This reflects that the single- have any effect desired, although
Smuggling (7th): 30', 1 turn/lvl, 1/day. class character is focused exclusively in lethality is most common. The
Insure hidden items stay hidden. this role – a role with very poor combat Assassin can also identify poisons at
Inventory (8th): 10', 3 turns, 1/day. After abilities. 5% x level.
1 turn, tell exact contents of a wagon, Rates: an Assassin normally charges
ship, or section of a warehouse, cannot Assassin 200gp times the sum of the Assassin’s
determine items in crates or otherwise At 9th level, a thief may specialize in and victim’s level, although social
obscured. the use of poisons and the art of the factors can inflate the victim’s level.
Detect Ambush (9th): 1 mi/lvl, 1 turn, backstab. Such a character is known as Shunned: Assassins are respected for
1/day. Realize that a particular an Assassin. Assassins are not mere their usefulness, but even members of
meeting site can be blocked off and killers but consummate professionals. the underworld do not like to regularly
identify the likely assailants. Some may even regard themselves as associate with them. Friendly reactions
Resist Magic (15th): 0, 1 turn/lvl, 1/day. artists. The Assassin forgoes any further are reduced to a more standoff-ish
50% Anti-Magic during business progress in Finding or Removing Traps level.
dealings. or Opening Locks. The thief also cannot Hunted: Murderers are hunted by both
Skill Progression (Fence): The Fence create a thieves’ guild, but he or she may legal and criminal authorities. Even
gains one skill level in Appraisal, belong to an existing one. professional Assassins must bear this in
Bargaining, Street Lore, or Hiding Requirements: two skill slots in each of mind.
Object each level. two of the following: Poisons,
Skill Progression (Bawd): The Bawd Herbalism, Disguise, Executioner, and Thief-Acrobat
gains one skill level in Bargaining, Stalking. At 9th level, a thief may specialize in
Street Lore, Linguistics, or History each Ambush: The Assassin suprises on 1- the performance of various acrobatic
level. 3/6. feats. Such characters are the perfect cat-
Reputation: The Fence and Bawd Backstab: the damage caused by the burglars and tomb raiders. The Thief-
depend upon their reputations to stay in backstab increases to x3 at 10th, x4 at Acrobat does not continue to gain in Hide
business. While they need not be truly 15th, x5 at 21st, x6 at 28th, and x7 at 36th. in Shadows or Pick Pockets and does not
honest, they must maintain the public Sniper: Alternatively, the assassin may gain the ability to cast scrolls.
perception of this fact. The character specialize in using crossbows or bows Requirements: Dex16, Str10, Con10,
must rectify any situation that might to deliver the vital strike. The choice two skill slots in each of two of the

10
SPECIAL RULES FOR THIEVES AND THIEVES’ GUILDS
following: Acrobatics, Ledge Hopping, Super Thief Prime Requisites: Str and Dex.
Pole Vaulting, Tightrope Walking, At 9th level, a wandering thief may Requirements: Str9, Dex9, Con9
High Jumping, or Long Jumping. begin to attain levels of ability that HD: 1d6, +2 after 9th level
Acrobatics: The character either: 1) is border on the supernatural. Such thieves Armor: leather or scale mail. No shield.
treated as having the mystic’s acrobatic can never be part of a guild system. To Weapons: any
abilities, or 2) advances one skill per become a Super Thief, the character must XP Progression: Cleric
level in two of the aforementioned find and petition a Master Super Thief Attack Progression: Cleric
skills. (21st) to teach them. The apprenticeship Save Progression: worse of Thief or
Superb Orientation: The Thief-Acrobat lasts for 3 levels, after which the Fighter
can use items and weapons while character’s development is on his or her Thieves’ Abilities: Troubleshooters
hanging upside down without penalty. own. progress normally with all abilities
He or she can also climb walls upside Beginning at 12th level and every 4 except Pick Pockets. Troubleshooters
down. levels after, the character earns one new cannot backstab, read languages, or cast
City-Scaping: The Thief-Acrobat can ability, useable three times per day, from spells from scrolls.
climb the intersection of walls or fences the list below. Items listed as Gr can Taunt: (OD&D adaptation of the 3.x
by bouncing between them. Movement only be taken at 24th level or higher. skill) The Troubleshooter can drive his
is made at half walking speed, but Find Magical Traps opponents crazy. 1x/day/3 levels, the
checks need only be made every 20 Remove Magical Traps (Gr): If character can cause an enemy to be -3
feet. multiple effects or spells are in place to hit, +2 damage, and -1 to skill
Restrictions: The Thief Acrobat has an (like a prismatic wall), the removal checks. The enemy may resist as a save
encumbrance limit of 75% normal. operates only at the individual level. against spells.
Bypass Magical Traps: The traps are Survival: Once per adventure, if any
Consiglie ignored but still activated. blow or accident would kill the
Consiglie are the voices of reason and Passwall: as the spell. Trouble-shooter, he or she can save vs
deep thought within a guild. The most Invisibility: as the spell spells to avoid death. The character is
important consiglie are the second-in- Null-Presence (Gr): the character is knocked unconscious and left for dead,
command members of the guild, but immune from all spells and vision but thrown out of the blast radius, etc. The
those who take this path often advise Truesight. particular means of eluding death are
capos and sub-guildmasters before Teleportation (Gr): as the spell. up to the referee.
moving upward in the ranks. Normally, Spider Climb: the character can move at Bad Luck: Once every season,
consiglie do not become guildmasters in ¾ normal speed up and down and something bad happens to the character
their own right, but it is not impossible. across walls without trouble (ice 80%). or his or her loved ones. The % chance
Requirements: 9th level, Existing The character can hang upside down. is equal to 15+level. This primarily is
membership in a guild, Int10, Wis13, Wall Running (Gr): The character can used to start an adventure, but it can
and two skills in two of the following: run along walls at full running speed in also be manifested as a preset failed
Banking, Executioner, any direction. attack or skill roll [referee’s decision at
Guidance/Counsel, Organization, Blink of an Eye: The character can steal the start of an adventure].
Negotiating. anything in view, including the weapon
Skill Progression: Each level, the of his opponent. Specialist Thief
character gains one skill slot in the Detect Invisible: as the spell. If you’re referee permits, the character
aforementioned list. Ephemeral (Gr): The character becomes can be a Specialist with control over the
Respect: Consiglie are respected by ghostlike and can steal another’s life. distribution of percentage points. In this
those within and without the Arrow Catch (Gr): The character can case all scores begin at 0% (except CW at
organization, receiving a +2 reaction detect and pickout arrows, bolts, and 60%). At first level, the character has
bonus. bullets. 110 discretionary points, no more than
Count Coins (9th): as the Fence Skill Levitate: as the spell. half given to any one skill. At each level
Detect Lie (9th): as the Fence Skill beyond first, the thief earns another 20
Inventory (9th): as the Fence Skill Troubleshooter points, again with the stipulation that no
Detect Ambush (15th): as the Fence Skill The Troubleshooter has a tendency to more than half may go to a single skill.
Restrictions: Consiglie do not advance be in the wrong place at the wrong time Read Languages must be purchased in
in Remove Traps, Open Locks, Climb without the right weapons or equipment. this way, but it is accessible at 1st level.
Walls, or Pick Pockets. They do not As such, he or she has to improvise and Read Scrolls and Backstab occur
cast spells from scrolls. Consiglie are take matters into their own hands. normally.
high profile targets during inter-guild Troubleshooters are equal parts fighter
conflicts. and thief.

11
SPECIAL RULES FOR THIEVES AND THIEVES’ GUILDS
Guild Operations 4) Both: next month’s CL cannot drop Desperate Activity: +50% cash income,
Running a Thieves’ Guild is not that below 400 +25/-25 (unless vice services); after one
dissimilar to what is involved while 5) Both: add +25 to next month’s CL month, -40/-20 CL.
overseeing a dominion. The Guildmaster 6) Both: 1/6 chance that CL will Rival Guild Defection: +10/+3CL x level
must see to it that those under his suddenly drop 10% (max. 50)
command remain confident in his 7) Members: a quarter of the membership Loss of Defector: -10/+3CL x level (max
authority while dealing with the law, breaks away 50).
chance events, and encroachments by Residents: a quarter of the population Initiated Action: +15/-4CL. Includes hits
other factions. forms a community watch (militia) or against other factions, territory
The basic rules for dominion rulership hires outside protection encroachment, new ventures, and
have been adopted for the Guilds. What 7*) as above, but half kidnapping.
distinguishes a Guild from a dominion, 8) Members: cash income drops 50%, Action, Unanswered: -20/-6CL.
however, is that a Guild must track two 100% in areas directly controlled by the Reprisal, Unsuccessfully: -30/-15CL.
Confidence Levels – one for its members breakaway group Reprisal, Successful: +5/0CL.
and another for the inhabitants of Residents: cash income drops 50%, Elimination of a Rival Group:
controlled areas (if applicable). With 66% in areas controlled by watch +40/+10CL
sub-units, changes to CL are halved. 8*) Members: 66%/100% Market Glut: =10/+10 CL.
The Confidence Level (CL) is updated Residents: 66/75% Fire, Minor: 0/ -10CL.
each month (it does not “reset annually” 8**) Members: 75%/100% Fire, Major: 0/-15 CL.
as stated in the RC) to reflect campaign Residents: 75%/100% Security: +5/+15 CL
events. [Also: the Changing Ruler 9) Members: no effect Capture of Members: -5/-1 CL x total
Effects Table should be flipped, e.g. CL Residents: non-cash income drops 50%, levels.
1-99 is always favorable to changing 66% in areas controlled by watch Death of Members: -10/-1 CL x total
rulership.] 9*) as above, but 66% / 75% levels.
A new guild begins with a base CL= 9**) as above, but 75% / 100% Successful Contracts: +15/0 CL.
d% +150. This score is then increased or 10) Both: -5 CL each month CL is below Includes smuggling and things that do
decreased based upon events and the 200. not involve the general population.
guildmaster’s responses. The CL can 10*) as above, but -10 CL Operations Intercepted: -25/-5 CL.
range from 1 (worst) up to 500 (best). 11) Members: outside factions or town Law Enforcement Stepping Up: -15/0
Depending on the CL, certain effects will guards attack/arrest public members CL.
occur that benefit or hinder the guild. Residents: The community watch attacks Illness or Injury of Leader: -20/-5 CL.
faction representatives Good/Bad String of Business: +(-) 15/0
Category CL Effects 12) Members: guild in open rebellion CL per month after three.
Ideal 450-500 1, 2, 3, 4, 5, 18 against Guildsmaster
Thriving 400-449 1, 2, 3, 18 Residents: 95% of community bands Economics
Prosperous 350-399 1, 2*, 3 together to fight the guild Guilds receive income from
Healthy 300-349 1, 2* 13) No income is obtained except membership dues (if members are not
Steady 270-299 2* through force paid), their illegal activities, legal and
Average 230-269 None 14) Members: CL will never exceed 100 semi-legal operations (protection, gifts),
Unsteady 200-229 6, 15 until the Guildmaster is removed. and payoffs from other groups. Some
Defiant 150-199 7, 8, 9, 16 Residents: CL will never exceed 100 income is in the form of goods and
Rebellious 100-149 7, 8, 9*, 10, 17 until the guild is removed. services (like free beer at particular
Belligerent 50-99 8, 9**, 10*, 11, 15) Members: Resident CL drops -10. tavern). Assume a 1gp/1gp split in cash
17 16) Members: Resident CL drops -15. and non-cash revenue. Expenses include
Turbulent 1-49 Double effects Residents: Member CL drops -5. salaries, bribes and supplies for
above, 12, 13, 17) Members: Resident CL drops -15. informants, freelancer contracts, and
14 Residents: Member CL drops -10. supplies.
18) Both: CL of other group adds +10. Suggested per level monthly earnings
1) Member: +10% cash income are given on the Guild Worksheet. To
Resident: +10% non-cash income CL and Income Adjustments calculate the monthly income role the
2) Both: 75% chance that an agent for Numbers separated by slash are meant dice listed and multiply by the Total
constables or a rival faction is revealed for Members and Resident CL, Level. Note an individual cannot be
2*) As above, but at 25% respectively. listed in more than one activity.
3) Both: 25% that a randomly rolled Increased Activity: +20% cash income, 10% of the net income goes to the
disaster does not occur +10/-10CL (unless vice services); after guildmaster, and another 5% to his
three months, -20/0 CL. consiglio.

12
THE WORD ON THE STREET
Passing through the Market you noticed a Bawd: tour-guide for slummers Lone Wolf: solitary, independent thief
body lying in a cart, stripped naked with Bludger: female robber who lures Made-Guy: burglar in good standing
multiple stab wounds evident. victims into dark alleys with the Guild
“What happened to him, Thaddeus?” Boarding School: penitentiary Mark: target of a confidence game
“Well off-hand I’d say he was killed. Oh Bookie: record-keeper Mob: group of thieves
you want more than that.” Utterly Box-Man: safe-cracker or lock-picker Morning drop: hanging
disinterested in the matter, Thaddeus Burn: to underreport the take; to betray Mort: a woman
waved over a homely man standing on Cannon: pickpocket, cutpurse Oar-beater: a Northman raider
the street corner. The man was tall, thin Capo: the person in charge of a criminal Ochie: an Ochalean
with bad patches of hair here and there sub-unit; equiv. to sub-guild master. Off Someone: to kill someone, aka
over his body. His eyes bulged above a Cat-burglar: second-story man, thief whacking
toothy maw. specializing in climbing walls Partial: pocket picking
“Well, well, well, if it ain’t Thad the Chisler: a cheat Pennyweighter: thief who replaces
Bawd, come to share some fine bit of Chloral Hydrating: public urination valuable items with worthless ones
gold with his friend, Buggy Bear.”
Clipper: one who shaves coins Piece Man: trader of knowledge on
“Ah not today, but soon I promise.
Copper: town guard where stolen merchandize can be sold
Another week is all I need.”
Damn Ugly: generically, a humanoid; Pigeon: victim of swindle
“A week, Thad, and you better have my
specifically, a hobgoblin Pigeon Plucker: swindler
money – not half, not some, but all my
cash, a-fore I bust you upside your head.” Dancing: sneaking upstairs to steal Piker: cheap person; two-bit lout
Thad looked a great deal more pale than Dead: very Polisher: a man in prison
you remembered, but your guide Don: fem. Dona; head of a criminal Quackery: mountebank, selling useless
continued. organization; equiv. to guild master medical cures
“My friend wants to know the deal with Fencing: selling stolen goods Queen Dick: It never happened
the dead guy. Any say?” Fiddeling Bends: a thief who would Rabbit: hooligan
“Man, I don’t know nothing about steal anything dead or alive because he is Racket: larceny, burglary,
nothing, but word on the street is too lazy to work up a lay embezzlement
Solomay’s buddy there went off the Fix: to rig or make pre-determined the Rag-a-muffin: a dirty urchin
books and whacked some sew-boy with outcome of a normally random event; to Reddie: someone from Redstone
the Nosties. Nearly kicked off a war have officials drop criminal charges Rootin’: committing crimes
between them and Joffa. Gander: married man not living at Roper: someone who pulls in a mark
“The hit went out, and no one’s sure home with his wife for a con
which side actually bagged him, but now General Subscription: bribe money Rough: man ready to fight in any way
it’s all queen dick as can be.” collected to free a fellow thief Rounder: good, professional burglar
It took a while for Thad to translate, but Ghoul: body snatcher or grave robber Sand: nerve, guts; aka stones
you soon understood. Gold-biter: a Darokinian Snake-in-the-Grass: generally, a
This was definitely not what you had Golden Goose: a rich woman shapeshifter; specifically, a drake or
trained for. Goon: an enforcer polymorphed dragon
Grassville: the country Special Tickler: a gnome
Before entering into the world of Groaner: thief who attends charity Spider: a cat-burglar who uses high
Landfall, it is helpful to know some of sermons and then robs the congregation wire harnesses
the local lingo. The glossary provided Grow Up: perform more serious crimes Sprat: a child
below is based in part on The Secret Guv’ner: equivalent to “sir” or “mister” Squeal: indentify crimes or criminals to
Language of Crime: The Rogue’s Hairy-faced Stout: a dwarf the authorities
Lexicon by George Matsell (1859), but Half-pint: a halfling Star-gazer: prostitute or streetwalker
modern mafia slang and several High Tide: a lot of money Stepping ken: a dancing house
“Mystara-isms” have also been added. Hit Man: assassin Strapping: armed with concealed
Hizzoner: one’s paymaster or boss weapons
Angler: thief who uses a rod-like
Imp, Red/Blue: a Thyatian/Alphatian Stretching, Good: a hanging; one
contraption to steal
Introduce to Captain Solomay: that results in decapitation is right good
Autumn Diver: pickpocket in church
to kill with public or common awareness Turtledove: female thief who poses as
Badger: a thief who gets a mark in bed
Jump: to leave town while owing a debt the hired help
with a girl and then robs his pockets
Kitty: the night’s take, aka swag, score Wooden coat: coffin
Ballum Rancum: a ball where all the
Laced mutton: a common woman
dancers are thieves and prostitutes
Lay: a criminal occupation

13
VAULTS OF PANDIUS

The Streets of Landfall


An Unofficial Game Accessory

“Bloodie Hie! By the Laws of the Street, we, the Sons of the
Dawn, challenge the Bowery Boys for control of Patrick Block
and the Bakery of Finnigan!”

The two sides, disheveled and rank, glared at one another. A


town guard stood to the side under a building eave. He
watched but made no move to break up the impending rumble.
Candles lit the second-story windows, and as the evening sun
finally set, a green-striped Son hurled the gutted remains of
rabbit at the Boys.
The Boys stared at the object for a moment, then, with a shout,
the battle was joined.

This is the eighth entry among the unofficial Gazetteer-F


gaming aids for enthusiasts of the world of Mystara. This work
covers the town of Landfall, a place of opportunity – both good
and bad. The Empires and Thieves’ Guilds carry out their
private wars in the streets, while the population hopes to
escape the more violent criminals who lurk in the shadows.

“The Streets of Landfall” describes the history, society, and


controlling factions of a town where everyone owes, and
everyones pays … eventually. This product covers options for
thieves and running guilds. It also provides guidelines for
scoundreling the non-thief classes.

Das könnte Ihnen auch gefallen