Averoigne Player’s Handbook
Paul Ste. Marie August 2016
Table of Contents TABLE OF CONTENTS........................2 HISTORY.........................................4 RACES.............................................4 AVERONES...............................................5 Druids................................................5 THE CHURCH............................................5 The Inquisition...................................5 The Order of Saint Benedict..............5 The Order of Saint Bernard...............5 APOSTATES AND HERETICS..........................5 Witches.............................................6 THE ROMANI............................................6 DEMI-HUMANS..........................................6 ALIGNMENT.....................................6 CHARACTERS...................................7 STEP STEP STEP STEP STEP STEP STEP STEP STEP STEP
1: ROLL FOR ABILITY SCORES..............7 2: CHOOSE A CLASS..........................7 3: EXCHANGE ABILITY SCORE POINTS....8 4: ROLL FOR HIT POINTS.....................8 5: ROLL FOR MONEY..........................8 6: BUY EQUIPMENT............................8 7: DETERMINE YOUR ARMOR CLASS, HIT ROLL CHART, 8: NOTE ADJUSTMENTS FOR ABILITY SCORES 8 9: GIVE YOUR CHARACTER A NAME AND ALIGNMENT 10: CHOOSE A BACKGROUND FOR YOUR CHARACTER
PLACES...........................................9 CITIES, TOWNS, AND VILLAGES....................9 Abbey of Pe’rigon..............................9 Cistercian Monastery.........................9 La Frenaie.........................................9 Les Hiboux........................................9 Sainte Ze’nobie.................................9 Touraine............................................9 Vyones..............................................9 Ximes................................................9 RUINS.....................................................9 Chateau des Faussesflammes...........9 Gate of Sylaire...................................9 Ylourgne..........................................10 OTHER FEATURES....................................10 Forest of Averoigne.........................10 Marshes...........................................10
AND
SAVING THROWS 8 8
8
The Mists.........................................10 River Isoile.......................................10 Roads..............................................10 MONSTERS....................................10 BEASTS.................................................10 Dragons...........................................10 Homunculus (Flesh Golem).............11 Lou Carcolh (Carrion Crawler).........11 Loup-Garou (Werewolf)...................11 Serpents..........................................11 Vermin.............................................11 Wild Game.......................................11 Wolves............................................11 Wyvern............................................11 DEMONS AND SPIRITS...............................11 Cambion..........................................11 Chevel Mallet...................................11 Dames Blanches..............................12 Faun (Satyr)....................................12 Fee’ (Fay or Fey).............................12 Feu Follet (Will-O-Wisp)...................12 Lutin................................................12 Matagot...........................................12 Mullo (Vampire - Revenant).............12 Ondine.............................................12 Succubus.........................................12 MAGIC...........................................13 CLERIC SPELLS........................................13 MAGIC ITEMS..........................................13 Agrippa............................................13 Aspergillum.....................................13 Book of Dead Names.......................13 Book of Eibon..................................13 Crux Immissa..................................13 Fetishes...........................................14 Grimoire..........................................14 Magical Weapons............................14 Potions............................................14 Reliquary.........................................14 Rosary.............................................14 Scrolls.............................................14 Stoup...............................................14 VARIANT RULES.............................15 THAC0.................................................15 FEAR, HORROR, AND MADNESS..................15 Effects of Fear.................................16 Effects of Horror..............................16 Effects of Madness..........................16
CORRUPTION..........................................16 What is a Corruption Check?...........17 When to Make a corruption Check...17 How to Make a Corrruption Check...17 Determining the Chance of Failure..17 The Effects of Corruption.................19 Descent into darkness.....................19 The Thirteen Steps..........................19 Minor Changes................................21 Moderate Changes..........................21 Major Changes................................22 Redemption.....................................22 APPENDIX A: CLERIC SPELLS..........24 TABLE A.1 CLERIC SPELLS BY LEVEL...........24 CLERIC SPELL DESCRIPTIONS.....................24 1st Level Spells...............................24 2nd Level Spells..............................24 3rd Level Spells...............................25 4th Level Spells...............................25 5th Level Spells...............................26 6th Level Spells...............................26 APPENDIX B: WEAPONS & EQUIPMENT27 TABLE B.1 WEAPONS...............................27 TABLE B.2 NORMAL EQUIPMENT.................28 TABLE B.3 ARMOR..................................29
History
On Easter, in what has since been decried as an unholy mockery of the Resurrection, Averoigne was delivered from the grip of the Black Death and into an even more grim caretaker. People awoke to find that a strange mist had enveloped the land, clinging to the ground and growing thicker and heavier the further one moved away from the heart of Averoigne. Those who attempted to breech the mists were turned back, unable to find their way through, or simply vanished.
Not even the Church could stem the tide of avarice and immorality that tainted Averoigne. Clerics too succumbed to temptation, casting aside vows of chastity and poverty.
Even the land itself seemed to turn against the people. Crops withered and the soil grew sallow and dry while woodland paths became overgrown with biting brambles. The once clear waters of the River Isoile became brackish and choked with mud. Colors faded as the landscape became shrouded in perpetual gloom.
Averoigne was once a prosperous province of farmers and vintners, envied for its fertile fields and robust wines. Their coffers overflowing with coin, the merchants and nobles grew more corrupt with each passing season. Their greed knew no bounds and hedonism ran rampant throughout the larger villages and towns – no extravagance too great, no sin too wicked.
When the Black Death came, Averoigne’s people flocked to the cathedrals and churches, prostrating themselves before God and begging forgiveness. As the plague continued to ravage Averoigne, its survivors drew further away from the Church, seeking salvation in pagan rituals and heresy. Apostates arose in the larger towns and cities, crying their outrage against God and the Church, sealing Averoigne’s fate.
Worse was the fate of those already infected by the Black Death. The progression of the illness was halted, yet its symptoms lingered in the infected, neither worsening or improving. Accused of trafficking with the Devil, anyone showing signs of illness was arrested, tried for witchcraft, and executed or simply driven into the wilderness. The Church used the corruption of Averoigne’s elite and the timing of the ending of the Black Death to seize power, appointing the Inquisition to purge Averoigne of its immoral nobility. Most of Averoigne’s nobles were tried and executed in the Great Purge and the Arch Bishop of Vyones became the political and spiritual leader of Averoigne. Today, Averoigne is a shadowy husk, enshrouded within an impenetrable
mist from which radiates apathy and despair. Monsters from children’s nightmares stalk the night and malevolent spirits haunt crumbling ruins. Indeed, Averoigne has been cast into the Abyss.
Races
Averoigne is home to a diverse population with differing beliefs and customs, struggling to eke out whatever existence they can within the confines of the strange mists enshrouding their land.
Averones The Averones are the descendants of a tribe of human warriors who settled Averoigne in ancient times, establishing several settlements along the River Isoile. When the Roman Empire conquered the region, the Averones forsook their warrior traditions in favor of the more civilized customs and beliefs of their Roman conquerors, becoming accomplished farmers and tradesmen. Later, as Christianity spread throughout the Empire, the Averones renounced paganism, establishing Christian churches and monasteries upon the ruins of their ancient temples and shrines. DRUIDS Druids are an ancient order of priests, shamans, and soothsayers who pay homage to the “Old Gods” of Averoigne. Before the advent of Christianity, Druids tended to the religious needs of the Averones, leading rituals, providing spiritual guidance, and acting as liaison to the Averone’s many gods. Today, they are regarded as apostates and heretics by the Church.
The Church Centered in the Great Cathedral of Vyones, the Church holds absolute authority over the lives of the people of Averoigne. The Arch Bishop of Vyones serves as the spiritual and political leader of Averoigne, presiding over matters of both ecclesiastical and secular law. THE INQUISITION The Inquisition is a religious tribunal convened by the Pope (the head if the Church) to investigate and suppress apostasy and heresy. The Inquisition’s authority in such matters Is absolute, outweighing the authority granted by any other ecclesiastical or secular body.
THE ORDER OF SAINT BENEDICT The Order of Saint Benedict is a monastic order of the Church devoted to scholarly work. Based in the Abbey of Pe’rigon, overlooking the tiny farming village of Pe’rigon in Lower Averoigne, the Benedictine Monks have taken it upon themselves to investigate and chronicle the supernatural occurrences plaguing Averoigne, putting them at odds with the Inquisition. THE ORDER OF SAINT BERNARD The Order of Saint Bernard, more commonly known as the “Cistercian Order,” is a monastic order of the Church devoted to enlightenment through manual labor and selfsufficiency. Living in a secluded monastery in the hills of Upper Averoigne, the Cistercian Monks support themselves by brewing ale, farming, and trading goods with nearby villages.
followers of the, they are actively hunted by the Inquisition, brought to trial, and executed. Most accused witches are simply magic users, whose ability to cast spells and knowledge of herbalism puts them at odds with Church dogma.
The Romani The Romani are a group of nomadic performers, troubadours, and seers who travel throughout Averoigne in small bands, hocking all manner of herbal remedies and spells to the superstitious Averones. Arriving in Averoigne around the same time the province was enveloped by the Mists, many Averones regard the Romani with suspicion, believing them tied to the dark forces plaguing Averoigne.
Apostates and Heretics Apostates and heretics are all too common throughout Averoigne and pose a significant and real threat to the authority of the Church. Surrounded by the supernatural, it is very easy for the weak of faith to abandon Church dogma, embracing apostasy and heresy. Apostates are perhaps the most dangerous, having completely abandoned their religious beliefs and renounced all ties to the Church. Heretics are proponents of variant religious beliefs contrary to established Church dogma. WITCHES Practitioners of arcane magic, witches (and their male counterparts “warlocks”) are reviled by the Church. Widely feared and denounced as
Romani have swarthy completions with dark hair and eyes. They dress in bright, vibrantly colored clothing and adorn themselves with all manner of garish jewelry.
Demi-Humans Demi-humans, in particular dwarves and halflings, form an interesting subculture within Averoigne society – an oppressed minority looked upon as
little more than sideshow freaks to be loathed and ridiculed. With their own cultures swept away through generations of decline, demi-humans have little choice but to accept their roles as fringe members of Averoigne’s human-centric society. Industrious and hard-working, dwarves are grudgingly accepted as important, but fringe members of society, living either alone or in small family groups among the human folk of Averoigne’s larger towns and cities. Largely considered untrustworthy, Halflings eke out their meager existences on the fringes of human society, living as street performers, thieves, and urchins. Elves, owing largely to their fee’ heritage, are generally reviled among the superstitious human folk of Averoigne who view them as demonic woodland spirits in humanoid form. Preferring to avoid human contact, most elves do little to dissuade humans of their misconceptions.
Alignment
Unlike more traditional Dungeons & Dragons settings, the axis of alignment in Averoigne is aligned along good vs. evil rather than law vs. chaos. When referencing either the Dungeon Master’s Rulebook, Player’s Manual, or Expert Rulebook treat all instances of “lawful” alignment as “good” alignment and treat all instances of “chaotic” alignment as “evil” alignment.
Characters
Follow the rules for creating characters found on page 48-52 of the 4th Edition
Player’s Manual, with the following changes as noted below:
Step 1: Roll for Ability Scores Use the “classic method” for determining your character’s ability scores: roll four six-sided dice (4d6), dropping the lowest; so, if you roll a 5, 5, 4, and 2, you would drop the 2 and add the rest together, giving you a 14. Do this six times and then arrange the numbers however you like among the six ability scores. Ability scores can be adjusted in Step 3.
Step 2: Choose a Class Players are free to choose from any of the character classes listed in the Player’s Manual. However, it should be noted that humans enjoy significant social advantages over demi-humans. Players should consult the DM before choosing one of the demi-human classes for their character. Clerics are members of the Roman Catholic Church, a monotheistic religion that dominates the political and spiritual landscape of Averoigne. All clerics indirectly serve the Arch Bishop of Vyones, the spiritual and political leader of Averoigne. Clerics may not choose to be of Romani descent when detailing their background. More information on clerics can be found in Magic and Appendix A: Cleric Spells. Fighters are common throughout Averoigne, serving as bodyguards, soldiers, and armed retainers for more powerful merchants, noblemen, and other officials. Reviled as witches and heretics, magic users live on the fringes of Averoigne
society, practicing their skills in secrecy so as to avoid the attention of the Inquisition. Only among the Romani are magic users readily accepted. Thieves are common throughout Averoigne, especially in the larger cities and towns where they can ply their skills without fear of the harsh “justice” dispensed in the smaller villages. Demi-humans, particularly dwarves and halflings, form a beleaguered subculture within Averoigne society. They are an oppressed minority, looked upon as little more than sideshow freaks to be loathed and ridiculed. With their own cultures swept away through generations of decline, demi-humans have little choice but to accept the social injustice heaped upon them as fringe members of a human-centric society. Industrious and hard-working, dwarves are grudgingly accepted as important, but fringe members of society, living either alone or in small family groups in Averoigne’s larger cities and towns.
society, living as street performers, thieves, and urchins. Elves, owing largely to their fee’ heritage, are generally reviled among the superstitious Averones who view them as demonic woodland spirits in humanoid form. Preferring to avoid human contact, most elves do little to dissuade the Averones’ misconceptions.
Step 3: Exchange Ability Score Points Follow the standard rules for exchanging ability score points as described on page 49 of the Player’s Manual.
Step 4: Roll for Hit Points Do not roll for hit points as described on page 50 of the Player’s Manual. Instead, 1st level characters receive the maximum number of hit points allotted to their character class and adjusted for their Constitution Score. Thus, a 1st level cleric with a Constitution score of 14 begins play with 7 hit points (6 base with a +1 bonus for their high Constitution score).
Step 5: Roll for Money Follow the standard rules for determining starting money as described on page 50 of the Player’s Manual.
Step 6: Buy Equipment
Largely considered untrustworthy, Halflings eke out their meager existences on the fringes of Averoigne
Follow the standard rules for buying equipment as described on page 50 of the Player’s Manual; however, use the equipment lists in Appendix B when purchasing equipment.
Step 7: Determine your Armor Class, Hit Roll chart, and Saving Throws Follow the standard rules for determining your character’s Armor Class and Saving Throws as described on page 50 of the Player’s Manual. The Hit Roll chart is replaced by THAC0 – see Variant Rules.
Step 8: Note Adjustments for Ability Scores On your character sheet, note the adjustments for your character’s ability scores as described in the Player’s Manual.
Step 9: Give your Character a Name and Alignment Give your character a name and choose their alignment. Note that evil may not be chosen for your character’s starting alignment.
Step 10: Choose a Background for your Character Everyone comes from someplace and your character is no different. Where is your character from? What did they do for a profession before beginning their career as an adventurer? If your character is human, are they of Averones or Romani descent?
While the DM may provide general guidelines, the exact details of your character’s background will be left for you to determine. Remember, such information is “fluff,” and should not imply or convey any advantages or disadvantages to your character – other than those already defined for the campaign or established through roleplaying. For example, Romani characters are mistrusted by nonRomani, and it should be expected that the DM will impose penalties to NPC reactions to reflect this mistrust.
Places Averoigne is divided into two primary regions: Upper Averoigne, being those lands north and west of the Forest of Averoigne, and Lower Averoigne, being those lands south and east of the forest.
Cities, Towns, and Villages ABBEY OF PE’RIGON The abbey, surrounded by a small village which shares its name, is home
to a small group of Benedictine monks devoted to investigating and chronicling the strange occurrences plaguing Averoigne. CISTERCIAN MONASTERY This, the largest of Averoigne’s monasteries, is built upon the ruins of a Druidic holy site. The Cistercian monks living here practice a life of manual labor and self-sufficiency, supporting themselves by farming and brewing ale. LA FRENAIE Located at the junction of the River Isoile and the road from Ximes, La Frenaie’s location makes it a natural crossroads for trade – if only any trade moved through Averoigne anymore.
SAINTE ZE’NOBIE Once a large village of farmers and woodcutters in Lower Averoigne, Sainte Ze’nobie has been beset by a dreadful curse. The fields have turned sallow and a terrible beast stalks the surrounding hills and woodlands. TOURAINE Touraine is a large, once prosperous village in Upper Averoigne, surrounded by rolling hills and extensive farmland. VYONES The walled city of Vyones serves as the capital of Averoigne and houses the Great Cathedral of Vyones – home of the Archbishop of Vyones, Averoigne’s political and spiritual leader. Outside Vyones' walls is a large cemetery and the plains beyond host numerous small farms, inns, and taverns. XIMES The second largest city of Averoigne, Ximes has smaller walls than Vyones. The Bishop of Ximes lives here, presiding over local matters of church and state.
Ruins
LES HIBOUX Les Hiboux is a small village in Lower Averoigne, straddling the marshes fed by the River Isoile. Once a prosperous community of farmers and fishermen, the encroaching marsh has reduced the village to a stagnating husk of abandoned homes and lingering dregs.
CHATEAU DES FAUSSESFLAMMES Faussesflammes is a crumbling ruin in Lower Averoigne, not far from Pe’rigon. The ruins are reportedly haunted by evil spirits that owe fealty to a Mullo (vampire) lord. GATE OF SYLAIRE Only three moss covered standing stones mark the ruins of this ancient Druidic shrine. Folklore holds that the veil between worlds is thin here and that the site is a portal to another realm.
YLOURGNE Ylourgne, a great, craggy pile built by a line of evil and marauding barons now extinct, is a place even goatherds shun. The wrathful spectres of its bloody lords are said to move turbulently about its crumbling halls; their scullery maids and retainers are the Undead. No one dwells within the shadows of Ylourgne’s cliff-founded walls.
Other Features FOREST OF AVEROIGNE This large gloomy forest – infested with all manner of fay creatures, goblins, and other malevolent spirits – sprawls across the heart of Averoigne, dividing the province in two. MARSHES Much of Lower Averoigne is dominated by brackish marshes and shadowy fens fed by the River Isoile. A damp, gnat-infested fog hangs over the entire region, evoking feelings of loss, sadness, and gloom. THE MISTS Little is known of the strange mists that envelop Averoigne. They defy all logic, seeming as little more than a dense fog; yet foiling all attempts to penetrate them. Those who enter the mists either emerge a short time later, disoriented and confused, or are never seen or heard from again. Adding more to the mists’ sinister reputation, it appears that people from beyond the mists can enter Averoigne freely. However, once inside the mists, they too become trapped. RIVER ISOILE The River Isoile runs through central Averoigne, its brackish waters feeding the fens and marshes that dominate
Lower Averoigne as well as the once fertile fields surrounding Vyones. ROADS An old cobblestone road runs from Vyones, through Ximes, to La Frenaie, and then northward to Touraine; a well-traveled dirt track leads from Ximes to La Frenaie, continuing on to Sainte Zenobie and ending at Vyones. The Abbey of Pe’rigon is connected to Sainte Zenobie by an old rutted cart track, and a similar track connects Vyones to Les Hiboux.
Monsters
Averoigne is plagued by all manner of beasts, both natural and supernatural, which stalk the night searching for prey.
Beasts DRAGONS Dragons are large, fire-breathing, scaly, horned, reptilian creatures with leathery, bat-like wings, four legs, and long, muscular prehensile tails. They slumber in forgotten caves, periodically emerging from their underground lairs to wreak havoc and destruction upon the countryside before retiring once more. Folklore holds that the blood of a dragon has magical properties which promote longevity and sharpen the intellect.
HOMUNCULUS (FLESH GOLEM) Homunculus are animated constructs stitched together from human remains and brought to “life” using forbidden necromantic rituals. LOU CARCOLH (CARRION CRAWLER) The Lou Carcolh, or “Crawler of Carrion,” is a frightening snail-like creature that lives in underground caves, tombs, and burial mounds. The lou carcolh seizes its prey with it long tentacles, causing paralysis, before dragging it towards its gaping, fanged maw. LOUP-GAROU (WEREWOLF) Also known as the “rougarou,” the loup-garou is a human who can change into a wolf at will. Loup-garou are cunning creatures who go to great lengths to conceal their true natures. They prefer to live on the fringes of society, preying upon those foolish enough to venture into the wilderness alone.
SERPENTS Serpents are common throughout Averoigne, ranging from harmless grass snakes to small venomous vipers. According to folklore, serpents are synonymous with evil and witchcraft. VERMIN Numerous small creatures such as bats, rats, and giant spiders lair in darkened caves and ruins as well as the villages and towns of Averoigne. WILD GAME The Forest of Averoigne and the surrounding hills are home to a diminishing population of game animals such as boar, deer, grouse, and pheasants. WOLVES Although the wolves of Averoigne avoid human contact, tales persist of violent attacks upon children and lone travelers. According to folklore, children carried off by wolves will return years later as adult loup-garou (werewolves), exacting revenge upon those who failed to protect them as children. WYVERN According to folklore, wyverns are distant cousins of dragons, much
smaller and possessing a dragon-like head and wings, two legs, and a long tail. Wyverns are typically associated with cold weather and ice and are said to have a venomous bite.
Demons and Spirits CAMBION The offspring of the unholy union of a succubus (incubus) and human, cambions appear as normal humans, save for some minor physical trait denoting their demonic lineage (black eyes, darker skin, etc.). They possess a strong affinity for magic, often possessing innate magical powers. The cambion’s human parentage determines its gender – the offspring of an incubus and human being always female and the offspring of a succubus and human being always male. Cambions are always evil. CHEVEL MALLET The Chevel Mallet, or “Black Horse,” is a malicious spirit appearing in the guise of a large black stallion, bridled and saddled, to lure weary travelers to their doom. DAMES BLANCHES Also known as “White Women,” Dames Blanches are female spirits that lurk in ravines, fords, and near bridges, trying to attract the attention of passersby. Once enthralled, the Dame Blanches’ victim is compelled to perform a single task, which, when completed, will release them from the spirit’s thrall. FAUN (SATYR) Faun, also known as “satyrs,” are lustful supernatural spirits, half-man half-goat, that haunt the Forest of Averoigne, singing bawdy songs and engaging in all manner of drunken debauchery. They are infamous for
using their enchanted pipes to lure unwary women into the forest for sexual encounters. FEE’ (FAY OR FEY) Fee’ are supernatural spirits that live in secluded places seldom visited by humans. Once angelic beings, they became trapped between Heaven and Hell when Satan was cast out by God. FEU FOLLET (WILL-O-WISP) The feu follet, or “will-o-wisp,” is a ghostly orb of light that appears briefly at night, floating over cemeteries, swamps, or bogs. Folklore maintains that feu follet are spirits of the dead which, when followed, will lead pursuers to their deaths. LUTIN The Lutin is a malicious fee’ spirit that haunts the homes of families “… deserving of the lutin’s wicked attentions.” They are known to harass their victims with all manner of minor troubles, such as blunting tools and filling shoes with pebbles. Salt is considered abhorrent to them and they will go out of their way to avoid crossing it when spilled upon the ground. MATAGOT The matagot is an evil spirit that takes the form of an animal (usually a black cat) and serves as a familiar to witches. MULLO (VAMPIRE - REVENANT) Mullo are the restless spirits of people who died of unnatural causes or were buried without proper funeral rites. Mullo appear much as they did in life, except they always wear white clothes and their hair is long and unkempt, extending to their feet. They relentlessly stalk their victims – usually a relative who had caused
their death, or hadn't properly observed the burial ceremonies, or kept the deceased's possessions instead of destroying them as was proper. According to folklore, the only way to kill a Mullo is to drive a wooden stake through its heart, then chop of its head and place holy wafers upon the creature’s tongue. Romani traditions hold that a Mullo cannot be destroyed and that it will continue to rise from the grave until it has its vengeance. ONDINE Ondines are elemental water spirits that appear as beautiful human females. Found in secluded forest pools or waterfalls – to which they are bound, their beautiful singing can sometimes be heard over the sound of the water. Unlike humans, ondines lack a soul. Marriage with a human shortens their lives, but earns the ondine an immortal human soul and releases them from confines of their watery homes. SUCCUBUS The succubus is a demonic entity that appears in dreams, taking the form of a beautiful woman in order to seduce men through sexual activity. Their male counterparts, incubi, fulfill an identical role in the seduction and damnation of women. Folklore holds that succubae are the daughters of Lilith, Adam’s first wife and the mother of all demons. These same traditions further maintain that succubae can freely change between female and male forms.
Magic
Averoigne is a “low-magic” setting, meaning that character will not have access to the typical array of magical items usually available. The Church considers magic to be an evil pagan practice. Clerics do not cast spells (although see below), and other spell casters are viewed with great suspicion. Although ecclesiastical laws are not rigidly enforced, spell casters who draw attention to themselves are subject to arrest and trial by the Inquisition – with subsequent imprisonment and execution left to the civil authorities. Spell casters who occasionally aid the citizens of Averoigne, without actively harming them, will not likely draw the attention of Inquisitorial authorities.
Cleric Spells In light of the authority granted the Inquisition, clerics have found an interesting way to circumvent the ecclesiastical ban on magic and the use of spells. Clerics do not choose spells before an adventure. Instead, the cleric invokes the power of God through prayer, spontaneously casting any spell permitted from the cleric spell list, up to their maximum number of spells per level. Thus, a 3rd level cleric may cast up to two 1st level spells per day. When casting spells, clerics do not use the spell tables from the Player’s Manual or Expert Rulebook. Instead, they use the spell tables and descriptions from Appendix A in the back of this book.
Magic Items AGRIPPA The Agrippa is a magical tome, its cover the color of blood and its pages made of stretched human skin. The book is said to contain the true names of several demons that hold dominion over fate and false prophecy. ASPERGILLUM The aspergillum is a ritualistic macelike weapon, which dispenses holy water upon enemies in hand-to-hand combat. An aspergillum conveys a +2 bonus to-hit and damage against undead.
BOOK OF DEAD NAMES Also known as the “Necronomicon,” the Book of Dead Names is a grimoire of spells and rituals for summoning and controlling the dead and those ancient gods that hold dominion over the underworld. BOOK OF EIBON One of several ancient and “forbidden” texts, the Book of Eibon is an occult volume containing veneration rituals, magical formulae, and treatises on
demonology and the otherworldly beings.
conjuring
of
CRUX IMMISSA The Crux Immissa, or simply “the cross,” is the divine symbol of the Church and, when wielded by a pious person, is anathema to evil spirits and the undead. The Crux Immissa takes the place of a cleric’s holy symbol and is used when the cleric attempts to turn undead. FETISHES A fetish is an object representing a spirit that is used to establish a bond between its possessor and the supernatural. Fetishes impart magical powers and are typically worn or possessed to assure protection, ward off evil, provide luck, or bestow curses upon enemies. Fetishes range from dolls and carved images to common stones or animal parts such as hair, claws or bones. Sometimes they are small pouches or boxes of "medicine" that contain small parts of plants, fruits or vegetables, or animal hair, paws, dung or liver, spittle or urine. Usually it is believed that the spirit that originally resided in these objects is still present within the fetish. Fetishes encompass a rather broad variety of magical items, and the use of such items will almost certainly mark the user as a heretic, drawing the attention of the Inquisition. GRIMOIRE A grimoire is a specially prepared tome which holds a magic user’s repertoire of magical spells and incantations.
Magic users must have a grimoire in order to learn and memorize spells. MAGICAL WEAPONS The folklore of the Averones is rife with stories of magical weapons – usually swords – believed to convey enhanced combat prowess or magical powers to their wielders. Most magical weapons found in Averoigne will only provide bonuses to Hit and Damage rolls, with other properties being very rare. POTIONS Potions are among the most common magical items found in Averoigne, ranging from the herbal remedies and tonics of apothecaries and the Romani to the magical concoctions prepared by witches and used to bewitch the unwary. RELIQUARY A reliquary is a holy vessel containing the bones of a Christian Saints that is said to bestow holy blessings upon its bearer and those nearby. The bearer of a reliquary and any allies within a 10’ radius are affected as if by a Bless spell, improving their morale by +1 and giving the recipients a +1 bonus on all to-hit and damage rolls. ROSARY More commonly known as “prayer beads,” the Rosary is the primary device used by clerics to commune with God and receive His blessings. The Rosary is anathema to evil spirits and the undead.
The Rosary is a ceremonial device used as the material component in the casting of all cleric spells. Clerics cannot cast spells unless they have a rosary. SCROLLS Scrolls are widely used in Averoigne as vessels for recording religious rites and prayers as well as arcane rituals and spells. The Benedictine monks of Pe’rigon have gone to great lengths to secure whatever scrolls they can, storing them in a great vault beneath their Abbey.
STOUP A stoup is a holy water font located near the entrance of a church. The holy water within is used for ceremonial purposes and to provide protection from evil.
Variant Rules This section details the “House” rules used in the campaign.
THAC0 THAC0 is an anagram meaning “To Hit Armor Class 0” and was first introduced in the Advanced Dungeons & Dragons 2nd Edition rules. Although THAC0 replaces the standard Hit Roll chart, the mechanic still works the same.
To determine the die roll needed to hit a target, subtract the target’s AC from your THAC0. This will give you the number needed to hit the target with your attack. For example, if your THAC0 is 17 and your target has an AC of 7, you will need to roll a 7 or greater to hit that target. Table 1: THAC0 Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Fighte r* 19 19 19 17 17 17 15 15 15 13 13 13 11 11 11 9 9 9 7 7
THAC0 Cleric* * 19 19 19 19 17 17 17 17 15 15 15 15 13 13 13 13 11 11 11 11
Magic User 19 19 19 19 19 17 17 17 17 17 15 15 15 15 15 13 13 13 13 13
* Also Dwarves, Elves, Halflings ** Also Thieves A natural roll of 1 will always miss, regardless of any modifiers applied. Likewise, a natural roll of 20 will always hit.
Fear, Horror, and Madness This mechanic is adapted from the Ravenloft Campaign Setting for AD&D.
Averoigne is a land beset by monsters and forces the human mind was simply not designed to comprehend – things that reek of the macabre and supernatural. Fear is the least of the mental conditions a character must endure. Characters may become frightened when confronted by a truly powerful monster, upon learning of a terrible evil, or upon finding themselves alone and vulnerable in a dangerous place. More intense than fear, horror causes a character to reject what their senses tell them. Characters may become horrified when confronted with circumstances that confound logic and common sense. The situation might be terribly gruesome; in others, it could just be something the character believes impossible. Beyond fear and horror lies the realm of madness. Unlike those lesser states, madness is not a passing phase. Characters experience madness when their mind has been exposed to things beyond its ability to accept or understand. While a resourceful character can cope with fear and come to terms with horror, they will find madness a most debilitating state. When a character is confronted by a situation that inspires fear, horror, or madness, he or she receives a special saving throw to resist the effects of the situation. Roll 1d20 and compare the result to your Wisdom score, adding or subtracting any applicable modifiers from the table below. If you roll equal to or less than your Wisdom score, you resist the effects of the situation.
Table 2: Modifiers for Fear, Horror, and Madness Checks Modifier
Condition Character has an Intelligence score of:
Character is a:
Fear
Horror
3
-3
-3
Madne ss -3
4-5 6-8 9-12 1315 1617 18
-2 -1 0 +1
-2 -1 0 +1
-2 -1 0 +1
+2
+2
+2
+3
+3
+3
0 0 0 0 0 0 0
0 -1 0 -2 -2 -2 -2
-4 -4 -4 -4 -4 -4 -4
Cleric Fighter Magic User Thief Dwarf Elf Halfling
Note: These modifiers are cumulative. Thus, a Magic User with an Intelligence score of 16 has a +2 bonus to Fear and Horror checks, and a -2 penalty to Madness checks. EFFECTS OF FEAR Characters whom succumb to fear will immediately attempt to flee from whatever situation is causing them fear. Characters that cannot flee the area will be affected as if overcome by horror (see below). Once removed from the situation, the character is no longer affected by fear and will be able to function normally. However, if the character is exposed to the same (or similar) situation again, the character will automatically fail their Fear check. EFFECTS OF HORROR Characters overcome by horror become paralyzed with fear, either attempting to flee the situation, viciously attacking anything blocking their escape – even allies, or cowering in terror until the situation passes.
Once the situation passes or the character escapes, the effects of the horror will continue to linger for 6 + 1d4 days. During this time, the character suffers a -2 penalty to all Fear, Horror, and Madness checks and, if confronted by the same (or similar situation), the character will automatically fail their Horror check. Once the lingering effects of horror have passed, the character will forever more suffer a -2 penalty to any Fear, Horror, or Madness checks related to the same (or similar) situations. EFFECTS OF MADNESS Characters overcome by madness are no longer capable of acting of their own free will. Completely succumbing to the horrors they have witnessed, the character retreats into their own mind, incapable of functioning
normally until the madness are cured.
effects
of
the
Characters overcome by madness, for all intents and purposes, become NPCs under the control of the DM.
Corruption The greatest danger to those who battle the horrors plaguing Averoigne is not death, but the seductive, corrupting force of evil. Indeed, it is all too easy for even the most noble and valiant of heroes to gradually become that which he has devoted his entire life to destroying. In most cases, characters behave in the heroic fashion expected of them. However, from time to time, players opt for their character to undertake actions of questionable morality. In most campaigns, they could easily get away with such things, provided that the character did not perform an action so heinous as to require an alignment change. In Averoigne, things are not so simple. WHAT IS A CORRUPTION CHECK? According to Romani traditions, unknown entities collectively known as the “Dark Powers” maintain constant vigil over the actions of every living thing in Averoigne. No evil deed goes unnoticed, the shadowy gaze of the Dark Powers falling upon the wrongdoer. In order to determine whether or not a given act draws the attention of the Dark Powers, the DM makes use of a special game mechanic called a Corruption check. A Corruption check is, quite simply, a means of prodding characters away from acts of evil. Characters who follow the course of heroes and champions will never have
to make a Corruption check; whereas those who are less pure of heart, often treading the gray edges of Hell, will make frequent checks. While the chance of failing a given Corruption check is low, those who must make them repeatedly will surely fail sooner or later, sinking into a mire of evil that only the purest of heart can ever hope to escape. WHEN TO MAKE A CORRUPTION CHECK Whenever a character undertakes an action that might be considered evil, a Corruption check may be required. Exactly what sorts of actions require Corruption checks, however, is at the sole discretion of the DM. As a general rule, the DM should only require a Corruption check when a character willingly commits a premeditated act of evil. If the character is suffering from some form of mental domination, no check is required. If the deed is a necessity forced upon the character by his current situation, no check is required. The DM will decide on a case by case basis whether or not a Corruption check is required. HOW TO MAKE A CORRRUPTION CHECK A Corruption check is nothing more than a percentile roll. When the DM decides to require a check, he assigns a chance of failure and then rolls 1d1OO. If the roll is above the chance of failure, the attention of the Dark Powers was focused elsewhere, and the character does not draw their attention. If the roll is equal to or less than the chance of failure, however, the character has attracted the attention
of the Dark Powers. In recognition of his misdeeds, the character is granted a new special ability – but not without a price. In addition to this new ability, the character is burdened with some manner of disadvantage or weakness. DETERMINING THE CHANCE OF FAILURE Once the DM decides that an act requires a Corruption check, he assigns a chance of failure. Evil acts range from petty crimes to
unspeakable deeds of debauchery, and the nature of the act mandates the severity of the check. Table 3 indicates chances of failure associated with common acts of evil. A particularly vile deed should have its chance of failure increased by half. Mitigating circumstances which played a part in the character's decision to do evil, may reduce the chance of failure, but remember, the DM has final say in all such cases.
Table 3: Recommended Corruption Checks Evil NPC or Monster 1% 1% 3% 2%
Victim is a/an… Neutral Good NPC or NPC or Monster Friend 1% 2% 2% 4% 3% 6% 1% 3% 2% 5% 6% 10% 3% 6%
PC, Family, or Innocent 3% 6% 9% 6% 8% 1% + 10%
4% 10%
1% 1% 7% +
5% 4% 3% 1% + +
7% 7% 6% 2% + +
Unholy Acts
Evil Faith
Breaking a tenet Breaking an oath Breaking a solemn vow Defilement Desecration
-
Neutral Faith 1% 2% 4% 5% 8%
Good Faith 2% 5% 8% 10% +
Own Faith 5% 10% + + +
Laying a Curse
Frustratin g 1% 2% 4%
Troubleso me 2% 4% 8%
Dangerou s 4% 8% 16%
Lethal
Crime or Act of Violence Assault, unprovoked Assault, grievous Betrayal, minor Betrayal, major Extortion Lying Murder, brutal Murder, pre-meditated (nonbrutal) Theft, grave robbing Theft, major Theft, minor Threats of violence Torture, routine Torture, sadistic
Highly Justified Justified Unjustified
Other Acts Casting an Evil Spell (Caster is of Good Alignment) Casting an Evil Spell (Caster is of Neutral Alignment) Casting an Evil Spell (Caster is of Evil Alignment)
8% 16% 32%
2% chance per level of the spell 1% chance per level of the spell -
- No Corruption check is required for such an act. + These acts draw the attention of the Dark Powers. When a player commits such an act, the DM is free to assign any chance of failure. As a general rule, the minimum value selected for such a check should be 50%. In extreme cases, the DM might even mandate a 100% chance of failure.
THE EFFECTS OF CORRUPTION Once a Corruption check is failed, the character's spirit becomes tainted with evil and a gradual process of decay begins. If left unchecked, this gradual decay will result in the ultimate corruption of the character. The DM will provide details about exactly which powers and flaws are gained through the process of corruption, although some examples have been provided below. DESCENT INTO DARKNESS It is said no man is born into evil and that each person makes his own way in the world, choosing for himself the path of light or the path of darkness. Although the Dark Powers eagerly welcome evildoers, theirs is a cold and deadly embrace. Many different paths lead to the ultimate destruction resulting from an evil life. Although the final effect of each path is the same, the road traveled varies from the truly depraved to the tragic.
lycanthropy, or otherwise transform its victim into a copy of itself. Vampires, lycanthropes, ghouls, and spirits force people down the path of darkness in this way. Curses: Curses and magical afflictions sometimes drag characters into the darkness of absolute corruption. In most cases, the character has received the curse in response to evil acts he has perpetrated upon another. Romani traditions speak of rare and extremely powerful curses that can transform their victims into lycanthropes or undead creatures. Dark Pacts: From time to time, a dark and terrible entity will respond to the entreaties of a lesser being, but the price for its services almost always leaves a mark on the petitioner's spirit. Even those requesting beneficial or charitable services soon discover some horrible twist entwined within such pacts.
Seduction: By far the most tragic route to darkness is the way by which an innocent is lured into committing increasingly evil acts, drifting further and further from possible redemption with each new crime. The mysterious Dark Powers never engage in this practice. Whatever they might be, the Dark Powers do not lead the innocent astray. No person comes to their attention unless he willingly commits an act of evil. Preying: This fall from grace is all the more lamentable because the victims commit no wrong. These characters have been attacked by some creature able to sap its victim’s life force, convey the dread disease of
Malevolence: Those who fall into this category seldom feel any remorse for their heinous deeds. Whether their actions are dictated by cold, calculating logic or spawned in the wild frenzy of passion makes no difference. They commit evil solely for the pleasure derived through the suffering of their victims.
THE THIRTEEN STEPS Traditional gallows have thirteen steps leading from the firm soil of life to the gaping maw of death. The same number of strides will carry one from the ranks of the pure and wholesome Table 4: Steps of Corruption Level of Steps Failed Corruption Checks I 0 Pure II 0 Clean III 0 Redeeemed IV 1 Unclean V 2 Corrupted VI 3 Accursed VII 4 Beast VIII 5 Creature IX 6 Monster X 7 Demilord XI 8 Lord XII 9 Overlord XIII 10 Darklord Pure: A “pure” character is one whom has never been called upon to make a Corruption check. As soon as a character makes their first Corruption check (even if the check is passed), this purity is lost and the character descends to “clean.” While all are born into this group, few possess the moral stamina to resist corruption. Clean: Characters who have been called upon to make a Corruption check, but never failed one, fall into this category. Redeemed: Although one can turn away from the twisting path of evil, even after traveling upon it, few are strong enough to withstand evil’s seductive promises. “Redeemed” characters have failed Corruption checks in the past and been touched by the Dark Powers, but they have torn themselves free from
to the gruesome cadre of the damned. Table 4: Steps of Corruption indicates the thirteen stages of corruption that the unwary can pass through as they descend deeper into darkness.
Minor Changes
Moderate Changes
Major Changes
1 2 3 3 3 3 3 3 3 3
1 2 3 3 3 3 3
1 2 3 4
the wicked embrace of evil and regained a state of grace. While they can never again be pure or clean, they have, at least for now, saved themselves from the perils of eternal torment at the hands of the Dark Powers. Unclean: When begins taking their first steps down the road to corruption and ultimate darkness, salvation is still in sight. During this stage, a person is deemed to be “unclean,” and, although they have strayed from the path of good, they have not yet traveled too far down the trail of damnation. An unclean character has failed one Corruption check. His soul bears the mark of darkness like the kiss of a hot branding iron. He has received some singular gift (a minor change, as described below in the Changes
section) from the Dark Powers. At the same time, however, his evil has brought him a curse. Usually, no outward change manifests in the appearance of an unclean character. Redeeming oneself at this stage is still not overly difficult. Corrupted: Upon failing a second powers check, a character passes from unclean to “corrupted.” At this point, it becomes apparent that he is either unable or unwilling to seek redemption. Because of this, it is very difficult to return to a state of grace. Accursed: If a corrupted character continues in his vile actions, he passes from corrupted to “accursed.” At this point, redemption is almost impossible; even powerful magic and priestly intervention can do little to help. Accursed characters stand a fair chance of becoming NPCs. When a character sinks to this level of corruption, the DM should roll percentile dice for him. If the result is 25% or less, the character is consumed by darkness and becomes an NPC under control of the DM. Beast: When a character progresses to this level and undergoes his first moderate change, he can no longer hide his mutations. With great effort, a beastly character might pass for a normal man at a distance, but even the most casual of examinations reveal something is amiss. Upon reaching this level of corruption, the character's alignment becomes neutral (if it is not already neutral), and all penalties for involuntary alignment changes apply.
Characters who have followed the path of destruction this far are almost never able to redeem themselves. The DM should again roll percentile dice and, if the result is 50% or less, the character becomes an NPC. Creature: The changes that overcome a character at this point are truly terrible. The character has proven himself to be utterly evil and unworthy of redemption, and decent people avoid all contact with him. At this point, the Dungeon Master should again roll percentile dice, a roll of 75% or less indicating that the character becomes an NPC. Monster: Upon descending to this level of corruption, the character is fully transformed into a creature of evil and becomes an NPC under the control of the DM. Demilord, Lord, and Darklord: Characters that have advanced beyond the stage of monster are beyond any hope of redemption, having been fully embraced by the Dark Powers. They are true paragons of evil, irrevocably damned. Note: These higher stages are only included for the further development of the character as an NPC. MINOR CHANGES Minor changes are not immediately obvious and the corrupted character can generally conceal such changes from others. Some examples of minor changes are provided, but the DM will determine the exact nature of any changes which occur. 1. The character develops infravision equal to that of an elf, but he finds the light of day so bright that he suffers a
-2 penalty to all saving throws while exposed to it. 2. The character develops acute hearing, giving him a +25% chance to hear noises. However, loud sounds require him to make a saving throw vs. paralysis or be dazed for 1d4 rounds. 3. One of the character's physical ability scores (Strength, Dexterity, or Constitution) increases by one point. At the same time, however, one of his mental scores (Intelligence, Wisdom, or Charisma) decreases by one point. MODERATE CHANGES Moderate changes are more obvious than minor ones. A character must take fairly drastic measures to conceal such changes from those around him. In any case, a close examination of the character will reveal that something is clearly amiss. 1) The character’s vision becomes so acute that he can see clearly in the dark; however, his eyes have been transformed to look like those of a cat. His Charisma drops by one point. 2) The character can scale and move along walls and vertical surfaces as if he were a spider, moving at his normal speed. However, the strange spines and suckers on his hands and feet drop his Charisma by one point. 3) The character's face becomes distorted and grotesque, causing his Charisma to drop by half and forcing all those who look into his eyes to make a saving throw vs. spells or be overcome with fear. MAJOR CHANGES Major changes are so readily apparent that it is impossible for the character to conceal them.
1) The character's skin becomes a pale, deathly gray. Sunlight now inflicts him with 1d4 points of damage per round, but he is unaffected by cold- and ice-based attacks. 2) The character becomes a conduit for negative energy, enabling him to drain one life-energy level with a successful unarmed melee attack. The character can be affected by holy water and may be turned as if he were undead. 3) The character becomes a hulking, feral beast. All three of his physical ability scores (Strength, Dexterity, and Constitution) increase by two points, but his mental scores (Intelligence, Wisdom, or Charisma) drop by an equal number of points. REDEMPTION The longer someone treads the path of darkness, the harder it becomes to return to a state of grace. Still, if someone who was momentarily led or drawn astray acts quickly to change his ways, redemption is possible. Characters can attempt redemption only so long as they have not undergone a moderate change. As soon as a character fails his fourth powers check, he passes into the darkness, and only the most potent of efforts can save him from final consumption by the Dark Powers (see "Final Corruption" below). Repentance: The most common way in which a character can attempt to reverse the effects of a failed Corruption check is by reliving the events that led him down the dark path. In this case, the character must confront a situation similar to the one that brought about his failed check, but this time, he must choose the
correct path. If the DM allows it, the character could even undertake an epic quest in order to make amends for his own failings. A single act of redemption is seldom sufficient to cleanse the taint from a character's soul. In order to reverse the corruption, the character must repeat this process a number of times equal to the percentage chance of the Corruption check failed. Once the character accomplishes this, he can attempt a new Corruption check. The chance of failing that check is the same as that of the previously failed check. If the character succeeds, the effects of his most recent failure are reversed. Exactly what happens when a character attains redemption is determined by his level of corruption. For an unclean character, the taint of evil is lifted from him, and he becomes redeemed. He no longer has the special power or the curse bestowed upon him by the Dark Powers. If the character has progressed beyond the first stage of corruption, his status improves by one level. Thus, if he was classified as corrupt, he becomes unclean. If he wants to further redeem himself, he must begin the process again, working to reverse the failed powers check that caused him to originally become unclean. The ability and curse associated with the
most recently failed powers check dissipate. Atonement: A Rite of Atonement can be used to reverse the failed Corruption check caused by an unholy act. However, the rite must be accepted by a cleric of the offended deity, and convincing such a cleric to absolve the character may actually be harder than repentance. Furthermore, even though a cleric may agree to perform the rite, it is still no guarantee the deity will absolve the offender. Final Corruption: In most cases, a character who has only undergone minor changes can still save himself from ultimate collapse, although the feat will require exceptional effort. Once a character has undergone a moderate or major change, however, it is almost impossible to restore him to a state of grace. The character has become so tainted by evil that redemption can only be accomplished through incredible means. Exactly what powers might be invoked to restore a character so far lost is a matter for individual DMs to decide. However, even though powerful methods may have been used, their maximum possible effect can only remove one level of corruption from the character, making the restoration of a character who has failed four, five, or six Corruption checks an incredibly difficult task.
Appendix A: Cleric Spells Table A.1 Cleric Spells by Level 1st Level Cleric Spells
2nd Level Cleric Spells
3rd Level Cleric Spells
1. 2. 3. 4. 5. 6. 7.
Bless** Cure Light Wounds** Detect Evil Detect Magic Light* Protection from Evil** Purify Food and Water** 8. Remove Fear* 4th Level Cleric Spells 1. Cure Serious Wounds** 2. Dispel Magic 3. Divination 4. Exorcise 5. Neutralize Poison** 6. Protection from Evil 10’ radius**
1. 2. 3. 4. 5. 6. 7. 8.
Augury Chant Find Traps Hold Person* Resist Cold Resist Fire Silence 15’ Radius Slow Poison
5th Level Cleric Spells 1. Commune 2. Create Food and Water 3. Cure Critical Wounds** 4. Dispel Evil**
1. 2. 3. 4. 5. 6.
Continual Light* Cure Blindness** Cure Disease** Prayer Remove Curse** Speak with the Dead
6th Level Cleric Spells 1. Barrier* 2. Heal** 3. Find the Path 4. Truesight
* This spell is reversible. ** This spell is reversible; however, casting its reversed form risks invoking the Dark Powers. Purify Food and Water Cleric Spell Descriptions This spell functions as described in the Use the updated spell descriptions Player’s Manual, except that the spell provided in the Player’s Manual, the is now reversible. The reverse of this Expert Rulebook, or the Player’s spell, Putrefy Food and Water will spoil Companion: Book One, taking note of or poison a like amount of food or the addendums provided below. New water, making them unsafe to eat or spells are fully described below. drink. 1ST LEVEL SPELLS 2ND LEVEL SPELLS Bless The casting level of this spell has been reduced from 2nd level to 1st level; otherwise, the spell functions as described in the Expert Rulebook. Protection from Evil This spell functions as described in the Player’s Manual, except that the spell is now reversible. The reverse of this spell, Protection from Good, works identically to Protection from Evil, except that it only affects good aligned creatures.
Augury Range: 0 (Cleric Only) Duration: Special Effect: Cleric Only The cleric seeks to determine whether an action in the immediate future (within 3 turns) will be for the benefit of, or harmful to, themselves and any allies they are with. The base chance for correctly divining the augury is 70%, plus 1% for each level of the cleric casting the spell.
Chant
Range: 0 (Cleric Only)
Range: 0 (Cleric Only)
Duration: 1 Turn Effect: 30’ radius
Duration: Time of chanting Effect: 30’ radius
The cleric brings into being a special favor upon himself or herself and his or her party, and causes harm to his or her enemies. Once the spell is completed, all to-hit, damage and saving throw rolls made by those in the area of effect who are friendly to the cleric are at +1, while those of the cleric's enemies are at -1. The spell continues as long as the cleric remains stationary and chants. Any interruption, however, such as an attack which damages the cleric, grappling the cleric, or magical silence will break the spell. Resist Cold The level of this spell has been increased from 1st level to 2nd level; otherwise, the spell functions as described in the Player’s Manual. Slow Poison Range: Touch Duration: 1 day Effect: Creature touched This spell greatly slows the effects of any poison affecting the creature touched. While this spell does not neutralize the poison, it does prevent it from substantially harming the victim for the duration of its magic, preventing them from suffering any additional damage or ill effects. 3RD LEVEL SPELLS Prayer
This spell exactly duplicates the effects of a Chant with regard to bonuses of +1 for friendly attacks and saving throws and -1 on like enemy dice. However, once the Prayer is uttered, the cleric does not need to continue to chant in order for the effects of the spell to continue. 4TH LEVEL SPELLS Divination Range: 0 (Cleric Only) Duration: Special Effect: Special Similar to an Augury spell, a Divination spell is used to determine information regarding an area. The area must be generally known to the cleric casting the spell; however, specific knowledge is not necessary. The divination will reveal the general strength of creatures in the area and if potent magics protect it. The base chance for correct divination is 60%, plus 1% for each level of experience of the cleric casting the spell. The DM will make adjustments to this base chance considering the facts regarding the actual area being divined. If the result is not correct, inaccurate information will be obtained. Exorcism Range: Touch Duration: Permanent Effect: One creature or object
This spell will negate possession of a creature by any supernatural force, including magical charms, curses, and possession by demonic entities or spirits. Once begun, the exorcism cannot be interrupted, or else the spell is spoiled and the exorcism will automatically fail. The base percentage chance for success is equal to the cleric’s level, modified by +1% per level of difference between the cleric's level of experience and the level of the possessor or possessing magic (if the cleric’s level is higher), or -1% (if the cleric’s level is lower). During each turn of the exorcism the dice are rolled, and if the number rolled is equal to or less than the base chance number, the exorcism is successful and the possessing entity is driven out. The DM may modify the base chance according to existing circumstances. Exorcism is physically draining for the creature being possessed. If the Exorcise spell continues past 12 turns, the creature possessed by the supernatural force must make a successful saving throw vs. Death Ray or die. If the Exorcise spell continues past this point, then the possessed creature must make a saving throw at the end of each turn. For every 12 turns that the exorcism continues, the possessed creature suffers a cumulative -1 penalty to their saving throw.
Recovery from an exorcism takes several days of complete bed rest. The minimum amount of time is 10 days, modified by the possessed creature’s Constitution modifier. Note: The death of a possessed creature during the course of an exorcism will not draw the attention of the Dark Powers – at least the first time. However, such an event may have moral repercussions for the cleric. Protection from Evil 10’ radius This spell functions as described in the Player’s Manual, except that the spell is now reversible. The reverse of this spell, Protection from Good 10’ radius, works identically to Protection from Evil 10’ radius, except that it only affects good aligned creatures. 5TH LEVEL SPELLS Create Food and Water Range: 10’ Duration: Permanent Effect: Special
This spell creates enough food and water to feed 12 men and their mounts for one day. For every level of the cleric above 8th, food and water for 12 additional men and mounts is created. Dispel Evil This spell functions as described in the Expert Rulebook, except that the spell is now reversible. The reverse of this spell, Dispel Good, works identically to Dispel Evil, except that it only affects good aligned creatures. This spell, and its reverse, cannot be used to negate possession of a creature. 6TH LEVEL SPELLS Barrier Range: 60’ Duration: 12 turns Effect: Creates a magical barrier
This spell creates an invisible barrier comprised entirely of magical energy up to 30’ high and 30’ in diameter. The barrier will repel undead and any creature of evil alignment; however, other creatures can pass through the barrier as if it did not exist. If the spell is cast by an evil cleric, the barrier will repel any creature of good alignment, but not undead. The reverse of this spell, Remove Barrier, will destroy any one barrier created by a cleric. It can will also destroy a magic user’s Wall of Ice, Wall of Fire, or Wall of Stone. It will not affect a magic user’s Wall of Iron. Truesight This spell functions as described in the Player’s Companion: Book One, except that this spell will not reveal a creature’s alignment.
Appendix B: Weapons & Equipment
The following weapon and equipment tables replace those in the Player’s Manual and Expert Rulebook.
Table B.1 Weapons Item Axes: *Battle Axe Hand Axe Black Powder Weapons: *Harquebus Pistolet 20 balls (w/ case and powder) Bows: Light Crossbow *30 quarrels (w/ case) Long Bow Short Bow *20 arrows (w/ quiver) Silver-tipped arrow Daggers: Dirk Silver Dirk Swords: Broadsword Rapier *Claymore Other Weapons: Mace Club Javelin Lance *Polearm *Quarterstaff Sling (w/ 30 stones) Spear War Hammer Oil (1 flask) Holy Water (1 vial) Torch (6)
Maximum Ranges (ft) S M L ((+1) 1)
Dama ge
Cost in gp
Encumbra nce
d8 d6
7 4
60 30
10
20
30
d10 d8 -
80 50 10
50 20 a*
50 20
100 40
150 60
d6 d6 d6
30 10 40 25 5 5
50 a* 30 20 a* a*
60
120
180
70 50
140 100
210 150
d4 d4
3 30
10 10
10 10
20 20
30 30
d6 d8 d10
7 10 15
30 60 100
-
-
-
d6 d6 d4 d10 d10 d6 d4 d6 d6 d6 c* d6 d* d4 c*
5 3 1 10 7 2 2 3 5 2 25 6
30 b* 50 b* 20 180 150 20 b* 20 b* 30 50 b* 10 1 120 (20 each)
20 40 20 10 10 -
40 80 40 30 30 -
60 160 60 50 50 -
* This weapon requires two hands for use. Attacker may not use a shield and always loses initiative.
a* Ammunition is included in encumbrance. b* This weapon is permitted for clerics. c* This weapon deals fire damage. d* This weapon only damages undead creatures.
Table B.2 Normal Equipment Item Backpack Bedroll1 Cloak Clothing: Simple Fancy Rich Garlic (1 bunch) Grappling Hook Grimoire2 Hammer (small) Holy Symbols:3 Crux Immissa Rosary Holy Water (1 vial) Iron Spikes (12)
Cost in gp 5 1 1
Encumbra nce 20 5 15
1 20 100 5 25 25 2
20 20 20 1 80 100 10
15 10 25 1
Lantern Mirror, hand-sized steel Oil (1 flask) Pole, Wooden (10’ long) Pouch, Belt Rations: Iron Standard Rope (50’ length) Sacks: Small Large Stakes (3) and Mallet Tent1 Thieves’ Tools Tinderbox Torches (6)
10 5 2 1 1
1 1 1 60 (5 each) 30 5 10 100 2
15 5 1
70 200 50
1 2 3 10 25 3 1
Wine (1 quart) Wineskin (1 quart) Wolfsbane (1 bunch)
1 1 10
1 5 10 20 10 5 120 (20 each) 30 5 1
Capacities: Backpack
400 cn
Pouch,
50 cn
Belt Sack,
200 cn
Sack,
600 cn
small large 1 Encumbrance listed is for the item when in stowage. 2 The cost listed is for when creating a character; grimoires cannot be purchased normally. 3 Clerics will need to purchase both a Crux Immissa and a Rosary.
Table B.3 Armor Item No Armor Padded Armor Leather Armor Barding (for horses) Chainmail Armor Plate Armor Shield * Subtract 1 from the AC if a shield is used.
AC 10 8 7 5 5 3 (-1)*
Cost in gp 5 20 150 40 60 10
Encumbra nce 100 200 600 400 500 100