ATTENTION, ALL WHO ENTER! Welcome to Briarwood, the Capitol of Calandia, the Sword Arm of the City-State, the Center of the Civilized World, and the City-State of the Invincible Overlord. Whether you have visited the City-State before, or have just now chosen to seek out the realms of Lucius the Invincible, we bid you greetings from His Royal Highness, Lucius the Second.
Those of you familiar with the City-Stateo/ the Invincible Overlord have seen or played the Judges Guild versions,
which cu lminated in a go-plus page newsprint book with supplementary maps. This City-State was the basis fo r the current Briarwood. But Mayfa ir is not simply re-issuing the
Judges Guild product in a new package. The boxed Mayfai r edition of the City State of the Invincible Oueriord has laken the original city, revised and reploued the maps of the interior, placed it onto a new continent in a new world , and repopulated the who le. The package you have boug ht is a learn effort, aimed at producing the most complete fa ntasy role p laying world ever. I'd be proud to explain further.
The Components Developing a world lakes lime. Devising a whole city, wi th maps and buildings and Characters and history and logic and ... well, you gel the point: everything that a person might encounter or experien ce to make a game seem real takes lime to think up. Then there's all the e£fOTllO be sure the ideas fillogether, don 't conlradict one another tOO o hen , and most o f a ll are fu n to p lay. We've taken thatdfort (aryou . J eff Leason wrote most of the new material , revised the o ld texl, and coordinated the whole project from end to end (or shc uld it be editor to editor?). The resu lt? We've revised lhe o ld City-State in such a way that time can be blamed for most of the discrepancies between the o ld a nd the new. This makes it easy for past campaigners in the City-State to take up adventuring again. While not wholly familiar, the territory a lso is no t totall y unknown , The fu ll sized maps by J erry O 'Ma lley are a great asset. We've given you three eig hteen-by-twenty-two inch maps. These are the f,J II color map of lhe City of Briarwood, encompass ing a ll the terri tory wi thin the city wall s, the full color map of the Ca landian Continent, deta iling the
geography of the rea lms o f the Overlord , and the parchment paper Player's Map. Briarwood, in full color, is for the CM 's use, The map is divided by a Jeu er-numbt'rgrid, likea standard road map,so that each individual p lacecan bcaccurately located. Detailed section maps a re displayed in the Map Ie Population Book (see below ) for reference at·a-glance during p lay. T hecontinent map o fCa la ndia, a lso in full color and for the CM 's u se, gives the CM a feel for the overa ll picture o f the campaign . There are areas for Players afflicted . by wanderlust to explore, areas Lucius wishes to reconno iter with his scouts, areas men tioned in the "O Hicial Hi story of Calandia" (see below). The pen-and-i n k Player's Map gives an ou tline of the City-State. It includes informat ion a casual visi tor wou ld know. suc h as the locations o f streets an d buildings. The P layers can use it to move around in Briarwood. As they adventure. they can mark down points of interest, fil ling in the delails that their Characters discover ' thei r dealings with the C ity-State a nd its denizens. Wha t would a world bt' without inhabilants? Time has changed the populations o f the City-State. and Jackie Leeper has edited an SO-page Map" Population Book to keep track of a ll the beings. citizen and immigrant alike. that you might encounter. As men tioned above, thi s volume is intended for at-ag lance reference. Th is means that each pair of pages is designed to work together. The left, or even -numbered, page conta in s a section o f the city map, enlarged to show delai ls. The righ t, or odd-n umbered. page lists the structures and Characters that occupy this section. Those areas of the map that are not described o n the accompanying page are indicated in grey to nes, and a ll section maps are in the same sca le. so that the CM can con ven ien tl y fli p (rom one section to the next.
As the Players wander through Briarwood, the GM can easi ly keep pace with the party, and also have the minutiae of the surroundings at his or her fin gertips. When Players want to stop a nd investigate some aspect of their environment, the paired map and description sections of the Map" Population Rook can immediately provide the needed information without a break in play. Beyond the maps, this boxed set includes numerous books and booklets. The Overlord's Sea l, three dragon heads atop a pendant sword, was designed by noted fantasy an.ist Thomas Camy. Interior illustrations were drawn by Tim Bradstreet. And Mayfair's Art starr: Lorena Wilson -Kost, Ike ScOIl, and Jerry O ' Malley a ll contributed to the interior map work. Two sets of Player supplements are provided specificall y for the Player Characters adventuring in Briarwood. Thomas Cook fdi ted all of the smaller parchment paper booklets. Their specific uses are outli ned here. City-State of the In vincible Overlord conta ins new Player Character races. Four slim volumes are included in the set, each describing the major characteristics and abilities of a new rdce. Players may now choose to adventure as Nagas, Pixies, Lizardmen, or Cemaurs, in add ition to the standard Player Character races. To deal with the recent influx of immigrants, Briarwood has begun printing City Guides, small pamphlets that serve as an introduction to the City-State for certain Character classes. While the differences between each edi tion of the Guides are sma ll, they provide slightly differentauitudes of welcome and atmosphere for the Players. To takeadvantage of these differences, GMs should not allow Players to read the Guides indiscriminately. Onl y that edition which is appropriate to the Player Character's class should be proHered. If the Character belongs to more than one class, the GM may use his or her discretion as to which o ne (or both) of the Gu ides the l)layer reads. Players who display an interest are also allowed to read from the " OUicial History of Ca landia" in the Background and Encounter Book, edited by Jonatha Caspian. The "background" is the first half of the book, Troy Denning's history of Ca landia. This history is essential to the GM as the CaIandian's view of their own world. Players may read as much oras littleof the history as they wo uld like, subject to the GM's permission. The second half of the book is for the GM on ly. It contains the random encou nters a party or individua l in Briarwood might make. The Character skill leve l each encounter is suitable for is nOted in the encoumer and at the bottom of the page for fast reference during play. A special pair of encounters on the final page of the Background and Encounter Book are provided strict ly for thieves venturing to ply their trade in Briarwood. The Thieves' Gui ld is very organized in the Ci ty-State, and quite adept at policing their own profession. Finally, the boxed set includes an Adventure Book to familiarize Players, both o ld and new, with Briarwood. To Catch a Thief, edi ted by Thomas Cook. is a short ( 16 page)
tale of intrigue and investigation, not to mention combat, as the Players try to discover who really sto le the magical tome.
Now That You've Got it. .. Perhaps you 're one of those GMs who collects the full series of published adventure modules for a particular world. Or then agai n, maybe you're the type who just wants the background to construct your own campaigns. CityState of the Invi'lCible Overlord will suit either purpose. For the independent GM who creates original scenarios, Overlord provides a full, detailed world, with a history and continuity, and plenty of maps. You can stan a campaign here, or travel to Calandia as part of your current campaign. We' lI be supplementing thi s basic set with sourcebooks on the environment and inhabitants o f the world: Stt the "And Next ... " section for more details. For those o f you who like published adventures, we have a whole series of ca mpaign modules planned. What you now hold is the foundation of a world. As the series progresses, you (and your Players) will find out more about the threat to Calandia, and what must be accomplished to save the world from destruction. ~ The series is based o n Player Characters (ei ther our pregenerated Characters from To Catch a Thief or your own party) who have been conscripted by the Overlord to serve as scouts in the war. The Players' goals are three- fold: first, to discover the nature of the changes recently undergone in Calandia; second, to determine who (or what) is behind these changes; and third, to find the key to defeat the threa t-before it destroys th~ world l
And Next .. . The Overlord Campaign Series will include about two dozen adventure modules set both in Briarwood and in the wilds of Calandia, as the adventurers battle all manner of grotesqueries set loose in the insanity of the moment. Along with these modules, we have planned a dozen large sou rcebooks detailing various aspects of the continent and its inhabitants. For example, we wi ll expand information on the new Player Character races in the book lets o f the boxed set, and we will be regularly introducing new Player Character races in coming volumes. Important areas in Calandia, whether of historical or magical note, will be explored. The Home Continents of the other races wi ll be described, as will changes in Calandian topography.
Our Thanks To ... Thanks are especiaIly due to Bill Fawcett for arranging the opportu nity to publish the game, We a lso extend our gratitude to E. Gary Gygax for his introduction, to Troy Denning for the History of Calandia, to Will Niebling, Thomas Canty, Tim Bradstreet, and Bryce Patch. Everyone at Mayfair helped in the smooth and speedy production of City·State of the In vincible Overlord, especially those mentioned above in individual capacities.
• ERRATA: Background 1: Encountus Ik»?k, pg: 9, un?e~, lhe heading The Ruent Co.nditio?,.of the Cit)'-Slatt: The sentence that reads, "Briarwood ... which stretches nearl y Ihuty miles. . . . .. nearly Ihrce-hundred miles ...
INTRODUCTION In order to fully appreciate the City-State of the Invincible Overlord I, you have to be acquainted with when it was first offered. Most readers will need a little assistance. In January 1974, the first copies of the Dungeons and Dragons! game were sold. By January 1975, there were perhaps 2,000 or so of those brown boxes- wi th stick-on labels and their burdens of three little booklets a nd a h andful of reference sheets resti ng inside-in the hands of Players. T hat is, it is doubtful that there cou ld have been many more than 10,000 to 15,OOOenthusiaSls in total, even with the rampant photocopying then so much in vogue. Move ahead another year to January 1976. By then the number of garners devoted to 0&0 2 had increased to four o r fi ve limes the total for just a few mo nths previous. Then there must have been about 8,000 sets, perhap s as many as 12,000. A remarkable jump, but noth ing to become very excited about by today's sta ndards of sales for a new role-playing game. Perhaps there were 12,000 games and as many as 75,000 persons playing D&D. Not exactly a nationwide fad, but there were those who saw what was occurri ng, anticipated further growth, and acted. Amongst those wh o did so were the individua ls who formed and ran a compan y called Judges Guild'. As I reca ll, they began to produce products to assist the Dungeon Masters sometime in 1976. By 1977, Judges Guild was producing a large line of materials approved for use with the D&D game system by i ts manufacturer, then called TSR Hobbies, Inc.' I know that for a fact, because I was one of the principals of the company, and o ne of the ones who used to review the submiss io ns. Until someone actua ll y reviewed them, JU':lges Guild could not publish with the D&D game name on the package. One of the best products which Judges Gui Id produced during those halcyon days of yesteryear was the City-State of the Invincible Overlord~ . The 10,000 or so Gamemasters around in 1977 were hard pressed to keep pace with the demands o f their players. T he gam e was brand n ew, a tota ll y unique exper ie n ce, Enthusiasts devoured everything done and ravened for yet more. I recall churning out dungeon level after dungeon level in 1973 and 1974, sacri ficing sleep, let alone other pursuits, in order to have fresh territory for my burgeon ing body of Players to adventure in. By 1975, I was doi ng detailed outdoor scenarios between pages of manuscript for the Greyhawk! supplement. That ci ty had by then, I must say, grown [rom a single-page sketch-map to a fou r-page city map ... but wi thout too ma ny details. Like most DMs then, I preferred to do a lot of instant creativity ("w ing ing- it" in the vernacular), or else just didn ' t have the lime or energy to spend the hours and hours needed to do a truly detailed town. Gamemasters were chained to production of material by their Players, and the people at TSR' were likewise ru nning to keep up wi th the demands for new product by the DMsand Players alike. J udges Gui ld perceived the need and stepped in to £ill the void. Again, to give a fin al bit of perspective, I believe that I began writing my £irst " fo r publication " module, Steading of the Hill Giant Chieft, early in 1977. (I wrote it and Glacial Rift of the Frost Giant Jarl!, Hall of the Fire Giant King!, Descent into the Depths 2, Shrine of the Kuo-Toa!,
and Vault of the Draw! in order to take a " break" between completion o f Players Handbook! and commencement of Dungeon Masters Guide2.) Everybody, it seemed, was immersed in something which prevented him from pro· viding the supplementary materials thaI everyone was screaming for. Everybody, that is, except J udges Guild. Zap! Now we are back to the present again and all is as before. In fact, there you are holding a copy of the City-State of the Invincible Overlord ' in your hands. What you are now holding, however, is not thesameproductas was introduced in 1977. This version is just di fferent enough to be New And Impraved!, and yet not so radically altered as to be something else. After a ll, considering the rather exalted status of the original (Cily-State~ was the first approved "module" for the D&D game system, in practical terms), any massive revision wou ld be almost the same as tearing down an hisloricstructure to put upa condo, with the first few floors nice solid concrete for parking! " What?" Some of you out there might say, " not totally revised? But thi s is now, and City-State was written ... then!" For those 1 dedica te just a few addilional words on what is currently smart. H ow o rten do we hear stale of the art applied to gaming? Once is aJi too o ften as fa r as I am concerned. Sta te·of·th eart role-playing? Fantasy gami ng? Just wha t does that mean ? The term is apt o nly with respect to those form s of things wh ich have radica l alterations which bring improvement of demon strable nature. The last thing to happen to gaming which radically altered it was the introduction of the role-playing game in 1974. Perhaps computer games might a lso be brought into the fo ld ... perhaps. There, at least, one can spea k of state-of-the-art graphics. O therwise, with ga mes and game accessories, the term is quite inappro· p ri ate. It is nothing but hype used to sell you some conventio n or conceit which has vogue. " Modish " is, in my opinio n, a far better term to apply for such different presentations. " Innovation" applies to the better of them, and those usually then earn the appellation " classic" in due time. When someone claims he o ffers Realistic Fantasy (such a dichotomy a lreadyl) with State of the Art Systems, check for hardware and motors. If you don 't find the latter, then you need not consider yourself cynica l if you question the puffery. As of n ow, we are going through a phase where many persons are stress ing the role playi ng in rol playing games. This is indeed a most unfortunate occurence if carried to the poin t where game is forgotten. A feeling of realism shou ld be generated from the play of a role game. Characters shou ld be personified. Above all, the play must be exciting and fu n. In th is regard, the City-State of the Invincible Overlord serves well. It is both a wi ndow allowing a view of what went before and a refreshing change from what passage is now around us. The materials provided in the original edi tion o f City-State were a true boon to the harried game master. J udges Guild then went o n to revise Iheoffering to make it even better. Now Mayfair! brings you what can onl y be considered a furth er improvement. As I said above, this edition retains the essence o f the o ld but adds suf(icient of the new to make it the bes t yet. The richness of detail in the original product could come
only from an active play seuing. That is, the City-State had to be drawn from a vital campaign in order for its authors to provide the background, interactions, economy, geography and so forth wh ich are conta ined within its pages. The Judges Guild campaign can no longer be drawn upon as the source for the background tapestry against which we view and interact with the microcosm of the Overlord 's territory and town. Quite logically, Mayfai r has substituted its own milieu for that used in the origi nal product. This brings about changes, of course, bu t that isn ' t wrong. The old City-State is again a living, thriving place where the earth doesn't suddenl y come to an end beyond the ex tent of the map. There is more than a void beyond the paper's edge, as it were, and what is happening beyond the immediate surroundi ngs does have an impact on the rea lm of the Overlord, just as events beyond our own immediate sphere do upon our real li ves. T he premise o f action draws directly upon that circtfmstance. Something is goi ng on, some ou tside influence is impacting on the City State. Adventuring there is fo r thedirecl purpose of discovering what ... eventually where ... the influence is. That is explained herein, so I'll stea l no more thunder in tha t regard. To be reall y useful to the Gamemaster, a product which touts itself as a campaign setting must have purpose, background, and a ll the rest. Even witho ut m y saying an ything in support of City-State, it is obvious tha t Mayfair's product has the necessary materials to make it such an addition to an y campaign. A quick perusal of the box wi ll amply demonstrate the truth of that. It includes detailed maps, yet withou t 100 many detai ls, thus enabling personal ization and campaign integration; and with the map provided for Players showi ng even fewer details so that the Players can explore and chart th ings for lhemselvesthe sing le most critical element. It also has a backstory with an overa ll goa l which gives life a nd purpose to the geography and mapping of it all: C.ity-St3te o~ the I~vin cible Overlord even has detai ls of bUlldlllgs, who lIlhabl ts them, commerce, and social interaction. It's a ll there; and there are the random events and encounters needed, too. The whole is ready to use. A quick read- through, a few notes, and GM and Players can sit down and enjoy an episode of play stretching into as many ho urs as they choose. That isn't the way I'd do it if I were Gamemasler, though l The "continent" o f Calandia, the new portion wh ich comes from Mayfa ir, happens to be rather a small landmass as continents go. Perhaps it would be better a nd more fairl y described as a large island. Why quibble? It can be inserted in a blan k ocean area or substituted for an y heretofore undetai led landmass of approximately the same size. This
' incl usion is a proverbial piece of cake. That 's what I wou ld do. Because of the particu lar circumstances of the place. the barrier which surrounds it, and the uncerta in ty of what lies beyond, it is likewise terra incogn ita with respect to a ll places surrounding it. A foggy sea anywhere can be the place in which Calandia is located .. and eventually " discovered" by the rest o f the campaign milieu. Having accomplished placing Calandia on the world, and after giving it a thorough reading, the GM begins the real fun. Knowing the play group-i ts likes a nd dislikes, strengths and weaknesses-the Gamemaster has the opportun ity to carefully alter, modify, and augmen t the printed materia l so as to make it fit the temper and taste of all concerned . The profess ions and powers of NPCs, the theology of the campaign milieu into which the City State wi ll mesh, the friend ly races and adversarial monsters, magic and money, all that and more lend themselves to the attention and creativi ty of the truly caring GM. Besides, whoa mo ngsl us isn' t quite convinced thata touch here and there doesn't take a "regu la r" product and make it "personalized"? The imagi native faculty and creative drive of role-players in general lends to make such touches almost mandatory. Everybody wants to get into the act, as they say, and with this product you have a perfect vehicle to do just that. On the other hand . . . More than a sense o f nostalgia can be obtained from taki ng the City-State of the Invincible Overlord and playing it as is. There is a defin ite feeling o f the fantastica l a nd a lot of free-flowing action-adventure found in the setting as is. A little change here, a substitution there, of course, so that there are no jarring discords between the City-State and your campaign whole. Then have at it! Whether you do that, or do a major revision so as to ma ke the work an integral part of your milieu in such a form that it meshes perfectly and is indistinguishable from that which you personally created, this is a va luable addition to your gaming. You have acquired more tha n a bit of the hi storic past of fantasy role-playing. Thi s product, in iLS first edition , wasa pioneer in the fi eld of campaign aid products. This edi tion is revised, updated. and made vi tal. However you view it, City-State of the Invincible Overlord is something you shouldn't miss. Whether you add it to your library or to your active play, no maller. It is an enjoyable and creative work you' ll be g lad to have. You do, or you wouldn ' t be reading this. Now you know why you've made a solid choice and have a better idea of the history of the City State and what might be done with it. Suit yourself and your group and enjoy. Aller all, that's what this is all about. originally and now.
Gary Gygax July, 1987 Lake Geneva, Wisconsin
, tradem arll 01 Matair Games. Inc.
! ~~g;:~~~~ ~~ r~ ~ier~ trademark owned by Judges Guild. TSR Hobbies. Inc. is a registered trademarll owned by TSR, Inc. TSR Is. registered trademarll owned by TSR. Inc. Mayfair Is a t'8glsteredlrademarll owned by May/a.!r Games. Inc . • City-State 01 the Inviocib[e Overlord Is a trademarll 01 May/Blr Games. Inc.
MAP and POPULATION BOOK
•
~
-. -
OF CONTENTS Si,c:nclN 0 (1).1. I. S; [.1. I. J;
· . ......... PlIgc 2 OVERVIEW MAP OF BRIAR WOOD .... ... .......... PlIgc 4.5 SECTION A (C I .I: I).t) . . . . . . . . . . . . . . PlIgc 6-7 Iol) t:... Ga ... 4) Lnllln C.undttlC..,.... Shop.)) Gononl Stott. 6) ....... Hnod Rau"ran.
...-
SECTION B ("I . t)
........ . ........
PlIgc 8-9
7) Spoa" HntoSllop.I)SpriI Componom.Shop. 9)Stott H_ (FOR $.AL[). 10) T ..... Shop. II ) Q,nirot Tninn. )Z)
mr
SECriON
C .,H IS) Cnnclol·• .:.."
I) .
. ... . . . . . ..
SECTION 0 (eu; 1).1.))
. . ........
!>'Igc ID-Il PlIgc 12- 13
li) P.,. ••• yShop. IS) P.i... ,. R.. icItnc.-oo. (6) R...,.M.b1. l?jU l n Shop. I') "'I ..... R.. iou.w. 20) fOR SAIX. 21) SllI.1d I'a'n .... 22) Candl> Shop. :Il) n nc:",,"1 A.row Shop. U ) SIt;'1d M.kn I: Shop.~) Armot ... 26) Ba.dl", Mak .. . 27) ,.,' ..... Il~
SECTION E (Aol. 4; " J, 4) .......... PlIgc 14· 15 !t) i0oi< MUtt. 21) W,,,,,,, (FOR SAU~ 50) Jado Shop. SI) T....... Sbop.ttl a..;.,..A..wHmli .... " II'n ..... ~. 34) T . . . . of .hor Ebony FTOII. U ) Ak"""" I ' ",ion Shop. 56) S
SECfION F (C3.i; 1).3.4) .......... PlIgc 16-1 7 41 }Sloepy T ...... To_n. 4t) Boatdi... Houoc (fOR $.AU)' 4J) ltain M.t... +4) WoodCMver. i~) b""n. H""o<. 46)Cobb ....
47) R"I"I. 48} Alt•• ·• Ca.t. -49) Tink .. ·• Shop.~) Wi.....,. 51) P.i ..... R.. idnw.U) "I..... R.. idtn«.)S) "'i ..... R.. i
PIaa- C.f~. 44 ~) I ~ B""... ~4S) A,dti,,,,t, ""4) MOKftIiLll"·. C"ild. 4440) 1'I""i<\' CTOLIndo. +4') FOR SALE. 448) FOil RENT. 4-49) FOR SAU. 450) hi .... R~. UJ) Pri ..... Ileoidenu. OS) .·Oll SAU
SECTION P
SECTION AA (H·I. II: 1·1. II) .......
(G- I: H·I. I. J; 1-1. I. S: J · I. t. 5) ...••.••••••..•..••.•••.•• PlIge 38-39 1)1 ) T ... _ Maker. lSI) Anoq ... Shop. 1M) Pri.... Rnl. .s...a.. l.w) T.I.po.... &om 05-4. 1») .,11 Town. 156) Pri __ Reoidenu. 151) Itrhoodof ,hor Tu .... 159) I'It ..... Jl.eotdmoct. 160) fOR SAU. 151) Pt, ..... RcoOdtnor:. (62) fOR SAL£. »9) Pri ....'" Il ............ UO) In
SECfION Q (Col. 4. S. ,: Hol. 4. 5. 6: I·S. 4. 5. 6: N. ') .................... pagE 1D-4 1
$1_.
l6!l let Crnm Patlor. lit) Cory Cot ..... Ta_n. 1M) Pri ..... Reoidcna. 166) Jln .. I·. Ce, .... 1 167) Abn ·. 1I0oI< Stott. 161) Cand.... nd Lampo. 169) Pri ... ,. Reoidenu. 110) Prj ... ,. 1ltoicIcn.cc. 171) t'oIliocha', f 'lfth .~ 172) lan ', T ...i Sn~i<\'. I 73 1Poi ..... ~. I,.) Cry,tal lteMaurant. IlS) Ki ...•• an. Toboomo Sbop. l]f) kd: ', Baktty. (77) Old Ba,h~. (11) FO," SlLU. 119) T .... pIo 01 thor Druid. I.) V........... n.J9I ) lIlockomiohl""""-".,.)CoppttCatT.......
D...,..
SECfION R U·I. r: It-I. r: W) •.••••. pagc 42--43 349) c... b Lew cu.. ~) Hoob-n.HMpoono.. nl) Pri ..... Reoidcn«. 352) 1" .... _ . S6:) Doc. C ...... Barnd>lBbd:. Lot ... Ga, •. 36)) a.. .........., ltq>oi... .Stonc<. and Rtn ..... S64) "'i... t~ R..idcn«. S6S) fOR SAU. J66) Old.s..It.lnn. 567) Oil MI ... . 3(1) Poi..... Il ........ SECfION S (I .); p. 4.: 11;,'. 4: t.-S) .... PlIge +4·45
64) VIOUT SPIOU AREA (>\·R). 61) W............ (fOR SAU).") PuppnShop. "IO) ........ c....... 'I ) Enar
355) Cl"ipplfftn. 3M" ,~~) P.I... t.~. n6~ Hatboo SuM w... h TOWft. S..".,. S~) P.i... ,. Il~. SOW) V:unpnt CrY P'. 560) fOR SAL[ . 561) Pri ..... ft.u,ldinc, S6'U '19)T.l
SECTION 1 (W;~.'; I).3.') .... .... PlI~24.2S
SECTION T u-t; 1[",)
SECriON G (A.... ~: )I,..j.S) ........ .. pagc 18· 19 U ) M u,"", Sbop.!.6) fOR SALE. S7) Candy Shop. Y ) , ....... ~. 59) Nia;h' SQI .... o-.:ti ... Aam
.........
SECTION H (..... S;C-4.5o; 1).-t.5) ..... !WI~ 20-23
64) VIOLET SPIn[1l ARf.A (So HH ). 65) Til> M.k ... 6') I........ Shop. ~.) Viol.< Spidn .......
SECTION J (A-6. ' ; U. 1:
,mCn>er.1
••••••••••••• pa~ 46-47 SIl) T .... plcof "".3811) FOR SALE. SI9) Pti ... ",~. S90) 1I.1ttt·. H""o< 01 PInw... !9S) Rap. .... a ..... !!H) R
C6. 7; 0-6. 7) ••••. ..•..•..•• ..•. . ••• pagc 26.27
SECfION U (I .~; I'~' , ; 11;.... 5. ' ) ...... PlIgc 4g·49
72) Sundial M.k ... 7!) I'.i ... ,. Rnldt"",. H) Siln M. k... U) Lumbn Vord. 76) U..... CIothn. 71. Tailoo. 71) Quil .... 19) \\'oul\dtd Gooo, Bat . •) Rtq: W.. _. 81) er...bow M. k.. . It) ~P • • Io!.IS) J ........ ofthorP-...8Sa),.,i ... "'~. tI) P ....... 1l~. IS) loaol Jail/ Hokl",. ComPOUnd. 16)
S96) W.I"i... T ,,"I. R.... u'~"'. 311') Oothto and Shoto.. 398) W"»oo> 1Iu.oa, . m)O· II; ..... n·.Sutb .... "IOO) T ..... plroi Ul .... 1(1) fitt [)q>a .......... 4(1) 'IOS) .... thoo CoocbfT.""", . '11K) R unn'''' Do& Ta,1 Sttvi(l-. 4(I5) Old Inn. 406) Sad ... •• SIonSt. 407 ) fOR SAU. 41t) H.ppy Hlln:ty Toad T._n and Inn. 41S) ~ W.tttt.ouw. 414) fOR SALE;
Cuard Hoto ... 1"1) PTi ..... R~. til) Cmmol Socft. a ) Lan ..... SI>op. 110) ScriItt. tI ) FOil SALL!I!) fOR SALE. 9:1) I'n_ ~t() P";'_· R~. M) """
SECTION
K ("' ·7; " ':C7: IH I) .. ••.
pa~28-29
!of""'.
96)"reI M>Ln. 97) fQIlSAU.9II)CIoci fPJ' homolo..... 100) Mown . 101) Oo.oko and Tunoa.. 102) folio....-. 01 Un. I") SwonI M:itker . 1(4) Pri ..... ~. lOS}
Sll:"u
"',.... 1la.ocIrn«
o.n,;.,.
toe:
SECTION V (G-4i. ' ; " -6, 7: 1-6, 7; J -i) •..
"o.... T • ...,..n. 1&11 ISI)T....
b.."", • .w. IIt) T ...nd
pa~
.so-SI
CoIfeo Sbop. lIS) P,.,..
Money a.. ...... lIS) "', ... ,~ Jlaidrn«. 116) I>ouid Hall . 117) II ...... •• L.ourtc< .nd Dantt Hall. 1111) Locko. la) Spiao and Hnbo.. 190) Spi
ICI6) II.
SECTION W (G-7. '; H·'. t; 1-7.8; J.7. I) ... . ................ ... pagc 52·53
G ...... lllI.. n T .... n. l()9jC •• lic G.......... 110) O• ...,; n. Pilm y Ta ..," . III ) 11. ....... r.. .... y. 112) Mill'" Mak ... liS) P" ... ", Rto.Idnx;-r. lit) ~ Land ~ $hop. lIS) T ....paor ... hom .~. 116) l' ioIlniSttLnl I" .." ....... s.n", Mak... II') fOil. SAL£. III) f' utt ",.,Ut. 119) VtsflabIrMa.k ... Ito) Baloo', E",. Itl ) Pn ..... R~
(94) Soap Shop. I~ ) P.i... ,~ .... ,dtntt. 196) Stan. Sfin. aOlhins sw",. 197) SItoto. 1Ioou. [.c .• 203) Uood Armot. 204 ) W.,,,, / W i.,. Ski",. 2M)1".lopor... hom ' !r4. 2(6) .-OR lENT. 4U) f OR SAU. i24 ) fOR SAU. 425) P.i ..... R ~. 4S!) Saibdllool< Mu ... 4S4 ) Tin .... . t n ) CoI>b .... 456) T.ilor.4S7 } Tab" 101 ..... . U8) Cotpm, ... tJ9) Cinic:al AidlH ..... "I
SECfION M (A.a. ......... ct: 1)..1)
!WIgc 32·33
SECTIO N X U-6. 7. 1: X-6, 7. t; tAi) •••• pagc 54·5S
1!!)Dogn Vmdor.I 2S) H.at$cI .... I24) MOflq" £..c:1ta ..... I ~) I'll .... Raldmct. I .) Pri ..... ~. 1%7 " Ill) lultft. ..I ...... Motu.. 1!9) l'Iinlr Reoidtntt. 110) ....lot and Th, ..... lSI) ,0.1. . Il ..... T,.,.", Tum,,, • • IU) .... -..Ift s ........ US) fW.. 134) W"'pon •. ISS} fOR SA LE. I~) ..... tlln Goodo. 151) 0.1 ~nd Lan ..... Sbop. UI) Pa ...... Sbop. 268) Po, ... ", R.. tdtn
iI6) fORSAU. 417)T .... pIool'horBa' . 4 .. ) W~Itn''''
SECTION L ("''':'''; C3;O-I,t) ..... page 30-3 '
•••
.',aI!
SECTION N (A· II. 11 : 11-10. 11: C II. II; I).II } .. ........ ...... ...... pagc 31.35 In) Fall. SA U:. (10) w.. t G.", Barr..,b
SEcnON Z a.a. t; I .a. I. II; lA. II) ... pa~ .s8-59 428) [ Y';' of , tI< Wins«! Onto. 410) FOR SALI. +41 ) PI ...·•
' · 1. I. 3; G- I. I. 5) ...•••••••.••.••... page 36·37 IU ) S ... bl>/ SmLthy. 142) P" .... t. R.. i
1'1,.....
'w...·
SAL[
SECTION Y (t.-7."" ....., ... " N·'.,. t ) •..•..•.......•..••.••.•.. pagc 56·57 457) TL'lDp'" of Foc. 40) O... mond IllICk T . .... n. 446) P.i.... '" RtoicltnctlOlri<\'. 4U ) A' ....
!WI~
60-61
207) Pri ..... Il ............. !OS) HOUI"JIauto. !09) Pri ..... ~. flO) h i..... 1laitIotnu. III) Pri.... ...........,... t i t) Pri ..... 1l~ .tIS) Pri ..... ~.214 ) Grocny~II!ITO"(t, tl6) c:oon...oco and 0tItt0 Ilea",," Am. tl') fUn, til) H;.."w Nth' .... t19) 1'1,_ 1ltoicIrnt:e. 220) Pri ..... IlaicIto!a. 211) "" ..... Ilt:totItnor.!tt1 Pri ..... ~. 2!S) fOil J.£NT. 124) h i..... Reoidenu. 2:2S) Pri ..... r...idtooco. !!Ii) " '..... Ileli· cImor. 227) Ma ....... Componon ... 221) Tomli _ · . HootL!Ii) Pri ..... R.. idmu. DO) Pri ... ", .... idttta. 23 1) Pri.... Il"'; · dm«. 2S2) Pti ..... Rnidc-rt«. 23S) Pri........idttta. tJ4) Pt;... ,~ Il..;......... 2!1) Pt;.... t~ Reoi
a·t.
SECTION BB 10. II; 1 -1. II. II ; 1.-11.11; M·II. II ) • ••••••••.••••..... paJe 62-63 241 ) Undtcru. .... . tt2) CMpon .... I U ) Ed .... _. 2+1) Crobi .... lola ..... t U ) LondocapO .... t 46) Salt.Il..odt Maker. tt,) MidwiH. t48) An Calley. tfi) Dr., ......, o....... ~ ) ....... Shop. SJO) 1I........I'h Shop. "I) Pri..- R
SECTION CC (H·II.II: I.II.I I)
SECfION DD (G-t. II: H-I. II) ...... ~ 66-67 I .) "',.... Il ............. 199)CanosnPhyShop.IOO)1owo. tGl ) !O!) Pillow Mlkn". ~I ) Awni............ !Sf1 Atthlt«t. 2!0!) Tannn. 254) .......... ~. 2») Din, GIMo T ....... 2S4) SltUIey·. 1teMa....... ,. ~7) H,.,.Icy'. caIt. l$f) 10.. $.AU.!!r9) Ioollldl,ndi .... 2IiO) 101......... Sonirr. 161) Ii'" Land. Po. Socft. 26:) WlLfth".,is/Il. KS) Pri-to .. Reoidnu. t64" 2li/i) W" nWl •• h ,
Otau M.kn".
SECTION EE (£41. t. II: F.a. f • •I; G-t. I. ) ......... . ........... . .... PlI!C 63-69 265) Dr."rch 01 Odin
SECTION FF (F.II.I I; G-IO. II ; H. IO. II) ........ ..... ............. PlIgc 70.71 286) T ..."o.... rlOln 1!r4. 287) " '.. P...... w ) Phl.lli T~ ........ b thor ........ 219) M.,...,. a.......,. t90) I'1I .... RftitImtt. 211 ) Po ...... 1l............. !9t) Pri ... ", 1lcoidrn<"t.!9!) fOJ. UNT. 294) "', ..... Rooidmu. !!15) Pri...., Ra.iOoot«. tII6) Pri ..... Jla>dtnot. 197) Pri ...... Jlosidtoo«. 9 ) hi..... Ilaidoooor.!tt} Pri ...... Il ............. )00) Pri ...... RtIidrnor . .(01 ) Pri ..... J. .... cImor. JOt) hi .... ~. 1l.a.ioIrn«. JOt) "'i..... Jl.eotdmoct. !OS) Pma.. . . .tOI) Pri.... R.ai.
:'!,ll:!.nfI:
SECTION GG (0-1,1.11. 11: J;.L I. II. II; f . IO. II ) ............ .. ... pagc 72-73 25') Capt.ai n·. Ktop. 269) hi ...... R.. idt"",. 270) Pti .... R";· dm«. VI) P.i .... R.. i
BRiARWOOD CASTLE (£-.I. 5.6,'. a: ....... ......... pa~ 74
, .... 5. ,. 7. a: G-4. 5.6.'. I)
A.PPENDlX .................. . . .... palc 75 Cr...... and Pun'!oh ......... La......... Potion. PlI~ ..... bH.h"""'. by NPC. (of .... ill I '" hilllnJ
INDEX .............. .... ....... b~
79-80
1
INTRODUCTION In the h~an of th~con tinentof Ca landia lits iu City-State capital , Briarwood. Its rukr is known as Lucius II , the Invincible Overlord of the City-State. Allhough he and his legions havt n~r know n defeat, th~ now faa: a magical foe powerfu l enough to conj ure horrendous monsters and swallow emire armi6. Will Lucius' over.laxedsubjecu rebel,or will they help the Overlord defend their City-State? O ne thing is certai n : if Briarwood fall s to the mysterious emity. all o f Calandia wi ll pai5~
Map Ie Popu lation Boo k: This book describes each building in 8riarwood and the NPCs who inhabit those buildings. C\ee How T o Use Th is Boolt below for more explanation o n using the Map Ie Popu· lation Book.
,X'>III4J '*~~~ . ~ •~~. . '-- . ,'"~~
",,"'1 ...
l
I ~ I'
,'
... ~..
I
r ...
GAME COMPONENTS Your boxed copy of The City-State the Invincible OveTlord incl udes:
0/
• CM 's Maps (Briarwood Map and Calandian Continent Map) • Players' Map • Map and Po pulation Book
• • • •
Background and Encounter Book Four Characu~:r Race Book lets Four City Guides 10 Briarwood Advtnl ure Book
Background Ie Encounters Book: This book includes the complete known history of Calandia, as wriuen by the Overlord's official historian , Quartus Ignatias. As GM, you should study this history carefully , When yo ur Players show an in terest in Calandia's history, you may allow them to read this his lOry. Also included in Ihis book are encounters for Characters rangi ng in skill levels from I through 16 and above. Each encounter is a mini -advenlu~ : each o ne deals with a single topic and gi ~s ap propriate experience points (XP) for an encounter which ends corro:d y. This book also includes info rma tion o n Ihe Thieves' Guild in Cala ndia. H yo ur Players' group includes any thieves, be sure to read thi s sectio n before they enter 8riarwood. four Character Race Booklets: Each booklet contains instructions and background for playing one o f the fo llow ing new Player-Character races;
GM', Maps: Th~ tWO maps (8riarwood City-State and Cala ndia Conti nen t)are for the GM 's u ~. Study them carefully, fa mil iarizing you rself with the ge~era l layout of both 8riarwood and Calandla. We recommend tha t you do not show the~ maps 10 yo ur Players. As th e Players ex p lo re Briarwood, refer to this map to help th.em comp lele tht ir map. Re ~e mber,. tx pl or~ng Ihecityof 8 riarwood Wi ll bean Interesting and challenging task in itseJ(1
• Centa ur • Naga • Pixie • Lizardman Any Player wishing 10 playa Characttr from o ne of Ihe~ new PC races should use the infonnalion in the appropriate booklet to generale his or her Charac ter. Four Character Class City G uides: Each booklet describes Briarwood for a particular g1'OU p of Character classes. Allow PCS to read the appropriate book. Multi -classed Player Characters may read all books which apply to their Characters.
Players' Map: This map contains an outline of 8 riarwood's neighborhoods, but dOH not include details of each neighborhood. As the pl ayersex p l o~ 8riarwood, they should make notes and sketches o n the map to record what they have learned. We recommend that tht Playe rs use penci l 10 make their notes.
Adventure Book: This book contai ns an adventure for Characters o f skill levels 5 through 6. The adventure takes p lace: in Briarwood.
HOW TO USE THIS BOOK During an adventure, the GM should follow a party's progress on the large Briarwood City-Stale GM map. When Characters need information on a specific area o r building in greatf'rdetaillhan that provided by this overview map, determ ine that locatio n's coordinates by using the leUtTS on the map's side a nd the n umbers along its bottom. Once: the coordinates are known, ~rer 10 the Overview Map of Briarwood in the Map and Population Boole (pages 4 !Ie 5) to determine the Stttion which includes the location. Find that Section 's listing in tht Tableof Contents. Then turn to the page:(s) indicated for a more-detailed map of that area and text informa tion particular to residents and establishments found there. Example: C haracters advenlu ri ng in Briarwood inquire as to a large o pen area which borders a lower in the far southwest corner o f town. On Ihe GM 's Briarwood City-Slate map, this JOGuion '~ coordinates are A-I, 2. The GM then refers to the Owroiew Map Of B,iarwood in tht Map and Population Boole and determines that this location is in Stttion C. The Table o f Contents in the Map and Population Boole lists Sectio n C as con· tainingCrande1 's Keq>(liJ3) atcoordinatts A-I, 2. Additional information and a detailed map o f the a~ may be found in tht samt book on pages 10 and I I. Th e Map and Population Boole describes the entire city o f Briarwood in careful detail. The book is arranged to provide both graphic and statistical ~fer· ence at a sing le glance, The Map and Population Boole is di vided into two·page "spreads." Each spread includes a left· hand and a rig hl. handfacing page. On the left-hand page is a mapof a small section of Briarwood; on the right-hand page is text describing what Players wi ll find in the section of the city represented by the map on the lert-hand page. Each building on Ihe map is n umbered. This num ber corresponds 10 an entry· number o n the right-hand page. Theem ry
LEGENDS FOR SECTION MAPS: DOOR
--&WELL
'" 2
.....
TWO
SECRET DOOR
GATE
INTERIOR WALL
I BATHTUBS
STAIRWAY
:mm
ROSE BUSHES
Oe~
STATUES
•
THREE· ·STORY BLDG.
FOUR ·STORY
-- STOR Y
UNDERGROUND AREA
PILLARS
o
TUNNEL
FENCE
tDl ntZwn
PIT ~
PORTCULLIS ~
describes the corresponding building, its in habitanLS, and whatever else might interest the Player Characters at that location. As PCS lravel to each location, refer to the corresponding entry to determine what they fi nd. In most establishment entries, the locatio n number of the proprietor's residence is given; when no number is g iven, the p roprietor lives on the premises. Also, the number for a Character's establ ishment is given under his/her private residence entry. The edges o f each map sectio n are covered with a gray screen. These grayscreened areas are not desc::ribed on the facing page. Gray-screened areas are part of another map section; if the PCS cross into a gray-screened area, turn to the page nu mber listed fo r that gray area. The overview map on the faci ng page shows the location of each section within Briarwood. When turning to a new section, refer to the overview map so that you have some idea of the party's general location withi n the city. You will encounter several terms in this book with which yo u may no t be fami liar. These terms are explained below: Value assumes, with medieval level of civilization, that the valueof one gold p iece is about $20 in current U.S. dollars. An income of 10 gold p ieces (or gp) would bea very profitable day for a merchant, butl-5 gold pieces is a more likely sum for a day's effort. Hireli ngs' wflges are usually 2 gp per day per 2 skill levels, wi th a dramatic increase for jobs that are perceived 10 be da~gerous .
Armor Class works on a scale in which a lower number is beuer. A Character with no armor has AC: 10 (unless otherwise stated within a Characters' race statistics). A shield adds one step to make it AC: 9; chain ma il is AC: 5; and p late and shield is AC: 2. (See the standard rule book for detaib on Armor Class). HTK means HiLS To Kil l. Th is is the numberof points of damage that a Characler or monster may suffer before being killed. P layer Characters and Non-Player Characters determine how many HTK they have by rolling one die for every skill level of experience they have; the number of sides thedie has depends on the Character's class (see standard rule book for more information on determining how many HTK PCS and NPCs have). Monstersalways use8-sided dice to determine how many HT K they have. The number of dice used is indicated in parenthesis for monslers. Movement (MV) is the speed o f a Character or monster o n a constant basis. It can be sca led to whatever time period is needed by adjuSting grou nd scale accordingly (the most commonly used is I square or hex '" 10 feet) . There may be two or more nu mbers given. T his indicates thaI the Character or monster can travel in more than one mode (see standard rule book).
THACO is a convenient statistic meaning "To Hi t Armor Class 0. " When you know a Character'sor monster'sTHACO, you will know the n umber req uired to score a successful hit on IDZO (or multiply that nu mber by 5 to get the percentage chance of success). A target's Armor Class is sublraCled from the attacker's T HACO to obtain the req uired die roll on ID20. For example, if Perry's T HACO is 16 and his target is wearing chain mail with no shield (AC; 5), Perry needs to roll I I o r lesson ID20 (16-5 =1 1)or roI155%or lesson a D% ( 11 x 5% = 55%). C h aracteristi cs (or Anri b utes, Abi li ty $cores, o r Statistics) are derived [rom 306. T he lowest score for a human is 3 and the highest score is an 18/ 00 (see standard rule book for more informatio n). Spells: A series o f numbers g iven in a Character's statistics indicates the number of spells per ski ll level that the Character has. For example, !I/ 3/ 2 means that the Character has three skill I spells, three skill 2 spells, and 2 skill !I spells. (See the standa rd rule book. ) Sav in g Thro w C larification : Savin g T hrow Values are listed for each Character class in the standard rule book. To make a successful Saving T hrow, a P layer must roll the Saving T hrow Value o r h igher on I D20. A successful Saving Throw o ften reduces or negates certain types of damage. Saving Throw bonuses are added to the nu mber which the Character aClUally rolls on I DZO. For instance, the Saving T hrow vs. Brea th Weapon for a skill 4 d eric is 15. He must norma lly ro ll a 15 or h igher to save vs. Breath Weapon; if he happens lobe wearing armor which gives a +2 vs. Breath Weapons, however, he need o nl y ro ll a 13 or higher to make a successful Saving Throw (13+2=15). Saving Throw pena lties are sublracted fro m the number which a Cha racter actually rolls on I D20. For example, the same skill 4 d eric su ffering a -2 pena lty vs. Breath Weapons would have to roll a 17 o r higher to make a successfu l Saving Throw ( 17·2=15). Ability Rolls on yo ur Character's abilities or statistics work much like saving throws. On certain occasions, your Character will be directed to "save aga inst" a basic statistic. For example, if you want to detect a lie or get in formatio n, you may have to save on a d ie roll against your Insigh t (INS). Roll I D20 fo r all saves against abili ty scores. If the n umber is equal to or lowtr than the abil ity score, you make your save. You are able to tell if a person is lying or notice an important d ue. Ab ility rolls are often modified. If you are instructed to make an INS ability roll (a roll against your INS) at H, you add !I to the die roll. For example, if your INS is 12 and you roll a 10, you still fai l to save (I 0+3 • 13).
Standards termsla bbrt viations incl ude the ' D' abbreviation for "die" or "dice" . ID20means roll one 2O-sided die; IDlOO (or 0 %) means toll twO JO-sided dice sequentially, generating a percen tage or num ber between 01 and 00 (read 00 as 100); !lD6 means roll three 6-sided dice and add the results for the sum.
ABBREVIATIONS STR ........................ . .... . Strength t NT . .. . . .. . . .... . . . .... . ..... Intellect INS . ... . .. .. ....... , •••........... Insight DEX ............... , . . .. ..... . Dcxll':I"ity STA.............. . . ... ....... Stamina .." ............ Apptal APL . . .. . HTK ........... r .... ' .. ... .. HiuTo Kili AC ................... , .. .... . Armor Class MV .. . .. . . .. , ......... Movement AL ......................... .. .. Alignment AT ........................ . . .. .... Attach OM . .. . . . ........... Damage T HACO .............. To H it Annor Class 0 L. Good ..................... Lawful Good L. Neutral .. . . . ... . .... Lawful Neutral L Evi l . ........................ Lawful Evil N. Good ..................... Ntutral Good N. Evil.. .. ......... . .. ... Neutral Evil C. Good .. . .... . ............. Chaotic Good C. Neutral ................. Chaotic Neutral C. EviL ............... . .... .. . Chaotic Evil PC .. ... . . . ... . ..... Playl':l" Charactl':l" NPC ................. Non-P layer Charactl':l" cp ..................... .. ... copper piece(s) sp.. . . .. ..... . .......... silver piecc(s) ep .........• •• _............ electrum piecc(s) gp .. .. .. . " . .... ............. gold piecc(s) pp ........ ... ............ platinum piece(s)
GM ....... . ••... . .. .
. .. ... Game: Master
XP . .. . ... . " • .. ......... ExperienCl': Poi nl$ S ............ • ........ Smaller tha n man·size M ........... •... . . .. ..... Ma n·size L . . . .. .. . •• . .. . .. ... Larger than ma n·silt PP .......... , ................ Pick Pockcl$ OL . . . .. . . .. . . •. .. . . . .. . . .. Open Locks F/ RT .. . . . .. Find/Remove Traps MS .......................... Move Silently H in S . .. . . .. . . .. ... . .. H ide in Shadows H N .. . . . ..... . .......... Hear Noise CW .............. , ........... Climb Wa lls R L ... . .................... Read La nguages
I_________________J NEW WEAPONS Blowgun: (5 or M ) 106/ 2, (L ) I06/ !I Bola: (S or M ) 1D4, (L ) 10 4 If a Character ro lls h is/her "to hit" roll and rol ls !I more points than were req uired, bola trips targ('(. Whip: (SorM) ID4+1,(L) 104+1 Boomerang: (5 or M) 104, (L ) 104 If ro ll is 4 points higher than needed, target is struck in the head and rendered unconscious Cat 0 ' Nine Taiis:(S or M) 1D6+ 1, (L ) 10 6
•
3
,
M 4
L
'x
J
SECTION A (C-l , 2;
D-2)= = = = = = = = = = = = = = = = = = = = = =
1. East Gate Barracks EaSt Gat~ (Su n Gat~) is patrolled by 120 di l~ Town Guards (Guards of th~ Sun) und~r th~command of Col. Phoebus (1/34), Capt. Smiladon (1/'), and l i ~u t. Ward th~ Bear (1/2).
(60) Guards o/the Sun, SJeill J Fightns Race: Human STR: 12· 17, lNT: 7· 14, INS: 7. 14, STA:9·18, DEX: 7·17, APL' 7·17 HTK: 15·30, AC: 4 MV; 9", AL' L Good ·l. N~utra l AT: I, DM: by w~po n ty~ THACO: 18 Weapon Projiciencies: long sword, spear, dagger, short sword, halberd Annor: chain mai l, round shidd Weapons: long sword, s~ar, dagger Specials: They will never abandon thdr posts, Morale is at +2. (40) Guards 0/ the Sun, SJeill4 Fighters Race: Human STR: 12·17, INT: 7·14, INS: 7·14, STA:9·18, DEX: 7· 17, APL: 7· 17 HTK: 18·40, AC: 4 MV: 9", AL' L Good· N. Good AT: I. DM: by w~apon t y~ THACO: 18 Weapon Projiciencies: long sword, spear, dagger, shorl sword, halberd Weapons: long sword, spear Annor: chain mai l. round shi~1d Specials: They will never abando n thdr posts. Morale is at +2. (18) Guards 0/ tlte Sun, SJeill' FighteTS Race: Human S TR : 12·17, INT: 7·14, INS: 7· 14. ST A:9·18. DEX: 7·17, APL' 7· 17 HTK: 20-50. AC: 4 MV: 9", ilL: L Good . N. Good AT: I, DM: by weapon type THACO: 16 Weapon Pro/;eiencies: long sword . spear, dagger, short sword, ha lberd Weapons: long sword, spear. dagger Armor: fu ll chain mail, rou nd shield SPecials: T hey will never abandon thdr posrs. Mora l ~ is at Sergea nu A.rtemis iT Perry, SJeil16 Fighters Race: Human STR : 15·16 (0, 0·0, +1), IN T : 12·13. INS: 15·12, STA: 14· 17 (+0; +5), DEX: 9· 15, APL' ll· 15 HTK: 45 & 59, AC: 4
+,.
MV: 9". AL' L Good AT: I , DM: by w~apon type
THACO: 16 Wl!'apon Projicil!'ncies: long sword, spear. dagg~r, short sword, halberd, throwing dagg~r Wl!'apons: lo ng sword. spear, dagger, throwing~r
Armor: chain mail, round shield Specials: They will never aba ndon their posts. Morale is al +4.
2. Living Quarters (or Lieutenant Ward the Bear L~ Word the Bear, SJeill8 R ange Racl!': Human/Were-Bear STR : 16(0. +1). INT: 14, INS: 16 STA : 12, DEX: 7, APL: 15 HTK; 50, AC: 2 {2] MV: 9", AL: C. Good AT: 5/2 [31. DM: by weapon type [l04/ 1D4 claws, 204 bite, 20 8 hug] THA CO: 14 WT: ISO Ibs_. HT: 5'9" Wl!'apon Pro/icil!'ncies: long sword. dagger, spear, crossbow, short sword Armor: None Magic Items: Brattn of Del~nse (AC: 2), +2 long sword Specials: Can contrOl lycan thropy [ ] '" When in Were·Bear (orm. Ward is an excellent soldier and leader. H e te nds to be arrogant towards unl~med people; this attitude has made him mOrt than a (ew enemit':$_
3. Captain Smiladon's Living Quarters Capklin Smilodon, SJeill 8 Fightl!'r Rael!': Hum an / Were-sabre·loothed T iger Rt'ligionl Deity: Egyptian/ Bast STR : 18/70 (+2. +5), INT: 14, INS: 15 ST A: 17 (+5), DEX: 18 (+5, -4), APL: 16 HTK: 11 4, AC: 3 [I] MV: 12, AL: C. Neutral AT: 5/ 2 {51. DM: by weapon ty~ {lD4+I / IDHI claws, IDiO bite, 1D8 rake] THACO: 12 HT: 6'6"', WT: 225 Ibs. Wl!'apon Pro/icil!'ncies: bastard sword, dagger, lo ng bow, long sword, staff,
''''''''
Annor: +1 studded leather and shield Magic Items: +2 long sword (+5 vs_ gianrs); Earring of Fire Rt':$istance,
Earring +1 saves Spujals: Can control lycanthropy , [Infravision: 90'), speaks and under· stands all relin~ languagt':$, Magical studded I ~ th~r is nOI destroyed when Smiladon changes into w~re-form. [ ) '" when in were-form. Captain Smiladon is known as a (ormidable fighter. H is reputation is augmented by his green cat·likeeyt':$, hiscocky attitude. and his pel sabre-toothed tiger. He will take on the most h;uardous duties; this usuall y results in dungeon adventures_ Smilado n i,s the protector of twin princesses and a baby dragon, which he purchased al an auction to save them. Smi ladon 's (avorit~ pastimes a r~ adventuring and expanding his city.wide spy network of domt':$ticated cats.
4. Leather Gauntlet! Glove Shop PROPRIETOR: Syril, SJeill 0 Human All Guards of the Sun do busint':$s wi lh Syril. His prices areas per th~ standard rule book. Syril will have any given size of gauntlet/glove in stock 251 o( th~ time_ Syrillives at the Mithril Claw Inn (U44).
5. General Store PROPRIETOR: KI.t:m Lodu, SJeill 0 H uman Klem chargt':$ , half again as much as normal for his items (5« th~ standard rule book and add 501 to those prices). Klem keeps a loaded crossbow under th~ counter in case of trouble. KI ~m lives at 11450_
6. Boar's Head Restaurant PROPRIETOR: Cham Morley, SJeill 0 Human Th~ Boar's Head is the Overlord's favorite food establ.ishment. Allhough he ra rely [requenrs this restaurant (2$ chance, noncum ul ativ~, per week), he sends a messenger here at least three tim~s per week. Along Wilh Cham Marley, there are three other cooks, two waitreSSeS, and five busboy/wai t~rs.
J
Boar's H~d Restaurant seats up to 120cuSlomers. At any given time, there isa loti chance that it will be filled lo capacity. Reservatio ns are not accepted (except wMn they art: requested by th~ Overlord). Cham lives at 1/ 15_ Th~
,
,
-fj- ~' i ,
·f i
I' , .'
'
•
7
SECTION R
(B-I,2)=========================
8
7. Spice &: Herb Shop PROPRIETOR: 01 Cahoon, Skill 3 Cleric Race: Huma n Religio n / Deit y: N0I'se/ Odin STR: 15, tNT: 16, INS: 15 5TA: 12, DEX: 9, APt; u HTK: 12, lie: iO MV: 9", ilL: L. Good AT: I, DM: by weapon Iype THACO:20 HT: 6'0", WT: 260 lhs. Weapo'l Pro/ieilmeits: mace & nail Armor: None Magic flems: +2 footman's mace Spells: '1 12 SPecials: None 01 is a very personable man. His black beard and mus tache are always neady trimmed , and h is clothes are always neat. Ol 's shop is well -stocked: there is a 35% cha nce that any given food spice will be in stock, and a 15% chance that medicinal spices and herbs will be stocked. h ems not in stock can be obtai ned by 0 1in 104 days. Ql supplies spices and herbs to over half of the restaurants and inns in Briarwood. On an average busincss day, 01 makes 10 sp - I gpo 01 lives a t the Mithril Claw Inn (#144).
8. Spell Component Shop PROPRIETOR; Tihs Limac, Skill 15 Mag ic-user R ace: Ha lf-elf' R eligion / Deity: Greek / Hecate S TR :6(-I. OJ, INT: 18, INS: 18 S TA: 9, DEX: 12, APL: IS HTK: 42 (45)·, AC: 2 M V: 12" (24")'" A L : C. Neutral AT: 1, DM: by weapon type THACO: 16 HT: S'2", WT: 1251bs. Weapml Pro/icie'lcies: dagger, staff, dart Armor: None Magic Items: Bracers of Defense (AC: 4), WandofFrost(l6 charges), Bootsof Speed··, Cloak o f Displacement S pells: 5/ 5/ 5/ 5/ 5/ 2/ 1 S pecials: .~ additional HTK due to familiar, Krin. Tihs has ten underling/ appre n tices who go OUt a nd collect spell compo nen ts fo r him. In relll rn , he trai ns the m in the art of magic-use. Tihs will have all components needed formagic-useSO% o fthe time, while having druidic, clerical. and illusionary components only 10%ofthe time. I tems not in stock can be obtained in 4D6 days. Tihs is 90 years old and very spry. His ha ir is silver a nd thin, and he is mildtempered a nd easy-going. His most cherished possession is his haw k fa miliar, Krin.
Tihs keeps the rarest and most expensive spell components in his storeroom behind his sho p . There are no entrances into th is storeroom; T ihs lelcporlS imo the room , takes thedesired componen t, a nd teleports back to his shop (this whole process takes o nl y 6 SCi:onds (one segment». Tihs' o nl y competitor is Nadia Zadock (#227). However, since Tihs has a larger a nd mo re com plete stock o f componen ts, he is not concerned about losi ng business to Nadia.
9. For Sale For sale byTi hs Limac(#8). He is asking 8000 gp for th is store house.
10. Taxidermy Shop PROPRIETOR: Rolly Korbit, Skill 2 f ighter Race: Half-orc S TR: \3, IN T ; 9, INS: 8 S T A: 12, DEX: IS (0, -I ), APL: 7 HTK : 7, AC: \0 MY: 9", AL: C. Neutral AT: I , DM: by weapon type THACO:20 HT: 5'8", WT: 160 Ibs. Weaporl Pro/icien cies; club, mace, (Jail, blowgun Armor; None Magic Items: None Specials: No ne Roll y is a n ex-fighter whose lack of both prowess and commo n sense have fo rced him into a safer profession: taxidermy. H e is scarred from head to toe; this makes him appea r very me nacing. Rolly can stuff and mo unt any furcovered creature with 90% success, an y scale-covered creature with 7S% success, a nd any flesh-cove red creature with ~O% success. His prices are high ( I gp per hour of work ), but his work is very good.
11. Canine Trainer PROPRIETOR: Swrdic, Skill J3 Thiel Rau : Human S TR : 17 (+ 1, +1), INT: 12, INS: 12 S T A: 16 (+2), DEX; 19 (+~ -4),APL: 17 HTK: 78, AC: 0 MY: 14", AL: C. Neutral AT: 1, DM: by weapon type THACO:\3 HT: S'IO" , WT: l4Slbs. Weaporl Prolicietl cits: long sword. short swo rd, wh ip, throwing dagger, bola Armor: None Magic Items: +2 throw ing dagger wi th return, belt buckle; Periapt of Health, Ring of Protectio n +1, Boots of Elvenkind, Earri ngs: Warmth and Protectio n from ESP (protects from spells
with ver bal components and from herbal attack spells). Specials; Automa tically befriends all cani nes (GM 's d iscretion) Th ie ving Ab ilities: PP : ·12S'J., OL: 107%, F/ RT: 95%, MS: 121 %, H in S: 11 2%, H N: 40%, CW; 85%, R L: 60% Szordic trains dogs in half the time (or less) it takes other trainers. He can train even the most troublesome dogs in two weeks. The shop can hold up to twelve dogs. At any g ive n time, there is a t least room for one more dog (to a maximum of twelve). Szordic was ra ised by dire wolves until the a ge of twelve. Due tohis upbringi ng, he tends to have few friends. He is always accompa nied by his twO pet dire wolves. (2) Dire wolves HTK : 24, 22 ( 3D8+~ ), AC: 6 MY: 18", AL: Neutral AT: I, DM: ID4+1 INT: Sem i-. SZ: M THACO: 15 Specials: None Szordic's hair was turned white by a magical sword. Because of this, Szordic will not carry, or even touch, a magical sword. If fo rced to use a magical sword while u n der ano t her c re a ture's co ntr o l, there is a SO%chance that Swrdic will break free of the contro l. rr the contro l is broken, Szordi c wi ll go i n to a bers e rk rage (+2 "to hit" a nd damage) and will attack the creature until he or the creature is unconscious o r dead.
12. Glass Shop PROPRIETOR: Crystal T erns, Skill 0 Shire/illg Crystal blows a nd cutS her glass by hand. H er bus iness is slow, but she does a considerable amount of work for the alchemists a nd potion-makers. Crystal is fair- haired and very soft spoken. She de tests vio lence; however, her two giant weasels are trai ned to ki ll . They will protect Crystal with their lives. (2) Giant weasels HTK: 21 , 20 (~ D8+ ~. AC: 6 MY: 15", AL: Neutral AT: I , DM: ID4 (bite), 2D6 (Blood drai n) INT: Animal. SZ: M THACO: IS S pecials: Blood Drain- starting o ne round after a sucessful bite the weasel dra ins blood a t a ra le of 2D6 HTK of damage per round. Cr ystal li ves at the Mithril Claw Inn (#144).
9
SECTION C
(A-l,2)= = = = = = = = = = = = = = = = = = = = = = =
10
13. C,andel's Keep PRO PRIETOR: Crandel. Skill 27 Magic-user Race: H alf-df R eligion / Deily: EgyptianlThoth STR: 10, I NT: 19, I NS: 15 STA: 16(+2), DEX: 12, APL: 16 HTK: 65, AG: 4 MV: 12"', AL: L. Good AT: I, DM: by weapo n type THA CO: II HT: 5'9", WT: 140 Ibs. Weapon Projiciencies: dagger, staU,
dan Armor: None Magic Items: POtiOIlS: Diminution , Dragon Control (Evil ), ESP (".5), Extra-H~ling (x5). Gaseous Fonn, Giant Conuol (Two-Headed" Chaos), Growth, Healing (x2), Human Control (humanoids), Invulnerabi lity, Oil
of Slipperiness (2 casu), Plant Control (2 casks), Sp«d (x2); Scrolls: ProlKtion (rom Devils, Protection from Air Elementals; Rings.: FreeAction, Regenera-
tion; Wando! Frost, Bracers of Defense (AC:4), Cloak of the Elvenkind. Crystal Ball of Telepathy, Ioun Stone (Lavender) Spells: 6/ 6/ 6/ 6/ 6/ 6/ 6/ 5/ 5
Specials: None Grandel is Briarwood's most powerful high. wizard. He is the only person ever to be given a tower ahd city wall section to protect. Grandel is a good listener and leader. Crandel has many guards and prOtec· tions, and he can summon lhe Guards of the Sun if the n~ arises. Crandel gets his potions from Alham the Alchemist (f'!5). He a lso gets help from Shadowhawk (U..) whenever n~ed. Crandal is in charge of issuing green cards.
PROTECTIONS The walls of Cnmdel's Kttp are tOpped with electrified barbed wire (OM: 2010 HTK). Each ten·foot section of ou~r city wall is protected by a Magic Mouth spell, which will sound an alann when anyoneor ·thingauempts to &ea le lhewall. TheOilof Slipperiness is to be used on the wa lls in the event of a large·scale attack. The Plant Growth potions arc used on the rose bushes inside the outer wall. Also, the Guards and Wards and Faithful Ho und spells will be placed in Crandel's Tower if there are intruders. Anto (Captain), Skill 10 Fighter Race: Human (Amazonian ) Religion l DeilY: Norse/ Sif STR: 18/ SO (+ 1, ... !), IN T : 13, INS: 12 STA: 16(+2), DE-X: 16(0, ·2 ).APL 14 HTK: SO, AC: 1 MJI: 12'", AL: L. Neutral AT: ! / 2, DM: by weapon type THA CO: 12
HT: 5'11", WT: 170 Ibs. Weapon Projicit:11cies: da~r, lo ng sword, short sword. spear, mace, lo ng bow, Lrident Armor: None Magic I tems: Bracers of Defense (AC: !), +4 long sword, periapt: Pro tection vs. Poison J iron, Slcill8 Fighter Race: Human (Amazonian) Religion / Deity: NorsdSif STR: 18i22 (+ 1, H), INT: 10, INS: 9 STA: 15 (+ 1), DEX: 12, APL 9 HTK: 49, AC: 4 MJI: 12", AL: L. Neutral AT: 312, DM: by weapon type THACO:H HT:6'0", WT: ISOlbs. Weapon Projicit:11cies: dagger, bastard sword, halberd. crossbow, spear, lo ng sword Armor: chain mail Magic Items: Potion of Growth, Wand o f Negation
Sern.s«, Slcill6 Fighler Race: Human (Amazonian) R eligion l Deity: Norse/Sif S TR : 16 (0, +1) -20 (+3, +8), INT: 15 INS: 9 STA: 17 ("'5), DEX: 18 (+3, .4),
APLI6 HTK: 65, AC: 2 MJI: 12", AL L. Neutral AT: I, OM: by weapon type THACO: 16/-1 5 HT: 5'8", WT: 162 Ibs. Weapon Proficiencies: battle axe, dagger, long bow, long sword, spear, short sword Armor: +1 chain mail, +l shield Weapons: +1 ballie axe, long bow,
dagg« Magic Items: Rope of Climbi ng, Girdle of Stone Giant StrengthSpecials: None
... r14, Skill' Fighttr Race: Human (Amazonian) R digion l Deity: Norse/ SiC STR: 17 (+1, +1), INT: 10, INS: 9 STA: 12, DEX: 14, APL' 17 HTK: 25, AC: 6 MV: 12", AL: L. Neutral AT: I, DM: by weapon type THACO: 16 HT: 5'2", WT: 155 Ibs. Weapon Projiciencies: lucem ham· mer, dagger. spear, long sword, long bow Armor: +1 ring mail Weapon.s: +l luttrn hammer, dagger, spear, lo ng bow Magic Items: Wand of Wonder (53 charges),Scroll: Proteetioo from Elementab Specials: None
Anto, Jiron , Semsee, and Aria are anl!' social toward slrangers. They are very dedi' caled; they will never leave lheir posts.
WALL GUARDS/ APPRENTICES: Tam, Skill 7 Magic·user Race: Elf Religionl Deity: EgyptianlThoth S TR: a, INT: 17, INS: 12 ST A: 15 (+ 1), DE-X: 18 (+!, .4),APL: U HTK: 25, AC: 6 MV: 12", AL L Good AT: I , DM: by weapon type THACO : 19 HT: 5'3 H , WT: 130 lbs. Weapon Projicit:11cies: dagger, staff Armor: None Weapons: +1 dagger. +1 staff Magic Items: POlion o f Speed, Ring of Shooting StarS, Wand of Lightn ing ~32 charges) Spdls: 4/ 3/211 Specials: None Tam wears a colo rful cloak and a tall pointed hat. He is a fine leader for lei and Rank, but others laugh al him. Tam has a green card bl, Skill 5 Magic·user Race: Half~1f Rdigion / Deity: Egyptian/Tboth STR: 12, INT: 15, INS: U STA: 14, DEX: 16 (+1, ·2), APL' 15 HTK:1 5, AC: 8 MV: 12", AL' L. Good AT: I, OM: by weapon type THACO:2O HT: 5'5", WT: 15.5 Ibs. Weapon Projiciencies: staff, dart Armor: None Weapon.s: 5taff, H darts (xIO), +2 darts (x2), +1 daru (d) Magic h ems: Eyes of the Eagle, Wand of Polymorphing (22 charges) Spells: 412/ 1 Specials: None lei spends all of her time studyi ng the White Arts. She has a green card Ranlt, Skill 4 Magic·user Race: Elf R eligionl Deity: EgyptianiThoth STR: II , INT: 16, INS: 8 S TA : 14, D£X: U, APL' 8 HTK: 12, AC: 10 MV: 12", AL: L. Neutral AT: I, OM: by weapon type T HA CO: 2(l HT: 6'0", WT: 145 Ibs. Weapon Projicit:11cies: staff, throwing
dagge'
Armor: None Weapons: 3 lhrowingdaggers, quarter staff Magic Items: None Spells: 3 /2 Specials: None This anorexic·looking theurgisl is easi ly distracted Every time Rank casts a spell . there is a 10'10 chance that it will be miscast. He owns a green card.
Cra ndal also has three Giant Lynx (see the standard rule book for statistics).
II
SECTIOND (C·2, 3; D·2,
I
3)=========================
14. Pottery Shop PROPRIETOR: Onn Feely, Slti/[ 0 Human O rm, a rotund and baldi ng ma n, makes low-qual ity pottery. However, he does a good business because he u ndersells other potters by 50%.
Orm lives in the Red GriUin Inn (# 106),
15. Private Residence PROPRIETOR: Cham Marley, SJcill 0 H umaTl, (see #6).
16. Rope Maker PROPRIETOR: UrJclult of Dasa, ShU) FighteT Race: Ha lf-orc Religion l Deity: Greek!Ares STR: 18/ 95 (+2, +5), INT: 13, INS: 12 STA: 18 (+4), DEX: 14, APL: 7 HTK: 34, AC: 3 MV: 12", AL: C. Neutral AT: I, DM: by weapon type THACO: 18 HT: 6'3", WT; 240 Ibs. Weapon Pro/iciencies: long sword, two- handed sword, shoTt bow, dans, dagger Armor: banded mail and shield Weapons: long sword, two- ha nded sword, short bow, daru (x4), dagger Magic Items: Acid (8, 9, and 10) Special.s: None Urkluk makes tbe finest rope in Briarwood. H is prices are 20% higher than those in the standard rule book. Urkl uk is fro m Dasa, a major city north of Briarwood. H e is large and muscu lar with an outgoing and bras h demeanor. Urkluk helps the Guards of the Sun whenever necessary. He lives at 11345.
17. Urn Shop PROPRIETO R: Sa luutian Yah!, Skill 17 Thief R ace: Shireling Religionl Deity: Egyptian/ Bes STR: I!I, INT: 16, INS: 9 STA: 8, DEX: 18 (+3. ·4), APL: 15 H TK: 53, AG: 2 MV: 9", AL: C. Neutral AT: I , DM: by weapon type THACO: 12 HT: 3'2", WT: 73 lbs. Weapon Proficiences: dagger, cross· bow, sling, short sword Armor: +2 leather armor Weapol'1S: +2 dagger. crossbow, sling, +3 short sword Magic Items: Bagof Ho ldi ng, Ring of Invisibility, Robe of Blending Specials: Thieving Abilities: P P ; 140%, OL 11 9%, F/ RT: 109%, MS: 119%, H in S: 121%, H N: 60%, CW: 85%, RL: 80% Sabastian runs a fa irly lucrative urn business. However, it is JUSt a from for o ne of the biggest smuggling operations in Briarwood. He smuggles nearly anyth ing. Sabastian is friendly and talkati ve busi· ness man. He smokes cigars, and he talks
with a deep, heavy Irish·like accent. Sabastian has a bodyguard named Ballard, who is always at his side. Ballard, Skill 9 Fighter R ace: Dwarf STR : 18/ 22 (+ I, +3), TNT: 13, INS: 13 STA: 17 (+3), DEX: 12, APL: 15 HTK: 93, AG: I MV: 6", A L : L. Neu tral A T : 3/ 2, DM: by weapon type T HA GO: 12 H T: 4'7", WT: 140 Weapon Proficiencies: battle axe, short sword, dagger, short bow, crossbow, war hammer, spear Armor: chain mail and +3 sh ield Weapons: battle axe, crossbow, dagger, and war hammer Magic Items: Ring of Featherfa ll, Ho rn of Valhala (Bronze), Potion of Sweetwater Specials: Infravision: 90'
Ballard has a long, red beard, bu t no m ustache. He is very shy. H owever, he is a cham pion wrestler. H e is dedicated to protecting Sabastian.
PRO PRIET OR: Fletch, Skill 0 Elf Fletch ru ns a successfu l business (charging prices in the standard ru le book). Fletch makes +1 arrows (cost is 120 gp per arrow). All of Fletch 's arrows can be shot twice before there is a chance of the arrow breaking; after tha t, there is a 10% chance per shot tha t the arrow will break. It takes Fletch 104 days to make each +1 arrow. On an average business day, Fletch makes 104 gpo He l.ives at #165.
24. Shield Maker &: Shop PROPRIETOR: Ka le, Skill 0 H uman Kale is a fin e craftsman and an honest business man. His shields are priced as per the standa rd rule book, but they are ligh ter and sturd ier than average. (Weights are ha lf of those given in the standard rule book.) Kale lives at #375.
25. Armorer
19. New Bathhouse
PROPRIETOR: Roark, Skill 0 Dwarf Roark makes the onl y p late mail in Briarwood. T he art and $eCrets for making h igh-Quality plate mai l have been lost for over a century. Roark's plate mail is equiva lent toAC: 5 (scale mail). He lives at #384.
PROPRIETOR: Lorin th e Clean, Skill 0 Human
26. Barding Maker
18. Private Residence PROPRIETOR: GTeg Begmin, Skill 0 H uman, (see #76).
Lorin is a small , chubby man with whi te, wavy hair. Lorin has done a fantastic business here ever since the O ld Bathhouse bu rned down. H e makes from I gp to 10 gp per business day. Lorin li ves at #150.
20. For Sale Owned by Fin )lard (Skill 0 Human ). He is asking 34,000 gp for this buildi ng. Finyard lives a t the Mithril Claw Inn (# 144).
21. Shield Painter P RO PRIETOR: Uta of Pkmthra, Skill 0 H uman U ta ru ns a profitable business. She gets 1010 shields per day, to a maximum of 20 shields. Uta can paint two shields per day, and she geLS 5010 si lver p ieces each. The storage space, accessible onl y by a secret door, is for storing magic shields. Uta has long, blonde hair, and she is near·sighted. She is very business-like. Uta lives at the Mithril Claw Inn (# 144).
22. Candle Shop PROPRIET OR: Mable, ShU 0 Shireling Mable d ips 30 candles per day. Candles cost 20 4 speach . She is pol ite and gracious to all of her customers. On an average business day, Mable makes 2 gpo She lives at #383.
23. Fletcher/ Arrow Shop
PROPRIETOR: Farley Cru mm, ShU 0 H alf-ore Farley is the best (and only) barding maker in Bria rwood. He works for twO weeks o n each set of barding. Farley cannot make plate barding. Pritts are per the standard rule book. Farley lives at #382.
27. Private Residence PROPRIETOR: Waldrin, Skill 7 Figh ter R ace: Human STR: 18/ 05 (+I, +3), INT: n, INS: 12 S T A: 14, DEX: 16 (+ 1, -2), A PL: 10 HTK: 53, AC: 2 MV: 12", AL: L. Neutral AT: 312, DM: by wearn type THACO:14 Ht: 5'8", WI: 1621bs. Weapon Proficiencies: long sw~rd , dagger, spear, long bow, throwmg ham mer, battle axe Armor: +1 chain mai l Weapons: battle axe, dagger, long bow, and th rowing hammer Magic/tems: Potio ll ofGaseous F?rm, RingofSpell Turning, Oustof Disappeara nce, Rodof Seven Pieces (has one p iece) Specials: None Waldrin is a man who makes a living from adventuring. He has enough ban ked gold to last h im for at least ten years. Waldrin will adventure with Player Characters if he is allowed one share of the treasure, and if there are at leasta couple of PCS of at least skill 6.
13
SECTION E
(A-S, 4; B-S, 4)= = = = = = = = = = = = = = = = = = = = = = =
28. Boo k Maker PROPRIETOR; " W onny" Loclrheart, Skill 0 Gl1om
book still intact; he is starting his illusionary apprenticeship with this book.
29. Winery
(For
Sale)
Owned by Waldrin (#29). He is aski ng I O,OO?gp,(the property is worth 16.000gp). This wmery went OUI o f business because of the imports being shipped into Briarwood.
30. Jade Shop PROPRIETOR: & har of Kenlills, Skill 213 Magic·u.ser/ Claic
Race: Elf STR : 8, INT: 16, INS: 17 5TA: Ii, DEX: 12, A PL- 18 H TK: 14, lie: 7 MV: 12". ilL: N. Good AT: I, DM: by weapon type T H ACO:20 H T: 5'1", WT: 95 Ibs. Weapon Proficiencies: starr, dagger, throwing dagger Armor: None Weapons: +2 staff Magic Items! Ri ng of Spell Storing, Ri ngof Regeneration, Ri ngof PrOlec. tion +!, Ri ng of [(r«ti Summoning Spells: Magic·user: 2/ ; Clerical: 4/ ! Spuials: In fra vision 90', Charm (as per spell )
Schar is a very attractive evoker/ priest; she is also a good gambler and a champion mah·jongg player. Schar has over 5,000 gp worth of carved jade. If Schar o r her shop are th reatened, an efr«t wil l appear (from the Ringof Efreeti Summoning). Schar has a gr«n card.
31. T obacco Shop PROPRIETOR: Kask, Sltill 0 Human Kask stocks over one hundred differem tobaccoes and other smoking herbs. Prices range from I sp to 25 gpo Kask makes from I gp to 20 gp during a business day. H e lives at lt!76.
32. Clerical Aids/ Healing PROPRIETOR: Pellias of Masan. Sltill 17 Cleric Race: H u man R eligion / Deily: Egyptian/ Ra STR: II, INT: 16, INS: 18 STA: 16 (+2), DEX: U, APL: 12 H TK: 89, AC: I M V: 12", AL: N. Good AT: I, DM: by weapon type THACO:IO HT:5' 11", WT: 150 Ibs. Weapon Pro/iciencies: mace, n ail,
staff, ho rseman's mace, club, hammer Armor: +2 banded mail Weapons: +2 mace, fl ail, staff Magic lIem.s: Ring of Spell Stori ng, Rod of Suiking, Helm of Brilliance, Rod of Resurrection, Staff of Healing, Potion of C lairvoya nce, Potion of Fire Gian t Strength (lasts 6 turns), Periap t of H ealth SPells: 10/ 10/ 917/ 5/ ! / 1 Specials: Friends & Contacts: Phoebus (1t!4), Guards of the Sun (lt l ), Temple of Ra (#387), and DSL (# 144) Pell ias has adventured since he was 16 years old. At fifty·five, he re tired from adventuring and began to enjoy life. Pel lias makes hom 5 gp to 15 gp per business day. He lives at the Mithril Claw In n (# 144).
33. Privale Residence PROPRIETOR: lAdy Sigou nuy Lepner, SIIilI 0 H uma1l (see #U I).
34. Temple 01 the Ebony Frog PROPRIETOR: Co lonel PhOl]bus of the Sun Sltill 12 Fighler R ace: Lizardman Religion/ Deity: Greekl Apollo S T R: 19 (+4, +7), INT: 14, INS: 9 STA: 18(+4). DEX: 17 (+2, ·! ), IIPL: 15 H T K: 126, AC: 0 MV: 9"/ 16", ilL: Neutral AT: 3/ 2, DM: by weapon type T H ACO:IO H T : 8'6", WT: 750 Ibs. Weapon Proliciencies:dub, bauleaxe. long sword, long bow, spear, short sword, mace Armor: None Weapons: H gi a n tdub (2D8/~D6), +2 spear, + I long sword, + I battle axe Magic Items: Figurines o f Wonderous Powers: Marb le Elephant and Two Golden L ions, Bracers of Defense (AC: ~), Bag of Holding, Ring of Fire Resistana: Specials: tail : (DM: I D6 HT K), Phoebus gets one additional attack per round in hand-to-hand combat due 10 his tai l, In fravision: 60', Underwater Vision : 40' Colonel Phoebus leads the East Gate Guardsotthe Sun. H is size and appearance frigh te n people at first. However, Phoebus can be kind and gentle, and he is usually level·headed and uus tworthy. Phoebus was an Arena fig hter who won his freedom. Phoeb us advent ures at least four days per month. Shadowhawk is his room mate. Shadowhaw h, Skill 11 Illusionist R ace: H u man R eligion/ Deity: Egyptian/H orus the Avenger S TR: 13, TN T : 15, INS: 12 STA: I~, DEX: 18 (+!, ·4), APL: 12 H T K: 26, AC: 4 MV: 12" , AL: Neutral
liT: I, DM: by weapon type
T H ACO: 16 H T: 5' 10", W T : 185lbs. Weapon Pro/iciencies: staff, dagger Armor: None Weapons: Staff, dagger Magic Ilems: Cloak of Displacement, Wand o f Wonder (67 charges), Wand of Illu mination (40 charges), Boots of Levitation Spells: 5/ 4/ 3/ 312 Specials: Red Skull : allows Shadowhawk to Detect Undead (10' diameter), G houl Touch (paralyzation); and H ell H ound Breath (OM: I I HT K; save vs. Breath Weapon for half damage). Shadowhawk has adventured for over 40 years. H is most dramatic adventure took p lace when he found a red skull which, as soon as he touched it, covered his head. Si nce then , Shadow haw k has retained the red skull. Shadow hawk "creates" the guards and traps for the Temple. Shadowhawk owns a green card.
35. Alchemy/ Potion Shop PROPRIETOR: A lha m Southland, Skill 0 Human AI.ham can make any potion listed in the standard rule book, and he will have any given potion 50% of the time. Alham makes (rom 5 gp to 50 gp per business day.
36. Stone/Clay Sculptor PROPRIETOR: Arro-Iotus, Skill 0 H urrwn Arro· lotus is outspoken and sarcastic. H is religious aUiliation with Shau Lin is beyond com pare. Arro·lotus' average profit per business day is fro m 3 sp to 7 gpo
37. Private Residence P ROPRIETOR: Felli.scha Yana, Skill 0 H uman, (see #171 ).
38, Forlune Teller PROPRIETOR: M yrrha, Skill 0 H uman Myrrha can predict the future with 35" accuracy; she can recall yast events with 40" accuracy. Myrrha chirges 2 sp for each question asked. Her average daily profit is from 4 sp to 2 gpo Myrrha lives at 1t377.
39. Flower Shop PROPRIETOR: PTovid4, Skill 0 Shireiing Provida gets her stock from outside of Briarwood. She sells on ly potted plants; prices vary from 1 sp to 100 gpo Provida makes fro m I sp to 2 gp per business day. She lives at #378.
40. Basket Maker PRO PRIET OR: GlnIda, Shll 0 Half·elf Glenda 's baskets are top-quali ty and reasona bly priced. She makes from 5 sp to 2 gp on an average business day.
15
SECTION F
=========================
(C-3, 4; D-3, 4)= )
61
.-+
50
r51,.
I
52
•
41. Sleep y T oad T avern PROPRI ETOR: Woody Ta rlie, Skill 0 H uman Woody runs a dea n, rt:5peclable tSla b-
lishmem. He ~ I ls on ly wine and h«r (prices are 35 ~r sta ndard ruk book). On an average busi nesJ day, Woody makes h om 5sp to5gp. Th eS I ~ pyToadTavern can seal a nd serw: up (0 150 persons.
42. Boarding H ouse (For Sa le) Ownro by Waldrin (see ;27). He is asking o nly 20,000 gp , even though the property is worth ~ l ,OOO gpo Wa ldrin is eager to sell th is ~O·room boardi ng house d ue to iu proximity 10 Vio let Sp ider territory.
43. Rain Maker PRO PRIETOR: John BigdQl], Skill 0 H uma'l John Bi gd~ca n create ra in over an area o f IODIO acres. Jo hn charges I gp per acre rai ned upon . Ead} bout of rain willla,! for one lum. J ohn lives at 1I!l79.
44. Wood Carver PRO PRIETOR: Stu th e Caron', SAiIl 0 Elf
Stu is a master crahs man a t wood carving. On an averagt: business day. SIU makes (rom I gp 106 gpo H ~ l iv~s in the boarding hou~ at ""5.
45. Boardi ng House PRO PRIET O R: Harlin, SlI ill 0 H uman Rooms are 2 sp per day in this lO-room boarding hou~. Harlin t~1I tales o f his "fighting days." H owev~r , H arl in has n~v~ rh ada " fighting day" in h is li f~, SO his stories t~nd to be gr~atl y ~xagg~ra led. O n an a v~ra g~ business da y, Harl in makes from 2 sp to 8 sp.
46. Cobbler
longtr than Ca m mi l ~'s rugs." Rugssell for 2 sp per square foot. O n an av~rage business day, Camm i l~ m a k~s from 6 sp to 3 gpo Ca mm i l ~ is a n~rvou s man ; h~ wrings a nd ru bs his ha nds w hi l ~mak in ga sa l ~. H ~ lives in th~ boarding house at . 45.
48. Alice's Cafe PROPRIETO R: A lke Torley, SlIill 0 Shireling Alice's
Caf~
serves homemade food in a
hom e- lik~ setting. No n~ o f her dishes is fan cy or ~xpen siv~, but all of h~r dishes are
worth going to h~r ca f~ fo r. Al ia's Cafe seats forty patro ns. Meals ra n~ from 2 sp to I gp(for the l a r~s t meals). Alice's Cafe is always crowded. On an av~rag~ b us i n~ss da y, she makes from 4 gp to 20 gpo Alic~ has twO waiters/ bus boys and two waitresses worki ng for her. Sh ~ cooks ~verythi ng herself. Alice lives at .225.
49. Tinker's Shop PROPRIET O R: T oby, ShU 0 Dwarf T oby repairs all types of items h~re. H ~ m a k~s barel y enough money to li v~ on . T o by is meek, mild, and very religio us; h ~ is loved by ev~ryo n~ who knows him. H ~ lives in the boardi ng house at . 45.
50. Winery PRO PRIET O R: Vergil Whippet. SlIill 0 H uman Vergil is a superb vintner. H is Briarwood Caberne l R ouge is considered the best local wi n ~. Briarwood Cabemet R ouge, during its current y~ar, COSts I gp per bou le. For each year th~ wine is aged, add 5 sp to the cu~nt price, Th ~ Whippet famil y has been making Briarwood wines for over four ~nerati on 5. Vergi l and his famil y liv~ at .51.
51. Private Residence PROPRIETO R: Vergil Whippet (see .50)
PROPRIETOR: "Ski ts" McGea, SlIilI 0 Gnome
52. Private Residence
Slats runs a successful store o n his s h~ ,~pa i rs alo n~. Repairs ra n g~ fro m 2 sp to I gpo O n an averag~ busi ness da y, Slats mak~s from 5 sp to 2 gpo H ~ l iv~s in th~ boarding hOUM: at j!'45.
53. Priva te Residence
47. Rugs
54. T eleporter
PRO PRIETOR: Cammik, SlIill 0 H uman
PRO PRIETOR: Wh amus, SlIill 12 Magic-user R ace: Human S TR: 8, IN T : 14. INS: 12 S TA : 13, DEX: 8, A PL: I!
Cammil ~ stocks plain , ~v~ryday ru gs. H is mo tto is: "Nothing lies better and
PROPRIETOR: Whamus (&e #54) PRO PRIET O R: Shtui, ach Piu, SlIill 0 Gnome, (Set ""02)
HTK: 30, AC: 10 M il: 9", AL: L Neutral A T : 1, OM : by weapon type THACO: 16 HT: 5'6", W T : 163 Jbs. Wea pon Pro/iciencies: dag~r, staff,
dan Armor: Non~ Weapons: slaff, three darts Magic Items: Dust of Disap peara nce:, Ring of Levitation, Wand of T eleporlatio n (1 00 charges). Whamus has m~mori zed six destinations thro ug houl Briarwood. After many years of experimenting, Whamus has i n v~n ted a wand which will teleport o t h~rs. His six memorized desti nations are 11 11 5, j!'154, "18 1, #205, #286, and rol. For each person Id eponed, Wham us g~LS a 5 gp fee. O n an average business da y, h~ makes from 20 gp to 50 gpo Whamus lives at .52.
61. Private Residence PROPRI ETOR: Cu DkUns (The Artful Dodger), SWI Jj T hief R ace: Human S TR : 11, IN T: 14, INS: 10 S TA : 16 (+2), DEX: 18 (+3,-4). APL' 9 HTK: 58, A C: 0 M il: 12". A L: C. Neutral A T : I , DM: by wea pon Iype THA CO: 14 HT: 5'6", WT: 155 1bs. Weapon Proficiencies: throwing dag· ger, da rts, sling, crossoow Armor: None Weapons: two Ihrowing daggers, one
dan Magic Items: +I crossbow, Ring of Spell Turning, Bracers of Defense (AC'I SlMciais: T hieving Abilities: PP: 125'\, OL: 107%, F/ RT : 95'\, MS: 109'\, H in S: 109%. H N: 50'\, CW: 99.5'\, RL: 75'\
Gee adventu res frequently with his friend Phoebus (#.54). While on an adventure, h~ often stea ls an item from other party members, then r~tu rns th~ item later, as a practica l jok~. Characlers of Good alignment a,~ h is most fm:(u~nt targets.
65. Cork Maker
I
P ROPRIETOR: Comeilious " Corky" Zamp Sltill 0 H uman Corkey makes corks ~xd usi\l(' l y for the winery (ii!)O). H ~ re nLS his shop (rom the wi n ~ry. H ~ lives in the boardi.ng hOUM: at .45.
17
•
SECTION G
(A-4, 5; B-4, 5)1========================
55. Music Shop PRO PRIETOR: Mel Harpn, ShU 0 HalJ-ell M~I
stocks everything from cat-gut
strings to tubas. He gives lessons for harpsicord, oboe, recorder, lute, violin, drums, and cello. He charges I gp forrvery ltn I ~ ns. On an average business day, Md makes fro m I gp to 8 gpo
56. For Sale For sale by Rose S. T es ('H II ). She is selling this building beaus<: of its proximity to the Violet Spider An~a. She is asking 18,000 gpo (It is worth 27,000 gp. )
57. Candy Shop PRO PRIETO R: Camno n 0- Tilly 10m/», Skill 0 Shire/ing Because of their reputation for highquality chocolates, the J amps have become quilt wealthy. Thejamps make from I gp to 6 gp per business day. They live upstairs from their shop.
58. Private Residence PRO PRIETOR : Lyle R oIH:rs, ShU 0 Human (see " 19").
59. Night Stalker Detective Agency PROPRI ETOR: Fkm eht fie Slci1l81911O. Fighlerl Magic-userl Thief Race: Elf • Religionl Deity: japane5e1Daikoku STR: 12 [18/ 00J- [+3, +6], INT: 15, INS: I I STA: 15 (+ 1), DE-X: 17 (+2, -3), APL: 12 HTK: 56, AC: 3 MV: 12", AL; N. Good AT: 3/2, DM: by weapon type T H ACO:14 H T: 5'7", WT: 125 Ibs. Weapon Proficiencies: dagger, long sword, staff, short sword, short bow, sling Armor: leather mail Weapons: fl am ing sword, short sword, dagger, sling, +2 short sword Magic Items: Ring of R~e neration , -Gauntlets of Ogre Power, Scroll, Invisible Stalker Spell, and Robe of Many Items: window, door, bee's nest, row boal, mule, parachute, crowbar, JiI torch, daggers ()l:2), large sacks (x2), rope and grappling hook , ha unch of bed, and a ladder. SPecials: Thieving Abilities: PP :~, OL; 7 ~, FI RT: 65"', MS: 88"" H in S: 7S"" HN: 55"" CW: m, RL: 50'1
Flem's quick wit and stealth make him a great detective. He is also a very sUc«ssfu l adventurer. Flem charges from I gp t05gps per day he is hired. Flem has a green card
60. J eweler PRO PRIETOR:
I · "},I ," }urgisin, SIcW 0 Gnome
J-j. is a master crahs man at jewel-cuui ng and jewel-setting. He stocks o~r 20,000 gp worth of p recious gems and jewelry. The front door of this sho p is protected by a Magic Mouth spell which screams " Gua rds!" whenevtt anybody attempts to remo~ a gem which is not specially gift· wrapped.. When the Magic Mo uth spell is activated, a portcullis drops down over the [rom doorway. Anyone who activates the Magic Mouth and attempts to nee out the front doorway must save against his/her DEX (at a +5 penahy) or be trapped inside the shop. Any activated Magic Mouth spell will bring Flem (.see N59) to the jeweler (when Flem is within 100' of the j eweler). J-J. lives at N159.
62. Vampire Catcher PROPRIETOR : Harper-son, Slcill8 Cleric Race: Human R eligion I Deil~: No~/Odin
S TR: 15, INT: 11 , INS: 16 STA: 17 (+2), DEX: 12, APL: 15 HTK: 50, AC: 0 MY: 9", AL: L Good AT: I , OM: by weapon type THA CO: 16 HT: 6'5 H , WT: 225 Ibs. Weapon Proficimcies: throwing hammer, sta[(, hammer, matt Armor: pla te mail and +1 shield Weapons: +1 throwing hammer, +1 staff Magic Items: Red Pearl: Heals 3 HTK ontt per day. Spells: 515/ 4/ 2 Specials: R~enerate I HTK, skill levels cannot be drained by undead. Inrravision: 90'. Polymorph : Dove o r dog (ontt per day). Speaks with dogs (once per day). Savea t +4 V5. Para lysis, Cold-Based attacks, electricity, a nd Fear. Can never be raised.
Harperson is the SOil of a vampire father; his mother is a norma l human. He is compelled to hunt vampires, COllvinced that doing 50 wi ll bring him peace of mind.
63. Black Dragon T avern and Inn PRO PRIETOR: Zam, Slcill 10 FighleT R ace: Frost Giant R eligionl Deity: NorsdThrym S TR: 21 (+4, +9), INT: J3,INS: 9 S TA : 17 (+5), DEX: II , APL: II HTK: 95, AC: 3 MY: 18", AL' C. Neutrnl AT: I, DM: 406 or by weapon type THACO: 12 HT: 11 '10", Wt: 12, 132 1bs. Weapon Proficiencies: maul, club, two-handed sword; battle axe, net, throwing axe, trident Armor: +2 chain mail Weapons: +2 mau l Magic Items: Net of En trnpmelll Specials: Cold Resistantt, Itt Control
larn runs the only Tavernl Inn that serves giants. II is a lso the only platt that doesn 't $(rve dwarves, shirelings, gnomes, and pixies. ("They tend 10 get squarshed," says lam.) The Black Dragon is one of the rowdiest places in town, but lam is able to control fights; he collects all weapons at the door. On an a~rage business day, lam makes from 2 gp 10 12 gp. He lives allt65a.
Lomw, Slcill 7 FighleT Race: Human STR: IS/ 52 (+1, +5), INT: 16,INS: II STA: 15 (+1), DE-X: 17 (+2, -5),APL: 10 HTK:63, AC:5 . MV: 12", AL: C. Neutrnl A T : 312, DM: by weapon type T H ACO:11 HT: 5'9", WT: 163 Ibs. Weapon Proficiencies: staff, hammer, throwing dagger, short sword, cross· bow, throwing hammer Armor: leather annor Weapons: +3 shorl sword, +4 vs. half· orcs, orcs, ha lf-ogres, ogres, trolls, etc., +5 hammer Magic lIems: Cloak of Displattment Specials: None Lormo is abrupt and cold to patrons. He has a large tallOO of a butterfly on hischesL T h in, Slcill 719110 F ighleTI Magic,weT I T h ief R ace: Elf STR: 16 (+0, +I},INT: 9, INS: 10 S TA : 12, DEX: IS (+3, .4), APL: 14 HTK: 69, A.C: 3 MY: 12, AL' Neutrnl AT: 312, OM: by weapon type T H ACO:J4 H T: 6'2", WT: 150 Ibs. Weapon Proficiencies: long sword, dagger, short sword, long bow, staff, throwing dagger Armor: leather mail Weapons: +1 Luck Blade (one wish), +2 throw ing dagger Magic Items: Pearl (can cast 2 Ice Storm spells), Bag of Holding Spells: 4/ 3/31V I Sp~c"'~Ls: In fravision: 10'; Thieving Ab!lJUes: PP: 1<:10'1, OL: S~, F/ RT; 75~, MS: 95' , H in : 85", H N: 55"" CW': 99'Xo, RL: .5O'Xo
Thier steals from drunk patrons. He hates drow and has been known to hunt them. He ad~nturu frequently. Thier has a gr~n card Pritts from the standard rule book apply here, but quality at the Black Dragon is usually 10'X0 lower than the nonnal. Rooms are only available to gian ts (sintt there is no other place for giants to Stay), who must pay from I gp 10 50 gpoThe Inn has twelve rooms to renL Thiermakes from 10 sp to I gp on an average business day.
63a. Private Residence PROPRIETOR: larn (#;63 ).
19
SECTION H
======================
(S -4, 5; C-4, 5; D-4, 5)': )
K
L
M
o Q
64 p
o R E
F ~
H
00 OOO~
~ ',i/. -
q
_. __0
->
64. VIOLET SPIDER AREA The Violet Spider is a sect of dark-blueskinned elves known as draw. There are 120 known members of the sect. One hundred me mbers a re drow, and 20 are half draw and miscellaneous races. The statistics for members and guards o f The Violet Spider members are as follows: (40) Skill 2 Fighters
Race: Draw (20 females-, 20 males) STR: 8" ID6- (6+ 1D6), I N T: 12+ID6( 10+\ 0 8), INS: 8+IDI0· (8+ 1D4) S TA: 40 4, DEX: 12+204, APL: 1O+ 1D8- (8+ 108) HTK: 6-22, AC:
Race: Drow (10 femal es- , 5 males) S TR: S+ lD6- (6+ I 06), IN T: 12+ ID8· ( IO+ID8), INS: 3+ IDIO- (8+ 104) S M: 404, DX: 12+2 D4, AP: 10+1 08- (8+1 08) HTK: 12-44, AC: 2 MV: 15"- (1 2"), AL: L. Evil AT: I, DM: by weapo n type THACO: IS Armor: + I chain mail and +1 shield Weapolls: hand crossbow (Sleep Poi son ; Save vs. Po ison al +4), dagger, short sword. long sword Magic Items: Cloak and Boots o f the Elvellkind
S Pecials: Infravisio n: 120', Surprise Opponen ts 75%chance, Save vs. Magic +2, 56% Magic Resistance SPells: Dancing Lights, Faerie Fire, Darkness, Clairvoyance, Detect Lie, Suggestion , Dispel Magic (once per da y) (10) Skill j Fighters
Race: Drow (7 females-, 3 males) STR: S+ID6- (6+ 106), IN T : 12+1DS( 10+ IDS), INS: 8+ IDIO- (8+ ID4) S TA : 40 4, DEX: 12+2D4, APL: 10+108- (8+ IDS-) HTK: IS-58, AC: I MV: 15"· (12"), AI-: L Evil AT: I , DM: by weapon type THA CO: IS Armor: +2 chain mail and +1 shield Weap ons: hand crossbow (Sleep Poison; Save vs. Poison at +4), +1 dagge r, short sword, long sword Magic Items: Cloak and BooLS o f the Elven kind S p ecials: Infravis io n : 12' , Surpri se Opponents 75% chance, Save vs. Magic +2, 58% Magic Resistance Spells: Dancing Ligh ts, Faerie Fire, Darkness, -Clairvoyance, Detect Lie, Suggestion , and Dispel Magic (once per day) -Females only Schet, S kill 9 Cleric Race: Draw (fema le) R eligion / Deil y: Drowidi c/ Violet Spider STR: 13,lNT : 17, INS.' 18 ST A: 15 (+ 1), DEX: 19 (+3,-4 ), A PL,' 17 HTK: 70, AC:-I MV,' 15", AL,' L. Evil AT: I, DM.· by weapon type THACO: 16 W eap011 Pro/iciencies.· hand crossbow Sleep Poison: Save li S. Poison), Cat 0 ' Nine Tai ls. mace Armor: +3 chain mail and +3 shield Wt'ap01Is: +I Cat 0' Nine Tails, +2 mace, hammer Magic It ems: Cloa k and Boots o f The Elvenkind, Necklace of Prayer Beads S p ecials: Infravision: 12', Surprise Opponents 75%chance. $allevs. Mag ic +2,68% Magic Resistance hl1late Spells: Dancing Lights, Faerie Fire, Darkness, Detect Magic, Know Alignment, Levitate, Clairvoyance, Detect Lie, Suggestion, and Dispel Magic SPells: (Clerica l) 6/ 6/ 4/ 3/ 1
Schet is Czrt 's (see next entry) twin sister. Schet is knw n as one of the best " truth extractors" in the Violet Spider. No one knows exactl y what fonn s of torture she uses, but she always gets the info rmation she wants. Schet has a black cat named Shadow who she protects wi th her life. Schet uses here beauty in man y ways (usuall y as a v,oeapon). She wears tight.
black clothes wi th a violet spider embroidered on the chest. CIrt, Skill 9 Cleric R ace.' Drow (female) R eligi on / Deity: Dro widi clVio let Spider STR: 14 , IN T : 16, INS.' 17 S TA : 16 (+2), DEX: 17 (+2, -3), APL: 18 HTK: 69, AC: - I MV: 15", AL: L. Evil AT: I, DM.· by weapo n type THA CO.·16 W eapon Projiciencies: hand crossbow (Sleep Poison; Savevs. Poison), Cat 0' Ni ne Tails. mace Armor: +3 chain mail and +3 shield Weapons.' +1 Cat 0' Nine Ta ils, +2 mace, hammer Magic It ems: Cloak and Boots of The Elvenkind, Necklace of Prayer Beads Specials.' Infrallisio n : 12', Surprise Opponents 75%chance, Savevs. Magic +2, 68% Magic Resistance Innate Spells: Dancing Lights, Faerie Fire, Darkness, Detect Magic, Know Alignment , Levitate, Clairvoya nce, Detect Lie, Suggestion, and Dispel Magic Spells.' (Clerical) 6/ 6/ 1/2/ 1
Cut is Schet's (see preceedi ng entry) twin sister. She is known as the beSt information extracto r in the Violet Spider sect. Cm loves o nl y her sister, and wil1 fi ght to the death protecting her. Czrt wears red and black clothes so thaI she will stand out from the other draw.
Genca i Gziit, Skill /J Fighter R ace: Drow (female) STR.· 12, IN T : 18, INS,' 15 ST A: 16 (+2), DEX.·20 (+3, .4), APL: 15 HTK: 73. AC:-6 MV: 15", AL: L Evil AT.' 3/2, DM: by weapon type THACO.· IO HT: 5'5", IVT.· I iO lbs. Wt'apon Projiciellcies: hand crossbow (6" long, OM: ID6/ 2 + Sleep Poison [Save vs. Po ison]), longsword, dagge r, short sword Armor: +3 chain mai l and +3 shield Wt'ap o'ls.· +4 long s»,ord, +3 dagger, +2 mace, hand cross60w Magic Items: Cloak and Boots of the Elvenkind , Ring of Dj inni Summoning, Ringof X-Ra y Vision. Amulet of Proof Against Detection and Location, Helm of Underwater Action Specials: Infravision : 12', Surprise Opponents 75%chance, Save vs. Magic -2, 72% Magic Resistance SPells: Dancing Lights, Faerie Fire, Da rkness, Detect Magic, Know Alignment. Levi tate, Clairvoyance, Detect Lie, Suggestion, and Dispel Magic. General Gzi it is a heroi ne to her people. She has killed over one hundred and fift y el ves by herself. She is an excellent leader who has never been doub ted by her troops.
2
Gzilt tak ~ o rders [ro m Svoiva (set nex t entry), but rarely needs to be: to ld what 10 do. Gzilt wears a ll black, and has violetshaded hair. lLackr Counk,u SlIOlva Skill Hill Fighter / Cleric RIKe: Drow (female) STR: 14 , /NT: 20, INS: 18 STA: 15 (+ 1), DEX: 18 (+3, .4),A PL: 16 HTK: 89, AC: ·4 MV: 15", AL: L Evil AT: "12, DM: by weapon type THACO: 10 HT: 5'9", WT: UO Ibs. Weapo'l Pro/ide,uies: stafr. mace, fl ail, Cat 0' Nine Ta ils, lucern ham mer, sling, throwing hammer Armor: +4 chain mai l and +4 shield Weapons: +2 Ca t 0' Nine Tails,
+"
22
fl ai l, sling Magic Items: Cloak and Boots of the El veukind, Figurine of Wonderous Power, Obsidian Steed, Helm o [ Comprehending Languages and Reading Magic, Mirror of Life Trap ping, Wand o[ Teleporting (115 charg6) Specials: Infravisio n 12', Surpri se Opponents 75"chance,Save vs. Magic +2, 72'1 Magic Resistantt i nnate Spells: Dancing Lighu. Faerie Fire, Dark ness, Detect Magic, Know Alignment, Levitate, C la irvoya nce, Detect Lie, Suggest io n , and Dispel Magic Spells: (Clerical) 7/6/ 5/ 4/ 2/ \ Svolva is an excel lent fightel' : she is a lso the Evil High Priestess of her sut. She has the loyalty of all her subjecu. Svolva's ambi tion is to slowly buy up BriarwO
Svolva is also a stone scu lptor; many of her drow statues are scauered about the Violet Spider compound. The EHP does di rect business with the Overlord. She wears sted gaumleLS that have long steel, poisoned fi ngernai lsat the tipor each fi nger. U shedaws an opponent, the opponent must make a Save vs. Poison at ·4 , or go comatose for 104 turns. T here· after, the victim wi ll die. The names of the other Violet Spider members and where their descriptions can be: found are as [ollows: Capta in (set ;,267). Donoth (see "425). Dowons (see Briarwood Castl e). Ansel Anthelme (see _" 10), Trem Hjalmar (see _.%2), and Sturm (from ou tside of Briarwood).
The Vi o let Spi der makes its money through assasinating for pay, mercernary
work, m ush rooms and fungi (edi ble. poisonous, and phosphorescent), and legitimate commerical trade (sho ps and stores). The Violet Spider has an agreement with the Overlord which states:
t 1/ tile Yiolet S pider sect commits a major crime as a group, the sect w ill be destroyed or drive" out of Briarwood. t Si11gle sect members committing crimes will bedealt with individually. t Th e secl w ill help Briarwood rid itself 0/ vagra"ts, mis/ils, ITOublemaJcers, and olher Ilndesireables. Note that statistics for fighters in the Violet Spider area are found at the begi n n ing of this section.
A. Cavern Entry Room Th is room is onl y aansible via a sttret door (jn the eastern wall). The pit's bottom is 150' beneath Briarwood: the seCt memo Ix-:rs reach the bottom by Levitation. Anyo ne not C'dpable of Lnoiration is either carried down or not perm iued into the cavern, depend ing o n the individua l's relationship with the sect. The bottom of the ca\'ern is composed of a far· reaching passage system which bmnches out in a ll direct ions.
B. Stained-glass Wind ow Maker PRO PRI ETOR: Sha ldor the Gift~, Skill 0 Human Sha ldor has had th is same shop fo r over twenty-fi ve years: he now has a deal with The Violet Spider so that he can keep his shop. Shaldor continues to make highquality stai ned·glass windows. The sect provides Shaldor wit h physical labor so he can produce windows at three times the normal speed. Shaldor gelS to keep half of the profits. During an average business week, Shaldo r makes from 2Q gp to 50 gpo
C. Cavern Exit Room This room is o nl y accessible via the underground passage from A. The northeastern seaion of The Violet Spider compie" can be em era l from here. }<-ive skil l 2 fighters (a ll fema les) are stationed here.
D. G uard H ouse This room houses o ne skill 5 fi gh ter (fema le). lind three skill -' figh ters (males).
E. Chapel Guards
H. C hapel
.
Th is room is protected by a force whIch nega tes a ll m'lgic-user spells. This is also true of rooms 1 and J. T he Chapel ca n sea t thirt y.si" individ· uals: the pews faC(' the Violet Spider altar. where blood and wealth sacrifices a re o ffered. T here have been severa l deit y con tacts made here.
I. P ortcullisl Guard Room The twO portculles are raised and lowered from this room. The door leading into this room is barred and double-locked. Twenty sk ill 2 fighters (nine females and eleven males) are on duty here.
J. Chasm of the Violet Spider Th is chasm is bouomless; it has many passages which branch off in all directions. T he main in habitant o f the chasm is a minion of the Violet Spider god. It was sent here to guard over the compound. Giallt Violet Spidc HTK: 9~ (I~ D8). AC: 8 MV: 6"/ 18". AL: Neutra l AT: 2, DM: 204 + poison (bite) web INT: Very THACO:9 Specials: poison: victim must Save VS. Poison <1t +4: Web (acts as Web spell ). The seCt will do its best 10 protecl this spider, as it is a gift from the gods. The four pil lars in the chasm reach to the ceil ing (30') and are cO\"ered in thick webs.
K. North (V io let Lane) G uard H ouse There are three sk il l 6 fighters stationed in this room. The guards sta y in Room S when they afe off.duty.
L. Visitor Waiting Room This is where visitors are kept wailing; most visitors never make it past Room M (the HoldingCells). Ifan important person is imprisoned by the Violet Spider, an imposter will ta ke his/her plaC(' until a suitable accident can occ::ur.
M. G uard H ousel Living Quarters Nine skill 2 fighters and three: ski ll 3 fi gh ters (all males) are o n call here. Ther are ready to go where\'er they are n eeded.
N. H olding Cells
This room is the living quarters and guard post for si" skill 2 fighters (all fema les).
The o nl y way into this room is via the sttret door (from S). There a re twelve holding cells here: each can house tWO prisoners.
F. H igh Priests' O ffice
O. Svolva's Chamber
This room is the High Priests' oHiC('. Nothing o f value ca n Ix-: fou nd here.
G . H igh Priests' Living Q uarters Everything the H igh Priests have of value which is not carried by the High Priests ca n be found here. The rest of the room's coillents are items of little worth.
The o nl y way into lhis room is via a Teleport, Dimension Door. o r Stone Shape SI>ell. Svolva uses her WandofTe1eporting togo toand from here. Svolva'schamber is tOla lly dark, and it smells da nk and musty. Her Mirror o f Life Trapping is located in the midd le of the soulhern wall.
P. Gzilt's Living Quarters There is nothing of great worth here.
Q . Guard H o usel Livin g Q uarters Tcn skill S fighters (six females and four males)are hous.ed here. Theyareon twcnt yfour hourcall. and they have no permanent post.
R . G uard H o usel Living Quarters, Pet Lodging One skill 5 fighter resides here, along with his th ree dragon hou nds. (J) Dragon Hounds I-/TK: 3-', 53. -'8 (50 8+5). AC: 6
MY: 12". AL: L Evil AT: I, DM: I D6/ID6/ ID8 INT: Animal THACO: 13 Specials: Surprise Opponents 1-4 o n I D6, On ly surprised 1 on 106, Locate h idden or invisible creatu res 501 chance.
68. Warehouse (For Sale) Owned by the Violet Spider. Asking price is 8,000 gp
69. Pup pet Shop PRO PRIETOR: Stephen Frt:t:lund, Sleill 7 Magic-user Race: Ha lf-drow S TR : 10, IN T : 17, INS: II S TA: II , DEX: 18 (H. -4), APL: 15 HTK: 23. AC: 6 MY: 12", AL: C. Neutra l AT: I , DM: by weapon type THA CO: 19 HT: 5'4", WT: 1-'0 Ibs. Wea p011 Pro/icietlcies: dagger, staff Annor: None Weapons: +2 \'enom dagger. staff Magic Items: Ring of SilenC(' S pecials: Infravision: 90' Stephen makes puppe15 that range in size from 6" tall to 6' ta ll . Hedoesn't sell many puppets, but thai isofliuleconsequenctto him: the Violet Spider pays him quitewe1l. T he puppet·maker is in league with the Violet Spider. He handles a lotof the Violet Spider's ou t -o r- the-com ~u nd business. Stephen has a gTeen card.
70. Bronze Caster PRO PRI ET O R: Sammy TIern , Sleill 0 Dwdr/ Sammy caSts high-quality bromeobjccts o f a ll sizes. On an average business da y, he makes from 10 sp 10 I gp. Sammy lives at .7.5.
71. Engraver PRO PRI ETOR: A l l arrow, Sltill 0 EI/ AI is lhe best engra\'er in Briarwood. The city's richest and most successful citilens use his services. Al engraves everyth ing fro m glass to wood and metal. He charges 2 gp per hour o f engraving. AI lives at .84.
23
SECTION I
=========================
(B-5; C-5, 6; D-5, 6F )
AT: I, DM: ID6/ ID6/ IDS INT: Animal THA CO:U S pecials: Su rpri ~ Opponents 1·4 on 106, o nl y surprised on roll o f I on 106. locate hidden and invisible crea· tures 50% chance.
BB. Guard Post! Living Quarters Two skill 4 fighters (both females ) reside here. They guard the southwestern gate.
ce. Guard Living Quarters
One skill 6 lighter resides here. She guards the southwestern gate with the guards from BB.
DD. Uay and Feed Delivery Building All the food for the Violet Spider steeds is delivered here.
EE. Stable The stable consists o f nineteen stalls and a room in the stable's northwestern corner. Tampee, the stable boy (sleil/ 0 halfdrow). stays here. His true elvish side is apparent in his handling of animals. When· ever a hay/feed delivery is made, the guards from Y will be here, ready for any problems.
skill 3 fi ghters (a ll females) live here. The fighters always stay here (except when attending religious ceremonies in the Chapel (H ».
T. Major Storehouse All of the Violet Spider stock is here. There is enough food, equipment. etc. to las t over one year.
U. Treasure Vault ,his room is only accessible via a Tele· port, Dimension Door, o r Stone Shape spell. Svolva i.s the only Violet Spider that has access to this room. This room contains the following items: 1,000 pp, 100,000 gpo 20,000 gp wo rth of assorted gems. +2 Ho ly Avenger long swo rd (soon to be sacrificed), Staff of the Magi (soon to be sacrificed ), and a suit of +!I plate mail (dwarf size).
V. Guard Post/ Living Quarters One skill 5 fighter and two skill4 fighters (all males) reside here. They are ready to go wherever they are needed.
W. Guard Living Quarters Four skill 4 fighters (all females) reside here. They are ready to go wherever they are needed.
X. Guard Post/ Living Quarters
FF. Guard Post! Living Quarters
O ne ski ll 6 fighter and one skill 5 righter (a ll remales) live and stand guard here.
Three skill 5 fighters (one male and twO females) reside and stand guard here.
y, Guard Post/ Living Quarters
GG. Guard Post! Living Quarters
Seven skill 4 fighters (four femal es and three males) reside and sta nd guard here.
Three skill 5 fighters (all females) reside here. They guard the main (southwestern) gate. or go wherever they are needed.
Z. Guard Post/Living Quarters
UU. Guard Post! Living Quarters One skill 6 fighter resides and stands guards here
66. Tile Maker PROPRIETOR: Thorn Piper, Sleill 0 Human
S. Guard Living Quarters The three guards from area K and six
Three skill 3 fighters (all fema les) reside here. They are ready to go wherever they are notdod
AA. Pet Storage The three skill 3 fi gh ters (Z) each have a hell hound they use when making rounds.
(J) Dragon Hounds HTK: 3~. 38. 33 (50S+3), AC: 6 MV: 12", AL: L. Evil Thom makes floor tiles, wall ti les, and the like. On an average business day, he makes from I sp to I gpo
-.--
,r
J -- '
67. Incense Shop PROPRIETOR: Will "Stink)' '' ~ller, Sleill 0 H uman Stinky makes regular incen ~ (not magi· ca l or clerical), and he u ~s o nl y the finest ingredients. Stinky charges I cp per incense stick. During a business day, Stinky makes fro m 2cp t0 2sp. He hasan a~ment with the Violet Spider: he doesn 't bother them , and they don 't bother him. Slinky lives in the boarcling ho use at ~!S .
VIOLET SPIDER ITEMS HAND CROSSBOW Fires one bolt per round. OM : (S) 6, (M) 12. (L) 18 CAT 0 ' NINE TAILS OM: (S or M) 106+1. (L) 106 CRYSTAL5PIDERS These encha nted spiders obey their crea· to r's commands. Each spider is 6' in diameter and has fa ngs, a large poison sac, and a web producer. They Move Silentl y 1M of the time. POISON: TYPE C Does 40 HTK of da mage; the victim must save vs. Poison +2 for ~ damage. This poison is extracted [rom violet spiders without doing harm to the spiders. SLEEP POISON It does no damage, but a victim who does not save vs. Poison a t +1 will sleep for I 012 turns. If the save is made, the victim is slowed for I D6 turns. MUSHROOM DUST (FUNG I DUST) This substance is carried in pouches which are thrown at a target. When the pouch comes in contact with any solid object it will burst , creating a fun gi dust cloud 3' in diameter. Creatures or Charac· ters ca ught within this cloud will be dazed and confused for 2D12 rounds. GLASS ACID·FILLED DAGGERS The acid in these daggers is g iant slug spittle. The spittle causes ID6 HTK of damage per ro und it remains on a surface.
I
't
' , ..
~~
25
SECTION J (A·6,
7; B·6, 7; e ·6, 7; 0·6, 7),= =====================
~
87
88
95 84
E
A
85 F
80
73
+ C
D
74 75
72. Sundial Maker PROPRIETOR: H eTb "Sunny" Foote, Sltill 0 H u.man
Sunny's prices vary from 10 gp to \50 gp ~r sundial. During an aveT3g~ busin~s wttk, Sunny makes about 10 gpo
73. P rivate Residence PRO P RIETOR: Sammy T km, Skill 0 Dwarf, (5« 1170).
74. Sign Maker PROPRIETOR: Shab R eaning. ShU 0 Shireling
Shabcharges a flat rateof 5 sp per foo t o f sign, and 2 spper leltupai nl~ . He li vesal
m 6. 75. Lumber Yard P ROPRIETOR: Woodman " Wood y" Sills, Shil l 0 H uman
They sell for 5 gp over the CO$( given in the standard ru le book.
82. Massage Parlor PROPRIETOR: Lftm "Hands" Dean, Sleill 0 H uman
H ands runs a very reputable establish · ment; the massage parlor is only a massage parlor. H ands'scl ienLSare upstanding and respectable people. O n an avera~ business day, Hands makes fro m 2 sp to I gpo
86. Guard House PROPRIITO R: Larry DGryl, S leill 0 H uman Larry is stationed ht': re in cast: there is a jail break. H is roo m and board is paid for by the City-State.
83a. Private Residence
Owned by the City-State. Asking price is l2,OOO gp .
76. Used Clothes
84. Private Residence
PROPRIETOR: lko, Skill 0 Shire/ing
Rea '$ prices are reasonable, and her work is superb. On an average business day, Rea makes from 5 cp to 5 sp.
78. Quilter PROPRIETOR: Janet Lea and Jou:phine Ole.r, Sleill 0 H umans j anet's and j osephine's prices vary from 15 gp to 100 gp per quilt. T hey make (rom W gp to 45 gp per business week.
79. Wounded Goat Bar PROPRIETO R: Walt Messick, Skill 0 H uman Walt's bar is ru n-down , but his prices are reasonable. Walt keeps a Wand of Wonder (15 charges) be:hind the bar. " I'ze keep the Wand 0 ' the gods in case 0' trouble," he frequently says. On an alo'era~ business day, Walt makes from 5 sp LO 15 sp.
80. Rug Weaver PROPRIETOR: Charlie the Wealin', Sleill 0 Human Charlie is a mtdiocre weaver who charges little for his rugs. O n an average business day, he makes (rom 2 cp to I sp.
81. Crossbow Maker PROPRIETOR: Robin Harp, Sleill 0 H uman Robi n's crossbows are tOP of the line.
F. GUAIlD BARltACXS
PRO PRIETOR: Rt!rJ. Jim Igndowsiti, S leill 0 H u man Rev. jim performs from 1-4 weddings per mon th . H e m akes from 5 sp to 20 sp per month, bUl the Reverend manages 10 live comfortabl y. Rev. jim lives a t *8~a .
Woody's lu mber prices vary. depe nding on availabi lity, O n an average business day, Woody makes from 10 sp 10 I gpo
77. Tailor
D. CELL BLOCK All prisoners are kt':pt here unless they are performing labor, exercising, or being p un ished in the ha l box. £. WARDEN'S OFFICE
83. Justice of the P eace
P RO PRIETOR: Rt!rJ. J i m Ignetowslti (see 1f83) This little shack is scantily furnished; no thing o [ worth can be: found here.
PROPRIETOR: Gre( Berm;n, Sltill 0 Human Gr~s used clothing prices ra nge from I cp LO 10 cpo O n an avuage business day. he makes from IOcp to 5 sp. G~ lives at II- l8.
C. GUARD H OUSE T here are always th ree guards postt:d here. The guards here frisk and screen incoming visitors and prisoners.
PROPRI ETOR: A.l l arrow, S leill 0 Ell (see *71).
85. Local JaiV Holding Compound PRO PRIETOR: Wa rden T htukw Cornwall, Sleill8 FighleT R ace: H uma n STR : 14, IN T : 17, INS: 16 STA : 12, DEX: 16 (+ 1, -2), APL: I ~ HTK:
5~,
AC:
~
M V: 9", A L' L Neutral AT: ~12, DM: by weapon type THA CO: 14
87. For Sale
88. General Store PRO PRIETOR: Seymour Doily, Sleill 0 H uman Seymour's prices are nonnal, but most of his producLS are below sta ndard. On an average business day, Seymour makes from I sp to I gpo He Jives at ~5.
89. Lantern Shop PRO PRIETOR: Ha roey Watts, Sleill 0 H uman H arvey sells all kinds of lanterns. (Prices are as per the standard rule book.) On an ave rage business day, Harvey makes from 7 gp to ~O gpo
90. Scribe PROPRIET O R: Michelle N t:ib, Shll 0 Human Michelle is light-hearted, loving, and eXlJemely gifted. She will copy any non magical book. She charges iO sp per page copied. Michelle can copy a maximum of three pagt:S per day.
HT: 6'1", WT: 2111bs. Weapon Pro/iciencies: crossbow, dagger, th rowing dag~r , lo ng sword, short sword, staff A nnoT: cha in mail Weapons: Crossbo w o f Speed, +2 dagger, long sword Magic ltem.r: Po tion of H u man Con""I Specials: Nont': T hadeus is a strict warden . His twelve skill ~ figh ter/ guards (same statistics as skill ~ Guards of the Sun (see Ifl ) are extremely loyal to him. AI this time, there are o nly three prisoners here: the complex can hold up to fort y-one prisoners.
Owned by " Woody" Sills (lf75). Asking pna is 19,000 gpo
A. TOOL SH ED T his shed con tai ns a variely of tools and a dozt':fl large.": burlap sacks.
94. Private Residence
B. HOTBOX T he hot box is what its name imp lies: an enclosure which is unbearably hot inside. Problem p risoners are plaet:d here as punishment; it ho lds one prisoner. For each day a prisoner re ma in ~ here, s/ he wi ll lose one STA poin t. When the p risoner loses all of his/ her STA poin LS, s/ he is dead.
91. For Sale 92. For Sale Owned by the City-State. Asking price is 11 ,000 gpo
93. Private Residence PRO PRIETOR: SeymoUT Dolly, S kill 0 H uman (see *88). P RO PRIETOR: Mag H utch, S leill 0 Hu man (see IF262).
95. Baker PROPRI ETOR: lAiTd BTown Lt:t:. Sleill 0 H uman Laird 's bakery makes breads and cakes exclusivdy. O n an average business day, he makes from 10 sp to I gpo
27
SECTION K
(A-7; B-7; C-7; D-7. 8)========================
98
99
100
101
96. Barrel Maker PROPRIETOR: Archie Smith, Sit ill 0 Human Archie makes sturdy barrels. On an average business da y, he makes from 3 gp to 10 gp.
97. For Sale Owned by The Violet Spider (.64). TIley are using the " ",Ie" of th is plaet: as a (ront.
98. Clock Maker PROPRIETOR: Stan "CooA:ooman " CoobricA:, Skill 0 Hum(m Stan is an excrplional clock maker and repairer. H e will nm shake hands with customers; he believes that by doing so he would risk injuring his hands. Stan has over 12,OQOgp in theb3nk; he wa nts to fi nd and purchase Eyes of Minute Seeing. Stan makes from 10 gp to 100 gp per business week.
99. Phrenologist PROPRIETOR: Tamecknar Polli II, Skill 0 H uma n Tarnecknar can make shon (orecasts (up to one week in advance) of future evenl5 affecting the customer whose head bumps he studies. He charges 10 gp per customer (or vague information ( ~accurate).
100, Mouser , PRO PRIETOR: 1M DauiJhn, Shll 0 Human Ike uses traps, poisons, and his Pipes o f the Sewers to rid houses of rodents. H e charges a nat fee of 10 gpoIke inherited the busines! from his fa ther, Diny Oavisher.
101. Cloaks and Tunics PROPRIETOR: Ingham Borly, Skill 0 Human Ingham makes and sells cloaks and tun ics of all materials. Hecana lsoalterany cloak; altered magical cloaks have a <10% chance of losing their magical properties.
102. Followers o( Shau Lin, the Gold Dragon This sect of monks follows Shau Lin. Shau Lin is a gold dragon who used to be an adventurer until he picked up a power aystal that turned him in to a demi·god. Shau Lin has thirty followers: Skill I MonJr.s Race: Human HTK: 4·8, AG: 10 MV: 15", AL: L. Good
m
AT: I, DM: 106 divided by 2 (open hand) o r by weapon type THAGO:2O Weapon Pro/iciencies: slaff Armor: None Weapons: staff Specia ls: None (10) Skill 2 MonA:.r
Race: H uman HTK:6-12,AG: 9 MV: 16", AL: L Good AT: I, DM: 101 or by weapon type THAGO:2O Weapon Pro/iciencies: staff, dagger Armor: None Weapons: staff SPecials: None (2) Skill J MonJr.s
R ace: Human HTK: 10· 16, AC: 8 MV: 17", AL: L Good AT: I, DM: ID6 (open ha nd) or by weapon type THA GO: 20 Weapon Pro/iciencies: staff, dagger Armor: None Weapons: slaff Specials: Special Abilities: A (7) Skill 5 MonJr.s
Race: H uma n HTK: 12·20, AC: 7 MV: 19", AL: L Good AT: 5/ 1 (open hand), DM: 106+1 (open hand) or by weapon type THAGO: 18 Weapon Pro/ieieneies: dagger, staff, bo sticks Armor: none Weapons: staff Specials: Special Abilities: A, 8, &: C Skill 7 Monk R ace: Human HTK: 11·28, AG: 5 MV: 21", AL: L Good AT: ~ /2 (open hand), DM: 108+ 1 (open hand) or by weapon type THAGO: 16 Weapon Pro/icieneies: dagger, staff, bo sticks, jo stick Armor: None Weapons: staff Specials: Special Abilities: A-E (2) Skill 10 Monies R ue: H uman HTK: 22-4<\, AG:! MV: 21", AL: L Good AT:2 (open hand), DM: IOlOH (open hand) or by weapon type T H AGO: 11 Weapon Pro/ieieneies: dagger, staff,
bo sticks, jo stick, club Armor: None Weapons: Starr Specials: Special Abilities: A·H Skill 15 MonA: Race: Human HTK: 30·60, AG: ·I MV: 29"', AL: L Good AT: 3, DM: 604 (open hand) by weapon type THAGO: 12 Weapon Pro/icieneie.s: dagger, staff, bo sticks, jo stick, pole arm, crossbow Armor: None Weapons: staff, crossbow Specials: Special Abilities: A·K
103. Sword Maker PROPRIETOR: Erland Grimwald, Skill 0 Dwar/ Erland charges twice the standard ru le book prices for his custom-made swords. He has lived and worked out o f this house for over 100 years.
104. Private Residence PROPRIETOR: Old WUlow Cranny, Skill 0 H uman T he Old Widow Cranny has lived here all of her 85 years. She lives orr of banked money, and she is watched over by Erland ('H03) and Raspatal (wI05).
105. Private Residence PROPRIETOR: R aspatal, Skill 9 Magic-user Rau: Human S TR : 13, INT: 18, INS: 17 (+3) S TA : 16 (+2), DEX: 17 (+2, -3),APL· 15 HTK: 44, AG: 7 MV: 12", AL: L Neutral AT: I, DM: By weapon type THA CO:20 HT: 6'0", WT: 165 Ibs. Weapon Pro/ieiencies: dagger, staff Armor: None Weapons: dagger, slaff Magic Items: Manta Ray Cloak, Amu· let of Telcportalion (3 charges), Wand of Jllusion (I chargq'ROR =1<1"), Ring of Water Walking,~eckJace of Fireballs (OM: 708, 508 (x2), 308 (x3») Spells: 8/ 6/ 6/ 1 Specials: None Raspatal is a respected magic-user who is friends with CrandaJ, Phoebus, SmiJadon , OSL, and Ararral. He is a somewhat arrogant, and he doesn 't bel i~ in women advellluring. Raspatal owns a green card.
29
SECTION L (A-S; B-S; C -S; D-S, 9'r)
========================
W&.-Red G riffin Inn 'PR:OPRlETOR : Isale Mart;', Sltill 0 Human Th~ Rw GriHin is o n~ of the poshest inns in Briarwood. For 45 gp per n ighl, a person can stay in o ne of the 160 regular rooms, or a person can pay l50gp per night for a deluxe room. During an avttilge business w~ k , lsa k maKes 1,500 gpo He lives at 1'269.
107. Black Scorpion Town Guards This small squad of 25 guards patrols the
south·central Stttio n of Briarwood. The Capta in of this squad is Bro mbor (IH2!S)j
the Lieutenant is Jamlal CrUSt (11U26). The following isa listingof lhe Black Scorpion guards: (10) Skill J Figh te'rs R ace: Human HTK: 15·"0, li e: 4 M V: 9", ilL: L Good AT: 1, DM: by
w~ pon
type
T HACO: 17 Weapon Proficiet1cie.s: long sword , shorl sword, dagger. crossbow, spear Armor: cha in mai l and round shield Weapons: long sword, dagger SpuiaLs: None (10) Skill f Fightal Race: H uman HTK: 18·-40, AC: 4 M V:9",AL: L Good A T : I , DM: by weapon tyJX THACO: 17 Wl!'apon Pro/icimciu: lo ng sword, shari swo rd, dagg(:r, crossbow, sJXa.r Armor: chain ma il and round shield Wl!'apons: long sword, dagg(:r Spl!'Cials: None
mSkill ' Fighters
Raei!': Human HTK: 2Q-50, AC: 4 M V: 9", i'lL: L. Good AT : I , DM: by w(:apon tyJX T HA CO: 15 Wl!'apon Pro/iciencil!'s: long sword , shari sword, dagger, croubow, s)'>(:3r, throwing dagger Armor: cha in mai l, fOu nd shield Wl!'apons: long sword, sJ)(:ar Spl!'Cials: Non(:
No Black Scorpion wi ll orda or leav(: h is post
d iso~y
a direct
108. G reen Raven T avern PROPRI.ETOR: Smilin ' Bob A: rlu:n, Skill 0 H uman Smil in ' Bob has a steady cl ien t(:l(: of middle-classcith(:ns. His priC(:s are reasonable, and his two wa itresses are friendl y.
109. G arlic Grower PROPRIET OR: Cmt)I Mary, Sil ill 0 Huma'i Crazy Mary grows garlic fo r more than half o f Briarwood.
110, Dancing Pigmy Tavern
118. Fruit Market
PROPRIETOR: Stilh O'Molley, Skill 0 Sh irding The Dancing Pigmy is a popular hangOut for sh irelings. Th(: drinks here are small, but they are as potent as regu lar-size drinks. StiCfy makes up to 15 gp o n an avera~ business day.
PROPRIETOR: Tory Bartlett., ShU 0 Human Tory sells o nly fresh (rui t. He ma k~s from !gp to IOgpdaily. Tory lives upstairs from hisstore.
111. Rose's Eatery PROPRIETOR: ROM S. T es, Skill 0 Human Rose serves fancy meals for semi-rea$Onabl(: prie«. O n an average business day, Rose makes from 10 gp to 25 gpo She lives at m o with her cats, three children, and her h usband , Thom.
112. Mirror Maker PROPRIETOR: Lorin W yly, Silill 0 Gnom l!' Lorin makes steel, silver, a nd glass mirrors. O nly adventurers and the rich can usually afford them.
11 3, Private Residew:e PROPRIETOR: Percy Flex (see _11 4).
114. P et Land Pet Shop PROPRIETOR: Pt:rcy Flex, Sk ill 8 Druid RlJCe: Human STR : 16 (0, +1), I N T : II , I NS: 14 S T A: 12, DEX: 13, APL· 17 HTK: 51, A C: 6 MV: 9", i'lL: Neutral AT: I, DM: by wa.pon tYJ)(: T H ACO: 16 HT: 5' I JH , WT: 17! lbs. Weapon Proficiencies: scimitar, spear, staff Armor: +2 Ia.th(:r Weapons: +2 spear Magic Items: Po tio n of Extra Healing Spd Ls: 4/ 4/ !V2 S pecials: see standard rule book P~rcy carefully screens all prospective buyers. H ~ sell s evayth.ing fro m song birds to orphaned bear cubs. Percy carries a green card. H(: lives a t _I U .
115. Teleporter from #54. 116. Violin/ String Instrument String Maker PROPRIETOR: Ca lman Crutkt-s, S kill 0 H uman Caunan owns from 10 t040cats, d~J)(:n d · ing ho w business is going. His catgut strings are speciall y treated with a secr~t ch~mica l ; the na ture of this chemical has been undisclosed for o~r fift y y~ars.
117. For Sale Owned by Catma n Cruthers (_11 6), this larg(: bui lding ho uses all but his favorite cats. Catman is asking S6,OOO gpo
119. Vegetable Market PROPRIETOR: Joe M atheson, ShU 0 H uman Joe. like T ory, only sells fresh produC(:. Joe makes 2 gp to 10 gp on an average business day. He li v~s upstairs (rom his store.
120. Balor's Eye PROPRIETOR: Ed Grimm ky, S hU 0 G no ml!' Ed has been the historian, storytell~r, and tour guide of the Balo r's Eye for ov(:r 200 years. T he Balor's Eye is made of a blood red SlOn ~ that is always warm to the touch. It is wri lt~n in history books that the Salo r's Eye has been here longer than Briarwood itself. In theC(:nter of the BaIOl's Ey(: is a seaet trap door leading to a du ngeon complex. Ed charges I gp for a mur of the Ey~. On an average business day, Ed makes fro m ! gp to 15 gpo He lives at _121.
121. Private Residence PROPRIETOR: Ed Grimmky, Silill 0 Gnoml!' (see _12Q) lives here with his twO guards, and two pet displacer beasts. Bolor's E-yt: Gu4rds (R ipkyI H it:Ir.s), SII ill 5 Fig hlers RlJCe: Hu man ST R: 17I IS-OS (+ 1, +11 +1, +'), IN T : 9/ 11 , INS:2 12/ S STA : 16/ 15 (+2/ +1), DEX: 10/ 11 APL: 15/ 1S H TK: ~5/S 7 , AC: 4/ 4 MV: 9"19", AL: L . Neutral AT: II I , DM: by weapon tyJ)(: THA CO: 16 HT:6'O"/ 6'2", WT: 175 1bs.l1911bs. Wl!'apon Proficiencies: crossbow, long sword, throwing dagga, spear, dagger Armor: splint mail Weapons: crossb<>*, long sword, thro wing dagger, S)'>(:3r, dagger Magic Items: None Specials: Non~ Ri pky and Hicks are loya l to Ed Grimmley; they will not go against h is word. T hey both ma k~ 1 gp a day. (2) DUp""'" ....." HTK: 48,4!, AC: 4 MV: 15", i'lL: Neutral I N T : SemiAT: 2, DM: 204
THA CO: IS S pecials: +2 on opponent 's " to hit" rolls; sav~ (at +2) as skill 12 fighter. T hese twodisplaC(:r beastS wi ll onl y take orders from Ed, Ri pley, and Hicks.
31
SECTION M
========================
(A·S, 9; B·S, 9; e·9; 0·9)= )
..- . )
. .. . ~
=
128
127
129 ~
+
122. Dagger Vendor PROPRIETOR: Newt Orl. ~ ltill 0 Elf N ~wt 'mak~s w~ ll - bal anced daggers (prices are pt.r the standard ru le book). He is an excellent dagger-juggler and thrower. When he is throwing daggers, Newt fights as a skill 5 fi ghter. He mak~ ~ gp 10 7 gp )Xr business day. The dagger vendor lives upsrairs from his shop.
123. Hat Seller PROPRIETOR: Jerry Trilby, Shill 0 Hurmm Jerry sells all kinds of hal!.. Prices ra nge
from I sp to 5 gp (GM d iscretion ), Jerry makes from II sp to 10 gp per business week. He lives upstairs (rom h is shop.
124. Money Exchange PROPRIETOR: J aclc Kale, Sltill 0 Dwarf
Jack makes a 5~commi ss io n on monies changed. He lives upstairs from his shop.
125. Private Residence PROPRIETOR: Brombor, Sltill J J Fighter R ace: Dwarf STR 18/ 94 (+2. +5), IN T : 15, INS: 14 STA: 18 (+4), DEX: 14, APL- 14 HTK: 109, A C: 2 MV:6N , AL: LGood AT: 512, DM: by weapon type THA CO: 1O HT: 4'2", WT: 163 Ibs. Weapon Proficien cies: hamm ~ r , throwing ham m~r, crossbow, batli~ ax~, spear, short swo rd, two-handed sword Armor: plat~ mail and +1 cloak Wt'a pons: +5 dwarv~n throwing hamm~rwi th r~turn , +g Crossbow of Accuracy, two-handed sword Ma gic It ems: loun Stone: Regeneration ( I HTKl turn), Horn o f Blasting Specials: Infmvi sion: 90'
Captai n Brombor is on~ of th~ most sucttSsful adventurers in Briarwood. H ~ is the leader of th ~ Black Scorpiom (11 107), wh ich is a faction of the Town Guards.
126. Private Residence PROPRIETOR: Jarulal Crus" SlIilIB Fig htt'1 R ace: Shireling S TR : 14, IN T : 10, INS: I I STA: 15 (H), DEX: 19(H, -4), APL' I I H TK: 65, AC:· I MV:9", AL: N. Good AT: 5/ 2, DM: by weapon type THA CO: 14 HT: 2'4", WT: 55 Ibs. Wea pon Proficimcit's: dagg~r, throwing dagger, sho rt sword, sling. short bow, battle axe Armor: +1 cha in mai l and shield Wt'apo"s: short sword, ba ttl~ axe, shon bow, dagger Mag ic Items: Wand o f Wonder (52 charges), Ring of Water Breathing
J andal is an adventurer and the lieutenant of the B l ackScorpions(~N I07). He has a pet dog named T arg who understands commands in elvish o nly. Targ has I I HTK a nd a STA of 16.
127/ 128. Butcher/ Meat Market PROPRIETOR: A llyn and &lvo Tweeb, Skill 0 Hu mans Allyn a nd Belva sell the !>Ht meats in Briarwood. Allyn is th~ butcher, while Belva and her three daughters run the market. During an aVeTagt' business week, Allyn a nd his famil y mak~ from 50 gp to 75 gpo The TwC'ebs li v~ at 1f129.
129. Private Residence PROPRIETOR: A llynand Bdva Twub, S lr.illO H umans (see 1f127/ lfl28) and fami ly.
130. Baubles and Things PROPRIETOR: Bryon Bidwell, Slr.ill 0 H uman Bryon sells cheap baubles and beads. Bryo n makes fro m I sp to I gp per business day. He lives upstairs from his shop.
131. Palms Read, Tarot Turning PROPRI.E TOR: lAdy Sigoume')' /...efmn, Slr. ill 0 H UmJJn Lady Lepner has a 40\\ ch a nc~ of correctly predicting the futu re. Sh~ is schizo· phr~ni c, which leads pmple to bdieve that she is possessed by a spirit. Lady Lepn ~r charges I gp per reading. On an aVmlg~ business day. she makes from 5 gp to 10 gp.. Lady Lepner lives at NM.
132. Messenger Service PROPRIETOR: Mike Mans, Shit 0 Human Mike will tak~ a message to any part of Briarwood. H!': charges I cp per block he m ust travd . However, there is a minimum of 5 cp for ~ach m~ssa~ delivered. O n an average business da y, Mike makes from 10 sp to 4 gpoHe lives upstairs from his sho p.
133. Fresh Fish PROPRIETOR: Sancord Gulbalt., Slr.ill 0 Sea Elf Sancord ~lI s fresh fish. O n an av~rage business day, h~ makes u p to 5 gpoSancord li ves upstairs from his shop.
134. Weapons PROPRIETOR: Ulrich Svante, Slr.iU 0 Dwarf Ulrich has an assortmen t of used weapons, for which he ch a r~ half the norma l prio:. However, ther!': is a 50\\ chano: per hit o f the weapon breaking. Ulrich makes ftoRl 5 gp to 15 gp per business day. He lives u pstairs from his shop.
135. For Sale Owned by City-State a fter ~ ilUre for payment of back taxes. Asking price is 24,000 gpo
136. Leather Goods PROPRIETOR: ElmeT Baldwin, Slr.ilt 0 H uman Elm ~r ~ lI s all types of leather items. He charges sta ndard ru le book prices for abov~-average merchandise. Elmer makes from 5 gp to 50 gp per business day. He lives upstairs from his store.
137. Oil and Lantern Shop PROPRIETOR: Doral Faber, Slr.ilI 0 Human Doral carries all types of o ils and lanterns. His prittS ar!': as per the standard rul~ book. On an average business day, Doral makes from 10 sp to 2 gpo Doral lives upstairs from his shop.
138. Pawn Shop PROPRIETOR: Nevilk Pigot, Slr.ill 0 H uman Neville wil l pawn anything of worth for 50% of its original value. If the owner of a pawned item doesn't come back in twO weeks after Nev ill~ acquires the item, he will ~ II it. N~vill e makes 5 gp to 10 gp per av~ragt' business day. Neville lives upstairs from his shop.
268. Private Residence PROPRIETOR: Cy, Slr. i1l7111 Il J Fig htnl Magic-wn-/ Thief Race: Ha lf-elflHaH-drow R eligion l Deity: Norsel Vller S TR: 18/ 10 ("'1, +5), IN T: 1i, INS: 15 S TA : 15 (+ I). DEX: 19 (+4, -5), APl: 17 HTK: 66, AC: 0 MV: 12", AL: C. N~utral AT: 5/ 2, DM: by weapon type THACO: 16 HT: 6'2", WT: 176 Weapon Proficiencies: bola, darts. dagger, thro wing dagger, short sword, long sword AmIOt: +2 studded leather Weapons: None Magic !terns: Belt Buckle of Fire Res i s tan c~ , lo un Stone ( I av~n der ) , Gem of Prot!':Ction from ESP and T elepathy (in forehead), Potion of Water Breathing, Nt:cklao: of Adap· tation , Dancing Sword (+2 saves, heals li day, -I HT Kofdamagt', Telekinesis 5/ week (I NT: 14, AL: C. Neutral)), Dagger o f Singing (moral!': n ~ver ch!':Cked, +2 for 1D6 rounds) Spells 4/ 4/4/ 5/ 5 Specials: Resistano: to cold and mind attacks Thieving Abilities; PP: 1151, OL;~, F/ RT:80\\, MS:98%, H in S: 871, H N: 55%, CW: 99.1 1, RL: 551 This blu!':-skinned half-elf has a love for adventuring that is nearl y unmatcht:d. He will frequ~ntl y go on adventures with Sasha (NI45), and he is a good friend of the canine trainer, Szordic (#11 ).
33
SECTION N
(A-IO, 11 ; B-IO, 11 ; C-I O, II ; 0 -1
)===111
139
139
11111 11111 11 1111111111 111 11 1'1111.
34
139. For Sale PROPRIETOR: Lord Afdhefm Haldaru:, SIIill16 Fighler Race: Human 5TH: 17 (+1, -tl ), I NTo' I:J, INS: 12
STA: 15 (+ I). DEX: 17 (+2. ·3). APL: II H TK: 83, AC: ·5 MV: 9", AL: L. Good AT: 2, DM: by weapon type THA CO:6 N T: 6'2", WT: 185 Ibs. Wtapoll Proficiencies: long sword, short sword, bastard sword, crossbow, long bow, spear, lance, p ike. maa: Armor: +2 plate mail and +2 shield iVeapons: + I long sword, +3 bastard sword, long bow Magic Items: Potion of Ga~u s Form, Ring of Fire Res ista nce. R illg of Sw imming. Horn o f Valhalla (Iron), Oi ntment of Heal ing
Spuiais: None Lord Ha lda nehasbu ilt 3 fortrcssoutside of Briarwood. He issellillg this Stronghold because City-S tate taxes are risi ng higher and highu. Lord Haldane is a well -liked individual tha t will glad ly aid Briarwood if the nttd arises. He is a chivalrous fighter (one of the four best in Calandia). a gentlema n, and a topnotch strategist. He is a blood brother 10 Phoebus(see#M), and is in good standings with a ll of the town guards. Lord Haldane:s trOOps are as follows: ( H ) SIIi1l6 Fightn.s Rau: H uman HTK : '10-60, AC: 5 MV:9".AL·LGood AT: I, DM: by weapon type THACO: 16 W~pon Projickncies: Floremi ne fighting. long sword, long bow, th row ing dagger, dagger Armor: chain mail Weapolls: long sword, long bow, dagger, throw ing daggers (x3) Specials: None (H) SlIiil 7 Fighlen
Rau: Human HTK: '15-70, AC: 5 MII:9",ALLGood AT:I ,DM: by weapon type
THACO: 1'1 Weapo1l Pro/icie1lcies: Florentine fight. ing, long sword, long bow, throwing dagger, dagger Armor: cha in mail Weapo1ls: lo ng sword, lo ng bow, dagger, th rowing daggers (x3) Specials: None ( 12) SlI ill S Fighters Race: Human HTK : 50-80, AC: 5 MV: 9", AL L. Good AT:3/ 2, DM: by weapon type THA CO:i'I Weapon Projicimcies: Florentine fighting, long sword, long bow, throwing dagger, dagger Armor: chai n ma il Weapons: long sword, long bow, dagger. thro wing daggers (x3) Specials: None (10) Skill 9 Fighters Race: Human HTK: 55-90, AC: 5 MV: 9", AL L Good AT: 5/ 2, DM: by weapon type THA CO: 12 Weapon Projicimcies: Florentine lighting, long sword, lo ng bow. throwing dagger. dagger. shari sword Armor: chain mail Weapons: lo ngsword, lo ng bow, short sword, throwing daggers (x3) SPecials: None (8) Skill 10 Fighters Race: Human HTK: 60-93. AC: 5 Mil: 9". AL: L Good AT: 312, DM: by weapon type THA CO: 12 Weapon Projicimcies: Florentine fighting. long sword, long bow, throwing dagger. dagger, short sword Armor: chain mail Weapons: long sword. lo ng bow, short sword , throwing daggers (x3) S pecials: None Thadeus Cornwall (warden of the local jai l) is a ttempting to raise eno ugh fu nds to buy this strong hold. So far the " bigger and better jail fund" isup to I0.000 gp. (Most of the money has come fro m Thadeus '
savings.) Ask.ing price is 1.50,000 gpo
140. West Gate Barracks The West Gate (Gate o f the Bear) is patro lled by 120 Town Guards (Bear G uards) under the command of Colonel Phoebus (set: IIJ4 ), Captain Dougard Thicklimb (Itt "222). and Lieutenant Phaetholl (set: "42 1).
(60) /ka r Gtulrds, Skill J Fighters
Race: Human STR: 12·17, IN T : 7-14. INS: 7- 1'1 . S TA : 9- 18. DEX: 7-17, APL: 7-17 HTK: 15·30, AC: 4 Mil: 9". AL: L Good - L Neutral AT: I , DM: 108 by weapon type THA CO: 18 Weapon Pro/icimcies: long sword. spear. dagger. short sword, halberd Armor: chain ma il . rou nd shield Weapons: long sword . spear. dagger Specials: They will never abandon their posts. Morale is at +2. (40) /kar Gwmu, Skill 4 Fighters
Race: Human S TR : 12·17,INT: 7-14, ItrS: 7· 1'1, STA: 9· IS. DEX: 7-17. APL: 7- 17 HTK: IS-40. AC: 4 Mil: 9", AL: L. Good - N. Good AT: I, DM: by weapon type T H ACO: 18 Wea porl Projiciencies: long sword, spear. dagger, short 5word, halberd WeapolU: long sword. spear Armor: chain mai l, round shield Specials: They will never aba ndon their posts. Morale is at +2. (20) &ar Guards, Shil5 Fighters
Race: Human S TR: 12- 17. IN T : 7- 14. INS: 7-1'1, STA:9- IS, DEX: 7·17, APL: 7- 17 HTK: 20·50. AC: 'I MV: 9", AL: L. Good - N. Good AT: I. DM: by weapon type THA CO: 16 Weapon Projiciencies: long sword, spear, dagger, short sword, halberd Weap0l1$: long sword, spear, dagger Armor: full chain mai l. round shield Specials: They will never aba ndon their posts. Moraltiis at +3.
35
SECTION 0
(D-I , 2, 3; E-I , 2, 3; F-I, 2, 3; G-I, 2, 3F )
===============
141
142
143
143
141. Stable/ Smithy PROPRIETOR: Orlow Longstride, Sltill 7 Fig hter Race: Human STR: 16(0, -t l ), l NT: 15, INS; 13 ST;I: 16 (+2), DEX: 9, APL: 12 ff TK; 45, lie: 8 MV: 9", ilL- L. NeuU"a1 AT: 312, DAr: by weapon ty~ THACO:14 HT: 6'1", WT: 260 Ibs.
Weapon Pro/iciencies: long sword, bailie axe,lucern hammer, spear, dagger, short sword Armor: leather mail Weapon.!": +1 l uccrn hammer, long
sword, short sword, dagger Magic Items: Po tion of Frost Grant Strength (x2)
Specials: None All of the Guards of the Sun (II I) use Orlow's talents. He ca n repai r armor and weapons, but he does not make them. Each day. Orlow is g iven a 20 gp stipend
to pay for any work that the Guards of the Sun n~ to have doue. O rlow livesat# 142.
142. Private Residence PROPRIETOR: Orlow Longstride (see IIHI ).
143. Private Residence PROPRIETOR: DS!., Skill 12 Thi~/ Race: Shireling STR : 12, INTo' 12, INS: 9 STA: 16 (+2), DEX: 19 (H, -1), APL: I! HTK: 67:, AC: 2 MV: 9", AL: C. Neutral AT: I [2]- , DM:[ 1D6+2(clawsWorby w~pon type THACO: 16 HT: !'2", WT: 6! Ibs. Weapon Pro/ici~'lcies: Mithril Claws 111- , throwing dagger, short sword Armor: +1 1~ther mai l W~apon.s: +2 Mithril Claws! throwing daggers, shon sword ' Magic lt~ms: Wand of Wonder (3 charges), Ring of Teleponation Specials: Infra vision 50'; -due to his high DEX and his eHiciency with his Claws, he receives 2 attacks per round' Thieving Abilities: PP: 90%, OL: 77%: F/ RT: 70', MS: 116', H in S: 101%, HN : 1
Although DSL is a thief, he ru ns the Mithri l Claw Inn (#111) lawfully. Anyone committing an u nlawfu l act heft: wi.11 be prosecuted. DSL spends most of his time adventuring. He is easily angered, and he is not easily intimidated by an opponent, no matter what the opponent's size (this has cauS«i h im problems in the past).
144. Mithril Claw Inn PROPRIETOR: DSL (see #143) The Mithri l Claw Inn is a lways packed and bustling. Its more than !5 rooms are always occupied. The food and service here are very good. Entertainment here ra nges [ro m dancers to bear wrestling. The Balkin Four musicand·dance group is a favorite crowdpleaser. The group members are: Loupcho Kolarov (#316), Atanas Milenkos (#3 17), Jon Merrish (#3 14), and Ston Quo ("!15); all of them are Skill Humans. Each of them makes from 5 sp to 2 gp per perfo rmance.
°
145. Privale Residence PROPRIETOR: Sasha, Skill 17 Magic-wer Race: Human R eligion I D~ity: Queuaicoatl STR : 9, INT: 19, INS: 15 STA: 16 (+2), DEX: 18 (+!, -1),
APLI5 HTK: 70, AC:! MY: 12/1, AL: Neutral AT: I , DM: by weapon type THACO :i3 HT: 5'6"', WT: 120 Ibs. Weapon Pro/iciencies: dagger, starr, sling Armor: None (Ring of Protection +!, 5' Radius) W~apons: +2 staff, dagger, sling Magic Jt~ms: Ring of Regeneration, Boots o f Elvenk ind, Potion of Water Breathing, Mask of Many Faces (a llows wearer to ch a n~ his/ her face wheneve.r the. wearer wishes to. Each face must be worn for at least three turns) Sptlls: 5/ 5/ 5/ 5/ 5/ ! / 312 Sasha is a successful adventurer who does nothing but adventure. DSL (seell I43) owns this building, but he lets Sasha stay here for free (Sasha saved DSL's life o nce whi le they adventured together).
Sasha has a green card.
146. Fire Area The fire area was created by a magic·user named Grey.scot, who was arrested for negligent magic-use. Over twenty·five build ings were destroyed . Greyscot 15 working 10 pay U5,000 gp in damages. Greyscot carried a green card.
147..-l=emple-oH>aleness ",nd-€leanltnesS PROPRIETOR: Vicar Milo. Skill 10 Clt'f'ic RIJC~o' H uman R eligion: Central American Indian Deity: Cha lchiuhtlicue S TR : 17 (+1, +I), INTo' U, INS: 18 S TA : 15 (+ 1), DEX: 12, APL 14 HTK: !5, AC: 6 MY: 9", AL: L. Good A T : I, DM: by weapon type THACO: 14 HT: 5'10"', WT: 1 5~ Ibs. W~apon Pro/icimcits: lucero hammer, throwing hammer, staff, mace Armor: +1 ring mail W~apon.s: +1 lucero hammer, throwing hammer, staff Magic Items: Potion of ESP Spells: 616/ 4/ 1/ 2 Specials: Milo has a 15% chance to contact ChaJchiuhtlicue. When the fire (see 11 146) occurred, Milo con tacted her dei ty. Chalch iuhtlicue appeared and protected her temple. Milo has a clean -shaven head and always wears light ·blue robes with the emblem of a jade fish on the back.
148. Appraiser's Office PROPRIETOR: Rhys lVidmum, Skill 0 Hal/·tI/ Rhys appraises rare coins, furniture, and musical instruments of all kinds. His fee is 5' of the appraised item 's worth. Rhys appraises by appointment only. He makes 100 gp per business day.
149. For Sale Owned by DSL (#14" ). Aski ng price is 17,000 gpo
150. Private Resi ence PROPRIETOR: Lorin thl! CIt!tJn, Skill 0 Human
(~# 19)
158. Teleporter from #54.
37
SECTION P (G-I; H-I , 2, 3; I-I , 2, 3; J-l , 2, 3'F )
38
=====================
151. Tombstone Maker
PROPRIETOR: 110 Bunt%, Sleill 0 Dwarl (~ 1t155)
S T A: 16 (+2), D£X: 16 (+1 , -2), APL: 14 HTK: 63, AC: 0 MV: 12", AL: N. Good AT: !12, DM: by weapon type THACO: 14 ( U ) unglUJges: common. elvish, gnomish, cloud and storm giant. gnoll, Masonese, lizardman, Allurian, Nile, Pactish HT: 5'10", WT: 155 lbs. Weapon Proficiencies: two-handed sword, long sword, battle axe, dagger, lance, long bow Annor: +2 banded mail Weapons: +2 batlie axe, +1 long bow, +4 dagger Magic Items: Dust of Teleportalion (x4), Ring of Warmth Spuial£: Infravision: 50' Spell£: Clerical: 5/ 5/ 412 Magic-user: 4/ 3/212 Ranyan is the ambassador-at-large for Briarwood. He meets with different races in all of the nearby citi~ and towns to help out with important issu~. Ran yanis in the processol fredng the lizardman tribes fro m slavery. He is getting tremendous support from Phoebus (see "5-4) a nd his cohorts. Kanyart no longer adventu ~.
156. Private Residence
162. For Sale
PROPRIETOR: Howland Gridley, Sleill 0 Human (werewolf) Howland chisdsa lombslon~, Ih~n transports it 10 Ih~ burial s il~. During a full moon , Howland prowls th~ Str~15 in his w~r~wolf form . Howland mak~ from 2 gp 1015 gp per 10mbSlon~.
152. Antique Shop PROPIllETOR: Inram Hurd, Sleill 0 Ell Ingram has been collecting and selling antiqu~s forov~r two hundred y~ars. On an av~rage business w~k. Ingram mak~s fro m 10 gp to!O gpo
153. Private Residence PROPRIETOR: 110 BUnt%, ShU 0 Dwarl 110 ri ngs th~ bell in Ih~ tower ("'I.5S)every hour on the hour. He gelS room and board in return for performing this task.
154. Teleporter from #54. 155. Bell Tower
PROPRIETOR: Judge Archibald Hoodly, S hll 0 Human ' Judg~ Archibald has over 25,000 gp banked. Th ~ Judge is a lmost deaf; th~ ringing of th~ town bell rarely bothers him.
157. Brotherhood o[ the Tusk
Owned by Judge Archibald Hoadly (~ "'156). Asking price is 16,000 gp.
161. Private Residence PROPRIETOR: Ran),art, Amba.U4dor-at-iarge Sleilia /a/7 ClericlFighter/ Magic-user Race: Half·df Religion / Deity: Gr~k/Apol l o STR: 18/ 45 (+ 1, +! ), INT: 16, INS: 17
344. Net Maker PROPRIETOR: Ihrnt Eivant, Sleill 0 Sea Elf Bernt makes nelS which range in price from 2 gp to 60 gp. He is good fri ends with Aron ( #I'4!S). Bernt livesat *!S4!Swith Aron.
345, Private Residence PROPRIETOR: Uri uk o f Dasa (see *16).
346. Sail Maker PROPRIETOR:
347. Private Residence
339. Private Residence
PROPRIETOR: Rick Blaine (see *5-48).
PROPIllETOR:
340. Interpreter
160. For Sale
PROPRIETOR: Aron Hookham, Skill 0 Sca Ell Aron repairs all types of nets. Aton charges 5 sp per hour's work. During a business w~k, Aron mak~ from 4 gp to 15 gpo ATon and Bernt ( "544) share living quarters in a room behind ATon 's shop.
OLDTOWN
Brothn Wull, Sleill 0 Human (wereboor) Broth~r Wulf is th~ l ead~r of seven other Broth~rs of the Tusk. All members are wereboars who l ~ave the city to hunt when th~r~ is a fu ll moon; this is their pilgrimage. This group is in all iance with the Violet Spid~r (~ 11\64 ).
}. "}.}." }urgisin., Skill 0 Gnome (see *60).
343. Net Repairer
Owned by Judge Archibald Hoadly (~ *156). Asking price is 15,000 gp because it is in an expensive area of Briarwood.
Evan H ildri€. Sleill 0 Ice Ell (see "5-40).
159. Private Residence
liv~a t ~ .
Lyndon Upton, Skill 0 Human Lyndon and his famil y make one sail every w~k. Their time (collectively) is worth I gp per hour. Lyndon and his famil y live at *30!S.
PRO PRIETOR:
PROPRIETOR:
Achim is a mediocre landscaper, but he only charg~ 10 sp per hour for his work. OUTing a business w~k, Achim makes fro m 7 gp to 15 gp. Achim and his famil y
PROPRIETOR: Evan Hildri€, Skill 0 Ice Ell Evan speaks the following languages: elven, dwarven, g nome, storm g iant , com mon , Nile, Masonese, lizardman, centaur, and ogre magi. He works for! gp an hour. Evan liv~ al *!59.
341. Wood Carver (Figure Head Maker) PROPIllETOR: Ha tcher £)'011, Sleill 0 Huma n Hatcher carv~ figureheads for ships. He charges!O gp per figurehead; he can complete a figurehead in 3 w~ks.
342. Gardening and Landscaptng PROPIllETOR: Achim Gutum, Skill 0 H uman
348. The Gnarly Naga Tavern PROPRIETOR: Rich BlailU!. Slei1l6 Fighler Race: Ha lf-ore STR : 16 (0. +1). tNT: 8, INS: iO STA: U , DEX: 14, APL: 12 HTK: M, AC: iO MV: 9", AL: L Neutral AT: I , DM: by weapon type THA CO: 16 HT: 6'(Y', WT: 195 Ibs. Weapon Proficicgcics: long sword, dagger, Ihrowing dagger, spear, mace, uident Armor: None Weapons: +1 mace, throwing daggers (4), spear Magic Items: Ring o f Silence (acts as the thief ability Move Silently: \00$) S pecials: None Rick runs a seedy establishment known fo r its fighl5 and contests of bravery. On an average business day, he mak~ from I gp to 4 gp. Rick liv~ at *547.
39
SECTION Q
(G-3, 4, 5, 6; H-3, 4, 5, 6; [-3, 4, 5, 6; J-5,
6),==================
179
179
166
1:)
+
168
73
_1 74
==;) 172
n
I"
""!"' ~
180
163. Ice Cream Parlo r PROPRIETOR: Garth EfTon, Slr.ill 0 Shirtling Garth keeps his ice cream cold with a Wand of Frost. His ice cream COSts 15 spper scoop, but it's wort h itl Garth makes 5 gp to 10 gp per business day. Garth lives upstairs from h is parlor.
164. Cozy Corner Tavern PROPRIETOR: Yorlr. Rom~, Slr.ill 0 Hv.man Cozy Corner Tavern serves o nly the best wine and ale. Drink p rices range from I gp to 5 gpo O n an average business day, York makes from IOgp t030gp. He livesat #224.
165. Private Residence PROPRIET OR: Fkkh, Shll 0 H uman (see #23).
166. Janvel 's General Store PRO PRIETOR: KtufJar Ja nvt!l, Slr.ill 0 H uman Kaspar's prices are half aga in as much as prices listed in the standard rule book. O n an average business day, Kaspar makes from 5 gp to 15 gpo
167. Alcon 's Book Store PROPRIET OR: A lcan Hamlin, Shll 0 H uman Alcan's Book Store carries about 200 books dealing ,w ith a variety of subjects. Books range in price from 5 gp to 150 gpo On an average business day, Alcan makes from 10 gp to 50 gpo He lives at #170.
168. Candles and Lamps PROPRIETOR: EIMn Rak, Skill 0 Elf
Farrohe at 20', 25% Magic Resistance, Breath Weapon 20 10 Heat Cloud (x2 dai ly»), Infravision: 90' Farrohe is a fine adventurer. He g ives 10% of h is take to the church of Osiris.
170. Private Res.idence PRO PRIET OR: A lcan H amlin, Shill 0 Human (see #167).
171. Fellischa 's Fresh Flowers PROPRIETOR: Fellischa YaM , Shill 0 Human Fell ischa goes outside of Briarwood's wa lls every morni ng and p icks fres h fl owers to sell. She makes about 12 gp daily. Fellischa lives at #37.
172. l ara's Taxi Service PRO PRIETO R: Lira Pasca, Skill 0 Dwarf lara has twenty rickshas and twenty ru nners which p rovide trasportation within Briarwood. There is a base cost of I gp per passenger (max. 2), plus 2gps per block travelled. lara makes from 30 gp to 50 gp per average business day. She lives at #173.
173_Private Residence PROPRIETOR: Lira Pa.Jca, Slr.ill 0 Human (see #172).
174. Crystal Dragon Restaurant PROPRIETOR: Celestine T essa, Shll 0 H uman Celestine runs an elegant, forma l restaurant. An average meal here costs 7 gpo On an average business day, Celesti ne makes (rom 20 gp to 70 gpo
175. King's Best Tobacco Shop
Eldon sells fa ncy candles, lamps, and lanterns. Prices are twice those in the standard rule book. On an average business day, Eldon makes from 5 gp to 20 gpo
PROPRIETOR: William Leas, ShIt 0 Human William sells imported tobacco. On an average business day. he makes from iO gp to 30 gpo
169. Private Residence
176. Beck's Bakery
PROPRIETOR: FaTTohe, SIr.il/8/ 9 Fighter / Magic-user Race: Wood Elf Religion/ Deily: Egyptian/ Osiris STR: 18/ 54 (+2, +3),IN T : 17, INS: 10 STA: 15 (+1), DEX: 17 (+2, -3), APL: 14 HTK: 50, AC: 0 MV: 12", AL: L. Good AT: 3/ 2, DM: by weapon type T H ACO: 14 H T: 5'8", WT: 14!11bs. Weapon Proficiencies: long sword, staff, dagger, throwing dagger, short sword, long bow Armor: plate mail (fits tightl y against body) Wt'apons: +1 fl aming sword, staff, dagger Magic Items: Wand of Fireballs, Ring of Feather Fall, Potion of Invisibility Sp,lls: 4/ 3/ 3/ 2/ 1 Specials: Psuedo-dragon (Stargazer): [HTK: I I, Empathy, Telepathy with
P ROPRIETOR: Bedc Blackwood, Slr.ill 0 Shireling Beck specia lizes in superb tarts, pies,and finger cakes. His prices are twice normal retail. He makes from 5 gp to 20 gp daily.
177. Old Bathhouse P ROPRIETOR: City -State This area was the local bathhouse un til a 350-gallon bath collapsed through the floor. The resulting hole in the ground revealed a d ungeon inhabited by horrific monsters. A party of ten high-skill paladi ns went into the dungeon and never returned. O nl y adventurers with the Overlord's permission can go in this d ungeon.
178. For Sale PROPRIETOR; Geoffrey Faraday, Shill 0 Half-arc Asking price is 20,000 gp (the p roperty is worth 52,000 gp). Geoffrey has been trying to sell this since the Old Bath house Dungeon was discovered. He now lives at #35 1.
179. Temple of the Druid PROPRIETOR: Woodland " Woody" Sy lva, Slr.illl2 Druid Raa: Hu man STR: 16 (0, +1),INT: 15, INS: 18 STA: I I, DEX: /3, APL: 15 H TK: 77, AC: 6 MV: 9", AL: Neutral AT: I, DM: by weapon type T H ACO:14 HT: 5'5", WT: 133 lbs. Weapon Proficiencies: sc imitar , lucern hammer, spear, sling Armor: +1 leather armor and shield Weapons: +2 scimitar, lucern hammer, spear, sling Magic l lems: Ri ngof Invisibil ity, Net of Snaring Specials: Ide ntify p lant type, identify ani mal type, identify pure water, pass through overgrown areas wiUlOut leaving a trace and at normal movement rate, Polymorph self 3 times daily into reptile, bird, or mammal, +2 on Saves VS. Fire and Lightn ing Speils: 6/ 5/ 5/ 3/ 2/ 2 Woody is in charge of the Temple of the Druid. He has over twelve followers who live in the surrounding area. Woody maintains the temple grounds and is the keeper of the park. He often assumes the shape of a black squirrel when he patrols there.
180. Veterinarian PROPRIETOR: Godf rey Childers, Slr.ilI 0 Human Godfrey is an excellent veterinarian who tru ly cares about the wel l-being of animals. Sometimes he obtains the help and advice of Woody Sylva (see #179). Godfrey livesat #207.
391 . Blacksmith/ Armorer PROPRIETOR: Big J ohn Coo ley, Shill 0 H uman Big J ohn makes every type of armor except plate mail. He is skilled in all aspttts of smi thying (i.e., making and repairi ng armor and lpOis, making horse shoes, etc.). Big J oh nfis extremely strong (STR: 19), and he is very personable. His p rices are as per the standard ru le book. On an average business day, Big John makes from 2 gp to 5 gpo He lives with his wife and eight kids at #277.
392. Copper Cat Ta vern PROPRIETOR: Amlin Holbrook, Slr.ill 0 H uman (Were-tiger) Armin runs a qu iet, semi-respectable drinking establishment. He is a good friend of Smi ladon's (see #3). Armin sometimes changes into his were-tiger fonn to break up fights. O n an average business day, Armin makes from 3 gp to 6 gpo Armin lives at #278 with his wife and mother-in-law.
41
•
SECTION R
;;,,=====================
(J-l , 2; K-l , 2; L-2:l" )
42
349. Gas for Less Cafe PROPRIETOR: Tom Ain, Skill 0 Human Tom runs this substandard cafe. He makes from 1 sp to I gp o n an average business day. Tom lives a l #311J.
350. Hooks-n-Harpoons PROPRIETOR: Helm Grinling, Sleill 0 Human Helm makes hooks in all shapes and sizes (prices range from 2 sp to 5 gp). H e also makes high-quality harpoons (prices for these range from 1 gp to 10 gp). During an average business week, Helm makes from 5 g p to 15 g p o
351. Private Residence PROPRIETOR: Geoffrey Farada)!, Shill 0 Half-orc (see #178 ).
352. Interpreter PROPRIETOR:
Throek Tungstun, Skill 0 High Ell Throck knows the following languages:
eivish, gnome, shireling, goblin, hobgoblin, orcish, gnolJ, common (Calandian ), pixie, dolphin, nymph, sahuagin, and triton. Throck frequently goes out to sea for "Overlord" business. Throck makes 5 gp per hour.
362. Dock Guard Barracks! Black Lotus Gate Black Lotus Gate is patrolled by the O verlord's Guards, the Black Lotus. The Black Lotus consists o( 500 guards (250 at Black Lotus Gate and on patrol, 230 at the Briarwood Caslie (see Briarwood Castle), and 20 in the Watch Tower (see #418). Black Lotus Gate Guards are as follows: (2'0) Black Lotw Guards, SkillJ Fighters Race: Human STR: 12-17, IN T : 7-14, INS: 7-14, S TA : 9-18, DEX: 7- 17, APL: 7-17 HTK: 15-30, AC: 4 MV: 9", AL: L. Neu tral - C. Neutral AT: I, DM: by weapon type THACO : 18 Weapon Pro/itiencies: long sword, halberd, short sword, crossbow, dagger Armor: chain mail and round shield Weapons: long sword, halberd, crossbow, dagger SPecials: They will never leave their POSts. Morale is at +2. (2JO) Black Lotus Guards, SltillS Fighters
R ace: Human STR: 12· 17, [NT: 7-H , INS: 7-14 , S TA :9-18, DEX: 7-17, APL: 7-17 HTK: 20-50, AC: 4 MV: 9", AL: L. Neutral - C. Neutral
AT: I , DM: by weapon type THACO: 16 Weapoll Pro/itiencies: long sword, halberd, short sword, crossbow, dagger Armor: chain mail and round shield Weapons: long sword, halberd, crossbow, dagger S pecials: T hey will never abandon their posts. Morale is at +3. (10) Black Lotw Sergeants, Slti1l6 Fighters
Race: Human S TR: 12-17, IN T : 7-1 4, INS: 7-14 STA: 9- 18, DEX: 7-17, APL: 7-17 HTK: 24-60, AC: 4 MV: 9", AL: L. Neu tral - C. Neutral AT: I , DM: by weapon type THACO: 16 Weapon Pro/iciencies: lo ng sword, halberd, short sword, crossbow, spear, dagger Armor: chain mail and round shield Weapons: long sword, hal berd, crossbow, dagger Specials: They will never abandon thei.r POSts. Morale is at +4. (j) Black Lotw Lieuternmts, Sit ill 8 Fighters
Race: Human STR: 12-17, IN T : 7-14, INS: 7-14 S TA : 9-18, DEX: 7·17, APL: 7-17 HTK: 32-80, AC: 4 MV: 9", AL: L. Neutral - C. Neutral AT: 312, DM: by weapon type THA CO:14 Weapon Pro/iciencies: lo ng sword, halberd, short sword, crossbow, spear, dagger Armor: cha.in mail and round shield WeapONS: long sword, hal berd, crossbow, dagger Specials: They will never abandon their posts. Morale is at +4. (4) Black Lotus Captains, SltilllO Fighters
Race: Human STR: 12-17, IN T : 7· 14, INS: 7-14 STA: 9-18, DEX: 7-17, APL: 7-17 HTK: 100,92,90,87, AC: 4 MV: 9", AL: L. Neutral - C. Neutral AT: I, DM: by weapon type THACO : 12 Weapon Pro/iciellcies: long swo rd, halberd, bastard sword, short sword, crossbow, spear, dagger Armor: chain mail and round shield Weapons: long sword, hal berd, crossbow, dagger S pecials: They wi ll never aba ndon their posts. Morale is at +4. Gnleral Trem Hjalma r, Shll JJ Fighter Race: Half-elf, Half-drow R eligion / Deity: Gre1:!k/ Ares S TR : 18/ 0S (+2, +3), IN T : 15, INS: 15 S TII: 16(+2), DEX : 18(+3, -4), IIPL: 10 HTK: 85, AC: -2 MV: 12", AL: L. Neutral
AT: 2, DM: by weapon type THACO:8 HT: 7'1", WT: 233 lbs. Weapoll Pro/iciencies: military pick, long sword, short sword, short bow, dagger, throwing dagger, blow gun, two-handed sword Armor: plate mail and buckler Weapons: +2 military pick. + I long bow, daggers (x3), two·handed sword, blow gun (8 poison needles) Magic Items: Potion of Growth, Ring o f Water Walking, Boots of Levita· tion , Oil of Etherealness, Potion of Heal (trea t as a Heal spell)
Trem is held in high esteem by his men . UnbeknownsttotheOverlord, Trem works closel y with the Violet Spider (see 1F64), who pays Trem a stipend of 100 gp per momh to spy for them. He lives at #368.
363. Barent's Boat Repairs, Storag~; and Rental PROPRIETOR: Barml Hildebratuk, Sltill 0 Human Barem is an e,..cellem $ailor, a competent navigator, and a great storyteller. He makes fro m 2 gp to 15 gp daily for boat storage and boat repairs. Barent has twelve hired hands who repair and store boats; they earn I sp per day. Barent, his wife Doris, and their six-year. old daug hter, Stephany, live at 1F364.
364. Private Residence PROPRIETOR: Barem Hildebrande and family (see #%3).
365. For Sale Owned by Barem Hildebrande (see 1F363). Asking p rice is 20,000 gpo
366. Old·Salt Inn PROPRIETOR: Salty Longman, ShU 0 Human The Old-Salt Inn has forty-five rooms, all o f which are occupied. Rooms rent for 3 sp per da y or 20 sp per week. Salty makes over 45 gp weekly. H owever, his upkeep expenses for the inn are high. Salty lives in a room behind the fro ~t desk.
367. Oil Maker PROPRIETOR: Slick Simon, Sit ill 0 Human Slick makes oils of different viscosities, scems, and types. Oil s ra nge in price from 10 sp to 3 gp per flask. Slick makes 15 gallons of assorted o ils per week. He usually sells ten o f the fifteen gallons each week. Slick and hi s fami ly live atlf366.
368. Private Residence PROPRIETOR: Trem Rjalmar (see #362).
43
SECTION S
(1-3; J-3, 4; K-3, 4; L-3) ========================
353. Crippled Ixitxac)1itl Tavern PROPRIETOR: Darby O 'CannoR, Skill 0 Human This tavern's clientele consists mainly of sailors, pirates, iizardmen, and dock work, ers. Darby makes from 3 gp to 12 gp per business day, Activities ra nge from dagger- th rowing to arm-wrestling (the latter is do ne with a scorpion lied to each side of the table). Da rby a nd his fam ily (wife Katie. 4 sons, and 2 daughte rs) li ve a t 1f!S54 and #355).
354/ 355. Private Residence PROPRIETOR: Darby and KatieO'Cannon and fami ly (see #353).
356. The Harbor Street Watch Tower PROPRIETOR: " Hawkeye" Ramtn:e, Skill 0 Gray Elf H awkeye is paid by the City-State to watch Briarwood 's nonhern border. He gets free room and board plus 7 gp per week. H awkeye, his wife Ameth yst, and their two SOilS live on the first and second floors of the Watch Tower.
357. General Store PROPRIETOR: One-eyedJaclc StOrmeT, Skill 0 H uman Jack's genera~ store carries everything a sailor or his fa m ily needs. (Prices as per standard rule book.) Jack makes from 2 gp to 5 gp per business day. He lives at #358.
360. For Sale Owned by Darby O'Cannon (see 11353). Asking p rice is 7,000 gpo
361. Private Building Owned by Baron Amsi l Tarrock (see #359). This building is boarded up.
369. Telecommunications Oflice PROPRIETOR: Lawrence " Tht! Ear" Silver, Skill) Magic·user Race: High Elf STR: 8, INT: 15, INS: 10 STA: 14, DEX: II,A PL: 12 HTK: 9, AC: 10 MV: 9", AL: L Neutra l AT: I, DM: by weapon type THACO:20 H T: 5'9", WT: 138 lbs. Weapon Proficiencies: dagger Armor: None Weapons: Daggers (x2) Magic Iterm: Crystal Ball with Clairaudience, Dust of Disappearance, Oil of Etherealness SPecials: Infravision : 90' Spells: 2/ 1 Lawrence lilies at #380.
PROPRIETOR: Kask, Skill 0 H uman (see #3 1).
377, Private Residence PROPRIETOR: M yrrha, Skill 0 Human (see #58).
378. Private Residence PROPRIETOR: Provida, Skill 0 Shireling (see #39).
379. Private Residence PROPRIETOR: John Bigdoe, Skill 0 H uman (see #43),
380. Private Residence PROPRIETOR: Lawrence "The Ear" Silver (see #369).
381. For Sale Owned by the City-State, Asking price is 6,000 gpo
382. Private Residence PROPRIETOR: Farley Crumm, Shill 0 H alf-ore (see 1126).
383. Private Residence
PROPRIETOR: Lawrence " The Ear" SilvtT (see #369).
384. Private Residence
PROPRIETOR: One-eyed Jack Stormer (see 11357).
371. Ethel's Boarding House
Baron Amsil Tarrock's lair is located undergrou nd; it is th ree levels deep. H e "feeds" once every two nights, T he Baron will never look for lIictims in the same area of Briarwood two times consecutively,
376. Private Residence
PROPRIETOR: Mable, Skill 0 Shireling (see #22).
358. Private Residence
PROPRIETOR: Baron Amsil Tarroc/c, Skill 26 Fighler Race: H umanl Vam pire STR: 18/76(+2, +-4), INT: 16, INS: 15 STA: U, DEX: 12, APL: II H TK: 116, AC: I MV: 12"/ 18", AL: C. Evil AT: I , DM: 106+4 THACO: 4 HT: 6'2", WT: 162 Weapon Proficierrcies: dub, crossbow, dagger, halberd , lucern hammer, morni ng star , long sword, short sword, two-handed sword, bastard sword Spuials: d rai ns 2 life-energy skill levels when lIictim is hit; Regenerates 3 HTK per round; Only affected by magical weapons; Can turn into a gaseous form ; Imm u ne to Sleep, Charm, and Hold Spells.; Takes Ii damage fro m co ld and electrica l attacks
PROPRIETOR: Kale, Skill 0 H uman (see 1124).
370. Telecommunications Tower
This is where the Crystal Ball is located. No one other than Lawrence is allowed in to the Tower.
359. Vampire's Crypt
375. Private Residence
PROPRIETOR: Ethel Koehler, Skill 0 H uman Ethel's Boarding H ous~ has 28 rooms, a dining room, a small kitchen, and a front desk/lounge area. Room rates ra nge from I sp to 3 sp per night. On an average business day, Ethel mak~s from I gp to 10 gpo
372. Kelly's the Cook PROPRIETOR: Kelly Cook, Skill 0 H uman Kell y serves gourmet meals frugally. During an average business day, Kell y makes from I gp to 10 gpoShe lilies at #276 with her husband, Professor T.R. Cook (see #322), their twO cats, three chameleons, and four fish.
373. For Sale Owned by Salty Longman (see #366). Asking price is 8,000 gpo
374. Bakery PROPRIETOR: Jim and Wilma Gonnon, Skill 0 Humans Jim and Wilma run a successful business; they make from I gp to 3 gp per business day. The Gormans live in a roo m at Ethel's Boarding House (see #37 1).
PROPRIETOR: Roark, Skill 0 Dwarf (see #25),
38!T.--'Femple-oPl'yt PROPRIE-TOR: Gundle Rammeson, Skill14 Cleric Race: Human Religion / DeilY: NorselTyr STR : 16 (0, +1), INT: 12, INS: 18 STA: 15 (+1), DEX: 9, APL: 13 HTK: 64, AC: 2 MV: 9", AL: L Good AT: I, DM: by weapon type THACO: 12 HT: 5'7", WT: 145 lbs. Weapon Proficiencies: footman's mace, footman's flail , lucero hammer, ~ staff, sling Armor: +\ plate mail Weapons: +3 footman'sflail, +llucern hammer, sling Magic lIems: Potions: Heroism, Extra· H eal ing, Healing(x3), G iantStrength (x2). Rod of Resurrection, Manual of C lay Golems, 2 parts of the Rod of Seven Pans Spells: 8/ 81716/ 3/ 2 Specials: 54%chance of contacting Tyr Gundle is devoted solely to T yr. Gundle used to advent ure, but he has reti red to work for Tyr full-time.
386. For Sale Owned by the Temple of Ra (see #387). Ask ing price is 13,000 gpo
45
SECTION T 0-4; K-4)
========================
;
387. Temple of Ra PROPRIETOR: Swain Obed, SlIjll /9 Cleric Rau: Half-el f R eligion / Deity: Egy ptian/ Ra S TR : 18 (t I. .2). INT: Ii. INS: 18 STA : 14, DEX: 15 (0, -I), APL: 17 HTK: 81, AC:·[ MV: cr. AL: N. Good AT: I , DAf.-by w~ap()n t y~ THA CO: 9 HT: 6'7", WT: 193 Ibs. Wea pon Pro/jcitwcies: lu cer n hammer, hammer. throwing hammer. footman's nail , starr, footman 's mace Armor: +1 p late mail and +1 shield
Weapo,lS: +2 hammer, H stan , mace Magic Items: Poti o ns: Lo ngev ity, Slone Giant Control, Oil o f Etherealness, Scroll o f 7 Clerical Spells. Candle of hl\'0C31io n , Crysml Ball w ith Telepathy, Phylacte ry o f Faithfulness
SPells: 11 / 11 / 10/ 8/ 6/ 4/ 2
Specials: Has a 60% chance o f sum · moning Ra
Swa in is extremely tall and menacinglooking. However, he is easy-going and hard to anger. Swain will onl y adventure if it is for the good of Ra. When adventuring, Swain donatC'l all that he gains to the. temple.
388. For Sale Owned by the Temple of Tyr (1385). Asking price is LO,OOO gpo
389. Private Residence PROPRlqOR: Kurdis, Silill II Flgh ler Rau: Human R eligion / Deity: Egyptian/ Ra S TR : 15, IN T : 13, INS: 8 S TA : 15 (-1-1 ), DEX: 18 (+3, -4), APL: II flTK: 73. A C: - I MV: 12", AL: C. Good AT: 3/2, DiU: by weaJX)n type TfiA CO: 10 fiT: 5'8". WT: 150 lbs. Wea pon Proficitmcies:batt leaxe, lo ng bow, crossbow, dagger, throwing dagger, spear, light horse lance Arrnor:elvenchain mail and +1 shield Weapons: +2 lo ng bow, +2 battle axe, arrows: 2 at +3, 2 al +2, and 3 at +1 Magic Items: Potion o f Extra- Hea ling, Necklaceof Missiles (Die ro ll o f20(per standard rule book» Specials: None Kurdis isa devo ut wo rshipper of Ra. He loves ad\·emurinK and dona tC'l 50$ o f his treasure to the Temple of Ra . Kurdis received the Nttklace o f Missiles [ro m High Priest Obed in recognition o f his outstand ing religious devotion. Ku rdis is well -mannered. and he is a good fri end to thoSt' in need.
390. Helen's House o( Pleasure PROPRIETOR: Helen Waring, SIcW 0 fla lf·df Helen ·s place houses fo rty ladies o f the evening (A P from 15- 18). These ladies are o f all Character racn. A skill 8 cleric also lives here; she is available for medicinal purposes.
Sistc Meg, Slcill8 Cleric Rau: Human Rdigion / Deity: NorselVidar S TR: 10, IN T : 12. INS: 14 S TA : 12, DEX: 14 , APL: 13 HTK: 46. AC: 4 MV: 9", AL' C Good AT: I , DAt: by we:' pon type THACO: 16 HT:5'4", WT: 1151bs. Weapon Proficien cies: foot m a n ·s mace, footman 's flail , staff, bola Armor: chain mail & shield Weapons: +1 footman 's flail , footman 's mace Magic Items: No ne S pells: 3/ !V3/ 2 SPecials: Non~ Onan average businessday, Helen makes fro m 10 gp to 50 g po Due 10 pressure from relig ious factions and Briarwood 's residents, this is the o nl y hou.sC'of ill-repute in Briarwood.
393. Rope Maker PROPRIETOR: <hasard Young, SIcW 0 Human Balthasard makes rope of standard q ua l. ity. His prien a re as per the standard rule book. Balthasard St'lls about 1500 feet of rope during an average business week. H e lives at #291.
394. Red Owl General Store PROPRIETOR: Elrem Endicott, Slcilt 0 H alf-Elf Efrem and his wife run a very clean, but understocked, Slore. If a requested item is out of s tock, the custo mer wi ll be told that it is back ordered and that it wi ll be in within the week. On an average busi ness day, Ehem makes from 3 gp to 10 gpo Efrem a nd his wife Liana live atli279.
395. Temple of Apollo PROPRIETOR: Father Sol, Sic ill 12 Claic Race: H uman R digion / Deity: Greek/ AJX)l lo S TR: 7, IN T : I I, INS: 18 STA: 5, DEX: 12, APL: 18 HTK: 6, A C: 0 MV: 9", AL: C Good A T : I. DM: by weaJX) n type THA CO: 14
/-IT: 5'9", WT: 185lbs. Weapon Proficie"cies: footm3n's mace. footman ·s flail , staff Armor: +1 chain mail , +3 sh ield Weapo" s: +3 footman 's flail , footman 's maa' Magic Items: +3 arrows (x6) (adamantile) fro m Apollo Specials: H as been blC'lStd by AJX)lIo - inthenex t four melees Father SoI is in , he will ha\'e Storm Giant STR. FatherSolspendsa l1 o( his time worki ng for the good of Apollo. Therefore, he will o nl y adventure if it will help Apollo. He wil l not a llow his underlings toadventure. Father Sol has len clerical aides of skill levels 5 to 10. (2) Slcill , Clerics Ract:: Human HTK: 36/ 33, AC: 6 MV: 9", AL: C. Neutral AT: I , DIU: by weaJX)n type THACO: 18 Weapon Proficiencies: starr, club , footman 's flail Armor: scale mail Weapons: staff Spells: 3/ 311 S pecials: None (') Slcill6 Clerics R ace: Human HTK: 12-48, AC: 6 MV: 9", AL' C Neutral AT: 1, DM: by weapon type THACO: 18 lVeapon Proficien cit'$: staff. clu b, footman's nail Armor: scale mail Weapons: staff S pells: 31-'/2 Specials: None (2) Slcill8 Clerics
Race: Human HTK : 16-64, AC: 6 MV: 9", AL: C Neutral AT: I , DM: by weaJX)n Iype THACO: 16 Weapon Proficiwcies: sta ff, club, footman's flail . bola Armor: scale mail Weapons: staff 4 Spel ls: 3/ 3/ 3/2 Specials: None (I) SIcW 10 Clerics RlJCe: Human HTK: 20·80, AC: 6 At V: 9", AL: C. Neutral AT: I , DAt: by weapon type THA CO: 14 Weapon Proficiencies: slaff, club, footman's flail , bola Armor: sca le mail Weapons: club, bola Spells: 4/ 4/ 3/ 3/2 Specials: None
47
SECTION U (1-5; J -5, 6; K-4, 5, 6)
=========~==============
396. \ValtzingTurtle Restaurant PROPRJETOR: Amit)' Turtk, S kill 0 Shireling Amity runs a " greasy spoon " with reasonably priced food. She has five IXOple working for her. O n an average business day, Amity makes from ~ gp to 7 gpo Amity lives at #292.
397. Clothes and Shoes PROPRIETOR: Aldrich Halvo,.d, Skill 0 H uman Aldrich sells quality dothes a nd shoes at standard rule book prices. Aldrich runs his store with his wife. Annora. On an average business day. Alrich and Annora make from 2 gp to 7 gpo The Halvords live at #280.
398. Weapon Bazaar PROPRIETOR: Warlord, Shill 11 Fighter Race: Half-elf Religion / Deit)': Roman/ Mars STR: 18/ 22 (+1. +3), INT: U . INS: U S TA : 17 (+3), DEX: II , APL: 12 HTK: 106, AC: I MV: 9", AL: L Neutral AT: 3/ 2, DM: by weapon type T HA CO: 12 HT; 5'9", WT: 187 Ibs. Weapon Proficiencies: bastard sword, long sword, 'dagger, long bow, spear. lance, throwing dagger Armor: chain mail and +~ shield Wt'apons: +2 bastard sword, long bow, dagger, spear Magic Items: Wings of Flying (Feathery), Horn of Valhalla (Bronte), Ring of Feather Fall, Potion of Sweet Water Spt'ciai.s: Infravision 50' Warlord buys, sells, and trades for all types of weapons. He pays as liule as pou ible for the weapons, and he sells them for the prices in the standard rule book. Warlord and his eleven men TUn a sma ll business (a protection racket) o n the side. They make from 15 gptoSOgpperbusiness week here, and well over 100 gp per week running their protection racket. Warlord and his men change living quarters weekly.
399. O'Keenan's Stables PROPRJETOR: Shane O'KU"tI(Jn, Shill 0 H uman Shane rents and sells horses at regular prices (see standard rule book). Shane is known for his high-quality stffils; he therefore provides the horses for the School of Riding (#337). During an average business week, Shane ren ts/sells 10 gp to 15 gp worth of ho rses. Shane Jives at #281.
400. T emple o( Viler
403. Leather Goods/ Tanner
PROPRJETOR: UhleT StiUman, S1r.i1l 9/ 9 Cleric/ Fighter Race: Half-elf Religion / Deity: Norse/ UJler S TR : 17 (+ 1, +1),IN T : 13, INS: 18 STA ; 1'1, D£,X: 12, API..: 16 HTK: 48, AC: I MV: 12", AL: C. Neutral AT: ~ /2 . DM: by weapon type THACO : 12 HT: 6' 1", WT: 16~ Ibs. Weapon Proficiencies; long sword, long bow, blow gun. staff, dagger, throwing dagger , throwing long sword Armor: +1 banded mail and + I shield Weapon.s: +1 long bow, +2 dagger, long sword, blow gun Magic It ems: Wand of Magic Missiles ( ~~ charges), C loak of the Elvenkind, Boots of the Elvenkind, loun SlOne (clear) Spells: Clerical: 6/ 6/ 4/ 3/ 1 Specials: 4O'J. chance of summoning Uller. Uhler has men working for him as aides. Uhler will adventure whenever he feel s the urge. or whenever the T emple is sho rt on funds. Uhler and his aides live in the back of the T emple.
PROPRIETOR: Blaine Ere:" Skill 0 Human Blaine and his twObrothers, Godfrey and Harbaugh, run this establishment. They make high.quality leather goods for rea· sonab le prices (the same as in the standard rule book). Duringa business week. Blaine and his brothers make from 5 gp to 20 gpo Blaine and his brothers live upstairs from the back of their shop.
404. Running Dog Taxi Service PROPRJTEOR: Caret Zolto", Skill 0 Elf Garet's servic 10 four-person carts with six dogs ana one dri\'er per carl. Rides cost 10 sp per person plus 5 sp per two blocks travelled. Garet makes from 25 to 100 gp duri ng an average business week. Gal"ellives at #282.
405-Old-bog-Inn PROPR:fE'I'6R.: Nali: "Gnarl)''' Fruman, Sk ill 0 Human The O ld Log Inn has over SO rooms and a small din ing room. This high-class inn costs ~ gp per night. On an average business day, Gnarl y makes fro m 40 gp to 75 gpo
406. Sadler's Storage 401. Fire Department PROPRIETOR: Roderick "Smolley" & haefer, Skill 0 Human Smokey is thecaptain of the Fire Depart. ment; he has ten o ther firemen wo rking for him. The department has a team of six horses and a fire wago n, which are located in the garage (connected to the station o n the left side). The Watch T o wer (located to the left of the station directly behind the garage) serves twO pu rposes: as a fire watch tower and as a watch tower. All firemen are furnished with room, board, and 5 sp per week by the Ci ty-State.
402. Dentist PROPRIETOR: Shadr(Kh Pi~, Skill 0 G nome Shadrach is a fair dentist who likes to g ive his patients a little pain for their money. Shadrach charges 2 sp per tooth worked 011 . On an average business da y, Shadrach makes from 5 sp to 15 gpo Shadrach 's business is a fro m for a gambling establishment located behind Shadrach 's office. The gamb ling house makes 20 gp to 50 gp per week. The O verlord 's Guards are paid to lea\'e the gambling establishment alone. Shadrach lives at II'.5!.
PROPRIETOR: Boyd Sadler, Shit 0 H uman Boyd charges 5 gp per month 's storage, During an average business mo nth, Boyd makes 200 gpo Boyd lives at #283 with his wife and fh'e children.
407. For Sale Owned by the City-State. Asking price is 50,000 gpo
412. Happy Horny Toad Tavern and Inn PROPRIETOR: Emo Starling, Shll 0 H uman The Happy Horny Toad Tavern and Inn consists of a 40' bar, a large dining room, and over SO rooms. Eacb room costs 10 sp per nig ht. Emo has a sta'Tf of 20 employees. On an average business da y, [mo makes from 15 gp 10 ~o gpo
413. Acme Warehouse PROPRIETOR: Cit)l-State The City-State charges 5 sp per month for a ten ·foot storage space. The Cily-Stale makes an average of 15 gp per month from the Wareho use.
414. For Sale Owned by the City-State. Asking pritt is 75,000 gpo
49
SECTIONV
(G-6, 7; H-6, 7; 1-6, 7; J-6))== = = = = = = = = = = = = = = = = = = = = = =
181. T eleporter from #54. 182. T ea and Collee Store PROPRIET OR: Craig Torley, Skill 0 Human Craig imports lea and coffee from hu ndreds of miles away; his slock consists of over a hundred different varieties. On an average business day, Craig makes from 5 gp to 17 gpo He lives at 1/:185.
183. Park Tavern PRO PRIETOR: Sltip Ashton, ShU 0 Human Park Tavern is a clean and respectable p lace. Prices here are low for the size of the drin ks. Skip makes from 10 sp 10 j gpon a n average business day. He lives al lt209.
184. Money Changer PROPRIET OR: A rt Scu lly, ShU 0 Dwarf Art makes a profit of 5% per transactio n. O n an average business day, Art makes from j gp to 7 gpo He lives at 1t210.
185. Private Residence PRO PRIETOR: Craig Torley, Skill 0 Human, (see 1t 182).
186. Druid Hall PROPRIET OR: Woodland " Woody" Sylva, SleiU 12 Druid Race: Humi'n STR : 16 (0, +1),lNT: 15, INS: 18 STA: II , DEX: Ij, A PL: 15 HTK: 77, AC: 6 MV: 9", AL: Neutral AT: I , DM: by weapon Iype T H AGO: 14 HT: 5'5", WT: Ijj Ibs. W eapon Pro/iciencies: sc imitar, lucern hammer, spear, sling Armor: +1 leather armor and shield Weapons:+2scimitar, lucern hammer, spear, sling Magic Items: Ri ngof Invisibility, Nel of Snaring SPecials: Identify of plant type; iden- · tify of animal type; identify pure water; pass through overgrown areas without leaving a trace and al normal movemem rate; polymorph self 3 times daily in to reptile, bird, or mammal; +2 on Saves vs. Fire and Lightning Spells:6/ 5/ 5/ j / 2l21 This is Woody's main office (see 1t179).
187, Buster's Lounge and Dance Hall PROPRIETOR: Buster Clinluter, Sleill 0 Human
Buster ru ns a booming business. The reason for his success is tha t he owns the only dance ha ll in Briarwood. Buster's drink prices are high, but the cliemele is a mixture of all social classes. On an average business day, Buster makes from 50 gp to 75 gpo He Jives at 1t21l
188. Locks PROPRIETOR: Slim Wh itom, ShU 0 H uman Slim makes h igh -q uality locks (STR: 19 or higher needed to break; -20% o n O pen Locks roll). He charges from 5 toW gp per lock. During an aver.age business week, Slim makes from 15 gp to jS gpo
189. Spices and Herbs PROPRIETOR: Graham Fit%J"O'j. Sleill 0 H uman Graham sells imported spices and herbs. His p rices are high, but his stock is of the highest q uality. Graham makes from 2 gp to 15 gp per week. Graham lives with his wife, G ilda (1t 190) behind their shops.
190. Spices and Herbs
408. For Sale Owned by the City-State. Asking price is 40,000 gpo
409. Bounty Hunter Bounty Hunter, Skill 18/9 Fighter/ Th ief R ace: Minotaur S TR : 18/ 00 (+S, +6), IN T : IS, INS: 16 S T A: 18 (+4), DEX: 17 (+?, -~), APL: 6 HTK: 14 ~, AG: 2 M V: 12", A L: C. Neutral A T : 2, DM: by weapon type THACO:4 HT: 5'4", WT: 179 1bs. Weapon Pro/icitncies: Long sword, bastard sword, dagger, throwi ng dagger, hammer, throwing hammer, long bow, crossbow, short bow, halberd Armor: H leather armor Weaporn: +3 hammer with return, +2 bastard sword, daggers (x!), long bow Magic Items: Potions of Gaseous Form (xS), Ring of Invisibility, Ring of Warmth, Sago£ Devouring, Amulet of Proof Against DeteCtion and Location, Robe of Eyes S pecials: T hieving Abili ties: PP: 75%, OL: 72%, F/ RT: 60%, MS: 75%, H in S: 61%, H N: jO%, CW: 98%, RL: 45%
PROPRIETOR: Gilda Fit%Toy, Sleill 0 Human Gi lda, Graham's wife, sells locallygrown spices and herbs. Prices are average, and the stock is very high-quality. Gilda makes from I gp to 5 gp per week.
The Bounty Hunter will continue working on a case u ntil the person or item he is looking for is found. He charges 5 gp per day. T he Bou nty Hunter is from the continent o f J axal. He left Jaxal because he was a midget in his land.
191. Barber
410. For Sale
PROPRIETOR: Jim the Barber, Sleill 0 H uman Jim charges ~ sp for a haircut, and 5 sp for a haircut and a shave. On an average business day, Jim makes from 1 gp to j gpo
192. Gift Shop PROPRIETOR: M ichelk Armt, Slcill 0 H uman Michelle sells maps of Briarwood, which are marked with the points of interest She also sells handmade models of the Balor's Eye, Briarwood Castle, and the Wa ter Tower. Paintings of Sriarwood may a lso be purchased here. O n an average business day, Michelle makes from I gp to 8 gpo She lives at 1t212.
193. Cheese and Milk PROPRIETOR: L yk R obers, SIIilI 0 H uman Lyle has his stock brought in daily. O n an average business day, he makes from I gp to 6 gpo L'Jle lives at lt.s8.
Owned by Blaine Frey (1t40!). Asking price is 22,000 gpo
411. Briarwood Bank PROPRIETOR: Ashley Burton, Shll 0 Dwarf Ashley is president of the Briarwood Bank. The bank is guarded by ten skill 6 fi ghters. This establishment gives out loans to those who qualify. Thereare 750 security boxes here; each is available for I gp per mon th. Ashley Burton and his family live at .420. (10) Sltill6 Fighters 4 Race: Human H TK: 12-60, AG: 4 MV: 12", AL: L Good AT: I, DM: by weapon type T H AGO: 16 Weapon Pro/iciencies: halberd, spear, long sword, short sword, dagger Armor: chain mail Weapons: halberd, short sword Specials: None
51
SECTIONW
(G-7, 8; H-7, 8; 1-7, 8; ) -7, 8»=======================
194. Soap Shop PROPRIETO R: Iduna Jfalld4, Skill 0 H uman
Iduna sells soaps of every type. She makes from 15 sp to ~ gp per business day.
195. Private Residence PROPRIETOR: Shodworth and Helma Sfinx,
Shll 0 Humans (set 1i196).
196. Stone S£inx Clothing Store PROPRIETOR: Shadworth and Helma Slime, Skill 0 H umans
throwing dagger, hammer, throwing hammer, whip Armor: None Weapons: +2 daggt:rs (d), hammt:n (x2), whip Magic Items: Ring Polymorph Self (62 charges), Figurine of Wondt:rou s Powt:r (Ebony Fly) Rope of Entanglement Spells: 5/5/5/ 5/ 5/ 4/ 3/3/2 SPecials: Psionia: 24 1 (AtL St.) 340 (De£. SL) B (AtL Modes), PGH (Def. Modes); Additional Psionic Abilities: Levitation, Domination, ESP, Body Equilibrium, Astral Projection , Proba· bility Travel (skill 7 mastery)
Shad worth and Hdma sell clothes of all sizes and [or all races. Clo thes va ry in price from 5 sp to 50 gpo O n a n average business day, the couple makes [rom 5 gp to 30 gpo They live at #196.
Ocmoth is in league with the Violet Spider (5« #64 ). Each time Ocmoth leaves his small stro ngho ld, he polymorphs him· self into a differt:nt human form. Oonoth has four skill 10 fighters guarding this stronghold.
197. Shoes, Boots, etc.
(4) SJr.illlO Fightet's
PROPRIETOR: Charles Bosworth. Sltill 0 H uman Charles sells al l kinds o f footwear (prices
are
35
per standard rule book). On an
average business day, Charles makes from" gp 10 U gpo He lives at 1F213.
203. Used Armor PROPRIETOR: ub Lem., S lrill 0 Human
HTK: 20-100, AC: 4 MlI: 12", AL: L Evil AT: I, DM: by weapon type THACO: 12 Weapon Proficiencies: stal!, shon sword, dagger, throwing dagger, hammer, throwing hammer Armor: chain mail and round shield Weapon s: shon sword , hammer, dagger Specials: None
Zeb sells sligh tly u.sed armor al ~ the original price.
433. Scribe/ Book Maker
204. Water/ Wine Skins
PROPRlF.TOR: IsaJr. Kempler, Skill 0 H uman
PROPRIETOR: Ru mple, Doo, Slei/l 0 Hal/-orc
Rumpley sells inferior skins at 12 sp each. He makes from 12 sp to 36 sp per business day.
205. Teleporter from #54 206. For Rent Owned by Zeb Lem (m3 ). Aski ng price is 200 gp per month.
415. For Sale Owned by the City-State. Asking price is 50,000 gpo
424. For Sale Owned by the City-State. Asking price is
3O,OOOgp.
425. Private Residence PROPRIETOR: Ocmoth, SAi1l6120 Fighter IMagiN,I,snRau: Mind Fla ynReligion l Deity: Pactl Octo STR : I I, lNT: 19, INS: 16 S TA : 15 (-H ), D£X: 19 (+3. -4), APL: 5 HTK: 42, AC: I MV: 12", AL: L Evi l AT: I , DM: by weapon type THA CO: 16 HT: 5'9", WT.- 141 lbs. Weapoll Proficitmcies: staff, dagger,
Isak, his wife, Loua. and their four teen · age children make and copy books. They charge 10 gp for each book made, and from 10 gp to 100 gp for each book copied. lsak and his family make from 40 gp to 60 gp per business week. T hey live upstairs fro m their shop.
434. Tinker PROPRIETOR: Elmer Fay/ing, SAilI 0 H uma11 Elmer fixes just abou t anything. During an average business week, he makes from 5 sp to I gpo Elmer and his fami ly live atit294.
435. Cobbler PROPRIETOR: Riclwrd Penniman, SAW 0 Human
Rickard makes and repairs footwear. Prices vary fro m I sp to 3 gpo Rickard makes from 5 sp to 2 gp per business week. Rickard lives with his mother at ;1295.
436. Tailor PROPRIETOR: Opy the Tai/or, Sleill 0 Human
Opy alters clothes; he charges from I sp to 15 sp per garment. Opy makes from 5 sp to 2 gp per business week. Opy lives with his retired father at #296.
437. Table Maker PROPRI ETOR: Todd Fonnslry, Sltill 0 Wood El/ Todd and his son, Ted make beautiful tables for 5 gp t050 gpoDuring an average business week, Todd and his SOil make from 5 gp)o 20 gpo Todd, Ted, andTodd'swife, Gail.liveat #285.
438. Carpenter PROPRIETOR: len"in Murdoch, SAil/ 0 Hu.ma n Jenkin is a fin ecarpellter who charges 10 sp per hour. However, he does not like to start work before 1:00 P.M. J enkin usuall y works from 20 to 25 hours per week. J enkin, his wife, Vicki, and their U children live at #302.
439. Clerical Aid/ Healing PROPRIETOR: Adi Das, Shlll2 Cleric Race: H uman Religion/ Deity: GreekiNike S TR: 16 (0, +I). INT: 12, INS: 18 S TA : 15 (+ 1), DEX: 12, APL: U HTK: 78, tiC: 4 MV: 9", AL: L . Neutral AT: I , DM: by weapon type THA CO: 14 • HT: 5'7", WT: 137 Ibs. Weapon Proficiencies: staff, hammer, footman 's mace, fl ail. throwing hammer Armor: +1 chain mail Weapons: +2 throwing hammer with ret urn, +1 staff, footman 's mace, footman 's flail Magic Items: Scroll 7 spells (skill 2-9), Ring of Swimming, Staff of Curing, Beaker of Plentiful Potions: (Flying, Poison, Extra-Healing), Qintmem of Healing Spells: 8/7/ 6/ 4/3/2/2 Specials: None S),lvia Das, Sltill 7 Cleric Race: H uman Religion / Deit)': GreekiN ike STR: 15, INT: 10, INS: 17 STA: 9, DEX: 16 (+ 1, -2), APL: 16 HTK: 50, AC: 3 ~ MV: 9", AL' L Neutral AT: I , DM: by weapon type THACO: 16 HT: 5'3", WT: 110 Ibs. Weapon Proficiencies: throwi ng hammer, foolman 's mace, footman's flail Armor: +2 chain mail Weapons: +1 mace, throwing hammer (x2)
Magic Items: None Spells: 5/5/3 Specials: None Adi is a humanitarian who is very devoted to his goddess, Nike. On an average business day, Adi makes [rom 3gp to 12gp. Adi lives at #304 with his wife , Sylvia.
53
SECTIONX
======================
(J-6, 7, 8; K-6, 7, 8; L-6):: )
t -I
T"
-+ 416
54
-I
~
416. For Sale
was summoned here o n two separate occasions. Each time Camazotz was sum. maned, he look a sect member with him . There are 110 known fol lowers of this Temple left in Briarwood.
spiked dub Mag ic Items: None S pecials: Surprised on ly on a I. Leap 10' upwards and SO' ro rward. Inrravisio n; 90' Lieut. Phaetho n is an oULStanding 501dier and fi ghter. He is extremely loyal to Phoebu5 (#5« . 34) and Dougard (~ #222). P haethon is a catling. Catlings are a rau o f feline humano ids. There are o nl y four known cadings in Calandia. No one, includi ng the catlings, know where the catling race is originally from . Phaethon loves adventuring; he frequently advemures with Phoebus and other people he has bdriended o n his ma ny expeditions.
Pincus (~ #422) The Adventurers' Gui Id Store sells adventuringequipmenlto Guild members on ly. Guild members pay the prices in the stall' dard rule book minus IO'K..
418. Watch T ower
422. Adventurers' Guild PROPRIETOR:
426. For Sale
Th is tower is manned by Ihe Black lotus Guards ("562). It a llows lhose in the lower to s«: in all compass directions.
Owned by th~ C il y·S tat~. Asking price is 50,000 gpo
417. Temp le of the Bat Vacant: the T emple has bttn aba ndoned for a month. Its followers weI"C driven o ut by Lord Hawkmin and his brethren (set: Ji428). It is ru mored that the memlxrs of this sect sacriri«d all forms of sentient ~ings. Also, it is ru mo red that the god CamaWtl
419. Private Residence PROPRI ETOR: ~lord the Strut Light Ligh ln, S/ull 0 H uman
Beylord is paid by the City-S t3te to light the str~1 lights. He gels his room and board furnished by Ihe City-State; he al50 receives 2 gp per mOlllh _
420. Priva te Residence PROPRIETOR:
As hley Burton 'and ramil y (~ 1F41 1 ).
42 1. Priva te Residence Proprietor: Lieutenant Pho.ethqn, SAi1l9 Fig hter Race: Catl ing Religion / Deity: Egyptian/ Bast STR: IS/ 50 (+2, +5). IN T : 14, INS: II STA : 14, DEX: 15 (0, -I), APL: S HTK: 74, AC: I M": 15", AL: C. Neutra l AT: 5/ 2 o r 5- , DM: by weapon type or 2-5, 2-5 (rront claws 1-10 (Bite) 2-8, 2-S (rear claws)THACO : 12 HT: 6'6"'. WT: 260 lbs. Weapon Proficiencies: long .sword, rootman's ha mmer, club, luu rn ham mer, short sword, dagger, two-handed sword - Natural weapons and their damages Armor: +2 chain mail Weapons: +5 lo ng sword, +2 hammer,
Pincus, Sltill12 Magic-user Race: P ixie R eligionl Deity: Norse/ Frey STR : 6 (-I, O), INT: IS, INS: 14 S T A: 15(+1), DEX: 19 (+5. -4), APL: 15 H TK: 42, AC: I M": 6"/ 12", AL: Neutral AT: I , DM: by weapon type THA CO: 16 HT: 2'1", WT: I7 lbs. Weapon Proficiencies: dagger, dart, blow gun Armor: None Weapons: dagger, blow gun Anows and blo wgun daru are all at +4 " to hit" and do one of m rtt things; I.} Barbed Stinger: 104+ I HTK o f dama~.
2. ) Sleep Bringt'1: Save vs. Magic o r slttp for I D6 hours. 5.) Memory Eraser: Save vs. Magicor suffer complete memory loss. Permanent u nless an Exorcism spell is cast upon aHected Character.
Magic Items: R ing o f Shooti ng Stars, Amulet of the Pla nes, Potion of Gaseous Form, R ing of Wate:r Wa lking Spells: 4/ 4/ 4/ 4/4/ 1 S pecials: Pol ymorph Self, Create ill usio ns, Know Alignment Magic Resistance: 251 Pincus is a fun -loving and mischievous pixie. H owever, he does not let his fu nloving outlook i nterfe~ with his ro le as the President o f the Adventurers' Gui ld. To become: a me:mber of the Adventurers' Guild, one must pay hi5lher yea rl y dues o f
200 gp and tell of one advelllure s/ he has been o n (while: a Detect Lie is cast on the applicant). Htheapplicant can furni sh the above, s/ he is a member. Membershi p incl udes: A quarterly Ad\-etlturers' Newsletter, I to 4 maps of ad\'enturing areas/ dungeons, and a verification tatoo on the pa.lm of the member's sword hand.
423. Adven turers' G uild Store PROPRIETOR:
Owned by the City-State. Asking priu is 2S,OOO gpo
427. Water Tower PROPRIETOR: Aslolph e BhosiuJr, Sltill 0 Dwarf Water Tower Place is the main hold ing p iau and the puri(jcation/ filtration place fo r all of Briarwood's water. Water from the tower is cleaned through th is system and sent to all of the city's wells. Anolphe is paid by the City-State to watch and repair the filtration/ purifica· tion systems as needed. His job is probably the most important job in all or Ca landia. If Astolphe does not do his job correctly and thoroughl y, all of Briarwood's inhabitantS could die. The City-State pays Astolphe's room and board plus 5 gp per week. Astolphe and his famil y live 3tli301.
429. Trumpeting Oliphant Boarding H ouse PRO PRIETOR: Finbar Wortl!ry, Skill 0 H uman Fi nbar runs a di lapidated, di rt y establ ishmem oDue to the condition or the Trumpeting Ol ipham, Finbaronl ycharges I sp per night's stay. During an 3vera~ business week, Finoor makes rrom 15 sp to 2 gpo
•
430_ Teleporter From #54. 431. For Sale Owned by Pincus price is 58,000 gpo
(~
11422). Asking
55
SECTION Y
(L-7, 8, 9; M-7, 8, 9; N -7, 8, 9),= = = = = = = = = = = = = = == = == =
•
56
432. Temp le of Fog PROPRIETOR: GAston Updraft, Sit ill 18 CI~ric Race: H uman STR: 6 (- I, 0). t NT: 16, I NS: 19 S TA : 8, VEX : 7, APL:9 HTK : 51, tiC: 10 Mil: 9"', "L' C. Neutral AT: I, DM: by weapon type .THA CO: II HT: 5' \", WT: 95 lbs. Weapon Proficitllcies: mace ( Hol y Wa ter Sprinkler), starr Armor: None Weapons: Ho ly WalerSpri nkler (filJed wilh acid) Magic Items: Ring of Gaseous Fo rm . Ri ng o f Regeneratio n , St:lff o f Wi thering. Ring o f Gaxx (Powers) !\xl: [E, FF, TT/ 2x ll : I) , EE/ I:dIl : W/ l xlV : 6/ 1xV: CC/ i xV I; H S pells: 11 / 10/ 9/ 9/ 6/ 4/ 1 S pecials: Immune to: Cause Fear, Charm Person . Comm:m d, Friends, and Lycanthropy. Gaston is a sma ll, fragi le cleric who is not very fo nd of usi ng weapons. He has six foll o wers. which ran ge fro m skill levels 5 10
10. The temple is always engulfed ill ;. magical fog. Four fog giallls protect the temple.
(4) Fog Giants HTK; 12Dlo', AC: -6 AT: 4, DM: 3D6(x4 ) MV: 12"', AL: C. Neutral IT:Low, 5Z: L THA CO:9 5tucials: 9M. invisible in fog or m ist and are silent in such places. Surprise prey in fog o n 1-5 (ro ll 206). (I) Sleill J Cleric Ract:: H uma n
HTK: 37. AC: 6 MV: 9", AL: C. Nemral AT: I , DIU: by weapon type THA CO: 18 Wea pon Pro/iciencies: staff, club, footman 's mace Armor: ring ma il Weapons: footman's mace Stulls: 3/ 3/ 1 Specials: None (J) Skill 6 Cleric R act:: H uman HTK; 43, AC: 6 M V: 9", AL: C Neutral AT: I , DM: by weapo n type THA CO: 18 Weapon Pro/icier/cies: sla rr. club.
foounan 's mace Armor: ring mail
Wea pons; footm,ln's mace SPells: 3/ 3/ 2 Specials: None (I) Sleill 7 Cleric Ract:: H uman
HTK : 52, AC: 6 MI': 9", AL: C. Neutra l A T : I, DM: by weapon type THA CO: 16 Weapo n Pro/iciencies: staff, dub, footman 's fla il Armor: ring ma il Weapons: footman's flai l Spells: 3/ 3/ 2/ 1 Specials: None (I ) SkillS Cleric R act:: H uma n HTK: 61, AC: 6 MV: 9", AL: C. Neutral AT: I , DM: by weapon type THACO: 16 Wea pon ' )ro/icie'lCies: staff, club , footman 's fl ai l, footman 's mace Armor; ri ng mail Weapons: footman 's fl ai l, sta ff Spells: 3/ 3/ 312 S pecials: None (I ) Skill 9 Cleric R act:: Human
HTK: 69, AC: 6 MV: 9", AL: C. Nemra l AT: I , D!If: by weapon type THA CO: 16 Weapon P ro/icit'ncies: staff, dub. footman 's nail, footman's mace Armor: ring mail Weapmu: footman 's flail , staff Spells: 4/ 4/ 31211 SPecials: None ( I ) Skill 10 Cleric Race: H uman HTK: 71, AC: 6 M V: 9", AL: C. Neutral
A T : I, DM: by weapon type THACO: 16 Weapon Pro/iciencies: staff, du b , footman 's fla il, footman 's mace Armor: ring mail Weap01ls: footman 's flail . footman's mace, staff Spells: 4/ 4/ 3/ 3/ 2 SPecials: None
445, Diamond Duck Tavern PROPRIETOR: Dee Malla rd, Sleill 0 Hum a1l
The Diamond Duck Tavern isoneofthe swankiest taverns in Bria rwood, Drinks range in p ri£efrom 10 sp 102gl>. Snacks are free, and tips are expected. On a n average business da y, Ike makes from IOgpt030 gl>. Dee li vesat~ 4 5 1 with
his wi fe, Andre;., and their
IWO
children.
446. Private Residence/ Office PROPRIETOR: Trap/JeT John Math ew Denham , Shll 7 Fighter R au: Half-elf 5 TR : 14, I N T: 16, I NS: 15 5 T A : 15(+1), DE.\': 18(+3, -4). APL: 12 HTK: 72, AC: 4 MV:9", AL: L Neutral AT: 312. DM: by weapon Iype THA CO: 14 HT: 6'0", IVT: 210 Ibs. Wealxm Pro/icie"cits: Long sword. short sword, net, fl orent ine fighting, throwing dagger, Armor: leather mai l WeIJpo'ls: +1 short sword, lo ng sword, net, throwing dagge rs (x4) Magic Ittms: None S pecials: None
Tr ap p er J o h n is a liv e· a n i mal trapper. He will tra p any anima l/ monster (wi th few exceptions) for 100 gp and up. Trapper John li ves above h is o ffice. During an average business month , Trap. per John makes from 200 gp 10 700 gp.
455. Arena PROPRIETOR: A m y, SlIill 12 Fighttr Race: Human 5 TR: 19 (+3, +7), I N T : H, I NS; 14 ST A: 18(+4 ), DEX: 17(+2, -3),A PL: 17 HTK: 11 2, AC:!I Mil: 12''', AL: L Neutral AT: 312, DM: by w(,".lpon Iype T J-IACO: 10 HT: 6'5". IVT: 280 Ibs. lVeapml Pro/icie1lcits: trident, sharI sword, nel. shield (bashing damage), long sword , dagger. thmwing dagger. staff Arm or: part ial chain mail (AC: 7) & shield WeIJpmls: +3 tridell! , +3 short sword , long sword, nel, daggers (x4 ) Magic Ittms: Helm of Full Vision (360-degree range) Infravision : 90'; the Helm is grafted 10 Am y's head. S pecials: None
Amy is now in chargt of the Arena. At o ne time, he was a slave/convict, but he was u ndefeated in h is 100 0r5O fights . so he was awarded hi s freedom. Amy now trains wd l o,'er fift y men in Ihe arts of g ladia. to ria l oombal. Since slavery became outlawed on Ca lan· di .. , onl y oonvicts and trained gladiators fight in theArena (except forth eoccasional mo nster or anima l). Amy slill finds time for an occasionlll adventure e,'ery mo nth. He gets a sli pend from the City-Slale o f 10 gp per week.
57
SECTION Z (J.8, 9; K·8, 9, 10; L·9, IO'F )
====================== •
58
428. Eyrie of the Winged Ones PROPRIETOR: Lord Ha wlrmin, Slrill /J FighteT R 4Ce: Unknown Religi011 / Deity: Indian/ Garuda S TR : 17 (22)- (+3. +6) (+4, +10- ), IN T : H, INS: 17 S T A: 14 , D£.X: 17 (+2, -3», APL' 18 H TK: 9I , AC: I MV: 12"'1/6"', AL: L. Good AT: 2, DM: by wtapon type THACO: 8 HT: 6' 7H , WT: I&llbs. Weapon Pro/iciencies: javel in. spear, long bow, long SWOld, dagger. throwing dagger. florentine f ighting (~ sidebar in Section GG) Armor: +4 leather Weapons: J avelins of Lightning (x2), Javelins o f Piercing (x2), +1 longbow, daggers (x2), long sword Magic Items: -Girdle o f fire Giant Strength . Necklace of Mi ssiles (18 charges) S pecials: None
Lord H awkm in and his 22 brethren (skill levels 6. 10) all have feathery wings; they look like hawks in humanoid fonn. They recently defeated the evil worsh ippers from the Temple o f the Bat (#417) and drove them out o f Briarwood. There is no possible way to scale the Eyrie; the onl y way to enter the lower is through a heavily guarded door al the lower's lOp. No bne hasever forad his way into the Eyrie. (I0) Slrill6 Fightt:TS Race: Unkno wn H TK: 12-60, AC: 5 MV: 12"11 6"'. A L: L. Good AT: 2, DM: by weapon type THA CO: 16 Weapon Pro/iciencies: javelin , spear, lo ng bow, throwing dagger, dagger A rFllor: +2 leather Weap01l.s: long bow, dagger Specials: None (') Slrill 7 Figh ters Race: Unknown HTK: 14 ·70. AC: 5 MV; 12"/ 16H • AL' L Good AT:I • DM: by weapon type THACO: 14 Weapon Pro/iciencies: javelin, spear, long bow, dagger, throwing dagger, long sword Armor: leather Weapons: long bow, long sword Specials: None ( I) Slrill8 Fighter Race: Unknown flTK: 75, AC: 5 ,.,. MY: 12"'/ 16H , AL: L Good AT: I , OM: by weapon type THACO : i'I
Weapon Pro/iciencies: javeli n, spear, long bow, dagger, thro wing dagger, long sword Armor: leather Weaporu: long bow, long sword Specials: None (') Slrill 9 Fighters R ace: Unknown HTK : 80, AC: 5 MV: 12"'/ 16", AL: L Good AT: I , OM: by weapon type THACO: 12 Weapon Pro/icitrlcies: javel in , spear, long bow, dagger, throwing dagger, lo ng sword, short sword Armor: leather Weapons: long bow, long sword Specials: None ( I) SlriliiO Fighter Race: Unknown flTK: 18-90, AC: 5 MY: 12"'/l6H , AL: L Good AT: I, OM: by weapon type THACO: 12 Weapon Pro/icie'lcies: javelin, spear, long bow, dagger. throwing dagger, long sword, short swo rd Armor: leatht:r Weapo,u; long bow, long sword Specials: None
440. For Sale Owned by Adi and Sylvia Das (~ #304 ), Asking price is 25,000 gpoTheoourt yard is included.
441. Plesa's Place Cafe PROPRIETOR: Donna Pksa, Skill 0 Human Donna, along with a starr o f five , run Plesa 's Place, The food here is good, but it is somewha t expensive. Donna makes from 1 gp to 9 gp per busineu da y. Donna and her twelve cats live at 11305.
442. Ice House PROPRIETOR: " Iceman " J ohnson, Skill 0 H uman
Ict:man makes ice fo r most of Briarwood. H e makei about 10 gp per business day . Iceman lives with his elderly paren ts at '308.
444. Mercenarys' Guild PROPRIETO R: Rombunt, ShU 12 Fighter R ace: Human (Negro) ll eligio1l 1Deit y: Creekl Athen;1 S TR : 18/ 2 1 (+ 1, +3). IN T : 14, INS: 15 S T A: 17 (+3), OEX: 18 (+!, -1 ), A PL: 13 H TK: 77. II C: 8 MV: 12", AL: Nell!!, 11 AT: 312, DM; by wea l)()11 type THA CO: 'lO HT: 6'4", 1fT: 2121bs. Weapor. Pro/icie'l cies: spear, long sword, boomerang, blow gun , short bow, dagger. throwing dagger, bastard sword Armor: None Weapons: +2 lon g sword (+4 'Is. drago ns), daggers (x4), boomerang, blow gun , short bow Magic f Um<;: Amu let of Dimension Door, Ring o f Protection +3, Ga untlets of Swimming and Climbing, Earring of Frost Giant Str. (right arm onl y ST: 20 +3, +8) Specials: resistant to Poison
85""
Rombune isa n expert fighter and leader. H e has thirteen fi ghters (8-Skill 6, 3Sk ill 7, 2-Skill 9) under his command IUteiage. (These fighters have the same statistics as lhose in #428 except for: Race: H uman . AL: Neut ral. ) Ro mbunecharges8 gp per day of hire for himself and his men. Rombune is a blood brother to Phoebus. Rombuneand his men live on the5CO)nd noor o f their office.
444A. Practice Grounds PROPRIETOR: R ombune and Men Th is area is used as a combat training ground.
447. For Sale Owned by Trapper John (see 11'446). Asking price is 20,000 gpo
448. For Ren t Owned by C ity-State. Asking price is 70 gp per month .
449. For Sale
O wned by Cit y·S ta~. Ask ing price is 16,000 gpo
450. Private Residence PROPRIETOR: xtem Lodu, sII ill 0 H um ar. (see 1f5).
443. Architect PROPRIETOR: Quarles Pylu, Skill 0 Hu man
Quarles is a fin e architect from the cityo( Helingoll. As of yet, Quarles has done no arch iteclU ra l wo rk in Briarwood. H e charges 10 sp per hour. Quarles lives with h is wife and three bull mastif dogs at #3 12.
451. Private Residence PROPRIETOR: Dtt: and Andrea Malla rd, Shit 0 H umalls, and ramil y (see #445).
453. For Sale Owned by Dee Mallard (see fl445). Asking price is 21,000 gp o
• 59
SECTION AA
============================
H-9, 10; 1-9, 101)= )
207. Private Residence PROPRIETOR: Godfrey Chiltkrs, Shill 0 H uman (see #180)
208. Hourglasses PROPRIETOR: Trost Siatkr, Shill 0 H uman
T ros t hand-crafts hourglasses. Trost charges from I gp (egg- timer size) to 75 gp (4' tall). It takes from 2 to 24 days to complete an hourg lass.
209. Private Residence PROPRIETOR: Skip Ashton, Skill 0 Human (see #183)
210. Private Residence PROPRIETOR: Art Scully, Shill 0 Dwarf (see #184)
211. Private Residence PROPRIETOR: Buster Clinkster, Skill 0 Human (see #187)
218. Historic Archives
227. Material Components
PROPRIETOR: Birket Aldridge, Skill 0 Gnome
PROPRIETOR: Nadia Zadock, Skill 0 Elf
Birket is the caretaker for a ll o f Briarwood 's books. For a fee of 20 gp per ho ur, Birket will look up hislorical information pertaining 10 Briarwoocl. If the information cannot be found, the fee is Slill due. Birket lives upstairs. If trou ble arises, Birket will sound a bell which ca n be heard for over 400 yards.
Nadia sells spell components for stan· dard prices. If she does not have a compo· nent in stock, it will take her I to4 weeks to obtain it. She lives upstairs from the back o f her store.
219. Private Residence
PROPRIETOR: Sigmond Yor, Skill 0 High Elf (see 11200)
Reu ter runs a clean hotel . Rooms COSt 2 gp per night, and food prices ra nge from 2 sp to 3 gpo At least hair of the hotel's 96 rooms are occupied at any given time. Reuter and his fa mily live in a two-room suite. He makes well over 100 gp daily. However, the upkeep costs are very high.
221. For Sale
229. Private Residence
Owned by J udge Archiba ld Hoad ley (see #156). Asking p rice is 6,000 gp.
PROPRIETOR: Iz.ard Crabtru, Skill 0 H uman (see #241 )
PROPRIETOR: Malt Feroor, Skill 0 Hu man (see #199)
220. Private Residence
212. Private Residence PROPRIETOR: Michelle Armt, Skill 0 H uman (see 11192)
213. Private Residence PROPRIETOR: Charles Bosworth, Skill 0 H uman (see #197)
214. Grocery Store PROPRIETORS: Arvid and Ivy Elf'ad, Sk ill 0 H umans
Arvid's and Ivy's prices are half again as much as normal. On an average business day, they make from 5 gp to 15 gpo Arvid and Ivy li ve ups tairs from the store.
215. Toys PROPRIETOR: Burl Kavaiam, Skill 0 Dwarf
Burl sells everything from marbles to dolls. Prices range h om I sp to 35 gpo During an average business week, Burl makes from I gpt020 gp. He lives ups ta irs hom the back half of his store.
216. Cosmetics and Other Beauty Aids PROPRIETOR: Joan Tratkr, Shill 0 Half-elf
222. Private Residence PROPRlETOR: Dougard Thicklimb, Skill 9 FIghter R ace: H u man S TR : 17 (+ 1, +1), IN T : I I, INS: 12 S TA : 18 (+4), DEX: 9, APL: 18 HTK : 102, AC: 2 MV: 9", AL: C. Neutral A T : 3/ 2, DM: by weapon type THA CO: 12 HT: 5' 10", WT: 273 Ibs. Wt'apon Proficiencit's: long sword, shon sword, bastard sword. dagger, crossbow, throw long sword, spear Arm or: plate mail and shield Weapons: +2 long sword, +3 spear, dagger, heavy crossbow Magic Items: Potion o f Levitation , Cloak o f Manta Ray, Periapt o f Proof Against Poison Specials: None
Dougard retired as leader o f the G uards of the Sun because he cou ldn 't fol low commands. However, if he is ever needed by Phoebus, he will g lad ly do his best to help the lizardman . Oougard lives off of a pensio n and money acqu ires th rough adve ntu ring.
223. For Rent
Joan deals in reaso nably.priced paints and dyes for every beauty need. O n a n average business day. Joan makes h om 5 gp to 12 gpo
224. Private Residence
217. Furs
PROPRIETOR: York Romney, Skill 0 H uman (see #164 )
PROPRIETOR: Jane Tradn, SlI ill 0 Half-elf
225. Private Residence
Jane, Joan's sister, sews all of her fu r coats and stoles to fit. Her prices ra nge 200 gp to over 3,000 gpo Jane and Joa n (#2 16) live ups tairs from Jane's Fur Store.
Owned by the City-State. Askingrent per mon th is 200 gp o
PROPRIETOR: Alice Torley, Skill 0 Shirt/ing (see #48)
226. Private Residence PROPRIETOR; Shab Heaning, Skill 0 Shiuling (see #74)
228. Tomlinson's Hotel PROPRIETOR: Rndn Tomlinson, Skill 0 H uman
230. Private Residence PROPRIETOR: Craig Stewart, Skill 0 Human, and family (see #242)
231. Private Residence PROPRIETOR: Arvo Dol, Skill 0 Human (see #243)
232. Private Residence PROPRIETOR: Bob Veda, Skill 0 H uman, and fa mily (see #244)
233. Private Residence PROPRIETOR: Don Comstock, Skill 0 H uman, and fa mily (see #245)
234. Private Residence PROPRIETOR: A xd Hradnovar, Skill 7 T hief, and family (see #246, S«tion BB)
235. Private Residence PROPRIETOR; Mille COll, SlIill 0 Human (see #248)
236. Private Residence PROPRIETOR: William Wa r, Skill 0 Htman (see #252)
237. Private Residence PROPRIETOR: Glyn Silvan, Skill 0 Elf (see #253)
238. Private Residence PROPRIETOR: Shirley Tarp, Skill 0 Human (see #256)
239. Private Residence PROPRIETOR: Harley Carr, Skill 0 Half-elf (see #257)
240. Private Residence PROPRIETOR: T y Gusta/son, Skill 0 Human (see #259)
61
SECTION BB
(J-9, 10, 11 ; K-9, 10, 11; L-lO, 11; M-lO, 111;')= = = = = = = = = = = = = = = = = = =
L 336
62
337
241. Undertaker PROPRI ETOR: Iza rd Crabtree, Skill 0 H uman Izard is a tall, gaunt, da rk- haired ma n . 5 gp for a conin and 10 gp (or the burial: Iza rd lives at #229. H ~ char~
242. Carpenter PROPRIETOR: Craig Stewart, Shill 0 H uman
,
Craig is an expert carpenter. He works ~tt i n g 1 gp per hour. Craig li\l6 a t ;;230,
we.1l over fifty h o u n a wee k,
243. Engraver
[
PROPRIETOR: A.rvo Dol, Sltill 0 H uman Arvocngrave5 everything from g lass and marble, 10 gold and silver. He charges 5 sp per letter/ character engraved. Arva lives at m i .
244. Cabinet Maker PROPRIETOR: Bob Vee/a, Shill 0 H uman Bob is a master crafstman. H is cabi nets sd l fo r 40 gp to 150 gpo II takes Bob -4 to 8 weeks 10 finish a cabinet. Bob lives at #232.
245. Landscaping PROPRIETOR: Don Comstock, SJeili 0 H uman Don has his bac kyard set up to show orf his landscapi ng talents. He charges 10 sp per houTar work. Don is likely to pass upa job if th~ Ov~r l ord wants his services; lh~ Ov~ rlord pays Don I gp an hour. Don lives at #23!J.
246. Safe/ Lock Maker PROPRIETOR: A xel Hrodn0V4r, SleW 7 T hief R ace: Shi reling R eligion / Deily: CelticlOghma STR: 12, INT: 15, INS: I I STA: 16 (+2), D£X: 18 (+~, -4), APL: 12 H TK: !J8, Ae: ! MV: 9", AL: N~utra l AT: I , DM: by Wtapon type THACO: 19 H T : 3'I H , WT: 55 1bs. Weapo" Proficiencies: sho n sword, dagg~r, throwing dagg~r Armor: + 1 leather mail Weapons: +2 short sword, Dagg('r of Venom, 2 throwing daggers Magic IUms: Boots o f u: vitation , Ring of Water Wa lking SpeciaLs: +4 Saves 'Is. Poison; Thi('ving Abi liti('5: PP: 75~, OL 7~, F/ RT: ~, MS: 75%,'1=t in S: 88'K. H N: 30% CW: 79'\ RL: 30% Axel mak('5 high.qua lity locb and saf('5. H(' U5t'5 his own th i~ving abiliti('5 to t('5t h is
saf('5; h.is good fri('nd DSL (sec 1f 14!S) someti m~s helps h im o ut. If neither A x~ 1 nor DSL can open thesa fe with h is O pen Locks ability, th~ saf~ is r~dy to be sold. Safes ra nge from 100 gp to 1,000 gp (dl!'pending o n the a moun t o f locks and the bo nuses they have aga inst being op~nro by improper means). So far, thl!' bl!'St specially- madl!' sa f~ COSt 5,000 gp, has fivl!' locks, a nd has a bonus on Open Locks o f -40%. Axelli v~s at Iflli.
247. Midwife PROPRIETOR: Trut:y lei, Sleill 0 Dwarf T acey has been midwifing for over a h undred years. She has deliv('red ov~r 2,000 children . Tac~y charg('s I gp to 10 gp perdd i v~ry (dl!' pendingon what th~ fa m i l yca ll aHord).
248. Art Gallery PROPRIETOR: Mile Cott, Sle ifl 0 H uman
Mike shows many o f his own works as wdl as those o f o ther artists. Paintings can be p urchased for 5 gp to 100 gpo Mike lives at 1/235.
249, Chimney Cleaner
Kronn and Inga Bitner run a clean, successful busill('5s. Their pritts are com· petiti ve, and th~ ir baktry items are delicious. The Bitnl!'U livl!' at U27.
333. Private Residence PROPRIETOR: Ru/us Farwell, SleiIt 0 H uman (sec 1f249).
334. Trigg's General Store PROPRIETOR: Hyram Trigg, Sleill 0 H uma" H yram ru ns this small store with the hel p of his wifl!' and three teenage ch ildren. H ~ serves the citizens of Briarwood with low-priced, high-quality merchandise. The T rigg fa mil y lives at #328. O n an average businl!'Ss day, Hyram rna k('5 from 5 gp to 10 gpo
335. Private Residence PROPRIETOR:
....
Han/ord Garwood, Sleill 0 H uma" (sec ).
336. Curley's Cheese and Meat PROPRIETOR: Curley Thamdilee, Sleill 0 H uman Curley sells competitively priced cheeses and meats. H e makes [rom 3 gp to 12 gp da ily. Curley and his fam il y live at 1fW6.
PROPRIETOR:
337. School of Riding
Rufus Farwell, Sleill 0 H uman
PROPRIETOR:
Ru fus coughs and wheezes w h~n he talks. H ~ d~a n s chimneys th ro ughou t Briarwood for 5 s p per chimney. During an average business week, Rufus mak('5 from 2 gp to 10 gpo Rufus and his family l iv~ at 1f33!S.
250. Barber Shop PROPRIETOR: Han/ord Gorwood, Sleill 0 H uman H anford charges I gp per haircu t and I gp per shav~. O n an av~rage business day, Hanford makes from 5 gp to 10 gpo H anford and his wife Iiv~ at U!5.
330. Blacksmith Shop PROPRIETOR: Dirle Iron/ist, Shll 0 Dwar/ Dirk d()('5 fi ne wo rk for competitive pritts. (sec standard rule book). H ~ mak('5 armor a nd wea pons, and he performs all other smithy jobs such as shoeing horses. Dirk mak1!'5 from I gpt04 gpdai ly. He lives at 1f331 with his wife and twd \'1!' chil dr~n.
331. Private Residence PROPRIETOR:
Pro/essor Clinl MaveriL:le, Sleill 0 Human Professo r Maverick t~ach('5 all aspects of equestrian ism, from beginning horsemanshi p to adva nced riding. Maveric:k g~.ts 15 spa day, a nd his room and board IS paid by th~ City·S ta t~. He can teach 15 students. Mavl!'rick and his fa mily live at #274. Professor Mav~ri ck and hi ents practhe school tice riding in the field betw and thl!' th ~a tre. H orses are obtai ned through O 'Keenan's Stables 1f399.
338. Theatre Thl!' theatre is self·sufficient. All proceeds go toward paying the actors and musicians and th ~ maki ng of pro ps. Every twO months a new p lay opens. The theatre can seat up to I,500 propl~.
452. Grain Mill
~
PROPRIETOR: Dillon Rannol/, Sleill 0 H uman Dillon grinds the grain that is imported to Briarwood. Dillon works for the City· S ta t~. He gelS h is room and board free, and h~ also gelS I gp per week. Dillo n a nd his wife Mafka live at #3 18.
Dirle Iron/is', Sleill 0 Dwar/ and family (.see
454, Memorial Court
1f330).
Memorial Coun is filled with ov~r o f fam ous peep\(' from the City-S t.ne's h istory. Each statuI!' is madl!' of a d ifferent material (i.e. ma rble, brOllze, gnnite, elc.). tw~n t y sta t u~ s/ me m orials
332. Bitner's Bakery PROPRIETOR: Kronn and Inga Bitner, Sleill 0 H umans
63
SECTION CC
(H -IO, II; 1-10, II )I"::;'~===================
G [3 El13GG
•
64
310. Private Residence PROPRIETOR: Aruel Antht:l~, Slr.ill 22110 Magic-userllllusioni.sl Race: Rakshasa S TR : 14, INT: 13, INS: 15 STA : 15 (+ 1), DEX: 9, APL: 17 HTK: 40, AC: -4 MfI.- 15". AL: L Evil AT:3 [I], DM: 1-3/ 1-3/2-5, [by weapon type] THACO: I I HT: 5' 11", WT: 1571bs. Weapon ProJiciencie.s: dagger, staff, blowgun, bola Armor: None Weapon.s: +1 bola, blowgun Magic ltem.s: Ring of Fl ying S pells: Illusionist: 5/ 4/ 3/ 2/ 1 Magic-user: 5/ 5/ 5/ 5/ 5/ 5/ 4/ 4/ 3 Specia ls: Use ESP (at will): not affected by spells of skill 8 or less: magical weapon s below +3 do !oj, damage: blessed crossbolts kill Ansel keeps to himself most of the time. However, he does meet with Dowons (see Briarwood Castle) to discuss Briarwood's state of affairs. Ansel gets a stipend of 100 gp per momh from Dowons. (Ansel does "odd jobs" for Dowons, such as assassinations. robberies, etc.) Ansel has two il lusionary guards in each of the corner houses on h is pro perty.
311. Briarwood Library PROPRIETOR: ~ve Uu, Slr.ill 0 H uman Genevive runs the library with com p lete efficiency. Over 2,000 books are stocked here. ~nev i ve is paid by the City·State. She makes 10 sp per da y, and her room and board is free (see #297).
312. Private Residence PROPRIETOR: Quarks Pylu, Shill 0 Human, and wife (see
....
)
313. Private Residence PROPRIETOR: Tom Main, Shill 0 H uman (see #3<19)
314. Private Residence PROPRIETOR: Jon Merri..sh, Slr.ill 0 Human (see #144)
315. Private Residence
323. School of Finance
PROPRIETOR: Ston Quo, Slr.ill 0 Human (see ji144 )
PROPRIETOR: Professor J ed Licka, ShU 0 Hu man
316. Private Residence
317. Private Residence
Professor Licka teaches accou nting and money chang ing. Licka gets 15 spa day. In addition. the City-S tate furn ishes him with room and board (see #307). He is short, wears g lasses, and can add six-digit numbers in h is head.
PROPRIETOR: Atanas Milenlr.os, SIr.iU 0 H uman (see # 144)
324. School o( Herbology
PROPRIETOR: Loupcho Kolarov, Slr.ill 0 Human (see #144 )
318. Private Residence PROPRIETOR: Dillion and Mafka Ranno lf, Skill 0 H umans (see #452)
319. School of Mathematics PROPRIETOR: Professor Roth, Skill 0 DwarJ Professor Roth teaches all aspects of mathematics. H e gets 15 Sl> a da y, and his room and board is paid for by the City-S tate (see #298). Roth ca n handle up to 40 studen ts. He is of med ium bu ild, and angers quite easily.
320. School of the Sciences PROPRIETO R: Professor 8rom Lee, Shill 0 Human Professor Lee teac hes an ar ra y of sciences, from chemistry to alchemy. Lee gets 15 sp a day. and his room and board is paid for by the City-State (see #299 ). The proCessor can teach up to 30 studen ts. He is rotund, fri endly, and extremely intelligem.
321. School o( the Arts PROPRIETOR: Professor Ja~s Erdman, Shill 0 Hu man
PROPRIETOR: Kevin Mathews, Slr.ill 0 H uman Pro fessor Mathews teaches about herbs and their uses (medicinal and otherwise). Mathews gets paid 15 sp a day, and his roo m and board is paid by the City·State (see #271 ). Professor Mathews can teach up to 15 studen ts. H e is medium in build, has a beard and mustache, and knows a lmost everyth ing concerni ng herbs and the like.
325. School o( Writing PROPRIETOR: Professor Kev N. Coolr., Slr.ill 0 Hum an Professor Cook teaches penmanship. ca lligraphy, story writing, and the fundamentals of writing. Cook gets paid 15 spa day. and his room and board is paid by the City· State (see #272). Professor Cook can teach up to 20 stude nts. Cook is average height, sli m, and t-a n write anything from text books to JXlfms.
326. School o( Law PROPRIETOR: Professor Ann E. Liot, Sk ill 0 Human Professor Liot teaches all forms of law. Liot gets paid 15 sp a day, and her room and board is paid by the City-State (see #273). Liot can teach up to 35 students. Liot is very ro tund and can talk circles arou nd most an yone.
ProCessor Erdman teaches Art and Music. Erdman gets 15 sp a day, and his room and board is paid for by the C ity-State (see #3(0). Professor Erd man can teach up to 35 studen ts. He is tall and thin, and he loves to play games.
327. Private Residence
322. School o( Acting
328. Private Resi4rnce
PROPRIETOR: Professor T .R. Cook, Slr.ill 0 Human T.R. teaches Poetry and Theatre. Cook gets 15 sp a day, and his room and board is paid by for the City·State (see #276). Cook isshon and stocky and has infinite knowledge in all of the aspects of acting.
PROPRIETOR: PRIETOR: Kronn and inga Bitner, Shill 0 Humans, and family (see #332) PROPRIETOR: H yram Trigg, Slr.ill 0 H uman, and family (see #334)
329. For Rent Owned by the Ci ty-State. Asking price is 180 gp per momh.
65
SECTION DD
(G·9, 10; H·9, 10)= ) =================~========
198. Private Residence PROPRIETOR: Almu Bowi~ (~#25 1 )
199. Cartography Shop PROPRIETOR: Malt FMJOr. ShU 0 Human
Ma ll is a n ~x lr~ md y l a l ~Ol~d mapmak~r. H ~cha rges from 20gp to I!Ogpper map. During an averag~ businrss week, Malt makrs hom 20 gp to 75 gp. Man livrs at #2 19
200. Bows PROPRI:':.TOR: Sigmond Yor, SlliU 0 H igh Ell
Sigmond sells lo ng bows, short bows, kinds (pricrs ar~ as per standard rule book). During an av~ragr business week, Sigmo nd makes from 20 gp to 15 gp. Sigmond livrs al #220. com posit~bows, and crossbows of all
201. Chair Maker PROPRIETOR: Trigg Cowon, Silill 0 Human
Trigg custom-makes
wood~n
chairs.
Each chair takes from I to 2 weeks 10 m a k~
and COSlS from 10 gp to 30 gpo
202. Pillow Maker PROPRIETOR: Darlene Foote, SlliU 0 H uman Darl ~ n~ makrs pillows with a ny mat~rial drsiroo and fills th~m with duck down. Pillows sell for I gp to 10 gp. During an av~rag~ bus in~ss week. Oarl ~n~ makes (ro m 5gpto l5gp.
251. Awning Maker PROPRIETOR: A.lmu Bowie, Silill 0 Human
252. Architect good architect.
H ~d~igned th~T~mpl ~o f H ~a l i n g(III509)
and th ~ Library (.! ll ). William gp per hour of work. William livrs at 1f236.
PROPRIETOR : HDrley CDrT, SAill 0 Ha lf-elf
Glyn can tan any fur-beari ng creatur~'s pelt with 1m success, sca l ~-beari n g creatur~ with ~ success. a nd fl rsh-bearing creature with 25" success. Glyn and his family li~ at #2!7.
Harley's Cafe is d~an , but the food is a link greasy. Bowe"er, Harlry auracts a s t~ady cl ientele due to his low priers and larg~ quantities of food . Harley makes from I gp to 10 gp per business day. Harley livrs at #2!9.
254. Private Residence PROPRIETOR: Shaina, Slti/171B Clnic/Magic-wn Raa: Human/Vampir~ R eligionl Deity: Greek! Aphrodit~ S TR : 9, [N T : 16, INS: 18 S TA : I!, DEX: 12, APL' 18 HTK: !3. AC: 4 MV: 9", AL: C. N~utral AT: J, DM: by w~apon type THA CO: 16 HT: 5'3", WT: 96 lbs. Weapon Proficimcies:, Oa ggrr. mace, staff Armor: Nonr Weapons: +! staff Magic Ilems: Ringof Pro tection +6, +1 on saves Spells: Magic-user: '1 / ! / !12; Clerical: 5/ 5/ !12 Specials: Communicates with wolvrs; drains 20'1 HTK per round with bite; She takrsdrainoo BTK and adds them 10 h~r lost HTK ; Infravision: 50'; Charm: as per spell - m~n on ly; loses I HTK per turn s h~ spends in direct sunlight and automatically loses I HTK per day.
Shaina 's l if~ ~ssentt is k~pt ill a mooal· lion. If she is killed, h~r essen c~ goes into t h~ medall ion, where it will stay unt il the medallion is put on by ano ther femak. All fema les seeing the medallion must save vs. Magic or p ut it on (- I 10 sav~ per point of APLbeiow 15). When a n~ w body has been obtained, Shai na's essence takes ovrr and forces t h~ original person 's esse nc~ out. Sha ina still retains her spell use, INS, INT, and abilities, how('ver. PROPRIETOR: Smedley Om, SAilI 0 H umarl S m edl~y
runs a dirty lavern where the drin ks are wateroo dow n. H ~ makes from 2 sp to 15 sp per day. Smed l ~y lives in th~ back room.
256. Shirley's Restaurant
PROPRIETOR: William War, Silill 0 H uman ~xl r~m~l y
257. Harley's Cale
PROPRIETOR: Glyn SilVGn, Sltill 0 Ell
255, Diety Glass Tavern
Almu makes awnings 10 fit. H ~ c harg~s from! gp 10 15 gp per awning. Almu livrs at 111 198.
William is an
253. Tanner
charg~s
I
PROPRIETOR: Shirley TDrp, Shll 0 H uman Shi rl~y's
platt is popular because lh~ food and service art: high·quality. Sh~ mak~s from I gp to 20 gp per business da y. Shirley li v~s at .238.
258. For Sale Owned by Judge Archibald Hoodly (set' #156). Asking price for this building is U,OOO gp.
259. Book Rebinding PROPRIETOR: Ty GWID/S01l, SJcill 0 Humall Ty r~b inds books for I gp each. On an averagr business day, Ty can rebind 15 or more Ix>oks. T y lives at #240.
260. Messenger Service PROPRI ETORS: A.my Seo/ Dnd IIDm Zet, Skill 0 Elves Amy and Ham deliver letters and pack. agrs lOanywher~ in Briarwood. Th~irfee is I gp plus I gp per pound. Th~y make from IOgpto 15 gp per business day.
261. Bird Land. Pet Store PROPRIETORS: Bruce and J enny Undnwood, ShU 0 Humans Bruce and Jenny sell all kinds of birds, wh ich sell for I gp to 150 gp rach. Th~y a lso slock bird food , toys, grooming implements, ~tc. During an average business week, Brutt and J rnny mak~ from U gp to 50gp.
262. Wheelwright PROPRIETOR: Mag llulch, Sil ill 0 Human Mag fixes wheels of all ki nds. During an average business da y, Mag makes from 2 gp t05gp. Mag lives at #94 with hi s wife and four chi l dr~n.
263. Private Resid nce PRO PRIETOR: B oss Carlwh~~ 1 and famil y _2641265).
(s~e
264/ 265. Wainwright PROPRIETOR: R oss CDrtwheel, Skill 0 Hu ma'i
Hoss fixrs wagons of ~very shape and size. Repairs range [rom 2 gp 10 30 gp. During an average business week, Hoss makrs from 5 gp 10 35 gp. B oss and his famil y li v~ at #263.
67
SECTION EE
(E-8, 9, 10; F-8, 9, 10; G-9, 10» : ::= = = = = = = = = = = = = = = = = =
•
68
266. Church of Odin PROPRIETOR: Fr, Miles Oak, Shill /3 Cleric Rau: H uman R eligion / DeilY: Norse/ Odin 5 TR: 14, I NT: 12. I NS: 18 STA: 15 (+ 1), DEX: 14, APL: 15 HTK: 85, AC: I MV; 9", AL: L. GoOO AT: 1, OM: by wealxm type THACO: 12 NT: 5'7", WT: 185 Ibs. Weapon P,o/icien cies: flai l, mace, stafr. sling. bola Armor: plale mail Wtapo ns:+ 1 flail, +I mace, s ling, bola Magic IIt:ms: Pendant of Comprehend Languages, Ring of Protection +2, Staff of Withering ( 14 charges), Pearl of Wiwom, Periapt of Health Spells: 8/ 8/7/ 5/ 2/ 2
Specials: None Miles is a kindl y. devOied High Priest who a lways thinks of the church and the
gOlXiness o f men first. Mi les is also an advemurer. However, when adve nturing, he wi ll not take part in, nor to lera te, chaOlic slayi ngs and / or destruction of property. Oak takes pride in the part he has played in ridding the world of evil, especially demons a nd devi ls. On two occasions, he has turned an ice devil (w hich he calls Frosty). Frosty fears Oak, butthe ice devil is planning a way tq rid the eanh of the cleri c. Other backers/ fo llowen of Odin a re listed below; there are eighteen clerics of va rying skill levels, a nd five paladins. (4) Skill 4 Clerics Race: H uman HTK : 8-32, AC: 6 MV: 9", AL: L. Good AT: I , OM: by weapon type THACO : 18 Wea pOtl Pro/icien cies: bola, fl ail, staff Armor: scale mail Weapo ns: bola S pells: 3/ 2 Sp ecials: None
(4) Skill 5 Clerics R ace: Human HTK: 10-'10, AC: 6 MV: 9", AL: L. Good AT: I, OM: by weapon type THACO: 18 Wea pon Pro/icie'lcies: bola, staff, fl ail Armo r: scale mail Weapo ns: staff Sp ells: 3/ 3/ 1 S pecials: None (j) Skill 6 Clerics Race: Human HTK: 12-'18, AC: 6 MV: 9", AL: L. Good AT: I, DM: by weapo n type THACO: 18
Weapon Pro/icier!cies: bola, staff, flail Armor: scale mail Weapons: bola, staff Spells: 3/ 3/ 2 Specials: None (2) Skill 7 Ckrics R ace: Human HTK: 1'1 ·56, AC: 6 MV: 9" , AL: L. Good AT: I, OM: by weapon type THACO: 16 Weapon Pro/iciencies:bola, staff, fl ail Armor: scale mail Weapons: staff, flai l Spells: 3/ 3/ 2/ 1 Specials: (1) SkillS Clerics Race: Human HTK: 16-6'1, AC: 6 MV: 9", AL: L. Good AT: I. OM: by weapon type THACO : 16 Weapon Pro/icien cies: bola, staff, flai l, mace Armor: scale mai l Weapons: mace, bola."1.... Spells: 3/ 3/ 3/ 2 . Specials: None
(2) Skill 5 Paladi ns Race: Huma n HTK: 10-50, AC: 3 MV: 9", AL: L. Good AT: I, OM: by weapon Iype THACO: 16 W eapo,! Pro/iciell cies: short sword, long sword, crossbow , bola Armor: p late mail Weapons: shoTt sword, crossbow SPecials: None (1) Skill 6 Paladin Race: Human HTK: 12-60, AC; 3 MV: 9" , AL: L. Good AT: I, OM: by weapon type THA CO: 16 Weapoll Pro/iciellcies: sha n sword, long sword, crossbow, bola, halberd Armor: plate mail Weapons: short sword., bola Specitlls; None
(J) Skill 7 Paladin Race: H uma n HTK: 1'1 · 70, AC: 3 MV: 9" , AL: L. Good AT: I, OM : by weapon type THACO: 14 W eapon Pro/icietlcies: short sword, lo ng sword, crossbow, bola, halberd Armor: plate ma il Weapotls: short sword, halberd Specials: None ( J) Skill 8 Paladin Race: Human HTK: 16-80, AC: 3 MV: 9", AL: L. Good AT: I, OM: by weapon type
THA CO: 14 Wetlpotl Pro/iciencies: short sword, long sword. crossbow, bola, halberd Armor: sca le mail WeapOtlS: lo ng sword, bola Specials: None Ararrat, Skill 20 Paladi" Race: H uman R eligion / Deity: Norsel Odin STR: 17 (+1, +1), IN T: IS,INS: 13 5TA : 18 (+4), VEX: 16 (+1 , -2),APL: 17 HTK: 107, AC: ·5 MV: 9" , AL: L Good AT: 2/ 1, OM: by weapon Iype THACO: 12 HT: 6'3", WT,' 210 Ibs. Weapon Pro/iciencies: lance, long sword, short sword. dagge r, trident, spear Armor,' +3 plate mail, +2 shield Wetl pons: vorpal blade, +1 spear, Magical Fencing Foil : +2 VS. unar· mored opponents; +!\ vs. chainmail or less armored opponents; +'1 vs. banded or more armo red opponents, daggers (x2) Magic Items: Wand of Polymorph Sel f (see spell), Potio n of Heali ng Specials: Detect Evi l 50' dia.; All saves at +2; Im mu ne to d isease: Lay o n hands for 20 HTK (once perday); Cure Di sease (twice.': per week); PrOleClion from Evil I " radius; Turns Undead as a skill 8 cleric. Resistant to normal fires. Spells: (Clerical): 2
Ararrat's skin is deep black. This hap· pened as a result of two special P rotection Fro m/ Resist Fire spells. Due to his strange pigmentation, Ararrat is never seen with his visored- he lmet off when he is in public. Ararrat loves to adventure, and he takes great pride in his prowess with his vorpal blade, Snicker Snack. He has beheaded more than a dozen evil creatures during hi s adventuring career. Ararrat is very devoted to the ch urch; he usually do nates more than 10% of his earnings. H e is also a hero among the town's people. The Church of Odin is the la rgest a nd most frequented religioUJi establishment in
Sriarwood.
•
A, Entrance to Gardener's Area Th is building is locked: on ly four people have keys (Fr. Miles Oak, Ararra t, a nd twO gardeners).
B. Gardener Living Quarters PROPRIETORS: 4 Gardtmers, Sltill 0 H umatls
C. Private Residence PROPRIETOR: Fr. Miles Oa k (see #266)
D. Tool Shed All of the churc h's tools are kept here.
69
SECTION FF
(F-IO, II ; G-IO, II ; H -IO, 11 1' ) =====================
286. T eleporter (rom #54
295. P rivate Residence
287. Pratt Plaza
PROPRIETOR: R ichard Penniman, Sk ill 0 H umall, and mother (see #435).
PRO PRIETOR: Pratt Bradnum, Sk ill 0 H uman
296. Private Residence
Pra tt is a wealth y business man who helped build/ design New T own. Prices in Pran P ial.
Opy tiu Ta ilor, Sk ill 0 H u m ati, and father (see #436).
288. Ph(alti Towers, Home (or the Aged
PROPRIETOR: Genevivt! Loe, Sk ill 0 H um an (see
PROPRIET OR: Basil Phfalti, Ski ll 0 Half-elf
298. Private Residence
Phfahi T owers consists o f 36 rooms, a dining room, and a kitchen. Presently, twenty of the rooms are occupied.
289. Money Changer PRO PRI ETOR: Cahn Mar'na, Slti1l 9 Magic-user Race: Human/ Al bino R eligio n / Deily: Dro wid ic/Vi o le t Sp ide r S TR : 6, IN T : 19, IN S: 16 S TA : 9, DEX: 10, APL: 15 HTK: 2<1, AC: 10 MV: 12", AL: C. Neutral AT: I, DM: by wea po n type THACO: 19 Weapon Proficiencies: staff , dagger Armar: None Weapo'ls: 2 daggers of veno m, staff Magic Ite ms: Crys tal ball with Clairaud ience Specials: None Spdls:
290. Private Residence PROPRIETOR: Cohn Mar'na (see #289),
291. Private Residence PRO PRIET OR: Baltha.sard Young, Sk ill 0 Hu ma'l (see 1I ~93 ),
292. Private Residence PROPRIETOR: A.mity Tu rtle, Skill 0 Shireling (see #396).
293. For Rent For rent by the City-State. Aski ngprice is 20 gp per month.
294. Private Residence PROPRI ETOR: Elmn Fa )lli ng, Slt ill 0 H uman , a nd famil y (see #4~4 ).
PROPRIET O R:
297. Private Residence #~ Il ).
PROPRIETOR: Profes.m r R oth , Skill 0 Dwarf (see #3 19).
299. Private Residence PROPRIET O R: Professor B rom Lee, Skill,O Hu man (see #320).
300. Private Residence PROPRIETOR: Professor j aml:S Erdman, Shill 0 H um an (see #321 ).
301, Private Residence PROPRIETOR: A sto lph e Bhoskar, S k ill 0 Dwarf, a nd family (see #427),
302. Private Residence
Poison , Extra- Hea ling), O intment of Healing Spells: 817 / 6/ 4/ 3/ 212 Specials: No ne S)l/via Das, Shill 7 Cleric R ace: Huma n R eligiotl / Deity: Greek/ N ike S TR : 15, IN T : 10 , INS: 17 S T M: 9, DEX: 16 (+ I, -2), APL: 16 HTK: 50, AC: 3 MV: 9", AL: L. Neu tral AT: I, DM: by weapon type T H ACO: 16 HT: 5'~", WT: 110 Ibs. Weapon Proficiencies: th rowi ng ham· mer, footman 's mace, foot man 's fl ail Armor: +2 chain mail Weapons: +1 mace, throwing hammer (x2)
\
Spe lls: 5/ 5/ 3 Specials: Nonc
305. Private Residen ce PRO PRIETO R: Donna P/esa, Skill 0 H u.mall (see #44 1),
306. Private Residence PROPRIETO R: Cu rley Th orndike, Sk ill 0 H umall, and family (see #~26).
307. Privale Residence PRO PRIET O R: Professor j ed Licka, Shill 0 Humall, and fami ly (see #~21).
PROPRI ET O R: j enkin M urdoch, Shill 0 H uma'l, and fa m ily (see #438).
308. Priva te Residence
303. Private Residence
PRO PRI ET O R: " Iceman " j ohnsotl, Skill 0 H umatl, and parents (see #442).
PRO PRIETOR: L yndon Upton, ShiliO H uman,a nd fam ily (see #346).
304. Private Residence PROPRIETO R: Adi and Sylvia Oas (see #439). Adi Da.s, Skill 12 Cleric R ace: H uman R eligiml / Deit)l: G reek/ Nike S TR : 16 (0, +1), IN T : 12, IN T : 18 S T A: 15 (+ 1), DEX: 12, A PL: I ~ H TK: 78, A C: 4 MV: 9", AL: L Neutral AT: I, DM: by weapon type T H A CO: 14 HT: 5'7", WT: 137 Ibs, Weapon Proficie' lcies: staH, hammer, footma n 's mace, fla il. throwing hammer Armor: +1 chain ma il Weapons: +2 th ro wing ham mer with return, +1 staff, footman 's mace, footman 's fl ail Magic Items: Scro ll 7 spells (skill 2-9), Ring of Swimming, Staff of Curing, Beaker of Plemiful Potions: (Flying,
309. T emple of Healing PROPRIET OR: Alena R abitldranath, Skill I I Cleric R ace: H uman R eligiml / Deily: Cclt ic/ Oiancechl S TR : 14. IN T : 15. INS: 18 S TA : I ~, DEX: 12, A PL: 17 HTK: 57, AC:
71
SECTION GG
(D.S,9, 10, II; E·S, 9, 10, II; F·lO, 11 )1= = = = = = = = = = = = = = = = = = = =
~.
f' ~Oi
..--
I~
.-
..J~ ;
'i I. I , ,/i' '"'JI,, t
G G.,. G
B G
tr~
,-rJr j..,..t
~ -+-'
rfJ
fj27~f - E) ~
a-~
•
267. Captain's Keep PROPRIETOR: Captain, Shill J] f 4 Fig hler/ Magic-use r Race: Lizardman S TR: 21 (+ 4, +9 ). TNT: IS, IN S: 17 S TA : 18 (+ 4), DEX: 17 (+ 2, · 3). APL: 18 (9) HTK: 95, AC: I MV; 12" / 18",AL:C. Neutral A T : 2/ 1, DiU; by weapo n type THACO:8 HT: 7'0", WT: 320 Ibs. Weapoll Pro/icieliCit s: long sword. bastard sword, two-ha nded swo rd , short sword, trident. long bow, mace Armor: None Weapon s: +2 ,two-handed sword, + 1 uidenl. long bow , long sword Mag ic It ems: Ring of U nderwa ter Action. Bracers o f Defense (AC: 4), Wand of Frost (34 charges). Pipes of the Sewers Spd ls: 3/ 2
Captai n is the Capta in and owner of the frigate . T ht! Shadow. Th e S hadow [I rs a black (Jag. and, at th is time, it is uncrewed. Caplain has a skeletal tail that fu nc tions normall y. He has a tai l mace at the end o f his tail.
Fir.st Mak, Lion, Shill II Fight~r Ra c~: Human R el jgio n I D~ ity: NorselTyr S TR: 17 (+ 1. + 1), INT: 12, IN S: 12 STA: 17 (+ ~ ). , DEX: 18 (+!. -4 ). APL: 17 HTK : 85. AC: 0 Mil: 12"·, AL.· L. Neutral AT.' ! / 2. DM: by weapon type THACO: lO HT: 5'10" . WT: 175 lbs. Armor: Chain mail and shield W~apon Profic i~ " c i~.s : battl e axe, short swo rd (eagle-billed), long bow, Florenti ne Figh ting (see Flo rtmt itl ~ Fig hting), dagger. throwing dagge r Armor: None W~apo".s: + I battle axe, (2) +2 eaglebi lled short swords (for Flo rentine Fighting), long bow Magic Jt~m.s: Ring ofWarmdl. Eyes of the Eagle. Ri ng of Water Walking, Potion of fl ying Special.s: None Lion is very Scandinavian -looking, He serves as a look-out qu ite often (he uses h is Eyesof the Eagle). His best friend is Dwarf.
Suond Mat~, Dwarf, Shill 9 Fig hu r Race: Sh ireling R eligion I D~ ity: NorselTyr S TR: 9. INT: 14, INS: 13 S TA: 13, DEX: 18 (+3, -4), APL: 12 HTK: 6~ . AC: ,2 MY: 9" / 12"· , AL: L. Ne utral AT: I, DM: by wea pon type THACO: 12 HT: 3' ~ ". WT: 6~ Ibs. W~apo,! Profici~ tlci~.s: short sword. short bow, dagger. throw ing dagger. Florentine Fighting. battle axe
Armor: +3 Elvish chain ma il W~apons: +3 Cold sword (+5 vs. fire creatures): [ INT: 5, EGO : 12 J, .0-1 thro wing dagger. short bow. dagge r Magic Items: B;lg o f H olding. Potion o f C la irvoyance. Potion Extra -He.. lin g. ·Boots of Stridi ng and Springing S pecia ls: Save vs. Poison +4 , Infr.lvision : 30' Dwarf is a tough -acting man who loves the compan y o f Lion ; he wo uld forfeit his I ife for h is friend. Dwarf likes to jump from ship·to-ship, usuall y reaching the other ship before anyone else.
280. Private Residence PROPRIETOR: Aldrich and Annora Hal vord, SII,I/ 0 H umans (see #397).
281. Private Residence PROPRIETOR: ShatU! O 'K~enan, Skill 0 H uma'i (k'C #399).
282. Private Residence PROPRIETOR: Gar~t Zollon , Skill 0 Elf, ;md fa m il)· (srt' #404 ).
283. Private Residence PROP RIETOR: Boyd Sadler, Skill 0 H uman, and fam ily
NEWTOWN 269, Private Residence PROPRIETOR : l sak Marl~, S ilill 0 H u m atl, and famil y
(see 114(6).
284. Private Residence PROPRIETOR: Ach im Gutum , Skill 0 H uman (see #342).
(see 11'1 (6).
285. Private Residence
270_ Private Residence
PROPRIETOR: Todd Fonn.sby, Shill 0 Wood Elf. and bmi ly (see #437).
PROPRIETOR: RoseS. Y es, Sh llO H ljmmJ, and famil y (see # 111 ).
271. Private Residence PROPRIETOR: Pro/es.sor Math ews, S hll 0 Humatl , and famil y (see #324 ).
272. Private Residence PROPRIETOR: Pro/~s.sor Kt:v N. Cook, S hll 0 H u matl, and fam il y (see #325).
273, Private Residence PROPRIETOR: Profe.ssor Ann E. Liot, Shill 0 Huma'l , and fam ily (see #326 ).
274. Private Residence PROPRIETOR: Pro/essor Clint Maverich, Skill 0 Humatl, and fam il y (see #337 ).
275. Private Residence PROPRIETOR: Pratt Bradmen, Skill 0 H uman , and famil y (see #287 ).
276, Private Residence PROPRIETOR: Pro/~ssor T.R. Cook, Shill 0 H uman, and famit y (sce #322 ).
277. Private Residence PROPRIETOR : Big John Coo ley, Skill 0 H uman, and famil y (see #39 1).
278_ Private Residen ce PROPRIETOR: Annin Holbrook, Shll 0 Hum ml, and famil y (see #392 ).
279. Private Residence PROPRIETOR: E/rem Endicott, S hill 0 H alf-elf, and wife Liana (see #394 ).
73
BRIARWOOD CASTLE
(E·4, 5, 6, 7, 8; F·4, 5, 6, 7, 8; G -4, 5, 6, 7, 8) Briarwood Cas ll ~ hous« the Overlord (Lucius II). his wife (Consort Casandra), the Ove rlord 's Wizard / C h a n cd lor (DoWOIlS). the Overlord's g ua rds (lhe Black Lotus), and many othen.
Information about Briarwood Gaslk is dassifiro. The Overlord has laken every m~5ure 10 insure tha t the castle's interio r rema ins a SttI't:1 to tho~ on the outside.
OvnJord Lucius l~, SA:i1l20 Fighler Race: Halr·human , one-quarter eU,
one-quaner draw Religion / DeitY: none claimed 5TR : 17 (+ 1, +1), I NT: 13. I NS: 14 S TA : 12, DEX: 16 (+1, ·2). APL: 18 HTK : 94, AC:-5 MV: 12". AL: L Neu tral AT: 2. DM: by weapon type THACO:4 HT:6'O", WT: 193 1bs. Weapon Pro/jciencies: long sword, battle axe, basta rd sword, dagger. short
sword , footman 's matt. long bow, crossbow, Flo r~n tin~ Fighlinp; (Stt Florentine Fighting in S«tion GG)
Armor: +2 plate mail , +3 shield Weapons: +2 Vorpal Bl ad~, +2 bastard sword (+3 vs. dragons), Dagger o f Venom Magic Items: Boots o f Levita tion , Ring of Regeneration , Rod o f Lord ly Might, Amulet o f Life Protection , Car· pel o f Flying (4x6), Darwin 's Instant Forness, Ring of Polymorph Self, Mighty Servant of Look-O ; Pow~rs 6xl: MM , X, F, Y. V. Q/6xTl : V. )) . N, G . 00. XXl lxTII : D/ 2x IV: T, 00/ 2xV I: L, M S peciau.. In[ravision: W' THE OVERLORD'S WIZARD/ CHANCELLOR Dowons, SkillUI1 8 Magic'user/ /llusiot, ist R ace: Human Religion / Deity: Central American/ Mictlan tecuhtli S TR : 12 [18/ 001- (+:J, +6J- , IN T : 19, INS: 17 S T A: 15 (+ 1), DEX: 16(+ I, ·2), APL: 17 HTK:n, AC:O MV: 6", AL: L Neutral AT: I, OM: by w~apon type THACO: 13 HT: 6' 1", WT: J57 1bs. Weapon Proficiencies: starr, dagger.
blow gun . throw ing dagger. boom· era ng Armor: None Weapons: Glass daggers (Acid· filled ) (x3). +2 dagger Magic Items: -Bracers o f De fen~: (ST R: 18/ 00- ), Wa nd of Fireballs (8 charges). Ring of Polymorph Self (22 charges), Bag of Holding, Wand of Illusion (3 charges), Gorgon Horn (when blown, this horn produttS lWO gorgons under the blower's control) Spells: Mag ical: 515/ 5/ 5/ 5/ 51515/ 4 Illusionary: 5/ 5/ 515/ 3/ 3/ 2 S pecials: Immune to the follow ing: Charm, Slerp. Enferbleme nl. Po ly. morph, cold, electricity. insanity, death spells/ symbols , and Ski ll I Illusion/ Phantasm spells.: Touch: ~ ld damage (OM : 10 10) and para ly' SIS; Fear. Dowons uses the Overlord asa powerfu l weapon. He makes many of the Overlord 's decisions with com plete caution. Dowons wa nts to rema in the Overlord's advisor as Jong as possible. Dowons is a llied with the Violet Spider ('64 ).
BLACK WTUS GUARDS (see ",,362 for statistics).
APPENDIX CRIMES AND THEIR P UNISHMENTS The crimes and punishmen ts listed below are, by no means, lhe only crimes thatcan/ will becom mi ued. Theyaregu idelines to be used andl or altered as each GM sees fit. Due to the magicks avai lable, 95% of all criminals are caught and j us tl y convicted.
I: LITTERING Litleri ng is a minor offense, bU I it is hig hly frowned upo n. T herefore. the fine for liuering is I gp or I wed: of hard labor. Repeat offenders are fi ned an additional I gp and m ust serve an add itional wet:k of hard labor (for each time caught). T he oHelider must also serve one week of hard labor {areach gp of the fine which is not paid.
2: VANDALISM
4: OBSTRUCTING J USTICE Anyone obstructing justice is fi ned 5 gp and/or sentenced to I week of hard labor. If the fi ne ca nnot be paid, the offender !I1 \1S ! spend 2 weeks perfonn ing hard labor. (Fines/ pun ishments are cumulative per repeat offense.)
5: BRIBERY Bribingor attempting to bribe a City-Slate employee (i.e. gua rd. judge. etc.) is a ve ry serious offense. Offenders will be £logged in the Old Slave Market Plaza. In addition tothe public flogging, the offender will be sentenced to 6 months of hard labor. City-Stale em ployees who acce pl bribes are dealt with more severely; they are p ublicly flogged . left in stocks for 3 da ys. and either sen tenced to a year of hard labor or ban ished fro m Briarwood. If the offender chooses ban ishment. s/ he is taken 100 mi les outside of Briarwood and left there.
6: BLACKMAIL
Vanda ls are charged for damage that is done, p lus a fine o f 5 gpo Theoffellder mUSI serve o ne week of hard labor fo r each gp of the fine wh ich is not paid.
Black mail pu nishments va ry greatly depe nding 0 11 the person (or people) being blackmailed (i.e. merchant. city official. senator, etc.). Punish ments range from I gp to 200+ gp fines alld sentences ra nge from I month to 5 yea rs of hard labor.
3: DISTURBING THE PEACE
7: SELLING STOLEN GOODS
QHenderscaughtdisturbing the peace will geta warning o n the first offense. Each repeat offense results in a fine o f I gp and ~ days o f hard labor. (Fines/punishments are cumu lati ve per repeat offense.)
Offenders caught selling stolen p roperty are considered to be accompl ices 10 both the robbery and to whatever other crimes were commiued duri ng the robbery. Repeat offenders are sentenced \0 death.
8: POSSESSION OF STOLEN GOODS
16: PRISON BREAKOUT
Punishm tnts (or possessors o f stokn goods va ry greatly. Those unknowingly possessing stolen goods need onl y hand over the stolen items. Those who knowing ly possess stolen goods are considered accompl ices to the both robbery to any other crimes committed during the robbery.
All o ffenders involvtd are first fl ogged, and then drawn and q uartered. Their remains are fed 10 an ima ls (sharks. lions. etc.). Consequend y, the offender will not be given a proper buria l.
9: FRA UD
T here are ma ny types of robbery. (See entries for specific types below, i.e. Armed Robbery, Unarmed Robbery, etc.)
Those convicted of fraud are fined twice the amou nt of money the person received or would receive from carry ing OUI the frau d. Also. Ihe offender must serve 1-12 months doing ha rd labor (dependi ng 011 the seriousness of lhe fraud). Repeat offenders are sentenced to death.
10: FORGERY
Fo rgus are few and far betv.'een. The reason fo r this is tha t due.to Ihe magicks available 10 uncover crimes, forgeries are easily diKO\'ered. Forgers are sentenced (0 five years of hard labor. For a repeat o ffense. the sentence is death.
ll : RAPE
,
R'llle occurs under many different circum stances. Therefore, pun ishment for offenders range from cutting off an earor limb 10 a brand on the forehead. Repeat offenders are put 10 death.
12: ARSON
Those cOllvicted of arson are easil y and severdy deal! with; all arson ists are burned al Lhe slake.
13: SACRIFICING Sacri ficing of small animals, magic items, inSKlS, mons ters, etc. is penniued, but it is diligentl y regulated. . Sacrificing humans or any other sentien t being is pUlllshable by a slow. pain fu l death. Also, all properties/ ho ldings of the offender(s) (sects, individua ls, etc.) are d ivied by the Ci ty-S~ te. The fam ily of the sacrihtt victim (if applicable) is given the hrst choice of wea lth, items. etc.; theCity·State (mainl y thecapila l city of Briarwood) geLS the remainder. Under this system. who lerel igious5tCts ha vebttn put todeat h . and JXIOr Biarwood citizens have become extremel y rich.
14: TORTURE Only lite Ovt rlord can lega ll y ha vt a semient being torturtd. Eve n then, torture is rarely used as a pu nishment. However, any privatecit izen who tortures another being will. wit hou t exception. be tortured 10 deadt over a period of 404 da ys.
15: KIDNAPPING Kidnappers are sentenced lO ten years o f hard labor. Repeat offtndtrs are sentenced to death .
LANGUAGES There are many languagts throughout the continen t of Caland ia; most of them are race languages. However, there are aboll! a ha ir dozen which are regional languagts. They are as follows: ALURIAN (SOUTHIlON): T his language originated in the south of Calandia. Aluria is now presentl y behind enemy lints. CALAN DlAN: This language is also know n as th t Commo n language. Calandian is the o ldest and most widely used language in Briarwood. MASANESE: T his language originattd on the island of Masan, which is located o n the southern shore of Caland ia.
76
17: ROBBERY A: GRAVE ROBBI NG Pu nishable by 5 years of hard labo r. In addition , the offender must help bury all who die duri ng his/ her hard labor term. B: CH U RC HITEMPLE ROBBING Punishable as the ch urch sees fit . (P unishment must be sanc. tioned by the Overlord/Senate.) C: UN ARMED ROBBERY Punishable by 5 years of hard labor, Repeat offenders are draw n and q ua rtered. D: ARMED ROBBERY P unishable by 5 years of ha rd labor and theampu talion of the o ffende r's weapon. hand. Repeat offenders are drawn and quar· te red. E: MAG ICAL ROBBERY Punishable by 5 years o f hard labor. Also, the offender's grt'tn card is revoked (if a pplicab le), and the index fin ger and thumb on each hand are amputated. Repeat offenders are drawn and q uarte red.
18: MANSLAUGHTER Pun ishable by eight years of hard labor. Repeat o ffenders are sentenced to death.
19: MURDER All murderers are put to death; the method o f the dea th is usually very long and painful. NOTE: Hard labor is defintd as working 12·16 ho urs dail y; digging, hauling dirl, rocks, etc" cleaning and repairing bu ildings and street5, elc. When Ihe work day is over, Ihe inmates go 10 Ihe local jail; Ihey remain there unlil the next day. Parole is never allowed, and visit5 are only allowtd once every month, Prisoners have no righ t5; they are treated as beasts of burden and nothi ng more.
MERCHANTS' CANT: Merchants have their own universal language, so, no matter where they go, they may still practice their trade. Merchants' Cant is a mixture of hand signs, whist les, and words from many la nguages. N ILESE: This language originated in the Nile Islands. Ninety. five percent of alllizardmen speak Nilese as their main language. PACTISH: This la nguage is believtd 10 have originated o n the continent o f Sbadowpact. Shadowpaci is believed 10 be a land of evi l and chaos. Therefo re, Pactish is spoken in whispers, and is known as the "dark language." All nagas and drow are ta ught Pactish , but they will no t use the language in the presence of other races. TA'LONESE: This lang uage originated in the continent of Ta 'Jon , No one can reach Ta'ion because i t is hidden. Al l centaurs speak Ta'lonese.
POTIONS:
I !
I t
WHAT THEY'RE MADE OF WHAT THEY'RE WORTH
The information furnished in the POlion Ch art is an abridged compilation of Alham South land 's (see 1135) successfu l potion fabrications. Exact Quantities of components, their mixtures, and cooking limes (if applicable) have been omined. Gold pi«e values are based on the availability of components in Calandia. Th~ gp vaiuesdiffering (rom the" Slandard rule books are marked with an asterisk. Alham will buy most components if they an: nOI morC' than twO days old, and if they are completely intact. Potions which are not listed in the standard rule book or arediHerent from their listing are marked with a t. These potions are d~ibed after the Potion CharI. ' The GM may change components and gp values 31 his/her discretion.
\
POTION CHART
I
Potion
Main Componenl(s)
GP Value
An imal Comrol
Hearts of ten different anima ls
400
Two blink dog brains
400
Clairaudience
Ears of five diHerent felines
500
Clairvoyance
Ern from twO eagles, or one set o f eyes from o ne giant eagle
500
Blink
t
Climbing
Web sacks from twO giant spiders or web sacks from fifly regular web'spinning spiders 500
Delusion
One leprechaun, grou nd
400·
Diminution
Sprite's wings
400
Disp lacer beaSt tentacles
450
Salivary glands of spttifk dragon type
5,000·9000+
ESP
Doppleganger brain
850
Extra Healing
T itan tissue (from hands)
1,000·
Fire Resistance
Two hell hound tongues
400
Flying
Roc, Pegasus, or Shedu feather
750·
Giant Contro l
Sali vary gland o f speci fic giant type
1,000·6000.
Displacement
t
Dragon Control
,
~-_\
-'
,,
r
....
:G~'-~--U-'-F=o-'-m-----v=am ---p~;'-'~b~lood--~-------------C~~.-------,-_--_-_-__-_-~ ~~ Ir
Giant Strength
900·1 ,400+
Growth
Giant slug slime (twO quarts)
600·
Healing
Titan hair
600·
Heroism
Hero's heart and brai n (ski ll 4 fighter)
500
Hearts and brain o f thr~ humans
900
Hearts and brains of three specified h umanoids
900'
Human Control Humanoid Control t
--., ",-,
Muscle tissue of sp«ific giant type
-',
-
i
'-
77
"'-
" In vis ibi li ty
t
I nvisibl~
Stalker
essen~
7W "
In visibil ity
Two pixies, ground
500
Invulnerability
Clay golem dust
7W
l1vilalion
Beholder a ntral ere nuid
6W
Longevity
Trtt gia nt sap
1,000+
Oi l of Etherealness
Kirin horn
1,500+
Oi l of Sli pperiness
C iant slug slime (two quarts) and one g iant eel
750
Sea hag skin
800
Oil of Wa ter Walking Oil of
t
,
, "
SlOne to Flesh t
Gorgon head
750
Philter o f Love
Sylph heart
600"
Persuasiveness
Two dryad hearts
850
Plant Colllro l
wves from thirty d i[(erem plant types
' 00
Polymorph Self
Two Dopplrganger brains
500"
Poison
Fivt differelll poisons
,50+"
Sp«
Rust mo nster tail
450
Super-H eroism
Super.hero's heart (skill 8 fighter )
750
Phi lter of
'\
\
Water Elcmemal (one quart;
Sweet Water
whi le still a li ve)
T eleportation
t
Couatl lOngue
T reasure Find ing Undead Cont rol Water Breathing
Blink: as
~r
Dragon hearts (ro m twO differe nt dragon types
2,000
One ground lich or twO ground vampires
2,500
T wo ix itxachitl heads
900
blink dogs
Displacement: as
~r
1,000+
Cloak or Displaa'mem
'-._-"
Humanoid Control: as ~r Potion or Human Control, but works on o ne humanoid t y~ (i.e. dwarves, elves, shireiings, etc.) Invisibi lity: wi th invisible stalker ~na', it will last two rounds longer than wi th pixies Oil of Water Walking: if rubbed onto the boltom or the feet , the using Character can walk o n wa ter Oil of Stone: when pou red over a Character that to Flesh has b«n turned 10 Slo ne, the Character becomes flesh (works o n beings 8W tall and shorter) Teleportation: as pcr sk ill 5 magic-user spell
78
'.
,
;..;.
•
BY ESTABLISHMENT
D
A luivmtum'$' Guild..
D:oggcn ............................. 122. p. '2·,2
. .....•. 422, p. Sol.,»
Adv~muTen' Guild Swre ••..••..••.... 425, p. S4-55 AlchemylPOIion Stw;,p ..•......••..••.. 3!>, p. 14. 15 Antique Shop .• •...•.•..... ... ..•.• . 152. p. ~S-39
Appraiser •....•..........••..••..... 148, p.
~37
Architect ......••.•••••...........••. ~2, p. {;6.67 Ardtirccl. .. ........ . . .... ....... .... 443, p. SS-~ A~ ............................... ~55, p. ~57
Armorer ...••..........••............ ~. Annor .../ Blad
p. 12. 1' p. 40--41 p. 66-67 p. 62.6$ p. 66-67
B . ....•.. .••... ..... 95. p. 26-21 Bakery.. . . ..• 514, p. 44.45 Bakery, Beck' • ... " .....•...........• 176. p.1O-4 1 Bakay, Bitner's ..•......•...••..•.... 552. p. 62.63 Balor's E~ .....•••...... ••.........• 120. p. 3I).J I Bank ................... . ........... 411 . p. !>O-51 Barber . ... ..•... ••• . ...•..• 191. p. !>O-51 Barber Shop .............•..•........ 2!iO. P. 62·63 Barding Maur .••...•..........•..... 26.p. 12.13 Ba=1 Mak~ ....... ... ..............• 96. P. 28·29 ibskt;t Maker •..... ......••.....• • .... 40. p. 14-15 BarhhouK. Old. • • . . . . . . . . . . . • . . • • . .. 177. p. 4(l.41 Barhhou5e".N~ .........•............ 19.p. 12.13 BlacltsmithiArmorer .. \ ..•...•..••... J91.p.O-51 BoWl ............................... 20(1, p. 66-67 BRIAR WOOD CASTI...E .................... p. 14 Brothahood 01 th<- T ... tk .............. 157. p. sg..'9 Brontt Ca.st~r. ......•••............••. 70, p . 2Q.25 B... tcher/ Meat Market ......••..•• 127" 128. p. '2-33 Baker.
C Cabi_ Maku , ••...... •... ••.••..... 244, p. 62-63 Cani~T.,.iner ............. "' .•...•.... 1I,p.S.9 CandkSoop .. ........... ..... ....... 22. p.12. 13 Candles" Lampl • .. . .. .•..••..... ... 168, p. -40-41 Candy Soop .......................... 57, P. 18-19 Captain'. K~p ........••...........• 267. p. 72-7' Carpemer .••..........••...••..•.... 242. P. 62-6.3 ~ter .......•••............•••.. 458. P. 52·5S Cartographer •.....•....••..••..... . . ]99, P. 66-67 a nd Meal, Curley', ....•...••.. ,~. p. 62.63 ~and Milk. ......... . . .. .•...•. ]9'. !>O-51 O>alr Ma ker ••...........••..•....... 20]' p. 66-67 OIimney Cleaner .................... 249. p. 62.6.3 rch 01 Odin {Pet"CfI) ••••••••• ...••. 266. p. 68-69 Oerical AidVHealing ................. '2. p. 14.]5 Oerical Ai
aa.. .
Dance Hall/l..ou~, Buller's .••..•...• IS7. Omtist ............................. 402, n~uxtivc Agency, Night Stalker •.••..•. 59, Druid Hall (l...ntoru) ................. 186.
p. !>O-S] p. 48-49 p. 18- 19 p. 500-5 1
E EaSt Gale .......••....••. ••..••..••..•. 1·'. p. 6-7 EngnVCT ..•.........•.......... .. •. .. 71.p.20-2' EngnVCT ..••.••..••...••..••.••...•. 243. P. 62·6.3 Eyrie 01 the Winged Ones .•.••..••..•. 428. p. 58-59
F Fire Am ........................... 146. p. 56-'7 Fi~ Depanmem ..................... 401. p. 4S·49 p. 152,135 Fish, Fmh ........................ FlelCher/ ArrowShop ...............••. 25.p.12· 1' Flower Shop ..................... . ... '9, p. 14· 15 Flowen. Felliw't Fresh .............. 171. p.
m.
G GardeninglLandtcapinS ...••..•..••.. '42. P. 58-'9 Garlic Grower.. .. .. . ............ 109, P. 31).,1 Gencr;ll St~. • • . . • . . . .. . . • • . . •. . .. . . . . .. 5, p. 6-7 Gencr;ll SI.,.." .. . ....... •...•..••..••.• 88, P. 26-27 General Store ........................ '57. P. 44.15 General Store, Jan .... I' •..•. , ••.•••.• P. 166. P. O-51 Glau Shop ........... .. ..... . .......... 12, p. 8-9 Gloves/leather ...................... . ... 4, p. 6-7 Grain Mill ..................... ..... 452. p. 62·6.3 Grocery Store ............. .. ...... . .. 214, p. 60-61 Guarch. Bbd< Lotus ................. 562, p . 42·43 Guards. Black Scorpion .... .. .... _...• 107. p. JO-JI GuardsoltheSun •....•..•. . .... _ ........ I.p.6-7 Guard HOUK ......................... 86, p. 26-27
M Masuge Parlor ............••....•••.. 82. p. 26-27 Material Components .•••..•••. .. .... 227. p. 60-61 Memorial Co ... rt ..... .. .. ... .. .. ..... 4Sangcr ..... . . .. .. .... ..•.... UK, p. !>O-Sl Money O>angcr .................... .. 289. p. 70-71
Mouitt .••...••..••...
Hat So:ller ........•.•..•..•...•. , •... 125. p. '2·'~ Historic Archi ves ...............•.... 218. p. 60-61 Hoob· n.Harpoooru ...••.••..•••••.. P. 42-13 . ... 208. P. 60-61 Hoorgluses ........ . House 01 P leasure. Hel~n ' •• .•....•.... p. 46-47
'!IO.
'90.
I Ice Cleam ParlOl ................ , ••.. 163. p.
J -'O.p.
14· 1 ~
85, p. 26-27 60. P. 18- 19
83, p. 26-27
L Landsca ping .........••..•..••..•..• 245. p. 62-6.3 Lantern Shop ....... .. ..... . ......... 89, p. 26-27 LntherCoods.................. 1!6.p. ,2·" LntM GoodslTanner .................. 403. 48-19
. .. ....... 100, p. 28-29
MUlicShop ...................... 55.p.18-19 Musical hultumen ts, Suing Maker ..... 116, p. JO-,l
N Net Maker •...••..••••..••.. ... ...•• Mi. p. 58-S9 Net Re~irer .. ... . ..... .. ........... '4'. p. 58-'9
o Oil a nd Lan tern Shop ................ 157, p. 52·33 O il Maker ........................... 367, p. 42-4'
p Palm Rtader ..................... . .. UI. p. '2·'3 Pawn Soop......... . . ........... 1S8, p. 32·55 Pet St~. Bird Land .. ...•...••.....•. 261, P. 66-67 Pet Shop, Pet Land....... . ...... 114. p. »-'1 Phreno logi$l . . . .........•.....••• 99. p. 28-29 Pillow Maker. . . . . . . . . . . • • . . . • • . . . . .. 202. p. 66-61 Plan. Pran ...................... .. .. 287. P. 70-71 POlleryShop .. .. ... . ................. 14,p.12·1' Puppet Shop.......... . . ......... 69, p. 20-23
Q Quilter
H
J..deShop ................ .. _..• _ ..••. J aiL ••..•..••..•....•..•....... _ ..... Jewekr .............•..••..•..••..••. J Ultice of lhe Peace .............. _..••.
Lib.,.ry . . . . . • . . . . • . .. . . . .. • • . . . .. . .. 311 . p. 64-65 Locks .................. ... ......... . 188. p. !IO-51 Lumber Yard. . .. ........••...••.... 15. p. 26-27
......•...••....••.... 1S, p. 26-27
R ............... 45. p. 16-17 bin Maker Reslau.,.n1l Alice '. Cafe...... . . ... . ........ 48,p. I6- 17 I\o;or'l H~ Reslaurant •...••...••••. ... 6. p. 6-7 Cryslal Dngon Restaurant . .... .. ... 174. p. 4(l..'I1 Ga. for l..aI Cafe ..........••...•••• 549. p. 42-1~ Harley's Cafe ................ ... ... 257. p. 66-61 Kel ly'. th<- Cook .... . .............. 572. p. 44.45 P!esa's P1Kl:Cafe .. ......... , ..... 441, p. 58-59 Rose'sEatery ...................... 1I1 .p.JO-5 1 Shirley'. Resta ... rant ... .. . ... , •..... 256. P. 66-67 Waltring Turtl( Rrstau.,.nt ...••.... '96, p. 48-49 Rope Maker.... ............ . ... . 16. p. 12·U Rope Maker .......•...........••.... '95. p. 46-41 Rug Weaver .••...••.•...••........... SO, p . 26-27 Rugs.............. . .. ... .. ........ 47. p. 16-I7
S .......... 246, p. 62-65 Safe/Lock Maker .•.... Sail Mak~ ......... . . ........... . 346. P. 58-'9
School, 01 Acting • ...••................•••. 522. P. 64-65 01 the Am . . . . . . . • . • • • .. . • • • . . . . . .. 52 I. p. 64-65 01 H~bology ......... _......... ..• 324. p. 64-65 of Law ............................ p. 64-65
'26. p. 64-65
o f Marhemalics .................... 519. of Riding .......... . .. .. .......... 337. 01 the Sciences ... . ................. 520. of Writing ......................... '25, Scribe ... . ........••.....••• 90. Scribe/Book Maker ................... 433. Sha ... -Lin. Followen of .......•....••• 102. Shick! Maker ......................... 24,
p. 62·6.3 p. 64·65 p. 64-65 p. 26-27 p. 52·5S p. 28-29 p. 12·"
79
ShH:'ld
P~Jnt ............................
ZI, p. 12·JS
Shoa.Boots.ac. ..................... I91 .p.52·55 Sisn Mak............................... 74, P. 26-27 SkUll, W~t.... / Wi ne .......•• , ..•••.... 2CH, p. 52·55 So;.p Shop .......................... 19-1. p. 52·S5 Spell CompGnfm Shop ................... 8, p. 8·9 Spi<:...., Herb Shop .. ,............ . ... 7. p. 8-9 Spias and H .... bl ..................... 189. p. ~S l Spica and H .... bs ..................... 190, P. ~51 Stabl.... 0 ·K«n;on ·................... '99. p. 48.... 9 StablclSmithy ....................... 14 1, p. 3&57 .§(';lIncd CWO Window Makn •..••... 64·B, p. 20-25 SIoncIOay SCUlpcor ................... 56. p. H · IS Si0fa8e. ~I .... '...................... 4(16, p. 48 .... 9 Stort HouM< (FO R SA LE) ..•••...... ...... 9. p. 8·9 Sund,al Maker ...... .................. 72, p. 26-27 . ............... 105, p. 28·29 Swo.d Maker....
WareMuM< (FOR SAUl ...•........... 68, p. :.!O-25 Watch Tow.,. ........................ 41'. P. 504·~ Wa tch Town. Harbor Sirttt ........ . . 5se;, p. +4 .... 5 Water Tower ........................ 127. p. 504·55 Weapon Bazaar . •••.•.••.••......•... '98. p. 48-19 Weapon....................... .. ... 154. p. 52·" West C~tt BarTll<:ks ..•.•..••..••.••... 140. p. '4·55 Wnn,lwright .............. ...... .. . 262, p. 66-67 Winery (FO R SALE ) ......... ......... 29. p. 14· 15 Winery ...... . .. .......... ........... SoO. p. 11).17 Wood Ca....e- ......................... 4i , p. 16- 17 Wood Ca....e-/ Figu", Head Maker ..•.•. '41, P. 38-39
Dick~., C« (the Anlul Dodger ) (61) •••..•.. p. 16-17 DSL (11') ........ .. ...................... p. 3&57 Dowon s (Briarwood Ca" le) .. ................ p. 74 Dunham. Tra ppel' John Mathew (446) . ...••• p. 5oI).S7 Dwarf. Second Male (267) •...•....••.....•• p. 72."
Fa~( I 69) ..... .. . .. . ... .............. p.4O-'I1 Fltmtht Fk (S9) ........... . .............. p.18-19 Flex. Percy ( 114) .......................... p. »51 F~ll.lnd. Sitphm (69). . . .. ••..•••..••. p. 20-25 G zih, Cenn-al (64 ) .... ...... .............. p. 20-25 H arpcnon (62) .... . . ........ ............. p. 18.19 Hawk min, Lord (428) ..................... I'. S8-S9 Hi<:ks (& Io r', Eyr Cuard) (121) ••........... 1'. »-31 Hjalmar, Ctneral Tmn (362) .•..... ....•..• p. 42-43 HrodllO\fllt. Axel (246) ..................... p. 62-65 J iton ( 13) ................................ p.IO-II Karbin, Rolly( IO) .......................... p. 8-9 Kunlis (389) ........... .. .. ... ........... '1'. 16-'17 Li lllllC, Tih. (8) ............................ p. 8.9 Lion. Fim Matt (267) ....... .. .... .. ...... 1'. 72·73 Longstride. Otlow (141 ) ...••.. ••.... .. •••• p. 56-57 Lonno (63) .. . ... ...... ... .. .. ............ p. I8-19
M ar'na , Cahllll (289).... . . ...... ....... 1'. 70-71 Milo, Viar(l47) .......................... p.3&'7
Oak, Ft. Mila
(266) ...................... I'. 68-69 Obtd, SWilin (U7) •••.... . .........••....•. 1'. 46-'17 Ocmoth (12!1) .. .. ......................... 1'. ~2·SS 0......10«1 Ll.ld l.ll ll (Briarwood Castle) • ... ••... p. 74
l
,,r
P dliasofMa&an (5Z) ...................... p. 14.15 PerT)', Str~~lU (1 ) .......................... 1'.1). 7 Phatthon , UtutclIlInt (121 ) ......••• ..••••. p. 54·55 P hotbu •. Colonel ('4 ) .............. .. .. .. . p. 14.15 Pi nelli (422) ..•.•••..•.. ... .•..••••.•••.•• p. 54.55
~ ,_" ,:,;~:~=:::.'~, Alma ($09) . ............... p. 70-71 Ram~. Cundlt (S85) • .. .. .. ........•• p. 41 .... 5
,
P.:rnk ( I') .............. . ................. p. 10- 11 Ranyart, Ambauado.-at·Largc (161 ) ...•...•• p. 33-S9 RaspaUlI ( lOS) .... ... ... . ......... .. .. .. .. p. 28.29 Ripley (BaIOl", Eye Guard) (IZI ) .. •...••... . p. »-51 Rombunt (4+4) . ....... ....... ... .. ....... p.~S9
,•
u Undtrtaltc'r.. . ................... 241. p. 62·65 17, P. 12· " Urn Shop... .......... • • •..... Used Anno. . . .............. 2(13 , P. 66-67 U~ Clothes....................... . 76. p. 26-27
.. .. ........... .... ........... p. 3&57 . ... .•.. p. 14.15 . ............. p. 20-25 Schtt (64) ...... ....... . SnnI«(15 ) ............ ..... .............. p. 10-11 Shaillll (254)........... . . ............. p. 66-67 Shadowhawk(S4 ) ......................... 1'. 14. 15 Si l~, Law",l"ICt " . he Ea. " (569) ..•••....••• p. +4 .... ~ Smiladon, Ca pUlin (5) ...... .... ............. 1'. 1).7 Sol. Fa.hn ('95) .. .. . . ... .. .. .. ........... 1'. 46-'17 Stillman , Uhl.,. (
U pdnfl, Ca,.on (4'2) . ....... ....... ...... p. S6-57 Urklukof Oa&a (16) ........... . ........... p.12.15
18· 19 +1.45 50-'1 40-11 20-25 »31
w Wainw.i8hl .................... 2&11: 265, p. 66-67 Warehouse. Acmt .................... 41'. p. 48-49
80
Saw ( 115)
T arrock , Baron Amsil (S59).......•••...... p. 44· 45 Thier (63) ................... .... ......... p. 18-19 Thicklimb, Caplain Dougatd (222) .•••...... 1'. 60-61
v Vampire Catcher ... ........... . .. 62. p. Vamp,re's 0-,'", ..................... 'W, p. Vegrublf MarkH .................... 119, P. VHernwoan .................... ·· .. · I80.p. VIOLET SPIDER AREA (Lmunis) ••.. 64. p. VIOlin Su.", Makt................... 116. P.
c:ahoon, 0 1 (7) ............... .. .. ... ....... p. 8-9 Captain (2b7) ........... ... ............... 1'. 72·75 Cornwall, Warden Thad.-us (85) ... ••...•... p. 26-27 Crandel (13) ..... ... . ......... ...... .. . ... 1'. 10-11 Owl, J anda l (126) .. . . .. .. ................ 1'. '2·" Cy (268) .......•••.••.••..••• ... .•••..•••. p. 52." CII'I (64) ................ .. ............... p.20-25
D;u, Adi" Sylvia (439) .................... p. 52,53
T Tablr Makn ........................ 437 , p. S2·55 Ta.b . .......... ........ ..... 77. p. 26-27 Tailo! .............................. 456, p. 52·" Tam,," ............ , .............. . ~'.p.66-67 Tavnns BlxkDragonTavnnllnn ..•••...... . 65,p.18· 19 CoppnC;u T~oo-n .............. 592.p.'tO-4 1 eo..y Comn Ta~e'n ............... . 164, p. 40-41 Cri ppl«l lxitxachid Tue.n ..... .... 55', p. 44·45 Dilncin'PigmyTavnn ....•••...••. 110.p. 30-5 1 Diamond Dud Taoo-n ••...••...••. 445, p. 56-57 O"ty ClaM Ta.~n ................. ill. p. 66-67 Gnarl, Nap T aoo-n. tnt ....•••..••• 54&, p. 33-59 CI'Ilm Ra"fll Tavt'Tn ............... 108. P. 30-31 Happy Horn y Toad Ta"crn/ l nn ....• 412. p. 48 ....9 Mithril Claw Inn .... ............ ... 144, p. 3&57 Park T avnn ............. . ..... IIU. p. ~SI SlecpyToad Tavt'Tn ................. 41." . 11).1 7 Wounded G.»l Bat .................. 79, p. 26-27 Taxi Set\li«. Running Dos ... . ... +
:&.lIard ( I7) ............ . ... .. ... . ........ p.12· 13 Bt.oint. KKk ('48) .............. ........ ... p. ~S9 Boun ty Huntn (109) .... .. .. .. ............ J>. s.o.SI Brombor ( 12!I ) . ..... ................. ..... p. '2."
BY NPC NAME
V ahs. Samlian ( 17) ......... .. ........... p. 12. 1'
AldanC', I...oId Aklntlm (159) ••.•..... .. .... 1'. 54·55 Anwl~. Ansel (510) ...................... 1'. 64-65 AIllo ( IS) ..... ...................... ..... . p. IO-II Aria ( IS) ................. . ............ p. 10-11 ArarTal (266) .......•.•..•...•.... .. ....... p. 68·69 Amy (455)..... .. . ............ p. 56-57 Anemis (I) .... ......... . ..... . .. .. ... 1).7 Artlul Oodg~t, the (1oCt D"At1lS, Cu)
W aldrin (27) .............. .. ............. 1'. 12. 1' Ward ,he Bot. Lieutenant (2) ................ p.1).7 Warlord ('98) ...........•. .. .......•••..•• 1'. 48-49 lam (65) ........ . ............ .. ....... "1'. 18-19
I
BACKGROUND and ENCOUNTER BOOI
T~
City-State of the Invincible rd
Background and Encounter Book Table of Contents Official History of Calandia ............ ............................... ........ .... ... ........... 3 Chronology of the Dragon Kings ............... .. .. ...•. .... .... ..................... .. ....... 5 Chronology of Atrabiloran ........ .... ...... ... ..... ................... ..... .. ....... ........... 6
,
Chronology of Salm-Lorin .......................................... ........ ........... ......... 8
Introduction to the Encounters......... .............. .. .... . ...... .. .. ··
16
Random Encounters .............................................. ......... ....... ............. 17 Map for Treasure Map Encounter. .......... ... ' ......... . ' .' ... .............. ... ·... .. '····· 22 Map for Giant Skeleton Encounter ...... ........ .. ....... ............ ........ ................ 25
Thieves' Guild Encounters .... ...... ..... ..... ................. .... .. ... ..... ..... .·.·.·.····· 32
City-State of the Invincible Overlord ©
1987 Mayfair Games Inc. All Rights Reserved.
, Author: J eff R. Leason H istory of Calandia: Troy Denning Based on City·State of the Invincible Overlo rd by: Roben Bledsoe and Bill Owen
Editors: Adventure Book: Tho mas Cook Background &: Enco unter Book: Jonatha Ariadne Caspian Character Race Books &: City G uides: Tho mas Cook Map &: Population Book: J acqueline Leeper
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Aluria, Amber Swamp, Arie\. Aranat, Ben twood Forest, Briarwood, Rrombor, Caland ia, Ci ty·Stateof the Inyincible Oyerlord. Wa rden T hadC'us Cornwall, Cnndel, Cy, Dam ias. Dasa, Dowon!, DSL, Farro he, Flian der. Creen!ang For~t . Griffins Claw. Han ·gar Riyer. Helingon, j axal, Kent il b , Leopa Mou ntai ns, Lilymoor, Tihs Limac, Trisha Loop, Lori n the Clean, Luci us I, LucilLS II, Lucius the Invincible, Marr..- hoe Mountaini, Masan 151and, Calm Mar' na, Vicar Mi lo, Nik Isla nd, Nlairm. Fr. Miln Oak, Ocmolh, O verlord, Pdlias, Phaeton, Phoebus, Pincus , Kanyan , Raspa ta l, Salorian, Sasha. Shadowhawk, Shadowpact, Shangtt Ri yer, Bergen Sheen, Siber Se.I, Smiladon , Sslanh , SlOrdic, Ta' lon , Thormau' Peak, and the Wall of Fog are trademarlu !or role· pla ying adventures and supplements published by Mayfai r Games Inc.
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THE OVERLORD'S OFFICIAL HISTORY OF CALANDIA by Quartus Ignatias, Court Historian to the Overlord Lucius The Invincible Like the beginnings of any grea t enterprise. the orig ins or Calandia are lost in a muddle o f legend and myth . Some sages claim Ihal, rrom the dawn of lime, Calandia has exis ted just 35 i I is today. These same sages p ro phesize that it will endure in its present form until the end o f time. Although these savan ts can ,,"'eave an impressive webor sophistry to 5uPporilheir comentions,
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intelligent readers wi ll dismiss such jibberish as the tired dogma of pompous burroons. If there isone well-documented fact regarding the history of Ca landia, Ihis fact is that Calandia 's paS! is o ne of enormous change and upheaval. The h istory follo wing th is introduction will sen e as evidence 10 prove my point. On the other hand , there are those nihilists who claim that Ca landia is nothing more than a state of mind. These pessimi stS wo uld have us belie\'e that all beings which inha bit Calandia are rig ments of our imagi nations. When challen ged with physical evidence proving the ex istence of these " imaginary" beings. the nihilists escape the conundru m they have a eated by requiring us to offer proof that our evidence is something more than a mere construct of their o wn minds! Obviously, such debates are nothing more than the defenses of weak·wi lled dullards who wish to j ustify their chaotic and hedonistic pursuit of disorder aga inst the persistent inquiries o f rational minds. They deserve less attention tha n the dogma·bound sages o f the first argumelll. An examinatio n of the facts reveals that the truth lies somewhere between these twOopposing viewpoints. Calandia's earliest records indica te that the country existed as long as 12,000 yeaTS ago. As might be expected, these records are rather sparse and , at times, contradictory, but it appears that the peopleof thatearliest ageconsidered Calandia nothi ng more than a small island. They believed they had been marooned o n the island by a wrathfu l god in repayment for some terrible trespass o f their ancestors.
•
The records indicate that these people han'ested their livelihood fro m the sea surrounding their island , and built their homes near the present-da y site o f Briarwood, "at the birthplace of the three riven ." H ere we encoulller the first majo r contradiction . T he ancient cityofBriarwood is, as we al l know, located on the Highest Plateau , in the center of the con tinent of Calandia. The three great rivers to which the records refer mus t be the ri vers Shangee, Han gar, and Lilymoor. for the source o f each ri ver is with in wa lking distance o f Briarwood. It is inconceivab le tha t the records refer (0 another site near the sea; no explo rer has ever reported findin g the sources of three other rivers within an y proxim ity to each o ther, and such a d istincti ve landmark would not go uncharted. How could the first inhabitants of Ca landia have lived at the present da y site of Briarwood and harvested their livelihood from the sea, when the closest sea·shore is over 90 da ys u-a vel by boat? More importa ntl y. how could they ha ve considered a continent the sizeofCalandia lO be a Liny island? I am forced toconclude that the first inhabitants o f Calandia were of such massive pro ponions that Calandia's vas t ex panses seemed a tiny garden ! Of course. such a proposition is preposterous; beings of such great si1.e would not ha ve left records which beings of our modest proportions cou ld hold in twO ha nds. The o nl y logica l explanation is tha t these first inhabita nts fi shed the rivers ins tead of the sea. Yet, even this concl usio n has its problems. For instance. it is difficult to imag ine that a comm u nity of more than a few hundred could be supported by fi shing the ri ve rs near Briarwood. Yet, the record clearly implies that there were o ve r te n· thousand people in the locale of Briarwood. Also, there are references to fi sh and mollusks which in habit only the
sah . waterof the dis tant sea. This isone of those contradictions which there is no ready e"planation. In th is con tradiction, we find evidence to support thecontentions o f both camps. the dogma-bound buffoons and the hedon istic d ullards. The records clearly refer to the existence of the Three Great Rivers and establish the land nearby as the center of civili zation as earl y as 12,000 yean ago. It must be more than coincidence that Briarwood, the capi tal city of all Calandia, is loca ted o n th is same ground. It a ppears that, as the sages claim, some things have no t changed in 12,000 yea rs. On the other hand, the citizens of thi s early settlement ate shellfish and other delights from the sea ; today, such delicacies are on ly ava ilable aher tra velling 90 days. This certa inly lends support to thecontentions of the n ih ilists!
The Uttermost War
left little record of thei r beliefs. for their scholarly skills disappeared along with their civility, the records of their victims provide a fair account of their lifestyle.
Over the next severallhousand years, it appears the inhabitants drifted away from the fishing life and began 10 occupy themselves During the first five-thousand years of the Great Misery, the as farmers and he rdsme n. They developed qu ite an extensive nomad da ns survived by hu nt ing the beasts of the wilderness. culture, a culture that stretched un varyingly fro m shore to sh~re. They supplemented their h unting by raiding amo ng some sects They shared a common (albeit . barbaric) rel ig ious system whIch which had attempted toret urn to farming. During these ra ids, the held that a nameless god had created Calandia asa p layground for no mad sects stole food. metal for weapon-making. and children, his children. These children served as deities for the farm ers. whom they raised to be slaves. Although the farm ing sects resented (Some religions today still show elements of this belief) A great this thievery, the raids were infrequent enough that they did not deal of the daily life of these farmers revolved around ntuals to feel compe lled to spend asignificant port ion of their li mited wares appease the im mature and misc~ievous chi.ld-gods. The ~armers and goods defe ndi ng themselves. believed that wit!!'ul the good wi li of these fickle gods. thelTcrops Near the close of the G reat Misery, however, climatic conditions would fa il and their animals would become infertile. seem to have changed on Calandia. ln the wild lands near the edges Then, about 7,500 years ago, something terrible happened to the of the C011linents, where the nomads lived, the weather grew farmers. T he records contradict themselves on exactl y what the bitterl y cold, The game grew scarce, or, wo rse yet, grew so fierce nature of this d isaster was, Some records claim that the practice o f that it turned on the hunters, and the hUlllers became prey! The slavery was invented. and other records insist that the child-gods nomad clans, having lost all knowledge of farming in the long became involved in a terrible quarrel. In any case, the result was years since The Uttermost War. were in desperate strai ts, Their something called the Uttermost War. way of life was d isappearing. The Utlermost War pitted wors hi ppers of the child-godsagaimt One by one, the nomad clans began to appeal for help to the each o ther. The records ind icate tha t this was when most weapons, fanni ng tribes near thecominent interior, Unfortunatel y, thousands such as swords, throwi ng spears, bows and arrows, shields, and o f yea rs of victimil.ation had hardened the hearts of the farmers. armor, were invented, The fa rmers fl atl y refu sed to aid the nomads In an y matter The pett y wars in our history have involved co nfl i~ts and whatsoever. (In order not to malign the charity of the farm ing jealousies among the many tribes and peoples of Calandl'l. The sects, I shou ld poim ou t that the nomad 's pleas were most Uttermost War was something. completely differen t. It ~~":~(i~ likely rather abrupt and peremptory, perhaps p hrased along involved one people-the on ly tribe known 10 the wo rld at r. the lines of "Give us your food and your weapons or we')) that time-fight ing itself. Each person chose sides according kill your first-born children.'·) to which ch ild-god he or she worsh ipped. Bands of worshippers roamed the land slaugh tering those who did As the no mads increased their raiding to a frequency that the farm ers could no longer ignore, most 5eCts organized small not worship the same god, Brother fought brother, fa ther militias to repel the invaders. Because these militia units were fou ght SOli, and, in the case of one all-female sect, mothers foug ht husbands and sons. Because there were no clear baulelines, no one well -arm ed, we ll -fe d , and we ll -tra in ed , t h e n om ad knew who his opponent was, and, consequently, assumed that ra iding parties were una ble to return unscat hed with their spoils. everyone was an enemy-even if he had known the person in as they had for so ma ny yea rs. With the traditio na l sou rces of no mad food eithe r gone or turned p redator, and the farmers question a lifeti me! organizing to resist their raids, the warrior no mads must have been As one chronicler of the time said, "There are no winners; we near despa ir. have all bled, and we have all shed blood. The magnitude of our crime has chased Contentment from this Land forever, May the Then a nomad by the name of Varstus called a cou nci l of Great Father forgive his Ch ildren and us, their blind servants." warriors from the greater portion of the continent. (Thi s was no easy task; nomad legends praising the bravery of Varstus' messengers survive to this da y. The clans were so fierce Lhey oft en slew any who da red approach, not wai ting to find out what had The chronicler's words seem to have been prophetic. The great brought the stranger. Some legends say that it took as longas society of the farmers, who up un til that time had considered ·~l\ ten years to arra nge the first meeting! ) At this counci l, the mselves one people and o ne tri be, was shattered . .The V ' ~"" Varstus proposed that the nomad clans unite w conquer the re mnants o f each sect left the land of the Three Great Rlvers~~~~~ farmer sects occupying the warm interior of the continent. and wandered into the wilderness surrounding the founding J site of civil ization. Most sects disappeared, fa ll ing prey to With the bell ies of thei r people going empty, the nomad such haza rds as starvation, weather, neighboring sects, and leaders wasted no time arguing over how they would divide strange beings (such as goblins and orcs) which they had never the spoils. With in a year, the nomad dans conquered their first before encountered. farm ing village. By the lime o f Varstus' deat h (approx imately twen ty years later), the clans had captured the interior ofCa landia The sects that survived the Great Misery had one thing in and fo rced the farmers into slavery. common: they were fi erce nomad warriors. Although these dans
The Great Misery
4
Chronology of the Dragon K The Founding of the City-State Aher the eHort they had e"pended to caplUre Caland ia, the nomad leaders had no desire to allo w their a lliance to deteriora te 1"10 petty squabbles. To preseTv!!' their u nity and consolidate their advances. they founded a cily. Briarwood. at its presen t-da y site near the sources of the Thrtt Great Ri\'ers. Without Varstus, however, they had no clear-cut leader, and had no idea about how to go about picking one. The record (which a farmer slave kept fo r them ) shows that someone suggested an election. In the resu lting debate over who should beel igible to cast a vote, twO tribal leaders and a shaman d ied. Clearly, an eloction would not meet their needs. After nearly a year of ponde ring. the nomads decided'w rely on the skill of hu nt ing to pick a leader. They reasoned that a successful hun ter must have all the q ua lit ies needed in a ki ng: he must hav~ courage. and great pat ience; he must be cu nn ing. p hysica ll y stro ng, and, most im port,m tl y, lucky. Therefore, the council declared that the ma n who cou ld kill a maturedragon and re turn its entir~ carcass to Briarwood wo u ld be the firs t king of the nomads. Fi\·eyears later, a man named Vanka-Tarrewrned to Briarwood upon the back of a subdued bl ue dragon. There, in front o f the astonished citilenry of the village of Briarwood, he fought the dragon in single combat and slayed it. Thus began the reign o f the Dragon Kings. Although the reco rds indie-d te the practice of selecting a dragon· killer as king continued for nea rl y three tho usand rears, I am doubtful that the king really had to hunt and slay a dragon in sing le combat after the first fi\·e hundred years. The actual hunts seem oft en to have lert the throne vacant for a decade or more as thousands of hOI>efu l men d isappeared into the wilderness never to be heard fro m agai n. (The records a lso tell of three kings in a row whose reigns were cut sorrowfull y shorl by \·engcful relatives of slain dragons. ) As Briarwood grew. it cou ld no longer afford the abse nce of a king for years on end. In addition, as a sma ll city, Briarwood needed to rely more heavily on ad min istrative skills than hu nti ng prowess. Therefo re, by the ti me of Varxxxxxx xxxxxxklar (the missing leu ers o f his Tlame arc lost to h istory) and the first organ iled chroniclers of the cou rt . the d rago n hu nt was largely a symbolic trek into the wi nderness in which it was considered a good omen for the nex t king to actually see a dragon. Ahhough the Chronology o f the Drago n Kings is 100 long and too intricate 10 describe here in its entirely. we can simplify the trends, and say that over the next th ree tho usand years, Briarwood grew from a sma ll capital vi llage and hu nti ng camp to the great trading city it is today. The no mad lords had alwa ys intended the king of Briarwood to exert no mi nal control over Ihe continen t of Caland ia. Duri ng the Chronology of the Dragon Kings th is contro l was solidified and confirmed over thai part of Calandia wh ich the nomad lords had con trolled al the time of Ihe founding of the great city (and which , as we now know fro m furt her explorations. is not as large a percentage o f the conti nent as the nomad lords believed it was). Let me disp lay, for your pleas ure, the Chronology of the Dragon Kings scroll, as it has appeared since the first formal records were kept; scholars requiring fu rthe r info rmatio n on the reign s of particu lar ki ngs should req uest admittance to the Library Overlord.
..' "
(OK- Dragon KIngs) ( x-lost letters)
Varxxxxx xx xxxklar .. ..... ... ... .. 575-635 Captain xxxx of5 xx xxx ..... ... .. 636-678 Sexx x Tazaket of xxx994 .. ....... . 679-737 4)( )()()( )( )()()()( Sten)( )()( )( )( . ... , .... 738-782
Kukalkin the Preserver ....... ..... .. 783-808 Slto! the EngInx xx King .... .. ... ... ~ CIt the Strong ..... ..... .. ..... 887-947 " the Priest King ... .... .. . 94& 990 DIt Anothezam ......... ...... 991-1036 OK the Magnanimous .... ... 1037-l!)94 OK. Ahk.n Chane the WIzard .... ..... 1094-1192 IlK lLaj
I
•
,
' r-
. ~~ --- ..I_'"-: - -.~_} -'
'1'.,....- _...-... _- _-
...
... ... -- --'
'
The Cycles of Atrabiloran The Chro no logy of the Dragon Kings ends with the deat h of Ermanarik the Va liant in 2719. Ermanarik, whom the records cla im was aj u51 but o~r l Y5 le rn Tuler, was slain by a secret society of anarchists in re ta liation for the oUllawing of lheir o rga nization. The assassination threw Briarwood into a period of chaos wh ich lasted an un known Im gth of li me. Unforlu nately, we have no records of Ih is period. bUI from ind irKI sourc('s, we know that the terri tory u nder Briarwood 's influentt shra nk 10 almost a q uaner of its origina l size. Apparently, Briarwood did not have a stable government aga in un til a dwarve n warrior by the Ilame of Atra biloran uni ted the ci ty's most powerlu l lords. T he record is unclearas toC'xaclly how he accomplished this fea t; by some accou n ts, he kidna p ped the ch ildren of the lords and threatened never to release them un less the lords jo ined with him; byother acoun lS, Atrabilo ra n had such a charismatic personality that the lords willing ly agreed to fo llow him. In my opinion . the most likely explanatio n is tha t he used a secret cache of dwarven gold o r jewelry to buy their loyalty realizing that the payon , shou ld he u nite the fraclUred frag men ts of Briarwood, wou ld far exceed his investmen t. However he brought the lords together, Atrabiloran was an efficient ruler. Over the next two decades, he re-established Briarwood as the trading center o f Calandia. By the twenty-fifth year o f his reign, Atrabilo ran was ready to turn his a ttention to reconq ueri ng the lands wh ich had slipped from Briarwood. 's control d uri ng the da rk times fo llowing Ermanarik's death . H is official h istorian claims that over the next 95 years, Atrabilo ran broug ht the entire conti nent of Calandia under Briarwood's control. This may be something of an exaggeration, howe\'er. Wh ile it is true thai Atrabilo ran reclaimed all o f the lands originally controlled by Dragon Kings, and even extended the influence of Briarwood to corneTS of Ca landia which the Drago n Kings had nc\'er heard of, Atrabiloran was rar from conq uering the entire con tinent of Ca.la ndia. His records con tai n no mentio n of such pro minent landmar ks as the Am ber Swamp or the Drago n Tooth (Masan Island). Certainly, if Atrabilora n had conq uered the entire continent of Ca landia, his geographers a nd historians wo uld have noted these great land marks.
6
This is nOI to say that Atrabilo ran's achievemen ts were small ! During the 120 years of his reign , Atrabiloran consolidated the basis for the great City-State of Briarwood. as we know it today. T ravelliJ.lg the G real Riven by boat, il would take a navigator 150 days to Simply traverse Ihe greal expanse o f the lands Atra bi loran ru led. Indeed, even our present Overlord , in his most profound wisdom, adm ires the accomplish ments of the dwarven king. Below is the scro !1 o f the Cycles o f Atra bilora n . We have neither time nor the space for a more eXlended d iscussion of the history of each cycle; scholars desiring more informa tion on particular cycles are invited 10 app ly for admission 10 the Library of the Overlo rd.
- - .. =
The
(All. - NII.....-·6JllII1IIift~
The1WoSuns The False ICIIw .......... ,,; . ~;. ,',. ...,
TIle P4JIiI1'" ... ... ~ ..... - ... 111e tIiarJIest ... ... .............. ..
The Cycles of Salm- Lorin the Magnificent •
In th~ 120th year o f his reign. when Atrabiloranhadconsolida ted nearly half (h is histOrian claims all ) o f Cala ndia under h is rule, disaster struck in lhe (onn of a giam dragon named Greenfa ng. Duri ng the taking of lhe huge, m urky wood we now ca ll G reenfa ng FO~ I , back in the Paga n Wars, Atrabiloran 's -.. soldiers haddiscoveredagreatcavern filled with mountains 1 o f treasure. After a week of sport, h unti ng Ihecrr.J t ur~ who g ua rded Ihe heap, Atrabiloran had cleared the cavern. He claimed the treasure as his own and returned i t to Briarwood. Nearly thiny years later, a gia m grttn dragon calling himself Green fang landed outside the gates of Briarwood and demanded the return of his Lreasun~, a lo ng with fa ir compensation for the loss of h is servants. To make 3 long story short, Atrabi loran, being above all a dwa rf, reCused to yield even an o unce o f the treasu re. G reen fang, one of those d ragons well·versed in the art of magic a5 well as combat, la id waste to great portions of Briarwood before locating Atra bi loran 's treasure a nd retiri ng with it. Atra· biloran died of a broken hean within the same month.
static for lo ng, however. He believed that once an admin istrative groundwork had been laid, a wise Overlord cou ld expand the C ity-Sta te's bounda ries 10 the v~ ry limi uof thecontinenL Lucius th eCore tra ined his SOil, Lucius II , not o nl y in the artS of d ip lomacy, ad ministration,justice, and fisca l management, but in the arts of explorat.ion , war. and an nexation as well. From the beginni ng of his reig n . Lucius I plattd a heavy em phasis o n the exploration of Calandia. so that his son might have as accurate a picture as posssible for ilS unification. Fina ll y, in the year 200 SL, Lucius I felt ready to begin the conquest of the uncivilized reaches of the continent. Lucius sent his son fort h at the head of a great arm y. With the dispa tches that retu rned., he learned tha t he had done his teaching wel l, for Lucius II earned the surname " Invincib le" as he bested clan after clan. By 260 SL, L ucius the Invincible had conq uered Calandia, and taxes poured into Briarwood's treasuries from every shore.
Before h is death, Atrabiloran named his closest friend and advisor, the Lord Sa lm·Lorin , as his successor. Althoug h a capable advisor, Sa lm·Lorin was a terribk ru ler. At Alrabi loran 's death, he procla imed a new chronology, which he called th e Cycles of Sa lm· Lori n the Magni ricent. T o restore the g lory Briarwood lost with Green fang's visit, Salm-Lorin taxed the nobles heavil y. He himself lived in unprecedented splendor.
In the yea r 262 SL, Lucius the Invincible retu rned to Briarwood,.. at the h~ad o f the largest army in the world. For th ree days before his arriva l, the ground trem bled with the steady march of Lucius the Invincib le's soldiers. Two h undred. elephants carried the tri bu te he had wo n, and even his cap tives sang praises o f Lucius' great trium phs. T hecitizensof Briarwood, resplendent in the fine gowns and dress which the Invi ncible's success had allowed even the poorest to wear, awaited his coming outside the city walls.
The nobles quickly tiredofSalm·Lorin'soppressiveruie. ln the sixth rear o f his reig n , they rebelled. War Taged in the city between Salm·Lorin 's forcu and the Lordsof the Black Lotus, as the rdx:ls ca lled themselves. By the end of the ni nth year of Salm-Lorin 's reign , trade in Briarwood had all butttased. Thecommo n citizens of Briarwood allied with the Lords of the Black Lotus in increasing numbers lU their be ll i~ grew empty. With h is own treasury drained by war a nd profl igate li ving, and witho ut any significant trade 10 tax, Salm-Lorin WlU powerless to respo nd.
Fi nally, Lucius the Invincible's army reached Briarwood. The lead formations had been marchi ng in to the area surrou ndi ng the ci ty for two days before Lucius and the leaders of the va nqu ished lands reached Briarwood, at the head of the main body of thearmy. Whi le the ci ty-stat~ celebrated, the re maining uniu continued to arrive for more than a week. Eye-witnesses to th is wondrous ('\'eOl claim that, eve.n from the tallest tower in Briarwood,onecou ld not see the farthest campsite the Invincible's army.
The Lords of the Black Lotusexecu ted Salm -Lorin earl y in year ten , naming a half-elf descenda nt of the lasl Dragon King, Ermanarik IV, Overlord oftheCity. Meek a nd weak-willed, unl.ike h is al:cestor, Ermanari k IV rema ined a Black Lotus p uppet the balance of his lire, perhaps the o nl y reason his reign stretched 92 years. In the year 103 SL (Sa 1m-Lori n), Ermanarik IV died o f na tu ral ca uses. His son, Lucius I, was du tifully named O ve rlo rd of Briarwood. Un like his fat her, an intense desire to rule Briarwood in thesamemanneraslhe Dragon Kings burned in Lucius' breast. Du ring the first 20 years o f his reign , each fa m ily of tnt' ~"tl'2: the Black Lotus sufferro some d isaster which destroyed it. (There is no reason to believe these d isasters were an ything more tha n coincidence; beyond a doub t, L ucius was too ~~~ honorable a li e~ to have con nection with these u nfo rtu nate \ incide nu .) In any case, Luci us I replattd the Black Lotus with an advisory cou ncil, or Senate, made up of represe ntatives of the diverse influemial power groups with in the City. Working closely with this $mate, Lucius I established permanent procedures for taxi ng the populace, dispensing justice, regulating trade, and general ly ru nning the City·State in an efficient manner. Lucius' programs worked so well that all of the lands under Briarwood's control wi lli ngly submitted to the taxes Lucius imposed in re turn fo r the p rotection of Briarwood's armies and th~ trade adva n ta~s membership in the City·State afforded them . Despite his adm inisu;uive prowess, Lucius had no desire to expand Briarwood's boundaries duri ng his lifetime. H e made it his task to establish a foundation for the fu ture o f Briarwood. He was wise enough to know simp le expansion was more likely to hinder Briarwood's future tha n it was to ensure it, so Lucius I contented himself with creating a stable political environment. Lucius did not in te nd the boundaries of the City-S tate to remain
After theentire arm y WlU finaJl ycamped in thearea surrounding Briarwood, Lucius I called a cou nci l of h is son , the Senate, and the leaders of the tribes and peoples the Invincible had conquered. At this counci l, the Overlord outli ned the basic problems he anticipated having an enti re conti nent united under one City·S tate. First, mai ntaining the arm y Lucius the Invincible had amassed would be a considera ble drain, even on the bountiful coffenof 8riarwood. Second, ad ministering such a vast area would be insurmoun table; the most general instructions could be issued with any hope . followed., , althoug h the trade of such a City-State
~;~~'~i:~;~:~i~~~:~,r.~'~i::.~:~:' itit would to regulate on bedifficult impossible to enforce i wouldbe
a
taxes u nless each land paid voluntaril y and regularly. Lucius I then proposed a sim ple plan to alleviate these problems. First, the grand army would lI! disbanded.. In iu place, severa l sma ll armies under the leadership of trus ted lords o f Briarwood would be stationed at strategic locations throughou t Calandia . Of sufficient strength to crush a ,
7
The Reign o f The Invincible Overlo rd For the nU l dKade. the Cit y-State of Briarwood was ruled accordi ng 10 Lucius I's principles with great success. However, in 27" SL, [he reign o f Lucius I ended with asto nishing rapidit y. He was add ressing a n assemblage o f t he govern ment when , befo re the
3S1onished eyes of the emire Senate, a IighlOing bolt struck him out of the thi n air. Luci us I did not co ll a~ , ho wever. Instead. he muta ted in to a terrible four-armed. th rtt- headed, fire-breathing monner. T he creature wen t ~rserk , kill ing ha ir the Senate in a matter of min utes. lucius the Invincible, hea ring the terrible commotion, led a contingent of palace guards into the Sl=natoria l Cha mber. He slew the creatu re with his own ha nd , no t rea li ~ ing tha t th is hideous monster was his father. As the crea ture died, its face changed back into that of the O verlord, and Lucius the Invi ncib le realized his terrible mista ke. Weeping, he held the dying creature in his arms. Wi messes repoTi that the mo nster whispered something into Lucius the Invinc&le's ear wh ich made the yo ung prince's fa ce grow as white as snow. Several Senat?TS recounted hea~in g t.he Invincible ask, hi s face conton ed with horror and hI S vOIce cracking with fea r, " Is this my doi ng, then?" His father died before answering the q uest ion.
8
We will never know what Lucius I whispered to his son, for, even after repea ted inq u iries, L ucius the Invincible has refu sed to re\'ea l those words. What is ceTia in , ho wever, is that they foretold Ihe great disasters which have befa llen Calandia du ring the last fift een yea rs. Before we d iscuss the contemporary as pect of the City-State, however, we sho uld list the Cycles of Salm-Lorin as they sta nd up to the p resent dale. T hose scho lars interested in furt her information on a ny of th e cycles will be disapp>inted. however: lhe O\'erlord Lucius the Invincible has ordered that these records be sea led to a ll bu t members of lhe royal fa mily until the Chrono logy begins.
The Present Condit ion of t he City-State Perhaps the best way to begi n a discussion of the present conditio n of the City·State of the Invincible Overlord is to stan with a geographic description of Ca landia. (See continent map.) Calandia is a continent o f considerable sizt', roughly circular in sh~pe. and sunound«l 011 all sides by ocean. Roughly twenty miles from thecoasi. a pe:rmamenl fog s its upon the icy waters or the Siber Sea. No man has ~er ! flU moo from a voyage into this fog. Although Ihe Wal l of Fog pre\'ents us h om reaching other continents, we do know that ot her cont inents ex ist in this world. AI least six different ract's o f creatures have described home territories very diffe relll fro m Calandia. These are: the continent of Ihe Drow, Shadowpact: Ihe mainland of Centaurs. T a'lo n; the continent of the Lizardmen , Nile Island: lhe homeland of lhe Pixies, Ariel; the main l a n dmass ,r;.~;;;:;;. of the Nagas, Aluria: and the home of the "'Iinotaurs, Jaxal . ' Although noone can doubt tha t these strange races are no t native to Calandia, members 01 these races can do little to help us find their homelands, Witho ut exception, they seem to have no memory of how they arri ved here; they ca n tell us o nly that they were going about their normal everyday business when they fainted and awoke here, on Cala ndia. Um.loubtedly, there are Cal;lIldian nati ves on other landmasses with similar problems. In an y case, the exploration of other ,Ireas seems 10 be denied to Calandians until we penetnlle the Wall of Fog,
Ret urning our attention to Calandia proper, then, we note Ihat Briarwood is loca ted near the a=nter o f the continent. Briarwood sits alO p the Great Plateau, which stretches nearly thiny miles in every di rection from the city, T he Three Great Ri versall ha\'e their sources within a few milesof Briarwood. Shanget' runs from Lake Bergen toward the northeast, Han-gar runs from Lake Tara toward the west, and Lilymoor runs from Lake Pottowa to ward
the southwest. The lakes are fed by st rea ms running from the assorted mo untain ranges which dot the Great Plateau. The largest concentration of agriculture occurs bet""ttn the rivers Han -gar and Lilymoor, ""here the rivers provide the greatcst aa:ess to transportation. Although there is some agriculture along the Shangtt, most of the trade on this ri\'er comes from the mineral deposiLS found in the Leopa Mountains which parallel the river's course to the north. Although lhe sea is open to navigatioll all the way around the continent. few sailors ""ill journey beyond the o uth o f a river. The biuer cold re nders ally voyage a long the edge of Calandia 's shore extremely uncomfortable at beSt, and fatal at worst. The possibil ity of being blown through the Wall of Fog is more of a deterrent , however; in the volatile weather condit ions nearCa landia's shores, it is not unusual for a ship to be blown twenty o r thirty miles off·course. A miscalculatio n on the captai n 's part, and an entire ship's s and crew are lost forever. Generally speaking, Calandia 's climate is quite warm and humid near lhe center of the continent (on ly Briarwood's high altitude prevents it from being uncomfortab ly hot). As one travels toward the edge of the collli nent in any direction, the temperature grows steadily colder. At the furth est ex tents o f the rivers, onl y the backwash of sa lt-water preven LS them from freezing , (There have been reports of the river mouths fret'zing in rea=nt rears. but these can be dismissed as Ihe exaggerations o f bored sai lors. ) Of course, the climate varies in particular locations according 10 alt itude, wind patterns, and so on. This, then, is an out line ofCa landia'sgeographic situation. Of course, it would be possible 10 write volumes o n e\'en a smal1 portion of the lands in the O verlord's control , but for purposes of our discussion, a genera l overview shou ld do.
Recent Occurrences For nearly a year fo llowing his father 's death, Lucius the Invi ncible suUered a state of near catatonic lethargy. His close advisors suspected that he had fallen victim to some sort of enchantment , but they maintained to the outside world that he was simpl y mouTIl ing his father'sdeath , Despi te their protestations, however, most of the noble court was aware of the Overlord's condition, fo r the most noted magic- users and clerics were summo ned fro m the distallt reaches o f Ca landia. None was able 10 cure the Overlo rd 's melancholy. After a year, the nobles were preparing to select a regent to rule in the Overlord 's pl:lce, The Overlord , however, snapped out of his lethargy when lhe word of the fim ravage reached Briarwood. A battered militia capta in of the Black Lotus Guards (named after the Lords of the Black Lotus) burst into the Senatorial Chamber almost exactly o lle year after Lucius I died. He to ld the Senators that he had been on patrol near the northern edge of Ca landia when hecame acroS$ a village that had apparently been abandoned. When he and his men in vestigated. however, they discovered that every inhabitant of the village had died. All the victims sho wed evidence of animal-like wounds. Thecaptain o rdered his men to ma ke ca mp outside the village that night. intending to stay fo r a day or twO and investigate, His first thoughLS, the captai n explai ned , were that a rampaging dragon had destroyed the village. although he couldn 't imagine what such a viJIagecould possess that would interest a d ragon. He ""as hoping to find the answer by searching the rubble the nex t
and o rdered a rereat, The dead fo l1owed relentlessly, All night lo ng, the screams o f str.~gg lcrs fill ed the air as Ihe zombies caught them, At first the captai n and his men tried 10 save those who screamed, Invariabl y, however, this simply resulted in more dea ths, so he
day.
The captain never had a chance to carry out his plan. That night. the dead villagers came to lile and attacked his party. His men maintained discipline for the first half-hour of the battle, he explained proudly, despi te the fa ct that their weapons had little effect on the peasa ills. When their dead comrades began to rise and attack them, however, his troop panicked and fled. He gathered as man y of his men as he could in the frigid dark
9
The Overlord's Preparations After questioning the captain in perron fo r more than a day. Lucius the Invincible burst inlo a flurry of activity. He summoned the Captain of the Mi litia a nd o rdered h im to send scouting parties to the very edge of Calandia in every direction. Lucius also arranged for a magic. user o r cleric o f no small skilllO aa:ompany each expedition. At first , the Captai n, p leaw:lthat his liege was well again, responded enthusiastically. But very soon he realiud that the numbtrof patrols that Lucius demanded would leave the city with on ly a token militia. Lucius responded to his prOtests by demanding that each noble surrender command o f one-tenth of his forCfi 10 the Captain. The demand irritated the nobles, but they grined thei r teeth and bore the outrage in the" name o f restoring the Overlord's sanity. Aft~r th~ patrols Idt 8riarwood, Lucius the In vincib l~ did something no ruler of th~ city had ever done before: he spent the next three months with his Chancellor, Dowons, studying and memorizing every last detail of the City.State's immense economy. When h~em e r~ from this length y seclusion , h~ announced that Oowons had been doing an exct:llent job of managing the City· State's economy. H owever, he continued , in lightofthethreat now facing the e ntir~ continen t o f Calandia, he had decided to restructure 8riarwood's tax system to pr~pare it for a war of unprecedented proportions. Of course, the nobles and the Senate were bewildered, concerned, and upset. They could not conceive that the City·State, having extended its borders to the very edge o f the continent, could be involved in a war of an y sort. They objected to Lucius' prediction of conflict for twO r~ason s. First, ther~ was no opponent ou tside
10
th ~
City·State to battl e. Every land on Calandia had long since been conquered, and, although other continents existed, the Wall of Fog acted as an impenetrable defensive barrier agai nst armies fro m other landmasses. Second, there was no threat from any $Ort of internal rebellion . Every land in Calandia paid tribute to Briarwood freely and witho ut reservation, for the tribute allowed it to trade with the rest of the continent. It was unthinkable that even one liege·country was p lanning to rebel , much less enough of them to cause a war of " unprecedented proportions." Altho ug h he refused to reveal what type of fight he ~xpected, Lucius the Invi ncible steadfastl y maintained that 8riarwood would be involved in a catacl ys mic war within the nex t few )"~ars. Poin ting to the destruction of the vill a~ in the north as the first indicatio n o f this war, he insisted that the city's onl y hope of surviva l lay in preparing for its defense now. The Senators openl y speculated that Lucius had lost his sanity. Although the report of dead villagers co ming to life was disconcerting, they hardly felt it to be a threat to the uistence of the entire City·State of Briarwood. Most nobl es agreed with the Senators; Lucius setmed to be manufact uring an enemy in order to foret: some SOrt of disagTetable economic mandate upon them. Realizing that he had little hopeof convincing the noblesor the Senators o f I.he urgency of the situation, Lucius compromised with them. He would prepare his plan, but he would not force it upon tlu:m. In return , the Senate would agree to consider his p lan in four mo n ths' time. Th~ Senators readily agreed to Lucius' compromise. for it COSt t.hem nothing. In their view, it delayed the inevitab le confrontation with the Overlord significantl y. T hey hoped to use this time to gently coax Lucius back to his wits.
The Reports of the Scouting Parties Lucius had chosen hi s timing carefully. He knew thaI ,ht, scou ting pan ies should begin reponing b;lck a month before h is deadline, and he hoped to use the news the y brought [0 COllvince both the Senate and the nobles of the urgency of the silu:llion. In the mea ntime, lhe Overlord disappointed the Senators by isolating himself with the Chancellor to hammer out the details of his proposed econom ic restructuring. During th is time. the Senators bega n 10 suslx'Cl the Chancellor of exerting undue influence over Lucius. (Although the charge is. o f course, groundless, it is o n l~' fair 10 poi m out that Lucius was spending most of his time with the Chancellor. G ne Gill hardl y blame Ihe Senators for suspeCling foul play when their liege-lord suddenl y emerges from a catatonic state, an noun c~ that a cataclysm is im minent. and proJX)5eS restructuring the entire economy of a continent!) A month after Lucius isolated himM::1f wll h OO\o,'ons, the Senate passed a resolutio n removing him from h is JX)st. When Lucius overru led the resolut ion , some of the morc radical Senato rs seized on this fact and claimed it to be proof of Oowons' un natural hold over Lucius. A resolu tion to put the Chancellor to dea th narrowly failed after Lucius personally assu red the Senate that he was in complete control o f himself. and that the radical courses of action he was recommending were o f his ow n design. He sim ply requ ired the Cha ncellor's expenise to complete his p lans. The same even ing, the Chancellor received a light wou nd when he narrowly avoided an assassinat ion attempt. In a fit of anger, Lucius ca lled an emergency session of the Senate in the middle o f the nigh t. When the groggy Senators had at Ian gathered, Lucius berated them sorel y fo r no t s tanding by their agr~menf,S or obeyi ng their own dictates. Lucius rem inded the Senators that they had been chosen for their honor and declared that if he could not COU Ill on that honor, he would do justas well to draw peasalHsoff the draft and name them Senators. Thi s a ppea l to the Senate's in tegrity had the desired aHccl: it split the Senate into two riva l fa ctions, those who felt that they must uphold their ag reement with Lucius and those who felt that agreemen ts with madmen were n ull a nd void. That same evening. the Senate passed a resolution proclaiming that until Lucius presented his p lan for res tructuring the economy . it wou ld pass no more resolutions. In addition , the resolution stated that if either Lucius or the Cha ncellor suffered an unnatu ural death , the Senate would be disbanded and each Sena tor's life would be forfeil. Thusauu redofa peacdu lenvironment in wh ich to complete their work, L ucius and the Chancellor returned to isolation. This resolutio n soon wor ked aga inst L ucius. As I memioned earlier, the key to Lucius the Invi ncible's plan was stalling considera tion o f his proposa l until the majority of the scouting parties he had dispatc hed returned with their reports. Lucius earnestl y felt that these reports wou ld convince the Sena te (and consequently, the nobles) to adopt his plan. Unfortunatel y for Lucius, o nl y two scouting parties returned o n time. and these twO parties had nothing unusual to report. (We know now that the commanders o f these scouti ng parties had been remiss in theirduties, butat the time no one had reason to doubt their compe tence.) When the news of the first two parties' reports reached the Senate. ma ny of the younger and more hostile SenatoT5 began to agitate for the immediateappoi ntmemofa rtge nt wact in Lucius the Invi ncible's place. Despite the (act tha t they, too, felt the rest of the reports wou ld prm'e Lucius to be in.sane, the more experienced, wiser, and more honorable Senators refused 10 act u ntil after Lucius presented his proposal. H owever, the younger Senators were able to foret: an informal agreement not to postpone the date of Lucius' proposal under any circumstances. For the next th ree
w~ks,
no other scouti ng parties returned to
Briarwood. E\'en those Senators who had most loudly beeried Lucius' sllp po~ed insanity fo und this unusua l. But, while Lucius suspected thaI thedeby was due to the fa ct that the truth was much worse th'lIl he had anticipat(.J.. the Senators told each other that the tard ) tt'llIrn of the patrols WitS r.l used. by unfavorable weather conditions. Final ly,;1 mere \"et'k before Ludus was to presen t his proposal to the Senall', the th ird scou ting 1l<1T1)' (or wha t was left of it) returned. Its .!Cting leader (for all of Ihe officers had perished), repon ed that it had bet'll assigned to illvestigatt' conditions in the Marrahoe t\.-1oun ta ins. Though they had e"pected to encounter minor harassmen t from the miscreant gobli ns wh ich inhabi ted the area. they were in no way prep.1ted for wha t they found. After passing throug h the Marrahoe Moumains withou t incident. the pauol had expeeled to find the Siber Sea. Instead, they enrOUIl!('n.'
II
statesmen rem inded their yo ung ~rs that juSt Ihe previous day, the junior Senators had ca lled for the O verlord's replacement. Did they think he would readily forg(,l their disloya lty? Although the elder Senators had only intended to subdue th(' panic o f th(' young &nators, their words had a much greater eHect. Th(' thoughLS of the radical Senators turn('d from the City·State's welfar(' to their own wel l. being. With striking clarity , they suddenl y saw that their hasty and thoughtless speeches of the previous months cou ld jeopardize their Status, perhaps even their property, if the Ov('rlord's concern proved legitimate. In a t.rue testimonial to the short-sightedness of today's yo ung nobles, these" radical Senators then uniform ly bent all their eHorLS toward proving that Lucius the Invincible's predictio n of war was wrong, rather than trying to discover whether or not it was correct. The scho lars o f ages yeH G-come, if our culture is not long since dest.royed and forgotten by the foolishness of these mi lksops, will wonder at the conceit. the short-sightedness, even the stu pidity of o ur child-Senators. That such a generation of nobles should ever rise to power is dtmon5tratio n enough of the degeneracies of the soft lifeour citizens have cometo know in Briarwood_Did they not realize that if the Overlo rd was right. not o nly wou ld it do them no good to prove he was wrong. but the stakes were even beyond their liny political intriguings? If they mistook the situa tion. they were absolutely assuring the destructio n of the entire City-State. By that same evening, the patrol's report had been widely dismissed as a pack of lies invented 10 COV('J incredible acLS of cowardice. Several Senators even sponsored a resolution lo execute every last man o f the patrol for desenion and mUliny. Only the ban on the passing o f resoludo ns until after the Overlo rd 's pro posal saved the lives of these noble soldiers. Despile the ronsider
"0
12
. rad iC:11 Senators succeeded in kill ing on ly two parties: T he oth('r ten parties, after fending·off surpr ise attacks from the radica l retainers,"quickl y sought and found the O\'erlord's protection . At this point, wiser men would h ave accep ted their losses and fled . Ho wever. as our young Senators hav(' demo nSLrnted severa l tim('S, they were not very wise, and far tOO greedy for their own good. T hey actually reported to the Senatoria l Chambers as if nothing unusual had occurred. O n the day o f h is proposal, Lucius produced the thirt y leaden of the scouting parties which had returned. Tcan on ly imagine the faces of the radica l Senators as ten of th(' leaders told the story of thdr return to Briarwood and ho w beli~ving they had reached safety a t last, they were attacked b; retamers they ass umed h a~ been sent to greet th('m. At th is point, the Senaton a l Chamber IS re ported to have erupted into the c',lmmo nest rucku.s. The ~ u es tered. h a ll s ra ng like a market·da y Village square with dentals o f guLil and curses deriding the int('grity of th(' men telli ng their stories. The Overlord , however, was prepared for this predictable tactic. Witho ut saying a word, he signa led the mili ti a-men who had been wa iting o u tside the cham ber. O ne-by·o ne, they bega n bri nging in the bodjes o f those who had perished at th(' gates of Briarwood. Altho ugh each man showed the signs o f a long and perilous strugg le, the wou nds wh ich had slain hi m were fresh. T he chamber grew deathl y silent as the pile of dead soldiers in t h ecen t~ r o f the room grew. Fina ll y, after the eighteen th body had been la id on the fl oor, the O v('rlo rd said, his voice e\'en and without emotion, "These are the bod.ies w(' have found so far. Undoubtedly there ar(' more." He nodded at the militia-captain once more, then said , "The next corpses belong to some o f the cowards who killed these soldiers." The militia th(,11 brough t in fifteen retainers who had d ied wh ile a ttacking the scouting parties. The bodies were laid at rn(' feet of Ih(' Senators whom they had sen.·ed in life. Once mo re, the room erupted into ShouLS of denia l and curses o f character. Th(' Overlord. ho~eve r, had heard enoug h sop histry for on(' da y. He drew his migh ty sword a nd cI.ang('d the f1a l o f its b lade against the marble podium at whIch h(' stood.. The uproar quickly died. " I hereby release th(' Senat(' to make new resolu tions," he shou ted. " I trust that they will be j ust. " Within the hour, the traitors a t whose feet retainers lay w('re executed. T heir property was seized and given to the City·Sta te's treasury. Undoubted ly. there are those scoundrels that survived. but they hav(' apparen tly learned th e error of thei r ways and now keep a much more moderate counsel.
The Senate Reconvenes That afternoon. what remained of the Senate reconve ned and heard the reports o f the remaining scou ting force. Without exception, they told stories similar to that of the first party. Each, aher reaching its destination, became lost. In many cases, the party could locate notab le local la ndmarks. bUI o ften could not find the sea, o r found it much further away from the landmarks than expected. On ly two of the scoming parties assigned to the Three Great Rivers returned. The pany which scouted the Hangar had travelled dow n its great waters over a mo nth when it came to a great city the leader at first took to be Helingon. T he city was completely aba ndoned. as far as they cou ld tell from the river. When Ihey tried to dock there, a great serpent rose from the river and barred their way.
worthy of note, for never before has a member of the longmemoried dragon species performed any kind of service for a citizen of Briarwood-whose first kings were chosen for their dragon-hunting abilities!) Finall y came the tale of Farawae the Magician. Farawae is an interesting man who is nOt afraid to admit his own strengths and weaknesses. He freely admits that he is somewhat of a coward, but points out in his own defense that he is ill -equipped to fight many battles. (This is a trait to be admired; I myself am nOt a warrior, but perform a valuable service for Briarwood and Lucius the Invincible. It is high time that we scholars and others of our ilk receive recognition for the valuable services we provide; without us, the City·State would perish as surely as if it were a nation of feebl e old crones.) His party was assigned to explore the p lains west of the Marrahoe Mountains. They were to travel through the Amber Swamp, over the Low Plateau, then to the sea shore. Farawae assumed that he was along simply to p rovide protection for the soldiers from insects, snakes, and other hazards of the swamp.
After repealed attempts to defeat or sneak past th e serpent, the party gave up and drifted down-river. T hey intended to set as ho re where the river reached the Siber Sea, wh ich they knew was o nl y a T herefore, he was ill-prepared for what happened. The small distance from Helingon. Two days later, however, t~ey decid~ they must be wro ng about the identity of the t~~~~~ scouting party was forcing its way through the Amber aty. If the city had been Helingon, they would have come to Swamp at the rate of about three miles a day. The vegetation the sea over SO hours earlier; instead, they still had nOI was as thick as a spider's web, and Farawae's spells.seemed to sighted open water. At the end of their second day, the scouts have very little effect. Of course: this was not unusual for the Amber Swamp, 50 the commander and his men simply were attacked by a colony of fish-men . Like the first party, assumed they were having some bad luck. With what small relief most of their number were lost as they worked their way back toward Briarwood. Farawae d id provide from the insects, the party simply forged ahead as fast as it could. The party which scouted the Lilymoor Ri ver encountered no troub le until it reached the fiver delta. H ere, on o ne of the After ten days of struggle, they awoke one morning to fi nd an thousands of ti ny islands dotti ng the rive r's fan -shaped mouth, it immense marble field stretching from their campsite to the end of found a mighty tower of b lack ebony rising perhaps a hundred feet the swam p. Sensing a trap, the commander immediately ordered into the air. Their leader o rde red them to make camp o n a nearby Farawae to see if the marble was enchanted in any way. Farawae island, intending to invest:gate the tower in the morning. com plied, letting the insect shield lapse. Much to his surprise, he could de tect no aura of magic on the field at a ll . 0l!ly the men who had been assigned the morning watch survIVed. When dawn came, the towel had disappeared. When After several bug-bi tten minutes of debate, the commander ~ey weill to inform their commander, they fo und a giant larva in decided to walk across the field to the end of the swamp. Farawae hiS bed. Much to their horror, they d iscovered that a ll of their urged him not to, for even if the field was not magical, it was ~om ra~es had been eaten (it is assumed) by g iant larvae. T hey certainl y unnatural. The temptation of a quick route through the Immediately ned back toward Briarwood. swamp, however, was tOO much for the comma nder and his miserable soldiers. He formed up the u nit, and marched it onto the The reports con ti nued along a simi lar vein for three days, each marble. Farawae remained behind to observe, saying that he more gruesome and distressing than the last. T here were over a would follow after the party crossed the field. dOle ~ tales ~f large groups of vaguely huma no id creatures slowly makmg their way away from the edge of Calandia. The scouts At first, it appeared that Farawae's fears were u nj us tified. The refused to call these bodies of monsters an army, for they were used scouting party marched out onto the marble field without to the order and discipline of the armies of Lucius the invincible, hesitation or visible effect. Farawae was abou t to follow, feeling but they had no difficulty saying that it would require a migh ty cowardly and fool ish, when he noticed something extremely anny to check their advance. unusual. H e cou ld see through the men furt hest o ut ! He called to Two reports in panicular distressed the Overlord, although the the commander to return, but thecommander did not acknowledge his cries. Before Farawae's ho rrified eyes, the unit continued to details weTe not particularly gruesome. Two separate scou ting parties, o ne operating in the far north and the other along march toward the far end of the swamp-and continued to the shore past Bentwood Forest, reported entering cities grow more transparent! Within an hourj thee ntireun it had which are not shown on any charts in the Overlord's simply faded away. library. The northern group visited a city called Lunn. 1t ,y'~~M Farawae remained next to the marble field for several was a great walled city inhabited by all man ner of vile days, hoping against hope tha t the scou ting party would creatures; these creatures seemed to take great pleasure in return. By the fifth day, Farawae had JUSt about given up. tortu ring their human slaves. Only the scouting party's superior His rations were runn ing low and he knew he was iII .equipped to trai~ in g and the quick wit o f its late leader allowed it to escape a survive in the Amber Swamp a lone. O n the other hand , he could t~rnb le fate. Unfortunatel.y, like a ll of the other expeditions, by the not bring himself to abandon his com panions if there was any time the pany found the City, they were hopelessly lost, so we have chance at a ll of their return. H e stayed for three more da ys, and li ttle idea of the location of this enemy stronghold. then the decision was made fo r h im. When he awoke on the ninth morni ng, the field had disappeared! T he eastern group encou n tered a city called Dasa. Thiscity was inhabited by mischievous sprites, a lthough it was apparentl y Farawae worked his way back toward Briarwood, even more ru led by some son of female demo n. The inhabitants of this city slowly, if it is possible. in addition to fi nding his way through the took. particular delig ht in te m pting each soldier to try some swamp. he had to distill fresh waler, catch edible food , and keep forbidden p leasure. Invariably, soldiers fooli sh enough to yield to from being eaten. Finally, however. he reached the swamp's edge their desires meta grisly, if appropriate, end. When thecommander and found a small village of peasants that somehow dredged a of this party wisely decided to leave, the she-demon herself took living from the murky waters. Nearlydead with exhaustion, thirst. great sport in h unting them down. The handful o f survivo rs and starvation , Farawaestayed with the peasants until hewas well which returned to Briarwood were saved onl y by the intervention of a friend ly, gold-colored dragon. (This intervention itself is enough to complete the journey back to Briarwood.
13
The Sena te finally talked itself out of ideas and turned to the Overlo rd fo r his observat ions. He responded with the air of one who had cons idered the problem carefully and completely, yet arrived at noconclusion other than that nosimpleanswerexisted. " I am JUSt as blind as you are, my friends, though I admit that my fath er warned me of a great cataclys m with his dying breath. We can be certain o f only one thing, which is that the nature o f the world has changed in some terrible way that wecannot comprehend. " I am confident that if we are to overcome our difficulties and save the City-State, we must discover the nature of this change. If we do not . we shall certainly perish.
" What our scouts have reported convinces meof another terrible fact: the being or bei ngs that have caused this change are powerful beyo nd our wi ldest imaginings. We must be fools to challenge such power, but if we do not throw down o ur gaun tlet. our City·State, our heritage, our descendants, perhaps even the memory of o ur accomplishments shall perish as surel y as we will be defeated. ''Therefore, I suggest we p repare for battle o n all fro nts. I ask the Senate to approve the following resolution : "First, that we send small ba nds of our best warriors to the fro nt ier to slow this tide where possible. to operate as dogs nipping at the heel of a great beast, thereby turning the beast's attention away from its true goa l a nd toward the minor irritation wh ich impedes ilS progress. "Second , that officers of the City·State's mi litia be gran ted the power of conscription over peasant and noble alike. the peasanu to serve as foot50ldiers and nobles as oHicen in the Second G reat Arm y o f the Ci ty-S tate. "Th ird, that in o rder toarm this force, we estab lish a war-taxon a ll goods $Old in Calandia of o ne'part for every ten. failure to pay said tax resulting in charges o f trea$On and. if guilt be determined in an y court speaking in the name of lucius the Invincible. punishable by death and confisca tion o ( property_ AI$O, all adventu rers must pay a I ~ finder's fee on all treasure or magic fo und on orin Calandia. Smiths and merchan ts makingorsdling arms for the use o f the City-State's army shall be exempt from this tax 011 the sale of arms, armo r, and other implements of war. " Founh . tbat we p lace upon the militia the duty o f ensuring a smooth and rapid fl ow of raw materials requi red for the pr
The Overlord's Conclusion After the Senate had heard the lasl report , it was dear that, as Lucius claimed, the City-Slale was perched on the verge o f an unpreadented conniel. But th(' enemy was not o ne that cou ld ~
"Seventh , that we send o ur best navigators abroad into the Siber Sea in order to seek the other continents of the world in the hope of findi ng a lli e~ against whatever be th t' cause of these dreadful occurrences.
readily iden ti fied or labeled. The SenalOTS cou ld o nl y agree on one thing: whatever the nature of the coming war, it was not a type of conflict or a n en(m y the likes of which Bria rwOCld had ever before
" Finally, that as the Invincible Overlord of the City-State, I, Luci us II . be authorized to make and enforce such decrees as are necessary to prepare for a nd conduct the coming w_ar."
faced.
The Senate immediately approved lucius the Invincible's re$Olution. with the exception of the last stipulation. After three weeks of debate, Lucius a nd the Senate fi nally wo rked out a compro mise wording; " That as the Invincible Overlord of the City-State, I, lucius II, be authorized to make and enforce such decrees as are deemed necessary by the fu ll body of the Senate to p repare for a nd conduct the coming war; the Senate shall have the au thorit y to reverse such a decree by a three-fourths agreement of its body; and th is power shall be revoked upon completio n. satisfactory or ot herwise, of the coming, terrible war."
Debatecominued fora wttk without fruitful result. Several wise a nd learned Senators oUered ideas as 10 whom the enemy might be. Some suggested thedrow had discovered a wa y across the Siller Sea and established bases all along the perimeter of Ca land ia. Others felt certain that the denize ns of Hell had escaped a nd come to make Calandia theirs. There were even those who were convinced that these strange occurrences were somehow the doing of the traitors they had just executed. Try as it might . however. the Senate could find no satisfactory explanation to fi t the facts .
14
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'. •
,
The Current State of Affairs Since Lucius II received the authority to wage war against whatever is attacking CaJandia , a little over four months ago, the situat ion has wo rsened considerably. First, most of the towns o n the edge o f Ca landia have been aba ndoned. due to the growing p reponderance of hideous in vaders. In some cases, the militia, or small groups of exceptional warriors, have been able to stem the tide in isolated areas. However, this is far and away the exception. The enemy, whoever he is. now controls a band nearly four miles wide around the enlire continent of Ca landia! Obviously, this presen ts a front much too large fo r the Overlord's forces to defend; on the other hand, the fact that the enemy can occupy such a front only serves to funh er demoralize our generals. The aba ndonme nt of the outlying districts has, so far, had li ttle effect on Briarwood's treasury. The wa r tax has more than compensated for th e lost income. However, the war tax is not ye t a popular tax. Due to the fa ct that mOSl o f the war is being fought in these farflung hamlets, ma ny citizens doubt that there is a war, or fee l that it does n 't affect them a nd they sho uldn 't be asked to pay fo r it. Only the threat of death makes thi s faX collectible at a ll. As the enemy con tinues to seize territory, we can expect the treasury to suffer lean tithes until the citizens full y understand the natu re of the conflict in wh ich we are embro iled. On the other hand. tho usands of refugees have poured into Briarwood from the outermost boroughs in the last few months. For the most part, these refugees are unsophisticated peasants with no means of supporti ng themselves in a city such as Briarwood. Consequentl y, Street crime has grown rampant, plagues and epidemics keep most clerics so busy that they have little time for resea rching the spi ritual causes of this war, and the disposal of the dead has become something of a chore: the Ha n-gar River was
Twice in the last mo nth, terrible creatures such as those seen on the frontier have surfaced in Briarwood itself. These great, hideous beasts simply appeared in the streets and began killing citizens. In the first case, it required th ree days for the militia to track down and slay the beast. In the second case, the beast tracked down and attacked the militia· men for three da ys before the sergeant, himself about to be its next victim, fo und the creature's weak spot and ki lled it. The reports o f monsters within the city walls halle introduced a new fear imo the O verlord's mind. It is possible, he fee ls, that enem y agem s resembling humans may be sneaking into the city itself, with the goal of ollerthro wing it at a later date. As terrible as this sounds, it is p lausi ble, and has introduced a new headache 10 the Administrators of the Records: trying to record the temporary residence o f each refugee, and to lIerify that the person actually came from where he claims to have come from. In practice, city guards often hire citizens Crom the larger outlying communities to q uestio n new refugees. So far, we have ca ptu~d on ly one or twO creatures attem pting 10 enter Briarwood in human disguise, but the fact that we have captured any is ex tremely disconcerti ng: how man y have we fa iled. to capture? I will continue to do m y duty as Historian of the Overlord Lucius the Invincible until the last. I onl y hope and pray that the flame o f the City-S tate's spirit outlasts my feeb le spark of life. Your Servant,
jammed for over an hour last week with corpses. The militia aids by conscripting as many healthy refugees as possible, but a hea lthy refugee is, by and large, the exception rather tha n the rule. This is a ~ situation which will onl y grow worse in the coming months.
15
Introduction to the Encounters In the sections Ihat follow we have provided over60enCQUnlers. Arranged by Characters' skill levels. encoun ters are listed in order of the lowest skill level ci ted. They may serve as random happenings to pJagueand fru strate the wandering Character o r party, or as placed e ncounters which will occur if the adventurers enter a specific eslabl ishment; en coun ters may even beexpanded
into full blown adven tures. The choice
is yours. For ease of p lay, each encou nter has five parts: loca lion, lime. CSL (C haracterSkill Level). Player's Information, and CM's Information. LOCATIONS of encounters vary. and may be as vague as "an y" or as speci fic as " near a well. " All en counters are within Briarwood's OU le r wa lls. walls. TIMES that e ncounters ta ke p l a~a l so vary, and the listing may be as open· ended as "an y" or as struclUred as "upon waking." Times can be Lailored to fit your paTlY's habits. CS L , or Charac ter Sk ill Levels, are usually enumerated in the following ranges: ALL, Ist·4th , 5th·8th, 9th · 12th, l31h·15th,or 16th +, though occasionally you will find ot her grQups. A p lus (+) after a number mea ns the encounter is suitab le for a ll C haracters of higher ski ll levels. Theencoun ters were drawn up wi th parties of five o r six adventurers in mind, so at times you may need to lower the number of assailants if you are run ning an individua l adventurer. Conversely, you may need to raise the number of a uackers for a larger party or higher level Characters-such adjust. me nts wi ll be n Oled in t he GM 's Information for that specificencoumer. PLAYER 'S INFORMATION, in italics, is to be read aloud to the Players. All of the encounters ~ written as if a party of adventurers were travel· ling together. Feel free to modify the language as needed. Specific locations or Character names are indicated like this: · -street 's name- ·. Fill in the information appropriate to your party's circumSLances. CM'S INFORMATION in cludes speci£iccircumsLances in theencoumer, as well as information, treasure a nd experience points (XP) that adven turers may gain with certain actions. Statistics for each being encountered , as well as the n u mber of beings encountered, are given here. 16
,
•
t/ Ught Horses
T he gobl ins wi ll fight to the dea th if confronted by the Cha racters.
LOCATION : o utside/street T IME: any CSL: 1·4
X P: 10 each + I per HTK.
two dogs. If the Cha racters rescue the kinens, they will be given a Ring of Mammal Con tro l. I( the Cha racters kill the dogs but did n ot save the kitten s, give the m half experience.
3/ Camel
XP: 92 (for the dogs) + 2,500 (for Ring)=2,592 XP.
IPlayer's Information I Five spooked horses Tun frantically towards you, their eyes Tollin g white and their nostrils wide with fear. ICM's Information I
T he ho rses are Out of control. (5) Light Horses HTK .. 16, 14, 13, 12, II (2 D8), A C .. 7 MV: 24", AL: Neutral AT: 2, DM: ID4x2 (hooves) [ N T : Anima l THACO .. 16, SZ .. L Specials: None If the C haracters SLOp the horses a nd don ' t ha rm them , award them XP. If the Ch aracte rs ki ll t he h orses, the Characters will ei ther have to pay for them or serve time.
XP: 200 each (for subduing)
LOCATION: street or alley T I ME: a n y CSL: 1-4
IPlayer's Information I A bactrian (two -humped) cam el is rUn11ing towards you. It seems to be very angry. ICM's Information I
T he camel is very upset a nd w iIl attack the C haracters. Camel HTK .. 22 (3 D8), A C, 7 MV: 21 ", AL: Neutral A T : , DM: ID4 (bite) TN T : Animal THA CO, 16, SZ, L Specials: Spit: IS" ra nge. Save vs. Poison or be bl inded for 10 6/2 rounds.
2/ Gobliris
If the party flees, thecamel, a spitefu l, mean-sp ir ited a nimal, will give chase.
LOCATION: alley TIME: a n y CSL, 1-'
XP: 101 (for subdu ing or ki lling)
5/Captain Smiladon LOCATION: outside T IME: a n y CSL, 1-8
IPlayer's Information I A very la rge sabre-toothed tiger pounces in f ront o f you. It roars loudly and crou.ches. ICM's Information I
Capta in Smiladon , a weresabretoothed-tiger (see #3 in Map and Population Book), was chasing the Black Panther; he lost the Black Panther's trail when he came upon the party. Il the Characters a ttack, Smiladon wi ll leap to the neares t building and be gone. It is n ot possible to kill Smiladon in this encou nter. If the C haracters attempt to communicate with Smiladon , award them the XPs.
XP, 2oo
IPlayer's Information I W hile walking down the alley, you heaTa low rumblin g sound and see the alley floor buckle and collapse not more than 20' in f ron t of you. ICM's Information I
Thecollapse was caused by tunneling goblins. If the Characters investigate, a pack o f six goblins w ill emerge a nd altack the party . If a n y Character a pproaches the tunnel, some of the remain ing goblins will colla pse a nd seal o H the entry. If the Characters don 't inves tigate, the gob lins wi ll cause a majorcolla pse in the tunnel a nd completely block the way into their tunnel system. (6) Goblins H T K .. 6, 6, 5,.,., . (1D8- 1), ACe 6 M V: 6", A L: L. Evil A T : I, DM: ID6 TN T : Average (low) T H ACO .. 20, SZ, S Specials: None A solitary adventurer wi ll no t be a ttacked unless slhe presses the issue.
4/ Wild Dogs LOCATION: m eet or alley T IME: a n y CSL: 1-4
IPlayer's Information I An alley cat rubs against - -Character's na me- · 's leg. It announces in p anicked common language, " M y kittens endangered, dogs!" T he cat then runs towards an alley.
6/ Bulls LOCATION: outside T IME: daylight CSL, 1-8
IPlayer's Infonnatlon I T wo angry bulls p~w the ground 35 feet ahead. Th ey start to charge.
ICM's Information I
ICM's Information I
If the C ha racte rs follow the cat, she leads them do wn the a lley to where three wi ld dogs have her kiuens trapped in a ho le. O nce the Characters enter the a lley, they w ill have (our rounds before the dogs reach the kittens. (1) Wi ld Dogs HTK, 7, 5, ' (1D8+ 1), ACe 7 M V: IS", AL: Neutral A T : 1, DM: None TN T : Sem iTHA CO .. 20, SZ .. S A solitary adventurer encounters only
The bulls are fi xated, a nd will a ttack unti l the Cha racters die or fl ee. (2) Bulls HTK .. 30, 27 (408), A C, 7 MV: 15", AL: Neutral AT: 2, DM: I D6x2 TN T : Animal T H A CO: 15, SZ: L (5' at shoulder ) S pecials: C harge; 3D4 HTK of da mage, plus ID4 HTK of da mge (tra m p le) XP: 398 (add 10% to XP if bull s a re subd ued) CSL: 1-4, 1-81 17
7/ Lammasu LOCATION: outside TIME: night CSL, ' -8
IPlayer's Information I A large creature w i rlgsQlJerhead and lGrlds in theda rlmtssahtmd. T he being has the head of II huma11, the bod}' of II lion, and large fea thered will gs. ICM's Intannatlon]
Thi s crea ture is a la mm as u . I£ 3nacked, the lammasu will become invisible and then cast a Protectio n from Evi l spell «tn itself. Lommasu HTK, 51 (708' 7). AC, 6 M V: 12"/ 21", AL: L. Good AT: 2, OM : 1D6 (each claw) THA CO, 12 Specia ls: Becom e Invisible. Di men sion Door at w ill ; Pro tection from
Evil is double strength (-2 on evil attacks. +2 on savi ng throws). SPells: 4/ 3/ 2/ 1; C ure Wo unds has do uble effect.
If il finds that the Cha racters aren 't Evil. the lammasu wi ll preach to them while it rema in s invis ible. and when it is fin ished. i l wi ll fl yaway. If the Characters kill the lammasu , make sure lhat a ll Good Characters participating in the kill are subjected to an a lignment change.
DSL, Skill 12 Thief Race: Shireling, Religio n/ Deity: Egyptian/ Bes S TR __ 12. INT , 12. INS, 9. S TA , 16 (>2). D EX __ 19 ('1, ·4). APL.- II HTK _ 67. A C _ 2 MV: 9", AL: C Neutral AT: I or 2- , DM: 106+2 (each claw) o r by weapon type THACO, 16 HT: 3'2", WT; 63 Ibs Weapon Proficimcies: mithril claws m-, th rowing dagger, blow gu n Armor: + I leather W ea p ons: +2 Mithril cl aws, 3 th rowing daggers. and a blow gun Magicltems: Wa nd of Worlder () l charges), Ring o f T elepo rtation (7 charges) SPecials: Infravisio n: 50', - 2attacks per ro und due to h igh OEX and claws proficiencies, some thief abi lities hampered by the claws. Thievi ng Abi lities: PP : 90%, OL:
77%, FIRT, 7(Il;, MS, I1 6'!'" HinS, 1()1%, H N, 40%. C W , 99.2%. RL, 55% If the Characters talk to OSL, he will explai n to them that he killed a doppleg an ger. Tha nk i n g t h em fo r t h ei r concern, DSL will invi te the pan y to the Mithril Claw Inn (#144 in Mapand Population Book ) for a free mea l. comp limen ts of OSL XP: No ne
IO/ Sturm LOCATION: o utside TIME: nig ht CSL" -8
XP: None
9/Minotaur
8/ DSL LOCATION: an y TIME: an y CSL, 1-8
IPIa)!r's Information J A sh ireling with a large, metal claw strap ped to the baclt of each hand, leaves a nearby establish ment (or residence) and pounces on a friendly-looking female magic-user. H is attaclt is so fierce and concise t hat he kills her in a single round. H e now stands over the body, scanning it qu ickly. (CM's Information )
The shi reling is OSL (,HO in the Map and Population Book); he has JUSt killed a doppleganger posing as his fri end and associate Sasha (#145 in the Map and Population Book). CSL: 1-8 / 18
him in some way, they wi ll run afo ul of Hef's extraordinary fi ghting abilities. Hef, Skill 10 Fig hter R ace: Minotaur, R eligion / Deity: Roman/ Mars S TR : 20 (+3, +8), IN T : 13, INS: 14 S T A, 18 (H ). DEX .. 12, APL 9 HTK _ 97 (9DIO>3). AC, 6 M V: 12", A L: C. Good A T : 3/ 2 or 3. VAt : by weapon type or Head BUll (20 6), Stomp (20 6), Bellow (see below) THACO, 12 HT: 8'7", WT: 635 Ibs W ea p on Proficienc ies: Ma ul , triden t, net, bastard sword. battle axe, two- ha nded sword (can use with one hand), footman 's p ick, lo ng sword Armor: None Weapons: Maul Magic Item s: None S pecia ls: Bello ws: All wi thin 100 yards must save againsl INT x 5 on a ~% or become demoralized. droppmg weapons and then neeing. Her will kill if enraged. If Characters kill him , make sure tha t all Good C haracters participating in the kill are subjected to an alignment change. XP: 100 each (for helping) ·200 each (for fig hting and killing him)
LOCATION: ou tside TIME: nig ht CSL, 1-8 { Player's Information
( Player's Information
I
Sil h o u e tt ed a gains t th e wa ll ahead is a large huma1lOid, perhaps 8' tall, w ith a bovine head and tail. The shadows suggest the creature is dressed on ly in a loin cloth, a1ld carries a large maul.
I
From a nearby doorway com es the demand, " Lay do wn your weap01ls and p lace your hatJds above your heads. You are surroutlded . T o show you that this is 1Iot a ruse, we w ill all w h istle." A dozen wh istles sound fro m the da rk11ess ahead. Four humanoids step f rom the shadows. ICM's Information)
(CM's Infonnation J
The minotaur, due to his monsterlike appearance, had been forced to fi ght in the arena; he recently escaped. escaped. If the Characters are willing to help Her, he will be very grateful to the party, and will adventure with the Characters if they'd like (GM discretio n). He wi ll befriend them for life. However, if the Characters turn Her over to the authorit ies or try to deceive
Actually, the robbery is a ruse. Sturm . a magic-user/ thief (see #64 in Mapand ~opulation Book ), is u sing a mirror Image spell a nd a ventriloq uism spell . If the Characters hand over their possessions, Sturm wi)) tell them to pick u p their weapons althe City-State Park in 3 ho urs. He is telling the truth . If the Characters attack, Sturm will di sappear into the shadows. Sturm canno t be C"d ught in this encounter. XP: None
• .- -.
- ,....-
--- --------==
19
H/ Ghost Girl
12/ Black Panther (I)
14/ Poison
LOCATION: any (pa n y/ C ha racter must be alo ne) TIME: n ig ht CSL: a ll
LOCATION : street or a lley T IME: a n y CSL: all
LOCATION: inn or restaurant T I ME: a ny CS L: a U
IPlayer's Information I A small voice calls and a ghost-like girl, dressed in blackened garments, approaches. She says, " Please, 5i1(S), please help me find my house. My daddy is trapped in the basement a" d if we don '[ rescue him soon he will surely die!" IGM's Information I
T h is 8-year-ord girl is rea lly a no n evil g hos t na med Amy, who needs to fin d her fa ther (long since dead) in order for her soul 10 be a l rcst. If the Characters speak 10 her, she explai ns: "[ can' t fin d it! Th e streets all look so different, and I' m frig h tened. W ill you hold my handr Please. you have to help me."
If the Characters ask Amy fo r her address, she replies: "/ live off of Oak Street; the gUU!n house three doors back. I want to go home, please!" If the C haracters go with her, Am y will contin ue to fret , a nd w ill ask to ho ld someone's ha nd man y times throughout the ordea l; a ny adventu rer who accepts thi s o Her will age 1010 years. Am y cannot contro l th is agi ng affect. T he address Am y gives t or her house is in the fi re a rea. If the pa rty did nOt ask where she li ves, she will lead them in tha t direction , but will be confused as to where she is once they reach the rubble. If the Characters search for o ne turn , they will locate a cella r door (CM's discretio n as to exact location ). Upon enter ing the cellar, the Characters wi ll see the ha nd of a skele to n protuding from undernea th some la rge logs. If the Characters ignore or attack Amy, she will disappear. If th e C h a racte rs un cove r t h e ske le to n , the little gi rl wi ll g ive them her pro fu se tha nks, a nd the bracelet o n herdad's wrist. Shewi ll then disappear. Treasure: Bracele t o f True Sight (look through the ci rcle of the bracele t a nd see things as they reall y are). XP: 75 XP each (for locating fa ther) + 5,000 for bracelet of true sig ht
IPlayer's Information )
IPlayer's Information )
W hile walking down - -s treet's name- - , a glint, light or movement you're not sure, ca tches your eye. On the roof-top several buildi ngs down stands a man easily 6-Y,{ tali and dressed i11 black. Embla zoned across the breadth Of his chest is a white outline of a pant her's head; he carries a large, full sack over his left shoulder. H e also wears a black mask over his head and fa ce.
As you eat your mt!ai, your - - food item- a suddt!nly changes irllo a small -- monster type-- and attacks.
The Characters have been poisoned w ith a hall ucinogen that lasts fo r lOS rounds. Each Character who is poisoned (CM's discretion) wi ll a ttack h is or her " food " only. XP: None
ICM's Information )
Wha tever the Cha rac ters do, they cannot stop the " Black Pa nther." Also, a ny informa tio n they giveor receiveon the thief is likely to be con fusing, sin ce the Black Panther is rea ll y a group o f th ieves (a ll of varying heigh ts a nd races) that pool their income. Each thief dresses the same so tha t a ny eye w itness accoun ts vary in their descr iplion of the fab led burg lar. XP: None.
13/ Aerial lxitxachitls LOCATION: o utside T I ME: any CSL: a ll
IPlayer's Information I A flock of flying marl ta-rays, their barbed tails t witch ing erraticall y, sweeps dow n from abo~. ICM's Information )
T his fl ock o f aerial ix itxach itls IS at tracted to Cha racters that e mi t magic (Characters with magic items). (1/) .4erial l xitxachitls HTK: 7 each ( IOS+ I), AC: 6 M V: 12", AL: C. Evi l A T : 1, D M : 30 4 I N T: Average THA CO, 20, 5l, M Spuials: None A solitary adventurer encounters from 2-13 mon sters; a pa rty encounters 10100, depending o n skill level (C M's discretio n). The fl ock w ill a ttack until a ll magic emitting Characters a re dead. X P: 42 each ix itxachitl
CSL: all l 20
ICM's Information )
15/ Ki-rin LOCATION: a ny T IME: a n y CSL : all
IPlayer's Information ) An old, crippled man asks, " Could you spart! a copper piece or two, fo r an old man who's losing his sight?" ICM's Inform:ttlon )
T he o ld beggar is rea ll y a ki-rin w ho is polymorphed. Ki·rin H TK, 89 ( 120 8), AC,-5 MV, 24"/ 48", AL L. Good A T : 3, DM: 20 4 (each hoof), 30 6 (ho rn ) IN T: Su pra-gen ius, PSI: 130-200 THACO, 9 Specials: H orn is magica ll y sharp (+3); acts as ski ll 18 magic-user, spells: 9/ SI7I 615/ 4/ 31211; psion ics: 4 major, 6 minor; o nce a day ca n create food , beverages, soh goods, wood ite ms, me tal items w hich fade after a time, crea te sensory ill usions, Assume Caseous Form, Wind Walk, Call ughming, Su mmo n Wea ther.
H the Cha racters give hi m a ny coi ns he w ill tha nk them a nd g ive Ihem a scroll wi th a sk ill I C leric spell on it. If the Charac ters treat the beggar in a bad ma nner (CM's discret ion ) he will tu rn into h is true ki · ri n form, tell them to lake beller care in their Irealmelll of o th e r s, a n d t e l epo rt away. XP: None
16/ High Elves
18/ Couatl
20/ Black Panther (II)
LOCATION : any T IME: a n y CSL: a ll
LOCATIO N: any T IME: an y CSL: a ll
LOCATION: oUlside (street or alley) T IME: nigh t CSL: a ll
[ Player's Information
I
Fo ur high elves approach with palm s
extended and weapons sheathed. Th e elf in front says, " H ail, fellow hu m an oids (and others Ij app licable). H ave you seerl drow an yw herer We are tracking two drow; their trail led us to Briarwood. " [CM's Information]
If the Characters can give the elves
any news abo u t draw in Briarwood , the elves w ill tha nk the C haracters a nd g ive eac h a +1 a rrow. No X P for no infor mation . XP: 10 XP each (for info rmation ) + 120 (for each arrow).
IPlayer's Information I
IPlayer's Information I
A winged and feather-covered creature lies uncon sc ious . It s left w ing is broken .
You see a "'-W tall fig ure dressed in black , with a w hite outlin e of a panther's head on his chest. He also has a black mask over his head. He is 100 feet ahead. When h e sees you, the fab led Black Panther th ief climbs a nearby wall, and disappears.
!CJv\'s Information
I
T he wi nged crea ture is a couatl. If the C haracters hel p it, it will regain con sciousness lo ng eno ugh to u tter: " [ am n ot long for this life, but before I go, I m ust warn yo u. As you have helped m e, so I h ope, w ith this information, [ m ay help you. Your world is changing greatly. R eflect on this and the craziness will stop. Ma y your gods guide you!" The coua ll dies and slowly fades fro m the p rime material p lane. XP: (If the Players chose to help) 100 each
ICM's Information
I
As with Encounter 12, the Bl ack Pa nther is really a varied group of th ieves. Each Black Pa nther dresses alike to make eye witness accou nts of " h im " diffe r and cause confusion. There is no way that the Characters can fi nd/locate the Black Panther. XP: None
17/ Fire Flies LOCAT ION: outside TIME: nigh t CSL: a ll
IPlayer's Information I G lowing, buuingo range balls cluster
in the air around a burned out street lam p. There are a great n u m ber, and they seem to draw nearer. [GA's Information
I
These bugs are fire fl ies. Each " to hil" roll is based on a group o f len. (100) Fi re Flies HTK: I each, A C: 3 MV: 12", AL: Neutral AT: I , DM: 106 (p er gro up ) burni ng damage I N T : NonT H A CO: 20, S Z: S ( ~ in c h long) Specials: Cold-based a ttacks ki ll fi re fl ies. Fire-based attacks cause fli es to do double damage because of their heat absorbing abilities. A solitary Character encounters on ly iO fire fl ies per skill level group s/he has achieved (i.e. level 1·4: 10, level 5-8: 20, etc.). T hese bugs can not be igno red. T hey will attack warm -blooded crea tures unti l their viClim s a re dead . (Also known as heat-seekers.) XP: 10 XP each.
2t/Giant Centipedes 19/ Homonculous LOCATIO N: an y T IME: any CSL:all
LOCATION: outside T IME: n ight CSL: all
IPlayer's Infonnatlon I A fa int rustling stirs nearby, and
!Player's InformatJon I A sma ll, w inged creature fl ys past. As it pauses fo r an instant to hover directly overhead, you recognize it to be a homonculous. It proceeds to fl y south. !Gfv1's Information
I
T ho ugh lhe C haracters may fo llow it arou nd as much as they choose. the homoncu lo us wi ll only fl y randomly, as the Evil magic- user who created it rea l izes t h a t t h e adve n turers are p ursui ng. If the Characters try to fi ght it wi th weapons (bolts, arrows, stones, etc.) they will not be able to reach it. If the Characters u se magic against it, it will save vs. Sp ell as a skill 25 magic-user. (It has 8 HTK. ) XP: (For ki ll ing it) 97 XP
from the darkness of their hiding places eight gian t centipedes emerge. Th ey ap pear very hungry. ICM's Inforrgatlon l
T he centipedes will attack un til they or the Characters are dead. (8) Giant Centipedes HTK: 2 each , AC: 9 M V: 15", AL: Neutral AT, I , DM , 0 TNT: NonTHACO: 20, SZ: S (1 ' + long)
Specials: Bite save vs. Poison at a bo nus of -4. When a ttacked get-J to opponent's " to hi t" roll . A solitary adventurer encounters only three centipedes. The cen ti pedes wi l l n ot pursue fl eeing Characters. XP,1 96
CSL : all / 21
22/ Trap Door Spider LOCATION: st ree t or a ll ey (n ear sewer cover) TIME: n ight CSL: all
IPlayer's Information I A nearby manhole cover flips open and a giant spider advances. ICM's Information )
6....J~Hwr
l);:~"J. {I:'~
T his is a gia nt trap door spider. If possib le the spider will poison a Character and drag him or her into its lair. Trap Door Spidn HTK .. 25 (30 8 +3), A C .. 4 MV: 6", 12" -, AL: NeUlral A T.- I, OM . 204 I N T: Non T HA CO: 16, SZ: L Sp ecials: · T he trnpspider can move twice as fas t in its web; in its lair it has a + I shield, + I shon sword, and a ring of delusion. Poison: Save vs. Po ison o r be paralyzed for 3D6 rounds. XP: 440 «(or spider) + 400 (for + I sword ) + 250 (for + I shield) = 1,090 XP .
23/ Treasure Map LOCATION: any T I ME: an y
CSL: all
IPlayer's Information I A scrap of yellowed paper rests on the ground (floor).
ICM'sInformation I If the Characters p ick it up, they will
recog nize th e scrap as an an cient treasure map (see accompanying sketch), If the C haracters correctly interpret the map, they obtai n the following di rections: Start at Ba lor's Eye ('H20 in Mapand Population Book) go 140' east; go 160' south; go 220' east Grandfather of Dia mo nds is at the X. T he landmarks no lo nger exist (except for the Balor's Eye). X is located under the tower in area #139 (in Map and Population Book). Much digging and breaking of stone reveals a small metal box (mithril; worth 5,000 gp.). Inside the box is the Grandfa th er of Diamonds; a I foot in diameter lump of coal. XP: 250 if box is saved. ' aU / 22
24/ Elf Fighter LOCATION: outs ide TIME: night CSL: all
IPlayer's Information I An elf on horsebacJc th lmders up. H e iscoutTed w ilh blood, arid hasa drago" horn strapped to his back. He rasps " Tt!ll th e Ovulord that th ; dragon is dead; his City-State is "OW
sa/e." Having spoken , he dit:s. 1Gtv\'s Information ]
This fighter is irrevocab ly dead. The wou nds he bears are caused by dragon 's claws a nd leeth . If the C haracters de l i ver the m essage to the Overlord , they wi ll be given 25 gp each for their efforts. XP: None
2S/ Eye Flies LOCATION: any T IM E: nigh t CS L: all
IPlayer's Information I Dou~s
0/ blinhing eyes
suddenly appear In the darkness(s urrounding if app licable).
IC,.!'oA's Infonnation ]
The Anfu l Dodger is a crafty thief: however, he is not a murderer. H e cannot be caught in this encounter. XP: None
27/ Artful Dodger (II) LOCATION: any TIME: upon waki ng CSL: a ll
adve nturers, tou ch es the frog, the material will turn to stone. The frog w ill the n jump away (if possible). H as I HTK. XP: None
29/ Charrned Merchant LOCATION: any secluded or out of the way place T I ME: night CSL : a ll
{ Player's Infonnatlon ]
{ Player's Infonnarlon]
You wake with a start and see anal her 110te (see Encounter 26) attached to the foot of the bed. This 110te reads, " Well , here I was again . I left you a little som ething this time. I couldn't use il so I thought ma ybe you cou ld. Sitlcereiy, Artfui Dodger"
A n average-lookin g man approaches. H is words are stran ge: " He watches you, everl as we speak. Th e mauve master know s everything. Be ever watchful." Th en the man changes irlto a raven, and fl ys away.
{CM's Infonnation ]
The average-looking man was III aClUali ty a merchant who has been cha rmed by O cmoth (see #425 in Map and Population Book). a magic- using mind £layer. As soon as the merchant delivers hi s message he IUrns into a raven . If the raven is caught. the m e rc hant wi ll be unchanned bu t remember noth ing. The merchant is a skill 0 H uman.
If the Charac ter c hecks a round slhe will see a small box wi th the Char.tcter's name o n it. Inside is a n Amulet o f Luc k (Luckstone). There is no way to ca tc h t h e Artful Do d ge r in t hi s e ncounter. XP: None
{CM's Information ]
XP: 10 each if merchant (raven) is caught ali ve.
]GM's Information]
These "eyes" are rea ll y eye fli es. lum inous-w inged flies lha l vary from 1", to 8" in wingspan. As the fly n aps its wmgs le tha rgically, it appears as if a pair of eyes is blinking. Colo rations include red -and-black and white-andviolet. Each fly has I HTK.
30/Animated Statue LOCATION: near a statue TIME: any CSL: a ll
IPlayer's Info~don I
XP: None
28/ Stone Frog 26/Artful Dodger (I) LOCATION: any TIME: upon waking CSL: all
IPlayer's Infonnatlon ] You wa ite up at --estab lishment or locatio n-- and find a noteOtl the fOOl of the bed. Th e rlote reads, " Could have tden your life, bul instead took --item (CM's di scretio n )-Sincerely, Artful Dodger"
LOCATION: any TIME: a ny CSL: a ll
IPlayer's Information ] You see a small frog-shaped storie 011 the ground (floor ) in fro nt of you. Upmz closer inspection yo u notice that it look s to be afinely-carued fro g made of non-polished stone. ]CJv\'s Infonnatlon]
In actuality th is is a Stone Frog. If any li vi ng organic materia l, induding
A soft hiss sighs through the still air. It seems to come from a stone (or wood) statue . .. and the statue is walk ing toward you! {CM's Informadon l
The statue is an illus ion being cast by Shadowhawk (#34 in the Map and Population Book). This encounter isa C ity-State test to catch those who use magic illegally/ improperl y. Violators are apprehended a nd placed in jaiL On ly C haracters who refrain from ill egal/ i mp roper m agic-usage are awarded XP. XP: 100 each.
CSL: all / 23
31/Giant Snake
33/ Grey Ooze
35/ Giant Skeleton
LOCATION: street or a lley TIME: a n y CSL: 5-8
LOCATION : a lley TIME: an y CSL 5-8
LOCATION: any ground level T IM E: any CSL, 5-8
IPlayer's Information I
[ Player's Information l
[ Player's Information I
A gian t makt slithers .softly out of a well, and rears up to attack.
With each st~p, you sinh abOllt three inches in to the stOlle paveme'lt.
Th e groulld coll ap us u 'l der - -Cha racter'S name- · 's jut as sllu is walhillg. "-Character's name- " falls jour JU I and lands on the lOp oj a stone staircase leading down.
ICM's Information
I
The snake has (irs! attack; it willlry to bite an y C haracter wi thin reach (see Spuia/s).
Giant Snake HTK, 48 (71)8). AC, 3 MV: 12", A;": Neutra l AT: I, DM: lD6 [N T: An ima l THA CO: 13 Spuiais: Para lyzin g Poison (save vs. I'o ison at ·3) If the pes do n 't win , the snake will drag any paralyzed victim s into the well (where they wi ll drown ).
1Gtv\·s Informatlon l The Characters have JUSt discovered a large patch o f grey ooze. Grey Oou HTK .· 18 (3 0 8'3). A Ce 8 MV: I ", AL: NeUiral AT: I , DM: 208 IN T : NonTHA CO: 15 , SZ: L S pecials: Corrodes meta l (chai n ma il in I round, p late mai l 2 rounds, etc.); Grey ooze is impervious to hea t, cold and magica l spell s; Ligh tning does affect ooze. XP: 290 (for killing ooze)
XP: 734
32/ Robbers LOCATION: establishment TIME: any CSL, 5-8
IPlayer's Information I Whitea ! · -estab lishment's name-· you see two hum (.HIs, armed wit h lig ht
crossbows, enler and say, " This is a hold- up; piau all 0/ you r valuables i,! this bag atld rIO DIU will get hurt."
ICM's Information I The two robbers wi II shoot at anyone who tries to SLOp their hold -up. (1) R obbn.J, Shill 4 Figh lt!rs HTK, 36. 29. AC, 4 MV: 12", AL: C. Neutral AT: I. DM: by weapon type THA CO, 18
Wmpons:+ l longsword,lightcrossbow Armor: Chainma il & shield Magic Items: None Specia ls: None The robbers will not surrender, and i( they escape, they ca nnot be fou nd.
If lhe Characters stop the robbers, they get the (ollowing item s and XP: (2) + I swords XP: 385 (forrobbers) +2,000 (for swords); an additional 10% 10 XP if robbers a re taken alive. CSL: ali, '-8 / 2<1
34/ Doppleganger LOCATION: any TIM E: any CS L,5·8 [ Player'S Information l
Suddenly there are two oj "-Cha racter' s name- · irlStead of mle! [CM's Information ]
The C haracter's double is a dappleganger. If theadvelllurers are surprised. they won ' t know wh ich is their true comrade. Dopplegangn HTK, 30 (408). ACe 5 MV: 9", AL: Neu tral AT: I , DM: 101 2 [N T : Very THA CO: 15, SZ: M Specials: Surprise on a 1-4 o n 106. Save as skill 10 figlHer. The doppl ega ngcr will a ttack its double until either it or it s double is dead. If the doppleganger wins, it will try to convince the rest of the party that it is their real companio n . Later (a \ CM 's d iscretion ), it wi ll allack each party member ind ividuall y. XP: 450
[(./IA·s Informanonl
(See Map A.) The Characters have stumbled onto an ancient tomb. If the pa rt y in vestiga tes, read the fo llowing aloud: Th e stairs end ill a set oj double doors oj carved stone. In the jinely ca rved bas reliej on their surjaces, g iallts sum to be wimlillg a ballie against hu man adversaries. If the Characters attempt to open them, the doors swing eas il y a nd si lently inwards. Th e crypt beyond co,llains a sa rcophagus w ith jour braziers around il. and fi ve statues facing itlward from the walls. If the Characters disturb the sarcophagus, the statue on the east wall ..... ill swing into the room, revealing a small 4' x ,3' treasure vau lt behind it. The contents of the vault are listed below. If the treasure is disturbed, the giant s ke leton in t h e sa rcophagu s wi ll anima te and attack the Characters. If the skeleton is disturbed at any lime, it will an imate and a ttack. Giant Skeleton /-ITK, 72 (1 008). ACe 7 "'IV: 18". AL: Neutra l A T : 2. DM: IDIOx2 (claws) I N T : Non· THACO: 10. SZ: L (12' tall) Specials: l\'lagic Resista nce: 35% T reasure:200 pp., Potion of Gaseous Form , Girdle o f Femin ity/ Mascu linity
If the C haracters take the treasure, the skeleton will pursue them . It will continue 10 figh t and/ o r pursue until destroyed. XP: 1,350 (for Skeleton ) + 900 (for treasure)
r
o
O-n
36/ Wererats
A sol itary adventurer encounters only o ne carrion crawler.
LOCATION: street or alley TIME: any CSL, 5·S
XP: 1,224
IPlayer's Information I Four J' tall ral-like mUI step out 0/ all alley, carrying six cats tied to a pole. Wherl they see you, they turn and run back. down the alley. ICM's Information
I
These werer31S are on a city-wide cal hunt. However, they will not ri sk thei r li ves fi ghti ng wi th adventurers if at all JXlssible. Each * crera t will summon \ -12 giant rats to heJpfight if the pany 3t13Cks.
(4) Wererats
HTK ,25, 20, IS, 15(I OS+I), AC, 6 MV: 12", AL: L. Evil AT: I , DM: ID8 I N T : Animal THA CO, 16, SZ, S (l' ta ll) Specials: Su rprise on ,·4 on 106. Hit on ly by sil ver or magical weapons. A soli tal)' advent urer encoll nleTSonl y twO
wererats.
Once the rats have the uppe r hand, they wi ll run off with their cat victims (leaving the party a live). XP: 912 (wererats) + I XP (per HTK) + 7 XP (per giant Tal)
38/ Chimera LOCATION: outside T IME: night CSL, 5·S
IPlayer's Information ] A multi-headed creature flies by low overhead, breathing a jet of fire . It has the forebody of a lion, and the rear quarters of a goat.
!a.fs Information ] The chimera is looking for an easy meal. Chimna HTK , 70 (90S), AC, 6/ 5/ 2· MV: 9"/ 18", AL: L. Evil AT: 6, DM: I D6/ 2 (each claw) I D4 (goat head), ID4 (lion head). 2D4 (dragon head) INT: SemiTHACO : 12, SZ: L (4' at shoulder) Specials: - 6/ 5/ 6: Goat head/lion head/dragon head; Breath Weapon: Fire, 5" range-save vs. Breath Weapon for damage. If itstarts losing the baltle, the chimera will auempt to fl yaway. If the Characters fl ee,1the chimera will find easier prey.
*
XP: 1,840 (if ki lled)
37/ Carrion Crawlers LOCATION: ncar a comer TIME: night CSL,5·S
!Player's Information ] A mass of tentacles slithe rs around the corner just ahead, It appears to be groping for a victim , -
A solitary advemurerencountersonly two gargoyles. These gargoy les will fight until they or the Characters are dead. XP : 1,460 (if killed)
39/ Gargoyles LOCATION: outside T IME: night CSL, 5·S
IPlayer's Infotmadon ] Five bat-winged humanoids swoop down from the dark sJcy. A long horn sprouts from each creature's forehead.
40/Medusa LOCATION: a lley or street T IME: night CSL,5·S
IPLayer's Infonnatlon ] A female in a long, hooded clod approaches and says, " If you escort m e to my home, I will give you this." She points to a coiled snake amulet 011 her arm. " / am being followed by a mystical creature. Th e last group of adventurers I asked to help me attacked it, a"d could not do it ph ysical harm . Th ey all ran screaming into the night. So please just escort me home."
1CM.·s Information ] The hooded female is a medusa. If the Characters help her, she wi ll lure them to a nearby alley and unhood herself. Medusa HTK , 42 (6DS). AG.. 5 MV: 9", AL: L. Evil AT: I , DM: 104 I N T : Very THA CO, II, SZ.. M Specials: Gaze: save vs. Petrification for a ll wilhin 3" or turn lO stone. Snake Bites: save vs. Poison or biuen Character dies. Treasure: Snake Amulet-anyone sl ipping on this amulet will fee l no immediate effects. However, 204 rounds after it is p laced on a Character's arm the snake will animate, and bite the wearer, doing ID6 HTK of damage. If biuen Character fails a save ys. Poison , slhe will die immediately. XP: 976 (for medusa) + IOO (foramulet )
IGM's Informadon]
The Characters h ave JUSt been attacked by two carrion crawlers, (2) Carrion Crawle'fs
HTK, 21, IS (IOS+ I), AC, 1/7· MV: 12", AL: Neutral AT: 8, DM: Paralysis INT: NonTHACO, 16, SZ, L (9' long) Spuiais: -Head: (AC: 3), BODY: (AC: 7); tentacles cause paralysis; Save vs, Paralyzation.
CSL, 5·8 1 26
leNt's Informadon ]
The party has been attacked by gargoyles. (5) Gargoyles HTK, 16, II, 10, 10 (40S+4), AC, 5 MV: 9"/ 15", AL: C. Evil AT: 4, DM: 106/ 2 (each claw), 1D6 (bite), I D4 (horn gore) I NT: Low T H ACO, 15 Specials: None
41/Wyvem LOCATION: outside T IM E: nig ht CSL,5·S
IPLayer's Information ] The wind picks up and a huge, dragon-lik e winged creature suddenly
swoops overhead. Over 30' fong, it has only one pair of legs. ICM's Infonnation l
T he wyvern fli es outo( sight (or 104 rou nds, before returning in a low sweep to sna tch some C haracters as snacks. II will attempt to poison o ne adventurer and grnb another Character, carryi ng hi m or her high into the sky. Wyvem HTK .. 60 (708 +7), AC.. 3 MV: 6"/ 24", AL: Neutra l (Evil) AT:2, DM:2 D8(bi teor grab). 10 6 (tai l sting) IN T : Low THA CO .. 12, SZ.. L (35' lo ng) Specials: TA IL STING: Save vs. Poison or d ie. Successfu l save ind io cates no poison da mage, just 106 p hys ical damage. Any Character grabbed by the wyvern wil l bestun g unti l the victim is dead. If the v i ~ti m successfu ll y hi LS tht' wyvern, there IS a 50% chance tha t the wyvern will drop the Character. ( 106 HT K o f damage per 10' (al len.) Heigh t dropped is at GM's discretion. XP, I,525
42/ Manticores LOCATION : oULSide T IME: n ight CSL, 5-8
IPlayer's Information I T wo winged lioNS circle overhead anda,motmct, "Stop, iN the Overlord 's name." T hey land ;', the shadows ahead. ICM's Infonnation l
The two wi nged lion s are really manticores tryi n g 10 ou ts mart th e Characters. If the C haracters stop and wait for more orders, the man ticores will attack with 12 tai l spikes (6 each ), and then move in (or the melee. If the Characters igno re the command. or ru n away, the mamicores will fi re up 10 (our volleys of spi kes after them
A soli tary advent urer encou nters a lo ne ma micore. XP: 1.786 (If mant icores are ki lled)
If the party fl ees, the lightning bugs wi ll give chase. XP: 10 each
43/ Hell Hounds
45/Stone Giant
LOCATION: ou tside T IME: any CSL,5-8
LOCATION : street or a lley TIME: nigh t CSL, 5-8
IPlayer's Infonnation I
IPlayer's Information I
T wo vicious-looJr.i"g dogs with blacJr. teeth start growling.
A yell tears the qu iet fabric of the Flight, and a giant step s out in to the street from arOUFld a comer. H is clothes are ripp ed and he smells of strong liquor. H e says in a du p, slu rring voice, "O Jr.ay you liddlep· p -pip -sq ueaJr.s, come over'ere f-for a real f ig ht. AFl y' you p-p atlty-waists na'fraida gett in ' mussed uP?" H is long sword sheathed, he cracJr.s his Jr.nucJr.Les joint by joint.
ICM's Infonnatlon l
If the Characters do an yth ing bu t retrea t slowly. the hell ho unds attack. (2) Hell H ounds HTK .. 24,22 (5 0 8), AC.. 4 M V: 12", AL: L. Ev il A T : I , DM: 1010 (bite) [ N T : Low THACO.. 15, SZ .. M Specials: Breathes fi re for 4 HT K of damage; Save vs. Dragon Breath for Ii damage. Ran ge: I " Hell hou nds will figh t u n ti l either they o r the Characters are dead. XP: 868
44/ Ughtning Bugs LOCATION: ou tside TIME: night CSL, 5-8
IPlayer's Infonnation I A swarm of little lighm i"g bolts (each about W" long) snap and cracJr.le in the darJr. night air. ICM's Informatton l
Theseare lightningbugs. Theyattack. (50) Lightning Bugs HTK: I each , AC: ~ M V: 12", A L: Neutral A T : I , DM: I D6(electrical damage) [N T : Non· THACO: 20, SZ: S (~ inch long) Specials: Ligh tn ingbugsa u ack in groups or 5 (i.e. each "to h it" roll isa group or 5 anack ing lightning bugs; cold and water-based spell s and/or creatures can short ou t lightning bugs; ra in will also kill them. Fi re doesn 't harm them a nd electrical-based attacks double their damage. A solitary adventul'erencounterson Iy twenty lig htn ing bugs.
ICM's Information I
T h is Stone Giant is extremely drunk, but is still in contro l of his refl exes. If the Characters draw their weapons or use magic agai nst him, he will say, "So y' wanna fight dit ty h uM" and draw h is sword. If the Characters ligh t the giant bare-handed, the giant will introduce h imself as Ojee, and will leI the Characters know that if they ever need his help, he wi ll g ladly do what he can .
Dju, Stone Giant HTK .. 13 (90 6 + 3), A C .. MV: 12", AL: Neutral AT.. I , DM .. 30 6 I N T : Average THA CO .. 10, SZ .. L (12' ta ll ) Specials: Hurl Characters ~ DIO feet causing ~ D6 HT K o f damage. If the C haracters subdue the giant, award them full XP. they kill hi m, give them ha lf XP and make them explain to the lawn guards why they killed this giant.
°
Jf
XP: 2.822 (su bdued)
46/ Dragon Hounds LOCATION : oULSide TIME: night CSL,5-8
IPlayer's Infonnation I T wosmall, lean dragon-liJr.e creatures sn if the ground ahead. Th ey suddenly lift their heads and charge in your d irection .
CSL.- 5-8 / 27
!CM's Informadon J
The crea tures a re dragon hounds wh ich are used by the Vi o let Sp ider (see 1'64 in the Map a nd Po pul ation Book) as blood ho unds, The Dragon Hou nds are ho t on the trai l o f a ru n away prisoner, It will look as if the ho unds are going toauack theCharact:rs, Howe,,'er, if the Characters step aSide to let the hou nds pass, no th ing wi ll hap pen , If the Characters don 't move, they will be run down and attacked by the dragon ho unds, (2) Dragon Hounds HTK , 43, 42 (5 0 S +3), AC, 6 MV: 18", A ,-"' Neutral AT: 3, DAf: 106x2 (claws), 108
(bite) IN T : Lo w TH A CO: 15, SZ: M Specials: Can track over an y terrain includ ing wa ter. Will track for 104 days wi tho ut rest. XP: 906 (for killing hounds)
47/ Rakshasa LOCATIO : any TIM E: any CSL: 5· 12
!Player's Informadon I A messenger comes 10 --C haracter's name- - and gives h im (or her) a 'JOte wh ich says, " You are " eeded, come at O'ice. Ta lk to " 0 one bu t your very closest f riend. You rfife depemLs on iI,"
ICM's Information I The note is signed by a close friend or associa te (CM 's di scretio n). A rakshasa has arranged Ihis sca m 10 isolate each Character i,1 tu m , As GM , you should try to cO/wince the Character that Ihe rakshasa is h is friend/associa te, Also, the ra Juhasa wants the Cha racter alone, so try to convince the Character that solitary response is im portant, Rakshasa H TK, 45 (70S), AC, ., M V: 15", A L: L. Evil AT: 3, DM: 10612 (each claw), 104 + I (bite) IN T : Very T H ACO, 13. SZ, M Specials: ES P, Crea te Ill usio n; not a ffected by spells under skill 8; not harmed by non-magical weapon s. Magica l weapons u nder +3 do Ii damage; blessed crossbow bolts kill . CS L: 5-8, 5-12, 5+ 1 28
All of the party who fa ll victim to the Rakasha will be ea ten. XP, 1.2S5
wings flys towards your party, its feathered and scaled tail sw m ging wildly, ICM's Informadon l
48/ Baron Tarrock LOCATION: an y TIME: night CSL : 5- 12
! Player's Information I A small crea ture flies overhead and lands nearby in a shadowed area, It screeches, as if i 11 pain, t hen fa lls silent a1ld fades in to the shadows,
IGI\1's Information I
The fl ying creature is a vamp ire in bat form. If lhe C haracters check to see what ha ppened to lhe bat, Ihey wi ll find a tall , thin man. Baron A msil T arrock, Skill 26 Figh ter Race: Hu ma n/ Vampire STR .. ISI76(+2. +4), INT, 16. I NS, 15, STA , 13, DEX, 12. A PL.· II HTK: 11 6, A C: I M V: 12"118", A I.: C. Ev il AT: I, DM: 10 6 +4 (pu nch ) or by weapon type THA CO:4 HT: 6'2", IVT: 169 Ibs Weapo ns: +2 long sword A rmor: No ne Specials: Drai ns 2li fe-energy/ ski ll levels when victim is struck : Regenerati on: 3 HTK per ro und : on ly affected by magica l weapons; can turn into Gaseous Form a t wi ll ; immune to Sleep, Charm , and Ho ld Spe ll s; takes ~ damage from cold and elect.r ica l a ttacks, Charm: A C haracter looking illlo a vampire's eyes must save vs. Mag ic at (+2) or be charmed. If Ba ron T arroek (#359 in Map and Population Book) is los ing the ba tt le he will turn illlo gaseous form and leave. Baron T arrock ca nno t be killed in this encounter. XP: 1,000 each for Characters tha t survive the comba t.
491 Cockatrice LOCATION: outs ide TIME: nig h t CSL: 5+
IPlayer's Information I A peacock-sized bird wilh bat· /ike
The bird is a cockatrice. It wi ll make three passes at the Characters, d iving a nd tryi ng to peLTify them with a touch. Cockatrice HTK, 39 (50 S). AC, 6 MV: 6"118", A L : Neutra l A T : I , DM: 106/ 2 IN T : An ima l TH ACO, 15. SZ .. S Specials: If it successfu lly hi ts, op ponent must savevs. PelrificaLion o r tUI'll to stone, If it succeeds in wm ing a ll the party to stone in three rounds, the cocka trice wililandanddineoll its newly· hardened food, However, if Characters are still acti ve by the th ird tu rn, it will fl y away. X P : SIO (if killed )
SO/ Loxodont LOCATION: street T IM E: a n y CSL: 5+
!Player's Information I Across Ihestreet, a torch beart:r jostles agamst a bull elephant. T he elephallt immediately tram ps out tile torch (and its bearer) an d approaches in a fran tic rage, !GI\1's Information I
The eleph ant is in pain fro m the burn JUSt infl icted. Loxodo'li (African elephant) HTK .. S3 (l IDS). AC, 6 M V: 15", A L: Neutral A T : 5, DM: 2D8x2 (tusks), 20 6 (trunk), 2D6x2 (trampli ng) IN T :Semi · TH ACO: 10 Specials: Each opponent ca n o n ly suffer2 attacks; however, the loxo· do nt ca n altack up to 6 opponen ts at o nce. T heelephant is intell igent eno ugh not to use its trunk aga inst someth ing that m ig ht harm it (i.e. something hot , spiked , etc.). If the Characters move o ut of its way, the elepha nt will pound through the streets u ntil exhausted o r sto pped. X P: 350 (if subdued add 10% lO XP to ta l)
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,
,
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"
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51 / Spectres LOCATION: a n y T IME: any CSL: 5+
IP\ayef's InformatiOn I A plain earthen-wart jug, sea ltd with wax, rests on the gTound. It is unmarked and stems to have been abandoned.
laws Information I This jug is magicall y sealed; it contains six spectres. If the C haracters open the jug, the enraged spectres wi ll shoot out and immediately attack the Characters.
(7) Harpks HTK . 24 , 22, 20, 20, 18, 18, 17 (3 08 ), AC.. 7 MV: 6"/15", A L: C. Evi l AT: 3, DM: 106/ 2 (each claw), 106 (sword) T H ACO, 16, 5Z.. M Specials: Calls: save vs. Magic or be charmed by ca ll.
A solitary adventurer encounters only twO harpies. If a il lhe party is charmed, the harpies wi ll carry them away fo r food (CM's d iscretio n i£ t he wh o le party is slaugh tered at once or if the harpies feast on them one by one). XP, I,432
Charm, Hold. or Cold·based spel ls; imm une to poison and paralyzation.
A soli Lary adven turer encounters only o n e spectre.
If the spectres defeat the party, each Character becomes a spectre under the contro l o f the spectre which defeated him or her. xp, 6,435 (il killed)
53/ Efreeti LOCATION: any T IME: any CSl.." 9- 12
I!'!aye,s l
ICM'sInformation I The sh ireling is insane, and the o il lamp is ho me for an elreeli . T he efreeti will attack the C haracter(s) as soon as it's out of the lamp.
ICM's Information I If the Characters recogn ize these creatures as har pies, the harpies' ca lls will have a -2 o n the saves vs. Magic. If the harpies ca nnOt charm the Characters, they will £I y down and attack the party.
The efreeti will fight until destroyed. It does no t die, it sim p ly retreats back into the lamp, totall y hea led and awai ting the end of its time on this p lane. For the nex t twenty days. the efreeti is trap ped in the lamp, and may
LOCATION : o utside T IME: n ight CSL: 5+ (Player's Information I
Th e silhouettes of st'Veti bird-like C1'eatu res circle against the night sky. T he human-sized beings have women's arms and heads. From the roof top of the building Otl which t hey alight, melodiow sounds( as if an elven woman was singing) issue.
CSL : 5+, 9-12, 9·15 1 50
54/lnvisible Stalker LOCATION: an y T IME: any CSL, 9- 12
A n invisible foe attacks!
Efruli HTK.- 80, (1 008), AC.. 2 M V: 9"/ 24", AL : Neu tra l (tending towards L. Evil ) A T .. 1, DM .. 3D8 I N T : Very THACQ .. 10, 5Z .. L (12' ta ll) Specials: Become Invisible, Assume Caseous Form. Detect Magic, Enlarge. Polymorph Self, Create Ill usio n (audial and visual com· ponen ts), a nd Wall of Fire (a ll once per day); Produce Flame and Pyrotechnics (at will) Natural fire· based a ttacks noe[£ect; magical fire attacks -Ion both "to hit" and damage.
52/ Harpies
XP: 5.070 (if efreeti is defeated) + 9000 (for la mp)
IPlayer's Infonnatlon I
(6) Spectres
HTK . 59, 56, 52, 50, 43, 37 (7 0 8+3), A C.. 2 M V: 1 5"/~ O". A L: L. Ev il AT : I, DM: 1D8 IN T: High THACO . 13, 5Z.. M S pecials: Energy Drain : 2 drai ns per hit. Not affected by Sleep,
be sum moned forth and commanded by the party tha t has the lamp. After 20 days, the efreeti is free to return to i ts own p lane. If the dreet i is sent to its lamp, the shireli ng will run away without the lam p.
ICM'sInformation I The Characters are being a ttacked by an en raged invisible stalker. If the party n ees, the sta lker will follow. Invisible StalJcn HTK.- 64 (80 8), A C.. 3 M V: 12", AL: Neu tral A T .. 1, DM .. 404 TNT: H igh THACO . 12, 5Z.. L (8W tall) Specials: Su rprise on 1·5 on 106, Invisible (·2 o n "to hi t" rolls), Magic Resistance: 30% The stalker will fight unti l destroyed. XP,I,740
55/Earth Elemental LOCATION: any T I ME: any CSL, 9-15
IPlayer's Infonnadon I Th e ground starts to rumble. - _ Ch aracter'S name-- is grabbed by a hand which forms from the~ ground!
ICM'sInfonnatlon l T h e h and is that of an earth elemen tal. 1£ the party n ees, theelemental wi ll pursue. Earth Elemental HTK.- 11 3 (160 8), AC. 2 MV: 6", AL: Neu tral AT. 1, DM .. 40 8 TN T : Low THACO . 7, 5Z . L S pecials: +2 or better weapons to h it
The elemental will fight u ntil it o r the party is destroyed . XP: 4,545 (if elemental is destroyed)
56/Type V Demons LOCATION: any TIME: night CSL: 9+
IPlayer's Information I Three 6-armed females who haue the lower bodies of giant makes coil on the street comer.
kicked o ut of more than a dozen establishments. (4) Hill Giants HTK,65, 63, 60, 57 (8D8+2), AC,' MY: 12", AL: C. Evil AT, I , DM, 2D8 TN T: Low THA CO, 12, SZ, L (l OW tall) Specials: Hurl rocks up to 20" distancedoing2D8 HTK of damage. A solitary adventurer encounters o nly two hill giants. The g iants will fight until they or the Characters are dead. XP: 8,540 (+ 10% if subdued)
ICM's Infonnattonl
These three type V demo ns are o ut looking for warrior sacrifices. They will fight until either they or their opponents are dead. Type V demons HT&63, 62, 60 (7D8+7), AC, -7/-5 MV: 12", AL: C. Evil AT: 7, DM: 204 (constriction; by weapon type TN T: High THACQ, 12, SZ, L (7' tall) Specials: AT WILL: Cause Darkness (5' ra.dius), Charm Person , Levitate (as skill I magic- user), Read Languages, Detect Invisible Obj ect, Cause Pyrotechnics, Polymorph Self, Proj ect Image, a nd Gate T ype I (30% chance), T ype II (25% dlance), Type 1II (15%chance), T ype IV (15% chance), Type VI (20% chance), or one o f the lords or princes (5% chance), but the chance for opening such a gate is at 50%. A solitary adventurer enrou n ters only one demon. XP, 5,220 (i f killed)
57/Hill Giants LOCATION: ou tside TIME: night CSL: 9+
IMayer's Infonnatlon I Four hill giants, each armed with a club, swagger in your direction. Oneof them says, " L et's 'aue some sport, eh7 What do ya say, boys1" T he boys must agree; they raise their clubs and charge! ICM's Infonnationl
The hill gian ts are peeved at being
58/lce Devils
59/Water Elemental LOCATION: near a well TIME: any CSL: I ~+
IPlayer's Infonnation I Th e water from a neighborhood well leaps out of its hole and attacks! ICM's Informatiool
If the PCs fl ee, the water elemental can only give chase if they stay within a 6" radius of a water source. Water Elemental HTK, 11 3 (16D8), AC, 2 MY: 6"/ 18", AL: Neutral AT, I , DM, 5D6 TNT: Low THA CO, 7, SZ, L SPecials: +2 or better weapons to hit The water elemental wi ll attack until it is dead, o r the party is OU I of range. XP: 4,545
LOCATION: establishment TIME: any CSL: 13+
IPlayer's Infonnation I Th e building shakes, a thunderclap cracks, and suddenly four Tce DeviLs stand in the middle of the room. Specta tors scatter like loose marbles. Only one ice devil is armed with a spear' he says " Wh ere is the mirror7 Hand it ouer 'or you shall suffer like never before!" ICM's Infonnationl
If there is no answer within 2 rou nds the ice devils will attack. (4) lee Devils HTK; 88 (Iead«), 80, 77, 70 ( IOD8 ), AC>' MY: 6", AL: L. Evi l AT: 4, DM: 1D4x2 (c1aws)/2D4 (mandi bl es)/~ D4 (tails)/2D6 (spear) TN T: High THACO , IO Specials: Spear: Numbing cold, save vs. Paralyzation or be slowed by 50%, Fly, Wall of Ice, Detect Mag ic, Detect Invisible, or Polymorph Self (once per day). U ltravision of 60'. Regenerate I HTK per round, STR of 18/ 76 (+2, +4), Radiate Fear in 10' radius (save vs. Wands). A solitary adventurer wi ll encounter only the leader of the ice devils. If the leader is turned or destroyed the rest o f the ice devils will fl ee. XP: 22,640 (killing all) or ~ for sending some or all away
60/Black Pudding LOCATION: street TIME: any CSL: l ~+
IMayer's Information I A sewer couer rises and disgorges a black, oily substance. ICM's Informatioo l
T h e black substance is a black pudding . If the Characters fl ee, the pudding will wreak havoc on the surrounding area. Black Pudding ; HTK , 80 ( IOD8), AC, 6 MV: 6", AL: Neutral AT: I , DM: ~ D8 TN T: NonTHA CO: 10, SZ: L (8' diameter) SPecials: Dissolves wood and metal. Blows, cold, and lightning do not harm it. If a blow splits the pudding, th e pieces are a bl e to a ttack separately. If the C haracters stay to figh t, the black pudding will fight until it is destroyed. If the pudding defeats the pany, it will dissolve each victim totally (wi th no hope o f Resurrection). XP: 2,5 10 (for destroying p udding). CSL: 9+, 13+ 1 31
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---Thieves' Guild
First Notice
Second Notice
The fo llow ing two encounters are different (rom the random encounters described before. No maller what skill level your Character is, if slhe is a practici ng thief, and not pari of the Guild, sihe will hear fro m them. The head of lhe Thieves' Guild is Sabast ian Vahs (iH7 in the Map and Population Book), andal l thieves listed in the Map and Population Book are Gui ld members. The members lithe ten percent of everything stolen by members. In return , mem bers have access to Guild magics for spying and p rotectio n, Guild tunnels under Briarwood, medica l benefits, a bail-bond program, and su ndry other ,be.ne£ilS. The Gui ld makes over a m llhon gp each year, of which fifteen percent goes to the Overlord for protection and the occasio na l amnesty decree. Guild Head· quaners is mob ile, and never in the sa me location two weeks in a row. AnYlhing a Gui ld member steal s is subject to the ten percent Guild fee, and nOlhi ng is stolen in Briarwood that the Gui ld does not find o ut aboul. If a member does no t turn over ten percent of the item 's value in a timely fashion, slhe is assassi nated.
LOCATION: any TIME: upon wak ing CSL: a ll
LOCATION: any T I ME: an y CSL: all
32
IPlayer's Information I
IPlayer's Information I
At daw'l the following note is pinned to your blanket: " We have hea rd of your thievitlg ex ploits. Meet meat · -street name- · at · - time-· . Signed, T hieves' Guild"
Su ddenly an arrow whiIUs past and sticks into · - nearby object (GM's discretion )-· . The shafl passed close etlOugh that there is no possibility it was acciden tal. A note unfurls with a soft slide from around the arrow shafl. It reads: " Th is is your last chance; meet me at · - place name- · at · -time-· or your th ieving exploits shall end abruptly. Signed Th ieves' Guild"
ICM's Informatlon l
The note was left by a mem berofthe Thieves' G u ild while the Character was sleepi ng. It is both an invitation and a warning: join the G uild, the Guild knows who you are. H the Character goes to the meeting' slhe will be m et by a disguised indio vidual [rom the Guild. The Gu ild member will try to persuade the Character to sign a document making him or her a lso a Gui ld member. See below for conditions of membership. If the Character does no t go to the meeting, see the nex t encounter. XP: None.
IGM's Informatlon l
This is the second. and final, warning. If the Character does not respond, slhe will be assassi nated shortly after the schedu led meeting time by o ne or more poisoned arrows. XP: None.
--
To
Catch a Thief
Table of Contents GM Introduction . ....... . ... . ................ . 2 Aowchart .. . .... . ...... . ... . .... . . . ....... . . . 3 Player Characters .. . . . . . . . • • . . . . . . • . . . . . . . . . . . 4
Players' Introduction ......... . .. . • .. ....... . . . 6 The Adventure ........ . . . .................. . 7-15 Encounter I: At the Inn . ............... . .. . .. 7 Encounter 2: Mob at the Bathhouse ....... . . . 7 Encounter 3, At the Jail .................. .. .. 7 Encounter 4, Jail Break ................ . .. . .. 8 Encounter 5: Investigating . ........ . . . ...... . 10 Encounter 6: To the Trial . ........ . . . . . •..... . 10
Encounter 7: Needed Information . . . . . .. . . . .. 11 Encounter 8: Unwanted Company . . . . . . • ..... II Encounter 9, BehInd Bars . . . ... ... .. . . ....... II Encounter 10, The Pawn Shop . .. . . . . ..•...... 12
Encounter 11: Burden of Freedom . . . . ... ..... . 12 Encounter 12, Anal Conftlct . . . . . . . . . . ... . .... 12 Endgame . . . .... . ... .... . . . . . . . .. .. . . . . ...... 15 The Contract . . .. . . . . . . .. . . . . . . . .• . . . . . • ..... . 16
•
GM Introduction at least o ne cleric. one thief. and o ne Character able to Po lymo rp h Sel£ must be included . The adventure tex t assumes the pre-genera ted C haracters a re u sed; modifi ca tions will be required in Player and GM tex IS if Players adventure with their ow n C haracters.
To Catch a Thief i.s a 16-page introductory adventure provided for use with the City-State of the Invincible Overlord campaign world. Six pregenerated Characters are provided for use in this adventure should Players wish to use them. If Players choose to use their own Characters, be certain the Characters are equivalent in skillievello the pregenerated Characters provided. Also,
2
Note that none of the pre-generated Player Characters has a green card (a special , government-iss ued permi t which allows spell -users to cast spell s within Briarwood). If any Character uses magic in Briarwood witho ut a green card (or if legal magic causes any unnecessary da mage to person or properlY), the Character must answer to the Overlord 's Court, a body know n for its harsh judgements. To begin play, make a photocop y of each Character's statistics and description sheet and give them to the Players. Then read the Players' Introduction alo ud. Keep a cop y of each Character's sheet for referentt and be cerlain to give the Players the City Guides to
Briarwood prior to the advelllu re beginn ing.
GM Background Thi s adventure's actio n s center aro und the thettof a magical tome and the s ubsequent in vestigatio n s to exonera te an innocent man accused o f the theft. The real perpetrator o ( the theft is a doppleganger. a crea ture capable of shape chang ing into and impersonatin g any person he chooses. Through this ability, thedoppleganger implicates o ther Briarwood townsp eo ple in the thefts he him se lf commits. In this adventure. the doppleganger assumes the identity o f Lorin the C lean , a loca l Bathhouse proprietor. and steals a magical tome from twO gentlemen . Lorin is arrested a nd scheduled to hang for the theft, a ll pan of the doppleganger's plan ; o nce a person accused of a crime is hanged, the case is dosed and the dop p lega nger is then (ree o f any potential su spicion .
Adventure Synopsis _ _ The adventure begins with the party witnessing the theft of a magical (orne from two townspeople at the Mithril Claw tnn . If the Characters chase aheT the thid, they evemuaIly lose him in the crowd. The Characters then see Lorin the Clean , a Bathhouse propri etorwho looksjusl like the thief. being taken to jail. The party h as th e opportunity to go 10 the jailhouse and identify Lorin as the thief. At the jail, Lorin pleads with the party that he is innocent and uies to
convi nce the Characters to help him clear his name. If the party decides 10
ENCOUNTER #
12
help Lori n, the C haracters can Iry to break him O UI of the jail itself or wait a nd free him the next day as he is escorted to his uial at Briarwood Castle. The party can a lso' return to ei ther the Mithril Claw Inn or Lorin 's Bathhouse to sea rch for clu es. Characters with special connectio ns (Thieves' Guild, seers, etc.) are given the op portu ni ty to consult such sources at this time.
If the party a llempts to free Lorin at any time, the Characters (whether successfu l or not ) will become wanted criminals. From that point on , all Town Guards will be on a lert for the
(leads to)
Characters, who will be subject to arrest and imprisonment. If the party is captured and jailed, the adventure concludes with Lorin being hanged and the d oppleganger em erging VlctOrtOus. However. if the party evades capture, it wi ll learn information sufficient to lead it to a Pawn Shop where the doppleganger fen ces his s to len merchandise. Here the C haracters ca n estab lish a trap for the doppleganger when he next attempts to fence his goods. The success of the ambush (and, ultimately, the adventure) then rests squarely upon the shoulders of the C haracters themselves.
ENCOUNTER #
9, Endgame
Player Characters Player Characters Specific speJls are listed for magicusing and clerical CJtaracters. These are suggestions for use during the adventure and may be changed by the GM or the Player, if so desired.
Nlairm Naga, Sic ill 4 Cleric STK II , I/y T . 12, INS .. 16, STA . IO, DEx . 16 (+I, -2), APL 10, HTK . 28, A C.. 2, MV .. 12"/ 20" , AT. 2, DM: 20 10 (Acid ), 204 (Constriction), o r 104 (Bite), AL L. Good , THA CO .. 18, HT: l ~' (leng th). WT: 4~~ lbs., Weapon Proficimcies: N/ A.
AL L Good, THA CO . 18, HT: 7' I", WT: I05!1 lbs., Wea p on Proficiencies: Dagger , sci mi tar, spear, th rowi ng dagger, Wea pons: Daggers (x2), scim ita r, spear, throwi ng daggers (x8), A rmor: Cha in mai l, Magic Items: None, S pells: 2 1st: Cure Light Wo unds, De tect Magic, S p ecials: Innate Ability ( Po ly. morph Se lf, 3PD ; Pro tec tio n from Normal Miss iles, CO N )
Weapons: N / A, AnnOT: None,
Magic Items: None. Spells: 3/ 2 lst: Cure Light Wounds (x!) 2nd : Hold Person, Silena= 15' Radius, Specials: Acid S p it: 3PD- . 20' range. Charm: Can charm any thinking being (.104 on Save \'5 . Paral Yla' tion). N umbing Bite: Victim must Save vs. Poison or area bitten becomes n umb (for specifi c res ult s. consult Naga Bile Chart in the Nagas Race Book). • (3 times per day) Nlairm is a quiet, reserved being who never seems to get nervous or excited . While his a pparent lack of emotio n tends to make those aro und him fairly ill·at·ease, Nlairm ho ~ds the trust o f all his friends and aSSOCiates. Nlairm has crimson and black sca les covering his body and area rran~ed in a fan-like pattern. H e owns o ne dia mond (valued at 187 gp) which is hi s mostprized possession.
Salonan Centaur, S ltill2/J Claic/ Ranger S TR . 14, iNT. II , INS.. 14 , STA . 17 (+4 ), DEX . 17 (+2, -I), APL: 15, HTK .. 17, A C.. I, MV .. 18", AT. I , DM: by weapon type and ID6x2 (forehooves),
a tt e nti o n s o f o n - l oo kers. Wh e n Sa loria n advemures in the Briarwood a rea, DSL (proprietor o f the Mithril C law Inn ) puts him u p al Orlow L o n gs trid e's sta bl es n e xt doo r. Saloria n 's wea lth is presentl y measured a t 87 g p a nd 10 sp.
Flianda Pixie, S k ill 2/ 3 Magic-User / Thief STR .. 6 (- I, 0), IN T .. II, INS .. 15, S TA .. 8, DEX .. 17 (+2, -I), APL 15, HTK .. 9, A C.. l, MV: 6"/ 12", AT: I , DM: by weapon type, AL: L. NeUlra l, THA CO . 20, HT: I ' I~", WT: 191bs., Weapon Proficiencies: Blow gun , pixie bow a nd a rrows, sword , Weapons: Blow gun, bow, sword, A rmor: None, Magic It erns: No ne, Spells: 2 1st: Detect Magic, Magic Missile. SPecials: Infravisio n at 90', Blend al will (·4 on " to hit " ro lls), Po lymorph Self at will , Know Alignment at w ill . Create Illusions OPD, Thief Abilities: pp; 45% OL43% F/ RT: 45%
Saloria n is a fine young centa ur, jovial a nd light· hearted . Due to his Pro tect io n from No rm a l Mi ss i les inn a te abil i ty, he us u a ll y ch a rges during comba t whe n he is wi thin bow range. As he nears his op ponen ts, the archers u su ally draw their weapons to melee. This allows Salor ian 's pa.Tly to a ttack a nd ca tc h th e o ppos iti o n off-guard. Saloria n 's coat is primarily while, mo uled occasionally w ith li ght gra y spots. His ma ne and tail a re o f the purest white, a re very well kept , a nd are usuall y braided. Salorian i s we ll - kn ow n for h i s voracious appetite. H e main ly eats fruits and vegetables a nd o ft en at suc h a rate as to attract the dumbstruc k
MS . 47% H in S: 45% HN : . CW, 67% RL U n like most pixies, Fliander ha tes to joke a bout situations a nd is serious in demeanor at almost a ll times (the p a rty has seen h e r s mile t wi ce ). Fliander enjoys the presence o f most huma no ids although she is leery o f lizardme n and nagas (mainly because they look like lizards a nd sn a kes, respectively, a nd she looks like a bug). Flia nder's eyes are a sparkling lavender a nd her hair is a radiantly-glossy si lver, Fliander hates ogres and their ilk because members of the race destroyed her village and killed her family in a pillaging. Fliander's father was once a thid in Briarwood. As such, Fliander can initiate contact with the Thieves' Guild if she desires.
The whereaboulSof Fliander's father are unknown ; he left for Briarwood month s before the destru ction o f Fliander's vi llage. Fliander has not heard from him si nce, although she suspects he still lives within the City· State confines. Fli a nde r' s wealth is prese ntly measured at 12 pp and 60 g po Sslarth LiUJrdm(HI, Skill" Fighter STRc 18/ 43 (+1, +3), INT, 8, INS, 12, STA , 15 (+ 1), DEX, 13, APL 9, HTK, 25, AG, 5, MV: 6"/ 12", AT: 2, DM: by weapon type a nd/ or 106 (tail mace), ALe. Good, THA CO: 18, HT: 5' 7", WT: 185 Ibs., Weapo'l Pro/icimcies: Dagger, Fl orentine Fi ghting, long sword , spear, Wea p ons: Daggers (x2), long sword , spear, Armor: None, Magic Il ems: None, SPecials: Can see underwater as if o n land
Tri sha loves centaurs. She finds the race exceptionall y imriguing and is working at gelling better acquainted with Salorian. Trisha hales and fears undead. In m e lee agai n s t s u c h creatures, Trisha Saves vs. Fear at ·3. If the Save is successful , Trisha fights normall y; o therwise, she is forced to fl ee for 106 rounds. Trisha has sun· bronzed ski n a nd blond e, fl owi n g, hip-le n g th h a ir
SAill -4 Magic-User S TR , 9, INT. 11, INS . 12, STAo 15 (+1), DEX, 11 (+2, .~), APL: 8,
HTK.· 14, AC: 7, MV.. 9", AT. I, DM.· by weapon type, AL L. Neutral,
THAGO, 20, HT: 6' 2", WT: 165 Ibs. , Weapon Pro/iciencies: StaH, Weapolls.' Daggers (x4), staff, A rmor.' None, Magic lIems: None, Spells: 3/ 2 1st: Burning Hands, Shocking Grasp, Unst't!n Servant, 2nd: Darkness 15' Radius, Mirror Image, Specials.' Infravision at 30'
Bergen is a tall, lean man who possesses stark blond hair, pale blue ski n , and dazzlingly-deep blue eyes. A very moody fellow, Bergen tends to aiLernate from good to bad moods seemingly at the drop of a cap. Bergen is very interested in the his tories and customs of nagas. He will approach an y naga he meets in a fascinated and inquisitive manner, attempting to learn all he can about the newly-encountered creature. Bergen owns a golden sceptre which is valued at 230 gpo
Sslanh loves fi g hting and hates discussions ( unless they pe rtain to fig hting), unquestionably an "act first, as k qu es tio n s later" adve nturer. Ss larth is fairl y small of frame for a lizardm a n but h e is s tock y, ve ry muscul ar, and extremel y strong for his size. He is an excellent and experienced adventurer, an asset to any party. Ss larth's wea lth is pre se ntly measured at 113 gp and 125 cp o
Non-Player Characters Sam (thief/doppleganger) HTK, 32, AG, 5, MV,9", AT, I, DM .. 1D12, AL Neutral, ~
Trisha Loop Shirelillg, SAill ., Magic-User STR , 12, INT, 11 , INS, 10, S TA , 13, DU, 18(+3, .4),APL 13, HTK, II , AG, 6, MV,9", AT, I, DM: by weapon type, AL.· N. Good,
THA GO,20, HT: 3' 5", WT: 62~ Ibs. , Weapml Pro/iciellcies.' Throwing dagger, Weapolls.' Throw ing daggers (x5), Armor: None, Magic lIem s: None, Spells.' 3/ 2 1st: Magic Mi ss ile (x2), Sleep, 2nd: Invisibility, Web, S pecials.' Saves at +3 vs. Wands, rods, staves, spe lls, and poison, Infravision at 50'
Bergen Shun ~humall / ~dTOw,
THAGO .. 15,
which is almost always kept in a tight french·braid. Trisha is normall y clad in a voluminous woolen cloak, which a ll ows her adequate room 10 access her various items and material componems. The size o f the cloak also helps to disguise Trisha's physical o utline during combat. Trisha 's prese nt wealth ca n be measured at 52 gp and 15 sp .
Armor,' None, Specials: Surprise 1·4 on 106, Change Shape at will, ESP : Imitate person he is disguised as with 9IR accuracy, Immune: Sleep and Charm spel ls, Saves as skill 10 fighter
With the exception of events covered in Encounter 12, Sam (the doppleganger) always fences his stolen goods in the form of a well-muscled man with long, curly, black hair, When under this d isguise, Sam always wears a patch over hi s left eye and is accompanied by a parrot which rests upon his left shoulder,
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Players' Introduction The notiet was posted on nearly ~ery tree and doorpost throughout Calandia.
NOTE: Players using t hei r own Characters may lttl they require an explanation of the party's transportation from its normal campaign world to CaJandia. In this instance. explain to the Players thal {ollowing their last adventure. the Characters came upon a teleponation device which deposited them in this " new land " of Calandia (or some similar reason ).
Th e influx of eager adventurers, yourselves included, was astounding, in both numbers a'id immediacy. Th e notice drew members of nearly every race imagina ble here to Briarwood, an immense and bustling town, orle truly deurving to be the capital of the City·Statt!. Th e announcement sent waves of excitement and expt:ctation throughout tht: contint:nl. Littlt: did anyont: know that Calandia was bt:ing inuadt:d by a lar mort: powt:rlul and insidious loret: than was rot:n thought by tht: Out:rlord. But linding bliss in such ignora nct:, th t: t:ntirt: City-Statt: con tinut:d to bask contt:ntt:dly in its own, uniqut: brillianct:. Th t: et:ntt:r 01 BriaTWood's social actiuity, tht: Mithril Claw In n rt:sts st:rt:nt:ly along Ma in Stru t, ut:iling the aduenturer-wrough t turbult:net: which olten occurs behind its doors. Surprisingly, tht: 1m, remains uirtually empty this morning. Still, it is only srot:n o'clock in the morning; tht: day's patrons haue probably yt:t to roen arist: Irom tht:ir beds. Th t: aroma 01 Irt:shl y-brewed co//t:t: walts throughout the darA but cozy t:stablishment. Th e In n is pust:ntly occupied by only thru pt:rsons, saue yourselues: a robed human, a holy lighter (both 01 whom discuss a largt: tome w hich rests bt:twun tht:m), and a barAuperl cook.
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NOTE: At this point, the Characters should be allowed to become 5euled in their new environment. A5they will be unable to sign up for the Overlord's arm y until tomorrow (Monday), the C h arac ters m ay as we ll become familiar with the Briarwood area . Once the Characters have had the chance to relax, play proceeds with Encounter I: At the Inn .
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The Adventure Encounter 1 AT THE INN
PREP: Use thi s e ncounter when party has acquaillled itself with surrounding Briarwood area and Players are pre pared to begin
the the the the
advelliu re. PLAYERS: Th e Af i /IiTil Claw Inn is
quiet this mOHling save for th e presence oj tw o m e n , a magic- user arid a holy fig hter (or a paladi11 perhaps) by
appearallct!$, who vehemently discuss a character-covered page i'1 a large naga-h ide-bou nd tome. Th e two sit at a table by Iht! /r0111 door 0/ the bm. Suddenly, a small, chubb y, bald man nms through th e Inn and throws some spaTh ling dust ;'1 the two m~m 's laces. Th e man grabs tht tome which was the subject of the others' itl/erue conversation , and rushes o ut the front door. All of this happens in a matter of m eTe seconds.
Th e t wo men , co ughi11g and sneezi ng viole'ltiy, motiml to the barkeep 10 follow the thief. GM NOTES: The thief is Sa m, the doppJ eganger, under the identity of Lorin [he Clea n (proprietor of the Bathhouse). If the party decides to c hase the thief, it will see [he thief go right on Main Street a nd then left down Sun Street. T he party wi ll then lose him in the increasing earl y morning crowd. In this case, play proceeds with Encou nter 2: Mob at the Ba thhouse. If the party a tte mpts to help the magic-user a nd paladin , the two men will battle the coug hing/ s neez ing attacks and say,
"No, no, please," the mage says. " / assu re you we are fin e. Go to find the perpetrator of this vile deed! " " Hu rry, we beg yo u!" the paladin pleads. " That tome is a priceless artifact. Oh, that / brought it into public is m y own dismay. Please, for all that is holy, search out that thief and save the book."
If the party heeds the men 's requests, refer to the previous paragraph where the party loses the thief and then proceed w ith play to Encounte r2: Mob at the Bathhouse.
If the C haracters report the events to the Town Guards, the part y will be instructed to fill o ut a report a nd stay in the City-State until contac ted. The C haract ers w ill b e s pec ifi ca ll y requested to restra in their travel to Briarwood itself, as they are witnesses to a serious crime and may be needed to posi tively identify the thief. Play then proceeds with Encounter 3: At the J ail.
Encounter 2 MOB AT THE BATHHOUSE PREP: Use this encounter when the Characters have c hased the thief from the Mithril Claw Inn and lost him in the early. morning Briarwood crowd. PLAYERS: After a fruitless search of the increasing crowd for the thief, the sou nds of an angry mob arise from in front of the Bathhouse, where a group 0/ citizens is trying to force its way into the establishme,lt.
" Yeah, that 's the guy / saw runnin ' down Main ," mle scraggly·looking man inton es. " H ad a big boo k with him, 'thou gh. Musta stashed it in his place there." Fo u r Black Lotus Guardstventually arrive, p ush their way through the crowd, an d pound on th e door, announcing their official capacities. " Haul him off, I say," another person w hispers. " We've had two already. Th is has got to stop." A small, chubby, bald man steps out to face th e awaiting guards. This man looks ph ysically exactly like the thief /orwhom you search except hisdothes are different. Th e gUilrds shackle his hands and escort him off to jail. The man puts up no resistance. From amidst the crowd, you hear people continuing to talk about Lorin, obviously the man w hom the Town
Guards are escorting to jail. Yet some of th e co mm ents are far f rom de/amatory. " H e's such a nice man. H e's never done an ything wrong before." " H e doesn't need to steal; he's a fairl y well-oil man. This isnot Wce the L orin / know!" " H e has been at the Bathhouse all moming. I kno w this for a fact; I've bee" here all moming mysel/f " GM NOTFS: These latter commenls are obvio usly correct. The man who s tole th e magical tome (rom the Mithril C law Inn was not Lorin , but was Sam, the dopplega nger, under the assumed identity o( Lorin. The Characters have severa l options at this point. If the Characters go to the jail to ta lk to or see Lorin, play proceeds with Encounter 3: At the Jail. 1£ they go either into the Bathhouse or back to the Inn, play proceeds with Encounter 5: Investigating. NOTE: Due to the attention brought on by this arrest and the throngs of people surrounding the group, the party wi ll be unable to rescue Lorin from the Town Guards during this e ncounter.
Encounter 3 AT THE JAIL 4 PREP: Use this encounter under any of the following circumstances: I .) The Characters have come here from Encounter I to verify Lorin as the thief, as per instructions from the Town Guards, or
2.) The Characters have either just.seen Lorin arrested at the Bathhouse (E ncounter 2) and have followed Lorin and the guards to the jail, or 3.) The Characters have returned 10 the jail to discuss with Lorin information they discovered in ot her e ncounters (in which case the GM should modify the foll owing information as necessary). 7
0/ the Bathhouse and the marl accused of stealing the magical tome from the Mithril Claw 11m , is now imprisorled in the Overlord's jail. In order for a11Y person to su andl or sped to any prisoner within the jail's confines, sl he must submit toa brief body search and relinquish all wea pons alld armor while irl the jail premises. Th ere is a Glassee spellthrowll on the wall separating Lorin and the visitors' viewing area. With the exception of different clothing, the man in this celilooits exaclly lilre the thief. The only problem sums to be that losing the thief in the crowd and the rioti11g at tlfe Bathhouse occu rred nearly simultaneously. L orin looks up plaintively and says, " Please, let me tallt, 1 beg of you. Th is is all some mis/alte... some terrible, terrible mis/aile." PLAYERS: Lorin, proprietor
GM NOTES: Due to the immense crowds d rawn by the theft , guards have been posted to surround the jail unti l interest dissipa tes. Because o f the heig htened security, the C haracters will not be able to free Lorin at this point. Lorin will truthfully answer a ny q uestio ns posed him by the party. When the Characters ask for Lorin's own story, he will say, "As I've told the guards, this is some insane mistalre. I am innocent; I have never stolen anything;'1 my life. l am being fram ed but by whom and why I do 110/ Itnow. " I was working in the Bathhouseall morning... we do quite a busirless on the wulrends, and especia lly 071 Sundays. Cleanliness bri11gs one closer to God, you know. So, I was preparing fo r the day 's patrons w hen it allstarted. " Th e crowds began to ga th er, pounding on my door, screami11g at me, calling me 'thief' and 'crook.' 1 couldn 't believe what 1 was hearing. Before 1 could respond, tell them it wasn't true, the Overlord's Guards had arrived to arrest me. Being a peaceful man, 1 did not resist, for I had faith 1 would be tried justly. "But then I discovered I was to be made an example. Th ere have bun severa l robberies lately and to discourage oth ers, I am to be tried immedia tely. 1 have no time to prepare. I am innocent, yet I will be tried tomorrow morning arid w ill be hanged by noon! Th e legal system in the CityState is knowrl for being m ore swift than jus/.
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" If you are truly good, save me; bred me out of this jail. We co uld then find this crimirlal w ith m y face arid bring him to justice. I know it is immoral; I know one should have faith in one's goveming system, but would you let an innocent, law-abidillg citizen die unjustlyr " If I cannot convince you through my wo rds, 1 offer you a reward to aid me in regaining freedom. 1 am not a wealthy man but 1 have a few magic items (eM d iscretion ) arid even SOme gold which 1 have saved for m y later years. In order that I migh t see those years, 1 gladly offer it to you. Just, please, help m e." Lorin looks up seriously, his brow furrowed wi th cO.n cem and t he desperation of the doomed. NOTE: Lorin wi ll not a ll ow anyone to polymorph him because ( I) it would ma ke Lorin look gu ilty of the crimes and (2) Lorin becomes extremely nervous arou nd magic. especially magic directed at him . If the Characters attempt to break Lorin ou t of jail. they must leave its actual confines to perpetrate the escape. Pl ay then proceeds wi th En co unte r 4: J ai l Break. If th e Characters wait unt il tomorrow morning to free Lorin as he is taken before th e Overlord' s Court, p lay proceeds with Encounter 6: To the T rial. If the Characters go back to investigate the Mith ri l Claw Inn or the Bat hh ouse, pl ay proceed s wit h Encounter 5: In vestigating. Fina lly, if the C haracters go to the Thieves ' Gui ld (through connectio ns made by the party's thief), a seer, a fortu ne teller, or elsewhere (a t eM discret io n ) for information. play proceeds with Encounter 7: Needed Informa tion.
Encounter 4 JAIL BREAK
PREP: Use this encounter when the Characters have decided to break Lorin out of jail. At this poi n t, the Players shou ld be g iven the Players' Map which details the ja il com plex. PLAYERS: Th e visit w ith L orin did much more than opin some eyes to the
Bath house p roprietor's plight; it also provided an excellent guided tour of the complex. A map compiled from everyone's memory rests in front of th e party; it is time for a plan. GM NOTFS: Several factors must be considered by both the party and the eM if th is jailbreak is comm itted: if the break is executed dur ing daylight hours, an y number of passers-by migh t not ice the party's u nusua l activity. If, co n versely, the escape were attempted at nig ht, crowd activity wou ld be drastically d iminished but all of the establishment's torches (see CM's Map) wou ld be lit. T his would create for th e g uard s more- th an sufficient light to see the party and also provide a possible fire- hazard . If the party is able to perpetra te a successful and silent attack agai nst the nine g uards in the main complex, the warden a nd the three guards in the g uard barracks will remain asleep. If the ja il break is successfu l, p lay proceeds wi th Encounter 8: Unwanted Company. Otherw ise (if the jail break fails ), play proceeds wi th Encounter 9: Behind Bars. (IZ) Guards Human, Skill J Fighters STR . 9·15, IN T .. 8·17, INS .. 8·17, STA: 9-14, DEX:·9-14. APL: 7- 18, HTK .. 30,30,30,29,29,29,28,27, 27,26,25,24, AC. 4. MV.. 9", AT. I, DM: by weapon type, AL: L. Neutral, THACO .. 18, Weapon Proficiencies: Battle axe, cross bow, j ave lin, throwing hammer, Weapons: Ba ttle axe, cross bow, javelins (x2), throwing hammer, Armor: Spli nt mai l Warden Th4dew Comw411, H uman, Sltill 8 Fighter S TR . 14.IN T .. 17, INS . 16. S T A: 12, DEX: 16(+ I , -2), APL: 13, HTK .. 53, AC.. 3, MV .. 9". A T .. 3/ 2, DM: by weapon type, Align: L. Neutral. THA CO .. I4, HT: 6' 1", WT: 211 Ibs. , Wea pon Proficiencies: Cross bow, dagger, long sword, throwing dagger, short sword, sta H, Weapons: Cross Bow o f Speed, +2 dagger, long sword, Armor: Chain mai l, Magic Items: Po tion o f Hu ma n Control
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Encounter 5 INVESTIGATING
PREP: Use this encounter when the
Characters begin to search for clues to exonerate Lorin in the theft of the tome. Depending on whether the party investigates the Mithril Claw Inn or the Bathhouse, use whichever reference is appropriate. PLAYERS: The investigation into the theft begins in the most logical place, the Mithril Caw Inn / Bathhouse. However, the building is currently surrounded and occupied by approximately twenty Black Lotus Guards. Yards and yards of tape imprinted with the Overlord's signet encircle the establishment. A sign which reads,
" Naturally, I went over and picked up the tag ... only to return it to him, you understand. The tag said 'Neville's Pawn Shop - item #219' and was dated last Tuesday . "A nyway, when I went to give the man his tag, I saw him enter the Mithril Claw and throw some of that dust at these two guys ... one of those guys was Ararrat, a paladin from the Temple of Odin ... oh, where was I? Anyway, the man dusted the mage and Ararrat, stole their tome, and rushed out the door. He ran right down Main and headed left on Sun Street. "Now this is where things start gettin' strange. I don't see how they arrested Lorin at the Bathhouse· I followed the thief all the way dow~ to Frog Street before I lost him in the crowd. On my way back towards the inn, I saw Lorin being taken to jail. I don 't understand i· orin doesn't
If the Characters stake out or simply go to the Pawn Shop, play proceeds with Encounter 10: The Pawn Shop.
Encounter 6 TO THE TRIAL
PREP: Use this encounter when the
Characters have chosen to rescue Lorin while he is being escorted to his trial. The GM should slowly read aloud the street names and directions followed by the guard party escorting Lorin until Players state their Characters' intentions of attacking. PLAYERS: Lorin is escorted by six
Black Lotus Guards out of the Jail Yard gate and left to Dragon Court. They then take a left on Brassine Avenue, a right on Spider Street, and finally a left on Main Street, heading toward Briarwood Castle. GM NOTES: The Black Lotus Guards will not surrender to opponents under any circumstances; they are far too well-trained and far too loyal to the Overlord.
is posted near the building's entrance. A rather edgy-looking wood elf is suddenly ejected from the building's entrance by one of the Black Lotus Guards. The elf glances back timidly at the guard and then begins walking away, heading in this direction. GM NOTES: If the Characters attempt to enter the establishment, they will be ordered to stop by the Black Lotus Guards; if the Characters do not stop, they will be overwhelmed by the sheer numbers of guards, captured, and taken to jail. At this point, play should proceed with Encounter 9: Behind Bars. H the Characters attempt to converse with the wood elf, he will stop and explain that he was a witness to the theft of the magical tome. He has just been questioned regarding it by the rather rude guards in the Mithril Claw Inn/ Bathhouse. "I saw this little, chubby, bald man standing on the street," the elf says. " He reached in his pocket and pulled out a bOrg (I found out shortly thereafter that the bag held sneezing powder) and when he did so, a small tag fell out of his pocket. 10
know how to te eport, so how in Odin's name could he be in two places at once?" The elf will look quizzically at the party, truly stumped by his own, marvelous story. If the Characters ask the elf any questions about Briarwood, the Town Guards, etc., he will answer as best he can (GM discretion) but he knows nothing more regarding the theft of the tome. If the Characters go to any other establishment (specifically, the Mithril Claw Inn or the Bathhouse, whichever was not the setting for this encounter), they will discover nothing new or of interest to them. Another official Overlord's investigation will be in progress and none of the Town Guards will allow the party entrance. If the Characters go to the jail, play proceeds with Encounter 3: At the Jail. NOTE: If the party has already visited the jail and spoken with Lorin, the GM must modify Encounter 3 to eliminate redundant material. This could include having Lorin verify any rumors / facts discovered by the Characters during the investigations.
If the guards are more than ten minutes (one turn) late in delivering Lorin to his trial, the Castle will dispatch twelve more Black Lotus Guards to aid the original party. If the Player Characters succeed in freeing Lorin, play proceeds with Encounter 8: Unwanted Company. If they lose the battle with the Black Lotus Guards this encounter and do . not escape (with or without Lorin), play proceeds with Encounter 9: Behind Bars. (6) Black Lotus Guards Human, Skill 5 Fighters STR : 12-15, INT: 7-14, INS: 7-14, STA: 9-14, DEX: 7-14, APL: 7-17, HTK: 50, 48, 46, 43, 43, 42, AC: 4, MV: 9", AT: 1, DM: by weapon type, Align: L.-c. Neutral, THACO : 16, Weapon Proficiencies: Crossbow, dagger, halberd, long sword, short sword, Weapons: Crossbow, dagger , halberd, long sword, short sword, A rmor: Chain mail and round shield
Encounter 7 NEEDED INFORMATION
,
PREP: Use this encounter when the Characters search for information in an attempt loabsolve Lorin of the theft charges. GM NOTFS: Listed following are sources the Characters are likely to approach and the respective informaLio n those sources can supply: I) Thieves' Guild: " We hnow that a master of disguise has bun dTt!ss ing-up as law-abiding citizen.s and robbing o ther citiuns and visitors oj Briarwood.
" Most sto len objects are fenced through Neville Piga! (see #118 in Map &: Popu lation Book ), th e proprietor of the Paw'l Shop. T ell you w hat: ifyou fiFidth isguy, bring him to us firs t, oAay? We've got a little score to st!ttle sinCt! he's not ... shall we say ... paying his dues?" 2) Sages or Fonune Tellers: " The man you suit is many peo ple and ont. l nnocent people are being wrongfully blamed. I su the th ief entering an establishment w here other's possessionsaresold... it's too cloudy to su any more." ~) T own G uards: " Th is is not like Lorin; of course, it also wasn't like Fred R ogers or George the Fix-it Man , either, but th ~ were still convicted and hanged for robbery. I guess someti mes people get a litlle demented or something. " I wish we had a spy in the Thieves' Guild; we could learn a lot more about these robberies, I bet." 4) Any Other Source: " Lorin is a good, k.i,ld, well-to-do man. I can't su how he can be the th ief. But Fred and George didn't sum the th ieving types, either." If the party chooses to break Lorin o ut of j ai l, pla y proceeds wit h Encounter 4: Jail Break. I£ the party elects to release him during his escort to court, play proceeds with Encounter 6: To the Trial. U the party goes to the Pawn Shop LO ei ther stake it out or enter it, p lay proceeds with Encounter 10: The Pawn Shop. If the party is still
interested. in o btaining more info rmation, re- use this encounter. Omit the a lready-used. source{s) and change the source(s) name{s) which were not used. to tha t(those) interviewed by the Characters. Feel free to p rovide any addition a l information not listed should the P layers require furth er assistance.
EncounterS
Weapon Proficiencies: Crossbow, dagger, halberd, long sword, sho rt sword, Weapons: Crossbow, daggers (x2), ha lberd, long sword. short sword, Arm or: Chain mail and round shield
Encounter 9 BEHIND BARS
UNWANTED COMPANY PREP: Use this encounter when the party has successfu lly freed Lorin (rom jail. PLAYERS: L orin's enthw iasm and appreciation over having bun freed sums boundless; he has become a true and loyal friend. But there is obviowly more to these roents than a mere jailbreak. . Th e time has come to act and dear the charges w hich have now stained the entire party's reputation. As the party ventures farther into the city, six extremely formidable-Iook.ing Black. L o tus Guards come around a corner, recogn ition gleaming in their ~es.
" Th ese are the guys we're looking for, " says one. " I think you're right," says another. " I n th e name of Lucius II, the In vincible Overlord, I arrest you for unlawfull y fruing a prisoner and for being accomplices in thru previous counts of robbery." Th e gua rds draw their swo rds, readying for resistanu. GM NOTES: If the party gives up or loses the battle, the guards wil) gather all the party's weapons and escort the Characters to jail, at which point p lay proceeds with Encounter 9: Behind Bars. If the party escapes the guards or wins the fi ght, play proceeds with Encounter II : Burden o f Freedom. (6) Black Lotw Guards
Huma n, Skill 3 Fighters STR , 12· 15, IN T , 7·14, INS, 7·14 , ST A, 9·14, DEX, 7·14, APL, 7· 17 , HTK, 30, 30, 28, 26,22,20, AC, 4, MV,9", AT, 1, DM: by weapon type, Align: L.-C. Neulral, THA CQ, 18,
PREP: Use this encounter when the party, captured. by the Overlord's Black Lotus Guards, has been imprisoned. , . PLAYERS: Th e bleak and formidable walls of the Overlord's jail now sum to be th e en tire world, as each adventurer finds him ! herself locked up separately, bound by wrists and an/des, and gagged. From the cell doorwa y, Warden Thadeus shouts, " You are here for good. We now have twenty-four guards; top-notch they are, so any escape attempt would be most futil e. " You w ill be held for five days, during which time you will be drilled for informat ion and, if you cooperate, we might merely senten ce you to hard labor. You w ill find out that hard labor k.ups you healthy, w hile pacing in a ceil with no sunlight makes yOU arthritic and disturbed ." GM NOTES: Warden Thadeus is quite correct; escape from this cell, manned as it is, would be immensely difficult, if no t impossible. The walls, formed of mortar and brick, are fireproof and a magical seal, cast by Crandel, absorbs and negatesall spell energies. Magicis thus ineffective within the jail 's walls. Thieves will be d nable to pick the jail cell's locks. as the guards confiscated their tools prior to the thievC$' imprisonments. Even if escape were possible, the party would still have to defeat the increased. security of twentyfour Black Lotus Guards. (GM: simply do uble the number of guards shown on the jail map in Encounter 4; location s will be the same, but for each guard listed. on the map. twO will be present. ) In the ex tremely unlikely and iIladvised event that the party is able to implement asuccessful escape, theGM could re-run Encounter 8 and have a dozen Black Lotus Guards oppose the Characters each tum the party is free. 11
The party's over, as the case may be. The Characters, failed in thei r attempts to exonerate Lori n of gu ilt. will be re leased in four days when Sam, the doppleganger, is caugh t by Ararrat, Phoebus. Sasha, OSLo and Smi ladon. Lorin , found guilty by the Overlord's Court, wi ll be hanged the nex t day. However, when Sam is apprehended, the Court will repeal its verdict on Lorin a nd will ha ve him , Fred Rogers. and George me Fi x-it Man Raised by Peil ias al Ci ty·State expense. Play now concludes wi th Endgame.
Encountet 10 THE PAWN SHOP PREP: Use this encounter when the party has discovered where the thief fences his stolen goods. PLAYERS: Th is particular seclion of markel town isa bit old and run-down , the Pawn Shop ilsdJ, a bamacle 0'1 the underbtlly oj Briarwood. From the immedjatt vantage poi,lt, the inside the Pawn Shop is easily visible through the large front window. Th tTe, a so fe human male stands behind the COWlttT. GM NOTFS: The most logica l reason for the Cha racters coming here is in an attempt to gai n informa tion. If the Characters altempt to interrogate the proprietor (Nevi lle Pigot), refer 10 the Gai ning Information Chart. Neville will in itially be ex tremel y suspicious of the Characters and m ight become quite hostile if the part y presses him regarding the magica l tome. He might threaten to cd ll the Town Guards, since the party is a renegade band of criminal s and he is "a rupectable businessman simply trying to eam a living." Once the party has received information, it has the follow ing options from wh ich 10 choose in furtherance of play: /) Go to the Mithril Claw Inn or the Bathhouse for additi o nal clues (play proceeds with Encounter 5: In vestiga ting). 2) Sta ke ou t the Paw n Sho p to ambush the t h ie f (pla y p roceeds with Encounter 12: Final Conflict). 12
Gaining Information Chart • Bribe of 100 gp or lea "A man w ho has many disguises sells me 'old Jamily heirlooms. ' H is name is Sam." Bribe of 101·500 gp
"A man named Sam (w ho has black, wavy hair and a patch ovtr his left e-ye) sells me antiques and rau ittrnS. He tTtrvels with a parrot." Bri ... 01551+ gp "Sam, a muscular rna" wit h black, wavy hair and a palch over his I~Jt eye sells me 'inherited' items oj great value. He has" collection oj disguises he uses,- Sam said that he could loolllilte almost anybody."
MaP: I"'m As po- Bribe of 551 + gp and the following: "[ htIVt contracted Sam to obtain a pair 0/ FigUrines oj Wonderow POW(!'f from the jewelry shop 0/ J.J. jirgisin. I know with those three goats I could have great protection at my jin,(!'ft,ps. " The contract's deadlin~ is tomorrow momi..g .t down. IJ he doesn't It4ve the Fipines to m,. by then, he's out.lI oj t4e gold lowe hml /Ot the things I've purchased from him l4kly." Bri ... 01 Uod.1
T ....... If any Character being played is L. Good and a llows any other Character to (orture Neville, an Alignment change may be in o rder (GM disaetion). Neville is a very weak-stomached man when subjec~ to pain; wrefore. ir tortured, he will faint be(ore providing any information.
Yet their defeal came al the hands of greattr warriors. But now, it is mosl obvious that this party arid those who com prise it will SOotl be as well known as the O~r/ord himself. Th e tim e to act is now, for only a fool fights i" a buming house. GM NOTFS: The party has several options avai lable to it. I ) The party cou ld go to the Mithril Claw Inn or Bathhouse to look for dues. In this case, play proceeds with Encou nter 5: In vestigating. 2) The part y might require additional infor mation . Pla y wou ld th e n proceed with Encounter 7: Needed In form atio n. J) The part y could go to th e Ilawn Shop (if it has received informat ion regardi ng it ). In Ihis case, pl ay proceeds with Encounter 10: The Pa wn Shop. 4) The party could estab lish a trap to catch the thief at the Pa wn Shop (same cont ingency). In thi s case, p lay proceeds with Encou nter 12: Fina l Conflict. If the party is completely stumped as to what course o f action to take, the GM could have an anonymous Non· Player Character approach the party, stating s/ he was sympathetic to Lorin 's p light, and give the party some adv ice (o ne o f the ea rli er s u ggest ions, probably #3 or GM discretion ). If the pany sim ply stands around do ing absolutely nothing, the GM might wish to re-run Encounter 8 and have a no ther six Black Lo tus G uards notice and a ttempt to capture the Characters.
Encounter 12 Encounter 11 BURDEN OF FREEDOM PREP: Use this encou nter when the p a rt y, n ow a group o f wa nt ed criminals, has just escaped capture by the Qverlo rd ·s Town Guards. PlAYERS: It was a difficult battle, one wh ich served honor 10 the combaia'lt abilities oj these Overlord's Guards.
FINAL CONFLICT
PREP: Use this encounter when the pany has decided to ambush the thief at the Pawn Shop upon his nex t fencing atlempt. Prior to reading the Players' Informa tion, hand ou t the Pawn Shop Map and have the Pla yers state specificall y where in the area their C haracters are hiding. Neville wi ll not allow the party to h ide inside his Pawn Shop under any circumstances. His rea l reasons are
Encounter 12: FINAL CONFLICT
L:::: :1 •
A
A
r-e--
Butcher Shop
111 1111111 111111111 11 111 1111 11 1.
"
that he (ears the party might actuall y catch Sam. If this happened, Nevi lle would be without the Figurines for which he contracted. The Figurines are of such value to Neville (hat he will refuse any bribe to allow the Characters ( 0 hide in the shop. If the party tries to blackmail Neville (or if he finds them already hiding in the shop when he arrives), he wi ll threaten to call the Town Guards on the renegade party. As such, the best location {or the party to ambush Sam is outside the Pawn Shop, where it can stt any activity in or surrou nding the establishment. PLAYERS: Nt ht grows late and eventually becomes dawn. Tim e passes slowly and uneventfu lly. A round eight o'cloclr., Nev ille Pigot comes from around the comer, enters his shop, and prepares for the day's business, w hich begim at ten. As the morning progresses, activity increases. At eight-thirty, a rather bruslr.-loolr.ing stablehand (by appearances) passes by, presumably on his way to worlr.. Around nine, an attractive young WOmAn wanders past the Pawn Shop window. Neville 100M up from his preparatoryduties,gives the lady a winlr., and waves coyly. The woman loolls away and hurries along, muttering " What is th is City-State com ing t01" under her breath. At nine-thirt y, a blonde-haired young boy approaches the shop and taps on the window. NeviUe glances up from his worll, shalles his head, a.n d points to the front door, where a sIgn reads " Open 10 to , Weelr.days." The boy taps his foot impatiently for a moment and then wallr.s bacll the way he came. Promptly at ten o'cloclr., Neville crosses his shop and unloclts the door for business. Across the street, a door opens cautiously and a small, da.rlr. haired man exits. The man scurries into the Pawn Shop and tdes a padage from his coat, offering it to Neville.
..
NOTE: This is a completely normal transaction which is occurring. The man is pawning a set of silverware he received as a wedding gift. His unusual behavior is caused by his embarrassmentand guilt over pawning the item, which he very much intends loreclaim. If the party attacks now, Neville will be appalled and vehemently shout at
the Characters 10 get out of his shop; the man will run from the establishment in tears,cryi ng, "Oh, EWlice.l'm sorrrry ... " Both Nevi lle and the man can explain theevents to the party, if in somewhat different manners. After this incident, Neville will most certainl y no t tolerate the party's presence in his shop. The Characters have blown thei r cover but must still wait {or the thief to arrive. When the party leaves the Pawn Shop, a man will approach the Characters and say, " lllnow of the person for whom you seelr.. He isa pox upon this fair society. But now you cannot safel y wait for him. Come with me,- I own a small butcher shop across the street. From there you can view the store clearly and without notice. H urry, now." The man , Allyn Tweeb, is si ncere in his wishes to have the thief caught. He does not know the actual identity of the thief but is certain that Neville is the thief's fen cer, knowing Nevi lle's reputation. The man wi ll submi t toany amount of questioning the party puts to him ; he is completely on the level and will insist the party use his shop "lor the greater good of Briarwood and his eminence, Lucius 11." This is now the Characters' best chance to capture the thief and they should accept Allyn 's offer. Once the Characters are in position to observe the Pawn Shop (or if they did not a ttack atall ), continue with the following; It is nearly eleven o'cloclr. when Neville receives his nex t customer, an old, bent-over, white-haired woma'i. She Ir.noclr.s softl y three times and is admitted inlo the shop. Through the huge picture window which adorns the shop's front, Neville can be seen sm iling from ear to ear. H e slowly reaches under the counter and brings out four small pouches, each of which the old woman deftly weighs in her left hand. The woman tdes a paclr.age from her assortment of bags and hands it to Neville, pocketing the pouches he gave her, and heads for the door.
GM NOTES: The old woman is Sam , the doppleganger, disguised as Old Widow Cranny (see 1/104 in the Map & Populatio n Book). As a matter of fact, the three diHerent passers-by (the stablenand at eight-thirty, the woman
al nine, and the blonde man at ninethirty) were all Sam, incognito, casing the Pawn Shop. If present, Lorin will eas il y be able to recogn ize O ld Widow Cranny. Sam has assumed this disguise (as opposed to his normal one) as a safety factor. These latest thefts have drawn much attention and he does not want to be discovered at this late time. If Sam was approached by any Character, he wou ld have acted his part completel y convincingly. And, since none of the Characters wou ld know the person being imitated in any case, the party would be unable to recognize Sam. If any Character was persistent in bothering Sam, he would (in character) start yelling for the Town Guards that s/ he had found the crimina ls who m the Over lord sought. (For p lay purposes, the Guards sho uld no t respo nd , as they are no doubt inunda ted with similar claims fro m attention seekers.) If the party takes actio n as the woman heads for the shop door, read the fo llowing aloud to the Players: Th e old woman, who seemed a bit edgy to begin with, notices movement outside the shop, turns around, and runs behind the counter. She and Neville begin to scuffle violently before the two of them faUto the floor. Soon, Neville gets up and signals to the party that he is alrigh t. Crossing the shop, he opens the door and says, " Don't worry, everything'solr.ay. She's a strong little lady but she's all ready to confess now. "
T his actio n should tip the party off immediately. The "Nev ill e" who approaches the party is no t the real Pawn Shop proprietor but is actually Sam, the doppleganger, who has changed shape into Neville. Sam will try to attack the party at the best possible moment and will not stop attacking until all Characters are killed or unconscious or until any onlookers happen by the battle. Sam will not hesitate to util ize the Figurines of Wonderous Power (three Goats of Travail ) against the Characters. Once any combal between Sam and the party has begun, onlookers will arrive in 106 ro unds. At thi s point, Sam (who appears to be Neville) will ca ll out to the passer(s)·by, "Help me! Call the Town Guards. Th ese outlaws
•
areallacking me!" Sam will then try to fl ee into the city. Six T own Guards will arri ve 106 rounds after an y o nlooker has entered the area. When the Guards do arri ve. Sam (knowing the Guards will soon locate the rea l Nevi lle) will do hi s utmost to escape. even at theexpenseof leaving behind the Figu rines.
If Sam escapes. Town Guards wi ll capture the party an d escort the Characters to jai l. The party wi ll be unable to escape ca pture. as it wou ld
not only have to deal wilh the Tow n Guards but also with the crowd, which presentl y surrounds the pany a nd thinks it a cri minal group. Play then proceeds with Encounter 9: Beh ind Bars (possibl y GM-modifi ed if the party has been imprisoned before) and then concludes with Endgame. If the party is successful in its attempt to capture and defea t Sam, the doppleganger, the crowd wi ll be bo th surprized and awed by the party's ingenuity and bravado. Play then concludes with Endgame.
Sam (thiefldopplegangeY) HTK : .'12, AC: 5, MV: 9", AT: I,
"Still, we have a difficult situation here. Wh ile L orin the Clean was innocent, your lillie party did intenti onally break Overlord La w. H owever, the exten uating circumstances have been considered by the Court and we have w hat we feel is a more than just olleY for you. " The GM should now present to the Players The Contract which is o n page 16 (follo wing page). If the Characters accept theoerer, they will be instated in the Overlord 's Army as a scouting party. Otherwise. the Characters must rema in in the O verlord's jail for a period of ten years.
3) You have completed the advenlure and have emerged victorious. For your part in the capture of the actual thief, you receive a reward of 200 gp from the royal Overlord Treasury. From amidst the crowd of weI/wishers, the general of the Black Lotus, T rem Hjalmar, approaches the party. "Congratulations, 1QY friends. Your courage will be praised for years to come. It is with great pride I oller you a position as a scouting part y in the Ouerlord's Army." The GM shou ld now present 10 the Players The Contract which is o n page 16 (fo llow ing page). If the Characters accept theorrer, they will be instated in the Overlo rd 's Army as a scou ting pany. O therwise, the Characters are free to do as they please (within lega l li mits) in the Briarwood area.
DM: 101 2,
Aligtl: Neutral, THA CO .. 15,
Armor: None, Specials: Surprise 1-4 o n 106. Change Shape at will, ES P : Imitate p erso n he is disguised as with 90% accuracy, Immune to Sleep and Charm spells. Saves as skill 10 righter
:~~;;;tc:':i~:
At the Character sho ul d fall into one situations: Si he is in ja il (read #1 below). Si he has been killed (read #2 below ). 0'
Si he is victorious (read #.'1 be low). 1.) After four harrowing days of captivity, a rather unpleasant T own Guard en teYS the cell and unshaclr.les you. He then escorts you and your party to the Warden's 0llice.
Warden Thadeus' baclr. is turned to the part y; he is loo lr.in g out the window, smolr.ing a rather pungent cigar. " You 'adven turers' might be interested to Ir.now the real thief of that magical tome has been apprehended. He was a doppleganger; that's how he was able to impersonate our townspeople. " It is to our discredit that others have bun hanged for this man 's crimes. H owever, I have bu n informed by the Overlord's Court that those wrongly executed will be Raised at City-State expense. And, yes, that
In either case, each C h arac ter receives 400 XP (reflecti ng knowledge gained through his/ herbrief adventu re here). 2) Th e battle, although a valiant one,
was for naught. Your Character is dead, L orin has been hanged, and the thief still runs free (if, indeed, there was another thief).
In e ith er case, each C haracter receives 2000 XP as well as a compli menlary Green Card (for magic-users) or a G M-determined magical item or equipment.
"
The Contract I.
(hereafter ~eferred to as Signer) agrees to a term of years (or until the termination of the conflict as deemed by the O verlo rd Co urt or O verlord Lucius II ) in the service of the Invincible Overlord . Lucius II , in the capacity of scout dnd elite advanced guard.
II.
Said service is tendered for the general purpose of stemming the d ark tide of savagery and malevolence infringing upon the territories of the Overlord's City-State, which includes all of the territories of the continent of Calandia, be they known or unknown. a.) Signer agrees to the performa nce of a n y duty deemed necessa ry by the Overlord (or a ny appoi n ted agent
thereof) for the purpose of coumering the in rluence o f evil inside h is territories. b.) Soigner sha ll rCl,na in a true citi l e,n ?f Briar wood fo r th e term of thi s .contract, paying liege to the In vincible Overlord, LUC IU S II , and rematnmg governed by the laws of Bnarwood no ma u er where Signer sha ll journey. c.) Signer agrees to fo llow the o rders o f du ly a ppoi n ted agents as if t hey were com ma nds o f the O verl ord him self, provided said agents are Signer's superi ors as reckoned in the chai n of comma nd in the O verlord 's arm y.
III.
As a scout, Signer's general duties shall include (but not be restricted to) the investigation and reporting to the InvincIble Overlord, Lucius II. of any and all causes of disturbance affecting the continent ofCaJandia. including (but not restricted to): a.) Repon (s) o f agen ts o f evil, such as demo ns, vamp ires. dragons, and o ther such abom inations; bo) Abandonment(s) of from ier towns due to ha rassmem or death at the hands o f such agents; co) Appeara nce(s) of unnatural creatures a nd the in fr ingement(s) o f such u pon Cala lld ia a nd , specificall y, the City-S ta te capita l o f Briarwood itsel(; d o) Disa ppearance(s) of en tire Overlord's arm y corps, specifica ll y those withoUl pl ausible exp lanat ion (s) or
trace(s) o f the corps' ex istence(s); eo) Emergence(s) of emire cities a long o r wi th in Ca la ndia's borders, speci fica ll y t hose heretofore:; u n known and uncharted by Overlord navigators; f.) In trusio n(s) in to an y a nd a ll lands wh ich fall under the protective custody o f the C ity-Stale by exterior ma leficent agem (s); g.) An y and a ll other supernatura l or u nn atura l occurrence(s) w h ich s igner may happen to encou nter o r of wh ich Signer ma y lea rn or be informed; • a nd 10 halt or stall the adva nce o f these sco urges, wh ere possible. a t the hazard o f life or li mb. while a lso discovering the na ture a nd p u rpose of an y in vas ion, es pecia ll y in fo rmat io n regard ing the iden t ity and general imentio n(s) o f the intruder.
IV.
Payment for services shall be tendered from the Overlord's treasury at the rate of gold pieces per month; said payment shall be dispensed on the Hna! day of each month, shall be made In person to Signer (when possible) by Signer'sdirect superior, v..-ith sums accruing during times in which payment is deemed Impractical or impossible due to external factors. Failure to pay on the part of the Overlord due to war conditions shall not be construed as cancellation o f this co ntract and any such sums v..-ill be accumulated and disbursed as possible in accordance v..-ith all Jurisprudence follov..-ing tenTIination of the aforementioned conditions. Interest shall not be paid on sums which accrue during wartime.
V.
16
Failure to execute this agreement or to act in accordance v..-ith the conditions (either listed or implied) of this document, when presented, may be construed as treason against the Invincible Overlord, Luclus II, under certain circumstances as detenTIined by a duly appointed agent o f the Overlo rd's justice and may result In banishment, imprisonment, o r death (as deemed appropriate by the Overlo rd's Court follov..-ing ue process of law). Signed.
and in good t
Signer
vinci Ie Overlord, Lucius II
by his eminence,
4--T-"-
CITY GUIDE TO BRIARWOOD CLERICS, DRUIDS, MONKS, and PALADINS
With Points of Interest:
Inns, Landmarks, Religions, etc.
•
THE ROYAL COUPLE and the
Senate
LUCIUS"
LADY CASANDRA
Overlord
Consort
,
r- .
,
J,
\.~.,
\.,~f~ .. • •....,/ '( '. DOWONS
SHAU LIN
CRANDEL
FR, MILES OAK
PHOEBUS
CAPTAIN
SHADOWHAWK
CY
ADIDAS
DORTHEARIAN
WOODLAND SYLVA
PELIMONTH
•
CLERICS' CITY GUIDE TO BRIARWOOD You are now in Briarwood: Capital City of the City-State, Sword Arm of the City-State, Educator of Nations, Center of the Civilized World, And City of the Ancients.
This gUidebooA has bun compiled for your information, dtsigntd with your particular nudsand interests in mind, and is intended to mdeyour stay in the fair
city of Briarwood as pleasant and conlJenitmt as possible. Usud are areas of signi/ieana locaud within the Briarwood city limits.
WELCOME!
WELCOME!
All holy men and women, greetings and felicitations. Welcome to Briarwood, capital of the City·State. ADVENTURERS' GUILD Proprietor: Pincus (#422) This is an exclusive guild {or adventurers. The sole requirement for membership is payment of a nominal processing and membership lee. Guild membership includes: I.) Subscription to quarterly Adventurers' Newsletter, 2.) Between one and four maps of adventuring areas/dungeons, 3.) An exclusive verirication tatoo on member's weapon hand, and 4.) Discoulll a1 the Advelllurers' Guild Store.
HEAUNG Pellias of Dami~ (#12) Deity: Ra, Spell Levels: 7. Adi Das (#439) Deity: Nikt:. Spell Levels: 6.
INTERPRETERS Evan Hildr.c (#J40) Languagt:s: Alurian. Centaur Co m mon, Dwarven , Elven Gnome, Lizardman, Ogre Mag NiJese, and Storm Giant. Throck Tungstun (#JJ2) Languagt:s: Common, Dolphi Elven, Goblin, Gnoll, Gnom Hobgoblin, Naga, Nymp Orcish, Pixie. Sahuagin, Shir ling, and Tri ton.
ARMORERS Roark (#2J) - Briarwood's sole maker of plate mail. Zeb Lenr(*20Jr Sa.... -1iIrhurnor. Big John Cooley (#J91 ) - Armorer an
MESSENGER SERVICE Mike Mans (#02) - letters only. Ham let (*UO)-" packages.
Am}"CZfr~::4
ARMORERS Roark ('25) - Briarwood's sole _ _~maker of plate mail.
:tfti
·
......... ~
I 0 .
Big John Cooley (NJ91) - Armorer and smithy.
MESSENGER SERVICE
01///)1IlZeT(l/260)- letters only.
M~Mf my , . . . packages.
MONEY CHANGERS BALOR'SEYE Proprietor: Ed Grimmley (#120) This ancient, blood-red structure has been here longer than Briarwood itself has existed. Rumors persist that on twO separate occasions, a lich and a demon have appeared here.
, ___ .--~.
Jack Kale (#124) Art Scully (0184) Cahn Mar'na (#289)
POTIONS Alham So"th!!."d (""')
'-/?
'i-
.-. ...-
r "
BATHHOUSE Proprietor: Lorin the Clean (#19)
CHURCHES/SECTS NOTE: These iislingsare organized in the following fashion: (Church Name, Location. Alignment).
Any"?" appearing in a listing indicates the information was unknown at time of publication. Violet Spider, #64, ? Followers of Salm-Lorin #102, Neutral. Temple of Pureness and Cleanliness, 11147. L. Good. Brotherhood of the Tusk, 11157, Neutral. Temple of the Druid, 11179, Neutral. Church of Odin, #266, L..G. Good. Temple of Healing, 11309, L. Good. Temple of Tyr. 11385, L Good. Temple of Ra, #387, N. Good. Temple of Apollo. 1119', C. Good. Temple of Viler, 114()(), C. Neutral. Temple of the Bat, #417, ? Eyrie of the Winged Ones, #428, L. Good. Temple of Fog, #432, C. Neutral.
GUARDS East Gale Guards of the Sun (#1) Black Scorpions (11107) WeSt Gate Guards of the Bear (#140) Dock Gate Guards of the Black Lotus 'Overlord's Guards (#162, #418, and Briarwood Castle)
RESTAURANTS Boar's Head Restaurant (#6) Proprietor: Cham Marley Rose's Eatery (#111) Proprielor: Rose S. Tes Shirley's Restaurant (#256) Proprietor: Shirley Tarp Kelly's the Cook (#112) Proprietor: Kelly Cook
SPELL COMPONENTS Tihs Limac (#8) Nadia Zadock (#221)
TELEPORTER Proprietor: Whamus (#54) Teleportation services available from #54 to #115, #154, #158. #181. #205, #286, and #4~1.
VAMPIRE CATCHER Proprietor: Harperson (#62) Harperson tracks and destroys vampires for the beuerment of good. Harperson will pay handsomely for any substantiated information conce.rning the whereaboulS of vampires.
Helingon
Marrahoe
•
Mountains
'-" '--"I.-r---:--I Demias
D
OOS Bentwood ForeM
The Continent of Calandia
Iimw
,~
IimrnrlJ>I'i'
i!J1ilffiIII @@JI[)JIiJ1lXiI1lJ!l ~ If we don't have it, we'li give iI to you free! Sec Tihs (~8).
Come apply at the Arena. All classes and races honored. You pick the terms. Salary negotiable.
Rent this Space! For business or personal notices, it pays to adverlise. Prices (rom 5 to 50 gpo
Running Dog Taxi Service. We run like dogs to get you there! See Garel Zolton (#404).
•
OOlli<1:illruilJ Enlargements. Reductions
Tired of nol knowing where the nearest dungeon is or where to go for the best advemure? Join t The Adventurers' Gu1Id t Informative. Fascinating. See Pincus (#422).
Always chasing mice and rats? See Mouser Ike Davisher (#100) r.. •• blishnl- 103 SL
Free greasings. See O'Malley in the Open Market.
• You'll be so happy. you could come.
So you finally found a lock you can trust.
Think again! I'll give anyone 100 gp for a lock I cannot open! See Axel (#246)
Sphinx Terminal Fortunes told.
Palms read. Tarots turned. Bones thrown.
Sec Lady Lepner (#131). Appt.
~uired.
(MaSiClUy SUlfd or hfld 1Mb not ac:c(plablf. Ma....~IlI.-nra 1M ri,hllo ""va COII_ lIM' any tt:atOD.)
CALENDAR t
TheYearof Sa l m -Lorin - 287
MONTH OF SNOW
NEW MONTH
, , , •, • • "" ,. ,. " " " ,. " ,. " " ,. " " " , , , •, • • " " ,. ,. " ,. " " " " ,. " " " " , , •, • ,. • " " ,. " ,. " " ,. " " ,. " ,. .. " " " , •, • • " ,. ,. " " " " ,. " " ,. " " " " " I
I
7
7
I.
8
17
2.
21
26
27
18
23
28
26
29
SPRING
I
I.
8
7
15
17
2.
21
23
26
27
29
20
7
I.
17
21
22
27
28
18
2
7
8
I.
12
17
20
21
27
" "
"
17
18
" "
"
29
.
21
27
24
I
2
7
8
18
.
10
17
21
7
, •, • • " ,. 2
I.
8
" ,. " ,. "
12
15
17
18
21
23
..
" ,. '" "" , •, •
27
MID MONTH
•
I
2
I. • " " ,. ,. " " " ,. " ,. " 7
12
8
,.
18
27
"
17
18
.
21
22
23
27
28
29
21
17
18
23
..
26
22
27
28
" .. 23
24
23
21
"
26
27
28
29
• " ,.
18
,.
WINTI::R
I 7
18
28
17
• I. " " " " " " 17
27
8
24
, •, •
21
26
7
10
HUNTER'S MONTH
24
28
, •, • " " " "" " " , • ,
8
20
23
MONTH OF THE BEAR
I
15
I.
I
" HARVEST MONTH MONTH OF CHIVALRY I 2 • I , , •, • " " • I. " ,. " 2. " " " " " " 26
I
8
8
18
SUMMER
7
•
OVERLORD'S MONTH
I
7
8
, •, •
MONT H OF EARTH
, , •, • • • " " ,. I•
" "
17
20
21
22
23
" "
27
28
"
18
,.
,.
Ntw Month I • ,"rll.' r ..ar'J Va,·, Ntw MOnlh '·12· Cll'llIIlrnrJ.I W"A, Ntw Momh 8· Bill/iiof Mal/ln, Momh of Snow 22 . Wain 1)0'1'. MOnlhof urlh.j· fIT,.mn, 'i nav.Spring j.,<;p.lIIg
fllo/\ 1)/1)', !tpring 9 . Dn.ud'l /)ay. Spring 19· I.ad y ClIsQ.,d.a', Birthday, Spring 20ru,d",fI ', Oil)'. Ovtrlord's Momh II • O,'nlurd"s RITfhd(ly. O~trlo,d'5 Month U • 1.lI.rll'l 1)11 ),. Ovtrlord'$ Month 30· /)t'Co yf f)ay 0l'upnrl,lwfI I. Mid Month ·'il'P l)ay. Summer II - fmmdrt\ /)ay,Summcr 11·30· foundn'J ff.ffn>(ll, Month ol Chin lry22 ·J,:lUg/m'nay, Month of l.hi";llry 22·30 ·(h'fr/"rd', faIr, Han'cst Month I . /Jay of lint, Mon th of Ih~ Bur 31 . All flallml!1 h'f', "unltr', Month 22·28· Wu.ardJ · "'uk. Wintt' 3· Huh f)iI'!.
I'
CITY GUIDE TO BRIARWOOD FIGHTERS, RANGERS, PALADINS
With Points of Interest: Armorers, Taverns, Weapons Bazaar, etc.
•
THE ROYAL COUPLE and the
Senate
LUCIUS"
LADY CASANDRA
Overlord
Consort
,
r- .
,
J,
\.~.,
\.,~f~ .. • •....,/ '( '. DOWONS
SHAU LIN
CRANDEL
FR, MILES OAK
PHOEBUS
CAPTAIN
SHADOWHAWK
CY
ADIDAS
DORTHEARIAN
WOODLAND SYLVA
PELIMONTH
•
-
fIGHTERS' CllY GUIDE TO BRIARWOOD You are now in Briarwood: Capital City of the City-State, Sword Arm of the City-State, Educator of Nations, Center of the CMlized World, And City of the Ancients.
This guidebook has been compiled lOT your information, desigtled with your particular needs and interests in mind, and is intended to mde your stay in the fair city of 8naTWood as pleasant and cOJ1uenitnt as possible. Listed are areas oj significance located within the Briarwood city limits.
WELCOME!
WELCOME!
From Gallants to Lords, All Warriors - Welcome!
ARMORERS Roark (W2') - Briarwood '$ sole maker of plate mail. Zeb Lenz (#20J) - Used annOT. Big John Cooley (IIJ91) - Armorer
REST AURANTS Boar's Head (1t6) Rose's Eatery (/1111) Shirley's Restaurant (N2'6) Kelly's the Cook (NJ72)
and smithy.
STABLES/ SMITHY BALOR'S EYE Proprietor: Ed Grim mley (#120) This ancient. blood-red structure has been here longer than Briarwood it.sel£ has existed. Rumors persist that on two separate occasions, a lich and a demon have a~cd here. ~ "'-~_
Orlow LongslTide (11141) Shane O'Keenan (NJ99)
TAVERNS Wounded Goat Bar (N79) Proprietor: Wall Messick Green Ra\len Tavern (NIOB) Proprietor: Smilin' Bob Arken andng i igmrT (1I110)
BATHHOUSE Proprietor: Lorin the Clean (#19)
GUARDS East Gate Guards of the Sun (#1) Black Scorpions (11107) West Gale Guardsof the 8ear(#140) Dock Gate Guards of the Black Lotus/ Overlord's Guards (#J62, #418, and Briarwood Castle)
HEALING
Dancing YlgmyTavern (#llO) Proprietor: Liule Stif£y O ' Malley Crippled Ixitxachitl Tavern (#JH) Proprietor: Darby O'Cannon Happy Horny Toad Tavern and Inn (#-112) Proprietor: Emo Starling
TAXI SERVICE lara's Taxi Servict (#172) Maximum two passengers per ride. Running Dog Taxi Service (1l-ffH) Proprietor: Garet Zohon . Maximum four passengers per nde.
Pellias of Damias (#J2)
Adi Das (#J49)
INNS/BOARDING HOUSES Black Dragon Tavern and Inn (~J) Proprietor: larn Red GriHin Inn (#106) Proprietor: Isak Marley MYlhril Claw Inn/Tavern (11144) Proprietor: DSL Old Log Inn (11405) Proprietor: Nate Freeman
TELEPORTER Proprietor: Whamus (#54) Teleponauon services available from Whamus's main o(£ice (#H) to any of the following locations: # II 5, #154, #158, #181, #205, #286, and #4ll.
WEAPONS BAZAAR Proprietor: Warlord (IIJ98)
INTERPRETERS Evan Hildric (#340) Langu.ages: Alurian, Centaur,
Common, Owarven, Elven, Gnome. Lizardman. Nilese, QgTe Mage. and Storm Giant. Throck Tungstun U;J52)
Languages: Common, Dolphin, Elven, Goblin, GoolI, Gnome. Hobgoblin, Naga, . Nym~h. Orcish, Pixie. Sahuagm, Shlreling. and Triton.
MESSENGER SERVICE Mike Mans (/l IJ2 ) - letters only. Amy Scof and Ham let (#260) - all packages.
MONEY CHANGERS Jack Kale (#124) Art Scully (#184) Caho Mar'na (#289)
Aghting _ _ _ _ _- ; Any persons engaging in public fighting have three choices if caught: l.)continuedispule in the Arena, 2.) appear in City-Stale court and abide by its judgement, or .!t) shake hands and make peace. Second o££enders will be severely fined and sentenced. Briarwood abides by all knighdy/chivalrous laws in battleanddisputesiluations.
Helingon
Marrahoe
•
Mountains
'-" '--"I.-r---:--I Demias
D
OOS Bentwood ForeM
The Continent of Calandia
Iimw
,~
IimrnrlJ>I'i'
i!J1ilffiIII @@JI[)JIiJ1lXiI1lJ!l ~ If we don't have it, we'li give iI to you free! Sec Tihs (~8).
Come apply at the Arena. All classes and races honored. You pick the terms. Salary negotiable.
Rent this Space! For business or personal notices, it pays to adverlise. Prices (rom 5 to 50 gpo
Running Dog Taxi Service. We run like dogs to get you there! See Garel Zolton (#404).
•
OOlli<1:illruilJ Enlargements. Reductions
Tired of nol knowing where the nearest dungeon is or where to go for the best advemure? Join t The Adventurers' Gu1Id t Informative. Fascinating. See Pincus (#422).
Always chasing mice and rats? See Mouser Ike Davisher (#100) r.. •• blishnl- 103 SL
Free greasings. See O'Malley in the Open Market.
• You'll be so happy. you could come.
So you finally found a lock you can trust.
Think again! I'll give anyone 100 gp for a lock I cannot open! See Axel (#246)
Sphinx Terminal Fortunes told.
Palms read. Tarots turned. Bones thrown.
Sec Lady Lepner (#131). Appt.
~uired.
(MaSiClUy SUlfd or hfld 1Mb not ac:c(plablf. Ma....~IlI.-nra 1M ri,hllo ""va COII_ lIM' any tt:atOD.)
CALENDAR t
TheYearof Sa l m -Lorin - 287
MONTH OF SNOW
NEW MONTH
, , , •, • • "" ,. ,. " " " ,. " ,. " " ,. " " " , , , •, • • " " ,. ,. " ,. " " " " ,. " " " " , , •, • ,. • " " ,. " ,. " " ,. " " ,. " ,. .. " " " , •, • • " ,. ,. " " " " ,. " " ,. " " " " " I
I
7
7
I.
8
17
2.
21
26
27
18
23
28
26
29
SPRING
I
I.
8
7
15
17
2.
21
23
26
27
29
20
7
I.
17
21
22
27
28
18
2
7
8
I.
12
17
20
21
27
" "
"
17
18
" "
"
29
.
21
27
24
I
2
7
8
18
.
10
17
21
7
, •, • • " ,. 2
I.
8
" ,. " ,. "
12
15
17
18
21
23
..
" ,. '" "" , •, •
27
MID MONTH
•
I
2
I. • " " ,. ,. " " " ,. " ,. " 7
12
8
,.
18
27
"
17
18
.
21
22
23
27
28
29
21
17
18
23
..
26
22
27
28
" .. 23
24
23
21
"
26
27
28
29
• " ,.
18
,.
WINTI::R
I 7
18
28
17
• I. " " " " " " 17
27
8
24
, •, •
21
26
7
10
HUNTER'S MONTH
24
28
, •, • " " " "" " " , • ,
8
20
23
MONTH OF THE BEAR
I
15
I.
I
" HARVEST MONTH MONTH OF CHIVALRY I 2 • I , , •, • " " • I. " ,. " 2. " " " " " " 26
I
8
8
18
SUMMER
7
•
OVERLORD'S MONTH
I
7
8
, •, •
MONT H OF EARTH
, , •, • • • " " ,. I•
" "
17
20
21
22
23
" "
27
28
"
18
,.
,.
Ntw Month I • ,"rll.' r ..ar'J Va,·, Ntw MOnlh '·12· Cll'llIIlrnrJ.I W"A, Ntw Momh 8· Bill/iiof Mal/ln, Momh of Snow 22 . Wain 1)0'1'. MOnlhof urlh.j· fIT,.mn, 'i nav.Spring j.,<;p.lIIg
fllo/\ 1)/1)', !tpring 9 . Dn.ud'l /)ay. Spring 19· I.ad y ClIsQ.,d.a', Birthday, Spring 20ru,d",fI ', Oil)'. Ovtrlord's Momh II • O,'nlurd"s RITfhd(ly. O~trlo,d'5 Month U • 1.lI.rll'l 1)11 ),. Ovtrlord'$ Month 30· /)t'Co yf f)ay 0l'upnrl,lwfI I. Mid Month ·'il'P l)ay. Summer II - fmmdrt\ /)ay,Summcr 11·30· foundn'J ff.ffn>(ll, Month ol Chin lry22 ·J,:lUg/m'nay, Month of l.hi";llry 22·30 ·(h'fr/"rd', faIr, Han'cst Month I . /Jay of lint, Mon th of Ih~ Bur 31 . All flallml!1 h'f', "unltr', Month 22·28· Wu.ardJ · "'uk. Wintt' 3· Huh f)iI'!.
I'
CITY GUIDE TO BRiARWOOD SPELL USERS
With Points of Interest:
Shops, Inns, Landmarks, etc.
•
THE ROYAL COUPLE and the
Senate
LUCIUS"
LADY CASANDRA
Overlord
Consort
,
r- .
,
J,
\.~.,
\.,~f~ .. • •....,/ '( '. DOWONS
SHAU LIN
CRANDEL
FR, MILES OAK
PHOEBUS
CAPTAIN
SHADOWHAWK
CY
ADIDAS
DORTHEARIAN
WOODLAND SYLVA
PELIMONTH
•
SPELL USERS' CllY GUIDE TO BRIARWOOD You are now in Briarwood: Capital City of the City-State, Sword Arm of the City-State,
Educator of Nations, Center of the Civilized World, And City of the Andents. This guidebook has bun compiled for your in/ormation, designed with your particular needs and interests in mind, and is intended to mde your stay in the lair city of Bn4rwood as pleasant and convenient as possible. Listed are areas Of significance located within the Briarwood city limits.
WELCOME!
WELCOME!
From Prestidigitators to Wizards and Illusionists Welcome One and All!
GREEN CARDS This allows the use of Spells within Briarwood's City Limits. Use with extreme caution! Only card-holding spell users may legally execute spells within the city limits of Briarwood. Illegal spell use is punishable by fine and/or any other sentencing deemed applicable by any court speaking in the name of the Overlord. Spell users wishing to obtain a green
ADVENTURERS' GUILD Proprietor: Pincus (#422) nexdu~
card must go to Crandel's Keep (#11) and [ill outan application (processing time for green card applications is between one and twO weeks). I£ your application is accepted, you will be notified and 1T'1.y then pick up your green card at Crandel's Keep. Any spell user executing spells within the city limits of Briarwood during this processing time will have hislher application immediately and irrevo· cably denied. Standard criminal sentencing will follow.
MASSAGE PARLOR Proprietor: Leon Dean (#82)
tunTr.M'-~.~.~_~"~"~~~"~~"~_~_~.,~.~~~_~"~--"'
--"lA"n""ex'''cl\l!;ive tIU01ar-atlveJTmnrs.
BALOR'SEYE Proprietor: Ed Grimrnley (#120) This ancient, blood-red structure has been here longer than 8riarwood ilsel£ has existed. Rumors persist that on twO separate occasions, a lich and a demon have appeared here.
BATHHOUSE Proprietor: Lorin the Clean (1119)
BOOKMAKERS Sheldon Lockheart (#328) Isak Kempler ("HJJ)
GUARDS
--
-~---
,---
MESSENGER SERVICES
Mike Mans (lIlJ2) - letters only. Amy ScoC and Ham at (11260) - all packages.
MONEY CHANGERS Jack Kale (11124) Ml Scully (*184) Cabn Mar'na (#289)
REST AURANTS Boar's Head Restaurant (116) Proprietor: Cham Marley Alice's Cafe (#48) Proprietor: Alice Torley Rose's Eatery (1111 J) Proprietor: Rose S. Tes Kelly's the Cook (IIJ71) P'~",i"IO" Kelly Cook
East Gale Guards of the SUIl (1//) Black Scorpion Guards (#107)
West Gale Guards of the Bear (11140) Dock Gale Guards of lhe Black Lotus; Overlord's Guards (1062, 11418. and Briarwood Castle)
INNS Black Dragon Tavern and Inn (UJ) Proprietor: lam Red GriHin Inn (#106) Proprietor: lsak Marley Milhril Claw InnlTavern (#144) Proprietor: DSL Tomlin's Hotel (#228) Proprietor: Reuter Tomlinson Old Log Inn (1140') Proprietor: Nate frttman
INTERPRETERS Evan Hildric (IIJ40) Languages: Alurian. Centaur. Co.mmon, Dwarven. Elven. Gnome. Lizardman. NileSt'. Ogre Mage, and Stonn Giant. Throck TungSlun (IIJ52) LangulJgu: Common. Dolphin. Elven. Goblin. Gnoll. Gnome. HobgoblIn. Naga. Nymph. Orcish . Pixie. Sahuagin. Shireling. and Trilon.
TAXI SERVICES lara's Taxi Savi« (11112) Maximum twO passeng~rs paride. Running Dog Taxi (#404) Proprietor: Garet Zohon Maximum four passengers per ride.
TELEPORTER Proprietor: Whamus (#54) Teleportation services available from #54 to #115, #154, #158. #181, #205. #286. and "4051.
WEAPONS BAZAAR Proprietor: Warlord (IIJ98)
Helingon
Marrahoe
•
Mountains
'-" '--"I.-r---:--I Demias
D
OOS Bentwood ForeM
The Continent of Calandia
Iimw
,~
IimrnrlJ>I'i'
i!J1ilffiIII @@JI[)JIiJ1lXiI1lJ!l ~ If we don't have it, we'li give iI to you free! Sec Tihs (~8).
Come apply at the Arena. All classes and races honored. You pick the terms. Salary negotiable.
Rent this Space! For business or personal notices, it pays to adverlise. Prices (rom 5 to 50 gpo
Running Dog Taxi Service. We run like dogs to get you there! See Garel Zolton (#404).
•
OOlli<1:illruilJ Enlargements. Reductions
Tired of nol knowing where the nearest dungeon is or where to go for the best advemure? Join t The Adventurers' Gu1Id t Informative. Fascinating. See Pincus (#422).
Always chasing mice and rats? See Mouser Ike Davisher (#100) r.. •• blishnl- 103 SL
Free greasings. See O'Malley in the Open Market.
• You'll be so happy. you could come.
So you finally found a lock you can trust.
Think again! I'll give anyone 100 gp for a lock I cannot open! See Axel (#246)
Sphinx Terminal Fortunes told.
Palms read. Tarots turned. Bones thrown.
Sec Lady Lepner (#131). Appt.
~uired.
(MaSiClUy SUlfd or hfld 1Mb not ac:c(plablf. Ma....~IlI.-nra 1M ri,hllo ""va COII_ lIM' any tt:atOD.)
CALENDAR t
TheYearof Sa l m -Lorin - 287
MONTH OF SNOW
NEW MONTH
, , , •, • • "" ,. ,. " " " ,. " ,. " " ,. " " " , , , •, • • " " ,. ,. " ,. " " " " ,. " " " " , , •, • ,. • " " ,. " ,. " " ,. " " ,. " ,. .. " " " , •, • • " ,. ,. " " " " ,. " " ,. " " " " " I
I
7
7
I.
8
17
2.
21
26
27
18
23
28
26
29
SPRING
I
I.
8
7
15
17
2.
21
23
26
27
29
20
7
I.
17
21
22
27
28
18
2
7
8
I.
12
17
20
21
27
" "
"
17
18
" "
"
29
.
21
27
24
I
2
7
8
18
.
10
17
21
7
, •, • • " ,. 2
I.
8
" ,. " ,. "
12
15
17
18
21
23
..
" ,. '" "" , •, •
27
MID MONTH
•
I
2
I. • " " ,. ,. " " " ,. " ,. " 7
12
8
,.
18
27
"
17
18
.
21
22
23
27
28
29
21
17
18
23
..
26
22
27
28
" .. 23
24
23
21
"
26
27
28
29
• " ,.
18
,.
WINTI::R
I 7
18
28
17
• I. " " " " " " 17
27
8
24
, •, •
21
26
7
10
HUNTER'S MONTH
24
28
, •, • " " " "" " " , • ,
8
20
23
MONTH OF THE BEAR
I
15
I.
I
" HARVEST MONTH MONTH OF CHIVALRY I 2 • I , , •, • " " • I. " ,. " 2. " " " " " " 26
I
8
8
18
SUMMER
7
•
OVERLORD'S MONTH
I
7
8
, •, •
MONT H OF EARTH
, , •, • • • " " ,. I•
" "
17
20
21
22
23
" "
27
28
"
18
,.
,.
Ntw Month I • ,"rll.' r ..ar'J Va,·, Ntw MOnlh '·12· Cll'llIIlrnrJ.I W"A, Ntw Momh 8· Bill/iiof Mal/ln, Momh of Snow 22 . Wain 1)0'1'. MOnlhof urlh.j· fIT,.mn, 'i nav.Spring j.,<;p.lIIg
fllo/\ 1)/1)', !tpring 9 . Dn.ud'l /)ay. Spring 19· I.ad y ClIsQ.,d.a', Birthday, Spring 20ru,d",fI ', Oil)'. Ovtrlord's Momh II • O,'nlurd"s RITfhd(ly. O~trlo,d'5 Month U • 1.lI.rll'l 1)11 ),. Ovtrlord'$ Month 30· /)t'Co yf f)ay 0l'upnrl,lwfI I. Mid Month ·'il'P l)ay. Summer II - fmmdrt\ /)ay,Summcr 11·30· foundn'J ff.ffn>(ll, Month ol Chin lry22 ·J,:lUg/m'nay, Month of l.hi";llry 22·30 ·(h'fr/"rd', faIr, Han'cst Month I . /Jay of lint, Mon th of Ih~ Bur 31 . All flallml!1 h'f', "unltr', Month 22·28· Wu.ardJ · "'uk. Wintt' 3· Huh f)iI'!.
I'
CITY GUIDE TO BRIARWOOD THIEVES
With Points of Interest:
Temples, Restaurants, Inns, etc.
•
THE ROYAL COUPLE and the
Senate
LUCIUS"
LADY CASANDRA
Overlord
Consort
,
r- .
,
J,
\.~.,
\.,~f~ .. • •....,/ '( '. DOWONS
SHAU LIN
CRANDEL
FR, MILES OAK
PHOEBUS
CAPTAIN
SHADOWHAWK
CY
ADIDAS
DORTHEARIAN
WOODLAND SYLVA
PELIMONTH
•
THIEVES' CIlY GUIDE TO BRIARWOOD You are now in Brlarwood: Capital City of tho City-State, Sword Arm of tho City-State, Educator of Nations, Center of the Ci'riliud World, And City of the Ancients.
T hIS guideboolr has bun compiled lor )'our in/orma/iotl. designed Ullth your /Jarticular ntells and i,lIerests In mmd, and IS Intended to millie )'our stay in the lair cit)' 0/ Bnarwood (I.S ple4Sant and comumient as pos.sible. Usltd art' areas Of ,slgm/leaFlet! loc4ud within the Bnarwood CIt) limIts.
WELCOME!
WELCOME!
Rogues to Master Thieves - Welcome One and All!
ADVENTURERS' GUILD Proprietor: Pincus (#422) This is an exciusi\'(' guild for Thf! sole requin!mem for membership is payment of a nominal processing and membership f~. Guild membership includes: I.) Subscription loquarterly Advenad~'enturen.
lUrers' Newsletter, 2.) ~twttn one and four maps of advenluring areas dungeons, 3.) An cxclu5i~'e verification tatoo on member's w~pon hand, and
4.) Discount at the Ad\'enturen' Guild Slore.
BALOR'S EYE Proprietor: Ed GrOOmley (#120) This ancient, blood-red structure has ~n here longer than Briarwood intI( has existed. Rumors peniSl thai on twO separate occasions, a lich and a demon have ap~rcd
here.
INTERPRETERS Evan Hildr-ic ('140) Languages: Alurian, Centaur, Common. Dwarven. [Iven, Gnome, Lizardman. Nilese, Ogre Mage, and SlOrm CianL Throck Tungstun (wJ52) Languages: Common, Dolphin, [Iven, Goblin. Cnoll. Gnome. Hobgoblin. Naga, Nymph, Orcish, Pixie. Sahuagin, Shire· ling, and Triton
MASSAGE PARWR Proprietor: Leon Ikan (1182)
MONEY CHANGERS Jack Kale ("124) Art Scully (NI8J) Cahn Mar'na (11289)
RESTAURANTS Boar's Head (N6) Rose's Eatery (WIll) Shirley's Restaurant (W216) Kelly's the Cook (11112)
STABLES BATHHOUSE Proprietor: Lorin the Clean (1i19)
GUARDS East Gate Guards of the Sun (Ill) Black Scorpions (11101) West Gale Guards of the &ar(III40) Dock Gate Guards of the Black Lotus Overlord's Guards (IIJ62, 11418, and BrialWood Ca~d~)
Orlow's Stable & Smithy (11141) O'Keenan's Stabl~ (IIJ99)
TAVERNS Wounded Goal Bar (1179) Green Raven Tavern (11108) Dancing Pigmy Ta\'ern (IIJH) Happy Horny Toad Tavern and Inn (11412)
TAXI SERVICES HEALING Pellias of Oamias (IIJ2) Adi Oas (IIJ49)
INNS/BOARDING HOUSES Black Dragon Tavern and Inn (w6) Red GriUin Inn (1I}06) Mythril Claw Inn (11141) Old Log Inn ('40')
lara's Taxi Sen'ice (/1172) Maximum twO passengers JX'r ride. Running Dog Taxi Servia (1I4tH) Maximum (our pasS('ngers per ride.
TELEPORTER Proprietor: Whamus (#54) Teleponation service.s available from #54 to "115, "1S1, "158. "181. 11205. 1t286, or 11131.
Helingon
Marrahoe
•
Mountains
'-" '--"I.-r---:--I Demias
D
OOS Bentwood ForeM
The Continent of Calandia
Iimw
,~
IimrnrlJ>I'i'
i!J1ilffiIII @@JI[)JIiJ1lXiI1lJ!l ~ If we don't have it, we'li give iI to you free! Sec Tihs (~8).
Come apply at the Arena. All classes and races honored. You pick the terms. Salary negotiable.
Rent this Space! For business or personal notices, it pays to adverlise. Prices (rom 5 to 50 gpo
Running Dog Taxi Service. We run like dogs to get you there! See Garel Zolton (#404).
•
OOlli<1:illruilJ Enlargements. Reductions
Tired of nol knowing where the nearest dungeon is or where to go for the best advemure? Join t The Adventurers' Gu1Id t Informative. Fascinating. See Pincus (#422).
Always chasing mice and rats? See Mouser Ike Davisher (#100) r.. •• blishnl- 103 SL
Free greasings. See O'Malley in the Open Market.
• You'll be so happy. you could come.
So you finally found a lock you can trust.
Think again! I'll give anyone 100 gp for a lock I cannot open! See Axel (#246)
Sphinx Terminal Fortunes told.
Palms read. Tarots turned. Bones thrown.
Sec Lady Lepner (#131). Appt.
~uired.
(MaSiClUy SUlfd or hfld 1Mb not ac:c(plablf. Ma....~IlI.-nra 1M ri,hllo ""va COII_ lIM' any tt:atOD.)
CALENDAR t
TheYearof Sa l m -Lorin - 287
MONTH OF SNOW
NEW MONTH
, , , •, • • "" ,. ,. " " " ,. " ,. " " ,. " " " , , , •, • • " " ,. ,. " ,. " " " " ,. " " " " , , •, • ,. • " " ,. " ,. " " ,. " " ,. " ,. .. " " " , •, • • " ,. ,. " " " " ,. " " ,. " " " " " I
I
7
7
I.
8
17
2.
21
26
27
18
23
28
26
29
SPRING
I
I.
8
7
15
17
2.
21
23
26
27
29
20
7
I.
17
21
22
27
28
18
2
7
8
I.
12
17
20
21
27
" "
"
17
18
" "
"
29
.
21
27
24
I
2
7
8
18
.
10
17
21
7
, •, • • " ,. 2
I.
8
" ,. " ,. "
12
15
17
18
21
23
..
" ,. '" "" , •, •
27
MID MONTH
•
I
2
I. • " " ,. ,. " " " ,. " ,. " 7
12
8
,.
18
27
"
17
18
.
21
22
23
27
28
29
21
17
18
23
..
26
22
27
28
" .. 23
24
23
21
"
26
27
28
29
• " ,.
18
,.
WINTI::R
I 7
18
28
17
• I. " " " " " " 17
27
8
24
, •, •
21
26
7
10
HUNTER'S MONTH
24
28
, •, • " " " "" " " , • ,
8
20
23
MONTH OF THE BEAR
I
15
I.
I
" HARVEST MONTH MONTH OF CHIVALRY I 2 • I , , •, • " " • I. " ,. " 2. " " " " " " 26
I
8
8
18
SUMMER
7
•
OVERLORD'S MONTH
I
7
8
, •, •
MONT H OF EARTH
, , •, • • • " " ,. I•
" "
17
20
21
22
23
" "
27
28
"
18
,.
,.
Ntw Month I • ,"rll.' r ..ar'J Va,·, Ntw MOnlh '·12· Cll'llIIlrnrJ.I W"A, Ntw Momh 8· Bill/iiof Mal/ln, Momh of Snow 22 . Wain 1)0'1'. MOnlhof urlh.j· fIT,.mn, 'i nav.Spring j.,<;p.lIIg
fllo/\ 1)/1)', !tpring 9 . Dn.ud'l /)ay. Spring 19· I.ad y ClIsQ.,d.a', Birthday, Spring 20ru,d",fI ', Oil)'. Ovtrlord's Momh II • O,'nlurd"s RITfhd(ly. O~trlo,d'5 Month U • 1.lI.rll'l 1)11 ),. Ovtrlord'$ Month 30· /)t'Co yf f)ay 0l'upnrl,lwfI I. Mid Month ·'il'P l)ay. Summer II - fmmdrt\ /)ay,Summcr 11·30· foundn'J ff.ffn>(ll, Month ol Chin lry22 ·J,:lUg/m'nay, Month of l.hi";llry 22·30 ·(h'fr/"rd', faIr, Han'cst Month I . /Jay of lint, Mon th of Ih~ Bur 31 . All flallml!1 h'f', "unltr', Month 22·28· Wu.ardJ · "'uk. Wintt' 3· Huh f)iI'!.
I'
·
CENTAURS Race Bo k
Covering: Statistics, Background, Class Specialities, etc.
This class book has been written and designed to facilitate the introduction of centaur Characters into the City-State of the Invincible Overlord campaign world.ltcovers the hi5tory, statistics, and abilities intrinsic to the centaur as well as providing other information essential to working .such Characters into either an on-going campaign or individual adventures. The world depicted within the City-State of the Invincible Overlord is a both complex and exciting one, replete with fabulous treasures and dangerous situations. It is a wonderous land whose boundaries are that of imagination and one whose gates remain ever-open to steadfast adventurers. Welcome!
Centaurs STR: 3D6+I,INT: 306, INS: 31)6.1, STIf: 306+2, DEX: 306·1, A PL: 306-1, HTK: per 5killl~vt'l, AC: 8 (natural armor class), MV: 18"', AT: 2 (for fight~rs. see Standard Rule Book and add 2 attacks per round for any forehoo~'es attack), DM: by wc."apon/ spell type. or I D6x 2 (fore hooves),
AL: All, THACO: per skilllevcl, HT: 7' to 9', WT: 1000+ Ibs, Spulall: Centaurs can fire bows and fight melees while moving. This move· mem does not include running (unless so c.ho~n in the Innate Ability Table). Each centaur has an innate ability, determined byrollingon the Innate Ability Table.
~ CENTAURS Although centaurs are magical in nature, tbere is no such thing as a centaur magic-user. Centaurs adven· lUre solely in Lhe capacities of druids, fighters, rangers, and cleric/rangers. While re<:orded sightings of centaurs in Calandia date back over twohundred years, centaurs originate in the grassy continent of Ta'Jon. Like many other newer races which inhabit the area, centaurs neither have memory of their journey from their homeworld to Calandia nor do they have knowledge of how to return there should they wish.
Every centaur is born wilh a unique innate ability, one which is slowly perfected throughout the centaur's foalhood. By the age of twelve. 95" of all centaur foals have perfected their innate abilities. To determine a centaur's innate abIlity, roll D" or choose (CM's discretion) from the following Innate Ability Table. Once a centaur's innatt ability has been determined, an explanation of how the ability appli{'!o to and can be used by the centaur may be rtferenced in the Ability Definition Table.
Centaurs live in nomadic herds consisting of twenty to thirtycentaurs. A centaur herd is led by the smartest and wisest centaur, who reigns until s/hedecides toquitor is found unfit to lead. Centaurs have excellent natural instincts when it comes to leadership; reportedly, most unworthy herd leaders are voted from office before they are able to cause any major problems. Centaur law is both extremely strict and uniformly just. Those centaurs found under centaur law or social custom to be evil are destroyed while dishonest centaurs are beaten, sentenced to hard labor, or banished from the herd. Herd banishment is by far the most degrading form of punishment a cenlaurcan suffer. In the past, centaurs who were banished struggled apart from their social herds, of len losing their ways amidst unfamiliar and treacherous terrain, eventually dying in their exile. However, fifteen banished centaurs (all of different
herds) have recently formed a renegade herd known as the Black Band, an unruly band which thrives from robbing and killing. Statistically, centaurs find themselves both awarded and penalized for their unique abilities and physiologies. These include: [STR: +1, STA: +2, APL: .1, aud DEX: ·1). Centaurs are extremely adaptable to variant environmental situations. While they prefer secluded, grassy pastures (like their own native lands of Ta'lon), centaur herds have been found in arctic and tropic surroundings. Physical description: Centaurs vary in both color and body paltern. Pure black, pure white, spotted, and zebra striped are all common body colors and pallerns among centaurs, who range in height from seven feet to nine feet tall and can weigh between one and two thousand pounds.
CENTAUR INNATE ABILIlY TABLE
I.)
2.) 3.) 4.) 5.) 6.) 7.) 8.) 9.) 10.) 11.) 12.)
Ultra Vision Telepathy Telelt.inesis Cia'lt Strmgth Heightmed DEX Resist Fire Resist Cold Walk on Water Warmth Animate Dead Protection from Ellil Animal Summoning
51.) Magic Jar 52.) Pass Wall 53.) Statue 54.) MirTOr Image 55.) True Sight 56.) Cure Serious Wounds 57.) +J Accuracy w I Bow 58.) Wings 59.) Stone to Flesh 60.) Detect Traps 61.) Tracking 62.) Enhanced Smell
18.) 14.) 15.) 16.) 17.)
IS.) J9.) 20.) 21.)
22.) ~.)
24.) 25.) 26.)
27.)
2S.) 29.) 30.) ~1.) ~2.)
55.} 54.} ~5.)
56.) 57.) .58.) 59.) 40.} 41.) 42.) 43.) 44.)
45.) 46.) 47.) 48.)
49.) 50.)
old
nil1;ar---::-
Purify Water Burning Hands Enlarge / Shrinlt Detect Magic Pass w / out Tract Entangle Invulbllity to Animals Speak w / Animals Heat Mtlal Warp Wood Neutralize Poiso,1 Summon Insects Watn' Breathing Dispel Magic Sticlts to Snllltes Transport l-Ia Plants Ttieport Spiritual Hammer ReUicamate Comprehend LAnguages Ltvitatt Jump Read Magic VttltriloqulSm Detect Evil Deled Invisibility Scholar Knoch Rope Trich Blid Haste Prottction ! Normal Missiles Protection !All Missiles Plant Growth Polymorph Stif RemoVt Curse Wizard Eye
69:)
E"fuml.c;dOS'8
64.)
Enhanctd Hearmg Continu.al Light
65.) 66.) 67.)
ESP
Mind Linlt 68.} Sped w' Plants 69.) Balance 70.) Luclt Stone 71.) Ropes and Knots 72.) Sense of Direction 7~.) Mend 74.) Voice Duplication 75.) Alertness 76.) Survivalist 77.) Sound Effects 78.) +1 Accuracy W I Blowgtm 79.) Taste Analysis SO.) Run Whae Flghtmg 81.) Natural Armor 82.) Mollt: Silently 83.) Hide in Shadows 84.) Photographic Memory 85.) Density Increase 86.) Charm Person 87.} Self Sustenance 88.) Poison Touch 89.) Life Luch 90.) Absorb Magic 91.) Life Sense 92.) Flame Beirlg 95.) Shrinlting 94.) Air Walking 95.) Full Visan 96.) Regeneration 97.) Proficiency w I Lariat 98.) +1 Accuracy wlSpear& Javelin 99.) Choose Any 01lt' Ability 100.) Roll Twice, Ignormg Rolls of 99 and 100
CENTAUR ABILIlY DEFINITION TABLE OPO: Onu Per Day 2PO: TWice Ptr Day 3PD: Thnu Ptr Day CON' Constant
62.) 61.) 64.)
I.)
2.) 5.) 4.)
Ultra VlJlon 91)' Rad iUS. CON Td~path'Y: As P" S~IJ, CON Tdd.ltlw.s: As}XT Sp(II. 3PO Gllml Strength: As JXt Girdk.
CON 5.} Htl,ghlnltd DE-X: Add IOi to DEX (no max i mum), COI\ 6.) RW$' FITt: As per Spt'll. CON 7.) Rw.s/ Cold: As per Spell , CON 8.) Walk on Waitt: A~ per Rmg of Water Walk ing, CON 9.) Warmth: As pN Ring of Warmth, CON 10.) Ammalt Diad: As per Spt'II,
6,5,. )
'PD
ESP: As per ~pell, CON Mmd Lmk. Link minds with any otht'f Cleatun'. CON 68.) Sptak un PltmU: As per Spell. CON 69.) Balanu: Can walk light rope. balance on hooves. etc. CON 70 .) Luck: As ptf Luck Stone. CON 71.) Ropes and Knots: Can make rope and knots of all kind~. 66.) 67.)
CON
72.)
'PD
A~ per Spt'll. CON 12.) Ammal Summonm,g: As per Spell. CON 15.) Hold Animal: As per Spell. COI\ 14.) Pu.rify Wain" As pt'r Spell.
II .)
Protection from fVll.'
71.) 74.)
75.) 76.)
CON 15.)
Bummg Hands: As per Spell.
CON 16.} tniarg('. Shrmlt: A\ per Spell. CON 17.) DeUel MaSW: A~ pt'r Spell.
CON
77.)
w' oul Trau: .-\S per Spell,
18.)
P(lJS
19.) 20.)
Entangle: As per Spdl, 3PD l"vlSlblllty to Ammals: As peT
CON
Sptll, CON 21.)
Spt!air.w'Amma/.s:Aspt'rSpell, CON 22.) Httll Mdal:AsperSpeJI (cannOt u S(" meta l implements), CON 23.) Warp Wood: As pet Spell (cannot use wooden implements). CON 24.) Ntulralne POl$on: As per Spell.
CON 25.)
Summon Jnsuls: As per Spell.
26.)
Water Breathmg: As per Spell.
27.)
Dispd MagiC: As pet" Spell.3PO
78.)
79.)
SO.)
Stnse of DIT(~cllon: Keep' bearing 75' of the time. CON Mend: As per SpeU. CON VOlet Dupl,cat,on: Mimic any understandable "oice, CON Alertness:·1 on Surprise. CON SurvwallSl. Centaur can survive 0(( the- land as follo\\'l:. CON Jungle: 1m Fort'St: ICIC.l' Swamp: gs, Grassland: ~ Tundra: 8O'Jj Desert: ~ ArCtiC Waste: 25' PerCt'n1ages ma~ V3q seasonally and at GM dil£Tetion. Sound Effects: ~ntaur can make (wemy life-like noi~ or sounds rGM discretion). 3PD +1 AccuraC)'w Blowgun. +1 on "to hil" rolf when using a Blowgun, CON Taste AnalysIS: Centaur can identify twenty substances (with ~ drop sample), 3PD Substance Examples: Arsenic Snake Venom (one type) Spider Venom (one type) Scorpion Venom, etc. Run While Fightmg; Centaur can run full speed in mel~,
CON
3PD CON
Enhanud Smtll: Can smell a being from 100' a .... ay, CON Enhanud Sight: S« as an eagle. CON Enh(mud Hearmg: Heat Noise asperskill16thid (501). CO~ Corltmual Light: As per Spell.
81.)
Naturol Armor: Ct-Illaur bom with growth «jua l to AC of 104, CON
28.)
•
Sllclls to Snakes: As per Sp~ll.
CON 29.) Transport vIa Plants: As ~r Spell. "'PO 30.) Ttlepo,t: As per Spell, ",PO 31.) Spmtual Hammer: As p('rSpell but no physical hammer needed (one harnm~r at
.n.)
c.fJlllprt'II,.",1 1.IIIIr.:Wi'Cf'I. \, pt·, \pdl. (;01\ 34.) IITllflIl': ,h pt·, \111,11. CO, 35,) Jllmp.\, III" Spd!. COr-.; 36., U,.ad ,\'a~If\' PC'I \pdl. COr-.< 37.) ",,,I,doq/lIIm:h pC'r SIII·II.
CO, 39,) 40,)
CO.'\ 'ichol/lf: (:('III;I(lr
41.) 42.) 43,)
-44.) 45.) 46,)
l'ro/ulioll ,111_\1/.1,111(',\, A\ peT
53.) 501.)
55,)
Trut _')IJ{ht, A~ per Spt"Il, 3PO
56.)
Curt"
48,) 49.) ~,)
51.) 52.)
6 thief), CON HIde 111 Shadows: 37'1 (as per skill 6 thief), CON 84,) Ph%graphlC Mtmory: Centaur can ,~member anything heishe has read, 2PD 85.) 1)/'11\11'1' 1m rf'a.s": {;.c·IlI,IUr (,m Ill( U',I'>(' 111\ 11('1 dl'mil) b, I 10Ilmc... lIl~ Iwratllulweight It t'lHiHlI'~ (hlli( t'l. 2PD 86,) Cha,/I'I Pf'HO,,-" ." IM'I \pdl. ~PO
87.)
WI)
89.)
Ifound.s: ..\~ 1'('1
Spell. ",PO 11' Bow: "Ion "to hit"' roll when u,mg bow, CON 58.) "'l1lg,s: S("(' Ft'ath('ry Wing~ /Mm Magic), CnN 59.) Stone 10 Flesh: As per Spell,
57,)
+1 AllUTIICV
60.)
Delul Traps: As per Spell.
61.)
CON Tradl1lg: As class, CON
CON ~r
ranger sub·
LIft' 1.('('(h_ Cenlaur Ilt'al\ dama~t'
by ~U(n',~ful "In hll in mrite or by lOuth, (;('nlaur Life Lt1.'ches IDiO !IrK hom largH "nd !leah ~eJf wnh damagt' inflicted. 2PD 90,) A b.sorb .\1o.gl('.' (~n laur ab'>Orh~ and ntgaln all m.lRI( thmwn spe
96.) 'stTlOUS
\t'l/ liu.sif'tlame: Cnu.lul c.m Mln-·i\ t' .... itholll food and .... Jtn for t ..... o ..... rtk~. CON PUIWI! Touch, Ct'llIJU' POi<,iln\ otht'r bt'lnK~ ..... lIh \U(( f'~~ful "to hu"' III rneic-c' or h) /(lUi h,
2PO
hoar nan" (OUI <')(11.1 l'III!1;u;tJ.l('S. CO:" II.nOlll: A~ pn \1)('11. WI> Rop, I"rldf,\\ 1M" \pd!' CON BII"II: A~ 1)(" SI)I;'II. CON No.~lf: A~ 1)I;'r Spt·lI. 3PI) Pm/teiIOIl ....'o'mQI MUllin: ,\~ peT \1)1;,11, CO.\' C'.IIl
III, bUI fOl all ml),ilt-,. CON Plant (;rou't"- :h pt" \pt'II, 3PI) Pol)morph \t'If: A\ 1)("1 \pdl, 1PD Rt'm01'(, CUTSf': h ptr Spd!' CO.'\ U.-',:a,d Fvt': \S peT 'pelL 3--PI) ,\Ia~lc Ja,: A, pt'T Sptll. (;0;0.; p(US lfall: ..h Ilf'r Spdl. 2PD StalUe: A, pt'r Spttl. jpl) .\Il11or Imall,f': A, JX'r Spt'll.
47.)
MOlle Sllmlly: 47'1 (as per skill
83.)
88.)
Iklnl 1:, .. /.' h 1)1;'1 SIM'IL CO.'\ lJt'lr'l I IIIII.U b, 1,1\' .. \, JX'I Spt'll.
38.)
82.)
~PO ShTlllJ.l1lg::\~
per Slx·lI. ~PD A,r It-alllm.,!: A~ pt'l Spell, 3PI) Full f'iHOFl_ On wmmand, c~ntaurcan ~ in all dirttliom al once, 3PD Rt''!tnuatlO',. _ h ptr RlIlg of Regell~ralion,
98.)
COl'i
+IAccuracyU'Sptarbjavt"lm: Cen/auT receives + I nn ··to hit" roll when attacking wilh a sp~aT or javrlin, CON 99.) ChooS(' Any One AbrillY: CentaUl (an frt'f'l) (hoo">r an) one abililY from Ihe Innate Abilit}' Table. 100,) Roll Tu.·lu Ignorrn.,! Rolh of 99 and 100: Centaur Chara(l('f i~awarded IWO innaleabllille~, If either roll comM up 99 or 100. le·rolll~ 10 ord('T
NAGAS Race Book
Covering: Statistics, Background, Class Specialities, etc.
'l1tia dus book h .. bttn written and designed to facilitate the introduction of nap Characters into the City-State of the Invincible Overlord campaign world. It covers the history, ItatUtics, and abilities intrinsic to the nap as well as providing other inlonnation essential to working luch Characters into either an on-golng campaign or individual adve:nturH. The world depicted within the City-State of the Invincible Overlord. is • both complex and exciting one, replete with fabulous treasures and dangttOus situations. It is a wonderous land whose boundaries arc that ofimagination and one whose gates remain ever-open to .teadfast ad\'entllft.... Welcomel
•I
~
•
•
r
t
,
• f
~
,
•
W
I
I • I
•
•
Nagas STR:j06-I, [NT: jD6tl, INS: ~D6+1, STA: ~D6. VEX: j06+1, APL: jD6-2, HTK: per skill level, AC: 4 (natural armor), MY; 12 '20", AT: 2, DIIf: Acid (2DI0), Constriction (2D4), Numbing 81t~ (I 04), AL: All, THACO: pt"r s.killl~\'t·i, L~rlglh: 10'to 2
,
Specials: Acid Spit: (o! tim~s per day, 20' ran~). Charm: am charm any thinking being (·1 10 -4 on Save vs. ParaiY';' alion). Numbing Bite: Victim must SavE' vs. Poison or area bitten becomes numb (for specific eHeets. r~ferenc~ lh(' Naga Bit~ Chart).
NAGAS I
•t •
!
Nagas are native to the warm and fertile continent of Aluria. The first recorded appearance of a naga in Calandia was over three-hundred years ago. The nagas themselves have no recollection of their migration from Aluria to Calandia nor do they remember either the method or course to relurn to their native land. However, the nagas are now content to live in Calandia as they have so increased in number and advanced in culture that they have established a respectable community on this planet. With metabolisms vefy similiar to those of snakes. nagas shun the cold and suffer double damage from
being overridden by their awesome desires for know ledge. Still, nagas bear no basic hatred for humanoids, who comprise (he greatest portion of these hunters. Nagas understand that, as with all races, there exist both good and evil humanoids. Yet, even wilh the nagas' superior intellects and sociable auitudes, if any naga sees another naga being killed or skinned, s/he will go berserk and attack the killer/skinner (at +3 on the attacking naga's "to hit" rolls due (0 ouuage). The naga wi.ll continue to fight in such a berserk manner until either the naga or his/her victim is dead.
magical cold-based attacks. Nagas are tremendous swimmers (20") and perfer to travel through water when possible although they can also move surprisingly quickly on land (12"). Naga existence is dominated by a fierce motivation toward intellectual advancement. Naga free time is mOst commonly spent either reading books and scrolls or intensely searching for new ones. When dividing ad ..enturegained magic, nagas will always choose books and scrolls over any olher items. Ad..enturing nagas can be derics. fighters, magic-users, and illusionists. Due to their extremely high intelligences and fascinations with books, nagas most often adventu~ as clerics or magic-u~s. However, becaust of their potential strengths and effective combat abilities, nagas can also be quite potent and fearsome fighters. Nagas keep among the most-tightly knit of families in modern society but very rarely, if ever, maintain any form of extended family structure. Nagas will spend their entire Ii ... es with their immediate families, which tend to be small as most naga couples have only one child. While nagas can be extremely hospitable and gregarious beings where inter-racial relations are concerned (alignment dependent), nagas usually have very little interaction within their own speci.es. Naga hide is highly prized for its armor class value (AC: 4) and for the protection against acid it oHers its wearer. Because of the high demand for these hides. nagas as a race lately find themselves in grave danger (although (he threat of extinction still remains distant). The nagas' inquisitive natures are often used against them as nap hunters can easily lead the creatures into traps with the promise of special secret lomes, the nagas' own preservation instincts
Aidea hY ~-'~h~e-;:h~y~p~n~o~u~·,~;,-,g--m-o-'-e-. menu of their bodies, nagas can charm intelligent beings. If the creature under attack fails its Save vs. Paralyzation (at -4), it is charmed. (NOTE: Every 2 pointsofINTo...·er 12 poS$t:ssed by the attacked. creature reduces the penalty modifier by I point; a person with an INT of 17 Saves at -2, etc.) In addition to their ability to charm, nagas can spit acid (Save \'$. Poison applicable) ala rangeof20', a function whkh they can perform up to three times per day. Damage from a successful naga acid attack is at 2D10 HTK.
Other methods of altalk which nagas possess include constriction and a poisonous bite. Constriction of a creature causes 2D4 HTK of damage to an opponent. The nagas' poisonous bite is an extremely ellective and unique ability. A successful bite inflicts I D4 HTK of damage upon an opponent and if the attacked opponent does not Save vs. Poison, the area bitten will become numb and be useless for 106 hours. A Neutralize Poison spell will negale thest effects. Specifics on areas successfully bitten by nagas are available in the following Naga Bite Chart. NOTE: All movement and "to hit" penalties indicated in the Naga Bite Chart are cumulative. However, if a Character is struck in the same location more than once, that Character sullers physical damage only, as numbing poison is not cumulative. Physical Description: Nagas have huge, ten· to twenty-foot long snake· like bodies and large human-like heads with eyes which range 10 color from golden to pale blue. Nagas, who range in color Crom grten-gold to lurquoi~ to crimson, possess bodies which are covered in large scales arranged in many patterns: color band.. , triangles, spots, etc.
1
'--1' I
I I I
I
I
I 2
...
---r-~_
I I
I I
I
I I I I I
3
--------4 7
8
NAGA BITE CHART NOTE: For bodily loeational referem on naga bites, roll ID12 and consult lhis chart.
AREA
RESULT
I)
Head
2)
Right Chest
~)
Lelt Chest
4) 5)
Stomach Area Right Upper Arm
Character becomes comatose for ID6 hours. Areas 2, 5, and 7 become numb and useless for J D6 hours. Areas 3, 6, and 8 become numb and useless. Characters aHecled here for more lhan one turn will die. No ill eUeCl. Areas 5 and 7 become numb and useless.
6)
Left Upper Arm
7)
9)
Right Forearm and/ or Hand Left Forearm and/ or Hand Right Thigh
10)
Ult Thigh
II)
Lower Right Leg
12)
Lower Left Leg
ROLL
8)
Areas 6 and 8 become numb and useless. Area 7 becomes numb and useless. Shoulder and upper arm are usable. Area 8 becomes numb and useless. Shoulder and upper arm are usable. Character's movement is reduced by one·q uarter. Character's movement is reduced by one-q uarter. Character's movement is reduced by one-half and s/ he suffers -Ion "to hit" roll Character's movement is reduced by one-half and s/ he suf£ers -Ion "to hit" roll.
PIXIES Race Book
Covering: Statistics, Background, Class Specialities, etc.
This cIau book has been written and designed to facilitate the introduction of pixie Characters into the City-State of the Invincible
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fuin STR: 306-3·, lNT: 306+1. IXS: 306,
STA: 306, DEX' 306+2, APL- 306, flTK: per skill len"l, AC: 6 (plus DEX adjustments), MV: 6", 12"', AT: I. DM: by weapon spdJ type, AL All but ~.\il , THACO: per skill level, HT: 2' to 2W, WT: 20 [Q 25 Ibs,
Spnlal.s: Can Blend al will (\et" Ro~ of Blending) causmg ·4 10 Ix" hit. Polymorph Self 31 will. CrealI' illUSIons (with aural and vi.llual
componenl~ )
o nct' per da) .
Know Alignment at will. Infray.sian 3190', MagiC Resistence: 25'\,
PIXIES While pixit:~ api .eared in the land of Calandia almost Iwo-hundred-andfifty years ago, httk is known about
the enigmatic race. Most pixies claim to have no record of their travel from theirsbadowy, woody native continent of Ariel to Calandia and further Stale they haH! no idea how to return should Ihey w wish. Although a few pixies do profess such knowledge, !lont: would ever reveal such a secret (0 any save another pixie; it is certainly ~sible that s.uch claimants are mertly lying for their own amusement, as. it is hardly unknown for pixies to engage in such mischievous pranks.
The ever-elusive and curious pixies ha\'e throughout history rarely been seen b:r humanoid eyes. It has only been III recent times that pixif'5 have come out of se1:lusion, an action taken primarily due to theirconcern with the increasing exploration and land de\'elopment by humanoids. As pixie appearances became more common, an increasing number of the race began adventuring with humanoids. which allowed the pixies unparalleled opportunities for dose and careful evaluations of their new allies as well as CTeating for the pixies a gradual and secure introduction into the mainstream oC modern "SOCiety.
fhrough such cooperative interactIOn, pixies found themselves becoming accustomed with and accepting of humanoid customs while humanoids found lhepixies to be both fascinating and instructivt: colleagues. The a~ociation has evolved into a mutually benefi(ial one. Humanoid culture has learned much from the pixie race while the pixies have bendiued from Ihe company of strong allies. l lntil lhe::.e pixie/ humanoid alliance!> were CTl'atro. the plxit: race was one shrouded in mystery to the world at large. Following the pixies' public emergence, much of the lore surrounding them was rectified. For decades it was ::.uspected that pixies could become invisible at will. a belief which has since been prO"'('n wrong. However, pixies can blend amazingly well into their environmental surroundings, much as can a person equipped with a Robe of Blending. In addition 10 this blending ability, all pixies are possessed of the following traits: Polymorph Sdf (at will), Crude Illusions with aural and visual components once per day, such illusions lasting until dispelled,
Know Alignment (at will), InJraui.sion at 90', and Magic Resislence of 25%. As adventurers, pixies are extremely resiliem and well-rounded Characters e;;pecial~y ~garding their class designa· ~lon~. P~xles can train as magic-users, llluslon.'sts, thieves, and also as magicuser/ thieves and illusionist/ thieves. Magic-using pixies rarely utilize firebased spells for fear of igniting their own fragile wings. Regardless of their class designations, pixies receive the following statistical alterations: [STR: .!, INT: +1. and DEX:+2]. Pixies who adventure as thieves receive the following racial adjustments: Pick Pockets: Open Locks: +10% Find/Remove Traps: +15% Move Silently: + 15% Hide in Shadows: +20% Hear Noise: -15% C1imb Walls: -20% Read Languages: As a rule. pixies carry small swords ~wh.ich are equal in size and damage mflIcted to humanoid daggers) and arrows or blowgun darts. as all pixie classes use bows to one extent or another. Arrows and blowgun darts are all at +4 "to hit" and do one of three things: I.) Barbed Stinger: inflicts I D4+ I HTK of damage. 2.) Sleep Bringer: causes struck Character to make a Save vs. Magic or fall asleep for ID6 hours (no ill effects afterward). 3.) Memory Eraser: causes struck Character to make a Save vs. Magic or suffer a complete memory loss. Any memory loss caused by a successful Memory Eraserauack is permanent unless an Exorcism spell is cast upon affected Character. As a resultof the pixie race's natural blending ability, any pixie opponent subuacts four (-4) from his/ her "to hit" roll when anacking a pixie
utilizing this ability. Pixies find themselves unable to reLOrn attack while blending due to the intense concentration required to maimain the blend. The race's blending ability has proven to be more than an excellent species preservation asset; because of the ability, pixies are favored scout employees among humanoid and nonhumanoid adventurer.; alike. Pixies are small of frame (being between two and two-and-a-half feet tall) and have hollow bird-like bones. As such, while they can be extremely dextrous, pixies possess a maximum STR of eleven (11) which prohibits their wearing of any form of armor. While not the most formidable in physical combat (or perhaps because of it), pixies have developed excellent abilities with the following standard weapons/items: daggers, short bows, blowguns. hand axes, slings. wands, potions, scrolls, and miscellaneous magics (at GM discretion). Primarily, pixies have breached the barrier from their previous seclusive existence to public prominence with a modesty and courteousness to contradict their irascible reputations. However, what has come down through the ages as the legendary pixie nature is evoked in the plesence of the pixies' most distrusted and hated enemies: the goblin. hobgoblin, ogre. and troll races. Physical description: Pixies are small and fragile-looking creatures, standing an average of two- to twoand-a-half feet tall and possessing a very slim build. Predominent of their physical characteristics are transparent insectile wings which sprout from the rear of their shoulders, an opposing thumb structure on each hand, and pointed ears. Pixie hair colors range from light brown to silver, their eyes varying in color from green lopurple, which complementing their pale green to peach ski n lOnes.
PIXIE AERIAL COMBAT Aerial Combat is the preferred method of fighting for most pixies, who have: deve10ptd a number of special tactics when fighting oilier £lying creatures. Aerial Combat is not like fighungoo the ground in as much a:s there is lei another dimeultion to concern the fighlt'r(s): up and down. NOTE: Where Aerial Combat I!) concerned. one movemt'1H phase is equal to one melee round and should not be confused With a regular turn. During rach attack, flying Characters can mon' a certalll number of hexes as determined by their normal flying spet'ds a;ld other pt'rtinem modifiers. Movement points (indicated in each Chara
Turning Movement When a Character changes hlsor her direction, it diminil>hes the Character's movement ability by one movement point per hexside turnt
Climbing (up) and Diving (down) Movement For every movement point a ..'ailable 10 the nying Character, that Character can climb an equal distance or dive twittas fat in flight. FlyingCharacters can dive a maximum or twO hexes per forward move and climb one hex per movemenl. For Instance, a giant eagle has a movement rail' of 48 H and i~ allowed twenty-four (24) movement poims (twelve for ('ach rnovenu.·1ll pha'ie). The eagle (an thu'! dive twenty· four (J2x2::24) hexes or rise twelve (12xJ::12) hexes pel movement turn.
Falling All objects fall at a rate of twOthousand feet jX'r melee round. If a Character £ind~ him or her~lf (alling, he or she must su
Combining Motion Characters can combine all forms of mo"ement in a single move (i.e. side to side, up and down, etc) Example: (parenthetical numbers are the additional points expended in turning. diving, or climbing.) A pixie possesses a movement rate of 24" and as such is a .....arded twelve (12) movement points or six (6) per movement phase. He ran move forward, then change direction (+ I), fly one more square, then change direction again (+1) and begin a dive (+ I). The pixie continues his dive (+ 1), makes another directional change (+ I) at the end of the attack, then climbs up (+1) one hex.
COMBAT __________________________________ Combat r..ln occur whenever two pass through the same hex, or when an opponent is wuhm either missile or ~pell range. Only non· humanoids may attack during each of the twO movement phases. There are many modifications to the number of attacks, to "to hit'- numbers, and to any oth('r IcstriClions a flier might possess. -rhe~ potential modifications are co\'('f(><1 in the follOWing st'(tiom. JUSt a~ mo\emem slTategies aUe(t inltiati'-e. so do the attack and de(ense strategil'\ affect to hit" (hance~ for both opponent$ 10 combat. creature~
h
Missiles and Magics Ranges for missiles and magic spells are as per the S13ndard Rule Rooksand
are not arrected by defen'><" or attack ~trategiM. For ranging. each hex is considered thiTty feet <-'0') and each additional up and or down hex adds an additional thin\ feet. }o"or instance. a pixie picks a target lhrt:(' hexes to the left and one hex dowlI. The total applicable range would be 120 (30+30+30+30). Combat Modifi~rs I.) All miSSl/~ combat:·2 to hit. 2.) Magical combat·: +3 to saves. ·Magical lombat involves some physical manifestation of ranged magic like a Fireball or Lightning Bolt. GM discretion should be used in determining whirh \pells mayor may not be cast during Aerial Combat.
AERIAL COMBAT STRATEGIES _____________________________ GM NOTE: Noanirnal flier IS allowed all of the \trategies listed following. Usually, the on I., strategies allowabll' for alllmal £Iiers are Brake and Fly SlTaigilt. Some animal fliers. howcyer. may possess Float (sea birch) or SIt't'V Dive (hawks. eagles, etc.). Tlle specific strategies for each flier t~'pe should be determined by lill' GM. Mythologic'al creatun:s could possibly possess any of the following strategies with the exception of Hover.
Movement Strategies Brake: Braking is used 10 slow a fht'l down. When a Brake strategy is declared. the flier can immediatel) begin to slow to a halt. There are minimum air speeds for all non· magical fliers. Non·magical fliers are
Fly Straight: Flying Straight IS exactly that - flying alor06 normal lines with no unusual rises or dives in flight paut:ms. Hover: Hovering is a highly \ptOal. ized form of flying available to only a select few with magical means. No natural creatures mal utilize this ability except hummlllgbirds_ Dragons may be taught this ability as children, when it is chosen as a Dragon ability. Hovering allows the flier 10 execute a dead stop without falling or rising. All penalitie<; applicablf' to missiles and Breath Weapons are negated.
Pushing Speed: Pushing Speed is when a flier tries 10 exeTi him or herself beyond hisor her nalulallimits. If this oplion is chosen. the flier must success-
Wse who use some form of magical object to exercise flight, sum as a magic carpel, a Fly or similar spell, or any magical creature from the plane of air. Minimum speeds for such fliers are related to the flying creature's size, as follows: Small (smaller than man-size): One movement poinl. Medium (man-size): Two movement points. Large (larger than man-size): Four movement points. Double Back: This isa special turning maneuver designed to sacrifice speed for extra turning ability. Normally, fliers can only make one hexside turn per move. With Double Back, the flier can make as many hexside turns in the single area as slhe likes. The cost required for each additional hexside tum is two movement points. For example, if a flier has a movement speed of 24", sl he has twelve movement points available for maneuvering. During the first movement phase, the flier declares a Double Back strategy. S/ he moves forward one hex, expends one movement point for the first hexside turn, then expends two more points for an additional hexside turn. Si he then moves forward one hex and expends hisl her last movement poin! to make a single hexside adjustment. Float: Floatapplies when the flier does not actually push him or herself through the air but simply glides along the air currents. Floating is similar to a steady and stable dive, in a fashion much as when a feather floats (0 the ground. Floaters can neither increase speeds nor rise upward in direction and must expend half of their movement points in sinking in a downward direction. If the ground is mel while floating, no damage is done to the floater.
fully Save against STA, in which case movement points are doubled for the foll owing movement turn. 1£ the save is failed, movemeOl points are halved for the next movement turn. A flier may push his or her movement speed only every other movement turn. Further, if a flier is flying by means of a device or spell, the flier may not push his or her speed. Steep Climb/Dive: These maneuvers allow a Character toclimb/ dive steeper than normally possible. For every two( one movement point(s) expended, a fher may ascend/descend one extra hex in that direction.
Attack Strategies Dive Attacks: When using Dive Attacks, add ID6toall damage done to the target Character. Characters may only attack in this fashion during or at the end of a Steep Dive. Sword Attacks: Sword Attacks (and the like, such as bow usage) can only be performed by Characters attacking with swords or arrows propelled by bows. If a natural twenty (20) is rolled on this attack. the target Character is run-through and suffers double damage.
Defenses Barrel Roll: This is a specialized defense utilized only by experienced fliers. It allows the flying Character to begin a roll on one side and continue the roll completely around to a onceagain upright position. Loop: Any Character auempting to perform a loop must make a Save against DEX or lose any and all "to hit" bonuses. Flee: This defense breaks contact. Characters utilizing this de£ense may move three additional movement points.
LIZARDMEN Race B
k
Covering: Statistics, Background, Class Specialities, etc.
Th.la clua book has been written and designed to facilitate the introduction of lizanlman Chanden into the City-State of the Inrindble Overlord campa1lJ1 world. It covers the history, Radstics, aDd abilities intrbu:ic to the lizanI.man as 'ft;U as providing other information eNendai to worldng n.ch CI:aanw:te... into either an on-goins campaign or indiridual adventura. The world depicted within the City-State of the invincible OYttlord is • both complu and ucidng one, replete with fabulous trusures and dangerolU .ituadollS. It is a wonderolU land whose bounclaries arc that orimaginadon and one whoee gates remain ewr-open to ateadfut adventurers. Welcome!
-'
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Lizardman STR : 306+2, IN T : !lD6· 1, INS: 306, STA : 306+1 , DEX: 306, APL: 306·2, HTK: per skilllevet, AC: 5 (unarmored). MV: 6" (9" - ) I 12"( 15"- ), AT: 2 (for fighters. see Standard Rule Book a nd add I atta('k per round for any tail attack). DM: by weapon/ spell type.
Tail: 104 , 106 w/ tail mace, AL: All, THACO : per skill level , HT: 5' 6'" to 9', WT: 160 to 600+ lbs, Specials: Can see underwater as if in all air en vironment. Can attack via tail with or witho ut a tail mace. - Movement is applicable (o r an y Lizardmen over 5'11 " in height
LIZARDMEN A prime example of man's inhumanity to reptile, the lizardman race has been maligned and mistreated for generations. From the race's inception, entire lizardman tribes were captured in their native lands of the Nile Islands and enslaved as menial labor, their amazing strengths and constitutions making them prized acquisitions in work camps. Lizardman slave trading was most prominent in Calandia , Ta 'Jon, and Shadowpact until the fabled two-year Slavers' War when the various lizardman tribes banded together to confront and ultimately defeat their oppressors. Well over twO thousand slavers and their associates died during the conflict, a statistic which serves to increase the reverence other races now hold for the awesome and fearsome lizardmen. With the completion of the Slavers' War (now nearly one-hundred years past) came a new awareness of lizardmen and their vast, fascinating culture. In the years that followed , historians and culturalists learned a great deal concerning lizardmen and their customs, information which
enlightened the entire civilized world as to the backgrounds, abilities, and true natures of the unusual and mysterious creature. Lizardman tribes range in number from twenty-five to over one-hundredand-fifty. The environmental conditions in which a particular lizardman tribe lives most often dictate the size of the community. Among the most importaill of factors infJuencing tribe size are food supply, adequate sunlight to perpetuate surrounding foliage, and water (specifically, a high humidity level ). While lizardmen are often found in dry and desolate locales, the species prefers to inhabit areas prominent with plantlife and fresh water. Nearly every facet of lizardman life is strict and their societal laws are absolute. Lizardman life is ruled by the many gods found in the lizardman mythos and a lypicallizardman's life is established and lived ei ther to emulate one of the race's deities or to pay constant homage to him / her. So integral, in fact, is the lizardman reverence to these gods that an everincreasing number of lizardmen has
been noted entering the church (certainly to the surprise of parishoners first seeing their Iizardman priest in the pulpit). As important as reverence LO their gods has become, lizard man society still emphasizes to a gn'at extent the ability to survive and succeed in the dl£hcuh and ohen violem worlds in which lizardmen live. Throughout e\lery Iizardman's life, there are many tests which he must take, obstacles he must overcome, and rituals he must observe to progress to lizard man maturity in physical, mental, and cultural respects. Upon reaching the age of fourteen, a lizardman neutling must take the Test 0/ Manhood. The newtiing, provided solely with a dagger and a leather loin cloth, must locate and single-handedly kill a 4D8 or more-powerful monSter (CM's discretion) before being allowed to return to lizardman society. While the test might seem extremely difficult, very few lizardman neudings fail in the task, a testamelll toeither the race's innate combatant prowess, the importance placed upon the lizardman inter-social SUUClure. or (perhaps most logically) a combination of both. The test for choosing a lizardman chief is very similar to the society's Test 0/ Manhood. Following an intense screening process eliminating all but the most qualified of applicants, candidates for the position of chief are stripped of both clothes and belongings. The candidates then have their hands bound firmly behind their backs and are ushered from the community into a harsh and hostile neighboring environment. The lizardman declared chief is the candidate who returns the following week in the best physical and mental condition and with his hands still tied behind his back. This method of
chieftain selection has pro"'en to be a surprisingly good one based on the excellent governing records of paSt lizatdman leaders. Howe"'er, the process is not infallible and, invari· ably, some candidates have been known to cheat; to alleviate this problem, each candidate is given a truth test (Detect Lie) with liars being branded and banished {rom the Jizardman tribe. Some of the largest in population and most successful of lizard man tribes include the Hslass Nation, the Tribe of lhe Sun, the Scarlet Claw, and the Barbed Tridenl. Th~greatcommuni ties serve as examples of the immense potential within the species to lizardman tribes throughout the civilized world. As a class. lizardmen are an amazingly versatile and powerful tact. Lizardmen can train to be fighters, clerics. magic-users (to a maximum of sixth level), fighter/clerics, and fighter/magic-users. Through years of exposure to aquatic environments which once dominated both work and living conditions, lizardmen have adapted themselves well to these situations and ~orm at a swimming movement rate of 12". Statistically. lizardmen find themselves both awarded and penalized for their unique abililiesand physiologies. These include: {STR: +2, STA: +1, APL: -2, and INT: -I J.
Lizardmen lind their greatest enemies in the gnolis, a race which originally participated in the enslaving of Iizard men and which most violently fought the Iizardmen in the Slavers' War uprisings. While lizardmen collectively pride themselves on their fair and open minded demeanors, their hatred for gnolls runs silent and deep.
The Lizardman Underwater
Lizardmen find themselves at a particular advantage O\'t"!" other rae" in underwater emironmenlS. Li~H.·d followmg are various topics to be considered by lizardmen Characters while advellluring underwater.
Underwater Movement Tra\'el and rno\emelll underwater pertain to both swimming and walkmg ..'iwlmming underwater IS impossible for any Character suited in armor he-.:ivier than leather with the
notable exception of magical armor, which in no way affeos movemellt ability. Chara(ter~ are also unable to swim underv,:ater of they are enwm· bered with more than twenty pound~ of extraneous equipmenL l\'lodifica· lions 10 this latter rule mclude the addition 'subtraction of one (X)und of acceptable weight (or each one hundred gp of STR bonus- penalty. WillIe lOla I submersion in water creates a 'lttming weight reduction from bouyancy, relative mal>') IS unchanged and the density or an) obje(.ts whith bfi:ome "lighter" III water also fame a greater resi!otellce to Chara{ ter mo\ement In the eunronment. Al> such, mOH'ment (be II swimming or walking) in underwater
envlronmenl5 is dungeoolllg although underwater movement i') considered outdooTs. AHrage movement is derived as a function or encumbrance in exactly the 'iame fashion as dungeon movement ratios. Characters able to SWim due to nonencumbrance (not including natural natatorial abilitits) can do '>0 in both the horizontal and verllcal directions and at the same movement rate, Swimming Characten. will be vulnerable to attack from any and all directions (GM di5(retion). Characler<; whoenteran underwater environment encumben..d by more than twenty pounds of ('(luipmenl (see pre\iousSTR modifiers) will be forced to walk upon (he flooT of the aquatic area and mUM negotiate underwater hill!>. coral OUlcH)PI.)In~, ShiPwrecks, elL in the normal manner (traverslOg around, through. or under them). Any Charactt'1' equipped with it magic item which confer:. an ability 10 move freely in underwatel enVlronl1lt'IlIS (such as a Ring of Free Action) can mo."e completely normally and cover distance as if in an air (or whatever would be tht Charaner's normal) em'ironment, whi(h i~ Ihree times nonnal dungeon movement rates.
Underwater Vision A Character's distance vision wIll vary underwater dependmg on many factors. twO of the most important among them being Character depth within the water (the deeper the CharaCier travels, the Jess available light eXIsts) and objects underwater which might obscure lines of sight. As a rule, Characters will be able to spot objec::ts and nOllce mo\'emenlS from fifty feet (50') away in fresh water, one hundr('(j feet ( 100') away in salt water. Al depths greater than these figures , vision will most likely be obscured. Variations on these figures provide for more accurate specifications by allowing Characters in fresh water 10 see fifty feet at len-foot depths, forty feel al twenty,Cool depths. eiC. until ten-fOOl diminishlllg segments make vision completel), obscured (zero feet) atasixty-{ootdepth. The same formula could also apply to salt water environmeOl1>, with "'ision starling with one hundred {et't at a ten-foot depth and becoming completely obscured at a one-hundred-and-tenfOOl depth. The casling of a Light spell allows vision at distances of up to thlTty feet regardless of Character depth or addll ten feet of distance vi~ion to any distance shoner than sixt y feet (whichever is more beneficial). In relation to both distance and depth when \'i{'wlRg underwater, normal vision is quintupled for any Character wearing a Helm of Underwater Action.
Infra\"ision and Ultra vision are both helpful to Characters ad\'enturing underwater. Their distance limits are equivalent to those in dungeon settings although underwater infravision users may become confu~d by shifting currents and layers of diHerenttemperature water in as much as water exchanges heat more slowly than air and therefore is at less of a n even temperatun~. Ultravision distances are halved at depths of onehundred feet and are completely ob.scured below two-hundred feet, as ultraviolet light cannot penetrate beyond that depth in quantities sufficient to provide such sight. Many other objects will also obscure underwater vision. Presence of seaweed or seagrass limits vision to ten fee t (zero feet for those caught within a shoal, depending upon the weed/grass density). Sea grass ranges from three to thirty feet in height, while seaweed can form in practically any size or pauern. Schools of fish are a common vision obscurer as they can blind and confuSf' a CharaCter with their masses and rapid movements. Floor mud can also become a problem, as it will oflen billow up in great clouds (especially during combat), totally blo<.kJOg vision during the inciting mo\'ement and for the seven to twelve (106+6) rounds following unless lhere is a current to sweep it away. Muddied water can become so thick that even the most powerful of light $ources is unable to penetrate it.
COMBAT __________________________ While underwater rom bat is difficult for land·born creatures, Iizardmen excel at its performance. As a result of water resistence, dubbing and cleaving
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Some battle nets are equipped with small hooks or barbs attached at each intersection to prevel1l targets from easily escaping.
weapons are unusable only thrusting weapons are effective in such an environment (spears, tridenls, daggeu, stabbing swords, ctc.). Humanoid Characters find themselves slowed underwater, so aquatic Characters receive first chance 10 hit unless the humanoid Character is armed with a significantly longer weapon than the opponent or if s/he possesses a Free Action abililY (from a helm, ring, or other means). In such a case, the Chara((rT so equipped can move as if abo\'e wat('r and (an utilize any type of weapon Wllh no penalty for underwater usage. A lizardman favolite, nets can prove very uu-ful as an underwater adj unct to thrusting weapons, especially if both combatan~ are swimming. There are several ways nelS can be used underwater. Two or more Characters could stretch a large nct between them and maneuver the net sO as 10 entangle the opponentes), a SlT3.tegy most effective against charging or unsuspecting attackers, who will thus have less of a chance to avoid the IT3.p. Nets which are weilded singlehandedly in combat must be weighted to be utilized effecl1vely. As the net is Ihrown, il is given a slight horizontal spin, the resultant centrifugal force causing the weighted ends to move outward, keepmg the net open and untangled. If thrown in the correct manner, the net will slow and stOP spinning as II nears its target, the weights then giving weigh to gravity and pulling the net down over the victim. NelS can be thrown one foot for every STR pomt of the thrower. Underwater races can throw nets an average of fifteen feet, sahuagin, twenty feet. Weighted nets can also be dropped upon non-swimmingCharaclers on the ocean floor 10 either drdg them down or incapacitate them.
The underwater combat net is a difficult weapon to efficiently utilize and Characters who attempt to use them dosoat -4 "to hit." To avoid this penally, Characters can undergo extensive training and choose the underwater nel as a weapon of proficiency, such training necessarily laking place exclusively underwater. With the exception of certain speciallyconstfllcted crossbows, useo[ any missile weapon is normally impossible underwater. Special ('rossbows which are functionable underwater can be constructed by knowledgeable bowers at ten times the normal commission price. The efrective ranges for these bows underwater will be one-half of normal dungoon distances. If Characters expect to adventure in areas where normal missile weapons could be of use (such as open air caverns located undersea), bows and missiles must be kept dry during travel. This rule which must be especially followed regarding scrolls and magical tomes. Spell use underwater is limited to the same ranges and distances effective in normal dungeon situations. Additionally, there may be problems encountered during spell preparation in as much as many material components are altered by or will no longer function in underwater environments. Some spells caSt underwater will be altered III eHect as well. Fire-based spells (such as Fireball) will not function under any circumstances underwater except within the radius of an Airy Water spell. Electrical spells will be conducted to an entire surrounding area, a Lightning Bolt spell behaving as would a Fireball, etc. Theextenlto which spell preparations should be altered when being cast underwater IS normally at GM discretion.
CAPITAL CITY OF CALANDIA
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