The Collector By D. Andrew Ferguson and Jarrett Sylvestre
The RolemasterTM material in this product Requires the use of Rolemaster Fantasy Role-PlayingTM, published by Mjolnir LLC dba Iron Crown EnterprisesTM (ICETM), under license from Aurigas Aldebaron LLC, and available from www.ironcrown.com and all good gaming stores. The d20 System material in this product Requires the use of the Dungeons & Dragons® Player's Handbook, Third Edition, published by Wizards of the Coast®.
The Collector Authors: D. Andrew Ferguson and Jarrett Sylvestre Maps & Illustrations: Robert Defendi Cover Artwork: Joel Lovell Editor: Nicholas HM Caldwell PDF Formatting and Layout: Paolo Angelini A Guild Companion Publication Please visit The Guild Companion on a monthly basis for a variety of gaming information, articles, stories, product reviews, and additional modules at www.guildcompanion.com Legal Notice Copyright © 2002, D. Andrew Ferguson, Jarrett Sylvestre and Guild Companion Publications. All rights reserved. As a purchaser of this product you are entitled to print one copy for personal use. Reproduction, re-selling, and re-distribution of non-Open Game Content of this work is strictly and expressly forbidden without written permission from Guild Companion Publications and the authors. See Appendix VI for details on the Open Game License and material designated Open Game Content and Product Identity. Iron Crown Enterprises, I.C.E., ICE, Rolemaster and all products related thereto, are all trademark and copyright © properties of Aurigas Aldebaron LLC, Charlottesville, Virginia 22902 USA. All rights reserved. Rolemaster and associated trademarks are used in this product under license from Aurigas Aldebaron. Material derived from Rolemaster Fantasy Role-Playing™ and associated products is used in this product under license from Aurigas Aldebaron. Dungeons & Dragons® and Wizards of the Coast® are Registered Trademarks of Wizards of the Coast, and are used with Permission. 'd20 System' and the 'd20 System' logo are Trademarks owned by Wizards of the Coast and are used according to the terms of the d20 System License version 3.0. A copy of this License can be found at www.wizards.com. Thank you for purchasing this product.
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Table of Contents TABLE OF CONTENTS....................................................................................................................... 3 WELCOME TO THE WORLD OF GOLANDRA................................................................................ 4 CHAPTER 1: SETTING ........................................................................................................................ 5 CITIES OF THE REGION ......................................................................................................................................................7 A SHORT HISTORY OF THE REGION ................................................................................................................................8 CHAPTER 2: PRELUDE......................................................................................................................10 CHAPTER 3: A RESCUE SIDETRACKED.........................................................................................12 SAILING WITH THE ARMADA ...........................................................................................................................................12 THE PCS FIND A VILLAGE...............................................................................................................................................12 THE LAIR OF THE NECROMANCER ................................................................................................................................14 CHAPTER 4: ENTER THE COLLECTOR ........................................................................................15 THE DOMAIN OF THE COLLECTOR ...............................................................................................................................15 The Collector’s Wish List .................................................................................................................................................16 Chameleon Skins ..............................................................................................................................................................17 The Tongue from a Rabid Wolf ........................................................................................................................................17 Hunting Werewolves..........................................................................................................................................................17 Live Carnivorous Monkeys ...............................................................................................................................................17 Great Eagle Eggs..............................................................................................................................................................17 Into the Elven Forest.........................................................................................................................................................17 Random Encounter: Wood from a Treeman ......................................................................................................................18 Beast Island ......................................................................................................................................................................19 Orcs, Orcs Everywhere ......................................................................................................................................................20 Gwellith the Vampire .......................................................................................................................................................21 Hunting Dragons ..............................................................................................................................................................22 The Paladin’s Grave .........................................................................................................................................................23 MORLINS FREEHOLD: THE DWARVEN MINING COLONY ........................................................................................25 CHAPTER 5: THE LAST ADVENTURE - THE BLAME GAME .....................................................28 The PCs are in trouble ......................................................................................................................................................28 Arameth, Capital of Auberk............................................................................................................................................28 Crime and Punishment......................................................................................................................................................28 ESCAPE! .......................................................................................................................................................................29 The End ...........................................................................................................................................................................30 APPENDIX I: ODD ENCOUNTERS..................................................................................................31 The Lich ...........................................................................................................................................................................31 Milton The Dragon...........................................................................................................................................................31 APPENDIX II: NPCS ...........................................................................................................................32 II.1 NPC DESCRIPTIONS ..................................................................................................................................................32 II.2 NPC STATISTICS (D20 SYSTEM)...............................................................................................................................34 II.3 NPC STATISTICS (ROLEMASTER STATISTICS) .......................................................................................................41 APPENDIX III: THE VILLAGE OF SOLBEK ...................................................................................45 APPENDIX IV: THE VILLAGE OF SALESH ....................................................................................47 APPENDIX V: THEOLOGICAL HISTORY OF GOLANDRA..........................................................49 THE “GODS” OF GOLANDRA..........................................................................................................................................50 APPENDIX VI: PRODUCT IDENTITY, AND OPEN GAMING .....................................................52 VI.1 PRODUCT IDENTITY ................................................................................................................................................52 VI.2 OPEN GAMING LICENSE.........................................................................................................................................52
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Welcome to the World of Golandra The GM should also make the PCs train between levels. This will allow for more interactions in the village of Solbeck. The Collector’s henchmen will offer the PCs certain types of training in return for a slightly larger share of the treasure. Give the PCs lots of money and a few more minor magic items than normal. In the end they will most likely lose any items that are too powerful for their level, and most of their money. This will advance the plot, as the PCs will eventually be charged with “Disruption of the Local Economy” after they spend too much money at one place. Present a significant proportion of the treasure that the PCs recover as mundane items instead of coins. If the PCs recover a significant proportion of their treasure as useful items, it will require them to sell the items, ensuring their continual interaction with the townsfolk.
Introduction “The Collector” is an adventure module wherein the Player Characters (PCs) are swept up into the schemes of an evil Wizard bent on revenge. The module is set in Golandra, a High Fantasy setting, which is easily converted for use with most Fantasy Role Playing Games. All integral monsters and Non Player Characters (NPCs) are detailed in Appendix II: NPCs. If a character or monster is not found in this section use a standard creature of its type as found in your favourite creatures compendium.
How to use this module This module presents the basics of the world setting of “Golandra” along with the campaign “The Collector”. In this module there are several quests that the Collector will set the PCs. The Game Master should feel free to change, add or remove any scenario. The GM should make travel between adventures difficult and expensive. While the PCs are working for the Collector, they will have to travel between the locations of the mini adventures; this is a good opportunity to have them use up some of their money because they will need to purchase the appropriate equipment to haul treasure and food around the country.
Points of Introduction The Characters can be easily introduced as apprentice or first level characters in the Prelude adventure or as first level characters in Chapter Three “Rescue the Dwarves”. However, the authors feel that it would be best if the PCs start at level 0 with the Prelude adventure. By starting the PCs as youths it presents them as old childhood friends — this significantly changes the player dynamics, and fosters more cooperation among the players.
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CHAPTER 1: Setting Golandra: Map of the Known World
foodstuffs of Auberk. The latter’s citizens prefer the metals and silks of Verland. 5. The Human Nation of Astares Astares’ economy relies heavily on its fishing industry. 6. The Human Nation of Lemptar Lemptar is the oldest human nation and was founded when the humans first entered Golandra. During the Trolian Wars, Lemptar was overrun by trolls and devastated. 7. The Nation of Fructivan Fructivan is home to some of the greatest human craftsmen in all of Golandra. 8. The Gnomish Nation of Incogna Most of the gnomes of Golandra come from Incogna. Very few outsiders are welcomed in Incogna and trading with other nations is practically unheard of. 9. The Halfling Nation of Nilan Nilan is home to the halflings, and therefore some of the greatest cooks in Golandra. Nilan engages in
1. The Human Nation of Auberk Auberk is the most populous and powerful of the human nations. Auberk has a long and uneasy relationship with the neighbouring nation of Mempos, and has been invaded by dragons on several occasions. The player characters are from Auberk. 2. The Elven Nation of Mempos Mempos is a former ally of Auberk, however the elves’ refusal to help the humans fight off an invading force of dragons caused their alliance to shatter. 3. The Lizard Lands Savage lizardmen rule this large expanse of land, containing forests, jungles, and a desert. Legends claim that this land is full of treasure for anyone able to survive its inhabitants. 4. The Human Nation of Verland Verland is the largest trading partner of Auberk. Many trade goods are exchanged but the citizens of Verland have an affinity for the culture, art and
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to the surrounding nations. Today cruel warlords rule small bands of nomads who terrorise the area. 15. Isle of Drakmar Drakmar is home to several clans of barbaric and savage humans who worship dragons. The dragons encourage this behaviour demanding regular offerings and sacrifices. 16. The Fractured Lands A long time ago the Fractured Lands were a single island. However a powerful wizard, experimenting with a new spell, made a fatal mistake taking a great deal of the island with him. Today a few people still call these lands home including the ruthless Grizwald’s Privateers 17. The Dark Isle This island is reputed to have giant lizards and horrible monsters. Few have escaped to talk about it, however. 18. The Elven Isle This is the homeland of the elves. 19. Drakonis Drakonis is home to the Council of Drakes, where the most powerful of the dragons meet. 20. Worlds End Island Giants populate this island, believed to be close to the end of the world.
trade with other countries but the halflings do not travel very far. Instead merchants of other races buy and sell the trade goods bringing them to and from Nilan. 10. The Sylvan Lands These lands, guarded by only a few druids, are practically untouched by civilisation. 11. The Human Nation of Smarland Although the smallest of the human nations, Smarland is still powerful, due mostly to its engineers’ guild, which builds many devices and war machines. Smarland also has a college second only (among the humans) to the academy in Arameth in Auberk. 12. The Orc Nation of Vaulk Vaulk is continually warring against the dwarves of Smin. 13. The Dwarven Nation of Smin The dwarves of Smin are the best miners and smiths in Golandra. The dwarves are able to test the weapons and armour that they create against the orcs of Vaulk. 14. Trolian Wastes At one time the wastes were a beautiful forest until a large group of trolls gathered there to launch attacks against the surrounding territories, most notably Lemptar. The trolls were destroyed but at great cost
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A Map of the Region:
unmarried men in small boats take to the lake at night with torches in a competition to catch the largest edible fish before sunrise. The competitor who catches this fish while managing to keep his torch lit is awarded many prizes, and is considered to be the most eligible bachelor in town.
Cities of the Region Human Cities Arameth: Arameth is the capital of Auberk, and is host to the King’s royal court, and the Royal Holy Order. Arameth is the largest human settlement in Auberk boasting a population of almost 20,000 residents. The city is also a bustling hub of commerce with nearby Port Stalmeth acting as a funnel for trade goods to the rest of the world. Arameth is a splendid metropolis with the lowest crime rate of any of the large cities in the region. The old ruin of the Arcane Order’s Tower is a site that few tourists can resist.
Dranok: Only the Water Crest Serpent that hunts in the nearby waters mars the island paradise of Dranok, but by refraining from swimming the island’s visitors remain safe. There are many fine Inns on this island a few of them are even reasonably priced. Fort Manith: A Military Garrison, Fort Manith is the largest training centre in the kingdom. Over 1,000 soldiers are stationed here.
Armok: Bordering on the Trolian Wastes, Armok is a small town that supports a military training centre and a few dozen farms.
Illik: One of the region’s oldest settlements, Illik was virtually destroyed in the Dragon Wars. The present city was built over top of the ruins. Unfortunately adventurers are always stirring up trouble in the old ruins under the city.
Darno: The small lake town of Darno is best known for its annual celebration in which dozens of young
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A Short History of the Region
Port Stalmeth: The region’s main port, Port Stalmeth is the main corridor for goods shipped into and out of the country. It is also the home port of the King’s Navy.
The Ancient Times: At the beginning of time the only people in the land were the Elves under whose care the forest prospered, producing abundant crops and large herds. The naturally abundant resources of the forest attracted the attention of Dragons; a few of the ancient wyrms moved into the land claiming it as their new hunting ground. The Elven council declared war on the Dragons vowing to protect their beautiful home. The clash was bloody with many casualties. Eventually both sides were forced to accept that a peace agreement was the only solution for survival and a deal was brokered. The Dragons promised to limit their hunting to the west side of the mountain range, and the Elves promised not to involve themselves in any affairs of the Dragons. The Elves returned to their forest, reigning supreme for centuries before the Orcs came. The Orcs decimated the forest, uprooting trees and slaughtering animals. The Elves took up arms and fought the Orcs, eventually driving them out of the forest and into the nearby mountains.
Salesh: The farming community of Salesh produces most of the nation’s wines and ale. Sarath: The countryside surrounding Sarath produces many types of grains for export. Sarna: Sarna is a small garrison town on the road to Arameth. The main industry here is taxing people who use the road. Sembia: The farming community of Sembia produces most of the region’s grains, vegetables, and livestock. Zark: A small out of the way town with little industry, Zark has an appalling crime rate and lacks the modern conveniences that other towns take for granted. Adding to its woes, Zark has an infestation of Wererats.
The Time of Humans: Centuries after the Orcs were driven out of the forest, Humans arrived in the lands west of the mountains. The Humans hunted the larger animals of the plains, once the sole domain of the Dragons. At first the Dragons did not notice the human presence, but as their population grew and spread they could not be ignored. The Dragons began attacking some of the larger human settlements, particularly farming towns that had driven off the Dragons’ favourite snacks in favour of crops and domestic herds. Despite the long and bitter conflict that followed, the human population grew in strength and number, and was eventually able to overwhelm the youngest of the wyrms. Facing mounting pressure from the Humans, the Dragons turned to the Elves for military support. The Elves, however, refused to become involved, stating that their peace agreement, forged centuries earlier, prohibited them from doing so. The Humans continued to prevail against the Dragons, forcing them to retreat the highest peaks in the mountains. Despite their victory, the Humans harboured bitter feelings towards the elves, since they also had requested help during the conflict and been turned down. Peace for the humans of Auberk was short lived as a new threat loomed on their southern border. War Trolls from the forests of Trolia had already attacked Lemptar, Auberk’s closest neighbour, and lain waste the countryside. Auberk’s army was dispatched quickly along with the Arcane Council and members of the Royal Holy Order. In the ensuing battles, the
Zimbok: Zimbok is located at the head of Lake Zimbok. The locals believe that the lake was named after their fair town, while the rest of the nation says that it was the other way around. Zimbok is a town of academics, having a college of lore nearly as grand as the academy in Arameth.
Elven Cities Aroth: Aroth is the capital city of the elven nation, and is home to the elven council. This is the only city in this realm to have high elves (most areas have wood elves). Dormember: An Elven city bordering the great lake, Dormember actually has elves who fish. Formail: Formail is an ancient and remote city that holds the official records of elven council. Formun: This city has recently been under attack by a group of lizardmen. Salmain: This city fell during the elves’ war with the dragons; the ruins have been left untouched for centuries. Salmok: Salmok is the main port city of the elven nation.
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Despite the initial panic, Auberk, under the leadership of a few of the bravest nobles, was able to mount a defence against the dragons and eventually to prevail. Once the dragons were driven back into the mountains, Auberk turned its attention to a domestic matter. Bitter resentment towards those of elven blood was rampant throughout Auberk even though the elven citizens had participated in the War. The country was swept up in an internal conflict between pro and anti elf factions. Eventually all the nobles of elven ancestry were stripped of their lands and titles, and a campaign was mounted to rid the country of any elven influence. Few “mixed bloods” were able to escape. Lord Migul, a prominent noble and wealthy merchant, was able to have a close friend adopt his new-born son to protect the child from destruction. Lord Migul and his family were later murdered as they tried to leave the country.
entire Arcane Council was killed along with many of the heroes from the Dragon Wars, most notably M’Than a paladin of the Holy Order. The forest of Trolia was destroyed in the war and the land where once it had stood was renamed the Trolian Wastes.
Twenty Years before the Adventure: During the peace that followed the Trolian War, the Humans of Auberk found they were able to put aside their bitter resentment of the Elves in the interest of commerce. The Elves and Humans established a peace treaty, which bolstered trade in the region and led to cultural exchanges including marriages among the noble classes. Without exterior threats to occupy them, Auberk’s nobility, who had been bred on war for a thousand years, grew restless and hungry for wealth and power. Bickering and political intrigue was rife, with each noble family angling to better its own position, ignoring the real responsibilities of leading the nation. Seeing an opportunity to regain their coveted hunting grounds, the dragons returned from the mountains attacking several settlements. Faced with this crisis, Auberk, unprepared for war, turned to their elven trading partners expecting help. As before, the elves refused to involve themselves (in accordance with the ancient peace agreement between elves and dragons) leaving Auberk to face the dragons alone.
Present Time: Lord Migul’s child “Nicodermus” has grown up at the royal court disguised as the son of his father’s friend, his true identity hidden until now even from himself. As a young man Nicodermus was told of his true origin and he is attempting to reclaim the former power that his family had, and to take revenge on those who opposed his family. This campaign is the story of how the PCs become swept up into the schemes of Nicodermus.
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CHAPTER 2: Prelude In The Beginning
Map of Area for PCs
All of the Player Characters know each other, being all from the town of Salesh. This town has had financial troubles lately due to failed crops, no food, and no money. To make matters worse there have been several raids by a marauding band of Ogres. For more information on Salesh please see Appendix IV: The Village of Salesh. Rumours that the Ogres have been severely injured during a raid has led the local townsfolk to gather arms and go hunting for them. This story features a young noble (“Lord Nicara”) whose intentions seem uncertain. His true wish is to retrieve a lost spell book from the Ogres lair (along with lots of other treasure), and very little will deter him from reaching his goal. For more information on “Lord Nicara” please see Appendix II: NPCs. Lord Nicara is well dressed, and for a person of obvious rank he shows a peculiar interest in the mundane life of the village, especially the recent Ogre raids an all too common occurrence in this area of Auberk. Lord Nicara periodically checks a map of the area, and occasionally leaves the village to investigate the countryside. The PCs might follow the noble on one of his excursions into the woods surrounding their village. If so, he will eventually discover them, and although he will not be pleased to have company, he will see an advantage in keeping them with him as guides. When questioned about his reason for seeking the Ogre’s lair, Lord Nicara will answer that the Ogres have set an ambush and he must warn the war party before they are destroyed. If this appeal to their patriotism fails to work, the noble will tempt the PCs to join him by telling them of the fabulous wealth hidden in the Ogre’s lair. He will not tell the PCs that he is plotting to steal the Ogres’ treasure. If the PCs refuse to help, he might resort to extortion, capturing and holding hostage some of their family or friends. Lord Nicara will threaten the well-being of the entire town, unless the PCs retrieve the book for him.
While in the woods roll on the random encounter tables as necessary. The party will head to where the last ambush took place (about two days journey). The adventurers will then attempt to find the trail of the Ogres that heads back to their hide-out. If the PCs do not make the tracking roll, Lord Nicara will succeed. Once the PCs find the Ogre’s hideout, they will not have much trouble getting past a few Ogre traps (like large open pits). Having negotiated the traps, they will find a cave with a large wooden door. The inside of the cave consists of one long chamber with several small stone covered dugouts where the treasure is stored. After the PCs have recovered some of the treasure, and the noble has his book (spell book), the Ogres will come bursting in at the front door (reduce their hits to 30% and 45% of normal), running toward the back of their cave. (Once the Ogres have passed, the PCs can escape through the front door). When the Ogres reach the back of the cave, they will sniff the air, sense the recent presence of humans, and attack. If the PCs have already left the cave — the Ogres will still charge — they can make a roll to hear the sounds of the war party tracking the Ogres. If the PCs manage to make enough noise to attract the war party to them, or if they run fast enough in the right direction and reach their fellow villagers, then they will be safe. The Ogres will charge the war party (thinking that they are the intruders to their cave) and will be slain or driven off. Of course in all the confusion, nobody will notice the noble leaving with his new spell book.
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Map of Area for GM
Map of Ogre Hideout
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The King’s Armada sails to the Rescue?
CHAPTER 3: A Rescue Sidetracked In The Beginning The PCs have grown up and are now trained as adventurers. The last few months have seen the Ogre raids on surrounding villages intensify. The villagers, remembering the PCs’ early escapades, urge them to dispose of the raiders.
The First Adventure The villagers have given the PCs the task of tracking and eliminating the raiders who threaten the surrounding area. The Ogre raiders work in two groups of four. If the PCs wander about, they will eventually be ambushed (appropriate rolls to avoid ambush) by one of these parties. If the skirmish with the raiders goes well for the PCs, then they will be approached by an onlooker (A Knight of the King’s Army) who, impressed by their skill, will offer them commissions as soldiers in the King’s militia. If, however, the fight goes badly for the PCs, a Knight, who just happens to be riding down the road at the time, will charge the Ogre raiders driving them off. The Knight, impressed by the PCs’ bravery, will offer them jobs in the King’s militia. The King is recruiting troops to send in defence of a Dwarven mining colony (the main supply of ores and gems for Auberk), which is under attack. The PCs will be offered decent compensation for their service in the army. If they refuse to join, they will eventually be conscripted anyway.
The King’s Armada is Ambushed The King’s Armada will be ambushed, coming under fire from war machines on the shore (not likely to hit). A Large Sea creature will join the fray smashing some ships (d20 System: Recommend using monstrous Sharks). (RM: Recommend using Spine Sharks). A Magic User on the shore will rain fireballs on top of the ships. Unless the PCs can find a way to defend against the attack, their transport will break apart and they will have to swim to shore. If the PCs are able to put up a good fight, the Naval Armada should be spared. The remaining ships will be too few for a direct retaliation. The highestranking surviving officer will order the fleet downstream so the troops can regroup for a land attack. If the fleet survives, the fleet commander will send the PCs (and two other groups) out to find new conscripts and equipment for the army. While the PCs are gone, the war camp will come under attack and the army will scatter, abandoning the PCs near a village.
Sailing with the Armada The Setting Nicodermus “The Collector”, and Kubaz, his lieutenant, have organised a small army of elite mercenaries to attack Morlins Freehold. The mercenaries are to capture as many of the Dwarves as possible for a sacrifice, as part of a dark ritual. Nicodermus also wants to seize the precious ores that the Dwarves have mined and the items that they have created. The PCs have been hired (or conscripted) into the King’s army, which is heading south aboard ships from the King’s armada to stop the unnamed evil army that is attacking Morlins Freehold. As they approach the colony, the King’s naval forces will be ambushed and possibly destroyed.
The PCs Find a Village The Setting The King’s naval forces have been ambushed and possibly destroyed. The PCs will travel downstream before finding the village of Solbek. The villagers will help the PCs and invite them to the harvest celebration where the PCs will be able to ask the local Duke for assistance. For more information on Solbek please see Appendix III: The Village of Solbek
Harvest Celebration The PCs have been invited to the local Harvest Celebration in honour of the god of the harvest. The locals have prepared a banquet of fine foods and drink for the taking, and the attitude among the partygoers is light and jovial. An eight-piece band is
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If not, the adventurers will see offering pots with coins and a few precious stones placed in them, The locals will expect that everyone at the party will place at least a few coins each into the offering pots (the money is used to support further religious celebrations).
playing in the corner. As soon as the PCs arrive at the party, the locals, who are imbibing many alcoholic beverages, will instantly greet them. The only people who are even modestly attempting to control themselves are the guards who are scattered around the room. If the PCs have brought food or drink to the party, it will positively influence the locals’ treatment of them.
Ballroom Murder
still present, they will have to fight off the skeletons. If not, the assassin will evade the PCs and guards. Upon returning, the PCs will find that many of the guests will have been slain by the Skeletons. The PCs should be able to track the Skeletons (after a tracking roll) back to “the Lair of the Necromancer.” For more information on the assassin please see Appendix II: NPCs.
During the celebration, an arrow shoots through an open window and hits a wealthy merchant, who will die unless the PCs are able to save him. The assassin then turns around the corner and drops the bow behind some shrubs. The assassin runs to draw the guards away from the party. Most of the guards will rush out after the assassin and a few seconds later an assault party (of 10 skeletons) enters the room and attempts to kill the remaining guests. If the PCs are
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The Lair of the Necromancer The Setting
6. 7. 8.
Following the assassination at the Harvest Celebration, the PCs have just followed the tracks of the skeletons back to a large farmhouse on the outskirts of the village. Once here, the PCs will find that the front door is unlocked (an ominous sign). For more information on the necromancer please see Appendix II: NPCs. 1. Entrance. Three doors, all similar. 2. Barracks, 5 Skeletons, and enough parts for another 20. 3. Hallway. Guarded by 2 Skeletons. 4. Treasury. Room is dark and unnaturally cold. Contains one suit of armour (anti-paladin) touching causes (d20 System: 1d6 cold damage) (RM: an “A” Cold Critical). 5. This room is trapped and the PCs will be attacked as soon as the door is opened. Four tentacles attack from a swirling mist (d20 System: AC 11, Hit points 20, Attacks as a club +2 Hit, +3 Damage) (RM: AT 9, 30 hits, Attacks as a club +25).
9.
10. 11. 12. 13.
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Unlit hallway. Has squeaky floor panels. Landing. An unsettlingly bland room. Guard room (empty). A bunk bed with weapons locker. Portal Room. A portal room is an interdimensional passage between two locations. When the PCs enter the portal, they will be transported to the Collector’s Domain. Bedroom and wardrobe. Hallway. Kitchen Lab. Necromantic spell-books and tools. The Necromancer can usually be found here. If the PCs are particularly noisy, he may decide to investigate the source of the sounds.
CHAPTER 4: Enter the Collector
characters will either have to fight the golem or leave the room, but they will not be able to pass the golem without combat. If battle ensues, Kubaz will come from the next room (room #2) and will ask the PCs how they arrived here. If the PCs respond that they killed or captured the Necromancer, Kubaz will bring them to see Khara the artificer who will offer them a job gathering items required by “The Collector”. For more information on Kubaz and Khara please see Appendix II: NPCs.
The Setting Once the PCs have killed or captured the Necromancer and have entered the portal room they will travel to the Collector’s Domain. The dark passage turns out to be a secret entranceway to the domain of the Collector. Eventually the passage opens up into a large underground cavern. The characters will then be faced by a golem. The
The Domain of the Collector
1. 2. 3. 4. 5.
6.
Passageway from Portal room. Guarded by a Golem. Main Hall. Guarded by Kubaz Portal Room to Library (portal room on first level leads to the portal room on second level). Storage, contains mundane items. Locked Storage room. Contains one suit of Half Plate armour and a Broadsword.
7. 8. 9.
Sitting room. A comfortable room with lots of couches and chairs, a fireplace and a wellstocked pantry. Hallway. Guarded by a Golem. WorkRoom with lots of “works in progress”, Khara the Artificer is hard at work. Library containing a huge supply of books on various lores, and spell-books.
Motivations: How to get the PCs to go along with the story line The PCs are practically abandoned. With little money and equipment, the PCs will find it hard to get through the Orc infested mountain range (no boats available).
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The PCs can be bribed with high quality weapons, equipment and armour. Offer each PC one item that fits their profession. Khara will offer the PCs treasure maps (for half of any recovered treasure). Any Spell Users could be offered training in Spells and Lores, possibly even in a limited amount of powerful magic (not recommended). Since the PCs know of “The Collector” and the secret portal, they could be offered a choice. “Join us or die” but most players would take this as a challenge, and attempt to destroy “The Collector” and his organisation. If the PCs refuse to co-operate, then they will be replaced with another group of adventurers. The PCs could then be forced to attempt to foil The Collector’s plans. The Collector could be presented as a side adventure that will prepare the PCs to aid the Dwarven colony. For this to work the PCs must know that the army was scattered after they left. The PCs would be given the deeds to the Necromancer’s house. If they accept this, the house would be cleaned out by the time that they return there. The PCs could be convinced that the Collector is a special agent for the Crown and that he can arrange for them to be “seconded” into his service to help assist him counter the threats to Auberk. will not give any more information on who or what the Collector is. Here is a partial list of some of the The Collector’s Wish List items that “The Collector” wants. Please feel free to Khara will give the PCs this list of items to fetch and add, change, or subtract as you wish. states obviously high prices for the items (suggest items be priced at 120% to 400% of actual value). Khara will not say why these items are required, and Adventure Hook 1. Chameleon skin (lots, to make cloaks). 2. A tongue from a rabid wolf. 3. Live Carnivorous Monkeys. 4. A heart from a giant Lizard Man. 5. Great Eagle Eggs. 6. Magic Potions. 7. Spell Books. 8. Texts and Scrolls. 9. Magic Items. 10. Magic Weapons 11. Magic Armour 12. A Minotaur 13. The Book of N’Mon, an Evil spell book. 14. The Black Axe. 15. Sklug an Orkish sword “Elven soul stealer” 16. A Live Basilisk. 17. Live Unicorn. 18. Unicorn Horns. 19. Holy Weapons 20. Mithral 21. Information on “The Ancient art of Embalming.” 22. Werewolf (live, or blood, or saliva). 23. Vampire Blood 24. Wood from a Treeman. 25. Six Blue Dragon Scales (or more, to finish a suit of scale mail). 26. One Dragon Corpse. 27. Three Dragon Eggs 28. Dragon’s Teeth. 29. M’Than’s Broad Sword.
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Recommended PC Level 1 1-4 1-2 3-5 1-3 varies varies varies varies varies varies 4-8 2+ 2+ 2+ Adventure not included Adventure not included Adventure not included varies varies varies Random Encounter 5+ Random Encounter 4-8 6+ 6+ 6+ 5-8
up or cage him in any way. If the PCs are present during the next full moon, they may expect to witness Almon transforming into a werewolf. This won’t happen, instead the real Werewolf will return to the farm, attacking the livestock first. If the PCs or Almon intervene, the Werewolf will attack them. For more information on Almon the Farmer please see Appendix II: NPCs.
Chameleon Skins The Setting The PCs have been sent to collect as many Chameleons as possible. The PCs may set out with bags in hand in a futile attempt to catch the Chameleons with their bare hands. The Chameleons will be found climbing on the side of trees. Using stun-type spells may kill the Chameleons and perhaps destroy their skins. However setting a small fire will cause the Chameleons to jump off of the trees onto the ground where they can be collected easily. Variants: The PCs could be sent to collect other similar mundane items such as: badger teeth or fish scales.
Live Carnivorous Monkeys The Setting In the nearby mountains live Carnivorous Monkeys. The PCs must travel into the Wyvern Peaks mountain range and scale one of the mountains where the monkeys are found. The PCs will then have to fight the monkeys and capture them. (The Collector wants live monkeys, not dead ones). An interesting problem is how the PCs will transport the monkey(s) back. Rope skills or animal calming magic will be useful — nevertheless the monkeys will still attempt to bite even someone who is handling or feeding them.
The Tongue from a Rabid Wolf The Setting There are several wolf packs in the river valley that prey on the livestock. The PCs could hunt the wolves or come across them as a random encounter. Local wolves have a 30% chance of being rabid, roll for each wolf. If the PCs bring in the wolf pelts to the village, they will receive a bounty on the pelts, and their standing in the community may increase. It is unlikely that the wolves will try and attack the PCs. The wolves have lots of easy prey (livestock) to hunt, and would be used to being hunted by the locals. See the werewolf adventure for ideas on random encounters.
Great Eagle Eggs The Setting Some of the mountains in the Dragon Spine mountains harbour nests of Great Eagles. The PCs have been sent to collect the eggs.
The Problems 1) The Great Eagle are noble creatures, who attack the local Orc population on sight. Reducing the number of Great Eagles will increase the number of Orcs in the region. 2) The PCs will have to climb very steep cliffs (possibly sheer cliffs). 3) The PCs will be attacked by at least one Great Eagle (but probably more). 4) Transporting the egg(s) back will be very difficult. 5) The local people view the Great Eagles as their protectors and will not take kindly to having the PCs rob the Eagles of their eggs. 6) The PCs might encounter Orcs on the way to or from the nests. The eggs might not survive combat.
Hunting Werewolves This adventure can be run as a chance encounter while the PCs are hunting the wolves mentioned above or as a stand-alone werewolf hunt. This adventure should start a few days before the next full moon.
The Setting Werewolves: As a stand-alone adventure. The PCs have heard rumours that last month during a full moon a rather large wolf attacked a farmer who was defending his livestock. Normally this wouldn’t have been very news-worthy but the farmer healed very quickly (within a week). NOTE: The PCs will probably assume that the farmer has become inflicted with Lycanthropy. This is not the case. Almon the farmer is a retired adventurer who has a few healing spells. Almon does not want the locals to know this because many local people do not trust adventurers, especially those who know a bit of magic. The PCs will probably attempt to confront him about the quick healing. Almon will not respond to questions which would hint at his previous life. Almon will not allow the PCs to tie him
Into the Elven Forest The nearby town of Formun in the Elven kingdom of Mempos has recently been plagued by groups of Lizard men attacking their outlying settlements. Some of the war bands include Lizard men of gigantic proportions. Due to the political strife between the Human and Elven Nations at this time, any Human or Half Elf PCs will be seen as spies and saboteurs. There are many patrols of wood elves who would attempt to take the PCs into custody for trial.
17
Travelling
caught (roll for encounters every 6 hours). Once the PCs near the town of Formun, they will increase their chances of being caught (within ten miles of Formun roll for encounters every hour). If the PCs enter the town without being invisible or (magically) disguised, they will be spotted and arrested.
The PCs will have to cross the river, and trek through the mountain range (possibly encountering Orcs) before entering the Elven Forest. Then the PCs will have to pass through the woods to Formun. The PCs could use the path that runs through the forest but this will increase their chances of being
Finding the Lizard Men
Once the PCs enter the area, they will find that the Lizard Men live in a small cave on the far side of the lake.
learn of this and will approach the PCs as friends. If the PCs show respect to the Treeman according to Elven standards, they might be invited to the court of the Elven king in Aroth.
Random Encounter: Wood from a Treeman The Setting This is one possible encounter while the PCs are in the Elven Forest. If the PCs harm or attempt to harm a Treeman while in the Elven Forest the Elves will seek to capture or kill the PCs.
The Return Trip Once the PCs have killed the giant Lizard Men, they still have to leave the Elven forest. If the PCs are caught at this point, they will be interrogated but released at the edge of the forest (assuming that they didn’t hurt any elves, or commit any other crimes).
Finding A Treeman Once the PCs kill the Lizard Men and leave, they will come across an injured Treeman in the woods. The Treeman has been wounded by the Lizard Men and is dying. Several branches have fallen off the Treeman (this is the wood that the PCs are to collect). If the PCs are able to save the Treeman or at least stay with him until its death, the local elves will
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Beast Island
The Caves
Setting
1.
Entrance. There is lots of edible plant growth here. The Minotaurs can actually enter here but cannot proceed further into the tunnel. 2. Entrance. These entrances are small enough that the Minotaurs cannot use them. 3. Pool. There is a small pool in this cavern that the local inhabitants use as a source of drinking water. The pool is stagnant and not clean drinking water. 4. Shaft. At first glance this room will appear empty. However close inspection will show hand holds carved into the rock face that lead up to the entrance of the second level (room 6). 5. Pool. This room also has a small stagnant pool. Owing to the close proximity to an entrance, the pool has several kinds of plants growing there. One of these plants is a herb which can render a minotaur unconscious for six hours. 6. Entrance to Second Level. This is the first cavern on the second level and also the largest room in the caves. The room extends up into the third level (room 11). A few of the older and weaker criminals have been expelled into this area. 7. Sleeping Area. This area is used for sleeping, and the strongest of the criminals have claimed the best (most protected) areas for themselves. 8. Another Sleeping Area. The younger criminals have claimed this area for their living and sleeping quarters. 9. Refuse. This area is used for the dumping of refuse such as scraps of cloth, pieces of metal, and bone. There is a small opening in the ceiling through which agile climbers can reach the final cavern (10). The opening is very small, and may be difficult to manoeuvre through while wearing armour. 10. Pool. This is a large cavern, which has a small opening to the outside. There are various plants and birds to be found here, along with a large pool in which live a few fish.
Beast Island has a population of Minotaurs. The surrounding nations have taken to banishing their worst criminals to this island; needless to say the banishment is not a long one. In the centre of the island is a mountain with a complex series of tunnels, which are too small for the minotaurs to enter. About fifteen or so people live in relative safety inside the tunnels. However the daily struggle to survive has nearly driven them all mad. If they find the PCs, they will attempt to steal food and equipment, or persuade the PCs to help them escape from the island. (d20 System: The prisoners are third level rogues.) (RM: The prisoners are fifth-level Rogues.) To make this quest more challenging, include Gortok the Minotaur Chieftan who can be found in Appendix II: NPCs.
Hunting Minotaurs On the island, Minotaurs often travel in-groups of two or more. The Minotaurs hunt the banished humans for food. Almost as soon as the PCs are on the island, the Minotaurs will find their tracks and start hunting them. The adventurers will be attacked within about two days, probably during the first night. If the PCs kill or capture a Minotaur they will have to transport the Minotaur from the island. One of the banished humans is a herbalist who has found a local herb which renders the Minotaurs unconscious. The herb grows at the edge of the caves, and any PCs educated in herb lore will have a chance to recognise the herb’s potential.
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Orcs, Orcs Everywhere
possession of a small group of Orcs who live in the nearby mountains. The PCs will have to travel into the Wyvern Peaks to reach the Orcs. The Orcs may use rockslides to try and kill the PCs
The Setting The PCs have heard that “Sklug”, an ancient and powerful orkish sword has turned up, and is in the
A map to Orc Mountain
passage hidden by an illusion. The Orcs then placed a mesh steel grate in front of the exit. The water will only rise to an average human’s waist With a proper observation roll, the adventurers will notice that the water flooding the cavern is flowing out through a rock wall. Upon closer inspection they will discover that a section of the wall is illusionary. Once the PCs remove the grate, they will find the Orcs waiting outside the passage, thinking that they have killed the PCs. If the PCs are extremely stealthy, they might actually ambush the Orcs.
The Orcs lay a Trap While travelling in the mountains the PCs will encounter the Orcs (who are looking for trouble). The PCs could be ambushed or even attacked while sleeping by the Orcs. Once the PCs engage the Orcs in battle, the Orcs will break off and flee into a nearby cavern. Once the PCs enter the cavern, a set
Orc war bands Group the Orcs according to the size and strength of the adventuring party. Treasures owned by the war bands should include the following three items from the Collector’s wish list. d20 System: The Black Axe (+3 Battle Axe, Double Threat range Vs. Humans). “Sklug”, an orkish Broadsword +4 (Elven soul stealer, Elves slain with sword cannot be resurrected). The Book of N’Mon, an Evil spell book.
of doors slam behind them and the room then begins to fill with water. The Orcs have fled through a
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Vampire has created 5 spawn to aid her in searching the town and for her protection. For more information on Gwellith the vampire please see Appendix II: NPCs.
RM: The Black Axe (+30 Battle Axe, (additional slaying crit of equal severity vs. common men). "Sklug" an orkish Broadsword +24 (Elven soul stealer, Elves must make a RR vs channeling or suffer absolution). The Book of N'Mon, an Evil spell book, with the Evil Channeling spell lists: Dark Lore, and Wounding. Both to 20th Level.
Travelling As the PCs head toward Lypina, roll for encounters as needed. Once the PCs get close to Lypina, any encounter should be with either vampire spawn, bats or wolves. For dramatic effect, let the PCs hear the baying of wolves in the distance.
Gwellith the Vampire
In the Town
The Setting
Once the PCs have entered the town, they will feel that they are being watched. They will periodically see shadows that move. The PCs are being observed by the Vampires, who will gather information on the PCs before attacking (the spawn want to attack but are afraid of their mistress). The town seems to have been abandoned. The seemingly contradictory clues to what has happened in the town will serve both to confuse the players and to imbue the story with overtones of horror.
The PCs hear that the people in the nearby town of Lypina have disappeared. In fact, a Vampire has moved into town and killed most of the townsfolk. The Vampire is looking for the Cloak of Shadows, a powerful magic item which she correctly believes is located in the town. The cloak wraps the wearer in a tight layer of magical darkness - this would protect a vampire even from sunlight. If the adventurers do not find the cloak, or kill the Master Vampire within six days, she will find the cloak and leave town. The
Map of the town
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1.
2. 3. 4.
5.
6. 7.
8. 9. 10. 11. 12.
13. 14.
15. The Festival Pavilion: This building houses many of the local celebrations. 16. The Local Hospice: a shelter for poor locals. 17. Mansion: Owned by a local wealthy merchant and importer, the house has been plundered and destroyed.
The Blind Fox Inn: The Inn is empty. Close inspection will reveal a few blood spots on the floor behind bar. It appears as though the patrons left in a hurry, a few of the tables are overturned and several drinks have been spilled onto the floor. Malachi’s: a Weapons and Armour Shop. The shop has been ransacked; most of the remaining items have been broken. Blacksmith: this building houses the local forge, which is still warm, though the shop is empty. The General Store: This has been ransacked and most of the valuable items have been destroyed. However there is a secret trapdoor that leads to a root cellar which contains several items of interest: a bag with 34 gold coins, a high quality Broadsword (d20 System: +1) (RM: +5), a chain shirt and a few souvenirs from the proprietor’s adventuring days, including an old set of clothes (tunic, pants, boots and cloak), a few old and dirty maps, and a Dwarven drinking mug. Healer: this shop is where the local healer worked, the building has been ransacked and most of the healing supplies have been destroyed. The Tack shop: sells tack and horses. However there are no horses present and the shop has been rifled. The local Jail. The prison is empty and all but one of the cells are open. The exception is still locked, but the bars have been bent wide enough to let a person out. Ruin: There is not enough of this building left to tell what it once was. Farmers’ Market: This is clean and tidy, with no obvious signs of any struggle. The Town Hall. The inside of this building has been smashed to pieces. A local grain storage bin: aside from a few rodents there is nothing unusual about this place. Temple of the Harvest: this temple is dedicated to Golial and Golandra, the gods of the harvest. Although the Temple is empty, the building seems untouched. The town’s graveyard, which is behind the Temple, has recently been dug up, and several corpses are missing. Priest’s Residence: Home to the local temple priest, this house appears empty but untouched. The Hall of Records. All records of births, deaths, marriages, and the farmers’ almanac along with a few other books were kept here. Unfortunately when the PCs arrive, all that is left is a smoking pile of rubble.
So Where is The Cloak of Shadows? The Cloak is in the root cellar under the General Store. It appears to be just an old musty cloak until the magic is activated.
The Cloak of Shadows Legends claim that in the time before the coming of Kl’shaasa, the cloak was forged by the god Centaph from the very essence of darkness itself. Centaph then gave the cloak to his chief priests to enable them to walk among the gods of darkness to gather information for him. The seemingly mundane cloak is activated through a prayer to Centaph. Once activated, the cloak wraps a tangible layer of darkness around the wearer that is nearly impervious to light. d20 System: In game terms the wearer of the cloak is protected from the damaging effects of intense or magical light, the wearer may reroll any appropriate failed saving throws for spells like lightning bolt and sudden light. The wearer can also see in total darkness, and never suffers blindness from low light. RM: In game terms the wearer of the cloak is protected from damaging effects of intense or magical light, the wearer may re-roll any appropriate failed Resistance Rolls for spells like Sudden Light or Utterlight. The wearer can also see in total darkness, and never suffers blindness from low light.
Other points -The Church and the Priest’s Residence are on Holy Ground and therefore the Vampire cannot enter them. -The Vampire and the Spawn have selected a home to stay in during the day. This house is near the woods and may be guarded by a pack of wolves.
The Return Trip Once the PCs have killed the Master Vampire any remaining spawn will flee. If the adventurers have recovered the Cloak but have not killed the Master Vampire, they will be ambushed at night on the way home or at some point in the future — after all, Vampires can wait. If the PCs kill a vampire spawn and steal the blood, this is all that the Collector requires. However the adventurers would be paid more for the Master Vampire’s blood.
Hunting Dragons The Setting In this adventure, the PCs meet a couple of Wood Elves named Leos and Megos who hunt Dragons.
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map in one of the books of ancient lore that they are gathering for the Collector.
A Dragon destroyed their village so they have been hunting Dragons ever since. (So far they have killed four dragons). The PCs will have to convince the Elves that they are worthy hunters to be included in their group. The Elves will make them track and kill a smaller dangerous creature. Once the PCs have completed this task they will be included in a Dragon Hunt. Either select a dragon of appropriate power to the party, roll on an appropriate random encounter table or use the table below. For more information on Leos and Megos please see Appendix II: NPCs.
The Setting The Trolian Wastes is a very hot desert filled with sand and small rock formations everywhere. Very little vegetation grows here and what does isn’t edible, at least not by Humans. The Trolian Wastes acquired its name because in ancient times a large band of War Trolls living here caused mayhem to the neighbouring regions. The Mages hunted them down and in the struggle their arcane magics turned some of the dirt and sand into glass, devastating the area. The PCs may come across chunks of glass on the surface of the desert. Some of the glass will look like large crystals or even gems to an untrained eye. The PCs might end up hauling a large piece of glass around the desert, thinking that it was worth a lot more than it actually is. A few horseman will watch the party from a distance, always just in sight but never approaching.
d20 System: Dragon Encounter Table % 1-30 31-40
Dragon Hunt Unsuccessful Mature Red Dragon
41-55 56-65 66-80
Young Black Dragon Wyrmling Green Dragon Ambushed by a Mature Red Dragon Young Red Dragon sleeping Ambushed by a mature Blue Dragon
81-95 96-100
Random Encounter Table for the Trolian Wastes
RM: Dragon Encounter Table % 1-30 31-40 41-55 56-65 66-80
Dragon Hunt Unsuccessful Mature Fire Drake Young Light Drake Young Plasma Drake Ambushed by a Mature Fire Drake 81-95 Young Fire Drake Sleeping 96-100 Ambushed by a mature Cold Drake Once the Dragon has been killed, and any treasure has been divided among the party (including the Elves), the Elves will wish to destroy the body of the Dragon. The PCs have three choices: 1) Let the Elves destroy the Dragon’s body (The teeth can be recovered). 2) Try and convince the Elves that there is some reason not to destroy the body (and recover it later). 3) Kill the Elves. The Dragon may have a lair with eggs that the PCs could recover.
% 1-10
Day 1d10 Lizards
Night 1d10 Bats
11-20 21-30 31-40
Nothing Troll Weird Vegetation Dog Pack 1d10+1 Young Dragon Carnivorous Monkeys Three Camels Snake Gila Monster
Apparition Hell Hound Classic Lich
41-50 51-60 61-70 71-80 81-90 91-100
Black Snake Nothing Earth Elemental Cobra Faerie Dragon Ogres
Encounter with a Lich If the Lich is encountered, it will appear at night (if it is encountered no other encounters will occur until the Lich leaves). The Lich is one of the ancient Mages who hunted down the War Trolls. However the Lich is no longer completely sane and it has forgotten that it is an undead creature (it uses illusions to appear human). If the PCs come across the Lich, it will ask if it may approach the fire. The adventurers will notice how cold it is and will probably figure out the Lich’s nature. However if the PCs mention the temperature drop to the Lich, it will not have felt a change. The characters could attack or even talk to the Lich. If the PCs treat the Lich well they should get an appropriate “gift”. For more information on Kelez the Lich please see Appendix II: NPCs.
The Paladin’s Grave To Introduce the Plot The PCs hear rumours that the ancient grave of a powerful Paladin is located somewhere in the Trolian Wastes. Eventually the PCs could stumble across a
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The Paladin’s Grave
Field plate Armour. (Encumbers as chainmail). Paladin Shield. Cast healing spells as if three levels higher. M’Than’s Sword. An intelligent weapon, see NPC appendix for details. The Black Crystal. (25 - caster level %) chance to reflect spells back at caster. RM: Crucifix of Warding (Repel Undead as two levels higher). Field plate Armour. (Encumbers as AT 13). Paladin Shield. M'Than's Sword. An intelligent weapon +50 Broadsword (Causes an additional Slaying Critical of one less severity vs. Dragons). The Black Crystal. (40 - caster level %) chance to reflect spells back at caster.
The gravesite is situated inside of an artificial cave hidden within a rock face in the wastes. There are two Trolls in the upper chamber. The grave is in the lower chamber. 1. Entrance way (going down) 2. Passageway (trapped 8 Heavy Crossbow Bolts, d20 System:1D8 Damage each, RM: +20 Heavy Crossbow). 3. Passageway (trapped, d20 System: Fireball, 4d6 Damage, RM: Fire Ball 10’R). 4. Passageway (trapped, d20 System: Fireball, 4d6 Damage, RM: Fire Ball 10’R). 5. Passageway (trapped d20 System: 4 Javelins, 1d6 Damage, RM: 4 +15 Javelins). 6. Room with sarcophagus. This sarcophagus contains a metallic being in knight armour. If disturbed, this construct will attack the PCs. (d20 System: Golem) (RM: Greater Construct) 7. This room is identical to room number 6. 8. Passageway hidden by an Illusion. 9. Room with Sarcophagus. This sarcophagus contains the actual body of the Paladin, and his equipment.
On the Way Home A few horseman continue to watch the party from a distance. The PCs have been followed by a group of Nomads who want the treasure for themselves. The Nomads will attack as soon as the party leave the cave; they will release a volley of arrows, including the Ethereal arrow (see below). The Nomads will then demand the treasure. The Nomads have formed a circle around the base of the rock face, and will attack with arrows and melee weapons while riding on their horses. d20 System: All of the Nomads are second level warriors armed with scimitars and longbows. The nomads know the following skills: Riding: Horse, and Mounted Combat. RM: All of the Nomads are average third-level Fighters. For more information on Asmon the Decapitator, the nomad leader, please see Appendix II: NPCs. If the Nomads take more than 8 casualties (or if Asmon is slain) they will leave to regroup. They will return during the night to attack once more (roll to detect ambush) before the PCs exit the Trolian Wastes.
Treasures d20 System: Crucifix of Warding (Repel Undead as two levels higher).
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Morlins Freehold: The Dwarven Mining Colony WARNING LAST ADVENTURE IN THIS SECTION During this adventure the PCs will discover the true nature of the Collector!
The Setting Once the adventurers are powerful enough (level six to eight) they will be encouraged by Kubaz to investigate the siege of the Morlins Freehold. This is actually part of a plot to frame the PCs. (d20 System: The Mercenaries are fourth level fighters.) (RM: The Mercenaries are eighth level fighters.) 1. Entrance Hall. One large locked door at the other end. Obvious signs that a struggle took place here; there are bloodstains and some Dwarven equipment strewn about (mostly broken). 2. A Hallway with arrow slits on both sides, and another locked door at the far end. As soon as the PCs enter the hall the doors behind them shut, locking them in. They will have to break
3. 4. 5. 6.
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down one of the large steel reinforced oak doors. Archer rooms. There are three dead Dwarves, still holding on to their crossbows, in both archer rooms. Barracks. This room is filled with beds, equipment chests, and a few tables. A Hall. This one is much longer than the others. Several doors, all similar, open into rooms on either side. Storage Room. Door to Room is locked and barred. If PCs break down the door, they will be shot at with a heavy crossbow. Inside the room they find two wounded Dwarves named Stimli and Glom (RM: use standard dwarf statistics but 50% concussion hits. d20 System: use standard dwarf statistics but 50% hit points).
7.
8. 9. 10. 11. 12. 13. 14. 15. 16. 17.
18. 19. 20. 21. 22. 23. 24.
25. The Hall of Records. A large room with technical maps of the colony painted onto the walls. The paintings of the lower levels have been destroyed. The room also contains several displays of the various gems and ores found in the mines (equivalent of one coin’s worth of each precious ore). 26. Entrance to the Tombs. A small room, the walls are gem encrusted, with gold inlays. 27. Tombs. A room with three sarcophagi, and many statues, all of Dwarves who died in the construction of the mine. 28. Abandoned Mining Corridor. This corridor has already been mined. 29. Well. This is a large cavern with a pool supplied from an underground well. 30. Supply Room. This room is filled with mining equipment. 31. Corridor. A long corridor leading to the newest parts of the mine. 32. Equipment Room. This room is filled with candles for the miners. 33. Ore Purification Room. A room where the ores are purified and the trailing are disposed of. 34. Corridor. The corridor has a large blood smear on the floor (leading into room 35). 35. Mining Corridor. This corridor still has precious ores visible in the walls. An unconscious Dwarf has nearly bled to death and is hiding in one of the side rooms. The Dwarf is in a coma 36. Corridor. A corridor with a patrol of skeletons they seem to be tracking something. 37. Mining Corridor. A mining tunnel filled with lots of nooks. Three Dwarves lie dead on the ground. 38. Juncture. This is where four corridors meet. A mercenary is present and he will attack the PCs. 39. Storage Room. A room filled with barrels of unpurified ores. 40. Storage Room. Another room filled with barrels of unpurified ores. Several dead dwarves lie on the floor. 41. Large Cavern. An open cavern with broken mining equipment and several mystical signs and sigils glowing on the floor and walls of the cavern. 42. Large Cavern. Another cavern with mystical signs and sigils glowing on the floor and walls of the cavern. This room has more than the last room, and the sigils are glowing stronger. 43. Scorched Room. The contents of this room have been blasted and scorched beyond recognition. 44. Huge Cavern. This cavern has many huge glowing sigils and mystical signs. Dead dwarves and lots of dead warriors are strewn about the
What the Dwarves Know: • The mining colony was attacked by very large mercenaries in heavy armour. • The mercenaries were nearly unstoppable. • The mercenaries seemed intent on capturing the Dwarves, instead of just killing them. • A Wizard and a Demon “Beastman” (actually Nicodermus, and Kubaz) led the mercenaries. • The Wizard was interested in the precious ores. • The Wizard caved in the entrance to the lower levels. Equipment Room. Lots of Dwarven equipment piled into the corner, most damaged but some still usable. Some of the equipment is ornate; the PCs should be able to recover at least 200gp worth of gems and metal. Guardroom with 10 Skeletons, which will attack as soon as anyone enters. There is nothing of value in the room. Storage Room. This room is empty. Another empty room. This one has a door at the other end. Drinking Room. Contains 2 invading mercenaries, sitting at a table, who attack immediately. Smithy. This room is filled with various bones, mostly Dwarven. Passageway. The passageway leads to a staircase which heads downward. A kitchen filled with pots and pans, two tables, and a hearth to cook food on. A storage room filled with barrels of Dwarven food. A storage room filled with barrels of Dwarven ale. A Portal Room. This newly created Portal room leads to the Domain of the Collector. If the PCs enter the portal, it will collapse leaving them in the mine. This Garrison room currently contains 10 Lesser Skeletons. They attack as soon as the door is opened. An Empty room. Entrance to the Mine. This room contains 20 Skeletons. They are guarding the entrance to the mining section of the colony. Throne Room. This majestic room has been stripped of all precious materials. Shaft to lower levels. The shaft has been caved in. Mining Cavern. An open cavern which seems to have been mined already. Ore Storage Room. this room is filled with barrels of ore (mostly iron and copper).
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47. Hallway. A trapped hallway but the spears lie broken on the floor. 48. Treasure Room. The treasure has already been pillaged but a few items remain. Of course the Dwarves will not want the remaining items to be stolen by the PCs. d20 System A +3 Heavy Crossbow A +3 Short Sword A Mithral Chain Hauberk A Ruby that will explode as a Fireball when thrown (or hit violently, or dropped, 4d6 Damage). +5 Battle Axe
cavern (the warriors seem to have committed suicide). 45. A couple of wounded mercenary Warriors lie on the floor, near death. They will trade information for healing. What the Warriors Know: • The warriors sacrificed the Dwarves as part of a ritual. • The “Demon/Beastman” that the wounded Dwarves were talking about was named: Kubaz. • A being called “The Collector” was the one who set up the ritual. • “The Collector” is planning something big. He is creating a huge army. • “The Collector” took a fair deal of Mithral to make weapons with. 46. Airshaft. This airshaft, to the lower level, has been caved in.
RM: A +20 Heavy Crossbow A +15 Short Sword A +20 Chain Hauberk A Ruby that will explode as a Fireball 20’R when thrown (or hit violently, or dropped). +35 Battle Axe
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CHAPTER 5: The Last Adventure - The Blame Game
group has a Cleric who will pray and cast spells, but will not take part in the melee. If the PCs are defeated, they will have their armour and weapons removed. They will then be placed in chains before the Cleric will heal them. They will be taken to Arameth. Resisting arrest will be added to the list of alleged crimes.
As soon as the characters exit the Dwarven Mining Colony of Morlin’s Freehold, they will be met by a large number of the King’s men who will immediately arrest them. At this point in the campaign, it will be hard to tell how the Adventurers will react to being framed for crimes. Hence this section contains a series of likely adventures for the PCs and some ideas on how to go beyond the text.
Arameth, Capital of Auberk Walking in chains for days your feet blistered and sore. As you wearily approach Arameth, you can see the sun setting behind the towers of the King’s castle. As the gates to the city are opened, the Guardsmen, tightly griping their weapons, seem tense and apprehensive at your presence. Before the gates fully open you feel the all too familiar tug on the chains that keep you walking. You are paraded down garbage strewn streets, a public display of the captured villains. Quickly the commoners rush you to hit you, spit in your face and pelt you with mud, rocks and vegetables. The guards do little to protect you. Finally you approach the castle. Brought to the throne room you are then pushed and shoved until you bow the knee to the King. As the Vizier begins to read aloud the charges against you take a quick look around the room and see the enemies who surround you. The King and the Vizier Nicodermus (“The Collector”) will interrogate the PCs. Of course the Vizier will be very persuasive at twisting the words of the PCs. The PCs could trick Nicodermus into revealing that he is the Collector. This will only work if they can get him to reveal information that the Vizier should not normally know. Give the PCs plenty of clues and draw out the interrogation so that they have a chance to save themselves. For more information on Nicodermus please see Appendix II: NPCs.
The PCs are in trouble As soon as the PCs exit the Dwarven Mining Colony of Morlin’s Freehold, they, plus any henchmen or rescued Dwarves, will be met by a large number of the King’s men who will immediately arrest them. This group consists of men-at-arms, knights, and members of the Royal Holy Order who have arrived to capture the PCs because of the crimes that they have “committed”. Of course some (or maybe all) of the crimes have been fabricated by Nicodermus. As soon as the PCs exit from the mining colony read this: As soon as you exit from the Mine you see a large group of well armed men. Khelem Borkajh, who you remember as the captain of the guard from the village of Solbek, steps forward to speak to you. “Halt! By the authority of His Majesty King Almeck, I hereby place you under arrest for crimes against the King and his people.” If the PCs accept the arrest, Khelem Borkajh will place them in chains and remove their weapons, but will not take their armour. The group will then travel to Arameth. For more information on Khelem Borkajh please see Appendix II: NPCs. If the PCs resist arrest, Khelem Borkajh will order his followers to attack the criminal adventurers. The
Crime and Punishment Here is a list of the crimes that the PCs may be charged with. Crime Description Abandonment of a military post. Absent without leave Insubordination to a superior Failure to obey a military officer or noble. Illegal weaponry Carrying a weapon without a permit Resisting arrest Failure to submit to the authority of the law Heresy. Failure to recognise the authority of the church Treason Attempting to overthrow the nobility Brawling Fist fighting Murder Killing a citizen Assassination Killing a noble (or sometimes a rich merchant ) Robbery Forcibly taking someone’s goods. Burglary Entering a home or business to steal property Theft Taking another person’s property Possession of stolen goods Found in possession of stolen goods
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Punishment Flogging or Death Flogging Fines or Jail Jail Death Death Jail or fines Imprisonment Death Flogging and jail Jail Jail Flogging and Fine.
Disruption of local Economy Tax Evasion Grave Robbing Public Drunkenness
Purposefully inflating prices of goods Not paying the full amount of taxes owed. Stealing goods from the buried. Being drunk in public
Heavy Fines Heavy Fines or Jail Jail, Fines, or Death. Jail
+5 Longsword. Potion: Heal 3d10 hits. Fancy clothing suitable to be worn in the Kings Court. GM Tip: You may wish to include a few of the PCs’ favourite items so they don’t feel that they have lost all of their stuff just to advance the story. The PCs enter the royal bedchamber where the Assassin (who was sent by Nicodermus) has already murdered the King and the Queen. Just after the PCs find out what’s happened, the main door to the chamber opens and a guardsman will see the PCs standing by the bodies of the King and Queen. If the PCs took any of the equipment from the passage, the guardsman will believe them to be responsible for the murders of other nobles. (Add assassination to the list of charges). The Guardsman will sound the alarm before attempting to drive the PCs away from the King and Queen. Simultaneously with these events, the Collector has had all of the royalty, and most of the nobility killed. Then enacting an ancient law, Nicodermus has declared himself Regent. In addition to this, the Collector’s army (led by Kubaz) is marching on Arameth. This army includes mercenaries and undead. At this point, the PCs will be in a running battle with the castle guard, who blame them for the assassinations of the royal family and the nobles. Before the PCs are overwhelmed, Khelem Borkajh and twenty of his guardsmen will come to their aid driving off the other guards. Khelem Borkajh only met Nicodermus the day before these events and so is not under the mind influencing spells that Nicodermus used on the castle guard. Khelem had spotted the Collector’s army marching on Arameth and combining that with the new Regent’s lack of alarm at the threat, has deduced that Nicodermus is the Collector. Khelem Borkajh, realising that the adventurers have been framed, will ask the PCs to aid him in an attempt to dethrone Nicodermus, and protect the city from the invading army. If the adventurers accept Khelem’s offer, he will led them to the throne room where he and his men will deal with the castle guard,, giving the PCs a chance to destroy “The Collector”. Once Nicodermus is dead, Kubaz will sense this and flee, leaving the mercenaries to fight the now uncontrolled undead. With the Collector dead, his mind influencing spells are dispelled freeing the
Once the adventurers have been tried, they will be found guilty of the death of Selek (the Necromancer), and even the Dwarves from the mine. The PCs will be placed in jail to await sentencing in the morning. Powerful anti-magic wards protect the prison cell, so spells will not help them to escape.
ESCAPE! The PCs are shackled in a prison cell. The shackles are worn and not of the highest quality so the adventurers will be able to get out of the shackles with an appropriate roll or two (escapology, pick locks, etc.). The GM may wish to make the rolls to ensure that the PCs are able to free themselves. Shortly after the prisoners are free from the shackles a hidden door to a secret passage opens and an assassin steps out of the passage to kill the PCs. The Assassin will not be expecting the prisoners to be free of the shackles and may be surprised. For more information on the Assassin please see Appendix II: NPCs. Once the PCs defeat the Assassin, they will have access to his equipment and will be able to enter the secret passage, which contains some more equipment (described below). The passage leads up through a winding path until the PCs come to a small door which can be opened easily. The PCs can then enter a darkened room. Equipment: d20 System: Mighty Composite Short bow (Str. Bonus +1) and 15 arrows. Masterwork leather armour. A suit of full plate armour with a large metal shield. Mighty composite longbow (Str. Bonus +2) and 20 arrows. Masterwork Bastard Sword. Longsword. Potion: Delay Poison Scroll: Greater Magic Weapon, Summon Monster III, and Cure Light Wounds. Scroll: Aid, Charm Person, and Identify. Figurine of Wondrous Power (Onyx Dog). Fancy clothing suitable to be worn in the Kings Court. RM: +10 (non magical) Short bow and 15 arrows. Leather armour AT 9. A suit of full plate armour (AT 20) with a metal full shield (DB +25). +10 longbow with 20 arrows. +5 (non magical) Bastard Sword.
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can be determined. Having defeated the Collector and his army, the PCs will be pardoned for their crimes by the new Regent, on condition that they help round up the rest of the Collector’s vast network.
surviving guards to help suppress the remainder of the Collector’s army.
The End Since all of the royal family and most of the nobility were killed by the Collector and his army, Khelem Borkajh has been named Regent until the true heir
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Appendix I: Odd Encounters
agree to move the containers in exchange for this information, they will set off to find an appropriate place, away from people, where the Lich can live. A manipulative PC could send the Lich to destroy the Orcs in the area. For more information see the appendix on NPCs.
Here are a couple of unusual encounters that will give the PCs a few opportunities to cultivate powerful allies. Such allies could become very important when the adventurers have to fight the Collector’s army.
Milton The Dragon The Setting
The Lich
While the PC’s are travelling in the mountains, they stumble across the entrance to a cavern from which a warm breeze emanates. If the PCs enter the cave, they will soon hear the din of a smith’s forge. Once inside the cavern itself, PCs will immediately see a large Red Dragon. If they do not attack immediately they will also see a Dwarf working with the drake at a forge - they are currently forging a magical great axe. It turns out that the Dragon, Milton, and the Dwarf, Karzak the Smith, have teamed up to produce many fabulous magic items. The Dragon’s breath heats the Forge while Karzak forges the item then Milton enchants it. Sometimes Karzak engraves Dwarven Runes on the blades he creates. Once Milton and Karzac are certain that the PCs are not trying to steal their treasure, they will treat the adventurers well. If the PCs try and steal the treasure they will be attacked immediately. If the PCs make friends with the pair, they will eventually be able to have items analysed or appraised, and maybe even have a few items made for them. For more information see the appendix on NPCs.
The Setting The Lich, that the PCs encountered while in the Trolian Wastes, has followed them back to the village, and the townsfolk are unhappy. If the PCs had killed the Lich earlier, he will be reconstituted by now, but will not possess the items listed in his profile. The Lich has had his organ containers transported to this location through a series of travelling merchants. The organs are now well hidden on the human side of the border. The townsfolk will not be pleased to have a Lich lurking about and will expect the PCs to destroy it or at least drive it off.
Another Encounter with the Lich When the PCs encounter the Lich, he has decided that he is weary of the Trolian Wastes. The Lich wishes to find a new home and requires the aid of the adventurers to move his organ containers. For this help, the Lich will agree to aid the PCs with various lores and spells. He may even explain the art of creating a Lich or a mummy. If the Player Characters
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Appendix II: NPCs
own men who have been given a wide range of powers due to the potential Elven threat.
Leos and Megos Their village destroyed by Dragons ages ago, these Elves are intent upon settling a score. They intend to kill all of the Dragons in the river valley. These elves are obsessed with revenge and do not even fear their own deaths. The Elven Nation of Mempos has declared them to be renegades, as they do not hold to the ancient peace treaty between the Elves and the Dragons.
II.1 NPC Descriptions Nicodermus “The Collector” Nicodermus is a well-dressed man who stands 5 foot 11 inches and weighs one hundred and fifteen pounds. He is not a physically impressive man but he conducts himself with a degree of confidence that is unsettling.
Karzak the Dwarven Smith
Selek “The Necromancer”
Karzak is one of the few Dwarves who actually enjoys the company of a dragon. Of course Karzak is friends only with “his” dragon Milton, but most Dwarves do not see this distinction. Karzak and Milton work together to create great works at the smithy.
Nicodermus has hired Selek, a necromancer, to experiment with three ancient necromantic spell books and catalogue which conditions produce superior results with certain spells. In return Nicodermus provides Selek with money, magic items, and equipment, and most importantly spell books and scrolls. Selek will attempt to protect his secrets at all costs - after all killing the PCs will provide him with more subjects to work with.
Kelez the Lich In the ancient times Kelez was a member of the Royal Holy Order in Arameth and was sent to battle the Trolls in the southern forest of Trolia. During the battles Kelez’s company was destroyed, the Commander (M’Than the paladin) was mortally injured and Kelez was severely hurt. A surprise attack by several of the Troll war bands had caught them off guard. The attacking trolls actually outnumbered the human company. With only five surviving warriors and a dying Commander, Kelez fled and completed the ceremony to become a Lich. Kelez still wanders the Trolian Wastes searching for his companions, having totally forgotten that he is no longer alive.
Kubaz Kubaz is a Half Fiend who was rescued from a lynch mob by Nicodermus, Abandoned at birth, Kubaz had never met anyone more powerful than himself until he encountered the Collector. The Collector’s offer of employment and protection was enough that Kubaz will co-operate with the plan, at least while it still serves his interests.
Khara Khara is an Artificer, a maker of magical items. Khara is obsessed with her art and wants to become skilled enough to produce several difficult artifacts. When Nicodermus sought her out offering employment with unmatched resources, Khara jumped at the chance to make items that she never thought she would be able to afford. Khara does not particularly care that the artifacts she creates for Nicodermus are used for evil. She is utterly detached - even if she were to notice all the bloodshed taking place, she would think of it as a price that must be paid for her to continue working.
Asmon, the Decapitator Born into a nomadic tribe in the Trolian Wastes, Asmon quickly grew to be an expert hunter. By the age of 14 his skill in the saddle was unmatched within his tribe, and few hunters had such bountiful hunts as Asmon. Life as a nomad was hard and tedious but not without its joys. Then the camp was attacked. Asmon saw friends cut down, animals and supplies stolen, and the camp put to the torch. Asmon and a few of the other hunters were able to repel the raiders but it was too late, the damage was done. The camp was lost, his friends were dead and the few who remained were as frightened little children. A charismatic leader, Asmon armed every man and every woman. Leaving all but the most vital supplies behind, the tribe tracked the raiders to a camp at the edge of the dunes. Within minutes, it was all over. The brutal attack caught the raiders unawares and Asmon was victorious. However that day his heart was hardened and Asmon never released the fear that was trapped within.
Khelem Borkajh Khelem Borkajh is the captain of the village guard in Solbek. Khelem is also a commander in the King’s army and is stationed in Solbek because of its close proximity to the Elven border. A true descendant of one of the heroes from the Dragon Wars, Khelem is a mighty warrior who wades into battle with two weapons - a Scimitar and a Short sword. In his role as captain of the guard Khelem Borkajh often finds that it is best to hold a tight rein on his
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Gortok
Asmon recognised one of the raiders as a member of the Verout tribe and he continued the onslaught becoming the greatest and most brutal warlord the Trolian Wastes has ever seen. To free himself of the fear in his heart, Asmon subjugated or destroyed every tribe he encountered within the Wastes. Asmon gained the grim title of “The Decapitator” because he ordered his men to decapitate fallen enemies - a fate shared by traitors. The headless bodies were destroyed and the heads displayed on pikes to show the end of any who dared to oppose Asmon the Decapitator. Asmon’s tactics lean to the extreme: destroy completely before the enemy knows they are under attack. Hit and fade raiding tactics are preferred over conventional warfare. In combat, Asmon rides a warhorse without barding and uses a longbow and a scimitar/shield combination.
Gortok is the chieftain of the Minotaurs of Beast Island. He is the toughest, most vicious of all the minotaurs. Gortok has been chieftain for five years, and has maintained this position by killing all potential rivals including Galmek, his son, who showed signs of being a promising Shaman. Gortok delights in tracking and killing the prisoners banished to the island.
Almon the Farmer Almon was born in the nation of Verland where he grew up on his father’s farm. Almon was a strong youth and was soon drafted into the army during a series of goblin raids. Trained as a scout, Almon was frequently ordered to find goblin encampments for the main army to attack. During one of the skirmishes between the goblins and the humans, the family’s farm was overrun. Luckily his parents were relatively unharmed, but the farm was destroyed. After the goblins were suppressed, Almon helped his father rebuild the farm although his thoughts often returned to tracking goblins. After two years, Almon gave up farming for life as an adventurer. Almon travelled to Arameth where he joined a group of adventurers out to make a name for themselves. Although proficient at battling goblins, Almon had to quickly learn about the tactics and abilities of other races, to this end Esta the party’s half elven druid, and V’lor the party’s fighter tutored him. Over the next few years of adventuring Almon and Esta’s relationship grew and changed until they were in love. Five years after Almon began adventuring, the party was attacked while they slept by a group of Manticores. V’lor and Pestro were killed and Esta was gravely injured. The surviving party members dispersed. After this harrowing incident, Esta decided to retire from adventuring. She and Almon married and they bought a farm near the village of Solbek. With a Ranger and a Druid tending the farm, it rapidly grew until they had many types of crops and livestock. Things remained this way for eight years until Esta passed away. Three years after Esta’s death, wolves began to prey on the farm animals. Almon retrieved his old adventuring gear and went forth to drive off the wolves threatening his livelihood. Instead of being met by a few wolves, Almon ended up fighting a werewolf, who severely injured him. The neighbouring farmers noticed how quick Almon healed and now fear that he may have become a lycanthrope.
Gwellith “Master Vampire” A relatively young vampire, Gwellith was created only 47 years ago. She stands five foot three inches, and weighs about 100 lbs. Gwellith has the appearance of a Human female in her late teens. She wears dark clothing and a dark cloak, which seems to flow about her and move at her will.
Vibros With ore mined by the Dwarves of Smin, the best smith in Auberk forged this blade, which was then enchanted by the Masters of the Arcane Council and by the High Priests of the Royal Holy Order. Vibros was as powerful an artifact as the nation of Auberk could produce. This fine weapon was given to M’Than, the one warrior capable of handling the sword. Imbedded in the sword is an intelligence that clearly announces the weapon’s purpose, to destroy Dragons! Vibros was created during the First Dragon War to aid M’Than in hunting down and destroying the Dragons that threatened Auberk. Vibros is more than a bit stubborn. The sword will often attempt to compel its wielder to attack Dragons even if the attack is suicidal. Other than its obsessive hostility to draconic races, Vibros is perfectly rational. Vibros is not intended for use by the PCs. The adventurers will be unable to wield Vibros who will inform any who try that “such a great and heroic sword as I, am not meant for the likes of you.”
The Assassin This should be used for both the Ballroom Murder and when the PCs are attacked in the prison cell.
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II.2 NPC Statistics (d20 System) Name: Nicodermus as “The Young Alignment: Lawful Evil Noble” (Lord Nicara) Race: Human Class: Wizard (Level 4) AC: 13 HP:26 Base Attack: +2 Initiative: +3 Stat Bonus Saves: Fortitude +3, Reflexes +3, Will +3, Str 10 +0 Familiar: Toad, Initiative +6, AC:21, HP:13 Dex 16 +3 Con 17 +3 Int 18 +4 Wis 13 +1 Cha 15 +2 Languages: Common, Draconic, Elven, Dwarven. Skills: Diplomacy (+4), Knowledge: Arcane (10), Knowledge: Local (+6), Knowledge: Nature (+6), Knowledge: Nobility (+6), Knowledge: Religion (+6), Listen (+2), Ride: Horse (+5), Scry (+8), Spellcraft (+11), Swim (+3). Feats: Scribe Scroll, Combat Casting, Enlarge Spell. Equipment: Riding horse, Short Sword, Quarter Staff, 200 GP, a map of the local area, a spell book (hidden), a small tent, 100 feet of rope, and provisions for eight days. Name: Nicodermus “The Vizier” Alignment: Lawful Evil Race: Human Class: Wizard (Level 13) AC: 18 HP:83 Base Attack: +6/+1 Initiative: +3 Stat Bonus Saves: Fortitude +7, Reflexes +7, Will +12 Str 10 +0 Familiar: Toad, Initiative +6 , AC: 26, HP:41 Int 12 Special Abilities: Alertness, Improved Evasion, Share Spells, Empathic Link, Dex 16 +3 Touch, Speak with Master, Speak with Toads, Spell Resistance 18. Con 17 +3 Int 19 +4 Wis 14 +2 Cha 15 +2 Languages: Common, Draconic, Elven, and Dwarven. Skills: Alchemy (+7), Craft: gemcutting (+7), Diplomacy (+9), Forgery (+7), Heal (+2), Knowledge: Arcane (12), Knowledge: Local (+8), Knowledge: Nature (+8), Knowledge: Nobility (+8), Knowledge: Religion (+12), Listen (+7), Ride: Horse (+5), Scry (+13), Spellcraft (+20), Spot(+7), Swim (+3), Wilderness Lore (+2). Feats: Combat Casting, Craft Magic Arms and Armour, Craft Staff, Enlarge Spell, Leadership, Quicken Spell, Scribe Scroll. Equipment: Staff of Power, Bracers of Armour (+5), Cloak of Charisma, Ring of Wizardry (III), Ring of Mind Shielding, Wand of Magic Missiles (Level 5), Wand of Cure Light Wounds, Wand of Summon Monster II. Memorized Spells 0: Light, Disrupt Undead, Detect Magic, Read Magic. 1: Shield, Mage Armor, Comprehend Languages, Magic Missile, Charm Person. 2: Knock, Arcane Lock, Protection from Arrows, Detect Thoughts, See Invisible. 3: Dispell Magic, Fireball, Non Detection, Gentle Repose, Vampiric Touch. 4: Scrying, Ice Storm, Fear, Stone Skin, Fireball (Enlarged). 5: Animate Dead, Teleport, Permancy, Magic Missile (Quickened, x2). 6: Chain Lightning, Contingency, Greater Dispelling. 7: Control Undead, Drawmij’s Instant Summons. 8: Protection From Spells.
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Name: Selek “The Necromancer” Alignment: Lawful Evil Race: Human Class: Wizard (Necromancer) (Level 3) AC: 11 HP:12 Base Attack: +1 Initiative: +1 Stat Bonus Saves: Fortitude +2, Reflexes +2, Will +5 Str 11 +0 Memorized Spells: Level 0: Disrupt Undead (x2), Read Magic, Ray of Frost, Mage Hand. Dex 13 +1 Level 1: Chill Touch (x2), Magic Missile, Ray of Enfeeblement. Con 13 +1 Level 2: Knock, Ghoul Touch (x2). Int 16 +3 Wis 15 +2 Cha 9 -1 Languages: Common, Draconic, Elven, and Infernal. Skills: Alchemy (+9), Concentration (+4), Craft: leatherworking (+7), Heal (+5), Knowledge: Arcana (+8), Ride (+3), Spellcraft (+9), Swim (+2). Feats: Scribe Scroll, Combat casting, Spell Focus: Necromancy. Equipment: 15 Gold, Quarter Staff, Dagger. Name: Kubaz Alignment: Chaotic Evil Race: Half-Fiend Class: Sorcerer (Level 10) AC: 16 HP:55 Base Attack: +5 Initiative: +3 Stat Bonus Saves: Fortitude +6, Reflexes +6, Will +8 Str 18 +4 Spell Like Abilities: Darkness 3/Day, Desecrate, Unholy Blight, Poison 3/Day, Contagion. Dex 17 +3 Con 16 +3 Int 19 +4 Wis 13 +1 Cha 19 +4 Languages: Common, Orc, Elven, Infernal, Draconic. Skills: Alchemy (+17), Bluff (+8), Concentration (+5), Craft: Weapon smithing (+14), Intimidate (+6), Knowedge: Arcana (+14), Listen (+3), Scry (+14), Search (+5), Spellcraft (+17), Spot (+3). Feats: Combat casting, Craft magic arms and armor, Craft wand, Martial weapon proficiency: Battle Axe. Equipment: Ring of Protection(+2), Wand of Silence, Battle Axe (+1, shock), Scroll (Lightning Bolt, Identify, Halt Undead), Cloak of Displacement, Staff of Fire. Known Spells Level 0: Resistance, Ray of Frost, Detect Poison, Daze, Light, Disrupt Undead, Open/Close, Detect Magic, Read Magic. Level 1: Shield, Mage Armor, Identify, Magic Missile, Shocking Grasp. Level 2: Resist Elements, Locate Object, Blur, Knock. Level 3: Dispel Magic, Stinking Cloud, Fireball. Level 4: Fire Shield, Dimension Door. Level 5: Animate Dead.
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Name: Khara the Artificer Alignment: Lawful Evil Race: Human Class: Wizard: Enchanter (Level 10) AC: 11 HP:33 Base Attack: +5 Initiative: +1 Stat Bonus Saves: Fortitude +4, Reflexes +4, Will +10 Str 12 +1 Prohibited School of Magic: Abjuration. Dex 13 +1 Con 13 +1 Int 19 +4 Wis 17 +3 Cha 14 +2 Languages: Common, Orc, Elven, Infernal, Draconic. Skills: Alchemy (+17), Bluff (+6), Concentration (+5), Craft: Armour smithing (+14), Intimidate (+6), Knowedge: Arcana (+14), Listen (+7), Scry (+14), Search (+6), Spellcraft (+17), Spot (+7). Feats: Alertness, Brew Potion, Craft Magic Arms and Armor, Craft Rod, Craft Wondrous Item, Quicken Spell, Scribe Scroll. Equipment: Khara often carries test objects that she has recently created and could have any number of magic items. Memorized Spells Detect Magic, Read Magic, Daze (x2), Light. Comprehend Languages, Charm person (x2), Sleep, Magic Weapon. Locate Object, Tasha’s Hideous Laughter, Blur, Knock, Scare. Suggestion, Lightning Bolt, Greater Magic Weapon, Keen, Haste. Lesser Geas, Confusion, Ice Storm, Charm Monster, Bestow Curse. Permanency, Animate Dead, Dominate Person. Name: Khelem Borkajh Alignment: Lawful Good Race: Human Class: Fighter (Level 15) AC: 20 HP:131 Base Attack: +15/10/5 Initiative: +7 Stat Bonus Saves: Fortitude +12, Reflexes +8, Will +5 Str 20 +5 Paired Weapons: Scimitar: 19/15/10 Damage 1d6+7 Threat Range:15-20 Dex 16 +3 Short Sword: +4/-1 Damage 1d6+5 Threat Range:17-20 Con 16 +3 Int 14 +2 Wis 10 +0 Cha 14 +2 Languages: Languages: Common, Orc, Elven. Skills: Appraise (+6), Bluff (+6), Climb (+16), Craft(+9), Diplomacy (+6), Handle Animal (+12), Heal (+3), Intimidate (+6), Jump (+17), Listen (+2), Move Silent (+9), Ride: Horse (+16), Sense Motive (+3), Spot (+2), Swim (+20). Feats: Ambidexterity, Cleave, Combat Reflexes, Great Cleave, Improved Critical (Scimitar, Short sword), Improved Initiative, Improved Two Weapon Fighting, Two Weapon Fighting, Weapon Focus (Scimitar, Short sword), Weapon specialization Scimitar. Equipment: Half Plate Armour, Scimitar, Short sword.
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Name: Leos and Megos Alignment: Chaotic Good Race: Elf Class: Ranger (Level 10) AC: 18 HP:77 Base Attack: +10/+5 Initiative: +5 Stat Bonus Saves: Fortitude +9, Reflexes +8, Will +5 Str 14 +2 Leos Longbow: +19/+19/+19/+14 Damage:1d6+8 Megos Longbow: +16/+16/+11 Damage 1d6+3 Dex 20 +5 Con 14 +2 Favored Enemy: Add +3 to damage for Dragons under 30ft distance. Int 11 +0 Wis 14 +2 Cha 9 -1 Languages: Common, Elven. Skills: Animal Empathy (+1), Climb (+4), Craft (+3), Handle Animal (+1), Heal (+8), Hide (+6), Intuitive Direction (+4), Jump (+4), Knowledge: Nature (+2), Listen (+2), Ride: Horse (+7), Search (+5), Spot (+7), Swim (+7), Use Rope (+8), Wilderness Lore (+7). Feats: Far Shot, Point Blank Shot, Rapid Shot, Track, Weapon Focus: Long Bow. Equipment: Leos: (+3) Mighty Composite Longbow of Speed, Quiver of Ehlonna (+1 arrows), Studded Leather Armor. Megos: +1 Mighty Composite Longbow, Studded Leather Armor. Name: Karzak the Dwarven Smith Alignment: Chaotic Good Race: Dwarf Class: Fighter (Level 10) AC: 24 HP:104 Base Attack: +10/5 Initiative: +6 Stat Bonus Saves: Fortitude +11, Reflexes +5, Will +4 Str 16 +3 Dex 14 +2 Con 18 +4 Int 14 +2 Wis 13 +1 Cha 10 0 Languages: Common, Dwarven, Draconic Skills: Appraise (+6), Craft: Armour smith (+13),Craft: Blacksmith (+6), Craft: Gem Cutting (+6), Craft: Leather Working (+7), Craft: Stone Masonry (+9), Craft: Weapon Smith (+13), Ride (+4), Wilderness Lore (+4). Feats: Cleave, Combat Reflexes, Dodge, Exotic Weapon Proficiency: Dwarven Waraxe, Great Cleave, Improved Initiative, Power Attack, Sunder, Weapon Focus: Dwarven Waraxe, Weapon Specialization: Dwarven Waraxe. Equipment: : (+3) Chain mail, (+3) Buckler Shield, (+3) Dwarven Waraxe of Mighty Cleaving.
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Name: Kelez the Lich Alignment: Neutral Evil Race: Human Lich Class: Cleric (Level 11) AC: 21 HP:90 Base Attack: +8/3 Initiative: +2 Stat Bonus Saves: Fortitude +7, Reflexes +5, Will +11 Str 14 +2 Rebuke Undead: 12/day Domains: Evil, Magic. Dex 14 +2 Con na na Int 17 +3 Wis 18 +4 Cha 11 +1 Languages: Common, Dwarven, Draconic Skills: Craft: Jeweller (+7), Diplomacy (+5), Heal (+12), Knowledge: Arcana (+13), Knowledge: Religion (+13), Listen (+14), Move Silently (+15), Scry (+13), Spellcraft (+13), Spot (+14). Feats: Craft Wondrous Item, Empower Spell, Extra Turning (x2), Quicken Spell, Weapon Focus: Dagger. Equipment: : (+2) Dagger, Chain Shirt, Light Mace. Memorized Spells Detect Magic, Read Magic, Light, Cure Light Wounds, Guidance, Mending. Bane, Bless, Cure Light Wounds (x2), Sanctuary, Magic Weapon, Nystul’s Undetectable Aura. Cure Moderate Wounds (x2), Death Knoll, Desecrate, Undetectable Alignment, Resist Elements. Animate Dead, Cure Serious Wounds, Dispel Magic (x2), Daylight, Meld into Stone. Cure Critical Wounds, Discern Lies, Poison, Freedom of Movement, Unholy Blight. Raise Dead, Slay Living, Spell Resistance. Create Undead, Greater Dispelling. Name: Asmon, the Decapitator Alignment: Lawful Neutral Race: Human Class: Fighter (Level 5) AC: 15 HP:46 Base Attack: +5 Initiative: +1 Stat Bonus Saves: Fortitude +7, Reflexes +2, Will +0 Str 14 +2 Dex 13 +1 Con 16 +3 Int 15 +2 Wis 8 -1 Cha 16 +3 Languages: Common, Elven, Dwarven. Skills: Climb(+4), Handle Animal (+10), Heal (+1), Hide (+2), Intimidate (+4), Intuitive Direction (+1),Listen (+1), Move Silent (+3), Ride (+8), Spot (+1). Feats: Mounted Archery, Mounted Combat, Point Blank Shot, Rapid Shot, Weapon Focus: Long Bow, Weapon Specialization: Long Bow. Equipment: : Scimitar, Mighty Composite Longbow, Scale mail (AC+4, -3 armor check ) Small wooden shield, Light War-horse, 50 Gold.
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Name: Gwellith Alignment: Chaotic Evil Race: Vampire Class: Warrior (Level 5) AC: 27 HP:47 Base Attack: +5 Initiative: +9 Stat Bonus Saves: Fortitude +4, Reflexes +8, Will +4 Str 20 +5 Special: Mace Hit +13, Damage 1d8+7 Damage Reduction 15/+1, Heal 5/round, +4 turn resistance, cold and Dex 21 +5 Electricity resistance 20, alternate form, Vampire Weaknesses, Energy Drain Con NA NA 2 levels, Charm, Blood Drain 1d4 Permanent Con/round, Children of the Int 15 +2 Night (3d6 wolves), Create Spawn. Wis 16 +3 Cha 20 +5 Languages: Common, Elven, Dwarven. Skills: Appraise (+4), Climb (+7), Hide (+15), Intimidate (+9), Jump (+6), Knowledge: local (+4), Listen (+14), Move Silently (+15), Ride Horse (+7), Search (+12), Spot (+11), Swim (+7). Feats: Alertness, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Weapon Focus. Equipment: : Studded Leather Armor, 800 GP, 2 Gems, Ring of Protection +3, Gloves of Dexterity (+2), Ring of Animal Friendship, Mace of Terror +2. Name: Vibros “M’Than’s Broadsword” Alignment: Lawful Good Race: Artifact Class: NA Stat Bonus Str NA NA Vibros: Holy, Wounding, Broadsword +5 Dex NA NA Con NA NA EGO: 34 Int 12 +1 Wis 19 +4 Cha 22 +6 Languages: Common, Draconic. Telepathic Abilities: Sense Motive (+14),Detect Evil (at will), Cure Light Wounds (1d8+5) on Wielder 1/day, Detect Thoughts (100 ft range, 1 minute per use, 3/day), Lightning Bolt (8d6 damage, 200ft, DC 13) 1/day, Defeat Dragons (+2 to all saves, +2 AC, Spell Resistance 15). Name: The Assassin Alignment: Neutral Evil Race: Human Class: Ranger/Assassin (Level 6/6) AC: 19 HP:68 Base Attack: +10/5 Initiative: +4 Stat Bonus Saves: Fortitude +7, Reflexes +7, Will +4 Str 16 +3 Longsword: 17-20/x2 Hit +7, Damage +6. Shortbow 19-20/x3 Hit +5. Dex 18 +4 Con 13 +1 Int 17 +3 Wis 15 +2 Cha 10 +0 Languages: Common, Elven, Dwarven, Draconic. Skills: Climb(+4), Concentration(+4), Disguise(+4), Gather Information(+6), Handle Animal (+10), Heal (+1), Hide (+13), Intimidate (+4), Intuitive Direction (+1),Knowledge: Nature(+6), Listen (+8), Move Silent (+14), Open Lock(+10), Read Lips(+9), Ride (+8), Search(+10), Spot (+8), Swim(+6), Use Magic Device(+6), Wilderness Lore(5). Feats: Blindfighting, Improved Critical Longsword, Improved Critical: Shortbow, Point Blank Shot, Track, Weapon Focus Longsword, Weapon Focus: Shortbow. Equipment: : +3 Longsword, +2 Studded Leather armour, Scroll (Protection from arrows, Lightning Bolt), Potion, Lesser Restoration, Iron Bands of Bilarro, Ring of Spell Storing(Magic Missile(x2), Fireball, Knock, Dispell Magic), Short bow and 20 arrows, 120 gold.
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Name: Gortok Race: Minotaur AC: 14 HP:76
Alignment: Chaotic Evil Class: Barbarian (Level 4) Base Attack: +12/+7 Initiative: +0 (greataxe), +8 (gore) Saves: Fortitude +9, Reflexes +5, Will +5 Damage: Huge greataxe 2d8+8, 1d8+2 Special Attacks: Charge 4d6+6 Special Qualities: Scent, natural cunning.
Stat Bonus Str 19 +4 Dex 10 +0 Con 15 +2 Int 8 -1 Wis 10 +0 Cha 8 -1 Languages: Minotaur Skills: Intimidate +6, Jump +8, Listen +9, Search +10, Spot +10, Move Silent +4, Intuitive Direction +2. Feats: Great Fortitude, Power Attack, Track. Equipment: : Huge greataxe Name: Almon the Farmer Alignment: Chaotic Good Race: Human Class: Ranger(Level 8) AC: 16 HP:63 Base Attack: +9/+4 Initiative: +6 Stat Bonus Saves: Fortitude +8, Reflexes +4, Will +4 Str 16 +3 Favored Enemies: Goblinoids (+2), Beasts (+1). Spells: Summon Nature’s Ally I, Magic Fang, Cure Light Wounds. Dex 14 +2 Con 15 +2 Int 13 +1 Wis 14 +2 Cha 12 +1 Languages: Common, Elven. Skills: Animal Empathy +5, Balance +6, Climb + 6, Handle Animal +5, Heal +8, Jump +9, Knowledge Nature +7, Listen +7, Move Silently +7, Profession: Farmer +5, Ride +6, Spot +7, Swim +7, Wilderness Lore +6. Feats: Exotic Weapon Proficiency: Bastard Sword, Improved Initiative, Mounted Combat, Track, Weapon Focus: Bastard Sword. Equipment: +2 Leather Armor, +2 large wooden shield, Bastard Sword
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II.3 NPC Statistics (Rolemaster Statistics) Lord Nicara (Real Name Nicodermus) NPC: An Adolescent Adventure Spell List Ranks Total Level 4 Arcanist Arcane Visions 9 23 Hits: 55 Aura Lore 8 22 AT (DB): 4 (21) Bladerunes 9 23 Attacks: 26Broadsword/ 27Quarter Staff. Light Manipulation 8 22 Skills: Sprinting 18, Swimming 18, Climbing 18, Shifting Law 8 22 Alertness 24, Sense Ambush 22, Observation 21, Arcane Barriers 10 24 Heraldry 37, History (Auberk) 57, Artifact Lore 45, Arcane Healing 14 28 Spell Lore 42, Undead Lore 65, Dragon Lore 11, Arcane Shield 9 23 Poison Lore 14, Riding (horse) 26, Attunement 56, Detection Law 9 23 Divination 53, Power Perception 56, Read Runes 56, Mana Law 11 25 Channeling 49, Hiding 27, Stalking 27 Power Focus 7 21 Spells Power Points 74 Power's Master 7 21 Equipment: Spell Shaping 7 21 Horse, Broadsword, Quarterstaff, 50 gp, Void Law 8 22 Notes: Wards 5 19 Endurance: Sleep 4 hours a night. 50 39 Nightvision: 500' at night, 100' fairly well, 50' perfectly Dark Lore Necromancy 10 24 in dim light. Book +20 to History Skill, Book +20 to Undead Lore, Book +10 to Lore Magical Power (Greater): (30), Aggression :(7) +10 to Elemental Attack rolls, Archerype: (18), Aura Greater: (20) Status Noble: (10), Scope Skills (Radius) (10), Visible Aura (-10), Delusionary Greater (-15), Dark Temptation (10) 48 Corruption Points, Necromantic Urge (-15)
Nicodermus “The Collector” Level 14 Arcanist Spell List Ranks Total Hits: 96 Arcane Visions 11 25 AT (DB): 4 (39) Aura Lore 10 24 Attacks: 27Broadsword/ 37Quarter Staff. Bladerunes 10 24 Skills: Sprinting 25, Swimming 25, Climbing 26, Light Manipulation 15 29 Alertness 26, Sense Ambush 24, Observation 23, Shifting Law 11 25 Reality Awareness 32, Spatial Location Awareness 11, Arcane Barriers 11 25 Magical Languages 29, Directed Spell (Lightning Bolt) Arcane Forces 7 21 45, Directed Spell (Mana Bolt) 54, Directed Spell (Void Arcane Healing 29 38 Bolt) 54, Heraldry 48, History (Auberk) 68, Own Arcane Shield 10 24 Region Lore 57, Artifact Lore 78, Spell Lore 69, Detection Law 12 26 Undead Lore95, Dragon Lore 26, Poison Lore 29, Spell Inhibitors 6 20 Riding (horse) 30, Attunement 72, Divination 69, 6 20 Power Perception 72, Read Runes 69, Channeling 55, Spell Triggers Mana Law 50 39 Magic Ritual 50, Transcend Armor 50, Anatomy 26, Power Focus 12 26 Adrenal Concentration 29, Cleansing Trance 11, 12 26 Meditation 29, Spell Concentration 29, Stunned Power's Master Spell Shaping 12 26 Maneuvering 29 Void Law 50 39 Spells Power Points 168 Wards 11 25 Equipment: Staff of Aristarchus. Dark Lore 50 39 Notes: Endurance: Sleep 4 hours a night. Necromancy 30 39 Nightvision: 500' at night, 100' fairly well, 50' perfectly in dim light. Book +20 to History Skill, Book +20 to Undead Lore, Book +10 to Lore Magical Power (Greater): (30), Aggression :(7) +10 to Elemantal Attack rolls, Archerype: (18), Aura Greater: (20), Status Noble: (10), Scope Skills (Radius) (10), Visible Aura (-10), Delusionary Greater (-15), Dark Temptation (10) 48 Corruption Points, Necromantic Urge (-15)
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Kubaz Level 10 Sorcerer Mortal Demon Hits: 180 AT (DB): 4 (60) Attacks: 170Battle Axe (2D)/ 90MHO /Spells Skills: Alertness 30, Sense Ambush 29, Observation 32, Directed Spell (Shock Bolt) 28, Religion 49, Attunement 53, Divination 59, Power Perception 50, Channeling 66, Meditation 53, Stunned Maneuvering 56, Second Aid 32, Surgery 32. Spells Power Points 68 Equipment: Battle Axe (+15). Notes: Power (Greater) (30), Heat Resistance Lesser (5), Natural Physique (8).
Spell List Flesh Destruction Fluid Destruction Gas Destruction Mind Destruction Necromancy Solid Destruction Soul Destruction Wounding Detecting Ways Elemental Shields Lights Way Unbarring Ways
Ranks 18 16 13 14 15 15 17 18 16 14 15 15
Total 32 30 27 28 29 29 31 32 30 28 29 29
Spell List Armor Enhancements General Enhancements Inorganic Skills Liquid/Gas Skills Organic Skills Other Realm Imbedding Own Realm Imbedding Weapon Enhancements Item Enhancements Dispelling Ways Spell Enhancement Spell Reins Delving Ways Rune Mastery Light Law
Ranks 9 11 7 7 4 3 6 10 9 6 6 6 6 5 10
Total 24 26 22 22 19 18 21 25 19 21 21 21 21 20 25
Khara “The Artificer” Level 6 Essence Alchemist Hits: 67 AT (DB): 4 (10) Attacks: 26Quarter Staff. Skills: Alertness 17, Sense Ambush 13, Fletching 66, Leather-crafts 66, Metal Tooler 66, Metal-crafts 81, Scribing 81, Wood-crafts 81, Directed Spell (Lightning Bolt) 19, Directed Spell (Shock Bolt) 27, Teaching 23, History 59, Artifact Lore 139, Spell Lore 116, Dragon Lore 50, Attunement 59, Power Perception 47, Read Runes 78, Basic Math 52, Research 65, Meditation 29, Appraisal 40, Evaluate Armor 35, Evaluate Weapon 35, Spells Power Points 78 Equipment:. Notes: Power Major (20), Runic Lore (5), Item Lore (7), Aura Major (15), Photographic Memory (8).
Selek Level 6 Sorcerer Spell List Ranks Total Hits: 63 Unbarring Ways 2 19 (44) AT (DB): 4 (6) Flesh Destruction 9 26 (51) Attacks: 26Quarterstaff Fluid Destruction 9 26 (51) Skills: Swimming 22, Alertness 38, Sense Ambush 33, Gas Destruction 6 23 (48) Observation 30, Religion 53, Spell Lore 70, Undead Mind Destruction 6 23 (48) Lore 82, Herb Lore 32, Poison Lore 29, Divination 25, Solid Destruction 6 23 (48) Channeling 71, Magic Ritual 71, Spell Mastery 71, Soul Destruction 6 23 (48) Anatomy 26 Necromancy 18 35 (80) Spells Power Points 53 Equipment: Quarterstaff. Notes: Innate Magician +20 to all spell casting static maneuvers for Necromancy. (7), Eloquence +25 to all spell casting static maneuvers (15), Speed Reader (5)., Stat Bonus Major +5 (Intuition). (20), Slow, Base , movement reduced by 25% (-7), Bonus Item IV (15) +5 Quarter Staff, Book +5 Undead Lore, Book +5 Spell Lore.
Khelem Borkajh Level 10 Fighter Hits: 186 AT (DB): 16 (24) Attacks: 141Scimitar/ 106Longbow/ 140Shield Bash/ 102Two-Handed.
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Skills: Chain Mail 142, Sprinting 57, Swimming 60, Alertness 21, Sense Ambush 17, Mounted Combat Two-weapon Combat (paired scimitars) 104, Two-weapon Combat (Scimitar/Shield bash) 104, Leadership Heraldry 42, Own Region Lore 39, Animal Healing (horse) 30, Animal Training (horse) 30, Riding (horse) Hunting 31, Adrenal Balance 54, Adrenal Quickdraw 54, Adrenal Quickness 54, Adrenal Stabilization Adrenal Strength 57, Frenzy 70, Stunned Maneuvering 54, Jousting 73. Equipment: Two Scimitars, armor. Notes:
75, 40, 42, 45,
Leos Level 20 Ranger Spell List Ranks Total Wood Elf Inner Walls 20 32 Hits: 110 Moving Ways 20 32 AT (DB): 12 (35) Nature’s Guises 20 32 Attacks: 145 Longbow/ 110 Long Sword Nature’s Summons 20 32 Skills: Soft Leather 151, Swimming 67, Climbing 57, Nature’s Way 20 32 Alertness 57, Sense Ambush 53, Observation 77, Path Mastery 20 32 Tracking 130, Riding (horse) 98, Foraging 130, Hunting 120, Adrenal Speed 42, Frenzy 48, Stunned Maneuvering 42, Hiding 94, Stalking 92, First Aid 53, Mapping 77, Navigation 73, Power Points 60. Equipment: Scalemail (Fire Drake hide), Long Sword (+15), Longbow (+20)
Megos Level 15 Fighter Wood Elf Hits: 110 AT (DB): 12 (35) Attacks: 135 Longbow/ 135 Long Sword Skills: Soft Leather 151, Swimming 67, Climbing 57, Alertness 57, Sense Ambush 53, Observation 77, Tracking 130, Riding (horse) 98, Foraging 130, Hunting 120, Adrenal Speed 42, Frenzy 48, Stunned Maneuvering 42, Hiding 94, Stalking 92, First Aid 53, Mapping 77, Navigation 73. Equipment: Scalemail (Fire Drake hide), Long Sword (+10), Longbow (+20)
Karzak the Dwarven Smith Hits: 181 Spell List Ranks Total AT (DB): 16 (20) Physical Enhancement 5 9 Attacks: 165Handaxe/ 84Mace/ 52Ballista Skills: Chain Mail 125, Weight Lifting 40, Climbing 20, Alertness 25, Sense Ambush 12, Quickdraw 54, Leather-crafts 94, Metal Tooler 55, Metal-crafts 94, Stone-crafts 94, Artifact Lore 42, Caving 67, Survival (Underground) 42, Attunement 18, Read Runes 18, Adrenal Quickdraw 53, Adrenal Quickness 53, Adrenal Stabilization 44, Adrenal Strength 53, Frenzy 69, Stunned Maneuvering 53, First Aid 30, Operating Equipment 39, Mining 47. Spells Power Points 13 Equipment: Chain mail armour, handaxe (+20), Notes: Karzak is accompanied by Milton a Mature Fire Drake.
Kelez Use a Classic Lich from Creatures & Monsters.
Asmon Level 6 Fighter Mixed Men, Nomads Hits: 114 AT (DB): 9 (29) Attacks: 119Scimitar/ 107Shield Bash/ 132 Long Bow Skills: Rigid Leather 96, Sprinting 45, Alertness 19, Sense Ambush 11, Observation 29, Direction Sense 19, Mounted Combat 96, Two-weapon Combat (Scimitar/shield bash) 79, Leadership 20, Animal Handling (Horses) 67, Animal Healing (Horses) 73, Animal Mastery (Horses) 67, Animal Training (Horses) 67, Driving (Horses) 61, Herding (Horses) 61, Riding (Horses), Hunting 47, Survival (desert) 53, Adrenal Quickdraw 51, Adrenal Quickness 48, Adrenal Strength 48, Frenzy 60, Stunned Maneuvering 51.
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Equipment: Scimitar, Mighty Composite Longbow, Rigid Leather armour Small wooden shield, Light Warhorse, 5 Gold. Notes: Natural Horseman (7), General Weapons Master (30), Natural Archer (8).
Gwellith Use a Minor Vampire from Creatures & Monsters.
Assassin Level 8 Magent Spell List Ranks Total Hits: 134 Assassin Mastery 12 23 AT (DB): 9 (27) Disguise Mastery 8 19 Attacks: 84Short Sword/ 88Cross Bow Escapes 9 20 Skills: Rigid Leather 99, Swimming 42, Alertness 49, Gathering Secrets 5 16 Sense Ambush 33, Observation 21, Adrenal Balance 74, Misdirections 7 18 Adrenal Balance 74, Adrenal Leaping 71, Adrenal Poison Mastery 12 23 Quickdraw 74, Adrenal Quickness 74, Adrenal Speed Self Healing 10 21 71, Adrenal Strength 68, Stunned Maneuvering 74, Ambush (16 ranks) 113, Silent Kill 58, Use / Remove Poison 46, Hiding 48, Stalking 62. Spells: Power Points 39 Equipment: Notes: Assassin Training (8), Precision (20), Quiet Stride (15), Battle Reflexes (7), Inner Reserve lesser (5).
Gortok Minotaur Chieftain Aside from the following differences Gortok is a standard Minotaur, as found in Creatures & Monsters. Lvl: 18 Hits: 280 AT(DB): 3(35) Attacks: 200We/110MHo/90Lba/80Sbi/Spells
Almon the Farmer Level 10 Ranger Spell List Ranks Hits: 151 Concussion's Ways 8 AT (DB): 6 (32) Inner Walls 4 Attacks: 110Bastard Sword/ 80Longbow. Moving Ways 6 Skills: Soft Leather 101, Swimming 67, Climbing 57, Nature's Guises 5 Alertness 57, Sense Ambush 53, Observation 77, Nature's Summons 5 Tracking 101, Riding (horse) 68, Foraging 130, Hunting Nature's Way 5 110, Adrenal Speed 42, Frenzy 48, Stunned Maneuvering 42, Hiding 94, Stalking 92, First Aid 53, Mapping 77, Navigation 73. Spells: Power Points: 44 Equipment: Leather Armor, Bastard Sword, Long Bow (20 arrows). Notes: Geographic Awareness (5), Natural Archer (8), Outdoorsman (12), Master Warrior Friend Bonus +5 Intuition (20), Inner Reserve Lesser (5).
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Total 22 18 20 19 19 19
(10), Stat
Appendix III: The Village of Solbek
DESCRIPTION: This is a garrison town plain and simple. Being so close to the Elven forests, every citizen is allowed to walk down the streets heavily armed. After the King’s fleet is ambushed, the PCs will travel here and arrive just before the annual Harvest Celebration.
Located on the border of the Human and Elven nations the village of Solbek houses a garrison of the King’s men and a large complement of Village Guards. This area is of such strategic importance that the King has even sent one of his ten Dukes to oversee its defence. The Captain of the Guards is Khelem Borkajh. Village: Solbek RULER: Duke Tuborin POPULATION: 600 plus another 500 in the surrounding areas. INDUSTRY: Some Fishery and Agricultural exports, but mostly a garrison town to watch the nearby Elven forests. RELIGION: Locals favour the gods of the Harvest.
CITY GUARDS: Captain of the Guard: Khelem Borkajh Guardsmen: The town supports 100 guardsmen. Town Militia: There are over two hundred registered militia members in this village. Most villagers have had some training in case of an Elven invasion.
Map of Solbek
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the usual customers, though the owner claims occasional noble clientele. 6) The Weary Traveller Inn:
1) Town Centre: This is the village market place. 2) Town Guard: This is the headquarters and barracks for the town guard, and the King’s army. 3) Town Hall: The village Reeve usually runs the village from the Town Hall. However Duke Tuborin has recently taken over this role. 4) The Watering Hole:
This establishment is not badly priced. The food is good but there are only a few rooms aside from the common room. 7) Zack’s Armour Shop: Zack is a local civilian outfitter. His equipment is expensive but is of mid to high quality. 8) Mazic’s Weapons and Training Centre: A really cheap and disgusting place, “The Watering Hole” is where most of the locals go for entertainment. The drinks are watered down, none of the food is edible, and the establishment is infested with all kinds of vermin. 5) The Grey Wolf Inn:
This merchant has good equipment for sale at reasonable prices. Mazic is a fighter of considerable prowess and trains customers for a “small fee”. 9) The Harvest Pavilion: This is the Temple to the god of the Harvest, as well as the place where the local harvest celebration takes place. 10) Farmhouse: This is actually the Necromancer’s home, and where the PCs are most likely to end up living. 11) The Fishing Wharf: This is where the fishing boats are moored. 12) Grain Bins: These bins contain an emergency supply of important grains in case of famine or blockade by the Elves. 13) Dragon Hide Armourer: Despite the name, there are no Dragon hides here. The equipment is very expensive and not really that good.
A very expensive and posh place, this Inn caters to the rich. Travelling merchants and adventurers are
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Appendix IV: The Village of Salesh The Village of Salesh is an important place in this campaign as it is the hometown of the PCs. Farms surround the village of Salesh, and the main industry is the production of ale and wine.
Salesh is blessed with a highly competent healer who has proven handy during the Ogre raids. 6) Town Guard: The Town Guard operates a local jail in this building. During the “Prelude”, all five of the town’s guards will be away hunting down the Ogres. 7) Bookstore (small): Proving that Salesh really is a cosmopolitan town instead of the backward village most people think it is, the “Goblins Grimoire” is a small bookstore that happens to be owned by a “retired” wizard. 8) Temple (gods of Light): This is a temple dedicated to T’Kaes, the god of justice. 9) General Store: This is the store that sells most of the usual dry goods farmers require. 10) Blacksmith: As a member of the Blacksmith’s Guild, Kalmen the Smith produces the best wares, for a high price. 11) Grain Storage bins: This facility holds grains to be used by the Brewery.
Village Centre 1) Village Hall: This is where the village Reeve officiates over the town, enforcing municipal law and collecting taxes. 2) Courthouse: This building contains both the courthouse, where minor legal violations are settled, and the hall of records, which holds all of the legal documents on the births, deaths and marriages within the village. The hall of records also contains a copy of the farmer’s almanac. 3) Farmer’s Market: This is a marketplace where many local farmers and merchants buy and sell their goods. 4) Theatre: The theatre often hosts plays offered by an acting troupe or even a few songs performed by a passing minstrel. 5) Healer: This is where the local healer works. Although not as skilled as the Clerics from Arameth,
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17) The Merchant’s Inn: This is an inexpensive business class inn, owned and operated by the Merchant’s Guild. Guild Members Only. 18) The Salesh Hostel: A low cost shelter featuring one common room. 19) The Black Dragon Inn: This is a very expensive inn, but it is worth it. The Owner/Barkeep claims to be a descendant of M’Than, one of the great heroes from the Dragon Wars. He even has the skull of a Dragon prominently featured behind the bar along with a weapon which he claims created the large hole in the skull. 20) Shrine (gods of nature): The shrine is the worshipping place of choice for most farmers in the area.
12) Winery: This winery produces much of the wine made in Auberk. 13) Brewery: This is the most successful brewery in the nation. This is due mostly to the Brewmaster who was trained by a Dwarf after rescuing the Dwarf’s son from a foolhardy adventuring career. 14) Alchemist: Another seemingly out of place business in such a small town is the Alchemist. Here Telessa the alchemist toils day and night to create innumerable potions – she also tries less successfully to convert lead into gold. 15) Tack Shop: This store sells horses, tack and other various supplies required for ploughing fields. 16) Sage: An elderly retired adventurer has opened up shop and now offers advice and “the wisdom of the past” to any who would pay her price.
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Appendix V: Theological History of Golandra
the mortals are most loyal to them. With their aid, very few gods of Kharoun have been discovered by Kl’shaasa and they survive to this day. However, mortals continue to spread throughout the wilderness, taming it, and inevitably bringing the Followers of Kl’shaasa closer to the hiding places of the gods of Kharoun. The gods of Light, alone among all the gods, fought Kl’shaasa. The survivors of the initial assaults combined their energies into a composite entity, called Unity. Unity battled Kl’shaasa to a standstill. As Kl’shaasa left to seek easier prey, Unity achieved greater awareness of itself and the rest of creation. It found a new domain, far from Golan’shein, where Kl’shaasa could not follow. It ventured there, and dwells there now, where its mortal followers hope to join it when they die. Before Unity left, several gods of Light disengaged from the entity, to remain on Golandra to guide mortals. These gods have taken up mortal disguises, sacrificing some of their power, and walk among the mortals of Golandra, helping and guiding those in need. Since the gods have lost much of their influence, and Golan’shein is deserted, the question of the final destination of souls has become a very important issue. No mortal is absolutely certain of where the faithful will spend eternity. The followers of Unity go to the Domain of Unity, and all attempts to reach these souls and their final resting-place have been unsuccessful. The followers of Kl’shaasa have no concern about the afterlife, and it is rumoured they enact rituals to guarantee that they rise as undead to continue their service to the god-Slayer. Of the three pantheons, the fate of the faithful depends on the god favoured by that mortal. Most of the gods of Light roam Golandra and have no other-realm to house the souls of their followers. What happens to these souls remains a mystery, perhaps because each god is trying to protect his or her resources of souls. Rumours abound that there are small planes, “holding areas” for the deceased, until the gods can establish a new divine nation. The gods of Kharoun reincarnate their followers back to the world of the living. Although it is not known for certain, it is rumoured that the nature gods reward loyal servants with a higher station in their next life, and punish those who displease them by having them reborn as lower animals or plants. A legend has arisen which implies that the most deserving souls eventually become disembodied spirits, directly serving the gods in their earthly domain. For example, the most loyal followers of the goddess of rain may become wind or water spirits travelling with their mistress, who wanders the world disguised as a cloud. By far the worst fate awaits the followers of the dark gods. The gods of Darkness who wander Golandra
In ancient times Golandra had many gods. These gods watched over the mortals beneath them, often interfering for their own amusement, or to settle rivalries with one another. Then, a time came when the gods began to die. Not from a loss of faith, but from a force known only as Kl’shaasa. This murderous entity arrived in Golan’shein (“the divine nation” and the home of the gods), and slew many gods. It was terrible, fierce, and utterly unstoppable. In less than a generation of mortal men, almost half of the gods of Golandra were destroyed. Many fell to Kl’shaasa, while others fell victim to their fellow gods, who took the turbulent times as an opportunity to settle a rivalry once and for all. In a short time, Golan’shein was laid waste. The few mortals powerful enough to venture there have reported a land devoid of life. Cities stand empty. No wind blows to disturb the dust of ages. The entire place has the feel of a tomb. It appears as if the gods merely disappeared. The truth of the fate of the surviving gods is more disturbing… Golandra had three pantheons of gods: The gods of Light, who represented higher ideals and virtues, the gods of Darkness, who represented base desires and destructive forces, and the gods of Kharoun (an ancient word meaning “world”), who represented the forces of nature, and were considered the oldest gods. Of these pantheons, each suffered losses to Kl’shaasa. The gods of Darkness, who were always fractious and divided, incurred the heaviest casualties. Alone, they fell quickly and in great numbers. The remaining gods of Darkness fled Golan’shein forever. Some fled to the Void, the space of nothingness beyond the furthest sea, deeper than the bowels of the world, and higher than any wind. Here they carved out domains among the fiendish races native to the Void, and slowly went insane. Others fled to Golandra, and, fearing Kl’shaasa, fragmented their power, again and again. Where once stood a single god, now roamed many powerful creatures, all mortal, all monstrous, and none more than a mere shadow of the parent god’s might. Still others chose to disguise themselves among the mortals who still worshipped them, eluding Kl’shaasa and its minions over the ensuing centuries. They continue their work of tricking, hurting, and manipulating mortals, feeding from the suffering they create. The gods of Kharoun were the first to flee Golan’shein, taking up residence in Golandra embodied in the forces they represented. Thus, the gods of Kharoun became the nature spirits primitive mortals prayed to. Of all the gods, they are the most comfortable among the mortals, and of all the gods,
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not the most powerful god of Light, but she and her followers are widely respected for their medical gifts. All her priests are well versed in the healing arts, as well as having access to curative spells. Her followers offer healing and comfort to all those in need who do not disrespect life. She is Lawful Good and her domains are Good, Healing, and Protection. Wenallah (wen AH lah), the goddess of the sea. Wenallah is a god of Kharoun, and an ancient force of nature. She is said to have wept the oceans into existence at the sight of the lifeless land, which caused her much pain. When she chooses to appear to her followers, she often takes the form of a swirling pool or tower of water. When a less obvious guise is needed, she takes the form of a greenskinned elf woman of some considerable age. All those whose livelihood depends on the sea and its bounty worship her. It is said that Wenallah knows every secret ever cast upon the water, and she can be persuaded to trade her secrets. However, legends caution that her price for sharing her knowledge is often higher than some mortals are willing to pay. She has never been observed to carry a weapon, preferring to let the sea destroy the enemies of her followers. She is Chaotic Good and her domains are Knowledge, Travel, and Water. Drelan (DRAY len), the god of the harvest. Drelan is perhaps the most widely worshipped god of Kharoun, embodying the successful harvest. In spite of his association with success, Drelan appears as an old, wizened farmer. When he has chosen to engage in combat, he always arms himself with farming tools. His worshippers prepare rituals to ensure that crops grow well as his wrath can evoke widespread famine. His priests are horticulturists and farmers, and they pass their knowledge on to others, to feed the growing masses. He is Neutral Good and his domains are Air, Earth, and Plant. Hetai (heh TY), the god of the sun. The most ambitious of all the gods of Kharoun, and perhaps of all the gods of any kind, Hetai is extremely powerful. Alone among the gods of Kharoun, he has always preferred to dwell away from Golandra, making a home in the sun in the sky. From there he schemes to become the favoured god of all mortals. His priests are very aggressive in their recruitment and conversion of others, and several rulers secretly worship Hetai, whose doctrine of the strong ruling the weak appeals to tyrants of all kinds. When he ventures to Golandra, he disguises himself as a powerfully built, noble looking human man of middle years. His favoured weapon is an axe, but he and his priests are adept with many other weapons. The followers of Hetai are also known to use weapons that can be set aflame. He is Lawful Neutral and his domains are Fire, Law, and Sun.
in disguise have little or no use for their “faithful servants”, and either banish them to the Void, or devour their vital essences. Some unfortunate souls may find themselves condemned to undeath, whether through lack of concern on the part of their master, or through a direct scheme (as happens to the followers of Nalfeesh). Perhaps even worse than this is the fate of the Void-bound. The Void is home to the most hideous gods, and legions of fiends. The ravenous monsters of the Void quickly devour these souls, unless they prove themselves particularly vile and cruel. If this is the case, the lucky soul may find itself recruited among the ranks of the fiends, beginning its new “life” as the lowest form of existence in the Void.
The “Gods” of Golandra T’Kaes (tuh KAY us), the goddess of justice. T’Kaes is the most revered God of Light. She is the patron of justice and law, and her priests are well versed in the laws of many lands. She appears as a wise old woman who can detect innocence or guilt with total accuracy. She expects her priests to uphold the laws of just societies, defend the innocent, and punish the guilty. Although not warlike by nature, T’Kaes and her priests still favour the sword as a means of defence (and execution). She is Lawful Good and her domains are Knowledge, Law, and Protection. Centaph (SEN taff), the god of craft and form. Centaph is the god of all crafts. He appears as an old, powerfully built dwarf, and is a master at making all things. He and his priests see their role as teachers, passing on new ways of creating among the mortals of Golandra. Centaph rarely travels, preferring to work at his forge in a hidden location, protected by his highest-ranking priests. Here, he perfects new techniques, and creates objects of exquisite craftsmanship. He is Neutral Good and his domains are Earth, Fire, and Strength. Quaroth (KWAH roth), the god of art and creativity. Quaroth is the patron of artists everywhere. Perhaps the least disciplined god of Light, he is nevertheless respected by those who rely on creativity for their livelihood. He appears as a young elf who is never without a musical instrument, or perhaps paper and charcoal (the tools of an artist). He creates art wherever he goes, a compulsion that has come close to revealing his true nature several times. His priests are all accomplished artists, musicians, poets and writers. He is Chaotic Good and his domains are Luck, Travel, and Trickery. Meira (MEE rah), the goddess of healing. Meira appears as a kindly maiden with wise eyes. Regardless of the race she has adopted for herself at the time, she is always the epitome of beauty. She is
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followers preach that oblivion is the only true destiny for reality, and they actively seek to destroy beauty, art, and lives. To this end, priests of P’morok commit acts of both murder and corruption, believing that a mortal life without hope is even far more destructive than a single death. P’morok and his worshippers prefer weapons such as whips and scourges, which inflict a maximum amount of pain and suffering, rather than physical damage. He is Chaotic Evil and his Domains are Chaos, Destruction, and Evil. Pylok (PIE lock), god of plague and disease. Pylok is also called The Putrid One, the Corrupter and the Leper god. Pylok has taken various mortal forms but these bodies are quickly scarred by the various plagues and diseases he spreads. The followers of Pylok believe in the survival of the fittest and that true spiritual enlightenment can only be attained in a fever induced dream where Pylok calls the faithful into his service. Once the faithful are called into service they do their level best to spread disease, not only as a way of spreading physical corruption but also to find those who Pylok favours, namely the survivors. The followers of Kl’shaasa often travel to places where unusually horrible plagues have recently broken out, hoping to find the Leper god himself. He is Lawful Evil and his Domains are Death, Destruction, and Evil.
Nalfeesh (nal FEESH), the god of the dead and undead. The Minister of the Dead, or the Grey Lord, as he is sometimes called, is neutral evil, and is one of the few gods of Darkness who dwells permanently on Golandra. He appears as a fresh corpse, but with no visible signs of how he died. He prefers to dwell underground, where his very presence warps the earth. His followers used to prepare others for the inevitable fate of all mortals, enacting elaborate rituals to ensure that souls were taken by their own god. However, Nalfeesh has forsaken his duty to assign tasks and duties to the dead and to usher souls to the gods they worshiped in life. Now he broods, and his followers have forsaken death. Undeath in Golandra is easier to come by, since the god of the undead lives beneath the feet of the living. Nalfeesh’s priests today focus on sending more souls to their death without regard for their final destination. They also use rituals to ensure that they themselves will become undead after their demise. Nalfeesh has never raised a weapon, as no one has ever been foolish enough to attack him. He is Neutral Evil and his domains are Death, Knowledge and Magic. P’morok (puh MORE awk), the god of destruction. The Ravager, as he is also known, is the most hated of all the gods of Darkness. He has never appeared on Golandra in mortal disguise, preferring to remain in the Void. He is the lord of nothingness, the destroyer of everything good and decent. His God T’Kaes
Alignment lawful good
Centaph
neutral good
Domains Knowledge, Law, Protection. Earth, Fire, and Strength.
Quaroth
chaotic good
Luck, Travel, and Trickery.
Meira Wenallah Drelan Hetai Nalfeesh P’morok Pylok
lawful good chaotic good neutral good lawful neutral neutral evil chaotic evil lawful evil
Good, Healing, and Protection. Knowledge, Travel, and Water. Air, Earth, and Plant. Fire, Law, and Sun. Death, Knowledge and Magic. Chaos, Destruction, and Evil. Death, Destruction, and Evil.
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and
Symbol An open book shielded by a sword. An iron bracelet inscribed with a forge. A gold band with a musical instrument A shield wrapped with a bandage. A small stream. A small sapling. A sun emblem. A skull. P’morok does not have a symbol. A diseased face with pustules.
Appendix VI: Product Identity, and Open Gaming
addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.
VI.1 Product Identity The following personages, places, items, and deities are claimed as Product Identity: Almeck, Almon the Farmer, Arameth, Armok, Aroth, Asmon the Decapitator, Astares, Auberk, Book of N'Mon, Centaph, Darno, Dormember, Dranok, Drelan, Duke Tuborin, Formail, Formun, Fort Manith, Fructivan, Glom, Golandra, Golan'shein, Gortok, Gwellith, Hetai, Illik, Incogna, Karzak, Kelez, Khara, Kharoun, Khelem Borkajh, Kl'shaasa, Kubaz, Lemptar, Leos, Lord Migul, Lord Nicara, Meira, Megos, Mempos, Morlins Freehold, M'Than, Nalfeesh, Nicodermus, Nilan, P'morok, Port Stalmeth, Pylok, Quaroth, Salesh, Salmain, Salmok, Sarath, Sarna, Selek, Sembia, Sklug, Smarland, Smin, Stimli, The Cloak of Shadows, “The Collector”, T'Kaes, Trolian Wastes, Unity, Vaulk, Verland, Vibros, Wenallah, Worlds End Island, Zark, Zimbok.
VI.2 Open Gaming License This product: “The Collector”, Copyright © 2002, jointly by D. Andrew Ferguson and Jarrett Sylvestre, and Guild Companion Publications, is a d20 System Licensed Product. “d20 System” and the “d20 System” logo are Trademarks owned by Wizards of the Coast and are used according to the terms of the d20 System License version 3.0. Copies of this License can be found at www.wizards.com and www.opengamingfoundation.org. This product is covered by the Open Game License version 1.0a. A complete list of personages, places, items, and deities claimed as Product Identity can be found in Appendix VI.1. The material in Appendix II.2 and text highlighted like this elsewhere in this product is Open Game Content. Portions of this work are derived from the System Reference Document, Copyright © 1999, 2000, 2001 by Wizards of the Coast, and are used with permission. OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction,
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-
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You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.
exclusive license with the exact terms of this License to Use, the Open Game Content. 5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.
10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.
6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15 COPYRIGHT NOTICE Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. System Reference Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson. “The Collector”, Copyright © 2002 by D. Andrew Ferguson, Jarrett Sylvestre, and Guild Companion Publications.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License.
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