The Net Book of Plots – Volume V

The Net Book of Plots

Volume V

Editors Note:
This book marks the first in a new format, made for conversion to HTML
and for indexing. My enormous thanks go to Alexander Forst
( and to Soh Kam Hung (
for their dedicated efforts in designing this tagging scheme and help in
tagging and editing the plots. I hope all enjoy this new collection and
dont forget to tell the authors how it went if you run a plot.

Tim Dickinson

Affliction A character (or a follower, or henchman) receives an “inheritance” they didn’t
know they had from their father or some more ancient ancestor. Note that these
types of inheritances don’t have to be land, wealth or possessions: sometimes
certain _rights_ were just as valuable. For instance the right to own land in
certain places, the right to start a business, or be exempt from taxes, or
whatever. For balance, it probably shouldn’t be something _too_ wonderful. It
may even have problems attached (squatters on land, politicians who don’t like
people exempt from taxes, etc.).

Tim Dickinson

Investigation There’s a killer on the loose in town. Someone (something?) is killing people
and stuffing them down chimneys and fireplace flues. People find out when they
light their morning fires and the smoke backs up. No visible wounds. Is it
poisoning? Demons? Rabid Santa Claus?

Tim Dickinson

Investigation Some washing women (damn, I’m sexist) are down by the river when something
horrible floats to the surface. They run back and tell everyone. Was it alive?
Dead? Is it there when someone goes to investigate?

The Crucible
Tim Dickinson

Quest Some guy off the street comes up to a character and wants to buy an object they
carry (a sword? helmet? shield?). He offers to pay with a small marble

Tim Dickinson

Intrigue Some sages in the city come up with a new higher-order mathematics which they
say is very useful for describing natural phenomena. The local church
immediately denounces it as unholy and sacrilege.

Tim Dickinson

Affliction A medical condition with which to inflict a PC; specifically, the falling down
of a part of the body from its normal position, usually the womb or the
rectum. I kid you not. Look it up.

Get the Acid
Tim Dickinson

Dragon The players must (for whatever reason – debt, magical item required, payment
to a mage, etc.) retrieve, whole and unbroken, the internal acid sac of an
acid-spitting dragon. First kill it (non-destructively), then cut out the
sac (tricky business).

Tim Dickinson

Affliction A nasty personal rumour spreads about a PC. It’s untrue, and quite nasty. Who
started it? What implications will it have?

Insane companions
Tim Dickinson

Affliction Henchmen or hirelings that turn out to be insane. For example, a soldier with
monomania (becomes obsessed with one task to the exclusion of all else, becomes
depressed when task completed), or a megalomaniac blacksmith.

You call this government?
Tim Dickinson


Areas with unusual forms of government. For example, a pedocracy (government by
scholars and the educated), or a syndicracy (rule by a body of syndicates, each
representing some business interests).

Holy water
Tim Dickinson

Quest A cleric must become involved in re-making a holy water font after the old one
is defiled. Several weeks of time, and great cost.

Tim Dickinson

Skunks A quest/magic spell component/item recharging ritual/whatever requires that
the group obtain the intact scent glands of 6 skunks.

Magic toys
Tim Dickinson

Affliction Little magic items that charm or entrap the user. For example, a little puzzle,
made of wood and wire, that you’re supposed to manipulate into some particular
shape (you know the kind – even a Rubik’s Cube, maybe!): if the owner fails a
save, he/she becomes enraptured by it, and won’t put it down. If it’s finally
forcibly taken away, they’ll react violently for a couple of turns. Or one of
them little kaleidoscope tubes: if the person doesn’t save, they’ll continue to
stare through it and giggle. If it’s taken away, same reaction as above.

Haunted item
Tim Dickinson

Magic An item that’s haunted or cursed because it was used in the commission of a
terrible murder. It’ll move a little on its own, or tingle, or drop from your
grasp, or moan eerily, or whatever. If the murder can be investigated and maybe
solved, this behaviour will stop.

Community service
Tim Dickinson

Affliction Character(s) get arrested for fighting/carrying weapons/some other obscure
law, and instead of being thrown in jail they’re forced to perform several says
(weeks?) of community service: * street cleaning
* city storage/library inventories
* stray animal extermination
* litter-bearer for someone important
* issuing summons or assisting in the arrest of particularly dangerous
In addition, as criminals, they’re given a big ol’ tattoo, someplace really

Dyed in the wool
Tim Dickinson

Affliction An accident where a quantity of brightly-colored dye gets poured all over one
of the characters. Takes _weeks_ to wear off.

Curious book
Tim Dickinson

Quest The characters lay their hands on a book that has very curious things written
inside: they may lead to further adventures, or just be teasers. * the history of a land they do not know
* someone’s diary
* an index of animals, with drawings, none of which they’ve seen before
* recipes
* astronomy

“Every Which Way But Loose”
Tim Dickinson

Affliction A friendly orangutan becomes the party’s strong, goofy and unpredictable
travelling companion for a while, whether they like it or not. See Clyde, from
the Clint Eastwood movies “Every Which Way But Loose” and “Every Which Way You

Tim Dickinson


People (not the party) get killed in bizarre ways: * crushed within a grist mill.
* skewered on the walled city’s front gate portcullis.
* struck dead by a falling cheese.
* leg held fast under the rubble of a collapsed wall, eaten alive
by stray dogs.
There can be a reason behind it all (the setup to whatever other adventure you
want), or not.

Wyrd Witch
Tim Dickinson

Magic A wacky old witch in a hut in the woods, who will procure magical potions
of wondrous efficacy for anyone willing to pay the price. Each potion
requires payment of something really odd: 6 turtles, 3 double-yolker eggs,
a painting of a tree, or something equally goofy.

Pick Pockets
Tim Dickinson

Affliction Characters should get their pockets picked more often when they’re in
cities. They’re big and rich-looking, and they’ll be constant targets.

Ethnic Cleansing
Tim Dickinson

City Some locals are being murdered – some of high standing, some common
folk. The local Assassin’s Guild is carrying out the executions, under
order from a secret cult of half-elvan fanatics. Investigation will
reveal that all of those killed were half-orc, although no one knew it,
most of the time. The cult despises the idea of orcs defiling the human
heritage they share.

Demon or not Demon, that is the question
Tim Dickinson

Urban A rumour that a local priest of high standing is a demon. He’s not, but if
your players are like mine, they beat every rumour to death, especially if
it’s demonic. The priest will hear of their investigation, and may even
start worrying and acting suspiciously: this may lead the players on even

Tim Dickinson


The general plot: the characters have to get information about, then
infiltrate a ceremony of an evil religious sect, to save the intended
sacrifice. (Hey, does this sound familiar? Ahhh, so what?)

If the party think they the goodies, then just drop them some rumours
about the cult and its sacrificial doings. This should be sufficient to
draw in properly-played PCs. If they are not inclined to do such a thing
for nothing, then have them hired on to do so (a wealthy parent is concerned
their newly-converted child is going to be a sacrifice, or the established
local religion wants a stop put to this heathen bunch and their evil

In any case, info about the cult should be sketchy. They’ll have to sniff
out rumours about town. They’ll have to pay some snitches (who may or may
not give them good information). They should get a little too close for
someone’s comfort, and they should get attacked for it. Maybe with magic, a
curse or something serious.

Specifically, they’ll want (i) cult background and (ii) location of the next
sacrificial ceremony. The second will be very hard to get.

If some of the characters want to try to infiltrate the cult, this will be
next to impossible. Unless some _very_ convincing magical method is
possible to replace an existing cultist, they’ll be found out. If they try
to “join”, they’ll be turned away and everyone’s guard will be up.

If they manage to locate the ceremony, they’ll witness terrible magic and
nasty rites. An attempt to rescue sacrifices will be met with (i) much
priestly magic (i) moderate armed resistance. If the party is strong, and
they let the ceremony proceed at all before stepping in, they’ll be
confronted wit whatever terrible otherworldly thing the cult was attempting
to summon with the sacrifice (its notice was gained with the beginning of
the ceremony, and it is furious at the sacrifices which it did not receive:
it’ll appear and attack everyone, cultists included).

There’s also a chance that they’ll get captured themselves and get added to
the list of sacrifices. This is a good way to go if the party splits up and
comes in from two different directions, or tries to co-ordinate two
different tasks at once: one group will suddenly notice that the other has
been captured and is being led to the slaughter. This adds urgency to their
task. 😎

If this is the case, a good hook is to have the cultists do something to one
of the characters, pre-sacrifice, that is somehow permanent: a terrible
scar, or a spell, or some such. Something that they have to live with (and
role-play with) for the rest of their lives, preferably.

There’s lots of good hooks from the after effects, if they’re successful in
saving the sacrifice, or even killing off most of the cultists. They’ll earn
the undying enmity of that sect, and they’ll be after them forever. They
may get some nasty curses from the priests before they win. They may have
allowed a terrible monstrosity to be summoned, which will wreak havoc, of
course. They may even get blamed for this. Perhaps they’ll discover that
local officials or nobles were somehow illegally involved (they belong to
the cult, or have struck a black deal with them). Will they reveal such a
conspiracy? Can they really prove it?

Taken in
Robert Underwood

Urban The group is gathered together by Mr. Johnson. The group has a specified
goal, like blackmailing a mob boss, or performing a dangerous extraction.
The characters are promised support, if needed. They go on the job and
encounter _heavy_ resistance. The support that was promised never shows up,
the characters are hung out to dry. It would seem that the job was just a
distraction that the Corp’s solos could perform a job easily, seeing that
everybody was hunting the PC’s.

The PC’s have a reason to hate the Corp that hung them out to dry, and need
to look out for the ones that they crossed. Could even have cops, or CIA
looking for them because of the first run. Makes for an interesting, if
short, life.

Robert Underwood

New Age

The campaign starts with a Corp hiring the PC’s, preferably the PC’s do not
know each other. The Corp is an assistant VP in some Corp. This Corp has
ideals on how a company should act, in a way that promotes the common good.
The Corp has most of the lower echelons in his division agreeing with him.
The company president prefers the traditional style of business, you know
the corporate way. The AVP cannot be removed without causing massive
disruptions in his division. So between the division and the rest of the
Corp there is animosity.

That is just the background, the characters are hired by the Corp for
typical runner purposes. The Corp will provide as much in the way of help
that he can (about level 3 or 4 of resources). Some missions will be
nothing more than “good deeds” for various people. About the third or
fourth mission the expected support will fail, bring the characters to
believe that the AVP betrayed them (he didn’t, it was a traitor in the

Eventually the characters will become involved in a war for control of the
company when the old president is assassinated. The Corp will be split
almost evenly between two factions. One is lead by our AVP, he has gained
more support than he had, because he is better qualified than his opponent.

Good Cops
Robert Underwood


The players start out as a cop group. It is well known that the police
force is quite corrupt. After some missions (with at least one internal
affairs mission) the city decides to scrap the police force and hire
corporate police.

The city can not pay for the police force that it needs (hence the
corruption) and trades some control over policy for police protection. The
trade is quiet, the city would riot if it knew. When the corporation takes
over it fires everybody, including our players. The players should be left
in job limbo for a while. Next let them find out the “cost” of police
protection and encourage them to go public. Before the players go public
have a council member explain why the decision was made that way.

If the players get into lots of trouble, remember that the good cops will do
everything in their power to help. Of course, the players shouldn’t know
which cops are good and which work for other people.

The Magical Land of Ith
Chris Bova

Matt Sernett

Mind-flayer (Ithillid) What follows is a campaign idea worked out for a fantasy campaign, and it
uses monsters found in that setting, but, with a little work, you could use
it for almost any role playing system short of sci-fi ultratech.

The malevolent race known as the Illithid (Mind Flayers) can well remember
when their world Ith was a glorious paradise, when it’s black jungles
bloomed wild, when the warm, primordial oceans washed the unspoiled beaches,
when the Shrouded sunned themselves atop armorlichen spires miles high,
their razor sharp foreclaws glittering the violet light. All the Illathid
race was happy, and lived at peace, with just the right amount of
inter-racial violence to ensure nobody would get bored.

That was long ago, and now strange things are beginning to happen to the
Mind-Flayer garden of Eden. The sun of their homeworld is becoming brighter
and stronger. The seas are getting warmer, the foliage greener, and in time,
the Illathid will be driven underground. Their home planet will soon no
longer support them. Several centuries ago, the grand and glorious Order of
the Ebon Tentacle finally seized the initiative from it’s competitors and
gathered almost a thousand Illathid in the great chamber of council. Heads
bowed in reverence, the multitudes breathlessly awaited the commands of the
great mind. At last the brain pool spoke, and it ordered it’s children to
cast themselves upon the Astral seas, searching for another world, a place
where the ecology of Ith could be recreated down to the minutest detail, and
the Illithid could once again live in the relative peace of constant
interracial war. And so it was done, and not long ago, some fortunate
Illathid began a hive on a world known to it’s inhabitants as “Earth”. The
planet’s measurements seemed exact, slightly larger than Ith even, with a
comparable atmosphere and seas that had the potential to support Ith life
with some modification. But the sun there was too bright for Illathid
existence, forcing the first pioneers to take shelter underground. It was
then that they found the moon. It was worshiped as a god by the local
inhabitants, but the Illithid knew better. The moons of Ith were smaller by
far, and completely unsuitable for the purposes that the Illithid had in

Tunnelling out the centre of the moon, the Illithid plan to create a
perfectly circular chamber that is in effect a giant lifejammer helm. The
life force of thousands of living creatures will be necessary to accomplish
the goal; move the moon to a position in which it will block the sun’s
light, and hold it there. Luckily, the planet beneath is crawling with
living creatures of no particular consequence that will make excellent
sacrifices… The Shrouded would just eat them anyhow, once the ecology of
Ith is transplanted. And so was launched possibly the most half-baked plot
for world domination ever cooked up by sentient creatures that smell faintly
of squid and eat human brains.

Starting out in OverEarth
Carl Green

Any This plot describes how I started characters in a new campaign. I had begun
to envisage my new band of heroes as a weird mixture of technology and
fantasy from three basic ‘periods’, viz: the ‘normal’ fantasy time frame, a
modern (1995) period, and a futuristic, post-apocalypse period (very
Terminator 2 in feel). The characters that could fit into this strange
crossover seemed to step right out of my mind; they could include a knight
on a Harley, wielding a magic bastard sword and an ion cannon, or an elf
with cyber-enhancements, armed with longbow and Uzi machine-guns, or a
robotic warrior armed with a staff of fireballs and a copy of the

I realised that what I was trying to do was to combine all of my
inspirations, from Lovecraft to Scwarzenegger, Tolkien to 2000AD – I’m sure
you get the picture…

Right, the next phase was to design the fantasy world that would be the
starting point for the campaign. I had had the name OverEarth rolling around
in my mind for quite a while, which inspired a setting that was basically an
alternative Earth with the normal fantasy/historical time frame, magic
systems, etc. The starting point would be the island kingdom of Beorsca, off
the west coast of Uropha, and basically an alternative England…

Next I developed my arch-enemy for Beorsca, the usual vicious mage and
power-hungry tyrant, but added the twist that he was the father of
one of the PCs…

Now came the real challenge – how to start the actual campaign, how to
develop the characters, and how to provide the rationale for the ‘jumps’ to
our own present-day Earth and its post-apocalypse future

My solution to the dilemma was based upon two beliefs that I had formulated
over the years…

Firstly, that role-playing a character in a fully developed fantasy world
is almost impossible, because of the lack of frames of reference. What I
mean by this is that if I tell you to role -play someone from Paris, your
mind automatically throws out images of the Eiffel Tower, street cafes, etc,
but if I say role-play an elf from Elshaven, you have no mental images on
which to base your character.

Secondly, I had found that role-playing groups often squabble and argue at
every turn, even when playing fully in character. This arguing always seemed
to spoil the impression that the group was a cohesive whole, and it seemed
ludicrous that they remained together at all…

The solution to the first problem is simple to run, and turns out to be the
‘engine’ that drives the PCs towards their goal. In brief, I decided that
the characters had actually battled their arch-enemy across Beorsca 900
years ago, and then followed him through a gate to present (1995) Earth and
eventually to the post-apocalypse future Earth. However, when they finally
faced him (by then armed with weaponry from all three settings), he once
again stepped through a gate, trying to return to OVEREARTH. The characters
followed, and the trap was sprung. The arch-enemy sealed access out of the
gates, and the characters were trapped in an inter-dimensional limbo…

Time passes, and our PC benefactors (which could either be your campaigns
gods, or some ultra-powerful NPC) stumble/s upon the characters locked in
limbo, strips them of their techno-items, and sends them back to their home
world (in this case OVEREARTH). However, it is now 900 years later, and the
arch-enemy has just about destroyed the PC’s realm, which is now a dead
island dominated by his (expectably) demonic forces. To make matters worse,
and to really spice things up, the characters don’t have a clue who they
are, where they come from, etc. Even better, their 900 year experience in
limbo has caused their skills to atrophy, so that although they were, let’s
say 15th level, they’re now 5th level, or 1st level if you’re particularly
cruel…Thus the players don’t have to try to role-play in what in terms of
geography or history is a totally foreign world, because it is also foreign

And the final twist, which accounts for the usual inter-character bickering,
is that the party’s original leader, a warrior of great skill and huge
personal charisma * is not with them when they return*. They are aware of
his (or her) absence, and cannot function as a unit without him/her.

And so the scene is set for the poor players, aware only of their names and
their rudimentary skills, to…

* find out who they are…
* find out how they got there…
* relearn their skills…
* track down their missing leader…
* track down the arch enemy…
* and pursue him once more across the dimensions…
The great part is that… * they will automatically despise the arch enemy…
* their bickering will make sense…
* their lack of knowledge of the campaign setting will make sense.

No Honour among Thieves

City The captain of the guard is in the employ of the thieves guild. When the
guild receives an item he really wants, he sets up an elaborate system to
get it. He arrests the PCs on false or trumped up charges (a good way to
get them introduced), then offers them absolution if they do him a favour.
He wants them to infiltrate the thieves guild by a secret back door and find
out some info on some item that will be showing up soon. When the PCs get
through the sewers to the guild, the captain’s men will frame them for a
robbery that just took place. The players escape the angry thieves, but get
captured by the town guard. Along the way they have picked up enough clues
to figure out what has gone on, but they can’t prove it. So they must
escape from jail and go confront the captain as he is leaving town with the
item. After this excitement, the PCs don’t have much choice to become
roving adventurers, since the thieves guild wants their heads.

From Rock to Plot
John McMullen


I’ve been GMing for over a decade now. Every once in a while, people ask me
how I come up with plots. I’m not entirely sure, except that I look for
problems and then complicate them. The two most useful questions in
plotting are “Why?” and “How?” (“Who?” “Where?” “What?” and “When?” also get
a work out.)

Anyway, I thought I’d share a technique that I use when I’m absolutely
tapped out or when I can’t seem to come up with anything original. You know
the times — all you can come up with is cliche material you’ve done a
hundred times in the past. The first idea that comes to mind establishes
squatter’s rights on your frontal lobes.

(I want to emphasise that this isn’t the only technique, or the best
technique. It’s simply *a* technique that I find useful.)

The technique is to limit yourself. When you’ve got the whole wide universe
to work with, then you have *too many* possibilities. By setting arbitrary
restrictions, you remove things from consideration and narrow your focus.

You’ve already got a bunch of stuff established which places restrictions on
you. You know what genre you’re working in — that gives you a bunch of
genre conventions you can choose to work with or against. You know what
your player characters are (usually), and you probably have some sense of
location and season. All of these things are restrictions. If you’re doing
a sword and sorcery campaign, the question of aliens doesn’t come up.

That set of restrictions presumably isn’t enough (or you wouldn’t need this
technique). The next thing to do is set some arbitrary restriction: the
entire adventure takes place in a single room, for example, or the entire
adventure is built around what you did last weekend. Other possibilities
include story anthologies and (ahem) a dictionary of cliches or quotations.
The technique really relies on forcing the juxtaposition of unusual elements.

Here’s a (lengthy) example. I have a Dark Champions campaign. I know the
characters, I know the time of year, I know the city (none of which tells me
what the next story is). So I’m sitting here listening to the soundtrack
album for “Dumb and Dumber” and I decide that I’ll create a plot that
incorporates *something* from each song on the album.

Here are the songs on the album:

The Ballad of Peter PumpkinHead – Crash Test Dummies
New Age Girl – Deadeye Dick
Insomniac – Echobelly
If You Don’t Love Me (I’ll Kill Myself) – Pete Droge
Crash – The Primitives
Whiney, Whiney (What Really Drives Me Crazy) – Willi One Blood
Too Much Of A Good Thing – The Sons
You Sexy Thing – Deee-Lite
Where I Find My Heaven – Gigolo Aunts
Hurdy Gurdy Man – Butthole Surfers
Take – The Lupins
The Bear Song – Green Jelly
Get Ready – The Proclaimers

Hmm. Peter Pumpkinhead and The Bear Song suggest some kind of kid
song/nursery rhyme feel. Get Ready supports that with lines like “Fee Fi Fo
Fum.” You Sexy Thing, Too Much of a Good Thing, and If You Don’t Love Me
(I’ll Kill Myself) all suggest some kind of excess, perhaps emotional
overdrive — maybe a mind control plot? Somebody discovers a *real*
aphrodisiac and starts dumping it in the water? Someone is infatuated with
another person, makes the threats to suicide if he or she doesn’t return the
affection, but the other person’s attitude could be described as Whiney,
Whiney (What Really Drives Me Crazy).

New Age Girl is a sort-of love song to someone named Mary Moon who is (in
fact) a New Age Girl. She’s now an NPC in the adventure.

First plot that comes to mind with this: take the lowest charisma hero who
often complains he doesn’t have a love relationship and give him a groupie
(Mary Moon) who follows him around as the group tries to track down someone
who’s committing a series of thefts (Take) based on nursery rhymes. That
leaves me with Hurdy Gurdy Man, Crash, Insomniac, and Where I Find My Heaven
as plot elements to incorporate.

I don’t like it. So we’ll try again. Instead, let’s start with the
insomniac. Suppose someone has the oft-used psionic power of tangible
hallucinations and dreams. He or she knows it and has started trying to stay
awake (Insomniac). It’s not easy to make a living if you have this kind of
disability, so he or she is living as a street musician (Hurdy Gurdy Man).
That also gives us the street-level feel and makes the psionic harder to
track down. He or she has a tremendous crush on Mary Moon (we’re back to her

The first hallucination is Peter Pumpkinhead, a reasonably nice fellow.
Freaked, she leaves and is pursued by other nursery-rhyme characters.
Although Peter is quite likeable, but the others (the Bear that went over
the mountain, for instance) don’t have to be. Not knowing what’s going on,
Mary seeks out the PCs; if the PCs are too hard to find, they’ll encounter
her, trapped by the Bear. This leads to both Mary and the PCs trapped in
the psionic’s ideal world (Where I Find My Heaven). It’s not pleasant for
the PCs, because he regards them as competition (Too Much of a Good Thing).
This is obvious because Mary has a crush on one of the PCs (You Sexy
Thing). This environment, combined with Mary’s information, lets them know
who they’re looking for. The PCs can get out by moving fast enough and far
enough — the psionic’s powers aren’t all-encompassing, after all.

This, with the uppers, unhinges the psionic (If You Don’t Love Me, Whiney
Whiney). The first evidence is when Peter Pumpkinhead (trustworthy up until
now) turns psychotic.

In the meantime, (1) the psionic, worried, has been awake on uppers long
enough for hallucinations to start anyway, and (2) our villain of the piece
has figured out where these nursery-rhyme apparitions are coming from, and
is also searching for the psionic.

Still to include: Take (a robbery of some kind?) and Crash.

The bad guy catches the psionic, uses hypnosis or mind control to generate
some truly unpleasant hallucinations to perform robberies (Take), including
running an armoured car off the road (Crash) and picking up the money.

The good guys catch up, there is a fight and the problem of what to do with
the psionic. I leave that up to the players.

Now, a lot of the details still need to be worked out, but there’s a basic
setup, antagonist, and conflict.

Not entirely without cliches (to really eliminate cliches, you’d have to
know the characters better), but it’s certainly different than what I would
have come up with otherwise.

Anyway, it’s a technique I find useful, so I thought I’d share it for those
who are having trouble jump-starting their plots.

A ship of fools
Ketil Z Malde

Ship The characters need to cross some ocean. It is difficult to get hold of a
ship, but finally one merchant offers to sell them one. The price can be
discussed – a lot. Now the reason the ship is sold cheap if necessary, is
that it is a ghost ship. The previous captain was killed by the second in
command when he discovered what they were *really* doing (Smuggling?
Worse?) Now, the ghost will control the ship, and no matter how the players
try, it will quietly «drift off» towards the island where the previous
captain was killed. The players will experience his death in their dreams,
some as the victim, some as the perpetrator. On the island, another ship
will be arriving shortly with the murderer abroad, and the ghost will appear
and explain that he must be avenged, and will show them a treasure if they
do it. Of course, what the players do might have consequences for their
social position etc, depending on how they do it.

The characters are ambushed lightly, and when the ambushers run away, they
leave behind a sack. The sack contains a small faerie, gnome, or whatever,
who wants the characters to help them open a gate to Arcadia. The gate
turns out to be a frozen lake, and the only way to melt it is to remove the
church that is being built not too far away…and perhaps a sacrifice is

Returned veterans
Mike Jones

Any I had a team that had played together for about three years. Unfortunately
the team was about to fragment due to people moving for work. We finished
the campaign with an extended and excellent war.

This led to the ideal opportunity to start off the new characters as newly
enlisted men pulled into the system by a “draft bill” This allowed me to let
them all know one another and also it afforded me the chance of letting them
start with more powerful characters for the basic training that they went
through. This pleased the older players who just shelved experienced
characters Additionally it opens the way for reasons why less suited
characters would want to be multi-classed fighter-anything. Now with the
returning heroes of the war they feel inadequate. All of the available jobs
are being snatched by anyone who killed a worm let alone an Orcish
commander. So the party are forced to seek an alternative livelihood. Roll
on adventuring.

“Save the good dragon from the evil princess- pt1”
James Tackett


In the first net plot book, there is a quick adventure idea summed up as:
“Save the good dragon from the evil princess”

Some suggestions

Evil Princess intent on overthrowing her parents, but lacking the needed
backing among the leaders of the army, has managed to locate an Arcane and
purchase (with monies/items stolen from the kingdoms treasury) an
amulet/ring/potion/item which allows her to control the dragon which for
generations has helped protect the (select compass direction) borders and
mountain passes of the kingdom from marauders and invading forces. The
dragon under her control has been attacking outlying areas and the
population is in an uproar. The forces of evil, alerted by the princess
that her plan is beginning to bear fruit, are moving towards the kingdom.
The king has suspicions, the general knows what’s up, but can not take
direct action against the princess, the court wizard is away at the time
(arranged by the princess, false leads on an ancient artefact etc). The only
hope for the kingdom is that heroes will arise and release the dragon from
the princesses control, and bring to light the entire plot so that the king
can banish her and make her younger sister the true and good heir. If the
heroes should fail, the entire kingdom will be cast into a era of darkness
and evil.

“Save the good dragon from the evil princess- pt2”
Rick DiTullio


Just to add my own thoughts on this interesting idea.
“Save the good dragon from the evil princess”

The dragon in question does not have to be full grown. Imagine the evil
princess holding a dragon egg or hatchling ransom to force the local dragon
population to do her bidding.

To adapt this to a forest scenario use a faerie dragon protector of an
ancient forest. Or even have the whole thing be an illusionary romp caused
by the dragon!

Lastly, imagine the evil princess gaining control of the court wizard’s
psuedodragon familiar. This is possibly worse than ransoming the dragons
depending on the wizard’s level!

Behold Such Beauty
John A. Murphy


This scenario is best played a bit light-hearted. It starts with the party
entering a very remote village, Village. This village is far removed from
normal government dealings and as such they have their own small local
monarchy. As the party approaches there is great unrest in the town
square. There are trappings as if a festivity is about to commence, but the
townsfolk, also known as the Village People, are very concerned about
something. Anyone they ask will point them to the garrison commander,
Moostard (a colonel), who can relate the story.

“The town was preparing to celebrate the 16th birthday of the
princess. The country side was invited for a great feast. But
lo, this morning when the princess was not to be found we
checked and found that her room had been breached and she had
been kidnapped.”

(Any clues or ideas who has taken her?)

“We suspect the black robed worshipers of Evil Mackricks. A
hideous band of clerics that terrorised this area decades
ago with the aid of terrible beasts.
We found a black mace in her bedroom. They used a ladder to
climb up to her window. She must have put up a struggle as the
room was in disarray.
[ if there are any optional witnesses they will report of
black cloaked individuals who, if anyone was close enough,
had the symbol of a giant eye on their chest ]

(What was the princesses name?)

[look a bit flustered, look at your notes then answer] Beauty.
Princess Beauty. She was very beautiful, renown for her charm
and demeanour.


The Emaks haven’t been heard from in a long time. From what
little memory I have, they gave sacrifices to their deity (Ram)
on the night of a new moon….that would be tonight! Over the
past few months there have been a couple of others who have
disappeared. We had no clue to their disappearance and thought
they were the victims of monsters or bandits.

(Why us?)

The garrison is not very large. Most of the patrols are out
on multi-day patrols and aren’t due back for at least another
full day.


Over the river and through the woods to grandmother willow you go.
From there its over hill and dale. They came on horses so they
should be trackable.

The party should have little trouble following the tracks and finding the
valley. They should be approaching the temple about sundown. The temple is
in a shallow valley. The clerics should have at least a few guards or
patrols, avoidance is a fine way of dealing with them.

The main temple is a long building built into the side of the valley. The
building has a large set of double doors, a single large eye is centred on
the doors. There is a small stable that is adjacent to the front of the
temple. A small door leads from the stable to the temple. There is a
stable hand that is armed with a pitchfork in the stable along with a few
horses among the stalls.

If the party is able to approach quietly they can enter from either the
front doors, which open quietly and are not currently locked, or from the
stable. Both lead into a small anteroom. The back wall of the anteroom is
covered with a large heavy curtain.

As the party peeks through the curtain they can see the main temple area. It
is dimly lit by several torches and braziers. Several of the pews have
initiates in them. At the far end is the alter. A priest is concluding
some sort of ceremony. The princess is chained, standing on the far side of
the altar facing a statue. The statue is made of stone and is that of a
large round (2 meter diameter) creature with one large eye in the centre.
The creature also has several eye stalks (appendages ending in a small eye)
sprouting off of it. The centre eye is made of a huge ruby, about the size
of two large fists. The eyes at the end of each eye stalk are about the
size of a regular human eye and are of various types including emerald
sapphire, onyx, etc.

The priest at the altar is finishing a ceremony that concludes with his arms
outstretched. The centre eye of the statue begins to glow and the light
slowly begins to extend until it envelopes the princess. After a few
seconds the princess collapses, her pallor now a dull grey. This entire
process takes less than a minute.

If the party doesn’t intercede at this point the priest will continue with
the physical sacrifice of the princess’s body. This will result in the
unalterable death of the princess. What the party must do is intercede and
rescue the body of the princess as well as the centre jewel from the
statue. The ruby is hollow and if held up to the light, the face of the
princess can be seen almost as a reflection or a ghost within. To restore
the princess the party must merely break the ruby with the body of the
princess close by.

Most of the initiates are not well trained and have Mediocre combat
ability. The priest and optional acolytes have Fair or Good combat ability
plus some magical ability. Along the back wall is a concealed door that
leads to other chambers including a jail area (with jailer and optional
prisoners), some storage rooms, and the private quarters for the priest.

Ultimately if the party does not succeed and the clerics continue on their
way, they will continue to steal souls until they can animate their deity.

Fortress of the Sender
John A. Murphy

Castle This works best with a party that contains a thief. The party is in the
capital city of Gunthenor for the first time. It is usually appropriate for
thieves to visit or register with the local guild. Alternately, a member of
the guild may seek them out, make friends and then later try to steer them
with a tip if the party is looking for an adventure or work.

The guild master (or new friend), Nelbin, should eventually meet up with the
party. He isn’t someone to be totally trusted, although this has to be
discovered over time. He isn’t evil, just has his own agenda. He is or has
been a thief at some point in his life. He doesn’t relate all he knows and
tries to paint a picture of a ruthless baron practically kidnapping his
friend. He doesn’t want to tell the party too much, because if captured
they won’t know anything. He is concerned that the baron might become
proactive if he finds out that someone is trying to check up on him.

Nelbin relates the following:

Up in the remote Northlands the local baron has unjustly
imprisoned a friend [maybe]. I ask you to rescue a personal
friend [true] who did no wrong other than travelling through
the area with too many gems in his possession [partial truth].
I have tried to rescue him myself, but failed [lie]. I was
captured, and let go with a stern warning [lie]. I do not
believe I would be so lucky if my face was seen again [true].

(What’s your friends name?)

Leafloc, an elf and a good archer. [a good thief too]

(Where exactly is it?)

An associate of mine, Prelenna, can act as a guide. She is a
good guide, but not much of a fighter. She will take you to the
keep, but will not enter.

This tale is full of half-truths. The baron worries the guild and Nelbin in
particularly. The baron has risen to power in a remote area, the wild woods
of the Northlands. Information and intelligence on him is limited. Nelbin
knows he likes to stay secluded, but has allies within the governmental
hierarchy. He has shun any contact with the guild. Attempts to contact him
have gone unanswered, sometimes the messenger doesn’t return. The baron has
a strong hold on his territory and works both sides of the legal fence. He
conducts raids on some towns or trade routes, while others are protected.
No one is aware of any of this.

Nelbin first met the baron [he thinks] face to face after he was captured
after infiltrating the barons main [he thinks] fortress. He was sneaking
around inside the fortress when something landed at his feet. Whatever it
was caused the immediate area to go completely silent. He turned and saw a
man with bright yellow eyes at the end of the hallway staring at him. Then
he heard strange words in his mind that he recognised as some kind of spell,
soon after he fell fast asleep. When he awoke he was imprisoned.

Nelbin is a Good thief and was finally able to escape. Over time he was
able to collect enough pieces of scrap metal to create a crude pick. He
then slunk in the shadows of night until he reached a small store room.
There he was able to create a secret/false hole in one wall and make his

Unbeknownst to Nelbin is that the baron is of a strange race called the
Senders [ see below ]. Nelbin also doesn’t realise that his run in was with
the barons only son.

The stronghold is in the wilderness of the north. This particular
stronghold is not the barons main quarters, but merely one of several
outposts. The baron is known to maintain patrols over a large area. What is
not known is that the baron maintains odd alliances. The fortress is
currently being guarded by a band of goblins. In other areas the baron has
employed humans, mercenaries, orcs, and even an ogre or two. He tries to
keep racial skirmishes to a minimum by separating races where he can. As
far as the baron knows, his prisoner is a poor thief he caught
investigating. The Sender at this particular outpost turns out not to be
the baron, but the barons only son. The guards at his outposts are well fed
and organised. Usually reporting to a human captain.

The structure is a 2 story keep, two guard towers in the front with a
battlement that runs across the front and halfway down the east/west sides.
There are few windows. The front battlement covers a small courtyard that
doubles as a small stable area. Oil holes and an arrow slit over the centre
aid in the defence of larger scale assaults. If they have hot oil prepared
is up to you. Tree cover makes it reasonably easy to approach.

Size of the structure and the number of guards is dependent on how strong
the party is and how difficult the rescue is intended to be. The storage
room is located in a back corner, there is some shrubbery and undergrowth in
front of the hole.

The stairs in the middle of the structure give an idea of where the stairs
leading down to the jail area are. Obviously the inside needs to be
detailed. If a full lower level is desired it can also be detailed.

+—-( )——-( )—-| |—-( )——( )——+
| | | |
| tower | battlement area | tower |
|__________| _ _ _ _ _|_ _ _|_ _ _ _ _ |___________|
| | | |
| | | |
| b. a. b. a. |
| | | |
^ ^
v | | v
| |
| _ _ _ _ _| | _ _ _ _ _ |
| |
| |
| |
| |
| |
| |_| |
| |_| |
|___ |-| |
| | |-| |
|SR| |
| | |
+x—( )———————————-( )——+

If the party is able to make the break out and escape, but does not kill the
Sender, they hear as they are making their break:

“My father the baron will be greatly angered by this….”

The Senders

A race of humans that have the gift of limited telepathy. They can speak
to humans and most intelligent humanoids using their mind. The recipient
can hear the Senders thoughts as if they were clearly spoken in their native
language. The Senders can not read a persons thoughts, just place their
thoughts as if spoken. Senders have a minimum of Good intelligence. It is
unknown if the Senders are a separate race, or a human mutation. The
Senders ten to have been either leaders of men or persecuted by the fearful.

The Party
Jonas Steverud

Forest The PCs, who are travelling through a forest, comes out into a bigger
clearing and finds out that there is a party going on there. What/Who has
arranged the party and if the PCs are welcome is up to the GM.

Jonas Steverud

Any The PCs are contacted in some way (by rich person in an inn? 😉 )
and this is the story which are told for them:

The master, of the one who contacts the PC, has a slight problem. The
master is a wizard and he owns a book, called Symbolica, which has some
*very* powerful spells in it (Ie. the wizard in the team might want it
himself). But Symbolica is stolen! The master knows who the thief is,
another wizard, and where he is. The master cannot pick it up himself
because of reasons the PCs won’t understand. Therefore he asks the PCs to
help him, and he will pay them richly if they fulfil the task. The PCs sets
off and do the quest. But it is one thing they overlooked: the truth!

This is the truth: The so-called thief is the rightful owner! The PCs master has
fooled them! The master has also set out another team of adventurers who’s
task is to follow the PCs and make sure they fulfil their task. The second
team are told that the PCs is doing this task as a punishment for a crime
they have committed. When the PCs finally has discovered the truth they
find themselves in a very delicate situation:

1) Their original master is mad at them (for not fulfilling their task
and/or discovering the truth).

2) The rightful owner is mad at them (quite obviously!).

3) The second team don’t know what they should think and might decide to
fight the PCs (Depending on how much the second team knows.) They
maybe don’t know the truth and continue with their mission – to force
the PCs to deliver the book.

No friends, no money, only wounds and enemies. I think they will think it
over once or two before they says yes to their next adventure…

A Royal Murder
Jonas Steverud

Any The PCs are at the border on their way into a new kingdom. Shortly
after the border, or just before it, they are contacted by a man who
claims he is a nobleman and he needs their help.
This is the story he tells them. “For some years ago this country was
a happy country. There were peace and the people were well fed.
Everybody was happy and it was a healthy kingdom. But there was a
snake in the paradise: Duke Foo (Call him something that’s would make
sense depending on your world). He had an eager longing for the crown
and for three years ago he took it with the help of foreign help. The
old king, and some of the noblemen who where loyal to him [the man
lowers his head in a gesture that means that he’s on of them], were
send in exile.
The kingdom was sent into terror. People with opinions which didn’t
please the king where killed. Good men and women where tortured and
killed for the sheer pleasure of the king. The once happy nation was
now a frightened country!
For two and a half years the rightful king has been abroad but never,
*never*, lost faith in once again come back and making justice! I am
sent forward to make sure that the rightful king can enter his castle
safely and it is in that task I need your help. I need your help to
assassinate the pretender-king!”
The PCs get some extra details (like a map of the castle) and afterwards the
sets off onto their task of justice.
How far they comes before they discover the truth is up to you but
they should get the chance of really, really screwing things up.
The truth is: the nobleman was lying.
For some years ago the country was not happy, it was in terror -the
terror of the king. After a while one of the noblemen was sickened by it
and created a revolution and put himself in the throne. The new king is
not a good king but his intentions are good. He wants to put things
right and to make the country a happy nation. He has succeeded in
some parts and the people love him (they will love anyone who threw
out the old king). The old king was send into exile together with some
noblemen. That part of the story is correct, the fake part is the
parts where the government of each king is described.
What the PCs now are going to do is to kill the good king and to
reinstall the evil one.
Nice plans eh? Just watch out when you tell the players the truth.
They might be angry… 😉
Well, I think they should have a fair chance of discover the truth
themselves, *before* everything goes out of hand. But if they overlook
the evidence…. Make them suffer…

A Mansion Tale
Jonas Steverud


This is one of my better adventures, the problem is that I didn’t
GM it correctly so the players didn’t get scared. 🙁
Tip: Read “The Shadow over Innmouth” (sp?) by Lovecraft first.

On a medium big island (4-6 miles across) there is a village and a mansion a
mile or two from the village. A forest lies around the mansion, which is
next to the sea. The mansion is own by an eccentrically man who only has one
servant. He also have a brother in some big city (who’s a doctor).

One day when one of the people in the village comes up to the mansion for
some purpose he discovers that the front door is partly open. In one room he
finds all the furniture put away up against the walls and a lot of signs is
carved in (with a knife or similar) into the floor, walls and roof. On the
middle of a big symbol there is a body, recognised as the brother of the
master of the mansion dead, sacrificed. The servant and mansion owner are
no-where to be seen. The villager sends for help.

Tahadaah… The players enter the scene from the left… 🙂

During the search in the house they goes into the kitchen and then out of it
(nothing interesting there, they shouldn’t be allowed to investigate too
much here…). After a couple of minutes they find that they are missing one
of the NPCs (anyone you like) who was following them. They finds him in the
kitchen, killed with a meataxe with tremendous force. They haven’t heard
anything! They should realise that someone (some_thing_?) was in the kitchen

It’s the servant (who is 800% insane and lives in the forest on the island)
who killed him, when returning to steal some food.


A letters from the mansion owner’s brother. They are talking about what a
grandfather did to his daughter (married her to a Deep One, but that’s not
said straight out) and in that way “put this curse on our family”. He also
talks about fact that he has found a medication against this (“my eyes are
once again normal and I don’t have to wear sun goggles in the middle of the
winter”). He also says that he “comes home to cure you my dear brother, even
though it seems that you don’t realised what a curse this is”. The last
letter says that the brother arrives the night before the man from the
village finds his body and ends with “Stay out of the water, for God’s
sake!”. You may also give them a unfinished letter from the Mansion owner
saying he is rejecting the offer. He thinks the grandfather did the right

What has happened:

Persons involved: The Mansion owner, who is Deep Ones (or “Deep-Ones-will-
be”); his doctor brother (who doesn’t want to be one); the mansion owner’s

The mansion owner thinks the Deep Ones connection is the best thing
that has ever has happened to him (there are letters telling about this in
the doctor brother’s home and they both write diaries). When the
doctor-brother arrives late at night his brother is prepared. With the help
of his servant (they both completely insane) he strikes down the doctor and
sacrifices him to some Outer God. The servant now extremely insane (SAN=
-[VERY big number] 😉 ) runs away out into the woods (it is he who kills
the NPC in the kitchen when he tries to collect some food. He will later try
to escape to the mainland and run to some place, not even himself knowing
where to (maybe a secret temple, but that’s another story)). The mansion
owner escapes down a tunnel to the ocean, down to a Deep One-City.

Home of the Happy Hobbit
John A. Murphy

17-JAN-1996 11:31:57.71
Cave This is a good initial party get together, that works well for an
initial or first time adventure. Someone needs to be a thief, best if
he is just starting out. Since this is used as a characters initial
adventure it tends to steer and have more of a fixed story line than
many scenarios. (p.s. I avoiding typing he/she in many places, not because
I don’t want to be PC, but rather I think it reads easier.)

Note: Some GM only notes are included at points in [ ]’s, frequently it
bits of text that may be read directly to the player(s).

GENERAL BACKGROUND (optionally read to player(s)):

Years ago in the small village of Dillow, a hobbit named Pilar
(pronounced Pee-lar) retired from adventuring and opened up a small
inn, “The Home of the Happy Hobbit”, a two- or three-storey structure
with basic kitchen & dining services, a bar, and a few private rooms to
rent. While some suspect Pilar used to be an adventuring thief, he
denies it and uses colourful metaphors and ambiguous language to
describe his previous experiences.

“Oooo, if I only had a gold piece for every time I’ve been

In general he is fair with his customers and is more interested in a
relaxing livelihood, than squeezing his patrons for a few extra coppers.

The inn itself was nondescript for awhile, but soon began to make a name for
itself. They have the ability to serve ice cold drinks even on the
hottest of summer days. You can also get cheese, milk, and fruit out
of season; things you can’t even get at the inns in the larger cities.
Pilar is the only one who knows the secret and he has yet to tell anyone.
His part time helpers are mostly members of his extended family/clan.


Dillow has a small garrison, <30 guards, who patrol the countryside in an effort to keep order and monsters in their place. Usually there are no more than 5 to 10 guards in town. The captain of the guard is a human named Wooten. The main player character is the thief. The thief's tutor, Pilar the hobbit and innkeeper, is murdered and the PC is accused of the crime. Unknown to any of the players, Pilar has a basement that leads to some cooled caves. He recently stumbled on a new fissure that eventually led to an ancient finished dungeon corridor. The corridor eventually dead ended at a cave in. There was also a room that looked either unfinished or caved in, but Pilar discovered that the rubble appeared to be silver ore. Knowing little about mining, but knowing from his adventuring days that many dwarves have knowledge of mining, he has been on the look out for a dwarf, or more precisely a miner. He has tried extracting some of the ore himself, but created a small cave in that almost buried him. Pilar's actions were noticed by an unknown adversary (possibly an innkeeper from a nearby city who wanted Pilar's secret of cold drink) who sent a FAIR half-orc assassin (named Ugluk) to Dillow under the guise of a miner named Draggard. Draggard showed up in town and having been briefed on some very basic mining terms, was able to convince Pilar that he could help him. Pilar swore him to secrecy, got him to sign some form of a contract, and then took him to his secret cave. The hobbit explained how he had taken a small bit out, found it to be silver ore of decent quality and had been unsuccessful in extracting any large quantity. As the conversation progressed it started to become evident that Draggard didn't know mining from a hole-in-the-ground (so to speak). As Pilar was just starting to get suspicious, Daggard took the ice dagger he had broken off in the ice cave and killed Pilar with a vicious back stab. What Daggard did NOT know, was that the door to this dead-end dungeon room had a hidden catch that left it locked from the inside. The catch is in the door frame right at floor level. Pilar found it, when he was in a similar situation as the door frame by the catch was slightly worn. Daggard is trapped, scared, and foreseeing himself starving to death, although he thinks that someone will find the way down here sometime today or tomorrow. As he waits he thinks of a plan. CHARACTERS, WITH POSSIBLE STARTING LOCATIONS * Thief, just starting out under Pilar’s instructions
* Warrior, hired member of the guard or even captain of the guard
* Priest or druid, accused defence aid or impartial arbitrator
* Any dwarf or person with mining skill. Pilar will want to meet him
and may have scheduled a meeting for the day of the murder
* Any class, lone patron at the inn
* Any class, resident of the town or nearby countryside
* Any class, just passing through, and/or waiting for the inn to open

BACKGROUND for thief player (optionally read to all players):
[ This character may have grown up in or around Dillow. There are
many farms and large woodlands in the surrounding countryside. ]

Pilar, the local innkeeper, is by far the most colourful individual in
the village. You have always been fascinated by his stories of
adventuring. His stories of adventuring have always fuelled your
imagination. Going into deep dark dungeons, fighting evil monsters,
and finding precious and magical gems seem almost dreamlike
compared to this sleepy little town. Over the years you have found
yourself helping out at the inn and fancy yourself to be a protege of
Pilar’s. He has shown you several “tricks of the trade” including
how to pick simple locks (“I’ve only done this when the owner forgot
his key or if I was curious as to what was inside”, insists Pilar),
how to sneak about quietly in shadows, and even how to scale a wall.

[ Make up an specific tales you feel will appeal to the character,
sometimes explaining why a “thief” is not a bad thing to be. ]

THE STORY (as presented to the thief character):

It is a slow time in Dillow. Pilar’s inn has no boarders.
[ possible exception is to have one of the PCs to be the only boarder ]

Recently, however, Pilar has been noticed to be rather excited about
something. He has been seen around town asking people if they know any

[ Specific individuals may have even been asked if they know anything
about mining. If someone investigates enough they may be able to learn
that Pilar has recently purchased some mining equipment (shovels etc.) ]

You wander into town and immediately notice that the inn is still dark
and closed. Usually Pilar is open by now, serving the occasional
breakfast. There are no lights on inside.

[ If at this point the character asks around he MAY find out that
yesterday Pilar was seen talking with an ugly stranger. ]

[ If one of the players characters was staying at the inn, they
found themselves locked out last night and had to go stay in
a farmers barn. They plan on coming back into town later to
have a word with Pilar, but that is later. ]

[ Hopefully the character will now be asked to do some
roleplaying and try to enter the inn. ]

[ If checked, the door and windows are locked]

Your curiosity is aroused and since Pilar has shown you several
times how to pick the lock, it only takes you a moment to open the
door (after all you help out here, you’re practically an employee!).

Inside, all is quiet, too quiet. You look around, it doesn’t look
like Pilar finished cleaning up last night. There are a few tables
that haven’t been cleared. There is no fire in the fireplace either.
You notice that the kitchen door behind the bar is open, which is very

[ There is nothing else out of place, perhaps some unwashed glasses
on the bar. ]

As you enter the kitchen you notice that the door to the basement
stairs (under the stairs that lead upstairs) is also open.

[ If the character proceeds. ]

You slowly descend the stairs into the darkness. The creak of the
stairs sound especially loud in the eerie silence.

[ There is a lantern hanging at the bottom of the stairs if needed. ]

You find yourself in the basement storeroom. Boxes and barrels
fill the room, in some places from floor to ceiling. The room is
filled with an abundance of odours from the containers. Off in
one corner you see some shovels, torches, and rope.

You are about to leave when you feel a chill. You give one more look
around and notice some boxes in one corner seem out of
place. You look behind those boxes and you see an open trap door with
a ladder
leading down into a rough hewn passage.

[ Assuming the character continues…. ]

You proceed down the ladder, finding it a bit odd as you realize
the rung spacing is intended for someone shorter than yourself
[ OK, so I’m assuming the character isn’t a hobbit ]

You find yourself in a rough passageway. It seems like it
might be a natural fissure, with minimal working to make it
wider in a few places. It slopes down slowly. After 50 or
60 feet of rough twisty passage you come to a crude door.
On closer inspection, it is really a very heavy curtain.

As you slide the curtain to one side you are met by a very cool blast
of air. Inside is a crude chamber with rough walls, a few stalagmites
and stalactite, and yet more containers, some cheeses, and kegs of beer.
The ceiling and walls are very damp. Looking around, you see in the
far corner behind a stalagmite is another crude trap door. This one
is at a 45 degree angle between the floor and the wall. The hinges
are on the top of the door.

[ If they look carefully they will see a hook mechanism
that can hold the door open. ]

Pulling open the trap door, you are met with a freezing cold breeze.
A small opening leading steeply down is revealed. You notice a muddy
rope has been tied to the stub of a stalagmite and has been fed
down the hole. As you start to make your way down you start losing your
footing as it gets very slippery [ check Dex ]. You slide down the rest of
the way, figuring your total descent to be at least 40 feet. The last 5
feet is a drop off, leaving you on your butt, and a cold one at that.
Looking about, you have entered a small underground ice cave. Ice
stalagmites and stalactites abound in this 100 foot circular cavern. A
small pool is visible on the far side. You can hear the sound of dripping
and/or running water. The ice glitters like diamonds.

[ This is what it appears to be, a super cooled cave from an unknown
source. There are no diamonds here. An ice toad lives in the pool,
which Pilar knows of and now knows to avoid. The to/from destination
of the feed stream for the pool is not detailed, nor is the full
reason for the ice cave.

The floor is slippery, rough, and uneven. If the floor is examined
at the entry point, a path/trail (.) can be found that winds through
the cave, avoiding the pool, and leads over to the other opening.

** If the stalagmites along the path are ALL CAREFULLY examined,
** one of the smaller ones can be found to be flattened, having been
** recently broken off. This clue should NOT be given out easily.


You see between the stalagmites a passage that leads back, sloping
upwards slightly. The going is rough as the floor is slick. The rough
passage winds back a little bit and then unexpectedly turns into a
finished corridor. The stone work on the walls seems extraordinarily
good…..and old. The passage way leads straight back for about 50
feet or so, ending in a cave-in of rubble. Oddly enough, there is a
door about 40 feet along the right hand wall.

[ This next part need to be played out carefully. Daggard is trapped
inside. He will probably hear if the person makes any kind of noise
coming down the corridor or checking the door. The following is
only one possible scenario. ]

You carefully open the door. It goes in a little bit and then opens up
into a room. You can see what appears to be Pilar lying face down. You
take a step into the room and are shoved from behind. You fall to your
knees and you are just able to make out someone human sized running out
of the room.

[ If the character takes off after Daggard….. ]

As you come out of the room you see the fleeing person is at the end
of the hall, going out of sight round the bend. His footsteps echo
loudly in the otherwise silent surroundings.

[ At this point you should allow the person to chase, keeping the
culprit in sight, but not gaining ground significantly. If the person
is able to make the proper dice rolls, you might allow them to
grab a foot when going up the slippery chute or the ladder, but
then give Daggard a good chance at kicking them off.

After following Daggard closely, as they reach the kitchen/bar
area they can see/hear Daggard bursting out of the inn and shouting
“Murderer! Murderer!” to the captain of the guard who happens to
be in the street in front of the inn with a couple of guards.

[ If the character takes their time and looks around the room first… ]

The room is long and narrow. One side ends in a finished wall, the
other ends in a caved-in mess of rubble. There is a wheelbarrow full
of wet dirt near the rubble. There are no other pieces of mining
equipment. Pilar is lying face down, between the wheelbarrow and
the door. He is pointed towards the rubble. Upon examination he
is found dead from a some sort of stab wound to the back.

[ At this point they will probably leave to find out more. By the
time the character gets up to the first floor, he will be met at
the door by the Wooten (the captain), two guards, and Daggard.

In either case, something resembling the following ensues.

– Daggard spins a tale which includes the following points
– He had a meeting scheduled with Pilar today, about mining
– Finding the inn dark, but the front door open he proceeded
down the various passage ways, much like the character did
– He found you standing over the body and ran back to tell the captain

– As the character raises objections, Daggard tries to dispel them.
– Daggard is willing to be searched, even suggesting it if no one brings
it up. Furthermore, Daggard suggests searching the inn, passageways,
and the room itself for the weapon.
The results of such a search reveal NO pointed weapons or tools.
There are no spikes or picks among the mining equipment.
Searching the final room and rubble reveals no weapon.
– If the character happens to have a dagger or pointed weapon, Wooten
can examine it and tell that it doesn’t have any blood on it,
and it doesn’t appear to have been used recently and/or doesn’t
match the stab wound.

As this goes on, part of Daggard’s natural personality should come out. He
is a half-orc and is very abrasive and ugly to boot. He is also slippery
and a stranger in town. Wooten would like to believe the character, but
doesn’t trust Daggard. If the character is having trouble figuring out
the puzzle part, have Wooten ask some leading questions, but do NOT solve
it for the character. Have the other characters help if need be. Maybe
the contract between Pilar and Daggard can be found. As a last resort
maybe someone will notice the broken ice stalagmite along the ice cave path.

The key is the wet dirt in the wheelbarrow. That is where Daggard put
the ice dagger after stabbing Pilar. Wooten is willing to take the
characters word especially after Daggard gets a scared look in his eye
when the key piece of evidence is explained.

Maybe the characters will get a reward. Maybe Daggard will confess and
name his employer. Do with it what you will.

If the characters are later allowed to enter dig into the tunnel after
the cave-in, what wonders they find is up to you….

The “The Home of the Happy Hobbit” basic map:

Map Key:
| or – : wall
| | : door in horizontal wall
= : small door in vertical wall
|xxx| : heavy/locked door
< > : window
# : rock, or inaccessible
. : path
% : cave-in or rubble
$ : silver ore
V or > : slope in direction indicated
{ : water, pool or stream
S : ice stalagmite and/or stalactite
m : shovels and misc. mining equipment
w : wheelbarrow
P : Pilar’s body

Ground Floor:

| = =s __| |
| | Kitchen/ =t _ | |
|—raised floor——-| Upper store|a _ | ^
|______________________| |i – |
| B A R ! | |r – | v
|___________________!__|____________|s . | |
| | fire | |
| +——-+ |
| |
^ ^
( various benches, chairs, & tables )
v v
| |
| |
| |
+—-| |————< >—————< >——+

Upper Floor:

+—< >———-< >——————————-+
| | s __| |
| medium = t _ | |
| private | +————+a _ | ^
| room | |############|i – |
|————–| |############|r – | v
| cheap | +——–+###|s . | |
| private = | fire |########| |
| room | +——–+——–+ |
|————–| | | |
^ | = Pilar’s = Pilar’s ^
large | | Office | Room
v expensive | +———–+ v
| private | | cheap | |
| room = = private | |
| | | room | |
+—————-< >———————-< >——+

Lower Level:

############## -|xxx|————+############################################
############## = = |############################################
############## | Kitchen/ +-||-+############################################
############## | Upper store| _ |######## > ### ######################
############## | | – |###### > #######V## #####################
############## | | – |###### ######### | (cool ##################
############## |____________| . |#+—–+############ room) ##################
############## | fire |###| +-+ X|############ ###################
############## +——-+###| basement |############# ###################
############################| storeroom |################ X ##################
############################|m |#################V###################
########################################################## ###################
######################################################### ##################
###################################################### .. ###############
############################################ … S S ##########
##$$$$####################################### S ….. S S #####
#$$$$##——————+################# S S . S #######
#$$$$$$$% w |############### S . S S S ######
#$$$$%$$ P |############# S … S . S S ####
$$$$$$$%% |########### S .S ….S S S S ###
##$$$$$$—–+ +——–+############## .. S ######
##$##$#$#####| |######################### .S S S S S #######
———-%%–||——–###############.S.. S (ice cave) S ####
<-UNKNOWN %%% #### > > ..S S S ###
——–%%%————-## # ############ S {{{ #####
########################## #################### {{{{{{{{ #######
###################################################### {{{{{{{{{{{{{ ########

Colin Steele

18-JAN-1996 09:35:23.44


This is a short (and somewhat hackneyed, but still fun) sci-fi
adventure I’ve run a few times. The results are usually quite good if
you can create the proper atmosphere. Think Aliens, or Outland. I
run it using my own homebrew background and mechanics, called Star
Patrol, which is based on FUDGE. Check out
for more details.


Minions of the Dark have begun constructing a dimensional gate beneath
the Republic outpost on Deju. The outpost’s leader has been replaced
by the minions, who are using the Gift to create a perfect illusion of
the leader. They are proceeding to infiltrate deeper into the
outpost, replacing more key figures. And, they have begun enslaving
part of the outpost’s inhabitants, using them as slave labor to
dig/construct/whatever the secret.

The characters are travelling on the starship Fickle Fate, which is
scheduled to deliver several geolocks and some replacement personnel
to the outpost. The stopover is supposed to be a short one, and the
poor design of the landing bays, which are just next to the garbage
collection/expulsion unit, make the stop seem even longer. But, the
outpost’s only canteen, “the Pit”, is abuzz about something…


This document is free. Permission is given to redistribute it and/or
modify it under 2 conditions: 1. My name stays on it.
2. No profit is made from redistribution or modification.

1. The Pit – melee & social, roleplay

Characters go to the bar, as the Fickle Fate’s entertainment console
is pretty pitiful. They notice that the party in the back, which is
getting progressively louder, inebriated and angry, seems to be
talking about a at the bar.

The largest of the lot gets up, goes over to him, spins him around in
his barstool, and shouting something about “This one’s for Jorick!”,
attacks the surprised .

A fight ensues, with the attackers inebriated buddies crowding around,
cheering him on with phrases like “That’s it, Kitoog, help him find
Jorick!” and “One more for Landers!”.

The is getting his butt kicked, and unless the characters
intervene, will end up an unconscious bloody pulp on the floor. If
they do, they easily defeat the drunks, who are quickly
shipped off to lockup by the local constabulary, which show up after
a few rounds. The introduces himself as Sergeant Thargrim, buys
several rounds, and pours out the story of the disappearances. It ends
with mention of the reward for finding them, and a plea to call
him if they hear anything.


Str – Great (+2 @ scale -1)
Dex – Good (+1)
Int – Good (+1)
Tch – Fair (+0)
Per – Good (+1)
Psi – Fair (+0)
Tou – Great (+2)
Scale -1

Gifts: Longevity, Legal Enforcement Power: Deju Outpost.
Faults: Stubborn, Kinda Ugly, Prefer Enclosed Spaces.
Skills: Mechanicals – Poor (+0), Blaster – Great (+2), Streetwise –
Great (+2), Detect Whopper – Fair (+0), Melee – Great (+2),
Deal-making – Great (+2), Languages – Good (+1), Medical – Fair
(+0), Swimming – Fair (+0), Alien Culture – Fair (+0),
Intimidate – Fair (+0), Tailing – Mediocre (-1)
Weapons/Equipment: Blaster, Comlink, Light Armor (+2).


Str – Good (+1 @ scale 2)
Dex – Good (+1)
Int – Fair (+0)
Tch – Fair (+0)
Per – Fair (+0)
Psi – Fair (+0)
Tou – Good (+1)
Scale 2

Gifts: Regal Bearing, Excellent Sense of Smell, Roar, Reputation:
Don’t Mess With Me.
Faults: Farsighted, Phobia of Water, Odious Personal Habit: Licks Fur,
Odious Personal Habit: Coughs up Hairballs, and Code of Honor:
Skills: Hold Liquor – Superb (+3), Melee – Great (+2), Streetwise –
Great (+2), Unarmed Melee – Great (+2), Mining – Good (+1),
Blaster – Fair (+0), Technology – Fair (+0), Mechanicals –
Fair (+0), Dodge – Fair (+0), Gambling – Fair (+0)
Weapons/Equipment: Comlink, Miner’s Mate (treat as Buzzsword).

Eventually, Thargrim excuses himself to attend to his duties.

The bar is clearing out anyway, so the characters head back to the
ship. As they do, they run into the somewhat distant and laconic
Director of the Deju outpost, Rath Shiventire, who inquires as to
their enjoyment of their stay, and as to the whereabouts of the
Sergeant (who has just departed).

He bids the characters safe journey and leaves.

The ship’s docking bay abuts the outpost’s garbage collection and
removal depot, which lends a foul aroma to the area. As the
characters hurry past the slimy ramp, one spots a worker, dumping a
load of garbage into the removal robot ship’s container. Out of the
corner of the character’s eye, he/she could swear that there was a
_body_ hidden in the garbage.

2. Victim – non-combat, brains

The characters must stop/override/whatever the garbage robot ship so
they can inspect the contents and find out who the unfortunate victim
is. (As a goad to investigate, maybe they’re passing the garbage heap
and notice the body just as the reward notice flashes by on a nearby
databoard.) Discovering the Director’s corpse is fairly important.
The characters should have some difficulty defeating the droidship’s
security, or mechanically rigging things, or whatever, but should

It turns out to be the body of the Director. (Impossible!!! They just
got done talking to him…)

Turn up the suspense and atmosphere.

3. Sneak a Peek – non-combat, brains, possibly blaster

After the body’s been discovered, the PC who found the body goes to security,
only to find that Thargrim has been murdered, evidently moments before
the PC arrived. The agents of the Dark, posing as security officers,
decided that Thargrim was making too much trouble, and were in the
process of replacing him, when the PC called with the news of the
discovered body. Their plan is to eliminate the PC, and they will
chase the PC through the station.

“With thoughts of Thargrim’s woeful tale and the reward flitting
through your mind, you quickly call the Sergeant up on the comlink.
You quickly relay the details of your discovery, to his amazement and
confusion. Lowering his voice, he asks you (the discoverer only) to
come to Security HQ to make a statement and elaborate. He urges you
to move quickly and to keep a low profile. In fact, maybe a quick
disguise of some sort might be in order…”

When the character arrives at Security:

“The wide blast door to Security is open, although it’s after hours.
You enter, pass through the disorganised and cramped reception
area, and spy a light coming down a darkened corridor – probably
Thargrim’s office. Starting down the corridor, you see a couple of
the Sgt’s men are sitting casually on desks, drinking synthcaf. One
looks at another person apparently sitting in the office that you
can’t see, and then motions you down the hall. You start down the
hall, and one of Thargrim’s men, a bit overweight, and greying at the
temples, stands up and hitches up his drooping shipsuit.”

(Ask the character to make a Perception check, and ignore the results,
before you read this next part. Paranoia is a good thing.)

“You pass a couple of empty cells, making out their cots and holovids
dimly as you walk by. Then you pass a closet door, and notice a dark
puddle seeping from underneath the door. It’s BLOOD! Your head snaps
up, and see the Sergeant’s man watching you. A leering grin comes to
his lips. Your heart jumps to your throat – it’s some kind of trap.
You wheel around as fast as you can, and bolt for the door.”

“A weird wet/metallic coughing noise rings behind you, just as you
turns the corner. You catch a glimpse of a slimy green/black dart
lodged in the door in front of you, just as you duck out of the
office. The acrid smell and the image of the slime melting the
cerametal door jolts you as you tear off towards the Fickle Fate,
running as fast as you can.”

“Behind you, possibly from a cell somewhere back in Security, you hear
a familiar bellow of the bruiser from the bar last night, saying ‘Wot?
Who the Hell? What the blazes is going on here?!'”

Kitoog, who was sleeping off his previous night’s binge, was a friend
of the late Thargrim. Kitoog was a regular in jail, and Thargrim
never locked his cell. So, after the security guys/Darklings go
running after the PC, he lets himself out to find out what’s going on.

“The clomping feet are getting louder and louder behind you, and this
damned outpost must have been designed while under the influence of

Make a few contested Running skill checks. If the heavies win a
couple, they may be able to get off a few shots. Let the character
keep a bit ahead of them, though.

Kitoog figures out what’s going on, and with his superior knowledge
of the station’s infrastructure, saves the character, sneaks him back
to the Fickle Fate. Tells the character about the accident, the
disappearance of the 3rd shift crew, etc.

On a hunch, Kitoog suggests they scout out the “accident” area.

Couple of obstacles like sneaking past wardroid guards, defeating
security systems.

Starlab’s PX-5 Defence Droid

Str – Mediocre (-1)
Dex – Good (+1)
Int – Good (+1)
Tch – Mediocre (-1)
Per – Good (+1)
Psi – Fair (+0)
Tou – Great (+2)

Gifts: Knowledge Skills@Fair, Built-in Blaster Rifle, Built-in Trooper
Armor (+4 DM), Built-in Comlink.
Faults: Must Be Repaired (Can’t Heal), Needs to be Recharged Once per
Day, Can Only Have 4 Skills.
Skills: Blaster – Superb (+3), Melee – Great (+2), Unarmed Melee –
Great (+2), Dodge – Great (+2).
Weapons/Equipment: Most PX-5’s carry a melee weapon of some kind.
Riot clubs are common.
Notes: PX-5’s are standard warrior droids. They’re pretty hobbled in
terms of skills. If a player wanted to be a PX-5, it’d be
worth 4 gifts. Given PX-5’s low Perception skill, Poor (-2),
they’ve earned a reputation as tough in battle, but easy to
sneak around.

4. Gate – blaster

By way of ventilation grate, arrive at the hellish scene of the
construction of the dimension gate. Characters overhear the faux
Director speaking into a comlink “Tell his Excellency that he may dock
at any time. My research has been an incredible success. We will
open the dimensional gate briefly to test it, before he arrives. Tell
him I look forward to presenting my results to him.” He speaks in
strange, horrible sounding language to the faux security officers.

The enslaved inhabitants of the outpost are mining, smelting, and
generally constructing the gate, which is a weird combination of
cerametal alloys, intestine-like tubes, and twitching flesh-like
panels, all pulsing to something like a heartbeat. Bioplastic never
looked like this.

The Director and his henchmen begin to open the gate – a horrible
shadow creature begins coming through. No time to go back and prepare
– the characters must stop this thing NOW!

Massive psionic/blaster/Darktech weapons battle. Lots of lurching
Dark-Enfolded outpost victims. PCs should be able to Kill off
henchmen, but the Director should escape, screaming in that weird
language into his comlink.

He’s headed towards the landing bays. PCs in hot pursuit, when the
outpost rocks as if struck by the hand of the Maker. The bruiser from
the bar hears on the comlink that some sort of starship is pummelling
the outpost, and that the Director has escaped to join it aboard a
patrol cutter. The outpost’s defences have been sabotaged by the


Muzcuh – The “Director”

Str – Good (+1)
Dex – Good (+1)
Int – Fair (+0)
Tch – Fair (+0)
Per – Fair (+0)
Psi – Good (+1)
Tou – Fair (+0)

Powers: the Gift, Enfolded
Skills: Acting – Superb (+3), Melee – Great (+2), Unarmed Melee –
Great (+2), Blaster – Great (+2), Dodge – Fair (+0)
Psi Skills: Telepathy – Good (+1), Psychokinesis – Good (+1)
Weapons/Equipment: DarkTech Rifle (Dam: +5, OB: +1, Rng 18/75/180)
Notes: Muzcuh uses his Dark Gift to trick the minds of any who observe
him into seeing him as the Director. This illusion is flawless
to any who see him, but might be detected by someone with the
Gift. He is also an excellent impostor.

Typical Enslaved:

Str – Great (+2)
Dex – Fair (+0)
Int – Fair (+0)
Tch – Fair (+0)
Per – Fair (+0)
Psi – Fair (+0)
Tou – Fair (+0)

Skills: None. (All at -2)
Weapons/Equipment: Varies. Usually the Enslaved armies carry simple
weapons, like clubs and axes.

Typical Darkling:

Str – Great (+2)
Dex – Good (+1)
Int – Fair (+0)
Tch – Fair (+0)
Per – Fair (+0)
Psi – Fair (+0)
Tou – Great (+2)

Skills: Melee – Great (+2), Unarmed Melee – Great (+2), Blaster –
Great (+2), Dodge – Fair (+0), Sneak – Fair (+0), Perception –
Fair (+0), some probably have starship skills
Weapons/Equipment: Varies. Most carry a DarkTech Rifle (Dam: +5, OB:
+1, Rng 18/75/180) , and wear some sort of armor
(treat as Light Armor – +2)

5. Save the Base – ship

The Fickle Fate is the outpost’s only hope. They have to stop the
Darkship from destroying the outpost.

The Darkship beginning to open up a landing bay for the Director’s
cutter when the Fickle Fate starts blasting it. The Darkship puts up
shields and closes the bay, stranding the cutter, and turns some of
its guns from the outpost to the Fickle Fate. Characters must disable
the guns before the outpost is just an ionized crater. The Darkship
only sustains a few hits before fleeing, leaving the cutter behind.
Characters can destroy it, try to board, etc.

Director won’t let himself be taken alive.


Warp Speed : Good (+1)
Speed : Good (+1)
Manoeuvre : Good (+1)
Shields : Fair (+0)
Hull : Good (+1)
Crew : ??
Passengers : ??
Cargo : ??
Consumables : ??
Computer : ??
E. Hyperdrives : unknown
Ship’s Guns : DarkTech Disruptor Cannon (FP: +3, OB: -1), 2
: DarkTech Laser Cannon (FP: +1, OB: -1)
Cost : ??

Universal Dynamics 88-V Patrol Corvette

Warp Speed : Fair (+0)
Speed : Mediocre (-1)
Manoeuvre : Fair (+0)
Shields : Fair (+0)
Hull : Good (+1)
Crew : 3
Passengers : 10
Cargo : 75 tons
Consumables : 6 weeks
Computer : Starship Pilot – Mediocre (-1), Astrogation – Poor
: (-2)
E. Hyperdrives : yes
Ship’s Guns : 2 turreted Ranger Weapon Systems Pulse Cannon (FP:
: +1, OB: +0)
Cost : 200,000 Cr. (50,000 or so, used)
Notes : Atmosphere capable

Fickle Fate
(modified Universal Dynamics TF-78a Freighter)

Warp Speed : Fair (+0)
Speed : Fair (+0)
Manoeuvre : Good (+1)
Shields : Fair (+0)
Hull : Good (+1)
Crew : 3
Passengers : 8
Cargo : 80 tons
Consumables : 6 weeks
Computer : Starship Pilot – Mediocre (-1), Astrogation – Poor
: (-2)
E. Hyperdrives : yes
Ship’s Guns : turreted Ranger Weapon Systems Pulse Cannon (FP: +1,
: OB: +0), 2 turreted Laser Cannon (FP: +0, OB: +0)
Cost : not for sale
Notes : Atmosphere capable

All the pretty ladies…
Tuomas Koivu

18-JAN-1996 14:26:37.11
Dragon This plot is intended to be the backbone of a long campaign lasting
perhaps years and requires a lot of continuity. If your players are
the type that gets their characters killed fast and often, then
this one is not for you.

Requirements: At least one high-level fighter, paladin or bard
who always acts like a hero and does heroic deeds (called the
hero later on). The party should use some specific Inn or hotel
as their base between adventures.

During their first or second visit in the Inn the party meets
a lovely, black-haired, tanned young lady who belly-dances
for the audience. The girl should be exceptionally beautiful
and charming, so that the characters are bound to notice her.

After the show the girl dresses up and comes to sit by the
same table with the player characters. She introduces herself
as Alanil (use whatever name you like) and tells that she is
with another adventuring party. It should become apparent that
she is somehow interested in the heroic character (choose a
handsome PC that can’t resist women), but when the hero tries
to make his move, the girl says that she is already involved
with someone else. This someone is Stompur (again, change the
names if you wish), another great hero known for his big muscles
and bad temper. Make it clear that Stompur is someone you
wouldn’t want to make angry.

Every time the party visits the Inn the hero meets Alanil and
gets a chance to spend some time and talk with her. Slowly the
hero gets the impression that Alanil cares for him and the feeling
should be mutual. At the same time between Stompur and the hero
develop a hatred for each other. Anyway, nothing more serious ever
gets to happen. Stompur is out for an adventure most of the time
and his reputation grows steadily – so does the hero’s reputation.

After a year or so Alanil tells the hero that she senses
something bad, but does not know exactly what it is.
Soon after this the party will meet another gorgeous young
woman, Shenadal, who wants to join them. Shenadal is as beautiful
as Alanil, but blonde. Little by little the players should learn
that there is something very similar about these two women, but
they can’t figure out what. Shenadal also likes to spend a lot
of time close to the hero. The two ladies never meet.

Time passes and Shenadal adventures with the party. The heroes’
reputation keeps on growing. One day the two parties (the
players and Alanil’s party) meet accidentally. Something very
strange happens, the girls begin to change their shape…

Both Alanil and Shenadal are powerful ancient dragons who have
polymorphed themselves into young pretty girls, so that they
can easily get close to heroic fighters. The dragons have had
a competition going on for centuries: the one that eats more
and greater heroes in 500 years wins!

This plot gives you a chance to surprise you players in a way
they’ve never experienced. Someone they’ve known for a long
time wants to eat them up! They will have to fight side by side
together with Stompur, whom they hate, against the dragons,
whom they have learned to like or even love.

Have fun.

An Ogre by Any other Name
Wayne J. Rasmussen

1-FEB-1996 20:12:23.98
Quest Scenario Requirements: This scenario has been designed for a single first
level cleric’s first adventure. It can also be used to help build a group
of adventurers.

Scenario Description: A local knight and a score of men have been dispatched
to stop an “ogre” which has been harassing a nearby village. The newly
graduated PC cleric has been ordered to assist the high priest who owns/runs
the church in the village. Shortly after arriving at the church, the high
priest puts the newbie cleric in charge as he leaves on an urgent mission.
Thus putting the cleric on the spot.

Places in this Scenario:

Town: Mid-sized town where the PC has learned his trade. The knight and his
men in this adventure are from this town.

Village: This village is getting harassed by an “ogre”.

Forest: It would take four or more days to walk across this mid-sized
slightly hilly forest. The forest is home to the druid Banoust and many
woodland creatures. Several unusual events have occurred here recently.
A boy from the village discovered a cave which is actually the ruins of
tribesmen who lived here long ago. An ogre, ogre mage actually, arrived and
has been causing the local village problems by killing and eating horses, cows,
and stealing valuables. Yesterday, an evil mage,Yagok Iztzwini, entered the
Ruins and soon died from a curse which came over him.

Burial Cave: This is where the body of the dead wizard Yagok Iztzwini is
buried and where the reincarnation spell was performed.

Church: The church of the high priest Thalpas is located in the Village.
Small attendance during services. Beneath the main floor of the church are
several rooms: master bedroom, guest bedroom, store room, and
secret room which contains the Staff of Life and Soul Returning.

Tribesman’s Ruins: Many centuries ago, tribesmen lived in this region of the
continent. After years of war, they were defeated or chased out of the area.
This place was once sacred to them and its secret location was known
only to a few select individuals.

NPCs in this Scenario:

Banoust – Druid: Powerful member of this class. The druid has figured out
what happened to the mage/ogre-mage and has prepared a scroll containing
the location of the mage’s body, where the ogre-mage’s cave is, and what he
thinks happened to the mage and ogre mage (he is correct). The druid gives
the scroll to a woodland creature and sends it on its way to warn the
knight of what might happen.

Ogre: Unknown to any PC or NPC (except Banoust) in this adventure, the ogre
is a magic-using ogre (Read Japanese Ogre or ogre mage) who has sort of
been possessed by an evil mage. The possession occurred in the last 24
hours. A dying mage forced the druid Banoust reincarnate the mage. Something
went wrong with the reincarnation and now the ogre mage has two souls.
The ogre can use both the powers of the mage and the ogre mage. The
knight Teramore Lightman expected a normal ogre not an ogre mage or an ogre
mage possessed by an evil mage. The ogre mage is using hit and run tactics
on the knights, which means he casts one offensive spell then disappears.

Squire: This newbie fighter is the Squire of the Knight called Teramoor
Lightman. If the GM is trying to bring together a group of new adventurers,
have a fighter play the squire in this adventure.

Teramore Lightman – Knight: The knight is very experienced and has killed a
few trolls in his day. He is both strong and stout. The people of the land
believe that this should be a very easy mission for the knight. They are

Thalpas – The High Priest: A middle aged human who has spent many a year
adventuring and has retired to a little church he built in this village.
The local population respect him, but, they love the local druid. The
attendance at the church isn’t as high as he would like it to be. He sees
the problem with the ogre as a chance to win a few of the locals over to
his church.

Thalpas gets along well with the higher members of the church because he
usually stays out of the intrigue of the upper circles of power. They mostly
leave him alone and he rarely attends any of the annual church functions to
which he is invited.

Yagok Iztzwini – Evil Mage: A moderately powerful mage with slightly evil
side He is very intelligent, impatient, and known for his ability to size up
a person with just a slight glance. Recently he purchased a scroll from a
farmer in the village who claimed his son found it in a cave in the forest.
The scroll was a minor magic but Yagok paid the farmer for directions to the
cave. Yagok discovered that the cave was the ruins of the type associated
with tribesmen who lived in the area several centuries ago. Upon entering,
he was hit by a horrible curse. Yagok managed to get out of the cave and
soon came across Banoust who was picking berries for lunch. Yagok used a
spell to force Banoust to bury his body and reincarnate him. Banoust buried
the body in a cave (different from the tribesmen ruins) and performed the
reincarnation. Something went wrong with the reincarnation and Yagok’s soul
went into the body of a nearby Ogre Mage. Yagok blames the villagers for his

New Items in this Scenario:

Staff of Life and Soul Returning: Touching this item to ANY dead body or
even the smallest piece of a body, will cause the body to instantly return
to a 100% functional state and the soul will return from wherever it might
be to the body. The soul must still exist on some plane of existence. It
is like an unlimited resurrection or golden drops of heavenly essence. If
the soul is contained in some other place or item, it will still return.

The Plot:

GMs Notes/Setup: An ogre has been bothering farmers by killing livestock
and destroying property. He lives in the wooded hills near a village about
a day and a half from this town. A local knight and a score of men have
been dispatched to remove the ogre. The knight is very experienced and
has killed a few trolls in his day. The people of the land believe this
should be a very easy mission for the knight.

Since the church doesn’t want clerics (especially newbies!) just hanging
around the church, they have decided to send a recent graduate out to
assist the high priest Thalpas. Thalpas owns/runs the church in the
village near the ogre. They don’t think the knight will have much trouble
with the ogre but figure it can’t hurt to send someone to assist the
high priest should any serious injuries happen. The cleric will not
travel with the knight and his men and will have to travel on his own.
GMs may want to role-play the journey out or just let the cleric arrive
at the church.

Arriving at the Church: Arriving at the church, the high priest Thalpas
immediately puts the cleric to work cleaning the very dusty church. The
high priest is very much a loner and lives alone in the church. In fact,
the High priest doesn’t have any other clerics around.

The knights will find the ogre but will get into real trouble. Unknown
to them, the ogre is a magic-using ogre (Read Japanese Ogre or ogre mage)
who has sort of been possessed by an evil mage. The possession occurred
in the last 24 hours. A dying mage forced a druidical type priest to
reincarnate the mage. Something went wrong with the reincarnation and
now the ogre has two souls inside itself. The ogre can use both the powers
of the mage and the ogre mage. The knight expected a normal ogre not an
ogre mage or an ogre mage possessed by an evil mage.

The druid Banoust has figured out what happened to the mage/ogre-mage and
has prepared a scroll containing the location of the mage’s body, where
the ogre-mage’s cave is, and what he thinks happened to the mage and ogre
mage (he is correct). The druid gives the scroll to a woodlands creature
and sends it on it’s way to warn the knight of what might happen. The
warning arrives too late.

After the fight with the ogre, A great owl flies over Teramore and drops
Banoust’s warning scroll. The knight reads the scroll then orders the
squire to take the scroll to the church in the village and give it to the
priest in charge. The squire is also told to tell the cleric about the
many wounded men. To make sure the squire gets to the church, Teramore
orders the squire to take a long route back instead of a direct path, where
the ogre-mage may be waiting to ambush him.

Needless to say, the knight runs into trouble with the “ogre” and beats a
hasty retreat back to the village. The newbie cleric has been put in charge
of the church and will have to handle the knight, his men, the villagers,
the druid, Banoust, and the “Ogre”.

The Adventure:

Introduction: Having just “graduated” from school, you were selected by
a high ranking member of the church to go on a mission of small importance.
You are ordered to travel to a small shrine not more than a day or two
journey from this town and assist the high priest as he sees fit. Knowing
your adventurous side, you are told that it is a simple mission and not a
major quest or adventure. A knight has been sent with a score of men to
rid a forest of an ogre which has been pestering local farmers. You are
being sent to help the high priest on the slight chance there will be some
wounded men.

The Journey: The GM may role-play this or just let the cleric arrive
at the church.

Arriving at the Church: When the cleric arrives, he doesn’t act surprised
that he is here. He will show the newbie priest where the broom and mop
are so he can begin cleaning. The church hasn’t been cleaned in many months!
The priest will constantly check the PCs work and be very picky about how
he does the job. He will be watching how the newbie reacts to the treatment.
He doesn’t like yes-men. If the character just puts up with the treatment,
dinner will be bread and a very tasty soup. If he shows some character,
the priest will say he is glad to see him stand up for himself and break
out the good stuff for dinner such as a fine ham, cheese, wine, fruit, etc.

The Tour: Before going to bed, the priest will give a tour of the entire
church. There are several rooms below the church which serve as private
quarters, guest quarters, storage (loaded with many fine foods and wine),
and a hidden chamber. Within the hidden chamber is a holy relic found
during the Thalpas’s adventuring days. He will tell the newbie about the
holy relic (Staff of Life and Soul Returning). He will say “Touching the
staff to any dead body will fully restore life and limb and return its
soul no matter where it might be”. A small room with a straw bed will be
made available for the newbie.

Squire’s Arrival?: NOTE: This may not occur here! If the squire fails to
follow the orders of his knight and proceeds in a direct line to the
village, he will arrive safely. He will give the scroll to the high priest
and tell him of the battle with the ogre-like creature. Thalpas asks the
PC to cure any wounds the squire has and to give him something to eat.
Thalpas will then study the scroll in private and not share the information
with the PC. NOTE: The squire arrived somewhere around midnight.

Thalpas’s Departure: The cleric wakes up in the morning to find Thalpas gone
and a note left for him/her. The note says that PC cleric in charge of the
church and tells him that he will be back in a few days. His reason for
leaving will depend on whether the squire arrived last night. If so, he
claims to be going to the church council for advice. If the squire didn’t
arrive, he claims that he has a strong feeling that he will need the
assistance from a few of his old adventuring buddies.

Later That Day: A few of the villagers will come and go asking questions,
where is Thalpas, where is the knight, why is the squire here by himself,
etc. The villagers seem worried. If the cleric reassures the villagers, he
gets 1 good point. If he makes it worse by saying something stupid, he gets
1 bad point.

The Next Day: The knight Teramore Lightman arrives with his wounded men. He
seems mad and a little frustrated. He asks where Thalpas is and who is in
charge. When he hears that the PC is in charge of the church, he acts very
respectful of the PC and even seeks his wisdom on the situation in front
of his men. Specifically, he want to know if they should go out and try to
attack this creature again. At this point, several of his men cry out in
favour of attacking and getting revenge. If not, what should they do, just
sit and wait? If the clerics god is against revenge and the cleric speaks
against revenge he gets one good point. He gets one bad point if he doesn’t
try to quell any talk of revenge. If the God endorses revenge, reverse the
scoring. If the cleric advises caution and posting of guards and patrols in
the village, he get one good point. If he doesn’t offer advice or just tells
them to do no action he gets one bad point. If he suggests and all out attack
against the ogre, you can expect the men to get wiped out (3 bad points).
NOTE: Teramore will answer any questions the cleric asks to the best of
his ability.

That Night: During the night, the ogre attacks the village. If guards or
patrols were placed by the cleric, one of the guardsmen will be killed and
the ogre will appear to have been driven off by the other guardsmen. If no
guards or patrols were established, one house will be attacked and two
villagers (man & his son) will have died in the attack. The ogre appears to
have hit and run. The villagers will be shaken up by this situation and the
cleric must show no fear to inspire the people. Even the knight appears to
be shaken and will respond according to the clerics actions. He will be
brave it the cleric is and not so brave if the cleric isn’t. If a guardsman
dies, Teramore will say to the cleric “It could have been worse, some of the
villagers could have died. You were wise to suggest a patrol.” If the
guardsman dies, give the cleric 1 good point, if two villagers die, he gets
2 bad points.

The Next Day – Squire’s Arrival?: NOTE: This may not occur here! If the
squire didn’t arrive earlier, he will arrive now. Teramore will be upset
with the squire and he may not be his squire after this mission is over.
The squire does give the scroll to the cleric. If the cleric interferes
with the knight-squire relationship, the knight will listen to his advice
but will act according to his own sense of honour.

Later that Day: Banoust the druid arrives in town. If the cleric has not
been reassuring and/or not acted bravely, they will flock to the druid
leaving him along. If he has been brave and/or reassuring, only a few of
the villagers will rush to Banoust. Banoust will talk to a few of the
villagers then head toward the church. He will relate the tale of the wizard
Yagok and the reincarnation. He will also mention that he was attacked this
morning and the spellbooks he took from Yagok had been stolen. He fears that
the Ogre will be able to get his full range of spells now.

Reaction to Banoust: The villager will be watching Banoust and the cleric to
see signs of strength and weakness. Banoust will make rather loud statements
in public regarding Thalpas’s leaving the village in a time of crisis. The
cleric needs to counter these statements. Whoever wins this verbal fencing
will wins the heart and soul of the villagers. If the cleric wins, give him
2 good points and 2 bad points if he fails.

Solution to the Adventure #1: The Staff of Life and Soul Returning can be
used to bring the life and soul of the wizard Yagok Iztzwini back to his
body. If the cleric figures this out, and mentions this to the knight and
the druid, a plan may be created by the three of them. The druid will help
get the cleric to the dead wizards body. The knight and the squire will
volunteer to go with in case of trouble. The knight may even suggest using
himself and his guardsmen to draw the ogre’s attention while the cleric,
druid and squire bring the wizard back to life. There will be no problems
in either capturing the mage or killing him after the staff is used. The
now weaker ogre mage will be easily killed by Teramore and his men. The
cleric earns 6 good points.

Solution to the Adventure #2: The next day, Thalpas returns with his old
adventuring buddies. They kill the ogre mage without too much trouble.

Other Solutions: Characters always manage to come up with unexpected plans.
So award 6 points for removing the ogre mage/mage problem. Award 1 bad point
for each villager who dies, and 1 bad point for every two guards men who die.
If the squire dies, add 1 bad point, and add 3 bad points if the knight dies.

Since this is an opportunity for roleplaying. The GM may add other encounters
to the adventure such as settling disputes between villagers, husbands &
their wives, parents and children.

Closing Notes:

If the cleric ended with more good points than bad points, he should be
rewarded in some way.
Here are some possibilities. 1) Thalpas gives the cleric a well trained war horse.
2) Thalpas gives the cleric a map. The map “claims” to lead the cleric
to where a magic tome to increase one’s wisdom is hidden.
3) Newbie cleric is recognized by church leaders as an up and coming cleric.
Perhaps you are too challenging to have around? They send you on another
4) If the newbie cleric has earned sufficient experience to advance a level.
His/her training is arranged for by the church at no cost to the cleric.
5) The church grants the cleric special dispensation in a special ceremony.
Whenever the cleric cast a “Cure wounds” spell, add +1 to all dice rolled.
6) The church grants the cleric special dispensation in a special ceremony.
The cleric is granted an extra first level spell per day.
If the cleric ended with more bad points than good points, he should be
punished in some way. Here are some possibilities. 1) Thalpas orders the cleric to a vow of silence and meditation in his temple
for the next week.
2) If the holy relic is some how lost, he will be quested to recover it.
3) The cleric has to tithe half of his money for the next 12 months.
4) In a special ceremony, the cleric loses the ability to cast bonus spells.
This ability will return when “God” feels the cleric has earned it or the
need is great. NOTE: not the cleric’s need!

Getting a group together. The purpose of this adventure was to give an
individual character an adventure for himself with the further goal of
building an adventuring group. Here is how you could start a group from here
by adding other characters. I would suggest exploring the “tribesman ruins” as
a good starting place for further adventuring. 1) The squire could be another adventurer who could join the cleric.
2) One of the knight’s men decides to leave the knights service.
3) Banoust could introduce the cleric to an elf or druidical character.
4) After the ogre, a hunter from the village decides he likes adventure.
5) One of Thalpas’s adventuring buddies has an apprentice….

Dish du Jour: Magic!
Benjamin Jud Quinton

Any A wizard accidentally opens a gate to a plane of magic-eating creatures, and
the PCs are hired to close it, possibly involving a long and difficult
process or series of quests.

Evils’ Puppet
Benjamin Jud Quinton

Any A civil war erupts in a supposedly peaceful realm. A dabbling noble has
run across an ancient evil that is now running him like a puppet. After
raising an army of humanoids and worse, the PCs are sent to investigate.

Growing evil
Benjamin Jud Quinton

Any A different party of adventurers destroyed a horrible evil years ago, or at
least thought they did. It has managed to return again much weaker, but is
gaining power quickly.

Troublesome Artefact
Benjamin Jud Quinton

Any An evil artefact has escaped its imprisonment and is causing problems
again, and must be recovered and re-imprisoned or destroyed while it still

Dwarven treasures?
Benjamin Jud Quinton

Any Dwarves have found an ancient wealth… and an ancient evil as well.
Blinded by their new treasures, they don’t realize they are becoming
servants. Rescuers are needed before it is too late.

Missing Person File
Benjamin Jud Quinton

Any PCs are sent to search for the one man who can help with a problem.

Spot the artefact
Benjamin Jud Quinton

Any A mage once invented a powerful item that is now needed badly. The PCs are
hired to track it down and retrieve it.

All in days work…
Benjamin Jud Quinton

Any An army descends on a nation at nearly the same time the court magician
grabs power. The PCs must rescue the heir, dispose of the wizard, and then
defeat the invading army.

Beat the wicked wizard
Benjamin Jud Quinton

Any A wizard forces PCs to retrieve a magical item that he cannot get to.
However, he doesn’t realize that this item will break his control over
them. Once free, the PCs must work to stop his evil schemes.

Fetch back that item
Benjamin Jud Quinton

Any The bad guys have discovered a powerful magic item, and the PCs are sent to
recover it. Unfortunately they find that it has already been appropriated
by the other bad guys.

Secure that lock on Hell
Benjamin Jud Quinton

Any Forces of evil are searching to release an ancient evil power. The PCs must
beat them to the locations of the hidden keys and/or recover the hidden keys
already found.

Undisturbed title?
Benjamin Jud Quinton

Any PCs are made nobility, but with the catch that they must first clear the
land they have been granted.

Out, out cursed spot..
Benjamin Jud Quinton

Any A magical curse that affects only certain good guys appears, and the PCs
must find the source and stop it before the balance is upset.

Assassins at Pumpkin time
Benjamin Jud Quinton

Building At a costume party there is an assassin, and the party must find him/her
before the baron arrives at midnight.

Benjamin Jud Quinton

Any The PCs are the possible fulfilment of an ancient prophesy.
However, there are many who do not wish this prophesy to come true.

You call this shelter?
Benjamin Jud Quinton

Building The PCs are being chased through the wilderness when they come upon an old
wizard’s tower. Their only chance at escape is to enter the tower and try
to survive it.

Goblin war
Benjamin Jud Quinton

Goblins Something is massing the humanoids for an attack. The PCs are sent as
either spies to find out what, or to try to stop this opponent before
another goblin war occurs.

My god is more omnipotent then your god…
Benjamin Jud Quinton

Any A third religion is trying to start a religious war between two others. The
PCs are the only ones in the position to recover stolen property and
practice diplomacy to prevent this.

Strike force
Benjamin Jud Quinton

Any The PCs are requested for an army’s special strike team.

Time after time
Benjamin Jud Quinton

Any An evil archmage has fled through time to escape punishment, and the PCs
must track him down for justice.

Crime war
Benjamin Jud Quinton

Urban A huge underworld crime war is brewing, and the PCs cannot help but choose
sides when they see the damage being done.

Hot property
Benjamin Jud Quinton

Any PCs are captured by the bad guys, but manage to escape. In their escape,
they picked up something very important to the bad guys, who will stop at
nothing to recover it.

Benjamin Jud Quinton

Any The king has passed on with no clear successor, and factions strive to fill
the throne with friends. Meanwhile, outside forces threaten, and it is up
to the PCs to fix things up.

Waking dragons
Benjamin Jud Quinton

Dragon The ancient dragon has once again stirred, and it falls to the PCs
to lay it to rest for once and for all. They are sent on a quest for a
mighty artefact to destroy the beast, and then must use it on the dragon.

Extraplanar master
Benjamin Jud Quinton

Any An extraplanar being needs help on this plane, and since he cannot manifest,
he sends the PCs to do the job.

The Tarathan
Alexander T. Knapp

******************* CAMPAIGN LINES AND RESPONSIBILITIES *****************
* *
* This campaign, designed and played over the course of five years, *
* was designed for the concurrent adventuring of four different groups *
* of Player Characters. The plot lines of campaign, five major and *
* five minor, are interwoven as much as possible, but could be run *
* individually. The majority of this material is original, questions *
* and comments will be welcomed by the author. *
* *
* Any use of copyrighted material, explicit or implicit, does not *
* constitute a challenge to the ownership of that copyright. The *
* author/owner of this document otherwise retains the rights to all *
* to all material contained herein. Permission is granted for non- *
* profit reproduction and/or distribution so long as this notice is *
* retained in its entirety. *
* *
* Welcome to The Tarathan! *
* *

This file is set up in the following format:

I. Welcome message, copyright disclaimer and introduction to the

II. Description of the four player groups.

This campaign was designed for, and in my experience was certainly large
enough to have four different groups of player characters adventuring
at the same time. We did this in order to add a little more variety
to the game and to allow for players to experiment with different
characters. A breakdown of which group(s) were responsible for each
plot line is included after each title (see below).

III. Background explanation of names and terms

In the interests of respecting other people’s hard work and copyrights,
some geographical and cultural names have been changed. Also, as the
majority of this material is original, I include a short
description of some of the terms that are used in this document.

IV. Plot Lines and Explanations

The ten plot lines of this campaign are divided into five major
and five minor collections of adventures, which (as much as
possible) have ties among and through each other. The unifying
reference or force behind the campaign is “The Song of Solastin
Ash”, a 6000+ year old prophesy of the greatest elven Spellsinger
(annotated and appended to this document.) I used the “Song”
primarily as foreshadowing and adventure hooks/references in the
campaign, leading characters along from one stanza to the next.

Each plot line has been written in the following format (NOTE –
Numbers in [brackets] refer specifically to the “Song” located in
Part V): – Title [Lines of Primary Reference in the “Song”] Name of
Responsible Character Group

i.e **Arcanum [7-14, 25-32] Group I (Main Characters)

– Historical Reference: Background to the plot

– Campaign Goals and Challenges: The general goal that the PC’s
should achieve in this particular plot line, plus three to five
specific challenges or obstacles.

– Specific References: Additional references in other stanzas
of the “Song” and explanation.

i.e. [11-12] As the magical drain becomes more drastic, the
Runic Heiarch of Lagur (Water) increasingly uses her powers to
try and contain the damage.

V. The Song of Solastin Ash

The “Song”, here in its entirety, has been annotated for easy
reference to each plot description. Individual lines or stanzas will
be referenced in [brackets].

The “Song” follow a specific pattern (with refrain after each set of

Major Plot Line
Minor Plot Line
Legend or Call of Heroes


“Legend” is an account of some piece of ancient Tarathan history and
“Call of Heroes” is a foreshadowing of many of the NPC’s to be found
in the campaign.


Group I – The main characters who start at a lowly level, however are
advanced rather fast through `parallel adventures’ setting up background
for secondary Groups (II-IV). Although they are ultimately the deciding
force, they play a minor role until Parts Three and Four of the Campaign. 1. Wizard/Sorcerer Student of the Arcanum, future Runist
2. Cleric/Priest Psionic Potential
3. Thief/Rogue “Darkfang” and “Keldarion”
4. Fighter/Warrior Ties to the Northern Reaches/Selidon Keep
5. Other(s) (GM’s Discretion)
Group II – “The Bonded and Fettered, Yet Free to Be Doomed”, a collection
of medium/high level characters with one extraordinary ability
score and a common legacy, the `Golden Shackles’ on their
wrists. Predestined to release the Riders, die in the course of their
trials, return as Servitors and restore Power to The Tarathan.

Group III – This Group of high level characters is based in a
medium-sized castle, part of the Protectorate of Selidon in the Northern
Reaches. Their role is primarily to explore the adventure possibilities
of the `landed’ nobility and provide a show of force within the Campaign
when necessary.

Group IV – This Group is actually made up of a wide range of characters
of varying levels who serve as playtesters for various character classes
and races.


—> NAMES of Geographical Locations (in order of appearance in the
Plot Lines)

Amaranth – a country ruled largely by wizards, also the name of the
capitol city. Extremely unfriendly toward clerics/priests. Political
tensions with the Windlands.

The Tarathan (The Jewel) – the name of the campaign world, also the
name of the collection of planes upon which the Twenty Immortals

Windlands – a broad expanse of wind-swept plains east of Amaranth.
Home to a wide variety of nomadic tribes. Political tensions with

Northern Reaches – largely untamed wilderness north of the “Southern

Underworld – the network of tunnels, chambers and caverns below the
surface of The Tarathan.

Develin – a prosperous country south of Amaranth. Ruled by a
consortium of Merchant-Princes.

The Heights – the forest-state of the Elves

Warren – a particularly excavated and populated area of the Underworld
directly below Develin and The Heights. Supported by four massive

Sand Lords – the nomadic rulers of the desert on the eastern coast of
the continent. Particularly unfriendly toward wizards.

Selidon Valley/Protectorate – The main center of population in the
Northern Reaches.

Cloud Mountain – a singular, massive mountain in the center of the
Windlands. Site of pilgramage and prophesy for the nomadic tribes.

Adatia – a county beyond the eastern sea, populated and ruled by
wizards. Unofficial patron of Amaranth.

—> NAMES of Gaming Terms (in order of appearance in the Plot Lines)

Power – all magical effects, including arcane (Wizards), holy
(Clerics/Priests), and those produced by items and artifacts.
Excludes Psionics and Rune Magic.

Rune Magic (Runic Heiarch) – Old Earth Magic, captured and controlled
by runic inscription. A secret society lead by five Heiarchs
(representing four elements plus Spirit/Balance.)

Heart of the Tarathan – a large ruby, the primary collector of Power
on The Tarathan.

Chamber of the Spheres – a massive Dark elven magical construction
designed to restore Power to The Tarathan bypassing the Arcanum.

Sol – the authority over the Tewnty Immortals.

Protocols – the edicts of Sol passed down at the Reckoning. The
First Protocol states that “no Immortal shall walk the face of The

Erdefount – the first source of water in the Underworld.

Stone-Father’s Tome – Agathon, Patron Immortal of the Underworld,
wrote this history of the his ‘children’, who eventually broke among
themselves and became the different races of the Underworld.

Celarion – the secret political organization of Shadogodon, Patron
Immortal of Strife. Led by the “Rose” (highest political title.)

Orbs of Cymid Dar – three silver orbs, an artifact of great power.
Cursed to drive the user slowly insane.

++++++ PLOT LINES +++++++

-=-=-=-=-= GREATER LINES =-=-=-=-=-=-

**Arcanum [7-14, 25-32] Group I (Main Characters)

Historical Reference – The Arcanum, the magically active remains of a
star summoned in battle by the Nameless One (a pre-Reckoning Sorcerer-
King), rests thousands of feet below the city of Amaranth. The impact
of this comet killed the Nameless One’s rival, Hanel, and shifted the
planet, plunging it into a global cataclysm. Millenia later, in the
current era, the emanations given off by this star, deep in the earth,
act as a magic- enhancing `aura’ in and around the country of Amaranth.
This aura, however, consumes a significant deal more Power than it
creates and is slowly draining Magic from The Tarathan.

Campaign Goal and Challenges – The PC’s must identify the Arcanum and
its nature, locate and find a way to stop it or its effects. – I. One of their members is a member of the Brotherhood of the Arcanum,
the ruling (albeit secret) political power in Amaranth.
– II. All other members of the Brotherhood will stop at nothing to
prevent the destruction of their `free’ source of Power.
– III. The ongoing war with the Windlands requires more and more magical
investment, draining The Tarathan’s Power even faster.
– IV. The extremely inaccessable location and unfathomable power of the
Arcanum itself makes it extremely difficult for mortals to reach it and
impossible to touch or affect it in any way.
Specific References –
[11-12] As the magical drain becomes more drastic, the Runic Heiarch of
Lagur (Water) increasingly uses her powers to try and contain the
[13-14] Agathon, preoccupied for several thousand years with his search
for the Heart of The Tarathan, will return after its discovery (see
“Tokens”) and transform the surviving Dark Elves into his new Chosen,
banishing the Illithid.
[22-23, 72-73, 76-77, 99, 103-104] Finsternis (c.f.), trapped in his
rise to Immortality in a nether-plane and neither mortal or immortal, is
the only person capable of completing the magical `circuit’ – the Heart
of the Tarathan – in the Dark elves’ (c.f.) “Chamber of the Spheres”,
however, the act, while restoring Power to The Tarathan, would also
fully elevate him to the Twenty.
[9, 50] The Dragon of Ash, a work of ritual magic, using the Arcanum
against the the Windland’s horde, and the death of Prayle (c.f.) in the
Northern Reaches both signal the final vestiges of Power on The Tarathan.

**Riders [34-41, 116-123] Group II (Bonded)

Historical Reference – Before the Reckoning, The Tarathan was divided
only between Light and Dark, the two `Bastions’ of the Age.
Approximately six thousand years before the current campaign takes
place, the Vangaurd of the Bastion of the Light, led by the Psionicist-
Mage Kry the Just and his four knights, faced the Thirteen Riders of the
Vanguard of the Dark. The battle raged on the edge of a chasm in the
center of Trynnia, Kry’s kindom. The Riders were eventually banished
and bound, but the knights were killed and Kry was lost as the edge of
the chasm gave way beneath him. It was at that point that Sol called
the twenty surviving Immortals to the Jewel, issued the Protocols and
the new Age was begun.

Campaign Goal and Challenges – The PC’s, having released the Riders,
must find out their weaknesses, track them down and destroy them. – I. The only effective way to combat the Riders’ auras is to possess one
of the Treasures of Old, the weapons of Kry and his knights.
– II. The Patron Immortals of Strife, Domination and Death each have a
vested interest in the freedom of the Riders, and the advantage that can
be gained by the chaos that the Thirteen create.
– III. Kry’s tomb has been used as the foundation for the Seers’ Obelisk
(c.f.), drawing on the psionic energies which are still associated with
his spirit.
Specific References –
[18-19] Finsternis (c.f.) corrupts one of the original members of Group
I, who later bears his child, the future the leader of the Celarion and
the bearer of the First Treasure of Old.
[36] In the early years of the final battle, Kry’s knights numbered
eight, however as the Riders became more powerful, four of the knights
joined with the weapons of their `brothers’ to better protect them.
[75] The Dark Elven kingdom falls prey to a plague unleashed by
Scourge, which slowly decimates the populace and threatend the
completion of the Chamber.
[118-119] These three points outline the former borders of Trynnia, at
their center lies the valley of the Obelisk and the tomb of Kry the

**Flood [61-68] Group IV (Experimental)

Historical Reference – The “Master”, a heretofore mythical monster of
the Underworld, with the help of Agathon’s Chosen, has begun a slow
process of weakening the `Cornerstones’ – four massive, natural pillars
which support the kingdoms of Develin and the Heights above the `Warren’, a
giant region of the Underworld. If the pillars are completely destroyed,
the entire region will sink, flooding it entirely and killing millions.
Unfortunately, the plot isn’t discovered until two of the pillars are
destroyed, necessitating a replacement of the underground supports.

Campaign Goal and Challenges – Find four saplings in Agathon’s `Granite
Forsest’ to replace the lost pillars while preventing the Master from
collapsing the remaining two. – I. In order for the saplings to grow outside of their natural habitat,
they must be planted in soil from `the Deep’ and watered with from the
Erdefount itself.
– II. The followers of Agathon, faced with the Illithid conspiracy to
collapse of the Warren, have begun a rebellion against the Chosen.
– III. The Dark elves, in a move to hide their plague-induced weakness,
and protect the Chamber of the Spheres, close their borders and
ruthlessly kill any trespassers.
Specific References –
[44] An accurate copy of the “Stone-Father’s Tome” lies in the archives
of Casteln Mists, detailing the true history of the races of the
Underworld, which would further incite and ultimately justify the
revolution against the Illithid.
[13, 16, 31, 43, 72] The Underworld can easily provide access to any
number of underground locales, information which may be useful to other
Groups as well.

**Scelectious [88-95] Group IV (Experimental)

Historical Reference – Over two thousand years ago, the Patron Immortal
of Thievery was vanquished by a new, young Initiate named Denethor [c.f.
Evolution]. The son of Sol and the Runic Heiarch of Lagur (Water),
Denethor is not bound by the Protocols, allowing him to roam The
Tarathan at will. Now, a host of villians have nearly succeeded in
returning the `Immortal Who is No More’ to the Prime Plane. For the
past thousand years, the priests, Chosen and Servitors of Scelectious
have maintained a hidden temple in the Onyx Keep, dominion of the chief
campaign antagonist, Finsternis. They have finally neared the point
where they are ready to try to break the binding that holds their

Campaign Goal and Challenges – The PC’s must identify the threat of the
Scelectious’ minions, and find a way to either stop the shattering of
the Barrier, or face and kill the Immortal on this plane. – I. Supported by Finsternis, the remaining Priests, Chosen and Servitors
of Scelectious, will fanatically defend their Temple and the coin which
is the key to breaking the Barrier.
– II. For a variety of reasons, most of the Twenty fear the power of
Scelectious upon the face of The Tarathan and have commanded their
Chosen to cooperate in preventing his return.
– III. In infiltrating the Onyx Keep, PC’s will be confronted by the
spectre of one of Kry’s Knights, and “Yesterday’s Son”, bearer of the
First Treasure of Old.
– IV. Finsternis, seeking a easy path to Immortality, hopes to vanquish
the weakened survivor of the imminent battle between Sceletious and
Specific References –
[18-19, 125] The son of Finsternis (the `Outsider’) and Elsavin (the
`Scion of Willows’), aged through the blood sacrifice of his mother’s
life, bears the First Treasure of Old [c.f. Riders] and has been raised
to be the first leader of the Shadgodon’s Celarion.
[52] Deramis ip Baccus (the `Assassin Invisible’), one of the few
surviving Scarael Excalibur and servant of Finsternis will infiltrate
the PC’s Group and strike from within.

**Seers’ Obelisk [115-122] Group I (Main Characters)

Historical Reference – The Seers’ Obelisk, made from Power-receptive
Shadowstone, is in fact a massive psionic beacon created to contact
creatures with active and potential psionic powers, and draw them to it.
Once it has contacted all of the minds within range of its `call’, it
will siphon off their ability and channel it to Alain, the Patron
Immortal of Fate.

Campaign Goal and Challenges – Locate and destroy the Obelisk before it
completely drains all psionic potential from The Tarathan, raising Alain
to a position far beyond the rest of the Twenty. – I. Kry’s spirit, fully awaked by the last of the Four Treasures of Old
being used once more against the Riders, will draw Penumbra to the
Obelisk for their final battle.
– II. The Obelisk is virtually invulnerable from physical, psychic
and magical attack, with the exception of it’s base [“It’s four corners
are weaker than the one.”]
– III. The `Armies of the North’ will be forced to engage in the battles
sundering the Southern Lands, culminating in the Call of the Obelisk.

Specific References –
[74-75] The Seers, in need of massive quantities of Shadowstone, enter
into an agreement with the Dark elves, who control the remaining
sources of the mystical rock. However, after receiving the Stone,
betray them to the Rider Scourge, who unleases a devastating plague upon
in the Underworld.

-=-=-=-=-= LESSER LINES =-=-=-=-=-=-

**Finsternis [16-23] Group I (Main Characters)

Historical Reference – Finsternis, an ancient, evil black dragon,
shapechanged into a High Elf, becomes the chief campaign antagonist in
his quest for Immortality. Lord of the Onyx Keep high in the Amaranthan
Alps, he can be found througout the Southern Kingdoms in the service of
the dark Immortals.

Campaign Goal and Challenges – Oppose Finsternis’ aims. – I. Finsternis will be instrumental in formenting dissent among in the
most volitile areas of the Southern Kingdoms, inter alia the Windlands –
Amaranth conflict and the Sand Lords’ Jihad.
– II. The `Temple Prime of the Banished Immortal’ is housed in
Finsternis’ keep, which will be the staging ground for the battle
between Denethor and Scelectious.
– III. Finsternis’ son, the new Rose of the Celarion, will seek to avenge
his father’s “death”

Specific References –
[77, 104] In his quasi-immortal state, Finsternis will be the only
person capable of placing the Heart of The Tarathan in the Dark elves’
Chamber of the Spheres.
[125] `The Scion of Willows’ , Elsavin, will betray the PC’s and marry
Finsternis, giving him a son.

**Prayle [43-50] Group III (Castle)

Historical Reference – Hundreds of years ago, a renegade arch-mage was
sealed into a mountain crypt in Selidon Valley. Opened and awakened by
an earthquake, the insane mage, Prayle, now seeks the remaining keys to
his power and revenge on the Council Arcana, who imprisioned him.
Unknown to him, the entire Council is in stasis under the watchful eye
of the Northern Elven kingdom, awaiting the Call of the Seers’ Obelisk.

Campaign Goal and Challenges – Find and kill Prayle, before he regains
his full power through the Orbs of Cymid Dar. Also, fulfill the
prophesy returning the Councils Arcana of Casteln Mists before the Call
of the Obelisk. – I. The discovery of Casteln Mists will prompt Selidon’s Keep to
mobilize, which will trigger an orc and troll offensive in the south of
the Protectorate.
– II. Prayle’s death will signal the first major failure of Power from the
– III. Vladyen the lich, Prayle’s mentor, will haunt Casteln Mists after
the Council returns and the castle becomes a part of the Protectorate.
Specific References –
[108,109] “Spinner of Falsehood” names Prayle, “Archmage of Sleepers”
names Chelic, of the Council Major

**Dark elves [70-77] Group II (Bonded)

Historical Reference – Driven from the surface by the Earthshaker wars,
one Elven clan survived in the shadows of the Underworld. With their
sensitivity to the flows of Power in the world, the elves recognize the
danger of the Arcanum and have begun construction of the Chamber of the
Spheres in order to restore Power to The Tarathan.

Campaign Goal and Challenges – Find the Heart of the Tarathan and
assist the Dark elves in the construction of the Chamber. – I. Shunned and misunderstood by most races, the Dark elves are
extremely defensive and wary of strangers, especially after the outbreak
of plague.
– II. The Illithid and Seers both will seek to prevent any contact with
the Dark elves and the completion of the Chamber.
– III. In its final stages, any mortal approaching the Chamber will be
destroyed by the Power already coursing through it, necessitating a
quasi-divine intervention (Finsternis).
Specific References –
[11-12] As the magical drain becomes more drastic, the Runic Heiarch of
Lagur (Water) increasingly uses her powers to try and contain the
[13-14] Agathon, preoccupied for several thousand years with his search
for the Heart of The Tarathan, will return after its discorvery (see
“Tokens”) and transform the surviving Dark Elves into his new Chosen,
banishing the Illithid.
[63] The growing revolution against the Illithid complicates movement
and completion of the Nucleus.
[22-23, 72-73, 76-77, 99, 103-104] Finsternis (c.f.), trapped in his
rise to Immortality in a nether-plane and neither mortal or immortal, is
the only person capable of completing the magical `circuit’ – the Heart
of the Tarathan – in the Dark elves “Chamber of the Spheres”, however,
the act, while restoring Power to The Tarathan, would also fully elevate
him to the Twenty.
[108] “Shaman Below” names the High Advisor Teranis of the Dark elves,
who will first accept the PC’s offers of help.

**Demon/War [97-104] Group IV (Experimental)

Historical Reference – Using a stolen Dark Elven soul crystal, a
foolish Amaranthan mage succeeds in summoning a demon, which then breaks
free and kills him. After ravaging the Broken Lands, it begins to enter
the Windlands, which is taken as an act of war, as the frayed tensions
with Amaranth snap and fighting begins. The demon makes its way
singlemindedly toward the Cloud Mountain where a sea of undead and
spirits wait for release.

Campaign Goal and Challenges – Stop the Demon and try to stem the
escalation of hostilities between Amaranth and The Windlands. – I. Factions both inside and outside the countries have strong interests
in the continuation of the conflict, including the Adatians, Develinian
Arms Dealers, and Finsternis, among others.
– II. The Dark elves do not care about the war, but will stop at nothing
to retrieve their stolen crystal, which is in the possession of, and key
to the banishment of the demon.
– III. The whole incident, from the crystal to the declaration of war, was
actually a plot by the Seers to test their influence and destabilize a
region highly resistant to their plans.
Specific References – [9] A Ritual Spell of War, the “Dragon of Ash”,
will be unleashed upon the invading Windlanders, but the drain upon the
Arcanum will cause the first magic-dead period.

**Tokens [124-131] Group I (Main Characters)

Historical Reference – Five of the Immortals (Goldoron, Rydion, Solonor,
Denethor, and Agathon) will act as the guides, patrons and challengers
of the PC’s throughout the campaign. Their tokens grant a limited
passage and assistance in the realms of their Immorals, as well as being
keys to the ultimate completion of the campaign.

Campaign Goal and Challenges – Pass the various tests and collect the
tokens of the Five Immortals. – I. Goldoron (Matter) – Token of the Karellion
– II. Rydion (Time) – Token of the Flute
– III. Solonor (Thought) – Token of the Branch
– IV. Denethor (Energy) – Token of the Hand
– V. Agathon (Entropy) – Token of the Heart
Specific References –
[4] Successfully banishing or destroying Scelectious will win
Denethor’s Token of the Hand.
[13] If Agathon is led to the Heart of The Tarathan, his quest will be
fulfilled and he will present it as his Token.
[53] The Emerald Heiress is the Lady of an Elven family-keep lost under
a curse banishing them into a loop of time. Rescuing them will win the
Token and friendship of the clan.

++++++ SONG OF SOLASTIN ASH +++++++

1 “The Power of this world shall fade from the Well,
2 And the Thirteen shall ride from the dark pits of Hell,
3 The sea shall rise up and strike `gainst the land,
4 And the shadow of twilight shall wound thy right hand,
5 The deaf shall hear the call of the One,
6 And the face of the Twenty shall turn to the Sun.

7 Immortal Power ne’er meant for fool aims,
8 Jewel’s path disrupts and destiny claims,
9 The Dragon of Ash shall herald the Fall,
10 As chaos lays claim to the Immortal Hall.

11 As farther the Soul of the Jewel disappears,
12 The Lost Lady washes the wound with her tears,
13 The Forsaker, his treasure at the Heart of the earth,
14 Shall champion the Soulless, in the hour of their birth.

15 The Power of this world shall fade from the Well…

16 He not of the Jewel both minion and lord,
17 holds forth Darkness’ banner from magic and sword,
18 corrupts one of the Light and First Treasure bestows
19 upon Yesterday’s Child, the fount of the Rose.

20 In death finds he the Door, yet passes not through,
21 in the service of Five, as the Power withdrew,
22 Heroes of Light, in Healing the Land,
23 shall grant him the right with the Twenty to stand.

24 The Power of this world shall fade from the Well…

25 As the Earthshaker Wars turned the mountains to sand,
26 And grim nightmares unleashed stalked o’er the land,
27 Did the Sorcerer King incant damnation bold,
28 Above, in the heavens, came the comet foretold.

29 With the swiftness of Yeristict’s Coursers it came,
30 And bore down on Hanel and poured forth its flame,
31 As the impact shifted the heart of the world,
32 Magic unbidden through the heavens unfurled.

33 The Power of this world shall fade from the Well…

34 The Vanguard of ancients, of Darkness unchained,
35 Crashed ‘gainst the Triad as the Light slowly waned,
36 The Spirits of Four, in the hands of their kin,
37 Defied the Dark Bastion and the shadows within.

38 The Guilty, yet Blameless, Devinra’s legacies’ doom,
39 Hoofbeats of thunder from the cold prison tomb,
40 Despair in the Caverns, Shades silently rise,
41 History’s Treasures the Just shall advise…

42 The Power of this world shall fade from the Well…

43 Fortress and mountain, sanctuary, catacomb,
44 Shelters secrets forgotten and Stone-Father’s Tome,
45 Watched o’er by the Queen, and from eternity freed,
46 Old Magic shall rise at the height of Light’s Need.

47 Three silvern dangers from the Dark One bestowed,
48 Upon the Weaver imprisoned tidings evil forbode,
49 The last Dragon’s Keep, the Historian’s soul,
50 The fall of the Shadow foretells the Bell’s toll.

51 The Power of this world shall fade from the Well…

52 An Assassin Invisible, the Shaper of Stone
53 The Emerald Heiress and the Watchman Alone,
54 Son of the Wind sacrificed to the Skies,
55 The Harper, the Gallant, the Sage to the Wise.

56 No actor untouched by fate or design,
57 No one without title, or known by a Sign,
58 Born to nobility in a court never seen,
59 Pauper and prince, servant or queen.

60 The Power of this world shall fade from the Well…

61 The Master, his minions the Cornerstones rend,
62 And the Heroes above are called to defend,
63 `Gainst the tyrannous Chosen, tide rises below,
64 As above the Jewel’s oceans, their boundaries o’erflow.

65 Nought but the Saplings of the Granite Lord’s wood,
66 Have the weight of the heavens collapsing withstood,
67 The waters of Erdefount and the Deep’s fertile soil,
68 Shall spring forth the seed, and quell Chaos’ toil.

69 The Power of this world shall fade from the Well…

70 Long banished from sunlight, long lost to the earth
71 From the city of starlight springs exile’s worth,
72 From the Kingdom Unknown shall the River arise,
73 At the close of the Age e’re the last Magic’s tide.

74 The Servants Unseeing `gainst the Hidden conspire,
75 Contagion’s curse strikes the spark to the pyre,
76 The Heartbeat, the Token, the double-edged sword,
77 No mortal deed shall see the Power restored.

78 The Power of this world shall fade from the Well…

79 In the times e’er the Reckoning ages ago,
80 As Immortals crossed heavens and mountains below,
81 The Mistress of Rings and the Champion’s might
82 Challenged Corruption’s hold and the forces of Night.

83 The Vanguards met and Stars looked down upon,
84 The ageless challenge `twixt twilight and dawn,
85 By the Lightwoven path to the Point of Time’s Close,
86 Betrayal fell and malevolence rose.

87 The Power of this world shall fade from the Well…

88 From beyond the Barrier the Banishd cries,
89 His Chosen, forgotten and Faith slowly dies,
90 Rise up in the Darkness and strike forth to reclaim,
91 That stolen by Childsplay, the dusklight aflame.

92 One not of the Twenty, yet once of the Jewel,
93 Watches in anticipation, to challenge the Rule,
94 Else mortal endeavor Immortality ends,
95 The Fall of the Youngest Jewelshatter portends.

96 The Power of this world shall fade from the Well…

97 Arrogance folly calls forth kindling of war,
98 From progeny’s rest, and forgotten lore,
99 The cost of the Radiance, the Land of Fell Dreams,
100 Still Guardian the price of the folly redeems.

101 Great powers clash and Pawns move to their whims,
102 Below battle continues and Jewelspirit dims.
103 Cascade unquenchable, hope from the Unclaimed,
104 Shall heal heaven’s wound, and the Initiate Named.

105 The Power of this world shall fade from the Well…

106 Lords of the North, the Teacher of Runes,
107 the Bonded and Fettered yet free to be Doomed,
108 Spinner of Falsehood and the Shaman Below,
109 Archmage of Sleepers, the Master of the Bow.

110 A song for each person, but a single tale winds
111 across the ages and to destiny binds,
112 Tools of the Masters who art Pawns of the Game,
113 Each identity secret until found by the Name.

114 The Power of this world shall fade from the Well…

115 In the age of the Bastions, the Triad preserves,
116 The Balance twixt Sol and the Power that He serves,
117 From the Village Unending, to Peaks’ fiery gate,
118 and the Castellan’s Keep, Trynnia’s borders create.

119 Of Old, He holds Power of magic and mind,
120 Thirteen in the dungeons of Elden shall bind,
121 King’s Rest – the Foundation, the One’s final call,
122 Places the Blind at the Crown of the Hall.

123 The Power of this world shall fade from the Well…

124 Clanschief Unchosen, Harmony’s Thread,
125 Scion of Willows, to the Outsider wed,
126 the Duty’s Companion, and the Healer of Woes,
127 Shall see the unfolding till eternity’s close.

128 The fourth of the Twenty shall be mortal guide,
129 with strength undiscovered `gainst destiny’s tide,
130 Their Tokens deserve and through fire shall receive,
131 lines of all colors, a tapestry weave.

132 The Power of this world shall fade from the Well…

133 Twelve platinum chests, and the last living jewel,
134 The life of a maiden and the ritual cruel,
135 The Mason crafted the Galleon of Stone,
136 Earth Magic sprung from mercy unknown.

137 Vengeance descended and sought to demand,
138 The sacrifice due and the traitor command,
139 But greater Force struck the messenger down,
140 And gifted the Martyr the rebellion’s crown.

141 The Power of this world shall fade from the Well,
142 And the Thirteen shall ride from the dark pits of Hell,
143 The sea shall rise up and strike `gainst the land,
144 And the shadow of twilight shall wound thy right hand,
145 The deaf shall hear the call of the One,
146 And the face of the Twenty shall turn to the Sun.”


Phil Scadden, Scadden Research
55 Buick St, Petone, Lower Hutt
New Zealand
ph (04) 568-7190, fax (04) 569 5016

The Net Book of Plots – Volume VI

The Net Book of Plots

Volume VI

Editors Note:

The plots of this book were collected by Phil Scadden
and edited by Phil, Tom Zunder and Alexander Forst-Rakoczy, that’s

The complete collection of the Net Book of Plots is available at

All of the plots are tagged, see the file “plot-tags.txt” or go to the
HTML version of the Net Book of Plots at

You can also find submission guidelines there at

We have permission of Qubrak Shata
to include the adventure ideas from his AD& web pages in this book.
The plots are marked with “(AD&” in the title. The AD& site is
located at AD&
(1) and AD& (2)

Another set of plot ideas (namely non-monster wilderness encounters) was
posted to the newsgroup “”. These plots are marked with

I hope all enjoy this new collection and
dont forget to tell the authors how it went if you run a plot.

Musketter Land

Campaign On the Island of Ro, there are four countries – the Olven Woods – inhabited
by the Olden Elves, Arabica – a nation based on arabian culture, Arthuria
– a culture based on Arthurian Culture and Musketterland – based on the Three
Musketeers – just no muskets 🙂

Olden Elves – these are a bunch of stuckup elves that would love to
destroy all the other races on the island and recover all the elven

Normal Elves – these are elves that live freely amongst the humans.

Dwarves – dissapeared hundreds of years ago into their mountain
strongholds – after defeating the elves in battle – basically giving the
humans space to conquer the world.

Gnomes – allied with the dwarves – nobody knows where they now are.
Halflings – very secretive and seldom seen – similar to leprechauns.

About 50 years ago the Arabics and Arthurians were at war – by the time
they stopped fighting the arabics had conquered one of the arthurian
provinces (neighbouring the Olven Woods). The elves have now decided it
is time to recapture the lost territories – so how to do it 🙂

Decimian – High Priestess of Elventia (The goddess of Elves) has
undertaken a journey with a few followers to get the Arthurian and
Arabics to go to war – their first stop was in Arthuia where they managed
to steal a missive from King Arthur to a fellow. They then proceeded to
Mussketter land where they aim to get a letter copied by a scribe, the
letter will be forged in King Arthur’s script, the letter will be
addressed to Sir Lancelot – Captain of the Arthurian Army – and be an
order to attack the captured province in full force. – Decimian is hoping
that this will spar a war between Arthuria and Arabica.

Dacimians idea is then to get Arabica to attack Musketterland as well so
that all the enemy cultures are at war.

Initial adventure

The party is in Musketterland when they are approached by the local
Parchment Maker and asked to find his daughter – she disappeared the day
before while looking after his shop – without leaving a note or anything
– and taking only her brushes and parchment with her….

This becomes a detective adventure where the party need to find her

In the same street as the parchment maker are a Pottery – Potter and
Apprentice, and a blacksmith.

If asked what they saw – the blacksmith saw 1. 10:00 A hunched up man in a brown cape – went into the shop and came
out after 30minutes
2. 12:15 A young woman – also about 30 minutes
3. 16:45 A Knight (Soldier of the Cardinal) – stayed only 5 minutes

If asked the Potter saw 1. As above
2. As above
3. did not see the knight

(The potter is very difficult and insists that he never left the front
desk – if pushed he admits going out for lunch at about 13:00, when the
apprentice was in charge)

The apprentice saw – a beautiful elven woman go into the shop – but never
saw her leave. By description the elven woman is obviously an Olden Elf –
rarely seen in these parts – but the Apprentice swears she never left.

The man in the brown cloak is in fact the girls boyfriend and (could be
carrying flowers) just came to visit her.

The young lady came to have a love letter written for her boyfriend. Her
money – 1sp is actually in the till – she will be coming back the next day
to collect her note – only the girl knows this.

The Knight – a soldier in the cardinal’s guard (the bad guys – allied
with the Arthurians) – he was also coming for a love letter but there was
nobody in the shop and he left without placing his order.

The Olven Lady – you guessed it – Decimian – she offers the girl 100gp to
copy the note – (an elf can’t copy the note – elves cannot forge human
script well enough – and also it could be scried by magic that it was
touched by an elf). Decimian has taken the young girl to an ancient olven
temple about 50 miles outside of town, where she will do the work

Notes : The elves do not want to hurt anyone and would rather let the
party see what they are doing before hurting them.

The girl will want to finish the note – and earn her 100gp – (5 years
income) so will insist on staying – the best the party will be able to do
is to let her father know she will return soon.

Clues to where she has been taken – going out the back entrance there
are two sets of prints, an olven foot and the girl’s bare feet.

Decimian is wearing the symbol of her church (a red circle) seen by the
potters apprentice and with research it can be found that an old temple
exists in the woods….

Future Adventures * The Party must warn King Arthur and Lancelot….
* But too late – Arthuria has invaded Arabica
* Now the party must make peace….
* But too late, an Arabican noble has been assassinated – by an Arthurian
* Who killed him……? An Olven Assassin, An arthurian Archer
* NO! – A Musketter – a member of the cardinals guard
* Arabica threatens Masketter
* Musketter King Louis wants peace
* The Cardinal tries to kill the king….

Sound Fun

Well this is my current campaign – the first adventure laid out above has
just been done 🙂

Any more detail you want let me know 🙂

The Quest For The Magnus Lexrota (summary)

Campaign Here’s a little bit about my campaign: I call it THE QUEST FOR THE

The characters get word that an ancient evil is about to come back out
into the world after being asleep for about 500 years. At the same
time, they stumble into an old mage lair and find a triangular piece
of decorated gold with a curved bottom. It turns out to be part of an
ancient holy relic called the Magnus Lexrota or Great Wheel of Law.
There are seven other pieces the characters have to find to put it all
together. Since this ancient evil being possesses the Talisman of
Chaos, they must put it together in order to even combat him.

The seven other pieces are really just a thread that you can use to
string together a series of otherwise unrelated dungeons and
adventures. But at the same time, you can throw in some intrigue from
other groups who want the Magnus Lexrota for their own, and will do
anything to get it.

In my world, the Holy Imperial Church of Hyperion wants the MLR to
validate itself. Many of the great Orders of Paladins want the MLR to
launch a crusade against its enemies. Minions of the Great Evil want
it so their master can take over the world. The gods of Mondalith
want the MLR back so they can restore order to the world.

You get the picture. It’s really an easy way to use existing dungeons
and adventures without going to much trouble. All you need to do is
plug in extra-curricular interplay….

Hope that’s some help!

The Quest For The Magnus Lexrota (Campaign)

“The Magnus Lexrota.
So long destroyed.
Find it and bind it.
His next reign avoid…”
– poem by Brother Askalon of Callanmay Abbey

The QUEST FOR THE MAGNUS LEXROTA (or the Q4MLR for short) is really
nothing more than a thread. It is a simple yet effective device you can use
to string together a series of otherwise unrelated dungeons and adventures.
Depending on your personal needs, the Q4MLR can be a simple adventure to
last your player characters only a short time, or, in my case, can become a
huge campaign around which your PC’s lives revolve. The only thing you need
to create to make the Q4MLR more interesting is an aura of mystery and
intrigue surrounding it as more and more NPC’s become aware of its existence
and in turn desperately want it. You will also need a pantheon of gods to
make this work, but which one is entirely up to you.

Here’s a quick look at how I plug in the Q4MLR into my campaign.
First, here’s my background. This is subtext that the players get in a
handout before the game begins:

More than 2000 years ago, the kingdom of Abydos flourished and
prospered on the banks of the Great River which wound its way through the
vast deserts known as the Tempest Wastes. Its ruler, Cheops the Mighty,
however was not content. He eyed the rich coastal city-states of the Great
Crescent Sea with greed and lust. Though there was little doubt his
charioteers could win the small city-states, victory would not come without
great price. So Cheops ordered his court magicians to create a device
which, when wielded by his army, would crush its enemies. They created a
device called the TALISMAN OF CHAOS (TOC for short). Through its most
powerful magic, the talisman created chaos and turmoil wherever it went.
But what they didn’t know is once unleashed, no man, not even a great
pharaoh, could reign in the unrelenting chaos. Cheops’ enemies did indeed
fall, but the magic was so powerful, it also eventually destroyed Abydos as
well, and cast all of the world of Mondalith along with it.

For 500 years, chaos reigned supreme until a new pantheon of deities
decided to take action. The pantheon of Zeus arrived on the slopes of
Olympus. They quickly and easily dispatched the old abydosian gods and
began plans to restructure the world. One day, Zeus looked down from
Olympus and ordered his blacksmith Haephastus to construct something to
reign in the rampant chaos.

The great misshapen god fired his forges deep underground. He and
his minions fashioned a wheel made of gold and mithril. It was called the
Magnus Lexrota, or Great Wheel of Law (I use a barely passing form of Latin
as my ancient language. I think it gives my campaign an authentic feel).
Worn around his neck with an adamantite chain, Zeus was able to halt the
chaos and begin the rebuilding of society. That rebuilding took form
primarily in the Imperium.

The Imperium sprang from the city of Myrrh. Its borders stretched
far and wide across the world, and its culture formed the basis of life in
Mondalith. At its height, Imperium centurions patrolled from outposts as
far north as the Clywiddan Mountains and as far west as the Rhyder Pass.
Imperium engineers brought water to deserts, elaborate villas to the
frontier and strongholds to wild lands. The Imperial drachir became the
standard coinage. And most importantly, imperial judges issued imperial law
with a cold and impartial hand. “All roads lead to Myrrh,” the old saying goes.

But just as Rome, Myrrh too grew fat and complacent. Perversions
and greed chewed away at the empire’s foundations. With most of the
frontier under the imperial standard and few lands left to conquer, the
Circus Maximus became the favorite of the mob. Gladiatorial games and brutal
executions seemed the only way to satiate the hunger of the people. Zeus
himself grew fat and perverted; known then as Obese Zeus.

Into this mix, a small cult began to form on the streets of Myrrh;
the church of Hyperion. Hyperion the Lionhearted was a noble figure of
goodness, honesty and chivalry. He attracted a mix of other deities and
together formed the basic tenets of their religion: Paladur, god of
knighthood and noble combat, Azariah, god of learning and justice, Ulfyn,
god of the harvest, etc. These gods and others in the new religion appealed
to the a populace weary of a constant diet of dessert without ever having a
main course. Soon Hyperion and his pantheon of noble gods challenged Zeus
upon the very slopes of Olympus. The War of the gods had begun. It raged on
for years on Olympus until Hyperion came to a realization.

The only way to defeat Zeus was to snatch the MLR off his neck and
cast it down Olympus. In a great final pitched battle, Hyperion ripped the
MLR off Zeus’ neck and threw it down the mountain where according to legend,
it smashed into eight equal pieces and vanished into Mondalith and history.

Hyperion was victorious. He and his pantheon took their rightful
places as the deities of Mondalith. But with the MLR destroyed, the evil
gnawing chaos began creeping back into the world. Despite Hyperion’s
valiant efforts, the Imperium, just as Abydos, collapsed into anarchy and

During the empire’s death throes, a man named Viriditus Acies, third
son of a Myrrh noble, sailed with some companions and formed a kingdom far
away from the collapsing land. Joining with the native clans of Gaels,
Vajars, and Goths, he conquered the land later known as the Kingdom of
Argandel. The kingdom seemed to be mankind’s last best hope in the face of
the dead empire and rampant anarchy.

But not more than 100 years after Acies, his descendant, King Robert
III, hired a court magician named Tallok. Tallok lived with Robert and his
family in the king’s magnificent underground palace called Green Castle.
Built by dwarves, Green Castle was the envy of dukes, sultans, emirs and
archbishops. But Tallok was a schemer and conniver, and unknown to anyone,
has obtained the long lost Talisman of Chaos. Soon, “Bloody” Tallok used it
to usurp the throne and grip the land in an iron fisted reign of terror. He
ruled without mercy for 11 years, using his demons to destroy villages,
churches, tribes, and the all-important knowledge of the past centuries.
Finally, an army of Robert’s former knights and men-at-arms defeated
Tallok’s dark minions and forced him back into the castle.

They sealed off Green Castle with Tallok inside, but they never
could recapture the glory of the House of Acies. Each succeeding king was a
more impotent shell of a monarch than the last. 23 years ago, the last one,
Thomas the Weary, abdicated the throne leaving no heir.

Chaos has once again asserted its hold. Without the MLR to reign in
the TOC, anarchy grips the world again. The once grand Kingdom of Argandel
has been reduced to a chaotic mishmash of duchies, counties, diocese and
principalities. No one recognizes anyone except the Holy Imperial Church
of Hyperion.

Here’s how things begin in my campaign:

The characters meet on a rainy night at a small but very cozy little
inn called the Virtuous Knight at the crossroads of the Southguard and
Callanmay roads. It’s located in-between the Duchy of Ulwyn and the
Diocese of Callanmay Abbey in the old Kingdom of Argandel. There they meet
a hospitable innkeeper named Dorin Tavernmaster.

After they go to sleep, they hear a commotion in the common room
below and the stable area outside. A band of marauding orcs has attacked
the inn. They characters fight valiantly, but the orcs make off with the
innkeepers horses and life savings.

He begs the characters to retrieve the things, offering a lifetime
of free lodging at the inn in return. The characters agree. Dorin tells
them he thinks the orcs are based in a dungeon located in the nearby hills
of Tors Brendyrs. Sure enough, the marauding orcs are from there.

This is where you can insert any dungeon (low-level if this is part
of a large campaign, or any dungeon if this is a small diversion). I
created my own called Delvingrim; an old sanctuary for a group of wizards
called the Grim Alliance. The orcs killed them all and decided to move in
some years ago. The lair is a series of rooms built around a great hollow
cylindrical cavern.

Whichever dungeon you use, you need to insert two things: Piece #1
of the MLR and a mysterious letter. The letter is written in a strange and
ancient tongue which needs to be deciphered by a sage in a nearby
village. The letter orders the orcs to carefully guard the piece. It goes
on to state that within five years he will be ready to leave Green Castle
and re-conquer the world.

So begins their quest to find all eight pieces of the Magnus
Lexrota. At barest minimum, all you really need to do is place pieces of
the MLR in a string of dungeons (handmade or mass produced). You could make
the quest last a short time (reducing the number of pieces to six or four),
or do as I have done and turn it into a full fledged campaign.

Each piece found bestows a powerful gift to its user and grows even
more powerful when used in conjunction with the other pieces. I’ll leave it
up to you to describe those powers. Only when completed can the wielder
attack Tallok and his Talisman of Chaos. Otherwise, Tallok remains
impervious to assault.

But with that power comes ultimate responsibility. It will not take
long for the characters to realize just how coveted the MLR is. I try to
shroud it in ancient mysteries and wrap it in enough court intrigues to make
the entire campaign more interesting.

In my Q4MLR campaign, the following groups try everything from
begging to bargaining, bribery to thievery, chicanery to murder to separate
the MLR from the characters: Fishtown Rats Thieves’ Guild, Chivalric Order
of Paradigms, Holy Imperial Church, Druids of the Darkling Vale, Duke
Aethelred of Ulwyn, Archbishop Germanicus of Beechanmoor, and the gods
Paladur, Morvidus, and Demetia.

In Mondalith, I have built my whole campaign around the idea of the
MLR. Try to imagine the Holy Grail turning up in Medieval Europe in the
10th or 11th centuries, and you have an idea how I handle the MLR.

At the end, of course, the characters must fight Tallok. Once they
are finished and wind up at the end of the campaign, they return to the
Virtuous Knight and Dorin Tavernmaster. Dorin, as it turns out, is really
Hyperion. He was testing his world and his own pantheon. He takes the MLR
from them, granting them wishes in return. It is up to them to decide what
to do next. The possibilities are endless.

I hope this is what you need. If not, just let me know and I’ll
revise it. By the way, my new e-mail address if
Thanks again for your interest. If you hear of anyone using it, let me
know. I’d love to hear about it.

You drank what?!
Michal Szokolo

Investigation Unknowingly to anyone, supply of drinks (or water) was poisoned with
unknown substance. Anyone who drinks this drink/water is intoxicated
(PCs may be more resistant). The substance causes acute paranoia and
xenophobia – victims believe that everyone is plotting to
kill/destroy/hurt them and take “protective measures”, including killing
the “enemies”.

The party is hired/ordered to investigate a number of strange incidents:
crazy killers, sudden suicides, people locking their houses shut and
shooting at anyone getting too close. These incidents should be
unrelated and seemingly random.

Every time there is a clue, that killer, suicidal person (etc) drank one
specific brand of drink (e.g. Old Joe’s Lemonade).

Cause of poisoning may be changed to fit campaign or be simply strange,
e.g.: drink manufacturer built new installation and didn’t clean it –
artificial colors used in drink reacted with remains of anti-corrosive
paint solvent creating highly active neurotoxin.

Copyright 1996 Michal Szokolo. Free for noncommercial use.

Old Notes
Gabriele Ferri

Quest Hi there!

I come back with a nice plot idea!

In the last campaign, my DM let us find people travelling in the desert.
It was an expedition sent by the Arch-Mage for investigate about some
strange magical accidents. Our PCs joined the expedition, but 2 days
after we realized that the people we met was evil and they weren’t sent
by the Arch-Mage, but by someone else (we haven’t discovered it yet). We
had a nice fight, we won, and found some papers in a box. Here come the
genial idea: the DM really gave us about 7 papers. They were a previous
group’s notes about some different dungeons, maps of forests and
inventories with notes about how to use some powerful magical items; and
he burned them a little, put part of them in the water and also put some
red paint on them. So that papers weren’t completely readable because
of that treatment but also because they were just notes written during a
game session by another group. We continued our quest, we eventually
found the other party’s skeletons (very old) and other papers. The DM
treated them like the others, but they were written in another alphabet
(probably he wrote those papers with his computers and then he changed
the normal letters with Greek letters). Obviously the mysterious papers
contained vital information about traps, monsters and so on…, so we
translated them (it took 1 hour and an half)

This adventure was really beautiful and it passioned all of us (we spent
hours examining the papers… it was exciting!).

bye bye

Gabriele Ferri –

Uh, sorry for my bad English! I’m sure I’ve made a lot of mistakes!

Beast Law
Keith Davies

Campaign My current campaign (Draekera) consists of the following (I think I’ve
already posted this in another thread, but…). Startup information
is first, followed by some campaign background.

Kalah Shadar is a Sargothi nomad (horse tribes); her tribes has been
virtually flooded with Landmar refugees (Germanic-type tribe from the
south) bearing tales of tall, vicious man-like creatures that have
been attacking their villages, killing and eating all the dead (even
their own). Kalah was part of a group of Sargothi tribesmen from
different tribes sent to investigate. After reporting back to their
tribes, it was decided that they should be sent to neighboring nations
to pass the word and ask for military assistance against the Beastmen.
Kalah was sent to du’Chade, where the Chadian command decided to send
a team led by Stage (Bandisalian scout ‘doing jobs’ for Chadian command)
to investigate. Jadow (desert mercenary) had been traveling with Stage
and hired on for the job. Hayden is a Chadian crystalmancer sent along
for communications support.

The party is going to examine the Beastmen, transmit the information
back to du’Chade and be told to investigate further; they will find
that the Beastmen were caused by the corruption of the Beast Law
upon the defeat of the Beast Lord (more about that below). The
party will then have the task of restoring the Beast Lord to power.

So far we’ve had two sessions and they are about half-way to the keep
nearest the pass to Landmar. Stage was fairly seriously wounded, but
was about half-healed by some salve.


Dwarves haven’t been seen in this area of the campaign, although they
are present in the Northern Mountains (near the Norse culture). There
are Logston elves (much like wild elves) in the forest of Tirebanil,
although only the Followers of Saint Laris get to see them; other
people entering the forest tend to sprout arrows. There are Pini elves
in the forest and mountains to east of Sargothian Plains. The Sindaar
(high elves) haven’t been seen in forty or fifty years. To the best of
my knowledge there are no halflings or gnomes. This is a very
humanocentric campaign.

When the world was created, the gods bound the Land Law into Great
Dragons. On each continent there is one Dragon that maintains a
particular Law – there are Sun, Storm, Beast, Wood/Forest, Sea, Sand,
Shadow, Magic, Faerie (these last two are probably the same) and
probably others. The Beast Lord was defeated in combat by a human
warrior about forty or fifty years ago (hmmm….;). Normally when
a Beast Lord is defeated his power goes to the one who bested him;
the human was unable to handle to power and was destroyed. The Lord
regained some of the power but is in a coma, unable to restore the
Beast Law. The party is going to gain possession of his mind crystal
and will have to travel to the other Lords to repair it.

There are several possible endings to this. The first is that the
party restores the crystal and returns it to the Beast Lord, enabling
him to rebuild the Beast Law (although the Beastmen will remain
afterward – they are now part of the world). The second is that the
party will restore the crystal and one of the members will take on
the mantle of Beast Lord by using the crystal – there are currently
two characters that this option may appeal to. The third is that the
party fails, in which case the Beast Lord will be replaced by another
from another continent – probably a hundred years from now, after the
continent has been more or less overrun by Beastmen and the cultures
drastically changed. There are other dragons on the continent, but
they tend to be much smaller and weaker than the great dragon; they’re
kind of like the great cats of the reptile world.

Get Out of Town!!
Keith Davies

Affliction To actually get characters together, I’ll tell about another campaign
I was running:

The original party went into the Temple of the Snake Demons (yuan-ti),
where a couple of the characters died while cleaning the place out.
They limped back to town to recover. While in town a couple of the
slaves they had freed asked to join their rescuers. Dave was really
unhappy playing a ranger, so I allowed him to restart with a mage.
The ranger was found face down in an alley, obviously robbed. Seamus
(I forget his character’s name) was a thief who wanted to get in some
practice, so he went to rob a house – incidentally, the house of Therat
(Dave). He was captured, apparently blood-cursed, and released. He
went back to his inn, where Ramirez (6’4″ Moorish Blade (bard)) was
sitting in the common room and thinking about joining a game of dice.
This fellow coming through the door with a bloody and a rune drawn
on his forehead in blood looked interesting, so Ramirez followed him and
tried to talk his way into their (Seamus and Mike (warpriest)) room.
He failed and was walking back to his table when the innkeeper passed
him in the hall – obviously going to check on his guest. The different
voice saying he was the innkeeper got Mike’s attention – there was
obviously something wrong. In order to protect his interests, Ramirez
threw a dagger and killed the innkeeper.

Other events occurred that involved lots of running around, getting
picked up by the guard (Seamus lost three sets of lockpicks to the
guards in two days :), and being ‘encouraged’ by the Thieves Guild
to leave town the party was high-tailing it for the hills – not to
avoid the guard but to escape the guild – Ramirez killed one of the
Guild representatives escorting Seamus out of town.

In short, arrange things so that the party (even the innocent members)
end up fleeing the city with the law/guild behind them. They will
be forced to work together in order to stay alive…

Ray A. Reaux (rayzer)

Affliction I ran a short plot that works well for low level characters,
say below 3rd level, went like this:

A bard or minstrel PC wanted to purchase a new musical instrument.
When he gets to a shop, he looks them over and sees a really
nice one in the back of the shop made by a well known instrument
maker. He asks the shop keeper how much and the shop keeper
asks for a price, which isn’t very high for one of such quality,
especially one made by an instrument maker of such repute. Anyway,
the shop keeper really wants to sell the instrument, and at any price
(should play this out so the player gets that hint but it isn’t too
obvious), for his own peace of mind.

After the player gets the instrument and gets it home, he should
be happy. Then after a few days (you might want to make this after
some intervening adventure to not make things too obvious to the
player), he starts having bad dreams. He dreams of a fat man with
a knife in hand who is laughing down at him, as he experiences the
vertigo of falling. Of course, he never hits the ground but always
wakes up before he hits the ground. You’ll want to start these dreams off
murky, but elaborate on them as you go. You might also have another PC
wake up one night to see the PC playing the instrument (let’s say a
mandolin) and singing in a totally different voice. When the player
wakes up, he remembers nothing. Then one day, the other
characters in the party will find the PC is missing. They should find
him walking down the road, singing in that foreign voice.

The mandolin is the focal point for a ghost, not really a malevolent
ghost but one that wants revenge and restitution from the burghermeister
of a nearby town. The ghost was once a chaotic good bard who liked
to poke public fun at corrupt people and who was a little too free
with women, especially married women. He died when fleeing from the
bedchamber of the irate and corrupt burghermeister, who caught him
with the burghermeister’s wife. Now his death was really an accident
since the burghermeister did not knife him, and the bard fell from
the window and broke his neck. But the ghost wants to humiliate him
nevertheless and drive him from his comfortable office. He isn’t
interested in killing the burghermeister, just
wants to show him up for what he is, a corrupt and petty man.
That’s why he “borrows” or possesses the body of the owner of the mandolin
to lead him to the town to exact his revenge on the burghermeister.
Hopefully, the other PCs of the adventuring group would be drawn in
to this effort.

Since the ghost is not evil, a detect evil would not show the mandolin
as evil. Destroying the mandolin would destroy the link with the ghost,
but any attempts to do so would make the ghost extremely angry.

Staggered Time Startup

Investigation I’m doing something new with my player characters…I’m starting them at
different times. The first players village is raided by Death Knights,
and the townsfolk pack up and get out. The players parents and family are
killed, and the player is stuck with a group of soldiers travelling to
Cormyr to speak to King Azoun.. The player REALLY wants to find out why
the Death Knights raided their village after they’d been gone for a
couple hundred years, so he enlists the aid of player 2, maybe player 3.
They set out, hired hands, with player 1, and end up meeting player 4 in
an adventure. Player 4 joins them after MORE Death Knights show up, this
time led by Gondegal, who I’ve recreated as a Doom Knight after his loss
at Arabel, and they flee, only to get to WaterDeep, and meet players 5
and 6. Seven, a drow psionicist, will join them when they venture into

*Lord Xian of Silverblood*

On the Run
Brent G. Davis

Affliction This adventure was originally created to bridge the retirement of some
rather munchkinish high-level characters with a starting party. The players
had been playing good characters for a long time, and wanted to try evil.
This is the result, and IMHO it turned out quite well. If you need an
intro for a new party with evil characters this may work:

A group of high-level good characters arrives in a town known for its seedy-
side. In short order, they end up wiping out the Thieves’ Guild, Assassins’
Guild, and all the evil temples and magic schools there. They also replace
the former puppet government.

As this is going on, the new characters (who were members of those guilds,
temples and schools) escape. (It is possible that some of the characters are
friends or relatives tagging along – this allows for some non-evil characters
in the group.) This is where the adventure begins – with them “on the run”
from overwhelming forces. They join up after fleeing from the city.
Where do they go? They aren’t prepared for overland adventures or the
dangers beyond the city walls. Yet returning to the city means possible
capture by the new government. Rewards are being offered, so former contacts
might very well turn them in.

The party may resort to stealing some horses and equipment. After a while,
some bounty hunters will pick up their trail. It is easy to turn some of
these bounty hunters into recurring characters that almost catch them between
various adventures. (In the original campaign, one known as The Inspector
was always hot on their trail. The players never realized he was just an
illusionist using his spells to appear as a large garrison tracking them
down.) With prices on their heads, the party will need to be extra cautious
when dealing with shopkeepers who will eagerly turn them in for a quick
profit. All those things that good characters normally take for granted
now pose huge risks for this group.

The surrounding territory is heavily populated by humanoids and other beasts
which makes escape from the city quite difficult. Just because they may
have a common enemy doesn’t make these creatures any less likely to view the
fleeing party as food. If they do make deals with the monsters, word of
this may get back to the city further ruining their reputations. As the
characters become more powerful, their names and faces will appear on
wanted posters in the towns they visit. Other adventurers may also try to
track them down to make a name for themselves. Rumors of the party’s
evil-doings can get wildly exaggerated to the point that orders for their
capture keep coming from higher places of office and further away.

>From a DM stand-point, it is easy to convert and use any common adventure
type with this ongoing plot. For example, instead of the typical
dungeon-delve, the party explores and secures a new hideout. Instead of
guarding the caravan, they attempt to steal goods from it undetected.
Many DM’s will likely have a blast converting parts of their old adventures
for this one…

Port of Death (The Plague: Part 1)
Brent G. Davis

Affliction The party hears rumors of a plague that is ravaging a nearby seaport.
No healing methods have been successful at treating its effects. Some
say it may be the result of a magical curse while others suggest that it
is a plague sent by the gods.

Obviously, the party probably will need to be lured into the city – possibly
some of them have relatives there, or they are hired by someone to rescue
family members from the city. (Otherwise, they might just as well stay away
to avoid contracting it themselves!) As they approach, they encounter a
few of the dying attempting to flee from the city. They have lost motor
skills, they sweat profusely and are completely disoriented – hallucinating.
As they die, the party’s efforts to help them will be unsuccessful.

It is interesting to note that the farms just outside of the port city have
been mostly untouched, with only a few young males that frequented the city
having been afflicted.

In the town, the party will encounter more plague victims. Most seem to be
from the seedier parts of town, but there are also a number of high-ranking
officials and shopkeepers that have died. With the number of dead bodies
piling up, there have been a number of problems such as giant rats and
ghouls feeding on the dead along with the problems of burying them all.
(These can be turned into mini-adventures.)

As the party investigates, they learn that the plague started within the last
month. None of the clerics or healers have found a way to treat the dying.
Plus, spells that raise the dead don’t even bring them back. Priests are
convinced that this is a sign, and that “The gods are punishing us.”

One of the main links appears to be money: many victims are thieves, harlots,
shopkeepers and city officials while the poorer people in the same areas
(beggars, workers, etc.) have been largely untouched. If they pursue this,
they will learn of a mage in the port that believes this is due to some
cursed coins being passed around the city. (He’s wrong, but it can lead to
some rather interesting side adventures.)

While the records are a bit sketchy, the party will find that most of
the early deaths occurred close to the docks, and have since spread
throughout the rest of the city. The party will also discover that a few
of the once popular taverns near the docks are fairly deserted. Many of
the former patrons have been hit by the disease. If they check these
places out, they will notice that one particularly rich-looking fellow
frequents most of these places. He stops in, talks to a couple people
briefly and then leaves. If watched carefully, he will be seen exchanging
small pouches under the table with those people.

He’s was once a thief, but is now a rich drug-dealer. If confronted by
the party, he will try to bribe them to leave him alone. If searched and
then pressed about the drugs, he will reveal that he received a new type
of drug “Drax” from a ship that arrived about a month ago. It has been a
big seller for him, but recently a number of his distributors in the city
have fallen victim to the disease. Thus, he has been forced to leave his
fancy dwelling and go back onto the street to do the dealings in person again.
He’s been having to lower his price, for it seems that the drug’s demand has
been dropping off. (This is because the customers are dying, but he doesn’t
realize this.) His greed and low wisdom prevent him from making any kind
of connection.

If the party convinces him that the drug is causing the disease, he will be
very upset and try to help them as best he can to avoid a certain death at
the hands of the local officials and populace. (He is chaotic, but not
evil.) He will turn over all the Drax he possesses and a fair amount of
gold to the party. He will also provide them with the names of the ship
and his contacts, but then he will attempt to slip out of town permanently.

The drug does tremendous damage to the brain producing a spectacular high
and hallucinations in the process. Eventually the entire brain is destroyed
preventing any type of healing or raising from working.

Note: If this adventure were placed in modern day, the characters would
probably figure out the drug source very quickly. Staging it in a fantasy
campaign creates many more “believable” dead ends for the investigation
such as cursed coins or a god-sent plague. DM’s should feel free to take
advantage of this by possibly spinning off various mini-adventures before
the true source is determined.

Dragon Island (The Plague: Part 2)
Brent G. Davis

Investigation The party can bribe a dock agent to see a list of ships that arrived about
a month ago. The ship identified by the dealer came from a small island.
They will either be sent or feel obligated to put a stop to this operation.
A ship can be hired to take them there. (DM’s can use this as an opportunity
for a sea battle with one or more of the drug-lords ships.)

Drax is made from the dragon flower which is only found on Dragon Island.
The drug-lords know its effects, and hope to use it to build income and at
the same time wipe out the mainland population.

The drug-lords are non-human but employ human operatives for distributing the
drug. DM’s are free to use whatever creatures would best fit the party and
the campaign. Originally, this adventure was used for a low-to-mid level
party and had ogre magi as the head of the operation with a number of
humanoids (mostly hobgoblins) in their employment. For higher level parties,
the head drug-lord could easily be a dragon. (This is Dragon Island
after all.)

The dragon flowers can be wiped out using a variety of methods. However,
completely eliminating this species may be frowned on by any druids in the
area, as the flower does have other beneficial uses and is quite beautiful.

Raid on Rokin (The Rokin Chronicles, Part 1)
Brent G. Davis

Intrigue Beginning: The party hears tales of a large humanoid attack on Rokin, the
capitol of Drucinia, a lawful nation. The raid included flying creatures
such as griffins, hippogriffs and even a blue dragon along with a humanoid
army. For a tie-in, one of the characters or NPC’s should have ties to
Rokin, thus leading the party to investigate. The rumors make it sound
like the city has been burned to the ground and all the people are dead…

After the party gets to the city, it becomes apparent that the rumors of
Rokin’s near-destruction are greatly exaggerated. In fact, to someone
unfamiliar with the city, they might not even know that an attack occurred.
There are only a few damaged buildings, but the townsfolk are really rattled –
so rattled that their tales are already ballooning way out of proportion.
“I swear it was 5 dragons.” “No, it was 10 if not more.” “And 500 orcs.”
“More like 5000.” “We’re just lucky to be alive.”

In fact, the force was only about 100 creatures total…

In Rokin, posted notices and town criers announce that the King of Drucinia
died a few weeks earlier leaving no heirs. In his place, the acting regent,
Agral Tymart has been convening with the Rokin council to select the next
ruler. However, as this was transpiring, a powerful warrior, Dreth Caldan,
and his forces raided the city, and stole the Drucinic Crown and Scepter.
Until these are returned, the next king cannot be appointed. After
consulting the Law Scrolls, the council has selected the next king, a
half-elf (who is neutral and a strange choice as most Drucinic kings have
been extremely lawful). Agral Tymart has offered a reward for the return
of the royal items as well as the capture of Dreth Caldan.

Arrange a meeting between Agral and the interested party. He will give as
many details as he can. He knows the force wasn’t that large, but he
doesn’t know why Dreth stole the items. Agral knows Dreth somewhat and
pleads with the party to capture him and bring him back for judgement as
opposed to killing him. Agral suspects that Dreth had a good reason to
take the items. He will explain that Dreth believes humanoids and other
monsters are acceptable forces; they just need more supervision. These
views are part of what makes him evil. His troops consist mostly of orcs,
hobgoblins a handful of giants along with his flying mounts: griffins,
hippogriffs and his personal blue dragon steed. These forces are extremely
well disciplined due to Dreth’s skilled leadership.

One of the councilmen, Akelor, will also meet the party as they are leaving.
He will be much more vindictive saying, “This man must be punished. He has
defiled the throne, sitting upon it as if he were the king. Do not hesitate
to kill him.” (Akelor is the only one to witness Dreth’s throne room visit.)

The party will presumably set out to deal with Dreth. His base is a
mountain keep at the eastern edge of Drucinia. It is heavily defended.
The mountain terrain along with the defenses make a frontal assault nearly

During the overland trip, the party might catch glimpses of a grizzled old
woodsman that might be following them. If they investigate, no trace of him
will be found. If and only if a party member is seriously injured, he might
emerge suddenly from the nearby trees and heal them. He will just as quickly
vanish into the growth. He will not do anything else. This character is an
addition to the original 1st adventure and will return in various forms
throughout the Rokin Chronicles.

Near the mountains, the party will meet a (very) helpful elf who knows of a
secret way into the keep. Below it is an ancient crypt occupied by
various undead. Dreth knows about this, and has left them there as guards.
He doesn’t care if the party wipes out the undead. Once they get past the
crypt, either allow the party to be captured or fight their way through
Dreth’s forces to meet him. His guards have orders to capture first, and
kill only if necessary.

Dreth is powerful, and should be difficult (even impossible) for the party
to defeat in combat. But, if they role-play the situation instead, he can
be talked into returning to Rokin. He is somewhat evil, but he is also
extremely lawful. His raid on Rokin was extremely selective, as he
targeted the 2 items (which he believes are rightfully his). He is upset
that some minor damage occurred during the raid. The guilty humanoids have
been punished. He insists that he left a scroll on the throne explaining
his actions. In fact, one of the councilmen was there…

According to Dreth, The Law Scrolls in Rokin prove he is the next king.
(And he is right! This is due to a number of obscure laws and the order
of titles in the situation of a king leaving no heirs.) One of Dreth’s
agents in Rokin notified him that something was amiss. But, the agent was
discovered and killed before learning more. Dreth seized the crown and
scepter to avoid losing the rightful title, since if another was crowned
first, he would lose the claim. He returned to his keep to wait for vital
information from other agents throughout Drucinia that will hopefully
expose the plot. Fearing the party might be part of this, he will not
reveal any information concerning the plot or his agents. However, he
trusts Agral Tymart, so he is willing to accompany a group sent by him.
(The crown and scepter are hidden in his keep, and he will not reveal their
location. This is his only insurance at the moment.)

At some point after Dreth has agreed to return with the party, the elf NPC
will attempt to kill Dreth. He is really an assassin, and part of an
elaborate elvish conspiracy to seize the Drucinic throne. He will make an
attempt on Dreth when the opportunity presents itself (i.e. he is alone
with Dreth or with only 1 other party member plus Dreth). It is up to the
DM whether the attempt succeeds. Regardless of the outcome, the elf will

If the party returns to Rokin, and then questions Akelor via truth spells or
similar means, the truth will come out. Akelor removed Dreth’s scroll as well
as hid and forged the Law Scrolls that would prove Dreth is the rightful
king. If pressed, Akelor will reveal that he did not act alone, but doesn’t
know all of the people involved. He does know that the half-elf king-to-be
is aware of the conspiracy. The death of the former king was also
orchestrated by someone involved (the elf the party met earlier).
The conspiracy also involves some of the elvish ambassadors in Rokin.

If Dreth was killed, he will be raised from the dead by priests in Rokin.
Dreth will send messengers to his keep and his dragon mount will return with
the crown and scepter. Then he will be crowned as the rightful king.

Note: Both the Crown and Scepter of Drucinia are artifacts. Their true
nature will be revealed in Part 4.

Words of War (The Rokin Chronicles, Part 2)
Brent G. Davis

Investigation Much to the chagrin of the neighboring elvish empire, Dreth Caldan is now
the King of Drucinia. After uncovering the plot to seize Drucinia’s throne,
Dreth has ordered all of the elvish ambassadors out of the country. In
response, the elves have done likewise. Both have also increased their
patrols along the Drucinic/Elvish border. The situation is very tense.

Then Councilman Akelor escapes. (He is aided by the elvish assassin.)
He also steals some important defense plans. Fearing invasion, Dreth Caldan
summons a large humanoid army from the east. All the pieces are set for

In Rokin, the people are turning on anything elvish. “Elf-compatriot.
Even if you say you’re half-human, you’re still half-elf.” Two thugs are
seen beating up a helplessly obvious half-elven shopkeeper.

Agral Tymart sends for the party. There might be another way to avoid this
war. In his research, Agral has found notes from an ancient elvish prophecy
about an “evil” warlord wearing the Drucinic Crown and the war that would
follow. The prophecy also mentions a specific event that will stop the
fighting, but its translation is unclear. There are only a few other notes,
but they seem to fit closely with current events. The original text is
somewhere deep in the elvish kingdom.

What follows is a difficult infiltration into the now-hostile elvish
kingdom. After the party sets out, they learn that the original prophecy
is carved into stone in a sacred vale tended by a reclusive order of elven
priests. Along the way, you can allow the party to encounter Akelor & the
elvish assassin. They will attempt to kill the party rather than capturing
them. Very few elves know the truth about the former conspiracy, and they
don’t want to risk the party spreading it around the kingdom. As it stands
now, most elves view the human claims of a conspiracy as rumors meant to
cover their real goal of conquering the elves. If the party does try to
expose the truth, they will be laughed at by most elves.

This is an extremely difficult adventure to undertake. However, with the
help of some allies they will encounter (which includes some druids and
the elven priests) they can make it. Not all of elves want to fight this
war either. A few fights are likely, but the majority of this adventure
should involve role-playing. (One of the druids that will aid them is the
same person as the grizzled man from part 1, although in this adventure he
looks much different, so the party will have no idea…)

The text on the stone is quite lengthy, and it is written in an ancient
tongue (even older than elvish, but somewhat related to modern druidic).
A few of the elvish priests that tend the vale can provide a loose
translation. All of the text up to this point fits exactly with the current
events (albeit, in that wonderful “prophet-speak”). In various places the
text refers to an ancient land in the far east where a star once fell. That
land is now a vast desert! The text near the end is difficult to translate,
but it seems to indicate that this war will end when a star falls on the
battlefield. It also mentions something about Havoc’s Day (the apocalypse?).

Star of the Prophet (The Rokin Chronicles, Part 3)
Brent G. Davis

Quest The party returns to Rokin with the texts from the ancient prophecy.
Meanwhile, the situation is getting worse in Rokin. The humanoid army
is camped outside the city, and everyone expects a battle will soon occur.
Dreth has calmed fears of the council about the humanoids turning on
them after the battle. “With their ancient hatred, the humanoids and
elves will attack one another first leaving our forces nearly untouched.”

With the impending battle, Agral urges the party to go to the ancient
eastern land to look for help. He is able to convince Dreth to spare some
of his winged mounts for transport.

The party reaches the desert and soon finds ruins amidst the sand. In one
of the buildings is a detailed map showing the once lush land. There is a
great pyramid shown in the map that has a star-like symbol. A nomad will
emerge from the sands as the party finds this map. He will not speak, but
will drop a number of wooden staves and clubs along with suits of plant-
based armor in front of the party (one for each member). He will turn and
leave, vanishing as the sands pick up in the desert. (This is once again
the grizzled woodsman & druid from parts 1 & 2.) The party will be pretty
perplexed about where these came from – certainly not from this desert!
The plant-based armor may not be worn with other armor.

With some searching, the party locates the pyramid indicated on the map.
Within the pyramid, the party encounters strange skeleton-like creatures
that have the abilities of mid-range fighters and mid-range mages.
Inside each ones skull is a glowing gem. Anyone that touches this gem
is charmed into placing it against their head. The gem burrows into
their head and the creature is turned into another of these skeleton-like
creatures within 1 turn. Before that time expires various magical methods
may be used to stop the process.

When a gem-skeleton is hurt and about to die, if there are none of its
kind nearby, the gem explodes sending out tiny fragments (equivalent to
a 6-dice fireball). Bystanders killed this way rise up as similar skeleton-
like creatures within 1 turn due to the shards that are embedded in them.
The gems appear to be alive and growing, and each skeleton is able to
produce basically unlimited number of shards from their skulls to create
more from fallen or captured enemies. The gems do not affect plants or
plant-based creatures, and weapons made from plants (wood or otherwise)
such as staves or clubs do extra damage against the skeletons. Plants are
also immune to the gem-detonation. In fact, any plant material nearby
seems to make the gems cringe. If the party is wearing the plant-based
armor that the nomad dropped, they are immune to gem-detonation, and they
will notice that the shards bounce off of it. The gems and shards can
easily be crushed by the staves and clubs, turning to dust.

The pyramid is filled with various traps, both magical and mechanical,
plus a few other creatures besides the skeletons. There are also odd piles
of treasure, metal bands and locks, but no wood. In fact, there isn’t any
wood in the entire pyramid, and any that once was here is completely gone!
The gem-skeletons have destroyed all of it over the years.

Along the way, the party will find more ancient texts. These are a warning,
but the party won’t be able to translate them. The party will encounter a
small “harmless” creature that can speak to them. It claims to be an agent
of their deity sent to witness this blessed event. It will lead them to a
room where an object glows brightly (like a star) and beautiful singing
is heard. The glowing object is a sword (sunblade), hanging in the air
above a magical circle. The creature will urge the party to take the sword to
complete their destiny. It is arranged as part of an ancient magic circle,
and unfortunately disturbing it will have nasty effects (but that won’t be
revealed until later). As the sword is grasped, the little creature will
vanish (teleport away). The creature is actually a powerful demon that was
trapped here. It uses various magical means to conceal its identity.
The sword is lawful good and will be in telepathic communication with
anyone grasping it. The sword will reveal that the demon has just been
freed, and be very upset. This type of spell will never work against this
demon again and so the sword will feel that its purpose has ended.

Returning to Rokin by air at night, the party sees the battle fires raging
below. If the character with the sword explains the situation to it, and then
hurls it down, it will blaze brightly and sing a loud chorus in elvish,
destroying itself in the process. From the ground it appears as a
falling star.

Clerics among the warring elves will call back their forces upon seeing this
sign. It fulfills an ancient prophecy handed down for generations.
For now they must join this enemy to defeat an even greater one…

Havoc’s Day (The Rokin Chronicles, Part 4)
Brent G. Davis

Quest The texts copied from the pyramid are translated by one of the elven priests.
They indicate that a powerful demon was imprisoned there. It also notes
the gem-skeletons and tells of a huge controlling master gem that fell from
the sky.

Far to the east, a great cloud rises up. The demon that was freed by the
party in the previous adventure has summoned the godstorm – basically a
huge growing cloud of acid rain that continues to grow outwards. This
is what turned the lush land into desert before. At the front of the
storm, marches an army of gem-skeletons. Both are swelling…

In Rokin Castle, the party once again meets with Agral Tymart and Dreth
Caldan. All appears hopeless. “Havoc’s Day is upon us!”

A hawk will fly into the throne room window, and suddenly change into an old
man, a man that the party almost recognizes. He combines features of the
grizzled woodsman, the druid and the nomad from parts 1-3. “It is time.”

He is one of an ancient order of heirophant druids that were in hibernation
for thousands of years. He will tell the story of the ancient land. The
demon came to them as a god hiding behind his illusions and promises. The
demon tricked the mages and priests to cast a great spell that caused a
star to fall – the gem. Once it began to work its evil, the demon loosed
the godstorm. This was a 2-pronged attack: the gems to wipe out animal
life, and the storm to destroy all plant life. The demon sought the
destruction of the planet. But a group of priests, mages and druids were
able to trap the demon in the pyramid and stop the menace using the
sunblade that they crafted. The price was terrible. That land was
destroyed along with most of the people. Worse, the demon was only
trapped, and the location of the master gem was unknown.

The survivors set out to find it, and did, but were unable to penetrate its
defense. The wards the demon placed on it were meant to prevent any but an
evil druid king from touching it. Druids can’t be evil, so this was an
apparently fool-proof ward. However, the wording on the ward was not
perfect, and as a result, the survivors from the old land devised a plan.
The druidic nation of Drucinia would need to be slowly transformed. They
would make it a lawful nation, and one day, when a lawful evil king was on
the throne (they didn’t trust any other type of evil king to help them),
they would have their evil druid king. For the ward implies a Drucinic king
as opposed to a true druid king, but at that time, ages ago, the two were
synonymous. They also crafted the crown to prevent the terrible mind-
influencing affect of the gem. The scepter is a living tree transformed
into a pointed scepter which can penetrate and destroy the gem. Eventually,
the nation would be transformed and these items would be given to its kings.
However, their plan would take thousands of years to reach fruition…

The surviving heirophants went into hibernation. Their prophets revealed the
dates when they would need to awaken, and now they have. The druids have
methods to halt the spread of the godstorm using various weather spells.
But they need the humanoid, human and elvish armies to halt the gem-skeletons.
To prevent the gem-detonations from turning these armies into more skeletons,
he reveals that the gems cannot penetrate plant-based armor. And weapons
made from plants deal extra damage to them as well. Realizing there would
be no time to craft enough of these items, their agents have been secretly
stockpiling them over these thousands of years and putting them into stasis
all over the world – a cave here, a grove there, etc. The armor and weapons
will be delivered to the armies shortly.

To put an end to it all, both the demon and the gem must be destroyed. It
is up to the DM where they are hidden – could be another continent or even
another plane. The heirophant will take Dreth and the party there. The
defenses consist of more gem-skeletons as well as a few lesser demons and
other creatures as well as many tricks and illusions placed by the demon.
The party will likely want to wear the plant-based armor to ensure that
they don’t succumb to gem-blasts. It can’t be worn effectively with other
armor. Also, it is much less effective compared to other armor vs. other
creatures, so the battles will be difficult. Eventually, they will reach
the hall where the gem is kept. Only Dreth can reach it, but when he gets
to it, the demon will be gated there too. The party will need to engage it
while Dreth sinks the scepter into the living gem. As he does, it will
revert into a tree and its roots will consume the cracking gem. When the
gem is destroyed, all the gem-skeletons everywhere will fall to dust.

The demon will be hard to defeat. The ancient druids, mages and priests
were unable to kill it last time. It is up to the DM if he wants to give
it an Achilles’ Heal that the heirophants learned over time, or if he just
wants the party to be heroic enough to defeat it on their own. When the
demon is defeated, the godstorm will also end. The heirophant will return
them all to Rokin and again vanish (perhaps until his next calling…)

The Cost of Doing Business
Wayne J. Rasmussen

Quest Scenario Requirements

This scenario can be adapted to any level or size of group. Just adjust
the opposition accordingly. I feel it would be best for 4-6 characters
of lower-middle to mid-middle level.

Scenario Description

A family member of a noble, Lord Ansi, has been kidnapped and held for ransom.
Lord Ansi needs a party to deliver the ransom and return the family member.
The kidnapper Reaver is very greedy and is only out for money. Reaver
has gotten a better offer from an enemy of the noble lord. The enemy, Lord
Takemiya, has given the kidnapper a bonus to mislead the would-be ransom
droppers. The party must figure it out.

Places in the scenario

Lord Takemiya’s Tower: This tower is located east of the Kidnapper’s Keep.
A mounted party would take 3.5 days to travel there while Lord Takemiya’s party
would take 7 days.

Lord Ansi’s Castle: A modest castle where the good and noble Lord Ansi lives.
It should take the party around 10 days to travel from this castle to the
Reaver’s Keep.

Reavers’s Keep: The central point to this adventure. Never will you find a
more wretched hive of scum and villainy. It is the home of brigands, bandits,
and thieves.

Eastern Road: The Eastern road is the road that heads East from the
Kidnapper’s Keep. This is the route that Takemiya’s party takes.

Southern Road: The Southern road is the road that heads South from the
Kidnappers Keep. This is the route that kidnapper will say the Takemiya
Lord headed off in with the kidnapped family member.

Western Road: The Western road is the road that heads west from the
Kidnapper’s Keep. It continues to the Noble Lord’s Castle.

NPCs in the scenario:

Lord Ansi: A good and noble man who loves his family as well as his subjects.
This love has been perceived by the Lord Takemiya as a weakness to exploit.
Currently, the two lords are vying for power and it is a critical point in
the situation.

Lord Takemiya: A repulsive man who will use almost any means to achieve his
ends. Unfortunately this tendency often forces Takemiya to do the job
himself out of fear or distrust. He will use the Lord Ansi’s family
member to gain political advantage over Lord Ansi.

Reaver: A former bandit, brigand, and professional thief, Reaver has now
gone “ligit”. Instead of shaking down merchants for protection, Reaver
has gone into the insuring “noble person’s safety” industry. This includes
returning kidnapped family members, stopping blackmailers, safeguarding
merchant caravans. When he does this, he extracts a toll from those he is
“Helping”. Recently, a member of Lord Ansi’s family got kidnapped and
conveniently found their way into the Reaver’s hands.

The Adventure:

Rumors are a buzz around the castle. Some say that Lord Ansi’s son has been
kidnapped by brigands. Others say that Lord Ansi’s son has run away after
a long lost love. And even more say he has gone off to join the war. In
any case, you are talking old times with some of your friend’s when you get
the message. Lord Ansi would like to speak with you.

1) If the party doesn’t accept the offer then perhaps some other adventure
will drop in their lap. If they accept, goto 2.

2) Castle: When players arrive at the castle, they treated very well and
with great respect. They are offered food and wine while servants fuss about
their persons (Brushing off clothes, polishing the old boots, combing hair,

3) The meeting: The setting for the meeting will be very formal yet
very personal. I recommend describing the castle as having good quality
trappings and many items are simple yet elegant in appearance. Quality
over appearance. Lord Ansi is polite but frank with party. His son has been
kidnapped by the scumbag Reaver. He demands 10,000 gold pieces for the safe
return of the son. Lord Ansi can’t dare to send official troops or ranking
members of the clan to “ransom” the son. Therefore, Lord Ansi is asking if
you are willing to answer the call. Character’s volunteering for the
expedition will be given a excellent light war-horse to carry out the mission.
If player’s haggle, the Lord will almost be forced to submit. He doesn’t have
magic to give to the players, but, gold, weapons, horses, land, and rank are
available. Players may be much better off volunteering as word will get out
about their demanding payment. Lord Ansi will extract a vow from each
character as follows: “I, your name, vow to return Lord Ansi’s son at
whatever the cost.” After the vow has been made, a chest containing 10,000
gold pieces will be given to the character’s to pay off the Reaver. The
character’s will be asked to leave right away. Lord Ansi will warn the party
to be careful in the Reaver’s land. The Reaver considers himself a Lord.

Reaver’s Keep is east of Lord Ansi’s castle.

4) The Reaver’s Land: While in the outskirts of the Reaver’s territory, the
party may run across the local “watch”. They will approach that party and
demand a “toll” to cross the land. This should be 10-50 gold pieces per
head. The idea is to get the party use to paying through the nose for
everything in the Reaver’s land. Every watch the party runs into will make
this demand.

5) The Reaver’s Town: There is a modest town surrounding the Reaver’s Keep.
The town is surrounded by a tall stone wall. Nobody is let into the town
unless they have a pass that has been signed by the office of the gatekeeper.
The gate guard’s will say they can’t come into town without permission and
will charge the party 100GP+ to tell them how to get permission. It will
cost 200-300GP to have the guard arrange to get the gatekeeper to see them.
The gatekeeper will charge 500GP for the pass.

6) The Reaver’s Keep: Once inside the town, the party must arrange to see
the Reaver. It should take the paying of several officials to arrange the
meeting. The meeting will be scheduled for the next morning.

7) The Meeting with the Reaver: The Reaver will have a large entourage
escorting him everywhere. When he enters his throne room many horns blow
tribute to the king of thieves. Many servants run about performing small
duties and unimportant tasks. The character’s will be allowed to sit on the
floor while the king towers above in his tall throne. Finally, the Reaver
will announce that Lord Ansi’s son is no longer visiting the “castle”. If
asked for information, he will uncharacteristically give the party free
information. He will say something like, “I really shouldn’t tell you
where the son went to, but, you may find it interesting to take the road
South of town.” Now this is not a lie or a deception in the sense that he
really isn’t saying anything specific. He doesn’t know that the party won’t
find the road going South as interesting. Also, it is truthful that he feels
that he shouldn’t tell the party where the son went to without getting paid
for it.

Note: The Load Takemiya has paid the Reaver 15,000 gold pieces for Lord
Ansi’s son and an additional 2,000 gold pieces to misinform the party about
heading South to get the son. The Reaver will keep this promise unless
offered at least 5,000 gold pieces or more. An observant party should quickly
reason that the information could be false and offer money for the real deal.

Note: I highly recommend describing the Reaver’s Keep as gaudy looking and
fake. The Reaver and his servants where brightly colored clothing which is
of poor quality. Basically, the Reaver isn’t royal and is projecting what
he thinks a king should look like. He is smart enough to know when people
are sucking up to him. He loves it! If the party tries to trick him into
giving up information by catering to his ego, he will still give the false

Movement: Lord Takemiya’s party will move at a rate of 1 movement factor (MF)
per day. The party should have horses and no wagons, and will get 2 MF per
day. Lord Takemiya is one day ahead of the party in the Eastern direction.
It takes 7 MF to get from the Reaver’s Keep to Takemiya’s tower. So Takemiya
will arrive at his tower in 6 days from today. If the party takes the South
road, they have to travel back to Reaver’s Keep if they want to head East.
This is due to the mountain location of Reaver’s “kingdom”. If the party
wants to travel over the mountains, cut their movement to 1/4 to 1/2 MF per

Before leaving the Reaver’s Keep, the party can find out the following
information if they search for it and pay for it.

Rumors found in Bars: 1) Lord Ansi’s son left town yesterday (alone).
2) Lord Ansi’s son was taken by an enemy of Lord Ansi.
3) Lord Ansi has sent an assassin to kill Reaver. He is a member of
a supposed “ransom” party.
4) Someone who recognized Lord Ansi’s son saw him shackled to a wagon
yesterday. Not sure which direction they were going.

Rumors found in Reaver’s Keep: 1) For a LARGE amount of gold a staff member will reveal that Lord
Takemiya took Lord Ansi’s son and made some sort of secret deal with
the Reaver.
2) A staff member will sell the party a map to the location of where Lord
Ansi’s son is held hostage. NOTE: This is a false map that could lead to
either a building within Reaver’s Keep or somewhere outside of town.

Rumor found by asking the Guards at the South Gate:

The guards don’t remember anyone leaving the South gate recently who matches
the description of Lord Ansi’s son, Lord Takemiya, or the wagons.

Rumor found by asking the Guards at the East Gate:

The guards do remember someone leaving the East gate recently who matches
the description of Lord Ansi’s son, Lord Takemiya, or the wagons. For an
additional sum of gold they will say that this happened yesterday.

Closing notes and possible outcomes: 1) The party goes South and doesn’t figure it out until it is too late.
Lord Takemiya arrives safely to his tower. The party may try to assault
the Tower or try negotiation. The GM should choose the best ending to either
situation. Lord Takemiya will want assurances and concessions from Lord Ansi.
Remember, Lord Takemiya is not trusting and can’t be trusted.
Assault should be very tough.

2) The party catches Lord Takemiya and his party. A fight may/will happen
unless they can convince Lord Takemiya to give it up. The fight should not
be too difficult for the party. You should figure out what to do if the
party captures or kills Lord Takemiya. Perhaps Takemiya has a trick up
his sleeve to escape capture or death. If the players manage to kill the son
watch out. Lord Takemiya will use this to his advantage and against the party.
He may go as far as mending the fences with Lord Ansi in order to appear
innocent. He may imply that the party was working with the Reaver and even
offered to ransom the son to Lord Takemiya.


Should the party save the son, Lord Ansi will be grateful. He will follow
any commitments he made to party members, but, the word will get out that
they forced him. Party members who volunteered get to keep the light
war-horse and are given letters of mark against the Reaver and his kingdom.

A Mission in Late December
Martin Krauel

Quest To Be Played in Late December

In December the characters are contacted by a mysterious stranger, a contact
from an anonymous person wanting to hire them. He takes them on a half
mystical journey through the polar ice to the North Pole. Here they meet
their employer between his fairy staff and toy making facilities. It is,
well, Santa Claus himself.

The gentle, old, but powerful entity has a quest for them to accomplish. He
needs a small Christmas present delivered to Eridian Rashor, also known as
The Blood Red (or take some infamous villain of your world, a Warlord and
evil Sorcerer. The self-proclaimed rules of Eastern Skandia (or some very
distant province of your world) currently resides in the High Castle, an
ancient fortress he seized from the elves. He is known for some of the
vilest acts in recent history, like the Massacre of Wingholm, where he had
2000 elves slaughtered during negotiations, the Unholy Tuesday, on which he
had 200 nuns performing sexual acts in public or the Midsummernights
Sacrifice, during which he sacrificed 300 children to attract the Dark God
Daimor only to trap him and relieve him of his powers. You get the idea. He
is the natural enemy of anything that breathes in Skandia.

The idea behind this quest is, as Santa explains, that if there is someone
who is not likely to get any presents, like the Blood Red, but another one
desperately wants to give him one and absolutely cannot, it is Santa’s duty
to bring him one or he hires others to do so, when he has no time to deal
with customers as difficult as the Blood Red, like this year. The present is
a shoebox sized case in plain white silk paper with a nice, red ribbon (it
is also immune to scrying magic) and they have to deliver it exactly on
Christmas eve (or on Julfest, as it is called in Skandia). He wont tell what
the present is or who the subconscious donator is. Of course, when you work
for Santa Claus, you are allowed to write a Christmas list with a present
for yourself and presents for other characters and NPCs as well. They are
allowed to use Santa’s reindeer sleight to fly to Skandia and, of course,
also some magical red and white cloaks if they want.

When they reach Skandia, they have to realize that their mission is much
more difficult than it might have sounded. Unfortunately, the High Castle is
under siege by the combined forces of order. Gathered in five camps around
the fortress are an army of the Brotherhood of the Ring, Paladins, the
Seventh Imperial Legion, including some silver dragons, an army of Elves
from Eldylon, including griffin riders, the army of Iron Fist, a dwarven
thane, with lots of siege engines and, if you like cannons and the army of
the Duke of Skandia. Neither will be happy about some strange guys who
deliver goods into the besieged castle and will shoot down any reindeer
sleight trespassing their siege. On the other hand, they will probably
welcome a group of adventurers willing to aide in the attack.

The castle is held by the Blood Red himself, who doesn’t expect any
deliveries, his guard of well equipped and experienced Black Ogres, the
weird Necromancer Tuchlon and his undead legion, Chim One Eye, a savage and
cruel barbarian and his men, the dark elven Weapon Master Tridon Talass and,
last but not least, the enslaved god Daimor and his priesthood. His orc and
human troops have deserted before the siege began. Only two human servants
are still in the castle, Dai, the old butler and Irina, a kitchen maid. She
is secretly in love with the Blood Red (don’t ask ME why) and is, though
unknowingly, the cause for the present.

The player succeed if they get the present (a musical clock with a romantic
tune from the Blood Reds childhood) to the Rashor on Christmas eve, but they
could also get him to flee with the kitchen maid (Hey, a Christmas adventure
HAS to be romantic !) and thereby crushing the evil alliance and winning the
war for good.

The following celebration and especially the exchange of presents should be
nice (“Huh, what a nice sword ! I hope its more magic than my old one.”,
“Hey, isn’t that my old lance, that my character lend to yours 3 years
ago?”, “A book? Who of you ****** expects my Assassin to read a book?”,
“What a nice statue. What do you think is its retail value?”, “Warm
socks? MAGES do not wear warm socks! “, “Oh no. Not more magic ginger bread!”)

Martin Krauel
Kolonnenweg 120
24837 Schleswig

Also look for SNOWBALL on IRC and don’t forget to visit #Gurps !

Ambush at the Toll Bridge

Startup This adventure is very good to use as a startup, and to show
overconfident PCs that they can be beaten.

The party is hired to deliver some important object (sword, tome,
whatever) to a guy in a nearby city or town. On the way, they must cross
a wide river. When they arrive at the bridge, they are stopped by 2 men
with weapons, and asked to pay a toll (a big toll.) While they are
getting the money, or if they refuse, they are ambushed by about 10 more
thieves hiding in the woods surrounding the bridge. The 2 tollmen also
attack. The enemy’s weapons are poisoned so that the victims will fall
unconscious very quickly. When the PCs awaken, they are at the bottom of
a deep pit in the forest. All their possessions are stolen. Once they
get out (it shouldn’t be too hard), they are lost. After a lot of
searching, have them come to a path. If they follow it, it will lead to
a ruined cottage. The men who ambushed them are there, either sleeping
or awake (depending on whether it’s day or night.) The PCs will
recognize them and (hopefully) plan to ambush them to get their stuff
back. This time they outnumber the bandits, and have the element of
surprise, but are unarmed. If the bandits are asleep, there is only one
on watch, and the party should win.

Wyvern Hunt
Jim Garrett

Wyvern This is a short fantasy adventure for a low level group of characters,
preferable low-level. This adventure works best is most of the players have
nature loving characters, like elves, druids and rangers. As the players pass
through a small village they are asked to help hunt down a wyvern in the area.
The wyvern has lived in a nearby forest for decades, but has recently started
hunting cattle. Unknown to the PCs, a dam has been built nearby and has flooded
the wyvern’s hunting grounds. The wyvern’s lair is behind a waterfall.

Campaign Ideas For Middle-Ages Europe
Jay Knioum (The Mad Afro)

Campaign MadAfro wrote:

Mike Rhoads saith:

>Just wondering if anyone could give me some good campaign ideas in the
>middle ages, with very limited magic and human NPC’s. I’m stuck,

Assuming it’s middle-ages Europe that you’re after, there are plenty of
things to draw adventures from….

Problems of Feudalism: Nobles rule the serfs, exploit them mercilessly.
The serfs could be tired of this crap, and the PCs may find themselves in
the middle of an insurrection.

Intrigue: The middle ages were rife with all sorts of intrigues, both
between nobles, and with the Church. There was backstabbing, jealousy,
infidelity, infighting, inbreeding, and all sorts of other nasty behavior
going on.

Crusades: The Church is powerful, and needs to get rid of a few nobles.
Send ’em on some religious errand with huge armies and the Grace of God
behind them!

Plagues: It’s the Dark Ages! Disease is rampant, and makes one hell of a
backdrop for PCs to get stuck in! I did this once, and it was a very cool
game, and the players actually had fun! 😉

War: If all else fails, go William Wallace on their ass! 😉 Wars offer
all sorts of adventure hooks, and they happen for an infinite variety of

Land: Ties in nicely with War, as it tends to be the prime reason for
violence. Perhaps one or more of the PCs inherited (or shall inherit) a
title and the lands to go with it. Since, in the Middle Ages, land =
power, the PC will probably want to do everything in his/her power to keep

Social Injustice: The Mid-ages were not a fair time. Women were
frequently treated like dirt, as were ethnic minorities, pagans, children,
the underprivileged, etc.

Incidentally, I read a very good book (entitled “Shield of Three Lions,”
by Pamela Kaufmann), in which a girl disguised herself as a boy in the
hopes of keeping hold over her father’s land, after he is brutally
murdered. The whole thing takes place during the Crusades, and I highly
recommend it for the historical backdrop, as well as the excellent
dialogue she writes. The girl is trying to reach King Richard to
validate her claims to the land. However, this girl is far from worldly,
and the reader learns about all the “interesting” facets of medieval life
as she does.

Also, I don’t know if White Wolf’s World of Darkness games are your thing,
but the Vampire: the Dark Ages main rulebook may be worth at least a
cursory thumb-through for ideas. You’d have to decide for yourself how
useful it is, though. Other games, such as Pendragon by Chaosium (IIRC),
and Ars Magica make use of the time period, as well. V:tDA and Ars
Magica are a bit more magically-inclined than you seem to want, though.

There is a historical AD&D supplement called “Charlemagne’s Paladins” that
may be of some use, and the “Celts” supplement may also be a fun read,
even if a bit before the time period you want. These supplements may be
out of print, these days, however.

Finally, if you keep on being stuck, you may want to give some thought to
changing campaigns. Think about it. Are you fresh out of ideas PERIOD,
or only for this particular campaign?

Run for your life!!!!!!!

Exploration Your players are in a small inn when a group of priest (good) are
yelling to everybody:”If you want to save your life run outta here!”.
The adventurer, curious see that an army of skeletons, death knights,
ogres, orcs and evils giants are starting to enter in the city. After
their observation the small group of priest are starting to go in the
melee when skeleton enter in the inn.

Skeleton are arriving from everywhere, the priest are starting the
battle with them but after a little time all of them are dead or
seriously injured. The players have a chance to exit by the window,
now they are obligated to make a saving throw vs. magic. If they failed
they are staying if success they can go out of the window with another
who failed.

When they are out of the inn it, skeleton are running after them to
make sure they go out of the town after 30 minutes the town is burning
when they are out of the town they see a small fortress that was not
already there yesterday so they were wondering how to enter when the
portal open wide to let them enter…

After they enter in the small castle they see a pile of dead warrior
weapon, armor, helmet and blood are everywhere. If they lost a weapon they
find out in the pile. The most intelligent in the party see a large trace
of coagulate blood crossing all over the piece and ending at a large
stairway were two humans are there he see that their blood has been
sucked by a huge creature because of a teeth live there by the
monsters. After that a very big shadow enter in the piece :”A blood
sucker worm”. After the battle they enter the stairway to the next level.

After 3 hours pass in the dungeon (where you can put monsters to make
fun) a Skeleton in armor is looking at them on a pile of bone. “You
little worm cross my territory in the 400 years I’ve pass killing people
to make my valorous army your the only one who see mee…” A huge sword
(two handed) appears in his hands by magic, the final combat starts.

Here his stats:

Hit points: 46
Magic resistance :90%
Special power: disintegration once by three rounds
Damage: sword +5 (1d100 / 3d6)
special defenses: -2 to enemy attack roll (if good alignment), +2 or
better magical weapon to hit.

If the party survives one of the group member can take the sword +5 and
the fortress explode so every group member receive 1d6 point of damage.
After that they see that nothing have been passed and the town is like
when you entered the inn…

Lance Berg

Affliction This synopsis is available for the use of private
individuals, anyone wanting to make a profit off it should contact Lance
Berg regarding some sort of reimbursement…The characters are recruited
to do a job, but the job screws up and dumps them in the middle of a
hijacking. They are on their own as to whether they try to stop the
‘jack, go along, try to join, or take over (the last is what my players
ended up doing…)

This mission is designed for a group which doesn’t have a ship of their
own. Other than that, it’s fairly adaptable. It would really help when
you are asking for this sort of thing if you could be more specific,
although perhaps you are really looking for a campaign starter, and don’t
have any preconceived notions to work with.

1) Getting hired. Make up a job involving a covert government operation
which needs deniable assets to perform a scouting mission. The
characters are to board a luxury liner, travel several jumps down the
line, then take over a very stealthy small craft being shipped on board,
use it to travel to a moon of a separate planet in one of the liner’s
destination systems and do their mission, then return to another liner
going the opposite way for pickup. This should be attractive to the
characters on a variety of levels. The job itself pays well, which may
be enough. It involves a weeks long cruise on a luxury liner, which is a
nice fantasy. They can easily expect to jump ship and dump the mission
at any point along the route; if you start them out down and out, stuck
on a hellhole planet with no way off this itself could be sufficient.
They might reasonably expect to get away with keeping the stealth

2) Getting sent out. They meet their employers at a shipping terminal in
the local port, before it opens for the day. There they find their
contacts pulling open some large shipping crates. Inside are autodocs,
and nearby are some smaller crates. They are instructed to put their
luggage in the smaller boxes and affix labels off a sheet, then to get
into the autodocs. Examining the sheets show stickers with a bogus
passenger bio and address down the route past their destination. The
autodocs seem perfectly functional, a model without ‘glass port, all
slick chrome exterior. Once someone gets in (and it turns out one of
their contacts is going along, so he’ll go first if that’s what it takes)
one of the party may notice that the “occupied” light and all the
monitors seem to be malfunctioning, the ‘doc shows condition nominal.
Turns out that the group is being smuggled in low berth, using the
autodoc freezer capability. These units are marked as being transshipped
from a high tech planet, with plenty of routing detail available to
anyone checking up on them; they are posted as replacements for emergency
systems aboard the liner they are traveling on. This may confound those
who were looking forward to the luxury ride or to jumping ship, if they
figure out that they are going to be kept frozen the entire voyage (not
every group of players will…) and your plot may even fall apart at this
point. If you have set up sufficient back story, you may have the germ of
a new plot line, in which the party tries to figure out what was really
going on, or the employers try to eliminate the party as “knowing too

3) Rude awakening. The autodocs open, releasing the PCs from freeze into
an emergency bay, with lights blaring and an general order to go to
lifestations running. Their contact knows nothing about this, it was not
part of the plan. They were supposed to be awakened slightly before
coming out of Jump space while everyone was in their quarters or at duty
stations for the transition, make their way to the cargo bay, and pick up
their things and get into the small craft, preparing to launch just after
coming out into normal space. They seem to be where they were supposed
to, in a large room full of other freezer bays. All the others seem to
be occupied, though, and the alert system is cycling through a variety of
languages announcing life support failure… All the berths except their
own read full, if anyone takes a look.

4) Another Jolt. There are two exits from their chamber, taking the one
they were supposed to leads them through a double lock (door, space, door
door space door) into a corridor. The other door has large labels
reading Crew Only. Oddly, although anyone familiar with the anti-hijack
programming on shipboard knows how difficult it would be to get through
it, and probably disregards it, they will open easily, to reveal a
cramped small craft flight deck, unoccupied, view ports showing the
roiling gray of hyper space. Too, characters who are interested can
easily get full access to the ships computers through access points along
the wall or so forth. A list of running software will not include an
anti-hijack program… At any rate, hopefully the party will (perhaps
with prodding from the NPC) get moving too quickly to get seriously
involved. They have a tight schedule, after all, have to make it across
the ship to their craft and ready to launch, which is going to happen at
a specific time unless someone overrides it; less than half an hour form
now… The message on the intercom will change to “transition eminent”
warnings and then the group will go through jump transition, a very bad
one. Their contact will go completely useless at this point, a victim of
transition lapse. Shortly after this, the warning will go to “abandon
ship, catastrophic drive failure eminent!” Hopefully the group will be
through the locks by now, as there will be a shudder, and the lifeboat
they were in (probably unawares) will launch, along with others along
their corridor. At this point (although they don’t know it) they and the
hijackers are the only people on board the liner. If they stayed on the
boat, the scenario is going to go differently of course, you are on your
own here…

5) Now What? Here the party really takes control of its destiny.
You’ll need maps of the ship, locations and schedules of the hijackers,
and so forth; but there is no knowing what they’ll try. They may even
manage to ignore things completely and make it to their craft, which is
really there and set up for their mission. Since you’d rather they deal
with the scenario you worked on, try to make sure they encounter at least
one hijacker on the way… The idea here is to engender a “Die Hard” or
“Under Siege” scenario. Have fun

6) What really happened. The “government” which hired the group was
really an interplanetary corporation. They arranged through other
disreputable contacts to have the anti-hijack program aboard the liner
sabotaged, and for the experimental stealth craft being shipped to a
government testing area to likewise be hijackable. Unfortunately, the
agent they set up to actually insert the Anti-hijack disabler decided that
this would be the perfect opportunity to take over the ship for himself.
He brought aboard a number of confederates as passengers, and when the
Anti-hijack routine shut off, they put in place the emergency alerts,
planted false reports and readouts, and generally got the entire crew and
all passengers into emergency freezer bays. Once the ship breaks out of
jump, it launches all lifeboats and transmits a distress signal, with
full (doctored) logs and telemetry indicating runaway drive failure, and
consistent with what the occupants of the boats believe was happening…
All the people in on the plot are listed as being on one of the boats,
along with the purser who started everything. This boat floats nearby,
drive apparently malfunctioning. In reality, the hijackers have loaded
it with explosives and scrap pieces identifiable as being from the liner,
including the “black box.” They are busy ramping up the capacitors to
jump as soon as they can. When able, they plan to dump more explosives,
and have everything go off just as they jump. When authorities arrive,
they should find debris, the hijackers all lost in the explosion,
everyone else safe in their lifeboats headed for the main planet in the
system. A very close investigation may eventually show insufficient
mass/energy to account for the liner itself, but that could take months,
if it happens at all.

7) Hijacker’s plans. Part of a separatist movement, they plan to take
their entire group on the liner along with colonization gear, and head
out for a distant colonizable world, there to use the liner as their
first home. This is a complex plan, with clandestine fueling stations,
the pickup of the group, and all sort of other details which need to be
worked out, if things ever get that far. Since the scenario revolves
around the PCs and the hijacking itself, I’ve never had to go into too
much detail as to what will actually happen, but it is important that you
have some ready answers as to what the plan is, since the PCs may very
well try to find out. Who knows, they might even decide to go along!

A Missing Heir (AD&
Mike Hamilton

Investigation The PC’s are traveling to a major city, housing the main temple to a high
standing church. On the way they are ambushed by three to six bandits or so.

They can be of whatever level or skill the DM chooses, but the players
should be able to defeat them without too much trouble, but still get
dinged up in the process. If the PC’s take a prisoner, then they might be
able to influence him to take them to their hideout–an old abandoned watch
tower a few miles into the woods. They might be able to find some nice
treasures. On the leader they will find a brass necklace with a strange
twisted symbol, and will also find that the leader has a extremely
expensive and ornate sword. The players will obviously take this, and
should for the adventure to work.

When the PCs reach the city, then they learn rumors that a high standing
lord, high in the church hierarchy, has had his ten year old son abducted.
A detachment of royal guards sees that the players have the sword (which
really belongs to the lord) and ask them (or force them) to accompany them
to the church. They take him before the lord and they discover that the
lord’s stepson was believed to have abducted his true heir, also escaping
with the sword. The bandit leader was in fact the lord’s stepson. If he
is still alive (escaped or the players left him tied up if they were not
the slaughtering types) then they can return him (preferably alive, but
acceptable if dead) for a reward. (and of course the lord will want his
sword back, which is a +2 magical weapon.

If the players apprehend the stepson efficiently, the lord hires them to find
his missing heir. They will have to question the stepson and other
person’s involved if they are still alive, and do some probing around in
the lords manor (the DM can think up details, but don’t make it too
difficult. When they start making headway on the investigation, they are
attacked in the street by black-robed clerics with magical picks 1d4+1. If
these picks even touch bare skin, the character must role a save vs. magic
or suffer 1d4 points a round until cured with a Curse Disease spell. If
the hitpoints fall to zero then the character only falls unconscious. They
loose one point of constitution an hour until it reaches zero and they
die. If they are cured then they regain a point of Con a day.

If they kill the clerics, then the discover they wear necklaces identical
to the one the lord’s stepson wore. The necklaces are the symbol to an
evil order of spell casters (mages, priest, and their henchmen) and they
magically serve to protect the wearer from the touch of the
disease-enchanted items of the order. They also serve to locate
each other. Priests and mages above fifth level in the order, can sense
each other when they wear these. Which could add some complications for the
players if they wear them. If they have any mage of cleric identify the
necklaces, they will learn its powers, and the identifier will be able to
sense a large concentration of the order half a day’s journey away from the
city at an abandoned temple.

To basically sum it up, the evil order is attempting to sacrifice the
lord’s son to their god during a holy night that will increase their power
and doom the church based in the city. Many things could happen now. The
players can rush in a save the day, maybe with the help of some of the
lord’s troops, and gain a huge reward… Whatever you do, give the players
a chance to save the heir, but also make it a huge challenge. If they fail
to stop the sacrifice, it doesn’t necessarily mean they are dead. When I
used this adventure, the character’s success depended on an initiative
roll. They failed, and the heir was sacrificed. It turned out that the
Second hand Priest of the church participated in the ceremony, and the evil
order invaded the city through ancient hidden tunnels, and took the whole
church, capital, and palace.

Basically, they took the whole city. The lord died as well and the players
got to keep his sword. I took this little adventure and even turned it
into a huge campaign, where the forces of the church had to flee from the
capital, and seek help from other nations to regain the city. The evil
order was also in league with a nation of orc’s in the north that had been
warring with the nation for years. The order would weaken the nation, while
the orcs rushed into attack. In exchange, the orcs would give the leader
of the evil order a powerful artifact that they possessed, which could cause
major problems for the players latter on…

Of course, the DM can take this wherever he wants, and there are plenty of
options and other adventures that can spring from this. Hope you like it.

A Squire’s Message (AD&
Richard Bitting

Startup One day some PCs are just relaxing in a Inn (dm’s choice) and a squire
rides into town. He nails a message up all through out the city/town.
The PCs see the page and quickly rush outside to take a look at the
message. It’s a invitation for all elves to King Krondin’s Keep.

Note: if the PC/PC’s aren’t elven then this adventure can’t be played. Once
everyone is in the keep’s Banquet hall, King Krondin begins his speech
about how the elven race is the best among the hole world. But later into
the speech, his eyes start to glow bright blazing blue and he then commands
for the guards to block the exit and then to kill them all. The guards rip
their helmets off and reveal their razor sharp teeth that they later on use to
rip the elves limb by limb. The King sees the PC’s and orders the guards to
capture them and keep them for the next meal. That’s where the DM has to get
creative and make the rest up because I am tired.

Adventure (AD&
David Winzer

Magic You know that very fine line between reality and fantasy that we’re not
supposed to cross? This adventure crosses it. Before playing, find out
exactly who will be playing. Make up a character sheet for each of the
players that represents the player him/herself. Don’t roll their ability
scores; just assign what you think is fair. Remember that they will have
lower scores than regular characters–especially Strength. Don’t worry
about gear; whatever the players have at the table is their gear, including
dice–I’ll explain the importance of dice later. Proficiencies are
important, however. Whatever the player knows, his/her character will know
(however, languages like French and Spanish, or knowing how to change a
car’s tire won’t be too useful, unless trying to impress NPC’s with stories
of the future). You’ll have to use discretion with this.

Start the adventure by sending the party on some quest, like recovering the
Amethyst Orb of Karnin Daganh or something. Be creative. Have them
recover it and get it to where it’s supposed to go. Just when they think
that they’ve found out what the Orb does and the adventure’s over, have an
NPC wizard get into a fight with them and cast a spell on the Orb (or
whatever creation you have come up with). Something will happen to it–it
glows, vibrates, sings, whatever. Then there will be a bright flash of
light, and presto! Now is when you bring in the new ‘player’ characters.
Each one will be standing with their respective ‘regular’ PC’s. Tell the
group that there are some people with them now. The people are dressed
funny, and look weak–they have no weapons or armor (unless one of the
players actually was wearing armor. I doubt it, though. . . ). Describe
them as looking like the people gathered around your table. If someone
asks if they do anything, reply by saying, “I don’t know. Do they?”

There will no doubt be tensions between the two groups of PCs. They will
probably form two groups, and one will tag along behind the other.

Here’s where the dice come into the game. Suppose the normal PCs get into
a fight. The new ones will probably hide behind a tree or something. The
normal PCs will miss every attack they make, unless the new guys get smart
and realize the connection between the game rules and the game world–they
must roll the dice in the game world to make the regular PCs attack! Same
goes for ability checks, saving throws, etc. So, to recap: if the regular
PCs (the ones that started the adventure) want to do something, the new PCs
must roll dice IN THE GAME WORLD! You (the DM) can roll to determine the
outcome. If the new (player-specific) PCs want to do something, the player
rolls for real, in the real world, just like it always used to be.

Now the adventure really starts. The wizard who attacked the Orb in the
first place has it. With it, he can take over the world. Then the Prime
Material planes. Then the Ethereal, the Astral. . . you get the idea. The
group must stop him. If he manages to get control of something, all the
creatures living there become his personal slaves, and will sacrifice
themselves and others to stop the PCs. Sounds like fun, eh? An adventure
like this could span months of playing time, so be ready.

Zombie City (AD&
Julien Many

Investigation The players would start in the inn the heal their wounds when the inn
peoples begin to act strangely. As they look around they would find
peoples acting like zombies and the whole city would be roaming with
undead! The leader could eventually be a spectre or a lich depending of
the characters strength.

A Rocky Start (AD&
B Michael Bevins

Quest I was reading the adventure ideas section of the page and I thought I
would send one of my favorite adventures for begging characters.
Okay, so the characters grew up around each other in a small farming
village. They have known each other all their lives. Make one of the
characters the son/daughter of the town leader. Anyway, an evil army is
slowly creeping over the land, destroying and burning cities etc.,
slowly moving from the north. One day, a maimed and bloody hunter
returns to the village after a weekend trip and states that the rest of
his friends were killed by the army (the army could be any evil race, or
a bunch of races) and they are within 3 days march of the town. The town
leader summons his/her son/daughter and tells him/her to head south with
the other characters to reach another town and bring back the militia
while the village tries to hold off the army. The DM could put anything
between the characters and the town, and make anything happen to the
village while the PC’s are gone.

The Ghost House (AD&

Exploration The characters are wandering in a desert road when it starts raining. As the
raining gets worse, the road is turning into mud and the characters can’t
continue. In the distance they see a great house standing, where lights can
be seen… As they knock the door, a sinister voice answers: “Enter!” (or
something like). But when they pass through the door, it closes. In the
first room, sits a round table with five candles (these maybe impossible to
light off) forming a pentagram on it… So there’s apparently no one in the
house. The master should select some undead to inhabit the house, and some
sinister plots like this: A spirit locked in a lantern, a amputated arm in
the bathroom…

A Summoned Party (AD&
Jeremy Fife

Affliction A high level wizard on a different plane uses a monster summoning spell and
captures the party. Instantly the party is transported to their new master
involuntarily for a time. As per the monster summoning spell the entities
which are summoned (the players) have to obey every command the wizard
gives. This twist could be used and adapted very easily to any campaign.

A Dangerous Cave (AD&
Bryan Birckbichler

Startup You come to a town after a long walk through some dry lands. Inside are some
people roaming the street. You walk in and hear a couple people talking
about a cave up north a couple miles. They say there’s gold and stuff
inside (up to the DM) but anyone who went in never came out! It starts to
get dark. The inn is to the right. In the tavern part (down stairs) of the
inn, they can get something to eat/drink. When they ask for a room the inn
keeper calls for his/her assistant, and they take you to your room. On the
way the assistant tells you they are going to the caves the next day and
would like some company, or something like that. The rest is up to the DM to
figure out. I use this adventure for new people and call it “intro to D&D”.
In mine, the cave goes into a large circular room about 30″ in diameter. It
can have an open, or closed ceiling. (I prefer open) and the treasure/items
are in chests around the room. You can put traps or undead or whatever on
the way in/out. something to make it challenging. You can also follow the
cave through the mountain and end up god knows where!

Magical Item-Stealing Cult (AD&

Investigation I have been toying with the idea of a cult that goes around stealing magic
items. They are draining the items to power a portal that will allow their
demon (deity, whatever) into our realm. They hit a town where the pc’s are
staying and naturally everyone accuses the thief with the party. I think it
could be turned into something interesting but have never had time to
develop it.

Dragon Strike (AD&
Samuel Franco

Quest I recently tried to put a friend of mine on a little quest sponged from
Dragon Strike (a truly exceptional learning game). He was hired to kill the
wizard named Teraptus, I gave him the first name of Shion, by his son,
Gilmar, who was teaching at a wizards school. But the whole thing is as

They were hired to kill him by some strange man. They had to find a weapon
that could kill Gilmar and then go kill Shion, but when Shion is dead, they
find that Gilmar is quite well and wants them dead, because he is now going
to ascend the throne of Havis (The dragon strike planet).

Adventure Anthology (AD&
Bruce Freeby

Affliction How about the PC’s are hired to garrison some piddly little outpost on the
border with a neighboring kingdom when A) that neighboring kingdom decides to
come through that area on a raid/conquest/other B) hostile monsters in the
area attack the outpost, looking for loot/revenge/some item or artifact
rumored to be somewhere in the outpost but never found by previous
explorers. Catch: The obvious catch would be that whatever the situation,
the PC’s would have to be either high enough levels to face it, or have
enough diversity of characters/terrain/options for magic.

How about the pc’s are hired to pilfer a certain item, any item that could
have a real or perceived value to the pc’s or their employer. When they get
there, the item is already being stolen or they’ve been set up and now must
try to get out of the situation without losing face or their lives. Catch:
Having a thief in the party would be really useful, but parties that don’t
have thieves can have and npc thief come along, which could make for a more
interesting plot twist if it turns out the ambush is set up to catch only
the thief, and the rest of the party shows up!

How about the pc’s are implicated in the destruction of some item with real
or perceived value and now must get out of town or find the real culprits
before time runs out. Catch: Players can get disgruntled real quick if this
happens more than once or twice.

How about the pc’s, while sent on a mission (could be almost any)
accidentally come across an item which takes them into a labyrinth or maze
of some sort. For higher levels, the maze could be some sort of reality
displacer, taking the through time at various points, or perhaps space. They
exist at that point in time though they are not from it. However, they do
not exist in that SPACE in time. They are still in the maze, and it’ll take
cunning to figure the trick out and get themselves home. Catch: Besides not
being able to do this very often, a plain maze can bore players quickly. Add
a minotaur or a Gorgon for flavor.

How about the pc’s are hired to guard a caravan that carries a secret item
which becomes subject to several raids and more subtle inter-caravan
subterfuge. It may turn out that members of the caravan are also out to get
the item. Catch: This has to be played for flavor. If the item has real
value, make sure the players can only get their hands on it if it turns out

Competition! (AD&
Martin Grimes

Intrigue The PCs arrive at a small town on an island in the middle of a lake. The
distance around the lake makes it a pain to go around. However, during a
particularly nasty storm, one of the bridges that links the town to the
other side of the lake has been destroyed. The mayor has launched a
competition to find the first group to operate a crossing to the other side
of the lake. He asks the PCs to ensure fair play in the competition. There
are several groups…. the dwarves are building a tunnel, the elves are
building a boat, the gnomes a bridge… etc… Each individual group
attempts to bribe the PCs to sabotage the others… Particularly good for an
evil group of characters!

Gnome Attack (AD&
Marcel Lauzon

Affliction PC’s have been wandering looking for adventure for months. They enter a
tavern (D.M.’s choice) and are assaulted by an angry mob of gnomes! the
characters are captured and are taken to the gnomes kingdom. the characters
must escape back to the realm of sane and TALL men!

Crusades (AD&

Guarding At the end of the times of crusades, an evil king send his best men to the
ultimate crusade. Zweihander, the fighter with his two-handed sword (15th
level), Krieg, the barbarian with his two-handed axe (15th level) and
Galadorff, the cavalier with his claymore (17th level). This elite soldier
are the generals of the Osker Army (1,2,3 rd level soldiers) who have the
missions to destroy and take London in the U.K. and they can. The player
characters have to stop them after they reach U.K. (the Osker Army are
Germans). It’s a quest of very, very rare magic, so the players character
must be fighter characters or thieves between 10 to 12 level.

Rich Dead Dad (AD&

Intrigue One of the PC’s has a wealthy heritage. The PC has joined a group of
adventurers and they set off. He learns of his father’s death and that he
will be receiving a large portion of his father’s wealth. Other NPC’s in the
adventuring party try to steal or kill the PC for having the wealth. You
can work it sort of like a inside corrupt process of team members
backstabbing each other.

Un-Identified Driving Object (AD&
Qubrak Shata

Investigation The party founds a weird, oddly shaped metallic red object with four wheels.
It has some sort of windows, made of glass. The party cannot break into or
enter the object. It is, of course, a car. If the DM wants, he can send the
party on a quest to find the key, their reward will be a red cadillac.

Amazing Discovery (AD&
Qubrak Shata

Comedy The party is following a river when they discover a waterfall which if
falling up. The party needs to get up the cliff on which the water is
falling. If they choose to ride the waterfall up, they discover the hard way
that it is an illusion and really is falling down. They fall, taking 10d6
damage. If they scale the cliff, they will see a man (illusionary) ride the
waterfall up, making them wonder why in the world they didn’t get the free
ride. 🙂

Shrunken Party (AD&
Jonnie Durham

Quest You have been summoned by a high level wizard to his keep. He must leave for
a meeting but is in the middle of a very delicate experiment. He needs the
party to find a specific fungus which a species of ant uses for food. He has
transplanted some of these ants into his basement. He will shrink the party
down to roughly 1″ in height so they may enter the walls of his basement to
search out this fungus. Mice become the size of horses and the common spider
turns into a monstrosity. Also, look out for his cat!

Psionicist (AD&
Sam Agnew

Investigation In a dream one of the characters dreams about a strange man (a Psioncist)
who requests their services on a short mission. Journey can only be done
while asleep the Characters will notice as they travel in the day they seem
to only move about 1 km (truth) when they make camp they wake next morning
20 km in the correct direction to get to the Psionicist.

Evening of Terror (AD&
Brandon Paulk

Affliction I think the characters should all be able to meet in a small quaint little
village….around dusk maybe….Then suddenly all Hell breaks loose and they
have two choices…1: Fight and save the day….2: They join the forces of
evil and destroy the world….Or they could just whistle….

Trick or Treat (AD&
Taurion Gregory

Quest The Party somehow (up to DM) ends up in small city. A noble notices them and
asks them to clear out a local mine. It is apparently full of niggling
little monsters but it turns out to be full of much much more….

Hopeless Wind (AD&
Qubrak Shata

Affliction The party is trapped in a cave or other small, stone room. There are no
exits they can find. However, there are lots of cracks in the walls. From
one of this cracks is blowing a small stream of air, which implies that the
outside is right through that wall. However, this is completely false. A
cruel DM would make no exit from the room, laughing as his players while
they try everything they have to enlarge the crack. A nice DM would make an
exit somewhere in the room, just not at the crack where the air is coming

Arson (AD&

Quest PCs are asked by a rich merchant/patrician (someone in a power-position) to
burn down the house of a concurrent. Make sure the party-wizard’s got
fireball, burning hands and/or levitation. Throw in a couple of bodyguards
living in the house and presto! an adventure.

October Fest (AD&

Investigation PC’s discover secret information marked “The Days of Chaos”. Evidence points
to the existence of an underground organization working towards a downfall
of organized life as we know it. Plant evidence in houses of powerful NPCs,
making it harder to get every adventure to get it, and, after 2 or 3
sessions, spring the trap; PCs are invited to a ball at which the Prince(ss)
King (Queen) or Emperor (Empress) will attend!! Then they get to hear that
the Oktoberfest is starting as of today! To make the joke a little less
harsh, throw in a couple of magical items. (The evidence should be
suspicious, but should also point to a big party, such as Octoberfest).

Hole (AD&
Qubrak Shata

Lich The PC and the members of his party are travelling through the woods at
night. They all walk onto the roof of an underground mining cave. Scattered
throughout are jewels and magical items, but, unfortunately, they are
guarded by a powerful Lich. Now they must fight for their treasure!!

Winter Stalker (AD&
Shashi Mahesh

Affliction This scene takes place in a cold harsh winter. Suddenly the PC’s see a
snowstorm at the horizon gaining on them, they end up in a snowstorm. This
snowstorm is really an air elemental, but invisible to the PC’s (the best
you can use is the Wind Walker from the MC-annuals, volume one) so they can
hardly hit is because it’s all over them. If the DM is pissed off he can put
some wood, weapons or other objects in the storm to weaken the PC’s even
more. This encounter can be used to take away some item’s the PC have and of
which the DM don’t want them to have. You can also use this as an
introduction of a new (N)PC, which was blew along in the storm.

Dungeon crawl starter (AD&
Qubrak Shata

Exploration The party is walking in a town district with a lot of wealthy inhabitants.
As they walk along the street, they (only 1 person will probably do this)
step on a sewer cover, which breaks, plunging the unfortunate PC into the
depths below. The actual distance he falls is 250 feet, or, in the case of a
munchkin party (i.e., that isn’t enough), the distance is 10′ more than the
farthest infravision of the party. No magic is detectable. The sewer is
really a trap by cunning thieves hoping to catch a rich merchant after a
large bank withdrawal. From here, the party should go down and help the PC;
they can discover a tunnel down there, and they start the typical dungeon

Malister (AD&
Aaron Johnson

Magic There is a small town called Malister which is ruled by the local mage who
the town is named after. Malister is a neutral necromancer who is slowly
drifting towards evil. When the town was created there was much wildlife.
Now everything has died over the many years. There is also a forest south of
the city that is said to drive wizards mad. There is a lot of logging that
happen there but recently loggers have been disappearing. The forest seems
to be immune to the “disease” that has affected all other wildlife 10mile
radius of the small town.
DM’s note: Of coarse the magic that Malister practices draws its necromatic
energy from the surrounding life. The forest is of a wild magic zone and the
logger are being captured by wood elves! I had many adventurers with this
set up. email me back for full details.

The wishing room (AD&
Qubrak Shata

Magic The characters end up somehow (up to DM) in a totally white room where
anything they say will immediately come true.
This can be used as a porthole to another plane of existence when the
characters say “I wish I could go into the Ethereal plane” or something

King for a day (AD&
Qubrak Shata

Intrigue The characters can be hired as soldiers for a certain king. The king leads
his army into battle many times, the characters being unaware that the king
has grown fond of one of them. During one battle, the king dies and, having
no heirs, leaves the throne to one of the characters.

Fake property (AD&
Qubrak Shata

Exploration A merchant in the town is offering property for pennies on the dollar. If
the characters buy a plot, it turns out to be non-existent (50%) or unusable
(25%) such as a swamp, or having a curse (5%), or being ancestral land
(10%), or containing any treasure the DM wants to give away (10%)

Crash! (AD&
Qubrak Shata

Exploration One night while sleeping in a forest near any town, the characters hear a
thunder-like BOOM that awakens them. They see a glow off to the south. If
they investigate, it will turn out to be a space meteor containing a very
valuable metal that makes exceptionally strong weapons. The meteor is much
too heavy for them to lift, but fortunately, a Gold Dragon was also drawn to
the scene. The characters notice him as soon as they arrive on the scene.
The dragon will help them carry the meteor to the town for (up to DM) about
50% of its value (up to DM).

Hostage (AD&
Qubrak Shata

Affliction This adventure works really well in the event that a PC has a child. The
school in the local town has been taken hostage by a group of Barbarians.
The children are held for the town officials to be forced to let the
Barbarians get their goal.
THE BARBARIAN’S GOAL: is to stop the town from expanding into the
surrounding wilderness, which is their home. Last week the town voted to
build homes in the nearby forest by chopping trees. This would also provide
the town with firewood.

Treasure (AD&
Qubrak Shata

Investigation The PCs find a weird, metal object. In reality it is a gun from the future.
It is loaded with 12 bullets, or 12 “charges”. Imagine what you could do
with this!

The lost sword of Palaodrin (AD&
Qubrak Shata

Investigation The characters find an old scroll which describes a city called Palaodrin.
In it, it says that the city had ties to the magics of the universe, as it
was in the very center of the prime material plane. Surprise! After a lot of
research, the characters find out that [pick a city in your campaign] is
right on top of the old city of Palaodrin. If the characters explore [the
city that is listed above]’s sewers, they eventually will discover the sword
of Palaodrin. Make up a bunch of stats for it, find the original stats for
it on the net, or I can send you mine if you ask for them.

Princess trapped in tall castle (AD&
Qubrak Shata

Investigation PCs hear of a princess or some damsel in distress (NOTE: I am not implying
that women are not capable of escape. For those so inclined, replace damsel
with Hunk) The tall tower cannot be climbed and there is no way to scale it.
There is one window on top. The PCs must consult many sages to discover
rumors that the damsel/hunk has long hair. (like in the classic story of
Rapunzel.) This adventure can have a villain to defeat before the damsel’s
rescue, but it is mainly intended for DMs who have players who do not like
to use sages and never remember about them until too late. I used this
adventure to help my players use sages, as they were not doing so.

Moving Hole (AD&
Qubrak Shata

Investigation An enemy that the characters are battling throws a black something under one
of them. It is a hole. The PC affected by it falls through. Fortunately for
him, the rest of the party manages to defeat the enemy. Now they can keep
the hole, but should try to find a way to “dig” their companion out from it.

Oh my GOD, it’s BUNNIES!!! (AD&

Affliction The PCs are tramping through the countryside, when one of them notices that
there is a rabbit following them, about 100 yards back. Whenever they try to
approach it, the rabbit flees. Nothing they do will keep it from following
them. If killed, it is replaced by a rabbit bearing different markings.
After a few days, they notice that now they have TWO rabbits following them.
Then three. At no point should they be followed by more than 3 rabbits. They
soon come upon a town of halflings, who at some point inform the PCs that
all of the “trackers/hunters” of the town left a while ago, on a monthly
food-foraging trip, but that they are expected back within a day or two.
After spending the night in town, the PCs wake to fact that they have been
robbed of all monies! No other items were tampered with, except those that
contained money, of which all money is gone. Come up with a way for the PCs
to get their money back, shortly after which, a runner comes into town
shrieking “The trackers are all dead!!!” After calming the runner, he will
say that the trackers should have been back by now, and that they are
certainly all dead! (Now all this time, the Inn in town has been serving a
rabbit stew to all of its patrons, because that is the only game that the
non-hunters could catch, and all other food sources are depleted, which is
why the hunters are out hunting! (heh heh)

The rabbits ARE the trackers/hunters, after being polymorphed by a mad mage
living in the hills around where the hunters were hunting. They intruded
upon his land, and he enacted an amusing (for him) vengeance upon them. yes,
the PCs get this info, after going looking for the hunters the villagers
remaining are VERY generous with offers of rewards, finding the wizard, and
reading his notes after the battle.

A “magic” weapon (AD&
Qubrak Shata

Exploration The characters are walking along a beach (or any place filled with sand will
do) when a lightning bolt strikes the ground a couple feet in front of them.
This works really well when the PCs are fearing divine retribution. The heat
from the bolt is hot enough to melt the sand into glass. When the PCs
investigate, they find 1d4 pieces of glass that deal 1d12 damage on
unarmored opponents and 1d6 on armored ones. Each piece will break on a
miss, on a critical miss, and on a critical hit due to the glass hitting
metal (armor on a miss), or hitting bone beneath flesh.

Hall of Tiamet (AD&
Jessica Havens

Dragon Adventurers are faced with the need to save their world. They enter a portal
and jump from world to world collecting magical items, a love potion, a suit
of magical armor, ring of true seeing, etc. Each represents a great attribute
which will supposedly save the world. To gain each item they must overcome
an obstacle. eventually they gain the seventh item and then find themselves
in the home of the great platinum Dragon. They walk down the hall, guarded
by golden dragons and stand before the Platinum dragon, who suddenly
transforms into Tiamet. The golden dragons transform into evil ones, the
whole thing had been a plot for Tiamet to take control. He gives them a
choice to either join him or be destroyed….

A Party Starter (AD&
Alex Olivier

Startup For those of you who are always trying to find out an original way to bring
the party together in a realistic fashion when starting a new campaign
rather than “Well you’re all in an Inn,” or “You see a sign posting a reward
on/hiring armed escorts for,” this one was a classic for me:
Wherever the PC’s might be, say they are all travelling to town, or they are
in town, they see a commotion somewhere around the limit of their sight
(spread the PC’s out) which turns out to be a bunch of Kobolds attacking an
old man who seems to have some Alzheimer’s.. frisky but weak, and have the
guy be something of a nutcase mage who accidentally cast an illusion of
kobolds to attack him (he denies this) level 3 or so.. And while the PC’s
are together start an adventure; presto! a party.

Non-Monster Wilderness Encounters 1 (News)
Paul Zoski

Exploration I’m creating a wilderness encounter chart for an upcoming adventure
and want to spice it up with things the part can come across that
are interesting and eventful, but not a monster. For example, I
have a small pond and a stream (too small to put on any map, but a
good place for replenishing water), an abandon campsite, some animals
that might be good for hunting, a mysterious stonehenge like structure,
etc. Any ideas would be appreciated.

Non-Monster Wilderness Encounters 2 (News)
K. Templer

Exploration how about a weather event? say a sand storm, hurricane, thunderstorm,
rainbow without any rain. totem sticks stuck in the ground to mark out
ancient hunting territories, a permanent illusion left by some wizard,
long forgotten.

a personal favourite: a fairy ring, a ring made of toadstool which
supposedly moves anyone standing in it to fairy land. could be an out
plane conduit….

for the truly wild: maybe fishes that swim in air…

Non-Monster Wilderness Encounters 3 (News)
Tadeusz Sienkiewicz

Exploration I one time put up a fountain in the middle of nowhere.
Mine was a key to a dungeon (in the middle of an other adventure), but
you could change it to whatever. It’s also fun if it does absolutely

Non-Monster Wilderness Encounters 4 (News)
Jacob L. Sugar

Exploration In response to this I’ve come up with a few ideas. For the pool, have
the PC’s look into it to find the reflection one of their inner self.
For instance, a thief who is forced to be an outlaw might see an honest
man staring back at him. At the abandoned campsite, the PC’s can find
evidence of a struggle. For instance, blood marks, items broken, a
bloody dagger etc. At the stonehenge type- place, there could be
ancient runes which gives a riddle. A quest can be made from
discovering the answer to the riddle.

Non-Monster Wilderness Encounters 5 (News)
Leonard P. Zaikoski

Exploration A deep gorge with a stream at the bottom, just too wide to jump across.
The site of a previous battle; Who was fighting? Who won? Is it important?
A ring of trees growing in a perfect circle.
A huge, spherical rock.

I intersperse unusual but sometimes meaningless things throughout my adventures
to give my players that ‘part of a world’ feeling where not everything
revolves around them or happens because they take some action.

Interesting and unlikely geological and natural structures can make for a few
minutes interesting role-play as the characters try to figure out if the ring
of trees is a clue, a lair, a portal, or just some trees….

Non-Monster Wilderness Encounters 6 (News)
Lawrence R. Mead

Exploration A small town or village is also fun.
Graveyard, perhaps of some non-human race.
Unusual grove of plants, some dangerous (black lotus) some not (berries).
A lonely, but talkative Ent. (I have one in my world called the “tree of
high wizardry” ; guess why).
An old house with a still usable well.
Herds of various animals; bison, emu, even horses.
A gallows with a hanging skeleton.
A wise man (Sage) on a hill top.
A witch coven of benign witches (i.e., three old crones in a hut)
An occupied farm with some interesting problem to solve.
A burned out patch of forest,
A live volcano.

Non-Monster Wilderness Encounters 7 (News)
tim martin

Exploration 1. A druid of group of them.
2. One or more rangers.
3. Friendly band of adventurers
4. Friendly band of demi-humans.
5. Merchants, a caravan
6. Wandering bard or minstrel
7. Natural, real-world animals
8. Woodsmen
9. Gypsies or the equivalent
10. Friendly faerie – leprechauns, brownies, etc.

Non-Monster Wilderness Encounters 8 (News)

Exploration Animals you hear and not see. (wolves howling is a good one, makes PC’s

Spears stuck in the ground with skulls in the end. A candle in the skulls
make the eyes glow.

The sound of wardrums in the distance (goes good with the previously
mentioned spears)

A small pool that is actually a magic potion.

bizarre yet harmless animals that nature (as we know it) never intended.

Ants, hundreds and hundreds of ants crawling away from the PC’s creating
an open path. (if the PC’s move into or in front of the swarm this
becomes a monster encounter) only to disappear underground further up
the trail.

Mushrooms the size of trees.

A forest of treants

Have every plant be edible or have a useful purpose.

a deer with a birds nest on its antlers, a turtle with an alchemy bush
growing off its back, etc.

Puns, treant truant officers, an am-bush (a shrub that jumps out in front
of you) etc.

A giant grasshopper (possibly with riders)

An elephant the size of a cat.

A group of adventurers who are the exact doubles of your PC’s.

Goblins racing using chair with three wheels, the front wheel is hollow
and rats run inside of it to power it, he steers the chariot with his
feet. The PC’s may even bet on the races.

Weird animal variations, (green rabbits, scaled mammals, feathered
reptiles, furry birds, horned squirrels, winged fish, etc.)

Having a thing a PC accidentally ask for/wish for happen.

Have an NPC say, yeah right when pigs fly. Then use a space swine for an

Non-Monster Wilderness Encounters 9 (News)
Mr. Tines

Exploration A chalk figure, cut into a hillside; a riverboat – perhaps crewed, perhaps
abandoned and grounded on a shoal; and abandoned habitation.

Non-Monster Wilderness Encounters 10 (News)
Timothy P. Coyle

Exploration (1) The PCs are in a rocky area, a day or two after torrential rains cut
large gashes in the thin soil. If one is observant enough, one may notice
that _something_ is buried under a thin layer of mud–something with
suspiciously straight lines and sharp corners.

If the party decides to excavate, they will find a flat stone slab some 10′
on a side, inscribed with strange glyphs, some magic, others mundane yet
exotic; whatever its nature, its extreme age is obvious. If the PCs put
their minds and spells to it, they will realize that it’s some sort of AD&D
“transporter pad” (for those Trek fans out there).

Can they figure out how to operate the device? Does it still work
normally, or is it damaged? Where will it take them?

(2) The PCs’ camp is raided during the night; only food is missing, no one
is harmed, and a single pair of ogre footprints are found. The PCs decide
to track the ogre (to investigate, not to kill, at least for the moment).

If the PCs stay their weapons long enough, they will discover the
ogre’s lair–filled with cages holding sick animals, both natural and
fantastic. If the PCs play their cards right, they can gain the ogre’s
trust, help him with his charges–and gain a wealth of information and
perhaps some treasure from the good-hearted but simple-minded ogre.

Non-Monster Wilderness Encounters 11 (News)
Jon Paradise

Exploration a clearing in which stands an empty cottage. It looks as
though the owner has just stepped out. Needless to say,
said owner will not return . . .

Hunting encounters…

An encounter with an animal who looks at the party
members with a notably intelligent look, waits for
and lets the party (or an individual to) follow for
a One-line while, and then disappears.

Will o’ the Wisps whom the party never manages to

“The forest here is dark. A silence so heavy that
you can feel it seems to drape over you. Nothing
is moving, singing, chirping . . . nothing.”
You can almost HEAR the spooky music, huh?

Stereotypical encounters that turn out other than
the ordinary.

A woodsman walking through the woods with a bag of heads.

A lost dwarf, down to his last wineskin

A philosopher, out pondering the wilderness.

A madman, who tries to convince the party that he is
the King/Duke/whatever.

A large gathering of small children, with no adults in
the vicinity.

A virgin tied to a tree for a dragon sacrifice.

A dragon, muzzled and chained to the ground.

The vanguard of an army

A group of bandits.

101 Dalmatians

An animal who “adopts” a party member.

A sound of crashing through the trees, going away
from the party.

A dinosaur.

A very old blind woman with a raven on her shoulder. She
walks without bumping into anything.

A rainstorm of frogs.

A hailstorm.

An earthquake

A young goblin girl, eating a raw squirrel haunch. She’s

An incredibly peaceful nature scene… a waterfall, the
pool of which is surrounded by trees. The only thing
marring the area’s beauty are the various bones scattered around
the pool. Cause? An old hill giant, living in a cave behind the
waterfall. He’s peaceful and somewhat articulate.

Adventures at Sea
C. M. Sanyk

Affliction Jared Dahl wrote in message <>…
>Hey DMs!!
>What are some house rules/resources that you use/reference
>when you are running a campaign that takes place mainly at
>sea? Anyone have modules or mini-encounters that take
>place on the high seas?

It shouldn’t be too hard to come up with some good ones here… there’s
lots and lots of sea-folklore. The ocean is a dangerous, unforgiving, and
mysterious place. These are minor in themselves, but could develop into
something big if the party shows interest and pursues it…. Off the top
of my head…

1) Someone spots a strange looking creature(s), which no one has seen
before. Bigger things it could lead to… attempts to capture,
communicate with, observe, or learn more about these creatures… perhaps
they are just ordinary animals, or perhaps it’s a dangerous sea monster
that’s best avoided (if so you’ll probably find out the hard way)…
perhaps they have their own language, maybe even a civilization, maybe they
can offer information or advice, who knows. Perhaps the information gained
from studying/communicating with these things can be of value to a
naturalist or sage… Maybe some of the old sailors know of the things,
but are superstitious and afraid of them, don’t like talking about them,
and act strangely when they’re even mentioned… what’s going on?

2) Some debris is found floating in the water. bigger things it could lead
to… mystery: what is this thing, where did it come from, and how did it
get here? perhaps a nearby and recent shipwreck or attack–by a monster?
or by pirates? is there bad weather or a hidden hazard sinking ships in
the area? perhaps more is found, a location of a wreck, or a life-boat
with occupants, or a ship’s log. can a salvage operation be attempted?
can the danger be stopped?

3) bad weather storms, high winds and high seas… ship could risk sinking
or be damaged, people could wash overboard (and perhaps drown, perhaps be
rescued by dolphins or sea elves)…. or dead calm and a delay in travel.
crew grows increasingly bored and uneasy, supplies dwindle dangerously low
and rationing becomes stricter. perhaps magical weather control attempts
fail–strangely. what’s going on? have the gods been offended? do they
demand a sacrifice?

4) funky weather–you’ve just entered the twilight zone. Natural laws seem
to run backwards, sideways, and in spirals. Strange lights, sky is an odd
color, eerie silence and stillness, the stars move in ways they shouldn’t,
the sun sets on the wrong horizon, or doesn’t set at all, for weeks…
compasses behave strangely (if they exist) Direction-sense is scrambled,
navigation hopeless. Odd fog, rain falling up, water spouts… a rain of
mice, beetles, toads, serpents or fish… but they’re all inland or
freshwater species that live thousands of miles away(!) Sky does Van Gogh
things, Lucy with Diamonds things… Visions (meaningful? Omens?) in the
clouds that only some people can see… Then, strangely, and with no
explanation, everything returns to normal. Or does it?

could lead to…. Perhaps you find yourself to be way off course… or
that the trip has taken much longer than it seemed to.. felt like a few
weeks, but you arrive years late for your rendezvous at the destination, and
were presumed lost. You don’t even notice until the bard sings of your lost
ship’s “final voyage” and of the bold adventurers (you) “who never were to
be heard from again.” Or perhaps upon landing on the far shore, you realize
that you’re no longer even on the same planet you were on when you set
sail… your longitude and latitude are right, but nothing fits with your
maps… or maybe the geography’s all correct, but where human settlements
had long stood, there are now sand dunes… or perhaps strange (alien?)
creatures living there, and who claim to never have seen your like before.

5) ships crew becomes restless–the captain has made some questionable
decisions lately, and the crew is growing to resent him. Perhaps a mutiny
is likely. Who’s side are the players on? Is the captain a liability to
the ships safe passage? Or are the crew members right?

6) ship encounter–pirates? a fellow traveler? a ship in need? lost? low
on supplies? without a rudder or broken masts? Perhaps they have news…
or disease!

7) The entire ship is *swallowed* during the night by some IMMENSE beast.
Everything’s fine and nothing’s damaged. If anyone is on deck that night,
all they see are the stars being blacked out, as though something MASSIVE
has come between them and the ship. The ship continues to sail as normal,
and there’s even weather in the beast’s belly, and no shore is in sight…
Then, perhaps a few days later (who can tell?) the sky reveals itself again,
and now it’s a bright, clear day. Maybe the ship is completely lost (or was
it *brought* somewhere?) or perhaps it’s just outside the port of its
original destination? No matter who you tell your story to (and everyone
on the ship swears it to be true) no one believes a word of it. Could it
have all been a mass-dream or hallucination?

8) Minor mishap–a mistake in navigational measurements has put you off
course. Or perhaps someone fell from the crow’s nest, or was crushed by a
yardarm, or fell overboard and drowned. could lead to… if there’s a
fatality, there could be a ghost… especially if the body’s not put to
rest properly. maybe the ghost won’t let the ship find land again until
things have been set right, or perhaps it just makes its presence felt and
causes mischief.

9) Stow away found on board. Put on trial. What will happen to him?
What’s his story?

10) Someone has committed a crime on board, and everyone is a suspect.
It’s a mere minor theft, but the captain reacts harshly and turns everything
upside down looking for clues to see who’s the guilty party. People begin
to get paranoid, accuse each other. Maybe fights break out?

Tom Zunder

Campaign [Not a plot as such but setting ripe with many possible plots…]

Thoughts on Pheruccia, Jewel of Peronia

The city of Pheruccia is an ancient and elegant city. Once ruled by
the Dragon Kings of Ancient Queg, it has been a free and independent
city-state for some thousand years. Rulers have come and rulers have
gone, conquerors have invaded and stayed as loved kings, elders and
princes. The spires and domes, crenellations and battlements are
carved from black and yellow sand, foreign marbles and local granite
sit side by side. In the streets peoples and races from all of the
Worlde mingle in the Bazaar and the Grand Plaza.

Beneath the ground of Pheruccia lie the ruins of hundreds of years of
habitation, the ruins and foundations of buildings demolished by war,
fire and religious turmoil. Deep within these catacombs lie burial
vaults, underground temples and complexes abandoned and their very
existence forgotten.

The current ruler of Pheruccia is the Benevolent Elder of the Guilds
of Ancient Feruc, Salvatore di Luccia, aged, feared and respected
ruler. As the elected ruler of the Guilds High Council, di Luccia is
the hereditary Guildmaster of the Guild of Glovemakers, traditional
organizers of labour in the city docks. Of the seven Guilds of Feruc,
the Glovemakers and the family of di Luccia have held power in the
city for 157 years now, and their Guild Hall overlooking the Grand
Plaza is filled with the sumptuous glory of centuries of trade and

The artist Renaldo di Capelletto is currently painting an epic mural
upon the ceiling of the Glovemakers Chapel of Balanced Repose, a task
he has been employed upon for some 7 years to date. The vast domed
ceiling of the new rose marble temple, erected upon the ruins of the
previous Matchmakers Armoury, (a noted brothel and trading house), was
completed 23 years ago. It is expected that another 2 years work will
be required before the full glory can be consecrated and revealed.
People have many long standing wagers as to whether the Chapel will be
finished before Magdelena do Lattia’s epic Tower of the Balancing
Resonance is. The Tower, a Matchmaker Guild project, is pointedly
placed on a hill overlooking the Plaza. Giuseppe di Catalan has never
forgiven di Luccia for engineering the demolition of the Armoury in

The Seven Armies of Feruc, the forces of the Guilds, are an impressive
and grand site in their dress uniforms, feathered helmets and full
pikes. The musketeers of the Candlemakers’ Guild are particularly
fine, in tune with the dominance of Signorini di Malfoso’s in the
world of society couture. In their battle dress the colourful Armies
of Feruc inspire awe and strike fear into the hearts of disorganised
rabbles as they advance with their bright jerkins, proud banners and
expertly made pikes, flintlock muskets and rocket batteries. Few other
states in Peronia can withstand a pitched battle with the brave
condotterrie of Feruccia. Sad indeed that they often face each other
down in the streets of the city itself.

Feruccian merchants are the widest traveled and canny of all the
known Worlde, venturing forth in galleys, caravan trains and the
wonderfully artificed flying machines of Leonardo the Great. Exporting
the wonderful glass, artifices, meats and wines of Feruccia and the
other states of Peronia, Feruccian merchants import spices from Queg,
silk from the Southern Shore and hemp, furs and wood from the far
north. Their great skill and wisdom has allowed them to balance trade
in matters material to trade in money itself and the banques of Feruc
are famed for their fair and even handed treatment of all. Many a
princeling or potentate has kept the forces of law and order well
equipped with Feruc muskets after the beneficent loan of funds from a
Pheruccian banque.

Peoples of other races are welcome in Pheruccia, and many of the
diligent and hardworking miners, sailors and tanners of the city are
from far away. Philbians delve deep beneath the Hills of Gold, mining
the coal that keeps city folk warm in winter and drives the steam
engines that run many an artifice. In the docks many a boat is loaded,
unloaded and manned by Uth’ka’len often with the help of their loyal
six-legged Ukken beasts. It is true that many people in Pheruccia are
of indentured service, but all can strive to complete their term of
service and take their place as free citizens, subject of course to
the guiding laws of Guilds, Churches and Inquisition.

Fashions always change in upbeat Feruccia and yet some things stay the
same. Ferrucian women of decency wear their heads shaven with a simple
pony tail elegantly grown from the crown.. Men wear their hair in a
crest across the skull, often shaving back the front and back of the
head. Silks, cottons, and lace are the favoured colours of all well
born citizens. Purple is a colour worn only by nobility, in the Quegan
fashion, but reds, yellows and greens are common and loved at the
moment. Perfumes, tobacco and coffee mingle with other scents in the
meeting places and bistros across the decent parts of town. Even the
meanest street will have the fulsome scent of good Peronian wine
competing with the midden.

Food in Pheruccia is the widest and most cosmopolitan you will find
anywhere. Staples such as cornbread and rice are served by street
sellers, often with a sausage of porc or boeuf innards. At the great
feasts of the Guilds whole Sand Dragons are roasted and served with
curried Purple Moulds and deep fried Poison Mushrooms. Many a
Pheruccian table is graced with oranges, lemons and kumquats from the
Southern Shore, and the marvelous grapes of Peronia are eaten and
drunk as raisins and wine.

I have dwelled in this great city, this paragon of the city politic,
for some fifteen years now. It is a great honour that the Benevolent
Elder has suffered me as Ambassador of the City of Lattia and it is my
great pleasure to share with him this my fond memories of the city
upon my departure home.

Giacomo di Funghi,
Ambassador to the Guilds of Ancient Feruc,
Moonday of Rat in the Month of Turtle in the 1673rd Year of Feruc


Leonardo the Great

In the year of 1636 of Feruc, a young clerk in the Guild of
Glovemakers returned from his day at the docks where he recorded the
rice imports for tithe calculation. A young lad of 19 he had another
24 years left to work from his father’s indenture, inherited when his
father had died young at the age of 43.

As he sat in his mother’s kitchen waiting for his nightly gruel, he
watched as the lid on the gruel pot clattered and lifted, forced
upward by the steam from the boiling fluid. Intrigued he began to
doodle on his slate with his marker. Everyone knows the story from
then on, Leonardo had begun his career as the great artificer of Feruc
by designing the steam propellant artifice.

Grateful as any master would be, the Benevolent Elder manumitted
Leonardo’s indenture by 12 years once the Glovemakers’ Artificery had
begun the make the sophisticated steam propellant devices which power
fans, drive water screws and perform other needful tasks in the city.
Elevated now to working in the Artificery Leonardo’s skills grew
greater and greater. Combining the ancient Feruccian skill of
gunpowder with the steam propellant artifice and with the Floating
Bulbs of the Burluvian Bush, Leonardo made and flew the first
Feruccian flying artifice across the Bay of Snakes.

Now a treasured servant Leonardo invented the Cyclopedic Travelling
Engine, an interesting circus novelty, and began plans for an Undersea
Galley and a Cyclopedic Flying Ship. Sadly these and many other
devices were not completed when, in 1641, Leonardo met with an
untimely end when a Witchfinder of the Chapel of the Inquisition of
Fire mistook Leonardo for a known Chaotician. His ashes are now kept
lovignly in a corner of the yet to be completed Chapel of Balanced

Michael Gondorosso, Guild of Buttonmakers

Of lesser note but of great satisfaction to Leonardo himself are his
paintings, his poetry and his rumoured love of redheads.

Tom Zunder

Campaign [Not a plot as such but setting ripe with many possible plots…]


Fraggia is the most northern city state in Peronia. It’s lands border
on the Forest of Night, with their enclaves of Kerren, to the West and
the Ogre Hills to the East. The city is ruled by the Mask of Passing,
an anonymous figure elected from within the ranks of the Masks of
Balance, the Prelacy of the Balance in Fraggia. There is a strong
guild structure in Fraggia and the Mask of Passing holds council with
the guildmasters on city business. The Mask of Passing does have
absolute power and should he require it he can declare an Imbalance, a
time when prelate rule is declared and prelate troops may act under
sole control of the Prelacy.

The Mask of Passing, as do all Fraggian prelates, wears a full mask
at all times. The Mask of Passing is a Death’s Head, and this focus on
Death and Endings has coloured Fraggia since it’s founding as a Quegan
outpost some 900 years ago. Fraggia is a city of tall dark granite
buildings, black marble temples, gargoyles and death motifs. Like all
Peronian cities the Temple of Air is on the pre-eminent hill, the
Temple of Water in the lake created by the damning of the river and
the Fire Temple smoulders to the East of the city. The Earth Temple is
as tradition dictates, to the West of the city. In Fraggia the Earth
Temple is the Necropolis, a funerary complex of low lying dark tombs,
burial mounds and temples. The holiest temples to the Earth are deep
within the Earth, and catacombs and tunnels run through the Necropolis
and to Fraggia itself. The Necropolis itself lies outside the city
walls, and many a visitor has been pleased to find it so, it’s area is
equal to the city itself, and in the moonlight it is an eerie and
frightening ghost town. Fraggians are both feared of, embrace and
dismiss death. They both revile ghosts, spirits and ghouls and yet
also have many folk tales of how clever Fraggians have tricked the

Despite this cultural affinity with death, Fraggians are quite capable
of enjoying themselves, and once their initial formality has passed
they are friendly and welcoming. They have a strong self deprecating
humour, and practical jokes and black humour are commonplace. The
current Mask of Passing has been known to pull dark jests on the
ruling council before now, and most Fraggians are quite puzzled that
outsiders think they have no sense of humour.

Fraggian prelates all wear masks, representing their resonance’s with
the Balance. Most also have some death motif interwoven with the
symbols of fire, water, earth or air. Many lay people also wear half
cut masks, women usually only venture out in public veiled and black
is a common colour all year around. White sepulchral makeup and bone
motifs are common for both sexes, and throughout the year are many
festivals and ceremonies of the dead.

Fraggian food is rich and fulsome. Beer is drunk here, unlike most of
Peronia. Roast porc, pastries, strudels, sauerkraut and fried potatoes
are common. Fraggians adore cream and most of the shokolatt imported
from the Southern Shore ends up in Fraggia.

Fraggians have a rather egalitarian view of the worlde. They often say
‘all men are the same under the Mask’ and there is a strong sense of
unity and purpose. With ogre and Kerren raids and common occurrence
Fraggians have a strong and well funded military structure, run by the
prelacy and manned by Mask commanders. Military uniforms are dark
greens, blacks and browns, skull and bone motifs are common. Fraggian
rocketeers, who launch themselves over enemy lines riding a back
mounted rocket and then descending into enemy camps by parasol, are
the elite of the army and also the most often killed in action.

Daggers’ Tears
edward michael white

Investigation This dungeon is made for low to mid-level characters with at least one mage
and maybe one thief. The characters are summoned by the local lord to take
a look into the murders that are happening in town. Parents are being
killed and children are being orphaned. The players can investigate any
place they wish in town. The only clue at each murder is a dagger with the
hilt being the shape of a baby with a tear in it’s eye. If the players
question the children, they will see that the kids are not sad. They tell
the players they have no idea who did this deed, but they are glad that
someone has. If the players persist, they find out that the children all
have something in common. They were abused. Looking into the dagger, they
can interview the blacksmiths of town. After many interviews they come
across the lord’s blacksmith. He finally admits that the daggers are being
created by the commander of the high guards. Gortoth. When the players
approach Gortoth, he denies everything. That night another murder happens
which proves his innocence. The players can wait for another order of
daggers to be made or they can scan the town during the night. Either way
it will be many murders and many nights before they can find him. The
secret is to ask, “How is he getting info about all these kids?” Another
thing they have in common is they all go to the same church. The players
can then question the priest of the church. When approached, he gets VERY
nervous. Its obvious that this is the man. If interrogated or spells are
used, they will find out that he is working with a thief. The thief is
going in disguise and purchasing the daggers. He uses them to kill parents
that abuse their children, who the cleric finds out from the children while
they are in school. Both men are brothers who were abused as well. The
thief killed their parents causing them to be split up when young.

Good mystery dungeon. If your players like fights, throw a few bar brawls
in the campaign.

Three Witches
Tom Zunder

Quest Three kings meet to negotiate an alliance versus the common foe. That foe
employs the services of three witches who curse the kings as they meet.
Each king loses his senses save for one, one can still see, one can hear
and one can speak, but none can move. The adventurers, preferably one each
from each king’s bodyguard or retinue, must set out to lift the curse.

The sages and priests can divine (either NPCs or PCs if powerful enough)
that no army can meet this threat but that only by blinding, deafening and
rendering mute each of the witches will the senses be restored.

The location of the witches must first be divined, and a possible option
is: Entering the plane of the gods and requesting a boon from the Fates
(Norns) the three crones who weave the fate of all beings, even the gods.
They will be able to read the threads of the witches, who they see as
somewhat impudent counterparts. The Fates will require three gifts to
grant the locations.

1: A ball of thread left by a hero in the maze of a minotaur. Sad to say
the minotaur still lives and will challenge the PCs in mortal combat.

2: A golden apple dropped by a goddess when squabbles broke out over who
was loveliest. Sad to say the apple has worms, and as a giant apple the
worms are giant wyrms. Once recovered the apple will shrink to a normal
apple size.

3: The head of a gorgon, left in the desert and now used as a toy by a
giant sphinx. the sphinx will, once the authority of the PCs is revealed,
only release the gorgon’s head after 3 riddles are answered correctly.
(see the netbook of riddles). Note this is a gorgon’s head, don’t look at
it…. (Oddly enough it doesn’t affect the Sphinx)

The Fates will then divulge the positions of the witches. They will finger
the threads of the witches and reveal that the time has not come to cut
these threads. They will explain that the adventurers must complete their
quest without killing the witches.. They will give the adventurers the
thread, the apple and the gorgon’s head.

In a flash the PCs will return to the castle, no time having passed, ready
to hunt the witches.

Each witch’s lair lies three days from the castle and may be visited in any
order. The witches are:

Frankel, Witch of Sight

In a tall tower atop a moor, Frankel is guarded by harpies, gargoyles and
giant birds. The tower can only be entered from the roof and within it are
mirror traps, illusions, mists and other optical trickery. Frankel uses
magicks that can create multiple copies of her herself, invisible creatures
and spells of light and dark. If Frankel is killed then the Fates will cut
the thread of the seeing king and he will die. If Frankel is blinded in
some way (and chaining her in a dungeon with the gorgon’s head on display
would force Frankel to keep her eyes shut….) will restore sight to the
two kings who are blind, restore full senses and movement to the seeing
king BUT blind him too. (no it’s not going to be a totally happy ending is

Josel, Witch of Hearing

In a dark forest Josel is guarded by wolves, boars and howling banshees.
Living in a giant tree, Josel will use silence spells, spells of great
noise to burst eardrums and giant spiders which creep up on PCs almost
silently. She will use ventriloquism, diversions, trumpets and noise to
keep the adventurers confused. If Josel is killed the Fates will cut the
thread of the speaking king. If her hearing is taken from her (stuff the
thread in her ears and tie it to her arms so she cannot remove it?) then
hearing will be restored to the two deaf kings, restore full senses and
movement to the hearing king BUT deafen him too.

Carnel, Warlock of Hearing

In an amphitheater left by the ancients, Carnel is guarded by mages and
wizards who will cast magicks of command and control. The power of the
word will be used against the players. The drill is much the same as the
others, the apple will fit neatly into Carnel’s mouth, and the usual
effects will apply to the kings.


The kings will now be restored, although one will be blind, one dumb and
one deaf. They will unite to forge an alliance and the struggle against
the foe will continue. OR one or more of the kings are dead, and
factionalism and disunity may emerge. Either way the witches will
eventually get themselves free, (the magical curses will not return) and
the adventurers will have three foes not at all happy to let them continue


Of course the Fates may be the witches and the whole thing was a way of
moulding heroes and unity. The Fates may or may not continue to ban the
deaths of the witches.

Paladin’s Dark Day…
edward michael white

Investigation Dungeon for 4-6 players, 6-10 level.

As the party is walking along on the country side, they come across two
paladins fighting side by side. As soon as the players take up arms to help
them fight these two fire giant, one of the large hammers meets the head of
one of the paladins’. The blow kills the paladin instantly. At that time,
the other paladin goes into a flying rage. After the Giants are dead, the
live paladin rips off his helmet and grabs the limp body. The person he is
grabbing is his wife. The head is completely crushed and there is nothing
they can do. If the players have some way of getting her back, have it
fail. Failed system shock or something like that. At that time the players
can help the paladin finish his mission, which was to stop a group of
trolls from harming a nearby village. During the mission, the players will
see a change in the paladin’s attitude. He starts to pout, gets short with
the players. He walks off into the woods alot alone. One day he attacks the
mage with full force. The players can try to subdue him, but it’s taking
more time to get him down and the mage will start to need healing. At that
time, a final blow will kill the paladin. Right when that happens, a laugh
is heard and a pit fiend appears. He nods and thanks you for doing his job.

The pit fiend was forbidden to get close to the paladins. But since one of
them is dead and the other started to turn to the dark side (sorry could’t
help myself) he was able to convince the paladin that he could bring back
his wife if he could get rid of the mage in your party. An impossible feat
due to the parties’ power. He takes the limp body and dissappears. The
players will feel bad, but what can they do? They continue on and meet up
with a group of three. The one in the lead is Tara. She is a paladin. She
is also the wife of Esgar, paladin that the players just killed. The
paladin they thought was her, was not her, but a doppleganger. She was
taken by a group of priests who worship the vile creature that took Esgar’s
body. She escaped with the help of these two comrades and now is looking
for her husband.

You’ll love the way the players will sqirm. They can explain and she may
respond with a little anger, but she understands. She would like your help
on getting him back. The people she is with has the ability to get to his
body. The players can join them, but they won’t have alot of fun.

Dragon’s Wishes
edward michael white

Draco-Lich This is a high level dungeon for players that are 12th level plus. The
number of players can be anywhere from 4-6.

The players are called to help a town from a dragon that has been attacking
with terrible force. The players are known as heroes throughout the land
and of course will help the player. They spend the next few days waiting.
Nothing. They spend a few more days searching. Nothing. They begin to
wonder if the dragon has gone away. They come across finally on a large
cave. Inside the cave is a group of men sitting around a fire. The cave
smells horrible. Rotting behind the group is the dragon that has been
terrorizing the town. Seems like someone has beatin them to the punch. They
approach the other party and find out that they are thieves. Why did they
kill the dragon? Why would they care about the town? Maybe the dragon has a
large hoard of treature? But, where is this treasure? The thieves scatter
as the corpse comes to life. The players are introduced to a Draco-Lich for
the first time.

The thieves were hired by the dragon to take certain items in the city
while he attacked. The dragon caused the confusion, and the thieves did
their job. The dragon will attack without regards to the thieves. If they
get hurt in the crossfire, oh well.

Bottle in the Sea
C. M. Sanyk

Investigation This goes along the lines of finding floating debris. Instead of
wreckage or junk, however, a bottle is discovered, floating in the water.
This could just be an ordinary bottle, of clear, colored, or opaque glass,
and it may contain a clue in a mystery or small item. It could have an
S.O.S. or other sort of message inside, or a treasure map, or something more
exotic, such as a bound spirit, demon, or djinn. Perhaps a wizard has
cursed an entire ship, shrinking it magically and placing it in the bottle,
and then casting it out into the ocean, doomed to float about at the mercy
of the tides until such time as it is discovered and some means of rescue is
devised. At this point, the PCs may have a new vessel in their fleet, or
else great gratitude and reward from the sailors, should they still be
alive. This may also be an effective way of introducing a spelljammer
vessel into the campaign, if one uses that setting.

It could also be a magic item… suggestions for an bottle of endless
smoke or endless water might be good (if it’s a particularly *ancient*
decanter of endless water, this item could in fact be the *source* for the
body of water the party is currently travelling on… if so, they may need
to find a way to shut the water off, so that the flooding does not cover the
entire continent. Of course, shutting off the water source may also result
in major geographical changes over the long term (if all the water runs off
from a large, artificially-created river or lake for example, revealing an
unexplored bed, possibly with all kinds of ruins to be discovered… along
with *deep* mud

Alexander Forst-Rakoczy
Karl Foederl Str. 3
A-3032 Eichgraben

The Net Rogues’ Gallery – NPCs for Fantasy Games

the peacemaker by eddus_a_um

The Net Rogues’ Gallery – NPCs for Fantasy Games

The Net Rogues’ Gallery is one of the dozens of “Netbooks” that were created in the 80s/90s on Usenet and Fidonet messages boards to provide NPCs (Non-Player characters) for the First (DnD) and Second (ADnD) editions of Dungeons and Dragons. Despite that, most of these should take very little work to make into a useful character for the 3.0 and 3.5 (D20 Versions,) for Dungeons and Dragons 5th Edition, or use as templates for other Fantasy role playing games.

Art by Eddus-a-um

*Note – This is a copy of the “original” backup on Posting here makes no assumptions of copyright, merely an wish to help preserve these old files that so many old time GMs worked on and used.

The Net Rogues’ Gallery


Compiled by Steven R. Hamby 1st August 1993

Have you ever been running a game of AD&D and suddenly find you need an
NPC to help your players out of a sticky situation when you haven’t prepared
any? Or turned up for a gaming session and found you’ve left your character
sheets at home? Or needed an arch-villain to give the game your running an
unexpected twist?
If the answer to any (or all) of these questions is yes then this work might
be of some use to you.
A “Rogues’ Gallery” is a collection of NPCs available for a DM to use in
his/her game to help or hinder the players. Many companies produce them for
use in theirs and other peoples game systems. This one was put together by
me using the contributions of some of the members of the AD&D discussion
list (AD&D-L@UTARLVM1.UTA.EDU) and my own “old” PCs and NPCs.
The major differences between the Net Rogues’ Gallery and other similar
publications are that:
A, this one is made up of material provided bt players and DMs of AD&D, not
games designers.
B, this one will be up-dated upon on a regular basis (provided people keep
contributing to it), which the others don’t.
C, its completely free and copies can be passed out to your friends free of
charge, ever heard of a gaming company allowing you to do that!

Of course there is still one thing to remember. If you wish to change any of
the entries within this work then it is recommended that you contact the
owner of that entry for his/her permission (the ones with no name or e-mail
address associated with them belong to me) before doing so.

If you wish to contribute to the NRG, complain about it, or point out any
“errors”, then please e-mail me at the following address.

Contributors to the Net Rogues’ Gallery


Alexande Shternshain – S1105272@TECHST02.TECHNION.AC.IL
“Brother Tyrus Hellbane” – C9108613@CC.NEWCASTLE.EDU.AU
Anthony Ross – ROSS@LCLARK.EDU
“Vampire Kiss” – HERR1516@SNYPLAVA.BITNET

Quick reference table


Name : Race : Class(es) : Level : Alignment : Sex : Edition
Alzandra : Human : Fighter : 4 : LN : F : 1st
Arrinoth : Human : Cleric : 5 : CN : M : 2nd
Azaghal : Dwarf : F/C (m) : 11/11 : LG : M : 2nd
Bansca : Half-elf : B/D/R (m) : 9/8/8 : NG : M : 2nd
Caleaxia : Half-elf : Cleric : 4 : CG : F : 1st
Callumas : Elf : M/T (m) : 6/7 : CN : M : 1st
Casxio : Human : r/m/T (t) : 10/11/12 : NG : M : 2nd
Dante : Human : Ranger : 2 : CG : M : 2nd
Do : Dwarf : Fighter * : 1 : NG : M : 2nd
Eli : Human : Cleric : 1 : NG : M : 2nd
Finovar : Human : Druid : 14 : N : M : 2nd
Galain : Dwarf : F/C (m) : 6/5 : LG : M : 1st
Gaston : Human : t/P (d) : 5/9 : LG : M : 2nd
Gayrlana : Human : Paladin : 2 : LG : F : 2nd
Gedric : Dwarf : F/C (m) : 10/10 : NG : M : 2nd
Gilim : Dwarf : Fighter * : 2 : NG : M : 2nd
Godfire : Human : Fighter : 1 : CG : M : 2nd
Greymoon : Human : Fighter : 12 : CN : M : 1st
Grimm : Human : Necromancer*: 14 : LN : M : 2nd
Hnaef : Human : Ranger : 2 : CG : M : 2nd
Keldin : Human : c/T (d) : 4/7 : CG : M : 2nd
Kyle : Halfling : Thief : 16 : NE : M : 2nd
Logastor : Kender : T/Psi (m) : 13/10 : LN : M : 2nd
Loraginos : Human : Invoker : 1 : LN : M : 2nd
Pellaeus : Human : Paladin : 7 : LG : M : 1st
Quentin : Human : Bard : 2 : N : M : 2nd
Rumpy : Human : Conjurer : 3 : CN : M : 2nd
S’questr’n: Drow : F/C/M : 9/9/10 : CE : F : 2nd
Sanas : Half-elf : Fighter : 4 : NG : M : 1st
Sethi : Half-elf : thief : 16 : N : M : 2nd
Tandeska : Human : Mage : 13 : LN : M : 2nd
Telieq : Human : Necromancer : 1 : N : M : 2nd
Tweck : Human : R/T (m) : 10/14 : NG : M : 2nd
Tyrus : Human : F/T (m) : 5/6 : ?? : M : ???
Uriah : Half-elf : F/C/M (m) : 1/1/1 : NG : M : 2nd
Valentine : Half-elf : Thief : 12 : N : F : 2nd

* = NPC is a kit of that class
m = multi-classed character
d = dual-classed character
t = triple-classed character

The Net Rogues’ Gallery

Alzandra Maveni – Fighter

Name: Alzandra Maveni Edition: 1st

Class: Fighter Level: 4 Age: 20 Eyes: Green
Race: Human Alignment: LN Height: 5′ 7″ Hair: Sandy
Deity: none Pantheon: Agnostic Weight: 146 lbs
Place of origin: Candanus Sex: Female

STR 17 +1 to hit, +1 to damage, open doors 1-3, bend bars 13%
INT 15 add lang 4
WIS 14
DEX 16 react adj +1, miss adj +1, defence adj -2
CON 18 hit pont adj +4, sys shock 99%, res surv 100%
CHA 9 max henchmen 4,

Weapon Profs Armour
============ ======
Broad sword Armour worn = Plate mail Actual AC = -1
Battle axe AC base = 2 Rear AC = 2
Dagger Magic adj = +1 Surprised AC = 1
Long bow Dex adj = -2 Shieldless AC = 0
Morning star Shield = medium

Hit points
Hit die type = d10 Con bonus = +4 Hit points = 41
Hit points per level = 6/3/10/6

Thac0 = 18 Weapon in hand: Broad sword

Saving throws
============= base save bonuses modified save
Poison/paralyzation 13 — 13
Petrif/polymorph 14 — 14
Rod/staff/wand 15 — 15
Breath weapon 16 — 16
Spells 16 — 16

Magical items Money
============= =====
Plate mail +1 Copper pieces = 56
Broad sword +2 Silver pieces = 31
Potion of extra healing Gold pieces = 67
Potion of gaseous form Electrum pieces = 7
Platinum pieces = 2
Gems = none
Jewelry = 120gp necklace under armour
Other = none

High hard boots 5 torches Iron rations (3 weeks)
Woolen cloak Tinderbox Waterskin (1 pint) (2 off)
Backpack Bullseye lantern Sharpening stone
Belt and pouches Flasks of oil (3)
Silver handmirror Quiver
Rope (20 ft) 20 arrows
10 ft pole Spare bowstring


Alzandra is the daughter of a rich merchant from the city of Candanus.
As a child she was somewhat spoilt by her parents, indulging her every whim;
including training in the use of weapons and combat.
Alzandra grew up into a attractive looking woman of statuesque appearance.
However, she was also arrogant, aloof, and refused to behave in the manner in
which a woman of her station should. Her father berated her constantly and in
the end threatened to send her to a convent of the church of Jesunkhil.
That day she sold most of her jewelry, bought a suit of chain mail, a broad
sword, provisions, and a horse and left the city for the capital city.
Once there she joined a mercenary company, with which, until recently, she
was still adventuring with.
However, she is still arrogant and aloof.


Arrinoth Cutblade – Cleric

From: Alexande Shternshain

LEVEL : 5 D: 10
HP : 23 CO: 8
AC : 4 CH: 9
AGE : 49




BACKGROUND: He was born in the capital-city of his country, to a family of
wealthy merchants. Wealthy, that is, until he decided he just HAD to study
the arcane art of magic. He wasn’t very good, so he had to go through magic
school 3 times. This nearly impoverished his parents, who just couldn’t say
no to their only son. At last, at age of 25, he became a wizard. After
several years of working in the local guild, he decided that casting
IDENTIFY spells for passing adventurers is just fu#$%king unintersting.
So, our hero decided to go out and see the world. He joined a party of
adventurers, and for some time, all was going well: they fought monsters,
won a fair amount of treasure and excitement (he got to level 4 in the
process). UNTIL, one cursed day, they had the misery to find GERIZAG, the
fabled city of undead. In the city’s largest palace, the party was attacked
by a spectre. The creature was in a frenzy of destruction, after they
mistaskingly released him from his grave. Almost all party members lost
life levels in that fight. Arrinoth was the unlickiest. He was struck
twice, and reduced to level ZERO. His surviving companions carried his
almost lifeless body home , beyond Blue Moon Mountains. But Arrinoth
didn’t die. His exceptional health (well, it WAS exception before his
little ‘accident’) helped him to recover, 6 month later. In a shock ,
he discovered, that he lost ALL his magical talent, for wich he worked
for years. Others would break down, but not him. As soon as he could
walk , he went to the nearest temple of RUSLAN THE MIGHTY (deity of war),
and simply said to the high priest :’I want to learn how to defeat undead.
Teach me, please.’. The high priest decided to put him through a test.
He said :’ If you are willing to sacrifice what used to be most precios to
you, RUSLAN will receive you. Hearing this, Arrinoth went home, brought
his spellbook, and before the eyes of the priest, burned it. The temple
was filled with unnaturally bright light. “THE MIGHTY ONE agreed to
receive you” – said the high priest. And so in was. Arrinoth studied
hard to make his way through the church hierarchy, waiting for a day
when he could use his skills to turn or destroy that spectre.
(He is , in fact +1 on all turning attempts, +2 vs. spectres, and +4 vs.
THAT PARTICULAR spectre – because of his immence hatred to undead). He
soon will begin gathering a party of adventurers to cross the Blue Moon
Mountains again, and face his old enemy. He will not reveal the nature
of Gerizag to his fellow-party-members, nor will he warn them of the
monster awaiting them in the palace (He doesn’t want them to be scared
and run away). He just wants to beat the sh%t out of the spectre, and
he doesnt really care if he or anyone else gets hurt.

BTW: In my world, the god of war allows his clerics to use any large
cutting weapons. if your campain is differnt, adjust his weapons


Azaghal ‘the Pure’ – Fighter/Cleric

From: Brother Tyrus

Character : Azaghal ‘The Pure’
Players Name : Jason Mulligan Race : Mountain Dwarf
Class : Fighter/Cleric Level : 11/11
Kit : Champion
Alignment : Lawful Good Family :
Race/Clan : Homeland : Crystalmist Mts
Liege/Patron : Religion :
Sex : Male Age : 90 Social Class :
Height : 4’8″ Wt. : 165 Birth Rank : 1st # Siblings : 2
Hair : Brown Eyes : Blue Appearance : See Below


20 STR Hit: +3 Dmg: +8 Wgt: 535 Max Press: 700 O/D: 17 BB/LG: 60%
16 DEX React Adj : +1 Miss Att Adj : +1 Def Adj : -2
18 CON HP Adj : +4 System Shock : 99% Res.Sr : 100%
13 INT # Languages : 13 Spell Lvl : — Chance : — Max/Lvl : —
19 WIS Mag Def Adj : +4 Bonus Spells : 3,2,1,2
15 CHR Max Hench : 7 Loyalty Base : +3 Reaction Adj : +3

~~~~~~~~ ~~~~~~~~~~~~~
* – current movement rate
&Op Modify. Paralyze/ Save.
Base Rate: 6 * _______ Poison __ 6___
Light ( ) _______ Rod,Staff,
Mod ( ) _______ __+5___ or Wand __ 9___
Hvy ( ) _______ Petrify/
Svr ( ) _______ _______ Polymorph __ 8___
Jog ( x2 ) _______ Breath
Run ( x3 ) _______ _______ Weapon __ 8___
Run ( x4 ) _______
Run ( x5 ) _______ __+5___ Spells __10___

_______ Adjusted AC Armor Type (Pieces)
\ A C / Surprised ____ Plate Mail +3________ _76__
\-2 / Shieldless_-2_ Dex Bonus____________
\_/ Rear _0__ _____________________

2-Handed Battle Axe 2 +7/+13 1d10/2d8 – 6

Special Attacks

Special Abilities/Limitations NWProficiencies/Skills/Languages
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+1 to damage vs orcs, goblins, etc Skill Slots Ab Check
Specialization with 2-H Battle Axe ———————————
Infravision 60′ Dwarf Runes 1 Int/+2
Clerical Spells Direction Sense 1 Wis/+2
Armorer 1 Int/+0
Surv, Underground 1 Int/+0
Blindfighting 1 NA/NA
Alertness 1 Wis/+1
Singing 1 Chr/+2
Endurance – Con/+0
Intimidation – Str/Chr/+0
Religion – Wis/+0

Weapons Languages –
2H Battle Axe (spec) Common (R/W) – NA
Battle Axe Alignment – NA
Hand Axe Orcish 1 NA
War Hammer Elvish 1 NA
Hvy Crossbow

Cleric Spells (8,6,5,5,2,1)

GEAR (Supplies included) Location Weight
to be chosen


Total (pounds)____________________________

Experience Treasure
~~~~~~~~~~ ~~~~~~~~
750,000 Coins:


Miscellaneous Information (Magical Items, Command Words, Small Maps, etc.)
Girdle of Stone Giant Strength
Plate Mail +3
2-Handed Battle Axe +3
Pearl of Wisdom
Rod of Ressurection (21 Charges)
Neclace of Prayer Beads
Bead of Atonement (1)
Bead of Summons (1)
Bead of Blessing (1)
Bead of Karma (1)
Talisman of Pure Good

Azaghal is about four feet and eight inches in height and weighs about
170 pounds. He is stocky as is usual for a dwarf. He has deep blue eyes,
and dark brown hair, and a long dark brown beard which he keeps immaculately
tidy and clean, and is of noble bearing.
Over his sparkling plate mail, he wears a bright Royal Blue surcoat, and
wears a bright red cloak/cape.
All he carries in the way of weapons are his Great 2 handed Battle Axe, and
a smaller hand axe by his side.

Outwardly he appears as a normal dwarf, but in reality, he has taken on
qualities of other races. Like a sense of humour (albeit warped), a like for
magic, and lost the dwarven dislike of the forest. He keeps these feelings to
himself mostly, and to his closest friends.
He has a great love of music and singing. He even has developed a liking for
elven verse and song. But he doesnt tell any-one.
At times, Azaghal has taken on a manner closest to that of a Human Paladin.
And thus, in some lands Azaghal is known as the Dwarven Paladin.
Azaghal has travelled widely, been on many adventures. One adventure of note
was the rescueing of Queen Yolande’s daughter, and bringing her back safely to
Celene. For which Azaghal was allowed to build a church for Moradin within the
capital, Enstad. Azaghal also was given a title for within Celene.


Bansca ‘the Fair’ Deepsinger – Bard/Druid/Ranger

From: Richard Farrell

Name = Bansca “The Fair” Deepsinger
Race = Half-Elf.
Class = Bard/Druid/Ranger
Level = 9 / 8 / 8
Alignment = NG ( Danu )
Sex. = Male Age = 23 Ht. = 6′ 2″ Wt. = 135 lbs
Hair = Copper. Eyes = Green
Appearance = Lean, Handsome, Clean-Shaven man, with long braided hair.
Social Class = Upper Lower (Freeman) Status = Initiate.
Liege/Patron = Arakhan ( The Grand Druid. )

STR 16 Saving Throws
DEX 17 Mod. Name. Save.
CON 15 +3 PPDM 7
INT 14 +3(+5)RS&W 10
WIS 16 +3 Pet/Poly 10
CHR 15 +3(+5) BW 12
COM 19 +3(+5) Spell 11

AC = -4 Bracers AC=2 Cloak of Prot. +3 Dex bonus.-3
Hit Points = 56

Scimitar of Speed +2
Scimitar of the Planes
Lomgbow + 30 Sheaf and 10 Flight arrows.
Spear +2
Darts (8)
Ring of Teleportation.

Special Abilities.

Standard 1/2 elf.
Fight 2 handed.
Move Silently = 77
Hide in Shadows = 64
Climb Walls = 95
Detect Noise = 50
Pick Pockets = 70
Read Languages = 50

+4 to hit (insert Druids greatest enemy, on my world priests of famine)
Animal Empathy (save vs Rods at -3)
Priest Spells as Ranger.
2d6 Ranger Followers.

+2 to save vs Fire and Electricity.
Druid Spells.
Identify Plants etc.
Pass without trace at 12″
Immune to Woodland Charm.

Bard Spells.
Inspire Allies.
Alter Mood (Save vs PPDM at -3)
Counter Muisical Attacks
Identify Magic 45%
Attract 10d6 followers.
Use Books and Scrolls.

NWP WP Slots
Tracking 2 Hander Style 1
Harp, Lute, Flute. Scimitar 1
Read Write. Spear 1
Local History. Staff 1
Singing. Longbow 1
Tumbling Dart 1
Hunting Sickle 1
Info Gathering.
Fast Talking.

Celtic, Common, Halfling, Dwarf, Elven, Gnome, Dryad, Treant, Faun,
Bronze Dragon, + a human toungue. (Kathenarr on my world.)

Shapechange Forms.
Giant Wolverine.
AC 4 Move 15 3 attacks Claw/claw/bite 1d4+1/1d4+1/2d4
Special Attack = Musk.
Giant Scorpion
AC 3 Move 15 3 attacks Claw/claw/sting 1d10/1d10/1d4+poison type F
AC 5 Move 36(b) Fl 3 attacks Claw/claw/peck 1/1/1+Blind
SA = +2 to hit and double dmg on a dive.

Bansca’s mother was a wood-elf and a ranger, his father was a druid.
Bansca is an incredibly handsome, witty and charming lad who is
currently a special envoy (and occaisional spy) for the Grand Druid. He
travels the world (teleport ring) keeping an eye on things and reporting
back regularly to his master. He is resigned to the fact that he will
never achieve greatness in the druidic hierarchy, and he has a wonderful
singing career to console him.
Bansca often pretends to be just a Bard, especially
when on a mission where being a druid is unhealthy. He is allways
cheerful, and will start singing at the slightest provocation. Among the
allies on which he can call at need is Khementh, an Old Bronze Dragon
who lives under an island off the coast of (Gwal on my world) and is
an ally of the sea-elves. ( Your normal bronze dragon with 115 hp.)
Use Bansca to involve the PC’s in druidic plots, or simply as the
unintentional starter of a barroom brawl. (Picking up the wrong girl
again. 🙂 )


Caleaxia – Cleric

Name: Caleaxia Edition: 1st

Class: Cleric Level: 4 Age: 53 Eyes: grey
Race: Half-elf Alignment: CG Height: 5′ Hair: blonde
Deity: Rallathil Pantheon: Elven Weight: 104
Place of origin: Tulamein Sex: Female

INT 16 add lang 5
WIS 18 Magic att adj +4, bonus spells 2x1st 2x2nd 1x3rd 1x4th
DEX 12
CON 15 hit point adj +1, sys shock 91%, res surv 94%
CHA 12 max henchmen 5

Weapon Profs Armour
============ ======
Mace Armour worn = Chain mail Actual AC = 1
Flail AC base = 4 Rear AC = 4
Magic adj = +1 / +2 (s) Surprised AC = 1
Dex adj = none Shieldless AC = 4
Shield = Small (+2)

Hit points
Hit die type = d8 Con bonus = +1 Hit points = 27
Hit points per level = 8/2/7/6

Thac0 = 18 Weapon in hand: Mace

Saving throws
============= base save bonuses modified save
Poison/paralyzation 9 — 9
Petrif/polymorph 12 — 12
Rod/staff/wand 13 * 13*
Breath weapon 15 — 15
Spells 14 * 14*
* +4 versus mind effecting magical effects and spells

Turning Undead
Turning level = 4
T | T | 4 | 7 | 10 | 13 | 16 | 20 | | | | |

1st=5 2nd=4

Spells learnt
1st= cure light wounds (x3), detect magic, remove fear
2nd= hold person (x2), silence 15′ rad, slow poison

Magical items Money
============= =====
Chain mail +1 Copper pieces = 13
Shield +2 Silver pieces = 9
Mace +1 Gold pieces = 37
Potion of healing (2 off) Electrum pieces = none
potion of extra healing Platinum pieces = none
scroll of raise dead Gems = none
Jewelry = none
Other = none

Hooded cloak Bandages Iron rations (2 weeks)
Soft high boots Medicinal herbs Waterskin (1 pint)
Gloves Bone scroll case Wineskin (1/2 pint)
Surcoat Hooded lantern Silver holy symbol
Backpack Flasks of oil (3) Flasks of holy water (3 off)
Belt and pouches Tinderbox Holy wafers (10 off)


Caleaxia is a half-drow outcast. Her mother was raped by a member of a drow
raiding party and was then beaten until her attacker thought her dead.
However, Caleaxia’s mother was not dead and recovered, but found herself to
be pregnant by her attacker. Caleaxia was born many months later and was lucky
enough not to have only inherited the white hair of her attacker and a swarthy
cast to her skin; similar to that of Cabritsian traders. However Caleaxia, in
accordance with the laws regarding children of rape, was taken several miles
outside the city to the Temple of the Needy; a group of priests of various
deities who devoted their lives to the help of those less fortunate.
Here Caleaxia was raised and tutored by the priests, learning to read and
write and learning of all the deities of the various pantheons.
Caleaxia grew to love all the priests as surrogate fathers, but was
especially fond of an ancient elven priest called Ev’reban. It was Ev’reban
who taught Caleaxia of the elven gods and especially of his god Rillithane
Rallathil. At 18 Caleaxia asked Ev’reban to make her an initiate of the temple
of Rallathil.
When Caleaxia was 23 Ev’reban died of old age and Caleaxia left the Temple of
the Needy and journeyed to Tulamein in search of her mother. Unfortunately,
Caleaxia’s mother had left Tulamein many years previously; driven away by the
other people of the town for allowing herself to be raped by a drow and live.
Caleaxia went in search of her mother but never found her. Instead she took
up a life of adventure, but one day plans to journey into the depths of the
world in order to make the drow pay for the rape of her mother. Caleaxia hates
the drow with all her heart.


Callumas ‘Ice-eyes’ – Mage/Thief

Name: Callumas “Ice-eyes” Edition: 1st

Class: Mu/Thief Level: 6/7 Age: 166 Eyes: grey
Race: Elf (h) Alignment: CN Height: 5′ Hair: black
Deity: none Pantheon: atheist Weight: 98 lbs
Place of origin: Salbrij Sex: male

STR 15 open doors 1-2, bend bars 7%
INT 16 add. lang 5, % know spell 65%, min spells 7, max spells 11
WIS 13
DEX 17 react adj +2, missile adj +2, defence adj -3
CON 12 system shock 80%, ress survive 85%
CHA 13 max henchmen 5, react adj +5

Weapon Profs Armour
============ ======
short sword Armour worn = brac. AC4 Actual AC = -1
short bow AC base = 4 Rear AC = 2
dagger Magic adj = -2 (ring) Surprised AC = 2
blow pipe Dex adj = -3 Shieldless AC = -1
Shield = none

Hit points
Hit die type = d4/d6 Con bonus = n/a Hit points = 21
Hit points per level = 4/3/2/2/1/3/3/5/4/6/2/4/3

Thac0 = 19 Weapon in hand = long sword

Saving throws
============= base save bonuses modified save
Poison/paralyzation 12 +2 10
Petrif/polymorph 11 +2 9
Rod/staff/wand 9 +2 7
Breath weapon 13 +2 11
Spells 10 +2 8

Thief Skills
Skill | PP | OL | F/RT | MS | HIS | DN | CW | RL
Base score | 60 %| 52 %| 50 %| 55 %| 43 %| 25 %| 94 %| 35 %
Dex mod. | +5 %| +10 %| — %| +5 %| +5 %| — %| — %| — %
Race mod. | +5 %| -5 %| — %| +5 %| +10 %| +5 %| — %| — %
Total | 70 %| 57 %| 50 %| 65 %| 58 %| 30 %| 94 %| 35 %

1st=4 2nd=2 3rd=2 4th= 5th= 6th= 7th= 8th= 9th=

Spells learnt
1st= feather fall, magic missile, sleep, charm person
2nd= invisibility, mirror image
3rd= slow, dispel magic

Spells in spell book
1st= charm person, detect magic, feather fall, identify, magic missile,
sleep, spider climb
2nd= darkness 15′ rad, detect invisibility, invisibility, mirror image
3rd= dispel magic, feign death, fly, slow

Magical items Money
============= =====
Bracers AC4 Copper pieces = 30
Ring of prot +2 Silver pieces = 13
short sword +2 Gold pieces = 22
dagger +4 Electrum pieces = 12
dagger +2 Platinum pieces = 2
potion of levitation Gems = 5 x 50gp base gems
5 +2 arrows 2 x 100gp base gems
Jewelry = none

Other = none

soft boots backpack 2 weeks rations 3 flasks of oil
gloves belt pouch wineskin (1/2 pint) bone scrollcase
breeches dart case waterskin (1 pint) large sack
wool shirt 20 darts 50′ rope leather ties
cloak (for blowpipe) 5 torches 2 flasks of quicklime
domino mask qviver tinderbox thieves tools
belt 20 arrows hooded lantern


Callumas was born in the sleepy homlet of Salbrij, where his itinerant
parents were spending the winter. Callumas is the son of a travelling elven
healer and his wife, an elven mage. As a child he was bright and happy if a
little lazy and workshy, doing what pleased him not others. He learnt his
basics in magic from his mother during his childhood.
When his mother thought he was ready she sent Callumas to Gulmarsh to learn
the proper craft from his mother’s own teacher, Tavarint. Tavarint took
Callumas in as his apprentice and began instructing him in the principles and
discipline of magic. Callumas soon began to tire of this, wanting to start
using magic rather than reading and writing about it. He also started to
frequent the inns and public houses of Gulmarsh, drinking and gambling away
what money he had. Soon Callumas was heavily in debt and was forced to trying
to steal money to pay his debts.
His activities came to the attention on the local thieves guild, but rather
than killing or maiming Callumas they offered to let him join them. The guild
had just lost one of their two mages to the gibbet and needed a replacement.
Callumas spent the next few months learning magic from Tavarint during the
day and working with the thieves guild, and picking up their skills too, at
Eventually, Callumas’s apprenticeship to Tavarint ended and he began to
work full time for the guild. However, he soon bored of this and set out
looking for adventure, fame, and more to the point, wealth.
He is still looking for the latter two.
Callumas is called Ice-eyes because of his very pale grey eyes.


Casxio Jeanvelle – Ranger/Mage/Thief

From: Brother Tyrus

Character : Casxio Jeanvelle
Players Name : Peter McNamee Race : Human
Class : (Ranger|Mage) Thief Level : 10/11/12
Alignment : Neutral Good Family :
Race/Clan : Homeland :
Liege/Patron : Religion :
Sex : M Age : 38 Social Class : Status :
Height : 6’5″ Wt. : 172# Birth Rank : # Siblings :
Hair : Eyes : Appearance :


18/78 STR Hit: +2 Dmg: +4 Wgt: 185 Max Press: 330 O/D: 14 BB/LG:30%
18 DEX React Adj : +2 Miss Att Adj : +2 Def Adj : -4
15 CON HP Adj : +1 System Shock :90% Res.Sr :94%
17 INT # Languages : 6 Spell Lvl : 8th Chance :75 % Max/Lvl : 14
15 WIS Mag Def Adj : +1
15 CHR Max Hench : 7 Loyalty Base : +3 Reaction Adj : +3

~~~~~~~~ ~~~~~~~~~~~~~
* – current movement rate
Modify. Paralyze/ Save.
Base Rate: 12 _______ Poison __8 ___
Light (56-85 ) _______ Rod,Staff,
Mod (86-115 ) _______ _______ or Wand __7 ___
Hvy (116-145) _______ Petrify/
Svr (146-170) _______ _______ Polymorph __9 ___
Jog ( x2 ) _______ Breath
Run ( x2 ) _______ _______ Weapon __9 ___
Run ( x2 ) _______
Run ( x2 ) _______ __+1___ Spells __8 ___

_______ Adjusted AC Armor Type (Pieces)
\ A C / Surprised _0__ Bracers ac2__________ __77__ 77
\-4 / Shieldless_-4_ Cloak of displacement
\_/ Rear _0__ _____________________

mod mod
Long Sword +3 3/2 +5 +7 6 1d8/1d12 — 0
Sun Blade +2* 3/2 +4(+6) +6(+8) 7(5) 1d8/1d12 — 0
Short Sword 3/2 +2 +4 9 1d6/1d8 — 1
2H Sword 3/2 +2 +4 9 1d10/3d6 — 8
Long Bow 2 +2 0 9 1d8/1d8 5/10/17 5
Hand Crossbow 1 +2 0 9 1d3/1d2 2/4/6 5
Knife 3/2 +2 +4 9 1d3/1d2 — 1
(thrown) 2 +4 +4 7 1d3/1d2 1/2/3 1
Throwing Axe +3 1 +7 +7 4 1d6/1d4 18 0

* – +4 vs evil
unmod THAC0 – 11

Special Attacks
Fight two handed no penalty
Backstab (x4 damage)
+4 to hit ranger enemy

Special Abilities/Limitations NWProficiencies/Skills/Languages
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Priest spells Tracking Wis/+3 0
Animal empathy Navigation Int/-2 1
Use mage and cleric scrolls Blind Fighting NA 2
Theif Skills :- Hunting Wis/-1 1
Pick Pockets……..95% Appraising Int/0 1
Open Locks……….95% Set Snares Dex/-1 1
Find/Remove Traps…95% Singing Cha/0 1
Move Silently…….95% Seamanship Dex/0 1
Hide in Shadows…..95% Tumbling Dex/0 2
Detect Noise……..60%
Climb Walls………95% Languages – Common (R/W) 1
Read Languages……31% – Thieves Cant

1 slot left

GEAR (Supplies included) Location Encumberance #
Clothing worn
Backpack back
Large sack slung
Rope 50′ (silk) slung
Torch pack
Flint and steel pouch
Tinderbox pouch
Scroll case pack
Parchment 20 sheets scroll case
Small wooden box pack
Quill and writing ink wooden box
Thief tools boot pocket
1 Large Belt Pouch belt
2 small belt pouches belt


Total (pounds)________________________________

Experience Treasure
~~~~~~~~~~ ~~~~~~~~
625000 Coins
PP 213
+10% GP 145
EP 55
SP 73
CP 21

1 topaz@200gp
1 ruby@2000gp (in boot)

Miscellaneous Information (Magical Items, Command Words, Small Maps, etc.)
Ring of Wizardry (doubles 1st-3rd)
Ring of Invisibility
Bracers of Defense AC 2
Axe of Hurling +3
Sun Blade +2 (+4 vs evil, x2 damage vs neg plane creatures)
Long Sword +3
Cloak of Displacement (missile attacks miss 1st attack, +2 to save vs
attacks directed at wearer, Bonus of 2 to AC)
Rope of Entanglement

Clerical Spells (2 x 1st, 1 x 2nd)
1st : 2 to be chosen

2nd : 1 to be chosen

Mage Spells in Book (* signifies spell memorised)
1st Level (8) : pick 12 spells

2nd Level (8) : pick 10 spells

3rd Level (8) : pick 8 spells

4th Level (3) : pick 4 spells

5th Level (3) : pick 3 spells

History :
Casxio was born in the region of Miyarn, a small fishing village on the west
coast. His grandfather was a Ranger, and would take the young Casxio out into
the woods and show him the skills needed to carry on a family tradition.
The task fell to him as his father had been killed when he was 10, fighting
to protect the village against the giants which occasionally attacked. Upon
taking up his adventuring life when 15, he travelled the realm, but favoured
the sea, and longed to travel across it. This he did, when hired by a mage
for protection during his quest to find components for a new spell he was
working on. During the voyage, Casxio came to appreciate the work involved in
being a mage, and was interested in the working of the spells. Upon the end of
his hire, he asked the mage to take him on as his apprentice. This he did.
From that point, he stayed with the mage, and they worked on many spells
together, selling those they could and using them to help impoverished
villages. However, it was when travelling that he uncovered a plot to kill
the mage. A death warrant had been issued by a colletion of evil thieves so
the mage would stop his good work. Casxio implored one of the most powerful
thieves guilds in the area to intervene. The master thief asked a high price
for the service. The indenture of Casxio to the guild, and his agreement to
train in the arts of the thief. This he agreed to to save the life of the
mage. He initially begrudged the training, but then came to find a natural
flair, and liking for the life of a thief, which he has decided is his life
quest…to be master of his own guild.


Dante – Ranger


Character : Dante
Players Name : Craig Barnett Race : Human
Class : Ranger Level : 2
Alignment : Chaotic Good Family :
Race/Clan : Homeland :
Liege/Patron : Religion :
Sex : M Age : 24 Social Class : Status :
Height : 5’6″ Wt. : 164# Birth Rank : # Siblings :
Hair : Eyes : Appearance :


18/20 STR Hit: +1 Dmg: +3 Wgt: 135 Max Press: 280 O/D: 12 BB/LG:20%
18 DEX React Adj : +2 Miss Att Adj : +2 Def Adj : -4
17 CON HP Adj : +3 System Shock :97% Res.Sr : 98%
15 INT # Languages : 4
15 WIS Mag Def Adj : +1
10 CHR Max Hench : 4 Loyalty Base : 0 Reaction Adj : 0

~~~~~~~~ ~~~~~~~~~~~~~
* – current movement rate
Modify. Paralyze/ Save.
Base Rate: 12 * _______ Poison __14___
Light (136-174) _______ Rod,Staff,
Mod (175-213) _______ _______ or Wand __16___
Hvy (214-252) _______ Petrify/
Svr (253-280) _______ _______ Polymorph __15___
Jog ( x2 ) _______ Breath
Run ( x2 ) _______ _______ Weapon __17___
Run ( x2 ) _______
Run ( x2 ) _______ _______ Spells __17___

_______ Adjusted AC Armor Type (Pieces)
\ A C / Surprised _8__ Leather______________ __21__ 19
\ 4 / Shieldless_4__ _____________________
\_/ Rear _8__ _____________________

mod mod
Short Bow 2 +2 0 17 1-6/1-6 5/10/18 4
Short Sword 1 +1 +3 18 1-6/1-8 — 1
Dagger 1 +1 +3 18 1-4/1-3 — 0
Long Sword+1 +2 1 +2 +4 17 1-8/1-12 — 2
(+2 vs magic using/enchanted creatures)

Special Attacks
When wearing studded leather armour or lighter ranger may fight two-handed
with no attack roll penalty
+4 to attack special enemy – OGRES!!

Special Abilities/Limitations NWProficiencies/Skills/Languages
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Move Silently……25% *
Hide in Shadows….20% * Gem Cutting 2
* – Halved in non-woodland areas Appraisal 2
Animal Empathy Tracking 3
Priest Spells (8th lvl) Blind Fighting 2
Attract Followers (10th lvl) Speak – Alignment
Can have no more treasure than you Common
can carry

GEAR (Supplies included) Location Encumberance #
Longsword +1 +2 belt 4
2 Daggers belt 2
Short Sword belt 3
Composite Short Bow Slung 6
Quiver Shoulder 1
20 Arrows Quiver 2
Dagger (hollow handle) boot 1
Leather Armour worn 15
Woodland Cloak }______ worn 5
Clothing }
Boots (hollow heels) worn –
Shovel backpack 10
5 Iron Spikes backpack 2.5
50′ Rope backpack 20
tripwire backpack –
Bell belt pouch –
Backpack back 2
5 Torches backpack 5
Grappling Hook backpack 4
3 Belt Pouches belt –
Golden wristband wrist –
Light Riding Horse — —
humble village clothes backpack 5

Money pouch 13

Total (pounds)________________________________ 100.5

Experience Treasure
~~~~~~~~~~ ~~~~~~~~
3034 Coins
PP 14
+10% GP 237
EP 121
SP 186
CP 20

2*500gp gems

Miscellaneous Information (Magical Items, Command Words, Small Maps, etc.)
Long Sword +1, +2 versus Magic Using and Enchanted Creatures

History :
Dante’s mother was a prostitute in a small town on the Wild Coast. He never
knew who his father was, and earned his keep begging in the streets of the
town (town was Elredd). Dante had to live off the streets with his cunning
and wits. This was made easier due to his surprising strength, intelligence,
and ruthlessness. Some would even accuse him of cold blooded cruelty.
Eventually, he came to the notice of a person who had contacts with the
assassin’s guild (he was an assassin). Dante was 16 by now and had
established himself as somebody to be feared and avoided by most people who
knew of him. This person, who’s name was Gart, convinced Dante to try the
life of an assassin. Dante finally agreed, as it seemed a way to make a
living, and killing didn’t worry him at all.
Dante was brought into the local guild, and given training in the arts of
murder and deceipt. His natural ability shone through and he was recognised
as a potentially great assassin. He killed quite a few people, too, finally
reaching 3rd level.
It was at this stage that Dante was given the job of killing a priest. This
priest was a worshipper of the God of forests, but had made enough enemies to
warrant an assassin’s poisoned blade.
Dante went to the priest and made the attempt, but was set upon by ogres
before he could attack the Priest (whose name was Peyel). He was almost
killed by the ogres, and tortured horribly. He woke to find himself with the
priest he was sent to kill, who had healed him and saved his life.
For the first time in his life, Dante faced a moral dillemma. He was still
too weak to move much, so he and Peyel talked much, about life, beliefs and the
way of things. Dante, through these conversations and guilt, began to see his
past life in a different way – he realised he was truly not happy with his evil
ways, and repented his many murders. Evntually, he told Peyel the truth; what
he was, and what he had come to do. Peyel forgave him and blessed him. This
was the final straw for Dante. He decided to give up his evil ways, and leave
the assassin’s guild. Peyel offerred to help, and introduced him to the ways
and beliefs of good.
He also introduced him to a friend called Mark, a ranger, offerring Dante an
alternative life. Dante accepted, and began his life anew as a ranger.
Through all of this, he never forgot or forgave the fact that ogres had
tortured him and left him for dead.
Finally, Dante returned to his old guild to take his leave of Gart. When Gart
discovered what had happened, he went into a rage and attacked Dante. Dante
fought back and ended up killing Gart, but not before being discovered by the
rest of the guild. Dante fled and escaped the guild, and wandered until he
was picked up by Lirdium for the quest of the talisman at the Rock.


Do, Son of Noror – Sharpshooter

From: Anthony Ross

Name: Do, son of Noror Race: Hill Dwarf
Class: Fighter (Sharpshooter) Alignment: NG
Clan: Torkrest Level: 1
AC: Stud. L & Dex = 4 THACO: 20 (+3 kit & dex)
HP: 13 Age: 58
Strenth 09 Open Doors 25%, Bend Bars 1%
Intelligence 15
Wisdom 07 -1 save vs. magic
Dexterity 17 +2 reaction adjustment, +2 with missiles, -3 to AC
Constitution 16 95% system shock survival, 96% ressurection survival
Charisma 11
Description & Notes:
Do is a perfectionalist and a grumbler, who is incredibly bright to boot.
He is usually mumbling and complaining about something, and occaisionally
that mumbling contains brilliant thought in it. Unfortunately his brother
Gilim, isn’t really bright enough to catch the brilliance, so a lot gets
missed. He is far too individualistic too fit in with his clan’s legacy of
military service, therefore he has gone out with his brother to see how the
rest of the world lies. He doesn’t believe in any religion. He is a fanatic
about keeping his equipment clean, and gets really upset at himself when he
doesn’t preform well. He hates melee combat and his concept of tactics is to
simply retreat to cover and then fire his crossbow if at all possible. He
is perfectly happy to fire into a crowd, having utter confidence in his
ability to hit what he aims for. In game terms, he has to make a wisdom
check to keep from firing anytime there is a 50% or greater chance
of hitting an ally. This roll is modified by -1 for every time he hits an
ally in that melee. In addition, if he makes three sucesfull shots in a
row, he will start making called shots until he either passes a wisdom check or
misses three straight times.

Non-Weapon Proficiencies
% Bowyer/Fletcher (Dex-1) 17
% Endurance (Con) 16
% Mapping (Int) 15 Can acurately map while moving
1/2 speed
% Sign Language (Int +2) 17 Silent communication
Speaking (Int)
% Hill Dwarf (+5) 20 Your native tongue
% Orc 15
% Thyatian (+5) 20 You are fluent
% Traladaran 15

Weapons Skill Wt. Size Type Spd. Dam S-M Dam L
Do’s Lt. Crossbow* (Spec.) 7 M – 7 — —
Battleaxe (Not -2)7 M S 7 1d8 1d8
Do’s Light Quarrels** 2.5 S P – 1d6 1d6
Do’s KO Quarrels*** 0.5 S B – 1d6 1d4
Regular Light Quarrel 0 S P – 1d4 1d4
* Do’s personal crossbow fires thrice per two rounds, Short Range 180ft,
Medium 360ft at -2 to hit, Long 540ft at -5 to hit
** These must be personally built and maintained
*** These are blunt tipped and cause only temporary damage as per the hand
to hand combat rules.

Equipment (50.5) +
Weapons (16.5) +
Booty (3.1) = 70.5 lbs, moves at 6″ w/pony carrying equipment
6 5 4 3 2
35 45 55 65 75

Equipment (Figures in parentheses are lbs.)
Large Belt pouch (1)
% 3pp, 9gp, 6sp, 13cp (3.1)

Backpack (1)
% Flint & Steel
% 7 whetstones
% 3 oily rags
% 3 candles
% Bar of soap
% Gourd with potion of healing (1)
% Wooden case (2) carrying 40 wooden shafts (2)
% Wooden case (2) carrying 45 bolt-heads (4.5)
% Spare steel wire
% Small toolset (10)
% 2 weeks iron rations (2)

Tied to pack
% Waterskin filled with water (3)
% Bedroll (5)

Slung across body
% Handmade Light Crossbow carved from maple and ash, inlaid with obsidian
runes with a steel wire pull
% Special rollup bandolier/quiver (2) carrying 25 standard bolts, 5
non-standard bolts.

% Brown tunic emblazoned with Torkrest clan emblem in black over leather
armor (15), hard Dwarven military boots (2), coarse brown cotton breeches,


Eli Jiran – Cleric

From: Brother Tyrus

Character : Eli Jiran
Players Name : Peter Shaw Race : Human
Class : Cleric Level : 1
Alignment : Neutral Good Family : foundling
Race/Clan : unknown Homeland : unknown
Liege/Patron : God of Peace Religion : God of Peace
Sex : M Age : 18 Social Class : prob. upper Status: prob. high
Height : 74 Wt. : 172lb Birth Rank : unknown # Siblings : ?
Hair :red long curly Eyes : flawless vivid green Appearance : Charming,
elegant, happy, deep voiced. Tall, clear complexion


13 STR Hit: 0 Dmg: 0 Wgt: 45 Max Press: 140 O/D: 7 BB/LG:4 %
16 DEX React Adj : +1 Miss Att Adj : +1 Def Adj : -2
13 CON HP Adj : 0 System Shock :85% Res.Sr :90%
16 INT # Languages : 5 Spell Lvl : 8th Chance : 70% Max/Lvl : 11
18 WIS Mag Def Adj :+4
15 CHR Max Hench : 7 Loyalty Base : +3 Reaction Adj : +3

~~~~~~~~ ~~~~~~~~~~~~~
* – current movement rate
Modify. Paralyze/ Save.
Base Rate: 12 _______ Poison __10___
Light (46-69 ) _______ Rod,Staff,
Mod (70-93 ) ___7_*_ _______ or Wand __14___
Hvy (94-117 ) _______ Petrify/
Svr (118-140) _______ _______ Polymorph __13___
Jog ( x2 ) _______ Breath
Run ( x2 ) _______ _______ Weapon __16___
Run ( x2 ) _______
Run ( x2 ) _______ __+4___ Spells __15___
_______ Adjusted AC Armor Type (Pieces)
\ A C / Surprised ____ __Padded armor ______ __8___ 8
\ 7 / Shieldless____ _____________________
\_/ Rear ____ _____________________

mod mod
Quarterstaff 1 0 0 20 1d6/1d6 — 4

thac0 : 20

Special Attacks

Special Abilities/Limitations NWProficiencies/Skills/Languages
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Bonus on certain spell types Healing 16/20
Can only use quarterstaff Herbalism 14/20
Can only attack if attacked read/write (common) 17/20
Other stuff as per DM
Can only wear leather at most. 5 nwp slots to spend
bonus xp for solving encounter

GEAR (Supplies included) Location Encumberance #
Riding Horse
On horsey: bit and bridle 2
harness 10
saddle 35
saddle blanket 4

On self lb GP
Padded Armour 10 4.000
belt — .0000
boots, low soft — .0000
cloak, cloth 1 .0000
leather gloves — .0000
cloth hat — .0000
shirt — .0000
Jerkin 2 .0000
Trousers 1 .0000
purse containing gold (see below) .2 .0010

Pouch (large) containing 1 1.000
small silver mirror x1 — 10.000
silver holy symbol 3 .0000
tinder box with flint — 0.050
silver bowl 1.5 8.000

Pouch (large) containing 1 1.000
mortar and pestle 1.0 1.000
pint of brandy in silver flask 4.0 4.000
bandages 1 s/yr sterile cotton — .010
scissors (sterile) — .100
sterile thread — .020
sterile needles x5 — .000

backpack (leather) containing 2 2.000
silver bowl 1.5 8.000
silver cup .5 2.000
cutlery silver knife and fork 1 2.000
3 bottles 3 .090
small silver mirror x2 2.0 20.000
whistle — .010
Pulley .5 1.000
stick of chalk x3 — .0003
bullseye lantern 3 12.000
lamp oil x 3 3 .0018
razor — .0100
silk rope 50′ 8.0 10.000
skin of water full 4.0 2.400
Iron rations 7.5 .300
holy water x2 vials 1.0 .000
2 oz pot of ink — 8.000
leather scroll case containing 1.5 .150
parchment x 10 1 10.000
2 quills — .008

Attached to the backpack
Bedroll 5 2.000
In a small sack: — .005
selection of herbs (medicinal) — 1.000
a silver kettle (for sterilising) 5 15.000

In hand
quatterstaff 5 .0000

Around neck:
golden pendant with likenesses on it 1 N/A

TOTAL COST 125.184


Total (pounds)______________________ 81.7 (254lb incl. self)

Experience Treasure
~~~~~~~~~~ ~~~~~~~~
+10% PP 0
GP 4
EP 8
SP 1
CP 6

Miscellaneous Information (Magical Items, Command Words, Small Maps, etc.)
A silver holy symbol

Cleric spells
Cure light wounds lvl 1 1d8 + (DM)
Sanctuary lvl 1 holy symbol + small silver mirror
locate animals or plants lvl 1 holy symbol

History :
I was found by monks outside the Temple of Blessed Tranquility when I was
about three. Father Dameon was always kind and good hearted and honest.
When I was found, there was a pouch hanging around my neck, with a note,
elegantly written, requesting that the monks raise me in the ways of peace.
The writer described how my father had been murdered in a battle far away
from the temple, and that the warring tribes about my homeland (which was
also left unnamed) would seek my harm. I was dressed in silk robes and had
a golden meddalion around my neck. It was inscribed with the likeness of a
woman on one side and a man on the other. Also in the pouch was 30 platinum
The letter had explained that the monks should use the money in my education.
This is exactly what my mentor, Father Dameon, did. He instructed me in all
manner of law, and all the responsiblities of the order. He was a peaceful
man, who demonstratively lead us in the ways of our God. I was taught self
defense, using the quaterstaff. He even taught me how to read and write the
common tongue. I was also instructed in the ways of healing and herbalism.
Father Dameon treated me as if I was his own son, and injected with me
with respect for all creatures. I eat no meat, and thank animals for any
produce I have from them. Yet, the greatest thing Father Dameon taught me
was respect for myself. He held for me all these 15 years the pouch and
medalion and on the anniversary of my discovery, he handed me the pouch, with
the 13 pp that it still contained, and the note and medalion.

“Eli, my son,” his sun spotted hands clasping mine,”you are now a man
I am sure.” With that he looked up and down my form. “You have been nurtured
here in the bossom of our sweet God these 15yrs. I have loved and cosseted
you as if you were my own. But now you must decide. Will you take the final
vows of our temple, or will you search out your heritage?”

“My father,” I cried,”please advise me! My heart is heavy with the burden
of the years and who I am is entrenched in this shrine. Please do not send me
off without your blessing or advice.”

“My son, I think you should seek out your mother, if she still lives. You
should find who you are, so that you may feel secure in your future. If, when
you know who you are, you wish to return, then my aging heart will love to
confirm your commitment to our God in hearing your vows of celebacy. But, if
you are a noble born, and the gratuity left you suggests this may be so, then
your destiny may lie in producing a future generation to rule wisely over some
kingdom. However, once you take these, the last commitments of this temple,
you will be bound by your word to remain here.
“It could be possible that it was the God himself that brought you here. He
may be calling you to bring peace to the troubled realm that the note tells
of. So my son, I bid you go. Take all that we have taught you and live in
peace. If our God permits, I hope to hear from you before the time that he
calls me home.”

I took some bread, and a robe, and then walked to the nearest town where I
bought supplies and asked about the woman on the medalion. I felt that she
was my mother, for when I looked at her I could see the same face staring
down on me, bending to kiss my forehead. I could feel that she was my mother
in the odd way one can sometimes feel ones memories. But where to look?


Finovar – Druid

From: Brother Tyrus

Character : Finovar
Players Name : Edward Chegwidden Race : Human
Class : Druid Level : 14
Alignment : Neutral Family : –
Race/Clan : Homeland : Vesve Forest
Liege/Patron : – Religion : Druidic
Sex : M Age : 28 Social Class : –
Height : 5’9″ Wt. : 140 Birth Rank : unknown # Siblings : nil
Hair : Black Eyes : Blue Appearance : see history


11 STR Hit: – Dmg: – Wgt: 40 Max Press: 115 O/D: 6 BB/LG: 2%
14 DEX React Adj : – Miss Att Adj : – Def Adj : –
14 CON HP Adj : – System Shock : 88% Res.Sr : 92%
10 INT # Languages : 2
18 WIS Mag Def Adj : +4 Bonus Spells : 4th, 3rd, 2 2nd, 2 1st
17 CHR Max Hench : 10 Loyalty Base : +6 Reaction Adj : +6

~~~~~~~~ ~~~~~~~~~~~~~
* – current movement rate
Modify. Paralyze/ Save.
Base Rate: 12 * _______ Poison ___5___
Light ( ) _______ Rod,Staff,
Mod ( ) _______ _______ or Wand ___9___
Hvy ( ) _______ Petrify/
Svr ( ) _______ _______ Polymorph ___8___
Jog ( x2 ) _______ Breath
Run ( x3 ) _______ _______ Weapon __11___
Run ( x4 ) _______
Run ( x5 ) _______ _______ Spells __10___

_______ Adjusted AC Armor Type (Pieces)
\ A C / Surprised _4_ _Robes (protection)__ __66__
\ 4 / Shieldless_4_ _____________________
\_/ Rear _4_ _____________________

Druid Staff 1 +2/+2 10 1d6+2 – 2
Hornblade 1 +2/+2 10 1d8+2 – 3
sling 1 12 1d4 4/8/16 6

Special Attacks

Special Abilities/Limitations NWProficiencies/Skills/Languages
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Shapechange 3/day Skill Slots Ab Check
Identify plants, animals and ———————————
pure water Lng(common) – –
Pass without trace (overgrowth) Lng(Druidic) – –
Immune to woodland charms Lng(dryad) – –
+2 to Saves VS Fire & Lightning Lng(elf) – –
Is served by 3 druids of Lv 11 Lng(treant) – –
Priest Spells Lng(nixie) – –
Lng(pixie) – –
Lng(gnome) – –
Lng(centaur) – –
Lng(manticor) – –
Lng(sprite) – –
Lng(faun) – –
Lng(lizard man) – –
Herbalism 2 8
Vesve Forest History 1 17
Tracking 2 18
Blindfighting 2 –
Writing 1 11

Spells (8,8,7,6,3,2,1)
1st Level 2nd Level
~~~~~~~~~ ~~~~~~~~~
Create Water Charm Person or Mammal
Cure Light Wounds (x3) Fire Trap
Detect Snares & Pits Flame Blade
Detect Poison Heat Metal (x2)
Faerie Fire (x2) Obscurement
Speak with Animals

3rd Level 4th Level
~~~~~~~~~ ~~~~~~~~~
Flame Walk Control Temperature 10’R
Hold Animal Cure Serious Wounds (x2)
Meld into Stone Giant Insect
Plant Growth Neutralize Poison
Protection from Fire Sticks to Snakes
Stone Shape
Water Breathing

5th Level 6th Level
~~~~~~~~~ ~~~~~~~~~
Animal Growth Conjure Fire Elemental
Cure Critical Wounds Fire Seeds

7th Level

GEAR (Supplies included) Location Weight
Cloak, good cloth
Robes (Magical)
Belt pouch, small (8)
Belt pouch, large (2)
Flint and Steel
Grappling Hook
Scroll Case
Oil (2 vials)
Paper (5 sheets)
Quill and writing inks, etc
Rope, Silk (50′)
Sack, small (2)
Signal Whistle
Torch (3)
Winter Blanket


Total (pounds)____________________________

Experience Treasure
~~~~~~~~~~ ~~~~~~~~
1,500,000 Coins: 50gp

Gems: 2 @ 100gp ea

Miscellaneous Information (Magical Items, Command Words, Small Maps, etc.)
Hornblade, Scimitar +2
Pouch of Accessability
Necklace of Adaption
Robes: act as bracers AC4
Beads of Force (4)
12 Goodberries
6 potions of Extra healing (in steel vials)
Ring of Elemental Control (Earth)
Druid Staff (20 charges)

The druid staff is a shaft of oak with a head carved in the shape
of a wild animal, usually a boar, wolf, deer, or eagle. The staff allows
the user to perform several special functions.

It can be used to summon animals of the type carved onto the staff.
At a cost of two charges, the user can send out a call. All animals of the
appropriate type within 12 miles hasten to the druid as quickly as
possible. Once they reach the druid, they act as if under an animal control
The staff can also be used to cast animal control on any animal
within sight of the staff, at a cost of 1 charge.

The staff functions as a magical weapon, with a +2 bonus to attack,
inflicting 1d6+2 points of damage on a successful hit.

The staff also functions as a python staff, with the
characteristics of the staff of the serpent as detailed in the DMG. This
includes the destruction of the staff if the snake is killed. Using the
staff as a snake costs one charge.

At a cost of two charges, the staff can be used to cast one of the
following spells:

Call Lightning Plant Growth
Dispel Magic Cure Disease
Cure Serious Speak With
Wounds Plants

Once per month, with no cost in charges, the staff can perform one
of the following greater abilities:

Wall of Fire Insect Plague
Transmute Rock to Wall of Thorns
Conjure Fire Conjure Earth
Elemental Elemental

The Staff can be recharged.

History :

Finovar, was born son of a Ranger helping with the war against the
Humaniods in Vesve forest. Shortly after his birth, his parent were killed
during a major battle defending their home from humanoids in the service of

Miraculously surviving the attack, Finovar wandered off, and was found in
the woods by Lharave, a Dryad living in the forest. She brought him up,
showing him the ways of the forest, and protecting him from the wars
within the great forest.

Taking the forest as his own, he has helped in the wars against Iuz for
many years, and has continued climbing the Druidical hierarcy. Until now
he is the Great Druid of this area. Upon hearing about the treasures of
Iggwilv, Finovar realised that he must make sure that the treasure is found
and that Iuz or his followers didnt get it.

Finovar is about five feet and nine inches tall, and weighs about one
hundred and forty pounds. Finovar is slim, attractive and looks very much
accustomed to wilderness travel. Finvar appears young, with black hair,
blue eyes and a short, black beard. He carries very little, having just
some brown robes, a hornlike sword, and a grand wooden staff. Also, he has
many pouchs that carry many herbs, and spell components.
Alongside Finovar is his companion Ben, a large Grizzly bear. He has
other animal friends, but only brought Ben. He has been trained as
a guard, and as a protector.

Stats for Ben

AC: 6
Move: 12″
HD: 5+5
HP: 40
Thac0: 15
No of Attacks: 3
Damage: 1-6/1-6/1-8

See Monstrous Compendium for more Info


Galain ‘Iron-heart’ Pashdan – Fighter/Cleric

Name: Galain “Iron-heart” Pashdan Edition: 1st

Class: F/C Level: 6/5 Age: 153 Eyes: Green
Race: Dwarf Alignment: LG Height: 4′ 2″ Hair: Grey
Deity: Dumathion Pantheon: Dwarven Weight: 163 lbs
Place of origin: Unknown Sex: Male

STR 18/53 +2 to hit, +3 to dam, open doors 1-4, bend bars 25%
INT 10 add lang 2
WIS 17 mag att adj +3, bonus spells 2x1st 2x2nd 1x3rd
DEX 15 defense adj -1
CON 15 hit point adj +1, sys shock 91%, res surv 94%
CHA 11 max henchmen 4

Weapon Profs Armour
============ ======
Battle axe Armour worn = Plate mail Actual AC = -2
Crossbow AC base = 2 Rear AC = 1
Dagger Magic adj = +2 / +1 Surprised AC = -1
Morning star Dex adj = -1 Shieldless AC = 0
Mace Shield = Medium (+1)

Hit points
Hit die type = d10/d8 Con bonus = +1 Hit points = 37
Hit points per level = 8/4/4/9/6/4/6/3/5/8/6

Thac0 = 16 Weapon in hand: Battle axe

Saving throws
============= base save bonuses modified save
Poison/paralyzation 9 –# 9#
Petrif/polymorph 12 — 12
Rod/staff/wand 13 +4* 7*
Breath weapon 13 — 13
Spells 14 +4* 10*
* +3 versus mind effecting spells
# +4 versus poison

Turning Undead
Turning level = 5
T | T | T | 4 | 7 | 10 | 13 | 16 | 20 | | | |

1st=5 2nd=5 3rd=2

Spells learnt
1st= cure light wounds (x4), command
2nd= hold person (x2), silence 15′ rad, slow poison (x2)
3rd= dispel magic, prayer

Magical items Money
============= =====
Plate mail +2 Copper pieces = 19
Shield +1 Silver pieces = 11
Battle axe +1 Gold pieces = 127
Crossbow +1 Electrum pieces = none
Scroll of resurrection Platinum pieces = none
Potion of healing (3 off) Gems = 2 x 50gp base
Potion of red dragon control Jewelry = none
Other = none

Hard boots Bandages Iron rations (3 weeks)
Gloves Whet stone Iron scrollcase
Belt Sack Waterskin (2 pints)
Backpack Lantern Flasks of holy water (4 off)
Floppy hat Flasks of oil (3) Rope (50′)


Not much is known about Galain. He refuses to tell anything of his
background; where he comes from, his family, or even his religion. It is
obvious, however, that he is on a mission of some sort; though he will not
admit to it.
The only thing known about Galain is his recent background. Five years ago
he arrived in Canandas looking for a place in an adventuring company. Since
then he has travelled with several groups, though never staying with one for
more then two or three “outings”. Every now and then he will disappear for
several weeks and then turn up again as if nothing untoward had occurred.
His nickname of Iron-heart is partly due to the fact that he never flees from
an enemy, and from the fact that he never makes friends with any of his fellow

(DM’s can fit any background they wish to this character to provide whatever
subplot they want to their campaigns, etc.)


Gaston de Smerduk ‘Bladehawk’ – Thief/Paladin


From: “Richard Farrell (Gaston de Smerduk)”

Gaston de Smerduk ( Bladehawk )

Race = Human.
Class = Loads. Sorry, Thief/Paladin. (Ex thief, now Paladin.)
Kit = Swashbuckler.
Level = Thief 5/Paladin 9.
Alignment = Lawful Good. ( Was Lawful Neutral. )
Sex = Male.
Age = 22
Height. = 5′ 10″
Weight. = 155 lb’s
Hair. = Dark.
Eyes. = Gray/Green.
Social Class.= Middle Upper Class.
Birth Rank. = First.
Status. = Count.
#Siblings. = None.
Appearance. = Slim yet muscular, handsome features with neat hair
and a mustache. Always wears a domino mask. 8->

STR 17 +1 to hit and damage. Wgt All.=85. Max Press.=220. OD=10 BB=13%
DEX 17 +2 Rxn Adj. +2 Missile Att. Adj. -3 Def. Adj.
CON 15 +1 HP Adj.
INT 14 4 Languages
WIS 13
CHR 17 Max Hench 10 Loy Base +6 Rxn Adj +6
COM 16

Saving Throws. Modifier. Save.
PPDM. +5 10
RodStaffWand +5(+7) 12
Petrify/Poly +5 11
Breath Weapon +5(+7) 12
Spells +5(+7) 13

Armour Class. = -6 Bracers AC=2
Surprised. = -1 Ring of Protection+3
Shieldless = -6 Swashbuckler benefit.
Rear = -1 NB Single Weapon Spec. gives AC = -8

Hit Points = 67
THAC0 = 11

Pick Pockets = 25
Open Locks = 20
Find/Remove Traps = 05
Move Silently = 70
Hide in Shadows = 70
Detect Noise = 15
Climb Walls = 90
Read Languages = 00

Backstab. +4 to hit, Dmg * 3

Detect Evil 60′
Immune to Disease.
Heal 2 hps/level 1/day
Cure Disease 1/week/5 levels
Aura of Protection 10′ radius.
Turn Undead.

+2 Rxn Adj from Women.
-2 to AC in Light Armour.

Non Weapon Profs. Weapon Proficiencies. Slots
Etiquette All Blades 3
Tumbling Crossbows 2
Dancing Single Weapon Spc * 2 2
Heraldry 2 Weapon Style Spc 1
Reading/Writing Rapier Spc 1
Disguise Main Gauche Spc 1
Jumping Stiletto Spc 1
Tightrope Walking Thrown Dagger 1
Landbased Riding (Horse) Quarterstaff Spc 2
Artistic Ability

Notes and Magic Items.

Stilletto in Secret Spring Sheath.
Rapier of Speed +3
Crossbow of Angling.
Scroll [Potection from Cold]
Potion of Extra Healing
Main Gauche +4 Defender.
I’ve really posted enough as and about Bladehawk, he’s a witty bloke in
a mask who’ll challenge evil-doers that the authorities are ignoring.
On my world that’s because the authorites are corrupt.


Gayrlana – Paladin

From: Brother Tyrus

Character : Gayrlana
Players Name : Jason Mulligan Race : Human
Class : Paladin Level : 2
Alignment : Lawful Good Family :
Race/Clan : Homeland :
Liege/Patron : Religion :
Sex : F Age : 19 Social Class : Status :
Height : 5’10” Wt. : 137# Birth Rank : # Siblings :
Hair : Eyes : Appearance :
Honor : (Base Honor___) Reaction Adjustment :


18/52 STR Hit: +2 Dmg: +3 Wgt: 160 Max Press: 305 O/D: 13 BB/LG: 25%
16 DEX React Adj : +1 Miss Att Adj : +1 Def Adj : -2
15 CON HP Adj : +1 System Shock : 94% Res.Sr : 90%
11 INT # Languages : 2
13 WIS Mag Def Adj : 0
17 CHR Max Hench : 10 Loyalty Base : +6 Reaction Adj : +6

~~~~~~~~ ~~~~~~~~~~~~~
* – current movement rate
Modify. Paralyze/ Save.
Base Rate: 12 * ___+2__ Poison __14___
Light (56-85 ) _______ Rod,Staff,
Mod (86-115 ) _______ ___+2__ or Wand __16___
Hvy (116-145) _______ Petrify/
Svr (146-170) _______ ___+2__ Polymorph __15___
Jog ( x2 ) _______ Breath
Run ( x2 ) _______ ___+2__ Weapon __17___
Run ( x2 ) _______
Run ( x2 ) _______ ___+2__ Spells __17___

_______ Adjusted AC Armor Type (Pieces)
\ A C / Surprised ____ Plate mail_+1________ __23__ 23
\ -2/ Shieldless__0_ Helm_________________
\_/ Rear ____ Shield_____+1________

Lance 1 +2 +3 * 17 d6+1/2d6 – 7
Long Sword 1 +2 +3 17 d8 / d12 – 4
Bastard Sword 1 +2 +3 17 2d4 / 2d8 – 8
Dagger 1 +2 +3 17 d4 / d3 – 2

* – lance does double damage when charging or when set for a charge

Special Attacks

Special Abilities/Limitations NWProficiencies/Skills/Languages
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Detect evil 60′ Riding, Land Based, Horse
+2 to all saves Dancing
Immune to disease Heraldry
Heal by ‘laying on hands’ Etiquette
Cure diseases Languages – Alignment
Protection from Evil 10′ radius Common (R/W)
With holy sword paladin projects
circle of power
Turn undead at 3rd level
Call for warhorse at 4th level
Cast priest spells at 9th level
May not possess more than 10 magical
Never retains wealth
Must pay 10% tithe of income

GEAR (Supplies included) Location Encumberance #
Golden Platemail worn 50
villagers robes bavkpack 5
Dagger belt 1
Long Sword belt 4
Golden Great Helm head 10
Lance horse —
War Dog (Huan) — —
Medium Warhorse — —
Hooded Mink Cloak worn 15
Medium Shield arm 10

Money 7

Total (pounds)________________________________ 103

Experience Treasure
~~~~~~~~~~ ~~~~~~~~
2989 Coins
+10% GP 29
EP 120
SP 62

1*500gp gems

Miscellaneous Information (Magical Items, Command Words, Small Maps, etc.)
Plate Mail +1
Shield +1

History :
Born into royal family of the Great Kingdom. From a early age she was
repulsed by the corruption of her family. So when she was about 15 years
old she ran away from her homeland, but vowed to return one day to heal the
Kingdom of its sickness.

She has become a mercenary with honor, and she is known as ‘Lady
Bloodsword’. She usually helps people with causes dedicated to good. Her
only companions are her horse(white medium war-horse) ‘Crysania’ and her
pet war-dog ‘Huan’.

She is 6’0 tall, 150lbs. She has waist-length honey blode hair. She
has bright blue eyes. She has a golden set of plate-mail, with golden helm,
which covers half of her face. The helm also has wings on both sides and a
plume that goes down her back. She also wears a hooded cloak made of mink.


Gedric – Fighter/Cleric

Name: Gedric Edition: 2nd

Class: F/C Level: 10/10 Age: 287 Eyes: black
Race: Dwarf Alignment: NG Height: 4′ 1″ Hair: brown
Deity: Moradin Pantheon: Dwarven Weight: 158
Place of origin: Earthfast Mtns, Faerun Sex: Male

STR 14 open doors 8, bend bars 7%
INT 10 add lang 2
WIS 18 magic def adj +4, bonus spells 2x1st 2x2nd 1x3rd 1x4th
DEX 13
CON 18 hit point adj +4, sys shock 99%, res surv 100%
CHA 11 max henchmen 4

Weapon Profs Armour
============ ======
Morning star (sp) Armour worn = Field plate Actual AC = -2
Flail AC base = 1 Rear AC = 1
Mace Magic adj = +1 / +2 Surprised AC = -2
Staff-sling Dex adj = none Shieldless AC = 1
Warhammer Shield = medium (+2)

Non-weapon profs Languages
================ =========
Riding, land Gnome
Healing Hobgoblin
Blind fighting

Hit points
Hit die type = d10/d8 Con bonus = +4 Hit points = 87
Hit points per level (f)= 8/3/5/2/5/9/5/7/4/3
” ” ” ” (c)= 5/7/8/2/5/4/6/5/7/2

Thac0 = 11 Weapon in hand: Morning star

Saving throws
============= base save bonuses modified save
Poison/paralyzation 6# +2# 4(1)#
Petrif/polymorph 9 +2 7
Rod/staff/wand 10* +7* 3(1)*
Breath weapon 9 +2 7
Spells 11* +7* 4(1)*
* +4 versus mind effecting spells
# +5 versus poison

Turning Undead
Turning level = 10th
D* | D* | D* | D | D | T | T | 4 | 7 | 10 | 13 | 16 | 19

1st=6 2nd=6 3rd=4 4th=4 5th=2

Spells learnt
1st= cure light wounds (x4), remove fear, detect evil
2nd= hold person (x2), heat metal (x2), silence 15′ rad, trip
3rd= dispel magic, continual light, remove paralysis, stone shape
4th= cure serious wounds (x2), neutralise poison, free action
5th= cure critical wounds, raise dead

Magical items Money
============= =====
Field plate +1 Copper pieces = 125
Shield +2 Silver pieces = 67
Morning star +3 Gold pieces = 52
Staff-sling +2 Electrum pieces = 11
Rod of resurrection (23 ch) Platinum pieces = 21
Staff of healing Gems = 7x100gp base gems
Ring +2 (for saves)
Potion of extra healing Jewelry = none
(3 off)
Potion of speed Other = none


Gilim, Son of Noror, Axe for Hire

From: Anthony Ross

Name: Gilim, son of Noror Race: Hill Dwarf Height: 3′ 11″
Class: Fighter (Axe for Hire) Alignment: NG Weight: 155lbs
Clan: Torkrest Level: 2 Age: 77
AC: Chain = 5 THACO: 19 (+2 to hit) HP: 14
Strength 17 +1 to hit, +1 to damage, Open Doors 50%, Bend Bars 13%
Intelligence 07
Wisdom 09
Dexterity 10
Constitution 13 85% system shock survival, 90% ressurection survival
Charisma 12
Description & Notes
Gilim is a pragmatist, always acting in the most rational if not the most
ethical manner. As Do’s big brother he sees himself as Do’s protector,
and doesn’t give Do credit enough to be able to protect himself. This can
lead to some interesting brotherly combat. Gilim’s pragmatism is
undermined by his lack of intelligence, so what he percieves to be perfectly
rational may be flat out stupid due to some obvious oversight on his part.
However, he will not charge into combat without weighing the odds first.
When he does go, he is a master with his battleaxe. He primarily worships
Kador the Dwarven god of war although lesser gods of strength and others are
worshipped. Often says hearty things like “Dwarves always buy the first
round!” His normal morale is 14, he has infravision to 60ft, and his
birthday is Numont the 16th. His kit is the fighter’s Axe For Hire kit as
decribed in the Complete Book of Dwarves.

Non-Weapon Proficiencies
% Endurance (Con) 13 Can preform strenuous activity twice
as long
% Sign Language (Int +2) 12 Simple silent communication using hand
% Speak, Thyatian (Int +5) 14 Know enough to get by
% Speak, Hill Dwarf (+13) 20 Native tongue
% Survival, Foothills (Int) 09

Weapons Skill Wt. Size Type Spd. Dam S-M Dam L
Battleaxe* (Spec.) 7 M S 4 1d8+4 1d8+4
Lt. Crossbow** (Prof.) 7 M – 7 — —
Light Quarrel 1.3 S P – 1d4 1d4
* Gilim is specialized in the battleaxe which grants him +1 to hit and +2
to damge, which is reflected above. Additionally, he is specialized in
the 2-Handed style which grants him a +1 to damage and reduced weapon
speed, both reflected above. See pages 62-63 of the Complete Fighter’s
** The crossbow fires once per round, Short Range 180ft, Medium 360ft at
-2 to hit, Long 540ft at -5 to hit

Equipment (67) +
Weapons (15.3) +

Booty (0.8) = 83.1 lbs, moves at 6S

Equipment carried on Body
Large Belt pouch (1)
% 3pp, 11gp, 16sp, 13cp (.8)

Backpack (1)
% Flint & Steel
% 2 whetstones
% 1 oily rag
% 3 candles
% Bar of soap
% Gourd with 1/3 potion of Extra Healing (1)
% Silver flask with a Potion of Longevity (1)
% 5 leather straps
% 2 weeks iron rations (2)

Slung across body
% Light Crossbow
% Quiver (2) carrying 13 standard bolts

% Chain mail (40), hard Dwarven military boots (2), coarse brown cotton
breeches, longjohns.

Tied to pack
% Waterskin filled with water (3)
% Bedroll (5)
% 50ft Rope (10)

Game History
For many years Gilim followed his clans legacy of military training and a
career in the Dwarven army. When he learned his brother Do was going to
go explore the world, Gilim ended his gainful employment in the armed forces
and went with him, to keep him out of trouble. Do and his brother Gilim were
approached by Kae in a quiet pub in the town of Penhaligon. Kae offered
them employment as support personnel for the main party and they accepted.
After several months of adventuring with the group, Gilim had clearly
established himself as the deadliest of the lot in melee. Often defeating
the strongest of the party’s foes singlehandedly Gilim was ready to advance a
level. Before this could occur, the party embarked on a seemingly easy
mission, wherein his brother Do was slain by a poisoned bolt. As the Dwarven
priests cannot raise dead, Do was lost forever, and Gilim is in a deep
period of depression and mourning as he has failed in protecting his brother.
He knows he must return to Rockhome to tell his parents of Do’s death and
ask their mercy for his failings. He is becoming quite spiritual and
contemplative in these recent days, and could possibly become a priest
upon returning home.


Godfire of Barovio – Fighter

From: Brother Tyrus

Character : Godfire of Barovio
Players Name : Raul Pollicino Race : Human
Class : Fighter Level : 1
Alignment : Chaotic Good Family : Nil
Race/Clan : — Homeland : Barovia
Liege/Patron : — Religion : —
Sex : M Age : 23 Social Class : LMC
Height : 6’1″ Wt. : 164# Birth Rank : 1st # Siblings : 0
Hair : brown Eyes : brown Appearance : He-Man!


18/84 STR Hit: +2 Dmg: +4 Wgt: 185 Max Press: 330 O/D: 14 BB/LG: 30%
15 DEX React Adj : 0 Miss Att Adj : 0 Def Adj : -1
18 CON HP Adj : +4 System Shock : 99 Res.Sr : 100
14 INT # Languages : 4
12 WIS Mag Def Adj : 0
6 CHR Max Hench : 2 Loyalty Base : -3 Reaction Adj : -2

~~~~~~~~ ~~~~~~~~~~~~~
* – current movement rate
Modify. Paralyze/ Save.
Base Rate: 12 * _______ Poison __14___
Light ( ) _______ Rod,Staff,
Mod ( ) _______ _______ or Wand __16___
Hvy ( ) _______ Petrify/
Svr ( ) _______ _______ Polymorph __15___
Jog ( ) _______ Breath
Run ( ) _______ _______ Weapon __17___
Run ( ) _______
Run ( ) _______ _______ Spells __17___

_______ Adjusted AC Armor Type (Pieces)
\ A C / Surprised _8__ _Leather_____________ __12__ 12
\ 7 / Shieldless_7__ _____________________
\_/ Rear _8__ _____________________

Battle Axe 3/2 +3 +6 17 1-8 / 1-8 — 4
Two handed style specialisation
Dagger 1 +2 +4 18 1-4/1-3 — 2

Special Attacks

Special Abilities/Limitations NWProficiencies/Skills/Languages
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Blind fighting 2
riding, horse 1
endurace 2
running 1
animal handling 1

GEAR (Supplies included) Location Encumberance #
Battle Axe carried 5
Leather Armour worn 15
clothing worn 5
Holy Symbol neck –
(golden ankh)
1 weeks rations
humble village clothing backpack 5

Money 3

Total (pounds)________________________________ 28

Experience Treasure
~~~~~~~~~~ ~~~~~~~~
+10% GP: 145
0 SP:

Miscellaneous Information (Magical Items, Command Words, Small Maps, etc.)

History :
Only son of Fred and Martha Nile of Barovio he was disowned by his parents
when he refused to become a high priest in the church. He drifted around the
countryside doing farm work and other forms of hard labour before he met
Hasloth who became his mentor and began to train him in the fighting arts.

Godfire is now on a quest to win his way back into his family and the church
through ‘good deeds’.

Godfire of course is a huge hulking man whose need for acceptance clouds his
mind somewhat. He has the subtlety of a flouresent musical rock and the
gentleness of a sharp spike inserted up ones anus.


Greymoon – Fighter

From: Ronald Jones
{ or Jonesrd@sjsuvm1.bitnet}

Name: Greymoon
Race: Human
Class: Fighter
Level: 12
Alignment: Chaotic Neutral

Age: 30
Height: 6ft Weight: 200lbs
Hair: Brown Eyes: Brown

Str: 16 (Girdle of Storm Giant Strength and Guantlets of Oger
Power = Str: 25)
Int: 13
Wis: 17
Dex: 17
Con: 13
Chr: 16
Hit Points: 109

AC: Bracers of Defense AC 2: Ring of Protection +6, +6 to saves.
With dex bonus AC: -6, Without dex bonus AC: -4. Without
Protection AC: 10 or 8 with dex bonus.

Languages Known: Common, Chaotic Neutral, Red Dragon, Halfling,
Lizard man

Psionics: At/Df Str: 87-87, Attack modes: E Def modes: J-H
Major Disciplines: Molecular rearrangement
Minor Disciplines: Detection of Magic, Reduction, ESP

NWP’s: I did not know about NWP’s back then and I did not need
them either.

Equipment: (Please note he is only carrying a small traveling
kit of equipment if met in a stronghold Greymoon would
have access to much more treasure and magical items.)
Bastard Sword +4 in scabbard left side.
Girdle of Storm Giant Strength
Gauntlets of Oger Power
2 Daggers +2 – one in left boot, one in belt on left.
Ring of regeneration – left hand ring finger.
Ring of protection +6, +6 to saves – right hand ring finger.
Bucknards Everfull Purse: Makes Gold and Silver (20 of each\day)
coins, all have a large M stamped on one side. Right side on

Periapt of Proof Against Poison (around neck)
The Cloak of Eleven Kind is a special order. Not only does it act
as an improved Cloak of the Eleven Kind. It can change its
colors to match Greymoons whims, usually dark Brown or Khaki.
Greymoon NEVER lets this cloak out of his sight or reach.
The cloak also has magical compartments that hold the
Two handed Sword +5
100gp, 100sp (In secret pocket)
Scroll: protection from Magic
Dagger +4
5 Sleep Grenades (In individual secret pockets)
5 Explosive Grenades (In individual secret pockets)
Blaster Pistol – full charge (In a Special pocket with
2 batteries) These High Tech weapons are from the
adventure Expedition to the Barrier Peaks.
The cloak has an emergency teleport spell that will let
Greymoon teleport without error once (Then it must be
recharged) If Greymoon is not conscious or seriously
wounded (near 10 hp) the Cloak will teleport him
without error back to Massmorphius’s castle (Then it
must be recharged).
Large Bag of holding:
3 potions of Extra-healing
3 days iron rations
1 wine skin full
2 water skins full
1 white shirt
1 brown shirt
2 pairs black pants
2 changes underwear, socks.
2 reading books: one of epic poems and one history text
1 Small bag: 2 1000gp Gems (ruby, diamond)
1 Small bad: 20ep, 200gp, 100sp
1 pair Gauntlets of Ogre Power

Description: Greymoon has brown hair, cut short with an efficient
look. He has eyes are plain brown, but can call upon a piercing
gaze that will look right through a person. He has a mid sized
nose and a strong Jaw. He looks strong but not overly muscled. He
always stands straight and tall, when possible. Greymoon does not
wear armor anymore relying on magic instead. He wears lose fitting
clothes. Greymoon usually wears a light brown shirt with a lose
collar, dark khaki or black pants, high dark boots of Elevenkind.
He often wears a special cloak of Elevenkind, which when not
keeping him invisible can either be colored black or khaki.
Greymoon does not often look imposing to other, until called to do
some heroics and then look out. He can radiate power with the best
of them, with magic items and nasty looking weapons at his command.

History: As a young child Greymoon was orphaned. His parents were
killed by Orcs and he was found by a group of Half-lings and raised
there until he was 10, when he was to big for the tunnels. He was
passed off to a group of Elves, who began his training as a
fighter. They never taught him their language, but he did learn a
bit of Lizard Man (from a nearby civilized tribe) and Red Dragon,
while studying with the other children. He was forced out of the
tribe at eighteen to make a mark for himself in the world.
Unfortunately Greymoon met up with a bad crowd, a group that
included a very evil halfling fighter-thief Massmorphius. Greymoon
was not very stable after losing his parents and then being
shuffled from one group to the next. He spent the next few years
taking his frustration out on the world. With Massmorph, he
traveled widely and first helped in clearing out of a dungeon near
the borderlands of an empire. He then was part of a group that
destroyed a plot by the Giants of the east to invade the empire.
His group did well in dispatching the giants only to find the signs
of a larger plot to disrupt the surface world. By this time
Massmorph had all but taken control of this group of adventurers
with his leadership skills, height charisma and experience.
Everyone in this group was now very powerful with many magic items.
After a long journey in the underworld, the group detected and
defeated a Drow plot to the surface world. The group did not care
much that they were doing good, only that they would not be
punished for their deeds, once they returned to the surface world.
Their adventure took them to other realms where they defeated
Lolith Demon Queen of Spiders. They captured her ship and treasure
for use in paying for further adventures.
Once they returned to the real world this group that included
Greymoon heard of a fallen star that held great power. The trip to
the great Barrier Peaks was quite an adventure. They found not an
ancient fallen star but some strange building. This strange
building had light without flame or magic. Strange monsters,
unusual weapons, and armor of great power. Full of power from
their adventures this group successfully challenged the mage of the
valley near the crash site and forced him out. They took control
of the Valley of the Mage and constructing a large wall across the
entrance to the valley.
Having become little more than a fancy bodyguard, Greymoon
became disillusioned with his life and began to wander the world on
his own. He has had enough of intrigue between nations and
controlling small armies. He was no longer the angry youth of the
past. He became more stable, but with many enemies stalking him he
has never had a chance to rest. He may at any time be called back
to the service of Massmorphius who is now very close to being a
demi-power. Which can be good since Massmorphius will lend
Greymoon his most powerful weapon on request. This magical
footman’s mace has been enchanted with mighty magics.
Greymoon was most recently seen in the Sojourners Inn, but
most of the time he will be found wandering the world looking for
a little adventure and hopefully some inner peace.


Grimm – Necromancer Warlock

From: Brother Tyrus

Character : Bernard Hallonan (Grimm)
Players Name : Daniel Horne Race : Human
Class : Necromancer Level : 14
Kit : Warlock
Alignment : Lawful Neutral (chaotic Tendencies)
Race/Clan : Homeland :
Liege/Patron : Religion :
Sex : M Age : 36 Social Class : Status :
Height : 6’3″ Wt. : 166# Birth Rank : # Siblings :
Hair : Eyes : Appearance :


10 STR Hit: 0 Dmg: 0 Wgt: 440 Max Press: 115 O/D: 6 BB/LG: 1%
16 DEX React Adj : +1 Miss Att Adj : +1 Def Adj : -2
14 CON HP Adj : 0 System Shock : 88% Res.Sr : 92%
18 INT # Languages : 7 Spell Lvl : 9 Chance : 100/70% Max/Lvl : 18
17 WIS Mag Def Adj : +3
12 CHR Max Hench : 5 Loyalty Base : 0 Reaction Adj : 0

~~~~~~~~ ~~~~~~~~~~~~~
* – current movement rate
Modify. Paralyze/ Save.
Base Rate: 12 __+7___ Poison __11___
Light (56-85 ) _______ Rod,Staff,
Mod (86-115 ) _______ __+7___ or Wand __7 ___
Hvy (116-145) _______ Petrify/
Svr (146-170) _______ __+7___ Polymorph __9 ___
Jog ( x2 ) _______ Breath
Run ( x2 ) _______ __+7___ Weapon __11___
Run ( x2 ) _______
Run ( x2 ) _______ _+7(+12) Spells __8 ___

_______ Adjusted AC Armor Type (Pieces)
\ A C / Surprised ____ Ioun Stone___________ __39__ 39
\ 1 / Shieldless____ cloak +4_____________
\_/ Rear ____ witchstaff___________

mod mod
Dagger 1 -5 0 21 1d4/1d3 — 1
Witch staff 1 -3 +2 19 1d6/1d6 — 3

unmod THAC0 : 16

Special Attacks
Opponents must save at -1 vs necromancy spell cast by a necromancer, or
undead created/controlled by necromancer

Special Abilities/Limitations NWProficiencies/Skills/Languages
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Save at +1 vs necromancy spells B Herbalism int/-2
and undead attacks B Spellcraft int/-2
Can memorise additional spell 2 Ancient History int/-1
each spell level – Death ceremonies
Barred from illusion and – Burial grounds
enchantment/charm schools 1 Religion wis/0
not allowed weapon proficiencies 1 Artistic Ability wis/0
may choose 1500xp worth of magic – sculpture
gets detect/read magic free 1 Brewing int/0
Secure Familiar 1 Cooking int/0
Brew calmative 1 Weathersense wis/-1
Brew poison 2 Astrology int/0
Brew flying ointment 1 Languages – Common (R/W)
Witches curse 1 – Elvish
reaction roll penalty & general 1 – Dwarven
community hostility 1 – ancient #1
25% chance per day of struggle 1 – ancient #2
-2 to attack & save overnight
+15% to learn necromancy spells
-15% to learn others

GEAR (Supplies included) Location Encumberance #
Sling bag (Large Sack)
Soft Boots
Large belt pouch (for sling stones)
5 sling stones
5 small belt pouches
3 candles
Winter blanket
1 Calmative potion
1 Flying ointment


Total (pounds)________________________________

Experience Treasure
~~~~~~~~~~ ~~~~~~~~
1,500,000 Coins
GP 87
EP 45
SP 22
CP 9


Miscellaneous Information (Magical Items, Command Words, Small Maps, etc.)
Necklace of adaption \
Ioun Stone – +1 Protection |– Witch kit items
Figurine of Power – Obsidian Steed /
ring of ram
ring of sustenance
cloak of protection +4 and allows wearer to become a bat 2 times/day
Witch staff of Power (functions same as staff of power but allows witches to
use spells from it which aren ormally barred to them)

Spells in Book (* signifies spell memorised) 6/6/6/5/5/3/2
1st Level 2nd Level 3rd Level
~~~~~~~~~ ~~~~~~~~~ ~~~~~~~~~
read magic choke (n) * bone club (n)
detect magic * death recall (n) delay death (n)
cantrip detect life invisible mail
chill touch (n) ghoul touch (n) * hovering skull (n) *
detect undead (n) * vocalise iron mind
corpse visage (n) * spectral hand (n) spirit armour (n) *
copy summon swarm dispel magic
chromatic orb insatiable thirst feign death (n)
feather fall ESP * hold undead (n) *
wall of fog * alter self * wraithform
identify web tongues *
spider climb knock vampiric touch (n)
unseen servant * pyrotechnics phantom steed
colour spray * stinking cloud * fireball
grease wizard lock melf’s minute meteors *
fist of stone rope trick Alamir’s fundamental
hold portal protection from cantrips breakdown
enlarge darkness 15′ radius * Max’s stony grasp *
Protection from missiles

4th Level 5th Level
~~~~~~~~~ ~~~~~~~~~
dimension door * Animate dead (n)
fire aura teleport *
fire shield * conjure elemental
contagion (n) wall of bones (n) *
wall of fire mummy rot (n)
enervation (n) * summon shadow (n) *
turn pebble to boulder * rary’s telepathic bond
otilukes resilient sphere mordenkainen’s private sanctum *
minor spell turning * force shapechange (n)
otilukes dispelling screen throbbing bones (n)
invulnerability to normal weapons *

6th Level 7th Level
~~~~~~~~~ ~~~~~~~~~
death spell (n) * finger of death (n) *
black mantle (n) phase door *
Bloodstone’s spectral steed (n) zombie double (n)
Forest’s fiery constrictor * suffocate (n)
invulnerability to magical weapons
transmute water to dust *R

Henchmen/Animal Companions
Name : Scythe Race/Class : Owl
AC : 7 HD/Level : 1
Attacks : 3 (1-2/1-2/1) Skills/Abilities : swoop

History :

Before adventuring Career…
Bernard Hallonan, or Grimm as he now calls himself, is the son of a
moderately wealthy merchant who traded in wines, the second of four brothers.
His aptitude for magical study was recognised early and an entry exam (plus a
suitable bribe) assured him a place in the academy of magic. During his first
few months, however, an accident during an attempted summoning caused a large
explosion and a momentary extraplanar rift which only he is known to have
survived. This was due to the influence of a demon alerted when the rift
opened, and who saw the potential for mischief in the apprentice. Dazed and
unnoticed in the confusion, Bernard wandered right out of the city and into
the forest, and was presumed dead (or worse) by the academy authorities.
Wandering in the wilderness, his mind somewhat unhinged by the incident,
Bernard was contacted by the demon for the first time. Awed by the presence
of the being and the promises of great power it offered, he accepted the
tutelage and proceeded to become a warlock skilled in the art of necromancy.
It didn’t take long, though, before he began to rebell against the demands
placed upon him, and the constant intrusion into his thoughts and actions
made by the fiend. Eventually he broke free of its direct influence, but is
still harrassed by the demon’s attempts to regain control of its “investment”.
He took with him magical knowledge, a figurine of wonderous
power and a ring of the ram, all bribes by the demon to retain his confidence
and devotion.
Lost in the forest with no skills to protect himself, Bernard would
probably starved to death if he had not stumble across a log cabin, the final
resting place of a retired adventuring thief (one of the few who die
peacefully). Although the place had already been emptied by enterprising
vandals, he managed to find a ring on the corpse which proved to be a ring of
sustenance and a silver necklace which he later sold for what little money he
has now and his few possesions. It was obvious to him that he had nowhere
near as many qualms about dealing with the dead than the earlier thieves had,
but then again, that’s what being a necromancer is all about…
The present day…
Grimm’s streak of luck continues to preserve him from his own belief in
immortality, although he has become a little bit more world wary. He tries
now to keep a good stock of defensive spells (just in case) and sometimes has
mood swings into the paranoid that can mean disaster for his travelling
companions. His speciality combined with his uncooperative attitude has
earned some attention from various authorities, though most are prepared to
dismiss him as a minimal threat to society. Indeed, his hunts for undead have
earned him occasional praise, as he restores the balance against those who
would cheat death – and any who stand in his way.

Grimm is more than a little stressed by the life he has led so far, in
fact he’s bordering on crazy. Surviving the accident, the demon and wandering
lost in the wilderness has led him to think that he may be destined never o
die. Combined with his learnings in necromancy and general society’s
rejection of him, he is fast heading toward the belief that he is death
incarnate, an elemental force not to be denied, which is reflected by the
name he now choses to be known by. His monthly visits by the demon tend to
contradict this, which gives him all the more reason to hate it. It is ironic
that he would give anything to be rid of the true source of his power, and
just about the only thing at the moment that prevents him from become a
raving nutcase. He has little memory of his family, and has no desire to
associate with them again.


Hnaef Scylding – Ranger

From: Anthony Ross

Name: Hnaef Scylding Class: Ranger Ht: 6’1”
Race: Human Alignment: Chaotic Good Wt: 178
Clan: Ozerfold Level: 2 Age: 20
Armour Class: Chain&S = 4 THACO: 19 HP: 18
Strength 18 (38) +1 to hit, +3 damage, open doors 12, bendbars 20%
Intelligence 10
Wisdom 14
Dexterity 14
Constitution 16 +2 hit points
Charisma 07
Lithe and muscular of build, Hnaef has the archtypical Northern
look, blond, ruddy, and dangerous. While his friends know him as a quiet
joker, most strangers are more than a bit put off by his less than civilized
appearance. With his dog Holgar and a halting command of the common tounge,
Hnaef is generally assumed to be much more dangerous than he actually is.
Although he posseses all the skills and talents nessecarry to sucess in
combat, Hanef’s companions learn quickly that he is smitten with ill luck
in combat and should not be counted upon.

Non-Weapon Proficiencies
% Animal Tr. (Wis) 14 Train animal(s) to preform general & specific
% Endurance (Con) 16 Can perform strenous activity twice as long
% Hunting (Wis -1) 13 Check to get near prey and sneak up
% Speak Thyatian (Int +2) 12 Mediocre in this newly learnt tounge
% Speak Northern (Int +9) 19 Almost fluent in his native tounge
% Survial, Cold (Int) 10 Knowledge of hazards, can check to find
% Tracking (Wis) 14 Check with various modifiers to track

Weapons Skill Wt. Size Type Spd. Dam S-M Dam L
Longsword (Prof.) 4 M S 5 1-8 1-12
Longbow* (Prof.) 3 L – 8 — —
Arrows, Flight 3.9 S P – 1-6 1-6
Dagger (Prof.) 1 S P 2 1-4 1-3
Battle Axe (Prof.) – – – – — —
* The longbow fires twice per round, Short Range 210ft, Medium 420ft at -2
to hit, Long 630ft at -5 to hit

Thieving Skills
Move Silently 15%
Hide In Shadows 10%

Equipment (101.5) +
Weapons (11.9) +
Booty (0) = 113.4 lbs, moves at 13″

% Wearing:
Chain mail (40)
Heavy woolen under and outergarments (3)
Fur-lined coat (5)
Great helm (10)
Medium shield (10)
Magical ring of unknown properties (Ring of Protection +1)
Longsword with rune
Scabbards at left side: two daggers

% In large sack:
50ft of half inch dimater hemp rope (15)
Loose linen pants & Sandals
White linen outfit with green/yellow/blue trim
Waterskin (2)
Dog leash & studded collar (1)
Flint & steel, 3 whetstones and an oily rag
3 torches (1.5)
1 flask of oil (1)
Set of hunting knives (3)
Leather gourd holding a potion of Halfling Control (1)

% In large sack:
8 partiallly corroded magical masks (4)
Grappling hook (3)
Wine bottle labled RShireton BubbyS (Actually is Type M poison)

% Horse – Wengar
% War Dog – Holgar

Born to Bercilak and Margan Scylding (who died giving birth) of
the Ozerfold clan on their steading, in the Soderfjord Jarldoms in the
Northern Reaches. There is minimal agriculture and food sources are
mostly derived from hunting and trade, in your region. Berilak was greatly
affected by the loss of his wife and spent much time away from the stead on
long hunting trips in the surrounding mountains and hills. While his
father was away, Hnaef was under the care of his Uncle Ofeig, and elder brother
Sven. They taught you to wield the longsword, as well as train the
wolf-dogs that are used as guards on the steading. Eventually his father
began to take him on the hunting trips, where Hnaef’s ranger skills were
acquired. At the age of 19 he obtained the permission of Vandrad Horiks
on, his clan head, and set forth by ship from Whiteheart, to explore the

Beliefs instilled in upbringing
% Loyalty lies with family, clan and friends, and anyone who does not
defend their honor is a coward.
% Hospitality and generosity are to be valued and respected.
% Wealth in itself is not a virtue.
% Courage is honorable, it is dishonorable to whine or complain.
% The gods determine fate, and wit and humor in bad times is to be valued.
% Forgiveness is a sign of weakness.
% Long discussions are pointless and should be avoided at all costs.
% One’s word is binding, but to mislead by clever speech or omission (not
lies) is neither dishonest or immoral.
% Exaggeration of ones deeds is acceptable to a point.
% Merchants, thieves and especially wizards are to be accorded little
respect as they are sneaky, evil and dangerous, yet timid in combat.
% Priestly magics are acceptable and virtous.
% Nature is to be respected, revered and protected, and must be allowed to
coexist with other life.

Game History
Hnaef is most famous for his utter failure as a combat machine, to
the frequent disappointment and frustration of his player. He never did
anything truly heroic (partially because his player was often absent) and
never really lived up to his ancestry and training.


Keldin Linsiber – Cleric/Thief

From: Brother Tyrus

Character : Keldin Linsiber
Players Name : NPC (Sethi’s Follower) Race : Human
Class : Thief (cleric) Level : 7(4)
Alignment : CG (CN tendencies) Family :
Sex : M Age : 35 Social Class : LMC Status :
Height : 5’10” Wt. : 160# Birth Rank : unknown # Siblings : unknown
Hair : black Eyes : dark brown Appearance : serious, wrinkled


15 STR Hit: 0 Dmg: 0 Wgt: 55 Max Press: 170 O/D: 8 BB/LG: 7%
18 DEX React Adj : +2 Miss Att Adj : +2 Def Adj : -4
16 CON HP Adj : +2 System Shock : 95% Res.Sr : 96%
14 INT # Languages : 4
16 WIS Mag Def Adj : +2 Bonus Spells : 2*1st, 2*2nd
13 CHR Max Hench : 5 Loyalty Base : 0 Reaction Adj : +1

~~~~~~~~ ~~~~~~~~~~~~~
* – current movement rate
Modify. Paralyze/ Save.
Base Rate: 12 _______ Poison __10___
Light (56-85 ) _______ Rod,Staff,
Mod (86-115 ) _______ _______ or Wand __12___
Hvy (116-145) _______ Petrify/
Svr (146-170) _______ _______ Polymorph __11___
Jog ( x2 ) _______ Breath
Run ( x2 ) _______ _______ Weapon __15___
Run ( x2 ) _______
Run ( x2 ) _______ __+2___ Spells __13___

_______ Adjusted AC Armor Type (Pieces)
\ A C / Surprised ____ Leather +1___________ ___57_ 57
\ 1 / Shieldless____ _____________________
\_/ Rear ____ _____________________

Short Sword

Special Attacks
backstab damage x??

Special Abilities/Limitations NWProficiencies/Skills/Languages
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

9 slots (5 priest)

GEAR (Supplies included) Location Encumberance #


Total (pounds)________________________________

Experience Treasure
~~~~~~~~~~ ~~~~~~~~
+10% GP


Miscellaneous Information (Magical Items, Command Words, Small Maps, etc.)
Ring of Feather Falling
Ring of Regeneration
Leather +1
Hilt of the Weapons Master

Spells in Book (* signifies spell memorised)


Kyle Quickfinger – Thief

From: Brother Tyrus

Character : Kyle QuickFinger
Players Name : Jeremy Paddison Race : Halfling
Class : Thief Level : 16
Alignment : Neutral Evil Family :
Race/Clan : Homeland :
Liege/Patron : Religion :
Sex : M Age : 27 Social Class : Status :
Height : 36″ Wt. : 64 Birth Rank : # Siblings :0
Hair :Blonde Eyes : Brown Appearance :Quite Handsome. Mischevious eyes


15 STR Hit: norm Dmg: none Wgt: 55 Max Press: 170 O/D: 8 BB/LG: 7%
19 DEX React Adj : +3 Miss Att Adj : +3 Def Adj : -4
15 CON HP Adj : +1 System Shock :90% Res.Sr 94%
16 INT # Languages : 5 Spell Lvl :8th Chance : 70% Max/Lvl : 11
11 WIS Mag Def Adj : 0
13 CHR Max Hench : 5 Loyalty Base : 0 Reaction Adj : +1

~~~~~~~~ ~~~~~~~~~~~~~
* – current movement rate
Modify. Paralyze/ Save.
Base Rate: 12 _+4____ Poison __10___
Light (56-85 ) _______ Rod,Staff,
Mod (86-115 ) _______ _+4____ or Wand __8 ___
Hvy (116-145) _______ Petrify/
Svr (146-170) _______ _______ Polymorph __9 ___
Jog ( x2 ) _______ Breath
Run ( x2 ) _______ _______ Weapon __13___
Run ( x2 ) _______
Run ( x2 ) _______ _+4____ Spells __9 ___

_______ Adjusted AC Armor Type (Pieces)
\ A C / Surprised _2__ elven chain +3_______ _78___ 78
\-2 / Shieldless_-2_ _____________________
\_/ Rear _-2_ _____________________

mod mod
Knife 1 0 0 13 1d3/1d2 — 0
(thrown) 2 +4 0 9 1d3/1d2 1/2/3 0
Hand Crossbow 1 +3 0 10 1d3/1d2 2/4/6 2
Short Sword 1 0 0 13 1d6/1d8 — 0
Broad Sword 1 0 0 13 2d4/1d6+1 — 2

2 more to choose

Special Attacks
BackStab: +4 chance to hit. Negate enemy’s shield and dexterity bonus.
Damage multiplier: x5

+1 bonus when using thrown weapons or slings
-4 penalty to opponent’s attacks when you surprise them
-2 penalty to opponent’s attacks when a door/screen must be opened first

Special Abilities/Limitations NWProficiencies/Skills/Languages
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Thief Skills – Rope use dex/0 1
Pick Pockets: 95% Reading Lips int/-2 2
Open Locks: 95% Ventriloquism int/-2 1
Find/Remove Traps: 90% Riding, Horse wis/+3 1
Move Silently: 95% Forgery dex/-1 1
Hide in Shadows: 95% Set Snares dex/-1 1
Detect Noise: 85% Tumbling dex/0 1
Climb Walls: 95% Juggling dex/-1 1
Read Languages: 95% Jumping str/0 1
Tightrope walking dex/0 1
Disguise cha/-1 1

Languages – Halfling
– Common
– Theives Cant

Bonus to saves vs rods/staff/wands,
spells, poison
Use Scrolls: 25% Failure. If fails then the effect can be reversed.
Infravision 60′
Determine Grade of slope or passage
Determine Direction

GEAR (Supplies included) Location Encumberance #

You have to fill this out


Total (pounds)________________________________

Experience Treasure
~~~~~~~~~~ ~~~~~~~~
1,500,000 Coins
+10% GP


Miscellaneous Information (Magical Items, Command Words, Small Maps, etc.)
Bolt of Tracking
Wooden Knife
Sword +2, Idrenal
elven chain +3

Sword +1, Idrenal

Idrenal is a specially made +1 shortsword. In the hands of a thief, it
becomes +2. Furthermore, when Idrenal is used for a backstab attack, it
advances the thief an additional step of multiplier (i.e., x3 instead of
x2, etc.) normal to their level.


Wooden Knife

It is magical knife of elven design made of magically hardened wood.
It will disregard all inorganic armor when it is
used to hit. It will pass through plate mail, chain, any metallic armor
(but without causing the armor any damage either).
Upon the thiefs command, once per day the knife can also cause an
additional 1d6+4 magical damage to the target, whether thrown or used
in melee.

Bolt of Tracking

An enchanted Bolt. No bonuses to hit or damage but if fired at a target
& missess, instead of falling to the ground, it stays aloft & turns around
to try again (NOTE: it could be a back attack this time). This continues
until either a successful hit is made or d4 tries have been attempted (not
counting the initial to hit roll for firing the bolt).The bolt locks on
one target (whether dead or alive). If a 1 is rolled on a to hit roll, a
mis-lock occurs & the person who fired the bolt is now the acquired
target. Other than turning around, this bolt does not avoid obstacles.
As such, hitting a solid object will stop the bolt.


Logastor Lockpicker – Thief/Psionicist

From: Brother Tyrus

Ok this one is really bizarre, a kender thief psionicist. I am not quite sure
what i think of it yet, I’ll see once he is play tested….

Character :Logastor Lockpicker
Players Name :Liam Burns Race :Kender
Class :Thief/Psionicist Level :13/10
Alignment :Lawful Neutral Family :Live
Race/Clan :Kender Homeland :Kendermore
Liege/Patron : Religion :Athiast
Sex :Male Age :20 Social Class :Middle Status :
Height :3’9 Wt. :99p Birth Rank :2nd of 4 # Siblings
Hair :Brown Eyes :Blue Appearance :tidy and neat


STR 11 Hit: Dmg: Wgt:40 Max Press:115 O/D:6 BB/LG:2%
DEX 19 React Adj :+3 Miss Att Adj :+3 Def Adj :-4
CON 12 HP Adj : 0 System Shock :80% Res.Sr :85%
INT 14 # Languages :4
WIS 15 Mag Def Adj :+1
CHR 8 Max Hench :3 Loyalty Base :-1 Reaction Adj:0

~~~~~~~~ ~~~~~~~~~~~~~
* – current movement rate
Modify. Paralyze/ Save.
Base Rate: * __+4___ Poison __10__
Light ( ) _______ Rod,Staff,
Mod ( ) _______ __+1___ or Wand __8___
Hvy ( ) _______ Petrify/
Svr ( ) _______ __+1___ Polymorph __8___
Jog ( ) _______ Breath
Run ( ) _______ __+1___ Weapon __13__
Run ( ) _______
Run ( ) _______ __+4(5) Spells __9___

_______ Adjusted AC Armor Type (Pieces)
\ A C / Surprised ____ Leather Armor +4_____ 53 53
\ 4 / Shieldless____ _____________________
\_/ Rear ____ _____________________
{note that only wear armor when in
battle or otherwise told}

mod mod
Hoopak +4 ????
dagger +2 1 +2 +2 12 1d4/1d3 — 0
(thrown) 2 +6 +2 8 1d4/1d3 1/2/3 0
Shortsword +1 1 +1 +1 13 1d6/1d8 — 0
Sling 1 +4 +0 10 1d4+1/1d6+1 5/10/20 3

unmod THAC0 : 14

Special Attacks
Backstab * 5 for damage
+1 to attack with thrown weapons & slings

Special Abilities/Limitations NWProficiencies/Skills/Languages
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Can only go to level 10 psioncist Harness Subconscious wis/-1 2
+3 to save vs poision & spells Hypnosis cha/-2 1
determine grade or slope of Rejuvenation wis/-1 1
passage Meditative Focus wis/+1 1
Blind Fighting NA 2
Thief Skills :- Gaming cha/0 1
PP…..95% Juggling dex/-1 1
OL…..95% Reading Lips int/-2 2
F/RT…75% Tumbling dex/0 1
MS…..90% Ventrilquism int/-2 1
HS…..90% Rope Use dex/0 1
RL…..55% Languages – Kender 0
– Common (R/W) 1
Can use mage and cleric scrolls – Elven 1
– Dwarf 1
– thieves cant 0

GEAR (Supplies included) Location Encumberance #
Clothing Worn 5
100 pouches


Total (pounds)

Experience Treasure
~~~~~~~~~~ ~~~~~~~~
750000/750000 1000 gp

(all treasure in bag of holding)
2x500gp gems
10x100gp gems

Miscellaneous Information (Magical Items, Command Words, Small Maps, etc.)
Luckstone (placed in a pouch)
Healing Potion (heal spell)(placed in a pouch)
Amulet of life Protection (worn but covered up by clothing)
Medalion of ESP 90′ range (worn but covered up by clothing)
Bag of Holding (worn)
Ring of mind shielding (worn but covered up)
Hoopak +4
Dagger +2
Short Sword +1

Psionic Powers:
Diciplines : Psychokinesis (PK)
: Psychoportation (PP)
: Telepathy (T)
: Metapsionics (MP)

Total Sciences (5) – Detonate (PK)
– Telekinesis (PK)
– Summon Planar Creature (PP)
– Teleport (PP)
– Mindlink (T)

Devotions (15) – Ballistic Attack (PK)
– Molecular Agitation (PK)
– Control Flames (PK)
– Control Wind (PK)
– Molecular Manipulation (PK)
– Astral Projection (PP)
– Dimensional Door (PP)
– Contact (T)
– Aversion (T)
– DayDream (T)
– ESP (T)
– Invisibilty (T)
– Magnify (MP)
– Psionic Sense (MP)
– Psychic Drain (MP)

Defense Modes – All of them!!

PSP Points: 110

One day was adventuring with a party, got the party into strife.
The party had had it with him. The party found a portal and threw
him through it. The portal lead to greyhawk. The portal closed
after Logastor went through it.

1-Flint and steel
3-3 rocks
5-Vial of perfume
7-Cinnamon, Spice
8-2 gold pieces
10-1 gem (50gp)
11-Vial of writing ink
15-2 cups of rice
16-3 shetts of paper
18-3 fishhooks
19-2 sticks of chalk
20-Lock, Good condition
21-1 key (Don’t know what for)
22-Little mirror
23-2 pounds of nuts
24-Feather of a Pelican
26-2 pounds of candlewax
27-2 orc teeth
28-1 big earing
29-1 spear head
30-5 gold peices
31-3 pounds of sugar
32-Piece of paper with a picture of a red dragon on it
33-Belt Bukle
34-1 Mitten
35-Cats fur
36-3 Marbles
37-1 pen
39-Broken pair of Glasses
40-A little pot of honey
41-A dead mouse
42-Half of a broken flute
43-Someones Diary
45-Greek Fire Oil
46-Football Scorecard (Parramatta 100 – Canterbury 0)
49-Dog Bone
50-Peg from a clothes Line
51-Computer Disk
53-Tooth Brush set
54-Time table for Caravan departure from Kendermore
55-Thick black Texta
59-Picture of his mother
60-Paper Clip
61-Pieces of glass (not sharp)
63-30 gold coins
64-Juggling ball
65-Safety Pin
67-Little statue of a horse
68-Juggling ball
70-Juggling ball
71-sewing needle thread
74-Potion Of healing
75-Little bottle
76-Paint Brush
79-Pencil Sharpener
80-1 sock
81-Deck of Cards
82-Dried ear
83-10 gold pieces
84-Brass ring
85-Old toenail from somewhere
86-Fine silk (only a little bit)
87-Horse shoe
88-Dried apple pieces
90-Fossil with an imprint of a jaw
93-1 pound of herbs
94-1 Finger bone
96-Picture of Family
97-1 gem (50gp)
98-1 string of guitar wire
99-30 gold coins
100-5 pieces of paper


Loraginos Eldrekkena – Invoker

From: Brother Tyrus

Character : Loraginos Eldrekkena
Players Name : Liam Burns Race : Human
Class : Invoker Level : 1
Alignment : Lawful Neutral Family :
Race/Clan : Homeland :
Liege/Patron : Religion :
Sex : M Age : 22 Social Class : Status :
Height : 5’7 Wt. : 58kg Birth Rank : # Siblings :
Hair : brown Eyes : blue Appearance :


10 STR Hit: 0 Dmg: 0 Wgt: 40 Max Press: 115 O/D: 6 BB/LG: 2%
16 DEX React Adj : +1 Miss Att Adj : +1 Def Adj : -2
15 CON HP Adj : +1 System Shock : 90% Res.Sr : 94%
18 INT # Languages : 7 Spell Lvl : 9th Chance : 85% Max/Lvl : 18
9 WIS Mag Def Adj : 0
10 CHR Max Hench : 4 Loyalty Base : 0 Reaction Adj : 0

~~~~~~~~ ~~~~~~~~~~~~~
* – current movement rate
Modify. Paralyze/ Save.
Base Rate: 12 _______ Poison __14___
Light (41-58 ) _______ Rod,Staff,
Mod (59-76 ) __6__*_ _______ or Wand __11___
Hvy (77-96 ) _______ Petrify/
Svr (97-110 ) _______ _______ Polymorph __13___
Jog ( x2 ) _______ Breath
Run ( x2 ) _______ _______ Weapon __15___
Run ( x2 ) _______
Run ( x2 ) _______ _______ Spells __12___

_______ Adjusted AC Armor Type (Pieces)
\ A C / Surprised _8__ none_________________ __5___ 5
\ 8 / Shieldless_8__ _____________________
\_/ Rear _8__ _____________________

Dagger 1 0 0 20 1-4/1-3 — 2
thrown 2 +1 0 20 1-4/1-3 1/2/3 2

Special Attacks

Special Abilities/Limitations NWProficiencies/Skills/Languages
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Opposition schools : charm/ 1 Spell Craft
enchantment, Conjuration/ 1 Ancient history
summoning, illusion. 1 Modern Languages (Perrenlandish)
Unable to use magic items which 1 Etiquette
come from opposition realms 1 Religion
Opponents save at -1 against 1 Riding, Horse
invocation/evocation spells 1 Ancient Languages (Thracian)
+1 to save vs invocation/ 1 Swimming
evocation spells 3 Languages – Common
+2 at 17th – Elvish (R/W)
+3 at 20th – Dwarvish
Bonus spell each spell level
(invocation/evocation only)

GEAR (Supplies included) Location Encumberance #
humble village clothing backpack 5
3 daggers belt 3
Clothing worn 5
Belt waist –
Riding Boots feet –
Fine fur Coat worn –
gloves worn –
knife sheath belt –
vest worn –
Backpack back 2
Large belt pouch belt 1
small chest back 10
candle chest –
flint and steel pouch –
hemp rope (60′) on pack 20
3 weeks iron rations backpack 25
Spell Book backpack 7

Money .5

Total (pounds)________________________________ 73.5

Experience Treasure
~~~~~~~~~~ ~~~~~~~~
+10% GP 13
EP 1
SP 4


Miscellaneous Information (Magical Items, Command Words, Small Maps, etc.)

Spells in Book (* signifies spell memorised)
1st Level : Read magic, Detect magic, Magic Missile*, Alarm, Shield,
Wall of Fog, Tenser’s floating disk, Fire Burst, chromatic

History :
As a student at school, he persevered the fine art of magic
especially those in the way of invoker spells, but also learning the
best form of defense is offense. An only child, he was brought up as
little spoilt as he comes from a fairly rich family.
He is furthering his career and powers to one day return and
confront his one time best friend but now enemy ands show he was not
brought up like a coward.

Your background is this : Leaving the school of magic when you had
graduated from a novice to a first level mage, you decided to set out on your
own and make your fortune, and leave your mark on the world. You lived in the
Free City of Greyhawk, with wealthy parents, who were quite angry and
disapointed that you had left the security and prestige ofthe school of magic.
You won’t be able to expect much help from them…
Before anybody new of your immanent departure from the school, you
experienced your first betrayal. Jealous of your rise to power and eager for
your position in the school, your best friend, a novice named Jehovic, tried
to have you killed. He bungled the attempt, and fled into the slums. You
would have pursued him and avenged yourself, but you had made arrangements to
travel with a caravan heading south east, which was leaving the following
morning. Saying goodbye to those you knew, you joined the van and left the
safety and comfort of Greyhawk.
You soon became bored with the caravan, nothing exciting occured at
all, so when the van stopped at a mansion in the midle of the woods, you put
the word around the mansion servants that you were looking for adventure. As
luck would have it, an adventuring party was staying in the Manor at this very
moment, and were planning to set off to the Hold of the Sea Princes in the
morning. To quickly gained an audience wit hthe master of the manor, a chap
named Lirdrium Arkayz, and asked him if he could pass on the message to the
adventurers that you wished to join them. It appears they have agreed, and a
servant has just informed you that you are being waited on at the front gates.


Sir Pellaeus – Paladin

Name: Sir Pellaeus Edition: 1st

Class: Paladin Level: 7 Age: 27 Eyes: Blue
Race: Human Alignment: Lawful Good Height: 6′ 2″ Hair: Blonde
Deity: Guldur Pantheon: Kolgurnian Weight: 187 lbs
Place of origin: Jalensin City Sex: Male

STR 17 +1 to hit/+1 to damage/open door 1-3/bend bars 13%
INT 14 add lang 4
WIS 13
DEX 12
CON 18 hit point adj +4/sys shock 99%/resur surv 100%
CHA 17 max # henchmen 10/loyalty base +30/ reaction adj +30

Weapon Profs Armour
============ ======
Broad sword Armour worn = plate mail Actual AC = 2
Battle axe AC base = 3 Rear AC = 3
Short bow Magic adj = none Surprised AC = 2
Spear Dex adj = none Shieldless AC = 3
Two-handed sword Shield = large

Hit points
Hit die type = d10 Con bonus = +4 Hit points = 70
Hit points per level = 3/10/6/2/5/9/7

Saving throws
============= base save bonuses modified save
Poison/paralyzation 10 +2 8
Petrif/polymorph 11 +2 9
Rod/staff/wand 12 +2 10
Breath weapon 12 +2 10
Spells 13 +2 11

Turning Undead
Turning level = 5th
Skeleton Zombie Ghoul Shadow Wight Ghast Wraith Mummy Spectre
T T T 4 7 10 13 16 20

Magical items Money
============= =====
Broad sword +3 Copper pieces = 127 Jewelry = none
Spear +1 Silver pieces = 39
12 arrows +1 Gold pieces = 12
Potion of gaseous form Electrum pieces = none Other = none
Potion of healing (2 off) Platinum pieces = none
Gems = none

High,hard boots Iron rations (3 weeks) 20 normal arrows
Cloak (wool) Water skin (2 pints) Quiver and bowcase
Gloves Whet stone and oil Bowstring (3 off)
White tabard Bullseye lantern Large belt pouch
Belt Lantern oil Holy symbol
Sword belt Tinder box Holy water (3 flasks)
Baldric Flint and steel Holy wafers (20 off)
Backpack 2 sets of clothing Consecrated wine (1 pint)


Sir Pellaeus was born the son of a well off merchant in a city called
Jalensin in the heartlands of Cytharin. At the age of 14 he left his family
and joined the temple of Guldur as an initiate. At age 16 he joined the
militant arm of the temple, initially to train as a temple guard. However,
it was noticed by his tutors that Pellaeus had both honesty and virtue as
well as a natural flair for the sword.
He was thus apprenticed to Sir Tinandis, a Knight of Guldur, who was to
instruct Pellaeus in the codes of honour, law, combat, and ettiquette, as
well as holy scripture. Sir Tinandis and Pellaeus rode upon many missions for
the church, and never once did Pellaeus disgrace himself or his church.
At the age of 21, Pellaeus was formally knighted and entered into the ranks
of the Knights of Guldur.
Since that time he has travelled in several adventuring companies, always
fighting for the poor and unjustly treated and spreading the word of Guldur
where it would be heard by those who would listen.


Quentin Dorvard – Bard

From: Alexande Shternshain

race : HUMAN I: 14
class: BARD W: 5
level: 2 D: 16
HP : 10 CO:8
AC : 3 CH:18
AL : N CM:don’t use this attribute, but probably 18
THACO: 20(19 with bow)
AGE : 20


THIEVING SKILLS: PP 30% (10% W/ARMOR) RL 20% CW 50% (30% W/ARMOR)
DN 30% (20% W/ARMOR)


color spray, feather fall, floating disc and wall of fog)

APPEARANCE: Standing 6’11″(1.81), at weight of 74 kg(dunno how much it’s
in lbs.), you may say Quentin has a light body frame. His brown hair
(he keeps it long – up to his shoulders ) nicely underlines the tanned
color of his skin, and suits his blue eyes well. He is just FILTHY HANDSOME.

Every teen-aged-girl wet dream. Everywhere he goes, they just swarm around
him. There’s nothing he can do about it. His true and only love, however
(besides women, other people’s pockets, and music) is STORIES. He can sit
in a tavern for hours, telling old travel and war tales (in a very charming
and interesting way). Although he presents all of them as personal
experiences, this is (as you may have guessed) false most of the time.
The audiences don’t mind, as long as the tales are entertaining. He also
likes to listen to other people stories (so he can tell them later). He’s
what you might call a social chameleon. His greatest weakness, however, is
his almost childish naiveness (just check his low WIS). He is utterly and
completely gullible, and is likely to be used by the simplest con-men.
He is also notorious for participating in a theft or other illegal act,
and then just going around telling his friends (and others) about it.
He just likes socializing, no matter the cost. Until now, he managed to
stay out of jail and other troubles, partly because he’s so charming,
and partly just by shear luck.


Rumpy – Conjurer

From: WonderBoy

Name: Rumpeltstiltskin, or “Rumpy” among friends.
Alignment: Chaotic Neutral
Race: Human
Class: Mage – Conjurer specialist.
Level: 3
Family: Married – Father was stamped on by a rabid horse and killed
just after my birth.
Social class: Upper Middle Class
Religion: None
Status: Adventurer
Number of siblings: 3
Birthrank: 3/4
Homeland: Vlac 2 hours walk from the village of Homlet.
Sex: Male (No, I’m still a virgin)
Age: 16
Heigth: 162 cm.
Weight: 77 kg.
Hair: Dark brown.
Eyes: Blue


Str: 15
Dex: 13
Con: 15
Int: 17
Wis: 14
Chr: 8
Com: 7
Hitpoints: 14
Armor Class: 6 <-From the Armor spell. 10 whithout it. Weapon proficiencies: Dagger. Nonweapon proficiencies: Reading/Writing Engineering Ancient Languages Spellcraft (x2) Riding Animal Handling Artistic Ability - Acting Swimming Weather sense Religion Spells: 1st lvl: Affect Normal Fires Armor Chill Touch Light Magic Missile Phantasmal Force Read Magic Shocking Grasp Sleep Spider Climb Tenser's Floating Disc Wizard Mark 2nd lvl: Glitterdust Ray Of Enfeeblement Spells he has failed to learn: Mirror Image - failed by 18 Charm Person - " 20 Feather Fall - " 23 Detect Undead - " 22 Exp: 6067 Bonus: 10% To Next Level: 10,000 Treasure: 3 gp Magic Items: Dagger - Unknown One Hand Staff - Unknown, at least +3 to hit. Sceptre - Used to open/activate a machine that turns people into ghasts. Glows when in light and humms loudly when close to said machine. Spellbook - Of course. Non magical items: Backpack Wineskin Large Beltpouch Winter Blanket Dagger Footbelt Dagger Chestbelt Sack containing 4 live chickens 13 pairs of artificial eyes (Rumpy's very fond of these) Alabaster Box containing spell components 100 Spikes Hammer 8 Wooden Stakes 6 Torches Mirror Lots of daggers - one silver 2 Greek Fire Bag of 100 caltrops 2 iron plates 4x6 feet 6 ballons Flint & Steel TM Current Adventure: Temple Of Elemental Evil/Village Of Homlet ++ A lot of this adventure remains. We still haven't proceded to enter the temple itself. Background: Rumpeltstiltskin was born on the 30th of November 16 years ago. Shortly after his birth, his father died a tragic death, leaving him in the care of his big sister, Virga, who later turned out a priest of Torm. Not very typical for a Torm follower, Virga was a real bitch of a half-breed (charisma of 6). We do share the same mother, who is also a bitch - literally, although her father is the mayor of Vlac - an elf. Nothing really interresting happened to Rumpeltstiltskin during his childhood, apart from being one of the great wizard, Kalkaryn's, students. Kalkaryn is not really all that smart, but Rumpy thinks he is. Rumpeltstiltskin was of course very tired of the way his mother behaved, so he along with his sister and some friends headed off to Homlet to meet Rumpy's good childhood friend (yes, he has some friends) Roger, a bard, to seek out fame and fortune....... ============================================================================== S'questr'n Yll'vajin - Fighter/Cleric/Mage ========================================== Name: S'questr'n Yll'vajin Edition: 2nd Class: F/C/M Level: 9/9/10 Age: 464 Eyes: Red Race: Drow elf Alignment: CE Height: 4' 9" Hair: White Deity: Lolth Pantheon: Elven (?) Weight: 121 lbs Place of origin: Aluth-kyorl Sex: Female STR 17 +1 to hit, +1 to dam, open doors 10, bend bars 13 INT 17 add lang 6, spell level 8th, learn spell 75%, max # spell/lvl 14 WIS 16 mag att adj +2, bonus spell 2x1st 2x2nd DEX 15 defence adj -1 CON 16 hit point adj +2, sys shock 95%, res surv 96% CHA 13 max henchmen 5, react adj +1 Weapon Profs Armour ============ ====== Long Sword (s) Armour worn = Bracers AC3 Actual AC = -4 Dagger AC base = 3 Rear AC = -3 Morning star Magic adj = +6 (ring/cloak) Surprised AC = -3 Hand crossbow Dex adj = -1 Shieldless AC = -4 Javelin Shield = none Non-weapon profs Languages Special abilities ================ ========= ================= Healing Common Dancing lights Dispel magic Running Deep gnome Faerie fire Detect magic Spellcraft Dwarven Darkness Clairvoyance Survival Kua-Toa Levitate Detect lie Ettercap Know alignment Suggestion Duergar Hit points ========== Hit die type = d10/d4/d8 Con bonus = +2 Hit points = 61 Hit points per level (f)= 8/6/6/3/2/7/10/4/7 " " " " (m)= 2/1/4/2/2/3/4/3/4/3 " " " " (c)= 8/6/8/2/4/7/5/3/4 Combat ====== Thac0 = 12 Weapon in hand: Long sword Magic resitance = 70% Saving throws ============= base save bonuses modified save Poison/paralyzation 7 +6 1 Petrif/polymorph 9 +6 3 Rod/staff/wand 9 +8* 1 (1*) Breath weapon 9 +6 3 Spells 10 +8* 2 (1*) * +2 versus mind effecting magic Turning Undead ============== Turning level = 9 Skel|Zomb|Ghou|Shad|Wigh|Ghas|Wrai|Mumm|Spec|Vamp|Ghos|Lich|SPEC ----+----+----+----+----+----+----+----+----+----+----+----+---- D* | D* | D | D | T | T | 4 | 7 | 10 | 13 | 16 | 19 | 20 Spells (mage) ====== Spells/level 1st=4 2nd=4 3rd=3 4th=2 5th=2 Spells learnt 1st= magic missile (x3), feather fall 2nd= invisibility, web, ray of enfeeblement, blindness 3rd= lightning bolt, fireball, slow 4th= fire shield, stoneskin 5th= domination, feeblemind Spells in spell book 1st= alarm, charm person, enlarge, feather fall, gaze reflection, identify magic missile, shield, sleep 2nd= blindness, detect invisibility, forget, invisibility, mirror image, ray of enfeeblement, web 3rd= fireball, haste, lightning bolt, non-detection, slow 4th= fire shield, ice storm, stoneskin, wall of ice 5th= cone of cold, domination, feeblemind Spells (cleric) ====== Spells/level 1st=6 2nd=6 3rd=3 4th=2 5th=1 Spells learnt 1st= cure light wounds (x4), protection from good, cause light wounds 2nd= hold person (x2), heat metal (x2), slow poison (x2) 3rd= dispel magic, feign death, meld into stone 4th= cure serious wounds (x2) 5th= cure critical wounds Magical items Money ============= ===== Bracers AC 3 Copper pieces = ? Ring +3 Silver pieces = ? Cloak +3 Gold pieces = ? Long sword +2 Electrum pieces = ? Hand crossbow +1 Platinum pieces = ? Wand of fireballs Gems = ? Wand of illusions Jewelry = ? Master tentacle rod Other = ? Equipment ========= Unspecified, but includes flash grenades, smoke grenades, unholy water, spider silk rope, 20 bolts for hand crossbow, sleeping poison for bolts, and 3 javelins (similarly poisoned). Background ========== S'questr'n was born to one of the minor noble houses of Menzoberranzan, but was forced to leave or be killed at an early age. Similar to many of her kind born to a noble family she was trained in the arts of combat, magic, and religion. Unlike many of her kind she did not choose a single profession once she'd completed her basic training; instead S'questr'n decided to continue to practice all three arts. This incited the wrath of the high council and she was ordered to either choose or die. S'questr'n instead decided to flee. She travelled from drow city to drow city, learning from masters of each art along the way. Eventually, S'questr'n wondered into the new outpost city of Aluth-Kyorl. She was tired of wandering and decided to settle there and continue her studies. The council of the city was fairly inexperienced and its leader completely out of her depth. After many botched raids and failed "crops" the city began to run short of food. S'questr'n saw this as a chance to seize power and using her arts to the full gain entrance to the council chamber. The victory was surprisingly easy as many of the council decided to settle old scores whilst S'questr'n fought their leader and her leftenants. S'questr'n then went on to kill those that remained of the council. Once the battle was over S'questr'n declared herself leader of the council and appointed a new council of nobles. S'questr'n has survived many attempted coups and has put each down with such easy ruthlessness that none have been attempted for many years. ============================================================================== Sanas Dengrill - Fighter ======================== Name: Sanas Dengrill Edition: 1st Class: Fighter Level: 4 Age: 18 Eyes: Brown Race: half-elf Alignment: Neutral Good Height: 5' 6" Hair: Black Deity: Corellan Pantheon: Elven Weight: 135 lbs Place of origin: Kinsholm Sex: Male STR 18/54 hit adj +2, dam adj +3, open doors 1-4, bend bars 25% INT 11 add lang 2 WIS 13 DEX 15 defence adj -1 CON 17 hit point adj +3, sys shock 97%, res surv 98% CHA 15 max henchman 7, loyalty base +15%, react adj +15% Weapon Profs Armour ============ ====== Long sword Armour worn = Plate mail Actual AC = 0 Dagger AC base = 2 Rear AC = 3 Long bow Magic adj = +1 (shield) Surprised AC = 1 Short sword Dex adj = -1 Shieldless AC = 2 Shield = medium (+1) Hit points ========== Hit die type = d10 Con bonus = +3 Hit points = 36 Hit points per level = 7/4/6/7/ Combat ====== Thac0 = 18 Weapon in hand: Long sword Saving throws ============= base save bonuses modified save Poison/paralyzation 13 -- 13 Petrif/polymorph 14 -- 14 Rod/staff/wand 15 -- 15 Breath weapon 16 -- 16 Spells 16 -- 16 Magical items Money ============= ===== Long sword +1 Copper pieces = 14 Shield +1 Silver pieces = 11 ring of feather fall Gold pieces = 45 7 +1 arrows Electrum pieces = none potion of heroism Platinum pieces = none Gems = none Jewelry = none Other = none Equipment ========= High boots Parchment (4 sheets) 20 days iron rations Grey cloak Bottle of ink Water flask (1 pint) Grey tabard Quill pen (4 off) Sharpening stone Backpack Rope (50 ft) Flasks of oil (2 off) Quiver Grapnel Tinder box Bowcase Iron spikes (15 off) 20 arrows Hammer Background ========== Sanas was born in Kinsholm, a small village near one of the forests of the wood elves and one of the few places of man that they visit. Sanas was born of an elven father and a human mother. His father left his mother once he found she was pregnant. His mother died after his birth. Sanas was raised by his uncle, who ran the inn in Kinsholm. His childhood years were not that happy. His uncle blamed him for the death of his mother and treated more as a servant than as his nephew. The people of the village hated him for being a half-breed and a bastard, and the children of the village bullied him and ridiculed him because of his elven looks. At the age of 15 Sanas fled Kinsholm in search of his father, whether for vengeance or recognition no-one knew. With him Sanas took his maternal grandfather's sword and shield; which he still carries today. Sanas journeyed into the forest and was promptly captured by the elves ,who believed him to be either thief or spy, and were about to kill him when he told them of his quest for his father. Sanas was taken to one of the elven tree-villages, where he was put into the custody of his father's family. They told him of how his father had gone on a trading mission to one of the border cities and had not come back; that had been two years ago. His father's family believed his father to be dead and urged Sanas to give up his search. Sanas would not and left the forest two weeks later heading for the city of Candanus. That was three years ago and Sanas's search for his father has lead him all over the Kingdoms, but he knows his father is at least alive. ============================================================================== Sethi – Thief

From: Brother Tyrus

Ok here is Sethi. This one is my favourite in the party I am running.
At the end are his followers who are currently running his small gang
operation in his home city while he is out adventuring with only Keldin for
company. Enjoy!

Character : Sethi
Players Name : Craig Barnett Race : Half Elf
Class : Thief Level : 16
Alignment : Neutral Family : None
Race/Clan : None Homeland : Duchy Ulek
Liege/Patron : None Religion : To be decided
Sex : Male Age : 96 Social Class : Status :
Height : 5’11’ Wt. : 175pd Birth Rank : # Siblings :
Hair : Brown Eyes : Blue Appearance :
Honor : (Base Honor___) Reaction Adjustment :


17 STR Hit: +1 Dmg: +1 Wgt: 85 Max Press: 220 O/D: 10 BB/LG: 13%
18 DEX React Adj : +2 Miss Att Adj : +2 Def Adj : -4
15 CON HP Adj : +1 System Shock : 90% Res.Sr : 94%
13 INT # Languages : 3 Spell Lvl : 6th Chance : 55% Max/Lvl : 9
11 WIS Mag Def Adj : 0
13 CHR Max Hench : 5 Loyalty Base : 0 Reaction Adj : +1

Languages : Common, Neutral, Thieve’s Cant

~~~~~~~~ ~~~~~~~~~~~~~
* – current movement rate
Modify. Paralyze/ Save.
Base Rate: 12 _______ Poison __ _10
Light (56-85 ) _______ Rod,Staff,
Mod (86-115 ) _______ _______ or Wand __ _8_
Hvy (116-145) _______ Petrify/
Svr (146-170) _______ _______ Polymorph __ _9_
Jog ( x2 ) _______ Breath
Run ( x2 ) _______ _______ Weapon __ _13
Run ( x2 ) _______
Run ( x2 ) _______ _______ Spells __ _9_

_______ Adjusted AC Armor Type (Pieces)
\ A C / Surprised _-1_ Bracers ac2__________ __69__ 69
\-5 / Shieldless_-5_ ring prot +3_________
\_/ Rear _-1_ _____________________

Base THACO 13

Long Sword(+3) 1 +4 +4 9 1d8/1d12(+4) – 9
Dagger(+4) 1 +5 +5 8 1d4/1d3(+5) – 2
Short Sword 1 +1 +1 12 1d6/1d8(+1) – 3
Bastard Sword(1h) 1 +1 +1 12 1d8/1d12(+1) – 6
Scimitar 1 +1 +1 12 1d8/1d8(+1) – 5
Mace, Footmans 1 +1 +1 12 1d6+1/1d6(+1) – 7

^^^^ These are weapons Sethi has proficiency with. Adjustments
show magicical effects (eg +3 for the longsword)

Special Attacks
Backstab +4 to hit and x5 damage

Special Abilities/Limitations NWProficiencies/Skills/Languages
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

NWP’s – 10 slots

Blind Fighting 2 slots NA
Appraising 1 slot Int 0
Tumbling 1 slot Dex 0
Riding, Land Based 1 slot Wis +3
Swimming 1 slot Str 0
Direction Sense 1 slot Wis +1
Animal Handling 1 slot Wis -1
Jumping 1 slot Str 0
Rope Use 1 slot Dex 0

Infravision to 60′
30% resistance to Sleep and Charm
Secret Doors found on 1-2 on d6 when searching
Concealed Doors – find auto on 1 on d6 within 10′
found on 1-3 on d6 when searching

Can use mage scrolls (25% failure)

Thieving abilities –
Pick Pockets 95% +5 for no armour = %100 (95%)
Open Locks 95%
Find/Remove Traps 95%
Move Silently 95% +10 for no armour = %105 (95%)
Hide in Shadows 95%
Detect Noise 90%
Climb Walls 90% +10 for no armour = %100 (95%)
Read Languages 25%

GEAR (Supplies included) Location Encumberance #
Bracers AC2 Arms
Ring Invisibility Hand/Pocket
Ring Protection +3 Hand
Ring Spell Storing Hand
(Feather Fall, Fireball)
LongSword +3 Belt
Dagger +4 Belt
Knife Boot (inner) Sheath
2 Bags of Holding Belt
Thieves Tools Belt Pouch
Belt Pouch Belt
Spare lock pick Boot Heel
Boots, soft leather Feet
Tinderbox and Flint Belt Pouch
Belt Waist
Cloak, Hooded On
Well made Clothing (black) On
Spare set clothing Bag of Holding
Black face mask/hood Bag of Holding
2 Candles Belt Pouch
Magnifying Glass Bag of Holding
Spyglass Bag of Holding
Winter Blanket Bag of Holding
2 Wineskins Bag of Holding
2 Weeks Iron rations Bag of Holding
Small Metal Mirror Belt Pouch
5 Flasks Greek fire oil Bag of Holding
2 Large sacks (black cloth) Bag of Holding
Grappling Hook and Rope Bag of Holding
5 Torches Bag of Holding


500 gp Bag of Holding
+ some gems (whatever, about 2000 gp worth)

Total (pounds)________________________________

Experience Treasure
~~~~~~~~~~ ~~~~~~~~
+10% GP 500
1500000 XP’s SP

See above. Not much, but Sethi intends to change that…

Miscellaneous Information (Magical Items, Command Words, Small Maps, etc.)

Command word for wand is “Foozle”

Spells in Book (* signifies spell memorised)

History :

This first chap is your constant companion, the other dozen are your
gang who are on call and run things while you are away.

Name : Keldin Linsiber
Race : Human
Class : dual thief/cleric
Level : 7/4

Personality : Dry, laconic wit, holds no-one and nothing in awe, is
rarely impressed by anything anybody does. Very cynical, and has a
tendency to overdrink, when he becomes very bitter. Otherwise he is
usually quite joking.

Equipment : magic shortsword
ring feather falling

Appearance : Wear’s dull clothing basically, mostly greys, and leather
armour. Very, very quick, and seems to be extremely wise with some of
his observations. He has a face which is not ugly, but has permanent
wrinkles from his cynical frowning, and his eyes are quite dark.

Misc : Keldin is a cleric of Trithereon, God of Liberty, Justice and
Retribution. Sometimes to your amazement, Keldin has taken damage
that would kill any normal man, yet gets back on his feet within
minutes…you are beginning to suspect something is going on.

Relkinthrin ‘The Hand’ dwarf thief 1
Threndin Cleaver dwarf thief 6
Yoon Ruben halfling thief/fighter 2/2
gnome thief/illusionist 1/1
Isan Jargo gnome thief/illusionist 1/1
Zim Rustion human thief 3
Hummil Gulgonen human thief 6
Finn Gale human thief 6
Jang Irland human thief 7
Kal Ziv human thief 1
Runnick Qadir human thief 4
Gaarn Fuker human thief 4
Jusan Yespe human thief 4

When you are out of town, business is overseen by Jang Irland, a thief
with a very good reputation as an honest merchant in the town. He has
been with you for a long time, and you trust him with your life.


Tandeska Dundarrin – Mage

Name: Tandeska Dundarrin Edition: 2nd

Class: Mage Level: 13 Age: 47 Eyes: Green
Race: Human Alignment: LN Height: 5′ 11″ Hair: Grey
Deity: Mystra Pantheon: F. Realms Weight: 173 lbs
Place of origin: Suzail, Faerun Sex: Male

STR 9 open doors 5, bend bars 1%
INT 18 add lang 7, spell level 9th, learn spell 85%, spell/level 18
DEX 15 defence adj -1,
CON 16 hit point adj +2, sys shock 95%, res surv 96%
CHA 10 max henchmen 4

Weapon Profs Armour
============ ======
Staff Armour worn = Bracers AC4 Actual AC = -3
Dagger AC base = 4 Rear AC = -2
Sling Magic adj = +6 Surprised AC = -2
Dex adj = -1 Shieldless AC = -3
Shield = none

Non-weapon profs Languages
================ =========
Riding, land Goblin
Rope use Elven
Swimming Dwarven
Ancient history Red dragon
Herbalism Kobold
Languages, ancient Giantish

Hit points
Hit die type = d4 Con bonus = +2 Hit points = 52
Hit points per level = 4/3/3/2/4/3/1/3/2/4/1/1/1

Thac0 = 16 Weapon in hand: Staff

Saving throws
============= base save bonuses modified save
Poison/paralyzation 11 +4 7
Petrif/polymorph 9 +4 5
Rod/staff/wand 7 +4 3
Breath weapon 11 +4 7
Spells 8 +4 4

1st=5 2nd=5 3rd=10(5) 4th=4 5th=4 6th=2

Spells learnt
1st= magic missile (x2), colour spray, enlarge, detect magic
2nd= detect invisibility, web, mirror image, ESP, knock
3rd= fireball (x3), dispel magic (x2), hold person, wraithform, haste,
non-detection, suggestion (see magic items)
4th= stoneskin, improved invisibility, ice storm, charm monster
5th= hold monster, wall of force, teleport, cone of cold
6th= disintigrate, true seeing

Spells in spell book
1st= colour spray, spook, friends, spider climb, magic missile, shield,
wizard mark, detect magic, burning hands, enlarge, shocking grasp,
2nd= web, knock, detect invisibility, scare, strength, invisibility,
misdirection, mirror image, alter self, ESP
3rd= haste, hold person, suggestion, non-detection, explosive runes, fireball,
dispel magic, wraithform, infravision
4th= stoneskin, dig, fumble, enchanted weapon, charm monster, ice storm,
improved invisibility, Evard’s black tentacles
5th= hold monster, wall of force, plant growth, cone of cold, teleport,
contact other plane
6th= death fog, true seeing, invisible stalker, disintegrate

Magical items Money
============= =====
Bracers AC4 Copper pieces = 97
Ring +4 (+2 on saves) Silver pieces = 58
Cloak of the bat Gold pieces = 47
Ring of wizardry Electrum pieces = 21
(doubles 3rd level spells) Platinum pieces = 13
Staff of striking Gems = 5x50gp base gems, 2x100gp base gems,
Dagger +4 1x250gp base gem
4 x daggers +1 Jewelry = none
Sling +2
potion of diminuition Other = mone
potion of gaseous form


Telieq – Necromancer

From: Brother Tyrus

Character : Telieq
Players Name : Matthew Skerritt Race : Human
Class : Necromancer Level : 1
Alignment : Neutral Family :
Race/Clan : Homeland :
Liege/Patron : Religion :
Sex : Male Age : 19 Social Class : Status :
Height : 5’7″ Wt. : 167# Birth Rank : # Siblings :
Hair : brwn Eyes : Grn Appearance :
Honor : (Base Honor___) Reaction Adjustment :


12 STR Hit: 0 Dmg: 0 Wgt: 45 Max Press: 140 O/D: 7 BB/LG: 4%
16 DEX React Adj : +1 Miss Att Adj : +1 Def Adj : -2
13 CON HP Adj : 0 System Shock : 85% Res.Sr : 90%
18 INT # Languages : 7 Spell Lvl : 9 Chance : 85% Max/Lvl : 18
16 WIS Mag Def Adj : +2
11 CHR Max Hench : 4 Loyalty Base : 0 Reaction Adj : 0

~~~~~~~~ ~~~~~~~~~~~~~
* – current movement rate
Modify. Paralyze/ Save.
Base Rate: 12 * _______ Poison __14___
Light (56-85 ) _______ Rod,Staff,
Mod (86-115 ) _______ _______ or Wand __11___
Hvy (116-145) _______ Petrify/
Svr (146-170) _______ _______ Polymorph __13___
Jog ( x2 ) _______ Breath
Run ( x2 ) _______ _______ Weapon __15___
Run ( x2 ) _______
Run ( x2 ) _______ _______ Spells __12___

_______ Adjusted AC Armor Type (Pieces)
\ A C / Surprised ____ robes________________ __4___
\ 8 / Shieldless____ _____________________
\_/ Rear ____ _____________________

Quarterstaff 1 +0 +0 20 1-6/1-6 — 4

Special Attacks

Special Abilities/Limitations NWProficiencies/Skills/Languages
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
opponents save at -1 vs nec Herbalism 2
spell cast by necromancer Spellcraft 1
or against undead controlled R/W Common 1
by necromancer Etiquette 1
saves at +1 vs Necromancy spells Cooking 1
and attacks by undead creatures Swimming 1
can memorise 1 extra spell per Fire Building 1
spell level (necromancy only) Astrology 2
Riding (horse) 1

GEAR (Supplies included) Location Encumberance #
Spell Book backpack 7
Backpack back 2
Backpack slung 2
Embroidered Robes }_ worn 5
Soft boots }
Travelling cloak backpack –
Quarterstaff right hand 4
Knife and Sheath belt .5
Belt worn –
Belt pouch (small) belt .5
1 week dry rations backpack 7.5
Torches (4) backpack 4
Flint and Steel backpack –

Money pouch –

Total (pounds)________________________________ 32.5

Experience Treasure
~~~~~~~~~~ ~~~~~~~~
0 Coins
+10% GP 9
CP 3


Miscellaneous Information (Magical Items, Command Words, Small Maps, etc.)

Spells in Book (* signifies spell memorised)
1st Level : Read Magic , Detect Undead, Chill Touch*, Corpse Visage,
Detect magic, Cantrip, Magic Missile*, Wizard Mark

History :

I was born in Veluna, to moderately wealthy parents. (bottom of the upper
class), and grew up there. I had no other siblings. I was a solitary child,
never having any friends or ever associating with the other kids at all, I
always got on better with older people, but preferred solitude. I was always
fascinated by magic, and when I was old enough, attended a magic school in
Grayhawk City. It was there that I discovered Necromancy, and at the first
possible chance, left the school to become the apprentice of a Necromancer
living outside of Greyhawk. (ie .. in the wilderness outside Greyhawk, far
enough away to be a typical Necromancer’s solitary dwelling.) My mentor wasn’t
overly kind, but still wasn’t overly cruel. He made me earn my keep, but
didn’t overwork me. Eventually, when I became skilled enough in my Necromancy,
I left my mentor, and started adventuring.


Telieq is a VERY controlled person. He exhibits NO show of emotion at all,
though this doesn’t mean that he doesn’t have emotions. As with most
Necromancers, he is withdrawn, but not humourless, however rarely shows his
sense of humour because of his high value of self control. Because of his
great control, Telieq doesn’t suffer from the bouts of depression that so
many Necromancers are prone to. As with most Necromancers, Telieq prefers to
be alone, and speaks very little. Telieq dislikes having to trust and/or rely
on other people, he likes to be as self sufficient as possible.


Tweck – Ranger/Thief

From: Brother Tyrus

Character : Tweck (Ranger of Fellfurn County/The Shadow of Fellfurn)
Players Name : Raul Pollicino Race : Human
Class : Ranger – Thief Level : 10 – 14
Alignment : Neutral Good Family :
Race/Clan : Homeland : Fellfurn County
Liege/Patron : Religion :
Sex : M Age : 36 Social Class : Upper Status :
Height : 5’9″ Wt. : 150# Birth Rank : 3rd # Siblings : 0
Hair : brown Eyes : blue Appearance :


15 STR Hit: 0 Dmg: 0 Wgt: +200 Max Press: O/D: 1-2 BB/LG: 7%
17 DEX React Adj : +2 Miss Att Adj : +2 Def Adj : -3
15 CON HP Adj : +1 System Shock : 91% Res.Sr : 94%
15 INT # Languages : 4 Spell Lvl : 7 Chance : 65% Max/Lvl : 11
15 WIS Mag Def Adj : +1
09 CHR Max Hench : 4 Loyalty Base : 0 Reaction Adj : 0

~~~~~~~~ ~~~~~~~~~~~~~
* – current movement rate
Modify. Paralyze/ Save.
Base Rate: 12 ___1___ Poison __8 ___
Light (56-85 ) _______ Rod,Staff,
Mod (86-115 ) _______ ___1___ or Wand __8 ___
Hvy (116-145) _______ Petrify/
Svr (146-170) _______ ___1___ Polymorph __9 ___
Jog ( x2 ) _______ Breath
Run ( x2 ) _______ ___1___ Weapon __9 ___
Run ( x2 ) _______
Run ( x2 ) _______ ___2 (1) Spells __9 ___

_______ Adjusted AC Armor Type (Pieces)
\ A C / Surprised __5_ Leather_+3___________ __91__ 91
\-1 / Shieldless__2_ Ring Protection +3___
\_/ Rear __2_ _____________________

mod mod
Short Bow 2 +2 0 9 1d6/1d6 5/10/15 5
Dagger 3/2 0 0 11 1d4/1d3 — 0
(thrown) 3 +2 0 9 1d4/1d3 1/2/3 0
Spear 1 +2 0 9 1d6/1d8 1/2/3 4
2Handed Sword 3/2 0 0 11 1d10/3d6 — 8
Long Sword +2 3/2 +2 +2 9 1d8/1d12 — na
(two handed)* 3/2 +2 +2 9 1d8/1d12 — na
Bastard Sword 3/2 0 0 11 2d4/2d8 — 6
Scimitar 3/2 0 0 11 1d8/1d8 — 3

unmodified THAC0 : 11

Special Attacks
when using long sword of quickness 2 handed you recieve a bonus of 2 to
your AC as well as the +2 to hit and damage
+4 to hit Giants (true giants only)
may wield two weapons with no penalty
Backstab (Theif ability)

Special Abilities/Limitations NWProficiencies/Skills/Languages
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Animal Empathy Tracking Wis/+3 0
Priest spells Blind fighting NA 2
Use magical and clerical scrolls Animal Handling wis/-1 1
Animal training wis/0 1
Theif Skills – Tumbling dex/0 1
Pick Pockets : 95% Animal lore int/0 1
Open Locks : 95% Running con/-6 1
Find/Remove Traps : 95% Set snares dex/-1 1
Move Silently : 95% Survival int/0 2
Hide in Shadows : 95% Riding, Horse wis/+3 1
Detect Noise : 70%
Climb Walls : 95% Languages – Common
Read Languages : 32% – Thieves Cant

GEAR (Supplies included) Location Encumberance #
Long Sword of Quickness scabbard
Short sword scabbard
5 daggers belt/knife/back
Short bow slung
quiver + 30 arrows slung
Clothing Worn
Leather Armour +3 Worn
Backpack Back
Tinder Box Pack
Thieves’ tools Pack/Pouch
Belt Pouch, small Belt
Small sack Pack
Vial of Holy Water Pack
Flask of Oil Pack
Acid Flask Pack
1wk Standard Rations Pack

Money Pack/Pouch

Total (pounds)________________________________

Experience Treasure
~~~~~~~~~~ ~~~~~~~~
+10% GP : 121
EP : 1
R – 500,000 SP : 20
T – 1,000,000 CP : 10

5@100gp pearls
1@1500gp diamond (sewn in hem of shirt)

Miscellaneous Information (Magical Items, Command Words, Small Maps, etc.)
Long Sword of Quickness – is a specially dweomered blade that enables the
wielder to strike first in every combat round. It is also a +2 magic weapon,
with the bonus applicable to both hitting and damage.
Leather +3
Ring protection +3
Short sword +1, Luck Blade (contains an unknown number of wishes!!! & gives
+1 to saves)

Cleric Spells Memorised (2 x first level, 1 x second level)


History :
Tweck began life as being the 3rd son of the village leader. Not being the
eldest Tweck was not expected to become leader of the village but earned a
high standing by become the local ranger. But such a perfect tale had its
tarnished areas because Tweck was also a cleptamaniac! This may have been
seen as him trying to gain acceptance with the poorer folk, but it turned
into an even worse situation! Tweck started to enter the city at night and
commit even more daring robberies… soon he became to be know as the shadow
of Fellfurn! Greatest burgerler of the whole of Fellfurn county, robs froms
the rich and returns it if he feels like it, a very cunning theif who even
deliudes Tweck, the county ranger who is constantly on his trail…


Tyrus Wolfenbane – Fighter/Thief

From: Robert Andrew

Name : Tyrus Wolfenbane
Occupation : Assasains Guild Contact Man. Tyrus is one of those responsible
for organising meetings and “hits” for the Assasain’s guild in freehold. As
such he commands a large salary and several personal guards.
Description : Tyrus is a well built man in his late 30’s, standing around 6′
tall he wears a dark beard and long black, braided hair. Often when meeting
with “contacts”, he wears a dark brown leather cloak, large balck boots and
a dark blue or green brigga. His weapon of choice is a hand crossbow with
poison tipped bolts. Tyrus is a strong willed man, used to giving orders
(from several years in the Ducal Guard). He has an abrasive personality that
irritates many people, many of whom are forced to put up with it to continue
hiring the Guild. Tyrus is one of the few contact men who prefer meeting
contacts in the street, often meeting in a crowded market with his guardsmen
all around him (but unseen to the contact).

Level : 5/6 Fighter/Thief
AC 7 hp 55 MV 12″ Att 1 Dam 1-8 + poison (RNG:5/10/15) Thac0: 12

Tyrus’ Bodyguards.
Grug – A minotaur — the ultimate in shows of strength. Well over 8′ tall
and a wall of muscle.
Level 4 Fighter
AC 3 hp 45 MV 12″ Att 2 Dam 1-8 + 3/1-8 + 3 Thac0: 12
Grug carries two hand-axes and wears chain mail over his normal hide. He is
powerful and to all appearances stupid, but he actually is quite intelligent
and cunning.

Mythor – A dwarf — seemingly a merchant.
Level 3 fighter
AC 4 hp 32 MV 6″ Att 1 Dam 1-10 + 1 Thac0:17
Mythor often hangs around Tyrus attempting to sell him goods, this ruse is
used to keep him close to Tyrus but above suspicion. He carries a battle axe,
normally kept in a stall nearby.


Uriah Heape – Fighter/Mage/Cleric

From: Brother Tyrus

Character : Uriah Heape
Players Name : Peter McNamee Race : Half-Elven
Class : Fighter/Magic User/Cleric Level : 1/1/1
Alignment : Neutral Good Family :
Race/Clan : Homeland :
Liege/Patron : Religion :
Sex : M Age : 22 Social Class : Status :
Height : 5’9″ Wt. : 138# Birth Rank : # Siblings :
Hair : Eyes : Appearance :
Honor : (Base Honor___) Reaction Adjustment :


18/70* STR Hit: +2 Dmg: +3 Wgt: 160 Max Press: 305 O/D: 13 BB/LG:25%
14 DEX React Adj : 0 Miss Att Adj : 0 Def Adj : 0
17 CON HP Adj : +3 System Shock :97% Res.Sr :98%
16 INT # Languages : 5 Spell Lvl : 8th Chance :70 % Max/Lvl : 11
17 WIS Mag Def Adj : +3 Bonus Spells : 2/2/1
12 CHR Max Hench : 5 Loyalty Base : 0 Reaction Adj : 0

* – with guantlets +3 +6

~~~~~~~~ ~~~~~~~~~~~~~
* – current movement rate
Modify. Paralyze/ Save.
Base Rate: 12 * ___0___ Poison __10___
Light (56-85 ) _______ Rod,Staff,
Mod (86-115 ) _______ ___0___ or Wand __11___
Hvy (116-145) _______ Petrify/
Svr (146-170) _______ ___0___ Polymorph __13___
Jog ( x2 ) _______ Breath
Run ( x2 ) _______ ___0___ Weapon __15___
Run ( x2 ) _______
Run ( x2 ) _______ ___0___ Spells __12___

_______ Adjusted AC Armor Type (Pieces)
\ A C / Surprised __10 none_________________ ___8__ 8
\10 / Shieldless__10 _____________________
\_/ Rear __10 _____________________

Two Handed Sword 1 +4(+5) +5(+8) 16(15) 1-10/3-18 – 8
(+2 Sword of The Rock)
Long Sword 1 +2 ” +3 ” 18 1-8/1-12 – 5
Short Sword 1 +2 “* +3 ” 18 1-6/1-8 – 3

* Adjustment is 1 when used with long sword

Special Attacks


Special Abilities/Limitations NWProficiencies/Skills/Languages
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
30% Resistance to Sleep and all Two Weapon Style Specialisation
charm related spells Blind Fighting
Infravision 60′ Swimming
Detect Secret/Concealed doors Running
Languages – Alignment
Common (R/W)
Elvish (R/W)

GEAR (Supplies included) Location Encumberance #
Clothing worn 5
Two-Handed Sword +2 back 15
(Golden Sword of the Rock)
Holy Symbol neck 1
(Neckchain : burning fist
clenching medicinal herbs
enclosed by disk)
Spell Book backpack 15
Backpack back 2
Large Sack horse .5
Torch sack 1
50′ rope sack 20
Belt pouch (small) belt .5
Riding horse — —
Gauntlets of Ogre power hands 1

Money pouch 4.5

Total (pounds)________________________________ 65.5

Experience Treasure
~~~~~~~~~~ ~~~~~~~~
1390/1390/1391 Coins
PP 12
+10% GP 1151
SP 12

2*500gp gems

Miscellaneous Information (Magical Items, Command Words, Small Maps, etc.)
Gauntlets of Ogre Power

Spells in Book (* signifies spell memorised)
Magic User Spells…(1)

Level 1 : Read Magic, Unseen Servant, Detect Magic, Feather Fall, Light,
Magic Missle*

Cleric Spells…(3)

Level 1 : command, CLW*2

History :
Uriah was born on the island of Markesh. His parents Elahb and Amaryiah were
merchants of high standing. An old drifter came through the town and took a
room at the local inn. At night, around the communal fire he took to telling
stories of far away lands, and adventures he had had in his youth. These
stories stirred Uriah into asking the drifter, by the name of Heape, if he
could accompany him when he left the village. The old man replied that he
could. Two weeks later Uriah and Heape left the village. Heape died one year
later, after passing on his starting knowledge of the fighting, healing and
arcane arts which he had picked up during his journeys. Uriah, whose last
name was originally Tahr, took the old mans name in honour of his teachings.
He also took the two handed sword which the old man always carried with him,
and that he had bequithed to Uriah. Uriah now carries on the old mans dream
of seeing as much as the world has to offer.

Appearance: Small tattoo of dragon on left upper chest, scar from friends
mistress on right side of groin, long dark hair and olive skin.
Quirks: Prefers the two handed sword in battle, but, if the need arises, will
fight with two handed with long and short sword .

Uriah is an outgoing chap. He enjoys the company of friends. In his village
he had many good friends. However, due to the closeness of family and friends,
he also had those that envied him, and hated him because of this. One such
man was Chiross. Chiross and his clan were part of the heirarchy of the
village. However, they felt that the people were giving the leadership, and
their alliances to the Tahr clan. Trying to disrupt this state of affairs,
Chiross sent his daughter Uma to first seduce Uriahs best friend, and then
Uriah himself, in an attempt to split them up, and discredit Uriah’s family.

However, Chiross’s son Jiren was not as evil as the rest of his family, and
truly wanted the village to be at peace, no matter who was in power. So he
warned both Uriah and his friend Erale. The lads decided to have a bit of fun
with Uma. When she did come to seduce Uriah, he said nothing to her. After
they had had sex, she told Uriah that she would leave Erale for him, but Erale
would have to be “gotten rid of”. Uriah told her in no uncertain terms that
he knew of her plan, and that she was as exciting to him as a dry corpse. In
her rage, she bit him on the side of the groin, leaving him with a permanent
scar. Uriah made the plan known to the village, and Chiross and his family
were publicly disgraced.

The Tahr clan was asked to take power in the village. This they accepted.
Uriah, not wishing this for himself (but happy for his family), took the
option of leaving with Heape when the opportunity presented itself. Jiren
stayed with the Tahr clan, and last Uriah heard, he had been adopted by them.

As for Chiross and his clan (including wife, daughter and other sons), Uriah
has not heard of them since the incident.

The tattoo he earned while travelling with Heape. “The Dragons” are a misfit
clan of fighter/clerics who wander the world in search of adventure. Uriah
saved the leaders son Maxx, and was given honarary status within the band,
which is signified by the tattoo.


Valentine – Thief

From: Vampire Kiss

Name: Valentine Str. 15 Description:
Race: Half-Elf Int. 14 5’6″ 118lbs
Class: Thief Wis. 16 White Blonde Hair, Eyebrows, and Eyelashes
Level: 12 Dex. 18 Light Green Eyes; Golden Skin
Exp: 451,931 Con. 11 Tatto of a Red Dragon on Left Shoulder
Ali: N Cha. 16 Tatto of Orange and Black Tiger on
HP: 71 Com. 18 right thigh.
Ac: 1
Thaco: 16

Weapon Proficiencies: Weapons: Non-Weapon Proficiencies:
Bastard Sword Bastard Sword +2 Tracking (6)
Sling Sling w/ 30 bullets Disguise
Long Bow Long bow w/ sheaf Arrows Gathering Information
Dagger Daggers: Right wrist +1 Riding, Land
Dart Left Thigh (outer) Rope Use
Right arm (upper) Tight rope Walking
Right Boot Setting Snares(2)
Left Boot (hidden)
Dart 30, kept in Bandolier
Caltrops 30, kept in box

Items and Supplies: Treasure and Magic:
Midnight Blue Cloak Thieves Tool (hidden in cloak) 20 Beads of Force
Black Boots Gloves, Kid Ring Of Invisibility
Black Pants Torch Leather Armor +3
White Shirt(silk) Candle (2) 12 Light spheres
Black shirt(silk) Whetstone 2400gp in gems
Back Pack Wineskin
Grappel Oil 5v
50′ Rope, silk Saddle Bags
3 Belt Pouches Horse*
Tack and Saddle Bandolier
Sewing kit Spare Darts 10
Maps Sleeping Posion **
Salt Box of Caltrops
Tent, small Bed Roll

* Shadow, Light War Horse 12 hp
** 10 v, 3 doses per vial, save -2

Saving Throws: Thieves Skills: Languages:
Para, Posion, Death 11 OL 77 Elvish
Petri, Polly 10 PP 99 Common
Rod, Staff, Wand 10 F/RT 75 Halfling
Breath 14 MS 94 Dwarvish
Spell 11 HiS 77 Gnome
HN 35
CW 99
RL 60

Character Notes:
Valentine is a citizen of the Forgotten Realms, specifically Ten Towns.
She travels frequently, some times in the company of her brother, Sabastian.
Both are thieves, Sabastian’s speciality involving the seduction of weathly
widows, while Valentine’s is high stake thieft, specifically jewels and
magical items. To accomplish the latter she often enlists the aide of a
10th level mage called Hazard, whose specialities include small glass
globes which shatter, each globe has a different effect. Valentine also
dabbles in the field of bounty hunting, her favorite targets are known slave
traders. In person Valentine is very gregarious, she loves to gamble
and play darts (the latter of which she rarly loses at).

Dungeons and Dragons Expert Hirelings Cost Table

Dungeons and Dragons Expert Hirelings Cost Table

From Dragon Magazine, issue 184 is this awesome table giving costs to add a variety of hirelings to your Dungeon and Dragon Games. This was made for Advanced Dungeons and Dragons, or Second Edition by today’s numbering. But it should still be fairly accurate for newer editions, or even other fantasy game systems.

NWPs, or “Non-Weapon Proficiencies,” were a way to add non-combat skill checks to AD&D. Just use a relevant skill from your preferred system.

Dungeons and Dragons Expert Hirelings Table

And for explanation of the professions in the table they included this blurb below:

Many of these expert NPCs must possess nonweapon proficiencies to perform their duties. Suggested proficiencies are listed with each entry. Also, the Reading/Writing skill is common at many courts; assume that these hirelings have that skill if their duties require any sort of record keeping or any of the “business” of running a court.

Also, for any of the occupations here that involve apprentices, lackeys, etc., the masters’ relevant ability should be higher than those of his assistants to reflect his expertise (although prodigies are always possible).

Expert Hireling NPC Types

Accountant: An accountant is a specialist scribe who does calculations for business and bookkeeping purposes. Any business enterprise requires an accountant. Very large holdings or departments require a team of accountants under a chief accountant, who receives double pay. All accountants possess the Reading/Writing nonweapon proficiency (NWP) and also have some skill at mathematics (what we consider basic math— no algebra, geometry, etc.).
Almoner: An almoner supervises the disbursement of gifts to charities and the poor. Almoners handle all the clerics, charity-collectors, beggars, mendicants, cranks, and reformers seeking money and favors who often approach wealthy characters. Almoners, like accountants, have skill at mathematics.

Artist: Artists are skilled in the production of fine statues, busts, murals, or paintings. A work of art takes from a few days to many weeks to create. A huge sculpture or decoration of a palace can take years to complete. A few artists are masters who can produce a masterpiece that will bring acclaim to the artist and his patron. Artists will possess the Artistic Ability NWP.

Astrologer/Soothsayer: Astrologers, soothsayers, diviners, and fortune tellers are common in many rulers’courts. In a magical universe, it is possible to make useful predictions on occasion. The accuracy of a prediction depends on the expertise of the astrologer; some may be charlatans. Fortunes are often given in cryptic forms, and are liable to be misinterpreted. These NPCs possess the Astrology NWP.

Attorney/lawyer: In urban areas, citizens may need legal advice about taxes, debts, rights, property, or inheritance. Rulers will need expert information on the cases brought before them. Lawyers can be kept on retainer and are also paid a daily fee while preparing or arguing a case in court. If a PC gains a sum of money from legal action, the lawyer will take 30-50%. Some lawyers are famous (5%), charging 5 to 10 times the normal fee, but can increase the chance of a favorable verdict at the DMs’ option. Attorneys all have knowledge of local laws and customs (treat as the Religion NWP, except the relevant ability is intelligence and it grants legal, rather than religious, information).

Bard/Storyteller/Minstrel: Every court needs a talented bard who can tell stories or sing and play music. History, legends, and poetry are passed down through the verses of bards, who are also the court composers. An NPC of this type may (if not a member of the bard adventuring class) exhibit the Artistic Ability, Musical Instrument, or Singing NWPs. Bards may also have some knowledge of history or languages.

Chamberlain: A chamberlain is the official in charge of a nobles’ household. The chief butler and master of the wardrobe report to him. Very large households require several chamberlains. Chamberlains will certainly make use of the Etiquette NWP and perhaps have the Heraldry skill as well.

Champion: A champion is a fighter who accepts challenges on behalf of kings or rulers who cannot fight themselves, or for mages and other characters who cannot engage in personal combat with fighters. Champions expect to be well rewarded after each victory. Create and equip an appropriate warrior NPC for this role.

Chaplain: Every estate or castle should have a chapel and chaplain for the religious needs of its inhabitants. Adventuring clerics usually dont’ have the time for such work, so an NPC cleric can be hired, as long as he gets the usual salary, upkeep, fees, tithes, assistants, and so on. Chaplains will possess the Religion NWP, and some may also have knowledge of history, languages, or areas of special interest to their deity.

Cook: A lords refinement is often judged by the excellence of his dinner table. A cook requires at least one lackey (apprentice) to assist him. Cooks have the Cooking NWP.

Court Announcer: The court announcer regulates daily business at a nobles’ court. He announces visitors, observes protocol, schedules appointments, supervises audiences, and keeps his eye on guests. Announcers will have both the Etiquette and Heraldry NWPs.

Dance Master: Dancing is a skill that is expected of every well-bred aristocrat. The dance master instructs the pages and damsels of the household in the rudiments of dancing and also teaches new dances to the court. Such instructors possess the Dancing NWP.

Doctor/Physician: Doctors are skilled in the treatment of wounds and disease. Although clerics in the AD&D game perform the functions of doctors, DMs could have “healers” who cure wounds and diseases with the Healing, and possibly the Herbalism, NWPs.

Entertainers: Entertainers include actors, mimes, jugglers, acrobats, wrestlers, puppeteers, dancers, knife-throwers, animal acts, etc. Entertainment is expected at important social gatherings. Performers can be hired individually or in teams of 2-16. When a company has six or more members, there is a 25% surcharge to pay for the impresario, drivers, and lackeys. Famous troupes of entertainers fetch 2-4 times normal prices. Most troupes should have members who exhibit many of the following skills: Dancing, Singing, Musical Instrument, Juggling, Jumping, Tightrope Walking, and Ventriloquism.

Equerry/Stable Master: An equerry is an official in charge of a stable. He oversees the horse trainers and grooms, buys and sells horses, buys fodder, and maintains the stable. An equerry is needed if a stable has 30 or more horses. Such an NPC will possess the Animal Training and Animal Handling NWPs for horses (or whatever mount is most common in the campaign).

Falconer: A falconer specializes in the care of falcons and hawks. One falconer can care for four birds. For every two additional birds, he requires a lackey. Falconers will have the Animal Handling and Animal Training NWPs appropriate to the type of birds used.
Gatekeeper/porter/doorwarden: The gatekeeper greets visitors, makes arrangements for their stay, and maintains the gates and drawbridges in good operating conditions. Such an NPC will have the Heraldry NWP and may possess some knowledge of drawbridges, gears, etc. (Engineering NWP).

Gentlemen- or lady-in-waiting: Gentlemen- and ladies-in-waiting are persons of noble birth who serve as assistants, companions, and bodyguards to a ruler. A minor noble might have 1-3 gentlemen-in-waiting; a king, up to 50. Such NPCs will possess a wide variety of NWPs, but Etiquette is mandatory.

Herald: Heralds are skilled in the usages of heraldry, diplomacy, and chivalry, and hence possess the Heraldry NWP. There is often a hierarchy of apprentices (pursuivants), heralds, and chief heralds at larger courts. Chief heralds receive five times normal pay and pursuivants earn one-half that of a herald.

Horse or Animal trainer: Animal trainers are skilled in the care, training, and breeding of animals. Normal training takes three months, with the trainer able to handle up to six animals. War training requires an additional three months, with three animals being the limit that can be trained at once. One horse trainer is needed to care for every 40 horses in a stable.

Hunting Master/Huntsmen/Houndsmen: A hunting master is necessary to make arrangements for and to lead a hunt. The hunting master supervises the huntsmen, all of whom have the Hunting NWP. Houndsmen exhibit Animal Training and Animal Handling skills for hunting dogs. Other common NWPs these NPCs could possess are Direction Sense, Fire-Building, Fishing, Riding Land-Based, Set Snares, Animal Lore, Survival, Tracking, or Weather Sense.

Jester: Jesters provide entertainment and keep themselves well informed of court gossip. They can give advice and defuse possibly hostile situations through humor. Jesters may also be skilled in magic-use and thieving. Jesters should have NWPs similar to those listed under “Entertainers.”

Librarian: A librarian is needed to organize and care for any large collection of books and scrolls. Librarians can maintain written records; read languages; identify authors, handwriting, dates and places of publication; and repair and restore damaged books. In addition to the Reading/ Writing NWP, librarians are often sagelike storehouses of information about history and languages.

Maid/Butler/Servants/Lackeys: Maids and butlers clean and care for buildings. A maid is needed for every eight apartments, and a butler for each large hall. The chief butler (major-domo) works with the chamberlain, head chef, steward, and master of the wardrobe to assure the smooth functioning of the household. These servants should have the Etiquette NWP.
Every castle requires a barber, who often doubles as a surgeon. Such an NPC may possess the Healing or Herbalism NWPs. Noblewomen may need a hair-dresser and seamstress, the latter of whom should possess the Seamstress/ Tailor NWP. Each carriage must have four coachmen, and a sedan chair requires four to eight footmen. Grooms are necessary to care for each one to four horses, and formal gardens require a gardener who may possess the Agriculture or Herbalism NWPs. The servant/lackey category also includes cupbearers, servers, chamber-valets, ushers, messengers, laundry women, etc. These types generally display few talents, though exceptions to the rule are always possible.

Master/Mistress of the Wardrobe: The master or mistress of the wardrobe is responsible for the care of a nobles’ clothing and private chambers. He or she also disburse the lords private funds for personal and miscellaneous expenses. Etiquette is an important skill for these NPCs, as is some skill at math.

Musicians: Musicians include flute players, lutists, drummers, horn-players, singers, bagpipers, harpers, fiddlers, etc. They are needed for balls, dances, masques, and the like. Musicians usually perform in groups of four to 12 members. If there are more than six musicians, they will be led by a music master who receives double pay. Five percent of musicians are virtuosos who perform alone and receive 10 times the normal pay. All musicians have the Musical Instrument NWP, possibly with multiple instruments (which would require multiple proficiency slots).

Nurse: Children of noble families are cared for by a nurse. Each nurse may look after up to four children.

Oratar/Rhetorician: Orators are professional speech makers. They may be hired to make speeches on a characters’ behalf, or may be hired on a monthly basis to teach oratorical skill. Each month a character takes oratory lessons (with several lessons a week), he receives a cumulative chance equal to his intelligence to receive Oratory skill, if he has a nonweapon proficiency slot available. Oratory skill gives a +20% reaction adjustment when making speeches in noncombat situations to those who can understand what the orator is saying.

Page/Squire: Leading noblemen or rulers often have dozens of pages and squires, as their vassals are eager to send their sons to be educated and learn chivalric skills. They serve as messengers, aides, and servants to lords and ladies, and they form a guard of honor. Pages are usually adolescents with little combat skill; squires are older and may be 1st-level warriors. Both pages and squires may also have some Riding, Heraldry, or Tailoring skill (for sewing torn tabards, etc.).

Poet Laureate/Court Chronicler/Writer: A poet composes verses for any subject or occasion, and a court chronicler records events and supervises the archives. They may be sent as envoys because of their knowledge of etiquette and diplomacy. All writers must possess the Modern Languages and the Reading/Writing NWPs; some may be members of the bard class.

Scholar/Professor/Philosopher: Scholars are specialized men or women of learning. They may answer questions as sages in one field with a -2 penalty that is cumulative with any other penalties, but they require only half the upkeep and pay of sages. Select appropriate fields of study for such NPCs, according to your campaigns’ background.

Scribe/Clerk: Scribes maintain records, copy documents, and take dictation. For every 100 soldiers in a fortress, one scribe will be required to assist the officers in making muster lists, payrolls, inventories, and in writing orders. Scribes might be needed to assist the seneschal, chamberlain, equerry, librarian, almoner, secretary, attorney, scholar, master of the wardrobe, etc. All scribes exhibit the Reading/Writing NWP.

Secretary: A secretary is a type of scribe who personally assists a ruler or noble in the day-to-day operations of his domain. The secretary is knowledgeable in administration, screens visitors, makes appointments, handles documents, channels communications, and supervises other clerks. The Reading/Writing NWP is important for this NPC, as is the Etiquette NWP and familiarity (knowledge) of the rulers’ interests, hobbies, etc.

Steward/Seneschal: A steward or seneschal is needed for every castle, business, estate, fief, or office belonging to a character that he does not personally supervise. Very large estates or fiefs will require several stewards, headed by a grand seneschal or chief steward. Stewards need a variety of skills, although a highly skilled staff is a great boon as well.

Teacher/Tutor: A teacher instructs children between the ages of six and 16. A teacher may have up to 12 students in a class. Teachers should have at least some of the following NWPs (though others are possible): Reading/Writing, Local History, Ancient History, Modern Languages, Ancient Languages, and Math.

Trumpeters/Drummers/Standard Bearers: Trumpeters and drummers are needed to play marches and fanfares at parades, tournaments, speeches, coronations, executions, and funerals. They also make signals in battles. Musical Instrument skill is essential.

A standard bearer is a soldier, usually a sergeant, who carries a lords insignia into battle to rally soldiers. Carrying a standard into battle requires no special skills, but an unusually large amount of bravery is helpful.

Bishop, Morris. The Middle Ages. American Heritage Press: New York; 1970.

Bloch, Marc. Feudal Society. University of Chicago Press: Chicago; 1961.

Dickens, A. G., ed. The Courts of Europe. McGraw-Hill: New York; 1977.

Tuchman, Barbara W. A Distant Mirror. Ballantine Books: New York; 1978.

RPG Tables: Random Urban Gang generator

RPG Tables: Random Urban Gang generator

This table is great for creating random urban gangs to use in medieval fantasy RPG games.

Roll d8 – The gang’s money-making schemes include:
1. Distributing drugs.
2. Running heists of and/or fencing stolen gems and precious metals.
3. Petty theft, burglary, and/or pickpocketing.
4. Assassinations that look like accidents or that frame someone else.
5. Running brothels—exotic, low, or high-class.
6. Shaking down legitimate local businesses and/or city officials.
7. Serving as muscle for shady merchants and/or brothel-keepers.
8. Holding up outgoing ships or wagons.

Roll d20 – The gang’s colors are:
1. Black.
2. Red / scarlet.
3. Gold.
4. Forest green.
5. Royal blue.
6. Violet.
7. Silver / light grey.
8. Bronze.
9. Tan / khaki.
10. Brown / beaver.
11. Dark grey / gunmetal.
12. White.
13. Maroon.
14. Sky blue.
15. Navy blue.
16. Dark brown / chocolate.
17. Teal / turquoise.
18. Steel / blue grey.
19. Orange.
20. Olive green.

Roll d20 – The gang’s symbol is:
1. A skull.
2. A ghost.
3. An open hand.
4. A clenched fist.
5. An arrow.
6. A dagger.
7. A sword.
8. A hammer.
9. A crown.
10. A goblet.
11. The moon.
12. A star.
13. A fish.
14. A snake.
15. A badger.
16. A spider.
17. A rat.
18. A wolf.
19. A bear.
20. An eagle.

Roll d10 – Gangmembers often sport matching:
1. Shirts.
2. Jackets.
3. Scarves.
4. Vests.
5. Bandannas.
6. Boots.
7. Tattoos.
8. Hats.
9. Scars.
10. Mustaches.

Roll d10 – The gang’s leader is:
1. A dangerous megalomaniac.
2. A charismatic demagogue.
3. A mysterious foreigner.
4. A talented thief.
5. A well-known public figure.
6. A ruthless killer.
7. A femme fatale.
8. A charming rogue.
9. A dashing swashbuckler.
10. A brutish thug.

Roll d12 – For recruitment, the gang targets individuals who are:
1. Artisans.
2. Relocated peasants.
3. Sailors.
4. Drunks.
5. Beggars.
6. Thieves.
7. Servants.
8. Combat veterans.
9. Laborers.
10. Foreigners.
11. Young children.
12. Circus performers.
13. Orphans
14. Slaves
15. Law Enforcement
16. Politicians
17. House wives
18. Merchants
19. Farmers
20. Travelers

Roll d6 – The gang’s goals include:
1. Domination of the city’s politics.
2. Domination of the city’s trade.
3. Revenge against a rival gang in the same city.
4. Revenge against a rival gang in another city.
5. Revenge against the city’s elite.
6. Rebellion against the city’s elite.

Roll d10 – Gang members typically arm themselves with:
1. Wooden clubs.
2. Throwing knives.
3. Over-sized daggers.
4. Serrated daggers.
5. Daggers and crossbows.
6. Hammers and daggers.
7. Sticks and stones.
8. Shortswords.
9. Brass knuckles.
10. Bare fists.

Roll d10 – Gang members typically fight with:
1. Swarm tactics.
2. Hit-and-run tactics.
3. Ambush tactics.
4. Choreographed maneuvers.
5. Unpredictable maneuvers.
6. Lots of smiles and jokes.
7. Lots of fancy footwork.
8. Lots of screaming and shouting.
9. Kicking and stomping.
10. Lots of head-butting.

Roll d12 – The gang’s headquarters is hidden in or near:
1. The residence of the leader or a senior gangmember.
2. An artisan’s shop or guildhall.
3. A merchant’s office.
4. A tavern.
5. A brothel.
6. A warehouse or shipyard.
7. A temple complex.
8. The city’s sewers.
9. The town hall.
10. An abandoned guildhall or warehouse.
11. A shantytown
12. The residence of a wealthy individual.

Roll d12 – The gang is feared or respected by:
1. Fishermen and sailors.
2. Beggars and thieves.
3. Merchants and moneychangers.
4. Jewelers and gemcutters.
5. Politicians and magistrates.
6. Guards and sheriffs.
7. Soldiers and warriors.
8. Gladiators and pugilists.
9. Peasants and farmers.
10. Servants and slaves.
11. Priests and sages.
12. Women and children.

Roll d12 – Distinguishing feature for an individual:
1. A nose ring.
2. Shiny leather boots.
3. A hole in the toe of one boot.
4. A dagger in each boot.
5. A heavy gold chain around the neck.
6. A wide-brimmed hat.
7. A dagger tattoo on the forearm.
8. A snake tattoo around the arm.
9. A maniacal laugh.
10. A long, hooked nose.
11. An open shirt and a very hairy chest.
12. Extravagant mustaches.