Comp 202
Comp 202
Comp 202
Volume 2
Contains all FR Notebooks and previous volumes
This item is published by MPGNet under license from TSR, Inc.
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REALMS CULTURE NAMES 9
NONPLAYER CHARACTERS XE \ 15
NPCS 26
KRAKEN SOCIETY 59
HOAR THE DOOMBRINGER 60
STRONGHOLD OF THE NINE. 63
IYACHTU XVIM (THE SON OF BANE) 67
MIELIKKI 71
TORM 76
PRIESTS (WRATH) 81
NOTE ON FAITHS 96
GOD LOCATIONS 99
CHURCHES OF WATERDEEP 102
GOD INTENTIONS 111
WAUKEEN DEAD? 113
CULT OF THE DRAGON 114
NIGHT MASK THOUGHTS 123
DROW CULT 125
LEGEND OF THE CIRCLETS OF THAY 134
REALMSTALK 137
REALMS IDIOMS 140
GOBLIN LANGUAGES/NAMES 149
THE HIDDEN HOUSE 159
SLAVER MODULES IN THE REALMS 160
CAMPAIGN IDEAS 169
SCENERIO #1 [ALTERED VERSION OF DOOM OF DAGGERDALE] 169
SCENERIO #2 [ADVENTURE OUTLINE FOR DAGGERDALE REGION] 172
SCENERIO #3 [A NEW ICE AGE!] 184
PRINCE OF LIES 193
FREESTAVE (WIZARD KIT) 202
ADDITIONAL SPELLFIRE RULES 206
NEW SPELLS 209
BLADESINGER SPELLS 237
LIST OF HERBS 244
RUMORS & NEWS 248
NEW MAGIC ITEMS 269
WISHES 291
POISONS 298
SUBDUING 307
CRITICALCHART 318
MYTHALS 327
PHAERIMMS 329
REALMS PREDICTIONS 331
EXERPT ON MYSTRA 338
SUMMARY OF SEMBIAN MILITARY ORDERS 340
INDEX 354
Thanks to all on the Internet who made this possible and filling my campaign with these new
and exciting ideas. Thanks to TSR Inc. for finally allowing this information to be distributed
in a public access arena.
Perry C. Horner
[email protected]
February, 1996
The following persons have authored the various works contained within this text:
Perry Horner [email protected]
Sylvain Robert [email protected]
Eric Boyd [email protected]
Rob ? [email protected]
Benjamin Strother [email protected]
[email protected]
? [email protected]
Athafil Oakleaf [email protected]
John Northway [email protected]
? [email protected]
Robert Nichols [email protected]
Karl K. Northrup [email protected]
Trevor Atkins [email protected]
Aguinaldo Rangel [email protected]
Brock [email protected]
Steven Guffey [email protected]
Ruediger Schmidt [email protected]
DarkAngel [email protected]
? [email protected]
Sean K Reynolds [email protected] or [email protected]
Chris Seabrook [email protected]
? [email protected]
? [email protected]TENNST.EDU
Ron ? [email protected]
nathan sugioka [email protected]
Brian Weibel [email protected]
Brian Vickers [email protected]
Brendan Knox [email protected]
? [email protected]
Vegard Hamar [email protected]
Michael Kenyon [email protected]
Jack Vidulich [email protected]
Jeffrey Isherwood [email protected]
Tyler Bannister [email protected]
Jon Drnek [email protected]
Simon Smith [email protected]
Harold Ervin [email protected]
The Harlequin [email protected]
K. Yavuz Ozbay [email protected]
Ryk Erik Spoor ?
ShadowMist [email protected]
Craig Sefton [email protected]
Toby Mekelburg [email protected]
The Following Fonts were used in this document:
Regular
Special
Courier Dragonwick
Auril (Frostmaiden).......................................... ...................(Great Glacier ? FM4)
Azuth (The High One)............................................... ..........Pool of Yeven, on River Ashaba
South of Elven Wood (FRE2 pl3)
Bane (The Black Lord)....................................... .................Zhentil Keep, Castle Kilgrave,
Scardale, Tantras (RIP) (FREl/2)
Beast Cults (DG, beast cult deity)
Beshaba (Maid of Misfortune)........................................ .....Wander everywhere (Polyhedron 71)
Bhaal (Lord of Murder).................................... ...................EveningStar (Hunting Halls),
Boarskyr Bridge (RIP) (FRE2)
Chauntea (Great Mother)........................................... ..........(Moonshae ?)
Cyric (The Dark Sun)........................................ ..................Follow the novels
Deneir (Lord of Glyphs and Images)................... ................(Selgaunt or Suzail ? FRA)
Eldath (Goddess of Singing Waters)............................. .......(Iriaebor ? FRA)
Gond (Wonderbringer)..................................................... ....(Lantan ?)
Helm (He of the Unsleeping Eyes).................... ..................Nexus of Planes
Ilmater (The Crying God)............................................ ........(Mulmaster, FRA or Bloodstone
Lands ?, FR9 p23)
Lathander (Morninglord).......................................... ...........(Eversult or Marsember ? FRA)
Leira (Lady of the Mists)
Lliira (Our Lady of Joy).................................................... ...(Hillsfar or Selgaunt ? FRA)
Loviatar (Maiden of Pain)................................................ ....(Mulmaster ? FRA)
Malar (The Beastlord)
Mask (Lord of Shadows)...................................................... (Westgate ? FRA)
Mielikki (Lady of the Forest)............................................ ...(Mosstone in Tethyr ? FR3 p39)
Milil (Lord of All Songs)................................................ .....(Selgaunt ? FRA)
Myrkul (Lord of Bones)..................................................... ..Waterdeep (RIP) (FRE3)
Mystra (Midnight, The Lady of Mysteries).Castle Kilgrave (RIP) (FREl)
Oghma (The Binder)...................................................... ......(Procampur ? FRA)
Selune (Our Lady of Silver)........................................... ......(Sylverymoon ?)
Shar (Mistress of the Night)
Silvanus (Oak Father)........................................ ..................(High Forest, Mosstone in Tethyr
? FR3 p39)
Sune (Firehair).......................................................... ...........(Daemun ? FRA)
Talona (anc: Kiputytto)(Lady of Poison)
Talos (South: Bhaelros)(The Destroyer)
Tempus (Lord of Battles).......................................... ...........(Hillsfar ? FRA, Ths Shaar ?)
Torm (The True)............................................... ...................Tantras (FRE2)
Tymora (anc: Tyche)(Lady Luck)......................................... Arabel (FRA pl35 Polyhedron 71)
Tyr (The EvenHanded)
Umbemee (The Bitch Queen)............................... ...............Sea of Fallen Stars (FRA p35,
FOR3)
Waukeen (MerchantUs Friend)................................... .........Unknown, persumed RIP or strand
ed in the Realms
Xvim (The Godson, son of Bane).............................. ..........Try to kill Avatars (Polyhedron 71)
Region Culture (reference) Names
Al Qadim/Zakhara AlQadim boxed set Arabian
Amlar (Forest) ___________________________ ______________________
Amn Spain and Portugal (FR3) Spanish and Portuguese
Anauroch/Bedine Touareg and Saharian like Touareg and Saharian
desert nomads (FR13) Bedouin
Baldur's gate Renaissance (Maztica novels Spanish and Portuguese
and FR15)
Calimshan Arabian Sultanate (FR3) Iranian or Turkish
Chessenta Sparta ??? (FR10) Ancient Greek
Chult African (FR16) African
Cormyr English, French (FR0, English, French
Ring of Winter)
Dalelands ___________________________ ______________________
Damara Classic Germanic kingdom German
during the Holy Roman Empire
Dambrath ___________________________ ______________________
Durpar ___________________________ ______________________
Earthspur ___________________________ ______________________
Endless Waste ___________________________ ______________________
Estagund ___________________________ ______________________
Evermeet Elven/Atlantis (Elfshadow, Elf
Coral Kingdom)
Fuirgar The land of the Stone Giants
Eric Boyd believes.
Great Glacier Eskimo Eskimo
Eric Boyd thinks it's clear
ly an Eskimo culture,
perhaps you could stretch it
to the Russian analogues.
See FR14.
Great Rift Dwarven (FR11) Dwarf
Halruaa ___________________________ ______________________
Horde lands Mongol (Hordes) Mongol
Ice Peak (the) Eskimo Eskimo
Icewind Dale ___________________________ ______________________
Impiltur ___________________________ ______________________
Lantan ___________________________ ______________________
Lapaliiya ___________________________ ______________________
Luiren Halfling (FR16) Halfling
The Singing Rocks are a tiny group of islands in the Sea of Swords.
It is due west of a point almost exactly between Memnon and Myratma,
and for that reason, it is considered the boundary point between
Calimshan and Tethyr waters. It is also an important
navigation point for sea captains afraid of drifting too far west
in their travels.
The Singing Rocks is worthy of mention, however, not for its
navigational importance but for the odd phenomenon that
gives the islands their name. Sailors passing close by the islands
report beautiful singing, as if by hundreds of women. The music
has an elusive, haunting quality, but does not seem to have the
charming effects of the song of the harpy or siren.
Rumors as to what this is range from, the music caused by a
powerful old magical horn that was lost in the islands centuries ago,
or the souls of many women slaves that died when their ship sunk
near the islands, and some say that it is a powerful enchantment
cast by a group of female devout clerics who sing in unison,
after they were shipwrecked on the islands to try to attract other
ships to save them.
Recent investigation supports another theory:
"The Singing Rocks are islands that have nothing to do with the
magical singing going on around them. If one goes off at night and
enters the water at about 150 feet from shore, the mystery becomes
clear. A magical line is seen glowing underneath the waters.
This line forms three 6 pointed stars which meet in the center with
an alter. The stars are the symbol of Liira (Our Lady of Joy). The
estimate age of the magic stars and the alter is over 900 years.
The singing is most likely the remnants of some ancient ceremony
of happiness or joy that was performed by the sea elves at the alter."
From the Private Journals of Lady Kyrie of Baulder's Gate
As far as "Crypt of the Shadowking" goes, you should finish the book
before leaping to conclusions about who rules Irieabor. :) Some rough notes
on the two major characters of this novel are given in FOR4, Code of the
Harpers, along with the main characters of most of the other Harper novels
published to date.
In general, the activities of the Zhentarim are detailed in a wide
variety of sources. Here are some places and the source of the material.
SOURCE PLACE
==================================================================
Moonsea Everwinking Eye column of Polyhedron (~last 30 issues)
Yulash FRC2, Curse of the Azure Bonds
Voonlar FRC1, Pool of Radiance, and FA1, Halls of the High King
Scardale FRE2, Tantras and the novel "Tantras"
Shadowdale FRE1, Shadowdale and the novel "Shadowdale"
Daggerdale FRQ3, Doom of Daggerdale (town of Dagger Falls actually)
Anauroch FR13, Anauroch and "The Parched Sea" novel
Stonelands FRQ1, Haunted Halls of Eveningstar (tangentially only)
Darkhold Castles boxed set
Irieabor "Crypt of the Shadowking" novel
Lonely Moor REF5, Lords of Darkness (tangentially, the zombie module)
Savage Frontier FR5, The Savage Frontier (i.e. Llorkh, Secomber)
The novel "Spellfire" and the novel "Crusade" discuss the activities
of characters from Zhentil Keep. The Zhentarim have their mitts in Myth Drannor
too.
T'Lorn Darkheart
Human Male NE Necromancer 6th Level
ST:9 DE:12 CO:13 IN:15 WI:18 CH:7
As leader of this band he uses their skills to futher his search of the
lost and hidden crypts/tombs of Faerun. He is searching for lost
necromatic lore and one day hopes to travel to Thay and try to become
a member of the School of Necromancy.
Suggested Magic Items:
Grave Key (DRAGON, Dec 1993): If put into the ground over a burial site and
turned, the occupant of the burial site is compelled to rise and be at the
Key owners command. It also opens crypts, tombs, coffins etc (but not if
sealed magically).
Staff of Skulls (MAGISTER): For 1 charge the staff holder can animate
skeletons or can mend/reattach broken/severed limbs both living and dead
(BUT DOES NOT RESTORE HIT POINTS LOST).
Scarab of Protection (DMG): Protects for level draining attacks.
Ring or Cloak of Protection.
Suggested Spells
Death Recall 2nd Level (Complete Wizard Handbook): Allows the caster to
view the death of a creature if it has died within the last 24 hours.
Cloak Undead 2nd Level (FR Adventures): Hides undead from detection and sight.
Undead Mount 2nd Level (FR Adventures): Provides a means of transportation,
although a dead one.
Kantopolis of the Shadows
Halfelven Male NE Thief 5th Level
ST:16 DE:16 CO:15 IN:11 WI:12 CH:13
Quick, quit assasin that will kill almost anyone for the right price.
Possible an exmember of the Thieves/Assasins Guild of Waterdeep.
Suggested Items:
Short Sword of Backstabbing +2: adds 4 levels to backstabbing damage mult.
Dagger of Impaling: (? forgot to bring description) BOTH OF THESE ARE IN
THE COMPLETE THIEVES HANDBOOK
Girdle of Lions: (Magister): Give wearer the ability to Speak w/ Felines,
3/die on falling damage, +50% to move silent
This man is very mysterious because the sword Elquillar gives him the
ability to change his shape like a Hat of Disguise. With the help of
his psionic powers he is a very crafty foe who travels quickly to cross
any foe.
Psionics: 64 PSPs
Probability Travel, Dimension Door, and Know Location
Suggested Magic Items.
Ring of Telekinesis.
Ring of Jumping
Boots of Speed
Elquillar (Dragon 1992): This is a +1 weapon that can change shape into any
bladed weapon from dagger to scimitar. The wielder can shape change as if
he had a Hat of Disguise. Protects the wielder as a Ring of Mind Shielding
(NOTE: does not effect Psionics) and any creature hit by this weapon who is
not in his natural form is forced back into its natural form (NO SAVE)
The sword has INT 12 and EGO 16 (I believe)
D'Tarnak Strongarm
Halforc Male LE Fighter/Cleric of Sharn (Mistress of Night) 5th/5th level
ST:18/74 DE:12 CO:16 IN:9 WI:17 CH:11
As follower of Sharn D'Tarnak is a lurker of the night, bringing in as
many sacrifices that his mace can provide. Sharn is quite proud of this
backwater Halforc, for he has brought the fear of the night to many a
Dalelands village, all in the name of Sharn.
Suggested Items:
Mace of Darkness (Halls of the High King): LE Weapon that is +2 to hit and
damage. It does 1d8 to all size of creature. At will the user can create
Darkness 15 foot radius for 1 to 2 rounds following (Duration determined by
user when effect created). The weapons snarls when it hits those of good
alignment and will do 28 points of damage to any not of LE alignment who
tries to pick it up.
contributed by:
Sir Kirkland [email protected]
ABILITIES:
Str: 14 Dex: 18 Con: 16
Int: 11 Wis: 12 Chr: 15
Hit Points: 11
WEAPON PROFICIENCIES:
Dagger, Sling, Knife, Shortbow
THEIVING SKILLS:
Pick Pockets: 67%
Lock Picking: 57%
Find/Remove Traps: 42%
Move Silently: 33%
Hide In Shadows: 32%
Detect Noise: 36%
Climb Walls: 84%
Read Languages: -5%
Clothing:
Backpack: Bar maid's costume
Map Case Mens Clothing (Overalls, Plaid flannel shirt, boots,
4 peices of blank Parchment Dark Suit
Wax Block Soft Boots
Lime Wood Strips Black Gloves & Tunic
30 rlarbles Black Belt
Biast Dice (bone) Clerk/r1essenger costume
6 Sling Bullets
Large Sack:
Large Belt Pouch: (right side) Empty (used for jobs)
Thieves Picks
4 Sling Bullets Wrist Sheath (right hand)
Sheathed Knife Small knife
WEALTH
45 Gold/Steel Peices
13 Silver Peices
1 1 Electrum Peices
2 Copper Peices
550 gp Rouges Stone (good luck stone, will not sell)
DESCRIPTION
Talen is average height for a woman 5 feet 4 inches but, only weighs in at 105
pounds. She is only 19, but her figure and manner can let her easily pass for 22 or 23
without any work. She has strikingly beautiful blue eyes adn the blond hair to match.
This combination has led many a man to do her bidding, for less than a kiss.
Talen holds honor in hight regurd. She was taught honor by Kay the Bow master fo the
guild. She spent many waking hours with him learning every aspect of her chosen
weapon, the shortbow. (She probably also spent a few night s with him...playing
cards...of course). From him she learned horor and the power of keeping your word. not
only will she keep her word, but if not she has vowed, to herself, to devote the rest of
her life to the person she breaks her vow to, that is unless they might happen to die,
then the deal's off.
emF8/M8
s 13
I 16
w 11
d 11
c11
ch11
ac 8 (cloak of displacement
ht 5'3"
wt 119
age 145 as of 4 yrs post avatar
AL LN
hp 37
weapon two handed sword +2, white dragon slayer, (Frostbiter)
longsword 1 (cursed)
Errindel was born of wealthy merchant elves in Tantras. He learned magic
from a human mage, Alathar, and fighting from his father later. After
completing his training, the decision fro the Elves to leave the Elven
Court reached his family, and after much thought, and some harsh words,
he stayed in Tantras after his family left. He wandered east ward,
stopping in Tsulagol, Hlammach, and crossing there to join a merchant
crarvan going to Rashemen. In Rashemen, he he came upon a young human
besiged by Orc's. rushing to his aid, he drove the orc's off. The boy's
father, a cleric of Torm, beseeched the Elf to aaccompany boy, also a
cleric of Torm on his dajemma, or rite of manhood. Rashemite young men
must travel far and wide to see the world as a rite of passage. So, one
year before the time of troubles, they did. On the way the way, they
picked up a young palad and a 36 year old court bard , fleeing from his
fathers palace in Hlammach, and two fledgling psionicists, exloring their
new powers after the Time of Troubles. They travelled throughout the
dalelands and Tantras for nearly 5 years before returning to Rashemen.
Among the way, thefound a cache of magical swords in Tsurlagol, killed a
young white dragon during the Flight of the Dragons, met up with a new
Vartej Demonbane
LN Human Warrior 5
STR 18/42 HP 40
DEX 15 AC 1 (plate + shield)
CON 16 MV 12
INT 14 THAC0 16
WIS 10
CHR 10
Wp Profs
NWp Profs
Languages
broad grp blades riding horse common
spec. bastard sword tracking read/write common
style spec. sword+shield demonology (int3)
Vartej is a reacurring npc in my campaign. He is a sort of demon hunter, with
a serious attitude. If anyone knows anything about _Les Miserables_ he is
almost exactly like Javert. For those who don't know of Les Mis (which I
HIGHLY recommend), Vartej is the epitomy of a lawful neutral police officer.
The LAW is his life, his LIFE is the law. He feels no compassion and shows
no mercy to those who haven't broken the law. He has a particular hatred
towards demons and other chaotic evil creatures. He also has little patience
for chaotic good, believing that that philosophy is a lie, that nothing
chaotic could be good.
I mainly use him for comic relief because he is so narrow minded that it's
a blast to play him. In my world he is hunting a particular pair of brothers.
One is a player (Chance) and the other an NPC (Tharn). Chance and Tharn are
cambions, the result of the physical union of a tanar'ri and a human. Their
mother died at birth. The brothers were discovered by a local Loremaster of
Ohgma who took Chance and raised him in the church, leaving the more ferral
Tharn behind.
Chance never knew of his brother until recently. When they met they felt
an intense, overpowering hatred for each other and combat ensued. When their
bare flesh touched a rift opened and an amulet appeared. They fought over
Vartej then noticed the presence of Chance just as Chance slipped away. Realising
that there was more than one, Vartej swore to banish them both to the netherworld
that begot them.
We began adventuring in the Year of the Serpent (DR 1359) in the aftermath of the Time of
Troubles. We were upstart spellcasters who were developing new theories of magic due to the
wild & dead zones, we hunted for tomes, items, and relics left altered by the godwars or able to
divine the nature of the magical changes in the realms.
Tolath was one of the first mages to develop wildmagic as Art instead of as a hapless victim of
the flux in the weave of magic as most casters in wildzones are. After adventuring in the Shaar,
Mulhorand, Thay, the Anauroch, and Cormyr, and facing the evil phaerimm, besting several Red
Wizards, defending ourselves from Set's Minnions, and destroying the sinster demilich,
Rhaugilath of Netheril, we fought the Fangs of Set, a demonic group of high level adventurers.
In the aftermath of our battle with them, Nekiset, the Fang's leader and 19th level High Priestess
of Set had her soul destroyed by an astral searcher (made by our battle in the astral plane). Pyrus
released Tolath's trapped soul into the body of Nekiset since his true body was destroyed in the
battle with the demilich. Using this new form Tolath sought out to infiltrate the Fangs and
destroy them from within. Using Contact With their Plane, Commune, and Legend Lore, our
party learned a great deal about the Fangs and the henious evil they committed. With the aid of a
telepath (who we travelled to Silverymoon to speak with) we shielded Tolath's psyche so he
could mentally pass as Nekiset, as well as physically. With this Tolath carried a bracelet which
Tailuan had enchanted to summon the group to Tolath's aid when it became time to strike.
Travelling by land (avoiding use of teleport to better impersonate a preistess), Tolath encountered
a Mulhorandi caravan and they, seeing her as another travelling Southerner, invited her to travel
with them. Accepting, Tolath spent time becoming aclaimated to the strange accent which she
was to speak with, getting it quickly, as she had always been a fast learner. Soon the caravan
arrived in the City of Skuld, where the incarnation of HorusRe ruled. After obtaining a
residence in the merchant's quarter of the city, Tolath set about finding the Fangs of Set, who
were of course a secret group, due to thier alliegence to Set, the most foul of the Mulhorandi
Deities. The information from the divination information from the spells and psionics used, led
Tolath to the hidden headquaters of the wicked band. There the ruse was successful, suprised to
see their fallen leader returned the group was doubtful until the tale was told on how she had
returned (a pilpher of glibness aided the ruse). The Fangs were wroking out a plan to assasinate
Then disater struck, Seti, incarnation of Set appeared before them, the God easily saw through
the mortal magics hiding Tolath's true nature. Seti summoned a blue dragon and ordered it and
the Fangs to destroy Tolath, defending herself tolath broke the bracelet and summoned her
fellows. The Company then faced the Great Wyrm and the powerful adventurers. Spells of power
ripped through Skuld, destroying large parts of the foreign quarter (where the Fangs were
hidden). The wyrm's blasts of lightning took the life of Rylus, but Tolath's Deathbolt slayed the
Dragon. Unleashing painful death by magic the group managed to fight the Fangs to a standstill,
Losing Tailuan to the blows of Hamsetis, the Fang's mightiest warrior, the Company looked
doomed by the strength of Seti, avatar of Set. Another Deathbolt by Tolath dropped Hodkamset,
the mage of the Fangs, leaving it Tolath and Pyrus against Seti and Suliyar. Skuld's city guards
arrived to stop the spells which had been destroying the area surrounding the battle. Seeing the
guards, Seti fled, leaving Suliyar to his doom. The guards then demanded the surrender of
everyone, The company surrendered but Suliyar refused, while fighting with the guards Suliyar
was revealed to be a Rakshasha Lord, and then slain.
This brings the group to the Year of Wild Magic (DR 1372)
Tolath/Nekiset Wild Mage
24th level
CG
110hp (as the 19th level priestess)
THAC0:11
AC:2
MV:12"
STR:18 DEX:18 CON:16 INT:18 WIS:15 CHA:18
(STR, DEX, & CON are those of the priestess)
5,503,600 XP
600 pp
5'2"
90 lbs.
24 years old (39 years old, but the body is 24)
SPELLS PER LEVEL: 6/1 6/2 6/3 6/4 6/5 6/6 6/7 6/8 5/9
SAVES: poison:8 rod:3 petrification:4 breath:7 spells:4
ITEMS OF NOTE: Bracers of Defense (AC2), Ring of Spell Turning,
Staff of Power,Helm of Teleportation, Dagger +3
Rylus of Waterdeep 8/23 thief/invoker
CN
hp:74
THAC0:11
AC:4
MV:12"
STR:14 DEX:18 CON:17 INT:18 WIS:16 CHA:17
5'10" 140lbs.
28 years old
900 pp
70,001/5,245,800 XP
SPELLS PER LEVEL: 6/1 6/2 6/3 6/4 6/5 6/6 6/7 6/8 4/9
SAVES: poison:8 rod:3 petrification:4 breath:7 spells:4
ITEMS OF NOTE: Elven Chain Mail+5, Long Sword of Dancing, Dagger of Venom, Wings of Flying, Ring of
Regeneration
THEIVING SKILLS:75%pp 72%ol 60%f/rt 72%ms 59%his 25%hn 96%cw 40%rl
Tailuan of Huanti 25th level fighting monk priest of HuanTi God of War
CG
HP:135
THAC0:9
AC:12
STR:16 DEX:18 CON:16 INT:14 WIS:18 CHA:17
--Wintermyth
Lecture at the Academy of Waterdeep
Year of the Shadows
A combination adventuring company, merchant house, mercenary company and antithieves
guild. This company is based in Waterdeep. Often the principles meet at an inn they ownthe
Shady Treeon the NE corner of the High Road and Selduth Street, which is the best place to
meet them.
They also run an institution called the Academy of Waterdeep, which teaches the basics of
magic, weapon play, stealth and adventurers lore to wannabees.
The Academy has become quite popular in recent years with certain younger members of
Waterdeep's nobility.
The Shadow Warriors include a roster of over thirty full members plus 100 or so apprentices,
henchmen and so on.
The most important members are:
Wintermyth (LG drow elf male F15/T18)
Daithmist (LN hm W16)
Marx Andragorrone (NG hm R12)
Ravis Flamesword (CN hm P(Tempus)15)
Blackpool (CN hem T15/W11)
Corumn Bloodhawk (CG hm F9)
Wintermyth is also the driving force behind SW. He is a drow elf (Aeridae Xstyxtii, elderboy of
House Xstyxtii, Fourth in line to the Throne of Ched Nessad) over two hundred years old. He
spent several years adventuring in Kara Tur on the island of Kazakura and is an adopted member
of the Konishi ninja clan. He uses a *hat of disguise* to get by in public, though Khelben
Arunsun is aware of his residence and Laeral has contacted him to do the Harper's dirty work on
a number of occassions. His personal symbol is a sprig of black holly.
At this point SW, Inc. employs a number of younger adventuring companies every year,
recruiting from the ranks of the survivors. Adventurers who get caught up in SW schemes are
likely to make enemies of the Shadow Thieves and the Cult of the Dragon (its to easy to make
enemies of the Zhent's to even mention them). Companies may also be recruited by rival factions
to spy on SW. Note that although SW considers itself to be a force for *good*, they have a very
mixed reputation at large: respected in Waterdeep, feared in the Lake of Dragons area, and hated
in the South.
Knights of the Shadows
Previously known as the "Swords of Light", the band is now known as the "Knights of the Shadows."
Although the membership has slowly evolved over the years, the core has remained fairly constant.
Currently the band includes:
Dathgar the Bold, Knight of the Heavens, Wi(In)7
human male
LG
Mystra
"Tanya", tressym familiar
"Patch", peltast parasite
Dylan Lionshand, Knight of the Sun, Pa6
human male
LG
Torm
"Lightmane", Paladin's heavy warhorse can assume amulet form
Jax Nightsong, Shadow Knight, Ra(Justifier)6
half moon elf male
LG
Shaundakul
"Blizzard", Ranger's follower, mist wolf
Dunstan Newlight, Knight of the Dawn, SP7
human female
NG
Lathander
"Una", SP3
kobold female
Tadhg, Knight of the Stars, Ba(True)6
half moon elf male
NG
Deneir
Narlan Silversword, Knight of the Dusk, Fi(noble warrior)4
human male
NG
Tymora
The original namelesss band got their start escorting a caravan from Highmoon to Arabel, where they
became mixed up with the nefarious activities of the Iron Throne merchant organization and a group
of revolutionaries known as the Gondegalists. The band shifted their base of operations to
Eveningstar, in a race with agents of the Iron Throne to recover certain powerful magical items lost in
the depths of the Haunted Halls. Although they have been fairly unsuccessful to date in locating the
desired items, the have defeated the forces of the Iron Throne in the region, and helped establish a
dwarven temple to Gorm in the upper level of the Haunted Halls formerly a kobold stronghold
known as the Upper Citadel, and know known as Gormhold.
After much exploration in the Halls, the Swords of Light, as they had begun calling themselves,
forayed into the Stonelands seeking to break up the Iron Throne slaving operations they had
discovered. After some partial success, the band was geased to return some religious relics to the
main temple of Shaundakul, located within ruined Myth Drannor. Along the way, the band destroyed
a resurgent guild of Fire Knives in Tilverton and clashed with the rival forces in Yulash.
The Knights have recently returned to Eveningstar after their extended trek into the Stonelands and
beyond. In Myth Drannor they agreed to form an order of knights in northern Cormyr dedicated to
Shaundakul (a NG deity in my campaign).
The group plans to establish a stronghold at the northern end of the Starwater Gorge, and begin to
extend Cormyr's reach into the Stonelands.
Adventures in Neverwinter Wood
Time: Uktar 1358 DR, during the Time of Troubles (after the destruction
of Mystra, and before the destruction of Bane)
Location: Neverwinter Wood
Gouina Oflem currently carries Albyon, one of the Seven Swords of Wayland
(see Book of Ages).
The following is the short description of our 2 last sessions: a combat break
in a strongly roleplaying campaign.
After a combat in the Nautiloid, where wild magic wreck havoc everywhere,
they went in the caverns. In a very hot combat, they manage do "eliminate"
the adverse mage and most of the pirates. Unfortunately (for them, but not
for me), the pirates' captain (a formidable fighter) escaped and...
Sorry, but I cannot elaborate more neither on the subplots, nor on the
personnal agenda of each characters, because most of my players are
listening on the list. e-mail me for more details.
The Wanderer
Light Brigade
10 years after the Times of Troubles in the winter just before the events of PRINCE OF LIES
My group is a low level (4th5th) party composed mostly by elves and halfelves Currently they are in
the middle of the module about Dagger Dale and then they will enter in the adventure of the Boxed
Set in Shadowdale.
They are a good aligned party. They are called the LIGHT BRIGADE. This was a name given to
them by the Harpers as the group put their hands CASUALLY (amazing how coincidence like these
happens) on a particular book. Its name is the Draconomicon (it is not the Draconomicon of the
Forgotten Realms but my modification of it). It is a sort of artifact which records the History of all the
dragons in the world. It continues to be written by magical energies even if it is left closed but if it is
not in a strong magical place it drains slowly the magical objects of the party. Logically it does not
drain them permanently but sometimes it causes some WILD Surges. It HATES Dracoliches and it is
for this cause that once it teleported the whole party from an ambush of the Cult of Dragon In
addition it creates a sort of magical protection from the scrying and detection spells so the party is
fairly safe for now.
The Harpers and Khelben Blackstaff know the party and they have helped in a fairly indirect
way. But when they were teleported away they lost their tracks. When the group meeta Elminster, he
will help them. Khelben already casted a Legend & Lore spell on the book and it appears that if the
book is not taken back to its original place the Realms will suffer another Flight of Dragons but not
only Chromatic, but Metallic and Crystal Dragons will go and look for it.
They don't know when the deadline is but they have around 5 years more or less (Dragons don't
have a perfect Time sense). Logically the Cult of Dragons, Zhentarim and Red Wizards of Thay will
destroy the Realms to get it. Inside it there are all the True Names of the Dragons of the world (luckly
it is crypted and it can chose which pages the reader can read. If it does not like you, you will always
read the first page. And any divination spell or items used on it will just cause a wild surge and
probably the destruction of the item [this happened to the Helm of Comprending Languages and
Reading Magic of teh party]) and other nice things.
Just to complicate a bit the things Shandril Shessair's Daughter is adventuring with them. She is
disguised but she is with them. Oh I know that she should only be 9 years old but I think that
because of the spell fire hurling she was a bit early growing. So her apparent age is 1314 years old
(remember that in medieval times marriage was at 1213 years old so...)
They discovered her heritage because Khelben dicovered her. (she was on the verge of ruining his
spell.) The girl is actually a thief 3rd level as far as now. But she should pass another level in a fairly
brief time. I thought that the young thief of the Knights of Myth Drannor taught her some tricks.
During a trip she escaped and because she had a Necklace of Proof against Detection and Location
nobody was able to track her. Roaming in the Hidden House she finished in the place were my party
found her.
Race Sex Class Kit Lev
Gaalahaad HalfElf M F/C (Sp. Corellon Larethian) Knight Kit 5(6)/5
Athafil Elf M C (Sp. Corellon Larethian) Herbalist Kit 5(6)
Agis Elf M F/M Bladesinger 3/3
Dean Human M Mage (trasmuter) 4
Shellana Halfelf F Bard True Bard 5
Cronin Human M Mage Elmentalist Fire Savage 3
Marina [Arin Shessair] Female 3rd level thief/ 1st level spellfire wielder
She is an NPC. No kit for thief (possibly Swashbuckler)
She is quite in love with Gaalahad.
I have a group of Five adventures as I have indicated in the past.
They just started and are all first level.
Thorn Human Fighter
Barshwa Dwarf fighter
Arthermas Moon Elve Mage
Almeet Halforc Cleric/Thief
Borron Human Cleric
It all started in Shadowdale where they grew up and all are getting tired of
the boring life they've lead thus far. The all decided to go and look
into the rumored trouble daggerdale was having (plus the dwarf is looking
for a clan hierloom located in the old lookout post) They made it into
Dagger Falls with out too much trouble and were summoned by the town
Constable (agent of the Zents)
The constable Tren wanted them to go clear out what ever was in the tunnels
below the old burned out temple of the Morninglord. This however leads to
and Evil Mages stronghold who is using a magic sleep to take over the town
The first encontered a hook horror and killed it without any trouble but
decided that they should pour oil on it and burn it. This cause the tunnel
to become filled with noxtious smoke and they had to wait for the smoke to
clear.
Next they encontered a wood woses and kill three of them but the fourth
escape through a wall of thorns. Jus when they found a ring to get through
the thorns there was an augument about who would carry the ring.
Almeet didn't want Borron to have it but Barshwa and Arthermas did with
Thorn not really caring. Almeet decided to take off with it and
Arthermas went after him. Al knock out the mage and put him into his
bag of holding.
Thats were the last session left off. I can't wait for June 15th when
we play again and things should get very interesting.
John Northway
Hand of Tyr
In the late Year of the Worm (1356 DR), our small group consisted of locals of Shadowdale. We were:
Sir Frans the Gallant (Human 1st level LG Paladin of Tyr) {that's me}
Brother Hans (Human 1st level LG Cleric of Tyr) {my brother}
Elron Sigilkeeper (Elf 1/1 NG Fighter/Mage) {a fellow militiaman}
Sir Thomas (Human 1st level CG Cavalier serving Doust) {a noble}
Sam "Swifty" (1st level CG halfling Thief) {a chap we met in the Old Skull}
We began adventuring sightly before the Flight of the Dragons. We saved
travellers from vicious brigands who had been assaulting the merchants of the
Dales. (This took several weeks of adventure and got us to 3rd level, except
Elron who was 2/2) We discovered that the brigands had been supplied their
weapons from Zhentil Keep. Seeking to cut off this armstrade, we travelled to
Yulash. Once there, we aided the Hillsfar troops in a tatical strike on the
Citadel, which was the Zhent's stronghold of weapons & supplies. After a fair
campaign of siege, assaults, and stealth (not my area BTW), we overcame the
Zhentilar and managed to send them packing home for reinforcements and supplies.
(freeing Yulash raising Sammy to 8th level, Elron to 5/5, and the rest of us to
7th level.) This was when the Flight of Dragons levelled HUGE parts of the Realms
We spent the next 3 months helping survivers and cleaning up the aftermath.
We helped refuges from Phlan make it to Hillsfar safely, then we returned home to
Shadowdale to find that the Old Witch had saved the town at the cost of her life.
Saddened by the loss and destruction, the group fell into disarry and the
"Hand of Tyr" as they called themselves were disbanded.
After morning practice, Sir Frans recieved a vision while in prayer. It was
an image of a great steed, trapped in a ruined stable. Somehow Frans knew it was
meant to be a sacrifice for some fell ritual of Evil. He must rescue the animal.
Tyr had sent him this vision for that purpose. Alone, Frans braved the Elven Woods,
searching for the ruins. After some close encounters, he found himself on the edge
of the Ruins of Myth Drannor. The stable close at hand, he went to it. As he freed the
horse, he was attacked from behind by a vrock. After a long fight, Sir Frans
slayed the vrock and returned home with his steed, who he called Sleipner, due
to the animals beauty and intelligence. (this got him two levels making Frans a
As a gift, He gave a deed of land to Frans for Castle Krag, an ancient castle
used as a lookout for the defense of the dale. As Lord of Krag, Frans and his
men trained the militia in the defense of the dale. During the attack on
Shadowdale during the time of the troubles, the "Hand of Tyr" was reformed.
(with the group being Sam @ 14th level, Elron @ 9/9, and the rest of us @ 12).
Our group, along with the Knights of Myth Drannor, fought the Zhentil forces
to a standstill. As Elmister faced Bane, We faced Lord Marsh Belwintle. We
fought bravely, but the Zhent troops seemed endless. As we fell in defeat,
Elron broke his staff of the magi in a retributinve strike, killing both us,
and our foes. With their field marshall and half of their army destroyed, the
remaining Zhentil Keep soldiers fled the field. Our deaths were heroic and
remembered in the dale, as the Bard Storm Silverhand composed a tune telling
of our noble sacrifice for our home.
(here our players began anew)
The Company of the Arcane Dweomer
Tolath Runestaff (9th level CG Wild Mage, Human) {me}
Pyros Flamebringer (7/8 dual class CG ranger/fire elemental wizard)
Rylus of Waterdeep (8/8 dual class CN thief/invoker)
Tailuan of Huanti (8th level CG fighting monk priest of HuanTi)
Our group made our living reclaiming lost tomes, weapons, and other items of
legend. We destroyed fell beasts which held these items and used the items to
learn more magical theory regarding the changes since the time of the troubles.
We faced dragons, devils, Red Wizards, and strange mages from ancient lands far
to the south. In recovering a bizare tome, we had drawn the attention of foreign
gods to whom it belonged, it was the book of Thoth. It contained all spells
possible including works not even the great mind of Elminster had devised. The
book had been lost after being stolen by minions of Set, another foreign deity.
we desperately defended ourselves as we hurriedly penned as many of these rare
spells into our books as we could, making remarkable time with use of the "copy"
spell. In an effort to save our lives, we asked for a parlay with Thoth and his
allies. We promised the return of the book in exchange for their protection from
the Red Wizards who still hunted us. We backed this up with the threat of
destroying the book if our demands we not met. After thinking it over, they
agreed to our demands. We gave them the book, and Thoth cast nondetection on
all of us, then made it permanent. From there, he teleported us away from his
old empire of Mulhorand to the savage desert of the Anaroch. There we explored
the ruins of Netheril, fought the sinster phaerimm, and faced the demilich,
Rhaugilath. Pyros was the sole survivor of the encounter with the demilich.
Tolath had his soul entraped in a gem, his body destroyed. Tailuan was killed
by the cold dead hands of the lich, and Rylus suffered the finger of death that
the archlich had cast. With treasure, and bodies in tow, Pyrus headed to
Cormyr where Tailuan and Rylus were raised from the dead. As the group
recouperated, a sage told them how they could restore the soul of Tolath to a
body which lacked its own soul. The Fangs of Set, a high level group of Set's
minions attacked the group. The Company of the Arcane Dweomer knew a mage battle
here in Cormyr would cause much destruction, so they fled to the astral plane.
The Fangs of Set, unwilling to let the Company escape with the items they were
seeking, followed them. Astrally projected, Pyros (now a 7/23 dual ranger/fire
elementalist wizard), Rylus (now 8/23 theif/invoker), and Tailuan (now a 25th
That brings our campaign up to present where the group is this:
Nekiset 24th level CG Wild Mage, 110hp (as the 19th level priestess) THAC0:11
AC:2 MV:12" STR:18 DEX:18 CON:16 INT:18 WIS:15 CHA:18 (STR, DEX, & CON are
those of the priestess) 5,503,600 XP, 600 pp 5'2", 90lbs., 24 years old (39
years old, but the body is 24)
SPELLS PER LEVEL: 6/1 6/2 6/3 6/4 6/5 6/6 6/7 6/8 5/9
SAVES: poison:8 rod:3 petrification:4 breath:7 spells:4
ITEMS OF NOTE: Bracers of Defense (AC2), Ring of Spell Turning, Staff of Power
Helm of Teleportation, Dagger +3
Pyros Flamebringer 7/23 dual class CG ranger/fire elemental wizard, hp:130
THAC0:8 AC:3 MV:12" STR:18/96% DEX:18 CON:18 INT:18 WIS:12 CHA:14 6'2", 190lbs.
32 years old 90,001/5,230,990 XP, 1200 pp
SPELLS PER LEVEL: 6/1 6/2 6/3 6/4 6/5 6/6 6/7 6/8 4/9
SAVES: poison:8 rod:3 petrification:4 breath:7 spells:4
ITEMS OF NOTE: Ring of Protection +4, Robe of the ArchMagi, LongSword +4,
Book of Infinite Spells, Bag of Holding, Well of Many Worlds
Rylus of Waterdeep 8/23 dual class CN thief/invoker hp:74 THAC0:11 AC:4 MV:12"
STR:14 DEX:18 CON:17 INT:18 WIS:16 CHA:17 5'10" 140lbs. 28 years old 900 pp
70,001/5,245,800 XP SPELLS PER LEVEL: 6/1 6/2 6/3 6/4 6/5 6/6 6/7 6/8 4/9
SAVES: poison:8 rod:3 petrification:4 breath:7 spells:4
ITEMS OF NOTE: Elven Chain Mail+5, Long Sword of Dancing, Dagger of Venom, Wings
of Flying, Ring of Regeneration
THEIVING SKILLS:75%pp 72%ol 60%f/rt 72%ms 59%his 25%hn 96%cw 40%rl
Tailuan of Huanti 25th level CG fighting monk priest of HuanTi, God of War
HP:135 THAC0:9 AC:12 STR:16 DEX:18 CON:16 INT:14 WIS:18 CHA:17 6'3" 210lbs.
36 years old 2,200,300 XP SPELLS PER LEVEL: 11/1 11/2 10/3 10/4 9/5 8/6 4/7
SAVES: poison:2 rod:6 petrification:5 breath:8 spells:7
That is the Company of the Arcane Dweomer up to now, we plan on using Tolath (Nekiset) to infiltrate the Fangs of Set
and destroy that evil group once and for all. Not bad for a campaign eh? ;)
"We are the Children of the Seldarine, the heirs of the Gods . . . "
"Who among you believes that Man has so much more right to the land that
we must cower and hide? Can they hear the cries of Sehanine, that she can no
longer shine upon our once noble woods? Can they feel Correllon's blood in
the wind and the rain? Do the beasts and wilderness sing to them? They have raped our homes and
despoiled
our lands. The only cries they hear are their cries for war."
"Tessira cries out to us, "Unjust, Tel Quessir, Unjust" . . . Do we ignore him? "
"No. "
"We shall Return. . ."
Based in Evereska, and roaming the far reaches of Thay, Myth Drannor, the
Dales, and Heartlands are a small elite group of elves, pure of blood, if not
of purpose. Most were born before the Time of Troubles (by at least 100 years)
and witness to Man's wars, as well as his Gods. They may not all agree with Valer
of Evereska, but they can't help sympathizing. His goal, as theirs, is to not
let Man forget, that this land is not a gift, nor inherited, and the owners are still
here.
They may not have the best of intentions, but to them, their families, and
those like minded, a decision from the Queen was a betrayal of heritage, and
dignity. They, through great adventures and quests for Legendary Items of
Power, hope to convince their people that they cannot run from their problems.
Rather, they must stand and fight for their homes, their way of life, and their
People.
Valerius Syncharan Turial (Grey Elven 9/11 Fighter/Mage BladeSinger) N(L)
Talinera Katerias Turial (Grey Elven 8/9 Fighter/Thief Archer) N
Aiobheil Diomasasch Evald (Grey Elven 10/12 Fighter/Mage BladeSinger) CG
Lilith Meara Evald ( Grey Elven 10/9 Priest of Sehanine/Fighter Archer) CG
Fiona Solaris (Grey Elven 8/9 Ranger/Mage BladeSinger) CG Drow Hunter
Malathor Carolingian (High Elven 8/9 Ranger/Mage BladeSinger) CG
Teserel (Grey Elven 8/10 Priest of Erevan Illesere/ Thief ) CN
Their (sometime unwitting) Associates:
Windfang (Human 9/8/0 Dual Class Fighter/Priest of Mystra/Thief) CG
Kira (Human 11th Loremaster of Oghma) N
Eno (Gnomish 10/12 Thief/Illusionist) N
Theron (Human 12th Evoker) CN
Thrag (Dwarven 13th Warrior) CN
Lasseverin (Elven? 7/8/10 Fighter/Mage/Thief Deulist) NE?
The Objects of some of their quests:
The Arm of Valor
The Arm of Courage (its Twin)
The Book of Seldarine (a history "current" of all the children of the Seldarine)
BlackRazor, Whelm, and Wave (all later found unusable)
FoeBane
Amongst their adventures have been raids into Lolth's domains (Drow), as
well as battles with the Tanari in Myth Drannor. Of the core group, most have
little regard for the other races. The infamous Grey Elven arrogance is definitely
apparent. Unfortunately, the arrogance is rarely tempered due largely to the
massive combat and spell power at their disposal. No less than three of their
number carry Moonblades.
Currently a group consisting of Fiona, Malathor, Teserel, and Talin is
gathering forces in the north to stem a tide of Drow expansion from the city of
ErynDlyn. With the committal of few troops from Evereska and other local cities, they
may once again have to rely on skill, stealth, and overwhelming magic to force
the Dark Elves back.
In my campaigns, very few additions are made to the Realm's history proper.
Firstly is the addition of Saurians, a tall, reptilian race. An odd mixture
Shadow Knife (37), (27 human (7 female), 3 +orcs (1 female),
1 elf (moon), 1 +elf (moon, female), 3 halflings, 2 dwarves
(both female); AL N, NE, LE, or CE; AC 7; MV 12; T2; hp 14
each; THAC0 20; #AT 1; damage by weapon; S15, D15, C15, I12,
W11, Ch10; ML 13; PP 20, OL 25, FT 20, MS 30, HS 30, DN 25,
CW 60, RL 0; backstab: +4 to hit, damage 2; ML 11; leather
armor, broad sword, 3 daggers, spear; alertness 12,
disguyise 9, information gathering 12, observation 12.
Heirarchy of the Shadow Knives
+ Dragode
The Ghost ++
| Trevor | + Urgath
| Mysh |
+++ |
| | | |
Reisyk+ Hap Kon |
| | | | +
| | | +++
| | | | | |
Kyma | Miri Iltur Mairhe Sahbonn
| | | ^ ^ ^
Rank | Rank / \ / \ / \
& File | & File [ Street Thugs and Thieves ]
|
Lyke
^
/ \
[ Beggers ]
NPCs of the Shadow Knives
The Three
The Three, as they are known, are the primary enforcers of
the Shadow Thieves. Iltur, Mairhe, and Sahbonn make up the
Three, Typically when they are on business, they wear black silk
face masks. This has lead to the suspicion that they are clerics
of Mask thought this is untrue.
Iltur
Iltur is the youngest of the Three, and the most handsome.
He has golden blond hair that falls in curls to his shoulder.
Iltur is very vain about his hair and has killed people for
touching it. Iltur is of medium build and height. He has blue
Iltur, human male: AL CE; AC 6 (no armor); MV 12; T9; hp 40;
THAC0 16; #AT 1; damage by weapon and/or poison; S13, D18,
C15, I13, W11, Ch15; PP 75, OL 50, FT 35, MS 95, HS 95, DN
60, CW 60, RL 0; backstab: +4 to hit, damage 4; ML13; XP;
ring of mind shielding, short sword, short bow, hand
crossbow, potion of extrahealing, potion of invisibility,
potion of silence; appraising 13, disguise 16, endurance 15,
information gathering 13, intimidation 13 or 15, observation
13, trailing 18.
Iltur is currently located in Triel.
Mairhe
Mairhe would be a thug if it wasn't for his companions.
Mairhe tends to act first and think last. However, he obeys
Sahbonn unquestionably and trusts Iltur unflinchingly.
Consequently, Mairhe's strength and his friends have enabled him
to survive. Mairhe enjoys breaking and entering and causing pain
to those that are helpless. He is just under six feet tall and
weighs nearly 200 pounds. He has black straight hair that he
keeps greased back out of his face. His eyes are black and a
perpetual sneer is across his face. But if he has to, Mairhe can
be as charming as a cobra hypnotising its prey.
Mairhe, human male: AL CE; AC 6; MV 12; T9; hp 48; THAC0 16;
#AT 1; damage by weapon and/or poison (strength +1/+2); S18,
D18, C17, I9, W8, Ch10; PP 25, OL 90, FT 80, MS 35, HS 90,
DN 65, CW 85, RL 0; backstab: +4 to hit, damage 4; ML 13;
XP; ring of mind shielding, short sword, short bow, hand
crossbow.
Sahbonn
Sahbonn is called "the Deadly Woman" by those who know who
and what she is. Sahbonn fluctuates widely in weight, going from
portly to wailthin in a matter of months. This may be the
results of a magical curse, but Sahbonn uses the condition to
full advantage. After a kill, she often creates an entirely new
look for herself. Sahbonn naturally has brown hair and eyes and
is about 5'4" tall. She has no distinguishing creatures except
for the black dagger brand on her left shoulder. She dresses as
fits the part she is currently playing. She is masquerading as a
female sellsword now, carrying a long sword and wearing well
used leather armor.
Sahbonn, human female: AL CE; AC 6 (no armor); MV 12; T9; hp
40; THAC0 16; #AT 1; damage by weapon and/or poison; S10,
D18, C16, I17, W15, Ch9; PP 35, OL 50, FT 15, MS 95, HS 95,
DN 65, CW 90, RL 0; backstab: +4 to hit, damage 4; ML 13;
XP; ring of mind shielding, short sword, short bow, hand
crossbow, potion of healing, potion of invisibility; Sahbonn
usually carries the ring of invisibility, but it is shared
equally between them.
Dragode and Urgath are the Ghost's personal assassins,
helpers, and errand runners. There are completely loyal to the
Ghost and enforce his commands with violence and sadism.
Both Dragode and Urgath hate the Zhentarim, particularly
those from Darkhold. The main reason is for their "deaths" that
they suffered not long ago. They were recently killed by a group
of overzealous adventurers who mistook them for Zhentarim spies
from Darkhold. Dragode and Urgath were raised by a priest of
Bane though The Ghost had to pay through the nose for the
"service." The adventurers that slew the two assassins have not
lived to regret their mistaken assumption of Dragode's and
Urgath's identities.
Dragode is known as "the Tall One" within the Shadow Knives.
He is lean and hollowcheeked, with sharp falconlike eyes.
Since his recent restoration to life, he has become more brooding
than before, preferring to wear black and becoming extremely
interested in the teachings of Bane. He is an orthodox Banite,
and unwilling to accept the existence, mush less the rulership,
of Cyric as Bane's replacement. This is just one more reason why
Dragode hates the Zhentarim.
Urgath is called "the Short One" by members of the Shadow
Knives. he is short and slightly pudgy, looking more like a
grain merchant than a killer, a fact which he uses to his
advantage. He is bald, but wears different wigs and hats to
conceal that fact. He is quite sensitive about his lack of hair,
but is otherwise jovial and goodnatured, balancing his friend
Dragode's sour disposition. Urgath murders men with the same
calm that a farmer may feel while working in the field.
Urgath, human male: AL CE; AC 6; MV 12; T7; hp 40; THAC0 17;
#AT 1; damage by weapon and/or poison; S16, D18, C12, I12,
W14, Ch10; PP 25, OL 40, FT 40, MS 90, HS 90, DN 40, CW 85,
RL 0; backstab: +4 to hit, damage 3; ML NPC; XP; short
sword, short bow, hand crossbow; acting 9, Zhentish 12,
disguise 9, observation 12, trailing 12, forgery 17,
horsemanship 17, information gathering 12, intimidation 16
or 10.
Mistress Mary Reisyk, or the "Moll," as she is known to the
Shadow Knives is easily 6 feet tall with a lithe hard frame.
While "working" as a thief, she wears a studded leather jerkin
which is dyed red, and kneehigh black boots. Otherwise she
dress as any other inhabitant of the towns of the Trade Way.
The "Moll" makes an effort to treat everyone in the guild
fairly. This has made rest of the Shadow Knives respect and to
some extent "love" her. Any harmful acts towards her will double
the enmity of the Shadow Knives and the culprits will gain
several enemies.
Reisyk is a tough, strongwilled woman who has worked long
and hard to reach her current position, and she commands the
loyalty of the Shadow Thieves. She cares nothing for any one who
is not a Shadow Thief, but can lull nearly anyone into thinking
she cares for them.
Mistress Mary Reisyk, the "Moll," human female: AL CN; AC 3;
MV 12; T8; hp 32; THAC0 16; #AT 1; damage by weapon; S10,
D17, C11, I12, W16, Ch15; PP 15, OL 25, FT 95, MS 30, HS 30,
DN 15, CW 60, RL 55; backstab: +4 to hit, damage 3; ML 14;
XP; swimming 10, disguise 14, appraising 12, jumping 10,
reading lips 10; studded leather +1, dagger, shortsword,
sling.
Kyma the Axe is a swarthy young woman with flowing black
hair and heavy eyebrows. She has a light build and stands
roughly 5 feet 6 inches tall. Her movements are fluid and her
touch is dexterous. She applies both traits to a pastime that
fascinates her: juggling hand axes.
Kyma is Mistress Reisyk's chief lieutenant. She is self
Kyma the Axe, human female: AL CN; AC 4; MV 12; T3; hp 18;
THAC0 19; #AT 1; damage by weapon; S17, D18, C15, I8, W11,
Ch9; PP 45, OL 15, FT 10, MS 15, HS 15, DN 20, CL 60, RL 0;
backstab: +4 to hit, damage 2; ML 12; XP; juggling 12,
tightrope walking 13, cooking 10; leather armor hand axe,
sling.
Miri Softouch, halfling female: AL NE; AC 7; MV 6; T2; hp
10; THAC0 20; #AT 1; damage by weapon; S8, D17, C12, I12,
W10, Ch16; PP 45, OL 10, FT 5, MS 10, HS 35, DN 15, CW 60,
RL 0; backstab: +4 to hit, damage 2; ML 13; XP; dagger,
staff; disguise 15, animal handling 9, local history 16,
gaming 19.
Hap Farfoot ("Happi" to his friends) is a rotund halfling of
middle years. He has frosted orange hair and bushy eyebrows that
shade bright green eyes. He appears to be the typical halfling:
he has an overwhelming bubbly personality, is always quick with a
pun or a joke, and readily plays the buffoon. These traits only
disguise his true nature. Hap is as wily and as ruthless as they
get. He will go to any lengths to finish an assignment. He is a
distant cousin to the Ghost, though this gains him no status in
the eyes of his hard cousin.
Hap Farfoot, halfling male: AL NE; AC 2; MV 6; T6; hp 25;
THAC0 18; #AT 1; damage by weapon; S13, D18, C17, I15, W9,
Ch15; PP 45, OL 15, FT 10, MS 80, HS 25, DN 45, CW 85, RL
25; backstab: +4 to hit, damage 3; ML 14; XP; bracers of
defense AC6, dagger, short sword, hand crossbow +1; blind
fighting, mandolin 14, appraising 15, gem cutting 13.
Lyke Knoor lives two lives. When in town, working for the
Shadow Knives, he is the town fool the wandering, mumbling
idiot begging for a copper or a drink from any stranger. Lyke
stoops to be about 5 feet 6 inches tall and weighs about 160
pounds. He acts and dresses his role very well except for a gold
signet ring that he attempts to keep from public view under a
pair of tattered cloth gloves.
When not spying, Lyke is a 6 foot 3 inch tall man that
enjoys swashbuckling, flowing clothes. He has a hearty and loud
voice and laugh. Lyke has brown hair and a full beard that he
keeps trimmed (unless in disguise).
Lyke Knoor, human male: AL CN; AC 6 or 2; MV 12; T5; hp 32;
THAC0 18; #AT 1; damage by weapon; S15, D17, C16, I16, W14,
Ch18; PP 15, OL 10, FT 5, MS 95, HS 35, DN 90, CW 60, RL 0;
backstab: +4 to hit, damage 3; ML 13; XP; swimming 15,
seamanship 18, appraising 16, tightrope walking 16; old,
"broken" leather armor or studded leather +2, broadsword +1,
short bow, club, boots of elvenkind, potion of strength,
potion of invisibility.
Kon Bardiche is the second in command of the "street troops"
Kon Bardiche, gold halfelven male: AL NE; AC 3; MV 12; F4;
hp 40; THAC0 17; #AT 3/2 (twohanded sword and broadsword)
or 1; damage by weapon (specialized in broadsword and two
handed sword, +1/+2); S18/75, D12, C16, I7, W11, Ch9; +1
elven chain mail, heavy lance, broadsword +1, twohanded
sword, twohanded style; swimming 18, horsemanship 14,
endurance 16, forest survival 7.
Mysh, "the Toad," human male: AL CN; AC 8; MV 12; W4; hp 10,
THAC0 20; #AT 1; damage by weapon or spell; S6, D10, C15,
I18, W12, Ch9; ML 12; XP; dagger, staff, ring of protection
+1, boots of protection +1, potion of strength, 2 potions of
invisibility; ancient history 17, astrology 18, herbalism
16, reading/writing 18, spellcraft 16.
Spells: alarm, burning hands, feather fall,
deeppockets, fools' gold.
Trevor Hawks is the personal bodyguard of the Ghost. Trevor
was a reclusive hunter that spent his time in the back woods with
his wife and two children. However, that was before drow slaving
party raided his farm as he was hunting. The drow left traces
and clues that pointed to the Zhentarim as the culprits. When
Trevor returned home, his mind snapped. Trevor wandered the
wilderness for several months, killing any that got in his way.
Then Trevor stumbled on the to camp of the Ghost and Mysh. Mysh
charmed the berserk fighter. According to the charm, Trevor is
to serve Mysh (first) and the Ghost and the Shadow Thieves
(second).
Trevor stands 6 feet tall and weight 180 pounds. He has a
thick, unkempt beard, wildly tousled hair, and the look of a
madman. Psionically, Trevor is a wild talent and can use the
powers of contact, mindlink, and truthear.
Trevor Hawks, human male: AL N; AC 5 (weapon style, studded
leather, and dexterity); MV 12; F6; hp 20; THAC0 18; #AT 3/1
or 7/2 (long bow), 3/2 (long sword) or 1; damage by weapon
(specialized in long bow +1/+2, long sword +1/+2, and one
handed style); S17, D15, C16, I12, W15, Ch7; ML 19; XP; long
bow, spear, long sword, hand axe, 12 sheaf arrows +1; set
snare 14, animal lore 12, hunting 14, tracking 15; psionics:
contact (PS: 15, Cost: varies+1pr, rng: special, Prep: 0),
mindlink (PS: 10, Cost: contact+8pr, rng: unlimited, Prep:
0), and truthear (PS: 15, Cost: 4+2pr, rng: 0, Prep: 0), 50
PSPs.
The Ghost
The Ghost is a halfling that has traveled far in his
"career." The Ghost was born Cal Baker, son to the prestigious
Baker clan of halflings in faroff Leilon. Cal had a twin
brother names Sorrel. The two brother were always getting into
trouble, playing pranks on the village elders, spoiling the
yeast, placing dead rats in the brewer's vats, etc. Eventually,
the mayor had to take the two miscreants aside and try to reason
The Ghost, halfling male: AL NE; AC 0; MV 6; T13; hp 61;
[email protected] RTP, B062/H216
[email protected] 9192542905 (T/L 444)
From: "Karl K. Northrup" <[email protected]>
Here is what I was able to dig up...
The Kraken Society
Leader Unknown possibly THE Kraken of the Purple Rocks
Base Yartar and Triboar
Goal Acquire any information that could be sold for profit or
use to increase the influence/power of the Society.
Allies none
Chief Foes Lord's Alliance of Waterdeep and the Harpers.
The Kraken Society is a group of thieves, assasins and mages that have
an information network in the North. Rumors have it that this society
has ties to THE Kraken, a mysterious figure who has a base hidden in
the island chain called the Purple Rocks.
The computer game GATEWAY TO THE SAVAGE FRONTIER used this group to
interfere with your party by stealing scrolls or books with key information
needed to complete your mission. The mission in this case was to find
four statuettes, that when used together at Ascore, that would stop the
Zhentarim army from invading the North.
HOAR THE DOOMBRINGER (Sword Coast area)
or
ASSURAN OF THE THREE THUNDERS (Inner Sea regions)
Portflio: Demigod of Revenge, Retribution, and Justice.
Symbol: A clenched fist grasping a single bolt of lightning
Abilities Required: WIS 12, STR 12 (LN)
Weapons: Type B plus any ONE weapon of the priest's choice
Armor: Any
Major Spheres: All, Combat, Divination, Elemental, Necromancy.
Minor Spheres: Healing, Law, Protection, Weather.
Granted Powers:
Turn/Command Undead (in situations pertaining to ethos)
Notable Worshippers:
Hrusse of Assuran of Force Grey based in Waterdeep. (City of Splendors et al.)
Incidentally, my current campaign is running in the Forgotten Realms
(else I wouldn't be posting). In said campaign, the psionicists were
just discovering that psionic ability could in fact be fostered just
about the time that the gods were cast down. Until that time,
psionics had been a spurious and rare ability, known (still) as the
Talent (just as magic is known as the Art) some possessed it,
others did not, no one knew why. Dedicated scholars kept exploring
the nature of psionics and eventually stumbled upon an important
discovery many "normal" folk might possess the Talent in latent or
passive forms rather than active ones. This, of course, opened up
whole new vistas, and a loose, semisecret organization of psionicists
was formed across Faerun the Enclave.
Information about the nature of the Talent was exchanged between
psionicists for a few decades prior to the Time of Troubles, but
eventually the members of the Enclave (after the persecution of
several of their members) reached a crisis. Though no word of the
Enclave had been widespread, it was made abundantly clear that
psionicists were feared and reviled by much of the population. They
were, in the eyes of the common folk, no less than mental rapists,
able to strip away the will and memories of their victims with the
evil eye. Those who understood anything at all about psionics got it
largely confused with the Art, and viewed it as a dangerous and
corrupt offshoot at that.
And so it came to pass that the Enclave enforced the Silent Oath
members must practice their abilities in absolute secrecy, lest the
general population bring doom upon them all. Shortly after the Silent
Oath was rendered, all of Faerun was struck by a far worse disaster
than the perceived psionic threat the Time of Troubles. Seizing
the presented opportunity, the Enclave spent much of the Godswar
policing their own. They took active measures to eradicate knowledge
of the Talent from the population and destroy rogue psionicists who
refused to take the Silent Oath a task that became known as the
Cleansing. They were quite successful in their task, and they
retreated into obscurity after it was finished. Following the
Cleansing, nearly all of Faerun's intellectual elite believed that the
Talent had been lost another casualty of the Time of Troubles.
Unfortunately, there were only perhaps 150 or so active members of the
Enclave (including apprentices) scattered throughout Faerun, and the
disadvantages of a loose, farflung organization began to manifest
themselves. Following the Time of Troubles there were no more
persecutions (since most, if not all, of the population believed that
there was nothing left to persecute), and the psionicists began to
grow lax. Absorbed in the details of their apprentices and the
mundane aspects of their lives, the members of the Enclave began to
loose the closeknit unity which had prompted the Cleansing and saved
them all. The immediate threat had passed, and other aspects of
Realms politics began to grow in importance. Communication between
the most distant members became more and more infrequent, and the
members of the Enclave grew content and provincial.
Finally, a noteworthy telepath (whose name escapes me at the moment
;) who had settled in the peaceful town of Dhedluk several years back
began to grow concerned about the Enclave's apparent erosion. He had
attempted to psionically contact no fewer than three of his psionic
acquaintances (founding members of the Enclave, like himself) and
failed. After speaking with other members that he *could* contact, he
discovered a disturbing trend many of the psionicists were
unaccounted for. No one had heard from them in several rides, and no
one had seen them in months. It seemed, to all appearances, that the
psionicists were vanishing.
First of all, let me say to you that if you are exploring the High Forest
with your PCs you simply MUST have the module FR5, "Savage Frontier", that is
shock full of nice things and ideas for adventures there ! The adventure
ideas demand some work, but if you are DMs in the Realms you are probably
used to that ;)).
About the Stronghold : The first thing to know is what is the current year
in your campaign. Why ? Because things in the Stronghold happened in 3
different periods :
a) During their adventures (probably before 1356 DR) the Nine, which were
one of the most famous and powerful adventuring companies of the North, led
by the Archmage Laeral (one of the Seven Sisters), found the former dwarfhold
and rebuilt it. After they retired they made it their home. At this time, the
Stronghold is known to have "strange and powerful magical guardians
(including nagas and golems)". (See FR1, page 10). We also have the
information that the Nine stored much of their gained treasure in the
Stronghold, and that none of them were less than 14th level.
b) Their treasure was their downfall. Probably sometime between 1356 and
1358 DR the disagreement over The Crown of Horns, an artifact in Laeral's
possession led to internal disputes and open war, with the Stronghold as the
battlefield! In FR5, page 52 we see that now the Nine are only Five and the
Stronghold is in turmoil. The above ground buildings are abandoned and in
poor repair. The large underground complex is illdefended and in constant
warfare, as the 3 different factions of the remaining Five (helped by their
followers probably henchmen and probably also by many strange summoned
creatures), battle over the control of the evil Crown. It is said that the
Five include a figther, a cleric, two mages and one thief (none of them below
15th level). One of the mages is Laeral, who is very changed from her former
self (see FR5, page 58). Her mind warped by the crown, she is completely mad,
and her age is catching fast, probably due to the failure of the magicks of
longevity (remember, Laeral, as the other Seven Sisters is about 150 years
old). Visitors to the Stronghold at this time are treated like intruders by
her and her excomrades.
In my campaign I did this:
period (a) (The Nine in control of the Stronghold after their retirement)
> between 1355 and 1357
period (b) (The Nine fight each other over the Crown of Horns)
> 1358
period (c) (Khelben destroys Crown, Laeral leaves the Stronghold)
> 1359
As a last idea, remember that, from period (c) onward, although Laeral
is not there, her Simulacrum is and it (she), is a conscious and living
being, with 40% to 65% of the knowledge and personality of the original
being. She also could be reasonably powerful (5th level to 12th level magic
user), and probably considers the Stronghold HER house (as she was given the
order to live here and protect the place by her creator). She will also
possibly have the command over whatever guardian creatures (like golems)
that still inhabit the place. She will be pysically identical to Laeral,
but her personality could be different (for instance not being so gentle
as Laeral, or not worrying much about the world at large... ;)
As always, comments are welcomed ! Oh, and give us all some inkling as to
what recent adventures in High Forest and the North you are inflicting, er...
presenting to your players ;D
Swords high friends,
Aguinaldo Rangel <[email protected]>
<<< "Me, a Harper? My dear girl, that jest would inspire much mirth in
some circles..."
Danilo Thann, famous Waterdhavian dandy and most notoriously inept
mage. Year of the Maidens (1361 DR) >>>
Organizations and Societies in the Realms
The Flaming Fists, mercenary group, based in Baldur's Gate
The Harpers, dogooders at large
The Zhentarim, evil bad guys, based in Darkhold
The Cult of the Dragon, evil bad guys, dedicated to dracoliches, based
in Sembia
The Fire Knives, thieves guild, located in Westgate
The Red Wizards of Thay, evil mad mages, located in Thay
The Twisted Rune, evil mages, based in the Desert Kingdoms
The Rundeen, evil merchant organization, based in the Shining South
The Dark Dagger, theives guild of drow worshippers of Vhaeraun, based
in the Underdark
The Eldreth Veluuthara, elvish purists, base unknown
The Malaugrym, evil shapeshifters extrordinaire, based extraplanar
The Hosttower of the Arcane, evil wizard circle in Luskan
The High Heralds, keepers of heraldry and history, allied with the
Harpers, based in various places
Well, there is Manshoon. There is also Semmemmon, Master of Darkhold; the guy
who lives in the Dragon Tower in Waterdeep (his name escapes me Eric do you
know?); any of the wizards of Thay (Szuss Tam anyone? Do do I have that name
wrong also :<); lots o'liches (seems like everytime i pick up a Realms product
these days I find a lich :>); or create your own. For instance, in Waterdeep
there is a man that is known only as Lord Bolt. He is known to be the head of
the Zhents in Waterdeep, though no one knows who he is.
His entry in RtR mentions that his following is strongest in the East
(particularly Thay), but in my campaign he has found a powerful follower
in the North :
Radoc, "The One", from FR5 "Savage Frontier". Radoc is a powerful
Archmagepriest that has recently given up returning to his original
plane of New Empyrea (where he was a priest of a Power named Tangg). Since
he was exiled in Faerun he did not receive any spells from his old god, and
with time he decided that he liked this new plane and this North part of
Faerun was a place that was ripe to see the evolution of a new kingdom
and perhaps a new religion too. He then studies the recent happenings here
(the ToT) and becomes interested in a young God that has much field to
improve. He feels that the Godson's interests and "alignment" is attuned to
his own. Then he prays to him. And prays. And prays. Then Xvim answers! Radoc
is what he needed for a long time! The perfect instrument to start his new
church in the Heartlands! A man fit to be his right hand! Ambitious, powerful
and unknown in the Heartlands! A man with the necessary charisma to speak
to people and make them flock to him! (If you have the module I12 "Egg of the
Phoenix" you will see that Radoc is very powerful indeed and that he lived
for a few centuries before coming to Faerun. He is ancient, wise, and evil).
Radoc also sees that he has much to gain by converting himself to Xvim, and
more when the god promises that he will become the head of his new church
in the Realms. The 1st ArchPriest of Xvim is born! Already his followers
are spreading fast in Thay, Amn, Calimsham and other places. Radoc travels
to establish contacts and make his new god's teachings known. After this he
returns to the North ready to initiate a very ambitious plan : to help Xvim
to attain the powers of a Greater God, and to establish a new kingdom in
the North a magocracy like Thay, but firmly entrenched in the new religion.
1) What is Xvim's "Area of Control" ? What Ethos could he choose for his
religion ? What are the tenets of his church ? He is described as violent,
vain and savage, but he is no fool. He learned much with his father and
probably learned more during the ToT and when Bane died. He wants power above
all (and for that he knows he needs a church and followers!). May he try to
take some of the old followers of Bhaal away from Cyric ? (In FRA it is said
that the rural followers of Bhaal did not accept Cyric's way; might they be
gathered by Xvim's new faith? Remember : Xvim has the same general alignment
and disposition as Bhaal had... he exults in slaying and destruction...).
Also some old Banites were converted to Xvim (as is said in RtR in the new
Boxed Set), probably because he is perceived by the dissenters to be more
attuned to his father's aims than Cyric is... (and now that Cyric is pending
more and more to Chaos in the end of "Prince of Lies" he will be totally
CE maybe the Banites could judge that Xvim is the right god to preside over
Tyranny, the more Lawful of the Ethos of his father taken by Cyric...)
2) He has had no relationship with the other gods since the ToT, but with
his new level of power (currently Lesser Power, in my campaign, but still
growing in power) he would be noted by them. Note that the only other LE
power is Loviatar, and as such there is a vacuum of power that Xvim is most
eager to fill... Could conflicts arise with other gods ? Could Loviatar
follow him as she once followed his father (through Bhaal) ?
3) Where would be his home ? Although he is a native of the Prime Material
Plane, he could take over his father's abode in Acheron (that was probably
never used by Cyric) or make a new home in Gehenna... What do you think ?
4) Where do you think are the most ripe areas for the spreading of his
religion ? Who would make his followers ?
5) Do you see other NPCs of note that could be converted to Xvim ?
Note :
In my campaign Radoc's conversion and Xvim's rise in power happen before
Radoc is contacted by the "Cold Alliance" and accepts the invitation (by
the Mage Shandaril) to be one of their "Inner Circle". Xvim is aware of their
plans, and as a new Ice Age will represent a great setback to the majority
of the "good" religions in the Heartlands, he supports Radoc as his priest
starts working with the other members of the "Cold Alliance". Radoc has the
magical and financial resources to put his plans in motion. He has a secret
Iyachtu Xvim and his specialty priests:
Xvim is a Lesser Power from Acheron. His title/are of control is slaying
and destruction. His worshippers alignment is LE or NE. His sex is male.
His symbol is a pair of green, glowing eyes on a black field.
Xvim is worshipped primarily in Thay, but he has subverted the Risen Cult of
Bane in the Moonshaes (see FA1, Halls of the High King) to his worship.
Xvim is becoming increasingly cunning, working hard to steal worshippers
from Cyric who formerly worshipped Bane and/or Bhaal.
It is believed that Xvim has allied/mated himself with Loviatar. Some speak of
a baatezu of unholy power (something like a LE cambion) that has arisen from
this evil union who leads Xvim's clergy in the Realms.
Xvim is actively seeking to wrap the mantle of the Red Wizards Fire Cult
around his godhood giving him greater influence over that land. He is
also seeking to subvert the followers of the Earthmother and Grond Peaksmasher
in the Moonshae Isles. Finally Xvim is seeking to bring the goblinoids of
the Stonelands to his banner to create a great horde to sweep down on
the Heartlands (Dalelands, Cormyr, and Sembia).
Xvim's Priests
Xvim has few priests of any type in the Realms, but the few he does have
represent a fivefold increase from before the Avatar Crisis. As a result,
roughly 80% his clergy are specialty priests. The remainder of his clergy are
clerics and devout warriors. Xvim's priests are expected to exult in savage
destruction, and cause as much mayhem as possible.
REQUIREMENTS: AB Con 13*; AL LE; WP any (scimitar 1rst); AR any; RA skin of
some reptilian creature died brownblack; SP All, Combat, Healing (rev)*,
Necromantic*, Sun(rev)*, War; SPL nil; PW 1) allowed to specialize, as a
warrior, in the scimitar, 1) able to use magical items normally usable only by
warriors, 3) darkness 1/day (P1); TU turn; QS possible quest spells include
storm of vengeance or warband quest, although Xvim has only recently acquired
the power to grant such spells.
The goddess known as Mielikki, Lady of the Forest, is the patron of forests, rangers, and dryads. The
Lady wanders the forests of all Toril, although the followers of her faith are concentrated in northern
Faerun. There is some evidence that Mielikki was an elven demigoddess before the rise of humans,
and she is often depicted with mixed elven and human features. Certainly she is worshipped by
humans, elves, halfelves, and dryads alike.
Mielikki is assisted by two divine beings of lesser power. On rare occasions when Mielikki rides into
battle, Lurue, the Unicorn serves as her mount. Lurue is a beast cult deity, the queen of talking beasts
and intelligent creatures. Lurue is also known as 'Silverymoon', and is often worshipped in the city of
the same name. Gwaeron Windstrom is a demigod who also serves Mielikki, and is a master of
tracking and interpreting woodland signs. He is tall and physically impressive, with a white beard
that constantly whips about in the wind, and long white hair. He can track infallibly through any
conditions, in or on any terrain.
Mielikki herself often serves the Silvanus the OakFather, god of nature and patron of druids. In fact
some legends relate that she is the offspring of a dalliance between Silvanus and the elvish goddess of
romantic love and beauty called Hannali Celanil. In any case, although Mielikki nl~mbers no druids
among her faithful, her followers certainly count them as strong allies, and often work alongside the
followers of Silvanus.
The followers of Mielikki do not organize themselves into official temples, rather they assemble in
peaceful forest glades in collective worship to the goddess. The faithful of Mielikki organize
themselves into three branches of devotion, known as the Triad.
The first branch of the Triad are the heart of the faith, and serve as voices of the souls of the trees
themselves. Collectively these followers are referred to as the Heartwoods, and include dryads,
hamadryads, and treants.
The second branch of the Triad are the spiritual followers of Mielikki, known as the Arms of the
Forest. The Forestarms, as they are often called, are the closest fit to the traditional priests found
throughout the Realms. Although they are not druids, Forestarms serve a similar role protectinrJ the
forests of the womd.
The third branch of the Triad are the physical followers of Mielikki, known as the Needles. The
Needles are rangers, who act as the warrior arm of the faith, and serve a defensive role protecting the
forests from marauders, hurnanoids, and the followers of the god Malar. Included in this branch is a
small religious order of woodland knights such as the Shadoweirs.
Finally the lay followers of Mielikki include many woodsmen, the occasional elf (especially wood
elves), a few bards, and many of the Harpers, a secretive organization for good located in the
northern Realms.
Following are several kits/specialty priesthoods in AD&D2 game terms designed specifically for NPC
and PC followers of Mielikki.
* Forestarms have the same skill with trained and untamed animals as do rangers of the same level.
* Forestarms gain proficiency in both elvish and common at no cost.
* All Forestarms may cast a variant of the first level priest spell analyze magic (ToM) at will. This
ability works only on forested areas (not characters, creatures, or objects). Through the use of this
ability forestarms are able to detect if the ecology of a forested area is seriously disrupted.
* As with druids, Forestarms can pass through overgrown areas (thick thorn bushes, tangled vines,
briar patches, etc.) without leaving a trail and at a normal movement rate after reaching third level.
* As with druids, Forestarms are immune to charm spells cast by woodland creatures (dryads, nixies,
etc.) after reaching 7th level. Raiment:
Ceremonial dress of the followers of Mielikki is a simple tabard and trousers with a short cape. The
shirt is usually shortsleeved, but longsleeved in winter. The symbol of Mielikki is worn over the
heart.
The colors of the ceremonial garb vary with the seasons, each season having a base color and an
accent. Winter is white with green accents, spring green with yellow accents, summer yellow with red
accents, and fall red with white accents. New Spells:
In addition to their normal complement of priest spells, when selecting their spells, Forestarms may
also select from the following list: call woodland beings and comm~lne with nature.
Needles
The Needles are an organization of rangers based primarily in the north. Their members include
elves, halfelves, and humans. In addition to their normal skills, they gain bonus nonweapon
proficiencies in elvish and common. In addition to their normal selection of spells, once they are able
to cast priest spells, needles can also select from the spell call woodland beings.
Any character taking this specialty priest kit/class must be a halfelf of NG alignment. Advancement follows the normal rules for a multiclassed
priest/ranger.
SHADOWEIR Portfolio: Knight of the Forests (Worships Mielikki) Requirements: Strength 13,
Dexterity 13, Constitution 14, Wisdom 14, Charisma 12; alignment NG Weapons Allowed: any; prefer
swords, bows, spears, lances, and quarterstaff Armor allowed: any; prefer chain mail, elven chain
mail, studded leather Major Spheres: All, Animal, Combat, Healing, Plant, Weather, Sun Minor
Spheres: Divination, Elemental, Protection Magical Items Allowed: as priest or ranger
Granted Powers & Requirements:
* Shadoweirs may not turn or command undead.
* Shadoweirs gain all the abilities of rangers.
* Shadoweirs must follow the ranger experience point progression in both their ranger and priest
classes. Their bonus hit points due to constitution are calculated as if they are warriors (i.e a
shadoweir with a 17 Constitution will get +3 hp / level).
* Shadoweirs gain proficiency in both elvish and common at no cost.
* All shadoweirs may cast a variant of the first level priest spell analyze magic (ToM) at will. This
ability works only on forested areas (not characters, creatures, or objects). Through the use of this
ability shadoweirs are able to detect if the ecology of a forested area is seriously disrupted.
Shadoweirs are obligated to attempt to correct the imbalance, even if this requires them to go against
the local law of the region Shadoweirs are obligated to use this ability at any time they think a region
could be ecologically out of balance.
* Before advancing in level as a priest and a ranger, Shadoweirs must correct an ecological imbalance
of significance proportional to their level (as decided by the DM).
* As with druids, shadoweirs can pass through overgrown areas (thick thorn bushes, tangled vines,
briar patches, etc.) without leaving a trail and at a normal movement rate after reaching third level in
both classes .
The items cannot be used while the shadoweir is in animal form.
The items cannot be used while the shadoweir is in animal form. Raiment:
Shadoweirs prefer suits of gleaming chainmail or studded leather armor. Many powerful forest knights wear ancient suits of elven chain mail they
have been given by elven lords for their efforts in defending the forests. During ceremonies, they wear chainmail and deep forest green cloaks
weaved by dryads from the leaves of the great trees. Their symbol is of a giant shadowtop tree with a pair of crossed swords ovemaying it. New
Spells:
In addition to their normal complement of priest spells, when selecting their spells, Shadoweirs may also select from the following list: call
woodland beings and commune with nature.
Torm the True is the Lord of Duty, Loyalty, and obedience. Torm figured significantly in the struggle
over the Tablets of Fate during the Time of Troubles. Torm manifested himself in Faerun in the city of
Tantras, across the Dragonreach from the Dalelands, and was destroyed as he defeated the avatar of
Bane during a titanic struggle. Following the return of the Tablets of Faith to the Overgod Ao, Torm
was reformed by Lord Ao since he had died in service to his ethos.
Prior to his battle with Bane, Lord of Strife, Torm discovered a great evil being done in his name by
his then current high priest named Tenwealth. The followers of Torm had always dominated the
religious and political activity of Tantras, but during the time of Torm's Coming, they began to
actively persecute all unbelievers (i.e. followers of other gods). With the aid of the fallen cleric of Sune
named Adon, Torm implicated the chief conspirators, and accused them of their crimes.
Torm absorbed the souls of many of his true worshippers, including the heretical clergy leaders, and
assumed the form of a monstrous lionheaded man. He then battled Bane in a battle of mutual
destruction, in the process destroying the besieging Zhentarim navy and creating many magic dead
areas.
Torm, along with Ilmater, serves Tyr, Lord of Justice, in many of that god's endeavors. Many legends
tell of Torm, who normally roams the Prime Material Plane, engaged in heroic combats with
legendary monsters. Torm seems to often serve a role of champion or chief paladin of Tyr.
Chief among the followers of Torm are knights and warrior priests who seek to emulate his steadfast
commitment to duty and tireless battle against evil. The followers of Torm have temples in many
major cities of the Realms, and many individual Tormites may be encountered wandering the Realms
on various missions of their god.
The followers of Torm organize themselves into a three level hierarchy of worshippers. The top
hierarchy includes the clergy of Torm, who are arranged in their own strict hierarchy. These priests
are referred to formally as the Disciples of Torm, and serve as the main organization of the faithful.
The second hierarchy includes the religious warriors of Torm. This group serves as the warrior arm of
Torm's clergy, and go on many quests in the service of Torm. The members of this group are known as
the Swords of Torm, and most (if not all) of its members are cavaliers. (See the CFH section on warrior
kits.) Included in this hierarchy is an order of paladins in Torm's service known as the Order of the
Golden Lions, which are detailed below.
Finally, the third level of the hierarchy includes the lay followers of Torm. Torm's faithful include
many warriors and government officials, among others. Following the Time of Troubles, many have
made pilgrimages from all over the Realms to the Temple of Torm's Coming, located in northern
Tantras. Torm's followers are expected to make yeamy tithes to the local temple of Torm as they are
able. In addition, they are supposed to follow the general religious tenets of Torm, as espoused by his
clergy.
Following the Time of Troubles, the religious hierarchy of Torm's faithful was completely overhauled.
Incensed by his followers persecution of other goodly religions, Torm has dictated a series of
responsibilities and obligations for his followers. These duties are collectively referred to as the
Penance of Duty, detailed below.
Disciples of Torm
The Disciples of Torm serve as the clergy of the faithful of Torm. These priests are described fully in the Forgotten Realms appendix, and that
description is partially duplicated below. In general they are required to actively implement and coordinate efforts and actions dictated by the
Penance of Duty.
Currently, the Disciples of Torm are exclusively human, and the majority are male. However there is no evidence in the teachings of Torm that these
are requirements of his clergy.
DISCIPLE OF TORM
Portfolio: Duty, Loyalty, Obedience (Worships Torm) Requirements: Constitution 12, Wisdom 15;
alignment LG (LN) Weapons Allowed: as cleric Armor allowed: any Major Spheres: All, Astral,
Combat, Divination, Guardian, Healing, Protection,
Summoning, Sun Minor Spheres: Charm, Elemental, Necromantic, Weather Magical Items Allowed:
as cleric Granted Powers & Requirements:
* Specialty priests of Torm may turn undead as priests. They may also command the undead to
perform tasks, such as guarding a passageway, without endangering their alignment.
* Henchmen following a specialty priest of Torm treat that priest as if his Charisma was 18 for
purposes of determining loyalty, provided that those henchmen worship (or at least recognize the
power of) Torm.
* The duration of divination and protection spells is doubled when the spell is cast by a specialty
priest of Torm. Of course, a permanent spell is still permanent.
* Specialty priests of Torm may use the command spell once per day, at will.
* Specialty priests of Torm are required to follow the Penance of Duty without fail, and before
advancing in level, serve in some fashion that helps alleviate one of the debts mentioned in the
Penance of Duty. Raiment:
The ceremonial costume of the Disciples of Torm is the same in the field as in the temple a full suit
of battle armor with an ornate helm, kept in wellpolished shape. Rank within the church hierarchy is
shown by the color tints of the armor orich church approved shaded inks rubbed into the metal
itself. The lowest rank has a bloodstained red similar to that of Tempurans, then rising (according to
local customs) to sunrise orange, harvest yellow, dragon green, and a sky blue for the patriarches of
the faith. The greatest heroes of Torm are entitled to have a dusky purple polish rubbed onto their
armor.
Order of the Gollden Lions
Following Torm's rebirth, the clergy of Torm founded a new order of paladins to serve as holy
warriors of Torm. These champions are specially dedicated to serving the Penance of Duty, and
wander the Realms in Torm's service. Failure to actively serve the spirit and meaning of the Penance
of Duty will result in a loss of paladinhood, regainable only by a difficult quest in the service of Torm
according to the goals of the Penance of Duty.
In AD&D2 terms, members of this order are 'specialty paladins~ in the tradition of ~specialty priests'.
Many are also cavaliers or noble warriors as detailed in the CFH.
Portfolio: Protectors of Night Travellers (Worshi~ers of Mystra and Selune)
Requirements: Intelligence 15; Wisdom 17; any good alignment
Armor: None
Weapons: as a mage, plus the firts new weapon they take must be a short bow.
Major Spheres: All, Astral, Divination, Gaurdian, Healing, Necromantic,
Protection, Summoning, Sun, Travelers, Wards, Weather
Minor Spheres: None
Granted Powers: +l to saves vs. spells gains the spell craft prof. without usingf a slot can turn
undead normally granted 30 feet infravision can turn lycanthropes as they turn undead.
Other Notes: Moon Gaurds (I hate the Name too) are a dual class character. They Must have been a
mage or a specialist mage who has attained 6th level before switching to the priest clas. They can take
this class any time thereafter, and cease gaining experience as a mage. They do NOT, however, lose the
ability to use their mage powers. They operate as both classes whatever priest level they are. They do
NOT, however, gain new proficiencies or hit points until they surpass their origional level. And,
finally, they can only cast their priest spells beneath the night sky. (This offsets the use of their mage
abilities, as well as the number of major spheres).
This religion is a small secretive sect dedicated to those who travel by night. The church is not very
organized they have no temples of their own (being content to worship under the light of the moon),
but they are welcome amoung the priests and priestsesses fo either Goddess. They fight as a priest of
their level, and wander the night looking to aid those in trouble. They will help fight off bandits and
monsters usually asking for nothing in return. They will not ignore a night time cry for aid, and
most often travel alone.
Portfo1io: Destruction (Worships the Gods of Fury: Auril, malar and Umbemee)
Requirements. Strength 13; Wisdom 12; Constitution 15; alignment CE
Weapons Allowed.: Any weapon doing a minimum of 1 d8 damage
Armor allowed.: Any
major Spheres: All, Chaos, Combat, Elemental (only when used to destroy), Healing (reversed versions
only no healing), Weather
Minor Spheres: Animal, Creation (Reversed only), Necromantic (No positive spells may use the spell
"slay living"), Plant, Summoning
Magica1 Items Allowed.: as cleric
Granted Powers: may turn/command undead normally control weather once per day by making it
one category worse than the present (as PHB pg 232) May incite a destructive rage in any one
creatre/round. The attack is a combination gaze/spoken suggestion (if the creature can not see or
hear then the attacks results in a fear spell) The victim must save vs. paralyzation or follow a single
command from the Wrath pertaining to the destruction of something (i e. burn this building, destroy
this field, or kill everyone you m eet. ) f or the next 4 1 0 rounds (2d4+2) If the save is successful, the
subject has resisted and can not be affected for an entire day. Wraths also have the ability to resist all
of the effects of any destruction/disaster in which they have made a significant contribution. That is,
they may stand before an oncoming tsunami and not get a single drop wet, or they may stand in a
collapsing mine, only to have a shaft to the surface open up above them, etc.. They are also immune
to mind affecting magic, this does not include illusions, but it does include most enchantment/charm
spells.
Other Notes: This specialty priest is actually created at 10th level from any of the
specialty priests of either Malar, Auril, or Umbemee. Thus it is very Rare. At 9th level or
beyond a specialty priest of one of those Powers may find themselves in the midst of a
disaster that they created with no way for them to escape alive. If this is the case, and
the disaster is large enough (sometimes this is arranged by the powers that be) a
manifistation of the God may appear out of the middle of the chaos and award the
priest for his service just before he passes out. He will awaken following the disaster
wounded and in pain, on the shore of a hurricane destroyed island or from the embers
of a burned building. He will instant;y understand that he is to replace one of the older
Wraths.
These priests are the true powers of destruction in the realms. It is said that there is not
a disaster without their hand in it somewhere.
They are feared by everyone - even the priests of the Gods of Fury. The only ones who
they see on their own level are the Stormlords of Talos, and this is only out of respect for
the God (Whom they also serve indirectly) They are "welcome" in all of these churches,
and may demand food, shelter, and assistance from these places for as many days as
they have levels. (The temples of Talos will usually deand a service in return, if the
Wrath's plans do not alredy fir the bill.)
At least every other period of as many days as the priest has levels these priests must
destroy the life or lives of at least one person or persons. They can do this in as many
ways as possible. Burning a farmer's crops, then terrorizing and killing off his family,
taking his health, and finally allowing him to live in poverty and sorrow. After such a
trek, the priests has a number of days equal to his level to rest.
Also once each season he must cause a disaster that effets at least twice the number of
people that he has levels. If a priest fails to do so, he loses all special abilities and does
not gain spells until this requirement is met. If the priest fails again, he loses all powers
forever and will be destroyed by the Gods and a new initaite will be selsected. This is
done wothout mercy.
Wraths prefer to dress for ceremony in their own unique clothes always black with white
or silver highlights, and arching collars, drastic cuffc, ornaments, etc... All priests must
be chaotc evil. Their symbol is a small shattered skull made out of silver and embeded
into an amulet of obsidian. This will be found on the priest upon waking up after his
"vision", and the priest on the way out will find his to have disappeared, if he is not yet
dead.
New Spells: may include - summon tsunami, create inferno, wither, and a version of
Beltan's Burning Blood.
AURIL (Frostmaiden) (LD) AoC: cold Req CON 13, WIS 12, any evil Wpn: type B, ice
axe (hand axe) Amr: chain, and shield ~A: All, Animal, Divination, Elemental (wae),
Necromantic, Protection, Weather ma: Combat, Creation, Guardian, Healing r1 1 : as cl
eri c GP: 1 ) immune to natural cold and +3 to save vs. cold-based attacks (no damage
if save, half if failed) 8) ice storm once/week 13) summon ice para-elemental as the
conjure fire elemental spell once/week for every 1 eve 1 over 1 2
AZUTH (The High One) (LD)----- AoC: mages, energy Req: WIS 14, INT 13, any lawful
Wpn: type B Amr: none ~A: All, Astral, Charm, Combat, Creation, Elemental, Healing,
Protection, Sum m on i ng ma: Divination, Guardian, Necromantic, Numbers, Sun,
Weather 1~11: as cleric and mage GP: 1 ) can cast wizard spells as a mage half his level
but they come from his priestly spell allowance--from one school only, spellcraft NWP as
a bonus
BESHABA (Maid of Misfortune) (ID)~ AoC: mischief, bad luck, accidents Req: WIS 10,
CE Wpn: type B Amr: pl ate, and shi el d rlA: All, Chaos, Charm, Protection ma:
Summoning, Divination, Numbers ~1 1 : as cl eri c GP: 1 ) once/day can lower another's
save or attack roll by one
CYRIC (The Dark Sun) (GD)----- AoC: death, murder, the dead, strife, tyranny, lies
Req: WIS 13, INT 13, any evil Wpn: type B, long sword Amr: any MA: All, Charm,
Necromantic, Sun (rev) ma: Divination, Elemental, Healing MI: as cleric GP: 1 ) command
undead at +2 levels, immune to fear and other emotioncontrolling spells, can convert
NPC followers of Bhaal and Myrkul and Bane if they fail a save vs spell (with a +5 if he
was a priest, +2 if he was higher level, -2 is he was lower level) 5) summon aerial
servant (as the spell) once/day
DENEIR (Lord of Glyphs and Images) (LD)----- AoC: literature, art Req: WIS 15, INT
15, any good Wpn: one-handed type B Amr: banded MA: All, Astral, Creation, Divination,
Protection, Summoning ma: Animal, Elemental, Guardian, Healing, Plant MI: as cleric GP:
1 ) turn undead, +4 to save vs. damage and malicious effects from books or scrolls or
any magical writing (if no save is usually allowed he gets one anyway with no bonus),
can speak any language Deneir can speak, can try to identify wards or runes (first INT
check determines what kind of person left it, second INT check determines general
nature of the mark)
GOND (Wonderbringer) (ID)----- AoC: artifice, craft, construction Req: WIS 14, INT 14,
DEX 14, TN (can be a gnome, also) Wpn: type B, f i rearm s Amr: pl ate mA: All,
Divination, Elemental, Protection m a: Guardi an, Heal i ng, Thought as cleric, and
magical r/s/w GP: 1 ) +2 using these proficiencies: armorer; artistic ability;
blacksmithing; carpentry; engineering; pottery; weaponsmithing, open locks as a thief
half his level (on average ability table, D~1G)
HELM (He of the Unsleeping Eyes) (ID)----- AoC: guardians, protection Req: STR 14,
WIS 13, LN Wpn: type B Amr: full plate, shields ~lA: All, Guardian, Protection, Wards m a:
D i v i nat i on, Hea 1 i ng, Thought 1~11: as cleric, and crystal balls
ILMATER (The Crying God) (ID)----- AoC: endurance, suffering Req: CON 14, WIS 12,
LG Wpn: type B, scourge Amr: none mA: All, Charm, Creation, Guardian, Healing,
Necromantic, Protection, Wards ma: Elemental, Law, Summoning, Sun, Weather MI: as
cleric GP: 1 ) +4 to saves involving endurance or resisting pain and +2 to CON checks
for similar situations, endurance NWP as a bonus, can go without food and water for a
number of weeks equal to his level (but has -1 to hit and damage for every 3 weeks
without), can remove fear and negate baneful emotion-based spells on up to two
people/day 12) during extreme torture/suffering the character can be possessed by a
servant of Ilmater on request of the character (for the duration he endures the pain but
takes no damage, he cannot move, and dispel magic drives the servant out)
LATHANDER (morninglord) (GD)----- AoC: spring, dawn, birth, renewal Req: CHA 12,
WIS 14, any good Wpn: type B Amr: plate, shields mA: All, Creation, Elemental, Sun ma:
Guardian, Healing, Protection ~1 1 : as c 1 eri c
LEIRA (Lady of the mists) (LD)----- AoC: deception, illusion Req: WIS 14, INT 12, DEX
11, CN Wpn: type B Amr: any (but cannot cast their spells or use spell-like powers in
armor) ~lA: All, Astral, Chaos, Charm, Divination, Thought ma: Creation, Healing,
Summoning m1: as cleric, and those relating to illusion GP: 1 ) can use
illusion/phantasm scrolls w/o read magic 5) misdirection twice/day/5 levels 1 3) mislead
once/day pen: cannot use true seeing or any device that uses true seeing or they go
insane (the can use the reverse, though) note: they wear a silvered face mask that
reflects gaze attacks and grants them a +3 to their saves vs gaze attacks, Leirans lie
extensively
LLIIRA (Our Lady of Joy) (LD)----- AoC: joy, happiness, dance, festivals Req: CHA 13,
WIS 13, CG Wpn: lasso, net, type B in extreme circumstances Amr: any mA: All, Charm,
Creation, Healing, Sun, Thought, Wards ma: Divination, Guardian, Plant, Protection m I :
as c 1 eri c GP: 1 ) turn undead, dancing NWP as a bonus, soothing word once/day (20'
radius, 50~+2~/level of removing fear or other harmful emotionaffecting magic), +2 to
hit when wrestling or using other nonlethal com bat pen: all special abilities are revoked
if he uses a weapon that causes actual damage (must meditate for a full day to regain
them)
MALAR (The Beastlord) (LD)----- AoC: hunters, beasts, blood Req: STR 13, WIS 12, CE
or NE Wpn: type B, claws of ~1alar, no missile weapons Amr: any ~A: All, Animal,
Combat, Summoning ma: Healing, Elemental, War MI: as cleric GP: 1 ) hunting NWP as a
bonus (with a +2 bonus) 3) can identify plants and animals and pure water with 985~
accuracy 7) immune to charms of woodland creatures (like druids) note: claws of malar
are 1 lb each, size S, type S, speed 2, damage 1 d6/ 1 d4, and there is no penalty for
fighting with one on each hand--nonbelievers who use them will be hunted down
MASK (Lord of Shadows) (ID)----- AoC: thieves, intrigue Req: WIS 14, DEX 14, NE
Wpn: type B, knife Amr: leather, studded leather, and padded only mA: All, Astral,
Charm, Divination, Guardian, Protection, Necromantic, Sun (rev) ma: Combat, Healing,
Thought, Travelers m1: as cleric and thief
MIELIKKI (Lady of the Forest) (LD)----- AoC: forests, rangers, dryads Req: STR 1~,
DEX 1~, CON 14, WIS 14, any good Wpn: any Amr: studded leather mA: na ma: na m1:
see below GP: see below note: Mielikki's priests are rangers
MILIL (Lord of All Songs) (LD)----- AoC: poetry, song Req: WIS 14, INT 1~, CHA 14,
any good Wpn: type B Amr: any ~1A: All, Charm, Divination, Thought ma: Animal,
Guardian, Healing, Summoning m 1 : as c 1 eri c GP: 1 ) turn undead, singing OR
musical instrument NWP as a bonus, can enthrall (as the spell) an audience with song
(except those with h i gher W I S or l eve l / HD ) 1 O ) song of suggest i on ( as spe l l )
once/ day
MYSTRA (Midnight, The Lady of Mysteries) (GD)----- AoC: magic Req: WIS 12, INT
14, any good Wpn: type B Amr: any mA: All, Elemental, Necromantic, Summoning ma:
Astral, Charm, Creation, Healing, Wards ml as cleric and mage (except magic scrolls) GP:
1 ) +2 to save vs magic, unaffected by magic-dead or wild magic areas, detect magic
once/day, spellcraft NWP as a bonus, turn undead note: Mystra is goddess of magic,
while Azuth is god of spellcasters
SELUNE (Our Lady of Silver) (LD)~ AoC: moon, stars, navigation Req: WIS 14, CON
12, CG Wpn: type B, prefer the 'moon's hand' (smooth-head mace that has a + 1 to hit
and damage in a priest of Selune's hands) Amr: any mA: All, Divination, Sun, Time ma:
Animal, Elemental (wa), Healing, Travelers lVlI: as cleric GP: 1 ) turn undead, 30'
infravision, navigation NWP as a bonus, if infected by a CG lycanthrope they can control
it as a natural lycanthrope
SHAR (Mistress of the Night) (GD) AoC: dark, ni ght, 1 oss Req: STR 14, WIS 12, any
evil Wpn: type B Amr: chain, shields mA: All, Charm, Divination, Necromantic, Sun, Time
ma: Astral, Animal, Elemental, Guardian, Protection I : as c 1 eri c GP: 1 ) command
undead, darkness once/day (plus once/day for every additional two levels), +l to hit and
damage and saves in darkness, -1 to hit and damage and saves in full moonlight 5)
continual darkness once/day/5 levels 7) forget once/day
SUNE (Firehair) (GD)----- AoC: beauty, 1 ove, passi on Req: WIS 12, CHA 16, CG (elves
and half-elves may also be priests of Sune) Wpn: type B, darts Amr: any mA: All, Charm,
Healing, Necromantic, Protection, Thought, Wards ma: Creation, Divination, Guardian,
Sun 1~11: as cleric GP: 1 ) turn undead, can attempt to charm (as spell) a member of
opposite sex once/day (but if it fails she must meditate in a holy place before he can use
it again) and the subject has a -1 to save for every point of CHA the priest has over 16
pen: if CHA ever drops below 16 they are cast out of the faith note: those who have
done a great service for Sune may be given a draught of Evergold which raises CHA by
2d4 for one day (to any others but priests of Sune it is poisonous), intense rivalry with
Hanali Celanil
TALONA (Lady of Poison) (LD)----- AoC: disease, poison Req: WIS 14, CON 14, CHA 12
or less (mandatory, will be reduced by tattoos by others in the priesthood), CE Wpn:
type B, cermonial poison dagger Amr: any mA: All, Astral, Combat, Divination, Healing
(rev), Necromantic (rev) m a: Charm m1: as cleric
GP: 1 ) +4 to save vs poison, normal save vs potions that don't allow saves 3) can
identify pure poison by smell 5) identify poison in drinks by a single drop (no effect) 7)
identify poison in food by a single bite (no effect) 10) cause disease by touch once/day
TALOS (The Destroyer) (GD)----- AoC: storms, destruction Req: STR 13, WIS 14, CE
Wpn: type B, j ave 1 i n Amr: any r'lA: All, Combat, Elemental (wea), Sun, Weather ma:
Necromantic, Summoning m1: as cleric, magic javelins GP: 1 ) may turn or command
undead 7) lightning bolt once/day plus once/day for every additional ~ levels (not
useable if wearing armor) 10) control weather once/day (cannot improve weather
conditions)
TORM (The True) (LD) AoC: duty, loyalty, obedience Req: WIS 14, CON 12, LG Wpn:
type B Amr: any r'lA: All, Combat, Divination, Law ma: Guardian, Healing, Protection m 1
: as cl eri c GP: 1 ) can turn undead or command them to perform tasks (such as
guarding a passage), his henchmen regard him as if he has an 18 CHA, duration of
divination and protection spells are doubled, command once/day
TYMORA (Lady Luck)(LD)----- AoC: adventurers, skill, good fortune Req: WIS 15,DEX
14, CG, (halflings can be priests of Tymora) Wpn: type B Amr: any MA: All, Charm,
Divination, Numbers ma: Creation, Healing, Protection, Travelers MI: as cleric GP: 1 ) can
modify one dice roll (declared before it is rolled) by 1 (d20) or 5~
TYR (The Even-Handed)(GD)----- AoC: justice Req: WIS 9, LG Wpn: type B Amr: any
MA: All, Combat, Creation, Healing ma: Divination, Necromantic, Protection MI: as cleric
G P: as c 1 eri c
WAUKEEN (Merchant's Friend) (ID) AoC: trade, money, wealth Req: WIS 14, INT 12,
CHA 12, TN Wpn: type B Amr: any MA: All, Divination, Numbers, Wards ma: Charm,
Guardian, Healing, Necromantic Ml: as cleric GP: 1 ) can command and turn undead,
appraising and gem cutting NWP as bonuses, can discern true metal from false note:
Waukeen was apparently destroyed in the Time of Troubles, as so his priests cannot
receive 3rd or greater level spells
GRUMBAR (Boss of Earth) (DG, elemental cult deity) AoC: earth Req: ? Wpn: club,
dagger/dirk, knife, mace, maul, morning star, picks, scythe, sickle, sling, staff sling,
stiletto, warhammer Amr: chain, shields MA: All, Elemental (e) ma: three of the
following: Elemental (fw), Divination, Combat, Protection, Time, Weather Ml: ? GP: 3) can
use 1st and 2nd level wizard spells of elemental earth aspriest spells one level higher 5)
can summon an earth elemental once/day for one hour (which is under the priest's
control) and then it f ades note: they receive one 1 st level follower of the same cult at
every level divisible by 5
KOSSUTH (Tyrant Among Fire) (DG, elemental cult deity)----- AoC: f i re Req: ?
Wpn: bill, dagger/dirk, knife, stiletto, swords (all) Amr: chain, shields mA: Al 1, Elemental
(f ) ma: three of the following: Elemental (ea), Divination, Combat, Protect i on, T i m e,
Weather mI: ? GP: ~) can use 1 st and 2nd level wizard spells of elemental fire as priest
spells one level higher 5) can summon a fire elemental once/day for one hour (which is
under the priest's control) and then it fades note: they receive one 1st level follower of
the same cult at every level divisible by 5
BEAST CULTS (DG, beast cult deity)----- AoC: the animal they represent Req: WIS 9
Wpn: any two Amr: non-magical leather, non-magical wood or hide shields MA: All,
Animal ma: three of the following: Charm, Combat, Elemental (any two areas), P 1 ant,
Weather MI: as cleric GP: 1 ) one of the following: summon a number of creatures of the
worshipped type (2d6 size S, 1 d6 size M, 1 d2 size L, 1 size H) which arrive in 1 d~
turns once/day, OR transform into the type of beast he worships once/week for :~d6
turns note: can choose to worship a monster as well (non-natural animal) but the
granted pow er i s not useab 1 e unt i 1 1 0th 1 eve 1 note: they receive one 1 st level
follower of the same cult at every level divisible by 5
BHAAL (Lord of Murder) (LD)~ AoC: death Req: WIS 14, CON 12, LE Wpn: type B,
type P Amr: chain l'IA: All, Astral, Healing (rev), Necromantic (rev), Summoning ma:
Charm, Creation, Combat, Divination, War as c 1 eri c GP: 1 ) turn or command undead
5) summon aerial servant once/day 10) p 1 ane skipping (priest and one person for
every 2 levels over 1 0th travel to Bhaal's area of Gehenna and then back to the Prime
~1aterial at their destination, 10' in Gehenna is worth a mile on the Prime material, it
takes the priest a full turn to prepare for the jump in either direction, the travel is 100%
reliable but he is not protected while in Gehenna)
MYRKUL (Lord of Bones) (GD)----- AoC: the dead, decay, corruption, dusk Req: WIS
14, INT 14, STR 14, NE Wpn: type B Amr: any mA: All, Guardian, Healing, Necromantic
(rev) ma: Astral, Elemental, Time m I : as c 1 eri c GP: 1 ) command undead (can
command triple the normal number of skeletons and zombies), immune to disease and
parasites debilitating game effects (he can still die from something, but it won't affect
him until then), + 1 to save vs death, feign death once/day 10) can summon a minor
death once/week for 10 rounds (always initiative 1, THACO 0, unaffected by cold, fire,
electricity, sleep, E/C, AC -4, HD na, hp 33, ~AT 1, damage 2d8, MV 12) 15) can call up a
Hand of myrkul (his hands flame for 6 rounds, if he touches someone and they fail to
save vs death they crumble to dust but if they save the priest must do the same (no
bonuses) or suffer the same fate, if they both save he
can try to use the power again up to the 6 round time limit--this power is only useable
once in his lifetime)
Taken from the notebook of Luthal Quovar of Silverymoon. Collated
from the works of Volothamp Geddarn, Elminster of Shadowdale, and
Ed`o`the Greenwood.
Brock [email protected]
Temples to Tyr Locations
The following is an incomplete list of the temples and shrines to TYR.
These are locations. Names and head priests you will have to find yourself.
PLACE: LOCATION:
Phlan coast of the Moonsea
High Hasper in the Vast
Raven's Bluff in the Vast
Teziir on the Dragon Coast
Sundabar in the Savage North
Neverwinter in the Savage North
Daerlun Sembia
Scornuble below the High Moor
Waterdeep Sword Coast
God Locations During the
Time Of Troubles
Auril (Frostmaiden) Great Glacier, FR14
Azuth (The High One) Pool of Yeven, River Ashaba South of Elven Wood (FRE2 p13)
Bane (The Black Lord) Zhentil Keep, Castle Kilgrave, Scardale, Tantras (RIP)
(FRE1/2)
Beast Cults (DG, beast cult deity) Near their respective wilderness settings
Beshaba (Maid of Misfortune) Wandered everywhere (Polyhedron 71)
Bhaal (Lord of Murder) EveningStar (Hunting Halls), Boarskyr Bridge (RIP) (FRE2)
Chauntea (Great Mother) Moonshae, Myrloch Vale
Cyric (The Dark Sun) Follow the novels
Deneir (Lord of Glyphs and Images) Berdusk, Twilight Hall
Dwarven Gods Citadel Adbar, Iron Master, Earthfast Mountains, "The Rift"
Eldath (Goddess of Singing Waters) From the Prime: no spell loss, see Mielikki
Elven Gods Evermeet and Evereska.
Gnomish Gods Lantan
Gond (Wonderbringer) In Lantan in the Avatar of a gnome
Halfling Gods Luiren
Helm (He of the Unsleeping Eyes) Nexus of Planes
Ilmater (The Crying God) Bloodstone Lands , FR9 p23
Lathander (Morninglord) Marsember
Leira (Lady of the Mists) ?
Lliira (Our Lady of Joy) Selgaunt FRA
Loviatar (Maiden of Pain) Mulmaster FRA
Malar (The Beastlord) Vaasa
Mask (Lord of Shadows) Athkatla
Mielikki (Lady of the Forest) From the Prime: no spell loss
In FR5, there are some comments of a kind of "stronghold"
(name :"Deep Glade") of their followers in the area called
"Tall Trees", in the High Forest. Mielikki, like Eldath are
Gods that make their residence in the Prime Material Plane,
and were not affected in the same manner that the other Gods
were. It is a logic assumption then that Mielikki and Eldath
did not have to assume "Avatars" with lesser powers and their
clerics did not lack their spells. The Goddess is with her
followers (and with Silvanus) in the Grove in Tall Trees
(possibly a Major Grove, as the High Forest is the most
important forest in the North see Major Grove powers in FA1,
"Halls of the High King" by Ed Greenwood).
Milil (Lord of All Songs) Caer Callidyrr (Moonshae)
Myrkul (Lord of Bones) Waterdeep (RIP) (FRE3)
Mystra (The Lady of Mysteries) Castle Kilgrave (RIP) (FRE1)
One of the rumors talks of Tymora and Beshaba (formerly one entity "Tyche"
CN goddess of luck from Greek mythology and used in early days of
Greenwood campaign see error on early maps of Shadowdale and Dragon #54
article where Greenwood outlines the Realms deities originally) battling it
out somewhere in the North ... this was in FRE1 I believe.
$5 The Shrines of Nature Mielikki & Silvanus
2 1story Class B buildings
The walled and forested complex holds two small
unpretentious shrines to the pair of forest gods.
Curing and healing is available here.
Mielikki High Priest Briosar Helmsing (NG hm R6)
Silvanus Watcher Anarakin Iriboar (N hm P(Sp Druid)4)
Tehtira Bellsilver (NG hf R5)
The Shrines of Nature are now considered one temple area,
combining the grounds of the two separate shrines. The shrine to
Mielikki is commonly known as the Lady's Hands.
$10 The Temple of Beauty Sune
3story Class A building
A lavish temple of marble, gold, and silver with many
statues of the goddess and her most comely worshippers throughout
the Realms' history.
Curing and healing is available here.
High Priestess Ssaeryl Shadowstar (LN hf P14)
$19 The Tower of Luck Tymora
2 and 3story Class A buildings
The second largest temple in Waterdeep, the Tower of Luck is
a large walled tower, its clergy funneling its weighty resources
into improving the complex and undermining the city of Arabel's
claim as the center for Tymoran worship. An overhead map exists
on page 52 of Volo's Guide to Waterdeep.
Curing and healing is available here.
High Priestess Seentoas Halvinhar (N hf P15)
Prior Markos Zellizands (N hm P7)
$21 The House of Wonder Mystra
5story Class A buildings
The House of Wonder is an ornate tower for the faithful of
Mystra with her holy symbol in a mosaic making up the courtyard
(the tower is in the center of a circle of stars with red mist
flowing towards the entrance to the tower).
Pharra's Alley, named for the first Magistress of the House
of Wonder but infamous for the Circle of Skulls that spew either
Meleghost Starseer
Lara Idogyl
Eyes: Camber Ambereyes
Darga Steelsmile (NE hf P7)
Irria Waterfiend (NG ef W(Water)5)
Ghalst (N hm P3)
Malachar (LN ´em W8/P8)
Acolytes: Timber Wolffriend
Tindra (NG hf P2)
Lack (LN hm P(Sp)1)
Kelkos Surerope (LN ´em P(Sp)1)
Velvet (LG hf P1(W(Ench)5))
Ullos (N hm P2)
Darrian (LN ef P2)
Crionos (NE hm P(Sp)1(W(N)3))
Egwene (LG hf P3)
Elayne (NG hf P2)
Homeguard: Embaria Cyllissia
Ferra Swiftstrike (LN em F6/P6)
Odda (LG hf P3)
Celane (LN ´ef P(Sp)6)
Silvyn (LN hm P(Sp)6)
Zayn (NG hm P3)
Weala (NG hf P(Sp)3)
Nynaeve (CG hf P(Sp)4)
Ilbrost Mythyl
Library: Jargesta Flamefinger
Rand (LG hm W3)
Ogier (N ´em W8)
Studies: K‰segott
Loiar (NG hm W(Wild)5)
Masema (LN hf W5)
Explorers: Luthein
Moiraine (LG hf P(Sp)9)
$38 The House of Inspired Hands Gond
3story Class B Buildings
This is an enterprising temple to Gond that frequently
abounds with new and noisy inventions of the faithful. The House
of Inspired Hands has lost some support in recent months with the
new temple to Oghma in the Castle Ward.
Gondwatch Lane, the charred corduroy lane at the southern
entrance to the House of Inspired Hands where many Gondsmen's
inventions are tested.
An overhead map exists on pages 53 and 62 of Volo's Guide to
Waterdeep.
The Day of Wonders (around Highharvestide), a festival for
Gond celebrating the marvelous inventions of the Gondsmen. Many
still talk of the parade in 1359 DR, when the mechanical soldiers
marching down the High Road all fell over when the artificial
dragon crashed on them from behind, or the nautical exhibition of
1363 DR, when a mechanical dragon turtle swan once around the
harbor and promptly sank, becoming part of Umberlee's cache.
Jhoadil Zulthind (NG hf P8)
$56 The House of the Moon Selune
4story Class A building
Selune's gilded temple where pilgrims flock to see the Wand
of the Four Moons, a holy relic said to hold some of Selune's
power (many even claim that the Lady of Silver battled the
goddess Shar in the City during the Time of Troubles!) An
overhead map exists on page 65 of Volo's Guide to Waterdeep.
Curing and healing is available here.
Selune's Hallowing, celebrating the moon, stars, and
navigation (the major ceremony of this is a parade of worshippers
leaving the House of the Moon at moonrise and moving down to the
harbor, with the high priestess carrying the Wand of the Four
Moons before her) in addition to the other festivals during the
Feast of the Moon.
High Priestess Naneatha Suaril (LG hf P16; werewolf)
Master of Acolytes, Narn Silvereyes (NG hm P6; werewolf)
Acolyte Respen (NG hm P2 of Selune; Respen is actually dead,
his identity taken over by Khnarek, a greater doppleganger of the
Unseen.)
Acolyte Asper (CG ´ef P(Sp)1)
$58 The House of Heroes Tempus
3story Class A Building
The largest of the temples in the city, the House of Heroes
is dedicated to Tempus, the Lord of Battle, and attracts
spectators and combatants alike from the nearby Field of Triumph.
Curing and healing is available here.
Destroyed in a fire in 1345 DR. Rebuilt within the year.
This night is now known as the Night of Templefall as the Spires
of the Morning (the city's oldest temple) also burned.
High Sword Turik Bloodhelm (CG hm F9)
Prior Maxtilar Rhebbos (CN hm P6)
Kiber Ederick, paladin of Helm
C1 The Spires of the Morning Lathander
3 Story Class A Building
The Spires of the Morning is Waterdeep's oldest temple,
founded in DR 998. The Spires of the Morning is a walled garden
compound with eight beautiful gilded towers that reflect
Lathander's dawn.
An abbey and temple.
Curing and healing is available here.
Destroyed in a fire in 1345 DR. Rebuilt within the year.
C4 The Font of Knowledge Oghma
Under construction; conversion from a 3story Class C building
into a 4story Class B wood and stone building
Curing and healing is available here.
The Font of Knowledge, Oghma's temple, is at the site of a
former group of warehouses, and is still under construction; the
threestory wood and stone structure should reach completion by
midsummer of the Year of the Banner (1368 DR, 336 NR). Of
particular interest to the city is its planned Great Library,
which is currently being collected and organized at the Estelmer
villa. Although the temple is not completed, Sandrew is
collecting his clergy and his Council of Sages, to respectively
help the faithful and the Library. He has recruited a few
clerics from his own temple in Silverymoon, and his library staff
includes Jhasper Goldtoes (a male halfling well versed in trade
and commerce), Hycis Gentlilore (her specialty is the history and
culture of elvenkind), and the sisters Cera and Aria Whucknolls
(Cera's specialty is religion and the human gods, while Aria
knows many demihuman languages).
Savant Sandrew the Wise (LN hm P12).
Sangalor of the Secrets (LN illithid P(Sp)11 of Oghma). An
illithid in Skullport that is allied with the Font of Knowledge.
Allied with the libraries (especially the Vault of the
Sages) of Silverymoon.
A ring of research is owned by Sandrew and the Font of
Knowledge.
C5 The Halls of Justice Tyr
2 and 3story Class A building
A fouryear old compound that houses a modest temple to Tyr
and very ardent followers.
Curing and healing is available here.
Hykros Allumen, high priest of Tyr (LG hm P10)
Lord Harkus Kormallis, Tyr's Champion (LG hm Pal11)
Morus II Brokengulf (LG hm Pal2; S 18/78). Morus the
T38 The Plinth Temple to all Faiths
6story Class A building
This interdenominational temple is guarded by the watch at
all times, and kept open as a place of worship for all faiths.
Many minor or extradimensional faiths find the Plinth is their
only formal place of worship in the city. The Plinth is a
slender, many leveled tower with a flat top, which is staffed by
a guard as a landingeyrie for the aerial steeds of private
citizens and the guard. The Plinth is the tallest building in
the Trades Ward at six stories. There is a picture of the Plinth
on page 104 of Volo's Guide to Waterdeep.
Ahghairon's Day is celebrated here.
A favored gathering place for sages.
AQ19 Helm's Hall Helm
3story Class C building
Vhonna Deepdell, paladin of Torm (LG hf Pal12 of Torm; S
18/00, W 16)
Halls of the Forest Mielikki
2story Class A building, 5 acres of land (used to hold 4
buildings) located between Blackmul Street and Beacon Street.
Main temple, outbuildings kitchen, E'larion's Tower, quarters
for guests
High Priest E'larion (CG ´em P9/R9 of Mielikki; S 19
(girdle), D 12, C 14, I 12,, W 15, Ch 10; hp 55)
Briosar Helmsing (NG hm R6; second in command so to speak;
in charge of caravan duties).
Tantuss Shieldsun (NG hm R9; S 16, C 16; assist Helmsing in
Outside the City
The Groves of Peace Silvanus and Eldath
Grove
So far, this grove has not been proved successful in the
Waterdeep area. There are just too few worshippers for this
temple to be as successful as Mammon hoped it would be when he
decided to cultivate the grove.
However, the grove is a splendid example of a druidical
grove, being on the edge of Ardeep Forest. It is far enough
removed from Waterdeep so that the city does not intrude on the
affairs of the grove.
Mammon is the High Druid here at the grove. He shares the
duties here with Perrin Aspernath, a high priest of Eldath.
The Circle of Swords, a druidical circle, calls the Groves
of Peace their nominal headquarters. Included in the Circle of
Swords are the druids Summer (N hf P(Sp Druid)12 of Silvanus),
Darvin Quickstep (CG hm R10), Butterfly (NG hf R8), Trellark (N
´em P(Sp Druid)7 of Silvanus), Analarkin (NG hf R7; Butterfly's
sister), Erbale (NG ´em R7), Callys (N hm P(Sp Druid)6 of
Silvanus), Boarsar (N hm P(Sp Druid)6 of Silvanus), Illana (N
hf P(Sp Druid)5 of Silvanus), Ertides (CG hm R5), Anarakin
Iriboar (N hm P(Sp Druid)4 of Silvanus; D 16, W 16, Ch 17) and
Umber (N hm P(Sp Druid)4 of Silvanus).
Mammon (N hm P(Sp Druid)14 of Silvanus)
Perrin Aspernath (N hm P(Sp)12 of Eldath)
Yuldar (N hm P(Sp Druid)5 of Silvanus)
The Monastery of Inner Peace Tyr
A large walled, monastery that keeps itself out of the
internal politics of both Waterdeep and the Halls of Justice.
Recently, the monastery was attacked and overrun by hobgoblins
but it is slowly recovering. The monks have begun to actually
patrol the grounds near the monastery in deference to the threats
Lliira's Night, a nightlong festival honoring the Lady of Joy by
innumerable dances and balls throughout the city (the Cynosure
Ball is sponsored jointly by the Lords, the local clergy of
Lliira, and various noble families, while many festhalls turn
their entire operations over to wild carefree dancing and many
other pursuits under the Lady's purview...).
Rachel Arren (CG hf P6 of Lliira; D18, Ch 16)
Milil
Arkien Arren (LN em(gold) P9 of Milil; S 17, D 18, Ch 16;
harper)
Rhiist Majarra (CG hm B2; 8 years old; "favored by our Lord
of Song")
Mielikki
Jeryth Phaulkon (NG hf R6; S 15, D 19, C 19; Champion of Mielikki)
Torm
Vhonna Deepdell, paladin of Torm (LG hf Pal12 of Torm; S 18/00, W 16)
Jherem Tamn, a fallen paladin of Torm
Umberlee's Cache
From: David J Brockley <[email protected]>
Hello all.
Post Prince of Lies, Cyrics portfolio is most unsure. He
may possibly be able to take over Masks power but this is somewhat
uncertain. The way that I look at the scheme of things is this.
Mystra
The old Mystra was somewhat tired anyway and thus a mortal was chosen to
replace her. There is nothing wrong here, it is similar to the way
that Mystra has always chosen the Magister to represent her upon the
soils of Faerun. Midnight took up the role, becoming Mystra in all
but alignment. There has been a shift towards benevolent usage of
magic. Cyric demanded his reward for 'recovering' the tablets and Ao
granted him godhood *fully aware of what would happen*. Cyric was
indeed unready for the mantle of godhood and has slowly gone utterly
insane.
Leira
Leira is NOT dead, her priests are still recieving spells and
the only source of this information that we have is Cyric. He is
either lying outright or battled Leira, lost, couldn`t face loosing
and lied about loosing. In any case, it is utterly believable for
Leira to be leting the lie propogate.
Mask
Mask also may have faked his own death to protect himself from Cyrics
wroth should he not be defeated. Again, as lord of Intrigue he may
have planned this all along and may have planted the suggestion in
Cyrics mind that he actuall killed Leira when in fact Leira escaped.
Remember, in the book Waterdeep, it is never made clearly known who
was the winner in the ego battle between Godsbane and Cyric.
Wild Guess!
I believe that Jergal, not Kelemvor will be the Lord of the dead.
Kelemvore is better placed as the Judge of the dead deciding where
spirits go in the afterlife. Or maybe not.
Still there? Good. There have been much talk about Your god. After he
ceased to give You any spells, many turned there eyes elsewhere, leaving
him in his utter darkness.
"He is dead!" many of You proclamated. You were wrong! Totally wrong!
Me, a faithfull cleric of Waukeen, have never lost faith! And now, after
many hours of research, I found the first evidence for hoping that
Waukeen lives!
In a small library, there was a wooden box with the line 'PlaneScape' on it.
Opening it, I found some booklets and some posters about the planes of
the gods and the structure of the universe. And there, on one poster,
there was a list of all our gods from the Realms. Bane (dead) in the
Astral, Mykrul too, Bhaal in the Astral, Leira in the Astral...no Waukeen.
I searched all the other planes (and there were strange names for some
well known plane...): nothing. Every god was placed at its home plane
not so Waukeen. Waukeen was nowhere to find. I looked for the author of
this wooden box, and there was engraved, that it was written by a traveler
of the planes AFTER the Times of Troubles. So, I ask You, why is Waukeen
NOT included? Neither with the dead, nor with the living? Because he is held
for ransom by some other god! That is the only solution! But who would gain
from such act? Who has drawn over the most faithfull? WHO?
My journeys have led me far and wide and, as you have seen from
previous volumes, I have gleaned much information from friends (and foes)
concerning those who feel threatened by us [The Harpers]. Needless to say it
is important that we know as much about them as is possible, and I have
written as much as I can to help others understand their mindset. Yet there
is one group whom I have left for last: The Cult of the Dragon. I find it
fitting that they be last, for they are different from others that I have
discussed. Probably the greatest reason why we must understand this group is
the fact that they were formed through the teachings of Sammaster, a former
Harper. Now you see why "The Unstrung Harpers" is such a fitting title for
this volume. While Sammaster is, of course, a dark shadow upon the Harpers,
we must often look deep into the darkness in a hope to find some way to
dispell it.
background
The years that followed 902 DR were not extremely successful in the
sense that few dragons underwent transformation. However it was an extremely
important period as the foundation was layed for the future. Old dragon-
cults were being infiltrated and, in around the 920's DR, more dracoliches
has been created. More importantly, the following of the Cult had grown
considerably, ensuring it's continued existance.
At the head of the Cult is, of course, what I term "The Inner
Circle". These are the most powerful members of the Cult that are "voted" to
their position by existing members. I place voting in parenthasis for it is
a joke to consider that Cultists gain this position through voting.
Positions are opened in the Circle by the death of an existing member, so
murder (or other subtle ways) are often accepted as ways to enter the Inner
Circle. Of course, other Inner Circle members will not just let anyone enter
the Inner Circle, so it is not out of the ordinary for a prospective Inner
Circle member to be disallowed entry (at best). All Inner Circle members can
be identified by "the Ring of Dragons" (I discuss these rings and other Cult
items later on). It is interesting to note that the number of the Inner
Circle (as well as exact identities) are often kept from other Cultists to
ensure secrecy. All dealings with lower Cultists are done through magic
and/or a "right hand man". It is for this reason that it is very hard to
track down members of the Inner Circle.
Sammaster used to be the head of the Inner Circle but, since his
death, members of the Inner Circle are seen as equals to a certain extent,
although some still grasp for more power to gain an upperhand over the
others.
The next step down the organization chart is what I have termed "The
Chosen Ones", or "The Scaly Ones". These are what I see as the core of the
Cult following, the body of the Cult. They are divided into the factions
dealing with each chromatic type of dragon: black, blue, green, red and
white. I am unsure if other dragons are represented (such as the Deep Dragon
or the Brown Dragon) as I have found no evidence as yet to indicate this.
Each different faction wears a pin to show what "sect" they belong to. These
pins are designed to represent the emblem of the Cult: a dragon's claw
holding a black flame with eyes. Depending on the "sect" in question, the
colour of the eyes of the pin represents the chromatic dragon in question
(more on the pin is discussed later on in the items chapter). I can only
speculate as to why these different "sects" came about, but there are two
logical reasons. Firstly, different "sects" were needed to deal with
different dragons. That way they "specialise" in talking and dealing with a
particular dragon and would not have to worry about the behaviour of other
dragons. Secondly, the early days when dragon-cults were being subverted
resulted in different factions being developed, and thus the different
"sects".
While humanoids like orcs, goblins and the like seem like a strange
choice to have as your base, it is highly logical if you think about it.
These humanoids were among the first to worship dragons, and so Cultists
would often come across humanoid dragon-worshipers. To destroy them would
take time and manpower, something the Cult could not really afford. If the
Cult got them on their side however, they would have a huge group that would
be expendable. Issue an order through their "god" and they would not stop
until that order is either carried out or they all died. Either way, the
Cultists don't care. Again, this is speculation, but Harper reports of
humanoid attacks just before Cult attacks suggests this to be the case.
Joining the Cult is relatively simple, if you know who to look for.
From what I have gathered from reports, once you have made a few contacts to
Cult members you are subject to an initiation quest. Upon completion you are
accepted and begin life doing menial tasks. Often you will be placed under
the charge of a Chosen one if someone knows of you and, after a while, you
may be selected into the same "sect" as your mentor. As to what the
initiation is, it is a closely guarded secret. I speculate it has something
to do with dealing with a dragon as a test of faith. The dragon of course
knows he/she is a new recruit and will try to terrify the new recruit.
Showing no fear means you have passed. Failure means death.
These rings are extremely powerful in nature and were designed with
two purposes in mind: to help protect the Inner Circle member, and help in
dealings with dragons. The ring provides the wearer with immunities to
charm, fear (including dragon fear) and a dragon's breath weapon (usable
once per month). It also acts as a ring of breath resistance (similar to a
ring of fire resistance) providing the wearer with a +2 to all saves vs.
dragon breath weapons, and a -1 to all damage dice (minimum of 1 point of
damage per dice). This affect is constant. The ring also confers upon the
wearer the ability to speak any dragon tongue, allowing him/her to
communicate freely with dragons. Furthermore, the ring allows the wearer to
communicate telepathically with any dragon within his/her line of sight.
Also, the wearer has the ability to cast a limited phantasmal force of a
dragon up to 240 yards away from the caster. This illusion has no substance
and can inflict no damage, but appears and sounds like any dragon the wearer
has seen. This ability is usually used to preserve "Inner Circle" members's
hides, distract enemies, and deliver messages and sermons in a powerful
manner. Last, but by no means least, the ring, when rubbed in a precise
fashion, sends out a signal identifiable by evil dragons, indicating the
location of the user. No control is implied by this calling, and only evil
dragons may detect it.
For purposes of item saving throws, consider the ring to be the same
as a Harper pin: not affected by magic, is AC -4, gains a +4 to all saves
etc.
There have been one or two things that I have come across in my
findings that I cannot explain except with wild speculation. I hope for my
sake that I am wrong for, if I am not ... well, it's best not to think of
such things.
Shandril Shessair, spell weilder and enemy of the Cult of the Dragon.
The Cult has tried several times to gain control of Shandril and each
time she and her allies have managed to repluse the Cult and its
dracoliches.
Night Mask Thoughts
Just a few thoughts on the Night Masks, before they became a real
pain in the proverbial. If you have any thought or comments, I'd be
glad to hear them!
In Msquaerades it states that the night masks became a thorn in the
side of Westgate 14 years ago (based on the present year). Our game
is based about 3 years before this, in the run up to the masks
gaining power.
In Westgate in the year we play, the night masks are not the only
guild. At the moment the structure is loosely based around a
heirarchy, with each faction being run by a leader who may at any one
time be in open or covert rivalry with other 'mask' leaders, or be
working with them, or appearing to (you get the picture). Each group
knows little of the workings overall, so everyone is suspicious of
members of different groups (rivalries) members of their own group
(since that is how promotion is gained) below them, and members of
their own group above them (in case they see them as a threat, being
after promotion etc...) The masks are organised enough to make sure
that guild fees are collected which pays for mask safe houses and
bribes (for the higher up members only, and be sure that they would
have to pay these back in kind...!) In fact the only thing that the
night masks all have in common is their hatred of any and all the
other guilds in Westgate, it is the only cause that will make rival
night mask factions lay down their daggers (temporarily) to work
together. It is this infighting which has culled the numbers of
night masks up until now and prevented them from becomming a real
power. The risks are high, but so are the rewards, once you have
progressed through the ranks. A common 'joke' is that there are two
ways out of the masks, in a box or down the sewer (old age or violent
death) although there in a third, to buy out by paying everyone above
you what they would have earnt in cuts (an extorsionate sum) from
your wages. There is fourth way, to do a bunk and run away. To
this end a cut of the guild fees is set aside for wandering assassins
Noone knows the exact numbers of the masks. The runners and lower
level thieves wear distinguishing items of clothing (a black ribbon
on their sword hilt, a red plume in a hat) to distinguish each other,
and members of theri own factions from each other. Later this
becomes the wearing of domino masks (after they are united under the
faceless) This is adopted by lower level thieves and corporate
bullyboys, but many of the higher level thieves and assassins ignore
this convention, prefering to remain anonymous by not flaunting their
affiliations.
Anyone having a past in the masks which they have neglected may well
not have a future, unless they fake their demise, keep moving, get
powerful...
After 14 years of unification, the group has become much softer, the
domino masks, the inclusion of 'soft' mrchants has meant that some
night mask groups left to carry out their business covertly in other
cities, setting up extensions of the guild. After Masquerades, this
activity of course continued, and with the old ruthlessness, since
many of these were 'old guard' supporters of the old regime.
Traitors are hunted down and destroyed. The night masks at their
best are a force to be recconed with.
After receiving several request for the material I used back when I
originally created this unique Drow cult, I have decided to update them to
the 2nd edition. I originally created this material back around 1984! So some
of it may sound dated or even plain wrong compared to the material that has
since been published by the folks at TSR. I hope you enjoy it. Please Email
with you opinion and comments.
WARNING: This material may contain information that you may find
objectionable (cannibalism, graphic violence). Please if you do not like such things discard this.
To understand some of the Rules involving the Followers of Doom (the Drow who worship the Cthulu Mytho's)
you MUST have the Psionics Handbook by TSR.
Although you could probably convert this to another psionic system. Also the Complete Elf Handbook, Drow of
the Underdark and the Menzoberranzan Boxed Set is recommend.
INTRODUCTION
The old elf was laying in the field for his daily nap. As usual after about a
hour he heard the unmistakable sound of a foot stepping on grass. "Not
bad"
he thought to himself, "He gets closer with each day"
"Your getting better, young one I did not hear you until you were only 10
feet away" the old elf said with warmth.
The intruder turned out to be the old elves grandson. After being discovered
he stood up to his full height and walked towards his grandfather. The young
elf had a very troubled look upon his face.
"I have not seen you for a few days and I was beginning to worry" the old elf
said. "What is troubling you? You have a face that could curdle milk!"
"Is it true grandfather? Are there really elves that are evil and worship
that monster!" the grandson said with anger and fear in his voice.
"Oh yes, the Drow are evil beyond your imagination. They worship that
monster
of theirs there entire life and some do so with joy" the grandfather said
looking into his grandson's eyes. "Yes, it is time" he thought to himself.
"Did you know that all Drow don't worship the spider queen?" the
grandfather
asked.
"Lets go for a walk." he the old elf said as he stood up and help his
grandson up. They slowly walked out into a small meadow and stopped.
"What do you mean? The teachers told us that all Drow worship their spider
queen and any that try to change that are put to death usually on her
alters." the young elf asked in a questioning voice.
The old elf turned to his grandson and began a complicated motion with his
hands and said something quickly. Suddenly both were covered with a blue
glow. "There we may talk freely now." the old elf said "But first, before I
tell my tale you must swear to me in never to revel this to anyone. Not your
parents or anyone!" the old elf said in a voice that scared his grandson.
Never before had the young elf hear his grandfather speak in such a way.
"I swear, grandfather never to tell anyone." the young elf said in a voice
that he hoped sounded more confident than he felt.
"Of course you do, my grandson. Now where to begin. Oh yes, I was a little
older than you are now. The eleven council began to receive reports that a
group of Drow had made a base in the labyrinth of tunnels under the city of
Waterdeep. I volunteered to lead a group of elves to try and discover what
they were doing there. After gathering a group of adventurers and traveling
to the city we set out to find the Drow. Finding a entrance to the tunnels
was easy. Find our cousins was not".
"Grandfather" asked the young elf. "Is that why you always cover your
arms?
To hide some kind of scar that you received".
"Yes it is, but is later in the tale." suddenly the old elf began to sound
much more serious than his grandson found possible.
"After several more weeks travel, we came upon the bodies". The young elf
looked at his grandfather and saw a tear streak down his face.
"Grandfather you don't mean...." the young elf said in a fearful voice.
"Yes it appeared that the bodies being eaten by the Drow. This usually went
against Lolth's teachings".
The young elf looked at his grandfather in horror. He had said the name of
the unspeakable.
The old elf looked at his grandson and said "Don't worry, when this story is
told to those that are worthy that law does not apply."
"Let me continue" the old elf said. "We gathered and burned the bodies so
that nothing else could happen to them. That was probably mistake. After
leaving we continued to travel looking for clues to what had happened.
During
this time I had a growing fear that something was stalking us. But we could
find no evidence of this so we continued".
"One night after we posted a guard, I quickly fell asleep. Suddenly I was
awakened by the sound of battle. We were surrounded by a group of Drow
dressed in a manner I have never seen before. They each wore a suit of
chainmail that was blood red. Their hair was long and went down to their
shoulders and each on of them used magic" the old elf said.
"They were hanging from the wall gutted like deer. All of them were dead
except one who was being eaten alive by the Drow. They just bite into her
and
ripped out pieces of flesh. It was then that I noticed that a mind flayer was
standing over me. It looked down at me and began to cut patterns into my
arms. I have never felt pain like that. Then as I watched a Drow gathered a
cup full of my friends blood. He gave it to the mind flayer who then poured
it over the wounds on my arms. I have never felt pain such as that and I
quickly passed out."
The young elf was stunned. He had never heard a story such as this and a
part
of him wished that he never did.
"When I awoke I looked up at my arms" the old elf continued "I saw purple
flames come out of the wounds. Yet it did not hurt. That is when I heard the
sound of the fireball. Off in the distance I could tell that a battle was
taking place. I could hear the screams of the dying and the scream of
victory."
"Suddenly a group of Drow entered the room along with a priestess. When I
say
Drow I mean the type that you know, those that worship Lolth. Seeing me
strapped to the table the priestess pulled a dagger from her belt and it
looked to me like I was about to be sacrificed to Lolth."
"Suddenly a loud female voice screamed out and stopped the priestess who
was
going to kill me. A woman walked into the room. I could tell that she must
have been very powerful as all the others in the room seemed to make way
for
her. She looked at me and suddenly took a dagger out from her belt and cut
my
bonds!"
"I could not believe it. As I began to sit up the young priestess said
something in Drow. The older woman walked up to her and calmly put the
dagger
she used in uncutting me into the priestess neck. She then turned and
looked
"I looked up at her and she smiled a evil grin and said "Surface dweller, You
are lucky the Followers let you live. The spider queen orders you are to go
to your people and tell them of this abomination. You will survive this day.
Now go!"
"I remember running away as fast as I could. Never looking behind me. I
must
have ran for miles. When I finally stopped I felt a slight pain in my arms. I
then remember what the Followers as she called them did to my arms. I
looked
at them. And this is what I saw!"
The old elf slowly turned up the sleeves of his tunic to reveal his arms.
They were covered with strange runelike symbols from the wrist to the
shoulder. They were are different shapes and looking at the gave the young
elf a headache. Perhaps the strangest thing about them was the glow. They
glowed with a blue florescence.
"Sometimes the shapes change, although I don't know how or why" the old
elf
said.
"I then continued to run for the surface as fast as I could. I don't remember
the entire trip. What I do remember was waking up in a temple in Waterdeep
and that four YEARS had past. I have no memory of that time. I think that I
went mad for awhile and lived in the tunnels, but I am not sure."
"When I returned home and told the council my story it was decided that it
should remain secret".
"Grandfather, why are you telling me this?" the young elf asked.
"Tiren, you are like me. You will travel the world and have your own
adventures, and you should know. The council then decided that every other
generation of the Silvermoon family should be told in case these strange
Drow
should appear again."
"I hope not" the old elf said staring into the distance "I hope not".
An excerpt from the dairy of Tiren Silvermoon
pronounced (tearin)
Although I never went into great detail about the Drow that worship the
Cthulu Mytho's I have collected all the information that I have and have
listed it below.
When I designed Drow that worship the Cthulu Mytho's I imagined that a very
small group of the existed. Perhaps as little as 100. But after reading
material from various AD&D sourcebooks a group that small would be wiped out
rather quickly in the underdark. Therefore I believe that there must be a
community of them of at least 1,000. Please note that these Drow are very
rare. I doubt that any surface dwellers come in contact with them once in a
thousand years. And then only for a short time.
History The major break that caused the rift between the normal Drow society
and that of the Followers occurred at least a 1,000 years ago. It happened in
the small Drow community of Telkilick. Located some 900 mile north of present
day Menzoberranzan. Following a major battle with the Deep Gnomes and losing
the priestesses of Lolth decided that the reason that they had lost was that
the male wizards were conspiring to kill them. (It was true by the way). When
the priestesses returned home they immediately attacked the school of magic
and a fierce battle began. During this battle a lone mind flayer emerged from
the school of magic and began to fight with the wizards using all of his
powers. But still the battle was turning against the wizards. Finally a group
of three wizards (names unknown) formed a pyramid and beseeched the great
Cthulu to come to their aid. The priestesses laughed at what they thought was
a joke. Suddenly a number of gates opened letting lose demons of all types.
The demons immediately began to attack the priestesses and they called upon
Lolth for support. (Since they lost the battle with the Gnomes they had
fallen out of favor with her except for one lone priestess who fled the
battle as soon as it had begun). When the wizards called for the male
warriors to join them and be free of the priestesses. They looked around and
Religion This is the sketchiest part that I have about the Followers. The
only creatures that can become priests of the Cthulu mytho's are mind
flayers. This is mainly due to tradition and the fact that no Drow has ever
survived the initiation. The priests receive spells the same way as normal
priests do. These priest cannot turn undead nor control them. Also they
cannot take any kits or become a specialized priest (see special rules
latter). Religious ceremonies usually involve the devouring of a captured
enemy. This ceremony is supposed to give the soul of the victim to what ever
minion is being worshipped at the time. This is a extremely religious event
to the Followers, they try to conduct it whenever possible. Also at every
meal the Followers must consume a spider to show that they have forsaken
Lolth. Also you should note that the Followers are forbidden to goto the
surface.
Use the psionics rules as stated in the Psionics handbook. Please use common
sense about some of them.
Please not that these characters are not considered multclass and thus are
treated like a single class. Thus you can conceivably be a mage 10th level
and a 5th level psioncist.
[BDoraal posed as a "good" wizard and gained the confidences of a cleric of
Gond. With his help we was able to create the Circlets and possibly other
devices. Because of Gond's neutrality to "good" and "evil" it wouldn't matter
too much to him what the circlets do, but they have the power they do because
Doraal was somehow able to gain Cyric's aid (indirectly probably, even a
Thavian wizard would not presume to bother a god).
The two ways to remove the circlets are death (PERMENANT) of the person
bearing them, or intercession by Gond or Cyric, the indirect makers of the
devices. Leave it to the players to decide which is easier.
*NOTE* Permanent death is required, the circlets are attached to the bearers
soul and are not removable until that is beyond recall. With the use of a
wish to restore the person's life, they might come back to their former
owner...
In describing the damage done by the bite of the circlets, it should
be described as a dark "light" coursing over the victims body, leaving the
exact scaring the bearer would have recieved (ie. burns from a fireball,
gashes from a weapon, ect.)
The bearer is hit for over 20 points of damage (let's say 21 points). He
finds a victim to take those 21 points. He gets saved again, from
another 21 points of damage. he must find another victim to take 42
points of damage this time. the next time would be for 63 point of
damage etc. This will probably have a lot of bodies piling up, and have
real nasty effects on the person's alignment. I would give an exact
method for getting the circlets off, but the person who had them was in
route with his party to a temple of Gond, and was poisoned (save vs.
death) and some time before his time limit was up, he slipped away form
camp...
Also, attemts to discover the nature of the circlets should be thwarted,
although a good clue to give a bard or a sage would be to say the snake is not
found in the Realms, but was a symbol of a highranking Read wizard a few
years past.
Stephen"I don't know why you guys are so paranoid. The Ballista bolt killed it... barely"
Elven Insults
>"Those who forget the past are doomed to repeat it . . ." >Human expression
>"I AM the past and will not be forgotten"
> Grey Elven reply
The purest and most zenophobicif not the most arrogantof elven cultures
is probably that of the Green Elves. Among these folk there is a saying:
"Est eoneivan, ei ty myotha."
/EST eeOHneeVAN EE TIE MYohTHAH/
Losely translated: "Until the stones forget."
This is a Green Elven curse pronounced upon those who have done great injury
to the tribe. Though it can be invoked against elves, this is *extremely*
rare, reserved only for oathbreakers and the worst sort of criminals.
The curse can be pronounced by any elder, high priest/priestess, or
loremaster. All members of the tribe are forever after pledged to do
everything in their power to slay the recipient of the curseor be outcast.
The curse, sort of the reverse of being an "elf friend," causes all elves to
react negatively (10 point penalty to RA); and, of course, anyone who chooses
to be will such a cursed individual...
The curse does not end when the recipient is slain, but extend to any direct
descendents, on down through the agesuntil the stones forget.
Also, a curious but little known point of Green Elven honor: If any Green Elf
suffers an insult from a nonelf, it is the responsibility of any other Green
Elf presenteven a strangerto avenge the insult. The insulted elf stands
aside and waits for his kin to take care of the problem. If said kin fail to
respondsay, for example, because they've spent too many years adventuring
with humans and have forgotten their dutythat is taken as a *deadly*
insult.
Realmstalk
"If you must go into the lair of the dragon, remember then, these three
things: Make absolutely certain the dragon that first you face is the true
dragon and no work of illusion or construct; take heed and remember that the
degree of a dragon's overconfidence is inversely proportional to its actual power."
". . . Oh, and the third thing you ask? Always make sure to arrange for
resurrection beforehand."
--Shadowghent
*Lecture at the Academy of Waterdeep*
Year of the Banner
Well Met,
In my experience as a player and DM, one of the most important factors in
*realizing* a character (PC or NPC variety), is to develop a set of typical
things that the character "always" says. Because of the depth of detail
about Realmsor at least about parts of itthese "typical things said" or
"tag lines," can convey a good deal of information about a character: e.g.
religion, education, class, etc.
For example, a character in my campaign, one Kane Sellsword (NG hm F7), can hardly
help but scream:
"Great Stinking Balls of Tempus,"
every time he goes into battle. Curses, threats, blessings and the like make
good tag lines. I have a list of such in common circulation in my campaign if anyone is
interested.
Shadowghent (CG hm F7/W27), one of my first PCs (circa 1978) and now an
important NPC in my campaign is fond of quoting, "Fortune passes everywhere,"
(no points for sourcing the quote) to PCs who complain that a task is too
difficult or too dangerous, and then adding, "and if you let it, it will pass
you by." This reveals little about his place in the Realms, but then he is
not from the Realms.
The entry in FRA describing the city of Selgaunt in Sembia (something like: everyone
not from Selgaunt is an unwashed barbarian; and those from the far east and the south
are worse, they're "pretentious unwashed barbarians") has done wonders for providing
stock NPCs for comic relief. One such is Ilur Ilurisian, a consummate fop who never
goes anywhere without his nosegay, his walking stick and without being prepared to
say something like, "Oh really, Dragons attacking? It all seems rather boring to me."
This sort of behavior would be an immediate flag for my players that they should pay
special attention to such a characterwho cannot possibly be as silly as he seemsif he
were from any place but Selgaunt. Of course, it just so happens that Ilur Ilurisian is
actually a T12 (Assassin) in the employ of the Shadow Thieves (and is not really from
Selgaunt at all). Playing the fool can actually trick even the wiliest of PCs, so long as
every fool you introduce doesn't turn out to be yet another Zhentarim spy!
I encourage my characters to come up with tag lines, and with quotes which are added
to the header pages of my Realms notebooks. Some examples:
"If all else fails, then I shall kill him later."
Wintermyth (LG em F15/T18)
*The Council of Shadows,
referring to a potential new enemy*
Year of the Staff
"When in doubt, start a brawl."
Redblade (N ?m F14)
*Holding forth at the Bloody Fist*
Anytime
Flavious Deximoor (CN em F8/T10)
*Reply to Redblade
Anytime
"The best revenge iskicking off in their butts."
Kane Sellsword (NG hm F7)
To Caen McCrannog (NG hm B8),
to forestall a lengthy lecture about
Harper ethics.
Year of the Banner
Realms Idioms
(Things that people say that seem to make sense to other native
speakers)
The following is a compilation of idioms, quotations, curses, blessings, boasts and so on
in common circulation in my campaign broken down by geographic region and race.
**Humans:
Waterdeep and the North:
*That hound won't hunt.*
Of an illconceived plan or scheme, a mild insult.
*Counting Coin.*
Thieve's cant expression meaning to size up or case a particular
potential
victim, particularly for a cutpurse job.
*To sell slaves in Silverymoon.*
To do something that violates local law/custom in a particularly
outrageous and obvious way and then say: >I didn't know any
better.
*When the walls fall down.*
In Waterdeep, to mean *When Hell freezes over.*
*To miss the tide.*
In Waterdeep, to miss out on a wonderful opportunity because of
bad planning.
*Auril's Kiss.*
A sudden realization of something terrible; a cold slap in the
face.
*Beshaba's Bad Breath!*
*Cyric's Sword!"
A curse and a double entendre. It is generally frowned upon and
considered bad luck to mention the Dark Sun's name.
(Note: History/Literature are replete with examples of curses and
oath's by the genitals of various deities. The best example is
the common shakespearism: 'od's Bodkin, that is: God's Dagger.)
*Gond's Gears!*
A curse, something unnecessarily complicated and unlikely to
work.
*Helm's Hemorrhoids.*
A jest, irreverent, to deride a necessary but unappealing task.
*By the light of Lathander.*
An oath or blessing by priest's thereof.
*Leira's Lamentation(s).*
Something that is not what it seems, particularly feigned grief,
a double entendre when spoken because Lliira (Our Lady of Joy)
is pronounced the same way as Leira (Lady of the Mists).
*Loviatar's Caress.*
Something that hurts, also *Loviatar's Lash,* for those less
given to subtlety.
*Mystra's Miracles!*
An exclamation of surprise, as when something happens by
unexpected magic, also note that >Miracles< is sometimes
replaces by various offcolor and anatomical references in
less savory company.
*Fool's Gold,* or *To take Fool's Gold.*
An adventurer's watchword meaning to take on an adventure so
dangerous that only the god Torm (The True, the Foolish) would
attempt.
*Great Stinking Balls of Tempus!*
A battle cry, shouted with much gusto.
*Bane's Black Blood.*
An oath/curse, actually more common these days that the Black
Lord is considered dead.
Many of the oath's and curses found in Waterdeep and the North are
also found here with the following additions:
*By the Dragon!*
>By the King,< also, *By the Dragon's Sword/Throne/Crown.*
*When the Throne Topples.*
*When Hell freezes over.*
*Keep your Peace Knot tied.*
Don't go getting all upset over nothing.
*The difference between an adventurer and an idiot is difficult to
determine,* sometimes it is added: *until you draw weapons.*
Also: *The difference between and adventurer and an idiot can be
tested by time: idiots live longer.*
**Elves:
*Before Selune began to cry.*
In the beginning; a damn long time ago.
*Shardae* (SHARday), "Winds blow."
A neutral elven greeting indicating that chance has brought you
together.
*To walk familiar paths.*
A metaphor, to remember, to dwell in the domain of elven memory.
*The way of sword and bow.*
The warrior's code; it is said of an elf who does something
dishonorable:
*His bow is broken, his sword grown dull.*
*The way of harp and song.*
The minstrel's code; it is said of a minstrel who has done
something dishonorable: *His harp is unstrung, his song's
forgotten.*
*To see the wind,* also *To hear the starshine.*
Euphemisms of this sort (sensory contradictions) are used when
Note that elves are not given, as a rule, to casual cursing or
oathmaking. One of the worst things in elven society is to be
an oath breaker, therefore such things are not done in jest or
exasperation, but only in earnest. Adventuring elves sometimes
pickup human expressions which shock other elves; if such
expressions are translated back into elvish it is considered
vulgar in the extreme.
**Dwarves:
*By my beard!*
I'm being VERY serious.
*His beard is long.* or *...longer than his years.*
He is wise/wiser than his youth would make him.
*His axe is sharp.*
Said of a good strategic thinker.
*Under the Mountain.*
Safe, well protected.
*Open to the sky.*
Unsafe, unprotected.
**Adventurers:
*That's why archmages are at the top of the food chain.*
Annoying comment, pointing out the obvious after the fact.
*Bring extra bowstrings.*
Come early and bring help.
*You check with the sage, I'll check with the barmaids.*
Warrior's watchword.
*No more Firewine for the barbarian (wizard/dwarf, etc.).*
Said of someone going too far with a jest or scheme.
*Orcsnack.*
Nickname often given to green recruits.
*Looks like a job for an NPC.*
Said when walking into an obvious and unavoidable trap.
You old guys are always on with the doom and gloom.
If I had a copper piece for every time I was sent
out to save the universe, I'd be drowning in coins.
Flavious Deximoor
Conversation with Elminster
Year of the Shadows
Goblin Languages/Names
*To Turnstone Pass, nigh Hellgate Keep,
Came six bold riders in Winter's deep;
With sword held high and art in hand,
They came upon that shrouded land.*
*In driving wind and blowing snow
of undead shadows they came to know,
and learned of many sprectral things
hidden in the the stoney rings.*
*Three bright comrades, then fell fast,
In the falled darkness dead at last:
Where six there came nigh Hellgate Keep,
Left only three in Winter's deep.*
Aristillion Songleaf (NG hem B15)
*Ballad of the Knights of Mist*
Year of the Harp
This is excerpted from *Linquez Golbynz*, an ancient Thorass manuscript stored in
Candlekeep and translated into the common tongue by Aristillion Songleaf, veteran
bard and now lord of the recently (1374 DR) reconstructed Ardeep Castle:
The goblinoids of the Faerun share a basic linguistic heritage, there speech derived from a
hypothetical language referred to by sages and loremasters as protogoblinoid. The various
forms, orc, goblin, hobgolbin, ogre and so on are all derived from this original language.
As sages know any language is made up of three basic parts:
1) phonology/morphology (how sounds make words)
2) syntax (how the words go together)
3) semantics (the meaning)
The next most basic unit of a language is the morphemesounds that make a meaingful
difference.
In most goblinoid languages, including common goblin as it is spoken on/near the surface in
the Heartlands, there are 12 and only 12 meaninful sounds:
1. /a/, where /a/ is pronounced as in yawn
2. /o/, where /o/ is pronounced as "oo" in boon
3. /u/, where /u/ is pronounced as in bug
4. /e/, where /e/ is pronounced as in get
5. /g/, as in get
6. /k/, as in cot
7. /n/, as in rain
8. /m/, as in man
9. /d/, as in damn
10. /f/, as in fun
11. /b/, as in bud
12. /t/, as in tug
Thus the goblin alphabeta fictional entity of coursewould consist of the vowels: a, o, u & e
and the consanants b,d,f,g,k,m,n,t *always having the sound value listed above*.
Thus the common goblin word *kug*, meaning me, self, I, we, all of us here and similar
concepts always including the speaker.
The morphology of goblin words requires a consistent ConsonantVowelConsonant pattern in
nouns and a ConsonantVowel pattern in verbs, in all but the most arcane and ritual uses
(typically found in words borrowed from other languages).
About 70% of common goblin words have one sylable and another 25% have two, thus only
5% of goblin words have more than one sylable.
Obviously, with only twelves discreet sounds arranged in one and two sylable words, the basic
goblic vocabulary is not vary large. In fact is consists of less than 500 words in common usage.
Objects (things acted upon) always come last in a goblin sentence. This creates awkward
moments at times because by goblin ettiquete and important creature (one capable of killing
you or at least beating you senseless) can never take the place of an object. So a subaltern
goblin would say: *kogma mu kug*, literally "The captain gave it to me," but actually meaning "I
gave it to the captain," which any goblin would understand to mean: "The captain took
something from me."
Note that this is actually a complex system of usage that has evolved to reinforce goblin
customs even in spite of the limitations of the language.
I will not delve further into the nuances of goblin semanticssuch as they areexcept to
provide the following breif lexicon:
*kug*--me, I, myself, self, we, us, all of us, me and my friends, family and/or tribe
*na*--not, none, no
*da*--yes, agreed, comply, thus the word *dakug*,for a slave, servant or underling
*ma*--a particle added to other words to intensify them, roughly "more," or "greater than."
*kad*--dead
*kada*--to kill
For the most part goblins address each other as *nakug*, "You!" and refer to themselves as
*kug*, some having no other known given name. Goblins that do rate personal names tend
toward naming themselves in a way that implies or suggests battle prowess: *Kadamek*,
"Enemy Killer," and will have names with three of more sylables (this is a sign of importance);
lesser goblins have "calling names," those used by their fellows. These names are either
neutrale.g. *Tam*, "Black," or derogatory, *Nakad*, "Not Dead (yet)."*
Thieves Cant
General
Accomplice Hired Help Lockpick Punchline
Arrested Invited Lookout Pair of eyes
Backstab Shoulder Tap Losing a Hand Dropping a Glove
Bribe Expense Money Burglary Visitin' The Neighbours
Climb Taking A Big Step Magic Flash
Dagger Pig Poker Magic Item Bagged Flash
Die Goin' Legit Night Watchmen Moon Pigs
Dog Fang Open Tell a Joke
Door Lid Pickpocket Purse Collect(or,ing)
Fence Uncle Plan (n.) Signals
Flogging Getting Stripes Planning Flag Waving
Guard Pig Prisoner Hizzoner's Guest
Guard (boss) Papa Porker Quiet Smooth
Risk Boredom Hang Ridin' The Rope
Rope Danglestuff Healer Tinker
Sell Switch Steal Borrow
Hello KnockKnock Tie Up Dress Up
Hide Shadow Dance or Thief Gentleman
Crawl in a Hole Torture Have Tea with the Pigs
House Crib Bystander Dodgies
Informant A Hole In Need Trap Bite
of Plugging Trial Show
Injury Scratch Wall Tilted Floor
Injury(bad) Broken Finger Window Backdoor
Jail Guesthouse
Jailbreak Going Home
Judge Grandpa
Kill Have a Chat With
Knock out Tuck In Bed
Lock Joke
TREASURE
Bronze Bronze Diamond Chunk o' Gin
Copper Rust Emerald Green Beer
Gold Yellow Tin Sapphire Berry Wine
Platinum Shiny Tin Pearl Milk
Silver Tin Ruby Chunk o' Brandy
Time is measured in hours after sunset and sunrise. One hour is called a
finger. After sunset is "clean", after sunrise is "dirty".
Noon: "six dirty fingers"
Midnight: "Thumbs"
3:00 am: "nine clean fingers"
"fingers" can be divided into three 20 minute periods called "knuckles".
2:20 pm: "first dirty knuckle on the eighth finger"
1:19 pm: "first dirty knuckle on the seventh finger"
4:45 am: "second clean knuckle on the tenth finger"
Other phrases
Near sunrise "Gettin' dirty"
Near sunset "Almost clean"
If a thief suspects that he can be overheard hand gestures may be used. In
this case, the back of the hand is "dirty" and the palm is "clean".
There are hundreds of variations based on this scheme. Thieves planning a
crime will agree beforehand on the which to use.
Size and Weight
Size
big Tall man
small Short man
Weight
Heavy Fat lady
Light Thin woman
Specific lengths and weights are given in normal measurements.
Example Conversation
Thief #1: "Knockknock, Blackhand an I were flag wavin' bout visiting Papa
Porker's crib at seven clean fingers. We're lookin' fer a third
gentleman for a pair o' eyes. Interested ?"
Thief #2: "What style of stuffing ya wanna to borrow ? Who's your uncle ?"
TRANSLATION
Thief #1: "Hello, Blackhand and I were planing on burglarising the Captain of
the Guard's house tonight at 1:00 am. We need a third theif to act
as lookout. Are you interested ?
Thief #2: "What kind of loot are you going to steal ? Who's your fence ?
Thief #1: "We won't need a fence. We are going for money only."
Thief #2: "That's going to be heavy work. Sounds too risky. I'm not
interested."
The Hidden House
(Detailed in TSR book: Crown of Fire)
I think the Hidden House is an extra dimensional place which is linked to the
house of the Lord of Eveningstar. It should have more or less infinite rooms. Every
round you open a door, the door opens on a different place, unless you know some
watchword. It has plenty of magical permanent gates opening to all Faerun and it is
guarded by magical watchers. I think they should be "Helmed Horrors" (found in the
second FR Monstrous Compendium) in various numbers. Moreover, it has some
permanent special rooms (ie. the entrance: with the window and the hall of banners
and the PLACE where you can use spellfire without problems.) which can be used as a
guide.
The owner of the HIDDEN HOUSE gets a lot of power inside it. This can account
for the ability to move a room to trap an undesidered guest. I would advise you to
create shortcuts so that people could arrive in a few moments from the whole place (I
suggest the openning of one door per round) and the ability to discern the presence
and location of every being (living or not) inside it. Use of spellfire inside it is HIGHLY
frowned upon as it would probably blow out the entire Hidden House, Eveningstar,
and probably ruining some hudreds of places in the Faerun and the inhabitants.
However I think that it should recreate itself after a bit of time possibly in another
location.
For those of you who have or can get a hold of the AD&D
First Edition module series A1-A4, Eric Boyd has came up
wiith some extensive information on where and how to place
these modules into the Forgotten Realms.
Plot Summary:
The Iron Throne (a nefarious merchant organization) is known for its
rumored nefarious activities, although it can't be proven. It is known
that the Iron Throne is trying to control the weapons trade in the
western Heartlands.
Actually, the Iron Throne is a front for the slavers organization,
known (secretly) as the Slave Lords of the Iron Throne.
Iron Throne agents have hired the gnolls of the Gnoll Pass region
to waylay numerous caravans in the region. The slaves are then
shipped north to an abandoned fort on the border of Anauroch and
the Stonelands. (A2)
>From there, some slaves are shipped further north to the ruins of
Port Kir, along the western edge of the Desertedge Mountains,
currently inhabited by orcs and goblins. The main base is an
abandoned temple (A1). In the depths of the temple is an
ancient gate that exits on the shores of the Isle of Prespur
in the middle of the Sea of Fallen Stars. (Note that the Isle
of Prespur is the only major island NOT detailed in FOR3, Pirates
of the Fallen Stars.)
The slave lords have numerous other gates leading throughout theR
Realms so they can literally snatch slaves from ANYWHERE. Slaves
are offloaded from the Isle of Prespur through the port of Scrape
(see "Green Lady's Sorrow" Dungeon Magazine #___) and shipped
throughout the Realms.
Obviously there are many more subtleties to this adventure, but this is a brief summary.
Oh yes I completely redid the actual slave lords: here are BRIEF sketches:
Inner Council
The Inner Council consists of the nine chief slave lords, who
rule by consensus. Although each slave lord of the Inner Council
is supposedly equal, a loose unofficial hierarchy does exist,
and several of the slave lords represent other powerful evil
groups based throughout the Realms. The slave lords are domi
nated by two powerful personalities, a Red Wizard known as Koss,
and a drow priestess named Elvraema Naerth. Most of the other
slave lords tend to support one or the other of these preeminent
lords, creating two loosely knit factions on the Inner Council.
When a member of the Inner Council is killed, and cannot be
raised, a new member is nominated from the Outer Council. Every
organization represented on the Inner Council, such as the
Zhentarim, the Red Wizards, or the drow, have several members
on the Outer Council, and these lesser slave lords tend to serve
their superior on the Inner Council directly, although not ex
clusively. In addition, there are several 'independent' members
of the Outer Council, whose alliances with the Inner Council
Chief of slave procurement network, responsible for gathering
slaves second daughter of unknown drow city and noble family, house
is currently in the fifth position on ruling council prefers to fight through
minions and spells, guarded by pet giant spider, and served by quasit
named 'Igatch' depraved and degenerate, arrogant and cruel, extremely
whimsical seeks to dominate Slave Lords, and personally eliminate the
arrogant Koss.
Koss (10th Level Necromancer (Red Wizard of Thay), LE Male Human)
*staff of thunder & lightning
*bracers of defense AC3
*wand of fire
*ring of wizardry (doubles first level spells)
*potion of ghast control
*talisman of memorization
Chief of slave distribution network, responsible for selling
slaves young Red Wizard eager to make his mark, apprentice of ___
___, Zulkir of Necromancy enjoys fighting through undead, often
animates defeated opponents as undead, guarded by a pack of ghasts
extremely reserved, fascinated by power and the control of others
cares only for personal power, believes only Elvraema stands
in the way of his complete domination of the Inner Council.
Overall military commander, and head of Suderham armed forces.
Famed gladiator of ___, Chessenta cautious, skilled warrior who
fights only to win skilled strategist, approaches life as a giant chess game.
Favors Koss, but largely uninterested in factionalism.
Daia the Slight (7th Level Thief (Assassin), LE Female Human)
*cloak of the bat
*Wasp dagger of venom
*Mosquito dagger of throwing
*(bottled) scarab of death
Chief assassin of Slave Lords
Renegade Night Mask, devout follower of Mask and Talona
wields twin daggers, and employs numerous poisons
relentless hunter, coldly methodical, holds longstanding
grudges, favors no one, currently sides with Elvraema.
Lord Tuskar (9th Level Fighter (Noble Warrior), LE Male Human)
*bracers of blinding strike (FOR2, p. 76)
*Bloodletter rapier of wounding +1
*Engarde maingauche of parrying +3
*ring of fire resistance
*potion of extrahealing (2 doses)
Titular ruler of Suderham.
Rogue nobleman of Sembia, can appear as upstanding gentleman
finesse fighter and duelist, prefers the rapier cruel sadist, enjoys torture.
Favors Elvraema (and is somewhat attracted to her), dislikes Throg intensely.
Admiral of raiding fleet of ships and underwater operations.
Second son of king of sahuaghin nation beneath the waters of
the Wizard's Reach. Fourarmed monstrosity, often wades into
battle barehanded, prefers to eat human flesh. Sadistic monster,
cunning tactician, shrewd manipulator. Allied to Koss and the
Red Wizards, often clashes with Elvraema.
Alvana of Sossal, the Ice Bitch (4th Level Priestess (Auril)/7th Level
Fighter (Myrmidon) dualclassed, LE Female Human)
*Frostbite frost brand bastard sword
*white dragonscale armor
*boots of the north
*ring of water walking
Head of recruitment and second in command of military forces.
Mercenary and former member Cult of Frost. Relentless warrior,
wades into battle without fear, gives no quarter,vindictive tyrant,
coldhearted, beautiful but vain,admires Koss, secretly jealous of
Elvraema, respects Throg.
Lavin the Smooth (5th Level Thief (Spy), CE Male Hairfoot
Halfling)
*greenstone amulet (???)
*ring of mind shielding
*ring of teleportation
*bag of tricks
Chief diplomat and ambassador.
Wanted conman hailing from Aglarond. Avoids physical
conflict if possible, uses mental defenses primarily (he is a
wild talent psionicist), capricious trickster, a smooth liar and
Treasurer and bookkeeper.
Newly promoted representative of Zhentil Keep and the Zhentarim.
Wades into combat using crude, but brutal, fighting style, intrigues
constantly, trusts no one, tries to manipulate enemies into fighting
each other, seeks to eventually dominate Inner Council.
Truly uncaring, Belanox views all other members of the council
with equal distaste, allies himself as circumstances dictate
Outer Council
Sturm Bucholtz (5th Level Thief, NE Male Human)
*ring of protection +2
*potion of invisibility
Renegade Night Mask
Heads operations in Port Kir, commands many orcs from Desertedge
Mountains.
Loyal to Daia the Slight, motivated by more by fear of the
assassin than anything else
Markessa (5th Level Mage / 5th Level Fighter, AL CE Female Half
Gold Elf)
*ring of armoring +1
*Flash short sword of speed
Blackthorn (Male OgrePMagi)
Orpheat the Croc (4th Level Priest (Sebek), NE Male Werecroc
odile)
Wasp, dagger of venom
Mosquito, dagger of throwing
Bloodletter, rapier of wounding +1
Engarde, maingauche of parrying +3
adds +3 to 'attacks' when parrying only
Frostbite, frost brand bastard sword
acts as ring of fire resistance
Flash, short sword of speed +1
can haste its bearer three times per 24 hour period for 5
rounds
Obviously there are many more members of the Outer Council ...
Scenerio #1 [Altered Version of Doom of Daggerdale]
From: Chris Seabrook <[email protected]>
My altered version of Doom of Daggerdale will be a prelude to the
Daggerdale Trilogy. Here are some brief sketches; comments are appreciated:
SPEAR OF DAGGERDALE: Randall Morn calls for aid from the heroes. It
seems the legendary Spear of Daggerdale *does* exist after all. The Spear was
an artifact up until now believed legendary; it was said an army that held the
Spear was undefeatable. It was believed lost in the time of Randall's great
greatgreat grandfather; he had been on the throne for but a yaer when his
four brothers stole the Spear in jealousy, split it into four pieces using
a vorpal blade, and each escaped with a piece. The Zhentarim, however, have
stumbled upon information that will allow them to find the four pieces;
after Randall (a worshipper of Tymora) discovered this, a halfelven seer
came to his camp, claiming visions had been sent to him of the Spear. Randall
is unable to spare the men and so dispatches the PCs (his friends from DOOM)
along with the seer to investigate this claim. This takes the PCs on a trip
through the Dales (including a sequence underwater in Shadowdale, where they
meet Ashaba, the original Lord of Shadowdale, now a water elementallike
being). It ends in Myth Drannor, the only place the Spear can be reforged.
REBELS OF DAGGERDALE: Assuming the PCs recovered the Spear,
this module occurs some time later, within months of the fall of Zhentil Keep
in PRINCE OF LIES. Dagger Falls had been flooded with those Zhentarim that
escaped the fall of the Keep; however, Cyric, enraged at the Zhents' (and specifically
Fzoul's) betrayal, set a trap for them. He granted special powers to a priestess of
his in Daggerdale (Eragyn from DOOM); Randall Morn, emboldened by the fall of
the Keep (Tren's backers) and driven on by the Spear (more on that later),
sieges the city as Cyric knew he would. However, one of Randall's men
turns traitor and steals the Spear. It is at this point the PCs arrive,
having been called back to Dagger Falls for the siege.
After an investigation, it is revealed the "traitor" was none other than
Maxas, Randall's bodyguard since he was a child. Maxas stole the Spear
because of its effect on Randall (remember, artifacts tend to twist the
character of those who wield them); the Spear engendered in its wielder a
powerful desire to defend Daggerdale from invaders at any cost, which led to
(1) Randall has a woman that he is in love with, yet he has vowed neither
to marry her or to have relations with her until Daggerdale is in his
control.
(2) Tren is the only one (apart from Eragyn) still alive in Dagger Falls;
however, he has been driven insane and is but a mindless husk, his
face forever contorted in a look of pure horror.
SECRET OF DAGGERDALE: Scene shifts to five years later. Dagger Falls has
been rebuilt, with Randall as lord. However, he never revealed exactly how
he was able to recover from his mortal wounds in REBELS. Now it will be told.
Exactly five years from the day he recovered, Randall is visited by a
dark armored figure. Turns out he made a pact with an otherworldly figure
(haven't decided who or what yet any suggestions?) while comatose: in
exchange for his recovery and peace in the dale for 5 years, both Randall and
the dale (and all inhabitants) would be forfeit to the power. The dale
(along with the PCs, who were there for the celebration of the anniversary)
is cast into a hellish nightmare land. [BTW, yes, this pact would be in
character for Randall at the time of REBELS; he was nearly driven out of his
mind by the Spear. Later, he had merely assumed it was a feverish dream].
[No ending as yet ]
From: "Eric L. Boyd" <[email protected]>
Background
Daggerdale, traditionally one of the most isolated and reclusive of the
Dales, is under siege from all sides. Goblins and orcs raid down from the
mountains, brigands hired by Zhentil Keep mount increasingly frequent guerrilla
attacks, and as law and order break down, more and more monsters are seen from
the Border Forest and Spiderhaunt Woods. The Dalesmen are fighting back against
these incursions, and they have some help from the nation of Cormyr to the south
and Shadowdale to the east, but brave heroes are needed if Daggerdale is to be
saved!
Located in a small valley nestled between the Desertmouth Mountains to
the west, the Border Forest to the north, and the Dagger Hills to the east, the
dale is settled primarily by hunters, trappers, and fishermen. Most of the
inhabitants are human, although not a few inhabitants have elven blood, tracing
their ancestors back to the Gold elves of the Border Forest who have long since
vanished, and the remainder are Tallfellow halflings.
The only community of any size is the town of Dagger Falls located on
the northern banks of the River Tesh which flows east towards the Moonsea. In
years past, it served as a common market for the dalesmen to sell their crops
and products to merchants of the Moonsea, but in recent years it has fallen on
hard times with the collapse of Teshendale and the rise of Zhentil Keep. A
variety of other hamlets are located throughout the valley, but none have more
than forty inhabitants.
Daggerdale is ruled by a council of twelve elders, elected by the
various hamlets and the citizens of Dagger Falls. The current chief elder of the
council is Dalar Melinth, a farmer with large landholdings along the banks of
the River Tesh west of Dagger Falls. The council determines the taxes of the
dalefolk, primarily used to fund the militia. All ablebodied dalesmen and
daleswomen are expected to serve in the reserve militia, including at least two
years of active duty. In addition, Daggerdale has employed many mercenaries,
including a detachment of Red Plumes from Hillsafar to aid in its defense.
Daggerdale is threatened by many different groups and monsters, all
with different sinister purposes which brave heroes will have to overwhelm!
Following is a list of some of the most sinister foes.
Zhentarim Forces
Based in Zhentil Keep, the Zhentarim is a sinister organization of
priests of Bane, evil wizards, fearsome fighters, and dastardly thieves. They
are currently interested in destroying Daggerdale as it lies astride a major
trade route they are trying to establish. Currently only wellarmed caravans
will pass through Daggerdale and then only through the more remote sections, but
they usually pass unhindered. In addition, several groups of brigands roam the
wilder reaches of Daggerdale in the employ of Zhentil Keep under Zhentarim
commanders. They terrorize outlying farms, raid merchants, ambush militia
patrols and generally cause as much mayhem and terror as possible without risk
to themselves. This is part of the plan to "soften up" Daggerdale before the
eventual invasion.
Cult of the Wolf
This evil cult is based in the southern reaches of the Border Forest.
Founded by a priest of Malar named Slemdrak Wolfclaw, who is also a werewolf, he
has infected most of the members of this small but growing cult with
lycanthropy. On nights of a full moon, the members of the cult gather into the
Pack and roam the countryside attacking solitary travelers and outlying farms.
Its members include Zhentarim brigands and dalesmen of the region and, according
to rumors, one council elder.
Bloody Dagger Goblin Tribe
Based in the Dagger Hills between Shadowdale and Daggerdale, this large
goblin tribe is widely scattered, living in small family groups that owe loose
allegiance to a renegade hill giant named Grolth, believed to be a priest of the
dark god Cyric. There are many lost burial mounds and tombs of unknown origin in
the Dagger Hills. While most of the goblins live in crude structures or shallow
caves, some have taken up residence in plundered tombs. The goblins survive by
aiding neighboring farms and limited trapping and hunting. Of late they seem to
have gotten bolder as the Daggerdale militia is stretched thinner and thinner.
Grolth has plundered many tombs himself and has freed numerous undead to wander
the countryside which prey on goblin and dalesmen alike.
Screaming Banshee Orc Tribe
This widely scattered orc tribe lairs in the Desertmouth Mountains along
the western border of Daggerdale. Rangers of the Fellowship of the Silver
Unicorn in Daggerdale have traditionally eliminated any orc with enough promise
to assume leadership of the entire tribe, and as a result this tribe, although
numerous, is fragmented into numerous competing clans which war against each
other incessantly. If a strong leader were to emerge, the Screaming Banshees
could easily overrun Daggerdale, but for the time being, isolated orc clans
launch infrequent nighttime raids against the western regions of Daggerdale.
NPCs
Friendly Forces
Daggerdale would quickly be overwhelmed if it were not for the efforts
of several organizations based in the region. These existence of these groups
is common knowledge, but their membership fluctuates and some of the groups are
not forthcoming about who exactly are members.
Circle of the Seven Daggers
This is a small circle of druids based in Daggerdale who serve Chauntea
and administer to the farmers in the region. None are of particularly great
power, and the circle is currently in disarray as several highranking druids
have recently been assassinated by agents of Zhentil Keep. These druids work
closely with the members of the Fellowship of the Silver Unicorn, but maintain
their distance from the priests of the Temple of Helm.
Temple of Helm
Worship of Helm, the god of guardians, has always been strong in the
Daggerdale region, especially with the rise of Zhentil Keep in the region. As
Daggerdale's troubles have increased in recent years the priests of Helm have
assumed command over the Daggerdale militia and played an increasing role in the
governing of Daggerdale. Several small shrines exist throughout Daggerdale, but
the main templefortress guards the eastern approach to Dagger Falls. Relations
are tense with the druids of the Circle of Seven Daggers, but the priests are
building strong contacts with the rangers of the Fellowship of the Silver
Unicorn as they face common enemies.
Cormyrian Army Outpost
The Purple Dragons of Cormyr are currently hard at work rehabilitating
an abandoned keep in southwest Daggerdale, known as Castle Dunbarton, as they
have a strong interest in preventing Zhentil Keep from overwhelming the region.
They have not yet been "invited" in by the Daggerdale council, so they are
keeping their presence a secret and obtaining supplies from the garrison in
Tilverton. Cormyr's ambassador is the War Wizard Elemkatha (M7) who currently
resides in a small tower outside of Dagger Falls and aids in the defense of
Daggerdale as well as training the promising members of the local populace in
the use of magic. She is currently trying to convince the more stubborn members
of the Daggerdale council to sign a mutual defense treaty with Cormyr and allow
a garrison to be stationed in the dale. Although most members are resisting
because Daggerdale is traditionally independent and isolationist, Elemkatha
believes at least some of those resisting CormyrUs offer are in the employ of
Zhentil Keep or the Cult of the Wolf.
Setup Notes
The purpose of the following adventure is to bring the adventurers
together and get them used to working together. Before this adventure begins,
they have all been secretly recruited by the Cormyrian War Wizard Elemkatha.
The DM should individually roleplay each playerUs recruitment before beginning
the adventure.
Background
Unbeknownst to most of Daggerdale's inhabitants, Cormyr has been
secretly aiding Daggerdale to survive multiple threats from surrounding hostile
powers. Cormyr is attempting to convince the Daggerdale council to invite them
in openly, but so far the council members have stubbornly resisted all outside
assistance.
Cormyr's ambassador to Daggerdale is the War Wizard Elemkatha. She has
been coordinating CormyrUs efforts in the RcapitalS of Dagger Falls to swing the
councils votes. Meanwhile Cormyr has been secretly refurbishing the abandoned
keep known as Castle Dunbarton in southwestern Daggerdale as a future base in
the region. Elemkatha has been sending frequent secret correspondence to the
Commander at Castle Dunbarton which is then sent on to Suzail advising Cormyr
of events in this corner of the world.
Unfortunately the most recent dispatch from Castle Dunbarton has
disappeared along with its messenger, a young ranger by the name of Kelvan
Fleetfeet. Through the use of several divination spells, Elemkatha has
determined that Kelvan was abducted by bandits based at the western tip of the
northern end of the Dagger Hills in an abandoned watchtower. If these bandits
realize what they have seized and pass it on to either the Daggerdale Council
or agents of Zhentil Keep, this could seriously derail Cormyrss attempts to
support Daggerdale, and the Castle Dunbarton project might have to be abandoned.
In her position of Cormyrss ambassador, Elemkatha can not go traipsing off
into the wilderness, and she does not want to raise any suspicion among the
numerous agents of various powers in Dagger Falls that there is something of
value in the Dagger Hills.
Instead, Elemkatha has decided to surreptiously hire a band of
adventurers to raid the bandit's tower as this will attract a lot less
attention. She has attempted to recruit the best of the Ryoung adventurerS
types who have moved into Daggerdale in recent months as chaos descends over the
region. Without explaining the details of the correspondence she wishes to
recover, she has just put together a band of young adventurers (the PCs) to go
1) Disturb a black bear (hp 17) and her cub (hp 5) in the woods south of Dagger Falls.
2) Travel up a dry streambed and dislodge a thirst of nine stirges (hp 6 each).
Find ancient magical dagger +1.
3) Nighttime attack by a small band of six skeletons (hp 5 each) armed with
goblin weapons dislodged from their ancient barrow by goblins (who have
subsequently perished). Their instructions from the longdead necromancer
were to attack all that they encountered (appropriate for the tomb they were
supposed to be guarding.) They are garbed in decrepit garments (once
worth a fortune) and fine gold jewelry (all told worth 65 gp).
Keep Encounters
The following brigand stronghold is based upon "Brigand's Lair"
adventure in Wilderness Encounters book. There are seventeen brigand's overall
lairing in an old abandoned watchtower. The tower sits on top of a high cliff on
the western edge of the Dagger Hills at the point closest to the road that leads
south from Dagger Falls toward Tilverton. At the base of the cliff flows the
River Dagger which eventually links up with the River Tesh east of Dagger Falls.
The watchtower was used originally to help secure the trade road south
from the goblins in the hills. It was eventually abandoned for lack of funds as
Daggerdale has fallen on hard times in recent years. Three months ago, a band of
brigands moved in and have been "taxing" passing caravans ever since. The leader
of the band is secretly in the employ of Zhentil Keep, and thus allows Zhentarim
caravans to pass unmolested. All others are fair game though.
Unbeknownst to the builders of the watch tower or the current occupents,
an ancient tomb exists below the watchtower's basement. Built ages ago by a long
forgotten culture, the catacombs were carved into the heart of the hill and the
permanently sealed. Since that time, the river has worn away the hillside to
form the cliff which exists today. The barrow is inhabited by an ancient wight,
freed after centuries of imprisonment by a rockslide over a decade ago. The
wight climbed up the cliffside and slew several members of the local militia
stawhen a rockslide on the cliff created an opening into the barrow. This
occurred back when the watchtower was in use by the local militia. The
"mysterious deaths" were due to the wight.
1) Hallway lined with twelve skeleton guards (hp 7 each) in bronze plate mail
armed with footmanUs flails. (Kelvan avoided this main hall by going
through a secret door which is now barred from the inside that leads to the
main tomb.
2) Ancient barrow of a wight (hp 21) and Kelvan, now a halfwight (hp 10).
The wight wields the blade named in its inscription as RBloodthirstS a
scimitar of wounding +1.
3) Secret treasure room protected by a long dormant brown mold. Arrayed on a
small platform is a suit of ancient bronze plate +1, a set of 12 crystal
goblets worth 15 gp each, and a rotten wooden chest containing 500
electrum pieces of ancient coinage.
Wilderness Encounters
1) Ambush outside banditUs tower by 10 goblins (hp 4 each) of the Bloody
Dagger tribe and two pet ghost (large) spiders (hp 9, 8) who observed
the party attack the bandit stronghold (they had been planning to attack
themselves in the near future) and have decided to fleece the victors of their
spoils. The goblins carry 38 pieces of silver all told and unusually fine
weapons. (This should raise some eyebrows and be investigated at a later
date).
The Lost Mines of Tethyamir
(Adventure #3)
Located in the mountains northwest of Daggerdale are the fabled dwarven Mines of
Tethyamir. The kingdom of the Iron House was overrun by tribes of orcs and goblins
many years ago and its rulers went into exile. Recently however their have been several
rumors that dwarves have retaken their ancient homeland. If this is true, the dwarves might
be willing to provide a lifeline of weapons and armor in return for crops and meat from
Daggerdale.
There is believed to be an entrance to the dwarven realms beneath the long
abandoned Eastgate Keep which sits in ruins beneath the shadow of Twinpeak Mountain.
Players' Knowledge:
The forboding fortress known as Eastgate Keep has long been abandoned. It sits in
the shadow of Twinpeak Mountain, located on the eastern slopes of the northern end of the
Desertmouth mountain range. It was originally built centuries ago by dwarves for the men
of Daggerdale to guard the entrance to the caverns along which trade flowed between the
two communities. It was eventually conquered by orcs after they overran the Mines of
Tethyamir. The castle soon fell into neglect and is now nothing but a ruins. Beneath the
ruins are supposed to lie many chambers hewed from living rock to temporarily store trade
goods passing between the communities of men and dwarves. It is unknown what horrors
may currently make their abode in the chambers beneath the ruins, but they are sure to be
hostile to humans and demihumans. It is rumored that the bowels of the fortress contain an
entrance to caverns connecting with the Mines of Tethyamir, but whether this is still true or
ever was is unknown today.
Dungeon Master's Background:
Currently the chambers beneath Eastgate Keep are inhabited by a clan of orcs (the
"Elfskulls", members of the Screaming Banshee tribe) ruled by a selfstyled ogre "king"
named Vrag'ral. Vrag'ral hails from the northern reaches of the Border Forest, but prefers
the easy living in his petty "kingdom". The clan raises giant rats and fungi for food, but
prefers to supplement their diets by raiding the surrounding lands.
The orcsU giant rat herds are often preyed upon by tunneling osquips, and the orcs
themselves are occasionally preyed upon by a slithering tracker. (This beast may leave in an
adventurer's backpack when they return to town, and later turn up as the source of deadly
"vampire" rumors.) Numerous bats inhabit the chambers, and the restless spirits of
dwarven and human warriors stalk the halls.
In the deepest levels of the fortress a band of shadows will be found who make
their lair in the gatehouse to the caverns below. They share their lair with a doombat which
hunts the length of the subterranean river below. As a reward, the adventurers should
discover a magical folding boat which they can use to navigate the Deepflow.
Dungeon Master's Background:
The river does flow the length of the Desertmouth Mountains, absorbing much of
the runoff that would otherwise irrigate the desert lands west of the mountains. The river
is the home of numerous bands of merrow and scrags who prey on the numerous blind
cave fish and crabs when they cannot find anything more appetizing. Many other beasts
from the depths use the river for transportation and trade as it has a very slow current and
by its twists and turns connects most of the major caverns beneath the caverns.
The section of interest to this adventure forces the adventurers to confront the
minions and slaves of an evil aboleth named Ss'ral'kek'nza and eventually the aboleth
himself as the aboleth's domain sits astride the trade route the adventurers wish to reopen.
After defeating the aboleth, the adventurers should recover the treasures from the
tomb of a lost dwarven king whose burial barge sank ages ago. These return of these prizes
to the dwarves of Tethyamir should facilitate the reopening of trade relations.
East Caverns
Players' Knowledge
It is doubtful that the adventurers will have any inkling of the existence of a twisting
maze of passages and caverns connecting the Mines of Tethyamir to the Deepflow. At best
they may have heard of a section known to the dwarves as the Eastern Caverns. This
section of the Underdark was never fully explored in its heyday, and now its denizens are
completely unknown.
Dungeon Masters Background
The East Caverns are a maze of tiny chambers and twisting passages. It is currently
inhabited by several green slimes, magically corrupted "bloodsucking" jermlaine, and a
slithermorph and its herds of cave spiders. There may also be several steel shadows lairing
in the tunnels amidst the longlost armor and weapons of fallen dwarven patrols.
Dungeon Masters Background
The dwarves are back in control, but their hold is tenuous at best. Surviving orcs
and goblins have retreated down into the depths of the mines, where they are being
reorganized by a foul creature known only as the "Dark One". In actuality the monster is
Nabassu, a type of Greater Tanar'ri from the Abyss. In addition, steel shadows, oozes,
cave fishers, and worse stalk the dwarven mine shafts and city. There are rumored to be
outposts of the drow and duergar within a days march of the city, and a giant city of of
"fishmen" or kuotoa deep beneath the dwarven caverns.
From: Aguinaldo Rangel <[email protected]>
1) From the news of 1357 DR in the Old Gray Box :
The winter was very cold this year
Haspur, a tranceprophet from Baldur's Gate has foretold the
appearance of a powerful magic called "The Ring of Winter" will
be soon rediscovered (and will probably represent a menace to all...)
2) From the news of 1358 DR in FR5 "Savage Frontier" :
The winter is getting worse year after year
Frost giants terrorize the cities in the winter
3) From the adventure ideas in FR5 :
The Frost Wizards (Frost Giant mages specialized in "cold magic")
are appearing in the North
4) From the novel "Shadowdale" in the Avatars Trilogy
Adventurers are hearing legends of an Artifact called "The Ring of
Winter", that gives immortality to its wearer and could bring an Ice
Age to the Realms. Groups of adventurers are seeking the Artifact.
5) From all the references of the God's Pantheon in the Realms :
The Goddess Auril, "The Frostmaiden", wants nothing more than ice,
cold and alltime winter covering Faerun. Her icepriests are widespread
through the North, and are starting to appear also in other places in
the Heartlands. They are immune to normal cold and have special ice
related powers.
6) From the Monster Mythology :
The DemiGod Kostchtchie, is bringing aboveaverage intelligent
Frost Giants to the Abyss to train them in magic, in order to augment
his worship among the Frost Giants. He is eager to capture the most
magic possible for himself and his followers (mainly planar travelling
devices). If a permanent "gate" could be opened by powerful priests
and/or wizards, he can send his Avatar to the Prime Material Plane.
His special servants are called "Wyrmkin" and can summon powerful
White Dragons to serve them. As a demon... oops ;) Tanar'riLord he
has a great quantity of Tanar'ri that he can unleash on the Prime
Material if he thought his purposes could be well served.
8) From the novel "Prince of Lies"
The existence of powerful Ice paraelemental lords who can possibly
have servants among many icecreatures (like Frost Giants,...)
9) From the novel "Soldiers of Ice"
A portal to an Ice Plane (possibly the frigid Caina, 8th of the Nine
Hells or the ParaElemental plane of Ice) is opened and the Hapers
send an agent with the mission to seal it (with powerful magic), but
before that some creatures enter the Realms and wreak some havok...
"The Year of the Maidens" (1361 DR).
Several rumors are circulating in Fearun about the "Servants of Cold".
It is whispered that an alliance has been formed by several cults and
wizards that are working in secret to find the powerful "Ring of Winter",
and with it, "cleanse" Faerun from all "dirt, perversion and ignominia",
using a New Ice Age as the end of known civilization (at least in the
Northern Heartlands) and the beggining of a new "pure" one...
Wizards specialized in ice magic, the Church of Auril, the Cult of Frost
and possible influences from Outer Planar creatures, mix to form a powerful
group of plotters to make this "Cold Alliance" and (of course) to oppose
the PCs.
2) You need powerful (read 18th level or greater) Wizards and Priests NPCs
to array into the Evil Alliance in the plot. 5 NPCs from TSR sources :
a) Radoc "The One", from FR5 "The Savage Frontier"
b) Shandaril, from "The Magister"
c) Dracandros "The Red", from "Curse of the Azure Bonds" (this is one of
the infamous recurring villains in my campaign...)
d) Velsharoon (mentioned in "Halls of the High King" and Polyhedron #55)
e) Wulgreth, the Lich, from FR5 "The Savage Frontier"
Currently my trend is to gather some oddballs and reunite them with a
compelling discourse presented by a NPC of mine that is the real agent
behind the scenes. The motivations exclude some organizations like the
Zhentarim from joining with this "Cold Alliance" (in fact they would
probably actively oppose them if they knew about their plans, as the
results could only hurt their interest and their city). On the other
hand the Brotherhood of the Arcane (from Luskan) might be inclined to
join in (they could protect their city in advance and turn it into
the new center of civilization. What do you think ?)
[The following text is an account of a party playing near Highmoon. The scenerio is good. The
DM of this adventure has left his Internet Address so you can contact him for the module.]
The party, at this point split down to four characters (From the maximum of thirteen
players I know, it WAS mayhem) due to desertion, murder, and gentle weeding out of
troublesome players. They sprawled into the Rising Moon (a famous FR inn) tired,
hungry and wounded. While sitting at a table with even the Bard listening to the
musicians a tortured, screaming wail speared through the night. A sound of
supernatural anguish. The Inn emptied, the shutters were closed, and the chairs turned
up. The players were either asked to leave or pay for the night now. They stayed.
In the morning they managed to discover that the wail came from Lilly. Lilly was a
banshee who inhabited a ravine in the Elven Court (a huge forest) about five miles
north of the inn. They were immediately warned not to try anything, merely entering
the ravine was grounds for prosecution from the Highlord and usually meant a stiff
fine and permenant bansishment form the Dale. The players chose to push after a few
tid bits. (i.e. the bard discoverd an unfinished song about Lilaeth (Lilly), the fighters
heard of treasure, the magicuser disocverd she was a rather powerful Enchantress.)
The story they eventually discovered was this:
Lilaeth (lilAYeth) was a fair elven Enchantress back in the days of the height of Myth
Drannor (a long long time ago) She left the fabled city for the more secluded southern
woods. There she found a secluded glade in a small ravine near a small pond covered in
Lillies, complete with cascading water fall. She took the name of the flower, Lilaeth, as a
symbol of her new life and built her tower. Within the waterfall and pond lived a
nymph. Lilaeth was washing her golden hair in the falls when she first came upon the
nymph. They became the best of friends and would spend their days picking flowers
and their nights counting stars. (Lilaeth was in no rush to study, she was already an
ArchMage, and had pretty much created enough magic at this point to mke her life
VERY comfortable.) One afternoon, Lilaeth was in the forest speaking with a small
group of sprites, about the rights to the honey found in a certain area of the woods,
when
She could barely make it out, it was the language of man. This was a human, and she
was delighted. She sat motionless, so not to scare him off, but he went as he came.
Straight through the clearing, singing all the while. He cdme back every once in a
while.
Soon they were speaking, and the nymph was jealous and frightened of this intruder.
She warned the elf that nothing good ever came of humans, but she knew it was,too
late. This elf had learned to love. The nymph did not understand, and retre~ted to her
home behind the waterfall. But the nymph did not forget, she spent her days watching
them through a magic pool, and getting angrier and angrier.
Lilaeth couldn't seem to care less. The human's name was Pond. He had been granted
permission to travel these forests as a scout looking for a place to build a small human
settlement. The two were in love and soon Lilaeth was with child. This fired the
Nymph's rage even more. The final straw was the crafting of a magical blade. The
nymph had begged Lilaeth to make for her a magical flower which she could keep in
her geode (she lived in a large crystal geode) behind the waterfall which would not
loose its scent. Lilaeth refused, on the grounds that she did not wish to waste her time
locked in her "dreary" tower when she could be outside counting the stars. Now she sat
day and night in that very room crafting a magical blade of glass for her human. No!
this could not be allowed. The nymph waited and planned her vengance.
On the night of the birth of their child the nymph cursed them both.
Lilaeth was to see all her work and beauty destroyed, and the human was to be hers.
Pond was transformed into a creature and entered the lake, while the spirit of teh elf
fled into the root of the mightiest water lilly in the pond,and her specter rowmed as a
banshee. No one knows what became of the child.
If there enough interested parties, I can adapt the stuff I have, and mail it out real mail
not email (so as t include maps and get a response. I'm probably leaving any and all
networks in April) So I might have to ask for postage and photocopy money.
The only thing I found was in the novel Spellfire, and in the Forgotten Realms Atlas: there is a very
well known Inn in Highmoon (the capital of Deepingdale). It is called "The RisingMoon'" and it is
owned by an exadventurer, the warrior Gorstag. It is detailed in the Atlas, page 106.
It stands just north of the East Way (that runs between Cormyr and Ordulin), half a mile west of the
inner town, and close to Glaemril, the Deeping Stream. It is a very good place to put your PCs to rest
for some ti me.
I have not found any reference about Temples in the region but I would assume that it is safe for you
to place some shrines to the Gods that have a good penetration in the Dales (like Tymora, Lathander
and Chauntea). It is very safe to assume that Deepingdale also has shrines to some Elven Gods
(probably in Highmoon), as there is a good amount of elves and halfelves that consider the Dale their
home. I would even put there a temple to Corellon Larethian; Solonor Thelandira and Rilifane
Ralathil are also good choices.
If you haven't noted, there is a sage in Deepingdale that dwells in a small ornated stone tower, and is
very much known of the local adventurers from whom he buys books and other things of magic. (His
name is Rhauntides, and he is detailed in DM's Sourcebook of the Realms, page 30). Also another
powerful NPC of Highmoon is Azargatha Nimune (same Sourcebook, page 18), a Harper mage,
follower of Mystra and Mielikki, that has many contacts with Rangers and other Hapers and Harper
allies.
I haven't any guesses about Mistledale, though. As it is portrayed as a quiet agricultural community,
I would put a Temple to Chauntea near Ashabenford (maybe it could be a mediumsized temple, with
several farms around it). Trade is also very important because of the road from Tilverton to Hillsfar, so
some goodsized inns can be put there. Another thing you could safely do is to put some quarters of
one of the Trading Companies of the Realms in Ashabenford (as its main councilor, and leader of the
famous Riders, Haresk rlalorn, is a wise merchant). The Thousandheads Trading Coster, for example,
could be using Ashabenford as an alternative route to Hillsfar, as they want to minimize the riskes of
the route through Essembra
About the Doomasters of Beshaba I can't say much either, except that they are probably the most
ardent of Tymora's faith and clerics' enemies. (And that could lead to some pretty good ideas for a
savethegoodtemple adventures... or the mysterious ill luck that everybody in town is suffering
since...)
Prince of Lies Campaign
I run a messagebased game on AOL called "Bane's Legacy," which is based in
the Moonsea region of the Forgotten Realms. In my campaign, the defeat of
Cyric by the hands of Kelevmor and Mystra has created a power vacuum in the
region. The Zhentarim, who had large numbers of secret Bane worshipers are
in open rebellion against the Church of Cyric. Also filling this vacuum is
Xvim Iyactu, the socalled Godson of Bane, who has proclaimed himself the New
Bane or Bane Reborn. Right now my campaign is in the brink of a religious
war between the weakned Cyric and the newly strengthened New Bane.
Zhentil Keep is still functional, though much of the city is in ruin. In
this, Zhentil Keep resembles the city of Phlan. The Zhentilar (the
citizens/army of Zhentil Keep) have been badly hurt by the horde of monsters
that have descended upon the city. The Zhentarim (the Black Network),
however, remain a force to be reckoned with. Their base of operations have
been transferred to the Citadel of the Raven and the Darkhold. Because the
Zhentarim were out of favor with Cyric even before his inquisition, the
Zhentarim had wisely moved their major operatives (i.e. Manshoon) out of
Zhentil Keep before most of the devastation occurred. Further, as the New
Bane gains power, the Zhentarim has begun to play a prominent role in the
politics of Moonsea.
Because Zhentil Keep has weakened, Hillsfar and Mulmaster have both made
imperialistic overtures towards Yulash and the rest of the independent
cities. Legions of Red Plume guards have been sighted terrorizing the
countryside in their pursuit of a humanocentric Moonsea (they're the FR
version of the Nazis). Mulmaster's alliance with the Red Wizards of Thay has
become more open as the city begins to cement partnerships for their own
conquest of the region.
Further, that army of humanoids and giants did not just get up and disappear
but have been terrorizing the region. In my campaign, they have attacked
If this campaign sounds toughit is, but my players have loved it. It
probably isn't the ideal place to start a group of lowlevel characters (I
did it anyway), but if your players love the mysteries of dark gods, evil
cults, conspiracies, lots of powerful magic, and wandering monsters that are
among the most dangerous of the Realms (i.e. Bit o' Moanders, frost giants,
Red Plume patrols, Thayvian Battle Wizards, and white dragons), then this is
definitely the place for you.
I developed this campaign using the following resources:
FR Campaign Set, information from the booklets included in SSI's Gold Box
series AD&D computer games (Pool of Radiance, Curse of the Azure Bonds,
Secret of the Silver Blades and Pools of Darkness), information from the
Pools of Power book series (Pool of Radiance, Pools of Darkness, and Pool of
Twilightnote: the information from the computer games and the books of the
same name are vastly different), information from various Forgotten Realms
novels (Curse of the Azure Bonds, Song of the Saurials, Elfshadow, Elfsong,
The Prince of Lies). These sources have provided me with an incredible
amount of background material concerning past events, major players, deities
and adventure hooks I can use. The information from the computer games are
particularly rich since they provide a number of nasty monsters I haven't
found anywhere else (Bit o' Moander, Minion of Bane, Pet of Kalistes), as
well as a number of exotic locations (try sending your players into Kalistes'
demiplane of webs or to the dimension that holds the vast body of the dead
god Moander).
Anyways, there's my campaign in a nutshell. I'm not sure whether or not it's
already out there, but TSR would not be wasting its time in creating a
resource for this exciting region, especially if they incorporate some of the
things in the SSI computer games and the Prince of LiesI'd certainly buy
it. As it stands, I hope my humble offering helps some DM out there who
wants to try some place "new" in which to campaign.
Nobles of Waterdeep
In FR1, p.15, under Government:"Waterdeep is presently governed by sisteen
Lords of waterdeep..." (Year of the Prince, 1357 DR).
I have added some informations and corrections under the names of the Lords
proposed by Eric Boyd
Name Class Profession
( Level )
=====================================================
=============
Piergon Paladinson paladin open lord
Piergeiron "the Paladinson" (14+ in FR1, 16 in FR7)
Khelben Arunsun mage archmage
(26)
Larissa Neathal fighter courtesan
(4)
Mirt the Moneylender fighter/thief moneylender
(9/7 in FR7, p86)
Durnan fighter proprietor of the Yawning
Portal
(12 in FR1 and FR7)
(18 in Ruins of Undermountain)
Texter the Paladin paladin ______
(17)
Caladorn Cassalanter fighter nobleman and horseman
(8+) Cavalier
Brian the Swordmaster _____ weaponsmith
(12)
Kitten fighter mercenary
Nymara Scheiron thief (7 in FR1 and FR7)
Sammereza Salphontis _____ traveling merchant
(left to DM, FR1 p.16)
There is a misunderstanding here. Larissa Neathal is indeed a fighter and a courtesan. On the other hand, Laeral
(the sixth sister) is indeed a powerful mage (24th level in FR5), and is also the lady of Khelben. The two are
unrelated.
Cormyrian War Wizard
(Wizard Kit)
Description: The War Wizard is a wizard from Cormyr, in the For
gotten Realms setting, although this kit can easily be modified
to suit almost any small medieval kingdom. All wizards residing
in Cormyr for longer than six months of fourth or greater level
are required to become War Wizards.
War Wizards are not required to adopt the Cormyrian War
Wizard kit, and War Wizards are allowed to take other kits if
they so chose, or none at all. This kit is primarily intended
for young mages and specialists who are trained since the be
ginning of their apprenticeship to serve in the Cormyr's corps
of War Wizards. In the rest of this description, the appellation
'War Wizard' refers to mages who have specifically taken the
Cormyrian War Wizard kit.
War Wizards are skilled in both military strategy and tac
tics. They are taught elementary selfdefense and methods of
employing their spells to most effectively aid small and medi
umsized contingents of troops. In addition, most are taught
how to ride a horse, and how to study spells under less than
ideal conditions.
Abandoning this kit is not allowed while the War Wizard
continues to reside in Cormyr and it involves withdrawing from
the War Wizard organization. Permission must by granted by the
King of Cormyr to withdraw from the organization (and hence from
this kit), and the wizard is then exiled from Cormyr. Deserters
will have a bounty placed upon their head. If a wizard does
abandon this kit, all benefits and hindrances are immediately
lost, and all former colleagues will do their best to avoid (or
capture) the War Wizard depending upon the circumstances of the
withdrawal.
A War Wizard's initial spells should be chosen to reflect
the military nature of his or her occupation, thus offensive
and area of effect defensive spells should be emphasized.
Preferred Schools: The preferred schools of the War Wizard are
illusion, alteration, and invocation/evocation. However, the
corps of War Wizards includes a few specialists in almost all
schools, as each specialist adds to the magical potency of
Cormyr's army.
Barred Schools: War Wizards are barred from the school of nec
romancy, due to the repugnant nature of this discipline to the
goodly rulers of Cormyr, and to the debilitating effect having
a necromancer in the ranks would do to morale.
Role: The War Wizard is a member of an elite corps of mages and
specialists who augment the more conventional forces of the
Cormyrian army. In battle their role includes augmenting the
conventional military forces, neutralizing enemy wizards, pro
viding reconnaissance information, and neutralizing monsters
and magical beasts under the control of the enemy.
Secondary Skills: No particular Secondary Skill is recommended
or required. A War Wizard receives his Secondary Skill either
by choosing or rolling randomly, whatever is normal for the cam
paign.
Weapon Proficiencies:
Required: short sword
Nonweapon Proficiencies: Bonus: (Warrior) Endurance, Riding
(Landbased), Spellcraft. Recommended: (General) Swimming;
(Wizard) Engineering, Ancient (Military) History, Herbalism,
Reading / Writing; (Warrior, takes 1 slot only) Running, (War
rior takes 2 slots only) Blindfighting; (Rogue, takes 1 slot
only) Tumbling.
Equipment: The War Wizard may buy any equipment he chooses,
keeping whatever money he might not use.
Special Benefits: The War Wizard receives a bonus Weapon Pro
ficiency, in addition to his normal starting total, at no cost.
This bonus Weapon Proficiency must be used for the short sword.
The War Wizard is specially trained for defense, and thus im
proves his armor class by two places when specifically defend
ing with the short sword, assuming the War Wizard takes no other
action that round. If the optional rules from either the DMG or
the CFH are used, this bonus is in addition to any parrying
bonus, but only applies in handtohand combat. As a conse
quence of this defensive concentration, when using a short
sword, the War Wizard suffers a 2 penalty to his or her attack
rolls.
In addition, higher level War Wizards often trade spells
of equivalent level with their fellow War Wizards, at no extra
charge. Higher level War Wizards are expected to tutor at least
one other War Wizard of lesser power at least once per year,
free of charge. The War Wizard corps act as a loosely knit acad
emy spread throughout Cormyr to which all members contribute
and benefit.
Special Hindrances: It is a crime for War Wizards to trade
spells with or train any nonmember mage without official per
mission from Vanderghast (the head of the War Wizards) himself.
War Wizards are expected to serve garrison duty two months each
year, and to assemble in the nearest Cormyrian city once every
three months for a week of training and seminars. Special ex
emptions can be had from the seminars, but not from the garrison
duty except under extreme circumstances. In addition, War Wiz
ards are expected to immediately notify their superiors if they
intend any extended leave of absence from the country and they
must be reachable at all times while residing in Cormyr.
Description: A freestave is a mercenary wizard who wanders the
Realms much like the standard mercenary fighter, selling his
magical talents to the highest bidder. Many evil mages in the
employ of the Zhentarim are freestaves who have found an em
ployer interested only in results and not methods.
A freestave must be able to stand the demands of travel,
and hence a minimum Constitution of 9 and Strength of 9 are
required in addition to a minimum Intelligence of 9.
Preferred Schools: The preferred schools of freestaves are in
vocation/evocation and abjuration, although almost any type of
specialist will find his talents in demand for appropriate
lines of work.
Barred Schools: Freestaves are not barred from any school, al
though necromancers rarely find consistent employment as mer
cenaries or have the temperament for such work.
Role: Freestaves serve as the wizardly equivalent of mercenary
warriors. They contract themselves out to various employers for
a variety of tasks. Many evokers serve in mercenary armies pro
viding magical support. Many diviners serve army commanders di
rectly providing valuable information. Conjurers are often used
to “soften up” an area with numerous monster attacks before an
invasion. Enchanters make excellent interrogators and spies.
Illusionists supplement guerrilla campaigns with great effec
tiveness. Abjurers are often employed to protect high ranking
commanders and to cancel magic employed by opponents. Transmut
ers and generalist mages provide a large arsenal of magic for
general purposes.
Secondary Skills: No particular Secondary Skill is recommended
or required. A freestave receives his Secondary Skill either by
choosing or rolling randomly, whatever is normal for the cam
paign.
Nonweapon Proficiencies: Bonus: (Warrior) Endurance, Riding
(Landbased), Spellcraft. Recommended: (Wizard) Engineering,
Ancient (Military) History, Reading/Writing; (Warrior, takes 1
slot only) Running, (Warrior takes 2 slots only) Blindfighting;
(Rogue, takes 1 slot only) Tumbling.
Equipment: The freestave may buy any equipment he chooses,
keeping whatever money he might not use. A freestave may be
loaned powerful items such as magical wands by his employer for
the duration of employment.
Special Benefits: A freestave can often demand access to new
spells or training as payment from potential employers in ex
change for service. Also freestaves are traditionally paid far
better than common mercenary troops. Payment of 50 gold pieces
a day for a midlevel freestave is not uncommon.
Special Hindrances: A freestave is rarely trusted by his own
employer or his fellow troops. Enemy armies often have a corps
of assassins who are trained to specifically disable and/or
kill enemy wizards. Mercenaries and other soldiers will rarely
take a wizard prisoner, immediate execution is the standard op
erating procedure. Many kingdoms ban known freestaves from
their borders. The penalty for discovery is usually immediate
imprisonment or death.
Paladins of Torm
Well, my exDM hasn't found my work that I did on the paladins of Torm, so here they are off of the rough drafts that I had laying around my room.
I will try to piece it together:
Paladin Kit of Torm
* Paladins of Torm must follow the honor system from the Oriental adventures
* Paladins must also be of the cavalier kit from the CFHB (or UA).
* Additional powers (as if a specialty priest of Torm):
_Command_ spell, 1/day at first level
Paladin's henchmen treat loyalty checks as if the paladin's cha was an
18 (if the henchmen worship, or at least acknowledge Torm's power)
When spell casting is gained by the paladin the divination and
protection spells have double duration.
May command undead without threatining his/her alignment (though
actions that the paladin can command are restricted by his LG align).
* The regular paladin abuilities:
detection of evil (intent).A red aura will envelope those that are
evil or that intend evil (depending on how the Dm wants this to work).
It can be expanded to include items that are magical (with intelligence
or made by evil powers/mages/priests for the purpose of spreading evil).
+2 bonus on all saves (in addiion the the ST bonuses gained from the
cavalier kit)
Immunity to all natural disease. Not including magical disease and curses
such as mummy rot or lycanthropy.
Can cure disease (as above). This power is performable once per week for
every five experience point levels (1 per week level 15, 2 per week
levels 610, etc.).
Surrounded by an aura of protection with a 10' radius. Within this radius
all summoned and specifically evil creatures suffer a 1 to hit, no
matter who they attack. The source (the paladin) is easily sensed by
those effected by this aura.
Can heal 2hp per level by laying hands. If hp are kept track of by DM
secretly I suggest allowing the paladin to break this up into 2hp blocks
rather than an all or nothing thing.
can turn undead, demons, devils as a paladin as a cleric of 2 levels
lower in experience begginning at third level. Also, the paladin, can
attempt to command undead rather than turn (as per the specialty
priest of Torm).
At fourth level they can quest for a mount as per the "common" paladin.
Gain spell casting ability at ninth level, but doesn't gain the clerical
Wisdom adj.
Special Hindrance: besides the normal restrictions that face paladins (and
those that choose the cavalier kit), the paladin of Torm may never back out
of his word. If he does break an oath (though not the same as lie) then he
must seeka priest or fellow paladin of Torm of at least 7th level. After
confessing to their brethern, their brethern (motivated by Torm) will
prescribe them a means of atonement. This is the same as if he were to do
a chaotic deed, i.e., fufill a quest for which he gains no xp.
Also paladins of Torm gain no experience point bonus.
new experience point chart
Level Paladin xp Level Paladin xp
1 0 11 950,400
2 2,475 12 1,267,200
3 4,950 13 1,584,000
4 9,900 14 1,900,800
5 19,800 15 2,217,600
6 39,600 16 1,534,400
7 79,200 17 2,851,200
8 158,400 18 3,168,000
9 316,800 19 3,484,800
10 6336,000 20 3,801,600
Torm, as well as the specialty priest of Torm info and a majority of the
info on the paladin class are taken from works by T$R. This is not an
attempt to subversivbely use their copyright or otherwise unduly use their
information. I bought the damn books, as did most other ppl here on this list.
Additional Spellfire Rules
Ed Greenwood updated the information on Spellfire in a Polyhedron column
about a year ago. It was part of an Everwinking Eye column on Errata.
The FR7 spellfire text shouldn't be interpreted as forcing a
spellfirewielding character to change class. Rather, in any given
adventure, experience is gained in the character's class only if no
spellfire powers are used. If any spellfire is wielded, all experience
points gained in the adventure go instead to the character's spellfire
level (which uses the wizard XP table), and individual experience awards
for the character's primary class (see page 48 of the 2nd Edition Dungeon
Masters Guide) are lost. At the first level of spellfire ability (not
primary character class level), absorption of magical energy (from spells
of all sorts, breath weapons, gaze attacks, magic item discharges, and just
about anything else) is involuntary: the character drains any magic with
which he comes into contact, including useful magic and healing spells
(only rest or nonmagical healing can restore lost hit points to the
character). Absorption is strictly voluntary at the second level of
spellfire ability and above.
A character who exceeds his absorption limit (which is his Constitution
score x10) involuntarily releases one level of energy about every six
seconds (10 times per round), suffering 1d6 hp of damage each time, until
the moment his total energy falls back into the 310xConstitution2 category
(see FR7, page 50).
At 2nd level and above, the agonized spellfirewielder can urge the release
in one general direction, provided the character is free to act. There is
intense burning pain, such as that suffered by Shandril when destroying
Rauglothgor's lair. The wielder must save vs. paralyzation at 2. If this
save fails, a spellfire wielder of any level 3leaks2 energy as a 1st level
spellfire wielder until the total falls back to a controllable number. If
the save succeeds, the wielder can use the release as an attack, and can
opt to release all or any part of the excess energy in a single burst;
however, each excess level of energy still inflicts 1d6 points of damage on
the spellfire wielder no matter how it is released.
A 2nd level wielder attacking with an involuntary, but controlled, energy
release suffers a 3 "to hit" penalty. If there are multiple bolts released
during the round, the wielder can attack multiple targets, roll for each
target separately.
At 3rd level, the attack roll is made at a 1 penalty.
At 4th level, the attack roll is normal.
At 5th level and above, the attack is made at +1. It increases by +1 per
spellfirelevel thereafter.
Overloading a spellfire wielder invites a deadly counterattack. However,
spellfire wielders seldom willingly overload themselves, save in very
emotional, exceptional circumstances (such as avenging the death of a loved
one), as the pain and risk are simply too great.
All spellfire attacks have lineofsight range
the wielder can hit anything he can see
and does not suffer penalties for range,
concealment, or cover.
Spellfire is very rare; while it is not true that only one
spellfirewielder can exist in Faerun at a time, known (revealed) spellfire
talents attract a lot of unwanted attention (as Shandril unwittingly did)
and are very few and far between. DMs should never add a PC spellfire
wielder to a campaign without a lot of forethought; its presence can too
easily be a "campaign wrecker" in the hands of skilled (or merely
malicious) players. On the other hand, when a lower beginninglevel
character joins a mid to highlevel party, giving the newcomer spellfire
can be a good way to prevent the fledgling PC from being ignored, ordered
about, or forced to run a gauntlet of toodangerous challenges.
Feldegast's Spells
Feldegast, aka Feldegast the Great, aka Isildur the Merchant,
is not unlike most wizards. He does wear robes
and dons a pointy hat. He is level 6.
Here are a few of his spells. If they seem to powerful,
that's probably because they are.
Feldegast's Elemental Burst (evocation)
Level: 1 cast time: 1 seg duration: 0
area effect: 5y sphere saving throw: none
this spell does (lvl)d4 dmg to anyone but the caster, outward from
the caster.
Feldegast's Shield (abjuration)
Level: 2 cast time: 0 duration: lvl r
area effect: caster saving throw: n/a
this spell prevents the caster's spells from affecting the caster,
resulting in illusionary or minimal (burnt eyebrows) harm; it can
likewise protect the caster from inferior foes (if hd < lvl);
expending (Level) grants a save if none or +4 if there was a
save.
Feldegast's Ego Submergence (abjuration)
Level: 2 cast time: 1t duration: 1 day
area effect: caster saving throw: n/a
this spell grants the caster nondetection by scrying, detect spells
and mind reading divinations, as well as granting a +4 save vs charms.
however, the spell ends abruptly if the caster scrys, mind reads or
conjures a smooth ring, visible to the caster, which begins to
crystallize at a rate according to the information used to focus it;
the wayfinder portal seeks a target (place/thing/person) identified
by (image, location, scent, name, magic pattern); once found, if
found, it can be walked through, however the point of egress is a
spot unwatched, relatively safe to the caster (thus the wizard might
appear a day's walk away from the target); it will not bring the
caster into a private building/church which the caster has not been
in before or been invited to enter into; transporting others
exhausts the rest of the caster's . [in the campaign world
fast teleport spells are not allowed, as we have found them to
be unfair]
From [email protected]
Singing Cockroach (Alteration)
Level: 6
Components: S, M
Duration: 12t + 1t/level
Casting Time: 1 Round
Area effect: 400 sq feet/level
Saving throw: Special
The ulitimate seige breaker... When the caster casts this spell on a
roach, it works it's way into the enemies camp. Once in the camp, the
roach finds a nice place and starts to sing, REALLY bad. All within
must a save vs spell or leave camp and go home. If the make the saving
throw, must make one each turn with a culimative 1 to the roll.
Gifrun's Thunderclap(Evocation)
Level: 5 Casting Time: 3
Range: 4" + 1"/level Components: V,S,M
Duration: Instantaneous Saving Throw: 1/2
Area of Effect: 4" sphere
Explanation/Description:
This spell opens a small gate to the quasielemental plane of Vacuum. Within
the area of effect, all the air is suddenly eliminated. This does not last
long enough to cause asyphixiation, but the resulting rushing of air into the
area causes 1d6 damage per level of the caster (up to a maximum of 10d6),
regardless of whether or not the victim(s) require air (even undead are
affected). The rushing air also causes a massive roar, like a clap of
thunder, which will deafen victims for 110 rounds.
A saving throw is allowed; if successful, reduce damage to half, and the
victim is only deafened for 1 round.
The material component for this spell is a small lodestone, encased in a
legume.
Stitchweave (Invocation/Evocation) Level 4
Range: caster
Components: v, s, m
Duration: 2 rounds/level until triggered
Casting Time: 4
Area of Effect: caster
Saving Throw: n/a
Stitchweave is a contingency against spell casting interruptions. While
this spell is in effect, any disturbances on the caster that disrupts
spellcasting will cause the spell to continue casting by itself, effectively
not ruining it. The material components are a curved silver needle and a
thread that has been previously coated with the caster's saliva.
Forceweaver (Evocation) Level 5
Range: 100 yards
Components: v, s
Duration: Instantaneous
Casting Time: 5
Area of Effect: 10 feet radius/level
Saving Throw: n/a
The caster of this rare spell is able to forcefully trigger off dormant
spells which requires conditions to set them off e.g. Delayed Blast
Fireball, Xult's Magical Doom, Mordenkainen's Faithful Hound, Spectral
Guard, Elminster's Evasion, Contingencies and Alarms. The number of spells
that may be triggered off is limited to the area confinement of this spell.
The range of this spell enables the caster to set off waiting traps from a
safe distance, thus excellent for disarming magical traps. One considerable
effect is that it has a 100% chance of releasing a wild surge in a wild
magic zone.
Vegard Hamar <[email protected]>
Bending 1st lvl Illusion
Range: 100'
Components: V, Piece of a mirror
Duration: 3 rnd/lvl
Casting Time: 3
Area of Effect: One object/Person
Saving Throw: None
Makes an object/person appear 10' away from it's actual location.
If object/person attacks, illusion disappears (see Invisibility)
Vibration 2nd lvl Alteration
Range: 10'/lvl
Components: V, Piece of rattle snake
Duration: 1 rnd/lvl
Casting Time: 3
Area of Effect: One object 2 lb/lvl
Saving Throw: Special
Makes an object vibrate rapidly. Intelligent objects get saving
throw versus spell. A vibrating object (ex. Sword) becomes almost
impossible to hold, there's a 15%/lvl chance to fumble the object
each round, else 1 to hit. Objects with mass of 1 lb/lvl must
make a saving throw versus spell or disintegrate.
Self Aura 2nd lvl Illusion
Range: 0
Components: V
Duration: 1 rnd/lvl
Casting Time: 5
Area of Effect: Caster
Saving Throw: None
From: Michael Kenyon <[email protected]>
Armeth's Sand Dome
~~~~~~~~ ~~~~ ~~~~
Level : 3
Range : 0
Components : V, S, M
Duration : 1 hr. + 1 hr./lvl.
Casting Time : 1 rd.
Area of Effect : Large enough for 10 people and associated gear, etc.
Savings Throw : None
This spell cause sand, earth, loose gravel, topsoil, etc. around the
mage to form into a hollow dune. The dune is one foot thick and large enough
to hold 10 people, their gear and suffient air for them to breathe comfortably
for the duration of the spell. Note, the spell is gauged off of a cluster
of lifeforms, so pets and the like take up just as much room for the spells
effect as a hill giant does and if a life form is more than 10' distant from
the rest of the cluster, he is excluded from the spell. The dune is hard
enough that it may be walked over by any creature of Medium size or under
without a chance of it collapsing. Should a creature of Large size walk on
it, it will hold for 1 rd. + 1 rd./lvl. of the caster, assuming that the
creature is not actively attempting to enter the dome. Larger creatures crush
the dome in one rd. From the outside, the dune appears to be part of the
natural landscape and unless the person in question knows the terrain
intimately, they will not suspect that there is anything afoot with the
terrain. The dune is not see through from the inside and it requires a Hear
Noise roll to perceive sound through the earth.
Common uses of this spell are to give the party a convient place to
sleep to avoid encounters or to protect the party from either sand storms or
the beating midday sun.
The material component is a glass dome halffilled with fine sand and
a miniature silver replica of a campsite attached to the base. The item is
worth 100 gp and is not destroyed with the casting of the spell. The sand,
however, must be replaced with each casting, through the corked hole in the
This spell creates a sand storm from any convient source of sand,
gravel or loose topsoil in the area of effect, which may be used either
defensively or offensively. In its defensive capacity, the sandstorm may be
used as a cloak for an escape or as a means of blocking pursuit. In an
offensive capacity, it may be centered on a person(s) and have effects on
them. The degree of the storm created is variable, based on a d20 roll
against the table below. For every 3 levels of the wizard casting the spell,
there is up to a +/ 1 modifier, if the mage wishes to take it. Unless noted
as such, there is no save for effects [you really can't avoid it, and it is a
physical attack, so there is really nothing to save against for a lot of the
effects].
d20 type of storm effects
~~~ ~~~~~~~~~~~ ~~~~~~~
0104 Light Obscured vision, 3/4 mv.
0512 Moderate Obscured vision, 1/2 mv., 1 hp/rd damage.
1317 Heavy Obscured vision, 1/2 mv., d4 hp/rd damage.
1819 Turbulent Obscured vision, 1/4 mv., d6 hp/rd damage,
svs. magic +2 or choke on dust, etc. for d10
damage extra (cont. rolling till you make one)
20 Extreme Obscured vision, 1/8 mv., d8 hp/rd damage,
svs. magic or choke on dust, etc. for d10
damage extra (cont. rolling till you make
one), svs. spell or be blinded (svs. once)
Note that any mansized or smaller flying creature is downed by a heavy storm, large creatures are downed by a
turbulent storm and gargatuan creatures are downed by an Extreme storm.
The material component of the spell is a handful of fine sand which is
blown off the hand in the direction in which you wish the sand storm to rise.
Upon the casting of this spell, a section of ground that the mage
targets becomes a sinkhole 10' in radius. Up to four creatures (caster's
choice of number effected; must be in range, and are counted out from the
centering point of the of the spell; i.e., PCs or friendly NPCs may be caught
in the AOE if they are closer to the center than a hostile creature is).
Those in the AOE must make a savings throw vs. spells to negate the spell
straight off. The save is modified by the number affected.
# Mod.
~ ~~~
1 2
2 1
3 0
4 +1
Should the creature(s) affected make their save, then they are assumed to have
thrown themselves out of the area as the sinkhole started. This saves them
from the spell, but also causes them to automatically lose initiative for the
next round, going dead last in the round. If they fail their save, the spell
takes effect and the next round begins the duration of the spell. Note, the
modifiers above apply to all saves listed below as well.
1st rd.: If they have failed their initial save (above) they are
affectively held (as per hold person, even if they aren't a "person" and start
to sink.
2nd rd.: They save again at 2 (plus modifiers from above). If they
succeed, they cease to sink, but are still effectively held. If they fail,
they cont. to sink.
4th rd.: They save again at 4 (plus modifiers from above). If they
succeed, they cease to sink, but are still effectively held. If they fail,
they go under the sands. They will die in 2 rds. (last rd. of the duration)
if they are not rescued.
Should a dispel magic be cast at any time successfully on the
sinkhole before the duration expires, all trapped creatures are ejected from
teh ground, and are able to act in the next round. Should the duration end
ADDER'S TONGUE
Location: Moist meadows, shady clearings (late spring)
Uses: Leaf Tea: heals 1d3 hp/day (drink 3/day)
Ointment: immediately heals 1d2 hp (usable 1/day)
BIRTHWORT
Location: Hedges, fences, sunny thickets (midsummer)
Uses: Juice: +2 on poison saves if applied with 1 round
Poultice: +1 hp/day for 2 days
COMFREY
Location: ditches, watersheds, moist fields (mid, late summer)
Uses: Root: heals 1d4 hp when applied to a wound
Tea: same as Adder's Tongue
GARLIC
Location: damp meadows, sparse forests (springfall)
Uses: Juice: antiseptic, heals 2 hp/day for 3 days
insect repellent, 50% chance
HERB TRUELOVE
Location: woods (mid, late spring)
Uses: Leaves: antiseptic, heals 1hp/wound
Berries: +2 on posion saves if eaten with 2 rounds
+3 for dwarves and halflings
JUNIPER BERRY
Location: sparse evergreen forests (any)
Uses: Berries: stimulant, heals 1d4hp if brought below 0
antidote, +1 on poison saves if eaten within 2 rounds
acts as a powerful aphrodesiac (sp?) in elves and half
elves (save vs poison or fall in lust with the first
person of the opposite sex they see)
SPHAGNUM MOSS
Location: swamps, bogs (any)
Uses: Dressing: heals 25% faster
WOUNDWORT
Forgotten Realms: Myth DrannorTime of Troubles
A group of adventures became Harper heroes today, after single handedly
killing not one, but THREE liches in the School of Wizardry(see FR boxed set
for layout). They were originally sent there over a year ago, when Lashan of
Scardale fled there after his war with the dales. On their first trip they
only reported seeing one lich, but they escaped, bringing the captured Lashan
with them. It was then they were asked to return again, as a test to see
if they were worthy of being Harpers. Three weeks later they appeared in the
village square seemingly out of thin air. When questioned by Storm Silverhand,
she heard a spectacular story of planar travel, and a battle with a group of
githyanki. The adventurers, led by an elven fighter mage, even produed a
githyanki head, and one of their fabled two handed swords. Storm, impressed
with their bravery, made them Harpers. After a long layover, they were
asked to go to Aglarond by Storm to look into some sort of business, and on the
night of the fall of the gods, they were teleported there by Elminster himself.
Unfortunately for them the adventurers would not make it there for
another two weeks. The instability in magic caused them to end up near Castle
Perilous in Vaasa. Using two psionicists with dream travel, they headed south
in leaps and bounds. After reporting with the Simbul it is unknown what they
did, but somehow, they returned to Shadowdale just three weeks after talking
with her. They returned bearing some very evil magical items, including an
evil staff of the magi, but also with the heads of not one but THREE liches.
According to rumor, they were magically teleported from some inn in
Telflamm, and brought to the School of Wizardry. It is thought by most that
the instability in magic aided, not hindered this group of adventurers.
Currently, the adventurers are resting three miles north of Shadowdale
in a small dugout house.
FR: Mirabar
The adventurers known as the Bloodhawks have returned in triumph to Mirabar
aboard a flying ship. The vessal's holds were filled to the rim with platinum,
gold, and silver obtained from the lair of a Red Dragon. At the request of the
party's leader, Deltar the Destroyer, a drydock was built and the vessal landed
outside of the city. After seeing to the ressurection of one of thier number
who had fallen to the Dragon's breath, and removing the 'helm' that allowed the
ship to fly, the Bloodhawks donated the wooden galley to the city and rode to
the south.
FR: Scardale
A seagoing vessal belonging to the Zhentarim was attacked and stolen by
unknown parties in a fierce battle on Scardale's wharves. At the end of the
melee, several Zhentilar were dead, including a mage and a priest of Cyric, and
the vessal was sailing away to the north. The Black Network is rumored to be
actively seeking the culprits, and have offered a 1,000 gold piece reward for
information leading to the bloody and painful death of those responsible.
Jon Gad
[email protected]
FR:Moonshaes (outer planes)
A well known group of adventurers have traveled to the plane of hades to
reclaim the now lost soul of Tristan Kendrik. They have enlisted the help
of the Mage Flamsterd, and another unknown sage called Gregor. Gregor
seems to hold vast knowledge of the outer planes, and of the resident powers.
All that is known is that he was first seen in Waterdeep soon after the death
of Myrkul in the Time of the Avatars. The group has returned empty handed
with two of their number dead, thought to be now restored. They now plan
on returning to Hades with new information to where their King's soul lies.
CG the DM
[email protected]
Fortunately, the survivors were discovered by some friendly natives, and after
establishing rudimentary communications, they discovered they were in Maztica.
The group set out to discover a way to travel back to Ravens Bluff. After a series
of adventures, the group found a spelljamming helm. This helm was mounted on a
ship, and the group left Maztica, taking some willing natives with them.
The return to Ravens Bluff caused some consternation, as the pilot failed to handle
the helm properly, crashing the ship into a house, destroying the ship and house
in the process. No loss of life occurred and damages were paid for by the Company.
CONTACT: Chris Ryan ([email protected])
Now any interested DM can contact me for more information if they want. I can then
supply information on the White Raven Company, the elven mage Kitiram, the monster,
the adventures in Maztica, the spelljamming helm, the returning natives, etc.
Forgotten Realms:Cormyr: CARAVANS AMBUSHED!
In the past two rides, a total of four caravans have been ambushed
and plundered while making the run through Gnoll Pass. The only survivor
tells of a pitched battle between the caravan's guards and a large combined
force of orcs, hobgoblins, gnolls, and ogres. Baron Thomdor, commander of
Castle Crag, suspects Zhentarim influence, because as everyone knows,
humanoids can't cooperate on making dinner, let alone coordinating a military
operation of this magnitude. Various adventuring bands have been hired to
find the humanoids and destroy the operation. A fake caravan manned by
Purple Dragon's will also attempt to draw out the humanoids and expose
their leaders.
Pat [email protected]
Forgotten Realms: Baldur's Gate: Unicorn Controversy
Tran, a noted alchemist in Baldur's Gate, has put out advertisements
for unicorn horns. Despite massive protests by noted druids and rangers,
a large party brought in two horns and was paid hansomely, in cash
and gems. The Moon Blades, a group of nearby Druids, contacted Tran
with the intent of having him revoke the advertisement. Two druids
went to have a "talk" with him and have not been seen from since.
FR:EVENINGSTAR:
Two foolhardy adventurerst ought it would be "fun" to go hunting
trolls, so off they went into the southern part of the Stonelands
a few days east of Eveningstar. They apparently spend two days
trying to attract a troll, they were very successful, for three
fully grown trolls attacked out of the bush. The elf, whose idea
it was, was rendered unconscious in the attack. His dwarven
companion managed to fell the trolls and burn their bodies.
After healing his companion with healing draughts, the furious
dwarf dragged his embarrassed colleague back to Eveningstar
where they were heard to be solemnly swearing to never do
that again.
FR:Baldour:
The Dwarves of Baldour report that one of the Swords of Baldour has
been stolen. Emissaries have been sent to investigate its
sighting in Waterdeep.
FR:Eveningstar:
An ancient axe, the dwarven Axe of Thrammer, has been rumoured to
appeared in Eveningstar and also in Waterdeep. This huge axe that
hits like a 2handed sword, was being made about 700 years ago
for the Dwarven prince Thrammer, but he and the axe disappeared
during the 17th Dwarf/Orc war. The axe is not magical but was intended
to be enchanted, but was put into use when the Orcs attacked.
FR:Waterdeep:
There as been a flood of Maztican gold and silver on the market
in Waterdeep recently as adventurers return from the jungles
of The Death Zone.
FR:?:
The Church of Helm denies reports that a Helm missionary tried
to raise an army of Maztican warriors.
FR:Waterdeep:
The recent restrictions on magic weaponry in Waterdeep appears
to have created a thriving black market in evilbabykilling
assaultswords. Loyal citizens are requested to report any knowledge
of magic weapons to the authorities.
The Wanderer
[email protected]
FR: Pirate Isles: Conditions have worsened in the wartorn town of
Scrape. An alliance between the Goblins and Orcs temporarily
threatened to push the balance of power in favor of the Humanoid
Faction, but the sudden appearence of a force of Grey Dwarves acting
in support of the Humans of Scrape has thrown things into chaos once
more. The month long conflict has even spilled out to sea as pirate
vessals acting in support of the various factions have begun attacking
each other through out the isles. The overall effect has been a
reduction in pirate attacks in the Sea of Fallen Stars and an increase
in trade for Sembia, Cormyr, and other nations bordering the Sea.
FR: Scardale: The Zhentarim have increased thier reward for
information on those responsible for the capture of one of thier
vessals in Scardale last month to 2,000 gold. A FNN BardontheScene
interviewed Anton Longstride, a Ranger from the woods north of
Scardale who reports seeing "A big black boat like the one the Zhents
lost" sailing into Brock's Cove last week. "Loaded up a gang of
Bugbears, Ogres, and Frost Giants and sailed away to the south, it
did." he added. Anton goes on to say that he SWEARS he saw a couple
of elves leading the humanoids, but our BardontheScene comments
that the Ranger had partaken of several drinks by that time and might
not be entirly credible.
Jon Gad [email protected]
Forgotten Realms: Daggerford: A group of Elite Daggerford Militia
turned up to the small village of Clearwater as guests of Baron Perne
at his daughter's wedding, only to discover she was missing.
Extensive investigation has revealed that she was under an enchantment
by a local witch, and had been kidnapped. She was intended as a
victim in a ritual sacrifice at an evil stronghold east of Secomber,
but fortunately the militia group rescued her, having to defeat a
whole coven of witches in the process. The wedding took place a few
days later than planned.
FR: KaraTur: Chunming:
The spelljamming port of Chunming was under strict control for the
early part of the month before last NO ships were being allowed to
leave and ALL new arrivals were being warned off. The city was under
quarantine, and, as far as could be gathered, all persons who had
encountered the crew of the vessels "Frostfire" and "Phoenix" were
being requested to come forward, or being searched out, and were
subjected to intensive magical examination, and in some cases, were
not seen again. Indication of the seriousness with which the Chunming
authorities were treating the problem was manifest when the sage and
wizard Elminster, from the Western Realms, arrived to asist with
investogations. Several buildings in the city had been razed to the
ground with magical fire by the city authorities, apparently in an
attempt to combat whatever the cause of the quarantine is.
FR: Karatur: Chunming:
City authorities, with the aid of some adventurers, have broken up a
mysterious cult within the city. The cult's symbol is that of a
stylised sixlimbed humanoid, and as far as could be ascertained they
are, or hopefully were, some kind of evil fertility cult
Mike Whitaker [email protected] Details of precisly WHAT is going on
FR: Suzail: To all ye who have not yet been in Suzail after the time
of Troubles : Come and see the Glorious Temple of Ishtar Goddess of
Love & War. (You just can't miss it everybody knows where it's
located just look for that *WHITE* giant Temple complex. It's located
next to Vangaderhasts Tower) And say hello to Rahasia Priestess of
Ishtar.
FR WaterdeepBaldur's GateCalimshan: The new Giant Cruise Ship "the
Princess" is currently on it's way to the 'Coprica Isles` (a new
discovered isle group far west of Calimshan). `Princess Voyages & Co'
is busy turning this exotic tropical paradise into the place to spend
a sweet sunny and Adventurous Holiday. It is said that they'll build a
nice holiday village and they'll be turning one of the isles into a
Vinnie [email protected]
FR:Westgate: The free city of Westgate has issued an edict banning all
animals except wizards' familiars (and there was some discussion about
that, too) within the city walls. This is an apparent reaction to the
recent horde of animals which poured from the Leiran temple there.
Queries at that temple produced (surprise, surprise) no useful
results.
SILLY VICIOUS GOONS MISSING AT SEA
Forgotten Realms (modified, preTime of Troubles):
The adventuring group SVG (usually known as Silly Vicious Goons)
has disappeared on Straitguard Island (about 2 weeks sailing south
east of Waterdeep) while acting as a scouting party for King Jaylith.
Rumours of drow involvement are being denied by official sources in
the kingdom; the adventurer's guild has declared the group "missing,
status unknown". Any person(s) knowing the whereabouts of this
adventuring group should report its presence to the local guild hall:
standard guild payment schedules will be followed.
SVG is comprised of two dwarven fighters, one human cleric, one
elven cleric, one elven thiefmage, one elven fightermage, one female
human mage, and one (very attractive) female human swashbuckling
thief.
RAIDS ON TRADER'S ROAD INCREASING!
Raids on caravans and travellers on the Traders Road between
Eversult and Westgate have increased lately. Just this week, a
caravan was attacked by a large number of kobolds led by an orc who
was captured and killed. The governor of Teziir is organizing a
hunting party to clean out these bold marauders and is offering a
bounty on raider ears.
Beth Gaynor, [email protected]
Forgotten Realms : Raurin Desert :
"THE IV" GO AFTER THE FIVE
It has been rumored that an evil efreet has awakened after almost
a thousand year rest. It is said that he can destroy much of the
desert inhabitants, and maybe farther south. Recently a group of
adventurers calling themselves "The IV" (consisting of 2 elves and 2
humans) have gone in search of five magic Star Gems. It is said that
these gems will give them the power of the dead archmage Martek. It
was he who first banished the efreet almost one thousand years ago.
With this help they hope to send the efreet back to its home forever.
Nothing has been heard from them since I saw them on the road
about a week ago. They informed me that they had 3 gems and were on
the trail of the fourth. However I don't know if anything will be
able to stop this evil that has come to our land.
Sorga Kazan (missed the Internet address)
Forgotten Realms : Pirate Isles
SCRAPE HAS FALLEN!!
The troubled Pirate Isle that has been the site of a bloody civil
war was attacked and conquered by a force of Ogres and Bugbears
supported by a band of Frost Giants and led by a pair of Elves.
Details are sketchy at this time, but reports indicate that the Goblin
and Orc populations of Scrape have been ruthlessly exterminated,
whiles the Humans and Ogres native to the town have agreed to obey the
new rulers. An unconfirmed report also states that the lead vessal in
the attack was the same one stolen from the Zhentarim at Scardale two
months ago. The latest report available from our Pegasus Express
messengers say that the fighting has died down with the invaders in
complete control. The new rulers of Scrape have yet to make any
Jon Gad, [email protected]
MONSTER ATTACKS SUBSIDE
A slew of attacks by trolls, ankhegs, and other monstrous beasts
in the immediate vicinity of the village of Eveningstar has been
halted by a band of adventurers known as the Swords of Light.
Apparently the surge of attacks, unusual for the area, was due to a
minor artifact, known as the Eye of the Basilisk, that had recently
come into the possession of the Temple of Lathander. Unsubstantiated
rumors hint that the Swords of Light may have sold the Eye of the
Basilisk to the temple in the first place and then stolen it several
times in succession.
Forgotten Realms : Waterdeep : Ruins of Undermountain :
ELEMENTAL BLADE RECOVERED
A noted band of adventurers, the Swinging Swords, is reported to
have recovered the third of four Elemental Blades from the dungeons
beneath the city of Waterdeep. Rumors claim that the band has some
affiliation with the dark elves lairing beneath the city, but this
rumor is believed to be without basis in fact. It is known that the
band has not yet emerged from the main well of the Yawning Portal inn,
and may have met a sinister fate beneath the city streets.
Eric L. Boyd, [email protected]
CONSORTIUM MEMBERS TO WED AGAIN
Lord Moriarty and Lady Joleena, both members of the Consortium,
have announced that they will renew their wedding vows on the
Twentieth day in the month of Flamerule. This announcement comes
shortly after the rumor of Lord Moriarty's alleged affair with two
chambermaids under the Moriarty's employ and a young, female, Moon Elf
whom aspires to be a ranger. Gordon, Right Hand of Lord Moriarty, has
initiated a full investigation into the origins of the malicious lie.
For reasons not yet disclosed, a militant organization of humans
calling themselves The Pure, have lay siege to the High Elven village
of Hightree. This attack has served as a pawn in the mounting racial
tensions between the Elven Races and Humans. Based upon last year's
registry of the organization, it is comprised of the following:
A 19thlvl fighter leading a 6thlvl fighter, a 3rdlvl fighter,
20 cavalry, 100 infantry, and 20 berserkers
A 16thlvl fighter leading a 7thlvl fighter, 30 cavalry, and 10
mounted knights
An 11thlvl fighter leading a 5thlvl fighter, 40 heavy
crossbowmen, 20 light crossbowmen, and 20 expert archers
A 20thlvl mage, two 13thlvl mages, and 5 8thlvl mages
A 17thlvl Cleric of Helm with 134 followers
A 14thlvl thief leading fifteen thieves
The Consortium will reward a discretionary amount of gold to any
individual or group of individuals who can provide indisputable proof
of this group's size and motivations to the proper authorities.
Deadlock, [email protected]
ACCOMPLISHED MAGE SUSPECTED MISSING
Azrik, an accomplished mage who lives in a remote tower several
days east of Waterdeep failed to turn up to the AGM of the Mage's
Guild. He was supposed to be giving a lecture on recent research. A
guild representative said that he was normally a very reliable member,
and didn't deny that something could well have happened to him. The
Guild are looking for adventurers who will be paid to check up on
Azrik.
Forgotten Realms : Waterdeep :
GUILD ADMITS MISSING MAGE DEAD
Azrik, an accomplished mage, who failed to attend the Mage's
Guild's AGM to give a report on his research has been reported dead!
A group of adventurers who were sent to investigate have reported that
a struggle took place in his laboratory, and numerous strange and
lethal creatures were seen roming the area. It is suspected that
Azrik's research went wrong, creating these vile things by mistake,
and that they proved too powerful for him to deal with. Azrik's body
has been recovered, and he is likely to be raised, however, in the
meantime the adventurers are attempting to eliminate all the vile
creatures, although a nearby village may be in danger.
Forgotten Realms : Waterdeep :
NEW STREET LIGHTING SCHEME HIGHLY ACCLAIMED BY CITY WATCH
The recent street lighting scheme introduced by the city
authorities, whereby continual light spells are cast by teams of mages
on street corners to allow Waterdhavians to walk home more safely at
night has been announced highly successful by the city watch.
Criminal incidents at night in the lighted areas have reduced
significantly, and plans are afoot to extend the street lighting into
other parts of the city in the city's latest push against crime.
Andy Merritt, [email protected]
KOBOLDS ROUTED!
A band of adventurers of local fame has routed a tribe of kobolds
from the lair in the Haunted Halls north of Eveningstar. The band has
secured the kobold lair and rumor has it they are planning on turning
it into a dwarven temple to Gorm Gulthyn. The company, known as the
Swords of Light, has continued their exploration into the depths of
the Halls and reportedly battled with Iron Throne mercenaries.
Forgotten Realms : Waterdeep :
CALIMPORT IN FLAMES
With the breaking of the winter thaw, rumors of civil war in
Calimshan have reached Waterdeep. Calimport is rumored to be
descending into anarchy with large sections burned. The pasha has
supposedly been assassinated but details are vague.
A band of adventurers known as the Starlit Knights have headed
south in the company of the pasha's brother, who was exiled for his
part in a failed coup against the pasha. Legends speak of the day the
Prince and the Twelve will conquer Calimshan at the cost of the
prince's fiance's life! This could be the prophecy spoken of by
Alaundo of Candlekeep.
Forgotten Realms : Easting :
UNDEAD HORDE ROUTED
A band of unknown adventurers, the Moonshadows, have uncovered a
conspiracy by the Black Priest to destroy Easting with an undead
horde. Over 100 civilians were killed in the final battle. Only the
efforts of the adventuring band prevented further destruction. The
Moonshadows are believed to be heading east to Eveningstar escorting a
dwarven caravan.
by Eric Boyd, [email protected]
DR1149 (FR1359Year of the Serpent)
Wednesday, 13th of March (Ches of the Sunsets)
HUTMENT ON FIRE
The hutment near the harbour of Loon Village (Goliad River) was
set on fire under unknown circumstances. During the day only beggars
could be found in the huts but it is rumored that at nights the
hutment accomodated thieves, assassins and other criminals. The fire
was put out due to enourmous efforts of the residents and by the
guidance of a group of young adventurers and two twin paladins, thus
saving the village's granary and winestore, located among the huts,
as well as the 80% of the hutment. It also seems that the fire scared
off the criminals who disappeared from the huts, although temporarily.
Forgotten Realms : Damara/Barony of Polten/Trailsend :
DR1149 (FR1359Year of the Serpent)
Saturday, 16th of March (Ches of the Sunsets)
SHIP DISAPPEARED
The ship OSTRIA that was expected to arrive at Trailsend on
Friday, March 15th, seems to have disappeared. The ship was routing
on Goliad River, from the City of Goliad to Impiltur. It was reported
to arrive normally on Wednesday, March 13th at Heliogabalus where it
stayed for 4 hours for supplies and then sailed South. No one heard
from it again. OSTRIA was an old ship but capable for many more years
of sailing. The ship was property of the Barony of Bloodstone, and
Baron Gareth Dragonsbane is rumored to be very annoyed by its
disappearance. The ship was officially reported to carry coal but
some sailors in Loon Village said that it looked like it carried
something much more heavy. If the rumors of the reopening of the
bloodstone mines in Galena Mountains are correct, there is a
possibility that a huge amount of treasure has also been disappeared
along with OSTRIA . . .
Kyriakos Sgarbas (HA+3), [email protected]
THEOPHILUS RETURNS TO THE CITY OF SPLENDORS!!
Theophilus, a member of the Company of the White Hand, and a
famous cleric of the city has returned! He had been gone for some
time, and there have been many stories reported of he and his
company's acheivements. The most notable was the defense of the town
of Nesme against a huge, unearthly Troll attack. Some of the tales
say that the Trolls could fly, and use magic! Even more tales say, a
undead Dragon came forth to attack the town! But Theophilus repelled
the foul invaders.
It is considered to be a good omen, that now in the dark of
winter, the city filled with mercernaries about to march in the snow
to Dragonspear castle to fight devils, that a cleric of Torm, the god
of defense, is in the city to set things right.
Forgotten Realms: Waterdeep: PreAvatar, Hammer 1355 :
DWARVEN COMPANY TO LEAVE WATERDEEP
The Company of the Red Shield, an excusively dwarven mercernary
company will be the first company to march south to fight the devils
of Dragonspear Castle. "Let the humans sit and freeze, while we win
the day," snarls Immar Deepaxe, leader of the company. The company,
with its unusual shoes that allow it to walk onto deep snow, is
mobilizing far faster than the human or other companies. It is
ordered to go to the Way Inn, and set up a command post for other
companies to follow.
FR:EVENINGSTAR: Two foolhardy adventurers thought it would be "fun" to go hunting trolls, so off they went into the southern part
of the Stonelands a few days east of Eveningstar. They apparently spend two days trying to attract a troll, they were very successful,
for three fully grown trolls attacked out of the bush. The elf, whose idea it was, was rendered unconscious in the attack. His dwarven
companion managed to fell the trolls and burn their bodies.
After healing his companion with healing draughts, the furious dwarf dragged his embarrassed colleague back to Eveningstar where
they were heard to be solemnly swearing to never do that again.
FR:Baldour: The Dwarves of Baldour report that one of the Swords of Baldour has been stolen. Emissaries have been sent to
investigate its sighting in Waterdeep.
FR:Eveningstar: An ancient axe, the dwarven Axe of Thrammer, has been rumoured to appeared in Eveningstar and also in
Waterdeep. This huge axe that hits like a 2handed sword, was being made about 700 years ago for the Dwarven prince Thrammer,
but he and the axe disappeared during the 17th Dwarf/Orc war. The axe is not magical but was intended to be enchanted, but was put
into use when the Orcs attacked.
FR:Waterdeep: . There,as been a flood of Maztican gold and silver on the market in Waterdeep recently as adventurers return from the
jungles of the Dead Zone.
FR:?: The Church of Helm denies reports that a Helm missionary tried to raise an arlny of Maztican warriors.
FR:Waterdeep: The recent restrictions on magic weaponry in Waterdeep appears to have created a thriving black market in evil
babykillingassaultswords. Loyal citizens are requested to report any knowledge of magic weapons to the authorities.
FR: Sea of Fallen Stars (Pirate Isles) After the death of the HalfOrcish leader and its Green Dragon protector at the hands of an
adventuring party, the pirate town of Scrape has fallen into a state of chaos and confusion as various factions struggle to claim
leadership. No less than four factions comprised of Humans, Ogres, Orcs, and Goblins are at war with each other on the small Pirate
Isle.
FR: Mirabar The adventurers known as the Bloodhawks have returned in triumph to Mirabar aboard a flying ship. The vessal's holds
were filled to the rim with platinum,gold, and silver obtained from the lair of a Red Dragon. At the request of the party's leader,
Deltar the Destroyer, a drydock was built and the vessal landed outside of the city. After seeing to the ressurection of one of thier
number who had fallen to the Dragon's breath, and removing the 'helm' that allowed the ship to fly, the Bloodhawks donated the
wooden galley to the city and rode to the south.
FR: Scardale A seagoing vessal belonging to the Zhentarim was attacked and stolen by unknown parties in a fierce battle on
Scardale's wharves. At the end of the melee, several Zhentilar were dead, including a mage and a priest of Cyric, and the vessal was
sailing away to the north. The Black Network is rumored to be actively seeking the culprits, and have offered a 1,000 gold piece
reward for information leading to the bloody and painful death of those responsible.
FR:RAVENS BLUFF: Some adventurers from the Company of the White Raven accidently visited Maztica recently when the ship
they were travelling on was swallowed by a giant sea monster. When the elven mage Kitiram cast a Flaming Sphere against the
monster's stomach lining, a survival mechanism teleported the ship randomly, causing it to appear above a desert. Gravity took over,
and the ship smashed into the surface, killing most of the crew and severely injuring the adventuring group.Fortunately, the survivors
were discovered by some friendly natives, and after establishing rudimentary communications, they discovered they were in Maztica.
The group set out to discover a way to travel back to Ravens Bluff. After a series of adventures, the group found a spelljamming helm.
This helm was mounted on a ship, and the group left Maztica, taking some willing natives with them. The return to Ravens Bluff
caused some consternation, as the pilot failed to handle the helm properly, crashing the ship into a house, destroying the ship and
house in the process. No loss of life occurred and damages were paid for by the Company.
Forgotten Realms:Cormyr: CARAVANS AMBUSHED!
In the past two rides, a total of four caravans have been ambushed and plundered while making the run through Gnoll Pass. The
only survivor tells of a pitched battle between the caravan's guards and a large combined force of orcs, hobgoblins, gnolls, and ogres.
Baron Thomdor, commander of Castle Crag, suspects Zhentarim influence, because as everyone knows, humanoids can't cooperate
on making dinner, let alone coordinating a military operation of this magnitude. Various adventuring bands have been hired to find
the humanoids and destroy the operation. A fake caravan manned by Purple Dragon's will also attempt to draw out the humanoids and
expose their leaders.
Forgotten Realms: Baldur~s Gate: Unicorn Controversy
Tran, a noted alchemist in Baldur's Gate, has put out advertisements for unicorn horns. Despite massive protests by noted druids and
rangers,a large party brought in two horns and was paid hansomely, in cash and gems. The Moon Blades, a group of nearby Druids,
contacted Tran with the intent of having him revoke the advertisement. Two druids went to have a "talk" with him and have not been
seen from since.
5 out of 6 People Think Glowing Stones are Magical
Aye, well met again...
Now last time I told ya of the members of the Order of the Flying
Daggers, but a couple of them slipped my failin' memory.
Radya is a rather shorttempered elven pirate. She's been known
to explode every few minutes particularly in the direction of the orders
newly elected and esteemed leader, Grimn. She is another poor unfortunate
and it seems that she may have brought the wrath of hobgoblins to bear on
the party of heroes. She joined shortly after Ned found her unconscious
on the shore near Suzail. She was the only survivor from her ship which was
attacked at sea by a Hobgoblin ship. She doesn't remember the battle.
As for why any selfrespecting elf would take up the life of a pirate,
she was abducted at a young age and has served as a cabin boy(disguised?)
for many years.
Radya is almost fool hardy for a elf. She is quite fearless, even
throwing herself into another battle when she can barely stand. Her most
optomistic moment was when she commanded to the rest of the party to leave
the Sandling to her and she would deal with it as soon as her paralysis
wore off.
Ned is a curious fellow, he's a druid from the Mountains who was
thinking of an early retirement in Cormyr. He was recruited by the Order
before it's fall and was given the duties of groundskeeper. He would
maintain the flower beds, trees, and other plant life at the former order
estate. He believes that Bingo is responsible for the loss of the Mansion,
and is holding a grudge because he's lost the job that had everything he
wanted...
Ned has acted as the party scout since the death of Telmar. He
has the ability to transform into several very small creatures. (Druid
Shapechanger kit). He favorite form is that of a sparrow.
Now we come to the most important members of the Order. They have
slain together almost four times as many creatures as the rest of the
surviving members of the Order combined. They are Igor and Bravery the
Dogs of War. Yes, the Order has two War Dogs which Hercules cares for
feeds and grooms. The two War Dogs have claimed the unlife of several
skeletons, and slain kobolds, stirges and Zhentil Keep warriors all in
the past week.
Aye the most curious tale that the order was one that 'posed to
be from the vary beginnin'. The Order discoverred a most wonderful glowing
rock in a valley near Daggerdale. Though try as they might they could only
When drawn and the command word is spoken, this sword is
charged with electrical energy. this will cause the sword to glow
with a golden tint and give off light in a 5' radius. This charge
will give an additional d4 points of electrical damage.
Once a day, if the command word is known( a different one
from the first), it can store up electrical energy and then send out
a 4d6 blast of electrical energy. The storing up of the energy takes
1 round in which the sword can not be used. if it is used while
charging the blast for that day is used up. After the sword is
charged the blast must be given off within one turn or the wielder of
the sword will take the damage and the electrical powers of the
sword will not function for a week. While the sword is charged it
has a bright golden glow and will give off light as a light spell
will. This "Lighting Bolt" can only hit one person and it will not
miss.
This sword hits as a normal plus 2 sword when striking at non
metal armor. When striking at metal armor, figure as AC 10 with
normal dex and magic bonuses applying for the electrical shock. use
their normal ac for sword damage (i.e. a person in plate +1 with a
+1 dex will be AC8 for electrical damage and probably around ac0 or
1 for sword damage). When using nonmetal armor, figure ac normally
for electrical damage.
This sword normally has a Ivory handle and the blade has a
golden tint.
From: Jon Drnek <[email protected]>
HISTORY: A mysterious item that first appeared in the realms during the Glory years of
rlyth Drannor. Legend recalls the heroics of one Yavel of the Zordiastical Ecclipt, an elfin
fighter with great knowledge of Art. His deeds included the slaying of the evil and cruel
Eye Tyrant, Garstan while battling against the Legions of Aranox, The Lich-Lord. During
his crusade to rid the world of Aranox and his Legions, Yavel came across a lone
building. Although a sole building is not very peculiar, but when one finds a lonebuilding
in the middle of the forest Inside Yavel met the
Ice maiden, Sirana FrostWeaver. She tested him greatly. Yavel
had to pass Five Tests. The first tested his Skill. The Second
tested his Passion. The Third tested his mind. The Fourth tested
his Loyalty to his cause. The Fifth and Final Test made him question
his Worth. Only by passing each of the five tests was Yavel deemed
worthy by the Ice Maiden to Wield the Glove of her Goddess. Yavel
wielded this glove, and bravely fought against Aranox and his
minions. With FrostWeaver, Yavel brought down the Evil Force, and
restored peace to the forests of myth Drannor. Legend also speaks
of another glove that Yavel later found while traveling the plane
of Fire. Rumor claims that when both gloves are brought together,
Great Art will flow from he who dons them.
-- enables the wearer to create a surge of power that will flow from within the glove
through one weapon of choice. All powers listed below seem to come from the
chosen weapon and cannot be called upon unless the weapon is wielded.
DESCRI PTION: FlameDancer is made from a Gold Metal, some say the scales from a
gold dragon. Its appearance is like that of FrostWeaver, for FlameDancer is the
sister glove of FrostWeaver.
POWERS:
FireSpear 2/day 6d6 FlameDamage [1' x 90']
FireShield 4/day as per spell 12th level of Power
Wall of Fire 2/day as per spell 12th level of Power
Fire Travel at will may travel from different sources of
Fire no smaller than a campfire.
Flame Weapon for 80 turns adds ld4 flame Damage
4d4 vs Cold Users & Undead
Frost and Fire Resistance Immunity to powers of the glove 50% Magic Resistance to Fire &
Cold Based r1agic Shape Power this allows the user to shape any cold or fire form to their own
liking. This allows for campfires to become images of people,to Blocks of Ice becoming a giant fist.
Powers:
LongBow made of some sort of Bone. Has no string Manifests its own arrows, when the user simulates pulling a
string Roll of 5 or greater than needed to hit lodges arrows 6 pts bleeding damage per round while arrows are lodged.
-- Immunity to all poisons, natural and magical, while wielded -- Clout Fang Poison I
Death or 4dlO damage 2/day -- C 1 out F ang Po i son I I KO or 2d8 dam age
3/ day -- Poison damage inflicted on successful attack roll and is cumulative with
weapon damage. -- Must be at least 6'3 and have at least a STR of 18 to wield
Shield of Durr
This is a metallic shield, elliptoid in shape, 3 feet high and 2
feet across. It is a dull gray, with a smaller ellipse of another
material at the centre, 1 foot high and 6 inches across. It is this
hub that gives the shield its power.
The hub is highly magnetic, and it causes any object that comes into
contact with the shield to become stuck fast. What happens depends on
the object concerned and the situation:
Weapons in battle: if a strike against the wielder is UNsuccessful,
then roll a d6 to determine whether the striking weapon hit the shield.
1 indicates the weapon was fended off by the shield, 26 means the
wielder must have dodged or parried. On a roll of 1 the attackers
weapon sticks fast to the shield. The attacker must make a successful
bend bars/lift gates check to be able to dislodge his weapon, otherwise
he is disarmed, obviously having to make a morale check to see if he
runs away having lost his weapon. The weaponless attacker may elect
to keep trying to retrieve the weapon, in which case his AC is modified
accordingly (no bonus from dex, shield etc) as he is an open target
to the shield wielder.
Notes:
1. The shield has no bonuses, ie it is a +0 shield. The shields advantage
is being able to disarm your opponent.
2. All metallic weapons are affected, enchanted weapons do not get any bonus
over nonemagical weapons.
3. Conversely, nonmetallic weapons like clubs and so on are NOT
affected by the shield.
4. At the DMs discretion, large weapons that become stuck to the shield
may penalise the wielder's AC, due to the awkwardness of having
the weapon stuck to your shield! I suggest reducing the dex contribution
to the shield wielder's AC by 1 for each large weapon stuck to the shield.
The source of the magnetism is magical, so a successful "dispel magic"
will cause the magnetism to fail for 1d4 rounds. The full magnetism returns
after this period.
Does the shield attract nonferrous metals?
The confusion has arisen because I used the word "magnetic" to describe
the shield's properties. Let me clarify:
1. ALL metals will stick to the shield, unlike magnetism.
"Magnetic" was just a way of trying to describe the property.
Antoman was trying to recreate the ability of the adherer, and
the furthest he got was creating a material that would stick to
all metals, including gold, copper, aluminium etc.
2. The attraction is only activated on contact, unlike magnetism.
Again there is no area of effect for the shield. Metals that
come into contact with it will be held fast, "as if by a stong
magnetic attraction".
3. Neither the shield itself, not the hub of Durr that gives it it's
properties feels sticky to the touch.
The shield is just steel, while
the hub may feel more like plastic, not quite as hard as metal, although
it would look ironlike due to it's red appearence.
Antoman Durr was an alchemist and mage working in his cave on the
the High Moor, not far from the edge of Misty Forest, a large wood but
three days trek South-East from Waterdeep. He had lead a successful life,
having been both a freelance adventurer and a battle mage in his time.
Retiring on the proceedings of his numerous campaigns, he spent a decade
studying a creature that he had always found facinating - the adherer. He
went on many expeditions to study these life forms, and eventually decided
to attempt to recreate their ability. Many attempts were made, but
these involved sticky secretions that eventually wore off. Deciding
on magically generating a form of magnetism that would only work on
contact, Antoman eventually created an enchanted alloy of adamantite and
iron that he called "Durr". Durr was even more successful than Antoman
had hoped since it would propogate it's adherence through other metals.
This meant a metal item did not have to be made entirely of durr, it could
just have a plate of durr on it and the whole item would exhibit the
"sticky" properties.
In 1263 DR, the year of the Tressym, the merchants of Waterdeep were busy
trying to rebuild the city's reputation after the guild wars of two years
previous. Many fetes, faires, parties and balls were organised throughout
the year. Antoman presented his discovery in the form of a shield at an
exhibition of new spells and magical items, where the judges and the audience
were impressed by Antoman's achievements.
Having won third prize for his ingenious discovery, he was promptly
assassinated on his way home on the orders of one of the exhibition
organisers who wanted the shield for himself. The organiser was killed in an
accident several weeks later, when a money purse belonging to a sergeant of
the guards became snagged on the shield. The sergeant was slightly drunk and
accussed the merchant of trying to rob him. Before the merchant could
explain the sergeant promptly ran him through, then reclaimed his purse,
after a bit of a struggle with the shield.
Dagger of Grimm
A normal looking dagger, decorated only by a symbol of an open hand
on the handle. The weapon is enchanted to +1, but radiates more magic
than this might warrant. The reason for the surprisingly large
dweomer becomes apparent when the wielder first tries to put the
dagger down. As the wielder's hand opens the dagger vanishes, and
a tattoo of a dagger appears on the palm of the wielder. The tattoo
will remain until the command word is spoken, upon which the dagger
will instantly reappear in the wielder's hand, the tattoo gone.
While the dagger is in tattoo form it will not radiate any noticeable
dweomer.
Obviously the advantage of this blade is that it is extremely well
concealed against most forms of detection. Only very specific
searching with "detect magic" or such like will arouse even the
slightest suspicion.
A word of warning. If the wielder did not read the command word
on the handle of the dagger before trying to put it down (and
it becoming the tattoo) for the first time, he will be unable to
remove the tattoo, nor get the dagger to reappear. The command
word is not visible in the tattoo, which is an exact likeness
of the dagger.
o deploy
o manifest
o conspicuous
o open hand
o perforate
o scratch
Grimm fled the building before the alarm was raised, returning
his dagger to its tattoo form. The guards were looking for a
man carrying a bloodied knife, but none was found.
Grimm escaped Waterdeep and headed for his safe house in the upper
levels of the dungeons nearby, known as Undermountain. The nobleman's
family immediately announced a reward for information leading to
the capture and execution of the assassin. The mage who had manufactured
the blade came forward, motivated by greed, and told a false story
about being approached by a man matching the description of the
assassin, asking for magical assistance for the attack on the Lord.
However, the mage was known for his previous crimes, and he was
imprisoned. But he had already given the High Justice the information
they needed to track down the assassin. They descended on Grimm's lair
in Waterdeep, from which he nearly escaped but was finally slain by
the youngest son of the dead lord. As Grimm's last breath was gasped,
a dagger shimmered into existance in the dying man's hand, then fell
from his grasp, its only decoration a small symbol of an open hand...
Dreamweaver Blade
It's a light longsword with an elven grip and handle. The blade is made
of pure silver and bathed in liquid moonlight at its creation. There are
a pair of intertwined roses racing up either side of the blade. The hilt
is a normal brass ball filled with sand.
The guard is styled with the thorns of the roses and tapers.
Dreamweaver was crafted by Aero, High Elven Enchanter about 250 yrs ago.
It is a +1 blade when used by anyone, but this rises to +3 if used by
either an elf OR an enchanter, again rising to +5 if used by
an elven enchanter.
Powers:
Sleep 1x/d, Forget at the swords prerogative, Shadow Walk 1x/wk, Dream
1x/wk, Invisible Stalker upon wielders death.
She rarely speaks but when she does it is in a soft feminine whisper.
She is never angered and is neutrally aligned. Dreamweaver will never
reveal her invisible stalker or forget powers.
Upon the death of the wielder, w/i a few rounds, the invisible stalker will
come to take the corpse and all it's possessions to the final resting place
of all High Elves, whereever that may be in your campaign.
Cloak of Thespis
Created by an evil mage with a flair for the dramatic, this cloak is
enchanted to swirl and flare at the slightest provocation. At times it
seems to be several yards long, but due to it's magics will never tangle
the wearer's arms or legs. It has only one purely defensive magic, a
continous feather fall spell [which allows the cloak to spread like wings
in order to make an unforgettable entrance/exit], but this is counterbalanced
by the 1 to armor class, as the wearer attracts the attention of all opponents.
Spellbinder
This 3foot long sceptre was created by an ancient king who despised
magic, so by forcing his court wizard to cast "Enchant an Item" backwards,
as well as several other arcane acts, he caused the rod to be empowered.
The Rod absorbs most magics, save for those which create physical objects,
such as wall of stone, and enchantment/charm spells which affect the mind
directly. This alone makes it a highly powerful item, however the Rod also
causes magical items to cease to function [1 day for self renewing magics,
permanently for rechargeable ones (until recharged)], and when a successful
hit roll is made, causes a spellcaster to lose all memorized spells. Note
however, that the user cannot wield and other magics, either by spell or
item.
Sling of Titan
This magical item, not being the Titan's sling, receives its name
from the enormous strength it gives to its owner. The sling looks like a
long piece of grey cloth; when examined closely, some symbols of fighting
men and boulders can be seen on it. When left in darkness, it emits a faint
blue light.
When the sling is used for its real purpose, that is, throwing sling
bullets, it functions normally until the command word is spoken. Then the
little bullets, after thrown, turn to large boulders weighing 100kgs each,
in the air. A bonus of 10kgs is applied for every strength point the wielder
has, starting from 15. Note that the boulders have the same range with the
bullets.
If the sling is wrapped around the wielder's arm, it functions as a
Bracers of Strength and increases the strength of the wielder to 18/00. If
it stays wrapped around the arm for more than 2 weeks, a slight feeling of
weakness will come to the wielder and the ill effects will reveal themselves.
For every additional week from this point will drain one strength point from
the wielder permanently if the sling is not used for its real purpose during
this time. But the wielder will not be aware of this change until the sling
is removed. Till the removal of the sling, the wielder's strength will be at
18/00. After draining 3 points of strength, the sling will loosen itself
anytime the DM desires. The wielder will immediately feel the results and
fall to ground with the drastic fall in his strength. If he tries to wear the
sling again, the sling won't function and loosen itself after every attempt.
If the wielder removes the sling before getting drained 3 points of
strength (i.e. 1 or 2), he'll then be able to wear it back for another 2
weeks period before he's drained again. The sling increases the strength to
18/00 again despite the permanently lost strength point(s).
This magical item was designed for halflings but every class and
race having the required proficiency can use it.
Vanshir's warblade
The warrior Vanshir travelled for a great time with a
party, some of whom he did not trust, yet he fought valiantly to keep them
safe. After on great battle, with the party weakened, the thief decided to
make his life easy and lay claim to all the booty... he started with the
first and most powerful warrior, Vanshir. The foul man stuck a poison dagger
in his back and went to work on the rest of the party. Vanshir survived
and made his way to a nearby city to rest and heal.. and 3 years later,
without the aide of magic to get him home, he made it to his estate. It
was here that he became obsessed with revenge and sold all that he owned,
called in all of his favors, and alienated most of his friends. He used
this money to pay off a wizard to craft an enchanted blade that he would use
to hunt down and kill thieves.
The Warblade is a +3 longsword that grants immunity to fear, +3 to AC
and +1 to saving throws, in the presence of thieves and poison it glows
a sickly green and throbs.
The SIlverthorn:
This weapon is currently found in the hands of Kelly
Wolfe, a huntress of some great status, her quarry? Werebeasts that
harm the innocent of the land. She did not create it, but knows of its
useful nature.
The Silverthorn is a 3 foot long Mithril silver spike, wrapped at the base
with wolf hide. It strikes for d6 damage and is a +2 weapon. When used on
a were creature, it inflicts triple damage. It has the ability to allow
its wielder to cast confusion once a day (usually on the werebeast).
Goldstone's Biting Blade:
The Gnome adventures Denovan Goldstone found this gleaming shortsword and has kept it for many years. It
is of nondescript
origin, with no racial markings or designs. It's handle looks to be
golden, but may well be brass, and at this point in time the blade
looks to be made of glass.
The Biter is a +2 shortsword that ignores all nonmagical armor when
determining the victims ac vs the sword strike. In the presence of gems under
500gp in value the blade turns white, and in the presence of gems ovber 500gp
value it turns transparent. It is transparent continually now becasue
goldstone affixed a diamond to it to improve it's looks... at the time he did
it, he was on top of a dragon's hoard, so he had no idea the blade wasn't
always see through!
The Whiteblade:
The whiteblade is of off world origin, it's metal is
white, and it's steel handle is wrapped in some white leather. It's powers
are somewhat mysterious as they have no visible effects. It is just a bit
longer than a bastard sword, but still easily wielded one or two handed.
The whiteblade was crafted to fight undead, and is actually extraplanar in
origin, being the weapon of an angel. In the hands of a good warrior it
acts as a defender +4. it's only other power is that it renders its
wielder completely immune to the draining effects of all undead and
demons. It has a benign intelligence of 15, meaning that while it is
aware of its nature, it has no driving desire to accomplish anything...
and as long as it is doing it's job, it's happy.
The following letter is part of the campaign to get the players to go to Myth
Drannor. The Swords nemesis and the PCs nemesis are one and the same.
Anyway they recently found the enemy but the party turned away at the last
moment because they were afraid! Talk about frustrating. Anyway here it
goes:
To My Dearest Daughter Alauna,
I feel great sorrow at having to leave so soon after having you come
into my life. I am not sure if I will ever be able to join you and your
mother in the wooded shade of our home. I love you with all my heart even
though I have known you for, but a scant handfuls of days. Your mother is a
brave woman who knows why I must leave you even before your eyes have opened.
Cherish and care for her with your love and the love I might not be there to
give. You will probably wonder why I keep speaking of leaving you and your mother.
If I do not leave then the chances are that you will all be destroyed.
I leave to do battle with him. I must fight him to remove the scourge that is his life from this
land. If I do not succeed then chances are that you will all die also(which makes me wonder
why
I write this). I shall fight with my last dying breath to kill him though.
I shall not allow something that is not even of this good earth ,that
Your Loving Father,
Cantarlin Silverwind
The following is the hammer/maul that I wrote about. I decided that there
should be a twohanded sword equivalent of the sword so I made up stats for
the maul (speed 10 dmg1d12 SM 1d8 L weight 15)
Hammer of the Winds
This hammer is actually a maul. The difference is that this weapon can
not be thrown as a hammer can. However to make up for this the weapon
has had enchantments put upon it by Shaundakul. The user has several
bonuses that he or she may take advantage of:
+3 to hit and damage
Always has first iniative every round in combat(as per a shortsword of
quickness)
May be thrown(two handed) once per month for 3X damage however this
will cause the thrower to have 2 to hit for 24 hours after throwing. This
is due to straining of the body and a general feeling of exhaustion(no
penalties though).
History:
This maul was made sometime around the founding of Northkeep. For
many years it was sunk beneath the waves of the Moonsea. Several
adventurers found it in a short excursion beneath the waves. It passed
Appearance:
The head is of Duskwood. The wood is black with smoky gray stripes
through it. Around both ends is a band of black adamantite that is studded
with mithril. On the blunt head is Shaundakul's symbol. The pointed(stud
like) end of the head is carved with winds that seem to push the weapon
forward. Duskwood is as hard as iron so the chances of breaking are
reduced. Handle is made of Steel with a blue tinge. Wraps of blue dragon
leather provide a better grip near the base of the handle.
Notes: This weapon was made with the idea that should I wish I might
make is a receptacle for some primal of Shaundakul's. This doesn't change
the weapon but for those with the Primal Order it does give them a
launching base for further adventures. This weapon was also a great way
for me to breath some life into a little known god that the players had never
before heard of. SO far in two game sessions I have had two devout
followers of Tymora convert and one of them is contemplating becoming a
cleric of Shaundakul. If anyone is interested in the stats for Shaundakul I
might be able to dredge them up for you.
> Wish: My guideline has always been: A 7th level limited wish can
> duplicate the effects of any 5th level Mage or Priest spell. A
> 9th level wish can duplicate the effects of any 7th level mage or
> Priest spell. Other effects would also have to be within this
> 'power' range. When using the wish in this manner there is not
> chance for loss of con.
> This is extremely limiting the power of a wish, why even have a
> wish spell if all its going to do is duplicate some spell two levels
> lower?
To NOT limit the power of a wish spell in this manner could be very
unfair considering the spells level. A Wish should be just another
9th level spell... (7th in the case of limited wish), not some all
powerful ultimate spell. Example: Limited Wish Look at ALL the
options that a character has if he/she could cast ANY 5th level spell!
And I didn't say that it can ONLY duplicate the effects of a spell...
"Other effects should be in this 'power' range" I often ask myself
this question: If I wanted to make a spell that duplicates the
'effect' asked for in the wish, what level would the spell be?
If, for example, you allow a 9th level wish to 'duplicate' the effects
of other 9th level spells, why would anyone with access to a wish spell
take any other spell? Casting time?
And I recommend that this limit be placed on the spell 'Wish'. A
wish granted by a magic item or divine being could be more powerful,
and should be, esp. if you use 10th and higher level spells. While
I do not allow these spells, a 'Greater Wish' could be created to
handle more powerful needs.
The limits I suggested were originally outlined in a T$R publication.
In an effort to drive this thread into the ground, I will now provide
ANOTHER large Dragon article. While it was written long before 2nd
edition existed, most of Gary Snyder's theories still apply.
Mithril Explained
Hello, I myself play with a mixture of MERP (MiddleEarth Role Playing)
and Rolemaster, both based on Tolkien's world, so I have some
documentation on mithril. I have also played AD&D, so I can compare
the systems and perhaps help you out here.
Mithril is a metal (not an alloy, though it may be used that way) that is
magical in nature. In AD&D, it would have an innate +2. It could easily
be enchanted (by VERY highlevel alchemists or mages) to up to +5. It has
absolutely nothing to do with silver. The hobbit Bilbo Baggins, who made
a poem with the words "truesilver" and "Moriasilver" knew nothing of the
true nature of mithril, since he was not a blacksmith or otherwise familiar
with precious metals. Mithril does not rust, much like gold. Mithril is not
an easy metal to work with, and it is extremely costly to let someone make
an item out of mithril ore. Also, the ore itself is very costly (I suggest
some 500 gold pieces PER OUNCE. Even though mithril is very lightweight, a
typical short sword would still weigh about 1.5 pounds or 24 ounces. That
is some 12000 gold pieces just for the material. In addition, some 100 gold
pieces for the forging per ounce, adds up to 14400 gold pieces for a +2
short sword, without additional powers. Cheap, huh?) Mithril is very tough,
and a weapon would be all but unbreakable save against stronger materials
such as eog or galvorn. Should a mithril weapon break, roll a d100. If this
roll yields a 1, the weapon indeed is broken; otherwise, it isn't, but it
may still be dropped instead or something...
Some though monsters are more susceptible to magical weapons. Since mithril
is magical in nature, these monsters could be hurt by mithril weapons, even
if they would normally require a +3 or better weapon to hit.
A summary of mithril properties follows:
Metal (not alloy, and definitely not silver);
Innate +2 bonus (consider magical);
Can be enchanted to up to +5 (or better, but find a GOOD mage);
Very lightweight (some 2000 kilograms/cubic meter);
Costly (some 500 gold pieces per ounce, plus 100 for the forging);
Difficult to work with (find a GOOD blacksmith);
Resilient (only breaks on d100 roll of 1);
Subduing
(nonlethal fighting)
There are many times when you may want to, or have to fight somebody without
killing them:
A Charmed friend
Possible witness to a crime
Wanted felon
Criminal with a bounty
Roleplaying
Interegation
Hostage
Fight in a town where killing is punished by death, or is against the law.
Against your Code
Prisoner
Torture
Vengance at a later time
Too many witnesses
I have used Nonlethal combat on dozens of occassions. You can't very well
question a dead prisoner. Doesn't it suck when you find out that the guy
you just killed had vital information? Or had a bounty for being returned
alive to stand trial? Maybe he was a famous thief, and never told where
the stash from his biggest job was hidden? Perhaps you can ransom the person
off? Slave traders won't buy dead slaves...
For what ever reason, sometimes you don't, and shouldn't, want to kill.
Now Punching, and Wrestling are great. As is the Lasso and Net.... but
sometimes you don't have the time to wrestle him to the ground, or it is
too dangerous to delay... and you just want to knock the damned creature
out! Perhaps there are a BUNCH of opponents and you don't want to kill them
(such as in a bar fight) but don't have time to be nice? KO'em!!
OK from the Complete Fighters Handbook a called shot to the head (which IS
where you have to hit somebody to KO them) is an additional 4 to hit and
+1 to initiative. There is a manuever called `sap' which the Sap was designed
From: [email protected] (ShadowMist)
Greetings:
Ok, I've been reading about people saying things like
`one Barbarian kills a beholder' or `Small party beats
beholder' for the last few days so I'm jumping into the
fight with a few points.
To begin a beholder should never, NEVER be an easy
foe. If the DM plays it intelligently, a beholder
(or for that matter a Dragon, a Death Knight,a Lich,
or a Vampire) can clean the floor with a party that's under
10th level, at least! The problem isn't, as some say, these
things lack power, its that the DM isn't playing it
according to its level of intelligence!
First: A beholder is SMART people! Its got 11 eyes so
the odds of a thief somehow escaping its notice
long enough to backstab are about the same as
Mystra aka Midnight) and Cyric being friends!
That's assuming that your DM decides you can
backstab a Beholder, which a good one won't.
When it sees a group of adventurers swinging
glowing weapons, its going to levitate high
enough that it won't have to worry about those
magic swords, maces, morning stars, ect...
(and no, a beholder won't lair someplace where
it can't levitate out of sword's reach). And
if it sees a big, powerful, Barbarian carrying
a large TREE (and unless the Barbarian's invisible
for some such... and considering the age,
intelligence, experience and magic items a
SLASHING (scimitar, bastard sword, broad sword, long sword, great sword, axes)
0109 Hit vulnerable area, damage X2
1012 Strike vital area, damage X3
1320 Destroy 1d4 items, 1/2 damage
2122 Slit throat; 20+1d10 damage plus 1d8 for next 5 rounds until binding
2355 Limb damaged:see limb damage chart
5660 Hit face; scar, 1 charisma
6163 Scalped, damage X2, 3 charisma, no hair will grow
6465 Removed nose, 10 to charisma
66 Removed left ear, 20% chance of hearing, 2 charisma
67 Removed right ear, 20% chance of hearing, 2 charisma
6870 Blind in one eye, 1/2 damage, 2 to hit, 4 with missiles, Lose DEX bonus on AC
7172 Blind in both eyes, 1/2 damage, 6 to hit, 10 with missiles, lose DEX monus on AC
7377 Gut wound, 1/2 damage, takes 2 rounds to bind, see STOMACH WOUNDS
7879 Sever spinal cord, save vs. paralization or legs paralyzed. +10 damage
8088 Organ hit, see ORGAN chart
8995 Removed weapon. No damage unless monster (claws or teeth removed)
9698 Limb, major tendon severed, roll on LIMB chart
99 Limb, major nerve severed, no sense of touch, roll on LIMB chart
00 DEATH
THRUSTING (Short Sword, Dagger)
0109 Hit vulnerable area, damage X2
1012 Strike vital area, damage X3
1315 Puncture throat, damage +10, 1d8 for 4 rounds or until bound
1630 Limb struck: use LIMB chart, roll 1d4 for EXTENT
3136 Blind in 1 eye, +50% damage, see SLASHING for results
37 Blind in both eyes, +75% damage, see SLASHING for results
3844 Organ hit, see ORGAN chart
4547 Blade stuck in bone, max weapon damage every round until removed
4851 Limb: tendon severed, 1 limb useless see LIMB chart
5262 Lodged in vital area, take damage again when removed
6369 Destroyed 1 item, damage d4
7078 Solar plexus hit, damage X2.5
7990 Gut wound, effects as stomach wound use ORGAN chart
9199 Exceptional blow blade passes through body, damage X3
00 Strike perfect blow instant death
0103 Crush neck damage =20+ 1d10, save vs. paralysis or paralized from neck down
until cured for 2x damage taken
04 Crush throat, damage +50% and can't breath; unconscious in CON/6 rnds,
suffocate to death 10 rnds later.
0521 Limb cracked, roll on LIMB chart to see which one. Useless for 2 months, 2 days per CON
2227 Crack skull, damage =10 + 1d10, save vs death or lose 12 points of WIS and INT
2829 Spine cracked, see SLASHING for effects
3036 Rib cracked, damage +20%, 1 to hit
3742 If wearing plate, crunched inside +10 damage and 50% chance of not being able to
breathe until removed; if not removed, treat as crushed throat, 1 AC worse for armor.
4346 If wearing chain, horrible imprint left, +25% damage and 25% chance of scar
4750 Organ ruptured; see ORGAN chart
5157 Stunned for 1d10 segments, cant fight or defend for 1d6 rnds
5863 Hit face, 1 charisma, damage +25%
6465 Helm destroyed (only magic helms get saving throw) save vs CON or knocked out 1d4 rnds
6673 Shield destroyed (only magic shields get saving throw)
7477 Destroy 1d4 items, damage 25%
7883 Hit tip of sternum, damage x2, 2 to hit
8485 Crush pelvis, damage +50% and 1 HP/rnd until magically cured for 10 HP
8690 Crack jawbone, +10% damage and can't talk or eat for 1d12 days
9194 Glancing blow to face, 1/2 damage, 1d8 teeth knocked out, 2 Charisma
9599 Shoulder crushed and arm useless
00 Head crushed in dead
0109 Hit vulnerable area, damage X2
1012 Strike vital area, damage X3
1323 Blind in one eye, X3 damage,2 to hit, 4 with missiles,lose DEX bonus on AC
2430 Stick in bone, take damage again to remove
3136 Pierce hand, useless for one week or until 2X damage cured
3740 Pierced neck, 1d10 damag, + 1d4 damage for next three rounds from bleeding
4145 Limb hit at joint (use LIMB chart), limb useless until projectile removed, then 1
to hit with that limb until healed
4650 Remove finger, see LIMB chart
5159 Pass entirely through body, X2 damage
5068 Pin arm to chest, chance to removechance to open doors +10%
6977 Hit weapon hand, see LIMB chart for ARM damage
7884 Organ hit, see ORGAN chart
8593 Projectile sinks all the way in, unpleasant damage X2
9498 Projectile lodged in bone, max weapon damage until removed
99 Limb, stuck in major tendon, making that limb useless, us LIMB table for location
00 Perfect shot DEATH
POLE ARM (Bardiche, bec de corbin, billguisarme, fauchard, fauchardfork
glaive, par ransuer, spetum, voulge)
0109 Hit vulnerable area, damage X2
1012 Strike vital area, damage X4
1318 Mutilate chest, damage X2
1924 Horrible gash, damage X2, infection in 1d6 days
2540 Limb struck, see LIMB chart
4143 Grazed face, damage +1/2, 1 on charisma until X3 damage cured
4447 Destroyed armor if chainmail or weaker
4851 Blind in one eye, damage X2, see SLASHING
5254 Blind in both eyes, damage X2, see SLASHING
5562 Rip shield from grasp, 1/2 damage (if no shield, MAX damage)
6371 Organ hit, see ORGAN chart
7278 Stuck in ribs, take damage every round until removed
7980 Blade goes entirely through, take X3 MAX damage
8188 Polearm disarms opponent, no damage unless opponent has teeth or claws
8994 Destroy 1d4 items, 1/2 damage
9599 Hack out chunk of flesh, X3 MAX damage, 4 to charisma, will leave bad scar
00 Blade cleaves skull, save vs. death at 5. If saved then instant death, if failed,
character looses 1d4 on constitution permanently and dies very horribly
0109 Hit vulnerable area, damage X2
1012 Strike vital area, damage MAX X2
1320 Impaled, MAX damage and takes 1d6 rounds to remove
2129 Victim pinned to ground for 1d4 rounds
3036 Neck punctured, see THRUSTING
3741 Arm pinned to body, MAX damage
4246 Hit shoulder, arm useless, 4 to hit due to pain
4748 Impaled and lifted off ground, X3 damage
4955 Sticks in shield, makes both shield and spear useless, 10% chance of hitting arm
1/2 damage if this occurs
5660 Hit ribs and break several X2 damage 2 to hit
6170 Blind in one eye, X2 damage, see SLASHING
7179 Roll on THRUSTING table
8083 Destroyed 12 items, 1/2 damage
8487 Hit face, X2 damage, 25% chance of scar, 1 charisma until cured for 2x damage
8894 Hit in gut, see SLASHING
9599 Goes clear through body, MAX X2 damage
00 Pierces heart, save vs. death at 5 or dead, if saved HP reduced to 0
SPIKED (Some maces, Morningstars, Flails, Clubs)
0150 Roll on crushing table, with +1d4 damage
5157 destroyed chainmail or weaker armor
5867 Removed finger, see LIMB chart for effects
6873 Stuck in bone, take damage every round until removed (removal takes damage)
7477 Punctured one eye, damage X2, see SLASHING
7883 Punctured both eyes, damage MAX X2, see SLASHING
8488 Many spikes hit, MAX X2 damage
8994 Deep puncture wound, damage X2, will infect in 1d6 days
9599 Organ hit, see ORGAN chart
00 Crushed skull, dead
0130 Stunned for 1d10 segments, can't fight or move for 1d4 rounds
3150 Blind in one eye, X2 damage, see SLASHING
5170 Limb cracked, X2 damage (25% chance of being useless), see LIMB chart
7180 Limb broken, MAX X2 damage, (75% chance of being useless), see LIMB chart
8199 Vital area, MAX X2 damage
00 Shattered skull, save vs death at 10 or dead. If saved, INT 1d4 and WIS 1d4, HP=0
BITES AND CLAWS (Monsters, unarmed humanoids)
0109 Hit vulnerable area, MAX damage
1012 Hit vital area, MAX X2 damage
1331 Limb hit, see LIMB chart
3235 Break ribs, damage X2, 4 to hit due to pain
3638 Organ gouged, see ORGAN chart
3951 Knocked down (if possible), MAX damage, monster gets +2 to hit on next attack
save vs. paralysis or lose next attack
5254 Blind in one eye, damage X2, see SLASHING
5557 Blind in both eyes, damage X2 see SLASHING
5865 Severed mahor tendon, see SLASHING
6675 Roll on SPIKED table
7679 Unpleasant things done to face, X2 damage, 2 charisma, 5% each major feature
being made useless. Cure for 5x damage to heal.
8099 Deap gouge, MAX X2 damage, weird scar and will be infected if possible
00 Removed throat, save vs death at 10 or dead. If saved, reduced to 0 HP and
charisma 6 due to huge scar on neck.
AREA (WITH SHIELD 1D6, W/O SHIELD 1D4)
Reverse all L & R for lefthanders
die roll
1 R. Leg
2,5 L. Leg
3,6 R. Arm
4 L. Arm
LOCATION (d10) X5 damage
1 Fingers (toes)
23 Wrist (ankle)
45 Midforearm (midcalf)
68 Elbo (knee)
910 Shoulder (hip)
EXTENT (D6)
1 Temporarily damaged
2 Badly hacked
34 Crippled sevemy
56 Completely severed
ARM
Temporarily damaged 4 to hit, 4 to damage
Badly hacke 6 to hit, 6 to damage
Crippled severely 8 to hit, 8 to damage
Fingers remove 12 fingers, lose 1 hp each, 25% chance thumb.
If thumb or 3+ fingers lost, save vs paralysis each blow or drop
weapon
Completely severed 10 to hit, 10 damage
LEG
Toes 10% movement
Temporarily damaged 10% movement
Badly hacked 25% movement
Crippled severely 50% movement
Completely severed 90% movement
Location (d6)
1 Lung Damage X2, save vs. poison or lung collapses:
unconscious for 1020rnds then half move until healed
2 Heart (nicked): Damage MAX X2
3 Kidney Damage +2, blood poisoning, death in 4d12+CON hours;
neutralize poison will add 10 hours
4 Liver Damage +3, bleed for 1d4 hp for 5 rounds
5 Spleen Damage +3, bleed for 1d6 hp for 5 rounds
6 Stomach Damage X2, take full damage again daily from digestive fluids.
Will becom terminally infected in one day. This will weaken the
victim at 1 Strength and 1 Constitution point / day.
The victim dies when Strength, Constitution, or HP goes below zero.
A cure disease is required to stop infection; thereafter, the
character will regain Strength and Constitution at the rate of
1 point per day.
Critical wounds by failed saving throw against magical attacks, cold, acid
electricity, or poison, there is a chance that a critical wound will result.
(saving throw needed saving throw rolled ) *2%
Roll this percentage to see if a critical occurs.
FIRE
0109 Hit exposed area, MAX X2 damage
1040 All oil, alchohol, or other flammables explode for 1/2 damage each
4145 If holding metal item, it melts onto hand permanently (only if fire is
strong enough)
4650 Destroy 1d4 items, take full damage
5154 One eye is burned, X2 damage, see SLASHING
5560 Both eyes are burned, X2 damage, see SLASHING
6166 Blinded for 1d6 rounds
6774 Smoke inhalation, out of action for 1d4 rounds
7580 Flame gets under clothes or armor, X2 damage
8199 Burned face and skin, causing scars and 3 charisma, must cure for 5x damage
to regain charisma.
00 Inhaled flame, save vs death at 10 or lungs burned out and death. If saved,
MAX damage X2
0140 Limb frozen, cure within 10 rnds or lose it (roll on LIMB table)
4150 1d6 nonmagical glass and metal items turn brittle; save at 5 if struck
5160 Severely frozen, Strength and Dexterity 2 for 2d6 rounds
6170 Go into shock from cold (same effects as being unconcious)
Roll less than CON on d20 every round to come out the next round unharmed
7175 Body completely numbed all surface nerves paralyzed for 1d4 hours:
will not know damage taken per each blow, must roll under DEX on d20
for each attack or will drow weapon
7688 Severe frostbite lose toes, nose, etc. (see Druid's Chill Metal Spell)
8999 Flesh frozen and gangrene will set in, X2 damage
00 Blood crystalized, save vs death at 10 or die. If saved HP reduced to 0
ELECTRICITY
0120 Hits unprotected area, X2 damage
2140 Goes into convulsions for 1d4 rnds, X2 damage
4146 All potions carried make saving throw or are changed: 150 useless,
5190 changed, 9100 poison
4752 If wearing metal armor, welded inside; MAX damage
5365 Severe burns at entry and exit points, X2 damage
6670 One limb burned off (roll on LIMB table) MAX X2 damage
7180 Nervous system damaged: lose 1d4 of dexterity (regained if healed magically
for 5X damage)
8185 Nervous system damaged: lose 1d4 of wisdom (regained if healed magically for
5x damage)
8690 Nervous system damaged: lose 1d4 of intelligence (regained if healed magically
for 5x damage)
9193 Temporary amnesia lasts (9+d20) days. Save vs. paralyzation or also lose all
1 level (including experience and spells memorized).
94 Permenant amnesia, save vs. paralyzation or lose all experience (back to 1st level)
9598 Temporary insanity 1d8 days
99 Permenant insanity
00 Strikes heart, death
POISON
0140 Temporary insanity, lasts for 3d6 days
4149 Permanent insanity
5059 Lingering results poison won't leave system for 1d4+2 days and there
will be "flashbacks" which do 1080% of poison damage
6079 Unusually high dosage, effects (damage) +MAX
8097 One score lowered 12 must neutralize poison and heal 5x damage to regain
9899 Save vs. poison or enters major artery, damage MAX X3
00 Poison has unique effect on this individual; save vs. death at 5 ( or at +5 for
nondamaging poisons) or fatal
0140 Limb struck, use LIMB chart or DM's choice
4160 Hitrs exposed area, X2 damage
6170 All items close to area hit save at 3 or destroyed
7177 Acid gets into potion flask, water skin, etc.
7882 One eye blinded, damage X2, see SLASHING
8390 Both eyes blinded, damage X2, see SLASHING
91 Hair burned off, 3 damage
9299 Severe facial damage, 3 charisma, heal damage X6 to regain
reported here by Sylvain Robert ([email protected])
Mythals are titanic feat of elder magic, rare and precious today. But of
old, mythals were laid in many communities beside the fabled Myth Drannor.
One was Myth Nantar, now drowned deep under the waves of The Sea of Fallen
Stars, somewhere near the pirates Isles, and said to be infested by
sahuagin, and worse. Another was Myth Lharast, in the heart of Amn. Founded
as a city of Seluneworshippers, its mythal is linked to the moon. It
appears only on certain moonlit nights, a ghostly, floating splendor of
walls and towers, only to disappear again. Various groups, from undead
armies ruled by demiliches to gargoyle clans, have seized control of the
city over the years, and used it to raid the surrounding area, earning it a
fell reputation.
Myth Glaurach stood in the Sword Coast Northlands, in the upper reaches of
Delimbiyr vale, near presentday Hellgate Keep. Entirely destroyed by orc
hordes long ago, it is today only creepercovered rubble and a few
underground chambers and sewer tunnels, now home to monsters. The mythal
remains in force over these ruins, however, and are used by certain daring
adventurers and by the evil inhabitants of Hellgate Keep to work powerful
magics and to replenish magic they carry.
There were other mythal sites, at least six cities in all as well as
several strongholds. The only mythalguarded stronghold known today is The
Heralds' Holdfast, whose mythal is similar to that of Myth Drannor, but
also includes some defensive barriers that exclude orcs and prohibit
certain spells and action from entering, which aid in its defense (and have
given the reputation, over the years, of being an invincible fortress,
allowing it to withstand siege by orc hordes, bands of marauding beholders,
tarrasques, and powerful archmages alike).
Rumors in the city of Silverymoon has it that a strong mythal is in place
around that part of the city east of the great open market.
The details of this mighty Art are now lost, but from Elminster of
Shadowdale and others we know the process: at least nine wizards were
required, of 41st or greater level (the minimum required to cast 10thlevel
spells, in the days before the gods took such heights of spell hurling away
from mortals). A tenthlevel spell, Create Mythal, was cast
simultaneously by the nine. This spell is known to have permanently drained
life force from each caster. (Other tenthlevel spells known to have
existed were Hurricane Slaying ,Tidal Wave, Shape Mountain and Wildmagic
Tempest.)
A mythal would then begin to form, and the nine creators (plus other
magicworkers allowed to participate by the nine) should weave the mythal
as it slowly formed, adding specific powers to it, and determining its
boundaries. Each creator could secretly fashion two properties for the
mythal, and the others could openly add as many powers as desired.
Possible mythal properties are the ability to make all magical or alignment
auras continuously visible, for example, or to exclude certain races of
creatures or to block psionics, or the ability to make all items of less
than a certain mass have an equal density to air, so that they float and
cannot fall or be thrown with any force.
Sages still hotly debate the true nature of mythals, but it is generally
agreed that a mythal is a living thing, a huge magical web work of
forcebeams given life by its creators (from whom it takes lifeforce), and
sustained by the natural processes of its surroundings( taking energy from
sunlight, water seepage, temperature changes, and the like). This is why
Dispel Magic spells, Limited Wishes and similar magics can weaken or
temporarily negate certain mythal properties Wish spells can even permanently
exclude small areas from mythal control, or twist mythal properties into new
results) but such magics can never destroy a mythal. This view of mythal nature
is supported by the words of the goddess Mystra over the years, as well as several
comments of the Magister and the demigod Azuth, who is said to have had a
hand in the creation of the very first mythal.
Point One: The Sharn: A chaotic neutral race that seems to have interfered
with the Phaerimm plans for the total destruction of all surface life due
to some little understanding that went wrong with the people of the
Netheril times on a whim or in the interest of good, it is not quite clear.
It is rumored that members of the Sharn race may be occasionally
encountered in Undermountain. It is recommended however, by such
notables
as Khelben Blackstaff and Elminster himself, that you leave them alone.
They are a long-lived race about whom little is known, save that they
dabble in the Art. Considering that they are comparable to most archmages
in ability watch out for those who take it a bit more seriously.
The Phaerimm were not satified with this destruction and planned to
continue their onslaught on all life on the surface. At this point the
Sharn enter and cast a powerful magic of their own, known as the Sharn Net.
This magic prevents the Phaerimm from moving beyod the geographical
area of
the Anauroch.
Danthiir Amcatherick,
Sage and Mage of the Realms and Surrounding Planes.
Predictions
You are momentarily blinded as you try and adjust your eyes after
entering the dimly lit cave. A small fire crackles in the center of the
room, and seems to provide little in the way of warmth or comfort. Rather,
it enhances the darkness of the shadows as it makes them dance on the cave
walls. A heavy smoke fills the air, and there is a sickly sweet smell that
penetrates your nostils. You glance about uneasily and notice strange
objects, all of them dealing with the arcane; skulls, librams, tomes, jars
of strange preserved creatures and candles line the walls on crudely made
shelves. You shiver as something scuttles over your boots and disappears
into the shadows too quickly for you to identify.
"Come ye forward my friend," croaks an old voice, "or are ye afraid of what
ye shall find?"
You turn your attention to the source of the voice, an old man
sitting behind the fire. His skin is old and dry like parchment, and is
covered in thousands of tattooed whorls of different colours. He is wearing
an old robe that must surely be as old as he, since it is frayed and
tattered with age. He turns his head towards you and it is then that you
realise he has no eyes. Sightless eyes stare at you from behind old grey
eyebrows, and he grins.
"I see my lack of sight startles ye. What I see I do not need me eyes to
view," he says.
"I am not startled, just surprised that one of your power art blind," you
reply.
"Blind physically prehaps, but not in mind, nor soul. Are ye ready?"
You nod. "Aye, that I am."
The old man picks up several bones and scatters them on the floor
while mumbling softly under his breath. Closing his eyes, he picks up a
small pipe and takes a long puff, holds it in, then breaths out slowly. You
hold your breath and begin to wait for him to enter the trance. Minutes
pass, and nothing happens. You begin to get discouraged and you being to
wonder if anything will happen at all, when suddenly he sits up straight. No
longer is he hunched and bent over. Is it just you, or is it darker?
"The following year shall be known as The Year of the Banner. It is a time
of war, but shall become a time of peace. The war in Tethyr shall end after
a climactic battle. Many shall die. Drow surface raids become an increasing
occurance throughout Faerun. Aliances are forged between several nations
noteably Mulhorand, Aglarond and Rashemen. Harper influence is suspected in
the aliances. Plans are made to attack Thay."
"Then shall come The Year of the Gauntlet. Nations shall rise against Thay
and the Red Wizards. Thay will prevail and the armies shall be driven back.
Szass Tam will try to unite the Red Wizards under his rule to ensure
continued survival of Thay and the Red Wizards. His power grows and the
Harpers undertake a mission to assassinate him. It fails and all are
murdered. Zhentish forces are being assembled near the Citadel of the Raven.
The areas in the Dales not under Zhentish rule fear an attack in the near
future. Rumors of the Dark Mistress, a new goddess of magic begin to spread.
The origins of these rumors are believed to be from Thay, and most people,
including the Harpers, discount these rumors.
In the heavens, Azuth is missing. Mystra believes that this is because of
Cyric, but nothing can be proven. In reality it is the Dark Mistress who has
killed Azuth and taken his power."
"The new year shall bring in the Year of the Tankard. It is a year of
prosperity and celebration as record harvests are recorded throughout the
Realms, and Elminster is married to the Simbul. Zhentish forces are still
being assembled near the Citadel of the Raven, and little is known of their
plans. The year ends with Szass Tam uniting the Red Wizards under his rule.
Meanwhile, Thay has risen and attacked Aglarond, Rashemen, and Mulhorand.
Strenghtened by a new Goddess of Magic, known only as the Dark Mistress,
these nations fall under the united Red Wizards. The Harpers and other
forces of good are wiped out in these areas. Szass Tam begins to look
towards the North and the Cold Lands.
Throughout the Realms the Harpers are exterminated by Zhent agents, as well
as agents of the Red Wizards. Also, the Cult of the Dragon begin to build
their power under a new "God", a dracolich resembling the form of Tiamat
that contains the life essence of thoughttobedead Sammaster. Their power
begins to grow, and they gain a large new following of evil dragons mainly
from the ruins of Castle Perilious. The Cult become responsible for a large
number of Harper murders.
Meanwhile, in the heavens a war rages between the Dark Mistress and Mystra.
Mystra is defeated by several surprise attacks from the Dark Mistress and,
as a result, looses some of her power. She is unable to help any of the
Chosen in their battles agains the Zhentarim and Cyric. Mystra goes into
hiding to try and find more about the Dark Mistress."
"Darkness grips the Realms as the last remaining Harpers go underground in
this year that shall become known as The Year of Wild Magic. The Zhentarimm
begin to spread out from the Dales and begin a conquest of surrounding
areas. Cormyr raise an army and prepare to try quench the Zhetish threat,
Mystra discovers that Azuth had been murdered by the Dark Mistress and his
power was taken by her. Mystra and the Dark Mistress are cast from the
heavens by Ao to settle the war between themselves. Wild magic will grip the
Realms in it's fist due to the loss of the Goddess's of Magic. Elminster
still cannot be found.
The Red Wizards under the leadership of Szass Tam do not progress any
further from the lands they have conquered since magic has gone wild
throughout the Realms. There is a threat of uprising in the conquered lands,
but these are quickly quenched by the Red Wizards' armies.
The Harpers' numbers continue to dwindle. It is a bleak time for them.
Khelben fears an attack on Waterdeep since he has received reports of
humanoid uprisings led by extraplanar creatures from the north near the
Spine of the World. Similar reports of humanoid urpisings are received from
several areas including the Bloodstone lands. In all cases extra planar
creatures are involved, and it is suspected the Malaugrym are behind this.
The Zhentarim will establish and control a trade route through Anauroch.
Many of the Bedine will be enslaved in the process. The Cult of the Dragon
continue to gather more followers and their teaching begin to spread far and
wide. Contacts with dragons in the Forest of Wyrms are made as well as other
key locations."
Almost all of the Elves have left and gone to Evermeet. Elven homelands such
as Evereska are destroyed by the Elves so that pillagers cannot gain any of
the wealth.
"The Year of Rogue Dragons shall follow and great devestation and
Mystra succeeds in taking her rightful place back in the heavens as the
Goddess of Magic, while the Dark Mistress takes her place in the heavens as
a demipower worshipped mainly by the evil magic users, and the Red Wizards
in particular. The Red Wizards of Thay begin to spread the forces outwards
from Aglarond.
The Harpers go even deeper underground to escape the wrath of their
persecutors, and they consist of only 100 or so. They begin to meet in
secret, trying to build up their numbers once more to destroy the forces of
evil that strike the land.
The Zhentarim have spread their area of control into Sembia, Cormyr and
Damara.
For the first time in many years a Thieves Guild will rise in Waterdeep, and
it shall prosper. The guild is led by a Malaugrym in the form of a human.
Khelben is almost murdered as is Lord Piergeiron (sp?). The assassins were
Malaugrym. More reports are received of a humanoid army on the move from the
North. Mirabar is the first to fall.
This is all I have done so far. I'll post the rest some other time because I
have to go right now. Let me know what you all think.
Dazrin, Master Harper.
Skullport Tale
_____________________________________
From the pages of the Waterdeep Public Records
held from public eye by Thorbold Rinwalt-City Constable
"In ancient days, sorcerors sought to learn the One True Spell
that would give them power over all the world and understanding of all
magic. Some said they'd found it, but such men were usually dismissed
as crazed.
I saw one of these "crazed" mages myself. He could ignore spells
cast at him as if they did not exist, or work any magic himself by silent
thought alone. I did not think he was mad - but at peace, driven by
urges and vices no longer. He told me the One True Spell was a woman,
that her name was Mystra - and that her kisses were wonderful.
A Summary of Sembian Military Orders,
Written by the Sage Raulithan of Marsember
As reported by Galthavar Truesilver
Knight of the Order of the Seven Swords
Champion of Queen Filfaeril
2nd son of Ayesunder Truesilver, Warden and Duke of Marsember
Compiled this 16th of Marpenoth 1368 DR
Order of the Crimson Wyverns
90 members, 34 squires
Base of Operations:Urmlaspyr, Sembia
Leader: Lord Navary Ilthingsar(LG hm F9), wields a spear +2, named
Deathnail.
Underswords Vherin the Cocksure,refers to either his prowess in
battle or his prowess with women(CN hm F5) and Reetha Rivenfire(LN hf
F3)
This order is currently rebuilding after devastating raids by hill
giants. The giants have been striking with more frequency and order.
No one knows the reason why.
Order of the Prancing Bear
12 members, 3 squires
Base of Operations:Urmlaspyr, Sembia
Leader:Bartheolomew Stoutfeet(CN halfm P6) wields Bearclaw, a spiked
warhammer of +3 enchantment,, able to cast speak to animals with
unlimited frequency. Given to him by Arvoreen, halfling god of war.
Underswords:Fanny Tallshears(CG halff F3) and Jaleem the
Bearfriend(LN halfm T5)
The instrument Dequala is a large hunting horn. When halflings of
this Order go into battle, they drink a fiery nectar called Coldfire
in a ceremony to Arvoreen, hoping he will grant them victory. When
combined with the horn, all those halflings who participated in the
ceremony gain +2 on their to hit/damage rolls. Furthermore, they gain
+1 on all saving throws. The bears are the biggest of their kind, use
maximum MC stats and add an additional HD and +3 to hit/damage rolls.
The giants of the Thunder Peaks are being controlled by a small band
90 members
DM Notes
Order of the Gorgon
250 members, 103 squires
Base of Operations: Saerloon, Sembia Five Moon Street, dockside
Leader: Jorgan Gallohall(LG hm F14), wields Vaxxza, a broadsword +2
Underswords: Anton Vaantoss(CG hm F5) and Bazad Nesamar(LG hem F4)
Order of the Sphinx
100 members, 54 squires
Base of Operations: Saerloon, Sembia Callass Way, south of the
North Market
Leader: Danica Aldebron(LN hf F10)
Underswords: Maldar the Magnificient(CN hm F7) and Kajain Galdassa(NG
hf T9)
The knights have acquired 15 semi trained griffons for use as an
aerial unit. The knights expect to have the griffons fully trained in
several months. They also plan to acquire at least 10 more.
Order of the Raven
170 members, 106 squires
Base of Operations: Saerloon, Sembia Folly's Avenue, near North
Market
Leader: Hamlin Walventine(CG hm P12), of Torm
Underswords: Keridwen of Ordulin(CN hef F8) and Raymond Salverpazz(NG
hm F6)
The knights use 40 war dogs in battle. They often unleash the hounds
when a charge is sounded, to sow confusion on the enemy. The Ravens
are fighting a guerilla war in the city's sewers with a small clan of
lizard men. The reptiles have been using hit and run tatics on the
knights, causing a number of casualities. There are currently 32 male
warriors, 14 females, 6 "children", and a clutch of 23 eggs that will
hatch in a month. Because the sewers are large and sprawling for a
city of Saerloon's size, the knights have had trouble. Recently, a
several detachments of Saerloon's army have been seconded to the
knights to aid them in the extermination efforts.
Adventuring Company, The Dangerous Blades
Lady Amethysta of Espar(NG hf P8)
Kathryn de la Mar(CG hf F9)
Anjuli(CN ef W6)
Lauriel Bryastone(CG hf W7)
The Blades have recently come from the Earthspur Mts near Ironfang
Keep. They found a small abandoned dwarfhold where they found
several axes of hurling, and a bright mace. They are a group of
treasure seekers, and are thinking of completely clearing out a hold
and using it for themselves.
Lady Rae's
The staff: Faehaera Yawlin(CG hf F5), a short woman, armed with a
girdle of storm giant strength.
15 serving maids
10 cooks(4 halflings and an elf, rest humans)
3 female warriors as backup muscle(levels 3, 3 and 5)
15 servants
Myshalin H'Lyknas(CG ef F6/P8), of Mielikki, Keeper of the Arch Glade,
in the Arch Wood. Myshalin comes from a gold elf clan in Evereska.
She was born some 145 years ago to gold elf sword masters from the
Arms Academy. She briefly attended the Academy, until she found her
true calling in the service of the Lady of the Forest. Myshalin
received a vision from Mielikki, telling her that her duty lay with
the goddess and the guardianship of Mielikki's sacred glades in
Faerun. She was given stewardship of the Arch Glade in the Arch Wood,
much to the delight of her parents. Harpers and followers of good are
welcome to rest in the Glade. Myshalin is served by two firbolg
brothers.
Golban(CG firbolg F6) and Jurs(CG firbolg F6). The firbolgs grew up
in the Nether Mts. near Sundabar. The name of their clan is Xzaghlaz,
with some 30 firbolgs as it's members. The firbolg brothers
discovered the calling of Mielikki, when they encountered a trio of
rangers. The rangers were tracking an orc tribe that had kidnapped a
wealthy merchant's daughter from Sundabar. Golban and Jurs decided to
help the rangers in their quest. The group tracked down the orcs and
a battle ensued. The girl was saved and the entire orc warband was
destroyed. The rangers told the firbolgs that Mielikki had sent them
a vision that two giants would help them in their quest. At first,
the firbolgs were unconvinced, until later that night as they slept,
Mielikki sent them a vision, that she would need them to help her
followers. Golban and Jurs were finally convinced, and they joined