Forgotten Realms Notebook Volume 1 Chronology 1 Realms Culture Names 13 Book of Chondath (page 1) 15 Battle of Urml 17 Plates of the Katti'n Tundra 18 M-U Spells 21 The Singing Rocks 26 Psionics Enclave 27 Priest Gods 29 Lore regarding the Time of Troubles 44 Priests 54 Critical/Fumble Charts 57 Peregrin's Treatise 66 Rumors & News of the Realms 68 Poisons 82 INDEX 88 CHRONOLOGY All times are in Dalereckoning. Year names are given where appropriate. The nascent Present Reckoning timekeeping system uses the Time of Troubles (1358 DR) as 0 PR. -2637 Mezro, in Chult, is founded by Ubtao. -2488 Empire of Raurin (Imaskari, Artificers) destroyed. -2135 Mulhorand founded. -2087 Unther founded. -1967 First Mulhorand-Unther War. -1961 Mulhorand and Unther agree on common border; peace ketween these nations to the present day. -1088 First record of trading at the future site of Waterdeep. -1075 Orcgate Wars in Thay. -1071 Orc god Gruumsh kills Mulhorand deity Re: first known deicide. -1069 Orcs in Thay defeated; many flee north and west. c. -900 Rise of Narfell and Raumathar. c. -700 The Vastar of the Orcs in the Vast. -734 Gilgeam becomes king of Unther. c. -400 Augathra the Mad travels the world. c. -200 Records indicate that the Tethyrian royal family rules Tethyr. Candlekeep founded; calendar of Harptos begun. First Dalesmen cross the Dragon Reach to Cormanthor. c. -150 Narfell and Raumathar destroyed. -137 The Chultian city of Mezro is sacked. -52 First permanent farms in Waterdeep area. 1 The Year of Sunrise The Standing Stone erected; Dalereckoning begins. Empire of Shoon in Calimshan. 10 The Year of Dreams 20 The Year of the Fallen Fury The Shieldmeet becomes an important date in Faerun. 25 The Year of Many Runes Church of Deneir founded. 26 The Year of Opening Doors Cormyr founded by Obarskyr family. 75 The Year of Clinging Death Plague racks the civilized Realms (Empires of the Sands, Vilhon). Alaundo the Seer arrives in Candlekeep. 112 The Year of the Tusk Date of oldest recognized map of Cormyr and the Dales. 163 The Year of the Screeching Vole Last reported use of the Ring of Winter, in Cormyr. c. 200 Anauria noted as being destroyed by goblins. Southern barbarians invade Unther and Mulhorand. 261 The Year of Soaring Stars Laying of the Mythal at Myth Drannor. Myth Drannor created for all races. c. 300 Asram and Hlondath recorded as having been destroyed by the desert a exact date unknown. c. 350 Crearion of Northkeep. Shoonish warriors battle on the Fields of the Dead. 400 The Year of the Blue Shield Northkeep sunk beneath the waves. c. 450 Shoon Empire collapses in whar is now Calimshan. 500 The Year of the Flame Tongue 600 The Year of Fire and Frost 640 The Year of the Fanged Beast First mining and trading encampments at Zhenthil Keep. 661 The Year of the Bloody Tusk Death of Lord Eltargrim of the elves. Height of Myth Drannor. 679 The Year of the Scarlet Sash End of second Untheric Empire. 712 The Year of the Lost Lance Beginning of the nycaloth-led assault on Myth Drannor by the Army of Darkness. 714 The Year of Doom Fall of Myth Drannor. 720 The Year of the Dawn Rose Gathering of the gods at the Dancing Place. Founding of the Harpers. 756 The Year of the Leaning Post First fisherfolk settle in Aglarond. 796 The Year of the Gray Mists Merrydale becomes Daggerdale following vampiric infestation. 800 The Year of the Black Fist Rise in the power of Bane in the Realms. Drow influence in the now-Ashaba valley at its height. 834 The Year of the Leaping Lion Castle Greatstead (Grimstead) uilt on the borders of Shadowdale. 863 The Year of the Wondrous Sea The Chultian city of Mezro disappears. 864 The Year of the Broken Branch Castle Grimstead destroyed by drow. 882 The Year of the Curse Nimoar's Hold built at Waterdeep's bay. 884 The Year of the Singing Arrors The elves destroy a large mercenary force in Sembia. 896 The Year of the Empty Hand Extensive poverty and famine from here to 900 DR. 900 The Year of the Thirsty Sword Widespread war; strong leaders emerge. 902 The Year of the Queen's Tears The Rotting War in Chondath decimates the country. Chondath renounces claims on Sembian city-states. Cult of Dragon creates first dracoliches. 906 The Year of the Plough Drow driven from the Twisted Tower. Shadowdale founded. 913 The Year of the Watching Raven Sembia founded under the Raven banner. 922 The Year of the Spouting Fish Battle of Thazalhar in Thay. Red Wizards declare Thay independent of Mulhorand. 929 The Year of Flashing Eyes Chessenta rebels against Unther. 932 The Year of Fireslaughter First Troll War in the North. 934 The Year of Fell Wizardry First Thayvian invasion of Rashemen. 937 The Year of the Turning Wheel Thesk founded along the Golden Way. 940 The Year of the Cold Claws Second Troll War in the North. Ashaba, first Lord of Shadowdale, merges with river. 974 The Year of the Haunting Harpy Castle Waterdeep built. 975 The Year of the Bent Coin Telflamm established as a royal city-state. 976 The Year of the Slaying Spells Mulhorandi invasion of Thay repelled. 992 Year of the Watching Helm Heralds of Faerun created. 1000 The Year of the Wailing Winds 1001 The Year of the Awakening Many ruins discovered and old magic and undead released. 1018 The Year of the Dracorage Death(?) of Tchazzar, unifier of Chessenta. Rage of Dragons in Faerun and the Heartlands. Peleveran, south of Chessenta, destroyed in Rage of Dragons. 1019 The Year of the Sure Quarrel Assassin wars in the South; many satraps killed by crossbow-wielding thieves. 1020 The Year of Smoldering Spells Thay develops much of its unique fire magic. 1021 The Year of the Howling Axe Thay strikes against the Harpers a liches walk the Heartlands. Harpers go underground. 1022 The Year of the Wandering Wyvern Refounding of the Harpers. 1030 The Year of Warlords Zulkirs established in Thay. Aencar becomes warlord of Battledale. 1038 The Year of Spreading Spring Global warming. Lands of Narfell, Vaasa, and Damara are fully free of ice. Large-scale immigration begins to these lands. Aencar begins to unify the Dales, takes the title "Mantled King". 1044 The Year of Singing Shards Aencar the Mantled King dies. Dales split up into independent, though allied, communities. 1065 The Year of the Watching Woood Brindor is first king of Aglarond. 1074 The Year of the Tightening Fist Zulkirs quell rebellions and rule in Thay. 1090 The Year of Slaughter The Battle of the Bones. Followers of Malar mount the Great Hunt. 1095 The Year of the Dawndance Imphras unites cities of Impiltur. 1097 The Year of the Gleaming Crown Imphras crowned king of Impiltur. 1099 The Year of the Restless New trade routes forged. First modern contact with Kara-Tur and Zakhara. 1100 The Year of the Bloodrose 1104 The Year of the Dark Dawn Birth of Zulkir Szass Tam of Thay. 1110 The Year of the Bloody Fields As prophesied, many battles were fought this year. 1116 The Year of the Empty Scabbard The Heralds break from the Harpers. 1117 The Year of the Twelverule Chessenta breaks up into city-states through 1154 DR. 1150 The Year of the Scourge Plague throughout the Sword Coast. Worship of Talona and Loviatar soars. 1161 The Year of the Quiet Earth Merith Strongbow, eldest of the Knights of Myth Drannor, born. 1164 The Year of Long Shadows Immursk greatest of Inner Sea pirates hegins his piracy career. Voonlar founded. 1180 The Year of Sinking Sails Sembia loses fleet in Pirate Isles. 1181 The Year of the Shieldtree 1182 The Year of the Tomb Cities of Calimshan recognize the rule of the pasha of Calimport. The Malaugrym appear in Faerun. The Harpstar Wars. 1194 The Year of the Bloody Wave Battle of the Singing Sands. Aglarond beats Thay. 1195 The Year of the Midday Mists 1196 The Year of the Shrike 1197 The Year of the Sundered Shields Battle of Brokenheads. Aglarond heats Thay. 1198 The Year of the Lean Purse 1199 The Year of the Baldric 1200 The Year of the Buckler 1201 The Year of Embers Death of Immursk the Pirate. 1209 The Year of the Blazing Banners The (naval) Battle of the Fallen. Destruction of Urdogen's pirates. 1220 The Year of the Toppled Tree 1271 The Year of the Frozen Flower 1222 The Year of the Horn The Harpstar Wars end with the destruction of the Harper King. 1223 The Year of the Trembling Tree 1224 The Year of the Swollen Stars 1225 The Year of the Winged Worm 1226 The Year of the Bklck Buck 1227 The Year of the Wall 1228 The Year of the Tattered Banners 1229 The Year of the Carrion Crow 1230 The Year of the Long Watch Elf-maidens setting out for a pleasure outing are never seen again. This becomes the basis for the epic poem "The Long Watch". 1231 The Year of the Bright Star 1232 The Year of the Weeping Wiwes Destruction of Sessrendale by Archendale 1233 The Year of Many Monsters 1234 The Year of the Full Flagon 1235 The Year of the Black Horde Largest orc horde in history masses out of the North. Waterdeep besieged; Calimshan threatened. 1236 The Year of the Struck Gong 1237 The Year of the Grotto Thesk and Aglarond enter into alliance. 1235 The Year of the Lone Candle 1239 The Year of the Bloodied Sword 1240 The Year of the Bright Sun 1241 The Year of the Lost Lady A well-respected Tethyrian noble-woman is captured and slain by orcs. In her memory, orcs are wiped out throughout the South in a genocidal slaughter. Orcs call this the Oear of Pushing Too Far. 1242 The Year of the Yellow Rose Monastery of the Yellow Rose founded in Damara. 1243 Year of the Blue Dragon Rule of the venerahle wyrm Anaglathos in Turmish. Until 1247 DR, this is the Time Of the Worm in that nation. 1244 The Year of the Defiant Keep 1245 The Year of Pain Loviatar worship gains great popularity a most of the modern temples in the North are founded at this time. 1246 The Year of Burning Steel First recorded use of bombards by Lantan. 1247 The Year of the Purple Basilisk Anaglathos overthrown in Turmish by popular rebellion and slain by adventurers. 1248 The Year of the Cockatrice Verovan last king of Westgate dies. Guilds are formed in Waterdeep 1249 The Year of the Bold Knight 1250 The Year of the Riven Skull 1251 The Year of the Wandering Winds 1252 The Year of the Empty Goblet Vine-blight destroys grape crop a no vine! 1253 The Year of Beckoning Death Plague year in Cormyr Sembia, and the Vast. 1254 The Year of Silent Steel Rising power of thieve's guilds results in many assassinations. 1255 The Year of the Raging Flame 1256 The Year of the Dusty Throne 1257 The Year of the Killing Wave Tidal wawe strikes Calimshan 1258 The Year of the Wilted Flowers 1259 The Year ot the Vigilant Fist 1260 The Year of the Broken Blade Many peace treaties signed this year. Halacar of Aglarond is poisoned; his sister Ilione, tutor of the Simbul, takes the throne. 1261 The Year of Bright Dreams 1262 The Year of the Blaak Wind Killing storm raised by a Calishite mage. Guild Wars in Waterdeep. 1263 The Year of the Tressym As foretols by Alaundo, these creatures became widespread 1264 The Year of the Shattered Altar Widespread tomb-robbing and sacrilege. 1265 The Year of Flowers 1266 The Year of the Leaping Frog 1267 The Year of the Groaning Cant A bountiful harvest year. 1268 The Year of the DaYstars 1269 The Year of the Moat 1270 The Year of the Tooth 1271 The Year of the Shattered Wall 1272 The Year of the Shrieker 1273 The Year ot the Wagon Magisters founded in Waterdeep. Joadath noted as being lord of Shadowdale. 1274 The Year of the Purple Toad 1275 The Year of the Blade 1276 The Year of the Crumbling Keep The Citadel of the Raven rebuilt. 1277 The Year of the Beholder 1275 The Year of Many Bones 1279 The Year of the Snarling Dragon 1250 The Year of the Manticore Thay nearly conquers Mulhorand before being repulse. Old Skull Inn built in Shadowdale. 1251 The Year of the Cold Soul 1282 The Year of the Many Mists 1283 The Year of the Crawling Clouds 1284 The Year of the Dying Stars 1285 The Year of the Blacksnake 1286 The Year of the Rock 1287 The Year of the Smoky Moon 1288 The Year of the Roaring Horn Last ogre Tharkul falls. Human kingdom of Thar estahlished. 1289 The Year of the Sighing Serpent 1290 The Year ot the Whelm Dragonspear Castle falls. 1291 The Year of the Hooded Falcon 1292 The Year of the Wandering Waves 1293 The Year of the Talking Skull 1294 The Year of the Deep Moon 1295 The Year of the Ormserpent 1296 The Year of the Black Hound 1297 The Year of the Singing Skull First recorded mention of Drizzt Do'Urden. Massacre on Watcher's Knoll of Tyrists by Joadath. 1298 The Year of the Pointed Bone 1299 The Year of the Claw 1300 The Year of the Starfall Thieves' guild destroyed in Waterdeep. Joadath of Shadowdale dies. Aumry and Sylune become lord and lady of Shadowdale. 1301 The Year of the Trumpet 1302 The Year of the Broken Helm 1303 The Year of the Evening Sun Fall of the human kingdom of Thar. 1304 The Year of the Stag 1305 The Year of the Creeping Fang 1306 The Year of Thunder Moonsea War. Mulmaster vanquished by alliance ot other cities. Vangerdahast of Cormyr founds War Wizards. 1307 The Year of the Mace Azoun of Cormyr born. 1308 The Year of the Catacombs Dungeon exploring comes into vogue. Lhestyll becomes the Open Lord of Waterdeep. Construction begins on Lhestyn's (later Piergeiron's) Palace. 1309 The Year of the Sunset Winds 1310 The Year of the Storms 1311 The Year of the Fist 1312 The Year of the Griffon Darkhold seized by the Black Network. Teziir founded on the Dragonmere. Red Sashes operating in Waterdeep. 1313 The Year of the Shattered Oak 1314 The Year of the Shadowtop The tree of this name flourishes in this year. Piergeiron becomes the Unmasked Lord of Waterdeep. Rhigaerd II, King ot Cormyr defeats the border raiders. 1315 The Year of Spilled Blood 1316 The Year of the Gulagoar 1317 The Year of the Wandering Wyrm Great Plague of the Inner Sea also called the Dragon Plague. 1318 The Year of the Tired Treant 1319 The Year of the Fallen Throne The kingship of Sossal ends in bloodshed. 1320 The Year of the Watching Cold The Simbul becomes queen of Aglarond. 1321 The Year of Chains The Harpers reorganized. Twilight Hall founded in Berdusk. 1322 The Year of Lurking Death Monstrous attacks at a 50-year high. 1323 The Year of Dreamwebs Great Plague declared over. Thayvian wizards attempt to control others through dreams; they are discovered and destroyed. 1324 The Year of the Grimoire Many old magical tomes were discovered in this year, sparking a renewed interest in magic. 1325 The Year ot the Great Harvests Beer and wine of this year are legendary. 1326 The Year of the Striking Hawk 1327 The Year of the Blue Flame 1328 The Year of the Adder 1329 The Year of the Lost Helm 1330 The Year of the Marching Moon 1331 The Year of the Leaping Dolphin 1332 The Year of the Sword and Stars 1333 The Year of the Strikng Falcon Amnian Trade War. Founding of the Council of Six and the unification of Amn. 1334 The Year of the Blazing Brand 1337 The Year of the Snow Winds The Evereska Charter claims the Greycloak Hills for the elves. Rhigaerd II dies in the waning days of this year. 1336 The Year of the Highmantle Azoun IV takes the throne of Cormyr. 1337 The Year of the Wandering Maiden Charles Oliver O'Kane becomes mayor of Ravens Bluff. 1338 The Year of the Wanderer Wandering Wyvern built in Sevenecho. Queen Sambryl takes throne of Impiltur. 1339 The Year of the Weeping Moon Aumry slain; Jyordhan becomes lord of Shadowdale. 1340 The Year of the Lion Battle of the River Rising in Featherdale between Sembian and Cult of the Dragon forces; death of the wizard Mhzentul. 1341 The Year of the Gate 1342 The Year of the Behir 1343 The Year of the Boot 1344 The Year of Moonfall Retreat of the elves from Cormanthor begins. 1345 The Year of the Saddle Jyordhan slain by Khelben Arunsun of Waterdeep. Time of No Lords (until 1348) in Shadowdale. 1346 The Year of the Bloodbird Bhaal banished from Moonshae Islands. Kendrick becomes high king of Moonshaes. The Friendly Arm built. Naval Battle of Lisen Sands. Selfaril becomes High Blade of Mulmaster. 1347 The Year of the Bright Blade Zhengyi the Witch-King rises in Vaasa. Alemander IV dies in Tethyr. "Ten Black Days of Eleint" a Tethyrian civil war begins. 1348 The Year of the Spur Khelben gives Pendant of Ashaba to Knights of Myth Drannor. Doust Sulwood chosen to be lord of Shadowdale. 1349 The Year of the Bridle 1350 The Year of the Morningstar 1351 The Year of the Crown Warlock's Crypt discovered. Plague in Baldur's Gate. 1352 The Year of the Dragon Gondegal the Lost King of Arabel. Barbarians of the Ride destroy Zhentarim force en route to Glister. 1353 The Year of the Arch Randal Morn kills Malyk of Daggerdale. Doust Sulwood retires to Arabel. Mourngrym Amcathra becomes lord of Shadowdale. 1354 The Year of the Bow Prosperous harvest in the Realms. Mulmaster's New Fleet destroyed in battle. Maalthiir becomes nuler of Hillsfar. House of the Lady (Tymora) established in Shadowdale. 1355 The Year of the Harp Zhentil Keep takes Citadel of the Raven as its own. Retreat of elves from Cormanthor reaches its peak. Yulash falls in civil war. Zhentil Keep and Hillsfar move troops to Yulash. Shaerl Rowanmantle sent by Vangerdahast to Shadowdale. Shaerl and Moumgrym wed. 1356 The Year of the Worm Selfaril of Mulmaster and the tharchioness of the Tharch of Eltabbar in Thay known as the First Princess of Thay outside of Thay exchange gifts. Scardale attempts to take over the Dalelands and is crushed. Cormyr seizes Tilverton. Lyran the Pretender attacks Shadowdale. Flight of Dragons over the Dales and Moonsea. Death of Sylune of Shadowdale. 1357 The Year of the Prince Aumark Lithyl unifies Ruathym. King Virdin of Damara killed in battle with Zhengyi. Horustep III (age 11) takes the throne of Mulhorand. 1358 The Year of Shadows (O PR) The Time of Troubles; gods walk the Realms. Destruction of Bane Bhaal Myrkul and perhaps other gods. Ascendency of Cyric. Dead magic and wild magic areas appear in the Realms. Mourngrym and Shaerl have a son Scotti. 1359 The Year of the Serpent Zhengyi is destroyed. Damara united by Gareth Dragonsbane. Tuigan horde united beneath its Khahan. 1360 The Year of the Turret Tuigan horde invades Faerun. Crusade against the Tuigan. King Azoun IV kills Khahan. 1361 The Year of Maidens The Banedeath a holy war in Zhentil Keep. Orthodox Banite worship driven underground in that city. The Revelation of the True World of Maztica. 1362 The Year of the Helm 1363 The Year of the Wyvern The Way Inn destroyed by hordes from Dragonspear. The Battle of Daggerford. Ring of Winter reappears in Chult. 1364 The Year of the Wave The Way Inn rebuilt. 1365 The Year of the Sword Alicia of becomes high queen of the Moonshaes. 1366 The Year of the Staff First Princess of Thay marries Selfaril of Mulmaster. 1367 The Year of the Shield -------> THE YEAR JUST ENDING. <------- 1368 The Year of the Banner 1369 The Year of the Gauntlet 1370 The Year of the Tankard 1371 The Year of the Unstrung Harp 1372 The Year of Wild Magic 1373 The Year of Rogue Dragons 1374 The Year of Lightning Storms 1375 The Year of Risen Elfkin 1376 The Year of the Bent Blade 1377 The Year of the Haunting REALMS CULTURE NAMES Region Culture (reference) Names Al Qadim/Zakhara Al-Qadim 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 Marsember, Cormyr A clear take-off on Venice, with its canals Maztica Central and South american Incas, Aztec Incas and Aztec (Maztica boxed set and series) Mhair ___________________________ ______________________ Moonsea ___________________________ ______________________ Moonshaes Celtic (FR2) Celtics, Gaelics, Whales Northern Moonshaes Wikings (Scandinavian) Norwegian, Danish, Swedish and Luskan (FR2/FR5) Mulhorand Pharonic Egypt (FR10) Egyptian Murghom Baghdad (i.e. modern Iraq) under a caliph, etc Narfell ___________________________ ______________________ Nimbral ___________________________ ______________________ Plain of Horses Mongol (Hordes) Mongol Quoya Desert ___________________________ ______________________ Rashemen Ukrainian/Russia (FR12) Ukraine/Russian Peasant Raurin (The Dust Perhaps some pre-Saharan Desert) Desert analogue (that area use to be a verdant forest) Sembia ___________________________ ______________________ Semphar Oops - perhaps this is the Baghdad like culture - instead of Murghom. See FR10 - Eric Boyd - Shaar (The) ___________________________ ______________________ Shou Lung Kara-Tur boxed set Chinese Silverymoon to ___________________________ ______________________ Waterdeep Sossal ___________________________ ______________________ Thesk ___________________________ ______________________ Tethyr 1.Caravan North Africa (FR3) Arabian and Saharian - Sylvain Robert - 2.Classic southern European Middle ages western European kingdom - Eric Boyd - Thar ___________________________ ______________________ Thay Derivative of Egypt (FR6) Egyptian (modified) Threskel ___________________________ ______________________ Turmish Ottoman Empire (I?, Azure Turk Bonds) Ulgarth Feudal system (FR16) French Unther Sumeria/Babylonia (FR10) Sumerian/Babylonian Vaasa ___________________________ ______________________ Var the Golden ___________________________ ______________________ Vilhon Reach ___________________________ ______________________ BOOK OF CHONDATH Upon his discovery of the Realms, Bane held a great feast of blood, in celebration of the bloodtelling to come. His talons were red and dripping with venom as he descended for the first time into the new lands, and he placed his iron foot, which burned with pillaging fire, on Burgateth, highest mountain of Chondath. And he crushed it, and burned it, so that afterwards it was but a lifeless hill of black glass, burning crystal. Then Bane, seeing the lifelessness and ruin in the middle of such beauty smiled, and spoke with a voice like that of carrion: "Let this place resonate with new songs; the cries of the warrior, the melody of clashing swords, the harmony of iron shod boots marching in unison over the stones, the crescendo of the death wail, and the chorus of the widow's lament. Let this place be a tapestry upon wich I shall paint new scenes, and blood and ash shall be my pigments. These are the things that I cherish, and they shall dominate this place, as they do wherever the hearts of men are weak and quick to desire. The four winds shall spread these things to every corner of this land, and no creature shall evade them. This place is a special symbol of my domination, and I shall name it Thurgabanteth, the Hill fo Black Ruin. It is my footstool, a portent of my final victory." Satisfied, Bane retreated to his domain, and watched with hateful eyes as his terrible seed began its work. BATTLE OF URML In the thunder they came the hordes of war and rent the hells with the cries of bloodlust On steel-shod beasts that beat a tattoo of death and destruction on innocent breasts The horns were blown the clarion calling and ,men left their wives and children crying to mount their steeds to meet the invaders whose numbers seemed endless from the foothills streaming then white robed clerics fell down on skinned knees and prayed to Tyr the God of justice to right the scales to stop the swinging of goblin axes slippery with gore 'Twas then a hush fell o'er the village and all eyes together goblin and mankind in the space of a heartbeat turned towards the mountains a tall stony finger the peak named Tyr's Watch For there standing proud at the top of the summit a man in white armor with white horse beneath him right hand extended raised towards the heavens sunlight reflecting from a fist of bright steel Then swiftly he galloped into the battle and pointing his hand the hand of bright metal he called down the lightning to strike the invaders and goblin screams mixed with cheers of the townfold And fear filled the faces where once there was bloodlust as goblin smote goblin and steed attacked steed the air filled with smoke and green droplets flying as the battle was turned and the raiders repelled The battle was ended and slowly the victors emerged from their quarters to search for survivors or bury the dead but no sign coud be found of the man in white armor 'Cept a fist of bright steel in a puddle of blood Plates of the Katti'n Tundra This book is three handwidths wide by five handwidths high. The book consists of seven whale bone plates in a specially tanned seal skin leather pouch (+2 on all saves). The first and last bone plates, slightly larger than the others (about 1" on each side), serve primarily to protect the other plates. The other five plates each have one spell engraved into the front, one spell per plate. The pouch is tied closed with four leather tie strings, each of which has a small copper bead on the end. A general inspection of the whole will reveal that the pouch could hold two, maybe three more plates. HISTORY: This book was scribed by the anagakok wizards of the tribes of the Katti'n Tundra over fifty years ago. This was one of the first peace overtures to unite the competing tribes. The wizards were instrumental in the unification partly because of their influence in the tribe, and also because of the omens they began receiving. Many wizards from several tribes independently prophesied that disaster would strike the Tundra; as protection, the wizards used all of their influence to unite the tribes. The wizards created the Plates, which was a collection of spells well suited for the arctic and sub-arctic environments. Any wizard in good standing with his tribe from any tribe could have access to the spells on the plates. Thirty years later, disaster did strike. The orc army of King Therz of the Benteye Clan (a clan which long ago originated in the Kara Tur) invaded the Tundra. King Therz was goaded forward by the power hungry Clan witch doctor Gorl (priest/mage to Grummish). The now united tribes fought well for two Hunting Seasons (neither side would fight during the Storm Season). During the second Storm Season, the traitor wizard Dambwe went to King Therz with the Plates, one of the symbols of tribal unity, in hopes to further his own cause. Dambwe was beheaded by King Therz, who gave the plates to his cousin Gorl. Gorl and his servants, who were given a few carefully selected spells, were able to use the magic of the Plates to give the orcish armies an advantage. In the fourth Hunting Season, the orcish army defeated the last of the tribes' defenses. King Therz personally took part in this battle, but only at the urging of Gorl. During the battle, King Therz became engaged with several tribesmen. During this fight, which was on the edge of the battle, Gorl fell his cousin Therz with a Magic Missile spell. He thought none of the orcs would see, but he was wrong. That night, he was beheaded by Therz's oldest son Tark. King Tark, who had always been superstitious, limited the influence of the witch doctors. He took back the plates, not understanding that the witch doctors could still use the spells with copies of the material and not just the original itself, and kept them as a personal symbol of power. About five years later when King Tark died of natural causes, the person who assisted his death of natural causes (many think with frost spider venom) took the Plates, among other, although few, trophies. The book has been missing ever since. Reports of the book surface periodically. The last major report was by the Mage Verestarin Redbeard of the College of the High Arts in the northern realm of Pemal. During his last adventure, he had reportedly met an anonyous traveler, claiming to be a spice merchant, who was interested in local lore. The Plates were mentioned, and the conversation turned to them. That night, the mysterious traveler visited Verestarin's inn room with the Plates. For a substantial bribe, the traveler allowed Verestarin to copy the contents of the Plates. Copies of Verestarin's notes were placed in the College's library, after he was sufficiently reimbursed, of course, describing the work itself as well as the contents Verestarin saw. The five spells listed are the most accurate catalog of the contents of the Plates. It is unknown if other plates to the set were lost over time, or even withheld from Verestarin by the traveler. It is also possible that plates could have been added over time (Verestarin could not do an age dating at the time), and the entire set Verestarin was exposed to could have been a forgery, although all the spells do work fine. M-U Spells Fire Aura; (Abjuration) Level: 4 Components: V,S,M Range: 0 Casting Time: 4 segments Duration: 2 rounds/level Saving Throw: Special Area of Effect: Caster Description: By means of this spell, the caster surrounds his body with an aura of magical green fire. The Fire Aura extends 1 foot from the caster's body and provides illumination in a 10-foot radius. The Fire Aura provides complete immunity to all forms of fire, both natural and magical; the flames can be extinguished only by a Dispel Magic or a similar spell. Those touching the Fire Aura summer 2-8 (2d4) hit points of damage; additionally, if the touched victim fails to make his saving throw, his body is set afire with green flames. The flames persist for 2-8 (2d4) rounds and can be extinguished only by Dispel Magic or a similar spell. Each round the victim is engulfed in these flames, he suffers an additional 1-6 hit points of damage; the victim's attack rolls are made with a -2 penalty during this time. The material components for this spell are a scrap of singed paper and a piece of flint. Heal Frost Bite; (Necromancy) Level: 3 Components: V,S,M Range: Touch Casting Time: 1 round Duration: Permanent Save: None Area of Effect: Caster or creature touched Description: This minor healing spell heals frostbite and minor amounts of damage caused by cold, as well as any minor infection caused by frostbite or cold. The damage healed is 1-4 hit points plus 1 point per 2 levels of the caster. Note that the damage must be caused by cold or freezing, for weapons such as a Frost Brand, only the extra damage caused by the cold is healed. The material component is a clear or white gem worth at least 10 gp. Chip; (Alteration) Level: 1 Components: V,S,M Range: 30' Casting Time: 1 segment Duration: Permanent Save: None (1/2) Area of Effect: One cubic yard of ice per level (see below) Description: This spell causes a volume of ice to crack and chip away. This spell starts at the point closest to the caster, and chips one cubic yard every 5 segments. Note that the pieces remaining can be rather sharp. The wizard can also use this spell to loosen densely packed snow into powdery snow. The spell will affect one five foot cube of snow per level, each cube taking 4 segments to loosen. If used against an ice based creature (para- elemental), it will do 2-4 (1d3+1) points of damage per level of the caster, save for half (duration instantaneous). Note that a non solid snow based creature would take only 1 point of damage per level, save for half. Cold related creatures (white puddings, white dragons, etc.) take no damage from this spell. The material component is a hand sized ice pick, which must have a metal head, which is unharmed by the casting of this spell. Note that the Katti'n tribes had access to native copper, as well as very basic metal working skills. (They had copper swords, axes, and arrow heads, so hand sized ice picks were available.) This spell is useful for creating a storage niche or even an impromptu shelter in a large ice mass, but it does not guarantee structural integrity. Still, a 10'x 10'x10' opening in a mile long glacier will generally be safe. Passice; (Alteration) Level: 4 Components: V,S Range: 20' Casting Time: 6 segments Duration: 4 turns + 1 turn/lv. Save: none Area of Effect: see below Description: This spell has the same effect as a Passwall spell, except it affects ice. The opening created is five feet wide, eight feet tall, and ten feet deep. This spell affects ice elementals in the same manner as a Passwall affects earth elementals. Fireball This is essentially the same Fireball in the PH, with a slight change in the material component. Since bats are almost unknown in the arctic, this spell was developed using whale oil. Note that like the paper in Fire Aura, the whale oil is a replacement worked into the spell, not an optional substitution. A mage learning Fireball from the Plates would need a supply of whale oil, although perhaps another organically produced oil could substitute. In the tropics, dolphin oil should work ~fairly~ well, say -10 to 20% on range and/or -1d6 damage. At that point, the mage simply needs to convince the local sailors (preferably Greek) to go kill a few dolphins and bring back their carcases. :) Spell research is also an option. The Singing Rocks 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. It would seem that this alter is where sea elves who follow Liira would come at night to worship their goddess 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 PSIONICS ENCLAVE 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, semi-secret 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. The Silent Oath persisted for the years following the Godswar, during which time small advances in psionic study were made in secret. Much as mages had done for centuries, the members of the Enclave began gathering apprentices with the latent Talent and turning them into budding psionicists. Bound to the Silent Oath like their brethren, these new, younger members of the Enclave became an existential proof for the ability to foster the Talent. Unfortunately, there were only perhaps 150 or so active members of the Enclave (including apprentices) scattered throughout Faerun, and the disadvantages of a loose, far-flung 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 close-knit 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. Forgotten Realms: PRIEST GODS 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 CHAUNTEA (Great Mother); (GD)----- AoC: agri cul ture Req: WIS 12, CHA 15, NG or TN Wpn: as druid Amr: as druid mA: All, Animal, Elemental, Healing, Plant, Weather ma: Divination mI as druid GP: as druid 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) ELDATH (Goddess of Singing Waters); (LD)----- AoC: peace, poo 1 s, spri ngs, drui di c groves Req: CHA 13, WIS 14, TN Wpn: staves, clubs, stones, slings, staff slings (with restrictions) Amr: none r'lA: All, Astral, Charm, Divination, Elemental (w), Healing, Plant, Protection, Sun ma: Animal, Creation, Necromantic, Wards, Weather m1: as cleric, but none that harm others GP: 1 ) can use any E/C spell regardless of sphere or level (must be of sufficient level to cast), remove fear once/day, can parry attacks (subtracting his STR bonus+ 1 d6 points from opponent's attack roll, at 1 0th level it becomes STR bonus+ l d l O points) 3) sleep once/day/3 levels 5) silence 15' radius once/day (one more per day for every additional 3 levels) 10) breathe water automatically 15) sanctuary spell in effect on him at all times pen: cannot fight except in defense of himself and comrades-- cannot initiate attacks, charges or ambushes 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 GP: 1 ) +2 to his surprise roll if alone or + 1 with others, glyph of warding (only one day/level, of any spell of level he can cast but doesn't have to be from a sphere he can cast), turn undead 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 GP: 1 ) turn undead (at +4 levels if the undead is affected by sunlight), +2 when using these proficiencies: appraising; artistic ability; juggling; musical instrument; pottery 3) faerie fire once/day 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) LOVIATAR (Maiden of Pain); (LD)~ AoC: pain, hurt, torture Req: CON 15, WIS 15, LE Wpn: type B, whip, scourge Amr: scal e, shi el ds MA: All, Charm, Healing, Law, Necromantic, Sun ma: Animal, Divination, Guardian, Summoning, Weather lVII: as c1eric GP: 1 ) pain touch once/day/3 levels (-4 to hit and -2 to DEX checks, for a number of rounds equal to his level) note: they wear a special scale mail that is only AC 6, occasionally those who have done well in advancing her cause will be given a white wand that absorbs ldlO spell levels when it disintegrates (only the one it was given to can use it) 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 GP: 1 ) have the 8 thief abilities (as thief, 20 discretionary points/level), can use and understand thieves' cant 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 OGHMA (The Binder); (GD)----- AoC: know 1 edge, bards Req: WIS 14, INT 12, TN Wpn: type B Amr: banded MA: All, Astral, Charm, Divination, Protection, Thought ma: Elemental, Guardian, Healing, Summoning, Time m I : as cl eri c GP: 1 ) +2 to hit while wrestling and suffer no penalties for wearing armor while wrestling, turn undead (at +4 levels vs outer planar creatures) 3) identify once/day when in an Oghman shrine or in a protection from evil spell 10) legend lore once/week when in an Oghman shrine 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 SILVANUS (Oak Father); (GD)----- AoC: nature, druids Req: WIS 12, CHA 15, TN Wpn: as dru i d Amr: as druid ~A: All, Animal, Elemental, Healing, Plant, Weather ma: Divination mI: as druid GP: as druid 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) TEMPUS (Lord of Battles); (GD)----- AoC: w ar Req: STR 14, WIS 12, CN Wpn: type B, spiked glove, and any ONE weapon of the priest's choice Amr: any mA: All, Chaos, Combat, War ma: Elemental (fe), Healing, Protection m1: as cleric, plus magical versions of their chosen weapon GP: 1 ) can incite berserker rage in themselves and a number of others equal to their level for a full turn and if he runs out of enemies he must attack the closest living thing or suffer five points of damage/round until it wears off (+2 to hit, damage, and saves), their special weapon is consecrated to be + 1 to hit and damage (if it is destroyed then they may consecrate another which takes a week at a temple), can tell if a weapon is magical by handling it and can determine it's exact plusses if it is the same type as their special weapon, have the following NWP as bonuses: armorer; blind- fighting; charioteering; and weaponsmithing pen: cannot have missile weapon unless they can be used in melee as well note: spiked glove is 10 gp, size S, type P, speed 2, damage ld4/ld4 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 UMBEMEE(The Bitch Queen);(LD)----- AoC: oceans, waves, sea winds Req: WIS 16, CON 15,CE Wpn: type B, trident, harpoon Armor: leather, shield, MA: All, Animal (aquatic and marine animals only), Chaos, Creation, Elemental (wa), Summoning (aquatic and marine animals only) ma: Charm, Combat, Plant, Protection, War MI: as cleric GP: 1 ) command aquatic undead, swimming NWP as a bonus 5) breathe water automatically 10) move through water as though they had a ring of free action, control weather once/day if by a large body of water (a lake is not good enough) 12) summon and control 1 d4 sharks which arrive in 1 d6 rounds (sharks must live in that area to be sum m oned ) 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 AKADI (Queen of Air); (DG, elemental cult deity)----- AoC: air Req: ? Wpn: blowgun, bows, crossbows, dagger/dirk, dart, hand/throwing axe, javelin, knife, lasso, mace, net, scourge, sling, spear, staff sling, w h i p Amr: chain and shield ,MA: All, Elemental (a) ma: three of the following: Elemental (fw), Divination, Combat, Protect i on, T i m e, Weather m1: ? GP: ~) can use first and second level wizard elemental air spells as priest spells one level higher 5) can summon an air elemental once/day for one hour (which is under the priest's control and then it fades) note: they receive one first level follower of the same cult at every level divisible by 5 ISTISHIA (Water Lord); (DG, elemental cult deity)----- AoC: water Req: ? Wpn: belaying pin, bill, harpoon, javelin, net, scourge, spear, cutlass, tri dent Amr: chain and shield MA: All, Elemental (w) ma: three of the following: Elemental (ea), Divination, Combat, Protection, Time, Weather MI: ? GP: ~) can use 1 st and 2nd level wizard elemental water spells as priest spells one level higher 5) can summon a water elemental once/day for one hour (which is under the priest's control and then it fades) note: they receive one first level follower of the same cult for 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 BANE (Dark Lord) AoC: strife, hatred, tyranny Req: WIS 10, STR 12, LE Wpn: non-missile type B, javelins Amr: any MA: All, Combat, Law, Necromantic ma: Healing, Sun (rev), Thought 1~1 1 : as cl eri c GP: 1 ) unaffected by fear magic 5) aura of fear with a 10' radius/level (those who fail to save run [70%] or attack the source of the fear) once/ day 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) Lore regarding the Time of Trouble;; and the Roll of the years. 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 pl-35 Polyhedron 71) Tyr (The Even-Handed) 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) (contributed by Eric L.Boyd 1993) MIELIKKI 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. Arms of the Forest Tlle Forestarms serve as the priestly branch of the faithflll of Mielikki. These priests have many of the same powers as druids, although their outlook is more oriented towards the protection of nature (and forests in particular) from the forces of evil and ignorance. Many of these priests call be folmd wandering among small communities nestled at the edges of forests both great and small. They seek to teach humalls and other goodly races to care and respect the trees, and the life beneath their leafy bows. They try to prevent further encroachment by civilization on the remaining great forests by teaching careful forest husbandry. When called uc)on, they will defend the forest with force of arms if necessary. The leaders of the Forestarms are often female, though there are many males among their numbers. Humans, elves, and half-elves serve as such priests, although technically there aLe n(~) prohibitions against any race serving as a priest of Mielik~l. ARMS OF THF FORFSTS; (FORFSTARMS;) Portfolio: Protection of the Forests (Worships Mielikki) Requirements: Wisdom 14, Charisma 12; alignment NG Weapons Allowed: club, sickle, dart, spear, dagger, scimitar, sling, staff Armor allowed: chain mail, elven chain mail, studded leather, leather Major Spheres: All, Animal, Healing, Plant, Weather, Sun Minor Spheres: Divination, Elemental Magical Items Allowed: as priest or ranger (subject to above restrictions) Granted Powers & Requirements: * Forestarms may not turn or command undead. * Forestarms are skilled woodsmen, just like rangers, and receive the tracking proficiency for free. This skill improves for them just as it does for rangers. * 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 short-sleeved, but long-sleeved 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 non- weapon 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. Shadoweirs Named for the greatest trees of the forests, the shadowtops and the weirwoods (see September 1987 Dragon), this is a highly secretive branch of the faith that originated in the northern reaches of the High Forest. Its rnembers consist solely of half-elven multi-classed priest/rangers, and its membership has spread beyond the ~igh Forest, throughout all of Faer~m. The Shadoweirs serve as a sort of religious knighthood of the woods. Unlike the Arms of the Forest or even the Needles, the Shadoweirs serve as an activist and proselytizing order who are willing to go on the offensive in the behalf of their sacred forests. In a sense, the Shadoweirs serve as a sort of woodland paladin. Moreover, they seek to advance the regrowth of ancient forests reduced by civllization. Many shadoweirs are adventurers, wandering the Realms with missionary zeal. They seek to halt the endless assault of civilization on their ancient homelands. Any character taking this specialty priest kit/class must be a half-elf of NG alignment. Advancement follows the normal rules for a multi-classed 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 . * As with paladins, shadoweirs may call for a war horse upon reaching 4th level in both classes, or anytime thereafter. This faithful steed need not be a horse; it may be whatever sort of creature is appropriate to the character (as decided by the DM). Note female shadoweirs often receive a unicorn for a mount, assuming they are of acceptable status to the unicorn. A shadoweir's war horse is a very special animal, bonded by fate to the warrior. The shadoweir does not really ~call~ the animal, nor does the horse instantly appear in front of him. Rather the character must find his war horse in some memorable way, most frequently by a specific quest. * As with druids, shadoweirs are immune to charm spel]s cast by woodland creatures (dryads, nixies, etc.) after reaching 7th level in both classes. * As with druids, a shadoweir gains the ability to shapechamge into a reptile, bird, or mammal once per day after reaching 9th level in both classes. The size can vary from that of a bullfrog or a small bird to as large as a black bear. ~pon assuming a new form, the shadoweir heals 10 to 60 percent of all damage he has suffered (round fractions down). The shadoweir can only assume the form of a normal (real womd) animal in its normal proportions, but by doing so he takes on all of that creature's characteristics its movement rate and abilities, its Armor Class, number of attacks, and damage per attack. The shadoweir~s clothing and one item held in each hand become part of the new body; these ~eappear when the shadoweir resumes his normal shape. 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. (Contributed by Eric L. Boyd 1993) TORM 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 lion-headed 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. Penance of Duty * Debt of Persecution: Followers of Torm are obliged to undertake the Debt of Persecution. To repay their persecution of other religions, the truly faithful must aid other goodly religions reestablish themselves. * Debt of Dereliction: Followers of Torm are obliged to alleviate themselves of the abdication of duty in guarding against strife. To alleviate this debt, Tormites must expend all possible effort to eliminate any surviving cults of Bane, as well as oppose all efforts of Cyricists and the ~hentarim . * Debt of Destruction: Followers of Torm are obliged to relieve the destruction to the magic weave incurred during the Time of Troubles. All 'magic dead~ areas are to be reported and repaired. In addition, all permanent results of the magical chaos are to be similamy undone. (Note that this Debt has been interpreted, probably incorrectly, as a command to eradicate any new species appearing following the Time of Troubles.) Following are several kits/specialty priesthoods in ADhD2 game terms designed specifically for NPC and PC followers of Torm. 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 well-polished 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. PALADIN OF TORM;, ORDER OF THE GOLDEN LIONS Portfolio: Duty, Loyalty, Obedience (Worships Torm) Requirements: Strength 12, Constitution 12, Wisdom 15, Charisma 17; alignment LG Weapons Allowed: as paladin Armor allowed: as paladin Major Spheres: All, Astral, Combat, Divination, Guardian, Healing, Protection, Summoning, Sun Minor Spheres: Charm, Elemental, Necromantic, Weather Magical Items Allowed: as paladin Granted Powers & Requirements: * Specialty paladins of Torm have all the normal abilities and restrictions of paladins as detailed in the Player's Handbook. * Specialty paladins of Torm may turn undead as paladins. They may also command the undead to perform tdsks, such as guarding a passageway, without emdangering their alignment. * The duration of divination and protection spells is do~lbled when the spell is cast by a specialty paladin of Torm. of course, a permanent spell is still permallent . * Specialty paladins of Torm may use the command spell once per day, at will. * Specialty paladins 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. * Specialty paladins of Torm may receive the equivalent of a priest's minor quest spell during times of strife at their Lord Torm's discretion. This power will never be granted more than once per month. The paladin receives the ability to roar like a lion. The effect of this lion's roar is equivalent to the eighth level mage spell great shout detailed in the Forgotten Realms Adventures hardcover. Raiment: The ceremonial costume of the Order of the Golden Lions is the same in the field as in the temple - a full suit of battle armor with an ornate helm, kept in wellpolished shape, with a dusky purple polish rubbed onto their armor. (contributed by Eric L. Boyd 1993) Moon Guards 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. (contributed by Eric L. Boyd 1993) Priests;: Wrath Priests Portfo1io: Destruction (Worships the Gods of Fury: Auril, malar and Umbemee) Requirements. Strength 13; Wisdom 12; Constitution 15; alignment CE Weapons A110wed. 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. There mav on1v be thirteen of them in the Realms at anv given time. and when one goes astray a new one is needed to replace him. (Sometimes the new priest is called upon to actually detroy the old) The new priest now has NONE of the granted powers of this priesthood and will refuse to use any weapon that does not do at least the aforementioned damage (even subjecting himself to proficiency penalties to do so), and all of his spells will be granted from the new spheres. He does not gain these Granted powers until he has proven himself worthy by advancing one level through the destruction of everything and anything he can think of. 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. CRITICAL; CHART SLASHING (scimitar, bastard sword, broad sword, long sword, great sword, axes) 01-09 Hit vulnerable area, damage X2 10-12 Strike vital area, damage X3 13-20 Destroy 1d4 items, 1/2 damage 21-22 Slit throat; 20+1d10 damage plus 1d8 for next 5 rounds until binding 23-55 Limb damaged:see limb damage chart 56-60 Hit face; scar, -1 charisma 61-63 Scalped, damage X2, -3 charisma, no hair will grow 64-65 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 68-70 Blind in one eye, 1/2 damage, -2 to hit, -4 with missiles, Lose DEX bonus on AC 71-72 Blind in both eyes, 1/2 damage, -6 to hit, -10 with missiles, lose DEX monus on AC 73-77 Gut wound, 1/2 damage, takes 2 rounds to bind, see STOMACH WOUNDS 78-79 Sever spinal cord, save vs. paralization or legs paralyzed. +10 damage 80-88 Organ hit, see ORGAN chart 89-95 Removed weapon. No damage unless monster (claws or teeth removed) 96-98 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) 01-09 Hit vulnerable area, damage X2 10-12 Strike vital area, damage X3 13-15 Puncture throat, damage +10, 1d8 for 4 rounds or until bound 16-30 Limb struck: use LIMB chart, roll 1d4 for EXTENT 31-36 Blind in 1 eye, +50% damage, see SLASHING for results 37 Blind in both eyes, +75% damage, see SLASHING for results 38-44 Organ hit, see ORGAN chart 45-47 Blade stuck in bone, max weapon damage every round until removed 48-51 Limb: tendon severed, 1 limb useless- see LIMB chart 52-62 Lodged in vital area, take damage again when removed 63-69 Destroyed 1 item, damage -d4 70-78 Solar plexus hit, damage X2.5 79-90 Gut wound, effects as stomach wound use ORGAN chart 91-99 Exceptional blow- blade passes through body, damage X3 00 Strike perfect blow- instant death CRUSHING (Bo-stick, Club, Hammer, Mace, Morning Star, Jo-stick, Quarterstaff, Flail) 01-03 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. 05-21 Limb cracked, roll on LIMB chart to see which one. Useless for 2 months, -2 days per CON 22-27 Crack skull, damage =10 + 1d10, save vs death or lose 1-2 points of WIS and INT 28-29 Spine cracked, see SLASHING for effects 30-36 Rib cracked, damage +20%, -1 to hit 37-42 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. 43-46 If wearing chain, horrible imprint left, +25% damage and 25% chance of scar 47-50 Organ ruptured; see ORGAN chart 51-57 Stunned for 1d10 segments, cant fight or defend for 1d6 rnds 58-63 Hit face, -1 charisma, damage +25% 64-65 Helm destroyed (only magic helms get saving throw) save vs CON or knocked out 1d4 rnds 66-73 Shield destroyed (only magic shields get saving throw) 74-77 Destroy 1d4 items, damage -25% 78-83 Hit tip of sternum, damage x2, -2 to hit 84-85 Crush pelvis, damage +50% and 1 HP/rnd until magically cured for 10 HP 86-90 Crack jawbone, +10% damage and can't talk or eat for 1d12 days 91-94 Glancing blow to face, 1/2 damage, 1d8 teeth knocked out, -2 Charisma 95-99 Shoulder crushed and arm useless 00 Head crushed in- dead SHARP PROJECTILE (Arrow, Dart, Thrown Dagger, Crossbow Bolt) 01-09 Hit vulnerable area, damage X2 10-12 Strike vital area, damage X3 13-23 Blind in one eye, X3 damage,-2 to hit, -4 with missiles,lose DEX bonus on AC 24-30 Stick in bone, take damage again to remove 31-36 Pierce hand, useless for one week or until 2X damage cured 37-40 Pierced neck, 1d10 damag, + 1d4 damage for next three rounds from bleeding 41-45 Limb hit at joint (use LIMB chart), limb useless until projectile removed, then -1 to hit with that limb until healed 46-50 Remove finger, see LIMB chart 51-59 Pass entirely through body, X2 damage 50-68 Pin arm to chest, chance to remove-chance to open doors +10% 69-77 Hit weapon hand, see LIMB chart for ARM damage 78-84 Organ hit, see ORGAN chart 85-93 Projectile sinks all the way in, unpleasant damage X2 94-98 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, bill-guisarme, fauchard, fauchard-fork glaive, par ransuer, spetum, voulge) 01-09 Hit vulnerable area, damage X2 10-12 Strike vital area, damage X4 13-18 Mutilate chest, damage X2 19-24 Horrible gash, damage X2, infection in 1d6 days 25-40 Limb struck, see LIMB chart 41-43 Grazed face, damage +1/2, -1 on charisma until X3 damage cured 44-47 Destroyed armor if chainmail or weaker 48-51 Blind in one eye, damage X2, see SLASHING 52-54 Blind in both eyes, damage X2, see SLASHING 55-62 Rip shield from grasp, 1/2 damage (if no shield, MAX damage) 63-71 Organ hit, see ORGAN chart 72-78 Stuck in ribs, take damage every round until removed 79-80 Blade goes entirely through, take X3 MAX damage 81-88 Polearm disarms opponent, no damage unless opponent has teeth or claws 89-94 Destroy 1d4 items, 1/2 damage 95-99 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 SPEAR-LIKE (Spear, Javilin, Trident, Lance, Fork, Pick, Pike) 01-09 Hit vulnerable area, damage X2 10-12 Strike vital area, damage MAX X2 13-20 Impaled, MAX damage and takes 1d6 rounds to remove 21-29 Victim pinned to ground for 1d4 rounds 30-36 Neck punctured, see THRUSTING 37-41 Arm pinned to body, MAX damage 42-46 Hit shoulder, arm useless, -4 to hit due to pain 47-48 Impaled and lifted off ground, X3 damage 49-55 Sticks in shield, makes both shield and spear useless, 10% chance of hitting arm 1/2 damage if this occurs 56-60 Hit ribs and break several X2 damage -2 to hit 61-70 Blind in one eye, X2 damage, see SLASHING 71-79 Roll on THRUSTING table 80-83 Destroyed 1-2 items, 1/2 damage 84-87 Hit face, X2 damage, 25% chance of scar, -1 charisma until cured for 2x damage 88-94 Hit in gut, see SLASHING 95-99 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, Morning-stars, Flails, Clubs) 01-50 Roll on crushing table, with +1d4 damage 51-57 destroyed chainmail or weaker armor 58-67 Removed finger, see LIMB chart for effects 68-73 Stuck in bone, take damage every round until removed (removal takes damage) 74-77 Punctured one eye, damage X2, see SLASHING 78-83 Punctured both eyes, damage MAX X2, see SLASHING 84-88 Many spikes hit, MAX X2 damage 89-94 Deep puncture wound, damage X2, will infect in 1d6 days 95-99 Organ hit, see ORGAN chart 00 Crushed skull, dead THROWN STONES (Sling stones, Sling bullets) 01-30 Stunned for 1d10 segments, can't fight or move for 1d4 rounds 31-50 Blind in one eye, X2 damage, see SLASHING 51-70 Limb cracked, X2 damage (25% chance of being useless), see LIMB chart 71-80 Limb broken, MAX X2 damage, (75% chance of being useless), see LIMB chart 81-99 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) 01-09 Hit vulnerable area, MAX damage 10-12 Hit vital area, MAX X2 damage 13-31 Limb hit, see LIMB chart 32-35 Break ribs, damage X2, -4 to hit due to pain 36-38 Organ gouged, see ORGAN chart 39-51 Knocked down (if possible), MAX damage, monster gets +2 to hit on next attack save vs. paralysis or lose next attack 52-54 Blind in one eye, damage X2, see SLASHING 55-57 Blind in both eyes, damage X2 see SLASHING 58-65 Severed mahor tendon, see SLASHING 66-75 Roll on SPIKED table 76-79 Unpleasant things done to face, X2 damage, -2 charisma, 5% each major feature being made useless. Cure for 5x damage to heal. 80-99 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. LIMB DAMAGE AREA (WITH SHIELD 1D6, W/O SHIELD 1D4) Reverse all L & R for left-handers die roll 1 R. Leg 2,5 L. Leg 3,6 R. Arm 4 L. Arm LOCATION (d10) X5 damage 1 Fingers (toes) 2-3 Wrist (ankle) 4-5 Mid-forearm (mid-calf) 6-8 Elbo (knee) 9-10 Shoulder (hip) EXTENT (D6) 1 Temporarily damaged 2 Badly hacked 3-4 Crippled sevemy 5-6 Completely severed ARM Temporarily damaged -4 to hit, -4 to damage Badly hacked -6 to hit, -6 to damage Crippled severely -8 to hit, -8 to damage Fingers remove 1-2 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 ORGAN DAMAGE Location (d6) 1 Lung- Damage X2, save vs. poison or lung collapses: unconscious for 10-20rnds 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 01-09 Hit exposed area, MAX X2 damage 10-40 All oil, alchohol, or other flammables explode for 1/2 damage each 41-45 If holding metal item, it melts onto hand permanently (only if fire is strong enough) 46-50 Destroy 1d4 items, take full damage 51-54 One eye is burned, X2 damage, see SLASHING 55-60 Both eyes are burned, X2 damage, see SLASHING 61-66 Blinded for 1d6 rounds 67-74 Smoke inhalation, out of action for 1d4 rounds 75-80 Flame gets under clothes or armor, X2 damage 81-99 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 COLD 01-40 Limb frozen, cure within 10 rnds or lose it (roll on LIMB table) 41-50 1d6 non-magical glass and metal items turn brittle; save at -5 if struck 51-60 Severely frozen, Strength and Dexterity -2 for 2d6 rounds 61-70 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 71-75 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 76-88 Severe frostbite- lose toes, nose, etc. (see Druid's Chill Metal Spell) 89-99 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 01-20 Hits unprotected area, X2 damage 21-40 Goes into convulsions for 1d4 rnds, X2 damage 41-46 All potions carried make saving throw or are changed: 1-50 useless, 51-90 changed, 91-00 poison 47-52 If wearing metal armor, welded inside; MAX damage 53-65 Severe burns at entry and exit points, X2 damage 66-70 One limb burned off (roll on LIMB table) MAX X2 damage 71-80 Nervous system damaged: lose 1d4 of dexterity (regained if healed magically for 5X damage) 81-85 Nervous system damaged: lose 1d4 of wisdom (regained if healed magically for 5x damage) 86-90 Nervous system damaged: lose 1d4 of intelligence (regained if healed magically for 5x damage) 91-93 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) 95-98 Temporary insanity 1d8 days 99 Permenant insanity 00 Strikes heart, death POISON 01-40 Temporary insanity, lasts for 3d6 days 41-49 Permanent insanity 50-59 Lingering results- poison won't leave system for 1d4+2 days and there will be "flashbacks" which do 10-80% of poison damage 60-79 Unusually high dosage, effects (damage) +MAX 80-97 One score lowered 1-2 must neutralize poison and heal 5x damage to regain 98-99 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 non-damaging poisons) or fatal ACID, dissolving 01-40 Limb struck, use LIMB chart or DM's choice 41-60 Hitrs exposed area, X2 damage 61-70 All items close to area hit save at -3 or destroyed 71-77 Acid gets into potion flask, water skin, etc. 78-82 One eye blinded, damage X2, see SLASHING 83-90 Both eyes blinded, damage X2, see SLASHING 91 Hair burned off, -3 damage 92-99 Severe facial damage, -3 charisma, heal damage X6 to regain Peregrin's Treatise;; Although fixed portals have existed in the Astral plane long before recorded time, even before Gith liberated her children from the illithids, no one devoted much time to studying them before archmage Peregrin Graycloak decided to settle in the Silver Realm. Long after his fleet of void cruisers had become a reality (see "Voidjammers," DRAGON~ magazine #159), Peregrin pursued the mystery of fixed portals. Peregrin's Treatise can be used by any wizard (or psionicist with access to the Psychoportation discipline) of at least 10th level. This work describes how to create (or destroy) a permanent, stable gate between any reality and the Astral Plane. The instructions in this book are written in a special magical script that cannot be copied without destroying the book. To successfully open a gate, the builder must be personally familiar with both end points of the gate. The portal builder must assemble rare magical inks and powdered components from the destination plane (taking 1-4 weeks and costing no less that 50,000 gp, plus 5,000 gp per level below 18th) and inscribe elaborate magical runes at each of the portal's intended end points. Drawing the inscriptions at each of the gate's end points takes at least one week, plus one week per level of the caster below 18. Once the inscriptions are properly completed (roll an Intelligence check), the ritual for creating a gate takes an entire week, permanently drains the caster of one point of Constitution, and ages him for 10% of his natural life span (all regardless of success). The base chance of success for an 18th-level wizard or psionicist is 95%; for each level below 18, subtract 5% from the chance of success and add 5% to the chance of catastrophic failure. For example, a 12th-level wizard decides to create a portal between the Forgotten Realms and the Astral plane using the rites described in Peregrin's Treatise. After studying the book for at least a month, he consults the apotheca ries in Calimport and rounds up the desired components in three weeks, spending 80,000 gp in the process. The wizard spends the next seven weeks inscribing the runes in the Astral plane and in the Realms, and then spends an additional week performing the rite, losing a point of Constitution and aging 10 years. Even after all this time and effort, he has only a 65% chance of success, and a 30% chance of catastrophic failure (perhaps gating in a powerful creature from the Lower Planes that is not at all happy about being summoned or even gating the wizard himself to the Lower Planes). The final chapter of the book describe how to destroy a fixed portal. The essen tial step requires finding the keyrune at the heart of the rune network inscribed when the fixed portal was created (there is one keyrune on each side of the gate). If the keyrune on either side is located, the fixed portal can be destroyed by successfully casting a dispel magic spell on the keyrune, against a spell cast at the 18th level of experience (a dispel magic spell cast on the portal in general will have no effect). Peregrin did many experiments with psionics and determined that concentrating 500 PSPs on the keyrune via any destructive psionic discipline woul accomplish the same result. In the dedication, Peregrin's Treatise contains a short passage that can be used once per month as an "escape hatch." By reading it, the Treatise's owner can cast a rope trick spell that lasts for 24 hours on any plane. (from the Fantasy News Network journal) RUMORS & NEWS Forgotten Realms: Myth Drannor;-Time 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. Sea of Fallen Stars; (Pirate Isles;) After the death of the Half-Orcish 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 sea-going 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 jng53092@uxa.cso.uiuc.edu ----------------------------------------------------------------------------- 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 ccg001@acd.drake.edu 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. CONTACT: Chris Ryan (chrisr@fitmail.fit.qut.edu.au) 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 luhmann@atlantic.cps.msu.edu ------------------------------------------------------------------------------ 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. scythe@byron.u.washington.edu ------------------------------------------------------------------------------ Adventurers go Hunting Trolls - On Purpose! 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 2-handed 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 evil-baby-killing- assault-swords. Loyal citizens are requested to report any knowledge of magic weapons to the authorities. FR: Silverymoon; toward Ascore: A group of adventurers are currently going to Ascore on their way to the Pillar of Thoras located deep in the Anauroch desert where an powerful oracle is rumored to be located. As they are nearing Ascore, an earthquake (the first in centuries since the creation of Anauroch itself by the Phaerims) shake the region. Strange undead (like semi intelligent skeleton) are seen stalking the party, but always from distance. They are nearing the hill caverns that lead down to Ascore. They hope to learn there the location of one of the Seven Swords of Wayland. The Wanderer sylvain_robert@uqtr.uquebec.ca ----------------------------------------------------------------------- FR: Pirate Isles;: Conditions have worsened in the war-torn 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 Bard-on-the-Scene 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 Bard-on-the-Scene comments that the Ranger had partaken of several drinks by that time and might not be entirly credible. Jon Gad jng53092@uxa.cso.uiuc.edu Daggerford Local Baron's daughter rescued by militia from sacrifice by coven of evil witches. 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: Kara-Tur;: 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 six-limbed humanoid, and as far as could be ascertained they are, or hopefully were, some kind of evil fertility cult Mike Whitaker - mikew@mdcbbs.com 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 Waterdeep;-Baldur's Gate;-Calimshan;: 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 real Safari Isle for people who want to have some fun hunting down Monsters and Stuff like that. Watch out for the return of The Princess because it's also said that she'll bring nice merchandise from these Isles. FR:Thay;: Thay lost some of it's Red Wizards. Beware this place because the Conjurers down here are quite Pissed of and they're hunting down everyone who could be the one who Killed some very experienced members of their school including an ArchMage (Yes they should better stick with their school and not try Teleporting ! (What actaually happened: Some conjurers made a pact with some natives of the Elemental plane of Fire and started opening Gates. Rahasia and friends took care of this and Killed some Conjurers in the Process. Because of this Slaughter an Archmage tried teleporting in to Rescue his fellows from the slaughter but a Limited Wish corrupted his Teleport and he materialized his body into the roof of a Farm :) ) The Problem with the appearing Fire gates is said to be completely solved all the gates dissapeared abruptly. Vinnie v892079@si.hhs.nl ----------------------------------------------------------------------------- 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, pre-Time 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 thief-mage, one elven fighter-mage, one female human mage, and one (very attractive) female human swashbuckling thief. Forgotten Realms : Southern Cormyr; : 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, bgaynor@csi.compuserve.com ---------------------------------------------------------------------- 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 arch-mage 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 formal announcements as of yet but are expected to soon. Jon Gad, jng53092@uxa.cso.uiuc.edu Forgotten Realms : Kingdom of Cormyr; : Eveningstar; and vicinity : 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, boyd@eecs.umich.edu Forgotten Realms : Woods of the Sharp Teeth; : Gateway; (original) : 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 19th-lvl fighter leading a 6th-lvl fighter, a 3rd-lvl fighter, 20 cavalry, 100 infantry, and 20 berserkers A 16th-lvl fighter leading a 7th-lvl fighter, 30 cavalry, and 10 mounted knights An 11th-lvl fighter leading a 5th-lvl fighter, 40 heavy crossbowmen, 20 light crossbowmen, and 20 expert archers A 20th-lvl mage, two 13th-lvl mages, and 5 8th-lvl mages A 17th-lvl Cleric of Helm with 134 followers A 14th-lvl 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, deadlock@apache.dtcc.edu Forgotten Realms : Waterdeep; : 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, amerritt@armltd.co.uk ---------------------------------------------------------------------- Forgotten Realms : Eveningstar;, Cormyr; : 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, boyd@eecs.umich.edu Forgotten Realms : Damara;/Barony of Morov;/Loon Village (original village 15 miles NW of Morovar;, at the east bank of Goliad; River) : DR-1149 (FR-1359-Year 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 wine-store, 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; : DR-1149 (FR-1359-Year 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), sgarbas@grpatvx1.bitnet Forgotten Realms: Waterdeep;: Pre-Avatar, Hammer 1355 : 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;: Pre-Avatar, 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. POISONS Introduction ------------ A saving throw versus poison is allowed in most situations involving the use of poison. If good, no further action will usually be required. If bad, the result will depend upon the type of poison (Table 1) and its operating mode (see narrative, following). Table 1: POISON TYPE; (footnotes are in the format *1,*2, etc.) Type Strength Representative example/s ---- -------- ------------------------ 1 1 Venomous (but non extraordinary) arachnid, insect and plant toxins 2 1d2 Hyper weak poisons, up to 1-1 hit die monsters (e.g. Giant Centipede) 4 1d4 Super weak poisons, 1-1 hit die monsters (Weed Eel) -------------------------------------------------------------------------------- A 1d6 Ultra weak poisons, 1 hit die monsters (Poisonous Frog) B 2d4 Weak poisons, 1+ hit die monsters (Large Spider) C 2d6 Mild poisons, 2-3 hit dice monsters (Giant Ant) -------------------------------------------------------------------------------- D 3d6 Standard poisons, 4-5 hit dice monsters (Pungi Ray) E 4d6 Strong poisons, 6-7 hit dice monsters (Giant Scorpion)*1 F 5d6 Fortified poisons, 8-9 hit dice monsters (Wyvern) -------------------------------------------------------------------------------- G 6d6 Virulent poisons, 10+ hit dice monsters (Guardian Naga) H 6 Hellfire poison: save at -6; runs for 6 rounds (6+6+6+6+6+6) I 6d6+(6d6) Insidious poison: 6d6 if save is bad; roll again (once only) if save is good -------------------------------------------------------------------------------- J 10d6 Juggernaut poison: requires three saving throws K Special Killing poison: runs until it kills the victim (1+2+3+...)*2 L Special Lich poison: renders any recipient unconscious and on zero hit points M 1d6(10)*3 Magic poison: even if save is good, still 50% effective N Special Nova poison: as Type K, but at the moment of death, the victim is consumed by a (number of hit points lost) die fireball*4 -------------------------------------------------------------------------------- O Special Omega poison: 1 point per day/day; neutralise poison reverses this but it reactivates 1 day after falling to 0 strength (ad finem) P Special Penultimate poison: kills anything (only save on a 20) Q 4d4(4d4) Quadrex poison -------------------------------------------------------------------------------- R 1d10 Most ordinary snake toxins S 1d20 Potent toxins such as those of the blue ringed octopus, box jellyfish, and Australian taipan T 1d30 Exotic toxins such as those of the Golden poison-dart frog, the Indo-Pacific stonefish and the sea snake Hydrophis belcheri -------------------------------------------------------------------------------- U Special Universal poison: kills anything on contact (with a bad saving throw) V 1d?(1d$)*5 Variable poison: on 1d6, ? = 4,6,8,10,12, or 20; roll again for $ W 1d6(1d6) Cyanide, dungeon variety poisonous gases -------------------------------------------------------------------------------- X 1d8(1d8) Purple worm venom Y 1d10(1d10) Black lotus powder Z Special Ziggurat poison: runs for seven rounds (1d30+1d20+1d12+1d10+ 1d8+1d6+1d4) *1 a hit die modifier of +3 or more hit points is treated as being equivalent to one extra hit die for poison strength rating purposes *2 only one save (at the start) then its 1 point in round one, 2 points in round two, 3 points in round three, etc. *3 roll 1d6 and multiply the result by 10 *4 of a radius (in feet) equal to the cube root of (the number of dice x 800) *5 roll the indicated dice; multiply the results together Killing poisons --------------- Do as many points of damage as their strength rating. Retrogenic poisons ------------------ Age a victim as many years as their strength rating. A system shock roll will also be required to avoid dying. Collagenic, debilitating, incapacitating, katabolic, lithogenic, psychomatic, and soporific poisons --------------------------------------------------------- These increase the victims score required to save vs poison by the amount of the poisons strength rating. If the score required to save is then greater than 20, the poison immediately takes effect. EXAMPLE: Sadric, a 5th level Wizard, is struck by a dart coated with a Type C soporific (sleep-inducing) poison. Sadrics save vs poison is normally 14. He rolls a 9, failing his saving throw. A Type C poison has a strength rating of 2d6. The GM rolls a 5 so Sadrics save vs poison goes up to 19. Although Sadric failed his saving throw he doesnt succumb to the poison as his saving throw score required is still less than or equal to 20. Next round Sadric gets hit again, fails his saving throw (he needed a 19) and this time the GM rolls a 6. Sadrics saving throw vs poison goes up to 25! This is greater than 20 so the poison takes effect and Sadric falls asleep. Note that until eliminated, the score required to save vs poison increases with each subsequent infusion of poison. COLLAGENIC poisons; slow a victim for 2d4 rounds. The victim moves and attacks at one-half their normal rate. They have an Armour Class penalty of +4, an attack penalty of -4, and all Dexterity combat bonuses are negated. DEBILITATING poisons; weaken a victim for 1d3 days. All of their ability scores are halved during this time (apply appropriate adjustments to attack rolls, damage, Armour Class, etc.) and they move at one-half their normal movement rate. Furthermore, the victim cannot heal by normal or magical means until the poison is neutralised or its duration of effect has elapsed. INCAPACITATING poisons; leave a victim unable to move for 2d6 hours. Their body is limp, making it difficult for others to move them. The victim suffers no other ill effects from the poison but their condition can lead to quite a few problems for any companions. KATABOLIC poisons; reduce one ability score (randomly determined) by 1 point. LITHOGENIC poisons; turn a random body part into stone - d20 Part affected Effects -------- ------------- ------- 1-4 Right leg -2 to Dexterity, +50lbs weight, reduce move to 3" 5-8 Left leg Ditto 9-11 Abdomen -2 to hit, -2 to Dexterity, +2 to AC, +75lbs weight, reduce move to 3" 12 Chest Vital organs turned to stone; die in one round unless stone to flesh spell is applied 13-15 Right arm -2 to Dexterity, +50lbs weight 16-18 Left arm Ditto 19-20 Head Brain turned to stone; die in one round unless flesh to stone spell is applied PSYCHOMATIC poisons; drain one life level from their victims. SOPORIFIC poisons; induce waves of weakness and lassitude. Victims move at half speed and suffer a +4 AC penalty during the round after being struck, then fall into a deep sleep lasting 2d4 hours. A good example of a soporific (Type E) is drow sleep poison (pp 89 90, The Drow of Underdark). Onset times ----------- IMMEDIATE poisons activate the instant the poison is applied. Most monster poisons fall into this category. DELAY poisons activate after 2d6-2* minutes (the asterisk means roll again on doubles, adding the original and subsequent rolls together). SLOW poisons activate after 2d6-2* hours. DORMANT poisons activate after 2d6-2* days. HYPNOACTIVE poisons are triggered when the victim falls asleep (zzz...croak). VIGILACTIVE poisons activate when the victim wakes up. TRAUMATIC poisons activate the next time the victim loses one or more hit points. BINARY poisons activate only after the subsequent introduction of a triggering agent (e.g., first part is in the sweetmeats shared by everyone except the poisoner, the second part is in the wine shared by the victim and their poisoner. Separately the parts are harmless, but together...). Delivery methods ---------------- INSINUATIVE poisons; must be injected into the bloodstream via sting, bite, or other penetration. INGESTIVE poisons are effective only if swallowed; assassins favour these for doctoring food and/or drink. INSPIRATIVE poisons are effective only if breathed in. CONTACT poisons need only touch the skin to be effective. SYNERGIC poisons are equally effective by any of the foregoing delivery methods. NB: although most insinuative poisons are also toxic if ingested, it is assumed that their taste, smell, or colour (and perhaps reduced potency) prevent their effective use as such. Creature size ------------- Multiply the strength ratings of all but killing poisons by 25% vs size L creatures, 5% vs size H creatures, and 1% vs size G creatures. EXAMPLE: Martin the Myrmidon has three javelins coated with a Type Q incapacitating poison. He throws one at Bombadyr the Fire Giant, and hits. Bombadyr fails his save versus poison. The GM rolls 16 and 8 for a total of 128. A Fire Giant is a size H creature so the poison is only 5% effective. Bombadyrs saving throw score required is increased from 4 to 10.4 (5% of 128 = 6.4). Martin will have to hit Bombadyr at least two more times to have any hope of bringing him down (by poison alone). Blade venom ----------- Evaporates quickly. During the first day after its application blade venom retains its full potency. By the second day its effectiveness is halved and by the third day, blade venom is ineffective. It is likewise removed by repeated use. After the first hit its effectiveness is halved. After the second hit it is gone. Partially evaporated or used poisons allow the victim a +4 on their saving throw roll. Eliminating poison ------------------ Neutralise poison will reduce an abnormal saving throw score by 6d6 points. Poison otherwise dissipates naturally at the rate of 1d6 points per day (minimum result = Constitution hit point bonus). If a character with the herbalism proficiency is in attendance, the result will depend upon the outcome of a proficiency check. A critical success (a natural 20) removes an extra 2d6 points per day. A good result removes an extra 1d6 points. A bad result achieves nothing (try again the next day). With a critical failure (a natural 1), the patient suffers a relapse and incurs an extra 1d6 points worth of poison. Whilst inactive poison remains in a victims body, natural healing takes twice as long. Classifying generic poisons --------------------------- Those with a +4 to save are rated as being equivalent to Type B. Those with a +1 or +2 to save, as Type C. Those with no adjustment either way can be rated as Type D. Those with up to a -4 to save, as Type E; and poisons that inflict damage even with a save or those that save at lower than -4 can be rated as being equivalent to Type F (or better). After reclassification, ignore any intrinsic saving throw adjustments. INDEX AKADI (Queen of Air) 41 Arms of the Forest 45 ARMS OF THF FORFSTS 46 AURIL (Frostmaiden) 29 AZUTH (The High One) 29 Baldour 71 Baldur's Gate 70, 73 BANE (Dark Lord) 43 Barony of Morov 80 Barony of Polten 80 BATTLE OF URML 17 BEAST CULTS 42 BESHABA (Maid of Misfortune) 29 BHAAL (Lord of Murder) 43 Blade venom 87 BOOK OF CHONDATH 15 CALIMPORT 79 Calimshan 73 Candlekeep 79 CHAUNTEA (Great Mother) 30 Chip 23 CHRONOLOGY 1 Chunming 73 COLLAGENIC poisons 85 Cormyr 70, 75, 76, 79 CRITICAL 57 CULTURE NAMES 13 CYRIC (The Dark Sun) 30 Daggerford 73 Damara 80 DEBILITATING poisons 85 DENEIR (Lord of Glyphs and Images) 30 DISCIPLE OF TORM 51 ELDATH (Goddess of Singing Waters) 31 Eliminating poison 87 EVENINGSTAR 71, 76, 79 Fire Aura 21 Fireball 25 FORFSTARMS 46 Gateway 77 generic poisons 87 Goliad 80 GOND (Wonderbringer) 31 GRUMBAR (Boss of Earth) 41 Heal Frost Bite 22 HELM (He of the Unsleeping Eyes) 31 ILMATER (The Crying God) 32 INCAPACITATING poisons 85 INSINUATIVE poisons 86 ISTISHIA (Water Lord) 42 Kara-Tur 73 KATABOLIC poisons 85 Killing poisons 84 KOSSUTH (Tyrant Among Fire) 41 LATHANDER (morninglord) 32 LEIRA (Lady of the mists) 33 LITHOGENIC poisons 85 LLIIRA (Our Lady of Joy) (LD) 33 Lore regarding the Time of Trouble 44 LOVIATAR (Maiden of Pain) 34 MALAR (The Beastlord) 34 MASK (Lord of Shadows) 34 MIELIKKI 45 MIELIKKI (Lady of the Forest) 35 MILIL (Lord of All Songs) 35 Mirabar 69 Moon Guards 53 Moonshaes 69 Morovar 80 MYRKUL (Lord of Bones) 43 MYSTRA (Midnight, The Lady of Mysteries) 35 Myth Drannor 68 Needles 46 OGHMA (The Binder) 36 Order of the Gollden Lions 51 outer planes 69 PALADIN OF TORM 51 Passice 24 Peregrin's Treatise 66 Pirate Isles 69, 72, 75 Plates of the Katti'n Tundra 18 POISON TYPE 82 POISONS 82 PRIEST GODS 29 PSIONICS ENCLAVE 27 PSYCHOMATIC poisons 85 Raurin Desert 75 RAVENS BLUFF 70 Retrogenic poisons 84 Ruins of Undermountain 76 Scardale 69, 72 Sea of Fallen Stars 69 SELUNE (Our Lady of Silver) 36 SHADOWEIR 47 Shadoweirs 46 SHAR (Mistress of the Night) 36 SILVANUS (Oak Father) 37 Silverymoon 72 SOPORIFIC poisons 85 spelljamming 73 Straitguard Island 74 SUNE (Firehair) 37 Suzail 73 TALONA (Lady of Poison) 37 TALOS (The Destroyer) 38 TEMPUS (Lord of Battles) 38 Thay 74 The Singing Rocks 26 TORM 49 TORM (The True) 39 Trailsend 80 TYMORA (Lady Luck) 39 TYR (The Even-Handed) 39 UMBEMEE(The Bitch Queen) 40 Waterdeep 71, 73, 74, 76, 78, 79, 81 WAUKEEN (Merchant's Friend) 40 Westgate 74 Woods of the Sharp Teeth 77 Wrath Priests 54