TEXT: Larius Firetongue’s School 
  of Sorcery
  A Magic School Sourcebook
  and Hexcrawl
  by Ray Chapel
  
  Credits
  Writing: Ray Chapel
  Editing: Eric Grayson
  Playtesting: Nicholas Arroyo
  Cover Art: Eric Lofgren
  Maps by Dyson Logos
  Hex Map made with Hexographer Pro
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), 
  and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, 
  characters, and trade dress. (Elements that have previously been designated as Open Game Content are not included in this declaration.)
  Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Quasar Knight Enterprises game 
  product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the 
  material designated as Open Game Content may be reproduced in any form without written permission.
  Larius Firetongue’s School of Sorcery is © 2014 Ray Chapel, Quasar Knight Enterprises. Open Gaming License Copyright © 2007 Wizards of the 
  Coast. All rights reserved.
  Publisher’s Choice Quality Stock Art © Rick Hershey/ Fat Goblin Games www.fatgoblingames.com
  Some artwork © JE Shields. All rights reserved.
  Some artwork © Matt Morrow. All rights reserved.
  Some artwork © Gary Dupuis. All rights reserved.
  Some artwork © Forrest Imel. All rights reserved.
  Some artwork © Jacob Blackmon. All rights reserved.
  Some artwork © 2015 Dean Spencer, used with permission. All rights reserved.
  Some artwork © 2015 Vagelio Kaliva, used with permission. All rights reserved.
  Some artwork © Brian Brinlee. All rights reserved.
  Some artwork © Felipe Gaona. All rights reserved.
  Labyrinth Lord™ is copyright 2007-2011, Daniel Proctor. Labyrinth Lord™ and Advanced Labyrinth Lord™ are trademarks of Daniel Proctor. 
  These trademarks are used under the Labyrinth Lord™ Trademark License 1.2, available at www.goblinoidgames.com.
  Labyrinth Lord™ is copyright 2007-2011, Daniel Proctor. Labyrinth Lord™ and Advanced Labyrinth Lord™ are trademarks of Daniel Proctor. 
  These trademarks are used under the Labyrinth Lord™ Trademark License 1.2, available at www.goblinoidgames.com.
  Swords & Wizardry, S&W, WhiteBox, and Mythmere Games are the trademarks of Matthew J. Finch. Barrel Rider Games is not affiliated with 
  Matthew J. Finch or Mythmere Games™. This product is compatible with the rules of Swords & Wizardry: Complete.
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game 
  Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See 
  http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license.
   1
  
  Table of Contents
  Introduction.................................................................................................3
  Chapter 1, Class of 969: Character Creation for an All-Caster Party
  Ability Score Generation & Listing Racial Restrictions................................5
  Missing Roles..............................................................................................6
  Sample Races.............................................................................................7
  New Classes...............................................................................................12
  Chapter 2, Forbidden Ink: New Classes, Spells, and Rules for Magic School Campaigns
  Arcane Lore................................................................................................24
  Roll-Under Attribute: A Minimalist Skill System...........................................26
  Loyal Bonds................................................................................................27
  New Spells..................................................................................................28
  Treasured Tomes........................................................................................42
  Chapter 3, Hidden Flames: The Secrets of Firetongue Academy
  People of Firetongue Academy...................................................................45
  Places Within Firetongue Academy.............................................................53
  Wandering the Halls: Encounters in a Magic School...................................56
  People, Places, & Plots in a Magic School..................................................59
  Chapter 4, The Realm of Frelundia
  Desert of the Valiant Rose...........................................................................62
  Direblack Swamp.........................................................................................65
  Foot of the Tyrant.........................................................................................67
  Goldbloom Plains.........................................................................................71
  Moonshade Forest.......................................................................................78
  Chapter 5, The Initiation Delve: a Sample Adventure.............................88
  Artist Contacts.............................................................................................96
  Writer Contacts............................................................................................97
  Open Game License....................................................................................98
   2
  
  Introduction
  For the past two years I have been heavily involved in writing ideas for a fantasy world set around a school of 
  magic.  I ran an eight month long campaign, I blogged about ideas for inserting related tropes into popular rulesets 
  such as Dungeon Crawl Classics, and now I am even writing up a planned adventure path for Pathfinder and 5th 
  Edition!  The magic academy concept was a topic I felt passionate about, more so and for much longer than many 
  other ideas I put down to paper and PDF.  This inspiration drove me to compile my accumulated ideas into a part 
  sandbox setting, part advice book for the Swords & Wizardry Complete ruleset.
  In spite of being different than the standard adventure format of parties as traveling dungeon delvers, the 
  magic school concept is a staple in many works of fiction, from the Wizard of Earthsea to Harry Potter.  Even 
  many settings for the world’s oldest fantasy role-playing game had magical academies as notable locations PC 
  spellcasters might graduate from before their careers.
  The Magic School format has been one of the most rewarding campaigns I ever ran as a Game Master.  It 
  definitely has a non-standard formula, but it really opens a whole world of options.  The set-up is tailor-made for 
  recurring characters, and sticking to one location over the course of a campaign allows for the players to grow fond 
  of and care for the school and its people.  It also grants you the opportunity to insert light-hearted events such as 
  school plays, parties, academic rivals, and forays into the Library’s Forbidden Section which you might not often 
  experience in typical fantasy games.
  This is the reason for the creation of this product.  Larius Firetongue’s School of Sorcery is a sandbox mini-setting 
  centered around the eponymous academy.  In addition to providing sample locations in the typical hexcrawl style 
  common to OSR adventures, this sourcebook discusses new rules and systems, general advice for a magic school
  campaign, and interesting characters and study classes within Firetongue Academy.
  Chapter One discusses alternate character creation guidelines and advice for the dynamics of a party composed 
  of spellcasters.  Chapter Two reveals new rules suitable for a magic school campaign, such as the use of Arcane 
  Lore to substitute in place of gold piece values for research, creation, and character advancement.  Chapter Three
  outlines the notable people and places of Firetongue’s School of Sorcery as well as their darkest secrets.  Chapter 
  Four details the land of Frelundia complete with a hexcrawl map, free for adventuring PCs to explore at their 
  leisure.  Chapter Five presents a sample introductory adventure in the form of a dungeon crawl obstacle course.
   3
  
   4
  Background Story
  Twenty years ago a magician of no small skill named Larius Firetongue traveled the known lands.  At great risk 
  to life, limb, and sanity, he amassed a collection of forbidden knowledge and artifacts from unknown eras.  Along 
  his journeys he came upon something strange, a repeating pattern of rituals and dream-visions which only barely 
  made sense on their own.  Every major expenditure of spell power brought him a bit closer to uncovering the 
  truth, and in turn fueled his obsession.  Eventually it came to a point where Larius was growing old and might not 
  be able to complete his research alone, and a central base of operations would be preferable over the vagrancies 
  of adventuring.  And so the wizard journeyed to the rural region of Frelundia, a rural realm which contained great 
  eldritch power brewing beneath its surface.  There he began construction on a tower of study, which eventually 
  grew into a full-fledged school of magic.
  In time the academy drew folks from various realms to serve as apprentices and teachers, coordinating their 
  efforts to accomplish sorcerous feats which would have been impossible on their own.  The work remained 
  dangerous and life-threatening, but overall it was an age of growth for the Firetongue School of Sorcery.  In five 
  years’ time the school turned into a community of its own, complete with multi-story towers and a surrounding 
  wall and courtyards.  They established a rapport with the nearby village of Tassilton: the mages would help 
  out the townsfolk with tasks requiring a magical touch such as ghost sightings and cursed family heirlooms. In 
  exchange the town provided trade goods and supplies to the school.
  The PCs, be they natives of Frelundia or visitors from far-off realms, are new arrivals as apprentices. They 
  have free room and board and access to magical materials, but in order to stay in the faculty’s good graces 
  must contribute with good grades and helping out teachers and peers with research projects and tasks. It is 
  not uncommon for mages to leave the school on their own or as part of an errand, mostly to procure rare spell 
  components and arcane lore from the surrounding countryside. Frelundia is home to many dangers and plots, 
  which the PCs might stumble upon during their travels and which may or may not be related to schoolwork.
  
  Chapter 1, Class of 969: Character Creation for an All-Caster Party
  Ability Score Generation
  It’s common to use the 3d6 in order method in many OSR games, although in regards to an all-mage party this 
  is less than ideal.  Rolling 3d6 and assigning the results to the abilities of your choice allows for some freedom, 
  but for groups who still want a sense of “dice superiority” should instead roll 2d6+6 for the prime attributes most 
  pertinent to that class.  In the case of the core rules this would be Intelligence for magic-users and Wisdom 
  for clerics.  This makes an acceptable range of 11-15 a much more common result, whereas even the lowest 
  possible result of 8 only results in a below-average capacity rather than a hopeless one.
  Lifting Racial Restrictions
  In standard Swords & Wizardry and other OSR games, the path of the cleric is often restricted to humans, and 
  dwarf and halfling PCs are incapable of taking levels in magic-user.  In the early days of the world’s oldest role-
  playing game, humans were unlimited in their class choices to encourage the conventions of a humanocentric 
  world.  Demi-human races often had level caps in non-thief classes to balance the human’s lack of racial abilities, 
  such a dwarf’s infravision or a halfling’s uncanny ability to hide from view in wilderness settings.
  It may go against established tropes, but more contemporary role-playing games allow for more freedom in 
  character concepts as well as reflecting the high fantasy tropes common to magic schools.  For example, dwarf 
  magic-users might be possible but instead a rarity due to cultural taboos.  This gives outlier PCs a good story 
  hook for why they defied societal expectations and serves as a potential world-building tool.
  Regarding humans, I suggest granting PCs belonging to this race a +1 bonus in two ability score of their choice 
  to a maximum value of 18.  That way, they are still an attractive option to pick even with the lack of being able 
  to detect secret doors or see in the dark. I also recommend capping the maximum saving throw bonus one can 
  receive from a race and class combination (such as dwarves and drow) to no more than +4 to avoid too large a 
  change in probability.
   5
  
  Missing Roles
  In most other old-school retroclones, classes have strong role protection.  This means that there is little variance 
  in handling tasks unsuitable to them.  Magic-Users cannot wear armor and cast spells at the same time; Clerics 
  cannot reliably open locks or sneak around undetected unless they invest heavily in Silence spells; and certain 
  races are locked out of particular classes entirely, such as the dwarf’s inability to use magic at all!
  There are several solutions to these problems:
  More Classes: One is to look at various OSR self-publishers for increased material.  There is a wealth of class-
  based sourcebooks already for sale at reasonable prices for more unorthodox races and magical traditions.
  In Labyrinth Lord and other Basic “race as class” games, the Elf serves as a useful fighter-mage.  Typically the 
  Elf is able to wield better weapons than their Magic-User counterpart and can cast spells in light armor.  Along 
  with the ability to detect secret doors, see in the dark, and a long life-span, the Elf has a lot going for it as a class 
  option.  The only trade-off is fewer starting spells in the spellbook, a slower experience progression, and a lower 
  maximum level.
  Barrel Rider Games is a fine 3rd Party Publisher of Labyrinth Lord classes.  The Undead Slayer is a good yet 
  highly focused class specializing in killing all manner of unliving creatures; the Dark Elf is sort of a jack-of-all-
  trades racial class, not possessing the martial capacity of its surface world cousins yet making up for it with some 
  thief abilities and spell resistance; Dwarven Rune-Smiths utilize sacred stones related to crafting, divination, and 
  protection; Fairies can fly, craft magic arrows, and curse foes with bad luck forcing them to re-roll die results;  
  Yule Elves both thrive on mischief and are good at remaining unseen.  Although there are options to buy them 
  individually, fifty of the company’s classes are compiled into a single Class Compendium.
  The Complete Vivimancer by Necrotic Gnome Productions presents a new class specializing in life-based magic.  
  But unlike the traditional healer it has a more macabre bent, such as cellular manipulation, fungal growths, and 
  mad science-style things such as cloning and mutations.
  Magical Theorums & Dark Pacts by ZEROBarrier contains a variety of new casting classes such as the Unseen 
  which functions as a fine mage-thief, the dilettante Merchant Prince, and representations of supernatural 
  disciplines such as the Fleshcrafter and the Necromancer. In fact, the Unseen class has been converted to 
  Swords & Wizardry use in this very book with the owner’s permission!
  Additionally, don’t be restrictive on who qualifies as a spellcaster based on the spells-per-day format; if there’s 
  a class which can manipulate elemental energy, manifest spectral weapons in hand, or is otherwise capable of 
  replicating clearly supernatural abilities, there is no reason they would not be studying alongside their wizardly 
  and priestly peers!
  Another solution is to broaden out some things which would ordinarily be class-restrictive.  An illusion-focused 
  mage might gain some thief skills like Hide in Shadows, or a cleric from a particularly martial culture might be 
  able to use edged weapons.
   6
  
  Beastfolk
  Beastfolk come in all shapes and sizes, but all of them share some physical 
  traits with a specific species of natural animal. Sometimes such features are 
  subtle, such as almost-human beings bearing an extra pair of animal ears and 
  tail. Other times they’re more pronounced, such as fur covering their entire 
  bodies. Use this race to simulate a broad variety of “animal people.”
  Traits: Beastfolk can deal 1d4 damage with an unarmed attack, representing 
  either natural ferocity or an inborn weapon such as claws, fangs, etc. They 
  have darkvision to a range of 60 feet, and can select one additional ability from 
  the following list:
  Thief Bonuses: +10% Hide in Shadows, +15% Move Silently
  ● 
  A base Movement of 15
  ● 
  Ability to breathe underwater and a Swim Movement of 12
  ● 
  A natural Armor Class of 7 [12]
  ● 
  Climb Walls skill of a Thief of equal level
  ● Track creatures as a Ranger of equal level
  Drow
  Drow are the descendants of elves who journeyed deep underground after 
  being exiled from the old kingdoms.  The harshness of underground life makes 
  them more warlike and socially darwinist than their surface kin, and they’re quite 
  fond of using vermin such as giant spiders as pets and beasts of burden.
  Thief Bonuses: +10% Delicate Tasks, +10% Hide in Shadows, +5% Move 
  Silently, +10% Open Locks
  Traits: Drow are trained in the ability to use poison without error akin to the 
  assassin class.  They have darkvision to a range of 120 feet, and a +4 bonus on 
  saving throws vs. spells.
   7
  Art by Gary Dupuis
  Sample Races
  In Swords & Wizardry, the dwarf and elf have three unique racial traits each, with the half-elf and 
  halfling two.  Overall most races in OSR games have three iconic traits when they are not counted as 
  classes, so in the creation of new races or adaption of existing ones you should think of three abilities 
  which best exemplify them.
  Below is a list of ten races to reflect a diverse student body.
  Art by Vagelio Kaliva
  
  Gnomes
  Gnomes are short folk who live in hilly burrows and forested mounds.  It 
  is believed that they have strong ties to the fey, and the ones who take up 
  magical arts prefer spells of the subtler variety.
  Thief Bonuses: +10% Delicate Tasks, +15% Open Locks
  Traits: Gnomes gain a +4 bonus on saving throws vs. illusion spells and 
  effects which would otherwise fool their minds or senses.  They can also 
  see in the dark up to 60 feet.  Finally, gnomes have a 4 in 6 chance of 
  understanding the purpose or workings of advanced technological and 
  alchemical devices.  “Advanced technology” tends to cover items of a 
  post-Renaissance nature or things uncommon in typical fantasy settings, 
  such as clockwork, gunpowder, steampower, and the like.
  Goblins
  Goblins are small green-skinned folk known for their large numbers 
  and being on a common war footing with dwarves, elves, and humans. 
  Although looked down upon as being undeveloped, they are more than 
  capable of adapting new technologies and magical traditions to their 
  own ends.
  Thief Bonuses: +5% Delicate Tasks (10% if not bugbear), +10% Hide in 
  Shadows, +5% Open Locks (10% if not bugbear)
  Traits: Goblins gain a +4 bonus on saving throws vs. poison and 
  disease. They can see in the dark up to 60 feet and gain one of three 
  traits listed below:
  ● -2 Armor Class bonus (+2 if ascending) vs. human-sized and larger 
  foes (goblin)
   ● Can Move Silently as a Thief of equal level or +20% to the skill if 
  already Thief (bugbear)
   ● A +1 bonus on attack rolls when using melee and unarmed weapons 
  (hobgoblin)
  Humans
  Humans are a young race known for their diversity of cultures, large numbers, and short lifespans. Their quickness to adapt 
  new ideas and technology makes them a powerful majority in countless Material Plane nations.
  Traits: Humans gain a +1 bonus to two ability scores (maximum value 18) of the player’s choice.
   8
  Art by Brian Brinlee
  Art by Matt Morrow
  
  Kobold
  Kobolds are small dog-faced people (or lizard-faced if you prefer a “new 
  school” touch) who live in extensive warrens. Their lack of size and 
  strength forces them to rely upon mechanical and magical ingenuity for 
  defense. As a result, some of the best trapsmiths are kobolds.
  Thief Bonuses: +15% Delicate Tasks, +5% Hide in Shadows, +10% Open 
  Locks
  Traits: Kobolds gain a +4 bonus on saving throws vs. traps and magical 
  devices. They can see in the dark up to 60 feet. Up to 3 times per day, 
  with 10 minutes of preparation and 5 gp worth of materials can set up a 
  jury-rigged trap in a single 10’ square. The trap can have one of 3 effects 
  (decided when built) on the next creature or set of creatures which trigger 
  it:
  ● 
  1d6 points of damage on a failed save.
  ● 
  Movement is halved on a failed save.
  ● 
  -1 to attack rolls and Armor Class on a failed save.
  Naga
  Naga are a race of beings with the lower body of a serpent and the upper 
  body of a human. Visitors from another realm, they live in communes 
  built around ley lines, prisons of fell entities, and other places in need 
  of magical protection. Their warriors are known for their skill in fighting 
  creatures from beyond the Material Plane, and those who steal from their 
  sacred sites will be pursued to the ends of the world.
  Thief Bonuses: +5% Delicate Tasks, +5% Hide in Shadows, +10% Move 
  Silently, +5% Open Locks
  Traits: Naga are capable of producing 3 doses of poison from their fangs 
  per day. As part of a bite attack (1d4 damage) the target must roll a saving 
  throw or suffer -2 to attack rolls and Armor Class for 24 hours. They can 
  also see in the dark up to 60 feet, and when visiting an area of great 
  divine or magical significance (temples, spell blighted wastelands, etc) 
  can ascertain the features and purpose of such places on a 1-3 result of a 
  d6 roll.
   9
  Art by Gary Dupuis
  Art by Gary Dupuis
  
  Pixies
  Pixies are tiny winged fey (around 2’ tall on average) with a connection 
  to the forests of the world.  They seem possessed by boundless 
  energy, are fond of entertainment of all sorts, and innately magical.
  Thief Bonuses: +10% Delicate Tasks, +15% Hide in Shadows, +5% 
  Move Silently
  Traits: Pixies are small in stature and thus can only have a maximum 
  Strength score of 11 (any amount rolled over this is treated as an 11 
  result).  They can fly at a speed of 30 feet, but must rest for 1 minute for 
  every 3 minutes they spend flying.  Pixies can also sprinkle dust from 
  their wings on weapons and ammunition once per day, which can inflict 
  the effects of a charm person or sleep spell on a struck target with an 
  effective magic-user level equal to the pixie’s total class levels.
  Tieflings
  Magocracies often make dangerous pacts with otherworldly entities as 
  a measure of preserving power.  Some of these pacts involve tainting 
  unborn children with the spark of eldritch forces which manifest as 
  demonic qualities in life.  Tieflings are the descendents of these cursed 
  children, feared as hellspawn and changelings in some lands yet 
  revered by fiendish sorcerers and cultists for their potent bloodline.
  Thief Bonuses: +10% Hide in Shadows, +5% Move Silently, +10% 
  Open Lock
  Traits: Tieflings gain a +4 bonus on saving throws vs. effects of an 
  elemental nature, such as fire, ice, electricity, earth, and air.  They have 
  darkvision to a range of 60 feet, and can cast Darkness 15 foot radius 
  once per day as an innate ability with an effective Magic-User level 
  equal to their total class levels.
   10
  Art by Gary Dupuis
  Art by Vagelio Kaliva
  
  Vampires
  Vampires are undead creatures who must subsist on the blood of the 
  living.  They are quite powerful as undead, retaining their intelligence and 
  free will and capable of performing terrible abilities even if not a spellcast-
  er.
  Thief Bonuses: +5% Delicate Tasks, +10% Hide in Shadows, +10% Move 
  Silently
  Traits: Vampires do not need to eat, sleep, or breathe as undead beings, 
  but they must subsist on a pint of blood every week or suffer the effects of 
  starvation.  They have a natural bite attack which deals 1d4 damage on a 
  hit; a vampire can suck the blood out of a helpless or willing target healing 
  1 hit point of damage for every 2 points dealt via a bite.  Vampires can also 
  take the form of a bat or wolf as per polymorph self with an effective Mag-
  ic-User level equal to their total class levels, although they’re still treated 
  as undead in this form as well.
  Note: In typical OSR games, vampires come with a variety of powers and 
  weaknesses beyond the template presented here.  It is assumed that the 
  vampire “race” above is a fledgling barely coming into their powers; as a 
  result they still possess enough qualities from their old life to not worry 
  about sunlight, garlic, and the like.
  If this does not seem authentic, you can introduce this rule for vampire 
  weaknesses: vampires in prolonged contact with hostile elements take 
  1d4 points of damage per round of contact.  Vampires reduced to 0 hit 
  points from this type of damage crumble into dust.
   11
  Art by Matt Morrow
  
  New Classes
  Some Are More Equal Than Others? If using the variant rule where certain classes need minimum ability score 
  requirements, this is a list of guidelines for the new classes:
  Bard: Dex 12, Int 12, Cha 12
  Mage-knight: Str 14, Int 12
  Unseen: Dex 15, Int 15, Wis 12
  Bard
  In some lands they are known as sha’ir, poets who 
  communicate with spirits in exchange for knowledge 
  and magical power. In others they are skalds, warriors 
  who retell the deeds of legendary heroes to inspire 
  their fellows in battle. And in the distant south they are 
  griots, lorekeepers who pass down the history and 
  traditions of their people. Whatever form they take, 
  bards are learned folk who express their skills through 
  performance and spell.
  Prime Attribute: Intelligence and Charisma 13+ (a 
  bard character gains a +5% experience bonus only if 
  all of their prime attributes are 13 or higher)
  Hit Dice: 1d6/level (a bard gains just one hp/level after 
  9th)
  Armor/Shield Permitted: Bards can only wear leather 
  armor and use shields.
  Weapons Permitted: Bards can use any weapon they 
  can get their hands on, although they need at least 
  one hand free in order to play an instrument and cast 
  spells.
  Attack Tables: Bards use the Magic-User, Thief, and 
  Assassin attack table.
   12
  Art by Ryan Rhodes
  
  Table: Bard Advancement
  Level 
  Experience 
  Hit Die (d6) 
  Saving Throw 
   
  Class Abilities  
   
   
  1st 
  0 
   
  1 
   
  15 
   
   
   
  Spell Casting, Social Butterfly 
  2nd 
  2,000 
   
  2 
   
  14 
   
   
   
  Citizen of the World 
   
  3rd 
  4,000 
   
  3 
   
  13 
   
   
   
  Fascinate 
   
   
  4th 
  8,000 
   
  4 
   
  12 
   
   
   
   
   
   
   
  5th 
  13,000  
  5 
   
  11 
   
   
   
  Thief Magic Items 
   
  6th 
  20,000  
  6 
   
  10 
   
   
   
   
   
   
   
  7th 
  40,000  
  7 
   
  9 
   
   
   
   
   
   
   
  8th 
  60,000  
  8 
   
  8 
   
   
   
   
   
   
   
  9th 
  90,000  
  9 
   
  7 
   
   
   
  Establish College 
   
  10th 
  130,000 
  9+1 hp  
  6 
   
   
   
   
   
   
   
  11th 
  200,000 
  9+2 hp  
  5 
   
   
   
   
   
   
   
  12th 
  400,000 
  9+3 hp  
  4 
   
   
   
   
   
   
   
  13th 
  800,000 
  9+4 hp  
  4 
   
   
   
   
   
   
   
  14th 
  950,000 
  9+5 hp  
  4 
   
   
   
   
   
   
   
  15th 
  1,100,000 
  9+6 hp  
  4 
   
   
   
   
   
   
   
  16th 
  1,250,000 
  9+7 hp  
  4 
   
   
   
   
   
   
   
  17th 
  1,400,000 
  9+8 hp  
  4 
   
   
   
   
   
   
   
  18th 
  1,550,000 
  9+9 hp  
  4 
   
   
   
   
   
   
   
  19th 
  1,700,000 
  9+10 hp 
  4 
   
   
   
   
   
   
   
  20th 
  1,850,000 
  9+11 hp  
  4 
   
   
   
   
   
   
   
  Table: Bard Spells
   
   
   
  Spell Level
  Level 1st 
  2nd 
  3rd 
  4th 
  5th 
  6th
  1st 
  1 
  - 
  - 
  - 
  - 
  -
  2nd 
  2 
  - 
  - 
  - 
  - 
  -
  3rd 
  2 
  1 
  - 
  - 
  - 
  -
  4th 
  2 
  1 
  - 
  - 
  - 
  -
  5th 
  3 
  1 
  1 
  - 
  - 
  -
  6th 
  3 
  2 
  1 
  - 
  - 
  -
  7th 
  3 
  2 
  2 
  1 
  - 
  -
  8th 
  4 
  2 
  2 
  1 
  - 
  -
  9th 
  4 
  3 
  2 
  2 
  - 
  -
  10th 
  4 
  3 
  3 
  2 
  1 
  -
  11th 
  5 
  3 
  3 
  3 
  2 
  -
  12th 
  5 
  4 
  3 
  4 
  3 
  -
  13th 
  5 
  4 
  4 
  4 
  4 
  1
  14th 
  6 
  4 
  5 
  4 
  4 
  2
  15th 
  6 
  5 
  5 
  4 
  4 
  3
  16th 
  6 
  5 
  5 
  4 
  4 
  3
  17th 
  7 
  5 
  6 
  5 
  4 
  3
  18th 
  7 
  6 
  6 
  5 
  5 
  3
  19th 
  7 
  6 
  6 
  5 
  5 
  3
  20th 
  8 
  6 
  7 
  5 
  5 
  3
   13
  
  Requirements and Limitations
  Musical Dependency for Spellcasting
  Bards can only work their magic when able to perform. They tap into the collective consciousness of mortal 
  culture and emotion as expressed through song, tales, and all manner of art throughout the ages. Much like 
  a cleric’s holy symbol or a druid’s mistletoe, a bard needs a musical instrument or performance to focus their 
  spells. Singing, dancing, and similar performances are an exception to the requirement of an an instrument, but 
  require at least one hand to be free as the bard gesticulates for dramatic effect.
  Class Abilities
  Spell Casting
  Bards cast spells from a specific list. Like magic-users they carry a spellbook known as a bardic journal which 
  they use to prepare their spells each day. The spellbooks of bards and magic-users are cross-compatible yet 
  limited; a magic-user can transcribe spells from a bardic journal provided that said spell is on the magic-user 
  spell list, and vice-versa.
  The contents of bardic journals appear much like a private diary, with haphazard notes, musical sheets, and all 
  manner of trivia with little rhyme or reason.
  Saving Throw Bonuses
  Bards gain a +2 bonus on saving throws vs. mind-controlling and sound-based effects.
  Social Butterfly
  Whether they are warrior-poets, traveling minstrels, or esteemed spiritualists, bards find it easy to influence 
  people. As long as they’re in a settlement of at least 50 inhabitants, a bard can find basic accommodations at an 
  inn or similar place of service for a party of five provided they entertain patrons.
  Additionally, a bard can roll 1d20 once per day whenever they’re in a similarly-sized settlement (magic schools, 
  army camps, and the like count for this). If the result is less than or equal to their Charisma, they pick up a piece 
  of information concerning latest gossip and upcoming events which folks might otherwise only volunteer to 
  trusted friends and not complete strangers.
  Citizen of the World
  Bards pick up many phrases, stories, and speech patterns of different lands as well as their written dialects. 
  Starting at 2nd level a bard gains fluency in a bonus language, and another language at every even-numbered 
  level thereafter.
   14
  
  Fascinate
  At 3rd level a bard’s performance becomes mesmerizing, whatever form it takes. When outside of combat a 
  bard is capable of entrancing 2d4 + bard level in Hit Dice worth of spectators. Those with Hit Dice greater than 
  or equal to the bard’s own can roll a saving throw to resist, but those affected become distracted and unaware of 
  their surroundings. This can allow thieves to sneak around or enemy soldiers to mount a surprise attack among 
  other things.
  This effect immediately ends if at least one member of the audience is attacked or killed in an obvious fashion, or 
  if a person or event interrupts the bard’s performance.
  May Use Thief Items
  At 5th level, bards can use any magic items usable by Thieves, including magic weapons, armor (leather only), 
  and shields.
  Establish College
  At 9th level, the bard may establish or become leader of a bardic college. Such places act as centers of learning 
  for new initiates, and contain much in the way of art, music, and culture. The bard will attract students and 
  teachers over time seeking to learn by their example.
  Bard Spell List
  Spells marked with an asterisk (*) are detailed in the New Spells section of Chapter 2.
  1st: Charm Person, Detect Magic, Good Cheer*, Keen Ear*, Read Languages, Read Magic, Sleep, Song of the 
  First Era*, Song of the Hopeful Knight*
  2nd: Cure Light Wounds, ESP, Magic Mouth, Phantasmal Force, Righteous Castigation*, Song of the Stalwart 
  Companions*, Tongues*
  3rd: Crescendo*, Fear, Invisibility, Knock, Mirror Image, Rope Trick, Suggestion
  4th: Charm Monster, Confusion, Cure Serious Wounds, Danse Macabre*, Legend Lore
  5th: Charm Plants, Contact Other Plane, Quest
  6th: Conjuration of Elementals, Feeblemind, Mass Charm, Song of the Last Great Hero*
   15
  
  Mage-Knight
  A mage-knight is a practitioner of a martial 
  discipline who uses weapons known as spellrunes 
  to both utilize and defend against magic in battle. It 
  is said that they originated in an ancient magocracy 
  to act as professional bodyguards and soldiers of 
  noble archmages. Such figures needed people 
  capable of protecting them and their assets, yet 
  possessed more intelligence and quick thinking 
  than bound and mindless servants. Some claim 
  that the tradition originated among artisans who 
  sought to find a way to channel ambient magic into 
  weapons as a defensive measure.
  Regardless of their origin, mage-knights make for 
  both effective protectors of wizards and combatants 
  against supernatural threats, their trademark blades 
  capable of catching hostile spells and delivering 
  them back at opponents.
  Prime Attribute: Strength 15+ and Intelligence 13+ 
  (a mage-knight character gains a +5% experience 
  bonus only if all of their prime attributes meet these 
  qualifications)
  Hit Dice: 1d8/level (a mage-knight gains just 1 hp/
  level after 9th)
  Armor/Shield Permitted: Mage-knights are able to 
  use leather, chain mail, and ring mail
  Weapons Permitted: Mage-knights are able to use 
  any weapon effectively, but their spellrune ability 
  isn’t compatible with all weapon types (see below).
  Attack Tables: Mage-knights use the Fighter, 
  Paladin, and Ranger attack tables.
   16
  Art by Dean Spencer
  
  Table: Mage-knight Advancement
  Level Experience 
  Hit Dice (d8) Saving Throw Class Abilities
  1st 
  0 
   
  1 
   
  15 
   
   
  Spellrune 
   
  2nd 
  2,500  
  2 
   
  14 
   
   
  Spell Casting  
  3rd 
  5,000  
  3 
   
  13 
   
   
  Interpose 
   
  4th 
  12,000  
  4 
   
  12 
   
   
   
   
   
  5th 
  25,000  
  5 
   
  11 
   
   
   
   
   
  6th 
  50,000  
  6 
   
  10 
   
   
   
   
   
  7th 
  100,000 
  7 
   
  9 
   
   
  Deflection 
   
  8th 
  175,000 
  8 
   
  8 
   
   
   
   
   
  9th 
  275,000 
  9 
   
  7 
   
  Establish Martial Academy 
  10th 
  550,000 
  9+2 hp  
  6 
   
   
   
   
   
  11th 
  825,000 
  9+4 hp  
  5 
   
   
   
   
   
  12th 
  1,100,000 
  9+6 hp  
  5 
   
   
   
   
   
  13th 
  1,375,000 
  9+8 hp  
  5 
   
   
   
   
   
  14th 
  1,600,000 
  9+10 hp 
  5 
   
   
   
   
   
  15th 
  1,800,000 
  9+12 hp 
  5 
   
   
   
   
   
  16th 
  2,000,000 
  9+14 hp 
  5 
   
   
   
   
   
  17th 
  2,200,000 
  9+16 hp 
  5 
   
   
   
   
   
  18th 
  2,400,000 
  9+18 hp 
  5 
   
   
   
   
   
  19th 
  2,600,000 
  9+20 hp 
  5 
   
   
   
   
   
  20th 
  2,800,000 
  9+22 hp 
  5 
   
   
   
   
   
  Table: Mage-knight Spells
   
   
   
   
  Spell Level
  Level 1st 
  2nd 
  3rd 
  4th
  1st 
  - 
  - 
  - 
  -
  2nd 
  1 
  - 
  - 
  -
  3rd 
  1 
  - 
  - 
  -
  4th 
  2 
  - 
  - 
  -
  5th 
  2 
  1 
  - 
  -
  6th 
  2 
  1 
  - 
  -
  7th 
  2 
  2 
  - 
  -
  8th 
  2 
  2 
  1 
  -
  9th 
  3 
  2 
  1 
  -
  10th 
  3 
  2 
  2 
  -
  11th 
  3 
  2 
  2 
  1
  12th 
  3 
  3 
  2 
  1
  13th 
  3 
  3 
  2 
  2
  14th 
  3 
  3 
  2 
  2
  15th 
  4 
  3 
  3 
  2
  16th 
  4 
  3 
  3 
  2
  17th 
  4 
  3 
  3 
  2
  18th 
  4 
  4 
  3 
  3
  19th 4 
  4 
  3 
  3
  20th 4 
  4 
  4 
  3
   17
  
  Class Abilities
  Saving Throw Bonuses
  Mage-knights gain a +2 bonus on all saving throws against spells, including spells from magic wands and staffs.
  Spellrune
  Mage-knights start play at no cost with a melee weapon of their choice engraved with runic carvings. Said runes 
  are capable of absorbing the forces of ambient spells, both as a defensive measure and to store inside their 
  weapons to unleash later as part of an attack. When filled with magic, a rune glows vibrantly.
  If a mage-knight’s runic weapon is empty and a spell fails to affect him (via a successful saving throw or missing 
  his armor class), he can elect to absorb the ambient energy into his runes. As part of an attack, he can unleash 
  the energy into a powerful blaze, dealing 1d6 points of extra damage per spell level. A mage-knight’s weapon 
  does not need to be drawn to absorb magic, merely physically present on their person.
  A mage-knight can store only one spell this way, and can choose to harmlessly dissipate the energy as an 
  action on his turn. A “full” runic weapon is incapable of absorbing spells. An allied caster or the mage-knight 
  himself may voluntarily transmit a cast spell into the mage-knight’s weapon by choosing the mage-knight as a 
  target, with no check for resistance necessary.
  Lost or broken runic weapons can be rebuilt, costing 150% the base value of the weapon.
  Spell Casting
  Beginning at 2nd level, a mage-knight is capable of performing a limited array of spells. They cast and prepare 
  spells just like a magic-user, including the use of a spellbook, albeit they can cast spells while wearing armor as 
  heavy as chain mail and as long as they have one hand free.
  The spellbooks of mage-knights and magic-users are cross-compatible yet limited; a magic-user can transcribe 
  spells from a mage-knight’s spellbook provided that said spell is on the magic-user spell list, and vice-versa. A 
  starting mage-knight begins play with two level one spells in his spellbook, and automatically also has the spell 
  read magic in addition to these two spells although he’ll be unable to cast them until 2nd level.
  Interpose
  Beginning at 3rd level, once per day a mage-knight may redirect a hostile spell affecting a target within 30 feet 
  to target himself instead. The mage-knight is capable of absorbing the spell as usual, as per the Spellrune 
  ability.
   18
  
  Deflection
  Beginning at 7th level, once per day a mage-knight who successfully resists a hostile spell may choose to 
  rebound it back at the caster instead of absorbing it. This can be done even if there’s no room in the runic 
  weapon, and the caster must resist as though he cast the spell upon himself.
  Establish Martial Academy
  At 9th level, a mage-knight may establish or become leader of a martial academy. Part fortress and part school, it 
  is dedicated to training recruits in the arts of spell and war and will attract new squires and staff members seeking 
  the mage-knight as a leader and mentor.
  Mage-Knight Spell List
  Spells marked with an asterisk (*) are detailed in the New Spells section of Chapter Two.
  1st: Detect Magic, Detect Poison*, Magic Missile, Read Magic, Shield, Spider Climb*
  2nd: Bonefield*, Darkness 15-Foot Radius, Detect Invisibility, Fleetness*, Pyrotechnics, Water Breathing
  3rd: Dispel Magic, Fireball, Haste, Protection from Normal Missiles
  4th: Blade Barrier, Cloudkill, Delayed Blast Fireball, Disintegrate, Flurry of Projectiles*
   19
  
  Unseen
  Note: This class was first found in Magical 
  Theorems & Dark Pacts for the Labyrinth Lord 
  system. Relevant portions have been converted to 
  Swords & Wizardry.
  The unseen are thieves who are more than just 
  rogues and cutpurses – those who have an innate 
  knack for magic but who have turned it to skulking, 
  thievery and profit. The unseen are masterful spies 
  and thieves, supplementing their own natural skills 
  with a variety of illusions and lucky charms to help 
  them stand above the rank and file thieves of most 
  guilds and cities – in some cultures the unseen are 
  known as ninja, magical assassins, or worse.
  Prime Attribute: Intelligence and Dexterity 13+ (an 
  unseen character gains a +5% experience bonus if 
  both attributes are 13 or higher, +10% if at least 16 
  in Intelligence and 13 in Dexterity)
  Hit Dice: 1d4/level (an unseen gains just 1 hp/level 
  after 9th)
  Armor/Shield Permitted: Unseen cannot use any 
  shield or wear any armor
  Weapons Permitted: Unseen can use any weapon.
  Attack Tables: Unseen use the Magic-User, Thief, 
  and Assassin attack tables.
   20
  Art by Brian Brinlee
  
  Table: Unseen Advancement
  Level Experience 
  Hit Die (d4) 
  Saving Throw Special
  1st 
  0 
   
  1 
   
  15 
   
  Thief, Spellcaster 
  2nd 
  3,000  
  2 
   
  14 
   
   
   
   
  3rd 
  6,000  
  3 
   
  13 
   
  Special Ability  
  4th 
  12,000  
  4 
   
  12 
   
   
   
   
  5th 
  25,000  
  5 
   
  11 
   
   
   
   
  6th 
  50,000  
  6 
   
  10 
   
  Special Ability  
  7th 
  100,000 
  7 
   
  9 
   
   
   
   
  8th 
  200,000 
  8 
   
  8 
   
   
   
   
  9th 
  360,000 
  9 
   
  7 
   
  Special Ability  
  10th 
  520,000 
  9+1 hp  
  6 
   
   
   
   
  11th 
  680,000 
  9+2 hp  
  5 
   
   
   
   
  12th 
  840,000 
  9+3 hp  
  4 
   
  Special Ability  
  13th 
  1,000,000 
  9+4 hp  
  4 
   
   
   
   
  14th 
  1,160,000 
  9+5 hp  
  4 
   
   
   
   
  15th 
  1,320,000 
  9+6 hp  
  4 
   
  Special Ability  
  16th 
  1,480,000 
  9+7 hp  
  4 
   
   
   
   
  17th 
  1,640,000 
  9+8 hp  
  4 
   
   
   
   
  18th 
  1,800,000 
  9+9 hp  
  4 
   
  Special Ability  
  19th 
  1,960,000 
  9+10 hp 
  4 
   
   
   
   
  20th 
  2,120,000 
  9+11 hp 
  4 
   
   
   
   
  Table: Unseen Spell Progression
                                                                       Spell Level
  Class Level 
  1st 
  2nd 
  3rd 
  4th 
  5th 
  6th
  1st 
   
  1 
  - 
  - 
  - 
  - 
  -
  2nd 
   
  2 
  - 
  - 
  - 
  - 
  -
  3rd 
   
  2 
  - 
  - 
  - 
  - 
  -
  4th 
   
  3 
  1 
  - 
  - 
  - 
  -
  5th 
   
  3 
  2 
  - 
  - 
  - 
  -
  6th 
   
  3 
  2 
  - 
  - 
  - 
  -
  7th 
   
  4 
  3 
  1 
  - 
  - 
  -
  8th 
   
  4 
  3 
  2 
  - 
  - 
  -
  9th 
   
  4 
  3 
  2 
  - 
  - 
  -
  10th 
   
  4 
  4 
  3 
  1 
  - 
  -
  11th 
   
  4 
  4 
  3 
  2 
  - 
  -
  12th 
   
  5 
  4 
  3 
  2 
  - 
  -
  13th 
   
  5 
  4 
  4 
  3 
  1 
  -
  14th 
   
  5 
  5 
  4 
  3 
  2 
  -
  15th 
   
  5 
  5 
  4 
  3 
  2 
  -
  16th 
   
  6 
  5 
  4 
  4 
  3 
  1
  17th 
   
  6 
  5 
  5 
  4 
  3 
  2
  18th 
   
  6 
  5 
  5 
  4 
  3 
  2
  19th 
   
  6 
  6 
  5 
  4 
  4 
  3
  20th 
   
  6 
  6 
  5 
  5 
  4 
  3
   21
  
  Class Abilities
  Saving Throw Bonuses
  Unseen gain a +2 bonus on saving throws against devices, including traps, magical wands or staffs, and other 
  magical devices.
  Spellcasting
  Like wizards, the unseen carry spell books, which hold the formulae for spells written on their pages. An unseen 
  can have any number of spells in a spell book, but can only memorize a certain number of spells that he can 
  know off hand to cast at any time. This number increases as the unseen increases in class level. A starting un-
  seen begins with two level one spells in his spellbook, and automatically also has the spell read magic in addi-
  tion to these two spells.
  Thief
  The unseen are thieves in their own right, although not as masterful as most who concentrate their abilities on 
  thievery fully. As such, they gain progression in thieving skills equal to a member of the Thief class two levels 
  lower, to a minimum of 1.
  Special Abilities
  Beginning at level 3, and every third level thereafter, the unseen gains a special ability of his choice from the 
  following list:
  ● 
  BackStab: As the thief ability – if the unseen gains surprise on an opponent and attacks while the oppo-
  nent is unaware or from behind, he gains a +4 to hit and deals double damage.
  ● 
  Extra Invisibility: You have mastered the art of invisibility to the point of being able to cast it once per day 
  without preparing the spell. This ability can be taken multiple times.
  ● 
  Greater Invisibility: You are immune to the detect invisible spell and do not radiate as magical while invisi-
  ble.
  ● 
  Phantom Blade: Once per day you can produce a magical invisible short sword to strike with. This weap-
  on remains until dismissed, dropped or for 1 turn per level. It is treated as a magical weapon with a +1 bonus. 
  Each time this power is chosen you can manifest the blade one additional time per day, or increase the bonus 
  by +1.
  ● 
  Scentless: You produce no scent for guard dogs and others to detect and track.
  ● 
  Silent: You gain a +25% bonus to move silently checks.
   22
  
  ● 
  Truly Unseen: You gain a saving throw against all attempts to detect you using magical means such as a 
  crystal ball, ESP, clairvoyance, or detection spells. If you normally would get a save, you now get two.
  ● 
  Unseen Combatant: When you attack someone while invisible you gain a +4 bonus on your attack roll. 
  This can combine with the backstab ability.
  ● 
  Unseen Eye: You can attune yourself to being invisble and gain the benefits of the detect invisible spell 
  while invisible.
  Unseen Spell List:
  Spells marked with an asterisk (*) are detailed in the New Spells section of Chapter Two.
  Level 1: Detect Magic, Detect Poison*, Disguise*, Keen Ear*, Read Languages, Read Magic, Sleep, Spider 
  Climb*
  Level 2: Bonefield*, Fleetness*, ESP, Invisibility, Knock, Light, Protection from Evil, Phantasmal Force
  Level 3: Clairvoyance, Confusion, Dispel Magic, Haste, Polymorph Self, Silence 15’ Radius, Skinwalking*, Un-
  seen Coin*
  Level 4: Arcane Eye, Dimension Door, Disappear*, Mass Disguise*, False Image*, Fluid Form*, Remove Curse, 
  Tongues
  Level 5: Bad Luck*, Concealing Fog*, Flurry of Projectiles*, Instant Summons*, Mass Invisibility, Project Image
  Level 6: Animate Shadows*, Antipathy/Sympathy*, Daggers of Nur*, Teleport, Limited Wish
   23
  
  Chapter 2, Forbidden Ink: New Rules for Magic School Campaigns
  Art by Jacob Blackmon
  Arcane Lore
  In many OSR games, experience is gained partly from outwitting and overcoming perils of battle, but mostly 
  from coin and treasure.  Over time player characters can amass great hoards of wealth to the point that they 
  can buy and manage their own land, churches, and laboratories.
  In magic school campaigns, the idea of adolescent spellcasters coming into inexplicable wealth over time 
  can seem odd.  In Swords & Wizardry scrolls and magic items do not have gold piece values for scribing and 
  creation costs, but some other OSR games do.  So in the standard style of gameplay, money translates into 
  power and growth.*
  In this variant ruleset, there’s a new type of metagame currency known as Arcane Lore.  Arcane Lore is 
  measured in numbers which translate into gold piece values on a 1:1 basis, but can only be “spent” for the 
  purposes of gaining levels, creating magic items, the scribing of new spells into one’s spellbook, or trading in 
  exchange for such material.  Below are sample tables for potential magical treasures, both new and existing.
   24
  
  Random Value:
  Arcane Lore 
  Value
  Cheap  
  1d6 x 20 gp
  Costly  
  1d10 x 50 gp
  Precious 
  2d10 x 100 gp
  Priceless 
  1d6 x 1,000 gp
  Types of Arcane Lore:
   
  1d12 
  Cheap  
   
   
  Costly  
   
   
  Precious 
   
   
  Priceless
  1 
  Cultist’s Scribblings 
  Inquisitor’s Journal 
   
   
  Memory storing   
   
  Crystal Dragon’s Knowledge
  2 
  Witch’s Herbs  
  Elemental Salts  
   
   
  Earthshield Plates 
   
  Fey’s Dreams  
  3 
  Tarot Deck 
   
  Alchemist’s Lab Materials 
   
  Meteorite Metal  
   
  Unicorn Horn 
   
  4 
  Moonberries 
   
  Runic Stones 
   
   
   
  Sigil embroidered Cloth  
  Spirit Possessed Mask
  5 
  Prayer Beads 
   
  Bardic enchanted Writings 
   
  Magical Hieroglyphs 
   
  Quill of the First Library
  6 
  Barons’s Library 
  College Library  
   
   
  Wizard’s Library  
   
  First Era Library  
  7 
  Curio Shop Trinkets 
   Augury Bones  
   
   
  Demonflesh stitched Tome 
  Raw Souls 
   
  8 
  Weak Ley Line Location Druidic Grove 
   
   
   
  Place of Spiritual Resonance 
  Geomantic Planar Crossroads
  9 
  Household Shrine 
  Village Shrine  
   
   
  City Shrine 
   
   
  Holiest of Shrines 
  10 
  Gnomish Cookbook 
  Basilisk’s Eyes  
   
   
  Dragon’s Blood  
   
  Fur from the Wolf God 
  11 
  Bloodstone Crystals 
  Onyx Skull Gems 
   
   
  Leprechaun Gold 
   
  World Tree Flowers 
  12 
  Zombie gallbladder 
  Wight’s teeth 
   
   
   
  Bottled Nightshade Spirit 
  Lich’s phylactery 
  Arcane Lore, Magic Items*:
  Type 
   
   
   
   
   
  Value/Cost
  Potions  
   
   
   
   
  150
  Scrolls, Normal  
   
   
   
  100 per spell level
  Scrolls, Protection 
   
   
   
  400
  Scrolls, Cursed  
   
   
   
  250
  Magic Armor/Weapon, +1 or cursed 
   
  1,000
  Magic Armor/Weapon, +2 or +1/minor ability 
  2,500
  Magic Armor/Weapon, +3 
   
   
  8,000
  Unusual Weapon/Armor  
   
   
  16,000
  Wand, Lesser  
   
   
   
  1,000
  Wand, Greater  
   
   
   
  3,000
  Rings, Lesser 
   
   
   
   
  2,500
  Rings, Greater  
   
   
   
  10,000
  Staffs  
   
   
   
   
  12,000
  Miscellaneous Items, Lesser 
   
   
  2,000
  Miscellaneous Items, Medium 
   
   
  4,000
  Miscellaneous Items, Greater 
   
   
  20,000
   25
  
  Sufficiently “rich” wizard PCs over time will pepper their lairs and laboratories with the flesh and bones of 
  magical monsters, cauldrons brewing with liquid shadows, shelves lined with crystals mined from the deepest 
  dungeon trenches, and a small library of tomes penned by archmages, legendary bards, and other folk touched 
  by the otherworldly.  As magic does not abide by the laws of the mortal realm, you might allow the PC to spend 
  the gp value of treasures for the creation of otherwise-unrelated magic items.  Perhaps the Basilisk’s Eyes 
  (normally used for petrification and stone-related rituals) and a set of Wight’s Teeth can be used to make a 
  Purifying Oil, as the inherent “curses” of such creatures’ essences overwhelm any latent magical debilitations 
  on an applied person or object.
   
  Quest-giving NPCs might grant the heroic adventurer things like access to a legendary forge worth an arbitrary 
  amount of gold pieces for crafting the perfect blade in lieu of raw money.  Adding such treasures, even if they 
  are cheap things like creepy preserved monster fetuses from a curio shop, helps add a hint of eldritch wonder 
  to one’s campaign.
  *A Note on Magic Item “Prices”: The listed numbers for magic items serves as both the Arcane Lore gained 
  when finding them as treasure, and the cost to build/create said items. Generally speaking, a spellcaster needs 
  the proper mundane tools and artisanship, along with appropriate magical knowledge. To create a flaming 
  sword, a mage might need a proper smithy as well as knowledge of burning hands, fireball, or related spells in 
  addition to the enchant item spell required for all magic item creation. There’s no hard and fast rules for this, 
  more along the lines of whether or not it would make sense for the caster in question to be able to make such 
  an object.
  The trade-off in creating magic items is that saved up Arcane Lore which would be used for gaining levels is 
  instead used on making more magic items. It is a trade-off of immediate benefits vs. overall power; if it seems 
  too much to let characters make any magic item with enough Arcane Lore, perhaps restrict them to limited-use 
  items (scrolls, potions, wands, etc) or impart a minimum experience level to craft in line with their overall power.
  Roll-Under Attribute: A Minimalist Skill System
  It is common for most OSR games to dispense entirely with skill systems, relegating necessary abilities to 
  race, class features, and spells.  Still, a magic school campaign is likely to have more than a few challenges 
  and tasks outside typical dungeon-delving.  On the other hand, it can feel good to have your character’s 
  background and attributes play a direct role.  This rules variant builds upon the common “Roll a Wisdom check” 
  used by GMs of all stripes, while giving guidelines  for things advantageous to a character’s background and 
  magical discipline.
  Mechanics: A single twenty-sided die is rolled when a character must perform a certain task which doesn’t 
  fall under the aforementioned rules, like studying for an exam, walking across a narrow ledge, or the like.  
  They receive modifiers to the attribute number depending on the difficulty of the relevant task and potential 
  background applications, and compare the final result to the attribute score most relevant to the task.
  If the result is less than or equal to the attribute, the character succeeds at the task at hand.  If the result is 
  greater than the attribute, they fail and/or are unable to make any progress.  This system is geared so that 
  Player Characters can be broadly talented in a manner of tasks with a sufficiently high score in an attribute.  
  True masters-of-all-trades are exceedingly rare, due to the very low chances of rolling high in all six attributes.
   26
  
  Generally speaking, most modifiers for difficulty should hover around -2 to +2, with up to -4 or +4 for 
  exceptionally difficult or trivial tasks respectively.  Dice should only be rolled when there’s an element of risk; a 
  druid should have no problem growing hardy crops on fertile land to sustain only himself, but if he is trying to 
  grow volatile magical flowers which risk rotting away without attentive care, then the Roll-Under rules should 
  come into play.
  Backgrounds: A background is a relevant bonus in accordance with the life the PC has led, and treats any 
  relevant attributes as being 2 points higher for the purposes of performing tasks relating to it.  Backgrounds 
  can range from typical medieval occupations to magical traditions and homeland.  A worshiper of the death-
  god hailing from a nomadic desert tribe might apply her background bonus to proper burial and embalming 
  techniques, but also on tasks for hot weather survival and proper hospitality measures between rival tribes of 
  her people.
  Backgrounds only ever apply once to a given roll and do not stack.
  Competitive Tasks: The Roll-Under system is designed for PC use.  Since NPCs do not have attributes, 
  instead assign a modifier for the PC roll depending on how outclassed they are against the opponent.
  NPCs using Roll-Under: Although this rules variant is made with PCs in mind, there might come a time when 
  an NPC has to roll, most likely a hireling with a Loyal Bond.  In this case, assume that the NPC has an average 
  attribute  (9-12) for most untrained rolls, a low attribute (5-8) for tasks involving their weak spots, and a high 
  attribute (13-18) for rolls in which they’re skilled.
  Loyal Bonds: Variant Special Hirelings
  It is possible for adventuring parties to grow quite large in size, especially with high Charisma scores and 
  money to throw around at 9th level onwards.  In most games hirelings are generally minions acting as back-up 
  fire, pack mules, and folk to guard your headquarters while the player characters go on the real adventures.
  Given the social nature of school environments, and that money is often a secondary concern to arcane lore, 
  this variant rule allows for a more personal touch: Loyal Bonds.
  Effects: Loyal Bonds represent a strong level of trust and respect shared between a PC and an NPC.  It’s 
  more than mere friendship; the NPC is willing to go out on adventures with the PC and will take risks to keep 
  them safe.  Beyond just good feelings is a sense of strength and courage when in the PC’s presence: even 
  if they led an otherwise non-violent life they’ll find themselves able to follow their companions into dangerous 
  dungeons and wicked places, and a willingness to protect them from monsters.
  NPCs with a Loyal Bond still have free will and may disagree with the PC and won’t needlessly throw their lives 
  away, but in most reasonable circumstances they’ll be happy to help with tasks.  Under most circumstances 
  they will not charge for typical services or a share of the loot, although gold and arcane lore spent on them (the 
  latter in the form of magical study groups and the like) can keep them happy and grant access to better spells 
  and equipment.  PCs cannot gain a Loyal Bond from an NPC who is higher level than themselves or has more 
  Hit Dice than their total levels.
   27
  
  Naturally, the number of Loyal Bonds a PC can have at once is limited by their Charisma score; those with 
  strong forces of personality have a better time of awakening others’ adventuring potential and instilling powerful 
  feelings within them.  It is still possible to develop close friendships with an NPC without gaining a Loyal Bond, 
  but they will not be any more willing to become adventuring sidekicks otherwise.
  Finally, if the group is fine with it, Loyal Bond NPCs can act as replacement PCs should a player’s hero get 
  killed, debilitated, or otherwise taken out of the game for a time.  That way they can still play instead of sitting 
  around doing nothing at the table.
  Gaining Loyal Bonds: A Loyal Bond is gained when a PC accomplishes a task or set of tasks for an NPC 
  reflective of this nature, usually a minor quest of some sort.  They don’t necessarily need to be dangerous, 
  but should create for some good drama and and have an element of challenge.  Naturally, more powerful and 
  renowned NPCs should have commensurately difficult challenges.
  Think of Loyal Bonds as a reward beyond treasure, experience, and spells.  It provides a great avenue of 
  generating role-playing material. The following chapters detailing the lands of Frelundia provide sample Loyal 
  Bonds for various named NPCs.
  New Spells
  On the following page is a list of new spells for magic school 
  campaigns. Some of them come from Magical Theorems & 
  Dark Pacts, others from the Complete Vivimancer. Cantrips 
  are a new type of spell which can be used an infinite number 
  of times per day and receive their own special category. A few 
  are unofficial conversions of spells from the Pathfinder Role-
  Playing Game as well as Bill Webb’s Book of Dirty Tricks.
  Cantrips: Cantrips are a special type of spell mastered by 
  dabblers and apprentices before moving on to true magic.  
  They require such a trifling amount of power that they can be 
  effectively cast all day long without the spellcaster running out 
  of magical energy (although physical exhaustion may set in far 
  earlier!).
  Any class with access to spells per day is capable of learning 
  cantrips.  They follow the rules of typical spells, except that 
  once prepared they never run out and can be cast an infinite 
  number of times.  However, a spellcaster must still perform 
  the regular rites of their class (spellbook study, prayer, etc.) 
  every day to switch them out in favor of new ones, and they 
  can only prepare a limited amount per day.  Some cantrips can 
  be prepared twice as though they were two different spells, 
  granting greater effects in exchange for less versatility.
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  Art by Gary Dupuis
  
  Spellcasters can prepare two cantrips at 1st level, three at 4th level, and four at 7th level.  Magic-users and 
  classes which utilize a spellbook begin play with two cantrips in their spellbook and can learn more over the 
  course of play the same way with regular spells.
  Flash
  Duration: 1 round
  Range: 30 feet
  This cantrip creates a burst of bright light equivalent to torchlight for a split-second.  If conjured in an enemy’s 
  face, the target must make a saving throw or suffer a -1 penalty on all attack rolls for 1 round.  This cantrip can 
  be prepared twice to create overwhelming sensations of any of the four other common senses instead, being 
  potentially able to effect blind and sightless creatures.
  Note: This cantrip’s use as a light source is inferior to the light spell in that its duration is too brief to allow for 
  detailed study.
  Ghost Sound
  Duration: 1 round
  Range: 30 feet
  This spell creates illusory sounds of the caster’s choice within the range, although they cannot be any louder 
  than a roaring lion or power saw (114 decibels).  Evidence which proves the sound’s false nature allows the 
  victim a saving throw to disbelieve at the Referee’s discretion.
  Mage Hand
  Duration: Until concentration ceases
  Range: 30 feet
  This spell allows the caster to remotely lift and move a single object weighing up to 5 pounds within the range of 
  the spell.  If the spellcaster concentrates on the cantrip, they can move any such object up to 15 feet per round 
  in any direction.  Preparing this cantrip twice allows this telekinetic force to be precise enough to perform delicate 
  tasks such as lock-picking and surgery.
  Mage’s Mark
  Duration: Permanent or until dispelled
  Range: Touch
  This spell allows you to inscribe your personal rune or mark on an object or person, which can consist of no more 
  than six characters if a word. The writing can be visible or invisible. A mage’s mark spell enables you to etch the 
  rune upon any substance without harm to the material upon which it is placed. If an invisible mark is made, a 
  detect magic spell causes it to glow and be visible, though not necessarily understandable. If a mage’s mark is 
  placed on a living being, the effect gradually fades in about a month.
  Mage’s marks are extremely hard to forge, even with illusions, and each one created is unique to that caster.
   29
  
  Manifest Shield/Weapon
  Duration: Until Dispelled
  Range: Personal
  This spell causes a shield or weapon made of transparent energy to materialize in the caster’s hand, using the 
  game statistics as said object.  The equipment must be something the caster is proficient with and be aware of 
  its existence.  Should a spellcaster wish to use this cantrip to manifest two weapons in each hand or a shield 
  and a weapon, they must prepare this cantrip twice.  Two-handed weapons count as one cantrip for these 
  purposes.
  In spite of being a spell, manifested weapons do not count as magical for the purposes of damage resistance 
  and immunity. Actual, permanent magic weapons are required for this.
  Mending
  Duration: Instantaneous
  Range: 10 feet
  This cantrip makes minor repairs to objects of up to 5 cubic feet in size.  It is capable of removing minor levels 
  of rust, straightening out bends, fusing cracks and splits back together on small objects, and the like.  It is up to 
  the Referee’s discretion on the extent of the repairs, but as a guideline it can equal the effort of an hour’s worth 
  of work by a trained artisan with proper tools or restore 1d4 hit points worth of damage to an object.
  Repeated castings on the same equipment or piece of material have no further effect until at least 24 hours 
  have passed.
  Message
  Duration: 1 turn
  Range: 100 feet
  This spell allows the caster to whisper long-range messages to a single target within the spell’s range and 
  line of sight.  You cannot carry a two-way conversation unless the subject also has this cantrip prepared.  This 
  cantrip can be prepared twice to affect as many targets within the spell range as the caster wishes.
  Parlor Tricks
  Duration: 1 hour
  Range: 10 feet
  Upon casting, this cantrip allows the caster to perform minor harmless tricks.  These can be all sorts of 
  miscellaneous magical effects, but are severely limited in what they can do.  Here are some guidelines:
  Illusions are transparent and obviously unreal, and can only be 1 cubic foot in size or less.
  Only 1 pound of material can be moved, cleaned, soiled, recolored, or have its temperature mildly changed.
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  Created objects can only weigh up to 1 pound and are too fragile and of poor quality to be used as proper tools 
  or be passed off as the real thing.
  The effects of this cantrip, be it creation, illusions, or alterations, only last for 1 hour.
  Spellbolt
  Duration: Instantaneous
  Range: 30 feet
  The spellcaster’s finger or held implement (holy symbol, wand, etc) fizzles with energy which can be used as 
  a ranged weapon against a target within 30 feet.  It deals 1d6 points of damage and its visual effects can be 
  versatile (screaming skulls, acidic balls, etc), but it does not deal any special type of damage. Once learned, this 
  form is always the same.  If the spellcaster wishes to manifest different kinds of visual effects with every casting, 
  they can prepare this cantrip twice.
  Succor
  Duration: 1 turn
  Range: Touch
  This cantrip partially alleviates some pain in the target, granting them 1 hit point.  This merely dulls the pain of 
  wounds, and this hit point vanishes at the end of the cantrip’s duration.  Once cast upon a target, further uses of 
  succor do not work until the previous casting’s duration ends.
  New Spells
  Animate Shadows
  Level: Unseen 6
  Duration: 1 round per level
  Range: 240’
  This spell affects an area in a 40 foot radius around the target point. All shadows and darkness within that area 
  animate and become hostile to all but the spellcaster. Anyone entering the area must make a saving throw or be 
  immobilized by the grappling shadows, suffering a -6 on all attack rolls and a +4 penalty [-4 if ascending] to their 
  armour class. Even those making the saving throw have their movement rates halves and suffer a -2 penalty on 
  attack rolls while within the area of effect.
  Antipathy/Sympathy
  Level: Mage-knight 4, Magic-User 8, Unseen 6
  Duration: 2 hours per level
  Range: 30’
  The caster causes an object or location to emanate magical vibrations that repel or attract either a specific kind 
  of intelligent creature or creatures of a particular alignment, as defined by the caster. The kind of creature to be
   31
  
  be affected must be named specifically, or specific alignment to be repelled must be named.
  Antipathy - Creatures of the designated kind or alignment feel an overpowering urge to leave the area or to avoid 
  the affected item. A compulsion forces them to abandon the area or item, shunning it and never willingly returning 
  to it while the spell is in effect. A creature that makes a successful saving throw can stay in the area or touch the 
  item but feels extremely uncomfortable doing so. This distracting discomfort reduces the creature’s DEX score by 
  1 point per round, to a maximum of 4 points.
  Sympathy - Creatures of the specified kind or alignment feel elated and pleased to be in the area or desire 
  to touch or to possess the object. The compulsion to stay in the area or touch the object is overpowering. If a 
  saving throw is successful, the creature is released from the enchantment, but a subsequent save must be made 
  1d6 turns later. If this save fails, the affected creature attempts to return to the area or object.
  Bad Luck
  Level: Unseen 5
  Duration: See below
  Range: 60’
  If the target fails his saving throw against this spell, every time he makes a saving throw in the future he must 
  make two saving throws and take the worst result. This spell remains in effect until the target makes a number of 
  saving throws equal to the caster’s level.
  Blood Biography
  Level: Cleric 3, Mage-knight 2, Magic-User 3, Unseen 3
  Duration: Instantaneous
  Range: Touch
  You learn the answers to a specific set of questions about a creature so long as you have access to at least one 
  drop of its blood. You can cast this spell on the blood of the living or the dead, but living or undead creatures 
  are entitled to a saving throw to resist the spell. You can cast the spell on dried or fresh blood. Once you cast 
  the spell the answers to the following four questions appear on any flat surface you designate (a wall, a piece of 
  paper, and so on).
  • 
  Who are you? (The name by which the creature is most commonly known)
  • 
  What are you? (Gender, race, profession/role)
  • 
  How was your blood shed? (Brief outline of the events that caused its wound, to the best of the victim’s 
  knowledge)
  • 
  When was your blood shed?
  These answers always appear in a language you can read even if the creature cannot speak that or any 
  language.
   32
  
  Bone Field
  Level: Mage-Knight 2, Unseen 2
  Duration: 1 minute per level
  Range: 60’
  Regardless of the material of the local floor or ground, it sprouts small fragments of bone that seem to push up 
  through it. The spell affects a 5 foot by 5 foot area per level of the caster. Any time someone moves into an area 
  affected by this spell or spends a round fighting while standing in such an area, they must make a saving throw 
  against paralysis to avoid stepping on the bone fragments. Failure causes 1d4 physical damage (treat as a 
  magic weapon).
  Concealing Fog
  Level: Unseen 5
  Duration: 2 hours
  Range: 600’ radius
  A heavy fog settles over an area outdoors as indicated above. Within this area, visibility drops to 20’, and all 
  movement is divided by 2. This is otherwise treated as the magic-user version of control weather.
  Confess
  Level: Cleric 3
  Duration: 1 round per level
  Range: 30’
  You ask the target creature a single question. On the subject’s next action, it must answer truthfully in the same 
  language as the question or take 1d6 points of damage per level of the caster and take a -2 penalty on attack 
  rolls and saving throws for the duration.
  Crescendo
  Level: Bard 3
  Duration: Instantaneous
  Range: 30’ radius
  The caster produces a high-pitched note. Targets within range take 1d6 damage per level of the cast, and fragile 
  objects with a low natural resonance (crystals, glass, etc) shatter. A successful saving throw means that the 
  target takes only half damage.
  Daggers of Nur
  Level: Unseen 6
  Duration: 1 round per level
  Range: 360’
  This spell conjures a dancing cloud of tiny daggers, one per level of the caster. The caster immediately assigns 
  the daggers to any opponents within range, dividing them up as he pleases. The daggers attack the round 
  summoned and again each round thereafter. Each dagger attacks as the caster does with a +2 bonus, and deals
   33
  
  damage per attack. They will continue to attack each round, even once the target is slain. They move at a speed 
  of 120’ (as an unarmored human) to follow their target, but will not move more than 360’ from the caster. The 
  caster can take a round to reassign the targets for all the daggers.
  Dancing Lights
  Level: Magic-User 1st Level
  Duration: 1 round per level
  Range: 0
  A magic-user may create up to four lights that resemble lanterns or torches (and cast that amount of light), or up 
  to four glowing spheres of light (which look like will-o’-wisps), or one faintly glowing, vaguely humanoid shape. 
  The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you 
  desire. The lights have a Movement rate of 18. A light winks out if the distance between you and it exceeds 400 
  feet.
  A magic-user can only have one dancing lights spell active at any one time. Dancing lights can be made 
  permanent with a permanency spell. If you make this spell permanent, it does not count against the limit of one 
  spell active at a time.
  Danse Macabre
  Level: Bard 4th
  Duration: Concentration or until dispelled
  Range: 60’ radius
  This spell takes the form of a recited song or tale, taking 1 round to cast. Upon completion, all undead within 
  range of the spellcaster feel an overwhelming compulsion to dance for the duration of the spell. Mindless undead 
  are automatically affected, while intelligent undead can resist with a saving throw. Dancing undead have a 50% 
  chance per round to fight or cast spells normally, otherwise they spend the entire round dancing. Regardless of 
  the result, dancing undead can only move at half speed.
  The caster can only affect a number of undead whose total Hit Dice is twice his own.
  Detect Poison*
  Level: Mage-Knight 1, Unseen 1
  Duration: 1 hour
  Range: 60’
  For the duration of this spell, the caster can see a magical glow on any item or creature within 60’ that is 
  poisoned, poisonous, or that contains poison. It also detects green slime and other hostile molds and fungi.
  *The version of this spell in the Complete Vivimancer differs slightly. It lasts 1 turn per level, has a range of 10’, 
  and has a 5% chance per level of detecting the exact type of venom.
   34
  
  Dimensional Anchor
  Level: Cleric 4, Magic-User 4
  Duration: 1 turn
  Range: 100’
  A green ray springs from the caster’s hand. A target hit by this spell is covered with a shimmering emerald field 
  which completely blocks dimensional travel. Forms of dimensional travel include astral spell, dimension door, 
  maze, rope trick, teleport, and similar spells and abilities.
  A dimensional anchor does not interfere with the movement of creatures already in ethereal or astral form when 
  the spell is cast, nor does it block extradimensional perception or attack forms. Also, dimensional anchor does 
  not prevent summoned creatures from disappearing at the end of a summoning spell.
  Disappear
  Level: Unseen 4 
  Duration: 1 turn or until dispelled
  Range: 0
  Unlike most spells, disappear can be cast in a mere instant – allowing the caster to perform other actions on the 
  same round. This spell is identical to the invisibility spell except for the duration and casting time.
  Disguise
  Level: Unseen 1
  Duration: 2 hours
  Range: Touch
  This spell changes the appearance of the targeted creature to that of someone else of approximately the same 
  size. If used to imitate a specific person, everyone seeing the illusion gets a saving throw to see through the 
  illusion. Otherwise, the disguise can only be saved against by someone given a good reason to suspect that the 
  target of the spell is disguised.
  Elemental Beam
  Level: Druid 2, Mage-knight 2, Magic-User 2
  Duration: Instantaneous
  Range: 120’
  The caster points their finger towards a target within range, doing 2d6 points of damage on a successful attack 
  roll. When the caster prepares this spell, they must choose whether it takes the form of air, earth, fire, or water. 
  If a creature is particularly weak to said element (an ice being getting hit by fire), they take 4d6 points of damage 
  instead.
   35
  
  Enter Image
  Level: Magic-User 3, Unseen 2
  Duration: until concentration ends
  Range: 200’
  You gain a dim impression of the activities around any object bearing your face or form and can also project your 
  consciousness into one such object at a time, allowing you to observe or even interact with nearby creatures. 
  This spell allows you to leave your body and subconsciously monitor the immediate area around any depiction 
  of your image whether one, hundreds, or even thousands. Each such image has the full range of your normal 
  senses (sight, hearing, smell, etc).
  When you fill an image with your consciousness it gains a limited form of animation. Statues and similar three-
  dimensional representations can move their heads, make gestures, and talk, but cannot attack or leave their 
  square without assistance.
  Portraits or similar two-dimensional representations bearing your likeness can also talk and your image can 
  move anywhere within the picture or even temporarily alter it (such as by picking a flower in the painting). You 
  cannot use any spells or other abilities while within an image.
  You may leave the image at any time, returning you to your body. Once your consciousness departs from an 
  object bearing your likeness, it immediately reverts to the appearance it had before you entered it. If someone 
  destroys or damages the image you return to your body unharmed.
  False Image
  Level: Unseen 4
  Duration: 1 hour per level
  Range: 40’ radius
  Any divination (scrying) spell or device used to view or hear anything within the area of this spell instead receives 
  a false response, as defined by the caster at the time of casting. As long as the duration lasts, the spellcaster 
  can concentrate to change the image as desired. While not concentrating, the image remains static.
  Fleetness
  Level: Mage-knight 2, Unseen 2 
  Duration: 1 turn per level
  Range: Personal
  This spell increases the caster’s movement rate(s) by 50%.
   36
  
  Fluid Form
  Level: Unseen 4
  Duration: 1 turn per level
  Range: Personal
  The caster and his equipment melt into a liquid form that has the same volume as his normal form. (A normal 
  humanoid creature creates a 5 ft. square pool.) You become amorphous; gaining immunity to poison, sleep, 
  paralysis, polymorph, and stunning effects. If already poisoned, fluid form does not prevent the poison effects.
  Flurry of Projectiles
  Level: Mage-knight 4, Unseen 5 
  Duration: 1 round
  Range: Personal
  After casting this spell, the next projectile attack (thrown weapon or launched projectile) made by the caster is 
  multiplied into a flurry of similar projectiles. The new projectiles are non-magical (so if cast and then throwing a 
  magical dagger, the flury will be of non-magical daggers). The spell creates an additional projectile per two caster 
  levels. The caster can select different targets for each projectile as long as they are all within the normal range of 
  the weapon.
  Good Cheer
  Level: Bard 1
  Duration: 8 hours
  Range: 60’ radius
  After casting this spell, those resting near the bard find their spirits uplifted. When recovering damage naturally 
  from uninterrupted rest, a character heals 1 hit point plus 1 hit point per level of the bard provided they remain 
  within the spell’s radius. For example, someone resting while under the benefit of this spell cast by a fifth-level 
  bard heals 6 hit points per day.
  Instant Summons
  Level: Magic-User 7
  Duration: Instantaneous
  Range: Infinite
  The caster calls some nonliving item from virtually any location directly to his hand. First, the caster must place a 
  mage’s mark on the item. The item must not be more than roughly 3’ long nor weigh more than 8 pounds. Then 
  the spell is cast, which magically and invisibly inscribes the name of the item on a gem worth at least 5,000 gp. 
  Thereafter, the caster can summon the item by speaking a special word (set by the caster when the spell is cast) 
  and crushing the gem. The item appears instantly in the caster’s hand.
  Only the caster can use the gem in this way. If the item is in the possession of another creature, the spell does 
  not work. The item can be summoned from another plane, but only if no other creature has claimed ownership of 
  it. 
   37
  
  Keen Ear
  Level: Bard 1, Unseen 1
  Duration: 1 hour
  Range: Touch
  The subject gains the ability to hear sounds as a level 3 thief (4 in 6 chance). If the character already has the 
  ability to hear noise at an exceptional level, this grants a further +1 better on a d6 chance on his hear sounds 
  checks.
  Mass Disguise
  Level: Unseen 4
  Duration: 1 turn per level
  Range: 30’
  This spell changes the appearance of the targeted creatures within the area of effect (up to 2 creatures per 
  level of the caster) to that of someone else of approximately the same size – each person takes on a different 
  appearance as determined by the caster. If used to imitate a specific person, everyone seeing the illusion gets a 
  saving throw to see through the illusion. Otherwise, the disguise can only be saved against by someone given a 
  good reason to suspect that the target of the spell is disguised.
  Phantasmal Killer
  Level: Magic-User 5
  Duration: 1 round
  Range: 100’
  A magic-user may create a phantasmal image of the most fearsome 
  creature imaginable to the victim. Only the spell’s subject can see 
  the phantasmal killer, a vague shape of doom. The victim first gets 
  a special save to recognize the image as unreal. The victim must 
  roll 3d6 and score under their intelligence attribute. If that save fails, 
  the phantasm touches the subject, and another (normal) save must 
  be made or the victim dies from fear. Even if the second save is 
  successful, the subject takes 3d6 points of damage.
  If the victim of a phantasmal killer attack succeeds in disbelieving and 
  possesses telepathy, the beast can be turned upon you. You must then 
  disbelieve it or become subject to its deadly fear attack.
  Art by Matt Morrow
   38
  
  Phantom Trap
  Level: Magic-User, 1st Level
  Duration: permanent or until dispelled
  Range: Touch
  A magic-user makes a lock or other small mechanism seem to be trapped to anyone who can discover traps. 
  The spell is placed upon any small mechanism or device, such as a lock, hinge, hasp, cork, cap, or ratchet. 
  Any character able to detect traps, or who uses any spell or device enabling trap detection, is certain a real 
  trap exists. Of course, the effect is illusory and nothing happens if the trap is “sprung”; its primary purpose is to 
  frighten away thieves or make them waste precious time.
  If another phantom trap is active within 50 feet when the spell is cast, the casting fails.
  Righteous Castigation
  Level: Bard 2
  Duration: 1d6 turns
  Range: 30’
  The caster condemns the target for their shortfalls and misdeeds, real or imagined. If the target fails a saving 
  throw, they suffer a +2 penalty (-2 if ascending) on Armor Class as they’re rattled by the words. Mindless beings 
  and those of pure evil, such as demons, have no shame or conscience and are immune to this spell.
  Skinwalking
  Level: Unseen 3
  Duration: 3 hours per level
  Range: Touch
  Through this spell, a person can take on a full semblance of someone they have slain. The caster must peel 
  off the skin of the victim and then the target of the spell must wear it on his face when cast. The target gains a 
  perfect visual disguise of the slain individual, in addition to their voice and intonation, tics, mannerisms and so 
  on. The spell can be dispelled by the target by removing the skin. The skin, once removed from the victim, will 
  be functional for this spell for 2 weeks.
  Song of the First Era
  Level: Bard 1
  Duration: Instantaneous
  Range: Personal
  This spell takes the form of a recited song or tale, taking 3 rounds to cast. Upon completion the bard makes an 
  Intelligence roll in regards to recalling information, treating their attribute as 4 points higher for this purpose. If 
  successful, a part of the performance provides an insightful piece of lore relevant to the situation at hand.
   39
  
  Song of the Hopeful Knight
  Level: Bard 1
  Duration: Concentration or until dispelled
  Range: 60’ radius
  This spell takes the form of a recited song or tale, taking 1 round to cast. Upon completion the caster and all 
  allies within range gain a +1 bonus to attack rolls. This bonus persists for as long as the bard concentrates or 
  until the spell is dispelled.
  Song of the Last Great Hero
  Level: Bard 6
  Duration: Concentration or until dispelled
  Range: 30’
  This spell takes the form of a recited song or tale, taking 1 round to cast. Upon completion a spectral spirit of 16 
  HD appears, who was a renowned mortal in their old life. The spirit obeys the cast only for as long as the caster 
  concentrates on it, after which they will discorporate and return to their home plane.
  Last Great Hero: HD 16; AC 3 [16]; Atk Spectral weapon or spell ray (3d6); MV Fly 15; SV 4; AL Same as caster; 
  CL/XP N/A; Special Undead Traits
  Song of the Stalwart Companions
  Level: Bard 2
  Duration: Concentration or until dispelled
  Range: 60’
  This spell takes the form of a recited song or tale, taking 1 round to cast. Upon completion the caster and all 
  allies within the radius gain morale (if said ally is not a player character) and gain a +2 bonus on saving throws 
  versus spells and effects which would cause fear or alter their mental state such as charm person and confusion. 
  If any allies are under said effects when the spell is cast, they immediately gain a new saving throw to resist.
  Spider Climb
  Level: Druid 1, Mage-Knight 1, Magic-User 1, Unseen 1
  Duration: 1 round plus 1 round/level
  Range: Touch
  The subject can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does. The 
  affected creature must have its hands and feet free and bare to climb in this manner. Any objects weighing fewer 
  than 5 pounds cling to the spell recipient’s hands. This spell may be used on another being (touch required) with 
  no saving throw.
   40
  
  Spore Blast
  Level: Druid 4
  Duration: 1 round/level
  Range: 240 feet
  This spell conjures a cluster of fungal spores anywhere within range. The spores can be triggered to explode at 
  any time in the spell’s duration from the second round onwards (and will explode automatically once the duration 
  ends), causing 1d6 damage to any creatures within 20’. Creatures in the blast radius must also make a saving 
  throw (counts as poison for race and class bonuses) or die from choking in 6 rounds.
  Swarm Transformation
  Level: Druid 4, Magic-User 5
  Duration: Special
  Range: Personal
  Upon casting this spell, the caster instantaneously transforms into a swarm of spiders or insects. While in swarm 
  form, the caster has Movement 8 and can choose to attack by engulfing victims in a 10’ area who suffer 2 hp 
  damage per round. The caster is immune to normal damage, but can be harmed by fire, spells, or area attacks. 
  Victims can choose to forgo all other actions, including movement, to reduce the swarm’s damage to 1.
  The caster remains in swarm form as long as he wishes or until death. Any damage inflicted on the swarm is 
  reflected on the caster’s body when he returns to normal. Once the caster has returned to his normal form, the 
  spell ends.
  Tongues
  Level: Bard 2, Magic-User 3
  Duration: 1 hour per level
  Range: Touch
  The target of this spell gains the ability to speak and understand any verbal language, but not to read or write it.
  Unseen Coin
  Level: Unseen 3
  Duration: Permanent
  Range: Touch
  After casting this spell on a gold coin, the unseen can give it to anyone. When the holder of the coin wishes to 
  contact the unseen, they must throw the coin into the air and call out the name the unseen gave them. The coin 
  vanishes, and reappears in the unseen’s pocket, giving him a brief mental image of the person who wishes his 
  services. No message may be conveyed by this spell.
   41
  
  Water Walk
  Spell Level: Cleric 4th Level; Druid 3rd Level
  Duration: 1 hour
  Range: touch
  The spell-caster can tread on any liquid as if it were firm ground. Mud, oil, snow, quicksand, running water, ice, 
  and even lava can be traversed easily, since the subjects’ feet hover an inch or two above the surface. Creatures 
  crossing molten lava still take damage from the heat because they are near it. The subjects can walk, run, or 
  otherwise move across the surface as if it were normal ground.
  If the spell is cast underwater (or while the subjects are partially or wholly submerged in whatever liquid they are 
  in), the subjects are borne toward the surface at a Movement rate of 24 until they can stand on it.
  Treasured Tomes
  The written word is the pre-eminent source of information in a pre-industrial world, and settlements with access 
  to libraries are capable of imparting many useful skills to the literate. Historical treatises, duelist’s manuals, and 
  almanacs are but a few such resources available to readers.
  Rules: A treasured tome is capable of providing a substantial in-game benefit to a character who regularly 
  consults its pages. As most adventuring parties travel regularly, a character must either have a treasured tome 
  on their person or read it for at least 30 minutes once a day in order to retain its abilities. Unless otherwise noted, 
  most of these books weigh 1 pound.
  On the following page is a list of sample books for PCs to find and use. Feel free to use the following as 
  guidelines in making your own!
  Art by Jacob Blackmon
   42
  
  Aris Blackheart’s Guide to the Spawn of Chaos: This bestiary includes black-and-white illustrations 
  accompanied by a monster hunter’s notes on all manner of foul beings. Whenever encountering a new creature 
  of Chaotic alignment, the reader has a 25% chance of recognizing the being’s race as well as a single piece of 
  relevant information about it (Referee’s discretion). Price: 500 gold pieces.
  Chirurgeon’s Textbook: Specializing in the anatomy of humans, demihumans, and some humanoids, this 
  anatomical guide is a boon to doctors and necromancers alike. The reader gains a +2 bonus on all rolls related to 
  medical and harvesting activities with the aforementioned creature types, and can restore 1d4 hit points worth of 
  damage to a subject once per day with an hour’s worth of time. Price: 150 gold pieces.
  An alternative is the Veterinarian’s Textbook, which does the same except restricted to common domesticated 
  animals and more than a few wild ones. Price: 60 gold pieces.
  Cryptography Guide: Dedicated to the creation and deciphering of hidden messages. The reader has a 50% 
  chance of uncovering the hidden meanings of codes if given at least two hours of time with a document of 
  reasonable length (1 to 4 pages). Retries can be made, but consume more time. Price: 200 gold pieces
  The Doctrine of Law: Dedicated to the extraplanar forces of justice, civilization, and holiness, this tome offers 
  many lessons of wisdom to give the reader a solid moral footing. The reader gains a +2 bonus on all saving 
  throws against spells and effects which would force her to commit evil acts via enchantment or possession. Price: 
  400 gold pieces
  Duelist’s Manual: Written by an expert in a certain weapon style, the reader is considered proficient in a single 
  type of weapon. If the user is already proficient in said weapon, then she gains a +1 on to-hit rolls whenever 
  using it in combat. Price: 400 gold pieces.
  Folk Charms & Hearth Wisdom: A collection of village superstitions and herbal cures. The reader gains a 
  +2 bonus on rolls related to treating and recovering from minor maladies and afflictions (aches and pains, 
  hangovers, etc). Price: 75 gold pieces.
  The Hidden Gates of Avalon: Claiming to be an escaped prisoner from a Seelie lord’s castle, the author of this 
  tome details the traits common to portals of the fey realms. The reader benefits from constant detect magic and 
  see invisibility but only for the purposes of perceiving fey creatures as well as gateways and paths to Faerie. 
  Price: 750 gold pieces.
  Hunter’s Handbook: This book details the behavior, biology, and habitats of animals and plants common to 
  a region. The reader gains a +2 bonus on all rolls related to hunting and surviving in the wilds. Price: 100 gold 
  pieces.
  Journeyman’s Notebook: This book details the knowledge needed to work a trade at a basic level. This covers 
  all sorts of professions and whose names can vary, from cookbooks to agricultural almanacs. Price: 100 gold 
  pieces.
   43
  
  Secrets of the Pactmaster: Said to be written by an archmage who commanded an army of Chaos beings, this 
  tome touches upon extraplanar lore and the hidden desires of the entities of alien worlds. The reader gains a +2 
  bonus on all rolls related to bargains, negotiations, threats, and discerning the motives of otherworldly beings. 
  Price: 250 gold pieces.
  Translation Dictionary: Dedicated to two languages, usually Common and another tongue, a translation 
  dictionary allows for limited fluency in a language. The reader is capable of speaking in the language on a basic 
  level with this tome on hand. Price: 100 gold pieces.
  The Wonders of Dwarven Architecture: A collection of maps, geometry, and common underground building 
  techniques. The reader can perform advanced mathematical equations with the mental speed of an abacus or 
  electronic calculator. Additionally, they can make accurate judgements as to likely rooms inside buildings (“...
  ideally the latrine would be placed here, as the air currents in this section would prevent the smell from going 
  around too much…”) Price: 500 gold pieces.
   44
  
  Chapter 3, Hidden Flames: The Secrets of Firetongue Academy
  This chapter details the layout of the school and the personalities of its denizens.  Although the PCs have the 
  opportunity to make their way in the world as they please, Firetongue Academy should serve as an attractive 
  home base and place to conduct research and experiments among understanding peers.  Beyond that, several 
  plot hooks and locations within the school are provided to serve as an interesting place for adventures as well!
  Note on Stat Blocks: Throughout this chapter and the rest of the book, certain characters have a stat block in 
  the event such becomes necessary.  Although made with Swords & Wizardry in mind, the intercompatibility of 
  most OSR games means they should work with most others.
  HD stands for Hit Dice, usually a d8 unless otherwise noted; AC is Armor Class, with the bracketed entry for 
  games using the ascending system; Atk details attack forms usable by the creature and their damage entry 
  in parenthesis; Move is movement rate, with 12 representing the speed of a normal unencumbered adult 
  human; Save measures the creature’s saving throw; Special details miscellaneous info; AL is alignment, or 
  the creature’s moral nature and/or allegiance to the cosmic forces of reality; CL stands for Challenge Level 
  measuring an overall threat range, and XP for the amount of experience points gained upon overcoming the 
  creature.
  HD; AC []; Atk; Move ; Save ; Special: ; AL ; CL/XP 
  People of Firetongue Academy
  Average Apprentice: HD 1d4 hp; AC 9 [10]; Atk Spellbolt (1d6) or unarmed (1d3); Move 12; Save 17; Special: 
  Spells or Cantrip; AL Any; CL/XP A/5
  Most Firetongue students are adolescents just old enough to earn a trade, yet not old enough to master more 
  than an inkling of arcane power.  Most of them are only capable of casting a single cantrip or 1st-level spell if 
  that, the latter of which can be determined randomly by rolling a 1d6 for Cleric or 1d10 for a Magic-User on the 
  Swords & Wizardry Core Rules tables for class spells.  In spite of the occasional rogue elemental or unraveled 
  spell, most apprentices do not carry weapons or wear armor, trusting in their more experienced peers and 
  teachers to handle any large-scale trouble.
  Golden Claw Member: HD 2d6 hp; AC 8 [11]; Atk Spellbolt (1d6), unarmed (1d3) or by spell; Move 12; Save 16; 
  Special: Spells or Cantrip; AL Any: CL/XP 1/15
  Students who braved the dungeons beyond the Dark Gates number among Firetongue Academy’s best-learned, 
  and can be spotted by the golden emblems pinned to the front of their robes.  Members of the Order of the 
  Golden Claw usually have one or two 1st-level Cleric or Magic-User spells on hand and can be as high as 3rd 
  level in a spellcasting class.
   45
  
  Magical Helper: HD 1d4 hp; AC 9 [10]; Atk strike (1d3); Move 9; Save 15; Special (choose two): Flight Move 12, 
  Magic Resistance 20%, Polyglot (speak all languages), or Tiny (mouse-sized); AL Any; CL/XP A/5
  From familiars to animated furniture, Magical Helpers are a broad category of sapient assistants who help out 
  the Firetongue mages in their daily duties.  They’re unsuited to combat, instead specializing in things such as 
  tome translation, courier services, on-hand call for classrooms, and the like.
  Parched Clan Necromancer: HD 3d4 hp; AC 7 [12]; Atk Spellbolt (1d6), serrated dagger (1d4) or by spell; Move 
  12; Save 14; Special: Animate Bones, spells or cantrip; AL N or C; CL/XP 1/15
  Necromancers of the Parched Clan are capable of speaking in their own language (Parched Tongue) and know 
  of dark rites shared only among their kind.  They usually have one cantrip and one 1st-level spell prepared, and 
  are capable of animating tiny bones to scratch at and distract opponents, dealing 1d3 damage and imposing a -1 
  penalty on attack rolls and saving throws on a successful hit.
  Aldora Bentsen (Professor): Aldora Bentsen grew up in a distant city by the sea.  Her parents wanted her 
  to take up fishing, but she wished to be an artist.  Although her work was diligent and improved over time, she 
  never made a comfortable living doing so.  She had to work another job as a bricklayer, which cut into her 
  creative time and atrophied her skill.
  When it seemed that she would not be able to make it through the month, she went out to a tavern and spent her 
  money on a particularly volatile, experimental cocktail drink brewed by an alchemist.  In addition to getting drunk, 
  she saw things...and when she focused, these things seemingly came to life!  Aldora’s magical talents awoken!
  Realizing that she had little left for her in her hometown, Aldora traveled the lands. She heard tales of a distant 
  academy of magic in Frelundia.  After proving her worth to Larius’ circle, she earned the role of Gem Spire’s 
  keeper!
  Bentsen’s teaching method goes more for inspiration and feel over rote memorization, although when it comes 
  to summoning she’s very insistent that the students are careful in who they call forth and to treat all entities with 
  respect.  She is absent all throughout the night, locked within her room in the tower’s top, strange lights and 
  sounds emanating from within.
  Aldora Bentsen: HD 4; AC 7 [12]; Atk Dazzling Ray (1d8); Move 12; Save 13; Special: Artistry Spells, cast 
  spells as 4th-level magic-user; AL N; CL 4/XP 60
  Dazzling Ray: This is an attack with a range of 30 feet.  Those struck must roll a saving throw or be disoriented, 
  suffering a -4 penalty on attack rolls and tasks requiring manual dexterity or perception for 3 rounds.
  Artistry Spells: Aldora’s phantasmal force spell can be imbued into a work of visual art.  This causes the artwork 
  to seemingly come to life, lasting indefinitely or until dispelled.
   46
  
  Goatmaster (Staff): Emily Pointet was an affluent merchant who spent many a night playing games of all sorts 
  at roadside inns, coffeehouses, and taverns.  Her travels exposed her to many board and card games, and 
  whenever she became too skilled at one she sought to find new games and variations to keep her mind sharp.
  One day Emily earned the ire of a man she short-changed in a business transaction, and this man happened 
  to be a sorcerer of no small talent.  He changed her into a goat, and for the next several years she spent a 
  miserable existence as the star attraction in a traveling circus’ entourage. Emily was know known as the “goat 
  who can play chess!”
  When the circus came to Tassilton the mages of Firetongue Academy took a great interest in this goat and 
  quickly determined her true nature.  Although unable to find a way to reverse the spell, Emily found a welcome 
  home at the school as the aptly nicknamed “Goatmaster.”
  Goatmaster: HD 1; AC 9 [10]; Atk Horns (1d4); Move 9; Save 17; Special: Master of Games; AL N; CL A/XP 5
  Master of Games: the Goatmaster has almost never lost a competition involving mental skill.  If a game is 
  resolved via a die roll, then she should get a suitably high bonus (+4 for PCs with a d20 roll, or for players 
  needing to roll a 6 if using the d6 method).
  Headmaster Firetongue (Headmaster): Also known as Larius 
  Firetongue, or simply Headmaster, Larius Firetongue is not even his 
  true name but a self-imposed title so common among archmages and 
  those with the arrogance to match.  Hailing from a merchant city-state, 
  Larius Firetongue specialized in the occult disciplines of geomancy, or 
  magic in tune with the land.
  During his days as an adventurer, Larius traveled to many places both 
  wondrous and terrible.  He noticed a common connection between 
  locations of magical power, that in spite of their vast distances many 
  were linked by invisible networks of flowing magic.  After years of 
  study and referencing of maps, Larius discovered a nexus point in 
  the northern realm of Frelundia.  It was there he journeyed, and there 
  he saw fit to create a school for arcanists, clerics, shamans, and all 
  practitioners of the magical arts.  Once the school amasses a collection 
  of talented spellcasters, Larius hopes to find and claim the nexus point 
  and gain access to unparalleled arcane power.
  Larius Firetongue: HD 9; AC 4 [15]; Atk flaming sword (2d6); Move 12; 
  Save 7; Special: casts spells as 9th-level Magic-User; AL N; CL 9/XP 
  1,100
   47
  Art by Gary Dupuis
  
  Melsba (Staff): At first the guardian of a pharaoh’s tomb, Melsba found herself without purpose the day a 
  demonic priest absconded with a sacred tablet and broke it, releasing a thousand years’ worth of ghosts into the 
  mortal world. She endlessly scoured for her quarry in the strange new world outside the tomb, knowing that her 
  task was nigh impossible yet still clinging to it.
  Larius met the sphinx during his travels and learned of her plight. It turned out Larius met and sealed away a 
  hundred such souls in his many wanderings, far more than Melsba did so far. Feeling humbled, she asked him if 
  he could teach her the ways of magic, and the rest is history.
  Melsba acts as the custodian for the school’s Circle Library. She is quite adept at her job, willing to lend a 
  hand by flying to shelves too high and precarious for students to reach. She can be found lounging behind the 
  counter, working on crossword puzzles in the school newspaper. Her duty is still ongoing, and sometimes a 
  wary ghost will pass within Frelundia’s border. On those days, she asks talented students to help her go “ghost-
  hunting.”
  Melsba: HD 8; AC 1 [18]; Atk 2 claws (1d8); Move 18 (Fly 24); Save 8; Special: Divination, Dispel Magic at 8th 
  level (3/day); AL N; CL/XP 11/1,700
  Kazia Piontek (Professor): The Piontek family always had a good relationship 
  with the divine, or the “winged ones” as they called them.  Serving as spiritual 
  counselors for their village, their talents were borne from a particularly valuable 
  crop of hallucinogenic plants which allowed people to see into distant planes.  
  Although potentially anyone could do this, only a few souls could earn the 
  respect and trust of the otherworldly entities, and Kazia Piontek’s first meeting 
  ended with her as a full-fledged celestial ambassador.
  Although a cleric, Professor Piontek sees herself more as a beneficiary than 
  an actual spellcaster, crediting her powers to the angels generous enough to 
  grant them to her.  She takes a syncretic view on cosmology, acknowledging 
  that there are many entities out there to forge a bond with, not all of which are 
  traditionally deities.  On that note, she is careful to turn students away from 
  what she sees as “dark roads,” acting as a counselor as well as a spiritual 
  guide.
  In spite of her seeming integrity, Piontek has a dread secret. She has a brother 
  by the name of Marcin in Darkwater City, a mercenary leader dedicated to a 
  fallen angel of war and strife. She and the rest of her family are disgusted with 
  his life choices, and pretend that he doesn’t exist. However, Marcin recently 
  learned of her job at Firetongue Academy and plans on making a visit to meet 
  his “dear sister.” Marcin knows better than to risk a fight in a mage’s college, but 
  if any students mouth him off or say that the Professor has no desire to reunite 
  (PCs are likely contenders, of course), he and his band of goons will ambush 
  them the next time they leave school.
  Art by Matt Morrow
   48
  
  Professor Piontek: HD 5; AC 6 [13]; Atk twin short swords (2d6); Move 9; Save 11; Special: turn undead and 
  cast spells and turn undead as 5th-level cleric; AL L; CL 5/XP 240
  Marcin Piontek: HD 4; AC 4 [15]; Atk crossbow (1d8) or greatsword (2d6); Move 9; Save 10; 
  Special: cast spells and turn undead as 3rd-level cleric, Weeping Rain; AL C; CL 5/240
  Weeping Rain: When Marcin drops an opponent to unconscious status or kills them, a dark storm cloud 30 feet 
  in radius appears, centered on himself for 5 rounds. Anyone who does not worship Marcin’s patron deity takes 1 
  point of damage every round they remain within the cloud.
  Marcin’s Mercenaries: HD 1; AC 7 [12]; Atk shortsword (1d6) or crossbow (1d6); Move 9; Save 17; AL C; 
  CL 1/15
  Rennar Yok (Professor): Astrologist, diviner, and specialist in all things celestial, Professor Yok hails from a 
  mountain tribe whose seers communed with the stars in exchange for insight and good fortune.  One day he 
  received a vision of death and magical calamities, but also great glory, should he travel to the “Free Land and 
  find the Fire Tongue.”  When he came upon Larius and heard of his plan to start an academy for mages, he 
  knew his journey was at an end.
  Professor Yok comes off as a pleasant individual when people don’t contradict him or prove him wrong, which 
  given the vague subject matter of his specialized class does not happen often (he’ll likely twist divinations and 
  prophecies to fit his original interpretation).  He has a high opinion of himself and often tells students that one 
  day he’ll be standing among Frelundia’s greatest.
  Many folk take this in good fun, but Professor Yok’s ego has a dark side to it; he nurses private grudges against 
  Headmaster Firetongue and the other teachers for urging caution and cooperation for risky rituals and ventures.  
  It’s only due to his seemingly limitless energy and divinations that he’s not exiled from the school, but he’s 
  secretly gathering dangerous magic and fawning apprentices to help stage a coup against the school’s leaders.
  Professor Yok: HD 4; AC 6 [13]; Atk Dark Star (1d8); Move 9; Save 13; Special: Cast spells as 3rd-level Magic-
  User, Dark Star, Dire Astrology; AL C; CL 5/XP 240
  Dark Star: Due to a pact with fell powers, Professor Yok can conjure a miniature sphere within 60 feet of 
  himself containing the small portion of a destructive essence of a star.  It generates a 5 foot radius for 1 combat 
  round, and anyone within must roll a Saving Throw or take 1d8 damage.  Dark Star is treated as a spell for the 
  purposes of resisting effects, and Professor Yok can use it an unlimited amount of times per day.
  Dire Astrology: Once per day Professor Yok can concentrate for one round, prophesizing doom for all who 
  oppose him.  Hostile opponents within a 50 foot radius of Professor Yok must succeed on a saving throw or 
  suffer a -2 penalty on attacks and saving throws for 1d6 turns.
   49
  
  Sebastian Wrenfeld (Professor): Resident of Lich’s Spire and one of Firetongue Academy’s necromantic teachers, 
  Sebastian hails from the Parched Clan.  The hostile badlands in which they live are avoided by most civilizations for 
  its lack of natural resources, but the tribes who make it their home know much in the ways of magic.  He convinced 
  Headmaster Firetongue to transfer many tribal apprentices to the Academy, where they now live under his guidance.
  The necromancers studying under him are very loyal and studious, and have more of a close-knit bond between each 
  other due to a shared homeland than the more diverse student body.  As a result, the academy’s necromancers are one 
  of the largest unofficial power blocs of Firetongue Academy, much to the consternation of all those who fear their brand of 
  magic.
  Wrenfeld plans on taking several Parched Clan sorcerers and a few trusted outsiders to a rumored “monster graveyard” 
  in Direblack Swamp. Nobody can confirm anything, but rumors among the student body allege that Sebastian wishes to 
  resurrect the body of an elder beast from the first age.
  Sebastian Wrenfeld: HD 4; AC 6 [13]; Atk; Move 12; Save 13; Special: cast spells as 4th-level magic-user, animate 
  bones; AL N; CL 5/XP 240
  Animate Bones: Like other spellcasters of his tribe, Professor Wrenfeld is capable of animating tiny bones to scratch at 
  and distract opponents, dealing 1d3 damage and imposing a -1 penalty on attack rolls and saving throws on a successful 
  hit.
  Sostrate (Student): Hailing from a distant merchant city-state, Sostrate 
  is a quiet and seemingly emotionless girl.  She does not seem to have a 
  clear understanding of social mores in general, which residents initially 
  attributed to cultural differences before finding out that she also acts this 
  way around other southerners.  Regardless, she is a dutiful apprentice 
  and quickly rushes to rescue her fellow students from dangerous spells 
  gone awry, so she has the respect of many folk if not necessarily their 
  understanding.
  In reality, Sostrate is a clockwork golem powered by internal magic.  
  Her appearance is that of a teenage human girl with olive skin and 
  white hair, but her “blood” is pitch black and any grievous injury has a 
  chance at revealing the cogs and gears beneath her flesh.  Sostrate’s 
  true nature is something she does not wish to divulge, for fear that her 
  creators may one day find and abduct her.
  Loyalty Bond: Dr. Jeron ventured far to reclaim his “precious 
  creation,” and is none too pleased at the thought of Firetongue’s 
  mages discovering her secret.  One night a trio of his clockwork spiders 
  will infiltrate one of the towers and send a silent beacon to mentally 
  command Sostrate.  She will raise out of bed like a woman possessed 
  and follow them out of the Academy.
  Preventing her from leaving will merely cause the good doctor to 
  redouble his efforts.  If she’s kidnapped, some investigation will lead the 
  PCs to a secret base in Darkwater City home to Dr. Jeron’s legion of 
  mechanical soldiers.  He will not give up Sostrate without a fight!
  Art by Gary Dupuis
   50
  
  Sostrate: HD 4; AC 5 [14]; Atk Unarmed (1d8); Move 12; Save 13; Special: Golem; AL L; CL/XP 4/120
  Golem: Sostrate cannot heal naturally, but spells designed to work on objects work normally on her such as 
  mending.  She is also immune to any abilities which specifically affect living creatures.
  Dr. Jeron: HD 6; AC 6 [13]; Atk syringe (save vs. poison or take 1d8 damage); Move 12; Save 12; Special: 
  Flamethrower, Gadgets; AL C; CL/XP 6/400
  Flamethrower: Dr. Jeron can emit a 20 foot cone; anyone caught within the area must make a saving throw or 
  take 2d6 points of damage. Unattended flammable objects automatically catch fire. The flamethrower is a piece 
  of equipment, and only holds enough for 6 uses before needing to be refilled (50 gp worth of raw materials per 
  refill).
  If a PC desires to target the canister on Dr. Jeron’s back, impose a suitable penalty (-3 on the attack roll is a good 
  rule of thumb). Success ruptures the canister, causing it to explode in a 10 foot radius for 3d6 points of damage.
  Gadgets: Dr. Jeron possesses several steampunk gadgets capable of replicating low-level spells, albeit with a 
  mad science twist (magic missiles are ray guns, summoned monsters are pickled rapidly-growing lab specimens, 
  etc). Dr. Jeron can “cast” up to 6 levels worth of spells per day in this manner. Three 2nd-level spells, two 3rd-
  level spells, etc
  However, such spells take the form of bulky devices; if attacked in combat while casting, the gadget malfunctions 
  and wastes the “spell.”
  Clockwork Spider: HD 2; AC 5 [14]; Atk Pincer-drill (1d4+2); Move 12 Climb 12; Save 16; Special: Golem; AL N; 
  CL/XP 2/30
  Golem: Clockwork Spiders cannot heal naturally, but spells designed to work on objects work normally on them 
  such as mending.  They are also immune to any abilities which specifically affect living creatures.
  Liam Monaghan (Student): Liam is a member of the Forest Flame, a druidic sect dedicated to the study of 
  alchemy as a better means of understanding phenomena in the natural world.  This puts him at odds with his 
  more traditionalist peers who regard the practice as the province of “civilization,” although he’s among mostly 
  agreeable company at Firetongue Academy.
  Liam has a passion for cooking and frequently volunteers at the Academy’s herb garden in order to gain access 
  to spices and flavorings for new dishes.  He is fond of interrogating students from far-off lands about their local 
  cuisine in hopes of expanding his culinary skill set. Some are more than happy to discuss the matter, although 
  Liam’s extreme curiosity can be off-putting to some.
  Loyalty Bond: Liam is very concerned about the eternal rain over the Green Ruins in the Moonshade Forest.  
  The journey is dangerous for a lone traveler, and most students are not willing to help him out in this endeavor.  
  Should the PCs volunteer to help end the unnatural weather, they’ll earn both the druid’s respect and trust.
   51
  
  Liam Monaghan: HD 2; AC 8 [11]; Atk club (1d6); Move 9; Save 14; Special: casts spells as 1st-level druid, 
  alchemy; AL N; CL 2/XP 30
  Alchemy: Liam Monaghan has the training to perform the duties of an alchemist.  Additionally, he is capable of 
  creating a potion which can replicate the effects of a 1st-level spell, provided he has at least one week of work 
  and 50 gold pieces worth of expendable raw materials.  He might be able to concoct potions of a more powerful 
  nature, but that is left to the GM’s discretion.
  Midnight Dance Crew (Students): Sometimes late at night, when the school’s halls are empty and only 
  the students of nocturnal races are awake in study, people speak of strange noises outside their dorm 
  rooms.  Investigation by staff reveals clear cases of minor sabotage.  Painted graffiti, furniture re-arranged in 
  inconvenient positions, rainbow-hued glitter which sticks everywhere, and pranks of a similar nature.  Although 
  rare and never dangerous, the messes left behind are not appreciated by staff who have to deal with it.
  The culprits are a trio of pixie sisters by the names of Alice, Bellinda, and Lilly.  They’re students at Firetongue 
  Academy who are enthusiastic at the ability to learn magic, but chafe under the exhaustion of routine labor and 
  study.  Their late-night pranks are a way to blow off steam, and often distract watchguards with supernaturally-
  irresistible dances if they stand a serious risk of getting caught.
  The PCs may get involved with the fey trio in a variety of ways.  First, they may wish to investigate the pranks 
  themselves in hopes of garnering favor for catching the culprits.  They may want to petition the Crew to act as a 
  distraction or inconvenience a rival with their antics.  Or they might receive an invitation to a Seelie lord’s court 
  and have to compete against them in a magic dance competition for prizes and favors!
  Midnight Dance Crew Member (3): HD 1d6 hit points; AC 7 [12]; Atk unarmed (1d2); Move 9 (18 fly); Save 15; 
  Special: flight, dance magic; AL N; CL 1/XP 15
  Dance Magic: A member of the Midnight Dance Crew may perform a special kind of dancing attack.  All those 
  within 30 feet must roll a Saving Throw or be fascinated for one round, unable to take any action but to stand 
  and watch.  If more than one Dance Crew Member performs a dance in the same round, onlookers take a 
  cumulative -1 penalty on the Saving Throw per dancer beyond the first one.
  However, should a character choose to dance back at any point, they gain a +4 bonus on the Saving Throw.  
  Additionally, Crew Members will feel compelled to compete and become distracted themselves.
   52
  
  Places within Firetongue Academy
  Burning Truth: On the bottom level of Elder Spire is a room dominated by a huge gnomish machine which 
  smells strongly of iron and ink. Assembled at great expense by gnomes who sought a “more efficient means 
  of disseminating the written word,” this advanced contraption is a primitive printing press capable of producing 
  hundreds of pages a day. Medley Sixglow is the head writer for the Burning Truth, Firetongue Academy’s school 
  newspaper, and has great faith in her device revolutionizing the world.
  Still, progress is not easy; paper is at a premium, and although newspapers are recycled she is ever in need for 
  more supplies. There is also the fact she needs to keep abreast of current events in the school and beyond, and 
  she’d pay a pretty copper piece to those who tip her off to things of interest in Frelundia and beyond.
  Finally, the scatching critique of rival students and prominent figures in Frelundia might push the envelope too 
  much as the angered subject seeks to take their anger out on the journalist club.
  Celestial Spire: This white pillar is topped off with an onion-shaped dome at its roof.  Home to much of the 
  school’s clerics, the flighty Professor Piontek partakes in the imbibing of hallucinogenic herbs to help her 
  “commune with higher powers.”  Much of the tower’s classes involve divine and otherworldly magic, from 
  summoning rituals to short-range teleportation and warding rituals.
  Firetongue Academy sees many mages from various cultures and walks of life, yet there’s a continuing debate 
  over religious expression.  While Piontek prizes the secrets that can be gleaned from unheard-of divine powers, 
  much of this knowledge is usually gained at a cost. There’s worry over the hidden whispers of malign entities 
  poisoning the well of research.
  Circle Library: Whatever form it takes, magic is a very cerebral art.  Aside from personal spellbooks, Firetongue 
  Academy procured a veritable collection of tomes pertaining to all manner of subjects.  Located in the school’s 
  Elder Spire, the Circle Library is so named for its spiral array of rooms whose bookcases gradually bend to the 
  contours of the walls.  When asked about this odd architectural design, Belinda the Seer maintains that this 
  helps properly focus the books’ collected magic into a safe and productive alignment.
  Those seeking unrivaled access to all kinds of magic will be disappointed; spell scrolls require the permission 
  of one of the Professors or the Headmistress to copy, which is typically doled out to students via a combination 
  of good grades, months or years in attendance, and good ethical behavior in the case of particularly dangerous 
  spells.  Outsiders are granted access to the library via a small fee, and rarely gain access to spell scrolls unless 
  they perform some favor for the school.  Headmaster Firetongue wishes to keep a tight lid on the accumulation 
  of magical potency in Frelundia, and is not keen on letting potentially dangerous spells get adopted by 
  miscreants and ending up with his Academy blamed for their release.
  Dark Gates: Located in the northern section of school, a square portion of ground slopes downward to three 
  sets of black adamantine gates.  Beyond these gates is a sprawling catacomb of trapped rooms, monster-
  filled corridors, cursed ruins, and other dangers.  The dungeon has a crystal motif in places, with said glowing 
  minerals acting as torches, switches, handles, and other objects of note in areas.  A few of them are capable of 
  teleporting those who touch them, which the Headmaster’s inner circle uses to great effect.
   53
  
  When it comes time to test the Firetongue’s students, prospective mages 
  line up at each of the gates and are sent off into the dungeons below to 
  grab as much magical trinkets and treasure as they can, the more valuable 
  pieces located in harder and more remote areas.  Mages are graded in 
  various ways, from number of conscious teammates, treasure retrieved, 
  foes outsmarted or outmatched, and similar tests.  The highest-ranking 
  mages join the prestigious Order of the Golden Claw, whose resources are 
  second to none when it comes to magical research.
  Although the dangers are indeed real and not illusions, the Dark Gates’ 
  reputation and professor’s encouragements of utmost discretion and 
  preparation result in hardly any deaths. This only really applies to students 
  who stay within the regulated zones and don’t try anything rash, like 
  ignoring warning runes and dispelling sealed doors...
  Earth Spire: Seemingly shaped from a giant stalagmite and covered in 
  viney growths, Earth Spire’s classes specialize in magic pertaining to the 
  physical world and its properties.  Alchemist’s labs sit next door to druidic 
  gardens, the latter often supplying supplies for the former’s experiments.  
  Elementalists study the properties of matter to better find ways to alter and 
  exploit them.  Earth Spire’s students tend to have a more practical attitude 
  in the applications of magic, seeing it less as a gift from on-high and more a 
  tool to change the properties of what already is.
  The druidic students are more or less split into two groups.  The first is the 
  Forest Flame, an order which seeks to better understand nature through 
  the learning of alchemy and scholarly knowledge.  The second group is known as the Preservers, folk who 
  value the benefit of learning about other forms of magic but see it as a means to better counter its influence on 
  the material world.  Both agree that large-scale changes to the environment are best avoided, but where they 
  differ is the place of non-druidic magic in the scheme of things.  The Forest Flame are seen as either dangerous 
  radicals or weak-willed moderates by their peers, whereas the Preservers are viewed as reactionary at best, 
  anti-magic at worst.
  Elder Spire: A dark piece of brutalist architecture which looks more at home in a border fortress than a school, 
  the Elder Spire is Firetongue Academy’s oldest building. While it used to serve as the school in its entirety, in 
  current days it’s a multi-purpose living quarters for staff and administration space, containing offices, financial 
  records, and a rookery for carrier pigeons and a mailing room below one floor.
  Larius Firetongue feels that its military aesthetic serves as a fine reminder to the new generation of the school’s 
  beginnings, and the dangerous circumstances many mages go through when establishing centers of power.
  Art by Jacob Blackmon
   54
  
  Gem Spire: This cylindrical tower is topped off with a huge, dizzyingly bright green gem.  Many newcomers feel 
  nauseated upon first setting foot inside, for the tower’s environs are in flux and can appear in different locations 
  seemingly at will.  This is a combination of genuine illusion and teleportation magic, which can be bypassed via 
  a protective charm from either Professor Bentsen or one of the other teachers.
  Gem Spire’s classes revolve around magic pertaining to illusion, space, and the planes.  A combination of 
  phantasmal art and extraplanar forces makes the rooms haphazard and wildly different from each other.  A 
  classroom filled with fungal gifts from the Domain of Yellow might sit next door to the Fountain Ring containing a 
  portal to the Elemental Plane of Water.
  Regardless of the tower’s configuration, the central area always remains static.  Here, a huge gray slab 50 feet 
  wide on a side and 15 feet tall serves as the “Phantasmal Corner,” capable of persisting illusions cast on it for 
  days or even months.  Professor Bentsen is lax with what can be put on the Corner, as long as it’s not meant 
  to threaten or inflict emotional suffering on passersby (technically abiding by an archaic form of Wil Wheaton’s 
  Law).
  Lich’s Spire: This tall, needle-like tower casts a long and narrow shadow across the school grounds.  Bats and 
  misshapen flying things swarm about its upper reaches, where the tower thins out and curves like an overgrown 
  fingernail.  The walls seem more carved and grown than built, and most students give the place a wide berth.
  Necromancers, fleshwarpers, and other mages who delve into the magic of life, death, and undeath call Lich’s 
  Spire home.  When Larius Firetongue sought a professor versed in death magic, he visited his old friend 
  Sebastian Wrenfeld from the Parched Lands.  By this time he was a tribal leader of no small skill, and Wrenfeld 
  offered to become a teacher provided that apprentices from the Parched Clan accompanied him.  He accepted, 
  and ever since then the majority of the school’s necromancers are drawn from this stock.
  Necromancers of the Parched Clan dress in all black with skull, tears, and spider motifs on their clothes along 
  with dark eyeliner and nail polish.  They are insular and rarely smile except around close friends and family, 
  making them the rumors of many dark deeds among the rest of the student body.
  Out of Service Restroom: Sometimes it’s nestled at the end of a crooked, cobwebbed hallway in Lich’s Spire. 
  Other times it’s a mysterious extra door in the dorms. Some even swear they found it off-campus entirely! 
  Whatever location it chooses, its form is the same: a humble door with a restroom runic carving and an “out of 
  service” sign hanging from the doorknob.
  The “Out of Service Restroom,” as rumor mongering students call it, is a smelly, cramped room with a ghastly 
  howling wind emanating from the hole in the floor. Sometimes a voice speaks from this hole, asking the visitor 
  to bring it all manner of things with little rhyme or reason: a treasured necklace here, a dead animal there. Even 
  those who know better find the voice strangely compelling, and must roll a saving throw or be affected as though 
  by a suggestion spell. Those who give up an object of their own free will are rewarded with a clear vision of an 
  important treasure or item and its relative location.
  Who is the voice? Does the voice even really belong to someone, or is it some kind of lingering magical curse 
  or prank? What happens to things tossed down the hole? All of these questions have yet to find an answer, but 
  one thing’s for certain: students who obeyed the restroom’s advice were blessed with memories of stolen
   55
  
  homework, lost jewelry, and hidden stashes of silver pieces they’d have no means of finding out on their own. 
  Each student met a violent fate as some coincidental force of nature or disaster killed or permanently crippled 
  them. It can’t possibly be related...could it?
  Ring of Thorns: In the southeast corner of campus is a three-foot tall circular thicket where a single sunflower 
  grows in the center of a grassy field. This place was created by members of the Forest Flame to provide 
  magical adepts a safe means of training with potentially dangerous spells, although many students prefer to 
  hold competitive duels and contests against each other.
  The sunflower radiates an aura of magic up to the surrounding briar patches. If two or more people state their 
  intent to duel within the circle, the sunflower recedes into the ground as a blue transparent dome shoots up 
  from the thorn bushes. The participants state the terms of the duel, and only when a victor is clear does the 
  dome recede and the sunflower emerges from the ground. While a duel is occurring, potentially lethal blows and 
  spells capable of killing a target are automatically negated as though the attack missed. Such protection can 
  be overcome by a skilled archmage or powerful spells, although this is beyond the means of most Firetongue 
  students...most of the time.
  Wandering the Halls: Encounters in a Magic School
  Whether they’re aimlessly exploring, chasing or being chased, it’s possible that the PCs will stumble into 
  strange rooms and events which can only occur in an academy of the supernatural and otherworldly. Below are 
  20 sample encounters to spring on your players when you need to kick things up a notch.
  1: Accidental Pervert: A boy student casts detect magic within vicinity of the girls’ bathroom or dorm for 
  innocent purposes (like finding a dropped magical trinket). A resident girl thinks he’s trying to scry into the area 
  and a fight breaks out.
  2: Aquarium: A walkway over an expansive tank full of water-dwelling creatures. Might include dangerous 
  mundane and magical animals (sharks, kraken, etc) or even a study room containing students of the aquatic 
  races. Parallel walkways and buoyant platforms serve as terrain features in case of combat and other dramatic 
  scenarios.
  3: Battle Challenge: A cleric of the god of war, evoker mage, or member of a similarly pugnacious magical 
  tradition challenges one of the PCs to a duel as part of training and/or honoring their patron.
  Battlemage: HD 3 or equal to PC average; AC 4 [16]; Atk physical strike (1d6) or by spell; SV 14 or 17 minus 
  HD; Special spells as 3rd-level spellcaster or equal level to PC’s; Move 12; AL Any; CL/XP 3/60 CL equal to HD
  4: Chatty Specters: A pair of ghosts are engaged in a vigorously vicious debate and ask the PCs to weigh 
  in. They possess suits of armor to interact with the physical world and to fight each other; PCs who side with 
  one ghost will have the other become hostile to them. For higher-level PCs, have the ghosts able to possess 
  multiple suits of armor at once.
  Possessed Suit of Armor: HD 1; AC 5[14]; Atk 1 (1d6); Move 8; Save 17; Special: Treated as undead; AL N; 
  CL/XP 2/30
   56
  
  5: Clean-Up Duty: The academy’s janitor is engaged in battle with a 
  giant, mobile piece of slime. The janitor is ill-equipped to handle this 
  threat (knows one 1st-level spell at best, if at all).
  Slime Monster: HD 3; AC 7[12]; Atk 1 (1d4); Move 5; Save 13; Special: 
  Blindsight, dissolve; AL N; CL/XP 3/60
  Blindsight: the Slime Monster can sense its surroundings within 30 feet 
  of itself via a biological sonar.
  Dissolve: The Slime Monster can eat through any material softer than 
  stone at a rate of 1 foot per round.
  6: Conjurer’s Mist: Room/hall is filled suddenly filled with strange 
  orange fumes. People’s breaths take the shape of airy monsters. Every 
  round 1d3 hostile creatures manifest, and the only means of stopping 
  this process is to have all parties hold their breaths or somehow drain the 
  air out of the area.
  7: Defective Artifacts: This room is chock-full of valuable-looking 
  objects, some of which are stored in crates. These are defective magic items, a few of which are cursed and 
  come to life to attack and disable nearby people.
  Animated Carpet: HD 1; AC 9[10]; Atk 1 (no damage); Move 6; Save 17; Special: Grab; AL N; CL/XP 1/15
  Grab: This version of an animated carpet attacks for no damage, but if the target is hit and fails a saving throw, 
  the carpet holds the character, struggling, until a saving throw is successful.
  Animated Chair: HD 1; AC 8[11]; Atk 1 bump (save or fall); Move 12; Save 18; Special: Knocks over; AL N; CL/
  XP 1/15
  Knocks Over: This version of an animated chair bumps against its opponents, with a successful hit causing the 
  target to fall to the ground and take 1 hp damage.
  8: Dreaming Dust: The PCs stumble into (or accidentally imbibe) a room or container full of powerful 
  hallucinogens. Those affected must roll a saving throw or be affected by phantasmal force effects for 2d6 
  minutes.
  9: Forest of Limbs: Huge, near-skeletal hands reach up out of the ground like trees. Hands will grab at 
  unauthorized people passing through (treat it as an attack by a 5 HD creature every round, a successful hit does 
  no damage but target is unable to move for one round).
  10: Hostile Creation: A summoned monster breaking its seal, an undead or artificial construct rebels against 
  its master, and other maladies threaten students and faculty. Roll on a suitable random encounter table for the 
  nature of the threat, preferably one which leans towards the otherworldly and strange.
  Art by Gary Dupuis
   57
  
  11: Light Mirror: This roofless room has a giant moveable mirror in the center. At certain points of the day the 
  sunlight reflects off of it, turning into shapes of solidified light such as steps, walls, and bridges. A person can 
  manipulate the mirror to move and create such objects about the area for tactical and mobile advantages.
  12: Portal Prankster: A mage cast hold portal on an entrance the PCs need to get through at an inconvenient 
  time and is on the other side. Mage offers to dispel the spell if the PCs do some petty or silly task (answer a 
  riddle, get them the cafeteria’s last donut, etc).
  13: Risky Lesson: PCs barge into a classroom as a student or teacher is performing a ritual requiring intense 
  concentration and end up disrupting it, causing the spell to go off on the PCs unless they dodge or dispel in 
  time.
  14: Room of False Doors: The room has 2d4 identical, evenly-spaced doors among its perimeter. Subtleties 
  in the environment (a tiny scratch, a discarded arrow pointing in one direction, etc) indicate the correct door. 
  Entering the wrong door teleports the person to an identical room.
  15: Scavenger Hunt: PCs find a box containing a detailed drawing of a piece of yellow licorice tied in an 
  8-shaped loop along with a message: “Find the box with the licorice for the next clue!”
  The box was placed by a teacher as part of a lesson for the locate object spell. The lesson is meant to be cast 
  over the period of several days to help narrow down the overall area. If the PCs take up the hunt, future boxes 
  contain similar innocuous yet unique food items before ending in a minor magical item prize.
  16: Secret Meeting: At certain predestined times, a student casts 
  a rope trick spell to create a temporary clandestine location for 
  themselves and a few trusted others. It’s typical purpose is for 
  activities to perform away from prying eyes. Such things may range 
  from innocent activities like private parties or a lover’s rendezvous, 
  or deadlier pursuits such as forbidden magic and consorting with 
  enemies of the school. PCs might be invited or find the portal rope 
  by sheer luck, possibly catching people doing things they shouldn’t 
  be doing!
  17: Snooping Students: A group of 1d4+2 students of a certain 
  clique or social group are trying to break into, steal the contents of, 
  or eavesdrop into a restricted place. If they notice the PCs, they’ll 
  panic and try to misdirect or disable them (summoned monsters, 
  sleep spells, etc) but will stop short of murder.
  18: Summoner Fight Club: Students are summoning monsters 
  to fight on their behalf in a pseudo-tournament fashion, either as a 
  proper lesson or an illegal secret club. The summoned monsters’ 
  fight gets out of hand and the PCs get caught in the crossfire. 
  Alternatively PCs capable of summoning spells can enter the 
  tournament for bragging rights and prizes.
  Art by Gary Dupuis
   58
  
  19: Target Practice: Ideally set in an open area. A cocky elven student decides to test out some long-range 
  spells on passing students, and the PCs will make perfect test subjects!
  Arcane Archer: HD 5; AC 8 [12]; Atk spellbolt (1d6) or by spell; Move 12; Save 13; Special: cast spells as 5th-
  level spellcaster. Likely to have long-range and area of effect spells such as continual light, hold person, ice 
  storm, pyrotechnics, and sleep; AL N or C; CL/XP 5/240
  20: Thief in the Night: a burglar intent on raiding the school’s supplies broke into the academy. Unless the PCs 
  are taking pains to hide their presence, the thief might hear them and will try to hide and escape with whatever 
  they stole.
   
  Thief: HD 3; AC 5[14]; Atk shortsword (1d6) or crossbow (1d8); Move 15; Save 15; Special: Backstab, skills as 
  3rd-level Thief; AL N; CL/XP 3/60
  People, Places, & Plots in a Magic School
  The following series of tables is meant to populate a magic school with all manner of adventure hooks and 
  material beyond what’s previously provided above. Roll randomly, pick and choose, or use the following 
  information as a springboard for ideas of your own. Keep in mind that these section is not exclusive to 
  Firetongue Academy and can work for occult schools of your own design as well!
  Student Table:
  D12 
  Magical Specialization 
  Clique/Subgroup 
  Special Effect 
   
   
   
   
  Complication 
   
   
  1 
  Alchemy  
   
  Artists 
   
  Knows all the hidden passageways 
   
   
  Views PC as rival 
   
   
  2 
  Alteration  
   
  Cultural Group* 
  Tattoos are their spellbook 
   
   
   
  Curious about PC’s exploits      
  3 
  Creation  
   
  High-Class 
  Can swap minds with another  
   
   
  Infatuated with PC  
   
  4 
  Curses 
   
   
  Hipsters  
  Can summon 1d3 monsters 1/day 
   
   
  Spy from rival school 
   
  5 
  Divination  
   
  Jocks 
   
  Speaks all languages 
   
   
   
  PC’s family are blood-enemies 
  6 
  Druidism  
   
  Magical Group** 
  Breath fire for 1d6 damage as ranged attack 
   
  Dangerously Paranoid 
   
  7 
  Enchantment 
   
  Religious Zealots 
  Eye stuns target on failed save 1/day 
   
   
  Sells herbal drugs to students  
  8 
  Evocation  
   
  Rural/Peasants 
  Teleport 30 feet via shadows  
   
   
  Thinks PC is harbinger of apocalypse 
  9 
  Illusion 
   
   
  Scholars  
  Touch revives dead plant life  
   
   
  Convinced PC is reincarnated hero 
  10 
  Necromancy 
   
  Slackers  
  Can see memories by eating corpseflesh 
   
  Wants to recruit PCs into cult  
  11 
  Runes 
   
   
  Troublemakers 
  Can see into future (AC 3, +4 on evasion saves)      
  Wants to learn spell from PC  
  12 
  Transmutation 
   
  Unaffiliated       
  Can steal another’s luck 1/day (force target to reroll d20)  
  Wants to steal valuable object from PC
  *: This result covers tight-knit races and communities who’d be inclined to stick together instead of mingling with 
  outsiders.
  **: Communities founded around common practitioners of the same magical tradition.
   59
  
  MacGuffin Table:
  The Person is the key figure in the adventure hook. Action describes their intentions regarding the treasure. 
  The Location is where the Treasure can be found or is being held. The Treasure is the central plot point of the 
  adventure hook, and serves as a possible reward.
  D12 
  Person  
   
  Action  
   
  Location 
   
   
  Treasure 
   
   
   
  1 
  The new kid* 
   
  Is seeking 
   
  Catacombs beneath school 
  Magic blade 
   
   
   
  2 
  Adventuring party 
  Wishes to destroy 
  Shrine to an evil god 
   
  Elixir of Improvement*  
   
  3 
  Disgraced mage 
  Is taking by force 
  Abandoned fortress 
   
  Spellbook 
   
   
   
  4 
  Monstrous marauder 
  Wants to protect 
  Hidden village  
   
  Runic stone 
   
   
   
  5 
  Teacher* 
   
  Stole 
   
   
  Haunted forest  
   
  Dragon’s skull  
   
   
  6 
  Temple inquisitor 
  Is offering 
   
  Castle dungeons 
   
  Destructive artifact** 
   
   
  7 
  Cult leader 
   
  Is creating 
   
  Misty bog 
   
   
  Writings of the Ancients  
   
  8 
  Knight errant 
   
  Hid 
   
   
  Underground city 
   
  Spirit trapped in object*** 
   
  9 
  Student* 
   
  Is giving 
   
  Mysterious manor 
   
  Treasured tome  
   
   
  10 
  Summoned entity 
  Wishes to learn secrets Mausoleum 
   
   
  Ley line wellspring 
   
   
  11 
  Bandit Leader  
  Seeks to absorb 
  Roadside inn 
   
   
  Fountain of Life**** 
   
   
  12 
  Noble  
   
  Sacrifice to deity  
  Dragon’s lair 
   
   
  Roll 1d20 on Remarkable Magic Items Table
  *Said to improve a personal attribute, such as youth, strength, wisdom, etc. Increases an appropriate ability 
  score by 1 point permanently
  **capable of causing great calamity in the wrong hands
  ***Spirit is a famous figure and/or extraordinarily gifted in a certain area.
  ****Capable of bringing back one person from the dead with no level loss. But only once per person.
  Magical Classes Table:
  D12 
  Subject  
   
  Teacher... 
   
   
  Mishap  
   
   
  Location  
   
   
  1 
  Abjuration/ Wards  
  Is a retired adventurer 
   
  Inter-student rivalry 
   
  School dungeons  
   
  2 
  Alchemy  
   
  Is an extraplanar being 
            Trapped monster breaks free   
  Domed building with frescoes 
  3 
  Alteration 
   
  Is from a fabled land 
   
  Room turns upside-down  
  Garden/ Greenhouse 
   
  4 
  Battle Magic 
   
  Is a harsh taskmaster 
   
  Furniture comes alive 
   
  Open-air court 
   
   
  5 
  Broomstick Flying  
  Is sharing body with a spirit 
  Entire class teleported 
   
  On the surface of a pool or lake 
  6 
  Charms  
   
  Actually a living painting 
                Harmful spell gains sentience  
  A doll-sized castle*** 
   
  7 
  Divination 
   
  Has tattoos all over their body 
  The classic explosion 
   
  On the top of a tower, outside 
  8 
  Illusion  
   
  A kind, parental figure 
          Class called to trial by exarchs of Law Architecturally impossible building 
  9 
  Necromancy/ Vivimancy 
  Prone to mishaps  
   
  Freak weather erupts indoors 
  At night, within student’s dreams 
  10 
  Otherworldly Realms 
  Mnster known for spellcasting*     Giant monster reaches through portal Interdimensional Space 
   
  11 
  Pacts & Patrons  
  Is a spy from a rival school/ group Outside “regulator” sits in**  
  Maze whose corridors shift daily 
  12 
  Supernatural Zoology 
  Is secret devotee of Chaos  
  Class turns into ghosts 
           Outside school proper, via teleportation circle
  *appropriate choices include djinni, dragons, efreeti, fey of all types, hags, liches, sphinxes, and vampires
  **said ‘regulator’ is part of an organization the school is not on good terms with but can’t risk open conflict, such 
  as government and religious institutions.
  ***location has a way of allowing visitors to shrink to appropriate size
   60
  
  Extracurricular Club Table:
  Such clubs may be officially sanctioned electives or informal get-togethers of students with a shared interest.
  D12 
   
  Club Activity  
   
  1 
   
  Archery 
   
   
  2 
   
  Art 
   
   
   
  3 
   
  Celebrity Fans* 
   
  4 
   
  Cooking 
   
   
  5 
   
  Dueling 
   
   
  6 
   
  Historical Reenactment 
  7 
   
  Literary Appreciation 
  8 
   
  Magum Exemplare** 
  9 
   
  Minority Rights*** 
   
  10 
   
  Political Theory/Advocacy 
  11 
   
  Prankster/Troublemakers 
  12 
   
  School Newspaper  
  *A fan club for a well-known individual, be they living or dead, or of local, national, or international fame.
  **A sort of honor society which seeks to encourage the proper ideals of the school/magical tradition/etc
  ***a support group for students centering around issues related to a disenfranchised or non-dominant social 
  background
  Club Social Structure:
  D6 
   
  Result  
   
   
   
   
  1 
   
  Democratically-elected President  
  2 
   
  Chosen by headmaster/teacher  
  3 
   
  Rank determined by grades/merit points
  4 
   
  Leaderless, majority-vote decisions 
  5 
   
  Every member takes turns at leadership
  6 
   
  Unorthodox Social Structure* 
   
  *Unorthodox results might be all major decisions determined by the rolling of dice, telepathic hive-mind 
  consensus, using an ouija board to resolve disputes, and other strange methods of organization and resolution
   61
  
  Chapter 4, The Realm of Frelundia: A Mage-focused Hexcrawl Environment
  Frelundia is like many other iconic fantasy realms: a rural setting overseen by a feudal system of government in 
  a temperate climate with many deep caverns and ruins of prior civilizations.  It has a greater-than-normal amount 
  of treasures and sites of interest to those versed in the magical arts, such as forgotten libraries, standing stones 
  positioned over potent ley lines, forest glades blooming with valuable plants for spell components and the like. 
  In fact, of most surprise to newcomers is Frelundia’s strange terrain; there are few places in the world where an 
  arid desert, lush forest, snowy mountain peaks, and boggy swamp are all within a day’s travel of each other. The 
  reason for this is due to the nexus of ley lines converging on one singular point. Being at a magical crossroads 
  brings with it all manner of odd events, creatures, and weather on a rather frequent basis.
  This is part of why Larius Firetongue established his school in this domain, so as to reap the bounty which would 
  go unappreciated by unknowing minds.  It is not uncommon for hunters and trappers from the Moonshade Forest 
  to gather herbal ingredients to trade to the School in exchange for supplies and magical aid, and some of the 
  more spiritually-minded students make pilgrimages to the Astral Rock.  Although this environment has enough 
  opportunity for adventurers of all stripes, it’s been designed in mind with PCs who are academy students or have 
  a similar inclination in accumulating magical lore.
  Note: If you bought this book as a PDF, there are 3 variant maps available for the region as downloadable 
  images as part of the download package; one with only Firetongue Academy and the village of Tassilton 
  as marked features, another with all features save hidden locations, and a third with all the information and 
  correspond location keys for the Referee’s use.
  An important thing to consider is that with a few exceptions, the majority of the region’s interesting features are 
  within one or two day’s travel from Firetongue Academy.  Not only does this allow for student PCs to return to 
  class in a reasonable timeframe, it allows for a better chance at uncovering Frelundia’s secrets without spending 
  in-game weeks or months combing through vast tracts of featureless land.
  Regions
  Desert of the Valiant Rose: It was said in times long past that the serpent-god Scain fell to earth, his impact 
  eradicating all life in the surrounding realm.  Many people believe that this was somewhere in northwest 
  Frelundia, right next to the Foot of the Tyrant.  Here a vast desert grows, yet is curiously infested with all manner 
  of snakes, cobras, and other dangerous serpents.  This region is known as the Desert of the Valiant Rose, where 
  the eponymous mighty paladin ventured to seal a great evil.
  The desert holds many caves, more than a few of them home to expansive tunnel systems with odd arcane 
  runes carved into the floors, walls, and ceilings.  Many point to this as evidence of Scain’s imprisonment, or 
  some other lingering evil.  Whatever the truth, such findings attract religious devotees, scholars, crusaders, and 
  all manner of folk seeking to find something within this scorched land.
   62
  
  DV-1, City of the Lost Titans: In the eastern desert, hugging the mountainous Foothills of the Tyrant, is 
  an impressive city of marble and glass. Capable of housing tens of thousands, only a hundred humans and 
  demihumans live within its walls. They are a close-knit bunch known as the Star-dancers, a mystical society who 
  can summon up the spirits of the dead to possess their bodies through rhythmic dance. The Star-dancers chose 
  to live in this ruined city to attend to the needs of the resident spirits, who they claim are the last titans.
  Last year Tyranor’s forces attempted to invade the City, only to be repelled by powerful conflagrations of raw 
  magic enacted in a ritual by the Star-dancers. Although victorious, summoning such power led to a spiritual 
  imbalance in the area. More than a few Star-dancers met a grisly demise over the past months as evil spirits 
  breached the veil of the afterlife to run loose in the metropolis’ empty streets.
  DV-2, Domain of Scain: Even those ignorant in the ways of magic would be able to tell that there is foul sorcery 
  at work beneath the desert. Like the veins of a colossal beast, miles of narrow passageways snake around in 
  dizzying directions. Sometimes they exit out into larger caverns, home to stone-carved cities with no occupants. 
  The buildings are all spiral towers of grayish stone, and furniture and tools crumble at the slightest touch. There 
  are runes and sigils everywhere, on the floors, the ceilings, and even in the rock itself if mined open. Attempts at 
  translating them via magic reveal vague phrases and prophesies of dark design: “beware the blinded tongues,” 
  “the reaper walks the northern road,” and “your heart is a lie” are but a few translations obtained by the librarians 
  of Mede who managed to come back alive.
  There are some relics here which can be found that do not turn into dust. But they bear the taint of Scain, and 
  are always of a dangerous or macabre nature. Every time they are used or their magic is released into the world, 
  a rune within the cavern disappears. When the last one vanishes, it is said that darkness will befall the world.
  DV-3, Library of Mede: Within the Desert of the Golden Rose is a most peculiar feature: a huge walled complex 
  upon the top of a plateau.  Accessible via a network of trails, the building is a self-sustainable library complete 
  with crops, cattle, and living space.
  A devotee of Scain by the name of Mede founded this library as a means to house the research of the arcane 
  runes within the desert’s underground.  Mede thought it best for her like-minded followers to establish a 
  permanent base of operations in the region instead of risking the delicate task of transporting carved runes out 
  of the desert and to far-away towns.  It has been fifty years since Mede passed away, and against all odds her 
  dreams of building a grand library within a holy desert is a reality.
  Distrustful of letting these “sacred sites” fall into the hands of Firetongue’s mages or the fascist soldiers of 
  Tyranor, the librarians do not allow travelers past the outlying village and into the complex proper without a 
  sizeable fee.
   63
  
  Random Encounters in Desert of the Valiant Rose:
  1d100 Roll 
   
  Result  
   
   
   
   
  1-10  
   
  1d3+1 Centipedes, Giant (small, lethal)  
  11-15  
   
  1 demon, mane 
   
   
   
  15-35  
   
  1d3 gnolls 
   
   
   
   
  36-50  
   
  2d6+2 Jackals 
   
   
   
  51-70  
   
  Merchant Caravan*  
   
   
  71-80  
   
  1d4 Razor Wings 
   
   
   
  81-90  
   
  Ritualist* 
   
   
   
   
  91-100 
   
  1d4+1 Skeletons 
   
   
   
  Giant Centipede (small, lethal): HD: 1d2 hit points; AC 9 [10]; Atk 1 bite (0 + poison); Move 13; Save 18; 
  Special poison bite (+4 save or die); AL N; CL/XP1/15
  Demon, Mane: HD 1; AC 5 [14]; Atk 2 claws (1d2), 1 bite (1d4); Move 5; Save 18; Special: Half damage from 
  non-magic weapons; AL C: CL/XP 2/30
  Gnoll: HD 2; AC 5 [14]; Atk 1 bite (2d4) or weapon (1d10); Move 9; Save 16; AL C; CL/XP 2/30
  Jackal: HD 1d4 hp; AC 7[12]; Atk 1 bite (1d2); Move 14; Save 18; AL N; CL/XP A/15
  Merchant Caravan: A group of merchants is going through the desert to nearby cities for trade. There are 1d6 
  merchants with 1d4+2 human soldiers acting as guards. The caravan has 400 gold pieces worth of goods, 
  usually of valuable material such as silk, spice, and gemstones.
  Razor Wings: HD 1; AC 7[12]; Atk 1 beak (1d4), claw (1d4), or razor wing (1d6); Move 9 (Fly 12); Save 17; 
  Special: Swoop attack; AL N; CL/XP 2/30
  Swoop Attack: anyone acting after the bird’s initiative is unable to engage it in hand-to-hand combat. 
  Ritualist: a scholar from the Library of Mede believes that this section of desert is home to a powerful ley line 
  and hopes to draw out its power. Unfortunately said ley line is home to a sealed shadow, which will attempt to 
  attack the nearest living entity. Saving the scholar’s life will earn her gratitude and a safe way into Mede.
  Ritualist: HD 4; AC 7[12]; Atk 1 unarmed (1d3); Move 12; Save 13; Special: cast spells as a 4th-level cleric; AL 
  C; CL/XP 3/60
  Shadow: HD 2+2; AC 7[12]; Atk 1 touch (1d4 + strength drain); Move 12; Save 16; Special: Drain 1 point str with 
  hit, hit only by magic weapons; AL C; CL/XP 4/120
  Skeleton: HD 1; AC 8[11] or 7[12] with shield; Atk 1 weapon or strike (1d6) or (1d6+1 two-handed); Move 12; 
  Save 17; Special: Immune to sleep and charm spells; AL N; CL/XP 1/15
   64
  
  Direblack Swamp: Southwest Frelundia is home to marshland unsettled by the barony to this day.  Whoever 
  (and whatever) lives within the swamp’s boundaries is more or less ignored by the outside world except when 
  they cross into nearby lands.  In spite of its danger more than a few humans and lizardmen live in crude stilt-
  villages, making a meager living in harvesting the land’s natural resources.  Alchemists, mages, and Firetongue 
  Academy students are the only real visitors to Direblack Swamp, searching for potent herbs and fungi in the 
  creation of potions and poultices.
  Locations in Direblack Swamp:
  DS-1, The Collector’s Haven: Eons ago, a terrible war swept the lands, one of the first examples of violence 
  on such a scale. Genocide, desecration of holy spaces, and the sundering of runestones and cave paintings 
  did irreparable damage to the losing tribes. Amid the planes of Law, one of the divine watchers despaired at 
  this suffering. He entered the mortal world with one goal in mind; save as many as possible.
  Ever since that day, this divine entity known as the Collector toured the mortal world in a wheeled ethereal 
  fortress. His headquarters phased into the Material Plane when another species was threatened with 
  extinction, when another group of people were at risk of being wiped out, when another library full of priceless 
  irreplaceable books was about to be put to the torch. During these times the Collector’s sentinels, giant angular 
  figures wearing porcelain masks, storm out to retrieve the at-risk targets.
  Although the Collector’s motives are noble, many intelligent beings seized may not view their saviors as truly 
  benevolent. Under no circumstances are ‘saved’ objects and beings released to their owners or hometowns; to 
  the Collector this will only inevitably put them in harm’s way again and make all the work for naught.
  As of now the Collector’s Haven is docked in Direblack Swamp. He realizes that the region of Frelundia holds 
  much in the way of arcane knowledge, and his diviners speak of a fell presence looming over the lands. The 
  fortress itself is a huge multi-story building with wheels the size of siege towers. Entire communities of long-lost 
  people, libraries, and menageries of extinct animals can be found inside its halls.
  Adventurers can get involved with the Collector in any manner of ways. For one, tracking down survivors of 
  a massacred village might point to the Collector as the culprit of the kidnapped people. Perhaps the fortress’ 
  massive libraries and menageries hold some rare piece of lore or exotic creature useful in the creation of a 
  magic item or spell ritual.
  Sentinel: HD 3+2; AC 5[14]; Atk 1 slam or precision dart (1d8); Move 12; Save 15; AL L; CL/XP 4/120; Special: 
  Spell Array
  Spell Array: Depending on their function, a sentinel is equipped with three gemstones on its chest capable of 
  storing and casting spell energy. Two of the gems can hold a 1st-level spell, whereas a third can hold a 1st 
  or 2nd-level spell. The average sentinel has magic missile, shield, and sleep for combat retrieval purposes. 
  Scouts are equipped with detect evil (cleric), detect magic, and esp.
   65
  
  DS-2, Shirosgul’s Grove: Within the heart of Direblack Swamp is a giant sentient treant by the name of 
  Shirosgul. Witness to a thousand summers, she appears as a gnarled old weeping willow on the surface, but 
  beneath the boggy waters and soaked soil are miles-long roots snaking throughout all of Frelundia and realms 
  beyond. Poking up in odd places, from dungeons to settlements to the inner gardens of forts and castles, 
  Shirosgul can sense things through her roots. She does this via the vibrations of sound and movement within a 
  limited radius uprooted places. As a result she knows countless secrets of the world, especially things said by folk 
  who think nobody else is listening.
  Shirosgul is known as a wise seer to the druids and a few learned sages, both of whom seek her out for answers 
  to questions of importance. “What is this Tyranoran general planning?” “Is the baron’s planned treaty signing 
  genuine?” and so on and so forth. She gives away up to three answers freely to those who can reach her, 
  keyword being reach. In reality the ruins and swampland surrounding Shirosgul’s grove are filled with dangerous 
  traps, ambient magic, and vicious predators who can threaten even mighty heroes. Shirosgul finds this an 
  acceptable trade-off; otherwise all manner of curious ingrates would plague her with petty requests.
  Shirosgul: HD 9; AC 2[17]; Atk 2 strikes (3d6); Move 6; Save 6; Special: Control trees, Rootways; AL L; CL/XP 
  9/1,100
  Control Trees: All treants can “wake” trees within 60 ft, allowing them to walk at a rate of 3, and possibly to attack. 
  (No more than two trees at a time can be awake at the behest of a single treant)
  Rootways: Shirosgul’s realms-spanning roots make her aware of all manner of affairs on this world. Once per day 
  she can replicate the effects of a Commune or Commune with Nature spell.
  Random Encounters in Direblack Swamp:
  1d100 Roll 
   
  Result
  1-15  
   
  1d4 Clawed Fiends  
    
  16-30  
   
  1d3 giant killer frogs  
    
  31-50  
   
  1 normal crocodile  
    
  51-60  
   
  1d6 giant freshwater leeches
  61-75  
   
  1 grick  
   
   
     
  76-80  
   
  1 sea hag 
   
   
     
  81-100 
   
  2d6 lizardmen 
   
     
  Clawed Fiend: HD 2; AC 7[12]; Atk 2 claws (1d8/1d8); Move 3; Save 16; Special: -1 to initiative, Reach; AL C; 
  CL/XP 2/30
  Reach: Clawed Fiends have freakishly long arms and can hit opponents in melee up to 8 feet away.
  Giant Killer Frog: HD 1+4; AC 7[12]; Atk 2 claws (1d2), 1 bite (1d4+1); Move 3 (leap 15); Save 17; Special: Leap; 
  AL N; CL/XP 2/30
  Leap: All giant frogs can make a 100ft leap that reaches a height of 20ft.
   66
  
  Normal Crocodile: HD 3; AC 4[15]; Atk 1 bite (1d6); Move 9 (Swim 12); Save 14; AL N; CL/XP 3/60
  Grick: HD 2; AC 4[15]; Atk 4 tentacles (1d3), 1 beak (1d2); Move 6; Save 16; Special: Immune to blunt 
  weapons; AL N; CL/XP 4/120
  Giant Freshwater Leech (1HD): HD 1; AC 9[10]; Atk 1 bite (1d4); Move 3; Save 17; Special: Sucks blood; AL 
  N; CL/XP 2/30
  Sucks blood: After they score a hit, a giant freshwater leech drains blood automatically at one hit point per hit 
  die of the creature per round.
  Sea Hag: HD 3; AC 6 [13]; Atk 1 bite (1d4); Move 6 (Swim 18); Save 14; Special: Death gaze, weakness gaze; 
  AL C; CL/XP 5/240
  Death Gaze: The hag can also cast an evil eye upon those she chooses to slay; but only three times per day.  
  The range of this deadly gaze is 30 feet, and the hag’s eye need not be met in order for death to occur (saving 
  throw).
  Weakness Gaze: These hags are so hideous that the sight of their faces causes weakness from fright and 
  horror; if the victim fails a saving throw, his strength ability score is reduced by one-half for 1d6 full turns. 
  Lizardman: HD 2+1; AC 5[14]; Atk 2 claws (1d3), 1 bite (1d6); Move 6 (Swim 12); Save 16; Special: Breathe 
  underwater; AL C; CL/XP 2/30
  Foot of the Tyrant: This mountain chain runs along Frelundia’s northern extremities.  Beyond these peaks lie 
  the realm of Tyranor, a militaristic nation composed of humans and giants who pledge undying loyalty to the 
  Shepherd of the Fatherland.  The treacherous mountain pathways prevent Frelundia from suffering a full-scale 
  invasion, but even then raiding bands and scouts patrol the region intent on exterminating any threat to their 
  homeland and taking any wealth from outlying towns by force.
  Locations in Foot of the Tyrant:
  FT-1, Snowcap: On the peak of Snowcap, the tallest mountain in the Foot of the Tyrant, is an odd feature. Albeit 
  the peak is cloudy and icy cold, there is a ring of lush green just below it. Any climber who manages to make 
  it this far will find the air plentiful and warm, with a community of simple huts and terraced farmland collecting 
  melted snow from the top in mountain streams. Beyond the village at the peak itself is a towering observatory, 
  whose telescope can gaze out to the entirety of Frelundia and southern Tyranor.
  The inhabitants of the mountaintop are the stormwardens, a race of humanoids with the innate ability to control 
  the weather. Generations of selective channeling created a livable ring around the mountain, and the eldest 
  among their number inhabit the observatory.
  Sadly for the folk of Frelundia, the stormwardens are ruled by a cruel and vindictive order of warlocks living in 
  the observatory. Their powers are enhanced by the observatory’s magic, which they use to send down torrential 
  downpours, unearthly heat waves, and other maladies to lowland villages and towns. They are careful not to
   67
  
  send such storms down to Tyranor too much at risk of provoking them past the point of initial fear, but in regards 
  to Frelundia their depredations are unrestrained. One of the warlocks is considering sending a messenger to 
  outlying towns as a ransom collector for ensuring good weather.
  Beyond the urge for altruism, those who raid the warlock’s observatory find many wonders. Whatever magic 
  they use to enhance their powers can be repurposed to other ends, should enterprising mages find out how they 
  work.
  Stormwarden: HD 3; AC 6 [13]; Atk Longsword (1d8) or longbow (1d8); Move 12; Save 14; Special: Conjure 
  storm; AL C; Challenge Level/XP 4/120
  Conjure Storm: Once per day, a stormwarden can create an effect similar to a control weather spell as cast by 
  a 10th level magic-user, except that it affects an area in a 1,000-foot-radius circle and the weather effects are 
  immediate rather than gradual. The effects last for 1 turn before the weather in the area returns to normal.
  Stormwarden Warlock: HD 5; AC 6 [13]; Atk Longsword (1d8) or longbow (1d8); Move 12; Save 12; Special: 
  Conjure storm, Spells; AL C; Challenge Level/XP 6/400
  Conjure Storm: As above.
  Spells: A stormwarden warlock casts spells as a 3rd-level druid or magic-user (50% chance either).
  FT-2, Tyranor Border Village: This small settlement on the northern side of the Foot of the Tyrant is but one of 
  many such towns dotting the Frelundia-Tyranor border.  Although it has the local necessities of small gardens, 
  cattle, and other fixtures of mountain villages, the preponderance of soldiers and siege towers gives it the 
  appearance of a military garrison.  The truth is that they’re both.
  The Tyranoran government adheres to an ideology of collectivist nationalism which teaches that the world is 
  divided into different civilizations of ethnic nation-states and tribes.  It is the way of the world for said civilizations 
  to war against each other for power and resources.  The Tyranorans must be stalwart against the tide of foreign 
  aggression and act in unison for the betterment of their people, for if divided they will fall to their enemies.  To 
  that end, the borders see frequent military patrols and villagers are deathly afraid of foreigners, assuming them to 
  be enemy scouts or spies.
  The Border Village is a stable environment, and while traveling PCs may be quickly spotted by patrols and raise 
  alarms. Those going in with stealth or scrying upon the town from afar will see the disturbing spectres of daily 
  life.  The town square and crop fields contain huge looming statues all portraying the same distinctive image of a 
  beautiful, robe-clad male bearing a shepherd’s crook.  A pregnant couple viewing a blacksmith’s weapons browse 
  for the “perfect sword for their little soldier.” Children play a modified version of hide and seek known as “kill the 
  elf.”  At a dramatically appropriate time of the day, all the citizens convene at the town square to leave burning 
  offerings in front of the Shepherd’s statue before returning to their duties.
   68
  
  Random Encounters in Foot of the Tyrant:
  1d100 Roll 
   
  Result  
   
    
  1-5 
   
   
  1 giant eagle  
    
  6-30  
   
  2d6 goblins  
    
  31-40  
   
  1d2 harpies  
    
  41-50  
   
  1 hippogriff  
    
  51-65  
   
  1 ogre  
   
    
  65-75  
   
  Rockslide* 
   
    
  76-85  
   
  Shepherds 
   
    
  85-100 
   
  Tyranor Border Patrol
  Giant Eagle: HD 4; AC 7[12]; Atk 2 talons (1d4), 1 bite (1d8); Move 3 (Fly 24); Save 13; AL N; CL/XP 5/240
  Goblin: HD 1d6 hp; AC 6[13]; Atk 1 weapon (1d6); Move 9; Save 18; Special: -1 to hit in sunlight; AL C; CL/XP 
  B/10
  Harpy: HD 3; AC 7[12]; Atk 2 talons (1d3) and weapon (1d6); Move 6 (Fly 18); Save 14; Special: Flight, siren-
  song; AL C; CL/XP 4/120
  Siren-song: A harpy’s siren-song draws victims closer to the harpy, while her touch has the effect of a charm 
  person spell. Saving throws apply to both.
  Hippogriff: HD 3+1; AC 5[14]; Atk 2 claws (1d6), 1 bite (1d10); Move 18 (Fly 24); Save 14; AL N; CL/XP 4/120
  Ogre: HD 4+1; AC 5[14]; Atk 1 weapon (1d10+1); Move 9; Save 13; AL C; CL/XP 4/120
  Rockslide: A pathway the PCs are traveling on is very unstable. A PC who succeeds on a Find Traps roll, an 
  active spell of detect traps or detect snares and pits active immediately notices this and can move to safety. 
  Otherwise a sudden chunk of the ground breaks off as a whole piece and starts sliding down the mountain. PCs 
  must make a saving throw (counts as a trap) or suffer 2d6 points of damage as the rock slides down the cliffside 
  and crashes into the ground. 
  Shepherds: A group of 2d6 dwarves act as shepherds to a herd of 3d20 mountain goats. Although most 
  dwarves live underground, a few remain on the surface in small villages to take advantage of resources unable 
  to be found underground. Crops and surface world animals are their major commodities.
  The dwarves are heavily armed for shepherds due to clashes with Tyranoran forces. If the party contains any 
  dwarves or the PCs do something to earn the shepherds’ trust, they’ll recommend some safe passages to avoid 
  the mountain’s many dangers. For the next 24 hours the PCs avoid any random encounters.
  Dwarf: HD 1; AC 4[15]; Atk warhammer (1d8) or sling (1d4); Move 6; Save 17; Special: Detect attributes of 
  stonework; AL L; CL/XP 1/15
   69
  
  Tyranor Border Patrol: Tyranor’s border is heavily 
  protected by wilderness-wise soldiers. Clad in black armor 
  with helmets that look like leering gargoyles, they strike an 
  intimidating figure.
  Unless the PCs are taking pains to hide (invisibility spell, 
  camouflage, etc), a single scout on a higher elevation will 
  sound off a war horn. 1d3 rounds after this a Tyranoran 
  officer and 1d2+1 soldiers will come down the pathway, 
  their leader’s booming voice declaring their intentions:
  “You unlawfully trespass upon the territory of the 
  Fatherland! Turn back now or we shall sunder your spirits 
  from their flesh!”
  The officer is not in the mood for conversation, and if the 
  PCs ask him anything he’ll wordlessly draw his blade as 
  a warning, then attack one round later if they don’t flee. If 
  the PCs respond in kind, refuse his warning, or try to go 
  around him, he’ll order his soldiers to cut them down.
  If the PCs turn back, combat will be averted but a pair 
  of scouts will follow the PCs for 1d10 miles (spotted 
  on a 5 or 6 on a d6) before going back to report any 
  crucial information learned to the officer. This information 
  is passed up the chain of command based upon its 
  importance; if the PCs are obviously Firetongue students 
  or discuss interesting information among themselves (such as the location of a hidden treasure), it’s likely that 
  they’ll meet Tyranor’s soldiers again but deeper within Frelundia’s borders.
  Tyranoran Officer: HD 3; AC 5[14]; Atk battleaxe or longbow (1d8); Move 12; Save 14; Special: Rallying Cry; AL 
  C; CL/XP 3/60
  Rallying Cry: Once per round a Tyranoran Officer can give out a morale-boosting war cry. Allies under the effects 
  of an enchantment or emotion-based spell or effect immediately gain another saving throw to resist. Tyranoran 
  Officers are trained to spot spells of mental influence such as charm person; by looking into a person’s eyes, 
  they can automatically notice if that person is afflicted with such enchantment.
  Tyranoran Soldier: HD 1; AC 7[12]; Atk 1 longsword or longbow (1d8); Move 12; Save 17; AL C; CL/XP 1/15
  Scouts use the same statistics as soldiers, expect they can use camouflage when out of combat to blend in with 
  the environment. They can only be spotted via mundane means on a 5 or 6 on a 1d6 roll. Certain magical spells 
  are capable of detecting them normally.
  Art by Matt Morrow
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  Goldbloom Plains: Dominating central Frelundia from east to west, the Goldbloom Plains are so named for the 
  fields of sunflowers which grow with surprising frequency along its environs.  Local legends say that the children 
  of the sun god came down to marry mortals, but their forbidden half-union would condemn them to the mortal 
  world.  Their eldest daughter defiantly claimed that their family would make the crude fields as beautiful as the 
  sky, and so her children took the forms of sunflowers. The Plains are home to most of Frelundia’s settlements, 
  including Firetongue Academy and the village of Tasilton.
  Locations within Goldbloom Plains
  GP-1, Astral Rock: Standing 100 feet tall with an unearthly orange-yellow color, this unnatural formation is a 
  noticeable landmark in the Goldbloom Plains.  Tales mention that it was a fragment of the home of the gods, 
  broken off by a thief and taken to the mortal world.  Others claim that it’s the eye of the land itself, surveying all 
  around it and sending wrathful spirits to hunt down evildoers.
  What everyone can agree on is that the land surrounding Astral Rock pulses with eldritch might.  Use of detect 
  magic and similar abilities reveals a strong presence of magic suffusing the surrounding land and air, getting 
  stronger the closer one goes to the rock. Those who place their hand upon its surface can sometimes hear 
  voices in the back of their head speaking in unknown tongues.
  Detect invisibility combined with means of detecting secret doors (elves, thieves, etc) discovers a door on the 
  Astral Rock’s underside. It’s only reachable via the Ethereal Plane, but on a certain holiday (GM’s discretion at 
  an ideal time in the campaign) it opens up, letting out a chorus of ghostly monsters from the underworld. Such a 
  doorway is immediately visible at this point and can be entered by Material Plane inhabitants...and exited if they 
  can return before midnight.
  GP-2, Blade-Borne Village: The Blade-Borne are a human ethnic group of Frelundians who disavow the divine 
  right of kings and the legitimacy of all noble titles.  They live in isolated walled villages and semi-nomadic tribes 
  where disputes and governance is decided by majority vote moderated by the eldest warriors of the community.  
  Every Blade-Borne is given a weapon at a young age, which they cherish almost as much as their own life; “the 
  world is a cruel and dangerous place, and without strength of arms you will be dominated by others.”  Such 
  weapons are referred to as a Blade-Borne’s iron heart, and as long as they are wielded by their true owner they 
  do not rust, bend, or fall to the ravages of nature and entropy.
  The Blade-Borne have a conflicted relationship with Frelundia’s other inhabitants.  Their militaristic and anti-
  authoritarian culture makes subjugating them more trouble than it’s worth as many nobles learned to their folly, 
  and are more or less tolerated as long as they don’t cause trouble for their neighbors.  However, the Blade-
  Borne are not above lending themselves out as mercenaries or extorting coin and trade goods from villages 
  in lean times.  They scoff at complaints of banditry and injustice, telling folk that relying upon the protection of 
  kings is useless if they can’t fend for themselves.
  Unbeknownst to most, Blade-Borne artisans and blacksmiths are divinely inspired with the ability to make arms 
  and armor of superb craftsmanship. Spoken only among themselves, the artisans speak by a figure they refer to 
  as “Chainbreaker,” the spirit of their greatest warrior who repelled the Tyranoran invasion 50 years ago.  So long 
  as the Blade-Borne continue to live without a king or a nation, their artisans will be able to forge such stellar 
  equipment.
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  Blade-Borne: HD 2; AC 7 [12]; Atk weapon (1d8); Move 12; Save 15; Special: Iron Heart; AL N or C; 
  CL 2/XP 30
  Iron Heart: As long as it is wielded by its chosen, a Blade-Borne’s signature weapon does not suffer 
  deterioration from mundane effects.
  GP-3, Darkwater City: This portside city in western Frelundia is an old settlement built upon the islands of a 
  lagoon.  Boatswain, fishermen, and river merchants ply their trade through canals, and many buildings have 
  miniature wooden docks built onto their sides to accept waterbound visitors.  Merfolk, sahuagin, and the 
  inhabitants of undersea kingdoms venture to Darkwater to sell their rare wares to the surface world.
  Sadly, Darkwater’s government is ruled by Lord Coel, a demented old man whose greatest pleasure is to see 
  others suffer.  His mercenary forces serve as what passes for law enforcement, and are often charged with 
  raiding the city’s jails, poorhouses, and asylums for victims to toss into his Dungeon of Dreadful Delights.  
  His equally wretched highborn peers place bets on who can survive the longest, and the few survivors who 
  demonstrate skill and ruthlessness are often recruited to serve as his minions.
  Lord Coel’s Guard: HD 1; AC 5 [14, Ring Mail and Shield]; Atk spear (1d6) or light crossbow (1d4+1) ; Move 9; 
  Save 17; AL C; CL 1/XP 15
  GP-4, Temple of Dreams: This small building is out of place in the 
  western shores of Frelundia.  Light sources within the interior seem off, 
  being brighter or darker than they’d otherwise be or emitting the wrong 
  color.  Sometimes it’s not even in the same place, re-appearing dozens 
  of miles north or south along the shoreline.  As soon as one walks 
  across the threshold of the front double doors does the temple’s magic 
  come into full effect.
  The Temple of Dreams is actually a resonating element of a collective 
  subconscious from the realm of dreams manifesting in the Material 
  Plane.  Events within here follow the strange and counterintuitive logic 
  of dreams, and one’s worst fears and greatest wishes can manifest 
  as apparent realities inside.  One of the few constants in the temple 
  is the presence of a masked woman with impeccable dress carrying a 
  cup said to be full of nectar of the gods in her right hand.  She goes by 
  the name of Namfor, the ruler of this temple, and often leads visitors 
  on strange adventures.  Namfor has the habit of calling people “silly 
  sturgeons” when they ask a question or make a statement she finds 
  amusing.
  Art by Gary Dupuis
   72
  
  GP-5, Firetongue Academy: This location is fully detailed in Chapter 3.
  GP-6, Village of Tassilton: A walled town of around a thousand permanent residents, Tassilton was an 
  unremarkable community until Larius Firetongue bought a piece of land to build his school.  Knowing that most 
  folks would be immediately distrustful of a congregation of magicians in their backyard, the sorcerer and his allies 
  earned the villager’s trust by helping them out with problems best solved by magic.  Ghosts were exorcised from 
  homes, witches’ family curses lifted, and blighted crops purified thanks to their efforts.  As the academy expanded 
  and drew new blood, the school and Tassilton’s town council reached a mutually beneficial agreement where the 
  mages would provide assistance in exchange for spell components and materials vital to magical research.
  Adventure Hooks: Due to its proximity, the Firetongue mages are often called to investigate strange sightings.  
  The teachers encourage students to lend a hand, both to sharpen their talents in the field as well as battling the 
  stereotype of sorcerers as reclusive, sinister folk.  This has been partially successful; some folk wonder if the 
  hauntings are staged by the Academy itself, or why they don’t enroll more villagers so they can better handle 
  things on their own.
  Dungeon Crawl: Haunted House
  Overall Challenge Level: 1
  Background:  The Albrights are a small family of Tassilton landowners who no longer live in town.  One day 
  they just up and left, citing several strange accidents which nearly took their lives.  There is no proof of foul play, 
  although many villagers assume that there’s a ghost or spirit on the premises and thus asked the School for help.  
  The truth of the matter is that the Albright house has a mischievous occupant, not a ghost but an imp seeking to 
  stir up chaos.
  This is a good entry-level scenario for new PCs, as well as a place close enough to Firetongue Academy that 
  the PCs can go there immediately.  They might be dispatched by a teacher to test their abilities, beseeched 
  personally by a villager, or just following up on rumors around town.
  Room 1: The front entrance has a set of wooden stairs going up to the door with a slashed-up welcome mat.  
  Various claw marks indicate the presence of vigorous use by an animal (in reality it’s the imp’s stinger).  The 
  raised walkway bends around the house, where one can peer through the windows into Room 3, 4, and 6.  One 
  of Room 4’s windows is bloodied.
  Room 2: The Albrights owned a fair tract of land in front of their house, along with some now-vacant stables. 
  One of their outside raised platforms has a pair of tables and an awning to protect from the sun’s rays during the 
  summer months.  A glass of spilled lemonade has been sitting out here for the past day, its sweet scent attracting 
  flies.  The imp tried to pour a glass of it himself but failed in the attempt due to his tiny frame.  If asked about 
  town, villagers will tell the PCs that the Albrights left over a week ago.  PCs knowledgeable in the growing of 
  crops (or have a sweet tooth or heightened sense of smell) will notice that the lemonade’s too fresh to be a week 
  old.
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  Map by Dyson Logos
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  Room 3: The atrium has a coat rack and a set of stairs leading up to the second floor.
  Room 4: This room once served as the Albright’s kitchen.  One of the windows is broken, and a blood trail leads 
  to the pantry, its door half-open.  The imp has been flying out under the cover of night to hunt and kill small 
  animals to bring back to the house.  As a creature of the infernal realms it has no problem with eating rotten 
  carcasses, and as such has been storing a grisly pile of dead animals in the closet.
  The corpses are also injected by the imp’s poison along with blasphemous rites, and can reanimate should 
  someone come snooping about.  They are unintelligent and thus possessed of single-minded rage; they will only 
  give up chase should they be unable to pursue or locate their prey.
  Animal Zombies (4): HD ½; AC 9 [10]; Atk bite or claw (1d2); Move 6; Save 18; Special: Undead Traits; AL C; 
  CL A/XP 5
  Room 5: The room by the stairs has a small hole at the bottom of the door, small enough for a cat to squeeze 
  into.  It is locked, and the imp threw away the key in the woods long ago to prevent human-sized intruders from 
  disturbing his impromptu bedroom.  A pile of shredded clothes on the floor serve as bedding; should the PCs 
  think to match up the claw marks with the welcome mat, they’ll notice that they’re the same.
  Treasure: Buried under the covers in the corner (and thus out of reach of a human hand grasping through the 
  door) is one of the imp’s most treasured possessions, a small black leatherskin notebook fashioned from the 
  living bark of the infernal realm’s Forest of Flesh.  The book’s “ink” is written in the imp’s poison, but due to drying 
  it’s less potent (only 3 hit points of damage when coming into contact with unprotected flesh).
  The book details the imp’s journey from the Wailing Courts of Belzebub to make his way to the Material Plane, 
  and the various lessons he’s learned from close calls with priests, mages, and mortal authorities.  Although low 
  on the hellish hierarchy, the book is invaluable for peering into the mindset of a devil and thus is worth 400 points 
  of Arcane Lore.
  Rooms 6: These twin areas served as guest rooms, as evidenced by small couches and tables.  There’s 12 
  copper pieces wedged between the couch cushions in one of the rooms, along with one earring worth 30 gold 
  pieces.
  Room 7: The main room of the second floor contains a hallway running from north to south.  Various black 
  and white portraits hang upon the walls depicting scenic landscapes of Frelundia, from the dark and imposing 
  Moonshade Forest to the snow-capped mountains on the northern border.  Behind the portrait portraying 
  Tassilton is a small brass key hanging on a string attached to the portrait’s nail.  This is the key for the lockbox in 
  Room 10.
  Room 8: This was formerly the bedroom of Grant and Lisa Albright, two young children of the family.  It is home 
  to two small beds, some stuffed animals, and a box of chalk along with a few polished pebbles arranged in a 
  circular design.  The kids were having fun with the pebbles before their parents spirited them out of the house.
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  Room 9: This used to be the bedroom of Clarence and Nancy Albright.  On the nightstand at the side of the bed 
  is a tiny wooden box containing the baby teeth of the Albright children (it’s believed that local seers can better 
  use beneficial magic with sympathetic connections to the targets).
  Rooms 10: The doors at the end of the hallway is a storage space and still contains some useful tools (the 
  Albright family packed light).  Generally speaking a party should be able to find any small handheld object 
  a medieval villager might reasonably possess.  The one object of note is a lockbox in back, untouched and 
  unopened due to the fear its power possesses.
  The Lockbox: The lockbox is a family heirloom granted by a grateful wizard in days of yore.  The past three 
  generations of Albrights were instructed only to open the box in times of great need, when death and danger 
  was imminent.  When the imp first came, the family believed that the box was responsible and up and left.
  The lockbox radiates an aura of magic, and if opened the form of a shadowy, indistinct knight will emerge in a 
  whirling cyclone.  He will announce that all “intruders and persons of ill intent leave the Albright homestead, or 
  suffer the sword of justice!”
  The Ghostly Guardian will not attack the PCs immediately unless they give him suspicion or incentive.  He was 
  bound 100 years ago and so does not know of Firetongue Academy or recent happenings in the area.  He will 
  aid the PCs in discovering the truth behind the flight of the Albright family and the presence within their home.
  The Ghostly Guardian will automatically return to the confines of the lockbox within 24 hours.
  Ghostly Guardian: HD 3; AC 6 [13]; Atk sword 1d6; Move Fly 9; Save 14; Special whirlwind attack; AL L; CL 3/
  XP 60
  Whirlwind Attack: the Ghostly Guardian may make a single attack roll against all opponents within melee reach 
  and compare the result to each target’s Armor Class.
  Room 11: The third floor is also the attic of the Albright Household. It is bare save for various disused furniture 
  and knick-knacks. A mated pair of hawks made a nest within the area, and will caw and screech if the PCs 
  disturb their home. They are not strong enough to prove a grave danger, but every round the PCs must make 
  a saving throw or tumble into clutter, possibly losing a small handheld object in the process which must be 
  searched for as though finding a secret door.
   
  Reward: If the PCs solve the mystery of the Haunted House, award them with 300 experience points each.
  The Albright family is currently living on the outskirts of Darkwater City.  If the PCs tell them that their home is 
  safe to return to and provide proof, they will be grateful and compensate them with a sum of 100 gold pieces 
  and a place to stay in Tasilton.
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  Random Encounters in Goldbloom Plains:
  1d100 Roll 
   
  Result  
   
   
  1-5 
   
   
  1d3 Ants, Giant Worker 
  6-20  
   
  Blade-Borne Patrol  
  21-25  
   
  Ghoul  
   
   
  26-35  
   
  2d3 Gnolls 
   
   
  36-55  
   
  1d6+4 Horses, Riding 
  56-75  
   
  Humans, Bandits 
   
  76-95  
   
  Villagers 
   
   
  96-00  
   
  1d3 Zombie Ravens  
  Giant Worker Ant: HD 2; AC 3[16]; Atk Bite (1d6); Move 18; Save 16; AL N; CL/XP 2/30
  Ghoul: HD 2; AC 6[13]; Atk 2 claws (1d3), 1 bite (1d4); Move 9; Save 16; Special: Undead, paralyzing touch; 
  AL C; CL/XP 3/60
  Gnoll: HD 2; AC 5[14]; Atk 1 bite (2d4) or weapon (1d10); Move 9; Save 16; AL C; CL/XP 2/30
  Riding Horse: HD 2; AC 7[12]; Atk 1 bite (1d2); Move 18;  Save 16; AL N; CL/XP 2/30
  Human, Bandit: HD 1; AC 7[12]; Atk 1 weapon (1d8); Move 12;  Save 17; AL C; CL/XP 1/15
  Villagers: HD 1d6 hp; AC 9[10]; Atk 1 weapon (1d6); Move 12; Save 18; AL Any; CL/XP B/10
  Zombie Raven: HD 1d6hp; AC 8[11]; Atk 1 bite (1d3); Move 1, Fly 6; Save 18; Special: Undead, immune to 
  sleep and cold; AL N; CL/XP 1/15
  Blade-Borne Patrol: A group of 1d3+1 Blade-Borne are traveling the plains. Upon sighting the PCs, they’ll be 
  non-hostile yet cautious. If there are any obvious warriors in the group, they’ll issue a one-on-one duel to the 
  strongest-looking one. If nobody in the party matches the description or declines the duel (a sign of cowardice 
  to the Blade-Borne), they’ll demand 20% of the party’s coin and supplies “for passing through their lands” and 
  attack if shown any resistance.
  The duel will be to first blood (whoever hits first). A victorious PC will earn the respect of the Blade-Borne 
  and experience for the party as though they defeated the Blade-Born in combat. Losing carries no particular 
  penalties, as the Blade-Borne will thank them for a good spar and be on their way.
  Blade-Borne: HD 2; AC 7 [12]; Atk 1 weapon (1d8); Move 15; Save 15; Special: Iron Heart; AL N or C; 
  CL 2/XP 30
  Iron Heart: As long as it is wielded by its chosen, a Blade-Borne’s signature weapon does not suffer deterioration 
  from mundane effects.
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  Moonshade Forest: In times long ago this primeval realm was inhabited by strange spirits who spoke in 
  tongues far older than even the elven language.  Abiding by laws alien to the mortal world, human attempts at 
  settlement met with disaster due to unintentional angering of various spirit-laws.  Eventually a cabal of druids 
  unlocked a reliable means of earning their respect, which they used to amass power and tribute from nearby 
  clans on the condition of servitude to the new Green Gods.  Today these clans are a shadow of their former 
  glory, living in isolated villages deep within the woods and unknowing of the outside world’s affairs.
  Locations in Moonshade Forest:
  MF-1, Green Ruins: This region in the Moonshade Forest suffers from a most peculiar condition: dark storm 
  clouds hover above it perpetually, sending a never-ending torrent of rain upon the woodlands.  The fact that 
  the storm clouds’ radius is confined to the edges of the ruins lends significant credence that this supernatural 
  phenomena originates within the former city’s shrouded temples and plazas.
  The druids and weather-seers fear that this will create long-term damage to the land, especially if it causes 
  flooding as the forest soil becomes unable to hold anymore rain.  Someone will need to go into the ruins and 
  find the standing stones responsible for this anomaly...along with opportunity to recover the relics of the past for 
  wealth and research material too!
  Dungeon Crawl: Green Ruins
  Overall Challenge Level: 3
  The eternal storm poses a constant danger to travelers.  The weather renders much of the ground muddy and 
  uneven, and already many low areas are water-logged.  Much of the ruins’ lower levels are completely flooded, 
  and the stormclouds make visibility equivalent to night at all times of day.  This drew the attention of light-hating 
  monsters who do not mind the rain.
  Room 1: The Green Ruins are located on the top of a hill.  The former trail which led up to it is thoroughly 
  demolished and washed over, meaning that approaches by land require a long, slippery trek up the hillside 60 
  feet up.
  Call for a DC 13 Dexterity check if the PCs are ambushed by stirges or otherwise engaged in combat.  Award 
  a +2 bonus if the party finds means of achieving stable footing.  Failure results in the PC falling prone and 
  tumbling down the hillside.  Druids of 2nd or higher level can ascend the slope normally as though it were 
  non-magical undergrowth.
  Room 2: At the top of the southern end of the hill is a runestone.  Druids, spellcasters with read magic, or the 
  Read Magical Writings Thief ability can decipher its meaning.  Reading it aloud causes a giant leaf large enough 
  to hold six people to materialize.  Stepping on it allows safe travel up and down the hill as it effortlessly glides up 
  and down the surface.
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  Map by Dyson Logos
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  Room 2, Continued: A pair of stirges fly about at the hillside’s top.  They will follow any prey who is in the 
  process of climbing up the hill (whether by foot or by magic leaf), but no further.  It’s likely that if a lone PC 
  activates safe passage, then they might be trailing unexpected company on the way down!
  Stirge (2): HD 1+1; AC 7[12]; Atk 1 proboscis (1d3); Move 3, Fly 18; Save 17; Special: blood drain (1d4), +2 to 
  hit bonus; AL N; CL/XP 2/30
  Room 3: Even in the beating rain the single sacred apple tree of a druidic grove still stands.  Six of its fruit is red 
  and ripe, and eating them has restorative properties (1d8 hit points healed per apple eaten).
  A trio of spiderweeds, mobile plants maddened from the cursed weather, still perform their duties by patrolling 
  the grove (as well as Rooms 4 and 5).  Unfortunately they see any non-animal creature as a threat.  They will 
  use skirmish tactics, rushing out to strike a single target with their appendages then retreating through the small 
  hole in Rooms 4 and 5.
  Spiderweed (3): HD 2; AC 7[12]; Atk 2 thorn slashes (1d4 + sap); Move 6; Save 16; Special: Sap; AL N; CL/XP 
  2/30
  Sap: This sap will stick to flesh and clothing unless thoroughly washed off. It inflicts no damage, but causes a 
  very painful rash for 4d4 hours that imposes a penalty of -2 to all die rolls (saving throw negates). Goblins are 
  immune to spiderweed rash. 
  Reward: the discovery of the apple tree’s restorative properties nets 400 points of Arcane Lore to the party.
  Room 4: The floor of this roofless one-story stone structure is covered in a layer of muddy, rain-soaked grass.  
  Alcoves in the northern end contain a row of clay jars filled with seeds, thankfully sheltered from the rain.  These 
  seeds are blessed to grow into healthy crops in half the normal time, and their nature can be identified as such 
  by any druid.
  A crocodile is partially camouflaged by mud and plant matter in the northwest corner.  It has a 3 in 6 chance of 
  ambushing party members in this room.  The crocodile will abandon the fight if reduced to half its hit points.
  Normal Crocodile: HD 3; AC 4 [15]; Atk 1 bite (1d6); Move 9, Swim 12; Save 14; AL N; CL/XP 3/60
  Room 5: The central dais in the middle of the ruins is on top of a three-story underground chamber.  Written 
  around the dais’ exterior is script in the secret Druidic language: “water the sacred seeds in the room of stone 
  and fire, and the path will open.”
  This refers to the seeds in Room 4 and the chamber in Room 7.  Once opened a hole with steps leading into 
  darkness will be revealed, leading to Room 9.
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  Room 6: This is the first floor of a two-story eastern structure which was once the living quarters of the Green 
  Ruin’s druids in prior eras.  Now it is occupied by no one save a few woodland critters seeking shelter from the 
  storm.
  The personal belongings and food supplies of the druids have long become useless. A room in back contains a 
  carving area for handheld runestones, some as small as pebbles and others as large as an adult human’s fist.  
  There are about fifty in total, most of them half-built and nonfunctional.  But 1d3 are truly magical, functioning as 
  scrolls containing 1 randomly-determined 1st level cleric or druid spells (determined by the GM).
  Room 7: This is the eastern structure’s second story.  It is much hotter than the rest of the building, at a constant 
  90 degrees Farenheit (32.2 degrees Celsius) thanks to a long-lasting heat metal spell.  An iron circle in the 
  middle of the floor is the source of this heat, bearing a soil-filled bowl at its center.  Coming in physical contact 
  with the metal deals 1d4 points of fire damage, and the mechanisms used to cool down the circle to a safer 
  temperature are long gone.
  Placing the blessed seeds from Room 4 into the bowl along with some water causes a strong wind to rush 
  through the area.  With the four elements of nature in place, the dais in Room 5 slides open to the hidden 
  catacombs.
  Room 8: The northern grove is home to a lone dryad named Crenitti who’s seen better days.  The perpetual 
  storm and the resulting environmental imbalance made her fall ill, and is unable to do much strenuous activity 
  such as fighting or long-term labor (-2 on attack rolls, damage rolls, and saves for combat mechanics).
  Crenitti will be apprehensive of any newcomers unless they convince her that they can help restore the balance.  
  A curing or restoration-based spell can return her to good spirits for one week per spell level, but as long as the 
  storm rages on it will be only a temporary solution.
  If the PCs gained her trust, she will tell the party of the way to open up the dais in Room 5, and accompany them 
  within the Green Ruins.
  Reward: Grant the party experience if they heal Crenitti (temporarily or long-term) equal to the value they would 
  normally gain via combat.  They earn no experience for defeating her in combat, and this action is likely to earn 
  the ire of any good-minded NPCs accompanying them.
  Crenitti: HD 2; AC 9 [10]; Atk 1 wooden dagger (1d4); Move 12; Save 16; Special: Charm person (-2 save); AL 
  N; CL/XP 3/60
  Room 9: This is the basement level directly below Room 5’s dais.  Rows upon rows of what appear to be tombs 
  line this long level’s entirety, but they contain no corpses nor treasure, merely soil.  Closer inspection reveals 
  variations in their properties, as though taken from different climates.  Each plot of dirt is actually taken from 
  lands far and wide so that the druids can research their properties. The chamber is waterlogged, up to the waist 
  height of an adult human on average and knee-deep in the shallower areas.
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  Room 10: This is the second basement level.  Thick growths of foliage cover the majority of it, and many 
  standing stones are positioned all throughout the water-logged chambe.  The stones correspond to each of the 
  four seasons and are alight with their respective colors.  They are fall (glows red, northwest), winter (glows blue, 
  northeast), spring (glows green, southeast), and summer (glows orange, southwest).  The stones of spring and 
  winter bear deep gashes, causing the surrounding weather to go awry and create perpetual rainfall.
  A Guardian of the Grove is the sole creature in this level.  A humanoid-shaped construct formed from gnarled 
  wood, vines, and bearing a runestone in its chest, this formidable adversary views any outsiders as intruders 
  and will attack mercilessly.  Its produce flame spell is particularly deadly, having a 5 in 6 chance to ignite nearby 
  foliage.  The guardian will only listen to the words of a Druid of at least 5th level, and even then a reaction roll is 
  called for to determine its disposition towards the 
  party.
  Guardian of the Grove: HD 4; AC 6 [13]; Atk Slam 
  (1d6); Move 12; Save 13; Special: darkvision 60 
  feet, runestone magic; AL N; CL/XP 4/120
  Runestone Magic: Bearing the rune of fire, this 
  Guardian of the Grove can cast produce flame 
  an unlimited number of times per day. The rune 
  can be scratched out and rendered useless on an 
  unmodified attack roll of 20, or if a character states 
  their intentions of targeting it and hits the Guardian 
  on an attack roll with a -4 penalty.
  The Stones: The stones can be repaired, allowing 
  the weather to return to its natural state.  This 
  requires the expenditure of magical energy in the 
  form of a combined total of 8 levels worth of cast 
  spells and a ceremony lasting 10 minutes.  The 
  casting of the spells do not need to be within the 
  same day. Non-druids are capable in the aiding of 
  this ritual, although druid spells and ones closely 
  aligned with weather and the seasons (GM’s 
  discretion) count as being twice their effective level 
  for these purposes.
  Rooms 11: These tombs remain dry thanks to 
  powerful magic. Within are the buried remains of arch-druids, their flesh almost bark-like in texture. If a druid 
  or other spellcaster devoted to nature meditates for an hour in one of these rooms, they gain a one-time use of 
  commune with nature spell and 300 points of Arcane Lore.
  Reward: The Guardian’s body can be salvaged for 200 points of Arcane Lore.  Managing to restore the stones to their 
  original function grants the party 600 experience points each.  Additionally, back at school Liam Monaghan will be 
  ecstatic at the news and thereafter be willing to help the party as a cohort.  The Green Ruins might also serve as a useful 
  headquarters or safe haven if repurposed properly.
  Art by Gary Dupuis
   83
  
  MF-2, Primordial Pyramid: Millions of years ago the serpent folk ruled over much of the known Material Plane 
  before a cataclysm wiped out their civilization.  The survivors retreated into underground pyramids powered by 
  self-sufficient magical rituals to shield them from the outside world.  Some of these pyramids still continue to 
  function, regardless of whether or not the descendants’ occupants are even alive to continue maintaining them.  
  Although more than a few present-day civilizations managed to find these pyramids, most remain untouched 
  thanks to their potent abjuration magic.
  Sometime during the campaign, a meteorite will fall onto the surface, leaving a huge trail cutting through the 
  ground and partly into one such serpent folk pyramid.  The meteorite is no mere coincidence of astronomy, but is 
  in fact piloted by Zorken the Conqueror, an extraplanar entity who came to this land to feast on the inhabitants’ 
  brains for their power and knowledge.
  Should the PCs investigate this area, they will find Zorken enmeshed in a battle with the serpent folk.  The 
  warlord may be outnumbered, but proximity to his meteorite blesses him with vast magical powers making a 
  frontal assault impractical.  Does the party help the serpent folk fight off this alien menace?  Use the chaos to 
  loot the pyramid for valuables and lore?  Or perhaps try to cut a deal with Zorken in the hopes of staying his 
  eventual wrath?
  Zorken the Conqueror: HD 5; AC 6 [13]; Atk trident (1d8+3); Move 12; Save 12; Special: Meteor Blast, 
  Telepathy; AL C; CL/XP 6/400
  Meteor Blast: As long as his body is in contact with a comet, meteor, or similar extra-terrestrial object, Zorken 
  the Conqueror can unleash a powerful blast of psychic energy as a 30 foot wide by 360 foot long beam. Those 
  caught within the area of effect take 2d6 points of damage and are pushed to the beam’s end.
  A Saving Throw can be made to get out of the beam’s radius if one is close by to a crevice, alcove, or similar 
  hiding spot.
  Telepathy: Zorken the Conqueror can establish mental contact with any creature within 100 feet capable of 
  language. The amount of creatures Zorken can maintain contact with is unlimited, provided they are all within 
  100 feet.
  Random Encounters in Moonshade Forest:
  1d100 Roll 
   
  Result  
   
   
   
  1-10  
   
  Druidic Coven* 
   
   
  11-25  
   
  1d3 Giant Freshwater Leeches 
  26-35  
   
  1d2 Giant Lynxes 
   
   
  36-50  
   
  1d6 Mushroom-Men  
   
  51-60  
   
  Nixie Pond*  
   
   
  61-65  
   
  Pixie*  
   
   
   
  66-75  
   
  1d3 Spiderweeds 
   
   
  76-85  
   
  1d4 Stirges  
   
   
  86-00  
   
  1d3+2 Wolves 
   
   
   84
  
  Giant Freshwater Leech: HD 1; AC 9 [10]; Atk 1 bite (1d4); Move 3; Save 17; Special: Sucks blood; AL N; 
  CL/XP 2/30
  Sucks blood: After they score a hit, a giant freshwater leech drains blood automatically at one hit point per hit 
  die of the creature per round.
  Giant Lynx: HD 2; AC 6[13]; Atk 2 claws (1d2), 1 bite (1d4); Move 12; Save 16; Special: Rear claws (2 more 
  claw attacks with first 2 hit), surprise (5 in 6 chance); AL N; CL/XP 2/30
  Druidic Coven: a group of four druids and their black bear companion are in the middle of a large clearing. 
  Unless the PCs are taking pains to hide, the senior druid among their number will tell them to immediately stop 
  walking. They explain that the ground is seeded with a series of magical fire traps. Three huge black scorch 
  marks and the charred remains of their fifth member attest to this terrible fate.
  There are 8 magical traps in the clearing in the form of slightly off-colored blades of grass. Stepping on or 
  touching of any of these grass blades sets off the trap, dealing 1d6 fire damage in a 10 foot radius centered on 
  the blade (Saving Throw halves damage).
  The druids are too afraid to move and have yet to ascertain the traps’ locations; all they know is that patches 
  of the ground are enchanted to explode. If they’re not saved or pointed out the out the location, the druids and 
  bear will stay in the clearing for several days before risking escape. If this happens, 1d4 of those druids will die 
  from the blasts.
  If the PCs manage to free the druids, grant them 500 experience points. Grass blade traps which are “disarmed” 
  can be harvested and sold for 50 gp each, either sold on the open market or used as craft materials for the 
  purposes of fire-based equipment and magical items.
  Druid (3): HD 1; AC 9 [10]; Atk sickle (1d6); Move 12; Save 17; Special: Spells as a 1st-level druid; AL N; 
  CL/XP 1/15
  Senior Druid: HD 3; AC 7 [12]; Atk sickle (1d6); Move 12; Save 15; Special: Spells as a 3rd-level druid; AL N; 
  CL/XP 3/60
  Black Bear: HD 4+1; AC 7 [12]; Atk 2 claws (1d3), 1 bite (1d6); Move 9; Save 13; Special: Hug; AL N; 
  CL/XP 4/120
  Hug: If a black bear hits with both claws, it hugs for an additional 1d8 hit points of damage.
   85
  
  Mushroom-Men: Originally low in number, the Mushroom-Men tribe 
  greatly expanded due to the eternal rain over the Green Ruins. Upon 
  first meeting the PCs they’ll be friendly, seeking to trade herbs and 
  woodcraft objects in exchange for metal weapons and processed 
  goods. They do not accept coin of any sort.
  Additionally they can give advice on local areas within the forest if the 
  PCs trade or earn their trust. If the PCs give any indication that they 
  wish to stop the rain, the Mushroom-Men will regard them coldly and 
  want nothing further to do with the party. If they already stopped the 
  rain and make it clear that they’re responsible, the Mushroom-Men 
  attack!
  Mushroom-Men (1HD): HD 1; AC 5[14]; Atk Fist (1d6) or weapon; 
  Move 12; Save 17; AL N; CL/XP 1/15
  Nixies: The PCs stumble upon a lake with a small clan of 3d4 
  nixies, who will regard the travelers warmly and ask if they would 
  like to participate in a game. The game is a competitive swimming 
  competition to the bottom of the lake (50 feet) where a magical 
  glowing stone resides. The stone emits a series of bubbles every 
  round which cause anyone who comes into contact with them to rise 
  to the surface.
  Although the nixies are natural swimmers, the bubbles have greater effect on their smaller sizes, so the PCs 
  have a chance at winning. A person who grabs a bubble can throw it as a missile weapon with a 30 foot range. A 
  hit target of halfling or human size rises 10 feet, but a nixie hit rises 50 feet. The nixies will be racing each other 
  as well as the PCs, so they don’t act as a unified force.
  A PC who wins impresses the nixies enough that they grant them a reward: a pair of gauntlets of swimming and 
  climbing (2,000 points of Arcane Lore).
  Nixie: HD 1d4 hp; AC 7[12]; Atk 1 weapon (1d6); Move 6, Swim 12; Save 18; Special: Charm; AL N; CL/XP 1/15
  Charm: One in ten nixies has the power to cast a powerful charm person (-2 penalty to saving throw) that causes 
  the victim to walk into the water and join the nixies as their slave for a year. Casting dispel magic against the 
  curse has only a 75% chance of success, and once the victim is actually in the water the chance drops to 25%.
  Pixie: A lone pixie spots the PCs and decides to have some fun with them. She will fly up to a PC, grab an 
  easily-removable item (pouch, belt, etc), and then fling it at another PC. In a high, childish voice she announces 
  that she’s a “powerful spirit of the forest” and that the party intruded into her land without showing proper respect. 
  The pixie will demand that the PCs perform a series of increasingly ridiculous tasks to earn her favor: locking 
  hands with each other while hopping on one foot, performing a puppet show with pinecones substituting for said 
  puppets, quoting famous opera lines backwards, and jokes of a similar caliber.
   86
  Art by Forrest Imel
  
  If the PCs refuse to play along, she will try scaring them by invisibly cutting down tree branches and throwing 
  rocks about, demanding that they apologize. If they steadfastly refuse she will get bored and leave to find more 
  sporting victims. Should the PCs perform 3 tasks, the pixie will allow herself to become visible and thank the 
  party for being good sports. As a reward she grants them a luckstone (worth 2,000 points of Arcane Lore, Pixie 
  “got it from a leprechaun”).
  Pixie: HD 1d6 hit points; AC 5 [14]; Atk 1 dagger (1d4) or arrow; Move 9, Fly 18; Save 17; Special: Invisibility; AL 
  N; CL/XP 2/30
  Invisibility: Pixies are naturally invisible, and do not become visible when they attack. After one round of attacks, 
  the general location of the pixies may be discerned while they keep fighting, and they may thus be attacked 
  (although with a -4 to the attacker’s die rolls to hit them). 
   87
  
  Chapter 5, the Initiation Delve: a Sample Adventure
  Art by Felipe Gaona
  This adventure is suitable for 4 to 6 1st or 2nd level PCs, set entirely within the confines of Firetongue Academy 
  as a dungeon crawl.  It can be used either as an entry point to the setting or as a later adventure for parties 
  interested in gaining increased power and status at the school.
  Firetongue Academy has a group of students known as the Order of the Golden Claw.  By proving their skill at 
  magic, they have easier access to a wider variety of research materials for their studies.  However, membership 
  is doled out only to those students who can make it through the Dark Gates, an underground series of rooms 
  where students are divided into groups.  The task is to make their way through the obstacles within, gathering 
  colored tokens.  The groups who make it to the end with at least 4 tokens total are declared winners and join the 
  Order of the Golden Claw.
  Read the following text as the adventure starts:
  The ground slopes down at a steady incline, appearing not unlike a square hole at a distance.  You and several 
  other students of Firetongue Academy stand before an imposing set of three obsidian doors, with you all [the 
  Player Characters] forming the Western team, the others the Eastern team. The central doors are unused, as the 
  teacher declared them to not comprise the test.
   88
  
  Professor Wrenfeld, a black-clad bald human male with pale complexion makes a speech as he walks behind 
  each team.  He reiterates things you’ve heard gossiped around the school before: about how students who take 
  up the challenge must brave their way through an underground complex. Those skilled and lucky enough to 
  collect enough treasure tokens and make it to the other side unscathed will join the Order of the Golden Claw.  
  Although even a newcomer to Firetongue Academy has many learning opportunities when it comes to the 
  magical arts, the Order’s status grants them privileges in the form of access to more esoteric magic and lore.
  As Professor Wrenfeld finishes the explanation, the Dark Gates open of their own accord to a shadowy hallway 
  of stone and moss.  The initiation delve has begun, and the other teams head past their own portals.  Let’s hope 
  that you’ll be the victorious ones today.
  Professor Wrenfeld will tell the PCs some basic information if asked (“No, you won’t risk death, this is just 
  a test.” “No, you can’t kill the other team members.” etc.) but will be tight-lipped about the specifics of the 
  challenges they will face. If they dawdle too long Wrenfeld will tell them that remaining outside the hallway for 
  more than a minute forfeits their team.
  Room 1: This room has a large raised square-shaped platform with stairs leading up on each of its four sides.  
  At the top is a cylinder with small slits on each side, with the magic runes for abjuration, enchantment, illusion, 
  and necromancy.  Those who utilize a read magic spell to decipher their meanings will automatically recognize 
  the runes on later encountered tokens, although this can be done with individual tokens as well.
  These are where students are meant to insert the tokens corresponding to the appropriate school of magic.  If 
  one is inserted on each side, then a portion of the roof will open as the platform raises to take the team standing 
  on it back to the surface world.  Professor Wrenfeld will be waiting to congratulate the winning team...that is, if 
  they managed to ascend by legitimate means.  Otherwise they get detention for cheating on the test.
  Room 2: A narrow ledge one foot wide spans over a water-filled pit.  A soft blue light glows from an underhang 
  at the center of the ledge.  The source of this illumination is a medallion with the magic rune for ‘abjuration’ on it, 
  and is one of the four required tokens.
  A well in the southwestern section is slick and requires either a Climb Walls thief skill, spider climb spell, rope 
  and grappling hook, or similar ability. It leads up to Room 9b. The well’s passage is 40 feet tall.
  A pair of floating eyes call this water home, and will use their hypnotic gaze on anybody crossing the ledge.  
  Those who notice the fish must roll a saving throw or stare blankly at it for 1d6+1 rounds.  If a PC is on the 
  ledge, they will lose their footing and dive off into the water.  Anyone subjected to this power within the water is 
  still capable of remaining afloat and treading water.
  Floating Eye (2): HD 1d6; AC 3[16]; Atk Bite (1d2); Move Swim 24; Save 18; Special: Hypnotic gaze, surprise 
  on a roll of 1-5 on 1d6; AL N; CL/XP 1/15
  Reward: Award the PCs the experience gained from defeating the floating eyes if they manage to claim the 
  medallion without neutralizing them first.
   89
  
  Map by Dyson Logos
  1
  2
  3
  4
  5
  7
  6
  8
  9a
  9b
  10
  11
  12
  13
  14
  15
  
  Room 3: This room has a fork in the road with an arrowed sign in the middle.  The left-hand (north) path has a 
  picture of an iron maiden, the right-hand (south) path has a picture of a huge pile of gold with a treasure chest 
  on top.
  Room 4: The room is a torture chamber full of all manner of painful-looking medieval devices from a stretching 
  rack to a whipping post.
  Anybody who touches any of the equipment in the room triggers a magic mouth spell: “those who seek the 
  magic medallions will befall all manner of agony should they fail!  There is no shame in retreating!”
  This is a lie, of course, meant to test the resolve of students.
  Room 5: This small 10 foot by 10 foot chamber has the entire floor covered with small medallions with the 
  magic rune for “illusion” written on it.  However, none of them glow, and only one of them is the true token.  A 
  detect magic spell or similar means of divination will discern the true token; otherwise it takes the party 1 turn to 
  find, upon which it glows once grasped in a hand.
  If the party takes at least 1 turn to find it, a pair of mites will enter the room via a hidden tunnel and attack the 
  party.
  Mite, Common (2): HD 1; AC 7 [12]; Atk Club (1d4) and bite (1d3) ; Move 9; Save 17; AL C; CL/XP 1/15
  Room 6: This room contains a tomb on the far side of the wall, with an engraving of an elven maiden clad 
  in mithral armor. The tomb is empty save for a smooth, glassy crystal surface portraying a castle shrouded 
  in foggy mist. This is one of the Dark Gates’ many crystal-portals linking to lands far and wide; only those 
  with proper space-time spells (such as dimension door, teleport, etc) can open the portals with a casting and 
  manifest in the area. Otherwise the portal is unusable.
  Room 7: This room is full of waist-deep stagnant water.  Anyone wading through it begins to smell badly; this 
  imposes a penalty on attempts at stealth (-10% if using appropriate thief skills and automatically detected by 
  creatures with strong olfactory senses such as dogs).  Casting purify water will remove its stagnant nature, 
  making it safe to pass through the room. Alternatively buoyant equipment such as shields can be used to 
  paddle across. The room’s south side contains a secret door leading to Room 8.
  Experience: Reward the party with 120 experience points if they manage to traverse the room without getting 
  tainted by the water.
  Room 8: This room appears much like an interior greenhouse, with common forest shrubs and bushes growing 
  all over the place.  A single jaculi serpent sleeps coiled up.  Hanging around its lower body is another token, a 
  yellow medallion with the magic rune for ‘enchantment’ inscribed on it.
  The room’s mossy patches contain hidden pockets of spores which will erupt if disturbed.  A successful 
  Intelligence or Wisdom check identifies that they’re purple moss and can put nearby living creatures to sleep.
   91
  
  Those within 10 feet of the moss’ eruption will be affected as though targeted by a sleep spell; these particular 
  specimens have been enchanted to not suffocate and digest creatures of halfling-size or larger.  The jaculi is 
  unaware of the patches, which can be used to the party’s advantage.
  Jaculi: HD 1; AC 4 [15]; Atk Bite (1d6); Move 12; Save 17; Special: Surprise on roll of 1-5 on 1d6; AL N; 
  CL/XP 1/15
  Experience: Reward the PCs with 125 experience points if they utilize the purple moss to their advantage, plus 
  any experience gained from neutralizing the jaculi.
  Room 9a: This room is long and rectangular; Above the southern curtain door is a stone carving of the face of a 
  bearded man wearing a laurel wreath.
  The carving is trapped to detect anyone who moves more than 15 feet north past the southernmost portion of 
  the room.  A fiery beam will shoot out of the statue’s eyes; treat this as a ranged attack made by a 2nd-level 
  fighter dealing 1d4 points of damage.  It has an effective armor class of 10 [9] for those making ranged attack 
  rolls against it, and dealing a total of 12 or more hit points worth of damage to the statue breaks it and renders it 
  harmless.
  Three side rooms containing nothing but odd arcane runes and glyphs are spaced around the chamber; these 
  can be used as cover against the room’s trap.
  Room 9b: The only notable features in this room are the well which drops 40 feet to Room 2, and a blue-white 
  crystalline door in the southwest. It has a circular indentation meant to accept a magically-charged crystal of 
  dispel magic, after which the door will dissolve, leading further into the Dark Gates. The lower levels are beyond 
  the scope of this adventure, and not part of the test.
  Room 10: This room smells of death.  Spiked chains dangle from the ceiling over four closed coffins fitted in 
  grooves upon the floor.  Upon one of the chains at the far north end of the room hangs the medallion token, this 
  one with the magic rune for ‘necromancy.’  Attempting to take it will cause the coffins to open and the skeletal 
  occupants within to rise and attack.  They will focus their efforts on the ones with the medallion, taking it back to 
  the room if able to do so.
  Skeleton (4): HD 1; AC 8 [11]; Atk 1 strike (1d6); Move 12; Save 17; Special: Immune to sleep and charm 
  spells; AL N; CL/XP 1/15
  Note: It is intentional that there is only one ‘necromancy’ token in the entire dungeon.  This ensures that only 
  one team may pass the test.
   92
  
  Room 11: A gynosphinx by the name of Melsba passes the time in this room by flipping through pages of a 
  botanist’s catalog.  She gave the eastern team the ‘enchantment’ pendent she guarded in exchange for them 
  solving one of her riddles.  Melsba will tell the PCs that the challenge in this room’s already completed, but will 
  not divulge any other details about the dungeon (“Wrenfeld strictly prohibited me from aiding your progress”).  If 
  successfully charmed by a spell or good old-fashioned role-playing, she’ll smile and say “well maybe not now, 
  but after this delve I can show you some interesting magical tricks.  Think of it as a way of making up in case you 
  fail the test.”
  Reward: If the PCs get on her good side, Melsba will meet the most persuasive PC after class and offer to teach 
  them in the powers of divination.  The party gets 400 experience points and can add an appropriate 1st or 2nd 
  level spell to their spellbook pertaining of an appropriate nature.
  Room 12: This room’s a narrow hallway with prison bars making up its walls.  There used to be an ‘abjuration’ 
  token hanging upon the wall, but the western team already took it.  Behind the prison bars are malevolent red 
  eyes, charred black claws grasping out past the bars, and the faint scent of brimstone.  Anyone versed in the 
  infernal realms will recognize these to be demonic creatures.
  A protection from evil spell causes the prisoners to recoil from the affected object.  Attempting to climb the bars 
  or walk through will expose said character to scratches from the prisoners, attacking as a 2 HD monster and 
  dealing 1d2 points of damage on a hit.
  Room 13: This room is virtually identical to Room 1.  The PCs (and the eastern team) are more than welcome 
  to insert their medallions into the slots on the cylinder to pass the test.  All that matters is that they managed to 
  collect the medallions, representing their ingenuity.
  Room 14: This room’s to the east of Room 9.  It is incredibly foggy and cold, the ground covered in a light layer 
  of frost.  On the room’s west end is a script in code  which can be deciphered by a Thief’s Read Magical Writings 
  ability. Alternatively, a DC 14 Intelligence check and 10 minutes of work can discern it: “warm the four corners 
  and a chest shall rise.”  Melting the snow in the room’s corners will cause a hidden floor panel in the center to 
  slide away, revealing a chest.  Inside it is a medallion bearing the magic symbol for ‘illusion.’
  Reward: Solving this room’s puzzle grants 200 points of experience to the party.
  Room 15: This room is not part of the test, but appears virtually identical to Rooms 1 and 13 save for the lack 
  of any medallion elevator. Instead it has numerous sconces which hold not torches but crystal-tipped rods. An 
  obsidian door in the back leads to a pool lined with gems worth up to 1,000 gold pieces in total value. This is 
  one of the portals which leads to the lower levels of the Dark Gates. The gems are attuned to different levels of 
  the complex and must be physically present in order to teleport passengers. School staff and members of the 
  Order of the Golden Claw sometimes come here to delve into the unexplored levels in hopes of unearthing more 
  treasure and lore.
   93
  
  Rivals: The Eastern Team
  The eastern team are first-years at Firetongue Academy and all good friends who know each other. They 
  overslept the night before and barely prepared in time for the initiation delve.  They have a strong sense of 
  friendship and camaraderie, but their talent leaves much to be desired.
  Antonio: Antonio would be a capable bard were he not a slacker. He only ever bothers studying at the last minute 
  and prefers to wait for “inspiration” instead of throwing himself into his work. Despite this, he can pen a good song 
  on his lute, and established a rapport with Aysel over their shared appreciation of the arts.
  Stats: HD 1; AC 8 [11]; Atk unarmed (1d2) or rapier (1d6); Move 12; Save 15; AL L; CL/XP 1/15; Spells: Ghost 
  Sound (Cantrip), Song of the Hopeful Knight, Succor (Cantrip).  Equipment: backpack, ball of string, music note 
  sheets, rapier, spell component pouch, torch
  Aysel: Hailing from a southern sultanate, Aysel had a privileged upbringing among the nobility and her parents 
  spared no effort in tutors of many skills. She found a passion for unarmed combat and magic, and sought out 
  Firetongue Academy to further her skills. She’s more physically adept than most mages and is eager to prove 
  herself.
  Stats: HD 2; AC 6 [13]; Atk unarmed (1d6) or Spellbolt (1d6); Move 12; Save 15; AL L; CL/XP 1/15; Spells: 
  Message (Cantrip), Protection from Evil, Spellbolt (Cantrip).  Equipment: backpack, flint and steel, grappling hook, 
  50 feet of hemp rope, 5 iron spikes, spell component pouch, torch
  Zabli: A dark elf girl on the cusp of womanhood, Zabli believes that the “sun-touched” are incapable of crafting 
  an obstacle course capable of challenging her. As a result she put in the minimum preparations necessary for the 
  test. Her life was saved by Antonio during an excursion to the surface, and as such he is one of the few humans 
  she respects.
  Stats: HD 1; AC 6 [13]; Atk unarmed (1d2) or dagger (1d3); Move 12; Save 17; AL N; CL/XP 1/15; Spells: Mage 
  Hand (Cantrip), Parlor Tricks (Cantrip), Shield.  Equipment: dagger, spell component pouch
  Activity: The Eastern Team will not be idle during the dungeon delve. Depending on how long the PCs take 
  results in the status of their progress.
  0 minutes: Begin in Room 13
  2 minutes: Room 12, Aysel casts Protection from Evil to retrieve abjuration token
  5 minutes: Room 11, team solves Melsba’s riddle
  20 minutes: Room 5, team has trouble finding illusion token and abandons search. 
  22 minutes: Room 2, team decides to grab abjuration token if not already taken by PCs
  25 minutes: Doubles back to eastern side, Room 4, make way through water in Room 7.
   94
  
  28 minutes: team is pinned down by guardian statue carving in Room 9a. Aysel tries to use spellbolt but takes some blows 
  (4 hp damage) before retreating for cover. Antonio uses succor to dull the pain, and Zabli activates shield. Zabli uses her 
  shield to reach the other side and decides to continue forth without her teammates.
  30 minutes: Zabli grabs for the necromancy token, only to be attacked by skeletons. Her screams cause Aysel to rush forth, 
  risking hits by the guardian statue. Antonio is too scared to follow her.
  Interactions: The Eastern Team is well-aware that the PCs are rivals to their success, and don’t believe that 
  there are multiple tokens in the complex initially. However they’re not keen on fighting the PCs unless they have 
  several tokens they don’t have or it becomes clear that there’s only one necromancy token in the complex. If the 
  PCs meet them in a token room, Aysel will try intimidating them to “buzz off and choose another room,” flexing 
  her muscles for good measure. However, if the PCs help save them from a dire fate (such as the statue carving’s 
  trap in Room 9a or the skeletons in Room 10), they will be grateful; Zabli will insist that it’s still a competition, but 
  Antonio will suggest that perhaps Professor Wrenfeld will factor ‘good moral character’ into the final test results.
  However, the Eastern Team will not fight to the death unless the PCs are obviously striking to kill them. In such 
  a case, Aysel will tell Antonio and Zabli to flee and get Professor Wrenfeld for help as she holds back the PCs. 
  Needless to say, the Professor will be incensed at any accounts of attempted murder on school grounds and 
  expel them.
  Conclusion to the Adventure
  If the PCs manage to find enough medallions to unlock one of the cylinders and thus ascend out of the dungeon, 
  Professor Wrenfeld will be awaiting them with a fancy velvet-lined box containing golden claw-shaped pins (one 
  for each PC) to mark their path of magical advancement.
  Wrenfeld will commend their actions if the PCs shown selflessness or took risks to aid others, be it another team 
  in danger or carrying the unconscious bodies of their own fellows to a safe place.  If they acted in what appeared 
  to be clear and present danger at the risk of sacrificing a medallion, Wrenfeld will give them a “merit point” 
  which will grant that individual PC  a pin even if their team does not make it out of the dungeon. If they left any 
  companions to the mercies of the dungeon, Wrenfeld will chide them, expressing that a “divided team is easiest to 
  defeat” and not award the cowardly characters any pins.
  If the PCs failed to escape the dungeon, whether because they were unable to locate the required medallions, 
  running out of resources to go any farther, or simply declaring their intention to give up unanimously, then 
  Professor Wrenfeld will come into the dungeon to safely retrieve the party. He will mention that they failed to pass 
  the test, but can try again next month.
   95
  
  Artist Contacts
  Jacob Blackmon
  http://prodigyduck.deviantart.com/
  https://www.patreon.com/jacobblackmon
  Brian Brinlee
  http://www.brianbrinleeart.com/
  http://taman88.deviantart.com/
  Gary Dupuis
  http://www.gdupuis.com/
  Felipe Gaona
  http://www.felipegaona.com/
  http://drstein.deviantart.com/
  Rick Hershey
  https://fatgoblingames.com/
  Forrest Imel
  https://www.artstation.com/artist/forrestimel
  http://forrestimel.deviantart.com/
  Vagelio Kaliva
  www.vagelio.tumblr.com
  Eric Lofgren
  http://www.ericlofgren.net/
  Dyson Logos
  https://rpgcharacters.wordpress.com/
  Matt Morrow
  JE Shields
  http://jeshields.com/wp/
  Dean Spencer
  http://www.deanspencerart.com/contact
   96
  
  Writer Contacts
  You can contact me by G-Mail or various social media places, including:
  quasarknight@gmail.com
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  If you enjoyed this work, keep your eyes on the lookout for future projects!
  Arcana High: campaign setting for Pathfinder and 5th Edition which draws upon four-color superhero and magic 
  school tropes in a Meditteranean-inspired setting!
  The Martial Disciple: a 5th Edition compatible class which uses special powers in battle known as techniques!
  Working Title: a dark fantasy Victorianesque campagin setting for 5th Edition with magical girl insprations. The 
  PCs are witches fighting the Scions of Twilight, an evil organization of undead mages who gain power by feeding 
  off of mortal fear and misery!
   97
  
  Open Game License
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  Floating Eye from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author 
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   Jaculi from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott 
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  Monstrosities © 2008 Matt Finch and Frog God Games.
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  Magical Theorems & Dark Pacts Copyright 2013, Dyson Logos
  The Complete Vivimancer, Copyright 2014, Gavin Norman. 
  
SOURCE: textdata/thevault/Swords & Wizardry/SW Adventures & Settings/Larius Firetongue's School of Sorcery (SW)/Larius Firetongue's School of Sorcery (SW).pdf