TEXT: Dave Arneson’s Blackmoor: The MMRPG 
  Campaign Year 1031
  Version 2.5
  September 1, 2006
  PRESENTED BY 
  Requires the use of Dungeons & Dragons®Player’s Handbook, v 3.5 Published by Wizards of the Coast® Based on the original 
  Blackmoor Setting, associated characters and places owned by Wizards of the Coast,Inc. Used with permission, all rights reserved© 
  1975 Wizards.Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved.
  Campaign Sourcebook
  
  Table of Contents
  Part 1—Introduction 
   
         3
  Welcome to Dave Arneson’s Blackmoor: The MMRPG! 
  3
  What’s an MMRPG? 
  3
  Campaign Staff 
  3
  Part 2— Character Creation 
  4
  Number of Player Characters  
  4
  Step 1: Generating ability scores 
  4
  Step 2: Choose a Starting Age 
  4
  Step 3: Choose a Race  
  4
  Step 4: Choose a Character Class 
  7
  Step 5: Hit Point Generation 
  7
  New Skills  
  8
  Step 7: Equipment and Starting Gold 
  9
  What’s Next? 
  10
  Alignment 
  10
  Deities Allowed 
  10
  Other Character Options 
  10
  Adventuring Animals 
  10
  Animal Companions 
  10
  Familiars 
  10
  Normal Animals 
  11
  Learning New Arcane Spells 
  11
  Character Redesign 
  11
  Rising in level 
  11
  Bookkeeping 
  11
  Time Units 
  11
  Upkeep 
  12
  Living off the Wild 
  12
  Character Tracking Log 
  12
  Gaining Certificates 
  13
  Item Certificate Process 
  13
  Part 3—Item Creation 13
  Mundane Item Creation (MunIC) 
  13
  Magic Item Creation (MIC) 
  13
  Experience Point Cost 
  14
  Time Unit Cost 
  14
  Log Sheet and Item Tracking Sheet 
  14
  Consumable Items Creation (potions & scrolls) 
  14
  Permanent and Charged Items Creation 
  14
  Upgrading Magic Items 
  14
  Restricted Items 
  14
  Trading / Selling Created Items 
  14
  Part 4—Class Guide and 
  Metagame 
  14
  Allowed Books 
  14
  Classes Allowed 
  14
  Prestige Classes Allowed 
  16
  Skills Allowed 
  18
  Changes to Existing Skills 
  18
  Feats Allowed 
  19
  Spells Allowed 
  19
  Cohorts 
  19
  Earning Money Through Skills 
  19
  Arcane Warriors and Arrest 
  20
  NPC Spellcasting 
  21
  Death, Dying, and Resurection 
  21
  Bazaars 
  21
  Metaorganizations 
  21
  Online Play 
  21
  Guidelines for Ethical Play  
  22
  Major Changes from Year One Rulebook
  • Included spells, feats, classes, and items from The Player’s Guide 
  to Blackmoor and The Wizard’s Cabal
  • Masterwork Items are now freely available (and are not required 
  to be certified)
  • Potions and scrolls of up to second level are now freely 
  available
  • Westryn Elfs are now required to “Buy Back” their level 
  adjustment.  Please see their new XP chart on page 7.
  • All Prestige Classes from the Dave Arneson’s Blackmoor setting 
  book are now restricted and require campaign documentation to 
  take
  • Allowed content from Wizards Cabal for use by players
  • Created rules for rebuilding PCs until level 2 and made notes on 
  potential future rebuilds.
  • Clarified what cities arrest warrants are available in for Arcane 
  Warriors
  2
  
  Part 1—Introduction 
  Welcome to Dave Arneson’s Blackmoor: The MMRPG!
  This campaign allows you to create a PC and play in role playing gaming’s oldest campaign setting. Unlike a 
  home campaign, Dave Arneson’s Blackmoor: The MMRPG is designed to allow you play in episodes at a number 
  of conventions, gamedays, retail outlets or home games. The campaign uses the concept of episodes to represent 
  a single chapter in the ongoing story of the campaign. You can adventure with your character from episode to 
  episode experiencing the rich world that comprises Dave Arneson’s Blackmoor.  As you complete each episode, 
  your character will grow and change as you amass experience, fame and glory in each episode you play.
  The goal of Dave Arneson’s Blackmoor: The MMRPG is simple: To provide a rich fantasy campaign that is 
  quality entertainment, presented with fairness to all participants. We have worked hard to create an environment 
  that encourages fun and fair play. 
  Welcome to the world of Blackmoor. We hope you enjoy your time here!
  What’s an MMRPG?
  The acronym “MMRPG” stands for Massively Multiplayer Role Playing Game. This moniker was created and 
  selected to elicit direct connections to some of the shared design and play styles inspired by online computer 
  games that as distinguish Dave Arneson’s Blackmoor: The MMRPG from other campaigns with similar ongoing 
  structures. 
  Dave Arneson’s Blackmoor: The MMRPG is designed to allow players to participate alongside each other in the 
  rich fantasy world of Blackmoor that Dave Arneson created over 30 years ago. The campaign allows players to 
  travel all over the world attending conventions and gamedays that are running Dave Arneson’s Blackmoor events 
  while at the same time meeting new people with similar interests and ideas. Since the rules for the campaign are 
  the same everywhere in the world, players can quickly jump right into the action and play anywhere that people 
  are playing without having to worry about house rules.
  Campaign Staff
  Here are the names and contact information for the campaign staff. If you ever have a question, please feel free 
  to drop us a line.
  Executive Producer:  Tad Kilgore (tad.kilgore@dablackmoor.com)
  Operations Coordinator: Stewart Larsen (stewart.larsen@dablackmoor.com)
  Interim Plots Coordinator: Ken Austin (Ken.austin@dablackmoor.com)
  Convention Logistics and Promotion Coordinator: Shamba Warlick (shamba.warlick@dablackmoor.com)
  Campaign Background Coordinator: Tim Barth (tim.barth@dablackmoor.com) 
  Meta Gaming Organization Coordinator: Joe Kavanagh (joe.kavanagh@dablackmoor.com)
  Additional Support Provided By: Dustin Clingman, Richard Iorio II, James Maliszewski
  Special thanks go out to all the members of the DAB Campaign Document Review yahoo group.  
  For MMRPG updates, downloads, or to ask questions about Dave Arneson’s Blackmoor: The MMRPG visit 
  www.dablackmoor.com. Also feel free to join our Yahoo discussion group entitled: DAB-Campaign.
  3
  
  Part 2— Character Creation
  Your characters, like all heroes, start their career as novices. They 
  are fresh to the world, and ready to begin their journey of becoming 
  a legend. Through numerous successful adventures, your character 
  gains not only experience but also wealth, fame and power. 
  Before you begin adventuring in Dave Arneson’s Blackmoor you 
  need to create a character. This character can adventure in any 
  Blackmoor event, and has the opportunity to become a part of the 
  world as a whole. The following are the six steps to creating a 
  character for play in Dave Arneson’s Blackmoor:
  1.Generating Ability Scores
  2.Choose a Starting Age 
  3.Choose a Race  
  4.Choose a Class
  5.Hit Point Generating
  6.Selecting Skills and Feats
  7.Equipment and Starting Gold
  By following the steps provide you will quickly have a character 
  ready to face the challenges of Blackmoor.
  Number of Player Characters 
  In Dave Arneson’s Blackmoor  no limits are placed on how many 
  characters you can create. However, only one character may play 
  in a single event and, you cannot play two characters at the same 
  time in any event. Additionally, no player can play in an event 
  more than one time.
  Step 1: Generating ability scores
  Unlike a home campaign, a characters ability scores are not rolled 
  for in Dave Arneson’s Blackmoor; instead the point buy method 
  for ability scores found on Page 169 of the DMG v.3.5 is used. For 
  the purpose of the campaign, all players have 32 points to buy their 
  stats. Any adjustments made due to racial bonuses or penalties are 
  applied after the core ability scores have been determined.
  Step 2: Choose a Starting Age
  All player characters in Dave Arneson’s Blackmoor campaign must 
  be of adult age. No aging changes to any statistics may be made, so 
  if you create a player character that is venerable, they do not gain 
  any advantages or disadvantages. You are free however; to role-
  play a character with any age above that of an adult (according to 
  the Dave Arneson’s Blackmoor core book , p. 44).
  Step 3: Choose a Race 
  Races
  Players can choose any race found in Chapter 1 of Dave Arneson’s 
  Blackmoor campaign book. No other races are available to play. 
  What follows is a brief description of each of the races available 
  for play.
  Cumasti Elf
  The Cumasti elves have a long and rich history. Their race dates 
  back to prehistory as one of the first good races to walk the world. 
  They possess an inspirational ability to perform great works of 
  magic, art, and music. Until modern humans came to the world, 
  elves ruled the lush forests and plains. The elves aided men in 
  establishing themselves as a good race but the humans ultimately 
  betrayed them. The betrayal of the Cumasti split their society 
  into two opposing factions. Cumasti loyalists sought to mend the 
  wounds left by the human betrayal, believing that humans choose 
  their paths as individuals, not as a collective race. The other elves, 
  later to be called the Westryn elves, retreated from the world, 
  scarred by the human betrayal and vowing never to trust any other 
  race again. 
  Cumasti are intelligent and willing to experience life in all its 
  facets. They follow the traditions laid down for them so many 
  centuries ago by the first elves to walk the world. They love nature 
  and all that it offers. Cumasti are trusting and friendly, living to 
  experience the diversity of the peoples with whom they share. 
  They hold no hatred for any good race, though they find dwarves 
  too dirty and crass for their refined sensibilities. They view each 
  person as an individual whose deeds are weighed on a scale larger 
  than the elf’s ability to judge.
  Docrae
  The Docrae are a race of small humanoid beings with a long and 
  troubled past. Old legends mark them as a race of fun-loving and 
  curious folk, each with the appetite of two men. Some say that they 
  are curious and enjoy comfortable homes near their large and long-
  lived families. Yet these legends are mostly relics of the past. Even 
  before the Afridhi invasion, other races preyed upon the Docrae, 
  enslaving them and manipulating their trusting nature to their 
  own ends. Many Docrae escaped from the main Afridhi invasion 
  force and headed north in search of an area where they could live 
  peacefully and separately from those who would do them harm. 
  Today the Docrae are a hardy and wise folk who have cultivated 
  their warrior nature from the need to protect themselves and 
  their families from exploitation or violence. Despite their small 
  physical stature, Docrae are formidable opponents and are masters 
  of ranged and melee weaponry. While not as strong as their human 
  4
  Table 2-1: Racial Ability Adjustments
  Race
  Ability Adjustment
  Cumasti Elf
  +2 Intelligence, -2 Constitution
  Docrae
  +2 Dexterity, -2 Strength
  Dwarf
  +2 Constitution, -2 Charisma
  Gnome
  +2 Constitution, -2 Strength 
  Half-Elf
  None
  Halfling
  +2 Charisma, -2 Strength
  Half-Orc
  +2 Strength, -2 Intelligence, -2 Charisma
  High Thonian
  +2 Intelligence, +2 Charisma, -2 Dexterity
  Peshwah
  +2 Charisma, -2 Intelligence
  Thonian
  None
  Westryn Elf
  +2 Strength, +2 Dexterity, -2 Intelligence, -2 
  Charisma
  
  counterparts, Docrae use their dexterity and cunning to deliver 
  critical strikes capable of besting much larger opponents.
  Dwarf
  The dwarves of Blackmoor are an industrious and proud people. 
  For generations they have created beautiful and awe-inspiring 
  crafts, as well as immense cities of stone. Dwarven cities are 
  wondrous to behold, yet outsiders seldom see them. Rumors say 
  that the entire City of Blackmoor could fit within the Regent of the 
  Mines’ mighty stronghold. As the chief miners in Blackmoor, the 
  dwarves play an important role in procuring the precious metals 
  gold, platinum, and mithral. While these metals are valuable, the 
  dwarves also control the major locations of the raw gems needed to 
  create spell foci. This makes the dwarves an important ally for the 
  Wizards’ Cabal, which often stations arcane warriors near dwarven 
  settlements to keep an eye on the mines. Dwarves in Blackmoor 
  have also applied science to their industrious efforts. They have 
  mastered great steam engines that assist in mining, helping them 
  delve deep into the hearts of Blackmoor’s mountains.
  Dwarves are proud of their heritage as well as their handiwork. 
  They are quick to boast about themselves and their people. Fond 
  of good drink and fine food, dwarves are often drawn to the art of 
  cooking. They are fiercely loyal to their kin and slow to befriend 
  outsiders. At times, a dwarf may dub a foreign companion “Dwarf-
  Friend” — creating a lifelong bond between the dwarf and his ally. 
  This bond transcends simple mortality and often passes on to such 
  a friend’s family and heirs. It is not uncommon for dwarves to 
  adopt the immediate members of a Dwarf-Friend’s family.
  Gnome
  Establishing themselves as learned engineers and skilled craftsman; 
  Blackmoor’s gnomes earn their living working cooperatively with 
  High Thonians and dwarven engineers. Gnomes love to solve 
  puzzles and their mental and manual agility make them welcome 
  company. 
  Gnomes are an open and trusting people whose lives revolve 
  around their work. While kind to each other and their patrons, 
  individuals who needlessly distract them from their precious work 
  easily annoy gnomes. The definition of need is of course up to 
  the gnome in question. As such, gnomes are often chided for their 
  blunt behavior. Nobles who need their skills tolerate them, but revel 
  when they are free of them. Left to themselves and their work, 
  gnomes are pleasant. They work hours at a time on their precious 
  gadgets and are driven to complete every project they start.
  Half-Elf
  Blackmoorian half-elves are rare since they come only from the 
  union of a Cumasti elf and a human. Half-elves often feel lost, not 
  knowing where they fit in. They wander the world, looking for a 
  home where they can live in peace. Humans use the term “half-elf” 
  to describe this race. Cumasti call them Ni’ssillin (“Lost Ones”) 
  and Westryn call them Do’rioa (“Cursed Blood”). 
  Half-elves are a very accepting people. They do not judge 
  individuals, even half-orcs, by their race. They realize that 
  circumstances can sometimes create strange outcomes. Because 
  of this, they tend to take their time when making decisions and are 
  outwardly slow to warm up to others.
  Halfling
  Halflings are the most welcome of visitors throughout Blackmoor. 
  They bring stories and goods to trade and are free from other races’ 
  mistrust. Halflings are uniquely able to obtain secret information, a 
  trait, which has made them important friends in dangerous lands. 
  Halflings are kind and friendly folk who love to tell stories and eat. 
  They are known throughout the land for their ability to entertain. 
  While they are friendly, they are also skilled traders and drive hard 
  bargains, using their natural charisma to influence their dealings 
  with others. Halflings are industrious and quickly adapt to the 
  customs of the lands in which they settle.
  5
  
  Half-Orc
  On the Blackmoor frontier’s far reaches, orcs raid human 
  settlements in search of wealth and food. These raids have in turn 
  generated offspring in the form of half-orcs. Half-orcs who do not 
  exhibit clear and distinct human traits are often allowed to remain 
  within the orc culture. Orcs slaughter those who are obviously part 
  human or who fall out of favor. Some half-orcs manage to escape 
  and spend the remainder of their lives hunted by both men and orcs, 
  which forces many half-orcs to live away from civilization, in small 
  bands or on their own. Often they seek some sort of belonging with 
  others and adventure for the respect and acceptance that can come 
  from the skilled use of a battle axe. 
  Half-orcs have little patience with others, a trait that may be the 
  result of years of abuse and rejection. They love to fight and greatly 
  value what friendship they can find. They enjoy good food and drink 
  and are always open to reveling. They tend to overcompensate for 
  the lack of positive attention they received over the course of their 
  segregated, hunted lives.
  High Thonian
  The High Thonians are members of the highest, most powerful 
  human social caste within Blackmoor’s borders. While High 
  Thonians tend to come from advantaged backgrounds, not all of 
  them have the stomach for politics or fighting. Many use their 
  family names and backgrounds to pursue science and other 
  academic matters. Several teachers at the University of Blackmoor 
  are High Thonians from important families.
  High Thonians are studious people and excellent entertainers. 
  They spend their time learning and finding new and interesting 
  ways to entertain themselves and their wealthy friends. Noble 
  Thonians spend their money freely to impress others or to purchase 
  necessary parts for their inventions. They are kind and gentle to 
  others but are venomously possessive of their expansive libraries 
  and eccentric inventions.
  Peshwah
  Not so long ago, a tribe of humans settled the Plains of Hak, bringing 
  their horses with them. This tribe is known as the Peshwah. The 
  Peshwah are gentle and nomadic souls who enjoy the feel of life 
  from the back of their horses. Until they met the Afridhi, they knew 
  no war or serious conflict. As the Afridhi drove these peaceful 
  people in front of them across the plains, spilling their blood and 
  killing their fathers and sons, the Peshwah grew hard and fierce 
  — proving that even a horse will turn to face the lion. After the 
  combined forces of the northern barons and the other good races 
  halted the Afridhi’s advance, the Peshwah once again settled into 
  their windswept homeland. This time though, they have a purpose: 
  the vengeance pounding in their collective heart. 
  Peshwah are a well-meaning people. They have pleasant natures 
  and are willing to help their own kind without asking for anything 
  in return. Peshwah mistrust outsiders, including the other human 
  races, but they are rarely hostile toward them. The burning racial 
  anger they hold in their hearts is for the Afridhi alone.
  Thonian
  Thonians are the everyday citizens in Blackmoor and its 
  surrounding vicinity. The noble caste rules them, and many take 
  jobs as servants in High Thonian houses. Many long for better 
  lives and strive to find wealth and power. 
  Thonians are very much normal humans. They are well tempered 
  but sometimes show disdain for their lot in life. Thonians do not 
  share in the privilege or money that they see all around them. 
  Thonians also are angered that they cannot join the nobility, 
  regardless of their financial status, without a direct appointment 
  6
  
  from the king. They are family-loving people who try to better 
  themselves.
  Westryn Elf
  Once part of the greater elven race, the Westryn elves have 
  branched away from their Cumasti cousins since the Black Queen’s 
  fall and her father’s curse on the Forest Realms of the West. The 
  “Black Curse,” as the Westryn call it, has made it impossible for 
  the Westryn to produce viable offspring with any other race. This 
  fact coupled with a policy of isolation has alienated them from 
  other races and cultures. 
  The serious and rarely smiling Westryn elves is the sourest bunch 
  of grapes on the good races’ vine. Westryn elves have large chips 
  on their shoulders and are extremely xenophobic. They rarely trust 
  any race outside of other elves, and those few individuals that they 
  do trust have won that prize only after a hard-fought struggle. 
  Westryn are quiet but quick to anger and are blunt and brusque 
  with other races.
  Westryn elves receive a +1 level adjustment. See the DMG 
  v.3.5, Chapter 6: Characters, “Races,: Monsters as Races for an 
  explanation of level adjustment. Table 2-2: Westryn XP per Level 
  identifies the point when a character has earned enough XP to level 
  up in experience.  In order to help create a level playing field for 
  all characters in the campaign all Westryn Elfs must “buy back” 
  their level adjustment at third level.  Please see the new XP chart 
  below.
  Table 2-2: Westryn XP per Level
  Level
  Experience Needed
  1
  0
  2
  2,000
  3
  5,000
  4
  9,000
  5
  13,000
  6
  18,000
  7
  24,000
  8
  31,000
  9
  39,000
  10
  48,000
  11
  58,000
  12
  69,000
  13
  81,000
  14
  94,000
  15
  108,000
  16
  123,000
  17
  139,000
  18
  156,000
  19
  174,000
  20
  193,000
  Step 4: Choose a Character Class
  Players can choose any base class found in the PHB v.3.5 as well 
  as those found in Dave Arneson’s Blackmoor. Table 2-3: Playable 
  Classes lists those initially available to players. To see what 
  changes have been made to classes in Blackmoor please refer to 
  Part 4: Class Guide Book and Metagame Policy.
  Step 5: Hit Point Generation
  All characters gain maximum hit points plus their Constitution 
  bonus at 1st-level and 2nd-level. When your character reaches 3rd 
  level, assign three-fourths of the maximum hit points available for 
  your character class, plus the Constitution bonus or penalty. For 
  example your Barbarian character with a 15 Constitution (+2 hit 
  points per level) has a hit point total of 14 at 1st-level and 14 and 
  2nd-level. Upon gaining 3rd-level, the barbarian would get 11. 
  Refer to Table 2-4: Hit Points/Level after 2nd level to see what 
  hit points your character receives per level starting at 3rd-level.
  Step 6: Selecting Skills and Feats
  Newly created characters spend their starting skills points on 
  skills listed in the PHB v.3.5, Dave Arneson’s Blackmoor, and The 
  Wizards’ Cabal. No skills from any outside sources are allowed. 
  Any feat found in the PHB v.3.5 and Dave Arneson’s Blackmoor 
  can be taken as long as the character meets the requirements for 
  that feat. The following feats from The Wizards’ Cabal are open to 
  players: Cabal Heritage, Cabal Training, Magical Heritage.  To see 
  what changes have been made to skills and feats in the Blackmoor 
  campaign please refer to Part 4: Class Guide Book and Metagame 
  Policy.
  Craft, Perform, Profession and Sleight of Hand skills can be used 
  to earn additional gold pieces if the player expends additional 
  time units in the process. These are also detailed in Part 4 of this 
  guide.
  7
  Table 2-3: Playable Classes
  Class Name
  *Arcane Warrior
  Barbarian
  Bard
  Cleric
  Druid
  Fighter
  Monk
  **Monk of the Order of the Fallen Star
  * Noble
  Paladin
  Ranger
  Rogue
  Sorcerer
  Wizard
  * Wokan
  Notes: 
  * Blackmoor Specific Class, see Dave Arneson’s 
  Blackmoor  for details
  **See Wizards’ Cabal for details
  
  New Skills 
  The skills presented here extend the skill set available in the 
  PHB. Except where noted, all skills work in the same manner 
  as described in the PHB. Some skills have been modified and 
  expanded to better fit into the Blackmoor campaign setting. For 
  example, Speak Language has been modified to accommodate the 
  languages of Blackmoor’s races. 
  Knowledge (Int; Trained Only) The additional knowledge subsets 
  in Blackmoor are as follows:
  Clockwork: Knowledge of clockwork constructions and 
  general workings of timepieces.
  Steamwork: Knowledge of steam engineering techniques and 
  workings.
  Knowledge (local): This skill is represented by a subset of 
  regions within Blackmoor. Each time a player selects ranks 
  in this skill, she must choose a subset.  The available subsets 
  are as follows: Kingdom of Blackmoor, Duchy of Ten, Great 
  Dismal Swamp, Plains of Hak, Cumasti Realms, Westryn 
  Realms, Dwarven Realms, Peaks of Booh.
  Secret Language (None; Trained Only) The Secret Language 
  skill works like the Speak Language skill, with the following 
  exceptions:
  Some classes learn secret languages at 1st level. Only characters 
  of the indicated class may learn the language, and at 1st level 
  automatically do so at no cost. 
  
  Table 2-5: Secret Languages
  Secret 
  Language
  Speakers
  Alphabet
  Arcanthi
  Sorcerers(only)
  Arcanthi
  Chale
  High Thonians(only)
  Thonian
  Combat 
  Whistles
  Afridhi(only)
  None
  Druidic
  Druids(only)
  Druidic
  High Common
  Nobles(only)
  Thonian
  Profectorrin
  Arcane Warriors(only)
  Thonian
  Sheet
  Bards(only)
  Sheet
  Sign Language
  Open
  None
  Smoke Signals
  Peshwah(only)
  Smoke
  Thieves’ Cant
  Rogues(only)
  Cant
  Table 2-6: Blackmoor Languages and Alphabets
  Language
  Typical Speakers
  Alphabet
  Abyssal
  Demons, chaotic evil outsiders
  Infernal
  Aquan
  Water-based creatures
  Elven
  Auran
  Air-based creatures
  Draconic
  Bestial
  Beastmen
  Bestial
  Celestial
  Good outsiders
  Celestial
  Common
  Afridhian
  High 
  Thonian
  Peshwahan
  Humans, Half-Elves
  Afridhi
  High Thonians, Wizard 
  Cabalists
  Peshwah
  Common
  Docrae
  Docrae
  Common
  Draconic
  Chromatic
  Metallic
  Kobolds, troglodytes, lizardfolk
  Evil Dragons
  Good Dragon
  Draconic
  Dwarven
  Dwarves
  Dwarven
  Elven
  Cumasti
  Westryn
  Elves
  Cumasti
  Westryn
  Elven
  Elven
  Elven
  Ferrosian
  Metal-based creatures
  Dwarven
  Giant
  Ettins, ogres, giants
  Dwarven
  Gnome
  Gnomes
  Dwarven
  Goblin
  Goblins, hobgoblins, bugbears
  Bestial
  Gnoll
  Gnolls
  Bestial
  Halfling
  Halflings
  Common
  Ignan
  Fire-based creatures
  Draconic
  Infernal
  Devils, lawful evil, outsiders
  Infernal
  Orc
  Black-
  Speech
  Orcs
  Orcs of the Black Hand
  Bestial
  Bestial
  Sylvan
  Dryads, brownies, wood-based 
  creatures
  Elven
  Terran
  Earth-based creatures
  Dwarven
  Table 2-4: Hit Point/Level after 2nd Level
  Class
  HP/Level
  Arcane Warrior*
  6
  Barbarian
  9
  Bard
  4
  Cleric
  6
  Druid
  6
  Fighter
  7
  Monk
  6
  Monk of the Order of 
  the Fallen Star**
  6
  Noble*
  4
  Paladin
  7
  Ranger
  6
  Rogue
  4
  Sorcerer
  3
  Wizard
  3
  Wokan*
  4
  Notes: 
  * Blackmoor Specific Class, see Dave Arneson’s 
  Blackmoor  for details
  **Class from Wizards’ Cabal
  
  Sign language is an open secret language. Any character may 
  learn sign language as a skill as long as they are literate. Secret 
  languages and their alphabets are summarized on Table 2-5: 
  Secret Languages. 
  Speak Language (None; Trained Only) Blackmoor’s common 
  languages and their alphabets are summarized on Table 2-6: 
  Known Languages in Blackmoor . This table replaces that found 
  in the PHB, but the function of the skill remains. 
  Step 7: Equipment and Starting Gold
  Newly created characters receive maximum gold pieces for their 
  starting classes. Refer to Table 2-7: Starting Gold to see what the 
  starting gold is for your choose character.
  Table 2-7: Starting Gold
  Class
  Gold Pieces
  Arcane Warrior*
  240 GP
  Barbarian
  160 GP
  Bard
  160 GP
  Cleric
  200 GP
  Druid
  80 GP
  Fighter
  240 GP
  Monk (including 
  Order of the fallen 
  star)
  20 GP
  Noble*
  360 GP
  Paladin
  240 GP
  Ranger
  240 GP
  Rogue
  200 GP
  Sorcerer
  120 GP
  Wizard
  120 GP
  Wokan*
  80 GP
  Notes: 
  * Blackmoor Specific Class, see Dave Arneson’s Blackmoor  for 
  details
  During the character creation process you can buy equipment, 
  from Table 7-5: Weapons, Table 7-6: Armor and Shields, and Table 
  7-: Goods and Services from the PHB v.3.5, as well as items from 
  the tables on pages 106 and 10 of Dave Arneson’s Blackmoor 
  (all weapons here are exotic weapons). In the case of PHB Table 
  7- sections dealing with Transport, and Spellcasting and Services 
  are not in use from the trade goods table. You may also purchase 
  Masterwork versions of these weapons if you have the funds.  In 
  addition, you may purchase potions or scrolls up to and including 
  second level spells. 
  Wizards who start play as members of the Wizard’s Cabal are 
  granted a Novice Focus, as described in Dave Arneson’s Blackmoor. 
  If the Wizard is a specialist, the Focus is of a type appropriate to 
  the chosen specialty.  This equipment is granted to you free of 
  charge since it is included as part of your tuition at Ard’s School 
  of Wizardry.  If this initial Focus is lost or stolen, the Wizard must 
  craft or purchase another one at their own expense.
  Racial equipment access: Racial equipment, armor and weapons 
  can only be bought by members of that race, or if they are found 
  during play in the Dave Arneson’s Blackmoor: The MMRPG 
  campaign. Members of other races must have these items certed. 
  9
  Table 2-8: Available Deities
  Deity
  Align
  Domain
  Weapon
  Aeros **
  N
  Air, Knowledge, Time1
  Quarterstaff
  Baldin
  NG
  Esteem1, Good, Sun
  Quarterstaff
  Charis *
  LG
  Animal, Death, Earth, Plant
  Flail
  Dealth **
  CN
  Magic, Obscuration1, Travel, 
  Trickery
  Short Sword
  Dhumnon * 
  LG
  Law, Merchant1, Nobility
  Longsword
  Elgath
  CN
  Animal, Chaos, War
  Longbow
  Faunus **
  CN
  Animal, Esteem1, Plant
  Longbow
  Ferros **
  N
  Metal*,Miner’s Sense1, Strength
  Elven 
  Longblade2
  Fiumarra **
  CN
  Destruction, Fire, Sun
  Longsword
  Fronaus
  N
  Law, Nobility1, Protection, 
  Strength
  Longsword
  Hak†
  N
  Air, Luck, Travel
  Scimitar
  Hemgrid *
  N
  Earth, Miner’s Sense1, Strength
  Greataxe
  Henrin
  LG
  Good, Nobility1, Protection
  Longsword
  Hersh
  CN
  Chaos, Esteem1, Luck
  Rapier
  Hydros **
  N
  Healing, Protection, Water
  Heavy Flail
  Insellageth††
  NG
  Dragon1, Knowledge, Magic
  Longspear
  Kadis
  N
  Earth, Metal1, Miner’s Sense1
  Heavy Pick
  Kela *
  NG
  Merchant1, Metal1, Miner’s Sense1
  Warhammer
  Mieroc *
  LG
  Knowledge, Metal1, War
  Waraxe
  Mwajin
  NG
  Air, Merchant1, Travel, Water
  Longspear
  Odir
  LG
  Knowledge, Magic, War
  Shortspear
  Ordana ** 
  NG
  Good, Knowledge, Nobility1, 
  Protection
  Elven 
  Longblade2
  Pacuun
  CG
  Chaos, Good, Sun, Travel
  Bastard 
  Sword
  Pathmeer *
  LN
  Knowledge, Obscuration1, Travel
  Heavy Mace
  Phellia
  NG
  Esteem1, Good, Magic
  Longsword
  Raelralataen†
  LN
  Death, Law, Strength
  Sickle 
  Sword2
  Sacwhynne
  CG
  Chaos, Good, Nobility1, Strength
  Longsword
  Shau *
  LN
  Law, Protection, Strength, War
  Greataxe
  Sollus
  NG
  Good, Plant, Sun
  Scythe
  Sylvian **
  N
  Chaos, Entropy1, Luck, War
  Sickle
  Terra **
  LN
  Death, Earth, Law
  Warhammer
  Tilla$
  CG
  Esteem1, Obscuration1, Travel, 
  War
  Short Sword
  Tsartha††
  N
  Dragon1, Healing, Law, Protection
  Short Spear
  Yoosef†
  N
  Earth,Knowledge, Protection
  Arbir2
  Notes
  1 New Domain, see Dave Arneson’s Blackmoor 
  2  New Weapon, see Dave Arneson’s Blackmoor 
  * Dwarf and Gnome Deity
  ** Elven Deity
  † Peshwah Deity
  †† Draconic Diety
  $ Docrae and Halfling Diety
  
  Racial equipment is defined as any equipment that has the name of 
  a race in its name.  For example, the dwarven slugbow from Dave 
  Arneson’s Blackmoor is a dwarven weapon; only dwarves can 
  buy this without campaign documentation.  Half-breed races can 
  buy racial equipment from either parent race (thus a half-orc can 
  buy an orc double axe, and a half-elf can buy elven equipment).  
  Special: The Sickle Sword and Spidersilk armors and shields are 
  considered Peshwah racial equipment.  
  The carrying capacity rule is used in the Dave Arneson’s Blackmoor: 
  The  MMRPG campaign, so be sure to make a note of how much 
  the gear your character is carrying weighs.
  What’s Next?
  Your character is more than just a collection of numbers, skills, 
  feats and spells. They are part of the world of Blackmoor. After 
  creating your character, take a few minutes to think about their 
  background. Think of what their life was like, before they decided 
  to embark on the journey of becoming a hero. Is your character a 
  fighter? Or, is she Nalla Kirkko a determined woman who learned 
  how to fight near the Peak of Booh? Is he just a thief, or is Karn 
  The Black, hailing from the streets of Boggy Bottom, where since 
  a young lad, he has had to fight to survive? 
  Alignment
  Characters can be any non-evil alignment. Characters that are evil 
  are not allowed in play, and those that become evil through episode 
  play in the Blackmoor campaign world are removed from play (see 
  PHB v3.5 Chapter 6 for further details on alignment).
  Deities Allowed
  Clerics and other classes can worship any non-evil deity found 
  in Dave Arneson’s Blackmoor. Table 2-8: Available Deities 
  summarizes the deities available to the characters and their domains. 
  Full descriptions of the Deities of The North, Dwarven, Gnome, 
  and Elven deities can be found in Dave Arneson’s Blackmoor.
  Other Character Options
  Adventuring Animals
  Players frequently will want to travel with animals during an 
  episode. There are few restrictions to this as outlined in this section. 
  Any adventuring animals may only use the following magical item 
  types:
   - One amulet, collar, necklace or other neck gear
   - One cloak
   - One suit of barding if the animal is trained to use it
  Animal Companions
  Rangers and druid PCs are able to have animal companions that 
  are either normal or dire animals and this companion is the same 
  as a normal animal. Complete rules for animal companions are 
  found in the PHB v.3.5 page 36. Use these rules to determine the 
  starting level for your animal companion.  Animal companions 
  come fully trained with their full complement of tricks (3 per point 
  of Intelligence, plus bonus tricks based on effective druid level).  
  Any animal companion that is only available in an aquatic 
  environment is not available in Blackmoor, as most adventuring 
  takes place on land.  In addition, none of the dinosaur species are 
  permitted as animal companions.  
  Blackmoor offers some expanded options for druids and rangers 
  who choose to take an animal companion when one becomes 
  available to them.  Some of these options are not normal or dire 
  animals.  The extra options are as follows:
  Level-3
  Heavy Steppes Charger (Blackmoor Campaign Setting)
  Light Steppes Charger (Blackmoor Campaign Setting)
  Level –6
  *Blink dog (magical beast)
  Owlbear (magical beast)
  Level –9
  Grazer (Blackmoor Campaign Setting)
  Level –12
  Giant Eagle (magical beast)
  Giant Owl (magical beast)
  $Pegasus (magical beast)
  $Unicorn (magical beast)
  Level –15
  Pseudodragon (dragon)
  *May only be selected by a LN, NG or LG character
  May only be selected by a NG, LG or CG character
  $May only be selected by a NG, CG or CN character
  Familiars
  Familiars are gained according to the rules in the PHB v3.5. 
  Players may not choose to have an evil familiar.  The 100gp cost 
  for magical materials to perform the ritual must be recorded on 
  your Character Tracking Log Sheet.  If a character’s familiar is 
  either slain or dismissed, this must be documented on the Character 
  Record Log Sheet, including any XP loss.  
  Paladin Mounts
  Paladin mounts are handled as described in the PHB v3.5.  Paladin 
  mounts have average hit points according to their type as given in 
  the MM v3.5.  
  Normal Animals
  Any animals listed in the PHB v3.5 on Table 7- may be purchased 
  10
  
  freely between scenarios.  Donkeys and mules come with no tricks 
  known.  All other animals know the basic Attack trick; warhorses 
  and war ponies are ‘trained for war’ and know the Attack trick 
  twice, allowing them to attack all creatures.  
  When purchasing an animal, players can pick an extra trick for 
  each point of Intelligence the animal has. Only the tricks listed 
  under the Handle Animal skill can be chosen. All animals can be 
  trained with 3 tricks per point of intelligence (so, for example a 
  riding dog could learn 6 tricks).  
  Any animal gained during play that possesses traingin that exceeds 
  the listed standard training must be documented with an official  
  Certificate. Any such animal that is not certified is not allowed in 
  play. 
  Characters that have the Handle Animal skill can train their 
  animals.  The characters must have the ability to train the animal 
  type (see skill description, PHB v.3.5, page 74), and spend 1 TU 
  to teach the animal one trick. The player must succeed at a Handle 
  Animal check after the TU cost is paid, and a judge must witness 
  this check.  Failing the check means that the animal isn’t trained.  
  Alternatively, players may attempt to train an animal for a special 
  purpose as described in the Handle Animal skill.  TU costs for 
  special purpose training are as follows:
  Combat Riding: 6 TU
  Upgrade from Riding to Combat Riding: 3TU
  Fighting: 3 TU
  Guarding: 4 TU
  Heavy Labor: 2 TU
  Hunting: 6 TU
  Performance: 5 TU
  Riding: 3 TU
  Players must train your animal at the table prior to the start of an 
  adventure. Players may not attempt another training check until 
  after completing another adventure.
  Learning New Arcane Spells
  After each completed episode, wizards are allowed to learn one 
  new spell for each class level that they have. This allowance does 
  not include the two normal spells that a wizard would learn when 
  he gains a level, but does assume that he has the proper source 
  (spell focus, scroll, etc) and appropriate destination (spell focus, 
  spell book). For further rules on learning new spells, refer to Dave 
  Arneson’s Blackmoor page 73 as well as the PHB v3.5 for rules on 
  magical writings. 
  All skill checks to learn new skills must be made before leaving 
  the table and under the supervision of the table judge. 
  Character Redesign
  As you continue playing Dave Arneson’s Blackmoor: The MMRPG, 
  you may decide that you wish you had built your character a 
  different way, or a new book may become available with new feats 
  and classes that more match your character concept.
  As a general rule, you are not allowed to go back and make changes 
  to your characters on a whim.  This is to maintain the integrity of 
  the rules and the balance of the campaign. There are a couple of 
  exceptions to this rule. 
  If your character has not yet played their first adventure as a second 
  level character, you may do a complete redesign of your character. 
  This gives you a couple episodes to try out a concept without the 
  concerns that your concept is not as survivable or fun to play as 
  you had initially thought.  In this situation, your PC gets to keep 
  all rewards, coin, XP, and certificates. All we ask is that the PC 
  keeps the same name that is on any certificates that they may have 
  gained.
  Also, the campaign staff may, at their discretion, announce a formal 
  rebuild process for all heroes in the campaign. Such an event would 
  likely be at a time when there has been a substantial amount of new 
  material added to the campaign.  This is not guaranteed to happen 
  every year, but this will not occur more than once each year.
  Rising in level
  As you adventure and play more episodes the Dave Arneson’s 
  Blackmoor: The MMRPG campaign, your character will acquire 
  experience points and rise in level. Generally your characters 
  will advance as described in the PHB v.3.5 and Dave Arneson’s 
  Blackmoor campaign book.
  Bookkeeping
  As a player there are three key items to keep track of your character. 
  The first item is the character sheet. A Blackmoor Campaign 
  character sheet is provided at the end of this document and is the 
  recommended character sheet.
  The second item is the Character Tracking Log Sheet. After each 
  episode, players will need to track the gold earned and spent, XP 
  earned and used, and the Time Units the character spent adventuring 
  or doing other tasks on the Character Tracking Log Sheet. 
  Each entry on the log sheet represents an activity that a character 
  has participated in.  The log sheet must be completed by the player 
  and signed by the judge at the completion of an episode or any 
  non-adventuring activity.
  The third item is a collection of Certificates (certs). If a character 
  gains special magic items, influence or enmity with NPC 
  characters or groups, or other notable items, she will be provided 
  with a certificate for that item. A player having possession of a 
  certificate represents their character’s ownership of that item 
  or favor. Certificates are kept and used for as long as the player 
  wishes. Some Certificates might be one time use, or have a number 
  of charges to them. Once these are used, they are ripped up and no 
  longer allowed in play.
  Time Units
  Time units (TU’s) are used to keep track of the amount of time a 
  character spends doing any given thing.  Each character receives 
  thirty-seven (37) TU’s per calendar year.  TU’s reset on January 1st 
  of any year; they will not carry over from year to year.  Each time 
  unit is roughly equivalent to one Blackmoorian tenday, or week, 
  11
  
  although this is somewhat abstract.  
  Each episode played will usually cost one TU per adventure round 
  (there may be exceptions to this general rule).  TU’s can also be 
  spent for nonadventuring activity such as creating mundane or 
  magical items, working with a metaorganization, or other things as 
  designated on specific certificates.  
  Upkeep
  Because it can sometimes get tedious tracking every arrow, iron 
  rations and other mundane consumables purchased, as well as the 
  cost for every mug of ale at every inn, the following things are 
  considered “free”:  Basic inn stays (common room) including the 
  ‘special’ for meals which includes one tankard of watered ale or 
  mead, or one glass of watered wine, and any rations that would 
  need for travel on the road.  
  In addition, up to 20 arrows or bolts and any healing kits are 
  replenished to full capacity at the beginning of any episode (note 
  that a player must own a healing kit, arrows or bolts to have them 
  replenished; they are not free equipment for every character).  
  If a player wants to live a better lifestyle for roleplay reasons (for 
  example, as a noble might), they have to buy the better items and 
  food and record the spending on a log sheet.  
  Living off the Wild
  Some episodes may not allow for standard upkeep, but requires 
  that players must live off of the wild to survive.  This becomes 
  important in other circumstances, as in when the mule with all of 
  your provisions falls off a steep cliff or a blue dragon comes by and 
  destroys all of the water the party was carrying in the desert.  By 
  making a Survival check, characters can ‘live off the wild’ for an 
  episode, eating wild berries, washing in streams and sleeping out 
  under the stars.  This check is a DC 20 Survival check; you may 
  not take 20 on this check unless the character has a class ability 
  that allows it (for example, a 10th level Docrae Outlook).  If the 
  check is failed, several penalties accrue.  First, the character has 
  a –4 circumstance penalty to all Charisma based checks for the 
  duration of the episode.  Second, the character is fatigued until  a 
  way to remove the fatigue is found (by resting or spells).  Third, 
  the character does not replenish any free items as outlined under 
  Upkeep.    
  Character Tracking Log
  In order to track the GP earned and spent, XP earned and spent, 
  and Time Units spent, all PCs have a Character Tracking Log (see 
  Diagram 2-1), which must be maintained by the player. Each PC 
  the player has must have his or her own Character Tracking Log. 
  A copy of the log sheet is provided at the end of this document; 
  you may freely copy this sheet for your own use.  
  To use the log sheet, first record your name and your character’s 
  name in the proper spaces at the top of the log sheet.  Under log #, 
  list the log number.  If this is your first log sheet for this character, 
  you would write ‘1’ here.  Subsequent logs would be numbered 
  sequentially, ‘2’, ‘3’, etc.  In the boxes at the top labeled ‘Previous 
  Amounts’, you will write the amount of GP, XP and TU listed 
  at the bottom of your previous log sheet.  If this is your first log 
  sheet, you will have the amount of GP left after buying your initial 
  equipment at character creation, 37 TU (this is how many TU you 
  get for the game year), and 0 XP (as you would be a brand new 
  character).  
  Underneath all of this are 3 identical boxes, each of which can 
  record an episode’s worth of activity.  For each episode you play, 
  record the episode name, the ATL you played the episode at, the 
  name of the convention, gameday or home location you played 
  the episode at, and the date you played the episode in the spaces 
  provided.  Below this are spaces for your judge to sign and print 
  their name, certifying your play.  
  On the left side is an area for Items Bought/Sold/Found.  This is 
  where you record any certificates you may have gained or lost 
  during the adventure, as well as any equipment you may have 
  bought (magical or mundane).  Write the name of the item on the 
  left, and then the GP value gained or lost on the right under ‘GP 
  spent/earned’.  
  Below this is a section for Notes.  This is where you can record a 
  short synopsis of what you did in the episode, including any favors 
  or enmities you may have gained or lost.  
  To the right is an area with several boxes that is used to track your 
  GP, XP and TU gain and expenditure.  The top three boxes are your 
  starting GP, TU and XP at the beginning of the adventure.  If this is 
  the first adventure on this log sheet, these numbers will be identical 
  to those at the top of the log sheet.  Otherwise, they will match the 
  totals for the previous adventure listed.  
  Below this is a row of boxes for Adventure GP, TU and XP gained 
  or lost.  In the Adventure GP box, you record any wealth you 
  earned as a result of adventuring activity in the module, including 
  the sale of certificates (both those you have earned in this module 
  and in prior modules) or mundane treasure items such as the 
  equipment of vanquished foes.  The Adventure TU box records 
  how many TU you spent to go on this adventure (usually 1 TU 
  per adventure round).  Finally, the Adventure XP box records how 
  many experience points you earned as a result of the adventure 
  (normally 750 XP, but in certain cases may be more or less).  
  The third row of boxes, labeled ‘Other GP’, ‘Other TU’, and 
  ‘Other XP’, is for recording GP, TU and XP gain or loss as a result 
  of non-adventuring activity.  This includes skill checks to earn 
  gold, any TU expenditure for metaorganizations or as required by 
  certain certificates, and any XP gain or loss from non-adventuring 
  activities.  
  The fourth row, labeled ‘MIC GP’, ‘MIC TU’, and ‘MIC XP’, is 
  for recording any expenditures related to magical/mundane item 
  creation (MIC).  
  The fifth row, labeled ‘Total GP’, ‘Total TU’, and ‘Total XP’, is 
  where you record the final totals for gold, TU and XP at the end of 
  the module.  These will be your starting GP, TU and XP for your 
  next adventure.  
  Gaining Certificates
  As characters adventure in the Blackmoor campaign they acquire 
  treasure, favors and magic items. All items of importance found 
  in the Blackmoor campaign have a certificate representing a 
  12
  
  characters ownership of an item (See Diagram 2-2). Basically if a 
  player has the certificate, her PC has the item or favor. Certificates 
  are signed and dated by the GM, and include where the item was 
  obtained. 
  Note that not all certificates can be traded.  Influence you have 
  earned is personal and cannot be traded or bartered.  A certificate 
  that documents a favor owed you by someone else cannot be traded 
  to someone else, although you could, under the right circumstances 
  use the favor to assist another player if the text in the certificate 
  allows it.  In general, assume that any certificate that documents a 
  single physical thing, can be traded.  The possession and ownership 
  of some items in the campaign are documented through the use of 
  shopping certificates.  Items purchased on shopping certificates 
  cannot be traded unless the item in question is converted to its own 
  cert at a marketplace.
  Item Certificates are to be kept and used for as long as the player 
  wishes. Some Item Certificates might be usable one time; other 
  may have a number of charges to them. Once these are used, they 
  are ripped up and are no longer allowed in play. Gaining an Item 
  Certificate is a 3-Step process, which must be followed at all 
  times.
  Item Certificate Process
  The table judge will hand out certificates at the end of the episode. 
  There may be some certificates that will be given to each character 
  at the table, such as the party getting the favor of the Wizards’ 
  Cabal for tracking down a rogue wizard. 
  There may also be a unique item awarded to the table, such as the 
  Shadow Warhammer of the Dread Lizard that the party found in 
  the bandit’s treasure horde.  In this case, the players must decide 
  how the Item Certificates are divided among the characters. Use 
  the following process to determine distribution of Item Certificates 
  that are in dispute.
  Step 1: Peaceful Resolution Mode
  The players each divide up the Item Certificates without debate. 
  This is obviously the preferred method of distribution.  The table 
  may collectively choose to sell certificates for their GP value; in 
  this case, take half the market value listed on the certificate and 
  award it to the party to divide how they wish.  If everyone is happy 
  you may proceed to Step 3, otherwise proceed to Step 2.
  Step 2: Challenge Mode
  Should players not be able to come to a resolution on the distribution 
  of Item Certificates, two or more players may signify that they 
  intend to challenge for a single Item Certificate.  Players MAY 
  NOT roll dice to determine who gets what items.  This must be 
  resolved in character and not through random chance.   
  The process is easy, and begins with the judge verifying that 
  the players agree to participate in the challenge. If the challenge 
  goes forward both players immediately spend 1 TU and the Item 
  Certificate is then considered sold to the party and treasure divided 
  equally (sold for 50% and given to party; 600 GP item becomes 
  50 gold for each member of a 6 person party.) Should a player not 
  have a TU to give, she cannot challenge for an Item Certificate.
  Only players who are challenging can then bid on the item from a 
  local merchant with the starting value of 75% of the listed market 
  value. Players can continue to bid higher and higher up to the max 
  total of gold that they have on their Character Tracking Log. Once 
  a bid is in place, it cannot be retracted. Players who overbid on 
  gold must sell off their existing possessions (at 50% off value) to 
  cover their bid amount or immediately suffer a 10 TU penalty for 
  imprisonment. The high bidder wins the item, pays the amount and 
  collects the certificate. Players can only challenge for one item per 
  episode. Once resolved, proceed to Step 3.
  Step 3: Trading
  Trading of certificates may occur during play or after the completion 
  of steps 1 and 2 at the conclusion of an episode. To signify the trade-
  taking place, the judge will write on the back of the certificate: 
  “Item X trade to Player X for Item Y.” The judge, and both parties 
  will then sign and date the certificates. In order to trade certed 
  items with another character, you must both participate in the same 
  episode or event at the same table. Additionally, characters may 
  trade certed items during a marketplace or during an interactive 
  event.    In addition, remember that trades are taking place between 
  characters, not between players.  Consequently, members of 
  certain organizations will not trade with members of certain other 
  organizations.  See the guidelines for individual metaorganizations 
  for more details.  Certificates cannot be traded for any kind of real 
  world profit.  
  13
  
  Part 3—Item Creation
  This section provides a basic structure for item creation in the 
  Blackmoor MMRPG Campaign.  This creation can be either a 
  magical item, or a mundane masterwork item.  Upon the release 
  of future Blackmoor supplements, this section will be updated to 
  reflect any new changes in the item creation process.
  Please consult table 3-1 for a list of items that are restricted, 
  requiring campaign documentation in order to craft them. 
  Table 3-1: Restricted Items
  Miscellaneous Magic Items Armor
      Crystalline Enigmas
     Arcanists Armor
       Dwarven Beard Gems
      Arcanist’s Armor, Greater
       Elven Ear Rings
      Arcanist’s Armor, Improved 
       Halfling Toe Rings
      Arcanist’s Armor, Ultimate
       Golembane Scarab (SRD)
      Arcanist’s Shield
       Teeth of Magics
      Arcanist’s Shield, Improved
  Weapon Enhancements
      Arcanist’s Tower Shield
      Arrow Deflection
      Arrow Redirection
      Spell Deflection
      Spell Redirection
  All items are from The Player’s Guide to Blackmoor unless 
  otherwise specified.
  Mundane Item Creation (MunIC)
  The character must have at least 1 rank in the relevant skill to make 
  an item (see the Craft skill in the PHB v3.5 for details).  Each TU 
  spent gives the character 10 days of crafting time; any leftover 
  days are wasted.  A minimum of 1 TU must be spent to make an 
  item.  Use the rules under the Craft skill to determine how many 
  days it takes to make the item.  Assume the character is taking 10 
  on all checks.  These rules can also be used to repair a damaged 
  item.  All item creation must be recorded on the Character Tracking 
  Log Sheet.  Created masterwork items must be logged on the Item 
  Tracking Sheet, and can later be converted to a tradable certificate 
  at a Bazaar Booth just like a magic item.  
  Magic Item Creation (MIC)
  The character must meet the prerequisite magic item creation 
  feats, required level, and spell knowledge for the item in question 
  to be created as per the core rules.  Creating consumable items and 
  creating permanent or charged items works a little differently from 
  each other; see each section for details.  
  The character can only create magic items from the DMG v.3.5 
  and approved Blackmoor supplements
  Experience Point Cost
  Magic items and upgrades are crafted upon completion of the 
  episode once the experience points have been totaled up. If the PC 
  would lose a level as a result, he/she cannot create the magic item 
  at that time.
  Time Unit Cost
  Creating a magic item in Blackmoor has a base cost of 1 TU. See 
  the Permanent/Charged Item Creation section for additional TU 
  costs.
  Log Sheet and Item Tracking Sheet
  Upon creation of a magic item, the player must fill out the TU, 
  XP, and Gold Piece expenditure on their Character Log Sheet. 
  The judge must also sign off on the player’s Item Tracking Sheet, 
  which must also be filled out. This is MANDATORY.
  A copy of the Item Tracking Sheet is found at the end of this 
  document. You are given permission to make copies of this sheet
  Consumable Items Creation (potions & scrolls)
  A player may spend up to 6 TU’s at one time crafting scrolls and 
  potions using the core rules to determine the actual time, gold and 
  XP spent.
  Permanent and Charged Items Creation
  A player can only create one item at the end of each episode 
  played. Besides the normal TU, gold and XP. expenditure, there 
  will be an additional 1 TU to create the item. This amount takes 
  in to account that the ever-present Wizards Cabal in the world of 
  Blackmoor needs to oversee the approval and inspection of newly 
  created magic items.  If the caster is not a member of the Cabal or 
  is hiding from them (a sorcerer or outlaw wizard for example), this 
  TU takes into account the difficulty of finding equipment, supplies 
  and a place to create the item.  
  Upgrading Magic Items
  Players can upgrade standard magic weapons, armor, and 
  wondrous items by paying the difference between the current item 
  value and the value of the upgraded item. Only one upgrade to a 
  created item can be done at the end of each Blackmoor event. Any 
  current enchantments on the item cannot be changed or removed. 
  To upgrade a created item (before it has been certed), fill out the 
  gold/xp/tu expenditure on the Character Log Sheet and fill out an 
  entry in the Item Tracking Sheet stating how ‘X’ item has been 
  upgraded. As per item creation rules, upgraded items cannot be 
  given away, traded, or sold until certified at a Magic Item Creation/ 
  Bazaar Booth.
  Existing certed items can be upgraded ONLY at a Magic Item 
  Creation/Bazaar Booth where an upgraded certificate will be 
  attached to the original. The proper paperwork will be filled out 
  at that time.
  Also, the additional time unit expenditure for the Wizards Cabal 
  (as in the Permanent/Charged item section) will be in effect for 
  upgradable items.
  Restricted Items
  The following items are restricted for creation from the Dave 
  Arneson’s Blackmoor campaign:
  •Cursed Items
  •Intelligent Items
  •Items made with special material (mithral, adamantine, cold iron, 
  14
  
  etc) unless the character has campaign documentation granting 
  access to that material.
  Additional items may be included in the future.
  Trading / Selling Created Items
  Once the player fills out the Item Tracking Sheet after creating 
  the item, it is usable but becomes non-tradable and non-sellable. 
  The player has the option to make the item tradable/sellable by 
  attending a Blackmoor MMRPG Campaign event where there is 
  an Item Creation/Bazaar Booth by making the item or items in 
  question certified. Please note that only items that are available 
  at that marketplace will be eligible to be certified at any given 
  marketplace.  The player must have the Character Log Sheet and 
  the Item Tracking Sheet on hand. The Bazaar Booth representative 
  will mark off the “certified” box on the Item Tracking Sheet and 
  sign off on it. The Bazaar representative will then convert the items 
  into tradable/sellable Item Certificates.
  Part 4—Class Guide Book and 
  Metagame
  Allowed books
  With the growth and expansion of Dungeons & Dragons, there are 
  many options available be it new skills, new feats and classes, that 
  have an impact on the Dave Arneson’s Blackmoor: The MMRPG 
  campaign.  Due to this only the current printing of the following 
  books and their accompanying errata are the core books for Dave 
  Arneson’s Blackmoor: The MMRPG Campaign:
  •	
  PH v.3.5
  •	
  DMG v.3.5
  •	
  MM v.3.5
  •	
  Dave Arneson’s Blackmoor Campaign setting
  •	
  The Redwood Scar
  •	
  The Wizard’s Cabal
  There are no exceptions to the list above.  Future Dave Arneson’s 
  Blackmoor releases will be reviewed for inclusion as they become 
  available.  
  Classes allowed
  For classes found in the PHB v.3.5 and DMG v.3.5 some modification 
  needs to be made to make them fit the Blackmoor campaign.  The 
  information found in this section explains the Blackmoor specific 
  changes to the core classes. Where there is a conflict between what 
  is found in PHB v.3.5, and the Blackmoor Campaign Book, the 
  Blackmoor Campaign Book takes precedent.
  Arcane Warrior
  Arcane warriors are a fighting class of magic users trained to 
  police the use of arcane magic.  Although most arcane warriors 
  are affiliated with the Wizard’s Cabal, there are a small number 
  trained by arcane warriors who left the Cabal upon Skelfer’s 
  death and work with several relatively permanent sorcerer’s gangs 
  throughout Blackmoor.  
  Barbarian 
  Barbarians have an important presence in Blackmoor. The 
  Skandaharians are the most notorious barbarians, sailing their 
  ships from the frozen North, through the Firefrost Channel, and 
  out into the Black Sea to raid and plunder. 
  Bard 
  Bards are Blackmoor’s entertainers, spies, and informants. They 
  are trained in one of the many schools found in any of the larger 
  cities, including Blackmoor, Glendower, Hanford, and Ringlo 
  Hall. Blackmoor’s bards have a secret written language called 
  “Sheet.” They use this language to communicate with each other, 
  using specially prepared musical notes on parchment. To anyone 
  else looking at these messages, Sheet looks like typical written 
  music — albeit a bit strange in its composition. 
  Cleric 
  The clerics and priests of each faith guide the spiritual life of all 
  Blackmoor’s races.
   
  Druid 
  Druids are the great protectors of the wild and natural places that 
  remain in the world of Blackmoor. Some humanoid druids serve as 
  the spiritual guides of their tribes and clans. Peshwah and Westryn 
  are known for their use of druids as both religious leaders and as 
  mighty defenders of the wilderness.
  In regards to a druid’s animal companion, they can take any monster 
  with the animal description that has Challenge Rating of one (1) 
  or less at first level. These creatures cannot be not humanoids or 
  possess high Intelligence. These companions are in addition to the 
  other animals available for the druid to take, as shown in the PHB 
  v.3.5.
  Fighter 
  Fighters are the skilled men and women who guard Blackmoor’s 
  most important people, places, and items. They are trained in the 
  use of weapons for destructive combat. The Blackmoor fighter and 
  that of the PHB share all the same qualities and abilities, except in 
  the area of what bonus feats a Blackmoor fighter may take. Add the 
  following feats to the list of bonus fighter feats found in the PHB 
  v.3.5: Fighter Bonus Feats Table 5-1:
  •	
  Concentrated Effort
  •	
  Deflect Spell
  •	
  Improved Parry Arrows
  •	
  Parry Arrows 
  15
  
  Monk 
  Blackmoor’s cloistered monks are unique among their peers. Long 
  ago, Blackmoor’s monks trained and contemplated the universe 
  together. However, after the fall of a heavenly body into the 
  Valley of the Ancients, the monks’ shifting doctrines splintered 
  them into rival clans and brotherhoods. Some monks claimed that 
  this episode meant they had been following an incorrect path. In 
  Blackmoor, monks from the Order of Mystics form the equivalent 
  of the basic monk character class from the PHB v.3.5. 
  Noble
  Nobles are the ruling class of their respective races.  Each race 
  has its own customs regarding who is a noble (and thus who 
  can take levels in the noble class), but most races are ruled by 
  their wealthiest and strongest members. Within Blackmoor, the 
  Regency Council has concurred with the king’s mandate stating 
  that all noble-blooded individuals loyal to Blackmoor must spend 
  5 or more years traveling the land that they intend to rule.  
  Paladin 
  Paladins are found in all regions of Blackmoor. Most deities 
  maintain large temples that many paladins use as bases of 
  operations. Paladins suppress undead uprisings and adventure at 
  their deity’s will. 
  Ranger 
  Rangers are found in Blackmoor’s frontier regions. Often trackers 
  for hire, rangers sometimes adventure for fame and wealth 
  — though they often have more organized plans and agendas. 
  Rangers hunt Beastmen and Orcs in the forests and are frequently 
  the last line of defense in keeping these monstrosities away from 
  the frontier towns and villages in Blackmoor. 
  Rogue 
  Blackmoor’s rogues range from the horse thieves of the Peshwah 
  to the street thugs of Archlis. The Duchy of Ten uses rogues 
  extensively as a network of informants. Rogues keep their covert 
  operations secret through the use of the Thieves Cant language. 
  This language allows them to surreptitiously communicate with 
  each other.
  Sorcerer 
  In Blackmoor, no spellcasters are more feared than the chaotic 
  sorcerers. They do not learn how to harness the magical energies 
  that flow through the world, but are instead born to such energies. 
  From an early age, these men and women exhibit signs of their 
  ill-fated heritage. Some have marks on their bodies in the shape of 
  powerful beasts or dragons; others are born with pupil-less white 
  eyes that still see. When a sorcerer reaches early adolescence, a 
  great explosion of power manifests around her. Rumors tell that 
  such manifestations can destroy entire villages. Because of this 
  unpredictable power, sorcerers are feared and hunted, even by 
  their own families and friends. 
  The Wizards’ Cabal has even gone so far as to offer a bounty 
  to those who are brave enough to haul in a live sorcerer. Those 
  few sorcerers who escape the wraths of commoners and Wizards 
  Cabal find themselves on the high roads of adventure. They always 
  attempt to steer their course far from the eyes of the Wizards’ 
  Cabal, lest they fall into the hands of the Cabal’s Inquisitors. 
  On these roads, sorcerers have learned to identify each other by 
  the use of a secret language known only to them. This language, 
  which all sorcerers learn and gain as a bonus language, is known 
  as “Arcanthi.” Most sorcerers are chaotic in alignment, reflecting 
  their less-than-perfect control over the arcane energies that manifest 
  within them. Sorcerers often multiclass, favoring fighter or rogue 
  as their secondary classes. The sorcerer’s class skills are modified 
  to reflect their place in the world of Blackmoor: 
  •	
  Bluff (Cha)
  •	
  Concentration (Con)
  •	
  Craft (Int)
  •	
  Disguise (Cha)
  •	
  Hide (Dex)
  •	
  Knowledge (Arcana) (Int)
  •	
  Profession (Wis)
  •	
  Sense Motive (Wis)
  •	
  Spellcraft (Int)
  Sorcerers may choose any familiar on the list they wish, and match 
  it with any skill bonus from the list they choose.  For example, 
  a sorcerer could choose to have a bat familiar that can talk and 
  grants a +3 bonus to Appraise checks like a raven normally would. 
  Similarly, as long as the game statistics used are those of one of 
  the normally allowed animals, the creature may be designated as 
  anything the player wishes (a parrot, for example). 
  Wizard
  Wizards are one of the few classes in Blackmoor society that live 
  outside the laws of man. They live for the study of mystical arts 
  and sciences. To that end, all wizards seek out masters to teach 
  them their art from a very early age. These masters are normally 
  members of a wizard organization known as the Wizards’ Cabal. 
  In addition to learning the rudiments of magic, the apprentice 
  student learns how to use magical devices called arcane foci. Each 
  wizard gains the ability to use an arcane focus in his spellcasting. 
  These special items are given to wizards when they graduate from 
  their apprenticeship with the Wizards’ Cabal. An arcane focus 
  allows a wizard to cast all of his spells without the use of material 
  components. This does not mean that spellbooks and scrolls are 
  obsolete; many wizards continue to prepare their spells using 
  normal components for fear of losing the focus or accidentally 
  destroying it. Most wizards are of either a lawful or neutral 
  alignment. Their moral compass can be good, neutral, or evil, but 
  only the rare, renegade wizards are chaotic. These few chaotic 
  wizards are thought to have gone mad by trying for too long to 
  harness formidable arcane powers without the use of their foci.  
  Wizards may customize their familiars in the same way sorcerers 
  can.  
  16
  
  Wokan
  Wokan are found in the wild places where civilization has not 
  reached.  They are similar to druids in their role, protecting nature 
  wherever they are found.  Most wokan try to avoid civilization, 
  and despise anyone working for their own selfish greed.  
  Prestige Classes Allowed
  You may only take levels in a prestige class if you have a certificate 
  stating you have found a tutor who will teach you the abilities of 
  the new class.  This documentation will come through joining 
  metaorgs or through opportunities that arise during play. 
  Not all prestige classes found in the DMG v.3.5 are available 
  for play in Blackmoor. Refer to Table 4-1 for a list of prestige 
  classes that are excluded from play. For the prestige classes found 
  in the DMG v.3.5 some modification need to be made to make 
  them fit in the world of Blackmoor, and the information found in 
  this section explains the Blackmoor specific changes to these core 
  Prestige Classes. Where there is a conflict between what is found 
  in DMG v.3.5, and the Blackmoor Campaign Book, the Blackmoor 
  Campaign Book takes precedent.
  Table 4-1: Excluded Prestige Classes
  Class
  Dragon Disciple
  Eldritch Knight
  Horizon Walker
  * Merchant
  Notes: 
  * Base Class from The Player’s Guide to Blackmoor
  Arcane Archer 
  Trained within Ringlo Hall, Arcane Archers represent the 
  pinnacle of Cumasti virtue and skill. They are well known 
  throughout Blackmoor as the finest archers in the land. The 
  orcs and beastmen who foolishly choose to reside in the 
  Redwood Forest have nearly gone extinct in that region 
  through the Arcane Archers’ efforts. Even the elves’ most 
  horrible and insane enemies tremble at the sight of an 
  Arcane Archer group and often flee rather than fight. The 
  Arcane Archer prestige class is open to Cumasti elves and 
  half-elves only. Westryn lack the discipline to master the 
  difficult melding of magic and combat and the Cumasti do 
  not readily welcome them into the order. 
  Arcane Trickster 
  Few individuals are better suited to explore Blackmoor’s 
  deadly dungeons than Arcane Tricksters. While Arcane 
  Tricksters are often mischievous, adventurers find them 
  useful at opening the locked doors that lesser rogues and 
  adventurers cannot. They prove time and again that they 
  provide excellent support for a party in such situations. 
  Arcane Tricksters are often found in city taverns looking 
  for the next opportunity to earn some treasure or magic 
  trinkets. 
  Archmage 
  Upon the death of Skelfer the Old, the fate of the Wizards’ 
  Cabal came into question. While Skelfer had chosen his 
  successors, many others tried to claim power. This struggle 
  caused many powerful wizards who remained dedicated 
  to Skelfer’s ideals to exile themselves. These Archmages 
  continued to advance the arcane arts with revolutionary 
  ideas and techniques. Most consider Archmages to be 
  dangerous revolutionaries because they continue their 
  research outside the direct supervision of the Wizards’ Cabal. 
  Archmages rarely reside in populated areas, preferring 
  the comfort of their secluded labs. These strongholds of 
  knowledge are located in remote areas and inhospitable 
  realms. Archmages meet from time to time to invite superior 
  students into their fold. A refused invitation often provokes 
  a battle, as Archmages desire to maintain total anonymity. 
  The Archmage brotherhood is small and scattered across all 
  Blackmoor’s North’s regions. 
  Assassin 
  Assassins find employment in the arena of political conflict 
  and conniving among Blackmoor’s nobles. While some 
  Assassins dangle from their noble masters’ puppet strings, 
  others consider assassination an act of duty to their culture. 
  The Peshwah and Afridhi employ Assassins and send them 
  into enemy lands to eliminate important priests, generals, 
  and other leaders. The Duchy of Ten’s exiled former leaders 
  also use Assassins to slay the high-ranking Afridhi who 
  occupy their cities. Wherever turmoil rocks the North, 
  Assassins are available for hire. Due to their evil nature this 
  is a NPC only Prestige Class.
  Blackguard 
  All the North fear Blackguards. These vicious scoundrels are 
  found at the roots of fell deeds and calamities. Blackguards 
  usually work alone but have been known to join up with the 
  Egg of Coot or the Afridhi to assist in their nefarious schemes. 
  Blackguards are difficult to subdue or defeat and often elude 
  capture when attacked by small forces. They hatch their 
  schemes in wild and uncivilized lands, then march their 
  villainous servants into towns or cities, destroying all that 
  they can. They are reviled and hated wherever they go. Due 
  to their evil nature this is a NPC only Prestige Class.
  Duelist 
  Nobles often adopt this prestige class to gain respect and 
  honor in matters that demand physical response. Academies 
  throughout the North teach dueling, and most noble 
  children receive some training. Those not born of noble 
  blood are taught in secret or through a specially negotiated 
  payment. Many parents send their sons and daughters to 
  master duelists as apprentices, so the children can know 
  a better way of life. Dueling is wildly popular among 
  the upper crust, and skilled Duelists earn fame for both 
  17
  
  themselves and their houses. Some Duelists perform so well 
  that sponsoring nobles awards them lands and titles. While 
  this is not common, it represents the art’s importance to 
  Blackmoorians. Many nobles retain Duelists as bodyguards. 
  Duelists’ ability to fight unarmored allows them to appear 
  openly at social episodes without drawing undue attention 
  and makes them less intimidating to other nobles. Duelists 
  are found in all moderately populated areas of the North. 
  Dwarven Defender 
  When the dwarves initially discovered large deposits of 
  the raw gems used to create arcane foci, they came under 
  constant attack from sorcerers and wizards who sought to 
  control these valuable resources. The Regent of the Mines 
  responded with a new type of warrior that could defend the 
  mines against all foes and create a wall of defense to secure 
  his people’s safety. This mandate created the Dwarven 
  Defenders, who took oaths to protect their people at all 
  costs. This dedication garners them great respect within their 
  culture. Dwarven Defenders are found in most strongholds, 
  and particularly large numbers reside in the Crystal Peaks 
  and Stormkiller Mountains. 
  Hierophant 
  Hierophants represent the most faithful and dedicated clerics 
  and druids. Impressed by their loyalty, their deities make 
  spells and abilities available to them that let them carry out 
  the deities’ missions and requests. Hierophants serve nearly 
  all the deities in the North. 
  Loremaster 
  A strong academic push early in Uther Andahar’s reign 
  promoted the expansion of the University of Blackmoor. 
  Loremasters 
  maintain 
  the 
  University’s 
  centuries-old 
  libraries that date from the time of the Thonian Empire. They 
  cherish these libraries and rarely allow outsiders to enter. 
  Loremasters in the North are often employed outside the 
  University to perform research and discover arcane secrets 
  for noble engineers. Many Loremasters serve as scholars 
  and researchers for nobles or wizards seeking to uncover 
  lost languages and other secrets. 
  Mystic Theurge 
  In Blackmoor, both divine and arcane spellcasters consider 
  the mystic theurge a paradox. The Mystic Theurge’s ability 
  to use each of these powerful magics baffles leaders in 
  each circle. Divine spellcasters refuse to acknowledge that 
  Mystic Theurges use arcane magic in spellcasting and cite 
  them as exceptionally powerful clerics with unprecedented 
  powers. Wizards believe Mystic Theurges use arcane focus 
  techniques to tap into magical energies that are unavailable 
  within the normal teachings of the Wizards’ Cabal. Both 
  priest and wizard leaders shun the Mystic Theurges at 
  public episodes and assemblies, declaring them dangerous 
  heretics. Privately, each group seeks to learn the Mystic 
  Theurges’ abilities in order to gain new powers of their own. 
  Most Mystic Theurges hide their abilities so that they do not 
  come under such scrutiny. No known organization exists to 
  which Mystic Theurges can turn for shelter. They are alone 
  with their supernatural gifts.
  Shadowdancer 
  Shadowdancers are sneaky, mysterious operatives working 
  in the guises of talented performers and entertainers. 
  They travel in troupes, performing for large audiences 
  throughout the North. Some shadowdancers simply wish 
  to entertain, while others put themselves in the employ of 
  powerful benefactors who desire their skills as thieves and 
  spies. Whichever path shadowdancers choose, they stand as 
  formidable opponents. 
  Thaumaturgist 
  Thaumaturgists in the North were once simple clerics. At 
  some point, they made pacts with a deity or demon to gain 
  more power. As summoners of extra-planar entities, evil 
  Thaumaturgists are unwelcome everywhere, save the planes 
  of the foul creatures they serve. On the other hand, good 
  Thaumaturgists summon celestials that commoners often 
  misunderstand. For this reason, a Thaumaturgist’s arrival is 
  considered an ominous portent. This suspicion causes good 
  Thaumaturgists to work in secrecy or through their temples. 
  Thaumaturgists pay homage only to those who award them 
  power, and they feel no need to obey laws not pertinent to 
  their deity’s missions. 
  Skills Allowed
  All skills found in the PHB v.3.5 work the same way in Dave 
  Arneson’s Blackmoor: The MMRPG campaign. Some skills need 
  to be modified to function properly, and the information presented 
  here, replaces what is found in the PHB v.3.5. 
  Changes to existing skills
  Craft
  In addition to the crafts listed in the PHB v.3.5 the following 
  skills are also available: Clockwork, Gemcutting.
  Profession
  In addition to the crafts listed in the PHB v.3.5 this skill is 
  also available: Engineering.
  Knowledge
  In addition to the crafts listed in the PHB v.3.5 these skills are 
  also available: Clockwork, Steam.
  Speak Language
  Blackmoor’s common languages and their alphabets are 
  1
  
  summarized in Table 4-3, found below. This table replaces 
  the one found in the PHB v.3.5.
  Table 4-2: Skills Allowed
  Class
  Appraise
  Listen
  Balance
  Move Silently
  Bluff
  ** Navigate 
  Climb
  Open Lock
  Craft
  Profession
  Decipher Script
  ** Research
  Diplomacy
  Ride
  Disable Device
  Search
  Disguise
  * Secret Language
  Escape Artist
  Sense Motive
  Forgery
  Sleight of Hand
  Gather Information
  Speak Language
  Handle Animal
  Spellcraft
  Heal
  Spot
  Hide
  Survival
  Intimidate
  Swim
  Investigate
  Tumble
  Jump
  Use Magic Device
  Knowledge
  Use Rope
  Notes
  * See Dave Arneson’s 
  Blackmoor for details
  ** See The Wizard’s Cabal
  Table 4-3: Blackmoor Languages and Alphabets
  Language
  Abyssal
  Giant
  Aquan
  Gnome
  Auran
  Gnome
  Bestial
  Goblin
  Celestial
  Gnoll
  Common
  Afridhian
  High Thonian
  Peshwahan
  Halfling
  Docrae
  Ignan
  Draconic
  Chromatic
  Metallic
  Infernal
  Dwarven
  Orc
  Black-Speech
  Elven
  Cumasti
  Westryn
  Sylvan
  Ferrosian
  Terran
  Feats Allowed
  All feats found in the PHB v.3.5 work the same way in the 
  Dave Arneson’s Blackmoor: The MMRPG Campaign. Feats 
  found in the PHB v.3.5 as well as in Dave Arneson’s Blackmoor 
  Campaign Book are available for use.  The Improved Familiar 
  feat from the DMG v3.5 is also available, but obtaining 
  your improved familiar requires campaign documentation. 
  Contact the campaign administration for details.  . You may 
  also take the following Feats from The Wizard’s Cabal: Cabal 
  Heritage, Cabal Training, Magical Heritage.
  The Feats on Table 4-4 are restricted from the campaign and may 
  only be taken with campaign documentation.  
  Table 4-4: Restricted Feats
  Feat
  Attune Spells Focus (WC)
  Improved Familiar (SRD)
  Blindsight 5’ radius
  Last Breath
  Craft Spell Focus (WC)
  Lucky
  Elemental Mixture
  Quick Pin
  Elemental Substitution
  Resonance Hound (WC)
  Energy Mixture
  Resonance Sniffer (WC)
  Energy Substitution
  All Feats are from Player’s Guide unless otherwise noted
  The Feats on Table 4-5 are excluded from the campaign and may 
  not be taken by any PC in the campaign. 
  Table 4-5: Excluded Feats
  Feat
  Cooperative Magic (WC)
  Hidden Bloodline
  Improved Scribe Scroll
  Increased Spell Points
  Vermin Companion
  All Feats are from Player’s Guide unless otherwise noted
  Spells Allowed
  Only spells found in the core rulebooks, as well as Dave 
  Arneson’s Blackmoor and The Wizard’s Cabal (with the 
  exception of Rituals) are available for use in the campaign. 
  Any spell not found in the above listed sources, are not 
  allowed in the Dave Arneson’s Blackmoor: The MMRPG 
  campaign.
  The Following Spells are not available to PC’s without 
  campaign documentation.
  19
  
  Table 4-6: Restricted Spells
  Spell
  Aberrant Ribbon  (WC)
  Lion’s Pounce, Greater
  Airless breath (WC)
  Lion’s Pounce, Mass
  Aging (WC)
  Probe Thoughts (WC)
  Angvile’s Last Strike
  All Quicke’s spells
  Armor of Darkness
  Rain of Fire
  Armor of Light
  Redirect Teleportation
  Elongated Arms
  Rhino’s Charge
  Elongated Arms, Mass
  Rhinos’ Charge, Greater
  Heat Wave (WC)
  Rhino’s Charge, Mass
  Heat Wave, Greater (WC)
  Simpleton’s Answer
  Hide the Deed
  Teleportation Ward
  Lion’s Pounce
  Teleportation Ward
  Lion’s Pounce, Mass
  All spells are from Player’s Guide unless otherwise noted
  The spells listed on Table 4-7 are excluded from the campaign 
  an are unavailable to PC’s and NPC’s alike. 
  Table 4-7: Excluded Spells
  Spell
  Bonds of Marriage
  Detect Ooze
  Detect Aberration
  Detect Outsider
  Detect Construct
  Detect Shapechanger
  Detect Elemental
  Detect Vermin
  Detect Giant
  Miracle (SRD)
  Detect Humanoid
  Permanency (SRD)
  Detect Lycanthrope
  All Ritual Magic (WC)
  Detect Magical Beast
  Wish
  Detect Monstrous Humanoid
  All spells are from Player’s Guide unless otherwise noted
  Cohorts
  Rules on cohorts
  Nobles, and characters having the Leadership feat, are 
  allowed to have a cohort as well as followers to share their 
  adventures with. Your cohort can adventure with you in any 
  episode, as long as there is an open player slot at the table. 
  Dave Arneson’s Blackmoor: The MMRPG episodes allow up to 
  7 players at the table, and if there is not an open slot, your 
  cohort can not adventure with you.
  Creating a Cohort
  A cohort is created and restricted exactly as Dave Arneson’s 
  Blackmoor: The MMRPG characters are, and they use the 
  came Character Creation Guidelines with a few exceptions.
  Step 1: Ability Scores
  Cohorts only have 28 points to spend on their ability scores.
  Step 2: Starting Age
  Cohorts follow the same rules as characters do for starting 
  age.
  Step 3: Race and Classes
  Your Leadership scores determine your cohorts’ starting 
  level as it is detailed in the DMG v.3.5 on page 106. Cohorts 
  start play with the minimum experience totals for their 
  starting level.
  Step 4: Hit Point Generation
  No changes.
  Step 5: Skills and Feats
  Your cohort can never have a cohort of his or her own due 
  to having the Leadership feat. Other than this, there are no 
  other changes.
  Step 6: Equipment and Starting Gold
  To determine the starting gold for your cohort, refer to Table 
  4-23: NPC Gear Value on page 127 of the DMG v.3.5 to figure 
  out your cohorts starting gold. As for purchasing equipment you 
  may buy gear for your cohort using the tables found in Part 2 of 
  these guidelines. Your cohort cannot spend more than half of their 
  starting gold on any single item during the creation process, but 
  may buy items normally after the process.
  Cohort Advancement
  Cohorts advance the same way as all Dave Arneson’s Blackmoor: 
  The MMRPG characters do, but they always maintain the level 
  spread dictated by the PC’s leadership score. So if your character 
  gains a level so does your cohort, with their exp. total progressing 
  to the starting point of the new level.
  Cohort Item and Favor Access
  Your cohort gains access to items and favor certificates the same 
  way your character does, by getting an item or favor cert by playing 
  a module. Cohorts also can perform Magic Item Creation the same 
  way as your PC, but they are not allowed to trade items that they 
  create, even to the player character who is their leader. Cohorts earn 
  half XP on the episode they play.  They may join metaorganizations 
  as per the rules for joining each individual metaorganization, but 
  some ranks may be restricted to player characters only.  
  20
  
  Earning Money through Skills
  Certain skills can be used to earn money in the Blackmoor MMRPG. 
  The judge is encouraged to invent scenarios and role-play them out 
  with the player to describe just what it is they’re doing during that 
  TU they’ve spent (whether using Diplomacy to arbitrate a dispute, 
  Craft: Weapon Smithing to make a knight a new sword, or Open 
  Lock to help the local baker get back into his shop that he locked 
  the keys in before the morning bread burns).  
  Most skills work similarly to the rules for Craft and Profession 
  skills described in the PHB v3.5. – spend 1 TU and roll a check 
  (witnessed by your GM) to earn half that check result (rounded 
  down) in gp.  You must own an appropriate tool kit to use a skill 
  for earning money in this way.  Below is a list of skills useable in 
  this fashion and the tool kits required to use them:
  Table 4-8: Skills Used to Earn Money
  Skill
  Tool Kit Required
  Appraise
  Masterwork Tool (jeweler’s 
  loupe or something similar)
  Craft (any, taken individually)
  Artisan’s Tools OR 
  Masterwork Artisan’s Tools
  Decipher Script
  Masterwork Tool (codebook/
  book)
  Diplomacy
  Masterwork Tool (perfumes, 
  clothing, etc)
  Forgery
  Masterwork Tool (pens, inks, 
  stamps, etc)
  Handle Animal
  Masterwork Tool (treats, 
  halters, other animal gear)
  Heal
  Healer’s Kit
  Knowledge (any, taken 
  individually)
  Masterwork Tool (books on 
  the subject)
  Open Lock
  Thieves’ Tools OR 
  Masterwork Thieves’ Tools
  Profession
  Masterwork Tool
  Survival
  Masterwork Tool (wilderness 
  gear)
  Perform: This skill works a little differently than the others.  It 
  works like the description in the PHB v3.5, except that spending 
  1TU gains you 10 days to work with, and consequently 10 checks. 
  You must have an appropriate tool to use Perform to earn money, 
  just as other skills.  Instrumental skills require musical instruments; 
  all others require a masterwork tool (Perform: Sing requires a 
  masterwork tool as well, representing the extra expenses you go 
  through to maintain your voice such as quality water).  
  Arcane Warriors and Arrests
  In the Dave Arneson’s Blackmoor: The MMRPG Campaign, there 
  will be times at a gaming table where an arcane warrior player 
  character will be sitting down with a sorcerer player character. 
  To avoid any in-character bloodshed, a simple opposition roll 
  will determine if the sorcerer in question will be arrested and 
  interrogated by the authorities.
  Step One: The arcane warrior needs evidence that the opposite 
  player in question is a sorcerer.  This can be determined when he/
  she begins to cast a spell.
  Step Two: Once the arcane warrior believes he has that evidence, 
  the arcane warrior must be able to acquire a Writ from the Wizards 
  Cabal in order to conduct an arrest.  For instance, an arcane warrior 
  cannot decide to acquire a Writ of Arrest when in a dungeon, 
  journeying in desolate swamps, etc.  
  Writs of Arrest are available in the following cities:
  	
  Archlis
  	
  Blackmoor
  	
  Dragonia
  	
  Glendower
  	
  Jackport
  	
  Lake Gloomy
  	
  Maus
  	
  Newgate
  	
  Williamsfort
  	
  Vestfold
  	
  Wizard's Watch
  	
  Ringlo Hall
  	
  Mount Uberstar
  It will be at the DM's discretion of the acquisition of a writ will 
  be delaying the adventure, especially if the Episode has a time 
  sensitive mission.
  Note to DMs:  The purpose of the Arresting Authority is not to 
  deter from the enjoyment of the game.  It gives arcane warrior 
  PCs the ability to do their job as per the Blackmoor corebook and 
  Wizards Cabal sourcebook.  It also keeps sorcerer PCs in check 
  that they are considered outlaws in the campaign world.  However, 
  if this ever does interfere with the enjoyment of the game where the 
  arrest takes priority over the game itself, then use your discretion 
  and waive the writ of arrest.  If both parties agree to not hold the 
  game up, then the process of Step Three and beyond could take 
  place at the end of the scenario.  Otherwise, the below steps should 
  not take more than a couple minutes to resolve itself.
  Step Three: Once the arcane warrior has acquired a Writ of Arrest, 
  both parties must roll an opposing d20 roll.  The arcane warrior can 
  either make a Spot Check or Spellcraft check (whichever is higher) 
  vs. a Disguise Check or Bluff Check by the sorcerer (whichever is 
  higher).  
  21
  
  If the sorcerer wins the opposition roll, then he/she is not targeted 
  for arrest. The sorcerer, however, receives a “Commendation from 
  the Eldritch Underground”.  This must be noted on the log sheet 
  for the Episode and must include player name and character name 
  of the arcane warrior who attempted to arrest the sorcerer.  The 
  commendations are what are needed to gain entry and access to 
  prestige classes, feats, and spells tied to the Eldritch Underground 
  and its allied branches.
  If the arcane warrior wins the opposition roll, the sorcerer is placed 
  under his authority and considered ‘arrested’.  The sorcerer will 
  need to pay One Time Unit and a 100 gold piece fine at the end 
  of the episode, which must be marked on the log sheet. If the 
  Sorcerer has nothing of monetary value that can be sold to cover 
  the 100gp fine, she must expend an additional TU, for a total of 
  2 Time Units, to cover her fine. The arcane warrior will receive a 
  “Commendation from the Wizards Cabal”.  The commendations 
  are what are needed to gain entry to prestige classes that are 
  eligible to arcane warrior in the Wizards Cabal sourcebook. The 
  arcane warrior must also note on his/her player’s log sheet that 
  he/she has arrested a sorcerer. The sorcerer’s player and character 
  name must be included on the notation.
  If the player being ‘arrested’ isn’t a sorcerer after all the 
  arcane warrior / inquisitor has to answer to his/her superiors at 
  the Wizards Cabal.  This equates to one or more “Demerit from 
  the Wizards Cabal” and an expenditure of ONE time unit (to 
  account for retraining).  The arcane warrior / inquisitor earns one 
  Demerit per nobility point of the accused (minimum 1).  A Demerit 
  eliminates one commendation a PC has.  If the PC has a certed 
  commendation, the player must write ‘void’ across it.  Also, the 
  judge must enter the Demerit(s) on the player’s log sheet.  If a non-
  Sorcerer pc is actively baiting an Arcane Warrior into arresting him, 
  such as declaring he is a sorcerer, or bluffing to make an Inquisitor 
  believe he is a Sorcerer, the arresting PC will not receive a demerit. 
  This is left to the judges discretion. 
  Special Notes:
  •	
  If, a sorcerer openly states what his/her class is, 
  the arcane warrior may arrest that PC without using the 
  Opposition Roll step (note that if a PC is lying about being a 
  sorcerer, they need to make the Opposition Roll anyway; in 
  this case if the fake sorcerer PC wins the roll-off they have 
  baited the arcane warrior into arresting them falsely).
  •	
  If the arcane warrior has at least one level in the 
  Inquisitor prestige class from the Blackmoor corebook, that 
  PC can bypass the entire writ process and go immediately to 
  Step Three.
  •	
  An arcane warrior can only make a successful arrest 
  ONCE against a particular sorcerer.  An arcane warrior can 
  never arrest the same sorcerer more than once, and may only 
  try to arrest a particular sorcerer once per episode. However, 
  the arcane warrior can make multiple attempts over many 
  episodes until he/she has finally 'caught the outlaw'.  In the 
  same vein, a sorcerer cannot receive multiple commendations 
  for eluding the same arcane warrior. A sorcerer receives a 
  Commendation from the Eldritch Underground pertaining 
  to a particular arcane warrior only once.  Ganging up on 
  sorcerers with several arcane warriors should be closely 
  monitored by the judge to make sure that in game and out 
  of game information remain separate.  
  •	
  An arrested sorcerer still receives full XP, gp and 
  access to certificates.
  NPC Spellcasting 
  Sometimes your character will need a spell cast for them, and the 
  party won’t have the means to do it.  Perhaps your character has 
  been cursed or level drained.  Maybe your character has died.  The 
  specific case of character death is covered in the next section; all 
  other spellcasting services are covered here.  
  Certain NPCs can cast necessary spells for PCs.  Each episode 
  provides a summary of the available spell casters in each locality. 
  These are in addition to whatever NPCs the episodes may detail as 
  part of its text.  In general, assume that spell casting up to the level 
  of the NPCs listed in the background section is available.   
  Death, Dying and Resurrection
  Death catches up with you eventually, and sometimes, no matter 
  how tough your character is, they will meet a challenge that gets 
  the better of them, and it might lead to their eventual demise.
  There is no willing or tithing of magic items, wealth and other 
  items allowed in the Dave Arneson’s Blackmoor: The MMRPG 
  Campaign. Thus if you PC dies, their items cannot be passed on 
  to other characters. The Judge will note the death on the PC’s log 
  sheet as well and initial it.  The judge will issue XP to the PC at 
  the conclusion of the adventure. This XP includes all XP awarded 
  to the party up to the event that caused the PC’s death. The player 
  still keeps all their acquired certificates and other items for their 
  PC. These could be of use if they plan on having their character 
  resurrected or reincarnated.
  Resurrection and reincarnation is possible by various NPC’s in 
  Dave Arneson’s Blackmoor: The MMRPG Campaign, as long as 
  the following requirements are met; the body is recoverable, and 
  brought to the nearest temple of the Deity of the deceased PC or 
  to a high enough level druid. Costs for these spells are standard 
  NPC spell casting costs out of the DMG v.3.5 found on page 107. 
  If a PC at the table is able to cast the spells, and are high enough 
  level, they can resurrect or reincarnate the dead PC. PCs that have 
  been brought back will be given either a Resurrection Certificate 
  or a Reincarnation Certificate, which they must carry as proof of 
  their status.
  There is another choice for acquiring either a resurrection or 
  reincarnation spell for a deceased PC which is handled at special 
  episodes at conventions or online at specific times, where players 
  can have their PC resurrected as per the rules of NPC spell casting 
  in the DMG v.3.5 found on page 107. These costs can be off set 
  through the use of influence Certificates earned in play in the Dave 
  22
  
  Arneson’s Blackmoor: The MMRPG campaign. PCs that have been 
  brought back will be given either a Resurrection Certificate or a 
  Reincarnation Certificate, which they must carry as proof of their 
  status.  Copies of these certificates are available for download on 
  the Blackmoor MMRPG website (http://www.dablackmoor.com). 
  Except for these special episodes table death must be resolved 
  at the table.  
  Bazaars
  So, now that you have all of that hard earned gold you want to 
  spend it, and you’re looking for specific items.  Where will you 
  go?  The Bazaar.  Bazaars are held at gamedays and conventions, 
  and cost 1 TU to visit and browse.  A bazaar is a huge marketplace 
  of wares; in game terms, it is a book of anywhere from 50 to two or 
  three hundred different certificates, purchasable by PCs.  Bazaars 
  are first come, first serve.  They are also themed, so the location 
  might tell you something about what is available at that bazaar.  A 
  bazaar located in Ringlo Hall will have wares very different than 
  one located in Sul Peshwan or Mount Uberstar.  
  Several times a year, we will also hold an online bazaar located 
  at http://www.dablackmoor.com.  This will work similarly to a 
  regular gameday bazaar, but will function through chat and email.  
  Further details on this will be available when the first one of these 
  is held.  
  Metaorganizations
  While it is certainly an enjoyable experience exploring the many 
  dangerous locations that the Blackmoor campaign setting has to 
  offer, many players enjoy truly immersing themselves in the world 
  around them.  Besides fighting off the Afridhi horde or foiling the 
  machinations of the Egg of Coot, players can have the opportunity 
  to join knighthoods, get recruited into thieves’ guilds, or rise in 
  rank in King Uther’s army.  These groups, which characters in 
  Blackmoor can join, are known as metaorganizations.  Each 
  metaorganization has specific criteria for membership.  Some are 
  open to the public while others need to have certain requirements 
  fulfilled.  There are some metaorganizations that work in the 
  shadows, where it’s a matter of them seeking you out as opposed 
  to the other way around.  
  The majority of metaorganizations will have a time unit expenditure 
  for training purposes and/or fee in gold as a payment in dues. 
  Metaorganizations will not only provide a role-playing tool that 
  could very well come into play during the various campaign 
  episodes or special event interactives, but possibly offer new feats, 
  spells, or prestige classes exclusively for that group.
  The various metaorganizations and rules associated with them 
  will be described in their own separate document.  Any mechanics 
  access (i.e. feats, prestige classes, and the like) will only be known 
  by members of that organization, and hidden from public view.  As 
  the campaign grows, so too will the organizations and societies 
  that players will have the opportunity to join.  If you have any 
  questions regarding metaorganizations or if you have an idea for 
  possibly starting one yourself, please email the Metaorganization 
  Coordinator, Joe Kavanagh.  
  Online Play
  Sometimes it is difficult to get a group of 4-6 players together in 
  the same place.  Perhaps you couldn’t make your local gameday 
  and missed that one module you really want to play, or maybe you 
  don’t have a local group but still want to play in the Blackmoor 
  MMRPG.  For these circumstances, online play is your answer. 
  Several clients are available to play online, from using a simple 
  chat client like AOL Instant Messenger to more specialized clients 
  built specifically for gaming.  Organizing online events can 
  happen on the forums at http://www.dablackmoor.com or through 
  your own network of online contacts.  The judge is responsible 
  for supplying a useable battle grid (a spreadsheet program with 
  a map file saved online works well for this) as well as mailing 
  certificates to the players.  Certificates must be printed, filled out 
  and physically delivered to the players; emailing the certificate file 
  is not permitted.  Table reporting happens the same way as for a 
  face-to-face game.    
  Guidelines for Ethical Play
  As much as we wish it wasn’t so, disputes between players and 
  judges over a ruling will happen from time to time.  This section 
  gives a step-by-step system of resolution for these disputes, both 
  minor and major.  
  Ruling Disputes
  Step 1: Try to resolve the dispute amicably between yourself 
  and the table judge.  If the dispute can be resolved this way, your 
  fellow players will thank you for it.  Often minor disputes are a 
  matter of misunderstanding between the judge and the player, 
  and misunderstanding is something very common in a convention 
  environment where players and judges don’t necessarily know 
  each other.  Remember, we all play this game to have fun, judges 
  included.  Rules disputes aren’t fun for anyone.  If, however, the 
  dispute cannot be resolved between yourself and the table judge, 
  proceed to Step 2.  Step 2: Contact the Senior Judge for the 
  event you are playing at.  At a very large show such as GenCon, 
  DragonCon or Origins, this may be someone designated to act as 
  Senior Judge for Blackmoor MMRPG events only.   Explain your 
  case as concisely as possible, and allow the table judge to do the 
  same.  The Senior Judge’s ruling is final.  Any ruling disputes 
  must be resolved at the table and cannot be revisited once the game 
  slot is over.   
  Suspicion of Cheating
  Our campaign philosophy is to trust that our players 
  wouldn’t do something as unsportsmanlike as cheating, 
  especially in a game.  Unfortunately some players, through 
  a misguided desire to ‘win’ at a game that is fundamentally 
  about cooperation and teamwork, will cheat.  Below 
  are guidelines for how a judge is to deal with this in the 
  Blackmoor MMRPG.  
  Cheating on Dice Rolls
  If a judge suspects a player is cheating on dice rolls, they are 
  encouraged to ask the player to make their rolls in the open on the 
  23
  
  Cheating on Character Logs
  If a judge suspects a player of cheating on their character 
  logs the judge has the right to ask for a full audit of the 
  player’s character record. A full audit is done by the Senior 
  Judge at the event and involves checking XP totals, gp to-
  tals, TU totals and certificates owned to be sure that the re-
  cord is accurate and up to date. If the record is found to be 
  faulty, the player may be ejected from the table until their 
  character record is corrected; the episode will continue 
  running without their presence in the meantime. They are 
  still permitted to play Blackmoor MMRPG events with a 
  different character, but they may not replay the event they 
  were ejected from nor any other events they had previ-
  ously played. If the character record cannot be corrected at 
  the table, the character record is sent to campaign staff for 
  review, after which the player may or may not get it back. 
  If cheating is confirmed, the player will not receive their 
  character record back.
  Other Disputes
  Physical Violence: Any sort of physical violence against 
  a fellow player, the judge, or a spectator is inappropriate. 
  The perpetrator is to be ejected from the game immediate-
  ly. Their name should be given to the campaign staff to be 
  put on a list. The perpetrator will be banned from Black-
  moor MMRPG events permanently.
  Verbal Abuse: The guideline here is ‘are the players having 
  fun?’ If someone is making hurtful remarks toward another 
  player, the player should receive a warning from the judge. 
  If the remarks continue, the player can be ejected from the 
  table at the judge’s discretion. A specifi c case of this in the 
  gaming environment can occur when a player’s character 
  is mocked as being somehow inferior. Every player has the 
  right to play whatever character they wish subject to the 
  character creation guidelines. No other player has the right 
  to tell them what to do with their character.
  24
  
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  Notes
  Judge Name:
  Judge Signature:
  Items Bought/Sold/Found
  Item
  GP Spent/Earned
  Item
  GP Spent/Earned
  Notes
  Episode:
  ATL
  Convention:
  Date:
  Judge Signature:
  Judge Name:
  Items Bought/Sold/Found
  Notes
  Episode:
  ATL
  Convention:
  Judge Signature:
  Judge Name:
  Items Bought/Sold/Found
  Item
  GP Spent/Earned
  Episode:
  ATL
  Convention:
  Date:
  Total GP
  Total TU
  Total XP
  MIC GP Spent
  MIC TU Spent
  MIC XP Spent
  =
  =
  =
  Other GP
  Other TU
  Other XP
  -
  -
  -
  -
  -
  +
  Adventure GP
  Adventure TU
  Adventure XP
  +
  -
  +
  Starting GP
  Starting TU
  Starting XP
  Total GP
  Total TU
  Total XP
  Date:
  MIC GP Spent
  MIC TU Spent
  MIC XP Spent
  =
  =
  =
  Other GP
  Other TU
  Other XP
  -
  -
  -
  -
  -
  +
  Adventure GP
  Adventure TU
  Adventure XP
  +
  -
  +
  Starting GP
  Starting TU
  Starting XP
  -
  -
  +
  -
  -
  -
  Adventure GP
  Adventure TU
  Other GP
  Other TU
  +
  +
  -
  =
  Adventure XP
  Other XP
  MIC GP Spent
  MIC TU Spent
  MIC XP Spent
  Total GP
  Total TU
  Total XP
  =
  =
  GP
  TU
  XP
  Starting GP
  Starting TU
  Starting XP
  Character Name
  Player Name
  Log #
  Previous
  Amounts
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/D&D 3rd Edition/3rd Party/DABlackmoorCampaignSourcebook2_5.pdf