TEXT:  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  A One-round D&D 3E Dungeon Adventure 
  Living Greyhawk Preview 
   
   
  by Robert Wiese 
   
   
   
   
   
  ADVANCED DUNGEONS & DRAGONS, AD&D, GREYHAWK, and RPGA are registered 
  trademarks of TSR, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc. 
  Tournament detail copyright 2000 by Wizards of the Coast, Inc. ALL RIGHTS RESERVED. This 
  scenario is intended for tournament use only and may not be reproduced without approval of the 
  RPGA Network.  
  
   
   
  A Chance at Fortune 
   
  Page 2 
  This is a RPGA Network preview adventure for the 
  Living Greyhawk campaign. It is designed to take place 
  in a four-hour time block, divided as follows: 
  • 
  One hour to generate characters and discuss 
  initial rules 
  • 
  Two-and-a-half hours to play the adventure 
  • 
  Half an hour to wrap up, issue character 
  certificates, and collect all 3E materials. 
  It is a good idea to ask each player to put a name tag in 
  front of him or her. The tag should have the player's name 
  at the bottom, and the character's name, race, and gender 
  at the top. This makes it easier for the players to keep 
  track of who is playing which character. 
   
  This adventure will not be scored using the standard 
  RPGA voting system. The goal is to expose players to the 
  3E D&D rules and the Living Greyhawk character 
  creation system. Therefore, use the “No Voting” scoring 
  option as described on the scoring packet. 
   
  This is an adaptable Living Greyhawk adventure, 
  which means that the specifics of the places and people 
  are not defined. The adventure is written in general terms, 
  using “the necromancer” for the villain and “the castle” 
  for his base and so forth. It is up to the triad members for 
  a given Greyhawk nation to add the specifics to make the 
  adventure fit into their nation. The adventure can be run 
  without any specifics, however. 
   
  Note: For this demo, no chart for determining Encounter 
  Level (EL) is needed, as the demo assumes six PCs which 
  means EL=2. Encounter Level is the equivalent of Living 
  City tier in 3rd edition D&D. For four or five PCs, the EL 
  would be 1, so try to run this for six or seven PCs. 
   
   
  Adventure Background and 
  Player Introduction 
  The great dragon is dead!! Word spreads quickly 
  throughout the region. The dragon, of course, was 
  famed far and wide as unkillable. Many adventurers 
  have tried, but all have perished. But now the word is 
  that the dragon has died. Fast upon that rumor is 
  another: the adventurers who killed it also perished. 
  Rumor spreads faster than wildfire, and soon the 
  stories tell of a great battle (which no one has seen) in 
  which both sides battled fiercely and devastated the 
  countryside for miles around. 
   
  Of more immediate interest to you is the fact that 
  the great dragon lived in the ruins of a castle that 
  once belonged to an evil (and supposedly rich) 
  necromancer. Nothing is known of what happened to 
  the necromancer, but the fact that the castle suddenly 
  collapsed led many to believe that he was dead. The 
  fact that the dragon settled in the ruins furthered that 
  idea. 
   
  Though you are beginning adventurers, you feel 
  you can handle the challenges of exploring the 
  necromancer’s ruins. There is wealth to be had, and 
  the dragon is dead. So, with courage in your hearts 
  and weapons or spells close at hand, you make your 
  way to the ruins. 
   
  The dragon is indeed dead, slain by a group of 
  adventurers who thought they were more powerful than 
  they turned out to be. The last one died before the dragon 
  bled to death from its wounds. The PCs are the first 
  adventurers to reach the site since that time. 
   
  The ruins are pretty dull, in that there is nothing but 
  dead dragon and dead adventurers to find. The adventure 
  lies under the ruins, for the necromancer had an 
  underground temple, study, and conjuring area. The PCs 
  find this entrance and explore the dungeon area below, 
  eventually coming out in some goblin warrens on the 
  other side of the hill from the ruins. 
   
  So what happened to the necromancer? Well, he also 
  turned out not to be as powerful as he thought he was. 
  The necromancer was a follower of Nerull, god of death, 
  and sacrificed regularly to this grisly deity. He also 
  dabbled in conjuration of extra-planar creatures, 
  particularly demons. Finally, he summoned something he 
  could not control. 
   
  He trapped the fiend in a magic pentagram, and 
  sealed the conjuration room so that no one could ever 
  release the demon. Then, he quickly abandoned his study 
  and temple and set traps and guardians to make sure that 
  no one would ever reach the demon. Soon after, he was 
  slain in a wizardly battle that took place at his castle 
  (which is why it collapsed), and the secret of the demon 
  was buried with him. The dragon’s occupation of the 
  ruins just extended the time that the demon was down 
  there, unknown to all. 
   
  Unfortunately for the world, some goblins happened 
  on the scene a year ago and began digging a warren into 
  the side of the hill beyond the ruins. They did this when 
  the dragon was hunting, and were very surprised when it 
  returned. Thus began a scary period for the goblins, who 
  continued their digging but learned to avoid the dragon 
  very well. It slept a lot anyway, and as long as they stayed 
  on their side of the hill, it did not bother them very often. 
  Goblin is an appetizer for a dragon, not a meal. 
   
  In their digging, the goblins penetrated to the 
  conjuration chamber of the necromancer, and accidentally 
  released the demon. It slew a few of them and left the 
  area, looking for the necromancer and a way home. In the 
  meantime, it planned to cause as much suffering as 
  possible among humanoid settlements. The demon does 
  not enter the adventure. 
   
  
   
   
  A Chance at Fortune 
   
  Page 3 
  The Demonstration Aspect 
  What are we showing off in this demo? 
  1. 
  The 3rd edition of Dungeons and Dragons. 
  Specifically, you will be able show how some 
  common 1st level monsters work in 3E, how undead 
  turning works, the uses of darkvision, how combat 
  works, and how traps work. 
  2. 
  The Living Greyhawk character creation rules. This 
  is still not the final version of character creation, but 
  very close. Character creation is described below. 
  3. 
  The kinds and amounts of treasure that players can 
  expect at 1st level in Living Greyhawk. They cannot 
  keep any treasure from this adventure, since they 
  cannot keep their characters. But seeing what can be 
  expected is good for establishing the right tone at the 
  start. 
   
  During this demonstration of the D&D 3E rules, a lot of 
  the time will be spent on mechanics, and questions will 
  come up. Combat may be slower than in 2nd edition 
  AD&D. Be patient and answer questions to the best of 
  your ability, but please don’t speculate where you are not 
  sure of the rules. 
   
  The second rule is, don’t answer any 3E rules 
  questions outside of the demonstration. You can talk 
  about anything in the game during the demo, but once it is 
  over you are bound by your NDA agreement not to speak 
  about the game specifics. 
   
  The third rule is, no player leaves with a character 
  sheet or rules summary sheet. You collect the real 
  character sheets and the rules summary pages. 
   
  Abbreviated spell lists are provided, as all the priest 
  spells would not fit on the priest sheets. Do not let anyone 
  take these away, or take notes on their contents. 
   
  Don’t forget to explain what can be done in a combat 
  round before combat starts. Players won’t know about 
  counter-spelling and “going on the ready” to anticipate a 
  foe’s action. 
   
  Last rule: when the demo is finished, please caution 
  the players not to speak about the specifics of the 3E 
  D&D game.  
   
  Character Creation 
  This demo should have come with a set of 11 demo 
  character sheets, one for each class. If not, go get them, 
  because you need them. Have each player choose a class, 
  and give the player the sheet for that character class. 
  Don’t let two players choose the same class; the idea is to 
  show off various aspects of the game. They’ll cooperate. 
   
  Character creation for this demo works as follows: 
  Players choose which class they want to play, and get the 
  appropriate sheet. 
  1. 
  Players choose race, fill in height and weight info, 
  and choose alignment. 
  2. 
  Players assign ability points according to the Point 
  Buy table on their sheets. Each ability starts at 8, 
  which costs 0 points to buy. Players have 28 points 
  to spend on their characters, and can raise the 
  abilities as high as 18 (costs 16) if they can afford it. 
  Include racial ability modifiers AFTER buying on 
  the table. You can share the Quick Point-Buy sheet 
  at the end of this text with them, as it is helpful in 
  creating different types of characters. 
  3. 
  Players copy their ability modifiers from the ability 
  cost table. 
  4. 
  Players copy the appropriate ability modifiers to the 
  lines on the character sheet where they belong. All 
  are labeled. 
  5. 
  Players buy skills with the skill points listed on their 
  character sheets. REMEMBER: Human characters 
  get four more skill points than non-human characters 
  at 1st level. The character sheets are set up so that if a 
  player chooses human, he or she should just add four 
  points after figuring out the amount as shown on the 
  sheet. 
   
  A number of choices (for example, starting feats and 
  skills available) have been chosen for the players using 
  the “starting packages” for the classes in the Player’s 
  Handbook. This has been done so that time is saved in the 
  demo. If players want to do something that is not 
  available on the character sheets, tell them that they can 
  create characters that way when the campaign begins, but 
  for now they should please choose from the options on 
  the character sheets.  
   
  Answer any questions about items on the character 
  sheet. You should have a galley of 3E rules to refer to, 
  and most of the skills are self-explanatory for demo 
  purposes. 
   
  When the players are ready, have them describe their 
  characters to you and each other, and then proceed to the 
  adventure. 
   
   
  The Ruins 
  You have arrived, and the great bulk of the dead 
  dragon lies before you. The ichor pooling around the 
  dragon from its wounds leads you to believe that is in 
  fact dead. Nearby, you see two elves, and the charred 
  remains of five other humanoids. You assume these 
  were the adventurers who slew the dragon. Their 
  weapons are melted and twisted, and their gear 
  slashed or burned or otherwise ruined. Beyond, the 
  ruins rise invitingly. Apparently the majority of the 
  fighting took place here, a little distance away from 
  the fallen castle walls. 
  
   
   
  A Chance at Fortune 
   
  Page 4 
   
  Everything is as it seems. There are no undead here 
  (they are coming later). The equipment from the 
  adventurers is beyond repair (there is treasure in the 
  dungeon, don’t worry), and the dragon’s body covered 
  in wounds. First-level adventurers should not be carving 
  up dragons for body parts, since they don’t know that 
  such things are useful, so move them on to the ruins, 
  where the adventure begins. 
   
  The ruins are now a framework of low walls that 
  mark where two and a half of the former castle walls 
  were located, and a great pit of stones in the center on 
  which the dragon slept. There are no rooms to discover 
  here. However, the walls are still intact in the back, and 
  they are easily 10 feet thick (people built castles with 
  really thick walls). In the back wall, which is intact to 
  about 7 feet high, there is a secret door near the middle. 
  This leads to the dungeon area, and can be found on a 
  successful Spot check with a DC of 20. It opens onto a 
  5-foot wide passage that leads down a set of stairs to 
  Room One. 
   
  When the PCs open the secret door, present the 
  following: 
   
  As the door creaks open, you hear a clatter from 
  beyond, a great clatter as if someone were surprised in 
  the kitchen and scattered pots everywhere. Then 
  suddenly it is quiet, and only the creaking of the door 
  comes to your ears. Before you is a dark passage 
  leading downward. 
   
  Refer to the Map for the layout of the dungeon. It is 
  dark in the dungeon, and darkvision or light sources are 
  required. Ceiling heights are all 8 feet, unless otherwise 
  specified. 
   
   
  Room One 
  The stairs come out into a circular room approximately 
  15 feet in diameter. The clattering that the PCs heard 
  was the activation (and therefore assembling) of a group 
  of skeletons which were put here by the necromancer to 
  keep people out. The skeletons attack as soon as the 
  PCs enter the room. 
   
  Skeletons (4): Medium Undead (6 ft. tall); HD 1d12; 
  hp 6; Init +5 (Dex, Improved Initiative); Spd 30’; AC 
  13 (+1 Dex, +2 natural); Atks +0/+0 melee (2 claws, 
  1d4); SA nil; SD Weapon immunities, cold immunity; 
  AL N; SV Fort +0, Ref +1, Will +2.  
   
  Str 10, Dex 12, Con —, Int —, Wis 10, Cha 11. 
   
  Feats: Improved Initiative. 
   
  Skeletons are the animated bones of the dead. They 
  are mindless automatons who obey the orders of their 
  evil masters. Pinpoints of red light smolder in the black 
  emptiness of their eye sockets. They attack until 
  destroyed, for that is what they were created to do. 
   
  Weapon Immunities: Because skeletons lack flesh 
  or internal organs, they are less vulnerable to edged 
  weapons than other creatures. They suffer no damage 
  from piercing weapons and half damage from slashing 
  weapons. 
   
  Cold Immunity: Skeletons suffer no damage from 
  cold. 
   
  Other than the skeletons, the room is bare. The passage 
  on the other side (also 5 feet wide), leads into the disk 
  trap described as Room Two. 
   
   
  Room Two 
  This “room” is actually a corridor 30 feet long and five 
  feet wide. It has a trap built into it, one that is very 
  effective against the unwary dungeon delver. 
   
  Narrow 
  grooves 
  are 
  cut 
  into 
  both 
  walls 
  horizontally, running the length of the corridor. The 
  grooves are cut at heights of 1 foot, 2 feet, 4 feet, 5 feet, 
  and 6 feet. The grooves begin at the corner and end at 
  the entrance to the temple (Room Three). 
   
  When someone steps on the 5-foot square in the 
  center of the hallway (where the “2” is on the map), 
  sharpened metal disks a little larger than five feet wide 
  are fired down the hallway in the grooves (on the side 
  with the gap, the disks are guided magically into the 
  grooves, but this magical effect is not detectable until 
  activated) . The disks travel the length of the corridor 
  and then bounce back, slowing down a little. They 
  repeat this pattern of bouncing back and forth for about 
  10 minutes, by which time they are moving very slowly. 
  At the end of 10 minutes, they slip back into their 
  sheaths in the wall and wait to be set off again. 
   
  Detecting the trigger plate on the floor requires a 
  successful Spot or Search check, depending on whether 
  they are actively searching or not, with a DC of 15. 
   
  The disks travel in each groove, but not all at the 
  same time. The disk in the groove at 6 feet goes first, 
  followed a round later by the one at 5 feet, followed a 
  round later by the one at 4 feet, followed a round later 
  by the one at 2 feet, followed a round later by the last 
  one at 1 foot. Thus, the disks are not synchronized and 
  seem to move randomly back and forth in the hallway. 
   
  This trap is especially effective against those 
  relying on darkvision to see, as by the time the intruder 
  realizes what is going on, the second disk has been 
  launched (assuming the first did not cut off his head). 
   
  Disk: +0 melee attack, 2d8 hp damage, SA a killing 
  blow cuts the victim in half. 
  
   
   
  A Chance at Fortune 
   
  Page 5 
   
  The trick, therefore, is to get down the passage without 
  getting cut in half. This requires ingenuity on the part of 
  the players. 
   
  Disarming the device: It is possible to disarm this 
  device, but not by “turning it off.” Instead, the grooves 
  have to be jammed with something that can withstand 
  the pressure the disks exert. When they are first fired, 
  only metal or a few inches of stone would be strong 
  enough to stop them but wood will work after they have 
  been moving back and forth for 5 rounds or more. 
   
  Solution: run like the wind down the corridor before the 
  disks are launched. The corridor is only 30 feet long, so 
  characters can cover it in one round or less. If they wait 
  until the trap resets, they can all run down and have 
  only the disk at 6 feet to worry about, and ducking is a 
  perfectly good way to avoid this disk. 
   
   
  Room Three 
  Escaping the disks of death, you come into a room 
  that is clearly a temple, of sorts. There is an altar at 
  the far end, and even from here you can see the dark 
  brown stains covering it. Behind it on the wall is a 
  symbol to some deity, one of death and destruction 
  from the looks of the symbol. The rest of the room is 
  decorated with gory scenes of death, some extremely 
  graphic. 
   
  Characters should make Fort saves with a DC of 10 if 
  they look at the images on the wall. They are extremely 
  unsettling. Failure on the Fort save means the character 
  turns from the room, unable to absorb the grisly scenes 
  without retching. The effect wears off after a few 
  minutes, but will be renewed if the character views the 
  images on the walls again.”] 
   
   
  The room is 30 feet long, but not square (see map). 
  The altar is about 6 feet long, and was used for human 
  sacrifices. The dark stains are dried blood. The altar top 
  has grooves cut in it around the circumference, for 
  allowing the blood from the sacrifices to flow down the 
  channels and collect in urns that would be placed at the 
  corners.  
   
  There are no apparent exits from this room, other 
  than the one the PCs used to enter. The two exits are 
  behind secret doors (Spot, DC 20). Allow the PCs to 
  find one of them no matter what they roll, since we 
  don’t want to end the adventure here. If you have to 
  give them one, give them the one that leads to Room 
  Seven. PCs that failed their Fort saves cannot search for 
  secret doors, as they cannot pay that much attention to 
  the walls. The passage to Room Four is 5 feet wide, that 
  to Room Seven is only 3 feet wide. 
   
  The necromancer was a follower of Nerull, god of 
  death, and sacrificed here regularly even though he was 
  not a priest. Bodies were disposed of in Room Seven. 
   
  More interesting things await further into the 
  dungeon. 
   
   
  Room Four 
  This room is lower than the rest of the rooms. When the 
  complex was excavated, the necromancer discovered an 
  underground river at the level he was digging. So, he 
  just went under it. 
   
  The stairs down to this room are dry, but there is a 
  slight dampness around the door into Room Four (on 
  both sides). When the necromancer trapped the demon, 
  he had tunnels dug to the underground river, so it would 
  flood the room. The river now has a branch that flows 
  through the room. He thought that the demon would not 
  pass the water. Then he sealed the room carefully with 
  magic, which is why the corridor is not flooded. 
   
  The door opens outward, but requires a Str check 
  with a DC of 20 to open (the door has absorbed water 
  and expanded). Opening this door is a really bad idea, 
  since the whole dungeon will eventually be flooded. If 
  the door is opened, a great wave of water pushes the 
  PCs backward as water escapes from the room into the 
  temple and back towards the entrance. Flooding the 
  whole area will take some time, and the characters can 
  explore the area, but they now have to fight the constant 
  water pressure. 
   
  The main trick here is getting across the room and 
  through the other door. As 1st level characters, they 
  don’t have the magic to stop the water or even affect it 
  for more than a minute. So, they have to either find the 
  secret door from Room Three to Room Seven, or use 
  strength to push through and open the far door. 
   
  Getting across requires Swim checks with a DC of 
  10 (to fight the slight current). Those without swimming 
  skill can try to swim across using Swim untrained. 
  Ropes attached between PCs will help. 
   
  Opening the door on the other side requires a Str 
  check with a DC of 20 too, and sends water into the 
  corridor and up the stairs on that side. Again, there is 
  time to explore, and luckily the way out is through 
  Room Nine, but this should make the characters think. 
   
  If for some reason a PC is swept into the river 
  through the small exit tunnel, he or she emerges into a 
  surface river about two miles downstream. There is not 
  much air to breathe in the river passage, and a Con 
  check (with DC 10) [DC?] should be made to hold 
  one’s breath long enough. 
   
  
   
   
  A Chance at Fortune 
   
  Page 6 
   
  Room Five 
  You enter into a room lined in bookshelves. They 
  cover the walls completely, though they are not 
  occupied fully. You estimate that there are about 100 
  books remaining, perhaps fewer. In one corner sits a 
  desk, which has the dust of a hundred or more years 
  on it. The chair behind it is pulled in, however, as if 
  someone got up and carefully set the chair where it 
  belonged. A rug adorns the floor near an old 
  fireplace. There is no wood, and how smoke would 
  have left the room is beyond you, as there are no 
  vents. There are passages leading off this room in the 
  center of each wall. 
   
  The study is 20 feet by 30 feet, with a ceiling height of 
  12 feet. The necromancer spent a lot of time in here, 
  and wanted the higher ceiling. Smoke from the fire was 
  magically removed by an air elemental that served the 
  necromancer, but it is gone now. 
   
  There are 98 books on the shelves, the dregs of the 
  necromancer’s collection that he did not want to take 
  with him. Most are written in either Draconic (the 
  language of dragons) or Infernal (the language of 
  demons and devils), and describe basic research into 
  necromancy and human anatomy. There is a set of six 
  books that are written in Terran (the language of earth 
  elementals), and describe how to summon and bind 
  creatures from the plane of Earth. The books are quite 
  bulky, and not worth that much to a collector. Consider 
  them to be basic-level [100-level makes sense to a 
  college student/grad, but it’s not clear to others] college 
  textbooks on their respective topics, and you have a 
  good idea of their content and value. 
   
  One of the books contains a spell. It is amongst the 
  books written in Draconic, and the spell is ghoul touch, 
  a 2nd-level wizard spell. Learning this spell requires 
  much study, more than can be done during the 
  adventure (especially if the door to Room Four is open 
  and water is flooding the dungeon). 
   
  The desk contains some scribblings in Draconic 
  and a strange code language that the necromancer used 
  to hide his research from (non-existent) prying rivals. It 
  should be nonsense to the characters. However, there is 
  one paper of interest in the desk. It says, in Common: 
   
  “If anyone finds this, I warn them not to open the door 
  into the conjuring room. I have sealed the door against 
  the monstrosity within. Do not let it loose, as it will 
  surely come after me. If you have any pity for a fellow 
  creature, do not open the door.” 
   
  Optional Combat 
  If the players like fights, you can use this optional 
  encounter. It is not required, and if they are going to run 
  out of time, skip it. DO NOT USE THIS ENCOUNTER 
  if you don’t have at least two brave and strong fighters 
  in the group. The appearance of the creature tends to 
  make groups back off from entering Room Eight, which 
  is not necessarily what we want. 
   
  The conjuring room is guarded by an earth 
  elemental, which must serve for 101 years. Luckily for 
  it, that time is almost up, but unluckily for the PCs, it is 
  not quite up. When anyone approaches the passage 
  leading to Room Eight, the elemental rises from the 
  very floor and bars the way. 
   
  The door before you has a magical symbol of some 
  sort inscribed on it. Before you can make out what 
  exactly it might do, your approach to the door is 
  blocked. The floor writhes before you, bubbling and 
  heaving slightly, and then a vaguely humanoid form 
  rises up and stands before you. It says something in a 
  language you do not know, but it sounds menacing in 
  a gravelly sort of way. 
   
  The earth elemental will not let anyone pass while it 
  lives. It will only attack if someone wants to use the 
  door to Room Eight. 
   
  Medium Earth Elemental: Medium Elemental (8 ft. 
  tall, 750 lbs.); HD 4d8; hp 30; Init -1 (Dex); Spd 20’; 
  AC 18 (+0 size, –1 Dex, +9 natural); Atks +8/+3 melee 
  (buffet, 1d8+5); SA earth mastery, push; SD 
  elemental defenses, damage reduction +1/10, earth 
  immunity; AL N; SV Fort +7, Ref +0, Will +1.  
   
  Str 21, Dex 8, Con 17, Int 4, Wis 11, Cha 11. 
   
  Skills: Listen +6, Spot +6. Feats: Power Attack. 
   
  Earth elementals look like very large, stony 
  humanoids. When summoned to the Prime Material 
  plane, they seem to be made of whatever types of dirt, 
  stones, precious metals, and gems they were conjured 
  from. They always have cold, expressionless faces, and 
  two eyes that sparkle like brilliant, multifaceted gems. 
  Though they have a mouth-like opening in its face, an 
  earth elemental will rarely speak. Their voices sound 
  like echoes in deep tunnels, the rumblings of 
  earthquakes, or the grinding of stone on stone. They 
  speak Terran. 
   
  Though earth elementals travel very slowly, they 
  are relentless opponents. They can travel though solid 
  ground or stone as easily as humans walk along the 
  earth’s surface. They cannot swim, however. They must 
  either walk around bodies of water or go under them, 
  traveling through the ground. They can move along the 
  bottoms of bodies of water, but they prefer not to. 
  
   
   
  A Chance at Fortune 
   
  Page 7 
   
  Earth Mastery: An earth elemental gains a +1 
  attack and damage bonus if both it and the foe it is 
  attacking touch the ground. If an opponent is airborne 
  or waterborne, the elemental suffers a –4 penalty to 
  attack and damage. These modifications are not 
  included in the stats listed above. 
   
  Push: This extraordinary ability allows the 
  elemental to perform bull rush maneuvers against 
  opponents without drawing attacks of opportunity. The 
  combat modifiers listed in the Earth Mastery section 
  above apply when to the opposed Strength checks the 
  elemental makes when pushing. 
   
  Elemental Defenses: Earth elementals are immune 
  to poison, sleep, paralyzation, and stunning. Elementals 
  are not subject to critical hits or precision damage 
  bonuses. They have no clear front or back, and cannot 
  be flanked. They have darkvision with a range of 60´. 
   
   
  Room Six 
  This circular room is 20 feet in diameter. It was the 
  necromancer’s treasure room. It looks very sparse, 
  because he managed to take the really valuable stuff. He 
  left behind some nice goodies that an adventuring group 
  should be really happy with. There are three chests and 
  a large wooden cabinet in the room. 
   
  Chest #1: Locked, no traps. DC 14 to pick the lock. 
  It contains 200 sp. 
   
  Chest #2: Locked, no traps. DC 14 to pick the lock. 
  It contains 200 sp. 
   
  Chest #3. Locked, trapped. There is a poison 
  needle trap in the lock which pricks the hand trying to 
  open the lock. The needle is covered in poison that 
  causes the victim to fall into a coma for a week, and 
  does 1 hp of damage per day to the victim as well. This 
  was mainly an immobilizer; anyone caught in here was 
  sacrificed and tossed to the ghoul in Room Seven. DC 
  14 to open the lock, DC 15 to disarm the trap. It 
  contains a velvet bag with 2 gems (each worth 50 gp), 
  and a dagger with gems encrusted on the pommel. The 
  dagger is worth about 250 gp. 
   
  Wooden Cabinet: Not locked, not trapped. It 
  contains 3 bolts of a fine silk, which is kind of worn 
  with age by now. It is still whole, and each bolt could be 
  sold for 20 gp. 
   
   
  Room Seven 
  This room is basically a deep pit. The room is 15 feet in 
  diameter, and 20 feet deep. There is a ledge about one 
  foot wide around the room. The stench of death and 
  decay is almost overpoweringly strong in here, as this is 
  where the bodies from the sacrifices were disposed of. 
  PCs must make a Fort save with DC 13 upon opening 
  the door, or retreat retching for 5 minutes. 
   
  The body disposal was very simple: the bodies 
  would be carried from the temple through the secret 
  passage, and be thrown down into the pit. The 
  necromancer kept a ghoul in here to eat the bodies. The 
  ghoul is still in here, and extremely hungry. All that 
  remains of any bodies are bones, some tattered clothing, 
  and the occasionally shiny object that has no value. 
   
  The ghoul cannot climb out of the pit, so the PCs 
  can just leave the room and not worry about it. But you 
  can scare them into thinking it can climb out. It can 
  make horrible sounds, begin to claw its way up the wall, 
  and generally give the impression that it can get to the 
  PCs. However, half-way up the wall the stone is smooth 
  and there are no handholds for it, so it stops and goes 
  back down if there is no one around. You can also use 
  the shiny objects to tempt the PCs into braving the pit. 
   
  Getting around the ledge requires a Dex check with 
  a DC of 15. Anyone that falls into the pit takes 2d6 
  damage and is set upon by the ghoul. 
   
  Ghoul: Medium Undead (6 ft. tall); HD 2d12; hp 13; 
  Init +2 (Dex); Spd 30’; AC 14 (+2 Dex, +2 Natural); 
  Atks claws +0 melee, bite +3 melee (2 claws 1d3, bite 
  1d6+1); SA paralysis; SD nil; AL N; SV Fort +0, Ref 
  +2, Will +5.  
   
  Str 13, Dex 15, Con —, Int 13, Wis 14, Cha 16. 
   
  Skills: Climb +6, Escape Artist +7, Hide +7, Intuit 
  Direction +3, Jump +6, Listen +7, Search +6, Spot +7, 
  Move Silently +7. Feats: Multi-attack (can make 3 
  attacks a round), Weapon Finesse (Bite, +1 dmg). 
   
  Ghouls are undead creatures who haunt graveyards, 
  battlefields, and other places where the carrion they 
  hunger for is easily had. The transformation from living 
  beings into fell things of the night has warped their 
  minds, making them cunning and feral. Wherever the 
  stench of death hangs heavy in the air, these terrible 
  creatures are likely to be lurking nearby, ready to kill 
  and devour the unwary. 
   
  Although they still look more or less human, their 
  decaying flesh is mottled and putrid, drawn tight across 
  bones clearly visible beneath a web of distended veins 
  and muscles. Their eyes burn like hot coals in the 
  darkness of their sunken sockets. 
   
  Ghouls speak Common. 
   
  Paralysis: Each melee hit from a ghoul can 
  paralyze a living foe. This extraordinary ability renders 
  those who fail a Fortitude saving throw vs. DC 14 
  unable to move for 1d6+2 minutes or until some manner 
  of magical spell is used to drive the taint of the ghoul 
  from the victim. Elves are immune to the paralytic 
  effect of a ghoul’s attacks. 
   
   
  
   
   
  A Chance at Fortune 
   
  Page 8 
  Room Eight 
  This is the conjuring room where the necromancer 
  contacted other planes for the servants he required. His 
  last conjuration was the demon that he trapped here. 
  Present the following: 
   
  The door opens to reveal a five-sided room, the walls 
  of closely equal length. In the center of the room, a 
  pentagram has been inscribed on the floor with 
  arcane symbols running all the way around it. On the 
  right side (as you look at it), some dirt and rock bits 
  have covered the pentagram’s side. The pentagram is 
  empty. 
   
  The goblins from Room Nine burrowed into this room 
  and broke the pentagram, freeing the demon. It killed a 
  bunch of them and then left the area.  
   
  In the wall above the dirt on the floor is a crudely 
  dug opening three feet in diameter. It leads to Room 
  Nine, and is the only way out of this room other than the 
  passage to Room Five. 
   
   
  Room Nine 
  The three-foot passage from Room Eight leads to a 
  small goblin warren. The goblins dug out their home 
  and have lived in the shadow of the dragon ever since. 
  The main living area consists of the areas lettered A-K 
  on the map. The passage from Area A away from the 
  warren leads to the surface. 
   
  The warren passages are three feet in circumference 
  (they are for goblins), but the wider areas are nearly 
  seven feet high and as wide as shown on the map. The 
  PCs are in cramped quarters. Goblin warrens smell 
  lived-in and a little rank; think of how a dog kennel 
  smells if it is not cleaned in months. The living areas are 
  piled with sleeping mats made of fur and leaves, with 
  stray rags around that are used for various things. Three 
  suits of goblin studded leather armor (not suitable for 
  any of the PCs, including gnomes and halflingscan be 
  found in the central areas, unless the male goblins have 
  donned the suits. Various pieces of wood and other 
  trash litter the area, and some bones. The goblins don’t 
  cook in the warrens; in fact, they tend not to cook at all. 
   
  The whole warren is currently occupied by 10 
  goblins: 5 females, 3 males, and 2 children. The rest of 
  the males are off hunting, and there are four females off 
  gathering other food (goblins are not egalitarian in their 
  work assignments). 
   
  The goblins will certainly view the entrance of the 
  PCs into their warren as an invasion, and respond with 
  suspicion and hostility. However, they can be talked to 
  if someone has Goblinoid as a language, or casts 
  comprehend languages on himself and a goblin. If the 
  PCs can somehow convince the goblins that they mean 
  no harm and just want to pass through, the goblins will 
  suspiciously allow them to do so. If things get hostile, a 
  fight will develop.  
   
  The goblins have a definite advantage in the 
  constricted space. They can run down the 3-foot 
  passages, while medium-sized PCs have to crawl (1/4 
  speed). If a fight breaks out, the goblins will use their 
  size advantage and knowledge of their lair to surround 
  and capture or slaughter the PCs. Captured PCs become 
  heavy-labor slaves for the goblins. 
   
  The goblins don’t have any treasure. 
   
  Goblin (10, only 8 combatants): Small Humanoid (6 
  ft. tall); HD 1d8; hp 4; Init +1 (Dex); Spd 30’; AC 12 
  (+1 Dex, +1 size, no armor but they could don studded 
  leather for +3 more AC); Atks +0 melee (short sword, 
  1d6-1), +2 ranged (javelin, 1d6-1, but it will be hard to 
  throw javelins in the warren); SA nil; SD nil; AL CE; 
  SV Fort +0, Ref +1, Will +0.  
   
  Str 8, Dex 13, Con 11, Int 10, Wis 11, Cha 8. 
   
  Skills: Ride +6, Move Silently +4. Feats: 
  Alertness, Mounted Combat. 
   
  Goblins have flat faces, broad noses, pointed ears, 
  wide mouths and small, sharp fangs. Their foreheads 
  slope back, and their eyes are usually dull and glazed. 
  They always walk upright, but their arms hang down 
  almost to their knees. Their skin colors range from 
  yellow through any shade of orange to a deep red. Their 
  eyes vary from bright red to a gleaming lemon yellow. 
  They wear clothing of dark leather, tending toward dull 
  soiled-looking colors. 
   
  Goblins speak Goblinoid. 
   
  An existence of being bullied by bigger, stronger 
  races has taught them to exploit what few advantages 
  they have in dealing with opponents: sheer numbers and 
  malicious ingenuity. The concept of a "fair fight" is 
  meaningless in their society: They favor ambushes, 
  overwhelming odds, dirty tricks, and any other unfair 
  advantage they can devise. 
   
  Goblins have a poor grasp of strategy and are 
  cowardly by nature, tending to flee the field if a battle 
  turns against them.  
   
  Goblins are tribal. Their leaders are generally the 
  biggest, strongest and sometimes even the smartest 
  goblin in the vicinity. They have almost no concept of 
  privacy, living and sleeping in large common areas; 
  only the leaders live separately. Goblins live by raiding 
  and stealing from other races (preferably those that 
  cannot defend themselves easily), sneaking into lairs, 
  villages, and even towns by night to take what they can. 
  They are not above waylaying travelers on the road or 
  in forests and stripping them of all possessions, up to 
  and including the clothes on their backs. Goblins 
  
   
   
  A Chance at Fortune 
   
  Page 9 
  sometimes capture slaves and force them to perform 
  hard labor in the tribes' lair or camp. 
   
  These creatures live wherever they can, from dank 
  caves to dismal ruins, and their lairs are always smelly 
  and filthy due to the goblins' utter lack of sanitation. 
  They often settle near civilized areas, which they raid 
  for food, livestock, tools, weapons, and supplies. 
   
   
  Conclusion 
  Once the PCs emerge from the dungeon, the scenario is 
  over. You can discuss any rules questions that remain 
  unanswered, and then collect all the character sheets 
  and the action summary pages. Thank the players and 
  collect their RPGA numbers for the scoring packet. 
  They do not have to vote.  
   
  Remember to collect all character sheets and demo 
  information pages. No one should leave the demo with 
  any pieces of paper with 3E-specific rules on them. 
   
   
  Experience Point Summary 
  This section is included so you can “award” experience 
  to the demo characters, showing the players what kinds 
  of experience rewards they can expect at 1st level. The 
  experience is based on an EL 2 group encountering EL 
  2 encounters. 
   
  To assign XP: 
  1. Add up the values for the objectives accomplished, 
  as listed. 
  2. Assign discretionary roleplaying experience. This 
  should be awarded for character portrayal and 
  teamwork. Add roleplaying experience to the total 
  for objectives. 
  3. Multiply the sum by the EL for the character group, 
  as calculated at the start of the adventure. 
  4. Divide the total by the number of PCs who 
  survived the adventure (round up). The amounts 
  listed below are for ALL THE PCs, not for each 
  PC. PCs who die during the adventure do not get 
  experience from the adventure, even if they are 
  raised from the dead later. 
   
  Room One 
  Destroy skeletons 
  100 xp 
   
  Room Two 
  Avoid trap with no damage to any PC 
  75 xp 
   
  Room Five 
  Optional: Destroy elemental 
  100 xp 
   
  Room Seven 
  Destroy ghoul 
  50 xp 
   
  Room Nine 
  Defeat goblins 
  75 xp 
   
  OR 
   
  Bypass goblins through negotiation 
  100 xp 
   
  Discretionary roleplaying experience 
  0-25 xp 
  Total possible experience: 
  450 xp 
  Maximum xp per PC at EL=1 
  4 PCs: 113 xp 
   
   
  5 PCs: 90 xp 
   
   
  6 PCs: 75 xp 
   
   
  7 PCs: 65 xp 
   
   
  Treasure Summary 
  This section is included so you can easily describe the 
  treasure in the scenario, showing the players what they 
  can expect as far as treasure goes in 1st-level 
  adventures. The characters cannot keep any of this 
  treasure. 
   
  Room Five: 
  5. Book with 2nd-level wizard spell ghoul touch 
   
  Room Six 
  • 
  Chest #1: 200 sp. 
  • 
  Chest #2: 200 sp. 
  • 
  Chest #3. a velvet bag with 2 gems (each worth 50 
  gp), and a dagger with gems encrusted on the 
  pommel. The dagger is worth about 250 gp. 
  • 
  Wooden Cabinet: 3 bolts of a fine silk; each bolt 
  could be sold for 20 gp. 
   
   
  
   
   
  A Chance at Fortune 
   
  Page 10 
  Map of Dungeon Layout 
   
   
   
  
   
   
  A Chance at Fortune 
   
  Page 11 
  Allowed Deity List 
   
  Deity 
  Alignment 
  Domains 
  Worshipers 
  Heironeous, 
  Lawful good 
  Good, Law, War 
  Paladins, fighters, and monks 
   
  God of Valor 
   
   
   
  Moradin,  
  Lawful good 
  Earth, Good,  
  Dwarves 
   
  God of Dwarves 
   
  Law, Protection 
  Yondalla,  
  Lawful good 
  Good, Law,  
  Halflings 
   
  Goddess of Halflings  
  Protection 
  Ehlonna,  
  Neutral good 
  Animal, Good,  
  Elves, gnomes, half-elves,  
   
  Goddess of the Woodlands 
  Plant, Sun 
  halflings, rangers, and druids 
  Garl Glittergold,  
  Neutral good 
  Good, Protection,  
  Gnomes 
   
  God of Gnomes 
   
  Trickery 
  Pelor,  
  Neutral good 
  Good, Healing,  
  Rangers and bards 
   
  God of the Sun 
   
  Strength, Sun 
  Corellon Larethian, 
  Chaotic good 
  Chaos, Good,  
  Elves, half-elves, and bards 
   
   God of the Elves 
   
  Protection, War 
  Kord,  
  Chaotic good 
  Chaos, Good,  
  Fighters, barbarians, rogues,  
   
  God of Strength 
   
  Luck, Strength 
  and athletes 
  Wee Jas,  
  Lawful neutral 
  Death, Law,  
  Wizards, necromancers,   
   
  Goddess of Death and Magic 
  Magic 
  and sorcerers 
  St. Cuthbert,  
  Lawful neutral 
  Destruction, Law,   
  Fighters, monks, and soldiers 
   
  God of Retribution 
   
  Protection, Strength 
  Boccob,  
  Neutral 
  Knowledge, Magic,  
  Wizards, sorcerers, and sages 
   
  God of Magic 
   
  Trickery 
  Fharlanghn,  
  Neutral 
  Luck, Protection, 
  Bards, adventurers, and merchants 
   
  God of Roads 
   
  Travel 
  Obad-Hai,  
  Neutral 
  Air, Animal, Earth,  
  Druids, barbarians, and rangers 
   
  God of Nature 
   
  Fire, Plant, Water 
  Olidammara,  
  Chaotic neutral 
  Chaos, Luck,  
  Rogues, bards, and thieves 
   
  God of Thieves 
   
  Trickery 
  
   
   
  A Chance at Fortune 
   
  Page 12 
  Spell Lists for Player Characters 
   
  Wizard and Sorcerer Spells 
   
  0-Level Wizard and Sorcerer Spells (Cantrips) 
  School 
  Spell....................................................Effect 
  Abjur 
  Resistance...........................................+1 on saving throws 
  Alter 
  Mage Hand .........................................5-pound telekinesis 
  Alter 
  Mending..............................................Make minor repairs in an object 
  Alter 
  Open/Close .........................................Open or close small or light things 
  Conj 
  Ray of Frost ........................................Ray deals 1d3 cold damage 
  Div 
  Detect Poison......................................Detect poison in one creature or small object 
  Ench 
  Daze....................................................Creature loses next action 
  Evoc 
  Light ...................................................Object shines like a torch 
  Evoc 
  Flare....................................................Dazzles one creature (–1 attack) 
  Illus 
  Dancing Lights....................................Figment torches or other lights 
  Illus 
  Ghost Sound .......................................Figment sounds 
  Necro 
  Disrupt Undead...................................1d6 damage to an undead 
  Univ 
  Detect Magic.......................................Detect spells and magic items within 60´ 
  Univ 
  Prestidigitation....................................Minor tricks 
  Univ 
  Read Magic.........................................Read scrolls and spellbooks 
  Univ 
  Wizard Mark.......................................Inscribes a personal rune (visible or invisible) 
   
  1st-level Wizard and Sorcerer Spells 
  Abjur 
  Alarm..................................................Wards an area for 2 hours/level 
  Abjur 
  Gaze Reflection...................................Reflects gaze attacks back at gazer 
  Abjur 
  Hold Portal .........................................Holds door shut 
  Abjur 
  Protection from Chaos........................+2 AC & saves vs. chaotic, counter mind control, hedge out nonlawful 
  elementals and outsiders 
  Abjur 
  Protection from Evil ...........................+2 AC & saves vs. evil, counter mind control, hedge out nongood elementals 
  and outsiders 
  Abjur 
  Protection from Good .........................+2 AC & saves vs. good, counter mind control, hedge out nonevil elementals 
  and outsiders 
  Abjur 
  Protection from Law...........................+2 AC & saves vs. lawful, counter mind control, hedge out nonchaotic 
  elementals and outsiders 
  Abjur 
  Shield..................................................Invisible disc blocks magic missile attacks 
  Alter 
  Animate Rope.....................................Make a rope move at your command 
  Alter 
  Burning Hands....................................1d4 fire damage/level (max: 5d4) 
  Alter 
  Color Spray.........................................Knock unconscious, blind, or stun 1d6 weak creatures 
  Alter 
  Enlarge................................................Object or creature grows +10%/level (max +50%) 
  Alter 
  Erase ...................................................Erase mundane or magical writing 
  Alter 
  Expeditious Retreat.............................Doubles your Movement 
  Alter 
  Feather Fall.........................................Creature falls slowly 
  Alter 
  Jump ...................................................Creature gets +30 on Jump checks 
  Alter 
  Message ..............................................Whispered conversation at distance 
  Alter 
  Reduce................................................Object or creature shrinks 10%/level (max 50%) 
  Alter 
  Shocking Grasp...................................Touch delivers electric charge (1d8+1/level) 
  Alter 
  Spider Climb.......................................Grants ability to walk on walls and ceilings 
  Conj 
  Grease.................................................Cover 10´ square or 1 object with slippery grease 
  Conj 
  Mage Armor........................................Grant creature +4 armor bonus 
  Conj 
  Mount .................................................Summon riding horse for 2 hrs./level 
  Conj 
  Obscuring Mist ...................................Fog surrounds you 
  Conj 
  Summon Monster I .............................Summons outsider to fight for caster 
  Conj 
  Unseen Servant...................................Creates invisible force (Str 2, 6 hp) that obeys caster’s commands for 1 
  hour/level 
  Div 
  Comprehend Languages......................Understand all spoken and written language 
  Div 
  Detect Secret Passages........................Detect hidden doors within 60´ 
  Div 
  Detect Undead ....................................Detect undead within 60´ 
  Div 
  True Strike..........................................Adds +20 bonus to caster’s next attack roll 
  Ench 
  Charm Person .....................................Make one person your friend for 1 hr./level 
  Ench 
  Hypnotism ..........................................Fascinate creatures (2d4 HD or levels) 
  Ench 
  Sleep ...................................................Casts targets (2d4 HD worth) into comatose slumber 
  
   
   
  A Chance at Fortune 
   
  Page 13 
  Evoc 
  Magic Missile .....................................1d4+1 damage; +1 missile/2 levels above 1st (max 5) 
  Evoc 
  Tenser’s Floating Disc........................3’ diameter horizontal force-disc, holds 100lb/level 
  Illus 
  Change Self.........................................Change own appearance 
  Illus 
  Minor Illusion.....................................Silent image of your design; concentration 
  Illus 
  Nystul’s Magical Aura........................Grant object false magic aura 
  Illus 
  Nystul’s Undetectable Aura................Mask magic item’s magic aura 
  Illus 
  Ventriloquism.....................................Throws voice for 1 minute/level 
  Necro 
  Cause Fear ..........................................One creature flees for 1d4 rounds 
  Necro 
  Chill Touch.........................................Deal 1d6 damage + 1 Str damage; 1 touch/level 
  Necro 
  Ray of Enfeeblement...........................Ray reduces Str 1d6 points +1 point/2 levels 
  Univ 
  Identify................................................Determine single feature of magic item 
   
  
   
   
  A Chance at Fortune 
   
  Page 14 
  Cleric Spell List 
   
  0-Level Cleric Spells (Orisons) 
  Create Water..........................................................Create 2 gallons/level of pure water 
  Cure Minor Wounds..............................................Cures 1 point of damage 
  Detect Magic.........................................................Detect spells and magic items within 60´ 
  Detect Poison ........................................................Detect poison in one creature or small object 
  Guidance ............................................................+1 on one roll, throw, or check 
  Light 
  ............................................................Object shines like a torch  
  Mending 
  ............................................................Make minor repairs in an object 
  Purify Food and Drink ..........................................Purify 1 cubic foot/level of food or water 
  Read Magic ...........................................................Read scrolls and spellbooks  
  Resistance ............................................................+1 on saving throws  
  Virtue 
  ............................................................Target gains 1 temporary hp 
   
  1st-level Cleric Spells 
  Bless 
  ............................................................+1 attack and +1 vs. fear for allies 
  Bless Water ...........................................................Makes holy water (costs 25 gp) 
  Cause Fear ............................................................One creature flees for 1d4 rounds 
  Command ............................................................One creature obeys your one-word command for 1 round 
  Comprehend Languages........................................Understand all spoken and written language 
  Cure Light Wounds...............................................Cures 1d8 +1/level damage (max +5) 
  Curse 
  ............................................................Enemies get –1 attack, –1 vs. fear 
  Curse Water...........................................................xx [???] 
  Deathwatch............................................................See how wounded creatures within 30´ are 
  Detect Chaos .........................................................Detect chaotic creatures, spells, or objects 
  Detect Evil ............................................................Detect evil creatures, spells, or objects 
  Detect Good ..........................................................Detect good creatures, spells, or objects 
  Detect Law ............................................................Detect lawful creatures, spells, or objects 
  Detect Undead.......................................................Detect undead within 60´ 
  Doom 
  ............................................................One creature gets –2 on attacks, damage, saves, and checks 
  Endure Elements ...................................................Ignore first 5 damage from one energy type each round (1 day) 
  Entropic Shield......................................................Ranged attacks against you suffer 20% miss chance 
  Guiding Hand........................................................Attack and damage bonus +1/3 levels; 1 minute 
  Inflict Light Wounds.............................................Touch attack, 1d8 +1/level damage (max +5) 
  Invisibility to Undead............................................Undead can’t perceive targets (1/level) 
  Magical Stone .......................................................3 stones become +1 projectiles, deal 1d6+1 damage 
  Obscuring Mist......................................................Fog surrounds you 
  Protection from Chaos...........................................+2 AC & saves vs. chaotic, counter mind control, hedge out nonlawful 
  elementals and outsiders 
  Protection from Evil..............................................+2 AC & saves vs. evil, counter mind control, hedge out nongood elementals 
  and outsiders 
  Protection from Good............................................+2 AC & saves vs. good, counter mind control, hedge out nonevil elementals 
  and outsiders 
  Protection from Law..............................................+2 AC & saves vs. lawful, counter mind control, hedge out nonchaotic 
  elementals and outsiders 
  Random Action .....................................................One creature acts randomly for one round 
  Remove Fear .........................................................+4 vs. fear for 1 creature +1 creature/4 levels 
  Sanctuary ............................................................xx [???] 
  Shield of Faith.......................................................Shimmering aura grants +2 or better deflection bonus 
  Summon Monster I................................................Summons outsider to fight for caster 
   
  
   
   
  A Chance at Fortune 
   
  Page 15 
  Cleric Domains 
  Air Domain  
   
  Deities: Obad-Hai 
   
  Granted Power: Turn or destroy earth creatures as a 
  good cleric turns undead. Rebuke or command air creatures as 
  an evil cleric rebukes undead. Use these abilities a total 
  number of times per day equal to 3 plus your Charisma 
  modifier. 
   
  Air Domain Spells 
  1 Obscuring Mist 
   
  Animal Domain 
   
  Deities: Ehlonna, Obad-Hai 
   
  Granted Power: You cast animal friendship once per 
  day. Knowledge (nature) is a class skill. 
   
  Animal Domain Spells  
  1 Calm Animals 
   
  Chaos Domain  
   
  Deities: Corellon Larethian, Erythnul, Gruumsh, Kord, 
  Olidammara 
   
  Granted Power: You cast chaos spells at +1 caster 
  level. 
   
  Chaos Domain Spells  
  1 Protection from Law 
   
  Death Domain 
   
  Deities: Nerull, Wee Jas 
   
  Granted Power: You may use a death touch once per 
  day. Your death touch is a spell-like ability that is a death 
  effect. You must succeed at a melee touch attack against a 
  living creature (using the rules for touch spells). When you 
  touch, roll 1d6 per your cleric level. If the total at least equals 
  the creature’s current hit points, it dies. 
   
  Death Domain Spells  
  1 Cause Fear 
   
  Destruction Domain 
   
  Deities: St. Cuthbert, Hextor 
   
  Granted Power: You gain the smite power, the 
  supernatural ability to make a single melee attack with a +4 
  attack bonus and a damage bonus equal to your cleric level (if 
  you hit). You must declare the smite before making the attack. 
  It is usable once per day. 
   
  Destruction Domain Spells  
  1 Inflict Light Wounds 
   
  Earth Domain 
   
  Deities: Moradin, Obad-Hai 
   
  Granted Power: Turn or destroy air creatures as a good 
  cleric turns undead. Rebuke or command earth creatures as an 
  evil cleric rebukes undead. Use these abilities a total number 
  of times per day equal to 3 plus your Charisma modifier. 
   
  Earth Domain Spells  
  1 Magic Stone 
   
  Evil Domain 
   
  Deities: Erythnul, Gruumsh, Hextor, Nerull, Vecna 
   
  Granted Power: You cast evil spells at +1 caster level.  
   
  Evil Domain Spells  
  1 Protection from Good 
   
  Fire Domain 
   
  Deities: Obad-Hai 
   
  Granted Power: Turn or destroy water creatures as a 
  good cleric turns undead. Rebuke or command fire creatures 
  as an evil cleric rebukes undead. Use these abilities a total 
  number of times per day equal to 3 plus your Charisma 
  modifier. 
   
  Fire Domain Spells  
  1 Burning Hands 
   
   
  Good Domain 
   
  Deities: Corellon Larethian, Ehlonna, Garl Glittergold, 
  Heironeous, Kord, Moradin, Pelor, Yondalla 
   
  Granted Power: You cast good spells at +1 caster level.  
   
  Good Domain Spells  
  1 Protection from Evil 
   
  Healing Domain 
   
  Deities: Pelor 
   
  Granted Power: You cast Healing spells at +1 caster 
  level. 
   
  Healing Domain Spells  
  1 Cure Light Wounds 
   
  Knowledge Domain 
   
  Deities: Boccob, Vecna 
   
  Granted Power: All Knowledge skills are class skills. 
  You cast divinations at +1 caster level. 
   
  Knowledge Domain Spells  
  1 Detect Secret Passages 
   
  Law Domain 
   
  Deities: St. Cuthbert, Heironeous, Hextor, Moradin, 
  Wee Jas, Yondalla 
   
  Granted Power: You cast law spells at +1 caster level.  
   
  Law Domain Spells  
  1 Protection from Chaos 
   
  Luck Domain 
   
  Deities: Fharlanghn, Kord, Olidammara 
   
  Granted Power: You gain the power of good fortune, 
  which is usable once per day. This extraordinary ability 
  allows you to reroll one roll that you have just made. You 
  must take the result of the reroll, even if it’s worse than the 
  original roll.  
  
   
   
  A Chance at Fortune 
   
  Page 16 
   
  Luck Domain Spells  
  1 Entropic Shield 
   
  Magic Domain 
  Deities: Boccob, Vecna, Wee Jas 
  Granted Power: Use scrolls, wands, and other devices with 
  spell completion or magic word activation as a wizard of one-
  half your cleric level (at least 1st level). For the purpose of 
  using a scroll or other magic device, if you are also a wizard, 
  actual wizard levels and these effective wizard levels stack.  
   
  Magic Domain Spells  
  1 Nystul’s Undetectable Aura 
   
  Plant Domain 
   
  Deities: Ehlonna, Obad-Hai 
   
  Granted Power: Rebuke or command plant creatures as 
  an evil cleric rebukes or commands undead. Knowledge 
  (nature) is a class skill. 
   
  Plant Domain Spells  
  1 Entangle 
   
  Protection Domain 
   
  Deities: Corellon Larethian, St. Cuthbert, Fharlanghn, 
  Garl Glittergold, Moradin, Yondalla  
   
  Granted Power: You can generate a protective ward, a 
  spell-like ability to grant someone a resistance bonus on her 
  next saving throw equal to your level. Activating this power is 
  standard action. The protective ward is an abjuration effect 
  with a duration of 1 hour that is usable once per day. 
   
  Protection Domain Spells  
  1 Sanctuary 
   
  Strength Domain 
   
  Deities: St. Cuthbert, Kord, Pelor 
   
  Granted Power: You can perform a feat of strength, 
  which is the supernatural ability to gain an enhancement 
  bonus to Strength equal to your level. Activating the power is 
  a free action, it the power lasts 1 round, and it’s usable once 
  per day.  
   
  Strength Domain Spells  
  1 Endure Elements 
   
  Sun Domain 
   
  Deities: Ehlonna, Pelor 
   
  Granted Power: Once per day, you can perform a 
  greater turning against undead in place of a regular turning (or 
  rebuking) attempt. The greater turning is like a normal turning 
  (or rebuking) attempt except that the undead creatures that 
  would be turned (or rebuked or commanded) are destroyed 
  instead. 
   
  Sun Domain Spells  
  1 Endure Elements* [*=???] 
   
  Travel Domain 
   
  Deities: Fharlanghn 
   
  Granted Power: For a total of 1 round per your cleric 
  level per day, you can act normally regardless of magic effects 
  that impede movement (similar to the effect of the spell free 
  action). This effect occurs automatically as soon as it applies, 
  lasts until it runs out or is no longer needed, and can operate 
  multiple times per day (up to the total daily limit). This is a 
  spell-like ability.  Wilderness Lore is a class skill. 
   
  Travel Domain Spells  
  1 Expeditious Retreat 
   
  Trickery Domain 
   
  Deities: 
  Boccob, 
  Erythnul, 
  Garl 
  Glittergold, 
  Olidammara, Nerull 
   
  Granted Power: Bluff, Disguise, and Hide are class 
  skills.  
   
  Trickery Domain Spells  
  1 Change Self 
   
  War Domain 
   
  Deities: 
  Corellon 
  Larethian, 
  Erythnul, 
  Gruumsh, 
  Heironeous, Hextor 
   
  Granted Power: Free Martial Weapon Proficiency (if 
  necessary) and Weapon Focus with the deity’s favored 
  weapon.  
   
  War Deity 
  Favored Weapon 
  Corellon 
  Longsword 
   Larethian 
  Erythnul 
  Morningstar 
  Gruumsh 
  Spear (halfspear, shortspear, or longspear) 
  Hextor 
  Flail (light or heavy) 
  Heironeous 
  Longsword 
   
  War Domain Spells  
  1 Magic Weapon 
   
  Water Domain 
   
  Deities: Obad-Hai 
   
  Granted Power: Turn or destroy fire creatures as a good 
  cleric turns undead. Rebuke or command water creatures as 
  an evil cleric rebukes undead. Use these abilities a total 
  number of times per day equal to 3 plus your Charisma 
  modifier. 
   
  Water Domain Spells  
  1 Obscuring Mist 
   
  
   
   
  A Chance at Fortune 
   
  Page 17 
  Druid Spells 
   
  0-Level Druid Spells (Orisons) 
  Create Water..........................................................Create 2 gallons/level of pure water 
  Cure Minor Wounds..............................................Cures 1 point of damage 
  Detect Magic.........................................................Detect spells and magic items within 60´ 
  Detect Poison ........................................................Detect poison in one creature or small object 
  Flare 
  ............................................................Dazzles one creature (–1 attack) 
  Guidance ............................................................+1 on one roll, throw, or check 
  Know Direction.....................................................Druid discerns north 
  Light 
  ............................................................Object shines like a torch 
  Mending 
  ............................................................Make minor repairs in an object 
  Purify Food and Drink ..........................................Purify 1 cubic foot/level of food or water 
  Read Magic ...........................................................Read scrolls and spellbooks  
  Resistance ............................................................+1 on saving throws 
  Virtue 
  ............................................................Target gains 1 temporary hp 
   
  1st-level Druid Spells 
  Animal Friendship.................................................Gain permanent animal companions 
  Calm Animals........................................................Calms 2d4 HD +1 HD/level or animals, beasts, and magical beasts 
  Cure Light Wounds...............................................Cures 1d8 +1/level damage (max +5) 
  Detect Animals or Plants.......................................Detect specific species of animals or plants 
  Detect Snares and Pits...........................................Detect natural or primitive snares and traps 
  Endure Elements ...................................................Ignore first 5 damage from one energy type each round 
  Entangle 
  ............................................................Plants entangle everyone (affects circle with 40´ radius) 
  Faerie Fire ............................................................Outlines creatures with light, canceling blur, concealment, etc. 
  Goodberry ............................................................2d4 berries each cure 1 h.p. (max 8 h.p./24 hours) 
  Invisibility to Animals...........................................Animals can’t perceive targets (1/level) 
  Obscuring Mist......................................................xx [???] 
  Pass without Trace ................................................1 creature/level leaves no tracks 
  Shillelagh ............................................................Cudgel or quarterstaff becomes +1 weapon (1d10 damage) for 1 minute/level 
  Summon Natural Creature I ..................................Summons animal to fight for caster 
   
  
   
   
  A Chance at Fortune 
   
  Page 18 
  Bard Spells 
   
  0-Level Bard Spells (Cantrips) 
  Dancing Lights......................................................Figment torches or other lights 
  Daze 
  ............................................................Creature loses next action 
  Detect Magic.........................................................Detect spells and magic items within 60´ 
  Flare 
  ............................................................Dazzles one creature (–1 attack) 
  Ghost Sound..........................................................Figment sounds 
  Light 
  ............................................................Object shines like a torch 
  Mage Hand............................................................5-pound telekinesis 
  Mending 
  ............................................................Make minor repairs in an object 
  Open/Close............................................................Open or close small or light things 
  Prestidigitation ......................................................Minor tricks 
  Read Magic ...........................................................Read scrolls and spellbooks  
  Resistance ............................................................+1 on saving throws 
   
  
   
   
  A Chance at Fortune 
   
  Page 19 
  Quick Point-Buy Help 
  28 points (heroic character) 
   
  Point Buy Scale 
  Cost 
  Score Modifier 
   — 
  6 
  –2 
   — 
  7 
  –2 
   0 
  8 
  –1 
   1 
  9 
  –1 
   2 
  10 
  +0 
   3 
  11 
  +0 
   4 
  12 
  +1 
   5 
  13 
  +1 
   6 
  14 
  +2 
   8 
  15 
  +2 
   10 
  16 
  +3 
   13 
  17 
  +3 
   16 
  18 
  +4 
   — 
  19 
  +4 
   — 
  20 
  +5 
   
  Apply racial ability adjustments 
  after buying your scores. Final 
  scores may range from 6 to 20. 
   
  Human 
  no adj. 
  Dwarf 
  +2 Con, –2 Cha 
  Elf  
  +2 Dex, –2 Con 
  Gnome 
  +2 Con, –2 Str 
  Half-Elf 
  no adj. 
  Half-Orc 
  +2 Str, –2 Int 
   
   
  –2 Cha 
  Halfling 
  +2 Dex, –2 Str 
  Typical 
  Cost 
  Score Modifier 
   10 
  16 
  +3 
   6 
  14 
  +2 
   6 
  14 
  +2 
   4 
  12 
  +1 
   2 
  10 
  +0 
   0 
  8 
  –1 
   
  Typical & Focused 
  Cost 
  Score Modifier 
   16 
  18 
  +4 
   6 
  14 
  +2 
   4 
  12 
  +1 
   2 
  10 
  +0 
   0 
  8 
  –1 
   0 
  8 
  –1 
   
  Multi-talented 
  Cost 
  Score Modifier 
   10 
  16 
  +3 
   6 
  14 
  +2 
   6 
  14 
  +2 
   6 
  14 
  +2 
   0 
  8 
  –1 
   0 
  8 
  –1 
   
  Heavily Focused 
  Cost 
  Score Modifier 
   16 
  18 
  +4 
   10 
  16 
  +3 
   2 
  10 
  +0 
   0 
  8 
  –1 
   0 
  8 
  –1 
   0 
  8 
  –1 
   
  Balanced & Flawless 
  Cost 
  Score Modifier 
   10 
  16 
  +3 
   4 
  12 
  +1 
   4 
  12 
  +1 
   4 
  12 
  +1 
   4 
  12 
  +1 
   2 
  10 
  +0 
   
  Focused & Flawless 
  Cost 
  Score Modifier 
   16 
  18 
  +4 
   4 
  12 
  +1 
   2 
  10 
  +0 
   2 
  10 
  +0 
   2 
  10 
  +0 
   2 
  10 
  +0 
   
  Multi-Talented & Flawless 
  Cost 
  Score Modifier 
   6 
  14 
  +2 
   6 
  14 
  +2 
   6 
  14 
  +2 
   6 
  14 
  +2 
   2 
  10 
  +0 
   2 
  10 
  +0 
   
  [Or would you prefer not 
  to point out the min/max 
  option?] 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Adaptable/ADP1-02 - A Chance at Fortune.pdf