TEXT:  
   
  
   
   
  Contents 
  3 
  Skills Aplenty  
   
   
  Erin D. Smale & James Gregoire 
  8 
  The Shepherd  
   
   
  Kenneth Bailey 
  15 
  Ruins of Castle Vendegaar 
   
  Robert Adkins 
  25 
  Notes Concerning the Hin 
   
  Scott Moore 
  26 
  OD&D Spells  
   
   
  Colin Davidson 
  27 
  A la Carte Character Improvement 
  Scott Moore 
  29 
  Twelve Amazing Daggers of Zabaas 
  Tosatt Earp 
  36 
  Some Enchanted Item  
   
  Erin D. Smale 
  38 
  The Mandolin of Jaenelle Lynwyth 
  Geoff Gander 
   
  Editor: R. E. B. Tongue  
   
  Website: Jesse Walker  
   
  Cover Artist: Daoel 
  ________________________________________________________________________________________________ 
  Editorial 
  Well, hello again, and welcome to Issue 12 of OD&DITIES! It’s been a long time coming, this issue, and 
  the first of 2004 – this was not intentional, and although I appear to be making a habit out of this, my 
  apologies for the delay. I’ll just have to take the easy way out and blame my computer; specifically my 
  email system, which abruptly decided not to work a couple of months ago. We have an excellent 
  assortment of articles in this issue, with writers familiar and new; I hope you enjoy!  
   
  There are also a couple of bonuses available, to compensate for the delay. First of all, the ‘Getting 
  Started’ supplement is finally almost ready: expect to see it within the next few weeks. Also, some of 
  you may remember my abortive attempts at publishing from last year. It wasn’t a total loss, as it did 
  leave me with three D&D-related magazines. As of now, no-one is getting any use out of them, so I am 
  making them a ‘special offer’. Look on the ‘Archives’ page for a link to download Issue One of Almanac, 
  a magazine devoted to 3E D&D. It will be available until the release of Issue Thirteen of OD&DITITES, 
  slated for August. (As an interesting side note, that magazine ended up essentially a ‘Richard Tongue 
  production’. Three of the writers in that issue were pseudonyms; anyone want to guess which ones? The 
  answers will be revealed on the Guild of OD&D on May 1st – any winners will get, er…kudos!) 
   
  There has been a lot of interesting activity recently in fantasy role-playing. The forthcoming release of 
  Castles and Crusades should be interesting, to say the least, and I am eagerly awaiting its arrival on 
  the shelves of my FLGS. Any game backed by Gary Gygax has to have something good going behind it! 
  (Incidentally, while I was writing this editorial the news about Gary’s stroke came out – I, and I trust 
  the readership, wish him well and a swift recovery.)  
   
  What else….well, the Guild of OD&D is still going strong – if you aren’t a member yet, then WHY 
  NOT!!!! Let’s get the discussions building up again – though the fact that we have over 200 members is 
  probably some sort of record for a game that has been ‘out-of-print’ for a decade! (For heaven’s sake, 
  someone please license the Cyclopedia and republish it! You’d get sales through the roof – look at 
  Hackmaster!) Of course, technically everything is still available in PDF format; I know I’ve been taking 
  advantage of the re-releases to complete my collection! 
   
  Well, I think that’s about all for this issue. My apologies to those who did not get in this issue; rest 
  assured that your pieces will see a home in Issue 13! That does not mean that we do not need 
  submissions – please send them in to the usual address – Methuslah@tongue.fsnet.co.uk . Any 
  comments, suggestions or objections should go there as well. 
   
   
   
   
   
   
   
   
   
  Until next time, 
   
   
   
   
   
   
   
   
   
   
  Richard Tongue 
   
  2 
  
   
   
  Introduction 
  One of the more adaptive rules presented in the 
  Rules Cyclopedia is the optional General Skills 
  variant 
  (RC/811), 
  whose 
  inclusion 
  in 
  the 
  campaign allows players to simulate all manner 
  of knowledge and craft known by characters. 
  While the official list of skills (RC/82-5) is long, it 
  is by no means exhaustive. To whit, we’ve added 
  some of our own for use in any OD&D campaign. 
  The skills below are used like any other general 
  skill, and for ease of reference, we’ve arranged 
  them by their corresponding ability score. 
   
  Strength 
  Coachmanship (choose vehicle type) 
  Those with this skill are capable of driving any 
  vehicle powered by a mount or team of mounts. 
  Such vehicles include chariots, wagons, drawn 
  carts, and coaches (other, possibly exotic, vehicles 
  may exist at the DM’s discretion; for example, a 
  shallow water skiff pulled by dolphins). No skill 
  roll is required for travel over standard terrain, 
  though skill rolls are necessary to perform any 
  special manoeuvre, negotiate a specific obstacle, 
  drive the mounts to sprint, or control the rig and 
  mounts under adverse conditions (bad weather, 
  amid combat, etc.). Separate skill slots must be 
  allotted 
  to 
  each 
  vehicle 
  learned, 
  though 
  knowledge in Animal Training (RC/83) grants a 
  +1 to all skill rolls if the vehicle is powered by a 
  mount familiar to the character. 
   
  Swimming 
  Any character who wishes to swim competently 
  needs 
  this 
  skill2, 
  which 
  allows 
  swimming 
  movement equal to 1/5 the character's normal 
  outdoor running speed (convert to feet if 
  swimming underwater). No skill roll is required 
  for surface swimming on calm water. However, 
  Swimming rolls are required once per round 
  whilst submerged or in rough waters. A failed 
  roll means that the character begins to drown; 
  such characters are still alive but below the 
  surface. A submerged character may hold his 
  breath for a number of rounds equal to CON (or 
  1/2 that amount if exerting himself; RC/90); 
  additional skill rolls may be made each round 
  during this time to see if the character can break 
  the surface. Characters who escape death by 
  drowning are immediately exhausted (RC/88); 
  drowned characters may be revived as per the 
  guidelines on RC/90.  
   
  Intelligence 
  Alchemy (choose school) 
  The skill of Alchemy is divided into two schools: 
  herbal and magical. Herbal Alchemy deals only 
  with natural materials, the products of which are 
  usually 
  healing 
  salves, 
  herbal 
  remedies, 
  biological poisons, or corresponding antidotes. 
  Magical Alchemy deals with rare and arcane 
  ingredients, usually used in the fabrication of 
  magical potions. Separate skill slots must be 
  spent to learn the methods of each school. A 
  successful skill roll allows the alchemist to 
  recognise admixtures appropriate to his school. If 
  desired, the character may concoct alchemical 
  brews germane to his discipline, though the DM 
  must determine ingredients and equipment (e.g., 
  a simple healing poultice may require only a few 
  herbs and some water, while a magic potion 
  certainly requires exotic components and a well-
  equipped laboratory). Herbal Alchemy skills are 
  modified by +1 if the character possesses Nature 
  Lore; Magical Construction (q.v.) similarly affects 
  skill rolls in Magical Alchemy.  
   
  Anatomy (choose creature type/species) 
  Anatomy is the study of a creature's physiology. 
  The Anatomy skill may be applied to a single 
  creature type (construct, dragon-kin, humanoid, 
  lowlife, normal animal, et al., as listed on 
  RC/155-6) or a single species (goblin, halfling, 
  gold dragon, et al.). If learned as the former, the 
  character has knowledge of the general anatomy 
  of all creatures within the category. If learned as 
  the latter, the character has especial knowledge 
  of the species studied, reflected as a +2 modifier 
  to rolls dealing with that species, but is penalised 
  with a -1 modifier for rolls dealing with any other 
  creatures. 
  A 
  successful 
  skill 
  roll 
  grants 
  knowledge of a creature's body, biology, and 
  organ systems. As such, this skill may be useful 
  to those investigating organic ingredients for 
  magic item creation; in a more sinister vein, 
  Anatomy is required for the Assassination skill 
  (q.v.).  
   
   
                                                   
   
   
  1 Rules Cyclopedia, 1991, TSR, Inc. 
   
  2 If this skill is included in the campaign, ignore the swimming 
  rules found on RC/89. 
   
   
  3 
  
  Brewing  
  This skill allows the character to brew weak and 
  strong ales, beers, meads, and stouts provided he 
  has the necessary ingredients on hand (grains, 
  yeast, water, heat, and casks). A brewer can find 
  ample supplies of such ingredients for sale in any 
  community larger than a hamlet. No skill check 
  is required to perform these tasks. However, with 
  a successful skill check, the character may 
  identify a brew, detect poisons in a questionable 
  drink, and make special, delicious brews (e.g., 
  seasonal ales with local or regional fame, made 
  from 
  exceptional 
  ingredients 
  and 
  perhaps 
  possessing a greater than average potency). As 
  with any other Professional skill, it is possible for 
  a character to make a comfortable living with 
  Brewing. 
   
  Cryptography 
  The skill of making and breaking codes, 
  cryptography is a somewhat esoteric art. Skill 
  rolls are required to devise new codes and to 
  reveal the contents of a coded message; the 
  character must recognise the code’s language 
  before attempting a skill roll. A successful skill 
  roll creates a workable cipher whose difficulty is 
  reflected with a permanent modifier equal to -1 
  per point of skill roll success. When puzzling out 
  a code, the character’s skill roll is modified by the 
  code’s difficulty. For example, a cryptographer 
  with an INT of 14 creates a new code; the result 
  of his skill roll is 10. The code’s difficulty is -4, 
  and subsequent skill rolls to break that code are 
  modified accordingly. Conversely, a failed skill 
  roll results in a +1 modifier per point of failure. If 
  our cryptographer above failed with a roll of 17, 
  his new code’s difficulty would be +3. A character 
  reading code he previously devised requires no 
  skill roll. 
   
  Heraldry (choose culture) 
  This skill grants recognition of heraldic symbols 
  and devices common to organisations within a 
  specific campaign region (typically a country or 
  kingdom). 
  Recognition 
  of 
  the 
  heraldry 
  in 
  different regions requires separate Heraldry 
  skills. Heraldic symbols may appear on shield 
  crests, badges, signet rings, religious effigies, flag 
  patterns, or clothing styles (helmet plumes, arm 
  bands, etc.) as may be used by noble houses, 
  ruling 
  bodies, 
  prominent 
  families, 
  political 
  groups, religious sects, or troop companies. A 
  successful skill roll allows the character to 
  identify a symbol or device, which person or 
  group the device designates, and any useful 
  titbits associated with the device as determined 
  by 
  the 
  DM. 
  Characters 
  with 
  this 
  skill 
  automatically recognise the prominent devices of 
  their homeland. If the character possesses the 
  Knowledge (local lore) skill appropriate to the 
  region, all Heraldry skill rolls are modified by +1. 
   
  Knowledge (campaign lore) 
  This skill confers knowledge of the prominent 
  legends and lore of the campaign setting—
  ancient battles, prominent warriors of the past, 
  legendary magical items, old fables and curses, 
  lost treasures, etc. Such lore, being a mixture of 
  historical fact and mythical speculation, is not 
  always absolute truth, and a successful roll 
  indicates only awareness or recognition of 
  something's relationship to the campaign's body 
  of lore. For example, the party might discover a 
  rune-scribed 
  spear 
  whilst 
  adventuring. 
  Knowledge of campaign lore would not reveal the 
  exact (if any) powers of the weapon though it 
  could identify the spear as that wielded by a 
  legendary elf warrior who fought in the goblin 
  wars two centuries ago.  
   
  Knowledge (local lore) 
  This skill simulates a character's familiarity with 
  the history and legends of a specific and familiar 
  locale. 
  At 
  the 
  DM's 
  option, 
  characters 
  automatically gain Knowledge of local lore 
  surrounding their home village or town. Like any 
  other Knowledge skill, local lore can be used to 
  answer particular questions, and a successful 
  skill roll indicates that the desired information is 
  known. A failed roll simply means that the 
  answer is unattainable without further research. 
  Note that this skill differs from Knowledge 
  (campaign lore; q.v.) in that it is more centralised 
  and 
  specific, 
  often 
  concentrated 
  on 
  more 
  mundane 
  and 
  temporal 
  matters 
  than 
  the 
  campaign’s myths and legends. 
   
  Magical Construction 
  This skill subsumes the principles of using magic 
  in the fabrication or enchantment of any item 
  (including magic items, constructs, fortifications, 
  and magically powered vessels). As such, it is a 
  required skill for those who would construct 
  magic items of any sort. A roll is required for 
  every major stage of item construction (as 
  determined by the DM; RC/250-5); if the roll 
  fails, the construction process is set back one day 
  per point of failure and, during this time, the 
  character must engage in additional research. Of 
  course, normal construction costs are incurred 
  during the delay. Conversely, a successful skill 
  roll reduces construction time for that phase of 
  the project by one day per point of success, to a 
  minimum of 1 day. This skill is not required for 
  spell research (RC/255), and it differs from 
  Magical Engineering (RC/84) in that it provides 
  no ability to recognise the workings of common 
  magic items. 
   
   
  4 
  
  Mechanical Construction 
  Camping (choose terrain) 
  This skill allows characters to build simple or 
  complex machines, and a skill roll is required 
  whenever the character wishes to invent, build, 
  or repair a mechanical device. When inventing 
  such items, a successful skill roll generates a 
  sound set of plans; a successful roll when 
  building the item means that the device works as 
  intended. A successful repair roll obviously fixes 
  a damaged piece of machinery. The DM should 
  determine the viability of any plan or invention 
  as well as what materials and tools (if any) are 
  required. As a rule of thumb (and, since this is a 
  fantasy game), a device will work if its design 
  and operational theory is plausible. In game 
  terms, then, if something looks like it ought to 
  work, it probably can be made to work. 
  Those 
  with 
  this 
  skill 
  are 
  capable, 
  given 
  rudimentary gear, of camping safely and soundly 
  within their chosen environment. Knowledge 
  includes lighting and maintaining a fire3, open-
  flame cooking, erecting and placing shelter, some 
  knot-tying, how to use natural features to aid a 
  campsite’s comfort and defensibility, and general 
  understanding of how to best live while out-of-
  doors. No skill roll is typically required, unless 
  the outcome would be significant to game play. 
  Those possessing Nature Lore or Survival in the 
  chosen terrain type may add a +1 to all Camping 
  skill rolls; conversely, Camping grants a +1 to all 
  Survival skill rolls in the chosen environment. 
   
  Fishing 
  This is the ability to judge "good" fishing areas in 
  streams, rivers, lakes, and oceans. With the 
  appropriate gear (bait, nets, line, hooks, tackle, 
  traps, etc.), a character can catch small fish, 
  crustaceans, and other small aquatic life in less 
  than one hour with a successful skill roll at +4. 
  Catching large fish, fishing without adequate 
  gear, or bringing in enough fish to feed a group of 
  up to eight persons requires a skill check at -2 (a 
  further penalty of -1 is applied for every four 
  additional persons). Note that, if the DM deems 
  any fishing area devoid of life, nothing will be 
  caught, regardless of the skill roll result. Like the 
  Hunting skill, a character can automatically feed 
  himself while foraging within plentiful waters, 
  even while on the move.  A successful skill check 
  also identifies aquatic life (including Common or 
  Rare monsters).     
   
  Wisdom 
  Anthropology (choose culture) 
  The study of anthropology grants intimate 
  knowledge of a culture’s beliefs, convictions, 
  values, and traditions. Such knowledge includes 
  an understanding of cultural icons, prevailing 
  creation myth, rites of passage, the significance 
  of various ceremonies, proper forms of address, 
  social hierarchies, and community taboos. In 
  short, the character is a veritable expert on the 
  culture studied; skill rolls are required only if the 
  result would be significant to game play. 
   
  Appraisal 
  This skill allows characters to estimate the value 
  and authenticity of nearly any item of worth—
  works of art, gems, jewellery, perfume, furniture, 
  tapestries, silks, et al. Appraisal rolls should be 
  made by the DM. A successful check grants a 
  figure accurate to within 10% of the item's value 
  or allows the character to recognise an item as a 
  fake. If the check fails, the item's value cannot be 
  accurately determined; if the roll is an automatic 
  failure, the item's value is grossly miscalculated, 
  always to the character's disadvantage.  
   
  Dexterity 
  Assassinate 
  This dangerous skill replaces the assassinate 
  ability of the Thug (RC/184). To use this skill, the 
  assassin 
  must 
  possess 
  the 
  Anatomy 
  skill 
  appropriate to the target's species (not just 
  creature type; q.v., Anatomy). The assassin must 
  also have at least Expert mastery with the 
  murder weapon and be within point blank range 
  (i.e., half of short range for a missile weapon) or 
  melee range (five feet) of the victim. Finally, the 
  target cannot be aware of the assassin's 
  proximity or be actively defending himself (as in 
  combat, for example). If these conditions are met, 
  a successful Assassinate roll eliminates the 
  victim, regardless of hit points. A failed roll 
  indicates that the assassination attempt was 
  somehow foiled; an automatic failure grants the 
  would-be victim automatic initiative if combat 
   
  Astrology 
  This skill allows the character to read the stars 
  and interpret the significance of their positions 
  relative to each other. The DM should make all 
  Astrology rolls. With a successful roll, the 
  character can “read” another character (via palm 
  reading, tarot cards, or the subject’s “sun sign”) 
  and make vague predictions for the near future 
  (one week per point of success). The DM must 
  decide how such predictions or classifications are 
  reflected in the campaign (or, indeed, if the 
  astrological reading has any real merit at all). 
  Possession of the Astrology skill grants a +1 
  bonus to Navigation skill rolls, provided that the 
  character has a clear view of the sky. 
                                                   
  3 Lighting a fire with a flint and tinder is automatic; this skill 
  allows for lighting a fire with raw materials in normal conditions. 
  Lighting a fire under adverse conditions requires the Fire-
  Building skill (RC/83). 
   
  5 
  
  ensues. The Assassinate roll is penalised by the 
  victim's AC (not including DEX or shield 
  adjustments), but improved by the assassin's 
  normal “to-hit” modifier(s).  
   
  Craft (rope-making) 
  The skill of making rope, twine, or cord from a 
  suitable raw material (cordage fibres, hemp, 
  wool, alpaca, silk, cotton, etc.), or gauge the 
  quality of same. A skill roll is required for either 
  function and should be made by the DM. If the 
  skill roll fails, the rope breaks during the 
  manufacturing process or is recognised as weak; 
  if the skill roll is an automatic failure, the rope 
  appears serviceable but snaps when used during 
  a critical situation.  
   
  Forgery 
  This skill allows the character to create 
  convincing signatures or passable duplicates of 
  official documents. In order to render a forgery, 
  the character must have seen, studied, or have 
  on hand an original of what's being forged. The 
  DM should make all Forgery skill rolls. If the roll 
  is successful, the forgery is passable and can be 
  used credibly. If the roll fails, the forgery is 
  questionable and will be detected as such under 
  close scrutiny (the DM needs to define "close 
  scrutiny," though a WIS check by the reader is 
  suggested). If the roll is an automatic failure, the 
  forgery is instantly recognised as a fake, though 
  the forger believes it to be satisfactory. The 
  Forgery skill may also be used to copy unique 
  items, but only if the character has the 
  appropriate general skills to create them in the 
  first place (e.g., a character could create a forged 
  painting if he possessed the Forgery skill and the 
  Art (painting) skill).  
   
  Juggling 
  This skill gives the character the ability to juggle 
  three, four, or five similarly sized objects in the 
  air without the need for a skill check. If juggling 
  six or more objects, unbalanced or differently 
  sized items, or flaming matter of any sort, a skill 
  roll is required. 
   
  Profession (Gem smith/Jeweller) 
  This skill provides the basic knowledge required 
  of any gem smith or jeweller (while the former 
  cuts and polishes gems and the latter sets gems 
  into jewellery, they are combined into one skill 
  for simplicity). If performing routine work (e.g., 
  gem cleaning, jewellery repair, etc.), no skill roll 
  is required. However, when cutting an uncut 
  stone, the smith must make a skill roll and the 
  DM should consult the Variable Gem Size and 
  Quality Table (RC/226). If the skill roll is 
  successful, the gem moves up one row in quality 
  (e.g., from “Fairly good” to “Good”); if the roll is 
  unsuccessful, the gem’s quality is degraded one 
  class (at the DM’s option, a natural 20 renders 
  the gem’s quality “Very poor,” while a natural 1 
  indicates a gem of “Very good” quality). If 
  fashioning a piece of jewellery, the jeweller’s skill 
  roll affects the piece’s value on the Jewellery 
  Value Table (RC/227): each point of success 
  grants a +5%, while each point of failure 
  subtracts 7%. Possession of this skill grants a +1 
  to all Appraisal (q.v.) rolls for gems and 
  jewellery. 
   
  Rope Use 
  This skill is useful for anyone wielding rope in 
  any capacity. It allows the character to tie and 
  untie 
  knots 
  or 
  perform 
  difficult 
  or 
  trick 
  manoeuvres (e.g., accurately tossing a grappling 
  hook or lassoing a (non-combative) target). Each 
  point of success or failure on a skill roll equates 
  to a +1/-1 modifier to all other rope-related skill 
  checks (i.e., Engineering (when rope is used in 
  construction), Escape, and Snares). The same 
  modifier negatively affects any other attempt to 
  work against the character's knots. For example, 
  if a character ties a knot in a construction project 
  and fails by three points, any subsequent 
  Engineering roll is made at a -3 penalty; 
  conversely, if a character ties up a prisoner and 
  makes his skill roll by two, the prisoner’s Escape 
  skill roll is modified by -2. 
   
  Trick Shot (choose weapon) 
  A character with the Trick Shot skill may 
  perform “stunt” or seemingly impossible shots 
  with a particular weapon. Trick shots are 
  possible only with the short bow, throwing knife, 
  dagger, dart, light crossbow, or whip (other 
  missile weapons are either too heavy or unwieldy 
  to allow trick shot techniques). Separate Trick 
  Shot skills must be developed for each weapon 
  studied. This skill is not a combat proficiency, 
  and does not provide any bonuses when fighting. 
  Trick shots are normally made from within 15 
  feet and are impossible amid major distractions 
  (e.g., noise, lights, and movement). Examples of 
  trick shots include hitting a bull’s-eye, cutting a 
  candle, knocking an apple off of a volunteer’s 
  head, etc. A standard penalty of -1 per two feet 
  above the maximum safe distance of 15 feet 
  should be applied to all skill checks. In addition, 
  the DM can apply a penalty of from -1 to -10 to 
  simulate the shot’s difficulty (-1 for a tiny object, 
  -10 for a buzzing insect, for example). The DM 
  may allow characters without this skill to 
  attempt trick shots, though such require a 
  successful DEX check at a -4 penalty and are 
  limited to a range of ten feet. 
   
  6 
  
  Rumour 
  Constitution 
  Profession (Sailor) 
  This skill allows the character to extract rumours 
  from conversation by piecing together seemingly 
  disparate bits of knowledge overheard from those 
  around him. When used passively, the character 
  gleans one rumour for each point of skill roll 
  success while within earshot of or amid general 
  conversation 
  (e.g., 
  a 
  tavern, 
  marketplace, 
  courthouse, etc.). If used actively, the character 
  may use the skill by keeping an ear open for 
  rumours about a particular topic, individual, 
  date, circumstance, event, or location. Active use 
  skill rolls are negatively modified by the 
  specificity of the information desired (DM 
  discretion). Note that this skill does nothing to 
  gauge the veracity of a given rumour, and it is up 
  to the character to use other means to determine 
  which rumours are true and which are false. 
  Possession of Etiquette or Streetwise (qq.v.) 
  improves use of this skill by +1 when employed 
  in appropriate circles. 
  This skill includes all of the basic knowledge 
  required of a crewman aboard a sailing vessel, 
  though it does not include the ability to pilot or 
  navigate a ship, nor does it assume the 
  character's ability to swim (q.v., Swimming). No 
  skill checks are required unless performing 
  duties under adverse conditions (e.g., bad 
  weather, under attack, whilst sinking, et al.). 
  Successful skill rolls simply mean that the task is 
  performed properly. At the DM’s option, separate 
  skill slots may be required for different vessel 
  categories (cf., Piloting skill, RC/85). 
   
  Charisma 
  Acquisition 
  This represents a character’s skill in finding (but 
  not necessarily obtaining), hard-to-find items 
  through the use of unnamed contacts, fences, and 
  influence; as implied, this skill is suited to 
  thieves and best used in urban environments 
  where the potential to find all manner of 
  commodities is relatively high (the DM may wish 
  to modify skill rolls based on the size of the 
  population or proximity to avenues of trade and 
  commerce). With a successful skill roll, the 
  character knows who to talk to or where to go in 
  order to find a particular rare or exotic item. 
  Another skill roll allows the character to 
  favourably negotiate an asking price, request 
  specific quantities, schedule a meeting to deliver 
  the goods, or get passed on to superior contact—
  all while retaining anonymity. Dungeon Masters 
  must strictly enforce the scope of this skill: a 
  successful skill roll does not automatically 
  conjure up the item desired; it simply provides 
  favourable leads toward obtaining that item. 
  Possession of Etiquette or Streetwise (qq.v.) 
  improves use of this skill by +1 when employed 
  in appropriate circles. 
   
  Streetwise 
  Knowledge of this skill allows a character to 
  carouse with and gather information from 
  elements of the campaign’s underworld (street 
  toughs, urchins, beggars, and other seedy types). 
  A successful skill roll indicates favourable 
  reactions from such persons, the correct use of 
  “street” terminology and slang, and recognition of 
  underworld protocol. Skill rolls are typically 
  made upon initial introductions to a particular 
  figure; subsequent rolls are made whenever the 
  DM feels it necessary (when the character’s 
  trustworthiness, for example, comes in to 
  question). Failed rolls signify, at best, that the 
  character is not accepted or trusted or, at worst, 
  that the character will be set up by some sleazy 
  contact with whom he is engaged. 
   
  Conclusion 
  While the roster above is by no means a complete 
  appendix to those presented in the Rules 
  Cyclopedia, it does suggest some of the directions 
  that new skills in the campaign can take. Try 
  adapting these skills to your campaign and make 
  them available to characters. If there’s an 
  interest amongst your players, feel free to 
  develop more in the same vein. General skills 
  such as these are just another way to enrich your 
  campaign and empower the characters therein. 
   
  Etiquette 
  Those possessing this skill are knowledgeable in 
  the proper forms of address and social behaviour 
  when amongst those of rank or nobility. A 
  successful skill roll allows the character to 
  interact appropriately with persons above his 
  station, use correct titles, demonstrate social 
  niceties, and adequately participate in appealing 
  conversation. Skill rolls are typically made upon 
  initial introductions; subsequent rolls are made 
  whenever the DM feels it necessary (when 
  discussing, for example, a sensitive subject). 
  Failed rolls indicate that the character has 
  committed some social gaffe or breach of protocol; 
  at best, he will be politely shunned or, at worst, 
  he will be accused of delivering a significant 
  insult.  
   
   
   
   
   
   
   
   
   
   
  7 
  
   
   
  Spells and Magic Item Use: 
   
  Shepherds do not use spells, nor do their 
  abilities come from "magical" or "prayerful" 
  sources.  The Shepherd's abilities are based in 
  practical skills passed down from shepherd to 
  shepherd over time. 
  Prime Requisite:  Wisdom 
   
  Other Requirements:  Minimum 13 Strength, 
  10 Dexterity, 13 Charisma 
   
   
  Experience Bonus:  5% for Wisdom 13-15, 10% 
  for Wisdom 16-18 
  Shepherds may use any magic items normally 
  usable by fighters of comparable attributes. 
   
   
  Hit Points:  Starting at 10th level +2 hit points 
  per level, no Constitution bonus applies 
  Special Abilities: 
  Wrestling: 
   
  Shepherds excel in unarmed combat, 
  specifically in wrestling. It is not uncommon to 
  find a shepherd wrestling a wild beast, such as 
  a bear, wolf or big cat. When wrestling, 
  shepherds have special bonuses and abilities as 
  detailed below. In addition to wrestling, 
  shepherds are well-trained in unarmed combat 
  and have special abilities similar to those of 
  mystics in fighting, but it takes much longer to 
  reach Mystic-type damage and special 
  "abilities". 
  Maximum Level:  36 
   
  Armor:  None heavier than Studded Leather, no 
  shield allowed 
   
  Weapons:  Blunt Weapons, All Ranged 
  Weapons, No Bladed weapons except daggers 
  and knives 
   
  Special Abilities: 
  Wrestling, Songs, Climb Walls, Herbology, 
  Carry Heavy Burden, Tracking, Calling, 
  Mimicry, Hiding 
   
  Singing: 
  Due to their solitary existence shepherding 
  animals, shepherds have learned how to 
  manipulate song and music to affect others. All 
  creatures of rudimentary intelligence and above 
  which can hear or feel the vibration of the 
  shepherd's music can be affected by the 
  shepherds' songs. Songs need only be learned 
  once to be used. A shepherd may use each song 
  he knows an unlimited amount of  
   
  Restrictions and Abilities: 
   
  Weapons: 
  Shepherds may not use sword or other bladed 
  weapons, except for daggers, knives and small 
  hand axes (hatchets) or throwing axes.  
  Shepherds have natural proficiencies with the 
  staff and sling and gain a +2 bonus to hit with 
  the sling and a the possibility of a critical hit 
  (doing escalating damage as the shepherd gains 
  levels) with either the sling or staff.  (See chart 
  below.) 
  times per day (within the limits of time); 
  however, the each song's effects can only be 
  used on the same creature once per day. Some 
  songs require musical accompaniment to be 
  effective, and all songs increase in effectiveness 
  with the use of a musical instrument. 
   
  Restrictions: 
   
  Shepherds tend to be loners and prefer the 
  outdoors and their herds to people and cities.  
  Shepherds will frequently work together when 
  the work demanded requires it, but they 
  infrequently request the assistance of other 
  classes, preferring to stay "in house."  Due to 
  their isolationism, shepherds have learned to 
  take care of most of their own needs by 
  mastering several skills usually reserved for 
  other classes.  Shepherds have special healing 
  abilities, fighting capabilities, and the ability to 
  use songs to manipulate others (for their good 
  or bad!) 
  Climb Walls: 
  Because shepherds must spend much time in 
  the wilderness tending their charges, they are 
  sometimes required to climb difficult terrain 
  and steep walls in fulfilling their duty. This 
  ability is the same as that of a thief of 
  comparable level. 
   
  Herbology: 
  Unlike a Cleric's supernatural gifting of 
  healing, shepherds are trained in the art of 
  herbology. They train to recognize various 
  plants and their uses for healing and other 
   
  
  purposes, including poison, infravision, 
  invisibility to animals, etc. Shepherds must 
  learn these various skills individually in order 
  to use them and can use them up to three times 
  per day with success rate depending on level 
  and circumstances (i.e. inclement weather, 
  terrain, combat, etc.). 
   
  Carry Heavy Burden: 
  Shepherds often must carry extremely heavy 
  burdens such as a wounded animal while out in 
  the field. Their ability to "Carry Heavy 
  Burdens" increases with their level and is 
  proportionate to their strength.  In addition to 
  the normal weight limit for someone of their 
  height and strength, shepherds gain the ability 
  to carry x times their strength in encumbrance 
  in addition relative to their level. 
   
  Tracking: 
  Shepherds may track others with varying 
  degrees of success. Animals of his flock and 
  party members may be tracked with little 
  chance of error; however, enemies and higher 
  level PCs and monsters can are much more 
  difficult to track.  Certain conditions also limit 
  the chance of success for tracking. The only way 
  for a shepherd to have a zero percent chance of 
  tracking his target is for magic to be  
  used in the escape through flight, levitation, or 
  a wish; although, it is possible for a shepherd to 
  pick up the trail again if given the right 
  circumstances. 
   
  Calling: 
  Shepherds can, once per day, call any number 
  of low-intelligence animals to him no greater in 
  Hit Dice than his own. A Lawful shepherd can 
  summon up to his Hit Dice in animals of Lawful 
  alignment, half his Hit Dice of Neutral, and 
  one-quarter Hit Dice of Chaotic.  For a Chaotic 
  shepherd the situation would be reversed, and 
  for a Neutral shepherd, he would only be able to 
  call one-quarter of Lawful or Chaotic animals.  
  Only one alignment type will be called and the 
  animals called will serve the shepherd for 1 
  turn per level of the shepherd then depart.  The 
  shepherd can only communicate in very 
  rudimentary ways with the animals unless he 
  employs a song or mimicry in order to 
  communicate with them. 
   
  Mimicry: 
  A shepherd may mimic the sound of any animal 
  of equal or lower Hit Dice than the shepherd in 
  order to catch that animal's attention.  This 
  ability allows the shepherd to communicate 
  very basic commands to each animal 
  communicated to.  This ability may only be 
  used on one type of animal per day, but may be 
  used repeatedly on the same type of animal. If 
  the communication fails (varies per level of 
  shepherd), then the creature will attack the 
  shepherd if it is not of the same alignment; 
  otherwise it will ignore the any further 
  attempts for 3 rounds. 
   
  Hiding: 
  Similar to a Halfling's ability to hide, 
  Shepherds may also hide out in the open or in 
  dark areas. The chance for success depends 
  upon level, but even a low-level shepherd has a 
  good chance at success. 
   
   
  Level 
   
   
   
   
  XP 
   
   
   
  1 
   
   
   
   
  0 
  2 
   
   
   
   
  3000 
   
   
   
   
  3 
   
   
   
   
  6000 
  4 
   
   
   
   
  12000 
  5 
   
   
   
   
  24000 
  6 
   
   
   
   
  48000 
  7 
   
   
   
   
  96000 
  8 
   
   
   
   
  150000 
  9 
   
   
   
   
  300000 
  10 
   
   
   
   
  450000 
  11 
   
   
   
   
  600000 
  12 
   
   
   
   
  750000 
  13 
   
   
   
   
  900000 
  14 
   
   
   
   
  1050000 
  15 
   
   
   
   
  1200000 
  16 
   
   
   
   
  1350000 
  17 
   
   
   
   
  1500000 
  18 
   
   
   
   
  1650000 
  19 
   
   
   
   
  1800000 
  20 
   
   
   
   
  1950000 
  21 
   
   
   
   
  2100000 
  22 
   
   
   
   
  2250000 
  23 
   
   
   
   
  2400000 
  24 
   
   
   
   
  2550000 
  25 
   
   
   
   
  2700000 
  26 
   
   
   
   
  2850000 
  27 
   
   
   
   
  3000000 
  28 
   
   
   
   
  3150000 
  29 
   
   
   
   
  3300000 
  30 
   
   
   
   
  3450000 
  31 
   
   
   
   
  3600000 
  32 
   
   
   
   
  3750000 
  33 
   
   
   
   
  3900000 
  34 
   
   
   
   
  4050000 
  35 
   
   
   
   
  4200000 
  36 
   
   
   
   
  4350000
   
   
   
   
   
   
   
  9 
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  1 
   
  2 
   
  3 
   
  4 
   
  5 
   
  6 
   
  7 
  1 
  0 
  2 
  1 
  3 
  2 
  4 
  2 
   
  1 
  5 
  2 
   
  2 
  6 
  4 
   
  3 
  7 
  4 
   
  3 
   
  1 
  8 
  4 
   
  4 
   
  2 
  9 
  4 
   
  4 
   
  3 
  10 
  4 
   
  4 
   
  4 
   
  1 
  11 
  5 
   
  4 
   
  4 
   
  2 
  12 
  5 
   
  4 
   
  4 
   
  3 
  13 
  5 
   
  5 
   
  4 
   
  4 
   
  1 
  14 
  5 
   
  5 
   
  5 
   
  4 
   
  2 
  15 
  5 
   
  5 
   
  5 
   
  4 
   
  3 
  16 
  5 
   
  5 
   
  5 
   
  4 
   
  4 
   
  1 
  17 
  6 
   
  5 
   
  5 
   
  4 
   
  4 
   
  2 
  18 
  6 
   
  5 
   
  5 
   
  5 
   
  4 
   
  3 
  19 
  6 
   
  5 
   
  5 
   
  5 
   
  5 
   
  4 
   
   
  20 
  7 
   
  6 
   
  5 
   
  5 
   
  5 
   
  4 
  21 
  7 
   
  6 
   
  5 
   
  5 
   
  5 
   
  4 
   
  1 
  22 
  7 
   
  6 
   
  5 
   
  5 
   
  5 
   
  4 
   
  2 
  23 
  7 
   
  6 
   
  5 
   
  5 
   
  5 
   
  4 
   
  3 
  24 
  7 
   
  7 
   
  6 
   
  5 
   
  5 
   
  4 
   
  3 
  25 
  7 
   
  7 
   
  7 
   
  6 
   
  5 
   
  4 
   
  3 
  26 
  7 
   
  7 
   
  7 
   
  6 
   
  5 
   
  5 
   
  4 
  27 
  7 
   
  7 
   
  7 
   
  7 
   
  5 
   
  5 
   
  4 
  28 
  7 
   
  7 
   
  7 
   
  7 
   
  6 
   
  5 
   
  4 
  29 
  7 
   
  7 
   
  7 
   
  7 
   
  7 
   
  5 
   
  5 
  30 
  7 
   
  7 
   
  7 
   
  7 
   
  7 
   
  6 
   
  5 
  31 
  8 
   
  7 
   
  7 
   
  7 
   
  7 
   
  6 
   
  5 
  32 
  8 
   
  8 
   
  7 
   
  7 
   
  7 
   
  7 
   
  6 
  33 
  8 
   
  8 
   
  8 
   
  8 
   
  7 
   
  7 
   
  6 
  34 
  9 
   
  8 
   
  8 
   
  8 
   
  8 
   
  7 
   
  7 
  35 
  9 
   
  9 
   
  9 
   
  9 
   
  9 
   
  8 
   
  8 
  36 
  9 
   
  9 
   
  9 
   
  9 
   
  9 
   
  9 
   
  9 
   
   
   
   
   
   
   
   
   
   
  
  Shepherd Songs and Herbology 
   
  Shepherd Songs affect only those who can hear 
  the music.  It is not necessary to understand the 
  words. Of creatures that can hear the song, only 
  non-intelligent creatures are immune to the 
  songs effects. Songs only affect those with Hit 
  Dice equal to or lower than the Shepherd, unless 
  the "victim(s)" choose to allow the song to affect 
  him(them). Duration of the songs varies per song, 
  but generally the duration lasts a specified time 
  after the song ends (1d6 rounds or x rounds per x 
  levels of the shepherd.) 
   
  Shepherd Songs are not magic, but the "victim" 
  may make a saving throw to avoid or reduce the 
  effect of the Shepherd Song.  Members of the 
  Shepherd's party can be adversely affected by 
  Shepherd Songs which are not selective like 
  magic.  They may make saving throws with a +4 
  bonus however, since the Shepherd does not 
  want to entrance his co-workers.  (NOTE:  The 
  DM may choose to ignore the susceptibility of 
  party members for convenience sake at his 
  discretion.) 
   
  Unlike spells, songs must only be memorized 
  once by the shepherd in order to be used 
  repeatedly. Songs may be used any number of 
  times each day.  A spell may only be used once a 
  day per victim, and only one song may affect a 
  creature at one time.  Songs cannot be combined 
  for effect on a single creature.  The lingering 
  effects of the songs only last until another song is 
  sung. At that point only the effects of the new 
  song are valid -- with the possible exception of 
  the Song of Love. 
   
  Because Shepherds are not relying on magic or 
  prayer, but on training for their special effects 
  afforded by their singing, they face a higher risk 
  of failure in their singing.  If they fail to sing 
  correctly, their attempt to influence through 
  music fails, and the hearers simply notice the 
  shepherd's attempt at entertainment.  Shepherds 
  begin with a 50% chance of success and gain 5% 
  per level thereafter.  This will put a 36th level 
  shepherd at 230% chance of success, but other 
  factors may combine to limit his ability, such as 
  inclement weather, lack of an instrument (-25%), 
  background noise, etc.  No matter the shepherd's 
  % of success, a roll of 00 results in a failure.  
  Some songs have an inherent difficulty greater 
  than other songs, and these are discussed within 
  the individual descriptions. 
   
  When using a musical instrument, the Shepherd 
  must use both hands and is unable to wield a 
  weapon while playing.  If the Shepherd is in 
  combat with his party, he automatically forfeits 
  initiative while playing.  It takes one round for 
  the Shepherd to put up his instrument and grab 
  his weapon, unless he discards the instrument, 
  which may result in it being broken  (33% of the 
  time roll 1-2 on1d6).  If the instrument is broken 
  it is unusable until repaired. The Shepherd may 
  attempt repair with a 15 % chance of success.  He 
  may only attempt to repair it three times.  If he 
  fails a third time, the instrument becomes 
  unsalvageable. 
   
  Shepherd songs do not require a musical 
  instrument in order to be effective, but the victim 
  gains a +4 bonus vs. Rod/Staff/Spell if the 
  Shepherd does not use a musical instrument. 
  "Victims" may only be affected by a specific song 
  from the same Shepherd once per day regardless 
  of the initial response to the song. Shepherds 
  may sing each song known up to three times per 
  day, but they have no effect on the same 
  individual more than once per day. The Shepherd 
  is not affected by his own songs and receives no 
  bonus from them for his own combat. 
   
  Shepherd Songs  
  Peace 
  Creates an aura of peace within the sound of the 
  Shepherd's voice. Party members gain initiative 
  in combat, while enemies must make a saving 
  throw vs spells to avoid surrendering to the 
  party. If the enemy is attacked during the 
  duration of the song, he will resume fighting and 
  cannot be subject to the song for a 24-hour 
  period. 
   
  Charm Animal 
  The Shepherd can use this song to beguile 
  animals of less hit dice than himself.  The total 
  hit dice may not exceed twice the number of hit 
  dice of the shepherd for the animals that are 
  affected.  Animals that are charmed will follow 
  the shepherd and perform rudimentary tasks as 
  their intelligence allows including defending the 
  Shepherd or guarding areas he requests guarded.  
  The effects of the song last for 1 turn per level of 
  the shepherd. 
   
  Charm Person 
  Similar to the Magic-User spell of the same 
  name, the victim must make a saving throw vs 
  Spells to avoid being charmed.  Once charmed 
  the victim will do anything the shepherd 
  requests aside from those things the victim finds 
  morally objectionable.  The effects of the song 
  will last for 1d6 turns +1 turn per level of the 
  Shepherd. 
   
  Intelligence/Duration 
  3/+30 days 
  4-6/+15 days 
  
  7-8/+8 days 
   
  Excitement 
  9-12/normal 
  13-15/-8 turns (minimum 1 turn) 
  "It's all fun and games until someone pokes an 
  eye out."  This song causes its hearers to get 
  themselves into an excited frenzy.  They gain the 
  initiative but have a -2 penalty to hit, damage 
  and a -1 to all saving throws during the song's 
  duration.  Members of the shepherd's party gain 
  a +4 bonus to their saving throws to avoid this 
  song's effects. 
  16-17/- 15 turns (minimum 1 turn) 
  18/-30 turns (minimum 1 turn) 
   
  Members of the shepherd's party gain +4 bonus 
  to saving throw vs. spells to avoid. 
   
  Charm Monster 
  Similar to Charm Person and Charm Animal, 
  this spell will affect Enchanted Creatures and 
  other monsters not considered to be persons or 
  animals.  The Shepherd can affect up to his hit 
  dice in monsters but may not exceed a total over 
  his own hit dice/level. 
   
  Boredom 
  Those who hear this song become overwhelmed 
  with a sense of laziness and uselessness.  They 
  become complacent and withdrawn, simply 
  wanting something else to do.  The victim must 
  make a Saving Throw vs Spells or lose initiative 
  for the next three rounds and possibly (25% 
  chance) wander off to find something more 
  "enjoyable".  When the victim "wanders off", he 
  leaves as though retreating, giving a +4 penalty 
  to armour class and no shield bonus. Members of 
  the shepherd's party gain a +4 bonus to their 
  saving throws to avoid this song's effects. 
   
  Bless 
  Similar to the Clerical spell of the same name, 
  this song gives a +1 bonus to morale, to hit, and 
  damage rolls for party members. Enemies 
  hearing the song receive the same benefit unless 
  the Shepherd makes a saving throw vs Spells. 
   
  Self-Control 
   
  Rage 
  The song for self-control causes all members of 
  the Shepherd's party to gain control of their 
  thoughts and actions.  This spell counteracts the 
  effects of charms upon party members.  This 
  includes Charm spells, Geas, Quest, and illusory 
  spells.  The song will not counteract the spells of 
  a caster with greater hit dice than the shepherd.  
  Enemies who hear this song, afraid of the party's 
  newfound determination, must make a saving 
  throw vs Spells or run in fear from the party for 
  1d6 rounds. 
  This song causes party members to become filled 
  with a vengeful rage giving them a +3 bonus to 
  hit and +3 to damage while penalizing their 
  armour class by 4.  Additionally, the members of 
  the party are penalized 15% to skill roles while 
  enraged (A 4th level thief's Climb Walls skills 
  would be 75% (90% - 15%).  Enemies hearing the 
  song must make a saving throw versus spells or 
  be they will run away for 2d6 rounds in fear due 
  to the ferocity of the party's rage. 
   
   
  Joy 
  Hatred 
  This song provides the hearers with a sense of 
  overwhelming joy. Because of their ecstacy, party 
  members' morale will be boosted by +3, skills 
  which require a percentage check will have a 
  +15% chance of success, and party members will 
  regenerate 1 hp per round during the duration of 
  the song's effect (one round per two levels of the 
  Shepherd). 
  Victims of this spell become overwhelmed with 
  hate for all those around them causing confusion 
  among groups of enemies.  They will attack one 
  another in rage (+3 to hit/damage, AC +4, etc.).  
  There is a 25% chance the monsters will attack 
  party members instead of one another.  Members 
  of the shepherd's party gain a +4 bonus to their 
  saving throws to avoid this song's effects. 
  Enemies hearing the song receive the same 
  benefit unless the Shepherd makes a saving 
  throw vs Spells. 
   
  Love 
  The song of love is a wondrous song and to hear 
  it is to be honoured. Rarely sung due to its 
  powerful effects, the song is difficult to sing with 
  a 50% chance of failure, leaving hearers with a 
  feeling of goodness and peace, but having no 
  effect. Hearers of the song become dedicated to 
  the protection of the Shepherd and gain +3 to hit 
  and damage rolls while protecting him from 
  attack without being penalized. Enemies hearing 
  the song will rush to the shepherds defence as 
  well, unless they make their saving throw vs 
  spells (-4 penalty). When used outside of combat, 
   
  Thrive 
  Sometimes adversity makes people stronger.  
  This song makes the party members want to 
  work harder in its adverse conditions and 
  overcome any obstacles that may be obstructing 
  them in their mission.  Hearers receive a +2 
  bonus to all saving throws during the duration of 
  this song's effect. Enemies hearing the song 
  receive the same benefit unless the Shepherd 
  makes a saving throw vs Spells. 
   
  12 
  
  the song will cause its hearers to follow the 
  Shepherd as if charmed and do various tasks 
  with no concern up to giving him 5,000 gp worth 
  of items.  Greater tasks or "donations" to the 
  shepherd requested by the shepherd may be done 
  if the "victim" fails a saving throw vs. spells each 
  time the request is  
  made (no penalty). Members of the shepherd's 
  party gain a +4 bonus to their saving  
  throws to avoid this song's effects. Additionally, 
  the Shepherd may ask the victims of the song to 
  ignore all other songs he sings during the 
  victim's "enchantment" in which case the Song of 
  Love retains its effects for the rest of its 
  duration. 
   
  Lullaby 
  Similar to the Magic-User "sleep" spell, this song 
  makes its victims fall asleep if they fail their 
  saving throw vs. spells.  Even if the saving throw 
  is made, the victims become sluggish and suffer a 
  -1 to hit and damage rolls.  Members of the 
  shepherd's party gain a +4 bonus to their saving 
  throws. As with the Magic-User spell, victims 
  who fall asleep may be killed with one blow. The 
  range of the lullaby is only "hearing distance" or 
  a 30' radius whichever is less. 
   
  Pain 
  The Song of Pain causes the hearers to cover 
  their ears in pain and eventually double over into 
  the foetal position unable to do anything. The 
  target's effective armour class becomes 9 minus 
  any magical bonuses.  The victim suffers 
  excruciating pain for 1d6 rounds after completion 
  of song.  Members of the shepherd's party gain a 
  +4 bonus to their saving throws to avoid this 
  song's effects. 
   
  Curse 
  The Curse song causes the victim to suffer from a 
  superstitious fear of some horrible accident about 
  to happen.  Because of this irrational fear, the 
  victim suffers a -4 to hit/damage for the duration.  
  Members of the shepherd's party gain a +4 bonus 
  to their saving throws to avoid this song's effects. 
   
  Fright 
  The Fright Song causes fear in all those hearing 
  it, unless they make a saving throw vs spells.  
  Those frightened will flee for 1 round per level of 
  the shepherd and suffer a -1 to morale/to 
  hit/damage rolls. Members of the shepherd's 
  party gain a +4 bonus to their saving throws to 
  avoid this song's effects. 
   
  Remove Fear 
  This song's calming effects remove the fears of all 
  within hearing distance.   Similar to the Clerical 
  spell with the same name, all those suffering 
  from fears when hearing this song make a saving 
  throw vs. spells (with no bonus for Shepherd's 
  level) to overcome their fear.  A failed saving 
  throw means the victim is still frightened. 
   
  Mourning 
  The Song of Mourning causes its hearers to 
  become overwhelmed by a sense of loss.  Failing 
  their saving throws, the victims immediately fall 
  to their knees or to a prone position and begin to 
  weep.  They cannot be consoled and will remain 
  inattentive to all those around them, losing 
  initiative in combat and having an effective 
  armour class of 9 minus magical bonuses (no 
  shield bonus) until attacked.  Once attacked 
  victims will take one round to rouse themselves; 
  although they will still suffer a -1 penalty to hit 
  and damage rolls for 1 round per level of the 
  shepherd. 
   
  Death 
  Unlike the powerful Magic-User and Clerical 
  spells which can kill with a word, the Death Song 
  does not kill the victim, instead the victim falls 
  into a trance-like state where she thinks she is 
  dead, unable to perform any acts for 1 turn per 
  level of the Shepherd.  The  
  Shepherd can choose not to let this spell affect 
  his party but must announce this intention prior 
  to singing.  Otherwise, party members receive a 
  +4 bonus to their saving throw vs death ray. 
  Undead hearing this song become invigorated 
  with the feel of death and gain +4 to hit/damage 
  rolls for the duration of the song and 1d6 rounds 
  after it ends. This song can be countered by a 
  Life Song, Cureall spell or Wish. 
   
  Life 
  Unlike the Clerical spells of Raise Dead and 
  Raise Dead Fully, this song does not resuscitate 
  a corpse, but it breathes the power of Life into a 
  recently deceased corpse.  The result is that if the 
  victim is raised within 48 hours with a Raise 
  Dead spell, the victim will be fully restored to 
  health when resuscitated.  If a Raise Dead Fully 
  spell is used on a corpse to whom a Life Song has 
  been sung, the victim will also be fully healed 
  and will have a temporary boost to their 
  Charisma of 2 points due to their overwhelming 
  joy at being alive. If this song is sung to living 
  creatures, they gain +2 to hit/damage, -2 armour 
  class, +2 morale, +2 to all saving throws and 
  regenerate 2 hp per round for 1 round per 3 
  levels of the Shepherd. Undead creatures hearing 
  this song will become shake uncontrollably and 
  be effectively paralysed, unable to attack for 1 
  round per 3 levels of the caster.  Undead 
  creatures with Hit Dice over 8 may make a 
  saving throw vs Death Ray to avoid their 
   
  13 
  
  "paralyzation".  No saving throw is allowed for 
  undead with less than 8 hit dice. 
  *  It will cause enemies to be convicted of their 
  evil nature causing them to fall to the floor and 
  writhe in a self-pitying despair for 1 round per 
  level of the Shepherd. 
  Enemies of the Shepherd, when hearing this 
  song, become overwhelmed by the futility of their 
  lives and either flee (1-2 on 1d6), fall to the floor 
  and wail (3-4 on 1d6) or attack with a -4 to 
  hit/damage and +4 armour class (5-6 on 1d6) 
  unless they make their saving throw. 
  *  Party members of the Shepherd will feel 
  refreshed, all being healed 3d6 hit points, with 
  any adverse affects being dispelled (i.e. slow, 
  fear, curse, etc). 
   
  Due to its complexity, this song has a high 
  percentage of failing 65% (reduced by 5% for each 
  point over 12 of the Shepherd's intelligence -- 
  with 15 intelligence only 50% chance of failure.  
  For shepherds with less than 9 intelligence, +5% 
  chance of difficulty, 6 intelligence has 80% 
  chance of failure.) There is no saving throw for 
  this song.. 
  Purify the Soul 
  This song is the culmination of the Shepherd's 
  Art of Song.  It has several different possible uses 
  of which only one may be made when sung. 
  *  It will turn undead as a Cleric of the same 
  level as the shepherd. 
  *  It will mimic the effect of a Cureall spell. 
  *  It will Dispel Magic, all illusions and charming 
  effects on anyone or anything within a 20' radius 
  of the shepherd. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  14 
  
   
  This adventure is an introductory adventure 
  designed to ease new players into Dungeons and 
  Dragons without pitting them against foes to 
  powerful and traps to dangerous to handle. It is 
  designed for 2 to 4 players and can be easily 
  modified to be challenging to large parties as well 
  as for smaller parties by adding or removing 
  some Goblins and by using a lower or higher 
  level Xensolat. Completing this module should 
  take little more then one to two hours, depending 
  upon how well the party works together and how 
  quickly combat is completed as the party makes 
  its way through the ruins. The goal of this 
  adventure is to build a framework of basic skills 
  that new players will need to use in further more 
  advanced adventures. Give the players pointers 
  to help them along and fudge any dice that needs 
  to be fudged to keep the party alive. Killing off 
  new player’s characters can be a sure fire way to 
  kill off new gamers interest. 
   
  Some of the areas and items the characters will 
  come into contact should have some of the ‘extra’ 
  DM ‘only’ information given into the player’s laps 
  in order to help them start to think more like 
  adventurers, the object is to do less and less of 
  that as time goes on until the players start 
  coming up with everything on their own. An 
  example of this is the water well in Area 2, it 
  should be noted aloud to the party that they 
  think the water could be used to clean something 
  off, if they felt the need. Later, the hint about the 
  handcart being filthy, but usable with a slight 
  cleaning should be dropped as well.  
   
  “In days long past the region your home town is 
  in was once under the auspices of a grand and 
  powerful wizard by the name of Vendegaar. 
  Through the years of his life he gathered a great 
  many treasures, items of untold magical power, 
  creatures both strange and mundane, he built a 
  magnificent castle home and also acquired a fair 
  number of enemies. Apparently, at some time in 
  the distant past, one or more of these enemies 
  caught up with him. It has been said that the 
  battle between the powerful wizards had been 
  felt, seen and heard for a great many leagues 
  through the surrounding countryside and that in 
  the end, only a smouldering ruin of a castle, with 
  not a single wizard or being standing amongst 
  the wreckage. For days, which stretched into 
  weeks, which stretched into months, which 
  stretched into years few dared tread the lands 
  surrounding the battered castle for fear of being 
  swallowed up by the unchained magical energies 
  that ripped at the land and warped the life that 
  it touched. Several hundred years passed before 
  these magical energies subsided enough for the 
  lands about the castle to once again be ‘safe’ for 
  the foot of anyone brave enough to dare approach 
  and perhaps enter the ruins of the castle… 
   
  Until now… you and your friends had heard 
  the tales of riches, magical treasures and 
  supposed dangers to be found in the ruins of this 
  once great castle, which is said to extend a great 
  many levels into the depths of the land, carved 
  out by the ancient and powerful magicks of the 
  wizard Vendegaar himself. There have been 
  rumours of bandits or goblinoids moving into the 
  area of the old castle and you are also aware of a 
  bounty being offered for the capture, dead or 
  alive of an evil wizard named Xensolat . He is a 
  dark hearted fiend wanted for the death of the 
  cleric Alura, who once was a bastion of light in 
  your small town, but was snuffed out by the dark 
  arts and poison dart of Xensolat. There is a 
  1000GP bounty on the body of Xensolat. 
  Standing 
  within 
  the 
  ruins 
  just 
  past 
  the 
  gatehouse, you see the entrance to what could be 
  your future or could be your doom. Steeling 
  yourself, you and your companions brush aside 
  your worries and stride within, confident that 
  what awaits will only bring fame, fortune and 
  opportunities for valour.” 
   
  The characters begin within the entrance of the 
  original portion of the long dead wizard’s keep. It 
  is a squat castle building that is crumbling with 
  age and covered with vines, moss and other 
  plants as well as crumbled stone. The area is 
  fairly sparse, since nearly 200 years has passed 
  since the area has been heavily travelled by the 
  foot steps of most creatures. The area is typical 
  for a castle of its size, the outer walls are 
  crumbled away and are little more then piles of 
  stones in some places and barely taller then a 
  dwarf in others. The area that the gatehouse 
  would have sit in is simply a pile of rubble 
  strewn about with what could be the long sitting 
  remains of burnt wooden timbers. The area itself 
  is rather square in shape no more then 200 feet 
  wide and perhaps 50 feet in between where the 
  interior door of the gatehouse would have been to 
  the entrance now before the party. 
   
  If the party wishes to search around for anything 
  of use, they locate a number of random shaped 
  stones all of similar size that can be used as sling 
  stones in a pinch. Roll 3d6+2 for total number of 
  stones available. If they listen for noise, they 
   
  15 
  
  hear nothing but the sounds of birds and the rest 
  of nature, there appears to be nothing else of 
  note on the wind. 
  Other 
  then 
  that, 
  the 
  entrance into the ‘castle proper’ sits before the 
  party through the gaping maw of a once glorious 
  building that may have at one time held large 
  doors. Of course, most of the front wall and most 
  of the area that could or would have been over 
  any doors has long since gone missing, blasted 
  away by some blast of magic. 
   
  Does the party enter? 
   
  Main Entrance 
   
  “Upon entering the gaping maw that was once a 
  door you see the ruined interior of what could 
  have once been a fine greeting hall. You make 
  out the outline of a somewhat curved stairway 
  that probably lead up to an overlooking balcony 
  and entrance to some, now nonexistent, upper 
  level of this building. At the base of where the 
  stairs met the ground, you see the remnants of 
  stairs that must have been finely carved at some 
  time. There is a pair of pillars carved in the 
  shape that looks vaguely like elfin or thin human 
  females where the handrail of the stairs must 
  have ended at.”  
   
  Beyond those rather beautiful features, it 
  appears that the area has been untouched and 
  has no other decoration of note. The area is a 
  decent 50 foot wide room that runs back at least 
  100 or so feet. The lighting provided by the 
  gaping maw should be enough to provide you 
  with ample light to view through the entire area 
  without needing to light torches, lamps or 
  magical lighting sources. If the party searches 
  near the entrance, for a way into another room, 
  they will easily find a caved in section of floor 
  that leads to the lower level. This caved in 
  section has piles of wall material that has 
  collected in what could be used as makeshift 
  stairs. If the characters use this to move down, 
  they must each make a Dexterity check. Upon 
  failure, they will take 1 – 2 points of damage 
  from falling. If the specifically search around the 
  staircase 
  remains, 
  they 
  will 
  discover 
  an 
  unusually cleared area that contains a trap door. 
  With a  combined strength of at least 20 the 
  party will be able to pull the large oaken door out 
  of the opening by the large iron ring set into to. 
  This will lead them down into the first level of 
  the castle ruins. 
   
  The Dungeon Proper 
   
  The first level of the dungeon beneath the castle 
  ruins is home to a small band of goblinoids and 
  the chaotic wizard Xensolat who recently moved 
  in and to over the small, wretched goblin band by 
  challenging and defeating the goblin leader. 
  Since taking over the band Xensolat, has ordered 
  the goblins to clean up the mess and stink that 
  they left in the areas they had already started to 
  use heavily and also cleared out rubbish and 200 
  year old battle remains from the rest of the area. 
  Meanwhile, 
  Xensolat 
  started 
  working 
  on 
  unlocking a magically sealed doorway that would 
  lead him down further into the castle ruins that 
  would reveal to him the greater magic of the 
  long-dead Vendegaar. 
   
  Area 1 – Main Landing  
   
  “As you enter this area you are greeted with the 
  slight stench of very bad body odour and refuse, 
  which of course can only mean one thing; Goblins 
  have infested this level, somewhere; it is obvious 
  by the low amount of stench that these goblins 
  must not be very close to where you are right 
  now. After looking around for a moment you see 
  that you have entered into a room that has a 
  staircase leading up situated in the centre of the 
  room. Across from the bottom steps is an open 
  archway that leads off into darkness and three 
  doors on each of the other walls, apparently set 
  in or very near the centre of those walls.” 
   
  The room itself is roughly 25’ wide and roughly 
  30’ long from the open archway to the door that 
  is almost directly behind the stairs. If the 
  characters make a significant amount of noise, by 
  banging on doors, or arguing amongst themselves 
  about where they will be going, the doorway from 
  area 4 will be flung open and a small number of 
  goblins will rush forth yelling out cries that is 
  certain to raise the attention of any more 
  goblinoids nearby. If the party stays quiet and 
  listens at the doors, they will hear the quiet 
  voices of what sounds like two beings talking and 
  laughing quietly to themselves at the Eastern 
  door. They will hear nothing from the Western 
  door, Northern door or Southern area. 
   
  Goblins 
  AC: 6, Attacks: 1, Damage: 1d6-1, Mor.: 7, Hit 
  Points: 3, 4, 2, 2, XP: 5 Each. 
   
   
  If the fight occurs and the PCs win, any treasure 
  remains will be found in Area 4.Other then the 
  possibility of a fight with Goblins, there is little 
  else to note in the room, a little rubbish and the 
  remains of a torch in a sconce. 
   
  Area 2 – Entertaining Room 
   
  “The first thing you notice when entering this 
  room is the sunlight drifting in from the main 
  level of this destroyed castle that is filtering in 
   
  16 
  
  through the damaged ceiling in the SW corner of 
  this fairly large room. The second thing you 
  notice is the small amount of water that is pooled 
  up in places, most likely from the rainwater that 
  pours in through the damaged ceiling. Looking 
  around the room, you get the sense that this area 
  was once used as an underground room for 
  entertaining. They are common among the 
  wealthy of your town for they help people to 
  escape the heat of late summer. Attached to the 
  wall in various places are what appear to be 
  stone hooks for hanging tapestries and other 
  hanging art pieces. There is also the broken and 
  rotted remains of what must have once been fine 
  and comfortable furniture, strewn about the 
  area.” 
   
  The room itself is wider then it is deep, with 
  walls roughly 65 feet wide and roughly 25 feet 
  long. The soft stone floors appear worn in places 
  that may have once had great foot traffic and in 
  these places there are small puddles of slimy 
  rainwater, unfit for drinking. Other then the torn 
  up and useless furniture bits, there is little of 
  note in this large area. If investigated, the piles 
  of stones nearby the caved in roof appear to have 
  been moved about in an intelligent fashion to 
  create a makeshift set of stairs. They are very 
  poor quality and can easily be missed if looked at 
  from the wrong angle. Near the Eastern wall of 
  this area, there is a small well that contains 
  fresh water that appears clean enough to drink 
  from. There is a clean bucket that is fairly new 
  sitting next to the well, this water could be used 
  to rinse something off, if the party needs to. 
  Other then that, this room doesn’t appear to be 
  very safe to rest in, beside the damaged 
  furniture, if it is used by someone to enter and 
  exit this level, the party could easily find its rest 
  interrupted. 
   
  Area 3 – Goblin Filth Room 
   
  “The slight stench of Goblin kind is stronger in 
  this room, after your eyes adjust to the darkness 
  in this large room you can see why… The floors 
  are covered in the filth of Goblins, tossed away 
  bits of food, tossed away bits of clothing and 
  other goblin refuse. There is one odd bit about 
  the room though… The piles of refuse are tidier 
  then they probably should be and there is a cart 
  that is loaded up with a good amount of garbage 
  and other filth. From what you have heard of 
  Goblins, this is far from their usual behaviour… 
  Something must have changed these Goblins…” 
   
  The room contains the old sleeping area, cooking 
  area and general living area of the Goblin tribe. 
  They have since been moved deeper into this 
  level since Xensolat wants his ‘followers’ to not 
  stink of body filth. He is also having a handful of 
  Goblins clean this room out and they have thus 
  far completed a decent portion of the task. The 
  only item that could be useful to the party is the 
  hand cart that currently has a decent pile of 
  Goblin refuse within it. The wheels, sidewalls 
  and even the pull-bar are in good shape, with a 
  good cleaning out the cart could be quite useful, 
  with a rinsing out, the cart would be bearable to 
  ring along and it would allow the party to carry a 
  decent amount of treasure and other items that 
  one person wouldn’t be able to carry themselves. 
  The room itself is roughly 20’ from East to West 
  and roughly 30’ from North to South. If the party 
  takes the time to dig through the refuse, which 
  will take almost 3 turns, they will locate a broken 
  brass mirror worth roughly 3 sp, a grubby sack 
  with 30 cp inside and nothing else of note. 
   
  Area 4 – Punished Goblin Sleeping Area 
   
  If the party listened at the door, read the 
  following… 
   
  “After slowly and carefully opening up the door, 
  you see that this area has been converted into a 
  makeshift sleeping area. At the far SE corner, 
  you see two Goblins chatting away near a low-
  fire that fills this room with a slight acrid stench, 
  which just barely covers up the filthy stench of 
  these Goblins. Nearer to the middle of the room 
  against the back wall, you see two more Goblins 
  sleeping as peacefully as Goblins sleep in an area 
  that appears to have sleeping arrangements for 
  four Goblins.” 
   
  Attacking the Goblins provides a surprise in the 
  party’s favour. The sleeping Goblins will be -2 to 
  attack for two rounds as they are awakening, 
  with the distance involved only party members 
  with ranged weapons in hand will be able to 
  attack in the first round of combat. If the party 
  made a ruckus in Area 1 and subsequently 
  fought and killed the Goblins, read this… 
   
  “Entering this room, fills your nostrils with a 
  stench of Goblin filth and oily smoke, nearly 
  bringing all of your to gagging. After overcoming 
  your initial reaction, you give a quick survey of 
  the room…  
   
  In the SE corner, there appears to be the remains 
  of a small Goblin sitting area with a warming fire 
  smouldering in an old black iron pot. Near the 
  back wall, in the middle of the room is a make 
  shift sleeping area that appears to have been 
  recently hastily vacated by at least a few beings. 
  You get the sense that half of the Goblins from 
  this area had been sleeping while the other two 
   
  17 
  
  were in quiet conversation prior to being noisily 
  alerted to your presence.” 
   
  Beyond that, you can see or hear nothing 
  else, unless you investigate further down the 
  hall…” 
   
   
  Once the fighting is over, or if the characters 
  search this area after defeating the Goblins in 
  Area 1, they will discover the following treasure 
  items. Unless defeated in Area 1… 
  If the party has located the Goblin map, they will 
  know about the existence of the secret door that 
  leads into Xensolat’s private chambers, other 
  then that, they will not know how to open the 
  door, which can be determined by an elf on a roll 
  of 1 – 3 on a D6, only if the Secret door is known 
  about. Otherwise, the party will have to 
  announce they are looking for secret doors, 
  especially if after they defeat the wizard and find 
  no sign of his sleeping area. (An Intelligence 
  check made by each member of the party will 
  reveal that thought, if nobody mentions it.) If the 
  party makes a ruckus or somehow attempts to 
  gain attention, the Goblins working in the 
  Storage Place Area 6 as well as one Goblin sent 
  out to investigate the noise, from Area 8 will step 
  out and immediately call out an alarm to the rest 
  of the Goblins in Area 8, who will then rush out 
  and attack the party of adventurers, while the 
  Goblin woman and children escape out of the 
  dungeon via the tunnel in Area 9. 
   
  Goblins 
  AC: 6, Attacks: 1, Damage: 1d6-1, Mor.: 7, Hit 
  Points: 3, 4, 2, 2, XP: 5 Each. 
   
  Each Goblin has a small grubby pouch on their 
  belts containing some items of note and some 
  useless items as well. 
   
  Goblin 1: 7 EP and a smoothed rat skull with a 
  small string and a feather attached to it. 
   
  Goblin 2: 10 EP and a pair of carved six-sided 
  dice that are not square enough to be used in 
  reputable games of chance. 
   
  Goblin 3: 6 EP and a small quartz stone worth 9 
  GP. 
   
   
  Goblin 4: 5 EP, a small citrine gem worth 25 GP 
  and a small scrap of paper that contains a 
  mapped out path, which appears to resemble the 
  areas the party is in and some extra areas 
  beyond the Northern door of Area 1. This map is 
  wrapped around the citrine and could be missed 
  by the character that gathered this Goblins 
  pouch without an Intelligence roll being passed. 
  (Secretly rolled by the DM.) 
  For stats of the Goblin warriors and totals, look 
  to Area 6 and Area 9’s descriptions. 
   
  Area 6 – Storage Area 
   
  If the party surprises the working Goblins by 
  rushing or otherwise entering this room… 
   
  “You enter this room and are presented with a 
  quick glimpse of some of the Goblin’s treasure 
  just moments before the surprised Goblins 
  attack…” 
   
  Searching the rest of the room reveals nothing of 
  note. The Goblins also have rusted and poorly 
  edged short swords that are barely worth the 
  material they are made of. They could be sold in 
  town for 3 GP and could be used in combat doing 
  1d6-1 HP of damage. 
   
  Upon entering the room, the Goblin treasure 
  guards, that were sent to guard the Goblin 
  treasure by the ‘new’ Goblin leader, whip out 
  their short swords and war hammer and attack 
  the party. 
   
   
  Area 5 – Central Hallway 
   
   
  “This dimly lit hallway is roughly 10’ wide and 
  goes on for what seems like 35’ off into the 
  distance. From what you can tell in the dim light 
  of the few torches in this hall, you can see one 
  door on the eastern wall roughly 5’ before you 
  and another door in the same wall another 20’ 
  beyond that. At the end of the hallway you see 
  another door. Being careful not to make any 
  noise that would raise the attention of any other 
  Goblins or other creatures that could be in this 
  area, you hear some faint ruffling and shuffling 
  of possibly heavy items, intermixed with a few 
  jingles of what could be coins, chain or other 
  small metallic objects emanating from the door 
  closest to you… 
  Goblins 
  AC: 6,Attacks: 1,Damage: 1d6-1,Mor.: 7,Hit 
  Points: 5, 3, 4, 3, 2, First Goblin does 1d6 
  Damage with War hammer, XP: 5 Each 
   
  After defeating the Goblins, the party can search 
  the Goblins for what treasure they would hold as 
  well as the rest of the treasure in this storage 
  room. Each Goblin has between 2-12 pieces of 
  Electrum in their grubby pouches. Beyond that, 
  there are 4 rusty, poorly made Short Swords and 
  one decently made regular war hammer that is 
  worth keeping or selling. After the defeat of the 
  Goblin treasure guards, read the following… 
   
   
  18 
  
   
  “After the defeat of your Goblin foes, the glint of 
  treasure gleams in your eyes. Before you are a 
  number of small shelves in this 12.5’ long by 15’ 
  wide room, that hold a few small chests, a few 
  barrels and other odds and ends that must be 
  some, if not all, the items these Goblins have 
  gathered over the years.”  
  Whether the party has defeated Xensolat or not, 
  his belongings are open for the taking. This 
  includes a small number of magical items from a 
  few potions to a few scrolls and even a weapon 
  usable by a stout warrior that he ‘liberated’ from 
  the Goblin leader he defeated a short time ago. 
  The items are spread out around this room, from 
  the chest at the foot of the bed, which contains 
  most of Xensolat’s money, to the wizard lab, 
  where the potions and scrolls lie to next to the 
  fireplace, leaning up against the wall. Below is 
  the listing of treasure available to the party. 
   
  Goblin Treasure 
   
   
  Stuffed into the three small chests the party 
  finds the following coins and other treasures: 
   
   
   
  6000 CP 
   
  Chest 
   
  2000 SP 
   
  1300GP 
   
  1 Citrine Gem (50GP) 
   
  1300SP 
   
  1 Topaz Gem (500GP) 
   
  2 Turquoise Gems (10GP) 
   
  1 Gem Encrusted  
   
  1 Onyx Gem (50GP) 
   
   
  Necklace (1200GP) 
   
  1 Amber Stone (100GP) 
   
   
  2 Golden Bracelets with  
   
  The two barrels contain the following liquids: 
   
     Inlaid Gem Stones (600GP) 
   
   
   
   
  One barrel of Wine (15GP) 
   
  Magic Items 
   
  One barrel of Lantern Oil (30GP) 
   
  Normal Sword +1 
   
   
  Potion of Gaseous Form 
   
  There are a few other odds and ends: 
   
  Potion of Growth 
   
   
  Potion of Diminution 
   
  Brass Candlesticks (2) (5GP Each) 
   
   
   
  Small Stone Statue (10GP) 
   
  1 Scroll (2 Spells) 
   
  Box of Matching Silverware (20GP) 
   
   
  Sleep 
   
   
   
  Magic Missile 
  Area 7 – Xensolat ’s Sleeping Quarters 
   
   
  Beyond the treasure listed above, there are a few 
  decent quality animal skins that could be used as 
  either fur cloaks or as they are used on the bed 
  as 
  blankets. 
  The 
  bed 
  itself 
  is 
  a 
  decent 
  construction, but it would be quite difficult to 
  bring out of the dungeon, the same goes for the 
  table. The wizards laboratory is another story 
  altogether. It could be useful to a wizard, but it is 
  extremely fragile with thin glass tubes, beakers 
  and pipes going this way and that all over the 
  table. With the fragility of the laboratory and 
  also the lack of skill that any party wizards 
  might have with the set-up and take down of 
  such equipment. (Which is assumed to be 
  acquired by the time the wizard obtains 5th level.) 
  There is a high chance of breaking a significant 
  amount of the lab if not taken apart by a 
  professional. Roll % dice on any roll less then 
  15%, the party successfully takes apart and can 
  package the laboratory in the travel box beside 
  the lab’s table. Anything over that results in the 
  lab 
  being 
  rendered 
  useless. 
  (If 
  somehow 
  successful, the lab can fetch 2000gp in town 
  being that it is used.) 
  It isn’t likely that the party will locate this area, 
  unless they find the Goblin Map or search all the 
  walls and succeed in finding the secret door from 
  the hallway. Regardless, if the party does locate 
  this hidden room, they will be presented with 
  quite a little treat with a few items of magic that 
  Xensolat  has collected in his travels as well as 
  some other treasures. 
   
  “Finally, you discovered the hidden catch to open 
  up the secret door, leading into this hidden room. 
  Past the doorway you see a rather large, but 
  spartanly decorated room, it is obvious that 
  whomever sleeps here is not a Goblin and also 
  has a liking for some of the finer things in life. 
  Even though there is little within this room, the 
  items you see feature quality construction. 
  Gazing around the room, you see a small cooking 
  area within the confines of a large chimney, a 
  small study that has a handful of books and also 
  appears to have a wizard’s laboratory and of 
  course a sleeping area that includes a fine bed. 
  Looking some more, you see a decent sized chest 
  before the bed and other items that you could 
  easily gather up and carry out of here that will 
  fetch 
  you 
  a 
  decent 
  price 
  in 
  the 
  town’s 
  marketplace.” 
   
  If the party asks about a spell book either now or 
  after they have defeated Xensolat , they will be 
   
  19 
  
  unable to locate it. The spell book is in this room, 
  but it is magically hidden from view, even a 
  detect magic spell would be unable to reveal its 
  location.  
  AC: 5, Attacks: 1, Damage: 1d8, Mor.: 9, Hit 
  Points: 10, 12, XP: 10 each 
   
  If defeated, the party will discover 5GP and 12EP 
  in the less grubby pouches of these slain Goblin 
  Protectors. When the party turns to finish off the 
  woman and little Gobs, they will find them gone 
  in the commotion of the battle. 
   
  Area 8 – Goblin Tribe’s Room 
   
  This area holds the bulk of the Goblin tribe, 
  minus a few of the much stronger warriors that 
  Xensolat has with him in Area 11. The tribe also 
  has its women and children in this area off in a 
  protected rear corner. One any combat ensues, 
  the party will see the Goblin women, children 
  and a few of their guards move out of the area to 
  escape into the unknown. 
   
  Area 9 – The Long Hallway 
   
  “This hallway opens up before you heading both 
  East and West with the Eastern running half 
  trailing off into Darkness, along the Northern 
  wall to the West, there is a recently dug opening 
  that appears to have been made by Goblins as 
  some sort of escape route or entrance to another 
  Goblin nest. Past the Goblin carved tunnel, on 
  the Eastern Wall is a closed doorway set into the 
  middle of the 10 Foot Western Wall. Other then a 
  very small amount of rubbish nearby the Goblin 
  Hole, there is little else of interest in this area.” 
   
  “The often overwhelming stench of Goblin bodies 
  that you would expect to be permeating this room 
  is nowhere near as bad as you think it should be 
  by the looks of it. Within from roughly the middle 
  of this room to the back of this room you see a 
  large Goblin ‘nesting’ area. Before you get much 
  of a chance to act, you are spotted by a few 
  Goblins that scream forth an almost fright filled 
  scream as they reach for their weapons and 
  prepare to attack!” 
   
  If the characters head off in the Eastern direction 
  they will begin to hear something that sounds 
  like it might be some kind of quiet talking or 
  muttering. This won’t become noticeable until 
  the PC’s are almost 20 Feet to the East of the 
  door that they first entered this area from. As 
  they move farther to the East read the 
  following… 
   
  In combat 3 Goblins will close immediately with 
  the party while 2 draw forth short bows and start 
  firing arrows. The last 2 combat capable Goblins 
  will rush to gather and defend the Goblin 
  ‘Wiminz’ and children from the attacking party. 
  If the combat lasts more then 5 rounds, these 
  Goblins will most likely make it out to the 
  hallway that the PC’s entered from and will 
  hastily retreat out the escape tunnel and into the 
  unknown. If the combat lasts less then 5 rounds, 
  these final two Goblin warriors will throw 
  themselves at the PC’s feet asking to be allowed 
  to escape with their woman and little Gobs. If the 
  PCs are truly Lawful, they will allow these 
  goblins to escape to freedom. 
   
  “As you come to the Eastern end of the hall you 
  see that it turns South after travelling roughly 
  40 feet from the door you used to enter this area. 
  Right about the time that you see this you notice 
  a quiet talking that grows louder as you close the 
  corner. Cupping your ear, you hear that the 
  talking is actually some kind of magical chanting 
  that is both some distance from where you stand 
  and is also quite different and much longer then 
  any other magical incantations you have heard in 
  your days…” 
   
  Goblin Warriors 
   
  AC: 6, Attacks: 1, Damage: 1d6, Mor.: 7, Hit 
  Points: 5, 5, 4, 3, 3, XP: 5 each 
  The chanting is coming from the mouth of the 
  wizard Xensolat. He is performing a ritual that is 
  designed to break the magical seals that were 
  put in place by the wizard Vendegaar to protect 
  the lower levels of his castle, which were always 
  rumoured to hold his more powerful magical 
  items, spell books and treasures. At the time of 
  the great wizard assault on the castle, Vendegaar 
  had sealed the lower levels with magics more 
  powerful then the wizards mustered against him 
  knew how to defeat. In the intervening years, 
  those magics have waned and Xensolat had come 
  into possession of a powerful incantation that he 
  could use to bring down the seals, wards and 
  other protections that were keeping him from 
   
  Unlike other Goblins, the ones that fall in this 
  battle each have 12EP in their grubby pouches 
  and two of them have quartz gems worth 10GP 
  each. If the party decides to attack the remaining 
  two Goblin protectors and to kill the woman and 
  little Gobs the woman and little Gobs won’t put 
  up a fight worth mentioning, but the protectors 
  will do what they can to help the rest escape. 
  This escape will occur within two rounds of 
  combat. 
   
  Goblin Protectors 
   
  20 
  
  obtaining the treasures of the long dead 
  Vendegaar. 
   
  If the PC’s continue on towards the turn on the 
  hall they will eventually see a figure hidden in 
  the shadows. It is of course, a statue of a man 
  standing in the corner, but the party doesn’t 
  know that. Read the following… 
   
  “As you approach the corner, the chanting 
  becomes louder and it is then that you notice the 
  shape of a man standing in the shadows off in the 
  corner of the hall, his robed arms raised up as if 
  casting a magical spell! What do you do?!” 
   
  If the party dallies for a moment, they will see 
  that the robed figure is unmoving and would also 
  notice that the chanting voice they hear is 
  coming from South of where the figure stands. 
  Bringing any torch into the area reveals a long 
  ago carved statue of a proud looking wizard 
  holding up his arms almost as if to display his 
  robes more then to be casting a spell of some sort. 
  However, if the party attacked the statue, yelling 
  any battle cries or shooting arrows at it, there is 
  a chance that the Goblin Protectors that Xensolat  
  is using as bodyguards in Area 11 could hear the 
  noise and investigate. Roll a 1d6 on a 1 or 2, they 
  hear the noise and come rushing out of the open 
  door to the south to attack the party. Regardless 
  of whether the combat happens or not, the 
  chanting the party is hearing will continue and 
  will become louder as they come closer to the 
  door at the end of the hall. This chanting will 
  continue for no matter how long the party stands 
  outside the door and will only end once they 
  enter the Area 11. To impress upon the party 
  that they should rush in use one or more of the 
  following suggestions… 
   
  “Chanting like this could be calling forth a 
  powerful evil being, you could be stopping the 
  release of evil if you rush in.” 
   
  “Whomever is performing this chanting is likely 
  very dedicated to their task, there is a chance 
  that if you rush in, you can take them by surprise 
  and if it is the Wizard Xensolat , you could easily 
  gain that 1000GP reward!” 
   
  If you have to, even force their hand. The 
  chanting will not end until after the party enters 
  the next room for the dramatic effect detailed in 
  Area 11. 
  Area 10 – Pantry/Closet 
   
  In the days of Vendegaar this room was used as a 
  pantry or other basic storage area. Inside are a 
  number of shelves with broken jars and boxes. 
  There is also the remains of a rat, minus the 
  skull. Other then the rubbish, the room is a 
  sparse relatively empty area with nothing of 
  value. 
   
  Area 11 – Magically Sealed Room 
   
  In its day this room lead down into the magical 
  depths of Vendegaar’s castle. In order to keep 
  thieves and nosy rivals out of his business, 
  Vendegaar devised a magical means of sealing 
  the lower depths from prying magic and also 
  powerfully warded and sealed a large portal with 
  spells designed to let only him enter. Over the 
  intervening years, his magical wards and seals 
  have weakened to the point that the lower levels 
  are not longer sealed in the way that they once 
  were. Still, the easiest method of entry is still to 
  be made through the large portal in this area. Of 
  which the seals are close to being broken by the 
  vile wizard Xensolat. 
   
  When the PC’s enter the room, read the 
  following… 
   
  “This room is alive with the swirls of magical 
  energy coursing this way and that, streaming 
  forth in washes and streams of colour intermixed 
  with sparkles and flashes from a rather large 
  door set into the wall on the far side of the 
  room… 
  Standing before the door with his arms raised up 
  and his back to you is a robed man, who you can 
  now tell is the one that has been performing the 
  chanting for the time you heard through the 
  hallway leading to this doorway. His robes 
  appear to be nothing special, colour in dark 
  colour that you can’t quite be sure off, it could be 
  a really deep blue, black or maybe… perhaps 
  even purple… 
  As you ponder this thought for a moment, you 
  see a mad rush of energy strike forth at the 
  corners of the large door filling the cracks 
  between the door and the frame with red 
  crackling spark filled magical energy…  
   
   
  Amazed at this display of power you watch as 
  the red magical energy lazily fills the spaces 
  oozing down and across the door line from the 
  four corners until the energy encompasses the 
  entire door jam… It is then with a flash and the 
  smell of a slight acrid odour that all of the 
  magical energy suddenly vanishes in an almost 
  audible pop… 
   
  With his arms now lowering to his side, you see 
  and hear this wizard begin to laugh a sinister 
  laugh…  
   
  “Yes, Vendegaar your secrets will now be mine…” 
   
   
  21 
  
  Spells: 
  Detect 
  Magic, 
  Magic 
  Missile,Mirror 
  Image, Continual Light (to be aimed at the eyes) 
  With that said, he turns and seems shocked and 
  amazed to see you standing before him with your 
  weapons drawn. Stepping back for a moment he 
  quickly looks around the room before making his 
  move…” 
  Notes: Xensolat wears deep purple robes, a Ring 
  of Protection +1, a Ring of Feign Death (detailed 
  below) and a magical dagger +1. On his belt, he 
  carries a small pouch that contains a few gems of 
  value. 
   
  If the party hasn’t fought the Goblin Protectors 
  as of yet, they will be fighting them as well the 
  Wizard, who will be casting spells and using a 
  sling from afar to attack the party. 
   
   
  Gems: 
   
  Onyx (50GP) 
   
  Topaz (500GP) 
   
   
  Amber (100GP) 
  Goblin Protector 1 
  AC: 5, Attacks: 1, Damage: 1d8, Mor.: 9, Hit 
  Points: 10, XP:10 
   
  At the beginning of the battle, the party should 
  be located near the entrance to this room with 
  Xensolat being located closer to the large door 
  that leads deeper into the dungeon. Unless the 
  party have ranged weapons in hand, they won’t 
  be able to attack first. The wizard will first cast 
  Mirror Image before the party can close and will 
  next cast Continual Light into the eyes of the 
  most dangerous looking PC, normally the largest 
  fighter or very apparent leader. If the saving 
  throw verses spells fails, that character will be 
  blinded until a dispel magic spell is cast. It is 
  best to have this spell be successful. (See 
  Epilogue) Upon striking Xensolat for more then 
  half of his hit points, he falls to the ground 
  appearing to have been mortally wounded and 
  looks to be dead. In reality, he is under the 
  magical effects of his ‘Feign Death’ ring that is 
  invisible on his finger. During this state of being, 
  he is fully aware of what is happening around 
  him and could get up thus destroying the 
  illusion, at anytime, but he is far from foolish 
  enough to do so while the party still stands over 
  him. If the party suggests beheading, remind the 
  party that the reward was for the “Whole” intact 
  body and if they remove his head, it is likely to be 
  a waste of their time to even carry him back into 
  town for the reward. If the characters are lawful, 
  use the extra step of advising them that taking 
  off the head of an already dead man isn’t exactly 
  a lawful alignment action to take. If the party 
  approaches the large wooden door, they will 
  notice that it appears to be a normal door. 
  Tugging at it will result in it not opening, it looks 
  as though it is stuck in the door jam and might 
  need to be hacked out with an axe or pulled open 
  using pulleys and extra strength. In any case, it 
  would be best to end the adventure here, since a 
  small party of adventurers is sure to be rather 
  hurt and low on supplies. 
  Notes: Carries and extra large belt pouch with 
  20GP and a Citrine Gem (50GP). 
   
  Goblin Protector 2 
  AC: 5, Att: 1, Damage: 1d6+1, Mor.: 9, Hit Points: 
  10, XP: 10 
  Notes: Uses a magical Mace +1 in combat. Has a 
  large belt pouch with 10GP and 30SP in it. 
   
  If the party has already defeated the Goblins, the 
  Xensolat will attempt to barter with the party for 
  his freedom. He will speak to them in a snarly 
  fashion. 
   
  “Who are you to be disturbing my work and 
  killing 
  my 
  servants?!” 
  He 
  will 
  demand 
  arrogantly. 
   
  He will tell the PCs that if they let him walk out, 
  he will let them live and keep whatever treasures 
  they have acquired, he will continue by saying 
  that it is apparent that he will not have his peace 
  if he stays here any longer and will be moving on. 
  It’s almost not possible that the party should 
  allow him to escape, if they do, he will turn to 
  attack them at the most opportune moment. His 
  greed taking over his better judgment, especially 
  since he hadn’t been expecting any danger this 
  day, he hadn’t memorized his more potent spells. 
   
  Xensolat  (4th Lvl Wizard) 
  AC: 8 (9) 
   
  Attacks: 1  
  Damage: 1d4+1  
  Hit Points: 19 
   
  STR:   10 
   
   
  DEX:   9 
  INT:   17 
  +2 
   
   
  WIS:   10 
   
  CON: 17 
  +2 
   
  Magical Item 
  CHA:   11 
   
   
  Ring of Feign Death - Only rumoured to have 
  existed for several centuries, the magics to create 
  such rings had been lost to the winds of time. 
  XP: 400 
   
  22 
  
   
  23 
  Even when the magic to create such rings was 
  known few of these rings were made due to the 
  difficult and rare components used in their 
  making. 
  The powers of the ring are 
  controlled by the user and once the ring is placed 
  on the hand, it becomes invisible and cannot be 
  found through non-magical searches. Only by 
  casting the 3rd level Cleric spell of Speak with the 
  Dead, or both the wizard and cleric spells of 
  Dispel Magic will the ruse be exposed. At the 
  wearer’s beckoning, the ring will cause the 
  wearer to appear as though they are dead. This is 
  typically called forth after being stricken in 
  combat in order to remove oneself as a threat and 
  hopefully be able to escape after the battle is 
  completed. This power can be used only once per 
  week as it is an extremely powerful combination 
  of both illusion and the negative plain. After 
  becoming ‘dead’ the ring wearer is able to see, 
  feel and hear all that is happening within the 
  normal ranges of human senses. The ring creates 
  a simple ‘Wizard eye’ that allows the wearer to 
  look out from their body in any direction, all in 
  order to be able to better make ones escape. 
   
   
  Conclusion – Epilogue  
   
  Once, if, they turn in the body in town, they will 
  be provided with the 1000GP reward. Later in 
  the evening, while the party is relaxing, in the 
  local inn drinking to their victory and telling 
  their tale, the constable will enter the inn looking 
  distraught, if pressed; he will reveal that the 
  body of Xensolat has disappeared. The party will 
  be allowed to keep their reward, since they did 
  fulfil their part of the bargain. All the constable 
  believes is that his body was stolen for some 
  nefarious purpose; Xensolat is believed, for all 
  intents and purposes, to be dead. In reality, 
  Xensolat chose to move and subsequently escape 
  after his body had been laid to rest for the town 
  clerics to consecrate for burial. Now, he wishes 
  revenge upon the party for humiliating him in 
  the way that they did. The party has now gained 
  a long-term antagonist that has a peculiar 
  interest in escaping his ‘untimely’ demise. The 
  lower levels of the castle will await the party’s 
  return to give up its secrets. What to do about all 
  that gold that the party gathered? If you add up 
  all the treasure that can easily be converted into 
  gold, you will find that the party has acquired 
  somewhere near 6000 GPs. After adding up and 
  determining what each player’s share will be, 
  subtract enough from the total to make sure that 
  each player character (and henchmen) will 
  receive anywhere from 200 to 300 GPs each. The 
  rest of the gold will be charged away from the 
  party to pay for the dispel magic spell to remove 
  the blindness from the character that may have 
  been blinded by the spell and or to pay for all of 
  the identifying spells for the magical items the 
  party has gathered.  The amount of gold provided 
  in 
  this 
  dungeon 
  could/should 
  be 
  lowered 
  tremendously for more ‘veteran’ player groups or 
  if you feel that the players will feel that they 
  deserve that much gold for each adventure. The 
  main point of this much treasure is to help bump 
  the PC’s up to 2nd level, which should provide 
  them with a nice sense of achievement which 
  could raise their interest in playing again.If you 
  feel the treasure was too much, half the listed 
  amounts and remove the following magical items: 
   
   
  Dagger +1 
   
  Mace +1 
   
  Story Experience  
   
  For successfully completing the adventure, the 
  party should be rewarded with some additional 
  story element experience. In this adventure, 
  there are a few places where good thinking by 
  the players, even with clues, should be rewarded 
  along with explanations of those rewards. 
   
  Cleaning up the cart and using it to gather 
  treasure: 250 XP 
   
  Keeping Quiet in Area 1 and Area 5 without 
  alerting the Goblins to the party’s presence:  250 
  XP Each of the Two Areas 
   
  Attacking the Statue: 50XP 
   
  Not Attacking the Statue: 150XP 
   
  Completing the adventure: 500XP 
  These story rewards should be added to the total 
  experience gained in this adventure and divided 
  up amongst the PCs and NPCs. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
   
  The following guidelines are presented to offer a few more options for advancing halfling characters in 
  OD&D, as well as some background on the NPCs that protect the halfling relics and harness them to 
  produce magic items. 
  Knighthood 
  Upon reaching 8th level, halflings may choose to gain Knight status.  In order for a halfling to become a 
  Knight, the halfling must meet the same requirements as a human fighter who wishes to enter 
  Knighthood (see the Players Companion, page 17, or Rules Cyclopedia, page 18).  Once knighted, the 
  halfling gains all the privileges of the title except for the Fighter Combat Options, which are not 
  attainable until attaining Attack Rank D. 
    
   
  Attack Ranks 
  In the D&D Companion Set, dwarves and elves may attain a maximum Attack Rank of M while 
  halflings can only reach Attack Rank K.  Since elves divide their time between mastering combat and 
  learning spells, it stands to reason that halflings, like dwarves, should be able to attain at least equal 
  Attack Ranks with respect to elves, since they can dedicate more time to learning new and varied styles 
  of combat.  Therefore, for halfling characters that have reached Attack Rank K, the following chart 
  shows additional progression to Attack Ranks L and M, as well as an improved bonus to missile fire. 
   
  Attack Halfling XP 
  Target’s Armor Class 
  Rank 
  (in thousands) 9  8  7  6  5  4  3  2  1  0 –1 –2 –3 –4 –5  –6  –7  –8  –9 –10 –11 –12 –13 
  L 
  3,300 
   
  2  2  2  2  2  2  2  2  3  4   5   6   7   8   9  10  11  12  13   14   15   16   17  
  M (e) 
  3,600 
   
  2  2  2  2  2  2  2  2  2  3   4   5   6   7   8    9  10  11  12   13   14   15   16 
   
  (e) Gains a total bonus of +2 to all hit rolls when using a missile weapon.  
  Halfling Elders 
  The council of elders for a given halfling clan will consist of 3-10 sheriffs, all of all 8th level.  This council 
  is made up of the Clanmaster (Cha: 14 + 1d4, Required Skill: Leadership), the Keeper of the Flame (Int: 
  12 + 1d6, Dex: 12 + 1d6, Cha: 12 + 1d6, Required Skills: Alternate Magics, Craft (Web Of Shadows), 
  Craft (Weapon Making), Leadership), along with 1-7 Keeper’s Aides (2d4 total, one of which is the 
  Clanmaster himself, Int: 8 + 1d10, Required Skills: Alternate Magics). 
  Magic Weapon Creation 
  The Keeper of the Flame, with some assistance from his aides, is able to construct magical weapons, 
  such as daggers, slings, and swords, by using the Crucible and Blackflame relics.  Time and cost for 
  these items are as follows:  
  • 
  3000gp per “plus” of the weapon. 
  • 
  1000gp per spell level of any spell-related talents of the weapon (treat non-spell-like effects 
  as a first level spell), multiplied by 5 for any permanent effects. 
  • 
  1000gp additional for silver weapons. 
  • 
  Time required is equal to one week plus 1 day per 1000gp of cost. 
  For examples, a +4 sword of slowing would cost 27,000gp (+4 bonus x 3000gp plus 3rd level spell x 
  1000gp x 5 for permanency = 27000gp) and require 34 days (1 week plus 27 days) to make.  Success is 
  determined by an appropriate Craft (Weapon Making) check by the Keeper, made with a bonus of -1 to 
  the die roll for each aide that assisted him. 
  The cost in gold and time for preparation of these magical weapons varies slightly from the normal cost 
  of magic item production given in the standard rules.  The reason for this is that the halfling Keeper is 
  not an experienced cleric, druid, or magic user, but is instead experienced in manipulating the magic 
  energies of the clan relic, which require different amounts of resources in order to produce a desired 
  result.   
  
   
   
   
  Level 1 
   
  Shocking Grasp 
   
  Range:  
  0 (Magic-User only) 
  Duration: 
  See below 
  Effect:  
  The spellcaster only 
   
   
  This spell will cause the casters hands to 
  become enveloped in a deadly shroud of crackling 
  electricity.  The caster can make unarmed meele 
  attacks while the spell is in effect, causing 1d4+1 
  points of electricity damage, adding any bonuses 
  from strength or appropriate magic items, such 
  as Gauntlets of Ogre Strength.  The spell lasts 
  for 1 round/level to a maximum of 10 rounds 
   
  Lazast's Comfortable Bed 
   
  Range:  
  30' 
  Duration: 
  8 hours 
  Effect:  
  Creates a bed 
   
  This spell, when cast, creates a bed which is 
  comfortable according to the caster's tastes.   
  (For example, one may prefer a bedroll on a hard 
  surface, where another mage would prefer a 
  massive Queen sized bed with pillows large 
  enough for a Hill Giant to use them adaquately.) 
  The bed created by this spell can not be used for 
  any purposes other than sleeping.  The caster can 
  choose to allow up to five human-sized creatures 
  into the bed, as dictated by the size of the bed, 
  which can be no bigger than 15' long, 2' tall, and 
  10' wide. 
   
  Level 2 
   
  Lazast's Flame Ripple 
   
  Range:  
  120' 
  Duration: 
  Instantaneous 
  Effect:  
  Ripple of flame up to 10' diameter 
   
  This spell creates a circular wave of flame, about 
  2' high, which flows outwards from its point of 
  origin, inflicting 1d4 points of fire damage to 
  anything in the blast radius, per level, to a 
  maximum of 10d4. 
   
  Level 3 
   
  Moonlight Desires/Recorder 
   
  Range:  
  0 (Magic-User only) 
  Duration: 
  4 hours 
  Effect:  
  Permanantly imprints memories 
  of a 4 hour period in casters mind. 
   
   
  When cast, this spell causes the caster to 
  permanantly remember the events of an 8 hour 
  period in the casters mind.  This spell is often 
  used by wizards who act as spies, or by romantic 
  wizards who wish to ensure they remember 
  special moments with their lovers, such as dates, 
  weddings, honeymoons and the like.  These 
  memories can not be removed by anyone other 
  than the caster, not even by a wish.  Divine 
  intervention is possible, but taxing on the 
  interfering force.  The caster must cast the spell 
  again, in reverse to break the lock on the stored 
  memory.  Romantic wizards call the spell 
  Moonlight Desires, while spies call it Recorder. 
   
  Lazast's Fearful Rage 
   
  Range:  
  0 (Magic-User only) 
  Duration: 
  3 rounds 
  Effect:  
  Caster goes into a bloodthirsty 
  rage. 
   
   
  When this spell is cast, the Magic-User 
  becomes enraged, and is fueled by emotions.  The 
  Magic-User gains Srength and Constitution 
  bonuses equal to the casters Intelligence 
  modifier, to a maximum of 18 for the duration of 
  the spell.  While in effect, the caster can not do 
  anything that requires a signifigant amount of 
  concentration, such as casting spells, or using 
  most General Skills.  Afterwords, the Magic-User 
  must rest for a number of rounds equal to double 
  his/her Intelligence modifier.
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  26 
  
   
  The following guidelines were initially created 
  to 
  allow 
  characters 
  that 
  have 
  reached 
  maximum level and Attack Rank (as dictated 
  by the standard rules) the opportunity to 
  improve their abilities through the expenditure 
  of XP.  For the purpose of obtaining the 
  following 
  improvements, 
  characters 
  should 
  keep track of two XP totals on their character 
  sheet: the first is the XP applied towards 
  increasing level and Attack Rank, the second is 
  the “improvement fund” of XP available to the 
  character for purchasing improvements.  When 
  originally broken down, the sum of these two 
  values should be equal to the total XP value 
  previously recorded on the character’s sheet.  
  Note that XP may not be shifted to a character’s 
  improvement fund if it would result in a loss of 
  level or Attack Rank.  Energy and level 
  draining 
  attacks 
  are 
  directed 
  against 
  a 
  character’s XP pool for leveling and do not 
  affect the XP set aside for their improvement 
  fund.  XP cannot be shifted back to the 
  character's XP pool for leveling once deposited 
  into their Improvement Fund; it can only be 
  spent on the following advancements. If you 
  choose to allow players to improve character 
  abilities before reaching maximum level or 
  Attack Rank, only the options for ability scores, 
  demihuman 
  abilities, 
  and 
  hit 
  point 
  improvements should be permitted. These 
  improvements can create extremely powerful 
  characters and it is recommended that these 
  options be used in a campaign either where 
  other characters and challenges have been 
  equally 
  increased 
  in 
  abilities, 
  or 
  where 
  characters are bettering themselves in hopes of 
  successfully completing a path to immortality. 
  In fact, the high XP requirement of several of 
  these improvements are on par with what 
  should be involved in completing some of the 
  required quests for those seeking immortality. 
  The XP costs of the various Attack Rank, saving 
  throw, and skill improvements listed below are 
  based on the rate at which these abilities 
  usually progress for specific classes, and the XP 
  required to reach them. This was done to 
  relatively 
  balance 
  the 
  costs 
  of 
  the 
  improvements between the different character 
  classes involved. 
   
  Ability Scores 
  To raise a non-prime requisite ability score by 
  one point, it costs the new ability score value 
  times 10,000 XP.  Thus, increasing a fighter’s 
  Charisma from 12 to 13 costs 130,000 XP.  
  Abilities must be increased a point at a time 
  such that a character wishing to improve an 
  ability from 12 to 14 must first spend 130,000 
  XP to reach 13, then another 140,000 XP to 
  reach 14.  For improving ability scores that 
  comprise the character’s prime requisite, all 
  costs are doubled.  Note that elf, halfling, and 
  mystic characters actually have two prime 
  requisites each.  Ability scores cannot be 
  increased any higher than 18 in this fashion. 
  Each 
  character 
  that 
  has 
  reached 
  their 
  maximum level and Attack Rank may also 
  select one ability score that they can raise 
  above 18 to a maximum of 25, but at a cost of 
  the new ability score value times 40,000 XP, for 
  each point gained.  This cost is the same for all 
  ability scores whether they are prime requisites 
  or not. Note that Constitution and Intelligence 
  scores improved in this manner do not 
  automatically grant additional hit points, skills, 
  or languages that would have been obtained by 
  the character at lower levels.  See the following 
  sections for improving a character’s hit point 
  total or skills and languages.  If an increase in 
  Intelligence 
  would 
  raise 
  a 
  character’s 
  Intelligence modifier by one, the character must 
  purchase an additional skill choice and become 
  fluent 
  in 
  an 
  additional 
  language 
  before 
  increasing their Intelligence further to the point 
  where the modifier would increase by another 
  point.  For example, a character increasing 
  their Intelligence from 12 to 13 (+1 modifier) 
  can continue increasing the ability to 15, but 
  must become fluent in one additional language 
  and learn (or improve) one additional skill 
  before attempting to increase their Intelligence 
  to 16 (+2 modifier). 
   
  Attack Ranks 
  After reaching maximum level and Attack Rank 
  as specified in the standard rules, halfling, 
  magic user, and mystic characters can continue 
  to improve their combat abilities up to Attack 
  Rank M based on the following XP costs. 
  Halfling: 300,000 XP to get to Attack Rank L, 
  followed by an additional 300,000 XP to get to 
  Attack Rank M. Magic User: 750,000 XP to 
  obtain Attack Rank M. Mystic: 300,000 XP to 
  achieve Attack Rank I, followed by another 
  300,000 XP to get to Attack Rank K, and 
  another 300,000 XP to reach Attack Rank M. 
  Note that demihumans gain one Attack Rank at 
  a time, while human progression is two Attack 
  Ranks at a time, essentially skipping every 
  other Attack Rank.  If you wish to change 
  
   
  28 
  progression for humans so they can only gain 
  one Attack Rank at a time, use half the above 
  XP costs as the new cost for each Attack Rank 
  gained above the class’s normal maximum.  
   
  Demihuman Abilities 
  Dwarf and elf characters start off with special 
  detection abilities that succeed on a 1 or 2 on a 
  1d6.  The success range for these abilities can 
  be increased one point at a time up to a 
  maximum of 1-5 on a 1d6.  Each single point 
  increase costs 200,000 XP. Halfling characters 
  can 
  improve 
  their 
  base 
  90% 
  chance 
  to 
  successfully hide outdoors by spending 100,000 
  XP for each 1% increase up to a maximum of 
  99%. 
   
  Hit Points 
  A character may purchase additional hit points 
  at the rate of one per 100,000 XP spent, up to a 
  maximum as determined by the character’s 
  level and Constitution score.  Note that 
  improving a character’s Constitution score can 
  also affect their maximum potential hit points. 
   
  Knighthood 
  Once a travelling demihuman character gains 
  the Fighter Combat Options abilities (12th level 
  for dwarves, Attack Rank D for elves and 
  halflings), they, too, can swear fealty to a ruler 
  and become knights, gaining all the privileges 
  associated with the title.  The cost to gain this 
  status is 200,000 XP. 
   
  Saving Throws 
  Certain character classes can continue to 
  improve their saving throws by spending XP 
  after reaching their maximum level.  Mystics 
  can improve all their saving throws by 1 point 
  (but never below 2) for each additional 320,000 
  XP they spend.  Demihuman classes can 
  improve their saving throws to a value of 2 
  across the board by a one-time expenditure of 
  XP, depending on their race.  The cost is 
  600,000 XP for dwarves, 750,000 XP for elves, 
  and 900,000 XP for halfling characters. 
   
  Skills and Languages 
  As detailed for demihumans in the Rules 
  Cyclopedia (page 86), humans can also continue 
  to gain additional skill choices as they gain XP 
  past their maximum level.  Clerics and mystics 
  may gain one additional skill choice for every 
  400,000 XP spent.  Fighters and thieves gain 
  one for every 480,000 XP and magic users gain 
  one for every 600,000 XP.  Characters gaining 
  languages in this manner will never be fully 
  fluent in them, as described in the Rules 
  Cyclopedia (pages 87-88).  Characters wishing 
  to become fluent in a new language must spend 
  800,000 XP to do so (total, not on top of the 
  previously mentioned skill choice cost).  While 
  characters may possess any number of non-
  fluent languages, the maximum number of 
  fluent languages they can posses is determined 
  by their race and Intelligence score. 
   
  Special Defenses 
  For a cost of 2,000,000 XP, a character may 
  become especially resistant to one special 
  attack form.  The character selects one of the 
  five saving throw categories and always takes 
  half damage from that type of attack.  A 
  successful save indicates only ¼ damage is 
  taken.  This effect can only be taken once per 
  saving throw type. 
   
  Spell-Like Abilities 
  For a cost of 1,000,000 XP per level of the spell, 
  a spell caster may gain a spell-like ability 
  usable once per day.  This ability does not 
  require memorization or meditation time to be 
  able to wield it.  The spell-like ability always 
  functions as if cast by a spell caster of the 
  minimum level required to cast that spell. 
  Characters may only have a maximum number 
  of spell-like abilities equal to the lesser of 3 or 
  their appropriate ability modifier (Wisdom for 
  avengers, 
  clerics, 
  druids, 
  and 
  paladins, 
  Intelligence for elves and magic users).  It is 
  possible to purchase the same spell-like ability 
  multiple times.  Each additional time it is 
  purchased, the character may select either one 
  extra use per day, or to increase the spell’s 
  effective caster level by one.  In addition, the 
  level of the spell chosen cannot exceed the 
  character’s appropriate ability modifier (as 
  listed above).  Under no circumstances can the 
  wish spell be taken as a spell-like ability. 
   
  Thieves’ Abilities 
  A mystic or thief character may add a +1% 
  bonus to any one of their thieving abilities for 
  every 10,000 XP spent.  The maximum base 
  chance of success for these abilities are 99% for 
  read languages and read magic/cast from scroll, 
  279% for pick pockets (99% chance of success 
  against a 36th level target), and 150% for all 
  others (open locks, find traps, remove traps, 
  climb walls, move silently, hide in shadows, and 
  hear noise). A thief may increase their backstab 
  attack bonus by +1 per 480,000 XP spent.  
  Damage is not affected.  The maximum 
  backstab attack bonus cannot exceed the sum of 
  the character’s move silently and hide in 
  shadows percentages, divided by 40 and 
  rounded down.  This allows for an absolute 
  maximum of +7 to the backstab attack bonus. 
   
   
  
   
   
   
  The history so far 
  The Twelve Amazing Daggers of Zabaas are 
  powerful enchanted items that power is fabled 
  through all the Known World of Mystara. Many 
  legends, stories and even ballads was composed 
  and told about those items, and still today the 
  Daggers are renown amongst thieves, bandits 
  and burglars everywhere. 
   
  The entire set of magical items is composed of 
  twelve daggers of several races and cultures, 
  and each of these weapons has several magical 
  powers and characteristics, which renders 
  everyone dissimilar from all the other under 
  many aspects. A complete description of each 
  single dagger, including game statistics and 
  powers, can be found in the text below. 
   
  These legendary Daggers once belonged to a 
  great adventurer, a sort of thief-acrobat named 
  Zabaas the Great. The latter part of his name 
  was credited to him for his many exceptional 
  quests he accomplished, including various 
  remarkable robberies and the slaying of a 
  mighty demon that incidentally provoked his 
  departure from the world of the mortals. 
   
  Zabaas was a Human of Alasiyan origins, born 
  somewhere in the blistering deserts of that 
  barren region overwhelmed by scorching sands 
  and ferocious sunrays of the Emirates. Nimble 
  and smart, self-centered and fashioned by 
  riches, Zabaas grow up as a small-time 
  cutpurse and smuggler in the streets of the city 
  of Ylaruam, and soon became a well known face 
  to the local militia, due to the great number of 
  thefts perpetrated. Before reaching the age of 
  20, his name was well known, respected by his 
  fellow outlaws and feared by the rich merchants 
  and nobles of the city. 
   
  His rise to success was unstoppable, and in few 
  years Zabaas became the most famous thief of 
  all Ylaruam, his fame spreading to nearby 
  nations and kingdoms. He amassed enough 
  gold, gems, jewelries and other riches to live in 
  luxury for the rest of his life, but he still wasn’t 
  gratified from his efforts and looked for even 
  more 
  exceptional 
  quests 
  to 
  accomplish. 
  Counting on his tremendous nimbleness and 
  agility, his flashing reflexes and a natural 
  inclination 
  toward 
  criminal 
  acts, 
  Zabaas 
  managed to accomplish some of the greater 
  thefts of his time. In combat, the clever 
  adventurer invented and developed a peculiar 
  style 
  of 
  melee 
  combat, 
  based 
  on 
  the 
  simultaneous use of two daggers and based 
  upon a combination of quickness, stealth, strike 
  combos and backstab strikes, who easily bested 
  the slow and heavy armored guards of Ylari 
  militia and the ordinary mercenaries and 
  bodyguards hired by riches to protect their 
  homes and properties. 
   
  For about two decades, Zabaas (who in the 
  meantime achieved his appellative of Great) 
  undisputedly ruled the criminal activities of 
  Ylaruam, even without never formally joined 
  the local Thieves Guild. 
  At the highest peak of his career, Zabaas 
  decided to test his skills against the most 
  protected and secure place of the entire 
  Emirates, the treasure chamber of the Sultan 
  himself! After having carefully studied an 
  action plan, Zabaas penetrated in the Sultan 
  Palace and sneaked to the treasury unnoticed 
  by the guards. He managed to evade or disarm 
  every single trap that protected the room, 
  either mechanical or magical in nature. Once 
  reached his objective, he picked the magical 
  reinforced lock on the room door and entered 
  the area, filling his greedy eyes with the 
  shining of untold hoards of coins, gems, jewels, 
  ingots of pure ore and many other precious, 
  valuable or enchanted things. 
   
  Amongst these were many suites of armor 
  inlaid with gold and silver, shields of all sizes 
  emblazoned with flamboyant crests and a wide 
  variety 
  of 
  arms: 
  swords, 
  scimitars 
  and 
  khopeshs, flambergue, bec de corbin, maces, 
  great axes, two-handed war hammers, bows 
  and crossbows, many pole arms and even a pair 
  of golden sickles. But the attention of the thief 
  was caught by a series of daggers, wonderful 
  and encrusted with gems and precious metal, 
  carved with intricate symbols and of various 
  shapes and forms. Fascinated with these 
  marvelous items, and because daggers were his 
  favorite weapons, Zabaas quickly depredated 
  the rack holding the arms, strapping the 
  precious blades at his belt.  
   
  Suddenly, a noise like a whistling teapot and a 
  puff of multicolored smoke emerged from a 
  dozen of unlit golden lamps, and a group of 
  angry genies emerged from it. They were the 
  last guardians of the Sultan’s treasure, and 
  
  attacked Zabaas with their powerful spells and 
  tremendous strength. Quickly drawn out his 
  trusty daggers and began a desperate combat 
  retreat, fighting for his life. He was expert and 
  lucky enough to run through the exit in a 
  desperate rush, thus saving his life and looting 
  the daggers from the treasury. 
   
  In the following days, Zabaas studied carefully 
  the enchanted weapons, each forged in a 
  different shape distinctive of a singular race or 
  culture, discovering the magical powers of each 
  single dagger. Further researches revealed to 
  the thief that those set of weapons he stole from 
  the Sultan’s treasure chamber were the fabled 
  Twelve Amazing Daggers, property of the 
  Sultan himself and of inestimable value. Zabaas 
  quickly learned how to use at best effectiveness 
  the daggers, using the power of each arm in the 
  proper situation. His power and reputation 
  continued to prosper and grow thanks to these 
  weapons, and after a few time the name of 
  Zabaas was constantly associated with that of 
  the enchanted daggers. But the Sultan did not 
  forgot the name of Zabaas and the insult he 
  made to him, and the chiefs of the Ylaruam 
  Thieves Guild begun to plan a scheme to 
  eliminate Zabaas, which had became to far 
  powerful and 
  respected 
  without 
  swearing 
  loyalty to the Guild itself. 
   
  With an unexpected and secret pact, the 
  Sultan’s officers and the high spheres of the 
  Thieves Guild made a treaty, working together 
  to capture and execute Zabaas, thus ending his 
  mortal life and stopping his newborn quasi-
  legendary status. The nobles, rich merchants 
  and aristocrats (and the Sultan himself) would 
  sleep better without the shadowy menace of the 
  thief, and the Guild masters would have 
  regained full control over all the criminal 
  activities in the city. 
   
  By intimidation, imposition and bribery, the 
  Guild masters eventually discovered the secret 
  hideout of the unbeatable Zabaas, and alerted 
  the elite guards of the Sultan to capture the 
  thief. Zabaas’ hideout entrance was in a long 
  dried out well in the beggars’ quarter, from 
  which 
  he 
  entered 
  a 
  small 
  complex 
  of 
  subterranean rooms once inhabited by vagrants 
  and long abandoned and forgotten by all at 
  present days. 
   
  In the very dark hearth of a cold and starless 
  night, the soldiers made their way into the 
  complex, leaded by a small group of the more 
  experienced Guild stalkers. They surprised 
  Zabaas and attacked, hoping to capture the 
  thief and arrest him, but the wily outlaw killed 
  many of them before being encircled and 
  disarmed. Roaring with triumph, the guards 
  took the unconscious thief to the city prison, 
  while the satisfied Guild servants crawled back 
  into the darkness from which they came. Also 
  the Twelve Daggers were retrieved and took 
  back to the Sultan, who personally rewarded 
  his loyal minions. 
   
  While Zabaas was still lying in the royal prison, 
  an evil emir initiate his foul scheme to 
  assassinate the Sultan and the Great Vizier 
  and take control of the entire Emirate. He 
  summoned on the Prime Material Plane from 
  the flaming depths of the hell a great demon, 
  and made a pact with the entity, promising to 
  sacrifice every day one prisoner to him for the 
  rest of his life, as long as the demon served him 
  faithfully and helped him in killing the Sultan 
  and his court. When the dark contract was 
  signed with blood, the sky turned gray and a 
  foul wind rose up from nowhere, tormenting the 
  desert wastelands and scaring the unaware 
  peoples of Ylaruam. 
   
  The Court Diviner had a vision of death and 
  massacre and, fearing for the life of the Sultan, 
  alerted the Grand Vizier about an unknown 
  menace coming from the desert. Further 
  predictions revealed that a nightmare creature 
  emerged from the Plane of Pain had instructed 
  to kill the Sultan and all his followers in the 
  next night of full moon. Exceptional measures 
  were taken to overcome the menace; the 
  strongest and skilled fighters were joined from 
  the entire Emirate to defend the Sultan, along 
  with powerful mages and sage clerics and 
  patriarchs. Zabaas himself was dragged out of 
  his damp cell and dragged in front of the 
  Sultan, who promised him to spare his life if he 
  joined the conclave of adventurers create to 
  protect the palace against the fiendish menace. 
  The great thief accepted, but only at the 
  condition that the Sultan gave him back the 
  Twelve Daggers forever. Full of awe for the 
  approaching danger, the Sultan agreed to the 
  offer and Zabaas conquered his freedom and his 
  weapons with within few moments. 
   
  The fatal night, the greatest Ylari adventurers 
  were scattered through the Sultan’s Palace, 
  ready to defend his life at the cost of theirs. 
  Amongst them were Zabaas the Great, fully 
  equipped with his set of Amazing Daggers, 
  excited from the new thrill that the entire 
  matter was expected to deserve to all involved 
  in the quest. When midnight arrived, darkness 
  more obscure than the night sky covered the 
  entire palace, and icy drips of sweat covered the 
  bodies of the defenders.  
   
  30 
  
   
  Eventually, the terror grew so high that many 
  brave adventures began to tremble like rookies 
  and silently prayed for the savior of their souls. 
  Zabaas, who was teamed with a sturdy desert 
  warrior wielding an enormous two-handed 
  scimitar, grasped nervously the decorated hilts 
  of his daggers, silently trying to perceive any 
  nearby sound. Suddenly, a nearby wall burst 
  out in bluish flames and crumbles with a 
  creaking noise. A couple of seconds later, the 
  splattered corpses of two former defenders were 
  thrown into the breach an tumbled in a 
  grotesque mess of blood, exposed organs and 
  contorted bones. The air became chilly and a 
  whistling sound filled the area. 
   
  Zabaas and the desert warrior embraced their 
  weapons and jumped ahead to confront the 
  fiendish menace, a 9’ tall demon with thick 
  leathery crimson skin, with ivory horns, 
  adamantine 10”-claws and a ferocious mouth 
  full of savages and sharp fangs. The mighty 
  desert man stroke the demon with his massive 
  scimitar, but the leathery hide seemed to 
  deflect the blow and, whilst the fighter was still 
  wondering of his ineffective attack, the horned 
  fiend beheaded him with a well-aimed blow. As 
  the lifeless body fallen to the floor, Zabaas 
  quickly moved to flank the demon and stroke it 
  with two daggers, leaving his weapons struck 
  into the beast, then instantly drawn out 
  another pair of enchanted daggers.  
   
  In exchange, the demon howled with both pain 
  and hate, and aimed at Zabaas’ head with a 
  mighty claw, but the swift thief ducked and 
  evaded the mortal blow. The fight endured for 
  about ten minutes, with the thief adopting his 
  beloved “strike and run” tactic and the fiend 
  constantly missing him, due to the speed and 
  careful moves of the outlaw. Ten daggers were 
  already deeply inserted in the demon’s thick 
  hide, when other defenders began to arrive at 
  the battle scene, running with their weapons in 
  hand. 
  Zabaas 
  was 
  exhausted 
  and 
  his 
  movements began to slow down, thus making 
  him an easier target to be hit for the furious 
  monster. With a sudden move, the demon 
  cornered Zabaas and strokes him in the trunk 
  with a mighty slash, trespassing him from torso 
  to the back. A yell emerged from the thief’s lips, 
  hurrying up the desperate run of his former 
  companions. 
   
  Zabaas felt his vital force leaving his body and 
  with a desperate attempt collected his last vigor 
  to hit again the monster. His hands sprung 
  toward the demon’s head, and both daggers 
  were immersed in it eyes. With a desperate 
  jump, the fiend blindly charged the thief, 
  hitting him in the stomach with its bony horns, 
  before falling down, cold dead. The high pitched 
  scream of the evil creature mixed with the last 
  breaths of the legendary Zabaas, while the 
  other defenders watched at the entire scene 
  with bulging eyes and a grasp of terror to their 
  hearts. 
   
  In a few seconds, the body of the demon begun 
  to dissipate in a cloud of dense and stinky gas, 
  that corroded both the carcass of the fiend and 
  the corpse of Zabaas. Only the Twelve Daggers 
  remained untouched by the acid cloud, maybe 
  protected by some form of arcane magic. The 
  following day, the Sultan recompensed all the 
  defenders, and built an opulent tomb in his own 
  mausoleum 
  in 
  which 
  buried 
  the 
  Twelve 
  Daggers, the only remains of the man who 
  saved his life. By the way, the rebel Emir was 
  captured and impaled in a public ceremony few 
  days after the fallen of his demon, pleasing the 
  ears of the entire Court with his scream for 
  about three hours before finding the eternal 
  rest. 
   
  Today, the story Zabaas, his daring thefts, his 
  final sacrifice and his enchanted Daggers is still 
  told around the fires of the taverns, along the 
  caravans’ ways, in the dark alleys, in the 
  refreshing oasis in the earth of the desert and 
  even in the luxurious rooms of nobles and 
  aristocrats. His Daggers was looted from his 
  tomb long time ago, along with many others 
  valuables, from unknown grave robbers, but 
  despite their destiny is still uncertain, it 
  remains one of the most desired items of all 
  Ylari history. 
   
  Description and powers 
  The Twelve Amazing Daggers of Zabaas are a 
  set of enchanted weapons finely crafted, each 
  created in a specific shape peculiar to a 
  particular race, clan or social group.It is said 
  that they were donated to the Sultan of the 
  Emirates of Ylaruam from an ancient guild of 
  desert mages, to swear a promise of peace and 
  reciprocal help in case of need. Nothing else is 
  known about the fate of this mages or the 
  assistance oath, but it seems that both things 
  are lost and forgotten from a very long time.  
   
  Following is the description of the Twelve 
  Daggers, along with their powers and special 
  qualities. All Daggers have the game statistics 
  indicated below their name, can be used by 
  magic users and are considered Small weapons. 
  The indicated damage is the base damage, to 
  which must be added any magical or Strength 
  bonus. These base stats can be used if the DM 
   
  31 
  
  Moreover, when the wielder suffers a fatal blow 
  that will lower his HP to zero or less, he can 
  continue to act normally for another 1-3 rounds 
  before dying. During this time he can be healed 
  to positive HPs and so avoid to effectively 
  dying. 
  desire to introduce in his campaign normal 
  versions of the weapons detailed above. If the 
  Weapon Mastery rule is used, all types of 
  Daggers use the same weapon skill, that for 
  ordinary daggers. Also, all the Twelve Amazing 
  Daggers 
  shares 
  the 
  following 
  powers: 
  indestructible, +1 bonus to Initiative Rolls, and 
  inflicts triple damage on a “natural” attack roll 
  of 20. 
   
  Drenjai, Kukri of Death 
  Game statistics: Dmg 1d4+2; Rng 15/30/45; Enc 
  35 cn 
   
  Ajjenn, Dagger of Fire  
  Game sta istics: Dmg 1d4; Rng 10/20/30; Enc 25 
  cn 
  t
  t
  r
  t
  The kukri is commonly used by elves, especially 
  those who dwells in isolated or savages lands 
  and by the peoples of Atruaghin Clans. Drenjai 
  has a long and heavy dagger, with a curved 
  blade sharpened only on the outer part, forged 
  in black steel, in alloy with the ashes of a 
  powerful lich. The black hilt is massive and 
  decorated with golden and white motives of 
  skulls and sickles, realized in gold and 
  platinum. It has a magical bonus of +3 to hit 
  and damage, and when strikes a target with an 
  unmodified Attack Roll of 19 or 20, the victim 
  must succeed at a ST vs. Death or will be 
  instantly slain. Creatures killed by this fatal 
  strike cannot be resurrected in any way (maybe 
  except a wish spell, at DM discretion). 
  This weapon resembles one common dagger, 
  normally used everywhere across the Known 
  World. Ajjenn is an ordinary shaped dagger 
  forged in steel, with the hilt covered in black 
  leather. The blade burns with blue and orange 
  flames when unsheathed, although it cannot be 
  used to ignite materials nor emits heat. It has a 
  magical bonus of +2 to hit and damage, and 
  when strikes an opponent cause an additional 
  damage of 1 HP per level of the attacker due to 
  the fire that burns on the blade. The Dagger 
  inflicts 
  double 
  damage 
  to 
  all 
  creatures 
  especially vulnerable to fire, and while wielded 
  acts like a ring of fire protection. 
   
   
  Durmana, Kriss of Sun 
  Burmentari, Knife of Ice 
  Game statistics: Dmg 1d4+1; Rng 20/40/60; Enc 
  45 cn 
  Game sta istics: Dmg 1d4; Rng 10/20/30; Enc 25 
  cn 
  The kriss is the weapon of assassins from 
  southern lands, including (but not limited to) 
  Thyatis, and Minrothad regions. Durmana has 
  an ornate blade in serpentine shape forged in 
  dark gray meteoritic iron, with a golden hilt 
  decorated with motives of hands. It has a 
  magical bonus of +1 to hit and damage, but 
  renders the wielder immune to any 1–3 level 
  spell, even if its effects are simulated by a 
  magical item. However, the owner of this Kriss 
  cannot 
  cast 
  any 
  spell 
  while 
  keeps 
  it 
  unsheathed. While wielded, shine as it has a 
  continual light spell placed upon its blade and 
  any undead creatures that enters the light area 
  suffers 1 HP of damage per round. 
  This 
  weapon 
  is 
  a 
  common 
  rude 
  knife, 
  universally used across the Known World. 
  Burmentari is a long and rough knife forged in 
  steel, with a long blade and the hilt of black 
  iron. The blade emits a pale blue light when 
  unsheathed and transmit a chilly sensation on 
  touch.It has a magical bonus of +3 to hit and 
  damage, and when strikes an opponent cause 
  an additional damage of 1 HP per level of the 
  attacker due to the cold that spreads from the 
  blade, and while wielded acts like a ring of cold 
  protection (i.e. the same like a ring of fi e 
  protection, only against cold). 
   
  Cadissur, Katar of Life 
   
  Jennai, Dirk of Moon 
  Game statistics: Dmg 1d4+2; Rng cannot be 
  thrown; Enc 35 cn 
  Game sta istics: Dmg 1d4; Rng 10/20/30; Enc 30 
  cn 
  The katar is widely used amongst the fiery 
  nomads of the Khanates of Ethengar. Cadissur 
  is a long dagger with a large blade that 
  gradually shrinks to an acuminated point, 
  forged in an alloy of steel and copper, from 
  which derivates its reddish color. The hilt is 
  strangely shaped, resembling an “H” letter, 
  with two vertical lateral bars connected by an 
  horizontal one at the middle, and is forged with 
  the same metal of the blade, decorated with 
  small red rubies. 
  The dirk is a weapon used by the highlanders’ 
  clan of central Mystara, and also adopted from 
  some families of the Principalities of Glantri. 
  Jennai is a short knife with a sturdy and stocky 
  one-edged blade forged in solid iron, with an 
  unadorned hilt covered in ordinary looking 
  leather. It has a magical bonus of +1 to hit and 
  damage when used during the day or in 
  enclosed spaces, but while wielded under the 
  open night sky its magical bonus raises as 
  indicated due to moon influence: +2 while no 
   
  32 
  
  Valoajj, Stiletto of Blood 
  moon is present (new moon); +3 while waning 
  moon is present; +4 while waxing moon is 
  present; and +5 while full moon is present.  
  Game statistics: Dmg 1d4; Rng 5/10/15; Enc 25 
  cn  
  The stiletto is a small weapon used widely 
  across all civilized lands of the Known World, 
  including 
  Karameikos, 
  Glantri, 
  Thyatis, 
  Minrothad, Darokin, Ierendi, the Five Shires, 
  Vestland, Ostland, Soderfjord, and Heldann 
  Freeholds. Yaloajj is a short knife with thin and 
  pointed blade forged in an alloy of steel and 
  silver, with a rich hilt of shining silver 
  encrusted with small blood red gems. It has a 
  magical bonus of +5 to hit and damage and 
  when strikes an opponent on a unmodified 
  Attack Roll of 15+ inflicts a nasty wound which 
  will keep bleeding for 1-3 rounds, inflicting at 
  the beginning of each round an additional 
  damage of 3d4 HP. 
   
  Mashanti, Haladie of Water 
  Game statistics: Dmg 2d4; Rng cannot be 
  thrown; Enc 30 cn  
  The haladie is a rather uncommon weapon, 
  mainly used by elves or human swashbucklers, 
  especially those from the regions of Glantri, 
  Darokin, Karameikos, Ierendi and Minrothad. 
  Mashanti is a double dagger with two short 
  blades, one curved and one straight, placed 
  each one to an extremity of a central hilt. The 
  entire dagger is forged in a strange alloy of steel 
  (for the central hilt), light blue iron (for the 
  curved blade) and light green copper (for the 
  straight blade). It has a magical bonus of +1 to 
  hit and damage, which raises to +4 against 
  marine or waterborne creatures or monsters 
  originated in the Plane of Water. While 
  wielded, it also confers the ability to breathe 
  underwater. 
   
  Ygressei, Bich’wa of Faith 
  Game statistics: Dmg 1d4+1; Rng 10/20/30; Enc 
  40 cn 
  The bich’wa is an uncommon weapon mainly 
  used by pirates and natives of the southern 
  seas, 
  from 
  the 
  Minrothad 
  Guild 
  and 
  southernmost regions. Ygressey has a long 
  double-curved and double-edged blade forged in 
  stout iron, fixed on a circular hilt sculpted from 
  the horns of a buffalo or a similar animal. It has 
  a magical bonus of +4 to hit and damage and 
  inflicts a damage of 2d4 HP, plus any magical 
  or strength bonus. Once per round, the wielder 
  can reroll any to hit or damage roll regarding 
  the Bich’wa, but must accept this second result. 
   
  Shelkantari, Bank of Earth 
  Game statistics: Dmg 1d4+1; Rng cannot be 
  thrown; Enc 35 cn  
  The bank is a weapon meanly used by the 
  peoples of Ylaruam Emirates, but it is also used 
  by the orcs and other humanoids of the savage 
  lands of Thar. Shelkantari has a very curved 
  blade, similar to that of a sickle, forged from 
  volcanic iron, fixed to a straight ebony hilt. It 
  has a magical bonus of +2 to hit and damage, 
  which raises to +4 against creatures originated 
  in the Planes of Water, Fire and Air. While 
  wielded, grants a +2 bonus to AC and complete 
  immunity to poisons. 
   
  This Bank can cast once per day the passwall 
  spell at the wielder’s level. 
    
  T ebellaisi, Scramasax of Bravery 
  r
  t
  Yotula, Jambiya of Speed 
  Game sta istics: Dmg 1d4; Rng 10/20/30; Enc 25 
  cn 
  The Jambiya is a strange blade, mainly used in 
  the Ylaruam Emirates. Yotula has a long, 
  curved and double-edged blade forged in 
  yellowish steel, fixed to a simple hilt of dark 
  iron decorated with tiny yellow and white gems. 
  It has a magical bonus of +3 to hit and damage 
  and the wielder can double the number of 
  effective attacks he can make every round with 
  this Jambiya, which also strikes first in each 
  round of combat. If this weapon hits with an 
  unmodified Attack Roll of 20 mortally wounds 
  the target string through his hearth (or similar 
  vital organ), killing him instantly. 
  Game statistics: Dmg 1d4+3; Rng cannot be 
  thrown; Enc 40 cn 
  The scramasax is the grand knife used in the 
  northern 
  lands 
  of 
  Soderfjord, 
  Ostland 
  e 
  Vestland, and also from some of the peoples of 
  the Heldann Freeholds. Trebellaisi is a great 
  dagger with one-edged sturdy blade forged in 
  grayish steel, with a rich silver hilt encrusted 
  with precious gems of various colors. It has a 
  magical bonus of +4 to hit and damage, and 
  while wielded renders immune to any form of 
  fear, terror, awe, paralysis, hold-effects and 
  mind influence. In addition, it also imposes a –2 
  penalty to hit and damage rolls to any hostile 
  creature in a 2’-radius from the wielder. 
   
   
   
   
   
   
   
   
   
   
   
   
   
  33 
  
  A new class, the Nimble Thief 
  Zabaas the Great was part of a restricted class 
  of acrobatic thieves, that is now made accessible 
  even to human PCs. This new character class is 
  known as Nimble Thief, and is detailed below, 
  so it can be included in any personal campaign 
  setting (obviously with the DM permission!). 
  � Prime Requisi e: Dexterity. 
  t
  it
  � Minimum Scores: a Nimble Thief character 
  must have a Dexterity score of 13 or greater 
  when first played. 
  � Experience Bonus: 5% for Dexterity 13-15; 
  10% for Dexterity 16-18. 
  � Hit Dice: 1d4 per level up to 9th level. 
  Starting with 10th level, +2 hit points per 
  level, and Constitution adjustments no 
  longer apply. 
  � Maximum Level: 36. 
  � Armor: Leather armor only; shield not 
  permitted. 
  � Weapons: Any missile weapon; any one-
  handed melee weapon. 
  � Special Abil ies: At 1st level – Open Locks, 
  Find Traps, Remove Traps, Climb Walls, 
  Move Silently, Hide in Shadows, Pick 
  Pockets, Hear Noise, Backstab, and Two-
  weapons Combo; at 4th level – Read any 
  normal language 80%; at 10th level – Cast 
  magic-user spells from scrolls (10% chance 
  of backfire). 
  � Saving Throws: As Thief of same experience 
  level. 
  � THAC0: As Thief of same experience level. 
  � Weapon Mastery: Begin with two weapon 
  choices; additional choices at each of the 
  following experience levels: 3, 6, 9, 11, 15, 
  23, 30, and 36. Gain an extra choice every 
  200.000 XP earned above maximum level 
  36. 
   
  Special Abilities 
  � Open Locks, Find Traps, Remove Traps, 
  Climb Walls, Move Silently, Hide in 
  Shadows, Pick Pockets, Hear Noise, Read 
  Languages, and Scroll Use as Thief of same 
  experience level. 
  � Backstab as Thief, but bonuses to hit and 
  damage 
  rolls 
  increase 
  as 
  following:
  �  
  Nimble Thief experience level 
  Backstab bonus to hit 
  Backstab damage multiplier 
  1-4 
  +4 
  2x 
  5-8 
  +5 
  2x 
  9-12 
  +6 
  2x 
  13-16 
  +6 
  3x 
  17-20 
  +7 
  3x 
  21-24 
  +8 
  3x 
  25-28 
  +8 
  4x 
  29-32 
  +9 
  4x 
  33-36 
  +10 
  4x 
  � Two-weapons Combo: with this ability, a Nimble Thief can fight simultaneously with two weapons, 
  one in each hand. Both weapons must be Small sized to be used with this maneuver. Basically, the 
  effect of the Combo is the same as the Two weapons combat optional rule (page 110 or the Rules 
  Cyclopedia), except that the second attack has no penalties to Attack Roll. Also, the Nimble Thief 
  can freely combine anyone of these combat maneuvers (see page 104 of Rules Cyclopedia for 
  maneuver’s details): Attack, Throw, Fighting Withdrawal, Parry, and Disarm. In the same round, 
  the Nimble Thief can perform two times the same combat maneuver or use two different 
  maneuvers, as desired. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  34 
  
  Nimble thief Experience Table 
  Level 
  Title 
  XP 
  1 
  Dexterous Thief 
  0 
  2 
  Deft Thief 
  1.600 
  3 
  Agile Thief 
  3.200 
  4 
  Handy Thief 
  6.400 
  5 
  Lively Thief 
  12.800 
  6 
  Swift Thief 
  27.000 
  7 
  Tumbler Thief 
  54.000 
  8 
  Acrobat Thief 
  108.000 
  9 
  Nimble Thief 
  216.000 
  10 
  “      “ 
  378.000 
  11 
  “      “ 
  540.000 
  12 
  “      “ 
  702.000 
  13 
  “      “ 
  864.000 
  14 
  “      “ 
  1.026.000 
  15 
  “      “ 
  1.188.000 
  16 
  “      “ 
  1.350.000 
  17 
  “      “ 
  1.512.000 
  18 
  “      “ 
  1.674.000 
  19 
  “      “ 
  1.836.000 
  20 
  “      “ 
  1.998.000 
  21 
  “      “ 
  2.160.000 
  22 
  “      “ 
  2.322.000 
  23 
  “      “ 
  2.484.000 
  24 
  “      “ 
  2.646.000 
  25 
  Master Nimble Thief 
  2.808.000 
  26 
  “      “ 
  2.970.000 
  27 
  “      “ 
  3.132.000 
  28 
  “      “ 
  3.294.000 
  29 
  “      “ 
  3.456.000 
  30 
  “      “ 
  3.618.000 
  31 
  “      “ 
  3.780.000 
  32 
  “      “ 
  3.942.000 
  33 
  “      “ 
  4.104.000 
  34 
  “      “ 
  4.266.000 
  35 
  “      “ 
  4.428.000 
  36 
  Grand Master Nimble Thief 
  4.590.000 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  35 
  
   
   
  Each instalment of Some Enchan ed 
  em 
  features a unique magic item, complete with a 
  loose historical context for adaptation to any 
  OD&D campaign. Adventure hooks are also 
  provided to ease the DM’s task of integrating the 
  item—via encounters or whole scenarios—into 
  his setting. In our fourth instalment, we feature 
  Tesmar’s Bague te, a gem with many hidden 
  powers. 
  t
  It
  t
  History 
  Tesmar the Skald is a name bandied about the 
  Iddulf Holds with unequal parts of admiration, 
  disdain, contempt, and no little amusement. Less 
  than a quarter-century ago, Tesmar was the 
  most popular minstrel in the Holds, well received 
  for her beautiful composition, evocative verse, 
  and charming wit. Entertaining the thanes 
  throughout 
  the 
  Holds, 
  Tesmar 
  earned 
  an 
  abundant living as a great performer and 
  sometime spy. 
   
  While the Baguette’s origin is unknown, Tesmar 
  used the gem to great effect whilst within the 
  halls of her host nobility. Indeed, the jewel 
  magnified her already considerable skills, and 
  her consequential talent at espionage allowed her 
  to amass a treasury that approached that of her 
  employers. Unfortunately, her success cultivated 
  no little envy among her rivals, who were quick 
  to ascertain the means by which she had 
  obtained her riches. It was not long before 
  Tesmar’s welcome in any hall was refused, and 
  the ranks of her supporters thinned. Some 
  thanes, desirous to keep the secrets of their 
  houses intact, formulated a stop to her continued 
  intrigues. 
   
  As recently as five winters past, Tesmar was 
  induced by the Thane of Rorogulf to assess the 
  strength of Duram Hold, whose shore-wards, 
  only miles away, threatened Rorogulf’s security. 
  Unknown to all, however, Rorogulf and Duram 
  had already established friendly terms and, as a 
  token of his solidarity, Rorogulf promised to 
  deliver Tesmar to his erstwhile rival. The skald, 
  wary of the commission, but unaware of the 
  conspiracy, fell for the ruse.  
   
  Upon her arrival at Duram, where she planned 
  to 
  winter, 
  Tesmar 
  was 
  apprehended 
  and 
  imprisoned. Charged with espionage, Tesmar 
  was to be tried at the spring Holdmote. Confident 
  that the rogue had been securely trapped, Duram 
  was satisfied with his dungeon-geld. It is an 
  understatement to describe Duram’s mood as 
  merely enraged, when at winter’s terminus he 
  discovered that his snow-prise had escaped. 
   
  Duram accused Rorogulf of freeing the rogue to 
  be used in later plots against him. In turn, 
  Rorogulf accused Duram of fabricating the escape 
  of his “token of solidarity” to cause discord and 
  mistrust amongst Rorogulf’s other allies. Most 
  believe, simply, that Tesmar escaped with the aid 
  of her own supporters, through bribes to her 
  jailers, and, of course, the powers of her 
  Baguette. Regardless, it is considered no little 
  irony that, after Tesmar’s egress, the flowering 
  treaty between Duram and Rorogulf wilted, 
  leading to an unenforceable and discordant 
  accord that today amounts to tepid fighting 
  between both sides with no territorial gain and 
  much 
  animosity. 
  The 
  fate 
  and 
  present 
  whereabouts of Tesmar remain unconfirmed. 
  Somewhat of a folk hero amongst the thralls of 
  the Holds, who enjoy pointing out the folly of 
  their ostentatious thanes, Tesmar is suspected to 
  live still, continuing to practice her art in other 
  lands. 
  Appearance and Powers 
  Tesmar’s Baguette is, in normal form, a 1/4” 
  oblong diamond of “Fairly good” quality (RC/226). 
  Given the proper command word(s), the gem 
  transforms into one of several pieces of jewellery, 
  each of which features the Baguette prominently 
  and provides its wearer with certain magical 
  powers. Each transformation consumes a single 
  turn and a number of charges; the current form 
  remains indefinitely until changed. The Baguette 
  has 3-13 (2d6+1) charges, and the jewellery 
  forms are: 
  • 
  Diamond (0 charges): The Baguette 
  grants +5% to all thief special abilities 
  (RC/22). 
  • 
  Anklet (1 charge): Increases movement 
  by 
  30’ 
  (10’), 
  regardless 
  of 
  actual 
  encumbrance. 
  • 
  Armband (2 charges): Provides a “to-hit” 
  bonus of +1 to any class 
  • 
  Bracelet 
  (3 
  charges): 
  Improves 
  an 
  existing 
  thief’s 
  Backstabbing 
  ability 
  (RC/23) by +2 “to-hit” and triple damage. 
  
  • 
  Broach (2 charges): Confers a +1 AC 
  bonus to any class. 
  • 
  Earring (1 charge): Grants Hear Noise 
  ability (RC/22) as 1st-level thief; if 
  wearer is already a thief, improves Hear 
  Noise ability by one experience level 
  (RC/22). 
  • 
  Monocle (1 charge): Grants Find Traps 
  ability (RC/22) as 1st-level thief; if the 
  wearer is already a thief, improves Find 
  Traps ability by one experience level. 
  • 
  Necklace 
  (1 
  charge): 
  Grants 
  Move 
  Silently and Hide in Shadows abilities 
  (RC/22) as 1st-level thief; if the wearer is 
  a thief, improves these abilities by one 
  experience level. 
  • 
  Ring (1 charge): Grants Open Locks and 
  Remove Traps abilities (RC/22) as 1st-
  level thief; if the wearer is a thief, 
  improves 
  these 
  abilities 
  by 
  one 
  experience level. 
  Adventure Hooks 
  Tesmar’s Baguette may inspire any of the 
  following adventures: 
  • 
  Tesmar is encountered by the PCs and 
  joins the party as an ally or spy, 
  depending on the PCs’ disposition and 
  current 
  mission 
  (and 
  DM’s 
  desire). 
  Tesmar should be a Neutral thief of at 
  least name-level. She may possess the 
  Baguette and use it surreptitiously for 
  the benefit (and possible amazement) of 
  the PCs. If the Baguette is lost to her, 
  Tesmar seeks to reclaim it (assuredly 
  with the unknowing aid of the party). 
  • 
  The PCs find the Baguette, in one of its 
  many forms, within some trove (perhaps 
  within the Iddulf Holds), and a lucky PC 
  thief learns of its significant powers. 
  Word of the Baguette’s use somehow 
  reaches Tesmar, who arrives at some 
  inopportune 
  time 
  to 
  reclaim 
  it. 
  Alternatively, the Baguette becomes the 
  target of desire for not only Tesmar, but 
  also at least two rival thieves’ guilds, a 
  thane of Iddulf (ideally Rorogulf or 
  Duram, or both), and a sect of anti-thief 
  clerics bent on the gem’s destruction. 
  • 
  A quest to recharge the Baguette is 
  launched. 
  Assuming 
  it’s 
  possible, 
  revitalising the gem proves difficult, 
  requiring both mundane ingredients (the 
  blessing of a jeweller-become-cleric, the 
  oil of a stout lock, and the sweat of a 
  thief) and esoteric components (the 
  footfall of a silent rogue, a drop of 
  shadow, and the distilled pain of a 
  backstabbed 
  victim). 
  The 
  final 
  requirement is a Stoneform spell (RC/54) 
  cast from a scroll by a Neutral thief of 
  12th-level or higher. The ritual charges 
  the Baguette to its maximum potency of 
  25 charges, though the entire process is 
  certain to catch the attention of many 
  covetous eyes. . . 
  • 
  Tesmar was freed (or slain) by Rorogulf 
  or Duram for political gain, though the 
  Baguette was lost in the process. One (or 
  both) of the thanes entreat the PCs to 
  retrieve a certain, oblong diamond, about 
  a 
  quarter-inch 
  long. 
  The 
  PCs 
  are 
  promised all manner of rewards upon the 
  gem’s return—whether such offers are 
  genuine is up to the DM.  
  • 
  The origin of the Baguette is some 
  Immortal of Thought, who decides that 
  the gem’s time on the Prime Plane has 
  ended. To be effective, this hook assumes 
  that the Baguette has been in play for 
  some time, and that its absence will 
  affect 
  the 
  PCs 
  in 
  some 
  manner. 
  Alternately, the Baguette is actually an 
  artefact of the Sphere of Entropy, and its 
  destruction is sought by an Epic Hero 
  (RC/223) 
  questing 
  for 
  Immortality 
  (perhaps, ironically, a high-level Tesmar 
  herself). 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  37 
  
   
   
  What follows is a description of a unique 
  magical item for use in any D&D® campaign.  
  This article is intended to build upon the recent 
  articles concerning bards in the D&D® game4, 
  but DMs are free to use it as they see fit. 
   
  History: 
   
  During the years following the decline of the 
  Darokin Kings, the land of Darokin – which, 
  until that time, was a land of relative 
  prosperity – fell into chaos.  Frontier lords 
  made themselves into kings, and mercantile 
  interests, who financed many of the political 
  factions active at the time, gradually took up 
  the reins of power in many of the larger cities.  
  Between these two loci of power lay the great 
  Streel 
  Plain, 
  which 
  had 
  been 
  Darokin’s 
  breadbasket, as well as a hub of logging 
  activity.  Thus, the Streel River ran through 
  lands that were vital to both the borderlands 
  and the emerging city-states, and it was there 
  that many would-be kings tried to carve out 
  their own domains, and thus become power 
  brokers. 
   
  So it was, in the years that followed, that many 
  nations arose along the Streel River.  Some of 
  these duchies and kingdoms did, in fact, become 
  powerful in their own right; others were lands 
  plagued with constant strife.  Almost all of 
  these nations, however, had become faint 
  memories by the time of the founding of the 
  Darokinian Republic in AC 927, having been 
  absorbed by more powerful neighbours, or 
  fallen into obscurity.  Some of those lost nations 
  – such as Daelbar and Almarand – have not 
  been completely forgotten, if only because 
  renowned bards of that period composed great 
  tributes to the heroes of those realms.  Some of 
  those great heroes were, in fact, bards 
  themselves. 
   
   
   
                                                   
                                                  
  4 See OD&DITIES Issue 11:  “The Bard:  A 
  Revitalised Class for the D&D® Game”, by Geoff 
  Gander, Marco Dalmonte, and Carl Quaif.  
  Readers may also wish to peruse Geoff’s article 
  entitled “Luigi’s Symphony” (also in that issue), 
  which presents a collection of additional spell-
  songs for use with the bard as presented. 
   
  Perhaps 
  the 
  best-known 
  bard 
  of 
  that 
  tumultuous time was Jaenelle Lynwyth, Sword-
  singer of Daelbar (AC 743 – 779).  Jaenelle was 
  born and raised in the Daelbaran town of 
  Rennalen (now overgrown ruins near the village 
  of Rennydale), the only child of Conwyn 
  Lynwyth, himself a bard of renown.  It was only 
  natural that Jaenelle would become a bard 
  herself one day, and her father trained her 
  rigorously.  An apt pupil, Jaenelle became a 
  respected bard in her own right at the age of 14, 
  and was soon performing at the court of King 
  Haldmun, in Mintarm (also now in ruins).  
  Upon reaching adulthood, Jaenelle began to 
  chafe at being in her father’s shadow, and being 
  limited to performing for the Daelbaran 
  nobility; she felt that songs and ballads should 
  be for everyone to hear, for no one could fail to 
  be uplifted by music.  Hearing of orcish 
  incursions in the nearby Duchy of Rondeth, 
  Jaenelle took leave of her father, and sought 
  out a mercenary company that was heading to 
  Rondeth to lend aid.  It was there that she 
  witnessed her first battles, and where she 
  composed her first heroic tribute.  It was then 
  that she knew her place was at the side of 
  heroes. 
   
  The following years saw Jaenelle travel all over 
  the Streel Plain, marching with mercenaries, 
  adventurers, and royal armies alike in search of 
  the tales that, she felt, must be recorded for all 
  to hear.  During that time, she became 
  proficient with a blade (in large part out of 
  necessity), and discovered her own talent for 
  composing and singing magical songs.  By the 
  time she was in her early 20s, Jaenelle was a 
  veteran of several battles, and she was known 
  throughout the Streel Plain for being deadly 
  with a sword, and for the power of the magical 
  songs she sung.  Thus it was that Jaenelle 
  became known as the “sword-singer” – a title 
  that was eventually applied to a school of 
  Darokinian fighting bards, which persisted 
  until the middle of the 10th century.5  Jaenelle 
   
  5 Sword-singers were distinguishable from regular 
  bards by the oaths that they swore to protect the 
  people of Darokin, to uphold the cause of just law, 
  and to ensure that no deed – good or evil – went 
  unreported to the masses.  In this sense, sword-
  singers served as sources of news for the people 
  of the countryside, and as champions of justice for 
  the legitimate rulers of the Streel Plain. 
  
  is widely held to have been the first sword-
  singer.6 
   
  During 
  her 
  illustrious 
  career, 
  Jaenelle 
  composed a large number of spell songs, many 
  of which have been lost in the years since her 
  death.  Her one distinguishing attribute or 
  feature, however, was the mandolin that she 
  played.  No one knows where she obtained it, or 
  under what circumstances7, but everywhere she 
  was seen after her first battle, it was in her 
  possession.  Jaenelle bore her mandolin with 
  her throughout all of her travels, until her 
  death at the Battle of Favaro in AC 779.  The 
  mandolin was recovered by one of Jaenelle’s 
  companions on the battlefield, and, according to 
  records from that time, it was brought back to 
  Rennalen, to be presented to her ailing father, 
  who 
  was 
  much 
  aggrieved 
  by 
  what 
  the 
  presentation meant, and died the following day.  
  All records of the mandolin cease to be after 
  that time, and over the intervening years many 
  a bard has tried to locate the instrument, but to 
  no avail. 
   
  Description: 
   
  Jaenelle’s mandolin measures approximately 
  three feet long from end to end, with a stock 
  measuring one foot in width at its widest point.  
  The stock and frame of the mandolin are made 
  from well-polished birch, and the tuning pegs 
  are fashioned of silver, which never tarnishes.  
  Along the length of the instrument there are 
  geometric patterns, composed mainly of inlays 
  of mahogany.  On the flat face of the mandolin’s 
  stock, fashioned with inlays of mother-of-pearl, 
  there is a stylised depiction of the sun – a 
  symbol favoured by Jaenelle.  Due to the 
  reputation of its original owner, this mandolin 
  is well known to Darokinian bards, most of 
  whom are well versed in the history of their 
  country.  As such, all Darokinian bards will 
  have a 30% chance, plus an additional 5% 
  chance per level, of recognising this mandolin 
  should they see it. 
                                                   
                                                  
  6 The last Darokinian sword-singer was Tybalt 
  Bentilun (AC 914-968), who attained his title in 
  Darokin City in AC 947.  At that time, there was 
  only one instructor left at the academy, which was 
  no longer supported by the major merchant 
  houses for political reasons.  Tybalt founded a 
  conservatory of his own, but none of his students 
  sought to become sword-singers, perhaps due to 
  covert pressure wielded by the major families of 
  Darokin.  With Tybalt’s death, the tradition of 
  Darokinian sword-singing ended, and very few 
  people today are old enough to remember it. 
  7 Even Jaenelle’s closest companions never found 
  out how she obtained her legendary instrument. 
   
  Although this instrument will play beautifully 
  for anyone who uses it, the true magic of 
  Jaenelle’s mandolin is only revealed when a 
  bard uses it.  As long as the mandolin is in the 
  bard’s possession, he or she will be treated 
  favourably by Darokinian bards, receiving a 
  reaction bonus of +2 from lawful bards, and +1 
  from neutral bards – all due to the instrument’s 
  storied past.  This bonus applies only to 
  reactions from NPCs.  Chaotic creatures will 
  sense an aura of goodness surrounding the 
  mandolin, and will be averse to picking it up.  If 
  they do touch it, they must make a save vs. 
  Spells or feel ill for 1d2 days, during which all 
  ability scores are reduced by 4.  Should a 
  chaotic bard use the instrument, all of his or 
  her spell-songs will go awry – all damage from 
  them is minimised (for example, a spell-song 
  inflicting 3d4 damage will only do 3 damage), 
  and all victims’ saving throws automatically 
  succeed. 
   
  When played by a lawful or neutral bard, 
  Jaenelle’s 
  mandolin 
  enhances 
  all 
  combat 
  related spell-songs by 1.  This means that 
  damage from spell-songs have a bonus of +1 per 
  die (for example, the fifth level spell-song Rolls 
  of Thunder8, which normally does a base 
  damage of 2d8, would do 2d8+2 damage while 
  the bard has the mandolin in his or her 
  possession), all enemy saves are penalised by –
  1, and all bonuses (for example, to armour 
  class, morale, or attacks) provided to the bard’s 
  allies are increased by 1. 
   
  Perhaps 
  the 
  most 
  significant 
  aspect 
  of 
  Jaenelle’s mandolin is the spell-song that she 
  placed within it.  If a bard holds the instrument 
  and says Jaenelle’s name aloud, a pair of 
  ghostly hands with appear on the strings, and 
  play 
  a 
  haunting 
  tune, 
  accompanied 
  by 
  Jaenelle’s disembodied voice, which sings the 
  lyrics to the song.  This is one of Jaenelle’s 
  personal spell-songs, which she composed at the 
  height of her adventuring career.  Any bard 
  who witnesses this demonstration will know 
  immediately that it is a spell-song; although it 
  will not have any effect – it must be played by a 
  living person.  Two halved Intelligence checks 
  will be necessary to transcribe the song 
  properly.  The spell-song is as follows: 
   
   
   
  8 Please refer to the aforementioned article on 
  bards in OD&DITIES #11 for a complete basic list 
  of bardic spell-songs. 
   
  39 
  
  Clear Mind 
  Level:  4 
  Range:  0’ (bard only) 
  Duration:  Permanent 
  Effect:  Clears all minds within 50’ of any sort 
  of befuddlement or deception. 
   
  When this spell-song is sung and played, all 
  intelligent creatures within 50’ of the bard are 
  instantly freed of any magically induced 
  confusion or deception, such as that produced 
  by a charm or confusion spell, or by a bard’s 
  charm ability – provided the other bard is of an 
  equal or lower level.  The spell-song dispels the 
  other enchantment permanently, but will not 
  prevent any creatures freed in this manner 
  from being affected by such spells again in the 
  future. 
   
  Use in a Campaign: 
   
  The most obvious use for Jaenelle’s mandolin 
  would be to provide a bard player character 
  with a useful magic item.  Ideally, the mandolin 
  should be the object of a quest for the bard, with 
  its eventual discovery being a cherished 
  moment, 
  as 
  well 
  as 
  a 
  noteworthy 
  accomplishment.  If the campaign is set in 
  Mystara, such a goal would be particularly 
  appropriate for Darokinian player character 
  bards. 
   
  An interesting plot twist that the DM could add 
  in such a scenario could be the goal of a small 
  group of Darokinian NPC bards to re-establish 
  the sword-singers.  An instrument as well 
  known as Jaenelle’s mandolin could certainly 
  rally other bards to their cause.  Should they 
  discover that the player characters have the 
  instrument in their possession, or that they are 
  questing for it, the NPC bards might try to steal 
  it from them, or find out where their rivals 
  think the mandolin is located, and try to 
  recover it first.  This could lead to a long 
  running 
  campaign 
  in 
  its 
  own 
  right.  
  Alternatively, the player character bard could 
  be the one seeking to bring back the sword-
  singers, in which case he or she could attract 
  the attention of various elements in Darokinian 
  society who, for various reasons, do not wish 
  them to succeed. 
   
   
  40 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Party/Original D&D/OD&Dities/ODDITIES 12.pdf