TEXT: Adventures Dark and Deep™
  The Golden Scroll of Justice 
  By Joseph Bloch 
  Rules for kung fu wuxia adventures set in a world inspired by  
  Chinese folklore and mythology 
  Compatible 
  with most  
  “Old School” 
  RPGs! 
  
  Adventures Dark and Deep™
  The Golden Scroll of Justice 
  
  Adventures Dark and Deep™
  The Golden Scroll of Justice 
  Authored by Joseph Bloch 
  Edited by Mollie Carson-Vollath 
  Creative consultant the RPG Pundit 
  Cover image by Khairul Hisham 
  Interior artists: Gennifer Bone, Christopher R. Conklin, Khairul Hisham, 
  Eric Quigley, Jeshields, Cary Stringfield, Josephe Vandel 
  Unless otherwise noted, all material herein is Copyright © 2011-2015 BRW Games, LLC, all rights reserved. 
  All artwork is Copyright of the respective artists. 
  ADVENTURES DARK AND DEEP™ is a trademark of BRW Games, LLC.  
  Visit the official ADVENTURES DARK AND DEEP™ website at www.adventuresdarkanddeep.com 
  
  ADVENTURES DARK AND DEEP™ - The Golden Scroll of Justice 
  Table of Contents 
  Introduction ............................................................................................................................................................................................................. 1
  Creating Characters ................................................................................................................................................................................................. 1
  Abilities ............................................................................................................................................................................................................... 1
  Character Races ................................................................................................................................................................................................... 1
  Character Classes ................................................................................................................................................................................................. 4
  Alignment .......................................................................................................................................................................................................... 11
  Philosophy (Optional Rule).................................................................................................................................................................................... 11
  Secondary Skills ................................................................................................................................................................................................. 11
  Languages ......................................................................................................................................................................................................... 15
  Social Class ....................................................................................................................................................................................................... 15
  Family ............................................................................................................................................................................................................... 16
  Naming the Character ......................................................................................................................................................................................... 16
  Cost of Equipment, Services, etc. ........................................................................................................................................................................... 17
  Combat ................................................................................................................................................................................................................ 23
  Armor ............................................................................................................................................................................................................... 23
  Weapons .......................................................................................................................................................................................................... 23
  Kung Fu ............................................................................................................................................................................................................ 27
  Magic .................................................................................................................................................................................................................. 34
  Creating Magic Items .......................................................................................................................................................................................... 34
  The Ethereal Plane .............................................................................................................................................................................................. 34
  The Elemental Planes ........................................................................................................................................................................................... 34
  Spell Lists by Class and Level ................................................................................................................................................................................ 35
  Spell Descriptions ................................................................................................................................................................................................... 36
  Campaigns in Mythic China .................................................................................................................................................................................... 47
  The Wuxia Genre ............................................................................................................................................................................................... 47
  Government and Politics....................................................................................................................................................................................... 47
  Society .............................................................................................................................................................................................................. 48
  Religion ............................................................................................................................................................................................................ 52
  Mixing Mythic China and Other Settings ................................................................................................................................................................ 53
  Treasure ............................................................................................................................................................................................................ 53
  Magic Items ....................................................................................................................................................................................................... 60
  Bestiary ................................................................................................................................................................................................................ 72
  Appendices ........................................................................................................................................................................................................ 104
  Appendix A: Unarmed Combat ........................................................................................................................................................................... 104
  Appendix B: Weapon Adjustments vs. Armor Type ................................................................................................................................................. 105
  Appendix C: Inspirational Sources ....................................................................................................................................................................... 106
  License Information ............................................................................................................................................................................................... 107
  
  ADVENTURES DARK AND DEEP™ - The Golden Scroll of Justice 
  1 
  Introduction 
  Chinese history and culture go back many thousands of years, and medieval 
  China is as rich a mine in which to dig for legend and adventure as medieval 
  Europe. Many people in the West, however, are relatively unfamiliar with this 
  rich heritage, and have been relatively reluctant to introduce Chinese 
  archetypes into their fantasy role-playing games. The Golden Scroll of Justice 
  seeks to address that omission. 
  It should be noted that the present volume deals with tropes and themes relating 
  to a fantastic China, not a fantastic Japan. The difference is often lost on 
  Western audiences, but does serve to explain the lack of samurai and ninjas, 
  which have been a staple of “Oriental” RPG books in the past. 
  The present work draws heavily on two specific sources for its inspiration: 
  traditional Chinese folklore, and the relatively recent genre of wuxia films, 
  often called (half-derisively) “kung fu movies”. It should be mentioned, of 
  course, that no claim is made to historical accuracy; this is a game of heroic 
  adventure in a semi-mythical setting, not an historical simulation of any 
  particular land or era. 
  Like most cultures, Chinese traditional folklore is a rich mix of homey wisdom, 
  ordinary people in extraordinary situations, monsters, magic, and the like. The 
  wuxia genre of literature and film, however, is something specific and warrants 
  some brief explanation for those who might not be familiar with it. 
  Wuxia, which means “martial hero”, embraces a very specific style. The hero 
  is usually someone from the lower classes, who embarks on a quest for 
  revenge, or to right some injustice. In the process of his quest, he learns the art 
  of kung fu, often enduring severe trials as he does so. Authority, where it exists, 
  is either corrupt, incompetent, or both, and the higher the authority goes, the 
  worse it gets. While this serves as the most common sort of plot found in the 
  wuxia genre, it is by no means the only one, but the common theme of the xia 
  code of honor, which requires the defense of the weak against the 
  depredations of the strong, is usually found in any wuxia work. 
  Although the term “mythic China” is used throughout this book, it should be 
  remembered that the rules herein could apply to any fantasy culture loosely 
  based on a Chinese model. Geography, history, government, etc., need have 
  no resemblance to the real China of our world - when creating a setting that 
  embraces the broad sweeps of Chinese folklore, mythology, and the wuxia 
  tradition of storytelling, one need not be a slave to history, philology, or 
  geography.  
  While the present volume is specifically written for use with the ADVENTURES 
  DARK AND DEEP™ RPG rules, and it follows those rules in terms of format and 
  so forth, it can easily be used with other old-school RPG rules with little or no 
  conversion needed. 
  Creating Characters 
  Character creation works the same in a mythic China setting as it does in the 
  core ADVENTURES DARK AND DEEP™ rules. Players first roll their ability scores, 
  then select a class and race, money and equipment, and finally add finishing 
  touches such as alignment, height and weight, etc. Note that it is highly 
  advisable that the Game Master use the “Starting Skill at First Level” optional 
  rule from the Players Manual, thus allowing 1st level characters to begin the 
  game with one level of kung fu style, if they wish. 
  Abilities 
  The standard six abilities (strength, intelligence, wisdom, dexterity, constitution, 
  and charisma) are the same for mythic China characters as they are for other 
  characters created using the rules in the ADVENTURES DARK AND DEEP™ Players 
  Manual. There are no changes.  
  Character Races 
  Mythic China does not have the usual mix of Tolkienesque fantasy races (elves, 
  dwarves, etc.) found in a fantasy medieval European setting. It is quite human-
  centric, with few opportunities for non-humans to enter the bureaucracy and 
  thus advance socially.  
  However, two new character races unique to mythic China are included as 
  options for Player Characters. As a rule, they will be found in their own 
  communities, rather than mixed in with humans. But in more cosmopolitan 
  trading centers, such as major ports and caravan cities, both shanxiao and 
  gouren will be found shoulder-to-shoulder with humans. 
  Human 
  Humans exist in a mythic China setting as described in the ADVENTURES DARK 
  AND DEEP™ Players Manual, without modification. They are able to progress 
  in any class found in the setting without limitation on experience level (except, 
  as in the case of monks, where there is an overall cap on level inherent in the 
  class). 
  Eunuch 
  A eunuch is a special type of male human who has been castrated. While 
  eunuchs can no longer have children (for obvious reasons), and have a 
  generally lower sex drive than normal men, they do gain certain advantages 
  and disadvantages within society because of their condition. 
  Eunuchs receive a penalty of -1 to their strength and charisma scores. 
  Being a eunuch allows one to rise in the political and social hierarchy to 
  positions generally unobtainable to others. Castration not only removes the 
  possibility that a eunuch will serve the interests of his own progeny or be 
  tempted to found a new dynasty (a condition that will have a direct impact in 
  the upcoming ADVENTURES GREAT AND GLORIOUS™ rules), but also ensures that 
  the wives and concubines of the nobility and imperial family are safe from 
  impregnation. Because of this, eunuchs are often found as guards in harems, 
  and advisors and functionaries in courts. 
  In a mythic China setting, only a eunuch can rise more than two levels from his 
  starting social class. Thus, if a regular human character begins the game in the 
  lower middle class, he could never rise higher than upper middle class. A 
  eunuch can rise as high as upper class, no matter his starting social class. See 
  p. 15 for details on rising in social class.
  If a player character begins the game as a eunuch, he may start with one skill 
  level in the skill of his choice from the following list: 
  •
  Etiquette
  •
  Philosophy
  •
  Scholarship
  Gender-specific or gender-impacting magic will have no effect on a eunuch, 
  and they are similarly immune to enchantments that rely on affection towards 
  the opposite sex, such as the charm person ability of dryads, etc. Certain other 
  spells will also be ineffective or work differently against eunuchs, as detailed 
  
  Creating Characters - Character Races 
  2 
  in the spell description. They also are naturally resistant to any sort of more 
  mundane physical seduction that might be attempted, with a +4/+20% bonus 
  to any saving throws or ability checks against such, if applicable. 
  A human male may choose to be castrated and thus become a eunuch at any 
  time. The process requires a successful wisdom check, and will result in the 
  character being out of commission for three months while the wound heals (a 
  heal spell will bring the character to full strength immediately, but cure light 
  wounds and its related spells will not). Shanxiao and gouren will never choose 
  to become eunuchs, and receive no advantages if they do so involuntarily. 
  Eunuchs may not be barbarians at the beginning of the game, and most 
  barbarians would rather commit suicide than become eunuchs, seeing it as a 
  great shame. Barbarians automatically get a -4 penalty to reaction rolls when 
  dealing with eunuchs.  
  Shanxiao (Monkey-Man) 
  Shanxiao are reclusive demi-humans who favor dwelling in wooded hills and 
  mountains far from humankind. Their personalities are as varied as those of 
  humans; some are inveterate tricksters, and others demonstrate great depths 
  of loyalty to those they choose as companions.  
  Shanxiao get a +1 bonus to their dexterity score and a -1 penalty to 
  intelligence. The initial ability scores of a shanxiao character must fall within 
  the following ranges: 
  TABLE 1: SHANXIAO ABILITY SCORE RANGES 
  Ability 
  Male 
  Female 
  Strength 
  6-18 
  3-16 
  Intelligence 
  3-17 
  3-17 
  Wisdom 
  3-18 
  3-18 
  Dexterity 
  6-19 
  6-19 
  Constitution 
  7-18 
  5-18 
  Charisma 
  6-18 
  8-18 
  Characters that do not possess ability scores in the stated ranges cannot be 
  shanxiao. It is possible, however, for a character’s initial ability scores to be 
  increased or lowered later on, due to magical or other effects; this does not, 
  obviously, disqualify the character from belonging to the race! 
  Shanxiao may be wu, fighters, monks, fangshi, or thieves (including acrobats), 
  and mountebanks. They may opt to have more than one class at a time, and 
  may choose from the following combinations (see Multi-Classed Characters in 
  the ADVENTURES DARK AND DEEP™ Players Manual for more details): 
  •
  wu/fighter
  •
  wu/monk
  •
  wu/thief (including acrobat)
  •
  wu/mountebank
  •
  fighter/fangshi
  •
  fighter/thief (including acrobat)
  •
  fighter/mountebank
  •
  fangshi/thief (including acrobat)
  Shanxiao are naturally adept at throwing things, and get a +2 bonus “to hit” 
  when using any hurled weapon, such as a dagger or spear. They are also 
  adept at swinging and leaping through tree branches, and can brachiate at a 
  speed of 60’ per minute, as long as there are branches and trees (or something 
  equivalent) to use for locomotion. 
  When moving alone or with others of their kind in a wooded environment, 
  shanxiao are nearly silent and effectively invisible. In such circumstances, 
  enemies have only a 10% chance of detecting them, get a -2 penalty to surprise 
  rolls, and a -25% penalty to tracking rolls. Infravision or ultravision will reveal 
  them clearly, though, and any shanxiao wearing metal armor or in a mixed 
  group (within 90’ of non-shanxiao) will not get these benefits. This ability is lost 
  if any of the band is wearing mail or other metal armor.  
  All shanxiao characters begin the game able to speak the Imperial tongue and 
  their own language. 
  Shanxiao appear as tall humans with features resembling those of monkeys or 
  apes. Their slim bodies do not have fur, but their heads are covered with soft 
  hair that can come in a variety of colors, with various shades and patterns 
  possible. Skin is tan to gray. Height and weight are determined as follows: 
  TABLE 2: HEIGHT DETERMINATION (SHANXIAO) 
  Die Roll (d%) 
  Males (inches) 
  Females (inches) 
  01-10 
  78 - 1d8 
  72 - 1d6 
  11-30 
  78 - 1d4 
  72 - 1d3 
  31-55 
  78 
  72 
  56-85 
  78 + 1d6 
  72 + 1d4 
  86-00 
  78 + 1d12 
  72 + 1d8 
  TABLE 3: WEIGHT DETERMINATION (SHANXIAO) 
  Die Roll (d%) 
  Males (pounds) 
  Females (pounds) 
  01-10 
  155 - 1d10 
  145 - 1d8 
  11-35 
  155 - 1d6 
  145 - 1d4 
  36-65 
  155 
  145 
  66-80 
  155 + 1d4 
  145 + 1d6 
  81-00 
  155 + 1d8 
  145 + 1d8 
  
  ADVENTURES DARK AND DEEP™ - The Golden Scroll of Justice 
  3 
  Shanxiao age according to the following table (see the ADVENTURES DARK AND 
  DEEP™ Players Manual for details on the effects of aging): 
  TABLE 4: SHANXIAO AGE CATEGORIES 
  Age Category 
  Years 
  Young Adult 
  11-18 
  Mature 
  19-26 
  Middle Age 
  27-39 
  Old 
  40-44 
  Very Old 
  45-53 
  Shanxiao are limited in how many experience levels they can attain in their 
  chosen class(es). The maximum level depends on their ability scores: 
  TABLE 5: SHANXIAO LEVEL LIMITS 
  Ability 
  Score 
  Wu 
  (WIS) 
  Fighter 
  (STR) 
  Fangshi 
  (INT) 
  Monk 
  (STR, 
  DEX) 
  Mtbk. 
  (CHA) 
  14 or less 
  10 
  12 
  6 
  10 
  7 
  15 
  10 
  12 
  7 
  12 
  8 
  16 
  10 
  13 
  8 
  13 
  9 
  17 
  11 
  14 
  9 
  14 
  9 
  18 
  11 
  15 
  10 
  15 
  9 
  18/50 
  - 
  15 
  - 
  - 
  - 
  18/90 
  - 
  16 
  - 
  - 
  - 
  19 
  12 
  16 
  11 
  16 
  10 
  20 or more 
  12 
  17 
  12 
  17 
  11 
  For monks, the level limits apply to both strength and dexterity, using whichever 
  score is lower. There is no limit to how many levels a shanxiao can advance 
  as a thief (including acrobat). 
  Gouren (Dog-Man) 
  Descendants of the god P’an Hu, a great five-colored dog, gouren are reclusive 
  and usually form their own communities far away from human settlements, but 
  can be found in large trading towns and cities. They are generally aggressive 
  and warlike in nature, but some are noted as great artists, poets, and 
  magicians. 
  Gouren get a +1 bonus to their strength score and a -1 penalty to their wisdom 
  score. The initial ability scores of a gouren character must fall within the 
  following ranges: 
  TABLE 6: GOUREN ABILITY SCORE RANGES 
  Ability 
  Male 
  Female 
  Strength 
  8-18 
  8-18 
  Intelligence 
  3-18 
  3-18 
  Wisdom 
  3-16 
  3-16 
  Dexterity 
  5-18 
  5-18 
  Constitution 
  7-18 
  6-17 
  Charisma 
  3-18 
  3-18 
  Characters that do not possess ability scores in the stated ranges cannot be 
  gouren. It is possible, however, for a character’s initial ability scores to be 
  increased or lowered later on, due to magical or other effects; this does not, 
  obviously, disqualify the character from belonging to the race. 
  Gouren may be wu, fighters, barbarians, rangers, monks, fangshi, or thieves 
  (not including acrobats), and mountebanks. They may opt to have more than 
  one class at a time, and may choose from the following combinations (see 
  Multi-Classed Characters in the ADVENTURES DARK AND DEEP™ Players Manual 
  for more details): 
  •
  wu/fighter
  •
  wu/monk
  •
  fighter/monk
  •
  fighter/fangshi
  •
  fighter/thief
  •
  fighter/mountebank
  •
  fangshi/thief
  All gouren characters begin the game able to speak the Imperial tongue and 
  their own language. 
  Gouren appear as humans with the heads of dogs (proportionally sized for 
  their bodies). Their heads will resemble those of different breeds of dogs, and 
  their personalities will often be reflected in the breed of dog they resemble. 
  Thus, gouren with the heads of rottweilers will tend to be aggressive, those 
  with the heads of golden retrievers will tend to be cheerful, etc. (This is 
  admittedly a very subjective assessment, and many sages would disagree as 
  to its veracity.) Height and weight are determined as follows: 
  TABLE 7: HEIGHT DETERMINATION (GOUREN) 
  Die Roll (d%) 
  Males (inches) 
  Females (inches) 
  01-10 
  78 - 1d8 
  72 - 1d6 
  11-30 
  78 - 1d4 
  72 - 1d3 
  31-55 
  78 
  72 
  56-85 
  78 + 1d6 
  72 + 1d4 
  86-00 
  78 + 1d12 
  72 + 1d8 
  
  Creating Characters - Character Classes 
  4 
  TABLE 8: WEIGHT DETERMINATION (GOUREN) 
  Die Roll (d%) 
  Males (pounds) 
  Females (pounds) 
  01-15 
  200 - 1d12 
  150 - 1d10 
  16-35 
  200 - 1d6 
  150 - 1d6 
  36-65 
  200 
  150 
  66-85 
  200 + 1d6 
  150 + 1d6 
  86-00 
  200 + 1d12 
  150 + 1d10 
  Gouren age according to the following table (see the ADVENTURES DARK AND 
  DEEP™ Players Manual for details on the effects of aging): 
  TABLE 9: GOUREN AGE CATEGORIES 
  Age Category 
  Years 
  Young Adult 
  12-18 
  Mature 
  19-35 
  Middle Age 
  36-50 
  Old 
  51-80 
  Very Old 
  81-100 
  Gouren are limited in how many experience levels they can attain in their 
  chosen class(es). The maximum level depends on their ability scores: 
  TABLE 10: GOUREN LEVEL LIMITS 
  Ability 
  Score 
  Wu 
  (WIS) 
  Fighter, 
  Ranger 
  (STR) 
  Fangshi 
  (INT) 
  Monk 
  (STR, 
  DEX) 
  Mtbk 
  (CHA) 
  14 or less 
  6 
  8 
  7 
  - 
  6 
  15 
  8 
  9 
  8 
  14 
  7 
  16 
  10 
  10 
  9 
  15 
  8 
  17 
  12 
  11 
  10 
  16 
  9 
  18 
  14 
  12 
  11 
  17 
  10 
  18/50 
  - 
  13 
  - 
  - 
  - 
  18/90 
  - 
  14 
  - 
  - 
  - 
  19 
  16 
  16 
  12 
  17 
  11 
  20 or more 
  18 
  18 
  13 
  17 
  12 
  For monks, the level limits apply to both strength and dexterity, using whichever 
  score is lower. There is no limit to how many levels a gouren can advance as 
  a thief. 
  Character Classes 
  Mythic China does not have the same assortment of character classes available 
  to PCs as a more European setting might. Some classes do not exist at all, 
  some are modified to more easily fit the mythic Chinese setting, and still others 
  are new and unique to mythic China.  
  These notes only cover character classes; even when a class exists in both a 
  European-style setting as well as mythic China, there will probably be 
  differences in equipment, race, secondary skills, etc., as noted in the relevant 
  sections.  
  Bard 
  Bards, as described in the ADVENTURES DARK AND DEEP™ Players Manual, exist 
  in a mythic China setting, without modification.  
  Jester 
  Jesters do not exist in mythic China. Any jesters in the setting will be presumed 
  to have come from some other locale, most probably having traveled great 
  distances to get there. 
  Cleric 
  Clerics and druids do not exist in mythic China, except for the wu sub-class 
  (see below). Any clerics or druids in the setting will be presumed to have come 
  from some other locale, most probably having traveled great distances to get 
  there. 
  Mystic 
  Mystics, as described in the ADVENTURES DARK AND DEEP™ Players Manual, 
  exist in a mythic China setting without modification. 
  Wu (Shaman) 
  The wu (the term is both plural and singular) is a sub-class of cleric, adept at 
  dealing with ghosts and spirits. Theirs is a “popular” form of magic, ecstatic 
  rather than scholarly in nature, and their spells are regained each day through 
  prayer and meditation, in the usual cleric fashion, rather than study from 
  books. 
  A character must have a wisdom of at least 10 to become a wu. They can be 
  of any alignment, and humans, shanxiao, and gouren can all become wu. Wu 
  can wear any armor, and can become proficient in dagger (single or twin), 
  dart, knife, monk’s cudgel, spear, rope dart, staff, or tiger fork. 
  Wu have the following powers and abilities: 
  •
  Experience point bonus
  •
  Spellcasting ability
  •
  Create magic items
  •
  Turning extra-planar entities
  Wu who wear armor are unable to cast spells, although they may still use 
  magic items that are normally usable only by clerics and wu. They suffer a -4 
  penalty “to hit” when using any weapon with which they are not proficient.  
  Wu advance in level according to the following table: 
  TABLE 11: WU LEVEL ADVANCEMENT 
  Experience 
  Points 
  Experience 
  Level 
  Accumulated Hit 
  Points 
  0 
  1 
  1d6 
  1,500 
  2 
  2d6 
  3,000 
  3 
  3d6 
  6,000 
  4 
  4d6 
  13,000 
  5 
  5d6 
  27,500 
  6 
  6d6 
  55,000 
  7 
  7d6 
  110,000 
  8 
  8d6 
  225,000 
  9 
  9d6 
  450,000 
  10 
  10d6 
  675,000 
  11 
  10d6+2 
  900,000 
  12 
  10d6+4 
  After 12th level, wu require an additional 225,000 experience points to earn 
  another level. When they do so, they will receive an additional 2 hit points. 
  Wu begin the game with 2d8x10 g.p. 
  Experience Point Bonus 
  Wu with a wisdom of 16 or higher get a 10% bonus to experience points 
  earned. 
  
  ADVENTURES DARK AND DEEP™ - The Golden Scroll of Justice 
  5 
  Spellcasting Ability 
  Wu are able to receive spells as a result of their connection with local spirits 
  of the land, elements, and so forth. The number of spells that the wu can commit 
  to memory at any given time is dependent on his level, as shown in the 
  following table: 
  TABLE 12: WU SPELLS AVAILABLE BY LEVEL 
  Spell Level 
  Level 
  1st 
  2nd 
  3rd 
  4th 
  5th 
  6th 
  7th 
  1 
  1 
  - 
  - 
  - 
  - 
  - 
  - 
  2 
  2 
  - 
  - 
  - 
  - 
  - 
  - 
  3 
  2 
  1 
  - 
  - 
  - 
  - 
  - 
  4 
  3 
  2 
  - 
  - 
  - 
  - 
  - 
  5 
  3 
  3 
  1 
  - 
  - 
  - 
  - 
  6 
  3 
  3 
  2 
  - 
  - 
  - 
  - 
  7 
  3 
  3 
  2 
  1 
  - 
  - 
  - 
  8 
  3 
  3 
  3 
  2 
  - 
  - 
  - 
  9 
  4 
  4 
  3 
  2 
  1 
  - 
  - 
  10 
  4 
  4 
  3 
  3 
  2 
  - 
  - 
  11 
  5 
  4 
  4 
  3 
  2 
  1 
  - 
  12 
  6 
  5 
  5 
  3 
  2 
  2 
  - 
  13 
  6 
  6 
  6 
  4 
  2 
  2 
  - 
  14 
  6 
  6 
  6 
  5 
  3 
  2 
  - 
  15 
  7 
  7 
  7 
  5 
  4 
  2 
  - 
  16 
  7 
  7 
  7 
  6 
  5 
  3 
  1 
  17 
  8 
  8 
  8 
  6 
  5 
  3 
  1 
  18 
  8 
  8 
  8 
  7 
  6 
  4 
  1 
  19 
  9 
  9 
  9 
  7 
  6 
  4 
  2 
  20 
  9 
  9 
  9 
  8 
  7 
  5 
  2 
  21 
  9 
  9 
  9 
  9 
  8 
  6 
  2 
  Spell Level 
  Level 
  1st 
  2nd 
  3rd 
  4th 
  5th 
  6th 
  7th 
  22 
  9 
  9 
  9 
  9 
  9 
  6 
  3 
  23 
  9 
  9 
  9 
  9 
  9 
  7 
  3 
  24 
  9 
  9 
  9 
  9 
  9 
  8 
  3 
  25 
  9 
  9 
  9 
  9 
  9 
  8 
  4 
  26 
  9 
  9 
  9 
  9 
  9 
  9 
  4 
  27 
  9 
  9 
  9 
  9 
  9 
  9 
  5 
  28 
  9 
  9 
  9 
  9 
  9 
  9 
  6 
  29 
  9 
  9 
  9 
  9 
  9 
  9 
  7 
  Only characters with a wisdom score of 17 or higher may memorize 6th level 
  spells. Only those with a wisdom score of 18 may memorize 7th level spells. 
  Wu gain bonus spells for high wisdom scores, just like clerics.  
  Spells are granted to the wu directly by virtue of his connection to the local 
  spirits that inhabit the material plane. Because of this, wu are able to memorize 
  spells only while on the material plane; the spirits upon which they rely for their 
  powers cannot reach the outer or inner planes. 
  Create Magic Items 
  At 7th level, wu are able to inscribe wu scrolls and some types of protection 
  scrolls. At 11th level they are able to create other magical items such as staffs, 
  rings, etc., in the same way that clerics can. See the ADVENTURES DARK AND 
  DEEP™ Players Manual for details.  
  Turning Extra-planar Entities 
  Wu are able to turn certain types of extra-planar creatures, such as lesser 
  angels and minor devils, and certain other creatures as noted in the 
  ADVENTURES DARK AND DEEP™ Bestiary. Turning consists of forcefully 
  commanding the creature in question to flee before the obvious power of his 
  spirits. The wu then rolls on the following table: 
  TABLE 13: WU TURNING EXTRA-PLANAR CREATURES 
  Creature 
  Wu Level 
  Type 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9-13 14+ 
  I 
  10 
  7 
  4 
  0 
  0 
  0* 
  0* 
  0** 0** 0** 
  II 
  13 
  10 
  7 
  0 
  0 
  0* 
  0* 
  0* 
  0** 0** 
  III 
  16 
  13 
  10 
  4 
  0 
  0 
  0* 
  0* 
  0* 
  0** 
  IV 
  19 
  16 
  13 
  7 
  4 
  0 
  0 
  0* 
  0* 
  0** 
  V 
  20 
  19 
  16 
  10 
  7 
  4 
  0 
  0 
  0* 
  0* 
  VI 
  - 
  20 
  19 
  13 
  10 
  7 
  4 
  0 
  0 
  0* 
  VII 
  - 
  - 
  20 
  16 
  13 
  10 
  7 
  4 
  0 
  0* 
  VIII 
  - 
  - 
  - 
  20 
  16 
  13 
  10 
  7 
  4 
  0 
  IX 
  - 
  - 
  - 
  - 
  20 
  16 
  13 
  10 
  7 
  0 
  X 
  - 
  - 
  - 
  - 
  - 
  20 
  16 
  13 
  10 
  4 
  XI 
  - 
  - 
  - 
  - 
  - 
  - 
  20 
  16 
  13 
  7 
  XII 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  19 
  16 
  10 
  XIII 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  20 
  19 
  13 
  If the roll on a d20 is equal to or greater than the number indicated, the wu is 
  able to successfully turn the creature in question. Where a 0 is indicated on 
  the table, turning is automatic. If the first attempt to turn fails, the same wu 
  cannot make another attempt with the same creature until he gains a new level 
  (although if there is more than one wu present, another may try without 
  penalty). 
  Usually, 1-6 (1d6) creatures will be affected by a successful turning attempt. 
  However, a double asterisk indicates that 7-12 (1d6+6) creatures will be so 
  affected. For type XIII creatures, though, only 1 or 2 will ever be affected (type 
  XIII creatures include lower-powered extra-planar beings and the like).  
  
  Creating Characters - Character Classes 
  6 
  Creatures that are turned by good or neutral wu will flee for 3-12 (3d4) rounds. 
  It is important to note that if there is nowhere for the creature to flee (including 
  by escaping to another plane of existence), turning is not possible, unless 
  disintegration is indicated. An asterisk (or double asterisk) indicates that the 
  creature is not merely turned, but actually crumbles to dust or is otherwise 
  disintegrated. 
  When evil wu turn such extra-planar creatures, they will not flee, but will rather 
  either ignore the wu and the party (if the creatures are mindless, good, or 
  neutral), or will actually join the wu and his party (if evil). There is no limit to 
  the number of creatures that can be so controlled or recruited, and no range 
  limit once they have been turned. Note that this will only effect creatures whose 
  home plane is one other than the matieral; undead are not affected.  
  Cavalier 
  Neither cavaliers nor the paladin sub-class exist in mythic China. Any cavaliers 
  or paladins in the setting are presumed to have come from some other locale, 
  most probably having traveled great distances to get there. 
  Fighter 
  Fighters, as described in the ADVENTURES DARK AND DEEP™ Players Manual, 
  exist in a mythic China setting, without modification.  
  Ranger 
  Only gouren (dog-men) may be rangers in a mythic China setting, and use 
  fangshi spells rather than mage spells. Any human rangers in the setting will 
  be presumed to have come from some other locale, most probably having 
  traveled great distances to get there. 
  Barbarian 
  Barbarians, as described in the ADVENTURES DARK AND DEEP™ Players Manual, 
  exist in a mythic China setting, with the following modifications: 
  The normal woodcraft skills of the barbarian are replaced with horsemanship. 
  Barbarians are born to the saddle, and are excellent horsemen. When 
  mounted on horses (or other appropriate mounts, as determined by the game 
  master), barbarians gain a +1 “to hit” with melee weapons and a +2 bonus 
  “to hit” with missile weapons. They can also ride and fight on unsaddled horses 
  without penalty.  
  All barbarians are, by virtue of their experience with horses, excellent judges 
  of horseflesh. After examining a horse, they can tell if its hit points are in the 
  lower third, the middle third, or the top third of the possible range. Any horse 
  selected as a mount by a barbarian will have +2 h.p. per hit die, up to the 
  maximum number of hit points possible. Mounts will always be friendly and 
  obedient as long as they are well-treated.  
  Barbarians receive other bonuses to their horsemanship as they increase in 
  level: 
  TABLE 14: BARBARIAN HORSEMANSHIP 
  Level 
  Horsemanship Ability 
  3 
  Can leap into the saddle (even in heavy and/or bulky armor) 
  and be racing away within 6 seconds (1 segment). 
  4 
  Can rest in the saddle while traveling, up to 4 hours (counts as 
  rest for healing and other purposes) 
  5 
  Can urge his steed to go 20’/round faster than normal, for up 
  to 1 hour (normal rest is still required) 
  Barbarians in a mythic China setting must choose the short composite bow, 
  saber, and spear as weapons of proficiency at first level. They begin the game 
  with a short composite bow and a light warhorse, in addition to their starting 
  money.  
  Monk 
  The monk is a sub-class of the fighter. Monks are warrior initiates who study in 
  schools dedicated to the teaching of both mental and physical discipline and 
  martial arts (with and without weapons). Through these disciplines, they 
  develop special skills born of years of meditation and relentless training.  
  Monks must have a strength, wisdom, and dexterity score of 15 or higher, and 
  a constitution score of 11 or higher. They may be of any lawful alignment, and 
  do not use either armor or shields. They may not use flaming oil. Their choice 
  of weapon proficiencies is limited to the following: bo stick, club, emei 
  piercers, iron fan, jo stick, hand axe, dagger (single or twin), mandarin coin 
  blade, mandarin duck blade, monk’s cudgel, monk’s spade, pole arm (any), 
  quarterstaff, spear, tiger fork, whip chain, and wind and fire wheels. They start 
  with but one weapon proficiency, gain one additional proficiency every two 
  levels, and have a -3 penalty “to hit” when using weapons with which they are 
  not proficient.  
  Monks of 8th level and above have the option to establish their own 
  monasteries and thus expand their tradition. This is the only exception to the 
  rule against hoarding wealth; when they are in the process of founding a new 
  monastery, they can keep wealth sufficient to complete the task. Any excess 
  must, of course, be donated to the poor or to charity.  
  Starting at 8th level, the PC will be expected to participate in the administration 
  of the monastic order. This will take up an increasing amount of time and 
  
  ADVENTURES DARK AND DEEP™ - The Golden Scroll of Justice 
  7 
  energy as the PC increases in level. By 17th level, monks have little time for 
  adventuring. 
  Monks have the following powers and abilities: 
  •
  Combat abilities
  •
  Kung fu
  •
  Surprise bonus
  •
  Stealth abilities
  •
  Avoid falling damage
  •
  Block missile weapons
  •
  Self-healing
  •
  Asceticism
  Monks advance in level according to the following table: 
  TABLE 15: MONK LEVEL ADVANCEMENT 
  Experience Points 
  Experience Level 
  Accumulated Hit 
  Points 
  0 
  1 
  2d4 
  2,250 
  2 
  3d4 
  4,750 
  3 
  4d4 
  10,000 
  4 
  5d4 
  22,500 
  5 
  6d4 
  47,500 
  6 
  7d4 
  98,000 
  7 
  8d4 
  200,000 
  8 
  9d4 
  350,000 
  9 
  10d4 
  500,000 
  10 
  11d4 
  700,000 
  11 
  12d4 
  950,000 
  12 
  13d4 
  1,250,000 
  13 
  14d4 
  1,750,000 
  14 
  15d4 
  2,250,000 
  15 
  16d4 
  2,750,000 
  16 
  17d4 
  3,250,000 
  17 
  18d4 
  Monks cannot progress past the 17th level of experience. They begin the game 
  with 5d4 g.p. 
  TABLE 16: MONK COMBAT ABILITIES 
  Unarmed Combat Bonus 
  Level 
  AC 
  Base 
  Speed 
  No. of 
  Attacks 
  To 
  Hit 
  Damage 
  Surprise 
  1 
  10 
  150’/min. 
  1/1 
  - 
  - 
  - 
  2 
  9 
  160’/min. 
  1/1 
  - 
  +1 
  +1 
  3 
  8 
  170’/min. 
  1/1 
  - 
  +1 
  +1 
  4 
  7 
  180’/min. 
  5/4 
  +1 
  +2 
  +1 
  5 
  6 
  190’/min. 
  5/4 
  +1 
  +2 
  +1 
  6 
  5 
  200’/min. 
  3/2 
  +1 
  x2 
  +2 
  7 
  4 
  210’/min. 
  3/2 
  +2 
  x2+1 
  +2 
  8 
  3 
  220’/min. 
  3/2 
  +2 
  x3 
  +2 
  9 
  2 
  230’/min. 
  2/1 
  +2 
  x3+1 
  +2 
  10 
  1 
  240’/min. 
  2/1 
  +2 
  x3+2 
  +3 
  11 
  0 
  250’/min. 
  5/2 
  +3 
  x3+3 
  +3 
  12 
  -1 
  260’/min. 
  5/2 
  +3 
  x4 
  +3 
  13 
  -2 
  270’/min. 
  5/2 
  +3 
  x4+1 
  +3 
  14 
  -3 
  280’/min. 
  3/1 
  +3 
  x5 
  +4 
  15 
  -4 
  290’/min. 
  3/1 
  +3 
  x6 
  +4 
  16 
  -5 
  300’/min. 
  4/1 
  +4 
  x7 
  +4 
  17 
  -6 
  310’/min. 
  4/1 
  +4 
  x8 
  +4 
  AC is the monk’s base armor class, which can be modified by situation, magic, 
  or dexterity. No. of attacks is the number of unarmed attacks the monk can 
  make, given in attacks/rounds. Thus, 5/4 means the monk gets five attacks 
  every four rounds (on the fourth round, he would get an extra attack at the 
  beginning of the round). To Hit is the bonus the monk gets on his “to hit” roll 
  when attacking using unarmed combat, and also indicates that the monk can 
  successfully harm creatures normally harmed only by magic weapons of that 
  strength or greater. Damage is the bonus to damage when attacking using 
  unarmed combat. A “plus” indicates a straight bonus to the damage die roll, 
  while an “x” indicates a multiplier. When both a bonus and a multiplier are 
  indicated, the bonus is only applied to the total of all dice rolled; it is not 
  applied per die of damage. Surprise is the bonus the monk gets to his own 
  surprise roll, making it more difficult for him to be surprised. It does not impact 
  his ability to surprise opponents.  
  Kung Fu 
  Monks all begin the game with one level in the kung fu path of their choice 
  (make sure to check with the game master to determine whether your choice 
  of path is consistent with the game setting - he might also have other paths, 
  with specific abilities, from which to choose). If the game master is using the 
  optional “Starting Skill at First Level” rule, the character may not choose a 
  second kung fu skill or skill level. See p. 23 for more information on kung fu. 
  Stealth Abilities 
  TABLE 17: MONK STEALTH ABILITIES 
  Level 
  Move Silently 
  Hide in Shadows 
  Climb Walls 
  1 
  15% 
  10% 
  85% 
  2 
  21% 
  15% 
  86% 
  3 
  27% 
  20% 
  87% 
  4 
  33% 
  25% 
  88% 
  5 
  40% 
  31% 
  90% 
  6 
  47% 
  37% 
  92% 
  7 
  55% 
  43% 
  94% 
  8 
  62% 
  49% 
  96% 
  9 
  70% 
  56% 
  98% 
  10 
  78% 
  63% 
  99% 
  11 
  86% 
  70% 
  99.1% 
  12 
  94% 
  77% 
  99.2% 
  13 
  99% 
  85% 
  99.3% 
  14 
  99% 
  93% 
  99.4% 
  15 
  99% 
  99% 
  99.5% 
  16 
  99% 
  99% 
  99.6% 
  17 
  99% 
  99% 
  99.7% 
  TABLE 18: MONK STEALTH ABILITIES DEXTERITY MODIFIERS 
  DEX Score 
  Move Silently 
  Hide in Shadows 
  15 
  - 
  - 
  16 
  - 
  - 
  17 
  +5% 
  +5% 
  18 
  +10% 
  +10% 
  19 
  +12% 
  +12% 
  20 
  +15% 
  +15% 
  21 
  +18% 
  +18% 
  22 
  +20% 
  +20% 
  23 
  +23% 
  +23% 
  24 
  +25% 
  +25% 
  25 
  +30% 
  +30% 
  TABLE 19: MONK STEALTH ABILITIES RACIAL MODIFIERS 
  Race 
  Move Silently 
  Hide in Shadows 
  Climb Walls 
  Shanxiao 
  -5% 
  -10% 
  +20% 
  Gouren 
  +10% 
  - 
  -10% 
  
  Creating Characters - Character Classes 
  8 
  Climb Walls 
  In those cases where some sort of toe- and finger-holds are present, monks are 
  able to climb straight vertical walls with ease, albeit slowly. The rate at which 
  the monk can climb depends on the surface being climbed. 
  TABLE 20: WALL CLIMBING MOVEMENT RATE 
  Type of Surface 
  Climbing Rate on Dry Surface 
  Smooth 
  6’/min. 
  Cracked 
  12’/min. 
  Rough 
  18’/min. 
  Projections 
  24’/min. 
  The chance for the monk to fall should be checked each minute of climbing; 
  any single failure will indicate a fall to the ground.  
  If the surface being climbed is even slightly slippery, the movement rate is cut 
  in half, and the chance of success is cut in half as well (and impossible on a 
  smooth surface). If the surface being climbed is more than slightly slippery, the 
  movement rate is only 1/4th of normal, and the chance of success is only 
  1/10th of normal. Most typical dungeon walls will be rough, but slightly 
  slippery (due to nitre, slime, moisture, etc.).  
  Avoid Falling Damage 
  The monk is also able to avoid damage when falling. As the monk increases 
  in level, he is able to fall greater distances while avoiding damage. The monk 
  ignores the first part of any fall, as indicated below. Thus, if a 4th level monk 
  falls 50’, he would only take damage as if he had fallen 30’, because he can 
  ignore the first 50’ of the fall.  
  TABLE 21: AVOID FALLING DAMAGE 
  Level 
  Avoid 
  Falling 
  Damage 
   
  Level 
  Avoid 
  Falling 
  Damage 
  Level 
  Avoid 
  Falling 
  Damage 
  1 
  10’ 
  7 
  30’ 
  13 
  50’ 
  2 
  10’ 
  8 
  30’ 
  14 
  50’ 
  3 
  10’ 
  9 
  30’ 
  15 
  50’ 
  4 
  20’ 
  10 
  40’ 
  16 
  60’ 
  5 
  20’ 
  11 
  40’ 
  17 
  60’ 
  6 
  20’ 
  12 
  40’ 
  Block Missile Weapons 
  Any incoming missile the size of a spear or smaller (i.e., javelins, arrows, etc.; 
  but not boulders, ballista missiles, etc.) can be blocked by the monk. He must 
  make a saving throw vs. petrification. Success indicates he has blocked the 
  missile. Magical missiles, and attacks from spells, are not affected. 
  Self Healing 
  Starting at 5th level, monks are immune to all disease, slow or haste spells or 
  potions of speed. This is not an ability they can turn off - their bodies will simply 
  override any sort of magical speed. 
  Starting at 7th level, monks can heal 1d4 points of damage on their own 
  bodies once a day. The process takes one round of concentration. For every 
  level above 7th, a monk can heal an additional point of damage (thus, 1d4+1 
  at 8th level, 1d4+2 at 9th level, etc.). 
  Starting at 11th level, monks are immune to poison of all types. 
  Asceticism 
  In order to enhance their mental and physical discipline, monks take vows of 
  poverty, and can only keep as much wealth as is absolutely necessary for food 
  and clothing for the very near future. Any excess wealth must be given to 
  religious institutions, the poor, charities, etc. Other PCs cannot be the recipient 
  of a monk’s excess wealth. Monks may not own property and must forsake any 
  titles or estates to which they might otherwise be entitled. They cannot even 
  own a mount, although they can make use of one provided by someone else 
  on a temporary basis. They view the material world as illusion, and thus have 
  no use for riches and luxuries, or even what most would consider simple 
  comforts.  
  The sole exception to this rule is when they are gathering wealth to establish 
  their own monastery.  
  In addition, their vows of poverty and reliance on their own abilities mean they 
  have severe restrictions on the magic items they may possess. They may own 
  only two magic weapons and three other magic items. Monks may only use 
  enchanted weapons of the type normally allowed to them, and magic rings, 
  but cannot use any other magic items that are not specifically listed as being 
  usable by either fighters or monks. Thus, a monk could use a rod of lordly 
  might, which specifically says it can be used by fighters, but could not use a 
  jade wand of cancellation, which is usable by any class. They may also not 
  “trade up” magic items (such a practice would be too “worldly”); once they 
  have their two weapons and three other magic items, they will use them until 
  they are destroyed or otherwise unusable.  
  Mage 
  Neither mages nor the illusionist sub-class exist in mythic China. Any mages or 
  illusionists in the setting will have come from some other locale, most probably 
  having traveled great distances to get there. 
  Fangshi (Magician) 
  The fangshi is a sub-class of mage. They are specialists in the areas of healing, 
  alchemy, and astrology and other forms of divination. They are also most 
  concerned with the quest for immortality, in its many forms, and joining the 
  ranks of the Immortals is considered to be the highest goal for the fangshi. They 
  have raised divination to a high art - some fangshi will have competitions, 
  called “shooting for the contents”, which involve attempting to divine the 
  thirteen different items in a basket. The one who correctly identifies the most 
  items wins. 
  Fangshi must have an intelligence of 13 or above. They have the following 
  powers and abilities: 
  •
  Spellcasting ability
  •
  Spell books
  •
  Experience point bonus
  •
  Alchemy
  •
  Ability to create magic items
  Fangshi who wear armor of any type (or carry shields) are not able to cast 
  spells, or use magic items which only fangshi or mages can use, although they 
  may still use magic items that are usable by any class. Thus, a fangshi wearing 
  mountain pattern armor could use a carpet of sobriety, which could be used 
  by any class, but not an anvil of metal elemental command, which can only 
  be used by fangshi. It is for this reason that most fangshi do not choose to wear 
  armor. Fangshi may only become proficient in dagger (single or twin), dart, 
  knife, rope dart, mandarin coin blade, mandarin duck blade, iron fan, or staff; 
  they may also use caltrops as weapons. Those using weapons in which they 
  are not proficient will suffer a -5 penalty “to hit”. 
  
  ADVENTURES DARK AND DEEP™ - The Golden Scroll of Justice 
  9 
  Fangshi function as mages when it comes to saving throws and the use of class-
  specific magic items.  
  Fangshi advance in level according to the following table: 
  TABLE 22: FANGSHI LEVEL ADVANCEMENT 
  Experience Points 
  Experience Level 
  Accumulated Hit 
  Points 
  0 
  1 
  1d4 
  2,250 
  2 
  2d4 
  4,500 
  3 
  3d4 
  9,000 
  4 
  4d4 
  18,000 
  5 
  5d4 
  35,000 
  6 
  6d4 
  60,000 
  7 
  7d4 
  95,000 
  8 
  8d4 
  145,000 
  9 
  9d4 
  220,000 
  10 
  10d4 
  440,000 
  11 
  10d4+1 
  660,000 
  12 
  10d4+2 
  After 12th level, the fangshi needs an additional 375,000 experience points 
  per level, and gains an additional hit point for every level gained.  
  Fangshi begin the game with 2d4x10 g.p. 
  Spellcasting Ability 
  Fangshi are able to cast magic spells as a result of their long and intense 
  studies. The number of spells that the fangshi can commit to memory at any 
  given time is dependent on his level, as shown in the following table: 
  TABLE 23: FANGSHI SPELLS AVAILABLE BY LEVEL 
  Spell Level 
  Level 
  1st 
  2nd 
  3rd 
  4th 
  5th 
  6th 
  7th 
  8th 
  9th 
  1 
  1 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  2 
  2 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  3 
  2 
  1 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  4 
  3 
  2 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  5 
  3 
  2 
  1 
  - 
  - 
  - 
  - 
  - 
  - 
  6 
  3 
  3 
  2 
  - 
  - 
  - 
  - 
  - 
  - 
  7 
  4 
  3 
  2 
  1 
  - 
  - 
  - 
  - 
  - 
  8 
  4 
  3 
  3 
  2 
  - 
  - 
  - 
  - 
  - 
  9 
  4 
  4 
  3 
  2 
  1 
  - 
  - 
  - 
  - 
  10 
  4 
  4 
  3 
  3 
  2 
  - 
  - 
  - 
  - 
  11 
  5 
  4 
  4 
  3 
  2 
  1 
  - 
  - 
  - 
  12 
  5 
  4 
  4 
  3 
  3 
  2 
  - 
  - 
  - 
  13 
  5 
  5 
  4 
  4 
  3 
  2 
  1 
  - 
  - 
  14 
  5 
  5 
  4 
  4 
  3 
  3 
  2 
  - 
  - 
  15 
  5 
  5 
  5 
  4 
  4 
  3 
  2 
  - 
  - 
  16 
  6 
  5 
  5 
  4 
  4 
  3 
  3 
  1 
  - 
  17 
  6 
  5 
  5 
  5 
  4 
  4 
  3 
  2 
  - 
  18 
  6 
  6 
  5 
  5 
  4 
  4 
  3 
  2 
  1 
  19 
  6 
  6 
  5 
  5 
  5 
  4 
  4 
  3 
  2 
  20 
  6 
  6 
  6 
  5 
  5 
  4 
  4 
  3 
  2 
  21 
  6 
  6 
  6 
  5 
  5 
  5 
  4 
  3 
  3 
  22 
  7 
  6 
  6 
  6 
  5 
  5 
  4 
  4 
  3 
  23 
  7 
  6 
  6 
  6 
  5 
  5 
  5 
  4 
  3 
  24 
  7 
  7 
  6 
  6 
  6 
  5 
  5 
  4 
  4 
  25 
  7 
  7 
  6 
  6 
  6 
  5 
  5 
  4 
  4 
  26 
  7 
  7 
  7 
  6 
  6 
  6 
  5 
  5 
  4 
  27 
  7 
  7 
  7 
  6 
  6 
  6 
  5 
  5 
  4 
  Higher level spells require a minimum intelligence score in order to be 
  memorized, as shown in the following table: 
  TABLE 24: FANGSHI MINIMUM INTELLIGENCE FOR SPELL LEVEL 
  Spell Level 
  Minimum Intelligence 
  7 
  14 
  8 
  16 
  9 
  18 
  Spell Books 
  The fangshi will typically begin his adventuring career with a standard spell 
  book that contains the few first-level spells that his master (or magical college, 
  etc.) deemed suitable for his use. These books do not cost the fangshi anything. 
  Characters will never begin the game with a traveling spell book (which is 
  smaller and lighter, but less sturdy); they must pay to have it made, if desired.  
  The initial spell book will contain four spells. All beginning fangshi will have 
  the read fangshi magic spell in their book. In addition, they will have one spell 
  from each of the following categories, determined randomly: 
  TABLE 25: FANGSHI STARTING SPELLS 
  Die Roll 
  (d8) 
  Informational 
  Offensive/Defensive 
  Utility 
  1 
  Accounting 
  Breath Control 
  Affect Normal 
  Fires 
  2 
  Augury 
  Burning Hands 
  Enlarge 
  3 
  Detect Balance 
  Charm Person 
  Erase 
  4 
  Detect Magic 
  Endure Cold 
  Hold Portal 
  5 
  Write 
  Feather Fall 
  Precipitation 
  6 
  (reroll) 
  Grasping Arms 
  Remove Fear 
  7 
  (reroll) 
  Sleep 
  Resist Privation 
  8 
  (reroll) 
  Slow Poison 
  Run 
  
  Creating Characters - Character Classes 
  10 
  Once the fangshi begins to run short of pages in his spell book, or when he 
  desires to have a traveling spell book to bring with him while adventuring, he 
  must pay to have such a book constructed.  
  A standard spell book will cost 1,000 g.p. for the book itself and take 4-7 
  weeks to put together. Traveling spell books cost 500 g.p. and take 1-4 weeks 
  to construct. The rare inks required to transcribe spells in pages of either sort 
  of book will cost 100 g.p. per spell level, and the physical process of writing 
  them will take half a day per level of the spell being transcribed (with cantrips 
  treated as 1st level spells in this instance).  
  Note that different sub-classes of mage, including fangshi, cannot memorize 
  spells from one another’s spell books. Even if the spells have the same name 
  and effect, they are different in execution from one class to another.  
  Experience Point Bonus 
  Fangshi with an intelligence of 16 or higher get a 10% bonus to experience 
  points earned. 
  Alchemy 
  All fangshi begin the game with the alchemy secondary skill (see the 
  Adventures Dark and Deep™ Players Manual). As such, fangshi are able to 
  create pills and potions starting at 7th level, as long as they have the proper 
  formulae to follow. 
  Ability to Create Magic Items 
  At 7th level, the fangshi is able to inscribe fangshi scrolls and some types of 
  protection scrolls. At 12th level, the fangshi is able to create other sorts of 
  magical items, such as enchanted weapons, wands, rings, and the like. At 
  16th level, fangshi can create magic items which are able to retain a 
  permanent enchantment. See the ADVENTURES DARK AND DEEP™ Players Manual 
  for details. Unless otherwise specified, fangshi function as mages when it 
  comes to creating magic items.  
  Savant 
  Savants, as described in the ADVENTURES DARK AND DEEP™ Players Manual, 
  exist in a mythic China setting, but may only become proficient in dagger 
  (single or twin), dart, knife, rope dart, mandarin coin blade, mandarin duck 
  blade, iron fan, or staff; they may also use caltrops as weapons. They are 
  otherwise exactly as presented in the Players Manual. 
  Thief 
  Thieves, as described in the ADVENTURES DARK AND DEEP™ Players Manual, 
  exist in a mythic China setting, but can only become proficient in the following 
  weapons: blowgun, short bow, club, hand crossbow, light crossbow, dagger 
  (single and twin), dart, garrote, knife, mandarin coin blade, mandarin duck 
  blade, rope dart, sap, butterfly sword, curved sword (single and twin), straight 
  sword (single and twin).  
  Normally, thieves are not allowed to wear most types of heavier armor. 
  However, they are included in the above table to account for multi-classed 
  characters who are entitled to wear such armor and who might want to employ 
  their thief abilities. Armor will have the following modifications to thief skills: 
  TABLE 26: THIEF ABILITIES ARMOR ADJUSTMENTS 
  Armor Worn 
  Pick Pockets 
  Open Locks 
  Find/ Remove 
  Traps 
  Move Silently 
  Hide in 
  Shadows 
  Listen at Doors 
  Climb Walls 
  None 
  +5% 
  - 
  - 
  +10% 
  +5% 
  - 
  +10% 
  Leather cuirass/scale/lamellar 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  Brigandine or furs 
  -30% 
  -10% 
  -10% 
  -20% 
  -20% 
  -10% 
  -30% 
  Ring armor 
  -40% 
  -15% 
  -15% 
  -40% 
  -30% 
  -20% 
  -40% 
  Cord and plaque or cuirass 
  (lamellar) 
  -40% 
  -15% 
  -15% 
  -40% 
  -30% 
  -20% 
  -40% 
  Mirror armor 
  -45% 
  -15% 
  -15% 
  -55% 
  -45% 
  -25% 
  -75% 
  Steel scale/lamellar  
  -50% 
  -20% 
  -20% 
  -60% 
  -50% 
  -30% 
  -90% 
  Mountain pattern armor 
  -65% 
  -30% 
  -30% 
  -70% 
  -55% 
  -30% 
  -80% 
  Thief-Acrobat 
  Thief-acrobats, as described in the ADVENTURES DARK AND DEEP™ Players 
  Manual, exist in a mythic China setting. (It is suggested that the game master 
  apply the avoiding falling damage rules presented herein for monks, to 
  acrobats.)  
  Normally, thief-acrobats are not allowed to wear most types of heavier armor. 
  However, they are included in the above table to account for multi-classed 
  characters who are entitled to wear such armor and who might want to employ 
  their acrobatic abilities. Armor impacts the thief-acrobat’s abilities as follows:  
  TABLE 27: THIEF-ACROBAT ABILITIES ARMOR MODIFIERS 
  Armor Worn 
  Tightrope 
  Walking 
  Pole Vaulting 
  High 
  Jumping 
  Standing 
  Jump 
  Running 
  Jump 
  Tumbling 
  Attack 
  Tumbling 
  Evasion 
  None 
  +5% 
  +1’ 
  +1’ 
  +½’ 
  +1’ 
  - 
  +4% 
  Leather cuirass/scale/lamellar 
  ±0% 
  - 
  - 
  - 
  - 
  - 
  ±0% 
  Brigandine or furs 
  -10% 
  -1’ 
  -1’ 
  -½’ 
  -½’ 
  -2 
  -10% 
  Ring armor 
  -40% 
  -4’ 
  -4’ 
  -3’ 
  -5’ 
  -4 
  -30% 
  Cord and plaque or cuirass (lamellar) 
  -40% 
  -4’ 
  -4’ 
  -3’ 
  -5’ 
  -4 
  -30% 
  Mirror armor 
  -70% 
  -8’ 
  -8’ 
  -5’ 
  -10’ 
  -4 
  -60% 
  Steel scale/lamellar  
  -70% 
  -8’ 
  -8’ 
  -5’ 
  -10’ 
  -4 
  -60% 
  Mountain pattern armor 
  -90% 
  -12’ 
  -12’ 
  -7’ 
  -15’ 
  -6 
  -70% 
  
  ADVENTURES DARK AND DEEP™ - The Golden Scroll of Justice 
  11 
  Mountebank 
  Mountebanks, as described in the ADVENTURES DARK AND DEEP™ Players 
  Manual, exist in a mythic China setting. Armor impacts the mountebank’s 
  performing and prestidigitation skills as follows: 
  TABLE 28: PERFORMING AND PRESTIDIGITATION ARMOR ADJUSTMENTS 
  Armor Type 
  Pick 
  Pockets 
  Sleight 
  of Hand 
  Juggling 
  Knife 
  Throwing 
  None 
  +5% 
  +5% 
  - 
  - 
  Leather cuirass/scale/ 
  lamellar 
  - 
  - 
  - 
  - 
  Brigandine or furs 
  -30% 
  -30% 
  -5% 
  - 
  Ring armor 
  -50% 
  -40% 
  -10% 
  -1, ±0 
  Cord and plaque or 
  cuirass (lamellar) 
  -50% 
  -60% 
  -20% 
  -3, -2 
  Mirror armor 
  -45% 
  -70% 
  -30% 
  -4, -3 
  Steel scale/lamellar  
  -40% 
  -50% 
  -15% 
  -2, -1 
  Mountain pattern armor 
  -65% 
  -80% 
  -40% 
  -5, -4 
  Alignment 
  Character alignment works in a mythic China setting as described in the core 
  Adventures Dark and Deep™ rules, unless the game master chooses to use the 
  philosophy optional rule; see below. 
  Philosophy (Optional Rule) 
  In a mythic China setting, there are four chief philosophies: 
  •
  Wayism seeks to recuse oneself from society
  •
  Traditionalism seeks to bolster the traditions and mores of society as the
  highest form of morality
  •
  Legalism places the needs of the State above all
  •
  Anti-traditionalism claims that morality lies not in blindly supporting the
  past, but in replacing it with more rational and simpler forms of political,
  social, and artistic expression
  In some campaigns based on a mythic China type setting, the game master 
  may, at his discretion, decide that philosophy plays a much greater role in 
  society than it might otherwise.  
  As such, the game master may choose to replace the standard alignment 
  system with one based on the four philosophies. As such, the more granular 
  definitions possible in the nine-alignment system are lost, but adherents of the 
  various philosophies are given more latitude with which to express them. If this 
  alternate system is used, all of the spells normally used to detect alignment 
  (detect evil, etc.) will instead detect the appropriate philosophy. 
  For monsters listed here and in the ADVENTURES DARK AND DEEP™ Bestiary, use 
  the following guideline to convert alignment to philosophy (the game master 
  may, of course, alter these guidelines in specific cases as he sees fit): 
  Lawful good 
   
  Traditionalism or Legalism 
  Neutral good 
   
  Traditionalism 
  Chaotic good 
   
  Traditionalism or Wayism 
  Chaotic neutral 
   
  Wayism 
  Chaotic evil 
   
  Wayism or Anti-traditionalism 
  Neutral evil 
   
  Anti-traditionalism 
  Lawful evil 
   
  Anti-traditionalism or Legalism 
  Lawful neutral 
   
  Legalism 
  Neutral 
   
  Any (favoring Wayism) 
  It should be noted that, if characters or monsters originating from a more 
  traditional setting find their way to a mythic China setting, they will still retain 
  their traditional alignment, unless they spend the required experience points to 
  gain a level in the philosophy secondary skill, with a specialty in the 
  appropriate philosophy (see below). 
  Secondary Skills 
  All of the specific skills listed in the ADVENTURES DARK AND DEEP™ Players 
  Manual are available in a mythic China setting. However, characters in a 
  mythic China setting have access to new skills, which their more European-
  based counterparts do not (although the game master may, at his discretion, 
  bring any of these skills into any campaign setting).  
  Mechanically, secondary skills work exactly the same as in the ADVENTURES 
  DARK AND DEEP ™ Players Manual. The base experience point (x.p.) cost of a 
  secondary skill sometimes is dependent on the attributes the character 
  possesses (strength, intelligence, etc.). If an attribute is listed, then the character 
  can pay that price if the attribute is the highest he possesses (or is tied for 
  highest). For example, a character with STR 15, INT 11, WIS 18, DEX 12, 
  CON 15, CHA 15 would pay 5,000 x.p. for astrology, but a character with 
  STR 15, INT 18, WIS 18, DEX 12, Cond 15, CHA 15 would pay only 3,000 
  x.p. 
  Acupuncture 
  Base X.P. Cost: 3,500 (all) 
  Make Skill Checks Against: intelligence or dexterity 
  Specialties: n/a 
  Acupuncture is a form of non-magical healing that enables the practitioner to 
  ease pain, hasten natural healing, and even cure diseases. When used in 
  conjunction with magical healing, it can be especially efficacious. 
  TABLE 29: EXTENT OF HEALING FROM ACCUPUNCTURE 
  Skill Level 
  Successful Skill Check Allows… 
  1 
  Heal 2 h.p. per day naturally rather than 1, remove light-
  moderate pain 
  2 
  All cure wounds spells reroll 1’s and 2’s on healing dice 
  3 
  Cure non-magical disease in 1d3 days 
  Use of the acupuncture skill takes 10 minutes and requires access to the target’s 
  body. The target must be resting, non-resisting, and unarmored. A failed skill 
  check means the acupuncturist cannot try the same effect on the same person 
  until the following day. Use of acupuncture does require acupuncture needles; 
  attempting to use the skill without such will incur a +2 penalty to the required 
  skill check.  
  Armor-Making 
  Base X.P. Cost: 3,000 (all) 
  Make Skill Checks Against: strength 
  Specialties: n/a 
  Armor-making works the same way in a mythic China setting as it does in a 
  more Eurocentric one. Details for types of armor specific to a mythic China 
  setting follow. The minimum skill level required for specific types of armor is: 
  Level 1: Cuirass (lamellar), cord and plaque armor 
  Level 2: Mirror armor 
  Level 3: Mountain pattern armor 
  
  Creating Characters - Secondary Skills 
  12 
  And the time required to create a particular type of armor is as follows: 
  TABLE 30: TIME REQUIRED TO CREATE ARMOR 
  Armor Type 
  Base 
  Armor 
  Class 
  Time to 
  Create 
  Leather 
  Worker 
  Needed? 
  Cord and plaque 
  6 
  3 days 
  Yes 
  Cuirass (lamellar) 
  6 
  10 days 
  Yes 
  Mirror armor 
  5 
  60 days 
  No 
  Mountain pattern armor 
  4 
  90 days 
  No 
  Astrology 
  Base X.P. Cost: 3,000 (intelligence), 5,000 (all others) 
  Make Skill Checks Against: intelligence 
  Specialties: n/a 
  While many cultures outside of mythic China have knowledge of astrology, it 
  is here that the art is taken to its ultimate extreme. The astrologer is tasked with 
  foretelling future events, or determining auspicious (or inauspicious) times to 
  undertake actions or begin new projects, and so forth. 
  Astrology is accomplished through the study of the Celestial Offices, as 
  heavenly bodies move through the houses of the zodiac, and analogues for 
  earthly events are determined. Various complex calculations involving relevant 
  phenomena and other influences are made to determine the final outcome. It 
  is an exacting science, and even an experienced astrologer can make a minor, 
  subtle, error that will invalidate or taint the entire astrological chart. 
  It takes 1d8 hours to create an astrological chart, minus one hour for every 
  level of the astrologer (minimum one hour). At higher skill levels, astrologers 
  can cast charts with broader scope: 
  Level 1: Can cast an astrological chart for one person, including himself, 
  as long as his date and place of birth is known. Effects apply only to that 
  particular individual. 
  Level 2: Can cast an astrological chart for a particular quest, mission, 
  journey, or other specific endeavor. Effects apply to all those principally 
  involved in the endeavor (usually this means all the PCs).  
  Level 3: Can cast an astrological chart for a nation. (The GM should 
  determine the specific effects, as it is not the case that everyone in a 
  kingdom should have a penalty “to hit”!) 
  The game master should make the skill check in secret. A successful skill check 
  means that the astrologer has determined the relevant influences of the stars 
  and zodiac: 
  TABLE 31: ASTROLOGICAL CHART EFFECTS 
  Die Roll 
  (d%) 
  Effect 
  01-05 
  The stars are very unfavorable. All the effects of unfavorable 
  stars (below), plus the game master should invent at least one 
  unlikely and unfavorable event, such as running into an old 
  enemy, having an ally make some huge mistake, or some other 
  unpleasant (but not ludicrously so) coincidence. 
  06-15 
  The stars are unfavorable. -3 penalty to all “to hit” rolls, 
  saving throws, and morale rolls, -1 penalty to all surprise 
  rolls, and -15% to all reaction rolls. 
  16-30 
  The stars are somewhat unfavorable. -2 penalty to all “to hit” 
  rolls, saving throws, and morale rolls, and -10% to all 
  reaction rolls. 
  31-50 
  The stars are slightly against. -1 penalty to all “to hit” rolls, 
  saving throws, and morale rolls, and -5% to all reaction rolls. 
  Die Roll 
  (d%) 
  Effect 
  51-70 
  The stars are slightly in favor. +1 bonus to all “to hit” rolls, 
  saving throws, and morale rolls, and +5% to all reaction 
  rolls. 
  71-85 
  The stars are somewhat favorable. +2 bonus to all “to hit” 
  rolls, saving throws, and morale rolls, and +10% to all 
  reaction rolls. 
  86-95 
  The stars are favorable. +3 bonus to all “to hit” rolls, saving 
  throws, and morale rolls, +1 bonus to all surprise rolls, and 
  +15% to all reaction rolls. 
  96-99 
  The stars are very favorable. All the effects of favorable stars, 
  plus the game master should invent at least one favorable but 
  unlikely event, such as running into an old ally, having an 
  enemy make some huge mistake, or some other fortuitous (but 
  not ludicrously so) coincidence. 
  00 
  Special event is predicted (see below, do not roll duration) 
  The length of time for which the astrological effect will last is determined 
  randomly: 
  TABLE 32: DURATION OF ASTROLOGICAL EFFECTS 
  Die Roll 
  (d4) 
  Duration 
  1-3 
  Two wandering stars are in alignment or opposition; 1d3 days 
  4 
  A wandering star is transiting a Celestial Office; 2d4 days 
  A new astrological chart may be cast, requiring a new skill check, to predict 
  events after those of the original forecast.  
  A failed skill check means the astrologer has failed to perform his calculations 
  correctly, or missed some subtle influence on the outcome. He will believe the 
  following to be true: 
  TABLE 33: FAILED ASTROLOGICAL CHART EFFECTS 
  Die Roll 
  (d%) 
  Effect 
  01-10 
  Astrologer gets it completely wrong, believes the exact 
  opposite effect has been indicated (so if stars are actually 
  favorable, he will think them unfavorable, etc.). 
  11-40 
  Astrologer gets it a little wrong, believes the effect is one row 
  above (50%) or below (50%) the actual effect (so if stars are 
  favorable, he thinks they’re either somewhat or very 
  favorable). 
  41-65 
  Astrologer gets the duration wrong; re-roll for actual duration. 
  66-00 
  Astrologer does not know how to interpret the chart he has 
  created. No effect, must wait 1d3 days before trying again. 
  Note that the astrologer is not creating these effects, and they are not magical. 
  He is merely becoming aware of cosmic forces that would have brought about 
  these effects anyway, and they are expressed in terms of game mechanics. On 
  the whole, these effects will tend to even out over time, so they are not usually 
  noticed unless attention has been called to them through the creation of an 
  astrological chart. 
  If the astrological chart indicates that a special event is predicted, roll on the 
  following chart to determine the specifics: 
  TABLE 34: ASTROLOGICAL CHART SPECIAL EVENTS 
  Die Roll (d%) 
  Subject of Horoscope… 
  01-05 
  …will be victorious against a great enemy.
  06-10 
  …will gain a great treasure, but lose it before he can
  enjoy his reward. 
  11-15 
  …will gain rank and/or a position of importance.
  
  ADVENTURES DARK AND DEEP™ - The Golden Scroll of Justice 
  13 
  Die Roll (d%) 
  Subject of Horoscope… 
  16-25 
  …will gain rank and/or a position of importance, but
  evil schemers will cast him down. 
  26-35 
  …will be defeated by a great enemy.
  36-45 
  …will gain a great treasure which will bring ill fortune to
  him. 
  46-60 
  …will be spared some awful fate at the last minute by
  benevolent spirits. 
  61-75 
  …will encounter misfortune thanks to some action by a
  member of his family. 
  76-85 
  …will encounter a stranger who will bring good fortune,
  though it will not be apparent at first. 
  86-90 
  …will undertake a bold and heroic action which will
  bring great favor with the powerful. 
  91-95 
  …will encounter a stranger who will bring ill fortune.
  96-00 
  …will be attacked when he least expects it by an enemy
  he didn’t know was a threat. 
  It is not possible to pin down the exact time such a special event will occur; it 
  is simply “in your future”. The Game Master should arrange things so that the 
  event will come about, or at least provide the environment in which it could 
  occur. Some things are not always definitively set, even if the astrologer is 
  successful in casting the horoscope. If the astrologer has failed his skill roll, the 
  GM should re-roll the special event and report that to the PCs, recording the 
  actual event as well. 
  Etiquette 
  Base X.P. Cost: 1,500 (all) 
  Make Skill Checks Against: intelligence or dexterity 
  Specialties: courtly, tea culture 
  The etiquette skill allows the practitioner to understand and practice the 
  sometimes very complex set of social mores and rituals that make up everyday 
  life in mythic China.  
  The etiquette skill can be chosen as it is, or with the courtly etiquette or tea 
  culture etiquette specialties. Those who do not choose either specialty will have 
  a -2 penalty on skill checks when attempting to use their etiquette skills in those 
  very special circumstances. Specifically, the tea culture etiquette specialty 
  allows the practitioner to correctly navigate the Imperial Tea Ceremony, which 
  can be used in a number of circumstances, including as a means of showing 
  respect, apologizing, demonstrating loyalty, and expressing gratitude. Each 
  use has slightly different nuances that must be mastered in order to be properly 
  utilized.  
  Note that this skill replaces the “Courtly Graces” skill described in the 
  ADVENTURES DARK AND DEEP™ Players Manual. 
  Feng Shui 
  Base X.P. Cost: 2,500 (all) 
  Make Skill Checks Against: intelligence 
  Specialties: n/a 
  Feng shui is the art of aligning material objects so they are in harmony with 
  one another and the fundamental forces of the universe. In practical terms, the 
  art is often used in conjunction with the construction skill (as described in the 
  ADVENTURES DARK AND DEEP™ Players Manual). It can range from fine-tuning a 
  catapult’s placement on a fortification, to designing a castle so the gates and 
  buildings are properly aligned, to placement of tokens and sigils within a 
  finished building. The feng shui practitioner need not be the same person as 
  the one using the construction skill; they can simply be working together.  
  Application of feng shui requires a skill check, which should be kept secret by 
  the game master. A failed skill check may have bad consequences for the 
  project to which it is being applied. The specific effects depend on the 
  construction specialty which is being used: 
  TABLE 35: FENG SHUI EFFECTS ON CONSTRUCTION 
  Construction 
  Specialty 
  Feng Shui Skill Roll… 
  …is Successful
  …Fails by 4 or More
  Artillery 
  +2 bonus “to hit” 
  -2 penalty “to hit” 
  Engineering/ 
  Architecture 
  All saving throws made 
  within the completed 
  structure have a +1 bonus. 
  All saving throws made 
  within the completed 
  structure have a -1 penalty. 
  Carpentry/ 
  Masonry 
  Damage to the structure is 
  made at only 90% of 
  normal, so that if 10 
  points of damage are 
  inflicted on a building, it 
  will only receive 9. 
  Damage to the structure is 
  made at 110% of normal, 
  so that if 20 points of 
  damage are inflicted on a 
  wooden palisade, it will 
  receive 22. 
  Mining 
  Mines are dug at an extra 
  one foot per 8 hour shift, 
  finished mines produce at 
  110% efficiency. 
  Mines are dug one foot 
  slower per 8 hour shift, 
  finished mines produce at 
  90% efficiency.  
  A feng shui practitioner can also determine if previous feng shui has been done 
  improperly with a successful skill check, but of course there’s no way to tell if 
  that evaluation is, itself, correct until the work is completed (the roll is again 
  hidden by the GM). If it is determined that a feng shui recommendation has, 
  in fact, failed, the remedy depends on the nature of the work. Buildings 
  designed with faulty feng shui might need to be razed to the ground, while a 
  misplaced catapult may simply be moved. 
  
  Creating Characters - Secondary Skills 
  14 
  Generalship 
  Base X.P. Cost: 5,000 (intelligence or charisma), 8,000 (all others) 
  Make Skill Checks Against: intelligence or charisma 
  Specialties: logistics, tactics, siege warfare 
  Generalship works the same way in a mythic China setting as it does in a more 
  Eurocentric one, but characters with the philosophy (Anti-traditionalism 
  specialty) skill get a +1 bonus to all generalship skill checks for each level of 
  philosophy (Anti-traditionalism specialty) they possess. 
  Horsemanship 
  Base X.P. Cost: 3,000 (all) 
  Make Skill Checks Against: wisdom 
  Specialties: n/a 
  In a mythic China setting, the horsemanship secondary skill works much as it 
  does in a more Eurocentric one, but should work as described under the 
  barbarian class (p. 6) rather than the cavalier. There are some minor, but 
  important, differences between the two.  
  Philosophy 
  Base X.P. Cost: 3,000 (wisdom), 6,000 (all others) 
  Make Skill Checks Against: wisdom 
  Specialties: Wayism, Traditionalism, Legalism, Anti-traditionalism 
  The philosophy skill allows the practitioner not only to create works of 
  philosophical interest, but also to contemplate puzzles which are philosophical 
  in nature, and to engage in debate with philosophers of other (or even the 
  same) traditions. Such debates are sometimes staged as entertainments in 
  courts, and levels in Traditionalist philosophy will grant bonuses to those 
  seeking to take the scholarly exams which are a pre-requisite for service in the 
  imperial bureaucracy.  
  When debating with another character with the philosophy secondary skill, 
  each character takes turns making skill checks; the character initiating the 
  contest goes first. When one character fails his skill check and the other 
  succeeds in his, the character who succeeded last wins the debate. If neither 
  participant wins after each has rolled 5 times, the debate is adjudged to be a 
  draw.  
  Example: Chen (WIS 16) has one level of Traditionalist philosophy, and Wang 
  (WIS 14) has two levels in Wayist philosophy. Wang politely challenges Chen 
  to a philosophical debate and rolls first. Wang rolls a 10, indicating he 
  successfully makes a philosophical point. Chen then rolls a 2, countering the 
  argument handily. Wang rolls a 9, again making a successful argument. Chen 
  then rolls a 17. The GM subtracts 2 from the roll because of Chen’s skill level, 
  and he is barely successful. Wang rolls a 20, and even though 4 points are 
  subtracted, he still fails his roll and makes an obviously poor argument. Chen 
  rolls a 12, taking advantage of Wang’s misstep and winning the debate.  
  In a mythic China setting, there are four chief philosophies. Wayism seeks to 
  recuse oneself from society, and corresponds to chaos in the alignment table. 
  Traditionalism seeks to bolster the traditions and mores of society as the highest 
  form of morality, and corresponds to good in the alignment system. Legalism 
  places the needs of the State above all, and corresponds with law. Anti-
  traditionalism claims that morality lies not in blindly supporting the past, but in 
  replacing it with more rational and simpler forms of political, social, and artistic 
  expression. It corresponds to evil. There is no requirement that those taking skill 
  levels in a particular philosophical school must have the corresponding 
  alignment, but those who do not will get a -1 penalty to all skill checks.  
  All characters taking philosophy as a secondary skill must choose a specialty. 
  Qigong 
  Base X.P. Cost: 5,000 (wisdom), 8,500 (all others) 
  Make Skill Checks Against: wisdom 
  Specialties: combat, enlightenment, healing 
  Qigong is the art of cultivating the life energy that exists naturally within all 
  living things. It is not, strictly speaking, a magical practice in the sense that the 
  arts of the wu or fangshi are, and can be used by characters of all classes and 
  races. In particular, it can be used in conjunction with certain kung fu styles to 
  produce seemingly miraculous results.  
  When taking a skill level in qigong, one must choose one of the three 
  specialties. Much like kung fu skills, finding someone willing and able to teach 
  a qigong skill, especially at the higher levels, can be difficult. The abilities the 
  qigong skill confers depends on the character’s skill level in the specialty 
  chosen: 
  Combat 
  Most combat qigong skills are considered kung fu attacks for purposes of 
  combining different effects (see kung fu mastery for more details). 
  TABLE 36: QIGONG COMBAT SKILLS 
  Skill 
  Level 
  No Skill Check  
  Needed for… 
  Skill Check  
  Needed for… 
  1 
  Daily exercises. If the 
  character is able to spend 30 
  minutes at the beginning of 
  the day in special exercises, 
  he will get a +1 bonus “to hit” 
  and damage with all melee 
  weapons, for that day only. 
  Lead exercises. If, during his 
  daily exercises, others are 
  following along, a successful 
  skill check means they all 
  receive a +1 bonus to 
  damage with melee weapons, 
  for that day (up to a a 
  maximum of 3 creatures per 
  skill level of the practitioner). 
  2 
  Iron shirt. +1 bonus to armor 
  class. 
  Enrage opponent. Once per 
  day per skill level, practitioner 
  can disrupt an enemy’s 
  emotions so he becomes 
  enraged, and receives a -2 
  penalty “to hit”. Range is 10’ 
  per skill level. 
  3 
  Balance. Practitioner gets a 
  special dexterity check to 
  avoid being knocked prone, 
  and a +2 bonus “to hit” on all 
  grappling attacks. 
  Disturb qi flow. If the 
  practitioner makes a 
  successful pummeling attack 
  against a foe, the target not 
  only will take normal damage 
  with a +2 bonus, but will also 
  lose hit points on the following 
  two rounds equal to the 
  amount of damage inflicted 
  minus 2, and then minus 4. 
  Example: Li makes a 
  successful pummeling attack 
  and does 6 points of damage. 
  On the following round, the 
  victim will automatically take 
  4 more points of damage, 
  and on the next round, 2 
  additional points.  
  
  ADVENTURES DARK AND DEEP™ - The Golden Scroll of Justice 
  15 
  Enlightenment 
  TABLE 37: QIGONG ENLIGHTENMENT SKILLS 
  Skill 
  Level 
  No Skill Check  
  Needed for… 
  Skill Check  
  Needed for… 
  1 
  Daily exercises. If the 
  character is able to spend 30 
  minutes at the beginning of 
  the day in special exercises, 
  he will get a +1 bonus to 
  wisdom and +1 to all saving 
  throws vs. mind-affecting 
  magic, for that day only. 
  Lead exercises. If, during his 
  daily exercises, others are 
  following along, a successful 
  skill check means they all 
  receive a +1 bonus to all 
  wisdom checks and saving 
  throws vs. mind-affecting 
  magic, for that day (up to a 
  maximum 3 creatures per skill 
  level of the practitioner). 
  2 
  Awareness. +2 bonus to all 
  surprise rolls, 10% bonus 
  avoiding gaze attacks. 
  Sense qi. Practitioner can 
  detect life, detect invisibility 
  (living creatures only), and 
  detect chaos, as per the spell 
  descriptions. Range is 10’ per 
  skill level, duration is one 
  minute per skill level. 
  3 
  Soul mastery. Immune to 
  possession, hypnosis, mind 
  control, charm, and similar 
  magic. 
  Inner alchemy. When brought 
  to negative h.p., even past  
  -10 (which would normally 
  indicate death), practitioner 
  can place himself into 
  suspended animation for 1 
  day per skill level, during 
  which time no further hit 
  points are lost due to 
  bleeding, and the body looks 
  to all appearances as if it 
  were dead. When he 
  awakens, the practitioner will 
  be restored to full hit points. 
  Healing 
  TABLE 38: QIGONG HEALING SKILLS 
  Skill 
  Level 
  No Skill Check  
  Needed for… 
  Skill Check  
  Needed for… 
  1 
  Daily exercises. If the 
  character is able to spend 30 
  minutes at the beginning of 
  the day in special exercises, 
  he will receive a bonus of 1d3 
  hit points for that day only. 
  Lead exercises. If, during his 
  daily exercises, others are 
  following along, a successful 
  skill check means he gets his 
  1d3 bonus hit points, and the 
  others all receive 1 extra hit 
  point that day (up to a 
  maximum 3 creatures per skill 
  level of the practitioner). 
  2 
  Strong qi. Automatic +2 
  bonus to all saving throws vs. 
  poison and disease, and 
  automatically make system 
  shock / resurrection survival 
  rolls (maximum number of 
  resurrections still applies). 
  Energy medicine. Once per 
  day per skill level, the 
  practitioner can heal 1d8 
  h.p., either on himself or
  someone else. 
  3 
  Meridian mastery. Immune to 
  all diseases, and get an extra 
  saving throw vs. magic on all 
  attacks that would normally 
  drain levels. 
  Balance qi. Once per day per 
  skill level, the practitioner can 
  cure disease (as per the spell) 
  or cure blindness.  
  Note that if a character has skill levels in more than one specialty, performing 
  the daily exercises will grant the benefits of all. The character need not choose. 
  The same goes for leading exercises, but if two different people lead exercises 
  in two different specialties, they cannot be conducted simultaneously in order 
  to receive the benefits of both, but could be done sequentially, requiring a 
  separate skill check for each. 
  See also: qi mastery kung fu skill (p. 32). 
  Languages 
  Most intelligent creatures will have their own languages, and humans are no 
  exception. Many regions within a mythic China setting will have their own 
  languages and dialects, many of which are unintelligible even to those who 
  speak related languages. There is, however, a common standardized 
  language, known as the Imperial tongue, which is broadly known. It is used 
  for trade, official documents, and the like, and most people will have at least 
  a smattering thereof.  
  Social Class 
  Most societies are structured according to some sort of social strata, whether 
  this is enforced by law or custom, or is simply a de facto condition. The truly 
  classless society, while a staple of utopian idealists, is not a realistic model. In 
  ADVENTURES DARK AND DEEP™, loosely based as it is on the model of Medieval 
  and Renaissance Europe, characters are thus given a social class. The exact 
  impact of this class of origin will depend on the campaign; your game master 
  may choose to emphasize it or ignore it, as he sees fit.  
  As a rule, the social class of the character should be based on his level and 
  character class, as shown below. However, the game master may tell you that 
  social class should be settled by a die roll, or that the players may choose their 
  character’s social class (within reason), or may even have their class assigned 
  by the game master. Naturally, the percentage chances for social class given 
  below should not be assumed to apply equally to every person in the campaign 
  setting, but rather only to the extraordinary group who style themselves as 
  adventurers.  
  TABLE 39: SOCIAL CLASS 
  Die Roll 
  (d%) 
  Social Class 
  Historical and In-Game Examples 
  01-04 
  Lower 
  Class 
  Lower rung 
  Freemen, peasantry, beggars, low-
  level thieves 
  05-10 
  Middle rung 
  Laborers, shepherds, performers, 
  barbarians, low-level wu, soldiers 
  11-20 
  Upper rung 
  Tradesmen, fences, high-level 
  thieves, low level fighters, mid-level 
  wu 
  21-35 
  Middle 
  Class 
  Lower rung 
  Artisans, craftsmen, minor 
  merchants, high-level wu 
  36-55 
  Middle rung 
  Small landholders, merchants, 
  petty nobility, low-level fangshi 
  56-87 
  Upper rung 
  Rich merchants, high officers, high-
  level fighters, mid-level fangshi 
  88-96 
  Upper 
  Class 
  Lower rung 
  High-level fangshi 
  97-99 
  Middle rung 
  Nobility 
  00 
  Upper rung 
  Royalty, great nobility 
  Note that social class will have an impact on character class. As a general 
  rule, a character of a given occupation must be of a social class no more than 
  one lower than the minimum indicated for that class. For example, a character 
  starting off as a fangshi must be of at least the lower-middle class, one rung 
  below the standard. In return, he could not normally hope to advance in social 
  standing beyond the lower-upper class.  
  
  Creating Characters - Family 
  16 
  The game master will provide details of the position of non-human races in the 
  campaign. Such things are all relative to the campaign setting.  
  Monthly Expenses 
  One’s social class will dictate the minimum monthly expenses associated with 
  such a lifestyle. Note that this is simply a minimum, covering basic living 
  expenses (including lodging, food and drink, entertainment, new clothing, 
  etc.); the game master should deduct the amount automatically from players’ 
  pockets. Other considerations may increase the monthly living expenses 
  dramatically: high-level mages maintaining laboratories and conducting 
  experiments, characters who have hired henchmen or hirelings, strongholds, 
  etc. 
  TABLE 40: MONTHLY EXPENSES 
  Social Class 
  Minimum Monthly Living Expenses 
  Poor 
  Good 
  Fine 
  Lower class, lower 
  1 s.p. 
  2 s.p. 
  1 g.p. 
  Lower class, middle 
  1 g.p. 
  2 g.p. 
  5 g.p. 
  Lower class, upper 
  2 g.p. 
  5 g.p. 
  10 g.p. 
  Middle class, lower 
  10 g.p. 
  25 g.p. 
  50 g.p. 
  Middle class, 
  middle 
  25 g.p. 
  100 g.p. 
  125 g.p. 
  Middle class, upper 
  100 g.p. 
  250 g.p. 
  500 g.p. 
  Upper class, lower 
  250 g.p. 
  500 g.p. 
  1,250 g.p. 
  Upper class, middle 
  500 g.p. 
  1,000 g.p. 
  2,500 g.p. 
  Upper class, upper 
  1,000 g.p. 
  2,000 g.p. 
  5,000 g.p. 
  If a character is unable to spend the minimum for poor living according to his 
  class due to lack of funds, roll 1d12. On a roll of 1, the character will go down 
  one social class rank in the eyes of those around him. Resuming the required 
  spending amount will raise the social class one rank on a similar roll of 1 on 
  1d12. If a character spends enough for fine living in a higher social rank for 
  three consecutive months, begin checking monthly (again, a 1 in 12 chance) 
  to see if the character has raised himself to the next-higher social class. (Of 
  course, there will always be those who look down their noses at the nouveau 
  riche no matter how well they live.) Humans who are not eunuchs may only 
  rise two levels from their original social class, no matter how much they spend. 
  Literacy 
  While mythic China is more literate than its European counterparts of the same 
  era, universal literacy is not a given. The chance that a given character will be 
  literate depends on both his class (including sub-classes) and social class: 
  TABLE 41: LITERACY 
  Social Class 
  Wu / 
  Mystic 
  Fighter 
  Monk 
  Fangshi 
  Thief 
  Lower class, lower 
  17% 
  9% 
  19% 
  100% 
  14% 
  Lower class, middle 
  23% 
  15% 
  25% 
  100% 
  20% 
  Lower class, upper 
  29% 
  21% 
  31% 
  100% 
  26% 
  Middle class, lower 
  64% 
  56% 
  66% 
  100% 
  61% 
  Middle class, middle 
  73% 
  65% 
  75% 
  100% 
  70% 
  Middle class, upper 
  82% 
  74% 
  84% 
  100% 
  79% 
  Upper class, lower 
  94% 
  86% 
  96% 
  100% 
  91% 
  Upper class, middle 
  98% 
  98% 
  98% 
  100% 
  98% 
  Upper class, upper 
  100% 
  100% 
  100% 
  100% 
  100% 
  Any character who is illiterate cannot read a magic scroll. Barbarians are 
  always illiterate when they begin their careers. If they wish to become literate, 
  they can do so in twice the time of other classes. Thieves who are illiterate can 
  still use their read languages ability to decipher maps, and (with a -25% 
  penalty) can read other writings.  
  An illiterate character can become literate with six months of study, minus 1 
  week per point of intelligence.  
  Naturally, if the game master wishes it, all player characters can be assumed 
  to be literate.  
  Family 
  Factors such as birth order, parents’ marital status, and the like are calculated 
  as listed in the ADVENTURES DARK AND DEEP™ Players Manual. The following 
  family trait modifiers apply in a mythic China setting (social class modifiers still 
  apply as listed in the Players Manual): 
  TABLE 42: FAMILY TRAIT MODIFIERS 
  Race 
  Martial Status 
  Modifier 
  Birth Order 
  Modifier 
  Human, eunuch 
  -10 
  ±0 
  Shanxiao (monkey-man) 
  +10 
  +10 
  Gouren (dog-man) 
  -10 
  +10 
  Naming the Character 
  Names in mythic China follow certain rules, which are more or less universal, 
  except in territories on the fringes of civilization. Family names come first, and 
  personal names second. Also, names typically consist of three syllables: one 
  syllable for the family name, and two for the personal name (female names 
  are much more likely to duplicate the same syllable twice). There are 
  exceptions, and some personal names have one or three syllables, but such 
  are less than 10% of the total names found in mythic China. It is possible, of 
  course, for certain districts to have traditional naming conventions that differ 
  from the norm. It is considered ill-mannered to name a child after some famous 
  figure or relative who is still living.  
  It is not uncommon for a family to have a “name poem”, which plans out the 
  first syllables of the personal names of each generation. Typically these are 
  only set forth for the male children in each generation, but some families 
  include both male and female names in their poems. Thus, each sibling and 
  cousin in a certain generation would share the same first syllable, which also 
  has a specific meaning, whence the poem itself is composed. 
  Family Names 
  Chang, Chao, Chen, Cheng, Chia, Chiang, Chiao, Chien, Chin, Chiu, Chou, 
  Chu, Chung, Fan, Fang, Feng, Fu, Han, Hao, He, Hou, Hsia, Hsiao, Hsieh, 
  Hsiung, Hsu, Hsueh, Hu, Huang, I, Jen, Kang, Kao, King, Ku, Kung, Kuo, Lai, 
  Lei, Li, Liang, Liao, Lin, Liu, Lo, Lu, Lung, Ma, Mao, Meng, Pai, Pan, Peng, 
  Shao, Shen, Shih, Su, Sun, Sung, Tai, Tan, Tang, Teng, Tien, Ting, Tsai, Tsao, 
  Tseng, Tsou, Tsui, Tu, Tuan, Tung, Wan, Wang, Wei, Wen, Wu, Yang, Yao, 
  Yeh, Yen, Yin, Yu, Yuan 
  Male Personal Name Elements 
  Ai, An, Ang, Bai, Bang, Bing, Bo, Chan, Chang, Chao, Chen, Cheng, 
  Cheung, Chi, Chong, Chu, Chuan, Chung, Da, Dai, Dan, De, Ding, Dong, 
  Du, Fa, Fai, Fan, Fang, Fei, Feng, Fu, Fuk, Gan, Gang, Ge, Gen, Gi, Guang, 
  Gui, Guo, Hai, Hao, He, Heng, Ho, Hong, Hop, Hu, Hua, Huan, Huang, Hui, 
  Hung, Huo, Jaw, Jian, Jiang, Jie, Jin, Jing, Jun, Jung, Kang, Keung, Ko, Kong, 
  Kun, Lai, Lei, Li, Liang, Lin, Ling, Liu, Lok, Long, Lun, Man, Min, Ming, Nian, 
  Ning, On, Park, Pei, Peng, Ping, Pu, Qi, Qian, Qiang, Qin, Qing, Qiu, Quan, 
  Quon, Ren, Rong, Ru, Rui, Shao, Sai, Shan, Shang, Shen, Sheng, Shi, Shing, 
  Shoi, Shou, Shu, Si, Sing, Siu, Sueh, Sying, Tao, Teng, Tin, Ting, Tsun, Tun, 
  Tung, Wang, Wei, Wen, Wing, Wu, Xiang, Xiao, Xin, Xing, Xiu, Xu, Xue, 
  
  ADVENTURES DARK AND DEEP™ - The Golden Scroll of Justice 
  17 
  Yan, Yang, Yao, Ye, Yen, Yi, Yong, You, Yu, Yuan, Yun, Ze, Zei, Zhe, Zhen, 
  Zheng, Zhi, Zhong, Zi, Zian, Zu 
  Female Personal Name Elements 
  Ah, Ai, An, Ang, Bi, Bik, Bo, Chang, Chao, Chen, Ching, Chou, Chow, Chu, 
  Chun, Chou, Cui, Cy, Da, Dai, Dan, Dong, Eu, Fang, Far, Fei, Fen, Feng, Fun, 
  Fung, Guan, Guang, Hai, Hui, Ho, Hong, Hu, Hua, Huan, Hui, Hwa, Hwei, 
  Jia, Jian, Jiao, Jie, Jing, Ju, Juan, Jun, Kuai, Kue, Kum, Kwai, Kwong, Lam, Lan, 
  Lang, Lee, Li, Lian, Lien, Lin, Ling, Liu, Lu, Man, Mei, Ming, Mu, Ning, Niu, 
  Nuo, Nu, Pei, Ping, Qian, Qiao, Qin, Qing, Qiu, Rong, Rou, Ru, Rui, Ruo, 
  Shao, Sheng, Sheu, Shi, Shu, Shun, Song, Su, Sya, Te, Tai, Tan, Tao, Ting, 
  Tong, Tu, U, Wa, Wei, Wen, Weng, Win, Xi, Xia, Xiang, Xiao, Xing, Xiu, 
  Xue, Ya, Yan, Yang, Yet, Yi, Yin, Ying, Yow, Yu, Yue, Yuet, Yuk, Yun, Zhai, 
  Zhao, Zhen, Zhi, Zhong, Zhu 
  Cost of Equipment, Services, etc. 
  For the sake of convenience, currency in a mythic China setting is the same as 
  that in a Eurocentric one. The only difference is that platinum is unknown, and 
  thus platinum pieces do not exist. The gold piece is the most valuable 
  denomination of currency. Thus, coins are organized as follows: 
  200 copper pieces (c.p.) 
  = 
  1 gold piece (g.p.) 
  20 silver pieces (s.p.) 
  = 
  1 gold piece (g.p.) 
  2 electrum pieces (e.p.) 
  = 
  1 gold piece (g.p.) 
  It is possible that your game master has developed a different monetary system 
  for his campaign; if that is the case, he will let you know and will have adjusted 
  the price lists for weapons, armor, equipment, and services accordingly.  
  Animals 
  TABLE 43: PRICE OF ANIMALS 
  Animal 
  Price 
  Chicken 
  3 c.p. 
  Cow 
  10 g.p. 
  Dog, guard 
  25 g.p. 
  Dog, hunting 
  17 g.p. 
  Donkey 
  8 g.p. 
  Goat 
  1 g.p. 
  Hawk, large 
  40 g.p. 
  Hawk, small 
  18 g.p. 
  Horse, draft 
  30 g.p. 
  Horse, riding 
  25 g.p. 
  Horse, war, heavy 
  300 g.p. 
  Horse, war, light 
  150 g.p. 
  Horse, war, medium 
  225 g.p. 
  Mule 
  20 g.p. 
  Ox 
  15 g.p. 
  Pig 
  3 g.p. 
  Pigeon 
  2 c.p. 
  Pony 
  15 g.p. 
  Sheep 
  2 g.p. 
  Songbird 
  4 c.p. 
  Armor 
  Armor is described in two ways: armor type and armor class. Armor type is 
  the actual, physical armor worn: lamellar, boiled leather, mirror armor, etc. 
  Certain weapons get bonuses “to hit” against different armor types, and armor 
  type is of preeminent importance to cavaliers and paladins.  
  Armor class, on the other hand, is the total effect of the armor worn, magic 
  items (including magic armor), shields, dexterity, etc. The armor class can 
  change depending on the circumstances; a dexterity bonus doesn’t count if 
  you’re attacked from behind, and you can’t count your shield if you’re using a 
  two-handed weapon, for example. Armor class starts at 10 for someone who 
  is completely unarmored, and goes down to 0 and beyond, as more physical 
  armor is worn, more magic is utilized, one has a higher dexterity bonus, etc. 
  See the Armor Class and Movement table on page 23 for armor class and 
  movement. 
  TABLE 44: PRICE OF ARMOR 
  Armor Type 
  Price 
  Weight (lbs.) 
  Brigandine armor 
  30 g.p. 
  20 
  Cord and plaque 
  60 g.p. 
  35 
  Cuirass (lamellar) 
  10 g.p. 
  7 
  Cuirass (leather) 
  3 g.p. 
  15 
  Fabric armor 
  3 g.p. 
  7 
  Furs 
  2 g.p. 
  8 
  Lamellar armor (leather) 
  15 g.p. 
  12 
  Lamellar armor (steel) 
  45 g.p. 
  25 
  Mirror armor 
  100 g.p. 
  35 
  Mountain pattern armor 
  300 g.p. 
  40 
  Scale armor (leather) 
  25 g.p. 
  30 
  Scale armor (steel) 
  45 g.p. 
  40 
  Shield, large 
  15 g.p. 
  10 
  Shield, medium 
  10 g.p. 
  7 
  Barding 
  Barding is basically armor for horses. When worn, the animal gets the 
  indicated armor class in combat, and suffers the indicated movement penalty. 
  TABLE 45: PRICE AND EFFECTS OF BARDING 
  Type 
  Price 
  Weight 
  (lbs.) 
  Armor 
  Class 
  Movement 
  Lamellar 
  200 g.p. 
  25 
  8 
  -10’/min. 
  Scale 
  100 g.p. 
  35 
  6 
  -20’/min. 
  Plate 
  500 g.p. 
  50 
  3 
  -30’/min. 
  Clothing 
  TABLE 46: PRICE AND WEIGHT OF CLOTHING 
  Clothing 
  Price 
  Weight (lbs.) 
  Belt 
  3 s.p. 
  0.3 
  Boots, high, hard 
  2 g.p. 
  6 
  Boots, high, soft 
  1 g.p. 
  3 
  Boots, low, hard 
  1 g.p. 
  6 
  Boots, low, soft 
  8 s.p. 
  3 
  Cap 
  1 s.p. 
  0.2 
  Cloak/jacket, bear 
  300 g.p. 
  5 
  Cloak/jacket, beaver 
  200 g.p. 
  5 
  Cloak/jacket, cloth 
  5 s.p. 
  3 
  Cloak/jacket, ermine 
  3,600 g.p. 
  5 
  Cloak/jacket, fox 
  300 g.p. 
  5 
  Cloak/jacket, leather 
  5 g.p. 
  4 
  Cloak/jacket, marten 
  400 g.p. 
  5 
  Cloak/jacket, mink 
  2,700 g.p. 
  5 
  Cloak/jacket, muskrat 
  100 g.p. 
  5 
  Cloak/jacket, sable 
  4,500 g.p. 
  5 
  Cloak/jacket, seal 
  125 g.p. 
  5 
  Clothing, set, arctic 
  15 g.p. 
  45 
  Clothing, set, cold 
  weather 
  7 g.p. 
  25 
  Clothing, set, lower class 
  10 c.p. 
  3 
  
  Creating Characters - Cost of Equipment, Services, etc. 
  18 
  Clothing 
  Price 
  Weight (lbs.) 
  Clothing, set, middle class 
  10 s.p. 
  3 
  Clothing, set, upper class 
  10 g.p. 
  3 
  Coat, bear 
  600 g.p. 
  7 
  Coat, beaver 
  400 g.p. 
  7 
  Coat, cloth 
  10 s.p. 
  5 
  Coat, ermine 
  7,200 g.p. 
  7 
  Coat, fox 
  600 g.p. 
  7 
  Coat, leather 
  10 g.p. 
  6 
  Coat, marten 
  800 g.p. 
  7 
  Coat, mink 
  5,400 g.p. 
  7 
  Coat, muskrat 
  200 g.p. 
  7 
  Coat, sable 
  9,000 g.p. 
  7 
  Coat, seal 
  250 g.p. 
  7 
  Girdle, normal 
  10 s.p. 
  1 
  Girdle, wide 
  2 g.p. 
  2 
  Hat 
  7 s.p. 
  0.3 
  Hat, broad 
  10 s.p. 
  0.5 
  Jacket, silk 
  4 g.p. 
  1 
  Robe, cloth 
  6 s.p. 
  5 
  Robe, silk 
  4 g.p. 
  3 
  Trim, bear 
  +30 g.p. 
  n/a 
  Trim, beaver 
  +20 g.p. 
  n/a 
  Trim, ermine 
  +120 g.p. 
  n/a 
  Trim, fox 
  +30 g.p. 
  n/a 
  Trim, marten 
  +40 g.p. 
  n/a 
  Trim, mink 
  +90 g.p. 
  n/a 
  Trim, muskrat 
  +10 g.p. 
  n/a 
  Trim, sable 
  +150 g.p. 
  n/a 
  Trim, seal 
  +25 g.p. 
  n/a 
  Notes 
  A single set of clothes is assumed for every character and does not count 
  against encumbrance. For trim, add the cost of the trim to the garment to which 
  it is being added (tunic, robe, etc.). Most are self-explanatory, with the 
  following exceptions.  
  Clothing, set, arctic: Consists of bulky (move at 50% speed) layers of furs and 
  oiled skins. Those wearing arctic clothing should treat the temperature as being 
  40° warmer than it is when calculating the effects of frostbite, etc. Can’t be 
  worn over other armor, but otherwise treated as furs. Most fur coats listed 
  above can be treated as arctic clothing, and can be worn over any armor 
  except plated mail, plate armor, and jousting plate.  
  Clothing set, cold weather: Consists of fairly bulky (move at 75% speed) layers 
  of furs and/or fibers. Those wearing cold weather clothing should treat the 
  temperature as being 20° warmer than it is when calculating the effects of 
  frostbite, etc. Cold weather clothing can’t be worn over other armor, but is 
  otherwise treated as furs. Most fur cloaks listed above can be treated as cold 
  weather clothing, and can be worn over any armor.  
  Fur trim: Causes the wearer to treat the temperature as being 10° warmer than 
  it is, when calculating the effects of frostbite, heat stroke, etc. 
  Food and Drink 
  TABLE 47: PRICE AND WEIGHT OF FOOD AND DRINK 
  Food and Drink 
  Price 
  Weight (lbs.) 
  Baiju, pint 
  1 s.p. 
  3 
  Beer, small, pint 
  5 c.p. 
  1 
  Meal, standard 
  1 s.p. 
  2 
  Meal, rich 
  1 g.p. 
  3 
  Horse fodder, 1 day 
  1 s.p. 
  10 
  Mead, pint 
  5 s.p. 
  5 
  Rations, dry tack, 1 week 
  5 g.p. 
  7 
  Rations, standard, 1 week 
  3 g.p. 
  20 
  Rice wine, pint 
  5-20 s.p. 
  5 
  Tea, pot 
  2 c.p. 
  1 
  Wine, pint 
  5-10 s.p. 
  5 
  Furs 
  TABLE 48: PRICE AND WEIGHT OF FURS 
  Fur 
  Price 
  Weight (lbs.) 
  Bear pelt 
  30 g.p. 
  10 
  Beaver pelt 
  2 g.p. 
  1 
  Ermine pelt 
  4 g.p. 
  1 
  Fox pelt 
  3 g.p. 
  1 
  Marten pelt 
  4 g.p. 
  1 
  Mink pelt 
  3 g.p. 
  1 
  Muskrat 
  1 g.p. 
  1 
  Sable pelt 
  5 g.p. 
  1 
  Seal pelt 
  5 g.p. 
  2 
  Hirelings 
  TABLE 49: WAGES OF HIRELINGS 
  Hireling 
  Wages 
  Per Month 
  Wages 
  Per Day 
  Skills and Class Notes 
  Acupuncturist 
  10 g.p. 
  3 s.p. 
  Acupuncture skill 
  Alchemist 
  300 g.p. 
  - 
  Alchemy skill 
  Astrologer 
  15 g.p. 
  5 s.p. 
  Astrology skill 
  Bearer/porter 
  1 g.p. 
  1 s.p. 
  n/a 
  Drover 
  5 g.p. 
  5 s.p. 
  Animal handling and 
  training skill 
  Feng Shui expert 
  20 g.p. 
  7 s.p. 
  Feng Shui skill 
  Jeweler 
  100 g.p. 
  - 
  Jeweler skill 
  Lantern bearer 
  1 g.p. 
  5 s.p. 
  n/a 
  Leather worker 
  2 s.p. 
  30 s.p. 
  Materials cost 10% of 
  standard price of item 
  Marine 
  3 g.p. 
  - 
  1st level fighter 
  Oarsman 
  5 g.p. 
  - 
  Seamanship skill 
  (specialty as appropriate) 
  Pack handler 
  30 s.p. 
  2 s.p. 
  Animal handling and 
  training skill 
  Sage 
  Special 
  Special 
  Scholarship skill (any 
  specialization, as 
  desired) 
  Sailor 
  2 g.p. 
  - 
  Seamanship skill 
  (specialty as appropriate) 
  Ship’s master 
  100 g.p. 
  - 
  Seamanship skill 
  (specialty as appropriate) 
  Ship’s mate 
  30 g.p. 
  - 
  Seamanship skill 
  (specialty as appropriate) 
  Valet/lackey 
  50 s.p. 
  3 s.p. 
  n/a 
  Warrior 
  1 g.p. 
  2 s.p. 
  1st level fighter 
  
  ADVENTURES DARK AND DEEP™ - The Golden Scroll of Justice 
  19 
  Notes 
  Hirelings are specialists, commoners who are possessed of certain skills, or 
  simple laborers. As commoners, they are not able to increase in level, but they 
  are nonetheless often a valuable addition to an adventuring party. All such 
  hirelings will have 1d6 h.p., and attack and make saving throws as 
  “commoners.”  
  Most cities will have most types of hirelings available, although common sense 
  should be your guide. An inland desert city is unlikely to have a host of sailors 
  available for hire, for instance! Towns and villages will each have some types 
  available, as determined by the game master. Those hirelings that have a daily 
  rate listed may be hired for a longer term; 1 in 6 will agree, if they are given 
  a bonus of three days’ wages over and above the monthly rate.  
  Most of the time, player characters will not have to worry about actually paying 
  hirelings a salary; it is not necessary to actually take a tailor into one’s employ 
  just to commission a cloak, for example.  
  Wages do not include the cost of materials required for the hireling to perform 
  his function. Many hirelings will have 1 or more levels of a secondary skill; for 
  specific information on particular skills, please see the section on secondary 
  skills in the ADVENTURES DARK AND DEEP™ Players Manual. Note that soldiers’ 
  wages do not include arms and armor, which must be provided by the 
  employer at his own cost.  
  For those skills which involve skill levels, hirelings with higher skill levels are 
  more efficient, and command higher wages, as shown below. 
  TABLE 50: HIRELING WAGE MULTIPLIERS 
  Skill Level 
  Wage Multiplier 
  1 
  1 
  2 
  4 
  3 
  10 
  4 
  19 
  5 
  31 
  Alchemist: Alchemists are used to assist mages in the brewing and 
  identification of potions. Alchemists will only accept employment for a full year 
  or more, and a suitable laboratory is required (see the ADVENTURES DARK AND 
  DEEP™ Players Manual for details). They will have at least 1 level of alchemy 
  skill.  
  Bearer/porter: A strong back used to carry anything that needs carrying 
  (unskilled labor to say the least). If it is necessary to generate their statistics, 
  they get a +3 bonus to strength, but can never exceed strength 18.  
  Drover: A drover drives carts and wagons.  
  Jeweler: Jewelers are able to appraise jewelry and gemstones as well as create 
  and alter such. 
  Lantern bearer: Used in towns and cities to provide light for night-time travel. 
  If they are to be exposed to danger (such as being brought into a dungeon), 
  the price will be increased at least tenfold.  
  Marine: Marines are fighters who are enlisted to fight in melee combat aboard 
  ships. They are almost always 1st level fighters.  
  Oarsman: Needed to row any ship that will be moving without the benefit of 
  sails.  
  Pack handler: Knows how to load and unload pack animals such as oxen, 
  mules, horses, etc.  
  Sage: Used to answer obscure questions and research topics of interest. Each 
  sage will have particular area(s) of expertise, and many will have sub-areas 
  as well. See Scholarship in the ADVENTURES DARK AND DEEP™ Players Manual 
  for more information. 
  Sailor: Needed to crew ships. Most ordinary sailors will only have one skill 
  level in seamanship. Note that seamen will either be specialized in ocean-
  going or freshwater craft.  
  Ship’s master: Needed to command a ship with 5 or more crew and/or rowers 
  required. 
  Ship’s mate: Needed to help command a ship with 20 or more crew and/or 
  rowers required.  
  Valet/lackey: A general dogsbody or gofer used to perform minor tasks on 
  behalf of his master. 
  Warrior: A generic mercenary, bodyguard, etc. Does not include more 
  experienced or specialized types of soldier. Will not know kung fu. 
  Luxury Items 
  TABLE 51: PRICE AND WEIGHT OF LUXURY ITEMS 
  Luxury Item 
  Price 
  Weight (lbs.) 
  Brocade, rug, or tapestry 
  1-20 g.p. / sq. yard 
  10 / sq. yard 
  Incense, rare 
  4-30 g.p./stick 
  0.1 
  Ivory 
  3-6 g.p./lb. 
  135/tusk 
  Pepper 
  1 g.p./ounce 
  0.1 
  Perfume, rare 
  1-6 g.p./dram 
  0.1 
  Silk 
  1-3 g.p. / sq. yard 
  1 / sq. yard 
  Spice, rare 
  1-4 s.p./scruple 
  0.1 
  Unguent, rare 
  10-60 g.p./gill 
  0.3 
  Miscellaneous Items 
  TABLE 52: PRICE AND WEIGHT OF MISCELLANEOUS ITEMS 
  Item 
  Price 
  Weight (lbs.) 
  Acid, flask 
  10 g.p. 
  2 
  Acupuncture needles 
  3 g.p. 
  1 
  Backpack, leather 
  2 g.p. 
  2 
  Bell, small metal 
  1 g.p. 
  1 
  Bell, large metal 
  10 g.p. 
  50 
  Belt pouch, large 
  1 g.p. 
  1 
  Belt pouch, small 
  15 s.p. 
  0.5 
  Birdcage 
  5 s.p. 
  5 
  Bit, bridle, harness (for horse, etc.) 
  1 g.p. 
  5 
  Box, iron, large 
  28 g.p. 
  100-500 
  Box, iron, small 
  9 g.p. 
  20-50 
  Box, lead, tiny 
  20 g.p. 
  2 
  Candle 
  1 s.p. 
  0.5 
  Case, bone (for maps, scrolls, etc.) 
  5 g.p. 
  5 
  Case, leather (for maps, scrolls, etc.) 
  15 s.p. 
  2 
  Chest, wood, large 
  17 s.p. 
  50-150 
  Chest, wood, small 
  8 s.p. 
  10-25 
  Crampons (pair) 
  4 g.p. 
  5 
  Drill, iron 
  5 g.p. 
  5 
  Fireworks, firecracker 
  1 c.p. 
  0.1 
  Fireworks, hundred-break cracker 
  1 g.p. 
  .5 
  Fireworks, small rocket 
  2 g.p. 
  1 
  Fireworks, large rocket 
  10 g.p. 
  2 
  Grappling hook 
  5 g.p. 
  10 
  Holy symbol, iron 
  2 g.p. 
  0.2 
  Holy symbol, silver 
  50 g.p. 
  0.2 
  Holy symbol, wooden 
  7 s.p. 
  0.1 
  Holy water, vial 
  25 g.p. 
  2 
  Lantern, bullseye 
  12 g.p. 
  6 
  Lantern, hooded 
  7 g.p. 
  6 
  Mirror, metal, large 
  10 g.p. 
  0.5 
  Mirror, silver, small 
  20 g.p. 
  0.5 
  Oil, flask 
  1 g.p. 
  2 
  Pickaxe 
  20 g.p. 
  20 
  Pole, 10’ 
  3 c.p. 
  10 
  Pulley 
  25 g.p. 
  6 
  Quiver, arrow, 1 dozen cap. 
  8 s.p. 
  3 
  Quiver, arrow, 1 score cap. 
  12 s.p. 
  3 
  
  Creating Characters - Cost of Equipment, Services, etc. 
  20 
  Item 
  Price 
  Weight (lbs.) 
  Quiver, crossbow bolt, 20 cap. 
  15 s.p. 
  3 
  Quiver, crossbow bolt, 40 cap. 
  1 g.p. 
  3 
  Rope, 50’ 
  4 s.p. 
  7 
  Sack, large 
  16 c.p. 
  2 
  Sack, small 
  10 c.p. 
  0.5 
  Saddle 
  10 g.p. 
  35 
  Saddle bags 
  4 g.p. 
  15 
  Saddle blanket 
  3 s.p. 
  2 
  Shovel 
  10 g.p. 
  18 
  Skin (holds 1 gallon water or wine) 
  15 s.p. 
  0.5 (9 when full) 
  Spike, iron 
  1 c.p. 
  1 
  Tinder box, flint and steel 
  1 g.p. 
  0.2 
  Tool, hand (shovel, pick, etc.) 
  2 g.p. 
  5 
  Tools, alchemy 
  200-1,000 
  g.p. 
  10 / g.p. cost 
  Tools, armor-making/ 
  blacksmithing/weapon-making 
  310-400 
  g.p. 
  10 / g.p. cost 
  Tools, lock picks 
  30 g.p. 
  2 
  Torch 
  1 c.p. 
  2 
  Vial, empty 
  3 g.p. 
  2 
  Vinegar, pint 
  1 s.p. 
  1 
  Whistle 
  1 s.p. 
  0.1 
  Notes 
  Acid: Will cause 2d4 h.p. of damage if it hits. See the ranged weapons section 
  on p. 26 for details. 
  Crampons: Steel spikes that attach to the bottom of regular boots. They will 
  allow the wearer to walk on ice or other slippery surfaces without a chance of 
  falling.  
  Drill, iron: Will bore through stone or wood, making a hole 1” in diameter and 
  up to 9” deep; 1” of wood can be drilled in 10 minutes, and 1” of stone can 
  be drilled in 30 minutes. When in use, the drill makes a loud grinding noise 
  that can be heard for 120’. 
  Fireworks: Fireworks are essentially explosive devices, triggered by fire (each 
  comes with a five-second fuse) and capable of producing light and loud noise, 
  and occasionally, damaging explosions. Note that they must be protected; 
  they will not work if wet, and fire will set them off accidentally. The results will 
  depend on the size and type of firework used: 
  TABLE 53: FIREWORK RESULTS 
  Firework Type 
  Result 
  Firecracker 
  Single loud “bang”. 
  Firecracker, hundred-break 
  Series of many loud “bangs” immediately 
  following each other, lasting ten or more 
  seconds, cloud of thin smoke. 
  Rocket, small 
  Will fly 1d20+20 feet and explode, 
  causing a loud bang and flash of light. 
  Rocket, large 
  Will fly 1d100+200 feet and explode, 
  causing a very loud bang and flash of light 
  visible for a mile. If it hits something before 
  it reaches its maximum distance, it will 
  explode and cause 1d6 h.p. of damage, 
  but cannot be accurately aimed, since it 
  wobbles as it travels. 
  It is possible to get more expensive rockets, costing as much as ten times the 
  normal price, which will burst in various colors and make patterns of light when 
  they explode. 
  In the mythic China setting presented in this book, fireworks are not practical 
  as weapons, and other weapons based on the black powder that ignites them, 
  such as guns and bombs, have not been developed. If the game master wishes 
  to do so, he may of course choose to introduce appropriate weapons as he 
  sees fit.  
  Grappling hook: Can be used to attach a rope to the far side of some chasm 
  or the top of a wall. A hook with rope can be thrown for a number of feet 
  equal to the character’s strength times 3. Success depends on the nature of the 
  surface being hooked: 
  TABLE 54: USING A GRAPPLING HOOK 
  Surface 
  Miss 
  Slip After 1d6 
  Minutes 
  Solid Grip 
  Cave wall/floor 
  01-82 
  83-89 
  90-00 
  Fence/parapet 
  01-72 
  73-78 
  79-00 
  Ledge 
  01-88 
  89-93 
  94-00 
  Ruined stonework 
  01-66 
  67-71 
  72-00 
  Stalagmite/ 
  stalactite/etc. 
  01-75 
  76-80 
  81-00 
  Top of wall 
  01-83 
  84-89 
  90-00 
  Tree limb 
  01-66 
  67-70 
  71-00 
  After each failed attempt, it will take 1d4 minutes to regain the hook and recoil 
  the rope for another cast. 
  Holy water: Can also include unholy water, of course, depending on the 
  source.  
  Oil: Will cause 2d6 h.p. of damage if it hits and is set alight, and 1d6 on the 
  following round. See the ranged weapons section on p. 27 for details.  
  Whistle: Can be heard up to 1,000 feet distant. 
  Musical Instruments 
  TABLE 55: PRICE AND WEIGHT OF MUSICAL INSTRUMENTS 
  Musical Instrument 
  Price 
  Weight (lbs.) 
  Bronze chimes 
  80 g.p. 
  40 
  Datong (two-stringed fiddle) & 
  bow 
  20 g.p. 
  3 
  Dizi (flute) 
  16 g.p. 
  1 
  Drum 
  4 g.p. 
  2 
  Erhu (two-stringed fiddle) & 
  bow 
  30 g.p. 
  5 
  Gaohu (high-pitched fiddle) & 
  bow 
  21 g.p. 
  17 
  Guqin (zither) 
  20 g.p. 
  3 
  Guzheng (many-stringed 
  plucked zither) 
  28 g.p. 
  8 
  Hulus (reed instrument) 
  12 g.p. 
  1 
  Konghou (harp) 
  50 g.p. 
  3 
  Laba (trumpet) 
  15 g.p. 
  8 
  Liuqin (mandolin) 
  50 g.p. 
  6 
  Paixiao (pan pipes) 
  33 g.p. 
  4 
  Pipa (lute) 
  35 g.p. 
  5 
  Ruan (round lute) 
  30 g.p. 
  4 
  Sanxian (long-necked lute) 
  45 g.p. 
  6 
  Sheng (multiple pipe wind 
  instrument) 
  38 g.p. 
  21 
  Sun (egg-shaped wind 
  instrument) 
  5 g.p. 
  1 
  Xiao (recorder) 
  25 g.p. 
  2 
  Yangqin (dulcimer) 
  41 g.p. 
  7 
  Yueqin (moon-shaped lute) 
  30 g.p. 
  5 
  Notes 
  As a rule, all musical instruments require two hands to play (there are certain 
  exceptions that common sense will dictate; such as when a drum is resting on 
  something else and is being played with one hand). Some instruments are so 
  
  ADVENTURES DARK AND DEEP™ - The Golden Scroll of Justice 
  21 
  large as to not be portable at all, such as the bronze chimes, which are massive 
  and are set in a frame. 
  Poison 
  The use of poison is an inherently evil act; any character knowingly doing so 
  who is not already of evil alignment will have their alignment instantly and 
  irrevocably changed to evil (with all the implications that entails). For this 
  reason, poison will not be readily available in most civilized lands; it will only 
  be obtainable through disreputable sources, if at all. If in doubt, err on the side 
  of poison not being available for purchase, and consult your game master.  
  If blade venom is noticed (10% cumulative chance per round of combat), a 
  general hue and cry will be raised and the user of the poison blade pursued 
  by the full weight of the local constabulary (or a lynch mob, in some circles).  
  TABLE 56: PRICE OF POISON 
  Poison 
  Price per Dose 
  Swallowed A 
  5 g.p. 
  Swallowed B 
  30 g.p. 
  Swallowed C 
  200 g.p. 
  Swallowed D 
  500 g.p. 
  Swallowed E 
  1,000 g.p. 
  Blade venom A 
  10 g.p. 
  Blade venom B 
  75 g.p. 
  Blade venom C 
  600 g.p. 
  Blade venom D 
  1,500 g.p. 
  Antidote A 
  10 g.p. 
  Antidote B 
  60 g.p. 
  Antidote C 
  400 g.p. 
  Antidote D 
  500 g.p. 
  Notes 
  All of the above poisons work within a few minutes of being ingested or 
  introduced into the bloodstream (the “normal onset time” in the table below). 
  However, it is possible for swallowed poisons to either have the effect delayed 
  for 1d4 hours (which doubles the price listed above), have the effect be 
  instantaneous (which triples the price), or have the poison gradually build up 
  in the bloodstream of the victim, so that only after 1d6+3 doses (the number 
  of doses will be known ahead of time) is the full effect of the poison felt. 
  Gradual poison costs four times the price listed above, regardless of the 
  number of doses required.  
  Antidotes work only against swallowed poisons. If the antidote is ingested no 
  more than one hour before the onset time of the poison, the poison will have 
  no effect. If not, the antidote will have no effect.  
  Blade venom will begin to evaporate when exposed to air. On the second day, 
  it will only do ½ damage and the victim gets a bonus of +4 to his saving throw. 
  On the third day, it will do no damage. If a weapon with blade venom scores 
  damage, that wipes off some of the poison; on the second hit it will only do ½ 
  damage, and none on the third hit.  
  TABLE 57: POISONS 
  Poison 
  Type 
  Onset Time 
  Damage if Save… 
  Saving 
  Throw 
  Bonus 
  Detect 
  Chance 
  Succeeds 
  Fails 
  Sw. A 
  2d4 min. 
  10 h.p. 
  20 h.p. 
  +4 
  80% 
  Sw. B 
  1d4+1 min. 
  15 h.p. 
  30 h.p. 
  +3 
  65% 
  Sw. C 
  1-2 min. 
  20 h.p. 
  40 h.p. 
  +2 
  40% 
  Sw. D 
  6 seconds 
  25 h.p. 
  death 
  +1 
  15% 
  Sw. E 
  1d4x10 
  min. 
  30 h.p. 
  death 
  +1 
  15% 
  Blade A 
  1d4+1 min. 
  0 
  15 h.p. 
  +4 
  80% 
  Blade B 
  1d3 min. 
  0 
  25 h.p. 
  +3 
  65% 
  Blade C 
  1 min. 
  0 
  35 h.p. 
  +2 
  40% 
  Blade D 
  6 seconds 
  0 
  death 
  +1 
  15% 
  Services 
  TABLE 58: PRICE OF SERVICES 
  Service 
  Price 
  Apartment, per room 
  10 g.p./month 
  Appraisal (gem or jewelry) 
  5 g.p./item 
  Coach (between cities) 
  1 g.p. / 30 miles 
  Coach (within a city) 
  1 s.p./trip 
  Crier 
  10 s.p./day (10 g.p./month) 
  Inn, common room 
  2-8 s.p./night 
  Inn, private room 
  1 g.p./night 
  Messenger 
  3 s.p./day (50 s.p./month) 
  Notes 
  Apartment: Sometimes player characters are going to be inclined to settle 
  down without actually buying or building a home.  
  Coach: It should be noted that coaches willing to carry travelers between cities 
  are not always going to be available. A typical coach will go 20 miles per 
  day on a good road (half that on a poor one), and usually will only be 
  available if a regular schedule and system of such coach transportation is set 
  up in the game. The game master is the final arbiter of whether such is or is 
  not. 
  Crier: Used to disseminate information in a town or city. Can be used for 
  official pronouncements, advertising, setting bounties, etc. 
  Inn: A common room is shared with various other travelers and will 
  accommodate up to 30 people, on average. A private room is just as it states, 
  and is usually fairly secure. 
  Messenger: Assumes that the messenger is only taking his message within a 
  particular city or town. Long-distance messaging is most likely rare, and would 
  involve the monthly fee at the very least. Some settings may have regular 
  messenger services, however, such as ones with coach service, which will often 
  carry messages as well as people.  
  Transportation 
  This section not only includes means of transportation that can be bought (such 
  as a cart), but also very rough estimates for hiring travel options. See also the 
  section on animals to get prices of horses, oxen, etc. Bear in mind that things 
  such as chariots and wagons need to be pulled by animals! 
  
  Creating Characters - Cost of Equipment, Services, etc. 
  22 
  TABLE 59: PRICE OF TRANSPORTATION 
  Transportation 
  Buy/Hire 
  Price 
  Boat, long 
  Buy 
  150 g.p. 
  Boat, small 
  Buy 
  75 g.p. 
  Canvas 
  Buy 
  10 g.p. 
  Caravan travel 
  Hire 
  10 c.p./mile 
  Cart 
  Buy 
  50 g.p. 
  Chariot, 1-man 
  Buy 
  200 g.p. 
  Chariot, 2-man 
  Buy 
  500 g.p. 
  Lumber 
  Buy 
  10 g.p. 
  Raft, small 
  Buy 
  50 g.p. 
  River ferry passage 
  Hire 
  5 s.p. 
  River/lake voyage 
  Hire 
  1 s.p./mile 
  Sea voyage 
  Hire 
  5 c.p./mile 
  Wagon 
  Buy 
  150 g.p. 
  Wagon plus drover 
  Hire 
  1 s.p./mile 
  Notes 
  The prices for such things as sea voyages and caravan travel are guidelines at 
  best. The game master will determine the actual cost of such travel based on 
  the relative frequency with which such journeys are made (accompanying a 
  caravan between two cities will be much more expensive if such caravans only 
  leave twice a year, as opposed to once per week), plus the relative danger 
  involved. If pirates have suddenly taken to attacking ships plying a certain 
  route, prices will go up as more marines must be hired to protect the ship and 
  its passengers.  
  For larger vessels such as galleys and merchant ships, consult the ADVENTURES 
  DARK AND DEEP™ Game Master Toolkit. Such vessels cost many thousands of 
  gold pieces to construct, and have specific crew requirements.  
  Canvas: Used to repair 1 hit point of damage on a ship. Has an encumbrance 
  value of 20 lbs. Half a ship’s damage can be repaired with canvas. 
  Chariot: Normally drawn by one or two horses, chariots cannot travel through 
  close or rough terrain (woods, rocky hills, etc.). They can travel as fast as the 
  animal(s) pulling them, in clear terrain. If someone is in a 2-man chariot, he 
  can fire a missile weapon from it with a -2 penalty “to hit”.  
  Lumber: Used to repair 1 hit point of damage on a ship. Has an encumbrance 
  value of 20 lbs. Half a ship’s damage can be repaired with lumber. 
  Weapons 
  TABLE 60: PRICE AND WEIGHT OF WEAPONS 
  Weapon 
  Price 
  Weight (lbs.) 
  Acid, flask 
  10 g.p. 
  3 
  Arrow,  
  1 g.p./doz. 
  0.1 
  Axe, battle 
  5 g.p. 
  7 
  Axe, hand 
  1 g.p. 
  5 
  Axe, throwing 
  1 g.p. 
  5 
  Blowgun 
  20 g.p. 
  1 
  Blowgun needle 
  1 s.p. 
  0.1 
  Bo stick 
  1 g.p. 
  3 
  Bow, composite, long 
  100 g.p. 
  8 
  Bow, composite, short 
  75 g.p. 
  5 
  Bow, long (gong) 
  60 g.p. 
  10 
  Bow, short 
  15 g.p. 
  5 
  Caltrop 
  2 s.p. 
  31 
  Club 
  n/a 
  3 
  Crossbow bolt, (all) 
  1 s.p. 
  0.1 
  Crossbow, hand 
  25 g.p. 
  2 
  Crossbow, light 
  12 g.p. 
  5 
  Crossbow, repeating 
  50 g.p. 
  6 
  Dagger 
  2 g.p. 
  1 
  Dagger, twin 
  4 g.p. 
  2 
  Weapon 
  Price 
  Weight (lbs.) 
  Dagger-axe 
  6 g.p. 
  10 
  Dao 
  10 g.p. 
  7 
  Dart 
  5 s.p. 
  0.5 
  Emei piercers 
  3 g.p. 
  1 
  Fang 
  8 g.p. 
  4 
  Fighting chain 
  6 g.p. 
  15 
  Flail, footman’s 
  8 g.p. 
  6 
  Flying claw 
  3 g.p. 
  1 
  Flying guillotine 
  45 g.p. 
  4 
  Garrote 
  1 e.p. 
  0.1 
  Guandao 
  6 g.p. 
  7 
  Halberd 
  9 g.p. 
  17 
  Harpoon 
  5 g.p. 
  6 
  Iron fan 
  2 g.p. 
  1 
  Javelin 
  10 s.p. 
  2 
  Ji 
  9 g.p. 
  8 
  Jo stick 
  1 g.p. 
  4 
  Knife 
  1 g.p. 
  0.5 
  Knife, throwing 
  1 g.p. 
  0.5 
  Mandarin coin blades 
  18 g.p. 
  1 
  Mandarin duck blades 
  14 g.p. 
  1 
  Meteor hammer 
  2 g.p. 
  3 
  Military fork 
  4 g.p. 
  7 
  Monk’s cudgel 
  4 g.p. 
  4 
  Monk’s spade 
  6 g.p. 
  4 
  Oil, flask 
  1 g.p. 
  3 
  Pole axe 
  8 g.p. 
  15 
  Pudao 
  8 g.p. 
  6 
  Quarterstaff 
  3 g.p. 
  6 
  Rope dart  
  2 g.p. 
  0.5 
  Sap 
  1 g.p. 
  1 
  Scythe 
  18 g.p. 
  10 
  Sickle 
  6 g.p. 
  2 
  Spear (qiang) 
  1 g.p. 
  5 
  Spear, throwing 
  1 g.p. 
  5 
  Staff, iron 
  7 g.p. 
  8 
  Suan tou-fung 
  8 g.p. 
  6 
  Sword, butterfly 
  30 g.p. 
  5 
  Sword, curved 
  15 g.p. 
  4 
  Sword, curved, twin 
  33 g.p. 
  7 
  Sword, straight 
  15 g.p. 
  6 
  Sword, straight, twin 
  33 g.p. 
  11 
  Tiger fork 
  4 g.p. 
  5 
  Tiger head hooks 
  12 g.p. 
  4 
  Trident 
  4 g.p. 
  5 
  Whip 
  3 g.p. 
  3 
  Whip chain 
  9 g.p. 
  6 
  Wind and fire wheels 
  6 g.p. 
  2 
  Wolf teeth club 
  5 g.p. 
  12 
  Yue 
  7 g.p. 
  12 
  Zhua 
  14 g.p. 
  7 
  
  ADVENTURES DARK AND DEEP™ - The Golden Scroll of Justice 
  23 
  Combat 
  Generally speaking, combat in a mythic China setting follows the standard 
  rules as described in the ADVENTURES DARK AND DEEP™ Players Manual. The 
  major difference is in the specific weapons (see above) and in the use of kung 
  fu by a large number of protagonists. 
  Armor 
  Characters in a mythic China setting have access to some of the same types of 
  armor as their European counterparts, as well as some that are very different. 
  Although the names and specifics may vary, armor in general works the same 
  across cultures. Generally speaking, the more protective a type of armor is, 
  the slower it makes the wearer.  
  Armor Class 
  Armor type should not be confused with armor class, which is an overall 
  numerical estimate of just how difficult it is to harm a given person or creature. 
  It takes into account not only any armor or shield, but also the dexterity of the 
  target as well as other mitigating circumstances. 
  Armor types available in a mythic China setting, and their relevant base armor 
  classes and the movement rates they impart, are listed and described below.  
  TABLE 61: ARMOR CLASS AND MOVEMENT 
  Armor Type 
  Base Armor Class 
  Movement 
  None 
  10 
  100% 
  Helmet and/or shield only 
  9 
  100% 
  Fabric 
  8 
  100% 
  Furs 
  8 
  100% 
  Cuirass (leather) 
  8 
  100% 
  Lamellar armor (leather) 
  8 
  75% 
  Brigandine armor 
  7 
  75% 
  Scale armor (leather) 
  7 
  50% 
  Lamellar armor (steel) 
  7 
  50% 
  Cord and plaque 
  6 
  60% 
  Cuirass (lamellar) 
  6 
  60% 
  Scale armor (steel) 
  6 
  50% 
  Mirror armor 
  5 
  60% 
  Mountain pattern armor 
  4 
  50% 
  Fabric armor: Mostly ceremonial, but not unknown in actual combat, this 
  consists of heavy fabric formed to look like heavier armor. 
  Cord and plaque: A pair of leather cuirasses (front and back), combined with 
  metal plates. 
  Cuirass (leather): Armor designed to cover the torso and chest of the wearer. 
  Cuirass (lamellar): Covers the torso and chest of the wearer, but is made up of 
  overlapping plates.  
  Furs: Heavy, thick furs that provide protection against both cold and weapons. 
  Wearing furs makes the temperature feel 30° warmer than it is. 
  Lamellar: Armor made of overlapping plates. Distinguished from scale armor 
  by the lack of a backing; the plates are attached to one another. 
  Mirror armor: Consists of four or more non-overlapping metal plates that cover 
  the torso and sides. Named for the metal mirrors that the plates somewhat 
  resemble; it is not actually made of mirrors! 
  Mountain pattern armor: Consists of many small interlocking plates riveted to 
  heavy cloth or leather backing. 
  Scale armor: Overlapping plates sewn onto a backing of leather or cloth. 
  Distinguished from lamellar by the backing. 
  Weapons 
  Much as in a Eurocentric setting, characters in a mythic China setting have a 
  wide variety of choices when it comes to weapons. Certain classes are 
  restricted in the weapons in which they can become proficient, and this will 
  naturally impact their combat effectiveness.  
  Weapon Proficiencies 
  The choice of weapon proficiencies in a mythic China setting works as it does 
  in the regular game. Weapon proficiency information for the new character 
  classes introduced herein is given below. 
  TABLE 62: WEAPON PROFICIENCIES BY CLASS 
  Class 
  Initial 
  Weapon 
  Proficiencies 
  New 
  Proficiency 
  Every… 
  Non-Proficiency Penalty 
  Wu 
  2 
  5 levels 
  -4 
  Monk 
  1 
  2 levels 
  -3 
  Fangshi 
  1 
  6 levels 
  -4 
  The following weapon proficiencies count collectively; i.e., being proficient in 
  one of them means one is proficient in all of them: 
  
  Combat - Weapons 
  24 
  •
  Emei piercers / mandarin coin blades / mandarin duck blades
  •
  Bo stick / jo stick / quarterstaff / iron staff
  •
  Bow, composite long / bow, long
  •
  Bow, composite short / bow, short
  •
  Dagger / knife
  •
  Monk’s spade / yue
  Melee Weapons 
  Each type of weapon is given a weight (in pounds), speed (lower is quicker), 
  length (average - individual weapons may vary), space required (to swing, 
  thrust, etc.; useful when determining how many people can fight in a corridor 
  or doorway), and damage done against small/medium and large creatures.  
  TABLE 63: MELEE WEAPONS 
  Damage Against… 
  Weapon 
  Price 
  Weight (lbs.) 
  Length 
  Space (feet) 
  Speed 
  S/M 
  L 
  Axe, battle 
  5 g.p. 
  7 
  4’ 
  4 
  7 
  1d8 
  1d8 
  Axe, hand 
  1 g.p. 
  5 
  18” 
  1 
  4 
  1d6 
  1d4 
  Bo stick* 
  1 g.p. 
  3 
  5’ 
  3 
  3 
  1d6 
  1d3 
  Caltrop 
  2 s.p. 
  1 
  2” 
  n/a 
  n/a 
  1 
  1d2 
  Club 
  n/a 
  3 
  3’ 
  3 
  4 
  1d6 
  1d3 
  Dagger 
  2 g.p. 
  1 
  15” 
  1 
  2 
  1d4 
  1d3 
  Dagger, twin† 
  4 g.p. 
  2 
  15” 
  2 
  2 
  1d3 
  1d3 
  Dagger-axe* 
  6 g.p. 
  10 
  6’ 
  6 
  9 
  1d8 
  1d6 
  Dao 
  10 g.p. 
  7 
  3 ½’ 
  3 
  5 
  1d6+1 
  2d4 
  Emei piercers† 
  3 g.p. 
  1 
  6” 
  1 
  1 
  1d3 
  1d3 
  Fang 
  8 g.p. 
  4 
  2’ 
  4 
  6 
  1d4+1 
  1d4+1 
  Fighting chain* 
  6 g.p. 
  15 
  6’ 
  6 
  7 
  1d6+1 
  2d4 
  Flail, footman’s 
  8 g.p. 
  6 
  4’ 
  4 
  7 
  1d6+1 
  2d4 
  Garrote* 
  1 e.p. 
  0.1 
  3’ 
  1 
  2 
  1d4 
  1d6 
  Guandao* 
  6 g.p. 
  7 
  8’ 
  1 
  8 
  1d6 
  1d10 
  Halberd* 
  9 g.p. 
  17 
  5’ 
  5 
  9 
  1d10 
  2d6 
  Improvised weapon 
  n/a 
  1-5 
  6”-5’ 
  1-5 
  5 
  1d6 
  1d3 
  Iron fan 
  2 g.p. 
  1 
  1’ 
  1 
  2 
  1d4 
  1d4 
  Ji* 
  9 g.p. 
  8 
  6’ 
  4 
  6 
  1d6 
  1d8 
  Jo stick 
  1 g.p. 
  4 
  3’ 
  2 
  2 
  1d6 
  1d4 
  Knife 
  1 g.p. 
  0.5 
  1’ 
  1 
  2 
  1d3 
  1d2 
  Mandarin coin blades† 
  18 g.p. 
  1 
  1’ 
  3 
  4 
  1d4+1 
  1d4 
  Mandarin duck blades† 
  14 g.p. 
  1 
  1’ 
  2 
  3 
  1d4 
  1d3 
  Military fork* 
  4 g.p. 
  7 
  7’ 
  1 
  7 
  1d8 
  2d4 
  Monk’s cudgel 
  4 g.p. 
  4 
  18” 
  2 
  6 
  1d6 
  1d4 
  Monk’s spade 
  6 g.p. 
  4 
  6’ 
  3 
  5 
  1d6 
  1d4 
  Pole axe* 
  8 g.p. 
  15 
  7’ 
  5 
  8 
  1d8+1 
  2d6 
  Pudao* 
  8 g.p. 
  6 
  5’ 
  2 
  8 
  1d6 
  1d8 
  Quarterstaff* 
  3 g.p. 
  6 
  7’ 
  3 
  4 
  1d6 
  1d6 
  Sap 
  1 g.p. 
  1 
  6” 
  1 
  2 
  1d2 
  1d2 
  Scythe 
  18 g.p. 
  10 
  7’ 
  6 
  9 
  1d6 
  2d4 
  Sickle 
  6 g.p. 
  2 
  1’ 
  3 
  3 
  1d4 
  1d6 
  Spear* (qiang) 
  1 g.p. 
  5 
  5’-12’ 
  1 
  7 
  1d6 
  1d8 
  Staff, iron 
  7 g.p. 
  8 
  6’ 
  3 
  4 
  1d6+1 
  1d6 
  Suan tou-fung 
  8 g.p. 
  6 
  2½’ 
  4 
  7 
  1d6+1 
  1d6 
  Sword, butterfly† 
  30 g.p. 
  5 
  1’ 
  2 
  4 
  1d4 
  1d4 
  Sword, curved 
  15 g.p. 
  4 
  3’ 
  2 
  4 
  1d8 
  1d8 
  Sword, curved, twin† 
  33 g.p. 
  7 
  3’ 
  4 
  3 
  1d6 
  1d6 
  Sword, straight 
  15 g.p. 
  6 
  3½’ 
  3 
  5 
  1d8 
  1d12 
  Sword, straight, twin† 
  33 g.p. 
  11 
  3½’ 
  5 
  4 
  1d6 
  1d8 
  Tiger fork* 
  4 g.p. 
  5 
  6’ 
  1 
  7 
  1d6+1 
  3d4 
  Tiger head hooks† 
  12 g.p. 
  4 
  3’ 
  4 
  3 
  1d6 
  1d6 
  Trident* 
  4 g.p. 
  5 
  6’ 
  1 
  7 
  1d6+1 
  3d4 
  Whip 
  3 g.p. 
  3 
  8’ 20’ 
  14 
  8 
  1d2 
  1 
  Whip chain 
  9 g.p. 
  6 
  4’-5’ 
  9 
  7 
  1d6 
  1d4 
  Wind and fire wheels† 
  6 g.p. 
  2 
  1’ 
  1 
  3 
  1d4+1 
  1d6 
  Wolf teeth club 
  5 g.p. 
  12 
  4’ 
  5 
  7 
  2d4 
  1d6+1 
  Yue* 
  7 g.p. 
  12 
  5’ 
  5 
  9 
  2d4 
  3d4 
  Zhua 
  14 g.p. 
  7 
  5’ 
  6 
  7 
  1d6 
  1d8 
  
  ADVENTURES DARK AND DEEP™ - The Golden Scroll of Justice 
  25 
  * Weapons marked with an asterisk are used with two hands.
  † Weapons marked with a dagger are meant to be used in pairs (weight and 
  cost are given for a pair of weapons); when used in pairs, no shield use is 
  possible, but wielder can strike with both weapons with only a -2 penalty “to 
  hit” for the off-hand weapon. When using a paired weapon singly, wielder 
  gets a -1 penalty “to hit” and damage. 
  Axe, battle: Also called a fu, often used by Imperial guards rather than 
  common soldiers. 
  Caltrop: A spiked metal object some 3” in diameter, designed to be dropped 
  on the ground for pursuers or others to walk on and thus impale themselves. 
  Any intelligent creature aware of their presence will be slowed to half its 
  normal movement rate while avoiding them. Those not avoiding caltrops will 
  be affected as if attacked by a 1d6 HD monster for every square yard traversed 
  containing a caltrop (dexterity or shield is not taken into account when 
  calculating AC, and any “to hit” penalties or bonuses of the person dropping 
  the caltrops obviously do not apply). One hit indicates a 25% chance that 
  movement will be only 75% of normal for a total of 4 days. Two hits indicates 
  that movement will be at 75% of normal for a week. Magical healing will 
  remove this condition, however.  
  Dagger: A catch-all term for a one-handed bladed weapon 12 to 24 inches in 
  length. 
  Dagger-axe: A pole arm that has a thick single-bladed head for chopping, with 
  a dagger-like protrusion for piercing. 
  Dao: A thick-bladed sword with a single curved, sharp edge.  
  Emei piercers: Usually wielded in pairs, these consist of a ring attached to a 
  metal rod with sharp points on each end. The piercers can be spun around on 
  the ring to dazzle and confuse an opponent, while letting their user slip in 
  close to strike. When facing this weapon, enemies get a +1 penalty to 
  initiative. Since the blades are attached to the rings, which are worn, someone 
  using this weapon cannot be disarmed. 
  Fang: A short-hafted weapon with a pointed metal end, which also sports a 
  blade jutting out perpendicular to the end blade.  
  Fighting chain: Made up of a length of chain with a weight on one end.  
  Garrote: When attacking with a garrote, the player must strike from behind, 
  and the target must be relatively still (i.e., not engaged in melee). Any sort of 
  neck protection (leather collar, having one arm up to block such an attack, 
  etc.) will foil the garrote. If the attack is successful, the garrote will do normal 
  damage on the first round and kill the victim on the second. Before that 
  happens, if the garroter is successfully attacked, the garrote is released and 
  the victim will survive (the victim can make the attack himself, with a -2 “to hit” 
  penalty). The garrote will also be released if the victim successfully makes a 
  bend bars roll. The bend bars attempt counts as an attack; the victim can only 
  attack as well as attempt to remove the garrote if he would normally get more 
  than one attack per melee round.  
  Guandao: A pole arm with a thick single-edged head sporting a much shorter 
  spur-blade on the back. If set to receive a charge from a large creature, does 
  double damage if it hits.  
  Improvised weapon: This can be almost anything: a heavy candlestick, a 
  broom-handle used as a staff, etc. It is not possible to become proficient in 
  improvised weapon. Note that an improvised weapon will either break, be 
  lost, or otherwise become useless if the character wielding it rolls a natural 1 
  in melee. It may or may not be used with two hands, depending on what it is. 
  Iron fan: Appears as an ordinary fan, but the ribs are made of steel with 
  sharpened points. 
  Ji: A pole arm with two concave curved blades and a pointed tip that can be 
  used to either slash or stab. 
  Mandarin coin blades: A pair of knives with straight blades coming out of 
  either end of the handle, which is protected by a crescent-shaped blade inside 
  a ring-shaped blade.  
  Mandarin duck blades: A pair of curved knives shaped like two intersecting 
  crescent moons, with a guarded handle. 
  Monk’s cudgel: A short-hafted weapon with a round cage-like metal head on 
  one end.  
  
  Combat - Weapons 
  26 
  Monk’s spade: A pole arm with a shovel-like head on one end and a crescent-
  shaped blade on the other. Originally carried as a tool by wandering monks, 
  nowadays both ends are usually sharpened for use in combat.  
  Pudao: A short-hafted pole arm with a long bladed end that has a single 
  slightly curved edge. It is often used to attack a mount, forcing the rider to 
  dismount. 
  Suan tou-fung: A hafted weapon with a metal ball on one end.  
  Sword, butterfly: A short chopping weapon with a very thick blade, designed 
  to be used in pairs. Each also has a blade-catcher on the hilt that can disarm 
  an enemy; on a roll of natural 20, an attacker has the choice to inflict damage 
  or disarm one weapon from his foe. The enemy is entitled to a strength check 
  to prevent being disarmed, with a penalty of -1 per level of the wielder of the 
  butterfly sword. 
  Sword, straight: A double-bladed weapon with a straight blade. 
  Sword, straight, twin: The same as a straight sword, but designed to be 
  wielded in pairs. 
  Tiger head hook: Also known as a hook sword, this is a medium-sized straight 
  blade used in pairs, with a crescent-shaped blade protecting the grip, and a 
  spike on the end, both of which can also be used to attack. The end of the 
  blade is shaped like a J, and can be used to disarm an enemy; on a roll of 
  natural 20, an attacker has the choice to inflict damage or disarm one weapon 
  from his foe. The enemy is entitled to a strength check to prevent being 
  disarmed, with a penalty of -1 per level of the wielder of the tiger head hook. 
  Whip chain: A whip made up of between five and nine metal rods, connected 
  by short lengths of chain. 
  Wind and fire wheels: Circular metal blades with serrated edges and handles 
  in the middle. Can also be thrown. 
  Wolf teeth club: A stout wooden haft with a spiked metal head.  
  Yue: A heavy chopping axe, often decorated as a magical animal.  
  Zhua: A hafted weapon with a metal head in the form of a human hand with 
  sharpened claws for fingertips. When used against a mounted opponent, a 
  successful hit can knock him off his mount (wielder’s choice, but the decision 
  must be made prior to rolling to hit).  
  Ranged Weapons 
  Missiles are usually lost in combat, but 50% of arrows and crossbow bolts that 
  missed their targets can be recovered after a battle; the remainder are broken.  
  TABLE 64: RANGED WEAPONS 
  Range (yards)** 
  Damage Against… 
  Weapon 
  Price 
  Weight (lbs.) 
  Short 
  Med 
  Long 
  Rate of Fire 
  S/M 
  L 
  Acid, flask 
  10 g.p. 
  3 
  3 
  5 
  7 
  1/round 
  Special - see below 
  Arrow 
  1 g.p./doz. 
  0.1 
  - 
  - 
  - 
  - 
  1d6 
  1d6 
  Axe, throwing 
  1 g.p. 
  5 
  10 
  20 
  30 
  1/round 
  1d6 
  1d4 
  Blowgun 
  20 g.p. 
  1 
  10 
  20 
  30 
  2/round 
  - 
  - 
  Blowgun needle 
  1 s.p. 
  0.1 
  - 
  - 
  - 
  - 
  1 
  1 
  Bow, composite, long* 
  100 g.p. 
  8 
  60 
  120 
  210 
  2/round 
  - 
  - 
  Bow, composite, short* 
  75 g.p. 
  5 
  50 
  100 
  180 
  2/round 
  - 
  - 
  Bow, long* (gong) 
  60 g.p. 
  10 
  70 
  140 
  210 
  2/round 
  - 
  - 
  Bow, short* 
  15 g.p. 
  5 
  50 
  100 
  150 
  2/round 
  - 
  - 
  Crossbow bolt, hand 
  1 s.p. 
  0.1 
  - 
  - 
  - 
  - 
  1d3 
  1d2 
  Crossbow bolt, light 
  1 s.p. 
  0.1 
  - 
  - 
  - 
  - 
  1d4 
  1d4 
  Crossbow bolt, repeating 
  1 s.p. 
  0.1 
  - 
  - 
  - 
  - 
  1d3 
  1d3 
  Crossbow, hand 
  25 g.p. 
  2 
  20 
  40 
  60 
  1/round 
  - 
  - 
  Crossbow, light* 
  12 g.p. 
  5 
  60 
  120 
  180 
  1/round 
  - 
  - 
  Crossbow, repeating* 
  50 g.p. 
  6 
  40 
  80 
  120 
  5/round 
  - 
  - 
  Dagger, throwing 
  2 g.p. 
  1 
  10 
  20 
  30 
  2/round 
  1d4 
  1d3 
  Dart 
  5 s.p. 
  0.5 
  15 
  30 
  45 
  3/round 
  1d3 
  1d2 
  Flying claw 
  3 g.p. 
  1 
  3 
  5 
  10 
  1/round 
  1d2 
  1d2 
  Flying guillotine 
  45 g.p. 
  4 
  3 
  5 
  10 
  1/2 rounds 
  Special - see below 
  Harpoon 
  5 g.p. 
  6 
  10 
  20 
  30 
  1/round 
  2d4 
  2d6 
  Improvised weapon 
  n/a 
  1-5 
  5 
  10 
  15 
  1/round 
  1d6 
  1d3 
  Javelin 
  10 s.p. 
  2 
  20 
  40 
  60 
  1/round 
  1d6 
  1d6 
  Knife, throwing 
  1 g.p. 
  0.5 
  10 
  20 
  30 
  2/round 
  1d3 
  1d2 
  Meteor hammer 
  2 g.p. 
  3 
  3 
  5 
  7 
  1/round 
  1d6 
  1d3 
  Oil, flask 
  1 g.p. 
  3 
  3 
  5 
  7 
  1/round 
  Special - see below 
  Rope dart  
  2 g.p. 
  0.5 
  3 
  5 
  7 
  1/round 
  1d4 
  1d2 
  Spear, throwing 
  1 g.p. 
  5 
  10 
  20 
  30 
  1/round 
  1d6 
  1d8 
  Wind and fire wheels† 
  6 g.p. 
  2 
  10 
  20 
  30 
  2/round 
  1d4+1 
  1d6 
  * Weapons marked with an asterisk are used with two hands.
  ** Range indoors or underground should be divided by 3, except acid and 
  oil. 
  † Weapons marked with a dagger are meant to be used in pairs (weight and 
  cost are given for a pair of weapons); when used in pairs, no shield use is 
  possible, but wielder can strike with both weapons with only a -2 penalty “to 
  hit” for the off-hand weapon. When using a paired weapon singly, wielder 
  gets a -1 penalty “to hit” and damage. 
  Acid: Acid contained in a vial can be thrown at an enemy, but the vial itself 
  must break for the acid to do full damage. On a roll of 1-18 on 1d20, the vial 
  will break. If the vial hits the target and breaks, the acid within will do 2d4 
  h.p. (assuming the target is harmed by acid, of course). If the vial misses, it 
  will do 1 h.p. of damage to all those within 1’ of the landing point, assuming 
  the vial breaks open. 
  Crossbow (all): The rate of fire for any crossbow assumes that the weapon is 
  already loaded and set, ready to be fired. If this is not the case, the first round 
  must be spent preparing the weapon for firing. Then the rate of fire applies 
  normally. Note that crossbows only fire crossbow bolts; only normal bows can 
  fire arrows.  
  Crossbow, light: This crossbow has a wooden cross-piece (made up of 
  overlapping pieces of wood). It can be drawn by a single person either with 
  a stirrup-pull or simply by drawing back the string. It can be fired one-handed, 
  but requires two hands to load. 
  
  ADVENTURES DARK AND DEEP™ - The Golden Scroll of Justice 
  27 
  Crossbow, repeating: Can fire up to ten bolts without being reloaded. 
  Flying claw: A gripping claw at the end of a 30’ long rope or ribbon. It can 
  also be used as a grappling hook. If the wielder rolls a natural 20 to hit against 
  a small or medium creature, it will entangle the target rather than doing 
  damage, at the wielder’s option (after the 20 is rolled). Creatures that are 
  entangled will either be unseated from their mount (if applicable) or taken to 
  the ground, where they must spend 1d3 melee rounds untangling themselves 
  (the rope/ribbon can be cut with 2 points of cutting damage, as from a knife 
  or dagger). If used against a large creature, a natural 20 indicates 
  entanglement as above, but the rope will be yanked from the wielder’s hand. 
  The claw is spring-loaded, so unless an enemy is entangled, it can be 
  disengaged and recalled by jerking the rope back, with no penalty.  
  Flying guillotine: This very rare weapon is used more to inspire psychological 
  terror in an enemy than for its usefulness in combat; it resembles a very large 
  hat with a rope or ribbon attached. When used properly, the flying guillotine 
  is tossed onto the head of an enemy (which must be small or medium, unless 
  a special version of the weapon has been designed to accommodate larger 
  heads, in which case the GM should at least double the cost for the customized 
  work), and then the rope is yanked, activating a series of razor-sharp spring-
  loaded blades which will decapitate the enemy, killing him instantly (unless 
  there is some special mitigating circumstance, such as magic, involved). 
  Needless to say this is not an ordinary weapon and will not be found for sale 
  in any market or city; it must be specially commissioned. In the same vein, it is 
  difficult to become proficient in the weapon, as few have mastered it (seeking 
  out a teacher should be a quest unto itself). The flying guillotine always treats 
  the target as if it were AC 0 (unless the target has a lower armor class, in 
  which case the real AC should be used), but if the wielder rolls a natural 20 
  to hit against a small or medium creature, it will entangle the target rather than 
  doing damage, at the wielder’s option after the 20 is rolled. Creatures that are 
  entangled will either be unseated from his mount (if applicable) or taken to the 
  ground, where they must spend at least 1 melee round untangling themselves 
  (the rope/ribbon can be cut with 2 points of cutting damage, as from a knife 
  or dagger). If used against a large creature, a natural 20 indicates 
  entanglement as above, but the rope will be yanked from the wielder’s hand. 
  The flying guillotine can be immediately recalled once hurled, with no penalty, 
  unless it is entangled. 
  Harpoon: This is essentially a stout spear which is attached either to the 
  attacker, or to some other object, by a line. A successful hit indicates the target 
  is tethered to the harpoon’s anchor, and is also entangled in the line and must 
  spend 1 round detangling itself (although it will still be impaled by the harpoon 
  and thus tethered to the anchor). To remove the harpoon completely, the target 
  must have an intelligence of 2 or greater, and must successfully make a saving 
  throw vs. poison. Success indicates the harpoon is removed. Failure indicates 
  that the victim takes 1 additional h.p. in damage from the attempt. Note that 
  victims impaled by harpoons can be dragged towards the anchor at a rate of 
  10’ per minute on average, if the circumstances and size/strength of those 
  involved warrant. 
  Improvised weapon: This can be almost anything: a wine bottle, a candelabra 
  hurled at an opponent, etc. It is not possible to become proficient in improvised 
  weapon. Note that an improvised weapon can be thrown back at the attacker 
  (and a separate “to hit” roll made) if the attacker rolls a natural 1; this will not 
  count against the re-thrower’s number of attacks per round. This is an extra 
  bonus attack that has no impact on any other attacks or spells that may be 
  done in the combat round. It may or may not be used with two hands, 
  depending on what it is.  
  Meteor hammer: A heavy round weight on the end of a 30’ long rope or 
  ribbon. If the wielder rolls a natural 20 to hit against a small or medium 
  creature, it will entangle the target rather than doing damage, at the wielder’s 
  option. Creatures that are entangled will either be unseated from his mount (if 
  applicable) or taken to the ground, where they must spend at least 1 melee 
  round untangling themselves (the rope/ribbon can be cut with 2 points of 
  cutting damage, as from a knife or dagger). If used against a large creature, 
  a natural 20 indicates entanglement as above, but the rope will be yanked 
  from the wielder’s hand. Unless it’s entangled, the hammer can be immediately 
  recalled once hurled by jerking the rope back, with no penalty.  
  Oil: Oil contained in a vial can be thrown at an enemy, but the vial itself must 
  break and be somehow set alight for the oil to do any damage. It is possible 
  to make a “Molotov cocktail” with a burning rag in the opening of the oil vial; 
  doing so will impose an initiative penalty of 5, but the oil will automatically 
  catch fire if the vial is smashed on impact. The vial will break on a roll of 18 
  or less on 1d20. If a lit vial hits, and breaks on the target, the oil within will 
  do 2d6 h.p. on the first round, and 1d6 h.p. on the second before it burns 
  itself out (assuming the target is harmed by fire, of course). If a lit vial misses, 
  and breaks, it will do 1d3 h.p. of damage to all those within 3’ of the landing 
  point. If the vial breaks but is not lit (i.e., is not used in a Molotov Cocktail), 
  the oil must be hit by some other source of fire: torch, spell, etc. Note that if a 
  torch is thrown at an oil-covered opponent with the intention of setting him on 
  fire, a separate “to hit” roll must be made for the torch.  
  Rope dart: A solid metal dart on the end of a 30’ long rope or ribbon. If the 
  wielder rolls a natural 20 to hit against a small or medium creature, it will 
  entangle the target rather than doing damage, at the wielder’s option. 
  Creatures that are entangled will either be unseated from his mount (if 
  applicable) or taken to the ground, where they must spend at least 1 melee 
  round untangling themselves (the rope/ribbon can be cut with 2 points of 
  cutting damage, as from a knife or dagger). If used against a large creature, 
  a natural 20 indicates entanglement as above, but the rope will be yanked 
  from the wielder’s hand. The dart can be immediately recalled once hurled, 
  with no penalty, if it is not entangled. 
  Kung Fu 
  The arts of combat that rely on intensive training are collectively known as kung 
  fu. They are distinguished from “ordinary” training in the use of weapons, 
  which is determined by the class of the character and the number of weapon 
  proficiencies he has at any given level. Kung fu refers to special abilities, which 
  can have effects similar to magical powers at the highest levels of development. 
  It is a mistake to believe that kung fu is necessarily unarmed combat. While it 
  is true that certain schools of kung fu do emphasize unarmed forms, others are 
  equally dedicated to combat with weapons, while still others focus on more 
  meditative practices that yield powers akin to those of fangshi and wu 
  spellcasters. It is also the case that some kung fu styles make mention of one’s 
  qi power; an internal spiritual strength that can be used to produce miraculous 
  effects. However, there are no “qi points” or any other mechanic beyond those 
  mentioned in the specific style descriptions below. Note that these are not 
  magical abilities per se, and will not be affected by spells such as dispel magic. 
  Note that many of the kung fu rules herein require use of unarmed combat 
  rules. Game masters (or players) who are not used to using such rules should 
  familiarize themselves with them in order to maximize the usefulness of the 
  kung fu styles detailed below. For reference, the unarmed combat system from 
  ADVENTURES DARK AND DEEP™ is reprinted here in Appendix A, which may also 
  be used with most other old-school game systems. As a brief refresher, 
  pummeling refers to punching and kicking; overbearing refers to knocking 
  people down, back, or over; and grappling refers to grabbing people. There 
  is some overlap, however. 
  Learning Kung Fu Skills 
  In game terms, kung fu skills are treated just like secondary skills. A character 
  spends a number of already-earned experience points, which are deducted 
  from his current total, and spends time to learn a skill level of a given style. If 
  the game master wishes to use the “Starting Secondary Skill” optional rule in 
  the ADVENTURES DARK AND DEEP™ Players Manual, it can be applied to kung fu 
  skills as well. In this way, it is entirely possible to have a fangshi who is a 
  master of the fighting arts, or a fighter who has advanced knowledge of kung 
  fu disciplines. 
  
  Combat - Kung Fu 
  28 
  Kung fu skills are obtained by “spending” experience points, which are used 
  to either obtain a new skill or gain an additional skill level in a style he already 
  possesses. A character can only spend experience points on the same style 
  once per experience level. If the player chooses to spend x.p. on a style, those 
  x.p. are forever lost, although new x.p. can, of course, be earned to make up 
  for that loss.  
  Learning a new kung fu style, or gaining an additional skill level in a style, is 
  not automatic. It will take 1d4 months per skill level, and requires that the 
  student actually be able to find someone able to teach the skill. If a given locale 
  does not have a suitable master, then the student must find one that does. See 
  also “kung fu schools” on p. 51 for tips and tables that can be used to create 
  schools where PCs can learn kung fu skills. 
  Any kung fu skill level above 2 should require an extraordinary effort to locate 
  a master who is both able and willing to teach the prospective student. Such 
  quests to find a particular master who is known for a particular style can 
  become adventures unto themselves. The GM should place such masters 
  throughout his campaign setting. Some will be famous, while others will be 
  more difficult to find, often maintaining a simple life that hides their mastery of 
  the highest levels of kung fu.  
  The base x.p. cost of obtaining a level in a given style is listed in the particular 
  description of that skill. For each additional skill level, the cost is equal to the 
  base cost multiplied by the skill level being added. For example, if a character 
  is adding a skill level to a style with a base cost of 3,000 x.p., and already 
  has two skill levels in that particular style, the cost for the third skill level would 
  be 9,000 x.p. 
  The base experience point (x.p.) cost of a style sometimes is dependent on the 
  attributes the character possesses (strength, intelligence, etc.). If an attribute is 
  listed, then the character can pay that price if the attribute is the highest he 
  possesses (or is tied for highest). For example, a character with STR 17, INT 
  11, WIS 14, DEX 12, CON 15, CHA 15 would only pay 4,000 for the dragon 
  foot style, but would have to pay 8,000 for the three waters style.  
  In cases where a kung fu style’s abilities overlap with those of the monk class, 
  they are treated as additive. Example: A 4th level monk with three levels of air 
  dancer style could fall 31-40’ without taking damage, since his monk abilities 
  would normally allow him to fall 11-20’, and the air dancer style would allow 
  him to fall 20’ more. If the kung fu ability requires a skill check, then failing the 
  skill check means that only the natural monk ability can be used. 
  Finally, it should be noted that other kung fu styles can, and should, exist. Some 
  may have died out completely, known only through ancient texts that exist in 
  some distant temple, ready to be rediscovered. Such quests could form their 
  own adventures, and prove not only exciting, but rewarding as well. 
  Failing Skill Checks 
  Unless otherwise noted in the skill description, if a practitioner fails a skill check 
  on a kung fu ability that requires one, he can elect to perform the ability 
  suitable for the same skill level or below that does not require a skill check. 
  Otherwise, he simply fails and the game master should determine the suitable 
  result. Example: Chen has three skill levels of air dancer style. He is attempting 
  to climb up a 70’ wall, and fails his first required skill check, meaning he’s 30’ 
  off the ground when he does. He fails the subsequent skill check too, so he will 
  fall to the ground. He could elect to then use the crane’s wing ability and fall 
  the first 20’ without taking damage, or he could choose not to and take the 
  falling damage. Chen, not being a moron, elects to use the crane’s wing ability 
  and saves himself the damage. 
  Creatures Only Harmed by Magic Weapons 
  Some creatures, especially the undead or those from other planes, can only be 
  harmed by magical weapons. For purposes of determining whether they can 
  be harmed, each skill level of kung fu in the style being used counts as a “plus” 
  of a weapon. So, if someone has two skill levels in dragon foot style, he can 
  harm creatures normally only harmed by +2 weapons. Similarly, if someone 
  has one skill level in blade warden style, he could still harm that same creature 
  if he was wielding a +1 weapon (+1 for his skill level in blade warden, +1 for 
  the weapon). Note that only skill levels in the particular kung fu style being 
  used should be counted (although if multiple styles are being combined by use 
  of kung fu mastery, they can be counted together, along with the skill levels in 
  kung fu mastery). 
  Styles of Kung Fu 
  The following are merely examples of the sorts of kung fu styles that the game 
  master may wish to develop for his own campaign. In real-world Chinese 
  martial arts, there are more than a hundred such styles. Note that every style 
  need not be completely unique - it is entirely possible for a given in-game ability 
  to be encompassed by more than one style. Similarly, a given school of kung 
  fu will likely teach a combination of different styles - it is these combinations of 
  styles that give each school its own distinct flavor. 
  Air Dancer Style 
  Base X.P. Cost: 5,000 per level (wisdom), 7,000 per level (all others) 
  Make Skill Checks Against: wisdom 
  This style allows the practitioner to jump, climb, and eventually levitate for 
  periods of time, in order to gain position and evade attack. 
  TABLE 65: AIR DANCER SKILLS 
  Skill 
  Level 
  No Skill Check  
  Needed for… 
  Skill Check  
  Needed for… 
  1 
  Leaping frog. Jump forward 
  10’. 
  Flea jump. Jump forward 30’, 
  any other direction 10’. 
  2 
  Mantis step. Able to maintain 
  balance on the ends of poles, 
  beams, rocks, ropes, etc., up 
  to 1” wide, with no loss of 
  movement rate or chance to 
  fall. (Fighting while on such 
  things requires a skill check; 
  failure means a -4 penalty “to 
  hit” and AC for that round.) 
  Spider’s touch. Climb up walls 
  at a rate of 30’ per minute. 
  Must make a skill check each 
  minute. Failure means a 
  second skill check must be 
  made. Success means the 
  character stays in place; 
  failure means he falls to the 
  ground. 
  3 
  Crane’s wing. Jump forward 
  20’. Able to fall 20’ without 
  taking damage. 
  Air-master. Levitate self and up 
  to 200 lbs. of carried items up 
  to 20’ above the ground. Can 
  be done up to three rounds 
  (must make skill check each 
  round), and must rest for an 
  equal number of rounds. 
  Failure means the character 
  floats gently to the ground. 
  
  ADVENTURES DARK AND DEEP™ - The Golden Scroll of Justice 
  29 
  Blade Warden Style 
  Base X.P. Cost: 3,500 per level (strength or dexterity), 5,000 per level (all 
  others) 
  Make Skill Checks Against: strength or dexterity 
  This style emphasizes the use of bladed weapons such as swords, knives, axes, 
  etc. The powers below cannot be used with crushing weapons, or weapons 
  with a length of 5’ or more.  
  TABLE 66: BLADE WARDEN SKILLS 
  Skill 
  Level 
  No Skill Check  
  Needed for… 
  Skill Check  
  Needed for… 
  1 
  Spider’s fang. +1 “to hit” and 
  damage when using bladed 
  weapon.  
  Serpent blade. The 
  practitioner can cause his 
  blade to seemingly bend and 
  twist around an enemy’s 
  defenses. Shields and 
  parrying are ineffective 
  against this power, and 
  practitioner gets a +2 bonus 
  “to hit” and +2 to damage. 
  2 
  Shield chop. If an enemy is 
  using a shield, practitioner 
  can focus blows on the shield 
  specifically. 4 h.p. will destroy 
  a small wooden shield, 12 
  h.p. will destroy a large metal 
  shield. 
  Foe-of-armor. The practitioner 
  can seek out weaknesses in 
  armor, damaging the armor 
  worn by an enemy. A 
  successful hit will cut straps, 
  puncture weakened areas, 
  etc., reducing the armor’s 
  effectiveness by 1 AC. A 
  subsequent successful hit will 
  reduce the armor by another 
  2 AC. A third will render the 
  armor altogether useless. 
  Magical armor is entitled to a 
  saving throw vs. crushing 
  blow. Metal shields are 
  unaffected. 
  3 
  Blade catch. When unarmed, 
  the practitioner can catch an 
  attacker’s bladed weapon in 
  his bare hands without injury. 
  On a successful bend bars 
  roll, the weapon is wrenched 
  from the wielder’s hand and 
  tossed to the ground or, if a 
  successful dexterity check is 
  made, wielded by the 
  practitioner. 
  Fireblade. The practitioner 
  can cause his (non-magical) 
  weapon to burst into flames, 
  giving it a +1 bonus “to hit” 
  and +2 to damage. The blade 
  will also set aflame any 
  flammable objects, and do 
  maximum damage to 
  creatures vulnerable to fire. 
  The effect will last for 1d6+4 
  minutes, and the blade itself is 
  ruined thereafter. 
  Blind Wyvern Style 
  Base X.P. Cost: 4,000 per level (strength), 6,000 per level (all others) 
  Make Skill Checks Against: strength 
  This style emphasizes combat at night and in other situations where darkness 
  prevails, as well as backwards-facing strikes, primarily kicks.  
  TABLE 67: BLIND WYVERN SKILLS 
  Skill 
  Level 
  No Skill Check  
  Needed for… 
  Skill Check  
  Needed for… 
  1 
  Eyes of the cat. Only a -2 
  penalty “to hit” when blind, 
  +2 penalty to armor class in 
  darkness. 
  Ears of the bat. No “to hit” or 
  armor class penalty in 
  darkness. 
  2 
  Nose of the dog. No penalty 
  to “to hit” roll or armor class 
  in darkness. +1 “to hit” bonus 
  when pummeling someone on 
  rear or flank. On a missed “to 
  hit” roll, doesn’t hit friend or 
  random object when blind. 
  Legs of the frog. Backflip to 
  move behind any man-sized 
  or smaller opponent on rear 
  or flank. If successful, can 
  attack on the same round with 
  -1 penalty. If unsuccessful, 
  opponent can turn, and no 
  same-round attack is possible. 
  3 
  Scorpion’s tail. Get +2 “to hit” 
  and +1 damage bonus when 
  pummeling someone on rear 
  or flank. 
  Widow’s veil. Can attack 
  enemies in front and on rear 
  or flank simultaneously, 
  getting full number of attacks 
  on front and flank/rear, with 
  no penalty for flank or rear 
  attacks.  
  Crawling Beast Style 
  Base X.P. Cost: 3,000 per level (dexterity), 4,500 per level (all others) 
  Make Skill Checks Against: dexterity 
  This style emphasizes fighting while prone. 
  TABLE 68: CRAWLING BEAST SKILLS 
  Skill 
  Level 
  No Skill Check  
  Needed for… 
  Skill Check  
  Needed for… 
  1 
  Snake crawl. Able to move at 
  half speed even when prone 
  (will remain prone at the end; 
  practitioner is scuttling along 
  the floor). 
  Snake slither. Able to move at 
  normal speed even when 
  prone. 
  2 
  Spider crawl. Enemies do not 
  get a bonus “to hit” when 
  practitioner is prone. 
  Spider strike. When prone, 
  practitioner gets a +2 bonus 
  “to hit”. 
  3 
  Centipede strike. When an 
  enemy attempts to knock the 
  practitioner prone by 
  overbearing, or to keep the 
  practitioner prone by 
  grappling, practitioner gets a 
  +2 bonus “to hit” and 
  damage with any unarmed 
  combat attempt. 
  Centipede crawl. Able to 
  move at double normal speed 
  when prone, can also climb 
  walls as a 5th level thief. 
  Dragon Foot Style 
  Base X.P. Cost: 4,000 per level (strength), 6,000 per level (all others) 
  Make Skill Checks Against: strength 
  This style focuses on kicks and other leg work. 
  
  Combat - Kung Fu 
  30 
  TABLE 69: DRAGON FOOT SKILLS 
  Skill 
  Level 
  No Skill Check  
  Needed for… 
  Skill Check  
  Needed for… 
  1 
  Jade dragon foot. +1 “to hit” 
  and damage for all 
  pummeling attacks (if 
  feet/legs are free and usable). 
  +10’ per min. movement. 
  Whirling terrapin. If prone, 
  can make overbearing attack 
  using leg sweep on all 
  enemies within 5’. Success 
  means the target(s) are 
  knocked prone. 
  2 
  Sapphire dragon foot. +2 “to 
  hit” and damage for all 
  pummeling attacks (if 
  feet/legs are free and usable). 
  +20’ per min. movement. 
  Dragon kick. If pummeling hit 
  is successful, knock back 
  target up to 1’ per point of 
  STR. If something solid 
  prevents the target from 
  traveling the full distance, 
  opponent takes an additional 
  1 h.p. per 3’ that can’t be 
  traveled (round down). 
  3 
  Ruby dragon foot. +3 “to hit” 
  and damage for all 
  pummeling attacks (if 
  feet/legs are free and usable). 
  +30’ per min. movement. 
  Dragon stomp. By stomping 
  on the ground, practitioner 
  can create a directed earth 
  tremor up to 60’ long and 10’ 
  wide. All creatures within the 
  area of effect must make a 
  dexterity check or be knocked 
  prone; stomp will also inflict 
  30 h.p. of damage on all 
  stone, wood, and soil 
  construction. 
  Fishing Mantis Style 
  Base X.P. Cost: 3,500 per level (dexterity), 5,500 per level (all others) 
  Make Skill Checks Against: dexterity 
  This style focuses on the use of pressure points, vulnerable meridian lines, and 
  qi centers to disable an opponent. Armor will interfere with this style to some 
  extent; anyone using the fishing mantis against someone whose armor type 
  (not armor class) is AC 4-7 will get a -2 penalty on skill checks, while anyone 
  using this style against someone whose armor type is AC 3 or lower will get a 
  -4 penalty on skill checks. 
  TABLE 70: FISHING MANTIS SKILLS 
  Skill 
  Level 
  No Skill Check  
  Needed for… 
  Skill Check  
  Needed for… 
  1 
  Stomach. +2 “to hit” bonus on 
  all pummeling attacks. 
  Gall bladder. Successful 
  pummeling attack will disable 
  an enemy’s leg, giving them a 
  +2 initiative penalty and half 
  movement rate. 
  2 
  Gland: Successful pummeling 
  attack numbs enemy’s 
  weapon hand, causing -2 “to 
  hit” penalty for 1d3 hours. 
  Can only be used once per 
  weapon hand. 
  Heart: Successful pummeling 
  attack knocks victim 
  unconscious for 1d3 rounds. 
  3 
  Governing meridian: 
  successful pummeling attack 
  causes double damage. 
  Bladder: Successful 
  pummeling attack blinds the 
  target for 2d6 rounds. 
  Head of the Hydra Style 
  Base X.P. Cost: 2,000 per level (dexterity), 2,500 per level (all others) 
  Make Skill Checks Against: dexterity 
  This style emphasizes speed of attacks above all else, sometimes at the expense 
  of accuracy. 
  TABLE 71: HEAD OF THE HYDRA SKILLS 
  Skill 
  Level 
  No Skill Check  
  Needed for… 
  Skill Check  
  Needed for… 
  1 
  Flawed jade flurry of blows. 
  Make two pummeling attacks 
  per round, each with a -2 
  penalty “to hit”. 
  Jade flurry of blows. Make 
  two pummeling attacks per 
  round, with no “to hit” 
  penalty. 
  2 
  Flawed sapphire flurry of 
  blows. Make three pummeling 
  attacks per round, each with a 
  -2 penalty “to hit”. 
  Sapphire flurry of blows. 
  Make three pummeling attacks 
  per round, each with +1 
  bonus “to hit” (rather than 
  penalty). 
  3 
  Flawed ruby flurry of blows. 
  Make four pummeling attacks 
  per round, each with a -2 
  penalty “to hit”. 
  Ruby flurry of blows. Make 
  four pummeling attacks, each 
  with +2 bonus “to hit” (rather 
  than penalty). 
  Kung Fu Mastery 
  Base X.P. Cost: 7,000 per level (all) 
  Make Skill Checks Against: strength 
  This is a very special skill that allows an experienced kung fu practitioner to 
  combine effects and skills from different styles into attacks and maneuvers that 
  can be made simultaneously. As such it is very powerful, and only those with 
  the highest levels of dedication can learn it. No one can learn kung fu mastery 
  unless they have a skill level of 3 in at least two different kung fu styles, or a 
  skill level of 2 in at least three different styles. 
  TABLE 72: KUNG FU MASTERY SKILLS 
  Skill 
  Level 
  No Skill Check  
  Needed for… 
  Skill Check  
  Needed for… 
  1 
  Dragon mastery. Combining 
  two movement effects/ 
  bonuses or one movement and 
  one defensive effect in the 
  same round (if compatible). 
  North wind mastery. 
  Combining one movement and 
  one “to hit” or damage 
  effect/bonus in the same round 
  (if compatible). 
  2 
  West wind mastery. 
  Combining one movement 
  and one damage effect/bonus 
  in the same round (if 
  compatible). 
  South wind mastery. Combining 
  one “to hit” and one damage 
  effect/bonus in the same round 
  (if compatible). 
  3 
  East wind mastery. Combining 
  any two effects/bonuses in the 
  same round (if compatible). 
  Mastery of flowers. Combining 
  any three effects/bonuses in the 
  same round (if compatible). 
  Compatibility will need to be determined on a case-by-case basis by the game 
  master, as there are far too many possible kung fu bonuses and effects to make 
  a comprehensive listing practical.  
  Mountain Ape Style 
  Base X.P. Cost: 2,000 per level (strength), 2,500 per level (all others) 
  Make Skill Checks Against: strength 
  This style emphasizes grappling techniques. 
  
  ADVENTURES DARK AND DEEP™ - The Golden Scroll of Justice 
  31 
  TABLE 73: MOUNTAIN APE SKILLS 
  Skill 
  Level 
  No Skill Check  
  Needed for… 
  Skill Check  
  Needed for… 
  1 
  Way of the small. No size 
  penalty when attacking larger 
  creatures. 
  Grip of iron. Enemy has -4 
  penalty when attempting to 
  break a grappling hold. 
  2 
  Way of the thin. Enemy has -2 
  penalty “to hit” when 
  attempting to grapple 
  practitioner.  
  Crushing grip. Successful 
  grappling attack does 2d4 
  h.p. of damage against 
  opponent. 
  3 
  Way of the weak. No strength 
  penalty when attacking 
  stronger creature. 
  Grip of night. Once an enemy 
  has been successfully 
  grappled and held for at least 
  one round, make a skill check 
  to attempt to knock him 
  unconscious for 1d3 rounds. 
  Serpent’s Fang Style 
  Base X.P. Cost: 3,500 per level (strength or dexterity), 5,000 per level (all 
  others) 
  Make Skill Checks Against: strength or dexterity 
  This style emphasizes the use of pole arms and other two-handed and lengthy 
  melee weapons (longer than 5’).  
  TABLE 74: SERPENT’S FANG SKILLS 
  Skill 
  Level 
  No Skill Check  
  Needed for… 
  Skill Check  
  Needed for… 
  1 
  Pole arm adept. +2 “to hit” 
  bonus when using two-handed 
  weapon. 
  Whirling pole arm. When 
  using pole arm, successful skill 
  check will disarm an 
  opponent. 
  2 
  Pole arm speed. Can attack 
  with pole arms at twice the 
  normal rate in combat. 
  Pole arm parry. Practitioner 
  may block any one successful 
  enemy attack after the fact. 
  (must decide to use this ability 
  after the “to hit” roll has been 
  made, but before damage is 
  announced). If practitioner has 
  already struck in the round, 
  next round’s attack is forfeit. 
  3 
  Pole arm mastery. No “to hit” 
  penalty for using non-
  proficient pole arms of any 
  type. 
  Flying pole arm. Practitioner 
  can hurl any pole arm with a 
  range of 20’ with no penalty. 
  Spitting Cobra Style  
  Base X.P. Cost: 3,000 per level (dexterity), 4,000 per level (all others) 
  Make Skill Checks Against: dexterity 
  This style emphasizes the use of ranged attacks. Note that despite the use of 
  bow-related terms in the names of the different skills, these apply to all sorts of 
  ranged attacks, both those which use ammunition, like bows, and those which 
  are thrown, like darts.  
  TABLE 75: SPITTING COBRA SKILLS 
  Skill 
  Level 
  No Skill Check  
  Needed for… 
  Skill Check  
  Needed for… 
  1 
  Swift as the snake. Get one 
  additional ranged weapon 
  attack per round. Also, +2 “to 
  hit” with all ranged weapons.  
  Missile catch. Any one 
  incoming missile  such as an 
  arrow, bolt, spear, etc. can be 
  caught if the practitioner has a 
  free hand. Does not apply to 
  large objects such as catapult 
  stones, rocks thrown by 
  giants, etc. 
  2 
  Instinctual archer. No non-
  proficiency penalty when 
  using any ranged weapon 
  (including improvised 
  weapons). Also, +25% 
  accuracy bonus to avoid 
  hitting friendly targets when 
  firing into melee. 
  Bent arrow. Missiles fired can 
  make two 45° turns, in 
  directions chosen by the 
  practitioner, as long as there 
  is at least 10’ between both 
  turns (i.e., they cannot be 
  consecutive). 
  3 
  Eye of the eagle. No “to hit” 
  penalty for firing missile 
  weapon at medium or long 
  range. 
  Hail of arrows. Practitioner 
  can fire missile weapons as 
  many times per round as he 
  has experience levels (not skill 
  levels). 
  
  Combat - Kung Fu 
  32 
  Three Waters Style 
  Base X.P. Cost: 6,000 per level (dexterity), 8,000 per level (all others) 
  Make Skill Checks Against: dexterity 
  This style emphasizes a fluid style of movement that is deceptive in its speed. 
  Often, one fighting against someone with this skill doesn’t even realize how 
  swiftly his opponent is moving, until it is too late.  
  TABLE 76: THREE WATERS SKILLS 
  Skill 
  Level 
  No Skill Check  
  Needed for… 
  Skill Check  
  Needed for… 
  1 
  The flowing river. Practitioner 
  gets one extra attack per two 
  rounds (1 per round becomes 
  3/2 rounds, 3/2 rounds 
  becomes 2 per round, etc.). 
  Water cannot be cut. If the 
  dexterity check is successful, 
  one melee attack against the 
  practitioner misses 
  automatically (must be 
  declared after the attack has 
  been announced, but before 
  the “to hit” die has been 
  rolled). 
  2 
  The river flows swiftly. 
  Practitioner gets an extra 
  attack every round. 
  The eye cannot see the ocean 
  current. The practitioner can 
  suddenly produce in his hand 
  some item that was carried in 
  a belt pouch, pocket, etc. (not 
  in a backpack or locked 
  container), or if he is a thief, 
  pick an enemy’s pocket in the 
  middle of combat, and still be 
  able to attack in the same 
  round. If the item retrieved 
  was a weapon or magic item, 
  it may be used that same 
  segment. 
  3 
  The river flows around the 
  rock. Practitioner gets an extra 
  attack every round, and that 
  extra attack is made from the 
  rear, unless it is not possible 
  to get behind his enemy 
  (enemies arrayed in 
  formation, etc.). 
  The mist flows where it will. 
  Practitioner gets one extra 
  attack per round, made from 
  the rear or flank, unless the 
  enemy has no rear or flank, or 
  is standing with his back to a 
  wall. It can even be used 
  when there is no clear path to 
  the enemy’s rear or flank (as 
  in, he is in a line of warriors), 
  as long as he has one. 
  Turtle’s Shell Style 
  Base X.P. Cost: 4,000 per level (strength), 6,000 per level (all others) 
  Make Skill Checks Against: strength 
  This style emphasizes defense and blocking of enemy attacks first and 
  foremost. It is often taught by schools that are devoted to peace and non-
  violence. 
  TABLE 77: TURTLE’S SHELL SKILLS 
  Skill 
  Level 
  No Skill Check  
  Needed for… 
  Skill Check  
  Needed for… 
  1 
  Shell of bronze. +2 AC bonus 
  vs. all unarmed combat 
  attacks, +1 AC bonus against 
  all melee weapon attacks. 
  Iron skin. Take half damage 
  from piercing and slashing 
  weapons. Magic weapons do 
  full damage. 
  Skill 
  Level 
  No Skill Check  
  Needed for… 
  Skill Check  
  Needed for… 
  2 
  Shell of iron. +3 AC bonus vs. 
  all unarmed combat attacks, 
  +2 AC bonus against all 
  melee weapon attacks. 
  Snapping turtle. If enemy is 
  attacking with a weapon, 
  successful skill check will 
  disarm him. 
  3 
  Shell of steel. +4 AC bonus 
  against all unarmed combat 
  attacks, +3 AC bonus against 
  all melee weapon attacks. 
  Steel skin. Take half damage 
  from all weapons, including 
  enchanted weapons. 
  Qi Mastery 
  Base X.P. Cost: 7,000 per level (wisdom), 8,000 per level (all others) 
  Make Skill Checks Against: wisdom 
  This skill taps into the mysteries of the life-force itself and enables the 
  practitioner to utilize it for seemingly miraculous purposes, drawing on inner 
  reserves of energy. It requires the highest levels of dedication to learn. No one 
  can learn qi mastery unless they have at least one level in the qigong 
  secondary skill, plus one level in kung fu mastery, and have also learned at 
  least one additional skill level in some other kung fu style since achieving kung 
  fu mastery. Unless otherwise noted, qi powers can be used once per 
  experience level (not qi mastery level) every 24 hours; thus, an 8th level fangshi 
  could use these powers a total of 8 times per day. 
  TABLE 78: QI MASTERY SKILLS 
  Skill 
  Level 
  No Skill Check  
  Needed for… 
  Skill Check  
  Needed for… 
  1 
  Qi transfer. Practitioner can 
  absorb 1d6 hit points from 
  any creature touched, and 
  add them to his own hit point 
  total as long as the total 
  number of hit points does not 
  exceed his normal maximum 
  (unwilling victims are entitled 
  to a saving throw vs. spells). 
  Can also be used to bestow 
  up to 6 h.p. on some other 
  creature (practitioner gets to 
  choose how many h.p. to 
  give). Can be used once per 
  day per skill level. 
  Qi flash. Builds up a sudden 
  burst of qi energy that will 
  temporarily blind all those 
  within 20’ who fail a saving 
  throw vs. paralyzation. 
  Blindness lasts for 1d3 rounds. 
  2 
  Qi healing. Practitioner can 
  heal 1d6 h.p. of damage per 
  skill level per day. Each die 
  may be used on different 
  subjects, but if combined get a 
  +1 bonus per die (so using 
  three healing dice on one 
  target would heal 3d6+3 
  h.p.). Three healing dice can
  be “spent” to cure disease or 
  cure blindness (as per the 
  spell) instead of curing lost hit 
  points. 
  Qi radiance. Practitioner’s 
  body glows with qi energy. 
  Enemies get -2 “to hit”, acts as 
  continual light spell centered 
  on practitioner (does not blind 
  him, though), and creatures 
  with less than 3 hit dice or 
  levels cannot touch the 
  practitioner, either personally 
  or with weapons. Once 
  successful, it remains until 
  dispelled or the practitioner is 
  unconscious. 
  3 
  Qi mind mask. Practitioner 
  can cast equivalent of charm 
  person spell once per day per 
  skill level. Target is entitled to 
  a saving throw vs. magic. 
  Qi blast. A ball of pure qi 
  energy does 12d6 h.p. of 
  damage to everything within a 
  30’ radius, centered on a 
  point up to 150’ away. 
  Saving throw vs. spells for half 
  damage. 
  
  ADVENTURES DARK AND DEEP™ - The Golden Scroll of Justice 
  33 
  See also: qugong secondary skill (p. 14). 
  Example of Combat Using Kung Fu Skills 
  Chan is a 6th level fighter with three skill levels in both mountain ape style and 
  three waters style, and one skill level in kung fu mastery. He is armed with a 
  dao and has 40 hit points. He is not wearing armor and has an AC of 10. 
  Li is a 5th level monk with two skill levels each in head of the hydra, serpent’s 
  fang, and turtle’s shell styles, one skill level each in crawling beast style, kung 
  fu mastery, and qi mastery. He has two skill levels in qigong (healing specialty). 
  He is armed with a monk’s spade, has 18 hit points, and is not wearing armor 
  but has an AC of 6 because of his monk abilities. 
  Chan and Li are fighting in a blacksmith’s shop. 
  Round One 
  They each roll for initiative. Chan gets an 8 and Li gets a 5. Li would normally 
  attack first, but Chan will use the river flows around the rock to attack Li twice 
  in the round, the second time from behind. Because he gets two attacks per 
  round, he is treated as if the first attack rolled a 1 for initiative. For the first 
  attack, he rolls a 15, and needs a 9 to hit AC 6. His first attack succeeds. The 
  dao does 1d6+1 points of damage; Chan rolls a 2, so Li takes 3 points of 
  damage. 
  Li uses the whirling pole arm attack against Chan, in an attempt to disarm him. 
  Li has a strength of 15, and rolls a 5 for his skill check. He succeeds, and 
  Chan’s dao flies across the blacksmith’s shop. He uses his dragon mastery to 
  also use the shell of iron defensive maneuver, increasing his AC by 3 against 
  unarmed attacks, and 2 against attacks by weapons. 
  Chan gets his second attack from the river flows around the rock at the end of 
  the round. He gets a +4 bonus “to hit” because he is attacking from the rear, 
  but since he no longer has his sword, he makes a grappling attack using his 
  crushing grip, which would do damage as well as hold his enemy. Doing so 
  requires a strength check. Chan has a strength of 14, but rolls a 19, failing 
  the skill check. He does the way of the thin maneuver instead (which doesn’t 
  require a skill check), so Li gets a -2 penalty “to hit” if he decides to grapple. 
  Because Chan has a strength of 14 and Li has a strength of 15, Chan gets a  
  -2 penalty “to hit” on grappling attacks. Li has an AC of 3 (because of the shell 
  of iron), but Chan gets a +4 bonus “to hit” for a rear attack. He rolls an 8, 
  which is exactly what he needs to hit. Li is now pinned, and takes 1d2 h.p. of 
  damage from the grapple attack. Chan rolls a 2. Li now has 13 hit points 
  remaining. 
  Round Two 
  Chan rolls a 7 for initiative and Li rolls a 1. Li attacks first, using his qi transfer 
  ability to absorb hit points from his opponent. Because Chan is an unwilling 
  victim, he is entitled to a saving throw vs. spells. Chan rolls a 1, and Li absorbs 
  1d6 of Chan’s hit points. Li rolls a 4, and is now back up to 17 hit points, 
  having just taken 4 from Chan, while Chan is down to 36 h.p. 
  Chan decides to risk holding onto Li in order to use the crushing grip and 
  attempt to knock him unconscious. The crushing grip requires a skill check; this 
  time Chan rolls a 7 and makes the skill check. Chan chokes Li into 
  unconsciousness for 1d3 rounds. He rolls a 3. With Li sagging in his arms, he 
  now has more than enough time to bind the monk and flee with his belongings, 
  after recovering his dao.
  
  Combat - Creating Magic Items 
  34 
  Magic 
  Magic in a mythic China setting works much the same as it does in any other 
  setting. Fangshi need to memorize spells from books and scrolls, and wu need 
  to memorize spells by meditation. Spells can be recorded on scrolls for one-
  time use, and magic items can be created that enable special magic effects. 
  On the whole, those familiar with magic in a Medieval European ADVENTURES 
  DARK AND DEEP™ setting are going to be comfortable with how magic works 
  in a mythic China setting. There are no systemic mechanical differences. 
  That said, the specific spells and magic items known to the inhabitants of a 
  mythic China setting are somewhat different than those in other locales. Some 
  spells and magic items are common to both, but some are unknown in mythic 
  China, while others are unique to it.  
  Creating Magic Items 
  The process for creating magic items is much the same for characters in a 
  mythic China setting as it is for those in any other sort of setting. One big 
  difference is that fangshi make great use of pills, which are functionally much 
  the same as potions, but obviously do not require the same sort of container 
  (but run the risk of being crushed into powder if they are left unprotected).  
  The Ethereal Plane 
  The ethereal plane holds a special significance in the culture, religion, and 
  magical practices of a mythic China setting. It is not only the ethereal plane as 
  described in the ADVENTURES DARK AND DEEP™ Game Masters Toolkit, but it is 
  also the “otherworld”, in which the spirits of the dead (gui ghosts) dwell. Such 
  spirits are usually confined to those places where the material and ethereal 
  planes intersect, and in such places the material plane is dimly seen as a 
  shadow of its true self. Their existence is focused on the goings-on in the 
  material plane, and thus it is in the “otherworld” where the material and 
  ethereal planes intersect, that they remain.  
  The Elemental Planes 
  The arrangement of the other planes of existence is fairly consistent with its 
  European counterpart, although there are some significant differences in 
  regards to the elemental planes. Most barbarian (i.e., non-Chinese) sages 
  agree that there are four elemental planes (air, earth, fire, and water), which 
  interact with one another and the positive and negative planes to create the 
  quasi- and meta-elemental planes, all of which have their respective 
  inhabitants. 
  Scholars in mythic China, on the other hand, maintain that there are in fact 
  five elemental planes (wood, fire, earth, metal, and water). Further, they aver 
  that the elements are not the solid and immutable building-blocks of all matter, 
  but rather represent different stages in the evolution of all things.  
  Given the fact that air elementals demonstrably exist no less than do metal 
  elementals, but neither seem to be active in places where they are not culturally 
  acknowledged, it is clear that neither cosmology is entirely comprehensive. 
  The respective cosmologies seem to be both demonstrably true and self-
  contradictory at the same time, and the need more study into the matter by 
  sages and savants is indicated. Sages in mythic China do, however, recognize 
  the positive (yang) and negative (yin) planes, and the quasi-elemental planes 
  that derive therefrom. This gives the following inner planes: 
  •
  Elemental plane of wood
  •
  Elemental plane of fire
  •
  Elemental plane of earth
  •
  Elemental plane of metal
  •
  Elemental plane of water
  •
  Positive energy (yang) plane
  •
  Negative energy (yin) plane
  •
  Plane of shadow
  •
  Meta-elemental plane of ember, where wood and fire meet
  •
  Meta-elemental plane of magma, where earth and fire touch one
  another
  •
  Meta-elemental plane of ore, where earth and metal meet
  •
  Meta-elemental plane of quicksilver, where metal and water meet
  •
  Meta-elemental plane of muck, where water and wood meet
  •
  Quasi-elemental plane of charcoal, where positive energy and wood
  come together
  •
  Quasi-elemental plane of radiance, where positive energy meets fire
  •
  Quasi-elemental plane of mineral, where the positive and earth planes
  meet
  •
  Quasi-elemental plane of magnetism, where positive energy and metal
  come together
  •
  Quasi-elemental plane of steam, where positive energy and water meet
  •
  Quasi-elemental plane of rot, where negative energy and wood meet
  •
  Quasi-elemental plane of ash, where negative energy meets fire
  •
  Quasi-elemental plane of dust, where the negative and earth planes
  interact
  •
  Quasi-elemental plane of rust, where negative energy and metal meet
  •
  Quasi-elemental plane of salt, where negative energy and water
  commingle.
  
  ADVENTURES DARK AND DEEP™ - The Golden Scroll of Justice 
  35 
  Spell Lists by Class and Level 
  Spells listed in italics are new with this supplement; for details, see “Spell Descriptions”, below. 
  TABLE 79: FANGSHI SPELLS BY LEVEL 
  First Level 
  Second Level 
  Third Level 
  Fourth Level 
  1 
  Accounting 
  Alter Writing 
  Clairaudience 
  Act of Conscience  
  2 
  Affect Normal Fires 
  Calm Fires 
  Clairvoyance 
  Arts of Jung-cheng 
  3 
  Augury 
  Ceremony 
  Cloudburst 
  Celestial General 
  4 
  Breath Control 
  Cure Light Wounds 
  Dispel Magic 
  Commune 
  5 
  Burning Hands 
  Detect Chaos 
  Distant Fishing 
  Cure Blindness 
  6 
  Charm Person 
  Detect Invisibility 
  Divination 
  Enchanted Weapon 
  7 
  Detect Balance 
  Fanfare 
  Feign Death 
  Fetter 
  8 
  Detect Magic 
  Hot Sand Blast 
  Fiery Columns 
  Gaseous Breath 
  9 
  Endure Cold 
  Invisibility 
  Fly 
  Polymorph Other 
  10 
  Enlarge 
  Language of Birds 
  Lightning Bolt 
  Polymorph Self 
  11 
  Erase 
  Locate Object 
  Lotus Shield 
  Punish Thief 
  12 
  Feather Fall 
  Locate Plants 
  Ox-yellow 
  Wall of Fire 
  13 
  Grasping Arms 
  Penetrate Disguise 
  Secret Page 
  Yellow Sovereign Healing 
  14 
  Hold Portal 
  Predict Weather 
  Water Breathing 
  15 
  Precipitation 
  Resist Fire 
  Water Walk 
  16 
  Read Fangshi Magic 
  Resist Water 
  Wind Wall 
  17 
  Remove Fear 
  Snake Charm 
  18 
  Resist Privation 
  Whispering Wind 
  19 
  Run 
  20 
  Sleep 
  21 
  Slow Poison 
  22 
  Write 
  Fifth Level 
  Sixth Level 
  Seventh Level 
  Eighth Level 
  Ninth Level 
  1 
  Airy Water 
  Anti-Magic Shell 
  Cure Critical Wounds 
  Elemental Transformation 
  Energy Drain 
  2 
  Cloud Travel 
  Control Weather 
  Grasping Hand 
  Heal 
  Meteor Swarm 
  3 
  Conjure Elemental 
  Death Spell 
  Great Snort 
  Incendiary Cloud 
  Power Word, Kill 
  4 
  Control Winds 
  Geis 
  Limited Wish 
  Permanency 
  Regeneration 
  5 
  Cure Serious Wounds 
  Insect Plague 
  Mage Sword 
  Polymorph Any Object 
  Resurrection 
  6 
  Distance Distortion 
  Legend Lore 
  Magnificent Mansion 
  Power Word, Blind 
  Reverse Transmutation 
  7 
  Hot Stone Rain 
  Move Earth 
  Phase Door 
  Restoration 
  Shape Change 
  8 
  Intuition 
  Project Image 
  Power Word, Stun 
  Telekinetic Sphere 
  Time Stop 
  9 
  Passwall 
  Prophecy 
  Reverse Gravity 
  Vanish 
  Way of Life 
  10 
  Secret Chest 
  Reincarnate 
  Teleport without Error 
  Vision 
  Wish 
  11 
  Teleport 
  True Seeing 
  Way of Youth 
  12 
  Thundersword 
  Way of Vitality 
  13 
  Wall of Iron 
  TABLE 80: WU SPELLS BY LEVEL 
  First Level 
  Second Level 
  Third Level 
  Fourth Level 
  1 
  Bless 
  Appease Spirit 
  Act of Conscience 
  Abjure 
  2 
  Ceremony 
  Augury 
  Cloudburst 
  Banish Ghost 
  3 
  Create Water 
  Detect Ethereal 
  Create Food and Water 
  Body Double 
  4 
  Cure Animal Wounds 
  Detect Possession 
  Dismiss Creature I 
  Conjure Elemental 
  5 
  Cure Light Wounds 
  Endless Larder 
  Dispel Illusion 
  Cure Serious Wounds 
  6 
  Detect Evil 
  Heat Metal 
  Ghost Sight 
  Dismiss Creature II 
  7 
  Detect Magic 
  Improved Phantasmal Force 
  Locate Object 
  Exorcize 
  8 
  Invisibility to Undead 
  Know Alignment 
  Negative Plane Protection 
  Great Summons 
  9 
  Phantasmal Force 
  Language of Birds 
  Prayer 
  Hold Elemental 
  10 
  Portent 
  Levitate 
  Remove Curse 
  Lower Water 
  11 
  Precipitation 
  Mirror Image 
  Soaring Head 
  Many Faces 
  12 
  Predict Weather 
  Obscurement 
  Speak with the Dead 
  Neutralize Poison 
  13 
  Protection from Evil 
  Penetrate Disguise 
  Spectral Force 
  Protection from Evil 10’ Radius 
  14 
  Remove Fear 
  Protection from Normal Missiles 
  Spirit Gift II 
  15 
  Resist Cold 
  Resist Fire 
  Summon Ancestors 
  16 
  Spirit Gift I 
  17 
  Ventriloquism 
  18 
  Web 
  
  36 
  Fifth Level 
  Sixth Level 
  Seventh Level 
  1 
  Advanced Illusion 
  Cacodaemon 
  Control Weather 
  2 
  Confession 
  Dismiss Creature IV 
  Dismiss Creature V 
  3 
  Control Winds 
  Ensnarement 
  Disruption 
  4 
  Cure Critical Wounds 
  Exaction 
  Earthquake 
  5 
  Dismiss Creature III 
  Grounding 
  Ethereal Spell 
  6 
  Dismissal 
  Heroes’ Feast 
  Gate 
  7 
  Dolor 
  Permanent Illusion 
  Planetrack 
  8 
  Rainbow 
  Spirit Way 
  Restoration 
  9 
  Spiritwrack 
  Torment 
  Spirit Gift IV 
  10 
  Straw Ghost 
  True Form 
  Vision 
  11 
  True Seeing 
  Unfinished Business 
  Weird 
  Spell Descriptions 
  Accounting 
  Level 1 fangshi spell (divination) 
  Requires: incantation, gestures, abacus 
  Casting time: 30 seconds (5 segments) 
  This spell allows the caster to make an exact accounting of the number of any 
  objects or creatures within the desired target area. This area can be one 10’ 
  cube per level of the caster (thus a fourth level caster could have an area of 
  effect of up to four such cubes), centered on a point up to 60’ away plus 10’ 
  per level of the caster. If there are sub-types of objects to be counted, up to 
  one category per level of the caster can be sub-totaled (for instance, if there is 
  a pile of coins, a first level caster could determine the number of coins, a 
  second level caster could determine the number of gold coins and non-gold 
  coins, etc.). The effect is immediate. 
  Act of Conscience 
  Level 3 wu, level 4 fangshi spell (enchantment/charm) 
  Requires: incantation, gestures, willow switch 
  Casting time: 5 minutes 
  This spell allows the caster to force a creature to confess to a specific crime 
  and atone for it. The target creature must be within 30’ of the caster, and must 
  be able to comprehend the language of the caster, in order for the spell to be 
  effective. The target is entitled to a saving throw vs. spells. The caster must 
  name a specific crime; if the target is not guilty of the specific crime as stated, 
  the spell will automatically fail. Atonement will be proportional to the crime; 
  thieves will repay their victims, arsonists will rebuild their victim’s homes, and 
  murderers will either surrender to the authorities or offer to pay restitution 
  according to the law. Note that this spell does not “right wrongs”; it only works 
  on actions that are specifically (and clearly) illegal. Often, killings in self-
  defense, or in areas where civil authority is sketchy, do not fall under this 
  definition. The subject of the spell gets a new saving throw vs. spells each day; 
  his desire to atone for his crimes will last until his saving throw is successful. 
  Alter Writing 
  Level 2 fangshi spell (alteration) 
  Requires: incantation, gestures, squid ink 
  Casting time: 12 seconds (2 segments) 
  This spell allows the caster to alter the contents of any non-magical writing, up 
  to 10 pages per experience level, making them appear to say whatever he 
  wants them to say. He must be able to write the language in which the work 
  is to appear, and must be able to handle the actual item (book, scroll, etc.) in 
  order to effect the change. Magical writings, such as spell books and scrolls, 
  cannot be affected, but maps and other non-script writings can be. The effect 
  will last for one hour per level of the caster.  
  Appease Spirit 
  Level 2 wu spell (enchantment/charm) 
  Requires: incantation, gestures, pinch of sulfur, drop of blood 
  Casting time: 12 seconds (2 segments) 
  This spell allows the caster to attempt to mollify angry or otherwise hostile 
  creatures from the other planes of existence. The target creature must be within 
  30’ of the caster, and is entitled to a saving throwwhich, if successful, negates 
  the spell’s effect. If the spell is successful, the creature will cease attacking for 
  
  ADVENTURES DARK AND DEEP™ - The Golden Scroll of Justice 
  37 
  one round for every three levels of the wu (so a sixth level wu will appease an 
  extra-planar creature for two rounds), or until it is commanded to recommence 
  attacking by some more powerful creature. 
  Note that magic resistance (if any) should also be checked. This spell will not 
  work on arch-devils, demon princes, or creatures of similar rank and power.  
  Arts of Jung-cheng 
  Level 4 fangshi spell (necromantic) 
  Requires: iron or oaken rod 
  Casting time: 4 minutes 
  This spell is well sought-after by many wealthy and elderly men, for obvious 
  reasons. Once cast on the subject (who must be touched by the iron or oaken 
  rod wielded by the caster, which is not consumed in the casting), the subject 
  will be able to function sexually as if he were a boy of 20, no matter his true 
  age. The effect will last for one day per level of the caster, minus one day for 
  every ten years the recipient is older than 60, with a minimum of one day 
  duration. This spell has no effect on females or eunuchs. 
  Banish Ghost 
  Level 4 wu spell (abjuration) 
  Requires: incantation, gestures 
  Casting time: 24 seconds (4 segments) 
  This spell allows the wu to turn gui ghosts in the same way he is able to turn 
  extra-planar creatures, and using the same table found above.  
  This spell cannot be cast underwater, save within the area of effect of an airy 
  water spell. 
  Body Double 
  Level 4 wu spell (illusion/phantasm)  
  Requires: incantation, gestures, bamboo poppet 
  Casting time: 24 seconds (4 segments) 
  This spell has two effects that occur simultaneously. First, it turns the subject 
  (who must be within 30’; non-willing subjects are allowed a saving throw vs. 
  spells) invisible. Second, it creates the illusion that the subject has died, placing 
  the illusionary double on a poppet made of bamboo. The illusion is such that 
  the effect is seamless; unless an onlooker actively disbelieves the situation, or 
  has magic such as true seeing, it will not be noticed. The spell requires a 9” 
  long poppet made of bamboo, which is hurled towards the subject. The 
  subject’s “body” will end up where the poppet lands. If the poppet can be 
  recovered, it can be reused. The effect lasts for ten minutes per level of the 
  caster.  
  This spell cannot be cast underwater. 
  Breath Control 
  Level 1 fangshi spell (invocation) 
  Requires: gestures 
  Casting time: 6 seconds (1 segment) 
  This spell allows the caster to hold his breath for ten minutes per experience 
  level. He can also cast the spell on another creature by touch, if desired. Note 
  that this spell does not afford one the ability to breathe or speak underwater. 
  Attempting to speak (including casting spells requiring incantations) will cancel 
  the spell. 
  Calm Fires 
  Level 2 fangshi spell (alteration) 
  Requires: incantation, gestures, wine 
  Casting time: 12 seconds (2 segments) 
  This is a more advanced form of the spell affect normal fires, and allows the 
  caster to put out fires entirely, even from great distances. The caster spits one 
  or more mouthfuls of wine at a fire, extinguishing it completely. The size and 
  distance of the fire which can be affected depends on the number of mouthfuls 
  of wine used: 
  One mouthful: Can put out a fire up to the size of a campfire, up to 60’ distant. 
  Two mouthfuls: Can put out a fire up to the size of a burning house, up to 300’ 
  distant. Caster must be a minimum of 5th level to spit two mouthfuls. 
  Three mouthfuls: Can put out a fire the size of a small forest fire, up to a mile 
  distant. Caster must be a minimum of 10th level to spit three mouthfuls. 
  Fires must be within line of sight to be extinguished. Magical fires are 
  unaffected. 
  This spell cannot be cast underwater. 
  Celestial General 
  Level 4 fangshi spell (invocation) 
  Requires: incantation, gestures, miniature sword 
  Casting time: 24 seconds (4 segments) 
  This spell allows the caster to summon the shade of a great military hero of 
  ages past, who will not only physically fight on his behalf, but will also provide 
  military advice. There is no guarantee that the advice will be effective, but it 
  will be the best possible, based on the information available. The celestial 
  general will have a 16 in all statistics, be a level 10 fighter, have an armor 
  class of 2 (wearing mountain pattern armor), and wield a dao +3. He can 
  only be harmed by magic or jade weapons, and can pass through solid objects 
  as his spectral form implies. He will remain for 10 minutes plus one minute per 
  level of the caster, after which time he will disappear, along with all of his 
  possessions. The caster may request a specific figure from history, but if so, the 
  caster must make a successful wisdom check. Failure means the spell fails 
  completely, and is lost from memory. The spell requires a tiny metal sword, 
  which is stuck in the ground as the spell is cast, and lost. 
  Ceremony 
  Level 1 wu, level 2 fangshi spell (invocation) 
  Requires: incantation, gestures 
  Casting time: 1 hour 
  Like the clerical and druid versions of this spell, this spell actually consists of a 
  variety of different rituals, the nature of which will vary from religion to religion, 
  but whose general pattern is universal. The cost of the spell depends on which 
  ritual is being performed, but all rituals involve the use of the caster’s holy 
  symbol. The effect of a ceremony spell is not magical, and thus dispel magic 
  has no effect on it. There are eight specific applications of the ceremony spell, 
  and the caster must specify which is being learned when choosing which spells 
  he is memorizing: 
  Burial: This ceremony can be performed by a 1st level wu or 2nd level fangshi, 
  and costs 5-50 g.p. When cast upon a dead body, it functions as a protection 
  from evil spell. In addition, anyone attempting to disinter the body must make 
  a saving throw vs. spells or flee in panic for 10 minutes.  
  
  Spell Descriptions - Cloud Travel 
  38 
  Coming of age: This ceremony can be performed by a 1st level wu or 2nd 
  level fangshi, and costs 5-15 s.p. It is usually cast on someone entering into 
  adulthood, and affords him a bonus of +1 to any single saving throw, “to hit” 
  roll, or damage roll, of his choice.  
  Consecrate ground: This ceremony can be cast by a 7th level wu, and usually 
  will cost 100-600 g.p., depending on the size of the area to be consecrated. 
  It is used to prepare a given area for the construction of some religious temple, 
  shrine, or other edifice. It must be cast before any work whatsoever is done on 
  the site, or else it is useless. If the ceremony is omitted or improperly cast, any 
  religious structure built there will immediately begin to fall into disrepair and 
  has a 1% chance per year of collapsing. If cast upon land intended as a burial 
  ground (by a good- or neutral-aligned caster), the area will automatically turn 
  undead as a 3rd level cleric (not a wu; this effect will impact undead); if the 
  caster is evil, then for purposes of being turned, undead in the area will be 
  treated as if a 3rd level wu were controlling them.  
  Consecrate item: This ceremony may be performed by a 3rd level wu or 
  fangshi, and does not usually bear any cost. It is through this ceremony that 
  items for use on altars, in shrines, etc., are prepared.  
  Dedication: This ceremony can be performed by a 3rd level wu or fangshi, 
  and costs 1-10 s.p. The spell brings the (willing) target into the ranks of the 
  sanctioned worshippers of the caster’s faith (this will almost always require that 
  the recipient’s alignment be the same as that of the caster). It can be overridden 
  only by another dedication performed by a caster of higher level than the 
  previous one.  
  Ghost ceremony: This ceremony may be performed by a 2nd level wu or 
  fangshi, and costs 1-6 g.p. By means of this ceremony, which can only be 
  performed one day out of the year (the day is marked by celebrations and 
  observances across the land, not just by officials), one’s ancestors can be 
  honored and given those propitiatory offerings that will ensure they will not 
  return to haunt the lands of the living as hungry ghosts or other supernatural 
  apparitions. Payment is made to a particular spellcaster, who will then include 
  the indicated ancestors in his prayers on that day. 
  Ghost marriage: This ceremony may be performed by a 3rd level wu or 
  fangshi, and costs 2-20 g.p. It allows a deceased individual to be brought into 
  a family, to ensure the family line does not die out, and to let the individual’s 
  ancestors be venerated appropriately.  
  Marriage: This ceremony may be performed by a 1st level wu or 2nd level 
  fangshi, and costs 1-20 g.p. It does not afford any magical effects.  
  Rest eternal: This ceremony may be performed by a 1st level wu. It is cast upon 
  the mortal remains of some creature, and foils spells such as raise dead and 
  resurrection. A wish spell, however, would be able to overcome the effects of 
  the ceremony. 
  Cloud Travel 
  Level 5 fangshi spell (evocation) 
  Requires: incantation, gestures, goose down 
  Casting time: 30 seconds (5 segments) 
  This spell summons an enchanted cloud which will transport the caster, and/or 
  those he designates, at great speeds over nearly any sort of terrain. The cloud 
  will hold approximately five man-sized creatures, or up to 1,200 pounds. At 
  least one intelligent creature must be aboard the cloud to direct its passage. 
  The cloud will travel at a speed of up to 300’ per minute, or roughly three and 
  a half miles an hour. The cloud can ascend up to 100’ from the ground, and 
  has a maneuverability factor of poor. Spells such as gust of wind will not affect 
  the cloud, but control winds or control weather can be used to dispel the cloud 
  in but a single round. The cloud will last for thirty minutes plus five minutes per 
  level of the caster.  
  This spell cannot be cast underwater. 
  Confession 
  Level 5 wu spell (enchantment/charm) 
  Requires: incantation, gestures 
  Casting time: 30 seconds (5 segments) 
  This spell places a magical compulsion on the target, forcing him to seek out 
  the victim of a particular wrong he has committed and confess his role in the 
  act. The target must be able to understand the caster, who in turn must name 
  a specific wrongdoing and victim. The target is entitled to a saving throw vs. 
  spells to escape the spell’s effect. Once the compulsion to confess has been 
  laid upon him, only a limited wish or wish spell will be able to lift it from him. 
  If he discovers that the victim of his act is already dead, the compulsion is 
  lifted. Any voluntary delay in seeking out the person or being to whom the 
  confession is to be made will result in a loss of constitution at the rate of one 
  point per day. Once constitution reaches zero, death will result. Killing the 
  object of the confession will similarly result in the loss of one point of 
  constitution per day. 
  Conjure Elemental 
  Level 5 fangshi spell (conjuration/summoning) 
  Requires: incantation, gestures, material components (see below) 
  Casting time: 10 minutes 
  This spell allows the caster to conjure one of the five major types of elementals 
  from their respective planes: wood, fire, earth, metal, and water. Such 
  conjured elementals will have 16 hit dice. The type of elemental to be conjured 
  must be chosen before the spell is memorized. The type of elemental will 
  determine the components necessary: 
  TABLE 81: CONJURE ELEMENTAL 
  Elemental Type 
  Requires 
  Wood 
  Tree-sized log or bundle of wood 
  Fire 
  Sulfur and phosphorus, large source of fire 
  Earth 
  Soft clay 
  Metal 
  Metal (precious or otherwise) 
  Water 
  Water and sand, large body of water 
  The elemental thus summoned can be controlled by the caster 95% of the time 
  (check at the beginning of the third, and each following, minute) as long as he 
  maintains his concentration. Control can be exercised at a range of 30’. 
  Failure to concentrate, such as is caused by being successfully attacked, will 
  mean that the elemental will turn on the caster. An uncontrolled elemental will 
  seek to attack the one who summoned it as soon as it finishes any combat it is 
  in at the moment. Note that uncontrolled elementals can be thwarted by 
  thaumaturgic triangles. The elemental will remain on this plane until it is 
  destroyed, but note that water elementals cannot survive when more than 60’ 
  away from a suitably large source of water such as a river, well, or large pool.  
  If cast underwater, this spell cannot summon fire elements. An earth elemental 
  will not be able to leave the seabed, riverbed, lakebed, etc. It will be able to 
  attack only those creatures close enough to the bottom to be in range. There 
  are no restrictions on the conjuring of wood, metal, or water elementals, 
  although wood elementals will float to the surface unless conjured entirely from 
  waterlogged wood.  
  
  ADVENTURES DARK AND DEEP™ - The Golden Scroll of Justice 
  39 
  Cure Animal Wounds 
  Level 1 wu spell (necromantic) 
  Requires: incantation 
  Casting time: 12 seconds (2 segments) 
  This spell allows the caster to cure 1d6 h.p. of damage on any single non-
  magical or non-giant animal within 10’. The creature cured can never receive 
  more hit points than its normal total by means of this spell. The spell will not 
  cure diseases or other maladies, only physical damage such as that caused by 
  weapons, falls, etc. People (humans, etc.) and magical creatures (unicorns, 
  medusas, manticores, august roosters, etc.) are not affected.  
  Detect Chaos (Detect Law) 
  Level 2 fangshi spell (divination) 
  Requires: incantation, gestures 
  Casting time: 30 seconds (5 segments) 
  This spell allows the caster to detect strong sources of chaos from individuals, 
  enchanted objects, etc. The caster creates a “beam” of detection 10’ wide and 
  90’ long, which functions in whatever direction he is facing. The spell lasts for 
  ten minutes plus five minutes per level of the caster, and requires concentration 
  such that the caster can only cover a 60° arc in one minute (i.e., it would take 
  a full 6 minutes for the caster to turn around completely while actively detecting 
  chaos). Neutral items such as traps or animals cannot be detected, unless they 
  have some actively chaotic magical component (such as a trap which releases 
  a ranian; the spell would enable detection of the creature, but not of the trap 
  itself). The degree of the chaos at hand can, generally, be determined via this 
  spell: slight, average, great, enormous. If the latter category (only), there is a 
  10% chance per level of the caster that the type of chaos (good, neutral, or 
  evil) will also be detectable. 
  The reverse of the spell, detect law, functions in the same manner as described 
  above.  
  Detect Ethereal 
  Level 2 mystic/wu spell (divination) 
  Requires: incantation, gestures 
  Casting time: 12 seconds (2 segments) 
  This spell allows the caster to see into the ethereal plane. A “beam” is created 
  some 10’ wide and 90’ in length. Any creature or object that exists in the 
  ethereal plane, but is coextant with the locale on the material plane, will be 
  seen as a shadowy gray outline. Thus, the specific identity of an ethereal 
  traveler could not be discerned, but a chest could be so identified, and the 
  presence of the traveler would be known. Note that the spell does not allow 
  for actual travel to the ethereal plane, or manipulation of the ethereal objects 
  thus detected. It will last for ten minutes plus one minute per level of the caster. 
  Detect Possession 
  Level 2 wu/savant spell (divination) 
  Requires: incantation, gestures, mirror 
  Casting time: 1 minute (1 round) 
  This spell allows the caster to determine whether an individual (or object) is 
  possessed by some other being, such as a demon. It will also detect the 
  operation of a spell such as magic jar (see the ADVENTURES DARK AND DEEP™ 
  Players Manual for details). The object or person to be scanned must be within 
  5’ of the caster, who must be able to hold a mirror before the subject’s eyes 
  (or simply hold the mirror to reflect the object). If the subject is indeed 
  possessed, the reflection will betray the possessor’s presence and give a rough 
  approximation of its nature (it will be revealed to be a lesser demon, greater 
  demon, spellcaster using a spell, etc.). The mirror is not destroyed during the 
  casting.  
  Dismiss Creature I 
  Level 3 wu / level 4 savant spell (abjuration) 
  Requires: incantation, gestures, candle snuffer 
  Casting time: 24 seconds (4 segments) 
  This spell will cause any creature summoned by the various summoning, 
  conjuring, calling, etc., spells of 1st-3rd level, to be instantly sent back whence 
  it came. If the spellcaster who cast the original summoning/conjuring/etc. spell 
  is within 300’ when the dismiss creature spell is cast, he is entitled to a saving 
  throw vs. spells; success means the creature is not dismissed. If his experience 
  level is greater than that of the caster of the dismiss spell, he gets a +1 bonus 
  per level difference. If he is of a lower level, he gets a -1 penalty per level 
  difference. The spell requires a brass candle snuffer, which is destroyed as the 
  spell is cast. It has no effect on creatures summoned from other planes of 
  existence, such as elementals.  
  Dismiss Creature II 
  Level 4 wu / level 5 savant spell (abjuration) 
  Requires: incantation, gestures, candle snuffer 
  Casting time: 30 seconds (5 segments) 
  This spell will cause any creature summoned by the various summoning, 
  conjuring, calling, etc., spells of 1st-4th level, to be instantly sent back whence 
  it came. If the spellcaster who cast the original summoning/conjuring/etc. spell 
  is within 300’ when the dismiss creature spell is cast, he is entitled to a saving 
  throw vs. spells; success means the creature is not dismissed. If his experience 
  level is greater than that of the caster of the dismiss spell, he gets a +1 bonus 
  per level difference. If he is of a lower level, he gets a -1 penalty per level 
  difference. The spell requires a brass candle snuffer, which is destroyed as the 
  spell is cast. It has no effect on creatures summoned from other planes of 
  existence, such as elementals. 
  Dismiss Creature III 
  Level 5 wu / level 6 savant spell (abjuration) 
  Requires: incantation, gestures, candle snuffer 
  Casting time: 36 seconds (6 segments) 
  This spell will cause any creature summoned by the various summoning, 
  conjuring, calling, etc., spells of 1st-5th level, to be instantly sent back whence 
  it came. If the spellcaster who cast the original summoning/conjuring/etc. spell 
  is within 300’ when the dismiss creature spell is cast, he is entitled to a saving 
  throw vs. spells; success means the creature is not dismissed. If his experience 
  level is greater than that of the caster of the dismiss spell, he gets a +1 bonus 
  per level difference. If he is of a lower level, he gets a -1 penalty per level 
  difference. The spell requires a brass candle snuffer, which is destroyed as the 
  spell is cast. It has no effect on creatures summoned from other planes of 
  existence, such as elementals. 
  Dismiss Creature IV 
  Level 6 wu / level 7 savant spell (abjuration) 
  Requires: incantation, gestures, candle snuffer 
  Casting time: 42 seconds (7 segments) 
  This spell will cause any creature summoned by the various summoning, 
  conjuring, calling, etc., spells of 1st-6th level, (including such spells as invisible 
  stalker, etc.) to be instantly sent back whence it came. If the spellcaster who 
  cast the original summoning/conjuring/etc. spell is within 300’ when the 
  
  Spell Descriptions - Dismiss Creature V 
  40 
  dismiss creature spell is cast, he is entitled to a saving throw vs. spells; success 
  means the creature is not dismissed. If his experience level is greater than that 
  of the caster of the dismiss spell, he gets a +1 bonus per level difference. If he 
  is of a lower level, he gets a -1 penalty per level difference. The spell requires 
  a brass candle snuffer, which is destroyed as the spell is cast. It has no effect 
  on creatures summoned from other planes of existence, such as elementals. 
  Dismiss Creature V 
  Level 7 wu / level 8 savant spell (abjuration) 
  Requires: incantation, gestures, candle snuffer 
  Casting time: 48 seconds (8 segments) 
  This spell will cause any creature summoned by the various summoning, 
  conjuring, calling, etc., spells of 1st-7th level, (including such spells as invisible 
  stalker, etc.) to be instantly sent back whence it came. If the spellcaster who 
  cast the original summoning/conjuring/etc. spell is within 300’ when the 
  dismiss creature spell is cast, he is entitled to a saving throw vs. spells; success 
  means the creature is not dismissed. If his experience level is greater than that 
  of the caster of the dismiss spell, he gets a +1 bonus per level difference. If he 
  is of a lower level, he gets a -1 penalty per level difference. The spell requires 
  a brass candle snuffer, which is destroyed as the spell is cast. It has no effect 
  on creatures summoned from other planes of existence, such as elementals. 
  Disruption 
  Level 7 wu spell (evocation) 
  Requires: incantation, gestures, powdered sunstone 
  Casting time: 42 seconds (7 segments) 
  This spell allows the caster to call upon the energies of the positive plane to 
  create a bolt of energy that can utterly destroy any one creature caught in it. 
  The bolt can be up to 10’ long, and its target must make a saving throw vs. 
  spells or be instantly obliterated by the vibrant energies of the positive plane. 
  Those who make their save will take 2d8 h.p. of damage, unless they are 
  specifically tied to the negative plane. Those creatures that draw their power 
  from the negative plane (which includes all those that are able to drain levels, 
  plus those noted as being so connected in the ADVENTURES DARK AND DEEP™ 
  Bestiary, such as wraiths, mummies, etc.) must make a second save vs. spells. 
  If they fail, they take 6d8 h.p. damage; if they succeed, they take half of that 
  (3d8 h.p). The spell requires the caster’s holy symbol and at least 500 g.p. 
  worth of powdered sunstone. 
  Distant Fishing 
  Level 3 fangshi spell (conjuration/summoning) 
  Requires: gestures, fishing pole and line 
  Casting time: 18 seconds (3 segments) 
  This spell allows the caster to cast a fishing line in an ordinary basin, bucket, 
  dry stream bed, etc. (any sort of container will do, as long as it is associated 
  in some way with water) and successfully fish. As long as there is some body 
  of water with fish living in it within 30 miles of the caster, he will be able to 
  draw one medium-sized edible fish for every experience level he possesses, at 
  the rate of one fish every five minutes. The fish are magically transported from 
  their normal habitat onto the end of his line. No fish will be caught while 
  anyone is staring intently at the hook; once an onlooker is distracted, even 
  momentarily, the fish will once again “bite”. No actual bait is needed, and the 
  fishing pole and line remain intact. 
  This spell cannot be cast underwater. 
  Elemental Transformation 
  Level 8 fangshi spell (alteration) 
  Requires: incantation, gestures, water/fire/earth/wood/metal 
  Casting time: 2 minutes 
  By means of this spell, the caster is able to transform one of the basic elements 
  into another. Up to 100 cubic feet of material per level of the caster can be 
  affected, as long as it is all within a 60’ radius centered on a point no further 
  than 90’ away from the caster. Thus, earth (including stone, dirt, sand, etc.) 
  can be transformed to an equal volume of water, or be made to disappear in 
  a blast of fire, burning itself out in a flash, but inflicting 1d6 h.p. of damage 
  per hundred cubic feet so transformed. A tree could be turned into a boulder, 
  etc. 
  If cast upon a creature native to one of the elemental planes, it can be used to 
  transform it into a creature of another such plane. The type of elemental 
  transformations that can be achieved depends on the type of elemental (this 
  differs somewhat from the savant version of the spell described in the 
  ADVENTURES DARK AND DEEP™ Players Manual): 
  Fire  Earth 
  Earth  Metal 
  Metal  Water 
  Water  Wood 
  Wood  Fire 
  Note that this will work not only on “proper” elementals, but also on other 
  creatures native to the elemental planes, such as xorns, water verms, etc. They 
  can only be turned into creatures of approximately the same hit dice and 
  power. It will not work on creatures native to the elemental plane of air, 
  however. 
  The spell requires one cubic foot of the substance into which the target is to be 
  transformed (earth, wood, flame, metal, or water). It is consumed in the casting 
  of the spell.  
  Endless Larder 
  Level 2 wu spell (conjuration/summoning) 
  Requires: incantation, gestures, basket 
  Casting time: 12 seconds (2 segments) 
  This spell allows the caster to pluck food from the stores of some nearby home 
  or shop (belonging to an intelligent creature) within 100’ per level of the caster. 
  The caster has no control over which stores will be looted, nor any control over 
  the specific food that is obtained. The spell is activated by the caster reaching 
  his hand blindly into the basket; the food will be in his hand as he draws it 
  out. The spell will produce enough food for one meal for one person per level 
  of the spell, but the caster may have to reach his hand in several times to 
  produce the full result (there is no guarantee that the food will all come from 
  the same place). The basket is not destroyed by the casting. 
  Ethereal Spell 
  Level 7 wu spell  
  Requires: incantation, gestures 
  Casting time: 15 minutes 
  This spell allows the caster to convert his body and possessions to ethereal 
  matter and travel the ethereal plane, which touches on a number of other 
  planes of existence. See the ADVENTURES DARK AND DEEP™ Game Masters 
  Toolkit for more extensive information on travel in the ethereal plane. 
  
  ADVENTURES DARK AND DEEP™ - The Golden Scroll of Justice 
  41 
  The ethereal plane can be used to travel to the inner planes (the elemental 
  planes, plane of shadow, etc.). The etheric body can transition to those inner 
  planes, but will not be able to travel directly to the astral or outer planes without 
  some other sort of magical aid. 
  Up to five other creatures, linked together in a circle with the caster, can also 
  be taken into the ethereal plane by means of this spell.  
  Fanfare 
  Level 2 fangshi spell (illusion/phantasm) 
  Requires: incantation, gestures, tiny horn or other musical instrument 
  Casting time: 12 seconds (2 segments) 
  This spell creates a musical fanfare that is played when the subject passes 
  through a door, gate, portal, etc. The caster gets to pick the music, which will 
  last for up to ten seconds, and the subject is entitled to a saving throw unless 
  he is a willing participant. The spell will last for one day. It is often used in 
  noble and imperial courts, providing an impressive entrance to some courtier 
  or official. The tiny musical instrument is destroyed during the casting. 
  This spell can be cast underwater, but the music will not be heard unless the 
  subject is in air or inside the radius of an airy water spell. 
  Fetter (Unfetter) 
  Level 4 fangshi spell (evocation/abjuration) 
  Requires: incantation 
  Casting time: 48 seconds (8 segments) 
  This spell will bring into being a set of heavy-duty magical leg-irons to restrain 
  an individual. Only a single creature can be so restrained (creatures with more 
  than one pair of legs will find their hind legs restrained); while fettered, 
  movement is limited to a maximum of 20’ per minute while walking. The fetters 
  will last for 1 hour for every minute the caster continues his incantation. They 
  can be removed only if dispelled or at the will of the caster. A knock spell will 
  be effective against the fetters. The reverse of the spell, remove fetters, allows 
  the caster to cause any bonds on his person to immediately loosen and free 
  him.  
  Fiery Columns 
  Level 3 fangshi spell (evocation) 
  Requires: incantation, gestures, pinch of sulfur 
  Casting time: 18 seconds (3 segments) 
  This spell causes a number of 6’ high pillars of flame to shoot up from the 
  ground, impeding, but not completely blocking, passage. The number of 
  columns of fire that can be created is equal to the level of the caster divided 
  by three, so a ninth level caster would create three columns, a twelfth level 
  caster would create four, etc. 
  Each pillar is 1’ in diameter. All must be created in a straight line, and each 
  column must be between two and eight feet away from the next. Any creature 
  touching a pillar will take 3d6 h.p. of damage. Any creature coming within 2’ 
  of a column will take 2d6 h.p. of damage. Any creature coming within 4’ of 
  a column will take 1d6 h.p. of damage. Creatures passing between two 
  columns will take damage from each. 
  This spell cannot be cast underwater. 
  Gaseous Breath 
  Level 4 fangshi spell (evocation) 
  Requires: incantation, gestures, onion 
  Casting time: 24 seconds (4 segments) 
  This spell allows the caster to create a great cloud of noxious yellow gas, some 
  15’ in diameter. The cloud is blown out of the caster’s mouth in a given 
  direction, and travels 10’ per minute for 4 minutes before dissipating. Any 
  creature in the cloud must make a saving throw vs. poison or be incapacitated 
  by retching and vomiting; anyone so incapacitated cannot fight, cast spells, or 
  even speak more than a word or two in a row. The effect will last for 1d3 
  minutes. The spell requires an onion, which is eaten by the caster immediately 
  prior to the cloud being expelled. 
  This spell cannot be cast underwater. 
  Ghost Sight 
  Level 3 wu spell (alteration) 
  Requires: incantation, gestures 
  Casting time: 18 seconds (3 segments) 
  This spell enables the caster, or someone touched by the caster, to see into the 
  ethereal plane. Gui ghosts will be rendered visible, as will any other ethereal 
  creature that happens to be in the vicinity. The spell has a range of 60’ plus 
  10’ per level of the caster, and lasts for one round per level of the caster. The 
  spell does not enable any actual contact between the planes; merely visibility.  
  Grasping Arms 
  Level 1 fangshi spell (alteration) 
  Requires: incantation, gestures 
  Casting time: 6 seconds (1 segment) 
  This spell allows the caster’s arms to grow to unnatural length. Once the spell 
  is cast, the caster’s arms will grow 1’ for every experience level. The arms will 
  be fully functional and can be used to cast spells, wield weapons, open doors, 
  grab objects, etc. They will retract on command, or after 3 minutes have 
  passed. Normal clothing will magically expand with the arms, but armor and 
  other protective items on the arms will not; the arms can thus be attacked with 
  a base AC of 10 (plus any bonuses for magical protection or dexterity). 
  Great Snort 
  Level 7 fangshi spell (evocation) 
  Requires: incantation, gestures, black pepper or snuff 
  Casting time: 42 seconds (7 segments) 
  This powerful spell allows the caster to sneeze with such force and volume as 
  to cause great destruction and discomfiture to those around him. The spell 
  causes the following effects: 
  •
  A great bell-like sound is produced, affecting all those within 30’
  of the caster. Those who fail a saving throw vs. spells are stunned
  for 1d4 rounds, while all within the area of effect are deafened for
  the same period of time.
  •
  Two beams of destructive white light emanate from the caster’s
  nose, shooting forth 60’ in front of him in an arc some 45° across.
  All creatures with 3 or fewer hit dice will be utterly destroyed by
  the beams. Those with more than 3 hit dice will suffer 6d8 h.p. of
  damage (save vs. breath weapon for half damage). If slain, those
  with 9 or fewer hit dice will be utterly destroyed, while those with
  
  Spell Descriptions - Great Summons 
  42 
  more than 9 hit dice will still have a corpse that could be raised or 
  resurrected. 
  •
  A great gust of wind (as per the spell) will result.
  The spell requires the inhalation of a small pinch of ground black pepper or 
  snuff. This spell cannot be cast underwater, except within the confines of an 
  airy water spell, and even then the sneeze will not extend beyond the airy 
  water’s area of effect. 
  Great Summons 
  Level 4 wu spell (necromantic) 
  Requires: incantation, gestures, powdered pearl 
  Casting time: 20 minutes 
  This spell enables the caster to temporarily reunite the po (spirit that remains 
  with the corpse) and hun (ethereal spirit that departs after death) of some 
  individual. The body must be present, and the deceased must not have died 
  longer ago than 7 days, plus 1 day per level of the caster. The resurrection is 
  only temporary, however, and after 1 day per level of the caster, the subject 
  of the spell will die once more (of course, if attacked in a more mundane 
  fashion, he could very well die sooner than that). The deceased is raised with 
  all wounds healed and memories intact (except spells, which must be re-
  memorized). A raise dead or resurrection spell will be effective on an 
  individual who has been raised from the dead by means of the great summons 
  spell. This spell will work on creatures such as elves and orcs, as well as 
  humans, leading to great debates by sages and savants concerning the nature 
  of the soul/spirit/hun. 
  Any individual is limited in the number of times he can be raised from the dead 
  by any magical means; this number is equal to the number of points of 
  constitution he has. A resurrection survival roll must also be made (see the 
  ADVENTURES DARK AND DEEP™ Players Manual, under Constitution). The spell 
  requires rare unguents to be applied to the body, which will include 1,000 
  g.p. worth of powdered pearl.  
  Grounding 
  Level 6 wu/mystic spell (evocation) 
  Requires: incantation, gestures 
  Casting time: 36 seconds (6 segments) 
  This spell allows the caster to imbue himself, or someone touched, with a 
  grounding energy that instills calmness and clear-headedness. This has the 
  effect of rendering the recipient immune to all fear effects, enchantment and 
  charm type spells, and insanity (unless already insane; this spell is preventative, 
  not curative, in nature). In addition, it provides a +2 bonus to all attempts to 
  disbelieve illusions. It lasts for 10 rounds plus one round per level of the caster.  
  Hold Elemental 
  Level 4 wu/savant spell (enchantment/charm) 
  Requires: incantation, gestures 
  Casting time: 30 seconds (5 segments) 
  This spell allows the caster to hold immobile one creature native to the 
  elemental, quasi-elemental, or meta-elemental planes, if that creature is within 
  5’ per level of the caster. The target must be visible to the caster, and is entitled 
  to a saving throw vs. spells. The spell will last for 1 minute per level of the 
  caster.  
  Hot Sand Blast 
  Level 2 fangshi spell (evocation) 
  Requires: incantation, gestures, fine sand 
  Casting time: 12 seconds (2 segments) 
  This spell allows the caster to superheat a handful of sand and hurl it at an 
  enemy. One handful of sand can be hurled for every three levels of the caster; 
  each handful will form a cone 10’ deep and 5’ wide at the end. Any creature 
  in the sand’s area of effect will suffer 2d4 h.p. of heat damage and must make 
  a saving throw vs. spells or be blinded for one round. The caster may hurl 
  multiple blasts of sand at the same area or enemy.  
  This spell cannot be cast underwater. 
  Hot Stone Rain 
  Level 5 fangshi spell (evocation) 
  Requires: incantation, gestures, igneous rock 
  Casting time: 30 seconds (5 segments) 
  This spell calls into being a rain of egg-sized red-hot stones from the sky. The 
  stones will fall in an area some 20’ in diameter, centered on a point up to 60’ 
  plus 10’ per level of the caster away. Each creature within the area of effect 
  will be struck by 3d6 stones; each stone will do 1 h.p. of damage, plus an 
  additional point of heat damage. The spell requires that the caster hurl a small 
  piece of igneous rock into the air; it will come back to earth in the form of the 
  hot stone rain. Creatures under some sort of cover will be unaffected, but the 
  covering itself will suffer damage. If it is destroyed, the remaining stones will 
  then go on to strike whatever was beneath it. 
  This spell cannot be cast underwater. 
  Intuition 
  Level 5 fangshi spell (divination) 
  Requires: incantation, gestures 
  Casting time: 36 seconds (6 segments) 
  This spell allows the caster to get a “hunch” about some question that is posed. 
  The answer should be something that can be answered in a single word: 
  yes/no, up/down, live/die, etc. The game master should determine the 
  chance of success of the intuition, and determine the success secretly. The 
  chance of success is adjusted by +1% per level of experience of the caster. A 
  roll of 00 always results in failure, regardless of the actual chance of success.  
  
  ADVENTURES DARK AND DEEP™ - The Golden Scroll of Justice 
  43 
  TABLE 82: INTUITION 
  Time-frame of Question is… 
  Importance 
  Immediate 
  Within 24 
  Hours 
  Within 30 
  Days 
  Trivial 
  50% 
  75% 
  90% 
  Minor 
  25% 
  50% 
  75% 
  Major 
  10% 
  25% 
  50% 
  Critical 
  5% 
  10% 
  25% 
  If the intuition is not successful, there is a chance that a false result will be 
  obtained. Divide the chance of success by 5. That is the percent chance that a 
  false result will be the result, rather than simply nothing.  
  Example: Kang is a 15th level fangshi, and wants to know if he’ll enjoy lunch 
  tomorrow.  Trivial and within 24 hours is 75%, plus 15% for his level, gives a 
  90% chance of success.  But the GM rolls a 97, which is failure, and then rolls 
  a 40, which is below the 45 needed to not get a false reading; consequently, 
  Kang now mistakenly believes that lunch tomorrow will be awful. 
  Language of Birds 
  Level 2 wu/mystic/fangshi spell (divination) 
  Requires: incantation, gestures 
  Casting time: 2 minutes 
  This spell allows the caster to divine the future through the songs and flight of 
  birds. It must be cast outdoors, or, rarely, in an indoor or underground 
  environment where birds are naturally found. It will not work with bird-like 
  creatures such as harpies, stirges, etc. Once cast, the spell will allow the caster 
  to determine whether or not an intended course of action will be favorable, 
  unfavorable, or neutral over the next 24 hours; more detail is not available 
  through this spell. Thus, a decision to investigate a particular section of a 
  dungeon, to embark on a journey to a nearby shrine, attend a royal ball, etc., 
  could be investigated. If circumstances change, of course, the outcome of the 
  reading of the language of birds is no longer valid. For example: if the choice 
  to invade a dragon’s lair is read to be unfavorable, the party might decide to 
  increase its numbers, in which case the unfavorable reading would no longer 
  necessarily apply. A second application of the spell would be needed to 
  determine the new outcome.  
  Lotus Shield 
  Level 3 fangshi spell (evocation) 
  Requires: incantation, gestures 
  Casting time: 18 seconds (3 segments) 
  This spell allows the caster to create a magical blue lotus in his mouth. The 
  lotus will then block and/or absorb attacks both physical and magical; such 
  defense will look like the caster is moving his head to intercept the attacks. The 
  blue lotus will absorb up to 30 h.p. of damage before crumbling to dust, and 
  while the flower is still extant the caster will gain a saving throw vs. magical 
  attacks, even for spells and magical effects that would not otherwise allow a 
  saving throw.  
  Many Faces 
  Level 4 wu spell (illusion/phantasm) 
  Requires: incantation, gestures, goose fat 
  Casting time: 24 seconds (4 segments) 
  This spell allows the caster to temporarily alter the faces of everyone within the 
  area of effect to resemble the face of anyone he wishes, including his own. 
  The spell is especially useful when trying to create confusion, evade detection, 
  etc. The spell will affect everyone in a 30’ radius around the caster, plus 10’ 
  per level of the caster (although he may, if he wishes, affect a smaller radius, 
  he cannot pick and choose those within the radius to change; it’s everyone or 
  no one). Animals in the area of effect will also take on the appearance of the 
  desired face during the spell’s effect. The effect will last for one round per level 
  of the caster, or until he dispels the magic. 
  Obscurement 
  Level 2 mystic/wu spell (alteration) 
  Requires: incantation, gestures 
  Casting time: 24 seconds (4 segments) 
  This spell brings into being an obscuring mist centered on the caster, reducing 
  visibility (including infravision) to 2d4 feet. The mist covers a cubic area, with 
  each side of the cube being 10’ per caster level (thus, a 6th level mystic casting 
  this spell would produce a cube of mist 60’ on a side). If cast underground, 
  the mist will have a height of 10’ maximum, but will otherwise be the same 
  size as if cast above ground. The mist will remain for 4 minutes per experience 
  level of the caster, but in a strong wind will only last for 1 minute per level. 
  Ox-yellow 
  Level 3 fangshi spell (evocation) 
  Requires: incantation, gestures, pebble 
  Casting time: 18 seconds (3 segments) 
  This spell allows the caster to spit out a stone that will violently explode on 
  impact, causing 1d6 h.p. per level of the caster to all creatures caught within 
  its radius (10’ of the point of impact). The caster must first name the target spot, 
  a maximum of 30’ distant, and then attempt to roll “to hit” against AC 10. 
  Success indicates the stone will land where desired, and all those within the 
  10’ radius will feel its explosive force. Those within the area of effect are 
  entitled to a saving throw vs. spells to only take half damage.  
  If the “to hit” roll is unsuccessful, roll 1d8 to determine direction and 1d20 to 
  determine distance (in feet): 
  8 
  1 
  2 
  7 
  Intended 
  Target 
  3 
  6 
  5 
  4 
  The spell requires an ordinary pebble which is placed in the mouth and then 
  spat out at the caster’s target. 
  Planetrack 
  Level 7 mystic/wu spell (divination) 
  Requires: incantation, gestures, divinatory tools 
  Casting time: 42 seconds (7 segments) 
  This spell allows the caster to determine where in the multiverse some creature 
  has gone. Whether by gate, astral or ethereal travel, summoning or 
  conjuration, teleport, or any other means, the caster is able to sense the trail 
  of the target creature and have a general idea of which plane of existence it 
  has traveled to. More detailed information can be obtained, as indicated 
  below: 
  
  Spell Descriptions - Predict Weather 
  44 
  TABLE 83: PLANETRACK 
  Information Revealed 
  Minimum 
  INT+WIS 
  Base Chance  
  of Success 
  Destination plane 
  30 
  70% 
  Layer of destination plane (if applicable) 
  31 
  60% 
  Within 100 miles of destination  
  32 
  50% 
  Within 1 mile of destination 
  33 
  40% 
  Within 20 yards of destination 
  34 
  30% 
  In all cases the intelligence plus wisdom of the caster should be added to the 
  chance of success as a modifier. If the caster has access to a crystal ball, it will 
  automatically add 25% to the chance of success. The game master should roll 
  a single set of percentile dice to determine success. The roll will indicate just 
  how much information the spell reveals.  
  EXAMPLE: Chen the Pious, the famed mystic, is in battle with a fearsome 
  marilith demon. Sorely pressed, she flees back to her palace in the Abyss. 
  Chen, who has a combined intelligence and wisdom of 33, casts planetrack 
  and rolls a 61. He easily divines the destination plane (103% chance), the 
  layer of the plane (93% chance), knows to within 100 miles on the layer where 
  the quarry is (83% chance), and even to within a mile on the Abyssal plane 
  (73% chance). Due to the limitations of his intelligence and wisdom, that is as 
  much information as he could hope to gain from the spell. Had he but a single 
  point more of wisdom or intelligence, he would have been able to track the 
  demon to within 20 yards of her lair (63% chance), but unfortunately he must 
  make do with what he can get.  
  If the creature in question has an innate magic resistance, it should be applied 
  to see if its trail is masked from the efforts of the caster to track it. The spell is 
  particularly useful in protracted battles with powerful extra-planar beings, who 
  often use their powers of planar travel to elude enemies, only to have their foes 
  show up a minute later in a place they had thought a safe haven. The spell 
  must be cast within 5 minutes of the target creature’s departure, and may only 
  be cast once per target creature per caster per day.  
  Predict Weather 
  Level 2 fangshi / level 1 wu spell (divination) 
  Requires: incantation, gestures, holy symbol 
  Casting time: 1 minute (1 round) 
  This spell grants the caster perfect knowledge of the future weather in a three 
  mile diameter area. This will yield information on temperature, precipitation, 
  and wind. For every experience level of the caster, he will know the weather 
  two hours further out; thus, a 6th level fangshi would know the weather in the 
  given area for the next 12 hours.  
  This spell cannot be cast underwater. 
  Prophecy 
  Level 6 fangshi spell (divination) 
  Requires: incantation, gestures, mugwort, vervain, lavender 
  Casting time: 4 minutes 
  By means of this spell, the caster is able to forecast a single future event based 
  on the current state of the world(s). It will always be granted in the form of a 
  rhyme, couplet, quatrain, etc., and will be couched in symbolism and allegory. 
  The caster may attempt to confine his prophecy to a specific future event (such 
  as a war, election, the next harvest), or a specific person (such as a king, guild 
  master, bride, etc.) If he does so, he has a 2% chance per experience level, 
  plus 1% per point of wisdom and intelligence, of success. The caster will know 
  if the prophecy deals with the intended subject or not. If he fails, or if he does 
  not specify what sort of event or individual will be the object of his prophecy, 
  the game master may determine such randomly (although the exact event that 
  is described by the prophecy will remain unknown): 
  TABLE 84: PROPHECY 
  Die Roll (d%) 
  Object of Prophecy 
  01-10 
  The caster’s home nation 
  11-25 
  The nation in which the caster is currently dwelling 
  26-30 
  The caster’s home town or district 
  31-49 
  The town or district in which the caster is currently 
  dwelling 
  50-65 
  Someone close to the caster 
  66-75 
  A casual acquaintance 
  76-80 
  A complete stranger, unknown to the caster 
  81-95 
  A famous personage 
  96-00 
  The caster himself 
  Note that the object of the prophecy will be obliquely referenced in the 
  prophecy itself, so that by either clever deduction or use of other divination 
  magic and tools, the object can be found.  
  Such prophecies are not iron-clad, and it is possible to avoid one’s fate by 
  radically changing one’s plans, lifestyle, etc. The spell can only be cast once 
  per week, and if the same object is prophesied upon by two different casters 
  (or by the same caster more than once) there is a 99% chance that the exact 
  same answer will be obtained. The spell requires that the caster boil a mixture 
  of mugwort, vervain, and lavender (worth 100 g.p.) in an iron cauldron. 
  Punish Thief 
  Level 4 fangshi spell (alteration) 
  Requires: incantation, gestures, iron nail 
  Casting time: 24 seconds (6 segments) 
  This spell enables the caster to cast a special sort of curse on some thief who 
  has stolen a specific item, either from the caster or from someone else. The 
  identity of the thief need not be known to the caster, but the exact nature of the 
  item (or group of items, such as a pouch full of jewels) stolen must be. Once 
  punish thief is cast, the thief will begin to suffer from debilitating headaches 
  until and unless the item is returned (generic items, such as melons, can be 
  replaced by another melon, but for singular items such as jewelry or magic 
  swords, they must themselves be returned). For the first three days, the 
  headaches will simply be painful. For the next three days, the thief will lose 
  one point of intelligence and wisdom each day. After that, the thief will lose 
  one point from every ability score each day. If any ability score is reduced to 
  zero, the thief will die.  
  The spell can be dispelled by a limited wish, wish, or remove curse spell cast 
  by someone of tenth level or higher, but other than that it can only be removed 
  by returning the stolen object. Any fangshi will be able to identify the source 
  of the headaches with a simple examination, and will be able to inform the 
  thief of how to fix his problem.  
  Read Fangshi Magic (Unreadable Fangshi Magic) 
  Level 1 fangshi spell (divination) 
  Requires: incantation, gestures, crystal prism (pinch of dirt, drop of water) 
  Casting time: 1 minute (1 round) 
  This spell allows the caster to understand magical writings, scrolls, and 
  inscriptions that are written in magical scripts used by fangshi. The spell lasts 
  for 2 minutes per level of the caster, and requires the use of a crystal prism 
  (which is not destroyed by the casting). When used on scrolls, spell books, 
  etc., the spell enables the caster to determine what is contained within 
  (although doing so usually triggers cursed scrolls and the like). A fangshi will 
  never need this spell to read his own spell book, of course, and once the spell 
  
  ADVENTURES DARK AND DEEP™ - The Golden Scroll of Justice 
  45 
  is used on a given piece of magical writing, it need not be used again (so, a 
  savant could use it to determine the contents of a magic scroll as long as the 
  scroll contained a fangshi spell, and then later, when he wishes to actually use 
  the scroll, would not need to cast read fangshi magic again). The spell is never 
  needed to read a spell that the fangshi himself has inscribed. 
  The reverse of the spell, unreadable fangshi magic, will enable the caster to 
  render magical writings indecipherable, even by means of a read fangshi 
  magic spell, until it wears off or is dispelled.  
  The spell requires a crystal prism, which is not destroyed in the casting. The 
  reverse requires a pinch of dirt and a drop of water, which is used up. 
  Resist Privation 
  Level 1 fangshi spell (alteration) 
  Requires: incantation, gestures 
  Casting time: 1 minute (1 round) 
  This spell allows the caster, or one person touched, to temporarily go without 
  food or water, for a number of days equal to the level of the caster (see the 
  ADVENTURES DARK AND DEEP™ Game Master Toolkit for specific rules 
  concerning the effects of starvation and dehydration). The game master should 
  still keep track of how many days the subject of the spell has gone without food 
  and/or water; once the spell wears off, the full effects of privation will be felt. 
  The spell will be effective at all stages of privation through “debilitated”; once 
  a character moves into the “dying” phase, the spell will lose all effect. 
  Resist Water 
  Level 2 fangshi spell (abjuration) 
  Requires: incantation, gestures 
  Casting time: 18 seconds (3 segments) 
  This spell affords the caster a resistance to any sort of water-based attack or 
  other harm to himself (or someone he touches). The effect will last for 1d6+4 
  minutes. This resistance will result in a 2 h.p. damage reduction per die when 
  under attack by water-based creatures such as water elementals. Damage from 
  floods, being swept along a raging river, crashing on rocks in a small boat, 
  etc., is similarly reduced by 2 h.p. per die. The spell will not enable the target 
  to actually breathe water, but for the duration of the spell no harmful effects of 
  drowning will be felt (the subject must be able to breathe normally when the 
  spell expires, however, or else the lack of oxygen will suddenly catch up to 
  him and death will almost certainly ensue).  
  Reverse Transmutation 
  Level 9 fangshi spell (alteration) 
  Requires: incantation, gestures, moly 
  Casting time: 54 seconds (9 segments) 
  This spell allows the caster to reverse the workings of spells such as polymorph 
  self, polymorph any object, and the like. It will not affect illusions, but will force 
  any transformed object or creature to revert back to its original form. It will 
  function as a stone to flesh spell, if cast upon a creature turned to stone by a 
  medusa, basilisk, etc. Note that this will even restore those who have lost their 
  mind due to failing their save against a polymorph other spell. No system 
  shock roll is required when using this spell. The spell requires a sprig of moly, 
  which is destroyed as the spell is cast. 
  Soaring Head 
  Level 3 wu spell (alteration) 
  Requires: incantation, gestures, knife or other blade 
  Casting time: 5 minutes 
  This spell allows the caster to cut off his own head, which can then fly around 
  gathering information, carrying messages, casting spells that only require 
  incantations, etc. The caster’s head will fly at a maximum speed of 240’/min., 
  with a maneuverability class of “good”. It cannot carry more than a pound or 
  so of extra weight (assuming some means of securing any baggage is used). 
  The head will have 1/10th the total hit points of the caster and an AC of 10 
  (plus any adjustments for dexterity), and if it is damaged to the point of 
  reaching 0 h.p., the caster will die. The head can only be separated from the 
  body for two hours, maximum. If the caster’s head does not return to the body 
  within that time, he will die. The caster must cut his own head off with a blade 
  of some sort, but the blade is not destroyed as the spell is cast.  
  Spirit Way 
  Level 6 wu spell (alteration) 
  Requires: incantation 
  Casting time: 1 hour 
  This spell allows the caster to achieve a deep personal connection to the very 
  multiverse itself. Once the spell is complete, the caster becomes aware of all 
  things around him, has an impenetrably-centered calm, and can subtly 
  influence the force of the universe to serve his ends. In practical terms, the spell 
  yields the following effects: 
  •
  Awareness: Caster is aware of any creatures (including type and
  number) within 90’, even if those creatures are astral, ethereal,
  covered by an illusion, or invisible
  •
  Centering: Immunity to fear and all other mind-affecting spells
  •
  Mind over matter: Telekinesis (as per the spell) with a 90’ range,
  extending into the astral and ethereal planes (but cannot be used
  to move an item from one plane to another)
  •
  Master of reality: Caster is able to cause a ripple of force to
  emanate from his body, causing 6d6 h.p. of damage to all
  creatures within a 30’ radius; this effect also extends into the astral
  and ethereal planes. This effect can only be used once during the
  spell’s duration, and ends the spell.
  The spell will last 20 minutes per level of the caster, or until the master of reality 
  effect is used, whichever comes first. 
  Straw Ghost 
  Level 5 wu spell (alteration) 
  Requires: incantation, gestures, straw doll 
  Casting time: 30 minutes 
  This spell allows the caster to create a “straw ghost” of a specific individual: a 
  doll resembling the intended target, through which harm can be done to him. 
  The creation of the straw ghost requires some sort of personal object from the 
  target: a lock of hair, a nail clipping, etc. The personal object is incorporated 
  into the construction of the doll, the time for which is included in the casting 
  time of the spell. 
  Once the doll is completed, the caster can inflict up to 1d8 h.p. of damage on 
  the victim by harming it: cutting it with a knife, burning it with a flame, etc. The 
  victim can be thus harmed once per day, for a maximum number of consecutive 
  
  Spell Descriptions - Summon Ancestors 
  46 
  days equal to the experience level of the caster. A person can never be affected 
  by more than one straw ghost spell at a time. 
  A remove curse spell cast on the victim, or a dispel magic spell cast on the 
  straw ghost itself, will break the spell of the straw ghost on the victim, although 
  it will not heal the wounds already inflicted.  
  Summon Ancestors 
  Level 3 wu spell (necromantic) 
  Requires: incantation, gestures 
  Casting time: 1 minute (1 round) 
  This spell enables the caster to summon the spirits of his ancestors, or those of 
  someone within 10’ (if unwilling, the individual is entitled to a saving throw vs. 
  magic). The form in which the spirit will appear depends on the type of death 
  and life the ancestor had; if unknown, use the following table: 
  TABLE 85: GUI GHOST TYPE SUMMONED 
  Die Roll (d10) 
  Gui Ghost Type 
  1-2 
  Corner 
  3 
  Fire 
  4 
  Hill 
  5-6 
  Hungry 
  7 
  Marsh 
  8 
  Meadow 
  9 
  Midden 
  10 
  Water 
  Note that it is entirely possible for an ancestor’s body to be animated and 
  walking around as, for instance, a zombie or hopping vampire, at the same 
  time as his spirit is one of the gui ghost forms listed above. This is due to the 
  nature of the mythic Chinese soul, which exists in multiple parts, each of which 
  is capable of experiencing a different fate after death. 
  Thundersword 
  Level 5 fangshi spell (conjuration/summoning) 
  Requires: incantation, gestures 
  Casting time: 30 seconds (5 segments) 
  This spell allows the caster to bring into being a magical sword, which will 
  fight by itself on the caster’s behalf. The sword can appear anywhere within 
  30’ of the caster, as long as it is within sight. When the sword first appears, a 
  great thunderclap will sound, automatically deafening all creatures within 20’ 
  for 2 rounds, and forcing them to make a saving throw vs. spells or be stunned 
  for 2 rounds. (The caster himself is subject to the deafening effect, but not the 
  stunning effect, if the sword appears within 20’ of him.) 
  Once the sword has appeared, it will fight as a 10th level fighter for one round 
  per level of the caster. The sword itself will have 25 hit points, but can only be 
  harmed by magical attacks. If in the area of effect for a spell such as fireball, 
  the sword must make a saving throw using the item saving throw table, 
  receiving a +3 bonus. If it fails the saving throw, then it will take damage from 
  the spell; otherwise it will take no damage. 
  True Form 
  Level 6 wu spell (alteration) 
  Requires: incantation 
  Casting time: 36 seconds (6 segments) 
  This spell allows the caster to force some item or creature, whose true form has 
  been obscured by illusion, polymorph, etc., to revert back to its true and visible 
  form. The spell will affect all objects and creatures within a 10’ radius, centered 
  on a point up to 60’ away from the caster. Creatures wishing to resist are 
  entitled to a saving throw vs. spells; success indicates the true form spell has 
  no effect. Inanimate objects, even magical ones, do not get a saving throw. 
  Unfinished Business 
  Level 6 wu spell (necromantic) 
  Requires: incantation, gestures 
  Casting time: 36 seconds (6 segments) 
  This spell imbues the target with a special type of geis, or compulsion, so strong 
  that not even death will stop the target from completing its appointed task. The 
  spell operates just like the 5th level cleric spell quest (see the ADVENTURES DARK 
  AND DEEP™ Players Manual for details), but if the subject dies before fulfilling 
  the object of his quest, he will return 24 hours later as a hopping vampire (see 
  p. 102). The compulsion to complete his task will still be upon him. Once the
  task is completed, the hopping vampire will fall to lifelessness and final rest. 
  The body could, of course, still be raised or resurrected. 
  Way of Life 
  Level 9 fangshi spell (alteration) 
  Requires: incantation, gestures, powdered gems and herbs 
  Casting time: 9 days 
  This spell is the culmination and ultimate goal of all of the arts of the fangshi, 
  and exists half in legend. Certainly no ordinary spell book found in some 
  ordinary ruin will contain it, and it should never be included as part of random 
  treasure. By means of this spell, the caster can render one person or creature 
  immune to the ravages of age, and thus functionally immortal. Such a person 
  could still be killed by violence, but once the maximum life span for the target’s 
  race is reached, the aging process will cease. Note that this will still leave the 
  immortal somewhat frail, but vitality is not often required for the sort of 
  contemplative life that such beings lead, and other magics can be used to 
  restore vigor.  
  This spell requires a carefully balanced selection of rare gemstones worth no 
  less than 75,000 g.p., and rare herbs worth no less than another 25,000 g.p. 
  Please note that the casting time of 9 days is not a typographical error. 
  Way of Vitality 
  Level 6 fangshi spell (alteration) 
  Requires: incantation, gestures, powdered pearl 
  Casting time: 36 seconds (6 segments) 
  This spell allows the caster to temporarily increase his or some other person’s 
  energy level. For the duration of the spell, the recipient will gain two hit dice 
  or levels, with all of the abilities and advantages that attend thereto, including 
  temporary hit points. Spellcasters will be able to memorize additional spells 
  (even spells of higher level than they might otherwise be able to cast), but will 
  still need to take the time to memorize those spells, and in the case of fangshi, 
  must also have access to a spell book that contains them.  
  The spell will last for one hour per level of the caster. If, at the end of the spell, 
  the recipient has taken damage such that he has between 0 and -9 h.p., he 
  will crumple to the ground and lose 1 h.p. per round until he reaches -10 h.p. 
  If he reaches -10 h.p., he is dead.  
  This spell requires a 500 g.p. pearl, ground into a fine powder and dissolved 
  in a little plum wine, which is drunk by the subject of the spell. It must be drunk 
  within 2 minutes or the spell will not function. 
  
  ADVENTURES DARK AND DEEP™ - The Golden Scroll of Justice 
  47 
  Way of Youth (Way of Aging) 
  Level 7 fangshi spell (alteration) 
  Requires: incantation, gestures, powdered emerald (opal) 
  Casting time: 10 minutes 
  This spell allows the caster to temporarily undo the effects of aging. The spell 
  will remove 1 year of age per level of the caster, and the effect will last for 1 
  week per level of the caster. Note that if the spell is applied twice to the same 
  person, the subject will actually age, rather than become youthful.  
  The spell requires a 500 g.p. emerald, powdered and dissolved in a cup of 
  yellow wine, which is drunk by the subject of the spell. It must be drunk within 
  2 minutes, or the spell will not work. 
  The reverse of the spell, way of aging, will age the subject rather than restore 
  youth. It is most often used without the subject’s knowledge, and requires a 
  500 g.p. black opal, rather than an emerald. It can only be cast on a person 
  once at a time; multiple applications while the spell is still in effect will have 
  no impact on the target. 
  Yellow Sovereign Healing 
  Level 4 fangshi spell (necromantic) 
  Requires: incantation, gestures 
  Casting time: 24 seconds (4 segments) 
  This spell allows the caster to heal all but 2d4 hit points of damage, as well as 
  all illnesses and disease normally cured by the spell cure disease, and 
  blindness (as the spell cure blindness). The subject of the spell must be touched 
  by the caster.  
  Campaigns in Mythic China 
  While it is true that mythic China is based loosely on Chinese history, it should 
  be remembered that such a setting need not be strictly historical with some 
  fantastic elements thrown in. Geography, history, culture, society, politics; 
  everything is completely up for grabs in a game which is at its heart a fantasy 
  game.  
  The rules presented herein are deliberately vague on many points, and 
  modular in others, to enable the game master to craft the sort of setting for his 
  game that best suits the needs of him and his players. Your mythic China (or 
  whatever you call your setting) need only bear the slightest of resemblances to 
  historical China, in the same way that Gondor resembles medieval France only 
  in the loosest sense.  
  That said, it would also be possible to run a much more historically-based 
  campaign using the rules presented, along with some of the optional rules such 
  as those regarding philosophy. These rules must by the very nature of the 
  subject matter remain vague, but a game master with a passion for the 
  historical material should be able to craft a game to his liking with what he 
  finds herein. Part of the problem is one of scale; Chinese history spans 
  thousands of years and dozens of distinct cultures and eras. Creating a single 
  work that provides specific rules for all those aspects without doing a disservice 
  to one or more would be nigh unto impossible. 
  That said, what follows are guidelines for creating a campaign that captures 
  the essence of Chinese history, mythology, and folklore in such a way as to 
  maximize the opportunities for appealing and creative role-play.  
  The Wuxia Genre 
  The term “wuxia” comes from two Chinese characters; 武 and 俠, which mean, 
  respectively “martial” and “hero”. It refers to a genre of novels, films, television 
  shows, and games that deal with heroic warriors acting according to a code 
  of honor. The variations on the theme are endless, and some wuxia stories 
  deal with the supernatural, some are more historical in nature, some are set in 
  China, some in other lands such as America, some are set in the modern day, 
  some in ancient times, and so on.  
  The common elements that make a wuxia story a wuxia story are: 
  •
  A hero (often a wandering one) fighting evil according to the xia
  code of honor
  •
  Overstated martial arts action (with or without weapons)
  •
  A setting that presents innocents for the hero to protect, and
  antagonists for him to fight (often in the form of an oppressive,
  corrupt, or ineffective government)
  Into this simple framework can be inserted any number of other elements: 
  romance, political commentary, comedy, melodrama, history, etc. Themes of 
  honor and loyalty (especially divided loyalties), or tensions between 
  individuals trying to uphold their code of conduct, etc., work especially well in 
  the genre. 
  The Xia Code 
  The code of the xia is often erroneously described as “chivalric”, but in reality 
  the European code of chivalry is different both in its specifics and its impact. 
  The xia code has its basis in Confucian ethics, and the xia strive to embody 
  benevolence, bravery, loyalty, and righteousness (including both truthfulness 
  and justice). Add to this a disdain for worldly wealth and a strong streak of 
  individuality, and you have a good idea of the xia code. 
  It will be noted that there are no specific game mechanics to enforce adoption 
  of the xia code, nor is there a specific “xia” character class. It is felt that 
  adoption of the xia label is one that should be driven by a desire to play such 
  a role; if a particular player fails to uphold one or more of the xia virtues, then 
  he will in fact be playing into one of the most common themes of the wuxia 
  genre: the flawed hero. 
  As for why there is no xia character class, that is for the simple reason that the 
  way the game is structured, anyone can learn kung fu skills, and anyone can 
  choose to follow the xia code. Even a fangshi or savant, normally thought of 
  as spellcasting non-combatants, could turn out to be a formidable kung fu 
  master, simply by spending experience points on the appropriate skills. Not 
  every xia need be a fighter. 
  Government and Politics 
  A typical fantasy RPG takes place in a quasi-medieval European setting with a 
  number of smallish kingdoms, each independent from one another. Large 
  empires are, in many cases, the exception rather than the rule. A mythic China 
  setting, as the name implies, turns this expectation on its head. Either the 
  entirety of the known world is under the suzerainty of an emperor, or a limited 
  number of large dynasties are vying to assume that function. 
  It’s entirely possible that an all-encompassing empire has not yet evolved in 
  your campaign, and three or four younger empires are striving to be the first 
  to create one. It’s also possible that such an empire has come and collapsed 
  into civil war, but the idea of the empire is still a compelling vision in 
  everyone’s mind.  
  
  Campaigns in Mythic China - Society 
  48 
  Perhaps the most interesting situation is an empire in a state of decline. A large, 
  once all-powerful empire, now riven by corruption and division, would be an 
  excellent, even prototypical, setting. Especially for a game that intends to 
  embrace the wuxia genre, it would provide plenty of opportunity to do so, with 
  a weak emperor impossibly distant, represented by governors and satraps who 
  think more of their own advancement and wealth than of service to the emperor 
  or their subjects, perhaps even breakaway provinces having declared their 
  independence.  
  In any event, what should be remembered is that even in times of crisis or 
  decline, it is nigh impossible for an individual to simply claim a strip of land 
  and colonize it, save with an explicit grant from the emperor, no matter how 
  far from civilization it is. Even in times of civil war and dynastic change, the 
  central authority of some emperor will loom as an ever-present eye on goings-
  on, and imperial representatives will come visiting to find out who’s claiming 
  land on his own authority. 
  The Imperial Court 
  At the top of the imperial political structure is, of course, the emperor and his 
  court. Should the emperor die without naming a successor, his widow, the 
  dowager empress, would name his successor from among his sons (succession 
  of the eldest son was not automatic). Many times the dowager empress would 
  name a minor, so she could remain in power as regent. 
  The highest officials are the three gong (“dukes”): the minister of the masses 
  (in charge of the imperial bureaucracy), the Minister of Works (in charge of 
  public works such as irrigation, fortifications, etc.), and the Minister of War. 
  Below the three gong, but still reporting directly to the emperor, are the nine 
  ministers: the Minister of Ceremonies, Minister of the Household, Minister of 
  the Guards, Minister Coachman, Minister of Justice, Minister Herald, Minister 
  of the imperial Clan, Minister of Finance, and the Minister Steward.  
  Together, the three gong and the nine ministers form the imperial cabinet, and 
  they meet regularly with the emperor to discuss important matters of state. 
  Although the emperor has final authority to make decisions, doing so against 
  the advice of his cabinet could be problematical. As noted above, having a 
  weak emperor opens the campaign up to more creative opportunities, as weak 
  central authority invites stronger local authority. 
  Beneath these highest officials, are a rank of officials in charge of the various 
  regions and larger cities designated as imperial capitals, but still under the 
  direct authority of the emperor. These include the prefects (one in charge of 
  each capital city), bearers of the mace (garrison commanders), court architect, 
  colonel director of retainers (a sort of imperial inspector general), 
  superintendent of waterways and parks, and director of dependent states (who 
  oversees foreign embassies, exchanges of hostages, etc.). A commandant is 
  sometimes appointed to directly rule subjugated peoples on the fringes of the 
  empire. 
  Provincial Authorities 
  The empire is divided into provinces, and each province is further divided into 
  prefectures and counties. The highest provincial officials are governors, who 
  report directly to the three gong in the imperial court. Their chief function is to 
  oversee the officials at the prefecture and county level, to ensure a proper level 
  of loyalty to the central government and to punish dishonesty and corruption. 
  In good times, the governors are central to maintaining fair and non-oppressive 
  government. When the governors themselves become corrupt, however, bad 
  times often befall the ordinary people. 
  A prefecture’s highest official is the prefect. Their chief role is to oversee the 
  county administration, make sure that infrastructure such as roads and bridges 
  are maintained, and to ensure that the courts function honestly.  
  Counties are the smallest level of administration within the imperial structure, 
  and their highest official is the magistrate. Magistrates are responsible for 
  making sure public works are maintained, courts are held, schools are run, 
  provisions stored in case of famine, and law and order maintained. Counties 
  are usually divided into districts of a hundred or so families, each of which has 
  its own police force to maintain order. At this level, villages often rely on elders 
  to act as leaders. 
  As can be imagined, even with safeguards in place to prevent corruption, in 
  such a stratified system vice and oppression are easy to hide. Each level of 
  bureaucracy has a more-or-less permanent staff of functionaries, who remain 
  and provide a level of continuity even though the governors, prefects, or 
  magistrates might be moved around according to the dictates of the central 
  imperial court.  
  Please bear in mind that this is only an idealized scheme of organization, a 
  simplified amalgam of several different historical periods. Your campaign may 
  be even more stratified, less so, have different names and functions for officials, 
  etc.  
  Society 
  Society in mythic China is strictly segregated by caste, even more so than in 
  most medieval European fantasy settings. Social mobility is largely unheard-of 
  outside of the national examinations which are used to judge whether an 
  applicant is suitable for inclusion in the governmental bureaucracy. Many 
  students will spend their lives preparing for these exams, which include not 
  only practical matters such as administration and mathematics, but also study 
  of fundamental works of philosophy (primarily from among the Traditionalist 
  
  ADVENTURES DARK AND DEEP™ - The Golden Scroll of Justice 
  49 
  school) and religion. It is not unknown for students who fail these exams to take 
  their own lives out of shame.  
  Sects, Clans, and Schools 
  Despite its outward appearance as a monolithic whole, mythic China is riven 
  by division, in the form of sects, secret societies, clans, and various schools, 
  each of which commands at least a measure of loyalty from its members. The 
  specifics of such sects and societies are left to the game master to determine 
  as part of the creation of his own campaign setting, but some general 
  information and ideas are presented below. 
  Such organizations, regardless of their origin or function, often have colorful 
  names which may or may not be related to their nature. The game master may 
  use the following tables as inspiration or to come up with suitable names “on 
  the fly.” Roll once for the first part, and again for the second part, of the name. 
  The game master should feel free to adjust plurals or re-roll, as seems 
  appropriate. 
  TABLE 86: RANDOM ORGANIZATION NAMES 
  Die Roll (d%) 
  First Part 
  Second Part 
  1 
  Acid 
  Apple 
  2 
  Almond 
  Army 
  3 
  Amber 
  Arrow 
  4 
  Apple 
  Axe 
  5 
  Azure 
  Beggars 
  6 
  Biting 
  Blade 
  7 
  Black 
  Blood 
  8 
  Blind 
  Blossom 
  9 
  Bloody 
  Bow 
  10 
  Blue 
  Brotherhood 
  11 
  Bright 
  Calf 
  12 
  Bronze 
  Carp 
  13 
  Brown 
  Castle 
  14 
  Cardinal 
  Cat 
  15 
  Closed 
  Cave 
  16 
  Copper 
  Circle 
  17 
  Crimson 
  Cliff 
  18 
  Dark 
  Courage 
  19 
  Diamond 
  Dancers 
  20 
  Dozen 
  Dawn 
  21 
  Dreaming 
  Demons 
  22 
  Dry 
  Dogs 
  23 
  Eastern 
  Dragons 
  24 
  Ebony 
  Duck 
  25 
  Eight 
  Elephant 
  26 
  Elder 
  Family 
  27 
  Emerald 
  Fan 
  28 
  Fallen 
  Fire 
  29 
  Fire 
  Fist 
  30 
  Five 
  Flower 
  31 
  Flaming 
  Forest 
  32 
  Flying 
  Fox 
  33 
  Four 
  Gate 
  34 
  Ghostly 
  Ghosts 
  35 
  Gloomy 
  Giant 
  36 
  Glowing 
  Halberd 
  37 
  Golden 
  Hand 
  38 
  Green 
  Harmony 
  39 
  Grey 
  Harpy 
  40 
  Hateful 
  Hat 
  41 
  Hundred 
  Heaven 
  42 
  Indigo 
  Hell 
  43 
  Iron 
  Helmet 
  44 
  Ivory 
  Husband 
  Die Roll (d%) 
  First Part 
  Second Part 
  45 
  Jade 
  Island 
  46 
  Jagged 
  Kingdom 
  47 
  Knowing 
  Knife 
  48 
  Lame 
  Lakes 
  49 
  Lavender 
  Leopard 
  50 
  Lemon 
  Lightning 
  51 
  Magenta 
  Lilac 
  52 
  Magnificent 
  Lotus 
  53 
  Malachite 
  Manor 
  54 
  Maroon 
  Metal 
  55 
  Mystic 
  Monastery 
  56 
  Nine 
  Money 
  57 
  Northern 
  Moon 
  58 
  Obedient 
  Mountain 
  59 
  Olive 
  Ox 
  60 
  Orange 
  Palace 
  61 
  Pale 
  Palm 
  62 
  Peach 
  Peacock 
  63 
  Pear 
  Phoenix 
  64 
  Pink 
  Pig 
  65 
  Poor 
  Plum 
  66 
  Precious 
  Poisons 
  67 
  Purple 
  Prawn 
  68 
  Red 
  Rain 
  69 
  Resplendent 
  Raven 
  70 
  Rich 
  Razor 
  71 
  Righteous 
  Rooster 
  72 
  Ruby 
  Rose 
  73 
  Russet 
  Salmon 
  74 
  Rusty 
  Sea 
  75 
  Saffron 
  Serpent 
  76 
  Sapphire 
  Sharks 
  77 
  Scholarly 
  Shield 
  78 
  Seven 
  Silkworms 
  79 
  Sharp 
  Skull 
  80 
  Sick 
  Society 
  81 
  Silver 
  Spider 
  82 
  Six 
  Steeds 
  83 
  Southern 
  Stone 
  84 
  Ten 
  Sun 
  85 
  Three 
  Sword 
  86 
  Two 
  Tassel 
  87 
  Twoscore 
  Temple 
  88 
  Unknown 
  Thunder 
  89 
  Unsung 
  Tiger 
  90 
  Varicolored 
  Triangle 
  91 
  Vermilion 
  Trigrams 
  92 
  Vile 
  Turtle 
  93 
  Violet 
  Valley 
  94 
  Western 
  Venoms 
  95 
  Wet 
  Water 
  96 
  White 
  Wife 
  97 
  Winged 
  Wind 
  98 
  Yellow 
  Wine 
  99 
  Young 
  Wolves 
  100 
  Roll on 2nd part of 
  table 
  Wood 
  Secret Societies 
  Mythic China is plagued by secret societies, known variously as tongs or triads. 
  Such societies sometimes have political aspirations or motivations, have 
  explicitly religious connections, often engage in legitimate social functions to 
  support their members (much like a modern fraternal society), and almost 
  
  Campaigns in Mythic China - Society 
  50 
  always are not above engaging in criminal and/or violent activity to further 
  their aims. 
  Sometimes, the nature of such a secret society will change over time. A group 
  that is originally formed to support the restoration of a fallen imperial dynasty, 
  and which focuses its activities towards that goal, may a century later have 
  morphed into a purely criminal enterprise, paying lip service to the original 
  goal but in practice merely interested in expanding their criminal enterprises 
  and enriching their members.  
  Membership in a secret society will grant definite advantages for a character. 
  Many such societies will have physical infrastructure (buildings, castles, etc.) 
  that can be used as safe houses, bases of operation, and so forth. Many will 
  have political connections that can be leveraged in order to impact court 
  decisions, influence officials to look the other way in the face of improprieties, 
  and the like. Membership costs 1,000 x.p. (plus whatever dues or other 
  requirements the society might have), but joining such a society is not 
  automatic; the player must seek out the society, and undertake any 
  requirements of initiation it might have. 
  The game master may use the following tables for inspiration, or to design a 
  secret society “on the fly”. 
  TABLE 87: SECRET SOCIETY TYPE 
  Die Roll 
  (d20) 
  Type 
  1 
  Assassins and mercenaries 
  2 
  Clandestine government organization 
  3 
  Explicitly criminal organization 
  4 
  Explicitly democratic, where every member has a voice 
  5 
  Followers of a particularly charismatic leader 
  6 
  Hidden: members are disguised as something else (roll 
  again to determine true and cover types) 
  7 
  Immigrants from a foreign land or distant province 
  8 
  Kung fu practitioners exclusively 
  9 
  Members come from a particular locale 
  10 
  Open membership organization, but inner workings are kept 
  secret 
  11 
  Patriotic society 
  12 
  Peasants and other low-born 
  13 
  Politically influential and wealthy cabal 
  14 
  Scholars and intellectuals 
  15 
  Shadow government, set up like imperial system 
  16 
  Singers, actors, and performers 
  17 
  Students and graduates of the same school 
  18 
  Veterans from the same military unit 
  19 
  Warrior fellowship 
  20 
  Workers of magic: wu, fangshi, and savants 
  TABLE 88: SECRET SOCIETY GOAL 
  Die Roll 
  (d20) 
  Goal 
  1 
  Advance scientific knowledge 
  2 
  Advance the xia code of benevolence, bravery, loyalty, 
  righteousness, truthfulness, and justice 
  3 
  Adventure; members try to outdo one another in telling 
  fantastic but true tales of their travels 
  4 
  Advocate a return to a simpler, bucolic life 
  5 
  Bring members’ fighting prowess to its maximum potential 
  6 
  Corrupt the xia code and those who follow it 
  7 
  Defend a particular city/village/region 
  8 
  Ensure freedom of trade, even to the point of avoiding taxes 
  and tariffs 
  9 
  Financial support of other members in distress 
  10 
  Further the interests of a particular deity 
  Die Roll 
  (d20) 
  Goal 
  11 
  Overthrow the current dynasty 
  12 
  Personal whims and interests of the head of the society 
  13 
  Protect and teach a unique kung fu style 
  14 
  Punishing criminals 
  15 
  Pure hedonistic pleasure 
  16 
  Put ghosts and other undead to rest 
  17 
  Recovery of lost treasures and knowledge 
  18 
  Restore a deposed dynasty 
  19 
  Support and advocate one of the four philosophies 
  20 
  Support the current government 
  TABLE 89: SECRET SOCIETY INITIATION REQUIREMENTS 
  Die Roll 
  (d12) 
  Initiation 
  1 
  Bring in one new prospective member 
  2 
  Drink the blood of other members and himself 
  3 
  Further the group’s goal in some significant way 
  4 
  Kill a random person 
  5 
  Kill an enemy of the society 
  6 
  Memorization of some sacred or otherwise significant text 
  7 
  Pay a one-time fee of 2d10 g.p. 
  8 
  Payment of dues (3d6 g.p. per year) 
  9 
  Retrieve an object or treasure of particular value to the 
  society 
  10 
  Scarring, tattooing, or mutilation (as an identifying mark) 
  11 
  Swear a solemn oath of loyalty (failure to maintain the oath 
  will act as a curse against the oathbreaker) 
  12 
  Test of endurance; initiate must go for 1d10 days without 
  food, water, or shelter; use the rules for privation from the 
  ADVENTURES DARK AND DEEP™ Game Masters Toolkit 
  Monastic Traditions 
  Any given province will have one or more monastic traditions found within it. 
  Such traditions may be associated with one or more of the four philosophies, 
  with specific deities, or simply built on the reputations of their founders. Some 
  will be noted for their mastery of specific styles of kung fu, and may even have 
  kung fu skills unique to them, which can only be learned at one of their 
  monasteries. Often, monasteries will have rival orders which engage in either 
  real warfare or more civilized rivalries fought in public contests, through 
  political maneuvering, and the like.  
  It is possible for a monastic tradition to have more than one physical 
  monastery, but one (usually the oldest) will always be the location of the head 
  of the tradition. Many traditions will only have a single monastery, however. 
  Each monastic tradition (and there can be several within a given nation or 
  region, as determined by the game master) has but a limited number of 
  positions available for monks of 8th level or above. There are but three 8th 
  level monks, and one monk of each level thereafter, within each tradition. 
  When a 7th level monk has amassed a number of experience points sufficient 
  for attaining 8th level, he must seek out one of the 8th level monks and defeat 
  him in a formal duel. The nature of this duel will differ depending on the 
  specific monastic school, as specified by the game master, but some possible 
  contests include: 
  •
  Formal combat (not necessarily fought to the death, but could be,
  depending on the monastic tradition involved).
  •
  A test of asceticism; each monk spends his days in meditation and
  prayer, eschewing food, water, and protection from the elements
  (use the rules for privation from the ADVENTURES DARK AND DEEP™
  Game Masters Toolkit), and the monk who drops first, loses.
  
  ADVENTURES DARK AND DEEP™ - The Golden Scroll of Justice 
  51 
  •
  Philosophical debate. The monks engage in philosophical debate
  (see p. 14), and the winner either gains, or keeps, the rank.
  •
  A spiritual (or other) quest determined by the next-higher ranked
  monk within the particular monastic tradition. The one who
  completes the quest, or completes it first, is the winner.
  •
  A test of wisdom; each monk offers a cryptic verbal riddle which
  the other must counter with an equally cryptic, but relevant, riddle.
  Each monk makes a wisdom check for each riddle; if one fails and
  the other succeeds immediately after, the one who failed his roll has 
  offered a non-relevant riddle and loses the contest.
  The loser is reduced to the minimum amount of x.p. for their previous level and 
  must earn new x.p. to have the opportunity to regain his former position 
  through another challenge. The process is repeated for levels above 8th - the 
  loser is reduced to the number of experience points needed for the next-lowest 
  level, and must earn enough x.p. to attempt to regain his former position. 
  It should be noted that a monk of high level who loses such a duel is considered 
  an outcast and is reduced to wandering the world to regain his honor and 
  reputation (through earning x.p.). This is the only situation in which a given 
  monastic tradition can have more than one individual of higher than 9th level 
  (or more than three of 8th level).  
  Kung Fu Schools 
  While there is often significant overlap between the two, there is a difference 
  between a school of kung fu and a monastic tradition, as not all kung fu 
  practitioners are monks, and not all monastic traditions have a distinctive style 
  of kung fu. It’s also entirely possible that a school of kung fu will be sub rosa, 
  without any large buildings or infrastructure that could be easily approached. 
  Some “schools” may consist entirely of a single master, who carefully selects 
  his students according to his own inscrutable, and often demanding, 
  standards.  
  When designing a kung fu school, the game master is encouraged to be 
  creative. Not every school should be a reflection of the Shaolin Temple from 
  the 1970’s television series Kung Fu. The following random tables may be used 
  either as-is, or simply for inspiration when designing new schools. 
  TABLE 90: KUNG FU SCHOOL LOCATION 
  Die Roll 
  (d%) 
  Location 
  01-10 
  In an urban area 
  11-25 
  In a small village 
  26-50 
  In a rural area near a large town or city 
  51-80 
  In a remote wilderness 
  81-90 
  Multiple locations; roll 1d6 times, ignoring rolls of 81 or 
  higher 
  91-99 
  Dispersed; there is no central location, teachers and students 
  have signs of recognition (treat as a secret society; see 
  above) 
  00 
  In some normally-inaccessible location (ethereal plane, deep 
  underground, underwater, in a cloud castle, etc.) 
  TABLE 91: KUNG FU SCHOOL ORGANIZATION 
  Die Roll 
  (d%) 
  Organization Type 
  01-35 
  One master, many students (may have sub-masters if large 
  enough) 
  36-45 
  One master, one student; once the master dies, the student 
  must keep the school’s tradition alive by taking another 
  student 
  46-65 
  One master, 1d6 students 
  66-78 
  A council of 2d6 masters 
  Die Roll 
  (d%) 
  Organization Type 
  79-84 
  Democracy (votes are weighted by rank within the school, 
  total skill levels of kung fu, skill levels in the particular kung fu 
  styles taught by the school, age, etc.) 
  85-94 
  Sponsored by a wealthy merchant, government official, etc., 
  who makes all key decisions 
  95-00 
  Religious cult; may or may not admit non-followers, but only 
  followers are in decision-making positions, and pressure to 
  convert is high 
  TABLE 92: HOW MANY KUNG FU STYLES ARE TAUGHT? 
  Die Roll 
  (d%) 
  Styles 
  Die Roll 
  (d%) 
  Styles 
  01-10 
  1 
  67-72 
  7 
  11-21 
  2 
  73-79 
  8 
  22-33 
  3 
  80-85 
  9 
  34-46 
  4 
  86-90 
  10 
  47-60 
  5 
  91-95 
  11 
  61-66 
  6 
  96-00 
  12 
  TABLE 93: WHICH KUNG FU STYLES ARE TAUGHT? 
  Die Roll (d%) 
  Style* 
  01-07 
  Air Dancer 
  08-14 
  Blade Warden 
  15-21 
  Blind Wyvern 
  22-28 
   Crawling Beast 
  29-35 
   Dragon Foot 
  36-42 
   Fishing Mantis 
  43-49 
   Head of the Hydra 
  50-56 
   Mountain Ape 
  57-63 
   Serpent’s Fang 
  64-70 
  Spitting Cobra 
  71-77 
  Three Waters 
  78-84 
  Turtle’s Shell 
  85-94 
  A hybrid made up of 1d3+1 different styles 
  95-00 
  A unique new style of kung fu that can only be 
  learned at this school (re-roll if you are only using 
  the twelve standard styles). 
  * Kung fu mastery and qi mastery can only be taught by individual teachers
  who have at least one skill level higher than the student. They are not ordinary 
  kung fu styles, and are not taught in the same way. 
  By all means the game master should feel free to invent his own styles of kung 
  fu, and alter the above table appropriately.  
  
  Campaigns in Mythic China - Religion 
  52 
  TABLE 94: KUNG FU SCHOOL ENTRY REQUIREMENTS 
  Die Roll 
  (d%) 
  Requirements for Entry 
  01-15 
  All seekers are welcome 
  16-35 
  All are welcome, but must pay entry fee of 100 g.p. per 
  highest level of kung fu already learned (min. 100 g.p.) 
  36-45 
  Must be sponsored by student already in school 
  46-55 
  Must be sponsored by master of school 
  56-60 
  Must present letter of introduction from some famous patron, 
  or a friend of a master of the school 
  61-75 
  Prospective students must perform some seemingly simple and 
  often menial, but in reality very significant chore 
  76-85 
  Prospective students must undertake a quest to recover some 
  treasure, deliver a message to a distant master, etc. 
  86-90 
  Prospective students must toil as menial servants for a year 
  before they are given lessons 
  91-95 
  Prospective students must run a gauntlet, engaging in one 
  round of combat with some or all other students in the school, 
  from the least skilled to the most 
  96-00 
  Students are not accepted “off the street”; the master(s) must 
  select prospective students themselves 
  Often, masters in kung fu schools will have some defining quirk or other trait 
  that set them apart. The game master may want to roll 1d3 such quirks for 
  masters in his kung fu schools, or use the table below as inspiration. 
  TABLE 95: KUNG FU MASTER QUIRKS 
  Die Roll 
  (d%) 
  Master’s Quirk 
  01-02 
  Actually the opposite sex in disguise 
  03-04 
  Always believes the best of everyone, even when they are 
  demonstrably evil 
  05-06 
  Always exacting in his grammar and diction, and corrects 
  those of others 
  07-08 
  Always keeps candy on his person, offers it as reward for 
  small kindnesses and great victories 
  09-10 
  Always seems to know what’s about to happen 
  11-12 
  Always speaks in cryptic phrases that may, or may not, 
  contain hidden wisdom 
  13-14 
  Ancient and feeble, until he begins fighting, at which time the 
  years seem to fall away in an instant 
  15-16 
  Blind 
  17-18 
  Boasts about doing things, or being places, where he never 
  was, and never could have been (often contradicting himself) 
  19-20 
  Constantly misplacing things 
  21-22 
  Dirty old man (or woman) 
  23-24 
  Drunkard 
  25-26 
  Forgetful 
  27-28 
  Gentle and a genuine pacifist 
  29-30 
  Genuinely mean 
  31-32 
  Great personal rival of another master of the school, or with 
  the master of a nearby school 
  33-34 
  Greedy and miserly 
  35-36 
  Grossly obese and interested in food, but this does not 
  interfere with his fighting skills 
  37-38 
  Grows flowers 
  39-40 
  Has an odd pet (elephant, cricket, clam, etc.) 
  41-42 
  Has taken a vow of silence 
  43-44 
  If in a school with multiple masters, ambitious and scheming 
  to rise to the top; if alone, jealous of students who are too 
  talented 
  45-46 
  In disguise, wanted by the authorities for some heinous crime 
  47-48 
  Incredibly well traveled, and constantly referring to past 
  adventures 
  Die Roll 
  (d%) 
  Master’s Quirk 
  49-50 
  Is a fraud, and really doesn’t know anything more about 
  kung fu than his students, but fakes it well 
  51-52 
  Ladies' man (or seductress) 
  53-54 
  Laid back and calm (to a distressing degree, sometimes) 
  55-56 
  Looks down on those who don’t know (or aren’t learning) 
  kung fu 
  57-58 
  Most of the a time a raving lunatic, but with moments of 
  lucidity that show a keen intellect 
  59-60 
  No concept of the value of money 
  61-62 
  Obsessed with some hobby 
  63-64 
  Occasionally lets it appear as if he is much, much more 
  powerful than he normally seems (a demigod or the like) 
  65-66 
  Occasionally lets it appear as if he is much, much older than 
  he normally seems (remembering things centuries past, etc.) 
  67-68 
  Plays at being foolish, silly, and even stupid, but the 
  masquerade is set aside when needed 
  69-70 
  Plays the flute 
  71-72 
  Secretly harbors an old tragedy, sometimes displays great 
  sadness 
  73-74 
  Secretly involved at the highest levels of politics 
  75-76 
  Secretly married (to a prize student, other master, cook at the 
  school, etc.) 
  77-78 
  Seemingly immune to extremes of hot and cold, and 
  unmoved by his students' protests that they are not 
  79-80 
  Seemingly senile, with moments of lucidity at exactly the right 
  (or wrong, depending on your point of view) time 
  81-82 
  Short-tempered 
  83-84 
  Spiteful 
  85-86 
  Swears constantly at students, other masters, waiters, anyone 
  in range 
  87-88 
  Talks to an invisible companion 
  89-90 
  Talks to himself constantly 
  91-92 
  Uses trickery, underhanded tactics, obfuscation, and outright 
  cheating 
  93-94 
  Vain 
  95-96 
  Very generous and charitable 
  97-98 
  Wears a mask 
  99-100 
  Willing to hurt, or even maim, students to make a lesson stick 
  Clans 
  Clans can function as secret societies, monastic traditions, or kung fu schools. 
  The only difference is that membership in a clan is based on blood or marriage. 
  As such, it can be quite difficult to join (or leave!) a clan under most 
  circumstances…  
  Membership in such clans is up to the game master, who may find that placing 
  one or more PCs in a clan (either the same clan, or different and possibly 
  competing clans) furthers the campaign. Consultation with the players may 
  also be taken into account when planning out such ideas.  
  Religion 
  Historically, China had several layers of religion, each being set atop those 
  that had come before. The original “folk religion” of the land was the 
  shamanism of the wu, followed by Daoism, Confucianism, and Buddhism. 
  Over the course of centuries, the shamanistic folk religion of the wu came to 
  be more strictly a lower-class affair, and the wu themselves were seen as 
  charlatans; meanwhile the fangshi gained respectability, or lost it, according 
  to the regard for which their Daoist religion was held by the upper classes. 
  
  ADVENTURES DARK AND DEEP™ - The Golden Scroll of Justice 
  53 
  While it is certainly possible to find individuals and sects which favor strict 
  adherence to one particular source, most Chinese would have practiced an 
  amalgam of the various religious influences. So, too, is the case in a mythic 
  China setting. 
  Two of the religious traditions in mythic China are linked to the philosophies 
  of Wayism and Traditionalism (see p. 13), plus the folk religion of the wu. 
  Fangshi are linked most closely to Wayism, while wu practice the shamanic 
  folk religion. There is also a State Religion, representing an idealized reflection 
  of the mundane imperial administration, complete with divine ministries which 
  are responsible for various natural phenomena, which can be petitioned in the 
  same way a terrestrial official could be petitioned. The following represent a 
  small sample of some of the various divine ministries: 
  •
  Ministry of Time
  •
  Ministry of Thunder and Storms
  •
  Ministry of Waters
  o
  Dept. of Salt Waters
  o
  Dept. of Sweet Waters
  o
  Dept. of Secondary Waters (rivers, springs, lakes,
  pools, rapids)
  •
  Ministry of Fire
  •
  Ministry of Epidemics
  •
  Ministry of Medicine
  •
  Ministry of Exorcism
  Religion in mythic China is also influenced by mundane political matters. It is 
  quite literally the case that an imperial decree can elevate a mortal to the status 
  of a demigod; such a rise in status is quite rare, requiring approvals from the 
  divine ministries, as well as devotions and offerings on the material plane. An 
  emperor can also grant a new portfolio to, or otherwise change the duties of, 
  an existing deity. 
  The game master is encouraged to develop a full set of deities, divine 
  ministries, and the like for his own campaign.  
  Mixing Mythic China and Other Settings 
  The most obvious way to integrate a mythic China setting into another is travel. 
  Just as historically it was possible to travel from Europe to China, as did 
  explorers such as Marco Polo, so too might it be possible for explorers (such 
  as your intrepid PCs) to travel from their familiar lands to mythic China. Such 
  a journey would certainly be arduous, but the potential for a refreshing change 
  to a long-running campaign is obvious. 
  It should be noted that the reverse is also true. If, after running a campaign set 
  in a mythic China setting for a while, you find your players becoming restless, 
  it might be interesting to have them either encounter NPCs from a distant land, 
  or undertake a journey themselves, perhaps as a diplomatic mission.  
  Other possibilities abound. The use of magical gates, space-traveling ships that 
  sail from world to world, alternate dimensions, and the like are staples in the 
  fantasy RPG genre. All could take player characters to or from a mythic China 
  setting. 
  Treasure 
  For those game masters who prefer to use treasure method II from the 
  ADVENTURES DARK AND DEEP™ Game Masters Toolkit, which describes specific 
  pieces of treasure rather than abstracting them into a value and weight, the 
  following tables are provided. Note that these tables have been subtly (or in 
  some cases not-so-subtly) altered from their counterparts in the Game Masters 
  Toolkit, to allow for the differences in setting. 
  TABLE 96: COMPOSITION OF TREASURE (TREASURE METHOD II) 
  Treasure 
  Type 
  Sundries 
  Luxuries 
  Art 
  Jewelry 
  Gems 
  Coins 
  I 
  100% 
  0% 
  0% 
  0% 
  0% 
  0% 
  II 
  75% 
  15% 
  0% 
  5% 
  0% 
  5% 
  III 
  50% 
  25% 
  5% 
  10% 
  5% 
  5% 
  IV 
  25% 
  35% 
  10% 
  15% 
  5% 
  10% 
  V 
  10% 
  45% 
  10% 
  20% 
  5% 
  10% 
  VI 
  5% 
  55% 
  0% 
  25% 
  5% 
  10% 
  VII 
  0% 
  20% 
  20% 
  25% 
  25% 
  10% 
  VIII 
  0% 
  20% 
  30% 
  25% 
  15% 
  10% 
  IX 
  0% 
  20% 
  40% 
  10% 
  5% 
  25% 
  X 
  0% 
  0% 
  50% 
  0% 
  0% 
  50% 
  XI 
  0% 
  0% 
  0% 
  25% 
  0% 
  75% 
  XII 
  0% 
  0% 
  0% 
  0% 
  0% 
  100% 
  XIII 
  0% 
  0% 
  0% 
  0% 
  100% 
  0% 
  XIV 
  0% 
  0% 
  0% 
  0% 
  75% 
  25% 
  XV 
  0% 
  0% 
  0% 
  50% 
  25% 
  25% 
  XVI 
  0% 
  0% 
  0% 
  0% 
  25% 
  75% 
  XVII 
  0% 
  0% 
  0% 
  50% 
  50% 
  0% 
  XVIII 
  0% 
  10% 
  0% 
  10% 
  30% 
  50% 
  The table above shows the breakdown, for every given treasure type, of the 
  total value of the hoard by the type of treasure found within it. For example, a 
  bandit has a treasure type of II and a treasure value of 8 g.p. That does not 
  mean he has 8 gold coins in his purse. Looking at the breakdown for treasure 
  type II, we see it is 75% sundries, 15% luxuries, 5% jewelry, and 5% coins. 
  So the bandit in question has sundries worth approximately 6 g.p., along with 
  24 s.p. of luxuries, and 8 s.p. worth each of jewelry and coins. The exact 
  types should be determined using the sub-tables below, but don’t be afraid to 
  toss out results that don’t make sense. A bandit is more likely to have a fur pelt 
  than a load of iron ore. 
  In order to determine the makeup of a given treasure, first consult Table 96: 
  Composition of Treasure (Treasure Method II) above. Figure out how much of 
  the total value of the treasure (approximately) is in each category. Then, going 
  from left to right on Table 96, roll to determine the sundries, luxuries, art, etc. 
  Keep rolling in each category until you have “filled up” the value of that 
  category; if the value you have rolled is greater than the category’s maximum, 
  subtract the value from the next category over. If at any time you exceed the 
  total value of the treasure, lower the value of the last item rolled to “top off” 
  the treasure. In this way, your total treasure will never exceed the total value, 
  but it is possible that you will have a few more sundries than indicated, at the 
  expense of luxuries, and so forth.  
  Naturally, common sense should prevail. If the characters have just defeated 
  a horrible undead lord in his tomb that has not been opened in a thousand 
  years, they are unlikely to find fresh meat as part of his treasure hoard. In such 
  cases, simply re-roll the result. 
  In the tables below, encumbrance is given in pounds, unless otherwise 
  specified.  
  TABLE 97: SUNDRIES (TREASURE METHOD II) 
  Die Roll 
  (d%) 
  Sundry Type 
  Value (each) 
  Encumbrance 
  01-02 
  Ale (barrel) 
  12 g.p. 
  250 
  03-04 
  Armor 
  See Table 99 below 
  05-06 
  Bamboo strips for 
  writing (quire) 
  16 g.p. 
  1.5 
  07-08 
  Candle (score) 
  1 g.p. 
  10 
  09-10 
  Charcoal (bag) 
  2 g.p. 
  10 
  11-12 
  Cloth (bolt) 
  12 g.p. 
  16 
  13-14 
  Cotton (short bale) 
  3 g.p. 
  22 
  15-16 
  Dye (pint) 
  5 g.p. 
  2 
  
  Campaigns in Mythic China - Treasure 
  54 
  Die Roll 
  (d%) 
  Sundry Type 
  Value (each) 
  Encumbrance 
  17-18 
  Flax (bale) 
  6 g.p. 
  80 
  19-20 
  Food, bread 
  1 g.p. 
  10 
  21-22 
  Food, cured meat/fish 
  3 g.p. 
  10 
  23-24 
  Food, dried 
  vegetables/fruits 
  2 g.p. 
  10 
  25-26 
  Food, fresh meat/fish 
  6 g.p. 
  10 
  27-28 
  Food, fresh 
  vegetables/fruits 
  4 g.p. 
  10 
  29-30 
  Food, rice (bushel) 
  1 g.p. 
  50 
  31-32 
  Fur pelt, beaver 
  2 g.p. 
  1 
  33-34 
  Fur pelt, ermine 
  4 g.p. 
  1 
  35-36 
  Fur pelt, fox 
  3 g.p. 
  1 
  37-38 
  Fur pelt, marten 
  4 g.p. 
  1 
  39-40 
  Fur pelt, mink 
  3 g.p. 
  1 
  41-42 
  Fur pelt, muskrat 
  1 g.p. 
  1 
  43-44 
  Fur pelt, sable 
  5 g.p. 
  1 
  45-46 
  Fur pelt, seal 
  5 g.p. 
  1 
  47-48 
  Hand tool 
  1 g.p. 
  3 
  49-50 
  Hemp (bale) 
  5 g.p. 
  100 
  51-52 
  Honey (gallon) 
  8 g.p. 
  12 
  53-54 
  Incense, common 
  10 g.p. 
  1 
  55-56 
  Iron ore 
  10 g.p. 
  100 
  57-58 
  Leather 
  5 g.p. 
  25 
  59-60 
  Linen (bolt) 
  18 g.p. 
  13 
  61-62 
  Livestock, bull 
  20 g.p. 
  n/a 
  63-64 
  Livestock, cow 
  10 g.p. 
  n/a 
  65-66 
  Livestock, fowl (in cage) 
  10 s.p. 
  7 
  67-68 
  Livestock, goat 
  1 g.p. 
  n/a 
  69-70 
  Livestock, horse 
  25 g.p. 
  n/a 
  71-72 
  Livestock, ox 
  15 g.p. 
  n/a 
  73-74 
  Livestock, pig 
  3 g.p. 
  n/a 
  75-76 
  Livestock, sheep 
  2 g.p. 
  n/a 
  77-78 
  Lumber 
  2 g.p. 
  25 
  79-80 
  Nails (keg) 
  20 g.p. 
  100 
  81-82 
  Paper (quire) 
  22 g.p. 
  1 
  83-84 
  Rope (250’) 
  1 g.p. 
  37 
  85-86 
  Salt 
  1 g.p. 
  1 
  87-88 
  Spice (common) 
  3 g.p. 
  0.5 
  89-90 
  Tallow 
  1 g.p. 
  1 
  91-92 
  Wax 
  2 g.p. 
  1 
  93-94 
  Weapon 
  See Table 98 below 
  95-96 
  Wine, gallon 
  4 g.p. 
  8 
  97-98 
  Wire 
  9 g.p. 
  10 
  99-00 
  Wool (bale) 
  12 g.p. 
  250 
  TABLE 98: SUNDRIES WEAPON SUB-TABLE (TREASURE METHOD II) 
  Die Roll (d%) 
  Weapon Type 
  Value (each) 
  Encumbrance 
  01-05 
  Axe, hand 
  1 g.p. 
  5 
  06-10 
  Battle axe 
  5 g.p. 
  7 
  11-21 
  Dagger 
  2 g.p. 
  1 
  22-25 
  Flail 
  8 g.p. 
  4 
  26-29 
  Hammer 
  1 g.p. 
  5 
  30-33 
  Knife 
  1 g.p. 
  0.5 
  34 
  Lance 
  6 g.p. 
  15 
  35-39 
  Mace 
  8 g.p. 
  10 
  40-41 
  Morning star 
  5 g.p. 
  12 
  42-53 
  Pole arm 
  15 g.p. 
  15 
  54 
  Quarterstaff 
  3 g.p. 
  10 
  55-64 
  Spear 
  1 g.p. 
  5 
  65-99 
  Sword 
  17 g.p. 
  10 
  00 
  Trident 
  4 g.p. 
  5 
  TABLE 99: SUNDRIES ARMOR SUB-TABLE (TREASURE METHOD II) 
  Die Roll (d%) 
  Armor Type 
  Value (each) 
  Encumbrance 
  01-08 
  Brigandine armor 
  30 g.p. 
  20 
  09-15 
  Cuirass (leather) 
  3 g.p. 
  10 
  16-17 
  Furs 
  2 g.p. 
  5 
  18-25 
  Lamellar (leather) 
  15 g.p. 
  15 
  26-32 
  Lamellar armor (steel) 
  35 g.p. 
  25 
  33-45 
  Scale armor (leather) 
  25 g.p. 
  40 
  46-55 
  Scale armor (steel) 
  25 g.p. 
  40 
  56-63 
  Cord and plaque 
  60 g.p. 
  35 
  64-80 
  Cuirass (lamellar) 
  10 g.p. 
  7 
  81-90 
  Mirror armor 
  100 g.p. 
  35 
  91-93 
  Mountain pattern 
  armor 
  300 g.p. 
  40 
  94-00 
  Fabric armor 
  3 g.p. 
  7 
  TABLE 100: LUXURIES (TREASURE METHOD II) 
  Die Roll (d%) 
  Luxury type 
  Value (each) 
  Encumbrance 
  01 
  Alchemical instruments 
  1d8+2x100 
  g.p. 
  Value ÷ 4 
  02 
  Astrolabe 
  250 g.p. 
  45 
  03-04 
  Bell, small bronze 
  5 g.p. 
  1 
  05-06 
  Bell, small silver 
  10 g.p. 
  1 
  07 
  Book, illuminated 
  (large) 
  300 g.p. 
  100 
  08 
  Book, illuminated 
  (medium) 
  200 g.p. 
  45 
  09 
  Book, illuminated 
  (small) 
  100 g.p. 
  6 
  10-12 
  Bowl, brass 
  2 g.p. 
  1 
  13-14 
  Bowl, copper 
  4 g.p. 
  1 
  15 
  Bowl, gold 
  14 g.p. 
  1 
  16 
  Bowl, porcelain 
  11 g.p. 
  3 
  17-18 
  Bowl, silver 
  9 g.p. 
  1 
  19 
  Box, engraved (large) 
  100 g.p. 
  6 
  20-21 
  Box, engraved 
  (medium) 
  50 g.p. 
  4 
  22-23 
  Box, engraved (small) 
  25 g.p. 
  2 
  24-25 
  Brocade (bolt) 
  120 g.p. 
  26 
  26-27 
  Candelabra 
  15 g.p. 
  10 
  28-29 
  Candlestick 
  3 g.p. 
  2 
  30 
  Chandelier 
  50 g.p. 
  25 
  31 
  Chirurgeon’s tools 
  350 g.p. 
  15 
  32-33 
  Clothing, fine (1 set) 
  30 g.p. 
  4 
  34-35 
  Comb, silver 
  10 g.p. 
  1 
  36 
  Crystal ball, non-
  magical 
  8 g.p. 
  3 
  37-39 
  Cup, brass 
  1 g.p. 
  1 
  40-42 
  Cup, copper 
  2 g.p. 
  1 
  43 
  Cup, glass 
  10 g.p. 
  3 
  44 
  Cup, gold 
  15 g.p. 
  1 
  45 
  Cup, porcelain 
  12 g.p. 
  3 
  46-47 
  Cup, silver 
  6 g.p. 
  1 
  48-50 
  Ewer, brass 
  3 g.p. 
  2 
  51-52 
  Ewer, copper 
  6 g.p. 
  2 
  53 
  Ewer, glass 
  30 g.p. 
  5 
  54 
  Ewer, gold 
  45 g.p. 
  2 
  55 
  Ewer, porcelain 
  36 g.p. 
  5 
  56-57 
  Ewer, silver 
  18 g.p. 
  2 
  58-59 
  Fur clothing 
  See Table 101 below 
  60-61 
  Furniture, fine 
  2d6x100 g.p. 
  Value ÷ 10 
  62-63 
  Gong, bronze 
  13 g.p. 
  9 
  64-65 
  Hourglass 
  25 g.p. 
  4 
  66-67 
  Incense 
  20 g.p. 
  1 
  68-69 
  Incense, rare 
  50 g.p. 
  1 
  
  ADVENTURES DARK AND DEEP™ - The Golden Scroll of Justice 
  55 
  Die Roll (d%) 
  Luxury type 
  Value (each) 
  Encumbrance 
  70-71 
  Ivory 
  75 g.p. 
  25 
  72 
  Magnifying lens 
  15 g.p. 
  2 
  73-74 
  Mirror case, engraved 
  35 g.p. 
  1 
  75 
  Mirror, large 
  20 g.p. 
  12 
  76-77 
  Mirror, small 
  10 g.p. 
  2 
  78-79 
  Musical instrument 
  See Table 102 below 
  80-81 
  Perfume, rare 
  10 g.p. 
  1 
  82 
  Royal bee jelly 
  unguent (jar) 
  1d6+2x1,000 
  g.p. 
  1 
  83 
  Silk (bolt) 
  85 g.p. 
  9 
  84 
  Spice, rare 
  50 g.p. 
  1 
  85-86 
  Stuffed animal, small 
  (taxidermy) 
  4 g.p. 
  5 
  87 
  Unguent, rare 
  12 g.p. 
  1 
  88-90 
  Vase, copper 
  4 g.p. 
  2 
  91 
  Vase, glass 
  7 g.p. 
  6 
  92 
  Vase, gold 
  50 g.p. 
  2 
  93 
  Vase, porcelain 
  40 g.p. 
  6 
  94-95 
  Vase, silver 
  23 g.p. 
  2 
  96 
  Water clock 
  500 g.p. 
  35 
  97-98 
  Wine, fine (pint) 
  4 g.p. 
  1 
  99-00 
  Wood, rare 
  40 g.p. 
  25 
  TABLE 101: FUR LUXURY SUB-TABLE (TREASURE METHOD II) 
  Die Roll (d%) 
  Fur type 
  Value (g.p.) 
  Encumbrance 
  01 
  Fur cape, bear 
  300 
  7 
  02-05 
  Fur cape, beaver 
  200 
  8 
  06 
  Fur cape, ermine 
  3,600 
  8 
  07-11 
  Fur cape, fox 
  300 
  7 
  12-16 
  Fur cape, marten 
  400 
  7 
  17 
  Fur cape, mink 
  2,700 
  9 
  18-23 
  Fur cape, muskrat 
  100 
  7 
  24 
  Fur cape, sable 
  4,500 
  7 
  25-30 
  Fur cape, seal 
  125 
  8 
  31 
  Fur coat, bear 
  600 
  14 
  32-35 
  Fur coat, beaver 
  400 
  16 
  36 
  Fur coat, ermine 
  7,200 
  16 
  37-39 
  Fur coat, fox 
  600 
  14 
  40-42 
  Fur coat, marten 
  800 
  14 
  43 
  Fur coat, mink 
  5,400 
  18 
  44-47 
  Fur coat, muskrat 
  200 
  14 
  48 
  Fur coat, sable 
  9,000 
  14 
  49-52 
  Fur coat, seal 
  250 
  16 
  53 
  Fur trim, bear 
  30 
  2 
  54-58 
  Fur trim, beaver 
  20 
  2 
  59-64 
  Fur trim, ermine 
  120 
  2 
  65-70 
  Fur trim, fox 
  30 
  2 
  71-76 
  Fur trim, marten 
  40 
  2 
  77-82 
  Fur trim, mink 
  90 
  2 
  83-88 
  Fur trim, muskrat 
  10 
  2 
  89-94 
  Fur trim, sable 
  150 
  2 
  95-00 
  Fur trim, seal 
  25 
  2 
  Note that fur trim will be attached to some other garment, such as a tunic, 
  dress, cloak, etc. The value given is for the combined garment. 
  TABLE 102: MUSICAL INSTRUMENT LUXURY SUB-TABLE (TREASURE 
  METHOD II) 
  Die Roll (d%) 
  Musical Instrument 
  Value 
  (g.p.) 
  Encumbrance 
  01 
  Bronze chimes 
  80 
  40 
  02-05 
  Datong (& bow) 
  20 
  3 
  06-12 
  Dizi 
  16 
  1 
  13-19 
  Drum 
  4 
  2 
  20-23 
  Erhu (& bow) 
  30 
  5 
  24-29 
  Gaohu (& bow) 
  21 
  17 
  30-31 
  Guqin 
  20 
  3 
  32 
  Guzheng 
  28 
  8 
  33-37 
  Hulus 
  12 
  1 
  38-43 
  Konghou 
  50 
  3 
  44-48 
  Laba 
  15 
  8 
  49-55 
  Liuqin 
  50 
  6 
  56-59 
  Paixiao 
  33 
  4 
  60-66 
  Pipa 
  35 
  5 
  67-71 
  Ruan 
  30 
  4 
  72-76 
  Sanxian 
  45 
  6 
  77-81 
  Sheng 
  38 
  21 
  82-83 
  Sun 
  5 
  1 
  84-90 
  Xiao 
  25 
  8 
  91-95 
  Yangqin  
  41 
  7 
  96-00 
  Yueqin 
  30 
  5 
  TABLE 103: ART (TREASURE METHOD II) 
  Die Roll 
  (d%) 
  Art Type 
  Value (g.p.) 
  Encumbrance 
  01-02 
  Carving, ivory, large 
  3d12x20 
  15 
  03-05 
  Carving, ivory, 
  medium 
  2d12x20 
  10 
  06-10 
  Carving, ivory, small 
  1d12x20 
  5 
  11-13 
  Carving, wood, large 
  3d6x20 
  12 
  14-17 
  Carving, wood, 
  medium 
  2d6x20 
  7 
  18-22 
  Carving, wood, small 
  1d6x20 
  2 
  23-26 
  Ceremonial shield, 
  bronze 
  1d4x100 
  30 
  27-28 
  Ceremonial shield, 
  gold 
  1d4x300 
  45 
  29-31 
  Ceremonial shield, 
  silver 
  1d4x150 
  35 
  32-35 
  Ceremonial weapon, 
  bronze 
  1d3x100 
  20 
  36-37 
  Ceremonial weapon, 
  gold 
  1d3x300 
  35 
  38-40 
  Ceremonial weapon, 
  silver 
  1d3x150 
  25 
  41-42 
  Painting, large 
  1d10x100 
  35 
  43-46 
  Painting, small 
  1d10x30 
  15 
  47-51 
  Rug/carpet (1d4+2 
  sq. yards) 
  1d6x10 / 
  sq. yard 
  10 / sq. yard 
  52-53 
  Statue (4’+), jade 
  4d4x200 
  200 
  54-57 
  Statue (4’+), bronze 
  3d4x100 
  500 
  58-61 
  Statue (4’+), porcelain 
  4d4x150 
  500 
  62-65 
  Statue (4’+), stone 
  3d4x100 
  400 
  66-69 
  Statue (4’+), wood 
  1d4x100 
  100 
  70-71 
  Statuette, jade 
  1d4x200 
  50 
  72-73 
  Statuette, gold 
  1d4x400 
  40 
  74-75 
  Statuette, porcelain 
  1d4x100 
  50 
  76-78 
  Statuette, silver 
  1d4x200 
  30 
  79-82 
  Statuette, stone 
  1d3x50 
  20 
  83-86 
  Statuette, wood 
  1d3x25 
  5 
  
  Campaigns in Mythic China - Treasure 
  56 
  Die Roll 
  (d%) 
  Art Type 
  Value (g.p.) 
  Encumbrance 
  87-92 
  Tapestry (1d4+2 sq. 
  yards) 
  1d8x10 / 
  sq. yard 
  10 / sq. yard 
  93-94 
  Vase, jade 
  2d6x200 
  15 
  95-96 
  Vase, gold 
  2d6x400 
  10 
  97-98 
  Vase, porcelain 
  2d6x100 
  20 
  99-100 
  Vase, silver 
  2d6x200 
  5 
  TABLE 104: JEWELRY MATERIAL (TREASURE METHOD II) 
  Die Roll (d%) 
  Jewelry material 
  Value 
  01-10 
  Ivory, silver 
  d10x100 
  11-20 
  Silver and gold 
  2d6x100 
  21-40 
  Gold 
  3d6x100 
  41-50 
  Jade 
  5d6x100 
  51-70 
  Silver and gems 
  1d6x1000 
  71-00 
  Gold and gems 
  2d4x1000 
  TABLE 105: JEWELRY TYPE (TREASURE METHOD II) 
  Die Roll (d%) 
  Jewelry Type 
  01-04 
  Anklet 
  05-08 
  Armlet 
  09-12 
  Belt 
  13-16 
  Belly chain 
  17-20 
  Bracelet 
  21-24 
  Brooch 
  25-28 
  Choker 
  29-32 
  Circlet 
  33-36 
  Clasp 
  37-40 
  Collar 
  41-44 
  Comb 
  45-48 
  Coronet 
  49-52 
  Crown 
  53-56 
  Diadem 
  57-60 
  Earrings (pair) 
  61-64 
  Hair ornament 
  65-68 
  Hairpin 
  69-72 
  Headdress 
  73-76 
  Locket 
  77-80 
  Medallion 
  81-84 
  Necklace 
  85-88 
  Pendant 
  89-92 
  Pin 
  93-96 
  Ring 
  97-00 
  Tiara 
  Each piece of jewelry is worth 1 lb. towards encumbrance, regardless of type. 
  TABLE 106: GEM SIZE (TREASURE METHOD II) 
  Die Roll (d%) 
  Gem Size 
  01-25 
  Very small 
  26-50 
  Small 
  51-70 
  Average 
  71-90 
  Large 
  91-99 
  Very large 
  00 
  Huge 
  TABLE 107: GEM TYPE (TREASURE METHOD II) 
  Die Roll 
  (d%) 
  Gem Type 
  01-25 
  Hardstone (agate, malachite, lapis lazuli, obsidian, 
  turquoise, etc.) 
  26-50 
  Semi-precious (bloodstone, jasper, moonstone, onyx, 
  crystal, quartz, etc.) 
  51-70 
  Fancy (amber, amethyst, coral, garnet, jade, jet, pearl, 
  etc.) 
  71-90 
  Precious (aquamarine, peridot, blue spinel, topaz, etc.) 
  91-99 
  Gemstone (opal, emerald, amethyst, sapphire, etc.) 
  00 
  Jewel (black sapphire, diamond, jacinth, ruby, etc.) 
  TABLE 108: GEM VALUE (TREASURE METHOD II) 
  Size 
  Hard-
  stone 
  Semi-
  precious 
  Fancy 
  Precious 
  Gem-
  stone 
  Jewel 
  Tiny 
  1 
  5 
  10 
  50 
  100 
  500 
  Small 
  5 
  10 
  50 
  100 
  500 
  1,000 
  Average 
  10 
  50 
  100 
  500 
  1,000 
  5,000 
  Large 
  50 
  100 
  500 
  1,000 
  5,000 
  10,000 
  Very large 
  100 
  500 
  1,000 
  5,000 
  10,000 
  50,000 
  Huge 
  500 
  1,000 
  5,000 
  10,000 
  50,000 
  100,000 
  Each gem is worth 1/10th of a pound towards encumbrance (regardless of 
  size). In the case of very many small gems, feel free to adjust this rule of thumb 
  accordingly. 
  TABLE 109: COIN TYPE (TREASURE METHOD II) 
  Die Roll (d%) 
  Coin Type 
  01-20 
  10d100 c.p. 
  21-40 
  10d100 s.p. 
  41-60 
  4d100 e.p. 
  61-90 
  1d100 g.p. 
  91-00 
  5d100 g.p 
  Each coin is worth 1/10th of a pound towards encumbrance (regardless of 
  type). If an indicated number of coins exceeds the total g.p. value of the 
  treasure, simply reduce the number of coins to equal the value of the treasure. 
  If the indicated coins do not equal the g.p. value of the treasure, keep rolling 
  until all of the value is accounted for; if this results in a mixture of different types 
  of coins, all the better. 
  Example: a 100 g.p. treasure is found, all in coins. The game master rolls and 
  gets a 24, then rolls again and determines there are 400 s.p. (worth 20 g.p.). 
  Since not all of the value of the treasure is accounted for, he rolls again, getting 
  a 97, then rolls and gets a total of 250, indicating 250 g.p. Since that exceeds 
  the total value of the treasure, the game master reduces the number of gold 
  coins to 80, bringing the total value to 100 g.p.  
  
  ADVENTURES DARK AND DEEP™ - The Golden Scroll of Justice 
  57 
  Magic Items 
  TABLE 110: MAGIC ITEM TYPE 
  Die Roll (d%) 
  Magic Item Type 
  01-15 
  Armor 
  16 
  Book 
  17-21 
  Calligraphy, enchanted 
  22-23 
  Charm 
  24-27 
  Garment 
  28-32 
  Jade wand 
  33-51 
  Pill, potion, or liquid 
  52-65 
  Scroll 
  66-67 
  Spell book 
  68-69 
  Staff 
  70-94 
  Weapon 
  95-96 
  Wondrous item (A-E) 
  97-98 
  Wondrous item (E-J) 
  99-100 
  Wondrous item (K-Z) 
  Once the general type of magic item has been determined, roll on the 
  appropriate table to determine the exact item.  
  TABLE 111: MAGIC ITEMS (ARMOR AND SHIELDS) 
  Die Roll (d%) 
  Armor or Shield 
  01-65 
  Armor, enchanted 
  66-00 
  Shield, enchanted 
  TABLE 112: MAGIC ITEMS (BOOKS) 
  Die Roll (d%) 
  Book Type 
  01-24 
  Blessed Book 
  25-27 
  Book of Contemplation 
  28-30 
  Book of the Dragon 
  31-33 
  Book of Energy 
  34-36 
  Book of Philosophy 
  37-40 
  Book of Woe 
  41-44 
  Codex of Making Friends and Influencing People 
  45-48 
  Libram of Gainful Conjuration 
  49-52 
  Libram of Ineffable Damnation 
  53-56 
  Libram of Silver Magic 
  57-60 
  Manual of Bodily Health 
  61-64 
  Manual of Gainful Exercise 
  65-68 
  Manual of Golems 
  69-72 
  Manual of Puissant Skill at Arms 
  73-76 
  Manual of Quickness of Action 
  77-80 
  Manual of Stealthy Pilfering 
  81 
  Necrophidius Handbook 
  82-85 
  Tome of Clear Thought 
  86-89 
  Tome of Leadership and Influence 
  90-93 
  Tome of Understanding 
  94-00 
  Vacuous Grimoire 
  TABLE 113: MAGIC ITEMS (CALLIGRAPHY, ENCHANTED) 
  Die Roll (d%) 
  Calligraphy Type 
  01-03 
  Animal friendship 
  04-06 
  Attention  
  07-09 
  Chameleon power 
  10-12 
  Deceit  
  13-15 
  Devil repulsion 
  16-19 
  Elemental command 
  20-22 
  Fanfare 
  23-25 
  Feather falling 
  26-28 
  Fortunate medicine 
  29-31 
  Free action 
  32-35 
  Ghost repulsion 
  36-38 
  Good fortune 
  Die Roll (d%) 
  Calligraphy Type 
  39-41 
  Health 
  42-44 
  Influence 
  45-47 
  Invisibility 
  48-50 
  Jumping 
  51-54 
  Kung fu 
  55-57 
  Mammal control 
  58-60 
  Mind shielding 
  61-63 
  Protection 
  64-66 
  Resisting privation 
  67-69 
  Spell storing 
  70-72 
  Spell turning 
  73-75 
  Sustenance 
  76-78 
  Swimming 
  79-81 
  Telekinesis 
  82-84 
  Truth 
  85-90 
  Vampire repulsion 
  91-94 
  Warmth 
  95-97 
  Water walking 
  98-00 
  X-ray vision 
  TABLE 114: MAGIC ITEMS (CHARMS) 
  Die Roll (d%) 
  Charm Type 
  01-02 
  Amulet of Inescapable Location 
  03 
  Amulet of Life Protection 
  04-05 
  Amulet of the Planes 
  06-10 
  Amulet of Proof against Detection and Location 
  11-19 
  Brooch of Shielding 
  20-23 
  Heaven-and-Earth Bracelet 
  24-26 
  Medallion of ESP 
  27-28 
  Medallion of Thought Projection 
  29-31 
  Necklace of Adaptation 
  32-36 
  Necklace of Missiles 
  37-44 
  Necklace of Prayer Beads 
  45-47 
  Necklace of Strangulation 
  48-49 
  Periapt of Foul Rotting 
  50-55 
  Periapt of Health 
  56-66 
  Periapt of Proof Against Poison 
  67-70 
  Periapt of Wound Closure 
  71-78 
  Phylactery of Faithfulness 
  79-85 
  Phylactery of Long Years 
  86-89 
  Phylactery of Monstrous Attention 
  90-93 
  Phylactery of Shortened Years 
  94-95 
  Talisman of Pure Good 
  96-97 
  Talisman of Ultimate Evil 
  98-00 
  Vermilion Amulet 
  TABLE 115: MAGIC ITEMS (GARMENTS) 
  Die Roll (d%) 
  Garment Type 
  01 
  Boots of Dancing 
  02-04 
  Boots of Levitation 
  05-07 
  Boots of Speed 
  08-10 
  Boots of Striding and Springing 
  11-12 
  Boots of Varied Tracks 
  13 
  Boots, Winged 
  14-15 
  Bracers of Archery 
  16 
  Bracers of Brachiation 
  17-24 
  Bracers of Defense 
  25 
  Bracers of Defenselessness 
  26 
  Circlet of Domination 
  27-29 
  Cloak of the Bat 
  30-31 
  Cloak of Displacement 
  32-35 
  Cloak of Flying 
  36 
  Cloak of the Manta Ray 
  37 
  Cloak of Poisonousness 
  38-45 
  Cloak of Protection 
  
  Campaigns in Mythic China - Treasure 
  58 
  Die Roll (d%) 
  Garment Type 
  46 
  Gauntlets of Ogre Power 
  47 
  Girdle of Femininity/Masculinity 
  48-51 
  Girdle of Many Pouches 
  52-53 
  Gloves of Dexterity 
  54 
  Gloves of Fumbling 
  55 
  Gloves of Missile Snaring 
  56 
  Gloves of Swimming and Climbing 
  57-59 
  Gloves of Thievery 
  60-61 
  Hat of Difference 
  62-64 
  Hat of Disguise 
  65-66 
  Hat of Stupidity 
  67 
  Helm of Brilliance 
  68-70 
  Helm of Comprehension 
  71 
  Helm of Opposite Alignment 
  72 
  Helm of Telepathy 
  73 
  Helm of Teleportation 
  74 
  Mantle of Starry Wandering 
  75-78 
  Robe of Blending 
  79 
  Robe of Eyes 
  80 
  Robe of Powerlessness 
  81-82 
  Robe of Scintillating Colors 
  83 
  Robe of Stars 
  84-86 
  Robe of Useful Items 
  87-88 
  Robe of Vermin 
  89-90 
  Shoes of Wandering 
  91-92 
  Slippers of Kicking 
  93-96 
  Slippers of Spider Climbing 
  97-00 
  Wings of Flying 
  TABLE 116: MAGIC ITEMS (JADE WANDS) 
  Die Roll (d%) 
  Wand Type 
  01-02 
  Absorption 
  03-04 
  Beguiling 
  05-06 
  Cancellation 
  07-08 
  Conjuration 
  09-10 
  Defoliation 
  11-13 
  Earth and stone 
  14-15 
  Enemy detection 
  16-18 
  Fear 
  19-20 
  Fire 
  21 
  Fireballs 
  22-23 
  Flame extinguishing 
  24-25 
  Force 
  26-29 
  Frost 
  30-33 
  Illumination 
  34-36 
  Illusion 
  37-39 
  Lightning 
  40-42 
  Lightning bolts 
  43-45 
  Magic detection 
  46-49 
  Metal and mineral detection 
  50-54 
  Negation 
  55-58 
  Paralyzation 
  59-62 
  Passage 
  63-67 
  Polymorphing 
  68 
  Resurrection 
  69-75 
  Secret door and trap detection 
  76-77 
  Security 
  78-82 
  Size alteration 
  83-84 
  Smiting 
  85-87 
  Splendor 
  88-93 
  Steam and vapor 
  94-97 
  Triple-precious Jade Scepter 
  98-00 
  Wand of the Seven Treasures 
  Jade wands will, when found, have 1d20+100 charges, unless otherwise 
  specified. Unless specified below, they will function as their wand or rod 
  counterparts function as described in the ADVENTURES DARK AND DEEP™ Game 
  Masters Toolkit.  
  TABLE 117: MAGIC ITEMS (PILLS, POTIONS, AND LIQUIDS) 
  Die Roll (d%) 
  Pill, Potion, or Liquid Type 
  01-04 
  Love Potion 
  05 
  Lustral Water 
  06-07 
  Oil of Acid Resistance 
  08-09 
  Oil of Disenchantment 
  10 
  Oil of Etherealness 
  11-12 
  Oil of Slipperiness 
  13 
  Pill of Dragon Control 
  14-15 
  Pill of Glibness 
  16-17 
  Pill of Healing 
  18 
  Pill of Immortality 
  19-20 
  Pill of Invisibility 
  21 
  Pill of Longevity 
  22-23 
  Pill of Poison Resistance 
  24 
  Pill of Resurrection 
  25-26 
  Pill of Speed 
  27 
  Pill of Undead Control 
  28 
  Pill of Undying 
  29-30 
  Pill of Vitality 
  31-33 
  Pill of Wind Resistance 
  34-35 
  Potion of Animal Control 
  36-37 
  Potion of Beauty 
  38-39 
  Potion of Clairaudience 
  40-41 
  Potion of Clairvoyance 
  42-43 
  Potion of Climbing 
  44-45 
  Potion of Delusion 
  46-47 
  Potion of Diminution 
  48-49 
  Potion of ESP 
  50-51 
  Potion of Extra Healing 
  52-53 
  Potion of Fire Breath 
  54-55 
  Potion of Fire Resistance 
  56-57 
  Potion of Flying 
  58 
  Potion of Gaseous Form 
  59 
  Potion of Growth 
  60-63 
  Potion of Healing 
  64-65 
  Potion of Health 
  66 
  Potion of Heroism 
  67 
  Potion of Human Control 
  68 
  Potion of Invulnerability 
  69-70 
  Potion of Levitation 
  71-73 
  Potion of Life 
  74 
  Potion of Liquid Form 
  75-76 
  Potion of Madness 
  77-78 
  Potion of Persuasiveness 
  79-80 
  Potion of Plant Control 
  81-83 
  Potion of Poison 
  84-86 
  Potion of Polymorph Self 
  87-88 
  Potion of Rainbow Hues 
  89-90 
  Potion of Stammering and Stuttering 
  91-92 
  Potion of Super Heroism 
  93 
  Potion of Treasure Finding 
  94-95 
  Potion of Water Breathing 
  96 
  Potion of Youth 
  97 
  Sovereign Glue 
  98 
  Sweet Water 
  99 
  Tears of the Gods 
  00 
  Ultimate Solution 
  
  ADVENTURES DARK AND DEEP™ - The Golden Scroll of Justice 
  59 
  Many pills in a mythic China setting have the same effects as their potion 
  counterparts as described in the ADVENTURES DARK AND DEEP™ Game Masters 
  Toolkit. This does not have any impact on their effects, but they do need to be 
  swallowed in a single dose. 
  TABLE 118: MAGIC ITEMS (SCROLLS) 
  Die Roll (d%) 
  Scroll Type 
  01-02 
  Scroll, cursed 
  03-50 
  Scroll, protection (see Table 119) 
  51-00 
  Scroll, spell 
  TABLE 119: MAGIC ITEMS (PROTECTION SCROLLS) 
  Die Roll (d%) 
  Protection Scroll Type 
  01-04 
  Acid 
  05-07 
  Breath weapons (dragon) 
  08-10 
  Breath weapons (non-dragon) 
  11-14 
  Cold 
  15 
  Daemons 
  16-17 
  Demons 
  18-22 
  Devils 
  23-25 
  Electricity 
  26-31 
  Elementals 
  32-34 
  Fire 
  35-36 
  Gas 
  37 
  Illusions 
  38-41 
  Kung fu 
  42-50 
  Lycanthropes 
  51-59 
  Magic 
  60 
  Paralyzation 
  61-66 
  Petrification 
  67-68 
  Plants 
  69-70 
  Poison 
  71-76 
  Possession 
  77 
  Traps 
  78-83 
  Undead 
  84 
  Water 
  85-86 
  Weapons (blunt) 
  87-88 
  Weapons (edged) 
  89-90 
  Weapons (magical blunt) 
  91-92 
  Weapons (magical edged) 
  93-94 
  Weapons (magical missile) 
  95-96 
  Weapons (magical piercing) 
  97-98 
  Weapons (missile) 
  99-00 
  Weapons (piercing) 
  TABLE 120: MAGIC ITEMS (STAVES) 
  Die Roll (d%) 
  Staff Type 
  01-02 
  Command 
  03-14 
  Curing 
  15-20 
  Elemental summoning 
  21-43 
  Kung fu 
  44 
  Magi 
  45 
  Power 
  46-51 
  Serpent 
  52-62 
  Staff-spear 
  63-72 
  Striking 
  73-77 
  Swarming 
  78-79 
  Thunder and lightning 
  80-86 
  Withering 
  87-00 
  Woodlands 
  TABLE 121: MAGIC ITEMS (WEAPON) 
  Die Roll (d%) 
  Weapon Type 
  01-80 
  Weapon, enchanted 
  81-00 
  Weapon (missile), enchanted 
  TABLE 122: MAGIC ITEMS (WONDROUS ITEMS A-E) 
  Die Roll (d%) 
  Wondrous Item Type 
  01 
  Alchemy Jug 
  02-03 
  Anvil of Ringing 
  04-05 
  Anvil of Metal Elemental Command 
  06-07 
  Arrow of Direction 
  08 
  Bag of Devouring 
  09 
  Bag of Holding 
  10 
  Bag of Transmuting 
  11-12 
  Bag of Tricks 
  13-14 
  Beads of Force 
  15-16 
  Beaker of Plentiful Potions 
  17-18 
  Black Pearls 
  19 
  Boat, Folding 
  20-21 
  Bowl of Water Elemental Command 
  22 
  Bowl of Watery Death 
  23-24 
  Box of Darkness 
  25 
  Box of Liquefying 
  26-27 
  Box of Wood Elemental Command 
  28-29 
  Brazier of Fire Elemental Command 
  30 
  Brazier of Sleep Smoke 
  31-32 
  Broom of Animated Attack 
  33-34 
  Broom of Flying 
  35-36 
  Candle of Invocation 
  37 
  Carpet of Flying 
  38 
  Carpet of Sobriety 
  39 
  Chime of Hunger 
  40-43 
  Chime of Interruption 
  44-45 
  Chime of Opening 
  46-50 
  Coin Sword 
  51-52 
  Crystal Ball 
  53 
  Crystal Hypnosis Ball 
  54-55 
  Cube of Force 
  56-58 
  Cube of Frost Resistance 
  59-60 
  Dart of the Hornets’ Nest 
  61-63 
  Dizi of the Woodlands 
  64 
  Decanter of Endless Water 
  65-67 
  Dragon Scissors 
  68-72 
  Drum of Deafening 
  73-74 
  Drum of Panic 
  75 
  Dulcimer of Defense 
  76-79 
  Dust of Appearance 
  80-84 
  Dust of Disappearance 
  85-86 
  Dust of Dryness 
  87-88 
  Dust of Illusion 
  89 
  Dust of Sneezing and Choking 
  90-92 
  Dust of Tracelessness 
  93-94 
  Efficient Quiver 
  95 
  Efreeti Bottle 
  96-97 
  Egg of Desire 
  98-00 
  Egg of Reason 
  TABLE 123: MAGIC ITEMS (WONDROUS ITEMS E-J) 
  Die Roll (d%) 
  Wondrous Item Type 
  01-02 
  Egg of Shattering 
  03-04 
  Ever-full Purse 
  05 
  Ever-smoking Bottle 
  06-17 
  Feather Token 
  18-20 
  Fire-crow Gourd 
  21-23 
  Five-fire Seven-feathers Fan 
  24-26 
  Five-fire Stone 
  27-30 
  Fire Fan 
  31 
  Flask of Curses 
  32-33 
  Flowing Flagon 
  
  Campaigns in Mythic China - Magic Items 
  60 
  Die Roll (d%) 
  Wondrous Item Type 
  34-36 
  Flying Cart 
  37-40 
  Gem of Brightness 
  41-43 
  Gem of Insight 
  44-46 
  Gem of Seeing 
  47 
  Gourd of Life Trapping 
  48-54 
  Guyao Yao Grass 
  55-56 
  Head-splitting Helmet 
  57-58 
  Handy Haversack 
  59-62 
  Healing Ointment 
  63-64 
  Helm of Underwater Action 
  65-66 
  Horn of Blasting 
  67-69 
  Horn of Bubbles 
  70 
  Horn of Collapsing 
  71-72 
  Horn of Fog 
  73-74 
  Horn of Goodness/Evil 
  75-76 
  Horseshoes of a Zephyr 
  77-80 
  Horseshoes of Speed 
  81-82 
  Hulus of Wonder 
  83-84 
  Incense of Obsession  
  85-89 
  Incense of Spirits 
  90-92 
  Ioun Stones 
  93-95 
  Iron Fan 
  96 
  Iron Bands of Binding 
  97-98 
  Iron Flask 
  99-00 
  Iron Wand 
  TABLE 124: MAGIC ITEMS (WONDROUS ITEMS J-Z) 
  Die Roll (d%) 
  Wondrous Item Type 
  01 
  Jewel of Attacks 
  02-03 
  Ko-ai’s Bell 
  04-05 
  Liuqin of the Elements 
  06 
  Liuqin of Might 
  07 
  Konghou of Building 
  08-11 
  Marvelous Pigments 
  12 
  Mirror of Deception 
  13-14 
  Mirror of Devil Entrapment 
  15-16 
  Mirror of Devil Repulsion 
  17-18 
  Mirror of Fortune 
  19 
  Mirror of Mental Prowess 
  20 
  Mirror of Opposition 
  21-22 
  Net of Entrapment 
  23 
  Net of Snaring 
  24 
  Pearl of Folly 
  25-26 
  Pearl of Loss 
  27-28 
  Pearl of Light 
  29 
  Pearl of Power 
  30 
  Pearl of Wisdom 
  31 
  Portable Hole 
  32-33 
  Projecting Mirror 
  34-38 
  Pouch of Accessibility 
  39-43 
  Rope of Climbing 
  44-45 
  Rope of Constriction 
  46-47 
  Rope of Entanglement 
  48 
  Rug of Smothering 
  49-52 
  Rug of Welcome 
  53-55 
  Saw of Mighty Cutting 
  56-59 
  Seal of the Ancient Days 
  60-63 
  Seal of Earth and Heaven 
  64 
  Sheet of Smallness 
  65-70 
  Six-demon Bag 
  71-72 
  Spade of Colossal Excavation 
  73-74 
  Spell Component Case, Enchanted 
  75-76 
  Spirit Boat 
  77-79 
  Stone Horse 
  Die Roll (d%) 
  Wondrous Item Type 
  80 
  Stone of Controlling Earth Elementals 
  81-82 
  Stone of Good Luck 
  83-84 
  Stone of Weight 
  85-86 
  Stop-wind Pearl 
  87 
  Sustaining Spoon 
  88-90 
  Taishi Yao Grass 
  91 
  Turn-heaven Seal 
  92 
  Umbrella of Plagues 
  93-94 
  Umbrella of Shielding 
  95-96 
  Whip of Many Blades 
  97-98 
  Wind Bag 
  99-00 
  Wind Fan 
  Magic Items 
  The descriptions that follow, while copious, are only an infinitesimal sample of 
  the possible magic items that could be found in a campaign world. Feel free 
  to use these as samples and examples only, if you wish, and devise new magic 
  items with new and unusual powers, limitations, and side effects, to give to 
  your player characters. In addition, it should be noted that these descriptions 
  only cover those magic items which are unique to a mythic China setting; many 
  of the magic items detailed in the ADVENTURES DARK AND DEEP™ Game Master 
  Toolkit may also be found in such a setting, as indicated by the magic item 
  treasure tables above. Unless otherwise specified, if a magic item is said to be 
  used by (or has an effect on) a given class, it includes sub-classes of that class 
  as well.  
  Anvil of Ringing 
  This is a small metal anvil, weighing 50 lbs. When a metal bar is placed upon 
  it and struck by a hammer, an enormous ringing will sound, stunning all within 
  20’ for 2d4 rounds and deafening them for a day. It is worth no x.p. 
  Anvil of Metal Elemental Command 
  This is a small metal anvil, weighing 50 lbs. When a metal bar is placed upon 
  it and struck by a hammer as the proper incantations are spoken, a metal 
  elemental will appear. The summoner must maintain concentration (any sort of 
  movement or damage taken will disrupt concentration) or the elemental will 
  turn on him and attack (75% chance) or simply return to its home plane (25% 
  chance). The elemental will be of the 12 hit die variety, but if the metal placed 
  on the anvil when struck is itself enchanted (such as an enchanted dagger), the 
  elemental will have +1 hit points per hit die (maximum 8 h.p. per hit die). The 
  enchanted item is not harmed by doing so. It takes 1 minute to activate the 
  device, which can only be used by fangshi, and is worth 4,000 x.p. 
  Black Pearls 
  This set of matched black pearls will radiate magic if detected for. When 
  thrown with some force, they explode, doing 2d6 h.p. of damage to all within 
  a 5’ radius of the point of impact. Those within the area of impact are entitled 
  to a saving throw vs. paralyzation; success indicates they take half damage. 
  Between 2 and 8 pearls (2d4) will be found, and each is worth 100 x.p. They 
  are, naturally, destroyed on impact. 
  Book of Contemplation 
  This appears as a bundle of bound bamboo strips. It will radiate magic if 
  detected for. If a monk spends a full and uninterrupted week studying its 
  contents, he will automatically gain enough experience points to reach the mid-
  point of his next experience level. Only one character can read from it at a 
  time. After it has been read, the book will disappear into dust. If a character 
  of any other class reads any part of the book, he must make a saving throw 
  
  ADVENTURES DARK AND DEEP™ - The Golden Scroll of Justice 
  61 
  vs. spells or be driven insane, requiring both a remove curse spell and 1 month 
  of rest (a heal spell will also suffice). The same character can never benefit 
  from the same sort of book again. It is worth 8,000 x.p. 
  Book of the Dragon 
  This appears as a bundle of bound bamboo strips. It will radiate magic if 
  detected for. It is of use only to students of kung fu; anyone who has no kung 
  fu skills at all will be weakened if he reads so much as a single symbol, losing 
  1d6 points of strength and constitution (but never dropping below 3) until an 
  atonement spell can be cast upon him.  
  If read for one week, uninterrupted, by someone who already has some kung 
  fu skill levels, that person will gain a skill level in a particular kung fu style. 
  Each book is written for a specific style: 
  TABLE 125: BOOK OF THE DRAGON 
  Die Roll (d%) 
  Kung Fu Style 
  01-09 
  Air Dancer 
  10-17 
  Blade Warden 
  18-26 
  Blind Wyvern 
  27-33 
  Crawling Beast 
  34-41 
  Dragon Foot 
  42-50 
  Fishing Mantis 
  51-58 
  Head of the Hydra 
  59-66 
  Mountain Ape 
  67-75 
  Serpent’s Fang 
  76-83 
  Spitting Cobra 
  84-91 
  Three Waters 
  90-00 
  Turtle’s Shell 
  If the reader already has three skill levels in the relevant kung fu style, he will 
  gain a skill level in kung fu mastery (even if he doesn’t have the required  kung 
  fu skill levels he would normally need).  
  Only one character can read from it at a time. After it has been read, the book 
  will disappear into dust. The same character can never benefit from the same 
  sort of book again. It is worth 4,000 x.p. 
  Book of Energy 
  This appears as a bundle of bound bamboo strips. It will radiate magic if 
  detected for. It is dedicated to the arts of energy work and manipulating qi. 
  Anyone reading this book, uninterrupted, for an entire week will gain one skill 
  level in the qigong secondary skill, determining the specialty randomly: 
  TABLE 126: BOOK OF ENERGY 
  Die Roll (d10) 
  Qigong Specialty 
  1-2 
  Combat 
  3-5 
  Enlightenment 
  6-10 
  Healing 
  Only one character can read from it at a time. After it has been read, the book 
  will disappear into dust. The same character can never benefit from the same 
  sort of book again. It is worth 4,000 x.p. 
  Book of Philosophy 
  This appears as a bundle of bound bamboo strips. It will radiate magic if 
  detected for. Each is dedicated to the deeper mysteries and intricacies of one 
  of the four philosophies: 
  TABLE 127: BOOK OF PHILOSOPHY 
  Die Roll (d4) 
  Philosophy 
  1 
  Wayism 
  2 
  Traditionalism 
  3 
  Legalism 
  4 
  Anti-traditionalism 
  The book must be read for an entire week, uninterrupted. Anyone reading a 
  book of philosophy “opposite” to his own (Traditionalism/Anti-traditionalism, 
  Wayism/Legalism) will permanently lose a point each of intelligence and 
  wisdom at the end of that time. All others will gain one skill level in the 
  philosophy secondary skill, with the appropriate specialty. Anyone reading a 
  book of philosophy different than his own will experience a crisis of faith and 
  must make a wisdom check. Failure indicates that he has been converted to 
  the new philosophy.  
  Only one character can read from it at a time. After it has been read, the book 
  will disappear into dust. The same character can never benefit from the same 
  sort of book again. It is worth 4,000 x.p. 
  Book of Woe 
  This appears as a bundle of bound bamboo strips. It will radiate magic if 
  detected for. Anyone reading so much as a single symbol of this book will be 
  blasted into a coma for 1d3 weeks. Nothing short of a limited wish or heal 
  spell will wake him prematurely. When he does awaken, he will have lost an 
  experience level, finding himself at the minimum number of experience points 
  for his new level. First level characters who read the book will never emerge 
  from the coma. It is not worth any x.p. 
  Box of Darkness 
  This ornately-decorated lacquered box, approximately one foot in length, will 
  cause a zone of continual darkness (as per the spell) around the individual 
  who opens it. The zone of darkness can only be removed by a dispel magic 
  or remove curse spell being cast upon the individual so afflicted. It is not worth 
  any x.p. 
  Box of Liquefying 
  This ornately-decorated lacquered box, approximately one foot in length, will, 
  when the lid is opened, cause one individual in front of the now-open box to 
  shrink and be drawn inside the box, whose lid will then snap shut. Once inside, 
  the victim will be reduced to a sludge of blood and water within a matter of 5 
  minutes. Only one individual can be so slain at a time, and until the lid is 
  opened once more and the slurry poured out, the box cannot be used again. 
  (Emptying the box is safe; the box will not operate after being emptied, until 
  the lid has been shut, and then opened again.) Only creatures within 10’ of 
  the box will be affected, and if there is more than one within range, the target 
  should be determined randomly. If the box is opened before the liquefaction 
  process is complete, the victim will tumble out, having lost 20% of his total hit 
  points for every minute spent in the box (which causes exquisite agony during 
  its operation). 
  Creatures with less than 4 hit dice or levels are automatically drawn into the 
  box. Creatures with between 4 and 8 hit dice or levels are entitled to a saving 
  throw vs. magic. Creatures with 9 or more hit dice or levels are unaffected by 
  the box. It can be used no more than once per day, and is worth 4,000 x.p. 
  Box of Wood Elemental Command 
  This ornately-decorated lacquered box, approximately one foot in length, 
  appears to be an ordinary container, but will radiate magic if detected for. If 
  a piece of wood is placed in the box and the proper incantations recited, a 
  
  Campaigns in Mythic China - Magic Items 
  62 
  wood elemental will appear. The summoner must maintain concentration (any 
  sort of movement or damage taken will disrupt concentration) or the elemental 
  will turn on him and attack (75% chance) or simply return to its home plane 
  (25% chance). The elemental will be of the 12 hit die variety, but if some sort 
  of magical wooden object (such as an enchanted arrow) is also placed in the 
  box, it will have +1 hit points per hit die (maximum 8 h.p. per hit die). The 
  item so used will not be harmed. It takes 1 minute to activate the device, which 
  can only be used by fangshi, and is worth 4,000 x.p. 
  Calligraphy, Enchanted 
  Enchanted calligraphy consists of special slips of paper which have been 
  inscribed with potent magical prayers (called sutras), which have specific 
  effects when physically attached to an object or individual. They can be 
  created just like scrolls, although their power comes not from special ink but 
  from the inscription itself, which must be attached to the subject somehow 
  (tying, pinning, gluing, nailing, etc.) in order to be effective. Directly applying 
  the inscription to the object (by painting, tattooing, etc.) will not work. They 
  are fragile, however, and once damaged or burned, lose their efficacy. Most 
  emulate the powers of magic rings as described in the Adventures Dark and 
  Deep™ Game Masters Toolkit, but those which are unique to a mythic China 
  setting are described below. 
  •
  Attention: Grants a +1 bonus to all surprise rolls.
  •
  Deceit: This calligraphy is deliberately designed to appear as some 
  other sort (roll again to determine type), but will in reality cause the 
  wearer or bearer to suffer a -1 penalty to all saving throws.
  •
  Devil repulsion: Devils, daemons, and demons (and similar
  creatures native to the lower planes) of least or lesser rank will not
  come within 10’ of someone presenting this enchanted calligraphy
  prominently. If they are touched by it, the calligraphy will do them
  1d8 h.p. of damage per round, but can be torn and ruined by a
  single successful hit.
  •
  Fanfare: As per the spell, but lasting as long as the calligraphy itself 
  endures. Only applies to the person holding the calligraphy.
  •
  Fortunate medicine: Normal healing is made at +1 the usual rate
  per day.
  •
  Ghost repulsion: Gui ghosts will not come within 10’ of someone
  presenting this enchanted calligraphy prominently.
  •
  Good fortune: Provides a +1 bonus to all saving throws.
  •
  Health: Provides immunity to all normal disease, and a +1 bonus
  to saving throws vs. magical disease (including leprosy).
  •
  Kung fu: Grants a +1 bonus to all kung fu skill checks. Wears out
  at twice the normal rate for use during combat conditions (i.e., four
  times the normal rate; see below).
  •
  Resisting privation: As per the spell, but lasting as long as the
  calligraphy itself endures. Only applies to the person holding the
  calligraphy.
  •
  Vampire repulsion: Hopping vampires will not come within 10’ of
  someone presenting this enchanted calligraphy prominently. If the
  calligraphy is attached to the vampire, the vampire will become
  instantly paralyzed until the prayer is removed or damaged.
  Normal wear and tear will cause the calligraphy to become unusable after 
  1d20+20 days of normal and semi-continuous use (half that if in continuous 
  use, regularly exposed to combat conditions, etc.). If kept protected, for 
  instance in a locked box or scroll case, such calligraphy can last centuries and 
  still retain its magical properties. If the calligraphy is itself the subject of an 
  attack, the attack is made vs. AC 7 (plus or minus any dexterity adjustments of 
  the wearer), and but a single point of damage from a slicing or stabbing 
  weapon or a bare-hand attack will destroy it. 
  Carpet of Sobriety 
  This enchanted carpet is most prized by those who favor grape and grain. 
  Once per day, if someone under the influence of alcohol sits upon it, the carpet 
  will immediately remove all effects of intoxication. Habitual drunkards have 
  been known to install such carpets in the entrances of their homes, to hide their 
  habit from their spouses. It is worth 500 x.p. 
  Cloak of Flying 
  This cloak appears to be of ordinary type, made either of leather, wool, or 
  some other natural material. When the command word is uttered, however, it 
  allows the wearer to fly, but only over water, except for short distances 
  (maximum of 60’) en route to the water. The cloak enables the wearer to travel 
  at 210’ per minute, with average maneuverability, for a maximum of four hours 
  (which will cover approximately ten miles). It is worth 1,000 x.p. 
  Coin Sword 
  This curious device has two forms. The first is an innocuous pile of 36 copper 
  coins (coins in a mythic China setting most often have holes in the middle) and 
  red thread. When the command word is spoken, they will instantly form 
  themselves into the shape of a short sword, with the red thread strung in the 
  holes in such a way as to maintain the shape of the weapon. The coin sword 
  can then be used as a dagger +2, additionally allowing the wielder to re-roll 
  any strike that misses (once per round). If one or more of the coins are missing, 
  the blade cannot form, but returning the missing coins to the pile will allow it 
  to function normally. It is worth 800 x.p. 
  Dizi of the Woodlands 
  This magical flute functions like the cornamuse of the woodlands, as described 
  in the ADVENTURES DARK AND DEEP™ Game Masters Toolkit. 
  Dragon Scissors 
  This item looks like a pair of metal scissors in the shape of a dragon’s jaws. 
  When the command word is uttered, the scissors will fly from the user’s hand 
  and attack an enemy of his choosing, striking like a dagger wielded by the 
  user. No further concentration is necessary, and the scissors will function for a 
  maximum of 3 rounds before falling to the ground. The target cannot be 
  changed unless the user picks up the scissors again and sends them forth with 
  the command word. They are worth 1,000 x.p. 
  
  ADVENTURES DARK AND DEEP™ - The Golden Scroll of Justice 
  63 
  Fire-crow Gourd 
  This appears as an ordinary hollow gourd with a plug (similar to those used to 
  hold water or wine). However, when the plug is removed the fire-crows within 
  will emerge and attack the user’s enemies. Each gourd has 1d3 fire-crows 
  when found; when they are dead, the gourd loses all enchantment. The fire-
  crows cannot be replaced. It is worth 250 x.p. per fire-crow. 
  Five-fire Seven-feathers Fan 
  This magical fan can be either an ordinary paper fan (50% of the time) or a 
  metal weapon-like fan (50% chance). In combat, however, it can be used to 
  “fan away” attacks, whether they be hand-to-hand, by weapon, or magical. 
  The fan must be held in one hand (a weapon could be held and used in the 
  other). When used in combat, it provides the wielder with a +2 bonus to armor 
  class and a +2 bonus to all saving throws for magical attacks (this includes 
  area of effect attacks that would affect the wielder). It will not function if the 
  wielder is surprised or attacked from the rear. It is worth 500 x.p. 
  Five-fire Stone 
  This enchanted stone will, when the proper command word is uttered, blaze 
  into a great ball of flame, engulfing all those within a 5’ radius and causing 
  them 3d6 h.p. of fire damage. The stone can be activated from up to 20’ 
  away, and can be recovered and reused. There is, however, a 5% chance per 
  use that the stone will crack and become inert. It is worth 750 x.p. 
  Fire Fan 
  This magical fan can be either an ordinary paper fan (50% of the time) or a 
  metal weapon-like fan (50% chance). When waved in the direction of a fire, 
  it will double the fire’s size and strength. Thus, a campfire can be made to 
  blaze like a bonfire, a torch will suddenly flare up to twice its normal size, etc. 
  Flaming oil thus affected will do double damage per round. It will not affect 
  magical fires. The fire fan is worth 400 x.p. 
  Flying Cart 
  This device looks like a regular cart, except that it has winged framework at 
  each end, seemingly as decoration. If hitched to an animal, the device will not 
  function, but if the command word is spoken while it’s unhitched, the cart can 
  fly at up to 240’ per minute, with poor agility, carrying up to four people and 
  their gear (a maximum of 1,500 pounds). The cart can travel for up to six 
  hours per day before needing to recharge for the next twelve hours. The cart 
  can thus cover approximately 16 miles per 18 hours. It can reach a maximum 
  altitude of 200’, and is worth 2,000 x.p. 
  Gourd of Life Trapping 
  This appears as an ordinary hollow gourd with a plug (similar to those used to 
  hold water or wine). However, when the plug is removed and the command 
  word spoken, one individual specified will be sucked into the gourd and 
  placed in a sort of suspended animation. The victim must be within 10’ of the 
  gourd and is entitled to a saving throw vs. magic. The gourd can hold up to 
  one thousand people; a separate command word will release them, one at a 
  time, in the order in which they were imprisoned. It is worth 5,000 x.p. 
  Guyao Yao Grass 
  This magical plant has lush leaves, yellow flowers and tiny green fruit that 
  grows in clusters. When the juice of the fruit is ingested (the juice produced by 
  a single fruiting plant will suffice, approximately 4 ounces), the person drinking 
  the juice will fall madly in love with the first person of appropriate gender seen. 
  This will not result in self-destructive behavior, but the desire to please the object 
  of affection will be nearly impossible to resist. The plants are very rare, and 
  usually found growing singly. Each is worth 200 x.p. 
  Head-splitting Helmet 
  This item was created by the powers of good for the punishment of evil. The 
  enchantment upon it is such that the light metal-banded helmet can never be 
  removed (short of a limited wish or similarly-powered spell), and every time the 
  wearer commits an overtly evil and/or wicked act, the helmet will constrict 
  slightly.  
  •
  After the first such act, the helmet will feel snug.
  •
  After the second such act, the wearer will feel a constant headache.
  •
  After the third such act, the wearer will be in debilitating pain.
  Neither combat, hard travel, nor spellcasting will be possible.
  •
  After the fourth such act, the wearer’s skull will be crushed.
  The headache will dissipate after a week, as the wearer becomes accustomed 
  to the new size of the helmet. The debilitating pain will become a headache 
  after a week, and the headache disappears after another week. The count of 
  wicked deeds is not actually reset though; the skull will still be crushed after 
  four wicked deeds, even if enough time has passed that the headache has 
  dissipated. The helmet is not worth any x.p. 
  Heaven-and-Earth Bracelet 
  This metal bracelet allows the wearer to pummel for double damage when 
  punching using a kung fu style. On a natural “to hit” roll of 20, he will also 
  break a defender’s limb: 
  TABLE 128: HEAVEN-AND-EARTH BRACELET 
  Die Roll (d8) 
  Limb 
  Effect 
  1-2 
  Right arm 
  -4 “to hit” 
  3-5 
  Left arm 
  Cannot use shield 
  6-8 
  Leg 
  One-quarter movement, no kung fu 
  styles relying on kicks will work 
  Ordinary cure spells (cure light wounds, etc.) will not heal broken limbs, but 
  heal or a potion of healing will. Broken limbs will take 2-4 weeks to heal 
  ordinarily. The bracelet is worth 1,000 x.p. 
  Hulus of Wonder 
  This magical flute functions like the flute of wonder, as described in the 
  ADVENTURES DARK AND DEEP™ Game Masters Toolkit. 
  Incense of Spirits 
  Several (2d4) cones of this normal-appearing incense will be found together. 
  Once a cone is lit, any wu of 5th level or higher will recognize it for what it is. 
  Any wu who burns the incense while meditating for 8 hours will be able to 
  memorize one additional spell per spell level. The extra spells will be lost after 
  24 hours. It can be used only by wu, and is worth 500 x.p. 
  Incense of Obsession 
  Incense of obsession will affect wu exactly the same as it affects clerics. 
  Iron Fan 
  This fan always looks like a typical metal fan, such as those used in combat. 
  When the proper command word is spoken while fanning, one of the following 
  effects can be produced. Only one such effect can be produced per round. 
  
  Campaigns in Mythic China - Magic Items 
  64 
  •
  Ordinary fires will be put out within 20’, up to campfire size.
  •
  A gust of wind (as per the spell) will be created in the direction of
  the fanning.
  •
  A small burst of rain (as per a precipitation spell) will be generated
  within 30’, in the direction of the fanning.
  It is worth 600 x.p. 
  Iron Wand 
  This magic wand is made of iron, with a gold band at either end. It allows the 
  caster to turn any creature invisible by touch, which uses up one charge and 
  lasts for up to 1d6x10 minutes (or until ended by attack, etc.). In addition, the 
  wand can, upon utterance of other command words, either extend to a pole 
  up to 10’ in length, or shrink down to the size of a needle. When first 
  discovered, it will have 1d20+100 charges, and can be recharged by the 
  spell invisibility, as long as the last charge has not yet been expended. It is 
  worth 2,000 x.p.  
  Ko-ai’s Bell 
  This large (3’ tall, but nearly weightless) bronze bell is engraved with images 
  of a beautiful young girl with one shoe. When struck, a maiden’s agonized 
  voice can be heard crying out in despair a single word, “shoe”. All those 
  within 60’ of the bell when it is struck who fail a saving throw vs. spells will be 
  sunk into a pit of deep despair, lasting 2d6 hours. During that time, they will 
  either slink away quietly (50%) or simply stand in place, weeping (50%). Any 
  commands to surrender will be obeyed unless a further wisdom check is made. 
  The bell is worth 4,000 x.p. 
  Konghou of Building 
  This magical lyre functions like the lyre of building, as described in the 
  ADVENTURES DARK AND DEEP™ Game Masters Toolkit. 
  Konghou of the Elements 
  This magical lyre functions like the lyre of the elements, as described in the 
  ADVENTURES DARK AND DEEP™ Game Masters Toolkit. 
  Liuqin of Might 
  This magical mandolin functions like the mandolin of might, as described in 
  the ADVENTURES DARK AND DEEP™ Game Masters Toolkit. 
  Lustral Water 
  This potion, when sprinkled on an individual or item, acts as a dispel magic 
  spell cast by a 10th level caster. If sprinkled on a spellcaster who has no spells 
  active on his person, the spellcaster will forget 1d4 memorized spells (chosen 
  at random). It is worth 200 x.p. and its creation requires the scale of a yellow 
  dragon. 
  Manual of Golems 
  This tome is a variation on the manual of golems described in the ADVENTURES 
  DARK AND DEEP™ Game Masters Toolkit. It functions in all ways as the manual 
  described therein, but the following additional types are to be found in a 
  mythic China setting: 
  TABLE 129: MANUAL OF GOLEMS 
  Die Roll (d20) 
  Golem Type 
  Time to Create 
  Materials Cost 
  1-5 
  Clay 
  1 month 
  65,000 g.p. 
  6-17 
  Terracotta 
  2 months 
  75,000 g.p. 
  18-19 
  Stone 
  3 months 
  80,000 g.p. 
  20 
  Jade 
  4 months 
  120,000 g.p. 
  Manuals for the creation of flesh and iron golems will not ordinarily be found 
  in a mythic China setting. Wu are able to create clay golems, while fangshi 
  are able to create golems of the other types. Such a manual is worth 3,000 
  x.p. 
  Mirror of Deception 
  This enchanted mirror appears as a round pane of silvered glass, whose 
  octagonal wooden frame is inscribed with mystical trigrams, and it will radiate 
  magic if detected for. It is indistinguishable from other magical mirrors of the 
  same general type. Anyone touching it must make a wisdom check. Failure 
  means he becomes convinced the mirror is one of the other, beneficial, types 
  and will try to use it in that capacity. Even though it will not work, that will not 
  break the owner’s firm belief in the magical properties of the mirror. In reality, 
  all saving throws within 10’ of the mirror are made at a -1 penalty. 
  Mirror of Devil Entrapment 
  This enchanted mirror appears as a round pane of silvered glass, whose 
  octagonal wooden frame is inscribed with mystical trigrams, and it will radiate 
  magic if detected for. It is used to trap the spirits and material forms of devils, 
  demons, and other creatures from the lower planes. Any such creature within 
  30’ of the mirror, upon seeing its reflection in the mirror, must make a saving 
  throw vs. magic (a separate check for magic resistance is also allowed, if 
  applicable). Failure means it is trapped within the mirror. If the mirror is broken, 
  or the command word spoken, the creature(s) trapped within will be 
  immediately freed (and outraged). The command word will free all the 
  creatures within. The mirror can store up to twelve least devils, six lesser devils, 
  three greater devils, or one arch-devil (if the mirror is capable of entrapping 
  beings of such rank). If there is no room inside the mirror to trap a particular 
  devil, it will simply not function. To determine the highest ranked devil that can 
  be entrapped by the mirror, roll randomly: 
  TABLE 130: MIRROR OF DEVIL ENTRAPMENT 
  Die Roll (d%) 
  Mirror Can Trap… 
  X.P. Value 
  01-20 
  Least devils 
  2,500 
  21-75 
  Least and lesser devils 
  5,000 
  76-99 
  Least, lesser, and greater devils 
  10,000 
  00 
  All devils (including arch-devils) 
  20,000 
  
  ADVENTURES DARK AND DEEP™ - The Golden Scroll of Justice 
  65 
  Note that the mirror will work on demons, daemons, etc. from the lower planes; 
  use the equivalent ranking for such creatures, where applicable.  
  Mirror of Devil Repulsion 
  This enchanted mirror appears as a round pane of silvered glass, whose 
  octagonal wooden frame is inscribed with mystical trigrams, and it will radiate 
  magic if detected for. If displayed prominently, demons, devils, daemons, and 
  similar creatures of least or lesser rank must make a saving throw vs. magic to 
  approach within 10’. It is worth 1,750 x.p. 
  Mirror of Fortune 
  This enchanted mirror appears as a round pane of silvered glass, whose 
  octagonal wooden frame is inscribed with mystical trigrams, and it will radiate 
  magic if detected for. If displayed openly, all individuals within 10’ get a +1 
  bonus to their saving throws. 
  Pearl of Light 
  This large pearl (worth 500 g.p. for the gem alone) will, when the command 
  word is spoken, radiate a light equal to a torch (roughly a 30’ radius, but can 
  be seen from afar). When another command word is uttered, the pearl will be 
  extinguished, but can be re-lit indefinitely. It is worth 200 x.p. 
  Pill of Dragon Control 
  This pill allows the swallower to convince any one dragon that he is a trusted 
  friend who should be protected and well-treated. The dragon so charmed is 
  not a mindless automaton; it will act like a friend, not a slave, and any overtly 
  hostile act against the target will negate the effect instantly. The type of dragon 
  that the pill controls is determined randomly: 
  TABLE 131: PILL OF DRAGON CONTROL 
  Die Roll (d%) 
  Dragon Type 
  X.P. Value 
  01-07 
  Carp 
  500 
  08-15 
  Coiled 
  500 
  16-22 
  Earth 
  500 
  23-30 
  Heavenly 
  500 
  31-45 
  Rain 
  500 
  46-61 
  River 
  500 
  62-71 
  Sea 
  500 
  72-77 
  Typhoon 
  500 
  78-88 
  Yellow 
  500 
  89-94 
  Evil (any) 
  1,000 
  95-98 
  Neutral (any) 
  1,000 
  99-00 
  Good (any) 
  1,000 
  The pill’s effect will last 5d4 minutes. The target creature must be within 60’, 
  and is entitled to a saving throw vs. spells, with a -2 penalty. It requires the 
  brain of the appropriate type of dragon to create.  
  Pill of Healing 
  When ingested, this pill will heal 3d6 h.p. of damage, as well as healing 
  disease or blindness. It is worth 300 x.p. and requires the foot of a 
  poisonfeather bird to create.  
  Pill of Immortality 
  The pill of immortality is quite literally the goal of every fangshi, and is for 
  obvious reasons highly sought-after by emperors and peasants alike. In its 
  perfect form, the one who swallows it stops aging and cannot be slain by 
  anything less than the act of a god. 
  Many have sought the formula for this pill, and only a handful have ever truly 
  succeeded. That does not mean that less-than-successful attempts are not 
  constantly made, and even those in possession of the correct formula are apt 
  to fail to correctly follow it, resulting in a flawed final product. If a pill of 
  immortality is discovered as part of a treasure hoard, roll on the following table 
  to determine the actual effect: 
  TABLE 132: PILL OF IMMORTALITY  
  Die Roll (d%) 
  Effect 
  01-10 
  Poison (automatic death) 
  11-18 
  Insanity (roll 1d3 types of insanity) 
  19-20 
  Crippled (each statistic is reduced by 1d4; if any is 
  lowered to 0 or lower, death results) 
  21-29 
  Extended lifespan (maximum lifespan is increased by 
  3d20 years, but aging still takes place, losing 1 point 
  each of strength, dexterity, and constitution for every 
  10% excess over maximum racial lifespan) 
  30-38 
  Youth (chronological age is reduced by 3d20 years; if 
  reduced to 0 or below, non-existence results) 
  39-48 
  Temporary youth (chronological age is reduced by 3d20 
  years, but only lasts for 1d4 years; afterwards, normal 
  age is regained plus an additional 1d20 years) 
  49-57 
  Life costs life (swallower stops aging, but must bathe in 
  the blood of a virgin of the opposite gender to maintain 
  true immortality; starts off lasting twenty years, but 
  duration shortens by 50% every time, until daily 
  treatments are required) 
  58-65 
  Frail youth (swallower stops aging, but cannot heal 
  naturally, and magical healing only works at 50% 
  efficiency, rounded down) 
  66-72 
  Youthful appearance (swallower looks like a youth of 25, 
  but still suffers all the normal effects of aging) 
  73-79 
  Immortal spirit (once the body dies normally, swallower 
  will turn into a gui ghost; determine type according to 
  circumstances of death, or randomly, as appropriate) 
  80-86 
  Time stops (swallower does not age, but cannot earn any 
  new x.p., nor learn new secondary skills) 
  87-93 
  Vulnerable immortality; swallower has true immortality, 
  but if he comes in contact with one of the five elements 
  (wood, water, metal, fire, or earth - choose which 
  element randomly), he will instantly collapse into dust 
  94-00 
  Temporary immortality (true immortality, but the effect 
  only lasts for 1d20 years; only another pill will sustain 
  the effect, subtract one year per time this is repeated) 
  101+ 
  True immortality (aging stops, cannot be killed by 
  anything short of a lesser deity) 
  If the level of the fangshi who created the pill is known, add the experience 
  level to the roll. Naturally, once a fangshi has created such a pill, he will have 
  no way of knowing whether he has been totally successful. The Game Master 
  should roll secretly to determine the real outcome, and a roll should be made 
  for each pill that is created. 
  Pill of Poison Resistance 
  When ingested, this pill is proof against all poisons and venoms. If swallowed 
  after a person has been poisoned, the swallower is entitled to another saving 
  throw vs. poison, with a +4 bonus. It lasts for 1d4x10 minutes and is worth 
  400 x.p. Its manufacture requires the venom from a giant snake. 
  
  Campaigns in Mythic China - Magic Items 
  66 
  Pill of Resurrection 
  This special sort of pill acts as a resurrection spell when forced between the 
  lips of a corpse that has been dead for no more than 100 years. It is worth 
  1,000 x.p. Its manufacture requires the dust from the tomb of an emperor. 
  Pill of Undead Control 
  This pill allows the swallower to convince a number of undead that he is a 
  trusted friend who should be protected and well-treated. The undead so 
  charmed are not mindless automatons; they will act like friends, not slaves, 
  and any overtly hostile act against the target will negate the effect instantly. 
  The type of undead that the pill controls is determined randomly: 
  TABLE 133: PILL OF UNDEAD CONTROL 
  Die Roll (d%) 
  Type of Undead Controlled 
  01-06 
  Ghost, corner 
  07-10 
  Ghost, fire 
  11-14 
  Ghost, hill 
  15-22 
  Ghost, hungry 
  23-28 
  Ghost, marsh 
  29-32 
  Ghost, meadow 
  33-34 
  Ghost, midden 
  35-36 
  Ghost, water 
  37-40 
  Ghoul 
  41-42 
  Ghast 
  43-46 
  Skeleton 
  47-48 
  Spectre 
  49-56 
  Wight 
  57-64 
  Wraith 
  65-75 
  Vampire, hopping 
  76-00 
  Zombie 
  The potion’s effect will last 5d4 minutes. The target creature must be within 
  60’. Up to 16 hit dice total of undead can be affected, and those with 
  intelligence are entitled to saving throws vs. spells. It is worth 700 x.p. and 
  requires either the dust of a specter, a hopping vampire brain, or ectoplasm 
  from a ghost to create.  
  Pill of Undying 
  When ingested, this pill will prevent the swallower from dying. If wounded, he 
  will remain at -9 h.p. indefinitely. If aged, he will never succumb to infirmity or 
  disease. If drowned, he will pass out, but will be resuscitated once air is 
  available once more. The effect is not perpetual, however, and will end once 
  one of the following conditions are met: 
  •
  The swallower is brought back from -9 h.p. to 1 h.p.
  •
  Ten years have passed
  It is said that the formula of its creation is one of the highest and most closely-
  guarded secrets of the fangshi’s art. It cannot be created by a wu, but could 
  be used by someone of any class. It is known that the creation requires the 
  heart of a heavenly dragon. Note that the pill does not prevent aging. It is 
  worth 5,000 x.p. 
  Pill of Wind Resistance 
  The swallower of this pill can’t be moved or harmed by wind of any kind, up 
  to and including hurricane force (although he could be harmed by something 
  else propelled by wind). It will even allow for flying creatures to be stable in 
  high winds, although it does have the side effect that “tail winds” will not help 
  such creatures, either. It lasts for 1d4x10 minutes and is worth 300 x.p. Its 
  manufacture requires the leaf of a tree demon. 
  Projecting Mirror 
  This silvered glass is some two feet on a side, in an ornate frame. Its reflection 
  shows true sight (as per the spell true seeing) as well as x-ray vision (as per the 
  ring). However, due to the awkwardness of viewing things through a mirror, 
  anyone attempting to fight or cast spells based on what is seen in the mirror 
  will do so with a -3 penalty. It is worth 3,500 x.p. 
  Scroll of Protection from Elementals 
  This scroll will create a circle of protection 10’ in radius from the reader. The 
  circle will prevent movement across its boundary, and provide complete 
  protection against all attacks, physical and magical, from up to 24 hit dice 
  worth of the indicated type of elemental creature (16 hit dice if the scroll is 
  effective against all sorts of elementals). The circle of protection will move with 
  the reader; it will be broken if pressed against an elemental in a circumstance 
  where it cannot retreat. The protection will last for 5d6 minutes. The exact type 
  of scroll is determined randomly: 
  TABLE 134: SCROLL OF PROTECTION FROM ELEMENTALS 
  Die Roll (d%) 
  Type of Elemental Affected 
  01-10 
  Wood (including aerial servants, djinni, etc.) 
  11-20 
  Fire (including efreeti, salamanders, etc.) 
  21-30 
  Earth (including xorn, etc.) 
  31-40 
  Metal 
  41-50 
  Water (including tritons, etc.) 
  51-00 
  All (including jann) 
  The scroll takes 36 seconds (6 segments) to read. It is worth 1,500 x.p. 
  Scroll of Protection from Kung Fu 
  This scroll will create a circle of protection 5’ in diameter, through which no 
  kung fu attack can pass, whether it be armed or unarmed. This also applies to 
  missile attacks that are made using kung fu skills. Note that kung fu attacks 
  made with magical weapons will penetrate the circle of protection. The effect 
  lasts for 1d6+4 minutes. It is worth 1,000 x.p. 
  Scroll of Protection from Lycanthropes 
  This scroll will create a circle of protection some 10’ in radius around the 
  reader. The circle will prevent movement across its boundary, and provide 
  complete protection against all attacks, physical and magical, from up to 49 
  hit dice worth of the indicated type of lycanthrope. The circle of protection will 
  move with the reader. If pressed against a lycanthrope in a circumstance where 
  it cannot retreat, the circle will be broken. The protection will last for 5d8 
  minutes. The exact type of scroll is determined randomly: 
  TABLE 135: SCROLL OF PROTECTION FROM LYCANTHROPES 
  Die Roll (d%) 
  Type of Lycanthrope Affected 
  01-02 
  Nanaues 
  03-07 
  Werebears 
  08-12 
  Wereboars 
  13-22 
  Wererats 
  23-24 
  Wereseals 
  25-29 
  Werespiders 
  30-44 
  Werewolves 
  45 
  Werewolves, marine 
  46-98 
  All lycanthropes 
  99-00 
  All shape changers (jackalweres, those under 
  polymorph spells, etc.) 
  
  ADVENTURES DARK AND DEEP™ - The Golden Scroll of Justice 
  67 
  The scroll takes 24 seconds (4 segments) to read. Note that the form which 
  protects against all shape changers will not protect against deities. It is worth 
  1,000 x.p. 
  Scroll of Protection from Undead 
  This scroll creates a 5’ radius circle, through which no undead can move or 
  make any physical attack. Magical attacks are not prevented by this circle. 
  The circle will move with the reader. Up to 35 hit dice of undead will be 
  protected against. The effect will remain for 10d8 minutes. The type of undead 
  protected against is determined randomly: 
  TABLE 136: SCROLL OF PROTECTION FROM UNDEAD 
  Die Roll (d%) 
  Type of Undead Affected 
  01-03 
  Ghost, corner 
  04-05 
  Ghost, fire 
  06-07 
  Ghost, hill 
  08-11 
  Ghost, hungry 
  12-14 
  Ghost, marsh 
  15-16 
  Ghost, meadow 
  17 
  Ghost, midden 
  18 
  Ghost, water 
  19-20 
  Ghoul 
  21 
  Ghast 
  22-23 
  Skeleton 
  24 
  Spectre 
  25-28 
  Wight 
  29-32 
  Wraith 
  33-41 
  Vampire, hopping 
  42-50 
  Zombie 
  51-00 
  All undead 
  The scroll takes 1 minute to read. It is worth 1,500 x.p. 
  Scroll, Spell 
  Very often, magic scrolls containing spells will be discovered as part of 
  treasure hoards. Such scrolls (like others) are usually protected by scroll cases 
  of leather, wood, or bone. The spell read fangshi magic must be used to 
  determine what spells a particular scroll has written upon it, but once it is used 
  initially by a fangshi or other spellcaster, it need not be used again.  
  At the game master’s discretion, scrolls may have a chance up to 30% to fade 
  if their nature is not immediately discerned upon their discovery.  
  Scrolls with spells will usually be of a single type, but will very rarely be mixed: 
  TABLE 137: SCROLL SPELL TYPE 
  Die Roll (d%) 
  Scroll Spell Type 
  01-20 
  Wu 
  21-34 
  Mystic 
  35-89 
  Fangshi 
  90-99 
  Savant 
  00 
  Mixed (roll twice, ignoring further 
  rolls of 00 and duplicates) 
  The number of spells on each scroll, as well as the possible level of each spell, 
  is determined randomly: 
  TABLE 138: SCROLL SPELL LEVEL 
  Die Roll (d%) 
  # of Spells 
  Fangshi Spell 
  Level 
  All Others Spell 
  Level 
  01-17 
  1 
  1d4 
  1d4 
  18-27 
  1 
  1d6 
  1d6 
  28-32 
  1 
  1d8+1 
  1d6+1 
  33-40 
  2 
  1d4 
  1d4 
  41-45 
  2 
  1d8 
  1d6 
  46-53 
  3 
  1d4 
  1d4 
  54-58 
  3 
  1d8+1 
  1d6+1 
  59-65 
  4 
  1d6 
  1d6 
  66-70 
  4 
  1d8 
  1d6 
  71-77 
  5 
  1d6 
  1d6 
  78-82 
  5 
  1d8 
  1d6 
  83-87 
  6 
  1d6 
  1d6 
  88-90 
  6 
  1d6+2 
  1d4+2 
  91-95 
  7 
  1d8 
  1d6 
  96-98 
  7 
  1d8+1 
  1d6+1 
  99-00 
  7 
  1d6+3 
  1d4+3 
  (If of mixed type, roll once for each type, re-rolling results over 90.) Once the 
  number of spells has been determined, simply roll the appropriate die for each 
  spell to determine level, then reference the spell lists in the ADVENTURES DARK 
  AND DEEP™ Players Manual to determine which spells are on the scroll. Roll 
  separately for level for each spell on the scroll. Once cast from a scroll, the 
  spell disappears forever.  
  It is possible for a spellcaster to cast a spell from a scroll that is of higher level 
  than he would ordinarily be able to cast. There is, however, a risk that doing 
  so will cause the spell to fail or, worse, backfire on the caster. Determine the 
  difference in the minimum level usually needed to cast the spell and the 
  experience level of the caster, and then roll to determine the result. If the spell 
  is one that the caster could normally cast, success is automatic.  
  TABLE 139: SCROLL SPELL RESULT 
  Difference in Levels 
  Needed to Cast 
  Spell 
  Success 
  Spell Failure 
  Spell Backfire 
  1 
  01-95 
  96-99 
  00 
  2 
  01-90 
  91-99 
  00 
  3 
  01-85 
  86-99 
  00 
  4 
  01-80 
  81-97 
  98-00 
  5 
  01-75 
  76-96 
  97-00 
  6 
  01-70 
  71-95 
  96-00 
  7 
  01-65 
  66-91 
  92-00 
  8 
  01-60 
  61-90 
  91-00 
  9 
  01-55 
  56-89 
  90-00 
  10 
  01-50 
  51-82 
  83-00 
  11 
  01-45 
  46-81 
  82-00 
  12 
  01-40 
  41-79 
  80-00 
  13 
  01-35 
  36-67 
  68-00 
  14 
  01-30 
  31-65 
  66-00 
  15 
  01-25 
  26-62 
  63-00 
  16 
  01-20 
  21-44 
  45-00 
  17 
  01-15 
  16-40 
  41-00 
  18 
  01-10 
  11-37 
  38-00 
  19 
  01-05 
  06-33 
  34-00 
  20 
  - 
  01-30 
  31-00 
  Where applicable, each spell scroll should be assumed to have been written 
  by a spellcaster 1 level greater than the minimum he would need to be to cast 
  the spell himself. Thus, the spell fireball cast from a scroll would function as if 
  it were cast by a 6th level caster.  
  
  Campaigns in Mythic China - Magic Items 
  68 
  Scrolls with spells are worth a number of experience points equal to their total 
  spell levels times 100, but such should only be awarded to those characters 
  actually able to use the spells.  
  Seal of the Ancient Days 
  This leaden seal, engraved with mystical signs, is a powerful magic item. 
  When the proper incantation (engraved on the seal itself) is recited, it can be 
  used to compel a creature native to those planes other than the material to 
  enter a container such as a box, bottle, jug, etc. Anything hard and with a 
  definite shape and unbroken surface will do; a burlap sack or cage will not. 
  The target is entitled to both a saving throw vs. magic, and any magic 
  resistance that may apply. The seal must be used to stopper the container 
  within one round or the target creature will escape and be very angry indeed. 
  It can be used only by clerics, mages, or sub-classes thereof, and is worth 
  4,000 x.p. 
  Seal of Earth and Heaven 
  This leaden seal, engraved with mystical signs, allows the user to call forth the 
  very powers of heaven and earth, when the correct magical formulae 
  (engraved on the seal) are read. The user can call forth each power once per 
  day, but may not employ them simultaneously: 
  •
  Earthquake (as per the spell) once per day.
  •
  Heavenly beam once per day; a golden light comes down from the
  sky, striking all within a 10’ radius centered on a point no more
  than 30’ distant from the user. All those within the beam’s area of
  effect must save vs. spells, taking 6d6 h.p. of positive energy
  damage if they fail, or half that if they succeed. Undead are not
  entitled to a saving throw. Can only be used outdoors, where the
  sky is visible.
  The seal is worth 2,000 x.p. and can only be used by clerics, mages, or sub-
  classes thereof. 
  Six-demon Bag 
  The six-demon bag is a small leather pouch, tightly bound. It contains both 
  wind and fire that can be unleashed at the behest of the owner of the bag, 
  who must utter the proper command word while opening the bag (which 
  requires both hands).  
  If the first command word is spoken, a whirlwind is unleashed, some 5’ in 
  diameter, which will travel at 20’ per minute in a straight line from the opening 
  of the bag (user gets to choose the course). Open flames will be extinguished, 
  small items will be tossed around, etc. Any creature caught in the whirlwind 
  will find speech and combat difficult (requiring a wisdom and strength check, 
  respectively, to be able to cast spells and avoid a -4 penalty “to hit”). The 
  whirlwind will last for three rounds, and no concentration from the caster is 
  required. 
  If the second command word is spoken, a burst of flame will emerge from the 
  opening of the bag, in a cone 20’ long and 5’ wide at the base. Any creature 
  caught within it will take 2d8 points of fire damage (save vs. breath weapon 
  for half damage).  
  Each function of the bag can be used once every ten minutes. It is worth 3,000 
  x.p. Where are the other four demons? Where is the universe? 
  Spirit Boat 
  This ordinary-looking small boat is fully functional as a means of transportation. 
  However, as the proper prayer is chanted, the spirits who dwell in the boat 
  will begin an unearthly drumming. All devils within 60’ of the boat must make 
  a saving throw vs. spells; failure means they become enthralled with the music, 
  not moving, except as needed to stay with the boat. Those affected will stop 
  all combat, ignore commands from other devils, and simply stare at the boat 
  in rapt attention.  
  Spirit Chariot 
  When the proper command word is spoken, this ordinary-looking two-person 
  wooden chariot will become ethereal, along with its driver and passenger, 
  horse, and any gear stowed aboard. (See ethereal spell and the ADVENTURES 
  DARK AND DEEP™ Game Masters Toolkit for details on ethereal travel.) It can 
  remain ethereal indefinitely, or until the proper command word is used to return 
  it to materiality. It can only pass into the material and ethereal planes. The 
  chariot is worth 4,000 x.p. 
  Staff of Elemental Summoning 
  This magical staff (usable only by fangshi) will allow the user to conjure one of 
  the five major types of elementals from their respective planes: wood, fire, 
  earth, metal, and water. Such conjured elementals will have 8 hit dice. The 
  type of elemental to be conjured must be chosen before the staff is used.  
  The elemental thus summoned can be controlled by the caster 95% of the time 
  (check at the beginning of the third, and each following, minute) as long as he 
  maintains his concentration. Control can be exercised at a range of 30’. 
  Failure to concentrate, such as is caused by being successfully attacked, will 
  mean that the elemental will turn on the caster (75% of the time) or return to its 
  home plane (25%). The elemental will remain on this plane until it is destroyed, 
  but note that water elementals cannot survive when more than 60’ away from 
  a suitably large source of water such as a river, well, or large pool.  
  When found, the staff will have a number of charges equal to 26 minus 1d6. 
  It cannot be recharged, and is worth 9,000 x.p.  
  Staff of Kung Fu 
  This magical staff (usable only by someone with at least one skill level in kung 
  fu) will provide the user with the following effects while he holds it: 
  •
  +1 bonus to all kung fu skill checks
  •
  Additional “defend” combat action in every round (does not count
  against other combat actions)
  •
  Wielder can stand the staff on one end and hop atop it on one foot,
  for one round (counts as his action for the round, unless he also has 
  kung fu mastery, in which case can be combined with other actions, 
  as appropriate)
  
  ADVENTURES DARK AND DEEP™ - The Golden Scroll of Justice 
  69 
  Stop-wind Pearl 
  When this large (500 g.p. value) pearl is held aloft and the command word 
  spoken, all wind within a 30’ radius is immediately stopped. The effect will 
  last for one hour, or until the user wishes. Once used, it cannot be used again 
  for another hour. It is worth 750 x.p. 
  Taishi Yao Grass 
  This magical plant looks like a sundew plant with white flowers and black fruit. 
  When the juice of the fruit is ingested (the juice produced by a single fruiting 
  plant will suffice, approximately 4 ounces), the person drinking the juice will 
  be able to automatically detect illusions without need of a saving throw. They 
  may then make a saving throw vs. spells in order to see through the illusion to 
  the reality beneath. The plants are very rare, and usually found growing singly. 
  Each is worth 200 x.p. 
  Tears of the Gods 
  This potion will cure the effects of poison or venom, if imbibed within 1 round 
  after the poison. It will even work against death-causing poisons and venoms, 
  again assuming it is poured down the victim’s throat within a minute. It is worth 
  300 x.p. 
  Triple-precious Jade Scepter 
  This scepter made of jade is covered with intricate carvings, including three 
  faces at the top. It can be used three ways in combat: 
  •
  It can strike at enemies in melee as if it were a club +3. 
  •
  It can be hurled at enemies up to 30’ away, causing 1d8+2 h.p.
  of damage and getting a +2 bonus “to hit”. It must be manually
  recovered, however.
  •
  It can be used to automatically block one incoming melee attack
  from the front or flank. The user gets to choose which attack is
  blocked, but must do so prior to the attacker rolling “to hit”.
  It is usable only by fighters, thieves, and monks, and is worth 800 x.p. 
  Turn-Heaven Seal 
  This leaden seal, engraved with mystical signs, allows the user to call forth the 
  very power of heaven, when the correct magical formula (engraved on the 
  seal) is read. Once per day, the user can call forth a heavenly beam; a golden 
  light comes down from the sky, striking all within a 10’ radius centered on a 
  point no more than 30’ distant from the user. All those within the beam’s area 
  of effect must save vs. spells, taking 6d6 h.p. of positive energy damage if 
  they fail, or half that if they succeed. Undead are not entitled to a saving throw. 
  The seal can only be used outdoors, where the sky is visible. 
  The seal is worth 1,000 x.p. and can only be used by clerics, mages, or sub-
  classes thereof. 
  Vermilion Amulet 
  This magical amulet allows the wearer to turn undead and creatures from the 
  other planes as if he were a cleric of 7th level. It can be used three times per 
  day, and is worth 600 x.p. 
  Umbrella of Plagues 
  This seemingly ordinary umbrella will, when opened, spread disease in its 
  wake. It can be used in one of two ways: 
  •
  Murrain: a pestilence on a herd of animals, usually cattle, pigs,
  goats, or sheep, but also operative on horses and other
  domesticated animals. The affected animals will become gaunt and 
  sick, completely worthless as food or for labor, but will not die
  unless they are not fed and watered. Up to 30 animals will be
  affected, as long as they are within 20 yards as the open umbrella
  passes by.
  •
  Plague: a wasting disease on the first person that the umbrella
  holder passes within 20’ of. The victim will lose 1 h.p. and one
  point of strength per day thereafter; once the victim reaches a
  strength of 3 or a number of hit points equal to 10% of his original
  total, he will be weak and completely helpless, and will die 24
  hours later.
  A remove curse, cure disease, or heal spell will undo the umbrella’s effect, and 
  the victim(s) will recover at twice the speed they became ill. The umbrella can 
  only be used once per day. It is not worth any x.p. 
  Umbrella of Shielding 
  This seemingly ordinary umbrella will, when opened, give its bearer the effects 
  of a protection from normal missiles spell. It does require that the bearer hold 
  it in his hand, so casting spells with gestures, using two-handed weapons or 
  shields, etc., is not possible when using the umbrella. It is worth 500 x.p. 
  Wand of the Seven Treasures 
  When the command word is spoken aloud, this magic wand will transform into 
  a shield made of lotus blossoms. When used in combat, it will block any single 
  attack from the front or flank, and shatter any non-magic weapon. The enemy 
  to be thus engaged must be selected before “to hit” rolls are made. Magic 
  weapons will be blocked (although they will still hit on a natural roll of 20), 
  but will not shatter. It is worth 800 x.p. 
  Weapon (Melee), Enchanted 
  While the vast majority of enchanted weapons found will be swords, other 
  types are certainly possible. The game master should adjust these percentages 
  based on his campaign world (a campaign set in something approximating 
  Earth’s Neolithic period, for instance, would most likely have enchanted spears 
  as the foremost type, rather than swords). It is also possible for a weapon to 
  have more than one enchantment, and certain special types are also possible. 
  First, determine the type of weapon discovered:  
  TABLE 140: WEAPON TYPE SUB-TABLE 
  Die Roll (d%) 
  Type of Weapon 
  01-05 
  Axe, hand 
  06-10 
  Battle axe 
  11-21 
  Dagger 
  22-27 
  Fang 
  28 
  Iron fan 
  29-32 
  Knife 
  33-34 
  Monk’s cudgel 
  35-36 
  Pole arm (see below) 
  37-40 
  Spear 
  41-44 
  Staff (see below) 
  45-82 
  Sword (see below) 
  83-99 
  Twin weapon (see below) 
  00 
  Whip chain 
  
  Campaigns in Mythic China - Magic Items 
  70 
  TABLE 141: POLE ARM TYPE SUB-TABLE 
  Die Roll (d%) 
  Pole Arm Type 
  01-11 
  Dagger-axe 
  12-22 
  Guando 
  23-33 
  Halberd 
  34-44 
  Ji 
  45-50 
  Military fork 
  51-55 
  Monk’s spade 
  56-66 
  Pole axe 
  67-78 
  Pudao 
  79-89 
  Suan tou-fang 
  90-00 
  Zhua 
  TABLE 142: STAFF TYPE SUB-TABLE 
  Die Roll (d%) 
  Staff Type 
  01-15 
  Bo stick 
  16-31 
  Jo stick 
  32-75 
  Quarterstaff 
  76-00 
  Staff, iron 
  TABLE 143: SWORD TYPE SUB-TABLE 
  Die Roll (d%) 
  Sword Type 
  01-20 
  Dao 
  21-31 
  Sword, butterfly 
  32-65 
  Sword, curved 
  66-00 
  Sword, straight 
  TABLE 144: TWIN WEAPON TYPE SUB-TABLE 
  Die Roll (d%) 
  Twin Weapon Type 
  01-11 
  Dagger, twin 
  12-22 
  Emei piercers 
  23-33 
  Mandarin coin blades 
  34-44 
  Mandarin duck blades 
  45-55 
  Sword, butterfly 
  56-66 
  Sword, curved, twin 
  67-78 
  Sword, straight, twin 
  79-89 
  Tiger head hooks 
  90-00 
  Wind and fire wheels 
  Once the weapon type has been determined, roll to determine the primary 
  quality of the weapon: 
  TABLE 145: WEAPON PRIMARY QUALITY 
  Die Roll (d%) 
  Quality 
  X.P. Value 
  01-50 
  +1 
  400 
  51-73 
  +2 
  800 
  74-81 
  +3 
  1,400 
  82-87 
  +4 
  2,000 
  88-92 
  +5 
  3,000 
  93-00 
  Cursed 
  0 
  Quality refers to the bonus received in melee combat, on both the “to hit” and 
  damage rolls when using the weapon. In addition, 33% of all randomly-
  discovered non-cursed magic weapons will have an additional quality, as 
  determined below: 
  TABLE 146: WEAPON SECONDARY QUALITY 
  Die Roll (d%) 
  Secondary Quality 
  X.P. Value 
  01 
  Alertness 
  5,000 
  02 
  Dancing (+1 only) 
  4,000 
  03-04 
  Defender (+2 minimum) 
  1,000 
  05-11 
  Detection 
  600 
  12-13 
  Devil subdual 
  650 
  14-15 
  Disruption 
  1,350 
  16-19 
  Dragon slayer 
  100 
  Die Roll (d%) 
  Secondary Quality 
  X.P. Value 
  20-24 
  Flame tongue 
  500 
  25-28 
  Frost brand 
  200 
  29 
  Life stealing 
  4,200 
  30-35 
  Lycanthrope bane 
  300 
  36-41 
  Magic scourge 
  200 
  42-43 
  Nine lives stealer 
  800 
  44-52 
  Quickness 
  200 
  53-55 
  Scalefoe 
  400 
  56 
  Sharpness (bladed only) 
  6,000 
  57-62 
  Short-mower 
  400 
  63 
  Solar 
  2,200 
  64 
  Speed 
  2,200 
  65-73 
  Submission 
  850 
  74-79 
  Summoning 
  200 per spell number 
  80-86 
  Tall-reaper 
  600 
  87-88 
  Thunderbolts 
  1,100 
  89-97 
  Trollslayer 
  400 
  98-99 
  Venom (non-crushing only) 
  1,200 
  00 
  Wounding (non-crushing 
  only) 
  4,400 
  Experience point values are cumulative. The descriptions of the various 
  secondary qualities are as follows: 
  •
  Devil Subdual: This weapon can force devils to cease attacking and 
  even to follow the orders of the wielder. This effect has a range of
  30’, and is automatic against least devils. Lesser devils get a saving 
  throw vs. magic with a -2 penalty, and greater devils get a saving
  throw with a +2 bonus. Failure indicates the devil will obey the
  orders of the wielder for 1d12+12 hours, until the wielder agrees
  to free the devil, or until the wielder loses consciousness (including
  falling asleep). Instructions will be followed to the letter, with
  devilish cunning used to pervert the intention of the wielder
  whenever possible.
  •
  Dragon Slayer: This weapon will have an additional bonus of +2
  when used against any true dragon. In addition, the weapon will
  do triple damage against a single type of dragon, determined
  randomly:
  TABLE 147: WEAPON OF DRAGON SLAYING
  Die Roll (d%) 
  Dragon Type 
  01-03 
  Carp 
  04-12 
  Coiled 
  13-20 
  Earth 
  21-22 
  Heavenly 
  23-51 
  Rain 
  52-74 
  River 
  75-81 
  Sea 
  82-91 
  Typhoon 
  92-00 
  Yellow 
  •
  Summoning: This weapon allows the wielder to cast one of the
  monster summoning spells once per day. The spell that can be cast
  should be determined randomly:
  TABLE 148: WEAPON OF SUMMONING
  Die Roll (d%) 
  Summoning Spell 
  X.P. Value 
  01-30 
  Monster Summoning I 
  200 
  31-50 
  Monster Summoning II 
  400 
  51-65 
  Monster Summoning III 
  600 
  66-75 
  Monster Summoning IV 
  800 
  76-89 
  Monster Summoning V 
  1,000 
  90-98 
  Monster Summoning VI 
  1,200 
  99-00 
  Monster Summoning VII 
  1,400 
  
  ADVENTURES DARK AND DEEP™ - The Golden Scroll of Justice 
  71 
  See also: coin sword (p. 62), dragon scissors (p. 62). 
  Weapon (Missile), Enchanted 
  Missile weapons fall into two broad categories: those which are hurled (such 
  as spears and javelins) and those which are fired (bow and arrow, crossbow 
  and bolt, etc.). Some weapons that can be either hurled or used in melee are 
  included in both lists, but the secondary qualities generated are different, and 
  will thus indicate whether the weapon is intended to be used in hand-to-hand 
  combat or hurled at an enemy.  
  Generally speaking, ammunition, such as arrows, bolts, and sling bullets, is 
  single-use. Once the missiles hit, they are destroyed, and even if they miss, 
  there is a 50% chance that they will still be destroyed. As with melee weapons, 
  it is also possible for a missile weapon to have more than one enchantment, 
  and certain special types are also possible. First, determine the type of weapon 
  discovered: 
  TABLE 149: MISSILE WEAPON TYPE 
  Die Roll (d%) 
  Weapon Type 
  01-14 
  Arrow (dozen) 
  15-23 
  Axe (hand) 
  24-35 
  Bolt/quarrel (score) 
  36-37 
  Bow 
  38-48 
  Bullet (score) 
  49-50 
  Crossbow (90% light, 10% heavy) 
  51-71 
  Dagger 
  72-79 
  Dart (half-dozen) 
  80-87 
  Javelin 
  88 
  Sling 
  89-00 
  Spear 
  TABLE 150: BOW TYPE SUB-TABLE 
  Die Roll (d%) 
  Bow Type 
  01-15 
  Composite 
  16-85 
  Long 
  86-00 
  Short 
  Once the weapon type has been determined, roll to determine the primary 
  quality of the weapon: 
  TABLE 151: MISSILE WEAPON PRIMARY QUALITY 
  Die Roll (d%) 
  Quality 
  X.P. Value 
  01-49 
  +1 
  400 
  50-76 
  +2 
  600 
  77-96 
  +3 
  1,200 
  97-99 
  +4 
  1,800 
  00 
  Cursed 
  0 
  In addition, 15% of all non-cursed missile weapons will also have a secondary 
  quality: 
  TABLE 152: MISSILE WEAPON SECONDARY QUALITY 
  Die Roll (d%) 
  Secondary Quality 
  X.P. Value 
  01-10 
  Accuracy 
  500 
  11-20 
  Distance 
  1,000 
  21-25 
  Fireburst 
  500 
  26-30 
  Great number (ammunition only) 
  500 
  31-45 
  Homing 
  500 
  46-55 
  Impact 
  300 
  56-70 
  Seeking 
  100 
  71-80 
  Silence 
  500 
  81-90 
  Speed 
  1,100 
  91-00 
  Throwing (no fired weapons or ammunition) 
  300 
  •
  Great number: Missile weapons of great number will be singular
  when launched, but will immediately multiply into 3d6 missiles,
  each of which capable of striking a different opponent, as long as
  all targets are within a 30’ radius. Those potentially hit will be
  determined randomly among potential targets in the radius of
  effect. They may be used only once.
  •
  Silence: Weapons of silence will prevent any noise from being
  made in a 20’ radius from its point of impact. If that point happens 
  to be in an enemy, then the radius of silence will move with the
  weapon (and the target), if applicable. It may be re-used.
  Whip of Many Blades 
  This potent magic item, usable only by fighters or those with at least two levels 
  of kung fu skill (whether it’s both in one style, or split between two), allows the 
  wielder to grab multiple weapons and wield them against enemies, thus greatly 
  multiplying his combat effectiveness. The number of weapons that can be 
  wielded will vary: 
  TABLE 153: WHIP OF MANY BLADES 
  Die Roll (d%) 
  Max. Weapons 
  X.P. Value 
  01-50 
  2 
  1,500 
  51-75 
  3 
  2,500 
  76-90 
  4 
  3,500 
  91-00 
  5 
  4,500 
  Only one-handed weapons can be wielded by the whip, and the whip will 
  require a full round to pick up all the weapons (whose handles and grips it 
  must loop around) before it can be used to attack.  
  The wielder of the whip need not be proficient in whip, but must be proficient 
  in the weapons wielded by the whip, or he will suffer the usual non-proficiency 
  penalty when attacking with them. All weapons wielded by the whip attack on 
  the same segment, and each may be used on a different opponent as long as 
  they are all within 10’ of the wielder and each other.  
  Wind Bag 
  This ordinary-looking leather bag is tied with a very special and difficult knot. 
  When opened, the winds magically trapped in the bag are released: 
  TABLE 154: WIND BAG 
  Die Roll 
  (d%) Speed 
  Effect 
  01-24 10 mph Light breeze; torches and candles are difficult to keep lit. 
  25-49 20 mph Light wind; missile weapons have -1/-2/-3 “to hit”, 
  depending on range. Equivalent to gust of wind spell. 
  50-74 30 mph Strong wind; small flying creatures cannot fly, missile 
  weapons are near-impossible to use, sailing ships move at 
  125% speed. 
  75-89 45 mph Gale; medium flying creatures cannot fly, some ship 
  damage, sailing ships move at double speed. 
  90-99 60 mph Storm; nothing can fly, small trees uprooted, roofs 
  destroyed, sailing ships move at triple speed but cannot 
  maintain course. 
  00 
  75+ mph Hurricane; destroys all but the strongest stone buildings, 
  ships cannot maintain course. 
  The wind will be felt in a radius equal to the wind speed x10 (in feet); thus, a 
  storm will be felt in a radius 600’ around the bag. It will remain in effect for 
  ten minutes or until the bag is closed, whichever comes first. Once the wind 
  within has been released, the bag can only be refilled by retying the knot while 
  a wind is blowing, in which case the wind will disappear and re-emerge when 
  the bag is opened once more. The bag is worth 1,500 x.p. 
  
  Bestiary - Ape, Long-Armed 
  72 
  Bestiary 
  Although many of the creatures found in the ADVENTURES DARK AND DEEP™ 
  Bestiary can also be found in a mythic China setting (for example orcs, which 
  are called “pig-men”), there are a number of creatures native to the mythic 
  China setting that are unlikely to be found in the more Eurocentric setting 
  described in the Bestiary.  
  It is worth noting that dragon horses and ki-rin are more properly viewed as 
  being indigenous to a mythic China setting, even though they appear in the 
  ADVENTURES DARK AND DEEP™ Bestiary. 
  The game master is reminded that intelligent creatures are likely to have one 
  or more levels of kung fu skills. In some cases specific styles are named in the 
  descriptions below, but the game master should feel free to give any intelligent 
  creature a level or two of kung fu skills, and use them appropriately against 
  (or on behalf of) the PCs. In such cases, the x.p. value of the monster should 
  be increased as if a minor power had been added (see the ADVENTURES DARK 
  AND DEEP™ Bestiary, Appendix A: Modifying and Creating New Monsters). 
  Ape, Long-Armed 
  Number 
  1d4+2 
  Morale 
  +4 
  Hit Dice 
  5d10 
  Armor Class 
  6 
  Move 
  120’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  3 
  Damage 
  1d4/1d4/1d6 
  Defenses 
  None 
  Attacks 
  Rend, throw stones, scream 
  Weaknesses 
  None 
  Size 
  M (6’) 
  Intelligence 
  6 
  Alignment 
  Neutral 
  Treasure Type 
  None 
  Treasure Value 
  n/a 
  Magical Treasure 
  None 
  X.P. Value 
  225 + 6/h.p. 
  General: Long-armed apes dwell in forested mountains. They are aggressive 
  creatures, and will defend their territory against intruders. They are clever 
  enough to sense when an enemy is beyond their ability, however. 
  Combat: Long-armed apes attack with their claws and bite. As the name 
  implies, their arms are inordinately long, and they can strike enemies as far 
  away as seven feet. They can also hurl stones at enemies with great precision, 
  getting a +1 bonus “to hit” and doing 1d6 h.p. of damage, with a maximum 
  range of 60’.  
  Finally, the long-armed ape makes a raucous cry as it fights, which will cause 
  any creature within 20' who hears it to save vs. paralyzation. Those who fail 
  their saving throw will act as if they are under a fear spell, fleeing in a random 
  direction for 1d3 rounds, and having a 50% chance of dropping any item 
  held in their hands. Creatures with 4 or more levels or hit dice are immune to 
  the scream. 
  Appearance: Long-armed apes are gray in color, and have arms some six or 
  seven feet long. Older males will sport black stripes running down the back. 
  Armless People 
  Number 
  1d4 (or 3d10) 
  Morale 
  -1 
  Hit Dice 
  1d8 
  Armor Class 
  10 (7) 
  Move 
  120’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  1d6 
  Defenses 
  None 
  Attacks 
  None 
  Weaknesses 
  None 
  Size 
  M (6’) 
  Intelligence 
  10 
  Alignment 
  Neutral 
  Treasure Type 
  Individuals XV, community II 
  Treasure Value 
  Individuals 1d8, community 3d20x100 
  Magical Treasure 
  1 item (5%) 
  X.P. Value 
  10 + 1/h.p. 
  General: Armless people tend to live in isolated communities in thickly forested 
  regions, or dense mountains. They live by subsistence farming, hunting, and 
  gathering, and are generally considered innocuous, except when one of their 
  own is attacked, which can provoke the entire community to violence. 
  Combat: Armless people attack by kicking. They do not use weapons. 
  Appearance: Armless people have humanoid torsos and heads, but have long 
  legs growing from their shoulders rather than arms. They generally wear 
  nothing but loincloths, but warriors will wear furs in battle. 
  
  ADVENTURES DARK AND DEEP™ - The Golden Scroll of Justice 
  73 
  August Rooster 
  Number 
  1d2 
  Morale 
  +3 
  Hit Dice 
  5d8 
  Armor Class 
  3 
  Move 
  30’/min., 240’/min. flying (perfect) 
  Magic Resistance 
  Standard 
  No. of Attacks 
  3 
  Damage 
  1d4/1d6/1d6 
  Defenses 
  +1 (or better) weapon to harm 
  Attacks 
  None 
  Weaknesses 
  None 
  Size 
  M (5’ tall) 
  Intelligence 
  15 
  Alignment 
  Lawful neutral 
  Treasure Type 
  XV (in nest only) 
  Treasure Value 
  1d6x1,000 
  Magical Treasure 
  1 item 
  X.P. Value 
  130 + 5/h.p. 
  General: The august rooster (“august” in this context referring to exalted, not 
  to the month) is a special enchanted bird that dwells in high mountains, but 
  will migrate to peaceful locales if necessary in its nesting season, during 
  spring. They are peaceful creatures, and anyone coming within 60’ of one 
  without hostile intent will be blessed (as per the spell) for the next 24 hours. 
  Combat: August roosters attack with their beak and talons. They can be 
  harmed only by weapons with a +1 or greater enchantment.  
  Appearance: An august rooster has the head of a golden pheasant, the body 
  of a mandarin duck, the tail of a peacock, a crane’s legs, the beak of a parrot, 
  and the wings of a swallow. Its plumage is usually shades of red, yellow, or 
  orange, but specimens with green bodies and orange or yellow wings have 
  also been reported. They speak their own language. 
  Clam, Cunning 
  Number 
  1d3 
  Morale 
  n/a 
  Hit Dice 
  6d8 
  Armor Class 
  0 
  Move 
  0 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  1d6 
  Defenses 
  Illusion 
  Attacks 
  Illusion, clamp 
  Weaknesses 
  None 
  Size 
  L (6’ diameter) 
  Intelligence 
  9 
  Alignment 
  Neutral evil 
  Treasure Type 
  None 
  Treasure Value 
  n/a 
  Magical Treasure 
  None 
  X.P. Value 
  300 + 6/h.p. 
  General: Cunning clams are related to giant clams, but have a cruel 
  intelligence and the ability to project illusions, both to draw in prey and to 
  discourage predators. They are found in both fresh and salt water, preferring 
  warmer climes.  
  Combat: Cunning clams attack by clamping their shells on enemies who get 
  too close. Once closed, the shell of a cunning clam cannot be opened until the 
  creature is slain. Creatures that are captive will take 1d4 h.p. of damage each 
  round. Note that most fish will perish in 1d4+1 rounds, and other creatures 
  may run the risk of drowning. The clam’s most powerful ability, however, is to 
  cast an improved phantasmal force spell at will, as if it were a 6th level 
  spellcaster. This power could be used to create the illusion of a treasure chest, 
  to lure in intelligent prey, or the image of a lazy shoal of fish on a sandy bank, 
  to lure in less intelligent victims.  
  Appearance: When their true form is revealed, cunning clams are merely large 
  versions of their ordinary cousins. The shells can be found in a variety of 
  different shapes and colors, and they generally rest on the bottom of the ocean 
  with their shells open, waiting for prey to swim inside.  
  Demon 
  See the ADVENTURES DARK AND DEEP™ Bestiary for more details on demons and 
  their inherent powers. 
  Tree Demon (Lesser Demon) 
  Number 
  1 
  Morale 
  +8 
  Hit Dice 
  8d12 
  Armor Class 
  2 
  Move 
  30’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  3 
  Damage 
  1d6/1d6/2d6 
  Defenses 
  Immune to fire, +1 (or better) weapon to harm 
  Attacks 
  Tongue, magic use 
  Weaknesses 
  Holy water 
  Size 
  L 
  Intelligence 
  12 
  Alignment 
  Chaotic evil 
  Treasure Type 
  None 
  Treasure Value 
  n/a 
  Magical Treasure 
  None 
  X.P. Value 
  1,350 + 14/h.p. 
  General: A tree demon is formed when a  
  demonic spirit possesses a tree, gradually 
  working its malevolent magic upon it. 
  Combat: Tree demons attack  
  with swipes from their gnarled  
  limbs and their bite. In addition,  
  they have long, prehensile tongues that can strike opponents up to 20’ away. 
  On a successful roll “to hit”, the target will be dragged towards the tree 
  demon’s mouth, and will be subject to a bite attack on the following round. 
  The tongue will also do 1d4 h.p. of constriction damage per round. It can be 
  severed by inflicting 15 h.p. of damage from a slicing weapon upon it (attack 
  against AC 0). Creatures can attempt a successful bend bars roll to avoid 
  being dragged towards the tree’s mouth for a round, but will still be subject to 
  constriction damage and will be dragged next round, unless a second bend 
  bars roll is successful. In addition, tree demons have the following magic 
  powers: 
  •
  Darkness 10’ radius at will
  •
  Telekinesis (200 lbs.) at will
  •
  Charm person three times per day
  •
  Charm monster once per day
  They are unharmed by non-magical weapons and fire. Holy water will inflict 
  1d6 h.p. of damage per vial. 
  
  Bestiary - Devil 
  74 
  Appearance: Tree demons appear as baleful-looking trees, devoid of 
  greenery, with a leering demonic face made out of boles and knots; this can 
  be made to disappear with cunning skill, as the tree demon wishes, in order 
  to disguise its true nature. In such cases, it appears as simply a dead tree. 
  Devil 
  Devils inhabit the plane of the Nine Hells, and are the champions of the lawful 
  evil ethos. They are regimented both collectively and individually, with the 
  infernal society being formed of specific castes and hierarchies, membership 
  in which is determined by raw power and cunning. By becoming more 
  powerful, one is able to move up within the hierarchy, and thus devils are 
  constantly scheming to do so.  
  Devils are able to move among the layers of the Nine Hells (although doing so 
  requires authorization from the upper echelons of the infernal command 
  structure), as well as Gehenna, Acheron, and Hades. They are able to travel 
  into the astral plane, but rarely do so. They cannot enter other planes, including 
  the material plane, without some sort of magical means, such as a gate. 
  A devil killed in the material or astral plane is not truly slain; it merely returns 
  to the Hells, where it reforms in 90 years (during which time it suffers as a 
  lemure). An arch-devil so slain does not endure lemure status, but cannot leave 
  its own domain within the Hells for a decade (not to mention the loss of face 
  within the infernal dominions as a whole). It will most certainly seek vengeance 
  at that time.  
  All devils are able to attack multiple opponents in a round, as long as they 
  have more than one attack listed. All devils possess the following powers and 
  abilities: 
  •
  Animate dead once per round
  •
  Charm person once per round
  •
  Half damage from cold-based attacks
  •
  Half damage from gas attacks
  •
  Illusion once per round
  •
  Immune to fire-based attacks, both magical and mundane
  •
  Infravision (constant)
  •
  Know alignment once per round
  •
  Suggestion once per round
  •
  Telepathy used to converse with any intelligent creature
  •
  Teleport without error once per round
  Silver weapons will harm all devils, including those only normally affected by 
  enchanted weapons.  
  All devils speak the Infernal tongue as well as having telepathic powers, as 
  described above. 
  Many devils are able to summon others of their kind when in distress, as 
  described below. Note that most will be hesitant to do so, for it places them 
  under an obligation to those who respond to the call for aid. Such summoning 
  counts as the devil’s action for that round, while those who are summoned (if 
  any) are fully able to function on the following round. Devils so summoned, 
  may, of course, summon others of their kind… 
  A pentagram will keep most sorts of devils at bay, with the exception of arch-
  devils.  
  All arch-devils have the powers of lesser deities, as listed in Appendix E, in 
  addition to those powers listed herein. Those individuals noted as dukes of Hell 
  have the powers listed for demigods, as well as those listed below.  
  Infernal Pact 
  All devils save the least sort are able to enter into an infernal pact with a mortal. 
  Even the arch-devils are able to do so, but rarely do, as their time is much more 
  valuably spent in pursuits other than legal wrangling over a single soul. But 
  most other devils on the material plane will seek out mortals in order to tempt 
  them into such a pact. Normally, these mortals will be in some sort of distress, 
  whether it be mental, financial, emotional, etc. Note that those of lawful evil 
  alignment will never be offered such a pact, as their souls are already destined 
  to descend to the Hells once they die.  
  It is also possible for some wicked (or desperate) individual to actually summon 
  or seek out a devil for the purposes of forming such a pact. No matter where 
  the impetus comes from, the game master should strictly enforce the rule that 
  entering into such a pact is an inherently lawful evil act, and will cause an 
  immediate shift in alignment, with all the consequences thereof.  
  The Hells maintain legions of lawyers whose sole job it is to continuously 
  perfect the language of such pacts, making them airtight and legally binding 
  in every jurisdiction in the multiverse. In essence, the mortal bargains for some 
  worldly, material gain in exchange for his soul upon death. When the bargain 
  is made with a lesser devil, the benefit will take the form of, and be subject to 
  the strictures of, a limited wish spell. When made with a greater devil or above, 
  the pact can fulfill a full wish. An actual contract is signed with the blood of 
  the mortal in question, and copies are stamped and sequestered in a special 
  section of one of the many palaces in the Hells.  
  Getting out of such a pact is difficult in the extreme, and doing so successfully 
  is the stuff of legend and song. Only the most clever of mortals are able to 
  actually deceive or otherwise trick a devil in matters regarding an infernal 
  pact. Once the pact is signed, it should be remembered that the mortal no 
  longer has any leverage, and so challenges to contests of skill or wit, etc., are 
  not going to have any sway. Only if the condemned can get some sort of 
  power over the devil that entered into the pact with him, or can otherwise make 
  an offer of greater value than his own soul, will the devil even consider 
  revoking the pact.  
  Talismans 
  All types of devils save those of the least status have a specific talisman which 
  they guard very carefully, for if another gains possession of the talisman, that 
  being will have power over the devil in question.  
  •
  Lesser devils will be forced to serve the possessor of the talisman
  for nine days, and no devil of that type can harm the possessor
  during that time.
  •
  Greater devils are forced to serve for nine hours, and devils of
  that type are prevented from harming the possessor for that time.
  •
  Arch-devils can be compelled to perform a single service, and are
  prevented from harming the possessor for nine minutes.
  In order to use a devil’s talisman, one must perform a human sacrifice 
  (including humanoid or demi-human), which is an inherently evil act. If a 
  talisman falls into the hands of a non-devil, the relevant arch-devil will instantly 
  become aware of the problem and will dispatch appropriate forces to recover 
  it. 
  Talismans can also be used to summon the specific type of devil for which they 
  are designed. In fact, there is a 10% chance that even scrutinizing such a 
  talisman will inadvertently summon the type of devil attuned to it. Bear in mind 
  that the protective qualities of the talisman are not automatically activated.  
  
  ADVENTURES DARK AND DEEP™ - The Golden Scroll of Justice 
  75 
  Devils in Mythic China 
  The arch-devil King Yan rules over damned souls native to mythic China, but 
  he himself swears fealty to the Lord of the Hells, Asmoday. He rules over a vast 
  swath of the sixth level of Hell, called Diyu, which was granted to him as an 
  exclusive demesne by Asmoday. Because of this, Baalzebul and King Yan hold 
  great enmity and loathing for one another. King Yan’s domains are further 
  divided into ten courts, each ruled over by its own Yama king, who holds the 
  rank and power equivalent to a Duke of Hell: 
  Qinguang 
  Biancheng 
  Chujiang 
  Taishan 
  Songdi 
  Dushi 
  Wuguan 
  Pingdeng 
  Yanluo 
  Zhuanlun 
  King Yan rules over this region from his capital city of Youdu, wherein the souls 
  of the damned are judged according to the severity of their sins. As part of an 
  aeons-old agreement with the chief deity of the pantheon, all souls who have 
  sinned at all during their lives must come into his domain, but souls brought 
  here only rarely stay for all eternity; most are allowed to reincarnate once they 
  have received suitable punishment for their sins. This arrangement (the 
  cleverness of which it is said even Asmoday admires) has multiplied Yan’s 
  power within the infernal hierarchy many times, and earned him many jealous 
  rivals. It does seem, however, that the bureaucratic processes of the Hells aren’t 
  at their most efficient when processing souls for release…  
  This is not to say that daemons, demons, and the other denizens of the Lower 
  Planes, as described in the ADVENTURES DARK AND DEEP™ Bestiary, aren’t active 
  in a mythic China setting, but the Hells have a particular affinity for this land, 
  probably owing to its more lawful and centralized government.  
  Devil, Emo (Lesser Devil) 
  Blue 
  Green 
  Red 
  Number 
  1d8 
  1d4 
  1d2 
  Morale 
  +1 
  +3 
  +5 
  Hit Dice 
  3d8 
  5d8 
  7d8 
  Armor Class 
  6 
  6 
  6 
  Move 
  90’/min. 
  90’/min. 
  90’/min. 
  Magic Resistance D 
  D 
  D 
  No. of Attacks 
  1 
  1 
  1 
  Damage 
  Per weapon type Per weapon type Per weapon type 
  Defenses 
  Magic use 
  Magic use 
  Magic use 
  Attacks 
  Magic use 
  Magic use 
  Magic use 
  Weaknesses 
  Holy water 
  Holy water 
  Holy water 
  Size 
  L (7’) 
  L (7’) 
  L (7’) 
  Intelligence 
  12 
  13 
  14 
  Alignment 
  Lawful evil 
  Lawful evil 
  Lawful evil 
  Treasure Type 
  None 
  None 
  None 
  Treasure Value 
  n/a 
  n/a 
  n/a 
  Magical Treasure None 
  None 
  None 
  X.P. Value 
  80 + 3/h.p. 
  210 + 5/h.p. 
  600 + 12/h.p. 
  Turn as Type 
  XIII 
  XIII 
  XIII 
  General: Emo devils are the primary enforcers of punishments in Diyu, with the 
  blue types being the lowest ranking, the green being their officers and 
  organizers, and the red being in charge of large groups and departments. 
  They are noted for their single-mindedness and sadism, and take great glee in 
  meting out the punishments they are assigned. They also form the bulk of the 
  great legions that occasionally clash with those of Baalzebul.  
  Combat: Emo devils attack with their weapons, which are usually either spears 
  or tridents. In addition, they have the following magical powers: 
  •
  Hold person once per round
  •
  Produce flame once per round (red emo devils only)
  •
  Summon another emo devil every 10 minutes (25%), determine type 
  randomly:
  Die Roll (d6) 
  Result of Summoning 
  1-3 
  Blue 
  4-5 
  Green 
  6 
  Red 
  Appearance: Emo devils are humanoid in appearance, with great bulging 
  eyes, large noses, and great fangs in their mouths. The tops and backs of their 
  heads are bald, with tufts of thick coarse black hair growing behind their ears. 
  They generally wear loincloths, occasionally with white trousers. Some will 
  also wear cloaks of varying colors.  
  
  Bestiary - Devil 
  76 
  Devil, Equine (Greater Devil) 
  Number 
  1 (see below) 
  Morale 
  +6 
  Hit Dice 
  7d10 
  Armor Class 
  -1 
  Move 
  360’/min. 
  Magic Resistance K 
  No. of Attacks 
  1 or 2 
  Damage 
  Per weapon type (+4 to damage) or 1d6/1d6 
  Defenses 
  Magic use 
  Attacks 
  Magic use 
  Weaknesses 
  Holy water 
  Size 
  L (9’) 
  Intelligence 
  14 
  Alignment 
  Lawful evil 
  Treasure Type 
  None 
  Treasure Value 
  n/a 
  Magical Treasure None 
  X.P. Value 
  725 + 10/h.p. 
  General: Equine devils are sometimes referred to as horse-face devils, found 
  in great numbers in Diyu, since they are one of the two types of devil used to 
  guard transported souls. It is their duty to protect all souls transported in and 
  out of Diyu from the depredations of other devils, who either resent or do not 
  comprehend the exclusive franchise that King Yan enjoys. They are always 
  found paired with a tauran devil (see below), and are on occasion used to 
  torment the souls of the sinners or on special missions. As a rule, they are not 
  found within the ranks of the armies of King Yan unless on such a mission.  
  Combat: Equine devils attack with a massive wolf teeth club, or their fists. In 
  addition, they have the following magical powers: 
  •
  Polymorph self once per round (only into the form of a horse and
  back)
  •
  Invisibility at will
  •
  Detect magic once per round
  •
  Tongues once per round
  •
  Charm devil once per round (as charm monster, but effective only
  on devils up to and including greater rank)
  •
  Pyrotechnics once per round
  •
  Summon another pair of equine and tauran devils once every ten
  minutes (30% chance of success; failure means the devil must wait
  ten minutes before trying again)
  •
  Ice storm once per day
  •
  Easy travels once per day
  Appearance: Equine devils look like large muscular humanoids with the heads 
  of horses. They wear full sets of clothing, often gaily colored. 
  Devil, Tauran (Greater Devil) 
  Number 
  1 (see below) 
  Morale 
  +6 
  Hit Dice 
  7d10 
  Armor Class 
  -1 
  Move 
  180’/min. 
  Magic Resistance K 
  No. of Attacks 
  1 or 3 
  Damage 
  Per weapon type (+4 to damage) or 1d6/1d6/1d4 
  Defenses 
  Magic use 
  Attacks 
  Magic use 
  Weaknesses 
  Holy water 
  Size 
  L (9’) 
  Intelligence 
  14 
  Alignment 
  Lawful evil 
  Treasure Type 
  None 
  Treasure Value 
  n/a 
  Magical Treasure None 
  X.P. Value 
  725 + 10/h.p. 
  General: Tauran devils are sometimes referred to as bull-face devils, found in 
  great numbers in Diyu, since they are one of the two types of devil used to 
  guard transported souls. See above for more details about their duties. They 
  are always found paired with an equine devil. They have an affinity for yaomo 
  devils (see below). 
  Combat: Tauran devils attack with a great trident, or their fists and horns. In 
  addition, they have the following magical powers: 
  •
  Polymorph self once per round (only into the form of a bull and
  back)
  •
  Invisibility at will
  •
  Detect magic once per round
  •
  Tongues once per round
  •
  Charm devil once per round (as charm monster, but effective only
  on devils up to and including greater rank)
  •
  Pyrotechnics once per round
  •
  Summon another pair of equine and tauran devils once every ten
  minutes (30% chance of success; failure means the devil must wait
  ten minutes before trying again)
  •
  Ice storm once per day
  •
  Easy travels once per day
  Appearance: Tauran devils look like large muscular humanoids with the heads 
  of bulls. They are often mistaken for minotaurs, and wear full sets of clothing, 
  often gaily colored. 
  
  ADVENTURES DARK AND DEEP™ - The Golden Scroll of Justice 
  77 
  Devil, Mogui (Greater Devil) 
  Number 
  1d3 
  Morale 
  +12 
  Hit Dice 
  10d12 
  Armor Class 
  0 
  Move 
  150’/min. 
  Magic Resistance 
  K 
  No. of Attacks 
  2 
  Damage 
  1d6+6/1d6+6 
  Defenses 
  Magic use 
  Attacks 
  Magic use 
  Weaknesses 
  Holy water 
  Size 
  L (10’) 
  Intelligence 
  14 
  Alignment 
  Lawful evil 
  Treasure Type 
  None 
  Treasure Value 
  n/a 
  Magical Treasure 
  None 
  X.P. Value 
  3,950 + 18/h.p. 
  General: These fearsome creatures are the elite of Yan’s armies, and are 
  charged with inflicting the worst of torments on the sinners who are brought to 
  Diyu. Only rarely are they sent abroad on missions for King Yan, but when 
  they are, they are accompanied by a retinue of emo devils (2d4 blue, 2d3 
  green, and 1d4 red). All will be mounted on nightmares. 
  Combat: Mogui attack with their claws, and their great strength (equivalent to 
  a STR value of 18/00) makes them particularly fierce opponents. They also 
  regenerate 1 h.p. per round. In addition, they have the following powers: 
  •
  Detect invisibility once per round
  •
  Detect magic once per round
  •
  Fear 20’ radius (constant, but saving throw vs. wands applies)
  •
  Hold person once per round
  •
  Polymorph self once per round
  •
  Summon other devils once every three rounds:
  Die Roll (d%) 
  Result of Summoning 
  01-25 
  Fails 
  26-65 
  Blue emo 
  66-85 
  Green emo 
  86-95 
  Red emo 
  96-00 
  Yaomo 
  •
  Wall of stone once every five minutes
  •
  Psychic strike three times per day
  •
  Symbol of fear once per day
  Appearance: Mogui are heavily-muscled humanoids, with ogre-like faces, blue 
  skin, two rounded horns, and bristly yellow hair on their head. Their eyes 
  protrude, and they have tusks that add to their fearsome visage. They wear 
  brightly-patterned loincloths. The uninformed occasionally mistake them for 
  blue emo, but doing so will positively enrage a mogui (and terrify a blue emo 
  if the opposite mistake is made, in case a mogui happens to be within 
  earshot!). 
  Yan (Arch-devil) 
  Number 
  Unique 
  Morale 
  +20 
  Hit Dice 
  20d12 (185 h.p.) 
  Armor Class 
  -6 
  Move 
  120’/min., 180’/min. (flying - average) 
  Magic Resistance 
  O 
  No. of Attacks 
  2 
  Damage 
  Per weapon type, +8 
  Defenses 
  Magic use 
  Attacks 
  Magic use 
  Weaknesses 
  Holy water 
  Size 
  L (9’) 
  Intelligence 
  20 
  Alignment 
  Lawful evil 
  Treasure Type 
  VIII 
  Treasure Value 
  2d4x10,000 
  Magical Treasure 
  1d6 items (70%), 1 scroll (85%) 
  X.P. Value 
  49,000 (material form), 490,000 (permanently slain) 
  General: King Yan, King of the Ten Courts of Hell, enjoys a special status 
  within the hierarchy of the Nine Hells: he holds the favor of Asmoday on 
  account of the special arrangement he has with the deities of the mortal lands 
  over which he holds sway, and has earned many enemies because of it. 
  Asmoday admires his audacity and cunning in getting the gods to agree to 
  give him exclusive rights to the judgment and torment of all sinners, regardless 
  of alignment, and protects King Yan as a vassal with special privileges. That 
  in no way means that King Yan is weak on his own; he is as adept at the many-
  layered machinations of infernal politics as he is at judging the souls of those 
  who come before him, and he is one of the most formidable figures in the Nine 
  Hells. Few who underestimate him ever survive for long.  
  Combat: As a rule, King Yan eschews violence, preferring the grinding gears 
  of the Infernal legal system to outright combat. When pressed, however, he 
  wields a great pole axe. In addition, he has the following magical powers: 
  •
  Detect lie (always)
  •
  Charm person once per round
  •
  Dispel magic once per round
  •
  Fly once per round
  •
  Hold person once per round
  •
  Hold monster once per round
  •
  Polymorph self once per round
  •
  Rulership (as per the rod) once per round
  •
  Summon devils once every round:
  Die Roll (d%) 
  Result of Summoning 
  01-25 
  Fails 
  26-50 
  Green emo 
  51-70 
  Red emo 
  71-85 
  Equine devil 
  86-00 
  Tauran devil 
  •
  (Fulfill another’s) wish once every ten minutes
  •
  Psychic strike ten times per day
  
  Bestiary - Devil Queller 
  78 
  •
  Restoration once every ten minutes
  •
  Unholy word once per day
  Appearance: King Yan appears as a large man with a scowling red face, 
  bulging eyes, and a long beard. He wears traditional robes and a judge's cap 
  or a crown which bears the character for "king". He can change his form at 
  will, however, and sometimes appears as a huge blue ogre with three eyes 
  and great white tusks; in that form he will cause fear to all within a 20’ radius 
  (as per the spell). 
  Devil, Yaomo (Lesser Devil) 
  Number 
  2d6 
  Morale 
  +11 
  Hit Dice 
  10d12 
  Armor Class 
  1 
  Move 
  180’/min. 
  Magic Resistance 
  J 
  No. of Attacks 
  4 
  Damage 
  1d6/1d3/1d6/1d6 
  Defenses 
  Magic use 
  Attacks 
  Magic use, fire, trample 
  Weaknesses 
  Holy water 
  Size 
  L (7’ high at shoulder) 
  Intelligence 
  8 
  Alignment 
  Lawful evil 
  Treasure Type 
  None 
  Treasure Value 
  n/a 
  Magical Treasure 
  None 
  X.P. Value 
  2,750 + 18/h.p. 
  General: The yaomo are the great flaming bull-devils whose job it is to torment 
  those who in life tortured animals. In addition, they serve in the armies of King 
  Yan as cavalry and shock troops, and are occasionally sent abroad on other 
  missions. They are dull and brutish, but able to follow orders well. 
  Combat: Yaomo attack with their horns, bite, and hooves. In addition, if both 
  hooves successfully attack an enemy, they will do an additional 1d10 h.p. of 
  trampling damage. Random parts of their bodies erupt into flame at random 
  intervals; any creature within 5’ of a yaomo has a 1 in 6 chance of suffering 
  1d4 h.p. of fire damage on any given round. In addition, they have the 
  following magical powers: 
  •
  Speak with animals at will
  •
  Charm animals once per round
  •
  ESP once per round
  •
  Fear 5’ radius once per round
  •
  Pyrotechnics once per round
  •
  Summon another yaomo devil once every ten minutes (50% chance
  of success; failure means it must wait ten minutes to try again)
  Appearance: Yaomo devils appear as great yellow oxen with flames randomly 
  appearing about their bodies, and great bulging eyes. Their black horns face 
  forward.  
  Devil Queller 
  Number 
  1 
  Morale 
  +4 
  Hit Dice 
  8d8 
  Armor Class 
  0 
  Move 
  120’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  Per weapon type 
  Defenses 
  Etherealness, +1 (or better) weapon to harm 
  Attacks 
  Yang blast 
  Weaknesses 
  Unholy water 
  Size 
  M 
  Intelligence 
  18 
  Alignment 
  Lawful good 
  Treasure Type 
  None 
  Treasure Value 
  n/a 
  Magical Treasure 
  None 
  X.P. Value 
  550 + 10/h.p. 
  General: Devil quellers are benevolent spirits of those scholars who died prior 
  to passing the national exams for civil service. They are non-corporeal undead 
  with ties to the positive (yang) plane.  
  Combat: Devil quellers are armed with swords +1 / +2 vs. devils. In addition 
  to attacking with it normally, once every other round, a devil queller can use 
  the sword to send out a blast of pure yang energy that will do 2d8 h.p. of 
  damage to all devils, demons, and evil undead or extra-planar creatures within 
  a 20’ radius. Devils get no saving throw, but all other affected creatures are 
  entitled to a saving throw vs. magic for half damage. Devil quellers can 
  become ethereal at will. 
  Appearance: Devil quellers are semi-translucent figures with large eyes and 
  bushy beards, wearing the robes and caps of civil servants.  
  Draco-lion 
  Number 
  1d4 
  Morale 
  +3 
  Hit Dice 
  5d10 
  Armor Class 
  4 
  Move 
  120’/min., 180’/min. (flying - poor) 
  Magic Resistance 
  Standard 
  No. of Attacks 
  3 
  Damage 
  1d6/1d6/1d10 
  Defenses 
  None 
  Attacks 
  None 
  Weaknesses 
  None 
  Size 
  L (6’) 
  Intelligence 
  6 
  Alignment 
  Neutral 
  Treasure Type 
  XII 
  Treasure Value 
  3d6x10 
  Magical Treasure 
  None 
  X.P. Value 
  225 + 6/h.p. 
  
  ADVENTURES DARK AND DEEP™ - The Golden Scroll of Justice 
  79 
  General: Draco-lions are distant cousins of such creatures as sphinxes, 
  dragonnes, and the like. They can be found in most climates, but usually away 
  from civilization, as they eat gold and silver and as such are not normally 
  welcome in civilized regions. They can smell such metals from up to 500 yards 
  away, and have been known to inadvertently kill travelers and merchants in 
  order to get to the gold in their purses. 
  Combat: Draco-lions attack with their claws and bite. They will not bite enemies 
  while in mid-air, however.  
  Appearance: Draco-lions have draconic heads, the bodies of lions, and large 
  eagle-like wings. They are covered with light gray fur. The males sport a single 
  antler on their head, while the females have two such horns.  
  Dragon 
  There are various types of “true” dragon, and as a race they vary widely in 
  terms of strength and alignment. Unlike their European counterparts, dragons 
  in mythic China are not universally driven by greed and the desire to 
  accumulate treasure.  
  Size: All dragons have three size categories; this determines how many hit 
  dice they have (each entry has three numbers listed: one for small, one for 
  average, and one for large specimens). If necessary, determine size randomly: 
  TABLE 155: DRAGON SIZE 
  Die Roll (d8) 
  Size 
  1-2 
  Small 
  3-7 
  Average 
  8 
  Huge 
  Most characteristics of the dragon are determined by its age: 
  TABLE 156: DRAGON CHARACTERISTICS 
  Die Roll 
  (d8) 
  Age 
  Hit Die Type 
  Morale 
  Modifier 
  Dragonfear Saving 
  Throw Bonus 
  Chance of 
  Spellcasting 
  Spellcaster Level 
  Treasure 
  Modifier 
  1 
  Very young (1-5 yrs.) 
  d4 (1 h.p. per die) 
  -2 
  n/a 
  0% 
  n/a 
  10% 
  2 
  Young (6-15 yrs.) 
  d4 
  ±0 
  n/a 
  10% 
  1d3 
  25% 
  3 
  Sub-adult (16-25 yrs.) 
  d6 
  +2 
  n/a 
  20% 
  1d6 
  50% 
  4 
  Young adult (26-50 yrs.) 
  d8 
  +4 
  n/a 
  40% 
  2d4 
  100% 
  5 
  Adult (51-100 yrs.) 
  d10 
  +8 
  +5 
  80% 
  2d6+2 
  100% 
  6 
  Old (101-200 yrs.) 
  d12 
  +12 
  +3 
  100% 
  3d6 
  100% 
  7 
  Very old (201-400 yrs.) 
  d12 (re-roll 
  anything below 7) 
  +16 
  +1 
  100% 
  3d6+3 
  150% 
  8 
  Ancient (401+ yrs.) 
  d12 (re-roll 
  anything below 9) 
  +20 
  ±0 
  100% 
  4d6 
  200% 
  The treasure modifier is used both to determine whether or not a dragon has 
  any treasure at all, and to calculate how much treasure it has. Thus, a sub-
  adult dragon has a 50% chance of having 50% of the listed treasure in its 
  horde.  
  All dragons have the following powers and abilities: 
  •
  Detect invisibility or hidden creatures (10’ range per age group)
  •
  Infravision (60’ range) 
  •
  Inspire dragonfear when charging or overflying
  • 
  Dragonfear: When a dragon of adult age or older charges or flies overhead, 
  it inspires what is known as dragonfear. The effect of the dragonfear will 
  depend on the hit dice of the creature (or the level of the character) affected.  
  TABLE 157: DRAGONFEAR EFFECT 
  Hit Dice 
  Character 
  Level 
  Dragonfear Effect 
  1d4-1d6 
  Commoner 
  Flee in blind panic for 4d6x10 minutes. 
  1d8-3d6 
  1-2 
  Save vs. magic or be paralyzed with fear 
  (50% chance) for 10d6 minutes; otherwise 
  flee in blind panic 4d6x10 minutes. 
  3d8-6d6 
  3-5 
  Save vs. magic or have a -1 penalty “to hit” 
  and to damage. 
  6d8+ 
  6+ 
  No effect 
  Adult and older dragons are also themselves immune to magical fear of any 
  sort. 
  In addition, all mythic China dragons have the following powers: 
  •
  Never sleep
  •
  ESP continually in effect (range equals 5’ per age die roll, i.e., 5’-
  40’)
  •
  Invisibility at will
  Mated pairs: If more than one dragon is encountered, they will consist of a 
  mated pair, and any dragons after the first two will be their young (adjust age 
  rolls appropriately). Dragons will protect their mates and young; if they see 
  them under attack, they will immediately use their breath weapons and then 
  attack with claws, tails, and teeth with a +2 bonus “to hit” and damage.  
  Spellcasting: All but the very youngest dragons have a chance to cast spells, 
  as indicated above. If a given dragon is a spellcaster, roll to see what level 
  caster the dragon is. The type of spellcaster will depend on the type of dragon; 
  see the individual dragon type descriptions for details. Due to their innate 
  magical natures, dragon spellcasters do not need or use spell books or material 
  components, even if they cast spells as mages or their sub-classes. All dragons 
  are able to polymorph self twice per day (once into the chosen form - for a 
  duration of 12 hours maximum - and once back to dragon form). 
  Treasure: All dragons amass treasure. The treasure multiplier in the table above 
  refers only to the treasure value for the creature, not the chance or number of 
  any magical items that might be present in its hoard.  
  Combat: Unless otherwise noted, a dragon’s breath weapon (if any) does a 
  number of points of damage equal to the dragon’s current hit point total 
  (targets are entitled to a saving throw vs. breath weapon to take half damage, 
  rounded up). Dragons may use their breath weapons as often as they wish.  
  In the air, dragons can attack with either their bite or claws, not both. They 
  can, however, breathe and then attack with tooth or talon in the same round. 
  
  Bestiary - Dragon 
  80 
  All dragons are able to speak their own tongue, which is understood by all 
  dragonkind. They are also able to speak the Imperial tongue, but sometimes 
  only haltingly.  
  Flight: While most mythic China dragons have no wings, they can still fly by 
  means of a magical organ in their brains. 
  Experience: Unfortunately, due to the high number of variables, it is impossible 
  to give a standard experience point (x.p.) value for dragons. The game master 
  must use the formula in the ADVENTURES DARK AND DEEP™ Bestiary Appendix A 
  to calculate the value of each individual dragon. Detect invisible objects counts 
  as a minor power, while dragonfear, spellcasting ability, and the dragon’s 
  breath weapon count as major powers. You should also add any applicable 
  bonuses, for such things as the maximum damage the dragon can inflict, its 
  armor class, etc. 
  Carp Dragon 
  Number 
  1d4 
  Morale 
  See above 
  Hit Dice 
  5-7 
  Armor Class 
  3 
  Move 
  60’/min., 180’/min. (swimming) 
  Magic Resistance 
  Standard 
  No. of Attacks 
  3 
  Damage 
  1d4/1d4/2d8 
  Defenses 
  None 
  Attacks 
  None 
  Weaknesses 
  None 
  Size 
  L (18’) 
  Intelligence 
  7 
  Alignment 
  Neutral 
  Treasure Type 
  None 
  Treasure Value 
  n/a 
  Magical Treasure 
  None 
  X.P. Value 
  See above 
  General: Carp dragons are unique among the dragons found in mythic China, 
  as they are actually an immature form of the other dragon types. Upon 
  reaching the age of 101, they will transform into one of the other dragon types. 
  It is not the case, however, that carp dragons are simply the adolescent form 
  of the other dragons, as they are known to have “true” offspring of their own. 
  The exact relationship remains uncertain, but there does not seem to be any 
  prejudice among dragonkind regarding the carp-born as opposed to the true-
  born. They dwell in water, and can only breathe water, but can come on land 
  if they wish for up to one hour. 
  Combat: Carp dragons attack with their claws and bite. They have no breath 
  weapon and are unable to fly, polymorph themselves into other forms, or 
  become invisible as other dragons can.  
  Appearance: Carp dragons have a draconic head and arms, and the body 
  and tail of a great carp. Their heads have a small ridge down the middle, and 
  they have beards.  
  Coiled Dragon 
  Number 
  1d4 
  Morale 
  See above 
  Hit Dice 
  6-8 
  Armor Class 
  2 
  Move 
  120’/min. (walking, swimming, and flying - clumsy) 
  Magic Resistance 
  Standard 
  No. of Attacks 
  3 
  Damage 
  1d3/1d3/2d8 
  Defenses 
  None 
  Attacks 
  Magic use, dragonfear, constriction 
  Weaknesses 
  None 
  Size 
  L (54’ long) 
  Intelligence 
  13 
  Alignment 
  Chaotic neutral 
  Treasure Type 
  XVIII 
  Treasure Value 
  4d6x10,000 
  Magical Treasure 
  2d6 items (15%), must include 2 potions and 2 scrolls 
  X.P. Value 
  See above 
  General: Coiled dragons dwell in marshes, swamps, and shallow lakes, and 
  can breathe both air and water. Those coiled dragons that are spellcasters do 
  so as if they were fangshi.  
  Combat: Coiled dragons attack with their foreclaws and bite. A successful hit 
  with their bite means they can latch on to the prey, doing an automatic 1d8 
  hit points of biting damage and 2d8 h.p. of constriction damage with their 
  long tail, each round. They have no breath weapon, but have the following 
  innate magical powers: 
  •
  Charm monster three times per day
  •
  Scaled aquatic creatures will not attack
  •
  Command 1d10 scaled aquatic creatures
  once per day, half mile radius, 2d6x10
  rounds duration, no saving throw
  •
  If in physical contact with water,
  can create a watery aura at will
  that looks like blue-green flames
  enveloping the dragon, which does
  1d6 h.p. to any creature whom it
  touches (except dragons); dispelled by
  being touched with real fire for 2d6x10
  minutes
  Appearance: Coiled dragons look like slender 
  reptiles with four limbs and frilled heads with 
  “whiskers” on the sides of their mouths. They  
  are usually blue, green, or some combination  
  thereof. They share a language with rain  
  dragons. 
  
  ADVENTURES DARK AND DEEP™ - The Golden Scroll of Justice 
  81 
  Earth Dragon 
  Number 
  1d4 
  Morale 
  See above 
  Hit Dice 
  7-9 
  Armor Class 
  4 
  Move 
  90’/min., 240’/min. (flying - clumsy), 60’/min. 
  (swimming) 
  Magic Resistance 
  Standard 
  No. of Attacks 
  3 
  Damage 
  2d4/2d4/1d20 
  Defenses 
  Immune to earth-based attacks 
  Attacks 
  Earthquake, dragonfear, possible spell use 
  Weaknesses 
  None 
  Size 
  L (18’ long) 
  Intelligence 
  9 
  Alignment 
  Neutral 
  Treasure Type 
  XVIII 
  Treasure Value 
  3d4x10,000 
  Magical Treasure 
  1d6 items (15%), must include 1 potion and 1 scroll 
  X.P. Value 
  See above 
  General: Earth dragons are unique among mythic China dragons in that they 
  are the only ones to actually have wings. They dwell underground, and are 
  strong swimmers, even though they do not breathe water. They can dig through 
  rock at a rate of 10’ per minute, and through softer earth at 60’ per minute. 
  Those earth dragons that are spellcasters do so as if they were wu. 
  Combat: Earth dragons attack with their foreclaws and bite. They have no 
  breath weapon, but can produce an earthquake (as per the spell), with an 
  area of effect that depends on their age: 
  TABLE 158: EARTHQUAKE SIZE 
  Age 
  Earthquake Area of Effect 
  Very young (1-5 yrs.) 
  10’ x10’ 
  Young (6-15 yrs.) 
  20’ x 20’ 
  Sub-adult (16-25 yrs.) 
  30’ x 30’ 
  Young adult (26-50 yrs.) 
  40’ x 40’ 
  Adult (51-100 yrs.) 
  50’ x 50’ 
  Old (101-200 yrs.) 
  60’ x 60’ 
  Very old (201-400 yrs.) 
  70’ x 70’ 
  Ancient (401+ yrs.) 
  80’ x 80’ 
  They themselves are immune to the effects of earthquakes and all other earth-
  based attacks, including those of earth elementals. 
  Appearance: Earth dragons have the body of an enormous lion and the head 
  of a dragon with human-like features. They have feathered wings resembling 
  the feathers of a peacock. They speak their own language. 
  Heavenly Dragon 
  Number 
  1 
  Morale 
  See above 
  Hit Dice 
  11-13 
  Armor Class 
  -2 
  Move 
  90’/min., 480’/min. (flying - poor), 60’/min. 
  (swimming) 
  Magic Resistance 
  Standard 
  No. of Attacks 
  3 
  Damage 
  1d6/1d6/4d10 
  Defenses 
  None 
  Attacks 
  Breath weapon, dragonfear, control weather 
  Weaknesses 
  None 
  Size 
  L (48’) 
  Intelligence 
  16 
  Alignment 
  Lawful neutral 
  Treasure Type 
  XVIII 
  Treasure Value 
  4d6x10,000 
  Magical Treasure 
  2d6 items (15%), must include 2 potions and 2 scrolls 
  X.P. Value 
  See above 
  General: Heavenly dragons dwell in the cold reaches of the upper atmosphere, 
  in clouds (they know the secret art of solidifying clouds so as to allow 
  construction of castles, digging of caves, and so on), atop high mountains, etc. 
  Those who cast spells do so as fangshi. 
  Heavenly dragons consider opals and pearls a delicacy, and mortals who 
  bring them such will be well-regarded.  
  There is a 50% chance that all heavenly dragons who are old, very old, or 
  ancient will have 1d6 wind walkers as attendants and courtiers. These wind 
  walkers are fanatically loyal and immune to charm magic of all sorts.  
  Combat: Heavenly dragons attack with their foreclaws and bite. They can also 
  breathe fire in a cone 90’ long and 30’ wide at the base, and can cast control 
  weather a number of times per day based on their age: 
  TABLE 159: CONTROL WEATHER SPELLS PER DAY 
  Age 
  Can Cast Control Weather 
  Very young (1-5 yrs.) 
  2 times per day 
  Young (6-15 yrs.) 
  4 times per day 
  Sub-adult (16-25 yrs.) 
  6 times per day 
  Young adult (26-50 yrs.) 
  8 times per day 
  Adult (51-100 yrs.) 
  10 times per day 
  Old (101-200 yrs.) 
  12 times per day 
  Very old (201-400 yrs.) 
  14 times per day 
  Ancient (401+ yrs.) 
  16 times per day 
  Heavenly dragons also have the astrology skill (very young to sub-adults have 
  1 skill level, young adults to old have 2 skill levels, and very old and older 
  have 3 skill levels). 
  Appearance: Heavenly dragons are long and sinewy, with two antlers on their 
  heads. They have four limbs and a small crest running down their back and 
  tail. Their heads are large, have a many-fringed crest facing towards the 
  dragon’s rear, and are bearded. 
  
  Bestiary - Dragon 
  82 
  Rain Dragon 
  Number 
  1d4 
  Morale 
  See above 
  Hit Dice 
  9-11 
  Armor Class 
  1 
  Move 
  120’/min. (walking and flying - clumsy), 90’/min. 
  (swimming) 
  Magic Resistance 
  Standard 
  No. of Attacks 
  4 
  Damage 
  1d4/1d4/2d12/1d8 
  Defenses 
  Magic use, immune to poison and lightning 
  Attacks 
  Magic use, dragonfear 
  Weaknesses 
  Double damage from fire 
  Size 
  L (48’) 
  Intelligence 
  13 
  Alignment 
  Chaotic neutral 
  Treasure Type 
  XVIII 
  Treasure Value 
  3d4x10,000 
  Magical Treasure 
  1d6 items (15%), must include 1 potion and 1 scroll 
  X.P. Value 
  See above 
  General: Rain dragons dwell in rivers and lakes, and are capable of breathing 
  both air and water. Those who can cast spells do so as savants.  
  Combat: Rain dragons attack with their foreclaws, bite, and tail spike. They 
  have no breath weapon, but have the following magic powers: 
  •
  Control weather three times per day
  •
  Ice storm three times per day
  •
  Bless once per day
  •
  Curse once per day
  •
  Insects, spiders, etc., will not approach within 60’
  •
  Scaled aquatic creatures will not attack
  •
  Command 2d10 scaled aquatic creatures once per day, half mile
  radius, 2d6x10 rounds duration, no saving throw
  •
  If in physical contact with water, can create a watery aura at will
  that looks like blue-green flames enveloping the dragon, which does
  2d6 h.p. to any creature whom it touches (except dragons);
  dispelled by being touched with real fire for 2d6x10 minutes
  Appearance: Rain dragons appear as long reptiles with four limbs, a spaded 
  tail spike, and a small fringe running down the spine, and will often rear up 
  on their hind legs, giving them a bipedal gait. Their heads have two small 
  horns and their mouths are framed by “whiskers”. They speak their own 
  language, that of river dragons, and the Imperial tongue.  
  River Dragon 
  Number 
  1-2 
  Morale 
  See above 
  Hit Dice 
  10-12 
  Armor Class 
  2 
  Move 
  120’/min., 180’/min. (flying - clumsy), 240’/min. 
  (swimming) 
  Magic Resistance 
  Standard 
  No. of Attacks 
  3 
  Damage 
  1d6/1d6/3d12 
  Defenses 
  See below 
  Attacks 
  Breath weapon, dragonfear, magic use 
  Weaknesses 
  None 
  Size 
  L (60’) 
  Intelligence 
  17 
  Alignment 
  Lawful neutral 
  Treasure Type 
  XVIII 
  Treasure Value 
  1d8+3x1000 
  Magical Treasure 
  5 items (10%), no weapons, must include 1 scroll and 
  1 potion 
  X.P. Value 
  See above 
  General: River dragons dwell in rivers and lakes, in magically hidden palaces 
  demonstrating great wealth. These buildings are ensorcelled in such a way 
  that any valuables stolen from a river dragon’s lair become worthless once 
  removed from the water, but items given by the river dragon as gifts will retain 
  their value. When in their palace, river dragons prefer to assume human form. 
  They can breathe both water and air, and enjoy the company of erudite 
  scholars. Those who cast spells do so as savants.  
  While in their castles, river dragons will be attended by 1d6 rain dragons 
  (young adult through old) and will have 2d4 children around them. Their 
  daughters are attracted to handsome human males, and marriages between 
  the two are not unknown, although they seldom end happily, as the dragon 
  eventually seeks to return to the water, where her mate cannot follow.  
  When encountered outside their lairs, river dragons will be accompanied by 
  either 1d2 rain dragons (40% chance) or 1d3 nixies and 1d3 nymphs 
  polymorphed to disguise their true nature (60% chance).  
  Combat: While in dragon form, river dragons attack with their foreclaws and 
  bite. In human form they will wield a sword +5 that is so heavy that ordinary 
  mortals must make a successful bend bars roll simply to lift it. Their breath 
  weapon is a raincloud that can be sent anywhere within a ten mile radius to 
  produce ordinary rain. In addition, they have the following magical abilities: 
  •
  Polymorph self at will
  •
  Bless once per round
  •
  Curse once per round
  •
  Portent once per round
  •
  Dispel evil once per round
  •
  Control weather once per round
  •
  Remove curse once per round
  •
  Lower water (range one mile per age category) once per round
  •
  Major creation once per day
  •
  Create a tsunami once per year
  River dragons also have the astrology skill (very young to sub-adults have 1 
  skill level, young adults to old have 2 skill levels, and very old and older have 
  3 skill levels). 
  Appearance: River dragons are very long and thin with four limbs ending in 
  webbed digits. Their tails end in delicate fish-like fans, and they have a billowy 
  dorsal ridge down their spine. Their heads are typically draconic, with 
  
  ADVENTURES DARK AND DEEP™ - The Golden Scroll of Justice 
  83 
  “whiskers” and a beard, but no horns. They are typically green with a yellow 
  belly. River dragons speak their own language, that of rain dragons, all human 
  languages, and can communicate with all fish. 
  Sea Dragon 
  Number 
  1 
  Morale 
  See above 
  Hit Dice 
  11-13 
  Armor Class 
  0 
  Move 
  30’/min., 90’/min. (swimming) 
  Magic Resistance 
  Standard 
  No. of Attacks 
  3 
  Damage 
  1d12/1d12/6d6 
  Defenses 
  None 
  Attacks 
  Breath weapon, dragonfear 
  Weaknesses 
  None 
  Size 
  L (30’) 
  Intelligence 
  11 
  Alignment 
  Neutral 
  Treasure Type 
  XVIII 
  Treasure Value 
  4d6x10,000 
  Magical Treasure 
  2d6 items (15%), must include 2 potions and 2 scrolls 
  X.P. Value 
  See above 
  General: Sea dragons dwell in the ocean, and are believed to be relatives of 
  the dragon turtle (q.v.). They are capable of breathing either water or air, but 
  are exceptionally clumsy on land. Those who cast spells do so as wu.  
  Combat: Scaled dragons attack with their foreclaws and bite. Their breath 
  weapon is a cloud of steam 100’ long and 50’ wide at the base. In addition, 
  they have the following powers: 
  •
  Scaled aquatic creatures will not attack
  •
  Command 4d10 scaled aquatic creatures once per day, half mile
  radius, 2d6x10 rounds duration, no saving throw
  Appearance: Sea dragons look like great turtles with draconic heads. They 
  have “whiskers” and a ridge from the tops of their heads to the napes of their 
  necks. They speak their own language.  
  Typhoon Dragon 
  Number 
  1 
  Morale 
  See above 
  Hit Dice 
  10-12 
  Armor Class 
  -1 
  Move 
  90’/min., 480’/min. (flying - clumsy) 
  Magic Resistance 
  Standard 
  No. of Attacks 
  3 
  Damage 
  1d3/1d3/2d10 
  Defenses 
  Immune to water- and wind-based attacks 
  Attacks 
  Typhoon, dragonfear 
  Weaknesses 
  None 
  Size 
  L (70’) 
  Intelligence 
  9 
  Alignment 
  Chaotic evil 
  Treasure Type 
  XVIII 
  Treasure Value 
  1d8+3x1000 
  Magical Treasure 
  5 items (10%), no weapons, must include 1 scroll and 1 
  potion 
  X.P. Value 
  See above 
  General: Typhoon dragons are greatly feared due to their awesome power to 
  devastate entire coastlines, which they are wont to do out of sheer malice, for 
  sadistic pleasure. They dwell in great well-hidden castles beneath the sea, and 
  will have 3d6 sahuagin and 1d4 scrags as servants and guards, as well as a 
  25% chance of 1d2 deep goliaths. Those who cast spells do so as wu.  
  Combat: Typhoon dragons attack with their foreclaws and bite. They possess 
  no breath weapon, but do have the ability to create a typhoon once per week, 
  with a duration of 6d4 hours. The radius of the storm is dependent on the age 
  of the typhoon dragon, but will always be centered upon him: 
  TABLE 160: TYPHOON SIZE 
  Age 
  Typhoon Radius 
  Very young (1-5 yrs.) 
  5 miles 
  Young (6-15 yrs.) 
  10 miles 
  Sub-adult (16-25 yrs.) 
  15 miles 
  Young adult (26-50 yrs.) 
  20 miles 
  Adult (51-100 yrs.) 
  25 miles 
  Old (101-200 yrs.) 
  30 miles 
  Very old (201-400 yrs.) 
  35 miles 
  Ancient (401+ yrs.) 
  40 miles 
  Within the area of the typhoon, hurricane force winds and driving rain are the 
  norm. The following will occur within the typhoon’s area of effect: 
  •
  Small ships are destroyed, and large ships have a 70% chance of
  capsizing
  •
  Tree trunks have a 70% chance of breaking, and smaller limbs are
  automatically broken
  •
  Loose items, and even some secured ones, are blown away
  •
  Flight and missile fire are impossible
  •
  Melee can be done only with a -8 penalty “to hit”
  •
  Structures suffer 1d10 points of damage per hour
  •
  Every ten minutes, creatures suffer 1d10 points of damage; they
  also have a 70% chance of being knocked down, as well as a 40% 
  chance of being blown back 1d4x10 feet, suffering 1d6 points of
  damage per 10’
  •
  All movement on land is done at 25% speed
  Appearance: Typhoon dragons have thick, whale-like bodies covered in 
  brilliant turquoise and red scales. They have four limbs ending in massive 
  claws, and two trumpet-like ears on their bullet-shaped heads. Their mouths are 
  like those of a shark, and they have beards.  
  Yellow Dragon 
  Number 
  1-3 
  Morale 
  See above 
  Hit Dice 
  10-12 
  Armor Class 
  -2 
  Move 
  120’/min., 300’/min. (flying - clumsy) 
  Magic Resistance 
  Standard 
  No. of Attacks 
  3 
  Damage 
  1d8/1d8/6d6 
  Defenses 
  None 
  Attacks 
  Breath weapon, dragonfear, magic use 
  Weaknesses 
  None 
  Size 
  L (54’) 
  Intelligence 
  18 
  Alignment 
  Lawful good 
  Treasure Type 
  XVIII 
  Treasure Value 
  4d4x10,000 
  Magical Treasure 
  1d6 items (15%), 2d4 potions (40%), 1d4 scrolls 
  (50%) 
  X.P. Value 
  See above 
  
  Bestiary - Dragon Kings 
  84 
  General: Yellow dragons dwell in caves or castles of stone, often near rivers. 
  They feed on gems and pearls, and can be approached with such to attain a 
  favorable hearing. All yellow dragons can use spells, as noted in the table 
  below. Their spells can be of any sort, be it wu, mystic, fangshi, or savant. 
  Fangshi and savant spells will be stored in spell books, however. 
  TABLE 161: SPELLS KNOWN BY LEVEL 
  Age 
  Spells Known by Level 
  Very young (1-5 yrs.) 
  1x1st 
  Young (6-15 yrs.) 
  2x1st 
  Sub-adult (16-25 yrs.) 
  2x1st, 2x2nd 
  Young adult (26-50 yrs.) 
  2x1st, 2x2nd, 2x3rd 
  Adult (51-100 yrs.) 
  2x1st, 2x2nd, 2x3rd, 2x4th 
  Old (101-200 yrs.) 
  2x1st, 2x2nd, 2x3rd, 2x4th, 2x5th 
  Very old (201-400 yrs.) 
  2x1st, 2x2nd, 2x3rd, 2x4th, 2x5th, 1x6th 
  Ancient (401+ yrs.) 
  2x1st, 2x2nd, 2x3rd, 2x4th, 2x5th, 2x6th 
  The game master should determine the exact spells known, but they will always 
  be of the most useful type.  
  Combat: Yellow dragons attack with their foreclaws and bite. In addition, they 
  have two separate breath weapons they can use: a cone of fire 90’ long and 
  30’ at the base, or a cloud of chlorine gas 50’ long, 40’ wide, and 30’ tall. 
  In addition, they can use their polymorph self ability three times per day. 
  Appearance: Yellow dragons are long and sinuous, with four limbs and a 
  slight mane down their spines. Their heads are large and reptilian, with both 
  a beard and “whiskers”. They speak their own language. 
  Dragon Kings 
  All of the oceans of the world are divided up between the four dragon kings. 
  Each maintains a court at the bottom of the sea, in which at any given time, 
  they will be attended by fish, turtles, and seagoing reptiles of all sorts. There 
  is also a chance for the following to be attendance as guards, courtiers, and 
  supplicants: 
  TABLE 162: ATTENDANTS PRESENT 
  Creature 
  Number 
  Chance Present 
  Carp dragon 
  2d4 
  35% 
  Crab men 
  3d6 
  60% 
  Dolphin 
  3d6 
  45% 
  Giant crab 
  1d4 
  50% 
  Giant mantis shrimp 
  1d2 
  30% 
  Giant sea turtle 
  1d2 
  90% 
  Hippocampus 
  1d2 
  65% 
  Nixie 
  2d4 
  25% 
  River dragon 
  1d2 
  50% 
  Salt-water crocodile 
  1d6 
  70% 
  Sea dragon 
  1d4+1 
  70% 
  Sea Lion 
  1d4 
  65% 
  Triton 
  3d8 
  95% 
  All four dragon kings have the powers of demigods (see the ADVENTURES DARK 
  AND DEEP™ Game Masters Toolkit for details), but are not worshipped per se 
  and cannot grant spells. All have the following powers in common: 
  •
  ESP at will
  •
  Control weather once per round
  •
  Summon wind once per round
  •
  Create water once per round
  •
  Destroy water once per round
  •
  Remove curse once per round
  •
  Curse once per round
  •
  Create rain anywhere within 20 miles of his sea
  All also have four levels of the astrology skill, and will never fail in their skill 
  check. 
  Ao Guang, Dragon King of the East Sea 
  Number 
  Unique 
  Morale 
  +20 
  Hit Dice 
  17d12 (133 h.p.) 
  Armor Class 
  0 
  Move 
  90’/min., 180’/min. (flying - average), 240’/min. 
  (swimming) 
  Magic Resistance 
  Standard 
  No. of Attacks 
  3 
  Damage 
  2d4/2d4/4d8 
  Defenses 
  Immune to water- and wind-based attacks 
  Attacks 
  Breath weapon, dragonfear, magic use 
  Weaknesses 
  None 
  Size 
  L (60’) 
  Intelligence 
  18 
  Alignment 
  Neutral good 
  Treasure Type 
  IX 
  Treasure Value 
  4d4x10,000 
  Magical Treasure 
  2d4 items (50%), 1d8 potions (40%), 1d4 scrolls 
  (50%) 
  X.P. Value 
  37,800 x.p. 
  General: Au Guang, dragon king of the east sea and first among the dragon 
  kings, dwells in a magnificent castle of crystal at the bottom of the ocean, 
  protected by gates of jade and coral. All dragonkind, and most aquatic 
  creatures, within his realm pay him homage and will come to his aid if 
  summoned. His children, 1d4 river dragons and 1d4 rain dragons, will also 
  be present.  
  Au Guang is a 10th level mystic and a 16th level wu. 
  Au Guang has a magic drum and bell which can be used to summon his three 
  brothers. Despite the differences in their alignments, all four dragon kings get 
  along well, and will support one another against common enemies.  
  Combat: Au Guang attacks with his foreclaws and bite. His breath weapon is 
  a jet of water 100’ long and 30’ wide at the base. He is immune to all water- 
  and wind-based attacks. In addition, he has the following powers: 
  •
  Lightning bolt five times per day
  •
  Limited wish once per day
  •
  Scaled aquatic creatures will not attack
  •
  Command 10d10 scaled aquatic creatures once per day, half mile
  radius, 2d6x10 rounds duration, no saving throw
  •
  If in physical contact with water, can create a watery aura at will
  that looks like blue-green flames enveloping him, which does 4d6
  h.p. to any creature whom it touches (except dragons); dispelled
  by being touched with real fire for 2d6x10 minutes
  Appearance: Ao Guang appears as a large rain dragon of majestic bearing 
  and great wisdom, with scales of sparkling vibrant blue. He speaks all 
  languages. 
  
  ADVENTURES DARK AND DEEP™ - The Golden Scroll of Justice 
  85 
  Ao Qin, Dragon King of the South Sea 
  Number 
  Unique 
  Morale 
  +20 
  Hit Dice 
  17d12 (133 h.p.) 
  Armor Class 
  0 
  Move 
  90’/min., 180’/min. (flying - average), 240’/min. 
  (swimming) 
  Magic Resistance 
  Standard 
  No. of Attacks 
  3 
  Damage 
  2d6/2d6/3d10 
  Defenses 
  Immune to water- and wind-based attacks 
  Attacks 
  Breath weapon, dragonfear, magic use 
  Weaknesses 
  None 
  Size 
  L (55’) 
  Intelligence 
  18 
  Alignment 
  Neutral evil 
  Treasure Type 
  IX 
  Treasure Value 
  4d4x10,000 
  Magical Treasure 
  1d8 items (45%), 1d8 potions (40%), 1d4 scrolls 
  (50%) 
  X.P. Value 
  37,800 x.p. 
  General: Ao Qin is the dragon king of the south sea. His castle of black coral 
  is said to be impossible to escape without his personal leave to do so. All 
  dragonkind, and most aquatic creatures, within his realm pay him homage 
  and will come to his aid if summoned. He is noted for his quick temper and 
  readiness to fight when he perceives an insult. Among the courtiers in his 
  castle, the tritons and the dolphins are replaced by sahuagin and sharks, 
  respectively. His children, 1d2 typhoon dragons and 1d6 sea dragons, will 
  also be present.  
  Ao Qin is a 14th level wu and a 12th level savant. 
  Combat: Ao Qin attacks with his foreclaws and bite. His breath weapon is a 
  stream of sodium that reacts with seawater and creates a cloud of superheated 
  gas and vapor some 30’ in diameter, which travels 20’ per round and lasts 
  for 1d4+5 rounds. It will dissipate if it hits a solid object such as a wall or 
  boulder. He is immune to all water- and wind-based attacks. In addition, he 
  has the following powers: 
  •
  Telekinetic sphere three times per day
  •
  Limited wish once per day
  •
  Scaled aquatic creatures will not attack
  •
  Command 7d10 scaled aquatic creatures once per day, half mile
  radius, 2d6x10 rounds duration, no saving throw
  •
  If in physical contact with water, can create a watery aura at will
  that looks like blue-green flames enveloping him, which does 3d6
  h.p. to any creature whom it touches (except dragons); dispelled
  by being touched with real fire for 2d6x10 minutes
  Appearance: Ao Qin appears as a large rain dragon of cunning aspect, with 
  scales of purple so dark as to appear black. He speaks all languages. 
  Ao Run, Dragon King of the West Sea 
  Number 
  Unique 
  Morale 
  +20 
  Hit Dice 
  17d12 (133 h.p.) 
  Armor Class 
  0 
  Move 
  90’/min., 180’/min. (flying - average), 240’/min. 
  (swimming) 
  Magic Resistance 
  Standard 
  No. of Attacks 
  3 
  Damage 
  2d4/2d4/4d6 
  Defenses 
  Immune to water- and-wind based attacks 
  Attacks 
  Breath weapon, dragonfear, magic use 
  Weaknesses 
  None 
  Size 
  L (60’) 
  Intelligence 
  18 
  Alignment 
  Chaotic neutral 
  Treasure Type 
  IX 
  Treasure Value 
  4d4x10,000 
  Magical Treasure 
  2d4 items (50%), 1d8 potions (40%), 1 weapon (15%) 
  X.P. Value 
  37,800 x.p. 
  General: Ao Run, dragon king of the west sea, resides in a castle of living 
  seaweed which is said to be as strong as iron. He is known to be somewhat 
  of a rebel and positively mischievous for a dragon king. All dragonkind, and 
  most aquatic creatures, within his realm pay him homage and will come to his 
  aid if summoned. Among the courtiers in his castle, the tritons are replaced by 
  locathah. His children - 1d2 river dragons, 1d3 rain dragons, and 1d4 sea 
  dragons - will be there as well.  
  Ao Run is a 12th level wu and a 12th level fangshi. 
  Combat: Ao Run attacks with his foreclaws and bite. His breath weapon is a 
  forked lightning bolt 5’ wide that will go 30’ and then fork in two directions, 
  if he wishes, each traveling an additional 40’. Each fork will do damage equal 
  to half his total hit points, but can be combined into a single, full-damage, bolt 
  of lightning if he so desires. In addition, he has the following magical powers: 
  •
  Prismatic wall three times per day
  •
  Limited wish once per day
  •
  Scaled aquatic creatures will not attack
  •
  Command 6d10 scaled aquatic creatures once per day, half mile
  radius, 2d6x10 rounds duration, no saving throw
  •
  If in physical contact with water, can create a watery aura at will
  that looks like blue-green flames enveloping him, which does 2d12
  h.p. to any creature whom it touches (except dragons); dispelled
  by being touched with real fire for 2d6x10 minutes
  Appearance: Ao Run appears as a river dragon with scales of tan and orange. 
  He speaks all languages. 
  
  Bestiary - Elemental 
  86 
  Ao Shun, Dragon King of the North Sea 
  Number 
  Unique 
  Morale 
  +20 
  Hit Dice 
  17d12 (133 h.p.) 
  Armor Class 
  0 
  Move 
  90’/min., 180’/min. (flying - average), 240’/min. 
  (swimming) 
  Magic Resistance 
  Standard 
  No. of Attacks 
  3 
  Damage 
  2d3/2d3/5d6 
  Defenses 
  Immune to water-, cold-, and wind-based attacks 
  Attacks 
  Breath weapon, dragonfear, magic use 
  Weaknesses 
  None 
  Size 
  L (74’) 
  Intelligence 
  18 
  Alignment 
  Lawful neutral 
  Treasure Type 
  IX 
  Treasure Value 
  4d4x10,000 
  Magical Treasure 
  2d6 items (40%), 1d4 potions (40%), 1 armor (20%) 
  X.P. Value 
  37,800 x.p. 
  General: Ao Shun, dragon king of the north sea, dwells in an enormous 
  iceberg palace whose full size is only hinted at from the small portion that 
  shows above the water. He is known for his large family, to whom he is 
  particularly loyal; he is even willing to risk his own position to assist one of his 
  relatives in distress. All dragonkind, and most aquatic creatures, within his 
  realm pay him homage and will come to his aid if summoned. Among the 
  courtiers in his castle, the tritons are replaced with selkies. In addition, his 
  children will be there, 3d4 sea dragons and 2d6 river dragons. 
  Ao Shun is a 10th level wu and a 13th level savant. 
  Combat: Au Shun attacks with his foreclaws and bite. His breath weapon is a 
  globe of cold which will freeze the water in front of his mouth in a sphere some 
  20’ in diameter. Any creature caught in the sphere will take 10 h.p. of cold 
  damage per round, as well as possibly suffocating. In addition, Au Shun has 
  the following magical powers: 
  •
  Wall of ice three times per day
  •
  Limited wish once per day
  •
  Scaled aquatic creatures will not attack
  •
  Command 5d10 scaled aquatic creatures once per day, half mile
  radius, 2d6x10 rounds duration, no saving throw
  •
  If in physical contact with water, can create a watery aura at will
  that looks like blue-green flames enveloping him, which does 3d10
  h.p. to any creature whom it touches (except dragons); dispelled
  by being touched with real fire for 2d6x10 minutes
  Appearance: Ao Shun appears as a river dragon with scales of white and 
  pale blue. He speaks all languages. 
  Elemental 
  Elementals are the primary inhabitants of the five elemental planes of existence: 
  wood, fire, earth, metal, and water. They can be brought to the material plane 
  through a number of different magical means: spells, devices, staves, etc., and 
  the way the elemental was brought to the material plane will often determine 
  how powerful the elemental is (spells bring 16d10 hit die meta-elementals, 
  staves bring ones with 8d10 hit dice, and other devices bring 12d10 hit die 
  meta-elementals).  
  Elementals brought to the material plane will resent being so summoned, and 
  will actively seek to escape. Thus, the one summoning the elemental must 
  concentrate on controlling it. Failure to do so will mean the elemental has 
  broken free and will turn on the one who summoned it 25% of the time (or 
  75% of the time if summoned with a magic item), otherwise simply returning 
  to its plane of origin.  
  Dispel magic can be used to take over a controlled elemental, if the caster 
  explicitly states he is using the spell to disrupt the conjurer’s control rather than 
  affect the elemental itself. If he fails, however, the elemental in question will 
  become aware of the attempted takeover and will always seek out that caster 
  if it becomes uncontrolled. The elemental in question will also be boosted in 
  power to 10 h.p. per hit die.  
  Note that fire, earth, and water elementals are detailed in the ADVENTURES 
  DARK AND DEEP™ Bestiary. 
  All elementals are immune to poison. 
  See also: the elemental planes (p. 34), meta-elemental (p. 95), and quasi-
  elemental (p. 98).  
  Metal Elemental 
  Number 
  1 
  Morale 
  +3 
  Hit Dice 
  8d10 - 16d10 
  Armor Class 
  2 
  Move 
  60’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  5d6 
  Defenses 
  +2 (or better) weapon to harm 
  Attacks 
  Absorb metal 
  Weaknesses 
  Weight 
  Size 
  L 
  Intelligence 
  6 
  Alignment 
  Neutral 
  Treasure Type 
  None 
  Treasure Value 
  n/a 
  Magical Treasure 
  None 
  X.P. Value 
  2,850 + 15/h.p. 
  General: Metal elementals are native to the elemental plane of metal. They are 
  quite dense and heavy, and will sink in any sort of soft surface such as mud, 
  sand, etc., moving at half speed in such footing. They will sink in water, as 
  well, and must move by walking across the bottom of any large body of water. 
  Combat: Metal elementals attack with their mighty fists. When striking an 
  opponent wearing metal armor or shield, or when struck by a metal weapon, 
  the metal elemental can make a saving throw vs. polymorph. If the saving 
  throw is successful, the elemental will absorb the metal into its own body, 
  healing 1d6 h.p. of damage, and of course destroying the object absorbed. 
  Magic items with a +2 bonus or greater are immune to the effect. 
  
  ADVENTURES DARK AND DEEP™ - The Golden Scroll of Justice 
  87 
  Appearance: Metal elementals are vaguely humanoid in shape, formed of 
  various types of metal flowing into one another, some parts of their bodies 
  being hard and sharp, others being rounded and flowing. Their bodies move 
  with an audible grating sound. 
  Wood Elemental 
  Number 
  1 
  Morale 
  +3 
  Hit Dice 
  8d10 - 16d10 
  Armor Class 
  2 
  Move 
  60’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  5d6 
  Defenses 
  +2 (or better) weapon to harm 
  Attacks 
  Animate wood 
  Weaknesses 
  Fire 
  Size 
  L 
  Intelligence 
  6 
  Alignment 
  Neutral 
  Treasure Type 
  None 
  Treasure Value 
  n/a 
  Magical Treasure 
  None 
  X.P. Value 
  2,850 + 15/h.p. 
  General: Wood elementals are native to the elemental plane of wood. They 
  float in water (unless made entirely of waterlogged wood), and can cross lakes 
  and rivers and the like, but salt water will cause 1d6 h.p. of damage per round 
  they are exposed to it (sustained immersion or near-immersion is required).  
  Combat: Wood elementals strike with their arm-like limbs. If struck by a 
  weapon made of wood, such as a spear or pole-arm, the elemental can control 
  the weapon and cause it to bend, striking back at the one holding it as if 
  wielded by a 10d8 HD monster. Wooden missile weapons, such as arrows or 
  crossbow bolts, can be similarly hurled back by the elemental in addition to its 
  normal attack. If dropped, wooden weapons will attack anyone who comes 
  into range, but cannot move on their own beyond that range. Wood elementals 
  get a -2 penalty to all saving throws involving fire, and fire-based attacks re-
  roll all 1’s when calculating damage. 
  Appearance: Wood elementals look like walking trees with humanoid faces 
  formed out of boles and knots, and are often (75%) mistaken for tree-men. 
  Endsquare Bird 
  Number 
  2d4 
  Morale 
  -1 
  Hit Dice 
  2d6 
  Armor Class 
  7 
  Move 
  180’/min. (flying - expert) 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  1d4 
  Defenses 
  None 
  Attacks 
  Poison 
  Weaknesses 
  None 
  Size 
  S (3’ high) 
  Intelligence 
  3 
  Alignment 
  Neutral 
  Treasure Type 
  None 
  Treasure Value 
  n/a 
  Magical Treasure 
  None 
  X.P. Value 
  45 + 1/h.p. 
  General: Endsquare birds are found in marshy areas where they feast on 
  venomous snakes and reptiles. Because of this diet, their own bite has become 
  poisonous. They are aggressive and territorial, and will attack if their territory 
  is invaded or they are startled. 
  Combat: Endsquare birds attack with their beaks. If struck, victims must make 
  a saving throw vs. poison or die.  
  Appearance: The endsquare bird looks like a crane with one foot. It has 
  feathers of green and scarlet, and a white beak. 
  Enlightened One 
  Number 
  1 
  Morale 
  +10 
  Hit Dice 
  10d6 
  Armor Class 
  0 
  Move 
  90’/min. 
  Magic Resistance 
  D 
  No. of Attacks 
  1 
  Damage 
  Per weapon type 
  Defenses 
  Magic use 
  Attacks 
  Magic use 
  Weaknesses 
  None 
  Size 
  M 
  Intelligence 
  18 
  Alignment 
  Lawful good 
  Treasure Type 
  None 
  Treasure Value 
  n/a 
  Magical Treasure 
  1d4 items (70%), 2d6 potions (65%), 1d4+1 scrolls 
  (50%) 
  X.P. Value 
  1,200 + 12/h.p. 
  General: Enlightened ones are human sages who have so perfected the arts 
  of meditation and asceticism as to have become physically and spiritually 
  immortal. They live simply and alone, moving through life with an effortless 
  grace and seeming lack of care. They are at least 18th level fangshi, have a 
  wisdom of 18, and subsist on dew and sunlight. 
  Combat: Enlightened ones resist physical confrontation, but if forced will attack 
  with whatever weapon is at hand (usually a staff) or by hand-to-hand combat. 
  Enlightened ones will have the kung fu powers of qi mastery (2), kung fu 
  mastery (2), and at least six levels in other kung fu styles. In addition, they have 
  the following magical powers: 
  •
  Become ethereal three times per day
  •
  Control weather three times per day
  •
  Psychic strike three times per day
  •
  Heal once per day
  •
  Comprehend languages at will
  •
  Detect invisibility at will
  •
  Detect lie at will
  •
  Resist cold at will
  •
  Resist fire at all
  Appearance: Enlightened ones appear as wizened humans, but with a child-
  like quality to their features, which are unencumbered by any sort of care. They 
  wear simple robes. 
  
  Bestiary - Fire Crow 
  88 
  Fire Crow 
  Number 
  2d4 
  Morale 
  +2 
  Hit Dice 
  1d10 
  Armor Class 
  4 
  Move 
  30’/min. 180’/min. (flying - average) 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  1d4+2 
  Defenses 
  Never surprised 
  Attacks 
  Flame 
  Weaknesses 
  Cold 
  Size 
  S (2’-4’ wingspan) 
  Intelligence 
  6 
  Alignment 
  Neutral evil 
  Treasure Type 
  XIII 
  Treasure Value 
  2d4x100 
  Magical Treasure 
  None 
  X.P. Value 
  60 + 4/h.p. 
  General: Fire crows are native to the elemental plane of fire, but can come to 
  the material plane through natural temporary gates that form in such 
  phenomena as forest fires, volcanic eruptions, and the like. They share their 
  mundane cousins’ love of “sparklies”, specifically coveting gemstones.  
  Combat: Fire crows attack with their sharp beaks. In addition, they will do 1 
  h.p. of heat damage to all creatures within 10’, and any flammable items 
  within that radius must make a saving throw vs. fire or be set ablaze. Cold-
  based attacks do double damage to fire crows. 
  Appearance: Fire crows appear as crows whose bodies are made entirely of 
  flame. 
  Fox Spirit 
  Number 
  1d3 
  Morale 
  +1 
  Hit Dice 
  3d8 
  Armor Class 
  6 
  Move 
  240’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  1d6 
  Defenses 
  Magic use 
  Attacks 
  Magic use 
  Weaknesses 
  None 
  Size 
  S 
  Intelligence 
  16 
  Alignment 
  Chaotic evil 
  Treasure Type 
  IX 
  Treasure Value 
  1d6x100 
  Magical Treasure 
  1 item (10%) 
  X.P. Value 
  95 + 3/h.p. 
  General: Fox spirits are magical creatures with knowledge of many different 
  magical feats. While most are simply mischievous, some can be positively 
  cruel, or even despotic, using their shapeshifting ability to gain power in 
  human lands and establish tyrannies among them. 
  Combat: Fox spirits attack with their bite. In addition, they can do the 
  following: 
  •
  Polymorph self twice per day
  •
  Augury three times per day
  •
  Phantasmal force three times per day
  •
  Teleport once per day
  •
  Burning hands three times per day (flames come from its nine tails,
  not its hands)
  Appearance: Fox spirits appear as ordinary red foxes, except for having nine 
  tails.  
  Ghost, Gui 
  Gui ghosts are differentiated from their European counterparts in many ways. 
  Their form depends on many different factors; many are able to take on 
  material form to the point that they may be mistaken for living beings. There 
  are many different types of gui ghosts, and their powers manifest in many 
  different ways, rather than just aging or possessing victims. 
  It should be noted that humans and most demi-humans have several different 
  souls. Some of these components of the soul-complex are reincarnated, some 
  ascend (or descend) to the outer planes, and some remain in the “otherworld” 
  for an indeterminate amount of time. Specifics are difficult to come by, and 
  often contradictory.  
  Those parts of the soul that become gui ghosts dwell on the ethereal plane, 
  whence they are able to look in on, and interact with, the material plane. Their 
  undead status is a punishment for sins perpetrated in their previous life or lives, 
  or for their relatives not performing the customary offerings and rituals for their 
  maintenance in the afterlife.  
  Fireworks: As a rule, gui ghosts are not fond of loud sudden noises, such as 
  firecrackers, and will be momentarily stunned when one or more goes off near 
  them (+1 penalty to initiative). In great quantities, such fireworks can even 
  drive off ghosts entirely; the exact quantities and frequency needed are left to 
  the game master’s discretion, but should be based not only on the strength of 
  the ghost, but the specific circumstances as well. 
  See also The Ethereal Plane (p. 34) for information on the “otherworld” where 
  gui ghosts dwell. 
  Ghost, Corner 
  Northeast 
  Northwest 
  Number 
  1d3+2 
  1d3+2 
  Morale 
  -1 
  -1 
  Hit Dice 
  1d8 
  1d8 
  Armor Class 
  8 
  8 
  Move 
  90’/min. 
  90’/min. 
  Magic Resistance Standard 
  Standard 
  No. of Attacks 
  1 
  2 
  Damage 
  1d4 
  1d3/1d3 
  Defenses 
  Immune to mind-altering magic 
  Attacks 
  Leaping 
  Flurry of blows 
  Weaknesses 
  Holy water 
  Holy water 
  Size 
  M 
  M 
  Intelligence 
  8 
  8 
  Alignment 
  Neutral evil 
  Chaotic evil 
  Treasure Type 
  XII 
  XII 
  Treasure Value 
  1d4x10 
  1d6x10 
  Magical Treasure None 
  None 
  X.P. Value 
  18 + 1/h.p. 
  18 + 1/h.p. 
  Turn as Type 
  II 
  II 
  General: Corner ghosts inhabit abandoned buildings and man-made 
  chambers beneath the ground. As their names imply, northeast corner ghosts 
  will come from the northeast corner of such places, and northwest corner ghosts 
  
  ADVENTURES DARK AND DEEP™ - The Golden Scroll of Justice 
  89 
  will come from the northwest corner. Each can materialize once per day for a 
  maximum of 1d4+3 rounds.  
  Combat: Northeast ghosts attack by kicking, and can leap up to 20’ to do so. 
  A successful hit means the target must make a strength check; failure means 
  the target is pushed back 5’.  
  Northwest ghosts attack by punching, and on a “to hit” roll that is five points 
  or more higher than the minimum required to hit, or on a roll of a natural 20, 
  will land a flurry of blows enabling them to attack four times in the round rather 
  than two. Example: A northwest ghost is attacking someone with AC 10, and 
  therefore needs a roll of 9 to hit. The ghost rolls a 17, which is more than 5 
  over the minimum needed to hit, and therefore is allowed to attack with a flurry 
  of blows. Northwest ghosts can only attack one target per round, even if they 
  get four attacks due to the flurry of blows.  
  Appearance: Corner ghosts appear as normal humans. They are generally 
  indistinguishable from regular mortals, until they de-materialize, or are slain. 
  Ghost, Fire 
  Number 
  1d3 
  Morale 
  +4 
  Hit Dice 
  5d8 
  Armor Class 
  3 
  Move 
  120’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  1d6 
  Defenses 
  Immune to mind-affecting magic, fire 
  Attacks 
  Heat 
  Weaknesses 
  Double damage from cold-based attacks 
  Size 
  M 
  Intelligence 
  13 
  Alignment 
  Lawful evil 
  Treasure Type 
  XI 
  Treasure Value 
  2d6x10 
  Magical Treasure 
  None 
  X.P. Value 
  130 + 5/h.p. 
  Turn as Type 
  VI 
  General: Fire ghosts dwell in stoves, ovens, kilns, furnaces, and other places 
  where fire is a constant, or near-constant, companion. They have a complex 
  dual role, acting as both guardians and punishers. In their first aspect, they 
  will guard over the home, shop, etc., in which they dwell, protecting it against 
  intruders, robbers, and the like. However, should the proper propitiatory rites 
  not be maintained by their descendants, they will exact their revenge by 
  starting fires, causing burns, etc. They can materialize three times per day, for 
  a total of 1d6+10 minutes. 
  Combat: Fire ghosts attack with their fists. Their touch will also do an additional 
  1d6 h.p. of heat damage, and can set flammable objects such as oil, 
  parchment, dry wood, etc., alight. They are immune to fire-based attacks, but 
  cold-based attacks against them will do double damage.  
  Appearance: Fire ghosts appear as humans with skin burned black, usually 
  wearing red clothing. Their hands will burst into flame when they are using 
  their heat attack. 
  Ghost, Hill 
  Number 
  1d2 
  Morale 
  +6 
  Hit Dice 
  7d8 
  Armor Class 
  0 
  Move 
  120’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  1d3 
  Defenses 
  Immune to mind-affecting magic 
  Attacks 
  Paralyzation 
  Weaknesses 
  Holy water 
  Size 
  M 
  Intelligence 
  14 
  Alignment 
  Lawful evil 
  Treasure Type 
  VII 
  Treasure Value 
  1d4x100 
  Magical Treasure 
  1 item (10%), 2d3 scrolls (65%), 1d6 potions (50%) 
  X.P. Value 
  400 + 8/h.p. 
  Turn as Type 
  XI 
  General: Hill ghosts inhabit lonely tombs and remote hillsides, dwelling in deep 
  resentment of the living who have omitted the required offerings because of 
  some grudge or other ill-feeling. They are rarely found alone; a hungry ghost 
  (in a tomb) or 2d4 wolves (outdoors), will usually be encountered with them, 
  all too ready to finish off those victims who fall prey to the hill ghost’s 
  paralyzing touch. Hill ghosts can materialize four times per day, each time for 
  3d6 minutes. 
  Combat: Hill ghosts attack with their clawed hands. Anyone touched by a hill 
  ghost must make a saving throw vs. paralyzation or be paralyzed for 4d4 
  minutes.  
  Appearance: Hill ghosts appear as they did in life, but their skin is a pasty 
  blue-white and their eyes are all white.  
  Ghost, Hungry 
  Number 
  2d6 
  Morale 
  +2 
  Hit Dice 
  3d8 
  Armor Class 
  7 
  Move 
  90’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  1d6 
  Defenses 
  Immune to mind-affecting magic 
  Attacks 
  Fear  
  Weaknesses 
  Holy water 
  Size 
  M 
  Intelligence 
  9 
  Alignment 
  Neutral evil 
  Treasure Type 
  XI 
  Treasure Value 
  2d4x10 
  Magical Treasure 
  None 
  X.P. Value 
  50 + 3/h.p. 
  Turn as Type 
  III 
  General: Hungry ghosts are the spirits of those who either were stingy in life, 
  or had descendants that, for whatever reason, failed to make the appropriate 
  offerings on their behalf. They are always hungry and thirsty, to the point of 
  anguish. What little food they put in their mouths cannot be swallowed, as 
  their throats are as small as the eye of a needle. Water they attempt to drink 
  
  Bestiary - Ghost, Gui 
  90 
  turns to mud as soon as it reaches their tongue. They can become material 
  once per day, for a maximum of 2d6 rounds. 
  Combat: Hungry ghosts attack with their fists, in rage at their situation. Anyone 
  struck by their attack must make a saving throw vs. magic or flee in fear for 
  1d6 rounds, with a 30% chance of dropping anything carried in the hand. 
  Appearance: Hungry ghosts appear as they did in life, but their skin is a filthy 
  blue, black or yellow. Their clothing is similarly dirty and tattered.  
  Ghost, Marsh 
  Number 
  1d4 
  Morale 
  +2 
  Hit Dice 
  4d8 
  Armor Class 
  3 
  Move 
  90’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  2 
  Damage 
  1d4/1d4 
  Defenses 
  Immune to mind-affecting magic 
  Attacks 
  Wasting disease 
  Weaknesses 
  Holy water 
  Size 
  L (7’) 
  Intelligence 
  7 
  Alignment 
  Chaotic evil 
  Treasure Type 
  XI 
  Treasure Value 
  1d8x10 
  Magical Treasure 
  None 
  X.P. Value 
  125 + 4/h.p. 
  Turn as Type 
  V 
  General: Marsh ghosts dwell in swamps, marshes, and wetlands, where they 
  await travelers. They themselves are the spirits of those who died by drowning 
  within sight of land. They can become material three times per day for 2d4 
  minutes each time.  
  Combat: Marsh ghosts attack with their clawed hands, but are much more 
  feared for their gaze, which if met can cause a wasting disease in those 
  afflicted. Any creature meeting the gaze of the marsh ghost must make a saving 
  throw vs. petrification; failure indicates the wasting disease will take hold. The 
  victim will immediately feel ill and require bedrest, and will lose one point of 
  constitution per day until either healed (by means of a cure disease spell or 
  equivalent magic) or their constitution score reaches zero, in which case they 
  will perish. The gaze of the marsh ghost extends into the ethereal plane, even 
  when it has materialized.  
  Appearance: Marsh ghosts are very large; as wide around as a carriage 
  wheel and taller than a normal man. They usually wear purple robes and red 
  hats, and are extraordinarily ugly. 
  Ghost, Meadow 
  Number 
  1d4 
  Morale 
  +3 
  Hit Dice 
  6d8 
  Armor Class 
  3 
  Move 
  90’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  Per weapon type 
  Defenses 
  Immune to mind-affecting magic 
  Attacks 
  Gaze causes insanity 
  Weaknesses 
  Holy water 
  Size 
  M 
  Intelligence 
  14 
  Alignment 
  Chaotic evil 
  Treasure Type 
  XII 
  Treasure Value 
  2d4x100 
  Magical Treasure 
  1d4 potions (25%), 1d4 scrolls (25%) 
  X.P. Value 
  275 + 6/h.p. 
  Turn as Type 
  X 
  General: Meadow ghosts are fearsome creatures, all the more so because of 
  the idyllic natural surroundings in which they are usually found. Meadow 
  ghosts can materialize four times per day for 3d6 minutes each time.  
  Combat: Meadow ghosts attack with weapons, and are usually (75%) armed 
  with swords; otherwise they will be armed with pole arms of some sort. 
  However, they are most known for their fearsome gaze attack, which will cause 
  insanity unless a successful saving throw vs. paralyzation is made (the game 
  master should make the saving throw roll in secret). If insanity results, roll to 
  determine type: 
  TABLE 163: TYPE OF INSANITY 
  Die roll (d20) 
  Madness 
  1-5 
  Unstoppable rage. Victim will immediately begin 
  screaming, flailing around, attacking whomever or 
  whatever is nearest. Will last 2d4 hours or until 
  knocked unconscious. 
  6-7 
  Catatonia. Victim will collapse into a fetal position and 
  be completely unresponsive to external stimuli for 1d8 
  hours. 
  8-10 
  Hallucinations. Victim will “see” enemies and dangers 
  all around, and will react to them in preference to 
  reality. Lasts for 1d4 hours. 
  11-20 
  Permanent insanity. It should appear that the character 
  has successfully made his saving throw, but in secret he 
  will be afflicted with one of the more subtle forms of 
  permanent insanity listed in the ADVENTURES DARK AND 
  DEEP™ Game Masters Toolkit. 
  Appearance: Meadow ghosts appear as normal mortals, but their eyes are 
  inherently and inexplicably disturbing. Animals will show terror (birds squawk, 
  horses shy, etc.) when they come within 10’.  
  
  ADVENTURES DARK AND DEEP™ - The Golden Scroll of Justice 
  91 
  Ghost, Midden 
  Number 
  1d2 
  Morale 
  +5 
  Hit Dice 
  8d8 
  Armor Class 
  0 
  Move 
  120’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  2 
  Damage 
  1d8/1d4 
  Defenses 
  Immune to mind-affecting magic 
  Attacks 
  Disease, constriction 
  Weaknesses 
  Holy water 
  Size 
  M 
  Intelligence 
  17 
  Alignment 
  Neutral evil 
  Treasure Type 
  XIII 
  Treasure Value 
  2d6x100 
  Magical Treasure 
  1 ring (10%), 1d4 potions (20%), 1d4 scrolls (25%) 
  X.P. Value 
  650 + 10/h.p. 
  Turn as Type 
  XII 
  General: Midden ghosts are among the most feared type of gui ghost, as they 
  are not only extremely powerful in combat, but their touch carries disease due 
  to their habitat. They are found in middens, trash heaps, and other refuse 
  dumps, and can materialize 3 times per day for up to an hour each time. 
  Combat: Midden ghosts attack with their fists and prehensile tongue that can 
  stretch up to ten feet in length. If the tongue hits, it will wrap around the target 
  and constrict it like a snake, doing 1d4 h.p. of constriction damage 
  automatically. Only a successful bend bars roll can break the tongue’s hold; it 
  cannot be cut.  
  In addition, anyone touched by a midden ghost (including its fists or tongue) 
  must make a saving throw vs. poison. Failure indicates the victim has 
  contracted a disease (see the random disease table in the ADVENTURES DARK 
  AND DEEP™ Game Masters Toolkit. 
  Appearance: Midden ghosts appear as filthy humans dressed in rags. Their 
  skin is pocked with lesions and scabs, and their eyes run with pus. They could 
  be mistaken for diseased humans.  
  Ghost, Water 
  Number 
  3d6 
  Morale 
  -1 
  Hit Dice 
  3d8 
  Armor Class 
  7 
  Move 
  90’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  2 
  Damage 
  1d4/1d4 
  Defenses 
  Immune to mind-affecting magic, water-based attacks 
  Attacks 
  Water stream 
  Weaknesses 
  Holy water 
  Size 
  M 
  Intelligence 
  7 
  Alignment 
  Chaotic evil 
  Treasure Type 
  Jewelry (100%) 
  Treasure Value 
  1d4x10 each 
  Magical Treasure 
  None 
  X.P. Value 
  50 + 3/h.p. 
  Turn as Type 
  III 
  General: Water ghosts appear in or near water, whether ocean, lake, or river. 
  They are the spirits of the drowned whose bodies were never recovered. They 
  can materialize twice per day for 1d4+4 minutes each time.  
  Combat: Water ghosts attack with their clawed hands. In addition, once per 
  round they can shoot forth a rushing gout of water from their mouths and 
  nostrils, 1’ wide and 30’ long, which will do 1d8 h.p. of damage to the first 
  creature it hits and push it back 10’. Targets are entitled to a saving throw vs. 
  breath weapon to only take half damage, and a further strength ability check 
  to avoid being pushed back (if the first saving throw is successful, the strength 
  check gets a -2 bonus). They themselves are immune to all water-based attacks. 
  Appearance: Water ghosts appear pale and bloated, always dripping water, 
  with worms crawling over their flesh. 
  Giant, Imperial 
  Male 
  Female 
  Number 
  1d4 
  See below 
  Morale 
  +12 
  +10 
  Hit Dice 
  17d12 
  15d12 
  Armor Class 
  2 
  3 
  Move 
  180’/min. 
  180’/min. 
  Magic Resistance Standard 
  Standard 
  No. of Attacks 
  1 
  1 
  Damage 
  6d8 
  5d8 
  Defenses 
  Catch rocks 
  Catch rocks 
  Attacks 
  Hurl rocks 
  Hurl rocks 
  Weaknesses 
  None 
  None 
  Size 
  L (40’) 
  L (37’) 
  Intelligence 
  8 
  9 
  Alignment 
  Chaotic evil 
  Neutral evil 
  Treasure Type 
  III 
  III 
  Treasure Value 
  2d4+2x1,000 
  2d4+2x1,000 
  Magical Treasure 1d3 items (15%) 
  1d3 items (15%) 
  X.P. Value 
  8,000 + 35/h.p. 
  6,500 + 30/h.p. 
  General: Imperial giants are the mightiest of all true giantkind; although they 
  lack the magical abilities of some of their kin, their physical stature more than 
  makes up for such deficiencies, and they are but one step lower than titans 
  themselves. They tend to dwell in forbidding mountain ranges, and are rare 
  indeed. The women are less reckless than the males, as well as being more 
  intelligent, and will sometimes be able to channel their mate’s rages in more 
  cunning directions. Even so, they deeply resent any attempt at commanding 
  them, and thus cannot be used as troops in armies, outside of the most 
  extraordinary circumstances. 
  If two giants are indicated, they will be a mated pair. If a third giant is present, 
  there is a 50% chance it will be another female, and a 50% chance it will be 
  a half-strength child. If four giants are present, they will be two mated pairs 
  (25% chance) or a mated pair and two children (75% chance).  
  Due to their huge size, they cannot tunnel, but can dig pits or trenches at a 
  rate of 30 10’x10’ blocks per hour in soft soil, 20 such blocks in soft rock, and 
  10 such blocks in hard rock. 
  Combat: Imperial giants strike with their massive fists. In addition, they can 
  hurl enormous boulders at foes for 4d10 h.p. of damage, with a range of up 
  to 350’. Such missiles will cause 50 h.p. against wooden structures, 30 against 
  soft stone or brick, and 20 against hard stone. They can catch such missiles 
  40% of the time. They themselves can inflict 40 h.p. against wooden structures 
  each round, 20 against soft stone or brick, and 10 against hard stone. They 
  have an effective strength of 25 (+7 “to hit”, +14 damage). 
  
  Bestiary - Golem, Greater 
  92 
  Appearance: Imperial giants have teeth like a saw, massive hooked claws for 
  nails, and large protruding eyebrows. Their skin is pale yellow to brown. 
  Golem, Greater 
  Golems are magical constructs, created by clerics or mages with access to 
  special spells, materials, and the specific knowledge necessary to do so. 
  Golems have a set number of hit points, but hit dice are given below in order 
  to properly calculate things such as melee “to hit” rolls and saving throws. 
  Being mindless, all golems are immune to mind-affecting spells such as 
  illusions, charms, etc. Golems also never need to make morale checks. They 
  are incapable of speech. 
  All golems can understand and will obey simple commands from their creators, 
  and can be set to wait until a particular event triggers an instruction (e.g., 
  “Wait in this room until someone touches that altar. Destroy the one who does 
  so.”).  
  Jade Golem 
  Number 
  1 
  Morale 
  n/a 
  Hit Dice 
  16d10 (70 h.p.) 
  Armor Class 
  4 
  Move 
  60’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  3d12 
  Defenses 
  +2 (or better) weapon to harm, spell immunity 
  Attacks 
  Blindness 
  Weaknesses 
  None 
  Size 
  L (10’) 
  Intelligence 
  0 
  Alignment 
  Neutral 
  Treasure Type 
  None 
  Treasure Value 
  n/a 
  Magical Treasure 
  None 
  X.P. Value 
  9,750 
  General: Jade golems are created by fangshi of 16th level or higher, or those 
  with access to the appropriate manual of golems. Without such a manual, 
  creation of a jade golem requires the following: 
  •
  70,000 g.p. for materials, which are used to create a jade statue
  in the form of a large human
  •
  Casting a geis spell
  •
  Casting a polymorph any object spell
  •
  Casting a cause blindness spell
  •
  Casting a wish spell
  All of the spells must be cast in succession, after the body of the golem has 
  been created from the jade (a process that takes ten weeks of uninterrupted 
  work). Once completed, the golem will be under the complete command of its 
  creator. If the creator of the golem is himself slain, the golem will follow 
  whatever instructions were last given to it.  
  Combat: Jade golems attack with their powerful fists, and can only be harmed 
  by weapons with a +2 or greater enchantment. Every third round, a successful 
  hit from a jade golem will cause blindness in the victim (as per the reverse of 
  the spell cure blindness) unless a successful saving throw vs. spells is made. 
  They are immune to most magic, with the following exceptions: 
  •
  Elemental transformation will repair all damage to the golem
  •
  Move earth will slow the golem for one round
  Appearance: Jade golems are enormous human statues seemingly carved out 
  of a single chunk of jade (this is actually untrue; the jade used to create the 
  statue is in fact joined together during the process of creation). 
  Terracotta Golem 
  Number 
  1 (or 1d100x20) 
  Morale 
  n/a 
  Hit Dice 
  3d10 (25 h.p.) 
  Armor Class 
  7 
  Move 
  90’/min. 
  Magic Resistance 
  D 
  No. of Attacks 
  1 
  Damage 
  Per weapon type +2 
  Defenses 
  See below 
  Attacks 
  Fear 30’ radius 
  Weaknesses 
  Blunt weapons do maximum damage 
  Size 
  M 
  Intelligence 
  0 
  Alignment 
  Neutral 
  Treasure Type 
  None 
  Treasure Value 
  n/a 
  Magical Treasure 
  None 
  X.P. Value 
  205 + 5/h.p. 
  General: Only fangshi of 14th level or greater who have learned the specific 
  art of terracotta golem construction can undertake the process. Manuals of 
  terracotta golems exist in mythic China, but in their absence, creation of a 
  terracotta golem requires the following: 
  •
  10,000 g.p. for materials
  •
  Casting a limited wish spell
  •
  Casting a polymorph any object spell
  •
  Casting a geis spell
  •
  Casting a cause fear spell
  A terracotta golem is able to understand commands of limited complexity and 
  length, and will always obey the instructions of its creator. If its creator is slain, 
  it will obey the last instructions given to it. In mythic China, vast numbers of 
  such golems are often used to protect the tombs of emperors, and all are 
  explicitly instructed to protect and serve the emperor. Thus, if the dead emperor 
  were brought back to life as an undead creature, such golems would be 
  compelled to obey him, even though he was not their direct creator. They are 
  sometimes created for more mundane duties, like any other golem. 
  Combat: Terracotta golems attack with their weapons (which can be of any 
  type appropriate for a warrior), with an effective strength of 18 (giving them 
  a +1 bonus “to hit” and a +2 bonus to damage). If unarmed, they do 2d6+2 
  h.p. of damage with their fists. All radiate an aura of fear in a 30’ radius 
  (which functions as per the spell). They are only harmed by enchanted 
  weapons, and blunt weapons (such as maces, clubs, etc.) with a +2 or greater 
  enchantment will inflict maximum damage upon the golem. As all golems, they 
  are completely immune to mind-affecting magic such as sleep, charm, 
  hypnosis, etc. Fire- and cold-based attacks do them no harm; they are also 
  immune to electrical attacks. 
  Appearance: Terracotta golems are formed in the shape of human warriors, 
  painted in realistic colors. Despite this, there is no mistaking them for actual 
  living persons except at extreme range. Even those found in great numbers will 
  all possess individualized features and will vary slightly in appearance, height, 
  dress, skin tone, etc. 
  
  ADVENTURES DARK AND DEEP™ - The Golden Scroll of Justice 
  93 
  Headless People 
  Number 
  1d4+1 or 3d6x20 
  Morale 
  ±0 
  Hit Dice 
  1d8 
  Armor Class 
  9 
  Move 
  120’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  Per weapon type 
  Defenses 
  None 
  Attacks 
  None 
  Weaknesses 
  Rear attacks 
  Size 
  M (5’) 
  Intelligence 
  12 
  Alignment 
  Chaotic Neutral 
  Treasure Type 
  II 
  Treasure Value 
  1d6x100 
  Magical Treasure 
  None 
  X.P. Value 
  10 + 1/h.p. 
  General: Headless people are semi-barbarians, inhabiting out-of-the-way 
  wildernesses such as mountains and dense forests. They are a good-natured 
  folk unless threatened, and it is said that “their bellies are full of wisdom”.  
  Combat: Headless people fight with weapons, and almost always carry shields 
  and battle axes; 10% of those encountered will carry a quiver of javelins as 
  well. When attacking a headless person from the rear, attackers get an 
  additional +1 bonus “to hit”. Headless people are, however, immune to all 
  head-based attacks, including those which would ordinarily decapitate 
  someone. 
  Appearance: Headless people are humanoid in appearance, but have no 
  heads; their faces are on their chests. They wear furs or loincloths, and speak 
  their own language. 
  K’un 
  Number 
  1 
  Morale 
  +20 
  Hit Dice 
  20d12 
  Armor Class 
  0 
  Move 
  360’/min. (swimming) 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  3d12 
  Defenses 
  None 
  Attacks 
  Swallow whole, capsize ships 
  Weaknesses 
  None 
  Size 
  L (100’ long) 
  Intelligence 
  1 
  Alignment 
  Neutral 
  Treasure Type 
  None 
  Treasure Value 
  n/a 
  Magical Treasure 
  None 
  X.P. Value 
  8,000 + 35/h.p. 
  General: K’un (the term is singular as well as plural) are enormous fish that 
  dwell in deep northern oceans. They are usually relatively harmless unless 
  disturbed, but when they surface they can accidentally capsize ocean-going 
  vessels. To facilitate its annual migration from north to south, a k’un can 
  transform itself into a peng (q.v.), and in that form can fly the many hundreds 
  and thousands of miles much quicker than it could swim the distance. The 
  transformation from k’un to peng takes but a single round, and the creature 
  can (and does) use the ability to defend itself from aggressors.  
  Combat: K’un attack with their bite, but on a roll of natural 20, or a roll 5 or 
  more greater than the roll needed to hit, the k’un will swallow whole any prey 
  10’ high or smaller. Once inside, victims will take 20 h.p. of damage per 
  round, and will die automatically in 3 rounds of asphyxiation. Only short 
  weapons (3’ in length or less) can be used while inside a k’un. Attacks from 
  outside will not harm those swallowed by the k’un, due to its enormous size.  
  If it surfaces beneath a sailing ship that is less than 30’ long, a k’un will capsize 
  it automatically. This is almost always done accidentally. 
  Appearance: K’un look like enormous catfish with long whiskers, although they 
  are not bottom feeders, nor are they found in fresh water. They are green in 
  color with ruddy golden fins. 
  See also: peng (p. 97). 
  Long-Armed People 
  Number 
  1d8x10 
  Morale 
  ±0 
  Hit Dice 
  1d8 
  Armor Class 
  7 
  Move 
  240’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  Per weapon type 
  Defenses 
  None 
  Attacks 
  None 
  Weaknesses 
  None 
  Size 
  L (35’ tall) 
  Intelligence 
  9 
  Alignment 
  Neutral 
  Treasure Type 
  II 
  Treasure Value 
  2d6x100 
  Magical Treasure 
  1 item (20%) 
  X.P. Value 
  10 + 1/h.p. 
  General: Long-armed people dwell on remote shorelines and islands, where 
  they subsist largely on fishing and harvesting other bounty from the sea. They 
  are on good terms with, and often (75%) encountered along with, long-legged 
  people (see below), and sages suggest the two races are related. Aside from 
  the disproportionate side of their limbs, they are otherwise like most humans 
  in terms of culture and so forth.  
  For every ten long-armed people encountered, there will be a 2nd level fighter. 
  For every twenty long-armed people, there will be a 4th level fighter and a 
  2nd level wu. If forty or more are encountered, there will be a 6th level fighter 
  and a 3rd level fangshi. Villages will always have a 6th level fangshi. 
  Combat: Long-armed people attack with weapons, and will be armed as 
  follows: 
  TABLE 164: LONG-ARMED PEOPLE EQUIPMENT 
  Number Encountered 
  Weapons 
  Armor 
  10-30 
  Spear, short bow 
  Leather lamellar 
  31-40 
  Sword, crossbow 
  Brigandine and shield 
  41-70 
  Spear, dagger 
  Steel lamellar and shield 
  71+ 
  Sword, battle axe 
  Steel lamellar and shield 
  Thus, if thirty-five long-armed people are encountered, the first thirty will be 
  armed with spear and short bow, and the remaining five will be armed with 
  sword and crossbow.  
  
  Bestiary - Long-Legged People 
  94 
  When pummeling, long-armed people automatically get a +3 “to hit” bonus 
  on all kicks. They can attack enemies in melee up to 15’ away. 
  Appearance: Long-armed people look like normal humans, but their legs and 
  arms are both 30’ or so in length. They are otherwise like humans, and wear 
  clothing (appropriately sized, of course), dwell in homes, and so forth. They 
  speak the Imperial tongue.  
  Long-Legged People 
  Number 
  1d10x10 
  Morale 
  ±0 
  Hit Dice 
  1d8 
  Armor Class 
  7 
  Move 
  240’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  Per weapon type 
  Defenses 
  None 
  Attacks 
  None 
  Weaknesses 
  None 
  Size 
  L (35’ tall) 
  Intelligence 
  9 
  Alignment 
  Neutral 
  Treasure Type 
  III 
  Treasure Value 
  1d12x100 
  Magical Treasure 
  1 item (15%) 
  X.P. Value 
  10 + 1/h.p. 
  General: Much like their cousins, the long-armed people, the long-legged 
  people dwell on isolated coasts and islands, and the two races will often (75%) 
  be found together. Often they will wade into the sea together, with the long-
  armed people taking harvest from the sea floor, and the long-legged people 
  scooping up fish from near the surface.  
  For every ten long-legged people encountered, there will be a 2nd level fighter. 
  For every twenty long-legged people, there will be a 4th level fighter and a 
  2nd level fangshi. If forty or more are encountered, there will be a 6th level 
  fighter and a 3rd level wu. Villages will always have a 6th level wu. 
  Combat: Long-legged people attack with weapons, and will be armed as 
  follows: 
  TABLE 165: LONG-LEGGED PEOPLE EQUIPMENT 
  Number Encountered 
  Weapons 
  Armor 
  10-25 
  Spear, short bow 
  Leather lamellar 
  26-40 
  Sword, crossbow 
  Brigandine and shield 
  41-70 
  Spear, dagger 
  Steel lamellar and shield 
  71-80 
  Sword, battle axe 
  Steel lamellar and shield 
  81+ 
  Crossbow 
  Mountain pattern armor 
  Thus, if thirty long-legged people are encountered, the first twenty-five will be 
  armed with spear and short bow, and the remaining five will be armed with 
  sword and crossbow.  
  When pummeling, long-armed people automatically get a +3 “to hit” bonus 
  on all kicks. They can attack enemies in melee up to 15’ away.  
  Appearance: Long-legged people look like humans with legs that are 30’ long. 
  The rest of their bodies are of normal human proportions. They speak the 
  Imperial tongue. 
  Lycanthrope 
  Lycanthropes are humans, demi-humans, and occasionally humanoids that are 
  afflicted with lycanthropy: a disease and curse all in one that allows (or forces) 
  them to assume the guise of an animal.  
  Most of the lycanthrope entries in the Adventures Dark and Deep™ Bestiary 
  have tables describing damage taken during the transformation to animal form 
  due to armor worn. In cases where the armor type worn is not listed in those 
  tables, use the following equivalencies: 
  TABLE 166: LYCANTHROPE ARMOR EQUIVALENT 
  Armor 
  Equivalent to… 
  Fabric 
  Furs 
  Cuirass (lamellar)  
  Scale armor (steel) 
  Cord and plaque 
  Lamellar armor (steel) 
  Mirror armor, mountain pattern armor 
  Plated armor +1 damage 
  Lycanthropy 
  Lycanthropy works exactly the same as described in the ADVENTURES DARK AND 
  DEEP™ Bestiary, under the entry “Lycanthrope”. Full details can be found there, 
  but bear in mind that player characters who are afflicted with lycanthropy do 
  not earn any x.p. while in animal form. 
  Werespider 
  Number 
  1 
  Morale 
  +2 
  Hit Dice 
  6d8 
  Armor Class 
  4 
  Move 
  90’/min., 240’/min. (in web) 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  2d4 
  Defenses 
  None 
  Attacks 
  Venom, web 
  Weaknesses 
  None 
  Size 
  M 
  Intelligence 
  13 
  Alignment 
  Chaotic evil 
  Treasure Type 
  VIII 
  Treasure Value 
  2d6x100 
  Magical Treasure 
  1d4 potions (10%) 
  X.P. Value 
  225 + 6/h.p. 
  General: Werespiders are cunning and vicious predators who are always 
  female. In human form, a werespider appears as a beautiful and seductive 
  young woman, and will attempt to lure handsome men into her grasp, at which 
  point she strikes, paralyzing her victim and encasing him in a web for later 
  feeding by either the werespider herself or her young.  
  Note that a werespider may take damage if the human form is wearing armor 
  when the transformation to animal form takes place. The amount of damage 
  depends on the armor being worn: 
  TABLE 167: ARMOR DAMAGE 
  Armor 
  Damage 
  None, fabric, furs 
  0 
  Cuirass (leather) 
  1d2 
  Lamellar (leather), brigandine armor, scale armor (leather) 
  1d3 
  Cuirass (lamellar), scale armor (steel) 
  1d4 
  Lamellar armor (steel), cord and plaque 
  1d4+1 
  Mirror armor, mountain pattern armor 
  1d4+2 
  
  ADVENTURES DARK AND DEEP™ - The Golden Scroll of Justice 
  95 
  Combat: In human form, werespiders attack with weapons, usually nothing 
  more than a dagger or knife. In spider form, they attack with their vicious bite, 
  which injects a venom that paralyzes the victim for 1d6 days unless a saving 
  throw vs. poison is successful. In spider form the werespider can cast the 
  equivalent of a web spell once every three rounds indefinitely, while in human 
  form she is limited to doing so but twice a day. 
  Appearance: In human form, werespiders appear as lovely young women. In 
  spider form they will appear as any sort of spider, but grown to enormous size, 
  about five feet across.  
  Meta-Elemental 
  Meta-elementals hail from the five meta-elemental planes: ember, magma, ore, 
  quicksilver, and muck, which are found between the five elemental planes 
  (wood, fire, earth, metal, and water). They can be brought to the material 
  plane through a number of different magical means: spells, devices, staves, 
  etc., and the way the elemental was brought to the material plane will often 
  determine how powerful the meta-elemental is; spells bring 16d10 hit die meta-
  elementals, staves bring ones with 8d10 hit dice, and other devices bring 
  12d10 hit die meta-elementals.  
  Meta-elementals can be summoned by the same means as elementals native to 
  either of the adjoining planes. Thus, a staff of summoning fire elementals could 
  also be used to attempt to summon either a magma or ember meta-elemental. 
  When someone attempts to summon a meta-elemental, there is a 5% chance 
  per level of the summoner that the attempt will be successful. Otherwise, the 
  regular elemental usually summoned by such means will come instead (if 
  applicable, he must declare which sort of elemental will come in place of the 
  meta-elemental, should the attempt fail).  
  Like regular elementals, meta-elementals brought to the material plane will 
  resent being so summoned, and will actively seek to escape. Thus, the one 
  summoning the meta-elemental must concentrate on controlling it. Failure to do 
  so will mean the meta-elemental has broken free and will turn on the one who 
  summoned it 25% of the time (or 75% of the time if summoned with a magic 
  item), otherwise simply returning to its plane of origin.  
  Dispel magic can be used to take over a controlled meta-elemental, if the caster 
  explicitly states he is using the spell to disrupt the conjurer’s control rather than 
  affect the meta-elemental itself. If he fails, however, the elemental in question 
  will become aware of the attempted takeover and will seek out that caster if it 
  becomes uncontrolled. The meta-elemental in question will also be boosted in 
  power to 10 h.p. per hit die.  
  Note that magma elementals are detailed in the ADVENTURES DARK AND DEEP™ 
  Bestiary. 
  All meta-elementals are immune to poison. 
  See also: the elemental planes (p. 34), elemental (p. 86), and quasi-elemental 
  (p. 98).  
  Ember Meta-Elemental 
  Number 
  1 
  Morale 
  +3 
  Hit Dice 
  8d10 - 16d10 
  Armor Class 
  3 
  Move 
  60’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  2d12 
  Defenses 
  +1 (or better) weapon to harm, resistant to heat 
  Attacks 
  Heat 
  Weaknesses 
  Water 
  Size 
  L 
  Intelligence 
  6 
  Alignment 
  Neutral 
  Treasure Type 
  None 
  Treasure Value 
  n/a 
  Magical Treasure 
  None 
  X.P. Value 
  2,850 + 15/h.p. 
  General: Ember meta-elementals are native to the meta-elemental plane of 
  ember. They can be summoned by any means usually used to summon fire or 
  wood elementals. For reasons that remain unknown, they harbor an intense 
  hatred of bears, werebears, and other ursine creatures, and will attack such 
  creatures to the exclusion of all others (if possible given their instructions). 
  Combat: Ember meta-elementals attack with their fists. Their bodies radiate 
  heat, and will do an additional 1d4 h.p. of heat damage if they hit, as well 
  as set fire to flammable objects after one round of continued contact. They are 
  vulnerable to water, however; a simple bucket of water will cause 1d6 h.p. of 
  damage to an ember meta-elemental, and water-based magical attacks 
  against them will re-roll all 1’s on damage dice. Wind actually heals them; a 
  gust of wind spell will heal 1d8+1 h.p., winds (both natural and those created 
  by magic such as control wind or control weather) will heal 1 h.p. per round 
  for every 5 mph, and attacks by creatures from the elemental plane of air will 
  heal rather than harm ember meta-elementals. 
  Appearance: Ember meta-elementals appear as crude humanoid forms made 
  of blackened wood that glows orange from deep within.  
  Muck Meta-Elemental 
  Number 
  1 
  Morale 
  +3 
  Hit Dice 
  8d10 - 16d10 
  Armor Class 
  3 
  Move 
  120’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  2 
  Damage 
  1d12/1d12 
  Defenses 
  +1 (or better) weapon to harm, resistant to fire and 
  cutting/piercing weapons 
  Attacks 
  Suffocation 
  Weaknesses 
  None 
  Size 
  L 
  Intelligence 
  6 
  Alignment 
  Neutral 
  Treasure Type 
  None 
  Treasure Value 
  n/a 
  Magical Treasure 
  None 
  X.P. Value 
  2,850 + 15/h.p. 
  
  Bestiary - Nine-headed Bird 
  96 
  General: Muck meta-elementals are native to the meta-elemental plane of 
  muck. They can be summoned by any means usually used to summon water or 
  wood elementals. 
  Combat: Muck meta-elementals attack with pseudopods extruded from their 
  bodies. If two pseudopods hit the same target in the same round, they will hold 
  him in place and force themselves down the throat of the victim, suffocating 
  him. Death will come in 2d4 rounds unless the muck elemental releases its prey 
  or is destroyed before then. Cutting and piercing weapons do half damage, 
  and fire does a maximum of 2 h.p. per damage die rolled.  
  Appearance: Muck meta-elementals are great pools of waterlogged vegetation 
  that can undulate across solid surfaces and form appendages as needed.  
  Ore Meta-Elemental 
  Number 
  1 
  Morale 
  +3 
  Hit Dice 
  8d10 - 16d10 
  Armor Class 
  3 
  Move 
  120’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  3d8 
  Defenses 
  +1 (or better) weapon to harm, immune to electrical 
  and water-based attacks, fire attacks strengthen 
  Attacks 
  None 
  Weaknesses 
  None 
  Size 
  L 
  Intelligence 
  6 
  Alignment 
  Neutral 
  Treasure Type 
  None 
  Treasure Value 
  n/a 
  Magical Treasure 
  None 
  X.P. Value 
  2,850 + 15/h.p. 
  General: Ore meta-elementals are native to the meta-elemental plane of ore. 
  They can be summoned by any means usually used to summon metal or earth 
  elementals. They resent mineral quasi-elementals, who look down on them as 
  inferiors, but they look down on earth elementals, whom they (in turn) view as 
  inferior.  
  Combat: Ore meta-elementals attack with their fists. They take no damage from 
  electrical or water-based attacks, and when hit by a fire-based attack they will 
  actually grow stronger. For every five points of fire damage the meta-elemental 
  has taken in the last 24 hours, it will gain a +1 bonus to damage, to a 
  maximum of +5. Such attacks still inflict damage on the meta-elemental, 
  however. 
  Appearance: Ore meta-elementals appear as vaguely humanoid figures made 
  of various pieces of metal and stone in striated seams across their bodies. 
  Quicksilver Meta-Elemental 
  Number 
  1 
  Morale 
  +3 
  Hit Dice 
  8d10 - 16d10 
  Armor Class 
  3 
  Move 
  120’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  4 
  Damage 
  1d6/1d6/1d6/1d6 
  Defenses 
  +1 (or better) weapon to harm, immune to piercing 
  weapons 
  Attacks 
  Always has initiative of 0 
  Weaknesses 
  None 
  Size 
  L 
  Intelligence 
  6 
  Alignment 
  Neutral 
  Treasure Type 
  None 
  Treasure Value 
  n/a 
  Magical Treasure 
  None 
  X.P. Value 
  2,850 + 15/h.p. 
  General: Quicksilver elementals are native to the meta-elemental plane of 
  quicksilver. They can be summoned by any means usually used to summon 
  water or metal elementals.  
  Combat: Quicksilver meta-elementals strike with pseudopods formed from their 
  own bodies. They do not roll initiative; quicksilver meta-elementals are always 
  considered to have an initiative of 0. Attacks from piercing weapons are 
  ineffective against them. 
  Appearance: Quicksilver elementals are completely fluid in appearance, and 
  are made of shining silvery liquid metal. They can assume any shape as long 
  as it is no more than approximately 8’ in height/diameter, although they 
  always have the same mirror-like surface. 
  Nine-headed Bird 
  Number 
  1d4 
  Morale 
  +2 
  Hit Dice 
  4d8 
  Armor Class 
  5 
  Move 
  240’/min. (flying - poor) 
  Magic Resistance 
  Standard 
  No. of Attacks 
  9 
  Damage 
  1d3 
  Defenses 
  None 
  Attacks 
  None 
  Weaknesses 
  None 
  Size 
  M (8’ wingspan) 
  Intelligence 
  13 
  Alignment 
  Lawful evil 
  Treasure Type 
  IX 
  Treasure Value 
  3d6x100 
  Magical Treasure 
  1d3 potions (20%), 1 scroll (25%) 
  X.P. Value 
  125 + 4/h.p. 
  General: Nine-headed birds are noted for their cunning and duplicity, and 
  when one settles into an area, it will begin to hunt the local inhabitants at night 
  until it is driven out or killed. They are not fond of dogs.  
  Combat: Nine-headed birds attack with their sharp beaks. All nine heads can 
  attack a single target, or three each can attack three separate targets as long 
  as they are in range.  
  
  ADVENTURES DARK AND DEEP™ - The Golden Scroll of Justice 
  97 
  Appearance: Nine-headed birds resemble large roosters with long tails and 
  nine vulture-like heads on long necks. Their plumage runs from black to bronze, 
  and their tails are red, black, and white.  
  Nian 
  Number 
  1d4 
  Morale 
  +3 
  Hit Dice 
  8d10 
  Armor Class 
  3 
  Move 
  120’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  3 
  Damage 
  1d3/1d3/2d6 (males), 1d4/1d4/1d8 (females) 
  Defenses 
  None 
  Attacks 
  None 
  Weaknesses 
  Sound 
  Size 
  L (5’ high at shoulder) 
  Intelligence 
  6 
  Alignment 
  Chaotic evil 
  Treasure Type 
  None 
  Treasure Value 
  n/a 
  Magical Treasure 
  None 
  X.P. Value 
  600 + 12/h.p. 
  General: Nian are aggressive beasts that dwell in mountainous regions. If two 
  nian are encountered, they will be a mated pair; any further nian after two will 
  be half-strength offspring. They dwell in caves, and are nocturnal, preferring 
  moonless nights to hunt. They are fond of human flesh, and will avoid the color 
  red if possible.  
  Combat: Nian attack with their mighty bite. They are vulnerable to sound-
  based attacks, however, and must make an additional saving throw vs. spells 
  or flee in fear for 2d6 rounds if damaged by a sound-based magical attack. 
  Mundane sounds can also repel them, but only if they are particularly loud, 
  and even then the nian gets a +2 bonus to its saving throw.  
  Appearance: Male and female nian differ somewhat in appearance, although 
  both have heavily-muscled bodies, like those of horses, covered with scales. 
  Males have cloven hooves and serpentine heads with horns, while females 
  have great paws and leonine heads. 
  Ogre, Chisel-Tooth 
  Warrior 
  Chieftain 
  Number 
  2d8 
  1 
  Morale 
  +3 
  +4 
  Hit Dice 
  3d10 
  5d10 
  Armor Class 
  5 
  5 
  Move 
  90’/min. 
  90’/min. 
  Magic Resistance Standard 
  Standard 
  No. of Attacks 
  2 
  2 
  Damage 
  1d10 (or per weapon type +2) / 1d6 
  Defenses 
  None 
  None 
  Attacks 
  None 
  None 
  Weaknesses 
  None 
  None 
  Size 
  L (9’) 
  L (9’) 
  Intelligence 
  6 
  7 
  Alignment 
  Chaotic evil 
  Chaotic Evil 
  Treasure Type 
  XII 
  XII 
  Treasure Value 
  1d8x10 
  1d8x10 
  Magical Treasure None 
  None 
  X.P. Value 
  60 + 4/h.p. 
  150 + 6/h.p. 
  General: Chisel-tooth ogres are related to regular ogres, and are similar in 
  temperament. They dwell in remote caves in forests and badlands, sometimes 
  raiding nearby settlements or harassing travelers.  
  In addition, in their lair there will be 1d8 females and 1d6 young. There is 
  also a 30% chance that 2d4 prisoners will be in the lair; these will be kept as 
  slaves 25% of the time, or as food 75%.  
  Chisel-tooth ogres can tunnel 150’ per 8-hour shift in very soft rock, 100’ in 
  soft rock, and 50’ in hard rock. This assumes a shaft 10’ wide. 
  Combat: Chisel-tooth ogres can bite with the great projecting tooth which gives 
  them their name, as well as attack either with their fists or with a weapon (they 
  favor spears and axes). 
  Appearance: Chisel-tooth ogres are massive humanoids with yellowish hides 
  and dark greasy hair. They tend to wear skins and furs. They are noted for the 
  single huge tooth which projects from their lower jaw, which is used in combat 
  to deadly effectiveness.  
  Spellcasters: Chisel-tooth ogre shamans can rise as high as 3rd level. 
  Peng 
  Number 
  1 
  Morale 
  +20 
  Hit Dice 
  20d12 
  Armor Class 
  0 
  Move 
  360’/min. (flying - poor) 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  2d8 
  Defenses 
  None 
  Attacks 
  Wing buffet 
  Weaknesses 
  None 
  Size 
  L (100’ wingspan) 
  Intelligence 
  1 
  Alignment 
  Neutral 
  Treasure Type 
  None 
  Treasure Value 
  n/a 
  Magical Treasure 
  None 
  X.P. Value 
  8,000 + 35/h.p. 
  General: Peng (the term is singular as well as plural) are the enormous, 
  magically transformed, bird-form of the k’un (q.v.). They are usually 
  encountered on their long migratory flights from northern to southern waters, 
  although the peng/k’un can transform in but a single round if it finds itself 
  needing to do so to fend off an enemy (which are few and far between, owing 
  to the peng’s size and power). They are not normally aggressive, however. 
  Combat: Peng attack with their great beaks. In addition, their wings can 
  generate a wind of such strength that smaller flying creatures (up to 100’ away) 
  are buffeted as if by fifty mile per hour winds. These winds can also disrupt 
  spellcasting; anyone in range of the wing buffet winds must make an 
  intelligence check when casting a spell; failure means the spell is ruined and 
  is lost. 
  Appearance: Peng appear as vast sinuous birds with wings like that of a great 
  heron. They are ruddy gold in color with green head, legs, and tail. 
  See also: k’un (p. 93). 
  
  Bestiary - Poisonfeather Bird 
  98 
  Poisonfeather Bird 
  Number 
  1 
  Morale 
  +2 
  Hit Dice 
  2d10 
  Armor Class 
  3 
  Move 
  300’/min. (flying - average) 
  Magic Resistance 
  Standard 
  No. of Attacks 
  3 
  Damage 
  1d2/1d2/1d4 
  Defenses 
  None 
  Attacks 
  Poison 
  Weaknesses 
  None 
  Size 
  M (7’ wingspan) 
  Intelligence 
  3 
  Alignment 
  Neutral 
  Treasure Type 
  None 
  Treasure Value 
  n/a 
  Magical Treasure 
  None 
  X.P. Value 
  105 + 3/h.p. 
  General: Poisonfeather birds are one of the most poisonous animals found in 
  nature. They get this poison from their diet of venomous vipers, which do them 
  no harm but which infuse every part of their bodies with the most deadly 
  poison. Their feathers are said to be highly coveted by assassins, who will dip 
  them in a drink in order to render it deadly. They will pay 100 g.p. for a whole 
  specimen (dead). 
  Combat: Poisonfeather birds attack with their talons and beak. Their bite is not 
  venomous, but any touch of the bird’s flesh or feathers requires a saving throw 
  vs. poison. Failure indicates instant death. Those wearing armor with a base 
  value of AC 5 or worse get a +2 bonus to their saving throw, while those 
  wearing heavier armor get a +4 bonus to their saving throw. Helmets do not 
  count for this purpose.  
  Appearance: Poisonfeather birds look like long-necked eagles, with a purple 
  abdomen and green-tipped feathers. They have a scarlet beak and copper-
  colored head. 
  Pygmy 
  Number 
  1d4+6 
  Morale 
  -5 
  Hit Dice 
  1d4 
  Armor Class 
  9 
  Move 
  30’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  1 
  Defenses 
  Hiding 
  Attacks 
  None 
  Weaknesses 
  None 
  Size 
  S (9”) 
  Intelligence 
  9 
  Alignment 
  Neutral good 
  Treasure Type 
  XVII 
  Treasure Value 
  2d10x10 
  Magical Treasure 
  None 
  X.P. Value 
  1 + 1/h.p. 
  General: Pygmies dwell in rough regions, constructing grass huts that look at 
  first glace to be ants’ nests. While some work as farmers, many spend time 
  crafting precious metals and gems, the results of such work are highly prized 
  because of the incredibly fine detail. They are skittish creatures, and travel in 
  groups for protection (mostly against birds, some of which find pygmy a 
  delicacy). If in any sort of vegetation, pygmies can hide with 90% 
  effectiveness. 
  Combat: Pygmies employ small swords (treat as daggers) and short bows (treat 
  as having half range, and arrows only do half damage).  
  Appearance: Pygmies are human in form, although with heads that are 
  disproportionately large for their diminutive bodies. They tend to wear red, 
  and the men are bearded.  
  Quasi-Elemental 
  Quasi-elementals hail from the ten quasi-elemental planes: charcoal, radiance, 
  mineral, magnetism, steam, rot, ash, dust, rust, and salt. Each quasi-elemental 
  plane is adjacent to either the positive or negative energy plane and one of 
  the five elemental planes (wood, fire, earth, metal, and water). Quasi-
  elementals can be brought to the material plane through a number of different 
  magical means: spells, devices, staves, etc., and the way the elemental was 
  brought to the material plane will often determine how powerful the quasi-
  elemental is: spells bring 16d10 hit die quasi-elementals, staffs bring quasi-
  elementals with 8d10 hit dice, and other devices bring 12d10 hit die quasi-
  elementals.  
  Quasi-elementals can be summoned by the same means as elementals native 
  to the adjoining elemental plane. Thus, a staff of summoning fire elementals 
  could also be used to attempt to summon either a radiance or ash quasi-
  elemental. When attempting to summon a quasi-elemental, there is a 5% 
  chance per level of the summoner that the attempt will be successful. 
  Otherwise, there is a 50-50 chance that either an entropoid or extropoid (as 
  appropriate to the sort of quasi-elemental being summoned), or the regular 
  elemental usually summoned by such means will come instead.  
  Example: A 11th level mage is attempting to conjure a salt quasi-elemental 
  using the spell conjure elemental. He has a 55% chance of success. He rolls a 
  76, and fails to summon the salt quasi-elemental. The game master then rolls 
  to determine whether an entropoid or water elemental appears in its place. 
  Note that extropoids and entropoids are not subject to control by the same sort 
  of magic that summons and controls elementals. 
  Like regular elementals, quasi-elementals brought to the material plane will 
  resent being so summoned, and will actively seek to escape. Thus, the one 
  summoning the quasi-elemental must concentrate on controlling it. Failure to 
  do so will mean the quasi-elemental has broken free and will turn on the one 
  who summoned it 25% of the time (or 75% of the time if summoned with a 
  magic item), otherwise simply returning to its plane of origin.  
  The spell dispel magic can be used to take over a controlled quasi-elemental, 
  if the caster explicitly states he is using the spell to disrupt the conjurer’s control 
  rather than the quasi-elemental itself. If he fails, however, the elemental in 
  question will become aware of the attempted takeover and will seek out that 
  caster if it becomes uncontrolled. The quasi-elemental in question will also be 
  boosted in power to 10 h.p. per hit die.  
  Note that ash, dust, mineral, radiance, salt, and steam quasi-elementals are 
  detailed in the ADVENTURES DARK AND DEEP™ Bestiary, as are entropoids and 
  extropoids.  
  Quasi-elementals are immune to poison. 
  See also: the elemental planes (p. 34), elemental (p. 86), and meta-elemental 
  (p. 95). 
  
  ADVENTURES DARK AND DEEP™ - The Golden Scroll of Justice 
  99 
  Charcoal Quasi-Elemental 
  Number 
  1 
  Morale 
  +3 
  Hit Dice 
  8d10 - 16d10 
  Armor Class 
  2 
  Move 
  120’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  3d8 
  Defenses 
  +1 (or better) weapon to harm, heat heals 
  Attacks 
  Gout of flame 
  Weaknesses 
  None 
  Size 
  L 
  Intelligence 
  6 
  Alignment 
  Neutral 
  Treasure Type 
  None 
  Treasure Value 
  n/a 
  Magical Treasure 
  None 
  X.P. Value 
  5,850 + 15/h.p. 
  General: Charcoal quasi-elementals are native to the quasi-elemental plane of 
  charcoal. They can be summoned by the same means that are used to summon 
  a wood elemental, but if the attempt fails an extropoid could arrive instead.  
  Combat: Charcoal quasi-elementals attack with their fists. Heat attacks actually 
  heal them (up to their full hit point total) if they are wounded. Any excess hit 
  points can then be released on the next round in a gout of flame 30’ long and 
  3’ in width. Any creatures in the path of the flame must make a saving throw 
  vs. breath weapon or take full damage (successful saving throw means half 
  damage). The gout of flame must be released on the following round. 
  Example: A charcoal quasi-elemental starts with 40 hit points. It takes 25 points 
  of damage from ordinary attacks, and then is hit by a fireball, which would 
  normally do 30 hit points of damage. The quasi-elemental is first healed of the 
  25 points of damage it took, and can then inflict 5 h.p. of flame damage on 
  the next round by shooting forth the gout of flame.  
  Appearance: Charcoal quasi-elementals appear as humanoids formed out of 
  many-faceted lumps that are riven with cracks. They are a dark gray color, 
  and are surprisingly light for their size.  
  Magnetism Quasi-Elemental 
  Number 
  1 
  Morale 
  +3 
  Hit Dice 
  8d10 - 16d10 
  Armor Class 
  2 
  Move 
  120’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  1d6 
  Defenses 
  +1 (or better) weapon to harm, immune to all wooden 
  weapons 
  Attacks 
  Magnetic attraction 
  Weaknesses 
  None 
  Size 
  L 
  Intelligence 
  6 
  Alignment 
  Neutral 
  Treasure Type 
  None 
  Treasure Value 
  n/a 
  Magical Treasure 
  None 
  X.P. Value 
  5,850 + 15/h.p. 
  General: Magnetism quasi-elementals are native to the quasi-elemental plane 
  of magnetism. They can be summoned by the same means that are used to 
  summon a metal elemental, but if the attempt fails an extropoid could arrive 
  instead.  
  Combat: Magnetism quasi-elementals attack with bands of pure magnetic force 
  that strike at the iron in the blood of living creatures. Creatures without such 
  iron, such as stone golems, many undead, non-corporeal creatures, etc., are 
  immune to their attacks. They can also use their magnetic attraction to seize 
  any sort of metal within 20’ as if it were being grabbed by a creature with a 
  strength of 18/50. Thus, creatures wearing metal armor can be tossed around 
  (as if overborne or grappled), weapons can be torn from one’s grasp and 
  wielded (as if by a fighter of an experience level equal to the number of hit 
  dice the quasi-elemental possesses), loose metal objects hurled at enemies (use 
  rules for improvised weapons), etc. Note that this ability only works on metals 
  affected by magnetic fields; precious metals such as gold and silver are 
  immune. Attacks from wooden weapons do not harm magnetism quasi-
  elementals at all. 
  Appearance: Magnetism quasi-elementals are invisible and without form, but 
  stray bits of metal will tend to be swept up inadvertently by them, moving slowly 
  in a figure-eight loop around a central point where the elemental itself has 
  manifested.  
  Rot Quasi-Elemental 
  Number 
  1 
  Morale 
  +3 
  Hit Dice 
  8d10 - 16d10 
  Armor Class 
  2 
  Move 
  60’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  2 
  Damage 
  2d6/2d6 
  Defenses 
  +1 (or better) weapon to harm 
  Attacks 
  Rotting infestation 
  Weaknesses 
  Acid does maximum damage 
  Size 
  L 
  Intelligence 
  6 
  Alignment 
  Neutral 
  Treasure Type 
  None 
  Treasure Value 
  n/a 
  Magical Treasure 
  None 
  X.P. Value 
  5,850 + 15/h.p. 
  General: Rot quasi-elementals are native to the quasi-elemental plane of rot. 
  They can be summoned by the same means that are used to summon a wood 
  elemental, but if the attempt fails an entropoid could arrive instead.  
  Combat: Rot quasi-elementals attack with their crude appendages, but their 
  truly feared attack comes after those appendages have touched an enemy. 
  Every successful hit from a rot quasi-elemental requires the victim to make a 
  saving throw vs. poison. Failure indicates the quasi-elemental has infected the 
  victim with a swiftly-spreading rotting infestation that will cause skin and 
  eventually muscle and bone to putrefy and rot away to a gangrenous slush, 
  leaving the victim to die in exquisite agony. The victim will lose 1d4 h.p. per 
  round until dead; these hit points cannot be recovered with any of the cure 
  spells (cure light wounds, etc.). Only a heal spell will recover hit points lost to 
  the rotting infestation, although a cure disease spell will halt the spread of the 
  rotting and no more hit points will be lost. If 20% of a victim’s total hit points 
  are gone, a limb should be considered lost (roll randomly to determine which). 
  At that point only a regeneration spell will restore a lost limb. 
  
  Bestiary - Rainbird 
  100 
  Appearance: Rot quasi-elementals appear as masses of stinking, rotting 
  vegetation in hues of dark greens, browns, and black. They move about with 
  a sickening undulating motion. 
  Rust Quasi-Elemental 
  Number 
  1 
  Morale 
  +3 
  Hit Dice 
  8d10 - 16d10 
  Armor Class 
  2 
  Move 
  120’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  2d4 
  Defenses 
  +1 (or better) weapon to harm 
  Attacks 
  Rust 
  Weaknesses 
  None 
  Size 
  L 
  Intelligence 
  6 
  Alignment 
  Neutral 
  Treasure Type 
  None 
  Treasure Value 
  n/a 
  Magical Treasure 
  None 
  X.P. Value 
  5,850 + 15/h.p. 
  General: Rust quasi-elementals are native to the quasi-elemental plane of rust. 
  They can be summoned by the same means that are used to summon a metal 
  elemental, but if the attempt fails an entropoid could arrive instead.  
  Combat: Rust quasi-elementals attack with their fists. Any creature wearing 
  metal armor who is struck by a rust quasi-elemental will find it instantly 
  corroded and fallen to pieces. They can, if they wish, attack an enemy’s 
  weapon specifically, if it is metal, attacking it as if it were AC 10 and achieving 
  the same result if the weapon is hit. Magical armor and weapons get a saving 
  throw of 10% per “plus” of enchantment.  
  Appearance: Rust quasi-elementals appear as vaguely humanoid collections 
  of ochre-colored sand and flakes of rusted metal. When they move, they make 
  an audible screeching sound, like two old metal plates rubbing against one 
  another.  
  Rainbird 
  Number 
  1d4 
  Morale 
  -1 
  Hit Dice 
  2d6 
  Armor Class 
  7 
  Move 
  240’/min. (flying - average) 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  1d2 
  Defenses 
  None 
  Attacks 
  Rain 
  Weaknesses 
  None 
  Size 
  S (1’) 
  Intelligence 
  3 
  Alignment 
  Neutral 
  Treasure Type 
  None 
  Treasure Value 
  n/a 
  Magical Treasure 
  None 
  X.P. Value 
  14 + 1/h.p. 
  General: Rainbirds are highly sought-after by farmers and the like, as their 
  power to bring rain has obvious uses for crops and irrigation. Adult specimens 
  can fetch up to 40 g.p. each, while eggs or hatchlings are worth 10 g.p. each. 
  If more than one is encountered, they will be a mated pair, with any additional 
  birds being hatchlings. Hatchlings must grow for at least a year before they 
  can produce the same rain effects as adults. They tend to nest on the banks of 
  shallow rivers, amongst the thick reeds. 
  Combat: Rainbirds can peck with their tiny beaks, but their true power comes 
  from their magical ability to create rain. An adult rainbird can cause 
  precipitation (as per the spell) three times per day, or a cloudburst (again, like 
  the spell) once per day. If startled, they will tend to cause rain and then flee, 
  unless they are protecting their nest, in which case they will fight. 
  Appearance: Rainbirds look much like large robins with blue and white 
  feathers. They are notable for only having one leg, however.  
  Snake 
  The following special types of snake are found in a mythic China setting. Of 
  course, other sorts, as described in the ADVENTURES DARK AND DEEP™ Bestiary, 
  can be found there as well. 
  Bashe 
  Number 
  1 
  Morale 
  +12 
  Hit Dice 
  9d12 
  Armor Class 
  5 
  Move 
  120’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  2 
  Damage 
  1d6/2d6 
  Defenses 
  None 
  Attacks 
  Swallow whole, constrict 
  Weaknesses 
  None 
  Size 
  L (150’ long) 
  Intelligence 
  1 
  Alignment 
  Neutral 
  Treasure Type 
  None 
  Treasure Value 
  n/a 
  Magical Treasure 
  None 
  X.P. Value 
  2,850 + 16/h.p. 
  General: Bashe are giant snakes large enough to swallow an elephant whole. 
  They dwell in marshland and forests. 
  Combat: Bashe attack by their bite and can also constrict other creatures that 
  are medium or larger (they cannot get a good grip on small creatures). When 
  biting, if they get a natural 20 on their “to hit” roll, they will swallow the prey, 
  which will die automatically in 1d4 rounds unless the bashe is slain and then 
  cut open. While inside, only small weapons (2’ or less in length) can be used, 
  and the person swallowed gets a -2 penalty “to hit”. 
  If a bashe makes a successful constriction attack against a victim, no further 
  “to hit” rolls are required; constriction damage will be automatic each round 
  thereafter. The bashe can constrict a maximum of two victims at one time, and 
  cannot move faster than 30’/min. while constricting a victim. 
  Appearance: Bashe are enormous snakes with green and yellow scales. 
  
  ADVENTURES DARK AND DEEP™ - The Golden Scroll of Justice 
  101 
  Snake, Jointed 
  Number 
  1 (3) 
  Morale 
  +4 
  Hit Dice 
  9d10 (3d10 each segment) 
  Armor Class 
  5 
  Move 
  120’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 (3) 
  Damage 
  1/1d4 (1/1d2 each segment) 
  Defenses 
  None 
  Attacks 
  Separation, constriction 
  Weaknesses 
  None 
  Size 
  L (6’ each segment) 
  Intelligence 
  1 
  Alignment 
  Neutral 
  Treasure Type 
  None 
  Treasure Value 
  n/a 
  Magical Treasure 
  None 
  X.P. Value 
  900 + 14/h.p. (60 + 4/h.p. each segment) 
  General: Jointed snakes live in forests and jungles, where they dwell in the 
  trees, waiting to drop down on unsuspecting prey. They have the ability to 
  separate into three individual snakes, each of which can attack a different 
  enemy, and then recombine at will. Experience points should be awarded 
  based on how the snake is encountered in combat; if it is chiefly separated, 
  then award the x.p. for three individual segments. If it is largely fought intact, 
  the higher award should be granted. 
  Combat: Jointed snakes are constrictors, and will loop their coils around their 
  victims. A successful hit will indicate both a bite and a constriction; further “to 
  hit” rolls are unnecessary. Creatures with a combined strength of 64 can 
  cooperate to remove a single segment in one round, or the combined jointed 
  snake in 1d4+1 rounds.  
  Appearance: Much like ordinary constrictors, jointed snakes are thickly 
  muscled and can be found in a variety of different colors.  
  Snake, Nine-headed 
  Number 
  1d3 
  Morale 
  +6 
  Hit Dice 
  6d12 
  Armor Class 
  4 
  Move 
  120’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  9 
  Damage 
  1d2 
  Defenses 
  Poisonous blood 
  Attacks 
  Venom 
  Weaknesses 
  None 
  Size 
  L (25’) 
  Intelligence 
  1 
  Alignment 
  Neutral 
  Treasure Type 
  None 
  Treasure Value 
  n/a 
  Magical Treasure 
  None 
  X.P. Value 
  650 + 10/h.p. 
  General: Nine-headed snakes are giant venomous snakes which dwell in most 
  climates and terrains except the coldest.  
  Combat: Nine-headed snakes attack with their many bites. Every head is 
  capable of striking a different opponent, as long as they are in range. Each 
  bite is extremely poisonous; the victim must make a saving throw vs. poison or 
  take an additional 1d6 h.p. and be incapacitated for 1d6 days. The blood of 
  a nine-headed snake is poisonous as well; any unarmored person within 5’ 
  when the snake is struck with a slashing or piercing weapon must make a 
  saving throw vs. poison or take 1d4 h.p. from the splashed blood.  
  Appearance: Nine-headed snakes are giant versions of vipers, with nine 
  heads. Their scales range from brilliant emerald to tan to black. 
  Snake, Winged 
  Number 
  2d6 
  Morale 
  +1 
  Hit Dice 
  1d8 
  Armor Class 
  6 
  Move 
  120’/min., 180’/min. (flying - average) 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  1d3 
  Defenses 
  None 
  Attacks 
  Venom 
  Weaknesses 
  None 
  Size 
  S (4’) 
  Intelligence 
  1 
  Alignment 
  Neutral 
  Treasure Type 
  None 
  Treasure Value 
  n/a 
  Magical Treasure 
  None 
  X.P. Value 
  45 + 1/h.p. 
  General: Winged snakes are a pestilence that can be found in almost all 
  climates and terrains. They are greatly feared because they hunt in flocks, and 
  their venom is deadly. 
  Combat: Winged snakes attack with their bite, which carries venom. Anyone 
  bitten by a winged snake must make a saving throw vs. poison. Failure means 
  the victim takes an additional 3d4 h.p. of damage. 
  Appearance: Winged snakes are usually bright orange in color with bands of 
  green, black, and yellow. Their wings are feathered, and are yellow with 
  green, red, and black tips. 
  Tomb Guardian 
  Number 
  2 
  Morale 
  +3 
  Hit Dice 
  8d8 
  Armor Class 
  2 
  Move 
  120’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  By weapon type 
  Defenses 
  Immune to mind-affecting magic 
  Attacks 
  See below 
  Weaknesses 
  See below 
  Size 
  M 
  Intelligence 
  16 
  Alignment 
  Lawful neutral 
  Treasure Type 
  None 
  Treasure Value 
  n/a 
  Magical Treasure 
  None 
  X.P. Value 
  550 + 10/h.p. 
  General: Tomb guardians are magical creatures which are always found in 
  pairs. They roam the ethereal plane looking for unguarded or imperiled 
  resting places for the dead; when they find one, they will assume material 
  
  Bestiary - Unicorn, Shaggy 
  102 
  form and settle in to provide the necessary protection. There are five types of 
  tomb guardians, and each pair will consist of two different types. All can 
  transit between the material and ethereal planes up to three times per day. 
  The types of tomb guardians present in any given locale should be 
  determined randomly: 
  TABLE 168: TOMB GUARDIAN TYPE 
  Die Roll 
  (d10) 
  Type 
  1-2 
  North 
  3-4 
  South 
  5-6 
  East 
  7-8 
  West 
  9-10 
  Center 
  Combat: Tomb guardians fight with weapons; the exact weapon type 
  depends on the type of tomb guardian. Each also has magical powers, as 
  described below. 
  Northern tomb guardians bear umbrellas; these can strike for 1d6 h.p. of 
  damage, and, when opened, can cause a strong stream of water which will 
  do 1d4 h.p. of damage per round and require all creatures to make a 
  strength check or be pushed back 10’ per round. Northern tomb guardians 
  are vulnerable to earth; earth-based attacks re-roll 1’s on all damage dice. 
  Southern tomb guardians are armed with swords; they do 1d12 h.p. of 
  damage. By waving the sword, a southern tomb guardian can create a wall 
  of fire (as per the spell, as if cast by a 8th level spellcaster). They are 
  vulnerable to water; water-based attacks against them will re-roll all 1’s on 
  damage dice. 
  Eastern tomb guardians are armed with pipas, which can strike for 1d6 h.p. 
  of damage. By playing the pipa, a tomb guardian can cast a mass 
  charm spell, which will be used to dissuade intruders from looting the tomb, if 
  effective. They are vulnerable to metal; metal attacks against them (including 
  attacks by metal weapons) will re-roll all 1’s on damage dice. 
  Western tomb guardians are armed with red cords; these can strike for 1d4 
  h.p. of damage, or can be hurled at enemies and turn into venomous snakes 
  (with maximum hit points). The poison of such snakes will kill unless a saving 
  throw vs. poison is made. They are vulnerable to fire; fire-based attacks 
  against them will re-roll all 1’s on damage dice. 
  Central tomb guardians are armed with monk’s spades; they can strike for 
  1d6 h.p. Those struck by the weapon must make a saving throw vs. spells or 
  be slowed for 1d4 rounds. They are vulnerable to wood; wood-based attacks 
  (including attacks by wooden weapons) will re-roll all 1’s on damage dice. 
  Appearance: Tomb guardians are human in appearance, with voluminous 
  robes and large square hats. Northern guardians wear robes of black, 
  southern ones shades of red, eastern ones robes of green, western ones 
  shades of white, and central ones wear yellow. 
  Unicorn, Shaggy 
  Number 
  4d6 
  Morale 
  +2 
  Hit Dice 
  5d8 
  Armor Class 
  7 (body), 3 (head) 
  Move 
  150’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  1d12 
  Defenses 
  None 
  Attacks 
  Charge for 3d6+1d4 
  Weaknesses 
  None 
  Size 
  L (6’ at shoulder) 
  Intelligence 
  3 
  Alignment 
  Neutral 
  Treasure Type 
  None 
  Treasure Value 
  n/a 
  Magical Treasure 
  None 
  X.P. Value 
  350 + 8/h.p. 
  General: Shaggy unicorns are similar to yaks in most respects, with the 
  exception of the single horn on their head, which is used in combat. They are 
  aggressive herd animals, and will move as a group to counter predators and 
  other intruders.  
  Combat: If shaggy unicorns attack as a herd (75% chance) they will charge 
  and trample enemies, doing 3d6+1d4 h.p. of damage each. Otherwise, they 
  will use their horns to attack. 
  Appearance: A shaggy unicorn looks like a yak with a single spiral horn atop 
  its forehead. 
  Vampire, Hopping 
  Number 
  1 
  Morale 
  +16 
  Hit Dice 
  8d10 
  Armor Class 
  1 
  Move 
  60’/min. 
  Magic Resistance 
  Standard 
  No. of Attacks 
  1 
  Damage 
  1d6+4 
  Defenses 
  +1 (or better) weapon to harm, spell immunity, poison 
  immunity 
  Attacks 
  Level drain, telekinesis 
  Weaknesses 
  Mirrors, holy symbols, vinegar 
  Size 
  M 
  Intelligence 
  16 
  Alignment 
  Chaotic evil 
  Treasure Type 
  VII 
  Treasure Value 
  1d10x1,000 
  Magical Treasure 
  1d3 items (10%), 1d6 potions (50%) 
  X.P. Value 
  3,800 + 12/h.p. 
  General: Hopping vampires are distant cousins of their more well-known 
  European counterparts, but with some noticeable differences. First, it is 
  impossible for such creatures to be mistaken for living beings, as their aspect 
  is quite fearsome and their bodies stiffened by rigor mortis. Someone slain by 
  a hopping vampire will themselves become one in 3 days unless the body is 
  burned. 
  Combat: Hopping vampires attack with their fists, and have the equivalent of 
  18/76 strength (+2 “to hit” bonus and +4 damage). Two consecutive hits from 
  a hopping vampire means the vampire has caught the victim in its embrace, 
  
  ADVENTURES DARK AND DEEP™ - The Golden Scroll of Justice 
  103 
  and it will drain one level or hit die per round, until the victim is dead or the 
  grapple has been broken. Hopping vampires can also use telekinesis once per 
  round, with a 500 pound maximum. Note that hopping vampires will often 
  have kung fu skills (although not ones that rely on kicks) and will be able to 
  employ them in combat.  
  Hopping vampires can jump three times per day (as per the spell). They also 
  regenerate 2 h.p. per round. Vinegar causes 1d6 h.p. of damage to a hopping 
  vampire, and they will avoid eight-sided mirrors and holy symbols if they are 
  prominently displayed. They are not harmed by sunlight, but will mostly be 
  found at night. 
  Appearance: Hopping vampires appear as rotting corpses with stiffened limbs. 
  Their arms are usually raised in front of them, and they travel by hopping, as 
  their hips can no longer bend. They will usually wear faded and tattered robes 
  befitting long-ago nobility. Although filled with malevolent cunning, they do 
  not speak, but can understand the Imperial tongue. 
  
  Appendices 
  104 
  Appendices 
  Appendix A: Unarmed Combat 
  Because of the prevalence of kung fu styles that provide bonuses and modifiers 
  in unarmed combat, the unarmed combat rules from the ADVENTURES DARK AND 
  DEEP™ Players Manual are presented here for reference. They are, of course, 
  compatible with most old-school rule systems, and can certainly be used in 
  settings outside of mythic China. 
  There are three kinds of hand-to-hand combat: pummeling (punching, kicking, 
  etc.), overbearing (trying to knock someone down), and grappling (trying to 
  grab hold of someone). Initiative is handled normally, with the person (or 
  people) engaging in hand-to-hand combat having an effective weapon speed 
  of 0. If someone without a weapon is attempting to attack someone with a 
  weapon, the person without a weapon gets an initiative penalty of +1.  
  In addition to any other modifiers, any character attempting hand-to-hand 
  combat against a creature of different size gets a modifier “to hit”: 
  TABLE 169: HAND-TO-HAND SIZE “TO HIT” MODIFIERS 
  Defender Size 
  Small 
  Medium 
  Large 
  Attacker 
  Size 
  Small 
  ±0 
  -2 
  -4 
  Medium 
  +2 
  ±0 
  -2 
  Large 
  +4 
  +2 
  ±0 
  Damage Done in Unarmed Combat 
  Note that damage done by pummeling, overbearing, and grappling is special; 
  if the opponent is brought to 0 or fewer hit points, he will be rendered 
  unconscious for a number of minutes equal to 20 minus his constitution score 
  (although he can be revived sooner by use of smelling salts, cold water in the 
  face, etc.). Once he revives, all damage inflicted by hand-to-hand combat will 
  be healed except for 1d4 hit points, which are treated as normal damage and 
  heal at the normal rate. Under ordinary circumstances, it is not possible to kill 
  people in this way (although once they are unconscious, it is certainly possible 
  to simply kill them normally). However, if the target is brought from 
  consciousness and positive h.p. to -10 h.p. in a single round, he will die as a 
  result of his injuries.  
  If the victim does not pass out, the damage inflicted will begin to heal after the 
  end of the combat, and will take 20 minutes minus his constitution score to be 
  completely healed, except for 1d4 hit points. “The end of combat” for this 
  purpose is defined as any consecutive 5-minute period in which the character 
  is neither attacked, makes an attack (including casting spells), or runs.  
  Pummeling 
  Pummeling involves punching and kicking with the intention of trying to do 
  damage to the target. You can pummel someone who is in melee or who is 
  prone (kicking is pummeling, too). Bear in mind that someone with a weapon 
  can still attack you with it, even though you’re pummeling them. Roll “to hit” 
  as normal, with the following modifiers due to armor type (not armor class!): 
  TABLE 170: PUMMELING/GRAPPLING MODIFIERS 
  Armor Type (Worn by Attacker) 
  Modifier 
  “To Hit” 
  Cuirass (leather), fabric armor, furs 
  -1 
  Cuirass (steel), gambeson, lamellar (leather), brigandine 
  armor, scale armor (leather) 
  -2 
  Lamellar armor (steel), ring armor, scale armor (steel) 
  -3 
  Cord and plaque, cuirass (lamellar) 
  -4 
  Mirror armor 
  -6 
  Mountain pattern armor 
  -8 
  If the hit is successful, damage done is 1d4, with the appropriate bonuses for 
  strength.  
  Overbearing 
  Overbearing involves attempting to knock over the target (making them 
  “prone”), but not necessarily trying to do any damage (that can come later). 
  You can’t overbear someone who is already prone; to keep an enemy prone, 
  you must successfully grapple. Roll “to hit” as normal, with the following 
  modifiers based on the strength of the character doing the overbearing and 
  the character being overborne: 
  TABLE 171: OVERBEARING/GRAPPLING MODIFIERS 
  Attacker’s Strength Minus 
  Defender’s Strength 
  Modifier “To Hit” 
  -6 or less 
  -10 
  -3 to -5 
  -6 
  -1 to -2 
  -2 
  0 
  ±0 
  1 to 2 
  +2 
  3 to 5 
  +6 
  6 or greater 
  +10 
  If the hit is successful, the defender has been knocked prone, and will be prone 
  for the rest of the round and the beginning of the next round (with a 50% 
  chance of dropping any objects held, such as a wand, sword, etc.). If you 
  successfully hit with 4 or more points to spare, the enemy is prone but you are 
  not (unless you choose to be). The defender will also take 1-2 h.p. of damage, 
  plus strength bonus (if any).  
  A character who is knocked prone can only pummel, grapple, or attempt to 
  stand up; does not gain any armor class bonus for dexterity; and those 
  attacking him who are not prone get a +4 bonus “to hit.” If he is successfully 
  overborne again, or grappled, he remains prone. Otherwise, he gets up, but 
  has lost his action for that round.  
  Grappling 
  Grappling involves wrestling, holding, pinning, etc. You can grapple someone 
  when they are in melee or prone (but in order to grapple someone who is 
  prone, you must be prone yourself). Of course, when you attempt to grapple 
  someone, he is able to attack you with a weapon, if he has one. Roll “to hit” 
  as normal, and apply both the pummeling modifiers for armor type (Table 170, 
  above) and the overbearing modifiers for strength (Table 171, above). If the 
  defender is already pinned (see below), the attacker gets a bonus of +3 “to 
  hit.” 
  If the hit is successful, the attacker has “pinned” the defender: wrapped his 
  arms and/or legs around the defender, successfully preventing him from rising 
  (if prone), pummeling, or attacking with a weapon. The defender also takes 1-
  2 hit points of damage, plus strength bonus. The pinned character must himself 
  make a successful grappling attack in order to become unpinned. If the pinning 
  
  ADVENTURES DARK AND DEEP™ - The Golden Scroll of Justice 
  105 
  character fails to successfully pin in the next or subsequent rounds, the pinned 
  character is automatically free.  
  Unarmed Combat with Non-humanoid Creatures 
  Inevitably, some player character will want to pummel a dragon, or attempt to 
  overbear a camel. The game master should always let common sense prevail 
  in such cases, granting the dragon the equivalent of banded mail for its tough 
  hide, or giving the camel a bonus due to its size, strength, and multiple legs (-
  2 for an attacker “to hit” for every pair of legs beyond the first). You should 
  usually err on the side of allowing the player characters to do the unexpected 
  (as opposed to simply saying “you can’t do that”), but that doesn’t mean you 
  have to make it easy for them to succeed.  
  Appendix B: Weapon Adjustments vs. Armor 
  Type 
  For those game masters who prefer the verisimilitude of having different 
  weapons be more effective against different types of armor, the following 
  optional table is presented.  
  TABLE 172: WEAPON ADJUSTMENTS PER ARMOR TYPE 
  Armor Type of Defender 
  Attacker’s Weapon 
  Mountain 
  Pattern 
  Armor 
  Mirror 
  Armor 
  Scale 
  Armor/ 
  Lamellar 
  (steel) 
  Cord and 
  Plaque, 
  Cuirass 
  (lamellar) 
  Brigandine 
  Armor 
  Fabric, Furs, 
  Cuirass/Lamellar/Scale 
  (leather) 
  Shield 
  Only 
  None, 
  Helmet 
  Only 
  Axe, battle 
  -2 
  -1 
  0 
  -1 
  0 
  +1 
  +1 
  +2 
  Axe, hand 
  -2 
  -2 
  0 
  -1 
  0 
  +1 
  +1 
  +1 
  Axe, throwing 
  -3 
  -2 
  -1 
  -1 
  0 
  0 
  0 
  +1 
  Blowgun 
  -8 
  -6 
  -2 
  -4 
  -1 
  -1 
  +1 
  +2 
  Bo stick 
  -1 
  0 
  +1 
  0 
  +2 
  +2 
  +3 
  +3 
  Bow, composite, long 
  -3 
  -1 
  +1 
  0 
  +2 
  +2 
  +2 
  +3 
  Bow, composite, short 
  0 
  0 
  +2 
  +1 
  +3 
  +3 
  +3 
  +3 
  Bow, long (gong) 
  -4 
  -1 
  0 
  0 
  +1 
  +2 
  +2 
  +2 
  Bow, short 
  -8 
  -6 
  -2 
  -4 
  -1 
  -1 
  +1 
  +2 
  Caltrop 
  -5 
  -4 
  -2 
  -3 
  -1 
  0 
  +1 
  +2 
  Club (hurled) 
  -5 
  -3 
  -1 
  -2 
  -1 
  -1 
  0 
  0 
  Club (melee) 
  -4 
  -3 
  +1 
  -2 
  -1 
  0 
  0 
  +1 
  Crossbow, hand 
  -1 
  0 
  0 
  0 
  +1 
  +2 
  +2 
  +3 
  Crossbow, light 
  -1 
  0 
  +1 
  0 
  +2 
  +3 
  +3 
  +3 
  Crossbow, repeating 
  -1 
  0 
  +1 
  0 
  +2 
  +3 
  +3 
  +3 
  Dagger (hurled) 
  -4 
  -3 
  -1 
  -2 
  -1 
  0 
  0 
  +1 
  Dagger (melee) 
  -3 
  -2 
  0 
  -2 
  0 
  +1 
  +1 
  +3 
  Dagger, twin 
  -4 
  -3 
  -1 
  -3 
  -1 
  0 
  0 
  +2 
  Dagger-axe 
  2 
  2 
  0 
  0 
  0 
  0 
  0 
  -1 
  Dao 
  -1 
  0 
  +1 
  +1 
  +1 
  +1 
  0 
  0 
  Dart 
  -4 
  -3 
  -1 
  -2 
  0 
  +1 
  0 
  +1 
  Emei piercers 
  -10 
  -8 
  -5 
  -6 
  -4 
  -3 
  -3 
  +1 
  Fang 
  0 
  0 
  0 
  0 
  +1 
  +1 
  +1 
  0 
  Fighting chain 
  -1 
  -1 
  -1 
  0 
  0 
  0 
  +1 
  0 
  Flail, footman’s 
  +2 
  +1 
  +1 
  +2 
  +1 
  +1 
  +1 
  -1 
  Flying claw 
  -3 
  -2 
  -2 
  -2 
  -1 
  -1 
  -1 
  +2 
  Flying guillotine 
  +2 
  +2 
  +1 
  +1 
  0 
  0 
  -2 
  +1 
  Garrote 
  0 
  0 
  0 
  0 
  0 
  0 
  0 
  0 
  Guandao 
  -1 
  0 
  0 
  0 
  0 
  0 
  0 
  0 
  Halberd 
  +1 
  +1 
  +2 
  +2 
  +2 
  +1 
  +1 
  0 
  Harpoon 
  -3 
  -2 
  0 
  -1 
  0 
  0 
  0 
  +1 
  Improvised weapon 
  (hurled) 
  -5 
  -3 
  -1 
  -2 
  -1 
  -1 
  0 
  0 
  Improvised weapon 
  (melee) 
  -4 
  -3 
  1 
  -2 
  -1 
  0 
  0 
  +1 
  Iron fan 
  -3 
  -2 
  -2 
  -2 
  0 
  +1 
  +1 
  +3 
  Javelin 
  -4 
  -3 
  -1 
  -2 
  0 
  +1 
  0 
  +1 
  Ji 
  -2 
  -1 
  0 
  -1 
  0 
  0 
  0 
  -1 
  Jo stick 
  -6 
  -4 
  -2 
  -1 
  0 
  +1 
  0 
  +2 
  Knife (hurled) 
  -5 
  -4 
  -2 
  -3 
  -1 
  0 
  0 
  +1 
  Knife (melee) 
  -4 
  -3 
  -1 
  -2 
  0 
  +1 
  +1 
  +3 
  Mandarin coin blade 
  -3 
  -2 
  0 
  -2 
  0 
  +1 
  0 
  +3 
  Mandarin duck blade 
  -3 
  -2 
  0 
  -2 
  -1 
  +1 
  +1 
  +3 
  Meteor hammer 
  -5 
  -4 
  -2 
  -3 
  -1 
  0 
  0 
  0 
  
  Appendices 
  106 
  TABLE 172: WEAPON ADJUSTMENTS PER ARMOR TYPE 
  Armor Type of Defender 
  Attacker’s Weapon 
  Mountain 
  Pattern 
  Armor 
  Mirror 
  Armor 
  Scale 
  Armor/ 
  Lamellar 
  (steel) 
  Cord and 
  Plaque, 
  Cuirass 
  (lamellar) 
  Brigandine 
  Armor 
  Fabric, Furs, 
  Cuirass/Lamellar/Scale 
  (leather) 
  Shield 
  Only 
  None, 
  Helmet 
  Only 
  Military fork 
  -2 
  -1 
  0 
  0 
  +1 
  +1 
  0 
  +1 
  Monk’s cudgel 
  +1 
  0 
  0 
  0 
  0 
  0 
  0 
  0 
  Monk’s spade 
  -1 
  -1 
  +1 
  +2 
  +2 
  +1 
  +1 
  +1 
  Pole axe 
  +1 
  1 
  +2 
  +2 
  +2 
  +1 
  +1 
  0 
  Pudao 
  -2 
  -1 
  0 
  -1 
  0 
  0 
  +1 
  +1 
  Quarterstaff 
  -5 
  -3 
  0 
  -1 
  0 
  +1 
  1 
  +1 
  Rope dart  
  -4 
  -3 
  -1 
  -2 
  0 
  +1 
  0 
  +1 
  Sap 
  -10 
  -8 
  -5 
  -6 
  -4 
  -3 
  -2 
  0 
  Scythe 
  -1 
  0 
  +1 
  0 
  +1 
  2 
  +2 
  +3 
  Sickle 
  -2 
  -1 
  0 
  -1 
  0 
  0 
  +1 
  +1 
  Spear (hurled) 
  -3 
  -2 
  -1 
  -2 
  0 
  0 
  0 
  0 
  Spear (melee) 
  -1 
  -1 
  0 
  -1 
  0 
  0 
  0 
  0 
  Staff, iron 
  -5 
  -3 
  -1 
  -1 
  -1 
  0 
  +1 
  +3 
  Suan tou-fung 
  1 
  0 
  0 
  0 
  0 
  0 
  +1 
  -1 
  Sword, butterfly 
  -5 
  -3 
  -1 
  -2 
  -1 
  0 
  0 
  +1 
  Sword, curved 
  -2 
  -2 
  0 
  -1 
  0 
  +1 
  +1 
  +3 
  Sword, curved, twin 
  -3 
  -3 
  -1 
  0 
  -1 
  0 
  0 
  +2 
  Sword, straight 
  -1 
  0 
  0 
  0 
  0 
  0 
  +1 
  +2 
  Sword, straight, twin 
  -2 
  -1 
  -1 
  -1 
  -1 
  -1 
  0 
  +1 
  Tiger fork 
  -2 
  -1 
  -1 
  0 
  +1 
  +1 
  0 
  +1 
  Tiger head hooks 
  -3 
  -3 
  -2 
  -1 
  -1 
  0 
  0 
  +2 
  Trident 
  -3 
  -2 
  -1 
  0 
  0 
  +1 
  0 
  +1 
  Whip 
  -8 
  -6 
  -2 
  -4 
  -1 
  +1 
  0 
  +3 
  Whip chain 
  +2 
  +1 
  +2 
  +1 
  +1 
  +1 
  +1 
  -1 
  Wind and fire wheels 
  -5 
  -3 
  -2 
  -2 
  -2 
  +1 
  0 
  +1 
  Wolf teeth club 
  +1 
  +1 
  +1 
  +1 
  +1 
  +1 
  +2 
  +2 
  Yue 
  -1 
  0 
  +1 
  0 
  +1 
  +2 
  +2 
  +3 
  Zhua 
  -3 
  -3 
  -3 
  -2 
  -2 
  -1 
  0 
  +2 
  Appendix C: Inspirational Sources 
  Books 
  Benn, Charles. China’s Golden Age: Everyday Life in the Tang Dynasty. 
  Oxford University Press, 2002. 
  Cao Xueqin, Gladys Yang and Yang Hsien-yi (trs.). A Dream of Red Mansions. 
  Beijing; Foreign Language Press, 1979-1980. 
  DeWoskin, Kenneth (tr.). Doctors, Diviners, and Magicians of Ancient China: 
  Biographies of Fang-shih. Columbia University Press, 1983. 
  Fielde, Adele Marion. Chinese Fairy Tales. G.P. Putnam’s Sons, 1912. 
  Lorge, Peter. Chinese Martial Arts: From Antiquity to the Twenty-First Century. 
  Cambridge University Press, 2012. 
  Lihui Yang, Deming An. Handbook of Chinese Mythology. Oxford University 
  Press, 2005. 
  Luo Guanzhong; Brewitt-Taylor, C.H. (tr.). Romance of the Three Kingdoms. 
  Charles E. Tuttle Co., 1953. 
  MacGowen, John. Chinese Folk-Lore Tales. MacMillan and Co., 1910. 
  Peers, C J. Soldiers of the Dragon: Chinese Armies 1500 BC-AD 1840. Osprey 
  Publishing, 2006. 
  Shi Nai'an; Shapiro, Sidney (tr.). The Outlaws of the Marsh. Indiana University 
  Press, 1981. 
  Teiser, Stephen. The Ghost Festival in Medieval China. Princeton University 
  Press, 1988. 
  Teo, Stephen. Chinese Martial Arts Cinema: The Wuxia Tradition. Edinburgh 
  University Press, 2009. 
  Yu, Anthony (tr.). The Journey to the West (revised ed.). University of Chicago 
  Press, 2013 
  Film 
  Circle of Iron (1978), directed by Richard Moore. 
  Crouching Tiger, Hidden Dragon (2000), directed by Ang Lee. 
  Dragon Gate Inn (1967), directed by King Hu. 
  Five Deadly Venoms (1978), directed by Chang Cheh. 
  Hero (2002), directed by Zhang Yimou. 
  House of Flying Daggers (2004), directed by Zhang Yimou. 
  The Invincible Fist (1969), directed by Chang Cheh. 
  Journey to the West (2013), directed by Stephen Chow. 
  Last Hurrah for Chivalry (1979), directed by John Woo. 
  New Dragon Gate Inn (1992), directed by Raymond Lee. 
  Reign of Assassins (2010), directed by Su Chao-pin and John Woo. 
  The Swordsman Trilogy: 
  The Swordsman / Laughing and Proud Warrior (1990), directed 
  by King Hu, 
  Swordsman II / The Legend of the Swordsman (1992), directed by 
  Ching Siu-tung, 
  Swordsman III / The East is Red (1993), directed by Ching Siu-tung 
  and Raymond Lee. 
  
  ADVENTURES DARK AND DEEP™ - The Golden Scroll of Justice 
  107 
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  of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based 
  on original material by Gary Gygax. Amon from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Amphisbaena from the Tome of Horrors 
  Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original 
  material by Gary Gygax. Animal Lord, Cat Lord from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Animal Lord, Mouse Lord from the Tome of 
  Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene and Erica 
  Balsley. Ant Lion from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; 
  Author Scott Greene, based on original material by Gary Gygax. Apparition from the Tome of Horrors Complete, Copyright 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Authors Scott Greene and Clark Peterson, based on original material by Underworld 
  Oracle. Ascomoid from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God 
  Games; Author Scott Greene, based on original material by Gary Gygax. Assassin Bug from the Tome of Horrors Complete, Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene. Atomie from the Tome of Horrors Complete, 
  Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by 
  Gary Gygax. Aurumvorax from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog 
  God Games; Author Scott Greene, based on original material by Gary Gygax. Axebeak from the Tome of Horrors Complete, Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Baal 
  from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott 
  Greene, based on original material by Gary Gygax. Babbler from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Authors Scott Greene and Clark Peterson, based on original material by Jeremy Goodwin and Ian 
  McDowell. Banderlog from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God 
  Games; Author Scott Greene, based on original material by Gary Gygax. Baphomet from the Tome of Horrors Complete, Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. 
  Barracuda from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; 
  Author Scott Greene. Basidirond from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by 
  Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Blindheim from the Tome of Horrors Complete, Copyright 
  2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Roger 
  Musson. Blood Hawk from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God 
  Games; Author Scott Greene, based on original material by Ian Livingstone. Boalisk from the Tome of Horrors Complete, Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. 
  Bonesnapper from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; 
  Author Scott Greene, based on original material by Ian Livingstone. Bookworm from the Tome of Horrors Complete, Copyright 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Brown Pudding 
  from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott 
  Greene, based on original material by Gary Gygax. Brownie from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Buckawn from the Tome of 
  Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on 
  original material by Gary Gygax. Bunyip from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author Scott Greene, based on original material by Dermot Jackson. Cambion from the Tome of Horrors Complete, 
  Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by 
  Gary Gygax. Caryatid Column from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by 
  Frog God Games; Author Scott Greene, based on original material by Juan Wells. Caterwaul from the Tome of Horrors Complete, Copyright 
  2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Albie Fiore. 
  Catfish, Giant Electric from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., Cave Cricket from the Tome of Horrors 
  Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original 
  material by Gary Gygax. Cave Fisher from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed 
  by Frog God Games; Author Scott Greene, based on original material by Lawrence Schick. Cave Lion from the Tome of Horrors Complete, 
  Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene. Cave Moray from the Tome of 
  Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Authors Scott Greene and Clark 
  Peterson, based on original material by Gary Gygax. Charon from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Authors Scott Greene, based on original material by Gary Gygax. Charonodaemon from the Tome 
  of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based 
  on original material by Gary Gygax. Cloud Dragon from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published 
  and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Clubneck from the Tome of Horrors 
  Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original 
  material by M. English. Coffer Corpse from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed 
  by Frog God Games; Author Scott Greene, based on original material by Simon Eston. Cooshee from the Tome of Horrors Complete, Copyright 
  2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary 
  Gygax. Crabman from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; 
  Authors Scott Greene and Erica Balsley, based on original material by Ian Livingstone. Crystal Ooze from the Tome of Horrors Complete, Copyright 
  2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary 
  Gygax. Dakon from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; 
  Author Scott Greene, based on original material by Ian McDowell. Dark Creeper from the Tome of Horrors Complete, Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Rik Shepard. Dark 
  Stalker from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author 
  Scott Greene, based on original material by Rik Shepard. Death Dog from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Underworld Oracle. Deer from the Tome 
  of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene. Demilich 
  from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott 
  Greene, based on original material by Gary Gygax. Derghodaemon from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Devil Dog from the Tome 
  of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based 
  on original material by Louis Boschelli. Dire Corby from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published 
  and distributed by Frog God Games; Author Scott Greene, based on original material by Jeff Wyndham. Doombat from the Tome of Horrors 
  Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original 
  material by Julian Lawrence. Dracolisk from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed 
  by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Dragon Horse from the Tome of Horrors Complete, 
  Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by 
  Gary Gygax. Dragon, Faerie from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog 
  God Games; Author Scott Greene, based on original material by Brian Jaeger and Gary Gygax. Dragonfish from the Tome of Horrors Complete, 
  Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by 
  Albie Fiore. Dragonnel from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God 
  Games; Author Scott Greene, based on original material by Gary Gygax. Drelb from the Tome of Horrors Complete, Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Dun 
  Pudding from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author 
  Scott Greene, based on original material by Gary Gygax. Dustdigger from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Tracy and Laura Hickman. Ear Seeker 
  from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Authors Scott 
  Greene and Erica Balsley, based on original material by Gary Gygax. Eblis from the Tome of Horrors Complete, Copyright 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Electric Eel from 
  the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene. 
  Executioner's Hood from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God 
  Games; Author Scott Greene, based on original material by Gary Gygax. Eye Killer from the Tome of Horrors Complete, Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Ian Livingstone. 
  Eye of the Deep from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; 
  Author Scott Greene, based on original material by Gary Gygax. Fire Lizard from the Tome of Horrors Complete, Copyright 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Fire Snake from 
  the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, 
  based on original material by Michael McDonagh. Firedrake from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author Scott Greene, based on original material by Dave Waring. Flail Snail from the Tome of 
  Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on 
  original material by Simon Tilbrook. Flind from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author Scott Greene, based on original material by J.D. Morris. Floating Eye from the Tome of Horrors Complete, 
  Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by 
  Gary Gygax. Flumph from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God 
  Damges; Author Scott Greene, based on original material by Ian McDowell and Douglas Naismith. Foo Creature from the Tome of Horrors 
  Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original 
  material by Gary Gygax. Forlarren from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed 
  by Frog God Games; Author Scott Greene, based on original material by Ian Livingstone. Forrester's Bane from the Tome of Horrors Complete, 
  Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by 
  Gary Gygax. Fraz-Urb'luu from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog 
  God Games; Author Scott Greene, based on original material by Gary Gygax. Frog, Killer from the Tome of Horrors Complete, Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; Authors Scott Greene and Clark Peterson, based on original material 
  by Gary Gygax. Frog, Poisonous from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by 
  Frog God Games; Authors Scott Greene and Clark Peterson, based on original material by Gary Gygax. Froghemoth from the Tome of Horrors 
  Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original 
  material by Gary Gygax. Gas Spore from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed 
  by Frog God Games; Authors Scott Greene and Clark Peterson, based on original material by Gary Gygax. Geryon from the Tome of Horrors 
  Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original 
  material by Gary Gygax. If you’re reading this, someone just copied this block of text from a BRW Games product without reading it. Giant Blister 
  Beetle from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author 
  Scott Greene. Giant Boring Beetle from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by 
  Frog God Games; Author Scott Greene. Giant Bumblebee from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author Scott Greene. Giant Clam from the Tome of Horrors Complete, Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. 
  Giant Crayfish from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; 
  Author Scott Greene, based on original material by Gary Gygax. Giant Death Watch Beetle from the Tome of Horrors Complete, Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games, based on original material by Gary Gygax. Giant Dragonfly from the 
  Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, 
  based on original material by Gary Gygax. Giant Fly from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published 
  and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Giant Frog from the Tome of Horrors 
  Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Authors Scott Greene and Clark Peterson, 
  based on original material by Gary Gygax. Giant Hornet from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author Scott Greene. Giant Leech from the Tome of Horrors Complete, Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. 
  Giant Moray Eel from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; 
  Author Scott Greene, based on original material by Gary Gygax. Giant Pike from the Tome of Horrors Complete, Copyright 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author Scott Greene. Giant Rhinoceros Beetle from the Tome of Horrors Complete, 
  Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by 
  Gary Gygax. Giant Sea Horse from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by 
  Frog God Games; Author Scott Greene. Giant Slicer Beetle from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Giant Slug from the Tome of 
  Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on 
  original material by Gary Gygax. Giant Snapping Turtle from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Giant Tick from the Tome of 
  Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on 
  original material by Gary Gygax. Giant Two-Headed Troll from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Gloomwing from the Tome of 
  Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on 
  original material by Gary Gygax. Gorgimera from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Gorilla Bear from the Tome of Horrors Complete, 
  Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by 
  Cricky Hitchcock. Greater Basilisk from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by 
  Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Greater Shedu from the Tome of Horrors Complete, Copyright 
  2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary 
  Gygax. Grippli from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; 
  Author Scott Greene, based on original material by Gary Gygax. Groaning Spirit from the Tome of Horrors Complete, Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; Authors Scott Greene and Clark Peterson, based on original material 
  by Gary Gygax. Gryph from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God 
  Games; Author Scott Greene, based on original material by Peter Brown. Guardian Daemon from the Tome of Horrors Complete, Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Ian McDowell. 
  Hangman Tree from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; 
  Author Scott Greene, based on original material by Gary Gygax. Haunt from the Tome of Horrors Complete, Copyright 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Harold Johnson and Tom 
  Moldvay. Hippocampus from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God 
  Games; Authors Scott Greene and Erica Balsley, based on original material by Gary Gygax. Hippopotamus from the Tome of Horrors Complete, 
  Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene. Hoar Fox from the Tome of 
  Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on 
  original material by Graeme Morris. Huecuva from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author Scott Greene, based on original material by Underworld Oracle. Hutijin from the Tome of Horrors 
  Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original 
  material by Gary Gygax. Hyaenodon from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed 
  by Frog God Games; Authors Scott Green. Hydrodaemon from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Iron Cobra from the Tome of 
  Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on 
  original material by Philip Masters. Jackalwere from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Jack-in-irons from the Tome of Horrors Complete, 
  Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene. Jaculi from the Tome of Horrors 
  Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original 
  material by Philip Masters. Jaguar from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by 
  Frog God Games; Author Scott Greene. Juiblex from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Juju Zombie from the Tome of Horrors Complete, 
  Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by 
  Gary Gygax. Kampfult from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God 
  Games; Author Scott Greene, based on original material by Gary Gygax. Kelpie from the Tome of Horrors Complete, Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Lawrence Schick. 
  Khargra from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author 
  
  ADVENTURES DARK AND DEEP™ - The Golden Scroll of Justice 
  109 
  Scott Greene, based on original material by Lawrence Schick. Korred from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Kostchtchie from the Tome 
  of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based 
  on original material by Gary Gygax. Leprechaun from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Lightning Quasi-elemental from the Tome of 
  Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on 
  original material by Gary Gygax. Lurker Above from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author Scott Greene. Mammoth from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author Scott Greene. Mandragora from the Tome of Horrors Complete, Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. 
  Mantari from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author 
  Scott Greene, based on original material by David Wormell. Margoyle from the Tome of Horrors Complete, Copyright 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Authors Scott Greene and Clark Peterson, based on original material by Gary Gygax. 
  Marid from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author 
  Scott Greene, based on original material by Gary Gygax. Mastodon from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author Scott Greene. Memory Moss from the Tome of Horrors Complete, Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; Authors Scott Greene and Erica Balsley, based on original material 
  by Gary Gygax. Mihstu from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God 
  Games; Author Scott Greene, based on original material by Gary Gygax. Mist Dragon from the Tome of Horrors Complete, Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Mite 
  from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Authors Scott 
  Greene and Skeeter Green, based on original material by Ian Livingstone and Mark Barnes. Mobat from the Tome of Horrors Complete, Copyright 
  2011, Necromancer Games, Inc., published and distributed by Frog God Games; Authors Scott Greene and Clark Peterson, based on original 
  material by Gary Gygax. Moloch from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by 
  Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Monadic Deva from the Tome of Horrors Complete, Copyright 
  2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary 
  Gygax. Mongrelman from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God 
  Games; Author Scott Greene, based on original material by Gary Gygax. Monstrous Crab from the Tome of Horrors Complete, Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. 
  Moon Dog from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; 
  Author Scott Greene, based on original material by Gary Gygax. Mountain Lion from the Tome of Horrors Complete, Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene. Movanic Deva from the Tome of Horrors 
  Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original 
  material by Gary Gygax. Muckdweller from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed 
  by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Mud-Man from the Tome of Horrors Complete, Copyright 
  2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by David J. 
  Browne, Tom Kirby, and Graeme Morris. Mustard Jelly from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published 
  and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax; Nabassu from the Tome of Horrors 
  Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original 
  material by Gary Gygax. Necrophidius from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed 
  by Frog God Games; Author Scott Greene, based on original material by Simon Tilbrook. Nereid from the Tome of Horrors Complete, Copyright 
  2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary 
  Gygax. Nupperibo from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God 
  Games; Author Scott Greene, based on original material by Gary Gygax. Ogrillon from the Tome of Horrors Complete, Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; Authors Scott Greene and Erica Balsey, based on original material by 
  R.K.R. Chilman. Oinodaemon from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog 
  God Games; Author Scott Greene, based on original material by Gary Gygax. Oliphant from the Tome of Horrors Complete, Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. 
  Olive Slime from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; 
  Author Scott Greene, based on original material by Gary Gygax. Orcus from the Tome of Horrors Complete, Copyright 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Authors Scott Greene and Clark Peterson, based on original material by Gary Gygax. 
  Pazuzu from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author 
  Scott Greene, based on original material by Gary Gygax. Pech from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Pedipalp from the Tome of 
  Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on 
  original material by Gary Gygax. Phantom from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Authors Scitt Greene, based on original material by Harold Johnson and Tom Moldvay. Phantom Stalker from the 
  Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, 
  based on original material by Ian Livingstone. Phycomid from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Piercer from the Tome of Horrors 
  Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Authors Scott Greene and Clark Peterson, 
  based on original material by Gary Gygax. Piscodaemon from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Poltergeist from the Tome of 
  Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on 
  original material by Lewis Pulsipher. Pyrolisk from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Quickling from the Tome of Horrors Complete, 
  Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by 
  Gary Gygax. Quickwood from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog 
  God Games; Author Scott Greene, based on original material by Gary Gygax. Quipper from the Tome of Horrors Complete, Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Albie Fiore. Rock 
  Reptile from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author 
  Scott Greene, based on original material by Gary Gygax. Rope Golem from the Tome of Horrors Complete, Copyright 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author Scott Greene. Rot Grub from the Tome of Horrors Complete, Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; Authors Scott Greene and Clark Peterson, based on original material 
  by Gary Gygax. Russet Mold from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog 
  God Games; Author Scott Greene, based on original material by Gary Gygax. Sandman from the Tome of Horrors Complete, Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Roger Musson. 
  Scarecrow from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; 
  Author Scott Greene, based on original material by Roger Musson. Screaming Devilkin from the Tome of Horrors Complete, Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Philip Masters. 
  Sea Spider from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; 
  Author Scott Greene. Shadow Demon from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed 
  by Frog God Games; Author Scott Greene, based on original material by Neville White. Shaggy Demodand from the Tome of Horrors Complete, 
  Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by 
  Gary Gygax. Shedu from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God 
  Games; Author Scott Greene, based on original material by Gary Gygax. Sheep, Ram from the Tome of Horrors Complete, Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene. Skeleton Warrior from the Tome of Horrors 
  Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original 
  material by Nigel Morgan. Slaad Lord of Entropy from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author Scott Greene, based on original material by Charles Stross. Slaad Lord of the Insane from the Tome of 
  Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on 
  original material by Charles Stross. Slime Demodand from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published 
  and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Slithering Tracker from the Tome of Horrors 
  Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original 
  material by Gary Gygax. Smilodon from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed 
  by Frog God Games; Author Scott Greene. Solifugid from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published 
  and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Spriggan from the Tome of Horrors 
  Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Authors Scott Greene and Erica Balsley, 
  based on original material by Roger Moore and Gary Gygax. Sprite from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Squealer from the Tome of 
  Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on 
  original material by Gary Gygax. Stegocentipede from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published 
  and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Stench Kow from the Tome of Horrors 
  Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original 
  material by Gary Gygax. Stingray from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by 
  Frog God Games; Author Scott Greene. Stone Roper from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published 
  and distributed by Frog God Games; Author Scott Greene, based on original material by Allen Hammack and Gary Gygax. Strangle Weed from 
  the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, 
  based on original material by Gary Gygax. Stunjelly from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published 
  and distributed by Frog God Games; Author Scott Greene, based on original material by Neville White. Tabaxi from the Tome of Horrors Complete, 
  Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by 
  Lawrence Schick. Taer from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God 
  Games; Author Scott Greene, based on original material by Gary Gygax. Tarry Demodand from the Tome of Horrors Complete, Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. 
  Tenebrous Purple Worm from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God 
  Games; Author Scott Greene. Tentamort from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed 
  by Frog God Games; Author Scott Greene, based on original material by Mike Roberts. Thessal Creature from the Tome of Horrors Complete, 
  Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by 
  Gary Gygax and Wizards of the Coast. Thornie from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and 
  didstributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Throat Leech from the Tome of Horrors 
  Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original 
  material by Ian Livingston. Thunder Beast from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Time Elemental from the Tome of Horrors 
  Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original 
  material by Gary Gygax. Titivilus from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by 
  Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Trapper from the Tome of Horrors Complete, Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Tri-
  Flower Frond from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; 
  Author Scott Greene, based on original material by Gary Gygax. Troll from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Oliver Charles Macdonald. Tunnel Worm 
  from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott 
  Greene, based on original material by Gary Gygax. Vegepygmy from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. Vilstrak from the Tome of 
  Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on 
  original material by Gary Gygax. Volt from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed 
  by Frog God Games; Author Scott Greene, based on original material by Jonathon Jones. Vulchling from the Tome of Horrors Complete, Copyright 
  2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary 
  Gygax. White Pudding from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God 
  Games; Author Scott Greene, based on original material by Gary Gygax. Wind Walker from the Tome of Horrors Complete, Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. 
  Witherweed from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; 
  Author Scott Greene, based on original material by Simon Eaton. Wolf-in-Sheep's Clothing from the Tome of Horrors Complete, Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax. 
  Wood Golem from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; 
  Author Scott Greene, based on original material by Patrick Lawinger. Woolly Rhinoceros from the Tome of Horrors Complete, Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene. Yellow Musk Creeper from the Tome of Horrors 
  Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original 
  material by Albie Fiore. Yellow Musk Zombie from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author Scott Greene, based on original material by Albie Fiore. Yeti from the Tome of Horrors Complete, Copyright 
  2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary 
  Gygax.  
  ADVENTURES DARK AND DEEP™ Players Manual, Copyright © 2010-2015, BRW 
  Games, LLC. ADVENTURES DARK AND DEEP™ Bestiary, Copyright © 2011-2015, 
  BRW Games, LLC. ADVENTURES DARK AND DEEP™ Game Masters Toolkit, 
  Copyright © 2011-2015, BRW Games, LLC. ADVENTURES DARK AND DEEP™ is 
  a trademark of BRW Games, LLC. 
  END OF LICENSE 
  Designation of Product Identity 
  The following items are designated Product Identity, as defined in Section 1(e) 
  of the Open Game License Version 1.0a, and are subject to the conditions set 
  forth in Section 7 of the OGL, and are not Open Game Content: all 
  trademarked items, all artwork and diagrams, dialogue, plots, storylines, 
  settings, locations, characters, logos, and trade dress. Items previously 
  designated as Open Game Content or which are in the public domain do not 
  fall under this designation of Product Identity. 
  Designation of Open Game Content 
  The following items are designated Open Game Content, as defined in Section 
  1(d) of the Open Game License Version 1.0a: Races, character classes, rules 
  for kung fu, armor, weapons, cost of equipment, secondary skills, spells, magic 
  items, monsters, Appendix A.  
  
  Affordable. 
  Durable. 
  Hand-painted. 
  Awesome. 
  28mm terrain for     
  use with your favorite 
  tabletop games! 
  WWW.LRTERRAIN.COM 
  WWW.FACEBOOK.COM/LRHOB 
  Bring your game off the page and onto your table... 
  
  A golden age of adventure based on the history and 
  mythology of China, mixed with the cinematic flair of kung fu
  The Golden Scroll of Justice allows you to bring a whole new world of 
  adventure to your game, mixing the history and myths of ancient China with 
  the world of wuxia kung fu films and literature.
  Completely compatible with the Adventures Dark and Deep™ game, but 
  suitable for use with almost any old-school role-playing game, this book 
  contains new races (the monkey-man and the dog-man), new character 
  classes (the wu, the monk, and the fangshi), and a whole system for 
  incorporating Chinese martial arts into your existing game. There are new 
  monsters, new spells, new magic items, new weapons, and much more.
  
SOURCE: textdata/thevault/Adventures Dark and Deep/Adventures Dark and Deep Golden Scroll of Justice.pdf