GCP Gol001 Thecollector PDF
GCP Gol001 Thecollector PDF
TM
material in this product Requires the use of
Rolemaster Fantasy Role-Playing
TM
, published by Mjolnir LLC dba
Iron Crown Enterprises
TM
(ICE
TM
), under license from Aurigas
Aldebaron LLC, and available from www.ironcrown.com and all good
gaming stores.
The d20 System material in this product Requires the use of the
Dungeons & Dragons
.
By By
D. Andrew Ferguson D. Andrew Ferguson
and and
Jarrett Sylvestre Jarrett Sylvestre
The Collector The Collector
The Collector The Collector
2
The Collector
Authors: D. Andrew Ferguson and Jarrett Sylvestre
Maps & Illustrations: Robert Defendi
Cover Artwork: Joel Lovell
Editor: Nicholas HM Caldwell
PDF Formatting and Layout: Paolo Angelini
A Guild Companion Publication
Please visit The Guild Companion on a monthly basis for a variety of gaming information, articles, stories,
product reviews, and additional modules at www.guildcompanion.com
Legal Notice
Copyright 2002, D. Andrew Ferguson, Jarrett Sylvestre and Guild Companion Publications.
All rights reserved. As a purchaser of this product you are entitled to print one copy for personal use.
Reproduction, re-selling, and re-distribution of non-Open Game Content of this work is strictly and expressly
forbidden without written permission from Guild Companion Publications and the authors. See Appendix VI
for details on the Open Game License and material designated Open Game Content and Product Identity.
Iron Crown Enterprises, I.C.E., ICE, Rolemaster and all products related thereto, are all trademark and
copyright properties of Aurigas Aldebaron LLC, Charlottesville, Virginia 22902 USA. All rights reserved.
Rolemaster and associated trademarks are used in this product under license from Aurigas Aldebaron. Material
derived from Rolemaster Fantasy Role-Playing and associated products is used in this product under license
from Aurigas Aldebaron.
Dungeons & Dragons and Wizards of the Coast are Registered Trademarks of Wizards of the Coast, and
are used with Permission. 'd20 System' and the 'd20 System' logo are Trademarks owned by Wizards of the
Coast and are used according to the terms of the d20 System License version 3.0. A copy of this License can be
found at www.wizards.com.
Thank you for purchasing this product.
3
Table of Contents
TABLE OF CONTENTS....................................................................................................................... 3
WELCOME TO THE WORLD OF GOLANDRA................................................................................ 4
CHAPTER 1: SETTING........................................................................................................................ 5
CITIES OF THE REGION...................................................................................................................................................... 7
A SHORT HISTORY OF THE REGION................................................................................................................................ 8
CHAPTER 2: PRELUDE...................................................................................................................... 10
CHAPTER 3: A RESCUE SIDETRACKED......................................................................................... 12
SAILING WITH THE ARMADA...........................................................................................................................................12
THE PCS FIND A VILLAGE...............................................................................................................................................12
THE LAIR OF THE NECROMANCER................................................................................................................................14
CHAPTER 4: ENTER THE COLLECTOR........................................................................................ 15
THE DOMAIN OF THE COLLECTOR ...............................................................................................................................15
The Collectors Wish List .................................................................................................................................................16
Chameleon Skins ..............................................................................................................................................................17
The Tongue from a Rabid Wolf ........................................................................................................................................17
Hunting Werewolves..........................................................................................................................................................17
Live Carnivorous Monkeys ...............................................................................................................................................17
Great Eagle Eggs..............................................................................................................................................................17
Into the Elven Forest.........................................................................................................................................................17
Random Encounter: Wood from a Treeman......................................................................................................................18
Beast Island ......................................................................................................................................................................19
Orcs, Orcs Everywhere ......................................................................................................................................................20
Gwellith the Vampire .......................................................................................................................................................21
Hunting Dragons ..............................................................................................................................................................22
The Paladins Grave .........................................................................................................................................................23
MORLINS FREEHOLD: THE DWARVEN MINING COLONY ........................................................................................25
CHAPTER 5: THE LAST ADVENTURE - THE BLAME GAME.....................................................28
The PCs are in trouble ......................................................................................................................................................28
Arameth, Capital of Auberk............................................................................................................................................28
Crime and Punishment......................................................................................................................................................28
ESCAPE! .......................................................................................................................................................................29
The End ...........................................................................................................................................................................30
APPENDIX I: ODD ENCOUNTERS.................................................................................................. 31
The Lich ...........................................................................................................................................................................31
Milton The Dragon...........................................................................................................................................................31
APPENDIX II: NPCS ...........................................................................................................................32
II.1 NPC DESCRIPTIONS..................................................................................................................................................32
II.2 NPC STATISTICS (D20 SYSTEM)...............................................................................................................................34
II.3 NPC STATISTICS (ROLEMASTER STATISTICS) .......................................................................................................41
APPENDIX III: THE VILLAGE OF SOLBEK ...................................................................................45
APPENDIX IV: THE VILLAGE OF SALESH....................................................................................47
APPENDIX V: THEOLOGICAL HISTORY OF GOLANDRA..........................................................49
THE GODS OF GOLANDRA..........................................................................................................................................50
APPENDIX VI: PRODUCT IDENTITY, AND OPEN GAMING.....................................................52
VI.1 PRODUCT IDENTITY ................................................................................................................................................52
VI.2 OPEN GAMING LICENSE.........................................................................................................................................52
4
Welcome to the World of Golandra
Introduction
The Collector is an adventure module wherein the
Player Characters (PCs) are swept up into the
schemes of an evil Wizard bent on revenge. The
module is set in Golandra, a High Fantasy setting,
which is easily converted for use with most Fantasy
Role Playing Games.
All integral monsters and Non Player Characters
(NPCs) are detailed in Appendix II: NPCs. If a
character or monster is not found in this section use
a standard creature of its type as found in your
favourite creatures compendium.
How to use this module
This module presents the basics of the world setting
of Golandra along with the campaign The
Collector. In this module there are several quests
that the Collector will set the PCs. The Game
Master should feel free to change, add or remove any
scenario.
The GM should make travel between adventures
difficult and expensive. While the PCs are working
for the Collector, they will have to travel between the
locations of the mini adventures; this is a good
opportunity to have them use up some of their
money because they will need to purchase the
appropriate equipment to haul treasure and food
around the country.
The GM should also make the PCs train between
levels. This will allow for more interactions in the
village of Solbeck. The Collectors henchmen will
offer the PCs certain types of training in return for a
slightly larger share of the treasure. Give the PCs
lots of money and a few more minor magic items
than normal. In the end they will most likely lose any
items that are too powerful for their level, and most
of their money. This will advance the plot, as the
PCs will eventually be charged with Disruption of
the Local Economy after they spend too much
money at one place. Present a significant proportion
of the treasure that the PCs recover as mundane
items instead of coins. If the PCs recover a
significant proportion of their treasure as useful
items, it will require them to sell the items, ensuring
their continual interaction with the townsfolk.
Points of Introduction
The Characters can be easily introduced as apprentice
or first level characters in the Prelude adventure or as
first level characters in Chapter Three Rescue the
Dwarves. However, the authors feel that it would
be best if the PCs start at level 0 with the Prelude
adventure. By starting the PCs as youths it presents
them as old childhood friends this significantly
changes the player dynamics, and fosters more co-
operation among the players.
5
CHAPTER 1: Setting
Golandra: Map of the Known World
1. The Human Nation of Auberk
Auberk is the most populous and powerful of the
human nations. Auberk has a long and uneasy
relationship with the neighbouring nation of
Mempos, and has been invaded by dragons on
several occasions. The player characters are from
Auberk.
2. The Elven Nation of Mempos
Mempos is a former ally of Auberk, however the
elves refusal to help the humans fight off an
invading force of dragons caused their alliance to
shatter.
3. The Lizard Lands
Savage lizardmen rule this large expanse of land,
containing forests, jungles, and a desert. Legends
claim that this land is full of treasure for anyone able
to survive its inhabitants.
4. The Human Nation of Verland
Verland is the largest trading partner of Auberk.
Many trade goods are exchanged but the citizens of
Verland have an affinity for the culture, art and
foodstuffs of Auberk. The latters citizens prefer the
metals and silks of Verland.
5. The Human Nation of Astares
Astares economy relies heavily on its fishing
industry.
6. The Human Nation of Lemptar
Lemptar is the oldest human nation and was founded
when the humans first entered Golandra. During the
Trolian Wars, Lemptar was overrun by trolls and
devastated.
7. The Nation of Fructivan
Fructivan is home to some of the greatest human
craftsmen in all of Golandra.
8. The Gnomish Nation of Incogna
Most of the gnomes of Golandra come from
Incogna. Very few outsiders are welcomed in
Incogna and trading with other nations is practically
unheard of.
9. The Halfling Nation of Nilan
Nilan is home to the halflings, and therefore some of
the greatest cooks in Golandra. Nilan engages in
6
trade with other countries but the halflings do not
travel very far. Instead merchants of other races buy
and sell the trade goods bringing them to and from
Nilan.
10. The Sylvan Lands
These lands, guarded by only a few druids, are
practically untouched by civilisation.
11. The Human Nation of Smarland
Although the smallest of the human nations,
Smarland is still powerful, due mostly to its
engineers guild, which builds many devices and war
machines. Smarland also has a college second only
(among the humans) to the academy in Arameth in
Auberk.
12. The Orc Nation of Vaulk
Vaulk is continually warring against the dwarves of
Smin.
13. The Dwarven Nation of Smin
The dwarves of Smin are the best miners and smiths
in Golandra. The dwarves are able to test the
weapons and armour that they create against the orcs
of Vaulk.
14. Trolian Wastes
At one time the wastes were a beautiful forest until a
large group of trolls gathered there to launch attacks
against the surrounding territories, most notably
Lemptar. The trolls were destroyed but at great cost
to the surrounding nations. Today cruel warlords
rule small bands of nomads who terrorise the area.
15. Isle of Drakmar
Drakmar is home to several clans of barbaric and
savage humans who worship dragons. The dragons
encourage this behaviour demanding regular
offerings and sacrifices.
16. The Fractured Lands
A long time ago the Fractured Lands were a single
island. However a powerful wizard, experimenting
with a new spell, made a fatal mistake taking a great
deal of the island with him. Today a few people still
call these lands home including the ruthless
Grizwalds Privateers
17. The Dark Isle
This island is reputed to have giant lizards and
horrible monsters. Few have escaped to talk about it,
however.
18. The Elven Isle
This is the homeland of the elves.
19. Drakonis
Drakonis is home to the Council of Drakes, where
the most powerful of the dragons meet.
20. Worlds End Island
Giants populate this island, believed to be close to
the end of the world.
7
A Map of the Region:
Cities of the Region
Human Cities
Arameth:
Arameth is the capital of Auberk, and is host to the
Kings royal court, and the Royal Holy Order.
Arameth is the largest human settlement in Auberk
boasting a population of almost 20,000 residents.
The city is also a bustling hub of commerce with
nearby Port Stalmeth acting as a funnel for trade
goods to the rest of the world. Arameth is a splendid
metropolis with the lowest crime rate of any of the
large cities in the region. The old ruin of the Arcane
Orders Tower is a site that few tourists can resist.
Armok:
Bordering on the Trolian Wastes, Armok is a small
town that supports a military training centre and a
few dozen farms.
Darno:
The small lake town of Darno is best known for its
annual celebration in which dozens of young
unmarried men in small boats take to the lake at
night with torches in a competition to catch the
largest edible fish before sunrise. The competitor
who catches this fish while managing to keep his
torch lit is awarded many prizes, and is considered to
be the most eligible bachelor in town.
Dranok:
Only the Water Crest Serpent that hunts in the
nearby waters mars the island paradise of Dranok,
but by refraining from swimming the islands visitors
remain safe. There are many fine Inns on this island -
a few of them are even reasonably priced.
Fort Manith:
A Military Garrison, Fort Manith is the largest
training centre in the kingdom. Over 1,000 soldiers
are stationed here.
Illik:
One of the regions oldest settlements, Illik was
virtually destroyed in the Dragon Wars. The present
city was built over top of the ruins. Unfortunately
adventurers are always stirring up trouble in the old
ruins under the city.
8
Port Stalmeth:
The regions main port, Port Stalmeth is the main
corridor for goods shipped into and out of the
country. It is also the home port of the Kings Navy.
Salesh:
The farming community of Salesh produces most of
the nations wines and ale.
Sarath:
The countryside surrounding Sarath produces many
types of grains for export.
Sarna:
Sarna is a small garrison town on the road to
Arameth. The main industry here is taxing people
who use the road.
Sembia:
The farming community of Sembia produces most of
the regions grains, vegetables, and livestock.
Zark:
A small out of the way town with little industry, Zark
has an appalling crime rate and lacks the modern
conveniences that other towns take for granted.
Adding to its woes, Zark has an infestation of
Wererats.
Zimbok:
Zimbok is located at the head of Lake Zimbok. The
locals believe that the lake was named after their fair
town, while the rest of the nation says that it was the
other way around. Zimbok is a town of academics,
having a college of lore nearly as grand as the
academy in Arameth.
Elven Cities
Aroth:
Aroth is the capital city of the elven nation, and is
home to the elven council. This is the only city in this
realm to have high elves (most areas have wood
elves).
Dormember:
An Elven city bordering the great lake, Dormember
actually has elves who fish.
Formail:
Formail is an ancient and remote city that holds the
official records of elven council.
Formun:
This city has recently been under attack by a group of
lizardmen.
Salmain:
This city fell during the elves war with the dragons;
the ruins have been left untouched for centuries.
Salmok:
Salmok is the main port city of the elven nation.
A Short History of the Region
The Ancient Times:
At the beginning of time the only people in the land
were the Elves under whose care the forest
prospered, producing abundant crops and large
herds. The naturally abundant resources of the forest
attracted the attention of Dragons; a few of the
ancient wyrms moved into the land claiming it as
their new hunting ground. The Elven council
declared war on the Dragons vowing to protect their
beautiful home. The clash was bloody with many
casualties. Eventually both sides were forced to
accept that a peace agreement was the only solution
for survival and a deal was brokered. The Dragons
promised to limit their hunting to the west side of
the mountain range, and the Elves promised not to
involve themselves in any affairs of the Dragons.
The Elves returned to their forest, reigning supreme
for centuries before the Orcs came. The Orcs
decimated the forest, uprooting trees and
slaughtering animals. The Elves took up arms and
fought the Orcs, eventually driving them out of the
forest and into the nearby mountains.
The Time of Humans:
Centuries after the Orcs were driven out of the
forest, Humans arrived in the lands west of the
mountains. The Humans hunted the larger animals of
the plains, once the sole domain of the Dragons.
At first the Dragons did not notice the human
presence, but as their population grew and spread
they could not be ignored. The Dragons began
attacking some of the larger human settlements,
particularly farming towns that had driven off the
Dragons favourite snacks in favour of crops and
domestic herds. Despite the long and bitter conflict
that followed, the human population grew in strength
and number, and was eventually able to overwhelm
the youngest of the wyrms.
Facing mounting pressure from the Humans, the
Dragons turned to the Elves for military support.
The Elves, however, refused to become involved,
stating that their peace agreement, forged centuries
earlier, prohibited them from doing so. The Humans
continued to prevail against the Dragons, forcing
them to retreat the highest peaks in the mountains.
Despite their victory, the Humans harboured bitter
feelings towards the elves, since they also had
requested help during the conflict and been turned
down.
Peace for the humans of Auberk was short lived as a
new threat loomed on their southern border. War
Trolls from the forests of Trolia had already attacked
Lemptar, Auberks closest neighbour, and lain waste
the countryside. Auberks army was dispatched
quickly along with the Arcane Council and members
of the Royal Holy Order. In the ensuing battles, the
9
entire Arcane Council was killed along with many of
the heroes from the Dragon Wars, most notably
MThan a paladin of the Holy Order. The forest of
Trolia was destroyed in the war and the land where
once it had stood was renamed the Trolian Wastes.
Twenty Years before the Adventure:
During the peace that followed the Trolian War, the
Humans of Auberk found they were able to put aside
their bitter resentment of the Elves in the interest of
commerce. The Elves and Humans established a
peace treaty, which bolstered trade in the region and
led to cultural exchanges including marriages among
the noble classes.
Without exterior threats to occupy them, Auberks
nobility, who had been bred on war for a thousand
years, grew restless and hungry for wealth and power.
Bickering and political intrigue was rife, with each
noble family angling to better its own position,
ignoring the real responsibilities of leading the
nation. Seeing an opportunity to regain their coveted
hunting grounds, the dragons returned from the
mountains attacking several settlements. Faced with
this crisis, Auberk, unprepared for war, turned to
their elven trading partners expecting help. As
before, the elves refused to involve themselves (in
accordance with the ancient peace agreement
between elves and dragons) leaving Auberk to face
the dragons alone.
Despite the initial panic, Auberk, under the
leadership of a few of the bravest nobles, was able to
mount a defence against the dragons and eventually
to prevail. Once the dragons were driven back into
the mountains, Auberk turned its attention to a
domestic matter. Bitter resentment towards those of
elven blood was rampant throughout Auberk even
though the elven citizens had participated in the War.
The country was swept up in an internal conflict
between pro and anti elf factions. Eventually all the
nobles of elven ancestry were stripped of their lands
and titles, and a campaign was mounted to rid the
country of any elven influence. Few mixed bloods
were able to escape. Lord Migul, a prominent noble
and wealthy merchant, was able to have a close friend
adopt his new-born son to protect the child from
destruction. Lord Migul and his family were later
murdered as they tried to leave the country.
Present Time:
Lord Miguls child Nicodermus has grown up at
the royal court disguised as the son of his fathers
friend, his true identity hidden until now even from
himself. As a young man Nicodermus was told of
his true origin and he is attempting to reclaim the
former power that his family had, and to take
revenge on those who opposed his family. This
campaign is the story of how the PCs become swept
up into the schemes of Nicodermus.
10
CHAPTER 2: Prelude
In The Beginning
All of the Player Characters know each other, being
all from the town of Salesh. This town has had
financial troubles lately due to failed crops, no food,
and no money. To make matters worse there have
been several raids by a marauding band of Ogres.
For more information on Salesh please see Appendix
IV: The Village of Salesh.
Rumours that the Ogres have been severely injured
during a raid has led the local townsfolk to gather
arms and go hunting for them. This story features a
young noble (Lord Nicara) whose intentions seem
uncertain. His true wish is to retrieve a lost spell
book from the Ogres lair (along with lots of other
treasure), and very little will deter him from reaching
his goal. For more information on Lord Nicara
please see Appendix II: NPCs.
Lord Nicara is well dressed, and for a person of
obvious rank he shows a peculiar interest in the
mundane life of the village, especially the recent Ogre
raids an all too common occurrence in this area of
Auberk. Lord Nicara periodically checks a map of the
area, and occasionally leaves the village to investigate
the countryside.
The PCs might follow the noble on one of his
excursions into the woods surrounding their village.
If so, he will eventually discover them, and although
he will not be pleased to have company, he will see
an advantage in keeping them with him as guides.
When questioned about his reason for seeking the
Ogres lair, Lord Nicara will answer that the Ogres
have set an ambush and he must warn the war party
before they are destroyed. If this appeal to their
patriotism fails to work, the noble will tempt the PCs
to join him by telling them of the fabulous wealth
hidden in the Ogres lair. He will not tell the PCs
that he is plotting to steal the Ogres treasure. If the
PCs refuse to help, he might resort to extortion,
capturing and holding hostage some of their family
or friends. Lord Nicara will threaten the well-being of
the entire town, unless the PCs retrieve the book for
him.
Map of Area for PCs
While in the woods roll on the random encounter
tables as necessary. The party will head to where the
last ambush took place (about two days journey).
The adventurers will then attempt to find the trail of
the Ogres that heads back to their hide-out. If the
PCs do not make the tracking roll, Lord Nicara will
succeed.
Once the PCs find the Ogres hideout, they will not
have much trouble getting past a few Ogre traps (like
large open pits). Having negotiated the traps, they
will find a cave with a large wooden door. The inside
of the cave consists of one long chamber with several
small stone covered dugouts where the treasure is
stored.
After the PCs have recovered some of the treasure,
and the noble has his book (spell book), the Ogres
will come bursting in at the front door (reduce their
hits to 30% and 45% of normal), running toward the
back of their cave. (Once the Ogres have passed, the
PCs can escape through the front door). When the
Ogres reach the back of the cave, they will sniff the
air, sense the recent presence of humans, and attack.
If the PCs have already left the cave the Ogres
will still charge they can make a roll to hear the
sounds of the war party tracking the Ogres. If the
PCs manage to make enough noise to attract the war
party to them, or if they run fast enough in the right
direction and reach their fellow villagers, then they
will be safe. The Ogres will charge the war party
(thinking that they are the intruders to their cave) and
will be slain or driven off.
Of course in all the confusion, nobody will notice the
noble leaving with his new spell book.
11
Map of Area for GM
Map of Ogre Hideout
12
CHAPTER 3: A Rescue
Sidetracked
In The Beginning
The PCs have grown up and are now trained as
adventurers. The last few months have seen the Ogre
raids on surrounding villages intensify. The villagers,
remembering the PCs early escapades, urge them to
dispose of the raiders.
The First Adventure
The villagers have given the PCs the task of tracking
and eliminating the raiders who threaten the
surrounding area. The Ogre raiders work in two
groups of four. If the PCs wander about, they will
eventually be ambushed (appropriate rolls to avoid
ambush) by one of these parties.
If the skirmish with the raiders goes well for the PCs,
then they will be approached by an onlooker (A
Knight of the Kings Army) who, impressed by their
skill, will offer them commissions as soldiers in the
Kings militia. If, however, the fight goes badly for
the PCs, a Knight, who just happens to be riding
down the road at the time, will charge the Ogre
raiders driving them off. The Knight, impressed by
the PCs bravery, will offer them jobs in the Kings
militia.
The King is recruiting troops to send in defence of a
Dwarven mining colony (the main supply of ores and
gems for Auberk), which is under attack. The PCs
will be offered decent compensation for their service
in the army. If they refuse to join, they will eventually
be conscripted anyway.
Sailing with the Armada
The Setting
Nicodermus The Collector, and Kubaz, his
lieutenant, have organised a small army of elite
mercenaries to attack Morlins Freehold. The
mercenaries are to capture as many of the Dwarves
as possible for a sacrifice, as part of a dark ritual.
Nicodermus also wants to seize the precious ores
that the Dwarves have mined and the items that they
have created.
The PCs have been hired (or conscripted) into the
Kings army, which is heading south aboard ships
from the Kings armada to stop the unnamed evil
army that is attacking Morlins Freehold. As they
approach the colony, the Kings naval forces will be
ambushed and possibly destroyed.
The Kings Armada sails to the Rescue?
The Kings Armada is Ambushed
The Kings Armada will be ambushed, coming under
fire from war machines on the shore (not likely to
hit). A Large Sea creature will join the fray smashing
some ships (d20 System: Recommend using
monstrous Sharks). (RM: Recommend using
Spine Sharks). A Magic User on the shore will rain
fireballs on top of the ships. Unless the PCs can find
a way to defend against the attack, their transport will
break apart and they will have to swim to shore.
If the PCs are able to put up a good fight, the Naval
Armada should be spared. The remaining ships will
be too few for a direct retaliation. The highest-
ranking surviving officer will order the fleet
downstream so the troops can regroup for a land
attack.
If the fleet survives, the fleet commander will send
the PCs (and two other groups) out to find new
conscripts and equipment for the army. While the
PCs are gone, the war camp will come under attack
and the army will scatter, abandoning the PCs near a
village.
The PCs Find a Village
The Setting
The Kings naval forces have been ambushed and
possibly destroyed. The PCs will travel downstream
before finding the village of Solbek. The villagers will
help the PCs and invite them to the harvest
celebration where the PCs will be able to ask the
local Duke for assistance. For more information on
Solbek please see Appendix III: The Village of
Solbek
Harvest Celebration
The PCs have been invited to the local Harvest
Celebration in honour of the god of the harvest. The
locals have prepared a banquet of fine foods and
drink for the taking, and the attitude among the
partygoers is light and jovial. An eight-piece band is
13
playing in the corner. As soon as the PCs arrive at
the party, the locals, who are imbibing many
alcoholic beverages, will instantly greet them. The
only people who are even modestly attempting to
control themselves are the guards who are scattered
around the room.
If the PCs have brought food or drink to the party, it
will positively influence the locals treatment of them.
If not, the adventurers will see offering pots with
coins and a few precious stones placed in them, The
locals will expect that everyone at the party will place
at least a few coins each into the offering pots (the
money is used to support further religious
celebrations).
Ballroom Murder
During the celebration, an arrow shoots through an
open window and hits a wealthy merchant, who will
die unless the PCs are able to save him. The assassin
then turns around the corner and drops the bow
behind some shrubs. The assassin runs to draw the
guards away from the party. Most of the guards will
rush out after the assassin and a few seconds later an
assault party (of 10 skeletons) enters the room and
attempts to kill the remaining guests. If the PCs are
still present, they will have to fight off the skeletons.
If not, the assassin will evade the PCs and guards.
Upon returning, the PCs will find that many of the
guests will have been slain by the Skeletons. The
PCs should be able to track the Skeletons (after a
tracking roll) back to the Lair of the Necromancer.
For more information on the assassin please see
Appendix II: NPCs.
14
The Lair of the Necromancer
The Setting
Following the assassination at the Harvest
Celebration, the PCs have just followed the tracks of
the skeletons back to a large farmhouse on the
outskirts of the village. Once here, the PCs will find
that the front door is unlocked (an ominous sign).
For more information on the necromancer please see
Appendix II: NPCs.
1. Entrance. Three doors, all similar.
2. Barracks, 5 Skeletons, and enough parts for
another 20.
3. Hallway. Guarded by 2 Skeletons.
4. Treasury. Room is dark and unnaturally cold.
Contains one suit of armour (anti-paladin)
touching causes (d20 System: 1d6 cold damage)
(RM: an A Cold Critical).
5. This room is trapped and the PCs will be
attacked as soon as the door is opened. Four
tentacles attack from a swirling mist (d20
System: AC 11, Hit points 20, Attacks as a club
+2 Hit, +3 Damage) (RM: AT 9, 30 hits,
Attacks as a club +25).
6. Unlit hallway. Has squeaky floor panels.
7. Landing. An unsettlingly bland room.
8. Guard room (empty). A bunk bed with
weapons locker.
9. Portal Room. A portal room is an inter-
dimensional passage between two locations.
When the PCs enter the portal, they will be
transported to the Collectors Domain.
10. Bedroom and wardrobe.
11. Hallway.
12. Kitchen
13. Lab. Necromantic spell-books and tools. The
Necromancer can usually be found here. If the
PCs are particularly noisy, he may decide to
investigate the source of the sounds.
15
CHAPTER 4: Enter the Collector
The Setting
Once the PCs have killed or captured the
Necromancer and have entered the portal room they
will travel to the Collectors Domain. The dark
passage turns out to be a secret entranceway to the
domain of the Collector. Eventually the passage
opens up into a large underground cavern. The
characters will then be faced by a golem. The
characters will either have to fight the golem or leave
the room, but they will not be able to pass the golem
without combat. If battle ensues, Kubaz will come
from the next room (room #2) and will ask the PCs
how they arrived here. If the PCs respond that they
killed or captured the Necromancer, Kubaz will bring
them to see Khara the artificer who will offer them a
job gathering items required by The Collector. For
more information on Kubaz and Khara please see
Appendix II: NPCs.
The Domain of the Collector
1. Passageway from Portal room. Guarded by a
Golem.
2. Main Hall. Guarded by Kubaz
3. Portal Room to Library (portal room on first
level leads to the portal room on second level).
4. Storage, contains mundane items.
5. Locked Storage room. Contains one suit of
Half Plate armour and a Broadsword.
6. Sitting room. A comfortable room with lots of
couches and chairs, a fireplace and a well-
stocked pantry.
7. Hallway. Guarded by a Golem.
8. WorkRoom with lots of works in progress,
Khara the Artificer is hard at work.
9. Library containing a huge supply of books on
various lores, and spell-books.
Motivations: How to get the PCs to go along with the story line
The PCs are practically abandoned. With little money and equipment, the PCs will find it hard to get through
the Orc infested mountain range (no boats available).
16
The PCs can be bribed with high quality weapons, equipment and armour. Offer each PC one item that fits
their profession.
Khara will offer the PCs treasure maps (for half of any recovered treasure).
Any Spell Users could be offered training in Spells and Lores, possibly even in a limited amount of powerful
magic (not recommended).
Since the PCs know of The Collector and the secret portal, they could be offered a choice. Join us or die
but most players would take this as a challenge, and attempt to destroy The Collector and his organisation.
If the PCs refuse to co-operate, then they will be replaced with another group of adventurers. The PCs could
then be forced to attempt to foil The Collectors plans.
The Collector could be presented as a side adventure that will prepare the PCs to aid the Dwarven colony. For
this to work the PCs must know that the army was scattered after they left.
The PCs would be given the deeds to the Necromancers house. If they accept this, the house would be cleaned
out by the time that they return there.
The PCs could be convinced that the Collector is a special agent for the Crown and that he can arrange for
them to be seconded into his service to help assist him counter the threats to Auberk.
The Collectors Wish List
Khara will give the PCs this list of items to fetch and
states obviously high prices for the items (suggest
items be priced at 120% to 400% of actual value).
Khara will not say why these items are required, and
will not give any more information on who or what
the Collector is. Here is a partial list of some of the
items that The Collector wants. Please feel free to
add, change, or subtract as you wish.
Adventure Hook Recommended PC Level
1. Chameleon skin (lots, to make cloaks). 1
2. A tongue from a rabid wolf. 1-4
3. Live Carnivorous Monkeys. 1-2
4. A heart from a giant Lizard Man. 3-5
5. Great Eagle Eggs. 1-3
6. Magic Potions. varies
7. Spell Books. varies
8. Texts and Scrolls. varies
9. Magic Items. varies
10. Magic Weapons varies
11. Magic Armour varies
12. A Minotaur 4-8
13. The Book of NMon, an Evil spell book. 2+
14. The Black Axe. 2+
15. Sklug an Orkish sword Elven soul stealer 2+
16. A Live Basilisk. Adventure not included
17. Live Unicorn. Adventure not included
18. Unicorn Horns. Adventure not included
19. Holy Weapons varies
20. Mithral varies
21. Information on The Ancient art of
Embalming.
varies
22. Werewolf (live, or blood, or saliva). Random Encounter
23. Vampire Blood 5+
24. Wood from a Treeman. Random Encounter
25. Six Blue Dragon Scales (or more, to finish a
suit of scale mail).
4-8
26. One Dragon Corpse. 6+
27. Three Dragon Eggs 6+
28. Dragons Teeth. 6+
29. MThans Broad Sword. 5-8
17
Chameleon Skins
The Setting
The PCs have been sent to collect as many
Chameleons as possible.
The PCs may set out with bags in hand in a futile
attempt to catch the Chameleons with their bare
hands. The Chameleons will be found climbing on
the side of trees. Using stun-type spells may kill the
Chameleons and perhaps destroy their skins.
However setting a small fire will cause the
Chameleons to jump off of the trees onto the ground
where they can be collected easily.
Variants: The PCs could be sent to collect other
similar mundane items such as: badger teeth or fish
scales.
The Tongue from a Rabid Wolf
The Setting
There are several wolf packs in the river valley that
prey on the livestock. The PCs could hunt the wolves
or come across them as a random encounter. Local
wolves have a 30% chance of being rabid, roll for
each wolf. If the PCs bring in the wolf pelts to the
village, they will receive a bounty on the pelts, and
their standing in the community may increase. It is
unlikely that the wolves will try and attack the PCs.
The wolves have lots of easy prey (livestock) to hunt,
and would be used to being hunted by the locals. See
the werewolf adventure for ideas on random
encounters.
Hunting Werewolves
This adventure can be run as a chance encounter
while the PCs are hunting the wolves mentioned
above or as a stand-alone werewolf hunt. This
adventure should start a few days before the next full
moon.
The Setting
Werewolves: As a stand-alone adventure. The PCs
have heard rumours that last month during a full
moon a rather large wolf attacked a farmer who was
defending his livestock. Normally this wouldnt have
been very news-worthy but the farmer healed very
quickly (within a week).
NOTE: The PCs will probably assume that the
farmer has become inflicted with Lycanthropy. This
is not the case. Almon the farmer is a retired
adventurer who has a few healing spells. Almon does
not want the locals to know this because many local
people do not trust adventurers, especially those who
know a bit of magic. The PCs will probably attempt
to confront him about the quick healing. Almon will
not respond to questions which would hint at his
previous life. Almon will not allow the PCs to tie him
up or cage him in any way. If the PCs are present
during the next full moon, they may expect to
witness Almon transforming into a werewolf. This
wont happen, instead the real Werewolf will return
to the farm, attacking the livestock first. If the PCs or
Almon intervene, the Werewolf will attack them. For
more information on Almon the Farmer please see
Appendix II: NPCs.
Live Carnivorous Monkeys
The Setting
In the nearby mountains live Carnivorous Monkeys.
The PCs must travel into the Wyvern Peaks
mountain range and scale one of the mountains
where the monkeys are found. The PCs will then
have to fight the monkeys and capture them. (The
Collector wants live monkeys, not dead ones). An
interesting problem is how the PCs will transport the
monkey(s) back. Rope skills or animal calming magic
will be useful nevertheless the monkeys will still
attempt to bite even someone who is handling or
feeding them.
Great Eagle Eggs
The Setting
Some of the mountains in the Dragon Spine
mountains harbour nests of Great Eagles. The PCs
have been sent to collect the eggs.
The Problems
1) The Great Eagle are noble creatures, who attack
the local Orc population on sight. Reducing the
number of Great Eagles will increase the number of
Orcs in the region.
2) The PCs will have to climb very steep cliffs
(possibly sheer cliffs).
3) The PCs will be attacked by at least one Great
Eagle (but probably more).
4) Transporting the egg(s) back will be very difficult.
5) The local people view the Great Eagles as their
protectors and will not take kindly to having the PCs
rob the Eagles of their eggs.
6) The PCs might encounter Orcs on the way to or
from the nests. The eggs might not survive combat.
Into the Elven Forest
The nearby town of Formun in the Elven kingdom
of Mempos has recently been plagued by groups of
Lizard men attacking their outlying settlements.
Some of the war bands include Lizard men of
gigantic proportions. Due to the political strife
between the Human and Elven Nations at this time,
any Human or Half Elf PCs will be seen as spies and
saboteurs. There are many patrols of wood elves who
would attempt to take the PCs into custody for trial.
18
Travelling
The PCs will have to cross the river, and trek
through the mountain range (possibly encountering
Orcs) before entering the Elven Forest. Then the
PCs will have to pass through the woods to Formun.
The PCs could use the path that runs through the
forest but this will increase their chances of being
caught (roll for encounters every 6 hours). Once the
PCs near the town of Formun, they will increase their
chances of being caught (within ten miles of Formun
roll for encounters every hour). If the PCs enter the
town without being invisible or (magically) disguised,
they will be spotted and arrested.
Finding the Lizard Men
Once the PCs enter the area, they will find that the Lizard Men live in a small cave on the far side of the lake.
Random Encounter: Wood from a Treeman
The Setting
This is one possible encounter while the PCs are in
the Elven Forest. If the PCs harm or attempt to
harm a Treeman while in the Elven Forest the Elves
will seek to capture or kill the PCs.
Finding A Treeman
Once the PCs kill the Lizard Men and leave, they will
come across an injured Treeman in the woods. The
Treeman has been wounded by the Lizard Men and
is dying. Several branches have fallen off the
Treeman (this is the wood that the PCs are to
collect). If the PCs are able to save the Treeman or at
least stay with him until its death, the local elves will
learn of this and will approach the PCs as friends. If
the PCs show respect to the Treeman according to
Elven standards, they might be invited to the court
of the Elven king in Aroth.
The Return Trip
Once the PCs have killed the giant Lizard Men, they
still have to leave the Elven forest. If the PCs are
caught at this point, they will be interrogated but
released at the edge of the forest (assuming that they
didnt hurt any elves, or commit any other crimes).
19
Beast Island
Setting
Beast Island has a population of Minotaurs. The
surrounding nations have taken to banishing their
worst criminals to this island; needless to say the
banishment is not a long one. In the centre of the
island is a mountain with a complex series of tunnels,
which are too small for the minotaurs to enter.
About fifteen or so people live in relative safety
inside the tunnels. However the daily struggle to
survive has nearly driven them all mad. If they find
the PCs, they will attempt to steal food and
equipment, or persuade the PCs to help them escape
from the island. (d20 System: The prisoners are third
level rogues.) (RM: The prisoners are fifth-level
Rogues.) To make this quest more challenging,
include Gortok the Minotaur Chieftan who can be
found in Appendix II: NPCs.
Hunting Minotaurs
On the island, Minotaurs often travel in-groups of
two or more. The Minotaurs hunt the banished
humans for food. Almost as soon as the PCs are on
the island, the Minotaurs will find their tracks and
start hunting them. The adventurers will be attacked
within about two days, probably during the first
night.
If the PCs kill or capture a Minotaur they will have to
transport the Minotaur from the island. One of the
banished humans is a herbalist who has found a local
herb which renders the Minotaurs unconscious. The
herb grows at the edge of the caves, and any PCs
educated in herb lore will have a chance to recognise
the herbs potential.
The Caves
1. Entrance. There is lots of edible plant growth
here. The Minotaurs can actually enter here but
cannot proceed further into the tunnel.
2. Entrance. These entrances are small enough
that the Minotaurs cannot use them.
3. Pool. There is a small pool in this cavern that
the local inhabitants use as a source of drinking
water. The pool is stagnant and not clean
drinking water.
4. Shaft. At first glance this room will appear
empty. However close inspection will show hand
holds carved into the rock face that lead up to
the entrance of the second level (room 6).
5. Pool. This room also has a small stagnant pool.
Owing to the close proximity to an entrance, the
pool has several kinds of plants growing there.
One of these plants is a herb which can render a
minotaur unconscious for six hours.
6. Entrance to Second Level. This is the first
cavern on the second level and also the largest
room in the caves. The room extends up into
the third level (room 11). A few of the older
and weaker criminals have been expelled into
this area.
7. Sleeping Area. This area is used for sleeping,
and the strongest of the criminals have claimed
the best (most protected) areas for themselves.
8. Another Sleeping Area. The younger criminals
have claimed this area for their living and
sleeping quarters.
9. Refuse. This area is used for the dumping of
refuse such as scraps of cloth, pieces of metal,
and bone. There is a small opening in the ceiling
through which agile climbers can reach the final
cavern (10). The opening is very small, and may
be difficult to manoeuvre through while wearing
armour.
10. Pool. This is a large cavern, which has a small
opening to the outside. There are various plants
and birds to be found here, along with a large
pool in which live a few fish.
20
Orcs, Orcs Everywhere
The Setting
The PCs have heard that Sklug, an ancient and
powerful orkish sword has turned up, and is in the
possession of a small group of Orcs who live in the
nearby mountains. The PCs will have to travel into
the Wyvern Peaks to reach the Orcs. The Orcs may
use rockslides to try and kill the PCs
A map to Orc Mountain
The Orcs lay a Trap
While travelling in the mountains the PCs will
encounter the Orcs (who are looking for trouble).
The PCs could be ambushed or even attacked while
sleeping by the Orcs. Once the PCs engage the Orcs
in battle, the Orcs will break off and flee into a
nearby cavern. Once the PCs enter the cavern, a set
of doors slam behind them and the room then begins
to fill with water. The Orcs have fled through a
passage hidden by an illusion. The Orcs then placed
a mesh steel grate in front of the exit. The water will
only rise to an average humans waist
With a proper observation roll, the adventurers will
notice that the water flooding the cavern is flowing
out through a rock wall. Upon closer inspection they
will discover that a section of the wall is illusionary.
Once the PCs remove the grate, they will find the
Orcs waiting outside the passage, thinking that they
have killed the PCs. If the PCs are extremely stealthy,
they might actually ambush the Orcs.
Orc war bands
Group the Orcs according to the size and strength of
the adventuring party. Treasures owned by the war
bands should include the following three items from
the Collectors wish list.
d20 System:
The Black Axe (+3 Battle Axe, Double Threat range
Vs. Humans).
Sklug, an orkish Broadsword +4 (Elven soul
stealer, Elves slain with sword cannot be resurrected).
The Book of NMon, an Evil spell book.
21
RM:
The Black Axe (+30 Battle Axe, (additional slaying
crit of equal severity vs. common men).
"Sklug" an orkish Broadsword +24 (Elven soul
stealer, Elves must make a RR vs channeling or
suffer absolution).
The Book of N'Mon, an Evil spell book, with the
Evil Channeling spell lists: Dark Lore, and
Wounding. Both to 20
th
Level.
Gwellith the Vampire
The Setting
The PCs hear that the people in the nearby town of
Lypina have disappeared. In fact, a Vampire has
moved into town and killed most of the townsfolk.
The Vampire is looking for the Cloak of Shadows, a
powerful magic item which she correctly believes is
located in the town. The cloak wraps the wearer in a
tight layer of magical darkness - this would protect a
vampire even from sunlight. If the adventurers do
not find the cloak, or kill the Master Vampire within
six days, she will find the cloak and leave town. The
Vampire has created 5 spawn to aid her in searching
the town and for her protection. For more
information on Gwellith the vampire please see
Appendix II: NPCs.
Travelling
As the PCs head toward Lypina, roll for encounters
as needed. Once the PCs get close to Lypina, any
encounter should be with either vampire spawn, bats
or wolves. For dramatic effect, let the PCs hear the
baying of wolves in the distance.
In the Town
Once the PCs have entered the town, they will feel
that they are being watched. They will periodically see
shadows that move. The PCs are being observed by
the Vampires, who will gather information on the
PCs before attacking (the spawn want to attack but
are afraid of their mistress). The town seems to
have been abandoned. The seemingly contradictory
clues to what has happened in the town will serve
both to confuse the players and to imbue the story
with overtones of horror.
Map of the town
22
1. The Blind Fox Inn: The Inn is empty. Close
inspection will reveal a few blood spots on the
floor behind bar. It appears as though the
patrons left in a hurry, a few of the tables are
overturned and several drinks have been spilled
onto the floor.
2. Malachis: a Weapons and Armour Shop. The
shop has been ransacked; most of the remaining
items have been broken.
3. Blacksmith: this building houses the local
forge, which is still warm, though the shop is
empty.
4. The General Store: This has been ransacked
and most of the valuable items have been
destroyed. However there is a secret trapdoor
that leads to a root cellar which contains several
items of interest: a bag with 34 gold coins, a high
quality Broadsword (d20 System: +1) (RM: +5),
a chain shirt and a few souvenirs from the
proprietors adventuring days, including an old
set of clothes (tunic, pants, boots and cloak), a
few old and dirty maps, and a Dwarven drinking
mug.
5. Healer: this shop is where the local healer
worked, the building has been ransacked and
most of the healing supplies have been
destroyed.
6. The Tack shop: sells tack and horses.
However there are no horses present and the
shop has been rifled.
7. The local Jail. The prison is empty and all but
one of the cells are open. The exception is still
locked, but the bars have been bent wide enough
to let a person out.
8. Ruin: There is not enough of this building left
to tell what it once was.
9. Farmers Market: This is clean and tidy, with
no obvious signs of any struggle.
10. The Town Hall. The inside of this building has
been smashed to pieces.
11. A local grain storage bin: aside from a few
rodents there is nothing unusual about this
place.
12. Temple of the Harvest: this temple is
dedicated to Golial and Golandra, the gods of
the harvest. Although the Temple is empty, the
building seems untouched. The towns
graveyard, which is behind the Temple, has
recently been dug up, and several corpses are
missing.
13. Priests Residence: Home to the local temple
priest, this house appears empty but untouched.
14. The Hall of Records. All records of births,
deaths, marriages, and the farmers almanac
along with a few other books were kept here.
Unfortunately when the PCs arrive, all that is left
is a smoking pile of rubble.
15. The Festival Pavilion: This building houses
many of the local celebrations.
16. The Local Hospice: a shelter for poor locals.
17. Mansion: Owned by a local wealthy merchant
and importer, the house has been plundered and
destroyed.
So Where is The Cloak of Shadows?
The Cloak is in the root cellar under the General
Store. It appears to be just an old musty cloak until
the magic is activated.
The Cloak of Shadows
Legends claim that in the time before the coming of
Klshaasa, the cloak was forged by the god Centaph
from the very essence of darkness itself. Centaph
then gave the cloak to his chief priests to enable
them to walk among the gods of darkness to gather
information for him. The seemingly mundane cloak
is activated through a prayer to Centaph. Once
activated, the cloak wraps a tangible layer of darkness
around the wearer that is nearly impervious to light.
d20 System: In game terms the wearer of the cloak is
protected from the damaging effects of intense or
magical light, the wearer may reroll any appropriate
failed saving throws for spells like lightning bolt and
sudden light. The wearer can also see in total
darkness, and never suffers blindness from low light.
RM: In game terms the wearer of the cloak is
protected from damaging effects of intense or
magical light, the wearer may re-roll any appropriate
failed Resistance Rolls for spells like Sudden Light or
Utterlight. The wearer can also see in total darkness,
and never suffers blindness from low light.
Other points
-The Church and the Priests Residence are on Holy
Ground and therefore the Vampire cannot enter
them.
-The Vampire and the Spawn have selected a home
to stay in during the day. This house is near the
woods and may be guarded by a pack of wolves.
The Return Trip
Once the PCs have killed the Master Vampire any
remaining spawn will flee. If the adventurers have
recovered the Cloak but have not killed the Master
Vampire, they will be ambushed at night on the way
home or at some point in the future after all,
Vampires can wait. If the PCs kill a vampire spawn
and steal the blood, this is all that the Collector
requires. However the adventurers would be paid
more for the Master Vampires blood.
Hunting Dragons
The Setting
In this adventure, the PCs meet a couple of Wood
Elves named Leos and Megos who hunt Dragons.
23
A Dragon destroyed their village so they have been
hunting Dragons ever since. (So far they have killed
four dragons). The PCs will have to convince the
Elves that they are worthy hunters to be included in
their group. The Elves will make them track and kill a
smaller dangerous creature. Once the PCs have
completed this task they will be included in a Dragon
Hunt. Either select a dragon of appropriate power to
the party, roll on an appropriate random encounter
table or use the table below. For more information
on Leos and Megos please see Appendix II: NPCs.
d20 System: Dragon Encounter
Table
% Dragon
1-30 Hunt Unsuccessful
31-40 Mature Red Dragon
41-55 Young Black Dragon
56-65 Wyrmling Green Dragon
66-80 Ambushed by a Mature Red
Dragon
81-95 Young Red Dragon sleeping
96-100 Ambushed by a mature Blue
Dragon
RM: Dragon Encounter Table
% Dragon
1-30 Hunt Unsuccessful
31-40 Mature Fire Drake
41-55 Young Light Drake
56-65 Young Plasma Drake
66-80 Ambushed by a Mature Fire
Drake
81-95 Young Fire Drake Sleeping
96-100 Ambushed by a mature Cold
Drake
Once the Dragon has been killed, and any treasure
has been divided among the party (including the
Elves), the Elves will wish to destroy the body of the
Dragon. The PCs have three choices:
1) Let the Elves destroy the Dragons body (The
teeth can be recovered).
2) Try and convince the Elves that there is some
reason not to destroy the body (and recover it later).
3) Kill the Elves.
The Dragon may have a lair with eggs that the PCs
could recover.
The Paladins Grave
To Introduce the Plot
The PCs hear rumours that the ancient grave of a
powerful Paladin is located somewhere in the Trolian
Wastes. Eventually the PCs could stumble across a
map in one of the books of ancient lore that they are
gathering for the Collector.
The Setting
The Trolian Wastes is a very hot desert filled with
sand and small rock formations everywhere. Very
little vegetation grows here and what does isnt
edible, at least not by Humans. The Trolian Wastes
acquired its name because in ancient times a large
band of War Trolls living here caused mayhem to the
neighbouring regions. The Mages hunted them down
and in the struggle their arcane magics turned some
of the dirt and sand into glass, devastating the area.
The PCs may come across chunks of glass on the
surface of the desert. Some of the glass will look like
large crystals or even gems to an untrained eye. The
PCs might end up hauling a large piece of glass
around the desert, thinking that it was worth a lot
more than it actually is. A few horseman will watch
the party from a distance, always just in sight but
never approaching.
Random Encounter Table for the
Trolian Wastes
% Day Night
1-10 1d10 Lizards 1d10 Bats
11-20 Nothing Apparition
21-30 Troll Hell Hound
31-40 Weird
Vegetation
Classic Lich
41-50 Dog Pack
1d10+1
Black Snake
51-60 Young Dragon Nothing
61-70 Carnivorous
Monkeys
Earth Elemental
71-80 Three Camels Cobra
81-90 Snake Faerie Dragon
91-100 Gila Monster Ogres
Encounter with a Lich
If the Lich is encountered, it will appear at night (if it
is encountered no other encounters will occur until
the Lich leaves). The Lich is one of the ancient
Mages who hunted down the War Trolls. However
the Lich is no longer completely sane and it has
forgotten that it is an undead creature (it uses
illusions to appear human). If the PCs come across
the Lich, it will ask if it may approach the fire. The
adventurers will notice how cold it is and will
probably figure out the Lichs nature. However if the
PCs mention the temperature drop to the Lich, it will
not have felt a change. The characters could attack or
even talk to the Lich. If the PCs treat the Lich well
they should get an appropriate gift. For more
information on Kelez the Lich please see Appendix
II: NPCs.
24
The Paladins Grave
The gravesite is situated inside of an artificial cave
hidden within a rock face in the wastes.
There are two Trolls in the upper chamber. The
grave is in the lower chamber.
1. Entrance way (going down)
2. Passageway (trapped 8 Heavy Crossbow Bolts,
d20 System:1D8 Damage each, RM: +20 Heavy
Crossbow).
3. Passageway (trapped, d20 System: Fireball, 4d6
Damage, RM: Fire Ball 10R).
4. Passageway (trapped, d20 System: Fireball, 4d6
Damage, RM: Fire Ball 10R).
5. Passageway (trapped d20 System: 4 Javelins,
1d6 Damage, RM: 4 +15 Javelins).
6. Room with sarcophagus. This sarcophagus
contains a metallic being in knight armour. If
disturbed, this construct will attack the PCs.
(d20 System: Golem) (RM: Greater Construct)
7. This room is identical to room number 6.
8. Passageway hidden by an Illusion.
9. Room with Sarcophagus. This sarcophagus
contains the actual body of the Paladin, and his
equipment.
Treasures
d20 System:
Crucifix of Warding (Repel Undead as two levels
higher).
Field plate Armour. (Encumbers as chainmail).
Paladin Shield. Cast healing spells as if three levels
higher.
MThans Sword. An intelligent weapon, see NPC
appendix for details.
The Black Crystal. (25 - caster level %) chance to
reflect spells back at caster.
RM:
Crucifix of Warding (Repel Undead as two levels
higher).
Field plate Armour. (Encumbers as AT 13).
Paladin Shield.
M'Than's Sword. An intelligent weapon +50
Broadsword (Causes an additional Slaying Critical of
one less severity vs. Dragons).
The Black Crystal. (40 - caster level %) chance to
reflect spells back at caster.
On the Way Home
A few horseman continue to watch the party from a
distance. The PCs have been followed by a group of
Nomads who want the treasure for themselves. The
Nomads will attack as soon as the party leave the
cave; they will release a volley of arrows, including
the Ethereal arrow (see below). The Nomads will
then demand the treasure. The Nomads have
formed a circle around the base of the rock face, and
will attack with arrows and melee weapons while
riding on their horses.
d20 System: All of the Nomads are second level
warriors armed with scimitars and longbows. The
nomads know the following skills: Riding: Horse, and
Mounted Combat.
RM: All of the Nomads are average third-level
Fighters. For more information on Asmon the
Decapitator, the nomad leader, please see Appendix
II: NPCs.
If the Nomads take more than 8 casualties (or if
Asmon is slain) they will leave to regroup. They will
return during the night to attack once more (roll to
detect ambush) before the PCs exit the Trolian
Wastes.
25
Morlins Freehold: The Dwarven Mining Colony
WARNING LAST ADVENTURE IN THIS SECTION
During this adventure the PCs will discover the true nature of the Collector!
The Setting
Once the adventurers are powerful enough (level six
to eight) they will be encouraged by Kubaz to
investigate the siege of the Morlins Freehold. This is
actually part of a plot to frame the PCs. (d20 System:
The Mercenaries are fourth level fighters.) (RM: The
Mercenaries are eighth level fighters.)
1. Entrance Hall. One large locked door at the
other end. Obvious signs that a struggle took
place here; there are bloodstains and some
Dwarven equipment strewn about (mostly
broken).
2. A Hallway with arrow slits on both sides, and
another locked door at the far end. As soon as
the PCs enter the hall the doors behind them
shut, locking them in. They will have to break
down one of the large steel reinforced oak
doors.
3. Archer rooms. There are three dead Dwarves,
still holding on to their crossbows, in both
archer rooms.
4. Barracks. This room is filled with beds,
equipment chests, and a few tables.
5. A Hall. This one is much longer than the
others. Several doors, all similar, open into
rooms on either side.
6. Storage Room. Door to Room is locked and
barred. If PCs break down the door, they will be
shot at with a heavy crossbow. Inside the room
they find two wounded Dwarves named Stimli
and Glom (RM: use standard dwarf statistics but
50% concussion hits. d20 System: use standard
dwarf statistics but 50% hit points).
26
What the Dwarves Know:
The mining colony was attacked by very
large mercenaries in heavy armour.
The mercenaries were nearly unstoppable.
The mercenaries seemed intent on capturing
the Dwarves, instead of just killing them.
A Wizard and a Demon Beastman
(actually Nicodermus, and Kubaz) led the
mercenaries.
The Wizard was interested in the precious
ores.
The Wizard caved in the entrance to the
lower levels.
7. Equipment Room. Lots of Dwarven
equipment piled into the corner, most damaged
but some still usable. Some of the equipment is
ornate; the PCs should be able to recover at least
200gp worth of gems and metal.
8. Guardroom with 10 Skeletons, which will attack
as soon as anyone enters. There is nothing of
value in the room.
9. Storage Room. This room is empty.
10. Another empty room. This one has a door at
the other end.
11. Drinking Room. Contains 2 invading
mercenaries, sitting at a table, who attack
immediately.
12. Smithy. This room is filled with various bones,
mostly Dwarven.
13. Passageway. The passageway leads to a
staircase which heads downward.
14. A kitchen filled with pots and pans, two tables,
and a hearth to cook food on.
15. A storage room filled with barrels of Dwarven
food.
16. A storage room filled with barrels of Dwarven
ale.
17. A Portal Room. This newly created Portal
room leads to the Domain of the Collector. If
the PCs enter the portal, it will collapse leaving
them in the mine.
18. This Garrison room currently contains 10
Lesser Skeletons. They attack as soon as the
door is opened.
19. An Empty room.
20. Entrance to the Mine. This room contains 20
Skeletons. They are guarding the entrance to the
mining section of the colony.
21. Throne Room. This majestic room has been
stripped of all precious materials.
22. Shaft to lower levels. The shaft has been caved
in.
23. Mining Cavern. An open cavern which seems
to have been mined already.
24. Ore Storage Room. this room is filled with
barrels of ore (mostly iron and copper).
25. The Hall of Records. A large room with
technical maps of the colony painted onto the
walls. The paintings of the lower levels have
been destroyed. The room also contains several
displays of the various gems and ores found in
the mines (equivalent of one coins worth of
each precious ore).
26. Entrance to the Tombs. A small room, the
walls are gem encrusted, with gold inlays.
27. Tombs. A room with three sarcophagi, and
many statues, all of Dwarves who died in the
construction of the mine.
28. Abandoned Mining Corridor. This corridor
has already been mined.
29. Well. This is a large cavern with a pool supplied
from an underground well.
30. Supply Room. This room is filled with mining
equipment.
31. Corridor. A long corridor leading to the newest
parts of the mine.
32. Equipment Room. This room is filled with
candles for the miners.
33. Ore Purification Room. A room where the
ores are purified and the trailing are disposed of.
34. Corridor. The corridor has a large blood smear
on the floor (leading into room 35).
35. Mining Corridor. This corridor still has
precious ores visible in the walls. An
unconscious Dwarf has nearly bled to death and
is hiding in one of the side rooms. The Dwarf is
in a coma
36. Corridor. A corridor with a patrol of skeletons
they seem to be tracking something.
37. Mining Corridor. A mining tunnel filled with
lots of nooks. Three Dwarves lie dead on the
ground.
38. Juncture. This is where four corridors meet. A
mercenary is present and he will attack the PCs.
39. Storage Room. A room filled with barrels of
unpurified ores.
40. Storage Room. Another room filled with
barrels of unpurified ores. Several dead dwarves
lie on the floor.
41. Large Cavern. An open cavern with broken
mining equipment and several mystical signs and
sigils glowing on the floor and walls of the
cavern.
42. Large Cavern. Another cavern with mystical
signs and sigils glowing on the floor and walls of
the cavern. This room has more than the last
room, and the sigils are glowing stronger.
43. Scorched Room. The contents of this room
have been blasted and scorched beyond
recognition.
44. Huge Cavern. This cavern has many huge
glowing sigils and mystical signs. Dead dwarves
and lots of dead warriors are strewn about the
27
cavern (the warriors seem to have committed
suicide).
45. A couple of wounded mercenary Warriors lie
on the floor, near death. They will trade
information for healing.
What the Warriors Know:
The warriors sacrificed the Dwarves as part
of a ritual.
The Demon/Beastman that the wounded
Dwarves were talking about was named:
Kubaz.
A being called The Collector was the one
who set up the ritual.
The Collector is planning something big.
He is creating a huge army.
The Collector took a fair deal of Mithral
to make weapons with.
46. Airshaft. This airshaft, to the lower level, has
been caved in.
47. Hallway. A trapped hallway but the spears lie
broken on the floor.
48. Treasure Room. The treasure has already been
pillaged but a few items remain. Of course the
Dwarves will not want the remaining items to be
stolen by the PCs.
d20 System
A +3 Heavy Crossbow
A +3 Short Sword
A Mithral Chain Hauberk
A Ruby that will explode as a Fireball when thrown
(or hit violently, or dropped, 4d6 Damage).
+5 Battle Axe
RM:
A +20 Heavy Crossbow
A +15 Short Sword
A +20 Chain Hauberk
A Ruby that will explode as a Fireball 20R when
thrown (or hit violently, or dropped).
+35 Battle Axe
28
CHAPTER 5: The Last Adventure
- The Blame Game
As soon as the characters exit the Dwarven Mining
Colony of Morlins Freehold, they will be met by a
large number of the Kings men who will
immediately arrest them. At this point in the
campaign, it will be hard to tell how the Adventurers
will react to being framed for crimes. Hence this
section contains a series of likely adventures for the
PCs and some ideas on how to go beyond the text.
The PCs are in trouble
As soon as the PCs exit the Dwarven Mining Colony
of Morlins Freehold, they, plus any henchmen or
rescued Dwarves, will be met by a large number of
the Kings men who will immediately arrest them.
This group consists of men-at-arms, knights, and
members of the Royal Holy Order who have arrived
to capture the PCs because of the crimes that they
have committed. Of course some (or maybe all) of
the crimes have been fabricated by Nicodermus.
As soon as the PCs exit from the mining colony read
this:
As soon as you exit from the Mine you see a
large group of well armed men. Khelem Borkajh,
who you remember as the captain of the guard
from the village of Solbek, steps forward to speak
to you. Halt! By the authority of His
Majesty King Almeck, I hereby place you
under arrest for crimes against the King and
his people.
If the PCs accept the arrest, Khelem Borkajh will
place them in chains and remove their weapons, but
will not take their armour. The group will then travel
to Arameth. For more information on Khelem
Borkajh please see Appendix II: NPCs.
If the PCs resist arrest, Khelem Borkajh will order
his followers to attack the criminal adventurers. The
group has a Cleric who will pray and cast spells, but
will not take part in the melee. If the PCs are
defeated, they will have their armour and weapons
removed. They will then be placed in chains before
the Cleric will heal them. They will be taken to
Arameth. Resisting arrest will be added to the list of
alleged crimes.
Arameth, Capital of Auberk
Walking in chains for days your feet blistered and
sore. As you wearily approach Arameth, you can
see the sun setting behind the towers of the
Kings castle. As the gates to the city are opened,
the Guardsmen, tightly griping their weapons,
seem tense and apprehensive at your presence.
Before the gates fully open you feel the all too
familiar tug on the chains that keep you walking.
You are paraded down garbage strewn streets, a
public display of the captured villains. Quickly
the commoners rush you to hit you, spit in your
face and pelt you with mud, rocks and
vegetables. The guards do little to protect you.
Finally you approach the castle. Brought to the
throne room you are then pushed and shoved
until you bow the knee to the King. As the
Vizier begins to read aloud the charges against
you take a quick look around the room and see
the enemies who surround you.
The King and the Vizier Nicodermus (The
Collector) will interrogate the PCs. Of course the
Vizier will be very persuasive at twisting the words of
the PCs. The PCs could trick Nicodermus into
revealing that he is the Collector. This will only work
if they can get him to reveal information that the
Vizier should not normally know. Give the PCs
plenty of clues and draw out the interrogation so that
they have a chance to save themselves. For more
information on Nicodermus please see Appendix II:
NPCs.
Crime and Punishment
Here is a list of the crimes that the PCs may be charged with.
Crime Description Punishment
Abandonment of a military post. Absent without leave Flogging or Death
Insubordination to a superior Failure to obey a military officer or noble. Flogging
Illegal weaponry Carrying a weapon without a permit Fines or Jail
Resisting arrest Failure to submit to the authority of the law Jail
Heresy. Failure to recognise the authority of the church Death
Treason Attempting to overthrow the nobility Death
Brawling Fist fighting Jail or fines
Murder Killing a citizen Imprisonment
Assassination Killing a noble (or sometimes a rich merchant ) Death
Robbery Forcibly taking someones goods. Flogging and jail
Burglary Entering a home or business to steal property Jail
Theft Taking another persons property Jail
Possession of stolen goods Found in possession of stolen goods Flogging and Fine.
29
Disruption of local Economy Purposefully inflating prices of goods Heavy Fines
Tax Evasion Not paying the full amount of taxes owed. Heavy Fines or Jail
Grave Robbing Stealing goods from the buried. Jail, Fines, or Death.
Public Drunkenness Being drunk in public Jail
Once the adventurers have been tried, they will be
found guilty of the death of Selek (the
Necromancer), and even the Dwarves from the mine.
The PCs will be placed in jail to await sentencing in
the morning. Powerful anti-magic wards protect the
prison cell, so spells will not help them to escape.
ESCAPE!
The PCs are shackled in a prison cell. The shackles
are worn and not of the highest quality so the
adventurers will be able to get out of the shackles
with an appropriate roll or two (escapology, pick
locks, etc.). The GM may wish to make the rolls to
ensure that the PCs are able to free themselves.
Shortly after the prisoners are free from the shackles
a hidden door to a secret passage opens and an
assassin steps out of the passage to kill the PCs. The
Assassin will not be expecting the prisoners to be
free of the shackles and may be surprised. For more
information on the Assassin please see Appendix II:
NPCs.
Once the PCs defeat the Assassin, they will have
access to his equipment and will be able to enter the
secret passage, which contains some more equipment
(described below). The passage leads up through a
winding path until the PCs come to a small door
which can be opened easily. The PCs can then enter
a darkened room.
Equipment:
d20 System:
Mighty Composite Short bow (Str. Bonus +1) and 15
arrows.
Masterwork leather armour.
A suit of full plate armour with a large metal shield.
Mighty composite longbow (Str. Bonus +2) and 20
arrows.
Masterwork Bastard Sword.
Longsword.
Potion: Delay Poison
Scroll: Greater Magic Weapon, Summon Monster III,
and Cure Light Wounds.
Scroll: Aid, Charm Person, and Identify.
Figurine of Wondrous Power (Onyx Dog).
Fancy clothing suitable to be worn in the Kings
Court.
RM:
+10 (non magical) Short bow and 15 arrows.
Leather armour AT 9.
A suit of full plate armour (AT 20) with a metal full
shield (DB +25).
+10 longbow with 20 arrows.
+5 (non magical) Bastard Sword.
+5 Longsword.
Potion: Heal 3d10 hits.
Fancy clothing suitable to be worn in the Kings
Court.
GM Tip: You may wish to include a few of the
PCs favourite items so they dont feel that they
have lost all of their stuff just to advance the
story.
The PCs enter the royal bedchamber where the
Assassin (who was sent by Nicodermus) has already
murdered the King and the Queen. Just after the
PCs find out whats happened, the main door to the
chamber opens and a guardsman will see the PCs
standing by the bodies of the King and Queen. If the
PCs took any of the equipment from the passage, the
guardsman will believe them to be responsible for the
murders of other nobles. (Add assassination to the
list of charges). The Guardsman will sound the alarm
before attempting to drive the PCs away from the
King and Queen.
Simultaneously with these events, the Collector has
had all of the royalty, and most of the nobility killed.
Then enacting an ancient law, Nicodermus has
declared himself Regent. In addition to this, the
Collectors army (led by Kubaz) is marching on
Arameth. This army includes mercenaries and
undead.
At this point, the PCs will be in a running battle with
the castle guard, who blame them for the
assassinations of the royal family and the nobles.
Before the PCs are overwhelmed, Khelem Borkajh
and twenty of his guardsmen will come to their aid
driving off the other guards. Khelem Borkajh only
met Nicodermus the day before these events and so
is not under the mind influencing spells that
Nicodermus used on the castle guard. Khelem had
spotted the Collectors army marching on Arameth
and combining that with the new Regents lack of
alarm at the threat, has deduced that Nicodermus is
the Collector.
Khelem Borkajh, realising that the adventurers have
been framed, will ask the PCs to aid him in an
attempt to dethrone Nicodermus, and protect the
city from the invading army. If the adventurers
accept Khelems offer, he will led them to the throne
room where he and his men will deal with the castle
guard,, giving the PCs a chance to destroy The
Collector.
Once Nicodermus is dead, Kubaz will sense this and
flee, leaving the mercenaries to fight the now
uncontrolled undead. With the Collector dead, his
mind influencing spells are dispelled freeing the
30
surviving guards to help suppress the remainder of
the Collectors army.
The End
Since all of the royal family and most of the nobility
were killed by the Collector and his army, Khelem
Borkajh has been named Regent until the true heir
can be determined. Having defeated the Collector
and his army, the PCs will be pardoned for their
crimes by the new Regent, on condition that they
help round up the rest of the Collectors vast
network.
31
Appendix I: Odd Encounters
Here are a couple of unusual encounters that will
give the PCs a few opportunities to cultivate
powerful allies. Such allies could become very
important when the adventurers have to fight the
Collectors army.
The Lich
The Setting
The Lich, that the PCs encountered while in the
Trolian Wastes, has followed them back to the
village, and the townsfolk are unhappy. If the PCs
had killed the Lich earlier, he will be reconstituted by
now, but will not possess the items listed in his
profile. The Lich has had his organ containers
transported to this location through a series of
travelling merchants. The organs are now well hidden
on the human side of the border.
The townsfolk will not be pleased to have a Lich
lurking about and will expect the PCs to destroy it or
at least drive it off.
Another Encounter with the Lich
When the PCs encounter the Lich, he has decided
that he is weary of the Trolian Wastes. The Lich
wishes to find a new home and requires the aid of the
adventurers to move his organ containers. For this
help, the Lich will agree to aid the PCs with various
lores and spells. He may even explain the art of
creating a Lich or a mummy. If the Player Characters
agree to move the containers in exchange for this
information, they will set off to find an appropriate
place, away from people, where the Lich can live. A
manipulative PC could send the Lich to destroy the
Orcs in the area. For more information see the
appendix on NPCs.
Milton The Dragon
The Setting
While the PCs are travelling in the mountains, they
stumble across the entrance to a cavern from which a
warm breeze emanates. If the PCs enter the cave,
they will soon hear the din of a smiths forge. Once
inside the cavern itself, PCs will immediately see a
large Red Dragon. If they do not attack immediately
they will also see a Dwarf working with the drake at a
forge - they are currently forging a magical great axe.
It turns out that the Dragon, Milton, and the Dwarf,
Karzak the Smith, have teamed up to produce many
fabulous magic items. The Dragons breath heats the
Forge while Karzak forges the item then Milton
enchants it. Sometimes Karzak engraves Dwarven
Runes on the blades he creates.
Once Milton and Karzac are certain that the PCs are
not trying to steal their treasure, they will treat the
adventurers well. If the PCs try and steal the treasure
they will be attacked immediately. If the PCs make
friends with the pair, they will eventually be able to
have items analysed or appraised, and maybe even
have a few items made for them. For more
information see the appendix on NPCs.
32
Appendix II: NPCs
II.1 NPC Descriptions
Nicodermus The Collector
Nicodermus is a well-dressed man who stands 5 foot
11 inches and weighs one hundred and fifteen
pounds. He is not a physically impressive man but he
conducts himself with a degree of confidence that is
unsettling.
Selek The Necromancer
Nicodermus has hired Selek, a necromancer, to
experiment with three ancient necromantic spell
books and catalogue which conditions produce
superior results with certain spells. In return
Nicodermus provides Selek with money, magic items,
and equipment, and most importantly spell books
and scrolls. Selek will attempt to protect his secrets at
all costs - after all killing the PCs will provide him
with more subjects to work with.
Kubaz
Kubaz is a Half Fiend who was rescued from a lynch
mob by Nicodermus, Abandoned at birth, Kubaz
had never met anyone more powerful than himself
until he encountered the Collector. The Collectors
offer of employment and protection was enough that
Kubaz will co-operate with the plan, at least while it
still serves his interests.
Khara
Khara is an Artificer, a maker of magical items.
Khara is obsessed with her art and wants to become
skilled enough to produce several difficult artifacts.
When Nicodermus sought her out offering
employment with unmatched resources, Khara
jumped at the chance to make items that she never
thought she would be able to afford. Khara does not
particularly care that the artifacts she creates for
Nicodermus are used for evil. She is utterly detached
- even if she were to notice all the bloodshed taking
place, she would think of it as a price that must be
paid for her to continue working.
Khelem Borkajh
Khelem Borkajh is the captain of the village guard in
Solbek. Khelem is also a commander in the Kings
army and is stationed in Solbek because of its close
proximity to the Elven border. A true descendant of
one of the heroes from the Dragon Wars, Khelem is
a mighty warrior who wades into battle with two
weapons - a Scimitar and a Short sword.
In his role as captain of the guard Khelem Borkajh
often finds that it is best to hold a tight rein on his
own men who have been given a wide range of
powers due to the potential Elven threat.
Leos and Megos
Their village destroyed by Dragons ages ago, these
Elves are intent upon settling a score. They intend to
kill all of the Dragons in the river valley. These elves
are obsessed with revenge and do not even fear their
own deaths. The Elven Nation of Mempos has
declared them to be renegades, as they do not hold to
the ancient peace treaty between the Elves and the
Dragons.
Karzak the Dwarven Smith
Karzak is one of the few Dwarves who actually
enjoys the company of a dragon. Of course Karzak is
friends only with his dragon Milton, but most
Dwarves do not see this distinction. Karzak and
Milton work together to create great works at the
smithy.
Kelez the Lich
In the ancient times Kelez was a member of the
Royal Holy Order in Arameth and was sent to battle
the Trolls in the southern forest of Trolia. During the
battles Kelezs company was destroyed, the
Commander (MThan the paladin) was mortally
injured and Kelez was severely hurt. A surprise attack
by several of the Troll war bands had caught them
off guard. The attacking trolls actually outnumbered
the human company. With only five surviving
warriors and a dying Commander, Kelez fled and
completed the ceremony to become a Lich. Kelez
still wanders the Trolian Wastes searching for his
companions, having totally forgotten that he is no
longer alive.
Asmon, the Decapitator
Born into a nomadic tribe in the Trolian Wastes,
Asmon quickly grew to be an expert hunter. By the
age of 14 his skill in the saddle was unmatched within
his tribe, and few hunters had such bountiful hunts
as Asmon. Life as a nomad was hard and tedious but
not without its joys. Then the camp was attacked.
Asmon saw friends cut down, animals and supplies
stolen, and the camp put to the torch. Asmon and a
few of the other hunters were able to repel the
raiders but it was too late, the damage was done. The
camp was lost, his friends were dead and the few
who remained were as frightened little children. A
charismatic leader, Asmon armed every man and
every woman. Leaving all but the most vital supplies
behind, the tribe tracked the raiders to a camp at the
edge of the dunes. Within minutes, it was all over.
The brutal attack caught the raiders unawares and
Asmon was victorious. However that day his heart
was hardened and Asmon never released the fear that
was trapped within.
33
Asmon recognised one of the raiders as a member of
the Verout tribe and he continued the onslaught
becoming the greatest and most brutal warlord the
Trolian Wastes has ever seen. To free himself of the
fear in his heart, Asmon subjugated or destroyed
every tribe he encountered within the Wastes. Asmon
gained the grim title of The Decapitator because he
ordered his men to decapitate fallen enemies - a fate
shared by traitors. The headless bodies were
destroyed and the heads displayed on pikes to show
the end of any who dared to oppose Asmon the
Decapitator.
Asmons tactics lean to the extreme: destroy
completely before the enemy knows they are under
attack. Hit and fade raiding tactics are preferred over
conventional warfare. In combat, Asmon rides a war-
horse without barding and uses a longbow and a
scimitar/shield combination.
Gwellith Master Vampire
A relatively young vampire, Gwellith was created
only 47 years ago. She stands five foot three inches,
and weighs about 100 lbs. Gwellith has the
appearance of a Human female in her late teens. She
wears dark clothing and a dark cloak, which seems to
flow about her and move at her will.
Vibros
With ore mined by the Dwarves of Smin, the best
smith in Auberk forged this blade, which was then
enchanted by the Masters of the Arcane Council and
by the High Priests of the Royal Holy Order. Vibros
was as powerful an artifact as the nation of Auberk
could produce. This fine weapon was given to
MThan, the one warrior capable of handling the
sword.
Imbedded in the sword is an intelligence that clearly
announces the weapons purpose, to destroy
Dragons! Vibros was created during the First Dragon
War to aid MThan in hunting down and destroying
the Dragons that threatened Auberk. Vibros is more
than a bit stubborn. The sword will often attempt to
compel its wielder to attack Dragons even if the
attack is suicidal. Other than its obsessive hostility to
draconic races, Vibros is perfectly rational. Vibros is
not intended for use by the PCs. The adventurers will
be unable to wield Vibros who will inform any who
try that such a great and heroic sword as I, am not
meant for the likes of you.
The Assassin
This should be used for both the Ballroom Murder
and when the PCs are attacked in the prison cell.
Gortok
Gortok is the chieftain of the Minotaurs of Beast
Island. He is the toughest, most vicious of all the
minotaurs. Gortok has been chieftain for five years,
and has maintained this position by killing all
potential rivals including Galmek, his son, who
showed signs of being a promising Shaman. Gortok
delights in tracking and killing the prisoners banished
to the island.
Almon the Farmer
Almon was born in the nation of Verland where he
grew up on his fathers farm. Almon was a strong
youth and was soon drafted into the army during a
series of goblin raids. Trained as a scout, Almon was
frequently ordered to find goblin encampments for
the main army to attack. During one of the
skirmishes between the goblins and the humans, the
familys farm was overrun. Luckily his parents were
relatively unharmed, but the farm was destroyed.
After the goblins were suppressed, Almon helped his
father rebuild the farm although his thoughts often
returned to tracking goblins. After two years, Almon
gave up farming for life as an adventurer.
Almon travelled to Arameth where he joined a group
of adventurers out to make a name for themselves.
Although proficient at battling goblins, Almon had to
quickly learn about the tactics and abilities of other
races, to this end Esta the partys half elven druid,
and Vlor the partys fighter tutored him. Over the
next few years of adventuring Almon and Estas
relationship grew and changed until they were in
love.
Five years after Almon began adventuring, the party
was attacked while they slept by a group of
Manticores. Vlor and Pestro were killed and Esta
was gravely injured. The surviving party members
dispersed. After this harrowing incident, Esta decided
to retire from adventuring. She and Almon married
and they bought a farm near the village of Solbek.
With a Ranger and a Druid tending the farm, it
rapidly grew until they had many types of crops and
livestock. Things remained this way for eight years
until Esta passed away.
Three years after Estas death, wolves began to prey
on the farm animals. Almon retrieved his old
adventuring gear and went forth to drive off the
wolves threatening his livelihood. Instead of being
met by a few wolves, Almon ended up fighting a
werewolf, who severely injured him. The
neighbouring farmers noticed how quick Almon
healed and now fear that he may have become a
lycanthrope.
34
II.2 NPC Statistics (d20 System)
Name: Nicodermus as The Young
Noble (Lord Nicara)
Alignment: Lawful Evil
Race: Human Class: Wizard (Level 4)
AC: 13 HP:26 Base Attack: +2 Initiative: +3
Stat Bonus Saves: Fortitude +3, Reflexes +3, Will +3,
Str 10 +0
Dex 16 +3
Con 17 +3
Int 18 +4
Wis 13 +1
Cha 15 +2
Familiar: Toad, Initiative +6, AC:21, HP:13
Languages: Common, Draconic, Elven, Dwarven.
Skills: Diplomacy (+4), Knowledge: Arcane (10), Knowledge: Local (+6), Knowledge: Nature (+6),
Knowledge: Nobility (+6), Knowledge: Religion (+6), Listen (+2), Ride: Horse (+5), Scry (+8), Spellcraft
(+11), Swim (+3).
Feats: Scribe Scroll, Combat Casting, Enlarge Spell.
Equipment: Riding horse, Short Sword, Quarter Staff, 200 GP, a map of the local area, a spell book
(hidden), a small tent, 100 feet of rope, and provisions for eight days.
Name: Nicodermus The Vizier Alignment: Lawful Evil
Race: Human Class: Wizard (Level 13)
AC: 18 HP:83 Base Attack: +6/+1 Initiative: +3
Stat Bonus Saves: Fortitude +7, Reflexes +7, Will +12
Str 10 +0
Dex 16 +3
Con 17 +3
Int 19 +4
Wis 14 +2
Cha 15 +2
Familiar: Toad, Initiative +6 , AC: 26, HP:41 Int 12
Special Abilities: Alertness, Improved Evasion, Share Spells, Empathic Link,
Touch, Speak with Master, Speak with Toads, Spell Resistance 18.
Languages: Common, Draconic, Elven, and Dwarven.
Skills: Alchemy (+7), Craft: gemcutting (+7), Diplomacy (+9), Forgery (+7), Heal (+2), Knowledge:
Arcane (12), Knowledge: Local (+8), Knowledge: Nature (+8), Knowledge: Nobility (+8), Knowledge:
Religion (+12), Listen (+7), Ride: Horse (+5), Scry (+13), Spellcraft (+20), Spot(+7), Swim (+3),
Wilderness Lore (+2).
Feats: Combat Casting, Craft Magic Arms and Armour, Craft Staff, Enlarge Spell, Leadership, Quicken
Spell, Scribe Scroll.
Equipment: Staff of Power, Bracers of Armour (+5), Cloak of Charisma, Ring of Wizardry (III), Ring of
Mind Shielding, Wand of Magic Missiles (Level 5), Wand of Cure Light Wounds, Wand of Summon
Monster II.
Memorized Spells
0: Light, Disrupt Undead, Detect Magic, Read Magic.
1: Shield, Mage Armor, Comprehend Languages, Magic Missile, Charm Person.
2: Knock, Arcane Lock, Protection from Arrows, Detect Thoughts, See Invisible.
3: Dispell Magic, Fireball, Non Detection, Gentle Repose, Vampiric Touch.
4: Scrying, Ice Storm, Fear, Stone Skin, Fireball (Enlarged).
5: Animate Dead, Teleport, Permancy, Magic Missile (Quickened, x2).
6: Chain Lightning, Contingency, Greater Dispelling.
7: Control Undead, Drawmijs Instant Summons.
8: Protection From Spells.
35
Name: Selek The Necromancer Alignment: Lawful Evil
Race: Human Class: Wizard (Necromancer) (Level 3)
AC: 11 HP:12 Base Attack: +1 Initiative: +1
Stat Bonus Saves: Fortitude +2, Reflexes +2, Will +5
Str 11 +0
Dex 13 +1
Con 13 +1
Int 16 +3
Wis 15 +2
Cha 9 -1
Memorized Spells:
Level 0: Disrupt Undead (x2), Read Magic, Ray of Frost, Mage Hand.
Level 1: Chill Touch (x2), Magic Missile, Ray of Enfeeblement.
Level 2: Knock, Ghoul Touch (x2).
Languages: Common, Draconic, Elven, and Infernal.
Skills: Alchemy (+9), Concentration (+4), Craft: leatherworking (+7), Heal (+5), Knowledge: Arcana
(+8), Ride (+3), Spellcraft (+9), Swim (+2).
Feats: Scribe Scroll, Combat casting, Spell Focus: Necromancy.
Equipment: 15 Gold, Quarter Staff, Dagger.
Name: Kubaz Alignment: Chaotic Evil
Race: Half-Fiend Class: Sorcerer (Level 10)
AC: 16 HP:55 Base Attack: +5 Initiative: +3
Stat Bonus Saves: Fortitude +6, Reflexes +6, Will +8
Str 18 +4
Dex 17 +3
Con 16 +3
Int 19 +4
Wis 13 +1
Cha 19 +4
Spell Like Abilities:
Darkness 3/Day, Desecrate, Unholy Blight, Poison 3/Day, Contagion.
Languages: Common, Orc, Elven, Infernal, Draconic.
Skills: Alchemy (+17), Bluff (+8), Concentration (+5), Craft: Weapon smithing (+14), Intimidate (+6),
Knowedge: Arcana (+14), Listen (+3), Scry (+14), Search (+5), Spellcraft (+17), Spot (+3).
Feats: Combat casting, Craft magic arms and armor, Craft wand, Martial weapon proficiency: Battle Axe.
Equipment: Ring of Protection(+2), Wand of Silence, Battle Axe (+1, shock), Scroll (Lightning Bolt,
Identify, Halt Undead), Cloak of Displacement, Staff of Fire.
Known Spells
Level 0: Resistance, Ray of Frost, Detect Poison, Daze, Light, Disrupt Undead, Open/Close, Detect
Magic, Read Magic.
Level 1: Shield, Mage Armor, Identify, Magic Missile, Shocking Grasp.
Level 2: Resist Elements, Locate Object, Blur, Knock.
Level 3: Dispel Magic, Stinking Cloud, Fireball.
Level 4: Fire Shield, Dimension Door.
Level 5: Animate Dead.
36
Name: Khara the Artificer Alignment: Lawful Evil
Race: Human Class: Wizard: Enchanter (Level 10)
AC: 11 HP:33 Base Attack: +5 Initiative: +1
Stat Bonus Saves: Fortitude +4, Reflexes +4, Will +10
Str 12 +1
Dex 13 +1
Con 13 +1
Int 19 +4
Wis 17 +3
Cha 14 +2
Prohibited School of Magic: Abjuration.
Languages: Common, Orc, Elven, Infernal, Draconic.
Skills: Alchemy (+17), Bluff (+6), Concentration (+5), Craft: Armour smithing (+14), Intimidate (+6),
Knowedge: Arcana (+14), Listen (+7), Scry (+14), Search (+6), Spellcraft (+17), Spot (+7).
Feats: Alertness, Brew Potion, Craft Magic Arms and Armor, Craft Rod, Craft Wondrous Item, Quicken
Spell, Scribe Scroll.
Equipment: Khara often carries test objects that she has recently created and could have any number of
magic items.
Memorized Spells
Detect Magic, Read Magic, Daze (x2), Light.
Comprehend Languages, Charm person (x2), Sleep, Magic Weapon.
Locate Object, Tashas Hideous Laughter, Blur, Knock, Scare.
Suggestion, Lightning Bolt, Greater Magic Weapon, Keen, Haste.
Lesser Geas, Confusion, Ice Storm, Charm Monster, Bestow Curse.
Permanency, Animate Dead, Dominate Person.
Name: Khelem Borkajh Alignment: Lawful Good
Race: Human Class: Fighter (Level 15)
AC: 20 HP:131 Base Attack: +15/10/5 Initiative: +7
Stat Bonus Saves: Fortitude +12, Reflexes +8, Will +5
Str 20 +5
Dex 16 +3
Con 16 +3
Int 14 +2
Wis 10 +0
Cha 14 +2
Paired Weapons:
Scimitar: 19/15/10 Damage 1d6+7 Threat Range:15-20
Short Sword: +4/-1 Damage 1d6+5 Threat Range:17-20
Languages: Languages: Common, Orc, Elven.
Skills: Appraise (+6), Bluff (+6), Climb (+16), Craft(+9), Diplomacy (+6), Handle Animal (+12), Heal
(+3), Intimidate (+6), Jump (+17), Listen (+2), Move Silent (+9), Ride: Horse (+16), Sense Motive (+3),
Spot (+2), Swim (+20).
Feats: Ambidexterity, Cleave, Combat Reflexes, Great Cleave, Improved Critical (Scimitar, Short sword),
Improved Initiative, Improved Two Weapon Fighting, Two Weapon Fighting, Weapon Focus (Scimitar,
Short sword), Weapon specialization Scimitar.
Equipment: Half Plate Armour, Scimitar, Short sword.
37
Name: Leos and Megos Alignment: Chaotic Good
Race: Elf Class: Ranger (Level 10)
AC: 18 HP:77 Base Attack: +10/+5 Initiative: +5
Stat Bonus Saves: Fortitude +9, Reflexes +8, Will +5
Str 14 +2
Dex 20 +5
Con 14 +2
Int 11 +0
Wis 14 +2
Cha 9 -1
Leos Longbow: +19/+19/+19/+14 Damage:1d6+8
Megos Longbow: +16/+16/+11 Damage 1d6+3
Favored Enemy: Add +3 to damage for Dragons under 30ft distance.
Languages: Common, Elven.
Skills: Animal Empathy (+1), Climb (+4), Craft (+3), Handle Animal (+1), Heal (+8), Hide (+6), Intuitive
Direction (+4), Jump (+4), Knowledge: Nature (+2), Listen (+2), Ride: Horse (+7), Search (+5), Spot
(+7), Swim (+7), Use Rope (+8), Wilderness Lore (+7).
Feats: Far Shot, Point Blank Shot, Rapid Shot, Track, Weapon Focus: Long Bow.
Equipment:
Leos: (+3) Mighty Composite Longbow of Speed, Quiver of Ehlonna (+1 arrows), Studded Leather
Armor.
Megos: +1 Mighty Composite Longbow, Studded Leather Armor.
Name: Karzak the Dwarven Smith Alignment: Chaotic Good
Race: Dwarf Class: Fighter (Level 10)
AC: 24 HP:104 Base Attack: +10/5 Initiative: +6
Stat Bonus Saves: Fortitude +11, Reflexes +5, Will +4
Str 16 +3
Dex 14 +2
Con 18 +4
Int 14 +2
Wis 13 +1
Cha 10 0
Languages: Common, Dwarven, Draconic
Skills: Appraise (+6), Craft: Armour smith (+13),Craft: Blacksmith (+6), Craft: Gem Cutting (+6), Craft:
Leather Working (+7), Craft: Stone Masonry (+9), Craft: Weapon Smith (+13), Ride (+4), Wilderness
Lore (+4).
Feats: Cleave, Combat Reflexes, Dodge, Exotic Weapon Proficiency: Dwarven Waraxe, Great Cleave,
Improved Initiative, Power Attack, Sunder, Weapon Focus: Dwarven Waraxe, Weapon Specialization:
Dwarven Waraxe.
Equipment: : (+3) Chain mail, (+3) Buckler Shield, (+3) Dwarven Waraxe of Mighty Cleaving.
38
Name: Kelez the Lich Alignment: Neutral Evil
Race: Human Lich Class: Cleric (Level 11)
AC: 21 HP:90 Base Attack: +8/3 Initiative: +2
Stat Bonus Saves: Fortitude +7, Reflexes +5, Will +11
Str 14 +2
Dex 14 +2
Con na na
Int 17 +3
Wis 18 +4
Cha 11 +1
Rebuke Undead: 12/day
Domains: Evil, Magic.
Languages: Common, Dwarven, Draconic
Skills: Craft: Jeweller (+7), Diplomacy (+5), Heal (+12), Knowledge: Arcana (+13), Knowledge: Religion
(+13), Listen (+14), Move Silently (+15), Scry (+13), Spellcraft (+13), Spot (+14).
Feats: Craft Wondrous Item, Empower Spell, Extra Turning (x2), Quicken Spell, Weapon Focus: Dagger.
Equipment: : (+2) Dagger, Chain Shirt, Light Mace.
Memorized Spells
Detect Magic, Read Magic, Light, Cure Light Wounds, Guidance, Mending.
Bane, Bless, Cure Light Wounds (x2), Sanctuary, Magic Weapon, Nystuls Undetectable Aura.
Cure Moderate Wounds (x2), Death Knoll, Desecrate, Undetectable Alignment, Resist Elements.
Animate Dead, Cure Serious Wounds, Dispel Magic (x2), Daylight, Meld into Stone.
Cure Critical Wounds, Discern Lies, Poison, Freedom of Movement, Unholy Blight.
Raise Dead, Slay Living, Spell Resistance.
Create Undead, Greater Dispelling.
Name: Asmon, the Decapitator Alignment: Lawful Neutral
Race: Human Class: Fighter (Level 5)
AC: 15 HP:46 Base Attack: +5 Initiative: +1
Stat Bonus Saves: Fortitude +7, Reflexes +2, Will +0
Str 14 +2
Dex 13 +1
Con 16 +3
Int 15 +2
Wis 8 -1
Cha 16 +3
Languages: Common, Elven, Dwarven.
Skills: Climb(+4), Handle Animal (+10), Heal (+1), Hide (+2), Intimidate (+4), Intuitive Direction
(+1),Listen (+1), Move Silent (+3), Ride (+8), Spot (+1).
Feats: Mounted Archery, Mounted Combat, Point Blank Shot, Rapid Shot, Weapon Focus: Long Bow,
Weapon Specialization: Long Bow.
Equipment: : Scimitar, Mighty Composite Longbow, Scale mail (AC+4, -3 armor check ) Small wooden
shield, Light War-horse, 50 Gold.
39
Name: Gwellith Alignment: Chaotic Evil
Race: Vampire Class: Warrior (Level 5)
AC: 27 HP:47 Base Attack: +5 Initiative: +9
Stat Bonus Saves: Fortitude +4, Reflexes +8, Will +4
Str 20 +5
Dex 21 +5
Con NA NA
Int 15 +2
Wis 16 +3
Cha 20 +5
Special: Mace Hit +13, Damage 1d8+7
Damage Reduction 15/+1, Heal 5/round, +4 turn resistance, cold and
Electricity resistance 20, alternate form, Vampire Weaknesses, Energy Drain
2 levels, Charm, Blood Drain 1d4 Permanent Con/round, Children of the
Night (3d6 wolves), Create Spawn.
Languages: Common, Elven, Dwarven.
Skills: Appraise (+4), Climb (+7), Hide (+15), Intimidate (+9), Jump (+6), Knowledge: local (+4), Listen
(+14), Move Silently (+15), Ride Horse (+7), Search (+12), Spot (+11), Swim (+7).
Feats: Alertness, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Weapon Focus.
Equipment: : Studded Leather Armor, 800 GP, 2 Gems, Ring of Protection +3, Gloves of Dexterity
(+2), Ring of Animal Friendship, Mace of Terror +2.
Name: Vibros MThans Broadsword Alignment: Lawful Good
Race: Artifact Class: NA
Stat Bonus
Str NA NA
Dex NA NA
Con NA NA
Int 12 +1
Wis 19 +4
Cha 22 +6
Vibros:
Holy, Wounding, Broadsword +5
EGO: 34
Languages: Common, Draconic. Telepathic
Abilities: Sense Motive (+14),Detect Evil (at will), Cure Light Wounds (1d8+5) on Wielder 1/day, Detect
Thoughts (100 ft range, 1 minute per use, 3/day), Lightning Bolt (8d6 damage, 200ft, DC 13) 1/day,
Defeat Dragons (+2 to all saves, +2 AC, Spell Resistance 15).
Name: The Assassin Alignment: Neutral Evil
Race: Human Class: Ranger/Assassin (Level 6/6)
AC: 19 HP:68 Base Attack: +10/5 Initiative: +4
Stat Bonus Saves: Fortitude +7, Reflexes +7, Will +4
Str 16 +3
Dex 18 +4
Con 13 +1
Int 17 +3
Wis 15 +2
Cha 10 +0
Longsword: 17-20/x2 Hit +7, Damage +6.
Shortbow 19-20/x3 Hit +5.
Languages: Common, Elven, Dwarven, Draconic.
Skills: Climb(+4), Concentration(+4), Disguise(+4), Gather Information(+6), Handle Animal (+10), Heal
(+1), Hide (+13), Intimidate (+4), Intuitive Direction (+1),Knowledge: Nature(+6), Listen (+8), Move
Silent (+14), Open Lock(+10), Read Lips(+9), Ride (+8), Search(+10), Spot (+8), Swim(+6), Use Magic
Device(+6), Wilderness Lore(5).
Feats: Blindfighting, Improved Critical Longsword, Improved Critical: Shortbow, Point Blank Shot,
Track, Weapon Focus Longsword, Weapon Focus: Shortbow.
Equipment: : +3 Longsword, +2 Studded Leather armour, Scroll (Protection from arrows, Lightning
Bolt), Potion, Lesser Restoration, Iron Bands of Bilarro, Ring of Spell Storing(Magic Missile(x2), Fireball,
Knock, Dispell Magic), Short bow and 20 arrows, 120 gold.
40
Name: Gortok Alignment: Chaotic Evil
Race: Minotaur Class: Barbarian (Level 4)
AC: 14 HP:76 Base Attack: +12/+7
(greataxe), +8 (gore)
Initiative: +0
Stat Bonus Saves: Fortitude +9, Reflexes +5, Will +5
Str 19 +4
Dex 10 +0
Con 15 +2
Int 8 -1
Wis 10 +0
Cha 8 -1
Damage: Huge greataxe 2d8+8, 1d8+2
Special Attacks: Charge 4d6+6
Special Qualities: Scent, natural cunning.
Languages: Minotaur
Skills: Intimidate +6, Jump +8, Listen +9, Search +10, Spot +10, Move Silent +4, Intuitive Direction +2.
Feats: Great Fortitude, Power Attack, Track.
Equipment: : Huge greataxe
Name: Almon the Farmer Alignment: Chaotic Good
Race: Human Class: Ranger(Level 8)
AC: 16 HP:63 Base Attack: +9/+4 Initiative: +6
Stat Bonus Saves: Fortitude +8, Reflexes +4, Will +4
Str 16 +3
Dex 14 +2
Con 15 +2
Int 13 +1
Wis 14 +2
Cha 12 +1
Favored Enemies: Goblinoids (+2), Beasts (+1).
Spells: Summon Natures Ally I, Magic Fang, Cure Light Wounds.
Languages: Common, Elven.
Skills: Animal Empathy +5, Balance +6, Climb + 6, Handle Animal +5, Heal +8, Jump +9, Knowledge
Nature +7, Listen +7, Move Silently +7, Profession: Farmer +5, Ride +6, Spot +7, Swim +7, Wilderness
Lore +6.
Feats: Exotic Weapon Proficiency: Bastard Sword, Improved Initiative, Mounted Combat, Track,
Weapon Focus: Bastard Sword.
Equipment: +2 Leather Armor, +2 large wooden shield, Bastard Sword
41
II.3 NPC Statistics (Rolemaster Statistics)
Lord Nicara (Real Name Nicodermus)
NPC: An Adolescent Adventure
Level 4 Arcanist
Hits: 55
AT (DB): 4 (21)
Attacks: 26Broadsword/ 27Quarter Staff.
Skills: Sprinting 18, Swimming 18, Climbing 18,
Alertness 24, Sense Ambush 22, Observation 21,
Heraldry 37, History (Auberk) 57, Artifact Lore 45,
Spell Lore 42, Undead Lore 65, Dragon Lore 11,
Poison Lore 14, Riding (horse) 26, Attunement 56,
Divination 53, Power Perception 56, Read Runes 56,
Channeling 49, Hiding 27, Stalking 27
Spells Power Points 74
Equipment:
Horse, Broadsword, Quarterstaff, 50 gp,
Notes:
Endurance: Sleep 4 hours a night.
Nightvision: 500' at night, 100' fairly well, 50' perfectly
in dim light.
Book +20 to History Skill, Book +20 to Undead Lore, Book +10 to Lore Magical
Power (Greater): (30), Aggression :(7) +10 to Elemental Attack rolls, Archerype: (18), Aura Greater: (20)
Status Noble: (10), Scope Skills (Radius) (10), Visible Aura (-10), Delusionary Greater (-15), Dark Temptation (-
10) 48 Corruption Points, Necromantic Urge (-15)
Nicodermus The Collector
Level 14 Arcanist
Hits: 96
AT (DB): 4 (39)
Attacks: 27Broadsword/ 37Quarter Staff.
Skills: Sprinting 25, Swimming 25, Climbing 26,
Alertness 26, Sense Ambush 24, Observation 23,
Reality Awareness 32, Spatial Location Awareness 11,
Magical Languages 29, Directed Spell (Lightning Bolt)
45, Directed Spell (Mana Bolt) 54, Directed Spell (Void
Bolt) 54, Heraldry 48, History (Auberk) 68, Own
Region Lore 57, Artifact Lore 78, Spell Lore 69,
Undead Lore95, Dragon Lore 26, Poison Lore 29,
Riding (horse) 30, Attunement 72, Divination 69,
Power Perception 72, Read Runes 69, Channeling 55,
Magic Ritual 50, Transcend Armor 50, Anatomy 26,
Adrenal Concentration 29, Cleansing Trance 11,
Meditation 29, Spell Concentration 29, Stunned
Maneuvering 29
Spells Power Points 168
Equipment: Staff of Aristarchus.
Notes:
Endurance: Sleep 4 hours a night.
Nightvision: 500' at night, 100' fairly well, 50' perfectly
in dim light.
Book +20 to History Skill, Book +20 to Undead Lore, Book +10 to Lore Magical
Power (Greater): (30), Aggression :(7) +10 to Elemantal Attack rolls, Archerype: (18), Aura Greater: (20),
Status Noble: (10), Scope Skills (Radius) (10), Visible Aura (-10), Delusionary Greater (-15), Dark Temptation (-
10) 48 Corruption Points, Necromantic Urge (-15)
Spell List Ranks Total
Arcane Visions 9 23
Aura Lore 8 22
Bladerunes 9 23
Light Manipulation 8 22
Shifting Law 8 22
Arcane Barriers 10 24
Arcane Healing 14 28
Arcane Shield 9 23
Detection Law 9 23
Mana Law 11 25
Power Focus 7 21
Power's Master 7 21
Spell Shaping 7 21
Void Law 8 22
Wards 5 19
Dark Lore 50 39
Necromancy 10 24
Spell List Ranks Total
Arcane Visions 11 25
Aura Lore 10 24
Bladerunes 10 24
Light Manipulation 15 29
Shifting Law 11 25
Arcane Barriers 11 25
Arcane Forces 7 21
Arcane Healing 29 38
Arcane Shield 10 24
Detection Law 12 26
Spell Inhibitors 6 20
Spell Triggers 6 20
Mana Law 50 39
Power Focus 12 26
Power's Master 12 26
Spell Shaping 12 26
Void Law 50 39
Wards 11 25
Dark Lore 50 39
Necromancy 30 39
42
Kubaz
Level 10 Sorcerer
Mortal Demon
Hits: 180
AT (DB): 4 (60)
Attacks: 170Battle Axe (2D)/ 90MHO /Spells
Skills: Alertness 30, Sense Ambush 29, Observation 32,
Directed Spell (Shock Bolt) 28, Religion 49,
Attunement 53, Divination 59, Power Perception 50,
Channeling 66, Meditation 53, Stunned Maneuvering
56, Second Aid 32, Surgery 32.
Spells Power Points 68
Equipment: Battle Axe (+15).
Notes: Power (Greater) (30), Heat Resistance Lesser
(5), Natural Physique (8).
Khara The Artificer
Level 6 Essence Alchemist
Hits: 67
AT (DB): 4 (10)
Attacks: 26Quarter Staff.
Skills: Alertness 17, Sense Ambush 13, Fletching 66,
Leather-crafts 66, Metal Tooler 66, Metal-crafts 81,
Scribing 81, Wood-crafts 81, Directed Spell (Lightning
Bolt) 19, Directed Spell (Shock Bolt) 27, Teaching 23,
History 59, Artifact Lore 139, Spell Lore 116, Dragon
Lore 50, Attunement 59, Power Perception 47, Read
Runes 78, Basic Math 52, Research 65, Meditation 29,
Appraisal 40, Evaluate Armor 35, Evaluate Weapon 35,
Spells Power Points 78
Equipment:.
Notes:
Power Major (20), Runic Lore (5), Item Lore (7), Aura
Major (15), Photographic Memory (8).
Selek
Level 6 Sorcerer
Hits: 63
AT (DB): 4 (6)
Attacks: 26Quarterstaff
Skills: Swimming 22, Alertness 38, Sense Ambush 33,
Observation 30, Religion 53, Spell Lore 70, Undead
Lore 82, Herb Lore 32, Poison Lore 29, Divination 25,
Channeling 71, Magic Ritual 71, Spell Mastery 71,
Anatomy 26
Spells Power Points 53
Equipment: Quarterstaff.
Notes:
Innate Magician +20 to all spell casting static maneuvers for Necromancy. (7), Eloquence +25 to all spell
casting static maneuvers (15), Speed Reader (5)., Stat Bonus Major +5 (Intuition). (20), Slow, Base , movement
reduced by 25% (-7), Bonus Item IV (15) +5 Quarter Staff, Book +5 Undead Lore, Book +5 Spell Lore.
Khelem Borkajh
Level 10 Fighter
Hits: 186
AT (DB): 16 (24)
Attacks: 141Scimitar/ 106Longbow/ 140Shield Bash/ 102Two-Handed.
Spell List Ranks Total
Flesh Destruction 18 32
Fluid Destruction 16 30
Gas Destruction 13 27
Mind Destruction 14 28
Necromancy 15 29
Solid Destruction 15 29
Soul Destruction 17 31
Wounding 18 32
Detecting Ways 16 30
Elemental Shields 14 28
Lights Way 15 29
Unbarring Ways 15 29
Spell List Ranks Total
Armor Enhancements 9 24
General Enhancements 11 26
Inorganic Skills 7 22
Liquid/Gas Skills 7 22
Organic Skills 4 19
Other Realm Imbedding 3 18
Own Realm Imbedding 6 21
Weapon Enhancements 10 25
Item Enhancements 9 19
Dispelling Ways 6 21
Spell Enhancement 6 21
Spell Reins 6 21
Delving Ways 6 21
Rune Mastery 5 20
Light Law 10 25
Spell List Ranks Total
Unbarring Ways 2 19 (44)
Flesh Destruction 9 26 (51)
Fluid Destruction 9 26 (51)
Gas Destruction 6 23 (48)
Mind Destruction 6 23 (48)
Solid Destruction 6 23 (48)
Soul Destruction 6 23 (48)
Necromancy 18 35 (80)
43
Skills: Chain Mail 142, Sprinting 57, Swimming 60, Alertness 21, Sense Ambush 17, Mounted Combat 75,
Two-weapon Combat (paired scimitars) 104, Two-weapon Combat (Scimitar/Shield bash) 104, Leadership 40,
Heraldry 42, Own Region Lore 39, Animal Healing (horse) 30, Animal Training (horse) 30, Riding (horse) 42,
Hunting 31, Adrenal Balance 54, Adrenal Quickdraw 54, Adrenal Quickness 54, Adrenal Stabilization 45,
Adrenal Strength 57, Frenzy 70, Stunned Maneuvering 54, Jousting 73.
Equipment: Two Scimitars, armor.
Notes:
Leos
Level 20 Ranger
Wood Elf
Hits: 110
AT (DB): 12 (35)
Attacks: 145 Longbow/ 110 Long Sword
Skills: Soft Leather 151, Swimming 67, Climbing 57,
Alertness 57, Sense Ambush 53, Observation 77,
Tracking 130, Riding (horse) 98, Foraging 130, Hunting
120, Adrenal Speed 42, Frenzy 48, Stunned Maneuvering 42, Hiding 94, Stalking 92, First Aid 53, Mapping 77,
Navigation 73, Power Points 60.
Equipment: Scalemail (Fire Drake hide), Long Sword (+15), Longbow (+20)
Megos
Level 15 Fighter
Wood Elf
Hits: 110
AT (DB): 12 (35)
Attacks: 135 Longbow/ 135 Long Sword
Skills: Soft Leather 151, Swimming 67, Climbing 57, Alertness 57, Sense Ambush 53, Observation 77,
Tracking 130, Riding (horse) 98, Foraging 130, Hunting 120, Adrenal Speed 42, Frenzy 48, Stunned
Maneuvering 42, Hiding 94, Stalking 92, First Aid 53, Mapping 77, Navigation 73.
Equipment: Scalemail (Fire Drake hide), Long Sword (+10), Longbow (+20)
Karzak the Dwarven Smith
Hits: 181
AT (DB): 16 (20)
Attacks: 165Handaxe/ 84Mace/ 52Ballista
Skills: Chain Mail 125, Weight Lifting 40, Climbing 20, Alertness 25, Sense Ambush 12, Quickdraw 54,
Leather-crafts 94, Metal Tooler 55, Metal-crafts 94, Stone-crafts 94, Artifact Lore 42, Caving 67, Survival
(Underground) 42, Attunement 18, Read Runes 18, Adrenal Quickdraw 53, Adrenal Quickness 53, Adrenal
Stabilization 44, Adrenal Strength 53, Frenzy 69, Stunned Maneuvering 53, First Aid 30, Operating Equipment
39, Mining 47.
Spells Power Points 13
Equipment: Chain mail armour, handaxe (+20),
Notes: Karzak is accompanied by Milton a Mature Fire Drake.
Kelez
Use a Classic Lich from Creatures & Monsters.
Asmon
Level 6 Fighter
Mixed Men, Nomads
Hits: 114
AT (DB): 9 (29)
Attacks: 119Scimitar/ 107Shield Bash/ 132 Long Bow
Skills: Rigid Leather 96, Sprinting 45, Alertness 19, Sense Ambush 11, Observation 29, Direction Sense 19,
Mounted Combat 96, Two-weapon Combat (Scimitar/shield bash) 79, Leadership 20, Animal Handling
(Horses) 67, Animal Healing (Horses) 73, Animal Mastery (Horses) 67, Animal Training (Horses) 67, Driving
(Horses) 61, Herding (Horses) 61, Riding (Horses), Hunting 47, Survival (desert) 53, Adrenal Quickdraw 51,
Adrenal Quickness 48, Adrenal Strength 48, Frenzy 60, Stunned Maneuvering 51.
Spell List Ranks Total
Inner Walls 20 32
Moving Ways 20 32
Natures Guises 20 32
Natures Summons 20 32
Natures Way 20 32
Path Mastery 20 32
Spell List Ranks Total
Physical Enhancement 5 9
44
Equipment: Scimitar, Mighty Composite Longbow, Rigid Leather armour Small wooden shield, Light War-
horse, 5 Gold.
Notes: Natural Horseman (7), General Weapons Master (30), Natural Archer (8).
Gwellith
Use a Minor Vampire from Creatures & Monsters.
Assassin
Level 8 Magent
Hits: 134
AT (DB): 9 (27)
Attacks: 84Short Sword/ 88Cross Bow
Skills: Rigid Leather 99, Swimming 42, Alertness 49,
Sense Ambush 33, Observation 21, Adrenal Balance 74,
Adrenal Balance 74, Adrenal Leaping 71, Adrenal
Quickdraw 74, Adrenal Quickness 74, Adrenal Speed
71, Adrenal Strength 68, Stunned Maneuvering 74,
Ambush (16 ranks) 113, Silent Kill 58, Use / Remove Poison 46, Hiding 48, Stalking 62.
Spells: Power Points 39
Equipment:
Notes: Assassin Training (8), Precision (20), Quiet Stride (15), Battle Reflexes (7), Inner Reserve lesser (5).
Gortok Minotaur Chieftain
Aside from the following differences Gortok is a standard Minotaur, as found in Creatures & Monsters.
Lvl: 18
Hits: 280
AT(DB): 3(35)
Attacks: 200We/110MHo/90Lba/80Sbi/Spells
Almon the Farmer
Level 10 Ranger
Hits: 151
AT (DB): 6 (32)
Attacks: 110Bastard Sword/ 80Longbow.
Skills: Soft Leather 101, Swimming 67, Climbing 57,
Alertness 57, Sense Ambush 53, Observation 77,
Tracking 101, Riding (horse) 68, Foraging 130, Hunting
110, Adrenal Speed 42, Frenzy 48, Stunned
Maneuvering 42, Hiding 94, Stalking 92, First Aid 53, Mapping 77, Navigation 73.
Spells: Power Points: 44
Equipment: Leather Armor, Bastard Sword, Long Bow (20 arrows).
Notes: Geographic Awareness (5), Natural Archer (8), Outdoorsman (12), Master Warrior Friend (10), Stat
Bonus +5 Intuition (20), Inner Reserve Lesser (5).
Spell List Ranks Total
Assassin Mastery 12 23
Disguise Mastery 8 19
Escapes 9 20
Gathering Secrets 5 16
Misdirections 7 18
Poison Mastery 12 23
Self Healing 10 21
Spell List Ranks Total
Concussion's Ways 8 22
Inner Walls 4 18
Moving Ways 6 20
Nature's Guises 5 19
Nature's Summons 5 19
Nature's Way 5 19
45
Appendix III: The Village of
Solbek
Located on the border of the Human and Elven
nations the village of Solbek houses a garrison of the
Kings men and a large complement of Village
Guards. This area is of such strategic importance
that the King has even sent one of his ten Dukes to
oversee its defence. The Captain of the Guards is
Khelem Borkajh.
Village: Solbek
RULER: Duke Tuborin
POPULATION: 600 plus another 500 in the
surrounding areas.
INDUSTRY: Some Fishery and Agricultural
exports, but mostly a garrison town to watch the
nearby Elven forests.
RELIGION: Locals favour the gods of the
Harvest.
DESCRIPTION:
This is a garrison town plain and simple. Being
so close to the Elven forests, every citizen is
allowed to walk down the streets heavily armed.
After the Kings fleet is ambushed, the PCs will
travel here and arrive just before the annual
Harvest Celebration.
CITY GUARDS:
Captain of the Guard: Khelem Borkajh
Guardsmen: The town supports 100
guardsmen.
Town Militia: There are over two hundred
registered militia members in this village. Most
villagers have had some training in case of an
Elven invasion.
Map of Solbek
46
1) Town Centre:
This is the village market place.
2) Town Guard:
This is the headquarters and barracks for the town
guard, and the Kings army.
3) Town Hall:
The village Reeve usually runs the village from the
Town Hall. However Duke Tuborin has recently
taken over this role.
4) The Watering Hole:
A really cheap and disgusting place, The Watering
Hole is where most of the locals go for
entertainment. The drinks are watered down, none of
the food is edible, and the establishment is infested
with all kinds of vermin.
5) The Grey Wolf Inn:
A very expensive and posh place, this Inn caters to
the rich. Travelling merchants and adventurers are
the usual customers, though the owner claims
occasional noble clientele.
6) The Weary Traveller Inn:
This establishment is not badly priced. The food is
good but there are only a few rooms aside from the
common room.
7) Zacks Armour Shop: Zack is a local civilian
outfitter. His equipment is expensive but is of mid to
high quality.
8) Mazics Weapons and Training Centre:
This merchant has good equipment for sale at
reasonable prices. Mazic is a fighter of considerable
prowess and trains customers for a small fee.
9) The Harvest Pavilion: This is the Temple to the
god of the Harvest, as well as the place where the
local harvest celebration takes place.
10) Farmhouse: This is actually the Necromancers
home, and where the PCs are most likely to end up
living.
11) The Fishing Wharf: This is where the fishing
boats are moored.
12) Grain Bins: These bins contain an emergency
supply of important grains in case of famine or
blockade by the Elves.
13) Dragon Hide Armourer: Despite the name,
there are no Dragon hides here. The equipment is
very expensive and not really that good.
47
Appendix IV: The Village of Salesh
The Village of Salesh is an important place in this campaign as it is the hometown of the PCs. Farms surround
the village of Salesh, and the main industry is the production of ale and wine.
Village Centre
1) Village Hall: This is where the village Reeve
officiates over the town, enforcing municipal law and
collecting taxes.
2) Courthouse: This building contains both the
courthouse, where minor legal violations are settled,
and the hall of records, which holds all of the legal
documents on the births, deaths and marriages within
the village. The hall of records also contains a copy
of the farmers almanac.
3) Farmers Market: This is a marketplace where
many local farmers and merchants buy and sell their
goods.
4) Theatre: The theatre often hosts plays offered by
an acting troupe or even a few songs performed by a
passing minstrel.
5) Healer: This is where the local healer works.
Although not as skilled as the Clerics from Arameth,
Salesh is blessed with a highly competent healer who
has proven handy during the Ogre raids.
6) Town Guard: The Town Guard operates a local
jail in this building. During the Prelude, all five of
the towns guards will be away hunting down the
Ogres.
7) Bookstore (small): Proving that Salesh really is a
cosmopolitan town instead of the backward village
most people think it is, the Goblins Grimoire is a
small bookstore that happens to be owned by a
retired wizard.
8) Temple (gods of Light): This is a temple
dedicated to TKaes, the god of justice.
9) General Store: This is the store that sells most of
the usual dry goods farmers require.
10) Blacksmith: As a member of the Blacksmiths
Guild, Kalmen the Smith produces the best wares,
for a high price.
11) Grain Storage bins: This facility holds grains to
be used by the Brewery.
48
12) Winery: This winery produces much of the wine
made in Auberk.
13) Brewery: This is the most successful brewery in
the nation. This is due mostly to the Brewmaster who
was trained by a Dwarf after rescuing the Dwarfs
son from a foolhardy adventuring career.
14) Alchemist: Another seemingly out of place
business in such a small town is the Alchemist. Here
Telessa the alchemist toils day and night to create
innumerable potions she also tries less successfully
to convert lead into gold.
15) Tack Shop: This store sells horses, tack and
other various supplies required for ploughing fields.
16) Sage: An elderly retired adventurer has opened
up shop and now offers advice and the wisdom of
the past to any who would pay her price.
17) The Merchants Inn: This is an inexpensive
business class inn, owned and operated by the
Merchants Guild. Guild Members Only.
18) The Salesh Hostel: A low cost shelter featuring
one common room.
19) The Black Dragon Inn: This is a very expensive
inn, but it is worth it. The Owner/Barkeep claims to
be a descendant of MThan, one of the great heroes
from the Dragon Wars. He even has the skull of a
Dragon prominently featured behind the bar along
with a weapon which he claims created the large hole
in the skull.
20) Shrine (gods of nature): The shrine is the
worshipping place of choice for most farmers in the
area.
49
Appendix V: Theological History
of Golandra
In ancient times Golandra had many gods. These
gods watched over the mortals beneath them, often
interfering for their own amusement, or to settle
rivalries with one another. Then, a time came when
the gods began to die. Not from a loss of faith, but
from a force known only as Klshaasa. This
murderous entity arrived in Golanshein (the divine
nation and the home of the gods), and slew many
gods. It was terrible, fierce, and utterly unstoppable.
In less than a generation of mortal men, almost half
of the gods of Golandra were destroyed. Many fell
to Klshaasa, while others fell victim to their fellow
gods, who took the turbulent times as an opportunity
to settle a rivalry once and for all.
In a short time, Golanshein was laid waste. The few
mortals powerful enough to venture there have
reported a land devoid of life. Cities stand empty.
No wind blows to disturb the dust of ages. The
entire place has the feel of a tomb. It appears as if
the gods merely disappeared. The truth of the fate of
the surviving gods is more disturbing
Golandra had three pantheons of gods: The gods of
Light, who represented higher ideals and virtues, the
gods of Darkness, who represented base desires and
destructive forces, and the gods of Kharoun (an
ancient word meaning world), who represented the
forces of nature, and were considered the oldest
gods. Of these pantheons, each suffered losses to
Klshaasa. The gods of Darkness, who were always
fractious and divided, incurred the heaviest casualties.
Alone, they fell quickly and in great numbers.
The remaining gods of Darkness fled Golanshein
forever. Some fled to the Void, the space of
nothingness beyond the furthest sea, deeper than the
bowels of the world, and higher than any wind. Here
they carved out domains among the fiendish races
native to the Void, and slowly went insane. Others
fled to Golandra, and, fearing Klshaasa, fragmented
their power, again and again. Where once stood a
single god, now roamed many powerful creatures, all
mortal, all monstrous, and none more than a mere
shadow of the parent gods might. Still others chose
to disguise themselves among the mortals who still
worshipped them, eluding Klshaasa and its minions
over the ensuing centuries. They continue their work
of tricking, hurting, and manipulating mortals,
feeding from the suffering they create.
The gods of Kharoun were the first to flee
Golanshein, taking up residence in Golandra
embodied in the forces they represented. Thus, the
gods of Kharoun became the nature spirits primitive
mortals prayed to. Of all the gods, they are the most
comfortable among the mortals, and of all the gods,
the mortals are most loyal to them. With their aid,
very few gods of Kharoun have been discovered by
Klshaasa and they survive to this day. However,
mortals continue to spread throughout the
wilderness, taming it, and inevitably bringing the
Followers of Klshaasa closer to the hiding places of
the gods of Kharoun.
The gods of Light, alone among all the gods, fought
Klshaasa. The survivors of the initial assaults
combined their energies into a composite entity,
called Unity. Unity battled Klshaasa to a standstill.
As Klshaasa left to seek easier prey, Unity achieved
greater awareness of itself and the rest of creation. It
found a new domain, far from Golanshein, where
Klshaasa could not follow. It ventured there, and
dwells there now, where its mortal followers hope to
join it when they die. Before Unity left, several gods
of Light disengaged from the entity, to remain on
Golandra to guide mortals. These gods have taken
up mortal disguises, sacrificing some of their power,
and walk among the mortals of Golandra, helping
and guiding those in need.
Since the gods have lost much of their influence, and
Golanshein is deserted, the question of the final
destination of souls has become a very important
issue. No mortal is absolutely certain of where the
faithful will spend eternity. The followers of Unity
go to the Domain of Unity, and all attempts to reach
these souls and their final resting-place have been
unsuccessful. The followers of Klshaasa have no
concern about the afterlife, and it is rumoured they
enact rituals to guarantee that they rise as undead to
continue their service to the god-Slayer. Of the three
pantheons, the fate of the faithful depends on the
god favoured by that mortal.
Most of the gods of Light roam Golandra and have
no other-realm to house the souls of their followers.
What happens to these souls remains a mystery,
perhaps because each god is trying to protect his or
her resources of souls. Rumours abound that there
are small planes, holding areas for the deceased,
until the gods can establish a new divine nation.
The gods of Kharoun reincarnate their followers
back to the world of the living. Although it is not
known for certain, it is rumoured that the nature
gods reward loyal servants with a higher station in
their next life, and punish those who displease them
by having them reborn as lower animals or plants. A
legend has arisen which implies that the most
deserving souls eventually become disembodied
spirits, directly serving the gods in their earthly
domain. For example, the most loyal followers of
the goddess of rain may become wind or water spirits
travelling with their mistress, who wanders the world
disguised as a cloud.
By far the worst fate awaits the followers of the dark
gods. The gods of Darkness who wander Golandra
50
in disguise have little or no use for their faithful
servants, and either banish them to the Void, or
devour their vital essences. Some unfortunate souls
may find themselves condemned to undeath, whether
through lack of concern on the part of their master,
or through a direct scheme (as happens to the
followers of Nalfeesh). Perhaps even worse than this
is the fate of the Void-bound. The Void is home to
the most hideous gods, and legions of fiends. The
ravenous monsters of the Void quickly devour these
souls, unless they prove themselves particularly vile
and cruel. If this is the case, the lucky soul may find
itself recruited among the ranks of the fiends,
beginning its new life as the lowest form of
existence in the Void.
The Gods of Golandra
TKaes (tuh KAY us), the goddess of justice.
TKaes is the most revered God of Light. She is the
patron of justice and law, and her priests are well
versed in the laws of many lands. She appears as a
wise old woman who can detect innocence or guilt
with total accuracy. She expects her priests to
uphold the laws of just societies, defend the
innocent, and punish the guilty. Although not warlike
by nature, TKaes and her priests still favour the
sword as a means of defence (and execution). She is
Lawful Good and her domains are Knowledge, Law,
and Protection.
Centaph (SEN taff), the god of craft and form.
Centaph is the god of all crafts. He appears as an
old, powerfully built dwarf, and is a master at making
all things. He and his priests see their role as
teachers, passing on new ways of creating among the
mortals of Golandra. Centaph rarely travels,
preferring to work at his forge in a hidden location,
protected by his highest-ranking priests. Here, he
perfects new techniques, and creates objects of
exquisite craftsmanship. He is Neutral Good and his
domains are Earth, Fire, and Strength.
Quaroth (KWAH roth), the god of art and creativity.
Quaroth is the patron of artists everywhere. Perhaps
the least disciplined god of Light, he is nevertheless
respected by those who rely on creativity for their
livelihood. He appears as a young elf who is never
without a musical instrument, or perhaps paper and
charcoal (the tools of an artist). He creates art
wherever he goes, a compulsion that has come close
to revealing his true nature several times. His priests
are all accomplished artists, musicians, poets and
writers. He is Chaotic Good and his domains are
Luck, Travel, and Trickery.
Meira (MEE rah), the goddess of healing. Meira
appears as a kindly maiden with wise eyes.
Regardless of the race she has adopted for herself at
the time, she is always the epitome of beauty. She is
not the most powerful god of Light, but she and her
followers are widely respected for their medical gifts.
All her priests are well versed in the healing arts, as
well as having access to curative spells. Her followers
offer healing and comfort to all those in need who do
not disrespect life. She is Lawful Good and her
domains are Good, Healing, and Protection.
Wenallah (wen AH lah), the goddess of the sea.
Wenallah is a god of Kharoun, and an ancient force
of nature. She is said to have wept the oceans into
existence at the sight of the lifeless land, which
caused her much pain. When she chooses to appear
to her followers, she often takes the form of a
swirling pool or tower of water. When a less obvious
guise is needed, she takes the form of a green-
skinned elf woman of some considerable age. All
those whose livelihood depends on the sea and its
bounty worship her. It is said that Wenallah knows
every secret ever cast upon the water, and she can be
persuaded to trade her secrets. However, legends
caution that her price for sharing her knowledge is
often higher than some mortals are willing to pay.
She has never been observed to carry a weapon,
preferring to let the sea destroy the enemies of her
followers. She is Chaotic Good and her domains are
Knowledge, Travel, and Water.
Drelan (DRAY len), the god of the harvest. Drelan
is perhaps the most widely worshipped god of
Kharoun, embodying the successful harvest. In spite
of his association with success, Drelan appears as an
old, wizened farmer. When he has chosen to engage
in combat, he always arms himself with farming
tools. His worshippers prepare rituals to ensure that
crops grow well as his wrath can evoke widespread
famine. His priests are horticulturists and farmers,
and they pass their knowledge on to others, to feed
the growing masses. He is Neutral Good and his
domains are Air, Earth, and Plant.
Hetai (heh TY), the god of the sun. The most
ambitious of all the gods of Kharoun, and perhaps of
all the gods of any kind, Hetai is extremely powerful.
Alone among the gods of Kharoun, he has always
preferred to dwell away from Golandra, making a
home in the sun in the sky. From there he schemes
to become the favoured god of all mortals. His
priests are very aggressive in their recruitment and
conversion of others, and several rulers secretly
worship Hetai, whose doctrine of the strong ruling
the weak appeals to tyrants of all kinds. When he
ventures to Golandra, he disguises himself as a
powerfully built, noble looking human man of
middle years. His favoured weapon is an axe, but he
and his priests are adept with many other weapons.
The followers of Hetai are also known to use
weapons that can be set aflame. He is Lawful
Neutral and his domains are Fire, Law, and Sun.
51
Nalfeesh (nal FEESH), the god of the dead and
undead. The Minister of the Dead, or the Grey
Lord, as he is sometimes called, is neutral evil, and is
one of the few gods of Darkness who dwells
permanently on Golandra. He appears as a fresh
corpse, but with no visible signs of how he died. He
prefers to dwell underground, where his very
presence warps the earth. His followers used to
prepare others for the inevitable fate of all mortals,
enacting elaborate rituals to ensure that souls were
taken by their own god. However, Nalfeesh has
forsaken his duty to assign tasks and duties to the
dead and to usher souls to the gods they worshiped
in life. Now he broods, and his followers have
forsaken death. Undeath in Golandra is easier to
come by, since the god of the undead lives beneath
the feet of the living. Nalfeeshs priests today focus
on sending more souls to their death without regard
for their final destination. They also use rituals to
ensure that they themselves will become undead after
their demise. Nalfeesh has never raised a weapon, as
no one has ever been foolish enough to attack him.
He is Neutral Evil and his domains are Death,
Knowledge and Magic.
Pmorok (puh MORE awk), the god of destruction.
The Ravager, as he is also known, is the most hated
of all the gods of Darkness. He has never appeared
on Golandra in mortal disguise, preferring to remain
in the Void. He is the lord of nothingness, the
destroyer of everything good and decent. His
followers preach that oblivion is the only true destiny
for reality, and they actively seek to destroy beauty,
art, and lives. To this end, priests of Pmorok commit
acts of both murder and corruption, believing that a
mortal life without hope is even far more destructive
than a single death. Pmorok and his worshippers
prefer weapons such as whips and scourges, which
inflict a maximum amount of pain and suffering,
rather than physical damage. He is Chaotic Evil and
his Domains are Chaos, Destruction, and Evil.
Pylok (PIE lock), god of plague and disease. Pylok is
also called The Putrid One, the Corrupter and the
Leper god. Pylok has taken various mortal forms but
these bodies are quickly scarred by the various
plagues and diseases he spreads. The followers of
Pylok believe in the survival of the fittest and that
true spiritual enlightenment can only be attained in a
fever induced dream where Pylok calls the faithful
into his service. Once the faithful are called into
service they do their level best to spread disease, not
only as a way of spreading physical corruption but
also to find those who Pylok favours, namely the
survivors. The followers of Klshaasa often travel to
places where unusually horrible plagues have recently
broken out, hoping to find the Leper god himself.
He is Lawful Evil and his Domains are Death,
Destruction, and Evil.
God Alignment Domains Symbol
TKaes lawful good Knowledge, Law, and
Protection.
An open book shielded by a sword.
Centaph neutral good Earth, Fire, and Strength. An iron bracelet inscribed with a
forge.
Quaroth chaotic good Luck, Travel, and Trickery. A gold band with a musical
instrument
Meira lawful good Good, Healing, and Protection. A shield wrapped with a bandage.
Wenallah chaotic good Knowledge, Travel, and Water. A small stream.
Drelan neutral good Air, Earth, and Plant. A small sapling.
Hetai lawful neutral Fire, Law, and Sun. A sun emblem.
Nalfeesh neutral evil Death, Knowledge and Magic. A skull.
Pmorok chaotic evil Chaos, Destruction, and Evil. Pmorok does not have a symbol.
Pylok lawful evil Death, Destruction, and Evil. A diseased face with pustules.
52
Appendix VI: Product Identity,
and Open Gaming
VI.1 Product Identity
The following personages, places, items, and deities
are claimed as Product Identity:
Almeck, Almon the Farmer, Arameth, Armok,
Aroth, Asmon the Decapitator, Astares, Auberk,
Book of N'Mon, Centaph, Darno, Dormember,
Dranok, Drelan, Duke Tuborin, Formail, Formun,
Fort Manith, Fructivan, Glom, Golandra,
Golan'shein, Gortok, Gwellith, Hetai, Illik, Incogna,
Karzak, Kelez, Khara, Kharoun, Khelem Borkajh,
Kl'shaasa, Kubaz, Lemptar, Leos, Lord Migul, Lord
Nicara, Meira, Megos, Mempos, Morlins Freehold,
M'Than, Nalfeesh, Nicodermus, Nilan, P'morok,
Port Stalmeth, Pylok, Quaroth, Salesh, Salmain,
Salmok, Sarath, Sarna, Selek, Sembia, Sklug,
Smarland, Smin, Stimli, The Cloak of Shadows, The
Collector, T'Kaes, Trolian Wastes, Unity, Vaulk,
Verland, Vibros, Wenallah, Worlds End Island, Zark,
Zimbok.
VI.2 Open Gaming License
This product: The Collector, Copyright 2002,
jointly by D. Andrew Ferguson and Jarrett Sylvestre,
and Guild Companion Publications, is a d20 System
Licensed Product.
d20 System and the d20 System logo are
Trademarks owned by Wizards of the Coast and are
used according to the terms of the d20 System
License version 3.0. Copies of this License can be
found at www.wizards.com and
www.opengamingfoundation.org. This product is
covered by the Open Game License version 1.0a. A
complete list of personages, places, items, and deities
claimed as Product Identity can be found in
Appendix VI.1. The material in Appendix II.2 and
text highlighted like this elsewhere in this product is
Open Game Content. Portions of this work are
derived from the System Reference Document,
Copyright 1999, 2000, 2001 by Wizards of the
Coast, and are used with permission.
OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the
Coast, Inc. and is Copyright 2000 Wizards of the
Coast, Inc ("Wizards"). All Rights Reserved.
1. Definitions: (a)"Contributors" means the copyright
and/or trademark owners who have contributed
Open Game Content; (b)"Derivative Material" means
copyrighted material including derivative works and
translations (including into other computer
languages), potation, modification, correction,
addition, extension, upgrade, improvement,
compilation, abridgment or other form in which an
existing work may be recast, transformed or adapted;
(c) "Distribute" means to reproduce, license, rent,
lease, sell, broadcast, publicly display, transmit or
otherwise distribute; (d)"Open Game Content"
means the game mechanic and includes the methods,
procedures, processes and routines to the extent such
content does not embody the Product Identity and is
an enhancement over the prior art and any additional
content clearly identified as Open Game Content by
the Contributor, and means any work covered by this
License, including translations and derivative works
under copyright law, but specifically excludes
Product Identity. (e) "Product Identity" means
product and product line names, logos and
identifying marks including trade dress; artifacts;
creatures characters; stories, storylines, plots,
thematic elements, dialogue, incidents, language,
artwork, symbols, designs, depictions, likenesses,
formats, poses, concepts, themes and graphic,
photographic and other visual or audio
representations; names and descriptions of
characters, spells, enchantments, personalities, teams,
personas, likenesses and special abilities; places,
locations, environments, creatures, equipment,
magical or supernatural abilities or effects, logos,
symbols, or graphic designs; and any other trademark
or registered trademark clearly identified as Product
identity by the owner of the Product Identity, and
which specifically excludes the Open Game Content;
(f) "Trademark" means the logos, names, mark, sign,
motto, designs that are used by a Contributor to
identify itself or its products or the associated
products contributed to the Open Game License by
the Contributor (g) "Use", "Used" or "Using" means
to use, Distribute, copy, edit, format, modify,
translate and otherwise create Derivative Material of
Open Game Content. (h) "You" or "Your" means
the licensee in terms of this agreement.
2. The License: This License applies to any Open
Game Content that contains a notice indicating that
the Open Game Content may only be Used under
and in terms of this License. You must affix such a
notice to any Open Game Content that you Use. No
terms may be added to or subtracted from this
License except as described by the License itself. No
other terms or conditions may be applied to any
Open Game Content distributed using this License.
3.Offer and Acceptance: By Using the Open Game
Content You indicate Your acceptance of the terms
of this License.
4. Grant and Consideration: In consideration for
agreeing to use this License, the Contributors grant
You a perpetual, worldwide, royalty-free, non-
53
exclusive license with the exact terms of this License
to Use, the Open Game Content.
5.Representation of Authority to Contribute: If You
are contributing original material as Open Game
Content, You represent that Your Contributions are
Your original creation and/or You have sufficient
rights to grant the rights conveyed by this License.
6.Notice of License Copyright: You must update the
COPYRIGHT NOTICE portion of this License to
include the exact text of the COPYRIGHT
NOTICE of any Open Game Content You are
copying, modifying or distributing, and You must
add the title, the copyright date, and the copyright
holder's name to the COPYRIGHT NOTICE of any
original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any
Product Identity, including as an indication as to
compatibility, except as expressly licensed in another,
independent Agreement with the owner of each
element of that Product Identity. You agree not to
indicate compatibility or co-adaptability with any
Trademark or Registered Trademark in conjunction
with a work containing Open Game Content except
as expressly licensed in another, independent
Agreement with the owner of such Trademark or
Registered Trademark. The use of any Product
Identity in Open Game Content does not constitute
a challenge to the ownership of that Product Identity.
The owner of any Product Identity used in Open
Game Content shall retain all rights, title and interest
in and to that Product Identity.
8. Identification: If you distribute Open Game
Content You must clearly indicate which portions of
the work that you are distributing are Open Game
Content.
9. Updating the License: Wizards or its designated
Agents may publish updated versions of this License.
You may use any authorized version of this License
to copy, modify and distribute any Open Game
Content originally distributed under any version of
this License.
10 Copy of this License: You MUST include a copy
of this License with every copy of the Open Game
Content You Distribute.
11. Use of Contributor Credits: You may not market
or advertise the Open Game Content using the name
of any Contributor unless You have written
permission from the Contributor to do so.
12 Inability to Comply: If it is impossible for You to
comply with any of the terms of this License with
respect to some or all of the Open Game Content
due to statute, judicial order, or governmental
regulation then You may not Use any Open Game
Material so affected.
13 Termination: This License will terminate
automatically if You fail to comply with all terms
herein and fail to cure such breach within 30 days of
becoming aware of the breach. All sublicenses shall
survive the termination of this License.
14 Reformation: If any provision of this License is
held to be unenforceable, such provision shall be
reformed only to the extent necessary to make it
enforceable.
15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards
of the Coast, Inc. System Reference Document
Copyright 2000, Wizards of the Coast, Inc.; Authors
Jonathan Tweet, Monte Cook, Skip Williams, based
on original material by E. Gary Gygax and Dave
Arneson. The Collector, Copyright 2002 by D.
Andrew Ferguson, Jarrett Sylvestre, and Guild
Companion Publications.