Sample file Designed for OSRIC™

Updated 2nd Edition

Usherwood Adventures Expansion for OSRIC™ James D. Kramer

Sample file

Contributors: Layout; James D. Kramer Illustrators; Peter Szmer and Hugh Vogt Some artwork used is from V. Shane, Arcane Publishers Edition, Volume 2. Color application in all artwork by James D. Kramer

Editors; Ron Redmond, Chris Yoder, and Jason Zavoda

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The OSRICTM system text may be found at http://www. supernatural abilities or effects, logos, symbols, or graphic designs; and any knights-n-knaves.com/osric. The OSRICTM text is copyright of Stuart Marshall. other trademark or registered trademark clearly identified as Product iden- “OSRICTM” and ”Oldschool System Reference and Index CompilationTM” are tity by the owner of the Product Identity, and which specifically excludes the trademarks of Stuart Marshall and Matthew Finch and may be used only in Open Game Content; (f) “Trademark” means the logos, names, mark, sign, accordance with the OSRICTM license. This product is not affiliated with Wiz- motto, designs that are used by a Contributor to identify itself or its prod- ards of the Coast. ucts or the associated products contributed to the Open Game License by Dragon Hordling, Goblinesque , Orgre Orc, Sarngoch, JoAT, Verméan the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, Bard, Jongleur Magsman, Racaraide Bard, Lorist Priest, Lorist Ovate, Lyrist edit, format, modify, translate and otherwise create Derivative Material of Veteran, Sonneteer Magician, Sonneteer Trickster, Verméan Monk, Bone Open Game Content. (h) “You” or “Your” means the licensee in terms of this Hound, Copykat, Crypt Slug, Arctic Dog, Mineral Dragon, Bittersalt Dragon, agreement. Dogtooth Dragon, Loadstone Dragon, Pyrite Dragon, Sulphur Dragon, Ura- 2. The License: This License applies to any Open Game Content that contains ninite Dragon, Deep Dwarf, Dark , Dracolich, Garnet Dracolisk, Evil Excre- a notice indicating that the Open Game Content may only be Used under and tion, Fresco Fighter, Ghostly Hoard, Giant Frost Frog, Giant Marine Iguana, in terms of this License. You must affix such a notice to any Open Game Con- Bone Golem, Ice Golem, Ooze Golem, Tentacle Golem, Hhu'manii, Minotaur tent that you Use. No terms may be added to or subtracted from this License Herdsman, Minotaur Legionnaire, Minotaur Titan, Monstrous Construction, except as described by the License itself. No other terms or conditions may be Mountain Mold, Giant Mosquito, Giant Snow Leopard, Skeletal Noble, Taran- applied to any Open Game Content distributed using this License. tulamon, Villoi, Feral Zombie, Zzyll, Brain Destroyer, Energy Hound, Giant ESP Lamprey, Fibrous Tangler, Giant Id Wasp, Magma Golem, Merqueen, Mind 3. Offer and Acceptance: By Using the Open Game Content You indicate Your Mole, Mind Worm, Planar Worm, Psionic Psnake, Psionic Ray, Qilin, Unseen acceptance of the terms of this License. Protector, Werebat, Whipping Willow, Alicanto, Charybdis, Ichthyocentaur, 4. Grant and Consideration: In consideration for agreeing to use this License, Nemean Lion, Scytale, Stymphalian Bird, Vilde Cow, Usherwood Adventures, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive Usherwood Publishing, and all associated works and materials are copyright license with the exact terms of this License to Use, the Open Game Content.SampleJames D. file Kramer; author James D. Kramer. Dark Elf, Ooze Golem, and Tentacle Golem; author Alphonso Warden. Oozes, Slimes, and Jellies; contributing au- 5. Representation of Authority to Contribute: If You are contributing origi- thor Ron Redmond. Dark Elf; contributing author; James D. Kramer. Aquatic nal material as Open Game Content, You represent that Your Contributions Elf, and Hippocampus; author Stuart Marshall. 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, includ- This product uses OSRIC System (Oldschool System Reference and Index ing as an indication as to compatibility, except as expressly licensed in anoth- Compilation). The OSRIC System text may be found at http://www.knights-n- er, independent Agreement with the owner of each element of that Product knaves.com/osric. The OSRIC text is copyright of Stuart Marshall. “OSRIC” and Identity. You agree not to indicate compatibility or co-adaptability with any “Oldschool System Reference and Index Compilation” are trademarks of Stuart Trademark or Registered Trademark in conjunction with a work containing Marshall and Matthew Finch and may be used only in accordance with the Open Game Content except as expressly licensed in another, independent OSRIC license. This product is not affiliated with Wizards of the Coast, Inc. Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a chal- lenge to the ownership of that Product Identity. The owner of any Product Published and distributed by James D. Kramer design services. All text Identity used in Open Game Content shall retain all rights, title and interest in and trade dress in this publication, other than the License and to that Product Identity. (OGL), is Copyright © James D. Kramer design services. All rights reserved. No portion of this publication not designated as Open Game Content (OGC) 8. Identification: If you distribute Open Game Content You must clearly in- dicate which portions of the work that you are distributing are Open Game may be reproduced or electronically transmitted, either in part or in whole, Content. by any means, without the express written permission of the Copyright holder. To obtain permission to reproduce or electronically transmit con- 9. Updating the License: Wizards or its designated Agents may publish up- tent not expressly defined as OGC, contact the copyright holder at kramer@ dated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally usherwoodadventures.com, or, write to; James D. Kramer design services, distributed under any version of this License. 8615 3rd Dr. SE, Everett, WA 98208. 10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. Contents

Foreword ...... iv Illusionist spells I ...... 14 Introduction ...... v Illusionist spells II ...... 14 Illusionist spells III ...... 14 Chapter 1 Illusionist spells IV ...... 14 Character Options for OSRIC 1 Illusionist spells V ...... 14. Character Race Options 1 Illusionist spells VI ...... 14 Dragon Hordling ...... 1 Immunity to fey charm ...... 15 Half-Orc; Goblinesque ...... 3 Improved saving throws ...... 15 Half-Orc; Orgre ...... 4 Lay on hands ...... 15 Sarngoch ...... 5 Learn alignment tongue ...... 15 Racial Preferences ...... 7 Magic-User spells I ...... 15 Magic-User spells II ...... 15 Character Class Options 7 Magic-User spells III ...... 15 Jack-of-All-Trades (JoAT) ...... 7 Magic-User spells IV ...... 15 Jack-of-All-Trades Ability Descriptions ...... 10. Magic-User spells V ...... 15 Spell use ...... 10 Magic-User spells VI ...... 15 Alert against surprise ...... 11 Magic-User spells VII ...... 15 Assassination ...... 11 Move quietly ...... 15 Backstab multiplier I ...... 11 Open Locks ...... 16 Backstab multiplier II ...... 11 Pick pockets ...... 16 Backstab multiplier III ...... 11 Protection from evil ...... 16 Backstab multiplier IV ...... 11 Quick healing ...... 16 Body disruption ...... 11 Quiet mind ...... 16 Bonus attacks I ...... 11 Read languages ...... 16 Bonus attacks II ...... 11 Scrying device use ...... 16 Bonus attacks III ...... 11 Shapeshift ...... 16 Cleric spells I ...... 11 Summon warhorse ...... 16 Cleric spells II ...... 11 Thieve’s cant ...... 16 Cleric spells III ...... 12 Tracking ...... 16. Cleric spells IV ...... 12 Turn undead I ...... 17 Cleric spells V ...... 12 Turn undead II ...... 17 Cleric spells VI ...... Sample. . . .12 file Turn undead III ...... 17 Cleric spells VII ...... 12 Turn undead IV ...... 17 Climb walls ...... 12 Turn undead V ...... 17 Cure disease ...... 12 Turn undead VI ...... 17 Deflect normal missiles ...... 12 Turn undead VII ...... 17 Detect evil ...... 12 Unarmed combat ...... 17. Don disguise ...... 12 Weapon specialization I ...... 17 Druid’s knowledge ...... 12. Weapon specialization II ...... 17 Druid spells I ...... 13 Wilderness movement ...... 17. Druid spells II ...... 13. Verméan Bard ...... 18 Druid spells III ...... 13 Bardic Abilities ...... 18 Druid spells IV ...... 13 Bardic Instruments ...... 20 Druid spells V ...... 13 Bardic Followers ...... 21 Druid spells VI ...... 13 Jongleur Magsman ...... 21 Eldritch craft ...... 13 Lorist Priest ...... 22. Eldritch power ...... 13 Lorist Ovate ...... 24 Fast movement ...... 13 Lyrist Veteran ...... 26. Feign death ...... 13 Racaraide Bard ...... 28 Fighting the unskilled ...... 14 Sonneteer Magician ...... 29. Find/remove traps ...... 14 Sonneteer Trickster ...... 31 Hear noise ...... 14 Verméan Monk ...... 32 Hide in shadows ...... 14 Level Limitations for Standard OSRIC Races ...... 35 Humanoid damage bonus ...... 14 Chapter 2 Vilde Cow ...... 78 Monsters 36 Villoi ...... 79 Alicanto ...... 36 Werebat ...... 80 Bone hound ...... 36 Zombie, Feral ...... 80 Charybdis ...... 37 Zzyll ...... 81 Copykat ...... 37 Chapter 3 Crypt slug ...... 38 Magic 83 Dog, arctic ...... 39 Spells 83 Dracolich ...... 39 Cleric Spells ...... 83 Dracolisk, Garnet ...... 40 Entrails ...... 83 Dragon, Mineral ...... 41 Peace ...... 83 Bittersalt Dragon ...... 41 Salvation ...... 83 Dogtooth Dragon ...... 42. Druid Spells ...... 84 Loadstone Dragon ...... 43 Corrode ...... 84. Pyrite Dragon ...... 44. Tame Lightning ...... 84. Sulphur Dragon ...... 45 Vomitus ...... 84. Uraninite Dragon ...... 46. Magic-user Spells ...... 84 Dragon Hordling ...... 47 Acid Reflux ...... 84. Dwarf, Deep ...... 50 Monster Hands ...... 85. Elf, Aquatic ...... 51 Skill Seed ...... 85. Elf, Dark ...... 52 Illusionist Spells ...... 85 Evil excretion ...... 54 Parlour Trick ...... 85 Fresco Fighter ...... 55 Travel via Avatar ...... 85. Frost Frog, Giant ...... 56 Vertigo ...... 86 Ghostly Hoard ...... 56 Magic Items 86 Golem, Bone ...... 57 Weapons ...... 86 Golem, Ice ...... 58 Axe of Undead Slaying ...... 86 Golem, Magma ...... 59 Dagger of Demon Banishment ...... 86. Golem, Ooze ...... 59 Dagger of Soullessness ...... 86. Golem, Tentacle ...... 60 Grimie’s Platinum Swords ...... 87 Hhu’manii ...... 61 Defender ...... 87. Hippocampus ...... 62 Destroyer ...... 87 Ichthyocentaur ...... Sample . . 62 file Disrupter ...... 87 Lion, Nemean ...... 63 Maces of Curses ...... 88. Marine Iguana, Giant ...... 63 Mace of Radiance ...... 88 Quarter Staff of Speed ...... 88 Minotaur Herdsman (werebull) ...... 64 Armor ...... 88 Minotaur Legionnaire ...... 65 Elemental Armors ...... 88. Minotaur Titan ...... 65 Air ...... 88. Mountain Mold ...... 66 Earth ...... 88 Monstrous Construction ...... 67 Fire ...... 88. Mosquito, giant ...... 69 Water ...... 89 Orc, Goblinesque ...... 69 Grimie's Platinum Armors ...... 89 Orc, Orgre ...... 70 Plemintine's Plates of Perpetual Crushing ...... 89 Oozes, slimes, and jellies ...... 71 Miscellaneous Magic ...... 89 Salamander ...... 72 Belt of the Mage's Guard ...... 89 Scytale ...... 73 Cloak of Utter Darkness ...... 89 Skeletal Noble ...... 73 Cold Ring ...... 90 Snow leopard, giant ...... 74 Enoch Kris' Spectacles of Comprehensive Reading ...... 90 Stymphalian Bird ...... 74 Instruments of the Bards ...... 90 Racaraide Lute ...... 90 Tarantulamon ...... 75 Lorist Cittern ...... 90 Troll, Aquatic ...... 77 Lyrist Citole ...... 90. Psychic Sensitivity ...... 101. Sonneteer Kithara ...... 91. Major Psychic Talents ...... 101 Jongleur Djembe ...... 91 Astral Travel ...... 101. Ring of Degeneration ...... 91 Aura Manipulation ...... 101. Ring of Wisdom ...... 91. Body COntrol ...... 101. Dimension Door ...... 102. Chapter 4 Psionics Revisited 92 Dimension Travel ...... 102. Disintegrate ...... 102. Qualifications for Psionic Abilities 92 Energy Shield ...... 102. Psionic Ability Points ...... 92. Ætherealness ...... 102. Losing and Regaining Psionic Abilities ...... 92. Gate ...... 102. The Monster with Psionic Abilities ...... 93. Mass Domination ...... 102. Psionic Talents 93 Mind Bar ...... 103. Molecular Manipulation ...... 103. Base Attack and Defence Talents ...... 93. Molecular Rearrangement ...... 103. Attack Talents ...... 93 Psionic Travel ...... 104 Ego Crush ...... 93 Shape Alteration ...... 104 Hemorrhaging Brain ...... 93 Telekinesis ...... 104 Id Infiltration ...... 94 Telempathic Projection ...... 104 Psionic Obliteration ...... 94 Telepathy ...... 104 Psychic Blast ...... 94 Telepathic Projection ...... 104 Psychic Thrust ...... 94. Teleport ...... 105 Defence Talents ...... 95 Psionic Monsters 105 Empty Mind ...... 95. Iron Will ...... 95 Calculating Psionic ability points in Monsters ...... 105 Psionic Barrier ...... 95 Experience Point Adjustments Psychic Wall ...... 95. in the Psionically Endowed Monster ...... 105 Super Ego ...... 95. Monsters Attracted by Psionic Use ...... 106 Thought Fortress ...... 95. Brain Destroyer ...... 106 Minor and Major Psychic Talents ...... 96 Energy Hound ...... 106 Minor Psychic Talents ...... 96 ESP Lamprey, Giant ...... 107. Animal Communication ...... 96. Fibrous Tangler ...... 108 Body Armor ...... 97. Id Wasp, Giant ...... 108 Body Equilibrium ...... 97. Merqueen ...... 109 Body Weaponry ...... Sample. . . . . 97. file Mind Mole ...... 109 Cellular Healing ...... 97 Mind Worm ...... 109 Clairaudience ...... 97 Planar Worm ...... 110 Clairvoyance ...... 97 Psionic Psnake (æther serpent) ...... 111. Detect Good or Evil ...... 97 Psionic Ray ...... 111 Detect Magic ...... 98 Qilin (kirin) ...... 112 Domination ...... 98 Unseen Predator ...... 112 Empathy ...... 98 Whipping Willow ...... 113 ESP ...... 98 Chapter 5 Expansion ...... 98. Optional Rules 115 Faerie Flames ...... 98 Characters with Multiple Personalities 115 Hypnosis ...... 99 Ignite ...... 99 Limb breakage 116 Invisibility ...... 99 Save vs. Attribute 116 Levitation ...... 99 Unique Properties of Magical Artifacts 116 Molecular Excitement ...... 99. Precognition ...... 100 Appendix A Reduction ...... 100 Open Gaming Content 122 Suspend Animation ...... 100 Sample file Foreword

My immediate reaction, when I saw a draft of this work for the The new monsters and magic items are, of course, easily purpose of creating a foreword, was to reply to Jim Kramer say- slotted in. To me, the new races and the interestingly musical, ing, “This is exactly what I had in mind for OSRIC supplements!” poetic character classes seem to lend themselves to a separate Reading it again in more detail, I feel that even more strongly. mini-campaign wherein the characters are a roving troupe of This book says it is “not endorsed by the creators of the OSRIC players or a peripatetic musical ensemble. And the psionics can rules”, and that’s true. But even though I never endorse third readily be incorporated by groups enjoying such things. In fact, party publications—I can’t play favourites!—I do wish I’d writ- although the material herein is nominally set in the author’s ten it. And I’m certain that some of the options presented here home campaign of Vermé, it strikes me that all of it can easily will, after I’ve adapted them to my campaign, find themselves be re-used out of context. in use around my own gaming table. I hope you enjoy this book as much as I did, and I hope you get as much use out of it as I will!

—Stuart Marshall

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Throughout this book, you will find articles accompanied by the icon illustrated here. This icon indicates content that is new to this publication, although the content may have appeared in other Usherwood Publishing products. Introduction

A few years back, I had the good fortune to be able to trade alternative means of handling any particular OSRIC rule already emails with the father of modern role-playing; Gary E. Gygax. set forth. Rather, this is a true expansion of additional materials I forget now what prompted the exchange, but, when I asked to be added to the GM’s repertoire of creative tools. Which are Gary if he had any advice for the aspiring game designer, he also completely compatible with First Edition rules. literally replied, “Don’t quit your day job, kid.” The content of this book is not endorsed by the creators of So, what did this ‘kid’ do? He quit his day job. Well, not to be the OSRIC rules, nor should the information provided herein be a full-time game designer. I am a graphic designer by stock and construed in anyway to be ‘official’ campaign setting options. trade. However, I am still an aspiring game writer and designer, Errata and updates to this document will be posted to the and I have fully embraced the OSRIC SRD for the creation of my Usherwood Adventure website at www.usherwoodadventures. modules and game aids. It is the most First Edition-like system com. As always, use the bits you like, dump the ones you don’t... in the whole Old-School Revolution movement that I have seen, although I hope you use more than you dump. and that is where my gaming interests remain true. Visit the Usherwood Adventures for additional Usherwood This book is the culmination of several projects now available Adventures campaign setting information. as POD and PDF downloads. There is also allot of new, never before published content here, particularly, my take on the All this said, I really am a man of few words, and the creative pro- psionics rules set. There’s also several new monsters, character cess of writing is really very taxing for me. So, without further races and character classes that have never appeared in print ado...I present the Usherwood Adventures Expansion for OSRIC! or on the web. For this presentation, it has been the goal to divorce the Good gaming! material from the Usherwood Adventures campaign setting as much as possible. So the new races, classes, monsters, mag- ic, and abilities are easily applicable to your campaign. Also, Everett, WA the reader will note that the materials presented here are not July 2011 [email protected]

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I am thankful to Stuart, Matt, Black Blade Publishing, and all the other OSRIC publishers, contributors, and bulletin board hangers-on for keeping the OSR train chugging along, and giving me a medium for my gaming outlet. I would especially like to thank all the good folks at Knights-n-Knaves.com for keeping me inspired.

To Steve, Rog, Rob, and all the Usherwood PBeM'ers; thanks for the inspirations! Chapter 1 Character Options for OSRIC

breath weapon against such foes at +2. Note that this resistance Character Race Options does not extend to creatures having similar attack forms. For ex- ample, and red hordling PC does not gain any save bonus vs. the Dragon Hordling breath weapon of a chimæra. Dragon hordlings are extremely rare. They were originally cre- Description: Hordlings have partially-developed wings and a ated by magics employed by evil dragons during the dragons’ short tail up to 1-ft in length. 60% of the hordling’s body will be continuous struggles against mortal races. The hordlings were covered in scales which are the color of their parental dragon first used as slave labor and shock-troops. Through the use of species with the remaining 40% of their body having thick, cal- enchanted medallions, the dragon lords transformed humans lused flesh of their human parentage. The mottled mixture of and demi-humans alike into this twisted form of life. human flesh and dragon scales are as unique to each hordling as Dragon hordlings come in all the varieties of evil dragon- a zebra’s stripes. Those hordlings having a high charisma (12–14) kind; black, blue, green, red, and white, as well as brass and will show little of the draconic heritage in their face, and may copper individuals. Each has unique powers and personalities (1–2 on d6 per encounter) be able to disguise their true race, and according to the originating dragon species. pass themselves off as human. Their eyes will take the coloration Full-blooded hordlings are not playable as player characters of the hereditary dragon species with cat-like pupils. (see Chapter II: Monsters), though they may be playable as NPC’s. All hordling PC’s will be half-blooded individuals (as with Hordling Sub-Races half-elves, and half-). Originally, the dragons were able to convert any human, or All hordlings have wing ‘buds’ sprouting from their back. demi-human race (elf, dwarf, , gnome, orc, et. al.) into Hordlings who have combined strength and dexterity attri- full hordlings. However, only the human strains were able to butes of at least 32 will have a 35% chance of having wings reproduce successfully, and thus perpetuate the species. large enough to allow limited flight. Those hordlings capable of flight do so at 90-ft per turn, in aerial agility Level III, for a Black Hordlings; these creatures prefer to scratch out a living maximum of 3 rounds before requiring rest for anSample additional 6 infile areas which lie near swamps, marshes, and brackish waters. rounds. Hordlings wearing armor of any sort (excluding the use For this reason, they are typically found living in and near cities of rings, bracers, capes, and similar protection devices) may not and villages which lie at the confluence of rivers and streams, or engage in flight. Similarly, a hordling carrying more than 25% of such waters that empty into salt water seas and oceans. They its body weight in equipment may not engage in flight. Land- detest dry climates, and therefore will only travel to desert and based movement is the same as that of humans. tundra climates under great threat by a more powerful being, Hordlings may be of any alignment, except where align- or where great reward is expected. ments are diametrically opposed to the originating dragon The breath weapon of the black hordling is a stream of acidic species (i.e., a black dragon hordling may not be of lawful good spittle ¾-ft wide and extending 10-ft in a straight line, and in- alignment, a blue dragon hordling may not be of chaotic good flicts 1d4 points of damage if the victim fails a saving throw. A alignment, etc.) successful saving throw halves the damage inflicted. All hordlings, in addition to weapons, may attack with a Black hordlings have an innate resistance to acid-based at- two-clawed routine, inflicting 1-3 hit points damage with each tacks, making their required saving throws at +1. successful attack. In addition, all hordlings may also attack by Blue Hordlings; these creatures prefer dry and arid climes, and use of a minor breath weapon, twice per day. will not reside for long periods of time in regions that receive The scaled hide of all hordlings provides the PC with a natu- more than 8 inches of precipitation annually. They do not like ral armor class of 8. This protection is not in addition to protec- traveling by boat, and will avoid swimming whenever possible. tions provided by the wearing of armor. For example, a black The breath weapon of the blue hordling is a bolt of electricity hordling wearing chain mail, is still at armor class 5. However, (lightning) ¾-ft wide and extending 10-ft in a straight line, and the hordling PC does benefit from the use of shield. scores 1d4 damage if the victim fails a saving throw. A successful All hordlings have a natural resistance to the breath weapon of saving throw halves the damage inflicted. their hereditary dragon parentage, making their saving throws vs. 1 Chapter 1: Character Options for OSRIC