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The Beyond Heroes Roleplaying Game Book XVII: The Book of the Underground

Writing and Design: Marco Ferraro

The Book of the Underground Copyright © 2020 Marco Ferraro All Rights Reserved

This is meant as an amateur free fan production. Absolutely no money is generated from it.

Wizards of the Coast, & Dragons, and their logos are trademarks of Wizards of the Coast LLC in the United States and other countries. © 2020 Wizards. All Rights Reserved. Beyond Heroes is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC.

Contents Foreword 4 Underground Levels 5 Underground Races 29 Underground Cities 121 Natural Underground Locales 169 Unnatural Underground Locales 172 Underground Waterways 174 The Temperature Underground 182 Bridges 183 Hazards of the Underground 185 Air 193 The Magnetic effects of Lodestone 196 Wooden Decay 197 Climbing 198 Jumping 201 Falling 202 Spelunking 203 Excavation 204 Darkness 205 Movement on Slippery Surfaces 206 Combat 207 Psychological Effects 210 212 Artificial Illumination 219 Plants and Fungi 220 Animal Life 222

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Subterranean Bestiary 223 Diseases 272 Unique Underground Features 272 Organizations 274 Subterranean Vehicles 277 The Terrascape 283 Earth Magic 283 Gem Magic 291 Earth Based Powers 294

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efforts of creatures, intelligent or Foreword unintelligent, to serve their needs? While The Beyond Heroes Role Playing Game many surface dwellers regard the is based on a heavily revised derivative Underground as all the same (one big version of the rules system from , infested with hungry monsters), Advanced Dungeons and Dragons 2nd the wise adventurer prepares by studying edition. It also makes extensive use of what surface dwellers know about the the optional point buying system as realms below before venturing presented in the AD&D Player’s Option underground. Knowing what sorts of Skills and Powers book. My primary creatures and dangers lurk at what goal was to make this system usable in depths might mean the difference any setting, from fantasy to pulp to between life and death. superhero to science fiction. Although one type of underground Most game players began their gaming environment might seem to be pretty careers with a few hesitant steps into a much like another, especially when a dark somewhere in the myriad character cannot see his nose in front of of gaming universes. Although later his face, a wide variety of locations adventures took them through vast await the character willing to explore his wildernesses and teeming cities, it is to surroundings and press on into deeper dungeons that adventurers often long to and uncharted passageways. The most return. It seems that beneath the earth significant and fundamental differences lurk the most fearsome (and thus, most between underground locations are due exciting) foes, the most fabulous to their origins. Were they created by treasures, and the most mysterious natural geological forces such as erosion, locales. Many have ventured through earthquakes, or volcanic eruptions? Or subterranean caverns carved by rushing were they created by the efforts of water or slow, grinding ice. Perhaps they creatures, intelligent or unintelligent, to have even sailed down an underground serve their needs? river or journeyed through a sulphurous labyrinth beneath an active volcano. Within the middle depths the fifth level Although one type of underground is a network of massive , passages, environment might seem to be pretty and , some large enough to hold much like another, especially when a cities, that are inhabited by the various character cannot see his nose in front of races of the Underground. It also his face, a wide variety of locations contains water in underground rivers, await the character willing to explore his pools, and lakes. It has high surroundings and press on into deeper temperatures and no weather and its and uncharted passageways. atmosphere is roughly the same as Earth's surface with fresh air supplied The most significant and fundamental through a passage to the surface world. differences between underground locations are due to their origins. Were The world is fundamentally solid with they created by natural geological forces no massive hollow space at its core, but such as erosion, earthquakes, or volcanic enough caves, caverns, and artificial eruptions? Or were they created by the passageways exist to allow an individual

4 5 to travel anywhere under the world. Nonetheless, a certain amount of trade 1. The occurs among the underground races. Trade with surface cultures also occurs, Underground but less frequently. Trade is more often governed by proximity than by Levels alignment. An evil race would most likely trade with a nearby neutral race than with a more distant evil race.

This is the third version of this pdf. It now contains races, magic and a bestiary.

A guide to the various levels beneath the earth; The Shallow Depths 1-60kms Level 1 - , pipes, subways and utility tunnels Level 2 - Deep Sewers Level 3 - Dungeons The Middle Depths; 61-700kms Level 4 - Deeper Dungeons Level 5 - Subterranean cities, the Underways and the Under rivers The Deepest Depths; 701-2900kms The Magma Core; 5155kms

Creatures have dwelt in the realms below since the ice age forced many races underground. Most Underground inhabitants traffic with the surface world in some way, either trading with or raiding their upstairs neighbours for things they can't get in their native habitat. They also trade with (and raid) each other.

No Underground community is ever really friendly with another, but Underground settlements often observe wary truces with their neighbours. The Underground's main import from the surface is slaves. Slavers from evil- aligned cities in the Underground make

5 6 frequent forays into the light to capture In British English, the word "" new slaves for use as either labour or is used for underground floors of, for food. example, department stores, but the word is only used with houses when the They also trade for textiles, grains, fruit, space below their ground floor is and weapons. Their exports include raw habitable, with windows and (usually) its ore, refined metals, gems, and native own access. The word cellar or cellars is Underground plants. No alliance is used to apply to the whole underground permanent, some communities maintain level or to any large underground room. wary trading partnerships with others, A subcellar is a cellar that lies further but it is understood that if one party ever underneath. A basement can be used in grows stronger than the other, the terms almost exactly the same manner as an of the partnership will change--perhaps additional above-ground floor of a house drastically. Even in the most open of or other building. However, the use of Underground cities, newcomers can basements depends largely on factors expect to be challenged (physically or specific to a particular geographical area otherwise) unless they make a pointed such as climate, soil, seismic activity, display of power upon entry. building technology, and real estate economics.

Basements in small buildings such as The Shallow Depths single-family detached houses are rare in wet climates such as Great Britain and Ireland where flooding can be a problem, though they may be used on larger structures. However, basements are considered standard on all but the smallest new buildings in many places Level 1.1 - Basements, Pipes, with temperate continental climates such Subways and Utility Tunnels as the American Midwest and the Basements: Canadian Prairies where a concrete A basement or cellar is one or more foundation below the frost line is needed floors of a building that are either in any case, to prevent a building from completely or partially below the ground shifting during the freeze-thaw cycle. floor. Basements are generally used as a Basements are much easier to construct utility space for a building where such in areas with relatively soft soils, and items as the boiler, water heater, breaker may be foregone in places where the soil panel or fuse box, car park, and air- is too compact for easy excavation. conditioning system are located; so also are amenities such as the electrical Their use may be restricted in distribution system, and cable television earthquake zones, because of the distribution point. However, in cities possibility of the upper floors collapsing with high property prices such as into the basement; on the other hand, London, basements are often fitted out to they may be required in tornado-prone a high standard and used as living space. areas as a shelter against violent winds. Adding a basement can also reduce

6 7 heating and cooling costs as it is a form basement walls extend sufficiently above of earth sheltering, and a way to reduce a ground level that some of the basement building's surface area-to-volume ratio. windows are above ground level. The housing density of an area may also influence whether or not a basement is Where the site slopes gently and is considered necessary. insufficient for a walk-out basement, a look-out basement tends to result. A daylight basement or a "walk-out Sometimes, a look-out basement is basement" is contained in a house deliberately constructed even on a flat situated on a slope, so that part of the site. The advantage is that the basement floor is above ground, with a doorway to windows are all above grade. The the outside. The part of the floor lower disadvantage is that the main floor entry than the ground can be considered the is above grade as , utilizing stairs to true basement area. From the street, access the main floor. some daylight basement homes appear to be one story. Others appear to be a The raised Bungalow design (known as a conventional two story home from the split-entry home in much of the US) street (with the buried, or basement, solves this by lowering the entry halfway portion in the back). between the main floor and basement to make a dramatic, high-ceiling foyer. It is Occupants can walk out at that point a very economical design because the without having to use stairs. For basement is shallower, and excavation example, if the ground slopes costs are reduced. downwards towards the back of the house, the basement is at or above grade A “walk-up” basement is any basement (ground level) at the back of the house. that has an exterior entrance via a It is a modern design because of the stairwell. Some designs cover the added complexity of uneven stairwell with angled “basement doors” foundations; where the basement is or "bulkhead doors" to keep rain water above grade, the foundation is deeper at from accumulating in the stairwell. that point and must still be below the When initially built, the main floor joists frost line. are often exposed and the walls and floors concrete (with insulation, where Full-size windows can be installed in a appropriate). daylight basement. These can provide exits for bedrooms (building bedrooms Unfinished basements allow for easy in basements is usually illegal without an access to the main floor for renovation to outside escape). Ventilation is improved the main floor. Finishing the basement over fully buried basement homes, with can add significant floor space to a less dampness and mould problems. house (doubling it in the case of a Daylight basements can be used for bungalow) and is a major renovation several purposes – as a garage, as project. maintenance rooms, or as living space. The buried portion is often used for Pipes: storage, laundry room, hot water tanks, A pipe is a tubular section or hollow and HVAC. In a look-out basement, the cylinder, usually but not necessarily of

7 8 circular cross-section, used mainly to also built to avoid the disruption caused convey substances which can flow — by recurring construction, repair and liquids and gases (fluids), slurries, upgrading of cables and pipes in direct powders and masses of small solids. It burial trenches. can also be used for structural applications; hollow pipe is far stiffer Utility tunnels are also often common on per unit weight than solid members. The large industrial, institutional, or major categories of plumbing systems or commercial sites, where multiple large- subsystems are: potable cold and hot tap scale services infrastructure (gas, water, water supply, plumbing drainage power, heat, steam, compressed air, venting, sewage systems and septic telecommunications cable, etc.) are systems with or without hot water heat distributed around the site to multiple recycling and greywater recovery and buildings, without impeding vehicular or treatment systems, fuel gas piping and pedestrian traffic above ground. Due to hydronics, (i.e. heating and cooling the nature of these services, they may systems utilizing water to transport require regular inspection, repair, thermal energy, as in district heating maintenance, or replacement, and systems). therefore accessible utility tunnels are preferred instead of direct burying of the Utility Tunnels: services in the ground. A utility , utility corridor, or utilidor is a passage built underground or Utility tunnels range in size from just aboveground to carry utility lines such as large enough to accommodate the utility electricity, water and sewer pipes. being carried, to very large tunnels that Communications utilities like fibre can also accommodate human and even optics, cable television and telephone vehicular traffic. Utility tunnels are often cables are also sometimes carried. They installed in large industrial plants, as may also be referred to as a services well as large institutions, such as tunnel, services trench, services vault, or universities, hospitals, research labs, and cable vault. Smaller size cable other facilities managed in common. containment is often referred to as a cable duct, or underground conduit. Shared facilities, such as district heating, Direct-buried cable is a major alternative use superheated steam pipes routed to ducts or tunnels. through utility tunnels. On some university campuses, such as the Utility tunnels are common in very cold Massachusetts Institute of Technology, climates where direct burial below the many of the buildings are connected via frost line is not feasible (such as in large underground passages to allow Alaska, where the frost line is often easy movement of people and more than 5.5 metres below the surface, equipment. Some municipalities, such as which is frozen year round). They are Prague in the Czech Republic, have also built in places where the water table installed extensive underground utility is too high to bury water and sewer tunnels, to allow installation and mains, and where utility poles would be maintenance of utility lines and too unsightly or pose a danger (like in equipment without disrupting the earthquake prone Tokyo). Tunnels are historic streets above.

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Subways: above-ground use of the Montréal Metro In England and Wales, the Republic of but not rubber-tired systems in other Ireland, Hong Kong and Commonwealth cities. Crew sizes have decreased countries such as India, South Africa, throughout history, with some modern Australia and New Zealand, a subway is systems now running completely normally an underpass for pedestrians unstaffed trains. Other trains continue to and/or cyclists beneath a road or railway, have drivers, even if their only role in allowing them to reach the other side in normal operation is to open and close the safety. In the US, the term "subway" doors of the trains at stations. means an underground system, and the term pedestrian Most basements and pipes will not be underpass is used for a passage beneath deeper than three metres, Utility Tunnels a barrier. Rail station platforms may be about ten metres and the deepest subway connected by pedestrian tunnels or so far is in London at 67 metres. The footbridges. actual depth of level one though descends to a kilometre. Rapid transit, also known as metro, subway, underground, or colloquially as Level 1.2 - The Deep Sewers "the train", is a type of high-capacity Sewerage refers to the infrastructure that public transport generally found in urban conveys sewage. It encompasses areas. Unlike buses or trams, rapid components such as receiving drains, transit systems are electric railways that , pumping stations, storm operate on an exclusive right-of-way, overflows, and screening chambers of which cannot be accessed by pedestrians the combined sewer or sanitary sewer. or other vehicles of any sort, and which Sewerage ends at the entry to a sewage is often grade separated in tunnels or on treatment plant or at the point of elevated railways. Most rapid transit discharge into the environment. trains are electric multiple units with lengths from three to over ten cars.[40] In English usage the term sewerage Power is commonly delivered by a third refers to the system of pipes, chambers, rail or by overhead wires. manholes, etc. that conveys the sewage or storm water. A sanitary sewer (also The whole London Underground called a foul sewer and a covered sewer) network uses fourth rail and others use is an underground carriage system the linear motor for propulsion. Most run specifically for transporting sewage from on conventional steel railway tracks, houses and commercial buildings although some use rubber tires, such as through pipes to treatment or disposal. the Montreal Metro and Mexico City Sanitary sewers serving industrial areas Metro and some lines in the Paris Métro. also carry industrial wastewater. Rubber tires allow steeper gradients and a softer ride, but have higher The system of sewers is called sewerage. maintenance costs and are less energy Sanitary sewers are distinguished from efficient. open sewers in that the sanitary system is closed off from its surroundings to They also lose traction when weather limit interaction between the waste and conditions are wet or icy, preventing the landscape that it travels through.

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They are also usually distinguished from overflow (CSO) events when wet combined sewers, which handle not only weather flows exceed the sewage sewage but also surface runoff. Open treatment plant capacity. This type of sewers, consisting of gutters and urban sewer design is no longer used in streambeds, were common worldwide building new communities (because before the 20th century. In most of the current design separates sanitary sewers developed countries, large efforts were from runoff), but many older cities made during the late 19th and early 20th continue to operate combined sewers. centuries to cover the formerly open While most sewers are no deeper than 4 sewers, converting them to closed metres, really deep drains can extend systems with cast iron, steel, or concrete down to 90 metres pipes, masonry, and concrete arches. Open sewers are not used in developed Level 1.3 - Standard Dungeons countries today, but they remain in use Almost 60 kilometres below the earth in many developing countries. reside the usual dungeons encountered in most campaigns. Over the course of a A storm drain, storm sewer (US), surface hundred or more centuries, the world's water drain/sewer (UK), stormwater deep caverns and vaults have been drain (Australia and New Zealand), or expanded tremendously by the delving simply a drain or drain system is of various Underground races. Thus, the designed to drain excess rain and ground term dungeon when applied to the water from impervious surfaces such as Underground means a structure paved streets, car parks, parking lots, excavated from the surrounding rock by footpaths, sidewalks, and roofs. Storm intelligent creatures. Dungeon drains vary in design from small complexes often serve to link two residential dry to large municipal natural features (such as two or more systems. vaults close to each other) with a system of artificial caves that vastly extends the They are fed by street gutters on most scope of a natural cave system. motorways, freeways and other busy roads, as well as towns in areas which Dungeons come in two varieties - experience heavy rainfall, flooding and abandoned and occupied. Since they are coastal towns which experience regular not sources of food or water in and of storms. Many storm drainage systems themselves, empty dungeons do not are designed to drain the storm water, necessarily attract Underground settlers. untreated, into rivers or streams. Some However, dungeons are often supremely storm drains lead to a mixing of well suited for defence, and a dungeon stormwater (rainwater) with sewage, that happens to be near a rich area such either intentionally - in the case of as a living cave is almost certain to be combined sewers - or unintentionally. occupied by something, even if the original builders are long gone. A combined sewer is a sewage collection system of pipes and tunnels designed to A "dungeon" is traditionally located also collect surface runoff. Combined underground, and no part of the sewers can cause serious water pollution Underground fails to qualify for the term problems during combined sewer in that respect. For the purpose of

10 11 adventuring in the Underground, a must be shored up and steps must be dungeon is any locale or extended area taken to counter the myriad other that offers the possibility of adventure, hazards unique to dungeon excavation. danger, and treasure. By this definition, Working underground is very hazardous. the Underground contains literally As such, accidents are common enough hundreds of dungeons. Dungeon and workers are frequently injured, Crawling is the act of exploring a disabled, or even killed. Persuading dungeon (or other dangerous area) while people to work in such an unsafe looking for treasure or some other environment is not easy and often important object. The characters must requires a considerable outlay of cash. battle enemies (usually monsters) and The time lost to worker injuries and the use their skills and equipment to cost of securing labourers for above negotiate obstacles (usually traps). ground construction projects is far less than it is for underground ones. There are a number of problems associated with the construction of the On the other hand an underground vast underground complexes required in fortification, is shielded from aerial a dungeon based campaign. At first bombardments. If built under a glance, each of them seems to be more traditional castle, it provides the than adequate justification for the defenders of the structure with a place to abandonment of the dungeon setting as withdraw to in the event of a wholly impractical. As you might catastrophic failure of their surface imagine, building a dungeon of any defences. In short, the added expense significant size is a very time consuming and time required to equip a castle with process. an underground section may be well worth it if it means holding out against If two structures of equal size are an airborne foe who might otherwise commissioned, one built on the surface overwhelm your defences. and one underground, the surface construction will almost certainly be Shallow Depths Races completed first. The reasons for this are This includes any subterranean species manifold, but centre primarily on the which may be encountered at this level. difficulty of working beneath the surface 01 Arachne of the earth. Just as underground 02-06 Beholder construction is a time consuming 07-09 Draconian process, so too is it an expensive one. In 10-12 Dracotaur addition to the normal costs for an above 13-22 Drow ground structure, complexes built below 23-30 , Dvergar (Evil) the surface must have large quantities of 31-40 Dwarf, Thorbathane (Mountain) earth removed and carted away. 41 Fomorian 42-51 Further, money must be allocated for the 52-54 special equipment which is used to pump 55-57 out flooded areas or keep air circulating 58 Illithid so that workers can survive. Further, 59-62 sections of tunnels which might collapse 63-65 Lizardman

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66-68 Minotaur Because most of the Underground has 69 Myconid been only cursorily surveyed, and given 70-72 Ogre that the largest caves are only a few 73-76 Orc miles long, few geographical features 77-80 Orcling would be considered noteworthy to a 91-95 Thri-Kreen surface dweller. Lakes tend to be the 96-00 Vermin largest features, although the nearby stone may dip below the surface of the water, breaking it into quasi-separate regions that can only be identified as the The Middle Depths same body of water by the most meticulous cartographer.

Tunnels in the Underground extend for 1.4 Level 4 - The Deeper miles, some ballooning into caverns Dungeons thousands of feet across, only to shrink Nearly 200 kilometres below the earth's to narrow spaces too small for a Halfling surface are these dungeons which are to squeeze through. The largest cavern much larger than those encountered on halls become representations of the Level 3 and are closer in scale to a small surface in miniature, with hills, valleys, city. All of these will definitely be underground rivers, and lakes. In this inhabited even if not by the original three-dimensional environment, most owners. races make use of the walls and ceilings of their caverns, accessing the higher 1.5 Level 5 - Subterranean Cities levels with natural or magical flight or At 700 kilometres below the surface is levitation or wall-crawling mounts such the first level of true civilization, such as as giant spiders or certain breeds of it is. These are the cities (or what lizards. remains of them) of the various subterranean races. The map shows a The tunnels connecting the larger realms number of connecting tunnels between of the fifth level are of sufficient the major inhabited regions of the diametre to allow a human to pass, and Middle Depths. All connecting passages often are much wider than this. In most are large enough to be passable to cases, these tunnels are natural caverns, human-sized characters. Other factors, but about 1 out of every 10 kilometres such as vertical obstacles or water (10% chance) has been carved by currents are handled on an individual intelligent creatures. In cases where basis in the area description, or can be excavation has occurred, the tunnel is a generated randomly by the GM. The uniform 3 metre diameter and height, black lines represent the tunnel with no sudden obstacles such as cliffs underways (highways) running deep or chasms. underground. The countries are shown only as reference for where the There is a base 33% chance per underground cities are with respect to kilometre that an obstacle lies in the path the world above ground. of the PCs as they explore natural caverns. The obstacle might be a cliff of

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3D10 metres height, or a chasm 6D10 make scouting ahead impossible, the metres deep and 2D10 metres wide. need to be constantly aware of your Other possible obstacles include the footing and the stability of the roof have remnants of a cave-in, or a large pool of driven many explorers to, and sometimes water, quicksand, oil, or tar. The over, the edge of madness. Even obstacle never completely closes off the experienced travellers admit that this can passage, however. The caverns range be a tense experience occasionally, but from 1-20 metres (D20) wide. Once a they also tell about the peaceful silence width has been established, it remains and reaching a meditative state walking constant for D20 x 50 metres. through dim, quiet tunnels.

The name ‘Underground Highway’ doesn’t do justice to this vast network of subterranean passageways. Each stretch of the Underway is unique, with its own peculiar properties. If there is anything experienced explorers have learned, it is how much they have still to learn about the deep world. The public and secret passages of the Underway are well known and easy to travel. These are what appear on the map below. The Underway is a marvellous place and provides ways to travel long distances quickly or avoid certain hazards from the surface, but a wise traveller learns as much of the road ahead as he can.

Next, travellers quickly discover that navigating underground isn’t as easy as on the surface. Awareness of the surroundings can be a great help in underground navigation. Having some knowledge of geology is most valuable to interpret changes in the rock walls in relation to where the various exits of a cavern lead. Smooth walls indicate the presence of water and mosaic multi- layered walls are evidence of the forces that were at work in the distant past. The same goes for animal and plant lore.

The Underway plays tricks with the mind. Not only the darkness, but also being confined to narrow enclosed spaces, the many slopes and turns that

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Underground Cities key The races listed are the primary inhabitants of each city, it does not include any slaves which may also inhabit there. No. City Races 1 Necropolis Various undead 2 Dyon G'ennivalz Formerly a cosmopolitan drow city suspended on more than one hundred layers of calcified webs, Dyon now lies in smoking ruins at the bottom of its great chasm after it was destroyed by a combined Dvergar and Illithid armies. 3 Star City 6 Human Russian research facility. 4 Mantol Derith Dvergar Dwarf city. 5 Avertine Gnome city. 6 Dhon Guruhm Dvergar city. 7 Sloopdilmonpolop Sahuagin city. 8 Star City 3 Or rather whats left of it. Former human research facility, destroyed by a Drow and Illithid assault. 9 Maerimydra Drow and Arachne city. 10 Thorbardin Thorbathane Dwarf city. 11 Neter-Khertet Human city. 12 Chak-ch'tka Thri-Kreen city. 13 Garel Enkal Orc and Orcling city. 14 Yuzce’ac Lizardman city. 15 Doomspire Goblin and Hobgoblin city. 16 Ironforge Thorbathane Dwarf city. 17 Zlaxtlan Lizardman city. 18 Verminspike Vermin city. 19 Karak-Din Thorbathane Dwarf city. 20 Understone Gnome city. 21 Khazargur Orc, Orcling and Ogre city. 22 Mana Storm None 23 Tellectus Illithid and Minotaur city. 24 Lith Murathar Drow and Arachne city.

Underground Underways and Tunnels A tunnel is simply a passage that connects one place with another. Most are cut by creatures, though some are the results of natural movements of the earth and other forces. Underground races often cut very ambitious tunnels to link multiple cave systems. Though such dreary passageways may be dozens of miles in length, most are only 10 or 20 feet across. Other tunnels are the work of burrowing monsters such as delvers, purple worms, and umber hulks. These "natural" tunnels may be twisting, turning mazes of intersecting passages. Tunnels are some of the Underground's most useful roads, but they severely restrict a traveller's options. If you don't like where a tunnel leads, you really have no choice but to go back the way you came. Tunnels also offer few hiding places for those who cannot blend in with stone, so often the only way to get away from a predator is to run - and hope you're faster.

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Letter Location Built by warmth proportional to the roll. Only A The King's Way Dwarves water that is boiling hot is unsafe for B The Queen's Way Drow unprotected characters to swim or fall C The Treacherous Pass Vermin into. D The Broken Pass Vermin E The Vermin's Way Vermin Underground rivers tend to be swift, F The Silverlode Pass Gnomes violent, and tortuous in their windings. It G The Knaves' Folly Dwarves is a rare river indeed that flows level and H The Burning Pass Dwarves smooth for more than a few miles at a I The Majestic Pass Dwarves time before disappearing into a deep J The Princess Pass Gnomes gorge or in a fuming waterfall. K The Strident Pass Gnomes Rivers are the great builders of the Underground, the natural force that The blue lines represent all the various sculpts great caverns and brings life- main river tunnels flowing through the giving energy and food to sustain the vast dark reaches of the fifth level of the Underground ecology. Most rivers are Underground. These are on the same surrounded by a halo of living caves, level as the cities. All sections of which can be valuable real estate indeed. underground waterways are navigable by boat, assuming a skilled pilot and a little Letter Location luck. There are also much smaller a The Dense River tributaries not displayed here. Although the liquid in this river looks like clear water, when travelling through To determine the width of a section of it, it is more like molasses. It has a depth waterway, roll D6 and multiply the of 1 metre, width of 3 metres, and no result by 5, for a possible spread of 5-30 speed. Boats must be dragged, poled or metres. The width remains constant, paddled through. with minor fluctuations, for one b The Drowning River kilometre, after which you must roll Nothing in this river will float but another D6. On a 2-5, the river remains strangely sink to the bottom. A save vs. at approximately the same width. If the spell will allow a person to swim in it. result is 1, the river decreases in width Enchanted boats are also immune to this. by 3 metres. If the result is a 6, the river It has a depth of 2 metres, width of 6 expands its width by 3 metres, even if metres, with a speed of 20 metres per this makes it wider than 30 metres. The minute. water in underground rivers is usually c The Invisible River numbingly cold. This river looks completely empty of water and objects seem to be floating in To check the temperature of a given mid air. It is actually full but due to an area, roll D6. On a 1-5, the river is very enchantment the water is invisible and cold. On a 6, some heat is reaching the everything in the bottom can be seen. It water. To determine how warm the has a depth of 1 metre, width of 5 water is, roll another D6. On a 1, the metres, with a speed of 15 metres per water is cool, but slightly warmer than minute. normal. On a 6, it is boiling hot. A result ranging from 2-5 means a degree of

17 18 d The Shallow River j The Still River The water in this river is extremely low, The water in this river is non flowing, it has a depth of only half a metre, width completely still. It has a depth of 1 of 3 metres, with a speed of 4 metres per metre, width of 3 metres, and no speed. minute. k The Haunted River e The Deep River This river is very frightening and when The water in this river on the other hand seen inspires misery. It is filled with the is extremely deep, with a depth of 6 spirits of all those who have died in the metres, width of 9 metres, and a speed of Underground. GM's choice whether they 10 metres per minute. are simply ghosts or more sinister f The Wailing River undead. It has a depth of 2 metres, width The water in this river begins screaming of 5 metres, and a speed of 10 metres per as soon as someone or a boat enters it. It minute. is extremely loud. While it does no l The Freezing River damage it is nonetheless painful and any While not completely frozen, there are rolls (including combat) are at -3. It has small pieces of ice floating in this river. a depth of 3 metres, width of 6 metres, Anyone swimming in it will suffer and a speed of 10 metres per minute. hypothermia within 1 minute per 2 CON g The Steaming River of the character. It has a depth of 2 The water in this river is boiling hot. metres, width of 6 metres, and a speed of Anyone swimming in it will suffer D6 5 metres per minute. damage from burns every minute. It has a depth of 2 metres, width of 5 metres, Riverboats and a speed of 5 metres per minute. The most common boats to travel along h The Rolling River This river these rivers include canoes, kayaks, keeps moving, 360 degrees in a rafts, rowboats, and ferries. With barges complete circle. It moves up the wall, being used to transport cargo and trade. along the ceiling, down the other wall, The Drow control much of the underway and back to the floor. It takes 5 minutes shipping, but theirs isn't a monopoly. to complete a full circle. Anything in the Underway politics are economic, river will follow it as it travels, even occasionally violent. Mercenaries are upside down. If in a boat though, only often hired on to handle disputes among the boat will be held. The passengers the trading and shipping clans. Surface will have to find something to hold onto kingdoms stay well away from or fall off. It has a depth of 3 metres, underway politics, as no king wants to width of 7 metres, and a speed of 10 be cut off from the vital network of trade metres per minute. that makes the surface world's i The Raging River apparently disparate and separated points This river has whitewater rapids. of light a cohesive society. Piss off the Anyone swimming in it needs a STR merchant princes of the Underways, and check at -2. It has a depth of 2 metres, find yourself isolated, without trade, width of 6 metres with a speed of 50 without news, without safety, and forced metres per minute. to trek overland across the monster- infested wilds, or risk the beasts of the rivers.

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Middle Depths Races intraspecies strife is the rule in the This includes any subterranean species Underground. Resources are minimal, which may be encountered at this level. and weakness invites extermination. 01-02 Arachne Even the vermin and animals 03-06 Beholder encountered in this area are rarely 07-09 Draconian ordinary - many have been transfigured 10-12 Dracotaur by crossbreeding or magical 13-22 Drow interference. Nothing here is normal or 23-30 Dwarf, Dvergar (Evil) simple. 31-40 Dwarf, Thorbathane (Mountain) 41-42 Fomorian Several Middle Depth races make 43-51 Gnome frequent forays into the Deepest Depths. 52-54 Goblin Some do so because of expansionistic 55-57 Hobgoblin desires, others because they need the 58-59 Illithid resources, and a scant few because they 60-62 Kobold have something to prove, such as a 63-65 Lizardman coming-of-age trial for their young 66-68 Minotaur warriors to mark the passage between 69-70 Myconid adolescence and adulthood. In a typical 71-72 Ogre version of such a trial, the youth is sent 73-76 Orc into the Deepest Depths, sometimes 77-80 Orcling armed only with a dagger, and told to 91-95 Thri-Kreen return with a trophy demonstrating his 96-00 Vermin competence and ability to contribute to the community. Visitors from the surface are rare and tend to be viewed as The Deepest Depths potential slaves or food. 1.6 - Level 6 Travel in the Deepest Depths can be No place on earth is as strange and difficult. In many cases, its simply not dangerous as the Deepest Depths. This possible to go from one place to another level of the Underground extends from because no caves or tunnels lead in the 750 kilometres below the surface to right direction. To overcome this unfathomable depths and features a drawback, many of the races that dwell degree of strangeness that would drive at this depth are prolific portal builders some surface dwellers insane. Few and tunnelers. The Deepest Depths is, at upper-worlders ever descend to the its best, worse than the harshest surface Deepest Depths, and few of the Deepest deserts. The difficulty for any Survival Depth's denizens want anything to do check made in the Deepest Depths with the surface world. automatically increases by +5, even for natives. Wild resources are hard to find, Some of the creatures in the Deepest and most of those that do exist have Depths - intelligent or otherwise - aren't already been placed under guard by even aware of a surface world; others someone else. Glowing fungi and lichens have heard of it but consider it a are less common at this depth than they mythical place. Interspecies and are in the higher levels.

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They can be easily cultivated, but most Food cannot be found in the wild, unless concentrations of them appear in cities, the hunter has no aversion to not in the wild. Air tends to be stale, but cannibalism (many creatures at this breathable, though poisonous fumes depth survive by this means). choke out normal air in a few areas. In Exacerbating these problems still further many places, water is scarce, and any are numerous areas of wild magic and large supply is well guarded. Creatures dead magic. In some places, the shadows living at this depth get most or all of cast in areas of light are unnatural - too their water from the fluids in other large or too small for the light source, or creatures they eat. Food is the most cast in contradictory angles. Even beings plentiful of the necessities at this depth, with darkvision see a flickering of dark but even that becomes an issue at the around the edges of their vision, as if the lower end of the depth range. The term darkness were trying to drown out any Deepest Depths actually refers to many sight at all. places, since the great domains of possess fewer and fewer Much of this area was created by interconnections the deeper one delves. volcanism, flowing or dripping water, earth tremors, and mysterious magic that Only about a third of the lowest sections left behind an intense magical radiation. actually connect to each other. The rest Any of these forces can cause sudden consist of isolated pockets of space collapses, floods, or falling hazards. reachable only from the Middle Depths, Drinkable water is all too rare, apt to be by water, or by transportation magic. guarded by predators or already in use Typically only one route exists to any by moulds or fungi dangerous to other given point, and that is what must be creatures. Some waters are acidic, used unless the traveller plans to dig one. corroding metal, flesh, or both. Bad air is Though time consuming and another problem. Both the native cities cumbersome, many adventurers find it and the ongoing volcanism can generate expedient to do just that, so they keep poisonous vapours that drift or creep for the necessary magic items and spells miles in the lightless depths. Purple handy to make their own tunnels as worms, umber hulks, xorn, and other needed. creatures through solid rock. Mysterious, unexplained appearances of The Deepest Depths are a strange realm chambers, caverns, and passages that warped by severe environmental and pulse with strong magical radiation are magical forces. The problems that not unknown. pervade the rest of the Underground intensify here. Resources are scarce, and Thus maps of this area soon go out of control of them is continually contested. date. Guides can be helpful, but their Air does filter down this far, but it is loyalty is always a matter of concern. frequently stale and occasionally toxic Travel or teleport magic is usually because of geothermal fumes. Water is useless over long distances because it is virtually nonexistent, and the little that is warped into deadly failure by magical present is well guarded. radiation, though it can still prove useful for short journeys within the same open cavern. Portals work in some areas but

20 21 not in others, and the establishment of new portals is well nigh impossible, since the magic involved attracts formidable enemies very swiftly it is not to be attempted lightly.

Why would any creature with intelligence or common sense live in such a terrible environment? Some races have lived here for generation upon generation, and the Deepest Depths are simply their home. Other creatures settle here to take advantage of the Deepest Depth's unique magical properties, rare ores, or shelter from the hated sun. Still others view a sojourn in the Deepest Depths as a temporary solution, since the dead magic areas and hostile territory may be a wanted criminal's most expedient means of avoiding capture.

Of course, not everyone is there by choice. Some unfortunates are here because they neglected to research the destinations of the portals through which they ventured. Others have been exiled here from communities in the Middle Depths, the Shallow Depths, or even the surface world. Some drow matrons get rid of potentially problematic subordinates by sending them on exploratory or expansionistic raiding parties into the Deepest Depths. A triumphant scout returning from the mission into the depths might find her unexpected survival fatally inconvenient to the matron who dispatched her.

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Underground Cities key Only repeated disintegrate spells The races listed are the primary (combined with other destructive magic inhabitants of each city, it does not and others) have had any effect on a include any slaves which may also gate, and this effect caused only a inhabit there. weakening in the structure but did not City Races destroy it. Gates vary in appearance. One Dunspeirrin Dvergar city. looks like a massive oaken door set in a Fluvenilstra Myconid stone frame, another is a ring of stones settlement. on the ground that one has simply to step Menzoberranzan Drow and into. They can appear as stone columns Arachne city. that must be walked between. In Ootul Beholder city. addition, not all gates operate all the Oryndoll Illithid city. time. Some function for only so many Sekolah Sahuagin city. hours a day. Verminblight Vermin city. Others operate only at night or during Gates what would be sunlight above. Some There are many gates around the require that those attempting to use them Deepest Depths. However adventurers know code words or specific actions that must use different gates to enter different will trigger the gate. And a few of the portions of the massive area and to gates seem to function at times not leave. To complicate matters, not all of pinned to phases of the moon, seasons, the gates send PCs to the same place all time of day, or anything else that can be the time. Sages believe that most of the measured. Yet, there is some evidence gates were established by either an that the randomness of yon magical extraterrestrial or extradimensional race. effects are linked to numbers the number Others were perhaps constructed by of times a gate is used. Entering such a enemies trying to get at the original gate gate individually could send the builders. Many of the gates have members of a group to different places. guardians, creatures and constructs placed there by whichever race or races Random Gate Effects live near it. 1 - This gate, which leads into but not out of the Deepest Depths, does not Further, monsters roaming the deep function during daylight hours. ways have learned places where humans 2 - Characters who step through a and demihumans enter the complex. gate are disoriented and dizzy. For the These monsters attempt to catch the following two turns they will be -1 on all trespassers by surprise. The gates to and combat and saving throw rolls. from these levels are made in part or 3 - The gate, serving only as an totally of some unearthly material, a entrance does not function between material that sages believe is necessary midnight and dawn. to conduct and store the energy required 4 - Every other individual walking to operate the gates teleporting ability. through the gate is transported All of the gates have so far proved somewhere else. Individuals who are in virtually indestructible. contact with each other, such as holding

23 24 hands, being connected by ropes, etc., count as one person. The Magma Core 5 - A musical tune must be played to activate the magic within the gate. The tune must continue to be played while individuals are walking through the portal. 6 - The gate is a bane to all metal items. Magical and non-magical metal objects must make a saving throw versus spells at -4 or rust. 7 - The gate is partially malfunctioning and keeps discharging energy. Any walking through it suffer D10 hit points of damage. 8 - The energy of the gate draws magical charges from all items that pass through it. All items with charges, such as wands, staves, rings and others lose charges. Roll D6 and consult the At 4000 kilometres down is another following table to determine how many place even the Drow dare not to tread. charges are lost; 1-2 D4 Level 7.1. The Outer Core 3-4 D8 The outer core of the Earth is a fluid 5-6 D20 layer about 2,300 km thick and composed of mostly iron and nickel that Deepest Depths Races lies above Earth's solid inner core and This includes any subterranean species below its mantle. Its outer boundary lies which may be encountered at this level. 2,890 km beneath Earth's surface. The 01-14 Arachne transition between the inner core and 15-28 Beholder outer core is located approximately 29-42 Drow 5,150 km (3,200 mi) beneath the Earth's 43-56 Dwarf, Dvergar surface. 57-70 Illithid 71-85 Myconid Unlike the inner core, the outer core is 86-00 Vermin not solid. This is also referred to as the "liquid core". Estimates for the temperature of the outer core are about 3,000–4,500 K (2,730–4,230 °C; 4,940– 7,640 °F) in its outer regions and 4,000– 8,000 K (3,730–7,730 °C; 6,740–13,940 °F) near the inner core.

Evidence for a fluid outer core includes observations from seismology which shows that seismic shear-waves are not

24 25 transmitted through the outer core. addition to the probable presence of Because of its high temperature, nickel. modelling work has shown that the outer core is a low viscosity fluid that Further, if the primordial and mostly convects turbulently. Eddy currents in fluid (still forming) earth contained any the nickel iron fluid of the outer core are significant mass(es) of elements denser believed to influence the Earth's than iron and nickel, namely the white magnetic field. The average magnetic (appearance) precious metals (and a few field strength in the Earth's outer core others) except silver, specifically the was measured to be 2.5 millitesla, 50 siderophile elements (those marked red times stronger than the magnetic field at on that table) then these would the surface. necessarily have differentiated to the very centre of the core into concentric The outer core is not under enough nested spheres by Planetary pressure to be solid, so it is liquid even differentiation. though it has a composition similar to that of the inner core. Sulphur and The most dense (and stable, i.e. oxygen could also be present in the outer platinum, iridium, and osmium, (etc.) in core. As heat is transferred outward order of density) of these forming the toward the mantle, the net trend is for innermost spheroid(s). While unstable the inner boundary of the liquid region elements of such trans-iron/nickel to freeze, causing the solid inner core to density would have mostly decayed to grow. This growth rate is estimated to be iron/nickel/lead by the time the earth 1 mm per year. formed a discrete core.

Level 7.2 The Inner Core The temperature of the inner core can be The Earth's inner core is the Earth's estimated by considering both the innermost part. It is primarily a solid ball theoretical and the experimentally with a radius of about 1,220 kilometres, demonstrated constraints on the melting which is about 70% of the Moon's temperature of impure iron at the radius. It is composed of an iron–nickel pressure which iron is under at the alloy and some light elements. The boundary of the inner core (about 330 temperature at the inner core boundary is GPa). These considerations suggest that approximately 5700 K (5400 °C). Based its temperature is about 5,700 K (5,400 on the relative prevalence of various °C; 9,800 °F). chemical elements in the Solar System, the theory of planetary formation, and The pressure in the Earth's inner core is constraints imposed or implied by the slightly higher than it is at the boundary chemistry of the rest of the Earth's between the outer and inner cores: it volume, the inner core is believed to ranges from about 330 to 360 consist primarily of a nickel-iron alloy. gigapascals (3,300,000 to 3,600,000 atm). Iron can be solid at such high Pure iron was found to be denser than temperatures only because its melting the core by approximately 3%, implying temperature increases dramatically at the presence of light elements in the core pressures of that magnitude. (e.g. silicon, oxygen, sulphur) in

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A report published in the journal Science composed of layers, separated by a concludes that the melting temperature transition zone about 250 to 400 km of iron at the inner core boundary is thick. If the inner core grows by small 6230 ± 500 K, roughly 1000 K higher frozen sediments falling onto its surface, than previous estimates. The Earth's then some liquid can also be trapped in inner core is thought to be slowly the pore spaces and some of this residual growing as the liquid outer core at the fluid may still persist to some small boundary with the inner core cools and degree in much of its interior. solidifies due to the gradual cooling of the Earth's interior (about 100 degrees Because the inner core is not rigidly Celsius per billion years). connected to the Earth's solid mantle, the possibility that it rotates slightly faster or Many scientists had initially expected slower than the rest of Earth has long that the inner core would be found to be been entertained. Growth of the inner homogeneous, because the solid inner core is thought to play an important role core was originally formed by a gradual in the generation of Earth's magnetic cooling of molten material, and field by dynamo action in the liquid continues to grow as a result of that outer core. This occurs mostly because it same process. Even though it is growing cannot dissolve the same amount of light into liquid, it is solid, due to the very elements as the outer core and therefore high pressure that keeps it compacted freezing at the inner core boundary together even if the temperature is produces a residual liquid that contains extremely high. It was even suggested more light elements than the overlying that Earth's inner core might be a single liquid. This causes it to become buoyant crystal of iron. and helps drive convection of the outer core. However, this prediction was disproved by observations indicating that in fact The existence of the inner core also there is a degree of disorder within the changes the dynamic motions of liquid inner core. Seismologists have found in the outer core as it grows and may that the inner core is not completely help fix the magnetic field since it is uniform, but instead contains large-scale expected to be a great deal more structures such that seismic waves pass resistant to flow than the outer core more rapidly through some parts of the liquid (which is expected to be inner core than through others. In turbulent). Speculation also continues addition, the properties of the inner that the inner core might have exhibited core's surface vary from place to place a variety of internal deformation across distances as small as 1 km. patterns. This may be necessary to explain why seismic waves pass more This variation is surprising, since lateral rapidly in some directions than in others. temperature variations along the inner- Because thermal convection alone core boundary are known to be appears to be improbable, any buoyant extremely small (this conclusion is convection motions will have to be confidently constrained by magnetic driven by variations in composition or field observations). Recent discoveries abundance of liquid in its interior. suggest that the solid inner core itself is

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Lava enough water to douse himself. If no Molten lava has a base damage of 2D6. body of water is at hand, rolling on the This is the level of damage sustained if a ground or smothering the fire with character walks on lava or is splashed by cloaks or the like permits the character lava. If a character has a limb or more of another save with a +4 bonus. Those their body covered by lava, it causes unlucky enough to have their clothes or 5D6 damage. If half or more of his body equipment catch fire must make Reflex is covered by lava, then the character saves for each item. Flammable items suffers 10D6 damage. Finally, if his that fail take the same amount of damage entire body is immersed in lava, he as the character. suffers 20D6 damage. The character continues to suffer this damage each Sometimes volcanic activity heats water round, until he has been removed from and mud to scalding temperatures. the lava. Bubbling pools of mud and geysers of boiling water trap the unwary. Boiling As lava may stick to the character, it mud and water both cause +3 damage to may be difficult to naturally remove the a character (+6 damage for immersion of lava from a character who has been a limb, +9 damage for immersion of a immersed in a pool of lava. Although torso, and +12 damage for total armour provides some protection from immersion). Of course, mud pools and splash damage, the lava can flow hot springs of lesser temperature are not through and behind the character’s dangerous, and some characters armour once he is substantially covered. frequently bathe in these for medicinal benefit. Characters exposed to burning oil, bonfires, and noninstantaneous magic The noxious fumes from magma affect fires might find their clothes, hair, or anyone who comes within 15 paces of a equipment on fire. Spells with an crater or river of lava. This has two instantaneous duration don’t normally effects: the fumes are toxic, and the set a character on fire, since the heat and character cannot breathe due to the lack flame from these come and go in a flash. of safe air. The lack of air to breathe Characters at risk of catching fire are means that the character must make an allowed a DEX save to avoid this fate. air Deprivation check every 30 seconds. The toxicity of the vapours also poisons If a character’s clothes or hair catch fire, the character. Every diametre that the he takes D6 points of damage character remains within the vapour, immediately. In each subsequent round, make a CON check for him. If this is the burning character must make another failed, the character takes D4 internal DEX saving throw. Failure means he damage to his lungs. takes another D6 points of damage that round. Success means that the fire has Characters caught in an eruption may be gone out. (That is, once he succeeds on swamped by lava, crushed by falling his saving throw, he’s no longer on fire). rocks, overcome by fumes, or buried beneath ash. Characters who are at peril A character on fire may automatically from falling rocks may take between +5 extinguish the flames by jumping into and +20 damage, or even greater if the

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GM chooses, depending on how close Water boils at 100C causing steam the characters are to the centre of the within the immediate area and reducing eruption. Burial by ash is a particularly visibility to 15 metres or less. insidious danger. There is little danger from the falling ash itself, but ash can Magma Core Cities sometimes rapidly cover a large area to a The following are all cities (with the depth of dozens of feet. This causes exception of the Starstone) which float trapped characters to die from on top of the liquid outer magma core on asphyxiation. The character must make occasion coming into contact with each an air Deprivation check every 30 other. seconds. City Races Crystallion Gemzanite Heat Game Effects Moltar Terranean Even characters who are merely close to Starstone Magmanite lava can take damage from the heat. Zardeth Mineroid Characters who approach within 27 metres of molten lava suffer +3 heat Magma Core Races damage each round. This includes any subterranean species Temp Effect which may be encountered at this level. 31C Discomfort. Shortness of breath. 01-03 Arachne Sweating. 04-06 Beholder 40C Blurry vision. Breathing is 07-09 Draconian difficult. 50% chance of fainting 10-12 Dracotaur every 8 minutes. -1 on all combat 13-22 Drow and skill rolls. 23-26 Dwarf, Dvergar (Evil) 50C Can’t open eyes. 80% chance of 27-37 Dwarf, Thorbathane (Mountain) fainting every minute. D6 38-39 Fomorian damage every 2 rounds. -3 on all 40-42 Gemzanite combat and skill rolls. 43-45 Gnome, Rock 110C Blind while in the area. 80% 46-48 Goblin chance of fainting every 30 49-51 Hobgoblin seconds. 2D6 damage per round. 52-54 Illithid Can’t do anything. 55-57 Kobold 150C Unbearable pain. Can’t breathe. 58-60 Lizardman 90% chance of fainting per 61-62 Mineroid round. 3D6 damage per round. 63-64 Minotaur Anything combustible ignites in 65-66 Myconid 4 rounds. 67-68 , Lampade Extreme heat also reduces INT thinking 69-70 Nymph, ability by -1 point per 1C over 40C when 71-72 Ogre in direct exposure. 73-76 Orc Thermal and Infravision is useless once 77-80 Orcling the temperature reaches over 50C due to 81-85 Sahuagin all the thermal drafts in the air. 86-90 Terranean 91-95 Thri-Kreen 96-00 Vermin

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2. The Underground Races Subterranean races includes all species which (for the most part) dwell beneath the earth or deep within mountains. Details on all the species listed here can be found in book BH7 Races. 01-02 Arachne 03-04 Beholder 05-06 07-09 Draconian 10-12 Dracotaur Arachne 13-22 Drow Species Name: Arachne, Drider 23-26 Dwarf, Dvergar (Evil) 27-36 Dwarf, Thorbathane (Mountain) First Appeared: 60,000 BC 37-39 Fomorian 40-42 Gemzanite A centaur-esque creature that has the 43-45 Gnome, Rock upper body of a human and the lower 46-48 Goblin body of a spider. Most of the time they 49-51 Hobgoblin are seen as females since female spiders 52-54 Illithid are bigger and more dangerous than 55-57 Kobold males. Arachne are Drow that have been 58-60 Lizardman transformed from the waist down so they 61-62 Mineroid have the body of a spider. The 63-64 Minotaur transformation is typically a punishment 65-66 Myconid for offending their people. 67-68 Nymph, Lampade 69-70 Nymph, Oread Type: Humanoid Spider, Homo 71-72 Ogre Supernaturalis Arachnis 73-76 Orc 77-80 Orcling Physical Traits: These strange creatures 81-85 Sahuagin have the head and torso of a Dark 86-90 Terranean and the legs and lower body of a giant 91-95 Thri-Kreen spider. They are centaur-like creatures, 96-00 Vermin appearing as Elven from the waist up, with their lower portions replaced by the abdomen and legs of immense spiders.

They appear as typical humanoids from the waist up, with a clear head and two arms reaching from their torso. Below the waist, however, they possess a

29 30 monstrous spider's thorax and eight social customs. Arachne are usually arachnoid legs. Females retain their found alone or with 2D6 huge spiders. sleek, beautiful, and Elven shapes above They are violent, aggressive creatures the waist; below, their spider bodies are that favour blood over all types of food. similarly sleek and smooth. Males, They stalk their victims tirelessly, though, are much more bestial. Their waiting for the right chance to strike. faces are a horrific blend of Elf and Arachne still maintain the spells and spider, and their bodies are spiny and special abilities they had developed. rough. They retain intelligence and memories. This usually makes them bitter, spiteful Height: 7' - 8' feet creatures. Some hunt for magic powerful enough to undo the transformation. Weight: 600lbs Arachne are vicious opponent in battle, Abilities: Arachne can bite for D4 points snaring foes in their webs and rushing up of damage, and those bitten must save to administer poisonous bites if their vs. poison with a -2 penalty or be opponents are successfully restrained. paralyzed for 1-2 turns. They can spray They have also been known to use webbing from their abdomens with a greatswords and other weapons with great degree of control, enabling any great proficiency. Their webs are their spider-kin to create either sticky webs or most potent weapons, as they can easily silk-like web-threads. distract or disorganize an entire group of adventurers, allowing the monsters and Mobility: Legs any allies to gain the upper hand.

Sensory Organs: Visual Government: None

Communication: Vocal Population: 13,300 on Earth

Reproduction: None Creating an Arachne character Step 1: Attributes INT: 3D6, WIS: 3D6, STR: 3D6, DEX: Roll attributes as normal but MR is 4D6. 3D6, CON: 3D6, CHA: 3D6, MR: 4D6, Mana = INT + WIS x4. Mana is HPs: CON +D12, AC: 4 recovered at a rate of 10 per hour if remain active (but not using magic) and Feeding Habits: Omnivore. Their 20 per hour if asleep. Mana can however digestion changes and they must drink be permanently traded for HPs at a rate the blood of living creatures for of 1 for 1. Hit points = CON +12, +12 sustenance. per level.

Lifespan: 120 years Step 2: Skills Choose skills in the normal manner Technology: 2 according to the character's class.

Culture: Hostile, intolerant and Step 3: Abilities aggressive, held in check by strong All Arachne gain all the following free;

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Poison Bite - Arachne can bite for D4 Nightsight 10 points of damage, and those bitten must The character can see in absolute save vs. poison with a -2 penalty or be darkness at a distance equal to his paralyzed for 1-2 turns. normal sight.

Resist Sleep and Charm - Arachne can Spider Empathy 5 resist these forms of influence with a +1 Arachne can establish telepathic save per 5 WIS. communication with any normal or giant spider within line of sight if he does Additionally Arachne start with 35 nothing else in the round. The animal Points to spend on any of the following must have a minimum INT of 1. This abilities. As they earns more experience has the following benefits: they may buy or rebuy more abilities. He can communicate to the creature that Ability Cost he desires its friendship. If the offer is Increased Thac0 5 sincere (and the animal will be able to +1 Thac0 with ranged weapons at levels sense if it isn't), the creature can be 1, 3, 5, 7, 9, 11, 13, 15, 17 and 19. calmed and will not attack or flee unless it is attacked. It will answer any of his Intimidating 10 questions. Further he can then recruit This character has greater presence, +1 this insect as an ally. Once he does so he CHA permanently psionically links with the animal turning it into a . At any Natural Chameleon 5 point he may see through the familiar's Using this ability the Arachne can blend eyes, smell through its nose, hear with into and render himself nearly invisible its ears, taste with its mouth or link with in any mountainous or subterranean any of its other senses (including terrain. When hiding he can conceal supernatural ones). The two are always himself from attackers and eavesdrop on in constant telepathic contact. his enemies. He can hide near a well travelled road and secretly observe Webbing 5 passersby, or conceal himself near an With this power the character can fire enemy campsite waiting for an one stream of webbing per round. The opportune moment to steal their webbing causes D6 impact damage to supplies. anything hit by it. The webbing can be fired in the form of a strand or a cone, Natural Mana 5 both able to hold up to twice the body +10 Mana at levels 2, 4, 6, 8, 10, 12, 14, weight of the character. If the webbing is 16, 18 and 20. fired in strand form it is up to 1 centimetre per INT wide in a circular Nature Survival 5 radius and up to 2 metres per INT long. Due to an Arachne's extensive The character can decide how long and experience and training underground he wide to make the webbing before firing gains +1 to any physical, combat and it. The character can create a webbed survival rolls made while within that shield of similar diametre. The shield environment. has a sticky side and a non-sticky side. The shield is permeable to all gases and

31 32 liquids. Weapons, items, people, etc. all stick to the sticky side of the shield. The stickiness of the web is equal to 1 STR per INT. After 1 minute per INT, +1 minute per level the webbing will degenerate. Willpower Bonus 10 +1 Willpower save at levels 1, 4, 8, 12, 14, 16 and 20. Witch Sight 10 The Arachne can see the true image of any person or object regardless of any form of concealment, disguise, illusion or invisibility. This also includes the ability to detect whether it is magical, and whether it is harmful or helpful. Beholder Species Name: Beholder, Sphere of Step 4: Classes many eyes, Eye Tyrant Any. A Beholder, sometimes called a sphere of many eyes or eye tyrant is a large aberration normally found in the Underground. These large, orb-shaped beings have ten eyestalks and one central eye, each containing powerful magic. Powerful and intelligent, Beholders are among the greatest threats to the world.

First Appeared: 60,000 BC

Type: Monster, Oculus Horribulus

Physical Traits: Beholders are immediately identifiable, essentially a floating head with one single, cyclops- like eye surrounded by ten smaller eye stalks. Other than this, the main feature of a Beholder’s anatomy is its massive, gaping maw. Because their entire body is covered in eyes, Beholders have the capacity to see in all directions at once, making it nearly impossible to ambush them while also giving them an unusually high degree of perceptive ability. Additionally, Beholders have the ability to perceive in even the most

32 33 darkened environment, although without parent observes its young and decides the capacity to see color under which look most like itself. The others conditions in which a human or similar are eaten by the ravenous parent, along creature would be rendered blind. with the discarded womb, and the surviving young are forced from the Height: 3-6 ft diametre parent’s lair within the hour to fend for themselves. A newborn Beholder Weight: 300-400 lbs possesses strong racial memories. Newborn Beholders grow quickly. For Abilities: Beholders are also capable of the first few months of life, though, they flight, in spite of their lack of wings or are fairly helpless, since their eye rays similar physical features, simply take some time to develop. hovering above ground effortlessly. The effects of this flight resemble those of A Beholder needs to spend several the wizard spell levitation. Beholders are months observing magic before its eye not particularly strong but are inherently rays develop fully. For Beholders born magical creatures, each of their eyes in remote ruins or magic-filled possessing an innately magical nature. dungeons, the proper development of Beholders, who often attack for their eye rays takes about two to three seemingly no reason, will often try to months. Until then, they keep low end a battle as quickly as possible, profiles and feed on smaller animals and unleashing their terrifying abilities all at beasts. In areas where magic is scarce, it once. can take up to a year for a Beholder’s eyes to absorb enough magic to properly Among the most basic of these attacks is fuel its powers. Physically, a Beholder their deadly ability to project magical reaches normal size and maturity at two power from their eyes, in varying forms years of age. such as instilling fear within, charming, knocking out, petrifying, disintegrating, Afterward, its growth continues at a slowing, or killing their enemies. Any much slower rate. In theory, a Beholder combination of these is possible, becomes increasingly frail as it although they often use only two at a progresses beyond its ninetieth year. By given time. the age of one hundred, its eyestalks begin to lose their powers and wither Mobility: Levitation away. Only rarely do Beholders live past the age of one hundred twenty. In Sensory Organs: Visual practice, though, a Beholder cunning and strong enough to survive attacks from Communication: Vocal powerful adventurers and other Beholders finds a way to extend its Reproduction: Beholders have male and lifespan with magic. If a Beholder can female reproductive organs, so they can stave off aging, it continues to grow self-fertilize. They give birth to 3-6 live slowly in size. Stories persist of young out of their mouths only once in immense Beholders several hundred its life. The womb is below the back of years old and nearly 20 feet in diameter. the tongue. When it gives birth the

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INT: 4D6, WIS: 4D6, STR: D6, DEX: colourful varieties of wine, make it an 3D6, CON: 3D6, CHA: D6, MR: 3D6, ideal Beholder drink. A Beholder’s body HPs: CON +D20, AC: 0 (main body) processes alcohol very efficiently, so the and 2 (each eye stalk) quantity of wine required to intoxicate a typical Beholder usually exceeds the Feeding Habits: Omnivore. Despite its amount available to drink. As a general awesome power and magical might, a rule, a Beholder can imbibe well over 10 Beholder remains at its core a physical gallons of wine before getting drunk. being. It must eat and drink, and often Since Beholders often overeat, their these are its only vices and indulgences bodies are capable of dealing with — apart from the intellectual pursuit of sudden gluts of food. magical knowledge or the domination of lesser races. A Beholder is omnivorous A Beholder’s digestive system can store and can gain sustenance from anything a large amount of material (600 pounds organic. A typical Beholder must or more) inside the various folds of its consume about 10 pounds of food and stomach. The creature can process this drink and at least 2 gallons of water per stored food at the rate of about 20 day. For Beholders, the act of feeding pounds per day, during which time it and drinking is their greatest physical need not eat (although it must still drink pleasure, and as such, they often normally). Food in excess of this simply consume far more than they need. cannot be swallowed. Although a sated Beholder might chew on food simply for For example, a Beholder could eat a the texture and enjoyment of eating, it large fallen foe, consisting of up to 200 allows the chewed food to drop from its pounds of meat and several pints of mouth when the texture is gone. blood, in one sitting. While this far A Beholder’s favourite foods include exceeds what the creature needs for that small live mammals, exotic mushrooms day, it won’t turn down any additional and other fungi, gnomes, beef, pork, offers of food or drink that happen to colourful leafy vegetables, leaves, flower present themselves. Because a petals, insects, and birds. Beholder’s sense of taste is so atrophied, it finds satisfaction in the texture and Lifespan: 80 years visual qualities of the food. To a Beholder, desirable food has an Technology: 2 interesting texture (the combination of soft flesh and crunchy bones found in Culture: Xenophobic. Truly malicious living creatures is considered a delicacy) race with no redeeming qualities at all. or an interesting shape or colour, since it Beholders are often found occupying can observe its food with its front deep, underground caverns. Frequently, eyestalks as it eats. these lairs are carved out by the Beholders themselves, using their eye For this reason, a Beholder prefers rays to mold the environment for their colourful food over drab food. Beholders purposes. Often, these lairs are built find wine especially pleasing. Alcohol is vertically rather than horizontally like one of the few tastes that Beholders can most buildings, with Beholder experience, and this, combined with the architecture frequently exhibiting a large

34 35 number of vertical shafts which Step 3: Abilities Beholders and other flying creatures can All Beholders gain all the following free; use with ease, while walking creatures find their navigation hindered. Central Eye - The central eye produces an anti-magic ray with a 140-yard range, Not all Beholders are solitary creatures which covers a 90 degree arc before the with little more on their minds than creature. No magic (including the effects slaughter. Just as other races have of the other eyes) will function within members who simply can’t abide by the that area. Spells cast in or passing rules of their society, so too do through that zone cease to function. The Beholders have outcasts. From a anti-magic cone is cast by the Beholder's humanoid viewpoint, these outcasts are central main eye every 3–4 seconds. the few sane Beholders. These creatures Spell casters hit by this anti-magic cone maintain a hatred of other Beholders, but are unable to cast any kind of spells for 3 this is a hatred born of fear rather than seconds. The anti-magic cone effectively intolerance. A sane Beholder dispels any and all arcane and divine understands that others of its kind view spells currently on the player. it as the greatest threat of all, and it seeks Levitation - Beholders can hover up to 1 out places that other Beholders shun. In metre per 5 WIS above the ground. other words, these Beholders live in the societies and cities of other races. Additionally Beholders start with 30 Points to spend on any of the following Government: None abilities. As they earns more experience they may buy or rebuy more abilities. Population: 55,320 on Earth Ability Cost Eye ability 5 Creating a Beholder character Aside from the central eye a Beholder Step 1: Attributes has 10 additional eyes with the following Roll attributes as normal but INT + WIS abilities which can be bought for them. is 4D6, STR + CHA is D6, and AC is 0 A beholder may activate the magical (main body) and 2 (each eye stalk). powers of its eyes’ at will. Generally, a Mana = INT + WIS x4. Mana is beholder can use D4 smaller eyes if recovered at a rate of 10 per hour if attackers are within a 90 degree angle in remain active (but not using magic) and front, D6 if attacked from within a 180 20 per hour if asleep. Mana can however degree angle, D8 if attacked from a 270 be permanently traded for HPs at a rate degree arc, and all 10 eyes if attacked of 1 for 1. Hit points = CON +20, +20 from all sides. The central eye can be per level. used only against attacks from the front. If attacked from above, the beholder can Step 2: Skills use all of the smaller eyes. Note: each Choose skills in the normal manner eye can only have one ability and the according to the character's class. But player cannot buy the same ability twice. remain aware of the inability to use Charm person (as spell) certain skills due to a lack of arms and Charm monster (as spell) legs. Sleep (as spell, but only one target) Telekinesis (250 pound weight)

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Flesh to stone (as spell, 30-yard range) Radiation, Ultraviolet, Infrared and X- Disintegrate (20-yard range) rays. Equal to normal sight range. Fear (as wand) Slow (as spell, but only a single target) Tough Hide 10 Cause serious wounds (50-yard range) +1 AC Death ray (as a death spell, with a single target, 40-yard range) Truesight 5 The character can see the true image of Infra Vision 5 any person or object regardless of any All the character's eyes can see heat form of concealment, disguise, illusion images and traces the same way as or invisibility. This also includes the thermo optic equipment, equal to normal ability to detect whether it is magical, vision range. Can see invisible lifeforms and whether it is harmful or helpful. by their heat. Ultraviolet Vision 5 Micro Vision 5 The The user is able to perceive ultraviolet character's eyes can focus on extremely radiation, allowing them to see colours minute targets, objects too small for other can't, see well underwater, in the normal vision to perceive. This power fog and in the rain, see fingerprints left allows the character to see small objects on objects, the light given off by at x10 enhancement which doubles radioactive materials, as well as other every level. If taken twice then can see traces such as saliva and blood. things as small as chromosomes. Beyond Will Bonus 10 +1 this level light no longer carries images. Willpower save at levels 1, 4, 8, 12, 14, 16 and 20. Night Vision 5 All of the Beholder's eyes can see clearly Step 5: Classes in the dark as if it were daylight. Any that doesnt require arms or legs. Although with telekinesis you could still Penetra Vision 5 The perform thieving abilities. character can see through 2 centimetres per WIS, +30 centimetres per level of any matter (except for one common object, roll on Matter Manipulate table to determine which). It requires 1 melee of concentration per 30 centimetres of depth.

Spectrum Vision 5 A form of enhanced visual sense which includes the ability to see Electrical fields (and their intensity), Gravity waves (in a radar like manner), Mana or Ley Line power (depending on which system you use), Magnetic fields,

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Height: 7' - 8' feet

Weight: 300lbs

Abilities: have exceptional sight and hearing, and have infra vision to 60 feet. Their stealth gives opponents a -3 penalty to their surprise rolls.

Mobility: Legs

Sensory Organs: Visual

Bugbear Communication: Vocal Species Name: Bugbear, Goblin Lord Reproduction: None A bugbear is a massive humanoid distantly related to, but larger and INT: 2D6, WIS: 3D6, STR: 3D6 +2, stronger than, and . DEX: 3D6, CON: 3D6 +2, CHA: 2D6, Like many goblinoids, bugbears speak MR: 3D6, HPs: CON +D12 the Goblin language. They are one of the only goblinoids to be covered in fur. Feeding Habits: Omnivore. They eat anything they kill, including humans and First Appeared: 13,070 BC humanoids smaller than themselves.

Type: Humanoid, Homo Cobalus Lifespan: Goblinoids are all short-lived. Most meet a violent end long before they Physical Traits: Bugbears resembled reach old age. They are pressed into hairy, feral goblins standing 7 feet tall. service as adults at just 10 years of age. They take their name from their noses They rarely live to be older than 40, and claws, which were similar to those although some few lucky or wily of bears. Their claws are not long and individuals have been known to make it sharp enough to be used as weapons, so to 60 years of age. bugbears often armour and arm themselves with a variety of purloined Technology: 2 gear. Most often, this gear is second-rate and in poor repair. Culture: Hostile, intolerant and aggressive, held in check by strong Their hides are usually yellowish, social customs. Whatever the subrace, ranging from brownish to mustard goblinoids are universally bullies. They yellow. Their coarse hair runs from pick on smaller creatures whenever they brown to brick red. Their eyes are green- can, and when faced with a superior white with crimson pupils, and their ears force they turn tail and run. Because of are more wedge-shaped than those of their smaller size, goblins prefer to strike their smaller kin. from ambush, using every fighting trick they know to gain an edge. While

37 38 tactically canny, the larger hobgoblins wherever they go, even when traveling. and bugbears usually prefer a more Anything which comes into this space direct approach, often driving weaker becomes their property (at least in their troops before them into any perceived own minds), or the property of their new danger. tribe (their PC companions).

Bugbears, like other goblinoids, have a Bugbears enjoy wine and strong ale — reputation for being dim-witted and often to excess. They are stubborn by brutish. This claim is not unfounded and nature, finding it difficult to negotiate or like their kin bugbears have easily compromise. Greed courses through provoked tempers and are prone to their bodies like blood, and even the rages. Few bugbears overcome this flaw most noble bugbear covets glittery, shiny and their culture's brutal nature. Bugbear objects and weapons. heroes, though rare, are heard of and could acquire significant renown if Government: Tribal successful. Often the motivation for this change of heart comes from the rewards Population: 30,000 on Earth earned from virtue, which in the long term are more pleasing than the short- Creating a Bugbear character lasting pleasures of evil. Step 1: Attributes Roll attributes as normal but INT and Bugbears are often found in the CHA are 2D6, while STR and CON are company of other goblinoids, 3D6 +2. Mana = INT + WIS x3. Mana is particularly goblins, since tribes made up recovered at a rate of 10 per hour if mostly of hobgoblins and bugbears remain active (but not using magic) and tended to be wiped out quickly by other 20 per hour if asleep. Mana can however races as a precaution. Some bugbears be permanently traded for HPs at a rate also operate independently, though tribes of 1 for 1. Hit points = CON +12, +12 ruled by hobgoblins are better organized per level. and less savage. This is in part because bugbears have little patience for Step 2: Skills diplomacy or negotiation, preferring Choose skills in the normal manner violent solutions to conflicts unless according to the character's class. obviously overpowered. In general, bugbears live a life based around Step 3: Abilities survival and become rogues, though All Bugbears gain all the following free; many also made excellent barbarians. Stealth - Using this ability the Bugbear can blend into and render himself nearly They live in caves and underground invisible in any mountainous or lairs. Bugbear females are not given the subterranean terrain. When hiding he can same opportunities and privileges as the conceal himself from attackers and males, and a good number of adventurer eavesdrop on his enemies. He can hide bugbears are females looking for better near a well travelled road and secretly lives. Adventuring bugbears remain observe passersby, or conceal himself territorial even after they leave their near an enemy campsite waiting for an lairs. They mentally mark out territory

38 39 opportune moment to steal their any physical, combat and survival rolls supplies. made while within that environment.

Additionally Bugbears start with 35 Smell 5 Points to spend on any of the following Smell increases to x1 normal range per 3 abilities. As they earns more experience WIS with an additional x1 per level. It they may buy or rebuy more abilities. can only be used for smelling poison or Ability Cost impurities in food and beverage. Berserk 5 Bugbears can twice a day lose their Willpower Bonus 10 temper so badly that they enter a rage +1 Willpower save at levels 1, 4, 8, 12, immediately which lasts 10 rounds. The 14, 16 and 20. following changes are in effect as long as he rages: AC 10 no matter what he is Witch Sight 10 wearing (no dodge), STR +2, Thac0 +2. This character can see the true image of While berserk, he cannot be stunned, and any person or object regardless of any injuries cause no penalty to his MR or form of concealment, disguise, illusion Thac0. All rolls to remain conscious or or invisibility. This also includes the alive are made at a +4 bonus. If he ability to detect whether it is magical, doesnt fail any rolls he remains alive and and whether it is harmful or helpful. madly attacking until knocked out or killed. Step 4: Classes Mainly fighter types. Heightened Hearing 5 Bugbears can hear x2 further than most other humanoids.

Heightened Sight 5 Bugbears can see x2 further than most other humanoids.

Increased Thac0 5 +1 Thac0 with melee weapons at levels 1, 4, 7, 11, 14, 18, and 21.

Infravision 5 Bugbears can see up to 60 feet in the dark.

Intimidating 10 This character has greater presence, +1 to intimidate.

Nature Survival 5 Due to a Bugbear's extensive experience and training underground he gains +1 to

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Weight: 1500-2000lbs

Abilities: A Dracotaur can spit a glob of fire as a standard action. Once a Dracotaur spits, it cannot spit again for 1 minute. The Dracotaur's spittle is a sticky adhesive substance that ignites when exposed to air, much like alchemist's fire. This glob of fiery spittle is treated as a ranged touch attack with a range increment of 20 feet. A direct hit deals 2D6 points of fire damage. Unlike alchemist's fire, a Dracotaur's spittle does not continue to burn.

Dracotaur Dracotaurs can twice a day enter a rage Species Name: Dracotaur, Dragonkin, immediately upon joining a combat Dracor which lasts 10 rounds. The following changes are in effect as long as he rages: First Appeared: 12,600 BC AC 10 no matter what he is wearing, STR +2. While berserk, he cannot be Type: Reptillian Dragon Humanoid, stunned, and injuries cause no penalty to Serpentes Erectus his MR or Thac0. All rolls to remain conscious or alive are made at a +4 Physical Traits: Dracotaurs have the bonus. If he doesnt fail any rolls he upper body of a reptilian humanoid and remains alive and madly attacking until the lower quadrupedal body of a knocked out or killed. wingless dragon with large, clawed feet and a spiked tail that flails from side to Low light vision out to 60 feet. side. Their eyes are black, their feet Immunity to magic sleep effects and large and clawed, and their sharp teeth paralysis. glisten. Hard scales vary in colour from green to brown cover a Dracotaur from Mobility: Legs head to tail. Males have ornate cresting on their heads, throats, and chests Sensory Organs: Visual ranging from bright red to deep purple. Communication: Vocal A Dracotaur's 4-foot-long tail, although used primarily for balance, ends in Reproduction: Sexual, egg wicked spikes that can be brought to bear in battle. Dracotaurs excrete body INT: 3D6, WIS: 3D6, STR: 3D6, DEX: oil that helps keep their scales and 3D6, CON: 3D6, CHA: 3D6, MR: 3D6, leather armour supple. HPs: CON +D12, AC: 8

Height: 7-10' feet Feeding Habits: Omnivore

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Lifespan: 300 years been doing. Were you involved in any famous historical incidents? In the Technology: 2 present day where does your character live or is he a wanderer, moving around Culture: Hostile, intolerant and continuously? aggressive, held in check by strong social customs. Dracotaurs are sly, Step 2: Attributes merciless predators incapable of Roll attributes as normal but AC is 8. showing compassion and expecting none Mana = INT + WIS x4. Mana is in return. Dracotaurs overwhelm their recovered at a rate of 10 per hour if foes quickly using ambushes and remain active (but not using magic) and flanking tactics. Cold, calculating 20 per hour if asleep. Mana can however creatures, Dracotaurs usually announce be permanently traded for HPs at a rate their presence by spitting gouts of fire at of 1 for 1. Hit points = CON +12, +12 their foes and then charge forward with per level. their spears. In the unfolding conflict, a Dracotaur relies on its brute strength and Step 3: Skills multiple attacks to win the day. Choose skills in the normal manner Dracotaurs respect power above all, and according to the character's class. Then they measure power in terms of raw for every 100 years alive select 1 strength and arcane magical ability. additional skill.

Their leaders are usually mighty Step 4: Abilities warriors, sorcerers, or both. Although All Dracotaur gain all the following free; they are not devout creatures, dracotaurs Immune to Fear - to Dragon fear and +5 see true dragons as powerful to save against any other fear or trauma. embodiments of the ancient gods and will give their lives in the service of such Spit Fire - A Dracotaur can spit a glob of creatures. Much of the race's arcane fire as a standard action once per minute knowledge comes from the ancient per 5 CON. The Dracotaur's spittle is a teachings of the true dragons. Dracotaurs sticky adhesive substance that ignites and Centaurs despise one another, and when exposed to air, much like many a Dracotaur warrior dreams of alchemist's fire. This glob of fiery spittle devouring the flesh of a fallen Centaur is treated as a ranged touch attack with a foe. range increment of 20 feet. A direct hit deals 2D6 points of fire damage. Unlike Government: None alchemist's fire, a Dracotaur's spittle does not continue to burn. Population: 362,350 on Earth Additionally Dracotaurs start with 30 Creating a Dracotaur character Points to spend on any of the following Step 1: Age abilities. As they earns more experience Determine your character's age; 100 they may buy or rebuy more abilities. xD10 years. If older than 100 you need to determine which years you have been present in. Next decide what you have

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Ability Cost Spellcast 10 The Ally Bonus 5 character starts with one spell per INT When a Dracotaur is serving a dragon, it point over 9, he can learn an equal gains a +1 bonus to all its rolls while amount per level. Thus INT 13 = 3 spells within 120 feet of the dragon. +3 per level. The spells can only come from Dragon. Other spheres may only be Berserk 5 learnt if he takes a Mage class which Dracotaurs can twice a day enter a rage gives him that training. immediately upon joining a combat which lasts 10 rounds. The following Tough Hide 5 changes are in effect as long as he rages: +1 AC AC 10 no matter what he is wearing (no dodge), STR +2, Thac0 +2. While Will Bonus 10 berserk, he cannot be stunned, and +1 Willpower save at levels 1, 4, 8, 12, injuries cause no penalty to his MR or 14, 16 and 20. Thac0. All rolls to remain conscious or alive are made at a +4 bonus. If he Witch Sight 5 doesnt fail any rolls he remains alive and The character can see the true image of madly attacking until knocked out or any person or object regardless of any killed. form of concealment, disguise, illusion or invisibility. This also includes the Low Light Vision 5 ability to detect whether it is magical, Equal to normal sight. and whether it is harmful or helpful.

Natural Mana 10 Step 5: Classes +10 Mana at levels 2, 4, 6, 8, 10, 12, 14, Any but Shamans are favoured by magic 16, 18 and 20. welders.

Nature Heal 5 Dracotaur may heal at phenomenal rates when in a Dragon's lair (even an abandoned one). He must concentrate for 1 minute uninterrupted to perform the following healing; restore 1 HP per INT, +1 per level per 10 minutes; reduce the damage and duration of drugs, toxins and poisons by 4% per INT, +1% per level and gives +1 to save per 4 INT; negate all pain for 1 minute per INT, +1 minute per level; or stabilize his condition (stops bleeding, binds wounds, etc.) for 15 minutes per level.

Sense Hidden 10 Dracotaur gains +1 per 5 INT to detect a trap.

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known that they have a certain grasp on interdimensional magic, for they use it to travel long distances. They hate the light, and they have extensively researched ways to travel while avoiding the sun, which is anathema to them. Other Drow struggle to rid themselves of Malekith's touch and instead seek Balder's aid, eventually becoming crusaders of the fey god within the dark realms of their race, gaining blessings of healing and light.

First Appeared: 13,500 BC

Type: Humanoid, Homo Sylvanus

Physical Traits: Drow are extremely Drow, elf intelligent, charismatic and dexterous Species Name: Drow, Myrkálfar, Drow, but share surface ' comparative Dark Elf frailty and slight frames. Females tend to be bigger and stronger than males. Drow Drow were once part of the Elven races are characterized by white or silver hair until they were corrupted by tampering and obsidian black skin. Their eyes are with Diabolical magic and worshipping red (or rarely grey, violet, or yellow) in Malekith the Accursed (of the Norse darkness and green in normal light. Rare gods). Now they live in mainly hair colours include silver and copper- subterranean or other dark areas. Despite hued. all this some of them do have a sense of honour and duty. They have become the Female Drow with blonde hues indicate masters and mistresses of dark grottoes, the Drow in question is of an older age. and any intelligent creature shuns them. Elder male Drow have naturally silvering hair. This hair is carefully In their quest for more power over life groomed and cared for by most Drow they inevitably began dealing with the and worn long with jewellery and other forces that would one day corrupt them. accessories decorating it. Like all Elves, Their Elven brethren dismayed at the Drow are incapable of growing beards, initial change in their formerly peaceful though many males are fond of long kinsmen sought to reason with them. sideburns.

The Drow seeing this effort as Height: 5'4-6 ft aggression responded by slaying emissaries and invading Elven cities. Weight: 59-79 lbs Convinced of their evil the other Elves banded together to drive them from the Abilities: Nightvision up to 90 metres. land. No one not of Drow heritage Drow require no sleep but instead enter a knows exactly how far their meditative trance throughout which they underground holdings extend. It is well

43 44 retain full awareness of their Drow who escape the cruelties of the surroundings. However, many Drow Underground find it more difficult to appear to actually sleep because they can form long term friendships than most not find the peace in themselves to enter races do. this reverie. Drow have one major source of income: Mobility: Legs slave labour. Slavery play a large part in Drow society, and Drow households Sensory Organs: Visual usually have two or more slaves for each member. All unskilled labour in Drow Communication: Vocal cities is carried out by slaves. Drow raid all other lands, particularly the home of Reproduction: Sexual their enemies the High Elves. They take food and treasure, but the main purpose INT: 3D6, WIS: 3D6, STR: 3D6, DEX: of their raids is to obtain slaves. Slaves 4D6, CON: 3D6 -3, CHA: 4D6, MR: play an important part in their society, as 3D6, HPs: CON +D8 they perform the menial chores that an enterprising Drow deigns to be below Feeding Habits: Omnivore him. Slaves also make up the bulk of the ritual sacrifices to the god Malekith. Lifespan: 3000 years Dark Elves do not value their slaves' Technology: 2 lives, and often kill one or two to show the other slaves their brutality. Slave Culture: Xenophobic, hostile, intolerant revolts are rare, harshly suppressed, and and aggressive, held in check by strong due to the brutality of the Dark Elves, social customs. The Drow underground usually only the "new stock" have the capital is Svartalfheim where the vast will to participate in any revolt. Drow majority live. Above all else, Drow save see all other races as inferior, even those their hostilities for surface Elves. They to whom they were allied, and would are willing to forge temporary alliances attempt to enslave any enemies they with anyone that would help them inflict capture, usually never willingly pain or suffering on the surface Elves, releasing them. Drow commonly enslave for whom they know no mercy at all. hobgoblins, ogres, and orcs, but also The Dark Elves believe themselves to be other humanoids. A common Drow ally superior to all. Drow are taught from an are the Illithid, or mind flayers. early age to trust no one, forging alliances only when they are confident Drow do not keep animals as pets, as that they could outmatch their ally if animals could not fully comprehend he/she decided to turn on them. their dependence on their owners. Instead, many Drow take a favoured The inherent pride in their own abilities slave as a personal servant or thrall, and quite often lead to such alliances being treated these people as little more than forged, though they almost always end pets. The animal most associated with badly when one party decides said the Drow is the spider, since it was the alliance is no longer convenient. Even symbol of the deity Malekith. Spiders

44 45 roam the streets in Drow cities, acting as constitution means they are not able to pest controllers, and larger ones are used absorb much damage in return. This to guard houses or as mounts for forces Dark Elf commanders to rely on transportation. These spiders are often sound tactics rather than brute force. specially bred for the purpose and were more intelligent than their regular All Drow enjoy surrounding themselves counterparts. Other types of working with things of beauty—Drow cities are creatures included riding lizards, bats, always spectacles of breathtaking and cavvekans, and also spider-like architecture—and often partake of lavish creatures such as bebiliths, myrlochar, revels, indulging in the most pleasurable and retrievers. of activities, including long nights of dinner and massages. Some Drow are Dark Elf armies are fast and dangerous fond of dances. but potentially fragile. They are more fleet of foot than humans and favour It is important to recognize that though speed and manoeuvrability over heavy Drow are untrusting and devious, they armour. Characteristics of Dark Elven were not necessarily evil, any more than armies include armour forged with all Gnolls or Tieflings, and Drow can manners of wicked barbs, hooks and become forces of good given the right blades, and their uniforms tend to be conditions. However, the mental scars of dark sombre colours such as purple, Drow culture are not easily removed indigo or black. Human skin is a highly from the minds of an individual and the prized material for durable military garb, terrors of the Underground and Drow and their graceful swords and spearheads society can leave those who reject its tend to be hooked and serrated for evil with fractured minds and even a catching enemy blades and inflicting loose hold on their sanity. severe injuries. Drow society is matriarchal, militaristic, Magical power on the battlefield is and heavily influenced by religion. Their supplied by the six Convents of city-states are formed in huge Sorceresses, who refine the inherent underground caverns but frequently at magical aptitude of Dark Elf women into war with one another. These cities are a deadly force. Though the Sorceresses ruled by the most powerful of the are vulnerable in close combat, the families (or houses) and although the sinister power that they wield is potent power of the many families change enough to ensure that almost every often, the top few usually remain stable. significant Dark Elf force will have at Males who hope to find any place of least one Sorceress. power in society often resort to ends as treacherous as the women that rule the Overall, the Drow are devastating on the Drow, hoping to perhaps win a coveted offensive. Every Dark Elf spends their place as the mate of a powerful matron entire life drilling and training in mother. It would be easy to imagine that military manoeuvres. Units working Drow females, by comparison, have it together in concert can break or destroy much easier, but this is an illusion, and nearly any enemy that dares their prestigious position within society underestimate them, yet their fragile comes at a high cost.

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In fact, the drive to gain more power other societies when they need to, but over others make competition between not through choice. female Drow, particularly those who belong to powerful houses, violently Drow favour mithral chain armour when competitive in a way that males do not it is available, but will always wear non- have to cope with. Children who show restrictive armours that will not hamper kindness or love are brutally punished, their natural dexterity. They also favour so as to beat the instinct for cruelty into fast weapons like rapiers, and would them. They valued advancement over choose hand crossbows when possible, their peers more than anything else, to deliver their poisons from a distance. pulling down their superiors and Poisons and toxins are favoured by the crushing their inferiors. This doesn't Drow, especially a powerful knockout mean they treat all of their peers with poison made from a slippery black disdain, however. Drow are not barbaric fungus growing in certain Underground and appreciated a sense of subtlety, and caverns, but other poisons could be thus Drow are typically courteous and made from purple worms, scorpions, and urbane, even to their most hated rivals. spiders.

Cities are structured around the most Government: Matriarchy powerful families taking the best areas, leaving the other Drow to take whatever Population: 765,400 on Earth land they can. The focus of a city is often the temple of Malekith, and this is Creating a Drow character often in the grounds of the ruling family. Step 1: Age Magical items that emit faerie fire Determine your character's age. If older adorning buildings are a sign of than 100 you need to determine which prosperity. years you have been present in. 01-20 100 xD10 years The garrison and some of the slaves, as 21-40 100 x2D10 years well as farms, are kept outside the city. 41-60 100 x4D10 years Often a city will seek to forge an alliance 61-75 100 x6D10 years with a powerful Underground creature 76-90 100 x8D10 years like a deep dragon or a beholder so that 91-00 100 x10D10 years they can gain extra protection. Although Next decide what you have been doing. many Drow seek to regain the surface Were you involved in any famous world that they felt was taken from them historical incidents? In the present day unjustly, some have become so used to where does your character live or is he a life in the Underground that they would wanderer, moving around continuously? prefer to make the best of this realm and have no interest in the surface. Step 2: Attributes Roll attributes as normal but DEX and The Drow who choose to live on the CHA +D6, while CON is 3D6 -3. Mana surface do not form any kind of = INT + WIS x3. Mana is recovered at a organized society and instead lived as rate of 10 per hour if remain active (but hermits and outcasts. They interact with not using magic) and 20 per hour if asleep. Mana can however be

46 47 permanently traded for HPs at a rate of 1 (including supernatural ones). The two for 1. Hit points = CON +8, +8 per level. are always in constant telepathic contact.

Step 3: Skills Increased Thac0 5 Choose skills in the normal manner +1 Thac0 with ranged weapons at levels according to the character's class. Then 1, 3, 5, 7, 9, 11, 13, 15, 17 and 19. for every 100 years alive select 1 additional skill. Natural Mana 5 +10 Mana at levels 2, 4, 6, 8, 10, 12, 14, Step 4: Abilities 16, 18 and 20. All Drow gain all the following free; Night Vision - The character can see in Natural Chameleon 5 absolute darkness at a distance equal to Using this ability the Drow can blend his normal sight. into and render himself nearly invisible in mountainous areas, clumps of rocks, Resist Sleep and Charm - Drow can subterranean areas or any other rocky resist these forms of influence with a +1 terrain. When hiding he can conceal save per 3 WIS. himself from attackers and eavesdrop on his enemies. He can hide near a well Additionally Elves start with 25 Points travelled road and secretly observe to spend on any of the following passersby, or conceal himself near an abilities. As they earns more experience enemy campsite waiting for an they may buy or rebuy more abilities. opportune moment to steal their Ability Cost supplies. He may also move with a Animal Empathy 5 minimum of sound, not knocking any Drow can establish telepathic rocks over, almost as if he's walking on communication with any normal or giant air. Even creatures with the sharpest ears underground animal within line of sight are no more likely to detect his presence if he does nothing else in the round. The than they are to hear a feather drop. This animal must have a minimum INT of 1. goes well beyond the stealth skill raising This has the following benefits: it to a supernatural level and preventing He can communicate to the creature that any non magical detection. he desires its friendship. If the offer is sincere (and the animal will be able to Nature Heal 5 sense if it isn't), the creature can be Drow can heal at phenomenal rates calmed and will not attack or flee unless whenever underground. He must it is attacked. It will answer any of his concentrate for 1 minute uninterrupted to questions. Further he can then recruit perform the following healing; restore 1 this animal as an ally. Once he does so HP per INT, +1 per level per 10 minutes; he permanently psionically links with reduce the damage and duration of the animal turning it into a familiar. At drugs, toxins and poisons by 4% per any point he may see through the INT, +1% per level and gives +1 to save familiar's eyes, smell through its nose, per 4 INT; negate all pain for 1 minute hear with its ears, taste with its mouth or per INT, +1 minute per level; or stabilize link with any of its other senses his condition (stops bleeding, binds wounds, etc.) for 15 minutes per level.

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Meditation 5 This Drow requires no sleep but instead enters a meditative trance throughout which he retain full awareness of his surroundings. He cannot be surprised while 'asleep'.

Sanity Bonus 5 +1 Sanity save at levels 2, 5, 9, 11, 13 and 17.

Sense Hidden 5 The Drow gains +1 per 5 INT to detect a hidden object, door, person, etc.

Willpower Bonus 5 +1 Willpower save at levels 1, 4, 8, 12, Dwarf, Dvergar 14, 16 and 20. Species Name: Evil Dwarf, Dvergar, Duergar, Grey or Lost Witch Sight 5 The character can see the true image of The Dvergar are a cruel and evil subrace any person or object regardless of any created by prolonged exposure to form of concealment, disguise, illusion infernal magic. They typically make or invisibility. This also includes the their homes in the deepest parts of the ability to detect whether it is magical, earth, where even other Dwarves fear to and whether it is harmful or helpful. tunnel. They rarely venture above ground, finding it painful, except during Step 5: Classes heavily overcast days or at night. The Any. light does not cause them damage, but it does affect their ability to see clearly. Other dwarves find their ways repulsive. Dvergar war on other dwarf races, and sometimes even join forces with orcs and other evil races to raid dwarf strongholds.

They frequently compete with mountain dwarves for living space and minerals. Usually the Dvergar are bested in such struggles. Consequently, numerous Dvergar strongholds are exceptionally poor, having been driven into areas rejected by others. In some cases, however, this may have been to their advantage and may have led them to the

48 49 discovery of hidden subterranean wealth a malevolent breed that dwells in the that they could secretly acquire. extreme depths of the ground.

First Appeared: 13,070 BC The Dvergar alternate between working in concert with the Svartálfar and being Type: Humanoid, Homo Pusilionis at odds with them, as the Svartálfar believe themselves superior to Physical Traits: Short height, solidly everything. They have a deep-seated muscled, broad shouldered, large thick grudge against other Dwarven races due fingered hands. They are very similar in to their exile from their midst. Dvergar appearance to other Dwarves but have are suspicious and hostile to strangers distinct pale grey skin, no hair, and and have a very difficult time learning to bright eyes. trust anyone.

Height: 4 ft At the same time they tend to be brooding, calculating, cool headed Weight: 150 lbs individuals who plan for the future (especially revenge on those who have Abilities: Nightvision up to 180 metres wronged them). They like to choose the Mobility: Legs ground for their battles when they fight, giving themselves the best chance for Sensory Organs: Visual certain crushing victory with a minimum of losses to themselves. They continue to Communication: Vocal meddle in powers that noone was ever meant to touch. Reproduction: Sexual Every so often they mount an all out war INT: 3D6, WIS: 3D6, STR: 4D6, DEX: against the other subterranean creatures. 3D6, CON: 4D6, CHA: 3D6, MR: 2D6, This war is a means of winnowing out HPs: CON +D12 the weakest of the Dvergar lairs, a focal point for racial identity, and a chance to Feeding Habits: Omnivore. The really create some terror amongst their Dvergar diet is an omnivorous mix of rivals. It also serves the purpose of fungi, insects, and subterranean animals. starting rumours. Humans will certainly Duergar complexes include caverns used hear that a war is being fought and they as fungus farms that are filled with giant, will send hundreds of scouting and edible mushrooms. They brew a potent adventuring parties to the underground ale from such mushrooms. to investigate. The Dvergar welcome this new source of slaves. Lifespan: 450 years Dvergar do not venture into the surface Technology: 2 except at night or on the gloomiest days. Their lairs are always deep underground. Culture: Xenophobic, hostile, intolerant These are elaborate collection of and aggressive, held in check by strong chambers, passages, rooms, and secret social customs. The Dvergar dwarves are areas. There is a 25% chance a monster

49 50 is kept as a guardian for the lair attack roll, and opponents’ saving throws complex. Such a creature is probably are made with a +2 bonus. kept at an entrance to the complex or kept within the treasure cave. There is a If the encounter occurs when the 75% chance that a lair holds D4×10 Dvergar are in darkness but their slaves. Dvergar raise giant spiders called opponents are brightly illuminated, the steeders for mounts. A large chamber Dvergar’s surprise ability and Dexterity serves as “corral” for the herd of 20D10 are normal. but the Dvergar suffer a -1 steeders of various sizes. penalty to their attack rolls and opponents gain a +1 bonus to saving They are not as affluent as other throws against Dvergar attacks. Duergar dwarven races. Individuals may have a are not adversely affected by the light few gold or platinum coins stashed given off by torches, lanterns, magical away. Normal, usable items like weapons, or light and faerie fire spells. weapons or armour are immediately distributed. Magical items and the bulk Government: Dwarves are traditionally of the acquired treasure is stored in a ruled by a king or chief, but these are well-protected chamber deep in the only two of the possible forms of Dvergar complex. Dvergar detest the government available. Major strongholds other dwarves races, whom they are always ruled by a feudal king. consider pampered. weak, and self- indulgent. Population: 961,740 on Earth

They may ally and even share living Creating a Dwarf character space with evil dwarves, but the Step 1: Age Dvergar’s hostile nature makes such Determine your character's age. If older alliances extremely rare. Dvergar tend to than 100 you need to determine which see intruders as invaders. Even if years you have been present in. trespassers can convince the Dvergar of 01-20 10 xD4 years their peaceful intentions, the Dvergar 21-40 10 xD6 years may demand a stiff toll to permit safe 41-60 10 xD10 years passage. Even then, Dvergar may 61-80 10 xD12 years discreetly follow the travellers to see 81-00 10 xD20 years what they are up to and, if treasure is Next decide what you have been doing. involved, to steal such riches for Were you involved in any famous themselves. historical incidents? In the present day where does your character live or is he a Duergar rarely bother surface-dwellers wanderer, moving around continuously? due to their disadvantages on the surface. When encountered on the Step 2: Attributes surface, such dwarves are usually on a Roll attributes as normal but STR and mission or part of a raiding party. CON are +D6, while MR is -D6. Mana = Daylight affects them as follows: their INT + WIS. Mana is recovered at a rate enhanced ability to gain surprise is of 10 per hour if remain active (but not negated, Dexterity is reduced by 2, using magic) and 20 per hour if asleep. attacks are made with a -2 penalty to the Mana can however be permanently

50 51 traded for HPs at a rate of 1 for 1. Hit Natural Chameleon 10 points = CON +12, +12 per level. Using this ability the Dwarf can blend into and render himself nearly invisible Step 3: Skills in any mountainous or subterranean Choose skills in the normal manner terrain. When hiding he can conceal according to the character's class. Then himself from attackers and eavesdrop on for every 100 years alive select 1 his enemies. He can hide near a well additional skill. travelled road and secretly observe passersby, or conceal himself near an Step 4: Abilities enemy campsite waiting for an All Dwarves gain all the following free; opportune moment to steal their Night Vision - The character can see in supplies. absolute darkness at a distance equal to his normal sight. Nature Survival 10 Due to a Dwarf's extensive experience Magic Resistance - +1 to save vs spells and training underground he gains +1 to at levels 3, 7, 10, 14, 17 and 20. any physical, combat and survival rolls made while within that environment. He Additionally Dwarves start with 40 may choose an additional terrain at level Points to spend on any of the following 5. Terrain types include; Jungle, Desert, abilities. As they earns more experience Tundra, Mountain, Forest or Ocean. they may buy or rebuy more abilities. Each time this ability is rebought he may Ability Cost either take an additional +1 with their Earth Heals 10 terrain OR choose a new terrain. Whenever underground the Dwarf can heal at phenomenal rates. He must Reduced Sleep 5 concentrate for 1 minute uninterrupted to The Dwarf needs one hour less normal perform the following healing; restore 1 sleep per 5 CON. HP per INT, +1 per level per 10 minutes; reduce the damage and duration of Sense Hidden 5 drugs, toxins and poisons by 4% per The Dwarf gains +1 per 5 INT to detect INT, +1% per level and gives +1 to save a hidden object, door, person, etc. per 4 INT; negate all pain for 1 minute per INT, +1 minute per level; or stabilize Smell 5 his condition (stops bleeding, binds Smell increases to x1 normal range per 3 wounds, etc.) for 15 minutes per level. WIS with an additional x1 per level. It can only be used for smelling poison or Increased Thac0 5 impurities in food and beverage. +1 Thac0 with melee weapons at levels 1, 3, 5, 7, 9, 11, 13, 15, 17 and 19. Willpower Bonus 5 +1 Willpower save at levels 1, 4, 8, 12, Intimidating 10 14, 16 and 20. This character has a fearful appearance +1 CHA Witch Sight 10 The character can see the true image of any person or object regardless of any

51 52 form of concealment, disguise, illusion or invisibility. This also includes the ability to detect whether it is magical, and whether it is harmful or helpful.

Step 5: Classes Any but favoured ones include Slayer, and Soldier. Mage classes are generally shunned (except for Artificers, Alchemists, Runesmith, Priests and Shaman) due to their resistance to magic.

Dwarf, Thorbathane Species Name: Dwarf, Dwarf, Dwerwhes, Dwarrow, Dvergar, Duergar, Dhwéryhe, Thorbathane

A Dwarf is a creature from Germanic mythologies, it usually has magical talents often involving metallurgy. The remnants of the mythological Dwarves formed later tales and folklore as well as elements of Fantasy literature. The universal modern description of a Dwarf is something short, usually associated with magic, fantasy, and fairy tales. The form came to wider attention with its use by J. R. R. Tolkien in his fantasy novel The Hobbit which features a number of Dwarves.

Norse Dwarves are the earliest source for our understanding of original Dwarves. They are skilled craftsmen, and most of their magic involves labour, craftsmanship, and metallurgy. The words Dwarf and Dvergr are theorized to derive from Proto-Germanic meaning something tiny suggesting the Dwarves were thought of as small beings from the beginning. Dvergar are famous for

52 53 having created Skíðblaðnir, Gungnir, to fight as slaves. Their experimentation Draupnir, Mjolnir, etc. led to the creation of Dwarves.

Imbued with unchanging attitudes and Around 80,000 BC the Dwarves began steadfastness Dwarves do not waver trading with Atlantis. 70,000 BC saw the even in the face of great adversity. Well beginning of the Ice Age the Dwarves suited to their lives underground they and Gnomes choosing to escape it by can see in the dark and detect shifting their civilizations underground. underground dangers and pitfalls. Dwarf In 20,000 BC the Elves' and the craftsmen have created the finest cities Dwarves finally met and a and buildings in the world. They have no misunderstanding led to war. fear of poisons and noxious substances and shake off its effects as easily as they 15,000 BC saw the arrival of Human slay the goblins who lurk in the dark. colonists who immediately became They have a hearty appetite for ale and friends with the Dwarves. This in turn feasting. caused the Elves to see them as a new enemy. The main human camp was Dwarves are also great warriors, well attacked soon after with 40% of their disciplined and organized into armies people slaughtered and their ships that strike fear into evil monsters destroyed, only the intervention of the everywhere. To most Dwarves the world Dwarves prevents a total massacre. The is made up of the dark places surviving Humans then moved into underground. The lands above are Dwarven cities where they found a race strange and remote. Almost certainly eager to learn their technological secrets. they would have been formed or shaped By 14,965 BC they were able to create a by the gods of other lands. Most series of portals using salvaged remains Dwarves believe that the world is made from the colony ships. up of a number of parts created for different peoples. By 13,070 BC mutations caused by prolonged exposure to the portals saw Dwarves were given the deep earth as the first Dvergar appear amongst their own, Elves the forests, Halflings Dwarves. the fields; each in their own place. These dwarves live beneath the mountains. In 12,100 BC the city of Avalon is built Their strongholds are usually isolated by various engineers from the Human, and they have little contact with other Alvefolket, Dwarf and Gnome races races. Mountain dwarves tend to like using the last remnants of their hi-tech. their privacy and actively discourage Just 58 years later the Ljósálfar would visitors to their strongholds. assault Avalon, but unable to seize it instead phase the entire city into a dark In 1,500,000 BC the Celestial Alliance limbo. after numerous setbacks in their various wars across the galaxy returned to the 1351 AD was the last time any of the Sol system and land on Earth in an Dwarven races were seen. But they were attempt to create a race of super beings still around, deep in the bowels of the earth.

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First Appeared: 1,500,000 BC Dragons alike, and the Dwarves have also found themselves in retreat before Type: Humanoid, Homo Pusilionis the coming of man into lands they once held for themselves. They have Physical Traits: Short height, solidly attempted to integrate themselves more muscled, broad shouldered, large thick with other races, often becoming fingered hands. Mountain dwarves have merchants, smiths, jewellers, or light brown skin, ruddy cheeks, and dark adventurers. brown, grey, or green eyes. Their hair is black, grey, brown, or white. Dwarves are slow to trust others and slow to forget slights, but they are true Height: 4 ft allies with a deeply vested sense of honour and fair play. They are practical Weight: 150 lbs and self-reliant and are generally rugged and world wise individuals, experienced Abilities: Nightvision up to 90 metres at living off the land and in fighting. They often have a cynical and dour Mobility: Legs outlook on life and speak little in the presence of those who have not been Sensory Organs: Visual taken into the Dwarf's trust.

Communication: Vocal Other races who interact with them come to learn that biting sarcasm is natural Reproduction: Sexual speech for most shield dwarves not an insult to be taken at face value, and over INT: 3D6, WIS: 3D6, STR: 4D6, DEX: time these new attitudes and softening of 3D6, CON: 4D6, CHA: 3D6, MR: 2D6, adherence to old clan law and tradition HPs: CON +D12 have mellowed relations between Dwarf and other races. Feeding Habits: Omnivore A Dwarf is never happier than when he Lifespan: 450 years or she has a cause to work or fight for, approaching tasks with a single-minded Technology: 2 intensity, labouring for weeks, years, or even decades to the exclusion of other Culture: Standard. Diversified mix of endeavours. Once they have become kind and evil people. The Thorbathane committed to a particular task it takes a are the most common of the Dwarven great deal of coercion to make him set it races and are a noble race of aside for even a limited amount of time. demihumans who dwell under the earth, forging great cities and waging massive Like the Elves in the Realms, Dwarves wars against the forces of evil. are a people whose numbers have been steadily dwindling, due both to the low Most of the ancient Dwarven kingdoms fertility rate among Dwarves (along with have long since been lost in the endless the high incidence of male birth) as well struggles against Orcs, Giants, and as the long history of nearly genocidal

54 55 wars against the green skin races and Dwarf clans are family groups that are their evil allies above and below the all related to one another. All the earth. members of a clan trace their lineage back to a common ancestor. This could Unlike the green skins the Dwarves were be the founder of a stronghold but it may very slow to recover their losses, and in go back only as far as the previous time their numbers have diminished as generation. Each clan specializes in a Dwarven kingdom after Dwarven particular craft or skill: blacksmithing, kingdom has been overwhelmed and mining, and weaponsmithing are annihilated by enemies leaving only examples. Different clans usually live refugees, ruins, legends, and simmering close to each other so that they can trade revenge in the hearts of dwarves behind skills among themselves. The them. Their long lifespans and long relationships between clans are memories often lead to feuds lasting complicated and interdependent. centuries between Dwarves and those they feel have wronged them. The blacksmith clan needs to eat so they trade with bakers and butchers. Most They favour earth tones in their clothing. clans are concerned with the The battlefield skill of the Dwarf is manufacture of goods and services. They legendary. When they encounter an love to create things from raw material intelligent opponent, Hylar prefer to and delight in the working of stone and parley before combat. Opponents who metal. In major strongholds each clan surrender with grace are treated with practices its own craft. In smaller ones a dignity. Hylar wear chain mail and carry clan may practice a number of crafts. shields. Preferred weapons include Out of preference Dwarves practice one hammers, spears, battle axes, and light craft only and that one skill may be crossbows. Hylar live in fabulous honed to a higher level than would be underground cities beneath immense possible if two, three or four skills were mountain ranges. practiced.

The most famous of all dwarven New clans are formed when a dwarf kingdoms is Thorbardin, a 300-square- decides to take up a different profession mile area. Mountain dwarf leaders are from that of his own clan. He may learn called thanes. Each thane represents his a new profession by apprenticing folk in the Council of Thanes, an himself to another clan with the organization founded for the purpose of understanding that he will either become settling disputes and promoting common a member of the clan through marriage interests. The dwarves venerate their or that he will practice his new trade at a dead and consider the Kingdom of the different site. In both cases he Dead to be represented on the Council. relinquishes membership in his original The High King is chosen by acclamation clan and swears never to reveal the of the Council and must be ordained by secrets of its guild to others. the citizens. Hylar enjoy roasted meats, boiled vegetables, and strong beer. They If he has served his apprenticeship and rarely trade with other races. does not marry into the new clan he is obliged to move to a different stronghold

55 56 or found a new one. His descendants beautiful objects and lavish so much follow his profession. Although still time on them. related by blood to his original clan he is no longer considered to be part of that They seek to create that which will last clan. Ties to his immediate family until time's end, and they have difficulty remain strong and he may call upon comprehending why other races consider them for aid if he needs assistance. If he work a chore rather than an act of artistic is attacked or insulted his brothers and expression to be savoured and enjoyed. sisters will quickly come to his aid as Dwarf craftsmen, because of their skills will others of their clan but he cannot produce weapons, armour and other expect their help in matters of trade and goods more quickly than other races, yet daily life. of superior quality.

A sick or injured dwarf will be fed and Dwarves are viewed as humourless, if cared for by his clan. Those in good not downright grumpy by other races. health are expected to work in order to They do not often tell jokes and have no maintain the welfare and reputation of appreciation of practical jokes. Society is the clan. No dwarf would ever do based on law, order, and a respect for otherwise. Someone who cheats or one's fellows. A Dwarf does not abuse doesn't pull his own weight earns the that respect by ridiculing another's disapproval of his fellow clansmen. He dignity. will be warned and pressure will be brought to bear to ensure that he does Dwarves love to work and find pleasure not bring the name of the clan into in it. This pleasure is so spiritually disrepute. If he does not heed the uplifting that any attempt at humour warnings, he will be ostracized. appears facile. Those not content with work or their position in life may need An ostracized dwarf loses all benefits such diversion but humour is seen as provided by the clan. The clan's guild insult. That's not to say that dwarves are will prevent him from working and humourless, they have a very black confiscate his tools if it can. If he shows humour concerning their racial enemies a desire to mend his ways, he will be but their sense of humour is very allowed back into the clan, and the guild different from any others. will lift the ban. If not, he will be left to himself and even his family will shun The Dwarven concept of wealth is him. different as well. Dwarves are attracted to objects for their intrinsic beauty not Dwarves are expert craftsmen not out of for any commercial value. They prize some god given ability, but because they fine workmanship but know that serve long, exacting apprenticeships. craftsmen only augment what the earth Dwarves traditionally serve a 25 year has provided. Gold has the greatest apprenticeship, which begins at the age significance to them not for its value but of 25. To Dwarves this is part of life. A for its natural beauty and pliability. job worth doing is worth doing well. This attitude is deeply ingrained and In the hands of a master craftsman gold explains why dwarves love to create can be heated and poured into molds,

56 57 beaten with a hammer, drawn into wires, than gold their comparative rarity lends or carefully filigreed with a chisel. Well them value. Iron ore is crucial to the made golden objects are treasured for Dwarves. workmanship and beauty. With it they make weapons, armour, Poorly made objects are melted down to forges and tools. Iron ore veins are seen be remade as coins or other objects. as the bones of the earth; bones Dwarves are aware of the scarcity of bequeathed to the Dwarves to be used gold and of its value. No Dwarf has ever for their own purposes. When forged sold gold at less than its current value, a with carbon Dwarves transform iron into fact that has led other races to see them steel that is durable and hard without as mean and avaricious. The Dwarves' being brittle. passion for gold is well known as is their love of gemstones. Though they would love to work exclusively with gold and gems Dwarves They love to possess these treasures of are a practical folk. They know that iron the earth, polishing and cutting them into and steel wear hard and are infinitely brilliant shapes that catch the light more practical as tools. Therefore they perfectly. Each stone is seen as a shining work extensively in iron and steel. example of the beauty of the earth. To Dwarf craftsmen produce some of the those who have left their underground finest weapons, armour, and tools in any homes they are reminders that true world. These goods because of their beauty comes from within the earth. quality bring higher prices that are gladly paid for Dwarven craftsmanship. Dwarves are well aware of the value of All crafts necessary to ensure the gems. Where others value stones by strongholds are places of beauty are also weight and scarcity Dwarves value them worked. according to their beauty. They have however no desire to own or collect Dwarves do not compromise when pearls. As products of the sea and dealing with evil races, their hatred of shellfish they are not considered to be them as ancient as the Dwarves gems. Dwarves find them unattractive. themselves. Originally wars were fought Pearls lack the deep lustre of natural to determine who had the right to live stones. While pearls are worthless underground but the conflict has spread Dwarves are aware of their trade value. to the surface. In Sarmatia Dwarves have Gold and gems are their greatest loves been driven from their ancient but other metals are important to them strongholds by Orcs, Goblins or other too. creatures of darkness.

Platinum has many of the attributes of They now bear a burning and eternal gold and is even rarer. Silver is easy to hatred for them. Dwarves have no doubt work and holds its shape better than that they are involved in a war of gold. Its colour is not as desirable but it massive proportions. It is known as the has its own appeal. Copper and other "War to the Death," for the Dwarves metals are also considered beautiful. have sworn to fight until their enemies While other metals are more common are destroyed. And in this they have

57 58 found a willing ally in the Roman Step 4: Abilities Empire. All Dwarves gain all the following free; Night Vision - The character can see in Government: Dwarves are traditionally absolute darkness at a distance equal to ruled by a king or chief, but these are his normal sight. only two of the possible forms of government available. Major strongholds Greenskin Enemies - Every Dwarf are always ruled by a feudal king. harbours a deep loathing for the Goblin, Orc, Ogre and Hobgoblin races. Even an Population: 490,600 on Earth otherwise pacifistic Dwarf has no reservations about harming this creature. Creating a Mountain Dwarf In fact he may actively seek it out for the character express purpose of destroying it, usually Step 1: Age due to some need for revenge. Gain the Determine your character's age. If older following when fighting one of the green than 100 you need to determine which skins; +2 Thac0 and AC. +2 attacks and years you have been present in. initiative. This increases by +1 to all 01-20 10 xD4 years bonuses listed every 3 levels. 21-40 10 xD6 years 41-60 10 xD10 years Additionally Dwarves start with 40 61-80 10 xD12 years Points to spend on any of the following 81-00 10 xD20 years abilities. As they earns more experience Next decide what you have been doing. they may buy or rebuy more abilities. Were you involved in any famous Ability Cost historical incidents? In the present day Earth Heals 10 where does your character live or is he a Whenever underground the Dwarf can wanderer, moving around continuously? heal at phenomenal rates. He must concentrate for 1 minute uninterrupted to Step 2: Attributes perform the following healing; restore 1 Roll attributes as normal but STR and HP per INT, +1 per level per 10 minutes; CON are +D6, while MR is -D6. Mana = reduce the damage and duration of INT + WIS x2. Mana is recovered at a drugs, toxins and poisons by 4% per rate of 10 per hour if remain active (but INT, +1% per level and gives +1 to save not using magic) and 20 per hour if per 4 INT; negate all pain for 1 minute asleep. Mana can however be per INT, +1 minute per level; or stabilize permanently traded for HPs at a rate of 1 his condition (stops bleeding, binds for 1. Hit points = CON +12, +12 per wounds, etc.) for 15 minutes per level. level. Increased AC 5 Step 3: Skills +1 AC Choose skills in the normal manner according to the character's class. Then Increased Thac0 5 for every 100 years alive select 1 +1 Thac0 with melee weapons at levels additional skill. 1, 3, 5, 7, 9, 11, 13, 15, 17 and 19.

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Intimidating 10 or invisibility. This also includes the This character has greater presence, +1 ability to detect whether it is magical, CHA and whether it is harmful or helpful.

Natural Chameleon 10 Step 5: Classes Using this ability the Dwarf can blend Any but favoured ones include Slayer, into and render himself nearly invisible Merchant and Soldier. Mage classes are in any mountainous or subterranean generally shunned (except for Artificers, terrain. When hiding he can conceal Alchemists, Runesmith, Priests and himself from attackers and eavesdrop on Shaman) due to their distrust of magic. his enemies. He can hide near a well The general consensus is that magic is travelled road and secretly observe too erratic and volatile to fool around passersby, or conceal himself near an with let alone rely on in battle. enemy campsite waiting for an opportune moment to steal their supplies. Nature Survival 10 Due to a Dwarf's extensive experience and training underground he gains +1 to any physical, combat and survival rolls made while within that environment. He may choose an additional terrain at level 5. Terrain types include; Jungle, Desert, Tundra, Mountain, Forest or Ocean. Each time this ability is rebought he may either take an additional +1 with their terrain OR choose a new terrain.

Reduced Sleep 5 The Dwarf needs one hour less normal sleep per 5 CON.

Sense Hidden 5 The Dwarf gains +1 per 5 INT to detect a hidden object, door, person, etc.

Smell 5 Smell increases to x1 normal range per 3 WIS with an additional x1 per level. It can only be used for smelling poison or impurities in food and beverage.

Witch Sight 10 The character can see the true image of any person or object regardless of any form of concealment, disguise, illusion

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touching them and thinking. Veins and lines of crystals are miles long in the underground forming an extensive communications network.

Mobility: Legs

Sensory Organs: Visual

Communication: Vocal

Reproduction: Osmosis Gemzanite INT: 2D6, WIS: 2D6, STR: 5D6, DEX: Species Name: Gemzanite, Gemites 3D6, CON: 4D6, CHA: 2D6, MR: 2D6, HPs: CON +(D20 x20) Gemzanites are a group of gemstone humanoid races composed of a smooth Feeding Habits: Minerals very dense material that resembles solid, clear glass. They live deep beneath Lifespan: Unmeasured, possibly Earth's surface. They were originally thousands of years members of the Mineroids, the first race of Subterraneans cloned and genetically Technology: 2 engineered from the cells of human beings many centuries ago by the Drow. Culture: Truly kind race with little The Mineroids finally successfully hatefulness. Organic life seems revolted against Drow rule and became miraculous to the various Gemzanites. independent of them. Eventually a While the Gemzanites explore other minority of the Mineroids broke away lands, they make an effort not to hurt or and banded together as the Gemzanites. destroy the living. Thus they try to protect "soft" beings, especially First Appeared: 12,800 BC intelligent ones, whenever they perceive them to be in danger. They live in the Type: Humanoid Mineral, Mineralus magic rich environment of Crystallion Erectus and become attuned to its magic energy eventually learning to channel and Physical Traits: Crystal skin, which is control it in the form of spells. highly resistant to extreme heat, and can stand in molten lava without harm to Gemzanites are further divided into the themselves. following subraces: Amethyst Height: 5-7 ft Aquamarine Diamond Weight: 200-300 lbs Emerald Garnet Abilities: Gemzanites are able to Jade communicate through crystals by simply Malachite

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Moonstone Step 3: Skills Obsidian Initially skills may be chosen as normal Opal but may only be selected from the Ruby Roman Era pool, other skills may be Sapphire chosen later but modern ones would Sunstone require someone to train the character. Topaz Turquoise Step 4: Abilities Zircon All Gemzanites gain all the following free; Government: Tribal, headed by chiefs Night Vision - The character can see in but great power in the tribes is held by absolute darkness at a distance equal to the shamans (sometimes called witch normal sight range. doctors) who are their religious leaders. Immunity - Are immune to hold, cold, Population: 350,450 on Earth heat and normal fires. Armour piercing projectiles, explosions, electrical, Creating a Gemzanite character energy, fire and solar powers do half Step 1: Age damage. Physical attacks must do STR Determine your character's age. If older 19+ in damage otherwise have no effect. than 100 you need to determine which Energy attacks bounce off and strike years you have been present in. another target. 01-20 100 xD10 years 21-40 100 x2D10 years Additionally Gemzanites start with 30 41-60 100 x4D10 years Points to spend on any of the following 61-75 100 x6D10 years abilities. As they earns more experience 76-90 100 x8D10 years they may buy or rebuy more abilities. 91-00 100 x10D10 years Ability Cost Next decide what you have been doing. Crystal Chameleon 5 Were you involved in any famous Using this ability the Gemzanite can historical incidents? In the present day blend into and render himself nearly where does your character live or is he a invisible in area or terrain with crystals wanderer, moving around continuously? or gemstones in it. When hiding he can conceal himself from attackers and Step 2: Attributes eavesdrop on his enemies. He can hide Roll attributes as normal but INT, WIS, near a well travelled road and secretly CHA and MR are 2D6. STR is 5D6 and observe passersby, or conceal himself CON 4D6. Mana = INT + WIS x2. near an enemy campsite waiting for an Mana is recovered at a rate of 10 per opportune moment to steal their hour if remain active (but not using supplies. magic) and 20 per hour if asleep. Mana can however be permanently traded for Crystal Empowerment 5 HPs at a rate of 1 for 1. Hit points = Using this ability the Gemzanite can CON +(D20 x20), +20 per level. infuse anything touched or used (usually a weapon) with razor sharp crystals. This immediately adds another +D6 per 4

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WIS to the weapon's damage, +D6 per into a state of suspended animation level. while part of the rock.

Crystal Extensions 5 Emission Crystals 5 Gemzanites can reach crystals and Gemzanites can fire crystal shards at a gemstones in the earth within a WIS x1 rate of 2 per round per level which do metre radius, and form arms or other 2D6 (+D6 per level), over a range of 1 shapes out of the crystals/stones buried metre per WIS. He can only do this once within. He can then exert his strength per hour requiring another hour to through these arms. The arms can take regenerate. damage equal to his total HPs, and its stretching ability is dependant on the Natural Defiance 5 amount of earth available for it to draw The character can root himself to the on. Does D10 damage per 3 metres ground and withstand great amounts of height. The arms can encase an object in kinetic force and remain in a perfect a 2 metre radius per INT (+3 metres per upright position. As long as the character level), with up to 10 HPs per INT (+10 knows he's about to be hit by sudden HPs per level). May be used to encase force like a truck, he automatically objects, limbs or the entire body. becomes almost impossible to move. 10 tons per WIS +2 per level. The subject Crystal Heal 5 must be ready for the attack to prepare A Gemzanite can heal at phenomenal for the blow. Likewise he is extremely rates whenever in a rocky area with difficult to lift. crystals or gemstones. He must concentrate for 1 minute uninterrupted to Telepathy 5 perform the following healing; restore 1 Gemzanite's can speak to each other via HP per INT, +1 per level per 10 minutes; telepathy, or any other crystalline race. negate all pain for 1 minute per INT, +1 minute per level; or stabilize his Witch Sight 10 condition (stops bleeding, binds wounds, The character can see the true image of etc.) for 15 minutes per level. any person or object regardless of any form of concealment, disguise, illusion Crystal Manipulation 5 or invisibility. This also includes the Gemzanites can move, shape and ability to detect whether it is magical, otherwise manipulate any forms of and whether it is harmful or helpful. crystals or gemstones, forming constructs, changing it into various Step 5: Classes physical states and altering properties, Unless trained by another then including colour, density, etc. Geomancer or Shaman are the only available classes. Any other classes Crystal State 5 would require consultation with the GM. Gemzanites are able to meld with any crystal or gemstone at least a quarter its size effectively becoming one with it. In this state he is aware of any activity within its vicinity. He may also enter

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Type: Humanoid, Homo Paullulus

Physical Traits: Gnomes are creatures of wiry muscle and tough bones, slightly thinner than their surface cousins but possessing as much strength as any other gnome. Like their cousins of the other gnomish subraces, they have prominent noses. Otherwise their faces are much narrower. Many males have completely hairless bodies; most females have only thin and stringy hair, which they wear no longer than shoulder length. A Deep Gnome's skin is rock-coloured, predominantly brown or grey. Eye colour is always a shade of grey, sometimes so dark as to be almost black. Gnome Rock Species Name: Gnome, Gnomi Height: 3-3.5 ft

These diminutive inhabitants of the Weight: 40-60 lbs Underground are as tenacious at survival as the justified opinion by their mortal Abilities: Nightvision equal to normal enemies indicates. Unlike their Valley sight. Gnomes are very good at Gnome cousins, they have no friendly determining slopes (1-5 on D6), depth neighbours to ally themselves with, (1-4 on D6) and direction (1-3 on D6) forcing them to become entirely self- underground, and unsafe stonework (1-7 reliant. Only the few who have won their on D10). Gnomes have a base magic trust know that they are in many ways as resistance of 20% and gain an extra 5% social and artistic as other gnomes. for every level beyond the 3rd. Gnomes gain a +3 bonus to all saving throws In 1,500,000 BC the Celestial Alliance except those against poison (for which after numerous setbacks in their various they receive a +2 bonus instead). wars across the galaxy returned to the Sol system and land on Earth in an All Gnomes radiate non-detection. In attempt to create a race of super beings addition, Gnomes can remain absolutely to fight as slaves. Their experimentation still for long periods, giving them a 60% led to the creation of Gnomes. Around chance to remain undetected by any 80,000 BC the Gnomes began trading observer, even one with infravision. with Atlantis. 70,000 BC saw the Gnomes are only surprised on a roll of 1 beginning of the Ice Age the Dwarves on D10; they surprise opponents 90% of and Gnomes choosing to escape it by the time. shifting their civilizations underground. The typical Gnome warrior has a First Appeared: 1,500,000 BC Armour Class of 2. Gnomes become harder to hit as they gain experience in

63 64 dodging in combat, causing their any grand ceremony such as is Armour Class to improve by one point performed by the Rock Gnomes. Indeed, for every level beyond 3rd, to a the Deep Gnomes don't even keep track maximum of AC -6. Gnomes make and of the passage of days, so there is no wield stun darts, throwing them to a way to record one's actual "birthday." range of 40 feet with a +2 bonus to hit. Technology: 2 Each dart releases a small puff of gas when it strikes; any creature inhaling the Culture: Standard. Diversified mix of gas must save versus poison or be kind and evil people. The gem that most stunned for 1 round and slowed for the draws the interest and devotion of the four following rounds. Elite warriors Rock Gnome is the ruby, which is the (3rd level and above) also often carry predominant symbol of the race. The hollow darts with acid inside (+2D4 to Gnomes view these crimson stones with damage) and crystal caltrops which, reverence approaching awe-so much so when stepped on, release a powerful that they are never used for mundane sleep gas. practices such as ornamentation of garments, weapons, or armour. Mobility: Legs Rubies are reserved for sacred purposes Sensory Organs: Visual and are often employed to decorate artifacts that are dedicated to the Gnome Communication: Vocal gods. They are also favoured by Gnome monarchs, so much so that a king or Reproduction: Sexual queen might have a full ring of rubies around his or her crown, with others of INT: 4D6, WIS: 3D6, STR: 3D6, DEX: the precious stone set in the throne and 3D6, CON: 3D6, CHA: 3D6, MR: 2D6, sceptre. HPs: CON +D12 The most valued common skill among Feeding Habits: Omnivore the Gnomes is that of the miner, with perhaps 75% of any given community's Lifespan: The Rock Gnomes are not so adult males devoting themselves to that long-lived as their surface-dwelling kin, pursuit. Gnome miners are exceptionally living to an average old age of only able with pick and shovel, capable of about 250 years; a good number meet a chiselling a passage through solid stone violent demise before this time is up. more quickly than even Dwarves. They mature relatively quickly, however, with the first quarter century of While mining is broken into life considered childhood and the next specializations, such as choppers (who two decades as a period of disciplined do the actual pickaxe work), scouts (who adolescence. locate promising veins for excavation), and haulers (who carry the tailings away A Gnome is assumed to reach adulthood from the scene), a Gnome miner will be somewhere around the age of 45 or 50, reasonably proficient at all aspects of his though this milestone is not marked by

64 65 trade. The most alluring target of the celebrations are as common among these miner is, naturally, gems. gnomes as they are on the surface-it's just that the Gnome don't travel from far However, these diligent diggers will also distances for the gatherings. Instead, pursue veins of metal, including gold each community tends to have its own and silver, and they also occasionally special observances, and though the gather a stockpile of coal or iron ore- whole city will turn out for many of from which they make a very passable them it is rare that any outside guest steel. A smaller percentage of the would be admitted. Also, these Gnome work force (perhaps 10%) is celebrations are not tied to recurring engaged in the processing and finishing cosmic events, such as solstices or of the gemstone material excavated by eclipses; instead, they occur when the the miners. These include polishers, city's priests declare that they are due. smelters, carvers, and smiths. These instigations occur more for Though they lack a bit of the exceptional political and psychological reasons than detail skill of the Valley Gnomes, in the by any regular passage of time. In fact, other areas they are at least as proficient it's worth noting that Gnome don't even as their surface-dwelling cousins. Indeed measure the passage of their lives in (and unlike Valley Gnomes), Gnome years-after all, the cycle of seasons has blacksmiths can possess exceptional little meaning amid the eternal chill of skill. Their weapons and tools are the Underground. However, if the priests generally made by Gnome artisans, and notice that the production of the workers these are nearly the equal of the products has begun to lag, or tempers are growing of the highest level of Dwarven short among the chieftains and warriors, craftsmanship or Drow weaponsmiths. they will act hastily to initiate a grand festival full of pomp and song, good Perhaps because suitable habitat is food and potent (one hesitates to say harder to find in the Underground than 'good) beverage. Gnome festivals are on the surface, Gnome communities tend often invoked to recall great events of to be larger than those of the Valley the past, though again these recollections Gnomes. Generally the Gnomes live in bear no calendar relationship to the thriving cities located in deep cavern occurrence being commemorated. networks, often with more than a thousand residents. However, these However, if teams of miners are communities are generally separated by preparing to embark on one of the great distances from any others of the periodic quests for new gems that propel same subrace, and thus they tend to be so much of Gnome activity, then the more insular than the towns of the priests and illusionists will recall stories gnomes who dwell on or near the of grand expeditions in the past, even surface. trotting out sacred objects encrusted with the jewellery made from the proceeds of Indeed, most Gnomes live out their lives these previous missions. Similarly, if a without ever seeing another Gnome war is being contemplated, or a raid community beyond the one in which against some marauding monster they were born. Still, festivals and becomes necessary, the warriors will be

65 66 sent off with tales of great military often littered with peculiar new creations campaigns in the past. and unfinished projects. At the age of 30 Gnome children begin school. Their It’s interesting to note that these war studies continue for 9 years divided into stories are not all tales of victory-the three main sections. Gnome, perhaps because of the many defeats they have suffered over the The first 3 years focus on the general years, have a keen interest in doomed studies of alchemy, history, causes and will draw considerable mathematics, reading and writing. emotional support from the story of a Grades 4 through 6 focus on the dramatic last stand made by their specialization the Gnome child has forefathers. Even cautionary tales, such chosen and the last three years are as the obliteration of a city by largely independent study. Upon treacherous Drow attack, are related at completion of schooling Gnomes are these celebrations and used as a warning required to offer a final showing. The against future lapses of vigilance. project may consist of whatever the student believes best demonstrates their Gnomes are tinkerers, designing grand knowledge and skill in their chosen machines for every imaginable task. course of study. 9 mentors in the Gnomes are a short, intelligent, and appropriate field will judge this. inquisitive race with aptitudes in both the arcane and mechanical crafts. All 9 must judge the final showing Gnomes are a small, friendly race of project positively for the gnome to humanoid creatures. The faces of qualify for a Certification test. Gnomes regardless of age are lined with Certification is a stressful 6 hour long tiny wrinkles most prominent with process. Graduating students again face smiles or frowns and have greyish, tan, the 9 mentors from their final showing or brown skin causing them to appear as alone. This time the mentors will pose if they were carved from wood (or numerous questions designed to test the sometimes stone). Gnomes typically limits of their knowledge. have white hair, either straight or curly, and blue or violet eyes. Gnomes have a Gnomes in general have lively and sly notorious rivalry with the Goblins senses of humour and are intensely another mechanically-minded race. inquisitive creatures. They have a great love of living things accompanied by an Gnomes believe that pushing a child into insatiable curiosity about the world and a a particular interest or vocation may be compelling urge to discover how things damaging to the child’s nature causing work and to see what lies beyond the unhappy or introverted children. next bend. This curiosity accompanied Gnomes are encouraged to explore all of by their sharp intellects leads many to a their interests as they come. Gnomes are great fascination with mechanical things blessed with ever expanding and the entire process of invention and imaginations. They seek to improve their tinkering. They love finely wrought world without bringing it harm through items and the glitter of precious stones the use of mechanical inventions and and the shine of a polished finished alchemy. Gnome homes and villages are product but they simply cannot long

66 67 resist the urge to tamper and tinker and mammals. They are also fond of fish, see how something seemingly perfected and each city is likely to have several could possibly be made better. shallow lakes where blind trout and other subterranean delicacies are bred Gnomes are delighted by the concept of and captured. Gnome women are money, which they consider a human responsible for tending of all these food invention that redeems the race from sources and serve as the fishers and being considered simply a great horde of cooks as well as the farmers and herders. lumbering louts. They enjoy gathering Also, salt is an important part of every bunches of money, but unlike the Deep Gnome meal and is one of the dwarves with their hoarded wealth most valued commodities in the trading gnomes see no particular point in of the Underground. In fact, most keeping money once it has been earned, Gnome food is so heavily salted Besides rather frittering it away on gifts, parties, the many types of that a typical surface and impulsive purchases. For those dweller would find it quite unpalatable. gnomes with an axe to grind against the bigger races, money becomes simply a As a beverage the Gnome prefer for way of keeping score in the great came daily use a pungent brew made of competition with men and the other (naturally) from fungi, fermented by a races. unique process that involves great amounts of salt and not a little fish Another unique aspect of Gnome society protein. It is highly intoxicating, tasting is that roles are far more rigidly somewhat like an oversalted and watery determined by sex than in any other fish chowder. It has been tasted by a few gnomish culture. Males perform all of courageous non-Gnomes who (when the mining and warrior work that occurs they finally regain their voices) tend to beyond the borders of the community decline a second serving. cavern, as well as most types of jobs within the city as well. Females concern Gnomes also distil a strange drink themselves almost exclusively to the known as Gogondy about which little is vital tasks of raising and preparing food known other than it is deep red in colour, (in the great mushroom farms that are a kept in wrought iron bottles, and potent part of every Deep Gnome city) and the beyond belief. It has been called the care of the young. finest wine in the world and is said to grant strange visions to those who drink In fact, females venture out of their cities it, but more than one human who drank so rarely that even the Drow have never it has promptly fallen asleep for decades encountered any in the neutral territory or died after the first glass with horrified of the Underground. Both sexes wear looks on their faces. The Gnomes prize nondescript clothing which, with their Gogondy almost as much as rubies and ability to stand absolutely motionless, will only give or trade it to their most helps them avoid being spotted by trusted friends, making it rare indeed. enemies. The cities of the Rock Gnomes are vast Gnomes sometimes maintain a small and complex places. Many layers of herd of rothe or other underground caverns, tunnels, and buildings are

67 68 connected by narrow corridors and gnomes are not so speedy to excavate as spiralling staircases. Generally, however, dwarves, but they are more careful with at least the central part of the city will what they find. Indeed, many a vein of occupy a single large cavern, with ore that has been "played out" by narrow streets winding among tall stone dwarven standards has been taken over buildings. If large are by gnomes and continued to yield its present, high-ranking Gnome will claim riches to the more meticulous gnomish these and excavate the interiors for the miners. Even while they work, however, private homes; most residences, these gnomes will pursue their tasks with however, are carved into the natural high good humour, bawdy stories, and a bedrock of the earth. succession of jokes of all types. Only rarely, however, will this frivolity Because of the confined nature of the interfere with the effectiveness of the environment, the home of the typical group's work. Gnome family is more crowded than that of their surface-dwelling cousins. Government: Guild Council Parents and children will likely be crowded into a single, rather small, Population: 500,000 on Earth chamber. Families tend to be small, however, so this is rarely more than a Creating a Gnome character halfdozen individuals. They are not so Step 1: Age clannish as the Valley Gnomes, so that Determine your character's age. If older the population of a city is generally an than 100 you need to determine which amalgamated mass. years you have been present in. 01-20 10 xD4 years The industrious nature of gnomes is well 21-40 10 xD6 years documented, and probably represents 41-60 10 xD10 years their closest similarity to dwarves. Like 61-80 10 xD12 years dwarves, gnomes will organize for a 81-00 10 xD20 years task, with each individual lending his or Next decide what you have been doing. her talents where they will be most Were you involved in any famous useful. When digging a tunnel, for historical incidents? In the present day example, the strongest gnomes will work where does your character live or is he a with picks to break up the rock in their wanderer, moving around continuously? path, while others-more nimble, if not so powerful scamper among the flailing Step 2: Attributes picks, scooping up the debris with Roll attributes as normal but INT are shovels and pails. +D6, while MR is -D6. Mana = INT + WIS x2. Mana is recovered at a rate of A third group of gnomes, those who are 10 per hour if remain active (but not very hardy and capable of great using magic) and 20 per hour if asleep. endurance, will carry the crushed Valley Mana can however be permanently (often in wheelbarrows, but sometimes traded for HPs at a rate of 1 for 1. Hit in leather sacks slung over the shoulder) points = CON +12, +12 per level. AC 2 out of the tunnel to the dumping for warrior classes. grounds. In their pursuit of mining,

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Step 3: Skills Choose skills in the normal manner Increased AC 5 according to the character's class but half If taking a warrior class then the the starting skills must be based on Gnome's Armour Class will be 2. building an item. Then for every 100 Gnomes become harder to hit as they years alive select 1 additional skill. gain experience in dodging in combat, causing their Armour Class to improve Step 4: Abilities by one point for every level beyond 3rd, All Gnomes gain all the following free; to a maximum of AC -6. Night Vision - The character can see in absolute darkness at a distance equal to Increased Thac0 5 his normal sight. +1 Thac0 with melee weapons at levels Inventive - Gnomes can specialise in one 1, 3, 5, 7, 9, 11, 13, 15, 17 and 19. area of fabrication. In each case they can build, repair, custom modify and design Natural Chameleon 5 the item the ability applies to. Weapons Using this ability the Gnome can blend can have their damage and range into and render himself nearly invisible increased up to +50%, and HPs, AR and in any mountainous or subterranean speed increased up to +50% prior to terrain. When hiding he can conceal attaching any armour. It can include himself from attackers and eavesdrop on buildings, armour, weapons and his enemies. He can hide near a well vehicles. travelled road and secretly observe passersby, or conceal himself near an Additionally Dwarves start with 30 enemy campsite waiting for an Points to spend on any of the following opportune moment to steal their abilities. As they earns more experience supplies. Gnomes are only surprised on a they may buy or rebuy more abilities. roll of 1 on D10; they surprise opponents Ability Cost 90% of the time. Earth Heals 5 Whenever underground the Gnome can Natural Mana 10 heal at phenomenal rates. He must +10 Mana at levels 2, 4, 6, 8, 10, 12, 14, concentrate for 1 minute uninterrupted to 16, 18 and 20. perform the following healing; restore 1 HP per INT, +1 per level per 10 minutes; Nature Survival 5 reduce the damage and duration of Due to a Gnome's extensive experience drugs, toxins and poisons by 4% per and training underground he gains +1 to INT, +1% per level and gives +1 to save any physical, combat and survival rolls per 4 INT; negate all pain for 1 minute made while within that environment. He per INT, +1 minute per level; or stabilize may choose an additional terrain at level his condition (stops bleeding, binds 5. Terrain types include; Jungle, Desert, wounds, etc.) for 15 minutes per level. Tundra, Mountain, Forest or Ocean. Each time this ability is rebought he may Extra Inventive 10 either take an additional +1 with their Although rare this Gnome has more than terrain OR choose a new terrain. one specialty. Choose one more area of Resistance Bonuses 5 fabrication the Gnome can specialize in.

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Start with a magic resistance of 25%, +5% every level. Gnomes gain a +3 bonus to all saving throws except those against poison (for which they receive a +2 bonus instead).

Underground Senses 5 Gnomes are very good at determining slopes (1-5 on D6), depth (1-4 on D6) and direction (1-3 on D6) underground, and unsafe stonework (1-7 on D10).

Witch Sight 5 Goblin The character can see the true image of Species Name: Goblin, Gobblin, any person or object regardless of any Gobeline, Gobling, Goblyn, Gobbelin, form of concealment, disguise, illusion Coblyn. or invisibility. This also includes the ability to detect whether it is magical, A goblin is a legendary evil or and whether it is harmful or helpful. mischievous creature. They are attributed with various (sometimes Step 5: Classes conflicting) abilities, temperaments and Any but favoured ones include appearances depending on the story and Merchant, Artificer, and Alchemist. country of origin. In some cases, goblins have been classified as constantly annoying little creatures somewhat related to the and gnome. They are usually depicted as small, sometimes only a few inches tall, sometimes the size of a dwarf. They also often are said to possess various magical abilities. They are also very greedy and love money.

First Appeared: 13,070 BC

Type: Humanoid, Homo Cobalus

Physical Traits: Goblins are small humanoid monsters. Goblins have flat faces, broad noses, pointed ears, wide mouths and small, sharp fangs. Their foreheads slope back, and their eyes are usually dull and glazed. Their eyes vary from red to yellow and are usually dull and glazed. They have a broad nose that sits on a flat face with pointed ears and a wide mouth. Their mouth contains small,

70 71 but sharp fangs. Their skin pigment goblin (either other goblinoids or a ranges from a deep red through nearly different species entirely); such leaders any shade of orange to yellow. Members are exploiting the goblins as disposable of the same tribe tend to have the same soldiers to further their purpose. skin colour. They walk upright even though their arms nearly reach their Humans would consider the caves and knees. underground dwellings of Goblins to be dank and dismal. Those few tribes that Height: 3 - 3.5ft live above ground are found in ruins, and are only active at night or on very dark, Weight: 40 - 45 lbs cloudy days. They use no form of sanitation, and their lairs have a foul Abilities: Infravision 60 feet stench. Goblins seem to be somewhat Mobility: Legs resistant to the diseases that breed in such filth. Sensory Organs: Visual They live a communal life, sharing large Communication: Vocal common areas for eating and sleeping. Only leaders have separate living spaces. Reproduction: Sexual All their possessions are carried with them. Property of the tribe is kept with INT: 3D6, WIS: 3D6, STR: 3D6 -3, the chief and sub-chiefs. Most of their DEX: 3D6 -1, CON: 3D6 -2, CHA: goods are stolen, although they do 2D6, MR: 2D6, HPs: CON +D4 manufacture their own garments and leather goods. The concept of privacy is Feeding Habits: Omnivore largely foreign to goblins.

Lifespan: 50 years A Goblin tribe has an exact pecking order; each member knows who is above Technology: 2 him and who is below him. They fight amongst themselves constantly to move Culture: Hostile, intolerant and up this social ladder. They often take aggressive, held in check by strong slaves for both food and labour. The social customs. Goblins usually live in tribe will have slaves of several races tribes which are ruled by the strongest numbering 10-40% of the size of the goblin in the group. These tribes vary in tribe. Slaves are always kept shackled, size from gangs of 4-9 to tribes of up to and are staked to a common chain when 400. Most larger tribes have wolves or sleeping. Goblins hate most other dire wolves as mounts, or ally humanoids, gnomes and dwarves in themselves with worgs, which also carry particular, and work to exterminate them them into battle. whenever possible. Goblins usually spoil their habitat, driving game from it and Goblin tribes usually settle near civilized depleting the area of all resources. They areas to raid for food, livestock, tools, are decent miners, able to note new or weapons, and supplies. It is common for unusual construction in an underground the leaders of goblin clans to be non- area 25% of the time, and any habitat

71 72 will soon be expanded by a maze-like Step 3: Abilities network of tunnels. All Goblin gain all the following free; Night Vision - The character can see in While they lack the size and brute force absolute darkness at up to 60ft. of the Orcs, they are more clever and cunning than their larger cousins. Most Additionally Goblins start with 40 Points Goblins consider warfare to be a pastime to spend on any of the following or hobby. Goblins tend to be bossed abilities. As they earns more experience around by orcs because they are smaller they may buy or rebuy more abilities. and weaker, but the Goblins outsmart Ability Cost their larger cousins when trading Agile 10 scavenged goods. +1 AC

Goblins hate bright sunlight, and fight Increased Thac0 10 with a -1 on their attack rolls when in it. +1 Thac0 with melee weapons at levels They can use any sort of weapon, 1, 3, 5, 7, 9, 11, 13, 15, 17 and 19. preferring those that take little training, like spears and maces. They are known Natural Chameleon 5 to carry short swords as a second Using this ability the Goblin can blend weapon. They are usually armoured in into and render himself nearly invisible leather, although the leaders may have in wooded areas, fields of tall grass, chain or even plate mail. Goblin clumps of bushes, or any other strategies and tactics are simple and wilderness area with dark or shaded crude. They are cowardly and will terrain. When hiding he can conceal usually avoid a face-to-face fight. More himself from attackers and eavesdrop on often than not, they will attempt to his enemies. He can hide near a well arrange an ambush of their foes. travelled road and secretly observe passersby, or conceal himself near an Government: Tribal Council enemy campsite waiting for an opportune moment to steal their Population: 453,300 on Earth supplies.

Creating a Goblin character Natural Mana 10 Step 1: Attributes +10 Mana at levels 2, 4, 6, 8, 10, 12, 14, Roll attributes as normal. Mana = INT + 16, 18 and 20. WIS x3. Mana is recovered at a rate of 10 per hour if remain active (but not Nature Survival 5 using magic) and 20 per hour if asleep. Due to a Goblin's extensive experience Mana can however be permanently and training in jungles and forests they traded for HPs at a rate of 1 for 1. Hit gain +1 to any physical, combat and points = CON +4, +4 per level. survival rolls made while within that environment. He may choose an Step 2: Skills additional terrain at level 5. Terrain Choose skills in the normal manner types include; Jungle, Desert, Tundra, according to the character's class. Underground, Mountain, Forest or Ocean.

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Sanity Bonus 10 +1 Sanity save at levels 2, 5, 9, 11, 13 and 17.

Sense Hidden 10 The Goblin gains +1 per 5 INT to detect a hidden object, door, person, etc.

Smell 5 Smell increases to x1 normal range per 3 WIS with an additional x1 per level. It can be used for smelling poison or impurities in food and beverage. It can also be used to detect and water or food being prepared within the radius.

Willpower Bonus 10 +1 Willpower save at levels 1, 4, 8, 12, Hobgoblin 14, 16 and 20. Species Name: Hobgoblin

Witch Sight 10 Hobgoblins are a fierce humanoid race The character can see the true image of that wage a perpetual war with the other any person or object regardless of any humanoid races. They are intelligent, form of concealment, disguise, illusion organized, and aggressive. or invisibility. This also includes the ability to detect whether it is magical, First Appeared: 13,070 BC and whether it is harmful or helpful. Type: Humanoid, Homo Cobalus Step 4: Classes Any. Physical Traits: Their hairy hides range from dark reddish-brown to dark grey. Their faces show dark red or red-orange skin. Large males have blue or red noses. Hobgoblin eyes are either yellowish or dark brown while their teeth are yellow.

Height: 6 - 7ft

Weight: 160 - 200lbs

Abilities: Infravision 60ft

Mobility: Legs

Sensory Organs: Visual

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Communication: Vocal weapons. Each tribe has a distinctive battle standard which is carried into Reproduction: Sexual combat to inspire the troops. If the tribal chief is leading the battle, he will carry INT: 3D6, WIS: 3D6, STR: 3D6, DEX: the standard with him, otherwise it will 3D6, CON: 3D6, CHA: 3D6, MR: 3D6, be held by one of his sub-chiefs. In HPs: CON +D8 addition to the warriors present in a hobgoblin tribe, there will be half again Feeding Habits: Omnivore that many females and three times as many children as adult males. Lifespan: 60 years Fully 80% of all known hobgoblin lairs Technology: 2 are subterranean complexes. The remaining 20% are surface villages Culture: Hostile, intolerant and which are fortified with a ditch, fence, 2 aggressive, held in check by strong gates, and 3-6 guard towers. Villages are social customs. They are considered so often built upon ruined humanoid untrustworthy and underhanded by the settlements and may incorporate other Orcs and goblin races that they defensive features already present in the refuse to have dealings with them. ruins. Hobgoblin villages possess Hobgoblins hate elves and always attack artillery in the form of 2 heavy catapults, them first. Hobgoblins feel superior to 2 light catapults, and a ballista for each goblins or orcs and may act as leaders 50 warriors. Underground complexes for them. In such cases, the “lesser may be guarded by 2-12 carnivorous races” are used as battle fodder. apes (60%). They are highly adept at Hobgoblin mercenaries may work for mining and can detect new construction, powerful or rich evil humanoids. sloping passages, and shifting walls 40% of the time. Hobgoblins fight equally well in bright light or virtual darkness. Hobgoblins are Government: Tribal Council nightmarish mockeries of the humanoid races who have a military society Population: 331,320 on Earth organized in tribal bands. Each tribe is intensely jealous of its status. Chance Creating a Hobgoblin character meetings with other tribes will result in Step 1: Attributes verbal abuse (85%) or open fighting Roll attributes as normal. Mana = INT + (15%). Hobgoblin tribes are found in WIS x3. Mana is recovered at a rate of almost any climate or subterranean 10 per hour if remain active (but not realm. A typical tribe of hobgoblins will using magic) and 20 per hour if asleep. have between 20 and 200 (2d10×10) Mana can however be permanently adult male warriors. traded for HPs at a rate of 1 for 1. Hit points = CON +8, +8 per level. In addition, for every 20 male hobgoblins there will be a leader (known Step 2: Skills as a sergeant) and two assistants. Choose skills in the normal manner Leaders and chiefs always carry two according to the character's class.

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Step 3: Abilities combat and survival rolls made while All Hobgoblins gain all the following within that environment. He may choose free; an additional terrain at level 5. Terrain Night Vision - The character can see in types include; Jungle, Desert, Tundra, absolute darkness at a distance of up to Underground, Mountain, Forest or 60ft. Ocean.

Additionally Hobgoblins start with 35 Sanity Bonus 10 Points to spend on any of the following +1 Sanity save at levels 2, 5, 9, 11, 13 abilities. As they earns more experience and 17. they may buy or rebuy more abilities. Ability Cost Smell 5 Agile 10 Smell increases to x1 normal range per 3 +1 AC WIS with an additional x1 per level. It can be used for smelling poison or Increased Thac0 5 impurities in food and beverage. It can +1 Thac0 with melee weapons at levels also be used to detect and water or food 1, 3, 5, 7, 9, 11, 13, 15, 17 and 19. being prepared within the radius.

Intimidating 5 Willpower Bonus 10 This character has greater presence, +1 +1 Willpower save at levels 1, 4, 8, 12, CHA. 14, 16 and 20.

Natural Chameleon 5 Witch Sight 10 Using this ability the Hobgoblin can The character can see the true image of blend into and render himself nearly any person or object regardless of any invisible in wooded areas, fields of tall form of concealment, disguise, illusion grass, clumps of bushes, or any other or invisibility. This also includes the wilderness area with dark or shaded ability to detect whether it is magical, terrain. When hiding he can conceal and whether it is harmful or helpful. himself from attackers and eavesdrop on his enemies. He can hide near a well Step 4: Classes travelled road and secretly observe Any. passersby, or conceal himself near an enemy campsite waiting for an opportune moment to steal their supplies.

Natural Mana 10 +10 Mana at levels 2, 4, 6, 8, 10, 12, 14, 16, 18 and 20.

Nature Survival 5 Due to a Hobgoblin's extensive experience and training in jungles and forests they gain +1 to any physical,

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Physical Traits: Illithids have a humanoid body with an octopus-like head. They have four tentacles around a lamprey-like mouth, and require the brains of sentient creatures as part of their diet. An Illithid who snares a living creature in all four of its tentacles can extract and devour its living brain. Their eyes are pale white, and they can see perfectly well in both darkness and light. Their sense of hearing is slightly poorer than a human's; they have difficulty distinguishing between several sounds mixed together, yet they are good at discerning from what direction sounds came from. Their skin is purplish blue to gray-green and covered in mucus, and is very sensitive to sunlight. They loathe sunlight, though it does not actually Illithid harm them. Species Name: Illithid, Mind Flayer Height: 6 - 7 feet However and whenever it occurred, the Weight: 150-250lbs Illithids arrived in the Material Plane thousands of years ago, immediately Abilities: One of their most feared beginning to build an empire by powers is the dreaded Mind Blast, where enslaving many sentient creatures. the Illithid emits a cone-shaped psionic Eventually, the primary slave race of the shock wave with its mind in order to Illithids developed resistance to the incapacitate any creature for a short mental powers of their masters, and amount of time. Illithids also have other revolted. The rebellion spread to all the psionic powers, generally telepathic in Illithids' worlds in various dimensions, nature, although their exact effects have and the empire collapsed. The Illithids varied over editions. Other powers retreated to underground strongholds include a defensive psionic shield and where they still dwell. These beings are powers of psionic domination for feared throughout the Underground for controlling the minds of others. their telepathic abilities and usually are not without two or more slaves, mentally Mobility: Legs bound to each individual mind flayer. Sensory Organs: Visual First Appeared: 60,000 BC Communication: Vocal Type: Humanoid Squid, Cephalopodus Erectus Reproduction: Illithids are hermaphroditic creatures who each

76 77 spawn a mass of larvae two or three probe the minds of surface dwellers so times in their life. The larvae resemble as to gather intelligence and learn about miniature Illithid heads or four-tentacled new advances in magic and technology. tadpoles. Larvae are left to develop in the pool of the Elder Brain. The ones They also do a good deal of research that survive after 10 years are inserted themselves, mainly focused on into the brain of a sapient creature. Hosts developing new psychic powers. Illithids are determined in a very specific regularly conduct raids on all sentient manner. Hosts generally are humanoid settlements to acquire new thralls, creatures that are between 5 feet 4 inches because their existing stock of sentient and 6 feet 2 inches. thralls do not breed fast enough to satisfy their food and labour needs. The most desirable of races for hosts are Typically, a group of mind flayers will Human, Drow, Elves, Githzerai, teleport to the settlement and swiftly Githyanki, Grimlock, Gnoll, Goblinoid, incapacitate them with their psychic and Orc. Upon being implanted, the powers. The captives will then be larva then grows and consumes the marched all the way to the Illithids' host's brain, absorbing the host's underground settlement by specially physical form entirely and becoming trained and conditioned thralls. Great sapient itself, a physically mature (but care is taken to cover their tracks. mentally young) Illithid. This process is called ceremorphosis. The only remaining Illithid city on Earth, Tellectus is ruled by a creature INT: 3D6 +3, WIS: 3D6 +3, STR: 3D6 called an Elder Brain which lives in a -3, DEX: 3D6, CON: 3D6 -3, CHA: pool of cerebral fluid in the city's centre. 3D6, MR: 3D6, HPs: CON +D6 When an Illithid dies its brain is extracted and taken to the pool. Illithids Feeding Habits: Omnivore believe that when they die their personality is incorporated into the Elder Lifespan: 125 years Brain, but this is not the case. When the brain of an Illithid is added to the Elder Technology: Previously 9, now Brain, the memories, thoughts and seemingly 2 experiences are consumed and added to the sum of the whole, but all else is lost. Culture: Malevolent. Truly malicious This fact is a closely guarded secret of race with no redeeming qualities at all. the Elder Brains, since all Illithid aspire Currently, the Illithids are in a period of to a form of immortality through this intense study and experimentation, merging process. gathering knowledge of all sorts that will enable them to eventually reconquer the Since the Elder Brain contains the universe and hold it for good. They essence of every Illithid that died in its frequently meddle in the politics of other community, it functions in part as a vast races through subtle psychic library of knowledge that a mind flayer manipulation of key figures, not to cause can call upon with a simple telepathic chaos but so as to better understand the call. The Elder Brain in turn can dynamics of civilization. They regularly communicate telepathically with anyone

77 78 in its community, issuing orders and spearheaded by two mind flayers who ensuring everyone conforms. Illithids constantly vie for the greater power generally frown upon magic, preferring within the cult. Although mind flayers their natural psionic ability. Psionic willingly come together to achieve an potential is an integral part of the Illithid end, they are always vying for more identity, and the Elder Brain cannot control in the community, but even then absorb the magical powers of an Illithid they are always beneath the elder brain. mage when it dies. Mind flayers hate sunlight and avoid it They tolerate a limited study of when possible. They live in underground wizardry, if only to better understand the cities of 200 to 2,000 Illithids, plus at powers employed by their enemies. least two slaves per Illithid. Mind flayers However, an Illithid who goes too far have no family structure. Their social and neglects his psionic development in activities include eating, communicating favour of wizardry risks becoming an with the elder brain, and debating on the outcast. Denied the possibility of ever best tactics to conquer the Underground. merging with the Elder Brain, such For amusement, they inflict pain on their outcasts often seek their own captives and force slaves to fight in immortality through undeath, becoming gladiatorial games. Mind flayers are alhoons. Illithids typically communicate arrogant, viewing all other species only through psychic means. They project as cattle to be fed upon. They prefer to thoughts and feelings to each other in a eat the brains of thinking creatures. way non-Illithids can scarcely comprehend. Government: Elder brain

Each mind flayer in the community Population: 215,550 on Earth likely has at least two slaves to do its bidding. In these communities, the Creating an Illithid character number of slaves often far outstrips the Step 1: Attributes number of mind flayers. All the slaves Roll attributes as normal but then add +3 are under the effects of a charm person to INT and WIS, and -3 from STR and or charm monster, and obey their Illithid CON. Mana = INT + WIS x3. Mana is masters without question. When recovered at a rate of 10 per hour if problems arise or the mind flayers wish remain active (but not using magic) and to discover some secret, they form 20 per hour if asleep. Mana can however inquisitions. be permanently traded for HPs at a rate of 1 for 1. Hit points = CON +6, +6 per These inquisitions are made up of a team level. of mind flayers, not unlike an adventuring party – each mind flayer Step 2: Skills gives their own talents and abilities to Choose skills in the normal manner achieve the inquisition's goal. If a according to the character's class. situation is too large for just an inquisition to handle, the mind flayer Step 3: Abilities community puts together a cult. A cult is Illithid gain all the following free; much larger than an inquisition and is

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Illithid Brain - All Illithids start with the Illusion 5 power of Telepathy. They can mentally The character can create mental illusions communicate with 1 person per 3 WIS identical to the Illusion power but only (+1 per level) within his line of sight or the victim can see it. Affect 1 person per 100 metre radius, +10 metres per level. 3 WIS within line of sight, +1 per level. From third level on he can create a multi linkup between all people that are Mind Shield 5 communicating with. This is the ability to completely block oneself or others from all mental attacks Additionally Illithid start with 30 Points or probes. This will protect anyone from to spend on any of the following attacks aimed at the mind, neural system, abilities. As they earns more experience and psyche. The character can shield they may buy or rebuy more abilities. himself and up to one other person Ability Cost within sight per 3 WIS. Control 5 The character can take control of the Mind Wipe 5 body and voice of any one victim per 5 By touching a victim the character can WIS (+1 per level) within his line of wipe any memory he desires. However sight. the character cant just read all the victim's memories and pick one to erase. Ego Attack 5 He must know ahead of time which The character can attack a victim's mind memory he wants to remove. He cant through touch or line of sight causing 1 affect memories he doesn't know about. point of pain per WIS to the victim’s The memory loss lasts for 1 day per WIS. If this exceeds the victim’s WIS WIS, +1 day per level. then he collapses for 1 melee per WIS, otherwise –1 on all rolls for every 2 WIS Probe 5 effected. The character can bond with another person via touch and learn everything Fortitude 5 the victim knows unless they save. The +1 Sanity save at levels 2, 5, 9, 11, 13 knowledge gained lasts for 1 minute per and 17. WIS, +1 minute per level.

Hold 5 Sense Thoughts 5 A character with this power can The character can detect the location and telepathically freeze 1 victim per WIS number of any hidden lifeforms by their (+1 victim per level) in a WIS x1 metre thoughts within a 30 metre radius (+5 radius area (+1 metre per level). While metres per level) even if hidden by frozen the victims cannot use their magic (unless save). senses or even sense the passage of time. They wake up thinking nothing unusual True Sight 5 has happened. The character can choose The character can see the true image of which people are frozen so he can any person or object regardless of any interact with those who aren't. form of concealment, disguise, illusion or invisibility. This also includes the

79 80 ability to detect whether it is magical, and whether it is harmful or helpful.

Step 4: Classes Any but mage classes come more naturally.

Kobold Species Name: Kobold, cobold,

The kobold (occasionally cobold) is a stemming from Germanic mythology and surviving into modern times in German folklore. Although usually invisible, a kobold can materialise in the form of an animal, fire, a human being, and a candle. The most common depictions of show them as humanlike figures the size of small children.

Kobolds who live in human homes wear the clothing of peasants; those who live in mines are hunched and ugly; and kobolds who live on ships smoke pipes and wear sailor clothing. Legends tell of three major types of kobolds.

Most commonly, the creatures are house spirits of ambivalent nature; while they sometimes perform domestic chores, they play malicious tricks if insulted or neglected. Another type of kobold haunts underground places, such as mines.

A third kind of kobold, the Klabautermann, lives aboard ships and helps sailors. The kobold's origins are obscure. Sources equate the domestic kobold with creatures such as the

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English , hobgoblin and pixy, the The scales covering their bodies are like Scottish brownie, and the Scandinavian that of an iguana or other large lizard. or tomte; while they align the The scales that cover their tails are very subterranean variety with the Norse fine, so that they resemble the naked dwarf and the Cornish . tails of rats. Kobolds lose and gain new teeth throughout their lives, often saving Aggressive, xenophobic, yet industrious and making necklaces from them. small humanoid creatures, Kobolds are Kobolds shed their skin about once a noted for their skill at building traps and season, in patches, over the course of a preparing ambushes. Barely clearing 3 week. They keep themselves well- feet in height, kobolds have scaly hides groomed, regularly polishing their horns, that range from dark, rusty brown to a claws, and teeth. rusty black. They smell of damp dogs and stagnant water. Height: 2-4' feet

Their eyes glow like a bright red spark Weight: 30-40lbs and they have two small horns ranging from tan to white. Because of the Abilities: Nightvision up to 60 metres. kobolds’ fondness for wearing raggedy garb of red and orange, their non- Mobility: Legs prehensile rat-like tails, and their language (which sounds like small dogs Sensory Organs: Visual yapping), these fell creatures are often not taken seriously. This is often a fatal Communication: Vocal mistake, for what they lack in size and strength they make up in ferocity and Reproduction: Kobolds are extremely tenacity. fecund egg-layers, having the highest birth rate (and death rate) of all First Appeared: 13,070 BC humanoid species. A female kobold will lay a clutch of hard-shelled eggs two Type: Humanoid Reptilian, Saurus weeks after fertilization; the eggs must Erectus be incubated for an additional 60 days before hatching. A pregnant kobold Physical Traits: Scaly, hairless hides, typically births four-to-five children, reptilian heads, and tails. Males are though smaller and larger letters are not about three inches taller and ten pounds unheard of. heavier than most females. Their hides are typically a rust-brown or reddish INT: 3D6, WIS: 3D6, STR: 3D6, DEX: black colour, with ivory-coloured horns. 3D6, CON: 3D6, CHA: 3D6 -1, MR: Their eyes glow red, and they can see 3D6, HPs: CON +D4 accurately even in lightless conditions up to 60 feet away. Kobolds are Feeding Habits: Kobolds are omnivores described as smelling like a cross with no scruples about what or who they between damp dogs and stagnant water. eat. They can digest bark, dirt, leather, eggshells, or their own younger siblings if they're desperate enough.

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Lifespan: 135 years the tribe. General plans and goals are common knowledge, and detailed plans Technology: 2 are shared with all who ask, to allow them to work fruitfully for the good of Culture: Hostile, intolerant and the tribe. Kobolds have a natural hatred aggressive, held in check by strong of other non-draconic creatures because social customs. While they do bond with of mistreatment of their race. Kobolds one another, they have no concept of have specialized labourers, yet the monogamy. Kobolds have an extreme majority of kobolds are miners. The hatred for Gnomes, with whom they most coveted careers are trapmaker, compete for the same areas and mining sorcerer, caretaker, and warrior. Kobolds rights, as well as , Brownies, and typically apprentice in their chosen Sprites. They are often at war with profession at the age of three. Goblins, and the numerous Kobold- Goblin wars help keep the populations of A kobold's job may change over the both races down to a manageable level. years based on the needs of the tribe. Kobolds are found in all climates, Kobold tribes are gerontocracies, ruled although as cold-blooded beings they by their eldest member, who is known as must eat up to three times as much in the All-Watcher. Often this leader is a colder climates. powerful sorcerer. Kobold laws may change along with their leaders. Kobolds They prefer dark, damp underground prefer exile to execution, and in some lairs and overgrown forests. They are disputes, Kobolds tribes will split in industrious miners and if left to their order to spread their kind over a larger own devices can carve out massive region. Kobolds often lay eggs in a tunnel complexes, which they quickly common nest, with specialized foster fill to capacity thanks to their rapid rate parents to watch over the eggs (young of reproduction which would explain under one year). their use as cannon fodder enemies. Kobold society is tribal with war bands Many Kobold lairs are guarded by boars based on clans. As many as ten families or giant weasels. Their lairs are fluid, can be part of a clan. Each clan is with new tunnels continually being responsible for patrolling a ten-mile excavated and old ones collapsed. Most radius. The most numerous kobold tribes lairs include a temple or shrine, a kiln, include the Torturers, the Impalers, the an egg hatchery, and a place for storing Gougers, the Cripplers, and the food. Larger ones also contain places for Mutilators. The kobold approach to cultivating food and livestock. They will combat uses overwhelming odds or plan and dig mines industriously, while trickery. Kobolds will attack gnomes on laying traps for interlopers. If they must sight, but will think twice about confront an enemy, they will mass their attacking humans, elves, or dwarves troops for an ambush. unless the kobolds outnumber them by at least two to one. They often hurl javelins Among the monstrous humanoids, they and spears, preferring not to close until are known for cunning plans; unlike they see that their enemies have been many, they also share those plans among weakened.

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Kobolds attack in overwhelming waves. policy, they ignore him and implement it Should the kobolds be reduced to only a anyway. three to two ratio in their favour, they must make a morale check. Kobolds are The chieftains are not equal in power; wary of spellcasters and will aim for those leading the more powerful clans them when possible. This diminutive naturally have a greater say in policies. race also enjoys setting up concealed pits Below the chieftains are the shamans with spikes, crossbows, and other and witch doctors, and below them are mechanical traps. the general populace. The “under- kobolds” (as they are called by those They usually have view ports and above them), while downtrodden, are murder holes near these traps so that fiercely devoted to their leader, their they can pour flaming oil, missile tribe, their family, and the mountain, in weapons, or drop poisonous insects on that order. Though there are, of course, their victims. Kobold war bands are some exceptions, the normal kobold will armed with spiked clubs, axes, javelins, sacrifice its life for the well-being of short swords and spears. Their shields these. are seldom metal, but are normally wood or wicker. Chiefs and guards tend to Government: Tribal have the best weapons available. Population: 423,640 on Earth Their society is tribal but can be further broken up into war bands based on Creating a Kobold character specific clans. As many as 10 families Step 1: Attributes can be part of a clan, and each clan Roll attributes as normal but CHA -1. usually is responsible for controlling the Mana = INT + WIS x4. Mana is area in a 10 mile radius from the lair. recovered at a rate of 10 per hour if However, despite their differences, the remain active (but not using magic) and kobolds can come together with amazing 20 per hour if asleep. Mana can however alacrity to combat any intruders in the be permanently traded for HPs at a rate mountain. Though the various clans of 1 for 1. Hit points = CON +4, +4 per might take advantage of the distractions level. caused by invaders to better themselves, they will not press the advantage too far. Step 2: Skills They know that there is no point in Choose skills in the normal manner bettering themselves at the price of according to the character's class. losing the whole mountain. Step 3: Abilities At the top of the heap is the king. All Kobolds gain all the following free; However, his power is only theoretical, Night Vision - The character can see in obeyed by the clans when it suits them. absolute darkness at up to 60ft. The true power is in a council of kobold leaders, who make important decisions Additionally Kobolds start with 35 and pass them along to the king for Points to spend on any of the following ratification. If he disagrees with said abilities. As they earns more experience they may buy or rebuy more abilities.

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Ability Cost Ocean. Each time this ability is rebought Agile 5 the may choose a new terrain. +1 AC Nature Survival 5 Increased Thac0 10 Due to a Kobold's extensive experience +1 Thac0 with melee weapons at levels and training underground he gains +1 to 1, 3, 5, 7, 9, 11, 13, 15, 17 and 19. any physical, combat and survival rolls made while within that environment. He Increased Thac0 II 10 may choose an additional terrain at level +1 Thac0 with ranged weapons at levels 5. Terrain types include; Jungle, Desert, 2, 4, 6, 8, 10, 12, 14, 16, 18 and 20. Tundra, Mountain, Forest or Ocean. Each time this ability is rebought he may Natural Chameleon 5 either take an additional +1 with their Using this ability the Kobold can blend terrain OR choose a new terrain. into and render himself nearly invisible in any mountainous or subterranean Sense Hidden 5 terrain. When hiding he can conceal Kobolds gains +1 per 5 INT to detect a himself from attackers and eavesdrop on hidden object, door, person, etc. his enemies. He can hide near a well travelled road and secretly observe Smell 5 passersby, or conceal himself near an Smell increases to x1 normal range per 3 enemy campsite waiting for an WIS with an additional x1 per level. It opportune moment to steal their can only be used for smelling poison or supplies. impurities in food and beverage.

Natural Mana 10 Witch Sight 10 +10 Mana at levels 3, 5, 8, 10, 14, 16, The character can see the true image of and 20. any person or object regardless of any form of concealment, disguise, illusion Nature Heal 10 or invisibility. This also includes the Whenever underground a Kobold can ability to detect whether it is magical, heal at phenomenal rates. He must and whether it is harmful or helpful. concentrate for 1 minute uninterrupted to perform the following healing; restore 1 Step 4: Classes HP per INT, +1 per level per 10 minutes; Any but Shamans are favoured by magic reduce the damage and duration of welders. drugs, toxins and poisons by 4% per INT, +1% per level and gives +1 to save per 4 INT; negate all pain for 1 minute per INT, +1 minute per level; or stabilize his condition (stops bleeding, binds wounds, etc.) for 15 minutes per level. He may choose an additional terrain at level 5. Terrain types include; Jungle, Desert, Tundra, Mountain, Forest or

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Height: 6-7 ft

Weight: 200-400 lbs

Abilities: Mineroids draw on any body of minerals to increase their size and mass. They can root themselves to the ground and withstand great amounts of kinetic force and remain in a perfect upright position. Mineroids can dig a hole in the earth at his normal land movement rate. Mineroids not only have nightsight but also can see Electrical fields (and their intensity), Gravity Mineroid waves (in a radar like manner), Mana or Ley Line power (depending on which Species Name: Mineroid, Mineraloid system you use), Magnetic fields, Radiation, Ultraviolet, Infrared and X- Mineroids are a race of humanoid rays. minerals that resemble the rough, pitted pumice rocks found on Earth. They live Mobility: Legs in tribes in underground caverns deep beneath Earth's surface. They were Sensory Organs: Visual originally cloned and genetically engineered from the cells of human Communication: Vocal beings many centuries ago by the Drow. The Mineroids finally successfully Reproduction: Osmosis revolted against Drow rule and became independent of them. INT: 3D6, WIS: 3D6, STR: 5D6, DEX: 3D6, CON: 4D6, CHA: 2D6, MR: 2D6, First Appeared: 13,070 BC HPs: CON +(D20 x20) Type: Humanoid Mineral, Mineralus Feeding Habits: Minerals Erectus Lifespan: Unmeasured, possibly Physical Traits: Mineroids have jagged, thousands of years quartz-like clusters that cover their entire bodies. Their colours range from white Technology: 2 to bright reds and purples with translucent or opaque qualities. The Culture: Hostile. Intolerant and texture of their bodies is either polished aggressive, held in check by strong smooth or lightly textured. Their voices social customs. Mineroid society is a have a faint tinkling sound reminiscent very ordered and rigid one, like the of chimes. They appear to be composed people themselves. They seldom express of a limestone-like substance that gives emotion and are as cold as their stone- them a powdery white complexion and like appearance. They have survived grainy texture.

85 86 over the centuries by being a calm, can however be permanently traded for calculating people. Everything is HPs at a rate of 1 for 1. Hit points = perfectly arranged and scheduled to CON +(D20 x20), +20 per level. avoid contusion and chaos. There are a significant number that leave to study Step 3: Skills and travel the underground. Initially skills may be chosen as normal but may only be selected from the They normally undertake these travels to Roman Era pool, other skills may be be observers, but many quickly flee back chosen later but modern ones would to the calm of their people. Many cannot require someone to train the character. cope with the constant chaos that exists outside their orderly and quiet society. Step 4: Abilities Others are so amazed by the excitement All Mineroids gain all the following outside of their world that they never free; return lo their dull life. Once they Night Vision - The character can see in experience thrills, they become hooked absolute darkness at a distance equal to on a lite of adventure. normal sight range.

Government: Monarchy Immunity - Mineroids are immune to poison, sleep effects, paralysis, cold, Population: 675,150 on Earth heat, fire, gas and radiation. Armour piercing projectiles do one third damage. Creating a Mineroid character Explosions, energy, fire, solar and Step 1: Age electrical powers do half damage. Determine your character's age. If older Radiates no heat. than 100 you need to determine which years you have been present in. Additionally Mineroids start with 30 01-20 100 xD10 years Points to spend on any of the following 21-40 100 x2D10 years abilities. As they earns more experience 41-60 100 x4D10 years they may buy or rebuy more abilities. 61-75 100 x6D10 years Ability Cost 76-90 100 x8D10 years Enhance 5 91-00 100 x10D10 years Can draw on any body of minerals to Next decide what you have been doing. increase size and mass. For every 1 Were you involved in any famous cubic metre added gain +45kgs, +8 STR, historical incidents? In the present day and +600 HPs. Can maintain for 8 where does your character live or is he a melees per level –1 melee per cubic wanderer, moving around continuously? metre.

Step 2: Attributes Natural Chameleon 5 Roll attributes as normal but INT, WIS, Using this ability the Mineroid can blend CHA and MR are 2D6. STR is 5D6 and into and render himself nearly invisible CON 4D6. Mana = INT + WIS x2. in mountainous areas, clumps of rocks, Mana is recovered at a rate of 10 per subterranean areas or any other rocky hour if remain active (but not using terrain. When hiding he can conceal magic) and 20 per hour if asleep. Mana himself from attackers and eavesdrop on

86 87 his enemies. He can hide near a well ability is dependant on the amount of travelled road and secretly observe earth available for it to draw on. Does passersby, or conceal himself near an D10 damage per 3 metres height. The enemy campsite waiting for an arms can encase an object in a 2 metre opportune moment to steal their radius per INT (+3 metres per level), supplies. with up to 10 HPs per INT (+10 HPs per level). May be used to encase objects, Natural Defiance 5 limbs or the entire body. The character can root himself to the ground and withstand great amounts of Natural Heal 5 kinetic force and remain in a perfect A Mineroid can heal at phenomenal rates upright position. As long as the character whenever in a rocky or subterranean knows he's about to be hit by sudden area. He must concentrate for 1 minute force like a truck, he automatically uninterrupted to perform the following becomes almost impossible to move. 10 healing; restore 1 HP per INT, +1 per tons per WIS +2 per level. The subject level per 10 minutes; negate all pain for must be ready for the attack to prepare 1 minute per INT, +1 minute per level; for the blow. Likewise he is extremely or stabilize his condition (stops bleeding, difficult to lift. binds wounds, etc.) for 15 minutes per level. Natural Drill 5 The Mineroid can dig a hole in the earth Natural State 5 at his normal land movement rate. He Mineroids are able to meld with any may choose to have the excavated rock at least a quarter its size effectively material pile up at the edge of the hole or becoming one with it. In this state he is to have it slip off deeper into the earth. aware of any activity within its vicinity. The hole takes 1 minute to excavate He may also enter into a state of per 100 cubic metres. Normally the suspended animation while part of the tunnel the hero makes collapses within rock. 10 minutes of the hero's passage at a specific spot. The exception is the tunnel Petrify 5 within 3 metres of the hero's current By touching anything organic the location. This allows him to occasionally character can turn it into immovable stop. A tunnel never collapses on the stone. The person is totally paralysed hero, unless a higher intensity force is while in this form though he remains applied like explosives. If he wants to alive. The effect lasts for one hour per build a relatively permanent tunnel, his INT, +1 hour per level. movement rate is cut in half as he takes the time to make reinforced walls. Spectra Vision 5 A form of enhanced visual sense which Natural Extensions 5 includes the ability to see Electrical Mineroids can touch the earth and form fields (and their intensity), Gravity arms or other shapes out of the ground. waves (in a radar like manner), Mana or He can then exert his strength through Ley Line power (depending on which these arms. The arms can take damage system you use), Magnetic fields, equal to his total HPs, and its stretching

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Radiation, Ultraviolet, Infrared and X- rays. Equal to normal sight range.

Witch Sight 10 The character can see the true image of any person or object regardless of any form of concealment, disguise, illusion or invisibility. This also includes the ability to detect whether it is magical, and whether it is harmful or helpful.

Step 5: Classes Unless trained by another then Geomancer or Shaman are the only available classes. Any other classes would require consultation with the GM. Minotaur Species Name: Minotaur, Minotaurus

In Greek mythology, the Minotaur (Latin: Minotaurus) was a creature with the head of a bull on the body of a man. He dwelt at the centre of the Cretan Labyrinth, which was an elaborate maze- like construction built for King Minos of Crete and designed by the architect Daedalus and his son Icarus. The Minotaur was eventually killed by the Athenian hero Theseus.

The actual Minotaur race came about around 3700 BC following experimentation on Greek humans by the Olympus Pantheon as an attempt to create warriors who had greater strength and constitution.

First Appeared: 13,500 BC

Type: Humanoid Bull, Bovinae Erectus

Physical Traits: Bull head with horns which do D6 goring damage each.

Height: 6-7 ft

Weight: 200-250 lbs

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Abilities: Nightvision. Enhanced Government: None resistance to diseases and poisons. Population: 220,000 on Earth Mobility: Legs Creating a Minotaur character Sensory Organs: Visual Step 1: Attributes Roll attributes as normal but STR and Communication: Vocal CON are 4D6. Mana = INT + WIS x2. Mana is recovered at a rate of 10 per Reproduction: Sexual hour if remain active (but not using magic) and 20 per hour if asleep. Mana INT: 3D6, WIS: 3D6, STR: 4D6, DEX: can however be permanently traded for 3D6, CON: 4D6, CHA: 2D6, MR: 3D6, HPs at a rate of 1 for 1. Hit points = HPs: CON +D20 CON +20, +20 per level. Step 2: Skills Feeding Habits: Omnivore Choose skills in the normal manner according to the character's class. Lifespan: 200 years Step 3: Abilities Technology: 2 All Minotaurs gain all the following free; Culture: Standard. Diversified mix of Night Vision - The character can see in kind and evil people. Minotaurs are each absolute darkness at a distance equal to very competitive by nature and enjoy his normal sight. outdoing each other's accomplishments which in turn leads to better overall Greater Fortitude - Minotaurs gain +1 vs standards for their civilization. They poisons, toxins and diseases. This then enjoy games, puzzles, and riddles, and increases by +1 every second level. are quite adept at navigating mazes. Minotaur males are particularly Additionally Minotaurs start with 40 aggressive towards strangers and Points to spend on any of the following compete with unfamiliar males for abilities. As they earns more experience dominance in a fantastic display of horn they may buy or rebuy more abilities. locking and fighting which is always Ability Cost fought barehanded and never intended to Earth Heals 10 kill, but occasionally accidents do occur. Whenever underground the Minotaur can heal at phenomenal rates. He must Minotaurs aren't very welcome in human concentrate for 1 minute uninterrupted to civilizations because of their tendancies perform the following healing; restore 1 to violence, unpleasant smell, and HP per INT, +1 per level per 10 minutes; communications barriers. Humans look reduce the damage and duration of down upon Minotaurs as savage ugly drugs, toxins and poisons by 4% per barbarians that only have combat and INT, +1% per level and gives +1 to save problem solving skills, and no per 4 INT; negate all pain for 1 minute appreciable literary, musical, or artistic per INT, +1 minute per level; or stabilize talents.

89 90 his condition (stops bleeding, binds Sense Hidden 5 wounds, etc.) for 15 minutes per level. The Minotaur gains +1 per 5 INT to detect a hidden object, door, person, etc. Increased AC 5 +1 AC Smell 5 Smell increases to x1 normal range per 3 Increased Thac0 5 WIS with an additional x1 per level. It +1 Thac0 with melee weapons at levels can only be used for smelling poison or 1, 3, 5, 7, 9, 11, 13, 15, 17 and 19. impurities in food and beverage.

Intimidating 10 Witch Sight 10 This character has greater presence, +1 The character can see the true image of CHA any person or object regardless of any form of concealment, disguise, illusion Natural Chameleon 10 or invisibility. This also includes the Using this ability the Minotaur can blend ability to detect whether it is magical, into and render himself nearly invisible and whether it is harmful or helpful. in any mountainous or subterranean terrain. When hiding he can conceal Step 4: Classes himself from attackers and eavesdrop on Any. his enemies. He can hide near a well travelled road and secretly observe passersby, or conceal himself near an enemy campsite waiting for an opportune moment to steal their supplies.

Nature Survival 10 Due to a Minotaur's extensive experience and training underground he gains +1 to any physical, combat and survival rolls made while within that environment. He may choose an additional terrain at level 5. Terrain types include; Jungle, Desert, Tundra, Mountain, Forest or Ocean. Each time this ability is rebought he may either take an additional +1 with their terrain OR choose a new terrain.

Reduced Sleep 5 The Minotaur needs one hour less normal sleep per 5 CON.

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Type: Humanoid Fungi, Opisthosus Supernaturalis

Physical Traits: Myconids resemble walking toadstools in human form. Their flesh is bloated and spongy and varies in colour from purple to grey. Their wide feet have vestigial toes and their pudgy hands have two stubby fingers and a thumb on either side. Their bodies are made up of effectively identical cells; the lack of distinct bones or muscles Myconid means that no matter the degree of Species Name: Myconid, Fungus damage, a wound to any part of the body People, Mould People heals exactly as easily and quickly as any other part. Myconid tend to wear Myconids are a race of intelligent fungi long, loose, draping, dark clothes. that live in the remote reaches of the underworld. Height: See table below

In the last days of Atlantis, an enormous Weight: See table below amount of magic was expended during its final invasion. Vast devastation was Abilities: Myconids also have the ability wrought on the known world, with to spew forth clouds of special spores. forests blazing up, and islands sinking The number and kind of spores increase into the sea. Eventually Gaea became as they grow. As each Myconid aware of the savage conflict. Shocked by advances to another size level, it gains the destruction, she gave sentience to a the ability to spray another type of grove of trees (the original Throne of spores, and the number of times per day Trees). that each spore type can be emitted also increases. A Myconid can emit each of For thousands of years they acted as its spore types a number of times per day guardians of the earth and all the equal to its CON. These spore types different forms of life which inhabit it. include the following: But the Parliament only existed in the Grove of Serenity, in between space and •Distress: This spore type is used to alert time. There were human agents who other Myconids to danger or a need for could act on their behalf in our world, aid. The cloud expands at a rate of 40 and of course the , but the feet per round, expanding to its Infernal forces seemed to be gaining maximum of 120 feet in three rounds. ground. Eventually the decision was made to seed Earth with a new race; a •Pacifier: This type of spore cloud may sentient plant life. The Myconid are an be spewed at a single creature. If the offshoot of that seeding. creature fails its saving throw vs. poison, it becomes totally passive, unable to do First Appeared: 12,100 BC anything. The affected creature only

91 92 observes; it is unable to perform any form on the planet. Myconids tend to be action even if attacked. The range of this one of three things - predators, effect is 40 feet. The duration of this scavengers, and parasites. They grow effect is a number of rounds equal to the fungi, which later decay, and the Hit Dice of the Myconid. Myconids feed from these soil nutrients.

•Hallucinator: This type of spore is Lifespan: 200 years usually used in the melding ritual, but a Myconid can project them at an attacker. Technology: 2 The spore cloud may be shot at one creature, and if that creature fails its Culture: Xenophobic but passive. They saving throw vs. poison, it suffers are cautious creatures that deplore violent hallucinations for a number of violence; Myconids have no desire to turns equal to the WIS of the Myconid. conquer anybody and would prefer to be left alone. A Myconid has a deathly fear Hallucinating creatures react as follows of sunlight and will not willingly travel (roll D20): to the surface world. The exact effects of D20 Roll Reaction sunlight on a Myconid are unknown, but 1-10 Cower and whimper they must be highly detrimental for the 11-15 Stare into nothingness fungus men to fear sunlight as they do. 16-18 Flee shrieking in a random Myconid society is based on “circles”, direction extremely tight social groups that are 19-20 Try to kill the closest creature linked by group work and melding The range of this effect is 40 feet. sessions. Myconid circles usually consist of 20 members: four of each size. Each Mobility: Legs community consists of D10 circles.

Sensory Organs: Visual Each circle’s day is rigidly structured: Communication: Vocal eight hours of rest, followed by eight hours of farming the fungus crops, Reproduction: Asexual reproduction followed by eight hours of melding. For creates a genetic duplicate of the the Myconids, melding is entertainment, original, while sexual reproduction worship, and social interaction creates genetic variance as normal. combined. The fungus men gather in a tight circle and the elder Myconid INT: 3D6, WIS: 3D6, STR: 3D6, DEX: release rapport and hallucinatory spores. 3D6, CON: 4D6, CHA: 2D6, MR: 2D6, HPs: CON +D20 The entire group then merges into a collective telepathic hallucination for Feeding Habits: They digest cellulose eight hours. Myconids consider this instead of just the simple nutrients of melding to be the reason for their plants. They eat dead things, living far existence. Only distress spores will bring away from the sun. They need little a circle out of its meld before the eight water and no light - nothing but dead hours have elapsed. The Myconid king is matter and air. In this way, Myconids are always the largest member of the colony. closer to true animals than any other life It is also the only Myconid that is not the

92 93 member of a circle. The other Myconids conflicts seem inevitable. If the regard separation from the circles with Myconids are approached in peace, it is horror and pity the lonely king. possible that they will communicate, though they will be suspicious. The leadership role is thought of as an unpleasant duty, almost a condemnation. Myconids live in underground regions, However, when the old king dies, the which are large cavernous underground strongest Myconid always assumes the areas that range in size form a large role of the new king. The king must cavern complex to an entire secret remain outside of circles to retain continent beneath the ground. Myconids objectivity and to pay close attention to try to find isolated spots away from the duties of leadership. The king civilized areas. These communities will animates guardians for the colony so the usually be near water, for they like Myconids need not commit violence. It dampness. Work details sometimes coordinates the work schedule and pays patrol the area, looking for signs of attention to affairs outside the colony battles and unburied dead, which they that could affect the fungus men. The bring to the king to animate; these are king also practices fungal alchemy, the only Myconids that will be found brewing special potions that may be outside of their lair. useful in times of trouble. A Myconid community is arranged In general, Myconids are a peaceful race, around mounds of moss-covered stones, desiring only to work and meld in peace. on which the circle members sit when There are no recorded instances of they meld, and on which they sleep. disharmony, or any sort of violence or There will also be a large garden area; disagreement between Myconids. If the Myconids feed on water and small forced into combat, they avoid killing if fungi, and the king uses the garden at all possible; violence adversely affects ingredients to make his potions. Dead their melding. Accord has never been Myconid kings are buried with honour reached between Myconid and beneath the mounds, while dead humanoid. Each views the other as a Myconids are buried near the gardens. disgusting threat; humanoids see Myconids as ugly monsters. They spread their colonies through vast networks of underground tunnels, Myconids view humanoids as a violent, trading the rich compost they produce as insane species out to conquer anything in a waste product to farm communities on their path, destroy anything they can’t the surface. When a Myconid colony conquer, then go back down the path to grows too large, it either goes into a make sure there isn’t anything they cannibalistic civil war or starts strip- forgot to destroy or conquer. Myconids logging the surface to get new compost- find it difficult to believe that humanoids ready materials. Despite their various are not going to immediately use drawbacks, their position of relative violence against them, and so they are safety in the world has led to them being very reluctant to deal with them. Given the pre-eminent culture of scholars. population pressures in the underworld Myconid have the most sheltered and in which the Myconids live, further protected of societies, getting exposure

93 94 to the outside world only if they get Step 2: Attributes exiled or join a merchant caravan to the Roll attributes as normal but CON is surface. 4D6, while CHA and MR is 2D6. Mana = INT + WIS x3. Mana is recovered at a This protection, however, facilitates and rate of 10 per hour if remain active (but incredibly stable society, allowing for an not using magic) and 20 per hour if enlightened and scholarly society to asleep. Mana can however be come to be. Myconid have a heavily permanently traded for HPs at a rate of 1 socialist society, distributing what's for 1. Hit points = CON +20, +20 per necessary to everyone. Those best suited level. for it work in the acquisition of organic materials for sustenance, while the entire Step 3: Skills rest of the culture form a massive Skills may be chosen as normal but collective of arcane and mundane some may not be possible due to the scholars. Myconid's physical nature.

Myconid tend to be seen as one of two Step 4: Abilities things by the world above: either All Myconids gain all the following free; parasites to be shunned for their ghoul- Fungus Body - Myconid have no vital like consumption of dead matter or organs so they are hard to kill. Wounds valuable trade partners who will trade will only slow them down temporarily valuable compose for waste matter (in with their body healing almost the end, one's trash is the other's food). immediately. Only total disintegration As such, the Myconid form trade will kill them. Frucht can heal 1 HP per alliances with those willing to deal and CON per minute. They are also immune ignore and avoid those who are not. to all poisons, and stunning. Myconid also trade their arcane knowledge to earth elementals in Spores - Myconids also have the ability exchange for protection of their trade to spew forth clouds of special spores. caravans. The number and kind of spores increase as they grow. As each Myconid Government: Monarchy advances to another size level, it gains the ability to spray another type of Population: 1,164,410 on Earth spores, and the number of times per day that each spore type can be emitted also Creating an Myconid character increases. A Myconid can emit each of Step 1: Age its spore types a number of times per day Determine your character's age. Roll equal to its CON. These spore types D20 x10 years. If older than 100 you include the following: need to determine which years you have •Distress: This spore type is used to alert been present in. Next decide what you other Myconids to danger or a need for have been doing. Were you involved in aid. The cloud expands at a rate of 40 any famous historical incidents? In the feet per round, expanding to its present day where does your character maximum of 120 feet in three rounds. live or is he a wanderer, moving around •Pacifier: This type of spore cloud may continuously? be spewed at a single creature. If the

94 95 creature fails its saving throw vs. poison, Fungal Empathy 5 it becomes totally passive, unable to do Myconid can establish telepathic anything. The affected creature only communication with any plant within observes; it is unable to perform any line of sight if it does nothing else in the action even if attacked. The range of this round. No minimum INT required. This effect is 40 feet. The duration of this has the following benefits: effect is a number of rounds equal to the It can alter the plant, giving it Hit Dice of the Myconid. intelligence. It will answer any of its •Hallucinator: This type of spore is questions. Further it can then recruit this usually used in the melding ritual, but a plant as an ally. Once he does so he Myconid can project them at an attacker. permanently psionically links with the The spore cloud may be shot at one plant turning it into a familiar. At any creature, and if that creature fails its point he may see through the familiar's saving throw vs. poison, it suffers eyes, smell through its nose, hear with violent hallucinations for a number of its ears, taste with its mouth or link with turns equal to the WIS of the Myconid. any of its other senses (including Hallucinating creatures react as follows supernatural ones). The two are always (roll 1d20): in constant telepathic contact. He can D20 Roll Reaction have one ally per 5 WIS. 1-10 Cower and whimper 11-15 Stare into nothingness Natural Chameleon 5 16-18 Flee shrieking in a random Using this ability the Myconid can blend direction into and render itself nearly invisible in 19-20 Try to kill the closest creature wooded areas, fields of tall grass, clumps The range of this effect is 40 feet. of bushes, or any other wilderness area with dark or shaded terrain. When hiding Additionally Myconids start with 35 he can conceal himself from attackers Points to spend on any of the following and eavesdrop on his enemies. He can abilities. As they earns more experience hide near a well travelled road and they may buy or rebuy more abilities. secretly observe passersby, or conceal Ability Cost himself near an enemy campsite waiting Control Insects 5 for an opportune moment to steal their The Myconid can summon 100 insects supplies. per 2 WIS of choice, +100 per level. He can summon any insect within a 100 He may also move with a minimum of metres per WIS radius, +100 metres per sound, almost as if he's walking on air. level. If desired it can make them cover Even creatures with the sharpest ears are him creating a form of armour with 10 no more likely to detect his presence HPs per WIS, +30 HPs per level. Once than they are to hear a feather drop. The the insects enter a radius of 10 metres ability works equally well in icy per WIS (+10 metres per WIS per level) mountains, heavily wooded forests, or they come fully under its control and any other type of wilderness terrain. This will obey any telepathic commands from goes well beyond the stealth skill raising the character. it to a supernatural level and preventing any non magical detection.

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Natural Defiance 5 Radiation, Ultraviolet, Infrared and The character can root himself to the X-rays. All equal to normal sight range. ground and withstand great amounts of kinetic force and remain in a perfect Spellcast 10 upright position. As long as the character Faerie and Elemental Earth magic only knows he's about to be hit by sudden but he is bestowed with all the spells force like a truck, he automatically within those spheres. Myconids can tap becomes almost impossible to move. 5 into the world’s natural mana at a rate of tons per WIS +1 per level. The subject INT + WIS x3. Mana is recovered at a must be ready for the attack to prepare rate of 10 per hour if remain active (but for the blow. Likewise he is extremely not using magic) and 20 per hour if difficult to lift. asleep.

Natural Heal 5 Witch Sight 10 An Myconid can heal at phenomenal The character can see the true image of rates whenever in a wooded area or any person or object regardless of any forest. He must concentrate for 1 minute form of concealment, disguise, illusion uninterrupted to perform the following or invisibility. This also includes the healing; restore 1 HP per INT, +1 per ability to detect whether it is magical, level per 10 minutes; negate all pain for and whether it is harmful or helpful. 1 minute per INT, +1 minute per level; or stabilize his condition (stops bleeding, Step 5: Classes binds wounds, etc.) for 15 minutes per Unless trained by another then level. Geomancer or Shaman are the only available classes. Any other classes Natural Mana 10 would require consultation with the GM. +10 Mana at levels 2, 4, 6, 8, 10, 12, 14, 16, 18 and 20. Sapling Age 1-5 Natural Sense 5 Height 1 ft +D10 inches The character always knows exactly Weight 1 kgs where he is on the planet, even when Body Mutations 1 underground. He can also sense what weather is approaching one hour per Shrub WIS ahead of time. Age 6-25 Height 3 ft +D10 inches Natural Sight 5 Weight 5 kgs The character can see heat images and Body Mutations 2 traces the same way as thermo optic equipment can see invisible lifeforms by Tree their heat. Further he can also see Age 26-100 Electrical fields (and their intensity), Height 7 ft +D10 inches Gravity waves (in a radar like manner), Weight 100 kgs Mana or Ley Line power (depending on Body Mutations 4 which system you use), Magnetic fields,

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Elder Step 2: Eye Mutations Age 101-500 What type of eyes does the character Height 20 ft +2D10 inches have? Weight 900 kgs 01-10 Very small; -2 to hit eyes if Body Mutations 6 targeted by enemies. 11-20 Small; -1 to hit eyes if targeted Venerable by enemies. Age 501+ 21-40 Completely normal. Height 50 ft +5D10 inches 41-50 Large; +10% greater sight range. Weight 1200 kgs 51-60 Very Large; +20% greater sight Body Mutations 8 range. 61-70 Oval shape; 180 degree vision. Plant Mutations 71-80 Glowing; +1 to intimidate. For a truly random character in this new 81-90 Insect; 360 degree vision. world roll on the following tables. As 91-00 Third Eye; see the invisible. always each section is optional. The player may choose to roll on all, some or Step 3: Size Mutations none of the tables. How big is the character? 01-08 1ft +D10 inches Step 1: Colour Mutations 09-16 2ft +D10 inches Roll on this table several times; once for 17-24 3ft +D10 inches skin colour, again for eye colour and 25-30 4ft +D10 inches once more for fruit colour. 31-44 5ft +D10 inches 01-20 Completely normal green 45-52 6ft +D10 inches 21-25 Red 53-60 7ft +D10 inches 26-30 Orange 61-68 8ft +D10 inches 31-35 Yellow 69-76 9ft +D10 inches 36-40 Blue 77-84 10ft +D10 inches 41-45 Indigo 85-92 11ft +D10 inches 46-50 Violet 93-00 12ft +D10 inches 51-55 Gold 56-60 Silver Step 4: Body Mutations 61-65 Bronze Does the character have any additional 66-70 Brown mutations? 71-75 White 01-06 None. 76-80 Black 07-12 Acid for blood; the plant's 81-85 Grey chlorophyll is highly acidic doing 5D6 86-90 Transparent damage to anything it touches. 91-95 Combination of several of the 13-18 Alpha Sense; the character senses above in striped form. Roll D4 more Alpha Wave emissions from animal and times. human brains at a range of 1 metre per 96-00 Combination of several of the WIS. He can locate the emission source above in patch form. Roll D4 more exactly as if he were seeing the times. character. 19-24 Aromatic; the plant's strong fragrance reminds those who smell it of

97 98 their favourite food, causing them to allowing it to make directed use of these follow the scent to its source. Each elements. victim gets at a time of the GM's 61-65 Explosive Seeds; the plant's choosing, a Psi save to break this seeds are explosive doing D6 each per illusion. On windy days, range is 90 level with a blast radius of 3 metres. metres downwind and 30 metres upwind. Fruit and seeds may be stored for later The effect is broken once characters are use. within 3 metres of the plant or the plant 66-70 Healing Fruit; the plant develops attacks. a special type of fruit that has any one of 25-30 Antennae; depending on the eight possible effects. Either roll once to character's powers these could be used determine what type of fruit the as senses, discharge, telepathy, etc. character always has or roll each time 31-36 Bacterial Symbiosis; plants with grow a new fruit. Roll D6 to determine this mutation form a symbiotic what the fruit does; relationship with powerful micro- 1 Heals all physical damage. organisms living beneath their outer 2 Cures any disease. skin. When the Plant is damaged or 3 Cures any mental condition. eaten, these are released and those 4 Induces trance-like sleep for D4 hours. coming in contact with them must save 5 Cures radiation poisoning. vs Disease. Those failing their roll 6 Antidote for all poisons, toxins and contract a major illness. venoms. 37-42 Barbed Leaves; the character's 71-76 Poisonous; the plant secretes a leaves can do severe damage to those contact poison which does 3D6 skin coming in contact with them. The barbed damage to any who touch it unless they hooks do D4 damage each. Unless save vs Poison. careful removing them will cause 77-82 Razor Leaves; the character's another D4 damage. leaves can do severe damage to those 43-48 Chemical Sense; the character coming in contact with them. The razors senses the chemical makeup of the do D6 damage each and will cut most surrounding area up to a 1 metre per substances. WIS range. The greater the variation 83-88 Spore Cloud; the character has from the background norm, the more motion-sensitive skin. Anything moving clearly he sees something. nearby causes it to shoot spores in the 49-54 Control; the character can control general direction of the movement. The one plant within 1 metre per WIS spores then release a gas causing victims making it do his bidding within its to save vs Toxin or be knocked out. capabilities (it could not, for example, 89-94 Thorn Expulsion; the character walk). has barbed thorns it can fire up to PS x1 55-60 Divisional Body; the plant's metre. He will have 4D20 Thorns and tendrils, vines, limbs, trunk, stalk or will take a week to grow new ones if any whatever (as deemed appropriate by the are used or damaged. The thorns do D4 GM) have become segmented so that each and choose whether they also they can separate from its body and contain a sedative. move about independently at a range of 95-00 Transparent Body; can see right 30 metres. The character is assumed to through his body. Note he is not totally have some rudimentary sense ability invisible as his outline can be made out.

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First Appeared: 60,000 BC

Type: Humanoid, Homo Supernaturalis Ogris

Physical Traits: Ogres are described as being essentially humanoid in shape, though much larger than any human. Ogres also have extremely tough skin, which is speculated to have little to no feeling, which could be the reason for some of the brutal acts they commit on each other and the amount of punishment they can take while wearing Ogre little to no armour (indeed, in one Species Name: Ogre instance an Ogre managed to eat an entire battalion, dying only after a An ogre (feminine ogress) is a being handgun in the hands of his last meal usually depicted as a large, hideous, went off in his throat). manlike monster that eats human beings. Ogres frequently feature in mythology, Their skin colours range from a dead folklore, and fiction throughout the yellow to a dull black-brown, and world. They appear in many classic (rarely) a sickly violet. Their warty works of literature, and are most often bumps are often of a different colour – described in fairy tales and folklore as or at least darker than their hides. Their eating babies. In visual art, ogres are eyes are purple with white pupils. Teeth often depicted as inhumanly large and and talons are orange or black. Ogres tall and having a disproportionately large have long, greasy hair of blackish-blue head, abundant hair, unusually coloured to dull dark green. Their odour is skin, a voracious appetite, and a strong repellent, reminiscent of curdled milk. body. Ogres are closely linked with giants and with human cannibals in Height: 8 - 10 feet mythology. Weight: 300-350lbs Ogres are big, ugly, greedy humanoids that live by ambushes, raids, and theft. Abilities: Though they appear quite fat, Ill-tempered and nasty, these monsters sporting a noticeable paunch, in fact are often found serving as mercenaries in most of their critical internal organs are the ranks of orc tribes, evil clerics, or centred in the gut region of their gnolls. They mingle freely with giants stomach, which is protected by a thick and . Few creatures are as violent sheath of muscle. This muscle also aids and cruel as ogres. With their low in digestion, as it can contract to help intelligence and flaring tempers, murder, grind down tougher substances. As a vandalism, and abuse are commonplace result, Ogres are capable of eating nearly in their societies. Greedy and covetous, anything. ogres love treasure almost as much as Mobility: Legs they do bloodshed.

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Sensory Organs: Visual challenge for tyranthood of the tribe, the loser becomes the victor's next meal. Communication: Vocal Hunters are Ogres who prefer solitude Reproduction: Sexual over company. They live in the snowy mountains. They hunt the beasts on the INT: 3D6 -2, WIS: 3D6, STR: 3D6 +4, mountains and take their prize back to DEX: 3D6, CON: 3D6 +2, CHA: 3D6 - the tribe during feasts. Because they are 2, MR: 3D6, HPs: CON +D12, AC: 5 the ones who bring the meat, they are often given the second best cut. They Feeding Habits: Omnivore have gut-plates decorated with the pelts and bones of their prey, and their Lifespan: 90 years equipment includes throwing spears or using a large crossbow. Technology: 2 Butchers are the chefs and cooks of an Culture: Hostile, intolerant and Ogre tribe, who also serve the role of aggressive, held in check by strong tribal priests or shamans. Within the social customs. While their society is tribe, they occupy a position of great described as being brutish and barbaric, respect. They usually appear quite Ogres are shown as being capable of gruesome due to the many hooks, dwelling among members of other races, piercing and barbs attached to their and as being better accepted by others body, and are often skewered with meat, than some of the more brutal races. Ogre cooking tools, and various other bits and culture is oriented around eating, and as pieces of their prey. They often have such, most ogres sport large guts. more than one set of teeth which they Storytelling is also quite common can frequently change in order to tackle amongst Ogres, especially Maneaters. different kinds of food. They are trained Ogres love to tell others his/her life from birth to be able to ingest material story. However, most of the story is poisonous even for ogres. false. Many have said that a Maneater's greatest ability is to tell long, boring life Maneaters are elite Ogres who have stories. travelled outside the Ogre Kingdoms, serving as bodyguards and mercenaries The overall leader of each kingdom is in the Old World. They may wield exotic known as the Tyrant. Young bull Ogres weapons or other equipment that they challenge him for the leadership of the have picked up during their travels, tribe. These challenges take the form of which is reflected by having the duels which take place in the tribe's associated models appear as Ninjas, 'maw-pit', a stake-lined pit into which Pirates, or other identifiable variations pieces of red meat are thrown. In from the normal Ogre army theme. 'friendly' fights, over some food for example, the forfeit for losing is Government: Tribal Leader generally an ear or a couple of fingers given up to the winner as a victory Population: 262,160 on Earth snack. In serious duels, such as a

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Creating an Ogre character Natural Chameleon 5 Step 1: Attributes Using this ability the Ogre can blend Roll attributes as normal but INT and into and render himself nearly invisible CHA -2, STR +4 and CON +2, AC is 5. in wooded areas, fields of tall grass, Mana = INT + WIS x3. Mana is clumps of bushes, or any other recovered at a rate of 10 per hour if wilderness area with dark or shaded remain active (but not using magic) and terrain. When hiding he can conceal 20 per hour if asleep. Mana can however himself from attackers and eavesdrop on be permanently traded for HPs at a rate his enemies. He can hide near a well of 1 for 1. Hit points = CON +12, +12 travelled road and secretly observe per level. passersby, or conceal himself near an enemy campsite waiting for an Step 2: Skills opportune moment to steal their Choose skills in the normal manner supplies. according to the character's class. Natural Mana 10 Step 3: Abilities +10 Mana at levels 2, 4, 6, 8, 10, 12, 14, All Ogres gain all the following free; 16, 18 and 20. Cast Iron Stomach - An Ogre's stomach is a bottomless pit, capable of eating Nature Survival 5 nearly anything. Ogres can eat even non- Due to an Ogre's extensive experience foods, like stone, metal, or plastic. and training in jungles and forests they Eating large weapons all at once will gain +1 to any physical, combat and upset his stomach, causing him stomach survival rolls made while within that pains and some major gas problems environment. He may choose an leaving him –2 to Thac0, AC, and additional terrain at level 5. Terrain initiative for D4 hours. types include; Jungle, Desert, Tundra, Underground, Mountain, Forest or Additionally Ogres start with 40 Points Ocean. to spend on any of the following abilities. As they earns more experience SAN Bonus 10 they may buy or rebuy more abilities. +1 Sanity save at levels 2, 5, 9, 11, 13 Ability Cost and 17. Increased AC 5 +1 AC Willpower Bonus 10 +1 Willpower save at levels 1, 4, 8, 12, Increased STR 5 14, 16 and 20. +1 STR Witch Sight 10 Increased Thac0 10 The character can see the true image of +1 Thac0 with hand to hand weapons at any person or object regardless of any levels 1, 3, 5, 7, 9, 11, 13, 15, 17 and 19. form of concealment, disguise, illusion or invisibility. This also includes the Intimidating 10 ability to detect whether it is magical, This character has greater presence, +1 and whether it is harmful or helpful. CHA.

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Step 4: Classes Any but magic welders tend to be Shamans.

Orc Species Name: Orc, Ork, Orcneas, Orke, Orcus, Orco

Our present-day conception of an Orc or Ork is one of a race of mythical humanoid creatures, generally described as brutish, aggressive and repulsive, stemming from the writings of Tolkien, where Orcs contrast with the benevolent Elvish race. Tolkien developed his idea of the orc from the Old English term Orcneas.

In popular culture (including fantasy fiction and fantasy games), Orcs are variously portrayed. Facial features tend toward the grotesque (generally a

10 103 mixture of the ape-like and pig-like), and including a signature of the Warcraft their skin typically varies from black to series of computer games and spin-offs. grey to green, and sometimes red. They may be physically stronger or weaker First Appeared: 13,070 BC than humans, but always high in numbers. They often ride boars, wolves, Type: Humanoid, Homo Supernaturalis and wargs. In many role-playing and Orcis computer games, Orcs have green or greenish skin. Physical Traits: Orcs are large creatures with long arms and short legs, huge slabs The Oxford English Dictionary refers to of muscle move under tough green skin, Orke, used in 1656 in a way that is and their jaws are lined with vicious reminiscent of Giants and Ogres. The fangs that jut out from their underbite. word ultimately comes from Latin They have beady red eyes, a generally Orcus, the demonic Roman god of death, foul demeanour, and are naturally bald. who should not to be confused with Orcs have tough, thick, green skin which Pluto, the god of the underworld, and is highly resistant to pain. They can has transformed by several stages from survive even the most horrific of the meanings 'underworld', 'hell', 'devil', injuries, They are easily noticeable due 'evil creature' to 'ogre'. Tolkien and the to their green to grey skin, lupine ears, lexicons he used attributed the origin of lower canines resembling boar tusks, and the doubtful Old English orc to 'Orcus' their muscular builds. and in one of his invented languages, the word for orc also had the form Orco. Orcs stand in a bent over shape making them appear as ape-like humans. Orcs Since the publication of Tolkien's The have a slightly stooped posture, a low Lord of the Rings, Orcs have become a jutting forehead, and a snout instead of a fixture of fantasy fiction and role- nose. Orcs have well-developed canine playing games, where the Orcs and teeth for eating meat and short pointed Goblins are usually considered to be ears that resemble those of a wolf. distinct races of Goblinoids. They were Orcish snouts and ears have a slightly once often depicted with pig-like faces, pink tinge. Their eyes are human, with a although they were never described as reddish tint that sometimes makes them such by Tolkien. appear to glow red when they reflect dim light sources in near darkness. This is In the 1980s, another orc archetype was actually part of their optical system, a introduced by the table-top miniature pigment which gives them infravision. war games Warhammer Fantasy Battle, a heavily muscled, green-skinned Height: 5-7 feet barbarian with exaggerated tusks, brow, and lower jaw, whose personality is not Weight: 180-280lbs so much evil as crudely thuggish, often to a comical degree. This style of Orc Abilities: Infravision 60 feet has since become popular in a vast number of fantasy settings and games, Mobility: Legs

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Sensory Organs: Visual command. They are known for large, brutal armies of difficult-to-kill troops, Communication: Vocal usually supported by a variety of units and war machines. The constant need to Reproduction: Sexual. They have a fight keeps the orcs from forming gestation period of 10 months and anything but temporary alliances with produce two to three offspring per birth. one other. This is described in-game as Infant mortality is high. "animosity".

INT: 3D6 -1, WIS: 3D6, STR: 3D6 +1, Orc "culture" is dominated by the DEX: 3D6, CON: 3D6 +1, CHA: 3D6 - concept of strength. The strongest and 2, MR: 3D6, HPs: CON +D10 meanest orc is the leader until a stronger orc comes along. There is no law, and Feeding Habits: Orcs eat all manner of therefore no crime. If an orc feels flesh, including the flesh of Men. wronged, he can challenge the source of his grievance to a pit fight. Once the Lifespan: 50 years fight is over, the matter is considered settled. Orcs have no concept of pity; to Technology: 2 an orc, the weak are simply weak, and are beneath them in society. An orc Culture: Hostile, intolerant and attains a higher social rank by fighting aggressive, held in check by strong and defeating members of that rank. social customs. They respect power and strength, and naturally tend towards Because of their bizarre physiology, orcs becoming bigger and stronger as they receive a steady supply of adrenaline rise through their society. While they when preparing to challenge a superior, lack the education of more advanced causing him to physically increase in races, Orcs possess immense cunning size and muscle-mass. An alert superior and are quick learners, but rarely adopt will spot this occurring and promptly new tactics to replace their fondness for beat the challenger down before he close quarters brutality. Orcs becomes a threat. If the superior fails to communicate through their own notice this development, then a battle language which has been described as a inevitably results. Once such a variety of guttural sounds, but they are leadership battle is won, the winning orc often shown as capable of speaking undergoes an extreme boost in power, humans languages, mostly broken and gaining up to a dozen pounds of muscle fragmented. in the wake of the fight.

Orcs are not very intelligent or Bestial and savage, orcs band together as knowledgeable but are capable of tribes, living on hunting and raiding. cunning. In combat they can transform Believing that the only way to survive is even the most common object into a by expanding their territories, they have lethal killing instrument. They are developed enmities with many races. extremely warlike, with a society geared Even though they have good towards constant warfare, living in small relationships with other evil humanoids tribal groups with a strong chain of in times of peace, their chaotic nature

10 105 stops them from cooperating unless village will have 1-4 watch towers and a forced to do so by a powerful leader. single gate. There will be one ballista Orcs live in a patriarchal society, taking and one catapult for every 100 adult pride on how many females and male male orcs. children they have. Orcs like scars and take pride in exposing them, whether Orcs are aggressive. They believe other they are of a victory or loss. species are inferior to them and that bullying and slavery is part of the natural Orcs hate direct sunlight and fight at -1 order. They will cooperate with other penalty to their attack rolls in sunlight. species but are not dependable: as Their morale decreases by 1 under these slaves, they will rebel against all but the circumstances as well. Orcs employ most powerful masters; as allies they are sniping and ambush tactics in the wild. quick to take offense and break They do not obey the “rules of war” agreements. Orcs believe that battle is unless such is in their best interests; for the ideal challenge, but some leaders are example, they will shoot at those who pragmatic enough to recognize the value attempt to parlay with them under a of peace, which they exact at a high white flag unless the orc leader feels it is price. advantageous to hear what the enemy has to say. They abuse human rules of If great patience and care are used, orc engagement and chivalry to their best tribes can be effective trading partners advantage. and military allies. Orcs value territory above all else; battle experience, wealth, It is often believed that orcs are so and number of offspring are other major bloodthirsty and cruel that they are sources of pride. Orcs are patriarchal; ineffective tacticians and that they would women are fit only to bear children and rather be vicious than victorious. Like nurse them. Orcs have a reputation for most stereotypes, this is highly cruelty that is deserved, but humans are misleading; it is true for some orc tribes just as capable of evil as orcs. Orcs have but not for all. Many orc tribes have marriage customs, but orc males are not waged wars for decades and have noted for their faithfulness. developed a frightening efficiency with battle tactics. Government: Tribal Leader

Orc lairs are underground 75% of the Population: 415,250 on Earth time, in a wilderness village 25% of the time. Orc communities range from small Creating an Orc character forts with 100-400 orcs to mining Step 1: Attributes communities with 500-2,000 orcs to Roll attributes as normal but INT is -1, huge cities (partially underground and STR and CON is +1, CHA is -2. Mana = partially above ground) with 2,000 to INT + WIS x3. Mana is recovered at a 20,000 orcs. Most lairs above ground rate of 10 per hour if remain active (but are rude villages of wooden huts not using magic) and 20 per hour if protected by a ditch, log rampart and log asleep. Mana can however be palisade, or more advanced permanently traded for HPs at a rate of 1 constructions built by other races. The

10 106 for 1. Hit points = CON +10, +10 per Nature Survival 5 level. Due to an Orc's extensive experience and training underground they gain +1 to Step 2: Skills any physical, combat and survival rolls Choose skills in the normal manner made while within that environment. He according to the character's class. may choose an additional terrain at level 5. Terrain types include; Forest/Jungle, Step 3: Abilities Desert, Tundra, Ocean, Mountain. All Orcs gain all the following free; Forest Orcs begin with Forest/Jungle Night Vision - The character can see in terrain instead. absolute darkness at a distance of 60 feet. SAN Bonus 10 +1 Sanity save at levels 2, 5, 9, 11, 13 Additionally Orcs start with 40 Points to and 17. spend on any of the following abilities. As they earns more experience they may Smell 10 buy or rebuy more abilities. Smell increases to x1 normal range per 3 Ability Cost WIS with an additional x1 per level. It Increased Thac0 5 can be used for smelling poison or +1 Thac0 with hand to hand weapons at impurities in food and beverage. It can levels 1, 3, 5, 7, 9, 11, 13, 15, 17 and 19. also be used to detect and water or food being prepared within the radius. Intimidating 10 This character has greater presence, +1 STR Bonus 10 CHA. +1 STR

Natural Chameleon 5 Willpower Bonus 10 Using this ability the Orc can blend into +1 Willpower save at levels 1, 4, 8, 12, and render himself nearly invisible in 14, 16 and 20. wooded areas, fields of tall grass, clumps of bushes, or any other area with dark or Witch Sight 10 shaded terrain. When hiding he can The character can see the true image of conceal himself from attackers and any person or object regardless of any eavesdrop on his enemies. He can hide form of concealment, disguise, illusion near a well travelled road and secretly or invisibility. This also includes the observe passersby, or conceal himself ability to detect whether it is magical, near an enemy campsite waiting for an and whether it is harmful or helpful. opportune moment to steal their supplies. Step 4: Classes Any. Natural Mana 10 +10 Mana at levels 2, 4, 6, 8, 10, 12, 14, 16, 18 and 20.

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Communication: Vocal

Reproduction: Sexual

INT: 2D6, WIS: 2D6, STR: 2D6, DEX: 3D6, CON: 2D6, CHA: 3D6, MR: 2D6, HPs: CON +D4, AC: 5

Feeding Habits: Omnivore but their staple diet is fungus Orcling Lifespan: 50 years Species Name: Orcling, Gobling Technology: 2 Orclings are Orkoids, and are the smaller Culture: Hostile, intolerant and cousins of Orks and Goblins. Orclings aggressive, held in check by strong are often used by them as cannon fodder, social customs. Orclings are the smallest food or even ammunition in certain of the green-skinned races. They are not cases. Orclings represent the lowest rung very intelligent, and left to their own of Orkoid society and are bullied by all devices they spend their days scavenging other Greenskins. Orclings often wield in the rubbish heaps in Greenskin camps, mushrooms or sticks into battle. stealing any scraps of food or small trinkets they can get their hands on. First Appeared: 12,800 BC They have the temprament of extremely enthusiastic and uncontrollable puppies, Type: Micro Humanoid, Homo and their larger Orc and Goblin cousins Supernaturalis Orcis usually try to capture them and train them to do tricks or basic jobs for them Physical Traits: Orclings are smaller like fetching and carrying, but they are and weaker than goblins; about half their little use for any real work. Almost all height, although there is no set point Greenskin tribes like to keep a small where a large Orcling becomes a small swarm of Orclings with them. Even if goblin, or vice versa. They are far less they're not much good in a fight, they intelligent than goblins and can do little can come in useful as a light snack. except in imitation of others. They respect power and strength, and Height: 3-4 feet naturally tend towards becoming bigger and stronger as they rise through their Weight: 40-50lbs society. Orclings will serve sometimes as servants or "pets," but more often they Abilities: Low light vision 90 feet serve in Orkish agricultural and animal husbandry roles. Orclings will cultivate Mobility: Legs the fungus preferred by Greenskins to provide Orks with food, drink, and Sensory Organs: Visual medicine. Orclings' affinity with animals

10 108 usually ensures that only a few dozen Creating an Orcling character Orclings are eaten by their "livestock" Step 1: Attributes on any given day. On the occasions that Roll attributes as normal but INT, WIS, Orclings are used in battle by the Orks, STR, CON and MR are 2D6. Mana = they quite obviously do not pose any INT + WIS x3. Mana is recovered at a threat to larger opponents unless found rate of 10 per hour if remain active (but in massive numbers. not using magic) and 20 per hour if asleep. Mana can however be They do not have the intellect to use any permanently traded for HPs at a rate of 1 weapon more complicated than a sharp for 1. Hit points = CON +4, +4 per level. knife. Nonetheless, they make excellent distractions as larger and more Step 2: Skills dangerous Ork units move into place. Choose skills in the normal manner This role is enhanced by the Orclings' according to the character's class. tendency to not notice danger until it is far too late. Orclings are also employed Step 3: Abilities as live 'ammunition' for catapaults and All Orclings gain all the following free; are too stupid to understand that this is Night Vision - The character can see in dangerous for them. low light with absolute clarity at a distance of 90 feet. They congregate on the edges of greenskin villages, although they are Additionally Orclings start with 35 often too terrified to approach. In battle, Points to spend on any of the following they usually gather in large swarms that abilities. As they earns more experience are too stupid to know when they're they may buy or rebuy more abilities. beaten. To Orcs, as long as they're Ability Cost smaller than themselves, they're all just Animal Empathy 5 weedy little "grotz" to be bossed around. Orclings can establish empathic Orclings often wield mushrooms or communication with any small animal sticks into battle. On the occasions that within line of sight if he does nothing Orclings are used in battle by the Orks, else in the round. The animal must have they quite obviously do not pose any a minimum INT of 1. This has the threat to larger opponents unless found following benefits: in massive numbers. They do not have He can communicate to the creature that the intellect to use any weapon more he desires its friendship. If the offer is complicated than a sharp knife. sincere (and the animal will be able to Nonetheless, they make excellent sense if it isn't), the creature can be distractions as larger and more calmed and will not attack or flee unless dangerous Ork units move into place. it is attacked. It will answer any of his This role is enhanced by the Orclings' questions. Further he can then recruit tendency to not notice danger until it is this animal as an ally. Once he does so far too late. he permanently emathically links with the animal turning it into a familiar. At Government: None any point he may see through the familiar's eyes, smell through its nose, Population: 515,250 on Earth hear with

10 109 its ears, taste with its mouth or link with impurities in food and beverage. It can any of its other senses (including also be used to detect and water or food supernatural ones). The two are always being prepared within the radius. in constant empathic contact. Taste 5 Natural Chameleon 5 Can identify the specific ingredients of Using this ability the Orcling can blend anything that have previously eaten, into and render himself nearly invisible drunk or sample tasted. This includes in wooded areas, fields of tall grass, chemicals, animals, plants, toxins and clumps of bushes, or any other poisons. wilderness area with dark or shaded terrain. When hiding he can conceal Thac0 Bonus 10 himself from attackers and eavesdrop on +1 Thac0 with ranged weapons at levels his enemies. He can hide near a well 1, 3, 5, 7, 9, 11, 13, 15, 17 and 19. travelled road and secretly observe passersby, or conceal himself near an Witch Sight 10 enemy campsite waiting for an The character can see the true image of opportune moment to steal their any person or object regardless of any supplies. form of concealment, disguise, illusion or invisibility. This also includes the Natural Mana 10 ability to detect whether it is magical, +10 Mana at levels 2, 4, 6, 8, 10, 12, 14, and whether it is harmful or 16, 18 and 20. helpful.

Nature Survival 5 Step 4: Classes Due to an Orcling's extensive experience Any. and training in jungles and forests they gain +1 to any physical, combat and survival rolls made while within that environment. He may choose an additional terrain at level 5. Terrain types include; Jungle, Desert, Tundra, Underground, Mountain, Forest or Ocean.

Nimble 5 +1 AC

Small but tough 10 +1 vs poisons, toxins and diseases. +1 every second level.

Smell 5 Smell increases to x1 normal range per 3 WIS with an additional x1 per level. It can be used for smelling poison or

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notably, also where human ears would be.

About one in every 216 hatchlings possesses four functional arms. These four-armed mutations are usually black, fading to grey in colour. Sahuagin find bright light and fresh water painful, but their senses are otherwise remarkably sharp and keen. They can walk on land for up to four hours. They are able to Sahuagin dive down to a maximum depth of 20 Species Name: Sahuagin, Sea Devil metres per CON.

Sahuagin are a fish-like monstrous Mobility: Legs humanoid species that live in oceans, seas, underground lakes, and underwater Sensory Organs: Visual caves. They venture ashore on moonless nights to plunder coastal towns. Communication: Vocal

Svartálfar infernal experiments with Reproduction: Sahuagin are egg-laying their own led to the creation of the creatures, with multiple hatchlings the Sahuagin race. Rebelling against their rule. They fertilize internally and hatch Svartálfar masters the Sahuagin after three months. Hatchlings are disappeared into the deepest parts of the around ten inches long at birth and eat ocean. voraciously. The sea devils deal very First Appeared: 60,000 BC harshly with offspring who are not robust or aggressive enough, they are Type: Humanoid Fish, Ichthus Erecuts eliminated by compulsory fighting to the death between young Sahuagin. Physical Traits: Fur, pointed ears Sahuagin seem fixated on all aspects of consumption, and are eager to weed out Height: 6-9' feet anything they see as weak or unworthy to compete for resources. Weight: 150-250lbs INT: 3D6, WIS: 3D6, STR: 3D6, DEX: Abilities: Sahuagin are usually green 3D6, CON: 3D6, CHA: 2D6, MR: skinned; darker on the back and lighter 2D6/4D6 (swim), HPs: CON +D6, AC: on the belly. Many have dark stripes, 5 bands, or spots, but these tend to fade with age. An adult male Sahuagin stands Feeding Habits: Omnivore. Sahuagin roughly six feet tall and weighs about 91 are fond of the flesh of krakens and giant kilograms. Sahuagin are highly fish-like, squids, though krakens and giant squids with webbed feet and hands, gills, and a are also fond of the flesh of Sahuagin. finned tail. There is additional webbing Sahuagin consider the crabman to be a down the back, at the elbows and, tasty delicacy.

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Lifespan: 80 years Their lairs are villages and towns constructed of stone; each group ranges Technology: 2 up to 50 miles from home on their hunting and raiding excursions. Culture: Malevolent. Truly malicious Sahuagin cities often contain bowl- race with no redeeming qualities at all. shaped stone amphitheatres. Savage fighters, Sahuagin ask for and give no quarter. When swimming, a A Sahuagin city, where the king dwells, Sahuagin tears with its feet, strikes with typically contains at least 5,000 its talons or a weapon. Spears and commoners, as well as at least 1,000 tridents being their favoured weapons. higher-ranking sea devils, including About half of any group of Sahuagin are guards, priestesses, malenti, weresharks, also armed with nets. Sahuagin are cruel nobles, concubines, and queens. and brutal, with the strongest bullying the weaker ones. They kill those of their There has been much speculation about number who are injured, ill, or weak, the origins of Sahuagin. Although denied feeding them to the sharks or eating by both races it is believed that they're them themselves. Duels, used to settle the descendents of Svartálfar who have disputes and determine social rank, are adapted to the sea. always fought without weapons, using only teeth and claw. Government: Monarchy

Sahuagin are the natural enemies of Population: 4,000,000 on earth aquatic elves and lizardfolk. Elves and Sahuagin cannot co-exist peacefully, and Creating a Sahuagin character wars between them are often prolonged, Step 1: Attributes bloody affairs that occasionally even Mana = INT + WIS x3. Mana is interfere with shipping and maritime recovered at a rate of 10 per hour if trade. Sahuagin tolerate the lizardfolk remain active (but not using magic) and much more than they do the elves. 20 per hour if asleep. Mana can however be permanently traded for HPs at a rate Sahuagin have an only slightly less of 1 for 1. Hit points = CON +12, +12 vehement hatred for tritons. They also per level. hate the Kuo-toa, though the two races have been known to ally. Sahuagin are Step 2: Skills allies of sharks, and there are always Choose skills in the normal manner sharks living beside the sea devils in according to the character's class. their lairs. Sahuagin hate seawolves, who prey on them as readily as they prey Step 3: Abilities on anyone else. Sahuagin gain all the following free; Night Vision - The character can see in Sahuagin dwell in warm bodies of salt absolute darkness at a distance equal to water at depths of 100 to 1,500 feet. his normal sight. They abhor fresh water, and think of the extreme ocean depths as an otherworldly Additionally Sahuagin start with 35 place in which nothing living can exist. Points to spend on any of the following

11 112 abilities. As they earns more experience HP per INT, +1 per level per 10 minutes; they may buy or rebuy more abilities. reduce the damage and duration of Ability Cost drugs, toxins and poisons by 4% per Additional Limbs 5 INT, +1% per level and gives +1 to save The character has one additional limb. per 4 INT; negate all pain for 1 minute +1 limb each time rebought, but no more per INT, +1 minute per level; or stabilize than six arms and six legs. his condition (stops bleeding, binds wounds, etc.) for 15 minutes per level. Enhanced Taste 5 Can identify the specific ingredients of Nature Survival 5 anything that have previously eaten, Due to an Sahuagin's extensive drunk or sample tasted. This includes experience and training in the ocean they chemicals, animals, plants, toxins and gain +1 to any physical, combat and poisons. survival rolls made while within that environment. Each time this ability is Increased AC 10 rebought he may take an additional +1. +1 AC Reduced Sleep 5 Increased Thac0 10 The character needs one hour less +1 Thac0 with melee weapons at levels normal sleep per 5 CON. 1, 3, 5, 7, 9, 11, 13, 15, 17 and 19. Sanity Bonus 10 Natural Chameleon 5 +1 Sanity save at levels 1, 4, 8, 12, 14, Using this ability the Sahuagin can blend 16 and 20. into and render himself nearly invisible in coral areas, kelp forests, clumps of Sonar 10 seaweed, or any other area with dark or The character can sense objects in total shaded terrain. When hiding he can darkness including shape, distance, conceal himself from attackers and direction and speed while in a liquid eavesdrop on his enemies. He can hide environment. It has a radius of 10 metres near a well travelled area and secretly per WIS, +10 metres per level radius. +1 observe passersby, or conceal himself Initiative. near an enemy campsite waiting for an opportune moment to steal their Step 4: Classes supplies. He may also move with a Any but Shaman is the favoured mage minimum of sound, almost as if he's class. walking on air. Even creatures with the sharpest ears are no more likely to detect his presence than they are to hear a feather drop.

Nature Heal 10 Only ocean terrain maybe selected for healing at phenomenal rates. He must concentrate for 1 minute uninterrupted to perform the following healing; restore 1

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in molten lava without harm to themselves.

Height: 5 ft

Weight: 300 lbs

Abilities: Terraneans constantly generate tremendous heat, so that the ground is often seen to melt around their feet, and oxidation occurs around their bodies, often causing flame (to which they are immune) to appear around them. They can increase the amount of heat they generate, so as to create a sphere-like area of intense heat about themselves that will melt a weapon pointed towards them, or to melt a deep Terranean hole beneath their feet almost Species Name: Terranean instantaneously. Terraneans can generate an internal body temperature of Terraneans are a race of sentient mineral thousands of degrees on the Celsius humanoids living in tribes in scale. underground caverns deep beneath Earth's surface. Terraneans were Mobility: Legs originally a Dwarf race who were altered by a powerful Astaroth to serve as his Sensory Organs: Visual minions. The Astaroth was eventually slain by Doomslayer and the Terraneans Communication: Vocal were freed of his influence. They chose to travel even further into the earth, near Reproduction: Osmosis its core. INT: 2D6, WIS: 2D6, STR: 5D6, DEX: First Appeared: 79.920 BC 3D6, CON: 4D6, CHA: 2D6, MR: 2D6, HPs: CON +(D20 x20) Type: Humanoid Mineral, Mineralus Erectus Feeding Habits: Minerals

Physical Traits: Terraneans are Lifespan: Unmeasured, possibly humanoid in height and form, but they thousands of years have red skins of rock-like consistency. The density of their bodies is greater Technology: 2 than that of a human being, and they are about twice as strong as the average Culture: Hostile. Intolerant and human male. They Men are highly aggressive, held in check by strong resistant to extreme heat, and can stand social customs.

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Government: Tribal, headed by chiefs Night Vision - The character can see in but great power in the tribes is held by absolute darkness at a distance equal to the shamans (sometimes called witch normal sight range. doctors) who are their religious leaders. Terranean Body - Physical attacks must Population: 400,800 on Earth do STR 19+ in damage, otherwise have no effect. Normal projectiles melt before Creating a Terranean character striking the character and do no damage. Step 1: Age Electricity, energy and explosions do Determine your character's age. If older half damage. Immune to fire, heat, than 100 you need to determine which magma and all gases. Anyone touching years you have been present in. the character (including punching him) 01-20 100 xD10 years takes D6 damage per level. Further he 21-40 100 x2D10 years can radiate heat from his form over one 41-60 100 x4D10 years metre per 2 INT radius (+2 metres per 61-75 100 x6D10 years level), at a rate of 10C per INT per 76-90 100 x8D10 years round, +10 per level. If he touches an 91-00 100 x10D10 years object while radiating intense heat he Next decide what you have been doing. will do 10D10 damage to anything held Were you involved in any famous onto for 1 round. This will melt most historical incidents? In the present day objects, boil water, etc. where does your character live or is he a wanderer, moving around continuously? Additionally Terraneans start with 30 Points to spend on any of the following Step 2: Attributes abilities. As they earns more experience Roll attributes as normal but INT, WIS, they may buy or rebuy more abilities. CHA and MR are 2D6. STR is 5D6 and Ability Cost CON 4D6. Mana = INT + WIS x2. Magma Fire 5 Mana is recovered at a rate of 10 per The character can manipulate the hour if remain active (but not using geothermal forces of magma in 2 ways; magic) and 20 per hour if asleep. Mana 1) Throw magma balls over his normal can however be permanently traded for distance x2. They do D12 per level and HPs at a rate of 1 for 1. Hit points = have a 20% chance, +10 per level of CON +(D20 x20), +20 per level. causing anything combustible to catch alight. Step 3: Skills 2) Alternatively he can form a Initially skills may be chosen as normal continuous torrent of hot magma which but may only be selected from the does D6 per 5 WIS +D6 per level, over 1 Roman Era pool, other skills may be metre per WIS per level. Anything chosen later but modern ones would combustible instantly catches alight. require someone to train the character. Natural Chameleon 5 Using this ability the Terranean can Step 4: Abilities blend into and render himself nearly All Terraneans gain all the following invisible in mountainous areas, clumps free; of rocks, subterranean areas or any other rocky terrain. When hiding he can

11 115 conceal himself from attackers and level, over 1 metre per WIS per level. eavesdrop on his enemies. He can hide Anything combustible instantly catches near a well travelled road and secretly alight. observe passersby, or conceal himself near an enemy campsite waiting for an Natural Extensions 5 opportune moment to steal their Terraneans can touch the earth and form supplies. arms or other shapes out of the ground. He can then exert his strength through Natural Defiance 5 these arms. The arms can take damage The character can root himself to the equal to his total HPs, and its ground and withstand great amounts of stretching ability is dependant on the kinetic force and remain in a perfect amount of earth available for it to draw upright position. As long as the character on. Does D10 damage per 3 metres knows he's about to be hit by sudden height. The arms can encase an object in force like a truck, he automatically a 2 metre radius per INT (+3 metres per becomes almost impossible to move. 10 level), with up to 10 HPs per INT (+10 tons per WIS +2 per level. The subject HPs per level). May be used to encase must be ready for the attack to prepare objects, limbs or the entire body. for the blow. Likewise he is extremely difficult to lift. Natural Heal 5 A Terranean can heal at phenomenal Natural Drill 5 rates whenever in a rocky or The Terranean can dig a hole in the earth subterranean area. He must concentrate at his normal land movement rate. He for 1 minute uninterrupted to perform may choose to have the excavated the following healing; restore 1 HP per material pile up at the edge of the hole or INT, +1 per level per 10 minutes; negate to have it slip off deeper into the earth. all pain for 1 minute per INT, +1 minute The hole takes 1 minute to excavate per per level; or stabilize his condition (stops 100 cubic metres. Normally the tunnel bleeding, binds wounds, etc.) for 15 the hero makes collapses within 10 minutes per level. minutes of the hero's passage at a specific spot. The exception is the tunnel Natural Manipulation 5 within 3 metres of the hero's current Terraneans can soften the soil making it location. This allows him to occasionally not unlike quicksand with a (1 metre stop. A tunnel never collapses on the radius per 3 WIS, +1 per level) x (1 hero, unless a higher intensity force is metre depth per 2 WIS, +2 per level). applied like explosives. If he wants to Victims sink at a rate of 60 centimetres build a relatively permanent tunnel, his per round and are -5 on all combat rolls. movement rate is cut in half as he takes This method may also be used to refine the time to make reinforced walls. earth materials and cause them to separate into their component minerals. Natural Eruption 5 One kilogram per WIS per round may be By touching the earth Terraneans can sorted, +1kg per level. reach deep down and cause a continuous torrent of hot magma to spew forth which does D6 per 5 WIS +D6 per

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Natural State 5 Terraneans are able to meld with any rock at least a quarter its size effectively becoming one with it. In this state he is aware of any activity within its vicinity. He may also enter into a state of suspended animation while part of the rock.

Witch Sight 10 The character can see the true image of any person or object regardless of any form of concealment, disguise, illusion or invisibility. This also includes the ability to detect whether it is magical, and whether it is harmful or helpful.

Step 5: Classes Unless trained by another then Geomancer or Shaman are the only available classes. Any other classes would require consultation with the GM.

Vermin Species Name: Vermin, Rat men, Ratling

Vermin are bipedal human sized rats. Though not very strong, they are exceptionally quick, and their ability to blend effectively into the darkness makes the Vermin a difficult race to find. Thousands of years ago the Elves experiment with dark powers lead to the creation of the Vermin race and the first civil war within the Elven race. When they first achieved sentience, the Vermin

11 117 could do little against their creators, and weapons, potentially making even the were left in their roles as magical test slightest injury dangerously septic. subjects. Mobility: Legs But in time the Vermin broke free, and killed the ones that had made them and Sensory Organs: Visual tormented them for so long. Over the next two hundred and eighty years or so Communication: Vocal the newly born Vermin race grew rapidly. Eventually they began a war Reproduction: Sexual with the surface world which ended disastrously for them. Thereafter there INT: 3D6 +1, WIS: 3D6, STR: 3D6, was pressure to expand the tunnels under DEX: 3D6 +1, CON: 3D6 -1, CHA: the city, as the surface world was too 3D6 -1, MR: 3D6, HPs: CON +D6 dangerous for the Vermin. Feeding Habits: Carnivore First Appeared: 14,000 BC Lifespan: 80 years Type: Humanoid Rodent, Rodentus Erectus Technology: 2

Physical Traits: Vermin generally have Culture: Malevolent. Truly malicious rat-like faces, bearing an elongated skull race with no redeeming qualities at all. and larger-than-average ears. They Vermin are antisocial by nature, being typically sport thin brown or black fur far too concerned with bare survival to on their bodies, with the same colour for be concerned with anything else. When hair. This hair allows them to blend into forced into social situations, many dark environments more effectively. As Vermin show themselves to be awkward they grow older, this fur begins to grey. and even quite shallow, never having They have long naked tails, snouts, pink developed much depth beyond what they ears, and pronounced incisors, just like do. They are very professional, though, their nonhumanoid kin. Though they and seldom let emotion get in the way of have rat-like faces, rat-men are what needs to be done, though they can fundamentally human in body shape. A also be rather ruthless at times, and even Vermin's bite and the claws on each quite savage when under duress. hand do D4 damage. In almost all situations where they might Height: 4'5-5'6 ft have needed help, the Vermin have been on their own, and they know better than Weight: 100-130 lbs to expect assistance from other races who have not seen what they have seen Abilities: A Vermin’s saliva is or know what they know. Vermin have a powerfully corrosive and laced with penchant for lurking in sewers and disease from their rancid diets. Vermin underground and spending far too much frequently use their spit to enhance their time poking around places known for housing forbidden magic.

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Vermin are a chaotic breed, lacking and same as the above city, but with the not feeling the need for a society or a prefix "under" attached at the front of culture beyond the most basic the name (such as "Under-Miami"). In interactions. As a rule, Vermin seem their underground lairs, they are most drawn to places where few other described as a teeming horde, well races could possibly survive, especially capable of conquering the world above if places that have been polluted by waste they would ever stop fighting each other. from the castoffs of civilization, or To take over the world is the Vermin's tainted with the effects of magic, ultimate goal. Power is split between the especially dark magic. What is more, Shamans and the rulers of the Warlord they seem to thrive best in such harsh Clans, who vie for power among environments, being able to shrug off the themselves. effects of all but the worst diseases and toxins, and being able to stomach and Clans are constantly at war with each even derive nourishment from other, fighting for slaves, territory and substances that other races would find power in general. Vermin have a high utterly inedible. breeding rate, but their tribes are frequently small, living in the sewers of Almost every city that has a working major cities. Their odd culture and sewer system has at least one community proneness to infighting means that a of Vermin living in it, and many given tribe’s population and leadership abandoned wizard’s towers or magic- is always changing, and political schisms infused dungeons will usually have a and breakaways are common when a few Vermin making a living in the less tribe gets too large. dangerous areas, eking out a living and doing what they can to gradually destroy Vermin culture is centred on theft, the twisted magic that is left in these scavenging, and killing. They are places, gaining experience in generally slow-witted and cowardly, recognizing and combating such magic preferring to strike from the shadows or later on in their lives. ambush in numbers. Most Vermin become rogues or fighters, preferring the Vermin live in their twisting simple methods of blade and sling to the underground. They often build directly unseen forces of divine or arcane below large cities, using the sewers as classes, but some more ambitious access points to send their spies into the individuals make pacts with dark city to execute their plans for creatures or infernal beings to enhance domination. Their numerous tunnels their own power ahead of their brethren. reach across to distant lands, and their underground highways connect their The Vermin feel that they are superior to cities. They have been known to all other races, and are often hostile construct their cities under any toward other characters. Dwarves greatly environment, including tundras and despise them, as well as Elves, Gnomes, jungles. and many more. The Vermin tolerate assistance from Drow and other evil- If a Vermin city is build beneath an aligned races. They also often try to above-ground city, it's name is often the covertly manipulate other races against

11 119 each other such as humans, Goblins, from it to likewise save vs disease. The Orcs, and Kobolds. Despite their weapon remains infectious for 1 day per numbers and the expanse of their Under- CON. Empire, their existence is known to only a few races including the Dwarves and Additionally Vermin start with 30 Points Elves. to spend on any of the following abilities. As they earns more experience Vermin adventurers are usually those they may buy or rebuy more abilities. individuals who expressed opinions Ability Cost contrary to their warband leader’s or Enhanced Smell 5 took an interest in a path not favoured by Can identify the specific odour or scent the group such as a divine class, or of anyone that have previously met, and simply wish for more for themselves track by smell so long as know the scent. rather than the tribe. These Vermin flee The character can also by sniffing a their tribe’s retribution to avoid person smell anyone or anything that becoming food, and follow their own they have touched and where they have path to riches and power. been within the last WIS x1 hour.

Government: Tribal Council Enhanced Taste 5 Can identify the specific ingredients of Population: 850,000 on Earth anything that have previously eaten, drunk or sample tasted. This includes Creating a Vermin character chemicals, animals, plants, toxins and Step 1: Attributes poisons. Roll attributes as normal but then add +1 to INT and DEX, and -1 from CON and Increased AC 10 CHA. Mana = INT + WIS x3. Mana is This character is incredibly agile and recovered at a rate of 10 per hour if gains +1 AC. remain active (but not using magic) and 20 per hour if asleep. Mana can however Intimidating 5 be permanently traded for HPs at a rate This character has greater presence, +1 of 1 for 1. Hit points = CON +6, +6 per CHA. level. Natural Chameleon 5 Step 2: Skills Using this ability he can blend into and Choose skills in the normal manner render himself nearly invisible in according to the character's class. mountainous areas, clumps of rocks, subterranean areas or any other rocky Step 3: Abilities terrain. When hiding he can conceal Vermin gain all the following free; himself from attackers and eavesdrop on Vermin Body - A Vermin can bite an his enemies. He can hide near a well opponent requiring them to save vs travelled road and secretly observe disease or catch something debilitating passersby, or conceal himself near an but non lethal. Further a Vermin can enemy campsite waiting for an milk his fangs to put his venom on a opportune moment to steal their weapon requiring anyone taking damage supplies. He may also move with a

11 120 minimum of sound, almost as if he's form of concealment, disguise, illusion walking on air. Even creatures with the or invisibility. This also includes the sharpest ears are no more likely to detect ability to detect whether it is magical, his presence than they are to hear a and whether it is harmful or helpful. feather drop. The ability works equally well in icy mountains, heavily wooded Will 5 forests, or any other type of wilderness This ability gives the character +1 per 5 terrain. This goes well beyond the stealth WIS to save vs any Possession, Mind skill raising it to a supernatural level and Control, Paralysis, Sleep and Charm preventing any non magical detection. based attacks.

Natural Mana 5 Step 4: Classes +10 Mana at levels 2, 4, 6, 8, 10, 12, 14, Any but Shaman is the favoured mage 16, 18 and 20. class.

Nightvision 5 This Vermin can see up to 60 metres in total darkness.

Rodent Empathy 5 Vermin can establish telepathic communication with any normal or giant rat or mouse animal within line of sight if he does nothing else in the round. The animal must have a minimum INT of 1. This has the following benefits: He can communicate to the creature that he desires its friendship. If the offer is sincere (and the animal will be able to sense if it isn't), the creature can be calmed and will not attack or flee unless it is attacked. It will answer any of his questions. Further he can then recruit this animal as an ally. Once he does so he permanently psionically links with the animal turning it into a familiar. At any point he may see through the familiar's eyes, smell through its nose, hear with its ears, taste with its mouth or link with any of its other senses (including supernatural ones). The two are always in constant telepathic contact.

True Sight 10 The character can see the true image of any person or object regardless of any

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Avertine is undergoing constant 3. Underground modification. Cities Technology: 4 Underground Cities in the modern world Culture: Benevolent, more tolerant located in the Middle Depths, Deepest than standard but still Depths and Magma Core. with some violence. Government: Guild council Population: 500,000 Gnomes Military: 125,000 Gnomes

Avertine At the entrance to the city is a set of stairs and a large iron gate. Just past the gate, inside the city, is a large and winding maze aimed to slow down any would-be invaders. The city itself consisted of many cavern chambers connected by winding tunnels. The city's appearance is organic, carved smoothly into the stone. Many buildings appear as simple piles of rocks but are in fact masterfully carved to appear so. Like all cities, it has a marketplace, taverns, and religious buildings. Talented negotiators, the Gnomes mediated between the Elves and Dwarves to maintain peace.

The city sits upon a series of low bluffs looking over the High Trail. This commanding view gives them a good opportunity to defend against the regular orc and goblinoid raids. There are a number of shrines dedicated to several gnomish, dwarven, and elven deities. There are rich coal, copper and iron deposits in the area. It is the largest Gnome city left. The city has a proportionately large population of bards, wizards, alchemists and artists, and the Gnomish need for new experiences guarantees that the look of

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whose name and history are no longer known. Other times these illusions are disturbing, showing images that people believe to be forewarnings.

Chak-ch'tka is filled with fragments of ancient magic, over the centuries, enterprising artificers have used the retain essence ability to try to tap into Chak-ch'tka the power of these objects. This is a Many of Chak-ch'tka’s buildings and mistake. An artificer who taps into this monuments are ancient, but while many energy immediately takes 4D6 points of old cities are built upon the refinement damage and must save or fall and expansion of a style, this city is built unconscious for 1 hour. upon change, upon necessity, upon the mixture of many styles, both ancient and Many of the homes in Chak-ch'tka look modern. The city’s districts have their temporary: tents, huts, and shacks that own overall styles, defined by the seem as if they were thrown together on inhabitants and their occupations, but the a whim. Visitors are surprised to districts are still a mishmash of new discover that many of these driftwood buildings amid, and atop, the old. Even huts and canvas tents have been handed with the city’s chaos of architectural down from generation to generation. styles, its districts have common Especially in the poorer districts, the city features. has a culture of making do, patching up, and never throwing something useful Chak-ch'tka is full of broken pillars of away. This applies as much to buildings various degrees of antiquity, though few as it does to pots and pans, clothing, and remain standing. Those that do are other items. significant landmarks. These snapped- off columns once supported the roofs of Old rowboats are built into roofs to keep giants’ dwellings or decorated the the rain out, and tents are patched, outsides of their temples. Now they stitched, and layered over and over until serve other purposes. Some have been they are as thick as a wall. A building turned into watchtowers, helpful in that was once a temple to a forgotten spotting fires and directing firefighting deity might be turned into a brewery and efforts. Others have become so encrusted then a storehouse, and finally the with ropes and ramshackle dwellings brewing vats might be capped off with that they resemble a rock covered in conical roofs and turned into houses, mussels. surrounded by the temple ruins. Nothing is wasted: driftwood, canvas, hide, Scattered around the city are twelve whalebone, flotsam, and stone. The stone rings, each radiating an aura of people of Chak-ch'tka show endless moderate illusion magic. About once a ingenuity in their use of materials that month, a programmed image appears at would be rubbish in other cities. night in the centre of one of the circles. Sometimes the image is lovely, and sometimes a long-dead giant appears,

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The ancient city’s decline and the ch'tka respect the queens or at least their organic, unplanned development of its influence over the Chak-ch'tka Guard. successors have turned the streets into a tangle, which changes with every wave Anyone who knows how to use a sword of immigrants, every flood, and every can try for a place in the Chak-ch'tka fire. The city is further reconfigured by Guard. Your past is irrelevant; all that the occasional collapse of sewers, matters is your willingness to forget past tunnels, and caves beneath it. Getting loyalties and to serve the queens. Rowdy lost is easy, especially in the residential adventurers and power-crazed districts where the layout is far more spellcasters might not fear the Chak- complicated than the city’s population ch'tka Guard, but the city has a second would suggest. The ancient city’s visible line of defence to deal with serious ruins were once important buildings or threats: the Loyal Watch. This is an elite monuments. Many were protected by company of Thri-Keen warriors, sworn magic and have therefore weathered the to the service of Chak-ch'tka. These millennia better than their neighbours. warriors are well equipped, highly skilled, and utterly fearless. The oldest ruins mark the places where Chak-ch'tka is most stable. Although They are not wasted on simple patrols, ancient structures might be hidden but if the Guard cannot handle a beneath newer ones, they endure. In the problem, the watch are deployed. caverns and tunnels beneath the city, the Magistrates appointed by the queens ruins are less worn and more intact. The (mostly gnomes for some reason) pass undercity’s denizens build around and judgment over offenders. Those who tunnel through these ruins, ever cannot pay a fine are subject to exile. expanding the city below the city. In the Especially serious crimes which warrant harbour lie the ruins that have been execution are carried out in the reclaimed by the waves, and full of Marketplace every seventh day. The ancient artifacts. Where the old stone executions have a carnival atmosphere lies the leaders of Chak-ch'tka abide, and bring out families in droves to take their palaces and mansions built on the in the gruesome spectacle. The exact sturdiest foundations. They draw means of death is decided by the legitimacy as much from the ruins’ magistrates: hanging, drawing and symbols as from might or riches. quartering, evisceration, flaying alive, and any other method that pleases the This free city is governed by the Thri- crowd. Keen queens, a hereditary council formed by the five families that founded Chak-ch'tka is beyond boundaries. It is a Chak-ch'tka. Each family monitors a place where artists break out of tradition particular region of the city, and together and frequently turn their backs on mass they oversee most of the city’s appeal. For good and for ill, the city has industries. A queen wields absolute no aesthetic elite looking down its nose power within the city, governing both at unconventional artwork, and no royal trade and justice. Because the lords decrees interfere with artistic vision. balance each other, this power rarely Patronage of art can be a lightning rail to turns into tyranny. All citizens of Chak- status in Chak-ch'tka. Many wealthy

12 124 residents commission what they hope The bulk of the goods go to the Chak- will be the latest masterpieces; others ch'tka Guard and the rich, but the Chak- fund theatrical troupes whose ch'tka Forge also sells weapons to other performances would be considered buyers. The harbour is Chak-ch'tka’s licentious, or even treasonous. lifeblood, for the city relies on trade and its status as a free port. The Garden of As a result, Chak-ch'tka’s art scene is Respite is a multitiered garden more vibrant than is typical in a city of maintained by the Healers Guild. A its size. Many artists, performers, and sanctuary from the city’s clamour, the playwrights banished from other cities fragrant garden is a favourite place for choose to spend their exile in Chak- quiet walks and romantic rendezvous. ch'tka, plying their craft far from their enemies. The wealth of ancient Technology: 4 sculpture, drow folksinging, and tribal Culture: Benevolent, more tolerant dance offers the city’s artists a feast of than standard but still inspiration. Today’s popular art is born with some violence. of yesterday’s avant-garde, and for Government: Matriarchy explorations into art’s outer limits, Population: 450,000 Thri-Kreen Chak-ch'tka is hard to beat. Bawdy Military: All of them burlesques performed nightly pander to the district’s exhausted and companionship starved labourers.

Meanwhile the classics are brought to life in the extravagant theatre. Elegant galleries throughout the Temple district cater to those with a taste for fine art, offering up paintings and sculptures in classic styles. Once a year the arena holds an open tournament in which anyone—zealous fans, adventurers, layabouts—can enter to prove their mettle. The games go on for two weeks, and champions earn their weight in gold, as well as bragging rights, and the chance to join the guard.

Often when people refer to the Foundry, they mean the foundry itself and the many forges that cluster on the streets around it, including the Chak-ch'tka Forge. More metal is cast in the Foundry than anywhere else in the city, and the neighbourhood’s metalworkers, weaponsmiths, and armoursmiths produce excellent work.

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Government: Tribal, headed by chiefs but great power in the tribes is held by the shamans (sometimes called witch doctors) who are their religious leaders. Population: 350,450 Gemzanite Crystallion Military: All of them Crystallion is the city of the various Gemzanites, made entirely out of a form of super dense crystal which is resistant to lava and heat. The City's upper tiers, the Fourth through Seventh Levels, contain -halls, Watch Rooms, Treasuries, and Libraries. Lodgings for the Keepers of lore and enchantment are sprinkled throughout these high tiers, as are rooms constructed to store their great cultural wealth. Hoards of ceremonial items and inscriptions lie in the halls of the upper Levels. The most exalted of these repositories is the Chamber of Records which contains the complete history of the Underground.

Great light shafts issuing from ceiling- wells illuminate the entire city. The First through Third levels serve for smelting, forging, and craft-work, tapping the fiery resources of the earth. Here also lie special Armouries and the King's Chambers. No area is better protected, and no tier is closer to the heart of the city. The Ceremonial Hall lies directly beneath the King's chamber and its walls are covered with inscriptions carved in enchanted stone. All the various Gemzanite races live here including: Amethyst, Aquamarine, Diamond, Emerald, Garnet, Jade, Malachite, Moonstone, Obsidian, Opal, Ruby, Sapphire, Sunstone, Topaz, Turquoise, and Zircon.

Technology: 2 Culture: Truly kind race with little hatefulness.

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commercial goods. This district is also the only part of the city where outsiders are allowed to reside. The Darklake Docks are located at the northernmost section of the district.

South of the rift reside the more prestigious clans. The area also home to the town square and marketplace. It is Dhon Guruhm surrounded by low buildings and Dhon Guruhm is the only city built by weaponsmiths. the Dvergar specifically for them. It has smelters and foundries mingling among Technology: 4 stalagmites. The air smells acrid and is Culture: Malevolent, truly filled with industrial sounds: fire, steam, malicious race with little and iron ringing. The city is lit by or no redeeming qualities firelight. The cavern slopes down on the at all. eastern side to join the Darklake. Government: Power in the city is shared Bridges connect the higher city to the between the great clans lakeside districts. (especially the merchant clans), and the king. The city hosts many visiting merchants, Population: 636,970 Dvergar, plus especially Drow, Dvergar, and Kuo-toa. another 280,000 slaves. Foreigners are required to obtain writs of Military: All the Dvergar passage for passage through the city (beyond the docks district) and its territories.

The army is one of the strongest in the Underground although the Dvergar lack arcane or divine casters. Militia service is a requirement for all adult males, although many females also trained. Other products of the city are metal armour, arrowheads, fish, locks, mining equipment, smithing equipment, and other tools. Its especially well known for its quality weapons.

A rift 60 metres deep and 150 metres wide splits the city in half north-south. The walls of the rift are lined with carved dwellings. The area north of the rift encompasses Darklake District along with the residences of those whose clan specializes in crafts and other

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kept in large areas with limited access, making them easier to guard.

Hobgoblins know the value of arcane magic in warfare. Where other cultures treat magic as an individual pursuit, a calling that only a select few can even attempt, hobgoblins practice mass indoctrination and testing to identify Doomspire every potential caster in their ranks. The The territory around the city has several Academy of Devastation is a hobgoblin hallmarks, most of which aren't readily institution in the city made up of apparent. Packs of wolves allied with the spellcasters. Those who show an goblins serve as effective perimeter aptitude for magic are enrolled in the guards, alerting them when someone academy, brought to a hidden school, comes near. Hunters take up guardposts and subjected to a rigorous regimen of in high rocky outcrops from where they drills, exercises, and study. In the can view the terrain while staying academy's view, every young student is unseen. Any obvious path through the a potential new devastator, destined to territory (a clear trail, or a river) might be forged into a weapon of war. be turned into an ambush point where a force of Hobgoblins can capture The rest of the Hobgoblin part of the city intruders. Such places are also set with resembles nothing so much as a military net traps, snare traps, and hidden pit base. It is always well guarded, whether traps that gatherers regularly check for by lone sentries perched on walls or a new slaves. stone tower with a full garrison of troops. As space permits, large areas are The area also includes burial grounds for dedicated for use as training grounds, each caste, always placed far from the marshalling fields, target ranges, combat lair. There is also a mine with a smelting arenas, and similar facilities for the furnace and forge. In one area some land practice of warfare. has been set aside for simple farming (raising mushrooms and gourds). Close Monuments, typically statues and pillars, inside the entrance, is the den for their are erected around these areas to remind wolves. The animals come and go as the legion of past glories. The quarters they please, unless the goblins have use for troops are austere but sufficient, as for them. are the necessary stables and dens to hold the legion's animals and beasts. Any tunnel in the area, whether dug by Legions that have need of such amenities goblins or not, is likely to be trapped, also set aside space for a library, and a typically in a way that not only injures prison. the enemy but also collapses the passage. Open spaces inside the city are Technology: 4 useful for a number of reasons, and the Culture: Malevolent, truly goblins have hollowed out chambers for their use. Slaves and tamed monsters are

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malicious race with little or no redeeming qualities at all. Government: Matriarchy Population: 1,055,000 Hobgoblins, 3,564,123 Goblins, 30,000 Bugbears, plus another 135,000 slaves Military: All the Hobgoblins, Goblins and Bugbears Dunspeirrin One of the first cities founded by the Dvergar after they escaped their thraldom beneath the mind flayers, Dunspeirrin is an old and powerful city that dominates the deepest depths for scores of kilometres in all directions. It is carved into a thicket of massive that dangle high above a great subterranean chasm.

Encompassing more than a thousand such dangling, hollowed-out , Dunspeirrin, (or "Underspires," as it is commonly known) is linked into a nigh- impregnable stronghold via a network of stone ledges and arching bridges.

Four massive causeways link the city with apertures in the chasm walls. The City of Sunken Spires is one of the largest and wealthiest trade centres. Its citizens constantly seek slaves to fill the ranks of its armies and work in its mines. The Dvergar armies of Dunspeirrin clash constantly with the Mountain Dwarves, the Illithids of Oryndoll, the Drow, and the Vermin.

The ceiling is perpetually covered with thick, reeking smoke that rises from the city's countless forges and smelters. The Dvergar smiths who live here turn out quality weapons and armour of all kinds. Most of their wares are for sale, and

12 129 their largest markets are other Dvergar rather than plotting to pull down their and Drow. Its various outlying districts betters. The power lies somewhere with and fungus fields occupy the tunnels for the lairds of the great clans (particularly kilometres around. the merchant clans), the throne and the scheming savants that live within the The Dvergar usually prefer to carry their city. wares out to markets elsewhere rather than welcome external traders, so Technology: 4 caravans containing top-quality Culture: Malevolent, truly weapons, armour, and other= metal malicious race with little goods constantly leave the city for or no redeeming qualities elsewhere. The City earned its reputation at all. for quality weapons; so no one Government: Monarchy complains to the duergar's faces about Population: 961,740 Dvergar, plus the markup for transportation costs. another 600,000 slaves. Military: All the Dvergar It's magical defences are weak, but the city boasts the best army on this level - thousands of trained veterans armed and armoured with superior dwarven steel. The main cavern is dominated by colossal stalagmites that have been hollowed out and converted into great stinking smelters. The city glows with firelight and the ruddy yellow gleam of hot iron at all times, and the air is filled with hissing steam, reeking smoke, and the endless clanging of hammers.

Each trade or craft practiced in the city is the domain of a specific clan. Important trades such as foundry work are the province of several competing clans, but other clans working at less important (or necessary) tasks often consist of a few dozen craftsfolk at best.

The families that govern each clan comprise the city's nobility, and the leader of a clan is known as a laird. Unlike the Drow Houses, Dvergar clans do not engage in endless vendettas and schemes of advancement; Dwarves who find themselves at the bottom of the pecking order tend to resign themselves to their fate or work harder to advance,

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Culture: Xenophoic but passive Government: Monarchy Population: 463,190 Myconid Military: None

Fluvenilstra Fluvenilstra is less a city and more a well watered fungal forest the size of a kingdom. It is mainly inhabited by Myconids and while they appear to do nothing, they actually controll the city's defence force of shambling mounds, and other plant monsters.

Fungal creatures of all varieties, including many dangerous kinds, live within. The area rarely contains anything of value, although the fungus folk tend to store spoiled corpses of various creatures that they consume, on the off chance that their food may have had something of value on it before it died.

Travel within is difficult. Many passages and caves are entirely blocked by bulging, grey-white masses that resemble giant accumulations of puffball fungus (180 hit points per 2 metre cube). Other passages are only partially full, and travellers can wade through or walk on top of the fungus.

On rare occasions, enormous patches of the fungus die, revealing ancient civilizations ripe for plunder beneath. When this happens, every city of any size in the Depths - sends one or more search parties in to bring back whatever they can. It is lit by luminescent fungi.

Technology: 1

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Most trade is in the exotic, or items which are illegal elsewhere. The city does not attract passing trade, as it is not on a trade route to anywhere else, but is a destination in its own right.

Technology: 4 Culture: Malevolent, truly malicious race with little or no redeeming qualities at all. Garel Enkal Government: Council Built in the ruins of an ancient city, Population: 215,000 Orcs, 255,632 Garel Enkal is a cesspool of savage Orclings, plus another villainy. The buildings (what remain of 225,000 slaves them) are clearly not of orc construction, Military: All the Orcs and the although the fierce warriors have Orclings, and about certainly erected numerous tents and 100,000 slaves shacks, or have shored up existing stone buildings in order to make them (barely) habitable. Although orcs and orclings predominate, the city is also home to outcast giants, and half-breeds of all kinds. Most places of business only cater to orcs and half-orcs, and if a human even so much as steps foot in one them, he better have the reputation to discourage any challengers.

The city has no central government; the most powerful groups in the city simply enforce their will by force. The most prominent of these are the priests who run a type of protection racket that squeezes money out of anyone weaker. Despite the constant violence and anarchy, Garel does serve as a market for some of the most despicable traders.

The slave trade is of particular importance, with many of the unfortunate souls destined for the slave markets. Many don't make it that far, however, as they are diverted to serve as entertainment in the city's corrupt and highly dangerous gladiatorial games.

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once invisible to even the closest inspection of the smooth granite surface suddenly appear. Seemingly from out of nowhere a doorway opens. It has been many centuries since the High King gave instruction to a Ironforge Gatekeeper to open the main gates. Ironforge is the mightiest of the Dwarf cities and is one of the most magnificent In the year following the terrible pieces of architecture in the world. earthquake that shook many of the Standing at over 30 metres tall, the gates Dwarf realms to their very foundations, appear to be carved into the earth. the High King at the time, ordered the Carved into the gate is the symbol of gates to be closed. This dour period of Valaya, the Dwarf ancestor-goddess. Her Dwarf history is known as the Time of image on the gates is said to protect the Woes. Many of the Dwarf strongholds city from harm and evil magics. The were under attack from hordes of stonewall appears to have tiny windows Greenskins and Vermin that flooded out at a distant but these windows are really from the caverns to take advantage of arrow slits in case of an attack. the devastation that the earthquake had unleashed on the Dwarves. In his No visitor ever approaches Ironforge wisdom the King shut off access to the unannounced. Kilometres before even a great city. In doing so he also shut off lone traveller reaches the gates his the Dwarves from contact with the progress will have been spied by the outside world and it has remained much many hidden watchposts. A lone Dwarf this way to the current day. in full clan regalia will await them on their arrival. He bears the title of The gates are only opened to allow the Gatekeeper and it is to him and him High King's army to march to war. In the alone that all must state their business. rare event that this happens the gates are opened in silence with no ceremony as Few these days are allowed access to the Dwarves do not celebrate war. Whilst a great Dwarf city. Once. the gates stood sight to behold, it is a solemn affair. The open to all visitors and the Dwarf race gates of the city have only ever been was more than welcoming to strangers in besieged twice in its long history and their realm. Years of war and both times the besiegers have been devastation have changed that forever forced to abandon their attempts. and now they do not encourage contact with other races. Even the largest of the great war machines that the Orcs brought to bear Should a visitor have good reason, and on the gate barely caused an indentation very good reason only, to enter the into the thick stone. The Orc Warlord kingdom of Ironforge, the gatekeeper himself realised the futility of trying to will knock rhythmically on the door five break down the gate with the giant times with his intricately carved rune battering ram he had constructed, and hammer then tract the sign of a secret the Dwarves sallied forth and destroyed runt into its flat surface. Silvery seams his horde as he lifted the siege.

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Amongst the defences of the city great washing pans and other mining and rivers of molten lava can he poured from metalworking constructs. The city the mouths of the carved stone dragons contains the main shrine for the Dwarf that sit atop the upper wall of the gate. Engineers Guild and it is a centre for Also, the mounds around the approach to smithing and every kind of industry. the gates are filled with powerful steam engines, which can cause avalanches and It was from here that the Dwarfs first rockslides, and even drop lengths of the passed on the knowledge of path into hidden chasms and crevasses. metalworking and engineering to the humans of the Empire, and engineers All Dwarves hold hope in their hearts from both races have had a close that one day the giant gate of the great relationship ever since. stronghold will open once more and that fine Dwarf craftsmanship will once The noise of mining and industry again be available to trade across the resounds though the city constantly, and world. Until that day the Dwarves at night the chasm glows with the light continue to remain safely protected from of a thousand furnace fires as the steam- the outside world, behind the stone powered machines of the Dwarves are fortress that protects their city. assembled around the clock. The finest weapons and equipment of the Dwarf Inside the walls, the city is laid out like empire are created in Ironforge. every typical dwarven city with three levels that make up much of it. The Technology: 4 lower level consists of the dungeons, Culture: Xenophobic, mistrustful torture rooms and natural caverns. Deep of others until they have inside the caverns lie the Chamber of the earned their friendship. Black Moon. The middle level is home Government: Monarchy to most of the city's factories, markets Population: 290,600 Thorbathane and homes. Dwarves Military: All the Dwarves Alleys throughout the city are dark and even at the busiest of hours these areas appear to be empty. The nobility inhabit the upper level of the city. Also residing in the upper level are spell casters working in their laboratories and using the cities libraries. The buildings on the top level are built with the aid of magic that altered their appearance.

High above the city a huge waterfall cascades from the lake and rushes down the chasm. Long ago, Dwarf Engineers were able to build machines to capture the energy of the swift flowing torrent, to power drop hammers, ore crushers,

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Buildings in the city are square and thick walled and the streets are lined in a gridlike pattern. This allows them to be straight and wide. The purpose of this is to be able to quickly move troops from one part of the city to another. On the third level the city's main source of entertainment is found inside the palace.

The Arena of Honour is where future Thanes fight for the thanedom. Leading into the Arena are four massive corridors on each side. Each manor of the third level houses wealthy merchants who are Karak-Din guarded by members of the militia. The Karak-Din, known also as Slayers Keep lower two levels of the city connect it to is a Dwarf stronghold which guards a the east warrens. The second level is region known simply as the King's Way, mainly houses that appear silent and an important trading route. A mighty and dark. well-known kingdom, Karak-Din benefits from its position, having The city's market is also located on this become both a wealthy trading centre level. This level is home to many of the and the largest, most populous city in the middle class families. These families can Way. Despite being besieged countless not afford to hire warriors to protect times, Karak-Din has never fallen. them. Instead they have formed warrior gangs to patrol their neighbourhood and Its impregnability is probably due to the occasionally attack a neighbouring fact it has become the home of the feared district. The lowest level of the city Dwarven Slayers, who are naturally houses the slum districts and many of attracted to such a contested place. On the city black markets. account of this, Karak-Din is commonly known as "Slayer Keep". Also situated along many areas are Clansmoke Halls. These buildings are The city provides welcome security to used for drinking and issuing challenges the caravans in what would otherwise be of combat. While their King sits a dangerous region, as well as keep a brooding, the forges of Karak-Din have vital trade route open. In return, the continued to produce weapons of Dwarves collect much gold in tolls, paid unrivalled quality. Traded along the willingly by merchants. Like all Underway and through hidden mountain Dwarven cities it contains three levels trails, weapons from Karak-Din are in that make up a large area of the city. great demand throughout Dwarfholds Lining the roads and the city's walls are and settlements. battlements that can easily be held against an attack. The hold’s mineral deposits rival even those of Ironforge; sitting on some of the richest deposits of iron, gemstones, and

13 135 gold in the Underground. In addition to armaments, Karak-Din is a centre for all kinds of metalworking. The trade value of their products in the human realms makes the craftsguilds as economically important as the weaponsmiths.

Technology: 4 Culture: Xenophobic, mistrustful of others until they have earned their friendship. Government: Monarchy Population: 200,000 Thorbathane Dwarves Military: All the Dwarves Khazargur There is no unified government ruling over the whole of the Hold of Khazargur. It simply isn't in an Orc's nature to try to maintain an organised government. Certainly Orcs respect the rule of the mighty, but even this grudging respect is only given to those who are powerful enough to force other Orcs to obey them. The city is inhabited and ruled by various semi-nomadic squabbling tribes who rule over whatever area they currently reside in.

It is a haven for criminals, exiles, and anyone on the run from legitimate authority. Several valleys have been dug out and provide a way of naturally dissecting the city into various zones. Several specialty shops are found in the Drag, a pathway that leads through all the zones. Those searching for potions or training in the darker arts of the rogue or warlock find a tunnel leading down to the Cleft of Shadow from the Drag. Architecture in the remaining sections consist of blackened metal and giant structures.

Technology: 4 Culture: Malevolent, truly

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malicious race with little or no redeeming qualities at all. Government: Tribal Population: 225,000 Orcs, 235,632 Orclings, 221,000 Ogres, plus another 445,000 slaves. Military: 200,000 Orcs, all the Orclings and Ogres, and Lith Murathar about 400,000 slaves The limestone cavern of the city is dome shaped and more than two kilometres in diameter. A shallow lake lies in the centre of the cavern fed by two freshwater rivers and drained by a third. The rivers left large plateaus upon which the drow dwelt; slaves often dwelt in caves along the shores of the lake. The city's three plateaus are each dominated by one of three religious cults.

Sorcerers, bards, and divine spellcasters are treated as secondary citizens because magic that is earned through work is much more respected than magic that comes naturally or from deference to another. The city is now ruled over by the Conclave, an oligarchy composed of one representative from each of the 8 schools of magical specialization, one who does not specialize, and one who is elected from among the more esoteric arcane practitioners (Elemental Savants, Deep Diviners, etc).

The conclave rarely meets, preferring communication via spells. The city itself is a major trading centre for all things magical. You can find nearly anything a wizard could possibly want in the Dark Weavings Bazaar and if you can't, it can be found for you. For an extra (large) fee it can be brought to you by adventurers (usually non-Drow). Slavery is also treated differently here than in other Drow cities. Races considered capable of wizardry are never kept as slaves by

13 137 citizens, however visitors to the city are The conclave has done nothing to get rid allowed to bring their slaves. Creatures of them, whether they want to or not. who demonstrate an aptitude for wizardry are considered free in the eyes Technology: 4 of Lith law and are allowed to live in a Culture: Malevolent, truly ghetto that is prevented from getting too malicious races with little big by the conclave. or no redeeming qualities at all. At the bottom of the great cave lies the Government: Matriarchy Dark Weaving Bazaar, the marketplace Population: 1,200,000 Drow, 100,000 of Lith. In hundreds of tents and small Arachne, plus another shops in stalagmites the visitor can buy 450,000 slaves. almost everything. If he/she does not Military: About 25,000 Drow find what he is looking for, he can hire someone to find it for him, and even humans will go for the item in the World Above. In the centre of the bazaar lies the slave market. In most places such a market would consist of many tents and cages but in a city full of wizards it is housed in one building. Magical glyphs an each side try to encourage passants to buy one or more slaves.

The slaves are held in magical clearstones, where they are magically shrunk to get into the fist sized cubes and can be easily stored in the shelves. There is a great pillar in the centre of the city. it stretches from the floor of the cavern where travellers can access the city right to the roof which leads to the entrance cave above the city. Hundreds of bridges extend from this great pillar that lead to individual homes.

The Stonestave is where the conclave meets on the rare occasions that it needs to. It is heavily guarded and warded. It also stretches from the floor to the ceiling of the cavern. It gets its name from its shape, that of a wizard's staff. The Darkwoods is a petrified forest in the south east of the city that is home to the worst residents (and a few monsters).

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battles between, exotic beasts, prisoners, and slaves. The building is considered, by the Drow, to be the crowning achievement of Maerimydran culture. The building itself is oval, with an outer wall over 60ft high that was topped by battlements. Inside, flickering continual flame torches lit the public gallery and grand staircases led off to armouries, slave pens and even holding pens for great beasts.

Standing atop a 30 metre high plateau, the elegant curves and fluted battlements Maerimydra of Castle Maerimydra represents the Maerimydra resides in a cavern roughly epitome of Drow aesthetics. At 75 three quarters of a kilometre from north metres tall and comprising of seven to south and half a kilometre from east to floors Castle Maerimydra is the heart of west with many smaller caverns Maerimydra and the seat of the ruling surrounding the city itself. Numerous House. Comprising of three basic plateaus separate the city, with the structures, the Great Tower, the Lesser highest level being in the north-west Tower and the South Column, Castle corner. It is mostly built on platforms Maerimydra is by far the largest Noble above the natural bottom of its cavern, House in the city. The Courtyard of many supported on stalagmites, with Lolth housed Maerimydra's temple of most on the same level but a few above Lolth. the others. Shaped like an enormous spider, the Buildings of note in the city include courtyard surrounded the temple, a guilds for female and male fighters as single gracefully sculpted archway well as for wizards, and a grand temple allowing access beneath stony fangs. of Lolth at its eastern end. Local food is Glowing, magical orbs of light at the primarily produced in the fields around entrance created an invisibility purge the city from herds of Rothé and fungus effect. An important security measure farms. Clean water was mostly drawn while the temple of Lolth stood. The from two small streams in the southern large fields of fungus dotted around the end of the city that feed the murky Lake city's outskirts are the main source of of Blood. Cuisine that could be found in food for the denizens of Maerimydra, Maerimydra, especially among the both before and after fall to fire giants. nobility, included: dried Rothé During the fire giant occupation, the sausages , wheels of strong Rothé cheese farms were cultivated by orc and (sometimes laced with green mould), quaggoth slaves. The mushrooms grow pickled mushrooms and biscuits made to about waist height. from mushroom-spore flour. Situated in the southern part of the city The Drow of Maerimydra have built a this large murky lake earned its name Coliseum to entertain themselves with

13 139 shortly after the city's founding. Legends exist but can also serve as proxies for of the Drow claim the red-tinged colour interhouse warfare. Maerimydra produce of the water and acrid smell is due to a a great variety of items. These include failed coup, after which the rebels' body dyes, pottery (from calcified corpses were thrown into a heap in the webs), everdark ink (from deep dragon lake. The streams that feed the lake are scales), fine armour and weapons, clean and pure though. Dominated by moulds (brown, chromatic, death, deep, numerous fortress-like citadels and grey, russet, sonic, and yellow), poisons, palaces, is an area that is the home to the potions, riding lizards, rothe wool, meat, powerful noble Drow houses of cheese, spells, textiles, and water. Maerimydra. Technology: 4 The city has magically controlled Culture: Malevolent, truly lighting. The city structure is built of malicious race with little layers of petrified webs that were bathed or no redeeming qualities in faerie fire that was usually purple, at all. amber, green, and yellow. Hundreds of Government: Matriarchy webs stretch across the cavern, with Population: 1,000,000 Drow, 260,000 nearly vertical webs connecting layers; Arachne, plus another for ease, the city is generally split into 650,000 slaves. eleven major horizontal levels. Military: 600,000 Drow and Dwellings on the webs resemble another 100,000 slaves cocoons and are located on both the top sides and bottom sides of the layers. The higher the level, the richer and better its inhabitants are. Non-Drow and non- Illithid need permission to visit the upper levels.

However, in the lower levels, few Drow are found on the streets. The business section of the city is located on the middle levels. Water runoff along the cavern wall fosters farms of moulds, lichen, and fungi. The cavern floor is used for the rearing of deep rothe tended by goblin slaves. Multiple gates lead into the city. The Fracture Gate opens up into the lowest quarters of the city.

There are a number of wizards' guilds and schools located in the city where aspiring mages can be trained. The schools are more or less independent, although a few are tied to noble houses. Rivalries between the schools not only

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deep magma-filled chasm in the depths of Mantol.

The Great Cavern contains the city's main entrance and is a very large natural subterranean structure, covered with stalactites and stalagmites, with a lake at its centre. The Iron Tabernacle, situated at the heart of the city, is Mantol's temple, although it covers a huge area Mantol Derith containing a number of cathedrals, and is The Illithids created Mantol Derith using adorned with sculptures and intricate the Dvergar Dwarves as their slave race. knotwork. It also contains a switching For over a millennium the Illithids ruled, station which acts as a central hub for keeping to the lower levels while leaving the magical automated mine carts that the trap-filled upper halls empty. In 1451 are used to transport ore across the city, the Dvergar Dwarves rose up and via an extensive series of mine cart rails. captured the forge area of the complex. By 1454 they had completely A large crypt lies at the lowest part of overthrown the Illithids and taken the the Iron Tabernacle, with burials ranging city for themselves. from simple ones to large sarcophagi, buried with full details of lineage. The The city is built on a huge scale, with crypt is protected by ghosts who would many doorways constructed at a size that attack those who are not respectful of the would allow even dragons to pass dead. Dvergar mining activity is through. Doorways are constructed from underway in the depths of Mantol. Some iron, mithral and stone. These doors are of the deepest pits reach the large designed to be opened only by a Dwarf, underground magma lakes. and are both magically sealed and tremendously heavy. The city is adorned The market is ringed with giant fungi with icons of Dvergan heroes. The and merchants set up stalls selling fruit, Burning Heart is a steam-filled chamber perfume, woods, and spices beneath beneath the Great Forge that contains a them. There is one huge storage area at pure adamantine ziggurat. each of the four corners of the cavern, representing the four factions present in The Great Forge uses the heat of the the city. It has smelters and foundries Fiery Pit as its power source, and has a mingling among stalagmites. The air large chamber split into sections for smells acrid and is filled with industrial furnaces and anvils. Some are raised and sounds: fire, steam, and iron ringing. others are in shallow pits. A pulley system is used to transport buckets, The city is lit by firelight. The cavern containing water or ore, and this is slopes down on the eastern side to join accessed via raised stone catwalks. Tools the Darklake. There is a rift 60 metres made in the furnaces of the Great Forge deep and 150 metres wide which splits are imbued with tiny amounts of the city in half north-south. The walls of primordial essence. The Fiery Pit is a the rift are lined with carved dwellings.

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Twelve stone bridges across it connect the Northfurrow District to the Southfurrow District.

The area north of Laduguer's Furrow encompasses Darklake District along with the residences of those whose clan specializes in crafts and other commercial goods. This district is also the only part of the city where outsiders are allowed to reside. The Darklake Docks are located at the northernmost Menzoberranzan section of the district. South of Menzoberranzan is the archetypal Drow Laduguer's Furrow resided the more city, divided by a number of noble prestigious clans of Mantol. Access to houses and ruled by priestesses of Lolth. the Southfurrow district by unauthorized Betrayal and assassination are a way of non-natives is strictly prohibited. life here, and a cruel and suspicious nature is a sign of good breeding. Power in the city is shared between the Menzoberranzan has the dubious great clans (especially the merchant distinction of being the only Drow city clans), and the king (called Deepking). located in the Deepest Depths. The army is now one of the strongest in the Underground although the Dvergar The city occupies an irregularly shaped lack arcane or divine casters. Militia cavern more than 2 kilometres wide at service is a requirement for all adult its widest point. The ceiling is 300 males, although many females also train. metres high, and stalactites, stalagmites, Other products of the city are metal and columns litter the cavern. All of armour, arrowheads, fish, locks, mining them have been worked or shaped, and equipment, smithing equipment, and the continuous effect across the entire other tools. Stone Guards are the king's cavern can be mesmerizing to the royal guards and secret police. Food in uninitiated. Mantol includes rothe roasts, red wine, smoked rothe cheese, and black Some of the larger stalagmites have been sporeflour bread. converted to castles and homes for drow noble Houses. These sparkle with Technology: 4 permanent faerie fire effects, creating a Culture: Malevolent, truly soft, multicoloured glow that suffuses malicious race with little the cavern. Slavery is legal and socially or no redeeming qualities favoured in Menzoberranzan, and it at all. permeates every district of the city. The Government: Monarchy variety of slaves is astonishing. It is not Population: 1,200,000 Dvergar, plus legal to enslave other Menzoberranyr another 725,000 slaves. Drow, but indentured servitude is Military: All the Dvergar practiced with gleeful malice.

The Drow of Menzoberranzan are universally hated and feared throughout

14 142 the Underground, and they in turn regard more likely to challenge anyone who their neighbours with condescension and even looks like a surface elf. More than hungry ambition. Their merchant a hundred known tunnels link the Dark system, however, is the one of the best. Dominion with the surface. Other cities have better markets, and some have more valuables, but in terms Technology: 4 of total gold, no other settlement can Culture: Malevolent, truly match the mercantile might of the City malicious race with little of Spiders. This focus on commercial or no redeeming qualities gain means that Menzoberranzan is open at all. (if not terribly hospitable) to anyone who Government: Matriarchy wants to buy or sell. Non-drow of all Population: 2,000,000 Drow, plus races, faiths, and outlooks come here. another 850,000 slaves. The city caters to these foreign Military: About one million merchants as much as necessary to get their money, but no further.

Anyone who sets foot in the city is fair game for the warring noble Houses, and visitors often become pawns in their schemes for power. Many visitors act as fulcrums for various drow plans without ever knowing how or why. In addition to the parade of Material Plane merchants and buyers, demons and devils regularly enter the Bazaar district with plane shift to buy and sell favours. The area around Menzoberranzan is thickly laced with faerzress, which makes teleportation difficult at best and lethal at worst.

Merchants with lots of cargo must either bring it down from the surface in caravans (a two-week round trip, assuming they aren't waylaid) or bring it in through a nearby portal. The tunnels in a 5-mile radius around Menzoberranzan are known as the Dark Dominion. Drow patrols wander the area constantly, but nearly any creatures are allowed in, even wandering monsters.

The patrols might or might not challenge creatures found in the Dark Dominion, depending on their whim. Patrols are less likely to hassle caravans and much

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middle depths. The main chamber is dominated by colossal stalagmites that have been hollowed out and converted into great stinking smelters.

The city glows with firelight and the ruddy yellow gleam of hot iron at all times, and the air is filled with hissing steam, reeking smoke, and the endless clanging of hammers. It is a city of endless toil. Each trade or craft practiced in the city is the domain of a specific clan. Important trades such as foundry work are the province of several competing clans, but other clans working at less important (or necessary) tasks often consist of a few dozen craftsfolk at best. The clans do not engage in endless vendettas and schemes of advancement. Moltar Moltar is made up entirely of hard Technology: 2 magma. It has an inner sanctuary and a Culture: Hostile, intolerant and surrounding network of narrow and aggressive, held in check twisting passageways called the Traps. by strong social customs. The Terraneans fill the Traps with Government: Tribal Council hazards that maim, poison, or slay Population: 2,400,800 Terranean intruders-at least those that can enter in Military: All of them the first place. The Traps are so constricted that large creatures can't move through the area at all, even when squeezing.

Medium creatures find navigating the Traps slow and painstaking work. This configuration protects Moltar from incursion by giant sized enemies directly. The inner sanctuary offers a clear contrast to Moltar's outer passageways. It consists of a vast series of squared off hallways and rectangular chambers.

Despite their appearance, the floors remain alive and slowly regenerate when scuffed, burned, or hacked. The halls are stacked high with treasure accumulated through centuries of raids on cities in the

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Russia is always looking for ways to improve its military power, even if it has to donate its own dead soldiers to do it.

Technology: 1 Culture: Malevolent, truly malicious with no Necropolis redeeming qualities at all. The ruins of the Necropolis stand far Government: Dictatorship from the main tunnels. They are a Population: 1 human necromancer, monument to a once mighty city. Few 3000 Ghouls, 3 Liches, now know it‘s history, and how it fell. 200,000 Skeletons, 5000 The city‘s old name, has now been lost. Wights, 20,000 Wraiths, and 300,000 Standard The force behind both the old city‘s Zombies. greatness and its destruction was a Military: All of them powerful necromancer named Akia who worshipped the infernal powers. Now little of the old glory remains - there are no surviving walls more than a few metres high. Rumours tell that the necromancer turned to the infernal gods for great power, and used it to seize control of the city.

Eventually though she challenged their power and lost. The city was physically devastated and its inhabitants transformed into various forms of undead, from zombie to ghoul to wraith. Built around the royal palace, the city radiate from that central building, which was partly destroyed Eight regions surround the palace, clustered around the houses of it’s noble families. Some of the nobles’ houses still exist amongst the ruins and the tangled vegetation.

Even with the undead constantly fading away or disintegrating there's always plenty more corpses. The undead are always quick to reach the end of any major battle in order to recruit more residents. Recently Akia has entered into negotiations with the Russian government via Star City 6. After all

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Enchantment is in charge of the slave markets and overseers, so it sponsors guard detachments who scour the city inside and out for signs of slave unrest or escapes. Each college dedicates certain members to defence, and each considers it a matter of pride to top the other colleges in defensive measures. The layers of arcane defences in the rock Neter-Khertet around the city make Neter nearly Neter-Kheret is an ancient egyptian impregnable. human city ruled by Pharaoh Mages and Clerics devoted to Set. The quest for The most formidable of them consist of personal power made this city what it is epic spells that harden the stone, lock and continues to drive it. This pride and down the city in a continual dimensional the superior attitude it engenders makes anchor, redirect teleport spells cast by it suspect among other underground strangers, and cause paralyzing pain to communities, but its power makes it anyone within a 1-mile radius who impossible to dismiss, as well as being seriously thinks about attacking the city home to one of the underground's most or its citizens. Slavery is widespread, but complete magic item markets. residents may hold slaves only from those races that they consider too The city is ruled by a Conclave made up "primitive". of one representative from each college of arcane specialization and one that Members of these races who can use represents wizards who do not arcane magic are seen as anomalies or specialize, and those who study stranger trick ponies rather than indications of paths of magic, and one from the wizardly ability for the race. Golems, priesthood. Neter has retained the shield guardians, elementals, summoned ancient Egyptian noble Houses, but the creatures, animated objects, undead, and arcane colleges fill much the same role. homunculi are quite common here. The leading wizards of each college usually Each college has assumed certain have several of each in their service. privileges and duties within the city, and this arrangement has produced a tangled The market on the cavern floor is similar web of responsibility that can be difficult to a surface bazaar, with hundreds of to unravel. For example, the College of different tents selling a theoretically Abjuration is charged with the infinite variety of items. A few of the immediate defense of the city, so it more prosperous traders house their maintains the city guard and provides shops in hollow stalagmites. Nearly soldiers to garrison the city's gates. anything a wizard could want is here. If it isn't, one or two high-end shops The College of Evocation is charged specialize in locating any given object. with scattering threats outside the city For an enormous fee, the locators can walls, so it maintains soldiers that patrol also send someone out to get it. the surrounding tunnels. The College of

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They sometimes like to hire adventuring the animals in stockade-like pens made parties for such missions. Along the from giant mushroom stalks. southern edge sprawls a region of stalagmites and caves named for the The two main streets, lined with marble pillars of ever-burning darkfire that columns, cross near the middle of the billow from its chimneys. city. Most buildings are single-story This area serves as home to the city's structures made of adobe or rough stone greatest smiths. In the same way that the coated in hardened mud. On top of the schools of magic segregate the city's roof is kept a grain bin, and bread oven. wizards, the craft guilds organize its Neter furnishings are considered spartan non-wizards. by most. Only the wealthy own tables, and even then, they are used to hold These guilds are not under the direct valuables, not to eat from. oversight of the colleges, and each deals with several colleges that are directly Chairs are rare and couches are almost concerned with their crafts. For example, never seen. Instead, they use reed mats the swordsmiths and armourers who and permanent mud or rock benches comprise the Darkfire Guild work extending out of the walls. Chests, on closely with the Colleges of Abjuration the other hand, are common. Of course, and Transmutation. the wealthy do use some of the luxuries found elsewhere such as stool chairs, The 3 pyramids are made of large, and even beds. Chariots are reserved for smooth stone blocks. The rooms are the military and wealthy as owning a made of bare stone slabs, except where horse is uncommon. Wheeled wagons noted otherwise. Passage ceilings are are almost never seen, and even hand usually 3 metres high. Room ceilings are carts aren’t popular. Instead items are 4 metres high. Most doors will be stone carried by hand or by hovering palettes slabs that push inward to open. Doors pulled by slaves or draft animals. office. will tend to close unless held, jammed, or spiked open. The pyramids are where Library of Mysteries, repository of texts the priests and nobles live. on nearly any subject, is located here. Books, both mundane and arcane, fill the The lake is the water supply for the city. shelves and vaults of the Library. The It is a deep, fresh-water lake fed by theatre, dance, and other arts are channels cut through solid rock. The encouraged and flourish in this. This many fish that live here provide the lively atmosphere extends to the people with fresh meat. The docks sciences and philosophy. New ideas are extend out into the lake, forming a constantly nurtured and challenged in harbour for the fishing fleet. The these communities, resulting in a Egyptians farm mushrooms, edible constant flood of new theories, concepts, fungi, and lichens. They also herd giant and inventions. The system of lenses that underground animals. Their main lights the fires of the Ascension sources of meat (other than fish) are ceremony came about as a result of this non-poisonous giant snakes, a type of science. cave locust, and giant rats. They keep

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Technology: 3 Culture: Malevolent, truly malicious with no redeeming qualities at all. Government: Dictatorship Population: 1,000,052 humans, and 3,542,231 slaves Military: 75,000 Ootul Ootul is a city of beholders, with three ancient Beholders known as the Triumvirate holding complete sway over every beholder in the city. The bell- shaped cavern of Ootul features hundreds of huge, hollow stalactites that house the living beholder population. These stalactites are studded with glowing gems that give off enough luminescence to dimly light the entire cavern. Zorx, the sand island at the bottom of the cavern, is surrounded by a freshwater "moat" called Sand Lake.

Visitors must cross on flat-bottomed ferries pushed by beholders using telekinesis, the ferries run at regular intervals. Considering that Ooltul is a city of evil geniuses dominated by monstrously unhuman aberrations, it is reasonably welcoming of outsiders. Though it could not, perhaps, be described as friendly, travellers and traders need not worry about being attacked, eaten, or taken as slave fodder as long as they keep special passes visible and do not provoke any beholders.

A pass is a heavy, rectangular chunk of bronze with runes carved into its surface. One is issued to each visitor upon entry. As long as visitors display their passes openly, they may travel freely. Under city law, any visitor whose pass is lost or stolen may be claimed as a slave by

14 148 anyone with the power to capture the secrets - any merchant who can trade at individual. Ootul has access to goods that would be otherwise unobtainable, short of Ootul is also a neutral ground where invasion. Three covenants, backed with creatures from all over the Deepest the simple threat of death, govern Depths meet to trade. Races that would behaviour in Ootul: Theft, disguise of happily slaughter each other outside the goods, and use of magic or psionics in market routinely meet to exchange trade are prohibited. goods, slaves, and information in the serpentine cavern of Ootul. Ootul Each of the four trade delegations keeps occupies a large natural cavern. its own set of enforcers, but all enforcers work together to punish covenant A vaulted ceiling rises to a height of 12 breakers. No employer loyalty is given metres at the centre of the chamber, but or expected in such cases. The main the cavern winds about for hundreds of method of trade is barter. Merchants yards past this point. Trickles of water bring massive quantities of whatever stream down into the chamber from their home city produces to trade for above, carving out tiny rills in the cavern other cities' products. Bargaining is a floor. Rough-hewn flagstones form quiet affair that typically involves hours walkways through the vault, dodging the or days of haggling. Negotiation takes pools of collected water and columns of place at the seller's booths, usually in a stone. private negotiation room. The haggling process is sharp and mentally Very little light is needed here because exhausting. the walls are covered with reflective crystals and semiprecious stones. Ooltul's chief trade good is information, Merchants of four main factions are which has been codified to a form of represented here: Illithid, Dvergar, currency in Ooltul. The Beholders have Drow, and surface dwellers. Each devised a complex formula to determine faction controls an adjoining side-cave information's worth, which includes the that has been hollowed out to serve as a seller's estimate of the information's cost campsite. in gold, who the secret involves, how wide-ranging its effects could be if Groves of giant mushrooms serve as popularly known, whether it involves sales booths, storage space, sleeping magic, and most importantly, whether accommodations, and negotiation rooms. the Triumvirate already knows it. Independent buyers and sellers are discouraged, but anyone who can find Any Beholders that interact with the place and has something compelling outsiders can barely contain their to trade can worm in and try to cut a loathing. Fortunately for all concerned, deal. the dominion of the Triumvirate is more powerful than the Beholders' hatred, Only certain merchants or guilds of each though the latter constantly strain against race know the passwords that allow them the command to be accommodating. to pass by the guards without incident. They do not understand the compulsion These passwords are valuable trade to open their city to creatures that are so

14 149 clearly beneath them, but they obey it with poorly disguised disgust.

Technology: 4 Culture: Malevolent, truly malicious race with little or no redeeming qualities at all. Government: Triarchy Population: 40,000 Beholders, plus Oryndoll another 130,000 slaves. Unlike the more traditional mind flayer Military: None society, which is ruled by a single elder brain, Oryndoll is governed by an elder concord made of eight undead Illithiliches. When the town's elder brain died nearly a hundred years ago, the members of the elder concord became liches to increase their powers so that they could split the elder brain's knowledge among them.

But the eight of them together can barely contain the power and knowledge of the elder brain and the Illithids that have died since then. In a normal Illithid society, dead Illithids commit their brains to the briny pool that holds the elder brain, allowing it to absorb their memories and personalities.

In Oryndoll, dead Illithids' brains are devoured by the illithiliches, an arrangement that the community generally finds less fulfilling. The eight members of the Concord of Elders hold the memories of tens of thousands of Illithids among them, but the jealousy with which these creatures guard their individual secrets makes unified rule difficult. Oryndoll's economy is based on raiding rather than trade. The city's location puts it within easy reach of every Underground caravan.

Because they could easily frighten away caravans from profitable trade routes, the

14 150 mind flayers are selective about which Oryndoll writhe throughout the caravans to raid and how often. They Underground and into the surface world. prefer to oversee raids from the No place is beyond the reach of this shadows, allowing their soldiers to do all mighty and terrible city of mind flayers. the work and revealing themselves only Oryndoll's Illithids are fixated not if a battle turns against their thralls. The merely on collecting knowledge, but on less the Illithids are seen, the less having exclusive access to it. Once they trademasters will fear them. collect a significant body of information, they destroy all record of it and kill Visitors are unwelcome in Oryndoll. No anyone else who knows it, literally shops exist to serve them, and the town wiping that piece of knowledge from the has no inns. NonIllithids are considered face of the earth. In the event of attack, thralls, and even Illithids from other the mind flayers here are well prepared. communities are encouraged to finish their business quickly and leave. When Special crystals bearing various the Illithids wish to parlay with defensive spells are scattered in a 20 someone, they always leave town to do kilometre radius around the city, and 2 so. kilometres above and below. The elder brain constantly uses telepathy to scan 5 Inquisitions of Illithid retinues of ten to kilometres in all directions around the twenty soldiers patrol the surrounding city. It knows of every intelligent tunnels out to a distance of 1 kilometre creature that passes in or through this in all directions. Going any farther out territory and alerts its Venerator with so many thralls would risk conflicts caretakers when seditious or unexpected that the Illithids are not prepared to win. minds enter its telepathic radius. Within the town, a team of mind flayers continually peers into the Ethereal and Third, the many thralls in the city's Astral Planes for signs of extraplanar upper level are battle ready at all times intrusion. and responsive to their masters every thought. This thrall army can mobilize Anything curious is actively inspected, and coordinate with chilling efficiency. and anything suspicious is crushed. The thralls of Oryndoll are all held in Since uniting in a recent war with the place by the over-whelming mind Drow, the Concord of Elders has begun control of thousands of Illithids. This to realize the necessity of cooperation. exceptionally invasive form of slavery is For the benefit of the community, they so ingrained in the culture that the mind have set aside their petty arguments and flayers do not understand how lesser creed loyalties to more actively direct creatures can live productively without the affairs of the city. them.

The mobility of the town's power centre Hidden spiral staircases wind down 50 may eventually prove to be an metres to the main Illithid city below, advantage, since the Illithiliches can where most of the mind flayers live and decentralize command and reform it work in ring caverns - ringed tunnels again as needed. Obsessed with hoarding that encircle a central open, exclusive knowledge, the tendrils of hemispherical plaza. In most cases, such

15 151 a plaza features a shallow basin filled anything too weak to defend itself here with water or nutritive slime. The as a potential thrall - or meal. Illithids often gather around in these caverns for social purposes, although Technology: 4 one is dedicated to a thriving slave Culture: Malevolent, truly market. malicious race with little or no redeeming qualities The ring caverns interlock, connecting at all. the various "neighbourhoods" of the city Government: Dictatorship together. Beneath the ring caverns lie the Population: 700,000 Illithid, plus Undervaults, which are accessible by another 1,000,000 slaves. teleportation magic or psionic effects, or Military: All of them through digging. Here the harvested information is stored in pools called Thought Basins that are full of encephalic fluid.

The elder brain is located at the centre of the Undervaults, an arrangement that limits even the Illithids' access to their elder brain. This central cavern in the Undervaults contains the pool that houses the Encephalithid, the elder brain of Oryndoll. The Encephalithid's pool is formed of petrified brains and surrounded by stone sculptures of writhing tentacles. The elder brain is attended constantly by a dozen or more mind flayers.

The encephalic fluids in the Thought Basins are psionically imprinted with knowledge taken from the rest of the world. To access this knowledge, seekers must use magical or psionic abilities, such as a detect thoughts spell, or a similar mindreading ability. Non- Illithids found here are killed immediately and with considerable prejudice. This ring cavern plaza has a raised central platform on which slaves are bought and sold. On occasion, non- Illithid visitors to the city who blunder into this cavern have been horrified to discover that the mind flayers regard

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open only when propitiated with ancient magic. Four of them open into surface waters in various parts of the Indian Ocean, one into the North Atlantic Ocean, two in the South Atlantic Ocean, five in the Pacific Ocean, one into the Southern Ocean, and one into the Arctic Ocean. No single resident of Sekolah knows the location or necessary prayers to open all fourteen. Sekolah The Sahuagins traffic with Infernal Light is never allowed in this half- worshipers on the surface, trading submerged town, and visitors must secrets by night and passing small, accept that they can see no farther than valuable objects or people across the their darkvision allows. Anyone without continent in a matter of hours. Because darkvision, blindsight, or some of this, Sekolah has become a haven for compensating sensory organs is not only spies of several races, including Drow, blind, but also prey. Buried about 5 Illithid, and the occasional human. kilometres beneath the southern end of the lake, Sekolah is a clearinghouse for Trade caravans and war parties often secrets. In their eternal darkness, the stop here because Sekolah is the best Sahuagin constantly gather secrets, source of potable water for dozens of schemes, and plots the way miners kilometres around. The city hosts many gather gemstones. guests from the Middle Depths, and anyone is welcome to visit the Great The city is split into two levels - an Wells and draw as much water as they upper level that consists of mud-brick like. This traffic makes it an easy task buildings on top of terrace-like cliffs for the Sahuagins to collect secrets and rising from great, dark lake, and a lower pass them to others on the surface. level that consists of partially submerged caves at the waterline and below, At the daily ceremonies, which are held Ladders made from knotted, braided in an amphitheater down near the water, kelp run up the sides of the cliffs, but the faithful and the curious gather to these are generally used only for going trade secrets and weave plots for the up. The Sahuagins dive into the cold, downfall of good in the world. black water to reach the lower portion of Sekolah's defence is assured through the city. judicious blackmail. The Sahuagins maintain a small company of guards to Sekolah's secret lies in the existence of keep unthinking menaces such as purple many portals to the surface oceans, most worms, undead, and oozes at bay. of which were constructed by some long-departed denizens of the cavern Slaves die so quickly here that before the Sahuagins first settled here. attempting to maintain a large These portals, hidden in the darkest population of them is counterproductive. tunnels and passages of the lower city, The complete absence of light and hope

15 153 is so crushing that only a being sustained by the worship of the Dark Goddess can survive long here.

Technology: 4 Culture: Malevolent, truly malicious race with little or no redeeming qualities at all Government: Matriarchy Population: 3,250,000 Sahuagin, plus another 975,000 slaves. Military: All of them

Sloopdilmonpolop A holy city for Sahuagins throughout the Underground, Sboopdilmonpolop is the centre of religious life for worshipers of the goddess Blipdoolpoolp. The city's pools are fed by fresh (though sometimes brackish) water from two sources. Lit by luminescent coral and fish, the ceilings reflect an eerie, watery light. The city feels empty. Though well tended, it has obviously seen days of higher occupancy. During periods of inactivity, the sound of lapping water echoes conspicuously. Perhaps for this reason, visitors are allowed to wander freely in the outer ring, practically ignored by the Sahuaginn residents.

Monitor guards allow only Sahuagins to move any deeper into the city, where the active temples host daily worship services. Sloopdilmonpolop's wealth of water and the complete inattention of the Sahuagins to protecting that resource attract travelers and merchants of all sorts. Five different trading companies maintain semipermanent holdings within

15 154 or near the city, and their presence The floor around the pool is stair- considerably increases the amount of stepped like an amphitheater so that it available wealth. Drow control the can seat several thousand Sahuagins in majority of the trade here, but Dvergar addition to any who swim in the pool trading companies also make regular itself. Priests, hold religious ceremonies visits here. here around the clock. Several hundred Sahuagins are engaged in worship at any The PriestKing is lucid but wildly given time. Inside the temple, the Priest- insane. He spends much of his time King lives and conducts his private discussing matters of import with the meditations and prayers to the goddess. voices in his head and occasionally Within this temple are the treasures of issues incomprehensible orders to his the city - shells embellished with underlings. His malady is the result of carvings and scrimshaw work so delicate contact with the Waters here, which and detailed that elven eyes blur when have a mentally destabilizing effect on examining them. certain Sahuagins. (This effect is usually seen as a touch of divinity). Technology: 4 Culture: Malevolent, truly It is made worse, however, by a kraken malicious race with little who lives in the deepest part of the city. or no redeeming qualities The kraken communicates with the at all Priest-King telepathically, adding to the Government: Matriarchy voices he already hears in his head. Population: 4,250,000 Sahuagin, plus Sometimes the kraken even speaks as another 1,365,000 slaves. Blipdoolpoolp. As far as its concerned, Military: All of them the priestking is the perfect patsy to use in getting its way, since he can issue commands with impunity that otherwise seem unfathomably insane.

A standing army of respectable size protects the city from any unreasoning threats and prevents active hostility in the outer ring of the city. Slavery is commonplace in the city, and the Sahuagins here have no problems enslaving their own kind for debt or punishment.

No one except a Sahuagin is allowed to even look upon the central temple to Blipdoolpoolp. This enormous structure was carved wholly from the surrounding stone, and the structure is crowned by a 12 metre tall statue of the Sea Mother.

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the following military vehicles; 12 Main Battle Tanks, 14 APCs, 14 Self Propelled Artillery, 20 Infantry Fighting Vehicles and 200 Military Cycles.

Technology: 6 Culture: Malevolent, truly malicious race with little or no redeeming qualities at all Star City 6 Government: Military Gorad Nauka Metro or Star City 6 is an Population: 3000 human scientists, underground science research facility 5000 human soldiers jointly funded by the Russian Military: 5000 Russian troops government and Eon Energy. It is tasked with discovering and analyzing everything in the underground world, including lifeforms, equipment, weapons, magic, etc.

The city is surrounded by a massive circular wall, featuring outposts with electro cannons manned by Russian soldiers. Additionally, sonic mines are set up outside the wall. Security cameras are lined around the colony and can manually send electro discharges into their surrounding areas. Interior locations include; the command base, an Infirmary, 10 research laboratories, a market, a bar, a mess hall, houses, an agricultural field, and a jail. There is also a type of airfield for receiving Nuclear Subterrenes and Segmented Burrowers, which bring supplies from the surface and various underground items back to the top.

The city is powered by electrical generators and has communications capable of penetrating to the surface. In the centre and toward the rear of the courtyard is the four story tall edifice of the Central Command Tower. It is an imposing circular building that is heavily fortified (20,000 HPs). It also contains

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The ship has the following; Type: Colony Class Crew: 16 + 33,111 colonist survivours Length: 10 kilometres but some areas are not intact and open Weight: 20,000,000 tons Main Body: 780,000 HPs remaining Drive: Manoeuvring Thrusters, Starstone Solar Cells Engine, Millions of years ago during the Triassic Impulse Drive (severely period, a Celestial Alliance exploration- damaged), Warp Drive I colonization expedition of Magmanite (destroyed) origin while passing through the Sol Equipment: Terraforming equipment system was hit by a meteor and suffered (destroyed), and various catastrophic failure of its engine construction equipment systems. Adrift it eventually was drawn and vehicles (severely to earth where it crashed semi-intact. damaged) The process, however, caused an earth Defences: Chaff, 45 still functional tremor, and a landslide buried the ship. ICMs spread around the Eventually, it somehow found its way to ship, and 55 still the magma core where it has been ever functional Point Defence since. More recently a computer Guns spread around the malfunction caused the colonists to wake ship from their stasis. They know this was not Cargo: Various flora and fauna their intended colony but with so many specimens (about 29% computer systems smashed have no idea still intact) where they are of how long theyve been here.

Technology: Was 9 but with so much equipment damaged it is now 8 Culture: Hostile, intolerant and aggressive, held in check by strong social customs. Government: Colony leader Population: 33,127 consisting of 5000 Klaxun, 5000 Kraxa, 5000 Arachnis, 5000 Horlock, 5000 Draconids, 5000 Cygni, 127 Chameleons, and 3000 TziTzi Military: None

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other Minotaurs stand watch on the lower storeys of each tower. If intruders cannot legitimately account for their presence, the sentries sound a gong loud enough to alert every Minotaur in the cavern. The chambers are bare of all but personal weapons, provisions, and moss cots.

The cavern is home to a large population of Minotaurs. Crude domes, rough buildings (enough to house approximately 200 Minotaurs), and all Tellectus the accoutrements of a sizeable The outer facade of Tellectus houses the subterranean village appear in the thrall population, while deeper areas cavern. The village consists of a hunting contain the bulk of the Minotaur and lodge, a nursery, several huts (housing 2- Illithid population. These deeper areas 5 Minotaurs each), a spring, large tracts have an outer and inner ring. The outer of soil set aside for the production of ring connects to the thrall caverns. The edible moss and fungi, and a specially edge of the inner ring contains the bulk lied pen containing a small herd of of the Illithid community and is livestock. In addition, a stonecarver, a dominated by an axial plaza. The rest of leatherworker, a parchment maker, and a the inner ring houses areas of extreme crude blacksmith exist within the village. importance to all Illithid-including the pool of the elder brain. A small rock quarry completes the set up of this sophisticated Minotaur At least two winding passages open into community. Discriminating observers this gargantuan fissure mated through may note the apparent lack of a central natural geologic process. The ceiling is authority. This is, of course, due to the home to hundreds of damp stalactites fact that the Minotaurs are employed by that continually drip condensation to the the Illithid. The Minotaurs do not require floor. Two 9 metre high guard towers constant psychic domination as they cover each of the passages that opens simply have nowhere else to go. The into the entrance cavern. At the behest of other races are too powerful. Having their Illithid masters, Minotaurs built said that four Illithid overseers do keep these rough towers from stone blocks an eye on the Minotaur “village”. The mined from the floor of the cavern itself. Minotaurs living here serve as a first line Each guard tower has a crenelated of defence in the event that invaders platform at its top and two lower stories. attack the Illithid community. In addition, these Minotaurs function as Four Minotaur sentries constantly stand skirmishers during periods of Illithid upon the platform of each tower, aggression. watching against foreign intrusion (guard duty follows rotation among all The middle wall is crude but large. It billeted within the tower). In addition, 12 seems benign from the exterior, but in

15 158 fact it always holds four Illithid The inner wall is 6 metres wide and 6 overseers. The overseers stand duty metres tall; it completely encompasses shifts of six hours; they keep tabs on the the inner region which contains the activities of the Minotaur village and Illithids’ private dwellings. This area is pass warnings on to the elder brain in the humid and heavily carved with motifs event of a physical attack that somehow not unlike those of exposed neural eludes the elder brain’s psionic connections. Superimposed over the surveillance. decorative carvings on the wall runs a continuous line of Illithid script. The It also contains a secret chamber in its writing, unintelligible to non Illithids, centre; a small passage located in the gives precise directions to the various floor of the chamber leads toward the locations within the entire city. outer ring of the main Illithid community. The door to this secret The central plaza is a wide, high chamber is 3 metres high and 6 metres spherical chamber constituting the prime broad, allowing a large force to sally area of social congregation for the forth in case of an emergency. When Illithid population. The floor of the plaza closed, the door is difficult to detect, holds a series of wide, shallow basins, requiring a normal find secret doors roll. where a lounging mind flayer might rest in comfort after long hours spent The rough tunnel beyond is also 3 working in various capacities. Each metres high and 6 metres broad; it basin has at least two or three eating descends steeply towards a pair of stout stocks overlooking it, so that hungry iron doors inset with narrow viewing Illithids need not stir from their pool in grills guard either side. Within the order to dine on grey matter. chamber, a contingent of twenty elite Minotaurs and four Illithids monitor the Ten to twenty slave thralls also attend area. In the event of an attack, the mind every need of their recumbent masters- flayers send mental communication to while the unlucky ones find their heads the elder brain; the elder brain, in turn, in a stock. Every older Illithid has a warns the entire community. Meanwhile, dwelling with a balcony or window that additional forces mobilize and respond opens onto the plaza. Very young mind within five rounds. flayers, however, inhabit those dwellings without a view of the plaza. The Illithids The next passage contains a small can expand these dwelling as the needs spring, hanging growths of dark fungus, of their community grow. Four large and five intellect devourers hidden back equidistant avenues lead off the central amidst the fungus. These creatures feed plaza. Each avenue contains a highly on the ubiquitous empathic fungus, but sculpted archway that shows groups of they also supplement their diets with an thralls working at various tasks for their occasional yummy brain. The intellect Illithid overlords. devourers do not attack Illithids, creatures escorted by Illithids, or Nearby is a facility that houses those Minotaurs. They do consider all other utterly subjugated thralls that have creatures fair game. received military indoctrination by Tamer Illithids. These troops generally

15 159 lay at ease on moss mattresses, but they All the creativity expended here confers always respond to an alert. Under a base 50% chance that each lab contains normal circumstances, thirty-five a functional psionic item. The Minotaurs serve as supervisors and Venerators (priests) keep up a series of directly command the thralls in the event chambers that serve as a Temple. The of a conflict. Next to the building is an initial chamber serves as the central area arena with various competition and of worship, and its decor holds many dominance tournaments. It contains features in common with other temples many features similar to the gladiatorial throughout the multiverse. Two rows of arenas; however, it differs in that it does columns march south, each column not provide physical seating for resembling a coiled tentacle thrust up spectators. through the stone floor. All of the columned "tentacles," however, Instead, four wallmounted crystal orbs originate from the massive idol in the provide interested Illithid viewers the southern section of the chamber. The opportunity to watch the spectacle. The temple usually has 8 priests and 10 orbs psionically relay visual and audio acolytes. The priests are standard information to orb sets in each Illithid Illithids with "priestly" abilities. house. The Possessor Creed maintains many vaults, connected by winding When Possessor merchants return from catacomb like tunnels. Some of these dangerous trade missions, they sell their vaults hold the wealth of individuals, inventory to their fellow Illithids in the some hold the wealth of other Creeds, bazaar. While those Illithids servings as and one even contains the treasury of the traders do find it financially rewarding, Elder Concord itself. 20 elite Minotaurs they must return a significant percentage and one elder Illithid guard the treasures of any profits to the creed. An Illithid against the threat of thieving invaders. can find a wide assortment of items in the bazaar-though the selection changes 2 or 3 Illithids and an equal number of on a weekly basis. Furnishings, clothing, technicians per lab work steadily in the tools, and other such mundane items not dozen labs near the vault. Each lab fashioned by the Minotaur population consists of a chamber illuminated by are the usual hottest sellers, as the small infra-spheres set in the ceiling. Illithid community itself does not Wall shelves and a central island of produce those items. smoothed, polished stone hold a variety of implements germane to either The Inner Ring-an area completely mechanical or psionic research. These encased in stone-lies 30 metres below implements include alembics, crucibles, the level of the plaza's floor. Physical coils of distillation, mortar and pestles, (nonpsionic or nonmagical) travel scales, tongs (both miniature and between the outer and inner ring is an gargantuan), and a host of other less- impossibility. Only those capable of identifiable items. Strange specimens- sliding past the stone through both living and dead, complex psionic extraordinary measures (such as symbols, multicoloured flames, and probability travel, intangibility and noxious fumes are also fairly standard teleport), or those brought along by decor in these labs. Illithids can ever hope to access the

15 160 secret chamber at the core. Like the form donors for the next generation of circular throughway of the outer ring, mind flayers. this passage is steamy and resembles exposed brain tissue. Technology: 4 Culture: Malevolent, truly A continuous line of Illithid script is malicious race with little superimposed over the disturbing bas- or no redeeming qualities relief, recording the name of every at all. Illithid that merged with the elder brain Government: Dictatorship after death. At the centre lies the alpha Population: 450,000 Illithid, 200,000 and the omega of the Illithid community: Minotaurs, plus another a 6 metre diameter pool filled with briny 1,200,000 slaves. fluid. The edges of the pool are coated in Military: All the Minotaurs and a white, lumpy goo remnant of hatched 500,000 of the slaves Illithid spawn--while hundreds of tadpoles swim sinuously through the fluid. Looming darkly, and submerged in the pool's centre, lies the elder brain itself.

In every way, this chamber is the both the physical and spiritual centre of the Illithid community. When the Elder Concord is in conclave, it meets around the edges' of the elder brain's pool. When an Illithid spawns, the hatching occurs along the pool's side. When a tadpole is introduced to a form-donor, it begins the process at the pool's edge. Finally, when an Illithid's life is over, its fellow mind flayers commit its psyche to the elder brain in this room. Illithids visiting this chamber reign in their esper- talk, keep tentacle oscillation to a minimum, and actively refrain from smearing any of their bodily mucous on the floor or walls.

Even the members of the Elder Concord, during their weekly meetings, restrain themselves in the physical presence of the elder brain. Such is its presence that even nonpsionic minds can sense the elder brain's brooding, powerful presence although most nonpsionic minds brought to this chamber serve as

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holes, also called transport shafts, have been carved through each level.

These allow goods and people to travel up and down many levels via buckets attached to huge chains. Time within this underground world is kept by Water- clocks that are set to the sun of the outside world. During the night, lights Thorbardin sparkle throughout the realm, these are Thorbardin is the Dwarf capital city and usually from the Lanterns of Thorbardin. High King's seat of power. This is the The old Temple of Reorx located in the most populous of all Dwarf cities. Here, Hall of Thanes has been converted into amongst its ancient temples to the the New Council Hall. Near here is Ancestor Gods, the High King holds where the city's sewer system begins. court in a vaulted Great Hall large This city has the largest and busiest enough to engulf a human town. The riverfront in all of the Middle Depths. forest of pillars that form the mile-long nave of the hall tower high into Behind the waterfront lies the city's darkness. Despite suffering attacks factories and markets. The streets are beyond number, Thorbardin has never lined with temples dedicated to the gods. fallen to an invader. The second level of the city is full of public parks, residential buildings, and a Here are kept the Great Book of large balcony that overlooks the first Grudges, the Book of Remembering and level of the city. The houses here are countless hoarded treasures, each an square but thin walled. On the third level object of awe and veneration to any the thane live in the large palace. A Dwarf. After a great deal of bluster and grand balcony overlooks the rest of the grumbling, even the most independent of city. The Mercantile Exchange is also Dwarves from one of the far-off holds located here and is fronted with huge will ultimately admit to a fierce pride of marble columns and lined with marble Thorbardin. Although their empire may corridors. This level also houses the elite have crumbled, here at the stony heart of social group of artisans, merchants, their realm, its power and splendour soldiers, and craftsmen. endure. The area contains vast quantities of There are six distinct clans of dwarves copper and other assorted minerals. The who live here. Although each district mainstay units of Dwarf Warriors, seems distinct from one another, all were Quarrellers and Thunderers are all laid out in an orderly fashion. A traveller present in Thorbardin's army. Frequent could go into any part of the city and fighting from ships makes missile know where to find homes, shops and weapons very popular. Though there is a businesses on any level. In the more slight preference for handguns over populated areas, wagons that ride on crossbows, crossbows are not only rails permit quick transport of goods and cheaper but more reliable in wet people around the city. Large vertical weather, making it unlikely that

16 162 crossbows will ever be completely supplanted on ship.

Because of the thriving port there is a wider range of dyes and textiles available than anywhere else in the Dwarf realm. As a result there are no dominant colours in the throng. Rare and exotic fabrics like silk are far more attainable and are excellent for demonstrating a warrior’s prestige. The Understone Dwarfs are rightly proud of their wealth The town's buildings are built low to the and are loath for it to be out of their ground, with the majority of living space sight. Rich clothing and jewellery consisting of cellar rooms cut into the enables them to keep their hoard close to rock. Most of the gnomes are miners, hand where they can enjoy it and while most of the humans served as provides them with the resources to do monster slayers (gaining a monthly their own trading when the opportunity salary of 100 gold pieces plus 25 gold permits. A common sight are arm rings pieces per monster head), guides and of silver that can be used as currency guards to the caravans, or hunters virtually anywhere by the simple (namely of wolves, raptors, crag cats, expedient of cutting chunks off one of and the ever-plentiful rock hares). The them with an axe. major industry is secure, private storage for any type of goods. The storage When it comes to artillery, Thorbardin is facilities were made secure through the exceptionally well-supplied. In particular work of a wizard who created powerful they favour cannons and some of the wards protecting the walls and storage largest pieces in the Underground can be facilities. Additionally the gnomes found in their sea batteries. The needs of export elaborate locks, sturdy wooden the fleet mean there is no shortage of crates, and a distinctive green seam- Dwarf gunners and there is a keen sealing wax sold in cloth rolls. rivalry between different clans over who possesses the most accurate cannon. Technology: 4 When fighting foes equipped with Culture: Benevolent, more tolerant wooden vessels, Flame Cannon are than standard but still extremely useful and any Engineer who with some violence. has built one is always welcome. Government: Guild council Population: 600,000 Gnomes Technology: 4 Military: 100,000 Gnomes Culture: Xenophobic, mistrustful of others until they have earned their friendship. Government: Monarchy Population: 2,403,690 Thorbathane Dwarves Military: All the Dwarves

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officials, and assassins than all the other Vermin strongholds combined. Such lawlessness and civil unrest has resulted in the City being at a constant power- struggle between untold number of factions vying for control over much of the cities mineral and political wealth. Verminblight Verminblight is the foul heart of the Though all the Clans have at least a Vermin Under-Empire with magics more certain amount of foothold or influence powerful than the unsuspecting world in the city, it is ultimately ruled by the can imagine. The largest and most Council of Thirteen, where members of densely populated city in the world is the cabinet gather to discuss matters of kept secret, its locations only guessed at importance and vote on the issue at by the very wisest of mortal-kind. Deep hand. The Council is located within the in the rotting heart of the Blighted Marsh great Shattered Tower, a massive and festers the vile capital of the ratmen, the imposing tower that is connected to the decay-ridden nexus of all Vermindom. great Temple of the Horned Rat, the This is Verminblight, a sprawling most magnificent of Temples dedicated metropolis of endless caverns; a multi- to their vile god. layered under-city of twisting corridors, and nightmarish squalor on an Since the city houses the great Temple unimaginable scale. itself, this is also the headquarters of the legendary Order of the Grey Seers, This evil capital of a nefarious race is the where they will learn, study, and operate veiled lair from which rule the mighty on the behalf of their Order and the Lords of Decay, the ruthless leaders of Council for matters of business or the Vermin race. It is here, amidst importance. The noisome stench of the labyrinthine darkness, that the Vermin sucking mud and fetid waters rises high scheme for supremacy, gnawing over into the air, a vast and poisonous cover plots for the final apocalypse of the that prevents the full light of the sun Human race. As the Vermin capital city, from penetrating its gloom. Vast flotillas Verminblight is benefited with being the of Vermin slaves launch out, either largest trade hub in the Under-Empire, swimming or mounted in small where hundreds upon hundreds of shantycraft. They scour the reed beds for merchants, pedlars, and trade barges go the foul crops that grow there. inside the city annually to sell their wares and goods, hailing from the Overseers apply the lash as slaves multitude of Clans that populate the vast struggle to make quotas before the slave- Under-Empire. hulk moves on — sometimes churning over swimmers trying to get back But such wealth and prosperity only onboard. Escape through the horrors of attracts the worst of the Vermin race, the Blighted Marshes is impossible and, giving way to having the greatest as unbelievable as it sounds, the worst population of cut-throats, thieves, punishment any grain-slave can suffer is outlaws, bandits, renegades, corrupt

16 164 to be abandoned in that stinking horrible lifetimes. They are regularly quagmire. worked to death and replaced. Armies of slave-workers shift mountains of rock Closer to the swamp's centre, ruined drilled out by tracked machines of towers punctuate the murky waters, the immense size that burrow out new passing slave-hulks sending waves tunnels for the ever-increasing lapping over the crumbling edifices. As population. the banks become solid ground there reside teeming ports where endless At the centre of the city lies the Great trudging lines of bent-backed figures Temple of the Pestilence Rat. The haul black corn or moonseed from the Shattered Tower is a piece of madness quaysides to the factories. Enormous made manifest, in places marble-white windmills of worm-eaten wood and and perfect, whilst in others decrepit and rusted iron relentlessly churn out grain to crudely patched together. Masonry from feed the starving hordes of many realms and eras of architecture are Verminblight. Periodically, armed stacked atop each other, but for all that it patrols sweep the lines, enforcing speed stretches upwards to impossible heights. and mercilessly gathering up any who It is the fabled black heart of have collapsed or expired under their Vermindom, about which are told many weighty loads. Any such unfortunates legends. are thrown in with the crops, literally more grist for the mill. The temple is the base for the magic users. At one time the famed Warlock Clammy green-tinted mists wrap the Engineers took control of the city, ruins of vast arches and shattered usurping whole quarters of the Under- buildings. The ground trembles with city for their sorcerous machinery. The rhythmic cadences and sudden pillars of cathedral-sized halls are lit by glass flame leap out of fissures. The cracked spheres filled with lightning. Steel- paving stones tilt crazily up from the wheeled carts are hauled along metal deserted streets, with holes and vents rails by tireless, smoke-belching iron pockmark the rubble-strewn byways. beasts. Pistons, gears, and cogs the size Shadowy figures flit or scurry amidst the of houses endlessly chum, generating crumbling structures. Some of the caves Power for relentless industry. burrowed into the mounds of debris gleam with ominous lights, while others Technology: 4 are gaping maws leading down into Culture: Malevolent, truly darkness. malicious race with little or no redeeming qualities Verminblight houses innumerable clans - at all. from the great powers to upstart and Government: Matriarchy little-known Warlord clans. All areas are Population: 3,000,000 Vermin, plus packed, crowded with seething hordes another 675,000 slaves. that demand constant expansion. At the Military: About two million lowest levels countless Vermin slaves toil away, never to leave the mines or factories for the whole of their short and

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the crater. From their peaks emerged clouds of glowing smoke; cobalt, scarlet, vermilion, and all manner of other toxic shades. The huge cloud of pollution that eternally hovers above the crater sometimes descends upon the city streets in a thick, noxious fog. Amongst the towers lay other buildings, tents of decaying leather, thrown over the massive skeletons of failed experiments; Verminspike a loathsome shanty-town raised amongst Verminspike is perhaps one of the most the rot and fumes. horrific of all the cities in the Underground. This bulgingly These are the barracks within which the overpopulated stronghold is burrowed slaves and soldiers of the city dwell. into the walls and floor of a ragged Here and there, amidst the wide streets chasm. Volcanic pools at the bottom of are glowing lakes of tainted water, the ravine raise a greyish plume of contaminated by infernal magic and noxious steam and the foul stench is generations of filth. Carved within the legendary. Worse than the olfactory crater walls are innumerable tunnels, an assault, however, is the dreadful endless labyrinth of passageways and cacophony of howls, screams, snarls, caves to provide and and shrieks that clamour out of the laboratories for the Vermin's numerous frozen chasm. inhabitants. In the ceiling above, one might glimpse flickering, bat-like Not without good reason is this place shapes, just one more breed of their known as Hell Pit. The Stronghold itself twisted creations. It is through these is a multi-layered city, similar in ways to corrupted and vile creatures that the the Dwarven fortress-cities. Indeed, this Vermin gains their power and wealth. city is like a twisted parody of the By selling their vicious monsters to the Dwarf's grand halls and plazas of white others, they gain wealth and influence. stone. The thick city walls house part of the city's military, and are where most However, the best and most ferocious dealings are made between Vermin and creatures are kept to defend the city potential customers. The massive city against the forces of the Underground, gates resemble a titanic rat's head, with especially Verminblight. The massive countless red eyes peering out of the Rat Ogres, the tireless Wolf-Rats, and windows and murder hole as a sign of the nightmarish Hell Pit Abomination the stronghold's occupation. Within the are only a few of the more successful city itself, Hell Pit is made of living creations. The great labyrinthine tunnels flesh. The wealthy and influential of Hell Pit spiral in nine expansive members often have shifting, pulsing circles, each worming and twisting like a chairs and rugs that crawl and slither great intestinal tract, each overburdened along the ground. with numbers of preposterous proportions, and each full of mutated Huge towers, like the tusk of an beasts that defy description. To enormous beast, dominate the centre of

16 166 perpetuate their crossbreeding, flesh- bonding crimes against nature, the Vermin require constantly toiling slaves and captured creatures in staggering multitudes. The great circles of Hell Pit are riddled with unholy laboratories, breeding pits, flesh distilleries, gladiatorial arenas, and skin forges that allow them to continue seeking new, more stable breeds of fighting beasts to sell or hire out to the other clans. Yuzce’ac The most revolting section of Hell Pit Deep within each pyramid in this city lies deep within the bowels of the city, are many vaults, crypts and chambers, where all the uncontrollable experiments each accessible only through secret and are kept, the sickly and the weak cast well-guarded passages. These vaults down into that rancid abyss, forced to may contain the mummified remains of fight for survival in a bloated, decaying venerated elders, mirror-like pools for realm. Snarls, moans, roars and shrieks observing distant locations, ancient drift up from these levels, where relics, such as a temple-city’s sacred monstrosities beyond counting struggle plaques. and die amongst piles of those who came before. The rising vapours are so foul Technology: 4 that few could ever bring themselves to Culture: Hostile, intolerant and approach the edge of these pits, but if aggressive, held in check one possessed the fortitude, they would by strong social customs. behold a sickening hellscape of pallid, Government: Tribal Council swollen flesh and the misbegotten things Population: 4,000,000 Lizardmen, that crawl amongst the ruin, tearing at plus another 675,000 each other and themselves in agony and slaves. feral hunger. Military: All of them

Technology: 4 Culture: Malevolent, truly malicious race with little or no redeeming qualities at all. Government: Matriarchy Population: 2,090,000 Vermin, plus another 525,000 slaves. Military: About one and a half million

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the level of the cavern floors, sloping down for half its length and back up at the other end. Hidden reservoirs and pipes at each end of each tunnel enable the guards to quickly flood the sloped passageways with lava, a defensive fortification that can be used to kill invaders or to simply cut off portions of the city that have already Zardeth fallen. The main entrance is a long, wide stairway between two walls of sheer, Past the entrance doors lies the largest untracked magma leading up to a cavern, home to the city guard and landing. Beyond the landing are two designed solely for defence. A low, immense metal-bound doors that lead narrow corridor, where even the into the city proper. Because of the rare Mineroid must march single file, leads metal built into the doors, they reflect all into the rest of the city from the entrance magic cast at them back at the source cavern. Rounded, natural houses and deal 2D12 points of electrical resemble randomly tumbled boulders of damage per round to all beings in a past volcanic eruption. Unremarkable contact with them. The gates swing corridors wind like an ancient river. outward and can only be opened from within by two great cranks tied to gears Dozens of cave entrances line the walls underneath the landing. It takes ten adult on all sides, and fires burn in several male Mineroids to open or close the areas, making the city bright. Most gates. homes are sparsely furnished, open- faced, functional dwellings of one or two An overseer and four soldiers are rooms. Closed doors and windows are stationed at each crank at all times. In rare. A gauntlet of traps triggered by the great entrance cavern, a vast loose stones and trip wires guards the labyrinth of defensive fortifications tunnels, stairway, and landing outside waits. Dozens of tiers and twice that the city's main entrance. number of smooth stairways rise and fall across the chamber, so that an attacker The city's spellcasters seed the would have to climb up and down surrounding stone with gems. Each gem several levels to strike. Low walls of is enchanted with one or more glyphs of perfectly fitted stone define walkways warding, spellriggers, and symbols. If and weave around higher, thicker walls disturbed, such wards release effects that can keep an invading army bottled such as mass blindness and weird. Other up in the chambers exposed sections. gems bear enchantments such as screen that shield the city from scrying. Finally, Zardeth is composed of a series of Zardeth's priests have bargained chambers interconnected by low tunnels. for the services of a contingent of Five guards stand duty at all times at magma elementals. Each elemental each end of each tunnel. Each tunnel has serves for four weeks at a time. been constructed so that it is sunk below

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At least a dozen elementals patrol the surrounding stone at any given time, emerging from the rock only if called. They quickly converge on and destroy any invader. The city generates much of its wealth, mining ore and gemstones that they fashion into armour, coins, crockery, cutlery, weapons, and the like, Zlaxtan much of which is heavily jewelled. The This Lizardman city is composed of city's spellcasters use the most precious various temples, each aligned to a gems as material components in their certain star, planet or other body. They gem magic. rise up in platforms, giving a stepped appearance with steep staircases on each Technology: 2 side. At the top lies the Star Chamber, Culture: Hostile, intolerant and where the Lizardmen can communicate aggressive, held in check with their fellows and search the heavens by strong social customs. for the Old Ones. Inside the pyramid- Government: Monarchy temples are sacred crypts and chambers Population: 2,675,150 Mineroid accessed by secret passages. There are Military: All of them many swamps in the city which act as spawning pools, where the inhabitants of the city are spawned. Other swamps are inhabited by piranha fish.

These pools are an added defence for the city. At the centre of the city is the Great Central Plaza, where the causeways and processions leading into the temple-city meet. It is where the population come to observe rituals, and serves as a mustering place for the army of the city before they march to war. Most of the inhabitants though live in the barrios. The area around the barrios is where the Stegadons and other beasts are kept, although some are kept further out near the walls or near the stone quarries. It is from here that the Lizardmen plot how they will reconquer the surface world.

Technology: 4 Culture: Hostile, intolerant and aggressive, held in check by strong social customs. Government: Tribal Council Population: 4,000,000 Lizardmen,

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plus another 675,000 4. Natural Underground slaves. Military: All of them Locales Caves and caverns have been created by natural forces and have appropriate characteristics. Often such locations serve as starting points for dungeon settings. Three types of caves are commonly encountered: limestone caves, sea caves, and lava caves. Limestone caves are by far the most common type. Obviously they are mostly found in areas where the bedrock consists of a great shelf of limestone.

However, dolomite and marble terrain can also serve as an environment for the creation of a limestone cave. A limestone cave is created by the erosive and corrosive action of water seeping through the rock. Rainwater in particular aids in the creation of a limestone cave, since the carbon dioxide absorbed from the air helps to make rainwater a dilute form of carbonic acid-a fluid that quickly eats away limestone.

As the water seeps through the earth, gradually widening its passageways, the limestone cave grows. Shifts in the water table, caused by drought, floods, or gradual movement of terrain features, can increase or decrease the flow of water through the cave. If the water table drops, formerly underwater passages are left dry and full of air, creating a cave like those that have sheltered creatures since the beginning of time. Such caves can often be entered through the inlets or outlets of the water that once flowed through them. Although often tortuously narrow or steep, such openings are the most common entrances to limestone caves.

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A cave that grows too large may not be that they literally fill in the cave that the able to support the expanse of rock same process (of dripping and running above it, and the ceiling may collapse to water) created in the first place. Features form a sinkhole. Such a feature drops in a living cave glisten and shine when precipitously from the surface to the light is cast upon them. floor of the cave, but can be used as an entrance for characters willing to do a They are also very sturdy. Although little rope work. When the water has occasional areas of rubble might obstruct drained from a limestone cave, it is not passage, such caves are generally very uncommon for seepage or even small clean and almost dust-free. Of course, streams to continue to trickle through it. this is before the cave is entered or used It is the seeping of small trickles of by creatures from the outside world or water that creates many of the exposed to air from the surface. Mud is spectacular underground rock formations also a very common feature of a living that are familiar to those who have cave. All low areas that are not regularly ventured into caves. The most swept by flowing water contain pools of commonly known cave features are sticky mud. Depending on the drainage stony pillars known as stalactites and shape of the area, these mud pools (hanging from the ceiling) and can be quite deep. stalagmites (growing upward from the floor). A dead cave, on the other hand, is one in which the water no longer flows. The As with other cave features, they are features in a dead cave do not glisten, created by the slow dripping of water, and in fact grow very weak without the which evaporates and leaves behind constant humidity to reinforce them. Left small deposits of minerals. Depending without water long enough, a cave’s on the types of minerals left behind, features become very brittle and these cave features can range in colour eventually crumble into dust. A dead from a muddy brown to red, or even (in cave is much more likely to be choked rare cases) a pure crystalline white. with rubble than its living counterpart. A Other types of cave features include layer of dust often covers everything. If draperies, , and gypsum water can be found, it has generally been flowers. Draperies (also referred to as standing in a pool for centuries. curtains) occur where evaporating water has left a sheet of stone that resembles a Even so, the water found in such ruffled curtain. Flowstone often falls in a locations is very rarely stagnant-the cold series of tiers and resembles flowing temperatures and lack of sunlight see to sludge. Gypsum flowers are rare and that. Some limestone caves are delicate little structures that can be completely filled with water. These extremely beautiful. caves do not have the features described above, unless those features were created If a cave is subject to continuing water when the cave was filled with air, and it seepage, it is considered a living cave, has subsequently filled with water. In and these features are slowly growing general, the passages in a water-filled throughout it. In fact, it is not unheard of cave are smooth and rubble-free. for a cave’s features to grow so much Nonetheless, the water may flow through

17 171 very narrow openings or tightly winding activity. They do not contain the features passages, making it difficult or typical of limestone caves. Unless the impossible for a character to travel lava caves are in a region of heavy through. rainfall or are at a very low elevation, they may well be completely dry. In fact, Sea caves are formed along current or because of their origins, a great many former coastlines where the erosive lava caves have no exits to the outside action of pounding surf gradually wears world. an entrance into the bedrock. They are generally much smaller than limestone Their existence can only be discovered caves, since the waves disperse their by chance excavation, or perhaps by energy quickly as they work their way accidentally breaking through the crust inward. Sea caves are often partially in an area where it is very thin. water-filled. Depending on the changing Earthquakes and rockslides can level of the water, a might even occasionally create underground be completely submerged, its mouth chambers that are tenuously supported hidden to all observers who are not by accumulated rubble. While these themselves submerged. underground locations resemble caves, they are not true caves. Occasionally On the other hand, if the water level has such a chamber may be large enough for fallen or the ground has risen, a sea cave a party of characters to enter, but rarely might be discovered in a cliff far above is there much to see. the pounding surf, or even many kilometres inland if the coast has These locations, however, can make gradually moved farther out to sea. Sea good overnight shelters and may also caves have smooth floors, walls, and provide comfortable lairs for any ceilings, with none of the spectacular number of potentially hostile animals or features of their limestone cousins. On monsters. Geological faulting can create the other hand, their often relatively easy cavities in the earth when a large shelf of access makes them more likely to rock moves and the neighbouring rock contain some relic of long-past remains stationary. Such caverns are inhabitants. When a river flows around a often completely enclosed, but may be bend, the abrasion of water against the very large. outer riverbank might erode a space that eventually becomes fairly large. Such Geothermal heat is a feature that can be caverns resemble sea caves in most encountered in deep caves of any kind, respects. although it is particularly likely in a , since the lava itself is a carrier of Lava caves are created when the crust of geothermal heat. Geothermal heat is a flowing surface of lava hardens, but simply heat energy originating from the the molten lava beneath the crust unknown reaches deep under the crust of continues to flow. If the conditions are the earth. This heat can be encountered right, the lava flows away to leave an by underground explorers in a number of air-filled space that may reach a ways. considerable size. Lava caves are commonly found in areas of volcanic

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The most dramatic, perhaps, is the glowing crimson flow of molten lava. 5. Unnatural Such melted rock carries heat from the deepest reaches of the earth toward the Underground surface, and retains (and radiates) its heat for a long time. Molten lava has a Locales temperature of approximately 1,800° F, Dungeons are familiar to nearly all and quickly kills any non-fire resistant adventurers. Some dungeons are creature forced to come into contact with constructed entirely from caves, while it. Even in areas where the lava has others use caves as entrances or cooled to a solid crust, it can still be emergency exits only. In any case, blisteringly hot. intelligent creatures have built each dungeon to serve a particular purpose. A character foolish enough to venture Dungeon passages generally run within a onto such a crust runs the risk of few hundred metres of the surface, breaking through into the infernal heat although this is not a hard and fast rule. below. Steam is another manifestation of The deeper the dungeon, however, the geothermal heat that could be harder the task of moving the excavated encountered by cave explorers. Although material out of the way. Dungeons are not nearly as hot as lava, steam can generally excavated from a soft rock nonetheless scald or even kill a creature such as sandstone or limestone. These caught in its intense blast. Steam can materials are not as hard to excavate as arise suddenly in areas of high granite, for instance, and still provide a geothermal activity, whenever water solid and sturdy support for the happens to run into some area that is hot dungeon’s corridors and rooms. enough to quickly vaporize it. Some dungeons are excavated from dirt, Such instant vaporization can create high and require constant shoring up (at least steam pressures, and cause blasts of at 10-foot intervals) in order to prevent steam to erupt far from the actual source cave-ins. A dungeon excavated from dirt of the heat. A more tolerable instance of will not last as long as a stone dungeon. geothermal heat is in the form of warm Some dungeons begin as buildings or hot water. Depending on the whose ruins are later buried by new proximity and intensity of the heat buildings, until the original layer seems source, the water temperature can range to be well underground. Dungeons can from lukewarm to boiling. Warm or hot be encountered long after their air rising through subterranean passages construction, and may in fact be well on can often be an explorer’s first warning the way toward collapse-or they may be that he is approaching a source of newly excavated or even in the process geothermal heat. This can actually be a of construction when characters pleasant experience, especially for encounter them. Dungeons are created characters well-chilled by a long for a wide variety of purposes. The most expedition through dark and dank common include service as jails, hiding chambers. places for treasures, lairs for bands of underground creatures, or positions of defense. In a world where flying

17 173 creatures are ever-present, dungeons can and often extend far deeper than this. prove to be stronger fortresses than These realms are regions of mystery to castles. most surface-dwelling creatures. Information about them is based on Mines in a fantasy world are almost speculation or the few first-hand always tunnels or shafts. Some mines, accounts of adventurers who have particularly those developed over many visited these underground realms and centuries by diligent excavators such as returned to tell the tale. It is known that dwarves or gnomes, can become certain races live in vast underground complicated networks of tunnels reaches that never see the light of day. extending through three dimensions and The true extent of such realms can only stretching for dozens of kilometres. be guessed at. These realms contain vast Mines can be either active or inactive, networks of caverns that might rival an which indicates whether or not they are entire nation in size, and underground currently in use. The miners who created bodies of water as big as any outerworld an inactive mine might have ceased their sea. These seas contain islands just as work because the vein of material they surface seas do. were excavating was depleted, but this is not necessarily so. Disasters or conflicts Certain of the vast realms could best be might have forced the operation to described as wilderness, for no cultures discontinue. Active mines are usually flourish there, while other areas boast well-guarded, and inactive mines often cities and fortresses worthy of the most become the lairs of subterranean advanced civilizations. Many of the monsters. creatures inhabiting these realms have been encountered by surface dwellers in Burrows are generally long tunnels, the meeting-ground of the dungeon, for perhaps with a widened spot at some this is where the deep-dwellers and point, created by creatures as shelters. surface dwellers are most likely to Only very large burrows are big enough encounter each other. Other creatures for characters to enter; unfortunately, horrific beasts that never even venture very large burrows are usually created up to the level of the dungeons-are by very large creatures that do not rumoured to live in these underground always react kindly to the intrusion. realms, but no one living can attest to Burrows are generally excavated from their existence. dirt, but certain creatures (such as umber hulks) can create burrows in solid stone. A burrow is generally no bigger in diametre than the creature who created it, although a larger chamber is often excavated at the burrow’s deepest end.

Realms are vast underground reaches made up of caverns, dungeons, and lofty passages of questionable origin deep beneath the earth. Realms are rarely found within a kilometre of the surface

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If the ceiling over an , 6. Underground pool, or sea is so low that it touches the surface of the water or leaves only a few Waterways inches of clearance, normal boat travel is The rivers, lakes, and streams of the impossible. The absence of wind means underground provide a rare opportunity that sailing is virtually unheard-of for unimpeded transportation through the underground, except in those rare Underground. These waterways are not instances where the ventilation is ample uncommon, but only a small proportion enough to create a wind capable of of them are truly navigable. Many of the moving a boat. Waves are practically rivers and streams run swiftly, and often nonexistent. Thus, underground lake and plunge and roar through caverns that are sea shores are not eroded by wave completely filled with water. action, although magical forces or falling objects can cause occasional waves. A This makes methods of river cave-in somewhere above or next to a transportation used on the surface lake often forces a powerful wave virtually impossible. Denizens of the outward, much like a tsunami on the Underground, and adventurers who visit surface. there regularly, have worked out a number of ways to deal with treacherous In fact, the earthquakes that cause underground waterways. Some of the tsunamis in the outside world often techniques closely resemble those used produce similarly destructive waves in for surface water transportation, while the Underground. The action of such others are unique to the sunless waves is often amplified and confused environment. Water underground is by the confining walls that enclose most found as flowing water (brooks, streams, underground bodies of water. If a large and rivers) and standing water (pools, wave starts in a small underground body reservoirs, lakes, and seas). Water of water, a deadly and chaotic surface of temperature is often a valuable clue as to choppy waves can last for many turns. the origin of an underground waterway’s The exact duration of such disturbances flow. is left to the GM’s discretion, since it depends on the force that created the Standing water gathers wherever the original wave and the size of the area flow of water into an area becomes so enclosing it. Other causes of waves dispersed that a current is no longer include animal, monster, and humanoid readily detectable. Although water may activity, and streams flowing into a still flow through an underground lake, standing body of water. Characters the current travels so deeply or slowly confronted with waves on an otherwise that it cannot be observed. The still body of subterranean water are wise characteristics of underground lakes and to determine the source of the seas are very different from their disturbance. counterparts on the surface. The absence of wind is a significant difference, but Lakes and pools make up the majority of the overhanging ceilings make an even underground bodies of water. They more pronounced impression. differ in size (lakes are larger), but both contain fresh water. Large pools and

17 175 lakes often support a wide variety of outsiders. Even if a navigable path is living creatures. Even small pools may somehow found through a long network hold such creatures, as long as a of underground streams and rivers, a sufficient food supply is available in the return trip of such a distance without the water, or (in the case of amphibians) in benefit of a current is almost the surrounding area. Lakes and pools unthinkable. can be found at nearly all depths of the Underground, from a few hundred Flowing water is more commonly metres below the surface to the farthest encountered underground than standing depths of the world. If a lake or pool has water. Indeed, it is flowing water that a stream or spring flowing into it, the has shaped much of the underground water is almost always safe to drink. environment. The characteristics of a flowing body of water are determined by Reservoirs are commonly created by the three significant measurements: the intelligent denizens of the Underground. diameter of the waterway, the percentage As might be expected, each reservoir is of the passage that is filled with water, contained by a dam of some kind-but and the rate of flow. The following four this dam is not always built along the categories describe the various types of side of the reservoir. It may, in fact, be passages through which underground located at the reservoir’s bottom, and waterways flow. Impassable waterways serve much the same function as a cork are too narrow for a fully equipped party in the bottom of a leaky bucket. of PCs to move through. Occasionally a reservoir is formed as a secondary result of some race’s attempt These passages may be as narrow as a to regulate the flow of water for few inches-small cracks that spew forth irrigation, transportation, or defence. In considerable volumes of water-or they any event, reservoirs have most of the may be wide enough for characters to same characteristics as underground wriggle through. At least part of an lakes and pools. impassable waterway must be less than three metres in diameter. Narrow Seas lie in the deepest depths of the waterways include streams and rivulets. Underground. As on the surface, seas A narrow waterway follows a path less contain salty water heavy with minerals than 6 metres wide, and is generally less that have been dissolved from the than 90cms deep. Average waterways surrounding rock. Because of their age, include streams and small rivers from 6 seas are almost always huge in to 18 metres wide. Although comparison to other underground bodies occasionally shallow enough to wade in, of water. Whole races of intelligent and average waterways are usually 1 to 3 unintelligent creatures inhabit the seas of metres deep. Wide waterways include all the Underground. Some of these seas are areas of flowing. water more than 18 cold, vast, and deep. Others lie so close metres wide. The depth of such a to geothermal heat sources that their waterway is generally greater than 3 waters are warm and the air surrounding metres, at least in the centre. The water them is heavy with steam. These seas are near each bank is often considerably so far away from the surface of the shallower. world that they are rarely seen by

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Occasionally an artificially constructed streams or rivers or in lakes. A placid underground waterway may be waterway has a barely perceptible drop encountered. These include canals, in altitude as it flows along, often no which allow water transportation more than 3 or 4 metres per kilometre. between areas, and aqueducts, which Any rocks or other obstacles in the water move water from one location to can be easily avoided. The rate of flow another. The underground races also use of such a stream is 12 metres or less per flowing water to turn water wheels, round. creating a power source for fans, pumps, and other machinery. In some locations, Medium flowing water is the most water powered pumps are even used to pleasant for travelling downstream. The operate locks on underground canals. water flows along at between 12 and 36 metres per round, descending only The rate at which water flows through an slightly on its course. A river with a underground stream determines a medium flow may drop as much as 9 number of other characteristics of the metres over the course of a kilometre. waterway: how quickly the riverbed Travel along this type of waterway is erodes; how quickly the river loses relatively safe, but characters must keep altitude in its travels (remember, all a lookout for potential obstacles such as rivers flow downhill to some extent); rocks protruding from the water. With how much noise the river makes; and care, obstacles are easily avoided, but how dangerous the river is to travel characters not paying attention may be upon. The maxim “still waters run deep” drawn into an unfortunate collision by is more than an idle phrase. The deeper a the force of a medium flow of water. A given body of water, the more slowly it river with medium flow has few if any runs. Thus, areas of savage and churning sudden drop-offs. When PCs travel rapids tend to be rather shallow; the along such a river, the GM should roll same amount of water moves much more D6 for each kilometre travelled. On a 5 gently along a deep riverbed. or 6, a drop-off of D3 metres is encountered somewhere in that Stagnant water seems to have no flow kilometre. whatsoever. Stagnant water is encountered in a stream or riverbed Rapid flowing water is more commonly when there is no downhill flow. Instead, called rapids. The water spills and rolls the water collects in pools and low spots along with a muted roar, crashing into in the riverbed. While travel along a and around any obstacles in its path. stagnant body of , water is not threatened Water flowing through rapids travels by flow, it may be difficult if the water is more than 36 metres per round- too shallow to support a boat. sometimes as much as 52 metres per round. The descent of the stream bed Placid water usually has a noticeable ranges from 9 metres to as much as 60 flow. It is sometimes necessary to drop metres over the course of a kilometre. bits of wood, dust, or other floating The sound of rapids can be heard by objects into the water to determine the characters and creatures within 300 direction of its flow. Placid water is metres. Travelling upstream along rapids often encountered near the mouths of

17 177 is impossible unless powerful magic is Waterfalls represent flowing water at its employed. fastest and most powerful. A waterfall is created wherever flowing water falls Travelling downstream along rapids is freely to a lower level instead of flowing dangerous, but possible. Certain kinds of along a bed. A long stretch of waterfalls, boats, such as kayaks, are more suited to with rapids or cascades between them, is rapids than most standard boats. still considered a waterfall. The speed of Characters who try to boat down a rapid water plummeting over a fall is at least stream without possessing boating 180 metres per round. The exact speed proficiency will find themselves in great depends on the number of steps in the danger. Rapids generally have many fall. sudden drop-offs during the course of their flow. For each kilometre that the While it is theoretically possible for a PCs travel along a rapid stream, the GM waterfall to plunge thousands of metres should roll D6. A result of 6 means that straight down, most waterfalls include no significant drop-offs occur during the areas where water flows forward along a kilometre. A result of 1-5 is the number bed. For purposes of this rule, anywhere of drop-offs encountered. Each drop-off the water plunges at a slope of more than falls D4 metres. 300 metres per kilometre is considered a waterfall. The nature of a waterfall Cascades are steeply dropping portions makes it impossible to control a boat of a river where the water tumbles from travelling over the fall. Although one level to the next in a foaming series characters in boats might survive a of short drops. A cascade is much like a plunge over a waterfall, such survival is stairway with water running down it. more a matter of luck than skill. The thundering roar of a cascade is usually audible at least a kilometre away Underground waterways are as from the river. Water spilling down a susceptible to damming as their surface cascade travels at anywhere from 72 to counterparts. Because of their confining 180 metres per round. environment, damming underground rivers or streams often produces The waterway descends at a slope of at dramatic results. The success of a least 60 metres, and perhaps as much as damming attempt by PCs must be 300 metres, in a kilometre. Travelling adjudicated by the GM. Is sufficient upstream against the force of a cascade material available to fill the passage to a is impossible; travelling downstream suitable height? Is the water flowing so might be possible for a lucky character fast that any damming material will be with boating proficiency who is in a swept away? kayak. A cascade, by its very nature, includes many drop-offs. If PCs chance If an underground waterway is dammed, to travel down a cascade, the GM should it immediately begins to back up and roll 3D6 for each kilometre travelled. flood behind the dam. A GM confronted The result is the number of drop-offs with this situation must rely on accurate encountered during the course of that three-dimensional maps. The water may kilometre. Each drop-off is D6 metres well be diverted into other parts of an high. underground setting, filling rooms and

17 178 making its way through corridors and hot, but not near boiling temperature, down stairways. As soon as the water inflicts D6 points of damage to level reaches a height that allows it to characters immersed in it. Characters flow through another channel, it changes who are only partially exposed, or who course to follow the path of least have any kind of magical protection resistance. against fire and heat attacks, are not affected. If the water is no warmer than Unless some external source of heat is very hot bath water, characters suffer no contributing to the water temperature, ill effects from the heat. underground water is almost universally cold. Although water rarely freezes The streams and lakes of the underground, its temperature is numbing Underground can occasionally be to any characters who get soaked in it. embarked upon directly from the Some underground water flows directly surface. A meandering stream may flow from above-ground sources such as into a cave and disappear, or the far side shallow seas, lakes, and meandering of a mountain lake may include a cave rivers. both high enough and deep enough for a boat to enter. More often, however, If the water is relatively warm when it water flowing underground drops from leaves its source, it retains this warmth the surface in a series of cascades and for D4 kilometres. Underground water waterfalls, or trickles through a tunnel can also occasionally be warmed by too narrow for characters to follow. geothermal heat sources-the same sort of heat energy that gives rise to geysers and In these cases, characters must enter the volcanoes. Depending on its proximity underground through a dungeon or to the heat source, such water might be cavern and then find a suitable place to only slightly warmer than the usual join the river below. In rare cases, an underground waterway, or it might be so underground river might actually return hot that a character falling into it is to the surface. If a cavern or cave has scalded to death very quickly. been created in a mountain or highland area, for example, the water might work Characters immersed in water that is at its way downward within the earth, but or near boiling temperature suffer 6D6 as it reaches the end of the higher of burn damage per round spent in the elevations it flows out of a cavern or water. No saving throw is allowed, tunnel to run again as a surface stream. although characters with any kind of magical protection against heat or fire If the water is suitably placid, such gain a -2 per die of damage (minimum of locations can provide opportunities for 1 point per die). Characters only characters to gain access to an partially immersed in such water only underground waterway. Entering at a suffer partial damage. water outlet necessarily entails the problems of travelling upstream along The GM must establish a proportional the water. Once a waterway is located, number of D6 of damage based on what an accessible shore must be discovered. proportion of the characters’ bodies is Underground lakes and seas are exposed to the water. Water that is very generally not surrounded by the sandy

17 179 beaches so common on the surface, since Of course, the dangers presented by without waves there is no force to grind weather are generally absent from the the stone into sand. underground. On the other hand, low ceilings and tortuously winding passages Such bodies of water are more likely to create problems not encountered on the be surrounded by sheer cliffs or jagged waterways of the surface world. The boulders. Of course, in the inhabited problems involved in getting watercraft portions of the Underground, it is likely into the dungeon must be handled in the that some intelligent creatures might specific campaign setting. Such have built docks or wharves for their enchanted vessels as the folding boat are own use. It is even possible that these ideal for dungeon adventuring, since creatures may have left a few boats lying they can easily be carried through around. Streams and rivers are much narrow passages, down stairways, etc. more likely to be bordered by smooth Collapsible boats, while expensive and sand beaches that allow easy access to weaker than normal boats, provide the water. another means of traversing underground waters. Underground water travel Because the torrents of rushing water In inhabited or heavily travelled regions, serve as constant gouging forces in their characters might be lucky enough to find channels, riverbeds are gradually boats used by creatures dwelling growing deeper and enlarging their underground. Such boats could possibly sandy beaches. This gradual deepening be borrowed, bought, or otherwise means that it is not unusual for an access acquired by the PCs. If the party tunnel, which once fed into a river below attempts to carry a boat with them into a its surface, to now end with its mouth a dungeon, the GM must make careful dozen or more metres above the river's note of the dimensions of the boat, as surface. An additional problem well as the size of the passages of the associated with underground waterways dungeon. In a tight series of turns or is ceiling height. bends in the passageways, it might be helpful to draw a detailed map of the The water might be deep enough to corridors and cut out a scale model of support the heaviest of boats, but if the the boat. It is then easy to see if the boat ceiling drops to within a few metres of can fit through a given area. the water, travel by boat is quite impossible. Travel by boat along the A boat that smashes into a large boulder waterways of the Underground involves or rocky promontory may suffer damage. a different set of risks and obstacles than Collisions are especially hazardous in boating in the lakes and streams of the the underground environment because of surface world. Of course, some of the the constricted nature of the waterways. challenges are similar, such as In addition, the lack of light makes travel negotiating a rapid stream in a small even more dangerous than on the boat, but the inky darkness of the surface. A boat that carries a lantern or underworld changes the experience beacon aboard can light the significantly. water before it sufficiently to avoid collisions due to darkness. If the light is

17 180 snuffed, however, or the boat’s progress enough water to cancel the effects of one is especially fast, the danger of smashing small hole in the hull. into a rock becomes very real. In general, obstacles can be avoided if the The character must have a suitable range of vision of the characters on container to scoop the water with, and board is greater than the distance the must devote all of his time to bailing. A boat travels in one round. (Infravision is boat that capsizes tips over and fills with sufficiently sensitive to the differences water. All loose objects in the boat fall between the water and its bed to free, and must be recovered individually. navigate a boat.) In rapidly moving water, recovery of scattered items is usually impossible. If the boaters’ vision does not extend far The boat must be refloated before it can enough to avoid collisions, the craft carry passengers and gear again. It takes must check each round to determine if it D4 rounds to refloat a capsized boat. collides with anything, such as the bank Capsized boats do not sink, so characters of the waterway or a barely submerged who cannot get their footing in the water rock. A collision does not necessarily are often able to hang onto the boat and inflict damage upon a boat, but the faster float downstream until they can refloat the boat is moving, the greater the it. Of course, if the boat was damaged at chance that damage results from a the time it capsized, the holes must be collision. The base chance of suffering repaired before refloating. damage is equal to 5% for each 9 metres per round of the boat’s speed. Streams of Gorges rapid or cascading water often tumble Just as on the surface, water can carve over rocky drop-offs during their course deep canyons and gorges in the of flow, and this occasionally occurs in Underground. An Underground gorge is streams of medium flow as well. These nothing more than a cave that runs drop-offs present special hazards to vertically instead of horizontally. Gorges boaters, since they can cause a boat to often feature streams (and therefore life capsize, or can inflict collision-like and food), although the difficulty of the damage upon it. terrain makes a gorge less desirable as a residence than a living cave with less Every time a boat plunges over a drop- extreme topography. Since gorges can off, check for damage just as if the boat run for many kilometres, they often was in a collision. The chance of damage serve as the highways of the is 5% per 30cms of the drop-off, Underground. Travel along the floor of a however, and is not based upon the gorge can be very difficult, but many boat’s speed. The chance of capsizing is Underground races take steps to improve also 5% per 30cms of drop-off. these natural roads for the use of their Characters who are not rowing or own merchants and hunters. Gorges also steering a boat can attempt to bail out offer good opportunities to change depth water that flows in from a ruptured hull. and perhaps access another level Bailing is considered strenuous exercise quickly, through a little climbing. for purposes of fatigue and exhaustion rules, unless the boat is only leaking slightly. A single character can bail

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Lakes large enough to be miniature worlds in Water is common in the Underground, their own right. Like the lakes, seas offer since runoff from the surface frequently some of the best roads in the drains into cave systems below ground. Underground, and many are heavily In many areas, the water table is close travelled. enough to the surface that only the most shallow cave systems can form. Any Shafts body of fresh water is called a lake. Sometimes natural processes form deep Underground lakes range in size from pits or wells in the earth. The shaft of small pools to inland seas hundreds of such a structure may be carved out by miles in extent. Large lakes typically water flowing straight downward in a occupy either tremendous vaults or subterranean waterfall or created by connected networks of partially volcanic activity. Unlike a gorge or a submerged eaves. rift, a shaft tends to be a relatively small feature (usually less than a bowshot in If a lake has both an inlet and an outlet, diameter), but it may plummet for miles its water is usually drinkable, but lakes straight down. that are not refreshed from time to time may stagnate. Most lakes are found in Because of their relatively small cross- the Shallow or Middle Depths. Bodies of sections, shafts often serve to channel air water that collect in the the Deepest movement between disparate portions of Depths simply can't drain to any lower the Underground. In places where the elevations, so they tend to be seas conditions are extreme (for example, a (brackish water) instead. Large lakes can shaft near a superheated magma form the best and most accessible chamber), the air movement can also be highways of the Underground. In many extreme. Screaming winds might roar up places, however, the cavern ceiling or down a shaft in a scouring blast that descends to meet the water, making the would put a hurricane to shame. lake impassable to all but aquatic Sometimes, cave systems "breathe" in creatures. conjunction with changes in the surface world above, resulting in tremendous Seas rushes of wind in and out through shafts Perhaps the most wondrous of the every day. Underground's features are the vast, nighted seas of the deep earth. Seas are Vaults saltwater bodies, not fresh, and most of The higher reaches of the Underground them are found in the Deepest Depths. consist of immense networks of While air-filled cave systems may relatively small caves, but as a traveller extend for dozens or even hundreds of descends, the number of caves decreases miles beneath the oceans above, or form while the size of the individual caves air-locked siphons of extraordinary size, increases. A large cave near the surface these features are exceptional. Most may consist of a few dozen linked caves beneath large bodies of saltwater chambers, each perhaps a few hundred are simply subterranean extensions of metres long and a few dozen metres surface oceans. Seas tend to form in the wide. But deeper down are openings in largest of vaults, occupying caverns the earth that dwarf any surface dweller's

18 182 conception of a cave. A typical vault may be 3 to 6 kilometres across and as 7. The much as 2 kilometres high. Some, however, sprawl for 16 kilometres or Temperature more and reach heights of 10 kilometres from the floor. Underground The temperature underground varies Larger vaults often feature immense depending on the depth and the presence columns - huge piers of natural rock that of geothermal features, but the vast help to buttress the soaring ceiling. majority of the Underground has a Some were formed by unthinkably moderate temperature throughout the massive pieces of the world grinding year. It tends to be on the clammy and past each other in the very dawn of time, chilly side, but typical adventuring garb others by the influence of the is sufficient to keep characters warm and Underground's native magic, and still dry. Many dungeons are prone to being others by the confluence of planar both cold, because they are shielded characteristics in buried planar from the sun's rays, and damp, because connections. However it was formed, a they have vast quantities of water in vault is a world in miniature, with its them. own streams, lakes, hills, and plateaus all contained in a single vast cavern. Although this condition may not Vaults are almost always highly immediately become an obvious threat desirable territories, since they usually to the lives of the characters, it can make offer enough space and resources to them quite uncomfortable and, if left support huge forests of fungus, moss, uncountered, can prove fatal. Attempts and other strange growths. By to counter the cold, by warming oneself Underground standards, most vaults before a camp fire or the like are all well teem with life, so it comes as no surprise and good, but have the disadvantages of that they support the most powerful and aerating a light (thus announcing your numerous of Underground settlements. firkin presence to everything in the area) Some stories even tell of illuminated and using oxygen to feed the fire (thus vaults, places where sun-bright crystals making your own breathing supply more in the ceilings blaze with the intensity of limited). The players will have to weigh true daylight and support green plants the risks and benefits of this course on and surface-like fauna in abundance. their own.

Water is almost always dangerously cold in the Underground, since it is never warmed by sunlight. A character who becomes soaked in cold water is much more vulnerable to cold conditions than a dry character. Moderate temperatures are treated as cold temperatures for the purpose of determining whether the soaked character suffers cold damage. This vulnerability remains for 2D4 hours

18 183 or until the character changes into dry clothes; soaked clothing provides no 8. Bridges protection. A character who remains In networks of subterranean passages immersed in cold water for more than 1 that have been in use for centuries or minute takes D6 points of nonlethal millennia, it is not uncommon to damage per additional minute of discover a bridge over a crossing. immersion. Regardless of the type, if a bridge has been maintained periodically, and has On the other end of the spectrum, there not been sabotaged, characters can cross are subterranean realms in which cold air without making any checks. If the bridge and water are not likely to become has fallen into disrepair, or someone has problems. One seldom catches a chill, taken steps to weaken or destroy it, the for example, from attempting to wade crossing becomes a risky proposition. through a pool of water which has been The following types of bridges are heated to near boiling temperatures by commonly found in the underground, geothermal activity. On the other hand, each with its own characteristics and anyone in such a situation is certain to be risks. badly burned. Geothermal heat is found in many forms. Suspension bridges are among the easiest to build. They are generally Most commonly it manifests itself in hot anchored in at least two locations on springs and geysers of steam. In more each side, and often in three or four. exotic locales, it may be found in the Suspension bridges swing and sway with form of a stream of molten lava or a the weight of a character’s crossing, but boiling lake of magma. In the latter case, usually a rope or two is provided at waist the air is apt to be thick with brimstone, level for handholds. The problems with a noxious (or even toxic) vapour. suspension bridges generally relate to Caverns heated by geothermal activity the rotting of the wood and rope can be quite warm; in fact, hot or severe elements of the bridge, although temperatures are common near occasional loosening of the anchors can volcanoes. Any chamber with exposed also present problems. An old magma is severely hot, and possibly suspension bridge has a 25% chance per extremely hot (see Heat Dangers). character crossing it of giving way at some crucial point. If this occurs, the character must make a successful Climbing Check or fall.

If the character fails the first Climbing Check, this means that he has fallen through the bridge or off to one side. He is entitled to one more Climbing Check to determine if he can catch a piece of the bridge and arrest his fall. If the character has only one hand free, this check is made with a -25% modifier. The character can drop whatever he is

18 184 holding in order to free both hands. magical sabotage-particularly the Sabotaging an anchor point of a transmute rock to mud spell can cause suspension bridge takes D8 rounds, and drastic damage to a stone bridge. If the such sabotage can only be detected by a centre of an arch is destroyed, the entire find traps roll. Sawing through a rope bridge will collapse in D4 rounds. If a support of a suspension bridge can be foundation is destroyed, the bridge will done in one round, but such damage is instantly collapse in both directions from readily visible to any character who the ruined foundation until it reaches the examines the bridge. next foundation, or the end of the bridge.

Wooden bridges are relatively Rope bridges require two ropes, one for uncommon in dungeons, since the a character’s feet and one for his hands. constant humidity makes them very A character crossing a rope bridge must susceptible to rot. Unless a bridge has make a Climbing Check with a +50% been inspected and repaired at least once modifier. Note, however, that modifiers in the past year, it stands a 5% chance for armour affect this roll normally. (per year) of sustaining rot. Rot will first Rope bridges can be quickly sabotaged affect the planks and railings of a by chopping through one of the ropes. A wooden bridge; the actual supporting character on the bridge when this occurs beams of the bridge last for D20+20 must make an unmodified Climbing years before beginning to rot. If Check or fall. If the character is clinging characters attempt to cross a rotted to the sabotaged rope with his hands, the bridge, each character stands a 50% check must be made with a -2 modifier; chance of stepping onto a rotten portion. alternately, the character can elect to If this occurs, the character must make hold onto the rope and swing down with Climbing Checks to determine whether it. or not he falls, as described for suspension bridges. Log bridges include narrow stone arches and other solid but slender crossing Stone bridges are the most solid of all. platforms. A log bridge’s diameter must They are virtually impervious to the be one quarter or less of the character’s effects of sabotage and age. Of course, height to require a check; wider log occurrences such as earthquakes and bridges can be crossed automatically. If floods can weaken stone bridges, but a character is crossing a log bridge, he even when weakened, a stone bridge will must make a Climbing Check with a -2 rarely collapse because of the added modifier or fall. If the log bridge slopes weight of a character. However, stone upward or downward, the modifier is -4. bridges depend upon some kind of Armour modifiers also apply to log support in order to maintain their bridge crossings. If the character crawls massive weight. or has both hands free, the modifier is -1. Because of the greater weight of a log This support might be an arch attached bridge, it is much harder to sabotage at both ends of the bridge. A stone than a rope bridge. bridge may also be supported by foundations, each of which is crucial to the bridge’s survival. In these cases,

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overhanging rock. Although the usual 9. Hazards of the effect of a cave-in is to bring the roof of an area crashing down upon its Underground inhabitants, cave-ins can also endanger Dungeons, burrows, caves, and realms characters in other ways. Characters may all share some common hazards that are even try to trigger a cave-in as a means created by their location under the of attacking an enemy; such attempts surface of the earth. The following must be made cautiously, however, since dangers are relatively rare, but each of a cave-in may create a chain reaction them can be life-threatening to a that collapses a far larger area than character deep below the surface of the intended. world. Most underground settings are solid Cave-ins enough not to collapse unless subject to Cave-ins are a constant problem to a great deal of external pressure. In creatures living underneath tons of earth general, a strong cavern, dungeon, or and rock. Cave-ins can be triggered by realm is only susceptible to cave-ins as a erosion, or by sudden shocks such as result of natural disasters such as floods, earthquakes or explosions. Of course, earthquakes, or volcanic eruptions. characters or creatures directly Certain magical spells that duplicate underneath a section of dungeon or cave these natural disasters can duplicate their that caves in suffer damage from the destructive effects as well. A raise water material falling on them, and are often spell that creates a flood in a tunnel, for pinned by the weight of this material, or example, should be treated as a natural trapped in a small area with little air. flood.

Dungeons are often protected against In the case of a major natural disaster, cave-ins by shoring up the passages with the GM’s judgment must be used to timbers or stone arches. Caverns do not determine the exact area of effect. have the benefit of such engineered Occasionally underground areas are ripe protection, and realms are generally too for cave-ins. Perhaps aging has caused vast for such protection to be practical. much of the supporting rock in an area to Because of their vast size and durability, crack and crumble, leaving only a thin the realms of the underground are rarely area of solid support-or maybe a recent subject to cave-ins. earthquake or flood has left an area so weakened that only a slight additional bit If a cave-in occurs in a realm, however, of pressure is required for the entire area its potential for disaster rivals that of the to fall inward. Such areas should be worst hurricane or tidal wave ever to noted when the maps for an underground ravage a surface land. Although not a area are prepared. common occurrence, the chance that the roof of an underground location may Only the frailest of underground cave in is something that must be locations are susceptible to accidental considered, especially if characters are cave-ins. These collapses are triggered excavating, using explosive magic, or by the weight of a creature walking otherwise placing stress on the across a weak spot, or even by the

18 186 sounds created by characters or passage. In this case, weakened surfaces creatures. Based on the weakness of the stand a fair chance of collapsing. area under consideration, the GM should assign a percentage chance of a collapse Generally, the possibility of a cave-in occurring. If the characters participate in under such circumstances is about melee combat on such a fragile surface, double that of an accidental cave-in. not only must the weight of all There is about a 10% chance per turn participating creatures be figured in that a weakened ceiling or tunnel wall (figuring carefully the weight of collapses during excavation. It is not nonhuman creatures such as ogres), but unusual for characters or underground the chance of a collapse should be denizens to intentionally weaken an area doubled because of the additional so that it caves in at an opportune time-at pounding that the surface takes. least, opportune in the minds of the saboteurs. As with all types of cave-ins, In cases where the weakened area is not the success of an attempt to purposely directly beneath the characters, the weaken a structure or surface depends on chance of a cave-in is reduced. Unless the inherent strength of the area. Many the characters apply weight to the area, areas subject to such sabotage collapse sound is the only other likely avenue for on the heads of the saboteurs causing an accidental collapse. An area themselves. that could be triggered into a collapse by sound waves is very fragile indeed. The Columns that support a ceiling, bridge intensity of the sound must be supports, or narrow layers of rock over considered, with a percentage chance of which characters or creatures walk are collapse assigned according to the obvious targets for sabotage. To chip loudness and sharpness of the noise. For stone away to the point where a collapse example, an area might stand no chance is likely requires some skill at stonework of collapsing under the sound pressure of and a little luck. A character must have normal conversation, but the clashing of miner proficiency to have a decent swords in combat might give a 1% chance of successfully sabotaging an chance per round of a cave-in. underground area. A character without miner proficiency who makes a sabotage Whenever characters or creatures are attempt should have a +3 chance of digging into the earth, they run the risk successfully completing his task. of excavating away a significant support for the ceiling, causing a cave-in. Mining Of course, an area-or at least the stone is the most common cause of this type of that supports an area-must be reached in cave-in, and precautions such as shoring order to sabotage it. The soaring ceiling up an excavated passage are usually of a vast underground chamber is very taken by the miners. More details on difficult for a character to damage. The these procedures are provided later in the columns that support that ceiling are rules for mining. Characters trying to dig much more accessible. These attempts an escape tunnel or clear rubble from a take considerable time and create quite a previous cave-in are often unable to bit of noise. properly shore up their excavated

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If a campaign focuses on the result of a chain reaction force checks underground for extended periods of for chain reaction collapses in all time, the chance of a naturally occurring adjacent areas. cave-in affecting the characters increases. Even though the chance is not The percentage chance for such a tertiary very great at any given moment, if collapse is half (rounded up) the chance characters spend enough time for the original chain reaction cave-in, If underground they are certain to the chain reaction continues, each eventually encounter some sort of cave- subsequent roll is made with 1/2 the in. The base chance for a cave-in during chance of the chain reaction roll that the course of the characters’ forced it. If an area is exceptionally underground exploration is 1% per day. weak and decayed, however, the GM On long expeditions, the GM may wish may ignore the declining chance of a to alter this roll to a 10% chance rolled chain reaction cave-in and use the every 10 days. original cave-in chance for all subsequent rolls. This is common in If the roll is successful, this means that a areas that have been heavily eroded by cave-in has occurred somewhere in the water or other natural forces, or in areas underground region near the PCs. This that were constructed long ago and left does not mean that the cave-in occurs on to fall into a state of ruin. top of the characters, or even within their earshot. It is quite possible for a group of The effect of a cave-in upon characters characters to fail to discover a cave-in and creatures that are in the area depends that occurs during their adventures. In on where they are and the amount of areas of exceptionally decayed stone, or rock that is falling. If characters are on of rotten supporting timbers, the GM top of something that collapses, consider may increase the chance of a randomly the distance fallen. Also, treat the occurring cave-in. Such considerations character’s landing surface as rough, as could double, or perhaps triple, the explained under the falling rules. The chance of a cave-in. base area of a cave-in can often be determined by the structure or surface A significant menace is created when that is collapsing. A bridge that collapses even a small section of an underground will collapse along its entire unsupported location caves in, even if the cave-in length. does no immediate harm. The force of gravity is constantly attempting to work A tunnel ceiling collapse can never be its destruction on the ceilings of the wider than the tunnel itself. In areas underworld; even a small cave-in can so where the size of the cave-in must be weaken supporting structures that a determined randomly, such as the ceiling massive chain reaction of collapse of a vast chamber, assume that the base begins immediately, or threatens an area cave-in occurs only in an area of 6 by 6 in the near future. When a cave-in metres, roughly in a square shape. Chain occurs, the areas of nearby ceilings and reactions must be checked for each walls must be checked to see if they adjacent square area, as well as in the weaken or collapse as a result of the ceiling directly above the rock that has original cave-in. Areas that collapse as a caved in. Such chain reactions radically

18 188 increase the total size of a cave-in. If a darkness to our advantage in brightening layer of rock falls from a ceiling or wall, up our adventures. assume that the layer is 90cms thick unless other considerations apply. The first thing to consider is simply this; we know it's dark in a dungeon, and If a 90cm thick section of collapsing that's why characters will have torches rock leaves additional stone above it, or lanterns with them. A very wise thing then that stone should be checked for a to do, of course, but there are inherent chain reaction cave-in. If characters are problems with torches, lanterns, and beneath an area of rock that collapses, other forms of light. The most obvious the average base damage per character is of these is the fact that light in a 4D8 per 3 metres (or less) thickness of dungeon draws attention the way it rock that falls. The characters should be draws moths in the wilderness. allowed to make a saving throw vs. petrification for half damage. There is no better way to advertise your presence to the inhabitants of a If the falling material is mud, silt, or any subterranean realm than by casting other sludgy substance, the damage bright light about for all to see. And inflicted on characters below it is only make no mistake, while the light may half that caused by falling rock. only provide you with good vision for a Characters are also entitled to a saving few metres, it can be seen at much throw vs. petrification, which-if greater distances. To a great many successful-will halve this damage again. monsters, a light in the distance is like a Falling water also inflicts half of the beacon that says "free food - all you can normal damage, with a save allowed for eat - come and get it". damage. In the case of water, however, the damage is inflicted for the first 3 A good way to remind characters of just metre thickness of falling material only. how dark it really is in a dungeon is to Even if the character remains under a extinguish their lights every so often. column of pouring water, he does not This can be done with a cloud of steam sustain additional damage from the from a geothermal hot spring or a gust of weight of the water. It is quite possible, wind racing along the corridor from however, that the character is unable to some mysterious region up ahead. As breathe and needs to escape the water or often as not, in fact, it can be drown. accomplished with a simple darkness spell cast by some magic using monster. Darkness By the far the most common and easily Flooding countered hazard in the typical dungeon Floods are yet another natural is simply that fact that it's pretty dark phenomenon with potentially disastrous down there. Most referees don't go out results. Because of the cramped nature of their way to remind players of this of underground environments, flood fact, and it's generally ignored in the water has little chance to spread out and average game. But let's take a moment to disperse its effects. Indeed, underground consider how we can use this dreadful corridors may well fill with water, making drowning a virtual certainty for

18 189 any airbreathing creature caught there. characters in situations of limited air Many underground chambers, especially supply. Even a flickering torch can. those created by water, like sea caves or create problems in a small chamber that limestone caverns, often have standing has little or no ventilation. water in them. In some cases, it may be only a trickle or a stream while in others A small fire (30cms or less in diameter) it may be a raging river. In addition, the consumes all of the oxygen in a 3 metre level of water in a cave can change with cubic space in two hours. A flaming the passing of time. torch consumes all of the oxygen in the same space in eight hours. Of course, Sea caves, for example, may be regularly when all of the oxygen is consumed, the flooded by the rising tide while the river fire goes out. The oxygen consumption running through a limestone cavern may of larger fires is based on the number of overflow its banks every spring with the small fires they equal. A fire four times thawing of a near by glacier. Perhaps the larger than a small fire consumes oxygen most dangerous aspect of dungeon four times as fast. flooding is simply the fact that there is no way to escape the water. In such a A flask of burning oil does not burn for confined space, every and hiding very long, but uses up a lot of oxygen place will be filled by the rising tides. while it burns. In general, oil in a flask Characters unfortunate enough to be or similar small container burns for three caught in such a hazardous situation may rounds. For purposes of oxygen find themselves fighting for their lives consumption, however, treat the burning against the merciless elements. oil as a small fire (as explained above) and treat each round of burning as a full Fires turn. Thus, an oil fire that lasts three Fires threaten the well-being of rounds uses up as much oxygen as a underground dwellings in a double small wood fire burning for three turns. sense, for they consume combustible objects in their path, and also use up the The smoke that accompanies fires causes precious oxygen that definitely exists in additional problems. While fire a finite supply. Fortunately, at least for consumes the oxygen that characters fire prevention, wood is not a very need to breathe, smoke acts as a common building material underground. poisonous gas that fills enclosed areas The difficulty of transporting wood into and is unavoidably inhaled along with a dungeon and its tendency to rot in any remaining oxygen. While it is damp conditions both serve to possible to burn extremely dry and discourage its use. flammable materials with little or no smoke, most fires are not this efficient. Certain tasks, however, such as the If any of the fuel for the fire is wet, or if shoring up of a corridor, are much more green or living branches, twigs, or leaves easily accomplished with wood than are used, smoke is produced. Any kind with stone. Fire is a more voracious of burning fabric creates smoke, as does consumer of oxygen than even the most burning oil. heavily working character, and consequently presents a severe threat to

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The average amount of smoke produced which can ignite. In fact, the danger of by a small fire in one turn is enough to combustion in a coal mine is one hazard create a one-foot-thick smoke layer in a that must be carefully considered before 3 metre x 3 metre square area. The entering into such a region. The greatest smoke rises to the highest part of a room danger presented by fires in a dungeon is and collects in a layer against the ceiling. not the flame itself, but the fact that it The next turn’s worth of smoke collects rapidly consumes oxygen. immediately below the first layer, and so on, until the breathable air is The larger the fire, the faster it burns off concentrated in the few metres nearest the oxygen, and the more dangerous it is the floor. Finally the entire room fills to adventurers. Of course, when the with smoke and even characters lying on oxygen is gone, the fire will be the floor are affected. An oil fire creates extinguished. Another dangerous by- the same amount of smoke as an average product of an underground fire is the fire, except that in an oil fire the rate is smoke that it can create. In areas of poor calculated by round instead of by turn. ventilation it can quickly fill entire The smoke rate of a larger fire is chambers. Because of its heavy carbon calculated just as the oxygen dioxide content, smoke can be just as consumption, so a fire that is three times deadly as any poison gas unleashed by as big as a one-foot-diameter fire creates an enemy. smoke three times as fast. Gases and Fumes A character forced to breathe smoke Some areas of the Underground are must make a Constitution Check each plagued by air that is not just stale, but round that the smoke is inhaled. A failed actively toxic. Often this situation results check means that he suffers D6 hit from geothermal activity in the vicinity points of smoke damage. Smoke damage of volcanoes. Sometimes the escaping is temporary. If a character has a chance gases emerge with an audible hiss or a to breathe fresh air, the smoke damage putrid smell, but not always. Gases tend goes away at the same rate that it was to concentrate in areas that are isolated acquired-Le., the character makes a in some way from the nearby passages. Constitution Check every round of For example, a passage that dips down breathing fresh air, with success sharply and then climbs up again forms a meaning that he has regained ld6 points. natural, low-lying pocket where deadly Although temporary, smoke damage is fumes can accumulate. real in the sense that any other damage taken while a character suffers from An-air-filled passage sealed by water smoke damage must be considered siphons at either end could also cumulative with it. concentrate deadly gases. Irritating fumes cause coughing, stinging of the In most natural dungeon complexes eyes, dizziness, and similar difficulties. there are few, if any, sources of A character exposed to irritating fumes combustible materials and, thus, fire is must succeed on a CON save once per not very probable. In the majority of minute or become sickened. Recovery man made dungeons, however, there are from this condition is not possible until often wooden supports and similar items the character leaves the affected area.

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While not actually deadly, fumes can be react to them. Of course, the most quite overpowering and make breathing common means of detecting odourless difficult and distasteful to adventurers. toxic gases is with the aid of a small Dungeon masters can introduce noxious songbird in a cage. As these fragile vapours from a wide variety of sources. creatures are far more sensitive to toxic Rotting garbage, for example, can gases than humans or demihumans, they produce a stench which is so can act as early warning devices. In overpowering to the average human as to short, if the bird dies, get out of the area induce gagging or even vomiting. A quickly. modern example of noxious vapours would be tear gas. Some naturally occurring gases can explode in the presence of open flames. Poison gases are deadly. Anyone who If a burning torch or lit lantern is brought ventures into an area of poison gas must into a pocket of explosive gas, the succeed on a CON save once per minute vapour explodes, dealing 3D6 points of or take D4 points of Constitution damage to each creature in a 3 metre damage. Some poisonous gases also radius. An alert spelunker might notice have the characteristics of irritating the danger before causing an explosion, fumes, so their presence is obvious. since the open flame often behaves Others, however, offer no telltale strangely (burning in a different colour burning of the throat or stinging in the or exceptionally brightly) right before eyes to warn creatures of the danger. the explosion. Allow the creature Any creature exposed to poison gas is carrying the light an WIS check to entitled to a smell check to detect the observe the danger before the explosion threat before breathing enough to force a actually occurs. saving throw. With a successful check, the creature can retreat before risking If an open flame remains in the any damage. A creature with the scent hazardous area thereafter, there is a 50% ability gains a +5 bonus on this check. chance of an explosion in each These gases can be of natural origin, subsequent round. Explosive gases can such as the sulphur dioxide commonly lurk undetected until a party of created around areas of volcanic activity, adventurers wanders in with an open or can be of magical or manufactured flame. Once ignited, they release vast origin. amounts of heat, light, and energy in a sudden violent chemical reaction—that Obviously, the use of poison gas as a is, they explode. To make matters worse, weapon of war is greatly enhanced in the many explosive gases are toxic or constricted conditions of the noxious, compounding the danger of underground. In many cases, toxic gases encountering them. In regions where will carry a distinct odour which may coal or oil is common, explorers are allow characters to detect them before prone to encounter pockets of methane they reach dangerous concentrations. In (natural gas) which is toxic, explosive, other instances, however, they may be odourless, and colourless. A more lethal utterly odourless and colourless. In the combination would be hard to imagine. latter case, the party may be overcome by the fumes before they are able to

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Gases can originate from a number of dies. Note that this procedure is of little underground sources. Volcanic activity help if gas is suddenly introduced to an can create deadly emissions of sulphuric area in high concentration. The party gas that are every bit as poisonous as the must encounter a gradually increasing bite of a venomous creature, while amount of gas in order for a bird to garbage or sewage can generate noxious provide any early warning. gases such as methane whose smells are so overpowering that characters have a Volcanoes are a major cause of difficult time breathing them. The subterranean fires and poisonous gas occurrence of such gases is primarily a emissions, as well as other problems. campaign function to be handled by a Often occurring in conjunction with GM at the appropriate time. earthquakes, a volcanic burst can fill inhabited corridors with lava or steam, Certain types of gases, such as natural or close off escape passages or popular gas, are either odourless or possess such transportation routes. a mild door that the characters may not be aware that the gas is present until they Line of Sight start making checks or saving throws. Because of the twisting nature of the Other types of gases, such as sulphur, passages which make up many dungeon carry such a strong odour that the complexes, it is often easy to lose sight characters might have a chance to hold of other party members. In fact, it is easy their breath before the full force of the to lose sight of almost everything. gas can take effect. Natural gas, often Remember that there is usually no light encountered in regions where coal and beyond that which you have brought oil are common, has the additional with you and the area just around the hazard of being explosive. Any gas, next corner is shrouded in absolute whether poisonous, noxious, or darkness. The inability to keep sight of harmless, can cause problems to party members who leave the main characters by replacing the oxygen in a group makes the job of scouting very given area. In this case, the effects dangerous. As soon as you are out of should be treated as if part or all of the sight, you're on your own. With luck, ‘oxygen in a location has been used up, you'll be able to call for help if as explained earlier. something attacks you, but you can never be sure. Certain creatures, most notably small birds, are more sensitive to poisonous gases than humans and other character races are. If, perchance, a party has a small bird with them and becomes exposed to a gradually increasing amount of poisonous gas (not including noxious gases), the GM should make a secret saving throw vs. poison for the bird one turn before the characters must save. The bird saves as a O level human, and if the saving throw fails, the bird

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has used up as much oxygen as he would 10. Air in 23 hours (3 hours + 4 x 5 hours) of A particular problem that surface rest. dwellers virtually never face is inadequate air supply. In many A GM can apply this ratio to all underground situations, of course, this is characters and to any creatures, such as not a problem either: an underground mules or dogs, that accompany them. An chamber may be so large that even the accurate duration figure can be achieved presence of many creatures does not by figuring the weight of the creature consume oxygen faster than it can be into human equivalents. A character replaced; or natural or artificially does not instantly die when his air channelled ventilation may insure that supply has been used up, but serious old air is steadily replaced with new. The problems arise. Each turn following the potential for air supply problems beneath exhaustion of the oxygen, the character the surface should not be overlooked. If must make a Constitution Check. Every a cave-in occurs, ventilation sources may time the check fails, each of his ability be cut off; if a chamber is small, it may scores and his hit point total are reduced become so crowded that a meagre by one. Each additional Constitution ventilation system is incapable of Check is made against the reduced replacing oxygen as fast as it is depleted. Constitution score. In any event, air supply is occasionally a factor in underground adventuring. Thus, a character grows more and more feeble as he gulps the last remnants of Assuming no ventilation whatsoever, a the oxygen supply. When all of a human-sized creature at complete rest character’s ability scores have dropped depletes the oxygen in 3 cubic metres of to 0, he is unconscious. When a air within 24 hours. If the creature character’s hit point total reaches the performs even moderate physical negative version of his total, he is dead. activity, the duration of air supply is Even for a character with a large number reduced to 12 hours. If the creature of hit points, this fate becomes automatic spends its time in any kind of strenuous once the Constitution score reaches 0, exertion, the duration of the air supply is since all further Constitution Checks reduced to a mere six hours. If a automatically fail. This system is used character spends some time engaged in only for characters in an area with air; it heavy or light exertion and rests at other cannot be used for characters who are times, simply calculate the oxygen holding their breath. If fresh air is consumption in multiples of the resting introduced to a character before death rate. occurs, he begins to recover immediately. Hit points and ability Thus, a character who is working scores all climb at the rate of three points strenuously uses oxygen four times per turn until the character reaches his faster than a resting character, and a original levels in all areas. moderately exercising character uses the oxygen up twice as fast as a character at In general, the Underground is rest. A character who rests for three surprisingly well ventilated. Vast hours and then works hard for five hours subterranean spaces and the rare planar

19 194 connection to the Elemental Plane of Air in a ventilated area for two turns unless provide plenty of good air for living more of the gas is introduced. creatures. However, this is not universally true. Sealed chambers, More subtle air movement can be isolated caves, and water-isolated detected by the flickering of a torch or caverns have finite supplies of good air. candle. Even when characters cannot Creatures that don't breathe need not discern this movement through their own concern themselves with air quality, but sense of touch, fresh air for breathing is other travellers do. Any enclosed space not a problem in these areas. Gas-based that is reasonably airtight can quickly spells linger for their normal durations, become stale or depleted. In general, a and poisonous or noxious gases remain Medium creature depletes about 300 effective for one hour. Smoke from cubic metres of air (a 10-foot cube) small fires or torches does not every 6 hours. accumulate in moderately ventilated areas. Some areas appear to contain no A Small creature requires one-half as ventilation, but are actually connected much air, and a Large creature four either to ventilated areas or to the earth’s times as much. Air becomes stale when surface. Characters do not use up all of it is halfway to depletion. Regions that the air through breathing; even this are poorly ventilated are not minimal amount of ventilation allows immediately deadly, but the stale air can enough air movement for respiration. quickly wear out even the hardiest travellers. A character in stale air must Poisonous or noxious gases remain in succeed on a CON save each hour or such an area for D4+1 hours. The become fatigued. A fatigued character duration of all gas based spells is must succeed on a CON save each hour normal. An area that contains no or become exhausted. An exhausted noticeable ventilation and has no place character takes D6 points of nonlethal for smoke to flow out horizontally or damage every 15 minutes until the upward captures smoke at the normal condition is corrected. Characters cannot rate (even from small fires). Poisonous recover from their fatigue or exhaustion or noxious gases, unless specifically until they reach an area of good air. noted as being heavier than air, remain Depleted areas can prove deadly in a in such an area for a full 24 hours. matter of minutes. Areas that are completely sealed off Ventilation of an underground area from any outside passages, either depends on several factors. Chief among through cave-ins, constructed barriers these is fresh air flowing into and such as mortared stone walls, or magical through the area. Any underground barriers such as walls of force, are chamber with a noticeable airflow is subject to all of the effects listed, at their considered well-ventilated. Smoke does normal rates of accumulation and effect. not accumulate in such an area, nor is The air supply is finite, and once used the oxygen exhausted by characters up, cannot be replaced except through breathing or by fire. The duration of all the introduction of fresh air. Smoke that gas based spells is halved in such an collects in such a room lingers for D6 area. Poisonous or noxious gases remain hours after the fire that created it goes

19 195 out. Poisonous or noxious gases remain dog has been trained to react in a certain in the area until vented out by the way, then this reaction should be used. admission of fresh air. Again, the duration of all gas-based spells is Sophisticated responses require normal. considerable training, however, and should only be used if the dog has been Odour Detection trained. The Wisdom Check is only The sense of smell, while relatively made using the character’s full Wisdom insignificant when compared to those of score if the odour is strong enough to be sight and sound, occasionally provides a easily noticed. The strength of an odour character with advance warning of some is obviously going to require a GM nearby hazard or obstacle. This sense is judgment call, with the following only useful to a character when no other modifiers; conflagration +8, cooking overpowering scent is in close proximity food +2. If a dog is making the check, to him or permeating the area. The basic double the distance. procedure for a character to detect an odour is a Wisdom Check made when Small fires are used for cooking or the scent is first encountered. keeping a small group of individuals warm. They are generally 30cms or less Another check may be made if the scent in diameter. Large fires are bonfires, grows very strong, or a change in the large campfires, funeral pyres, and other wind carries it to the character with relatively sizeable but controlled blazes. increased force. Of course, this Wisdom A large fire can be 1-2 metres in Check should be made by the GM so diameter, with the flames rising even that the players are not alerted that they higher. Oil fires are fires where oil, should be on the lookout for something. creosote, or coal is burning. Some The reason that the check is not repeated pungent chemicals, when burned, create more frequently is that if an odour is not fires in this category. noticed when it is first encountered, it will probably not be noticed thereafter Conflagrations are huge fires, often unless something occurs to draw the burning out of control. A large boat, a characters’ attention to it. bridge, or a building creates a conflagration when it burns. Odorous If the party has any dogs accompanying gases are those with distinctive smells, them, the GM may also check for the such as Sulphur or methane (swamp dogs if they would be alerted by the gas). Strong-odour creatures use an scent. The scent of a monster would odour as a means of marking terrain almost certainly alert them, for example, (such as males among the great cats) or while the odour of a campfire probably defending themselves (such as skunks). would not. Dogs are all assumed to have The area near the lair of such creatures a Wisdom of 16, for purposes of this always carries this distinctive scent, but check only. If a dog smells something, it is only 50% likely to be encountered if the GM should describe the dog’s the creature is prowling outside of its reaction in appropriate terms: a growl of lair. warning, perhaps, or a cringe of fear. If a

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Mild-odour creatures are those whose living quarters or presence is generally 11. The Magnetic accompanied by a distinctive odour. Pigs, while relatively clean animals, Effects of nonetheless tend to emit a fairly strong odour around their lairs. Most herd Lodestone animals, especially those kept An occasional feature of the domestically by intelligent creatures, underground environment that can cause emit some sort of lair odour. Bands of consternation and serious problems for a orcs or other humanoid types with player character is the magnetic field somewhat casual personal hygiene habits created by a band of lodestone. fall into this category as well. No-odour Magnetism affects characters cloaked in creatures are those that take care to iron armour, and can impede combat remove sources of odour from their lairs. when iron weapons are used. Lodestone Humans fall into this category, as do in its more innocuous form is birds and reptiles. encountered frequently in areas

containing iron ore. In this common form, the magnetic pull is barely strong enough to be noticed, and certainly cannot impede a character’s movement or combat. Deep beneath the earth, however, concentrated ores of iron and other minerals have formed regions of massively powerful magnetic rock. The magnetic attraction of such rock can be detected by a character who passes a Wisdom Check when still 36 metres distant from the lodestone.

This initial detection is manifested by nothing more than a slight tug on all iron possessions. The lodestone’s effects become obvious to any characters moving within 27 metres. The force upon metal objects, while definitely noticeable, is still not capable of pulling a character against his will. A character who comes within 9 metres of such a powerful lodestone becomes threatened. Iron objects hanging on the character are pulled toward the lodestone with a force that can snap a thin leather strap. The character must make a Strength Check for all hand-held objects containing iron.

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If the character is wearing iron armour, he must make an additional Strength 12. Wooden Check or be pulled 3 metres closer to the lodestone. If the Strength Check is Decay successful, the character retains hold of The underground environment inflicts the item, or holds his ground and does relatively swift decay upon wooden not get pulled toward the stone. No structures. The following effects occur in further checks are required as long as the the typical underground location, and character does not move closer to the assume the presence of very humid air. stone. When the stone is approached, In subterranean areas that are almost whether voluntarily or not, the Strength completely dry, the decay of wooden Checks must be repeated each 3 metres. objects is a mere 2 or 3% of the rate A character suffers a -2 penalty to his given. Anything made out of wood and Strength when 6 metres away, and a -4 kept underground begins to show signs penalty if only 3 metres away. of rot after D6 years. If the wood is Removing any iron object stuck to the soaked in creosote or some other sealing lodestone requires a Strength Check with substance, this period is doubled. The rot a-6 modifier. If the check fails, the creates a 5% chance of collapse for each character is forever unable to remove the multiple of the ld6 roll that passes. object. These lodestones lose all their powers if removed from their natural Thus, if the first roll was a 1, there is a settings. 5% chance of collapse every year, and the structure would last a maximum of 20 years (at which time the chance of collapse is 100%). If the original roll was a 6, however, the structure might last as much as 120 years. The wooden structure should be checked whenever any activity puts unusual stress upon it. The check is made with a D100 roll against the percentage chance of collapse for the structure.

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Climb check. Failure means you fall 13. Climbing from your current height and sustain the Characters who spend much time appropriate falling damage. exploring the unknown reaches below the earth’s surface are sure to encounter Walls that are very smooth, smooth with many situations requiring climbing cracks, or rough can only be climbed by skills. Natural caves and caverns are those highly skilled in it, unless commonly filled with many passages characters are using ropes, spikes, or blocked by cliffs or sheer drop-offs. other tools. Ice walls can only be While other characters cannot approach climbed by characters using tools. The the efficiency of thieves at climbing, rate of a character’s movement when members of all character classes have a climbing on a slanted surface depends on limited ability to move up and down the type of surface, the condition of the steep slopes, provided hand and surface, the character’s class, and the footholds are available. character’s level of encumbrance.

Only thieves have the capability to Very Smooth surfaces include faces of ascend sheer walls, cliffs, and the like. smooth, uncracked rock, wooden walls Other characters may try to climb very with no accessible cross beams or other rough stone surfaces, as well as trees, handholds, and metal walls where poles, ropes, and other simple routes. individual plates of metal have been With a successful Climb check, you can bolted together. Completely smooth advance up, down, or across a slope, a walls, such as a single sheet of metal, wall, or some other steep incline (or cannot be climbed without tools. even a ceiling with handholds) at one- quarter your normal speed (MR). Smooth but Cracked surfaces include most types of masonry, a typical cavern A slope is considered to be any incline at or dungeon wall, or a cliff that is not an angle measuring less than 60 degrees; subject to a great deal of weather a wall is any incline at an angle erosion. Castle walls, towers, and city measuring 60 degrees or more. A Climb walls that receive regular maintenance check that fails by 4 or less means that fall into this category. you make no progress, and one that fails by 5 or more means that you fall from Rough surfaces include most natural whatever height you have already cliff faces, constructed walls that have attained. You need both hands free to not been maintained regularly, and most climb, but you may cling to a wall with wooden walls or stockades. Any kind of one hand while you cast a spell or take masonry using natural stone instead of some other action that requires only one bricks or blocks will form a rough hand. surface.

While climbing, you can’t move to avoid Rough with Ledges surfaces include a blow, so you lose your Dexterity bonus hand- and footholds of three-inch width to AC (if any). You also can’t use a or larger, or provide some other kind of shield while climbing. Any time you usable route. A cliff that has been take damage while climbing, make a steadily eroded by frost, or a chimney (a

19 199 crack that a climber can follow up a is successful, he takes no damage from slope, pushing off against each side with the fall. Even if the save is unsuccessful, his hands and feet) will provide a rough the fall only inflicts half of the normal surface with ledges. Also, stone damage. buildings that are approaching a state of ruin often create this sort of climbing Nonslippery surfaces are dry and solid. surface. They do not crumble when touched, and a character’s chance of falling is Ice Wall surfaces are sheer surfaces calculated at the normal rate. made mostly or entirely of ice. They are treacherous, and even thieves cannot Slightly Slippery surfaces are wet or climb ice without tools. crumbly. The chance of a character falling from a slippery surface is twice Pole surfaces include poles made of any normal. Slippery surfaces can be places materials, tall slender trees with few where water runs regularly, or surfaces branches, and free-hanging ropes. A covered by slime or algae, or those pole’s diameter cannot be greater than coated by a thin layer of frost, ice, or 1/4 the height of the character attempting grease. A thief character’s chance of to climb it, unless the character uses a falling on a slippery surface is ten times rope. Any pole with tree bark still his normal chance. attached is considered a nonslippery surface. A rope only falls into this Encumbrance also plays a major role in category if the character cannot brace his the success of a character’s climb. feet against a wall or some other surface Encumbered characters cannot climb to aid the climb. sheer surfaces without the aid of tools. Characters with heavy gear or very Tree surfaces include any trees where heavy gear move at the movement rates branches are plentiful enough to provide listed for climbing characters. This handholds, or any constructed object of halving is cumulative with all other girders or a similar grid, such as effects. Characters with no gear or scaffolding. normal gear can utilize the full climbing movement rates. Rope and Wall surfaces include any situations where a character can climb Characters cannot climb in any type of up a rope and brace his feet against a plate mail armour, nor can a shield be wall or some other vertical surface as he held by a climbing character. Characters climbs. in chain, splint, scale, or banded armour can climb, but suffer a -3 penalty to their Sloping Wall surfaces represent areas chance for success. Characters in that do not quite qualify as vertical, yet studded leather or padded armour suffer are too sloped to allow normal walking. a -1 to their chances. Leather armour Like all types of climbing, a character’s does not penalize a climber. A character chance of success assumes that he has can sling a shield over his shoulder to both hands free. If a character falls while carry it along while climbing; he cannot on a sloping wall surface, he can make a receive any defensive benefit for a shield saving throw vs. petrification; if the save thus carried.

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Certain tools can be used to aid can help prevent such accidents by using characters making a climb. Tools serve more than one spike. Climbing an ice both to increase the chance of a climb’s wall is a dangerous act that absolutely success and to decrease the chance of a requires the use of spikes. In fact, a spike character getting hurt in a fall. The must be driven into the ice wall before a disadvantage of tools is that they character can climb. This process must considerably lengthen the time needed to be repeated each round, and since it make a climb, and often make enough takes a round to drive a spike, the noise to attract unwanted attention. process is doubly slow. In addition, spikes placed in ice have a 15% chance This noise is the main reason that tools of pulling free per character whose are not commonly used by thieves in the weight suddenly pulls against it. pursuit of their usual missions. Two types of tools, the grappling hook and Ropes are discussed as climbing tools in the spike, or piton, can be used to aid a combination with spikes and grappling climb. Both must be used with a rope to hooks, but there is one situation where have any effect. Spikes can be rope alone can serve a character as an hammered into a wall surface and used effective climbing tool. This happens to anchor a rope that subsequently when a character wishes to climb a pole protects a climbing character against that is of too great a diametre for him to falls. ascend unaided. In this case, the character can wrap the rope around the The character must have a hammer, and pole and pull against it as he climbs. must spend D4 rounds pounding in a This technique can be used to climb a spike. The clanging of such activity can pole whose diametre equals the be heard up to a kilometre away in character’s height. Any pole wider than windless conditions. The usual function this should be treated as a wall. of a spike is to shorten the distance that a character falls, should such an accident Grappling Hooks are relatively heavy occur. Increasing the protection is the iron tools with at least two, and usually fact that any character whose fall is three or four, separate hooks branching broken by a rope suffers only the from the end. The hook is designed to be damage a fall of that distance would thrown, and to catch on protrusions and normally inflict. Whenever a spike is thus support a rope and climber. A called upon to arrest a fall, as in the character can throw a grappling hook above example, there is a 10% chance upward a distance equal to his Strength per character supported that it will give score (rounded up) times 10. The way. horizontal distance that a grappling hook can be thrown equals the vertical For example, if two characters are roped distance, unless the character has enough together and relying upon a spike to room to swing the hook in a circle arrest their fall, the spike has a 20% several times before the cast. chance of popping free. If the spike comes free, the characters fall the full In this case, if a character has a radius of distance to the ground (or twice the 3 metres from his body cleared of distance to the next spike). Characters obstacles, he can throw the hook twice

20 201 as far horizontally as he could otherwise. A character can throw a grappling hook 14. Jumping once per round. If the cast is Underground obstacles such as chasms unsuccessful, it takes another D4 rounds and pits are also frequently encountered to coil the rope and prepare the hook for by subterranean explorers. Occasionally, another throw. The chance of a a repugnant monster such as a black grappling hook catching on its intended pudding can be avoided if a character target is treated as a Thac0 roll. A simply jumps over it. Characters of all thrown grappling hook does not make as classes have a limited ability to jump much noise as a hammered spike, but is across obstacles that get in the way. The not silent. A successful throw is audible procedure for all characters is a running for 30-120 metres in ideal conditions; an broad jump requires a 6 metre head start, unsuccessful throw will raise a clang and all jumps require only one segment audible 60-240 metres away. of time. Unlike acrobats, however, other characters cannot attempt to jump Rappelling is a means of hastily backward or leap in an extended descending a sheer surface by means of position. Unencumbered characters and a rope attached at the top. The character characters carrying normal gear have no lets the rope wind around his body and penalties to their jumping abilities. uses the friction of the rope to slow his Characters carrying heavy gear subtract descent. In order to rappel successfully, 30cms from the distance of their jumps; the character must make a successful characters with very heavy gear subtract Climbing Check. Failure means a fall 60cms from their jumping distance, and from the top to the bottom of whatever encumbered characters subtract 120cms. distance is involved. A character can rappel up to 36 metres per round. All normal climbing restrictions apply (encumbrance, armour, etc.).

If someone climbing above you or adjacent to you falls, you can attempt to catch the falling character if he or she is within your reach. Doing so requires a successful melee touch attack against the falling character (though he or she can voluntarily forego any Dexterity bonus to AC if desired). Success indicates that you catch the falling character, but his or her total weight, including equipment, cannot exceed your heavy load limit or you automatically fall. If you fail your Climb check by 4 or less, you fail to stop the character’s fall but don’t lose your grip on the wall. If you fail by 5 or more, you fail to stop the character’s fall and begin falling as well.

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landing area inflict damage beyond that 15. Falling caused by the fall. Such damage is The damage sustained by a falling determined by how closely packed the character is D6 for the first 3 metres deadly obstacles are: usually each spike fallen, 2D6 for the second 3 metres, 3D6 causes an extra D6 of damage. When for the third 3 metres, and so on. A 9 spikes or other obstacles are placed in an metre fall, for example, inflicts a total of area, the GM should choose a number of 6D6 points of damage to a character. For dice to reflect how closely the spikes are purposes of game balance, assume that a packed. character falls 300 metres in one round unless the fall is interrupted. If a A D6 group of spikes means that a character falls (for any reason) and is character will impale himself on 1-6 of next to a wall or other climbing surface, the spikes when he falls, while a 3D6 he can attempt to slow his fall by grouping indicates spikes that are much catching onto the surface. Such an more densely packed. A character attempt can only be made in the first 15 striking them will suffer from 3-18 D6 metres of a fall, since after that the of damage in addition to that inflicted by character’s momentum is too great to the fall. Soft landings include yielding allow him to catch anything. surfaces such as sand, mud, soft loam, pine branches, or flesh. A character A character can attempt to grab a nearby fortunate enough to make a soft landing surface by rolling D100 and getting a takes only half the damage that the fall result that is less than or equal to the would normally inflict. Very Soft character’s Climbing ability, if the landings generally result from some sort climbing surface is nonslippery. A of prepared cushion of feathers or straw, slightly slippery climbing surface can be etc. Occasionally a character might be caught on a number equal to or less than fortunate enough to fall into a very soft 1/4 of the character’s Climbing ability, landing without planning for it, but this the character has only half the chance of is very unusual. A character making a stopping the fall that he would have with very soft landing can make a saving a nonslippery surface. A slippery throw vs. paralyzation. climbing surface cannot be used to stop a fall. If the save is successful, the character sustains no damage at all; if it is The normal damage caused by falling is unsuccessful, he takes half the normal based on the premise that the character amount of damage for the fall. Water lands on a smooth, but hard, surface. landings can be virtually painless if a Obviously, different surfaces cause character lands correctly, but can be differing amounts of damage. Rough every bit as damaging as a fall onto hard landings deposit the unfortunate stone if the character does a belly-flop or character on a surface of broken rocks or lands on his back. When a character other debris, or a slanted surface that falls, he can attempt to make a Dexterity sends the character ricocheting off to the Check if he suspects or knows that he side. Landings on a rough surface inflict will be landing in water. If the check is double the normal damage from the fall. successful, the character takes D6 of Spikes or other weapon-like features of a damage for every 30 metres of the fall,

20 203 rounded up. If the check is unsuccessful, however, the character sustains the 16. Spelunking normal damage from the fall. A The techniques of spelunking, or cave character cannot attempt to stop a fall by exploration, can be useful to any catching onto a climbing surface and characters who have to crawl around in make a Dexterity Check to land in water narrow spaces underground. Many during the same round. If the fall lasts aspects of spelunking are subsumed more than one round, he can attempt a under other movement rules, particularly Dexterity Check on the second round. climbing, swimming, and jumping. Mapmaking is another dungeoneering A character sliding down a sloping skill that has obvious benefits for cave surface does not receive as much exploration. damage as someone falling through open space. On the sloping surface, however, Often a cave presents extremely the character suffers abrasions all the constricted areas of movement to a way down, unless the slope is very character, and this section details the slippery, such as smooth wet rock or ice. effects of such tight passageways. Also, A character sliding down a sloping many cave sections are choked with surface suffers no damage in the first 6 rubble or require excavation, so metres, but suffers D6 points of damage information on clearing these passages is for each 3 metres of the slide thereafter. presented as well. Tunnel ceilings that In addition, the damage caused by are lower than the height of the landing is D6 for each 12 metres of the characters slide. If the slope is smooth and walking through them can penalize a relatively slippery, the character sustains party’s movement and combat no damage while sliding, but takes capabilities. double the normal damage upon landing. However, since the heights of individuals within a party may vary widely, the effects of the following conditions will also vary from one party member to the next. If the ceiling is lower than a character’s height, but at least 2/3 of his height, he can walk upright at 2/3 of his normal movement rate. The character suffers no adverse combat effects.

Characters must travel on hands and knees through any tunnel that is less than 2/3 their height. Of course, this means that occasionally humans will be grunting painfully along on all fours while their Haulfman, and perhaps Dwarven, companions trot along with no more precautions than an occasional

20 204 ducking of their heads. In a tunnel whose diameter is 1/4 or less of the character’s 17. Excavation height, the character must actually slither The types of barriers that characters may along in a prone position. have to dig out of the way include those that they can move with their bare hands, A character travelling on hands and such as piles of stone, earth, and other knees moves at 1/2 his normal debris, as well as those that require tools movement rate. If he should be so to move, such as solid walls of dirt and unfortunate as to engage in combat while rocks. Loose rocks are a common in this awkward position, he suffers a -5 enough obstacle in caves and dungeons, penalty to all of his attack rolls. He also especially older ones. The natural loses all Dexterity and shield bonuses to erosion that occurs gradually causes AC. Additionally, weapons such as material to fall from the ceiling to the longbows, broadswords, and battleaxes floor. Also, previous inhabitants may cannot be employed in these close have pushed rubble into an area quarters. A character who is prone purposely, using it as a dump. because of a low ceiling suffers even more serious penalties to his chance in If the rubble is loosely packed-i.e., there combat. are individual chunks of small rocks rather than one or two huge slabs, Of course, the space required limits his characters should be able to clear their choice of weapons even further. In way through. Of course, there is often no addition, the character suffers a -8 way to tell how much of the corridor modifier to all of his attack rolls, and can may be blocked by such debris. In one gain no Armour Class benefits from a turn of excavation, a character can clear shield or a Dexterity bonus. When D4 metres of passageway. If the passage moving, the character is limited to 1/4 of is only partially blocked, the distance his normal rate of movement. When that can be cleared in a turn is increased travelling in cramped natural tunnels and to 2D4 metres. through narrow, low corridors that vary widely in diametre, it is difficult to move as quickly or fight as efficiently as normal.

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a character to keep his bearings about 18. Darkness him. The GM should make a secret roll Although characters without the ability to determine the unknown changes of to see in the dark normally make every course that might occur if characters effort to provide themselves with a walk in complete darkness. This roll source of light underground, sometimes should be made after every three turns unforeseen situations can plunge a party that characters spend walking in into total darkness. Even characters with darkness. The roll should be made at the infravision have difficulty seeing objects end of the character’s uncharted that are the same temperature as the movement, even if such movement has surroundings of the underground. lasted less than three turns. This can be a very unsettling experience for a group of adventurers. If characters travel over rough or uneven floors in darkness, or stand a chance of The following effects can help recreate tripping over small rocks or other rubble, this situation for gaming. If characters the GM can require as many Dexterity try to move at their normal movement Checks as he deems appropriate. Each rates in complete darkness, even probing failed Dexterity Check means that the the floor and walls ahead of them does character sustains 1 point of damage in a not guarantee that the party avoids rough fall. Characters travelling over hazards. If a character encounters an these surfaces can prevent any such obstacle while moving in darkness, he accidents by slowing their movement to must make a Dexterity Check. Failure 1/6 their normal rate. means that the character does not detect the obstacle in time to react, and his momentum carries him into it.

Characters in the dark can safely move at 1/3 their normal movement rates. This pace is slow enough to keep the lead characters from blundering into any gaping holes in the floor, or walking off the edge of a cliff. This also assumes that the characters are steadily probing the ground in front of them as they plod along. Unless a character has some means of determining direction, such as trailing a hand along a corridor wall, it is virtually impossible to walk in a straight line in complete darkness. This is not usually an issue in narrow dungeon passages.

On the wide-open but pitch-dark plains of some realms of the underground, however, it is truly a formidable task for

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regain his feet, the +4 AC penalty 19. Movement on remains in effect. In addition, the character incurs a -4 penalty on all of his Slippery Surfaces attack rolls. The problems inherent in moving on slippery surfaces involve the risk of Crampons are spiked plates of metal that falling and a decreased ability to a character can lash to the soles of his suddenly change direction or speed of shoes or boots. In some cases, boots are movement. Ice is probably the most made with spikes attached. Crampons common slippery surface, but oily greatly increase the reliability of a patches of smooth rock, or even the character’s footing on ice or other secretions of monsters such as the slippery surfaces. boggle, can create slippery conditions. Characters who cautiously tread on Characters wearing crampons always slippery surfaces can avoid the risk of retain their footing on slick surfaces they falling down. Individuals moving thus need not make any Dexterity Checks can travel at their normal movement rate while turning or fighting. A pair of as long as they move in a straight line. If crampons requires one turn to attach and the character attempts to turn, stop half as long to remove. If a character suddenly, or break into a run, the player attempts to walk on a nonslippery must make a Dexterity Check or the surface in crampons, he will make twice character will fall down. as much noise as he otherwise would, and will wear out the crampons in D6 Characters who fall down do not suffer kilometres of such abuse. damage, but must spend a full round climbing to their feet. If a character wants to be exceptionally cautious, he can move at 1/2 of his normal movement rate. In this case, he can turn without making a Dexterity Check. Or the character can spend a round slowing down from normal speed to 1/2 speed, and then can turn without making the check. Characters engaging in melee combat on such surfaces must make a Dexterity Check before every attack.

If the check fails, the character does not make the attack, falls down, and suffers a +4 penalty to his Armour Class for the round. The character must spend the next round getting to his feet, during which the AC penalty remains in effect; the character cannot make an attack during this round. If the character elects to fight from the ground rather than

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20. Combat If, in the GM’s judgment, the character The following combat rules cover the can reach a place of some security special types of problems that can occur before engaging in combat, some or all while running combat in an underground of these penalties may be cancelled out. environment. While the rules handle An archer who carefully selects a ledge most situations relating to underground from which he can easily see his targets combat (this is, after all, the most and draw his bow should be able to fire common setting for play), certain of the normally. following unusual situations will probably occur as characters penetrate Likewise, a swordsman firmly balanced farther underground and remain there for on a large boulder should have an longer times. The movement rules advantage over opponents who are provide a means for all characters to scrambling up to reach him. When a scramble up and down sheer surfaces to character on a sheer surface is struck for a limited extent, but engaging in combat any amount of damage, the character while suspended on these surfaces is must make an immediate Climbing another matter entirely. Check. If the check succeeds, the character remains in place; if it fails, the Characters who engage in melee or character falls. A -10% modifier applies missile combat while on a sheer surface to the check if the damage inflicted by suffer penalties to combat abilities, and the attack is equal to or greater than 1/2 have an increased chance of falling of the character’s total hit points during the fight. When climbing, a (rounded up). character loses all bonuses to his Armour Class that would come from a shield or Creatures defending a wall or cliff often Dexterity bonus. If the character’s face roll or drop heavy objects onto attackers is toward the surface, he presents his below. An average-sized boulder (90cms back to any attacker except one that is in diametre) inflicts 2D8 points of next to him on the wall, with the damage to anyone it strikes. If the attendant penalties. Additionally, such a creatures dropping the missile are unable character can only face a foe to one side to pick it up and hurl it (as a giant or the other. could), they suffer a -8 modifier to their attack roll. If the victims are climbing a Since at least one hand is needed to hold sheer cliff, they could be knocked off by on, the character cannot use multiple this attack, as given above. weapons. Finally, a -2 penalty is assessed to all of the character’s attack, The situations covered so far all assume damage, and save rolls. If combatants that a character has enough room to are above or below their opponents stand somewhere without using his during a fight on a wall, specific hands to hold on. The following rule is modifiers apply. The higher character applied if some sort of drop-off is gains a +2 “to hit” modifier in addition located within 1.5 metres of the to all other modifiers that apply, while character. All of the difficulties the lower character suffers a -2 modifier associated with this type of combat to his attack rolls. relate to hits against the character; there

20 208 are no penalties for attacking in this can make one attempt to grab his enemy situation. If a character gets hit by any as he falls. attack that causes a loss of hit points or consciousness (such as a sleep spell), he The character must roll a normal attack must make a successful Dexterity Check roll on D20, and get a result that would to avoid falling over whatever dropoff is hit the other character. The target nearby. The character’s Dexterity, for character receives no benefit for armour purposes of this check, is increased by or shield. He is AC 10 minus Dexterity two for every foot of distance between bonuses. No magical bonuses for the character’s feet and the drop-off. weapons apply to this attack roll; in fact, any weapon held must be dropped for The character’s Dexterity should also be the attempt to be made. If the attack roll modified if the force of the blow pushes is successful, the character has grabbed him toward or away from the drop-off. some part of his opponent’s body. In melee combat, a character with his back to a wall receives a +2 modifier to The character who has been grabbed his Dexterity, while a character with his must roll a Climbing Check (if on a back to a drop-off receives a -2 penalty. wall) or a Dexterity Check (on a ledge or During missile combat, the path of the bridge) to see if he accompanies his missile serves as a good indicator of opponent in the fall. If the check is whether a character is pushed toward or successful, the grabbed character retains away from a drop-off. his position, with his opponent clinging tenuously to his leg (or whatever). If the For example, a character who is standing check fails, both characters plummet to on a narrow bridge and is struck by an the fate that awaits them below. If the arrow fired from his left side will characters do not fall, the fight obviously be propelled toward the drop- continues. off on his right. A character fighting on a ledge, on the other hand, with his back to The character who is hanging onto his the wall and his enemies before him, is opponent cannot make any attacks. pushed back toward the wall by the force Instead, he can make a Climbing Check of any blow. The modifier for such (with a -2 modifier) to see if he can situations is a + or -2 to the character’s regain his hold on the wall or his footing Dexterity, applied in addition to all other on the ledge. If this check is successful, modifiers. the character has regained his place; if unsuccessful, he remains clinging If a character is fighting in extremely desperately to his opponent. The close quarters and falls from either a opponent, meanwhile, can attack the sheer surface or a narrow ledge or clinging character normally. Any bridge, he can sometimes drag his successful hit requires the victim to opponent along with him. This rule is make another Climbing Check with a -2 only used when at least one of the modifier. characters is fighting with a weapon of less than 60cms in length, or when the Failure means that he falls and his characters are grappling. A character opponent remains on the wall. Of course, who falls while engaged in such a fight if anything else causes the character who

20 209 is retaining his hold to fall, both terrain features such as cliffs, pits, or characters fall. Even if characters are pools. These penalties do not apply to grappled together when they fall, they characters with infravision, nor to those separate immediately. Thus, a magic- wielding magical weapons or within user might be able to cast a spell before range of any source of light. If a hitting the bottom, while his less character who cannot see is within twice fortunate opponent plummets to a hard his weapon length of any ally, other landing. opponents, walls, chairs, or other obstacles, his attack stands a chance of A common defensive barrier in caves is striking one of these instead of his target. the bottleneck passage where only one or If the attack roll misses with a modified two characters can hold off a mob of result of 0 or less, the attack has attackers. This tactic limits the number unintentionally struck another object. of enemies that can attack at once. This Any object closer to the character than bonus is of course usable by monsters twice his weapon’s length may be hit. and NPCs as well. It reflects the fact that a fighting individual can use such a Count up all the objects within the location defensively, as protection from weapon’s reach, then roll randomly to the enemy’s attacks, or aggressively, as a determine which is hit. In addition, if a means of striking the enemy at an character who cannot see fights next to a advantage. The side claiming the bonus dropoff or on a sheer surface, his must have sufficient room for all Dexterity is reduced by two for purposes fighting individuals to use their weapons of all Dexterity Checks to see if he falls without interfering with each other. over the drop-off, and his Climbing Rating is reduced by 10% for purposes Characters who cannot see in the dark of all Climbing Checks. If a spellcaster run serious risks when participating in cannot see the target of his spell, there is combat under these conditions. Such a chance that the spell might affect characters suffer a -4 penalty to all something besides the intended target. In attack rolls, saving throws, and damage these situations, the player must indicate rolls, as well as a +4 penalty to Armour exactly where the spell is targeted. If the Class. Even with this penalty, a spellcaster has a clue to the location of successful attack cannot cause less than the target (noise or smell, for example), 1 point of damage. Also, all bonuses that the GM may assign a -1 to -3 modifier. require a character to see his victim are forfeited. Although the sweeping charges of vast ranks of cavalry are not as common in These include such abilities as a ranger’s the realms of the Underground as upon bonuses against giants, a thief’s backstab the surface, many of the races living attack, and a vorpal sword’s beheading beneath the surface maintain a stable of function. Not only do characters who are appropriate mounts. When battles or unable to see have greatly reduced skirmishes are fought, the role of the chances for success in combat, but they mounted warrior is different from that of stand a chance of wounding an ally or his walking companions, just as in striking some other obstacle in the surface warfare. Fighters of the darkness, or encountering treacherous Underground who are trained to ride a

20 210 steed into combat practice their skill every bit as much as their counterparts 21. Psychological on the surface, and make just as effective a fighting force. In order for a steed to Effects function as a mount during combat, it Players make the decisions about their must have been trained for this task, and characters’ likes and dislikes. Henchmen must be of a species appropriate to such and hirelings, however, do not have the combat. motivation that inspires player characters to embark upon a prolonged Mules, for example, are inappropriate underground expedition. If NPC combat mounts because of their lack of companions of the player characters are speed, manoeuvrability, and expected to accompany a long fearlessness. Although horses can be underground expedition, special trained to fight in underground incentives may be necessary to persuade conditions, they rely heavily on the the NPCs to remain underground. sense of sight, and are unusable in situations of total darkness. Henchmen and hireling loyalty should be checked as soon as they are informed Steeds that may be employed by the of the nature of the expedition, with a races of the Underground include such normal Loyalty Check. The check is creatures as griffons, nightmares, dire required whenever a party plans to spend wolves, giant striders, giant lizards, and a week or more underground. It is not rothe. Horses are used if illumination necessary for dwarf, gnome, or drow permits, and are especially favoured for NPCs. There are two additional raiding parties that venture onto the modifiers that may apply to Loyalty surface during the dark of night. A Checks underground. A -1 applies to the mounted character wielding a melee 1roll for every week that the party plans weapon has certain advantages over his to spend underground. Also, if the NPCs opponents who are on foot. learn that they have been deceived about the duration or destination of the The mounted character’s height expedition, or are told when it is too late advantage serves to protect him from the for them to avoid it, an additional -2 opponents’ attacks, and gives him an modifier applies. Each NPC, whether advantage when he attacks. This henchman or hireling, must be checked advantage translates into a +1 modifier with a separate roll. on all attack rolls made by a mounted character against an opponent who is not The GM should note all of the NPCs mounted. When the character standing who fail the check. A failure on this on the ground makes an attack, any roll Loyalty Check means that the NPC does that exactly equals the number needed to everything possible, short of risking his hit strikes the mount instead of the life, to avoid going on the mission. If he mounted character. This procedure is is compelled to accompany the party by only used if the rider is the intended circumstances or the PCs, he is victim; a character can always choose to considered to be unsteady An unsteady attack the mount instead of the rider. character becomes unsettled by long periods underground, away from

21 211 sunlight and fresh air. His mind begins on the knowledge that they have to slip, slowly at first, and finally in a travelled several hundred metres beneath fashion that can prove disastrous for the surface of the earth and are not likely himself and his companions. The to encounter anyone else here. At least, unsteady character begins to suffer ill not anyone who doesn't want to use them effects following the first week as target practice or the main course at a underground. His morale is lowered by 2 monster buffet.' In other cases, the sense for all Morale and Loyalty Checks. He of isolation may be reinforced by a acts nervous and jumpy. Following each physical barrier which impedes not only additional week of underground any chance of rescue, but any chance of exposure, another Loyalty Check is a quick escape. rolled for the character. As soon as one of these fails, he becomes completely Examples of physical isolation irrational. techniques might include a cave-in which seals off the route which lead the The environment, both physical and party to this point or a series of iron psychological, which characters are gates which have slammed shut behind confronted with beneath the surface of them. Another aspect of the dungeon the earth is as much a hazard to their style adventure is the fact that it forces lives as the monsters who dwell there. the characters to confront an There are numerous examples of environment which is quite alien to adventuring parties who could overcome them. almost any monster which the forces of darkness might hurl against them being There are numerous hazards which exist killed by a massive tunnel collapse or underground and not on the surface suffocating as a raging dungeon fire world. Although any of these hazards stole the oxygen from their lungs. In this might be easily dealt with and section, we will examine life discounted in a more familiar setting, the underground and give you, the dungeon fact that they all exist simultaneously in master, a few interesting insights on the the vast reaches of the underground can evils lurking there. be quite overwhelming to a character.

Dungeons and other underground Examples of the ways in which an complexes touch a note deep within all unfamiliar environment can disorient or of us. There is a certain fear or confuse a character are unending, but uneasiness associated with subterranean here are a few of the most common ones: realms which even the bravest explorers Keeping Track of Time is very difficult must admit to at some point. Perhaps the in a dungeon. Even the ages old skill of most dramatic psychological aspect of a knowing the time based on the elevation dungeon quest is that it places the of the sun fails you when the sun is characters in a situation where they are hidden from view by half a kilometre of cut off from the rest of the world. bedrock. The inability of the players to keep track of time with any degree of In some cases, this sense of isolation is accuracy can be a very useful plot founded simply device; especially if they are on a mission where time is of the essence.

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Sense of Direction is another easily disrupted thing which most of us take for 22. Mining granted every day. In an environment Perhaps the most valuable of all natural which is new to you, like the twisting underground resources are the stones tunnels of a dungeon, it is all but and metals found by miners. Mined impossible for the average person to resources of the underworld contribute keep track of their compass points. greatly to life on the surface. Strong metals like copper and iron are necessary Of course, there are means by which this elements of blacksmithing, while can be overcome (a magnetic compass, valuable stones and metals like for example) but these can be fooled or emeralds, rubies, and gold are all highly destroyed. Other traditional means for prized. A wide variety of regions could determining position and heading, such yield something of value to the intrepid as taking a bearing on the sun, moon, or miner. stars, fail when far beneath the surface. Obviously, being forced to resort to "seat As a general rule, a character with miner of the pants" mapping can force the proficiency stands a chance equal to his party to make "best guess" maps which Wisdom score (plus his miner may or may not be accurate enough to proficiency modifier) of finding save their lives when everything hits the something of worth where he elects to fan. dig. Certain areas do not yield anything of value, regardless of the success of the It's this kind of uncertainty that has proficiency roll. Examples of areas resulted in more than one party of where mining is a waste of time include dungeon delvers developing an acute regions of deep sand or dirt, or areas of case of paranoia. The monsters and hardened lava. inhabitants of the dungeon know every passage and crawlway in their Of course, streams flowing through such subterranean mazes, but you don't. Even regions might have brought traces of a races of otherwise insignificant valuable ore or a gemstone, but mining creatures, like goblins or kobolds, can the ground itself is virtually guaranteed employ this knowledge to misdirect to yield nothing in these areas. If a explorers, set up deadly ambushes, or character with miner proficiency seeks lure their enemies into lethal traps. to mine an area that the GM believes might yield valuable material, the character can make a Proficiency Check after thoroughly searching the area. Such a search requires at least a week of time under good searching conditions, and generally covers an area about four kilometres square.

Good searching conditions mean that the character cannot be fending off bandits or hunting for food while he is searching. A deep snow cover makes

21 213 such a search impossible, while even a ground, placer mining is a relatively thin coating of snow doubles or triples simple mining operation. At its most the time needed to search an area. Steady basic level, the only requirements are a rainstorms, rough terrain, and even the character with a shallow pan and a great short hours of daylight typical in deal of patience. A placer mine gathers wintertime can all interfere with the the mineral content of an underground would-be miner’s search. vein of metal that has been eroded by water and has flowed downstream. When these or other adverse conditions exist, the GM must decide how much It finally collects in some part of the additional time is required before the streambed, where the miner separates it area is suitably searched. After this from the water. Because only the search is completed, the player is mineral wealth that has been eroded allowed to make a Proficiency Check for from the ground collects along the his character. If the roll is unsuccessful, streambed, placer mining is not the way so is the miner’s search. He can repeat to discover a lode of significant value. his search of the same area if he wants Operating an underground, or tunnel, to, but the task grows more difficult. mine requires a great deal more work than a placer mine-but the potential for The second time an area is searched by wealth is much greater. any character with miner proficiency, the character’s chances of finding anything An underground mine consists of a of value are rolled with a -1 modifier to tunnel excavated into the earth. The rock the Proficiency Check. In addition, twice that is dug from the tunnel is examined as much time is required to search the for riches. Because this book deals area the second time. If the attempt is solely with the underground, the rules on made a third time, a -2 modifier applies mining deal primarily with tunnel to the Proficiency Check, and the search mining. Of course, placer mining is still time is tripled. An area can be searched possible along underground streams, but as many times as desired, with underground characters and creatures are corresponding increases in penalties. Of much more likely to labour in the course, after a certain point the modified lucrative tunnel mines. Proficiency Check automatically fails, and further searches are fruitless. If the A mine tunnel must follow the shifting Proficiency Check succeeds, however, vein of a mineral through the earth. Such the miner has discovered something of a path typically requires a 3 metre wide value within the area searched. by 3 metre high tunnel. When a miner first discovers a mineral vein, roll D6. The types of mines that are commonly Multiply the result of this roll by 3; this encountered include placer mines and is how far down (in metres) the tunnel underground (or tunnel) mines. The strip must be dug to intersect the mineral mining common in the modern age vein. Once the vein is discovered, requires heavy equipment. Placer mining mining can begin in earnest. To involves sifting gravel, dirt, sand, and determine the path of the vein, roll D4, water from a flowing stream or river. with the result indicating the direction of Most commonly employed above the vein’s path as follows;

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1 North-South or miner proficiencies. As a general rule, 2 East-West each 3 metre section of tunnel requires 3 Northeast-Southwest two side braces and a ceiling brace. If 4 Northwest-Southeast the tunnel is the standard 3 metre wide and 3 metre high, this takes 9 metres of The vein always runs at least 6 metres in bracing that is at least 30cms in the direction indicated. After each 6 diameter. Each set of shoring supports metre section of tunnel is excavated, the takes four man-hours to construct. GM should secretly roll D8 to determine Unless the character doing the shoring is the path of the vein; extremely strong moving the braces into 1 Steep Descent the mine requires additional manpower 2 Shallow Descent or animal help. 3 Curves Right (10-60 degrees) 4 Curves left (10-60 degrees) When a miner successfully locates 5-6 Continues straight minerals, consult this section to 7 Shallow ascent determine type and quality. 8 Steep ascent The smelting of ore requires a fairly Miners who wish to continue working extensive collection of equipment. the mine must follow the vein, even if it Because the ability to generate a very goes in a direction they would rather not hot fire is crucial, smelters must have a follow. If the path of the vein takes a bellows system as well as several course that makes it impossible to unmeltable containers to hold heated ore. follow, such as emerging into thin air Most minerals require a coal fire for through a sheer cliff face, that particular smelting, but some can be smelted by course of the mine has run out. Of wood fires. A smelting operation course, the miners are free to follow the produces much smoke and smell, so it is vein in the other direction. If both almost impossible to conceal. If done directions of a vein end, the mine underground, the ventilation of the provides no more minerals. In unusual smelting area must be carefully attended, circumstances, such as a vein ending in a or the smelting fire is likely to consume cliff with a facing cliff across a narrow all of the oxygen in the area. gorge, characters may attempt to pick up the vein again across the gorge. The Gemstones rarely require the success of such an ‘attempt is left to the complicated procedures needed to smelt GM’s discretion; generally, the ore from rock, although occasionally the probability of such an occurrence is application of heat is necessary to determined and a die rolled to see if the remove excess minerals or rocks that are miners are successful. crusted around the gemstones. The usual finishing procedure for gemstones A tunnel mine must be regularly requires a character with gem cutter protected with wooden or stone support proficiency to cut and polish the stones. pillars, called shoring, or else sections of The drawback to this process is that a the tunnel will almost certainly cave in. given character can only finish 2D20 Shoring can be accomplished by stones in a day. Consequently, the rate at characters with carpenter, stonemason, which the stones can be excavated

21 215 usually greatly exceeds the rate at which definitely not a free lunch for avaricious they can be finished. player characters. Any mining operation includes an inherent set of hazards, and a A given mine always contains a finite very successful operation attracts amount of mineral wealth. Occasionally, additional problems almost this amount is enough to keep a mining automatically. The piece of land to be crew busy for a lifetime or more; much mined is often referred to as a claim, in more frequently, however, the mine that the miner claims the right to remove plays out after a certain period of time. mineral or gemstone wealth from the To determine how long before a mine’s ground. wealth is depleted, the DM should secretly roll D100 at the start of the If the miner, whether player character or mining operation. The resulting number NPC, holds a clear and undisputable equals the number of man-weeks that the legal title to the ground in question, the mine can be worked before depletion. If claim is usually not a problem initially. the resulting number was doubles (e.g., Except in the most civilized and well- 11, 22, 33, etc.), however, the mine has a developed areas, however, a clear and much longer duration. undisputable title to land is an uncommon occurrence in a fantasy Roll D100 again, and this time read the world. If anyone holds title to a piece of result as the number of man-months that land, it is usually a king or some other the mine lasts, adding this figure to the ruler who exhibits an understandable, if number of weeks already determined. If selfish, interest in the wealth of his land. this second D100 roll also yields doubles, roll D100 a third time, and this It might be possible for a character to time read the result as the number of gain a mining charter from a ruler, man-years before the mine is depleted. allowing the character to mine a given Further doubles rolls are also rerolled to tract of land. In this case, a hefty provide an additional number of years, percentage of the mine’s profit must be until a D100 roll is made without a turned over to the ruler. Such doubles result. arrangements might call for as little as 25 or 30% to be claimed by the ruler, but For the sake of convenience, treat each more often require a 50% share to be month as four weeks and each year as 48 turned over. The lower claims are only weeks, or 12 months, when totalling up made if the ruler has a weak grasp on his the mine’s longevity. Note that man- kingdom and wishes to avoid conflict. A weeks refers to the amount of work that strong ruler always asks for 50% of the one human miner performs in a week. If mine’s products. 12 miners are engaged in excavating a given mine, 12 man-weeks of the mine’s The ruler generally takes steps to insure lifetime are used up every week of the that his fair share is turned over to him. mining operation. These steps may include such tactics as placing a spy among the miners working Despite the tremendous amount of the claim, surprise inspections of the wealth that can be generated from a mining site, or discreet observation of successful mining operation, this is

21 216 the operation from a relatively safe At best, they might manage to flee with distance. their lives and some small profit from operations up to that point. Savage Sometimes the character doing the denizens present a fairly obvious hazard smelting or finishing is in the employ of to would-be miners. Raiding monsters the ruler and loyally reports the exact show no particular favour to PCs amount of material processed. If a miner perceived to be trespassing on the is caught cheating his liege, the monsters’ territory. Of course, if the punishment is usually death. If a ruler is monsters are somewhat intelligent and inclined to show exceptional leniency, not inclined to take over mine operations the character might be allowed to live- themselves, it may be possible for the perhaps even retaining all of his body PCs to negotiate some kind of parts-but he will certainly not be allowed arrangement with them, similar to the to continue to operate the mine. A claim charter that might be signed with a ruler. made on a piece of wilderness land is However, monsters, particularly chaotic free, at least initially, of the need to ones, have notoriously little respect for negotiate a charter with a ruler, but such such agreements; they might easily claims have attendant problems of their cancel the agreement with no more own. notice than a battle-cry or surprise attack. Consider that the land is a wilderness most likely for One Of two reasons: Even if an area is presumed to be either the land and its denizens are too wilderness, there is no telling who or savage for settlements to exist, or no one what might think that they own it. To has discovered any useful purpose for such landlords, legal or not, any kind of that piece of land. operations on their land are perceived as trespassing. Another hazard of It is not at all unlikely that a piece of wilderness mining operations is that the land, thought for centuries to be characters have no legal protection for worthless, could become highly sought their claim. Such a claim is generally after by many different rulers, should the owned by whichever creature or party is land be discovered to contain valuable most capable of holding it against other mineral resources. In this case, the PCs interlopers or claim-jumpers. The might find themselves embroiled in a number of claim-jumpers climbs in war for control of the land. Whichever direct proportion to the profitability of ruler ends up in control will no doubt the mine, since the more money it wish to exact a tribute from the miners makes, the more attractive it becomes to on his land. If the PCs have aided the others. A mine that is producing winning ruler during the course of the considerable wealth might attract distant conflict, it is quite possible that they will creatures or high-level characters whose be allowed to continue to operate the only purpose is to try to take over the mine with taxes going to the ruler. If the mine by force. A commonly attempted PCs actively opposed the winning ruler but rarely successful tactic for during the course of the war, there is preventing these headaches is for the very little likelihood that their claim will miners to attempt to conceal the mine. be recognized. This virtually never works in a settled

21 217 area, and has only a limited chance of complete secrecy, amassing a success in the wilderness. considerable fortune in mineral wealth, the disposal of this wealth becomes a Several problems must be overcome in problem in itself. Characters who order to conceal a mine from unwanted brazenly stroll into town, visit the discovery. First, the mine itself must be moneychanger, and ask to convert 100 hidden in such a way that it cannot be pounds of solid gold into coinage are discovered by a creature that happens to certain to raise .a few eyebrows. Such pass nearby. Secret doors and piles of reactions might be even more brush and twigs are commonly pronounced in the case of a gemstone employed to hide a mine’s entrance. The mine. Any NPCs getting wind of the tailings, or unwanted refuse from the valuable claim could attempt to follow mine’s excavation, often give away the the characters back to their mine, or take location of a mine. The standard other steps to learn its location. procedure is to simply dump excess rock at the mouth of the mine and go back in In all likelihood, a PC or group of PCs for more. If characters exert great care, cannot run a mining operation by they might be able to spread the tailings themselves. Even if the party has a over a large area and keep the mine’s character with miner proficiency to location a secret. The tailings could also supervise the work, finding enough be dumped into a river, lake, or deep pit. strong arms to excavate a large mine usually requires hired help. In fact, if the This requires more effort than the actual mine’s claim is one of questionable digging of the mine, however; if miners legality, or if a sudden attack by attempt to scatter the tailings, the rate of monsters is a possibility, skilled mining is no more than 25% of what it adventurers are better used as scouts and could be if all of the workers were guards for the mine, while low-level actually mining. The noise involved in labourers perform the actual excavation. chipping away at the stone of the mine Hireling loyalty is not a significant can provide clues to its location, problem in an iron or copper mine, but if especially to creatures of the a precious metal or gemstone find is Underground. Few things are as being exploited, employees are disconcerting to a group of miners as to presented with a great opportunity to have a bulette burst into the tunnel steal from their employers. between the miners and the outside For this Loyalty Check, treat the world. foreman of the mining operation as the liege when determining modifiers to the If the mine is located next to a smelter, roll. the characters had better abandon all hope of concealing the mine. The Additional modifiers can be applied to smelter produces such clouds of smoke reflect the state of the mine’s security. and such a pervasive odour that For example, if all miners must submit concealing the claim is all but to a search after a shift of work, the impossible except in the most remote check would gain a +10% modifier, and uninhabited areas. Even if the since this would deter the NPCs from miners manage to operate the mine in theft. If, on the other hand, no PCs are

21 218 present as the miners leave the mine time escaping. Characters at the level of after a shift, their loyalty rating might the flow have to race the water to the suffer a -10% modifier. For purposes of nearest exit, while characters above it loyalty modification, the evaluation of should be able to make an escape with the NPC’s pay should be based on the relative ease. After this kind of disaster, value of the mine. If the Loyalty Check a mine is very difficult to work unless fails, this does not mean that the NPC some means can be found to drain or immediately fills his pockets with pump the water away. whatever valuables are at hand and makes a break for the high country. The Any mine that reaches down to the water GM must consider the Intelligence of the table or lower slowly fills with water. NPC and concoct a suitable plan for the While this situation is not life- theft. Only workers with low threatening, it is serious enough to close Intelligence, perhaps 8 or less, attempt a a potentially rich mine unless some theft with no planning. If the NPC has means of removing the water faster than exceptionally high Intelligence, he will it flows in can be devised. Cave-ins can go to great lengths to prepare for the be partially prevented by proper shoring theft and to either ensure his getaway or of the tunnel, but cannot be eliminated conceal the fact that the theft has entirely. occurred. The thief steals D6 x 10% of his daily output. A tunnel that has been shored at every 3 metre interval stands only a 2% chance Some potential problems are inherent in per week of suffering a cave-in. A tunnel any kind of underground excavation, and with no shoring whatsoever runs a 50% mining is no exception. Prominent weekly chance of suffering a cave-in. If among these are the twin dangers of the tunnel has been partially shored, the flooding, and cave-ins. Flooding can GM must calculate a percentage chance occur in a mine if the excavators of cave-in based on these two extremes. accidentally tap into an underground External forces can occasionally increase body of water, or if the depth of the mine the chances of a mine in. An drops below the water table. The chance earthquake might add D4 x 10% to this of digging into an underground body of chance, while a heavy rain or flood water depends, of course, on the would increase the chance by D3 x 10%. proximity of such bodies. The best way Burrowing creatures such as umber to adjudicate this possibility is for the hulks and anhkhegs increase the chance GM to have a carefully drawn map of by 1% per hit die of intruding monsters. the area around the mine, including any concentrations of water. The location of the cave-in is randomly determined. The GM designates one end As the characters excavate and expand of the mine as 01, and the other as 100, the mine, the progress of the various and rolls D100. The resulting number tunnels should be noted with care on the indicates where along the path of the GM’s map. If one of the tunnels should tunnel the cave-in occurs. Cave-ins drive into a body of water, the mine automatically bring down a section of floods rapidly. Any characters below the ceiling 6 metres long and 3 metres thick. level of the water have a very difficult

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Chain reaction cave-ins should be checked for normally. 23. Artificial A common element of most fantasy Illumination campaigns, and particularly those that Halflings, humans, and other surface focus on the Underground, is the dwellers without darkvision must unnamed evil lurking deep within the absolutely carry some form of light with earth. The exact nature of this encounter them in order to navigate the is a matter for the GM or designer’s Underground. While torches or lanterns creativity, but it should be remembered are feasible for relatively short trips, a that many things are possible in a world journey of more than a few days might where magic is common. Perhaps the require dozens of torches and oil flasks, excavation of the mine has penetrated making non-magical light impractical for some long forgotten burial ground, long expeditions. awakening its hideous undead denizens. Maybe deep-dwelling monsters have The best and most efficient means of become concerned about the providing light in the Underground is to penetrations of surface dwellers so far use minor alchemical or magical items, under the earth. such as sunrods or continual flame torches. A sunrod is small, light, and Of course, races of the Underground long lasting, capable of providing tend to regard its mineral wealth as their illumination in a 9 metre radius for 6 own and look jealously upon any blatant hours. A party of explorers could easily attempts by outsiders to exploit this carry several dozen sunrods, which wealth. In this case, the threat of would provide enough light for many intervention goes up in direct proportion days of travel. The continual flame torch to the value of the mine. Although gates only illuminates a 6 metre radius. While to other planes are not generally open for most of the Underground is exactly that, characters to simply pass through, it is some locales possess sources of natural possible that the vigorous efforts of illumination. miners might discover such a gate. The miners might inadvertently pass through Luminescent Growths: Rare forms of to another plane or-much more likely- lichen, fungi, and moss are some horrid denizen of the lower planes bioluminescent. In sufficient quantities, might find itself a path into the world these growths can illuminate large through the convenient avenue of a deep caverns. Most bioluminescent growths plunging mine tunnel. are quite dim, so a cavern illuminated by glowing moss or fungi is typically as dark as starlight, although some particularly bright regions might be equal to moonlight. Molten Rock: Areas with exposed pools or streams of magma are illuminated by the dim, ruddy glow of the molten rock. The glare of molten rock is typically equal to moonlight.

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Radiant Crystal: Some rare rocks of the Underground are naturally radiant, 24. Plants and ranging in brightness from starlight to full daylight, although daylight Fungi equivalence is quite rare. The great vault Plants of one kind or another are the of Deep Imaskar is roofed with radiant beginning of any food chain. By crystal that is as bright as weak surface organizing inorganic minerals and daylight. capturing the energy of sunlight, plants create food that animals of all kinds Reflective Stone: While not naturally depend on. Since plants in the luminescent, caverns made partially of Underground do not have access to reflective stone can be much more easily sunlight, they must make food by other illuminated by small light sources than means. Thus, most take very different normal. Reflective stone quadruples the forms than the green plants of the radius of illumination of any light source surface world. Most of the brought inside. Underground's plant life consists of a Wizard Fire: The rarest and most tremendous variety of fungi. Fungus wondrous of natural illuminations in the normally requires some amount of Realms Below, wizard fire consists of detritus or decaying material to thrive. dancing sheets of dim light, like the northern lights of the surface world. So where does the fungus find its food? Though it is only as bright as starlight, The answer is simple: magic. The wizard fire is weird and beautiful. natural magical radiation of the Underground and its various planar Carrying lights can be quite dangerous in connections support many weird fungal the Underground. In a large cavern, a growths, as well as lichens, mosses, and sunrod or torch can be spotted from other simple plants, whose existence much farther away than its radius of would otherwise be impossible. In illumination, which means that any effect, faerzress is the sunlight of the creatures nearby have plenty of time to Underground, forming the basis of the decide whether to avoid the surface subterranean food chain. Underground dwellers or lay an ambush for them. In regions particularly rich in faerzress or general, a light source can be spotted at a planar energies have been known to distance equal to 20 times its radius of support fantastic forests of pale, gnarled illumination, if the area is otherwise in trees or crystalline plants. complete darkness. For example, a sunrod can be seen from 180 metres These growths are completely adapted to away, provided that nothing obstructs their lightless, hostile environment. the line of sight. An observer who fails Surprisingly, however, green plants are this Spot check automatically spots the not entirely absent from the light source at half that distance. In Underground. Some caverns illuminated conditions equal to starlight or by particularly bright radiant crystals can moonlight, a light source can be spotted actually support green plants. Caves with at a distance equal to 10 times its radius this sort of dazzling illumination might of illumination. be filled with grass; moss, ferns, creepers, or even small trees. Any such

22 221 place is a treasure beyond price in the this pale, gnarled tree seem more dead Underground, and it is certain to be than alive, but once every to 4 years, it guarded by deadly spells, monstrous produces a small amount of bitter red guardians, or both. fruit that is used to make rare Underground wines and elixirs. Barrelstalk: Stout as a hogshead of ale, the barrelstalk is a large, cask-shaped Ripplebark: A shelflike fungus that fungus that grows up to 2.5 metres in resembles nothing so much as a mass of height and 1.5 metres in diameter. Its rotting flesh, ripplebark is surprisingly outer layers are tough and woody, but its edible without any special preparation, inner flesh is edible, and its centre is although it tastes much better if cooked filled with a reservoir of water (usually properly. Ripplebark grows naturally in from 6 to 15 litres) that can be tapped living caves. and drained. The inner flesh turns black and poisonous when barrelstalk begins Sussur: Rare and magical, the so-called producing spores, which happens after "deeproot" tree is found only in the ten years of growth. largest of caverns. It can grow to a height of 60 metres, and its branches are Bluecap: The grain of the Underground, long and gnarled, with banyan like aerial bluecap fungus is inedible to humanoids, roots. Few leaves grow on the sussur; it but its spores can be ground to make a exists almost entirely on faerzress and is nutritious, if bland, flour. Bread made often found in caverns where wizard fire from bluecap flour is usually known as is prevalent, a sussur tree can drink in sporebread. Bluecap seems to do well magic from its environs, so most sussurs with or without faerzress, and most are surrounded by antimagic fields that Underground humanoids cultivate it. extend for hundreds of metres.

Cave Moss: Found only in faerzress-rich Torchstalks: These non-magic regions, cave moss is inedible to mushrooms have combustible, long- humanoids, but it is a favourite grazing burning caps. The caps are hard to light, food of some giant vermin, as well as usually taking D4+1 minutes to ignite, rothé. but once it is lit, a torchstalk. burns steadily for 24 hours and sheds light in a Fire Lichen: Pale orange-white in 3 metre radius. These fungi grow wild colour, fire lichen thrives on warmth, so iand large domesticated crops of them it grows in regions of geothermal heat or can be found in Gatchorof, Gracklstugh, near connections to the Elemental Plane and most dwarf settlements. Drow rarely of Fire. Fire lichen can be ground and use them because they tend to prefer fermented into a hot, spicy paste, which magical light sources when light is is often spread on sporebread to give it needed. flavour. Duergar ferment fire lichen into a fiercely hot liquor. One torchstalk subspecies explodes into choking spores When lit. After burning Luurden: Luurden, or bloodfruit, is a for 3 rounds, a torchstalk of this variety rare tree that grows only in areas of bursts into fiery that can choke unwary strong faerzress. The barren branches of travellers. Anyone in a 6 metre radius of

22 222 a torchstalk when it bursts must make a CON save or take D4 points of 25. Animal Life Constitution damage. The Underground supports a surprising variety of animals. A few herbivores Waterorb: This bulbous fungus is exist there, but most are predatory in the aquatic. It grows in boulder-like patches extreme. Many mundane hunting underwater wherever the water deposits animals, including bears, lions, bats, rats, detritus. and monsters of all sorts, can be found in cozy underground lairs near the surface. Zurkhwood: This giant mushroom can In deeper places, animals must shift reach a height of 9 to 12 metres. Its large from the surface world ecology to the spores are edible with proper Underground ecology. Many surface preparation, but zurkhwood is important creatures are ill suited for such shifts and primarily because its stalks are hard and therefore cannot be found more than a woody. Zurkhwood is one of the very few hundred metres from a cave mouth, few sources of timber (or anything like except for places where a surface it) in the Underground, and many items ecology is somehow maintained in the that would be crafted from wood in the Underground. surface world are fashioned from zurkhwood in the Realms Below. Bats: Better adapted to a life in darkness than most other animals, bats are extremely common in the Upperdark and Middledark. Only the lowest, most inhospitable reaches are free of these creatures, and even then, monstrous varieties such as dire bats and deep bats flourish. Near the surface, these creatures are simply surface-world bats that lair in Underground caverns. Titanic roosts that house many thousands of such creatures can be found in some spots. Lower down, most Underground bats are fungivores or insectivores.

Fish: Many of the rivers, lakes, and seas of the Underground are filled with cave fish. For the most part, such fish are small, pale, relatively inoffensive creatures. Most are blind, though some that reside in illuminated caverns may retain their eyes. In the larger bodies of water, subterranean versions of dangerous fish such as sharks may be found. Cave fish need something to eat, of course, so isolated lakes don't support cave fish populations unless they're large

22 223 enough to support plant life that can survive in absolute darkness. 26. Subterranean Lizards: The Underground is home to a Bestiary variety of lizards, ranging from the A guide to real and mythological poisonous spitting crawler to the wild animals which inhabit the underground. varieties of pack lizards and riding lizards. Some are fungivores; others are Type (real) Size HPs AC Speed dangerous hunters that can easily make a metres MR meal out of a human. Domesticated giant Badger 1/2 10 4 30 lizards are commonly used as beasts of Bat 1/2 2 8 30 burden and mounts in drow and duergar Mole 1/2 1 10 32 settlements. Rabbit 1/2 1 6 43

Rothé: These grazing, muskoxlike Type Size HPs AC Speed creatures are well adapted Lfor life in (fantasy) metres MR the depths. Subsisting on fungi, moss, Blindheim 1 34 3 9 lichen, and almost anything else that Cave Fisher 2 24 4 1 grows in the Underground, rothé are Cloaker 2 48 3 1 highly valued by most Underground Crystal Spider 2 32 2 24 races and often kept in large corral- Flail Snail 2 32 4 3 caverns. Fungus 2 54 3 12 Ascomid Vermin: Perhaps the most common of Fungus 1 40 5 3 all Underground creatures are vermin. Phycomid The versions native to the Underground Fungus 1 12 7 1 range from mundane creatures the size Shrieker and Fungus Violet of a mite to Gargantuan spiders and Gas Spore 2 1 9 3 centipedes. Many, such as giant beetles Gelatinous 2 32 8 1 and cave crickets, are fungivores, but Cube varieties of deadly hunting vermin such Giant 1 2 9 15 as spiders and scorpions also infest the Centipede depths. The Underground races keep Giant 2 45 3 15 some of the edible ones (mostly beetles Scorpion or crickets) as livestock of a sort, but Giant Slug 8 96 8 6 few vermin are palatable, and the giant Giant Spider 2 27 4 3 sort are simply too dangerous to keep. Jelly Mustard 2 56 4 1 Jelly Ochre 2 56 8 1 Jelly Stun 3 56 8 1 Lurker 6 80 6 1 Mobat 4 16 7 15 Ooze Crystal 2 32 8 1 Ooze Grey 3 32 8 1 Otyugh 2 36 3 6 Pudding 1 80 6 1 Black

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Type Size HPs AC Speed (fantasy) metres MR Pudding 1 88 5 1 Brown Pudding 1 80 6 1 Dense Pudding 1 64 7 1 Dun Pudding 1 80 9 1 Grey Pudding 1 40 4 1 Stone Pudding 1 72 8 1 White Blindheim Purple 8 120 6 9 The blindheim is a subterranean, froglike Worm humanoid with huge eyes that shine like Roper 3 80 0 3 searchlights, projecting twin beams of Rust Monster 2 40 light at will. 2 18 Slime Green and 1 16 First Appeared: 66,000 BC 9 1 Slime Olive Habitat: Underground. Blindheims Tentamort 1-3 32 1 1 thrive in damp underground settings, Trapper 9 96 3 3 dwelling near underground pools, lakes, Umberhulk 3 72 2 6 and similar bodies of water. They are

amphibious, and can move with equal facility in water as on land.

Physical Traits: The creature is coloured in varying shades of yellow, darker shades on its back contrasting with lighter shades on its underbelly. Its feet are three-toed and webbed, while its hands have four digits (including a thumb) and have hooked talons. Its wide mouth has needle-like teeth and fang incisors. They are not known to use tools. It is not known if blindheims have an actual language, but they seem to communicate among themselves by means of guttural croaking.

Height: 1 metre

Weight: 80 lbs

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Mobility: Legs of creatures, attacking and devouring all in their path. Then, just as suddenly, they Sensory Organs: Visual will quietly disperse, disappearing back into their individual subterranean Communication: Vocal territories. If the eyes of a dead blindheim are opened, they are revealed Reproduction: Egg to be a dull gold colour.

INT: D6, WIS: D6, STR: 3D6, DEX: Feeding Habits: Blindheims are 3D6, CON: 3D6, CHA: D6, MR: 3D6, omnivorous. These creatures are able to HPs: 4D8 +2, AC: 3, Thac0: 17 eat all but the most toxic fungi and mosses, and are quite willing to Abilities: supplement their diet with other While resting, the blindheim keeps its underground creatures. They are highly eyes covered by means of an extra successful at keeping down the numbers eyelid. It attacks by instantaneously of tiny creatures such as jermlaine. They opening its eyes, relying on its acute are particularly troublesome to creatures sense of hearing to indicate the direction adverse to bright light, such as goblins of the target. Those who come within 30 and drow. feet of its searchlight eyes must make an immediate saving throw vs. wand or be Lifespan: 60 years blinded for D10+10 rounds. Creatures relying on infravision have a -3 penalty to the saving throw.

Even those who successfully make the saving throw cannot look directly into the searchlight glare of its eyes; even they attack at a penalty of -2 unless immune to the dazzling effects of bright light. Bllndheims are themselves immune to the dazzling effects of bright light, including their own reflected gaze. At close quarters, blindheims attack with a vicious bite that inflicts D8 points of damage. Tiny opponents are swallowed whole on a roll 4 greater than that needed to hit; such creatures take 2D4 points of damage per round from the blindheim’s digestive acids.

Most often encountered individually or in small groups, at intervals many of them will gather in one place. They then move through the area as a ravening horde, numbering tens or even hundreds

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Mobility: Legs

Sensory Organs: Visual

Communication: Vocal

Reproduction: Egg

INT: D6, WIS: D6, STR: 3D6, DEX: 3D6, CON: 3D6, CHA: D6, MR: 3D6, HPs: 3D8, AC: 4, Thac0: 17 Abilities: The cave fisher has two ways of hunting. Its preferred method is to string its long filament in the vicinity of its lair. The filaments are thin and strong, making Cave Fisher them exceedingly difficult to detect or The cave fisher is a large insectoid that cut. There is only a 20% chance of has adapted to life below ground. It noticing the strand at 10’, and no chance combines many of the characteristics of at all of seeing them at a greater a spider and a lobster. distance. A detect snares and pits spell will reveal a strand. The filament is First Appeared: 64,000 BC coated with an adhesive which can only be dissolved by liquids with a high Habitat: Underground alcohol content (such as the cave fisher’s blood). The filaments can only be cut by Physical Traits: The cave fisher has a +1 or better edged weapons. hard, chitinous shell of overlapping plates and eight legs. The 6 rear legs are Should a tempting target escape the used for movement and traction on stony monster’s neatly laid traps, the cave walls and corridors. Because of these fisher will try another mode of attack. It limbs, the fisher has no difficulty in will spend one round drawing its moving up and down vertical walls. The filament in and then shoot it at the prey, front pair of legs are equipped with striking as a 6 Hit Die monster. It will powerful pincers, which are used for try to snare its prey in this manner so killing and dismembering prey. The long as it remains within the fisher’s most unusual feature of the cave fisher is established territory. If the prey is hit by its long snout, which can fire a strong, the filament, the monster can pull a adhesive filament. The monster can also weight of up to 400 pounds at a use its adhesive to anchor itself in place movement rate of 15’ per round. In the on walls and ledges. event that a “tug of war” breaks out, the fisher has a strength of 20 with its Height: 2 metres strand.

Weight: 80 lbs Cave fishers prefer living on ledges and caves located above well-travelled paths,

22 227 sharing their lairs with others of their Ever opportunistic, they are constantly kind. No more than four cave fishers will trying to vary their diet by trapping a be found in one lair. Their filaments are careless adventurer, foolish goblin, or always strung before their lair, and they orc (provided that they think that they attempt to kill anything they trap, often can get away with it). If more than one storing food for future use. Their fisher inhabits a lair, they will frequently territories are very small, and never pool their resources to catch larger prey. larger than about 90 metres to either side Once the victim is trapped in the of the lair. Anything man-sized or filament, the cave fisher draws its prey smaller is considered fair game by the in, reeling its filament in like a fishing cave fisher. A single cave fisher would line. The cave fisher preys primarily on never attack a large, well armed party for small flying game, and in the the sake of a single meal. subterranean world this frequently means a diet of bats. It is not the top Still, they are cunning, and a group of predator in its ecological niche, and has the monsters might reel in their filaments learned caution in dealing with other and attempt an ambush if they thought monsters. The cave fisher is sufficiently they could get away with it. If hunting in intelligent to know the dangers of one area becomes scarce, the cave fisher preying on large, well-organized groups, will simply find a new area to hunt, who might grow tired of its depredations where the small game is more plentiful and hunt it to extinction. The monster and careless. Like all predators, the cave instinctively picks the easiest route for fisher is interested in survival. This survival, and relies on stealth and means a steady supply of food and a cunning to trap its prey and avoid being mate. Females lay eggs in the vicinity of eaten itself. the lair, which they protect from predators. The young scatter when the Lifespan: 30 years eggs hatch, seeking lairs of their own. Although the cave fisher does not collect treasure, its lair is often strewn with the possessions of its former victims.

The filaments of the cave fisher are highly prized by many thieves’ guilds, for they can be made into thin and very strong rope which is nearly invisible. The filaments are wound onto reels and then specially treated to dilute the adhesive. The resulting strands are made into ropes, while the diluted adhesive is turned into a special solution, which when applied to gloves and boots, greatly increases traction for climbing.

Feeding Habits: The fisher’s favourite food are small, flying creatures like bats.

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horrible sight. At this point, the monster also uncurls the whip-like tail at its trailing edge and begins to swish it back and forth in anticipation.

Height: 2 metres

Weight: 40 lbs

Mobility: Flight

Sensory Organs: Visual

Communication: Vocal

Reproduction: Asexual Cloaker Cloakers are fiendish horrors, related to INT: D6, WIS: D6, STR: 3D6, DEX: trappers, that dwell in dark places far 3D6, CON: 3D6, CHA: D6, MR: 4D6, beneath the surface of the earth. They HPs: 6D8, AC: 3, Thac0: 15 generally seek to kill those who enter their lairs, unless they can think up some Abilities: other, more amusing way to punish When a cloaker strikes at its victim, it interlopers. moves with blinding speed. Without warning, the cloaker flies at its target First Appeared: 63,000 BC and, if the attack roll is successful, engulfs its prey within its folds. Any Habitat: Underground creature that falls victim to this attack is all but helpless and can be bitten easily Physical Traits: When a cloaker is first (no roll required) for D4 points of seen, it is almost impossible to damage plus the victim’s unadjusted distinguish this monster from a common Armuor Class. Thus, an adventurer in black cloak. The monster’s back has two chain mail (AC 5) suffers D4+5 points rows of black eye spots running down it of damage each round. that look much like buttons, and the two ivory-coloured claws on its upper edge Shields offer no protection from such can easily be mistaken for bone clasps. attacks. While it is devouring its chosen When it unfurls itself and moves to victim, the cloaker uses its two whip-like attack, however, its true nature becomes tail attacks to inflict 1d6 points of all too obvious. damage on those who move in to help rescue the captive. The tail is AC 1 and At this point, its white underside is clear can be cut off if a total of 16 points of and the monster’s face is fully visible. damage are inflicted upon it. Any attacks This face, with the glow of its two made on the cloaker inflict half their piercing, red eyes and the needle-like damage to the cloaker and the other half fangs that line its mouth, is a truly to the trapped victim. Area effect spells,

22 229 such as fireball, cause full damage to both the monster and its victim. Cloakers also have the power to manipulate shadows. Known as shadow The cloaker can also emit a special shifting, this power can be used in a subsonic moan of increasing intensities. number of ways, but in only one Although this power is blocked by stone particular manner at any given time. The or other dense materials, it can be very cloaker can employ its shadow shifting effective in an open chamber. Cloakers ability to obscure its opponents’ vision, may not moan and bite during the same thus bettering its Armour Class to 1. round. A cloaker may emit one of four types of moan each round. The first Or the creature can produce precise intensity of moaning causes unease and images from the shadows that can be numbs the minds of those within 24 used to trick its adversaries. One metres of the cloaker. The immediate common means of employing these effect of this moan is to cause a -2 images is to create a duplicate of the penalty to the victims’ attack and cloaker to draw away enemy attacks. If damage rolls against the cloaker. this method of shadow shifting is employed, it can be treated as a mirror Further, any creature that is forced to image spell that creates D4+2 images. A listen to the moan for six consecutive light spell cast directly at a specific rounds is temporarily forced into a cloaker blinds it and prevents it from trance that renders it unable to attack or using its shadow shifting powers. defend itself as long as the moaning continues. The second intensity of The thought processes of cloakers are moaning acts as a fear spell. All utterly alien to most other life forms. As creatures within 6 metres of the cloaker such, they can only be communicated must roll a successful saving throw vs. with by mages who have devoted long spell or flee in terror for two rounds. hours to training their minds in the arcane discipline necessary to The third intensity of moaning causes understand these creatures. nausea and weakness and affects all those in a cone 9 metres long and 6 Feeding Habits: Omnivore metres wide at its open end. Anyone caught in this area must roll a successful Lifespan: 50 years saving throw vs. poison or be overcome by nausea and weakness for D4+1 rounds. During this time, those who fail their saving throws are unable to act in any manner. The fourth and final intensity of moaning acts as a hold person spell. This power can be used on only one person at a time, has a range of 9 metres, and lasts for five rounds. Each of the various effects of the cloaker’s moan can be defeated by the use of a neutralize poison spell on a victim.

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Communication: Vocal

Reproduction: Before it dies it lays its eggs in the centre of a large web it builds just for that purpose. Up to 200 crystal spiders can hatch from a single laying.

INT: D6, WIS: D6, STR: 3D6, DEX: 3D6, CON: 3D6, CHA: D6, MR: 4D6, HPs: 4D8, AC: 2, Thac0: 17 Crystal Spider The crystal spider is a voracious predator Abilities: that spins a glass web. The web is very The crystal spider builds its web along sharp and can focus a damaging beam of trails and valleys, in suitable spots to light at a potential victim. suddenly surprise attackers. At night the glass webs are almost invisible, and an First Appeared: 65,000 BC unsuspecting party may walk right into them. Usually, however, the spider Habitat: Underground prefers to attack during the day, using its complicated web and its ability to Physical Traits: The crystal spider is a control light to make an attack on its beautiful creature, at least at first sight. It intended prey. When the crystal spider is made entirely of crystal and during the has a round to prepare, it can direct a day the sunlight refracts through it, light attack at a potential victim. giving it a myriad of colours. The colours change as it moves. At night it An attack roll is required, but the crystal reflects any light its opponents are using, spider receives a +4 bonus to this roll. If so it is still colourful, but not as radiant it successfully hits, the victim takes 3d6 as during the day. heat damage and must save versus wands or be blinded. If someone walks In the dark it often uses its control light unsuspecting into a crystal web (fails power to make any light darker (the their surprise roll), they take 4D6 points better to surprise its potential prey). A of cutting damage. The webs are not crystal spider is incapable of making sticky, but they are strong. A dexterity sounds, but can communicate with roll is required by anyone trapped in the others of its kind by means of controlled webs; failure means that they take light. another 3D6 pulling themselves out. In melee the crystal spider attacks with two Height: 2 metres sharp forelegs and a poisonous bite.

Weight: 90 lbs The forelegs each do 2D4 points of damage, and the bite does D4. A victim Mobility: Legs of this bite must also save versus poison at a -2 penalty or suffer the effects of Sensory Organs: Visual type E poison (save versus poison or die, save equals 20 points of damage). If both

23 231 forelegs successfully hit with a natural 18 or better, the crystal spider has grasped its foe. Once grasped, the victim takes 4D6 points of damage every round, and the spider gains a +4 attack roll bonus for each bite attack thereafter. The crystal spider cannot grasp victims larger than four feet wide. This does not stop it from attacking, however. A crystal spider is especially susceptible to a shatter spell. If such a spell is used, the spider takes 3d6 points of damage (a saving throw is allowed for half Flail Snail damage). Flail snails are silicon-based gastropods distantly related to ordinary garden The crystal spider is a solitary creature, snails. building its webs in some of the most remote areas. It survives on liquids First Appeared: 62,000 BC (preferring human blood). After a crystal spider has fed, it has a reddish tinge Habitat: Underground throughout its body. This disappears over the next several days. While the Physical Traits: Their shells are masses crystal spider can move about on its web of neon blues, reds, greens, and yellows. without harming itself, it does not dangle Flail snails get their name from the four from its web like a normal spider, to six club-like tentacles that grow from preferring to stay on the ground. The their heads. Each tentacle ends in a ten- crystal spider often weaves gems into its pound mass of hardened flesh covered web. It has no knowledge of value; the with knobs. Short sensor tentacles grow only judgement is the shininess of the from either side of the head. These gem. A piece of brightly coloured glass sensors detect motion up to 6 metres may be used in preference to a valuable, away. Their flesh is rubbery and grey- but dull, ruby. blue in colour. Height: 3 metres The crystal spider has no natural enemies, but many acquired ones. It is Weight: 300 lbs generally hunted for its webs, which make excellent edges for spears and Mobility: Sliding knives. Sensory Organs: Visual Feeding Habits: Omnivore Communication: Vocal Lifespan: 150 years Reproduction: Females give live birth to D3 young. The young remain with the mother for two years, until their tentacle knobs reach a weight of five pounds. Flail snails mature at age four and live

23 232 up to 20 years. These peaceful beasts are malfunctioning, 30% chance of it frequently hunted for their shells. A functioning normally, 20% chance of it single shell weighs 250 to 300 pounds failing to work at all, and a 10% chance and retains its magical powers for D6 that the spell is reflected back at the months after the occupant’s death. A spellcaster. A spell that malfunctions has skilled armourer can try to fashion 1-2 its effect altered slightly (DM +2 shields from a single shell. These discretion). The altered spell then affects shields affect spells as did the original the creature nearest the snail (saving shell. throw if applicable). Flail snails are immune to fire and poison, but they shun INT: D6, WIS: D6, STR: 3D6, DEX: bright light. 3D6, CON: 3D6, CHA: D6, MR: 4D6, HPs: 4D8, AC: 4, Thac0: 17 Flail snails live peaceful lives crawling up and down dungeon and cavern Abilities: corridors. Normally quiet, flail snails A hit by a single tentacle causes D8 aggressively defend themselves, chasing points of damage and can smash a one- attackers until they withdraw from the inch-thick piece of wood. A four- snail’s 6 metre, sensing range. tentacled snail makes four attacks as a 4 Feeding Habits: Flail snails live off Hit Die creature, a three-tentacled snail lichen and algae growing on dungeon makes three attacks as a 3 Hit Die floors. Glands in their mouth secrete a creature, and so on. These attacks may substance that loosens the plants. The be against one or two opponents. Both mouth then scrapes up the loosened opponents must be in front of or to the plants. side of the snail. Flail snail tentacles have 8 HPs apiece. Treat each tentacle as Lifespan: 250 years a separate creature. When a tentacle is reduced to 0 hit points it is useless.

Flail snails attack until all of their tentacles are dead. Once this happens the monster withdraws into its shell and dies D3 turns later. During these turns the snail utters pitiful cries that are 50% likely per turn to attract a wandering monster. The body has hit points equal to the combined total of all the tentacles, but it is nearly impossible to attack because it is protected by the creature’s shell. The effective Armour Class of the body is -8.

Flail snails are protected against magic by their colourful shell. Whenever the snail is attacked by magic, the effects are variable – 40% chance of the spell

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Weight: 30 lbs

Mobility: Rolling

Sensory Organs: Visual Communication: Vocal

Reproduction: Asexual

INT: D6, WIS: D6, STR: 3D6, DEX: 3D6, CON: 3D6, CHA: D6, MR: 4D6, Fungus Ascomid HPs: 6D8 +6, AC: 3, Thac0: 13 Ascomoids are huge, puffball-like fungi with very thick, leathery skin. They Abilities: move by rolling. At first, an ascomoid’s movement is slow – 3 for the first round, 6 the next, First Appeared: 69,000 BC then 9, then finally 12 – but they can keep it up for hours without tiring. Habitat: Underground Ascomoids attack by rolling into or over opponents. Small- and medium-sized Physical Traits: The creature’s surface opponents are knocked down and must is covered with numerous pocks which rise during the next round or remain serve as sensory organs. Each pock can prone. Different types of weapons affect also emit a jet of spores to attack the ascomoid differently. dangerous enemies. Large opponents or those who have inflicted damage upon Piercing weapons, such as spears, score the ascomoids are always attacked by double damage. Shorter stabbing spore jets. The stream of spores is about weapons do damage as if against a 30 centimetres in diameter and 9 metres small-sized opponent. Blunt weapons do long. Upon striking, the stream puffs not harm ascomoids; slashes and cuts into a cloud of variable diameter (1 to 2 from edged weapons cause only 1 point metres). of damage. An ascomoid saves against magical attacks, such as magic missiles, The creatures under attack must roll a fireballs, and lightning, with a +4 bonus successful saving throw vs. poison or die to the saving throw; damage is only 50% from infection in their internal systems of normal. (Cold-based attacks are at in D4 rounds. Even those who save are normal probabilities and damage.) As blinded and choked to such an extent these fungi have no minds by ordinary that they require D4 rounds to recover standards, all spells affecting the brain and rejoin melee. Meanwhile, they are (charm, ESP, etc.), unless specific to nearly helpless, and all attacks upon plants, are useless. them gain a +4 bonus to attack rolls with no shield or Dexterity bonuses allowed. Feeding Habits: Fungi break down organic matter, thus playing an Height: 2 metres important part in the nitrogen cycle by decomposing dead organisms into

23 234 ammonia. Without the action of mushrooms and bracket fungi, soil renewal could not take place as readily as it does.

Lifespan: 250 years

Fungus Phycomid The algae-like phycomids resemble fibrous blobs of decomposing, milk- coloured matter with capped fungi growing out of them. They exude a highly alkaline substance (like lye) when attacking.

First Appeared: 69,000 BC Habitat: Underground

Physical Traits: These fungoid monsters have sensory organs for heat, sound, and vibrations located in several clusters.

Height: 2 metres

Weight: 30 lbs

Mobility: Shuffling

Sensory Organs: Visual

Communication: Vocal

Reproduction: See abilities

INT: D6, WIS: D6, STR: 3D6, DEX: 3D6, CON: 3D6, CHA: D6, MR: 1, HPs: 5D8, AC: 5, Thac0: 15

Abilities: When phycomids attack, they extrude a tube and discharge the alkaline fluid in small globules that have a range of 4

23 235 metres. In addition to alkaline damage, the globs that these creatures discharge might also cause victims to serve as hosts for new phycomid growth.

If a victim fails a saving throw vs. poison, the individual begins to sprout mushroom-like growths in the infected area. This occurs in D4+4 rounds and inflicts D4+4 points of damage. The growths then spread throughout the host body, killing it in D4+4 turns, and turning it into a new phycomid. A cure disease spell will stop the spread through Fungus Shrieker the host. Shriekers are normally quiet, mindless fungi that are ambulatory. They are Feeding Habits: Fungi break down dangerous to dungeon explorers because organic matter, thus playing an of the hellish racket they make. important part in the nitrogen cycle by decomposing dead organisms into First Appeared: 69,000 BC ammonia. Without the action of mushrooms and bracket fungi, soil Habitat: Underground renewal could not take place as readily as it does. Physical Traits: Light within 30 feet or movement within 10 feet causes a Lifespan: 250 years shrieker to emit a piercing shriek that lasts for 1-3 rounds. This noise has a 50% chance of attracting wandering monsters each round thereafter. They live in dark places beneath the ground, often in the company of violet fungi. When the shriekers attract curious dungeon dwellers by their shrieking, the violet fungi are able to kill them with their branches, leaving plenty of organic matter for these saprophytic life forms to feed on.

Height: 2 metres

Weight: 30 lbs

Mobility: Shuffle

Sensory Organs: Visual

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Communication: Vocal

Reproduction: Asexual

INT: D6, WIS: D6, STR: 3D6, DEX: 3D6, CON: 3D6, CHA: D6, MR: 1, HPs: 3D8, AC: 7, Thac0: 17

Abilities: None

Feeding Habits: Fungi break down organic matter, thus playing an important part in the nitrogen cycle by decomposing dead organisms into ammonia. Without the action of Fungus Violet mushrooms and bracket fungi, soil Violet fungus growths resemble renewal could not take place as readily shriekers, and are usually (75%) as it does. encountered with them. The latter are immune to the touch of violet fungi, and Lifespan: 250 years the two types of creatures complement each other’s existence.

First Appeared: 69,000 BC

Habitat: Underground

Physical Traits: Violet fungi favour rotted animal matter to grow upon. Each fungus has one to four branches with which it flails out if any animal comes within range (see following). The excretion from these branches rots flesh in one round unless a successful saving throw vs. poison is rolled or a cure disease spell is used. The branch length of this fungi depends upon the fungi’s size.

Height: 1-2 metres

Weight: 30 lbs

Mobility: Rolling

Sensory Organs: Visual

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Communication: Vocal Reproduction: Asexual

INT: D6, WIS: D6, STR: 3D6, DEX: 3D6, CON: 3D6, CHA: D6, MR: D6, HPs: 3D8, AC: 7, Thac0: 17

Abilities: None

Feeding Habits: Fungi break down Gas Spore organic matter, thus playing an A Gas Spore can be dangerous for the important part in the nitrogen cycle by unprepared. They act as a "living mine" decomposing dead organisms into exploding in a small radius when killed. ammonia. Without the action of mushrooms and bracket fungi, soil First Appeared: 54,000 BC renewal could not take place as readily as it does. Habitat: Underground

Lifespan: 250 years Physical Traits: At any distance greater than 3 metres, a gas spore is 90% likely to be mistaken for a beholder. Even at close ranges there is a 25% possibility that the creature is seen as a beholder, for a gas spore has a false central eye and rhizome growths atop it that strongly resemble the eye stalks of a beholder.

Height: 2 metres

Weight: 30 lbs

Mobility: Flight

Sensory Organs: Visual

Communication: Vocal

Reproduction: Asexual

INT: D6, WIS: D6, STR: 3D6, DEX: 3D6, CON: 3D6, CHA: D6, MR: 3, HPs: 1, AC: 9, Thac0: N/a

Abilities:

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If the spore is struck for even 1 point of damage it explodes. Every creature within a 6 metre radius suffers 6d6 points of damage (3D6 if a saving throw vs. wands is successful). If a gas spore makes contact with exposed flesh, the spore shoots tiny rhizomes into the living matter and grows through the Giant Centipede victim’s system within one round. The Giant centipedes are loathsome, gas spore dies immediately. The victim crawling arthropods that arouse almost must have a cure disease spell cast on universal disgust from all intelligent him within 24 hours or die, sprouting creatures (even other monsters). They 2D4 gas spores. are endemic to most regions. Feeding Habits: Fungi break down First Appeared: 61,000 BC organic matter, thus playing an important part in the nitrogen cycle by Habitat: Underground decomposing dead organisms into ammonia. Without the action of Physical Traits: One of the things that mushrooms and bracket fungi, soil makes the centipede so repulsive is its renewal could not take place as readily resemblance to the worm. Its long body as it does. is divided into many segments from which protrude many tiny feet. Hence Lifespan: 250 years the name “centipede” (or hundred- footed). The giant centipede is so named

because it is over 1 metre long. The body is plated with a chitinous shell and it moves with a slight undulating motion. The creature has the added benefit of protective coloration, and varies in colour depending on the terrain it inhabits. Those that favour rocky areas are grey, those that live underground are black, while centipedes of the forest are brown or red.

Height: 1 metre

Weight: 400 lbs

Mobility: Segments

Sensory Organs: Visual

Communication: Vocal

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Reproduction: Asexual are very hungry, however, they have been known to attack anything that INT: D6, WIS: D6, STR: 3D6, DEX: moves, including humans. 3D6, CON: 3D6, CHA: D6, MR: 3D6, HPs: 2, AC: 9, Thac0: 20 Lifespan: 170 years

Abilities: When hunting, centipedes use their natural coloration to remain unseen until they can drop on their prey from above or crawl out of hiding in pursuit of food. They attack by biting their foes and injecting a paralytic poison. The poison can paralyze a victim for 2D6 hours, but is so weak that victims are permitted a +4 bonus to their saving throw. Although a single giant centipede rarely constitutes a serious threat to a man, these creatures frequently travel in groups. When more than one centipede is encountered, the monsters will fight independently, even to the point of fighting among themselves over fallen victims.

Giant centipedes have several natural advantages, including poison and protective coloration, allowing them to compete with other small predators for game. Their poison bestows a certain immunity from being hunted, but hungry and skilled animals such as coyotes and large predatory birds hunt them effectively in lean times.

Feeding Habits: The centipede behaves like most other insects, roving from place to place in search of food; it has no set territory or dwelling. The centipede simply goes where its hunger leads it. It is an aggressive and hungry carnivore that must eat at least once a day to survive. Hungry centipedes often resort to cannibalism. Their preferred targets are small mammals that are easily overcome by their weak poison. If they

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Sensory Organs: Visual

Communication: Vocal

Reproduction: Asexual

INT: D6, WIS: D6, STR: 3D6, DEX: 3D6, CON: 3D6, CHA: D6, MR: 3D6, HPs: 5D8 +5, AC: 3, Thac0: 15

Abilities: The giant scorpion is 95% likely to attack any creature that approaches. The creature has a hard, chitinous carapace that gives it Armour Class 3. This monster attacks by grabbing prey with its two huge pincers, inflicting 1-10 Giant Scorpion points of damage each, while it lashes Giant scorpions are vicious predators forward with its tail to sting. Thus, it can that live almost anywhere, including fight three opponents at once. If a giant relatively cold places such as dungeons, scorpion manages to grab a victim in a though they favour deserts and warm pincer, it will automatically inflict 1-10 lands. These creatures are giant versions points of damage each round until it of the normal 4-inch-long scorpion releases the victim. found in desert climes. The victim has but one chance to escape. First Appeared: 59,000 BC If he can make his bend bars/lift gates roll, he will escape the claw. However, Habitat: Underground this can be the character’s only action that round and it can be tried only once Physical Traits: The giant scorpion has per combat. If the sting is employed a green carapace and yellowish green against an untrapped victim, an attack legs and pincers. The segmented tail is roll is required for a successful attack, black, with a vicious stinger on the end. but a trapped character is automatically There is a bitter smell associated with struck by any sting attack directed at him the scorpion, which probably comes with no attack roll required. from the venom. They make an unnerving scrabbling sound as they The sting inflicts 1-4 points of damage travel across dungeon floors. and the victim must save versus poison or die the next round (type F). Note that Height: 2 metres scorpions are not immune to their own poison. If a scorpion is reduced to 1 or 2 Weight: 300 lbs hit points, it will go into a stinging frenzy, stinging everything in sight, Mobility: Legs gaining two attempts to hit per round with only the tail. Slain creatures are

24 241 dragged to the scorpion’s burrow to be eaten.

Giant scorpions live in underground burrows or dungeons. Each lair may (20%) have 5D4 scorpion eggs. These beasts eat any living creature that is unfortunate enough to stray too close to their lair. Any treasure found comes from the bodies of human or demihuman victims that have been dragged here to be consumed. Armour is rarely found intact, since the scorpion will surely have used its pincers to cut up its prey. Giant Slug Feeding Habits: These bizarre insects Giant slugs are huge, omnivorous contribute to the ecosystem by feeding mutations of the small and benign on other giant versions of insects such as garden slugs. Their highly developed spiders and ants. They themselves are mouths are capable of chewing flesh and prey for purple worms and other huge, well as plants, and they spit a highly subterranean creatures. Alchemists and corrosive acid on their food. assassins prize the scorpion’s venom because of its potency. First Appeared: 63,000 BC

Lifespan: 70 years Habitat: Underground

Physical Traits: Most giant slugs are pale grey, with dead white underbellies.

Height: 8 metres

Weight: 300 lbs

Mobility: Legs

Sensory Organs: Visual

Communication: Vocal

Reproduction: Asexual

INT: D6, WIS: D6, STR: 3D6, DEX: 3D6, CON: 3D6, CHA: D6, MR: 3D6, HPs: 12D8 +5, AC: 8, Thac0: 9

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Abilities: or spells that cause crushing or impact Giant slugs can bite for D12 points of damage. Only edged and pointed damage, but their main attack form is weapons and magical attacks, can harm their corrosive acid saliva. The acid is a giant slug. spat at a single target and corrodes any organic tissue (plants or animals). It will Giant slugs can be found in any wet and also destroy equipment (saving throw vs. dark environment, including deserted acid). The acid inflicts 4D8 points of dungeons, swamps, and rain forests. damage (successful saving throw vs. Giant slugs are solitary creatures and breath weapon for one-half damage). speak no language. They are barely Giant slugs can use this breath weapon sentient, exhibiting only rudimentary every round (its acid stores are never instinctive reactions when confronted. used up). Slugs are not very accurate Normal slugs have a nasty reaction to with this attack; the first shot has only a salt when it is sprinkled on them. They 10% chance of hitting. The success of dry up and die in D4+1 rounds. It is subsequent shots depends on the unlikely that this technique is adaptable distance to the target – the base chance to the giant variety, but some fabrication of hitting is 90% at a distance of ten and summoning spells might be yards, with a -10% penalty per adaptable if there ever seemed to be a additional ten yards. If the slug misses, need for it. For now, giant slugs remain a the acid hits 10 feet from the desired very real danger in jungles, forests, and target (determine randomly which dungeons everywhere. direction). Note that giant slugs are impervious to this acid spittle. Feeding Habits: No one has ever found a good use for giant slugs, except maybe Giant slugs are immensely strong and as huge garbage disposals. They have no can batter down doors and wooden known predators. They will eat anything buildings in seconds. They have no – plants, carrion, garbage – but prefer bones and can squeeze through holes and warm, living flesh when they can catch crevasses normally impassible to much it. Since giant slugs have such huge smaller predators. For example, a party appetites, they rarely attack smaller of adventurers might seek cover in a creatures, such as squirrels and large stone building, while taunting the monkeys, which they have a hard time slowly approaching slug behind them. seeing anyway. Even on a good day, To their astonishment, the huge creature they must usually supplement their enters through the same doorway the feedings with some vegetation. party did and begins to send acid everywhere. Lifespan: 90 years

The rasping tongue of a giant slug enables it to burrow through 1 foot of earth or 6 inches of wood per round, making most standard barricades useless against it. Because of their lack of bones and their thick, rubbery hides, giant slugs are not harmed by blunt weapons

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INT: D6, WIS: D6, STR: 3D6, DEX: 3D6, CON: 3D6, CHA: D6, MR: 3D6, HPs: 4D8 +4, AC: 4, Thac0: 15

Abilities: Giant spiders are web-spinners that build strong, sticky webs, and often lurk nearby waiting for victims to get stuck while examining the beautiful constructions of their own spinning. A being with Strength 19 or more is unaffected by the webs. For each point Giant Spider of Strength less than 19, it takes one Spiders are aggressive predators, round to break free of the webs (for dwelling both above and below ground. example, a PC with Strength 15 can They are poisonous and bite prey first, break free in four rounds). As many because unconscious victims are easier spiders as possible will attack the to carry to a lair. defenseless victim during its struggle to free itself. Entangled characters can be First Appeared: 64,000 BC attacked with a +4 bonus to hit, and lose all Armour Class adjustments due to Habitat: Underground Dexterity.

Physical Traits: Spiders have eight legs The poison takes 15 minutes. Victims and eight eyes. They usually fit into two take 15 points of damage, or no damage categories: web-spinners, which have if a saving throw vs. poison (with a +2 to bulbous abdomens and thin, sleek legs; the roll) is successful. and hunting spiders, which have smaller bodies, larger heads and fangs, and hairy Feeding Habits: Omnivore bodies and legs. Most giant spiders are simply much bigger versions of the web- Lifespan: 40 years spinning large spiders.

Height: 2 metres

Weight: 100 lbs

Mobility: Legs

Sensory Organs: Visual

Communication: Vocal

Reproduction: Egg

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Height: 2 metres

Weight: 10 lbs Mobility: Sliding

Sensory Organs: Visual

Communication: Vocal

Reproduction: Puddings reproduce by fission. They are adapted to live in a Gelatinous Cube wide variety of climates. Possessing no intelligence, gelatinous cubes live only for eating. They prefer INT: 1, WIS: 1, STR: 3D6, DEX: 3D6, well-travelled dungeons where there is CON: 3D6, CHA: 1, MR: 1, HPs: 4D8, always food to scavenge. These AC: 8, Thac0: 17 creatures reproduce by budding, leaving clear, rubbery cubes in dark corners or Abilities: on heaps of trash. Young are not A gelatinous cube attacks by touching its protected and are sometimes reabsorbed victim with its anesthetizing slime. A by the parent. Treasure is sometimes victim who fails to save vs. paralyzation swept up by a gelatinous cube as the is paralyzed (anesthetized) for 5-20 creature travels along a cavern floor; any (5D4) rounds. The cube then surrounds metals, gems, or jewelry are carried in its prey and secretes digestive fluids to the monster’s body until they can be absorb the food. All damage is caused by ejected as indigestible. The gelatinous these digestive acids. Because gelatinous cube is sometimes encouraged to stay in cubes are difficult to see, others are -3 a certain area for its scavenging abilities, on their surprise roll. Electricity, fear, and is preferred over other jellies and holds, paralyzation, polymorph, and oozes since its square shape does not sleep-based attacks have no effect on allow it to slither under doors and into this monster, but fire and blows from areas in which it is not desired. weapons have normal effects. If a cube fails its saving throw against a cold- First Appeared: 69,000 BC based attack, the cube will be slowed 50% and inflicts only 1-4 points of Habitat: Underground damage.

Physical Traits: So nearly transparent Feeding Habits: Omnivore that they are difficult to see, these cubes travel down dungeon corridors, Lifespan: 80 years absorbing carrion and trash along the way. Their sides glisten, tending to leave a slimy trail, but gelatinous cubes cannot climb walls or cling to ceilings. Very large cubes grow tall to garner mosses and the like from ceilings.

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radius. Those near the jelly must roll a saving throw vs. poison each round. Those who fail the saving throw become lethargic and move at half-normal speed, Jelly Mustard due to the effects of the vapour. The Mustard jelly originated when a young toxic effects last for two rounds and they wizard attempted to polymorph herself are cumulative. into an ochre jelly. Her spell failed, and she became a mustard jelly. The stuff This large creature can divide itself at has multiplied rapidly in the years since will into two smaller, faster halves her accident, and it is now a serious (movement rate 18). Each is capable of threat in many areas. attacking, but has only half the hit points the creature had before dividing. A First Appeared: 69,000 BC mustard jelly can, for example, flow into a room, divide itself into independent Habitat: Underground halves to attack, and then reform into a torus in order to surround a pillar its prey Physical Traits: The monstrous has climbed. Unlike the ochre jelly, amoeboid mustard jelly is far more mustard jelly cannot move through tiny dangerous than the ochre jelly. Mustard spaces, nor can it move along ceilings, jelly is translucent, and very hard to see although it will eat through wooden until it attacks. The only clue to its doors. It cannot climb walls either, and presence is a faint odour, similar to so most of its bulk must remain on the blooming mustard plants. Once it does floor, stretching up only 4 or 5 feet. attack, it may be seen as yellowish brown in colour. Although intelligent, mustard jelly is not known to value treasure of any sort, Height: 2 metres except as a lure for greedy adventurers. Weight: 10 lbs Of course, it is possible that some treasure might remain after a victim has Mobility: Sliding been devoured.

Sensory Organs: Visual Mustard jelly is impervious to normal weapons (and can eat wooden ones) and Communication: Vocal electrical attacks. A magic missile spell will only cause it to grow; mustard jelly Reproduction: Unknown gains hit points equal in number to the damage rolled. Cold causes only half INT: 3D6, WIS: 3D6, STR: 3D6, DEX: damage, and other attacks have normal 3D6, CON: 3D6, CHA: 1, MR: D6, effects. HPs: 7D8, AC: 4, Thac0: 13 Feeding Habits: Omnivore Abilities: Normally, mustard jelly attacks by Lifespan: 80 years forming an acidic pseudopod of its own substance and thrusting. The jelly monster secretes a vapour over a 10-foot

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INT: 1, WIS: 1, STR: 3D6, DEX: 3D6, CON: 3D6, CHA: 1, MR: D6, HPs: 6D8, AC: 8, Thac0: 15

Abilities: The ochre jelly attacks by attempting to envelop its prey. Its secretions dissolve flesh, inflicting 3-12 (d10+2) points of damage per round of exposure. While a lightning bolt will divide the creature into one or more smaller jellies, each Jelly Ochre doing one-half normal damage, fire- and Voraciously dissolving all types of cold-based attacks have normal effects. carrion and trash, this monster is sometimes tolerated in inhabited Feeding Habits: Omnivore subterranean areas for its janitorial services, but this activity is difficult to Lifespan: 80 years organize and is usually not appreciated by the inhabitants because of its danger. First Appeared: 69,000 BC

Habitat: Underground

Physical Traits: This monster resembles a giant amoeba, seeping through darkened corridors, through cracks and under doors, searching for flesh or cellulose to devour. Their form allows them to travel on walls and ceilings and drop on unsuspecting prey.

Height: 2 metres

Weight: 8 lbs

Mobility: Sliding

Sensory Organs: Visual

Communication: Vocal

Reproduction: An asexual creature, the ochre jelly is a solitary beast that is occasionally found with its own divided offspring. It lives only to eat and reproduce.

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INT: 1, WIS: 1, STR: 3D6, DEX: 3D6, CON: 3D6, CHA: 1, MR: D6, HPs: 7D8, AC: 8, Thac0: 17

Abilities: The stunjelly has many features in common with the gelatinous cube. Like the cube, the stunjelly paralyzes creatures who venture too close! Adventurers walking near a stunjelly may be attacked by an anaesthetic Jelly Stun pseudopod; those struck must roll a This relative of the gelatinous cube was saving throw vs. paralyzation. Those designed by some forgotten mage to who succeed suffer no ill effects. Those resemble a section of ordinary stone who fail are paralyzed for 5d4 rounds, wall. during which time the stunjelly tries to surround the victim and digest him. Like First Appeared: 69,000 BC the gelatinous cube, it is immune to electrical attacks, mind-influencing Habitat: Underground spells, paralyzation, and polymorph spells. Unlike the gelatinous cube, Physical Traits: They are usually about stunjelly is affected normally by cold 10 feet square by 2½ to 5 feet thick, and attacks. somewhat translucent. If a bright light is shone on one side of the stunjelly, it will Stunjellies reproduce by fission, as one be seen on the other. Illumination equal extremely thick jelly splits into two to a continuous light spell will reveal smaller ones. This process is whatever treasure a stunjelly might be accompanied by a horrible, rending carrying. Stunjellies make no noise when sound, audible throughout the vicinity. A they move, but they do produce a faint stunjelly might mindlessly carry odour of vinegar. undigested metals around with it for days. Height: 3 metres Stunjellies are tolerated in many dungeons as traps for unwary intruders, Weight: 8 lbs or as janitorial monsters sweeping the passages of digestible litter. For this Mobility: Sliding duty, they are preferred over other breeds of slime and ooze, since they Sensory Organs: Visual cannot slither through doors into areas where they would be unwelcome. Communication: Vocal Feeding Habits: Omnivore Reproduction: Unknown Lifespan: 80 years

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Communication: Vocal

Reproduction: Lurkers are solitary creatures. The females lays eggs in a glutinous clutch near the ceiling. The hatchlings fall to the ground and feed on vermin until they become large enough to fly. Young resemble rectangular patches of moss.

Trapper eggs are laid in a pebble-like mass. Hatchlings resemble flat rocks.

Lurker and Trapper Lurker - The lurker is a carnivorous scavenger INT: D6, WIS: D6, STR: 3D6, DEX: found only in subterranean settings. The 3D6, CON: 3D6, CHA: D6, MR: 3D6, subterranean trapper is found only in HPs: 10D8, AC: 6, Thac0: 11 caves and other dark places. Trapper - First Appeared: 69,000 BC INT: D6, WIS: D6, STR: 3D6, DEX: 3D6, CON: 3D6, CHA: D6, MR: 3D6, Habitat: Underground HPs: 12D8, AC: 3, Thac0: 9

Physical Traits: Lurkers resemble a large Abilities: manta ray; its greyish belly is textured Lurkers are slow-moving creatures that like stone. The Lurker typically attaches must wait for their prey to come into itself to a ceiling, where it is very range. Lurkers wait on the ceiling, then difficult to detect (only 10% chance) drop and wrap themselves around their unless actually prodded. Trappers can prey. Lurkers cause a -4 penalty to alter their shape and colour to resemble opponents’ surprise rolls. The the local floor and to form a constriction causes 1d6 points of damage protuberance in the centre that resembles per round and suffocation within 1d4+1 a box. A Trapper is difficult to detect rounds, regardless of the damage (95%) once it has settled into a disguise. suffered by the victim. This damage is automatic each round unless the victim Height: Lurker 6 metres, Trapper 9 breaks free or the lurker dies. Lurkers do metres not stop attacking until dead.

Weight: 40 lbs Prey can only fight with short weapons that were in hand when the lurker Mobility: The Lurker flies by means of attacked. gases generated into sacs. Trappers slide along the ground. When prey wanders into the trapper’s centre, the creature’s edges rise up and Sensory Organs: Visual wrap around the victim. The victim suffers damage per round equal to 4

24 249 points plus his Armour Class (a victim with AC 2 suffers 6 points of damage per round). The constriction prevents breathing; victims smother in six rounds regardless of the damage suffered.

A trapper does not release a victim unless the trapper is reduced to 1 hit point or killed. Trappers are immune to heat- or cold-based attacks. Trappers remain wrapped in a ball for D8 hours while digesting a victim. The remains of their victims are excreted below and Mobat form the trappers’ treasure troves. A Bats are common animals in many parts typical trapper can cover about 400 of the world. While ordinary bats are square feet, while large ones can cover annoying but harmless, larger varieties up to 600 square feet. Trapper skin may can be quite deadly. With almost 2,000 be used to make nonmagical +1 leather different species of bats known, one can armour. find wingspans from less than two inches across to 15 feet or more. Feeding Habits: Omnivore, Lurkers and Trappers are opportunistic feeders that First Appeared: 65,000 BC make do with whatever wanders by. Habitat: Underground Lifespan: 40 years Physical Traits: The body of the Mobat resembles a mouse, while the wings are formed from extra skin stretched across its fore limbs. Despite the common belief that bats are blind, nearly all known species have rather good eyesight. In the dark, however, they do not rely on their visual acuity, but navigate instead by echo-location. By emitting a high-pitched squeal and listening for it to bounce back to them, they can "see" their surroundings by this natural form of sonar.

Height: 4 metres

Weight: 40 lbs

Mobility: Legs, wings

Sensory Organs: Visual

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Feeding Habits: Most bats eat fruit or Communication: Vocal insects, though some include small animals or fish in their diets. The rare Reproduction: Sexual vampire bat travels at night to drink the warm blood of living mammals, but its INT: D6, WIS: D6, STR: 3D6, DEX: victims are rarely humans or 3D6, CON: 3D6, CHA: D6, MR: demihumans. Care must be taken not to D6/5D6 flight, HPs: 4D8, AC: 7, confuse the vampire bat with the true Thac0: 17 vampire in this regard. Rot grubs and carrion crawlers are among the few Abilities: creatures known to live in the guano on Mobats prefer warm-blooded prey that the floor of large bat-infested caverns, they bite to death with their fangs. They making any expeditions into such caves have a dim and evil intelligence that dangerous indeed. If the noxious odour gives them a desire for shiny objects. from the guano is not enough to subdue Because the typical mobat has a the hardiest of adventurers (a single wingspan of 12 to 16 feet, they must Constitution check to stay conscious), have large areas to serve as flight these crawling denizens are. runways. Because Mobats’ flight is so rapid and silent, their victims suffer a -3 Lifespan: 30 years penalty to their surprise rolls.

They can also give a piercing screech that causes such great pain that victims seek to cover their ears rather than fight, unless a saving throw versus paralyzation is successful. This screech is always used if the prey resists and it is effective in a 20-foot radius about the mobat. Note that mobile mobats have an Armour Class of 2. Under crowded flying conditions, their Armour Class suffers and raises to 7. When not in flight, mobats have an Armour Class of 10.

While bats are found almost anywhere, they prefer warm and humid climes. Some species hibernate during the cold season and a few are know to migrate. Bats live in caves, dark buildings, or damp crevices, hanging by their toes during the day, and leaving at dusk to feed during the night. In large, isolated caverns there may be thousands of bats.

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few of them might be found living in the same water.

INT: 1, WIS: 1, STR: 3D6, DEX: 3D6, CON: 3D6, CHA: 1, MR: 1, HPs: 4D8, AC: 8, Thac0: 17

Abilities: Crystal ooze strikes like a snake, then attempts to flow over a victim and exude Ooze Crystal its paralyzing poison. Unlike its cousin, Crystal oozes are scavengers that leave the grey ooze, this creature does not metal and stone objects in their wake, so corrode metal, but its poisons attack incidental treasure can often be found wood, cloth, and flesh. Unless a victim around and in their lairs. successfully saves vs. poison, he becomes paralyzed and will be First Appeared: 69,000 BC consumed by the crystal ooze in a short time. When prey is reduced to -20 hit Habitat: Underground points, it is totally consumed. Crystal ooze cannot be harmed by acid, cold, Physical Traits: This creature is a heat, or fire attacks, but electricity and variety of grey ooze which has adapted magic missiles inflict full damage. to living in water. It is 75% invisible Blows from weapons inflict only 1 point when immersed in its natural element. It of damage per hit. A wooden weapon is translucent, mostly glassy clear, with must save vs. acid or it will dissolve and an occasional milky white swirl in its break. substance. Feeding Habits: Omnivore Height: 2 metres Lifespan: 100 years Weight: 12 lbs

Mobility: Sliding

Sensory Organs: Visual

Communication: Vocal

Reproduction: Crystal oozes live in any dim or dark body of water, though they can exist out of water for several hours. They reproduce by budding, like the grey ooze, but the crystal pods usually take seven to 10 days to hatch. Crystal oozes will eat their offspring, but occasionally, if the body of water is large enough and food is not scarce, a

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monsters are found together, but this is just a random event because they are not intelligent.

INT: 1, WIS: 1, STR: 3D6, DEX: 3D6, CON: 3D6, CHA: 1, MR: 1, HPs: 4D8, AC: 8, Thac0: 17

Abilities: Ooze Grey The grey ooze strikes like a snake, and can corrode metal at an alarming rate A slimy horror that looks like wet stone (chain mail in one round, plate mail in or a sedimentary rock formation, the two, and magical armour in one round gray ooze is rarely thicker than six or per each plus to Armour Class). Spells eight inches, but sometimes grows to a have no effect on this monster, nor do length of 12 feet. It cannot climb walls fire- or cold-based attacks. Lightning or ceilings, so it slides, drips, and oozes and blows from weapons cause full along cavern floors. damage. Note that weapons striking a grey ooze may corrode and break. First Appeared: 69,000 BC Feeding Habits: Omnivore Habitat: Underground Lifespan: 100 years Physical Traits: The grey ooze is a dungeon scavenger. It is rumoured that metalworkers of extraordinary skill keep very small oozes in stone jars to etch and score their metal work, but this is a delicate and dangerous practice.

Height: 3 metres Weight: 12 lbs

Mobility: Sliding

Sensory Organs: Visual

Communication: Vocal

Reproduction: After a large meal, a gray ooze reproduces by “budding”: growing a small pod that is left behind in a corridor or cavern. This pod takes two to three days to mature and then the little grey ooze absorbs its leathery shell and begins slithering about, searching for a meal. Sometimes more than one of these

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Mobility: Legs

Sensory Organs: Visual

Communication: Vocal

Reproduction: Otyughs live underground in heaps of offal and refuse. They hate bright sunlight, Otyugh preferring the comfortable darkness of Otyughs (Aw-tee-ug), also known as the dungeons. They mate each year for one gulguthra, are terrifying creatures that month, with one offspring produced. It lurk in heaps of dung and decay, waiting takes the newborn four months to for something to disturb it. mature.

First Appeared: 66,000 BC INT: 2D6, WIS: 2D6, STR: 3D6, DEX: 3D6, CON: 3D6, CHA: D6, MR: D6, Habitat: Underground HPs: 6D8, AC: 3, Thac0: 15

Physical Traits: Otyughs have huge, Abilities: bloated bodies covered with a rock-like Otyughs lurk under piles of offal with skin that is brownish grey in colour, only their eyes exposed. They usually which is in turn covered with dung. They attack if they feel threatened, or if they stand on three thick legs that give them are hungry and there is fresh meat slow ground movement but enable them nearby. They attack with their two to pivot quickly. They have three eyes ridged tentacles, which either smash an on a leaf-like stalk that moves quickly opponent or grapple it. Grappled from side to side, enabling them to scan opponents suffer D4 points of damage a large area. per round.

The eye stalk is also a Otyughs’ bite attacks gain a +2 bonus to receiver/transmitter for their telepathic the attack roll when biting grappled abilities. Otyughs have a huge mouth opponents. Otyughs smash grappled with very sharp teeth in the centre of opponents to the ground, characters with their mass. They also have two tentacles a Strength of at least 18 can struggle for with leaf-like ridges that they use to one round and automatically break free; smash and grapple their opponents. The others must make a successful open tentacles are covered with rough thorn- doors roll to escape. They are disease- like projections. Neo-otyughs have ridden; their bite is 90% likely to infect smaller mouths than otyughs. Otyughs the character with a debilitating (80%) or reek of dung and decay. fatal (20%) disease. Otyughs are immune to these diseases. Height: 2 metres Otyugh have infravision with a 90-foot Weight: 200 lbs range. They live in ruins and dungeons. They make deals with other dungeon

25 254 denizens, agreeing not to attack them in exchange for their dung and body wastes, which they then devour. To keep the supply of waste coming (and to get fresh meat) they will agree to help defend their home against intruders, which includes many adventurers. Otyughs may be persuaded not to attack creatures in exchange for promises of friendship and food. An otyugh’s dungeon allies will sometimes ask it to guard treasure for them. Most live alone; 10% of the time, during mating season, Pudding Black two can be found in its lair. Puddings are voracious, puddinglike monsters composed of groups of cell Feeding Habits: They feed on dung and colonies that scavenge and hunt for food. wastes from other dungeon creatures They typically inhabit ruins and (gulguthra means “dung eaters”) but also dungeons. They have the ability to sense enjoy an occasional snack of fresh meat. heat and analyze material structure from a distance of up to 90 feet to determine if Lifespan: 250 years something is edible. Deadly puddings attack any animals (including humans) or vegetable matter on sight.

First Appeared: 69,000 BC

Habitat: Underground

Physical Traits: All deadly puddings are immune to acid, cold, and poison. Lightning bolts and blows from weapons divide them into smaller puddings, each able to attack exactly as the original pudding. Fire causes normal damage, as do magic missiles. Puddings can ooze through cracks that are at least 1 inch wide and can travel on ceilings and walls (falling on victims as a nasty surprise) at the same speed as on a level surface.

Height: 1 metre

Weight: 10 lbs

Mobility: Sliding

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Sensory Organs: Visual

Communication: Vocal

Reproduction: Puddings reproduce by fission. They are adapted to live in a wide variety of climates.

INT: D6, WIS: D6, STR: 3D6, DEX: 3D6, CON: 3D6, CHA: D6, MR: D6, HPs: 10D8, AC: 6, Thac0: 11 Pudding Brown Abilities: Puddings are voracious, puddinglike Black pudding acid is highly corrosive, monsters composed of groups of cell inflicting 3D8 points of damage per colonies that scavenge and hunt for food. round to organic matter and dissolving a They typically inhabit ruins and 2-inch thickness of wood equal to its dungeons. They have the ability to sense diameter in one round. Black puddings heat and analyze material structure from also dissolve metal. Chain mail dissolves a distance of up to 90 feet to determine if in one round, plate mail in two; each something is edible. Deadly puddings magical “plus” increases the time it takes attack any animals (including humans) to dissolve the metal by one round (thus or vegetable matter on sight. plate mail +3 takes two rounds to dissolve for being plate mail, plus three First Appeared: 69,000 BC rounds for having a +3 magical bonus, for a total of five rounds). Habitat: Marsh

Feeding Habits: Omnivore Physical Traits: All deadly puddings are immune to acid, cold, and poison. Lifespan: 80 years Lightning bolts and blows from weapons divide them into smaller puddings, each able to attack exactly as the original pudding. Fire causes normal damage, as do magic missiles. Puddings can ooze through cracks that are at least 1 inch wide and can travel on ceilings and walls (falling on victims as a nasty surprise) at the same speed as on a level surface.

Height: 1 metre

Weight: 10 lbs

Mobility: Sliding

Sensory Organs: Visual

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Communication: Vocal

Reproduction: Puddings reproduce by fission. They are adapted to live in a wide variety of climates.

INT: D6, WIS: D6, STR: 3D6, DEX: 3D6, CON: 3D6, CHA: D6, MR: D6, HPs: 11D8, AC: 5, Thac0: 9

Abilities: Pudding Dense This type dwells principally in marsh Puddings are voracious, puddinglike areas. It has a tough skin but its attack is monsters composed of groups of cell less dangerous than other types of colonies that scavenge and hunt for food. puddings. Brown puddings cannot affect They typically inhabit ruins and metals but dissolve leather and wood in dungeons. They have the ability to sense a single round, regardless of magical heat and analyze material structure from pluses. a distance of up to 90 feet to determine if something is edible. Deadly puddings Feeding Habits: Omnivore attack any animals (including humans) or vegetable matter on sight. Lifespan: 80 years First Appeared: 69,000 BC

Habitat: Underground

Physical Traits: All deadly puddings are immune to acid, cold, and poison. Lightning bolts and blows from weapons divide them into smaller puddings, each able to attack exactly as the original pudding. Fire causes normal damage, as do magic missiles. Puddings can ooze through cracks that are at least 1 inch wide and can travel on ceilings and walls (falling on victims as a nasty surprise) at the same speed as on a level surface.

Height: 1 metre Weight: 10 lbs

Mobility: Sliding

Sensory Organs: Visual

Communication: Vocal

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Reproduction: Puddings reproduce by fission. They are adapted to live in a wide variety of climates.

INT: 2D6, WIS: D6, STR: 3D6, DEX: 3D6, CON: 3D6, CHA: D6, MR: D6, HPs: 10D8, AC: 6, Thac0: 11 Abilities: Slower than grey pudding, the dense variety has learned from its “relatives” to cling to the shadows and use surprise to its advantage by dropping on potential Pudding Dun meals. Targets suffer a -2 to their Puddings are voracious, puddinglike surprise rolls. Dense pudding is easy to monsters composed of groups of cell spot in the open because of its dark blue colonies that scavenge and hunt for food. coloration and large size. The secretions They typically inhabit ruins and of a dense pudding are corrosive only to dungeons. They have the ability to sense living flesh and cause 2D10 hit points of heat and analyze material structure from damage. In addition, the secretions are a distance of up to 90 feet to determine if tainted. All those who are damaged by a something is edible. Deadly puddings dense pudding must make a successful attack any animals (including humans) saving throw vs. poison or succumb to a or vegetable matter on sight. debilitating disease. Cure disease will negate these effects if cast within 48 First Appeared: 69,000 BC hours of the infection. Habitat: Arid Desert Feeding Habits: Omnivore Physical Traits: All deadly puddings Lifespan: 80 years are immune to acid, cold, and poison. Lightning bolts and blows from weapons divide them into smaller puddings, each able to attack exactly as the original pudding. Fire causes normal damage, as do magic missiles. Puddings can ooze through cracks that are at least 1 inch

wide and can travel on ceilings and walls (falling on victims as a nasty surprise) at the same speed as on a level surface.

Height: 1 metre Weight: 10 lbs

Mobility: Sliding

Sensory Organs: Visual

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Communication: Vocal

Reproduction: Puddings reproduce by fission. They are adapted to live in a wide variety of climates.

INT: D6, WIS: D6, STR: 3D6, DEX: 3D6, CON: 3D6, CHA: D6, MR: D6, HPs: 8D8, AC: 7, Thac0: 13 Pudding Grey Puddings are voracious, puddinglike Abilities: monsters composed of groups of cell Adapted to dwell in arid regions, these colonies that scavenge and hunt for food. monsters scavenge barrens and deserts They typically inhabit ruins and and feed on silicates (sand) if animal and dungeons. They have the ability to sense vegetable matter is unavailable. They heat and analyze material structure from dissolve leather in a single round, a distance of up to 90 feet to determine if regardless of magical pluses. Metals are something is edible. Deadly puddings eaten at a rate half that of black attack any animals (including humans) puddings; chain takes two rounds to or vegetable matter on sight. dissolve, plate four rounds, with an additional two rounds per magical plus. First Appeared: 69,000 BC

Feeding Habits: Omnivore Habitat: Underground

Lifespan: 80 years Physical Traits: All deadly puddings are immune to acid, cold, and poison. Lightning bolts and blows from weapons divide them into smaller puddings, each able to attack exactly as the original pudding. Fire causes normal damage, as do magic missiles. Puddings can ooze through cracks that are at least 1 inch wide and can travel on ceilings and walls (falling on victims as a nasty surprise) at the same speed as on a level surface.

Height: 1 metre

Weight: 10 lbs

Mobility: Sliding

Sensory Organs: Visual

Communication: Vocal

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Reproduction: Puddings reproduce by fission. They are adapted to live in a wide variety of climates.

INT: D6, WIS: D6, STR: 3D6, DEX: 3D6, CON: 3D6, CHA: D6, MR: D6, HPs: 10D8, AC: 9, Thac0: 11

Abilities: Often mistaken for a stone pudding at a distance, this is perhaps the deadliest of Pudding Stone the subterranean puddings. Gray Puddings are voracious, puddinglike pudding uses its deep grey coloration to monsters composed of groups of cell blend in with shadows and the natural colonies that scavenge and hunt for food. grey hue of stone. This gives its They typically inhabit ruins and opponents a -4 surprise roll penalty. dungeons. They have the ability to sense More corrosive than black pudding, the heat and analyze material structure from grey variety emits a powerful acid, a distance of up to 90 feet to determine if delivering 4D8 points of damage. This something is edible. Deadly puddings acid eats through wood, leather, and attack any animals (including humans) chain mail in 1 round, and plate mail in or vegetable matter on sight. 2. First Appeared: 69,000 BC Each magical plus of an enchanted item adds 1 round to its survival time. In Habitat: Underground addition, the creature automatically delivers 4D8 points of damage each Physical Traits: All deadly puddings round it is encasing a victim. A creature are immune to acid, cold, and poison. reaching -10 hit points is dissolved, with Lightning bolts and blows from weapons not even a scrap of bone left behind. divide them into smaller puddings, each Grey puddings are unusually susceptible able to attack exactly as the original to certain spells, provided those pudding. Fire causes normal damage, as enchantments get past its magic do magic missiles. Puddings can ooze resistance. These spells include flesh to through cracks that are at least 1 inch stone, which acts as a slow spell on the wide and can travel on ceilings and walls pudding, and airy water, which alters the (falling on victims as a nasty surprise) at pudding’s form enough to drown it in its the same speed as on a level surface. own fluid mass in 2D4 rounds. Height: 1 metre Feeding Habits: Omnivore Weight: 10 lbs Lifespan: 80 years Mobility: Sliding

Sensory Organs: Visual

Communication: Vocal

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Reproduction: Puddings reproduce by fission. They are adapted to live in a wide variety of climates.

INT: D6, WIS: D6, STR: 3D6, DEX: 3D6, CON: 3D6, CHA: D6, MR: D6, HPs: 5D8, AC: 4, Thac0: 15

Abilities: Though malleable, this pudding appears rather solid and very sluggish. It is a Pudding White thick lump that oozes slowly along any Puddings are voracious, puddinglike surface, preferring to hide on ceilings monsters composed of groups of cell (from whence it can drop onto its food). colonies that scavenge and hunt for food. It ranges in colour from light grey to They typically inhabit ruins and dark grey – the darker the colour, the dungeons. They have the ability to sense more recently it has fed. A stone heat and analyze material structure from pudding’s secretions are poisonous, and a distance of up to 90 feet to determine if each attack causes 3D6 points of something is edible. Deadly puddings damage. attack any animals (including humans) or vegetable matter on sight. When a pudding kills a victim, it rests upon the dead creature until its body First Appeared: 69,000 BC absorbs the flesh. This takes 1-10 rounds. Stone puddings cannot eat metal, Habitat: Arctic Plain wood, leather, and other such objects, which are left behind after they consume Physical Traits: All deadly puddings their victims. These puddings, their are immune to acid, cold, and poison. remains, and their surface secretions can Lightning bolts and blows from weapons be prepared as poisons and used as divide them into smaller puddings, each ingredients in oil of acid resistance. able to attack exactly as the original pudding. Fire causes normal damage, as Feeding Habits: Omnivore do magic missiles. Puddings can ooze through cracks that are at least 1 inch Lifespan: 80 years wide and can travel on ceilings and walls (falling on victims as a nasty surprise) at the same speed as on a level surface.

Height: 1 metre

Weight: 10 lbs

Mobility: Sliding

Sensory Organs: Visual

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Communication: Vocal

Reproduction: Puddings reproduce by fission. They are adapted to live in a wide variety of climates.

INT: D6, WIS: D6, STR: 3D6, DEX: 3D6, CON: 3D6, CHA: D6, MR: D6, HPs: 9D8, AC: 8, Thac0: 11

Abilities: These cold-loving creatures are 50% likely to be mistaken for ice and snow Purple Worm (guaranteeing surprise) even under the A constant threat to subterranean best of conditions. White puddings haunt explorers, the purple worm burrows polar regions or icy places in order to through the earth in search of prey. The find prey, although they can live by purple worm is solitary and seeks a devouring any animal or vegetable companion only to mate. The moment a matter; even ice provides them with new worm hatches, it burrows into the enough nutrition to exist. White ground, never to be seen by its siblings puddings cannot affect metals but again. As the worm tunnels, it consumes dissolve animal and vegetable materials vast amounts of material that are in a single round, inflicting damage to excreted when it returns to its lair. flesh at an astonishing rate. Among the discharged substances are precious metals and gems. Feeding Habits: Omnivore First Appeared: 66,000 BC Lifespan: 80 years Habitat: Underground

Physical Traits: The worm is sensitive to minute vibrations in the earth, and can sense prey at a range of 18 metres. Adult purple worms as large as 2-3 metres in diameter and 42-45 metres long have been reliably reported. The worm attacks by biting; an attack roll that exceeds the required score to hit by 4 or more indicates the victim has been swallowed whole. This worm can devour creatures up to 3 metres tall and 2 metres wide.

A swallowed creature dies in six rounds, is digested in two hours, and cannot be raised from the dead. Anyone trapped inside a purple worm may attempt to cut

26 262 their way out. The interior is AC 9, but digestive juices weaken the victim, causing a cumulative -1 penalty to the damage the victim can cause. This worm has a stinger on its tail. Anyone hit by the stinger suffers 2D4 points of damage and must make a successful saving throw vs. poison or be slain instantly.

Height: 8 metres Roper Weight: 400 lbs A roper resembles a rocky outcropping. A roper can stand upright to resemble a Mobility: Segments stalagmite, lie on the ground to imitate a boulder, or even flatten itself to look like Sensory Organs: Visual a lump on a cavern floor. They can change colour a little, enough to blend Communication: Vocal into rocky backgrounds.

Reproduction: Asexual First Appeared: 65,000 BC

INT: D6, WIS: D6, STR: 3D6, DEX: Habitat: Underground 3D6, CON: 3D6, CHA: D6, MR: 4D6, HPs: 15D8, AC: 6, Thac0: 5 Physical Traits: The creature’s hide is yellowish gray and rough, and its body Abilities: very malleable. They are usually pillar- None like in shape, 3 metres tall, about 1 metre in diameter at the base, and about 30 Feeding Habits: Omnivore centimetres in diameter at the top. The roper has a single yellow eye, and a maw Lifespan: 250 years ringed with sharp teeth. Halfway up its body are small bumps which are the sources of the strands it fires at opponents. Ropers have the same body temperature as their surroundings.

Height: 3 metres

Weight: 200 lbs

Mobility: Ropers move using large, cilia-like appendages on their undersides, which also allow them to cling to walls and ceilings. They seldom leave the caverns, but may migrate to a new feeding ground when prey

26 263 population drops too low in its current strand). A strand can be pulled off or home. Migration usually occurs through broken by a character who makes a underground tunnels, but when this is successful open doors roll. A strand can not possible, ropers travel late at night, also be cut; it is AC 0, and it must take at sometimes giving rise to stories of least 6 points damage from a single hit walking stones. of an edged weapon to be severed.

Sensory Organs: Visual Ropers are unaffected by lightning and take only half damage from cold-based Communication: Vocal attacks. They have a -4 penalty to saving throws vs. fire. Reproduction: Ropers reproduce asexually by shedding some of their Ropers are not social and rarely material in the form of a seed. Drawing cooperate with one another, though a nutrients from the cavern floor (and group of them may be found in a good perhaps siphoning magical energies from hunting spot. A group of ropers has been deep within the earth), the infant roper named a “cluster” by scholars with grows to maturity in 2D4 weeks. Until nothing better to do. that time has passed, the roper is indistinguishable from a boulder. Feeding Habits: Ropers eat any meat but prefer demihumans and humans. INT: D6, WIS: D6, STR: 3D6, DEX: Gnomes, dwarves, and other mining 3D6, CON: 3D6, CHA: D6, MR: D6, races often serve as prey for ropers. HPs: 15D8, AC: 6, Thac0: 5 Lifespan: 150 years Abilities: Opponents suffer a -2 penalty to surprise rolls when faced by a roper. Ropers attack by shooting strong, sticky strands at opponents. They can shoot a total of six strands, one per round, as far as 15 metres; each strand can extend (D4+1)×10 feet and pull up to 340 kgs. Each time a strand hits (requiring a normal attack roll), the victim must make a successful saving throw vs. poison or lose half its Strength (round fractions down). Strength loss occurs D3 round after a hit, is cumulative for multiple hits, and lasts for 2D4 turns.

If a roper’s prey cannot break free, it is pulled 3 metres closer per round; when it reaches the roper, the creature bites the victim for 5D4 points of damage (automatic hit against a victim held by a

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INT: D6, WIS: D6, STR: 3D6, DEX: 3D6, CON: 3D6, CHA: D6, MR: 3D6, HPs: 5D8, AC: 2, Thac0: 15

Abilities: Rust monsters are placid by nature, but when they get within scent range of metal, they become excited and immediately dash toward the source. Rust monsters can smell metal up to 27 metres away. If the rust monster’s Rust Monster antennae touch metal (determined by a Rust monsters are subterranean creatures successful attack roll), the metal rusts. with an appetite for all sorts of metals. These unique creatures, though generally Magical items have a chance of being inoffensive, are the bane of fighters unaffected equal to 10% for each plus (a everywhere. +2 weapon or armour has a 20% chance of not being affected). Any affected First Appeared: 60,000 BC metal rusts or corrodes and immediately Habitat: Underground falls to pieces that are easily eaten and digested by the creature. Physical Traits: The average rust monster measures 2 metres long and Metal weapons striking a rust monster high. It has a strange tail that appears are affected just as if the creature’s armour plated and ends in an odd- antennae had touched them. Should a looking bony projection that resembles a nonweapon metallic magical item double-ended paddle. Two prehensile happen to make contact with a rust antennae are located under the thing’s monster, treat it as a +2 magical weapon two eyes. The hide of the rust monster is for purposes of determining whether or rough, covered with lumpy projections. not it breaks up. Coloration varies from a yellowish tan on the underside and legs, to a rust red Rust monsters, being none too bright, upper back. Rust monsters smell like stop pursuing a fleeing party for one wet, oxidized metal. round to devour metallic items, such as a handful of iron spikes, a mace or a Height: 2 metres hammer, if the party throws them behind. Rust monsters go after ferrous Weight: 300 lbs metals such as iron, steel, and magical steel alloys, such as mithril and Mobility: Legs adamantite.

Sensory Organs: Visual They choose such metals over valuable metals such as copper, gold, silver, or Communication: Vocal platinum. In fact, they would continue to pursue a party that just dropped a fistful Reproduction: Egg of copper coins, for example, in hopes of

26 265 getting the much-preferred ferrous metal the latter eating the organic litter and the of armour and weapons. former consuming the metal castoffs.

Sometimes (30% chance), a rust monster Feeding Habits: Though it will eat raw will even pause for one round during ore, a rust monster always prefers the combat in order to eat. Rust monsters are refined, forged metal (just as a human not known for being tacticians, just would prefer fresh, filtered water over ravenously hungry metal-eaters. Feeding swamp water). time always takes one round regardless of the size of the metal meal. Lifespan: 90 years

Rust monsters dwell only in dark, subterranean places such as caverns and underground structures. They are not disposed to groups; often a lair comprises one or two rust monsters, with a 5% chance of encountering a single offspring, which acts as a half-strength rust monster with a full-strength appetite. These creatures have been known to range the length and breadth of an underground complex, searching for supplies of metal.

The creature’s relatively inoffensive nature makes it an unlikely target. There have been many accounts of mages approaching a rust monster and the only reaction from the beast was a cursory sniff, then a leisurely departure. Dwarves and gnomes, known for metalworking and mining, have no sympathy for rust monsters, and will do anything to get rid of them.

The only treasure to be found in a rust monster lair is gems, usually the sort used for decoration on armor or sword pommels. Rust monsters have no grand designs, only the wish to keep well-fed. Rust monsters help in removing metallic junk and clutter from underground fastnesses. In fact, it is not unusual to find a rust monster and a carrion crawler working in a symbiotic relationship, with

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Communication: Vocal

Reproduction: Unknown

INT: 1, WIS: 1, STR: 3D6, DEX: 3D6, CON: 3D6, CHA: 1, MR: 1, HPs: 2D8, AC: 9, Thac0: 15

Abilities: This slime cannot attack but is sensitive to vibrations and often drops from the Slime Green ceiling onto a passing victim. Green A hideous growth, green slime is bright slime attaches itself to living flesh and in green, sticky, and wet. It grows in dark 1-4 melee rounds turns the creature into subterranean places on walls, ceilings green slime (no resurrection possible). and floors. Green slime eats through one inch of First Appeared: 69,000 BC wood in an hour, but can dissolve metal quickly, going through plate armor in Habitat: Underground three melee rounds. The horrid growth can be scraped off quickly, cut away, Physical Traits: Green slime hates light frozen, or burned. A cure disease spell and feeds on animal, vegetable, and kills green slime, but other attacks, metallic substances in dark caverns. including weapons and spells, have no Since it cannot move, this slime grows effect. only when food comes to it. Sunlight dries it out and eventually kills it. Feeding Habits: Omnivore Occasional huge slimes or colonies of dozens have been reported. Green slime Lifespan: Unmeasured is an infestation that all creatures avoid; it is burned out of caverns or mines if found. Once it has infected an area, it has a tendency to grow back, even after being frozen or burned away, because dormant spores can germinate years later.

Height: 1 metre

Weight: 10 lbs

Mobility: Sliding

Sensory Organs: Visual

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poison, failure indicating that the victim has not noticed that the olive slime has dropped upon him. Any group of characters in the vicinity will have a 50% chance of noticing the slime’s attachment with a casual glance. This percentage may be adjusted only by magical items. A thorough search by wary individuals reveals the olive slime without difficulty.

Within 2d4 hours, the host’s main concern becomes how to feed, protect, Slime Olive and sustain the growth of the olive slime. Olive slime is a strain of monstrous plant Naturally, this includes keeping the life, closely related to green slime, that slime’s presence a secret from any grows while clinging to ceilings. More companions. If an affected character’s dangerous than green slime, olive slime companions become suspicious, or if favors moist, subterranean regions. they demonstrate any desire to destroy olive slime, the affected character will First Appeared: 69,000 BC escape at the first opportunity.

Habitat: Underground The host’s food intake must double or the character wastes away (10% of the Physical Traits: It feeds on whatever character’s hit points per day, rounding animal, vegetable, or metallic substances up, and no natural healing can take place happen to cross its path. The vibrations while a character is wasting away. After of a creature beneath it are sufficient to 1d6+6 days, the host suddenly and cause it to release its tendrils and drop. painfully metamorphoses into a Olive slime ignores armor for purposes vegetable creature. The olive slime of determining hit probability. It also gradually replaces skin and muscle negates Dexterity bonuses unless its tissue, and it forms a symbiotic brain target is aware of the presence of the link. The new creature has no interest in slime and takes steps to avoid the stuff. its former form or fellows. It exists as a Contact with olive slime causes a new species more akin to plants than any numbing poison to ooze from the other life form. Feeding then becomes creature. photosynthetic, paralytic, or, most likely, both. When slain, an olive slime creature The slime then spreads itself over the dissolves into a new patch of olive slime. body of its victim, sending out parasitic tendrils to feed upon the body fluids of Height: 1 metre the host. For humans and demihumans, the point of attachment is usually along Weight: 10 lbs the spinal area. The feeding process soon begins to affect the brain of the host as it Mobility: Sliding changes the host’s body. An unobservant victim must roll a saving throw vs.

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Sensory Organs: Visual

Communication: Vocal

Reproduction: Unknown

INT: 1, WIS: 1, STR: 3D6, DEX: 3D6, CON: 3D6, CHA: 1, MR: 1, HPs: 2D8, AC: 9, Thac0: 19

Abilities: Olive slime is harmed only by acid, freezing cold, fire, or by a cure disease spell. Spells that affect plants will work Tentamort on olive slime, although entangle will Tentamorts are dungeon predators have no practical effect. Green slime and distantly related to sea squids. olive slime are complete opposites – when they encounter each other, the First Appeared: 64,000 BC attack of one neutralizes the other. Habitat: Underground If an affected character has been transformed into an olive slime creature, Physical Traits: Their head/body is a there is very little short of a limited wish flesh sphere 1 metre in diameter, that can return him to normal. covered by a chitinous shell. This head/body contains all the vital organs as Feeding Habits: Omnivore well as the sense organs – smell, taste, and hearing. At the bottom of the body Lifespan: Unmeasured are six to eight short suction-cup covered tentacles. These serve as feet and enable the tentamort to attach itself firmly to almost any surface.

The feet also provide the tentamorts with their only form of locomotion. Two larger tentacles grow atop tentamorts. Both measure 3 metres in length. Tentamorts have no eyes, but their head/ body has a delicate organ that senses body heat. Breathing is accomplished through three blow holes located just above the feet. Tentamorts are grey- green in colour.

Height: 1-3 metres

Weight: 10-30 lbs

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Mobility: Shuffling Strength check required, with a -2 penalty). Sensory Organs: Visual Each round thereafter, the tentacle Communication: Vocal automatically inflicts D6 points of constriction damage; no attack roll is Reproduction: Tentamorts, like required. The tentacle continues to earthworms, are both male and female. constrict until the victim dies or until the When two tentamorts mate, both give tentacle is severed. The other tentacle is birth to clusters of offspring, each two to much more deadly. A hollow needle of three pounds in weight. bone, six inches long, protrudes from its end. Like the first tentacle, this one INT: D6, WIS: D6, STR: 3D6, DEX: seizes prey on a roll of 20 or on a hit 2 3D6, CON: 3D6, CHA: D6, MR: D6, above what is needed. This tentacle, HPs: 2D8-4D8, AC: 1/3, Thac0: 17 however, does not constrict. Instead, the round after grasping, the bone needle is Abilities: inserted into the victim (no roll A tentamort drags itself through required). dungeon corridors, using its sense of smell to find a well-travelled doorway or During the next two rounds the intersection. The tentamort then attaches tentamort injects a saliva-like fluid into itself to the ceiling or wall and waits for the helpless victim. This fluid softens the prey. Any creature coming within ten victim’s muscles and organs to enable feet of the tentamort is attacked by the them to be sucked out through the tentamort’s two larger tentacles. Each hollow needle. If the tentacle is severed tentacle has 2D8 HPs, while the during injection, the victim can be saved head/body has 4D8 HPs. When a by casting a cure disease spell cast upon tentacle is reduced to 0 hit points it is him within one hour. Creatures receiving severed. Severed tentacles grow back in the full two-round injection die one week’s time. Severing one tentacle automatically three rounds later unless does not affect the other. The only way treated by more powerful and immediate to kill a tentamort is to destroy the head/ magic. A heal spell will negate the fluid, body. as will a regenerate followed by cure wounds. Each tentacle can lash an opponent for D6 points of damage. In addition, each If two victims are within reach, the has a special attack. One tentacle is a tentacles attack them simultaneously. If powerful constrictor. This tentacle seizes only one target is available, both arms its target on a hit 2 or more above the attack it. Tentamorts respond to very required to hit roll (or on a natural 20). basic stimuli. They withdraw rapidly Seized victims are trapped within the from fire or cold. Unless very hungry, constricting coils of the tentacle. Victims tentamorts quit attacking after losing one cannot move their arms, cast spells, or tentacle. Tentamorts live in both use weapons. They may use their natural dungeons and dismal swamps. In Strength to try to break free (successful dungeon settings they clump together in nests of D10 around a single entrance or

26 270 tunnel bend. In swamps they usually spread out more, with individuals wrapping their feet around trees and then mixing their tentacles in with the water and muck.

The body of a tentamort is little more than a huge hunk of flesh. They are frequently hunted by goblins, orcs and other intelligent creatures. They kill tentamorts by standing out of their reach and firing arrows into them. To avoid this, tentamorts sometimes crawl back into crevices, attacking with their tentacles while protecting their Umber Hulk vulnerable head/body. The poison glands Umber hulks are powerful subterranean of a tentamort sell for 10D4 gold pieces. predators whose ironlike claws allow them to burrow through solid stone in From a single tentamort a skilled search of prey. alchemist can make D3 doses of a deadly, tasteless, odorless poison. When First Appeared: 67,000 BC consumed, this poison causes a slow disintegration of the victim’s internal Habitat: Underground organs. The victim loses 1 hit point the first day, 2 the second, and so on. Physical Traits: Umber hulks are Victims cannot be healed (even tremendously strong, muscles bulge magically) until a neutralize poison is beneath their thick, scaly hides and their cast on them. Untreated victims powerful arms and legs all carry great eventually die from massive internal claws. They have no necks to speak of, bleeding. This poison is favored by but the head features a powerful maw assassins, especially those who like to be with rows of triangular teeth and 8-inch miles away when their victim dies. mandibles capable of biting through any hide or bone. Most peculiar of all are the Feeding Habits: Omnivore four round eyes, spaced evenly across each umber hulk’s forehead. Umber Lifespan: 60 years hulks are black, shading to a lighter shade of yellowish grey on the front. Their eyes are mere blackened dots each the size of a small coin. Umber hulks have their own language.

Height: 3 metres

Weight: 400 lbs

Mobility: Legs

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Sensory Organs: Visual The one saving grace when fighting an umber hulk is their speed. Their gait is Communication: Vocal slow and ponderous and their balance is poor in wide spaces. Umber hulks never Reproduction: Males and females mate, fight to the death unless cornered (which then go their separate ways. One to three is rare, since the creature can dig through young are born about a year later in a stone). If hard pressed, an umber hulk special nursery which has been hollowed won’t hesitate to cause a cave-in (25% out by the female. Two years later, once chance of success per round) and then the hulklings are big enough, the female dig his way to freedom. begins taking them with her when hunting. It is during this period that Umber hulks dwell in the depths of the unfortunate victims may stumble across earth. Umber hulks are usually solitary more than one umber hulk at a time. hunters. No umber hulk culture is known, but it is rumoured that there may INT: 2D6, WIS: 2D6, STR: 3D6, DEX: be entire cities of these beings 3D6, CON: 3D6, CHA: D6, MR: 4D6, underground with tunnels that radiate HPs: 8D8 +8, AC: 2, Thac0: 11 out, like threads in a spider’s web, toward the nearer dungeons and Abilities: mountain ranges. If true, this would For all of their monstrous features, explain much, for umber hulks seem to umber hulks are intelligent opponents. disappear or spring up in a region at will They usually dig to a point adjacent to a and always take great care in hiding their main corridor, then wait, peeking tunnels behind them. through a crack they’ve made, until likely prey walks by. The umber hulk Feeding Habits: Umber hulks eat young then springs out upon its startled victim. purple worms, ankhegs, and similar When using this technique, opponents creatures. Their favourite prey, however, have a -5 modifier on their surprise rolls. is humankind. They raid dungeons for Other tactics involve planned cave-ins food, much the way anteaters raid ant and dead-end tunnels where an umber colonies, eating their fill and then hulk can wait for victims to come to moving on to let the “colony” recover. him. Lifespan: 180 years Their burrowing rate varies from 3 metres per turn in solid stone to 18 metres per turn in soft earth. In melee, umber hulks can deliver a vicious bite but, understandably, their main weapon is their great claws. Worse, looking into an umber hulk’s eyes causes confusion, as per the spell, unless a saving throw versus spell is made. In addition to this special confusion attack the outer eyes of an umber hulk provide the creature with infravision to a distance of 27 metres.

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27. Diseases 28. Unique The Underground environment also poses a considerable threat in terms of Underground disease. All the normal above ground diseases also exist in the Underground, Features but a few diseases are unique to this Crystal Flowers: These crystalline realm. formations, also called cave flowers, are valued by several Underground races for Lungrot: This disease most often strikes their aesthetic beauty and their air-breathing creatures that have been commercial value. Crystal flowers are sealed inside ancient ruins. Once inhaled usually made of halite (simple table it reduced CON by D4 and STR by D3 salt), gypsum, or some other minerals. per hour unless magically healed. The petals are fibrous or prismatic crystals that resemble growing seedlings. Scaleflake: This disease most often Halite flowers often grace the table strikes aquatic or reptilian creatures, but settings of wealthy drow on special anyone swimming, wading, or occasions. Even illithids occasionally submerged in tainted water can contract carry salt in crystal flower form to add it. Scaleflake manifests as swelling, earthy spice to their brain meals. oozing, smelly pustules coating the surface of the afflicted creature's body. It Crysstone: Beautiful, intricate, and very reduces CHA by D4 until healed. delicate, crysstone is a rock that resembles spun glass. It is very hard but Softpox: This disease makes the skin not at all durable (2 hit points per inch of soft, swollen, and tender. This effect thickness). Crysstone shatters easily, and reduces the victim's natural armour sonic damage automatically bypasses its bonus (if greater than +0) by 1 point per hardness: Because it is so susceptible to day. Once the creature's natural armour sonic damage, the threat posed by bonus reaches +0 (whether by reduction monsters with Wide-area sonic attacks or because the creature had no natural increases in areas where crysstone is armour bonus in the first place), the prevalent. disease deals 10 hit points of damage each day. Darkstone: Darkstone seems to drink in light. In tunnels cut through this material, light sources dim, shedding a glow only half as strong as usual. Thus, a bullseye lantern illuminates a cone only 9 metres long and 10 metres wide, while a torch lights only a 3 metre radius. A daylight spell in a darkstone area radiates daylight in only a 9 metre radius.

Photogenerative Rock: These rocks grow quickly when exposed to light. In

27 273 each round of exposure, a photogenerative rock doubles in size Rock Gourds: These rocks have been until it's sixteen times as large as it was warped by long-term proximity to a when unlit (4 rounds). Eliminating the portal leading to the Elemental Plane of light halts its growth, and each hour of Water. Rock gourds are rare, naturally darkness reverses the effect of 1 round occurring stones, not created magic of light. Some Underground undead use items, though they register as faint photogenerative rock in their demesnes conjuration magic under examination to stall light-bearing adventurers until with a detect magic spell. Shaking a rock the undead can ready their defences. gourd causes water to dribble out. The Photogenerative rock can also be used to ability of these stones to produce up to a seal a doorway and divert light-bearers gallon of water per day apiece makes into more trap-ridden or better defended them highly valued commodities where areas. water is scarce.

Photostatic Rock: Events that happen in Sickstone: Sickstone glows with a the presence of this rock imprint upon it nauseating, not-quite-green, not-quite- for a short time. One cubic metre of silver light that provides illumination to photostatic rock picks up impressions in a radius of 12 metres. Any creature a 3 metre radius and automatically relays within the range of this illumination them to anyone who touches it later. The must make a saving throw each round or effect is similar to that of a stone tell take D6 points of Constitution damage. spell, except that the photostatic property A successful save reduces the reveals only what happened within its Constitution damage to 1 point. Anyone radius in the past hour. Every additional in physical contact with sickstone takes a cubic foot of photostatic rock provides 1 -4 penalty on this saving throw, and any more hour of memory and expands the Constitution damage it takes becomes radius of sensitivity by 3 metres. A Constitution drain instead. The damage photostatic rock records only what it caused by sickstone results from a witnesses (treat its perspective like a magical disease, so creatures immune to burst), so it cannot record what goes on magical diseases are immune to the beyond a closed door. effects of sickstone.

Quickstone: Quickstone is the Slickstone: This rock is very smooth to Underground's answer to quicksand. the touch. Although it is natural stone, it Like many Underground features, it's functions at all times as if it had a grease much more terrible than its surface- spell cast upon it. An actual grease spell world equivalent. Quickstone looks like cast upon slickstone has no additional solid stone and blends into the effect. surrounding rocks, but it functions like quicksand except that the Difficulty Class for each manoeuvre increases by 5. Transmute mud to rock permanently solidifies quickstone, but a success on the spell's Reflex saving throw enables a creature trapped within it to escape.

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which also saw the destruction of that 29. Organizations city. The following corporations have been involved in forays into the underground; Y'smallar was kept alive by the infernal The Eon Energy Corporation magic of the Necronomicon and in 6200 Genetech BC he resurfaced in Elam (a region just H-Tech east of Ancient Sumeria) to establish the MetaTech Sons of Anubis. Why he abandoned Kali The Prometheus Institute for Anubis remains a mystery. Perhaps The Sons of Anubis he felt betrayed by her allowing his race to die. However this time the Pharaoh and his mystic were quick to react to this cult and had them ruthlessly hunted down and exterminated. Y'smallar again escaped but the Necronomicon was lost in the confusion. Or perhaps that was what the book wanted.

This time Y'smallar was forced to go underground and make his abode in the In Egypt, Anubis was death plain and subterranean networks which simple. He was the arid desert where life honeycomb the sub-crust of the earth. and death mingle. He had the head of a From these nether regions he began jackal which was also his symbol. The conducting experiments on his human jackal imagery is related to Anubis' role and demonic followers leading to the among the Deities of Egypt, as the jackal creation of the various Subterranean is a scavenger and is strongly associated races. Without the Necronomicon to with death and dying. The Sons of sustain him Y'smallar finally died in Anubis's original worshippers were not 6100 BC. It was left to his protégés to human.. continue his work. For thousands of years the Sons of Anubis have been The race of Lizard men irreparably sold carrying out their ancient and secret itself out to demonic entities in exchange warfare against humanity whom they for occult powers and dominion over the hate intensely for displacing them as the human race. In 79,980 BC they began rulers of the earth. their war on man by using the Necronomicon to found the Cult of Kali. In 1562 AD Cain the last Inquisitor (also However they were opposed at every known as the Damascus man) learned turn by the Battle Mage and Champion that a subterranean hybrid race of of Order known as Doomslayer. By reptilian-like humanoids were causing a 79,950 BC Doomslayer has great deal of harm in America through exterminated most of the Cult of Kali. their attempts to manipulate the minds of The Lizard man king Y'smallar fled to those on the surface through "witchcraft" Eurasia with the Necronomicon. The and "sorcery". Cain eventually led an remainder of the Lizard man race died army of followers into the tunnels and during the final invasion of Atlantis caverns below and after a considerable

27 275 conflict the reptilians were driven out. Trooper knows is totally dependant on The other Subterranean races then the skills and natural abilities he or she moved into the abandoned underground possesses. cities earning the enmity of the Sons of Anubis. Ever since that time the Shock Lord reptilians have been plotting a Shock Lords are generally trusted retakeover of these caverns and have Anubis individuals often born into the been using occult means to prepare. organisation through hereditary lines. The masters of subterfuge, manipulation Hierarchy and brainwashing, a Lord ensures that Members are more like cultists with the local branch is completely loyal to some of the upper echelons being able to the powers that be. Lords are often in trace their lineage directly back to the charge of a cadre of troopers. Pharaohs. Scarab Priest Shock Trooper Keepers of Anubis dogma, masters of At the lowest end of the hierarchy is the information, and historians without Shock Trooper. These are expendable equal. Priests have ancient historical support agents with specialities in records including the written versions of espionage and covert operations. These the original human oral-histories, many fanatical warriors are recruited from ex- of which date back to the latter end of service personnel, former agents and the Pharaoh dynasties. They also act as police officers, and anyone who shows judges, sitting on a special council. who shows paranormal abilities. Brainwashing is the normal procedure Pharaoh for Troopers. Only rarely does someone Legendary controller of the organisation, show the devotion and self-sacrifice he is the most mysterious Son of Anubis. needed to be a Trooper. Absolute loyalty He is the supreme ruler with personal is engrained in them throughout their goals that can only be guessed at. He is year-long training in secluded camps always protected by massive throughout the world. technological, mystical, and spiritual barriers. In the history of the The Trooper is best suited for the tactical organisation, no Pharaoh has been elimination of enemies. Troopers are assassinated, attacked, or even experts in surveillance and entrapment, approached without prior authorization. getting evidence which can be used to Then again, if one had been killed, its persuade or ruin an individual. The also doubtful they organisation would have knowledge in commando and other advertise the fact... special forces operations. Standard operating procedure is to make all covert The Reptilian's sole purpose is their operations look like routine terrorist eventual domination of the world and actions. Sabotage is made to look like extermination of mankind. They truly corporate espionage or Eco-Terrorism; believe with all their heart and soul that Assassinations and Bombings are they are the true children of Anubis, carefully staged to appear the work of touched by His finger and given powers terrorists. The amount of information a as evidence of their favour in His eyes.

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And it followed logically that the world Their main bases are located at: was rightfully theirs to rule, to build the Abu Simbel in Java, Indonesia. Kingdom of Anubis on Earth. Humans Abydos in Ethiopia. being untouched by the Almighty are to Ain el-Muftella in Siberia. be exterminated like the vermin that they Karnak under the ancient capital of are. Egypt, Thebes. Bani Hasan al Shurruq in the Ivory Besides expanding their secret Coast . underground lairs, the Reptilians have Deir el-Medina in Iran. taken steps to assure that their plans will Edfu in Cuba. unfold with minimal interference. Kom Ombo in Louisiana, United States. Puppet groups with extremist views are Luxor in Colombia. used to discredit or dispose of potential Medinet Habu in Saudi Arabia. foes and troubles. Corporate or Philae on one of the Greek islands. governmental plans which conflict with Ramesseum in the Congo. their long term goals are undercut through the action of moles or influenced officials. Physical installations are located as far apart as is practical, to protect the rest should one fall to any threat. They also fund a number of fanatical extremist groups, who for the most part are perceived as eccentrics or lunatic fringe cults. An example includes PETA.

These groups will often be sent on missions based on a false pretence, but secretly have disguised Reptilians with them who perform the true mission while the others are distracted. On a more extreme end they also organize and finance coups and coup attempts among various third world countries. The Reptilians have control either psionically, emotionally, or economically over a number of influential individuals in every country. Currently these contacts are used to facilitate the Reptilian's agenda and to screen them from scrutiny.

All of this is financed by valuable minerals such as gold which has been discovered during the Reptilians exploration of their subterranean home.

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Excavator: The largest bucket 30. Subterranean excavators measure 96 metres in height. Coming in at 225 meters long is weighs Vehicles 14 200 tonnes and requires five people Bulldozer: A bulldozer is a crawler to operate it. The Bucket wheel itself is (continuous tracked tractor) equipped more than 21 metres in diameter and has with a substantial metal plate (known as 20 buckets, which can hold more than 15 a blade) used to push large quantities of cubic metres each. The machine is soil, sand, rubble, or other such material capable of chewing through 240 000 during construction or conversion work cubic metres of dirt in a single day. and typically equipped at the rear with a Size (metres) 225 claw-like device (known as a ripper) to HPs 4000 loosen densely compacted materials. AC 1 Bulldozers can be found on a wide range A/DF 1 of sites, mines and quarries, military MR 1 bases, heavy industry factories, Speed 30kph engineering projects and farms. The term "bulldozer" correctly refers only to a Hauler: Off-road dump trucks are used tractor (usually tracked) fitted with a strictly off-road for mining and heavy dozer blade. dirt hauling jobs. There are two primary Size (metres) 12 forms: rigid frame and articulating HPs 800 frame. The term ‘dump’ truck is not AC 2 generally used by the mining industry, or A/DF 1 by the manufacturers that build these MR 2 machines. The more appropriate term for Speed 30kph this strictly off road vehicle is “haul truck” and the equivalent European term Continuous Miner: A machine with a is ‘dumper’. large rotating steel drum equipped with Regular Giant tungsten carbide teeth that scrape coal Size (metres) 4 15 from the seam. Operating in a “room and HPs 700 2000 pillar” system – where the mine is AC 2 1 divided into a series of 6-to-9 metre A/DF 1 1 “rooms” or work areas cut into the coal MR 1 1 bed – it can mine as much as five tons of Speed 70kph 65kph coal a minute – more than a miner of the 1920s would produce in an entire day. Hydraulic Shovel: The largest machine Regular Giant weighs in at 980 tonnes with a max Size (metres) 17 130 power of 3360kW and a bucket capacity HPs 650 2000 of 50 cubic metres. It also made an AC 2 1 appearance in the second transformers A/DF 1 1 film, as the Decepticon Demolisher. MR 1 1 Size (metres) 11 Speed 70kph 60kph HPs 900 AC 1 A/DF 1

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MR 1 MR 1 Speed 30kph Speed 50kph

Load Haul Dump Machine: LHD Nuclear Subterrene (military): The loaders are similar to conventional front 1950s and 1960s saw a variety of end loaders but developed for the proposals for applying nuclear energy. toughest of hard rock mining Among these was the subterrene, a applications, with overall production tunneling machine that would use a economy, safety and reliability in mind. nuclear reaction to heat molten lithium They are extremely rugged, highly and use it to melt rock. A layer of manoeuvrable and exceptionally cooling lithium would flow back productive. LHD have powerful prime between the vehicle’s sides and the movers, advanced drive train vitrifying rock walls, to be recirculated technology, heavy planetary axles, four- into the reactor. Tunneling speed would wheel drive, articulated steering and be unchanged in clay, soil, or sand. The ergonomic controls. Their narrower, use of a nuclear reactor would limit the longer and lower profile make them minimum size of the craft. Fictional most suitable for underground subterrenes are often depicted as application where height and width is cylindrical in shape with conical drill limited. As the length is not a limitation heads at one or both ends, sometimes in underground tunnel and decline LHD with some kind of tank-tread for are designed with sufficient length. propulsion, and described either as leaving an empty tunnel behind it, or as The length improves axial weight filling the space behind it with mining distribution and bucket capacity can be debris. enhanced. The two-part construction with central articulation helps in tracking A real-world, mobile subterrene must and manoeuvrability. In mining there is work thermally, using very high limitation for shifting heavy equipment. temperature and immense pressure to Sometimes, an LHD has to be shifted melt and push through rock. The front of through a shaft while dismantled. Their the machine is equipped with a tramming capacities varies from 1 to 17- stationary drill tip which is kept at 700– 25 metric tons. Their bucket size varies 930 °C. The molten rock is pushed from 0.8 to 10 m3. Bucket height range around the edges as the vehicle is forced from 1.8 to 2.5 m. LHDs are available forward, and cools to a glass-like lining with remote controls. These are essential of the tunnel. Massive amounts of to remove the material where the stope is energy are required to heat the drill head, unprotected from top. There can be fall supplied via nuclear power or electricity. of loose muck from top. There are LHD Size (metres) 85 available with remote tramming facility HPs 1000 and these can handle 8000 tons of ore AC 1 per day. A/DF 1 Size (metres) 6 MR 1 HPs 750 Speed 30kph AC 2 A/DF 1

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Personnel Carrier: Personnel vehicles diameter to anchor them in place, and are used to transport miners and contracting and elongating its forward equipment from the surface of the mine segments to thrust them through soil, to the underground working locations. after which it expands them, pulling Size (metres) 6 forward the segments behind them, in a HPs 400 series of peristaltic waves. This creates a AC 4 tunnel 2 metres in diameter. A double- A/DF 2 ended design allows it to reverse MR 2 direction and retreat if necessary. The Speed 60kph craft is 50% heavier than water and cannot float, but is sealed and can move Scaler: Scaling is a key part in the through water-saturated soil. It can mining cycle. Scaling is the taking down burrow through 14,500 cubic feet/hour. of loose material from the roof, face and Size (metres) 150 rib in hard rock mining. HPs 4000 Size (metres) 7 AC 1 HPs 550 A/DF 2 AC 2 MR 3 A/DF 1 Speed 45kph MR 2 Speed 30kph Shtocreter: Shotcreter is a mechanized shotcrete spraying system developed Scooptram: A rubber tired, battery or specifically for underground ground diesel-operated piece of equipment support applications. Shotcrete is designed for cleaning runways and concrete (or sometimes mortar) hauling supplies. conveyed through a hose and Size (metres) 6 pneumatically projected at high velocity HPs 700 onto a surface, as a construction AC 2 technique. Shotcrete undergoes A/DF 1 placement and compaction at the same MR 1 time due to the force with which it is Speed 45kph projected from the nozzle. It can be impacted onto any type or shape of Segmented Burrower (military): This surface, including vertical or overhead tunneller's design is based on the body areas. structure of a segmented worm, which is Size (metres) 6 evolutionarily adapted to tunneling in HPs 800 firm soil. It can tunnel through sand or AC 3 ordinary soil, and has enough internal A/DF 1 space for 50 tanks and basic medical and MR 1 intelligence support for them. It may Speed 30kph also carry small combat or spy robots, mines, or heavy weapons. Shuttle Car: In room-and-pillar systems, electric-powered, rubber-tired The “big worm” burrows by expanding vehicles called shuttle cars haul coal its middle segments to their maximum

27 280 from the face to the intermediate haulage transport. The longer the tunnel, the less system. the relative cost of tunnel boring Size (metres) 8 machines versus drill and blast methods. HPs 450 This is because tunneling with TBMs is AC 4 much more efficient and results in A/DF 1 shortened completion times, assuming MR 2 they operate successfully. Speed 35kph In hard rock, either shielded or open- Transmixer: The transmixer sprays type TBMs can be used. All types of concrete in underground mines. hard rock TBMs excavate rock using Size (metres) 7 disc cutters mounted in the cutter head. HPs 600 The disc cutters create compressive AC 4 stress fractures in the rock, causing it to A/DF 1 chip away from the rock in front of the MR 1 machine, called the tunnel face. The Speed 70kph excavated rock, known as muck, is transferred through openings in the Tunnel-Boring Machine: A tunnel cutter head to a belt conveyor, where it boring machine (TBM), also known as a runs through the machine to a system of "mole", is a machine used to excavate conveyors or muck cars for removal tunnels with a circular cross section from the tunnel. through a variety of soil and rock strata. They may also be used for Open-type TBMs have no shield, leaving microtunneling. They can bore through the area behind the cutter head open for anything from hard rock to sand. Tunnel rock support. To advance, the machine diameters can range from a metre (done uses a gripper system that pushes against with micro-TBMs) to 19.25 metres to the side walls of the tunnel. Not all date. Tunnels of less than a metre or so machines can be continuously steered in diameter are typically done using while gripper shoes push on the side- trenchless construction methods or walls, as in the case of a Wirth machine horizontal directional drilling rather than which will only steer while ungripped. TBMs. Tunnel boring machines are used The machine will then push forward off as an alternative to drilling and blasting the grippers gaining thrust. (D&B) methods in rock and conventional "hand mining" in soil. At the end of a stroke, the rear legs of the machine are lowered, the grippers TBMs have the advantages of limiting and propel cylinders are retracted. The the disturbance to the surrounding retraction of the propel cylinders ground and producing a smooth tunnel repositions the gripper assembly for the wall. This significantly reduces the cost next boring cycle. The grippers are of lining the tunnel, and makes them extended, the rear legs lifted, and boring suitable to use in heavily urbanized begins again. The open-type, or Main areas. The major disadvantage is the Beam, TBM does not install concrete upfront cost. TBMs are expensive to segments behind it as other machines do. construct, and can be difficult to

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Instead, the rock is held up using ground stability of the ground. Additives can support methods such as ring beams, also be injected in the rock bolts, shotcrete, steel straps, ring cutterhead/extraction screw to ensure steel and wire mesh. In fractured rock, that the spoil remains sufficiently shielded hard rock TBMs can be used, cohesive to form a plug in the which erect concrete segments to Archimedes screw to maintain pressure support unstable tunnel walls behind the in the cutterhead and restrict water machine. flowing through.

Double Shield TBMs have two modes; In soft ground with very high water in stable ground they can grip against the pressure or where ground conditions are tunnel walls to advance. In unstable, granular (sands and gravels) so much so fractured ground, the thrust is shifted to that a plug could not be formed in the thrust cylinders that push off against the Archimedes screw, Slurry Shield TBMs tunnel segments behind the machine. are needed. The cutterhead is filled with This keeps the significant thrust forces pressurised slurry which applies from impacting fragile tunnel walls. hydrostatic pressure to the excavation Single Shield TBMs operate in the same face. The slurry also acts as a transport way, but are used only in fractured medium by mixing with the excavated ground, as they can only push off against material before being pumped out of the the concrete segments. cutterhead back to a slurry separation plant, usually outside of the tunnel. In soft ground, there are three main types Slurry separation plants are a multi-stage of TBMs: Earth Pressure Balance filtration systems, which remove Machines (EPB), Slurry Shield (SS) and particles of spoil from the slurry so that open-face type. Both types of closed it may be reused in the construction machines operate like Single Shield process. TBMs, using thrust cylinders to advance forward by pushing off against concrete The limit to which slurry can be 'cleaned' segments. Earth Pressure Balance depends on the particle size of the Machines are used in soft ground with excavated material. For this reason, less than 7 bar of pressure. The cutter slurry TBMs are not suitable for silts and head does not use disc cutters only, but clays as the particle sizes of the spoil are instead a combination of tungsten less than that of the bentonite clay from carbide cutting bits, carbide disc cutters, which the slurry is made. In this case, drag picks and/or hard rock disc cutters. the slurry is separated into water, which The EPB gets its name because it is uses can be recycled and a clay cake, which is the excavated material to balance the pressed from the water. pressure at the tunnel face. Open face TBMs in soft ground rely on Pressure is maintained in the cutterhead the fact that the face of the ground being by controlling the rate of extraction of excavated will stand up with no support spoil through the Archimedes screw and for a short period of time - this makes the advance rate. Additives such as them suitable for use in rock types with a bentonite, polymers and foam can be strength of up to 10MPa or so, and with injected ahead of the face to increase the low water inflows. Face sizes in excess

28 282 of 10 metres can be excavated in this device could achieve drilling speed of 5 manner. The face is excavated using a metres per minute through solid rock and backactor arm or cutter head to within up to 100 metres per minute in soil. The 150mm of the edge of the shield. The solid fuel version of the device was shield is jacked forwards and cutters on limited by the volume of propellant it the front of the shield cut the remaining could carry, which was sufficient for 5 to ground to the same circular shape. 20 seconds of operation, enough to Ground support is provided by use of create a well up to 20 metres deep. The precast concrete, or occasionally SGI inventor saw further progress in moving (Spheroidal Graphite Iron), segments on to liquid fuel rockets, expecting their that are bolted or supported until a full operational time to be measured in tens ring of support has been erected. A final of minutes, with potential to be segment, called the key, is wedge- eventually increased to a few hours. shaped, and expands the ring until it is Size (metres) 3 tight against the circular cut of the HPs 300 ground left behind by cutters on the AC 2 TBM shield. Many variations of this A/DF 1 type of TBM exist. MR 1 Size (metres) 18 Speed 30kph HPs 900 AC 2 A/DF 1 Wheel Loader: The loader has an MR 1 operational weight of 234 tonnes, and Speed 20kph 1715 kW of power, and is able to carry a 65 tonne payload in its 40.52 cubic Underground Rocket: An underground metre bucket. rocket or rocket drill is a device for Size (metres) 12 rapidly drilling holes through soil and HPs 800 rock of varying composition at rates up AC 2 to 1 metre per second by utilising A/DF 1 supersonic jets of hot gases. Proposed MR 2 uses for the device included drilling Speed 45kph shallow holes for mineral exploration, construction, underground gasification of coal, water and methane drainage. The initial design called for an autonomous device equipped with a drill head that would be rotated by expanding gases generated by a propellant burning inside a combustion chamber, in a manner similar to a Segner wheel.

As the hot gases escaped the slits in the drill head at high speeds, they would break down the ground in front of the device. Experiments have shown the

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31. The Terrascape 32. Earth Beyond the physical dimension of earth exists other surrounding dimensions Elemental Magic which have an influence on it. One of Earth is the basis of natural cycles, and those is the Elementalverse, an offshoot thus has power over all of nature - of Eighth Space. Within this dimension animals, plants, insects, even the land is the subdimension of Earth or the itself. It is a tough and steadfast Terrascape, an infinite universe Element, offering protection from consisting of solid soil mixture of all the physical threat to those in its embrace. differing mineral types. It cannot be The power of Earth is as vast as visited by conventional means requiring mountains, and a mage must be hardy either the use of magic or dimension and tough to channel such power without shifting powers or technology. permanent harm.

1. Casting Magic Casting Time Spells drawing upon personal or universal energies go into effect during the magic wielder’s part of the round. Dimensional energy spells, because they require a few more seconds to tap into the dimensional energy flow, do not go into effect until the end of the round; however, the dimensional spell of a caster who won initiative goes into effect before the dimensional spell of a caster who lost initiative. Casting counts as one action.

Number of spells per round A magic wielder can normally cast one personal or universal spell per round. However, at the beginning of the round, the magic wielder can announce that he will attempt to cast two spells that round. He then makes an INT roll. If he succeeds he can successfully cast both spells. If the roll fails, he is limited to one spell that round, and a -10% on all effects (in his haste, he has garbled the spell slightly). If the sorcerer succeeds in his attempt to cast two spells in one round, he can cast two personal or two universal spells, or one of each type. A

28 284 magic wielder cannot cast a dimensional Permanent: The energy remains as long spell in the same round that he casts a as the effect does. The means the spell is personal or universal spell. Dimensional vulnerable to being dispelled. and Entreaty Spells. A magic wielder can cast only one dimensional spell Concentration: The spell lasts as long (including entreaty spells) per round, and as you concentrate on it. Concentrating cannot cast a personal or universal spell to maintain a spell is a partial action that in the same round that he cast a doesn’t provoke attacks of opportunity. dimensional spells. Anything that could break your concentration when casting a spell can Range also break your concentration while A spell’s range determines how far from you’re maintaining one, causing the spell you it can reach, as defined in the Range to end. You can’t cast a spell while line of the spell description. A spell’s concentrating on another one. range is the maximum distance from you Sometimes a spell lasts for a short time that the spell’s effect can occur, as well after you cease concentrating. In these as the maximum distance at which you cases, the spell keeps going for the stated can designate the spell’s point of origin. length of time after you stop If any portion of the spell’s area of effect concentrating. Otherwise you must would extend beyond the range, that area concentrate to maintain the spell, but is wasted. Standard ranges include: you can’t maintain it for more than a Self; The spell affects only you. stated duration. Also, certain spellcasters Touch; You must touch a creature or can learn to “tie off” concentration object to affect it. spells, maintaining them without Line of Sight; The spell reaches as far as thinking about it. the character can see clearly. Otherwise a measurement in metres or Trigger: Some spells dont need to be kilometres is given. discharged immeadietly. In this case you can hold the discharge of the spell (hold Duration the charge) indefinitely or until a certain Once you’ve determined who is affected condition is met which triggers it. and how, you need to know for how long. A spell’s Duration line tells you Save how long the magical energy of the spell Most harmful spells allow an affected lasts. creature to make a saving throw to avoid Timed Durations: Many durations are some or all of the effect. The Save line measured in rounds, minutes, hours, or in a spell description defines which type some other increment. When the time is of saving throw the spell allows and up, the magic goes away and the spell describes how saving throws against the ends. If a spell’s duration is variable, the spell work. GM rolls it secretly. Standard: This term means that the Instantaneous: The spell energy comes spell has no effect on an affected and goes the instant the spell is cast, creature that makes a successful saving though the consequences of the spell throw. may be long-lasting.

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Partial: The spell causes an effect on a roll gives the starting position of an subject. A successful saving throw avalanche. It's size and violence are the means that some lesser effect occurs. province of the referee who must determine what initial conditions the Half: The spell deals damage, and a mage has available. successful saving throw halves the damage taken (round down). Boulder Range: See below None: No saving throw is allowed. Duration: 5 rounds Save: None Mana Mana: 10 The Mana line indicates how much mana A large stone ball manifests itself next to is required to cast the spell. In some the caster. The boulder rolls in the same cases additional mana is required to direction until it hits a wall or object boost the spell or activate other larger than it or its time expires. It properties. dissolves after 5 rounds. The first round 2-10 mana point spells are minor, the it rolls 12 metres, second round it rolls 9, type you might expect an apprentice to etc. Those hit take 4D6 damage the first use. round, 3D6 damage the second round, 15-30 mana point spells are more etc. powerful, and are the type you might expect an experienced mage to use. Burrow 40 mana point spells are devastating, and Range: Line of Sight are the type you might expect from a Duration: 4 rounds per 5 WIS mighty wizard. Save: None 50 mana point spells are legendary, and Mana: 10 can have an enormous impact on the This spell allows the caster to dig a hole surroundings around you. These are the in earth. He may choose to have the spells you might expect from the excavated material pile up at the edge of mightiest wizards of legend, who raise the hole or to have it slip off deeper into mountains and do battle with the greatest the earth. The hole takes 1 minute to of demons. excavate per 100 cubic metres.

The Spells Circle of Stones Avalanche Range: Line of sight Range: 10 metres per WIS Duration: 4 rounds per 5 WIS Duration: Instant Save: None Save: None Mana: 40 Mana: 40 This spell enchants 1 large stone per This spell triggers an avalanche if the WIS to take up orbit around the caster conditions are correct for an avalanche. and swoop and swirl to attempt to The avalanche may be a rock slide, made intercept incoming physical attacks. For of snow, or even a mud slide. This spell every pair of stones that whirl and dance cannot create any sort of disaster out of around the caster the caster receives a +1 thin air; the initial conditions for the AC bonus against all physical attacks. avalanche must be there. The targeting The stones attempt to swoop and dive in

28 286 front of any physical attack including This spell conjures up a Dao who will do those from behind and continue to offer one of the following: gives any ally in their protection of the caster is asleep or your line of sight +5 in combat for 1 unconscious or blinded or surprised. round per 5 WIS of caster, or attacks any enemy within your line of sight doing Collapse 5D6. Range: See below Duration: Instant Demeter Save: None Range: Self Mana: 10 Duration: 1 round per WIS The caster selects 1-18mtrs in a straight Save: None line that they can see; the roof over these Mana: 50 collapses, and any character underneath This spell transforms the caster into an the collapsing rocks suffers 2D6 damage earth elemental for the duration. He is to their HPs. not susceptible to the various control and summoning spells and need not eat or Create Pit breathe. If the caster is hit with a dismiss Range: Line of sight earth elemental spell this will end the Duration: Instant Demeter spell rather than banishing the Save: None caster to the plane of earth. The caster Mana: 5 has any physical damage he takes Through the use of this spell, a 6 metre halved. He has all the standard powers of by 6 metre pit is created in the ground. an earth elemental. Note that the pits created by this spell are fairly easy to get out of, merely The Dwellers Below taking 3 melee actions (one to get up and Range: Line of sight two to climb out). Duration: 4 rounds per 5 WIS Save: Standard, use to dodge tentacles Crevasse Mana: 15 Range: Line of sight Deadly, slimy tentacles emerge suddenly Duration: Instant from the ground under the target. They Save: None grab any enemy within a 36mtr radius of Mana: 5 the caster. Victims may not move and The earth before the caster starts to tear are -6 in combat. apart. A dangerous crevasse tries to find its way. The caster can make it between Earth Fist 6-18 metres long and 3-9 metres deep. Range: Self The crevasse goes through walls. The Duration: 4 rounds per 5 WIS affected wall has a passable opening Save: None now. Mana: 40 By drawing on the primal powers of Dao Earth, the caster causes his or her fist to Range: Line of sight turn into extremely dense rock. When Duration: Instant or 1 round per 5 WIS attacking with an Earth Fist, the Save: None character does 9D6 damage. Treat as a Mana: 20 blunt weapon.

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Earthquake Earth Wall Range: 36 metre radius Range: Line of sight Duration: 2 rounds per 5 WIS Duration: See below Save: None Save: None Mana: 15 Mana: 20 The earthshaking scatters objects and This spell creates up to (1 metre per WIS forces everyone to make PP rolls to length x1 metre per 2 WIS of height x 1 remain standing. All movement is metre per 4 WIS of depth) of solid stone reduced to one quarter (round down). All which blocks movement and line of combat rolls are modified by -4. sight. They need not be adjacent, but they all must be within the line of sight Earth Rise of the spellcaster. Each stone lasts until Range: Normal throwing distance the spellcaster dies, cancels the spell, or Duration: Until strikes something can no longer see the square, or until a Save: None but can dodge by rolling cumulative total of caster's WIS x10 is over 12 inflicted on the wall. Mana: 15 This spell infuses one pebble with a Embed massive amount of Earth Magic. This Range: Line of Sight pebble can then be thrown at any one Duration: 4 rounds per 5 WIS character you can "see". In mid-flight, Save: None this pebble will transform into a boulder Mana: 30 without changing velocity. This boulder This spell enables the caster to push will do 4D6 damage to whatever is something he has a firm grip on into struck. rock and entrap it, either part way in or completely in. Earth Sight Range: Line of Sight Flesh to Stone Duration: 1 round per WIS Range: 1 metre per 5 WIS Save: None Duration: Until reversed Mana: 5 Save: Standard This spell allows the caster to see 1 inch Mana: 50 through stone or earth per WIS. Turn any 1 victim to stone like the effects of a medusa. This spell can also Earth Sink be used in reverse. Range: Line of sight Duration: Instant Flying Stones Save: None Range: Line of Sight, 1 metre per WIS Mana: 5 per square metre Duration: 1 rounds per WIS This spell is the opposite of Earth Rise, Save: None and can be used to rob one pile of rocks Mana: 10 +1 per pound of its vital essence. This pile will then Rocks and boulders spit from the ground shrink in size until it is no more than a at the feet of the caster. Can throw 5 pile of pebbles. pounds per WIS +5 per level. it is possible to send separate stones at several different targets all at once, as

28 288 long as the total weight does not exceed Save: None the spell maximum. Mana: 40 This spell may be cast on anyone Geo Shards including yourself. Its magical power Range: Line of sight will fully restore all lost HP. Duration: Instant Save: Standard for half damage Heal Earth Elemental Mana: 15 Range: Line of Sight This spell causes a radius of 1-18 metres Duration: Instant of area the caster can see to explode Save: None forth with razor sharp crystals. Any Mana: 10 +1 per HP caught in it suffer 3D6 damage. This spell fully heals an earth elemental.

Geyser Hold Earth Elemental Range: Line of Sight Range: Line of Sight Duration: 4 rounds per 5 WIS Duration: 1 round per WIS Save: None Save: None Mana: 30 Mana: 40 This spell will create a geyser where This spell permits the caster to paralyze there was none before. Hot, sulphurous an earth elemental. water will begin spurting out of the ground forcefully and can be directed by Landslide the caster. Any hit by the scalding water Range: Line of sight will take D4 points of burn damage per Duration: Instant WIS. Save: None Mana: 20 Hammer of Earth All victims in a room in line of sight of Range: Self the caster are slid to one side of the Duration: 4 rounds per 5 WIS room. They are packed together there. Save: Standard for half damage Mana: 50 Lava Blast This spell summons forth a battle Range: Line of Sight hammer in the likeness of the one used Duration: Instant by ancient Earth Spirits. When using this Save: None hammer, you gain +8 to strike and do Mana: 30 8D6 damage. After the spell expires or if Produces a blast of red-hot lava. The the caster ever loses contact with the stream of lava shoots out of the hand of hammer, it shatters into dust. Note: This the caster doing D6 per WIS +D6 per hammer does double damage to Fire, level, over 1 metre per WIS +4.5 per Wind, and Water Elementals. If the level. Anything combustible instantly hammer is ever used to attack an Earth catches alight. The lava cools shortly Elemental, it shatters. after impact and must then be removed by the target otherwise the hardened lava Heal Body will slow him by 25% because of all of Range: Touch the extra weight. It will also improve his Duration: Instant

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AR by 1 because of the hardness of the when he touches the wall. He becomes rock. one with the stones. He can move this turn right through stone but if he isn't out Magnetise of it by the time the spell expires his Range: Touch flesh stays stone and he will die a Duration: 1 round per WIS horrible death. Save: None Mana: 20 Protection from Elementals This spell gives metal a strong magnetic Range: Line of sight field that causes the treated metal (iron, Duration: 4 rounds per 5 WIS nickel) to exert a pull on other Save: None ferromagnetic metal with a STR of 1 per Mana: 50 WIS, +1 per level. This spell creates an invisible barrier that prevents the entry of any elementals. It Mana Storage has a radius of 1 metre per WIS. Range: Touch Duration: 1 day per WIS Quicksand Save: None Range: Line of sight Mana: 10 Duration: Permanent This spell allows the caster to dump Save: None mana into a crystal, gem or other form of Mana: 30 earthen material to be retrieved later This spell will open up a quicksand pit when needed. The object can hold up to beneath any character in the spell 2 mana per WIS, any more and it caster's line of sight. Its size will be 2 explodes. metre radius per 5 WIS x 1 metre depth per 5 WIS. Consult your GM for its Oresome Armour effects. Range: Self or touch Duration: 1 round per WIS or until Refine destroyed Range: Line of Sight Save: None Duration: 4 rounds per 5 WIS Mana: 30 Save: None This spell may be cast on anyone Mana: 5 including yourself. A thin layer of rock This spell is cast on any earth materials surrounds the caster in the form of and causes it to separate into its armour, with HPs equal to 10 per WIS component minerals. One kilogram per and AC 0 (-1 per additional 5 mana WIs per round may be sorted, +1kg per spent). level. The caster must know of the existence of a fraction and have seen it Pass Through Rock in order to tune the spell to bring it out. Range: Line of sight So it is vital that he have the Maths skill. Duration: 4 rounds per 5 WIS Save: None Rock Skin Mana: 15 per person Range: Line of sight This spell may be cast on anyone Duration: 4 rounds per 5 WIS including yourself. The recipient shivers Save: None

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Mana: 20 Mana: 40 This spell may be cast on anyone. The This spell conjures up an element of recipient gains +10 HPs per 5 WIS and earth to serve and protect the spellcaster. immunity to any fire spell. The elemental lasts until slain, or when the caster dies, cancels the spell, or can Separate Ore no longer see the elemental. The Range: Touch elemental has attributes and HP identical Duration: Permanent to the caster along with the abilities and Save: None bonuses from the earth elemental. Mana: 10 This is used to separate mined ores from waste and by type. All materials within a 1 metre per WIS diametre from the caster's hand will be sorted into piles by mineral and non mineral types.

Shatter Shock Range: See below Duration: Permanent Save: None Mana: 20 When invoking this spell, the spellcaster draws on the powers of the stone beneath them, then slams their fist into the ground. This shock creates a mole- tunnel effect for up to 6D6 metres (the caster can choose less, but not more) straight in any direction the caster chooses. Note: This spell passes right under or through magical doors and walls and any other obstruction until it reaches its maximum length.

Stone Speak Range: Line of sight Duration: 4 rounds per 5 WIS Save: None Mana: 2 This spell may only be cast upon the spellcaster. It grants the ability to talk to rocks, which must answer truthfully.

Summon Elemental Range: Line of Sight Duration: 10 rounds per 5 WIS Save: None

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Duration: Permanent 33. Gem Magic Save: None Gemstones and crystals have a long Mana: 15 history of being used in magic spell This is identical to the armour spell but casting. Because they come from deep instead it is used to form a shield which within the earth, these gems contain may vary in size from a buckler to a full powerful energy that can be harnessed body shield. It has 10 HPs per WIS +1 and focused to assist your intention for a per extra mana invested into it, with an particular spell. AC of 0 -1 per 4 WIS. To repair the shield, the caster must add more Create Gemstone Armour gemstones. Range: Touch Duration: Permanent Create Gemstone Wall Save: None Range: Line of sight Mana: 20 Duration: 1 round per WIS The caster is capable of creating a Save: None powerful suit of armour made out of Mana: 20 gemstones. When worn the armour is The spell creates a wall of gemstones. It amazingly lightweight and flexible and has 10 HPs per WIS +1 per extra mana has excellent mobility with only a -1 invested into it, with an AC of 0 -1 per 4 penalty to stealth. It has 10 HPs per WIS WIS. Further it will reflect any energy +1 per extra mana invested into it, with based attack back on the attacker if he an AC of 0 -1 per 4 WIS. To repair the fails to penetrate the AC. armour, the caster must add more gemstones. Find Gems Range: 1 metre per WIS +1 metre per Create Gemstone Blade level Range: Touch Duration: 1 round per WIS Duration: Permanent Save: None Save: None Mana: 5 Mana: 20 This spell allows the caster to sense the This spell allows the caster to forge a location of naturally occurring gem and sword from gemstones. It can be used by crystal formations, such as diamonds and anyone as a sharp sword that will inflict rubies. This ability will determine the 2D6 damage but has a penalty of -5 to exact location of the gems, including thaco due to its heavy weight and direction and depth beneath the surface. awkward balance. In the hands of the caster or a Geomancer the sword Gem Bridge becomes light and has incredible Range: Line of sight balance, providing the wielder a thaco Duration: 1 hour per WIS bonus of +3. It does 2D6 +1 damage per Save: None 2 mana invested into it by the caster at Mana: 10 the time of creation. Terrain is not always flat and easy to walk upon. In moving throughout a Create Gemstone Shield region you can encounter jungle, Range: Touch mountains, rivers, and areas of small

29 292 squirmy things. The bridge appears as a written information of any kind - even plane of gems up to 1 metre wide per 5 electronic data. All information in a gem WIS x 1 metre long per 2 WIS. It can be is lost if the gem is destroyed or if the somewhat curved, if so desired. Guard magic is dispelled. Damage to the gem rails are optional. will result in part of the information being lost. Gem Ladder Range: Line of sight Gem Storage II Duration: 1 hour per WIS Range: Touch Save: Standard Duration: 1 day per WIS Mana: 5 Save: None This spell allows the caster to fuse gems Mana: 10 or pieces of gems together to form a This spell empowers a gem with the flexible yet very strong ladder. It can ability to store within its structure any hold up to 10 kilograms of weight per spell. All is lost if the gem is damaged or WIS. destroyed or if the magic is dispelled.

Gem Rope Gemstone Heal Range: Line of sight Range: Touch or line of sight Duration: 1 hour per WIS Duration: 24 hours Save: Standard Save: None Mana: 5 Mana: 50 This spell allows the caster to fuse gems By encasing himself or another in or pieces of gems with ordinary rope or gemstones the person will be healed of twine and turn it into a flexible yet very all wounds within 24 hours. strong cable. This triples the HP of the rope and allows it to bear 5 times its Geo Shards normal load. Range: Line of sight Duration: Instant Gem Speak Save: Standard for half damage Range: Line of sight Mana: 15 Duration: 4 rounds per 5 WIS This spell causes a radius of 1-18 metres Save: None of area the caster can see to explode Mana: 2 forth with razor sharp crystals. Any This spell may only be cast upon the caught in it suffer 3D6 damage. spellcaster. It grants the ability to talk to gemstones, which must answer Handful of Gems truthfully. Range: Self Duration: 4 rounds per 5 WIS Gem Storage Save: None Range: Touch Mana: 25 +5 per 1 STR Duration: 1 day per WIS This spell surrounds the caster's hands Save: None and forearms with solid gemstones. This Mana: 10 gives the caster's arms and hands +1 This spell empowers a gem with the STR per 5 mana invested into the spell, ability to store within its structure and are immune to fire, cold, and

29 293 electricity damage. The caster can use Protection from Elementals his hands to parry missiles, parry blows, Range: Line of sight and smother small fires. Duration: 4 rounds per 5 WIS Save: None Heal Gem Elemental Mana: 50 Range: Line of Sight This spell creates an invisible barrier that Duration: Instant prevents the entry of any elementals. It Save: None has a radius of 1 metre per WIS. Mana: 10 +1 per HP This spell fully heals a gem elemental. Refine Minerals Range: Line of Sight Hold Gem Elemental Duration: 4 rounds per 5 WIS Range: Line of Sight Save: None Duration: 1 round per WIS Mana: 5 Save: None This spell is cast on any earth materials Mana: 40 and causes it to separate into its This spell permits the caster to paralyze component minerals. One kilogram per a gem elemental. WIS per round may be sorted, +1kg per level. The caster must know of the Mana Storage existence of a fraction and have seen it Range: Touch in order to tune the spell to bring it out. Duration: 1 day per WIS So it is vital that he have the Maths skill. Save: None Mana: 10 Shape Gems This spell allows the caster to dump Range: Touch mana into a crystal, gem or other form of Duration: Instant earthen material to be retrieved later Save: None when needed. The object can hold up to Mana: 5 2 mana per WIS, any more and it The caster can mentally shape a gem explodes. stone as if it had been cut and polished by a professional transforming a raw, Pass Through Minerals uncut gem into a high quality gem and Range: Line of sight adding facets and elegant and intricate Duration: 4 rounds per 5 WIS designs as desired. He may even form a Save: None sculpture out of it. Mana: 15 per person This spell may be cast on anyone Shape Glass including yourself The recipient shivers Range: Touch when he touches the wall. He becomes Duration: Instant one with the stones. He can move this Save: None turn right through stone but if he isn't out Mana: 5 of it by the time the spell expires his The caster can create a quantity of glass flesh stays stone and he will die a from any sand available in the colour, horrible death. This wont work if there shape and thickness he desires. They are no minerals at all in the rock. will only be as good as his Glassblowing skill. Creating simple sheets or blocks of

29 294 glass doesn't require any skill roll though. Modern day casters can make 34. Earth Based bulletproof glass if he understands how. Powers Storm of Gems The following are all abilities which are Range: Line of sight tied into the earth and details of them Duration: 4 rounds per 5 WIS may be found in book BH3 Powers. Save: None Deflection Terrakinetic Mana: 30 Field Earth This spell creates a raging circular storm Field Terrakinetic of sharp bits of gem which surrounds the Metamorph Copper caster. By concentrating the caster can Metamorph Diamond move the storm any distance up to its Metamorph Earth own diameter per turn, moving the eye Metamorph Iron with it. The shards do D6 per turn to Metamorph Lead anyone caught in the storm. In addition Metamorph Magma all within must continually protect their Metamorph Tin eyes from random loose shards. Metamorph Titanium Sandswim Summon Elemental Terrakinesis Range: Line of Sight Duration: 10 rounds per 5 WIS Save: None Mana: 40 This spell conjures up an element of gemstones to serve and protect the spellcaster. The elemental lasts until slain, or when the caster dies, cancels the spell, or can no longer see the elemental. The elemental has attributes and HP identical to the caster along with the abilities and bonuses from the mineral elemental.

Weld Gem Range: Touch Duration: Instant Save: None Mana: 10 This simple yet useful spell allows the caster to fuse a gem to any surface. This could be used for decoration, to block a keyhole, jam a door, etc.

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