Blackmoor SAGA: the King’S Ravens by Håvard

Total Page:16

File Type:pdf, Size:1020Kb

Blackmoor SAGA: the King’S Ravens by Håvard Blackmoor SAGA: The King’s Ravens By Håvard Players booklet Index: Chapter 1: Campaign Overview............................................................................................. 3 The King’s Ravens............................................................................................................. 3 Blackmoor .......................................................................................................................... 3 Chapter 2: Character Generation............................................................................................ 3 Step 1: Character concept and Traits.................................................................................. 3 Step 2: Determine Race...................................................................................................... 4 Step 3: Determine Ability Scores....................................................................................... 4 Step 4: Determine Ability Codes ....................................................................................... 4 Step 5: Skills....................................................................................................................... 5 Step 4: Determine Magic ability ........................................................................................ 6 Chapter 3: Magic - Arcane and Divine .................................................................................. 7 Arcane Schools................................................................................................................... 8 Divine Spheres ................................................................................................................... 8 Chapter 4: Other Rules......................................................................................................... 10 Magic: Other notes........................................................................................................... 10 Other Clarifications:......................................................................................................... 11 . Written by: Håvard Layout: Håvard Cartography: Håvard (TBD) Cover illustration: Jeff Easley. Used without permission for non-profit purposes. www.jeffeasley.com Additional thanks: This would not have been possible without the help of the Saga net community. I won’t mention names here in fear that some will be forgotten. 2 Chapter 1: Campaign Overview This booklet details the King’s Ravens campaign which is set in Dave Arneson’s Blackmoor. For this campaign, we will use the Dragonlance 5th Age Saga system. Special modifications to that rules system are detailed below. The Kingdom of Blackmoor Ruled by King Uther Andahar, Blackmoor is a small kingdom in the north, surrounded by enemies both within and outside its borders. Blackmoor’s society can be compared with that of Northern Europe in the 1200s. Technologically, they are also on this level, though the wizards of Blackmoor have developed special magics combining the arcane arts with technology. This art, known as technomancy, results in the creation of strange inventions though these are far between, and have not had any deep impact on society yet. Many dangers lurk within Blackmoor’s borders. Beastmen, a race of man and animal crossbreeds stalk the wilderness. In the great swamps, another race of degenerate swamp people make war on civilized men. In the cities and towns, agents of foreign powers hide. Blackmoor is a young kingdom. But it is a haven of justice and truth in a world of corruption and deception. The King’s Ravens In this campaign, you will take on the roles of members of the King’s Ravens. The King’s Ravens is an organization in the service of King Uther Andahar of Blackmoor. Most of it’s members are outlaws from the realm of Thonia or other nations who upon the arrival to Blackmoor have been pardoned in return for a lifelong service to the King. They are completely loyal to the king. Most members have taken new names and daily lives in Blackmoor, living among the common folk of that country. Every now and then, they are called into service performing special secret missions within the country or behind enemy lines. Their missions involve those of diplomacy, security, assassinations and many other tasks. Chapter 2: Character Generation Step 1: Character concept and Traits Come up with a concept for the hero. Choose the hero's Nature and Demeanour. Cards may provide examples of personality traits. 3 Step 2: Determine Race All heroes must be human for this campaign. Humans gain a +1 bonus to one ability score. This may raise that ability to 10. Step 3: Determine Ability Scores Distribute 62 points between the 8 Abilities, Wealth and Quests. Maximum value of 9, Wealth is limited to a maximum of 6. Step 4: Determine Ability Codes You get 8 Cs. You can raise one, or more by lowering another (Qualities are: A, B, C, D and X). Codes provide all the benefits detailed in the original rules, as well as the following: Languages and Literacy Re: A 3 extra languages, B 2 extra languages, C 1 extra language, D native language only, X native language only, illiterate. Languages: • Abyssal • Aquan • Auran • Beastial • Celestial • Draconic • Dwarf • Elf • Ferrosian • Giant • Ignan 4 • Infernal • Peshwan • Skandaharian • Sylvan • Terran • Thonian, Common • Thonian, High Languages in Italics are considered rare. Exceptional/Diminished senses Exceptional senses are gained as in the main rules, but provide a +4 bonus rather than lowering the difficulty of performed actions. Characters with a D has one diminished sense. Characters with an X has two diminished senses. Actions involving diminished senses suffer a -4 penalty. Step 5: Skills Heroes begin the game with two skills, at least one must be from the Secondary Skill list. Primary Skills: • Melee Attack (Type Brawling, Swords, Axes, Hammers, Knives, Polearms) • Missile Attack (Type: Thrown, Bows, Slings, Flint Lock weapons) • Arcane Magic (School) • Divine Magic (Sphere) Secondary Skills: • Animal Handling • Athletics • Charm • Craft (Type) 5 • Disguise • Medicine* • Intimidate • Knowledge (Type) • Leadership • Merchant • Perform (Type) • Profession (Type) • Ride • Sailing • Search • Sleight of Hand • Survival • Streetwise • Stealth • Swim • Taunt • Thievery (Picking locks, disarming traps etc) *Medicine may be used to improve the recovery rate of a wounded patient Skills provide an automatic trump (autotrump) when attempting to perform actions related to their area of expertise. Step 4: Determine Magic ability Arcane spell points equal the Hero’s Re multiplied by itself. Divine Spell Points equal the Hero’s Sp score multiplied by itself. Heroes with an A quality in Re or Sp have the potential of learning 3 Arcane Schools or Divine Spheres. Heroes with a B quality have the potential of learning 1 school or sphere. A Hero may have potential with both Arcane and Divine Magic, but he may never begin the game with knowledge of more than 2 Spheres or Schools total. Gaining new Spheres/Schools: 6 New Schools and Spheres may be gained at the end of a Quest if the Hero has been studying arcane lore or performed spiritual acts and makes a successful Ability check. The Narrator sets the difficulty based on the effort of the Hero. This is in addition to ability raises gained by completing Quests, not in place of them. Regaining Magic Points Magic points are regained after a full night’s sleep and an hour spent meditating with a holy symbol, or studying a Libram. Casting Magic In order to cast magic, the Hero will need a Holy symbol for Divine Spheres or a Spell Crystal for Arcane Schools. Turning Undead Characters with a Sp Quality of C or more wielding a holy symbol of one’s own faith may attempt to Turn Undead. This is a Presence action, resisted by the Undead’s Essence score. Use Magic Item A Re or Sp Quality of C or more is required to use a magic item or relic. Receive beneficial magic Heroes with an X Quality in Re or Sp are unaffected by beneficial magic. They are still affected by hostile magic. Chapter 3: Magic - Arcane and Divine Heroes with an A or B quality in Reason or Spirit has the potential of learning Arcane or Divine magic. Regardless of their potential, no Hero begins the game with more than 2 Arcane Schools or Divine Spheres total. 7 Arcane Schools Conjuration: This school allows the Wizard to summon creatures or items from other planes or other places. The teleporting items or individuals is also covered by this School. Divination: Magic used to gain knowledge, predict the future, learn of the past, seeing distant places etc. Elementalism: Magic used to create and or control the elements. Enchantment: Magic used to enhance weapons, armor and items. Illusion: Someone with a 'B' code can create illusions affecting up to two senses; an 'A' code allows illusions that can effect as many as five, creating 'quasi-real' illusions. Necromancy: This magic allows the creation of undead, communication with spirits and life drain powers. Technomancy: This magic allows the creation of Steam, Clockwork and flintlock gadgets and weapons. Divine Spheres Sphere of the Priest: Magic involving purification, corruption and divination. Sphere of the Monk: Magic through meditiation allowing the user to enhance his physical and mental abilities up to the effect level of the spell. Sphere of the Missionary: A 'B' code allows for basic curses or evil magic to be dispelled, and can drive away or do damage to 'unholy' creatures. An 'A' code allows the negation of all but
Recommended publications
  • The Archaen Codex the ARCHAENCODEX
    The Archaen Codex THE ARCHAENCODEX Lost Secrets of the Forgotten Age 0 1992 by SMS and Wizards of the Coast, Inc. by Stephan Michael Sechi WOC 2202 Design: Stephan Michael Sechi Design Contributions: George Lowe. Jeff Goldman. David Sandberg, Thomas Lents Design and Development Director: James E. Hays, Jr. Talislanta Archivist: D. Gene Frye Editing: Beverly Marshall Saling Production Director: Lisa Stevens Art Director: Jesper Myrfors Layout Design: Jesper Myrfors, Lisa Stevens Typesetting, Layout, and Paste-up: Melissa Gustafson Cover Art: Dameon Willich Front Cover Border: Ron Spencer Interior Illustrations: Rick Emond, Jesper Myrfors, Anson Maddocks. Richard Thomas Cartography: Eric Hotz, Jeff Goldman Illuminated Letters: Kurt Cagle Nifty Interior Borders: Jesper Myrfors Appendix and Index: Beverly Marshall Saling Talislanta Logo: Rich Kaalaas The Apothecary Mailing blst If you would like to be on the mailing list for our bi-randomly released company newsletter, The Apoth- ecary,send your name and address to: The Apothecuy P.O. Box 707 Renton, WA 98057-0707 By the way, we are interested in your comments. Please don't hesitate to write and tell us what you did or didn't like. Who Are We? Wizards of the Coast is a company of dedicated gaming professionals based in Seattle, Washington. Our goal is to manufacture the highest quality and most innovative products possible. To this end, we have adopted a policy of Continuous Quality Improvement (CQI) as a means to best serve the gaming industry. This includes you. At Wizards of the Coast, releasing a product that is "good enough" is not good enough. Quality is a foundation we build from, not just a slogan we stamp on the cover.
    [Show full text]
  • The Ultimate Super Mage ™ by Dean Shomshak
    The Ultimate Super Mage ™ by Dean Shomshak HERO PLUS™ The Ultimate Super Mage™ Version 1.1 by Dean Shomshak Editor/Developer: Bruce Harlick Illustrations: Storn Cook Charts: Scott A.H. Ruggels Solitaire Illustration: Greg Smith Pagemaking & Layout: Bruce Harlick Graphic Design: Karl Wu Editorial Contributions: Steve Peterson, Ray Greer, George MacDonald, Steven S. Long Proof Reader: Maggi Perkins Managing Editor: Bruce Harlick Copyright @1996 by Hero Games. All rights reserved. Hero System, Fantasy Hero, Champions, Hero Games and Star Hero are all registered trademarks of Hero Games. Acrobat and the Acrobat logo are trademarks of Adobe Systems Incorporated which may be registered in certain jurisdictions. All other trademarks and registered trademarks are properties of their owners. Published by Hero Plus, a division of Hero Games. Hero Plus Hero Plus is an electronic publishing company, using the latest technology to bring products to customers more efficiently, more rapidly, and at competitive prices. Hero Plus can be reached at [email protected]. Let us know what you think! Send us your mailing address (email and snail mail) and we’ll make sure you’re informed of our latest products. Visit our Web Site at http://www.herogames.com Contents Introduction .............................................7 The White School.............................................. 27 How To Use This Book .................................. 7 The Black School............................................... 27 A Personal Disclaimer...................................
    [Show full text]
  • Shadow of the Demon Lord: Mortals of Urth by Iganon
    Shadow of the Demon Lord: Mortals of Urth By IGanon In the beginning, there was God, all-powerful, infinite, and alone. Craving companionship, God spoke the first words of power and created the Demiurge and was satisfied. The Demiurge, an extension of God, begun to crave more and more, and so spoke the words of power to create millions of genies from its own body. These genies in turn spoke the words of power and plundered the body of God to create worlds and stars without number, creating an entire multiverse. Yet the more the genies took from God, the more God diminished, and what was once all-powerful, and infinite grew weak and limited, having both substance and form stolen. Not content with stealing from God, the genies stole from the Demiurge too, taking so much the Demiurge split into innumerable fragments. The Divine, reduced to little more than a creature of spite and hatred, was reduced to a mad thing lurking in the void between universes, left only with spite, hatred and the insane craving to undo everything that had been done. It was God no longer, now it is the Demon Lord. The innumerable fragments of what once was the Demiurge, still an extension of the Demon Lord, became the first demons, flitting from world to world, wreaking havoc and devastation and preparing each world for the arrival of the Hunger in the Void, the Demon Lord. The universe that contains the planet Urth, this reality, is the latest one to fall under the Shadow of the Demon Lord.
    [Show full text]
  • Family Oi 15 Is Homeless? Fill' Settle %R Four Rooms Town Bows to Demand/ on Sewers
    Coverage S4WNSHIR Complete News> Pictures A Newspapesv Devoted Presented Fairly, Clearly To the Community Interest And Impartially Each VOL. XIII—NO, 33 FORDS, N. J., THURSDAY, JULY 26, 1951 PRICE FIVE CENTS New Bolls Arrive Family oi 15 Is Homeless?Town Bows fill' Settle %r Four Rooms To Demand/ "—This tune-The .Inde- in Perth Amboy. pendent-Leader' lias Undertaken "We do not want to separate a , difficult task—but perhaps our family," Mrs." Jordan said, On Sewers some pJace in this, Township "because no good will come of it. A family should stay together if By CHARLES E. GREGORY May be Reintroduced there is someone who can help 4PS Snd a home for a family of 15. the members are to be happy. $2,500,000 Installation Later Including Quota " * S 2 : Maybe somebody can provide us Seen Unavoidable; May Just as soon as I wash out Of Licenses Permitted Yesterday, the family of Mr. with a home, even if it is only a few things today, I am go and Mrs. Alfred' Jordan, Frame four rooms. Even though we are Include Incinerator > ing to light out to see what I RARITAN TOWNSHIP — The, 1 Street, wa| dispossessed. The a big family, we take care of limited distribution liquor; li- JondSord has been trying- to gret things and are not destructive." WOODBRIDGE—Immediate ac- • can find out about building csnss ordinance which was due for the apartment for his own use :!: S :;: tion will be taken by the Town schools. pablic hearing last night was with- for over a year," and finally the Both local and county welfare Committee to create a Sewer Au- * * * di awn by Commissioner Julius courts decided that he had been boards have attempted to find thority as a result of a directive Engel, who introduced it originally, patient, indeed.
    [Show full text]
  • Introduction Armageddon, the Apocalypse, the End of Times. Throughout History, Mankind Has Always Wondered About The
    ● Introduction ○ Armageddon, the apocalypse, the end of times. Throughout history, mankind has always wondered about the fabled end of the world and how it would come about. Would the forces of nature finally decide we are unworthy? Would the greater forces, both holy and unholy, finally come for us? Would we fall due to our own carelessness, as we began to contaminate the place we call home? So many ways we could possibly fall, so many ways our end could occur. So when the end of days finally came, what brought about our doom could never have been foreseen. You want to know what terrible apocalypse finally attempted to bring humanity to it’s knees? ○ Everything. ○ It wasn’t one event to end us, nor was it multiple events over a course of time. Rather many catastrophes, be it scientific or arcane, had occurred at once. The sheer strain of which had separated our once unified earth into separate planets, kept apart by dimensional barriers. In each of these new universes, a new armageddon has occurred, transforming the culture and creating new societies. ○ Yes, societies. It seems that even this event couldn’t quite keep humanity down. Though we are struggling to survive, and there are still hostilities between our separate cultures, we are still around, ready to keep fighting for our freedom if need be. That is where you come in. You see, these worlds have many needs, and som are of the violent or even supernatural sort. You are what some would consider a freelancer; a person willing to do odd jobs in exchange for compensation.
    [Show full text]
  • Pathfinder Roleplaying Game Rulebooks
    The following superscript notations are used to denote official Pathfinder Roleplaying Game rulebooks: ACG = Pathfinder Roleplaying Game Advanced Class Guide APG = Pathfinder Roleplaying Game Advanced Player’s Guide ARG = Pathfinder Roleplaying Game Advanced Race Guide B1 = Pathfinder Roleplaying Game Bestiary B2 = Pathfinder Roleplaying Game Bestiary 2 B3 = Pathfinder Roleplaying Game Bestiary 3 B4 = Pathfinder Roleplaying Game Bestiary 4 B5 = Pathfinder Roleplaying Game Bestiary 5 BOS = Softcover companion for characters with the power of shadow in their blood GMG = Pathfinder Roleplaying Game Gamemastery Guide ISB = Softcover guide bestiary of monsters native to the inland sea in the official Pathfinder campaign setting ISM = Softcover guide to magic in the inland sea in the official Pathfinder campaign setting NPCC = Pathfinder Roleplaying Game NPC Codex OA = Pathfinder Roleplaying Game Occult Adventures POTR = Softcover guide to people from the riverlands in the official Pathfinder campaign setting POTS = Softcover guide to people from other planets or stars in the official Pathfinder campaign setting PU = Pathfinder Roleplaying Game Pathfinder Unchained TG = Softcover guide to technology in the Pathfinder Roleplaying Game. UCam = Pathfinder Roleplaying Game Ultimate Campaign UC = Pathfinder Roleplaying Game Ultimate Combat UE = Pathfinder Roleplaying Game Ultimate Equipment UI = Pathfinder Roleplaying Game Ultimate Intrigue UM = Pathfinder Roleplaying Game Ultimate Magic Sample file WHAT YOU WILL FIND INSIDE MAGITECH ARCHETYPES:
    [Show full text]
  • Dragon Magazine #127
    CONTENTS Magazine Issue #127 Vol. XII, No. 6 SPECIAL ATTRACTIONS November 1987 15 Cal1 to Arms: The fighters world, from berserkers to battlefields. 16 Lords & Legends Kyle Gray Four famous warriors from European myth and legend. 22 No Quarter! Arn Ashleigh Parker Publisher Mike Cook Creative combat for fighters with style. 26 Bazaar of the Bizarre The readers Editor A magical treasury of bows and bolts for arcane archers. Roger E. Moore 32 Two Hands Are Better Than One Donald D. Miller Assistant editor Fiction editor When a two-handed sword becomes a three-handed sword, and other handy facts. Robin Jenkins Patrick L. Price 36 In Defense of the Shield Tim Merrett Editorial assistants A good shield might be the best friend youll ever have. Eileen Lucas Barbara G. Young 38 Fighting for Keeps Roy G. Schelper Debbie Poutsch Georgia Moore Your new castle is full of orcs? Its BATTLESYSTEM supplement time! Art director 46 In the Heat of the Fight Sean Holland Roger Raupp Berserkers, ambushes, fanatics, tribal champions all in a days work. Production Staff 48 A Menagerie of Martial Arts Len Carpenter Marilyn Favaro Gloria Habriga Twenty all-new martial-arts styles for Oriental Adventures. Colleen OMalley OTHER FEATURES Subscriptions Advertising 8 Role-playing Reviews Ken Rolston Pat Schulz Mary Parkinson Game designers rush in where deities fear to tread. Creative editors 56 The Ecology of the Yeti Thomas Kiefer Ed Greenwood Jeff Grubb A particularly chilling encounter on the high glaciers. 62 Arcane Lore Arthur Collins Selections from a lost tome on lifes little illusions.
    [Show full text]
  • The Compleat Chainmail Combat System
    USING CHAINMAIL TO RESOLVE OD&D COMBATS USING CHAINMAIL TO RESOLVE OD&D COMBATS The basic system is that from Chainmail, with one figure representing one man or creature. Melee … scores equaling a drive back or a kill equal only to a hit. – Underworld and Wilderness Adventures, Page 24 Pieces of text by: Coffee, Finarvyn, Radagast the Brown, Rabbit, Stormcrow, The Grey Elf and others; as edited by Aldarron, spring 2010. 2 CONTENTS Fighting Capability 3 Fighting Man 3 Thief 4 Cleric 4 Magic User 5 Space and Time 6 Morale 7 Mounted Combat 8 Offensive Bonuses 8 Defensive Bonuses 8 Attack/Defense Multiples 9 Grappling 9 The Attack Sequence 11 1.0 Using the Mass Combat Rules 13 1.1 Determining Troop Type 13 1.2 Combat Procedure 15 Determining Hits 15 Determining # of rolls in Melee Combat 16 Projectiles 17 1.3 Damage 19 2.0 Using Chainmail with Man to Man 19 Melee Table 20 Parry 20 Mounted Combat 21 Combat Tables 22 Two Weapon Combat and Shield Bashes 23 3.0 Using Chainmail with Fantasy Combat 24 Appendix One: Monster Matrix 25 Appendix Two: Additional Monsters 27 Monsters of Barsoom 30 Appendix Three: Fantasy Combat Monster Ratings 31 Appendix Four: Copyright Notice 34 Appendix Five: Fantasy Combat Table 35 There are several options for using CHAINMAIL to resolve combats in OD&D. CHAINMAIL is NOT one combat system. It is, at a minimum, three: • There is the Mass Combat (heavy horse vs. light foot, etc.) • There is the Man-to-man rules (sword vs. Chain + Shield, etc.) • There is the Fantasy Combat Table, on p.
    [Show full text]
  • ADVENTURES in BLACKMOOR by David L
    DA1 An Ad1 for Character Levels 10-14 9172 Sample file DUNGEONS & DRAGONS, D&D, PRODUCTS OF YOUR IMAGINATION, and the TSR logo are trademarks owned by TSR, Inc. LATHE-WALL WINDOW DOOR ROCK WALL GATE DOUBLE DOOR STONE WALL BARS • DOWN STAIRS SHELVES OR COUNTER j OPEN AREA ABOVE |%|H COOK STOVE (F) TRAP DOOR-FLOOR £^\| 4-POSTER BED © TRAP DOOR-CEILING RAILING PORCH <3iT7 VANITY $&) TABLE/TUB SCALE: 1 SQUARE = 5 FEET Sample file MAP 1: LOWER LEVEL COMEBACK INN STABLE & CELLARS OFFICIAL GAME ADVENTURE ADVENTURES IN BLACKMOOR by David L. Arneson & David J. Ritchie Table of Contents DM BACKGROUND 2 Beginning the Adventure 8 Running the Adventure 10 THE INN BETWEEN THE WORLDS 12 General Background 12 Description 13 THE BLACKMOOR COMEBACK INN 29 General Background 29 Credits Description 32 Editor: Deborah C. Ritchie Cover Artist: Jeff Easley THE PRISON OUT OF TIME 38 Interior Artist: Jim Holloway Cartographer: Tom Darden General Background 38 Typographer: Betty Elmore and Kim Lindau DescriptioSamplen file 38 Ending the Adventure 40 DAVID L. ARNESON is the co-author of the Further Adventures 41 DUNGEONS & DRAGONS® Fantasy Role Play- ing Game. ROGUES, REGENTS & RASCALS 46 °1986 TSR Inc. All Rights Reserved. Printed in U.S.A. PREROLLED CHARACTERS Cover DUNGEONS & DRAGONS and D&D are registered trademarks owned by TSR Inc. The TSR logo is a trademark owned by TSR Inc. Distributed to the book trade in the United States by Random House, Inc., and in Canada by Random House of Canada, Ltd. Distributed to the toy and hobby trade by regional distributers.
    [Show full text]
  • And Corpse-Divination in the Paris Magical Papyri (Pgm Iv 1928-2144)
    necromancy goes underground 255 NECROMANCY GOES UNDERGROUND: THE DISGUISE OF SKULL- AND CORPSE-DIVINATION IN THE PARIS MAGICAL PAPYRI (PGM IV 1928-2144) Christopher A. Faraone The practice of consulting the dead for divinatory purposes is widely practiced cross-culturally and firmly attested in the Greek world.1 Poets, for example, speak of the underworld journeys of heroes, like Odys- seus and Aeneas, to learn crucial information about the past, present or future, and elsewhere we hear about rituals of psychagogia designed to lead souls or ghosts up from the underworld for similar purposes. These are usually performed at the tomb of the dead person, as in the famous scene in Aeschylus’ Persians, or at other places where the Greeks believed there was an entrance to the underworld. Herodotus tells us, for instance, that the Corinthian tyrant Periander visited an “oracle of the dead” (nekromanteion) in Ephyra to consult his dead wife (5.92) and that Croesus, when he performed his famous comparative testing of Greek oracles, sent questions to the tombs of Amphiaraus at Oropus and Trophonius at Lebedeia (1.46.2-3). Since Herodotus is heavily dependent on Delphic informants for most of Croesus’ story, modern readers are apt to forget that there were, in fact, two oracles that correctly answered the Lydian king’s riddle: the oracle of Apollo at Delphi and that of the dead hero Amphiaraus. The popularity of such oracular hero-shrines increased steadily in Hel- lenistic and Roman times, although divination by dreams gradually seems to take center stage.2 It is clear, however, that the more personal and private forms of necromancy—especially consultations at the grave—fell into disfavor, especially with the Romans, whose poets repeatedly depict horrible 1 For a general overview of the Greek practices and discussions of the specific sites mentioned in this paragraph, see A.
    [Show full text]
  • Dragon Magazine #120
    Magazine Issue #120 Vol. XI, No. 11 SPECIAL ATTRACTIONS April 1987 9 PLAYERS HANDBOOK II: Publisher The ENRAGED GLACIERS & GHOULS games first volume! Mike Cook Six bizarre articles by Alan Webster, Steven P. King, Rick Reid, Jonathan Edelstein, and Editor James MacDougall. Roger E. Moore 20 The 1987 ORIGINS AWARDS BALL0T: A special but quite serious chance to vote for the best! Just clip (or copy) and mail! Assistant editor Fiction editor Robin Jenkins Patrick L. Price OTHER FEATURES Editorial assistants 24 Scorpion Tales Arlan P. Walker Marilyn Favaro Barbara G. Young A few little facts that may scare characters to death. Eileen Lucas Georgia Moore 28 First Impressions are Deceiving David A. Bellis Art director The charlatan NPC a mountebank, a trickster, and a DMs best friend. Roger Raupp 33 Bazaar of the Bizarre Bill Birdsall Three rings of command for any brave enough to try them. Production Staff 36 The Ecology of the Gas Spore Ed Greenwood Kim Lindau Gloria Habriga It isnt a beholder, but it isnt cuddly, either. Subscriptions Advertising 38 Higher Aspirations Mark L. Palmer Pat Schulz Mary Parkinson More zero-level spells for aspiring druids. 42 Plane Speaking Jeff Grubb Creative editors Tuning in to the Outer Planes of existence. Ed Greenwood Jeff Grubb 46 Dragon Meat Robert Don Hughes Contributing artists What does one do with a dead dragon in the front yard? Linda Medley Timothy Truman 62 Operation: Zenith Merle M. Rasmussen David E. Martin Larry Elmore The undercover war on the High Frontier, for TOP SECRET® game fans. Jim Holloway Marvel Bullpen Brad Foster Bruce Simpson 64 Space-Age Espionage John Dunkelberg, Jr.
    [Show full text]
  • Complete Book of Necromancers by Steve Kurtz
    2151 ® ¥DUNGEON MASTER® Rules Supplement Guide The Complete Book of Necromancers By Steve Kurtz ª Table of Contents Introduction Bodily Afflictions How to Use This Book Insanity and Madness Necromancy and the PC Unholy Compulsions What You Will Need Paid In Full Chapter 1: Necromancers Chapter 4: The Dark Art The Standard Necromancer Spell Selection for the Wizard Ability Scores Criminal or Black Necromancy Race Gray or Neutral Necromancy Experience Level Advancement Benign or White Necromancy Spells New Wizard Spells Spell Restrictions 1st-Level Spells Magic Item Restrictions 2nd-Level Spells Proficiencies 3rd-Level Spells New Necromancer Wizard Kits 4th-Level Spells Archetypal Necromancer 5th-Level Spells Anatomist 6th-Level Spells Deathslayer 7th-Level Spells Philosopher 8th-Level Spells Undead Master 9th-Level Spells Other Necromancer Kits Chapter 5: Death Priests Witch Necromantic Priesthoods Ghul Lord The God of the Dead New Nonweapon Proficiencies The Goddess of Murder Anatomy The God of Pestilence Necrology The God of Suffering Netherworld Knowledge The Lord of Undead Spirit Lore Other Priestly Resources Venom Handling Chapter 6: The Priest Sphere Chapter 2: Dark Gifts New Priest Spells Dual-Classed Characters 1st-Level Spells Fighter/Necromancer 2nd-Level Spells Thief / Necromancer 3rd-Level Spells Cleric/Necromancer 4th-Level Spells Psionicist/Necromancer 5th-Level Spells Wild Talents 6th-Level Spells Vile Pacts and Dark Gifts 7th-Level Spells Nonhuman Necromancers Chapter 7: Allies Humanoid Necromancers Apprentices Drow Necromancers
    [Show full text]