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From the Notebooks of Fallendor the Mage: I t has happened again. No peace this night or for a fortnight past. I have been cursed, robbed of my rest by a maddening vision— the Codex of infinite Planes! It has been lost since before my time, the time of my father the time of all my known ancestors. Yet every night in my dreams, I see the cursed book. It hovers beyond the veil of , a dream that has more substance than reality. I try to touch the pages, but every motion forward propels the book away. Frustration fills me and I begin to run. Every night I run faster toward it, but every night I am no nearer to my goal. In the morning, I awaken with new visions filling my mind. I began recording these visions in my notebook as I remember them. They are not the random scenes of dreams but messages, encrypted in a code of images. I am certain they are passages from the Codex of Infinite Planes. I have a theory about the Codex. I do not think it exists yet, at least not as a material thing. It exists only in the world of sleep. There it reveals itself, a page each night, and every morning I dutifully transcribe its pages into the world of flesh. I am no more than another of the great books scribes, like the Archmage Tzunk before me. At first the passages seemed random and meaningless, but now I sense a pattern. The Codex’s magic is the magic of words. As the dreamer reads the entries in the book, he creates the destination where the Codex will send him. When the image is complete, the traveler arrives. Perhaps if someone could find all the fragments recorded by the book’s scribes, the Codex would become real in this world. If there is a link in all the messages I record, it is a city called Sigil, the Heart and the Cage. This city exists, I know, at the very center of the Outer Planes. It is the place through which all things pass. For now, my image of it is only fragmen- tary. Perhaps if I review the entries relat- ing to Sigil, tonight I will dream of the city itself.

74 MARCH 1994 naries of Pain. In its pages are listed all the shadings of anguish, categorized by the play of the nerves under the skin, and defined the music of their cries. Ganeesh composes poems from the entries therein. Some of the poems are meant to be read, since reading them is enough to cause anguish. Others are performed in secret conclaves of Sigil’s Lower Ward. Just as there is an entry in the Codex for the Dictionaries of Pain, there is an entry in the Dictionaries of Pain for this book, the Codex of the Infinite Planes. In the alphabet of nerves, the entry for the Co- dex can be found between the sharp sting of discovery and the salted wounds of failure. Doomguard, The: The Doomguard is one of the factions of Sigil. It exists only to by David “Zeb” Cook bring the end, the oblivion that over- whelms everything. Their goal of destruc- tion applies to themselves, too, for the Artwork by & Tony DiTerlizzi entropy of the multiverse that they desire must include themselves. Nonetheless, they actively recruit and expand, swelling their ranks while striving to destroy all else. It is said that entropy comes when everything is reduced to a single state, so Aleax of Sigil, The: An engine of great threat to the of the Athar. perhaps this applies to the community of discipline, the aleax is the formless spawn Helplessly the creature wanders the Sigil, too. of divinity. The creature has no thought or streets searching for a form. It hears the The Doomguard has heard of the aleax no will, only the raw clay of its shell and denials and renunciations of all gods and of Sigil and are frustrated by it. They the spark of life. The creature becomes cannot choose one from the lot. Its hand is would dearly grant it oblivion, but its whole only by an act of mortal denial to one man’s, its face another. In this block it lifeforce is sheltered by the gods. All the the gods. Then the aleax wakes each remembers the taste of oranges from Doomguard can do is stalk it helplessly, morning in a new land, its hands and feet Elysium, in the next the scouring fires of hurling themselves at it like the goat that clumsy strangers. Its face is the face of . It talks in all voices, it speaks all charges the tiger. one who rejects it. With each day, its mem- words. In its ramblings are concealed the Factions: Life without belonging is not ories are new; the smile of a grandchild, great secrets and hidden thoughts of all it life. Every being must have a position to the taste of sweat, the cold slash of winter has become. Driven mad by its too-full compare itself to all other beings. In the , and the shrill of the teakettle in the existence, the aleax seeks only oblivion. core city of Sigil, to be is to belong to a morning. Perhaps wanting to cling to its The inhabitants of Sigil are as singular as faction. In a lesser city, these factions borrowed memories, the aleax seeks out the city itself. would squabble for the control of water, and kills its mortal father. This seems like Dictionaries of Pain, The: This tome light, or gold, but Sigil is the heart of all the sting of an ungrateful child, but the is not the only dictionary found on the cities. It cannot strive for commodities, its aleax has no choice. Its family is a ring of planes, and not all dictionaries classify factions struggle for the only real traps. The mortal parent gives it form but words. There are dictionaries of smells property—belief. What is believed is what denies the child; the divine parent accepts where a scent evokes the memories of creates the reality of the planes. the child but refuses it form. Unable to other scents. There is Tbron’s dictionary There are many in Sigil for accept this, the aleax chooses to return of memory, whose pages hold nothing there are many factions. There is the itself each day to oblivion. beyond what the reader brings. Athar over whom the aleax have no In the great city of Sigil, there is an aleax In Sigil, the baatezu Ganeesh holds an- power. They forswear the might of the cut off from its god. It is an idiot and a other type of dictionary, one of the Dictio- gods. The Godsmen, who hold that all

DRAGON 75 beings could become divine, build their with roofed houses on other streets. Devas “Straight into the center of an open proofs in the Great Foundry. Using words and tanar’ri build side by side, each ac- market! There I stood, like a gaping farm- like these, the Fated take their reality from cording to its taste. boy, in a doorway between the mounded others, wearing the dreams of their ene- “So let a clueless basher take some ad- fruits of a melon-dealer and the battered mies as their own. The Sensates shape vice from a planar—get to Sigil and get a brass of a tinker. I first thought the spell reality in eye and hand, fashioning the kip there. Sigil’s the heart of it all!’ erred, teleporting me to a market fair world according to their experiences. ™ : In somewhere in Calimsham. A quick glance The Bleak Cabal denies its philosophy another reality, there exists a game and to the sky corrected that belief. There was has any meaning, for cause and meaning for that game there are imagined worlds. no sky. Overhead I looked at the jagged are pointless to them. The Doomguard One of these is the PLANESCAPE cam- tops of buildings. The city was both above constantly tears down the houses of its paign set. In it are three books that de- and below us and strung out like an arc own thought, searching for path to entro- scribe worlds that never were. Some of from north to south and east to west. py. There are the Mercykillers whose the players of this game imagine them- “I have since learned this city was Sigil, justice is like ice to fire. In the alleys of the selves as people who never were— the city of doors. And well named it is. Hive are the Xaositects and the Revolution- humans, dwarves, half-, goat-centaur Where I had spent my fortune and time ary League, who live their lives in content bariaur, githzerai, and , the smoke- preparing a single scroll, the citizens here disorder. tinged children of corrupted creatures. can travel throughout the planes simply On the far side of Sigil’s ring, the Harmo- They pretend strange philosophies and by stepping through a door. If the right nium hunts the realities that are not its invest their creations with powers beyond item is held, even the most harmless- own. In its wake are splintered worlds, in their own prosaic lives. They explore seeming arch crackles with the flame of never to be whole again. The Guvners their imaginary worlds with the maps that magical power to reveal the vista of a probe the machineries of reality. The come with the box, maps that chart land- distant land. The citizens call these portals Ciphers watch them without comment. scapes created for their pleasure. and make regular use of them. In my time Their truth is hidden in the deep mines of In this game world there is a city called there I did too, passing through to other the soul. The Dustmen merge the reality Sigil, impossible in their own reality. The planes. But I will leave those stories for of life and death. They have abandoned city is a ring that floats over a spire whose another day!’ belief in the line between these two things. height is beyond measuring. Sigil is the The Lady of Pain: She is the guardian Of all these factions, the Free League are home for their imaginary people, their of Sigil surrounded by her silent staff, the the saddest in their claims. They delude heroes. From it, their characters travel by dabus. One sees her as she floats above themselves with the vision of independence, magical doorways to distant towns and the ground, too rare a thing to touch never accepting that they are bound to each strange lands. Back to Sigil their heroes common earth. Voiceless, she drifts past other in their belief of free will. return to celebrate their imagined victo- him and into the Maze of the city, dispens- Only the Lady of Pain stands free of the ries. In their journeys they meet other ing her blessings on no one. All that is left factions, bound in by cages of her own. creatures no less fantastic than them- in her passing is the aura of serene fear. Geography of Sigil: These were the selves. They create races to fill the spaces dreams of the Guvners’ factol: they have imagined—modrons, servants of This is my dream, Fallendor’s dream, “Come to learn about the planes, berk? Set, marrenoloth, and vortexes-and write recorded in the pages of the Codex. This is Well, if that’s true, then this is the right descriptions of them into the box. the part where a mage’s life intersects the place. There ain’t nobody who knows The easy question would be, of course, life of his dreams. He falls in love with a more about the planes than the folks who who dreams who? Is this world the crea- single glimpse of the Lady of Pain but he live here. So it might be wise to sit down tion of those who imagine it in play, or are cannot acknowledge that love. Her and listen to what a bloods got to say. they mere fictions of this realm? But the warmth would bring destruction. Still, he “First off, welcome to the real world— hard question is this. Of the two worlds, is unable to forget her. He researches the more real than most know. It pays to have one is truthful, while the other one lies, so Codex more and more, searching for the a geography lesson before getting to far who created the honest world? clues to a portal that will lead him to Sigil. into this, so pay attention. The dark of it’s Portals: “I, Prespos, citizen of Iriaebor He records his dreams, compiles them, simple-there’s three realms in all the the Overland City, explorer-mage, occa- and draws maps of their routes. From multiverse: the Prime Material Plane, the sional ambassador from the court of Bron, these he searches for the final entry that Inner Planes, and the Outer Planes. The son of the former alderman Teramgot and will lead him to his goal. Prime Material’s got a lot of little worlds his legal wife Elysa—may the gods guard At last he dreams the magistrate stand- floating in it, bubbled inside their crystal their souls—have journeyed to planes ing in an empty house, reading the papers spheres. The Inner’s a place of raw surg- beyond our own; all true are my words, Fallendor has left behind. ing elements and no place for most cutters from my departure from this plane to my to live. It’s here—the Outer Planes—where journeys into the other dimensions of the The document ends here. To date, no the real secret of the planes is going to be planes and my return again. May Oghma sign of Fallendor has been found. found. curse me if my words are untrue! Magistrate Lach-Verger “Of course, for a clueless sod, the Great “I have always been a scholarly wizard, Roads an overwhelming place. There’s too though I admit to an uncontrollable wan- much of the planes for a berk to absorb. derlust that lures me to far reaches of our That’s why it’s best to learn the way to globe. Although some consider my schol- Sigil, the City of Doors. arly journeys reckless, I am not a foolish “Sigil floats over the great spike at the man. On my explorations I have every center of the Outlands, the plane that desire to return to Iriaebor alive and not itself is the center of the ring of Outer as ashes in some jar. Planes. A basher can’t get to it by walking. “On the day of departure I prepared for There ain’t no roads or gates to her, at the worst. My will was complete and the least not in the sense most primes under- servants paid through the end of the year. stand. Sigil’s doors are portals that can A scroll gave the means for departure-I‘ lead from anywhere to the Cage’s streets had invested a small fortune to make the and maybe back again. Even beyond that, sheet. I uttered the words and sure Sigil’s no ordinary place. It curves and enough, a shimmering gate appeared. arches ‘round itself ‘til the sky is filled Bravely, wand in hand, I stepped through.

76 MARCH 1994

From the unpublished journals of Ambran the Seeker, half-elven paladin of Oghma’s temple at the court of Azoun IV; king of Cormyr.

en days in Sigil: As fascinating as Tthis city is, I fear I have tarried too long. My charge was to explore the realms beyond the barriers of Toril and I must not lose sight of this goal. My friends back at court cannot wait forever for my report. It is with reluctance and fear that I have prepared to leave this city. I have heard much of the lands beyond the doors of Sigil. Much of what I hear worries me, though I am not sure how much of what I hear is exaggeration or truth. That, I guess, is part of my duties. I have become particularly concerned about the Blood . There is always a chance that such endless warfare will present a threat to Cormyr. Certainly the fiendish travelers I have seen pass through Sigil’s gates show little concern for the lives of others, even here where peace gilds the surface of life. This morning I hired a guide, named Glin. He is a bariaur, one of a race of goat- centaur men. It was curious dealing with him—though he was quite polite, he had all the appearance of a tattooed savage. Even after spending time in the city, I barely understood him. People here speak Common but fill it with odd expressions. My guide said he was a Free Leaguer and a blood when it came to the planes and kept calling me a clueless or a prime. I can’t say that I liked either and he makes me suspicious— peery, as they say here. Still, he was the only guide who claims to know the Outlands that I could find on my limited funds. (Sage Trandleer’s maps of the planes note this as the Concordant Opposition. Glin laughed when I used the name, saying it pegged me as one of the clueless for certain. I must be more cau- tious in relying on the sage’s works.) Glin is ready to leave tomorrow. He has expressed no problem with my aimless itinerary. I have learned the bariaur are a race quite given to wanderlust. He sug- gests I get new clothes, so I won’t stand out so much as “a hopeless prime." Insult- ing as it sounds, I’ll take his advice even though it stretches my funds dearly. One day out of Sigil: What an ex- past the hordes of beggars so prevalent in before the walls of a great building—the traordinary means of travel! Having ar- this city, until we reached an open arch Palace of Judgment. (Even though it was rived in Sigil by spell, I had never seen a that spanned the small street we were on. as large as a city, there is no note of it on portal in operation. From their description To my amazement, he said this was our Trandleer’s maps. Neither was I able to I had no idea what to expect, certainly portal. The whole thing seemed patently find any note of Sigil where I began my nothing as simple as this. ridiculous—I could see the street continue, travels. I suspect the accuracy of the sage The day began when I met Glin at the I even walked under the arch and nothing more and more.) Great Bazaar. Though he said nothing, I happened. Glin gave a bleating laugh and This, Glin explained to me, was the think he approved of my new traveling said, “Poor sod, of course it won’t work domain of a power venerated in the Prime gear, since it is much more in fashion with without the key.” Then he pulled me by Material Plane as the judge of the dead, this world. He brought virtually nothing at the arm as he stepped though. The arch part of a great bureaucracy of powers. It all, save a small saddle-bag and a stem of crackled with sparks that tingled my skin reminded me of faiths I had heard of from what I gathered was horse-tail reed. The and before my very eyes the landscape Kara-Tur. Indeed, the building had the look goat-man led me down several side streets, changed as we stepped through to stand of those found in far eastern lands. What

28 APRIL 1994 lived or even how they came here, only an unquenchable desire to file through the palace gates. Unable to get an answer that way, I watched for where they came from, yet this too was impossible to tell. When I watched the road behind us, not one peti- tioner did I see. I lowered my gaze for an instant and when I looked back, there stood two or three new travelers, not 10’ from me! I could believe only that they had appeared from the very thinnest of air. At first, when they are fresh to the line, these petitioners are like unformed clay. Their features are sharp but their minds dull. Their words are slow and halting and their passions flat. With the passing hours this mental haze lifts and they become more natural and animated until one would mistake them for a normal mortal. Still, as much as I questioned them of their previous lives, not one could dredge up even the slightest memory of a moment prior to this one. Three days out of Sigil: Still waiting on line. The wonder of the petitioners has grown weary. Glin is impatient to take me elsewhere, but I think tomorrow I will reach the gate. Oghma grant me the pa- tience to endure that long. Four days out of Sigil: Today I reached the gate and had my ambitions crushed. After waiting half the day, it was finally my turn to stand before the en- trance. There I was confronted by a singu- lar creature. It was taller than a man and had the head of an oxen, like a minotaur and yet not. It was dressed in splendid robes and gleaming armor and barred the way with a massive halberd. These details are clear because I had ample time to study it as it blocked my path. At first it spoke in a language I could not fathom. Seeing my ignorance, it shifted to another and then another, all similar in tone yet different in inflection. Only when it had failed in all this did it resort to Com- by David “Zeb” Cook mon. “You are not awaiting judgement,” it said with some puzzlement. Artwork by Dana Knutson & Tony DiTerlizzi I explained my nature—a prime, not a petitioner—and that my purpose here was to gain knowledge and understanding. Unfortunately, the answer was discourag- ing. I was welcome to apply for an audi- ence in two to three weeks. It was clear I made this building singular was the line of TwO days out of Sigil: Ignoring the could not immediately get in and I have no bodies filing patiently through the gate. protests of Glin, I joined the petitioners on desire to wait around here for weeks it Humans, half-elves, and creatures I could line for the palace. It seems the best will take to gain audience. not identify, dressed in colors and ranks of means to obtain an audience with the When I found Glin at a stable-like inn clothes, waited in a queue that stretched beings within. I have been waiting the and told him, he was quite pleased to be beyond my sight. entire day, slowly shuffling forward. Glin on our way. Perhaps sensing my disap- “Petitioners, them that’s died on the has gone off to one of the many taverns pointment, he offered to take me to Rib- prime," was how Glin explained it. “Inside that line the way. cage, the gate-town to Baator, the plane the proxies of the power’ll send each one Though the wait was (and is) tedious, it Trandleer notes as the Nine . Again to his proper plane—least that’s how it gave me the chance to learn more of the there are more name changes I must works for the cutters who follow this petitioners. My first curiosity was where learn. pantheon." Petitioners and proxies—two did these travelers come from? Not one things new to me. I must learn more about could answer this simple question. They them. had no knowledge of where they once DRAGON 29 Here is the end of Vol. 7 of Ambran’s Twenty Days out of Sigil: My guide the fields are squared, the forests almost journals. The next diary in the sequence, continues his driving pace, even though straight rows of trees. Perfect, logical Vol. 8, has never been found. From what there are no signs of pursuit. When I order. can be inferred from other notes in Am- challenged him on it, the haughty bariaur I do not know what I shall do if my bran’s diaries, the volume was probably claimed speed was urgent if I wished to guide does not relent. He seems to lead me lost in the flight from Ribcage or the fight see the wonders of the Outlands and then with some purpose of his own, perhaps that followed shortly after. asked if I wanted to end his employment, fulfilling desires I have not yet realized. leaving me abandoned out here. If he Twenty-four Days out of Sigil: How Nineteen days out of Sigil: Praise presses me on it too much, I will. I refuse can I describe it, the most extraordinary Oghma for escaping Ribcage! Looking on it to be held hostage by a guide. Oghma will thing that has happened yet? Purposes have now, I marvel at my mad desire to view guide me. been revealed and yet I still do not under- the portal to Baator or the terrible conse- We have cleared the Vale and the land stand. This morning Glin waited impatient- quences it would have. I saw, yes, as I has changed. Gate-ward—the local way of ly, as he always has, while I broke camp. have already described and for my own saying you’re moving toward the edge of I’ve become used to the fact that he will not peace of mind, I will write no more of it. It the Outlands disk—the plain grows rough. assist. We set out at his thundering pace is effort enough for me not to dwell on it (The other direction is “spike-ward,” to- once again, and I resigned myself to the still. Sage Trandleer prepared me for noth- ward the spire at the center of the plane.) struggle of keeping up. ing like what I saw. I can see in the distance that it is fractured At noon, we reached the crest of a ridge Glin has been driving us both at a brutal along near crystalline lines, so that the overlooking a walled town. From its per- pace ever since we escaped Ribcage. I hills tilt and angle like great blocks. Glin, fectly square blocks (described to me in cannot blame him for I too fear the town’s who is at least not completely secretive, Sigil), I knew it was Automata. I assumed it Blackguards are still pursuing us. explains (in his own colorful words), was our goal, the cause of Glin’s haste but Even in our flight, I cannot help but “There’s no dark to it, cutter. Every plane instead of descending to town, he insisted notice the mountainous landscape we are around the rim gets mirrored on the Out- we stop in the center of a field. There he passing through. Glin says it is the Vale of lands. Know it and you can fix where you laid out a blanket, curled his legs beneath the Spine and it is aptly named. The bar- stand. Them blocks are toward Acheron. himself, and waited. I didn’t bother asking ren valley floor is almost perfectly curved Head that way and you’ll find Rigus." why, now accustomed to his stubborn and the mountain peaks arch overhead, Twenty-three days out of Sigil: Glin refusals. though not quite as skeletal as they were says we’re somewhere upland of Automa- “You’re a long-suffering cutter, Jon," Glin in Ribcage. ta, the gate-town to the plane of Nirvana said suddenly without my asking, “and I have not seen any game—deer, rabbits, or Mechanus as it is known to the natives you’re right to be peery of me. I should’ve or birds—since our descent into the Vale of the planes. (With all his errors, how did said more earlier, but I’m not much of a on the way to Ribcage. Before, even at the Trandleer ever earn the title sage?) I was basher to rattle his bonebox. It’s bad busi- worst points of our journey, near Se- told in Sigil that near Mechanus, rigid ness, you see, to linger in the Vale of the muanya’s Bog, there were at least some order prevailed. Then I didn’t believe it—it Spine too long, especially after that dust- natural . seemed too fantastic to be real—but here up in Ribcage, and the ground ‘round Acheron ain’t much better. So that’s why I pressed us at first. Then, once we were free of that case, I figured you’d want to see this." With that he pointed toward a thin line of figures that was snaking its way from the gates of Automata. “It’s the modron parade. Every seven- teenth cycle, a whole troop of modrons, those strange little berks, tumble out through the portal of Mechanus and begin a march round the whole length of the Great Road. Nobody knows why they do it, but they’re modrons, so it’s got to be some- thing to do with the order of the universe.” As the line marched through the neat fields outside Automata, I could estimate there were over a thousand or more of the strange creatures. They marched in perfect files, organized by rank with each led by a banner marked in symbols that only had meaning to them. “What happens to them?” My guide shrugged at this question. “Most of the little sods wind up in the dead book, I guess. The road takes ‘em right along the gates to Baator, Gehenna, the Gray Waste, Carceri, and the Abyss. At each gate they pass, raiding parties of baatezu, yugoloths, geherleths, and tanar’ri come boiling out and make a few more of ‘em lost. The chant goes that maybe two or three ever make the full journey, coming home a couple of cycles later." I was and still am stunned by this. What would possess a thousand or more intelli- 30 APRIL 1994 gent creatures to blindly march to almost she explained. “We Doomguard always see order as progress to something certain death? Perhaps they march to watch the progress of their parade to greater, then it’s the fiends we’ll side observe the state of order along the Great learn what our role in it should be." with—” Road. Perhaps their march ensures the “Your role?” I had to ask. “And let the fiends rule the universe?” I survival of that road. Perhaps they march “Our universe exists but to end, and it’s blurted in horror. just to die. What would Sage Trandleer our purpose to see that entropy is ful- Rialiva laughed, though I hope not at my make of this? filled." simplicity. “For a handsome cutter, you My meditations on the whole spectacle “So then the modrons are your enemies, must be a prime. The fiends, particularly were interrupted by the arrival of a wom- because they seek order in everything,” I the baatezu, are only another type of an, clearly a warrior, though her armor guessed. “You’re here to see if they fail." order. We don’t want to be ruled by them was to my mind scant. At first she kept “Not necessarily. Entropy is only another any more than you do." some distance from us and surveyed the form of order. The modrons may serve I must confess I surrendered the argu- scene just as we were. At last, against our purpose." ment at this point. Her philosophies, like Glin’s well-meant advice, I hailed her. He “Then you’re here to protect them from so many others in this strange realm, are recognized her as Doomguard by the the fiends?” I pondered. This was becom- deeper than I ever imagined. I have much device she wore. ing stranger than I anticipated. yet to learn and see. Though wary, she was not hostile and “Not all order’s entropy. We’re here to To Glin’s raised brow, I have invited we eventually fell to conversation. Her decide what cause the modrons serve. If Rialiva along for the rest of my wander- name was Rialiva and she’d traveled to they seek the absolute rigidity of the uni- ings. Tomorrow Glin has promised to Automata from one of the Doomguard verse, then it’s no different from your continue to the River Ma’at. What new citadels on the Inner Planes. kind of entropy, is it? The stopping of all mysteries will I see there? “I’ve come to see the modrons march," things. Here’s the chant, if the modrons

DRAGON 31 by David “Zeb” Cook

Artwork by Tony DiTerlizzi & Dana Knutson are hard and worn with care, then fresh with youth. There is no way to tell. From the final journal of Ambran the Chronepsis banishes all reflections, so that Seeker, former paladin, who forsook his even the smoothest water does not share god, name, and country to remain on the what it sees. Outer Planes. May Oghma forgive him of Glin is impatient to leave. He worries his errors; may King Azoun not judge him that Chronepsis, sole inhabitant of this too hastily realm, will change his humor. I am reluc- tant to leave. I have never been in the presence of a god before, even a scaled hird day in the one like Chronepsis. Still I have become Mausoleum: I have lost all track used to the presence of petitioners of days and nights. The march throughout the land, so it is strange to sun across the sky, the falling find none here. What becomes of those grains of the hourglass—what is the use of destined for Chronepsis’ land? Perhaps these things in Chronepsis’ realm? The they are the grains within his hourglasses. span of days is his to rule, within the Glin is right. It is time (if there is time Mausoleum’s shattered boundaries. Per- here) to leave. haps I have aged here, perhaps I have not. First day outside the Mausoleum: Glin greeted me this morning, his face Glin’s fears seemed unfounded. Indeed I unlined and horns just budding. By after- wonder if Chronepsis truly knew we were noon he was aged again. Could the same there. Perhaps we are still there in the be happening to me? Sometimes my hands shuffled randomness of the dragon lords DRAGON 51 hours, arriving with our heads bowed Dream One: I dream about the book. I during its breakfast, leaving quietly again curse it in my dreams. Each night pages at lunch, only to reappear during dinner come to me and press themselves against counting the hourglasses in their niches. my flesh, carving their images into my Outside the limits of the Mausoleum, the skin. The chapters construct places that I land has changed. It is no longer green, will go. They build themselves word by but has the sere look of fall. It reminds me word, slowly tattooing their knowledge of Cormyr. Since the Mausoleum I can no onto me. When they are finished they will longer count the days from Sigil. take me to these places, these places I do Five days after the Mausoleum: The not want to go. land grows worse—more rugged than I There is a man I see who travels toward expected. This morning Glin asked his first me, sometimes straight, but more often with question of me, beyond the usual queries the path of the lost. There is a page in the of every day. He was curious about my book my dreams are writing for him. When dreams, if I had any recently. I have not it is done he will stand before me. and told him so. Seven days after the Mausoleum: When I awoke, my arm stung and Glin asked again about my dreams. His itched. Rolling back my sleeve, I was horri- interest is more than curiosity. fied to find a band of writing freshly tat- Glin says we should pass over Ilsensine’s tooed there. A single word girdled my realm soon. Although he did not add any forearm— Fallendor. more to that statement, he clearly does not For the first time since I left Faerun, I want to linger there like we did at the am truly afraid. The terrors of Baator I Mausoleum. glimpsed in Ribcage cannot compare to Eleven days after the Mausoleum: I this. They were real, at least. I could have understand now why the bariaur wishes fought them if it had come to that. Gro- to hurry. The air here is filled with a sub- tesque as they were, they at least had flesh tle pain that, were it stronger, would drive and substance. me mad. It began this morning with a What have I done in leaving the safety of buzzing burn at the back of my thoughts, Toril? What a fool I was to feel safe in a a verminous fly lodged behind my eyes. world where my dreams turn against me. All day the drone has grown stronger. By Seventeen days after the Mausole- this afternoon there was the distinct sen- um: Glin has stopped asking, although I sation of thoughts—images and whisper- still think he covets the images in my ings that were not mine. Hands without mind. I know what he is after now, and skin, whimpers from the room of a dark- will not fall for his traps. I’m not a fool—if ened inn, the ranting of a fevered fiend, he can’t trick me into giving him what he and scraps of other thoughts I could not wants, he may try violence. Let the basher identify—these things have filled my mind. try—I’ll be ready for him. Even focusing on my writing is hard. Worse still, the dreams have not stopped Glin solicitously asked about my dreams. and we have left Ilsensine’s realm. Each I think he only pretends concern—there is night they become stronger and more more in his eyes than care. It is like he insistent. My left arm is almost completely expects an answer, casting his net to col- covered by tattoos. Why does this no lect my dreams. Perhaps he’s not a Free longer concern me? Leaguer as he claimed. Is he a follower of the Fated, those who seek to understand Dream Two: Slowly moves the tattooing the planes by taking it from others? If I tell hand, carefully inking the script on skin him what I dreamt, do I lose my visions so like the whorls of a finger. With each that they can become his? touch of the , another syllable is Thirteen days after the Mausole- whispered. I shape the sounds carefully um: Glin’s question persists and this adding a little more of myself to the ink. morning I lied. I can no longer trust his Carefully I inject the memories into the motives. flesh, layering a new skin over the old. I told him no, but I did dream. It was a Ambran becomes no more. He is the can- persistent buzzing that skirled behind my vas, the escape from the prison the Codex eyes. It was not my dream, but the dream has built for me. of another that slipped away in the tangle of other preoccupations. I can even imag- Nineteen days after the Mausole- ine a man, a shadow at the back of the um: This morning the tattoos advanced burn. Perhaps because of Glin’s curiosity I beyond the collar of my jacket to coil feel compelled to write down these around my neck. Glin has seen them for thoughts, or is this some effect of the the first time and I can see his fear. He no -lord’s realm? Glin says Ilsensine’s longer hungers for my dreams. Perhaps domain is in caverns beneath our feet, now he knows what they are. The bariaur tunnels lined with the pulsing veins of can no longer be trusted. Ilsensine’s mind. Perhaps the mind-flayer Twenty-three days after the Mauso- gods knowledge is too great for it to con- leum: We have reached Bedlam, gate- tain. Whose dream is this—mine, an- town to Pandemonium. After all my other’s, or the secrets gathered by the wandering through the Outlands, now I thing beneath the ground? travel with a purpose—to reach Pandemo- nium. I have forced my journey upon my 52 MAY 1994 guide. I lead and he follows, increasingly that now covered nearly all my face. “You have wiped away the blood and ink. When apprehensive over the paths I choose. Pike know about this?” I wake he will be before me. He nears the it, I tell him when whines. “I am Hrava—leader of the Sarex. Come door to my cave. I when I wake, I, Fallen- into the shadows if you want to hear the dor, will reach out my hand and pull. I will Dream Three: By day I serve as a slave chant." draw him out, trap him within this shell. I to the Codex of the Infinite Planes, copying It was foolish, but I followed the voice. I will be free! the pages. Today’s entry was on the Grotto needed to know. “What is happening to I feel his footsteps through the earth. My of Bones at the heart of Hruggekolohh’s me?” eyelids tremble . . . realm. With fearful patience, I described There was a soft caress of shadow the cluster of skulls that ring his throne, across the bridge of my nose, tracing the Procampur: I still struggle with the how those heads whisper of their lives patterns of words etched in tiny lettering transformation. There are parts of Am- when the of Pandemonium blow there. “You’re being replaced. Word by bran left behind that press me to act through their moldering sockets. word, memory by memory. Each sentence against my will. I wonder how his incom- I know that when the words are done I on your skin’s the thought of another, plete spirit feels in that cave in Pandemo- will go there, but I cannot stop the dreams every syllable a moment of their life." nium? I wonder if he too is a slave of the from flowing out of me. The best I can “Impossible!” That was ridiculous to say, Codex? manage is to tarry over the arch of a let- but I did. I thought I was free of the Codex, but ter, the flourish at the end of a line. The “And yet it happens." even now I realize this too was a lie. I no pages of Tzunk’s work that I have found “Who—” longer see it in my dreams, but its words show the same touches, the same devotion “Who is doing it? A prisoner and a slave. still bind me. These notes, for one. I can- to artistry, as he too came to understand There is an ancient book—the Codex of not resist the urge to write my experi- his fate. the Infinite Planes. Perhaps you have ences, even though I always burn them At night the Codex visits me, filling me heard of it?” later. My passions are printed on this face; as its receptacle. Even as it does so, I shape I nodded to the eyes I could dimly see. these hands describe the childhood of my dreams and send them to Ambran. “To exist and to grow, the book becomes another body. All the things that Fallendor Each night I tattoo a little more, painting the dreams of a prime. The slave writes was are written for everyone to see—his him while he sleeps. Each night I sense what he dreams and goes where the pages hopes and his final treachery. People see that he is a little closer to me. I am amazed take him, until eventually the slave is a this tattooed face and shun me. Words still that the Codex does not suspect me, even useless husk. When he finally writes his enslave me. as my escape nears its finish! own page in the dead book, the book waits for another and continues its pages." Twenty-seven days: Where I have “I’ve been captured by the book?” been is meaningless. Where I am going is “No, you berk, you’ve been snagged by the only thing that matters. Today I dis- the slave." The darkness gave a dry, missed Glin and he was glad for it. He is throaty chuckle to my plight. “Sometimes useless as a guide. I know where my jour- the slave learns from the Codex even as it’s ney will end. using him. He learns how to ball up his Still, I fight my fate. I have tarried now dreams and send them to some poor sod for four days in Bedlam, staying to the like you.” high ground of the Citadel. The inhabit- “And?” ants are saner here than on the lower “And you become him. And he escapes slopes, so close to Pandemonium’s gate. the Codex’s grip—even if he does have Every moment I struggle to resist the urge wear his memories on his skin for the rest to descend and pass through the iron arch of his life—makes for an interesting life." to Pandemonium. I started to shiver. “What happens to The tattoos continue to appear. The me?” memory of a past love is written in the The shadows swirled around me and the curve behind my ear. I cannot see it, but I voice whispered in my ear. “Maybe you’re already know what feelings the words destroyed. Maybe you’re trapped inside carry. I am less of myself and more of your own body. What does it matter?” someone else. I was sick with fear then. “Why are you What is happening to me? telling me this? What do I owe you?” Twenty-nine: Today I almost suc- The laughter came again, fading into the cumbed. I was searching for a sage, a darkness, “Owe? Nothing. I’m Hrava, the member of a group called the Sarex. I had shadow-fiend, what you’d call a thing from a hope he would explain these tattoos the pits of the Abyss. I told you because it (what would Trandleer say?) when I real- amuses me. But I’m a fiend—am I lying or ized my steps were carrying me from the telling the truth?” With that he left me in safe haven of the Citadel and into the the darkness. tangle of the lower slopes. I could barely I have given up looking for answers in remember the prayers to Oghma to Bedlam. strengthen me! Pandemonium: Now I have even given My distress did not go unnoticed. Even up counting days. My body carries me as I fought for strength, a voice addressed forward as if it knows where to go. The me from the shadows. At first I thought it wind cuts and screeches in my ears, trying was another part of the madness that has to drive me insane. It can’t—what more taken me. can madness do to me now? I (or someone “You are in great danger," it whispered. else?) still harbors the hope that I can “The Slave of the Codex has written upon escape this fate. you.” I was dumb-founded. Until this point, no Dream Four: He is here! My needles one in Bedlam had even noticed the tattoos have pricked the last letters. My hands

DRAGON 53 Listen, berk. You might think you’ve got the dark of what the factions are about, but there’s more to ‘em than meets the eve. They’ve got secrets within secrets, and the poor sod who crosses a factol’ll find him- self lost, and lost fast. Now, you seem like a decent basher, and it would be a shame if you got put in the dead-book without even knowing why you got there. So, pay atten- tion, and you may learn something that could keep your soul and body together by Rich Baker when you walk the streets of the Cage. Artwork by Tony DiTerlizzi Factions There’re thousands of leagues, circles, conspiracies, and on the Great Road, but there aren’t more than a few dozen factions, and there’s only fifteen that are known in all the planes. Each faction stands for something—a body’d have to be completely Clueless not to know that—but there aren’t many cutters who have the dark of what the factions do about their beliefs and what belonging to a faction actually means. If a cutter’s a factol’s man, he lives the belief of his faction. The Ciphers empty their heads of thought. The Bleakers em- brace howling insanity. The Mercykillers hound lawbreakers into their graves. But that don’t mean that every Cipher spends his day contemplating his navel, or that 10 JANUARY 1995 every basher wearing the badge of the Red The rarest kind of faction-man is the fac- Death does nothing except pursue crimi- tor, or factol’s man. The factors are the nals. See, there’re different levels of associ- high-ups of the factions. They command ation with each of the factions, and the strongholds and oversee operations, and truth of things is this: most cutters wear councils of factors usually govern most of the colors and live the belief while going the factions’ relations and activities. In about their own lives. some factions, the factors stay invisible; Most bashers you meet on Sigil’s streets they disguise themselves as factotums of are namers. They’re sometimes called the some type or another. Other factions, like file, or factioneers. Namers are cutters the Guvners, like to put a name and title to who wear the colors but keep a distance each of the factors. When it’s time for a from the factol’s plottings. They’ll gladly new factol, it’s usually one of the factors get in a brawl over their badge, but they’ll who ends up taking the job. rarely shed blood for their colors. When namers can, they help each other out. May- Faction secrets be they let the faction’s bloods crash in So, you think you have the dark of it their kip, or maybe they keep their ears now? Well, don’t think you know all you and eyes open and pass news along. The need to know to deal with the factions. point is, they keep their involvement at a See, the factions pass on more than a set of minimum unless it serves their purposes to colors and an attitude to their namers and get in good with the factol. factotums. Factions are about knowledge If a namer doesn’t want to do something and philosophy, after all, and there’s few for his faction, he can tell his fellows to pieces of knowledge more handy than pike it. Usually, he can get away with it. spells no one else has seen, or darks no one He’d better not come around asking for else can learn. The low-ranking bashers— help later on, though. A lot of the factols the namers—won’t know much more than only ask a cutter once, and if he doesn’t you would, but the high-up factotums and march to their tune, he’ll never become a factors have been initiated into the deep- high-up. est, most dangerous darks the factols When a basher enlists in a faction full- know. In the Cage, knowledge is power. time, he’s called a factotum, or faction- Most of this chant is common sense. Any man. A lot of sods think that factotums are sod on the street knows that Ciphers know just guides and messengers, but those’re things about how to move and how to act only the most visible kind of factotums. faster than a snake’s strike. Everyone’s Many more factotums are soldiers and seen Dustmen deal with undead, or a scholars, diplomats and enforcers, and Doomguard in a fight. But these aren’t the knights of the post who all work for the only tricks the factions have up their factol. In fact, any basher who considers sleeves. There aren’t many namers who being a faction member his primary em- learn these darks; the factols like to get ployment and use of time is a factotum. their hooks in a cutter and be sure of his Generally, all factions are short on facto- loyalty before they call him a factotum and turns; it’s easy to find namers to wear the trust him with a new secret. And in most colors, but it’s hard to find someone who’ll cases, the blood’ll have to demonstrate his drop what he’s doing to carry a message to loyalty many times to earn the more pow- Ribcage, or maybe undertake a little cross- erful darks the faction trusts him with. trading for the factol’s benefit. Factotums have to take orders from the higher-ups in Athar their faction, but the factions watch out The Lost have a lot of enemies in the for their factotums and make sure they’ve Cage. There ain’t many cutters who’ll ad- got the jink and savvy to get a job done. mit to thinking like they do. After all, who Each faction has a different way of making knows when a sod might need a little di- factotums out of namers. vine aid? An Athar sure won’t see any.. Wearing the Athar colors is bad enough, who shows them the ropes. The appren- Despair (Enchantment/Charm) but the factotums of the Lost have to learn ticeship varies widely from individual to Wizard spell a trick or two to help themselves when individual; some mentors almost ignore Level: 4 Components: V,S other folks might turn to a power for help. their charges, leaving it to the apprentice Range: 30 yards CT: 4 In the Athar, factotums are called to keep up with them, while others take Duration: 1 rd./level Save: Neg. athaons. A namer can become an athaon their duties very seriously and insist on Area of Effect: 2d4 creatures in a 20’ X 20’ by participating in a hidden ceremony in daily lessons or tasks. When the mentor square the walls of the Shattered Temple. It’s said feels that the factotum candidate is ready, that an athaon has to bring three objects, he takes his protege before a Godsman Mages of the Bleak Cabal developed this books, or symbols imbued with the magic factor who evaluates the candidate with spell to share their point of view with of the so-called powers to this ceremony tests, puzzles, or challenging tasks. The their enemies. When this spell is cast, 2d4 and destroy them there. (Magical items tests are said to be tailored to the candi- sentient creatures (Intelligence 3 or better) usable by priests, relics, or holy writings date’s fears and weaknesses. in the area of effect must make a saving will do.) Once the namer’s done that, he’s Factors of the Godsmen are selected throw versus spells or lapse into a despon- sworn into the ranks as an athaon. from the most experienced and powerful dent depression as they realize the hope- Athaons can get room and board from factotums (10th level or higher) after a lessness and folly of their beliefs. Victims any namers of the Athar. In addition, the secret ceremony or test of some kind in of despair are unable to attack, cast spells, factors’ll keep him busy with assignments the Deep Ethereal. move, or even engage in basic activities designed to increase the power of the The Godsmen spend a lot of time in the such as eating or drinking. Everything just faction and work against those sods who Ethereal Plane, studying the formation of seems pointless. The effects last for one meddle in the name of imaginary powers. demiplanes, and they learn their way round per level of the caster. Most low-level athaons are used as guards around the Gray Sea. Godsmen factotums Creatures suffering from despair don’t and messengers, or technical experts. Mid- are trained in recognizing color curtains bother to defend themselves, so opponents level athaons (4th-7th level) are used as and automatically know what plane a can automatically strike, disarm, or bind special envoys, independent operatives, or curtain of vaporous color leads to. They them without resistance. However, when a supervisors. make excellent guides in the ether; Gods- creature is damaged or bound, it may Athaons receive a special saving throw men factotums reduce travel times by one- attempt another saving throw versus bonus of +2 against priest spells cast by third, and Godsmen factors reduce travel spells to shake free of the spell effects. clerics, proxies, or servants of any of the times by one-half. Because they are at- Primes and Independents resist the effects powers. They know that it’s all a sham and tuned to the misty world of the Ethereal of despair, since they’re not committed to place their trust in themselves. This bonus Plane, they learn to detect the approach of a philosophy. They gain a +2 on saves also extends to the spell-like abilities of enemies—Godsmen factotums gain a +1 versus this spell. creatures such as devas and baatezu who bonus to surprise checks on the Ethereal. serve a power. Godsmen factotums sometimes can be Howl of Pandemonium By 9th level, most athaons are nearing found with magical stones called source (Conjuration/Summoning) selection as a factor and elevation to the tokens. These stones look like cloudy gray Wizard spell inner circle of the Defiers. Factors of the pebbles with swirls of darker matter in- Level: 6 Components: V,S,M Athar gain a special obscurement that side. The holder of a source token can Range: 0 CT: 6 protects them from the observation of enter the Ethereal Plane at will from any Duration: Special Save: Special powers and their servants. Priests, divine other point in the multiverse, but each Area of Effect: 30’ radius or a cone servants, and even the powers themselves token only works once before disappear- 60’ X 20’ at its end using spells or spell-like powers to locate ing. It’s said that source tokens are manu- or inquire after an Athar factor must factured in a secret forge in Sigil’s Great This spell enables a mage to channel the make a saving throw versus spells or have Foundry, and they’re only given to facto- screaming winds of Pandemonium their efforts fail automatically. Spells or turns who have a specific mission for the through his own body, allowing him to abilities this Athar obscurement counters faction. emit a numbing howl that incapacitates include detect evil, detect invisibility, ESP, anyone nearby. The spell lasts as long as know alignment, locate object, clairvoy- Bleak Cabal one round per level of the caster, but ance, clairaudience, magic mirror, contact Bleakers don’t see themselves as insane, ceases if the howl is not maintained for other plane, sending, ensnarement, legend despite everything everyone else says that length of time. (The howl must be lore, demand, foresight, augury, detect lie, about them. It’s all the other sods who’re maintained for at least one full round to divination, reflecting pool, magic font, find deluded. The Cabal picks its factotums be effective at all.) The effects linger after the path, exaction, and other such spells. carefully; the difficulty of their beliefs is the spell ends, lasting as long as the howl It’s thought that since the Athar don’t more than most sods can take. Prospective was maintained. The wizard can take no believe in powers, the powers and their factotums must serve six months in the other action than standing still and howl- servants have a hard time affecting them. Gatehouse, looking after the barmies, ing to maintain the spell. When the wizard before they are accepted and assigned to casts howl of Pandemonium, he has the Believers of the Source other duties. option of channeling the spell into a cone- Godsmen believe that every sod out One of the unusual darks about the shaped area, or simply affecting all crea- there can be a power someday. It’s easy to Cabal is the fact that there’re many wiz- tures within 30 feet. laugh at ‘em, but there’s the unsettling fact ards and scholars among their ranks. All sound-based attacks are negated by that sometimes Godsmen do things that Characters of high intelligence find a this spell. Even a banshee’s wail or an can’t be explained. None of the other strange logic in the Bleakers’ teachings. androsphinx’s roar would be drowned out factions believe the Godsmen are actually Most of the factotums and factors of the by the howl. All creatures in the area of becoming , and say that they’re Cabal are wizards, and the Cabal has effect are deafened and disoriented by the using magical items to achieve these ef- access to a number of rare and dangerous spell. Communication of any kind is impos- fects. The Godsmen pay no attention to spells developed by its members. (Two of sible, and the victims suffer a -2 penalty these nonbelievers—they know they’re these special spells are described here, as to attack rolls and saving throws. Any right. examples.) The Cabal jealously guards the creature trying to approach the caster Godsmen namers who want to become knowledge of its spells, passing them on must save versus spells to be able to get factotums undertake an apprenticeship only when a factotum has proved his value closer, and any nonmagical missile fire is beneath a more experienced character and loyalty in many important missions. deflected by the force of the howl.

12 JANUARY 1995 In addition to the above effects, crea- ons known as entropy blades. Initiates of the Fourth Circle are inaugu- tures whose Hit Dice or levels are less Entropy blades are forged in the Doom- rated into a sinister and dangerous dark: than the caster’s must save versus spells or guard citadels and imbued with the destruc- their pact of neutrality with the undead become confused. Roll a d10 for those tive powers of the negative quasi-energy becomes a pact of service. Dustmen facto- who fail their save and refer to the list planes. An entropy blade is created to op- turns gain the power to command undead, below: pose a specific threat to the disorder of the just as if they were neutral priests. Each 1: Wander away for duration of effect. universe, and once the threat has passed, Dustman must be individually initiated 2-6: Stand confused for one round, then the entropy blade dissipates into dust. For into the circle of command; many Dust- roll again. example, a powerful priest of a lawful men never become part of this alliance. 7-9: Attack nearest creature for one power may be trying to unite a warring Once initiated, the character gains the round, then roll again. kingdom. The Doomguard chooses to oppose power of a lst-level priest for purposes of 10: Act normally for one round, then his action, since if the kingdom were left commanding undead, and improves when- roll again. alone it would fall into entropy. A Doom- ever he rises in level. Priests who gain Creatures of 2 Hit Dice or less who fail guard hero is entrusted with an entropy access to this inner circle get a bonus of their saving throw are not confused, but blade with the purpose of destroying the +4 on all their normal attempts to com- instead driven into a catatonic state that priest and his works. mand undead. lasts for 2d6 hours. Petitioners and mon- Entropy blades are normally swords of If this wasn’t frightening enough, it’s also sters native to Pandemonium are unaffect- +2 magical value, but when they directly said that the Dustmen hide a terrible dark ed by this spell. oppose the threat that prompted their in their hidden Negative Energy Plane The material component is a pebble creation, they act as +4 weapons. Entropy citadel: Every Dustman who has ever died from Pandemonium, which must be con- blades ignore the normal adjustments to is waiting to be recalled to service. Except sumed by the caster. magical weapons caused by travel through for those who were disintegrated or other- the planes—after all, entropy is every- wise physically destroyed, the Dustmen Doomguard where. take all their dead back to their black The Doomguard believe that it’s neces- Entropy blades also have special powers, citadel and prepare them for continuing sary to prevent people from interfering depending on the specific type of blade service as undead. Some day, they’ll all be with the natural order of things——but note that these special summoned back to unlife when the faction gradual entropic death of the entire multi- powers only operate when the blade is has need of ‘em. A body’d better not rattle verse. The constant conflict of entropy being used in direct pursuit of the purpose his bone box about this one—if the Dust- against order has taken on the characteris- for which it was made. men even suspect that someone’s tumbled tics of an unending war for many Doom- —An ash blade protects the bearer as if he to this, they’d be waiting in the darkness. guard. Unlike many other factions, the were wearing a ring of fire resistance, and The end result of all this is that Dustman Doomguard make no distinctions between can cause a chill touch three times per day. Initiates often can muster undead allies to namers or different ranks of factotums. —A vacuum blade provides the bearer help them. An Initiate of the Fourth Circle Doomguard forces form spontaneously in with immunity to gas attacks such as a can “requisition” a group of undead whose response to a direct threat to entropy, and green dragon’s breath or a stinking cloud total Hit Dice are no more than twice his any blood who happens to be there may spell. It can enfeeble (as per ray of enfee- own level. To make this requisition, the end up as the high-up for that fight. blement) by touch three times per day. Initiate must convince his superiors that Although the Doomguard don’t officially —A salt blade provides the bearer with he really needs the help, must succeed in a create supervisors or officers, the truth is water resistance (as per a ring of fire command undead attempt, and also must that there’re Doomguard who spend all of resistance, but against water-based attacks reward the undead for their service. (The their time fighting the entropy war, and or spells) and allows the bearer to lower DM can decide exactly what kind of un- there’re Doomguard who don’t. The full- water or destroy water as a 12th-level dead forces are available for the charac- time bloods might be considered the equiv- cleric, up to three times per day. ter’s command, and what the character alent of factotums from another faction, —A dust blade protects the bearer against must pay them. Under no circumstances since they tend to be in on the dark of earth- or stone-based attacks, including earth can a PC attempt to muster undead allies things and often wind up as the cutter in elementals, giant-thrown boulders, or fist of more than once per adventure.) charge when the faction needs to get stone, and can disintegrate stone or earth by The Dustmen are careful not to abuse things done. touch once per day. this pact of service or to let it become While the Doomguard skips on organizers A Doomguard factotum with a very long common knowledge. There are too many and middle ranks, they do spawn factors to mission may retain his entropy blade for bloods in the Cage who’d take offense at marshal the forces of entropy against the his entire natural life, passing it on to the sight of undead marching through the forces of order and progress. These bloods another Doomguard when he can no streets or looting the homes of the rich for are known as Doomlords, and most sods longer serve as a champion of entropy. the faction’s benefit. A Dustman sod who don’t ever want to meet one who’s about the However, most entropy blades exist for fouls this up could very well find himself faction’s business. Doomlords are picked only a few months before their missions as one of the creatures he was trying to from the most powerful and ruthless Doom- are either accomplished or defeated. control. guard, and then subjected to some kind of unspeakable transformation in the Negative Dustmen Fated Energy Plane. When they return, they wear Dustman factotums are rare; the mem- The Takers have a unique system of ad- black and red masks blazoned with the bers of the faction refer to them as Initi- vancement from namer to factotum, and faction symbol where their faces ought to ates. The lowest-ranking factotums are from factotum to factor: challenge and be. It’s said that the sight of what’s under the Initiates of the Fifth Circle, and middle- defeat. When a Taker decides he wants to mask’d drive a body mad. ranking factotums are Initiates of the become a factotum, he has to find a sod From time to time, the Doomlords create Fourth Circle. The factors and factol of the who’s got the job he wants and remove him champions of entropy to respond to spe- faction belong to the First Circle. No sod’s from it. The sod can be “convinced” to retire, cific threats. These cutters would be high- ever discovered what the Second and encouraged to go after someone else’s kip, or up factotums in another faction, but in the Third Circles were and lived to tell the (rarely) simply disappear. Whatever it takes, Doomguard they’re made from whoever’s tale, but it’s said that powerful, free-willed it’s understood that the fellow advancing in the strongest sword arm near the trouble. undead make up these ranks of the fac- rank is merely asserting his right to confis- To help these cutters perform their duties, tion. To become an Initiate, a Dustman cate the desired position from someone too the faction arms them with magical weap- must be at least 4th level. weak to defend it. DRAGON 13 Factotums of the Takers soon discover survival proficiencies while on that layer. spell. (Refer to page 44 of the DMG.) It is that it’s not in the Takers’ nature to help Unfortunately, the only real way to learn possible for a wizard to research a spell each other out. They don’t pass around this proficiency is to spend time on the that he knows how to cast normally; these special magical items, or teach each other plane (or layer) in question. About a are spell-like abilities derived from a unique spells. They believe that each cut- month’s worth of travel and study will knowledge of the multiverse, not extra ter’s got to make his own way in the suffice for general plane knowledge, but spells. After a character invests the neces- world, and if one of the Fated really needs becoming an expert on a layer could take sary time and money, he has a percentage help from someone else, maybe they four to eight months of extensive travel chance equal to his Intelligence plus his shouldn’t have become Takers in the first and introductions. experience level to find a way to make it place. work. However, this doesn’t mean that the Fraternity of Order A Guvner can’t gain more than one spell- Fated don’t have tricks that other people It shouldn’t surprise anyone that the like ability per five levels. The DM is per- don’t. Any sod’11 tell you that the Fated are Guvners are the most organized and disci- fectly within his rights to require a player some of the most knowledgeable and plined of the factions. Every factioneer or character to make an extraordinary effort reliable guides on the Great Road. You see, factotum’s got his place and his responsi- (i.e., have a successful adventure) to even one of the Takers never lets someone else bilities. A clear chain of command con- get started on developing one of these do his work for him. If he’s planning a trip nects even the lowest cross-trading abilities. to Carceri, he finds out everything there is innkeeper right to the factol himself. Fac- to know about the Red Prison first. When totums are advanced at regular intervals Free League he gets there, he relies on nothing but his to positions of greater responsibility, pro- The Indeps don’t have any formal orga- own observations and common sense. The vided they live by the rules and show nization or card-carrying factotums. There Takers’ve got a knack for survival that’s a creativity in getting around them. aren’t any terrifying secrets that they’re mile wide. Of course, Takers don’t pass As Guvner factotums grow more power- passing around, no distinctive powers that along this information for free. You’ve got ful, they learn the dark of things. They mark them for what they are. They settle to earn it somehow, and if you want a find the loopholes in the universe and for maintaining their neutrality and keep- member of the Fated to guide you across learn how to take advantage of them. A ing out of the kriegstanz of the other Avernus, you’d better be prepared to pay high-up Guvner can do things that no one factions. Since they don’t create special dearly for his time and trouble. should be able to do. When a Guvner powers for themselves, the Indeps find In game terms, factotums of the Fated factotum reaches 5th level, she gains a other ways to look out for each other. One can use nonweapon proficiency slots to limited ability to manipulate probability. of these is a spell, know faction, which gain a special proficiency called Plane Once per day, the character can tinker was developed by an Indep wizard who Knowledge, described below. Once a Taker with the laws of chance to gain an advan- wanted to be sure of who he was dealing spends a slot on Plane Knowledge, he can tage for herself. (In game terms, she can with at any given time. spend additional slots on Layer Specializa- give herself a +1 to an attack roll, damage tion. For example, a Fated who has Plane roll, saving throw, or bestow a -1 penalty Know faction Knowledge (Baator) can spend another slot to any one of her opponents’ rolls. This (Divination) to get Layer Specialization (Avernus). bonus or penalty improves by 1 per three Priest or wizard spell levels, so at 8th level it’s a +2 bonus or a Priest sphere: Divination Plane knowledge -2 penalty, at 11th level a +3 or -3, and Level: 1 Components: V,S General, 1 slot, Int -2 so on. This ability is one commonly taught Range: 20 yards CT:1 This proficiency allows a character to by the Fraternity of Order to all of its Duration: 1 rd./level Save: Neg. become familiar with the hazards, deni- factotums. Area of Effect: Special zens, and refuges of one specific plane. A A more personal special ability lies in the character with this proficiency knows Guvners’ command of spell-like abilities. This spell enables a wizard to determine what the gates to the neighboring planes These are acquired on an individual basis, the faction of a character or creature and different layers look like. He can usually at the cost of months of adventur- simply by looking at him. Most faction recognize common denizens of that plane ing or research. A fighter might learn how members don’t bother to hide their affilia- and estimate how dangerous they might to “borrow” some elemental fire to tempo- tion, but on occasion factols will order be. He has a good idea of what’s where, rarily turn his sword into a flame blade, or covert missions or infiltrations of other and the general characteristics of any a thief might learn how all shadows meet groups. The spell lasts one round per level power’s realm in that plane. With a suc- on the plane of Shadow and how he can of the caster, and the caster can determine cessful proficiency check, the character teleport himself by stepping into one the faction of one creature within range can determine which way to go to find shadow and out of another. Every time the every round. If a target is trying to con- any destination or portal he’s heard of, character uses one of these abilities, there ceal his faction, he may attempt a saving recognize uncommon or rare residents of is a 10% cumulative chance that the loop- throw versus spells to foil the wizard’s the planes, determine the intent or pur- hole in the laws of the universe closes, and efforts. pose of any natives he meets, or survive the ability is lost forever. If the character On occasion, creatures with deep-rooted on inhospitable planes without food, wa- rolls 01-05 on this check, the loophole philosophical beliefs will be revealed by ter, or special equipment. closes in a catastrophic fashion for him. this spell. For example, a high-level priest By spending another proficiency slot, the (The DM is encouraged to be creatively who worships a power of death may be character can specialize in a layer of the malevolent.) mistaken for a Dustman. plane he has knowledge of. Layer speciali- As a rule of thumb, a factotum cannot zation creates several contacts or ac- learn how to create a spell-like effect that Harmonium quaintances for the character on the layer is of higher level than he could cast if he Strangely enough, the Harmonium’s in question. With a successful proficiency were of the appropriate class. It would views often create situations of conflict check, he can apply a +3 reaction adjust- take a 9th-level thief to learn the teleport with those who don’t agree with them. ment to any dealings with natives of that trick described above, since it takes a 9th- The Harmonium has adopted a rigid mili- layer—the character learns which names level wizard to cast teleport normally. In tary structure similar to that of a typical to drop in which situations. A character addition, the research and study involved army, and most factotums serve as soldiers with layer specialization effectively has is approximately equal to the time and and officers beneath factotums of higher the direction sense, weather sense, and money required to research the same rank. The Harmonium is careful in select-

14 JANUARY 1995 ing factotums, requiring candidates to be one round if he fails his save, fighting the for lifetimes, and many others have died in tough, smart, and dedicated. Usually, compulsion to obey. their quests. candidates of lower than 3rd level can’t Justiciars are created in three steps. handle the regimen of exercise, training, Mercykillers They first swear a blood oath to pursue and education. Mercykiller factotums are call them- their assignment; second, they are linked Hardhead factotums are trained exten- selves justices. They must undertake a to their target in a magical binding cere- sively in combat and are almost as good at lengthy period of training and study, mony; and last, they are equipped with a ending fights as the Doomguard is at start- learning the law to an exacting degree. warrant with which to serve their prey. ing them. At 4th level, a Hardhead facto- Once the justices graduate, they are free When the justiciar’s creation is completed, tum may select a weapon of choice to serve the faction independently and he is excused from all other duties and appropriate to his class. When attacking pursue punishment as they see fit. Most assignments and set to the trail. Justiciars with the weapon of choice, the factotum Mercykiller justices commit themselves to can command any resources or assistance gains a +1 bonus on his attack roll. Note an unending crusade against lawbreakers. necessary from other Mercykillers they that a weapon of choice is not weapon From time to time, the Mercykillers are meet during the pursuit of justice. specialization, and provides no extra at- confronted with a criminal who escapes The magical binding ceremony that is tacks or damage bonuses. If a fighter the normal processes of justice and whose part of a justiciar’s creation serves two already has a weapon specialization, she crimes cry out for retribution. When this purposes. First, it provides the justiciar can use the weapon of choice to gain the happens, the factol orders the creation of with an innate sense of direction that gives +1 attack bonus with another weapon. a justiciar from the ranks of the justices to him a feeling for how far his quarry is and At 7th level, Harmonium factotums gain pursue the villain and ensure that the in which direction. Even the planes them- a special +3 bonus to saves versus fear crime does not go unpunished. selves do not bar the justiciar’s special and emotion effects. Their dedication to Justiciars are justices of 5th level or higher sense. Second, when the ceremony is duty and their rigid beliefs make it diffi- who are assigned to find criminals of unusu- completed, the quarry becomes instantly cult to distract a Hardhead from his duty. al power or villainy who would otherwise aware of the fact that it is now being This bonus applies against spells or spell- escape punishment. Only the most responsi- hunted for its crimes. The material compo- like abilities such as friends, spook, taunt, ble and resolute of Mercykillers are selected nent of this binding ceremony is a piece of forget, scare, emotion, fear, despair, eyebi- for this duty; it is expected that the justiciar evidence from the crime, or something te, cause fear, or even dragon fear. will place the performance of his task above belonging to the criminal. The justiciar Finally, Harmonium priests are taught a his own life and never give up the chase must keep this on his person for his spe- special second-level spell called dictate. until he is dead or justice has been done. cial sense to operate. Harmonium factors (characters of 10th Some justiciars have followed their quarry The warrant is a scroll with a very spe- level or higher) may learn dictate as a special spell-like ability, which they may employ once per day.

Dictate (Enchantment/Charm) Priest spell Sphere: Law, Charm Level: 2 Components: V Range: 30 yards CT: 5 Duration: 1 rd./level Save: Neg. Area of Effect: Up to 6 creatures in a 20’ cube

This spell is an improved version of the command spell. It can affect up to six creatures at once, and its effects can last more than one round. Dictate allows the caster to speak a short, precise phrase or order of no more than a dozen words that must be obeyed by all targets who fail their saving throw. Examples include, “Throw down your weapons!,” “Stay here until I return!,” or “Seize that !” The command must be stated in a language understood by the targets, or the spell fails. The subjects will continue to obey nonimmediate orders (such as “Wait here,”) for up to one round per level of the caster. Dictate must be phrased to create an immediate course of physical action for the target. Commands to “Die!” or “Sleep!” usually don’t work, but commands to “Lie down and put your hands behind your head” are effective. If the dictate spell is poorly phrased, the DM can assign a sav- ing throw modifier of +1 to +4 for the targets. If the caster directs the intended victim to take an obviously self-destructive action (“Throw yourself off that cliff!” or “Kill yourself!“), the victim stands still for

DRAGON 15 cialized spell written on it. When read in months before he’s invited to meet other with reality by forcing their perceptions the presence of the justiciar’s quarry, the factotums. on everyone around them. A character warrant functions as an individualized When dealing with the Anarchists, it’s must make a successful saving throw hold person spell with a -4 penalty to the best to assume that they know most of versus spells to imagine, and for each target’s saving throw. The justiciar can your darks and can get at the rest if they additional time he attempts imagining in read the warrant regardless of his charac- want. It’s a good things these cutters can’t the course of one week, he suffers a -4 ter class, and the warrant works only figure out an agenda, because if they ever cumulative penalty to the save. against the individual creature named in did agree on which faction to topple first, When a factotum imagines successfully, the scroll. Even creatures normally im- the Cage would never be the same. he can mimic the effects of the wizard mune to hold effects are threatened by the Anarchist factotums are career revolu- spells minor creation or shadow monsters, power of the warrant; they must make a tionaries. They train their cells extensively as if he were a wizard of the same level. If saving throw versus spells or be affected. in skills such as Forgery and Disguise. The the factotum makes his saving throw by The warrant’s effects last for 5d4 rounds. factotums gain the special benefit of learn- four or more, he can mimic the effects of Player characters occasionally may be ing proficiencies from the rogue group at the spells demi-shadow monsters or major assigned as justiciars if they have served normal cost, regardless of their actual creation. The factotum actually is creating their faction well and have shown that class. Rogue characters gain a special +2 a temporary, subjective version of reality they have what it takes to be made into a bonus to their score in any proficiency of through the force of his beliefs. justiciar. There are no limitations on com- their group that they know. Unfortunately, reality doesn’t like to be panions, so a PC justiciar could bring his bent like this. When a Signer fails his fellow PCs along in the search for justice. Sign of One imagine saving throw, he “burns out” the The Signers believe that all existence is power until he advances in level. The Revolutionary League imagined by the mind that perceives it, Signer realizes that he didn’t know as The Anarchists have found that espio- and that reality is real for only one blood much as he thought he did and has to re- nage skills and revolutionary organization at a time. It sounds far-fetched, but there’s examine his beliefs. If the Signer fails his are useful tools in their war against the a circular logic to their arguments that a saving throw by rolling a 1, he suddenly establishment. Revolutionary League nam- sod just can’t get free of. Of course, most realizes that he is imaginary, and becomes ers are organized into cells, which are of it’s just drivel, but every now and then a a shadow monster version of himself. He is groups of three to eight cutters who don’t Signer shows you just how powerful the reduced to 20% of his normal hit points, know anyone else in the organization. power of belief can be. inflicts 20% of his normal damage, and Only one blood, the factotum of the cell, Signers of 4th level or higher can choose cannot cast spells or use special racial or knows anyone else. He is a member of a to be initiated into the inner circles of the character class abilities. It’s hard to get second cell, composed of the factotums of faction as a factotum. Signer factotums are much done when a body’s almost imagined other cells. The Anarchists take their trained in the special art of imagining. The himself out of existence. The unlucky sod internal security very seriously, and a Signers find imagining to be extremely can attempt a saving throw versus spells prospective factotum is watched for arduous work—after all, they’re tampering (no penalties apply) once per day to imag- ine himself back into reality.

Society of Sensation Some bashers think the Sensates are nothing but an organized society of stag- gering bubbers. It’s no dark that the Sen- sates enjoy themselves, and do so in any way possible, but it’s also true that Sen- sates make a point of collecting life experi- ence as well as pleasure. Sensates live every moment of their lives, ignoring nothing that seems new or unusual. It’s not a neverending debauch; it’s a studied effort to experience everything there is to be experienced, and Sensates can tell stories that’ll open a body’s eyes in won- der. Sensate factotums are recruited by senior factotums who search for charac- ters with experiences of particular value and intensity. All this life experience and the apprecia- tion of entertainment and the arts can’t help but rub off on cutters who become factotums of the Society. Sensate facto- tums begin to pick up a few skills a body’d normally associate with bards. Beginning at 5th level, Sensate factotums can use the bard’s Local History and identification abilities as if they were 1st-level bards. Sensates have an extensive store of experi- ences that often provide them with unusu- al insights. “Been there, done that,” is practically the faction’s motto. To be initiated as a factor, the Sensate has to make some lasting and significant contribution to the experience of the entire faction. The factors of the Society of 18 JANUARY 1995 Sensation are not a band of monumental increases his initiative bonus to +2, and a leaders of cliques or bands of bashers on hedonists, but a circle of rare men and master of the spirit increases the initiative up to major figures who seem to act as women who’ve tried something no one’s bonus again to +3. It takes a Cipher about marshals of Chaos. There’s no limit to how ever done before them. three to four months of intensive exercise far or fast a Chaosman can rise. and deep meditation to absorb the teach- Like the Doomguard, the Xaositects have Transcendent Order ings of his new rank. no formal structure for creating factotums Action without thought is perfect, or so Another benefit of the Transcendental or factors. It’s simply a matter of whether a the Ciphers say. Any cutter who’s ever Order’s teachings is the fortification of the cutter remains a Chaosman in name only, or seen a Cipher spend a day contemplating mind against mental attack. It’s hard to chooses to make the goals of the faction his navel in front of a wall’d be inclined to take control of a cutter’s mind when the (such as they are) his primary pursuit. think they were half-right. But the truth is, fellow isn’t even thinking. Once a Cipher Chaosmen who strongly embrace their Ciphers can achieve a remarkable state of has invoked his action trance, he gains a faction’s causes tend to become mobile cen- coordination between mind and body that saving throw bonus versus mind-affecting ters of mayhem and disorder that infect can leave other sods wondering how spells and spell-like effects (charm person, everyone around them with confusion. things happened so fast. dragon fear, harpies’ songs, and the like) As the Xaositect becomes more power- The Ciphers don’t recognize factotums equal to his initiative bonus. If the spell or ful, the forces of Chaos become stronger or factors. They simply reward those effect normally allows no save, the Cipher in her. Chaosmen of 5th level or higher are bloods who’ve proven their mastery of the may attempt a save without his special protected by nondetection against spells Cipher meditations with the title of master. bonus. Note that Ciphers only enter their cast by lawful wizards or priests. Chaos- There are three ranks of masters: master trance of action when they get into a fight men of 9th level or higher gain the ability of the heart, master of the mind, and or are engaged in their exercises and to radiate confusion in a 20’ radius, once master of the spirit. Masters of the spirit meditations—a Cipher PC can’t walk per day. The effects of the confusion last are roughly the equivalent of the factors around in a blank zone all day on the off for 2d6 rounds, and any lawful characters of the other factions. Members of the chance that someone might try to throw a within the area of effect save with a -2 Transcendental Order must be at least 3rd command at him. penalty. level to be recognized as a master of the It’s rumored that very powerful Chaos- heart, and at least 7th level to be recog- Xaositects men have the ability to mutate their physi- nized as a master of the mind. No body Who knows what the Chaosmen might cal forms or create a circle of chaos knows the dark of what it takes to become have the dark of? It’s likely they’re not similar to a paladin’s aura of protection a master of the spirit—‘cept the masters sure themselves. The Xaositects have no from evil. Unfortunately, no one’s been themselves. structure or organization at all; a blood able to get to the truth of the matter—the With time, the Cipher meditations can just finds something he’s interested in and Chaosmen both confirm and deny any improve a character’s reflexes to superhu- keeps doing it. There are some Chaosmen stories to this effect. man proportions. A master of the mind with more pull than others, ranging from

20 JANUARY 1995

[Editor’s Note: This article was written to want to live in such a place, there are a fair be usable in any AD&D® game campaign. It number of nonevil creatures living on the is not specifically intended to be used in the demiplane—both natives to the Shadow- PLANESCAPETM setting, although such cer- lands and outsiders who have sought out tainly is possible with some minor adapta- the demiplane to dwell in or visit. Some tion. (I think shades would fit right in with creatures found here are good (15%), but the cutters and bashers of Sigil.) Also, Wolf the majority are either neutral (45%) or Baur pointed out that DUNGEON® Adven- evil (40%). The demiplane is a dark and tures issue #35 contained the adventure, murky land of perpetual gloom and twi- “Twilight’s Last Gleaming” by James Jacobs, light. Most of the demiplane has terrain which takes the PCs to the demiplane of and weather similar to those phenomena Shadow. —Dale] on the Prime Material Plane worlds. Other areas of the demiplane are alien, strange, Overview and often highly dangerous to travelers. Swirling within the Ethereal Plane, large blobs of proto-matter collide and clump Reaching the demiplane together. When significant amounts of a The primary means of reaching the de- specific proto-matter have amassed, it ac- miplane of Shadow is through the use of quires physical and magical properties of planar travel spells and devices. The spell its own and becomes a demiplane. As a created specifically for such a journey is demiplane continues to acquire more of its the seventh-level wizard spell shadow base proto-matter over time, it eventually walk. Travelers in the Ethereal Plane may may become a plane in its own right. The enter the demiplane’s silver curtain from demiplane of Shadow (known also as the its Border Ethereal. Permanent ducts lead- Shadowlands) is one of the largest demi- ing to the demiplane of Shadow may be planes and is believed to be nearly infinite found on all the inner planes and the in size. Sages speculate that it might be- Prime Material Plane. These are usually come the newest inner plane in the centu- hidden or well guarded by powerful ries to come. shadow-beings. There may exist a portal to Shadowstuff, the essence of the demi- the demiplane in Sigil, the City of Doors, plane of Shadow, is derived from intermin- from the PLANESCAPE setting. gling forces constantly pouring forth from two great vortices connected to the Energy Movement Planes. It is a “semi-element” created by the Movement on the demiplane is the same combination of equal parts of energy from as on the Prime Material Plane (dependent the Positive and Negative Energy Planes. on existing weather and terrain condi- Fixed in the sky high above the demiplane tions). Terrain varies on the demiplane; of Shadow, these two vortices appear as dim forested regions, gray hills, dusky des- huge spheres of identical size. One sphere, erts, dark mountains, pitted plains, insub- blazing forth with blinding white light, is stantial oceans, and alien landscapes are all the vortex to the Positive Energy Plane. to be found. All light sources are severely The other sphere, oozing out thick, inky dampened by the light-dimming quality of darkness, is the vortex to the Negative En- the demiplane of Shadow. Torches burn ergy Plane. The spheres are nearly impos- only as brightly as a candle, while a lit can- sible to see from within the demiplane, due dle will barely glimmer. In game terms, all to the rolling thick shadow-clouds that al- light produced by natural sources (torch, ways blanket the sky. Most visitors to the lantern, bonfire, etc.) is reduced by 75%. demiplane are unaware of the existence of Vision in this shadowy realm is limited to these vortices. that available under “Twilight” as per the The demiplane of Shadow is not an in- Players Handbook, page 117. Infravision herently evil land. Although its gloomy works normally on the demiplane of appearance does contribute to the myths Shadow. that only dark and foul creatures would Characters who walk along the demi- plane’s Border Ethereal will find that they er and more resilient when in shadowy work normally. can cover more distance than if they were areas (+1 to hit, +1 bonus to AC, 1 addi- Evocation/Invocation: Most of these in the demiplane itself or on the Prime tional hp/hit die). Conversely, in areas of spells work normally except for spells that Material Plane (three quarters of a mile bright illumination, shadow-beings become produce bright colors or light. These spells can be traveled in one round of normal somewhat enervated (-1 to hit, -1 penal- will be muted but still have the same ef- movement). The shadow walk spell takes ty to AC, lose 1 hp/hit die). fects (for example, meteor storm will advantage of this unnaturally occurring cause burning damage but will glow no phenomenon. Combat brighter than a torch). Astral spell does At the DM’s option, melee and missile not work on the demiplane. Physical conditions combat abilities may be affected by the Necromantic: These spells have en- The environment of the demiplane of shadowy lighting conditions (as per the hanced effects when cast on the demi- Shadow is not immediately hostile to non- DMG, page 118). plane of Shadow, due to the demiplane’s natives. The demiplane’s temperature unusual relationship with the Positive and stays nearly constant at 60° F. The air is Effects on magic Negative Energy Planes. Necromantic breathable and not known to produce any Spell-casting characters on the demi- spells that heal or cause harm with a ill effects. Travelers must bring their own plane will discover that certain spells and touch have 1 hp added per die. Addition- food and water, though. Any food or wa- items that produce spell-like effects do not ally, spells that target individuals, large ter found on the demiplane has no true function the same way they do on the groups, or areas from a distance (death substance with which to nourish a visitor Prime Material Plane. For one thing, spells spell, finger of death) carry a -1 penalty and will not satisfy hunger or thirst. The that produce bright light, vivid colors, or to the saving throw for the victim(s). demiplane has a gravity similar to that of darkness (light, continual darkness, etc.) Illusion/Phantasm: The often colorful most Prime Material worlds (a definite are severely limited when cast on the effects that accompany illusions and phan- sense of up and down, items released fall demiplane of Shadow (area of effect re- tasms will be muted, but they otherwise to the ground, etc.). Time passes here the duced by 75% and duration halved). Spells function normally except as follows: Since same as it passes on the Prime Material belonging to the various wizard schools most illusions draw their magic from the Plane with regard to combat, memorizing are additionally affected as follows: Ethereal Plane and because of the demi- spells, and natural healing. Abjuration: Spells of this school perform plane’s proximity to that plane, illusions normally, except those that defend against and phantasms take on a truer aspect of Creatures of shadow specific animals or plants from the caster’s reality, making them harder to disbelieve Beings encountered on the demiplane of homeworld may not protect against simi- (-1 penalty to saving throws). Spells that Shadow either are natives of the Shadow- lar types of creatures on the demiplane. directly draw on the demiplane are special lands or outsiders that are visiting or have Abjurations will, however, function well cases. Their effects are altered as follows: decided to reside permanently on the against non-natives. Abjuration spells that Shadow magic and demi-shadow magic: demiplane. produce colors (i.e., prismatic sphere) will The effects from these spells are 100% real Among the natives are the ancestors of still function, but all colors of the sphere and function exactly as the spell that it is many creatures that have migrated to will be greatly dimmed (and area of effect meant to imitate. For instance, a magic other planes but are believed to have and duration are affected as mentioned missile created by shadow magic functions originated on the demiplane of Shadow. above). as the real magic missile spell with regard to Additionally, the demiplane is home to a Alteration: Many of these spells function damage inflicted, number of missiles, etc. group of natives commonly referred to as normally, except as noted above where Shadow monsters, demi-shadow mon- “umbrimals.” These are shadowy counter- light effects will be lessened. Spells that sters, and shades: The monsters created parts to Prime Material Planar creatures rely on colors for their effect (rainbow by these spells are actual monsters with (similar to the animentals of the Elemental pattern, color spray, etc.) allow a +2 bo- the full abilities of the monsters they du- Planes). [Animentals are further detailed in nus to the saving throw for targets be- plicate (Intelligence, innate spell-like abili- the supplement for cause the demiplane dampens the spell’s ties, THAC0, movement, etc.). In most the original AD&D® game. effect. There are no “natural” plants, ani- cases, the monsters disappear at the spell’s Many of the common animals and some mals, or weather conditions on the demi- expiration. However, the nature of the of the unusual monsters found within the plane of Shadow, so spells such as plant demiplane may allow created monster(s) to ® volumes growth, speak with animals, and control become free-willed. There is a 30% chance have shadow-duplicates living on the demi- weather will not function. of this happening with shadow monsters, plane. These umbrimals have similar hit Conjuration/Summoning: Any item or 20% with demi-shadow monsters, and dice and Intelligence to their Prime Materi- creature conjured up in the demiplane will 10% with shades. Free-willed monsters al counterparts, and 10% of these doubles be composed of shadowstuff—which is may behave in any way the DM decides can cast some form of magic equivalent in real for all intents and purposes while the (attack the caster, flee, fight for the caster). ability to a spell-caster of the same level as item or creature remains on the demi- Minor creation and major creation: their hit dice. This ability is innate and plane. Once removed from the demiplane, Items created are permanent and real as requires no components. it immediately dissolves into insubstantial long as they remain on the demiplane, All natives of the demiplane of Shadow shadow. The caster may summon crea- dissolving immediately once removed from are immune to the effects of any spell that tures only from the Inner Planes, due to the demiplane. specifically draws upon shadowstuff (a the demiplane’s remote location in the Shadow walk: This spell opens a tempo- shadow magic fireball would not burn Deep Ethereal. Summon shadow will sum- rary conduit to the Prime Material Plane natives of the demiplane, a demi-shadow mon shadows from the Negative Energy through which the caster may enter that monster griffon is unable to harm an Plane, but the caster has no control over plane, along with anyone else chosen by umbrimal, and so forth). Umbrimals en- them. the caster. countered may appear solid, semi- Divination: Most divination spells func- Shadow door: This spell creates an actu- corporeal, or insubstantial. Coloration of tion normally here. No divination spells al room in extradimensional space for the these creatures is always drab (gray, olive, are able to contact the Outer Planes, due spell’s duration. The room may be secured brown, and other muted hues). All natives to the demiplane’s remoteness from those by those inside or outside. of the demiplane of Shadow are immune locations. Lorloveim’s creeping shadow (from the to attacks that drain life levels. Enchantment/Charm: Natives of the Tome of Magic): Any native of the demiplane As a general rule of thumb, creatures demiplane may be immune to charm spells of Shadow immediately becomes aware of from the demiplane of Shadow are strong- cast by non-natives. Otherwise these spells the presence of a creeping shadow. Demi- 24 JANUARY 1995 planar natives may attack the shadow as if it were a physical creature. Natives of the demiplane of Shadow Lorloveim’s shadowy transformation (ToM): There is a base 100% chance, minus Monster Source Remarks 1% per level of the caster, that the recipi- Elemental, Semi-(Shadow) MC1 Not a true elemental, a shadow elemental ent will become an insubstantial shadow has similar stats and commensurate abilities forever. to natives of the Inner Elemental Planes Shadowcat (ToM): The shadowcat cre- with regard to hit dice, control, etc. ated by this spell has no limit on the dis- Dragon, Shadow MC5 tance it may wander from the caster. Gloomwing MC3 There is a base 50% chance, minus 1% per Worm, Tenebrous MC1 level of the caster, that the shadowcat will Greelox Dun 35 be free-willed. A free-willed shadowcat Shadeling Dun 35 may not be hostile, but is under no obliga- Mastiff, Shadow MM2 tion to obey the caster’s will. Psi-Shadow MM2 Shade Drag 213 Effects on PCs Shadow Asp Drag 174 Priests who have deities residing any- where but the Ethereal Plane or the Inner Planes will be unable to receive spells over second level. Psionicists can use their abilities normal- ly, since psionics are not affected by the Ancestors of migrant Prime Material Plane creatures demiplane of Shadow. Thieves gain a +10% modifier when Monster Source Remarks attempting to hide in shadows. However, Cloaker MC3 natives of the demiplane can see through Cloaker Lord Menzo any shadows and will always be aware of Dark Creeper MC14 Most commonly encountered humanoid on a thief trying to hide. demiplane Bards’ abilities are unaffected on the Dark Stalker MC14 demiplane. Raven (all types) MC5 The combat abilities of fighters, pala- Steel Shadow RoU dins, and rangers are not affected on the Demiplane of Shadow. A paladin’s holy sword loses its ability to cast light on the demiplane. Unless a ranger learned how to use his abilities on the demiplane of Outsiders Shadow, he cannot track wildlife or iden- tify any plants native to the demiplane. Monster Source Remarks Both rangers and paladins fall under the Baatezu, Greater MC8 Refugee from the Baator same restrictions as priests when attempt- Bodak, Benign MC8 Escapee from the Abyss ing to regain spells. Darkenbeast MC3 Prime Material creation brought to the demiplane Wizards are affected to the extent that Deva, Monadic MC8 On mission from greater power of Outer Planes certain spells will have different effects Gingwatzim WHRl Accidental wanderer from Ethereal Plane (see “Effects on magic” above). Human/Humanoid various Party of NPC adventurers* Nightmare MC8 Summoned by powerful beings, often seen in Encounters herds Below is a brief list of creatures—natives Shadow * * MC1 Visitor from Negative Energy Plane of the demiplane, ancestors of creatures Shadow, Slow * * MC5 Visitor from Negative Energy Plane that have migrated to the demiplane, and Shadow Fiend MC10 Refugee from the ® setting domains outsiders that often visit the demiplane— or the Abyss that a group of player characters could Tanar’ri, True MC8 Escapee from the Blood Wars and the Abyss meet while they are adventuring on the Undead, various * * various Undead who have partial existence on the demiplane of Shadow. The list includes the Negative Energy Plane sometimes visit the primary source for each creature’s full demiplane description, and in some cases a brief Xag-ya, Xeg-yi MM2 Visitors from the Energy Planes explanatory remark. A DM who does not Xi11 MC14 Hunter from Ethereal Plane tracking Prime have access to some of the primary Material Plane travelers into the demiplane of sources given here should feel free to Shadow expand this list—especially the “Outsiders” section—with creatures as he sees fit. *—NPC party composition is up to DM (adventuring high-level NPCs, a mage questing for information and magic, resident hermit locked away in a keep, spelljamming vessel Sources somehow lost in the demiplane, etc.) MC# = MONSTROUS COMPENDIUM® * *—Undead do not remain long on the demiplane of Shadow. The natural resistance accessory followed by specified volume of the natives to most life-draining attacks coupled with the proximity of the demiplane number to the Positive Energy Plane causes undead to seek out more appealing places. MM2 = II from the original AD&,D® game rules Dun = DUNGEON® Adventures followed Poly = POLYHEDRON® Newszine fol- RoU = ® original by issue number lowed by issue number Ruins of the Undermountain boxed set Drag = DRAGON® Magazine followed by WGR1 = WORLD OF ® Menzo = FORGOTTEN REALMS Menzo- issue number source module berranzan boxed set DRAGON 25 Shade shade is empowered with special spell-like General outlook abilities. These spell-like abilities are com- Most shades care little for the day-to-day CLIMATE/TERRAIN: Any (demiplane of mon to all shades in addition to other affairs of mortals whose days are few and Shadow or shadowy areas) abilities available to each particular class: whose lives are consumed in petty quests FREQUENCY: Very rare Shadow walk as per the seventh-level and mundane struggles (an existence ORGANIZATION: Solitary wizard spell (see Player’s Handbook, page shades are glad to be freed from). The ACTIVITY CYCLE: Special 186); two uses per day. virtual immortality that all shades possess DIET! See below Lorloveim’s shadowy transformation as allows them to pursue those interests that INTELLIGENCE: Varies per the sixth-level wizard spell (see Tome they followed when mortal (magical re- TREASURE: Varies of Magic, page 38) 3 uses per day. search, increasing personal power or ALIGNMENT! Any The shadow may open a gate (ninth-level wealth, overseeing an ages-long project, NO. APPEARING: 1 wizard spell, PHB, page 195) to the demi- etc.). Whatever endeavors they undertake, ARMOR CLASS: As original creature plane of Shadow once per day (100% shades rarely interact with each other. MOVEMENT! As original creature chance of success). The gate summons a The incorporation of shadowstuff into HIT DICE: As original creature specific creature that the shade personally their beings invariably brings about a THAC0: As original creature knows (ally, pet, etc.). The creature may gloomy, sullen change in personality to- NO. OF ATTACKS: As original creature refuse to pass through the gate and is ward solitary behavior. Even good-aligned DAMAGE/ATTACK: Varies under no obligation to obey or fight for shades are affected in this way. SPECIAL ABILITIES: See below the shade. MAGIC RESISTANCE: 3% per level of origi- The priest-shade nal creature Effects of light and darkness: A This class of shade is among the rarest SIZE: As original creature shade’s power can wane or wax dramati- of all shades. Since most deities do not MORALE: Varies cally depending upon the lighting of its approve of their clerics becoming shades, XP VALUE: Variable current surroundings. A shade is most priests almost never become shades on powerful when surrounded in shadow. In their own. Those who do often worship It is agreed by most sages that a shade is areas of bright light or extreme darkness deities whose sphere of influence lies with a once-powerful human or demihuman where shadows are scarce, a shade is shadows and darkness. Priest-shades lose who sought out immortality by infusing weakened significantly and loses much of all access to the Sun sphere of spells. Any his mortal body with shadowstuff—the its special abilities. priest who successfully becomes a shade “semi-element” that comprises the demi- plane of Shadow. The magical union with this dark essence has brought about the Light Magic Damage from Special character’s transformation into a shade. conditions* Regenerate resistance condition abilities * * Only a single-classed human or demi- Bright No Standard, saves at -4 human of at least 10th level may become a penalty lose 1 hp/round None shade. A dual-classed or multiclassed Average No Standard, saves at -2 character can never become a shade. A penalty lose 1 hp/turn None shade may continue to advance in its class Twilight 1 hp/turn 3% per lvl None 1, 2 (racial limits still apply) but cannot change Shadowy 1 hp/turn 3% per lvl none 1, 2, 3 to another class under any circumstances. Night 1 hp/turn 3% per lvl none 1, 2 Knowledge of the rare and highly reclu- Complete sive shades is kept secret by the few resi- darkness No Standard, saves at -2 lose 1 hp/turn None dents of the Prime Material Plane worlds penalty who know of their existence. The infusion of gloomy shadowstuff *—Light conditions: often changes the alignment of a shade Type Examples (generally toward neutral and/or evil). Bright Bright sunlight on clear day Because of this, only 10% of all shades Center of continual light spell encountered will be of good alignment, Light without shadows (from several sources 50% will be neutral, and the remaining around shade) 40% encountered will be evil. Only a wish Average Normal daylight with shade or clouds spell may prevent this change. Once it has Center of light spell successfully completed the transforma- Outline of faerie fire or similar spell tion, a shade is considered to be a true Twilight Dawn or dusk native of the demiplane. Average indoor light Edges of light/continual light spell Special abilities: The transformation Shadowy Normal illumination on demiplane of empowers all shades with special abilities. Shadow Some abilities are always available, while Underground torchlight others may be employed only in areas of Dimly lit room or forested area heavy shadows. The infusion of shadow- Night Room with windows at night stuff extends a shade’s life indefinitely, for Moonless or cloudy night sky unless a shade is slain outright, it will Complete darkness Pitch black, overcast night sky never die. Shades no longer need to eat, Unlit interior room or cavern but subsist solely on shadows. Addition- In area of darkness spell ally, shades gain magic resistance equal to 3% for each level possessed. Shades are immune to disease and life-level loss. All **—Special abilities: shades are able to regenerate lost limbs 1= shadow walk (except for the head) in 2d8 weeks. In 2= Lorloveim’s shadowy transformation areas of sufficient shadows, a shade will 3=gate regenerate lost hit points. Moreover, a 26 JANUARY 1995 has its Wisdom ability score permanently psionic artifact or two, and occasionally dins who move toward this darker side raised by one (with a maximum of 19). dealing with troublesome intruders. lose all benefits associated with their sub- Psionicist-shades’ dwellings are spartan class (spell-casting, cure disease, protection Combat: Priest-shades are limited to the and devoid of earthly riches or other from evil, etc.). A paladin’s war horse will weapons and armor normally usable by “useless” treasures. Items found within a always desert a master who becomes a their class. In shadowy areas, priest- psionicist-shade’s abode primarily serve a shade. Rangers who become shades are no shades may, once per day, use the special utilitarian purpose. Psionicist-shades rare- longer considered a part of nature and so ability either of shadowharm or sha- ly leave the demiplane unless on a mission lose most of their special ranger abilities. dowheal. When employing shadowharm, of personal importance. A ranger retains only those of his tracking the priest-shade uses the magic of a harm abilities that work both on the ranger’s spell on another creature’s shadow, dam- The rogue-shade home plane and on the demiplane of aging the target as if affected by the 6th- Only thieves—not bards—are eligible to Shadow and the ability to hide in shadows. level priest spell, harm (saving throw become rogue-shades. Upon becoming a A paladin or ranger who undergoes the allowed). Conversely, shadowheal will shade, a rogue-shade’s Dexterity score is process to become a warrior-shade is now affect the target creature as if cured by a immediately raised three points (with a a warrior of the same level (experience heal spell. The priest-shade must physi- maximum of 19). This change in Dexterity points adjusted downward appropriately). cally touch the target’s shadow to use this improves the shade’s thieving skill base special ability. scores appropriately. On the demiplane of Combat: A warrior-shade is formidable Shadow or in areas of similar illumination, in combat. In shadowy areas, a warrior- Habitat/Society: Because so few a rogue-shade can move silently and hide shade gains a +2 bonus to armor class, priests become shades, the priest-shade is in shadows with a 100% base chance of +2 to attack and damage rolls (cumulative the rarest of all shades. Given the fact that success. When employing these skills, a with any other benefits). A warrior-shade only the most devoted and powerful cler- rogue-shade is completely undetectable by also may animate a shadow double of itself ics rise high enough in level to become normal means (but magical detection will once per day when sufficient shadows are shades, it is improbable that such high- still function). present. A shadow double is an exact level priests would forsake their deities to physical duplicate of the warrior-shade become shades unless given permission to Combat: Rogue-shades fight as they did with regard to armor class, THAC0, and do so. Priest-shades residing on the demi- in their mortal lives, except that they more hit points (shadow doubles have no weap- plane of Shadow must worship higher craftily wield the power of shadows to aid ons but may pick up an available one). The powers dwelling either in the Inner Planes them in their endeavors. Seemingly being shadow double will fight or move as di- or in the demiplane of Shadow (if any such able to dissolve into the shadows at will rected by the warrior-shade and will re- exist in your campaign) to receive spells and then surprisingly reappear soon after main until dismissed by the warrior-shade above second level. Priest-shades primarily in another area is the rogue-shade’s main or slain. A shadow double must be within seek to exist in their shadowy temples and combat tactic ( +4 on attack rolls, +4 the warrior-shade’s field of vision to be live out their immortal existence obeying bonus to armor class when in shadowy controlled. A loss of control will dispel the their . When priest-shades travel to areas). Rogue-shades are cunning oppo- shadow double for that day. the Prime Material Plane, it is mainly to nents, always looking for an opportunity keep in contact with the mortal members to utilize the surrounding shadows to the Habitat/Society: Warrior-shades are of their sect. best advantage. among the most numerous of shades. They gave up their mortal lives to become The psionicist-shade Habitat/Society: Rogue-shades enjoy eternal warriors. At times, they are seen After priest-shades, psionicist-shades are accumulating wealth, especially if they can emerging suddenly from the shadows on a the rarest type of shade. This is primarily acquire riches through their thieving great battlefield to aid some cause or due to the secretive nature of psionicists ways. Rogue-shades travel more than any nation. Oddly enough, while warrior- and their small numbers. The transforma- other shade class between the demiplane shades enjoy battle, their brooding and tion for a psionicist gives the psionicist a of Shadow and the Prime Material Plane. solitary ways keep them from sharing boost to her mental powers. A psionicist- Rogue-shades have been known to run their adventures with others. Once a shade permanently gains 20 to 80 thieving guilds on several Prime Material battle has been finished, a warrior-shade (ld4 X 20) additional PSPs. Additionally, a worlds from their home base on the demi- usually slips back into the shadows— psionicist-shade gains the sciences of ani- plane of Shadow. Rogue-shades work avoiding curious adventurers and other mate shadow and shadowform (even if the solely for themselves and have never been questioning folk. In their keeps and cas- psionicist-shade does not have access to known to serve a master. They primarily tles, warrior-shades live as most royalty the disciplines that include these sciences). seek to fill their dark and dusky mansions does—having a full staff of servants, well- The use of these sciences does not have an with treasures and magical items. These tended and stocked stables, a secured initial cost or maintenance cost, and a mansions are always well guarded against armory, and lots of treasure. A few are psionicist-shade never rolls a 20 on its unwanted visitors. believed to rule lands and people in dark, power score. A psionicist-shade may use shady castles on the Prime Material Plane. each of these abilities twice per day. The warrior-shade Warrior-shades were once formidable The wizard-shade Combat: With poor hand-to-hand com- fighters, paladins, and rangers who now This is the most common type of shade bat skills, psionicist-shades rarely enter fight in a new shadow-enhanced body. The encountered. Any subclass of wizard may into physical combat. Since psionic effects fear of old age and its infirmities that become a wizard-shade. Of all the charac- are not hampered on the demiplane of eventually turn all stalwart warriors into ter classes, wizards are perhaps the ones Shadow, a psionicist-shade can use all its feeble things is what drives most warrior- most likely to use life-extension methods. powers to overcome an opponent. If seri- shades to become shades and thus be For wizards, the shade-transformation is ously threatened, a psionicist-shade will forever able and strong. Any subclass of viewed as a much more pleasant option flee using its innate shadow walk ability. the warrior class may become a warrior- than undeath. Wizard-shades add one shade. All warrior-shades add one point to point to their Intelligence scores (with a Habitat/Society: Psionicist-shades are their Strength ability (with a maximum of maximum of 19). the most reclusive of shades. They spend 19; any score from 18 to 18/00 is raised most of their immortal existence alone one category). Combat: Wizard-shades suffer none of strengthening their mental abilities Paladins and rangers who become the spell limitations that normal wizards through dedicated practice, creating a shades suffer a great loss of abilities. Pala- do when casting spells on the demiplane of 28 JANUARY 1995 Shadow. Spells that deal with shadows turbed at all, or else the spell will fail. The when cast by a wizard-shade will have caster must additionally cast shadow walk, double strength and a double duration. Lorloveim’s shadowy transformation, gate, Illusion/phantasm spells cast by a wizard- and permanency upon the subject for the shade are more difficult to disbelieve (-2 transformation to succeed. penalty to save) since the caster has a Upon completion of all the castings, the deeper comprehension of the shadowy subject must successfully roll a system magic being wielded. shock roll. A 25% bonus may be added to this roll if Habitat/Society: The lure of long life, this spell is cast on the demiplane of the love of magic, and the desire to pursue Shadow. A percentile roll less than or a deeper understanding of their magic are equal to the survival chance indicates that the primary reasons that wizards become the subject has been transformed success- shades. Their immortality allows for near- fully into a shade. Failure means that the ly limitless research and creation of spells, subject dissolves away into shadow—lost magical items, and an artifact or two. forever. Any attempt (even by a wish) to Wizard-shades prefer to stay locked up in return the subject to normal will automati- their towers to continue their arcane cally fail. research. A few wizard-shades have been It is possible for a character to have his known to live in towers of solid shadow- alignment changed by this spell. Roll d10 stuff situated on the border of a Quasi- for any changes: 1, Alignment stays the Elemental Planes and an Energy Plane. same; 2-4, Alignment moves one step to- How these structures withstand such ward true neutral; 5-7, moves one step harsh environments remains a mystery. toward evil; 8-9, becomes true neutral; 10, Wizard-shades are very private and have becomes neutral evil. A wish spell may be rarely been known to accept strangers used to prevent any change in alignment. into their dwellings. Some wizard-shades After the spell is cast, the caster loses ld6 keep in touch with old comrades on the Constitution points and loses conscious- Prime Material Plane and have been re- ness for 1d8 days (also aging five years if a ported to aid friends in times of need. wish was used to prevent an alignment change). Character subclasses of unique If not for the fact that this spell is dan- worlds: DMs may opt to allow character gerous to both the caster and the recipi- subclasses unique to certain worlds the ent, shades might be more numerous. option of becoming shades. These special Only a free-willed wizard can cast this subclasses would fall under the appropri- spell successfully. The material compo- ate class heading (an Athasian gladiator nents for this spell are 10,000 gp worth of would become a warrior-shade, a templar powdered onyx, 10,000 gp worth of pow- would become a priest-shade, etc.) dered diamond, and an amulet of the planes. The powdered onyx and diamond The transformation are consumed during the casting of the A shade may be created in one of two spell, while the amulet is used to draw ways. One is by the use of the new ninth- forth the necessary amounts of shadow- level wizard spell create shade, which is stuff and planar energy from the demi- described below. The other way is alluded plane of Shadow and the Positive and to in the Player’s Handbook under the Negative Energy Planes respectively. ninth-level wizard spell energy drain, page 194—a wizard who has his Constitution score reduced to 0 by multiple castings of energy drain dies and is “reborn” as a wizard-shade. A shade created in this manner immediately undergoes an align- ment change to neutral evil (due to an imbalance caused by tapping the Negative Energy Plane when casting energy drain).

Create Shade (Alteration) Level: 9 Components: V,S,M Range: Special CT: 1 day Duration: Perm. Save: None Area of Effect: 1 creature

This powerful spell infuses one being with shadowstuff from the demiplane of Shadow and transforms him into a shade. The subject of this spell must be a single- classed human or demihuman (psionicist, priest, thief, warrior, or wizard only) of at least 10th level. The casting of this spell is a long, deli- cate, and highly complex procedure. The caster and the recipient must not be dis- 30 JANUARY 1995 Welcome to Sigil, the Cage, the city of Doors. Whatever you call it, Sigil is eternal. by & It’s the crossroads of everywhere, the way- station of the multiverse. But you already Artwork by Tony DiTerlizzi know that, ‘cause you’re here. It’s not like you’re one of the Clueless or some addle- coved barmy, right? You know the chant. I could tell the moment you stepped through the portal just by looking at you. Still, there’s dark and there’s dark, and every cutter needs a light now and then. For just a little jink (a little more than that, berk!) I’ll be your light. It’ll be money well spent. Now, most touts’ll show you where to eat, what to see, where to sleep, and where to spend jink. But the Cage’s more than shopping and impossible architecture. It’s bodies, especially the bodies who’re found in Sigil more often than not. Without them, there’d be no services, no bloods to pass on the chant, no cutters to tell you the dark of it. A few of these bodies are so well known that they’ve become fixtures in the Cage—not quite on the same level of recog- nition as the dabus and the Lady herself, but close enough. I know these bodies, and I’ll point them out as we go. 32 JANUARY 1995 A’kin makes friendly conversation and par- cels out kind words to everyone who visits the shop. Step inside The Friendly Fiend and browse. Unusual items from across the multiverse fill the shop. From the mundane to the magical, if it’s available in Sigil it’s probably in a bin, atop a shelf, or on a ta- le in A’kin’s shop. A moment after a berk steps through the door, the yugoloth rush- es over with an amiable greeting and a cup of hot tea or a mug of sweet wine to wash away the dust of travel. Enchanted items and goods from far-off planes can be pur- chased here, but quantities are extremely limited. But don’t be in a hurry, ‘cause A’kin takes his time. A body won’t get the hard sell here. In fact, A’kin takes forever to get around to selling anything. Instead, he talks about the weather, provides local news, and shares amusing anecdotes with his customers. He asks about where they’re from (if they look like they don’t mind talking), or drops hints about places that might offer advice or as- sistance to their types (bashers, peelers, fac- tion members, and so on). The first body you’ll want to remember A’kin’s shop has been around for a num- is A’kin. He knows where all the skeletons ber of years. He arrived mysteriously (as are buried in the Lower Ward, if you catch most arrivees do) and quickly made a name my meaning. He’s over this way, right off for himself among the other Cagers. While Bloodgem Road. . . . the friendly yugoloth talks a great deal, he doesn’t say very much—at least not about A’kin, the friendly fiend himself. In the absence of facts, Cagers A picture of a smiling yugoloth over the tend to invent . How close some of door identifies the shop as The Friendly this fantasy comes to the truth, who can Fiend. It’s one of the best shops in the say? Regardless, if a body asks three differ- Lower Ward, with a reputation for fairness ent berks on the street about A’kin, a bo- and quality that impresses even the hard- dy’ll get three different versions of who to-please denizens of the Market Ward. If a A’kin is, why he’s so different from other cutter needs the best supplies available in yugoloths, where he comes from, and why this part of town and wants to pay the best he’s living in Sigil. prices, then this is the place to do One says that A’kin is a spy, sent to Sigil business—even if the shopkeeper is a to gather information for the Blood War. greater yugoloth. Which side does he work for? Well, that A’kin, the shopkeeper, has a fearsome depends on who’s spouting the chant. appearance. He looks like a robed human Some of the berks who hold with this story with the head of a war dog. He has a pleas- say he’s the eyes and ears of the Dark ant personality, however, and a friendly Eight, sending intelligence reports back to manner. In fact, he’s probably the nicest Baator on the Lady of Pain. Others claim yugoloth a cutter’ll ever run into. He never he’s in the employ of one of the balor, has a foul word to say or a bad mood to watching for a weakness the tanar’ri can pass on to a customer. To the contrary, exploit. A few even suggest that he’s an independent, selling what he learns to the ‘Course, not everyone in Sigil’s native to transporting a body from one hypothetical highest bidder. In all of these cases, the the Outer Planes. Plenty of berks come end of the multiverse to the other. friendly persona is just an act. Deep down, here from their insulated prime worlds, Lissandra arranged to have herself these bubs believe, A’kin is as vile and evil most of ‘em in search of power and trea- transported to the planes. She arrived in as all his brethren. He just hides it well for sure and as clueless as you can imagine. the Cage just as clueless as any prime, but the profit he can gain. Lots of ‘em get killed in ugly ways, too. But with a mission. It didn’t take long for her Another rumor describes A’kin as an there’re some canny enough to seek out to learn the dark of surviving in Sigil; for exile. The arcanaloth, according to the the dark of the planes, and those who the most part, it’s a matter of providing a dark of it, did something so terrible that adapt quick enough prove themselves service to some other berk for enough jink the General of Gehenna banished him cutters the equal of any planar. Well, al- to live on. forever. To survive outside Gehenna’s cruel most any. After getting used to the local condi- embrace, A’kin had to take on a persona Anyway, the point’s that not all primes tions, Lissandra went about doing what contrary to fiendish nature. He hopes are completely clueless. Take Lissandra, she does best. She started to investigate someday to return to Gehenna, once the there. If you want to know where to find a Sigil and its connection to the rest of the climate improves. That, of course, could portal to elsewhere, or you need to know multiverse. It wasn’t long before she dis- take centuries, for the speculation over about a certain gate key and don’t have covered that the Guvners already had a A’kin’s actions ranges from the horrific to time to deal with the Guvners’ endless great body of knowledge on the subject. the most revolting imaginable. Most who fussing and forms, you might simply ask Using her natural beauty and charm, hold to this chant believe that A’kin’s calm her where it is and how it’s done. ‘Course, Lissandra hooked up with a few Guvners exterior hides a terrified castaway. He it’ll cost you a bit of jink . . . but what in and gained access to the faction’s library. constantly watches for signs that the Gen- Sigil doesn’t? Soon she was sifting through all of their eral has come to terminate his exile— records pertaining to portals, conduits, permanently. They believe that one day a Lissandra the gate-seeker gates, keys, and related topics—at least all fiendish assassin will arrive to put A’kin in As a scholar on some backwater prime, of the records not sealed by order of the the dead book—unless the arcanaloth Lissandra always was fascinated with the Guvner’s factol. She spent months poring remains alert and ready to strike before idea of the infinite planes. Specifically, she over scrolls, paging through books, and the assassin’s blade slashes in the night. was intrigued with the mechanics of trav- studying complicated diagrams. In return, Finally, there are those who think that eling measureless distances, and the seem- she used her considerable research skills A’kin is barmy. He doesn’t behave like a ing paradox that an infinite distance could to help organize the library and catalog normal yugoloth, so he must be one stone be traveled in a finite period of time. She the vast amount of information that ar- shy of a portal, they say. A friendly fiend? scrupulously gathered and compiled re- rives on a daily basis. That’s just plain addled! It’s a sure indica- ports from plane-traveling souls that spoke With the Guvner’s records as her start- tion of insanity, as A’kin’s behavior goes of “portals” and “paths’‘—shortcuts be- ing point, Lissandra soon ventured out to against the natural order. These bubs tween the infinite distances capable of conduct personal research. A body can believe that insanity and violence go hand- in-hand. “We know how a normal yugoloth acts,” the bubs say, “but a barmy yugoloth might do anything, and that makes him twice as dangerous!” Someday they think that A’kin will totally snap—and not even the Lady herself will be able to prevent the deaths that will surely follow. The truth, as is so often the case, proba- bly includes elements of all these chants. Until A’kin feels inclined to share his histo- ry or something happens to confirm one or another, one fact remains clear. If a body enters The Friendly Fiend looking for a deal, some information, or just to get out of the rain and smog, then they’ve got a friend in A’kin the arcanaloth.

A’kin the greater yugoloth (Planar/male arcanaloth/HD 12+24/N): Int 20; AC -8; MV 12, Fl 18 (B); hp 88; THAC0 9; #AT 3; Dmg 1d4/1d4/1d6 (claw/ claw/bite); SA Poison (cumulative -1 attack roll penalty per successful claw hit); SD +3 weapon or better to hit, immune to acid, fire (dragon and magical), iron weap- ons, poison, half damage from gas, double damage from cold; Spell-like powers: Alter self, animate dead, cause disease, charm person, continual darkness, control tem- perature (10’ radius), fly (unlimited dura- tion), heat metal, improved phantasmal force, invisibility, magic missile, produce flame, shape change (to any humanoid form), telekinesis, teleport without error, warp wood (all used at will), advanced illusion (once per day), fear (once per day); MR 60%; SZ M (6’ tall); ML 16.

DRAGON 35 spot Lissandra more often than not in some honest jink. ‘Course, it all ties back recount the memorable day she queried a Sigil’s streets. She watches the known into what she knows, ‘cause knowledge is cornugon baatezu for hours about the portals, waiting for someone to come her power and source of livelihood in the twisting paths of Baator; apparently through so she can ask her questions: Cage. Need the location of a portal? Go ask amused by her investigation, the fiend “Where did you just come from? What’s Lissandra. Need to know what key opens a answered truthfully (as truthfully as a the portal on the other side look like? How planar gate? Go ask Lissandra. As almost baatezu ever does, anyway) until she did you get it to work?” She’s learned to be any berk’ll say, the Gate-Seeker is a lot starting asking about ways onto the ninth patient and not so enthusiastic in her easier to deal with than the Guvners. A layer of Nessus, where the Dark Eight questioning, as most visitors to the Cage body’s still got to acquire the key for him- meet—whereupon the cornugon got as are suspicious and short-tempered by self; Lissandra’s a source of information, pale as a baatezu ever gets (which isn’t nature. Plus, most cutters don’t give away not a key-seller. Like everything else, very), and abruptly fled. anything for free. Lissandra has become though, it’ll cost. (Exact prices vary with Lissandra might ask or be persuaded to adept at determining what fee will usually campaigns and DM styles.) In addition to a temporarily join a party, particularly if it’s be called for. reasonable (for Sigil) fee, she expects to be traveling on one of the Great Paths (Yg- The Gate-Seeker, as most of the Cagers told about a body’s experiences traveling gdrasil, River Styx, , or have come to call Lissandra, does more the distances of the planes. River Oceanus) or plans to visit a unique than watch portals, however. She tracks In pursuit of knowledge, Lissandra’s pathway site (such as the Labyrinthine shifting gates, trying to determine logical completely fearless. She’ll ruthlessly inter- Portal of Mechanus or the Infinite Stair- patterns so she can predict future appear- rogate a marraenoloth, contend with the case in Selune’s realm in Ysgard). If she ances. She maps stationary portals, compil- circular reasoning of a modron, or play does, she’ll be as useful to the group as she ing a list almost as long as the one kept by riddle-games with a ratatosk until it gives can; she doesn’t expect to be protected or the Guvners. And she’s always experiment- her the answers she wants. Gossips in Sigil coddled. Lissandra may have her own ing with gate keys, trying to determine not agenda, but she recognizes the fact that only which item works with which portal, there’s no such thing as a free ride—or a but why. Lissandra is very systematic. She completely safe one. starts her investigations on one end of a ward and works her way from block to Lissandra the mage block in orderly fashion. Sometimes (Prime/female human/W9/NG): AC 0 her investigations take her to (bracers AC2, ring of protection +2); MV another part of the city, 12; hp 22; THAC0 18; #AT 1; Dmg 1d6 +3 but eventually she'll return to (staff of striking); SZ M (5’ tall); ML 16; complete the circuit she started Spells (usually memorized): charm person, Lissandra is attractive, comprehend languages, detect magic, perceptive, and more than magic missile, ESP, warp sense x2, fly, a bit obsessive about her stud- ies. Still, she finds time to take a break from the research so that she can make

36 JANUARY 1995 lightning bolt, suggestion, dimension door, of Estavan’s major functions, though he Kylie, a tout wizard eye, teleport; Str 11; Dex 15; Con juggles many tasks in a given day. Kylie was born and raised in the Cage, 12; Int 17; Wis 15; Cha 16. Estavan can be gracious and polite, but and she’s happy to stay there. She never he is ruthless in business dealings. He’s wanted to work in a shop or go adventur- This is the Clerk’s Ward. It’s clean, peace- always calculating, always watching for ing, but she loved to roam the city and ful, and totally boring, but there’re a few opportunities. If a body deals fairly with meet the diverse beings who come and go. bloods you should be aware of. Estavan, him, he’ll return the favor. If a body tries It was inevitable that Kylie became a tout. A for instance. He’s got an office near the to pull a fast one, the merchant lord reacts tout’s reputation and pay ain’t the best, but Hall of Records. If you need something— harshly, with no remorse, as though he it does let Kylie get to know everyone—and and I mean anything—then Estavan is the was engaged in war instead of business. everyone knows her. She figures that the blood you’ll want to talk to. ‘Course, if Estavan isn’t squeamish about spilling best way to fame and fortune isn’t through you’re one of those sods who has trouble blood to keep the jink flowing. He also adventuring around the planes (a nasty making nice to an ogre, you could have likes to provide favors in return for future business—and dangerous!), but by simply some problems. . . . considerations. The chant’s that so many being at the center of events and knowing berks in the Clerk’s and Guildhall Wards everyone and everything going on. She’s got Estavan of the planar trade owe Estavan favors that the Planar Trade acquaintances all over Sigil, from the Court consortium Consortium’s allowed privileges that no of the Lady’s Ward to the slime pits of the Not far from the Hall of Records, on a other group could ever hope to achieve. Hive. She doesn’t consider them friends— street of crowded, two- and three-story The ogre mage is never seen outside his she’s too wary to call anyone friend—but houses, a curious sign directs interested office. In fact, it’s doubtful he could fit she goes out of her way to make sure ev- patrons to the second floor of a building through the door or down the narrow eryone remembers her favorably. that looks like it’s been squeezed flat be- stairs. Most of his clients believe that the Kylie figures that information is the core tween its neighbors. The narrow stairs door inside his office is actually a portal to of her business, and she’s right. She fol- climb toward a plain wooden door, and the secret headquarters of the Consorti- lows her own Rule of Threes: watch, anyone taller than a large human has to um. When Estavan isn’t in the office, the listen, and learn. Somebody always wants duck beneath the swaying sign. On the clients think, he’s off on some other plane to know something, and Kylie wants to be sign, a series of glowing portals stretch performing missions of some sort for the the first blood they think of when they’re across the surface in an artful rendering. Consortium. If asked, Estavan simply ready to hand out the jink. Though she’s The silhouette of a long caravan trudges laughs hid chilling laugh. more inclined to collect information about through the portals. This is the icon of the If a body needs to get out of the Cage, Sigil as it’s usually immediately profitable, Planar Trade Consortium. Estavan’s one blood to talk to. The Consor- she’ll keep track of anything and every- The door at the top of the steep, narrow tium has pathways to most of the major thing that crosses her path. No bit of stairs opens into a richly appointed office planes and to many of the backwaters. For news, nor rumor, nor solid fact is wasted. that’s furnished with an oversized desk, a a price, Estavan can put a body in one of Growing up in Sigil taught Kylie a valuable huge chair, a couch of gigantic propor- the planar . It costs more if a lesson—everything’s worth something to tions, and a pair of human-sized chairs. body wants to leave Sigil quietly, but Es- someone. Everybody needs to find some- The room appears huge, due in part to the tavan can arrange that, too. A body has to thing sometime, and when they do they’re 15’ high ceiling. A door on the far wall work during the trip, of course, helping to usually willing to spend jink for the privi- reaches almost to the ceiling. Arcane icons get the goods to their destination. On some lege. That’s where Kylie comes in. decorate its frame, and the door itself is trips, the work’s easy. On others, it’s hard Kylie is very friendly and extremely made of solid bronze. The same icon as and dangerous. If a body wants to leave helpful to everyone she meets. She’s espe- the one on the exterior sign is engraved on badly enough, a Consortium caravan’s cially gracious to adventuring types, as the face of the door. Four times out of probably the best way to go. they’re usually most immediately in need every five, an ogre mage will be seated of her services. Like all touts, Kylie watch- behind the desk or stretched out on the Estavan the merchant lord es the portals for new arrivals. When she couch. This is Estavan, one of the mer- (Planar/male ogre mage/HD 5+2 Frater- sees a good prospect, she hooks up with chant lords of the Consortium. nity of Order/LE): Int 16; AC 4; MV 9, Fl 15 her (or it) and offers her unique services. Estavan wears expensively tailored (B); hp 27; THAC0 15; #AT 1; Dmg 1d8 +2 Besides acting as a guide to the city, Kylie clothes with a definite oriental flare. His (naginata +2); SA +3 to attack rolls, +6 likes to provide her customers with an light blue skin always is clean and pow- to damage rolls; Spells: Used at will: fly additional service. She points them toward dered, his ivory horns polished so they (for 12 turns), invisibility, darkness 10’ the really important things in Sigil, namely gleam. An ornate polearm called a nagi- radius, polymorph self (humanoid form, 4- the bloods who make the city work. Most nata hangs on the wall behind the desk 12’ tall), regenerate (1 hp per round); Used cutters really don’t need help finding a whenever Estavan is in his office. When once per day: charm person, sleep, gas- good inn or a lively tavern. It’s much he’s not, the rack is empty. The ogre mage eous form, cone of cold (60’ long, 8d8 harder to find a berk who knows the dark serves as one of the Consortium’s agents in damage); SZ L (10½’ tall); ML 14. of a particular topic or the clerk who can Sigil. There are at least two other Consor- grease the wheels of bureaucracy. That’s tium offices elsewhere in the Cage, one in Me? Oh, I’m nobody special. Just another the unique service Kylie sells. The Lady’s Ward and one in the Market tout showing a bunch of cutters the back Jink’s well and good, and Kylie won’t Ward. Each seems to have a slightly differ- alleys and secret spots of the Cage. Maybe turn down substantial amounts of it, but ent function, though any business a body I know a bit more about the bloods living whenever possible she prefers a different has with the Consortium can be handled here than some of the other touts—it’s all kind of payment. Kylie likes to be paid in by any of the merchant lords in the city. part of the service. But you know that, magical items. She has an appetite for all The Planar Trade Consortium handles ‘cause you’re paying the jink to make it things arcane, from clothing to weapons to commerce across the multiverse. The worth my while. items with magical properties. It isn’t that Consortium’s agents go far and wide to she has a desire to become a wizard or find exotic goods, make deals, and engage anything like that. She’s just fascinated by in many kinds of business transactions. magical items. As such, she’s always load- Much of their activity comes through Sigil ed down with at least a handful of useful at some point, where the resident mer- (and sometimes not so useful) enchanted chant lords direct it to the best markets things. Another form of payment she’ll (both in the Cage and beyond). This is one accept is useful information, but it has to 38 JANUARY 1995 be something she thinks will earn her a lot Second, she has a lack of magical sources Notes of jink for her to take it in lieu of money of information. To rectify this deficiency, A‘kin and the Consortium appear briefly or magic. Kylie is especially friendly to all wizards in the upcoming PLANESCAPE™ adventure Kylie’s ambition is to set herself up as an she meets. One day she hopes to find one Harbinger House. For more on the path- information source with an extensive spy willing to join her developing network. ways of the planes—particularly the lawful network at her command. To that end, Kylie is whip thin and slight of build. ones (including the treacherous way into she’s already begun “recruiting” some of She’s frighteningly quick, with movements Nessus)—see the Planes of Law boxed set. the younger, less-experienced touts to that appear too smooth to be natural. Her advise her of news and happenings manner is friendly and easy-going, at least throughout Sigil. She won’t establish a on the surface. Deep down, she’s pos- shop, as a permanent headquarters makes sessed of a terrific desire to turn her an easy target for the enemies she’s sure dream into a reality. to cultivate. Instead, her network will be a roving one, made up of dozens of seeming- Kylie the tout ly independent touts making the daily (Planar/female /T8/Free League rounds of the portals and marketplaces. N): AC 2 (earring of protection +2, Dexter- She’s seen careless berks who deal in ity); MV 12; hp 27; THAC0 17; #AT 1; Dmg information end up on the leafless tree 1d6 + 2 (short sword of quickness +2); because they dealt the wrong information; SA: Backstab x 3; SD: half damage from others are so paranoid their shops and cold, +2 to saves vs. fire, electricity, poi- homes are turned into veritable fortresses, son; SZ M (5½’ tall); ML 15; Special abili- afraid of factions or proxies or powerful ties: infravision 60’, darkness, 15’ radius bloods who find out the sods are dealing once per day; Thief abilities: PP 85%, OL secrets they’d rather keep dark. ‘Course, 55%, F/RT 55%, MS 90%, HS 90%, DN her dream is still far from becoming reali- 50%, CW 85%, RL 45%; Str 14, Dex 18, ty. She still has to build a sizeable base of Con 12, Int 16, Wis 11, Cha 15. trusted associates and work out the logis- tics of gathering and passing along infor- mation. In addition, Kylie has two other weaknesses to overcome. First, she needs to recruit bashers to provide her network with protection. Even a roving group can be attacked, if only one member at a time.

I0 JANUARY 1995 42 January 1995 Plenty of planar-encounter possibilities by Larry Granato

Artwork by

re ordinary monsters getting a bit bor- place (either deliberately or by accident) or ing? Are the local dungeon and wilderness has encountered powerful forces of the becoming too familiar? If you’re a DM run- Multiverse. These “Forces and places of the ning a party of high-level characters who multiverse” are given in List #2. like to teleport, plane shift, travel ethereal- List #3, “Strange encounters;’ gives some ly or astrally, and generally visit other possible encounters with the bizarre that worlds and planes, then here are some can flummox even the mightiest group of interesting ideas to spice up your campaign. PCs. Use this list sparingly. Traveling throughout the multiverse in Fantasy literature, TV, movies, and other search of adventure can lead to confronta- articles in DRAGON® Magazine provided tions with unusual beings not found on the inspiration for many of these ideas. You Prime Material Plane. But there’s more out can expand these lists using similar means. there than monsters. There may be times Since these encounters are special, don’t when the DM wants to provide special en- let the players get off easy by having their counters with strange and awesome entit- characters cast a few spells or use a few ies or places. magical items to solve their problems. For The spells and devices that allow interdi- instance, you can tell the PCs that magic mensional travel are fraught with hazards, doesn’t work well in the universe they’re too. If you subscribe to the theory that in, and they’re out of touch with their dei- although magic is usually well understood ties. This will restrict the use of high-level and controlled, from time to time there is a priest spells and cut back on their using small chance that something will go potent magic to blast their way to success. wrong—really wrong—then you’re getting You don’t want to destroy the characters; the picture. When one is attempting to just make the players come up with crea- travel between worlds, the results can be tive solutions instead of relying on the usu- interesting. al magical ways of problem-solving. Keep The following three lists (along with their the PCs guessing about their adversary’s accompanying explanations) can be used in true strength. cases where the DM decides that some sort Good DMs try to be consistent and follow of mishap has befallen a party of travelers. the rules. But remember the advice, “mod- Or, the encounters and occurrences de- eration in everything,” including modera- scribed here can be used simply as random tion itself. Once in a while you can pull a events, for a change of pace. fast one, as long as you are not unfair to List #l, “Interdimensional mishaps,” men- your players. Playing strictly by the rules tions the most common problems encoun- all the time can get tedious, especially if tered by groups teleporting or moving you’ve got a group of “dungeon lawyers.” about the planes. These represent various They know all the monsters in the books, natural hazards. Every time the party uses so now’s the time to throw in a few things some form of magical transport, there is a they’ve never heard of before (unless they small (0l-05%) chance that something will read this article). However, I would not go wrong. If the spell has been hurried or recommend using the following encounters disrupted slightly, but not enough to spoil on every adventure! it, the chance of error rises to 25%. When Some of these encounters result in the an error occurs, the DM can roll a d10 party being quested. For the DM, it’s al- and consult List #l, or choose an appropriate ways a good idea to keep a few quests result. hanging over the party’s head in case they There are times when the DM decides run out of things to do, or need help. The that the party has traveled to an unusual entity who quested them might be willing to pull them out of a tight spot so he List #1 : Interdimensional destination. Needless to say, they are hope- doesn’t lose their services for some other mishaps lessly lost. task at a later date. This will cost the ad- 1. Random destination. When using 2. Vortex. An energy vortex appears venturers additional quests, of course. plane shift, teleport, dimension door, or for 2d10 rounds. Its origin is on another These encounters are suggested only for traveling astrally or ethereally by some plane. It may siphon PCs (or their magic) groups with a sense of humor and imag- means, the party ends up in an unexpect- off to another world or spew out debris ination—and DMs who can come up with ed location on their homeworld, thou- (50% chance of either). Characters pulled ideas on the fly, and like to roll dice a lot. sands of miles from their intended into the vortex suffer 10d6 points of dam- age and end up on another plane. Debris comes out at the rate of ld4 - 1 pieces per round. Each piece has a 5% chance of hitting someone within 400 yards, doing 3d6 points of damage. There is a 10% chance that one of the pieces of debris is a valuable item, possibly magical. 3. Psychic winds/Ether cyclone. If the party is traveling astrally or ethereally, a gigantic storm blows them far off course, and they are lost for 3d10 days. If they weren’t astral or ethereal, something (a miscast spell, a dimensional hole, etc.) propels them into the Astral or Ethereal plane. 4. Discontinuity. A quirk of the uni- verse has changed what was. Upon return- ing home, the PCs may find that their house is on the other side of the street, one of their followers never existed, past history is different, a certain spell or magi- cal item doesn’t work the way it used to, an opponent they killed is back, etc. This gives the DM a chance to change some- thing that has been causing problems in her campaign. 5. Displacement. A temporal, planar, or energy displacement affects the party. If the displacement is temporal, the party appears forward or backward in time from when they left (or expected to be). A planar displacement puts them in another universe. Energy displacement involves the draining (or gaining) of charges from magical items and any technological items, if the party has them. Items totally drained of charges crumble to dust; items that are overcharged (charged beyond their capaci- ty) explode, doing 6d6 points of damage to all within 10’. 6. Teleport or planar fatigue. Too much dimensional travel wears out the party. They may not use any teleporting or dimension-shifting spells for ld4 days. 7. Rift. A hole to another dimension opens up. The rift is unstable, and disap- pears in l0dl0 rounds. Meanwhile, there’s a 85% chance some really nasty monsters (DM’s choice) will come through. The party also can go through, but can’t come back after the rift is closed. There’s a 25% chance the rift is so strong that creatures within 100’ must make a saving throw to avoid getting pulled in. 8. The mystery nexus triangle. The party enters a strange area (a “crack” between the planes) where things from all over time and space disappear. Sometimes they pop back years later. It’s a sargasso (or a garbage dump) of the cosmos. All those lost items like lost socks and keys end up here (maybe even things the PCs have lost). Strange creatures and items also can be met, but the real trick is to 44 JANUARY 1995 find the way out. (Is that Elvis over there?) 5. The cosmic wheel of fortune. 6. The eternal city. This is a tranquil 9. Miscast spell. The party’s magic Spin the wheel and take a chance! Repre- place that exists between time and space. goes haywire. Roll percentile dice: senting the force of random fate and for- Visitors are greeted with hospitality. The 01-05 Random spell affects the party tune, it rolls into view looking like a giant inhabitants are unarmed and peace-loving. 06-10 Random spell affects a random vertical roulette wheel (sorry, no Vanna They don’t want to be involved in the target White). There is a base 25% chance (plus struggles of other worlds. If the party is 11-15 Spell affects wrong target 10% per each roll after first) that the pursued by enemies, they could bring 16-20 Spell’s power increases/decreases* Wheel will disappear after each spin. The unwanted conflict to this peaceful locale. 21-25 Spell effects reversed following table is an example of the vari- In that case, they are responsible for help- 26-30 Spell delayed 1d20 rounds ous effects on a character who spins the ing to protect the Eternal City. 31-35 Spell affects possessions only Wheel, but DMs can substitute any appro- 7. The Dimension-traveling 36-50 Backfire. 6d6 damage to all within priate effect they desire. structure/place. This could be a “float- 10’ of caster ing” extradimensional island or a building 51-00 Fizzle. The spell has no effect Roll Effect like the Vanishing Tower of Voilodon Ghag- * The DM must determine how this 01 Disintegrated naisdiak in Michael Moorcock’s Elric sto- affects range, duration, area of effect, 02-03 Killed ries. These objects usually only appear for damage, saving throws, etc. 04-05 Turned into a monster a short while and jump from plane to 10. Character/Item encounter. The 06-10 Loses a level (it can’t be plane randomly. The party could be party encounters a group of plane-shifting restored) trapped in such a place until it stopped nonplayer characters. These NPCs are 11-15 Loses a good magical item somewhere familiar. Sometimes one ap- high level and are not happy they’ve been 16-25 Loses half his money and pears only on a certain plane once a year, interrupted in their journey. Or, the PCs valuables on a particular day, or at a particular time. inadvertently pull an object out of another 26-35 Gets a disease 8. The conjunction of the million plane to their location. This could be an 36-65 Nothing spheres. The barriers between the uni- astral artifact, a technological device, a 66-75 Gets a cigar verses are at their weakest ever. It’s possi- piece of trash, someone who’s been turned 76-80 Gets 5,000 gp ble to visit another dimension just by to ethereal stone, a supply cache, etc. 81-85 Gets a magical item taking a walk. Needless to say, creatures 86-90 Gets a special ability from other dimensions will be visiting List #2: Forces and places of 91-95 Gets a really good magical your PCs’ neck of the woods to pick up a the multiverse item few “goodies” (e.g., the PCs and their trea- 1. Gate/Portal. An opening to another 96-97 Has one ability score raised sure). The conjunction lasts (1d10 +61 world or plane appears. It is permanent l-3 points days. until some ultrahigh-level creature closes 98-99 Raised one level 9. The plane-shifting vessel. A magi- it. These openings often appear as mir- 00 Gets a wish cal vessel that can be steered to different rors, stone megaliths, caves, etc. Some are one-way only. This encounter also covers special areas that connect many dimen- sions like the “Wood between the Worlds” in C. S. Lewis’ Narnia stories or the City of Doors, Sigil, of the PLANESCAPE setting. 2. Unique character/creature. Now is your chance to inflict on the party one of those special monsters you’ve been saving. Is it Megabreath, giant dinosaur king of the B-monster movies? The sweet- looking little girl who is the most powerful (and chaotic) psionicist in the multiverse? How about that Bolo Mark XXVI Continen- tal Siege Unit? 3. The balance of the planes. This entity, appearing as a giant set of scales, maintains the balance between good and evil, order and chaos. The PCs have done something to upset the balance, and they have to correct it by performing a difficult quest. If they fail, the balance will be changed for a long time. For example, the party may find themselves defending their homes in a losing battle against ever- increasing hordes of evil, otherplanar monsters. 4. The auditing department. Oh-oh. The agency responsible for balancing the levels of magic in the multiverse has found an account overdrawn. They will correct the situation by permanently draining magic (or levels) from magic-using charac- ters or the party’s magical items. As an alternative, the party might be able to “pay the bill” by going on a difficult quest; perhaps recovering a few cursed artifacts for the agency. DRAGON 45 universes. One example is “The Ship That Pure Law or Pure Chaos (50% chance for cause real damage. If a PC is “killed” in the Sails the Seas of Fate,” also from the Elric either). The effect on characters varies Land of Dreams, his physical body dies. stories, but a zeppelin, spacecraft, or with each character’s alignment. Pure Law The land is ruled by Morpheus, the deity chariot are other possible vehicles. The gives lawful PCs a temporary raise in of dreams, whose will is the only reality crew will be interested in the PCs, either three ability scores (character’s choice) to here. He can make any dream come true. as potential targets of attack or suckers 18 for 3d10 days (30% chancel or gives a 20. The city at the end of time. for a quest. +2 bonus on attack, damage, and saving Quite different from the Eternal City, this 10. The night of nights. Only once in throw rolls for 1d3 months (70% chance), is an ancient, moldering ruin inhabited by a thousand years does a night like this but gives a -4 penalty to a chaotic PC’s packs of horrific mind-destroying mon- occur. Anything can happen on a Night of attack, damage, and saving throw rolls, sters. The creatures can track you Nights and usually does. A princess might and ability checks, and causes a 20% re- through any dimension, so there’s no fall in love with a homely dwarf. Muscle- duction in spell range, duration and ef- escape. Alternatively, the city is inhabited bound barbarian warriors take up knit- fects for 2d4 weeks (60% chancel or slows by a few degenerate humans with huge ting. A greedy PC gives his most treasured the PC for 1d20 + 10 days (40% chancel. heads and weak, shriveled bodies. The possession to a homeless orphan. In short, Neutral-aligned PCs will be blasted for 5-20 humans may be conscienceless technolo- the DM will have plenty of chaos to spread (5d4) points of damage. The effects de- gues who want to manipulate the party around. scribed above are reversed for a Pure for their own enjoyment, or pitiful, help- 11. The stars are right. Extremely Chaos force acting against lawful and less remnants of humanity who are be- rare astronomical conditions make the chaotic characters—a lawful PC either is sieged by evil forces. time perfect for an appearance of an ma- slowed or suffers the penalties, and a levolent extraterrestrial slime-sucking chaotic PC either gets the higher ability List #3: Strange encounters horror. Such creatures start at 20 HD, are scores or the bonuses. 1. The black coach. This is a dark, immune to most magic, attack both psioni- 16. The well of wisdom. The magical sinister carriage that flies through the air, cally and with numerous tentacles or font of sagacity. One drink allows characters guided by a headless driver and pulled by squirts of face-dissolving goo, and like to with Wisdom of less than 7 to add 1d8 six black horses. It has come to take a PC eat brains. Enjoy. points. For a Wisdom of between 7 and 12, to another plane to pay for some crime or 12. Bar between the worlds. This add 1d6 points. For a score of 13 through offense. It is unaffected by any magic or hospitable tavern can be reached from 15, add 1d3. For a score of 16 or 17, add 1. physical attacks, and can follow its prey many planes by those who know how. It’s Drinking from the fountain is dangerous for anywhere. The only hope of avoiding it is always full of interesting people from all mortal beings with a Wisdom of 18 or through the use of a wish (unless the party of space and time. The special anti-magical higher-there’s a 50% chance of having the comes up with a sufficiently impressive properties of the place prevent magic and character’s Wisdom permanently reduced to alternative). any but the most primitive (nontechnologi- 3; otherwise add 1 point. Characters who 2. The anti-universe. After using a cal) weapons from being used. This re- drink from the fountain a second time will teleport or plane shift, the characters striction does not affect the owner and his die (no resurrection possible). arrive at their destination to find that staff. 17. The crack of doom. Now they’ve everything, although familiar, is the oppo- 13.The fountain of youth. The fa- done it. It’s like a rift, only a lot worse. A site of what they’re used to. For example, bled source of restoration. After drinking giant abyss opens in the surface of the everyone who was good-aligned before is a sip, a character’s physical age will be in ground near the party, and out pours a now evil. (The PCs may have counterparts the 16-20 year range. Anyone who takes a horde of creatures from the underworld. with opposite characteristics in this land.) big gulp turns into an infant. Anyone who Overhead, storms and lightning rage. The 3. Death. Yes, it’s big Mr. D, and he’s drinks twice will disappear. PCs must survive as best they can. Re- coming for one or more of the party. 14. The labyrinth. A dungeon to beat member, even if they get away, whoever Death is immune to all forms of bribery or them all. There’s no mapping here; the has to clean up the mess will try to find flattery, and beyond the ability of the most party is perpetually lost. The labyrinth out who caused it and will take revenge. powerful PCs to injure or influence in any exists in a “pocket” dimension of its own, Unless you plan on ending your campaign, way. He occasionally can be distracted, so there is no chance of escape before the Crack of Doom is only a temporary however, and there is also the possibility getting to the end of the maze. The traps phenomenon and will disappear in 1d4 of making a some kind of deal, although and monsters of the labyrinth usually are days. wealth or magic will not interest him. controlled by a malicious archmage (who 18. Pure evil/good. The party comes 4. The megacurse. A curse of extreme observes the party’s progress through into momentary contact with a force of potency, it can’t be removed except by a magic), making them doubly dangerous. Pure Evil or Pure Good (50% chance for major deity or the like. Examples are a The DM is encouraged to be particularly either). The effect on them varies with curse of extravagance, which causes the fiendish (e.g., part of the labyrinth is a each character’s alignment. Pure Good will PC to give away all of his possessions to giant pinball machine; the PCs are the raise good-aligned PCs one level (30% the poorest people around (not other PCs), balls). chancel or add 1d8 hit points (70% or the jinx, in which the PC’s bad luck 15. Pure law/chaos. The party comes chancel, but will drain 1d4 levels from evil affects everyone but himself, causing them into momentary contact with a force of PCs (40% chancel or cause 8d6 points to miss saving throws and attack rolls, do damage (60% chancel. Neutral PCs will be minimum damage, miscast spells, lose blasted for 3d8 points of damage. Effects stuff, trip and fall in combat, etc. An alter- are reversed for a Pure Evil force on good native to the megacurse is the cursed and evil characters. Level drains cannot be super-item, something that the party can’t restored. get rid of. This intelligent, annoying object 19. Land of dreams and night- causes the PCs unending problems with its mares. The place where what you dream pouting and whining, but has a few very comes true. While characters are here, useful, very powerful abilities it employs their physical bodies are in a unbreakable when it feels like it. sleep. What the PCs dream appears to 5. The guru. Also known as the celes- happen, but the effects are not perma- tial sage, this incredibly wise, ancient nent. However, the creatures who inhabit hermit is full of useful information and this land are much better at creating good advice on every subject. He doesn’t dreams than visitors, and their attacks adventure and dislikes being bothered. 6. Mental transfer. A PC exchanges dwarfdom, etc.). The fate of the world as sheep, of course), magic backfires, etc. minds with a monster. The condition may the PCs know it may hang in the balance. The Imp hangs around until he gets bored be permanent, or may revert after a peri- The superbeings plan to punish the party with the party’s efforts to get rid of him. od of time. (One character in my land got with the same penalty the PCs have dished 14. Transformation. One or more to be “king of the slimes.”) Another possi- out to countless monsters (i.e., death). The characters undergo a startling transforma- bility is the possession of a character by a trial will not be fair, but PCs who claim tion. Examples are changes in race, charac- creature that can’t quite displace the PC’s ignorance and stupidity as their defense teristics, appearance, sex, age, metabolism, mind, so they’re continually fighting for will find the superbeings agreeable, since height and weight, skills, levels, or class. control over his body. they consider all mortals inherently feeble Why ask why? 7. UFO. A flying saucer descends on and weak-minded. Insufferably righteous 15. The powers that be. These are the party. The aliens are hostile and very characters will be squashed like bugs. the cosmic personifications of such quali- high-tech. They usually have some scheme 11. Mutation. A strange oddity of ties as Liberty (lady with a book and of conquest. One campaign I played in was genetics affects the party. You can use torch), Justice (blindfolded woman with famous for its “Martian Nazis.” Can the PCs something from the GAMMA WORLD® scales), Plague (diseased guy on a pale save their world? Remember: “Resistance game or make up a mutation yourself—the horse), Greed (Ebenezer Scrooge), Cleanli- is useless. Take us to your leader!’ more gruesome, the better. ness (knight with magic lance that makes 8. The zone of diminished illumi- 12. The accommodating circum- “white clothes whiter”), Stupidity (Disney’s nation. For your approval . . . a group of stance. A creature that can transmute Goofy), etc. They are all-powerful in their medieval adventurers are thrown into a itself into anything takes the form of an sphere of influence and either can help or strange, incomprehensible situation. Is it object the PCs need at the moment or have hurt the party. the Kung Fu disco party? A moronic game always wanted. Of course, after a little 16. Bazaar of the bizarre. A magic show hosted by demons? The battle of the while (no more than one adventure), the shoppe with a difference. It looks ordi- Somme? The sinking of the Titanic? The being will get bored with that form and nary, but it actually exists on a different eruption of Krakatoa? Will they survive? become something else—maybe something plane, with the front door being a gate. No (doe-doo-Doo-doo, doo-doo-Doo-doo . . .) dangerous or antithetical to the party. PC’s magic will function inside. It appears 9. Fate. One PC is selected to confront a 13. The imp of improbability. This full of the most powerful magical items critical moment in her lifetime. Her future annoying creature can’t be destroyed imaginable. The shopkeeper will not sell should depend on how she handles the either because you can’t locate exactly any item, but will only trade for the PCs’ predicament. The DM should devise a where he is, or if you do, by the time you items, at ridiculous bargain values. (PC: situation that is appropriate for the PC’s attack, he’s somewhere else. The most “You’ll give me a vorpal sword for a heal- background and goals. unusual things happen when he’s around. ing potion?” Shopkeeper: “Sure!“) How- 10. Trial. Arrogant superbeings from Water flows uphill, dragons become vege- ever, 95% of the items in the shop turn somewhere else force the party to stand tarians, PCs break their +4 swords, flying into worthless junk when taken outside. trial for the crimes of humanity (or elfdom, sheep fill the sky (led by Harold the clever 17. Casino of death. You like to gam- ble? This is the place. One problem: You can’t leave unless you win, and the only acceptable bet is your life. Mr. Bones, the croupier, is waiting for your roll. 18. Carnival of doom. It looks like an ordinary 20th-century amusement park, but the staff are monsters in disguise. To be allowed to exit, the party most go on each ride once. There are some problems with the rides, however. The roller coaster tends to leave the track, boat rides sink, merry-go-round animals bite, bumper cars explode on contact, etc. 19. The secret place. This ordinary- looking village (or old house, castle, or hotel) harbors a sinister secret. The DM must formulate the mystery, but it should be well hidden. Think of a “terror town” where everyone seems bland and happy, or a “house of horrors” with a mad scientist. 20. The siege perilous. This is the mystical chair at the head of King Arthur’s Round Table. Only the pure of heart, or those willing to undertake an arduous quest, are allowed to survive after sitting on it. The rest disappear in a burst of flames. The chair may appear to PCs in distress and offer to rescue them in return for several difficult quests.

48 JANUARY 1995 rom one of the authors of Factol’s anybody else likes it or not. annoying in the extreme, and want to Manifesto comes details on a few fac- It’s not that these berks are put all of them in the dead-book. [Edi- tions for the PLANESCAPE™ setting militant—but they are persistent. They tor’s Note: This is exactly what hap- that have died out over the years. figure they know the dark of how pened, too.] Here are the details of the factions, things should look, and everyone else written when they were still going had better listen. A body who doesn’t Eligibility: Evil characters can’t concerns. Common knowledge says listen to their advice ought to watch join this faction; as the Decorators put that they have all been extinct for a out. The Beautification League might it, their taste is “tres gauche.” Other long time—and maybe it’s better that sneak up one night and do some than that, anybody can join the Beauti- way. (Of course, common knowledge redecorating—or they might just de- fication League. has been wrong before.) cide a cutter “doesn’t fit the color scheme” and eliminate him. Benefits: A Decorator can tell in- The Beautification League The Decorators seem to have a spe- stantly when something is out of (The Decorators) cial grudge against the sods and bar- place. When a member of the faction mies of Sigil, because they tend to enters a room, the DM should make a clutter up the landscape, and they've Wisdom check for the character; if the got a general order to get rid of all check succeeds, the character instant- they see. The nicer Decorators might ly notices any secret or concealed bring the unfortunates to a place doors in the room. where they can be kept or even reha- bilitated, but the nastier bashers of Restrictions: A Decorator also the Beautification League have been to notices when other things are out of remove such “eyesores” permanently. place, or if they aren’t aesthetically The Beautification League has been pleasing—and the Decorator can’t help working on Sigil for years, and while a telling a body about it either. This few smart-mouth bashers might say makes them annoying, and a member that’s why the city looks the way it of the Beautification League suffers a does, the truth is that the Decorators -3 penalty to Charisma. haven’t accomplished much. They have two big problems. First, the The Free Flora Collective planes are just too big (try watching (The Veggies, The Tree infinite color schemes!), and not League enough people care to help the Deco- rators, especially in places like Baator. Second, the Decorators don't always agree, and they often argue among themselves. Amauve claw would look simply lovely over that archway! Primary plane of Factol Dionystan of influence: The Decorators the Beautification League maintain a small, tastefully embellished abode in Arborea. Faction philosophy: This faction They could have chosen any believes the multiverse is a place to be plane, but Mechanus was “too enjoyed, and they see it as their duty boring.” the Abyss “simply to help everybody to enjoy it by “beau- disgusting,” Pandemonium “far tifying” it. These berks will take any too windy,” and so forth. In Sigil, opportunity to paint a wall, hang a the Beautification League makes picture, rearrange furniture, plant a its headquarters in the garden, or any of a dozen other things Grand Gardens. to increase the charm of a place. This includes them telling a cutter what Allies and enemies: The Decora- they really think about a body’s tors get along famously with the Sen- clothes, hairstyle, and home. sates, who can experience whatever Stop eating our immobile brethren! Here’s the chant: by beautifying the the Decorators create. The Decorators Stop using our limbs as weapons! multiverse, a body pleases the powers, think most of the other factions need Factol Rose Amaryllis or whatever stands behind the powers a little more class, especially the Wiz- of the Free Flora Collective and pulls their strings. Even the most ards of the Black Teddy (see below). offensive individual can be brought The Doomguard have a certain ad- Faction philosophy: The mem- around to happiness and goodness if miration for the Beautification League, bers of this faction are convinced that only given a nice place to live and which contributes to entropy they walking plants are destined to rule the trendy clothes—and maybe a good feel. The Bleakers are annoyed by the multiverse. Of course, that’s mainly bath and a thorough makeover. Well, cheerful attitude of the Decorators, because the high-up men of the Free these are the cutters who are going to and the Dustmen think them frivo- Flora Collective are actually high-up bring the change around, whether lous. The Mercykillers find them plants. The chant goes like this: ani- 22 APRIL 1995 by Tim Beach

Artwork by Tim Beach & Larry Smith

mals live by killing, while plants live Flora Collective nearby. See, since the by digesting the rotting remains of Free Flora Collective believes in the once-living beings. These berks superiority of plants, they try to stop (barks?) say this makes plants a superi- anyone and everyone from harming or form of life. plants. While they’re mostly con- The Free Flora Collective, though, cerned with intelligent plants, they has decided to take the battle to the also try to protect their “unenlight- animals, and are an armed and radical ened and soil-bound cousins.” bunch. A berk who goes around cut- One of the Veggies’ ongoing projects is ting down trees, or trampling on the to kill all the herbivores they can find. grass, or eating salads, had better This not only protects plants, but once it hope there’s not a member of the Free begins to work—they say—the carni- vores and omnivores will be forced to They are said to have plants in every animals can’t be hunted for any rea- feed on each other, until the animals other faction headquarters, where son, for food, or to provide raw mate- wipe themselves out. they can sow the seeds of revolt. rials for clothing, or for any other reason. Rabid Vegetarians have been Primary plane of influence: The Restrictions: Like the faction’s known to attack unlucky sods just for Veggies are said to have headquarters benefits, its restrictions are based on wearing leather. A cutter can’t expect in the Beastlands, where they hunt the species of the members. There are to advance very far in the ranks of the herbivores, and in Bytopia, where some places a plant can’t go, and there Herbivorous Assembly if he wears their freedom fighters work to stop are some things a plant can’t do. For leather or any other product taken the depredations of the woodcutters example, it’s nearly impossible for a from an . of Dothion. They don’t have a head- treant to impersonate a dwarven am- One day, says the Herbivorous As- quarters in Sigil, though they are said bassador and crash a swanky party. In sembly, when every living being in the to have “branches” in various gardens addition, most humanoids have little multiverse has given up eating meat, scattered around the city. respect for walking plants, and they everyone will live in peace and harmo- tend to regard them as ambulatory ny, and the dark of everything will be Allies and enemies: The Free kindling. revealed. Flora Collective considers all other Of course, this means the Herbivo- factions to be their enemies, mainly The Herbivorous Assembly rous Assembly also is devoted to wip- because the other factions don’t allow (The Vegetarians) ing out all carnivores. However, they sentient plants, but they do allow can fight predators only when those bashers that eat plants, or cut them predators attack innocent herbivores. down for firewood. The Veggies have Thus, a lot of Vegetarians hang around a special hatred for the Beautification in the forests of the various planes, League, who regard their kind as watching herds of plant-eaters, wait- mere decoration, and often confine ing for a predator to attack. them to pots or fenced plots of land with poor soil and lighting. Primary plane of influence: The Most other factions are unaware of Vegetarians have a headquarters in the existence of the Veggies. Those the Beastlands. In Sigil, they run a that are aware regard them as pretty chain of "health food" inns, where ludicrous. The Veggies just don't fit "gourmet vegetarian dishes" are pre- into the philosophies of most other factions. There are some Sensates who pared. like talking to the Veggies, so they can Allies and enemies: The Vegetari- come to understand “the plight of the ans try to get along with most of the plant,” and the Xaositects like pulling other factions, though they have a the leaves off Veggies. The biggest strong distaste for the Wizards of the enemy of the Free Flora Collective, Black Teddy, because of the excessive though, is the Herbivorous Assembly amounts of leather they wear. (It's not (see below). Be kind to the animals. Or else. that the Black Teddy wizards wear Factol Du’liddel of large amounts—pieces—of leather; Eligibility: Only an intelligent, the Herbivorous Assembly they don’t. It’s just that leather is all mobile plant can become a member of they wear.) The Vegetarians also go the Free Flora Collective. The faction Faction philosophy: The Herbiv- around rattling their bone-boxes about also allows a few associate members: orous Assembly consists of berks who the evils of eating meat, and annoying cutters (not leaf cutters) who are have decided to never eat meat. And almost everybody. purely carnivorous, and who sympa- they think nobody else should be eat- Most factions consider the Vegetari- thize with the Veggies’ quest for free- ing meat, either. They think the dark ans to be pretty harmless, if a little dom from oppression. As a body of the multiverse is that the so-called barmy. The Sensates think their views might suspect, there aren’t a lot of dumb animals are the repositories of are too restrictive: to really experience associate members. great wisdom. Oh, maybe not all ani- life, one should eat a few animals, say mals are fonts of knowledge, but some the Sensates; this makes the Vegetari- Benefits: The Veggies gain benefits are, and it’s better to not eat any of ans think ill of them. The Dustmen according to their species: they can them. If a cutter (a leaf cutter, in this think the Vegetarians are all barmy; usually hide among humanoids, since case) can live in harmony with the death is a part of life, and hunting and few humanoids recognize them as animals, talk to the animals, then she’ll killing a part of the grand scheme. intelligent beings. Thus, a member of learn the dark of things. Finally, the Veggies have a very strong the Free Flora Collective can hide in So, the Vegetarians don’t eat ani- dislike of the Vegetarians, and the two the corner, looking like a potted plant, mals, though a few namers in the factions have constant skirmishes in and eavesdrop on a conversation. faction might eat some animal Sigil and elsewhere. Lately, the Veggies Though Veggies usually consider such products, like milk, cheese, or eggs. have begun attacking inns run by the duty degrading, they understand its And to make sure they can get along Vegetarians, to “free political pris- value in building a vast log of informa- with the animals some day, they have oners.” [Editor’s note: Eventually, the tion, and they have established a spy to keep others from eating them or Herbivorous Assembly and the Free network known as “the Grapevine.” bothering them as well. This means Flora Collective declared war on one

24 APRIL 1995 another and wiped each other out.] The Wizards of the Black They’re babelicious! Teddy Innumerable male cutters and bashers Eligibility: Anybody can join the (The Babes) Herbivorous Assembly, as long as they Faction philosophy: Basically, the never eat meat again. The faction is Wizards of the Black Teddy are bent open to all races and alignments, but on domination—of the planes, and of humans and elves fill most of their anyone who gets in their way. As far ranks. as these cutters are concerned, the multiverse is messed up because it is Benefits: A Vegetarian gains the mostly controlled by addle-coved ranger’s ability to befriend and calm males. To solve all the problems, the animals. A Vegetarian ranger gets a multiverse must be ruled by females. free nonweapon proficiency in Animal As their name implies, the Wizards of Training. the Black Teddy have two primary methods for accomplishing their goal: Restrictions: A Vegetarian can magic and, well, their rather obvious never attack an animal, but can de- charms, made more obvious by allur- fend himself or another animal. This ing attire—mostly leather. The Babes has been the cause of much conster- aren’t murderous, like the Mercykil- nation to adventuring members (and lers. They’d prefer a lot of submissive their companions), because the Vege- servants to a handful of corpses. tarian is restricted from helping in The chant says this faction sprang many combat encounters. They can from a group called the Wizards of defend companions from predators, the Black Robes, on some backwater but won’t help anyone who eats meat, prime named Krynn. Tired of being because it’s a fight between predators. Sure, it’s a little cold, but it’s better ignored by men who felt superior by protection than any armor: virtue of their gender, a group of Factol Elle McFearsome of women broke off from these robed the Wizards of the Black Teddy wizards and formed their own group. They found that with a judicious change of attire, they were no longer ignored, and they could befuddle the simple-minded males they dealt with. Later, a powerful female entity vis- ited Krynn, and a lot of these female wizards decided to join her cause, and then went to live on the planes. There, with their goal of gaining power, espe- cially for women, they found many willing recruits. More than a few fe- male wizards joined their number, and quickly ascended to the rank of Mis- tress (the equivalent of the factors of other factions). These Mistresses are totally devoted to the Lady of Pain and have led the faction to a strong posi- tion in Sigil.

Primary plane of influence: The Wizards of the Black Teddy have a headquarters in Baator, specifically in the dungeons of Maladomini, where they give lesser fiends something to fear. The chant says there are hun- dreds of males chained to walls be- neath Maladomini, where the Wizards of the Black Teddy can whip them into shape.

Allies and enemies: This faction’s allies and enemies can’t always be categorized; that is, part of a faction might hate them, while other mem- bers like them. For the most part, males of most species don’t have too

26 APRIL 1995 much of a problem with the Babes— The Apathetic Alliance They also don’t have a factol, because for blatantly obvious reasons—but (The Apathetics) nobody cares enough to lead the rest some females do. However, the Sen- of them in just not caring about any- sates like the sensual nature of the thing. To join the Apathetic Alliance, a Wizards of the Black Teddy, and the body just needs to stop expressing an Ciphers admire their individuality. The interest in anything, dress in black, Dustmen ignore them. The Anarchists and to start hanging around in dark are fond of the Babes because they are coffee-houses with other Apathetics. disruptive to other factions, and the Guvners see the Wizards of the Black Allies and enemies: The Apa- Teddy as a potential threat to their thetic Alliance doesn’t see much point power structure. to having allies, but they don’t see much of a point to anything, really. Eligibility: The Wizards of the They also can’t raise enough feeling Black Teddy have four somewhat unu- about any of the other factions to sual membership requirements. First, consider any of them enemies either. all are wizards of one kind or another; Oh, some grumble a little about the generalist, dual-classed, multi-classed, Guvners, who see a point to every- and specialist wizards are allowed. thing, and a few can muster a little Second, only females of any species admiration for the carefree Xaositects, can join. Third, they can’t be good in but most Apathetics just keep to them- selves. alignment. And finally, to be a Wizard Who cares? of the Black Teddy, a sorceress must Most of the other factions ignore the Drevis of the Apathetic Alliance have a Charisma score of at least 13. Apathetics—as the factol of the Athar This is one of the few factions that once said, “Who cares about the Apa- Faction philosophy: This faction accepts fiends as members; there are thetics?” Still, the Bleakers and the doesn’t so much have a philosophy as more than a few erinyes and succubi Doomguard have some admiration for it has a way of life: they don’t care in their ranks, not to mention a lot of their philosophy. The Dustmen also about anything. They don’t go around tieflings. share some common ground, since telling other people not to care, and they believe there is nothing in life to they don’t try to explain why nobody Benefits: The Babes are very dis- care about (except death, of course). should care—they just don’t care tracting; males who see them tend to The Sensates find the attitude of the themselves. And most Apathetics don’t Apathetics incomprehensible, and the forget what they’re doing, what they- go around doing much, or even go ’re saying, where they’re going, who Guvners deplore the Apathetic Alli- around at all. ance’s disregard for laws (and for they are, and so forth. When fighting There are a few namers in the Apa- everything else). The Signers have a one of the Wizards of the Black Teddy, thetic Alliance who use that as an little admiration for the Apathetics, a male of any species, intelligent or excuse to do whatever they want. unintelligent (most of the Babes would because of their rarely exhibited These bashers are a danger to power of mind over matter (see Bene- argue that there’s no such thing as an themselves and others, but usually intelligent male), has to make success- don’t last for very long: either someone fits below), but don’t appreciate the Apathetic philosophy. ful Wisdom check, or he can’t bring puts them in the deadbook, or they stop himself to strike her. For monsters caring enough to keep moving. Eligibility: Anybody can join the without a Wisdom score, roll 3d6 to The Apathetic Alliance started one Apathetic Alliance, though most are determine a score for any creature day when a Bleaker and a Dustman better suited to the Bleakers, Doom- with Intelligence of 5 or more; for were talking philosophy. Both fell into guard, Dustmen, or Xaositects. others, use the creature’s Intelligence a deep depression, and both stopped score. caring about most everything. They Benefits: The Apathetics, since stopped going to their faction meet- they don’t care about anything, tend Restrictions: One detriment to ings and stopped wearing faction col- not to notice most things. Therefore, belonging to this faction is that other ors. After a while, their “new” they are completely immune to attacks females usually don’t like the Babes, philosophy spread, and other apa- from normal weapons. Only a spell or and they go around calling them “trol- thetic types started hanging around a magical weapon can attract enough lops” or worse. The real disadvantage, with them. of their attention to actually cause though, is the, well, uniform (such as While Apathetics occasionally dis- them damage. it is) of the Babes. To say the least, it’s cuss philosophy with other faction a bit drafty. A Wizard of the Black members, the conversation usually Restrictions: An Apathetic doesn’t Teddy suffers a permanent -1 penal- ends with “Who cares?” The rest of care enough to adventure, or to take ty to her Constitution score due to the time, most Apathetics just sit part in any kind of communication or getting chilled easily. around, in an almost catatonic silence. combat. To actually participate in an If their faction were to go away, few encounter, an Apathetic must exert his would notice and fewer would care. willpower, represented by making a Wisdom check; only if the check suc- Primary plane of influence: No ceeds can the Apathetic draw a weap- Apathetic has ever bothered to build a on or otherwise act. headquarters, so they don’t have one.

28 APRIL 1995 10 NOVEMBER 1995 It’s no dark that the baatezu are cagey bash- stretching back before even the powers layers, each Lord taking the qualities of ers. They’ve got secrets hidden that would remember. Their true capabilities have the layer in an effort to keep its essential astonish the powers, and they do their level never been defined, at least until now. nature pure of the ravages of chaos. Who best to keep their secrets dark; but occa- They are, in short, an enigma. What is set them this task, none can say-but it’s sionally they slip. When they do, their their purpose? Do they simply act as war- an assignment they fulfill to the best of mysteries spill out across the multiverse. dens for their plane, or do they play a their abilities. This article is based on the Baator book more active role? Do they truly even exist? Every Lord has a name, though through- from the PLANESCAPE™ Campaign Set. It’s And how do they relate to the denizens of out time only the names of three have highly recommended that one read that their plane, from the lowest baatezu to the been commonly known. Just like other book before this text. most powerful of the gods? fiends, the names of the Lords of the Nine To understand the Lords, perhaps it’s are names to conjure power with-the The Logs of Willgan the Dogged best to summarize exactly what it is prime wizard who actually uses these The years ain’t been kind to me, but did they’re said to be and do. names is in for a devil of a time, but that that stop me? No. It didn’t. And while those doesn’t keep the attempted conjuring sods who called ’emselves scholars danced The Lords and What They Are from being an inconvenience. and laughed with the Sensates slipped away across the boundaries of death, I’ve held Though many discount the Lords as the It wasn’t without pain that I discovered on, my studies just becoming all that much crazed imaginings of those who’ve wan- their names. I’ve endured much for this more important. dered the bleak wastes of Baator, the truth moment, the setting of their names to And now they’ve paid off. I might not have is that the Lords have shaped the plane paper and thus to immortality. Though been looking for the elusive sound of color since time immemorial. They may seem to these are not their true names, they are or the mysteries behind the forms of the be nothing more than primal forces, still names with power. The Lords are: Bel, powers. I’ve never been that imaginative. incorporeal and unwanting, but that isn’t Warlord of shattered Avernus; Dispater, Some’d call that a curse. Me, I call it a so. They’re all individuals, and they’re all Archduke of iron-hot Dis; Minauros, blessing. It means that I focus on the facts ferociously hungry for more power. It’s Viscount of the sunken Minauros; Fierana, and don’t let ill-formed fancies distract me just that their desires make them known the Fiery Lady of Phlegethos; Prince from the truth. over the millennia, as opposed to the petty Levistus of watery Stygia; The Hag Do I seem bitter? I am. I’ve been mocked length of a mortal lifetime. That’s not to Countess Malagard of Malbolge; The Slug and reviled, my quest called emptiness, my say that the Lords can’t act quickly when Archduke of Maladomini, Triel the Fallen; heart left desolate from the bleakness of they need to; they just prefer to make their Baron Molikroth of ice-locked Cania; and the truth I sought to uncover. But now it’s plans on a much longer range. the Dark Lord of shadowy Nessus. done and I’ve snatched the dark right out The Lords are each set over a single from under the baatezu nose. layer of Baator, their presence twisting Chant is that the Lords occasionally Ha! and warping their layers to be more pre- attempt to wrest away pieces of another I’ve got the dark on the Lords of the Nine, cisely what they themselves embody. Thus Lord’s layer. Prince Levistus, Lord of the and I’ll be cursed if anyone can stop me from it is that Avernus, the first layer, is a blast- Fifth, is said to be particularly greedy in making my life better from this point on! ed and scarred wasteland, perfect for this regard. It’s thought that he’s planning training the armies of baatezu in the end- an assault on one of his compatriots-at The Lords of the Nine are the mysterious less Blood War, while the fourth layer of least, that’s the word in Stygia, his layer, rulers of Baator, the Nine-Layered Pit, the Phlegethos is a fiery pit, burning all who and the amnizu baatezu there are busy Stinking Maw of the planes. Their origins travel its infernal depths. They are the recruiting berks they think would be good are lost to the mists of time, seemingly defenders and protectors of each of these for the job.

DRAGON 11 The Other Lords Their Powers and the cities of Stygia. They’ve reached Their feelings about each other could be an impasse for now, but both would love a The Lords are some of the most powerful best described as resigned hatred. They chance to tweak the nose of the other, and bashers in the known cosmos. They con- despise each other, but they’re rarely in a they’ll handsomely reward anyone who trol whole layers of a plane, which is far position where they can affect one can do it for them. more than most powers can claim. The another. As mentioned above, they occa- Rumor has it that it was the enmity of Abyssal lords claim as much, but the chaot- sionally attempt to poach some land from one of the Lords that forced the orcish ic politics of the Abyss ensure that the one layer or another, trying to increase pantheon to flee to Acheron and points tanar’ri lords never rise far above their their own holdings at the expense of their beyond. Now, that may or may not be compatriots. The Lords of the Nine, on the fellows, but this ploy rarely succeeds. true-but if it is, the Lords have got to be other hand, are willing to set aside their When it does, it’s not without conse- even mightier than previously believed. differences to achieve a common goal; the quence. Still, they find it an amusing game. It’s not unknown for the Lords and the Abyssal lords seem incapable of that. Perhaps they’re testing each other, or per- powers to work together on occasion. haps their role in this is to see what nature They’ve got common enemies in the In a sense, the Lords are their layers. They will emerge triumphant. Regardless of the tanar’ri, bringers of chaos, not to mention have the ability to shake the land around truth, it’s known that they use mortals as various other powers. Why, a Lord might them, to make it erupt and heave up its pawns in their endless games, steering aid one of the powers on his or her own contents. They can see all through their them hither and yon in fruitless quests layer against the power from another. It’s layer, piercing through nearly any veil until the Lords grow bored of the charade. called the politics of expediency, and the thrown up for privacy-it’s unclear as to It has been said in legend that a mortal Lords and the powers practice it whether they can see into a power’s realm has actually managed to lure the Lords whenever they can. without the god’s say-so. into outright fighting. How this was Of course, they’re not omniscient. They achieved, no one knows, but to match The Fiends aren’t aware of every pebble’s fall and wits against the Lords of the Nine, you’d This is the part that’s most interesting to every gust of wind-but if they wanted to have to be barmy or brilliant... or both. me. Why in all the heavens would someone be for a time, they could be. They’d just The Lords are usually too busy to attend as powerful as one of the Lords ever have to divert their attentions from other to every pressing matter. That’s why they choose to have anything to do with the lowly matters, that’s all. created the substrata of nobles below fiend? Are the Lords watchers over the Are they omnipotent on their home them. In fine feudal fashion, each has an baatezu race, or do their duties run deeper layer? It’s unknown but the truth is that entire staff and court who deals with the than that? What is it that we’re missing? it’d be highly unlikely. They’ve got an petty matters of the layer, leaving the Lord incredible amount of power, yes, but that free to concentrate on truly important Oddly enough, the Lords tend to leave the doesn’t mean they can do everything. It’s a matters. are obviously of lesser fiends to their own devices. It’s unknown well-known fact that they rarely coerce ranks, though they might pretend to be of if the Lords have any dealings with the someone into doing something; the best- lofty status. All of them, however, are pit Dark Eight, the nominal rulers of the laid plots will make anyone of whatever fiends of incredible power. Some are baatezu. Still, one would think that the station carry out his functions willingly, more powerful and long-lived than the eternally raging Blood War would give the thinking whatever it is was his idea in the Dark Eight themselves, while others are Lords pause for thought, since it’s their first place. Dispater especially loves to twist still young but show excellent cunning. land that’s going by the wayside if the people into doing his bidding. Only in the The nobles plot and scheme on their tanar’ri make it this far. most extreme cases will he ever use his own, working to further the ends of their immense might to warp a mind. masters and to benefit their own careers. My thought on the matter is that the They’ve got the powers of wind and rain, It’s said that when a pit fiend learns how fiends are simply like the proxies of the earth and fire at their disposal (though of the true power works and things are run, Lords, that they’re an even lesser tool than course some are more likely to use one he can try to seize the mantle of the Lord the noble caste. The Lords do care about than the other). They’ve also got special- for himself. It’s happened several times. the War; it’s just so far down on their pri- ties, each of them focusing on a particular Naturally, these nobles are not above the orities that they’ve delegated it in its entire- destructive power. The Lord of Avernus use of mortals in their schemes. Some ty to the baatezu. uses explosions. Dispater uses emotion. allow the mortals to play an important Minauros favors disease. Fierana, natural- role in their plotting. And some actually The Lords certainly command vast ly, punishes with flame, while Levistus car- encourage the mortals to develop their armies of baatezu on their own-fiends ries the power of amnesia and its atten- own schemes. who are outside the structure of the dant miseries. The Hag Countess destroys baatezu imposed by the Dark by sheer force and crushing weight, while The Powers Eight. Though the Lords’ minions have to Triel fancies entropy and decay. Molikroth So what’s the relationship of the Lords undergo the same selection and elevation favors ice. . . and the ninth? None know, with the powers? Nobody really knows; tortures, they answer only to the nobles of but it must be a fearsome power indeed, if probably strained at best, though it’s the Lords, and to their Lord in particular. no one will speak of it. unlikely that they’re actively hostile to That doesn’t keep the Dark Eight’s each other. Struggles among beings of this baatezu enforcers from throwing these Their Relationships magnitude generally leave entire layers of berks into the army when possible-it’s planes devastated, and it’s unlikely either said that the Lords’ servants are insuffer- It’s no dark that the Lords pass their orders the powers or the Lords would find that ably smug, and they’re usually the ones in to someone. They’ve got to have dealings acceptable. the front lines, unless they can find with someone if they want anything accom- Nevertheless, it’s no secret that Set and someone to take their place. plished, right? So who do they deal with? Prince Levistus have nearly come to out- All fiends eventually bow to the Lords of The list is fairly small. They deal with each right war. The two have aims that aren’t the Nine, if for no other reason than that other, naturally. They bargain with the entirely compatible, and each works in the Lords could crush the life from the powers. They pass orders to the pit fiends subtle ways to bring down the other. baatezu. But the fiends are rarely called and lesser baatezu. And occasionally, they’ll Levistus has used his mortal agents to upon to do such a thing, for the Lords make a pact with a mortal. destroy temples dedicated to Set, while have other servants and proxies to fulfill Set’s minions wreak havoc on the amnizu their wishes.

12 NOVEMBER 1995 The Mortal Compact weaker as Bel siphons more of the Lord’s Special Att/Def: In his tower, Dispater Once in a millenia, a mortal is powerful power for himself. For all intents, Bel is simply cannot be harmed. As it is his cen- enough or canny enough to be able to the new Warlord of Avernus, and that ter of power, weapons pass through the sneak through the defenses of the Lords— suits the other Lords just fine-at least, it archduke and spells melt harmlessly from or perhaps the Lords allow it as part of seems to; they’ve not lifted a finger to aid his person. The statistics above are for the some scheme they have. Regardless, the their ensnared sister. rest of the layer. Lord conjured occasionally finds it amus- However, because of this, Avernus has Dispater’s special defense is to make those ing to manifest himself fully in the pres- become a little fiercer, more brutal than it attacking him relive their lowest moments. ence of the mortal, “gracing” the poor sod was under the original Lord; and the Lord Whether they were being beaten in an alley with the complete glory of the Lord. of the First now has little time to oversee behind a pub or falling from the heights of Sometimes it’s to burn the offender to cin- the maintenance of the layer-for while Mount Celestia, Dispater can summon the ders; more often it’s to lead the mortal on he has the power, he does not have the memory and make his enemies relive the a path of betrayal that’ll drive him to time. He cannot back out of his responsi- entire miserable experience. insanity while increasing the Lord’s power bilities to the Dark Eight, though he could tremendously. probably crush them if he so desired— The Viscount of Minauros This happens most commonly through except that they remain in the fortress Minauros the Serpent dwells in the priesthoods. The Lords gains power from Malsheem in Nessus, and Bel’s dominion Sinking City, his bulk writhing and spas- mortal worshipers, just as a god would, extends only over the first layer. ming through the fetid water of his layer. though he cannot grant spells. Still, the Bel has only recently discovered how to He’s indirect and venomous, his schemes devotion of mortals is a powerful thing, create an avatar. The avatar takes the form convoluted and twisted. He speaks in rid- and it’s something Lords covet. It’s said of a burly humanoid with a jutting chin dles, never coming straight to the point, that that’s the reason the Lords even and powerful arms. The avatar’s skin is even when giving orders. His cadre of bother to trifle with mortals at all. slightly tinged with red, and his brooding fiends emulates this behavior, hoping to The only problem is this: How do these scowl and the promise of rage held barely impress their Lord. cults retain worshipers if there’s no evi- in check dissuades many from offending Minauros seems to spend most of his dence that they’ve got power? That’s the representative of the Lord of the First. time in the waters underneath his city, liv- where the politics of expediency come in. ing an amphibious life amidst the foetor of Before establishing a priesthood on the The Warlord’s Avatar (fighter 20) his layer. He doesn’t roam far from the Prime, the Lord usually has to perform a Str 24 Dex 22 Con 21 Sinking City preferring to oversee his favor for one of the powers of Baator. In Int 18 Wis 15 Cha 20 lands from a single location. return (and usually in return for some of MV 15, F124 SZ L (7’) MR 75% The Viscount’s avatar appears as a gar- the power gained from the ceremonies), AC -4 HD 20 hp 155 gantuan snake with a humanoid torso the power sends along some of his rituals #AT 3 THAC0 2 Dmg 112 +16 where the head would be. His eyes are to the mortal priest, creating a strange slitted and yellow, his tongue is forked, combination of beliefs, but one that’s Special Att/Def: The sheer size and and he speaks in a sibilant whisper. deadly nonetheless. power of Bel’s avatar is enough to make These priesthoods have become more anyone of good alignment under the 10th The Viscount’s Avatar (fighter 14, thief and more common of late. Their rites are level save vs. spells or suffer as if under 18) obscene, their methods perverse. Are the the effects of a fear spell. Those of neutral Str 19 Dex 23 Con 21 Lords allowing more priesthoods? And if or evil alignment under 10th level must Int 21 Wis 19 Cha 18 so, does that not mean they’re trying to save vs. spells or suffer from awe. MV 12, Sw18 SZ G (30’) MR 80% become powers in their own right? If necessary, Bel can call forth 15 HD fire- AC -5 HD 14 hp 160 Whatever the cause, the cults of the balls from the air at will. #AT 5/2 THAC0 6 Dmg 1-8 + 14 Lords of the Nine are seducing more mor- tals with promises of power and immor- The Archduke of Dis Special Att/Def: Minauros can, on a suc- tality ever year, across the Prime and Dispater is thought to be one of the oldest cessful attack roll of 15 or better, sink his across the Outer Planes. It’s only a matter of the Lords of the Nine. He’s certainly fangs into one of his enemies. If Minauros of time before drastic measures must be cunning enough that he’d want to give drops his weapons and attacks with his taken to curb their worship. that impression anyway. He governs the powerful arms, he can try to pin his vic- second layer from his tower of lead and tim; this requires two successful attack The Lords Themselves iron, able to see the tiniest details of the rolls of 8 or better. If he pins his victim in plane from the tower’s height. His layer is this fashion, he needs only an 8 or better This was the hardest dark of all to come by. a gray-green plane of heat and pain, to bite. A body thus bitten must save vs. If the Lords resisted generalities about perfectly reflecting the suave archduke. poison or contract a wasting disease simi- themselves for so long, how d’you think Dispater never loses his temper. Though lar to that of the mummy-except that the they’d feel about their personal secrets anger burns within his chest, he prides Viscount’s disease cannot be healed, and bein’ spilled? himself on his restraint and smooth man- it drains the life from its victims by the Well, too bad, one way or another. They’re ner. Should he actually lose his temper, hour, rather than by the day. going to have to face the music sometime, chances are he’ll annihilate the witnesses and it might as well be now. I’ve outlined rather than let them report his shame. The Fiery Lady of Phlegethos their names, what I could glean of their Dispater’s avatar appears as a 10’ tall Fierana, Lady of Phlegethos, is rarely seen histories, and any other information I man with yellow skin, a pit fiend’s horns, and her presence rarely felt. She prefers thought might be useful. and a fluttering red cape. to lose herself in the boiling magma of her lands, letting the pit fiend Gazra govern; The Warlord of Avernus The Archduke’s Avatar (fighter 15, however, she’s not foolish enough to let The original Lord of Avernus (not Tiamat, wizard 20) him have too much power, and she contrary to popular belief) found herself Str 20 Dex 19 Con 20 reminds him of her rightful position imprisoned and entrapped by her war- Int 24 Wis 22 Cha 22 whenever she thinks he’s planning on lord, the pit fiend Bel, thousands of years Mv15 SZ L (10’) MR 90% turning stag. ago. She’s now struggling to break free, AC -2 HD 15 hp 150 Her temper is mercurial, her moods but her struggles become weaker and #AT 2 THAC0 5 Dmg 1-8 + 10 fickle. She’s like the dancing flame, mov-

14 NOVEMBER 1995 The Prince of Stygia ing from one obsession to the next, burn- Levistus’s avatar is a darkly handsome, ing her way through eternity. However, Levistus is probably one of the least popu- brooding man. He prefers to dress in she does so in a pattern that perhaps only lar of the Lords of the Nine, especially fancy clothes and adorn himself with fin- she can see-anything less would be among his compatriots. He sets aside the ery when he appears to mortals. However, chaotic, and her job is to preserve order. rules they’ve laid down for themselves he’s usually too busy governing Stygia and Her avatar appears as a beautiful young and is constantly attempting to aggrandize hatching plans from his icy prison to woman with flaming red hair and a lithe himself, usually at the expense of others. bother himself with manifesting an avatar. figure. The berk who’s fooled by her His cadre of amnizu ignores the hierarchy beauty deserves what he gets-being of the pit fiends, and they’re always plan- The Prince’s Avatar (thief 23) turned into a charred husk. ning mischief against the Dark Eight. Str 19 Dex 24 Con 16 Their concerted dislike of him is partially Int 23 Wis 22 Cha 21 The Lady’s Avatar (wizard 20) what has kept Levistus from overcoming MV 15 SZ M (6’) MR 80% Str 15 Dex 20 Con 19 the rest of the Lords. When they catch on AC -4 HD 23 hp 155 Int 23 Wis 20 Cha 21 to his schemes, they work together to #AT 2 THAC0 3 Dmg 1-8 + 10 MV 18, F136 SZ M (6’) MR 90% destroy them; while they hate each AC -3 HD 20 hp 140 Special Att/Def: With a suc- #AT 2 THAC0 8 Dmg l-6 + 10 cessful attack, Special Att/Def: Fierana has absolute Levistus has the abil- power over all flame in her layer. She can ity to induce take any flame that’s brought near her amnesia in his and turn it against anyone she desires. enemies as Oddly, she takes no damage from cold- or though he had water-based attacks; they serve only to irritate her, and she’ll burn anyone who’s foolish enough to try them on her. tants need to be constantly vigilant of stresses in the bronze. If they’re not, Malagard makes sure that the next inhabi- tants will be; more than one fortress has lost its inhabitants when she’s come in with her great flaming sword to correct their mistakes. Malagard’s avatar is not unreasonable, but she doesn’t excuse foolishness. She appears as an old crippled hag, stooped from the weight of the years. She carries immense power under her withered exte- rior, teaching that it’s best never to judge someone on the basis of appearance. She carries a sword that flames with her anger; it looks too heavy for her to wield, but in her hands it’s as light as a feather. Anyone else who touches it takes an immediate 1d20 + 20 hp damage.

The Countess’s Avatar (fighter 18) Str 22 Dex 19 Con 20 Int 21 Wis 19 Cha 12 MV 24 SZ L (10’) MR 85% AC -5 HD 18 hp 170 #AT 3 THAC0 3 Dmg 1-12 + 10

Special Att/Def: At will, the Hag Countess can bring a meteor swarm down on one particular enemy, or cause an avalanche to begin under his feet, or force a hail of rocks down upon his head from nowhere. She has absolute control over the physical aspects of her layer, and she’ll not hesitate to use that control to destroy her enemies.

immersed them in the River Styx. If he’s suc- cessful, he refrains from slaying his vic- tims, preferring instead to tantalize them with the tortu- ous hints of their previous existence.

The Hag Countess of Malbolge Malagard, the Hag Queen of the Crushing Lands, delights in surprise appearances. The cities of her layer are huge bronze citadels, each of which is under the command of a pit fiend. The citadels constantly resound from the huge boul- ders crashing into them, and the inhabi-

16 NOVEMBER 1995 The Slug Archduke of Maladomini Special Att/Def: Triel prefers to age his last few millenia, he’s been on his guard Triel the Fallen was once an archon, or so victims as if he had hit them with a staff of against a move by Prince Levistus, and he’s the chant goes, who was expelled from withering. If he makes a successful hit grown ever more leery over the years. No the lofty heights of Mount Celestia for with one of his atrophied forelimbs, his one passes into this layer without the excessive vanity and the contemplation of victim gains no save and loses the use of Baron’s knowledge. eternal perfection taken to extremes. His his limb. The Baron’s avatar is a grossly huge fellows cast him from the celestial slopes, man, beyond foppish in his finery. His and his form changed as he fell into the The Baron of Cania clothes are always the height of style in Stinking Maw of Baator. Now he presides Molikroth is devious and cruel. No surprise Sigil, and are usually made of ridiculously over the rotting cities of Maladomini, there. What is surprising is the extent to expensive materials; but even the finest always searching for the perfect configu- which he takes it. As ruler over frigid Cania, fashions appear foolish on him. ration to his city. He’s oblivious to the he’s got the power of ice and cold, and he decay of the old cities, always wanting to knows how to use those tools to such a The Baron’s Avatar improve on the new ones. degree that he can make a proxy cry out for (wizard 20) His avatar is a grossly deformed slug-crea- mercy. He delights in torture, rarely leaving Str 21 Dex 18 Con 17 ture, with vaguely humanoid features and the citadel Mephistar, preferring to Int 23 Wis 22 Cha 15 forelimbs that are more like prehensile have his victims come to him. MV 9 SZ H (7') MR 80% tails than actual limbs. Still, a mortal who His interest in AC- 1HD 18 hp 160 gazes on the avatar can catch glimpses of governing his #AT 1 THAC0 6 the beauty that Triel once possessed before layer is Dmg 1-12 + 9 he fell. com- plete. Special The Archduke’s Avatar (wizard 19, For Att/Def: bard 12) the Molikroth's Str 19 Dex 18 Con 13 attacks are almost Int 21 Wis 19 Cha 10 always icy, MV6 SZ H (25’) MR 70% AC -4 HD 18 hp 145 penetrat- #AT 2 THAC0 7 Dmg 1-8 + 7 ing even magical defenses against cold.

DRAGON 17 There’s no spell known that can resist the frigid batterings of the Baron’s will. Frostbite sets in in one round, causing 1d6 hp damage a round. If he’s still fighting an enemy after 5 rounds, his opponent must begin to save vs. spells or suffer a cumula- tive -1 penalty per round the enemy fails the save as the cold slows reflexes and induces torpor.

The Dark Lord of Nessus I’ve not been able to find any information on this blood. He (or she, to be totally fair) is so well hidden that it’ll take years more of digging through dusty references and painstaking interviews with fiends who should know better. I’ve come this far though, and I won’t be cheated. I can stand to search-for a few more years, I think. What’s the worst that could happen to me?

Note: Not long before publication, Willgan the Dogged suffered from what can only be termed a personal implosion. Drops of blood were found where he stood, but no other trace remains of his eventual disposi- tion. We have taken the liberty of publish- ing this posthumously. Several fiends have commented on it as “a delightful piece of speculative fiction.”

by illustrated by

ome folks say that fiends — them bashers from the In the Planescape™ setting, the fiends of the Lower PIanes are Lower Planes — are products of the beliefs of Prime among the most feared yet intriguing of foes. These creatures exem- S Material berks. I guess that’s probably true enough. pIify, personify, and even embody evil. Their powers are fearsome, Fiends represent evil and all that. Not a kind word to be said their violence and ferocity unmatched. The places that they inhabit about the lot of ‘em. — the Abyss, Baator, the Gray Waste, and the other PIanes of Evil — But then the same screed’ll tell a body that, because fiends are spoken of by the canny in hushed tones, for they hold horrors no are the offspring of belief, they model themselves after the mortal should ever experience. Nonetheless, planewalkers (those believers. I just can’t twig to that sort of wig-wag. Here’s the bold planar adventurers who travel the multiverse) continually find chant, and listen good: things on the Lower Planes ain’t like themselves traversing the nether regions, either avoiding or taking they are on the Prime. Sure, they’re fighting a big Blood War, part in the terrible Blood War fought between the lawful and but it’s like no war fought anywhere else. chaotic groups of fiends — the baatezu and tanar’ri respectively. Take the strongholds the fiends build for themselves, for In Sigil, one might be surprised at how freely the chant flows. The example. On the Prime (and elsewhere, too, I know), a berk number of old hands volunteering their own views on tanar’ri, building himself a castle surrounds the whole thing with a wall baatezu, and the Blood War can be overwhelming. When a body and a moat, hiding his sparkles and jink in a high tower or in tries to weed out the cony-catchers, the peel-masters, the barmies, deep, dark vault under the ground. Nothing like a fiend’s the screeds, and the out-right liars, however there’s not much left. castle, let me tell you. Even Tarrek doesn’t know the very latest chant about the Blood See, I was there, all up-close and real-like. I fought in the War and the most recent, surprising development concerning the Blood War for... I have no idea how long, but long enough to fiends. For this information, interested bloods are going to have to tumble to a thing or two. I’ve seen sights no mortal should ever look at Hellbound. Not to worry, though. These changes are so new see. Tarrek Norstro, mercenary (retired) at your that the vast majority of fiendish fortresses won’t be service. altered to compensate for some time — so Tarrek’s chant is still virtually priceless.

# DRAGON 233 25 In the court of the fiend-king couldn’t find more capable warriors). The Sure, I’ve been in a fiend’s castle. I’ve ceiling was filled with hidden murder assaulted them, I've defended them, I've holes, and there were high balconies that even spoken civilly with the inhabitants a surely hid archers or crossbowmen or few times. See, there was this yagnoloth even spellcasters. Plus, you can be as sure — you've heard of them, right? — as Sigil that there was some way to yugoloth noble, as I understand it. These unhinge that floor to dump any threaten- fiends remain neutral in the Blood War, ing sod into the acid below — even a often offering their services to whichever greater fiend is going to quake at the side’s paying the best that day. Now thought of that. that’s a philosophy I can twig to. Even the way into the throne room Anyway, I had to go listen to this cut- was designed with both intimidation and ter rattle his bone-box about the defense in mind. The passage that I and specifics of some mission. See, lots of a few of my comrades were escorted yugoloths sub-contract their mercenary through was wide and imposing, filled work to berks like me — that’s how I got with terrifying statuary of violent and a job attacking a tanar’ri fortress... well, gruesome images. Again, my peery let me get to the yugoloth first. This gazes revealed that these statues had fiend had quite a place, especially the small compartments and notches that throne room. certainly contained traps like darts or The yagnoloth, whose name was poison gas or worse. Whvis (or something like that), held I finished my business there and gave court with a whole gaggle of cutters. His the place the laugh as soon as I could. throne room was filled with minor Being a guest in a fiend’s fortress is only yugoloths, like piscoloths and mez- slightly better (and perhaps not better at zoloths, but they were among the least all) than being an invading enemy. interesting bashers there. Night hags, shadow fiends, and finely-dressed Citadels of the lower planes tieflings came before this noble with The fiends aren’t like humans or elves petitions, grievances, and queries. Even or what have you when it comes to a few rogue tanar’ri (with a lone amnizu building their keeps. The reason’s as sim- baatezu sending them deadly glances), a ple as the point of your blade. They can sinister and silent githyanki warrior, a do things that most folks can’t — teleport, foul-smelling shator gehreleth, and a fly, and lots more. solitary slaadi emissary. (What could it What that means is that a body won’t have been doing there?) lastly, there find a curtain wall surrounding most were a great many mephits flitting fiendish castles. Walls like that are use- about like insects. These were atten- less in the Blood War, since practically dants of the various fiends, messengers anyone can simply fly, jump, glide, or going to and fro, and others that were teleport past them. So, there are no probably just pests. courtyards or baileys to muster troops or But as I waited there, listening to protect livestock. Cities are very hard to these monsters hold court and discuss protect with walls being useless, but issues unfathomable to me, it was the most Blood War battles aren’t fought fortress itself that held my attention. See, over cities. Besides, there’s always the Whvis had the place constructed in the old saying, “a city full of fiends is far most unnerving way possible. This is a worse to assault than any fortress,” so common thing for fiendish lords to do, they don’t need much protection when to keep their friends as well as their ene- you get down to it. Interestingly enough, mies off guard. The entire court was most fiendish cities — as opposed to built over a pool of bubbling and boiling fortresses — are surrounded by a so- acid and then floored with glass or some called defensive wall. I figure its just for other transparent material, so that all show. standing before the throne realized how Fiendish defensive constructions close they were to destruction. always involve a good deal of intimida- My mercenary’s eye looked tion. They often’re made to appear to be around and noted the defenses great beasts or piles of corpses (’course, that he had placed around the some actually are piles of corpses) or court as well. There were the something similar to frighten their ene- obvious maelephant and yugoloth mies. While the opposing fiends aren’t guardians, but they were for show as frightened by this, as a mortal merce- much as they were for actual defense nary who fought in some of those bat- (though don’t miss my meaning — a blood tles, I can tell you now that its plenty

26 SEPTEMBER 1996 unnerving to march into battle to assail were in the first Gloom of the Waste. a place made to look like a giant skull — Xoun had us infiltrate baatezu lines and Weapons of the Blood War complete with moving eyes still in their scout around. This place is as desolate The Blood War has produced many sockets. I still have nightmares about and dreary as you can imagine. I don’t weapons of mass destruction. Here are that place. know about such things, so I’ve got no three different types of artillery used As important as all this is, what’s most idea if it’s so bleak because the fiends by the fiends. These virtually never fall vital about a fiend’s citadel is what a have been fighting there forever, or if into the hands of non-fiends, and the body can’t lay his eyes on. What that’s just the nature of the mortal who does obtain one usually with baatezu, tanar’ri, and place. Seems to me that regrets it soon after, when the fiends even yugoloths being it’s just the way the arrive at his doorstep to collect their able to pop anywhere plane is. That gray- rightful property. they want with ness, it gets to teleportation, you. Anyway, Baatezu bombard many fortresses the baatezu This baatezu weapon looks like a are built with had held long barrel of black iron. When secret this dirt fiendish magic is applied, it fires a large portions for some metal or stone ball up to one-mile. that the time — It takes 15 rounds to load and fire enemy they’d the great artillery piece, and its aim is won‘t had a very clumsy, taking up to 15 additional think to try while to rounds to effectively change its target to teleport dig them- or re-aim. It has no chance of hitting a to, since selves in living, mobile creature of size S or M, they don’t and and the attack roll to hit size L crea- know they prepare tures is at - 4. It inflicts 3d10 hp dam- exist. Most a few age. For purposes of hitting enchanted of these surprises. creatures, this weapon is treated as one hidden Now, with a bonus of +3. structures here’s a are under- way to look at Levlevor “Spell’s Long Reach” ground, though the two sides of This weapon was made and I’ve heard tell of the Blood War. The named by the yugoloths, who’ve sold sections being hidden baatezu are more them to both sides of the Blood War. underwater, made to appear as militaristic. They like It looks like a standard light catapult, ruins, or even secreted away behind par- marching around, giving orders, mak- but it is actually a powerful magical ticularly powerful illusions. The hidden ing weapons, digging trenches and all device. If a ranged spell is cast into the parts of the fortress often hold the most that. Now, if you’re Clueless, you’re say- device, the spell can be launched (it valuable elements of the defense, such ing to yourself, I suppose that means must be fired immediately after cast- as supplies and leaders, as well as jink that the tanar’ri are peace-loving paci- ing) as a light catapult missile, giving and prisoners. They also provide fists. Keep up, berk. The tanar’ri are just the spell a range of 300 yards. In all avenues to secretly move into positions as horrible and violent as their foes, other respects, the spell is resolved allowing the defenders to strike with sur- they’re just not interested in military normally. The weapon can be used prise against the attackers. organization as much. They’re more once every 10 rounds. Rarely, the baatezu — and less often, crazed — like vicious killers. Basically, the the tanar’ri — utilize artillery in either Blood War is a conflict between an army Fist of Graz’zt their fortresses or their attacks against of regimented, disciplined war mongers This tanar’ri weapon looks like a other forts. Catapults and ballistae are and a bunch of psychopathic murderers. small bombard, usually mounted on a common — that’s not what I’m talking This comes out clearly when you look tripod or base, or perhaps even stead- about. The dark is that the fiends have at their fortresses. The baatezu installa- ied on the shoulder of a large and stur- access to bombards that can launch tion that we came upon that day in the dy fiend. Spells cast through the fist of huge metal rounds at the enemy with Gray Waste was a tall tower with a huge Graz’zt are magnified in their ability to explosive force. Others have strange cat- globe on the top (they made it look like a inflict damage in order to destroy forti- apult-like devices that hurl spells of large scaly arm thrusting up out of the fications Spells of an immediate, vio- destruction much farther and with ground with a silver sphere clutched in its lent nature (such as fireball, lightning greater force than the magic’s potential claw — they’ve at least got style). The bolt, Melf's acid arrow, etc.) inflict twice normally allows. whole thing was at least 300’ high, and as much damage — but only in regard there wasn’t a door or window to be seen to non-living, inanimate targets. The baatezu on the tower- or arm-part. It was just a The fist is extremely useful in All right then. It was about twenty support. The globe, however, was cov- blowing holes in things to allow eight, twenty nine years ago. Me and ered with arrow slits, murder holes, and an attack to pass through a barrier. about thirty others were working for a balconies from which to launch attacks Range, area of effect, and durations tanar’ri named Xoun, a real sodding down upon any offensive strikes. The are not increased by this weapon. slop-sucker, if you get my meaning. We area around the tower — everywhere

# DRAGON 233 27 inside a castle is just as vulnerable as the battle ended. And the tanar’ri looked Teleport traps anything else. So the fiends are prepared upon that as a victory. That’s Abyssal Very simply, there is a 10% chance for attackers to appear anywhere. thinking for you. But I didn’t care. I got that a fiend teleporting blind into a If for some reason (such as a spell or my jink and took my leave. baatezu fortress with such defenses something), teleportation was prevented I’ve heard that in Baator itself, there will fall victim of the traps. Some types from occurring on a battlefield, the are fiendish citadels with no doors at all. of trap include: defenders could quickly adapt and just Every room has to be reached by tele- Acid: This is the most common move to the outer edges of the fortress portation. Chant is, there are ways in type, since it is a universal agent of (in this case the outer edge of the such places for non-fiends to teleport harm among fiends and most lower sphere) to defend against conventional around too, since we weren’t all born planar creatures. Those immersed attacks. In fact, the fiends of both sides with that ability. I can’t even imagine within suffer 5d6 hp damage per have such good tactics for defeating how hard it would be to attack such a round — although a saving throw indi- teleporting attacks that conventional place. If you sent your troops in, even if cates only half damage is sustained. assaults are as common as not. Against they were winning, they could never Crushing Trap: When the enchant- the segmented fortress defense such as link up to coordinate their movements ment within the room detects the in Clutched Victory, the tanar’ri quickly or concentrate their attacks. What a presence of an intruder, the walls of learned that mass assaults from the out- nightmare. And I’m sure that’s the idea. this empty room slam shut immedi- side are just as effective as teleporting The baatezu like fortresses so much ately, while the fiend recovers and inside. that they tortured their engineers into reorients itself from the teleport. The Plus, there’s always teleport traps. making some so that they could be used closing walls deal 3d10 hp damage to The traps? Well, they’re a nasty little on the offense as well as the defense. those caught within. invention. Chant is, it was actually the These mobile fortresses are on huge Teleport Bounce: One of the more yugoloths that came up with them, but wheels or rollers and are powered by insidious teleport traps, this activates both sides of the war use them now. I some eldritch mechanisms that proba- as soon as a victim enters the area, don’t know if they were used at bly involve the backs of thousands of teleporting it yet again to a completely Clutched Victory, but they probably slaves in some fashion, if I know the different location — sometimes far were. They’re really very simple. The baatezu like I do. Not only do they trans- away, sometimes in a very hostile fiends just place pools of acid or empty port troops but they literally roll right environment, and sometimes to rooms with quickly closing walls over the enemy. another teleport bounce location... ad throughout the fortress. When a berk infinitum. The fiendish victim has no teleports in blind, he’s got just as much The tanar’ri chance to save, but magic resistance a chance to end up in the trap as a real Tanar’ri fortresses are fewer than applies. room. They’re real useful at discourag- those of their foemen, but they’re no less ing such incursions. terrible to assault. As a body might In fact, the only advantage to tele- expect, there’s no rhyme or reason to the within arrow or spell range — was a stag- porting into the heart of a citadel is if way that they are built — that’s actually ing ground for the lower-ranking troops, some valuable target (leaders, plans, sup- one of their main defenses. To most folk, which probably never actually got to so plies, prisoners, etc.) can be taken, killed, but in particular to the orderly baatezu, much as see the inside of the globe. This or destroyed. Since the offensive forces tanar’ri fortresses make no sense. means the lemures and nupperibo, as have to teleport in blind, only luck will There was a time I worked for the well as various charmed monsters and allow such a find to occur, and because yugoloths, who were working for the hired mercenaries, stayed on the ground. the baatezu have compartmentalized baatezu (at the time, that is — it’s compli- There were no ladders or stairs going up their fortress to such a degree, even a cated). This ride took us to some layer of to the globe, ‘cause the fiends could just lucky find can never be reached by a the Abyss, looking for a kidnapped teleport up to where they wanted to go. large force, and by the time that word erinyes that was being held for ransom Now, then, you might be saying, how reaches the commanders and the attack- by some minor tanar’ri lord. In any do they keep the tanar’ri from doing the ers concentrate their reinforcements in event, we discovered her on a floating same and teleporting right inside the area, the lucky find is usually moved. fortress high above the rest of the layer. Clutched Victory (that’s what they called That’s why stag-turners are such a This was an old tanar’ri tactic — but the place)? Good question. They don’t. danger. If the enemy isn’t teleporting one they still use today. They use power- Like many baatezu fortresses, Clutched blind — if they know where they’re going ful enchantments to hoist their citadels Victory was segmented into a series of — the defenders are in real trouble. That’s high in the air. The inhabitants of such very small chambers. There was no what Xoun really wanted us to scout out places use flying mounts like hiera- place inside the stronghold into which — he was looking for some basher who’d cosphinxes or giant bats or whatever’s at the tanar’ri could teleport a large force. give him the dark of the interior of the hand to get up there if they can’t fly on The defenders guarded each of these fortress for a little (or a lot of) garnish. their own or teleport. In this particular tiny rooms, just waiting for a lone Didn’t work, though, and the tanar’ri case they used what appeared to be attacker (or maybe two) to appear, and assailed the place anyway. They got gigantic blue hornets. These were very then they’d attack while the teleporting slaughtered. It wasn’t until the tanar’ri effective combat mounts, as they could fiends got their bearings. sacrificed the majority of their forces in a hover to allow accurate missile combat See, in a Lower Planar fortress, there’s mass suicide charge at the base of the as well as defend themselves with their really not such things as “outer defenses” fortress, eventually toppling it (right onto stingers... but you didn’t come to me to and “inner defenses.” Something deep their own remaining troops no less), that learn about bugs.

28 SEPTEMBER 1996 Anyway, some of the ’loths I was entire decoy fortresses. Whole installa- working with could fly, while the rest of tions, manned with troops and every- Teleport ward us (my human mercenary company and thing, that are complete ruses. This peel is (Wild magic) the non-flyer yugoloths) “acquired” some capped by the existence of the real Level 6 Wizard Spell of the giant hornets. When we flew up at fortress nearby. A body’ll find that the Range: 0 the fortress, however, we learned that actual case is hidden by magic, disguised Duration: 1 hour per level we’d fallen right into a tanar’ri trap. as a natural feature, deep under a nearby Area of Effect: five 10’ cubes per level They’re chaotic, not addle-coved. A float- sea, or buried far below the surface. (I Components: V, S ing fortress needs to be prepared against once heard of one that was thousands of Casting Time: 6 airborne attack, and prepared they were. miles down on some Abyssal layer where Saving Throw: None Powerful, magical winds generated from the tunnels went on forever. For those of This is one of many such spells within the citadel tossed us about, send- us sods who don’t like bashing around developed by tanar’ri wizards in an ing many down to the ground and the underground, that place is a real night- attempt to protect their strongholds dead-book. Like many tanar’ri strong- mare — imagine the months it would take from magical infiltration by their ene- holds, this one was warded against tele- to get down there, and the traps in those mies. It essentially blocks teleport, portation, so none of the yugoloths could passages leading down to that place.) dimension door, and similar spells with- slip in that way either. Most horrible of all, however, the in the area of effect for the duration. Tanar’ri sorcerers apparently have tanar’ri sometimes imbue their fortresses Further, those attempting entrance been tinkering with powerful teleport with sentience. Through some unknown have only half their normal chance to wards for some time. Sometimes they process, they give their fortresses life. overcome the spell using magic resis- work, and sometimes they don’t, but it Maybe it’s some extension of the ability tance. seems there’s always a new wrinkle to of the tanar’ri to advance (or be promot- Unfortunately, this wild magic spell this magic that the fiends have uncov- ed) from one form to the next higher. is very unreliable. The block usually ered. Chant is that the baatezu gave up Maybe sometimes a lesser fiend is altered works both ways — casters can nei- on this sort of enchantment long ago into what appears to be a stronghold. ther enter or exit the area using such because it is unreliable, but the tanar’ri Such places are often characterized by spells. When the spell is cast, use the have made a successful enough stab at eyes, limbs, and even mouths seemingly following chart: it to bring tears of regret to baatezu built into the walls, floors or ceilings. Such eyes. No teleportation means a more structures have practically unbeatable 1d100 straightforward clash, with less strategy alarm systems, since the fortress itself can 01-10 Failure (wild magic surge and more bloodshed — just the way the detect a cross-trader attempting to sneak results) tanar’ri like it. in, and can warn the inhabitants. 11-60 Both ways blocked It takes no graybeard to guess that ’Course, a few planewalkers have 61-90 Affected spells restricted we lost that day. I was lucky to escape tumbled to ways to combat these living only in entering the area alive. I don’t know what the inside of defenses. The whole fortress, as big as it 91-99 Affected spells restricted that fortress contained, but if I know might be, has a single mind — at least, only in exiting the area tanar’ri, it was worse than what we the ones I’ve heard of do. If a body can 00 All non-permanent spells encountered on the out- get past the fiend’s resistance to magic, restricted in the area a well-phrased suggestion, charm or other mind-influencing spell can take care of all your thing else. These incursions don’t usual- worries. Further, I’ve heard ly last long, and (what most Clueless of one blood that some- don’t believe) the fiends usually aren’t how introduced a much interested in mixing it up with the fiendish disease into local primes if they don’t have to. Sure, the tanar’ri fortress, sometimes a few rogues or two’ll head slaying it outright. to a Prime Material World to cause some havoc and bloodshed, but those focused On the prime on the Blood War don’t have time for Sometimes fun like that. the Blood War, So, the fiends never stay long. This side. it’s said, spills means that there’s not time to build The tanar’ri over into the defenses or castles. In such cases as fortresses I’ve seen Prime Material they’re needed, then, baatezu and are always different, but Plane. What tanar’ri both use the same tactic — they always terrible. folks mean by confiscate an already-existing fortress. An old Baatezu trick, again playing this is that Either through force (often in the case of off of their teleport traps and compart- sometimes one the tanar’ri) or guile (the baatezu) the mentalized fortresses, was to leak false side or the other fiends take the castle of local humans, information and create phoney decoy (or both) find that it’s important to go to elves, dwarves, , or whatever. They maps to trick foes into teleporting into the Prime to gain some important item, don’t care about the alignments of the the wrong areas. Well, the tanar’ri often tumble to some vital chant, stop the former inhabitants — they’re only inter- take this idea a step further and create other from doing some deed, or some- ested in the strategic value of the bastion.

# DRAGON 233 29 Even more than on their home A word of advice to planewalkers planes, fiends on the Prime use other Those of you self-styled adventurers Tanar’ri living fortresses creatures as guards and troops. who go flitting about the planes in Lesser Tanar'ri Sometimes a tricky baatezu high up’ll search of a little jink and a lot of notori- strike up a deal with a dragon, and in ety, take heed. I’m only going to say this CLIMATE/TERRAIN: N/A exchange for some treasure, the dragon once. You’re going to run into the Blood FREQUENCY: N/A lets the baatezu forces stay with it in its War at some time during your travels — ORGANIZATION: N/A lair for a time. Hardly a safer spot on a that’s a given. So be prepared. DIET: N/A Prime world than that, eh, berk? More A body needs to know who’s who INTELLIGENCE: Low to Average (5-10) often, however, the planar invaders sub- and what’s what. A canny blood’ll keep TREASURE: Nil jugate lesser races such as orcs, goblins, in mind the nature of the conflict, as NO. APPEARING: 1 or trolls and monsters such as basilisks, well. Though it might appear to be, this ARMOR CLASS: 10 wyverns, chimerae, medusae, giant isn’t a war fighting over land. Sure, the MOVEMENT: N/A insects, etc., then use them to defend fiends take and re-take plots of ground HIT DICE: 15-20 their holds. When in the cavernous on the various Lower Planes all the time. THAC0: 5 underworld (where, unknown to most They even build all the above-mentioned NO. OF ATTACKS: 1d6 bashers, many baatezu and tanar’ri fortresses to hold that ground. But the DAMAGE/ATTACK: 3d4 incursions take place), they make real dark is this: it’s a war fought over SPECIAL ATTACKS: Nil (see below) alliances with the dark elves, the mind ideals. The baatezu and the tanar’ri fight SPECIAL DEFENSES: See below flayers, or the aboleths. Any of these to see the ultimate extinction of the MAGIC RESISTANCE: 50% creatures can be found in a fiend’s Prime other for one reason — because they SIZE: varies fortress. each stand for and exemplify beliefs MORALE: N/A When the local primes discover a that the other despises. It’s a true strug- XP VALUE: 12,000 to 17,000 small army of Lower Planar creatures liv- gle of law versus chaos. It’s a fight to see Living fortresses are impossible to ing in a nearby fortress, they usually what “brand” of evil is the superior. As harm through normal attacks — only launch a holy war against the place. terrible as the war is, woe to the multi- area of effect attacks inflict damage Fiends have no time for crusades verse if one side ever actually wins, upon them. They fight by means of against them, and so they usually leave ‘cause where do you think the victor’s manifesting 1d6 clawed limbs which after a few of these assaults (unless the sights are going to fall if that happens, extrude from the walls, floors and ceil- attacks are not a threat or are particu- berk? ings (wherever needed). These limbs larly entertaining). Thus, the taking of a can be harmed by normal weapons, fortress on the Prime is usually done and are destroyed after sustaining 30 with as much secrecy as possible — for hp damage. A fortress can only have fear of being exposed to the real threat, as many limbs as it has HD, so the their Blood War foes. Whatever the out- The only court that Monte Cook has ever loss of one of these members is not come, such incidents are surely the thing visited is traffic court. Nonetheless, he earns inconsequential. The fortress can of which legends are made on these his living writing about much more fantasti- sense activity of any kind within its backwater Prime Material Plane worlds. cal things at TSR, so he is content. own confines and within 50’ of its outer perimeter. They can’t move or flee, so they have no movement or morale ratings. By James C. Martin, Jr The entire fortress has the same sorts of special defenses and abilities as a normal tanar’ri, except that they can- not teleport. This means that a living fortress can use the following spell- like abilities at will (once per round): darkness 10’ radius, and infravision. Further, it can gate 3-18 least tanar’ri 3 times/day with a 40% chance of success. Like all tanar’ri, these fiends sustain half damage only from cold, fire and gas attacks. Further, electrici- ty, non-magical fire, and poison do them no harm (so they’re incredibly hard to slay).

“Why do I feel that all armor designers are male?”

30 SEPTEMBER 1996

This article provides Skills & Powers options to create planar 3. Racial requirements PCs for the PLANESCAPE setting. In order to make cross-referenc- Race CP Allotment Each PC starts with a number Aasimar 40 ing easier, this article follows the organizational structure of of character points dependent Bariaur (male & female) 30 PLAYER’S OPTION™: Skills & Powers. The article incorporates various Dwarf 45 on race. Points can be spent to Elf 45 material presented in many Planescape products, so players cre- customize a character from the Genasi, all 25 ating characters using this article should have access to the Githzerai 30 skill list provided for each race, Gnome 45 Player’s Handbook (PHB), Tome of Magic (TOM), PLANESCAPE or they can be used to purchase 35 Campaign Setting (CS), Planewalker’s Handbook (PWH), Factol’s Half-Elf 25 the race’s standard skill pack- Half- 15 Manifesto, PLAYER'SO PTION: Skills & Powers (S&P), and the PLANESCAPE age. Planar dwarves, elves, Half-Ogre 15 MONSTROUS COMPENDIUM® tomes volumes I & II (PMC1 & PMC2). gnomes, , half-elves, Human 10 The ongoing revolution in PC customization for the AD&D® Rogue Modron 40 half-orcs, half-ogres, and Tiefling 40 game has been a major force in reshaping the way gamers cre- humans receive the same num- ate and play characters. As seen in the three PLAYER’S OPTION ber of CPs as their Prime counterparts in S&P. Players creating handbooks (Skills & Powers, Combat & Tactics, and Spells & Magic), a PC from one of these standard races can mix options found players can choose from a variety of options, creating a unique in S&P with the new planar racial options. Races unique to the PC. The options from these books work fine in standard cam- planes, such as tieflings and githzerai, are completely cus- paigns like the FORGOTTEN REALMS® setting, but this is not the case tomizable with the options presented here. when creating unusual PCs from specialized campaign settings Notes on magic resistance: Most races living on the planes like the PLANESCAPE setting, where bizarre races are the norm. have developed some magic resistance. This resistance can be It is well-known that folks living on the planes are subjected either specific, like the elven ability to resist charms, or broad, to the ever-present planar energies surrounding them. The folks like the powerful magic resistance of githzerai and aasimar. PCs out here are sometimes called “planetouched,” because expo- who opt for broad magic resistance fall under the same restric- sure to these planar energies grants them abilities above and tions as those listed for githzerai in the CS. (In addition to pro- beyond their prime counterparts. It would be a rare blood who tecting a PC from magic, MR can affect what magical items a could live out here and not be influenced in some way. character can use and prevent beneficial magic from aiding him.) 1. Character points As some magic-resistant PCs rise in level, they experience greater difficulty using newly acquired magical items or when The S&P rules introduced character points (CPs) as the means receiving benevolent magic. The magic resistance rules in the CS to acquire abilities and proficiencies for a PC. Rather than play should be used in all cases except those of single class wizards, a rigidly defined standard character as provided in the PHB, who must no longer forego magic resistance to be wizards. each player has a number of points with which to customize a PC. The CPs allotted depends on the race and class chosen. All Races Points are expended for race and class options and for profi- The unique nature of the planes can affect its inhabitants. ciencies but may also be spent in other ways, such as to acquire Sometimes different populations exhibit the same planetouched a new spell, re-roll a missed attack, or grant a second save. For abilities. The following options are available to all PCs in addition a complete list of ways to spend CPs, see chapter 1 of S&P. to those listed for each race. Regardless of whether a player PLANESCAPE PCs are generated by using one of the six meth- selects any of the options below, all planar PCs have the com- ods listed in the PHB. After a PC has been rolled, the player cre- mon, innate ability to perceive planar portals at will. This ability ates a background for the PC. Players may select one of the costs no CPs. choices in S&P or devise a history uniquely tailored to planar Alignment Affinity (5): The PC is instantly aware of any life using the character archetypes found in the PWH. beings within 20’ who possess the same alignment as himself. Abilities cost 5, 10, 15, or 20 CPs. Some options allow a player For example, a paladin knows when a lawful good aasimar has to impose limitations on their characters for bonus CPs that can just stepped behind him but does not learn the alignment of the then be spent to obtain other abilities. At any stage of PC creation, lawful neutral good deva crossing in front of him unless he only 5 points may be retained for later use. employs some other means of divination. 2. Ability scores Magical Perception (10): Regardless of whether the PC is a spellcaster, he understands how the unique nature of his home After rolling ability scores, the player selects the PC’s race. plane affects magic. This includes which schools of magic are Ability scores are modified according to the race chosen. Racial affected, how it is affected, and why (“You’re on Mechanus ability modifiers for the standard AD&D races such as elves, berk — wild magic is useless here and against the law.”). This dwarves, and gnomes may be found in the PHB or S&P and ability does not provide other magical insight, such as spell remain unchanged in the planes. Racial ability score modifica- keys. tions for all PLANESCAPE PC races (aasimar, bariaurs, genasi, githz- Planar Recognition (5): Upon sight, the PC instantly recog- erai, rogue modrons, and tieflings) are listed in the PWH. nizes any beings who originate from his home plane as a fel- As detailed in S&P, a PC’s ability scores may be split into sub- low native. Only true natives of the PC’s plane can be dis- abilities. Players exercising this option for PLANESCAPE characters cerned. This ability does not grant the ability to recognize may increase one sub-ability at the expense of diminishing the those who migrated to the PC’s home plane from another other. For each ability score, there may be no more than 4 plane. The PC does not gain any other information about the points difference between the sub-abilities. beings he encounters. Note: Some options offer a bonus point to one sub-ability. Planar Resistance (5): The PC receives a +3 bonus to all Characters taking these options are allowed a 5-6 point differ- saves vs. any naturally occurring phenomena on his home ence in sub-ability scores. plane (plane of birth).

DRAGON #235 9 Aasimar Guardinal powers - major (15): Once Racial weakness options Standard abilities: Cold resistance, fire a week, the PC can cast hold monster, Some aasimar may inherit weaknesses resistance, infravision, magic resistance, lightning bolt, or wall of ice. At 9th level, from their Upper Planar parents. Aasimar mental fortitude, surprise bonus. the PC can cast all of these abilities once PCs may select any or all of the following Aasimon bloodline - major I (10): a week. racial weaknesses to receive bonus CPs to The PC is immune to all forms of gas Holy regeneration (10): While on any purchase additional racial traits. attacks. of the Upper Planes of Good, the PC Iron weakness (5): PC suffers double Aasimon bloodline - major II (15): regenerates hit points at the rate of 1 damage from any iron weapons. The PC is immune to poison. hp/round. Lower planar disorientation (5): The Aasimon powers - minor (10): Once lnfravision (5): PC possesses infravi- good nature of PC comes into severe a day, the PC can cast cure light wounds, sion to 60’. conflict with the overwhelming evil of dispel magic, or protecfion from normal Intuition bonus (10): PC raises the lower planes. On any lower plane, missiles. At 7th level, the PC can cast all Wisdom/Intuition sub-ability by +1. the aasimar becomes extremely uncom- these abilities once a day. Know alignment (5): The PC may cast fortable and nauseous suffering a -4 to Aasimon powers - major (15): Once know alignment once a day. THAC0 and AC as well as a -4 to all sur- a week, the PC can cast heal, holy word, Lightform (10): Once a day, the PC prise checks. or spell turning. At 9th level, the PC can may assume a lightform similar in func- Susceptibility to fiendish magic (5): cast all these abilities once a week. tion to the wizard spell wraithform The PC is more susceptible to the foul, Armor bonus (5): The PC gains an (except this ability accesses an extra- unwholesome magics cast by fiends. PC additional +1 AC bonus when wearing dimensional space, not the ethereal receives a -1 to all saves vs. magic used any metal armor. plane). Once activated, the PC is identi- by fiends and also suffers an extra point Celestial skin (15): The PC can be hit cal in appearance to a light aasimon of damage per die rolled from offensive only by magical weapons. (PMC1). At 5th level, the PC can assume spells employed by fiends. Cold resistance (5/15): The PC suffers a lightform twice a day. Unholy water vulnerability (5): The half damage from all cold attacks for 5 Magic resistance (10): PC has 10% PC suffers 2d4 hp damage from a direct CPs. For 15 points, the PC suffers half magic resistance. hit of unholy water. A splash of unholy damage from cold until 9th level, when Mental fortitude (5): +2 to saving water inflicts 1d4 hp damage. the PC becomes completely immune to throws against charm, fear, emotion, and the cold. domination type spells. Bariaur Confer (10): With this option, an aasi- Muscle bonus (10): PC raises Standard male abilities: Charge, mar may temporarily confer one of his Strength/Muscle sub-ability by +1. head butt, infravision. racial abilities on a worthy being of Power of life (20): As a direct descen- Standard female abilities: Infravision, good for the next 24 hours. The act dent of the forces of life and goodness, spell resistance, surprise bonus. takes one round and requires the aasi- the aasimar is immune to death magic Back kick (5): The PC can kick an mar to touch the recipient. The PC loses and level draining spells and attacks opponent to his rear with his hind legs for that ability until 24 hours have elapsed, such as those from undead. The PC is not 3d6 damage and no penalty to THAC0. at which time he regains the ability. The immune, however, to aging effects such Charge (10): Male PCs may cause PC cannot cancel this conferral once it as an attack from a ghost or a haste spell. triple damage with a head butt by charg- has taken place. This sacrifice is not Rilmani bloodline: minor (10): PC suf- ing an opponent. The PC needs at least taken lightly. fers half damage from acid attacks. 30’ running distance to perform this Detect lie (5): The PC may cast detect Rilmani powers - minor (10): Once a attack successfully. lie once a day. day, the PC can cast blur, fly or mirror Club bonus (5): Any club the PC Eladrin bloodline - major (10): PC is image. At 7th level, the PC can cast all wields in both hands has the speed fac- immune to magic missiles. these spells once a day. tor and damage of a 2-handed sword. Eladrin powers - minor (10): Once a Rilmani powers - major (15): Once a Fitness bonus (10): Male PC gains a day, the PC may cast alter self compre- week, the PC can cast advanced illusion, +1 to the Constitution/Fitness sub-ability. hend languages, or slow poison. At 7th improved invisibility or solid fog. At 9th Head butt (5): Male PC may attack level, the PC can cast all of these abilities level, the PC can cast all of these abilities with his horns for 1d8 hp damage plus once a day. once a week. Strength bonus. Should the PC also Eladrin powers - major (15): Once a Surprise bonus (5): The PC’s unnatural select Hoof Attack, then he receives 3 week, the aasimar may cast minor globe hearing and other-planar alertness grant attacks per round. of invulnerability, polymorph self or wall of a +1 to all surprise checks. Health bonus (10): Male PC raises force. At 9th level, the PC can cast all Stamina bonus (10): The PC raises Constitution/Health sub-ability by +1. these spells once a week. Strength/Stamina sub-ability by +1. Hoof attack (10): PC can attack with Fire resistance (5): PC suffers half Sword bonus (5): The PC gains +1 to both hooves in one combat round caus- damage from all fire attacks. hit with any sword. ing 1d6 points of damage per hoof, Guardinal bloodline - major (15): PC Telepathy (5): At will, the PC can com- Improved movement rate (5): This is immune to all electrical attacks. municate telepathically with any aasi- PC is one of the fastest of the race pos- Guardinal powers - minor (10): Once mon, eladrin, guardinal, rilmani, or other sessing a movement rate of 21. a day, the PC can cast light, magic missile, intelligent being of the same alignment Infravision (10): PC possesses infravi- or profection from evil 15’ radius. At 7th within a 20’ radius. sion to 60’. level, the PC can cast all these abilities Willpower bonus (10): PC raises Intuition bonus (10): Female PC gains once a day. Wisdom/Willpower sub-ability by +1. a +1 to the Wisdom/Intuition sub-ability.

10 NOVEMBER 1996 Knowledge bonus (10): The female it occurs naturally, he regenerates at a Genasi, earth PC gains +1 to the Intelligence/Knowl- rate of 1 hp/turn. Standard abilities: Stony skin, saving edge sub-ability. Elemental resistance (5/15): The PC throw bonus. Lawbreaker (5): The wildly chaotic gains a 30% resistance vs. all attacks Elemental powers, minor (10): Once nature of bariaurs makes them naturally against his element. For 15 points, the a day, the PC can cast fist of stone, maxi- resistant to the influences of law. The PC PC is completely immune to his element. milian’s stony grasp, or meld into stone. At receives a +1 bonus to all save vs. spells This option cannot be taken with magic 7th level, the PC can use all of these abil- against magic from the priestly sphere resistance option. ities once a day. of law or magic cast by lawful creatures. Etherealness (10): Once a day, the PC Elemental powers, major (15): Once Magic resistance (10): The PC pos- can enter the ethereal plane from any of a week, the genasi can cast move earth, sesses 10% magic resistance. the inner planes or prime material plane stone shape, or wall of stone. At 9th level, Muscle bonus (10): The male PC gains or if already within the Border Ethereal, the PC can use all of these abilities once +1 to the Strength/Muscle sub-ability. the PC can enter an inner plane or prime a week. Poison save bonus (5): Because of his material plane world. Fitness bonus (10): The PC gains +1 hearty constitution, the male PC receives Infravision (5): The PC possesses 60’ to the Constitution/ Fitness sub-ability. a +2 to all poison saves. infravision. Health bonus (10): The PC gains +1 to Reason bonus (10): The female PC Magic resistance (10): The PC pos- the Constitution/Health sub-ability. gains +1 to the Intelligence/Reason sesses a 10% resistance to all magic. Muscle bonus (10): The PC gains +1 sub-ability. Para-elemental resistance (5): The to the Strength/Muscle sub-ability. Spell resistance (10): The female PC PC receives a +2 to all saving throws Pass without trace (5): The PC can gains +3 to all saving throws vs. spells. from any para-elemental attacks associ- pass without trace once per day as a 5th Spear bonus (5): The PC gains +1 to ated with the PC’s element (e.g., fire level priest. attacks with any spear. genasi receive this bonus against ash Passwall (10): Once a day at 5th level, Stamina bonus (10): The male PC gains and magma attacks). the PC can cast a passwall except that this +1 to the Strength/Stamina sub-ability. Quasi-elemental resistance (5): The ability affects only stone or earth. Surprise bonus (5): The female PC PC receives a +2 to all saving throws Reverse gravity (10): At 9th level, the gains +2 on all surprise checks. from any quasi-elemental attacks asso- PC can reverse gravity once a week. Tough hide (10): The PC’s thick skin ciated with the PC’s element (e.g., water Stamina bonus (10): The PC gains +1 and fur give him a tough hide granting genasi receive this bonus against steam to the Strength/ Stamina sub-ability. a natural AC of 8. and salt attacks). Stony skin (10): The PC has a naturally Trample (10): On a successful attack Saving throw bonus (5): The PC rock hard AC of 8. with both hooves, the bariaur has receives a +1 bonus to all saving throws knocked down his opponent and auto- vs. spells and magic of his own element Genasi, fire matically tramples him also. A trampled for every five experience levels. Standard abilities: Affect fire, fire immu- victim suffers an additional 2d6 hp dam- nity, infravision, saving throw bonus. age, has a -2 penalty to his AC, and must Genasi, air Affect fire (5): The PC can affect normal spend the remainder of the round get- Standard abilities: Non-respiration, fires once per day as a 5th level wizard. ting back up on his feet. This attack levitate, saving throw bonus. Elemental powers, minor (10): Once affects only humanoids of M size or Aim bonus (10): The PC gains +1 to a day, the PC can cast flame arrow, flame smaller. The PC must first select Hoof the Dexterity/Aim sub-ability. walk, or heat metal. At 7th level, the PC Attack to choose this option. Air boat (10): At 9th level, the PC can can use all of these abilities once a day. Willpower bonus (10): The female PC call down an air boat once a week. Elemental powers, major (15): Once gains a +1 to the Wisdom/Willpower Balance bonus (10): The PC gains +1 a week, the PC can cast fire shield, malec- sub-ability. to the Dexterity/ Balance sub-ability. keth’s flame fist, or wall of fire. At 9th level, Elemental powers, minor (10): Once the PC can use all of these abilities once Genasi a day, the PC can cast fly, stinking cloud, a week. All genasi may select from this list of or wind wall. At 7th level, the PC can use Fire immunity (5): The PC is immune shared half-elemental traits in addition all of these abilities once a day. to normal, non-magical fire. to traits peculiar to their specific element. Elemental powers, major (15): Once Knowledge bonus (10): The PC gains Ignore element (5): Genasi can a week, the PC can cast air walk, solid fog, +1 to the Intelligence/Knowledge ignore his element (magical and non- or suffocafe. At 9th level, the PC can use sub-ability. magical) for a number of rounds equal all of these abilities once a week. Produce flame (5): The PC can pro- to his experience level once a day. Feather fall (5): The PC can cast feath- duce flame once a day for every three Elemental empowerment (5): Elemen- er fall once a day for every three experi- experience levels. tal spells or abilities employed by the PC ence levels possessed. Reason bonus (10): The PC gains +1 are treated as if he were one experience Non-respiration (10): The PC need no to the Intelligence/ Reason sub-ability. level higher. Option may be taken multi- longer breathe. Surprise fireball (10): At 7th level, the ple times for increased effect. Knowledge bonus (10): PC gains +1 to PC can cast a delayed blast fireball once a Elemental form (10): Once a day, the the Intelligence/Knowledge sub-ability. week. PC can polymorph into an elemental of Levitate (5): Genasi can Ievitate once a the PCs element. day as a 5th level wizard. Genasi, water Elemental regeneration (10): When Reason bonus (10): The PC gains +1 Standard abilities: Create water, sav- the PC rests immersed in his element as to the Intelligence/Reason sub-ability. ing throw bonus, water breathing.

DRAGON #235 11 Acid storm (10): At 7th level, the PC lnfravision (10): The PC possesses nearly all sentient creatures not of his can create an acid storm once a week. infravision to 60’. own race, the PC is always on the alert Bestow water breathing (10): Once a Knowledge bonus (10): The PC gains for outside treachery and attack. The PC day for every three experience levels, +1 to the Intelligence/Knowledge receives a +3 to all surprise checks. Note the PC can bestow water breathing (or its sub-ability. that while a xenophobic githzerai may reverse) on any creature other than Lesser magic resistance (10): The PC be able to suppress displays of his xeno- himself. possesses magic resistance equal to phobic nature most of the time, such Create water (5/10): Genasi can create 2%/level. This option cannot be taken strong emotions are ever-present under water once a day as a 5th-level priest. with the magic resistance option. the surface, just waiting for a chance to For 10 points, the PC can cast improved Lower resistance (10): Once a day, be expressed. create water (reverse of transmute water the PC can attempt to lower his magic Zerth bonus (5): The PC is a zerth, to dust) as a 5th-level priest. resistance by effecting lower resistance part of a religious sect who worship the Elemental powers, minor (10): The PC on himself only. memory of the legendary githzerai hero, possesses the innate ability to cast powers (5): As a native of Zerthimon. PC gains a 5% bonus to all lower/raise water, insatiable thirst, or watery Limbo, the PC gains a movement rate of XP when actively worshipping as a zerth double once a day. At 7th level, the PC 96 while in Limbo and also suffers no ill and also receives a +4 reaction modifier can use all of these abilities once a day. effects from the roiling, primal matter of when dealing with any githzerai (all Elemental powers, major (15): Once that chaotic plane. githzerai value such worship in other a week, the PC can to cast abi-dalzim’s Magic resistance (15): PC receives githzerai). DMs may decide on the form horrid wilting, part water, or wall of ice. At magic resistance equal to 5%/level. such hero worship takes such as joining 9th level, the PC can use all of these abil- Mental assault (10): The PC can cast rrakkma bands, spreading the word of ities once a week. feeblemind once a week for every five Zerthimon or hunting githyanki on a Fitness bonus (10): The PC gains +1 experience levels. regular basis. to the Constitution/ Fitness sub-ability. Mental shielding (10): Once a week, Health bonus (10): PC gains +1 to the the githzerai PC can cast mind blank. Rogue modron Constitution/ Health sub-ability. Mind guard (5): The PC gains +1 to all Standard abilities: Armor, detect Water breathing (10): The PC saves vs. mind affecting spells and psionics. doors, resist unlawful influences, saving breathes water. Plane shift (10): Once a day, the PC throw bonus, superior sight. can plane shift (himself alone) to any Armor (10/15): The PC possesses a Genasi vulnerabilities other plane he has previously visited. tough, semi-metallic skin allowing a nat- All genasi may inherit certain weak- This ability takes one full round to acti- ural AC of 8. For 15 points, the rogue nesses from their elemental parentage. vate. If the PC is interrupted during acti- modron has enhanced armor granting Genasi PCs may select any or all of the vation of this power, the power fails. an AC of 6. following racial weaknesses for bonus Racial enmity (5): The PC’s extreme Detect doors (5): The PC has a 2-in-6 CPs to purchase additional racial traits: hatred of githyanki grants him a +2 to chance of discovering secret doors and Elemental damage (+5/+10): The PC hit on all attacks against githyanki. a 3 in 6 chance of detecting concealed suffers additional damage from elemen- Rrakkma hunter (5): The PC gains +2 doors. tal attacks not of his own element. For 5 to hit against the despised gith slave Detect lie (5): The PC can detect lie points, the PC suffers +1 to damage per masters of ages past — the mind flayers. once a day. die rolled. For 10 points, the PC suffers Reason bonus (10): The PC gains +1 Fitness bonus (10): The PC gains +1 +2 damage per die. to the Intelligence/Reason sub-ability. to the Constitution/Fitness sub-ability. Elemental hatred (+5): The PC despises Renegade (5): The PC has secretly Four arms (10): The PC possesses an his opposition element and always seeks decided to advance in level beyond the extra pair of mechanical arms which can to destroy without question or hesitation artificial limits set by the githzerai wiz- be used to wield another weapon and anyone strongly associated with the ard-king (i.e., the PC has no level limits in carry a shield (much like a thri-kreen PC). opposition element (such as natives of any chosen classes). Once a renegade Health bonus (10): Constitution/ that elemental plane, specialist wizards githzerai’s decision becomes known, he Health sub-ability raised by +1. and specialty priests of the opposing rarely survives for long, as any such lnfravision (5): The PC possesses 120’ element, etc.). blasphemous githzerai are quickly hunt- infravision. Elemental vulnerability (+5): The PC ed down by the wizard-king’s forces. Knowledge bonus (10): The PC gains suffers a -1 penalty to all saves from ele- Silver sword (5): At 5th level, the PC, +1 to the Intelligence/Knowledge mental attacks not of his own element. if in good standing with his people, is sub-ability. rewarded with a special two-handed Magic resistance (10): The PC receives Githzerai silver sword +3. If used on the Astral magic resistance equal to 2% per expe- Standard abilities: Infravision, magic Plane, the silver sword has a 5% chance rience level. resistance. of cutting an opponent’s silver cord Modron powers, minor (10): Once a Aim bonus (10): The PC gains +1 to upon scoring a hit. These weapons have day, the PC can cast clairaudience, clair- the Dexterity/Aim sub-ability. a significant religious value to the githz- voyance, or command. At 7th level, PC Balance bonus (10): The PC gains +1 erai, who would never willingly let them can use all of these abilities once a day. to the Dexterity/Balance sub-ability. fall into the hands of outsiders. Modron powers, major (15): Once a ESP (10): The PC can cast ESP once a Sword bonus (5): The PC gains +1 to week, the PC can use its innate ability to day. At 9th level, the PC can cast ESP hit with any sword of githzerai make. cast dimension door, teleport without error, twice a day. Xenophobe (5): Fearful and hateful of Continued on page 17

12 NOVEMBER 1996 or wall of force. At 9th level, PC can use all of these abilities once a week. Reason bonus (10): The PC gains +1 to the Intelligence/Reason sub-ability. Resist chaos (5): The PC receives a +1 to all saves vs. wild magic, spells cast by chaotic individuals, and spells from the priest sphere of chaos. Resist unlawful influences (10): The PC has a 30% resistance to illusions, energy drains, charm, sleep, fear, domina- tion, and other mind-affecting spells. Saving throw bonus (5): The PC pos- sesses the modronic resistance to fire, cold, and acid gaining a +1 to all saving throws vs. any such attacks. Sense modrons (5): Ever alert to the fact that it may be captured by a mod- ron patrol and returned for judgment on Mechanus, the PC can detect at will all modrons within 60 yards. Detection requires the modron’s full concentration for each round to be maintained. Superior sight (5): The PC’s vision is double the normal range of sight. Telepathy (5): At will, the PC can con- verse telepathically with any creature of lawful alignment. Winged modron (10): The PC pos- sesses a pair of wings allowing flight (MV 15, MC D).

Tiefling his bladeling ancestry. An unfortunate Fire save bonus (5): +2 bonus to all Standard abilities: Cold resistance, side-effect from this option is that the saves vs. fire. darkness, electricity save bonus, fire tiefling suffers double damage from any Gas resistance (10): The PC suffers save bonus, infravision, poison save heat metal spells and rust dragon breath half damage from gas attacks. bonus. attacks. Hellraiser (10): The PC is invigorated Ambidextrous (5): The PC is ambidex- Choice weapon (5): The PC gains +1 when on any of the lower planes, provid- trous and can fight equally well with two to hit when using any one of the follow- ing a temporary boost to his prime weapons with no attack penalty as ing weapons: long sword, stiletto, throw- attribute (1d4 points added to prime rangers. Tiefling must use weapons he is ing dagger, long spear, ranseur, hand attribute ability score). A PC with more proficient in. crossbow, scimitar, or punch dagger. than one prime attribute, such as a multi- Appearance bonus (10): The PC gains Cold resistance (10): The PC suffers classed PC, has only one attribute deter- +1 to the Appearance/Charisma sub- half damage from cold attacks. mined randomly raised in this way. This ability. Darkform (10): Once a day, the tiefling boost cannot be made permanent and Baatorian bloodline (15): Somewhere may assume a darkform similar in func- ends once the PC leaves the lower planes. in the past, one of the PC’s human tion to the wizard spell wraithform. Once Hordling bloodline (10): The PC’s ancestors became romantically involved activated, the tiefling appears as a shad- hordling ancestry has granted the PC an with a resident of Baator — most likely owy humanoid shape filled with dark, unpredictable magic resistance. Every an erinyes. This diabolical blood tie has roiling clouds. At 5th level, the PC can 24 hours, the PC rolls a 1d6 to deter- given the tiefling a complete immunity activate this power twice a day. mine his magic resistance for the day to fire. Darkness (5): Once a day, the PC can (1 =1%; 2=50%; 3=10%; 4=15%; 5=30%; Baatorian powers — minor (10): Once cast darkness 15’ radius. 6=60%). a day, the PC can cast command, fireball, Electricity save bonus (5): The PC Howl from pandemonium (10): Once or know alignment. At 7th level, tiefling gains +2 bonus to all saves vs. electrical a day at 5th level, tiefling can emit a can enact all these abilities once a day. attacks. mind-jarring howl that affects all beings Baatorian powers — major (15): Once Fiendish hide (15): The PC can be hit within 30’ of the PC as if targeted by a a week, the PC can cast fear, improved only by weapons enchanted to +1 or chaos spell. invisibility, or wall of fire. At 9th level, better. Infravision (5): The PC possesses tiefling can enact all these abilities once Fiendish wings (10): The PC sports a infravision to 60’. a week. large pair of leathery, fiendish-looking Knowledge bonus (10): The PC gains Bladeling flesh (10): The PC is granted wings from his back that allows flight +1 to the Intelligence/Knowledge sub- a metallic natural AC 5 inherited from (MV 15, MC C). ability.

DRAGON #235 17 Lower planar regeneration (10): Upper planar disorientation (5): The Detect undead (5): As champions of While on any of the lower planes, the PC tieflings fiendish nature is at odds with life, most elves despise undead as an regenerates 1 hp/round. the pure goodness found in the Upper unnatural abomination and seek to Poison save bonus (5): The PC gains Planes. On the Upper Planes of Good, destroy them where possible. The PC +2 to all saves vs. poison. tiefling is sickened and weakened suf- can detect undead as per the spell once a Reason bonus (10): The PC raises fering a -4 to THAC0 and AC as well as day for every three levels possessed. Intelligence/Reason sub-ability by +1. a -4 to all surprise checks. Invoke wild surge (5): Elves, being a Styx resistance (10): The PC, like magical and mostly chaotic race, can many denizens of the lower planes, is Standard PC races combine these two traits to cause spec- immune to the memory-sapping waters Players creating planar PCs with one tacular results. Once a day for every five of the River Styx. of the standard character races can levels, the PC can cause a wild surge to Tanar’ric bloodline (15): The PC is select any option for their particular race happen to a spellcaster in the process of immune to all forms of electricity. from both the S&P handbook and from casting a spell within 20’. This power Tanar’ric powers - minor (10): Once a the list of planar options below. The cannot affect innate abilities. day, the tiefling can employ heat metal, number of CPs for each race remains Magic resistance (10): The PC pos- scare, or suggestion. At 7th level, tiefling unchanged from S&P. sesses 10% magic resistance. This can enact all these abilities once a day. option may not be taken with the elven Tanar’ric powers - major (15): Once a Additional dwarven abilities resistance to charm spells option. week, the tiefling can employ telekinesis, Enlarge/reduce (5): The PC can Power of life (20): The PC is immune true seeing, or vampiric touch. At 9th level, enlarge or reduce himself as the wizard to death magic and level draining spells the tiefling can enact all these abilities spell once a day. and attacks such as those from undead. once a week. Lower resistance (10): The non-magi- The PC is not immune, however, to Telepathy (5): At will within a 20’ cal nature of planar dwarves can be har- aging effects such as an attack from a radius, the PC can communicate tele- nessed to adversely affect other beings. ghost or a haste spell. pathically with any fiend or being pos- At 5th level, the PC can cause one being Withdraw (5): The long-lived elf sessing the tiefling’s alignment. to be affected by lower resistance once approaches each situation with tact and Teleport without error (15): At 7th a day. caution making the best possible use of level, the PC can teleport without error Magic resistance (10): PC has 10% time. Once a day, the PC can cast with- once a day. This ability take one full turn magic resistance. draw. to activate and is ruined for that day if Pebble to boulder (5): At 5th level, the tiefling is disrupted in any way. the dwarf may cast pebble to boulder Additional gnomish abilities Undetectable lie (5): Once a day, the once a day. Etherealness (10): From any prime PC can speak an undetectable lie (reverse Planar sense (5): Being creatures of material world, inner plane, or demi- of detect lie). the earth, dwarves are naturally attuned plane, the PC may enter the Border Yugoloth bloodline (15): A bizarre to the lands they travel upon. At will, the Ethereal of the Ethereal Plane at will cross breeding between one of the PC can determine which he twice a day. Likewise, a gnome in the tiefling’s human progenitors and a is on as well as how many layers Border Ethereal can enter any bordering yugoloth resulted in the PC being beneath the first layer of the plane he is. plane twice a day. immune to acid. The PC does not gain any other knowl- Dreamweaver (10): Once a day, the Yugoloth powers - minor (10): Once edge of the plane (i.e. planar ruler, local PC can cast phantasmal force. At 3rd a day, the tiefling can employ alter self, inhabitants, etc.). level, this power improves as the charm person, or spectral force. At 7th Rockform (10): Once a day, the PC can gnome’s understanding of illusions level, the PC can enact all these abilities assume the form of a large rock or small becomes greater allowing the PC to now once a day. boulder the same size as the dwarf. The cast spectral force once a day. At 9th Yugoloth powers - major (15): Once dwarf may remain in rock form for 1 level, this ability becomes even more a week, the PC can polymorph self, warp hour per level of the PC. When the PC enhanced allowing the gnome to cast wood, or wind walk. At 9th level, the PC reverts back to his normal dwarf form, he advanced illusion, programmed illusion, or can enact all these abilities once a week. is healed of 2d8+6 hp damage. While in mirage arcane once a day. rock form, the dwarf is virtually immune Illusion resistance (5/20): The PC Racial weakness options: Some to standard weapon attacks but may be receives 30% resistance to illusion/ tieflings inherit weaknesses from their harmed by other means such as mining phantasm magic for 5 points. For 20 Lower Planar ancestors. Tiefling PCs equipment, being thrown by a giant. points, the gnome is immune to all illu- may select from the following racial Stone-affecting spells cast on a dwarf in sion/phantasm magic. weaknesses to earn bonus points. rockform affect the dwarf in the same Magic resistance (20): Gnome starts Fiendish weakness (5): The PC suffers manner such spells affect a being under off with 20% magic resistance that double damage from cold attacks. the effects of a meld into stone spell. improves by 5% for every level after Holy water vulnerability (5): 3rd. This cannot be combined with Tiefling’s fiendish ancestry makes him Additional elven racial abilities Illusion Resistance. especially vulnerable to holy water. A Animal/plant form (10): Closer to Non-detection (15): The PC is perma- direct hit causes 2d4 hp damage, while nature than perhaps any other PC race, nently protected by non-detection. a splash does 1d4. the elf has developed the ability to cast Shadow wielder (15): At 5th level, the Silver vulnerability (5): The PC suffers polymorph self (natural animals only) or gnome can cast shadow magic or shadow double damage from all silver weapons. tree once a day. monsters once a day. At 9th level, this

18 NOVEMBER 1996 ability is enhanced via the gnome’s Racial appearance (5): The PC ence emanating from Acheron targeting greater understanding of illusory magics appears for all-intents and purposes as a those of orcish descent. and the PC can cast either demi-shadow member of one of his parents race Chaos foe (5): The PC gains +1 to all magic or demi-shadow monsters once a day. (either human or elf). The PC will never saves from spells cast by chaotic beings, Summon earth elemental (15): At 6th be mistaken for a half-elf or as a mem- spells having chaos as an end result level, once a day, the PC can summon an ber of the other parents race. such as confusion and chaos, or priest earth elemental as the conjure earth ele- Survivor (10): Not fully accepted by spells from the law sphere. mental priest spell with no chance of the either human or elven society, the soli- Eye of Gruumsh (10): At 2nd level, gnome losing control of the elemental. tary PC learned to rely mainly on himself once a day, the PC can know alignment, and has thus developed unusual sur- detect lie, or detect magic. At 8th level, the Additional halfling abilities vival abilities. Once a day, the PC can PC can enact each ability once a day. Alter self (5/10): Once a day, the PC cast know alignment, invisibility, or silence Gruumsh’s speedy blessing (10): can alter self. For 10 points, the PC can 15’ radius. At 9th level, the half-elf can Once a day in battle only, the PC can polymorph self once a day. cast all these abilities once a day. move as if hasted for as many rounds as Alternate reality (15): The PC can cast Urban sense (5): The PC is a tough levels possessed. The half-orc does not the wild magic spell, alternate reality, urban survivor having had to hone his suffer any aging from this power. once a day. skills to find out pertinent information Law warrior (10): Once a day, the Chaos shaper (5): The PC receives the fast. The PC has a base 40% + 5% half-orc can cast one priest spell from chaos shaping proficiency. All attempts to chance per level of knowing the answer the combat, war, or law spheres. The PC shape land in Limbo automatically suc- to any general question concerning Sigil can only cast a spell that is normally ceed, and the halfling can shape double or any of the gate-towns (portals, local available to a priest of the same level. the amount of land normally allowed. law, ruler, etc.). Of course, many burgs For example, a 5th level half-orc fighter Chaos shield (5): Some halflings have have secrets that no berk will ever get could cast one priest spell up to 3rd level developed an innate (some say vital) the dark on. but no higher. When he reached 7th resistance to wild magic. Once a day for level, the half-orc could then cast one every five levels, the PC can cast chaos Additional half-ogre abilities spell up to 4th level. shield to protect himself from all wild Alteration resistance (5): The PC is Magic resistance (10): The PC receives surges regardless of where they originate. 30% resistant to magic from the school 10% magic resistance. Limbo friend (5): The PC is recog- of alteration. Revitalized slayer (5): The PC is invig- nized as a native of Limbo and looked Club bonus (5): A half-ogre who is orated with every kill in battle. For every upon as a fellow chaos supporter by proficient with a club inflicts double being slain by the half-orc, the PC is other natives (i.e., slaadi, githzerai, etc.) damage on a successful attack that healed of 2 hp of damage (but cannot receiving a +4 to all reaction modifiers exceed the to hit roll by more than 4. exceed PC’s maximum total). This is a should those natives care at all to parley Humans not so bad (5): The PC has reward from Acheron for the half-orc’s with the halfling. learned enough of his human parents proven battle prowess. Magic resistance (10): The PC has customs to gain a general acceptance 10% magic resistance (option cannot be with humans. PC gains a +4 reaction Additional human abilities combined with wild resistance option). modifier when dealing with humans. Astral walker (10): Once a day, the PC Wall of fog (5/10): Once a day, the PC Necromantic resistance (5): The PC and up to 1 companion per level can can use his smoking pipe to create a receives 30% resistance to necromantic enter the astral plane from the first layer wall of fog. For 10 points, halfling still magic. of any outer plane (excluding Sigil). This uses his pipe to produce a wall of fog but Ogres good, humans bad (10): The PC ability takes one round to enact but upon reaching 8th level can produce has honed his fighting skills against works only on the outer planes. solid fog once a day. those particularly troublesome humans, Detect fiend (5): Some stalwart Wild resistance (5): The PC possesses elves, half-elves, aasimar, and tieflings. humans are always on guard against 30% magic resistance to wild magic PC gains a +2 to hit and damage when the seemingly ever-present fiends. At spells, the effects of wild surges, and fighting any of these “annoying” races. will, the PC can detect all fiends within priest spells from the sphere of chaos. Super hit points (15): The robust PC 30’ x 10’ path in front of him even if the receives a bonus 2 hit points at every fiend has assumed a different form. This Additional half-elf abilities level advance. power takes one round to scan a direc- Ancestor ability (5+): The PC can tion and the PC cannot engage in any select any one ability from either the elf Additional half-orc abilities other behavior. or human list of options but must pay an Battle Rager of Acheron (10): Once a Detect scrying (5): Some humans are additional 5 points over the original cost week, the PC may choose to enter a bat- very sensitive to divination magics of the option. This option may be taken tle-rage whereby during a battle, PC directed at them. Once a day, the PC can only once. fights to -15 hps or until all foes in sight detect scrying. Appeasement (5): The PC deeply are slain. After either condition is met, Evocation resistance (5): The PC has respects and defers to both human and the half-orc is rendered unconscious but 30% resistance to invocation/evocation elven society, gaining a +4 modifier to is also instantly healed to 1 hp if 0 hp or magic. all reactions with these two races. less. Once unconscious, the PC cannot Free actor (10): Once a day, the Life protection bonus (5): The PC be revived by any means but eventually human can cast free action on himself. gains +1 to all saves vs. death magic will awaken in 1d4 turns. Some sages Magic resistance (5/10): Human and life-draining attacks. attribute this ability to a bizarre influ- receives 2% magic resistance for every

DRAGON #235 19 level possessed. For 10 points, the PC Limited armor (5/10/15): The PC with 100 soldiers per level). The PC knows receives a 3% magic resistance per this restriction is limited in his selection of how to use messengers and signals, is level. This ability cannot be combined armor. If the PC is restricted to chainmail familiar with military terminology, and with evocation resistance. or lighter armor, this restriction gives 5 understands the mechanics of moving Plane lover (5): The PC is enamored of CPs; if limited to studded leather or lighter large numbers of troops. a handful of native races living on the armor, PC gains 10 CPs; and if the PC Move silently (10): A PC with this abili- outer planes. The PC gains a +4 modifier refuses to wear any armor at all, he gains ty can move silently like thieves. The to all reactions when dealing with good 15 CPs. All warriors may still use a shield. chance of success is equal to PC’s celestials, evil fiends, or the neutral beings Limited weapon selection (5): The PC Dexterity score added to the PC’s level. In (modrons, slaadi and rilmani). The player is limited in his choice of weapons. He order to move silently, the PC cannot chooses one group only. Such infatua- can gain proficiency with weapons in wear any armor greater than studded tions sometimes lead to the births of aasi- only one of the following groups: melee leather. All other thief penalties also apply. mar, alu-fiends, cambions, and tieflings. weapons (no missile weapons allowed); Multiple specialization (10): The PC True seer (10): The human has been priest weapons; rogue weapons. with this ability can specialize in as gifted with a precious enhanced vision. Limited magical item use (5+): The many weapons as desired provided that PC can cast true seeing (priest version) PC refuses to use certain categories of the CP cost is met for each individual once a day. magical items. For each category that is specialization. barred to him, he gains 5 CPs. The cate- Planetouched (10): The PC’s body is 4. Character classes gories are: potions, oils, and scrolls; charged with a curious planar energy Each class has a standardized pack- rods, staves, wands, and miscellaneous that temporarily renders non-magical age of abilities found in the PHB which is magical items; weapons; and armor. weapons the fighter wields into a also duplicated here for easy reference. magical weapon (so long as the fighter Players may opt to take the standard list Fighter maintains physical contact with the of skills or customize their PCs using the Standard abilities: Attract followers, weapon). For every 4 levels of the fight- abilities listed here. More information weapon specialization. er, the non-magical weapon gains a concerning each class (such as allowable 1d12 for hit points (10): The PC rolls magical +1 bonus to hit and damage weapons and armor, level limits, and d12 for hit points. (i.e., +1 at 1st level, +2 at 5th, etc., to a minimum requirements) may be found Attract followers (5/10): The PC at 9th maximum of +5). in PHB or S&P. level gains followers as described in the Poison resistance (5): The PC gains PHB if he establishes a stronghold. The +1 to all saves vs. poison. Class Points Allotted 10-point option allows him to attract fol- Proficiency ease (5): By spending 5 Warrior lowers whenever he establishes a CPs now, the fighter can cut the cost of Fighter 15 stronghold, regardless of level. DMs all weapon proficiency costs in the future Paladin 60 should adjust the racial make-up of fol- (including all forms of mastery) by 50%. Ranger 60 lowers to adequately reflect the Spell resistance (5): The PC gains +1 Rogue Planescape setting. to all saves vs. spells. Bard 80 Blood warrior (10): The PC believes Supervisor (5): The PC has the Thief 80 that the true path to becoming the finest authority to supervise the construction Priest warrior lies in pitting his skills against of defensive works such as ditches, pits, Cleric 125 the eternally warring fiends especially fields of stakes, and hastily built wooden Druid 100 fighting them where they war the most and stone barricades. Semi-permanent Wizard — in the Blood War. When fighting buildings may also be constructed if Mage 40 fiends anywhere, the PC becomes an time permits. Specialist 30 awesome fighting machine as he revels War machines (5): The PC knows in his true element. Fighter gains a +2 to how to operate heavy war machines All classes hit and damage against all fiends, and and siege engines such as ballistae, cat- All classes can select the following receives a +2 bonus to AC. apults, rams, bores, and siege towers. ability: Building (5): The PC knows how to Weapon specialization: PC has the construct heavy war machines, siege Paladin ability to specialize in a single weapon engines, and siege towers. Standard abilities: Circle of power, but the CP cost for acquiring the special- Defense bonus (10/15): The PC gains a curative, detect evil, faithful mount, ization must be met in addition to pay- +2 bonus to AC if unencumbered and healing, health, priest spells, protection ing for this option. This cost varies unarmored: For 15 points, AC bonus is +3. from evil, saving throw bonus. depending on the class chosen: Fighter Improved THAC0 (10): The PC begins All paladins have built-in restrictions 5 CPs; Paladin, Ranger, or Bard 10 CPs; life better suited to fight than most by to the class, which cannot be changed, Thief, Cleric, Druid, or Mage 15 CPs; having an improved THAC0. The PC as listed in the PHB and S&P. If the DM Specialist Wizard 20 CPs. starts with a THAC0 of 18 at 1st level that allows, paladin spell restrictions listed in improves by 1 for every level advance. PLAYER’S OPTION: Spells & Magic rules may Warrior class Increased movement (5): The PC is be taken for extra CPs. Optional restrictions quicker than most and adds a +3 to 1d12 for hit points (10): The PC rolls All sub-classes of warrior can gain movement rate. d12 for hit points. bonus points by accepting voluntary Leadership (5): The PC is able to lead Circle of power (5): If the PC owns a restrictions on normal warrior abilities. large number of troops in battle (up to holy sword, he can project a circle of

20 NOVEMBER 1996 power 10’ in diameter. This circle dispels hostile magic at a level equal to the pal- adin’s experience. Curative (10): Once a week for every three experience levels, the PC can cure diseases of all types. Detect evil (5): The PC can detect evil monsters and beings up to 60’ away simply by concentrating for one round. The PC can perform this ability an unlimited number of times. Dispel evil (10): At 7th level, the PC can cast dispel evil once per day. Faithful mount (5): The PC can sum- mon a steed at 4th level as per the PHB. Fiend slayer (10): The PC is the sworn enemy of all vile fiends and gains a +3 to hit and +3 to damage against fiends. Gift of the Archons (15): The PC has been honored by the archons and rewarded with a wondrous gift. The PC grows a large pair of feathered wings from his back that allows flight (MV 18, MC B). Note that any armor the PC owns must be altered to accommodate these celestial wings. Healing (5/10): Once a day, the PC can heal him or another by laying on of hands restoring 2 hit points per level. For 10 points, the paladin can heal 4 hit points per level once a day. Health (5): The PC is immune to all forms of disease. Protection from evil (5): The PC is 1d12 for hit points (10): PC rolls d12 High wisdom bonus (5): If the PC has protected from evil by a natural aura 10’ for hit points. the Priest Spells option, he receives in diameter which affects all evil crea- Animal master (15): At 5th level, the bonus spells based on his high wisdom tures in the aura (-1 penalty to THAC0). PC has learned how to control the nat- identical to the way clerics do. Resist fiendish magics (10): Paladin ural fauna around him. Once a week, Holy assistance (10): Once a week, gains a 2/%/level magic resistance the ranger may cast animal growth, anti- the PC can gate in 1 lantern archon per against any spells employed by fiends. animal shell, conjure animals, or hold ani- experience level as long as the archons This resistance can be added to any mal. At 9th level, the ranger can enact are employed solely in the fight against other magic resistance the paladin pos- each of these abilities once a week. evil. The gated lanterns remain for 1 sesses. Attract followers (10): At 10th level, turn plus 1 round per paladin’s level. Resist charm (10/15): +2 bonus to the PC attracts followers as per PHB or This ability does not work in Sigil. saves vs. charm-like spells and effects. S&P (the list of followers should be mod- Holy defender (10): When on the For 15 points, the paladin’s saving throw ified to include planar beings). plane of his power (usually Mt. Celestia bonus vs. charm magic is +4 if the Bow bonus (5): +1 attack bonus with but not always), the PC becomes a near charm is cast by any evil being from the any bow. invincible defender. All magic resistance lower planes. Climbing (10): Ranger can climb trees, and saving throw bonuses are doubled Saving throw bonus (10): +2 bonus to cliffs, and other natural formations and the paladin’s AC is improved by 4. all saving throws. (except the Spire). Climbing score is Lawful order (5): The PC can dictate Turn undead (10): At 3rd level, the equal to ranger’s Dexterity/Balance (as the 3rd-level priest spell in S&M) once paladin can turn undead as a cleric two score plus the hide in shadows percent- a day for every four levels. levels below his own level. age for a ranger of his level (see table in Lower planar vanquisher (10): The PC PHB or S&P). has steeled himself for taking the good Ranger Detect noise (10): Similar to the thief fight where fiends live and breed. The Standard ranger abilities: Attract fol- ability but the ranger uses his paladin receives a +4 to all saves vs. any lowers, empathy with animals, hide in Wisdom/Intuition score plus the hide in naturally occurring phenomena on any shadow, move silently, priest spells, spe- shadows percentage to determine his of the lower planes. cial enemy, tracking, two-weapon style. chance of success. Poison resistance (10): The PC gains If the DM allows, ranger spell restric- Empathy with animals (10): Ranger +2 to all saves vs. poison. tions listed in the PLAYER’S OPTION: Spells & can approach and befriend an animal as Priest spells (10): At 9th level, the PC Magic rules may be taken for extra CPs. described in the PHB or S&P. can cast priest spells as per the PHB.

DRAGON #235 21 Find and remove wilderness traps employ this ability once a day for every Audible glamer (5): A thief often (10): Ability functions similar to the thief three experience levels possessed. needs to cause a diversion when he has ability but ranger’s chance of success is Special enemy (10): The PC gains a to slip past some annoying hardheads equal to move silently percentage. +4 to THAC0 and -4 to reaction modi- or other law-enforcing berks. The PC can High wisdom bonus (5): If the ranger fiers when dealing with his special cast an audible glamer once a day. has the Priest Spells option, the ranger enemy. This ability is fully described in Backstab (10): The PC can attack an receives bonus spells based on his high the PHB and S&P, but the ranger may opponent with a vicious backstab as wisdom identical to the way clerics do. now select planar beings as enemies detailed in the S&P. Hide in shadows (5): Wearing stud- including fiends. Backstab bonus (5): A thief who has ded leather or lighter armor, ranger can Tracking ability (5): The PC receives chosen backstab now attacks with a +6 hide in shadows as per PHB or S&P. tracking proficiency which automatically to all backstab attacks. Move silently (5): Wearing studded improves by +1 for every three levels. Comprehend languages (5): The leather or lighter armor, ranger can Two-weapon style (5): The PC can planes house a tremendous number of move silently as per PHB or S&P. fight with two weapons and suffer no races and a knight of the cross-trade has Pass without trace (10): Ranger can penalties as per the PHB or S&P. to be able to speak their languages to pass without trace as the druid ability. get what he wants from them (usually a Planar defender (10): Ranger gains a Rogue class profitable peel). Once a day, the PC can +2 bonus to hit, to damage, and initia- Standard rogue thieving skills cast tongues. tive as well as a +1 bonus to AC when Both types of rogue have access to Dimension door (10): Berks about to fighting on his home plane against non- any standard rogue thieving skill listed get nabbed by the law usually wish natives of the plane. below provided that each skill is paid for they’d have planned some form of Planar attunement (5): Ranger can with CPs. The base values of each rogue escape. Some planar thieves, usually attune herself to the plane he is on and skill are detailed in S&P. Racial modifiers Sigilian, have learned a sure-fire way to become vividly aware of naturally occur- for the standard races are also detailed escape. Once a week, the PC can ring phenomena of the plane such as in S&P. Racial modifiers for the uniquely employ a dimension door. At 9th level, the will-sapping entropy of the Gray planar races are found under their spe- the PC can enact this ability once a day. Waste. This ability takes one complete cific entry in the appropriate PLANESCAPE Defensive bonus (10/15): An unar- turn of uninterrupted concentration per source. Modifiers based on Dexterity mored and unencumbered thief gains a phenomena to be discerned. and the specific type of armor worn are +2 to his armor class. For 15 points, the Plant master (15): At 3rd level, the found in S&P. These skills can be thief receives a +3 bonus to AC. ranger has learned how to effectively improved upon as a rogue advances in Know faction (5): In Sigil and else- manipulate surrounding flora and may, level but these improvements vary where, lots of cutters try to hide who once a week, cast anti-plant shell, hold according to the type of rogue. Bards they are and who they serve. This thief plant, plant growth, or wall of thorns. At begin with 20 discretionary points to has made it his business to know who 8th level, the ranger can enact each abil- distribute among their base thieving skill he is dealing with before he deals with ity once a week. values at 1st level. At every level there- them. The thief can know faction once a Polymorph self (5/10): At 5th level, after, the bard receives 15 points to dis- day as the Indep spell in the Factol’s ranger can polymorph self once a day tribute among these skills. At 1st level, Manifesto. into any natural animal native to his thieves begin with 60 discretionary Magic thief (10): At 7th level, the thief plane of origin. For 10 points, ranger can points that can be spent on these skills. can steal enchantment once a day. polymorph into any creature he desires At every level thereafter, the thief gains Portal lock (5): If on the run, some within the spell’s limitations. 30 more points to spend on thieving thieves need to keep annoying berks Priest spells (10): At 8th level, ranger skills. Complete descriptions of these like Harmonium from following them can cast priest spells precisely as skills are found in S&P: Bribe (5), climb through portals. Once a day, the thief described in the PHB or S&P. walls (5), detect illusion (10), detect can attempt temporarily to shut down a Savage ranger (10): The union of pla- magic (10), detect noise (5), escape portal by casting surelock (PLANESCAPE nar energies and the ranger’s relation- bonds (10), find/remove traps (10), hide campaign setting). ship with nature have combined to in shadows (5), move silently (5), open Sense portal (10): Always looking for maker him a savage fighter. Once a day, locks (10), pick pockets (10), read lan- a possible means to escape should the the ranger can cast ’s transforma- guages (5), tunneling (10). need arise, the thief can cast warp sense tion on himself with the following differ- (PLANESCAPE campaign setting) once a ences: ranger uses his own THAC0 and Thief day. may fight with any weapon which he Standard abilities: Attract followers, Shadow thief (10): At 7th level, thief chooses (proficiency rules still apply). backstab, climb walls, detect noise, can cast Lorloveim’s shadowy transforma- Sneak attack (10): A ranger who suc- find/remove traps, hide in shadows, tion on himself twice a day. cessfully, hides in shadows and moves move silently, open locks, pick pockets, Silence (5): Once a day, the thief can silently can backstab an opponent as read language, scroll use, thieves cant. render himself silent as the 2nd-level the thief ability. A backstab is +4 to hit Attract followers (5/10): The 5-point priest spell silence 15’ radius, except only and causes damage as per a thief of the option allows the PC to attract followers the thief is affected. same level. at 9th level as per the PHB. For 10 points, Scroll use (5/10): At 10th level, the Speak with animals (5/10): Once a thief can attract followers whenever he thief can use magical spell scrolls as per day, the PC can speak with animals as establishes a stronghold, regardless of S&P. For 10-points, the thief can read the spell. For lo-points, the ranger can level. scrolls at any level.

22 NOVEMBER 1996 Thieves’ cant (5): Thief uses slang Song of combat (10): Once a day, the Creation, Divination, Elemental, terms when referring to illegal activities bard can play a song of combat which Guardian, Healing, Necromantic, Protec- thus letting them converse about such has the same effect as unearthly choir tion, Summoning, Sun, Weather), turn dealings in the open without others as if he were a trio of priests. At 6th undead. knowing what is being talked about. level, the bard can sing as per the quar- Access to spheres: Clerics can pur- tet; at 9th level, the bard functions as if chase major or minor access to the Bard a quintet; at 12th level, the bard sings as priest spheres of magic. All clerics are Standard bard abilities: Alter moods, an ensemble of six priests; and at 16th generally limited to only those spheres attract followers, climb walls, counter level, the bard sings as if he were an of their powers portfolio. effects, detect noise, history, magical entire choir of eleven priests. Anchor of stability (5): The very land item use, pick pockets, rally friends, read Song of discordance (10): Once a day, of the planes, being mutable, can slide languages, wizard spells. a non-lawful bard can play a song of dis- into another plane when dominated by If the DM allows, bard spell restric- cordance on his instrument which has the overwhelming influence of the align- tions and options listed in PLAYER‘S OPTION: the same effect as chaotic combat ment of those present. The PC’s strong Spells & Magic may be selected. except that all warriors within 10’ of the devotion to his power acts as an anchor Attract followers (5/10): The 5-point bard are affected. for that ground and thus prevents its option allows the PC to attract followers Song of harmony (10): Once a day, a movement. No planar land slips within at 9th level as per the PHB. For 10 points, non-chaotic bard can play a song of har- 10’ of the cleric unless that land is shift- PC can attract followers whenever the mony on his instrument which has the ing to the plane of the cleric’s power. (In PC establishes a stronghold, regardless same effect as defensive harmony. this case, the land slips normally). of the PC’s level. Sound resistance (5): +2 bonus to Casting reduction (5): Clerics casting Alter moods (5): The PC can influence saves vs. sound-based magical assaults. time is reduced by 1 (to a minimum of 1) reactions as described in the PHB. Spell bonus (10): Bard gains an extra Detect good/evil (10): Non-evil clerics Animal friendship (10): Once a day, spell per spell level if the wizard spells with this ability can see emanations of the bard can cast the equivalent of an option is taken. evil (non-good clerics detect good) from animal friendship spell by singing a song. Wizard spells (10): The bard can cast creatures and objects within a path 10’ Charm person (10): Once a day, the spells at 2nd level as per the PHB and S&P. wide by 60’ long. This power takes one PC can cast a charm person by singing round to scan a direction and the cleric the spell. At 9th level, the PC can cast Priest class cannot engage in any other behavior. charm monster instead of charm person All priest spheres and their costs are Detect undead (10): Clerics with this once a day. detailed in S&P. If the DM allows, priest ability can detect undead within a path Charm resistance (10): The PC gains restrictions and options listed in S&P. 10’ wide by 60’ long as long as the +2 to all saves vs. charm/enchantment may be also selected to further cus- undead are not hidden behind stone or spells and effects. tomize priest PCs. other dense material. This power takes Counter effects (10): The PC can one round to scan a direction and the counter the effects of songs and magic Optional restrictions cleric cannot engage in any other used as magical attacks (including spells Both clerics and druids can gain behavior. cast by song mages) by performing a bonus points to spend on abilities Expert healer (5/10): The PC can cast counter song as described in S&P. appropriate to their sub-class by accept- a bonus cure light wounds spell once per History (10): Bard knows a “little bit of ing the following voluntary restrictions day. With the 10-point option, the cleric everything as found in the PHB. on normal priest abilities. can cast a bonus cure light wounds Instrumental spell casting (10): The Armor restriction (5+): The PC is lim- once a day for every three levels of PC has learned how to enhance his ited in choice of armor. For 5 CPs, the experience. spells by casting them through a musical priest is restricted to chain mail or lighter Faithful fanatic (10): All spells cast by instrument with which he is proficient. armor; for 10 points, the priest is limited cleric function as if the PC were one (CPs must be spent for this proficiency to studded leather or lighter armor; and level higher as a reward of his devotion also). All spells cast through the instru- for 15 points, the priest may not wear to his power. ment are treated as if two levels higher armor at all. Followers (5/10): The 5-point option with regard to effect, range, etc., and Limited magical item Use (5+): Any allows the cleric to attract followers at need no material components. Casting priest with this penalty refuses to use 9th level as per the PHB. For 10 points, spells in this manner increases casting certain categories of magical items. The he can attract followers whenever the time by 1 per level of the spell. priest gains 5 CPs for every category cleric establishes a stronghold, regard- Magical item use (10): Bard can use selected: potions, oils, and scrolls; rings, less of the his level. magic items usable only by wizards but rods, staves, wands, and miscellaneous Hit point bonus (10/15): The PC rolls with a chance of failure as per the PHB. items; weapons and armor. d10 for hit points. For 15 points, the PC Priestly magic (5): The bard gains Reduced hit points (10/20): The PC rolls d12. minor access to one sphere of priestly with the 10-point limitation uses d6 for Know alignment (10): Once a day, magic. The wizard spells option must hit points. For 20 points, the PC uses d4 the cleric can cast know alignment. also be taken. Additional spheres may for hit points. Nearer my power to thee (10): An be purchased as many times as desired. extremely strong link between the cleric Rally friends (5): Music, stories and Cleric and his power exists lessening by one poetry performed by the bard can be Standard abilities: Sphere access the levels a cleric will drop when not on inspirational as in the PHB. (Major - All, Astral, Charm, Combat, the plane of his power.

DRAGON #235 23 Path of the proxy (5): Once a day, the Access to spheres: The standard cast by woodland creatures from his cleric can call upon faith or draw upon druid selection of spells costs 60 CPs or own plane and the plane of his deity as holy might. the druid can purchase access to the per the PHB. The 10-point option gives a Plane truth (15): The cleric is granted spheres just like clerics do. druid this immunity at 1st level. the purest vision from his deity. Priest Alignment change (10): Once a day, Immunity to disease (10): With this can cast true seeing (priest version) once the druid can temporarily neutralize one option, the druid is immune to all natural a week. At 7th level, the priest can use being by changing its alignment to the diseases. this ability once per day. least extreme alignment - true neutral. Keeper of the balance (10): When Resist energy drain (5): The PC gains On a failed save vs. spells, the being so fighting against creatures of extreme +1 to all saves vs. the energy drain spell affected has its alignment changed to true alignments (LG, CG, LE, & CE), the druid and level-draining attacks of undead. neutral for the next 2d6 hours and acts gains a +2 bonus to hit, damage, and This ability has no effect where no save accordingly. This change can severely initiative as well as receiving a +2 to all is allowed or when used in conjunction complicate the lives of ‘extremists’ such as saves from spell attacks by those beings. with the negative energy protection paladins and fiends, which is precisely Move silently (5): Druid can move spell. what the druid wishes to accomplish. silently as per the ranger ability with the Resist temptation (10): The cleric’s Alter beasts (10): Once a day at 7th same chance of success as a ranger (see zeal and devotion to his power lessens level, the druid can polymorph other ranger). the chance that others can sway or influ- another being into a woodland creature. Outlandish defender (10): On the ence the PC. PC gains a +2 to all saves Analyze balance (5): The druid can Outlands, the druid becomes an awe- which might influence the PC’s mind analyze balance at will. some defender receiving a +4 bonus to such as charm/enchantment spells and Animal friendship (5): Once a day, armor class and doubling all magic resis- psionics. the druid can cast animal friendship. tance and saving throw bonuses. Spell duration increase (10): The Cold resistance (5): +2 to all saves vs. Pass without trace (5): At 3rd level, a duration of all non-instantaneous spells cold or ice-based attacks. druid moving at his normal movement cast by the PC increases by 1 round for Communicate (10): The druid can rate can pass without trace at will as per every 2 of the cleric’s experience levels. learn one language per level of one the spell. Sphere bonus (6+): The cleric can group of creatures from a related group Planar native (10): This powerful purchase either major or minor access of racial tongues. A druid could learn the option allows a PC to attune his body to to one sphere of priest spells that nor- languages of woodland and sylvan any outer plane he is on, providing him mally lies outside his powers portfolio. races or the languages of the neutral with special benefits. The PC’s neutral The cost is twice the standard cost listed. planar beings such as rilmani, modrons, alignment is masked and for purposes Sphere focus (10): Any spells in one eladrin, slaadi and yugoloth. of divination appears to be the align- sphere of the clerics choice are cast as if Elemental sphere bonus (5/20): ment of the plane he is on. The PC also the PC were two levels higher. This may Elemental spells cast by the druid are does not drop in level if his power is on be combined with the Faithful Fanatic treated as if the PC were one level high- another plane. The PC gains a +1 to all option. er. For 20 points, the druid’s own body saves vs. natural phenomena of the Turn undead (10): Cleric is granted also serves as an all-purpose elemental plane he is on. powers over undead as per PHB or S&P. power key enabling all elemental spells Portal affinity (5): Druid can cast Warrior-priests (10): Clerics with this cast by the druid to reach their fullest warp sense (campaign setting boxed set) option use the warrior Strength and potential anywhere in the planes. once a day. Constitution bonuses for exceptional Fire/electrical resistance (5): The PC Purify water (5): Druid can cast purify scores. gains +2 to all saves vs. fire and electri- food and drink once a day. Weapon allowance (5): A cleric with cal attacks. Secret language (5): Druid knows a this option can use a favored, edged Hide in shadows (5): Druid can hide secret language that only druids and ril- weapon of his deity. PC must also pay in shadows as per the ranger ability with mani know. for proficiency for the weapon. the same chance of success as a ranger Sense plane slippage (5): While on Wizardly priests (15): Cleric gains (see ranger). any of the Outer Planes, the druid access to one school of wizard spells Hit point bonus (10/15): Druid rolls becomes instantly aware of any large- and can cast them as if they were cleri- d10 for hit points. For 15 points, the scale plane slippage from one plane to cal spells. This includes the more stylized druid rolls d12 for hit points. another as it occurs (large-scale being wizard schools such as elemental magic Identify (5/10): At 3rd level, the druid about he size of a gate-town). The druid or even wild magic. can accurately identify plants, animals, learns where the slipping begins and Wondrous healer (15): All cure and clean water from his native plane. where the land is headed. Additionally, wounds cast by the cleric heal to their The 10-point option allows the druid to the druid instantly becomes aware of maximum potential. accurately identify plants, animals and when he steps on any land that has clean water from other planes but slipped if the slippage occurred within Druid because of the druid’s unfamiliarity with the past 100 years (druid also learns Standard abilities: Communicate, flora and fauna from other planes, he where the slipped land originated). fire/electrical resistance, identify, immu- may fail at an identification attempt. Shapechange (10/15): At 7th level, nity to charm, pass without trace, Chance of success equals 40% + druid can shapechange into a natural ani- shapechange, sphere access (Major - 5%/level. mal as described in PHB or S&P. For 15 All, Animal, Elemental, Healing, Plant, Immunity to charm (5/10): At 7th points, the druid can shapechange start- Weather; Minor - Divination) level, druid is immune to charm spells ing at 5th level.

24 NOVEMBER 1996 Spire sense (5): On the Outlands, the druid is instantly aware of when he crosses any of the nine rings surround- ing the spire that restrict magic use. Wizard class Both mages and specialist wizards have similar characteristics attributable to both sub-classes. The below listed options are available to all wizards in addition to other options particular to each sub-class. If your DM approves, additional options for wizards found in S&M may also be purchased. Wizard options Armored wizard (5/10/15): As a 5- point ability, the wizard may wear padded armor. For 10 points, the wizard may wear leather, studded leather, hide, or brigantine armor. For 15 points, the wizard may wear any armor desired. Wizards are not allowed to use shields. Automatic spells (5): When a wizard with this option gains access to a new level of spells, the wizard automatically acquires a spell for that level. Specialist wizards may only select spells belonging to their chosen school. Bonus spells (10): Wizard may memo- rize 1 additional spell per spell level. Bonus spells memorized by specialists must belong to the wizard’s specialty damaged or harmed by the spell. The Limited magical item use (5+): The school. wizard may gain immunity to a group of PC with this penalty refuses to use cer- Casting reduction (5): Wizard’s cast- related spells by spending CPs to become tain categories of magical items. The ing times are reduced by 1 (to a mini- immune to the highest level spell in that wizard gains 5 CPs for every category mum of 1). group, so a wizard who wanted to selected: potions, oils, and scrolls; rings, Combat bonus (10): Wizard fights become immune to all charms (charm per- rods, staves, wands, and miscellaneous with a priests THAC0. son, charm monster etc.) would spend 18 items; all weapons and armor. Detect magic (10): This ability allows CPs for immunity to mass charm. More opposition schools (5+): The PC the wizard to detect magic once a day Range boost (5): The reach of all with this restriction may choose to take for every two levels of the wizard. ranged spells (other than 0, self, or additional opposing schools, gaining 5 Dispel magic (10): Wizard can cast dis- touch) from one school selected by the points for each school in opposition to his pel magic once a day for every five levels wizard is increased by 25%. Specialty specialty. Only standard specialty schools possessed. wizards must apply this option to their as described in the PHB can be selected Extend duration (10): The duration of chosen school. as additional oppositional schools. (This all non-instantaneous spells increases Read magic (5): Wizard can read option is not available to mages). by 1 round for every 2 experience levels magic once a day for every two levels Reduced hit points (10): Wizard uses of the generalist mage. If taken by a spe- possessed. d3 for hit points rather than d4. cialist, this option extends a non-instan- Weapon restriction (3/5): For 3 taneous spell’s duration by 1 Optional restrictions points, the wizard may never have a round/level but the spell must belong to Both mages and specialists may weapon proficiency. For 5 points, the the wizard’s specialty school. select from the following limitations to wizard can never wield a weapon even Greater hit die (10/15/20): For 10 gain CPs to spend on other abilities. to save his life. This last restriction is not points, the wizard rolls d6 for hit points. With their DMs approval, players may limited to weapons wholly created by For 15 points, the wizard rolls d8 for hit opt to select other wizard limitations in the wizard’s spells such as ice knife. points. With the 20-point option, the S&P. wizard rolls d10 for hit points. Learning penalty (5+): Wizard suffers Mage Immunity (10+): A wizard with this a -15% penalty when trying to learn Standard abilities: Access to all power gains complete immunity to one spells in all schools of magic except one schools. particular spell, at a cost of 10 CPs plus 1 school which the wizard exempts from Access to all schools: It costs 40 CP per spell level. The wizard ignores the this penalty. Specialists must exempt points for a mage to have access to all effects of the spell and cannot be directly their chosen school. eight standard schools of magic.

DRAGON #235 25 Planar proficiency summary Specialty sense (5): The specialist is very much in tune with his specialty Proficiency cost Initial Rating Ability Reference school and instinctively knows how the General physical conditions on any plane will Chaos Shaping 4 8 Wisdom/Intuition PWH Planar Direction Sense 3 7 Wisdom/Intuition PWH affect spells from his chosen school. This Planar Sense 36Wisdom/Intuition PWH knowledge comes to a wizard within Planar Survival 4 5 Intelligence/Knowledge PWH Plane Knowledge 4 5 Intelligence/Knowledge FM 1d3 turns upon arrival on a plane. Portal Feel 5 3/1 Intelligence/Reason PWH 5. Character kits Wizard/Priest Planology 47Intelligence/Reason PWH Theoretically, any kit currently exist- Spell Recovery 53Intelligence/Knowledge PWH ing in any campaign setting may be taken by a PLANESCAPE PC. Players should Ethos focus (10): The mage’s spells Extra bonus spell (10): If the Bonus keep in mind that some PC kits have are more effective against creatures of a Spell option was taken, the specialist been specifically designed for play sole- specific ethos, who suffer a -2 to saving now receives a second bonus spell per ly on a specific campaign world (such as throws vs. the mage’s spells. Only crea- spell level provided that the spell the Athasian advanced being or the tures whose alignment falls into one of belongs to his chosen school. Mystaran inheritor). It is understandable the following groups are affected: law- Focused magic (10): Most beings in therefore that their presence on the ful, chaotic, or neutral good/evil. the planes have some form of magic planes might be difficult to justify. Planar safeguard (10): The mage has resistance which makes it difficult for Players should seek their DMs approval developed a magical resistance (2%/ wizards to use offensive spells. The wiz- before using any kits. The PWH lists level) against spells cast by all beings ard has enhanced his spellcasting to seven new kits exclusively designed for originating from one plane of existence attempt to overcome that magic resis- the Planescape campaign: Planewalker as chosen by the player. This resistance tance. Once a day, any being targeted Warrior, Planewalker Wizard, Plane- can be added to any magic resistance by a spell cast from the specialist’s cho- walker Priest, Planewalker Rogue, the PC already possesses. sen school is first treated as if affected Abyssal Warrior, Floating Sorcerer, and Planar sympathy (10): The wizard is by lower resistance for that spell only. Hinterland Bandit. attuned to those outer planes with the Intense magic (5): If a specialist wiz- same ethos as his own (either law, ard casts a spell from his chosen school, 6. Nonweapon proficiencies chaos, or non-lawful/non-chaotic neu- the targets of that spell suffer a -1 saving At this stage of PC development, trality). All spells cast by the wizard are throw penalty. This option may be pur- players spend points on nonweapon treated as if two levels higher when cast chased several times with a cumulative proficiencies and traits. Standard non- on an outer plane of the same ethos. effect. weapon proficiencies by point cost are Priestly wizard (10/15): For 10 points, Learning bonus (5): +15% bonus listed in S&P and S&M. PLANESCAPE war- mage gains minor access to one sphere when attempting to learn new spells riors, rogues, priests and wizards receive of priest spells and can cast them as if belonging to the wizard’s specialty the same number of CPs as the standard they were wizard spells. For 15 points, school. AD&D classes given in S&P. the mage gains major access to that Magic resistance (10): Specialist gains Eight uniquely PLANESCAPE non- sphere. 10% magic resistance against magic weapon proficiencies have been pub- Resistance to sleep and charm (5): +1 from his specialty school which may be lished to date. Their CP cost, initial rat- bonus to all saving throws vs. sleep and added to any other magic resistance. ing, and reference source appear in the charm. No components (10): The ability to table above. Stay enchantment (5): Weapons designate one specialty-school spell per used by the mage do not suffer a magi- character level as a spell that does not 7. Weapon proficiency cal plus loss when brought to other require material components. and mastery planes as the wizard is able to sustain Planar strength (10): On his home- All classes must consult chapter 7 of the weapon’s magical enchantment. A plane, spells of his chosen school cast by S&P for more information on acquiring weapon not in the wizard’s grasp is the specialist have their effects doubled. weapon proficiencies and other weapon unaffected. Research bonus (5): When attempt- skills. Planar warriors, rogues, priests, Warrior wizard (10): The mage enjoys ing to research and create a new spell and wizards follow the same weapons the benefits of a high constitution score belonging to his specialized school, the rules as their Prime world counterparts. the same as warriors. spell is treated as one level lower than its actual level. 8. Magic and new Specialist wizard Saving throw bonus (5): +1 bonus on schools of magic Standard abilities: Specialty school saving throws vs. spells cast at wizard Wizards spending a significant and accompanying schools (no point from school of specialization. This amount of time in the planes soon dis- cost), automatic spells, bonus spells, option may be purchased several times cover that nearly every spell and school intense magic, learning bonus, research with a cumulative effect. of magic in existence can be found in bonus, saving throw bonus. Specialty bonus (10): All spells in the the planes. New spells for wizards and Specialized wizards as listed in the wizard’s chosen school cast by the spe- priests can be found in nearly every PHB have the following penalty (which is cialist are treated as if the wizard were PLANESCAPE reference released so far. not mandatory) when selecting options two levels higher for purposes of dam- Some forms of magic found on spe- and limitations: learning penalty. age, duration, etc. cific prime worlds simply do not or can-

26 NOVEMBER 1996 not exist in the planes. Spellcasting PCs from the BIRTHRIGHT® campaign will not be able to cast any realm spells on the planes (or on any other prime material world for that matter) as they are effec- tively cut off from their domains and ley lines. There is no magic in existence that will connect a PC with his ley lines once they are separated by the planes. There is also no way to create ley lines in the planes. Blooded PCs, however, may enact any of their innate abilities with- out difficulty wherever they are (unless prohibited by the plane’s magical prop- erties). Similarly, afflicted PCs from the ® campaign can use their cursed abilities as they wish, however, individuals affected by the Red Curse will soon suffer the excruciating loss of their legacies if they stay away from the crimson lands of for too long. DMs have the final say on whether magic and spells unique to some prime campaign settings will be allowed in their Planescape campaign. 9. Psionics Two sets of optional rules exist that cover the creation of psionicists using the SW method. One is found in the “Sage Advice” column in DRAGON Magazine #231 while the second is in the Player’s Option article in the DRAGON Magazine Annual #1. The options from these two articles are not compatible and thus cannot be “mixed and matched.” Psionicist proficiencies described in S&P have been assigned CP values in the DARK SUN Player's Option article. For specifics on importing spells and magic to PLANESCAPE that are unique to a particular prime world (such as a BIRTHRIGHT PC’s blooded abilities), consult the guidelines provided in the PWH. DMs have the final say on whether such magic will be allowed in their PLANESCAPE campaign.

Ed Bonny reports that game dungeons took on a whole new meaning when he began to patrol the subterranean maze of stations and dark tunnels called the NYC subway system. He writes, "I was very much attracted to the PLANESCAPE setting, not only for letting players adventure on the planes but also for the cosmopolitan attitude and poseur scene that so mirrors the NYC nightlife.”

28 NOVEMBER 1996 by Monte Cook illustrated by Michael Sutfin

eep in the void that is the Astral Plane, beyond the outer githyanki fortress-cities, deeper than the psurlon strongholds, and more distant than the secret berbalang covens, there lie the . These massive beings are often called “husks,” because that is really all they are: mere shells of their former selves. When one refers to a dead god of the Astral, what’s really meant is the god’s corpse—or as near as a power can come to having a corpse. When a god dies—as rare event as that is—its power fades away. All that is left of it is the idea of its existence. Each power has a focus, like war, nature, famine, or motherhood. This focus or idea becomes the remainder of its essence, which then appears on the Astral Plane, a place where all thoughts, emotions, and ideas eventually end up. On the Astral, the power’s essence takes the form of a large mass of rock- or a rock-like substance. The mass (or, as it’s sometimes called, the “rocky island”) vaguely resembles the most commonly perceived appearance of the power. Powers can take many shapes and have no true bodies as such, but almost all have an appearance that their worshippers can relate to and depict in art. This is the appearance that the rocky island takes. The features are usu- ally so indistinct, however, that only extremely close examination, including entering the memory aura (see below), can identify the power. The following information is useful in creating continuing adventures after playing through Dead Gods, a mammoth PLANESCAPE® adventure out this month. Dead Gods isn’t necessary to use the information in this article, but the two complement each other well. Traveling to the Astral Plane Adventurers who wish to travel to the Astral Plane to explore the dead gods have a number of options. The first and most obvious is the astral spell. Both wiz- ards and priests can cast this spell, which allows an entire group of charac- ters to travel into the Astral Plane. DMs are encouraged to read through that spell carefully to be aware of the requirements and restrictions that it places upon the travelers and what they can bring with them.

56 OCTOBER 1997 One interesting note about the astral duty upon himself willingly, after spend- Betita Khab spell is the phenomenon of the silver cord. ing much time in the Astral and seeing Proxy of the Guardian When the spell is cast, those affected by it the desecration of the corpses. of the Dead Gods gain astral bodies that leave their nor- No matter what the reason, however, mal, physical bodies. The silver cord is a Anubis has become something wholly Anubis has no more specialty magical link that ties the two bodies different. No longer a power but certainly priests. It is thought that those few still together. It is visible only on the Astral not a mortal, the Guardian of the Dead worshipping him draw their power Plane, and even there it is difficult to see, Gods is a mysterious being unique in the from Anubis’s old pantheon or some as it extends away like a wispy tether multiverse. Chant is, it sits upon a huge how from the dead gods themselves, from the astral-traveler and fades from throne among the god-isles and records In any event, they are clerics, not spe view after only 10-20 feet. the events that occur on or to the dead cialty priests. The Guardian of the Dead But the astral spell is a high-level spell, gods. Gods also does not have an avatar. It is probably not accessible to most adven- Now, as Guardian of the Dead Gods, what it is—but its still far beyond any turers unless they have a powerful wiz- Anubis watches over its charges and power measurable by mortals. ard or priest as an ally. An alternative keeps them from being harmed, exploited The only real vestige of Anubis’s mode of transportation accessible to or desecrated. ‘Course, it’s possible that former divine status is its proxy. Betita anyone is a planar portal. These magical its duty is much more than that. Perhaps Khab served Anubis while it was still doorways lead from plane to plane and it’s something to do with the nature of part of the Egyptian Pantheon, and he can be found leading to the Astral Plane. and its eternal rest on the serves it in its new role as well. Betita The portal’s advantage over the astral Astral Plane. More than likely, such monitors the god-isles and those that spell is not just its ease of use but also things are far beyond the grasp of mor- live on or around them. All he that there are no restrictions as to what tal minds. For example, the githyanki observes he reports to his master. sorts of equipment the travelers can take build fortresses on the dead god Occasionally, he is sent on a specific with them. The drawback is that portals corpses, and most of the time the mission to observe or even to inter- are difficult to find, and the key that Guardian doesn’t seem to care. At other vene. When someone commits an act activates them must then also be found times, even touching a particular corpse on a dead god that the Guardian (see the PLANESCAPE campaign setting, at a particular time draws its ire. judges as improper, Betita is often sent Planewalker’s Handbook, or “A Handful of In any event, the presence of the to deal with the offender. Keys” in DRAGON Magazine Annual #1 for Guardian of the Dead Gods is not one Betita is known to the githyanki, more information about portals). that an explorer can overlook. There’s and he has their respect. Despite their Lastly, a number of magical items, always a chance that a basher’s activities differences in alignment, they will not including the cubic gate, the amulet of the conflict with the Guardian’s mysterious harm or cross him. planes, and a staff of the magi, can poten- motives. What the Guardian allows and Betita Khab, human male, M14: AC tially bring a group of PCs to the Astral what disturbs it isn’t always clear. If an 5 (Dexterity and ring); MV 12; hp 31; Plane. explorer does run afoul of the Guardian, THAC0 16 (13 with staff); #AT 1; Dmg most likely its through its proxy, Betita 1d6+3 (staff of striking); MR 30%; SZ Anubis Khab (see sidebar). Otherwise, it means a M (6’3” tall); ML Fearless (20); AL LG. Before a blood’s going to talk about direct confrontation with the former Notes: Betita’s magic resistance is a poking around the corpses of dead power-a situation so dangerous that a gift from Anubis. gods, he’s got to think about the dan- basher’s only hope is fast talking and S 14, D 17, C 13, I 18, W 16, Ch 15. gers. One of the greatest potential dan- luck. Needless to say, the Guardian can- Personality: Noble and just but gers is the Guardian of the Dead Gods, a not be harmed by mortal attacks and can severe being that was once a power itself. Its destroy with a thought. Special Equipment: Staff of striking name was Anubis. If such dire circumstances occur, (22 charges), ring of protection +2, ring Anubis was a power belonging to the assume that Anubis can destroy one of chameleon power, gem of insight, robe Egyptian pantheon. Then he was a character each round (generous DMs of eyes power devoted to escorting the spirits of will allow a PC a saving throw vs. death Spells (5/5/5/4/4/2/1): alarm, color dead mortals to their final rest. Now it at -6). Canny bashers’ll try to escape, in spray, comprehend languages, magic watches over dead powers. Why the which case the Guardian will most likely missile, shield; blur, detect evil, ESP, know change? Good question. (80% of the time) allow the offenders to alignment, strength; dispel magic, fireball, Fact is, no one knows the dark of the go. Its duty is to defend and guard, not hold person, nondetection, suggestion; tale, or at least not all of it. One version to chase intruders down. Should it fol- emotion, fire shield, polymorph self wall says that another power named Osirus low, the Guardian of the Dead Gods can of fire; feeblemind, dismissal, telekinesis, took over Anubis’ portfolio as the warden travel anywhere in the Astral in the wall of force; chain lightning, true seeing; of the dead, and that Anubis began to space of one round. It never leaves the spell turning. die. As he faded into the Astral Plane, Astral Plane. something-either the living gods afraid Luckily, the Guardian ignores mortals Conditions on a God Isle of what happens when they die, or the most (95%) of the time, unless they Most folks call the corpses of dead already dead powers, aware of his intru- attempt to do something particularly gods god isles. Though “space” is a diffi- sion on some level and needing assis- heinous, such as completely destroying cult concept to cope with in the Astral tance-empowered him and charged him the body of a dead god or something Plane, most of the god isles are fairly with the protection of the fallen gods. equally foolish—in which case Anubis’s close together, and sometimes an Another tale says that Anubis took the intervention is almost guaranteed. explorer can just see one or two while

DRAGON #240 57 standing on a third. Most of the time, 90-91 Surrounded by impenetra- tion. As these events vary from power to however, they’re not quite that close ble, permanent darkness power, the DM is left to determine the together. 92-93 One school of magic is exact affects of these auras. Most simply These rocky husks are generally twice as potent as usual bestow some of the god’s memories to 1d100 × 50 feet long and about a quar- with respect to range, anyone coming near, but others take on ter that distance wide. Further, each god duration, area of effect, a more tangible effects—even so much isle has an area of influence of about and damage as conjuring up physical representations one-tenth of the length surrounding it. 94-95 Random monsters are of people, monsters, places, and events Within this area, the unique conditions generated from the dead from the deity’s past. of the individual god, as opposed to god’s flesh Energy fields vary in size. Some (10%) those of the Astral Plane, hold sway. 96-97 Roll again twice ignoring surround the entire corpse to a distance Some conditions within this area can results above 95 of 10d10 × 5’, while others (80%) exist in be very strange, yet others can be tan- 98-99 Roll again three times a 10d10’ radius somewhere on the body. talizingly familiar. Unlike most areas in ignoring results above 95 The remainder pass over the body as the Astral Plane, many (40%) of the god 00 DM’s Option waves of energy, moving at a rate of isles have local gravity. Gravity is usually Exploring a Dead God 1d100’ per round. focused at the dead god’s center, so a The duration of the fields can also basher can walk around all sides of the Aside from the guardian, there are vary. A few are only microseconds in isle as if it were a tiny planet all to itself. other hazards to exploring the dead duration (10%), while others (85%) last Rarely (10%), though, the gravity works gods. Still there are those who do it-for for 6d12 hours, with the remaining fields on only one side of the god, with a body there are surprisingly large rewards to being permanent. “falling off” if he goes over the edge. be found. Energy fields are distinguished pri- Another aspect distinguishing the god Since the husks are the bodies of marily by effect. They affect anyone isles from the rest of the Astral is that a fallen powers, energy, matter, and even within them in these ways: few (5%) have a field around them in living things on or around them are of a 1d100 Result which time passes normally. Some (10%) sort unlike those found anywhere else 01-30 No effect have other unique conditions: in the multiverse. Some are valuable; 31-55 Memory aura (see above) 1d100 Result others are downright deadly. 56-60 Inflicts 3d6 hp electrical 01-30 Extremely hot (50%) or When determining what can be found damage (save vs. spell for Extremely cold (50%) when a dead god is explored, use the fol- half damage) 31-40 Surface obscured by cloud lowing table. The DM should make 1d4 61-63 Inorganic materials must cover rolls for any particular god isle. save successfully or be dis- 41-45 Surrounded by clouds of integrated poisonous gas Dead God Encounter Table 64-66 Inflicts a random type of 46-55 Terrestrial-like storms (rain, 1d100 Result insanity (save vs. spell to snow, etc.) move over the 01-65 Nothing avoid) surface 66-75 Githyanki party (2d8 indi- 67-68 Causes confusion for 1d10 56-60 Reverse gravity field forces viduals) rounds objects away from the 76-80 Githyanki fortress (10d10 × 69-70 Acts as a heat metal spell for surface 5 individuals) as long as metal remains 61-70 One school of magic is 81-89 Planar explorers/adventur- within the field useless ers (1d12 individuals) 71-72 Restores any memories 71-73 All magic is useless 90-93 Other Astral creature (DM’s ever lost (through spells, 74-75 Psionics are useless option—see Guide to the magical attacks, encounters 76-77 Magical items lose all Astral Plane or choose) with the River Styx, etc.) power (30% chance of per- 94-95 Mysterious energy field 73-74 Permanently alters the color manent loss) 96-97 Mysterious mineral of everything within (black 78-80 Time flows twice as quickly 98 Mysterious plant to white, red to green, blue (50%) or time flows twice 99 Mysterious liquid to orange, yellow to purple as slowly (50%) 00 Godquake and vice versa) 81-83 One material (wood, metal, 75-76 Dispels all magic within as cloth, etc.) is 100 times as Mysterious Energy Fields a 20th level caster heavy as normal Many dead gods radiate mental or 77-78 Heals all wounds com- 84-85 Certain actions DM’s physical energies unknown anywhere pletely (works once) choice, based on the nature else. These energies often play over the 79-80 Drains all memory (save of the god) are impossible god-isle in waves or flashes. Other times, vs. spell to avoid) or result in a 6d6 electrical they exist as steady, limited-radius fields. 81-82 Reverses alignment for attack (no save) One such energy field that most dead 1d4days 86-87 Newcomers are immediately gods exhibit is that of the memory aura. 83-84 Forces beings to re-live teleported to a specific area These are residual memories that were their most harrowing 88-89 Characters of a specific possessed by the power. Some are moment, paralyzing them alignment are teleported to inconsequential and meaningless, while with fear for 1d4 hours another spot on Astral others reveal a great deal of informa- 85 Permanently feebleminds

58 OCTOBER 1997 anyone failing a saving throw vs. spell 86 Permanently drains away all emotions 87 Permanently adds one point of Strength, Constitu- tion, or Dexterity (works once) 88-89 Temporarily adds one point of Strength, Constitu- tion, or Dexterity (lasts 2d6 days) 90 Permanently adds one point of Intelligence or Wisdom (works once) 91-92 Temporarily adds one point of Intelligence or Wisdom (lasts 2d6 days) 93 Acts as a death spell, but anyone not slain is filled with power enough to make a wish 94 Permanently drains away all psionic powers 95 Bestows a psionic ability (treat as a wild talent) 96-98 Roll twice again, ignoring results over 95 99 Roll three times again, ignoring results over 95 00 DM Option Mysterious Minerals DM should be very careful in how avail- abilities); worth 10 gp per able he or she makes these substances. pound The substance that composes the 91 A material that can be body of a dead god is usually described 1d100 Result formed into a golem for as “rocky,” but it isn’t truly stone. Instead, 01-50 Normal stone or metal ore half the cost and time nor- it is a unique substance that possesses 51-70 Precious stones or metals mally required (50% stone/ qualities similar to common terrestrial (use the Gem Table in 40% clay/10% iron) (worth minerals. This substance, in itself, is an Appendix 1 of the Dungeon ten times as much as interesting curiosity worth a fair bit of Master® Guide if gems normal) jink (1d6 gp per pound) in a Sigilian (50%) or, if metals (50%), 92 A material that can be trade market. determine which type: formed into a double- Of much greater interest, however, copper (30%)/silver (30%)/ strength golem (50% are the rarer minerals that sometimes gold (30%)/platinum (10%); stone/40% clay/10% iron) exist within the corpses of powers. Rich assume that there exists (worth 100 times as much deposits of diamonds, emeralds, silver, 10d100 gp worth of the as normal) gold and other valuable minerals aren’t metal, no matter which 93 A material that absorbs uncommon. Further, an explorer occa- psionic energy, up to 200 sionally comes upon a small quantity of type) 71-80 Mineral is twice as durable PSPs per pound (worth some wholly unique stone or metal. as normal (and thus twice 1,000 gp per pound) These usually have some special prop- as hard to extract) and 94 A material that absorbs erty that makes them valuable. worth three times as much magical energy. Up to 20 Unlike some of the mysterious ener- 81-85 A metal that can be used spell levels per pound gies, liquids or plants, most of the min- to easily forge weapons or (worth 1,000 gp per pound) erals found on dead gods pose little armor of +1 enchantment 95 Roll again, but mineral is threat to an explorer. On the other hand, (worth 10 gp per pound) tainted so that anyone extracting them is a lengthy process and 86-90 A metal that can be used within 10’ must make a is more likely to attract the attention of to forge weapons or armor saving throw each day or nearby monsters, and even the Guardian of -1 enchantment, but fall prey to a rotting disease itself. which are virtually weight- that is fatal in 1d4 weeks Note: The mysterious minerals are less (treat as no armor 96-97 Roll twice again, ignoring always found in tiny quantities—usually for spell casting or thief results over 95 only a few pounds of ore at a time. The

DRAGON #240 59 98-99 Roll three times again, is visible only to elves 71-78 Poison (save vs. poison or ignoring results over 95 (30%), humans (10%), die if drunk) 00 DM Option dwarves (10%), halflings 79-83 Disease-ridden (save vs. (5%), gnomes (5%), fiends- poison or become infected) Mysterious Plants including tieflings (5%), 84-89 Acid (inflicts 1d6 hp dam- Thriving amid the strange energies bariaur (5%), githzerai age per round if touched) and nourished by the rare soils, a few (5%), or other (25%) 90 Sentient liquid (treat as a dead gods have unusual plants growing 87-88 Produces an odor that minor water elemental) on their bodies. The growths on god drives away fiends 25% of 91 Equal to a random potion isles range from green, leafy plants the time 92 Water that never vaporizes (including trees and shrubs), flowering 89-90 Can be powdered and no matter what the tem- vegetation, and even various types of mixed with a normal perature fungi. They can also include completely poison to enable it to affect 93 Water that never freezes unique plants, never seen anywhere fiends no matter what the tem- else in the multiverse. 91-92 Possesses intelligence and perature When a plant is found that has great wisdom, is able to 94 Thick syrupy liquid that effects produced by ingesting, imbibing speak telepathically, and dries and hardens into a or in any way consuming it, enough is has a Neutral alignment fire-proof coating found to produce 1d10 doses or uses. 93-94 Restores all memorized 95 Molten mineral (use the 1d100 Result spells if eaten mysterious mineral table, 01-40 Normal plant 95 Can be powdered and above) 41-50 Normal plant with one mixed with godsblood (see 96-97 Godsblood (see above) innocuous unusual quality below) to double the num- 98-99 Roll twice, ignoring results (odd color, glows brightly, ber of doses available above 97 strange odor, hums musi- 96-98 Roll twice, ignoring results 00 DM Option cally, etc.) over 95 51-60 Has the affect of a random 99 Roll three times, ignoring Godquake potion if eaten results over 95 A “godquake” is a period when the 61-70 Poisonous (save vs. poison 00 DM Option dead god stirs. All of them experience or die if eaten), but if boiled these shudders from time to time, with water makes a ran- Mysterious Liquids although they are rare. Treat this effect dom potion Bubbling up from the heart of a god as a normal earthquake, with after- 71-72 Produces a mind-control- isle, the purest waters and the vilest biles shocks occurring for 1d4 days after- ling odor that forces any- lie in pools on some dead gods. Many of ward. After a godquake, however, there one within 15’ who fails a these liquids are dangerous, but a few is a 20% chance for an encounter with saving throw vs. spell to have beneficial effects. an energy field or mysterious mineral, insist on remaining on the Planewalkers frequently come to the and a 10% chance for an encounter with dead god permanently god isles specifically hunting for a sub- a mysterious liquid, as these things are 73-74 Can be spun into fibers that stance called godsblood. This rare, valu- often brought up or produced by the can be woven into cloth able syrup is the very essence of divine stirring. which acts as virtually life and can be used to heal any wound, weightless leather armor cure any disease, and even restore life. Adventures (treat as wearing no armor Any character so much as touching this The dead gods of the Astral Plane in regard to spellcasting substance is healed up to his maximum suggest their own adventures. Player and thief’s abilities) number of hit points, is free of disease, characters, when hearing of the valu- 75-76 Causes euphoria if eaten or poison, curses, insanities, etc. Even scars able resources to be found there, will smoked like tobacco (save disappear, and lost tissue (like severed often travel there on their own with no vs. poison or become limbs) grows back in 1d6 turns. Dead further motivation. Beside general addicted—addicts die a characters are restored to life. Only one exploration, however, there are other slow rotting death over the dose of this extraordinary liquid is ever scenarios that the DM can incorporate course of 3d4 months found at one time—and only a canny using the fallen powers. unless a cure disease spell is blood can think of how to transport it cast upon them) without touching (and therefore con- Sacrilegious Sabotage 77-78 Can move and attack as a suming) it. The Athar is a faction dedicated to choke creeper Most other mysterious liquids are the opposition of the powers and those 79-80 Can move and attack as a found in amounts consisting of 1d12 that worship them. They have a citadel violet fungus doses, when applicable. in the Astral Plane, among and over- 81-82 Poisonous to touch looking the god isles, for they believe 83-84 Secretes a fluid that can be 1d100 Result the dead powers to be proof that there used to make ink for any 01-60 Water (Stagnant 70%/ is nothing “divine” about the known protection scroll Fresh 30%) “divinities.” 85-86 Secretes a fluid that can be 61-65 Milk (Sour 80%/Fresh 20%) Most of the Athar know to leave the used to make an ink which 66-70 Blood/bile/etc. dead gods alone, however, for they

60 OCTOBER 1997 have a healthy respect for the power of the Guardian. A few, however, are will- ing to pay handsomely to daredevils and thrillseekers willing to commit minor acts of “vandalism” upon the fallen bodies of the powers. These acts include marring the outer surfaces, chip- ping away substantial portions, and even painting anti-power slogans upon the bodies. ‘Course, those barmy enough to carry out such acts risk the wrath of the Guardian, his proxy, and those who still might revere the fallen gods. Interested adventurers should speak with Dimal Huves (Pl/male human/F6/ Athar/CN), a minor official in the Athar’s Athar Citadel. The Astral Advisor Among the githyanki there are indi- viduals known as hr’a’cknir that are able to perceive and identify the strange energies found among the dead gods. An aged planar explorer named Faris Essil (Pr/female half-elf/F6, W5/Free League/NC) is in need of a hr’a’cknir, and she’s willing to pay some younger adventurers to find one. Faris has come upon a particular energy field on the body of a dead god that seems to knit wounds and stop god-isles to find a safe spot and then and his undying gratitude if they’ll help bleeding. However, those who spend watch over things while his home is built. him rid his deity of these beasts. much time within the field sometimes Not only must the PCs contend with Unfortunately, the viggs are surpris- run screaming out of it, their minds the normal hazards of exploring the ingly intelligent and crafty. They soon snapped like twigs. She knows that only dead gods but they must also deal with organize themselves and form a strong a hr’a’cknir can truly identify what’s the githyanki again. This time, though, resistance to the exterminating charac- going on and why the field is sometimes the Astral warriors are on the offensive- ters. The creatures use their incredible dangerous. they don’t twig to the idea of some burrowing capabilities to cause the The PCs, should they accept this outsider tiefling calling kip in their terri- ground under characters to collapse, mission, must explore the god isles for a tory. Raids by the gith warriors are hoping to trap or kill them. The viggs githyanki settlement that has an experi- numerous, as are some magical traps enjoy swarming over fallen characters. enced hr’a’cknir willing to help them. that the githyanki have set to ward Viggs (123): AC 6; MV 18, Br 6; HD Since the githyanki are very insular and away trespassers. 1+2; hp 8 each; THAC0 19; #AT 1; Dmg unfriendly (not to mention evil), this is a 1d4; SA burrowing under foes; SW pure task for a group of good negotiators as water inflicts 1d8 hp damage; SZ S (1‘-2’ well as those who can protect them- The Last Pilgrimage Endryt Fallow (Pr/male human/C10- diameter); ML Steady (12); Int Low (5-7); selves against githyanki psionics, magic, no spells—/LG), the last worshipper of a AL NE; XP 65. and other attacks. power named Graessomar, has come to Notes: When the viggs burrow under The energy field in question is 20’ in the Astral Plane to pay his last respects a foe, there is a 1 in 4 chance that the diameter and is layered so that the outer to his fallen deity. He needs help in find- ground under the victim collapses inflict- four feet produce a healing effect (heal- ing the dead god and protection on his ing 1d6 hp falling damage. ing 1d8 hp to anyone within), but the journey. He’s never been off the Prime inner 12’ have a negative effect on any Material Plane and is woefully ignorant minds within, causing them to go hope- of the ways of the Astral. lessly insane (save vs. spells to avoid). Worse, once Graessomar is found, Endryt discovers that his power has been Monte Cook is neither dead nor a god, Home on the Strange overrun by horrible parasites that feed and working for TSR is bringing him closer A barmy old basher named Barvac on the corpses of gods. These creatures, to one of those states. Poite (Pl/male tiefling/F8/Bleak Cabal/ called Viggs, are numerous and nasty- N) has decided that he wants to live on and Endryt wants them destroyed. He’ll a dead god. He’s looking for able-bodied offer his escorts a handsome payment planewalkers willing to explore the

DRAGON #240 61 by Monte Cook illustrated by R.K. Post

arsheva Longreach, a renowned planewalker, once said enchantment allows them to create spells and devices unique that as strange and alien as the forces of chaos seemed to them. (A body’s likely to encounter a modron with magical to her, the forces of order seemed equally strange-if not items, but he might not even realize that the modron’s got stranger. Upon close examination of some of the most visible them, since they seem “built in” -lenses of detection, eyes of embodiments of order, a body would probably agree. See, the minute seeing, slippers of spider climbing, gauntlets of ogre power, creatures in question are the modrons. armor of blending, bracers of defense, etc. Modrons also use more The modrons, known to some graybeards as modrontificus obvious items like wands, rings, weapons, and similar devices.) rigidilus and to others as those annoying geometric bashers, So now, since the modrons have begun their march, a are inhabitants of Mechanus, at the center of the Planes of canny blood might start to expect seeing them in his own kip. Law. Some primes refer to the plane as Nirvana, although it’s Those that do can learn a little something about the new kinds pretty difficult to imagine why. of magic they might be carrying from the following few pages. Modrons are creatures of blind order, each taking on a dif- Remember, any bit of additional knowledge on the planes is a ferent geometric shape that signifies its place within the rigid little bit more of an edge a body’s got to keep himself alive. hierarchy. A few modrons go against this hierarchy, and these outcasts are called rogues. Rules for creating rogue modron Modron Magical Items PCs can be found in the Planewalker’s Handbook. Within some of the workshops and laboratories of Most of the modrons’ goals are insular and nigh indecipher- Mechanus, a body’ll find the most interesting things. Clockwork able to non-modrons. For example, beyond the reasoning of tools and gear-driven machines the likes of which no one’s anyone else, the modrons believe that it is important for them seen anywhere else. Unlike some such devices created by occasionally to march around the Outer Planes. Apparently they some mad prime inventor or even a few ingenious gnomes, are marching about these planes, called the Great Ring by these items work with such precision that there’s never any many, to gather information-but no one knows for sure. Like chance of mechanical failure-if a body treats them right. clockwork, the modrons go on this grand walkabout at set Examples of modron devices include gear-driven machines intervals. ‘Course, chant is that they’ve suddenly started a new that clean other objects (clothes, floors, etc.), open and close Great March out of the standard pattern. It’s simply not the right doors, print books, and more-not to mention, of course, time for them to be marching. Now, modrons violating standard incredibly accurate clocks. Below are a few examples of more procedure is a little like a Lower Planar fiend giving out flowers powerful items, useful to planewalking adventurers. and candy, so folks are more than a little confused (more infor- These items are created by modrons called septons. Until mation can be found in The Great Modron March, an adventure now, magical item creation wasn’t among their known duties- anthology available now). which just goes to show that even straightforward cutters like One thing that outsiders can understand (at least to a point) the modrons still have a few mysteries to them. is the advancement of modron magic-a special type of sor- Almost all modron magical items are activated by a specific cery, the secrets to which only they are privy. In the heart of command word. This word may be the true name of the device the plane of ultimate law, the modrons of ancient in question. (Want to know for sure? Ask a gray- times discovered a kind of magic that they call beard, berk!) Truphysik. This highly focused sort of

56 November 1997 Clockwork Sling shaft with a set of metal gears on the draw unwanted attention toward the This device can be used only by mod- end, each connected to a two-foot-long wielder. rons. Most folks agree that it looks like a blade. There are four blades in all. XP Value: 1,500 XP Value: 4,500 tiny catapult mounted on the top of the When activated, the gears begin to modron, with a small bowl-like reservoir spin rapidly and powerfully. This, in turn, Crystal of Clear Focus for additional missiles below it. When makes the blades whirl in a deadly blur. This clear magical gem is actually used, it’s affixed to the modron’s body, The spinsword has no magical bonus, but meant for creatures other than mod- preferably near the top. Like a miniature it inflicts 2d6 hp damage against small rons. The modrons that created it did so catapult, it lobs stones or other small and medium sized creatures, and 3d4 hp in order to provide others with an objects through the air with great force. damage against large opponents. For insight into the modron (i.e., “correct”) It even loads itself up to five times determining what creatures can be way of thinking. Such an act of benevo- before five more stones or bullets must struck by the weapon, treat it as a +2 lence is uncommon among the mod- be placed into its reservoir. enchanted sword. rons, but a body can assume that some In battle, the modron can use the The weapon can cut through 2” of of them believe that getting others to clockwork sling in addition to other wood per round, and even ½” of stone- see their way of thinking is ultimately attacks or actions (although if in close although each round of cutting through logical and helpful to modron goals. combat with a foe, firing into a melee stone presents a cumulative 5% chance Anyone gazing into this crystal for a presents the same sorts of problems as of destroying the spinsword. If a canny full round, taking part in no other action, always-see the Combat section of the blood stops cutting, waits a round, and falls into a short meditative trance during ® Guide). then starts again, the chance for blade that time. The very next round (and only The clockwork sling functions as a destruction goes back down to 5%. Non- the next round), the character is 20% magical weapon although there is no magical shields and armor struck by the more likely to succeed in a desired action. bonus to the attack roll (for determining clockwork spinsword must make a saving Thus, thief skills have a 20% increase, what creatures can be struck, treat it as throw vs. crushing blow or be destroyed. and attack rolls gain a +4 modifier. a +1 weapon). The damage it inflicts is Anyone wishing to use the spinsword Likewise, saving throws, ability checks, identical to that of a normal sling, with a must devote a proficiency slot toward its and any other action gains the bonus. +2 bonus to the die roll. use, because it is so unlike any other Only success or failure is modified by the XP Value: 900 XP Value: 3,000 weapon. Since it is so crude in its use, it meditation. For example, attack rolls gain is impossible to specialize in the use of a bonus, but damage rolls do not. Clockwork Spinsword the spinsword. The crystal can be used three times Despite its name, this weapon isn’t One drawback is that the spinsword each day. really much of a sword. Instead, a makes a great deal of noise while XP Value: 800 XP Value: 2,500 spinsword is really a three-and-a-half-foot activated. This loud, grinding sound may

DRAGON #241 57 Delay Fire Crossbow The lens of protection provides anyone retrieving dropped metal objects if the These devices are small, one-use looking through it complete protection clamp is attached to a length of rope. weapons. Delay fire crossbows were cre- from gaze attacks and sight-based dan- XP Value: 275 XP Value: 1,000 ated for use in a modron retreat. They can gers. This includes the blinding effects of be readied and placed into the ground, fir- a light spell, and even a blindness spell. It Mirrorball ing on their own and providing cover for also protects against spell effects such as Some folks like these things more the user’s escape. Once set, the crossbow eyebite or even horrible sights that might for how impressive they look than for their launches its quarrels either one or two cause the viewer to go insane. In fact, the actual usefulness. The modrons, however, rounds later, depending on the desire of modrons developed the lens so that they focus entirely on the device’s function. the user. Each crossbow fires three bolts at could safely view chaotic events without A mirrorball is a 4-inch silver sphere a time (and then can’t be used again harming their psyches-modrons are that floats and bobs around its owner. The because the magic consumes the device always looking for ways to avert the hor- surface of the sphere is highly reflective. and it fails apart). The bolts each attack a rible afflictions that cause some of their The magic that powers the device keeps random target within range and within a number to go rogue. the mirrorball maneuvering so that the 45° firing arc with a THAC0 of 10. The problem with the lens is that owner can see what’s behind him within Characters aware of the crossbows and rarely does anyone have more than one. a 180° arc. Even though the mirrored sur- doing nothing but attempting to avoid the This leaves most creatures with one eye face is curved, no significant distortion is attack gain a -4 bonus to AC that round- left exposed-although one-eyed crea- presented, so as long as a cutter glances of course, then the bashers’ve broken off tures, like monodrones and nonatons, into the sphere occasionally, he has virtu- pursuit and the crossbows’ve still done are perfectly safe. Two-eyed creatures ally 360° vision. The constant bobbing of their job even if they missed. have only a 50% protection from the the mirrorball comes from the device’s Delay fire crossbows are extraordi- above stated affects and spells. If the attempt at always showing a complete narily effective when used in large num- 50% protection fails, then the effect view of what’s behind the owner without bers, half set to fire in one round, the should be handled normally (with saving blocking any forward visibility. rest firing in the next. throws, if applicable). Chant has it that one in ten of these XP Value: 500 XP Value: 1,500 XP Value: 2,000 XP Value: 6,000 items has an additional magical func- tion. These special mirrorballs reflect Flying Harness Limb Extensions spells from their surface like a ring of This contraption is incomprehensible These odd devices don’t look like spell turning. This effect can apparently when a body sees it the first time. A canny much, but they really work. The modron be triggered anywhere from 1-10 times basher can study it for a while, however, straps the contraptions to his wrist or each day, depending on the individual and eventually tumble to its use (DMs ankles (assuming such terms apply). Ten device. may wish to require one or more times each day, they can be commanded Normal Version Intelligence checks). Once the canvas to telescope outward with small hands or XP Value: 500 XP Value: 1,500 wings are unfolded, any medium sized feet on the end, effectively extending the Spell-Turning Version creature can be strapped into this device limb(s) as needed. Each can extend up to XP Value: 1,200 XP Value: 4,000 (he must have help from at least one 30 feet. Once the desired extension is other individual). Upon command, the reached, they remain that length until Truebridge omithoptic machine begins to flap its fully retracted. When not activated, this modron wings and fly like a bird. It moves at speed The arm extensions have hands on the device looks like a square plate of 18 and has a maneuverability class of C. end that the modron controls. They are refined steel, about 18” to a side, and The flying harness is particularly frag- fairly dextrous and strong able to manip- about an inch thick. The plate weighs ile in the air. If it sustains 1-10 hp in com- ulate small objects and even wield approximately 12 Ibs. When activated, bat, the character must land immediately. weapons (use the same value as the mod- more steel plates, apparently imbedded (A modron, an alchemist, or an inventor ron’s). To use them, the modron’s real in the original, begin to extend out, and is needed to repair the damage.) More hands must be free. The leg extensions then plates extend out from them, so than 10 hp damage destroys the harness allow a modron to walk through deep liq- that eventually, the whole thing is 3’ and sends it and the character within uids or step over hazardous substances. wide and anywhere from 5’ to 30’ long crashing to the ground. Strangely, when Non-modrons can use these items as (depending on the command given by on the ground, the harness can take a well, but at half their normal Strength or the user). good deal more punishment (twice as Dexterity scores. The weight of the device does not much in fact). Any creature of size M can XP Value: 2,200 XP Value: 7,000 change, but it retains a great deal of use this device, modron or not. strength-the entire truebridge, no mat- XP Value: 750 XP Value: 2,500 Magnetic Clamp ter what the size, has the durability of a Lens of Protection This device allows modrons to attach one-inch thick steel plate. It can support things like bags, sheaths, quivers, etc. to up to 1,000 Ibs. or more safely. Modrons Most cutters’ve noticed that modrons themselves easily and cleanly. It’s simply in the past have used these magical often have special lenses over their eyes. a magical stone that is attracted to items to create small bridges, erect low While some of these simply aid the bash- metal with a Strength of 9, with a sturdy barricades or defensive walls, or as lad- ers in their normal vision, some give metal clamp that can hold most any- ders to scale vertical surfaces, because extended capabilities. (As noted above, thing that could fit in a cutter’s hand. the truebridge can be commanded to many modrons are equipped with lenses Non-modrons can use such a device form small handholds on its side. of defection or eyes of minute seeing.) as an aid in climbing a metallic wall or in XP Value: 1,000 XP Value: 3,000

58 N OVEMBER 1997 Winch of Giant Strength The benefit given by the spell is that This spell creates a weapon extraordi- This is a tiny set of powerful gears all actions committed to at the casting of narily useful to the modrons, particularly with a rope and wheel (to wind the rope the spell gain a bonus of +3 (or +15 per- as they make their Great March through around) connected. The rope is thin but cent) to any applicable rolls. In the so many other, potentially hostile planes. very strong. Once put in place, the winch example, if the door is assumed to be Upon casting the spell, the wizard cre- cannot be moved again by any force barred, the caster gains a +15 percent to ates one or more arrows of pure white unless the proper command word is his bend bars/lift gates roll. Then on the energy. Such arrows can be placed into given. With another command word, second round, he gains a +3 to attack any kind of bow, including a crossbow. the winch automatically begins pulling and damage rolls as he strikes the The arrow must be used within the in the rope with the strength of a hill guardian. On the third round he gains a time span of the spell’s duration, or the giant. This is useful not only for hoisting +3 to his Dexterity as he makes an abil- arrow disappears and the spell is wasted. heavy objects into the air also, but for ity score check to leap over the pit. It must be fired from a bow or crossbow opening locked or stuck doors (in effect, Of course, the above plan is based on to be used (throwing it simply doesn’t pulling them off their hinges), and other many assumptions. The only thing that work). When fired, it has a range com- matters. Modrons not known for their can cause a deviation from the declared mensurate with the weapon that great strength utilize this device to per- plan is a failure to perform a stated launched it, and it always strikes the form feats otherwise beyond them. action that then prevents the following potential target. The effects of the XP Value: 1,300 XP Value: 4,000 actions from being attempted. If the arrow depend on the targets ethical bend bars/lift gates roll fails, the charac- alignment. Modron Spells ter is stuck outside the room, and must If the character is Chaotic, the orderly Modron magical skills aren’t limited try again. If successful, the spell takes energies of the arrow inflict great pain, simply to creating enchanted items. The him into the room to attack the guard inflicting 1d8+2 hp and the forcing the modrons have developed new spells but then wears off before he reaches the target to make a saving throw vs. para- that they can use to make the most of pit (and since the spell is over, he’s no lyzation or be stunned for 1d3 rounds, their learned knowledge. While there is longer obligated to leap over it). If his unable to act. no known school of magic that focuses blow against the guard missed in the If the target is of Lawful alignment, on the modrons’ Truphysik, the spells second round, however, he still has to the arrow’s magic doesn’t harm him but that they’ve developed with their insight attempt to jump over the pit, because sustains him, healing 1 d6 hp damage (if into the craft are unique and useful (if, the guard being alive doesn’t preclude the character is hurt) and raising morale perhaps, a little odd). this. It might mean that the guard by a +2 bonus for the next 1d10+5 attempts to stop the caster or continues rounds. Set the Path to attack him from behind, but the caster Neutral targets struck by the arrow 2nd-level wizard spell can’t do anything about that. fall under the sway of the forces of law Range: Caster Further, if (after casting the spell) the for a short time. In effect, such charac- Components: V, S, M above caster discovered that the ters are charmed (as a charm person or Duration: 3 rounds portcullis was already raised, or there charm monster spell) to think of any Casting Time: 2 was no guard, he still must spend the Lawful being as a friend for 3d10 Area of Effect: Caster round miming the action he had set out rounds. Saving Throw: None to do. The absence of the opportunity to High level wizards can create more Much of the modron way of thinking take a stated action is not the same as a than one arrow of law with this spell. involves the clarity of order. Set forth a failure. If circumstances or the action of For every five levels of the caster, he can good plan, don’t deviate from it, and another force the caster deviate from his create one arrow, rounding down. everything will work out. The modrons’ stated course, he still makes all possible Therefore, casters of levels 5 to 9 create foes often use this sort of thinking attempts to do what he planned in the one, 10 to 14 create two, and so on. The against them, since they’re not good at order that he planned it-even if the additional arrow(s) can be created at any reacting to unforeseen circumstances. action is impossible or nonsensical. time during the spell’s duration, but none Nevertheless, this spell allows a mod- Casters cannot put contingencies in the last beyond the end of that time limit. ron to set forth a course of action and plan (“if I kill the guard, then I jump over The material component for the spell then follow through with focus and skill. the pit”) and must specify the order in is a normal arrow-although only one is When cast, the wizard states what his which actions will be taken. needed, even if more than one arrow of actions will be in the next three rounds. The material component for this spell law is created. Once the magic is set into motion, he is a small, perfectly straight iron rod that cannot deviate from this plan no matter is three inches long. Correlate Data what happens, and no matter what he 4th-level wizard spell wishes. For example, the caster might say True Arrow of Law Range: Caster that on the first round, he opens the 3rd-level wizard spell Components: V, S portcullis blocking entrance to the next Range: Touch Duration: Instantaneous room and goes in. The second round, he Components: V, S, M Casting Time: 4 attacks the guard inside the room. On the Duration: 1 round/level Area of Effect: Caster third round, he leaps over the pit in the Casting Time: 3 Saving Throw: None middle of the room and reaches the far Area of Effect: Special As the modrons go about their Great wall, where the object of his desire rests. Saving Throw: Special March, they are presented with a great

DRAGON #241 59 deal of information. A body’s got to pre- Harmony campaign can just as easily bring mod- sume that they’re on the walkabout to 5th-level wizard spell rons to a prime world. While not as gather as much of the chant as they can, Range: 10 yards/level destructive or murderous as fiends, so they’ve got to be able to both Components: V, S, M modrons are cold and utterly heartless. observe and bring together vast Duration: 1 round/level If someone gets in their way, they won’t amounts of information as they pass Casting Time: 5 hesitate to eliminate them. Modrons through an area. This spell aids them in Area of Effect: 5,000 cu. ft. might come to a prime world like Athas, this goal. Saving Throw: Negates Krynn or Aebrynis to establish an obser- When cast, correlate data allows the This spell utilizes the harmonious vation post (information is important to wizard to bring together every detail aspect of the force of law. Essentially, the modrons), obtain a magical item or that he has experienced in the last 24 everything within the spell’s radius artifact on Toril or Oerth, or eliminate hours-every sight, every sound, every becomes harmonious, calm, and peace- some chaotic stronghold on . bit of chant that he’s heard . . . every- ful for the duration. Strong winds die Most of the time, however, the modrons’ thing. Not only is this information then down, earthquakes are calmed, and motivations are completely incompre- stored away in his memory so that he even intelligent creatures cease all vio- hensible to humans and demi-humans- can recall any of it with perfect clarity lent actions. so who knows why they might come? but also he can gain insights about what All beings of greater than animal In the adventure anthology The Great he has experienced. Intelligence are allowed saving throws vs. Modron March, Prime Plane PCs can be When the spell is finished, the wizard spell (modified by Wisdom) to resist the incorporated in many ways. Any charac- should make an Intelligence check. If spell’s effects, although the DM may wish ter who’s accidentally blundered through successful, he learns something from to adjudicate based on the beings inten- a portal and found himself in Sigil can be what he has perceived. The actual reve- tions. Only the truly aggressive, angry, or used in the first adventure of that prod- lation is up to the DM. The DM should driven of creatures may wish to resist the uct, and since all of the scenarios in the feel free to provide the caster with what- spell, depending on the situation. A crea- book are more or less linked a DM can ever he wishes, but the amount by ture leaving the area of effect retains its then use the product to take some Prime which the wizard made the Intelligence calm demeanor for 1 d4 rounds. Material characters on a wild ride check by should indicate the amount of Calmed creatures will not take violent through the planes. information (roughly). action unless threatened. They also make Alternatively, a powerful wizard could For example, if the caster has just only slow, simple movements-most (75 send the PCs to the planes to find the spent the last 24 hours locked within a percent) actually sit or lie down on the modrons for some reason-maybe even prison cell in a mighty fortress, watching ground peacefully. During the duration of to get hold of some of the secrets of the the guards come and go, he might learn the spell, all affected are pleasurably magic discussed in this article. ‘Course, that the cell that he is in has a structural relaxed. If any targets are calmed for the when the PCs show up and find them- weak spot on the floor (perhaps he entire duration, they’re fully rested and selves following the modrons around the observed that his captors avoided this even have a 50 percent chance each to planes on their Great March, that just spot when they brought him his meals). heal 1 hp (if hurt). makes things all the more interesting. Just the right amount of pressure in just Only the spell’s relatively small area Of course, extra-planar adventures the right spot might be what he needs to of effect is calmed. Earthquakes and aside, the magical items and spells in escape. harsh weather still occur outside the this article can be used in any campaign Or, if traveling through a wild wood- area, but their effects cannot be felt without ever mentioning anything land, the caster might observe that there within the spell’s domain-trees blown about the modrons. Perhaps they’re the are just a few too many birds and other over and falling into the area of effect province of a group of lawful wizards small animals than there should be in fall harmlessly to one side, and tumbling who gained the knowledge from a this forest. The exact percentage of boulders sent in by an avalanche come rogue modron long ago, or it was some- increased animal life indicates that a to a gentle stop. how passed on to them by the modrons black dragon must have recently moved The material components for the in some ancient pact. Ultimately, the into the area (probably making its lair spell are two tiny, silver gears that fit idea of law-based magic, as opposed to near the river the caster saw a few hours perfectly together. chaos magic, should fit into virtually any ago, which was almost certainly the fantasy setting. type which would create an underwater Modrons in Other Settings cave system upstream about two or In terms of worlds other than the three miles), making some of the area’s PLANESCAPE settings, the modrons are large predators its own prey. extra-planar entities that come from the Basically, the information can be as plane of Mechanus. Though Prime Sages have discovered that there is actu- detailed as the DM wants and can Material settings like the FORGOTTEN ally a modron below the status of the mono- assume huge leaps in logic (and even REALMS® or GREYHAWK® settings won’t be drone, that being the montedrone. This knowledge that the caster doesn’t know affected much by the modrons march- creature writes role-playing games for TSR. or doesn’t remember learning, like what ing around the Outer Planes, they can sorts of rivers create underwater caves). still make interesting encounters for PCs Alternatively, the DM can limit the infor- of any world. mation to just what the caster directly Gates, rituals, and other devices to observed. bring fiends into a Prime Material

60 NOVEMBER 1997 Magical Steeds for Knights of All Alignments

by Steve Berman

illustrated by

WHEN THE WORLD WAS RULED BY ANIMALS, the fastest stal- Now the stallion was proud, and he ignored the mare’s desire lion that ever galloped coupled with the strongest mare in the to accept the offerings from the Upper Planes in return for their land. The pair soon drew the notice of the Powers of the Outer foal. He told all the ambassadors to return with even greater Planes, for the Powers knew that the pair’s foal would be greater offerings that he might then decide among them. than any other steed that had lived. Each of the Powers wanted This declaration angered the ambassadors. The evil Powers it, hoping to breed the foal and have its descendants bound to conspired to take the foal, and the good Powers worried how the essence of its Plane. they might protect the animals and still earn the foal. The Powers The stallion remained vigilant over his pregnant mate, so of the Outlands saw the upcoming conflict and found if unac- ambassadors were sent, one from each of the Outer Planes, to ceptable, so they used their abilities to ensure balance by splitting offer a great gift and convince the sire to give up the foal at its the unborn foal’s spirit nine ways, allotting to each Power a foal birth. of its own and leaving the original foal to its parents. Thus, all the The ambassador from Mount Celestia brought a bushel of the ambassadors were satisfied and returned to their native Plane. finest grain from bountiful fields. Elysium offered the foal’s weight The arrogant stallion received nothing, and the mare was con- in gold. The Arborean had composed epic verse to celebrate the tent to keep her offspring. birth, while the ambassador from Mechanus displayed a master- ful statue of the two horses. A visitor from Limbo lifted a won- drous elixir in a glass, as the representative of the Gray Waste Thus were the equars of the nine Outer Planes created sought to bribe the pair with rotten meats clutched in its claws. from a single Prime Plane foal. While other horse-like From the Abyss came the promise to slay all the stallion’s rivals. denizens of the Outer Planes (such as the nightmare) roam Baator sneered at the others, calling their offerings petty and the multiverse, the equar is the steed that most often finds unworthy. It promised the foal great station and power. Only the itself a part of the deeds of mortals. Not only a knight or ambassador from the Outlands had nothing to paladin but also any character in your cam- offer; it remained apart from the others and paign might win one of these mounts as watched. his or her own.

26 JANUARY 1998 Equar Lesser Equar Greater Equar CLIMATE/TERRAIN: Any Any FREQUENCY: Very rare (rare) Very rare (rare) ORGANIZATION: Solitary (herds) Solitary (herds) ACTIVITY CYCLE: Diurnal (good-aligned) Any (all alignments) Nocturnal (evil-aligned) Any (neutral-aligned) DIET: See below See below INTELLIGENCE: Very to High (11-13) Exceptional (15-16) TREASURE: Nil Nil ALIGNMENT See below See below

NO. APPEARING 1 (3-8) 1 ARMOR CLASS 3 1 MOVEMENT: 18 24 HIT DICE: 6 9 THAC0: 15 12 NO. OF ATTACKS: 2 2 DAMAGE/ATTACK: 2-12/2-12 3-12/3-12 SPECIAL ATTACKS: See below See below SPECIAL DEFENSES: See below See below MAGIC RESISTANCE: Nil 20% SIZE: L L MORALE: Champion (15-16) Fearless (20)

The equar is a horse-like species native to the Outer An equar can gallop back to its home plane at will, but Planes. Nine different breeds of equar have been recorded, it might well take any rider with it, as mentioned above. and from time to time they are summoned to the Prime Each equar has an innate weakness as detailed in each Material Plane to act as steeds and helpers to powerful indi- individual’s description. The special vulnerability may not viduals. An equar’s appearance and demeanor vary from be known by its summoner; after all, such beasts rarely type to type. Each is strongly aligned to the same ethos as mention their weaknesses to anyone, even a well-known its native plane. An equar can speak the Common tongue, and respected individual. Some arcane tomes that contain its alignment language, and by means of the spell that sum- the spell to summon the beasts might offer a hint. The more mons it forth, the same racial language as the caster. obvious weaknesses though, such as those of the troth- The spell to summon these creatures creates a pact spyre and charnalbalk, soon become apparent to a rider. between a rider (who need not be the caster) and the equar. The spell-like abilities possessed by lesser equars oper- Each promises to look after the welfare of the other. The ate at 9th-level ability; greater equars make use of their tal- equar agrees to aid the rider, who in turn pledges to provide ents at 12th-level ability. the unique food the equar craves while upon the plane. A lesser and greater equar are actually the same crea- Habitat/Society: Equars tend to travel the wide open areas ture; the term designates how fully the creature exists on on their native plane. They roam in small herds of no more the Prime Material Plane. A lesser equar still has some of its than ten, lead by the strongest stallion. Lawful equars mate essence upon its home plane, while the greater equar has for life. A foal is born only once every 20 years and requires been wholly conjured. Thus, any equar encountered upon six months of parental care as it learns to gallop and use its its home plane is a greater equar. special abilities. An equar has a life span of about 100 Riding an equar has its dangers. Should the steed be dis- years. pelled through magic or circumstance, it immediately gal- More powerful denizens of the Planes often seek out an lops to its home plane—with the unfortunate rider still in the equar to use as a steed. Not always is the creature willing saddle. Also, a rider who has proved to be the of the to accept the rider. Often, in the case of the Lower Planes, a alignment of the equar might unwittingly convince the crea- fiend captures and subdues an equar. Bards of many Planes ture that he deserves to be taken back to the equar’s home tell of incidents in which a summoned equar was thus acci- plane. A protection from evil/good spell or equivalent effect dentally released from such service and then pursued to the prevents the equar from carrying the rider off-plane. Prime Material Plane by the infernal denizen.

Combat: Equars can act as warhorses. All can be fierce in Ecology: On their native plane, equars graze on the natural battle, attacking with their front hooves. Creatures of plant life, though the evil equars also hunt for meat. Like opposing alignment are always attacked first. the horses they resemble, an equar consumes a great deal Equars have keen senses and are never surprised. They to keep up its stamina. Only on the Prime Material Plane are are immune to petrification, disease, and poison. Equars the creatures eating habits extreme and they require such cannot be affected by charm or beguile spells or their vari- special diets as gold or poison to maintain their magical ants. They are harmed only by magical weapons of +1 or link to their home plane. greater enchantment.

# DRAGON 243 27 Trothspyre Special Abilities: Instead of tram- The Paladin’s Trothspyre Lawful Good pling with its hooves, a trothspyre can impale an enemy upon its sharp horn, Of the equars, only the lawful The noble trothspyre is summoned good trothspyre provides a suitable from the verdant plains of Mount inflicting 1-10 hp damage (2-12 for a greater trothspyre). Any form of mount for the paladin. If the DM Celestia. Some sages have marked the feels that the paladin has earned a resemblance between the trothspyre undead and any chaotic evil creature suffers double damage from the troth- special mount, he might allow a and the unicorn. Indeed, when seen quest for a lesser or a greater troth- from a distance, the two might be con- spyre’s horn attack. A trothspyre can cast know align- spyre. fused; but a trothspyre is markedly dif- A paladin blessed with a lesser ferent from a unicorn, with crystalline ment at will by touching an individual with its horn. trothspyre warhorse receives a +1 hooves and a twisted horn rising from bonus to Charisma while mounted its brow. Some sages have commented In addition to all common equar abilities, the trothspyre has the follow- atop the equar, and their combined that the horn is actually a symbol aura is equivalent to a double- for the word “truth” in an archaic lan- ing spell-like powers: strength protection from evil spell. guage. Evil creatures tend to avert Lesser: A trothspyre can cast detect lie and protection from evil twice per Attacks made by evil creatures their eyes, if possible, from the sight of against the paladin or his troth- the horn. day and can seal wounds with a touch of its horn. This action heals only 1 hp spyre suffer -4 penalties to attack Diet: The trothspyre eats only the rolls, and any saving throws caused most fine and rare of grains, which of damage, but the wound stops bleeding, even if the victim has been by such attacks are made with +4 must have been blessed by a lawful bonus. good priest; each such meal costs at affected by a sword of wounding or similar effect. In addition to the above powers, least 50 gp. The creature will starve any paladin astride a greater troth- itself rather than eat mundane grains. Greater: Trothyspyres can employ a detect lie spell on any creature within spyre radiates a 30’ radius aura of The trothspyre must also spend at bravery, affording himself and his least four hours drinking in the sun- 20 feet unless the falsehood is hidden by an undetectable lie spell or similar nearby allies a +4 bonus to fear, light every day to be sated. The troth- hopelessness, antipathy, and phantas- spyre goes no more than two days effect. A touch of the creature’s horn mal killer spells. without such a light-drinking seals wounds (as described above), The pact between paladin and before it views the pact and once per trothspyre is unbreakable for as with its rider null long as the paladin remains a and void. day the creature can paragon of virtue. Should the pal- cast cure seri- adin fall from grace, the trothspyre ous wounds. A remains with its rider for as long as greater trothyspyre’s the paladin endeavors to redeem rider gains protection himself. If the paladin abandons his from evil while upon the true calling, the trothspyre returns equar’s back. to its home plane in disgust. Special Weakness: A A paladin who has remained lesser trothspyre cannot honorable and faithful to his calling exist on the Prime can coax his trothspyre steed into Material Plane after foregoing its usual diet in favor of a sundown. It slowly lesser meal if fine grains are unavail- fades away, able, with the understanding that returning to its the equar will dine well when the rider’s location opportunity presents itself. A troth- (as long as the spyre can live for months in this fam- rider remains on ished state but suffers a -1 penalty the same plane) on attack rolls and saving throws (-2 at daybreak. The for a greater equar) until fed well. greater trothspyre At any time, a paladin may heal remains on the plane, his trothspyre’s hit points at the loss to its chagrin, but its AC of his own. Similarly, a trothspyre falls to 5, and the creature may sacrifice any portion of its own suffers a -1 penalty on all hit points to heal its injured rider. attack rolls until the The two must be in direct contact next daybreak. for this exchange to occur, and the one bestowing the hit points can never drop below 1 hp as a result of the transfer. Neither the trothspyre nor the paladin can heal others in this fashion; the exchange is limited to rider and mount

28 JANUARY 1998 Gildmane the gift to travel the Astral Plane, none Neutral Good has done so for centuries, perhaps A gildmane appears as a fearing that the fiend that stole its tail stout chestnut horse with a still hunts it. Any attempt to take a shimmering mane and hooves of gildmane into the Astral Plane is con- pure gold that shine in the sun. sidered a breach of the pact. equar lacks a tail. Legends claim that In addition to all common equar the first gildmane had a long flowing abilities, the gildmane has the fol- tail, but the creature angered a power- lowing spell-like powers: ful fiend, causing havoc on the Prime Lesser: The gildmane can Material Plane as it fled the demon’s grant good fortune to an indi- wrath. The fiend chased the gildmane vidual, lending a bonus of +1 through the Astral Plane and across (on 1d20) or +5% on an single the spheres. In its fury, the fiend was roll once per day. The equar heedless of the track the equar was an cast glitterdust shield (pro- taking. Thus the equar lead the tecting both itself and rider), fiend into the midst of Elysium, and astral window, each where it was slain by the once per day. denizens of that good Greater: The Plane. Its final act was gildmane can to grab hold of the grant exceedingly gildmane’s long tail good fortune to an and tear it off. The individual, allowing either a +1 equar rode on, and ever bonus for one turn to all rolls or a sin- since then the gildmane gle +3 bonus to any single attempt, has had no tail. per the light spell, and it offers a +1 on once per day. The equar can cast glit- Diet: The gildmane’s peculiar diet all saves for anyone within that 20’ terdust, shield, and astral window all demands worked gold (coins, jewelry, radius against any form of curse or twice per day. etc.), the purer the better. It consumes hex. Cursed magical items within this Special Weakness: Gildmanes 200 gp value of the metal each day. aura stand revealed for what they are attract the attention of evil creatures. Should it feast upon less for more than and may be abandoned by their own- Any and all monsters of Low intelli- three days, the gildmane becomes ers without fear of return, as if the gence (7) or lower must make a sav- surly and considers itself released from proper spells (remove curse, dispel ing throw vs. spell every day while a the pact, returning to Elysium. magic, etc.) or conditions necessary to gildmane is within one mile. Failure Special Abilities: By touching a lift the curse had been cast or met. means that the evil creature is drawn hoof to any suspect gold, the gild- This curse-breaking aura may be sum- to attack the equar and its rider when mane reveals the purity of the object: moned but once per day and lasts for within range. whether it is indeed gold or simply no more than one hour. gold-painted iron or a lesser metal At any time, a gildmane can speak Favonian enchanted with the fool’s gold spell. A with an astral traveler by gently laying Chaotic Good rider who knowingly supplies false a hoof upon the creature’s body. Known to travel the open fields of gold to the equar voids the pact. Though the gildmane is said to have Arborea, favonians are unafraid of the A gildmane can surround itself with worst weather conditions. These a golden glow that provides light as equars consider the downpours of major storms as nothing more trou- bling than a spring shower. They are pale horses, bluish-white or dappled gray. Diet: A favonian’s diet upon the Prime Material Plane is one of rain water and ancient sagas. Of all the equars, the favonian most enjoys the songs and antics of bards and entertainers, seeking out such company when the opportunity arises. Rain water can be collected in barrels or found in puddles after a sudden downpour. Far more difficult to find are the epic poems and songs that the equar demands be read or sung in its pres- ence; usually such passages must be found in old libraries or copied from

# DRAGON 243 29 the epitaphs of barrows. Failure to Lithicthil Special Abilities: Once per day, the lithicthil can increase any one attribute provide the favonian’s food and drink Lawful Neutral for three consecutive days convinces The stalwart lithicthil rides through of its rider by 1-4 points (but not to exceed the racial maximum). The the equar that the pact is broken, and the open areas of Mechanus. At first it departs. glance, the lithicthil appears to be a equar must be within 100 feet of the rider and often chooses itself which Special Abilities: A rider never falls living stone statue, but its flesh simply characteristic to augment; for example, off a favonian unless the equar has an odd, sculpted look to it that a lithicthil who feels that its rider could wishes it; even at the most grueling resembles stone. pace or windy conditions, a favonian’s Diet: A lithicthil eats only worked treat it with more respect might choose to augment the rider’s Charisma, even rider is safe from being ousted from materials—stone, wood, metal, clay, if the rider would prefer an aug- the saddle. Favonians also leave no etc.—that have been enchanted in mented Strength or tracks on any surface. some way. Some are extremely The senses of a favonian are not finicky and eat only marble Dexterity. The effect hampered by heavy rain, fog, or mist or wrought iron. lasts five rounds for a of mundane or magical origin. When lesser lithicthil, one in such weather conditions, the equar turn for a greater. can conjure 1-3 phantom steeds, as This equar can per the spell. These phantasms also detect enchant- appear identical to the favon- ment at will, as per ian and may be ridden as the detect magic spell, normal horses. They also noting if an individual act as a mirror image spell, has been affected by distracting enemies’ attacks any sort of spell from from the real favonian. the School of In addition to all com- Enchantment. mon equar abilities, they In addition to all common have the following spell-like equar abilities, the lithicthil has powers: the following spell-like powers: Lesser: Favonians can Lesser: The equar can cast cast alter normal winds remove fear once per day. (described in the Greater: The lithicthil can cast Wizard's Spell remove fear thrice a day and meld into Compendium [WSC]), stone (rider and equar both affected) gust of wind, and once per day. The rider is immune to obscurement each once fear while astride the lithicthil. a day. Special Weakness: Exposure to Greater: Favonians random magic is detrimental to can cast alter normal this equar. It suffers a winds, (WSC), cloudburst -2 penalty on all (WSC), gust of wind, and saving throws obscurement all thrice per day. The against wild equar can perform a flying gallop thrice per day (MC B), lasting one turn, during which the equar moves at nor- Legend marks their number at seven, mal movement rate through the air, New Magical Item but some bards sing that there are as as per the fly spell. The Saddles of Ahl Mitac many as 13 enchanted saddles. Special Weakness: Because of their The conjurer Ahl Mitac was (Some sages point out that the num- admiration (some say even love) for known throughout the world not so ber changes frequently, depending bards, these equars never attack an on the length of the song the bard much for his tremendous magical entertainer, even one of sinister dis- prowess but for his many beloved wishes to sing.) position. In dealing with such persons, Whenever any woman sits atop a daughters. When suitors began to they’d rather disperse the crowd and saddle of Ahl Mitac (even if the saddle visit the conjurer’s estate, Ahl Mitac deprive the rogue of his or her audi- decided to create a wondrous dowry does not rest on a mount), an equar ence-and thus his or her livelihood. A for each child—a gift that not only of the same alignment is instantly favonian will come to an entertainer’s summoned as her steed. A pact can would be valued for its worth but rescue, even when such action devi- also could bring back swiftly any then be arranged between the rider ates from the desires of its rider. A and the equar. If at the time of the daughter who found her husband favonian’s rider who attacks a bard or summoning a normal horse had been unkind. After many days of toil with other entertainer learns that the local craftsman and countless nights wearing the saddle, the equar inter- favonian considers this action a planarly changes places with the ani- spent consulting Planar charts, Ahl breaking of the pact. The favonian Mitac cast a dweomer upon several mal. sternly admonishes the offender XP Value: 1,000 GP Value: 5,000 of the most finely-wrought saddles. before departing the plane.

30 JANUARY 1998 magic (and the greater lithicthil’s was caused by magic resistance does not apply to fire and that such dweomers), and any magical flames are espe- item that has random effects or pow- cially harmful to ers (such as a bag of beans or a wand of the monster. wonder) will not function normally The forewarned within 100 feet of an lithicthil; instead, rider readies a the item will permanently drain itself torch as they rush of all magic to induce a wild surge (see down to engage Tome of Magic, page 7) within 100 feet the troll. of the equar, quite possibly affecting A menthric can the item’s wielder along with the cast analyze balance lithicthil, who—in addition to suffering and detect magic at the effects of the surge—also suffers will. 1-20 hp damage instantly. In addition to all com- Menthric mon equar True Neutral abilities, the The menthric, native to The menthric has Outlands, appears as a normal horse the follow- and can have a variety of colors, from ing spell-like piebald to roan. But when seen out of powers: the corner of the eye or with a true see- Lesser: ing spell or similar effect, the Menthric The men- has the form of a plain-faced human thric can dressed in non-descript clothing and cast hold shoulder-length hair. A perceptive per- portal, knock, son might notice that the menthric mending, and casts a human’s shadow rather than a shatter once per horse’s This equar is often called day. upon when some event upsets the Greater: The men- balance of power in the Prime thric can cast hold portal, Material Plane (for instance, during knock, mending, and shatter twice per times of war, famine, and plague). day. Once per day, the equar can sum- Diet: A menthric must feed on mon a unique magical shield to pro- enchanted script: magical scrolls, wiz- tect both itself and rider. This effect ards’ spell books, and the like. takes the form of the opposing energy/ Unfortunately, it is still vulnerable to force that the attacker is using and any protective wards placed on the thus only works against spells or mag- writing (such as explosive runes, sepia ical effects. The menthric (and its rider) snake sigil, and the like), activated suffers only half damage from the irresistible dance, polymorph other or when the equar begins to eat. A men- attack, one-quarter if a saving throw is unluck) or rigid state (such as domina- thric requires no less than four pages successful. Thus, if a red dragon tion or hold monster) have a 5% chance of magical script per day. If the equar breathed on a protected menthric per level of the spell of driving the must go for three days without this employing its magical shield ability, equar back to its home plane. This risk food, the pact is broken. most of the flames would be blocked occurs only if the menthric fails any Special Abilities: A menthric has a by a suddenly appearing ring of ice magic resistance and saving throw talent for discerning weaknesses and and frost. The equar galloping rolls. Unfortunately, the rider of a ban- strengths. If able to observe a creature through a blade barrier would be ished menthric is also sent with the for a full round, the equar can deduce encircled by flying bucklers. This equar. whether the creature has any vulnera- arcane shield lasts for one turn. bilities or immunities. If the creature Special Weakness: A menthric is a Potherrounce should have more than one special creature of balance, prone neither to Chaotic Neutral weakness or defense, the menthric chaotic behavior (rash decisions) or The potherrounce is a creature of can discover them with further scrutiny, lawful deliberation. It uses its own true chaos, native to the wilds of learning one such trait per round. For instinctive nature as a guide. However, Limbo. Though always a horse in instance, atop a hillcrest, a menthric spells that induce such state tend to basic form, it has no true appearance; and rider spy a horrid figure stumbling wear at the creature’s ties to the Prime every time one looks at a pother- along the river bank. The menthric Material Plane. Thus any true chaotic rounce, one sees something different. watches and notes that the creature or lawful magic—including Priest spells Thus, the first glance might show a favors its side, a sign of weakness. By of the spheres Law and Chaos, and zebra, while the next a draft horse waiting another round, the equar those wizard spells that either induce a with a mane of flower petals, and the magically perceives that the wound disordered state such as chaos, Otto’s next glance a dappled mare with

# DRAGON 243 31 three tails. This effect can be quite dis- Special Abilities: Because of its nat- of 1 point per week spent away from concerting, and superstitious folk ural environs, the potherrounce’s the potherrounce. intensely dislike and distrust this magic resistance is effectively doubled Special Weakness: Any missile equar and any who associate with it. against wild magic and surges. Also, a weapon blessed by a lawfully aligned Diet: Being borne from the forces potherrounce’s senses are constantly priest inflicts double damage to a of chaos, the potherrounce hungers patternweaving (see the Tome of Magic potherrounce. The equar attempts to for food similar in nature. Upon the [TOM]). Thus the equar is unaffected by retreat from such attacks if at all pos- Prime Material Plane, the only meals it such spells as blur, chaos, confuse lan- sible, even if its rider demands other- eats are mixed magical potions guages, confusion, fool’s speech, the wise. Hold spells and other forms of (unmixed vials are unappealing to the reverse of tongues, and the like. paralysis inflict 1-3 hp damage per equar; see Table 111 in the DUNGEON In addition to all common equar round on the potherrounce in addi- MASTER® Guide for the effects of mixing abilities, the potherrounce has the fol- tion to their usual effects, as the equar potions). Since the potherrounce lowing spell-like powers: cannot freely shift its appearance demands fresh concoctions, the result- Lesser: A potherrounce can cast under such effects. ing mix can be quite volatile, and blink, affecting both it and rider, three explosions have sometimes resulted times per day. The rider is continually Banecourser in the demise of the rider. Still, the protected as by a chaos shield (TOM) Lawful Evil potherrounce laps up the strange while mounted on the equar. For villains, the banecourser is a brew. Failure to provide a drink of at Greater: The potherrounce can cast grand mount. At first glance it appears least three different potions blended miscast magic (TOM) once per day. The to be nothing more than a fine black together once a week convinces the rider gains more protection from wild steed. Close inspection reveals its vile equar that the magic, sharing the equar’s enhanced nature. Then one might see the odd pact is broken magic resistance against such streaks of rust and verdigris along its dweomers. The potherrounce can coat. When the equar opens its urn ethereal with its rider for up mouth, a serpentine tongue slips out to one hour each day. for snake-like flicker. This equar Because of the shifting dwells on the awful moors of Baator, appearance of the but it is more than eager to appear on potherrounce, anyone the Prime Material Plane and work with a full day’s with evil riders. Moonlight never illu- exposure to the minates a banecourser, and observa- creature must tion of this uncanny effect is one of make a saving the means to uncover the true nature throw vs. spell of beast. or lose 1 Diet: The banecourser must feed point of on deadly poisons. Many a rider has Wisdom. perished from accidental exposure to Should such an attribute fall to 0 the venom gathered for the equar. through time spent in the equar’s The equar requires an average of 50 presence, the individual goes perma- gp of such poisons per day, or else the nently insane (until a restoration or pact is broken. limited wish spell is applied). Lost Special Abilities: The banecourser Wisdom is regained at the rate can detect poison by smell. With its

32 JANUARY 1998 flickering tongue, the creature can equar; if the banecourser becomes handed melee weapon. The lesser actually drain poison from any crea- trapped by a circle of silver, it departs rosinante may wield weapons of S ture. This venom-theft can be per- the plane, the pact broken. size, while a greater rosinante may formed upon a beast that has poison Due to the equar’s diet, a slow poi- employ M-sized weapons. glands or sacs, thereby robbing it of son spell cast upon a banecourser acts This equar can detect good at will such an attack. It can even remove as a slow spell, while a neutralize poi- through a magical sense of smell. The the venom from a poison victim’s sys- son inflicts 4d6 hp damage. A periapt equar is also immune to the effects of tem, perhaps inadvertently saving a of proof against poison, if bound to a a stinking cloud. They can see as well life in the process. To employ this spe- banecourser, forces the creature back at night as they do at day. cial attack, the equar must first suc- to Baator for a period no less than In addition to all common equar cessful strike the target. Thereafter, it one year. abilities, the rosinante has the follow- draws out the poison over the course ing spell-like powers: of a number of rounds equal to the Hit Lesser: The rosinante can summon Dice of a venomous creature or 2-7 a swarm of verminous rats (as per rounds for a poisoned individual (who the second-level Wizard spell sum- might well die before the poison is all mon swarm) up to twice a removed). Each round the banecourser day. When necessary, the spends draining the poison, the target rosinante can Move Silently suffers 1 hp damage from the sharp (60%) and Hide in tongue’s lapping. Shadows (70%), even Banecoursers have 60’ infravi- when ridden. sion but are irritated by daylight, Greater: While riderless, suffering a -2 penalty on all this equar can shapeshift rolls under such light, includ- into a giant rat once ing the effects of a light spell per day and slip or similarly bright illumina- through small open- tion. This rider shares both ings no less than one the infravision and the foot wide. The sensitivity to light, unless creature may also summon 1-3 giant wearing a helm, hat, or rats once per day to aid its cause. Such other apparatus to shield creatures are under the complete con- the eyes from direct light. trol of the rosinante with no need for Interestingly, all creatures the equar to concentrate to keep the encountering the rider while he or beasts in line. Note that the area she is in physical contact with where the rats are summoned must the banecourser are be hospitable to such rodents, or else affected as by a none can be called. When necessary, friends spell, with the greater rosinante can Move no saving throw Silently (80%) and Hide in Shadows allowed. (90%) as a thief, even while ridden. In addition to Special Weakness: Restorative all common magic cast upon the rosinante actually equar abilities, the banecourser has Rosinante harms the creature. Thus a cure light the following spell-like powers: Neutral Evil wounds inflicts 1-8 hp damage, a cure Lesser: The banecourser allows the Though bards praise the melodious disease inflicts a disease, and so forth. rider’s words to act as a suggestion name of this equar, truly nothing A rosinante can be healed only by spell once per day. about this creature hailing from The eating victuals affected by putrefy food Greater: The equar can cast sugges- Gray Waste is the least bit lovely. A and drink spell, regaining 1-8 hp per tion and undetectable lie upon one of rosinante has the appearance of sickly, helping. the rider’s statements once per day, hairless horse with long rat’s tail. The with listeners suffering a -2 to saves eyes are unnaturally large and without Charnalbalk to detect the lie. The rider is afforded pupils, looking like dead-white orbs. Chaotic Evil protection from good while astride the The rosinante’s teeth are crooked and Straight from the Abyss, the char- banecourser. small. nalbalk appears as an emaciated coal Special Weakness: Banecoursers Diet: This equar dines only upon black horse with iron hooves. Its were cursed long ago by the goddess rotten meat and tainted water, and it mane is tangled and unkempt. When of the moon, as punishment for the insists on being hand-fed. a foal matures, the evil powers of the equars’ taking part in the destruction Special Abilities: Instead of its Abyss forge a terrifying iron mask and of her high temple. Ever since, the hooves, a rosinante can attack a foe bolt it on the creature’s head; smol- banecourser has been unable to cross with its prehensile tail. This attack can dering eyes glow from slits in the a line of silver (the metal sacred to the take the form of whipping that inflicts helm. The jaws of the beast stretch goddess). Though silver inflicts no 1-4 hp damage (2-5 for a greater wide and are lined with sharp teeth harm to the equar, it irritates the rosinante), or it can grasp a single- and a pair of boar-like tusks.

# DRAGON 243 33 Diet: The charnalbalk demands Greater: The equar can cast invisibil- blood and warm flesh to dine upon, ity to undead (affecting both itself and but such a meal must be from the its rider) and heat metal each thrice per same racial stock as the rider; sages day. It can also cast ani- suggest that this equar secretly har- mate dead once per day, bors ill will toward any who dare ride but only corpses killed by it and thus chooses such as its diet, the charnalbalk can be One victim slaughtered per day keeps animated. the charnalbalk content. One such Special Weakness: A meal every three days keeps the pact lesser charnalbalk can- of the spell, though the beast may at not exist on the an inconvenient time attack a mem- Prime Material ber of that race (other than the rider) Plane after to snack upon in the meantime. sunrise. It slowly Special Abilities: Instead of fighting fades away at with its hooves, a charnalbalk can bite dawn, return- an enemy with its daggerlike teeth, ing to its inflicting 2-8 hp damage (3-12 for a rider’s loca- greater charnalbalk). If the beast scores tion at dusk. a natural roll of “20,” it succeeds in tear- The greater ing loose a hunk of flesh, thereby caus- charnalbalk ing further 2-8 (3-12) hp damage; remains on whether the wound is healed through the plane, natural or magical means, the strike to its always leaves a nasty scar. great annoy- Charnalbalks have 120’ infravision ance, but its AC and can cause the spell-like effects fear falls to 5, and the and weakness (the reverse of strength) creature suffers a -1 for one hour in any creature below 3rd penalty on all d20 rolls. level or 3 HD that meet its gaze. A suc- cessful saving throw negates this effect. In addition to all common equar abilities, they have the following spell- like powers: Lesser: The equar can cast invisibility Steve Berman keeps busy writing arti- to undead (affecting both itself and its cles for DRAGON Magazine while also rider) and heat metal each once per day. continuing work on his fantasy novel.

caster. There are conditions in which summoned equar. Only those that New Spells an equar will feel that the pact has have first mastered the incantations Summon Lesser Equar been broken. If it is improperly fed, for mount and monster summoning I (Conjuration/Summoning) betrayed to an opposite alignment, or can learn this spell. attacked by the rider or caster, it will Level: 5 Summon Greater Equar Range: 50 yds. swiftly return to its home plane. The Components: V, S, M next time the conjurer attempts to (Conjuration/Summoning) Casting Time: 5 summon an equar, he may well have Level: 7 Duration: 1 day/level of caster to make amends for the spell to work. Range: 50 yds. Area of Effect: Summons 1 equar A conjurer can call upon only an Components: V, S, M Saving Throw: None equar of the same alignment. No evil Casting Time: 7 This caster of this spell summons mage can ever summon one of the Duration: 1 day/level of caster an equar from one of the Outer good equars, for instance. However, Area of Effect: Summons 1 equar Planes. Before the creature agrees to an equar will accept a rider with an Saving Throw: None assist the caster and take a rider, a alignment close to its own, but the This spell is similar to summon pact must first be struck. The wording mount might prove demanding and lesser equar, and the conjurer must is not as important as the understand- critical of any action it deems offen- have knowledge of that spell before ing (though some tomes suggest oth- sive. For example, a trothspyre might learning this one. This version creates erwise). In return for caring and feed- consent to bear a neutral good or law- a more powerful call to the equar. ing the equar, the beast agrees to ful neutral rider, but the steed will The beast is more firmly bound to the serve the caster in a single endeavor extol the ways of virtue and ensure Prime Material and thus has the sta- for a period not longer than the spell’s that its rider commits no evil. tistics of a greater equar. In all other duration. A rider must also be desig- The material component is an ways, this spell resembles the above. nated, though this need not be the offering of food to the taste of the

34 JANUARY 1998