150| The Lostt Trypttic Level 8 Cleric Spells Mass Heal/Mass Suffer Range: 0 feet (Touch) Duration: Instant (all targets within range in one combat round) This spell instantly heals one target within range for every five levels of the caster of all damage, poison, and disease. For example, a 20th-level cleric can fully heal four targets, but a 19th-level cleric can heal only three. The reverse of this spell drains one target for 1d4 hit points for every five levels of the caster. Note that the unwilling target must be touched (a to-hit roll is required). Restore Ability Range: 0 feet (Touch) Duration: Instant The caster fully restores one ability score lost by the touched target within the last month. Note that points lost from more than one ability score cannot be restored with a single cast. An optional Drain Ability version reverses this spell, instead permanently reducing the target’s ability score by one point, chosen by random. Reverse Gate Range: 120 feet Duration: One combat round Unlike the Gate spell where a demon can be brought to the caster’s plane, the caster of Reverse Gate instead opens a gate that sends the target away from the current plane. The target travels to one of the demonic planes of existence (of the Game Master’s choosing) and is on their own to figure out how to return. Level 9 Cleric Spells Immunity Range: 0 feet (Touch) Duration: 1 Turn per caster’s level A target of the caster’s choosing gains immunity from one type of damage for the duration of the spell. The types of damage that can be ignored are melee weapon, ranged weapon, fire, cold, electricity, acid, poison, and falling. The target can receive multiple immunities at the same time (from multiple spells cast upon them). An optional Vulnerability spell (the reverse of Immunity) makes a target susceptible to one type of damage chosen by the spell’s caster. Mass Resurrection Range: 20 feet Duration: Instant A more powerful version of the 7th-level Resurrection spell, Mass Resurrection returns one target from the dead without restriction for every five levels of the caster. Soul Judgment Range: 30 feet Duration: One full combat round The caster selects one target to be judged by his or her deity. The target’s soul is transported through a direct channel between the priest and their god, where the target’s entire life is fully judged. If the target is found lacking, their soul is taken from their physical body and used by the deity as per their religious practices. The target either dies or becomes a soulless undead being. The chance a target’s soul is taken by the deity is equal to double the level of the caster. For example, an 18th-level caster has a 36% base chance of their deity successfully judging and stripping the target of their soul. Additionally, targets of opposite alignment add 50% to the base chance. During the process, the caster may not do anything else and must keep the channel between themselves and their deity open. No saving throw is allowed. New High-Level Cleric Spells Level 8 Cleric Spells Mass Heal/Mass Suffer Reverse Gate Restore Ability Level 9 Cleric Spells Immunity Mass Resurrection Soul Judgment
AAppendix ppendix EE: NNeww Magic IIttemms |151 Amulet of Egramish An amulet of Egramish is a circular, platinum amulet on a silver chain, engraved with the silhouette of Egramish’s face and head. When worn by a minion of Egramish, it makes the wearer invisible to and unheard by undead. Non-believers with a Neutral or Chaotic alignment gain a +4 bonus to Armor Class and saving throws versus undead. If a Lawful person wears the amulet, they suffer 1d4 hit points of damage every 10 minutes until they remove the amulet. This amulet is attuned to the Catacombs of the Past and does not provide any benefits beyond its halls and chambers. Amulet of Repulsion When worn, this amulet has an increasing chance to repulse hostile spells. Each hostile spell cast at the character adds a value equal to the character’s Wisdom bonus to its current total. For example, if the character’s Wisdom grants a +2 bonus, each spell cast at the character while the amulet is worn adds an additional 2% chance to their current stored total. The player rolls percentile dice for each hostile spell cast at their character. A roll under or matching their current total repulses the spell (it fails to affect the character). When the amulet successfully repels a spell, it returns to base 0%. Negative Wisdom bonuses are treated as 0%. Belt of Dragon Command This wide belt made from the tongue of a red dragon allows the wearer to control dragons of any type. A dragon may make a Dragon Breath saving throw to avoid the controlling effects of the belt. Note that the HD of the dragon is reduced by the belt wearer’s level (for the purpose of the saving throw only). A controlled dragon reacts as if Charmed (as the spell) for 1d4 days. After each controlled period of time, the dragon may make another saving throw as above. The belt also makes the wearer a masterful rider of the controlled dragon. Bloody Blade of Souls Made from thrice-forged steel and titan blood, this greatsword weighs nearly 50 pounds. Only those with 17 or higher Strength may wield this massive blade. The blackened blade adds a +3 bonus to hit and damage. When the blade is swung, a crimson arc briefly follows the blade’s path. On successful strikes, the screams of trapped souls within the blade howl, causing foes within 30 feet to make a saving throw to avoid the effects of Fear (as the spell). Killing blows have a 25% chance of absorbing the victim’s soul into the blade. Note that the blade is found with 1d100 trapped souls. When 100 souls are trapped, they are released on the next successful strike, tearing through any mortals within sight of the blade. Each mortal, including the wielder, suffers 6d6 hit points of automatic damage (no saving throw allowed). Book of the Order of Egramish Considered the first book written of the goddess and her religious service, the Book of the Order of Egramish contains three valuable chapters. The first chapter details the full history of Egramish, from her mortal life to ascension to goddesshood. Any evil (or Chaotic) readers have a 25% chance to gain one point of Wisdom permanently after a thorough read of this chapter (one-time bonus, no gains over 18 Wisdom allowed). The second chapter fully details the eight factions and the order’s purpose. A full read of the second chapter provides a bonus 1stthrough 4th-level spell for Clerics (roll 1d4 to determine the bonus spell level). Finally, the third chapter lists all the cantrips and spells specific to Egramish’s followers. Devout followers of Egramish may choose any of the new-zero level spells to replace their current list of clerical spells. Note that a successful recapturing of the Triptych of Transcendency may also “bless” good (or Lawful) clerics with some of the spells and cantrips of the order. See Appendix D: Spells and Spellcasters for more details. Bracelet of a Dozen Lives A bracelet of a dozen lives is a golden, braided chain with up to 12 tiny skull charms. Each skull charm has two tiny ruby gems for the eyes. When pulled from the chain, the skull may be swallowed (by itself or after being dropped into liquid). Once consumed, the skull automatically neutralizes all poisons and diseases or provides a 50% chance to reverse 1d4 levels drained within 24 hours. Cape of Distortion This black cape absorbs light and shadow, making it difficult to see where the cape ends and light or darkness begins. Wearers of this cape gain a +2 bonus to their armor class (two better). Chain of Truth This heavy, gold-plated chain is placed around the neck of someone to force them to tell the truth. If they lie, the magical chain doubles in weight. Each time the weight doubles, there is a 10% chance that the weight deals 1d4 damage to the victim. Chaotic Horn of Summoning The alabaster and red horn can be sounded one time per turn to summon 1d4 Chaotic creatures within 500 feet to the caller’s aid. Additionally, two short blasts on the horn summons 1d4 Type I demons from the Abyss to assist the horn’s owner for 3d4 combat rounds. The demon summoning feature may be used only once per day. Made from the rib of an ancient red dragon, the horn was crafted by soul-bound elves and infused with enchanted silver. The horn was once owned by the high priest of Her Penetrating Gaze. Clenched Fist The high priest of Her Clenched Fist has carried this holy relic since the formation of the faction. When visibly worn by a believer of Egramish, it intensifies spell duration or effectiveness. The caster may choose to either double the spell’s length or have spell targets suffer a –3 on their Rod, Staff, or Spells saving throws against their spells. Courtier’s Headband Made of solid platinum and enchanted with strong magic, this headband adds +3 to Rod, Staff, or Spells saving throws against Charm or similar spells or effects that try to control the mind of the wearer. Additionally, the wearer’s Charisma is increased by one point while wearing this magical item. AAppendiix EE: NNeww MMagi gic Items The following new magic items appear in this adventure:
152| The Lostt Tripttych Crown of Victory The crown of victory is a silver crown adorned with red, blue, and green precious gemstones. When a foe of equal or greater level (or hit dice) is vanquished in physical combat, the wearer gains a +1 to hit bonus until the end of the combat encounter. Bonuses for additional defeated foes stack. However, if any foe of lower level or hit dice successfully strikes the crown’s wearer during that combat encounter, all bonuses from the crown are immediately lost. No bonuses are given for defeating foes of lower level or hit dice. Demiurgic Mace of Egramish Made from dragon-blood-infused steel and meteorite fragments, this 40-pound, two-handed mace requires a Strength of 15 or higher to wield. The mace adds +3 to hit and damage and deals a base damage of 2d6. When wielded by a Chaotic (evil) mortal, the great mace adds an extra spell for each Cleric spell level through 7th known by the wielder. Additionally, wielders who are of the Cleric class gain limited regeneration; critical attacks also heal the wielder hit points of the same damage as that dealt to their foe. Dwarven Hammer of Lightning A legendary artifact of the dwarven realm, the hammer of lightning was once wielded by dwarven kings and queens. The hammer is onehanded and half as light as a normal weapon and provides dwarves with an extra melee attack each round. The base damage of the weapon is 1d8. However, when lightning is called for as the wielder strikes their target, an extra 4d6 damage is added when the attack is successful. The lightning strike may be called only twice each day. If the hammer is thrown, it returns to the thrower’s hand at the end of the combat round (note that the extra attack is negated if the hammer is thrown, but the lightning strike may be called when it is thrown). Ebony Mace of Fear This black steel mace has a head shaped like a screaming skull, with garnets inset in the eye sockets. The black oak handle is wrapped in leather. The mace adds +2 to hit and damage and invokes Fear (as the 1stlevel Cleric spell) upon a successful strike. This effect can be used only once per target each day. Evil Shortsword of Paralysis Only Chaotic or evil beings may use this +2 weapon. The blade deals base triple damage on critical attacks (not included in total damage with Strength modifiers and other skills). When it successfully hits a nonChaotic or non-evil living being, it paralyzes the victim for 1d4 combat rounds unless they make a successful Paralysis/Petrification saving throw. Globes of the Profane Globes of the profane are palm-sized glass globes filled with a shimmering, viscous liquid. Upon impact, the globe’s glass case breaks open to reveal a clinging fog that attaches itself to living beings within a 10-foot area. Those affected temporarily lose their divine channel to their god, negating any spellcasting or abilities bestowed upon them by divine beings. The clinging liquid may be removed only by a Remove Curse or Wish. The negation effects last for 20 combat rounds minus the victim’s level or hit dice. The magical artifact’s effects do not hinder other nondivine spellcasters. The globes may be dropped or thrown up to 40 feet. To place the globe in the desired general area, the thrower must make a successful to-hit roll. The artifacts have a +3 bonus to hit when thrown. If the thrower desires to land the globe in an exact location, they do so with a -4 penalty. Glove of Evaluation When a nonmagical gemstone or other natural mineral is placed in the palm of this black leather glove — and the hand is squeezed into a fist around it — the wearer intuitively knows the type, clarity, weight, and value of the item they hold. Items larger than palm-sized cannot be assessed using this magical glove. Hatchet of Speed This +2 hatchet allows its wielder to attack twice in the same combat round. The attacks cannot be consecutive unless the wielder is the last combatant in the round. Helmet of Spiritual Cleansing This black, visored helmet has eight narrow eye slits that provide limited vision. Clerics wearing the magical helmet can double the effects of spells that cleanse physical or mental afflictions of those of the same alignment and faith. The wearer may also lay their hands upon those of the opposite alignment (not Neutral) to deal damage equivalent to a Cause Serious Wounds spell up to three times per day with a +3 to-hit bonus. Other melee and missile combat is penalized at –1 due to the visor’s limited visibility. Helmsplitter Helmsplitter is a magical and intelligent battle axe with Intelligence 12. The weapon telepathically communicates with the first character to touch it, and provides its new owner with fluency in Dwarvish and urges them to always speak with dwarven flair. It convincingly requires its owner to drink more than they should and to hoard wealth every chance they get (successful saving throw, as needed, fights the urges). The weapon adds +1 to hit and damage when used against non-dwarves, or +2 to hit and damage versus trolls, ogres, orcs, and goblins. Her Penetrating Gaze Holy Symbol, Egramish Blessed The goddess herself blessed the holy symbol carried by Underpriest Keppeta when it was first carried by his predecessor. The holy symbol gives the faithful wearer +3 to all saving throws and makes them immune to petrification. Hooded Robe of Shadows This magical robe fits any normal-sized human. When the hood is placed over their head, the robe blends the wearer with nearby shadows and gives them the Thieves’ ability to Hide in Shadows at their character level. The robe does not work as effectively in bright, open spaces (half the Hide in Shadows value). Horn of the Wind Riders When this ivory and gold horn is sounded, a great rumble of the ground occurs. Within 1d6x10 minutes, a great horde of shadowy riders appears, riding at the speed of the wind. The riders trample down any foes (as
AAppendix ppendix EE: NNeww Magic IIttemms |153 designated by the horn’s owner), dealing 12d6 damage. Trampled foes may halve the damage with a successful Rod, Staff, or Spells saving throw. The horn may be sounded once per week. However, if the horn is used before seven days pass, the summoned riders ride over the horn’s owner and his or her friends. Note that the horn cannot be used in places where a horde of riding shadow warriors would not exist (e.g., underground). Lightshield This ornate armor looks to be made of solid gold when viewed within brightly lit areas and of shadows within darkened places. However, the steel plate mail armor is layered with transforming paint that shifts from gilded to deep black colors based on the surroundings. The armor adds a +3 bonus to armor class when in average to bright light but adds a +5 bonus while in shadowed or dark environments. Any artificial light sources within 20 feet are absorbed into the armor’s magical paint. The armor grants evil wearers an immunity to 1st- through 3rd-level Cleric spells. Lightshield’s weight is like leather armor. Mask of Disguise After the mask is placed upon the wearer’s face, they can shape the device to appear as any known face from a simple mental image. The mask’s shape, size, color, and texture appear exactly as the wearer wishes. The mask changes only the face, not other physical features of the wearer. Mask of Mockery The mask of mockery is made from human skin and is a patchwork of different faces sewn into one maniacal face. Anyone who looks upon the mask must make a successful Paralysis or Petrification saving throw to avoid the effects of Fear (as the spell). Those who pass their saving throw are at a –2 to strike the wearer of the mask. Wearers of the mask who are devout followers of Egramish gain further benefits: While worn, it grants an 18 Charisma and adds +3 to Armor Class. Those below level 4 who look upon the mask must make a saving throw versus Rod, Staff, or Spells or suffer the effects of the Unhinged spell for 1d4 combat rounds (see the faction zero-level spell in Area 30, Map G and Area 12, Map R). Finally, the wearer of the mask gains regenerative powers (like a troll) equal to double their Constitution bonus each round (1 hit point minimum for Constitution scores of 12 or lower). Optionally, the Game Master may allow Neutral clerics or necromancers to gain the full benefits of the artifact’s powers. Necklace of Cleanliness The necklace of cleanliness is a thick silver chain with a dozen large, white pearls and a bone clasp. While worn, this necklace protects from disease and rot (adds +5 to saving throws versus afflictions of this type). Pearls may be removed and swallowed to cure poison or disease automatically (one affliction per pearl). Penetrating Maul This magical two-handed maul is made from obsidian and remnants of meteorite and has a handle of red oak. The wielder must possess a Strength of at least 14 to use this weapon. The maul deals a base damage of 3d4 with each successful strike and adds +3 to attacks and damage. After a successful attack, the next attack made in the combat encounter with the penetrating maul ignores any base armor benefits of the target. For example, if the target is wearing plate mail armor, the base armor class of that armor is negated. If the armor is magical, although the base armor class of the armor is ignored, the benefits from its magical properties are still enforced. Note that if the weapon is used against foes not wearing physical armor (e.g., natural armor of monsters or magical bracers of defense), the maul’s special ability is not enabled. Prybar of Service Two feet in length, this steel rod extends to six feet in length on command (“Extend!”). The prybar adds a bonus to opening doors or lifting gates (+1). Additionally, the prybar may be set in place and commanded to work without being held. It ceases when the work it is doing is complete. Ring of Unquenchable Thirst This cursed ring cannot be removed except by a Wish spell once it is slid on a finger. While worn, the owner craves the blood of his or her enemies and feels compelled to drink and bathe in the blood of their foes. There is a 25% chance that once their initial foe falls, they ignore other foes to stop and enjoy the blood of their victim. Robe of Authority This crimson robe is magical and may be worn only by Neutral or Chaotic clerics. Any Lawful cleric that attempts to wear the robe is temporarily unable to cast any spells and suffers 1d4 hit points of damage each hour. While worn, the cleric has an 18 Charisma and appears to others of the same alignment as a great and mighty leader. Once per day, any single influential spell (e.g., Hold Person) cast by the cleric can either have its effects doubled or have the target’s saving throw roll result in a 1 instead of what is rolled. Robe of the Elements This tight-fitting, wondrous robe protects the wearer from natural elements: cold, heat, wind, and rain. Elemental spells deal only half damage to the wearer. Saving throws for environmental concerns (e.g., freezing temperatures) gain a +4 bonus. This item may be worn only by clerics and magic-users and cannot be worn over bulky metal armor. Rod of Animate Recently Deceased A single expended charge of the rod animates recently slain beings within 50 feet of the rod’s wielder. The number of levels or hit dice that can be raised to fully controllable undead is equal to one-quarter of the necromancer’s level. The undead beings remain in the control of the rod wielder for 2d6 combat rounds before becoming independent. Rod of Divine Might Made from virgin steel and platinum, this three-foot rod has three exceptional abilities. First, a charge may be expended to invoke temporary blindness (1d4 combat rounds) on the next successful strike. Second, two charges may be used to drain an energy level on the next successful strike. Third, expending three charges causes the next successful strike to drain the victim of 1d4 divine spells. Saving throws versus Rod, Staff, or Spells are allowed for all three abilities. Usable by divine characters only. Rod of Spectral Force When a single charge is expended, a target within 20 feet is knocked back 5d6 feet and made prone unless they make a successful Rod, Staff, or Spells saving throw. Targets that fail their saving throw take no damage but those that succeed take 2d6+2 damage from the forceful blast. Up to
154| The Lostt Tripttych three charges can be expended in a single round (for three separate targets close to each other or a single target that suffers three times the effects). The rod is two feet long with an end made to look like a shimmering silver hand. It can have a maximum of 20 charges. Rod of Unbreakable Concentration While this rod is held, the wielder gains 10 minutes of uninterrupted concentration for each charge expended. Additionally, the wielder gains a +2 on all saving throws. The rod can have a maximum of 10 charges. Sharpening Block Dwarves imbued a dark stone with magic to assist smiths and warriors in sharpening their nonmagical gear. Up to 20 iron, stone, or steel items per day may be repeatedly moved over the stone (like one would do with a whetstone) to increase sharpness and to eliminate damage. After five minutes, a single item is sharpened to add +1 to damage. The item must be nonmagical to gain the benefit of the sharpness. The properties do not stack (the +1 to damage is the maximum). Blunt weapons cannot gain the sharpness benefit. Shortsword of Swiftness and Sword of Agility The shortsword of swiftness provides a +1 to hit and damage, and a +5 to initiative rolls. It must be used first in an attack. The longer sword of agility also provides a base +1 to hit and damage but provides an extra attack if a successful strike is made with its first attack. In that case, The extra attack is made at +2 to hit and damage. Both blades must be wielded at the same time by the same person for their effects to be realized. With the two swords, a character may attack three times in a single combat round. Spectacles of Darkvision Silver-rimmed with gray-tinted lenses, these magical spectacles give the wearer the same vision as one born with darkvision. When the spectacles are worn in battle, the wearer suffers a –1 to hit their targets. Spectacles of Stalwart Sight When these gold-rimmed and black lens eyeglasses are worn, they provide immunity to petrification gazes and a +3 to Paralysis or Petrification saving throws from any spell or gaze attacks from a priest of Her Penetrating Gaze. The wearer suffers a –2 to hit with physical attacks while wearing the spectacles. Staff of Necromantic Power This magical staff rivals a wizard’s staff of power in many ways. It is a +2 weapon that deals 1d6+2 damage if wielded as a melee weapon. It also provides a +2 to Armor Class and Saving Throws. However, only necromancers gain the staff’s additional abilities. The item has 20 charges and regains 1d8+2 charges each night. With the expenditure of a charge, a necromancer may cast from the staff one of the following spells: blight, lashing tendril, necrotic touch. The necromancer may snap the staff to unleash its remaining power in a 30-foot radius. There is a 50% chance that the necromancer teleports to a known location within one mile to avoid the explosion that occurs when the staff is destroyed. Those within 10 feet of the staff take eight times the number of remaining charges in damage, or within 20 feet, six times the remaining charges in damage. A successful Rod, Staff, or Spells saving throw reduces the total damage by half. Sunburst Sword of Savagery The sunburst sword of savagery is a greatsword (two-handed) made from a strange, orange metal of unknown origin and age. The blade has a red leather hilt and topaz pommel. Each end of the cross guard terminates in a sunburst. The great blade is cursed, taking away the pleasure for all but savagery and death each day until its owner is mad enough to kill themselves. The first time a character grabs the unowned sword (its previous owner having died), the blade becomes attuned and attaches to its new owner. The blade can be set down or stored, but while it is away from its owner, the character thinks about the weapon incessantly. Others who try to use the sword while it is owned find that it has normal, nonmagical properties for them. Every new sunrise, the owner must check his or her willpower to resist the blade’s call for blood. The player must roll under the character’s Wisdom score to avoid temporary insanity. A failed Wisdom check invokes the blade’s desire to slay, causing the character to seek out battle at their earliest opportunity. A failed Wisdom check also adds 1d4 points to a growing percentile total. After adding the 1d4 result to the existing total, the player must roll above that new total value (with a 1d100) to avoid utter despair and suicide. The percentile total can never be lowered and only increases on a failed Wisdom check. When the blade assigns itself to a new owner, the percentile total starts at 0. If the curse on the character is negated by magic, the great sword will forever be a nonmagical sword to that character and frees itself up to look for a new owner. Time-stepper Ring A platinum ring infused with comet dust, the time-stepper ring allows the wearer to travel backward in time one combat round (in length or action) once per day to the point at which the wearer chose to act. There is a cumulative 1% chance per use that the wearer is teleported to a random plane of existence after the ring’s use. Refraining from using the ring for one week resets the cumulative chance to 0%. Triumphant Hatchet This hatchet provides a +2 to hit, damage, and saving throws. If the hatchet delivers a killing blow, the amount of base damage it deals (not including magical and Strength bonuses, but as rolled on 1d6) is added as an additional bonus to hit on the next attack, provided it is within the same combat encounter. Truth Seeker Of interplanar origin, this black rod is veined with petrified molten and gem fragments. It can be used in three ways. First, it may be placed upon the shoulder or head of any target, who can then be asked a question. If the target tries to lie, they are discovered if they fail a saving throw versus Rod, Staff, or Spells made at –4. This feature can be used on that target only once per day. Second, the rod can be asked to indicate the direction to the nearest exit. It points to the way that gets to the exit the quickest (but not necessarily the easiest). Last, it can be used to strike a foe as if it were a mace. The rod is a +1 weapon, but if the target has ever lied to the attacker using the rod, it turns into a +3 weapon that deals 2d6 damage. Vial of Perfect Health When fully consumed, this vial removes all damage, disease, and poisons from the body. Consuming a portion of the vial’s sparkling contents fails to work but also negates the remaining liquid’s effects entirely.
AAppendix ppendix EE: NNeww Magic IIttemms |155 Vial of Sanity A single sip of the thick, syrupy contents of the vial removes all normal or magical madness or insanity afflictions. Specific to the sunburst sword of savagery, this magical concoction also resets the percentile value to 0. Only one dose (one sip) remains in the vial. Wanderer’s Walking Stick Explorers rarely become lost with this magical walking stick by their side. When outdoors, the wanderer’s walking stick provides clear directional sense to its owner. The stick moves in the direction that its owner asks. Additionally, fatigue is lessened by 50% when walking outdoors, regardless of terrain or climate, and Constitution-based saving throws are made at +1. War Club of Anguish A 30-pound club made from a titan’s petrified femur, this two-handed weapon in the hands of a trained warrior deals wretchedness and pain to all before it. The +2 weapon deals 2d8+2 damage on successful strikes. When the weapon is used in a critical strike, the target also suffers 1d4 rounds of despair and woe (unable to attack or defend) unless a successful Rod, Staff, or Spells saving throw is made. Usable only by fighting classes. Whip of the Unbreakable Chain This black, barbed leather whip has the tensile strength of steel. Ten feet in length, it can deal tremendous slashing damage and entrap foes. On a natural 20 attack roll, the attacker can choose to entangle the limbs of the target (arms or legs, attacker’s choice) and magically bind them until the whip is used again or the target breaks free. The entangled are entitled to a saving throw versus Paralysis and Petrification to break free each combat round (on their turn). The whip is +2 to attack and damage (deals 1d8 base damage).
156| The Lostt Trypttic AAppendiix FF: SSpeciial SSearch TTabbles Many locations within the adventure are used by soldiers and priests. Instead of populating them all with details, general search tables have been provided for Game Masters to use when characters search quarters or temples. Priests’ Quarters 1d30 Results 1 Wooden comb 2 White belt made of frayed rope 3 Blank parchment 4 Crumpled love letter (from a previous relationship) 5 Wooden flute 6 Torn page from a book, details steps of a complicated ritual 7 Single sandal, worn 8 1d6 sp 9 Wooden cup stained with wine 10 Straw pillow 11 Wooden tablespoon 12 Small clay pot filled with clean water 13 Broken quill 14 Torn robe (color matches faction) 15 Thin blanket, new 16 Empty burlap sack, small 17 Dirty chamber pot 18 Piece of charcoal 19 Small leather pouch filled with fine-grain sand 20 Broken silver chain 21 Scroll of cure light wounds 22 1d2 gp 23 Wool hood, stained faction color 24 Parchment with a list of chores 25 Scroll of bless 26 Rusty mace 27 Pair of wool socks 28 Bloodstained cudgel 29 Pair of warm, fur gloves 30 Scroll with one random 2nd-level cleric spell Soldiers’ Quarters 1d30 Result 1 Broken dagger, rusty 2 Crudely drawn picture of a curvaceous human form 3 Iron goblet, stained 4 Half-eaten loaf of bread 5 Hairbrush, dirty (50% chance of lice) 6 1d4 scraps of old leather 7 Empty leather belt pouch 8 Javelin tip 9 1d10 sp 10 Paper with written guard duty rotation 11 Empty sword scabbard, no belt 12 Chamber pot, filled to the brim 13 Wooden spoon 14 New bowstring 15 Small uncut ruby (value 25 gp) 16 Bowl of gruel, filled with maggots 17 Dented and dirty leg greaves 18 Leather gloves 19 1d12 gp 20 Wool undergarments 21 Letter from a worried mother 22 Written offer from a rival faction for better pay 23 Sword belt, well-used 24 Parchment with list of soldiers killed in the last year 25 Chainmail vest, unused 26 Steel dinner plate, clean 27 1d100 sp 28 Well-made longsword, nonmagical 29 Book of poetry 30 1d30 gp
AAppendix ppendix FF: SSpeciall SSearch Tabl bles |157 Temples 1d30 Results 1 Half-written confession under prayer bench/seat 2 Dried flowers 3 1d6 silver-painted iron tokens (they look like silver coins) 4 Folded blanket used as a seat cushion 5 Parchment with a request for the goddess to strike an enemy down 6 Dried vomit 7 1d4 sp 8 Bits of incense 9 Dried blood 10 Discarded cotton shirt 11 Written promise to Egramish to bring a donation “next time” 12 Bloody knife 13 Rotting headless goat 14 1d8 sp 15 Walking stick leaning against worship benches 16 Crimson hair ribbon 17 Forgotten mop and bucket 18 Wooden cup, smells of whiskey 19 Several fingerbones 20 Parchment with list of sacrificial items (mundane) 21 1d12 sp 22 Wedding band, bent (made of iron, gilded) 23 Dead rodent in a jar 24 Small silver bell 25 Torn slipper 26 Crumpled and stained altar cloth 27 Slipcover for a fancy book; book is missing 28 1d20 sp 29 1d4 lit candles made of sweet-smelling wax 30 Misplaced donation bowl with 1d100 sp and 1d20 gp
Appendix G: Triptych of Abhorrence Printout Appendix G: Triptych of Abhorrence Printout
Appendix H: Triptych of Transcendency Printout Appendix H: Triptych of Transcendency Printout
160| The Lostt Trypttic D20 Race 1 Human Monk 2 Human Necromancer 3 Human Paladin 4 Human Ranger 5 Human Druid 6 Human Ranger 7 Halfling 8 Half-Elf 9 Dwarf 10 Elf 11 Gnome 12 Female Protagonist (see Appendix J: Female Protagonist Pre-Gen) 13 Human Cleric 14 Human Cleric 15 Human Fighter 16 Human Fighter 17 Human Magic-User 18 Female Protagonist (see Appendix J: Female Protagonist Pre-Gen) 19 Human Thief 20 Human Thief D12 Class 1 Assassin 2 Cleric 3 Druid 4 Fighter 5 Magic-user 6 Monk 7 Paladin 8 Ranger 9 Thief 10 Thief 11 Fighter 12 Fighter D6 Alignment 1 Chaos 2 Neutral 3 Neutral 4 Lawful 5 Lawful 6 Lawful D10 Personality Trait 1 I’ve spent so long in training that I know little of the outside world. 2 I am very tolerant of any and all beliefs. 3 Sarcasm is my most volatile weapon. 4 Never tell me the odds. 5 I must always be the center of attention. 6 I am quiet and reserved until you get to know me. 7 I react with emotions before seeking logic. 8 I seek to find a deeper meaning in anything that comes my way. 9 My word means everything. 10 I speak what comes to mind, even if it is better unspoken. D8 Ideals 1 Tradition. I will follow the traditions in which I was raised and pass it on to my friends and family. 2 Greed. I am in it for the coin and the coin alone. 3 Wrath. Anyone who crosses myself or my friends will suffer. 4 Envy. The shine of a thousand spotlights is never enough. 5 Fairness. I treat all equally and how I would like to be treated. 6 Charity. I donate a portion of my earnings to local shelters and orphanages. 7 Aspiration. I determined to be the greatest at what I do. 8 Independence. No one controls me. I only follow laws that I agree with. AAppendiix I: CCharacter haracter CCreatiion Since this campaign takes the character through some unique areas of adventure, we thought it best that you have the option to mimic this uniqueness during character creation. This is a fun and simple way to fine-tune your character before you set out on your next best adventure. If you are interested in using the random character generator, roll one time each on the following charts:
AAppendix ppendix II: CCharactter CCreattion |161 D8 Bond 1 I will always pay 10% of my adventuring profit to my hometown orphanage. 2 My honor defines me. 3 I am in debt to a leader of a criminal organization. I must pay them back or take their life. 4 I will take down any person who strives to harm nature. 5 I face every challenge head on and fight my own battles. 6 We must protect those who cannot protect themselves. 7 Nothing is more important than the pursuit of knowledge. 8 I will do anything to be the very best. I will leave my rival in the dust. D8 Flaw 1 I grab every loose coin I see, even if it is not mine. 2 I struggle with trusting anyone I come across. 3 I tend to overthink every situation. 4 I have nearly unobtainable expectations for myself. 5 I often am careless with my own safety and others. 6 I will do anything to be the most well-known adventurer the world has ever known. 7 My first reaction to disagreements is violence. 8 Survival of the fittest, and I will survive. D12 Background 1 Acolyte 2 Charlatan 3 Criminal 4 Entertainer 5 Folk Hero 6 Guild Artisan 7 Hermit 8 Noble 9 Outlander 10 Sage 11 Sailor 12 Urchin D6 Family Status 1 My family comes from a long line of conquerors and rulers, although none currently hold a significant position of power. 2 My parents run a simple tavern in a distant city. I intend to make them proud. 3 I have never met my parents. I was raised from a young age by my older brother/sister. 4 My mother and father are nobles of high court. I have been sent out to prove myself. 5 I was raised by bears. 6 I grew up close to my sister, who had strange ice powers. After our parents died when we were younger, she shut me out. Now she rules a kingdom of ice and is rumored to sing inspirational songs to herself. D8 Object of Great Personal Attachment 1 A fine plate that is a family heirloom (worth less than it looks) 2 A mundane brass lamp 3 A jar of dirt 4 A dull training sword from childhood 5 A leather bracelet with my mother’s name engraved on it 6 A pet mouse 7 The first gold coin I ever earned 8 A wooden stick I once used as a toy wand
162| The Lostt Trypttic This section is designed for those who would like to fully immerse themselves within The Lost Triptych campaign! This NPC featured represents the female cleric on the cover of the book. The backstory and tips for play were created by the author Thom Wilson; however, if you would like to go a different direction with this hero, you may! Character Backstory As an infant, Norah was left at the doorstep of a city monastery. She spent her childhood and adolescent years amongst the monks and priests of her order, gaining in skill, knowledge, and dedication to her deity every passing year. Righteous to a fault, Norah would willingly trade her life for another if it meant evil would be thwarted. The young cleric quickly rose in rank amidst her peers and was often challenged with near-impossible tasks – she was successful each time, crediting her faith and her deity for the strength and fortitude needed to prevail. She is dedicated to law, justice, and order. She is unwilling to relax her principles unless there is a chance that innocents may needlessly suffer from her decisions or actions. She puts other before her always, including friends, peers, and even strangers. Tips for Play Norah has willingly accepted the mission to retrieve the holy artifact from the mountain, knowing full well that she will be surrounded by chaos and evil until her task is complete. She is positive and optimistic and will fight for justice to her last breath. She will take charge if no other party members lead and will listen to all options from the group before making her final decision in matters. She is merciless when it comes to evil and is quick to dispatch hopelessly lost souls. Players should play Norah as a strong-principled leader that treats her friends equally and fairly while destroying those that work against her virtues without remorse. She will heal herself last unless urged by her party to do so. She will be focused solely on the task of retrieving the triptych, rarely deviating from her mission unless there is a good reason to do so. AAppendiix J: FFemale PProtaggoniist PPre-Gen AAppendiix KK: SSpeciial TThanks First and foremost, I would like to thank my wife, Tracey, for her constant encouragement and faith in my work. Also, special thanks go out to Milton Oberlechner for the inspiration for the “big bad” in this story and the modified use of his and his son’s names within. Finally, thanks to Ben Barsh and Pacesetter for entertaining the idea for this grand adventure and pushing it through to publication.
AAppendix ppendix II: CCharactter CCreattion |163 Character Name: Alignment Class Level Strength Bonus to Hit/Damage Open Doors Weight allow Intelligence Bonus Languages 0 Level Spells Wisdom Magic Save Bonus Dexterity Combat Armor Class Adj. Initiative Constitution Hit Die Adj. Charisma Reaction Adj. Retainers Morale Hit Dice Hit Points Movement Base / Armor Type Dexterity Bonus Armor Class Weapon #1 Damage Bonus to Hit/Damage Weapon #2 Damage Bonus to Hit/Damage Weapon #3 Damage Bonus to Hit/Damage Weapon Attack Chart BX RPG Character Record Player Name: DM: Weapon AC 9 8 7 6 5 4 3 2 1 0 #AT #1: #2: #3: Base Thaco Equipment Carried Spells / Abilities Saving Throws Poison / Death Magic/Wands Paralysis Petrification Dragon Breath Rod, Staff, Spell Copper Silver Gold Electrum Platinum Experience Norah Valoria Lawful Cleric 10 16 14 18 13 15 16 +2 400 1d6 (6, 5, 4, 3, 4, 4, 5, 3, 6) 49 120 40 +2 Plate Mail & +1 Shield -1 -2 +2 Mace +2 Mace (+3 vs. Chaos) 1d6+3 1d6+4 1d4+2 +3 / +3 +4 / +4 +2 / +2 +2 +1 +3 +1 -1 +1 +1 +1 6 9 +2 Sling 2 3 4 5 6 7 8 9 10 11 1 1 2 3 4 5 6 7 8 9 10 1 3 4 5 6 7 8 9 10 11 12 1 +2 Mace +2 Mace (+3 vs Chaos) +2 Sling 14 Turn Undead Righteous Favor: 40% / +3 1st Level Cure Light Wounds x3 Detect Evil Resist Cold 2nd Level Bless Know Alignment Hold Person x2 Silence 15’ Radius 3rd Level Cure Disease Continuous Healing Dispel Magic 4th Level Cure Serious Wounds Flame Strike Neutralize Poison 5th Level Cure Critical Wounds Raise Dead 6th Level Blade Barrier Heal 6 Backpack Torch (5) Large Sack (2) 50’ Rope Water Skin Standard Ration (2) Bullets (20) Potion of Extra Healing +2 Mace (+3 vs Chaos) +2 Sling +1 Club 7 9 11 9 Turn Undead Chart Skeleton D Zombie D Ghoul D Ghast D Shadow D Wight D Wraith D Mummy D Spectre D Vampire D Lich T Roll 2d6 to determine result. D or T = 2d6+5 in HD affected. Languages: Common, Gnome
164| The Lostt Tripttych This product contains Open Game Content, which may only be used under and in terms of the Open Game License Version 1.0a, distributed by Wizards of the Coast, Inc. Open Game Content includes all new monsters and all game mechanics (including the methods, procedures, processes and routines to the extent of such content does not embody Product Identity). OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 1. 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Triptych The Lost The Lost Triptych Price: $25.00 Product Number: 1804O5ePDF ISBN: 978-1-68524-937-3 ©2021, Pacesetter Games & Simulations Minions of a rival deity have stolen a sacred artifact of your order with the intent to transform it to suit their own nefarious machinations. The holy device has been brought to the Mountain of Whispers, the stomping grounds of evil sycophants and zealot soldiers who serve the goddess Egramish without question. Your precious artifact has been broken into separate pieces and hidden in secret locations to make it harder for your order to recover. No doubt, the high priest Miltotok is preparing the rituals and spells to make the device a vessel for evil at this very moment. Can you persevere through overwhelming odds to defeat Egramish and recover The Lost Triptych? The Lost Triptych is a campaign for characters level 8-12 for the 5th Edition game system!