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Published by cfmgomes, 2021-05-09 16:19:48

vdocuments.site_2nded-greyhawk-adventures

vdocuments.site_2nded-greyhawk-adventures

  2ndED Greyhawk Adve nture s - slide pdf.c om

5/7/2018

Geography of Oerth

almost certainly magically produced and sustained, much sudden downward drop as a cavern collapses under the
as is the Sea of Dust. Quite simply, the towering wall of weight of travelers. In places too, ther e a re small volcanoes
blackened ice that greets the northbound traveler ought which blacken th e snows newfallen on t he ice. Between
not to persist. Even ord inary snows and ices do not remain these dangers an d th e jumbled ar eas of collapsed ice, as
on land over summer at such latitudes, as may be clearly well as certain “iceworms” (most probably remorhaz) and
seen in t he case of t he Icy Sea, which breaks up each th e hostile dark-furred bugbears of th e region, th e progress
spring. What is more, dark ice is particularly vulnerable, of the expedition was rather slow and several members
since it gathers the heat. It is a common practice i n north- were lost or refused to go on. At last,however,they reached
ern cities for merchant s to scatter ashes on their doorsteps a ran ge of low peaks jut tin g jus t above the ice as their
to melt th e ice, a tactic t ha t works well even in th e weak directions had described. What greeted the m on th e other
winter sun. Given such a magical natur e, it is hardly sur- side must first have appeared t o th e surviving members to
prising that strange tales abound from such a region. Of be a paradise. Henr iki calls it th e Rainbow Vale.
the se one of th e odder but more reliable is th at of the Rain-
bow Vale, Rigodruok. After a region of mists th e explorers saw before them a
green and fertile bowl of land, warmed and lighted by a
Some years ago a fragme ntary document was recovered sunlike body floatin g half a mile above its center. Several
from Blackmoor Castle which gave substance to t he wide- larg e islands of land likewise drifted abo ut it, some of th em
spread accounts of a land “beyond th e black ice where the larg e enough to hold small rive rs whose cascades of drop-
sun never sets.” While a firm description of th e land itself let s caused Henriki to name th e valley as he did. Below th e
was lacking, the parchment gave explicit directions for miniature sun was a central la ke, beside which th e mem-
finding it among the wastes of the Black Ice. This informa- bers of Sormod’s group could see sev eral clumps of broke n

tion fell into the hands of one Sormod, a merchant and reddish towers.
adventurer from Perrenla nd who was visiting Eru-Tovar, Sormod and his band descended th e steep cliffs into th e
where th e parchment surfaced for sale a t th e bazaar. The
romantic Sormod mounted an expedition as soon as he valley’s forests, passin g first through birch, fir, and sable-
could gather t he backing, and departed from Dantredun i n wood, then through oak and beech woodlands where they
Richfest of CY 453. stoppedto gather uskfr uit an d yarpik nuts, th en past mag-
nolias and fig trees, and down to the shores of the lake
In CY 460 there surfaced in t he city of Greyhawk a vol- where they found palm and deklo trees flourishing in th e
ume purportin g to be the personal journal of one Henriki steamy he at. C urls of vapor could be seen risi ng from th e
Ardand, t he expedition’smagician. Whether tr ue or false, are a of th e lake beneath th e valley’s illuminator. They
it is a most marvelous tale. Henriki tells of the difficult camped beside one of th e skyborn waterfalls n ea r th e ru ins
passage over the sooty ice, where the expedition was they had seen from th e valley’srim, and discovered to the ir
endangered by su bte rra nea n hot springs of th e same sort surprise that the buildings were of deeply rusted iron.
th at underlie Blackmoor. These apparently weaken the ice Finally they pitched camp. Perhaps exhausted by th e long
and make passage over it a risky business, apt to result i n a journey, or drowsy in t he unaccustomed heat , th e watch-

mSenorsmleopdt’.s part y was neit her par ticu larl y weak nor poorly
equipped, but they had l itt le chance unwarned against th e
sudden onslaught th at overtook them: goblins, bugbears,
and g iant spiders, some of th e latt er of astounding size and
speed and fiendish intelligence. The camp was scattered,
and Sormod, Henriki, an d th e other survivors watched i n
horror as their companionswere bundled away an d hauled
up on ropes of spider-silk to th e neare st of th e floating
islands.

Henriki and th e others managed to regroup, and for some
weeks they cautiously explored their surroundings. They
discovered a group of huma n prim itives who evidently wor-
ship the spiders and thei r humanoid henchmen, and the y
also found many inexplicable constructions of metal and
glass in the ruins. Without their equipment they did not
wish to ris k a n overland journey, but they discoveredfrom
conversations with one of th e friendly cavemen th at the re
was a tun nel leading southward which eventually would
reach t he surface. Assured of a n escape route, they mount-
ed a raid on the sky-island to which their companions had
been taken, using Henriki’s remaining powers. They dis-
covered no sign of th ei r comrades, bu t th ey did find some
very large sta tue s of spiders in a grove beside th e spider-
village, each decorated with lar ge diamond eyes. They took
these and fled.

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The long passage southward through the tunnels These events reawakened a tal e long dormant set down
claimed yet more members of th e group, in some cases to by Pontus Hardiggin, a halfling traveler who ranged wide-
heat exhaustion as they passed the warm springs. Eventu- ly about th e world between th e years 350 an d 390 before
ally, however, th ey emerged so uth of th e Black Ice a t th e ret iri ng to write his memoirs. Among other stories, some
headwaters of the Fler. From there they passed through obviously fabricated, H ardiggi n described a visit to an idyl-
th e Bu rneal Forest, where Sormod was lost to a poisoned lic land in which halflings and giants lived in peaceful

arrow in a dispute with forest tribesmen. The survivors cooperation, blessed with fertile soil, health, and a g rea t
(including Henriki, a priest of Pharlagn from Schwartzen- deposit of gold,emeralds, an d useful met als, and most of a ll
bruin, and two Wolf Nomads)divided th e tr eas ure between with concealment from the outside world. Hardiggin
themselves and dispersed, none willing again to risk th e placed this land in the Yatils, but this may have been
terrors of th e land beyond th e Black Ice. intended as a joke, or simply to protect th e in hab ita nts of
th at happy land. There are a number of surp risi ng coinci-
Notes to the D ungeon Master dencesbetween his account and th e story of th e casket: th e
na tu re of th e halflings (tallfellows,unu sual ly handsome),
The chief inh abi tan ts of th e valley ar e goblins,bugbears, th e nat ure of th e land’streasures (silk, gold, emeralds, res-
giant spiders of various sorts, and the subject cavemen. ins), and even funeral customs (placement in a cave in a
DM s with access to Oriental Adventu res rules may wish to bronzewood casket). It seems unlikely that simple river-
add bakemono and goblin spiders. Creatures from almost folk could perpetrat e so elaborate a hoax as to duplicate an
any climate zone might be added to t he list. The whole val- old tale no longer widely known, or so expensive a hoax-
ley is rich i n diamonds, and t he spiders and their allies two of th e emerald ornaments hav e since surfaced in ewel-

haSvoeuarcneusmofbkenroowflmedaggeiccaolnicteermnsinsgalhvoawgetodgferot mto tthhee rrueignios.n edrisst’isnhcotipvseodnetshigenW. ild Coast, and they ar e flawless and of
could include the survivors of t he expedition or thei r Nevertheless it is difficultto see how the land and people
descendants. T he origin of th e valley needn’t be explained,
at least i n th e initial series of adventures. The passage at Hardiggin described could go so long undetected. His
th e headwate rs of th e Fler will be difficultto find without a descriptions make the entire valley at least ten miles
long search and probably impossiblewithout directions. It across, and in any case a large settlement including giant s
is in hex Y4-56. Rigodruok (the cavemen’s name for it , and is hardly inconspicuous.There may be, however,a number
th e name on any old sources giving directions to t he place) of contribut ing factors. The slopes of th e nearby mou ntai ns
is in W4-51. as Hardiggin describes them a re foggy and thickly clad i n
dense forest, and t he only passes requi re one to scale sheer
Esmerin cliffs or seek out secret passages hollowed into t he rock. I n
The Lortmils have always been famous for their gems either case the high altitude is debilitating, an d th e entir e
and precious metals, and stories abound of hidden settle- way is guarded. The only other means of ent ry to th e land
ments in which th e dwarves, gnomes, or halflings a re as of Esmerin is by means of a riv er which flows thro ugh
rich as kings. Some of thes e have a firm basis, though in
fact th e wealth of the inh abita nts is greatly exaggerated uinnEdesrmgreoriunn’dsecaasvteerrnnsqaufatretrerd.iTsahpispiesacreinrtganinelayr aarowuhtierlepvoeonl
gems and gold are worth a good deal less near th ei r source more difficult. As for views from the air, only the giant
of supply, and th e expense of safe export is high, even since eagles and the aarakocra are likely to gain such, and these
th e Hatefu l Wars of CY 520. Nevertheless, one of th e more were described by Hardig gin as allies. Last but not least
extravagant tales may have been tr ue after all. th e land of Esmerin is described as protected by th e magi-
cal power of a hug e emerald “ as big a s a giant’s head,”
In Growfest of 556 t he simple riverfolk of a river that which stands in a pavilion at th e center of th e chief settle-
flows into t he Jewel south of Courwood discovered a bron- ment. Hardiggin described this emerald as having the
zewood casket of exquisite workmanship lying on a sand- powerto alt er t he appearance of a land a s seen from the dis-
bar. When they opened it they found th e body of a young tance. He also attributes powersto controlth e weather and
halfling of tallfellow race, with unusually handsome and various other matters to thi s agency.
noble features, preserved i n a sweet-smelling resinou s liq-
uid. He was clad in silks and gold brocade worked with According to Hardiggin, those who somehow stray into
emeralds, an d wore arml ets, rings, and necklaces of gold Esmerin are compelledby th e i nhabi tants to rem ain (or if
and emerald, together with much other treasure. Perhaps they are evil, they are simply killed). This is done in cases
because of elvish influence the rivermen of th at region ar e of apparent recalcitrance by means of a geas placed on th e
not as other men. They took each a single ornament, a s it is intruder never to leave.The charming Hardiggin narrowly
the ir custom tha t pallbearers a re entitled to an item from escaped th e imposition, or a t leas t delayed it long enough,
the gravegoods, and buried the casket in a secret place, to escape by a perilous route down the caverns running
each swearing never t o reveal it s location. Nevertheless alongsideth e underground river t ha t leaves Esmerin, past
th e story spread up an d down th e river like wildfire, and the burial chambers, and through several siphons (one
soon listeners as far away as Gradsul and Highport were wonders why so foolhardy an individual lived to write hi s
speculating a s to th e casket’s origin. memoirs). It is possible tha t somehow,with th e exception
of Hardiggin, all outs iders have been deterred or detained .

Whatever protections Esmerin may have, it most surely
has need of them. Hundreds of fortune seekers have tra-
versed th e Lortmils in search of it over th e past two dec-
ades, and many are of a dire and evil nature. Certain
well-equipped expeditions from the Pomarj have made

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incursions into the Lortmils via the Suss forests, for and much of it is saw-edged or contains a poisonous sap
instance. So far none have returned with any report, but th at raises blisters wherever it touches skin. These branch-
thi s may well be only a ma tte r of time given th e hard evi- ing islands ar e riddled with lakes and lagoons, many con-
dence of th e emerald ornaments. One hopes, too, th at th e nected to the sea through subterranean passages which
caske t will not be discoveredand its contents (and possibly ru n through the entir e region. All the rock is limestone,
th e spir it of t he corpse)examined. and riddled with large and small caves; the footing is

No tes to the Du ngeon Master extremely difficult, and th e chief land fa una seems to con-
sist of venomous and ill-tempered sna kes, and a few croco-
The inha bita nts of Esmerin a re 1,600 allfellow halflings diles. Turucambi’s wealth, however, is in th e water.
an d 400 stone giants. All are well-fed, well-educated,
healthy, peaceful, and handsome, and th ere ar e maximum The Turucambi reefs are among the most complex
numbers of exceptional individuals among them. They known, and present surprises at every turn. The tidal
have two coloniesof g ian t eagles as allies. In th e center of range is great, a nd the re a re shallows regularly exposed by
th e major settlement is an artifact as per the DMG. In addi- the tides, deep unfathomed sinkholes, and complex and
tion to an y other properties, i t is intelligent, can use the powerful tidal rac es which can toss a ship lik e a toy. Ther e
senses of its bearer, and can cast spells as an 18th-level ar e white coral plains, expanses of seagrasse s, mangrove
cleric/l4th-level druid. It can also create hallucinatory ter- swamps, and complex rockeries of bright coral, al l swarm -
rain sufficient to conceal Esmerin from the air. Within a in g with life from microscopicto gigantic. The wate rs te em
five-milera di us of t he e merald, crop yields ar e doubled and with mermen, sahuagin, water nagas, se a elves, koalinth,
minerals in the natural state regenerate themselves in saltwater trolls, ixitxachitl, and even a tribe of seagoing
2d10 years. It is quite naturally very well guarded, and lizardmen. These fight constantly with one another to
will if necessary defend itself. maintain t heir territories, and to exclude uninvited lands-
folk. Nor ar e these th e only hazard. Many of th e corals and
The stone giant-halfling civilization has existed since sea jellies carry poison stings that may raise painful or
before the Bakluni-Suel wars, and has been isolationist deadly welts, and a number of the molluscs and fishes a re
since its inception. The two races have somewhat influ- similarly armed. Plesiosaurs roam the shallows, sculling
enced one another, to the point where many of th e halflings about i n searc h of food both large and small.
have decidedly neutral tendencies and the stone giants
lawful a nd good tendencies. They do not like to ta ke lives, The attra ction of Turucambi to th e aquatic races is two-
but will fight hard to maintain thei r peaceful isolation. In fold: first, it is one of th e richest in sealife of the Oljatt’s
a freak accident the burial casket was dropped into the riv- reefs, and second it attr act s huma n trade. Precious corals
er th at leaves Esmerin, and ever since they have been on can be harvested from th e deeper pa rt s of th e reef: not only
guard (remember, halflings and stone giants live longer th e familiar red and black corals, but the r ar er golden cor-
lives tha n humans, so th e memory has not yet faded). al. There are also certain ancient treas ures such as small
figur ines of precious ston e, or delicately colored bowls,
Playe r ch arac ters may, if they ar e of good alignment, feel apparently of terrestr ial manufacture , in some of the dar k-
er a nd less well explored corners of Turucambi. These a re
coonmthpeelsleetdtlteomheelnptraetpaebl oevuitltihnevtaidmeerst,hwehPoCwsiflilrbset acrlorisvien.gInn
any case it will be difficult to persuade the inhabitants of thhigehwlyatperriz; egdla. sIsn,rceot purpnerthoerybrgoaninzeg(otohdesynhoatveeasliiltytlme addeseiirne
Esmerin to allow the adventurer s to leave. for iron, which rusts too readily), and silver or gold jewelry,
as well as much more mundane items such as wood and
Tirucambi stone (particularly obsidian).Most have tr ea tie s with mer-
chant s from civilized lands or wi th Hepmonaland native s
The Oljatt Sea is largely unexplored owing to th e hazard allowing safe passage a nd free trade. Indeed it is possible
of the predatory sea creatures t ha t dwell there, but none- th at they tr ad e yet more widely.A Duxchaner vessel blown
theless th e intrepid Sea Lords have tra de routes along the out to sea and unsure of its bearings once approached from
shallower portions well down th e Hepmonaland coast. One th e east, and observed a huge hulk more than a hundred
of th e primary reasons for taking such a difficult ourney is feet long,with many mast s an d a slender shallow body. Sh e
th e lacework of islands, reefs, lagoons, and lakes known as appeared to be really holed, and to have a cargo clearly vis-
Turucambi. ible in the six fathoms of water over her, but th e practical
and incurious Duxchaners turned away. It is hazardous to
boTttuormucsaommbei i2s0a lmeaagzueeosf lfirmomestthoneemjuatitninlagnudpoffroHmepthmeosneaa- approach an unfamil iar par t of Turucambi, not merely
land’s easternmost extremes. Generally sea captains because of th e natu ra l hazards but because of th e locals,
approach along the coastline rat her t ha n acrossth e deeps, who are more tha n willing to attempt piracy rath er th an
as native attacks are preferred to seabeasts the size of tradi ng, and who ar e resentful of possible coral poachers.
ships. What they seek ther e is a wealth of preciouscoral as
well as th e occasional odd relic trade d by th e locals. It ha s been suggested th at Turucambi might be artificia l
in whole or in part. Such convoluted islands are found
The complex interpenetration of land a nd water t ha t is nowhere else in such numbers. Certainly this would
Turucambi is rich in life, both above and below the explain th e odd tr ad e goods occasionally ak en, but t he size
surface-indeed ra th er too much so for the t as te s of most of the structures strains belief. The hardheaded traders
merchants. The region is some 30 miles across, roughly who visit are not eager to spend time searching out the
oval, and has numerous small islands which consists answer to the problem, and the residents, even t he friendly
almost enti rely of steep ridges. The vegetation is dense, ones, do not seem anxious to answer t he questions of th e
idly curious.

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Notes to the Dungeon Master If the player characters explore on their own without
local sponsorship they will very probably be treated as
Because of the dangers of these waters, the numbers of poachers. If they tr y to determine whether or not pa rts of
exceptional individuals among the traders at Turucambi
reef should be at a maximum. The same applies to the Turucambi are artificial, they will most probably be con-
diverse aquatic races.
fused by th e coral dwellings of th e present residents .
teSmopmeeraotfutrhee(ulaskeetshewriulllbese fvoerrhyewaat remxh, aaubsotvioenhiufmthaenseboadrye The wreck on th e east side of Turucambi is of a clipper-
explored). Other lakes are filled with poisonous dissolved
gases below a certain level (tre at this as a cloudkill spell). ship (naturally the characters will never have heard of
Such waters will have a pungent smell characters ar e not such a thing).Its cargo consistedof china an d tea . It s origin
likely to mistake more tha n once. is possibly extraplanar or from across th e Oljatt or simply
unexplained according to the needs of the campaign. If
The minor reef life might h ave any of th e insinuative poi-
player ch aracters somehow manage to copy th e design a nd
sons, from types A to D (seeth e DMG‘). Others might have find a shipbuilder willing to build such a “monstrosity”
and a crew able and willing to man it (these are not triv ial
th e sa me effect as a Portugu ese man-0-war. Some of these tasks) they will find tha t though fast, it is flimsy, hard to
may have been obtained by th e locals. control (in fact they will probably wreck it experimenting)
and very expensive to maintain, and th at t her eis little call
Tidal curr ents and ranges will be strongest when Celene for such a ship eith er i n commerce or war.
and Luna ar e both full or new, and weakest when one is in
first or last quar ter and the other is full or new (the range is It is likely th at all the locals will regard player charac-
zero at about th e time of Growfest or Neefest). Howeverit ters as pawns to be used in thei r various disputes.
is unlikely that the currents’ directions can be predicted

without local help. Tidal changes will expose or drown
underground chambers, and pull divers into or out of tun-
nels.

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n this final chapter you will find adventure. 40’ wide, and t h e stabl es begin 20’ from the door.
Actually, several adventure s: Some showcase
12W, 1a3rh; #orAsTes 2(6;)D: mAgC17-;8M/1V-8;1T5H”A;HCDO31+63; A; hLpN1.2,15,11,16,
magical items, non-player characters, mon-
sters, and places you read about earlier; others Whitey: AC 7;MV 12”;HD 3; hp 12; #AT2; Dmg 1-3/1-3;
ar e designed to show off th e tal ent s of players THACO 16; AL N.

a of particular levels. Some offer several ways to get player The previous night when Erollson blew out the barn’s
char acte rs involv ed; others offer only one way. Some tell a lanterns , one of them continued to smoulder and h as now
story with a beginning, middle, and end; others offer a returned to life. During the first two tur ns th at PCs are in
seri es of encounters-making a story of them is up to th e the barn, this lante rn licks the pitch-soaked beams with
DM an d th e players. flame. It is hidden in a feed stall, so the PCs receive no
Variety is th e key in this chapter-the infinite variety of warning except from Whitey, who stamps her foot and
adventu re in t he world of Greyhawk. whinnies constantly. Fire th en sweeps th e ceiling. It fans
out along each beam as horses kick and bellow in their
Horse Sense stalls. Each character and horse must check to see if burn-
ing debris strikes him or her. There is a 10% cumulative
This zero-level adventure begins when a sage named chance of being hit each round. PCs will be h it automat i-
Erollson agrees to accept the PCs as apprentices. On thei r cally after te n rounds. Anyone hi t suffers 1-8points dam-
first day at his country mansion, Erollson asks th e party to age from smoke and flaming cinders.
stack hay for his prized horses while he goes to town. As
fat e would have it, th e bar n will catch fire, forcingthe PCs If a character uses a luck roll to cast a precipitation spell
to escape, rescuing as many horses as possible. This com- (silver buckles from th e horses’ tack could be used for t he
pels them to adapt th e skills they possess to new uses. material component), his subd ues th e fire enough to halve
th e chances of being hit from falling debris while t he spell
Brutish fighters who prize thei r great strength might tr y lasts. Cloudburst would eliminate damage entirely du ring
to d rag horses o ut forcibly,while others may pray for druid- the spell’s duration, but characters can only cast it with
ic spells or clerical powers of heali ng. How th e PCs rescue insight. The horses could easily be killed by thi s fire. Any
the horses while saving themselves will determine what PCs who reach zero hit points may survive by using AP and
Erollson decides to teach the PCs. The party cannot get will be found in th e ashes later, unconscious bu t alive.
outside help un til t he fire i s out because Erollson lives over
five miles from town. The panicking horses refuse to be led to safety. It tak es
one round to open a stall, and then the horse must be
Erollson is a short man, w ith a r ed beard fading to white. removed. PCs can force the animals out by making a

If his horses ar e saved, th e old sage will not punish PCs for strength check with a + 4 penalty ( +2 for Whitey). Charac-
th e fire, although he may tease them about it after a new
barn ha s been built and the m atter is no longer so painful. ters with a horsemanship proficiency, possibly obtained
throug h luck rolls, can also try to coax horses out, by mak-
Erollson: AC 10; MV 12 ”; HD 8; hp 20; #AT 1; Dmg ing wisdom checks at a + 3 bonus. Any time a character
unarmed; Str 10, Int 18, Wis 17, Dex 9, Con 11, Cha 14; attempts to command a horse and fails, the panicking s teed
THACO 20; AL NG, SA two first-level druid spells per day; attacks t he PC with both hooves,using the normal combat
minor fields in F aun a and Supernatural & Unusual, major procedure. One round later, the character may attempt
field in Humankind, special categories in Weapons & another st rength or wisdom check. Characters must make
Strategy, Theology & Myth, Crime & Criminals, and Lan- these checkstwice to lead a horse to t he b ar n door. PCs may
guages. attempt to blindfold a horse. This takes one round and
requires th e same streng th or proficiency check a s leading
Barn Fire th e animal, bu t after being blindfolded, th e horse will fol-
low it s leader nervously.
Early one morning, Erollson takes the PCs to hi5 barn,
where he tells them to stack hay i n the loft. The hay is i n a At th e bar n door, PCs must spend one more round to lead
pile, with pitchforks alongside. Erollson has locked the main a horse through the tight humans’ entrance. Only one
barn doors, but PCs can go in and out throug h a man-sized beast can pass a t a time. In addition, any horse which is not
hole which ha s been cut in one panel. A few silver harness blindfolded will be afraid to go through, forcing the PC s to
pieces are on display, but nothing else of interest is visible. make two more proficiency/strength checks. PCs could
unlock the main doors by using a bend bars roll to break
Although the PCs do not know it, Erollson keeps a th e hinges, or a luck roll to obtain a thi efs ability to pick
decanter of endless water for watering hi s animals beneath locks. There a re plenty of loose bits of wire on t he floor
a secret panel in the horses’ trough. The decanter’s com- which could be used for lockpicks.
mand w ords are: “clear” (for a clear stream ), “blue” (for a
water fountain, range 5 7 , “white” (for a foamy geyser, When these doorsar e open,th e horses can easily be herd-
range 20’), and “black” to stop the water. A hint on the ed outside once they a re out of th ei r stalls. Most horses will
jug’s stopper reads, “What color is the water?” stamp impatiently as they reach safety, breathin g heavily.
Whitey, as some fire-crazed animals do, will stubbornly
Seven horses live here , named Wind, Steel, Blaze,Arrow, attempt to go back. If the PCs le t her, she will lead the m to
Light ning, and River-six magnificent warhorses-and
th e trough and nuzzle the panel which conceals Erollson’s
Whitey, a wise but stubborn mare. The bar n is 100’ ong by

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decanter of endless water.The PCs could use th is a gainst telling them that th e last person to cross him was turned
th e fire, halving the chance th at debris will fall, or to douse into a tree like the one he jus t fried.
a part icul ar victim, preventing one character or horse from
suffering severe damage. Th e Market

Aftermath The PCs may find themselves here if they need supp lies
Th at evening, Erollson returns. When t he sage lea rns of
the fire, he will tear his beard and rush to his beloved or spell components. The market is where people of all
horses. If they were all killed, he orders th e PCs out of his sorts buy and sell goods-peasants with pigs and chickens
sight forever and refuses to teach them. If the horses were under their arms stand side by side with merchants hawk-
saved, he calms himself and realizes t ha t t he PCs were not in g racks of pottery. PCs would immediately notice a sign
to blame. Recovering his decanter of endless water he mus- th at reads in pictographs “Linneus-Barber, Apothecary
es that the PCs have had a far more realistic test of thei r and Doctor of Physic.” The other tabl es i n th e a re a ar e occu-
adventuring talents than any teacher could devise. His pied by ten peasants who ar e selling animal furs. Each of
horses watched it all, so the sage talks with them using a these merchants has a purse of 50 sp. Two other pottery
speak w ith animals spell. Together, Erollson, th e horses, mercha nts have locked coinboxeseach holding 100 g.p.
and t he party discuss what omens can be found in th e inci-
dent, and what sort of trai nin g it suggests for each PC. As If the PCs rob anyone, subtract two points from the
DM, play th e roles of Erollson and t he horses, helping each thieves’ law/chaos and good/evil scores. Should a PC be
detected trying to steal something, a hubub e rupts a nd ld 8
PgoCoddeacliidgenmwehnatt btoy sotnuedyp.oIinntcrfeoarseeveearcyhhPitCp’osintetnhdeenocryshtoe passersby pursue the thief. They hold him u nti l th e Town
lost while rescuing horses. Constable arrives. Captured thieves are imprisoned for

Erollson will tr ai n th e PCs for the next several months or l d 4 days.
possibly longer. The DM is free to revise his personality People at the Ma rket: AC 10; M V 12; HD 1/2; hp 2; #AT 1;
an d fields of knowledge to s ui t the campaign.
Dmg unarmed combat rules; THACO 20; AL N.
Beaming Up
Town Constable: Str 16; In t 14; Wis 11; Dex 15; Con 12;
In this zero-level adventure, the PCs have become
apprentices to Tharkun, a bright young wizard who is Cha 14; AC 4; MV 9; HD 5F ; hp 38; #AT 1; Dmg ld 8 + 1;
eager to subject them to th e ordeals he suffered as a novice.
Their first test involves a wooden beam, weighing 100 THACO 16; AL L G Longsword and chain mail.
pounds. The students must find a way to suspend thi s shaft
The PCs should realize t ha t of all t he people a t the mar-
wabiotsv,ebtuht enogtrouusnindg, uthseini rghoannldyst.hIefithr eoywnnepeodwmearstearniadl tshpeeilrl ket, only th e barber would have quicksilver. Linneus spe-
components, they must get them at th e city marketplace, cializes in surgery, but he ha s a n assortment of chemicals
without t aki ng money. and will sell mercury for 25 s.p. per ounce. He is fat and
serious, and balances his knowlege of medicine with sage
To prepare th em for their t rial, Tharkun agrees to teach advice and a little sorcery. If the PCs simply ask him for
th e PCs any spells or cantrips from th e following list: Ten- mercury, free, he refuses, saying th at his business is fixing
ser’s floating disc , message, detect m agic, sleep, change, col-
or,p a l m , an d distract. bodies, he aisnny’ot nae cbhuatriLtyin. nAeums atagki cesmsooumt hethshinogutfsr,om“Sthoips
Thief?” if
It would be easy to raise t he beam on a Tenser’s Floatin g
disc . However,th e PCs will need mercury to cast thi s spell, shelf. This shouting always at tra cts a crowd.
and they will have to steal or ear n it. Especially smar t PCs
may thi nk of other ways to lift th e beam. Tharkun accepts If the players tr y to trick Linneus into giving them mer-
such solutions, although the y elicit groan s of surprise.
cury, subtract two points from their law/chaos and good/
Tharkun: Str 10; Int 17; Wis 15; Dex 15; Con 12; Cha 11;
evil scores. If PCs offer services in re tu rn for t he merc ury,
AACL C9;GMDV m1g2;1H-4D(D6;aghgpe1r)4;; #AT 1; THACO 19; SA Spells;
Linneus acce pts gladly an d ha s lots of jobs for them.
Tharkun’s spellbook contains burning hands, charm per-
son, detect magic, identify, magic m issile, read m agic, write, Linneus: Str 9; In t 16; Wis 11; Dex 15; Con 12; Cha 15;
knock, levitate, strength, web, wizard lock, fireball, hold AC 10; MV 12; HD 3/MU; hp 6; AT 1; Dmg 1-4 (dagger);
person, ligh tning bolt, slow, suggestion.
THACO 20; SA Spells: SD Magic Mouth alar m; AL LN;
Tharkun is a crue l master, but strongly believes in pay- Spellbook: charm person, comprehend languages, friends,
ing for a good dayswo rk If th e PCsraise th e beam on the ir light, mending, read magic, write, forget, knock, magic
fir st try, they don’t have to pay Tharkun back forth e learn- mouth, shatter, strength.
in g of th e spells. Ift he y fail the n they have to work double
th e time to ea rn the ir instruction points. Jus t to convince chIfanthcee PthCastuGsehmenagtihcewbhailrebaatritahne mfigahrkteert,nthoetirceeiss tah3em5%.
the characters that they shouldn’t try to cheat the mage, (Ghen will also show up a s par t of a ny crowd th e PCs
Thark un uses a lightning bolt to blast down a large tree, attract.)

Ghe n: Str 17; In t 8; Wis 8; Dex 17; Con 14; Cha 9; AC 5;

M V 12; HD 3F; hp 21; #AT 1;Dmg 1-6 + 1;THACO 18; AL

CN; Spear and leat her armor.
Ghen has traveled from the lands of th e Tiger Nomads

and is trading furs for iron weapons. Throughout his tri p
he ha s become progressively more shocked at how sorcery,
which his tribe hates, prevades th e whole civilized world. If
Ghen notices the PCs using spells, he will decide to act.
Ghen confronts the PCs, “No, no you fools. Sorcery is evil!
You do not know th e dan ger of your actions!”

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The fighter is 7 feet tal l, muscular, and fierce looking. tak e them to t he ship’sresting place, and, if possible, clear
The only way to avoid a fight is for all of th e PCs to agree th e wreck area of anythin g harmful to life and limb.
with everything G hen says and t hen move away. The other
people in t he m arketplace will move away from Ghen, not If th e PCs ar e killed in this pursuit, no grea t loss: The
wanting anything to do with so fierce a warrior. If the PCs thieves will take what they can and make th eir escape in
th e longboat, threading th rough t he reefs where a larger
don’t wish to play along with t he rav ings of Ghen he will
wade into ba ttle, fists swinging. When the constable comes boat can’t follow. If the PCs survive the exploration and
to stop the fight he is knocked unconsc ious by one blow of actually bring up anything of value, Bella and he r friends
Ghen’s powerful fist. If th e PCs ru n, Ghen won’t follow; intend to slay them at th e fir st convenient opportunity,
otherwise, there is a fight until Ghen or the PCs are out stea l th e longboat or-if they’re sur e they can get away
cold. with it-the PCs’ ship, and make the ir getaway.

Diver Down Bella. Str 12, In t 13, Wis 10, Con 15, Dex 17, Cha 15;AC
10; M V 12“; T7; hp 33; #AT 1; Dmg by weapon type; SA
This adventure is for thre e to four player characters of backstab; AL CE. Thief abilities: PP 60%, OL 52%, FT
4th-5th level. If your party is significantly stronger or 50%,MS 55%,HS 43%, HN 25%,CW 94%, RL 35%.
weaker, adjust the number and sta tistics of th e opposition
accordingly. Stront: Str 18, In t 10, Wis 8, Con 15, Dex 13, Cha 9; AC
10; MV 12”; T5; p 25; #AT 1; Dmg by weapon type; SA
During a n ocean voyage, th e PCs put i n at a small island backstab; AL CN. Thief abilities: PP 50%, OL 42%, FT
40%,MS 40%, HS 31%,HN 20%, CW 90%, RL 25%.
for reprovisioning. The island is peopled by tribal fisher-
men, very simple in lifestyle and friendly to strangers. Tethus: Str 9, Int 11, Wis 10, Con 10, Dex 13, Cha 13;AC
Casual conversation informs the PCs th at a rich merchant 10; MV 12”; T5; hp 20; #AT 1; Dmg by weapon type; SA
ship went down in a storm several years ago in a nearby backstab; AL CN. Thief abilities: PP 50%, O L 42%, FT
uninhabited atoll. Surprisingly, the fishermen have no 40%, MS 40%, HS 31%,HN 20%, CW 90% ,RL 25%.
inter est in finding the wreck and retrieving anything of
value from it. Torok: Str 10, In t 9, Wis 8, Con 10, Dex 12, Cha 10; AC
10; Move 12”;T4; hp 18; #AT 1; Dmg by weapon type; SA
Having learned th is, th e PCs ar e approached by a young backstab; AL CN. Thief abilities: PP 45%, OL 37%, FT
woman who tries to enlist their aid. It was her father who 35%,MS 33%,HS 25%,HN 15%,CW 88%, RL 20%.
captained the ship that was lost, and she and her three
brothers w ant t o retrieve some family heirlooms from the None of th e four openly carrie s weapons: Thei r equip-
wreck-heirlooms of sentimental rath er tha n monetary ment is concealedin t heir packs. Bella’s pack hides a short
value. The island fishermen refuse to help them. Will the sword, hand axe, 6 darts, and a potion of water breathing
PCs come to thei r aid? that she bought before undertaking this voyage. Bella
won’t mention th is potion to anyone, even her colleagues;
The Lair
it’s her “ace i n th e hole” if she must do any salvage herself.
The young woman, who calls herself Bella, is th e spokes- Torok’s pack concea ls a li ght crossbow, two daggers, an d
person for th e group, and introduces he r male companions six darts. Each of th e others h as a short sword, two dag-
as her brothers: Stront, tethu s, and Torok. She explains to gers, and a dozen darts hidden in his pack. All have lock-
th e PCs tha t, when they hear d of the ir father’s death, they picks and other tools of th eir tra de concealed in the ir packs
made the ir way to th e islands in th e hope of finding where and about their persons.
hi s ship went down. Although t he locals were quick enough
to tell them where the wreck is, they refused to help the The four thieves play the ir roles well. Although Bella is
family retrieve anything from it, believing tha t what th e obviously the spokesperson, the others can believably
sea takes, t he sea should keep. answer questions about their background and about th eir
father. When they’re with t he PCs, al l four do the ir best to
If the PCs decide to help, Bella and he r brothers board appear harmless and even slightly incompetent. They
th e PCs’ vessel, each beari ng a ligh t pack of personal pos- move almost clumsily, disguising the fluid grace they’d
sessions. Once underway, Bella gives th e captain a course show on th e job, and Stront does nothing to demonstrate
his above-averagestrength.
to a n archipelago made up of tiny coral atolls, surrounded
by wickedreefs. Bella tells them, and any experiencedsail- The Atoll
or confirms, th at it’s suicide to try to approach her father’s
restin g place in any vessel larger th an a ship’s 12’ long- Formed entirely of coral,th e island is small,jus t 50 yards
boat. in diameter with a shallow central lagoon. At its highest
point, it’s no more tha n 10 feet above the high tide mar k.
Conspiracy Surrounding th e island is a coral reef whose jagged top is
only inches below the breaking waves. The only way to
There’s more to Bella and companions than meets the pass the reef is thro ugh one of several cha nnels no more
eye, and only a germ of tr ut h i n her story. In fact, Bella and than 10 feet wide. Even here , passage is made treacherous
the others are related only in occupation and goal. They by the waves, which threa ten to throw a small boat onto
ar e thieves who’ve heard rumors of a rich treasure vessel, th e knife-sharp coral. The reef acts a s a breakwater, and
wrecked on a coral atoll (needlessto say, the captain was no the inshore waters are calm and clear, with many
relation to a ny one of t he thieves). Unwilling to wander brilliantly-colored fishes darting here and ther e.

alone in to danger, they’ve decidedto find a gullible crew to Pa rt of th e shipwreck is visible from outside t he reef. The

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forward quarter of a fairly large galleon shows above 200 g.p. and worth 1,000 .p. The mark stamped into th e
water, splintered against th e sharp coral of th e atoll itself. ingot identifies it as comingfrom th e coffersof t he Prelacy
Fur the r out from shore, th e tip of a shatt ered mast breaks of Almor.
th e surface. It’s obvious what happened: A storm blew th e
ship right over the reef, tearing th e vessel’s bottom out. It (Note: When it went down, “The Outward Bound” was
carrying the proceeds of a daring robbery, a raid on the
mswoirfetltyo tshains:k Finrotmhewihnasthsohree’swhaetaerrds,. tBh eelslhaipcabnroakdedinetvweon.
The forward section is partially aground on the atoll; the tarweaasruereof rtohoismhsenocfeAthlemior ri.ntBeerellsat ianndthheesrhicpo,mbuptandieonnys aanrye
remainder of th e vessel is in deeper water, but still inshore knowledge of it if questioned.)
of the reef.
Jaws Among the Coral
Bella points out th at th e only way to reach t he wreck is
by small ship’s boat, which can hold no more than eight The aft two-thirds of th e ship lies und er 40 feet of water,
people and still make it across the reef. Bella and her about 50 eet offshore. The coral slopes between th e bow
brot hers demand th e ri gh t to go-it’s th eir father’s ship, section and th e remainder of the ship ar e littered wit h nine
after all-so th at leaves room for four PCs. platinum ingots identical to the one already found (200 .p.

(Note: One person plus light equipment is equivalent to weight, 1,000 .p. value). To retrieve thes e ingots, some-
about 2,000 .p. of weight. Thus, if Bella and friends kill
th e four PCs accompanyingthem, they can anticipate mak- body must dive for them. Bella’s companions immediately
in g off with 8,000 g.p. weight of treasure.) volunteer for th e task, but are so enthusiastic th at they’ll
probably make th e PCs suspicious enough to tak e on t he
Passage through the reef is treacherous. The passage tas k themselves. This is exactly what th e thieves want.
tak es two rounds, and there’s a 10% chance per round of
th e boat going aground on th e coral (the DM should make A character of average consti tution can hold his or he r
the danger seem much greater, however). If the boat is breath for two rounds while working under water; if the
skippered by a PC with a secondary skill of “fis her” or character’sconstitut ion is 15 or more, this extends to thr ee
“sailor,”th is chance drops to 5% per round (but th e passage rounds. It takes about three segments to swim downto t he
should still appear highly dangerous). depth at which th e ingots lie (assuming th e character can
swim),and a n equal time to ret ur n to th e surface unladen.
The coral of the island itself also poses a threat to the A character of stren gth 12 or more can swimto t he surface
unwary. It’s hideously shar p, causing 1-3 oint s of damage carrying one (and only one)ingot, bu t it takes six segments
to anyone careless enough to walk on it with bare feet or to do so . A character of stren gth 11 or less can’t swimto th e
improper footwear (anything with soles less resilient t ha n surface carrying an ingot. Of course, without magical
leather). If anybody falls on the coral (during a fight, for assistance, characters working underwater can wear no
example), the y have a 50% chance of taking 1-4points of metallic armor, and can carry only the lightest of weapons.
damage from puncture wounds and abrasions. Coral
wounds are very painful, and h ave a 50% chance of becom- Living in fissures in th e coral are two gia nt (moray)eels.
Each time a character swims down to examine or retri eve
in g infected if not tre ate d promptly.
tiynpgioctasl,ltyhebriete’soan2c5e%ancdhahnoclde aonn,eterlywinigll taottkaecekp. Tthheeisrepereeyls
The B o w under water until it drowns. A character who stays down
longer than he can hold his breath drowns in ld6 +2
The bow of th e wrecked ship is partially aground, and so rounds. A trapped character can pull th e eel loose from its
can be entered and explored from shore without swim- purchase on the rock by rolling under the character’s
ming. The condition of the hull shows th e violence of th e strength on 5d6. Such an attempt takes a n entire round
storm tha t wrecked it, and also indicates that the wreck during which the character can do nothing else. If an eel is
has been here for several years. pulled loose, it will usually release its prey and ret reat to
its lai r to await another less difficult victim. A dead eel can
The decks are at str ang e angles, since the ship is bow- easily be pulled from th e coral, but even in death it s jaws
high and lying partially on its port side. The air inside is remai n locked in t he victim’sflesh and must be pried loose.
heavy a nd thick with t he stench of decay. Within t he for-
ward com partments, or what’s left of them, all is chaos and Eels (2): AC 6; MV 119”;HD 5;hp 20; AT 1;Dmg 3d6;
destruction. There ar e several huma n skeletons, most with THACO 15; A hold victim under w ater u nti l it drowns; A L

btyrookf ethnebsotnoerms inadnidcathtienwg rthecakt ,thneoyt bwyedrreokwilnleindgb.yCthhaerftesraoncdi- N.
ship’s papers have long since weathered away, but a
plaque, brok en loose from a bulkhead, identifies t he vessel Sea Sprites
as “The Outw ard Bound-Free Trader.’’
The remainder of th e wrecked ship is th e home of a fami-
The aftermost ar ea of th e bow sectionis under water. The ly of eight sea sprites. As is their way, they believe that
water is clear enough, however, so th e PCs can see th at t he what the sea has taken should stay with the sea, and there-
bulkhead separating t he forward compartments from th e forewill try to stop salvage attempts. The sea sprites won’t
hold has been smashed in. From t he damage, it looks as willingly leave the wreck, preferring to wait within to
though the load in the hold must have shifted forward, ambush anyonetry ing o enter. Beforeth e sea sprites enter
staving in the forward bulkhead. In fact, since the ship th e picture, however, two barracudas, under t he o rders of
must have broken ap art right at t he hold, it’s possible th at th e sprites, will atta ck anyone approaching the wrecked
it was a shifting cargo th at finally broke th e ship’s back. stern.

In about 3 eet of water, in a n aft corner,is something th at
shines dully in the light: an ingot of platinum, weighing

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Barracuda (2): AC 6; MV 1/30”;HD 3; hp 15; #AT 1; Dmg The Gallows
2d4; THACO 16; AL N.
Five turns after entering the valley, the PCs will see a
Sea sprites (8): AC 6; MV 6“1/24“;HD 1; hp 5; #AT 1; gallows with six skeletons han ging from it. The skeletons’
Dmg 1 4 ; THACO 17; SA weapons tipped w ith sleep potion, hand s ar e tied, and they dangle limply. If a PC gets close,
can cast slow spell thr ee times per day at 5t h level of abili- th e skeletons will seem to come to life. Magic mouth spells
will say: “G o back! There is nothing f or you here! We dis-
ty ; AL CN. pleased th e Mage of th e Valley, an d you can see th e result!
Go back, and keep your necks!” The skeletons are not
If the PCs attempt to communicate, the sprites will undead, and except forth e magic mouths, have no enchant-
explain that they are merely “protecting the sea’s prop- ments.
erty.” If the intruders leave things as they are, the sprites
have no quarrel with them and will let them leave If the PCs try to cut downth e skeletons, an invisiblejuju
unharmed. zombie guarding th e gallows will atta ck. Unless th e juju
zombie was detected earlier , it will atta ck with surprise.
The shattere d cargo hold of t he wreck contains another
20 platinum ingots. A chest i n th e captain’s cabin at th e Invisible Juju Zombie: AC 6; MV 9” ;HD 3 + 12; hp 35;
stern contains a broadsword + I and a mace +2 . Both
weapons are badly rusted, concealing their true nature, #AT 1; Dmg 3-12;SA Nil; SD hi t only by + 1or better weap-
but can be made usable through the ministrations of a
weaponsmith. The chest also holds the ship’s log, wrapped ons, piercing or blunt weapon attacks do Y2 damage, it is
in oiled leathe r and t hus partially protected from the sea. unaffected by m ind-affecting magic or poison, electricity,
The log confirms th at “The Outward Bound” was a some- magic missiles, deat h or cold-basedspells, it takes Yz dam-
time pirate ship, and that its cargo was stolen from the age from fire, is turned as spectre; THACO 13; AL NE.
Prelacy of Almor.
Thejuju zombiewas once an adve nturer who angered th e
Conclusion-The Danger Above Mage‘ofth e Valley, and w as kille d by a n energy drain spell.
His punishment after death was to guard thi s gallows, and
The thieves will choose the best opportunity to slay th e he will not willingly leave it. If the PCs retrea t, he will
PCs-possibly when they surface, exhauste d from fighting chase them unt il they ar e 100 feet from the gallows.
th e dangers below-and make off with as much treasure as
the y can. Bella and her friends ar e sly,however, and won’t As the PCs proceed deeper into the valley, they will
tip t hei r hand too early. (For example, if a PC re tur ns to the notice broken bones and skulls underfoot, as well as bro-
boat badly wounded,they might “help him along,”making ken, rusted weapons, rotted backpacks, and other items
his death look like a resu lt of his wounds.) If the thie ves tha t indicate th at a battle was fought here. These things
successfully stea l the ship’sboat, they’ll make the ir escape were scattered on th e orders of t he Mage of th e Valley, to
by sailing through small openings in the reefs around the ensure t ha t nobody w ithout a valid reason would ent er th e
Valley.
iesrlavnedsss.eIl,f the PCs aar5e0s%tupcihdaenncoeupgehrtotufornlloowf in their larg-
there’s pursuit that The Frog

they’ll ru n aground on the coral. Three turns after leaving the gallows, the PCs will
encounter a n ordinary frog. It will hop out from behind a
Note: The amount of tre asu re to be collected from the rock and say: “Stop! Go back! I was once a noble paladin,
until th e Mage of th e Valley became angered with me, a nd
wreck m ay seem excessive. Remember, however, th at it’s changed my form to this! Go back, and consider yourselves
lucky th at you can still leave!”
underwater, and it’s unlikely that the PCs will make off
The frog radiates magic if checked, but th e PCs will not
with more th an a fractio n of it. If they decide to retur n to be able to tur n it back into a paladin. The Mage of th e Val-
ley put a magic mouth on a n ordinar y frog to fool people. In
the wreck later, better equipped, they might find that all other respects, the frog is ordinary. It ha s no effective
attacks and will behave exactly like a n ordinary frog.
another storm ha s obliterated any signs of the wreck.
While the PCs ar e busy with th e frog, several gnomish
The Entrance to e spell casters will be alerted to the ir presence. These illu-
th e Valley of the
sionists are th e outer guardians of t he Valley,and will com-
5tThhtois6atdhvleenvteul.rIefiysodueswigannet dt hfeoPr tChsretoe etoncfoouurnctehratrhacetMersagoef bine thei r spells to create truly frigh tening illusions with
visual and audible components. They have worked togeth-
of th e Vale himself, however, you’ll probab ly need more (or er for years, and coordinate the ir illusions expertly.
more powerful)player characters.
Carl Sneakystufl AC 8-dexterity bonus; M V 1 2 ”; 1 7 ;
Those who seek th e Valley of t he Mage will find them- HD 7; hp 22; #AT 1; Dmg by weapon type (staff sling, d ar t,
selves clamberin g down into a bleak, ba rren valley. A per- dagger); Str 11, Int 17, Wis 10, Dex 16, Con 8, Cha 11;
mane nt fog hangs over the area , and th e wind sounds like THACO 19; AL CN; SA Spells: 4- ls t, 3-2nd,2-3rd, 1 4t h .
th e voices of th e restless dead. Scrubby gra ss and mosses
are th e only signs th at life even exists here. Piotr P restochango: AC 7-dexterity bonus; MV 12”;15;
HD 5; hp 16; #AT 1; Dmg by weapon type (staff, dagger,
Just why the player characters are here is up to you: dart); Str 10,In t 18, Wis 9, Dex 17, Con 12, Cha 8; THACO
They could be on a mission to slay the Black One-the 20; AL N; SA Spells: 4- ls t, 2-2nd, 1-3rd.
Mage of the Vale; they could be on a thieving mission, t o
retrieve valuable magical items known to be here; they
could stumble int o th e deadly valley by accident. It’s up t o
you. Once they’re in t he valley, here’s what happens:

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Tatanya Stickyfingers: AC 7-leather an d dexte rity The O ffice of the First Protec tor
bonus; MV 12”; I 4pT 7; HD 417: hp 28; #AT 1; Dmg by
weapon type (short bow, short sword, dagger); Str 12, In t From outside, this building looks like a small temple,
16, Wis 12 , Dex 17, Con 13, Cha 14; THACO 19; AL N; SA with a large st atu e of a ma n standing outside. Any PCs
Spells: 3 - M ) 2-2nd, triple damage from back stab; SD looking at the statue and failing to save vs. spells will

spells. thhairnmklethssis. Ais haisdtdoenneggnoolemme.sTpheellsctaastuteer iissncoans-timnaggaicsaple, lalntdo
make it seem to be a golem. Any PCs attacking t he s tat ue
They work together to cast a very believable illusion. will only end up wasting their spells or breaking their
One will cast a phantasmal force, while another will pro- weapons. Weapons striki ng he s tatu e must save vs. crush-
vide a n a u d i b l e g l a m e r . The DM should make th e PCs save in g blow or the y will break.
vs. spells twice to disbelieve both forms of t he illusion..
First room: This room is airy and clean. Behind a
One of th e gnomes’favorite t ricks is to conjure the image counter, three pretty Valley-elven girls smile and ask:
of a robed, hooded man, a nd use ventriloquism to make it “What can we do for you, please?’’
talk to intruders. It will imitate the Mage of the Valley,
aski ng intruders what they wan t, scaring them with dire These girls ar e not what they appear to be. Tw o of them,
threat s, making it clear tha t intruder s a re unwelcome. Sharlene and Elspeth, are 8th-level thieves; the other,
Marinian, is a 6th-level magic-userl6th-level thief. They
If th e illusionary “Mage” or other illusions are attacked, will not wantonly att ac k PCs, but will defend themselves if
ta ta ny a Stickyfingers will slip behind th e PCs and pick a attacked. If they can tell tha t the PCs a re not authorized to
pocket or two. She loves to pick up magical items, and will enter the Valley, Marinian will cast a suggestion to wait
try to steal any things tha t are not i n use. If she feels it is
there, and a hold person on anyone making their save
necessary, she will back st ab a t every opportunity. She is against the suggestion. PCs failing their saves against
almost impossible to detect, since she is wearing elven eithe r or both spells will be turne d over to th e Mage of th e
cloak and boots and has improved invisibility cast upon her. Valley immediately,to account for the ir presence in h is val-
ley.
The Valley Elves
Sharlene and E lspeth: AC 5 (elven chain); MV 12 ”;T 8;
Once th e PCs get past th e gnomes,th e next guardians of HD 8; hp 4 1,4 0; #AT 1; Dmg by w eapon type (sh ort bow,
the valley will make their appearance ld8 turns later. long sword, dagger); Str 15,In t 13,Wis 11,Dex 14, Con 16,
From hidden vantage points, arrows will shower down Cha 17; THACO 19; AL LE, NE; SA tri ple dama ge from
upon th e party. An elf or a ranger has a chance of detec ting
a hidden guardian-multiply th e detector’s level by 5%to back stab, + 1 o hi t w ith bow a nd sword; SD 90% immu-
determine th e chance.
nity to charm and sleep, normal thief abilities
Valley-elven fighter s (7): AC 5; MV 9 ” ; HD 5 ; hp 49,45,
41 ,3 8, 37 ,3 4, 33 ; #AT 1; Dmg by weapon type (long bow, These elves ar e sisters,and resemble each other strongly.
They will cheerfully flirt with male PCs, if necessary, to
long sanwdorsdw,odradg;gSeDr);9T0H%AreCsOis1ta6n;cAeLtCo Nsle; SepAa+n 1 o hit with
bow d charm. distract them. Neither is carrying treasure.
Marinian: AC 5-elven chain; M V 12”;MU 6pT 6; HD 6/
These elves are pa rt of th e Valley Militia, and th ei r
6; hp 44; #AT 1; Dmgby weapon type (long sword, long bow,
orders ar e to make s ure th at only persons authorized by dagger); Str 16, Int 16, Wis 1 0, Dex 15, Con 12, Cha 13;
th e Mage of th e Valley ar e allowed inside. They wear elven
chain mail an d elven cloaks, making them very hard to see THACO 19; AL LE; SA tri ple damage from back sta b, + 1

in th e ever-present fog. with sword or bow, Spells: 4-lst, 2-2nd, 2-3rd; SD 90%
If the PCs manage to kill four or more elves, the res t will resistance to sleep and charm, normal thief abilities.

scatter and re tur n to the ir base i n th e Valley. Their leader, Marinian is, he r anking person in this room, and will
Lemin Kainin, wears a golden circlet on his head, and if give the others any orders necessary. She is ruthless in her
PCs pursue him, he will call forth a skeleton in rusty plate work, and will do anything i n her power to keep intr uder s
out of th e Valley of th e Mage. She owns a flame tongue long-
mail and command it to attack, hoping tha t t he PCs will sword and a necklace of magic missiles.

think it is a skeletal warrior. Room 2 This room isfilled with papers. In t he middle of
the papers sits a skeleton, and what appears to be a behold-
Skeleton: AC 4-rusty plate mail; 7”; HD 1; hp 8;
er is floating right above the skeleton. The papers are
#AT 1; Dmg 1-6;THACO 19; AL N; SAMnVil; SD shar p weap- detailed descriptions of th e valley, all fake an d showing
paths leading to death t ra ps of one type or another.
ons do 112 damage, amulet ofproof against turning (turnsas
The “beholder” is really a gas spore.The regular i nhabit-
a Spectre) an ts of the building know what it is and ar e careful not to
touch it. It is there so that snoops and thieves, two of the
Captured elves won’t willingly give out any information. Mage’s pet peeves, will eithe r be scared out or killed. The
If they are coerced (magically or otherwise), they don’t papers a re mostly files about various enemie s of th e Mage
know a gr ea t deal about t he Mage of th e Valley. They do or of th e valley-folk,and m ight, at th e DM’soption, contain
know that he is a magical man w ith th e power to keep thei r very complete dossiers on th e PCs.
valley safe. Despite their alignment, they a re fanatically
loyal to t he Mage of the Valley,and do whatever he orders. Gas pore: AC 9; MV nil; HD 1; hp 1; #AT1; Dmg special;

Anyone who gets past these first encounters is channeled THACO 19; AL N; SA touch-infestation; SD explosion for 6-
by th e shape of th e valley to th e Office of th e First Protec- 36 points damage when hit .
tor.

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Adventures i n Greyhawk

The rescue Of ren -

Room 3 This is where Sharlene, Elspeth, and Marinian Here is an adventure for three to six player character s of
sleep. Various items of clothing an d cosmeticscan be found, 3rd to 6th levels. A small party better be toward th e high

an d pictures of handsome, scantily-clad elven and h uman end of th e level-suggestions; a lar ger pa rty may survive
men are pinned up on th e walls. Searching this room will wit h less power.
yield a total of 3,800 g.p., one dagger of venom, a manual
written in elvish about assassination, and Marinian’s spell The party of adventurers is in the Free City of
Greyhawk, looking for employment. One day,a messenger
book. The spell book contains gf ee ta,t hi ne vr ifsai bl li,l ict hy ,a rs mu gpgeersst ioonn, comesto th e inn where th e party is staying. He asks for th e
magic missile, read magic, for leader of th e group, presses a piece of paper into t he lead -
er’s hands, and asks for a tip.
an d hold person. Along with t he spell book ar e enough
The paper reads: “Bold ones! Your rep uta tion for brav-
mater ial components to cast each spell ten times. ery and s kill ha s preceded you! Come to th e headq uarte rs
of th e Traders’ Union, if you wish to learn something of
Room 4: There is a variety of gym equipment here, advantage.” It is not signed, but th e seal of the Traders’
Union at t he bottom authenticates it. If the messenger boy
along with several books in elvish, gnomish, and common is still waiting for his tip, he will be willing to guide the
group to t he Traders’ Union.
about increasin g one’s stre ng th or dexterity. There ar e also

dummies representing various races, with the vulnerable

points marked in red. One of the dummies is animated to

provide actual combat experience for th e thr ee women. At

th e approach of a PC or anyone who is not a regular user of

th e facility, it will rise and attack.

T r a i n in g d u m m y : AC 5; MV 12 “; HD 3; hp 24; #AT 1; The Traders’ Unio n

Dmg special; THACO 16; AL N; SA nil; SD nil.

Any hit s th is dummy scores will feel real, but when the guTahrdisebdubilydfiinvgei6stihn-laerveeslpfeicgthatbelres.section of t he city, and is
dummy takes its maximum of 24 hp damage, it will de-
anim ate and th e wounds will stop hurting. The dummy is Fighters (5): AC 4; MV 9 ” ;HD 6; hp 45,42,40 ,39,3 6,33;
worth 15,000g.p. to a ny thieves’ or assassins’ guild, or any #AT 1;Dmg 1-8 Longsword);THACO 16; AL N
teacher of fighting skills.
The fighters will be courteous, but will not allow anybody
Room 5 This is Tysiln San’s room. She will not be into the Traders’ Union building without proper authoriza-
home, but h er possessions are scattered about. She owns tion. If th e boy is with the group,th e fighters will accept his
quite a few diaphanous dresses, worth 500 g.p. each to any word as o the PCs’ status. I ft he boy is not with th e group,th e
elven or hum an woman, and jewelry worth a total of 8,089 letter with t he seal will persuade th e fightersto admit them.
g.p. If any thin gis stolen from here while Tysiln Sa n is still
alive, a magic mouth will appear on the wall and begin On the inside, the Traders’ Union is a bustling, busy
shouting: “Thieves! Thieves! Thieves!” until Tysiln San place. Members of al l th e races in Greyhawk ca n be found

appears, help comes, or the items are returned to their there , dickering over bales of goods. The guard s escorting
places.
the PCs are unfailingly polite, but will not tolerate idle
sightseeingor theft. Any PC who trie s to steal any thin g in

MCagoeu. rIntythaerddisTtahniscea,rfeaarmlosoaknsdofuitelodvsecranthbeeVseaellne,yanofdtthhee the Traders’ Union building will be detected by magic
air will be clear of fog for the fir st time since th e PCs mouth spells placed i n every room, and forcedto m ake com-
entered.
pensation.
Tysiln San is waiting i n th e courtyard (see page 43 for
detail s on Tysiln San). If she ha s been alerted by fighting The PCs are led through the e ntir e Traders’ Union, to an
noises, she will be ready for th e PCs. Otherwise, she will be
snoozing in the sun, wearing her glassteel mirrored sun- upper story,where a respectable-lookingdwarf an d incred-
glasses. Tysiln Sa n is wearing jewelry worth 2,000 g.p.
ibly old elf await them, along with several prosperous-
If the PCs sur prise her, she will be smiling and friendly.
This is not necessarily a n act, since she feels rath er alone looking humans.
in t he Valley. Except for th e Mage and his rar e visitors, she
is generally n ot very welcome by others i n th e valley. When the PCs are ushered into the room, the oldest

Beside her on t he courtyard is a stone golem. It is invisi- human present will stand an d welcome them, asking th em
bile cast upon it, and unless t he PCs save vs. spell or attack
to be seated. When everyone is comfortable, he will begin:
Tysiln San , they will not know it is there. I ts orders are to
protect Tysiln San, and any attack against her will acti- “My good sirs (and/or ladies), welcome to the humble
vate it.
head quar ters of th e Traders ’ Union of th e City of
Stone golem: AC 5; MV 9 ”; hp 60; #AT 1; Dmg 3-24;
THACO 9; AL N; SA slow spell; SD hit only by +2 magic Greyhaw k. My name is Strim tin Cannasay, an d these good
weapons, immunity to most spells.
merchants with me help to keep th e Union free, respected,

and honest. We called you in for your, well, l et u s say, exper-

tise in certain m atte rs with which we ar e not able to deal.

“The Master of th e Traders’ Union, Ren 0’ he Star, ha s

disappeared. We have determined th at he was capture d by

certain unsavory people with whom he was wont to play a t

games of chance. We believe th at his kidn appers wish t o

extort money from him. We know where h e is being held,

and we want you to get hi m back to us.”

If th e PCs ask how th e Traders’ Union knows where the ir

leader is being held, Strimtin Cannasay just grins and

says: “Professional secret.’’ The traders will supply a

guide to th e area, and even th e exact house, where Renis

being held.

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The traders know a great deal morethan they are telling “Ten coppers apiece to pass, strangers. Nobody goes
th e PCs. Ren 0’ th e Star’skidnappin g was approved by the through Owlbear’s turf without paying Owlbear’s toll!”
Union, as a way to scare Ren into giving up or cutti ng back sneers the leader, while the r est swingknives, daggers, a nd
his gambling. They dislike the way his gambling losses clubs threateningly.
force him to deal with his customers, and know that his
behavior ref lects badly on all of them. None of th e trade rs Owlbear-street-gang leader: AC 9-Very poor-quality,
ill-fittingleather armor; MV 12”;HD 4; hp 26; #AT 1; Dmg
wSiinllcaedtmheit wthhaotltehaefyfawirerwe ainsvaorlrvaendgwediththRroenu’gshkiidnntearpmpiendgi-. 1-6 (club); Str 13, In t 7, Wis 8, Dex 12, Con 11, Cha 13;
aries, the kidnappers don’t even know who their true THACO 20; AL CE; SA nil; SD nil.
employers are .
Street gang members (11): AC 10; MV 12“;HD 0; p 1
Ren was kidnapped neatly from the street, but things
quickly st ar ted to go wrong: The kidnappers, intoxicated (x ll) ; #AT 1; Dmg 1-4(dagger);THACO 20; AL vario us, b ut
by th e sense of power a t having a wealthy, powerful mer- always evil; SA nil; SD nil.
chant like Ren at their mercy, began making ridiculous
demands. Instead of simply going thro ugh with th ei r Gangs like this survive by bullying and robbing weaker
assigned charade to scare Ren away from the gaming slum residents, but if th e PCs ar e able to kill Owlbear, or
tables, they asked a ran som of 1 00,000 g.p. and safe pas- kill two or three gang members, the rest will retreat. They
sage out of Greyhawk! know they’ll find easier pickings elsewhere. Owlbear leads
th e gang by virtue of his superior level and str ength. O ther
The justifiably upset traders just want to get their col- gang members have no stat s greater t han 11.
league back (and if the kidnappers are silenced-forever-
so much th e better). The Traders’ Union will pay the PCs’ If th e PCs pay,th e gang lets them pass, sneerin g and spit-
expenses, and add a reasonable reward, plus whatever tin g to show the ir contempt. Secretly, even Owlbear was
they plunder from th e kidnappers.
terrified, but he knew th at avoiding thi s encounter would
The Wrong Side of the Tracks brand him a coward. They have been paid by the kidnap-
ping gang to divert attent ion from the ir headquarters.
The PCs’ guide leads them throu gh a maze of stre ets and
alleys. The neighborhoods become worse an d worse. The The Kidnappers’H eadquarters
houses get more ruinous, the people shabbier, and the
str eet s themselves more filthy. Finally, the guide and the Tw o tu rn s after meeting Owlbear’s gang, the PCs will be
PCs are stopped by a gang of youths, dressed in r ags. in view of th e house where Ren 0’ the Star is being held. It
is a two-story house, indistinguishable from the other
houses around it. Once th e PCs ar e certain of the house,
the ir guide will disappear. He was not hired to figh t, and
will not fight under an y circumstances.

The door of th e house is locked, but any thief can easily
pick the lock: It was put t her e only to discourageth e slum-
dwellers from trying to enter. The walls of the house are
soundproofed; t is impossible o hear noisesthrough them.
The doors between rooms are not locked, and th e hinges
ar e oiled to open quietly. In a ny room, ther e is a base 10%
chance of a P C party being caught by surpr ise when a door
opensfrom another room, unless tha t room is empty or h as
been cleared by th e PCs.

Room 1: This was once the front parlor, when t he house
and neighborhood were not in such bad condition. Here,
two men in chain mail with shields and weapons are play-
ing dice.

Fourth-levelfighters (2): AC 4-chain mail + shield; MV

9” ;HD 3;hp 25; #AT 1; Dmg 1-8 (battle axe and spiked
buckler); Str 13, Int 8, Wis 9, Dex 11, Con 12, Cha 10;

THACO 18; AL CN.
These fighters were hired by th e kidnappers, an d know

nothing of th e activities of th ei r employers. They fight
well, but will surre nder if they see tha t th eir odds of win-
ning ar e slim.

Room 2 This room is nearly bare. There are heavy mat s
on the floor, and carpets have been hun g from the wa lls to
pad them. A man and a woman in leather armor, with a
family resemblance to each other, ar e exercising here.

Moriton tal linn -m ale4 th level thief: AC 8-leather armor;
Move 12”;HD 4; hp 18;#AT 1; Dmg 1-6 short sword);Str 13,
Int 10,Wis 9, Dex 14,Con 12, Ch 14;t h a c o 20; AL NE; A
double damage from back stab SD normal thief abilities.

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Jerilyn Tallinn-female 4t h level thiee AC 8-leather The stairway to the upper level is trapped. The second
armo r); Move 12” ;HD 4; h p 14; #AT 1; Dmg 1-6 (short bow step from th e top is hinged so th at t he riser will drop away
or dagger); Str 11,In t 14, Wis 10, Dex 14, Con 13, Cha 12; under a person’s feet. Anybody triggering this trap must
THACO 20; AL LE; SA double damage from back stab; SD save vs. dexterity or suffer ld 6 points of damage. Persons
normal thief abilities. failing their save vs. dexterity must th en save vs. constitu-
tion or their ld6 points of damage will be a broken leg,
peMr goarintgo.nTahnedyJkenr iolwy nwThaelrleinRneanre0’mheemSbtearrsiosf, bthuet wkiidllnnaopt-
reducing thei r effective movement ra te to 3 ”.
tell. If they see tha t they ar e losing th e fight, they will try When the PCs climb the stairs, they must save vs. spell,

to escape through Room 1 nto the street. They feel litt le or they will believe they see a n attic t ha t ha s been heavily
damaged by fire. This room is th e headq uarte rs of a spell
loyalty to th e rest of th e gang. Each of them h as l d20 g.p. caster. He has cast invisibility on himself, then cast
improved phantasmal force on the room to make it look
and 180 sp; they supplement their salaries with a little ruined.

theft. Ke e Ar kg u ar d- m ale 7th - le v e l m agic - u s e r : AC 7-
dexterity bonus);Move 12 ”;HD 7; hp 21; #AT 1; Dmg 1-6or
Room 3 This is a dining room, with a rough, improvised 1-4 staff,dagger);Str 6, Int 18,Wis 10, Dex 17, Con 8, Cha
9; THACO 19; AL N E ; SA Spells: 4- ls t, 3-2nd,2-3rd, 1-4th;
table. At the table, a womanin reuastitnygm. ai.l and a man wear- SD spells, high dexterity.
ing studded leat her armor ar e
Kee Arkguard, th e last gang-member,is interested only
A lia Halaby-female 3rd-level fighter: AC 5-chain mail;
isnomhiesthoiwngnosuatfoeftyit.. HHee owwilnlsbaewtraanydaonfyiblloudsyionif, ahsewcealnl agseat
Move 9” HD 3; hp 29; Dmg 1-6 + 1 short sword + 1 , ham- staff of swarming insects. He ha s 6,000 g.p. hidden in t he
room,and will bargain for his life if he th ink s he is likely to
mer or dagger); Str 13, Int 16, Wis 8, Dex 11, Con 12, Cha lose a fight.

14; THACO 18; AL LN; SA nil; SD nil. He knows th e spells hallucinatory terrain, non-detection,
improved phantasm al force (already expended), nvisibility
Alia Halaby, one of th e people at t he table, is a member of (already expended), misdirection, change self; hypno tism,
the gang, and if she is allowed to surrender, she will tell phantasmal force. He ha s his spell book nearby.
where Ren 0’ th e Star is being held.
Guarding the spell caster a re several undead, animated
Trin ian Poolgazer-ma le 3rd-level cleric/5th-level thief by Grugrunk Abedluthic.
AC 7-studded lea ther; MV 11 ”;HD 3/5; hp 37; #AT 1;Dmg
1-6 (quarter staff, sling, a nd club); Str 10, In t 12, Wis 16, Monster Zombies (2): (AC 6; MV 9 ”; HD 6; hp 39 each;
Dex 14, Con 9, Ch a 13; THACO 19; AL LN; SA Spells: 4- #AT 1;Dmg 4-16;THACO 13; AL N; SA nil; SD immune to
ls t, 3-2nd, triple damage from back stab; SD as half-elf, charm, cold, dea th m agic, hold, sleep, turned as ghasts.
normal thief abilities.
Animal Skeletons (12): (AC8; MV 6”;HD 1-1;hp 7 each;
Trinian Poolgazer,the other person at the table, is a half- #AT 1; Dmg 1-4;THACO 20; AL N; SA nil; SD immunity to
elf, and a member of th e gang. Under no circumstances will charm, cold, death magic, hold, sleep, edged weapons
he reveal where Ren 0’ he Star is. If he enter s combat, he inflict 1/2 normal damage) guard t he illusionist’s safety.
will delay using his spells (spiritual hammer, command
The wall underneath the stai rs has a secret door. Behind
jaunsdt caatuhsieeff.ear),to try to make th e attackers think th at he’s th is door, Ren 0’ he Star is tied up and gagged, suffering
Under t he table is a bucket with an executioner’s hood from lack of water and food, but otherwise unharmed.

inside. If the fighting is goingbadly for th e gan g members, The House of Cards
Trini an Poolgazer will uncover th e bucket and throw th e
hood at th e highest-level PC he can see. This setting can be used in any campaign, by any number
of PCs of any level: The DM decides how tough t he s it ua -
Executioner’s hood: AC 6; MV 6” ;HD 6 +6; hp 35; #AT 1; tions describedbelow ar e to survive. If you wa nt t o play ou t
Dmg ld4; THACO 13; AL N; SA surprise on 1-3; SD th e optional encounters, you should have four t o six play-
immun e to sleep spells. ers of 3rd to 7th levels.

Conclusion-Ren Returned Always in search of fame and fortune, the player charac-
te rs have enter ed th e city of Elredd of th e Wild Coast
Room 4 This room is nea t and clean. A half-orcishwom- because of its reputation for adventure a nd fast money. The
an in splint mail is sitting in a chair, reading a book. House of Cards is a gambling den with a bar, but no rooms
Against t he wall, s tair s lead up, presumably to a second for rent. I t is well-knownfor it s tough customers-and th e
floor. large sums gamblers claimto have won there. Anyonewith
a brave heart a nd a little luck can hope to gathe r a small
Grug runk Abedluthic-fema le 7th-level cleric: AC 4- fortune in one night. Rumors say tha t t he House of Cards
has relations with t he local Thieves Guild, but th e nat ure
splint mail; MV 9” ;HD 7; hp 49; #AT 1; Dmg 2-7 + 3 (mac e of those relations is unknown to outsiders. The Thieves
Guild is powerful in Elredd and no one dares to ask too
+ 3 ) ;Str 14, In t 13,Wis 17, Dex 7, Con 14, Cha 11; THACO many questions.
16; AL LE; SA spells: 5- ls t, 5-2nd, 3-3rd, 1 4 t h; SD Nil.

Grugrunk Abedluthic, a half-orc, is the leader of th e
gang. Sh e knows exactly where Ren 0’ he Sta r is, but she
will only confesshi s whereabouts if she is forced to surren -
der a nd the n convincedth at her captors will kill her if she
doesn’t ta lk. She knows th e following spells: spell immu-
nity, animate dead, feign death, hold person, silence 15’
radius, spiritual hammer, comman d, cause feu);sanctuary.

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The Salesman The main floor of the House of Car ds is occupied by t he
spacious common room. On one side of th is room is the bar,
Before the PCs enter the gambling den, they are where customers can purchase ale (1 .p. per pint) or ru m (2
approached in th e str ee t by a shifty-looking salesman s.p. per shot). Behind th e bar is a door leading to a rear
(actually, a thief). storeroom and a stairway to th e second floor. Next t o th e
bar is an iron-barred window, behind which sits the clerk
3rd level “salesma n” thief: AC 8 with leather armor; MV
12” hp 9; AT 1;Dmg 1-6wit h short sword; THACO20; AL who pays winning gamblers. A loaded crossbow always l ies
CN. next to th e clerk, with extra bolts close at hand. The center
of t he commonroom contains four gambling table s a nd six
The thief offers the PCs the Luck Ring of the Wild Coast customer tables. Non-player 0-level characters employed
and claims tha t it is enchanted to influence dice rolled in at th e House of Cards include the clerk, the bartender,
th e hand which wears the ring. He offers to sell the magic thr ee ser ving maids, and one dealer (whether dice or cards)
item for 5,000 g.p., but can be ta lked down to a lower price, at each gambling table.
withi n reaso n, (3,000 g.p. bottom price). As th e encounter
ends and the salesman departs, there is an 80% chance The House of Cards opens in th e early evening. By night-
th at he will a tt em pt to pick th e pockets of one of th e PCs
(randomly). His chance to pick pockets is 40%, -5% per fall, t he commonroom is crowdedwith 3d10+ 30 gamblers,
class level of th e PC above 3rd.
drinkers, rogues, and mercenaries. At the first dawn of
The Gambling Den morning light, when most of th e customers are e ith er home
or passed out, the half-orc removes all remaining cus-
Once a rest aura nt for wealthy nobles, this establishment tomers an d locks th e doors.
was recently converted into a haven for gamblers and ruffi-
ans. The present owner is a human named Garon. The Second Floor: This consists of qu ar ter s for the

Garon: AC 1;M V 12” T 10;HD 10;hp 48; #AT 1;Dmgby hdeonucbhlym-laoncaknedd faonlldowtrearpspoefdGa(urosuna. Tllyheadroroowr oftreaapc)h. rAoocmonis-
weapon type; Str 17, Int 15, Wis 9, Dex 16, Con 10, Cha 9; cealed compartment i n each room contains 50-500 .p. and
THACO 16; AL LE; SA short sword + 3 ; SD bracers of 0-3 jewelry pieces. The twelfth and last room is also
defense AC 2. trapped, and holds the stairway to t he t hird floor.

Garon is a moody character who has set up his gambling The Third Floor: This consists of a small maze of inter-
house in total disregard of the Thieves Guild. Naturally, twining corridors. Somewhereinside is a secret door which
th e Guildmaster resents the intrusion, so serious trouble is opens into Garon’s room. The door has two arrow traps,
brewing in Elredd. However, Garon is not alone-he main- plus two gas traps which cause nausea (t rea t as stinking
tains a small group of followers plus one fighter- c louds)and sleep (tre at as sleep).Only Garon can automat i-
henchman; all of these have average statistics: cally activate and deactivate all four traps. In th is room is
a secret compartment wi th 3,500 g.p. an d four pieces ofjew-
1;Rhopg5u,e4s,3(4,)3:;A#ACT81-w;Ditmh gl1e-a8twheitrhalromnogrs;wMorVds1;T2H”;ATC1O; H20D; elry. There is a 20%chance tha t Garon is here in th e morn-
AL LE. ing or daytime, and a 50%chance during th e evening and
night. Otherwise, he is in town (75%)or disguised in t he
Footpads (3): AC 8 with leather armor; MV 12” T 2;HD
2; hp 9,8,8; #AT 1; Dmg 1-8with longswords; THACO 20; common room (25%).
AL LE.
Gambling at the Tables
Cutpurses (2): AC 7 with studded leathe r arm or; MV 9”
T 3; HD 3; hp 17, 15; #AT 1; Dmg 1-8 with longswords; Each dealer’stable in t he commonroom feat ures a differ-
THACO 20; AL LE. ent game. Where appropriate, a dealer h as thr ee levels in
gambling proficiency. (Note: One level in gambling profi-
Robbe r (1): AC 7 with studded leath er ar mor; MV 9”; ciency costs one proficiency slot). In each game, t he mini-
4; HD 4; p 18; #AT 1; Dmg 1-8 ith longsword; THACO20; mum bet is 10 g.p. and t he maximum be t is 50 g.p. All bet s
AL LE. are made before any dice are rolled or cards are dealt.
Game winners are given signed notes to be tak en to th e
C h a m p i o n (I ): AC 4 with splint mail; MV 6” F 7; HD 7; clerk for payment. However, no amount more t ha n 2,000
hp 55; #AT 312; Dmg 5-6 or by weapon type; THACO 14;AL g.p. will be given to any one character in one night , so a
lucky gambler might have to wait unt il th e next evening to
NE; SA + 3 to hi t i n pummeling attacks. collect all of his or her winnings.
Table 1: DragonCards. This card game involves a bat tl e
The thieves serve as secret guards, mixing inconspicu- between a n army of knigh ts (th e player’s hand) and a red
ously with t he customers and striking only when there is dragon (t he dealer’s hand). It is simulated by both sides
trouble. They never harass or rob customers without rolling ld20. A character with gambling proficiency may
Garon’s permission, which is only rarel y given.
use a + 1bonus to th e roll per level of proficiency.The high-
The fighter-henchman is a half-orc who serves as a
bouncer in t he house. He is doubly proficient in boxing and er score indicates the winner. The player has a choice of
wears chain mail gauntlets, but carries a longsword for three age categories to challenge: a young dragon game
serious combat. Any customer who starts trouble is likely gives +6 (total) to the dealer roll and pays 2:1, a n adul t
to be expelled. The half-orc is rath er dull and totally loyal
to Garon, so will fight to th e death for him. dragon game gives + 10 o the dealer roll and pays 5:1, and
an ancient dragon game gives + 14 to the dealer roll and

pays 1 O : l .

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Table 2 In Between.This is a simple game using percen- The PotentialHenchman: One of th e PCs, preferably
tile dice. The bettor rolls t he dice twice, getting two num- a fighter or ranger, is approached by a mercenary named
bers. Then they tr y a thir d time to get in-between th e two Conrad.
rolls with a third number.
Table 3 Two and Three. In th is game, the dealer rolls Conrad: AC 5 with chain mail; MV 12” F 1: HD 1;hp 8;
ld20 and the player rolls 5d4. Each side’s roll is added #AT 1; Dmg 2-8 with broadsword; Str 17, In t 11,Wis 10,
together a nd th e higher score wins with ties going to the
dealer. This game pays 2:l. Dex 14 , Con 16 , Cha 12; THACO 20; AL LN.
Table 4: Dice Racing. Each participant rolls one six- The mercenary offers to become th e PC’s henchm an for
sided die at a time and attempts to reach 25 before the oth-
ers. The highest score of each ld6 roll receives a + 1 75 g.p., plus all considerations listed in the DMG.Note
that Conrad already possesses chain mail armor, broad-
modifier on th at roll. The dealer receives + 1 o each roll, sword, and a dagger.
plus th e + 1bonus if he rolls th e highest roll on tha t round.
The Hammer: A random male PC is the victim of an
Tables 5-10 Card Games. Of th e five other tables , one attack by a drunken warrior.
tab le is occupied by card players per ten total customers in
the common room. There will be 2-5 customers playing Drunken Warrior-6th-level fighter: AC 7 with studded
cards, usually a poker variant. A character may enter an leather; MV 9 ” ; F 6; HD 6; hp 60; #AT 1; Dmg by weapon
existing game with NPCs by making a positive reaction type; Str 18/75, Dex 17, Con 16; THACO 16; AL CE; SA + 3
check, or may start a new game with other characters. “to hit” in overbearing attacks.

Each random poker-playing NPC has a 3d4 + 6 wisdom The warrior surprises th e PC and makes a n overbearing

scToorereasnodlv0e-3a lpeovkeelsr gofamgaem, ebalcinhgplparyoefircrioenllcsyl.d6 , adding his attack at a total of +7 “to hit,” and continues overbearing

or her wisdom, and + 1 per proficiency level in gambling. patutmacmkselutnhtiel PsuCc,csetsrsifkuiln.gTahter+e6af“tetro, hhiet”usaensdh4is-5fipsotsinttos
damage. Theprone PC fights a t - “to hit” until he is back
All bets are made and raised until a final amount is on his feet, which requires a str eng th check because of th e
reached. Then th e scoresar e revealed and th e highest score warrior on top of him. If the PC regains his footing, the
wins. drunk NPC mak es overbearing attacks and the n pummel-
ing attacks as before.
Random Encounters
The attacking NPC will concentrate his full attentio n on
As the common room gets crowded, there are many his unfortunate victim until the PC’s companions inter-
opportunities for the PCs to have encounters. Some sugges- fere, or un til t he half-orcbouncer arrives, 4-7 rounds after
tions a re listed below. There is no order of occurrence or the initial attack. Garon’s henchman will attempt grap-
percentage chance th at any will happen. That decision is pling attacks against th e wild NPC to drag him out the
left to th e DM. door, but if unsuccessful, he will try t o pummel th e dr unk
warrior into unconsciousness.
The Arm Wrestler: The PC with t he highest combined
strength and constitution score is challenged to an arm-
wrestling contest by a hulking brute.

Hulk ing Brute: 3rd-level fighter; AC 5 with chain mail;
M V 12” ;F 3; HD 3; hp 30; #AT 1; Dmgby weapon type +5 ;
S 18/95,In t 8, Wis 12, Dex 9, Con 15, Cha 9; THACO 1 8;AL

CN; SA + 2 “to hit” streng th bonus.

If the PC refuses t he challenge, the br ute pours ale over
his head while nearby customers burst into laughter. What
happens next is up to t he players.

If th e PC agrees, th en a small crowdof onlookers gat hers
around the t able to make bets and cheer for the opponents.
To resolve the contest, both characters roll ld4, adding
their strength damage bonuses and constitution hit point
bonuses. Also add the difference between their strength
scores to the character w ith higher str eng th (drop all per-
centile scores, such as 95% n 18/95).The higher fin al score
indicates the winner.

The Clumsy Dwarf: A dwarf(6th-levelfighter) steps on
a PC’sfoot, ca using 1 oint of damage and a bad limp for 2-5
turns (3/4 movement rate). Roll ld10: On 1-5, th e dwarf
apologizes and offers to buy the P C a drink, on 6-8, th e
dwarf walks away without noticing th e event; on 9-10, the
dwarf curses the PC for getting in his way.

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Adventures in Greyhawk

Th e Ma ps el le r: An elf (4th-level ranger) tells tales of Optional Encounter 2:
adventure i n th e Suss Forest. He claims that he owns a Wrath of the Guildmaster
map which shows th e location of a lost city ful l of treasur e.
He offersto sell th e map for 1,000g.p., bu t no NPCis brave Elredd’s other master thief decides to tak e action again st
enough to accept th e adventure. Garon. A group of guild-hired mercenaries en ter s the
House of Cards one by one and mingles wit h th e customers.
Ift he PCs get thei r hands on th e map (either through sale
The complet e group consists of one leade r a nd 5 swords-
or theft), they find it to be strictly geographical, showing men.
th e coast, th e bay, the forest, and th e surrounding hills. A
star is marke d i n th e forest 120 miles southw est of Elredd. Leader-8th-level fighter: AC 5 with chain mail; M SJ 12” ;
If the PCs travel to t hat spot, they finda ruined city full of F 8; HD 8; hp 62; #AT 3/2;Dmg 1-8with longsword;AL NE;
treasur e an d undead.
SA + 3 “to hit” and + 3 damage with longsword.
Th e Hu nt er : A halfling (7th-level thief) approaches the
player characters and shows them a small painting of a S w o r d s m e n (5): AC 7 with ri ng mail; M V 9”;F 3; hp 18,
beautiful young halfling woman dressed in blue robes. He 16, 15 ,1 4, 14; #AT 1; Dmg 1-8with long swords; AL N.
ask s if th e PCs have seen or hea rd of th is woman. He offers
50 g.p. for information, though he will not accept offers of At midnight, th e leader givesa signal to his men. Simul-
assistance i n his search. If th e PCs tra de th e gold for false taneously they charge into th e rear of the bar toward the
information, there is a 75% chance th at th e halfling will stairs. Garon’s followers ru n after t hem for a run ni ng bat-
retu rn in 2-5 days to seek revenge. tle to t he th ird floor. Garon will be in h is room when t he
ruckus starts.
Th e Pickpocket: A half-elf(5th-level hief)tries to lift a
money bag or item from a PC. The thief‘s base chance of Chaos immediately erupt s in t he common room. Most of
success is 60%. On a roll of 81 or above, th e PC notices the
attempt. Reduce these numbers by 5% or each of the PC’s ttahkeec,uwsthoimleearsferwunbofoldr othneesdaotot ra,ckgrtahbebicnlegrkw. hTahtethheaylf-coarnc
levels above 3rd.
bouncer attacks anyone who seeks to damage or rob the
Whether the theft is successful or not, there is a 50% place.
chance that t he act is seen by one of Garon’sthief-followers.
Four rounds later the half-orc bouncer seizes the pick- After one turn , a group of city watchmen ar riv e to ar res t
pocket, returns all stolen goods to the PC, and th en drags everyone in th e building. This group is identical to t he f irst
th e half-elf outside for a quick beating. group in the previous optional encounter. If they are
destroyed,th e secondgroup of lawmen arr ives one t ur nlat-
Optional Encounter 1: er.
Raiders of the Law
If th e PCs become involved in th e combat upstairs, the n
A murder in a nearby s tree t prompts a raid by 23 city th e mercenaries will fight against Garon and his thieves in
watchmen. Led by a lieutenant (4th-level fighter), the a round-by-roundbattle. If th e upsta irs fight occurs “off-
stage,” then roll ld 8 for the result:
wanadtcwhmieeldn sahroer2t nswd-olerdvselamt e+rc1e“ntaorhieist..”All have chain mail
die result
Upon entering the House of Cards, the lieutenant roll
announces t ha t all customers must leave immediately.The 1-2. Garon, his followers, and the mercenaries are
employees remain calm, but 25% of t he customers start a 3. slain.
brawl with th e watchmen, while the rest of them flee. At 4. Garon and his followers are slain, the merce-
first, th e watchmen str ike to subdue, but if one of them is naries escape.
slain, the y inflict full damage on all opponents who do not 5. Garon and his followers are slain, the merce-
surrender. 6. naries are captured and jailed.
Garon survives and escapes, but his followers and
If the watchmen a re beaten, reinforcements arrive in one 7. th e mercenaries are slain.
tur n. There will be one lieutenant (5th-level fighter), two Garon survives and escapes,but his followersand
serge ants (3rd-levelfighters), and 20 watchmen (1st-level 8. th e mercenaries are captured and jailed.
fighters). Any customer found in th e House is immediately Garon is captured andjailed, while all th e res t ar e
arrested, while th e lieutenant proclaims to the employees slain.
tha t Garon must appear in c o u r t in four days. Anyone who Garon and the re st of them a re all captured and
jailed.
resists is dealt wi th severely.
Any character who trie s to damage or rob the House dur- Subtract 1 rom the roll if t he second group of watchmen
is needed to ta ke control of t he House of Cards.
ing th e chaos will be attacked by Garon’s henchman and
followers.Prisoners captured by th e watchmen ar e thrown If Garon survives and escapes, and was no t on bad rela-
into jail for 2-5 days, during which ther e is an 8%chance tions with the PCs, then he may hire them for an a ttack on
per day of contracting a disease and a 10%chance per day the Thieves Guild. Either way, he will not let himself be
of parasitic infesta tion. seen in Elredd until the Guildmaster is eliminated and
Garon can tak e control.

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5/7/2018 Appendix 8: zero-Level Characters

lthough player characters most often start a t AP to overcome th e racial penalty before th e score can be
first level, they do not have to appear from raised above three.

lneovwelh,etrhee.yBmyaythaelrteiamdey chhaavreacstteurdsierdeafocrhyfeiarrsst mNoroe atmhaonun1t8ohfitapptoiitnutdse, ocranangiavtetriabuzteeros-cloevreelacbhoavraecttheer
and made t he choices which mold the ir lives. racial maximum. Gray elves can have intelligence scores
Instead of skipping th is constructive period, players may of 19,but all other characters ar e limited to attr ibu tes of 18
color the ir characters by beginning at zero level without or less. The exceptional stre ngth of figh ters can only be
th e skills of any c hara cter class. This allows players to achieved with special training. Characters should be care-
design exactly th e characters they want, even if these ar e ful not t o spend too many AP on any one attr ibut e, since
sword-wielding wizards or thieves who can tu rn undead. they will need aptitude to learn other skills.
Few adventures could be more exciting than these first
ones, where the PCs, as ordinary, inexperienced people, Attribute scores have all the ir usual effects at zero level.
must discover power within themselves, survive, and Characters who neglect thei r st ren gth suffer penalties in
become strong. combat; those with low dexterity cannot use thief skills.
Since characters can instantaneously raise any att rib ute ,
The Fledglin Character they will seldom be forced to suffer penalties. However,
wise players may neglect some attr ibut es in order to con-
When characters are created, their abilities are feeble, centrate on others.
thei r s trengt hs are undefined, and thei r only advantage is
tremendous curiosity and enthusiasm. When first cr eating Hit points are very special to a zero-level character.
a zero-levelcharacter , rolls are not made for any character- These points have not hing to do with skill, luc k, o r innate
istics except those which are completely predetermined, hardiness. Each of these points represents sheer youthful
that is: height, weight, social stat us (if this is used). The exuberance and vitality. The initial tot al of thr ee hi t points
standard attributes (strength, dexterity, constitution, represents body mass. Cha racters who raise t hei r constitu-
intelligence, wisdom, and charisma) a re recorded, but a t tion are entitled to the usual hit point bonus, as if they
preliminary value s of three. The character also sta rts with were fiist level. The ability to gain t hre e hi t points for con-
three hit points. stitu tions of 17, or four a t 18is a special ability of fighters,
just like exceptional strength, so zero-level character s
Zero-level characters do not have experience points and aren’t eligible for th e special bonus. A zero-levelchar acte r
cannot gain them at this level. The only real resources can never have more than 18 hit points a t one time. When
zero-levelcharacters have ar e aptitude points (AP),which the character finally becomes a first level character, the
ar e spent to crea te other abilities. Each character begins player must reroll for hit points in t he normal fashion.

the game with 90 + ld20 aptitude points. Alignment

Raising Attributes Scores Zero-level player characters begin with no real align-
ment. Spells and magical items affect zero-levelPCs as if
Characters will very soon need higher at tri bute scores. they were tr ue neu tral . Inste ad of fixed beliefs, zero-level
Once per ga me week, a player can assign one to eight AP to characters have an alignment tendency, which the DM
a single attribute score or hit points. The points are
instantly subtracted from the total AP and added to the assigns to reflect each PC’s behavior and attitude. DMs
attribute. That attribute is never decreased while at zero may keep track of alignment tendencies by giving each
level. (In theory, the character always had a latent talent character two alignment scores: one for law/chaos and th e
other for good/evil.On a scale of one to 20, higher numbers
an d suddenly developed it.)Attributes still require a long indicate greater commitment to law or good, with 1 0 in th e
middle. A character’s alignment remains true neutral
time to mature to their full potential. Therefore, charac- until t he score drifts more than five points in e ith er direc-
ters can never spend more th an eight AP per week in this tion. The charts below show what alignment tendency th e
manner. different scoresrepresent . Negative n umbers ar e possible.

Demi-humans must raise all their attributes to their Morality Chart
racial minimums before entering the game. They spend
the AP before play begins, to reflect the experiences of Alignment Evil Neutr al Good
the ir long childhoods.A zero-leveldemi-human has all th e Tendency 5 or less 6-14 15 and above
natural features of his or her race, including bonuses to Score
att rib ute scores. Attribute penalties, however, such as a
Ethics Chart
halfling’s - 1 on stren gth, never cause a score to fall below
Alignment Chaotic Neut ral Lawful
thre e. They become effective only once these stat istic s ar e Tendency 5 or less 6-14 15 and above
raised above three. A newly-created dwarf, for example, Score
ha s a charisma score of thr ee (the -1 penalty cannot be
applied yet) and a constitu tion score of four (one bonus The DM adds or sub trac ts points from a character’s align-
point). The charac ter m ust immediately spend eight AP on ment score whenever the PC does something typical of a
constitution to reach th e racial minimum of twelve. When cert ain alignm ent. These acts ar e easy to recognize. Love,
thi s dwarf decides to improve his charisma, it will cost one

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5/7/2018 Appendix 1: Zero-Level Characters

forgiveness, and heroic bravery are good, while cruelty, To earn a class ability, th e character m ust be ta ugh t by
greed, and treachery ar e evil. Chaotic characters dislike
and disobey rules, preferring to make decisions as the a n NPC who possesses th at ability. Any thief ca n teach
moment inspires them. They might also exhibit different pocket picking and wall climbing to the character. The
behavior in similar situations. Lawful characters work zero-levelcharacter can be tau ght by more tha n one NPC
toward organization and consistency. Neutrality might be at a time if he wants to pick up several different abilities.
manifested as th e absence of opinion, or it might represent When he tries to use these abilities, the zero-levelcharac-
a conscious attempt to balance extremes. Isolated acts of ter must roll on th e Learning Table on page 119 to see how
necessity, such as mak ing fr iends or self-defense, do not successfulhe is. In other words characters don’tperform a t
alter ali gnm ent scores. Actions of choice, such as forming th e level of the ir teacher or at th e first level of experience.
close friendships or giving to charity, might affect align- Remember tha t these zero-level character s a re filled with
ment. Willful actions such as senseless slaughter on the youthful zest and t he confidence of those who haven’t had
part of a good or lawful character certainly require an time to realize th e full danger of what they ar e attempting.
alte rati on of one’s alignment. For example, a first level cleric carefully pre sents his holy
symbol and carefully pronounces the words th at can tu rn
When a zero-level charact er is first created, the player undead; a zero-level character wanting to do the same
can choose for th e character any score between zero and 20 thing might just rush up and th rus t his holy symbol in t he
in both law/chaos an d good/evil, f they don’t wish to begin
the game as a tru e neutral. This represents th e teachings face of the vampire and scream, “BOO!” at it. The first
of th a t character’s friend s an d family. The score can change
rapidly if the character does not follow old habits. A PC level cleric couldn’t turn the vampire, but the zero-level
cleric might t ur n th e vampire a s a 12t h level cleric ju st
might take part in fascinating adventures which cause because the vampire was so surprised!
alignment changes. In thi s way the player characters can
move themselves off th e tr ue n eut ral ma rk if they wish to In learning a class ability t he zero-levelcharacter picks
start the game with a n alignment. up one Instruction Point per week of study. He must s tudy
at least one hour a day with the instructor. If he doesn’t
The DM should tell players wh at th eir characters’ align- study every day he won’t ear n th e point for tha t week. The
ment tendencies are at th e end of each adventure, but not player must keep track of th e number of points his charac-
the exact scores. PCs rarely know precisely how lawful, te r h as earned and what they apply to. Zero-level charac-
chaotic, good, or evil they are. Every decision is a moral ter s also use up one aptitude point per every six instruction
dilemma for zero-level charact ers w hich could shape the ir points they pick up.
ent ire lives. When characters reach first level, they auto-
matically become whatever alignment they tend toward a t It is possible and often advisable to gain more point s in
that time. an ar ea of study than is needed for the character class. It
only take s two instruction points to le arn a fighter ability,
Specialized Abilities for example,but more points i n th e fighter section help the
zero-level character when he tries the many abilities of
Once a character has raw attributes, he or she must le arn th at character class.
ways t o use them. A zero-levelcharacter experiments con-
stantly, perhaps t ryi ng to weave spells one day and cross Luck
swordsth e next. This flexibility makes learning new abili-
tie s th e most exciting, but also the most dangerous, part of When resorting to luck to at tempt a task, th e zero-level
a zero-level character’s life. Whenever a zero-levelcharac- character jus t hasn’t had time to study what h e is trying to
ter wishes, he or she may study-or simply attempt-a spe- do,but says to himself, “thi s can’t be too hard, other people
cialty normally used by some character class. Characters do it.” He tries to get the job done by bulling his way
might try to l ear n abilities of up to 12t h level in difficulty, through t he task. The Learning Table is used to note the
but they will almost never succeed a t anything more tha n effects.
that which a first-le vel character could do.
In “trusting to luck,” a character can a tte mpt a specific
Abilities are defined as th e many different tas ks of a n task only once per day. A character experimenting with
adventurer. Warriors fight a t a given ability level; clerics thief skills can try his luck once when picking a pocket,
turn undead with a given ability level; mages cast spells again when climbing a wall, and again when tr ying to hide
in shadows,but he can’t try to pick more tha n one pocket,
with a given ability level; and thieves pick locks with a using luck, in a 24 hour period.
given ability level. All of th e thin gs tha t player characters
try to do are a t a n ability level. A zero-level character ha s On successful luck attempts, zero-level characters gain
two options when trying to perform tasks that are class- instruction points because they ar e learn ing by deduction
related. He can try to do th e task by blind luck or can tak e
some time and study the tasks he wants to attempt. and intuition. The DM determines how many points PCs

get.

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Locating Instructors cial penalty, unique to th e situation. For example, a begin-
ning a rcher mi ght shoot one of his friends, or an amateur
Finding a n instructor should be one of th e first adven- sorcerer could flood his mentor’s laboratory.
tur es t ha t a zero-level character has. Finding clerics and
fighters to teach a player character shouldn’t be too hard. Failure: The character learns nothing from the att emp t
Finding mages is a litt le more difficult, and finding thieves but suffers no penalty.

and the r are r character classes is very difficult. abPilaitrytiaaslaSfuircstcleesvse:lTchhearcahcaterra.cItfear cmhaaryacpteerrfoarcmhiethveiss tohnies
In exchange for the ir services, instructors will expect th e result by blind luck and la ter studies the same ability, he
automatically earns two instruction points during his first
character to work. There are always odd jobs that NPC week of study.
instr uctor s need done. These tas ks should provide many of
the beginning adventures the zero-level character has: Learning: The character may be regarded as a first level
fighters always need the ir equipment fixed, mages need character with respect to th is one ability. Chara cters who
spell components gathered, thieves need lookouts, and achieve this result through luck and the n go on to study
clerics need th eir temples cleaned. the ability further earn three instruction points during
their firs t week of study.
Ear nin g one instruction point take s one week.
When a PC is studying, he must finish his studies in one Insight: The novice not only succeeds with t he skill , but
are a and not break up t hat study time. This means a PC uses it as a 12th-levelcharacter. If th e skill in question is a
studying to be a fighter must study for two consecutive weapon proficiency, the character attacks as a 12th-level
weeks (to earn two instruction points) or lose all the infor- fighter with a weapon specialty. Non-weapon proficiencies
mation h e ha s gained. As long as he keeps studying, a char- can be performed with a bonus of -4 o th e die roll. After
one hour per point of intelligence, th e character forgets
cahctaerracrteermdermopbsehriss setvuedriyesthiinnagn haereah,ahsowleeavrenre,hde. rIeft atihnes this special insight. Characters who achieve this result
th e instruction points he earned for thr ee times as many through luck and later study it automatically earn four
months a s th e number of points. When a zero-level charac- instruct ion points afte r one week of study.
ter earns six points toward magic use, for example, and
th en stops studying magic, he remembers his lessons for 18 Great Insight:The character gains all t he advantages of
months. When th e time expires, the character must begin insight, above, and reta ins them for one week per intelli-
studying again from scratch. The character always reta ins gence point. Then he forgets thi s special ability. Furt her -
instruction points earned through luck, however. more, the DM is encouraged to invent some special bit of
good luck. For example, as a result of a single shot, an
Study Time Table archer might rout a n entire bandit gang. Similarly, an arti-
san could produce a beauti ful item which i s also magical.
Type of Skill Study Points for Success
Fighter 2 points If a character got this result using luck, he loses th e asso-
Mage 6 points ciated abilities after two weeks (four weeks for magic-user
spells). If a character studies a sk ill in which he had g reat
DClreuriidc 46 oints
Paladin points insight, he gains six instruction points after one week of
Ranger study.
Bard 8 points
Thief The character can perform the ta sk he was try ing when
Monk 7 points he achieved great insight at th e 12t h level for two weeks
even if he has never studied that skill. For example, if a
10 points cleric was trying to turn undead and achieved great
insight, he could turn undead as a 12th level cleric (but
3 points could not necessarily perform any other clerical functions
at 12th level).
10 points
Note tha t th is table never allows the impossible. A char-
Learning Table acter cannot cast spells without a spellbook or pick locks
without tools, no matter how much luck or training is
Percentile Luck Instruction Result applied. Also note th at results on this Learning a b l e
Roll Roll Points apply to one specific skill only. A character who lea rn s the
01-10 01-10 None Terrible
Failure thSieafgaebsilmityakoef pthicekbinegstppoocksesitbslsetimll ceanntonrotbheicdaeuisne sthhaedyocwasn.
11-49 11-55 None teach a ny of the many skills they have studied. The typical
3 Failure sage’sfields of knowledge ar e shown i n t he Dungeon Mas-
50-75 56-80 ter’s Guide . Tw o other bra nches of knowledge exist which
76-85 81-87 6 PaSrutciacless sages might know and teach to zero-levelcharacters. These
86-97 88-95 9 Learning ar e “Weapons & Warfare” and “Crime & Criminals,” both
98-100 96-100 12 Insight of which a re special categories studie d as fields of huma n-
Great Insight
kind, demi-humankind, and humanoids/giantkind. To
When trusting to luck, the player rolls percentile dice determine if a sage can teach a given skill, use the table in
and takes whatever result he gets. The DM works the th e D M G which shows th e percentage chance tha t a sage
result into the adventure. When the PC is relying on
instruction points, the player rolls percentile dice also. If might be able to answer a question. Sages have the same
th e PC ha s earned enough points for the result, it happens. chance to teach a skill a s they have to provide exact infor-
If he doesn’t have enough points, the DM must work in th e mation about it. Many of these fields overlap. For example,
Failur e result. a sage with the major field of humankind ha s a 57%-60%

TerribleFailure:The character fails and breaks or loses
an y equipment involved. The DM should also create a spe-

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chance of understanding a clerical spell well enough to cast, zero-level characters must roll ld20 . If t he re sult i
teac h i t (using th e special category Theology & Myth) and above the character’s wisdom score, the spell fails and
a n equal chance to teach pickpocketing(usingthe new cat- small boil appe ars on th e caster’s forehead, reducing cha
egory, Crime & Criminals). His students could pursue risma by one point for th e rest of th e day. Charac ters aut o
either ability without needing to find both a cleric and a matically fail this check if they have broken clerical code

thief to teach them. within the past 24 hours. The most univer sal code forbid
edged weapons; certain godswill have additional customs
ills and Proficiencies Zero-levelcharacters with wisdom scores of 12 or less mus
also checkfor spell failure normally (seeth e Player’s Han d
Every field of study h as its pitfalls and customs th at stu- book). Characters with wisdom scores less than nine can
dents must observe. Advanced sciences, like magic, not learn clerical spells.
require extra expenditures of AP and study. The DM
should be aware of the attitudes of certain mentors and If a cha racter decides to abandon study of th e priesthood
role play the m to reflect these sentiments. th e exact penalties once agai n depend on the religion. Usu
ally, zero-level characte rs can switch fields and ke ep cleri
Novice characters may serve some patron as a n appren- cal skills. The most they would suffer is a n impassione
tice, or study a t th e university of a great clerical order or speech from a ranking priest. However, characters wh
magical cabal. A college might charge as much as 500 gp switch to a n opposing religion or alignment tendency ar
per year in tuition, but nobles might gra nt scholarships to viewed as trait ors who accepted th e blessings of th e churc
promising stude nts. Most donors expect these scholarships and the n betrayed it. A tra itor will be stricken with a ran
to be repaid in some way, perhaps with a quest or adven-
ture. Someclerical collegesmay be free of charge, but only dom disease from the D M G . Specific religions may hav
open to worshipers of that particular deity. Wealthy PCs special punishments or enemies for such heretics.
who cannot find a college but scoff a t apprenticeship migh t
hir e tutors, who will cost at least 100 gp per month. PCs
may also need to travel in order to find the instructors they
need. In isolated areas, PCs will be limited to studying
from th e few skilled people who live nearby, and they may
quickly outgrow these teachers. However, while city-
dwellers might have greater learning resources, they tend
to forget the ways of na tur e, and might need to travel into
th e wilds to lea rn from rangers or druids.

CDleifrfeicreanlt dSekitiielslshave different customs forthe ir new fol-

lowers. Many churches eagerly seek new worshipers, while
othe rs a re secretive. I n a fa ntasy world, zero-level charac-
te rs a re quite free to mix religion with th eir other pursuits.
Still, no sect knowingly welcomes its enemies. Although
zero-levelchar acters have no fixed alignment, they cannot
use clerical powers unless the ir cu rrent alignment tenden-
cy matches t he alig nment of th e god they serve. Even luck
rolls cannot provide clerical powers unless the character
appe als to a deity of friendly alig nmen t. The use of cleri-
cal powers increases a character’s commitment to th at par-
ticular alignment. When PCs use clerical skills, the DM
should modify the ir alignment tendencies by one point in

th e direction of th e deity’s alignment.
Zero-levelcharacte rs can cast one first-level clerical spell

per day, or two spells if they have wisdom scores of 14 or
higher. Results of “gre at insight” on the Learning ta lb e
allow characters to cast any one spell as if a 12t h evel cler-
ic. Although t his one spell may be as high as sixth level in
power, th e in sight does not confer a high-level cleric’s full
repertoire of spells. Also, each new spell must be studied
separately. A character who can cast command still knows
nothing about cure light wou nds. Novice clerics can also
learn to tu rn the undead.

Learning a spell and casting it once is free, but if the spell
is cast more tha n once it costs th e charac ter one AI?

Deities resent being trifled with, and t he trivial requests

of novices sometimes irritate them. Each time a spell is

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5/7/2018 Appendix 1: Zero-Level C haracters

Dru idic Skills Whenever a zero-level character uses paladin abilities,
add one point to both law a nd good. The DM should record
The woodland cult of druids is extremely demanding of each instance in which a zero-levelcharacter attem pts th e
its followers. Druidic rituals are never described openly, abilities of a paladin. The gods themselves bestow a pala-
an d practiced only at th e will of nat ur e itself. Druids will din’s benefits, so if a character accepts this help and lat er
be extremely reluctant to teach new students unless these
tahbeanpdaolandsinth’seplaowwfeursl.gToohde anleixgtnmtimenet,thhaetocrhsahreaclotesresenaltel rosf
pupils have already demonstrated great community with battle, a curse affects him or her. (This is th e reverse of th e
th e powers of natu re. DMs should creat e quests and ordeals first-level clerical spell, bless.) Certain gods have special
for neophyte druids , but t he best way to gain a druid’sfavor punishments for such traitors.
is to perform a great druidic feat thr ough luck. Becoming a
professor for novice druids is not a druid’s primary goal. A paladin would be willing to tr ai n a ny zero-levelcharac-
te r acceptableto his (orher) deity, and most godscare noth-
Zero-level characters use druidical powers like other ing about mortal social divisions. Of course, few mentors
clerical talents. They may cast one first-level druid spell demand such stric t obedience as a paladin. Most paladin
per day, and the y mu st m ake a wisdom check to use it cor- mentors will only accept pupils who want to become pala-
rectly. This check automatically fails if the character wore dins themselves, and they would be outraged to catch thei r
metal armor or used forbidden weapons within t he past 24 studen ts exploring less honorable arts.
hours. With “great insight,” a zero-level character might
use high-level druid abilities, such as shapechanging or Magical Skills
knowledge of pl an ts and animals.
Magicis hard to master, and characte rs who delve deeply
Learning a spell and casting it more th an once costs one into it will find little time for other pursuits. Neophyte
mages must learn each new spell separately. Even afte r a
AIS?tude nts of druidism ar e not required to tend toward true character knows a spell, he cannot automatically cast it.
neutral alignment, although all must have close ties to The novice must still memorize formula s from a spellbook
nature and the nature deities. Rangers and bards both each day, like any other mage. Zero-levelcharacter s can
lear n druidical spells despite the ir varied alignments, and
zero-level characters might be allowed this variance as memorize no more tha n one fiist-level spell or four can trips
well. The use of druidic powers does not affect a character’s for one day. “Insight” lets characters cast one spell as if
alignment tendency. they were 12th level, but the character will not receive a
12th level mage’s full selection of spells. However, insigh t
Druids never punish their former students for their does allow a character to cast spells of up to si xth level i n
alignment choice. The actions they despise are crimes
again st na tur e. For example, if a zero-levelcharacter dese- power.
crat es some unspoiled place, he or she will contract a dis-
ease as do fallen clerics and will lose all magical druidic It costs one A P point per spell learned and used more
powers. Worse, all th e world’s druids will seek revenge on
th at character, after t he deed is discovered. tha n once.

Fighting Skills boFrerowwbtehgeiinrnmerasstoewr’ns their eoawcnh sdpaeyl.lTbohoiskms,esaonasptphraent ztiecreos-
tome
Of all skills, those of a fighter ar e easiest to master. A
budding warr ior needs only to study weapon proficiencies level characters must justify each spell they wan t to the ir
and weapon specialties. A fighter might also desire physi-
cal tra inin g to gain an e xtr a constitution bonus or excep- teacher, but it also gives them a gr eat var iety of spells from
tional strength. A character cannot attain exceptional
str engt h until he or she has a strength score of 18. When which to choose.The DM may decide exactly which spell s a
th e chara cter successfullylear ns th e methods of increasing
one’s muscles, a result of “great insight” on the Learning wizard owns, and which ones student s a re allowed to use.
ta lb e a utomatically confers a score of 00 to strength. Oth-
erwise, the p layer rolls percentile dice to obtain a score in Zero-level characters are subject to normal intelligence
the usual manner.
limits to lea rning spells, which a re described in t he Players
Zero-levelchar acter s may attemp t any of th e abilities of
a range r or paladin. This includes th e fighting techniques Handbook. A s those tables indicate, no onecan le ar n magic
th at cause extra damage to giant-type humanoids and arts
of dodging (dexterity bonus), endurance (hit-point bonus), without a n intelligence of a t least nine.
and avoiding damage (saving-throw bonuses). However,
only a few solitary rangers and holy fighters know these Novices never completely understand any spells but can-
skills. Zero-levelchara cters must brave t he wilderness to
find them, and the n they must demonstrate their worthi- trips. When zero-level characters try to use higher-level
ness to learn. Few woodsmen like to reveal their secrets,
and all paladins scorn, impure characters, so mentors magic, the player must roll ld20. If the result is higher
skilled in these abilit ies must be carefully sought. Charac-
ters will also find th at th e study of th e wilderness limits tha n the character’s intelligence, the spell either backfires
the ir learni ng of other arts, since they must stay with the ir
mentors f ar from civilization.

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or fails to work. Harmful spellsmight injure th e caster, and they abandon their training , no master will ever consent to
all other s produce nothing bu t clouds of blue smoke. D M s teach them again.
should also feel free to improvise amusing or horrifying
results for spell failure. A character can’t reta in th e monkish powers of open
hand attack, running ability, and thieving skills after
The armor an d weapons of war dis tract a magician’spsy- breaking monkish codes. Further, zero-level characters

Cchhiacrpacotweresrsc,asnoneovt ecnasntesoppehllysteinmaarmgeosr.uIsfuaalclhyasrahcutnerthuesmes. ewxicllebssetrbeaarsreudrefroormussetufdoyrbinidgdaenmwoenakp’os nssk.ilAlsrmifothr epyrehvoeanrtds
weapons forbidden to mages within 24 hours of casting a any use of monkish marti al ar ts , us t as it h ampers thieves’
spell, th e intelligence check for spell failure is penalized by abilities. If the character learned an y of a monk’s mental
powers with insight, th ese powers disappear oncethe char-
+ 3.Most teach ers of magic forbid weapons and armor com- acter defies a monk’s laws. Only char acters w ith a lawful
alignment tendency can learn monk skills, and eac h use of
pletely, and if they catch their students using such items, a monkish power adds one point to the character’s law/
they may withhold teaching or impose punishments, all
while warning the culprit about famous magical disasters. roficiencies

Certain spells are absolutely required for a zero-level Many of the skills that characters perform are not
mage to progress beyond borrowing bits of magic from a restricted to an y particu lar class. Zero-levelPCs may stu dy
patron. Read magic is essential to all magic-user work, and any proficiency for which they can find a mentor, and
a mage’s tra de is far easier if he or she knows identify again, tutors are far easier to locate in cities. In any loca-
detect magic and erase. Most teachers of magic require
their students to learn these spells and urge pupils to tion where a guild controls some craft, PCs mus t obey its
record them i n their first spellbooks.
regulations. Guilds usually limit the number of new arti-
Many zero-level characters, especially those who hope to san s which may be trained, to prevent a sur plu s of goods or
become tru e magic-users, will eventually w ant thei r own services. They also regu late th e qual ity of the ir members’
work and charge dues.
spellbooks, but even if the PC can find enough money,
The cost of lea rni ng one proficiency is one AP per profi-
spellbooks cannot be purchased easily. They mu st be craft- ciency an d it tak es two weeks of instructio n to pick up.
ed by bookbinders skilled in th e art and s tockedwith spells
by a magician. In a world without printing presses, only a onZeprroo-fleicvieelnchcaierasc, tearnsdwtihllefiirndptehneamltsyelvfoers nueseindgingawneoanp--
few scribes unde rstan d bookbinding, and they cluste r near
universities or at the courts of particularly learned kings. proficency weapon is - 3 o hit. Weapon specialization is a
Even after a PC o w n s a book, most teach ers of magic refuse
to give thei r spell formulas permanently to anyone but a class skill of fighters a nd can only be learned from anoth er
fellow mage, so zero-levelchara cters will probably need to specialist. No character may ever specialize in more than
adventure to obtain copies of spells. Then, the character two weapons.
must find a sympathetic mag e to help inscribe th e book.
Every character begins t he game knowing one language,
A zero-levelmage rolls on th e Learning Tableto discover th at being the local common tongue. Whenever the charac-
if he has properly memorized any given spell. When he ter’s intelligence score becomes high enough to permit
knowing more languages, th e character may study these
wants to use this spell he rolls ld20 and compares the as if they were one-slot proficiencies. All study times are
res ult to his intelligence scoreto determine if it works. If it halved if the student is surrounded by speakers of th e new
language and doubled if no native speakers ar e present.
doesn’t work he doesn’t lose th e spell-he can tr y again in Characters cannot rely on luck to use a language un til th ey
th e next round. He can keep this memorized spell until he
ha s finally used it up. have heard it spoken for at least one hour. To interpret

Thieving Skills results from th e Learning Table, use t he following guide-
lines.
Almost all zero-level characters learn a few thieving
skills. St eal th can often save one’s life where force cannot, Partial Success means that the character can converse
and thieving skills can supplement the arts of any class. generally and reque st basic needs.
Bulky armor will penalize or prevent thievery. Those who
depend on thievery will desire instruction. Despite the v ast Learning means that the character is fluent but has a
num ber of thieves in every community, few robbers will strong accent which identifies him as foreign.

wadimll iutstuhaelliyr bcreatfrta, imneudchinlecsistietesa, cwhhietr.eAvpicptrimenstiacreetphlieenvteis- Insight lets a character pretend to be native by making a
ful and criminals are often brazen enough to run semi- successful intelligence check on ld20 .
formal burglary schools. These courses allow characters
one extra learning point per month. Great Insight makes th e new language sound completely
natural.
Monk Skills

Few zero-level characters care to follow the lonely life-
style of a monk. Teachers of th e mart ial arts can be found at
an y monastery, bu t monastic isolation absolutely prevents
any o ther form of study, an d few characte rs careto follow a
monk’s rigid discipline. Characters who study monkish
skill s but find t he life too hard may leave freely, but once

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Characters may travel to lea rn languages, or they may ical Equipment
try to find teachers who come from distant lands. Most
teachers of foreign languages will be sailors, pilgrims, Zero-levelcharacters may employ any magical i tem. The
scholars, merchants, or foreign exiles ta kin g refuge in a use of magical items tha t a re limited to one classis a class
noble’s court. Teachers of non- huma n languages will be skill, sozero-levelcharacters must study or make luck rolls
particularly difficult to find. Elves might teach their to learn the secrets of these devices. Each item must be

tongue, but dwarves keep their words secret, and most sscturodlilesdpeslelps,aaralttheolyu.ghZtehreoy-lhevavele hcihgahracchtaenrscecsaonf feavileunre,usaes
humanoids are too barbaric to formally exchange knowl- shown in the D M G . It costs one AP per magical item
edge. Characters can only study orc or goblin by living learned.
with t he foul creatu res or by finding some veter an of wars
against them who knows thei r tongue. The DM is always a Character Class
free to decide that a teacher’s knowledge is incomplete,
leading to hilarious (or deadly) misunderstandings. Joining a character class is the turnin g point of a zero-
level character’s life. Every apprentice d reams of gradua -
Combat and tion, of becoming a real first-level adventurer. To become
first level, characters must first fulfill the minimum
Most of th e fighting ru les needed for zero-level charac- requirements of a class and th en prove to the world tha t
ter s a re covered under ability scores, class skills, and profi- they ar e worthy of thei r new titles. PCs may atte mpt thi s
ciencies. Zero-level chara cters alw ays attac k an d make whenever they wish. Nothing ever forces characters to
saving throws as zero-levelfighters. The only exception for enter a character class, but once PCs have no more AP,
their only other alternative is to stagnate, with no way to
aatttteamc kpstiins gwthoe nusaecah awreaacpteornhparsoafifcliaesnhcyof a“nidnsaigtthatc”kswahsilae improve skills or rise in level. Wise PCs will choose a class
12th level fighter. Fortunately, most enemies underesti- early and start preparing for it while they have plenty of
mate zero-level characters, giving the m ex tra chances at AP to concentrate on th e skills they need. Th e more powers
heroism. that a class offers, th e more the PCs must study to qualify
for it.
Zero-level characters often survive frightful wounds
throu gh s heer exuberance. When zero-level characters a re To actually become first level, characters mu st le arn t he
reduced to zero or fewer hit points, they may stop losing hit
points by spending an AP and th en heal themselves at t he tleasatchseercraeltws aoyfs ttheesitrs ct hlaessnofrvoicme wsoitmhea psapterocnia.l Tinhiitsiaftiionnal.
rate of one hit point per hour. Each hit point healed costs Rangers undergo nature rites, clerics must be ordained,
one AF? Characte rs can only r each a maxi mum of one hp in knights must be dubbed,and other characters have similar
thi s manner, and then normal healing occurs at th e usual graduation rituals. Some graduation procedures may be
rate . C haracters ar e maimed when reduced below -6 hp less formal. Apprentice thieves might be exploited and
humiliated for several months to see if they will become
and die if they pass - 10. During th e period tha t a charac- audacious enough to rob their own masters. Fighters
would be likely to meet thei r final te st on the battlefield.
ter has negative hit points, he or she is comatose and
should be treat ed a s if under a clerical feign death spell. Once zero-level characters receive their final counsel,
Most enemies will assume tha t they struck a mortal blow they receive first-level modificationsto th eir abilities:
and abandon their victim. Particularly determined foes
might check for signs of life, or imprison (or dismember) Alignment tendency solidifies into a fixed alignment.
thei r victims jus t to be absolutely certain of th e kill. Hit points ar e rolled for in t he normal fashion.
Ability scores become frozen at thei r current level.
Equipment and Proficiencies and languages do not change. Characters
who have fewer proficienciesor language s t ha n they ar e
Zero-level characters are often, but not always, poor. entitled to may le ar n new ones normally.
They often begin play with more money than a first-level Any remaining AP ar e converted into experience points,
character, since they have not yet spent their funds on a t the r ate of 10 experience points per A€?
teach ers an d equipment. As a genera l rule, zero-level char- The character begins receiving experience points nor-
acters begin th e game with normal clothing and 20-200gp mally.
(2dlOx10). The character gains all the abilities due a first-level
member of his or h er class. Professional spellcaster s no
wiTthheotDheMr, mmaoyrecahpoporsoeptroiasteubfosrtmitustoef wtheeasleths. tFaortrienxgafmupnldes, longer must make a bility checks for spell failu re.
if th e PCs are children of herdsman nomads, they may own When characters advance in level, they lose all skills
weapons, food, and horses, but have no cash. Or, some which are not used by their m ain character class unless
wealthy adv enturer may have died recently, and a PC has they make a special effort to study them, as described
inherited his equipment and his spoils from adventures. below.
DMs might start whole campaigns by giving a PC an
enchanted ite m or one with a dreadful curse. Even weak
magic can give chara cters enough self-confidence o adven-
ture and a n incentive to live up to th e item’s legacy.

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Skills From Other Character Fighter Skills:Few other pursuits interfer e with fight-
ing, so only rangers and paladins must avoid other class
Classes skills. No ranger or paladin would ever use t he abilities of
a thief. These inhibitions do not apply in reverse. Members
Zero-levelcharacte rs experiment wit h many professions. of any other character class may use ranger and paladin
Naturally, they hope to remember their old skills and thu s abilities. The magical powers of paladins should be tre at ed
obtain th e benefits of several classes at once, even after
join ing one class. They can do so , but unfortunately, differ- taisoncsl.eNricoacl hsaprealcltse,rbcoatnh ufsoer aepxapleardieinn’csepporwiceerss wanitdholiumt fiotal--
en t characte r classes have lit tle in common, and th e more lowing the paladin’s restrictions.
one studies one field, the less time one ha s for others. Char-
acters must practice auxiliary skills, and pay experience Magic-Users:No one can cast spells in armor, or without
points for them. The X P prices are shown on the table a spellbook. Furthermore, all characters except mages
below. must make intelligence checks or fail their spells, as
described in the section on learning skills. Even true
Experience P rice For Auxiliary Abilities mages must make t his check if they have used a forbidden
weapon within the past 24 hours. Therefore, low-level
Type Of Skill mages often resort to forbidden weapons, bu t more power-
ful magic-users prefer daggers, because failure with the ir
Character’s C1 F MU T M k powerful magic can r ui n kingdoms. Members of ot her
Class classes can never cast more tha n one mage spell per day.

Cleric 5 % ” 10% 25% 25% 10% Thieves: The only restriction to thief skills is that they
Fighter
Magic-User 25% 5%* 50% 10% 25% cleaantnhoetr boer upsaedddeind maromsot rfocramnsboefwaromrno,rb. AuttctahuesDesMpesnoaplttiioens.,
Thief Charac ters of lawful and good alig nme nts must be caref ul
Monk 25% 50% 5%” 10% 25% not to violate the ir principles with th ieving skills.

25% 10% 25% 5%* 25% Monks: A monk’s ski lls cannot be performe d in armor.
Any character may remember how to ru n like a monk, use
25% 50% 50% 50% 5 % ” monkish thief abilities, gain bonuses on weapon damage,
or st rik e with th e open hand. However, only a real monk
*Subclasses are included with the ir main class (a ranger can remember ment al or magical skills. Monks never use
would be found under fighter), and paladins can be treated th e skills of other character classes. These ar e rem nan ts of
as fighters. Characte rs pay only a five percent penalty for more worldly times, which monks have chosen to ab andon.
using skills restricted to a different subclass of their o w n
general character type, as opposed to g reat er penal ties for PCs
out-of-classskills.
These rules are intended to show how beginning PCs
Characters must also practice their skills at least once become experienced adventurers, not to a lte r th e zero-level
per level, or losethe m when they r ise to th e next level. The NPCs who populate every fantas y world.

abilities mus t be used in crucial situation s during actual Ordinary peasants and citizens usually exhau st thei r AP
a t a n early age, competingwith peers, surviving childhood
adventur es. The DM should keep a list of th e times when hazards and lear ning to work. Furthermor e, many people
characte rs use old skills from classes other th an t hei r own. ar e not adventurous and do not begin with a full 90 Al? The
If players advance in level without practicing a skill, th e DM may always choose to give NPCs AF?Adventu ring par-
DM does not remind them. If t he playe r cannot remember ties will tre at ordinary people with far more respect after
to use a skill, the n th e character certainly does not. When attacking a helpless beggar who makes a luck roll and
the PC finally does attemp t the skill, he discovers tha t it strikes back like a 12th-level fighter. Many zero-level
ha s been lost forever. NPCs use aptitude points to excel in their trades. For
example, a blacksmith might do research until he has
Each time PCs advance in level, they lose all neglected enough study points to qualify for “great insight” in cast-
extraneou s skills. This includes 12th-level skills which th e ing the spell enchant an item. This is one way dwarves, who
characte r gained through “great insight.” Naturally, for- ar e not mages, might enchant hammers + 3 and dwarven
gotten skills no longer impose experience penalties on th e throwers.

character. Maintain ing ce rtain skill combinations involve
other restrictions, which are described below.

Cleric and Druid Skills: All characte rs who use divine
abilities m ust obey the gods. The DM should deny clerical
magic to charac ters who violate thei r alignments or fail to

behave piously. Clerics and druids themselves may never

use forbidden weapons or other items, even by retaini ng a

proficiency from some other class. Members of ot her c lass-
es cannot use clerical abilities on the same day th at they
wield edged weapons or, in t he case of drui d spells, wear
metal armor. Characters who are not clerics may never
cast more t ha n one clerical spell per day (ortwo with a high
wisdom score),and non-clergymust always make a wisdom
check to avoid spell failure.

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5/7/2018 Appendix 1: Zero-Level Characters

Oriental Characters When generating an Orienta l zero-level character, roll
for family and birt hrig hts normally. The DM should care-
Characters living in th e Far Eas t face more social pres- fully role-play a zero-level Oriental character’s relatives,
sures th an thei r Western counterparts, but beneath these since they always exercise great influence on a zero-level
cultural differences they are quite similar. They also character’s life. They may drag the PCs into their own
develop themsel ves wit h AF? A zero-level PC who begins political plots, or they might be indigent and need help.

pthlaeygear’ms eprwevitihouasbcilhitayrabcotneru,sreesc,ewivoenswthieths et hpeoihnotns oars oefxtthrae Also,characters will be expectedto study t hei r father’s pro-
A Start ing funds can simply be converted from gold piec- fession. Each time characters attempt skills from other
es to equally valuable sums in tael. classes and fail, they lose one honor point. This penalty
only applies to zero-level character s.
The DM may determine t he basic requirements for enter-
ing a n Oriental character class by listing the skills th at Zero-levelcharacters begin with a n honor score equal t o
class members can u se at first level. Since each Oriental the ir family honor, but they immediately begin developing
class has so many special abilities, such a s ki powers, East- a reputation of their own. All the standard honor awards
ern characters must be much more careful in spending and penalties apply, as do several special ones unique to
th ei r AP. This accurately represents t he stratified Oriental zero-level characters. These modifiers ar e shown on th e
society, where young people are expected to ceaselessly tab le below.
immerse themselves in study.
Honor Awards For Zero-Level Characters
Most Oriental class skills can be treated like analogous
Western pursuits. Noble warriors lear n similar skills eve- Points
Awarded
rSytwudhyetriem, ews,heeftfheecrtstohneyaliagrnemceanltletdendraenngceyr,schoarncseasmtouruasie.
spells, an d other information a re th e same for both Orien- Unquestioning obedience to mast er +3
tals and Westerners. The following table shows what cate- Disobedience to any superior -2
gory to use when zero-levelcharacters attempt th e skills of Studying a skill from father’s
Oriental classes. +1
character class +3
Oriental/W estern lass Analogies Extreme devotion to parents -2
Dishonoring a superior +1
Oriental Western Gaining a peaceful proficiency +1
Pleasin g someone of higher ra nk -1
Quarrel with other apprentices
Barbarian Fighter
Bushi Fighter (or thief for pickpocket skills) Characters cannot mix Oriental skills with gajin ones
Kensai Fighter (Kensai tra ine rs demand unswerv- without actually studying in both th e West and th e Orient.

in g dedication, like monkish masters)

MNionnjak TMhoienfk Acting as
Samurai Fighter or Paladin Characters
Shukenja Cleric
Sohei Paladin (fighter)or Cleric DMs have far more control when PCs s ta rt at zero-level
Wu Jen Mage Zero-level PCs ar e completely dependent on mentors , an d
Yakuza Thief these tu tors can become alter egos for the DM, assigning
quests or giving hints. By limitin g the type of tutor s avail
The Orient bases its educational system on respect for able, DMs can control wha t classes th ei r PCs become. If th e
elders and devotion to study. Learned masters teach every DM wants to ru n a wilderness campaign, h e or she does no
art, and any cha racter may win over a teacher. Sohei, shu- have to arbitrarily rule against a courtly assas sin. The DM
kenja, and some orders of monks recru it avidly. Ninja an d simply does not provide an NPC to teach assassination.
yakuza limit thei r training to a few trusted accomplices.
Characters who seek the s kills of a wu jen will have to Just as PCs must conform, the DM must also tailor
adventures for them. Zero-level characters cannot win
spend long periods isolated i n t he wilderness, since Orien- fierce battles, and they need trai nin g more tha n gold. Sim
ple activities such as learning to hu nt, fight, or sail a ship
toanl wizards dislike civilization. All Or iental teachers rely can become exciting adventures. A zero-level PC’s main
inventive tes ts a nd ordeals, which may become adven- goal is to develop a character, so th e storyline can be quite
simple as long as it enhances th e PC’s personality. These
tures. might be moral dilemmas and problems which they mus
solve with t he skills of eithe r one character class o
another. The PCs will be eager to discover the campaign
world. This learn ing period is a n opportunity to introduc
important NPCs and give the PCs opinions about the
world’s great issues. These discoveries can keep the PCs
adventuring for many years.

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5/7/2018

Appendix 2: Greyhawk Spell List

Bigby Mordenkainen

Level One Level One
Mordenkainen’sProtection From Avians
Bigby’s Bookworm Ban e Level Two
Bigby’s Feeling Fing ers Mordenkainen’s Encompassing Vision
Level T w o Level Three
Bigby’s Dextrous D igits Mordenkainen’s Defense Against Lycanthropes
Bigby’s Silencing Hand Mordenkainen’s Defense Against Nonmagical Reptiles
Level Three and Amphibians
Bigby’s Pugnaciou s Pugilist Mordenkainen’s Protection From Insects a nd Arach nids
Level Four Level Four
Mordenkainen’sElectric Arc
Bigby’s Battering Gauntlet Mordenkainen’s Faithful Phantom Shield-Maidens
Bigby’s Construction Crew Mordenkainen’sProtection From Slime
Bigby’s Force Scu lptur e Level Five
Mordenkainen’sFaithful Phantom Defenders
Level Five Mordenkainen’sPriv ate S anctum
Bigby’s Fantastic Fencers Level Six
Bigby’s Superior Force Scul pture Mordenkainen’sFaithful Phantom Guardian
Bigby’s Stra nglin g Grip Level Seven
Level Six Mordenkainen’sPenu ltima te Cogitation

Bigby’s Besieging Bolt Nystul
Level Seven
Level One
None Nystul’s Dancing Werelight
Level Eight Nystul’s Flas h
Level Tw o
Bigby’s Most Excellent F orce Scu lpture Nystul’s Blackmote
Nystul’s Blazing Beam
LDevrelaOwne mij Nystul’s Crystal Dagger
Level Three
Drawmij’s Beast of Bu rden Nystul’s Crystal D irk
Drawmij’s Ligh t Ste p Nystul’s Expeditious Fire Exting uisher
Nystul’s Golden Revelation
Level Two Nystul’s Radiant Baton

Drawmij’s Adventurer’s Luck Level Four
Drawmij’s Breath of Life Nystul’s Blacklight Bur st
Drawmij’s Scent Ma sk Nystul’s Gru e Conjuration
Drawmij’s Swift M ount Nystul’s Lightbu rst
Level Three Level Five
Nystul’s Enveloping Darknes s
Drawmij’s Marvelous Shield Nystul’s Radia nt Arch
Drawmij’s Iron Sa ck
127
Level Four
Drawmij’s Handy Timepiece
Drawmij’s Ins tan t E xit
Drawmij’s Protection from Non-magical Gas
Drawmij’s mo l Box
Level Five

Drawmij’s Flying Feat
Level Six

Drawmij’s Beneficent Polymorph
Drawmij’s Merciful Metamorphosis

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5/7/2018 Appendix 2: Grey haw k Spell List

Level One Rary

Otiluke’s Bubbling Buoyancy Level One
Otiluke’s Smoky Sphere
Rary’s Empathic Perception
Level Two
Otiluke’s Boiling Oil Bat h Level Two

Level Three Rary’s Aptitude Appropriater
Level Three
Otiluke’s Acid Cloud
Otiluke’s Force Umbre lla None
Level Four Level Four

Otiluke’s Steam ing Sphere Rary’s Memory Alteration
Level Five Rary’s Mind Scan
Otiluke’s Dispelling Screen Rary’s Spell Enhancer
Otiluke’s Electrical Screen
Otiluke’s Polar Screen Level Five

Otiluke’s Radia nt Screen Rary’s Mind Shield
Level Six Rary’sReplay of t he Pa st
Rary’s Superior Spell Enhancer
Otiluke’s Diamond Screen Rary’s Telepath ic Bond
Otiluke’s Excruciating Screen
Otiluke’s Orb of Containment Level Six
Rary’s Protection From Scrying
Level Seven Rary’sUrgent Utterance
Otiluke’s Deat h Screen
Otiluke’s Fir e a nd Ice Level Seven
Otiluke’s Siege Sphere
Rary’s Plane Truth
Otto
Tenser
Level One
Level One
Otto’s Chime of release
Tenser’s Eye of t he Tiger
Level Two Tenser’s Steady Aim

Otto’s Soothing Vibrations Level Two
Otto’s Tones of Forgetfuln ess Tenser’s Braw l
Level Three Tenser’s Hunting Hawk
Otto’s Crystal Rh ythms
Otto’s Sure-Footed Shuffle Level Three
Level Four
Tenser’s Deadly Stri ke
Otto’s Drums of Despair Tenser’s Eye of t he Eagle
Otto’s Silver Tongue
Otto’s Tonal Atta ck Level Four
Otto’s Tin Soldiers
Otto’s Warding Tones Tenser’s Flam ing Blade
Level Five Tenser’s Giant St rengt h
Tenser’s Master of Arms
Otto’s Gang of Isolation Tenser’s Running Warrior
Tenser’s Staff of Smiting

Level Five

Tenser’sPrima l F ury

Level Six

Tenser’s Fortunes of War

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5/7/2018

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