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Handout Contents Some pages intentionally left blank Tarric Greycloak Backstory……………………………………... Tarric Greycloak Character Sheet………………………………. Briar Character Sheet…………………………………………… Wynn Blackthorn Backstory……………………………………. Wynn Blackthorn Character Sheet……….................................... Romance Rolls Cheat Sheet……………………………………..
Page 60-61 62-63 64 66-67 68-71 72
Scenario One Tokens for Scenario One Combat……………………… Maps of the Old Mill…………………………………… Combat Tracker for Scenario One………………………
74 76-80 84
Scenario Two Tokens for Scenario Two Combat……………………… Wynn’s Magical Quarterstaff………………………….. Maps of the Blackthorn Manor………………………… Combat Tracker for Scenario Two………………………
86 88 90-100 102
Scenario Three Tokens for Scenario Three Combat……………………… Map of the Approach…………………………………….. Scenario Three Combat Tracker – The Approach………. Map of The Temple of Nyarlathotep …………………… Bas Relief image behind altar……………………………. Scrolls behind wall………………………………………. Scenario 3 Combat Tracker – Temple of Nyarlathotep….
104 106 108 110-112 114 116 118
Scenario Four Tokens for Scenario Four Combat……………………… Simplified Grappler Rules……………………………… Map of the Inner Sanctum ……………………………… Scenario Four Combat Tracker …………………………
120 122 124-126 128-130
After the Adventure The Journal………………………………………………. Copyright info…………………………………………… Other Products from Urban Realms……………………..
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Backstory As Tarric, you grew up among the towers of San Francillieth. Your father, a guard for the city, died in the line of duty, killed by skeletons summoned by a necromancer. You never felt comfortable amid all the stonework and the hustle and bustle of San Francillieth. So as a youth, you traveled to Mill Vale where you trained to be a ranger.
hoping that they would listen to the heir and that Wynn would encourage them to get help for the Thane.
There you adopted a wolf cub who became your animal companion, Briar. You and Briar worked for the Palor Altor militia as a tracker and guard team earning a reputation as being smart and tough. You’ve had many romantic flings over the years, but few have lasted more than a few weeks. Most of your love interests seemed to have few thoughts beyond the local pub or church, and you soon grew bored. Others grew discontent with the amount of time you spent away, either working or just spending time in the woods with Briar. A year ago, Stirling Blackthorn, the Thane of Palor Altor, recruited you when his son was kidnapped. You counseled the Thane to pursue the kidnappers rather than pay the ransom, but the Thane’s spouse, Karsyn wouldn’t hear of risking her son’s life by disobeying the kidnappers. So you delivered the ransom and collected the boy unharmed. Once the boy was safe, you wanted to hunt down the kidnappers, but Karsyn wouldn’t allow you to leave Carrow’s side. The Thane agreed, saying that the kidnappings were a matter for the Captain of the Guard and your duty was to Carrow. You regretted not disobeying and going after the culprits—especially after other children of wealthy citizens were kidnapped. Three of the children never made it home alive. So far, the guard has not succeeded in catching the kidnappers.
Wynn responded with letters to both you, and Stirling and Karsyn saying she would be home as soon as possible and that her mentor, the sorcerer Melick and his friend, a renowned cleric would visit the manor the following week. You sighed with relief, a weight lifted from your shoulders. Last night, you watched Wynn arrive from your chamber window in the gatehouse. You made yourself scarce, giving the Thane and Wynn time to catch up. Karsyn was away tending to Mrs. Winthorp, a sick leaseholder and her children, so Wynn and Stirling would have some private time together.
Over the past year, you’ve come to respect the Thane for his common sense, good humor, and concern for his people. The two of you became more than employer and employee. You became friends. The last few months, the Thane has been losing weight. He’s gaunt, weak, and sometimes confused. They’ve tried healing potions but with no success. You’ve been worried for your friend and employer. You’ve spoken with both Stirling and Karsyn about your concerns, but neither seemed to share your unease, insisting his illness would pass soon. So a few days ago you wrote a letter to Wynn
Late in the night, you woke to Briar whining to go out. You took some pipeweed and let Briar out into the courtyard. As you enjoyed a smoke, you noticed a face in an upstairs window. At first you assumed it was Wynn. But when you saw two more figures move past a different window, you hurried to investigate. 3
You were rushing up the stairs with Briar on your heels when the first shout rang out from the master bedroom. You and Briar rushed through the door. In the dim light, you made out the Thane in bed, arms raised, and two armed assailants standing over him. You and Briar barreled into the men. The battle was a blur of limbs and teeth, pain and fury. In the end, the intruders stopped moving, and you lay panting. Briar came over and licked your face. Carrow’s nurse arrived with a candle and you counted your injuries. The Thane bled heavily from a forearm and you was scratched and bleeding. Even Briar had a nick in one ear. You and the Thane could not identify the bodies that lay on the bedroom floor.
You growled in frustration. This time you were determined to catch the kidnappers. The distraught Thane collected a thousand gold worth of platinum and gems. You had six hours before the dropoff. You would find the kidnappers before then or do as they commanded.
Downstairs they discovered that the young man guarding the front door and the two guards patrolling the grounds had been killed. The front entry lock had been broken.
Before you left, the Thane took you by the shoulders. “Tarric, my friend, bring Wynn back to me. I don’t think my old heart can take much more of this.”
It was near dawn when the chambermaid shouted from upstairs. You leapt up the stairs and were ushered into Wynn’s bedroom. Wynn was gone, but a ransom letter lay on the rumpled bed.
The Groundskeeper and his son volunteered to go with you to hunt down the kidnappers. You left well before dawn with Briar tracking Wynn’s scent. An hour into the journey you were attacked by three bugbears. The battle was over quickly, but the Groundskeeper’s son was severely wounded. You thanked them for their help and sent them back to the manor for healing. You and Briar continued on.
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Long Strider (Transmutation) Components: V, S, M Casting Time: 1 standard action Range: Personal
Duration: Concentration Target: You Duration: 4 hours (D)
This spell increases your base land speed by 10 feet. (This adjustment counts as an enhancement bonus.) It has no effect on other modes of movement, such as burrow, climb, fly, or swim. Material Component: A pinch of dirt.
Magic Fang (Transmutation) Components: V, S, DF Casting Time: 1 standard action Range: Touch
Target: Living creature touched Duration: 4 minutes Saving Throw: Will negates (harmless)
Can be cast on Briar to give him +1 on attack and damage rolls. Magic fang gives one natural weapon of the subject a +1 enhancement bonus on attack and damage rolls. The spell can affect a slam attack, bite, or other natural weapons. (The spell does not change an unarmed strike’s damage from nonlethal damage to lethal damage.)
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Magic Fang (Transmutation) Components: V, S, DF Casting Time: 1 standard action Range: Touch
Target: Living creature touched Duration: 4 minutes Saving Throw: Will negates (harmless)
Tarric can cast on Briar to give him +1 on attack and damage rolls. Magic fang gives one natural weapon of the subject a +1 enhancement bonus on attack and damage rolls. The spell can affect a slam attack, bite, or other natural weapons. (The spell does not change an unarmed strike’s damage from nonlethal damage to lethal damage.)
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backstory As Wynn, you are the twenty-two years old heir of Stirling Blackthorn, the current Thane of Palor Altor, and his previous spouse, Morgan, who died ten years ago. You will inherit the Blackthorn wealth, power, and land.
The town has clamored for the Thane to do something, but the Captain of the Guard has been unable to catch the kidnappers. A week ago, you received a letter from Tarric saying that your father had fallen ill.
After your mother died, Stirling withdrew, heartbroken and distant. At about the same time, your proficiency at sorcery manifested. At first, no one understood what was happening and everyone thought Morgan was haunting the manor. When they discovered that you were the cause of the odd noises and lights, the Thane sent you to Berkbury to train with a friend, a sorcerer named Melick. Melick taught you to harness your abilities and to use mundane weapons. His extensive library allowed you to learn history, lore, religion, and government. You hope one day to make a fine Thane who takes care of your people. You takes that responsibility very seriously. Two years after Morgan’s death, the Thane remarried. Karsyn was charming and caring and brought Stirling out of his grief. You were happy for them, and happy to have Stirling back. You celebrated with them at the birth of their son, Carrow. Your first romantic encounter happened when you were seventeen and still learning to control your powers. While in the arms of your lover, you unintentionally cast Charm Person. When the spell wore off, your lover realized what had happened and was furious. He threatened you and said he never wanted to see you again. You were embarrassed and have had few romantic interests since. A year ago, your six-year-old half-brother Carrow was kidnapped and held for ransom. You wanted to go home from your mentor’s keep to help, but the Thane insisted you were safer far away. You reluctantly obeyed and stayed with Melick. You heard that Stirling hired a ranger named Tarric to handle the situation. Tarric wanted to go after the kidnappers, but Karsyn insisted that they do as the kidnappers commanded and pay the ransom. She would not hear of them taking any chances with her only child.
Frightened for your father, you spoke with Melick. He agreed that you should leave as soon as could be arranged. He also contacted a cleric friend. The cleric and Melick would head to Blackthorn Manor the following week. You wrote to Tarric and to Karsyn and Stirling with the good news, then hurried home a day later. You arrived late evening and were ushered in to see Stirling. You were alarmed by how weak and wan Stirling looked and how much weight he had lost, but Stirling greeted you cheerfully. You dined on venison and mead, happy to be together again. You and Stirling wiled away an enjoyable evening chatting and reminiscing in front of a dancing fire. Stirling said that Karsyn was away tending to Mrs. Winthorp, a sick leaseholder, and her children but would join you tomorrow.
Carrow was returned unharmed. Tarric stayed on to run security. But over the past year, other children around town were also kidnapped. Most were returned unharmed, but three were never seen again when parents refused to pay or sent people after the kidnappers.
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Eventually, you saw Stirling off to bed and went to your old childhood room. You smiled with nostalgia as you climbed into bed. You awoke, what seemed like moments later, chained and gagged, on a cot smelling of sweat and urine. Your hands were manacled to the top of the cot. Your ankles were bound together, and to the opposite end of the cot, so you couldn’t pull yourself up and use your hands to remove your gag. You shivered with the chill and felt sick and groggy. A man sat nodding in a chair in front of a roughhewn door. Your eyes swept across the stone exterior walls to the window above your bed. Someone stood outside the window, motioning you to be silent…
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O Level Spells Acid Splash (Conjuration) Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels)
Effect: One missile of acid Duration: Instantaneous Saving Throw: None
You fire a small orb of acid at the target. You must succeed on a ranged touch attack to hit your target. The orb deals 1d3 points of acid damage.
Disrupt Undead (Necromancy) Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray Duration: Instantaneous Saving Throw: None
You direct a ray of positive energy. You must make a ranged touch attack to hit, and if the ray hits an undead creature, it deals 1d6 points of damage to it.
Flare (Evocation [Light]) Components: V Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels)
Effect: Burst of light Duration: Instantaneous Saving Throw: Fortitude negates
This cantrip creates a burst of light. If you cause the light to burst directly in front of a single creature, that creature is dazzled for 1 minute unless it makes a successful Fortitude save. Sightless creatures, as well as creatures already dazzled, are not affected by flare.
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Mage Hand (Transmutation) Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Duration: Concentration
Target: One nonmagical, unattended object weighing up to 5 lb. Saving Throw: None
Point your finger at an object and lift it and move it at will from a distance. As a move action, you can propel the object 15 feet in any direction. The spell ends if the distance between you and the object exceeds the spell’s range.
Message (Transmutation [Language-Dependent]) Components: V, S, F Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level)
Targets: One creature/level Duration: 10 min./level Saving Throw: None
You can whisper messages and receive whispered replies. Point your finger at each creature you want to receive the message. The message is audible to all targeted creatures within range. Magical silence, 1 foot of stone, 1 inch of common metal, or 3 feet of wood or dirt blocks the spell. The message can circumvent a barrier if there is an open path between you and the subject, and the path’s entire length lies within range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound, not meaning. It doesn’t transcend language barriers. Note: To speak a message, you must mouth the words and whisper. Observers may be able to read your lips.
Prestidigitation (Universal) Components: V, S Casting Time: 1 standard action Range: 10 ft.
Target, Effect, or Area: See text Duration: 1 hour Saving Throw: See text
Prestidigitations are minor tricks that novice spellcasters use for practice. A prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor. Slowly lift 1 pound of material. Color, clean, or soil items in a 1-foot cube each round. Chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, which look crude and artificial. Materials created by prestidigitation are fragile, and cannot be used as tools, weapons, or spell components. Prestidigitation cannot duplicate other spell effects. Any change to an object (beyond moving, cleaning, or soiling) persists for 1 hour.
1st Level Spells Charm Person (Enchantment (Charm) [Mind-Affecting]) Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels)
Target: One humanoid creature Duration: 1 hour/level Saving Throw: Will negates
This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target’s attitude as friendly). However, if the creature is currently being threatened or attacked by you or your allies, it receives a +5 bonus on its saving throw. The spell does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak the person’s language to communicate your commands, or else be good at pantomiming. 13
Mage Armor (Conjuration (Creation) [Force]) Components: V, S, F Casting Time: 1 standard action Range: Touch
Target: Creature touched Duration: 1 hour/level (D) Saving Throw: Will negates (harmless)
An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC. Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can’t bypass it the way they do normal armor.
Magic Missile (Evocation [Force]) Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level)
Targets: Up to five creatures. No two can be more than 15 ft. apart Duration: Instantaneous Saving Throw: None
Two missiles at 4th level. A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage. The missile strikes unerringly, even if the target is in melee combat or has less than total cover. Specific parts of a creature can’t be singled out. Inanimate objects are not damaged. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage.
Second Level Spells Knock (Transmutation) Components: V Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level)
Target: One door, box, or chest with an area of up to 40 sq. ft. Duration: Instantaneous; see text Saving Throw: None
The knock spell opens stuck, barred, locked, held, or arcane locked doors. It opens secret doors, as well as locked or trick-opening boxes or chests. It also loosens welds, shackles, or chains (provided they serve to hold closures shut). If used to open an arcane locked door, the spell does not remove the arcane lock but simply suspends its functioning for 10 minutes. In all other cases, the door does not relock itself or become stuck again on its own. Knock does not raise barred gates or similar impediments (such as a portcullis), nor does it affect ropes, vines, and the like. The effect is limited by the area. Each spell can undo as many as two means of preventing egress.
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Romance Rolls Cheat Sheet Role-playing your Attraction Points
How Good Was It?
Add to the romance by role-playing your Attraction Points without talking about the number!
41 or over
Interaction based on Attraction Points
That was a spiritual experience!
Double Attraction Pts for each roll from here on.
+30 and up
Crazy about, committed to
+20 to +30
Smitten, infatuated, totally into
Nat 20 moved!
+10 Attraction Pts
+10 to +20
Flirtatious, engaging, playful
27-40
That was fun!
+4 Attraction Pts
+5 to +10
Shy, flustered, nervous
16-26
+1 Attraction Pts
-5 to +5
Polite, deferential, professional
Nothing to write home about.
-5 to -10
Distant, cool, aloof
Under 15
Let’s never speak of this.
-5 Attraction Pts
-10 to -20
Dismissive, glib, snarky
-20 to -30
Cold, superior
Nat 1
That was too awkward for words.
-8 Attraction Pots
-30- under
So ready to be done with this
Wow, the Earth
During Combat
First Intimacies
Rolls on actions in line-of-sight.
First Intimacies
Requirements to Initiate
Hand Holding
5 Attraction Points
Romantic Hug
5 Attraction Points
First Kiss
10 Attraction Points
Anything More
30 Attraction Points
Critical Hit or Max Damage on Spell Cast
Roll a d20 and add Attraction Points to find out how the recipient reacts.
1-4
They’re showing off.
-3 Attraction
5-15
Good job.
0
16-20
Wow! They’re dreamy!
+5 Attraction
Fumble or Failed Spell
Success of First Intimacies (D20 plus Attraction Pts.)
1-4
What a nube!
-3 Attraction
Natural 20
Amazing!
5-15
It happens…
0
Over 20
Enthusiastic reciprocation
16-20
That’s adorable.
+3 Attraction
10-20
Participation
Below 10
Rebuff
Natural 1
Embarrassment
Aid Action (No roll necessary)
Attraction points
Providing Flank
+2
Distracting opponent
+1
Feel free to have your PC award his/her companion Attractions Points for anything romantic or caring that they do while not in combat.
Killing opponent
+3
Physically aiding - freeing, helping up or down…
+2
And don’t forget about your Turn-ons and Pet Peeves!
Healing, bandaging, treating
+4
During Travel/Rest
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Tokens
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Initiative
Stats
Wynn
26
HP 22
25
Attack
DC saves 0 Lvl—13 1 Lvl—14
24
Tarric
23
HP 32
22 21 20
Briar HP 19
19 18
HP 6
16
Armor Class 14 Armor Class 12
Woman Ruffian
15
Damage 2 Lvl—15
Armor Class Attack Damage 16 Lg swd +7 (+5) 1d8+3 Sht swd +7 (+5) 1d6+3 Sht bow +6 1d6+3 Dagger +7 1d4
Lookout
17
Attack Bite +3 Trip +1
Damage 1d6+1 None
Attack Damage Bow +3 1d6 Sht swd +1 1d6
HP Armor Class Attack Damage 9 12 Short swd +0 1d6 DC saves 0 Lvl—12 1 Lvl—13
14 13
Ruffian Wilkens (Wynn’s guard)
12
HP 7
11 10
Armor Class Attack Damage 12 Short swd +2 1d6+1
Ruffian Hicks (Dice player) HP 9
9 8
Armor Class Attack Damage 12 Short swd +2 1d6+1
Ruffian Leader (Oberon Scott)
7
HP 15
6 5
Armor Class Attack Damage 16 Lg swd +3 1d8+1 Throwing dag +4 1d4+1
Fishing Ruffian Thorpe HP 5
4 3
Armor Class Attack Damage 12 Short swd +2 1d6+1
Fishing Ruffian O’Dell
2
HP 8
1
Rounds 1
Armor Class
Running total HP
2 3 4
Armor Class Attack Damage 12 Short swd +2 1d6+1
5 6 7 8 9 10 11 12
13 14 15 16 17 18 19 20 21 22 23 24 27
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Tokens
Use the white tokens for Thad and Morgan until their duplicity is revealed.
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+2 Staff of Spell Storing
+2 to hit
1d6+2 damage
x2 critical
Spells Stores 3 level 1 spells
DC save 14
Burning Hands: Casting Time: 1 standard action Range: 15 ft. Area: Cone-shaped burst Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes A cone of searing flame shoots from your fingertips. Any creature in the area of the flames takes 3d4 points of fire damage. Flammable materials burn if the flames touch them. A character can extinguish burning items as a fullround action. Shocking Grasp: Casting Time: 1 standard action Range: Touch Target: Creature or object touched Duration: Instantaneous Saving Throw: None Spell Resistance: Yes Your successful melee touch attack deals 3d6 points of electricity damage. When delivering the jolt, you gain a +3 bonus on attack rolls if the opponent is wearing metal armor. True Strike: Casting Time: 1 standard action Range: Personal Target: You You gain temporary, intuitive insight into the immediate future during your next attack. Your next single attack roll (if it is made before the end of the next round) gains a +20 insight bonus. Additionally, you are not affected by the miss chance that applies to attackers trying to strike a concealed target.
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Initiative
Stats
Wynn
26
HP 22
25
Armor Class
Attack
DC saves 0 Lvl—13 1 Lvl—14
24
Tarric
23
HP 32
22 21 20
Briar HP 19
19
Damage 2 Lvl—15
Armor Class Attack Damage 16 Lg swd +7 (+5) 1d8+3 Sht swd +7 (+5) 1d6+3 Sht bow +6 1d6+3 Dagger +7 1d4 Armor Class 14
18
Attack Bite +3 Trip +1
Damage 1d6+1 None
The Thane
17
HP 13
16 15
Armor Class Attack Damage 14 Short swd +1 1d6-2
Luck Rogers HP 8
14 13
Armor Class Attack Damage 12 Short swd +2 1d6+1
Morgan Ellis
12
HP 16
11
Armor Class Attack Damage 12 Short swd +4 1d6+1 Dagger +3 1d4+1
Thaddeus Doten
10
HP 6
9 8
Armor Class Attack Damage 12 Short swd +1 1d6 Dagger +2 1d4
Cultist 1 HP 7
7 6
Armor Class Attack Damage 12 Short swd +2 1d6+1 Dagger +2 1d4+1
Cultist 2
5
HP 8
4 3
Armor Class Attack Damage 12 Short swd +2 1d6+1 Dagger +2 1d4+1
Cult Wizard
2
HP Armor Class Attack Damage 10 15 Dagger +0 1d4-1 DC saves 0 Lvl—12 1 Lvl—13
1 Rounds 1 2 3
Running total HP
4
5
6
7
8
9
10
11
12
13
14
15 45
16
17
18
19
20
21
22
23
24
25
26
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Tokens The Approach
Temple of Nyarlathotep
(Two left blank so you can fill in whoever Wynn and Tarric may have brought with them.)
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49
50
Initiative 26 25 24 23 22
Stats
Wynn HP 22
19 18 17 16 15 14 13 12 11 10 9 8 7 6 5
Tarric HP 32
Briar HP 19
2 1
Rounds 1 2 3 4
Damage 2 Lvl—15
Armor Class Attack Damage 16 Lg swd +7 (+5) 1d8+3 Sht swd +7 (+5) 1d6+3 Sht bow +6 1d6+3 Dagger +7 1d4 Armor Class 14
Attack Bite +3 Trip +1
Damage 1d6+1 None
(Whoever came along)
Luck Rogers HP 8
Armor Class Attack Damage 12 Short swd +2 1d6+1
Ayden Black HP 9
Armor Class Attack Damage 12 Short swd +2 1d6+1 Lt Crossbow +3 1d8
Draven Black HP 9
Armor Class Attack Damage 12 Short swd +3 1d6+2 Lt Crossbow +2 1d8
Sniper 11 HP 7
Armor Class Attack Damage 16 Lt Crossbow +3 1d8 Short sword +1 1d6
Sniper 21 HP 8
4 3
Attack
DC saves 0 Lvl—13 1 Lvl—14
21 20
Armor Class
Running total HP
Armor Class Attack Damage 16 Lt Crossbow +3 1d8 Short sword +1 1d6
Lieutenant Dukehart HP 14
Armor Class Attack Damage 14 Scimitar+4 1d6+1 Dagger +3 1d4+1
5 6 7 8 9 10 11 12
13 14 15 16 17 18 19 20 21 22 23 24 51
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Command Undead (Necromancy) Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels)
Target: One undead creature Duration: One day/level Saving Throw: Will negates (See text) Spell Resistance: Yes
A non-intelligent undead creature gets no saving throw against this spell. When you control a mindless being, you can communicate only basic commands, such as “come here,” “go there,” “fight,” “stand still,” and so on. Non-intelligent undead won’t resist suicidal or obviously harmful orders. Any act by you or your apparent allies that threatens the commanded undead (regardless of its Intelligence) breaks the spell. Your commands are not telepathic. The undead creature must be able to hear you. Material Component: A shred of raw meat and a splinter of bone. (Wynn does not need materials because she has the Eschew Materials feat.)
Detect Secret Doors (Divination) Components: V, S Casting Time: 1 standard action Range: 60 ft.
Area: Cone-shaped emanation Duration: Concentration, up to 4 min. (D) Saving Throw: None
You can detect secret doors, compartments, caches, and so forth. Only openings that have been specifically constructed to escape detection are detected by this spell. The amount of info revealed depends on how long you study a particular area or subject. 1st Round: Presence or absence of secret doors. 2nd Round: Number of secret doors and the location of each. If an aura is outside your line of sight, you discern its direction but not its exact location. Each Additional Round: The mechanism or trigger for one particular secret portal closely examined by you. Each round, you can turn to detect secret doors in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
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Initiative
Stats
Wynn
26
HP 22
25
Attack
Damage
DC saves 0 Lvl—13 1 Lvl—14
24
Tarric
23
HP 32
22 21 20
Briar HP 19
19 18
2 Lvl—15
Armor Class Attack Damage 16 Lg swd +7 (+5) 1d8+3 Sht swd +7 (+5) 1d6+3 Sht bow +6 1d6+3 Dagger +7 1d4 Armor Class 14
Attack Bite +3 Trip +1
Damage 1d6+1 None
(Whoever came along)
17
Luck Rogers HP 8
16 15
Armor Class Attack Damage 12 Short swd +2 1d6+1
Ayden Black
14
HP 9
13 12
Armor Class Attack Damage 12 Short swd +2 1d6+1 Lt Crossbow +3 1d8
Draven Black HP 9
11 10
Armor Class Attack Damage 12 Short swd +3 1d6+2 Lt Crossbow +2 1d8
Captain Devos
9
HP 30
8 7
Armor Class Attack Damage 15 Long Sword+6 1d8+2 Dagger +5 1d4+2
Fanatic 1
6
HP 4
5
Armor Class Attack Damage 11 Dagger -1 1d4-1 Dagger Thrown +1 1d4-1
Fanatic 2
4
HP 5
3 2
Armor Class Attack Damage 11 Dagger -1 1d4-1 Dagger Thrown +1 1d4-1
Fanatic 3 HP 4
1 Rounds 1 2 3
Armor Class
Running total HP
4
5
6
7
8
9
10
11
Armor Class Attack Damage 11 Dagger -1 1d4-1 Dagger Thrown +1 1d4-1 12
13
14
15 61
16
17
18
19
20
21
22
23
24
25
26
62
Tokens
(Two left blank so you can fill in whoever Wynn and Tarric may have brought with them.)
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SIMPLIFIED GRAPPLE We’ve modified 3.5 rules slightly to make combat move more quickly and smoothly. You can use standard 3.5 rules if you prefer. To Grab: Make an unarmed strike attack to grab the target. If the hit fails, the grapple attempt fails. If the attack succeeds, both sides roll their grapple checks. If the grabber wins, he is now grappling, and deals damage to the target as if with an unarmed strike. If the grabber loses, there is no grapple. In case of a tie, the combatant with the higher grapple check modifier wins. If this is a tie, roll to break the tie. If you get multiple attacks, you can attempt to start a grapple multiple times (at successively lower base attack bonuses). To Maintain Grapple: To maintain the grapple for later rounds, you must move into the target’s space. (This movement is free and doesn’t count as part of your movement in the round.) Moving provokes attacks of opportunity from threatening opponents, but not from your target. Up to four combatants can grapple a single opponent in each round. Grappling Consequences While you’re grappling, your ability to attack and defend is limited. You cannot:
You cannot threaten any squares while grappling. You lose your Dexterity bonus to AC against opponents you aren’t grappling. (You can still use it against opponents you are grappling.) You can’t move normally while grappling. However, you may make an opposed grapple check (see below) to move everyone who is grappling.
When you are grappling (regardless of who started the grapple), you can perform any of the following actions:
You can activate a magic item. Wynn can attempt to cast a spell while grappling but Wynn must make a Concentration check (DC 20 + spell level) or lose the spell. You can make an attack with an unarmed strike, natural weapon, or light weapon against the creature you are grappling. You take a –4 penalty on attacks. You can’t attack with two weapons, even if both are light weapons. You can draw a light weapon as a move action with a successful grapple check. NPCs can deal subdual damage if they succeed at an opposed grapple check in place of an attack. Treat as unarmed strike.
Escape from Grapple: You can escape a grapple by winning an opposed Grapple check on your turn in place of making an attack. You can make an Escape Artist check in place of your Grapple check if you so desire. If more than one opponent is grappling you, your Grapple check result must beat all their individual check results to escape. If you escape, you finish the action by moving into any space adjacent to your opponent(s). Move: You can move half your speed (bringing all others engaged in the grapple with you) by winning an opposed Grapple check. This requires a standard action, and you must beat all the other individual check results to move the grapple.
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Initiative 26 25 24 23 22
Stats Page 1
Wynn HP 22
Tarric HP 32
20
18 17 16 15 14 13 12
5 4 3 2 1
Armor Class Attack Damage 12 Short swd +2 1d6+1
Ayden Black HP 9
Armor Class Attack Damage 12 Short swd +2 1d6+1 Lt Crossbow +3 1d8
Draven Black HP 9
HP 30
6
Armor Class Attack Damage 16 Lg swd +7 (+5) 1d8+3 Sht swd +7 (+5) 1d6+3 Sht bow +6 1d6+3 Dagger +7 1d4
HP 8
10
7
2 Lvl—15
Luck Rogers
Karsyn
8
Damage
(Whoever might be with them)
11
9
Attack
DC saves 0 Lvl—13 1 Lvl—14
21
19
Armor Class
Running total HP
Armor Class Attack Damage 12 Short swd +3 1d6+2 Lt Crossbow +2 1d8
Armor Class Attack Damage 18 Obsid Dagger +3 1d4 Dagger Thrown +2 1d4 Staff of Animation +4 1d6+1 Clc DC saves 0 Lvl—12 1 Lvl—13 2 Lvl—14 Wiz DC saves 0 Lvl—13 1 Lvl—14 2 Lvl—15
Fanatic l HP 4
Armor Class Attack Damage 11 Dagger +0 1d4 Dagger Thrown +1 1d4
Cleric Apprentice HP 12
Armor Class Attack Damage 11 Dagger +1 1d4 Dagger Thrown +2 1d4 DC saves 0 Lvl—12 1 Lvl—13
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Initiative
Stats Page 2
Running total HP
First Round of Skeletons
26
Human Skeleton 1
25
HP 6
24
Armor Class Attack 15 Claw +1
Damage 1d4+1
Human Skeleton 2
23
HP 6
22
Armor Class Attack 15 Claw +1
Damage 1d4+1
Bear Skeleton
21
HP 19
20 19
Armor Class Attack 14 Claw +6 Bite +6
Damage 1d4+4 1d6+4
Second Round of Skeletons
18
Human Skeleton 3
17
HP 6
16
Armor Class Attack 13 Claw +1
Damage 1d4+1
Human Skeleton 4
15
HP 6
14
Armor Class Attack 15 Claw +1
Damage 1d4+1
Kobold Skeleton
13
HP 6
12
Armor Class Attack 13 Claw +0
Damage 1d3-1
Gnoll Skeleton
11
HP 13
10
Armor Class Attack 13 Claw +3
9
Damage 1d4+2
Third Round of Skeletons
Human Skeleton 5
8
HP 6
7 6
Armor Class Attack 15 Claw +1
Damage 1d4+1
Human Skeleton 6 HP 6
5 4
Armor Class Attack 15 Claw +1
Damage 1d4+1
Human Skeleton 7 HP 6
3 2
Armor Class Attack 15 Claw +1
Damage 1d4+1
Wolf Skeleton
1
HP 13
Rounds 1
2 3 4
25
26 27
Armor Class 15
5 6 7 8 9 10 11 12
Attack Bite +2
Damage 1d6+1
13 14 15 16 17 18 19 20 21 22 23 24
28 29 30 31 32 33 34 35 36 73
37 38 39 40 41 42 43 44 45
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OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. 1.
Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.
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The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.
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Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.
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14.
Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
15.
COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. All stat blocks are Open Gaming Content. System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich baker, Andy Collins, David noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson. Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman. System Reference Document v3.5 HTML compilation Copyright 2007, Sovelior Meliamne & Jason Olaf Jensen. Locations and Romance Rolls Copyright 2020, Urban Realms.
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Other Books available from www.UrbanRealms.com
Dungeon Chronicle 100 or 300 pages Keep track of your RPG adventures in style.
Galactic Gaming Journal 150 or 300 pages An RPG journal for your far-flung adventures.
ConGames and Gaming Convention Journal Keep the event fresh in your mind forever.
Board Gaming Journal 150 or 300 pages. Track inventory, game play and 10x10 challenge.
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