Footprints 23

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Footprints 23 Table of Contents

Staff
Publisher: Steve Yates
Editor: Steve McFadden Number 23
Associate Editors: Simon Bone, Marco Cavagna, September 2015
Glenn Collier, Ryan Coombes, Michael Dragonsfoot's free online magazine
Haskell, Jeff Johnson, Stuart Marshall,
Alan Powers, Ron Redmond
Submissions Manager: Nicholas Partridge Steve McFadden % in Lair . . . . . . . . . . . . . . . . . . . . . . . 2
Graphics Editors: Jeff Johnson, Stephen Andrew Hamilton Lycanthropes with Class . . . . . . . . 3
McFadden Ever wanted to play a werewolf?
Title Graphics: Zhu Baijie
Ian Slater The Slayer . . . . . . . . . . . . . . . . . . . . . 4
Design & Layout: Jeff Johnson A new class for AD&D.
Copyright Alan Powers Centaurs! More Than
Dungeons & Dragons, Advanced Dungeons & Just Horsing Around . . . . . . . . . . . . 7
Dragons, D&D, and AD&D are owned by Wizards A comprehensive look at Centaur
culture and classes.
of the Coast and their use here is not intended
as a challenge to their ownership of copyright. Darren Dare No Bones About It . . . . . . . . . . . . . 12
All materials are used here without their permis- Explore the abandoned tower of
sion. All other material copyrighted to the listed Xazzuth in this AD&D 2E adventure.
author or artist, and used by permission. David Prata Basic Equipage and Supplies:
Costs and Encumbrances . . . . . . . 18
The rights to all material published herein rev-­ More gear than your players will
ert to the author(s) of said work upon release of know what to do with, neatly orga-
this issue. Articles may be submitted by email nized for easy use.
to [email protected] (please do not Ryan Coombes A Digest Alchemical . . . . . . . . . . . 21
submit articles by Private Message in the forums). Alchemy never looked so good.
Don’t forget to include your “byline”, i.e. how you Recipes included!
wish to be credited.
Alan Powers Human and Halfling Character
Background Tables . . . . . . . . . . . . 31
Artwork Are you descended from kings?
Leon Baradat B11a: Priest's Errand . . . . . . . . . . . 39
An AD&D add-on Adventure to the
D&D module B11: King’s Festival.
C. Wesley Clough The Eye of Ishur . . . . . . . . . . . . . . . 44
The island city of Kolos just got a bit
hotter. A short story by C. Wesley
Clough.
Various Authors Shards from the Workshop . . . . . 49
A menagerie of monsters to abuse
your players with.
Marco Cavagna Undead Immunities . . . . . . . . . . . 55
Not sure if a spell or weapon affects
a given undead? This should clear it
up.
This issue's cover art, Respite in the Midst of
Andrew Hamilton Citadel of the
Chaos, was graciously donated by Erik Wilson. Carrion-Eaters . . . . . . . . . . . . . . . 60
Erik, a longtime member of Dragonsfoot, is a Yeenoghu has been summoned to
professional artist whose excellent work can be the Prime Material Plane. Face the
viewed at http://www.erikwilsonart.com/. Demon Lord of Gnolls in this AD&D
adventure for characters levels 10–14.
Publisher
Open OSRICTM License . . . . . . . . . 72
Footprints is published by Dragonsfoot. It is avail- Open Game License . . . . . . . . . . . 72
able at the Dragonsfoot website for download.
Please visit http://dragonsfoot.org/ft/ to down-
load other issues.

1
% In Lair Footprints 23

I came across Dungeons & decades. Pursuing relationships and a career, I


Dragons exactly 12,395 had little time for frivolities from the early nineties
days ago, one day before until 2011. Indeed, I ended up throwing my entire
I turned ten. My cousin Dungeons & Dragons collection away on a particu-
could never have known that larly bad day in 2000. My parents had wanted all of
the secondhand gift he dumped on me my junk out of their house and I was only able to store
would have such a profound effect upon my the D&D collection in the back of my station wagon
life, but it turned out that I was the ultimate for so long. Relationship issues were also plaguing my
beneficiary of his own relative’s generosity. mind at that time so, on a dreary day, out it all went. I
Inquiring whether I wanted the Moldvay Basic had a particularly long D&D drought after that and, in
Set he had in his hands, Butch explained that an addition to missing the Monster Manual that I had so
aunt on his father’s side had given him the weird naughtily marked up in my youth, the inability to
game a month earlier, for his own birthday. If play the game nagged at me terribly. A part of
I did not want it, my cousin said in a rather my very being seemed to be absent for about
matter-of-fact tone, he was going to simply toss twenty years.
the set into the trash.
My daughter changed all of that when she began
Butch had never been very sharp, but I’m sure reading Harry Potter books around 2011. I was
his childhood nickname already informed you of jazzed that Caitlin had begun to read so avidly
that. Butch’s loss was my gain, however, as the and, even at the age of eight, she completed
exquisite game quickly impacted my life. I devel- Rowling’s signature series in a matter of weeks.
oped a greater vocabulary (where else do 10-year Since then, I’ve purchased each and every book
olds learn the meanings of donjon, somatic, that my daughter has expressed an interest
charisma and a host of other words?) I developed in reading, and I’m happy with her continued
a closer relationship with my brother, Michael. development; with pride I can say that, intel-
Exclusively a DM, I learned to question things, lectually, Caitlin is maturing much faster than
work with complex models, articulate concepts I did. Which brings me to the real point that I
and pursue goals. I began to design new worlds wanted to express in this “% in Lair” column: go
and to read more extensively. The game also and play Dungeons & Dragons with your kids
served as a mental escape from a domineering, and grandkids. Facilitate both their intellectual
alcoholic father. Dungeons & Dragons had a development and the expansion of their imagi-
definite, positive impact on my life. I quickly nations by running a D&D campaign for them.
gravitated to AD&D and Michael and I spent And, if the kids closest to you are not interested
the eighties building up our collection of books, in the sword and sorcery genre, then run some
accessories and modules…no easy feat when we other, similar role-playing game. This will create
used to each receive $0.25 a week in allowance stronger bonds between you and your children, help
and made about $1.35 per week working a paper route. them grow intellectually and possibly build some life-
Despite that, the two of us had an admirable D&D collec- long interests. What better thing can you find to do with
tion by 1989, when I went off to college. your time?

I didn’t get to play much Dungeons & Dragons while I came across Dragonsfoot right around the time my
at UCLA as I had little time to spare on top of being in daughter began expressing an interest in the genre.
class, studying and working to pay for school. But the Hoping that she would want to pick up the game,
game had sparked certain interests and, in addition to I searched the net for material to use in a possible
my regular physics and mathematics classes, I did make campaign and wound up here, right at home. Nothing
a point of it to take courses in German and German is quite the same as it was back in July of 1981, but the
cultural history, and also in Roman, Byzantine and medi- emptiness that I felt for so long has nearly disappeared.
eval history. True to my DM roots, I did manage to upset Not always the most civil, circumspect or mature member
several history professors when I inquired whether, in of the Dragonsfoot community, I nevertheless attempt to
addition to the hochkultur they exclusively addressed, be as constructive as possible and to contribute as much
they would expound upon the more gritty details of as I am capable of. With that in mind, let me present to
feudalistic societies. You can imagine that my interests you an issue of Footprints that is special to me: including
in traditional-folk history went over with them about as more adventures than is normal for this magazine, I hope
well as the time I asked my Analysis professor whether that at least a few of you can find something within these
his course would provide any applications for the subject. pages to use in a campaign with a young child. If so, then
I am content.
After college I essentially gave up D&D for nearly two -Stephen “Landifarne” McFadden

2
Footprints 23 Lycanthropes with Class

–– If the lycanthrope gets to name level, then they receive


only ½ of the normal hit point bonus (rounded up).
–– The lycanthrope saves as their class or HD equal to
base HD + ½ level, whichever is better.
–– The lycanthrope attacks as a member of their class
with a “bonus” of ½ their base HD added to their level
(e.g. a 1st level werebear fighter hits as a Fighter 1 +
(7/2) = 4th level). Round up, because of the “hit point”
bonus to the hit dice. Where this means that low level
lycanthropes have worse attack chances than their
“normal” brethren, use the attack table for the lycan-
thrope rather than the character class.
–– I sometimes use the attribute bonuses described in
Best of Dragon, Volume 2. Sometimes I don’t. They are
pretty (extremely) generous. I once, long ago, played
in a campaign that allows lycanthrope PCs and used
the hit point adds in addition to the Constitution
bonuses (+6 hp/die, +4 Constitution & +6 Strength for
were-bears). I don’t remember Growd Bearclaw’s, the
barbarian were-bear, stats or level, but I do recall that
he was ridiculous (and, at that young age in my life
and gaming “career”, AWESOME!) I would never do it
again, except in a super-hero game.
–– I allow Constitution bonuses for Fighter types only
(Fighter, Ranger, Cavalier, Barbarian). I also allow
multiple attacks if the lycanthrope is high enough
level.
–– I don’t allow PC lycanthropes, but if I did I’d likely
apply an experience penalty of 5%/HD, or something
punitive like that and disregard any bonuses for high
by Andrew ability scores. Otherwise a PC were-bear barbarian (a
Hamilton la Growd Bearclaw, referenced above) with the attri-
bute bonuses from Best of Dragon, Volume 2 would be
I’ve always thought that a lycanthrope should be able to over the top.
get “tougher” if they have an adventuring class. Capping
a 10th level wererat thief at 3+1 HD doesn’t make sense The method can be illustrated using the monster Snarla,
to me, but I also didn’t want to add the 3d8+1 hp to the the magic-user werewolf from TSR’s S2 White Plume
base 10d6 hp a 10th level thief would normally have. So, Mountain:
I took inspiration from the way humanoid shamans and
witch-doctors are handled in 1E. Snarla (MU7 werewolf): AC 10 (human form) or
5 (werewolf form); MV 15″; HD (4+3)+6; HP 27; #Att 0
–– The lycanthrope gets all of the “base” benefits of their (human) or 1 (werewolf form); Dmg 2–8; THACO 15; SA
race. spells: magic missile x2, push, shield, scare, stinking cloud,
–– The lycanthrope gets all the abilities normally asso- web; dispel magic, haste, fear (cannot cast spells while in
ciated with their class. Obviously, the DM will have werewolf form); lycanthropy, savagery (+2 to attack rolls);
to consider what the lycanthrope can do in their SD silver or magical weapon to hit; MR save as better of
hybrid or animal forms. Spellcasting and thief skills, 7th level magic-user or 7+ HD creature; AL CE; Int Very;
for example, might be usable in hybrid form, but not Size M; XP 625 (calculated as a 4+ HD creature) or 1,670
in animal form. However, a ranger or barbarian could (calculated as a 7th level magic-user) - I’d go with the 4+
probably track in animal form. HD due to her confinement and spell restrictions.
–– The lycanthrope gets additional hit points from the
2nd level and up; the hit die is reduced by 2 die sizes According to this method, Snarla should have 27 hit
(e.g. Class HD of 1d4 = +1 hp for the lycanthrope, HD points rather than the 26 alloted in the module. The
1d6 = 1d3 hp, HD 1d8 = 1d4 hp, HD 1d10 = 1d6, and module also omits one 1st level spell for Snarla, so I have
HD 1d12 = 1d8). This is the same HD progression that added an additional magic missile as the logical replace-
the shamans and witch-doctors use in 1E. ment spell.

3
The Slayer Footprints 23

by Ian Slater

The Slayer: A New Character Class for AD&D that rangers possess is too limiting (what if the opponent
class is incorporeal, for example?)
AD&D is a class-based system. One advantage of such a
system is that it provides a skeleton or foundation upon Then I came upon the idea of re-skinning the assassin
which new classes can be made if a DM wishes to expand class, something that was particularly appealing to me
the game. Rather than creating new classes out of whole since assassins are rarely played in my game. My main
cloth, it is possible for a DM to take existing classes and concern, however, was the assassination mechanic that I
“re-skin” them. This approach to expand the game has had to adapt for slaying. The DMG assassination table is
the advantage of using mechanics and rules that are both supposed to be used when circumstances are perfect and
familiar to players and already integrated into the game, the character has time to plan the hit; assassination in
rather than introducing new, potentially problematic combat (which is what my Slayer is attempting) is some-
rules. The Slayer class is an example of this re-skinning thing else entirely. This concern is mitigated somewhat
approach. since the target of the Slayer’s primary skill is limited to
one type of creature.
Fantasy literature sets great precedent for Slayers: dragon
Slayers, vampire Slayers, Slayers of witches, demon Still, in the case of a dragon Slayer, this idea suddenly
Slayers/banishers, etc. Indeed, the AD&D first edition introduces the chance that a first level character could
ranger is a type of giant Slayer, and clerics in AD&D gank a HARD.
can be characterized as “undead Slayers.” But I wanted
a generic Slayer class, a class dedicated to the elimina- That’s probably bad . . .
tion of one particular type of creature. I considered using
the ranger class as the base for this, but it didn’t quite I was lost. Then the idea of basing the mechanic on prob-
work, for a few reasons: rangers are a wilderness-based ability multipliers came to mind. That is, if you require one
class, whereas a generic Slayer class needs broader scope; roll to do something, you have a certain chance (a certain
rangers get wonky abilities (spell casting and magic item percentage) of that working. If you require two rolls, the
use) that are specific to the class’s fantasy archetype chance is equal to the percentage of the first roll times
(Aragorn from Lord of the Rings) and not needed for a the percentage of the second; the results of such condi-
generic Slayer class; and the +1 per level damage bonus tional probabilities are often quite small.

4
Footprints 23 The Slayer

Cause light wounds, for example, normally requires both a In the example of the 11 HD red dragon, the additional
successful to-hit roll and a failed saving throw in order to saving throw would make our Slayer’s (rounded) chances:
work. But, for argument’s sake, let’s say it only required
a failed save. In that case, cause light wounds used on –– 1st level:
a target that has a saving throw of 15 only has a 70% 0.0005 × 0.3 (the dragon saves on 7+) = 0.00015 = 0%
chance of working.
–– At 5th level:
On the other hand, a by-the-book (BtB) cause light wounds 0.0225 × 0.3 (dragon saves on 7+) = 0.00675 = 1%
that requires both a successful hit and a failed save will
usually not work. If used on a target that requires a to hit –– At 10th level:
roll of 16 to be touched and that also saves only a 15 or 0.16 × 0.3 (dragon saves on 7+) = 0.048 = 5%
greater, then your odds of both hitting the target and the
target’s failing the save are very slim: I think this is a manageable, scalable mechanic that
could give the Slayer decent odds of defeating a “Type X”
BtB chance of a successful cause light wounds is: opponent. Since the chance to slay roll applies whenever
the target creature is hit, the opportunities for slaying
25% × 70% = 17.5% can add up.

Ouch! Now consider both the DMG assassination table Issues and Options
(table I.D.2., p. 75) and the proposed Slayer mechanic:
Slayers use the assassination table only after they make Say that a player wants to create a vampire Slayer char-
a successful to hit roll. That is, if the target is success- acter. However, there’s a problem: there aren’t that many
fully struck, then the player rolls percentile dice to see vampires in your campaign. So the vaunted vampire
whether the target creature is slain outright. This works Slayer is ineffectual even before play begins.
much like a monk’s chance to stun others in that it scales
with level but has an additional to-hit restriction that You have a few options here. The first is to expand the
reduces the odds. scope of the Slayer’s “Type X” list to all “vampire-like
creatures” while also reducing the character’s overall
Example: A 1st level dragon Slayer encounters an 11 assassination ability. For example, the vampire hunter
HD red dragon. The dragon Slayer’s chance to kill the would perform as a Slayer two levels lower versus most
dragon on any melee attack is 0.05 (rolls a 20 to hit) energy-draining undead but at his normal level versus
× 0.01 (from assassination table) = 0.0005 (0.05%). A vampires. This mechanism lets the generic class have a
5th level dragon Slayer’s chance to kill the dragon large scope but limits its game impact (the Slayer’s scope
on any successful melee attack is 0.15 (rolls an 18 to is about as expansive as the ranger’s ability against
hit) × 0.15 (from assassination table) = 0.0225 (2%). giant-class creatures).
At 10th level this increases to 0.35 (hit on a 14) ×
0.45 (assassination success) = 0.16 (16%). This option also encourages DMs to develop various
categories of inimical creatures, with the idea being that
So a dragon Slayer close to name level has decent odds individual Slayers emerge from the environments they
of killing a target creature on any particular strike. That are raised in: some type or class of creature menaces a
sounds about right to me. community or region, and Slayers develop to combat
the threat. So, the “Type X” category could be as specific
If you want to reduce these odds even more, then give the as a particular monster (e.g., ogres), a type (dragons or
target a saving throw versus death to avoid being slain. giants), creatures that occupy a particular climate or
This can be justified in a number of ways. For example, if environment (temperate predators such as wolves, bears,
the Slayer’s target opponent is an aquatic race, the Slayer lions, etc.), or a class of creatures (shape shifters).
might need special weapons (for example, an underwater
crossbow); if the Slayer did not have access to those Here are examples of effectiveness that I would use:
weapons, the additional saving throw could reflect the
increased difficulty of the task. –– Against giants: slaying ability is level-equivalent.
–– Against dragons: slaying ability is level-equivalent.
–– Against vampires: slaying ability is level-equivalent
against true vampires and two levels lower against
level-draining undead.
–– Against Hellenistic creatures: slaying ability is
level-equivalent against medusas and two levels lower
against other traditional monsters (cyclops, siren, etc.)

5
The Slayer Footprints 23

–– Against aquatic creatures: slaying ability is level-equiv- 6. Each organization dedicated to the extermination of
alent against sahuagin and lizard men and two levels a certain target creatures has only one Master Slayer
lower against large marine predators (sharks, giant of 15th level, the maximum possible progression, and
fish, etc.) one Slayer of 14th level as second. In order to prog-
–– Against a particular character class: slaying ability is ress beyond 13th level, the Slayer must both have the
level-equivalent. requisite number of experience points and defeat the
–– Against demons: slaying ability is level-equivalent organization’s 14th level Slayer in combat (a fight to
against true demons only. the death is not necessary). The Slayer then takes
–– Against elementals: slaying ability is level-equivalent the second position in the organization. To progress
against elementals and two levels lower against lesser to Master Slayer, a character must defeat the organi-
elemental monsters (e.g., water weirds). zation’s Master Slayer in combat.
7. A Slayer who achieves Master Slayer status will
The Slayer attract a body of 7–28 lower-level Slayers. Use the
follower table for assassins from the DMG (p. 17) to
Ability Requirements: STR 12, INT 11, DEX 12
determine the composition of these followers.
HD: d6 (following the PHB Assassin progression)
8. A Slayer makes regular melee and missile attacks on
Alignment: Any
the thief/assassin combat matrix. Starting and new
Armor & Weapons: Leather armor, shield, any weapon.
weapon proficiencies are also gained as an assassin.
At the DM’s discretion, the Slayer may be required to
9. A Slayer uses the assassin’s XP table progression and
obtain or purchase a special weapon or special weapons
saves as an assassin.
to slay the target creature.
10. A Slayer gains +1 to hit and +1 to damage for every 3
Poison use: May use poison against creatures of the
levels of experience against the primary target crea-
target type. At the DM’s discretion the Slayer may be
ture. If the class of target creatures is more broad
required to obtain or purchase poison to slay the target
(e.g., giant-class or aquatic creatures), this bonus is
class of creatures.
+1 to hit and + 1 to damage every 5 levels.
Special Abilities: 11. Slaying: When attacking creatures of the target type,
1. If the Slayer gets any extra languages because of the Slayer makes regular to-hit and damage rolls.
high intelligence, one of those languages is that of However, on successful attack rolls, the Slayer also
the target creature; if the creature does not possess has a chance to kill the creature outright because of
a language, the Slayer gains the ability to mimic its their specialized knowledge and skill. This chance is
sounds or behaviors. obtained from the DMG assassination table. If the
2. The Slayer has a 3 in 6 chance to surprise target crea- roll does not result in automatic slaying, the Slayer
tures and only a 1 in 6 chance of being surprised by character still does normal damage for that attack.
such. Failure to successfully use the slaying ability does
3. The Slayer may hide in shadows, move silently, and not affect backstabbing in any way; successful back-
backstab like a thief of equivalent level. stabs still do double, triple, or quadruple damage if
4. The Slayer may not have any hirelings until 4th level; the Slayer fails his second, slaying roll.
at that time only lower-level Slayers may be taken 12. A Slayer has a chance to track target creatures equal
into service. Upon attaining 8th level, the character to that of a ranger of the same level engaged in
may also have non-Slayer hirelings. Upon attaining outdoor tracking.
12th level, they may employ henchmen of any class. 13. A Slayer has a 10% chance per level of identifying
5. The Slayer will be associated with a cult, priesthood, a non-magically disguised target creature and a 5%
church, organization, or community dedicated to chance per level of identifying a magically disguised
fighting the target creatures. target creature.

6
Footprints 23 Centaurs! More Than Just Horsing Around

by Alan Powers
Chrack looked out over the small field and the hazelnut where the children will find you.”
grove beyond. Though the morning was foggy, the sun would “All right,” Dimock said, concentrating, “harness and
soon burn off the mists and quickly warm the land. This, club; to the green.”
Chrack knew with a certainty. He turned from the edge of As Dimock left the barn in one direction, Chrack went
the village and moved across the open green to the village in another and called to some slightly smaller centaurs that
kitchen, his hoof-falls muffled by the morning-damp grass. were prancing and chatting in a small group.
Entering the tribe’s kitchen barn he breathed in the “Medok! Come to me,” he said.
scent of cooked oats and honey as the sound of his passing A youthful male centaur broke off from the group and
changed from muffled thuds to the clip-clop of hoof on started toward Chrack, picking up speed.
cobblestone. Acknowledging the deep nods of respect and “Yes, Sire!” Medok cantered by and reached out to touch
greeting from the community members, Chrack approached Chrack’s flank.
a heavily muscled centaur, a Dray that was methodically Chrack quickly pivoted aside and smacked the young
chewing his morning feed. centaur’s hindquarters as he passed.
“Good morning, Dimock,” Chrack addressed the large, “Colt!” Chrack said with grin. “Come, I have a task for
bay centaur. you and your band of friends today.”
“Oh! Chrack. Good morning, My Lead.” Dimock backed “But Sire, we were going to go to the creek today!” Medok
slightly and started to bow but Chrack stopped him with a cried as he slowed and returned to where Chrack stood.
soft touch upon his arm. “You can fish and play in the river, tomorrow. Today you
“Dimock, my friend, that formality is not needed here,” are to gather your group and escort the Dray, Dimock, to
Chrack said with a warm smile. the far western cutting area.” Lifting his hand to forestall an
“Oh, right. I forgot.” An answering smile came outburst, Chrack then pointed his finger at his offspring
to the heavy features of Dimock’s face. and continued. “You and your friends will help replant
“Dimock, I have a task for you today,” said the grove by planting four saplings, each. Take nut
Chrack, looking intently at Dimock to ensure the cakes for your midday feed and see that Dimock is
Dray was paying attention. fed, as well. Escort Dimock back here. Ensure he does
“Oh, good. Is it pulling in team? I like pulling not stray, help him pull his burden, and protect him
in team.” Dimock’s smile widened with his while he is in harness.”
words. “But Sire, that will take all day!” complained
“Yes, I know you do, but that is not the task Medok.
I have for you today,” said Chrack. Though “Yes, it will, and you will have to
Dimock’s smile lessened, it did not leave help in pulling the lumber wagon
his broad face. “I want you to go to the if you are to return by nightfall.
western clearing and bring back a load of Find Dimock here in a short
lumber. It is already loaded on a wagon, while.”
there. Will you do that for me?” “Yes, Sire.” There was
Dimock’s brow furrowed. “That is a resignation in Medok’s
long walk,” he said uncertainly. voice but he did not
“I know it is,” said Chrack, “I will dawdle. Instead,
send some of the children with you to the young centaur
keep you company. They will plant went straight back
saplings, give you your midday to give the news
meal, and help you pull the and directives to
wagon home. All right?” his small band.
Dimock smiled again. “All Some were pleased,
right.” some were not, but all
“Good,” said Chrack, “now moved to gather gear
go and get your harness and club. and weapons as directed
Then come to the village green. That is by the Tribe Leader.

7
Centaurs! More Than Just Horsing Around Footprints 23

Reviewing centaurs in the AD&D 1st Edition Monster Mounted Missile Fire Table (#53), found in the 2nd Edition
Manual (MM) and the 2nd Edition Complete Book of Dungeon Master’s Guide. The optional +2 racial modifier
Humanoids (CBoH) it becomes clear that centaur player for bow is not included in these movement modifiers.
characters can be played viably, without upsetting game
balance. Of course it is the referee’s option whether or
Centaur’s Movement Modifier
not to allow Centaur as a PC race, but my experience
indicates that the inclusion of centaurs in a long-running Not moving 0
campaign is beneficial. There will not be many players Less than 1/2 normal rate* -0
that will choose to run a centaur character but, overall,
those that do play one will enjoy it—even if the others 1/2 to 3/4 normal rate* -1
groan about the dungeon and stair maneuvering issues. Greater than 3/4 normal rate* -3
Those issues can be overcome with some ingenuity. *Movement rate may be reduced by encumbrance or due to armor.

Game Mechanics for Centaur Characters It may seem as though centaurs have a lot of combat
advantages and next to no disadvantages, aside from
Suggested variations from the CBoH: terrain-induced movement difficulties. However, do not
forget that centaurs are large creatures and take increased
–– Double class hit points at first level, none gained damage from weapons, as is appropriate for all large
at second level. Exception: Rangers & Archers have targets. Also, finding centaur armor/barding outside of
multiple hit dice at 1st level. a centaur village will be very difficult. Finding magic
–– Ultravision. Not being underground dwelling creatures, centaur armor would be next to impossible.
ultravision makes more sense for centaurs.
–– Natural AC of 6. Horses have an AC of 7 but centaurs Centaur Social Classes
officially have AC 5. Giving lower level centaurs a 6
allows them to develop the better armor class later Based on the Monster Manual’s write-up, centaur society
(4th or 5th) levels. This represents a gaining of matu- has three main groups. Those groups are differentiated
rity and status as a full grown, developed centaur. by weapon type, as centaurs are variously armed when
–– Give centaurs a +2 racial bonus with bows. This is encountered en masse. Half (50%) of all centaurs are
rationalized by considering the stability of a four- armed with clubs, while 25% are armed with composite
legged firing platform. bows. The last 25%, armed with shield and lance, are
–– Stairs and rough terrain (natural caves) can be diffi- referred to as Leaders.
cult for centaurs. Inclines should not be an issue, but
going down stairs or other rough terrain is difficult. Average centaurs, those without means or with little need
A Dexterity check is suggested to ensure controlled, for a bow or other weapons, tend to be armed with clubs
safe downward movement on stairs and in similar of one sort or another. These average “Herdmember”
situations. centaurs, make up fully half of a tribe’s population. An
implication of the MM’s description of centaurs as
Centaurs and Combat being “…low-to-average intelligence” is that some Herd-
members are Dray: simpleminded, physically powerful
Combat advantages and disadvantages are given to centaurs that do much of a community’s heavy pulling.
various races and classes; centaurs are no different. Cared for and protected by their band, troop, or tribe,
Whereas a trained warhorse may be given hoof attacks Dray are valued for their contributions to the group.
every other round after it enters combat, centaurs may Foragers also carry clubs and may be of any level of
attack with their hooves in the initial round of combat if intelligence and physique, but Foragers’ main role is to
they so desire. The attack delay of a ridden horse simu- help gather foodstuffs for the group – gathering and
lates its rider’s order to attack along with the mount’s harvesting crops, fruit and nuts. Herders are the last of
need to remain balanced and upright with rider on top. the club wielders. They have rank within the herd and act
Centaurs simply do not have this problem. as low-level supervisors. Herders help organize the herd,
keeping it on task and helping it to operate as directed
If you are delaying the better armor classes for centaurs, by the Leaders.
then I also suggest limiting their hoof attack damage to
that of light horses (1–4/hoof), instead of medium horses The 25% of the centaur population that is armed with
(1–6/hoof), until that time. This works with the concept bows have been designated, for lack of a better term,
of a centaur developing maturity and growing over time. Elites. These more intelligent and outgoing centaurs
tend to gravitate towards activities that require more
Centaurs firing missiles while moving suffer fewer penal- presence of mind and mental acumen. This social class
ties for obvious reasons. The following table is similar to the is made up of more diverse minded fighters, hunters and

8
Footprints 23 Centaurs! More Than Just Horsing Around

freethinkers (Bards, Archers and multi-classed individ- Centaur Culture


uals). Those rare Elites with great intelligence or wisdom
may even become scholars and, on occasion, clerics. Centaurs are pastoral, communal creatures. Although
Although the CBoH limits centaurs’ classes to druids they have human upper torsos, centaurs’ lower horse
and shamans, a cleric of Skerrit the Forrester could easily bodies lend a strong equine sense to their outlook.
fit into centaur culture. Centaurs are very communal and their herd mentality is
reflected in their culture and way of life.
Finally, there are the centaur leaders. Leaders are the
ones who call the shots for centaur communities. These Bands are usually extended family units. Troops, are
centaurs are always of a fighting class (fighters, rangers comprised of a number of Bands, often related by blood
and cavaliers—if the DM allows it) with superior ability but occasionally because the various Band members
scores (especially intelligence), though they may be prefer to be together. Tribes are composed of multiple
multi-classed. With 2 or 3 Leaders out of every 10 Troops. If issues on a grander scale require attention, a
adult centaur, it is easy to envision how Leaders would council of Tribes may be called and attended by either
work together, whether during an armed conflict or an the Tribe leaders or representatives.
everyday operation: some managing and commanding
the Herdmembers; some working with and being part Having a strong sense of community does not mean that
of the Elite archers; the Band Stud managing and all of the centaurs in a village live and eat in the same
commanding both groups to best effect. If the tribe barn or stable. Bands will usually have their own living
were as large as 100 centaurs, then there would be structures, sometimes (in a larger village) controlled and
multiple Leaders organizing all the members as well as supported by their Troop. Small, single-pair dwellings
an extra group composed solely of Leaders. The Tribe are often maintained for newlywed couples, but they
Leader would direct them all. The Leaders of centaur are normally only used by a stallion with his first wife,
groups are always male, though that does not preclude perhaps the second. After a time (a month or two), those
a female player character from being from the Leader couples are expected to return to the Band or Troop
Social Class. dwelling. Unmarried centaurs may feel the need to leave

9
Centaurs! More Than Just Horsing Around Footprints 23

their Bands or Troops, and those centaurs are accorded Nurturing wooded lands, centaurs create and tend
space in a Tribe’s communal stable. groves of fruit and nut-bearing trees: cherry, apple, pear,
mulberry, walnut, hazel, pecan, and almond, amongst
One might think that breeding practices would produce others. Fruit is dried, juiced, cidered and made into
a consistently superior centaur. Sadly, that does not preserves, and nuts are also stored for eventual use.
work as anticipated. Two highly intelligent centaurs may Fine nut oil is a major trade item and pays for much
produce a Dray offspring, just as two Dray may have a that centaurs do not produce themselves. Fruit-bearing
foal that ends up being a Leader. This fact, combined bushes are also cultivated for food and for dyes. The
with centaurs’ communal natures, gives centaur society fields that centaurs cultivate for grain or other important
a healthy dose of generational flexibility—the cream rises crops are not very large, seldom greater than ten acres
to the top. The offspring of a common Herdmember may in size.
end up being a Tribal Leader if the young centaur has the
ability and desire to become such. Bees are kept for honey and to help ensure that the
centaurs’ trees and bushes remain productive. Centaurs
Note that, among centaur, the average male-to-female export honey and also use it to make the high-energy
ratio is 1:2; there are generally twice as many female nut and grain cakes for which they are famous. As far as
centaurs as male. Thus, in spite of the patriarchal aspect livestock, centaurs will keep goats, sheep, chickens and
of centaur culture, centaurs tend to be rather egalitarian other fowl, but seldom will they have cattle or horses.
with respect to female vocations and activities. Unless
a female centaur is pregnant, no less is expected of her Centaur Character Classes
than from a similarly sized male.
In general, centaur characters have little problem oper-
Centaurs and Religion ating as most character classes, the thief/rogue class
being the exception. However, adjustments should
The religious life of centaurs is like an old river flowing always be made in special cases.
through the center of a village: slow moving and deep.
Some societies reach a point where the religious practices Multi-classed Centaurs
that once complemented their cultures’ practices actu-
ally begin to formulate their ways of life. Centaur soci- Multi-class centaur PCs are common. With the stan-
eties have passed that point, with their members’ spiri- dard thief/rogue class generally not feasible, that leaves
tual and religious outlooks on life fully integrated with fighter, cleric and magic-user class combinations open
how they live and grow. Few members of other species for consideration. Most often one of a multi-classed
will realize that the lack of visible religious trappings to centaur’s professions will be some type of fighter, but
be found in centaur villages and displayed on particular cleric/magic-user combinations are not impossible. It is
individuals does not reflect religious apathy. Instead, the up to the DM to use good judgment in the combinations
limited visibility is the result of centaur culture having that he allows, but limiting centaur player characters to
already integrated centaurs’ religion into how they live. two classes seems to work best.
Their spirituality is likely one of the reasons why centaurs
maintain such good relationships with elves. Centaur Bards

Centaur Industry and Trade Although the thief/rogue class is not possible for centaur
characters (outside of the evil done by a darkly comedic
Though centaurs tend to be reserved in dealing with DM onto a deserving player), the CBoH does indicate
races other than elves, they do produce goods and prod- that centaurs may operate as the Bard sub-class. After
ucts that are desirable and traded for—though some all, every character race has some form of music or story-
may believe that such are actually produced by elves. telling tradition. For the 2nd Edition Bard some of the
Centaurs work metal but, as a race, they do not excel traditional thief skills must be curtailed but, the concept
at it more than other races. Centaur iron and steel work of a centaur bard is sound. Additionally, the Bard class
tends to be simple and sturdy and their precious metal written by Jeffery Goelz for Dragon Magazine #56 can
and jewelry work may be attractive but seldom exqui- also be used for centaurs. Racial modifiers would make
sitely beautiful. They do not mine or dig into the earth centaur bards rare, but no less viable.
to any great extent and the cloth that centaurs weave is
usually sturdy and on the heavy side. Centaurs do trade Centaur Magic-Users
in lumber, however, and they are renowned for their
woodcarving. Although old-growth trees and woods are Although the CBoH indicates that centaurs may be
preserved and protected by centaurs, fire-ravaged forests magic-users, my suggestion is to allow centaur mages
are cyclically replanted and harvested by centaurs. only when part of a multi-classed character. Whether

10
Footprints 23 Centaurs! More Than Just Horsing Around

the DM gives centaurs the +4 hit point starting bonus Centaur Fighters
that the CBoH suggests or double hit points at 1st level,
as suggested above, that still would mean that a single- Centaur rangers fit easily with the environment in which
classed, magic-user centaur of 1st level would have only centaurs live, though the 1st Edition version of the
10 hit points at best (with an 18 constitution). That ranger seems to fold in better with centaur culture. The
number of hit points does not accurately reflect the size Archer is a Fighter sub-class written by Len Lakofka, for
and physical power embodied in centaurs. Dragon Magazine #45. If a DM grants centaurs an affinity
to bows, the Archer character class is a natural result.
Centaur Clerics Archers are very similar to rangers, though some of the
weapon restrictions may seem a bit odd when applied
Single-classed centaur clerics are rare as only very large to centaurs (e.g. single-handed melee weapons only and,
centaur settlements are likely to need full-time clerical generally, no blunt weapons). I would imagine a racial
guidance. It is also easy to imagine the clerics of Skerrit level restriction for centaur Archer of, perhaps, 9th level.
the Forrester as a sect of druids. With centaurs’ pastoral
lifestyles and preferred environments (groves, meadows Centaur societies will not support a cavalier class if it is
and pastures), centaur druids would be heavily involved to be played as the archtypal, noble knight. While some
in their community’s efforts in agriculture, forestry and family groups may have an identifying mark or symbol,
animal husbandry. a centaur cavalier would tend to bear his or her troop/
tribe’s symbol, instead of a personal coat of arms. In short,
Shamanism can be easily adapted to centaur culture, centaur cavaliers should be defined more by strength of
though it may result in a more primitive, rustic type of character and weapon choice than by birth status. The
centaur. Likewise, a DM may allow centaurs to be other centaur cavalier retains the traditional weapon “restric-
clerical sub-classes. The Sohei from Oriental Adventures tions” and bonuses of the class, with the exception of the
could easily be visualized as a Centaur PC class, espe- damage bonus accorded the lance: the centaur cavalier
cially if the DM will not allow centaurs to be Paladins. gains the bonus only during a charge; it is +1 at all other
times. Likewise, centaurs of the cavalier class may only
be trained by other centaur cavaliers.

Although armor is important to a centaur cavalier, so too


is mobility and ease of movement. For this reason, and
because it is the centaur, not a horse, that has to carry
the weight, centaur cavaliers will tend to go easy on
their barding, preferring leather or chain. In most other
respects centaur cavaliers conform to the cavalier class
as listed in Unearthed Arcana.

The CBoH indicates that centaurs may not be pala-


dins. It is the DM’s choice to allow centaur paladins as
a regular fighter sub-class or as a cavalier sub-class. If a
player desires to run a centaur paladin, he needs to have
a good answer ready when the DM asks: “Outside of an
adventure especially oriented/written for a centaur char-
acter, why would a centaur paladin be out adventuring
rather than representing and defending the creatures of
his lands?” In a campaign world retaining the general
schema that centaurs tend to keep to themselves, inter-
acting only with elves, gnomes, and halflings, a player
should have a good concept for such a unique character.

Centaurs can be a viable part of any well-developed


fantasy campaign world—as viable player characters,
not just as part of an encounter that may, or may not,
result in combat. If you have created a map, then you
have doubtless considered where certain races may
have settlements; do not forget to add in centaurs. They
can make rewarding, engaging, player and non-player
characters alike!

11
No Bones About It Footprints 23

by Darren Dare

An AD&D 2nd Edition adventure designed for 2–5 char- The Countryside
acters of 3rd and 4th level.
The lands around Xazzuth’s tower are a series of heavily
Adventure Background wooded plateaus. These are thick, deciduous forests and
moving through them is difficult (reduce movement rate
In years past, the conjurer Xazzuth built a tower far from to half, horses must be led). Observant PC’s might spot
the prying eyes of thrill seekers and adventurers. His game trails or footpaths that make it easier to navigate.
secret abode stood deep in the thick wooded country- The North Road is a well used cart trail some 20 feet
side, hidden from discovery. Recently, whispered rumors wide. A table is provided for the DM to check for random
tell the finding of an abandoned tower. Xazzuth hasn’t encounters while the PC’s are traveling.
been seen for some time and any attempts to find his
secluded refuge have been to no avail . . . until now.
Table 1: Outdoor Wandering Encounters*
DM’s Note: Xazzuth was a capable conjurer who 01–04 1d4+3 dryads
enjoyed his solitude. It was for this reason he chose such 05–10 1 treant
a remote location for his work. It is the DM’s prerogative
11–16 5th level lizardfolk druid
why he abandoned his tower, but it still stands undis-
NPC and 2 centaurs
turbed. There is a small cabin attached to the tower, both
protected by special magics to ward off the elements of 17–19 1 nymph
time. The interior is looked after by Unseen Servants 20–25 1d4 unicorns
making sure the furnishings are kept in good repair, if
Xazzuth returns. Any damaged items or decorations will 26–33 1d6+1 wolves
automatically repair themselves over the course of two 34–43 1d4 centaurs
days. Adventurers may return to a chamber to find some- 44–51 1d4 dire wolves
thing they broke has repaired itself to perfect condition.
None of the furnishings are magic; it is just a feature of 52–61 1d3 owlbears
the location. 62–69 1d3 pixies
70–73 1 ghast (ghoul) and 2 ghouls
74–79 5th level gnoll ranger NPC
80–85 1d4+1 satyrs
86–88 1d6 skeletons
89–93 1 wraith
94–97 2 black bears (animal)
98–00 1 lycanthrope (wereboar)
*DM will have to stat the creatures
12
Footprints 23 No Bones About It

Countryside Keys There is also a mummified humanoid corpse amongst


the rocks. The gems include: piece of smoky quartz (100
A: Marker sp), garnet (500 gp), eye agate (9 gp), chrysoprase (90 sp).

A weather beaten stone marker standing 2′ tall can be seen The corpse was a previous feast for the stirges. It wears
on the side of the road. There appears to be some carv- a suit of leather armour +1. In its pouch are two small
ings on its surface in a flowing script. The ancient script vials containing oil of disenchantment and oil of
is actually Espuar (DM may insert any elven language of fumbling.
their choice to fit their campaign) and it reads “Xazzuth”.
Nearby is a faint, overgrown path leading into the forest Tower Key
and eventually to Xazzuth’s tower.
C1. Entrance
B. Ogre Camp
The door leading into this chamber has a Magic Mouth
Two ogres have taken up camp here. If PC’s stumble placed on it—touching the door will activate the spell.
upon them, they will be in the midst of roasting a deer on Upon triggering, a mustachioed mouth appears and
a spit. Being so engaged in their culinary endeavors, the speaks in a raspy voice:
ogres will be surprised unless PCs are completely care-
less in their approach. “Intruder! Turn back now or face the magics of this
place. Beware to those who dare disturb my privacy.”
Ogres (2): AC 5; MV 9″; HD 4+1; hp 31, 37; THACO 17;
#AT 1; Dmg 1–10 +6; SZ L; ML 11; Int Low; AL Chaotic The message then repeats in Elven, Dwarf and Orc. The
Evil; XP 270 each. The ogres carry 5gp and 6gp respec- door is locked, but can be picked or forced. If entry is
tively. gained the party will see that the door leads into a sitting
room filled with plush divans and high backed armchairs.
C. Xazzuth’s Tower The floor is nearly covered by a large, white fur pelt and
an intricately wrought iron chandelier hangs from the
Nestled against the wall of one of the many plateaus is ceiling.
the home and tower of Xazzuth. It appears to be in fair
repair and structurally sound. But, from by the state of C2. Library
the surrounding grounds, it is obviously abandoned. See
the Tower Key for details. This crowded chamber is filled with bookshelves from
floor to ceiling. The shelves are crammed with books and
tomes of all shapes and sizes. Subject matter ranges from
encyclopedias on herbalism and botany to historical texts
of distant lands. If any of these books are removed from
the library they will magically erase, leaving nothing but
blank pages. If a tome is taken out of the tower, it will
crumble to dust within hours. Amongst the volumes is a
single sheet of vellum (at least 30 minutes of search time
is required to find this treasure) that is a clerical scroll
with the spell create food & water. The library is guarded
by three magically animated flying daggers that will
spring forth and attack the moment any tome or paper
D. Stirge Nest is touched.

High upon this plateau is a rocky nest that is home to Flying daggers (3): AC 5; MV (FL) 24″; HD 1+1; hp 9
16 stirges. each; THACO 17; #AT 3; Dmg 1–4; SA save vs lightning
or any metal hit will rust, treated as magical weapon for
Stirges (16): AC 8; MV 12″; HD 1+1; hp 6 each; THACO 17; purposes of deciding what it can hit; SD unaffected by
#AT 1; Dmg 1–3; SA Blood drain; SZ S; ML 8; Int Animal; any sort of mental control; SZ S; ML 8; Int Non; AL None;
AL Neutral; XP 175 each. XP 500 each.

The stirges are relatively inactive during the daytime, C3. Dining Chamber
but they will defend their nest if it is disturbed. At night,
stirges will be encountered within 500 feet of their loca- This chamber is lined with fine wood paneling, giving the
tion. If the nest is searched, four gems can be found. room a truly rustic feel. A long, solid oak table dominates

13
No Bones About It Footprints 23

the chamber, surrounded by eight high backed, matching room that is removed from the complex will turn to dust
chairs. A bare table is free of dust and debris. Aside from within two days.
the furnishings the chamber is empty.
C8. Storage
C4. Kitchen
This room is much like area C7, except this one is filled
This irregularly shaped room is filled with shelves and with various decorative furnishings—chairs, end tables,
cabinets crammed with copper and cast iron pots and lamps, candelabras etc. Anything in this storage room
pans. A large wooden butcher block created from a that is removed from the complex will turn to dust within
single, huge tree stump occupies the center of the room. two days.
There are a variety of butcher knives and cleavers (1–4
dmg if used as weapons) resting on its surface. C9. Tower Ground Floor

Behind a loose stone in the fireplace (3 rounds of This room is actually the base of the tower. Its bare stone
searching to find) is a small pouch that contains 3 zircons walls give the chamber a cold, unwelcome feel. The
worth 50gp each. austerity is interrupted by a wrought iron spiral staircase
in the center of the room, which climbs 50′ up to the roof.
C5. Larder The iron structure looks solid, showing no signs of age.
Living in the chamber are six large bats that will attack
This tiny room is lined with wooden shelves; all are empty. one round after PCs enter the chamber. They normally
The only food left is a small piece of rotting cheese lying come and go through the windows to hunt in the coun-
on the floor. A giant tick has managed to find its way in tryside, but won’t pass up a meal that walks in through
and has taken up residence here. the door. Hidden under the spiral stairs is a tiny vial of
elixir of health.
The tick will attack anything opening the door to the
room, gaining surprise on a roll of 1–4. Bat, Large (6): AC 8; MV 1″ or 24″ (FL: B); HD 1; hp
7 each; THACO 19; #AT 1; Dmg 1–2; SA Possibly cause
Tick, giant: AC 3; MV 3″; HD 3; hp 21; THACO 17; #AT disease (20% chance per bite); SZ M; ML 5; Int Animal;
1; Dmg 1–2; SA Blood drain, disease; SZ S; ML 8; Int AL Neutral; XP 35 each.
Animal; AL None; XP 65. After the initial hit, the tick
drains 1d6 hit points of blood every round until its drain Rabies has a 1d4+6 day incubation period, after which
total equals its hit point total. A victim has a 50% chance the victim has 10 days to live. During that time the
of contracting a fatal disease that kills the host in 2d4 victim cannot drink or eat anything and is overly irri-
days unless a cure disease is cast. table. If temper flares (DM’s judgment), the victim must
roll a Wisdom check. If the check fails, the rabid person
C6. Atrium attacks until he is killed or knocked unconscious. A char-
acter will die from the infliction unless cured by cure
Intricately carved arches depicting snakes and vines disease, or a similar spell.
channel into a small atrium containing nothing but a
single high backed sofa of fine green velvet. Two doors C10. Laboratory
of dark red wood lead to places unknown. Both of the
red doors are locked, but may be picked with no penal- This level of the tower is crowded with tables, benches
ties. Once a door closes it will re-lock and must be picked and cabinets. Each of the tables is covered with a variety
again. Each time a rogue successfully picks one of these of beakers, bottles, phials and other glass containers.
locks, they may add an additional 2% to their chance The cabinets are filled with various forms of laboratory
when attempting to unlock it again. This bonus is cumu- equipment in perfect condition. The room is difficult to
lative. navigate without disturbing the paraphernalia; only a
narrow pathway leads to areas C11 and C12. Things in
There is a concealed door that leads into area C9—normal this room are kept clean and orderly by an unseen servant
chances to find. spell that is permanently affixed to the chamber. It will
clean any spills or refuse in this room within a few hours
C7. Storage and replace broken items with new ones from C12. The
unseen servant will not interfere with PC’s in any way.
This chamber is crammed with supplies used to maintain
the upkeep of the house. Nails, tools, planks of wood, There is another denizen of this room that PC’s will not
slate shingles, a sawhorse and several chests of hand be aware of at first. Lurking amongst all of the tables and
tools can all be found in here. Anything in this storage cabinets is Xazzuth’s homunculous. This little creature

14
Footprints 23 No Bones About It

can easily stay hidden, keeping away from PC’s unless The stone walls are textured for a simple, decorative
discovered. It will defend itself if necessary, but prefers effect. Attached to the east and west walls are long
to run and hide from intruders. It will follow the PC’s if wooden benches. In the center of the room, in between
they leave this room, keeping track of them as they pass the row of benches, is a white-marble statue. This statue
throughout the tower complex, but it will not leave the is a life sized nude sculpture of a woman in an alluring
building for any reason. pose, her arms beckoning outward. The statue could be
of great value (approximately 4000 gp) to a collector.
Homunculus: AC 6; MV 6″ or 18″ (FL: B); HD 2; hp However, due to its tremendous weight and the fact it
14; THACO 19; #AT 1; Dmg 1–3; SA Poison bite; SD see seems anchored to the floor, it would be impossible to
below; SZ Small; ML 14; Int Very; AL Neutral; XP 270. move without a major engineering undertaking.

The homunculus is a quick and agile flyer that uses this


ability to great advantage in combat. It can dart to and
fro so quickly that any attempt to capture it short of
a net or web spell is almost impossible. In combat, the
homunculus will land on its chosen victim and bite with
its needle-like fangs. In addition to doing 1–3 points of
damage, the creature injects a powerful venom. Anyone
bitten by the homunculus must save vs. poison or fall
into a comatose sleep for 5–30 (5d6) minutes. The crea-
ture’s saving throws are the same as those of its creator
(MU9).

C11. Storage

All manner of roots and herbs can be found here, stored


in crates and sacks. If any PC wishes to replace spell
components, there is a 50% chance (per component) of At the base of the statue is a hidden compartment
finding what they need. Like the other items in Xazzuth’s (normal chances to find), that holds a pile of bleached
tower, if they are taken outside they will turn to dust in white bones (vertebrae with curved ribs) topped with a
two days. human skull. This pile of bones is unremarkable until the
spell book in room C14 is touched. It will then animate
C12. Laboratory Storage as a Greater Necrophidius and emerge from its hiding
place.
The small chamber is crammed from ceiling to floor with
beakers, bottles and vials contained in crates and boxes. Necrophidius, greater: AC 0; MV 9″; HD 5; hp 34;
This is where the unseen servant gets replacements for THACO 16; #AT 1 ; Dmg 1–10; SA Dance of death, -2
anything broken in the laboratory. to opponents surprise rolls; SZ L; ML 19; Int Non; AL
Neutral; XP 970 (new creature). The Death Worm will
Amongst the mess and clutter is a small wooden bowl of pursue PC’s throughout the complex and beyond until
simple design. This is a bowl of purity that appears to it either recovers Xazzuth’s spell book or it is destroyed.
be unremarkable except for an inscription on the inside
edge, wishing health and bounty in an ancient script C14. Xazzuth’s Bedchamber
(DM’s choice). Any food or liquid placed inside, whether
rancid or poisoned, is made edible as per the spell purify Xazzuth’s personal chamber has only a few furnishings
food and drink (this item was suggested by Ming, of within the room. Xazzuth’s bed, located in the south end
Dragonsfoot). of the tower, is a frame of ornately carved rosewood. The
headboard boldly features Xazzuth’s name highlighted
C13. Private Lounge in gold leaf. This bed is of finely crafted and could be
worth money to the right buyer. Because of its bulk, it
Drinking was apparently the most popular pastime here, cannot be removed from the room without dismantling,
as numerous earthenware tankards hang from a row of and doing so could be difficult and might cause some
hooks high on the wall. Judging by the number of empty damage.
hooks, many are missing. An ale keg, smelling slightly
heady, stands near the spiral stairs. It is tapped but, if A rosewood table is beside the bed and it has a single,
checked, is empty. large locked drawer. The brass handle to the drawer has
a pin trap which will be tripped by anyone grasping it,

15
No Bones About It Footprints 23

inflicting 1hp of damage. The oily substance on the pin is Greater Necrophidius
poison which will deliver 2–12 hp of additional damage
unless a save vs poison is made. A successful save indi- Climate/Terrain: Any
cates the PC takes no additional damage. Frequency: Very rare
Organization: Solitary
There is also another table and three chairs, each of no Activity Cycle: Any
exceptional value. Upon the table is a large leather bound Diet: Nil
book approximately two feet wide, three feet long and Intelligence: Non- (0)
almost a foot thick. The tome is covered with deep brown Treasure: Nil
leather of some unknown beast and its corners clad in Alignment: Neutral
polished brass. The tome is obviously old, but shows no No. Appearing: 1
sign of wear or decay. Armour Class: 0
Movement: 9″
This is Xazzuth’s spare spell book. It is filled with some of Hit Dice: 5
his spells, but by no means all of them. In addition to the THAC0: 16
spells described herafter, the tome has a Sepia Snake Sigil No. of Attacks: 1
placed on its 2nd page. The snake attacks as the same Damage/Attack: 1–10
level of the caster who cast it (9th). Special Attacks: See below
Special Defences: See below
Xazzuth’s Spellbook Magic Resistance: Standard
Size: L (15′–20′ long)
1st Level – Identify, Hornung’s Guess, Conjure Spell Morale: Fearless (19–20)
Component, Unseen Servant, Grease XP Value: 970
2nd Level – Otiluke’s Boiling Oil Bath, Detect Invisibility,
Forget, Flame Arrow, Ghost Armour The Greater Necrophidius, or Greater Death Worm, is similar to the
3rd Level – Sepia Snake Sigil, Icelance, Monster Summoning I standard Necrophidius, only stronger. The Greater Necrophidius can
only be created by such means as a Manual of Golem Construc-
Concluding the Adventure tion or a similar treatise. It is built and animated for a single task,
such as protection or assassination. It has the bleached-white skel-
The adventure is concluded when the PCs have explored eton of a giant snake, a fanged human skull, and constantly whirling,
and emptied the tower complex of creatures and trea- milk-white eyes. Its bones are warm to the touch. The Greater Necro-
sure. If the PC’s have removed the spell book from the phidius is odorless and absolutely silent; the skeleton makes no noise,
tower and have not already dealt with the Necrophidius, even when slithering across a floor strewn with leaves. A Greater
they will be followed by the creature until it or the PC’s Necrophidius is constantly moving with a macabre grace.
are dead. This may lead to other adventures or may give
the DM a recurring antagonist to challenge to PC’s. The Greater Necrophidius prefers to surprise opponents, and its
silence imposes a -2 penalty to their surprise rolls. If the Greater Necro-
Scaling the Adventure phidius is not surprised, it performs a maneuver called the Dance of
Death, a hypnotic swaying backed by minor magic. The Dance rivets
If the PC’s were severely challenged by the creatures and the attention of anyone who observes it, unless a successful saving
traps in this adventure, the DM is encouraged to add throw vs. spell is rolled. Intelligent victims are immobilized, as per
treasure in the form of more coin or some small magic the hypnotism spell. This allows the Greater Necrophidius to attack
item. If the PC’s easily pass all the tests in the lair, the without opposition. Besides taking damage as indicated, a bitten
DM should limit the number of spells found in Xazzuth’s victim must make a saving throw vs. spell or be paralyzed and uncon-
spell book. The DM could also replace the Greater Necro- scious for 1d4 turns. This effect can be cancelled only by dispel magic;
phidius with a normal Necrophidius. neutralize poison is useless. This creature acts and reacts as if it had
Intelligence of 10. However, its mind is artificial, so mind influencing
Author Bio spells have no effect. The creature is immune to poison and requires
no sleep or sustenance. It is not undead and cannot be turned.
I am a single Dad of 49 with three great kids. I have
been playing AD&D since the age of 16 (there were chits
instead of dice). I have been DMing for about 32 of those
years and presently run a Forgotten Realms campaign. I
have previously had an adventure published in Dungeon
Magazine entitled “Skulking Below” (Issue # 81) as well
as in Footprints “The Rats Meow” (Issue #20) and “Pulling
Strings” (Issue #22).

16
Footprints 23 No Bones About It

17
Basic Equipage and Supplies: Costs and Encumbrances Footprints 23

BASIC EQUIPAGE AND SUPPLIES: Costs and Encumbrances

by David Prata
Armor Cost Enc. Clothing Cost Enc.
Banded 90 gp 350 Belt 3 sp 3
Bronze Plate 100 gp 450 Boots, high, hard 2 gp 60
Chain 75 gp 300 Boots, high, soft 1 gp 30
Field Plate 2,000 gp 550 Boots, low, hard 1 gp 60
Full Plate 4,000 gp 650 Boots, low, soft 8 sp 30
Helmet, great 15 gp 45 Cap 1 sp 1
Helmet, small 10 gp 10 Cape or Jacket, beaver 200 gp 25 or 50
Leather 5 gp 150 Cape or Jacket, ermine 3,600 gp 25 or 50
Padded 4 gp 100 Cape or Jacket, fox 300 gp 25 or 50
Plate 400 gp 450 Cape or Jacket, marten 400 gp 25 or 50
Ring 30 gp 250 Cape or Jacket, mink 2,700 gp 25 or 50
Scale 45 gp 400 Cape or Jacket, muskrat 100 gp 25 or 50
Shield, buckler 5 gp 30 Cape or Jacket, sable 4,500 gp 25 or 50
Shield, large 15 gp 100 Cape or Jacket, seal 125 gp 25 or 50
Shield, small 10 gp 50 Cloak 5 sp 25 or 50
Shield, small, wooden 1 gp 30 Clothing, cold 7 gp 250
Splinted 80 gp 400 Clothing, moderate 3 gp 30
Studded 15 gp 200 Clothing, very cold 15 gp 450
Coat, beaver 400 gp 250
Equipage for Space Coat, ermine 7,200 gp 250
Proficiencies Cost Required Coat, fox 600 gp 250
Animal Trainer 100 gp 1–20 acres Coat, marten 800 gp 250
Armorer 1,250 gp 20′ × 20′ Coat, mink 5,400 gp 250
Blacksmith 1,000 gp 30′ × 30′ Coat, muskrat 200 gp 250
Boatwright 1,000 gp 50′ × 120′ Coat, sable 9,000 gp 250
Bowyer/Fletcher 250 gp 20′ × 20′ Coat, seal 250 gp 250
Carpenter 400 gp varies by task Crampons 40 gp 50
Gem Cutter 2,225 gp 15′ × 15′ Girdle, broad 2 gp 15
Leatherworker 300 gp 15′ × 15′ Girdle, normal 10 sp 10
Miner 750 gp varies Hat 7 sp 1
Potter 600 gp 20′ × 30′ Robe 6 sp 25 or 50
Smelter 2,000 gp 50′ × 50′
Stonemason 250 gp varies
Weapon Maker 1,500 gp 40′ × 30′
Weaver 500 gp 30′ × 30′
18
Footprints 23 Basic Equipage and Supplies: Costs and Encumbrances

Arms Cost Enc. Arms Cost Enc.


Aklys 2 gp 35 Ranseur 4 gp 50
Arrow, normal, single 2 sp 2 Sap 1 gp 10
Arrow, normal, dozen 1 gp 24 Scimitar 15 gp 40
Arrow, silver, single 1 gp 2 Sling & Bullets, dozen 15 sp 34
Atlatl 1 gp 10 Sling Bullets, score 10 sp 40
Axe, battle 5 gp 75 Sling Stone, single — 1
Axe, hand or throwing 1 gp 50 Spear 1 gp 40–60
Bardiche 7 gp 125 Spetum 3 gp 50
Bec de corbin 6 gp 100 Spiked Buckler 10 gp 35
Bill-Guisarme 6 gp 150 Staff, Quarter — 50
Blowgun 20 gp 15 Staff Sling 2 gp 20
Blowgun Needle 1 sp 1 Staff Sling Bullets, score 10 sp 100
Bo Stick — 40 Staff Sling Stone, single — 4
Bow, composite, long 100 gp 80 Sword, bastard, & scabbard 25 gp 100
Bow, composite, short 75 gp 50 Sword, broad, & scabbard 10 gp 75
Bow, long 60 gp 100 Sword, falchion, & scabbard 10 gp 60–80
Bow, short 15 gp 50 Sword, khopesh 10 gp 75
Caltrop 2 sp 2–4 Sword, long, & scabbard 15 gp 60
Club — 30 Sword, short, & scabbard 8 gp 35
Crossbow, hand 300 gp 30 Sword, two-handed 30 gp 250
Crossbow, heavy 20 gp 80 Trident 4 gp 50
Crossbow, light 12 gp 50 Voulge 2 gp 125
Dagger and scabbard 2 gp 10 Whip 3 gp 25–35
Dart 5 sp 5
Fauchard 3 gp 60 Provisions Cost Enc.
Fauchard-Fork 8 gp 80 Ale, pint 1 sp 10
Flail, footman’s 3 gp 150 Beer, small, pint 5 cp 10
Flail, horseman’s 8 gp 35 Food, merchant’s meal 1 sp 10
Fork, Military 4 gp 75 Food, rich meal 1 gp 20
Garrot 1 ep 1 Grain, horse meal, 1 day 1 sp 40
Glaive 6 gp 75 Mead, pint 5 sp 10
Glaive-Guisarme 10 gp 100 Rations, iron, 1 week 5 gp 75
Guisarme 5 gp 80 Rations, standard, 1 week 3 gp 200
Guisarme-Voulge 7 gp 150 Wine, pint, good 10 sp 10
Halberd 9 gp 175 Wine, pint, watered 5 sp 10
Hammer 1 gp 50
Hammer, Lucern 7 gp 150
Harpoon 5 gp 50–60
Hook Fauchard 6 gp 80 Herbs Cost Enc.
Javelin 10 sp 20 Belladonna, sprig 4 sp 10
Jo Stick — 15 Garlic, bud 5 cp 10
Knife & scabbard 1 gp 6 Wolvesbane, sprig 10 sp 10
Lance, heavy 15 gp 150
Lance, light 6 gp 50 Tack & Harness Cost Enc. Capacity
Lance, medium 10 gp 100 Barding, chain 250 gp 3,500
Lasso 5 sp 20 Barding, leather 100 gp 1,600
Mace, footman’s 8 gp 100 Barding, plate 500 gp 5,000
Mace, horseman’s 4 gp 50 Barding, scale 200 gp 2,500
Man Catcher 25 gp 80 Bit and Bridle 15 sp 30
Morning Star 5 gp 125 Harness 12 sp 100
Partisan 10 gp 80 Saddle, heavy horse 15 gp 500
Pick, Military, footman’s 8 gp 60 Saddle, light horse 7 gp 250
Pick, Military, horseman’s 5 gp 40 Saddle, medium horse 10 gp 375
Pike, awl 3 gp 80 Saddle, pack 5 gp 150
Quarrel (or Bolt), hand, single 100 gp 1 Saddle Bags, large 4 gp 150 1,000
Quarrel (or Bolt), heavy, score 2 gp 40 Saddle Bags, small 3 gp 50 250
Quarrel (or Bolt), light, single 1 sp 1 Saddle Blanket 3 sp 20

19
Basic Equipage and Supplies: Costs and Encumbrances Footprints 23

Livestock Cost Capacity Miscellaneous


Chicken 3 cp Equipage & Items Cost Enc. Capacity
Cow 10 gp Ink, Spell, flask of 100 gp 20
Dog, guard 25 gp 200/500 Lantern, bullseye 12 gp 60
Dog, hunting 17 gp Lantern, hooded 7 gp 60
Donkey 8 gp 1,500/2,500 Lantern, waterproof 50 gp 50
Goat 1 gp Lard, pint 5 cp 20
Hawk, large 40 gp Map or Scroll, papyrus 2 gp 25
Hawk, small 18 gp Map or Scroll, parchment 4 gp 25
Horse, draft 30 gp 4,000/8,000 Map or Scroll, vellum 8 gp 25
Horse, heavy war 300 gp 5,000/7,500 Mapping kit & leather case 4 gp 35
Horse, light war 150 gp 3,000/5,000 Mirror, large metal 10 gp 50
Horse, medium war 225 gp 4,000/6,500 Mirror, small silver 20 gp 5
Horse, riding (light) 25 gp 3,000/6,000 Oil, lamp, flask of 1 gp 20
Mule 20 gp 5,000/7,500 Oil, waterproofing, 1 flask 1 gp 20
Ox 15 gp 2,250/3,500 Pickaxe 20 gp 200
Pigeon 2 cp Pole, 10′ 3 cp 100
Piglet 1 gp Pouch, belt, large 1 gp 10 50
Pig 3 gp Pouch, belt, small 15 sp 5 25
Pony 15 gp 2,000/3,000 Powder, chalk 2 sp 20
Sheep 2 gp 250/500 Pulley 25 gp 60
Songbird 4 cp Quiver, 1 dozen arrows cap. 8 sp 30
Quiver, 1 score arrows cap. 12 sp 30
Religious Items Cost Enc. Quiver, 1 score bolts cap. 15 sp 30
Beads, Prayer 1 gp 10 Quiver, 2 score bolts cap. 1 gp 30
Incense, stick 1 gp 5 Reed, hollow 1 sp 1
Symbol, Holy*, iron 2 gp 20 Rope, 50′ 4 sp 75
Symbol, Holy*, silver 50 gp 20 Sack, large 16 cp 20 400
Symbol, Holy*, wooden 7 sp 20 Sack, small 10 cp 5 100
Water, Holy*, vial 25 gp 25 Shovel 10 gp 180
* or Unholy Skin for water or wine 15 sp 5 1 gallon
Spike, iron, large 1 cp 10
Miscellaneous Thieves’ picks & tools 30 gp 2
Equipage & Items Cost Enc. Capacity Tinder Box, w/ flint & steel 1 gp 2
Air Bladder 15 gp 20 Torch 1 cp 25
Backpack, leather 2 gp 20 300 Whistle 1 sp 1
Basket, large (bushel) 5 sp 80 400
Basket, small 2 sp 40 200
Beacon 40 gp 200
Bedroll 6 sp 40
Birdcage 5 sp 50
Book, Spell, standard 1,000 gp 450
Book, Spell, travelling 500 gp 60
Box, gold, small 100 gp 200 2,000 Transport Cost Enc.
Box, lead, small 20 gp 200 2,000 Barge (or Raft), small 50 gp 4,000–6,000
Candle, tallow 1 cp 5 Boat, collapsible 500 gp 600
Candle, wax 1 sp 5 Boat, long 150 gp 1,200–1,600
Case, bone, map or scroll 5 gp 50 Boat, small 75 gp 700–1,000
Case, leather, map or scroll 15 sp 25 Canoe, large 300 gp 1,000–1,600
Chest, iron, large 28 gp 5,000 50,000 Canoe, small 100 gp 700–900
Chest, iron, small 9 gp 500 10,000 Cart 50 gp 2,500
Chest, wooden, large 17 sp 1,500 50,000 Galley, large 25,000 gp
Chest, wooden, small 8 sp 250 10,000 Galley, small 10,000 gp
Cord, 10′ 2 cp 2 Kayak 250 gp 500–800
Crowbar 3 gp 75 Ship, merchant, large 15,000 gp
Drill, iron 5 gp 50 Ship, merchant, small 5,000 gp
Grappling Hook 15 gp 75 Ship, war 20,000 gp
Horn 5 gp 50 Wagon 150 gp 8000

20
Footprints 23 A Digest Alchemical

Paradigm 1: I will have that one. Yes, the pretty, sparkly


one. Here’s my coin...what does it do again?

Alchemy is a valid profession, albeit a cerebral and often


dangerous one. Yet, alchemists are ubiquitous, a part
of everyday society and their products are available for
retail in large towns and cities. Gold can purchase a wide
range of alchemical products, with prices commensurate
by Ryan Coombes to the skill, effort and risk involved in their manufacture.

Much of this article takes this to be the default case. If


you prefer alchemy and alchemical processes to be less
commonplace (Paradigms 2 and 3) then ignore the Prac-
ticing Alchemy and Requirements of Alchemy sections
that are detailed hereafter, and just have fun using some
of the products in treasure hauls, or in the hands of inter-
esting NPCs.

Paradigm 2: Of course I can make you what your heart


desires, but first there is the question of cost...wait while I
fetch a larger sheet of parchment; then we can do the sums.

Alchemy is the province of the intellectual and the


wealthy, the only ones with the resources to exploit the
cutting-edge craft. Their laboratories are equipped with
unique, esoteric apparatus, which are unobtainable by
the common man. Practitioners may choose to work in
a proprietary fashion, making items for a specific clien-
Alchemy pertains to the production of specialised tele at obscene prices. Or, alchemists may ply their craft
substances via esoteric means in a ‘laboratory’ setting. in secrecy, ensuring that only they have access to their
The combination of an alchemical formula’s ingredients products, for ends fair or foul.
together with a specific process of manufacture allows
alchemical products to have their particular and pecu- Paradigm 3: The Mad Alchemist is finally defeated,
liar effects. Both the proper reagents and the proper vanquished by our mighty group. Now what shall we do
handling must occur for the products of an alchemical with all these dusts, vials, creams and unclassifiable concoc-
process to be viable. tions.

I prefer that alchemical methods be non-magical in The art is only practised illegally, hidden from society
nature, rather than the properties of the compounds and wider knowledge. Perhaps the methods used are an
produced being the result of mystical or arcane energies. affront to divine power, or the knowledge is classed as
This gives the DM greater flexibility by adding value to being too dangerous, with possibly cataclysmic effects.
those interesting materials that are obtained by char- Perhaps only the insane, malignant or twisted can
acters and creates an added dimension to the game, comprehend such transmutations of matter.
providing a non-magical resource, challenge or surprise
to players. It also allows alchemical substances to be Practicing Alchemy
used in very subtle and devious manners, as detect magic
will not reveal them and detect poison may or may not If alchemical substances are readily available, then
be informative, at the DM’s discretion. alchemy is a skill to be learned and employed. This can
come in the form of a Non-Weapon Proficiency (NWP),
Sources of Alchemy available to both NPCs and PCs. PCs with knowledge of
alchemy may, in a suitable campaign environment, set
I enjoy using alchemical products in my campaign but it up a lab and begin production on a personal or commer-
is up to the DM to decide the sourcing and availability of cial scale.
such items in his or her world. I explore three paradigms
here, but there are many alternative approaches that you
may take.

21
A Digest Alchemical Footprints 23

Alchemy NWP conducted. A lab with 3 production lines (see Laboratory


section later in this section) is needed and the produc-
Made with a successful Intelligence check, with a -3 tion lines must be capable of handling the complexity
modifier of the desired substance. The library that the alchemist
utilizes must also be of sufficient size to deal with the
Requires 2 NWP slots complexity of the desired compound (i.e. a 10,000 gp
library for producing Mundane compounds, 20,000 gp for
This proficiency allows the creation, manufacture and Common, and so on; see Library section later).
testing of all kinds of alchemical formulae and follows
the rulings set out in this article. An alchemist starts The research cost is 4 times the manufacturing cost of a
off with 3 random formulae from the Mundane and single batch, and the research will normally take 8 times
Common categories. Alternatively, the DM may assign the normal manufacture time. A skill check at the end of
relevant formulae based on the character’s teacher or the procedure determines if the formula was a success.
on the campaign environment. New formulae can be Uncommon formulae impose a -1 to the check, and Rare
researched, purchased, traded for, or found in alchemical formulae impose -3. Failure results in a flawed formula
writings. The basic skill set of alchemy is summarised in that produces an inert compound.
3 categories; manufacture, research, and identification.
These rulings and costs can also be used to reverse engi-
Manufacture neer an unknown formula from an existing alchemical
product. This requires a number of uses of the substance
An alchemist who possesses an alchemical formula may equal to the average number of uses in a batch of that
follow the given instructions, providing the cost and time substance (see Table 2), rounded up.
requirements are observed; these are detailed in Table 2,
as are the varieties of alchemical formulae. Manufacture
requires a successful alchemy roll.

Making an alchemical compound is straightforward in


game terms:

1. Possess the required formula, lab and library for


manufacture
2. Pay the appropriate manufacture costs (Table 2
3. Spend the required time supervising the process
(Table 2)
4. Make a proficiency check at the end to determine
the outcome
5. If the check succeeds, the batch is made to specifica-
tion; roll the uses in batch if relevant
6. If the check fails then roll on Table 1

A skilled alchemist must be present to monitor the


process for 12 hours each day and, for every hour left
unattended, there is a 5% cumulative chance that a
problem occurs while producing a batch. The DM can Identification
determine the error’s effect or roll randomly on Table 1.
A successful alchemy roll may also identify an unknown
Research alchemical product. The check is made at -1 for
Uncommon and -3 for Rare products.
Players and DMs will want to invent formulae that
produce substances with new effects. A description of a Requirements of Alchemy
new formula’s effects should be written out, including the
time required to manufacture the product, the product’s Laboratory
manufacturing costs and the number of uses created in a
single batch. Successful alchemical research is indicated An alchemist’s primary tool is the laboratory. It is within
by a positive alchemy roll. this assembly of complex, bizarre, precise and expensive
instruments that the miraculous transformation of base
Several requirements must be met for research to be ingredient into functional product occurs.

22
Footprints 23 A Digest Alchemical

The standard cost of a lab is 2,000 gp. If the lab is to Safeguards and Storage: Alchemical reagents and
produce product of the Uncommon or Rare categories, products can be dangerous, and there may be regula-
an additional 1,000 gp is required for each upgrade. Thus, tions involved with their manufacture and storage. For
it will cost 2,000 gp to construct a laboratory capable of example, a sufficiently robust structure may be required
producing Mundane and Common products, 3,000 gp for for the laboratory building. Storerooms may also need
Uncommon, and 4,000 gp for Rare types. to be lined in lead or other, special materials. Perhaps a
magical dampening field is required or that the structure
A laboratory may process one batch of formula at any needs to be subterranean, or that it be able to be flooded
given time. More batches can be run through additional at a moment’s notice to dilute harmful substances.
production lines attached to the core equipment, thus
increasing the yield; however, the same formula must be Sale Restrictions: Some products may be unsuit-
used in the core equipment and the additional lines. Addi- able to particular ages or races. Or, alchemy could be a
tional production lines each cost 1,250 gp, and a maximum state secret, with formulae and products being tightly
of four additional lines can be attached to the core equip- controlled and harsh punishments meted out for trading
ment. If such lines are to produce Uncommon or Rare with outsiders. A quota system may also apply, where
products then they cost an additional 625 gp per upgrade. clients cannot purchase more than a specific amount of
product.
When an operating line is switched to a different product
then a cleansing time of 5 days is required to prevent Table – Effects of an Alchemical Error
contamination. If this waiting period is skipped, the new d% Effect on product
formula will spoil. 01–70 The product is completely inert.
71–80 The product functions at 1/2 strength
Library with respect to duration, potency, etc.
81–85 Only 50% of the uses in the batch
An alchemist is worth nothing without an extensive work as normal; the rest are inert.
cache of literature, notes, technical specifications, and 86–90 Only one use in the batch works, but
unsettling ramblings scribbled upon questionable mate- its effects are doubled. For formulae
rials. From this store of knowledge comes guidance, rules that produce only one use there is a
and techniques for practical alchemy. These libraries vary 50% chance the product is inert.
in cost between 10,000 gp and 40,000 gp, based upon the 91–94 All uses of the product have a secondary
complexity/scarcity of the materials to be manufactured effect; this may be ruled by the DM
(10,000 gp for Mundane, up to 40,000 gp for Rare). or chosen randomly from formulae of
the same type on the alchemy table.
Business and Practices 95–99 The product has double the normal effect.
00 The batch has a unique effect as
An ordered society may set certain requirements on the determined by the DM. If careful
practice of alchemy. In a chaotic society, those who poke notes were kept and the defect can
their noses into an alchemist’s business can expect to be traced (a second alchemy roll
get them burnt off or dissolved. Thus, depending upon required at half the normal chance),
his particular campaign setting, the DM may require then a new and repeatable formula
that none, some or all of the following restrictions be has been discovered, and the alchemist
observed. The DM can use the restrictions to add colour may add this to his or her list.
to the use of alchemy and to regulate it both in the
campaign environment and as a player resource. Each of
the restrictions should come with a hefty cost, as charac-
ters do need something to spend their money on.

Permits: Permits may be required to buy, manufacture,


store, and trade some alchemical ingredients or formulae.

Regulations: The alchemist may need to observe


local regulations, for example, random inspections,
guild membership, competency examinations, or
nomination by other practitioners before establishing
a business.

23
A Digest Alchemical Footprints 23

Tables of Alchemical Formulae*


Time to Manufacturing Average Sale
Mundane Formulae Manufacture Cost Uses Cost per Use
Blinding powder 1 week 115 gp 1d2+1 50 gp
Flash powder 1 week 180 gp 1d3+1 75 gp
Laxative 1 week 25 4d4+4 15 sp
Narcotic – Grade 1 1 week variable* variable* variable*
Pop grit 1 week 150 1d4+1 60 gp
Sleeping quaff 1 week 150 1d2+1 60 gp
Stain 1 week 200 1d4+2 60 gp
Time to Manufacturing Average Sale
Common Formulae Manufacture Cost Uses Cost per Use
Glue 2 weeks 500 1d3+1 200
Heat granules 2 weeks 225 1d3+1 150
Icing fluid 2 weeks 1,000 1d2+1 440
Litmus paper 2 weeks 500 1d4+1 200
Narcotic – Grade 2 2 weeks variable* variable* variable*
Radiant liquid 2 weeks 850 1d3+1 400
Resin 2 weeks 1,000 1d6+1 250
Scent 2 weeks 200–1,000+ 3d4+3 variable*
Sharp stone 2 weeks 1,000 1d2+1 800
Smoke solution 2 weeks 800 1d3+1 350
Time to Manufacturing Average Sale
Uncommon Formulae Manufacture Cost Uses Cost per Use
Class antidote 4 weeks 4,000 1d6+1 1,250
Coagulant 4 weeks 1,400 1d2+1 750
Dust of magic reaction 4 weeks 1,000 2d4 260
Embalming fluid 4 weeks 1,800 1d2 1,800
Life veil 4 weeks 3,000 1d2+2 1,000
Liquid silk 4 weeks 4,000 1d3+1 1,800
Mace 4 weeks 1,600 1d4+1 700
Melanin 4 weeks 2,000 2d3+2 1,000
Narcotic – Grade 3 4 weeks variable* variable* variable*
Poison indicator 4 weeks 2,000 1d2+1 815
Scorcher 4 weeks 1,250 2d4+2 250
Set clay 4 weeks 3,000 1 3,500
Snub drop 4 weeks 800 1 1,000
Spirit flame 4 weeks 2,500 1d2+1 1,250
Time to Manufacturing Average Sale
Rare Formulae Manufacture Cost Uses Cost per Use
Acid 6 weeks 4,000 1d2+1 2,000
Alkali 6 weeks 4,000 1d2+1 2,000
Antibiotic 6 weeks 8,000 1d3+1 2,500
Biotic accelerator 6 weeks 20,000 1d3+1 8,000
Bitewater 6 weeks 6,000 1d2+1 3,000
Copy fluid 6 weeks 85,000 1 100,000
Gunpowder 6 weeks 9,000 10 1,000
Narcotic – Grade 4 6 weeks variable* variable* variable*
Necrotic enzyme 6 weeks 45,000 1d6+1 12,000
Razor wire 6 weeks 40,000 1 50,000
Softener 6 weeks 50,000 1d2+1 20,000
Solvent 6 weeks 25,000 1d2+1 12,000
Spontaneous combustion fluid 6 weeks 55,000 1d2+1 20,000
Universal antidote 6 weeks 26,000 1d3+1 8,000
* All characteristics listed as “variable” should be determined by the DM; all prices should be suitably modified for campaign economies

24
Footprints 23 A Digest Alchemical

Alchemical Formulae Descriptions

Mundane Types

Blinding powder: This pepper-based powder is a


weaker version of mace. If a dose is flung into the face
of an individual (successful attack roll required), it will
temporarily blind the target for 1d4+1 rounds if a save
vs. breath weapon is failed. A blind individual suffers a
-4 on attack rolls, and opponents gain a +4 on attack rolls
against the victim.

Flash powder: This is a magnesium-based powder that


produces bright light when combusted. The colour of
the light is variable but white, blue, and yellow are the
most common. One use will remain lit for 3d4+3 rounds
and produce a light brighter than a blazing torch. The
powder is often used on perimeter traps or on torches to Sleeping quaff: This weak potion promotes relaxation
give them a brighter initial glow. A torch coated in flash and the onset of sleep. Given to a willing person, a dose
powder can be lit by striking it against a solid surface. will rapidly ease him or her into a deep sleep. Unwilling
Flash powder will burn underwater for 1d4+1 rounds but victims who are not aware of the application gain a save
cannot be lit in this environment. vs. paralysation with a −2 modifier to resist the effects.
An unwilling target that realises the potion has been
Laxative: This weak potion aids the digestive process applied gains +2 on the save.
and is often sold commercially. The recipient of a this
potion will experience 2d4 bowel movements in a day. Stain: Stains come in a variety of colours, usually bright
The effect is limited to two on a successful saving throw. and vivid, and some are fluorescent or phosphorescent.
It is a thin liquid that stains any surface it comes into
Narcotic – Grade 1: Grade 1 narcotics are weak, lightly contact with. The stain is persistent and normal or magical
refined drugs. They produce mild effects such as a feeling processes must be used to remove it (or a week of normal
of euphoria, discrepancies in the senses, slight physical skin loss). If the liquid is allowed to dry, a nearly invisible
effects, and changes in mood and the perception of the residue results. This residue will assume the properties
passage of time. They may be addictive if used in excess of the stain on contact with water (the moisture on the
on a daily basis. Many of these drugs are legal, and those skin of a humanoid will suffice). It is thus often applied
that are enforced usually carry only small penalties for to items of value and the stained hands used as proof
possession and dealing. of guilt. Phosphorescent stains take double the time and
cost to manufacture relative to normal stains.
Example: Melt – a drug released when a particular
type of seaweed is dried, powdered, and eaten. Common Types
Melt bestows feelings of euphoria for 1d3+1 hours.
It lowers inhibitions and increases behaviours Glue: Glue is used in a variety of commercial applica-
associated with social interaction. It is popularly tions. Alchemical glue is stronger than that obtained
taken during festivals and celebrations, or at mead from conventional sources. It is often used to assemble
halls, beer houses, or other venues. Melt effec- delicate structures or to repair important objects. This
tively increases the charisma of the recipient by glue is not as strong as magical glue, its effects being
2 while in effect, but intelligence and wisdom are similar to normal super glue. One use is equivalent to
each reduced by 1. Melt is generally non addictive, about 1 tablespoon.
although those with social anxieties may tend to
overuse the drug. Heat granules: These fine granules produce a great
deal of heat. They may be activated in several ways, this
Pop grit: Pop grit consists of honeycombed capsules being decided upon during manufacture. They may be
of calcium. These produce a popping sound audible for activated by mechanical agitation, 1/10 of a use (a pinch)
60 feet if they are crushed. The grit is normally used in is enough to warm the hands and raise general body
perimeter or passage defence, or by those wishing to temperature for 1 hour. One full use will heat a 2–4 man
create a distraction. One use of grit can cover a 10′ X 10′ tent by several degrees for 6 hours. The granules may
area. also be used to heat liquids, activating on contact with
water. One full use can boil 1 gallon of water.

25
A Digest Alchemical Footprints 23

Icing fluid: Icing fluid is a two-part mixture dissolved amount of light emitted is directly related to the mass of
in liquid. One part of the mixture stabilises the fluid at sugar added. The light may be blue or yellow depending
a temperature above freezing, allowing it to initially act upon the bacterial batch and manufacturing conditions.
like a liquid. This substance evaporates quickly when The brightest light (saturating the suspension with
exposed to air, allowing the second part, a quick cooling sugar) will illuminate a 30′ radius with light equivalent to
agent, to activate. Active icing fluid freezes in a matter daylight and a further 60′ of half daylight, lasting 5+2d6
of seconds. It can be used to coat an area in ice, freeze a rounds. Dimmer light will last for longer, up to 6 turns
target, or freeze a liquid. at 30′ half daylight. A use of radiant liquid can be acti-
vated only once; the light dims when the bacteria have
One use will cover a circular area 40′ in diameter. Any produced enough toxins to kill the confined colony.
moving creature in the area must make a successful DEX
check at –4 or lose balance. Any stationary creature must Resin: This is a very viscous liquid that solidifies into a
save versus spell or be frozen to the ground (STR check hard, consolidated material. It is waterproof and can be
to free each foot). A direct hit of icing fluid on a creature applied underwater. It is often used as an adhesive or
will cause 2d6+2 pts of damage, possibly more on water- anchoring point and is popular as a marine cement. One
or fire-based creatures (at the DM’s discretion). One use use is equivalent to one pint of liquid.
of icing fluid will freeze approximately 5 gallons of liquid
at room temperature, or drop 1 gallon from the boiling Scent: A scent is usually a liquid or a saturated vapour.
point to room temperature. It may form an ice bridge Commercially they form the basis of the perfume
over liquid if enough uses are available. industry. Popular brands usually sell for a huge mark-up
on the manufacturing cost. Scents may be subtle or
Litmus paper: A specific vegetable dye is impregnated strong. Other uses for scents are to stun the olfactory
into paper to form this alchemical tool. Two types of the system. This causes distraction in an affected target,
paper may be made. Blue litmus paper is turned red by reducing all scent tracking rolls by 1/2 for 2 hours. This
acids. Red litmus paper is turned blue by alkalis. This will affect any creature encountering the scent deployed
tool is often used for laboratory practices and for the across its trail. Subtle scents are often used in traps to
identification of unknown liquids. allow tracking by bloodhounds or similar creatures.

Narcotic – Grade 2: A stronger narcotic than grade 1, Sharp stone: A sharp stone is a superlative alchemical
this often results from refining the ingredients of grade 1 aggregation used to bestow a keen edge to a weapon. A
drugs. They have similar but more pronounced, psycho- sharp stone may increase the effectiveness of any edged
active effects. The addictiveness of the narcotic is also weapon a person is proficient with. By sharpening the
higher, as is regulation. weapon for 30 minutes each day, a +1 damage bonus is
received. If the weapon is not sharpened each day the
Example: Nimble – a light moisturising cream that bonus is lost. A single sharp stone can be used 20 times.
increases sensation and sensitivity when applied to
the skin. It is sometimes sold to increase pleasure Smoke solution: This usually consists of a pressurised
and is common in houses of ill repute. However, liquid-fuel solution. On release the fuel burns rapidly
its original purpose, from which it gained its name, with little heat and no flame. A great deal of black smoke
was to enhance sensitivity for intricate work. is liberated by the reaction, enough to form a cloud at
As such it bestows a +1 on any checks involving least 30′ in radius. It is noxious and disorienting to be
manual dexterity, e.g., gem cutting, juggling, setting caught in or to enter such a cloud. Thus, a full round
snares, etc. It also gives a +5% bonus on thief skills of initiative is lost to anyone in or entering the cloud.
such as find/remove traps or open locks. One use Sense of direction may also be lost (on an unsuccessful
of nimble lasts for 2+1d4 turns. Excessive use may intelligence check), with new direction being determined
cause dryness or itchiness in the applied area; randomly.
chronic or addictive use will increase the effects
of nimble to +2 or +10%, but at all times when Uncommon Types
nimble is not in effect all rolls will be made at −1
or −5%. Nimble is lightly regulated, but considering Class antidote: A class antidote is created to neutralise
its illicit purposes, any user must be licensed. An one class of poisons (injected, ingested, contact, inhaled,
unlicensed individual in possession of nimble may etc.). It is effective in neutralising any single application
receive a fine or could be held for questioning. of poison from its target class.

Radiant liquid: This liquid is a suspension of marine Coagulant: A coagulant is a nontoxic compound that
bacteria. Upon the addition of a food solution, normally solidifies liquids. It is commonly used to stop wounds
sugar, the bacteria metabolise and bioluminesce. The from bleeding, thus reducing hit point loss. One use

26
Footprints 23 A Digest Alchemical

of the compound will seal a wound, restoring 1 hp of Melanin: Melanin is coloured oil that may be applied to
damage in the process. The coagulant stops excessive skin to alter its tone. Various shades can be made from
bleeding from wounds that do not clot (vampire bat bites, the melanin, from very pale to very dark. Once applied,
sword of wounding damage) and inhibits infections that the tone appears to be natural (the oil is undetectable).
could result from the wound. It also has a 65% chance to Melanin is a useful addition to the disguise proficiency as
stop damage from an injected poison if applied within 7 heavy, possibly noticeable skin makeup is not required;
segments of the time of wounding. its use grants +2 on disguise rolls.

Dust of magic reaction: This is a light granular dust Narcotic – Grade 3: These are highly refined or synthet-
that is made of various magically activated compounds. ically created hard drugs. They may produce a range of
When in contact with magic these items fluoresce. At the effects including:
DM’s option, the colour of the light emitted may reveal
the type and strength of the magic. –– Changes in mood, behaviour, and perception
–– Convulsions, anxiety, and delirium
Embalming fluid: Embalming fluid is a potent preser- –– Visual and audio hallucinations, synaesthesia, and
vative. It prevents the onset of physical decomposition sense intensification
for 2d4x10 years. When used in conjunction with other –– Physiological changes, both short- and long-term
mummification procedures a corpse can be preserved –– Potential mental and physical damage, detachment,
indefinitely. One use of embalming fluid is enough to or euphoria
affect a human-sized corpse. –– Changes in pain reception and reaction
–– Schizophrenia
Life veil: If smeared on the body this oil acts to dampen
the life-force emanation of any living creature. The user These drugs are highly addictive and, in most societies,
becomes invisible to creatures capable of detecting life enforcement agencies attempt to regulate them. Impuri-
forces for 1+1d4 hours. ties are potentially fatal to the consumer and overdoses
are common.
Liquid silk: This alchemical solution is a thin white liquid
that polymerises into silk after several seconds of contact Example: Barbarus – A highly addictive drug often
with an activator chemical. The activator is added from used by warriors, or by those engaging in gladiato-
an attached dropper. The silk is extremely strong and can rial combat. Barbarus mimics a range of hormones
bear weight efficiently. It is a versatile alternative to rope linked to aggression, pain reduction, and physical
and takes up less room. One use produces about 100′ performance. Anyone taking Barbarus gains a +2 to
of rope. For negotiating heights, the solution is usually STR and 1 bonus hit point per level for the duration
tipped over the drop, solidifying into a serviceable rope of the dose. All damage affects the extra hit points
as it spills. Pitons are not required to secure the rope as first. Barbarus has a 10% chance to cause addic-
the silk attaches strongly to most surfaces. tion, increasing by 5% for each subsequent use.
Once addicted, the individual requires barbarus
Mace: This is an alchemically improved extract of the once every 3 days; failure to ingest the drug causes
nutmeg family. The dried spice is placed into a liquid irrational behaviour and aggression, reducing the
suspension that can be sprayed or splashed into a individuals CHA by 3. Once an addicted indi-
humanoid target’s eyes and face. A successful attack vidual has taken 30 doses of Barbarus, intake
roll renders the humanoid incapacitated for 2 rounds. If must increase to daily or a −6 is suffered on CHA,
a save versus poison is failed, this lasts another 1d6+1 resulting in behaviour such as violence, aggression,
rounds. Incapacitation is caused by irritation to the eyes mood swings, severe restlessness, and a desire for
and respiratory system. physical confrontation. Barbarus is illegal in most
societies.

Poison indicator: A piece of paper, papyrus, or hide is


used as a base and is impregnated with various toxin
indicators. Linked to a dye, the indicators change colour
when the base comes into contact with poison. At the
DM’s discretion the indicators may provide information
on the type of poison.

Scorcher: Scorcher is a thick, sticky substance that


adheres to most surfaces. It is often used to coat a heavy,
wadded ball that is to be flung as a weapon; a thick, fire-

27
A Digest Alchemical Footprints 23

proof glove providing protection to the thrower. A strike Rare Types


will cause 3d4+3 points of damage and each use will
provide enough scorcher for 10 such missiles. Applied to Acid: Acids may cause burns to bare skin. Concentrated
standard missiles, scorcher bestows a 1d4 or 2d4 points acids cause 2d4 points of damage per round for 6 rounds
of fire damage bonus based upon the missile’s size and or until neutralised, treated, or removed. Acid damage
absorptive properties. Scorcher is often used in traps to cannot be healed magically until 1 turn has elapsed.
destroy flammable contents, such as documents, to keep
them from falling into the wrong hands. A source of igni- Alkali: Alkalis may cause burns to bare skin. Concen-
tion is required but, once burning, scorcher will consume trated alkalis cause 2d4 pts of damage per round for 6
paper, parchment, vellum, and cloth with alacrity. rounds or until neutralised, treated, or removed. Alkali
damage cannot be healed magically until 1 turn has
Set clay: This orange clay is extremely malleable and, elapsed.
in skilled hands, can be made into objects of intricate
design. The clay sets solidly, taking on the strength of Antibiotic: An antibiotic reduces microbial action. Anti-
metal but retaining the weight and appearance of the biotics are usually provided in a cream, which is applied
clay. A sharp rap of kinetic energy is required to fuse the to wounds. Antibiotics effectively remove the chance
molecules and cause the clay to instantly set. One use of microbial (and possibly other biological organism)
of the clay is equal to the volume of a cylinder 12 inches contamination, infection, and disease. One use will
long and 3 inches in diameter. treat wounds totalling 10 pts of damage. Antibiotics are
potentially useful as weapons versus entities composed
Snub drop: One use of this liquid, equal to a few of microorganisms (some moulds, puddings, some algae)
drops, produces a profound physiological response where they will act like acid (q.v.).
in the imbiber. The individual slowly sweats out the
product over the course of the next 24 hours. This Biotic accelerator: The reverse of an antibiotic, a biotic
sweat has a subtle but unpleasant scent and causes accelerator promotes the growth of microorganisms. If
an unhealthy, disquieting pallor to the individual. Any applied to a weapon or a trap, it is likely to cause an infec-
observer who comes within 10′ of the victim during tion in any wound, effects of the infection at the DM’s
the active phase will react to that individual as if his discretion. The product may also be used to increase the
Charisma score has been reduced by 4 (this reaction size and strength of entities made up of microorganisms
lasts for 12 hours after the observer first encountered (increasing HD by 4) or to heal such entities (restoring
the effects of the Snub Drop). Snub drop can be used 4d8 hit points per use).
in many scenarios to gain an advantage or to sabotage
dealings during diplomatic meetings, trade negotia- Bitewater: This large-grained powder is a powerful
tions, the delivery of important speeches, and so on. desiccant. It can be used to keep an enclosed area (e.g., a
There is no save against these effects once the drops room or tomb) free of atmospheric moisture for 100–1,000
have been consumed. The drops are colourless and years depending upon relative humidity (some condi-
flavourless, but they do heighten the sweetness of any tions are so arid that a desiccant would have no further
food or drink they are added to. effect). The main use of Bitewater is as a weapon against
water-based entities such as water elementals and water
Spirit flame: Spirit flame is a thin liquid that burns weirds. Against such creatures Bitewater causes damage
with a bright flame yet gives off little heat. If applied in the following schedule: rounds 1–2 damage of 1d6+1,
over thick cloth it will not harm the wearer when ignited. rounds 3–4 damage of 1d12+4, rounds 5–6 damage of
The flame’s colour can be changed by the addition of 1d8+2. Bitewater is capable of absorbing up to 1,000
different compounds, and this is often used for specific cubic feet of water or water-based liquid.
effects, for example:
Copy fluid: This rare alchemical liquid creates an exact
–– Fire based religions or cults often use spirit flame in copy of any non-magical item or creature. One applica-
ceremonies, or to terrify observers. tion is enough to cover one human-sized object. The copy
–– Thick body suits covered with the liquid will scare off is exactly the same as the original at the time of copying.
beasts of animal intelligence when ignited. Copies have a longevity 1/10 that of the item copied (e.g.,
–– Circus or theatre performers may use spirit flame in a human copy may live 6–8 years, a sword may last 20
their acts. years if well cared for, a picked apple 1 day).
–– Traps may ignite spirit flame to scare thieves or to
illuminate an area to raise the alarm. The resulting Gunpowder: A mixture of saltpetre, charcoal and
flames will not harm whatever the substance is sulphur. The cost and time involved denotes the
coating. dangerous nature of gunpowder and the need to produce
a product that is uniform in its effects. Gunpowder

28
Footprints 23 A Digest Alchemical

can be used as a propellant or for its explosive power. Razor wire: A silicon-based alchemical compound that
Damage should be determined by the DM based upon is applied to any metal, this substance causes the metal
the amount of gunpowder used. For example, one use to be abnormally sharp and slippery. It also allows thin
could reasonably provide 100 musket shots, 10 cannon objects to retain a high degree of tensile strength and
shots, or an explosion at 6d6. flexibility. Razor wire has several deadly applications
in traps and weapons, including garrottes. The damage
Narcotic – Grade 4: These are the strongest drugs avail- caused by razor wire is at the DM’s discretion, but should
able. They may cause any of the symptoms listed at grade always be heavy.
3 to the maximum possible extent. These drugs may have
magical, spiritual, medicinal, and sensory effects. Some Softener: A softener breaks down the bonds between
of these narcotics may be legal and have specific uses. molecules, causing a loss of cohesion in solid, inorganic
The addictiveness and physical and mental effects of objects. The process occurs randomly, throughout the
these drugs are very specific, and they are usually strin- material and is unlikely to result in the solid liquefying
gently regulated. (unless a great excess is used upon the object). Each
application of softener will reduce the subject’s hard-
Example: Arca Opiate – This drug is of vast benefit ness by half, the DM determining the effects of this
to magic-users, but comes with severe side effects. upon the object. One use may affect 8 cubic feet of
The Arca Opiate increases mental cognition and material.
magical awareness that benefits practitioners of
the arcane in the following ways: 1) +1 to Intel- Solvent: This solvent will dissolve nearly any compound
ligence score, 2) +20% or +4 on all proficiency, that it comes into contact with, the rate of dissolu-
magical item/spell creation, or chance to learn new tion dependent upon the type of material. One use
spells rolls, 3) all spells of the caster’s highest level of the solvent can coat an object of about 10 square
are cast as though the caster were 2 levels higher. feet. Note that dissolving magical items is potentially
This opiate is normally taken during spell research, dangerous. If used as a weapon on organic matter, the
item creation, or other, vitally important or complex solvent causes 1d12 points of damage every round that
magical undertakings. If taken on an ad hoc basis the solvent remains in contact. If coming into contact
the opiate lasts for 2d3 days. If it is taken at the with, or used as a weapon against objects and creatures
beginning of a research or manufacturing process, of other makeup (e.g. extra-planar material), the results
the effects will last for the duration of that project should be judged by the DM. Note that if the solvent is
but only function for spells and rolls associated not removed promptly from an affected weapon, damage
with that work. The opiate has an uncanny ability may be caused to the item.
to saturate the mental areas most active when it is Material Time to dissolve
consumed, which may explain its lengthy duration. Organic material 4 rounds
Stone 2 turns
The drug does have severe side effects. There is a 3% Metal 4 turns
chance per caster level that, at the end of the period of Gems 5 turns
influence, the abnormal mental cognitions have caused Magical items 12–24 hours
lasting damage to the arcane practitioner’s mind. In this Artefact Variable (DM’s discretion)
case the magic-user will never again be able to cast spells
of the highest level he was capable of at the onset of drug Spontaneous combustion fluid: This fluid removes
use. Gaining additional levels may open up new levels of the cellular-energy control pathways in living organ-
spells, however nothing short of a wish will restore the isms, releasing vast amounts of heat in the process.
ability to cast the ‘burned out’ level again. The effect takes one round to manifest, after which the
target must make a save versus poison. A failure means
Necrotic enzyme: Necrotic enzymes cause rapid the target spontaneously combusts, leaving nothing but
cell death in animal, plant, or microbial cells (deter- a pile of ash and any possessions that make a save versus
mined before the batch is run). If applied to a weapon, dragon breath. A successful save means 2d12+2 points of
a successful hit by the weapon causes an additional damage are instead taken by the target. The fluid must
4d6+4 points of damage. Each application is effective be injected to produce an effect.
for 4 strikes. The damage caused by the necrotic
enzyme cannot be healed, Universal antidote: This antidote will neutralise
magically or conventionally, one application of any poison, regardless of the
until a period of 1 hour has poison type. There may be extremely rare or
elapsed. unique exceptions to this.

29
A Digest Alchemical Footprints 23

Addendum: Alchemical Items melting or rendering of alchemical ingredients. This


device lowers the cost of creating alchemical products
Alchemy skill checks can be improved by the possession by 10%.
of special or unique items. A few examples are provided
here, however the DM should feel free to create their Ivan Norgold’s Treatise on Shortcuts and Swiftness
own items for the players to find or purchase.
This is a comprehensive document detailing all methods
The Slanted Notes of speeding, simplifying and shortcutting the alchemical
process. If followed, the methods will cut the manufac-
So named for the distinctive, slanted writing of their ture time of any alchemical formula by 25%.
creator, these notes contain a number of half-complete
formulae, ingredient write-ups, technical diagrams, and The Glass Maze
half-formed theory. While the originator of the notes is
not disclosed, the notes are intriguing and insightful. This unique confusion of glassware resembles a maze
Anyone in possession of a copy of the notes gains a +1 to but, to a skilled alchemist, this singular construct is the
alchemy skill due to the information contained within. pinnacle of manufacturing equipment. Of unknown
origin, the puzzle consists of a full, four-line lab capable of
Book of Scrupulous Description producing rare formulae. The item’s superb components
and intricate design have been added to and adapted
This book describes a huge range of alchemical substances over the course of several centuries. Only an alchemist
(including their principal ingredients) in minute detail with a proficiency score (Intelligence check at a -3 modi-
(colour, smell, viscosity, etc.). As such, it is a boon to fier) of 15 or above may attempt to use the lab; to others
anyone attempting to identify an alchemical concoction, it is simply a confusion of glass. The lab improves all
or to reverse-engineer a formula. Thus all identification alchemy rolls by +2, reduces manufacturing time by 25%
or reverse-engineering checks are made at +2. and increases the uses in a batch by 100%. Because the
Glass Maze is unique it has been fought over for decades.
Brintangle’s Crucible An alchemist finding this in his possession will provoke
the jealousy, and ire, of the entire alchemical community.
An unusually shaped, but superbly efficient
crucible, this item is used for the

30
Footprints 23 Human & Halfling Background Tables

On Table III, under the Gentleman category, the


percentile dice yield an 89, meaning that the char-
Human Character Background Tables acter is Well-to-do. At this point the DM knows
that Garvin starts with an initial 150 gold, or what-
ever coin the referee uses as the monetary base in
his world, and that Garvin will receive a monthly
allowance but not an inheritance (Garvin is not an
orphan). Using Skills Schedule C, the character will
receive one skill from Group 1, one from Group 2
and one from Group 3. Players of characters using
Skills Schedules B–F may opt to replace those
professional skills found in Groups 1 and 2 with
skills found under the Common Skills table, with
the restriction that the character must take his
father’s occupation as one professional skill.
by Alan Powers
Moving to Table IV the player observes that,
In October, 1976, a very new magazine called Dragon because Garvin is from the Gentleman class, the
printed an article by Brad Stock and Brian Lane entitled occupation of the character’s father comes from
“Birth Tables”. Those tables provided a system for players the Group 3 sub-table on Table V. The dice come up
to generate backgrounds, of sorts, for characters of any a 56 for the sub-table, with the result being: Physi-
standard human, demi-human or humanoid race. At the cian.
time, the article was a wondrous aid for character gener-
ation but, as time passed and the game of Dungeons With the number of starting skills having been
& Dragons evolved, it became obvious that Stock and previously determined from Schedule C, the player
Lane’s “Birth Tables” were best suited for human and finds the character’s professional skills to be that
halfling characters. And, as I began to run my own of a Physician (mandatory, from father) and of
campaign world, I was prompted to use the tables as a choices from both Group 1 and Group 2. The
basis for generating more detailed background tables— Common Skills list can be used in lieu of Groups 1
updating and expanding the originals until they took the and 2, and most DMs would allow players to choose
form given herafter. skills rather than roll, but stickler DMs may insist
that a player roll randomly. The player decides to
Using the Tables roll on Group 2, and this yields: Merchant (a roll
of 37). Deciding to choose a common skill rather
Go through the tables in numerical order, starting with than use the the Group 1 table (as his DM is being
Roman numeral I and rolling the appropriate dice, rather generous), Garvin’s player then decides to
usually percentile dice. Sections I–V are sufficient for pick First-Aid. If he had been forced to roll and
generating very simple backgrounds, where the only had rolled a 13, for example, then the unfortunate
concerns are characters’ starting monies and skills. The Garvin would have been found to be proficient at
remaining skill tables (VI–VIII) are by no means exhaus- Dancing.
tive and DM-created skills may be added to, or even
swapped with existing entries to modify or expand the Not being a Noble, Table VI is skipped, as is Table
tables’ selections. Section VI is mainly for characters of VII – Garvin’s father was not an Adventurer.
the Noble social class, Section VII for determining the
classes and levels of NPC adventurers, and Section VIII The only thing left to do is refer to Table VIII:
for determining the amount of prior experience a char- Previous Experience. A roll of 33 under Gentleman
acter has. means Garvin has no prior adventuring experience.
If the roll had been above a 60 the value would
Sample Use of the Tables: Garvin the Ranger have been multiplied by the associated factor. For
example, a roll of 83 would have been multiplied by
Starting with Table I, a 93 is rolled for Social Class. the factor of 30, giving: 2490. In that case, Garvin
The result: Gentleman. would have started play with 2490 experience
points—enough to make him 2nd level. Garvin’s
A 3 is rolled for Table II, with a 5 on the subsequent level (2) would have then been multiplied by his
d6 roll. These make Garvin the second-born child, initial starting money (150gp), to give 300gp.
but not an orphan.
This completes the use of the tables for the character.

31
Human & Halfling Background Tables Footprints 23

Human and Halfling Background Tables


I. Social Class II. Sibling Rank
01–30 Commoner  1–2 1st born  There is a 1 in 6 chance the character is an orphan
Halflings may not
31–85 Merchant  roll above 95. 3–4 2nd born  and only the first born receives an inheritance;
86–95 Gentleman  5 3rd born  none receives an allowance. All first born receive
96–00 Noble 6 4th born  10% more initial monies and allowance. Bastards
7–8 Bastard  receive 10% less initial monies and allowance.

III. Social Rank IV. Father's Occupation


Commoner Initial Allowance Inheritance Skills The following number indicates which Skill group
01–25 Peasant 10 0 0 A should be used to determine the occupation of the
26–40 Average 30 1 15 A PC's father. On those tables peasants may not roll
40–70 Well-to-do 60 5 50 B above 54. Well-to-do may not roll below 11.
71–00 Wealthy 100 10 100 B Social Class Group
Commoner 1
Merchant Initial Allowance Inheritance Skills Merchant 2
01–25 Small 50 5 100 A Gentleman 3
26–60 Average 100 10 150 B Noble 3
61–80 Well-to-do 120 15 200 C
81–95 Wealthy 170 20 250 C V. Skills & Professions
96–00 Very Wealthy 200 30 400 D Percentage numbers are ignored if simply choosing
a player's skills. One of the character's professions
Gentleman Initial Allowance Inheritance Skills must be the father's occupation. Adventurer and the
01–20 Impoverished 70 0 75 C first 5 professions of Group 3 are prohibited to PCs.
21–65 Average 100 5 150 C A skill preceded by a number in parenthesis requires
66–90 Well-to-do 150 15 250 C that number of picks to be proficient, double that to
91–95 Wealthy 200 20 350 D master.
96–00 Very Wealthy 250 30 600 E Common Skills Group 1 Professions
01–06 Cooking 11–45 Farmer/Serf
Noble Initial Allowance Inheritance Skills 07–11 Ciphering 46–47 Fisherman
01–20 Impoverished 80 0 100 C 12–20 Dancing 48–49 Miner
21–40 Poor 120 10 150 D 21–23 Diving 50–52 Soldier
24–29 First Aid 53–54 Woodsman
41–85 Average 200 25 300 E
30 Juggling 55–56 Blacksmith
86–95 Well-to-do 250 35 450 E
31–33 Land Navigation 57 Bowyer/Fletcher
96–97 Wealthy 300 45 700 F 34–38 (2)Read & Write 58–59 Brewer
98–00 Very Wealthy 400 60 1000 F Language 60–64 Carpenter
39–44 (2) Riding 65–69 Cobbler
Definitions 45–49 Running 70–74 Cooper
Initial: the amount of money a character begins with; 50–65 Service 75–76 Musician
the amount is multiplied by level 66–80 Singing 77–81 Potter
Allowance: the sum of money the character's family gives 81–82 (2)Sound Imitation 82–83 Sailor
to the character each month for the first year or 83 (3) Spellcraft 84–87 Tailor
until the character reaches 3rd level, whichever 84–90 (2) Speak Language 88–90 Tanner
comes first 91–94 Swimming 91–92 Teamster
95–98 (3) Theology 93–95 Tinker
Inheritance: the amount of money that the first-born receives
99–00 (2) Tumbling 96–99 Weaver
upon the death of the father
00 Adventurer
Skills: see Skills & Professions table for the number of
skills that a character may take

Skills & Professions


A: 1 – Group 1
B: 1 – Group 1, 1 – Group 2
C: 1 – Group 1 or Common, 1 – Group 2 or Common, 1 – Group 3
D: 2 – Group 1 or Common, 2 – Group 2 or Common, 1 – Group 3
E: 3 – Group 1 or Common, 2 – Group 2 or Common, 2 – Group 3
F: 4 – Group 1 or Common, 4 – Group 2 or Common, 3 – Group 3

32
Footprints 23 Human & Halfling Background Tables

Human and Halfling Background Tables (cont.)


V. Skills & Professions (cont.) VI. Nobility
Group 2 Professions Group 3 Professions Father's Title Royalty
01–02 Animal Trainer 01–02 Assasin/Spy 01–30 Knight 01–30 Distant (of average wealth)
03–05 (2) Appraiser 03–07 Sheriff 31–60 Baron 31–60 3rd Cousin (well-to-do)
05–06 (2) Armorer 08 Magistrate 61–80 Count (Earl) 61–80 2nd Cousin (wealthy)
07–08 Bird Trainer 09 Sage 81–90 Margrave 81–99 1st Cousin (very wealthy)
09–11 Bookkeeper 10 Alchemist 91–95 Duke 00 Immediate Family
12–13 Cartographer 11–12 Ancient Historian 96–00 Royalty (use (1000 Starting Monies,
14–15 Chef 13–15 Astronomy Royalty Table) Allowance: 100, Skills: F)
16 Glass Blower 16–18 Barrister Father's Position
17–21 Herbalist 19 Biologist Knight Baron Count(Earl) Margrave Duke
22–24 Horse Trainer 20–21 Contemporary
01–40 1 01–40 1 01–35 1 01–30 1 01–20 1
25–26 Jeweler Historian
41–50 2 41–50 2 36–45 2 31–36 2 21–25 2
27 (2) Locksmith 22–25 Engineer
51–90 3 51–80 3 46–65 3 36–50 3 26–40 3
28–32 Mason 26–30 Diplomat
91–95 4 81–90 4 66–80 4 51–80 4 41–72 4
33–34 Mountaineer 31–35 Interpreter
96–00 5 91–95 5 81–90 5 81–90 5 73–82 5
35–49 Merchant 36–45 Gambler
30% A 96–00 6 91–00 6 91–99 6 83–95 6
50–51 (2) Navigator 46–47 Mathematician
25% A 20% A 00 7 96–00 7
52–56 Orator/Actor 48–49 Musician
15% A 15% A
57–58 Painter 50–55 Orator
59–61 Perfumery 56–57 Physician Key: Note:
62–66 Scribe/Calligrapher 58–59 Artist/Sculptor 1 – Land Holder Only If the player is 1st born and an orphan,
67–71 Seaman 60–62 Seamon 2 – Orator title and land only are received, not
72–78 Service/Etiquette 63–65 Shipwright 3 – In Army the position. Knighthood cannot be
79–82 Silver/Goldsmith 66–80 Soldier 4 – Courtier inherited. A child in the Immediate
83–84 Slaver 81–85 Writer 5 – Sheriff Family is never an orphan. Raise the
85–89 Military Specialist 85–00 Adventurer 6 – Magistrate social rank to minimum. After Rolling
90–94 Teacher 7 – Advisor to the King on the Royalty table, re-roll on the
95–97 (2) Vintner Adventurer: For players this A – % for an Adventurer Father's Title table, ignoring 96—00,
98–99 (2) Weaponsmith possibility is taken care of then raise the Father's Title by one
00 Adventurer under VIII. Previous Experience category.

VII. Adventurers
Commoner Merchant Gentleman Noble
01–50 1st Level 01–40 1st Level 01–35 1st Level 01–30 1st Level
51–70 2nd Level 41–65 2nd Level 36–50 2nd Level 31–45 2nd Level
71–95 3rd Level 66–75 3rd Level 51–65 3rd Level 46–60 3rd Level
96–00 4th Level 76–85 4th Level 66–80 4th Level 61–75 4th Level
Type: 86–95 5th Level 81–90 5th Level 76–85 5th Level
1–3 Thief 96–00 6th Level 91–95 6th Level 86–90 6th Level
4 Bard Type: 96–98 7th Level 91–94 7th Level
5 Cleric, Druid 1–2 Cleric, Druid 99–00 8th Level 95–98 8th Level
6–8 Fighter, Ranger 3–6 Fighter Type: 99–00 9th Level
7 Magic-User 1–2 Cleric – Specialist Type:
8 Bard 3–6 Archer, Spec. Fighter 1–3 Cleric – Specialist
9–10 Thief 7 Magic-User 4–7 Fighter, Cavalier
8 Bard 8–9 Magic-User, Illustionist
9–10 Thief 10 Thief

VIII. Previous Experience (multiply % dice by number)


Commoner Merchant Gentleman Noble
01–85 × 0 (nil) 01–70 × 0 (nil) 01–35 × 0 (nil) 01–50 × 0 (nil)
86–96 × 20 71–90 × 20 61–80 × 20 51–70 × 20
97–99 × 30 91–96 × 30 81–93 × 30 71–85 × 30
00 × 50 = 5000 97–99 × 50 94–97 × 50 86–92 × 50
00 × 70 = 7000 98–99 × 70 93–97 × 70
00 × 100 = 10000 98–99 × 100
00 × 130 = 13000
33
Human & Halfling Background Tables Footprints 23

All human and halfling characters start with a belt, belt reducing the chance of getting lost by 20%. While outside,
pouch, belt knife, soft boots, cloak, pants and tunic. Also, character is able to tell direction 75% of the time.
some character classes may have inherent abilities and
skills (e.g. reading and writing for Bards). A player should Read/Write Language – Self explanatory.
consult his DM regarding such inherent skills and abil-
ities. Riding – The character knows how to ride horses better
than average and has a 65% chance to control a mount
Humans may have Mastery in only one skill before during a crisis situation. Mastery increases chance of
being required to add years to their control to 90%, adds 5 years to starting
starting ages. Character starting age age and allows some trick riding.
is addressed in the Dungeon Master’s
Guide. Running – The character can move
at twice his normal movement rate
Common Skills for one day. At the end of the day the
character must rest for 8 hours. After
Bookkeeping – Enables the char- the first day’s movement the char-
acter to keep basic business accounts. acter must make a constitution check
Mastery adds 10 years and gives a on 2d12. If the roll succeeds the char-
5% chance per level to successfully acter can continue his running move-
falsify account books. ment the next day. If the roll is failed
the character cannot use the running
Cooking – Allows the character to ability the next day. Each successive
prepare meals both in the kitchen roll is made at -2. If involved in a
and on the road. Can recognize battle during a running day a -1 to hit
different herbs. Mastery increases is incurred.
the character’s ability to create truly
outstanding meals and adds 3 years. Service – The character is able to
properly serve/attend the upper
Ciphering – Allows characters to classes as a valet.
perform simple arithmetic.
Singing – The character can carry a tune and perhaps
Dancing – The character is familiar with various styles entertain others, earning money while doing it. Mastery
and varieties of dances common to his homeland and adds 5 years and enables the creation of choral works.
social class, from basic folk dances to some formal dances.
Sound Imitation – Enables a character to imitate wood-
Diving – Must already have Swimming. Allows the char- land and domestic animal calls and noises. Mastery adds
acter to hold his breath for extended periods of time. A 5 years and the ability to imitate voices 80% of the time.
character normally can hold his breath for 5 seconds per Taking this skill a third time gives the character a chance,
point of constitution. Diving doubles that to 10 seconds (Dexterity + Charisma) x 3%, to practice ventriloquism.
per point of constitution.
Spellcraft – Gives the character familiarity with the
First Aid – Can bind fresh wounds and reset and splint different forms and rites of spellcasting. If the character
broken bones, healing 1–4 points of damage and giving sees and overhears a spellcaster casting a spell, or exam-
a 45% chance to save a life in an emergency situation. ines the material components used, then the character
Mastery adds 10 years, automatically allows bleeding can attempt to identify the spell being cast: 10% + 7%
stoppage and increases life-saving probability to 60%. per level. Those attempting to identify a spell from their
own field gain a bonus of 30%. Mastery gives a bonus of
Juggling – Allows the character to juggle objects for 3% per experience level during spell research and adds 7
entertainment or distraction. Characters with this skill years.
may also try to catch small thrown items meant to harm
them (e.g. dagger or flask of oil). Roll attack versus AC: 0 Speak Language – Self explanatory.
plus Dexterity and thieving bonus (if any). Failure means
that the character is automatically hit or affected by the Swimming – Allows the character to control their
object. movement in liquids. A character with this skill can swim
without problems while unencumbered. In “emergency
Land Navigation – A character with this skill is adept situations” the character has a 30% + (2% per point of
at moving around the countryside and rarely gets lost, Dexterity) of successfully controlling the situation.

34
Footprints 23 Human & Halfling Background Tables

Theology – Character knows the commons beliefs and Blacksmith – Can forge metals and make and recognize
cults of his homeland and the major faiths of neighboring the value of metal tools and basic weapons. Gives a 15%
regions. Common information about said religions is chance to recognize magical metal weapons and armor.
known, with a 30% chance to know particulars. Mastery Mastery adds 8 years, doubles bonuses and enables the
represents research into special dates and events (similar smith to work steel.
to ancient history), and adds 7 years.

Tumbling – The character is practiced in various types


of gymnastics – dives, rolls, flips, and so on. The chance
to successfully tumble is (Dexterity x 5%). Check round
by round. Only those with light encumbrance or less
can perform Tumbling moves with any hope of success.
Aside from entertaining, a character with tumbling can
improve Armor Class by 4 in a round of combat if: (a)
the character has the initiative, (b) the character forgoes
all attacks that round, and (c) the attacks are directed
solely at that character. This reduction in Armor Class
is in place of any bonus from Dexterity. Also, unarmed
combat attack rolls can be made at a +2 with Tumbling.
On a successful proficiency check only ½ the normal
damage is suffered from falls of 30′or less and none from
falls of 10′ or less; falls from greater heights result in Bowyer/Fletcher – Can make and recognize the value
normal damage. of bows, crossbow stocks, arrows and bolts. Adds 20%
to the chance of recognizing magic bows, crossbows and
Group 1 Professions arrows. Mastery adds 20 years, doubles bonuses and gives
the ability to make superior/custom bows and arrows.
Vagabond – This character is adept at scrounging and
living at the edge of society. Gives thieves an additional Brewer – Can make and judge the quality of beers, ales
5% chance to pick pockets. and meads. Mastery heightens quality and adds 10 years.

Farmer/Serf – Knows how to cultivate, harvest and Carpenter – Can make furniture, cabinets and other
preserve useful plants. Can differentiate weeds from wooden items. Adds 10% chance to knowing if a wooden
most cultivated plants. item is magical and in finding traps or secret compart-
ments in such items. Mastery adds 15 years, allows char-
Fisherman – Can use a net or hook and line to catch acter to make fine woodworking and doubles bonuses.
fish. Can make and repair nets. Adds +2 to hit with nets.
Cobbler – Can make and repair shoes and boots.
Miner – Knows how to dig and reinforce tunnels and Mastery adds 8 years, heightens the quality of shoes and
chambers and to deal with things such as ventilation and doubles the base of 10% to detecting magic footwear.
the removal of dirt. Gives the equivalent of a gnome’s
chance to detect fresh tunneling and depth while under- Cooper – Can make and recognize the value of barrels,
ground. Mastery gives a dwarf’s chance and adds an chests, and other containers. Gives a 5% chance to spot
extra 16.6% to find secret doors and pit traps; it adds 10 traps and false bottoms in these items. Mastery adds 8
years. years, doubles bonuses and adds the ability to construct
false bottoms.
Soldier – The character has had training in a militia or
army and receives a + 1 on hit probability until 4th level Musician – Can competently play one common musical
if a Fighter type, 6th level if a Cleric type, 8th level if a instrument. Mastery adds 5 years, the ability to play
Thief and 10th level for Magic-Users. two more instruments and the ability to compose music.
Multiple Masteries are possible.
Woodsman – Character is able to live off the land by
hunting, tracking and trapping. Adds 10% to move Potter – The character can create any type of clay vessel
quietly, 15% to hide in shadows and may track as a or container that is commonly used in the campaign
1st level ranger. Also adds 10% to spotting and 20% to world. Can also fire and glaze these items.
removing outdoor traps. Mastery doubles bonuses and
adds 8 years. Sailor – Allows characters to get a working berth on a
ship or boat.

35
Human & Halfling Background Tables Footprints 23

Tailor – Can make clothing and quilted armor and can Bookkeeper – See bookkeeping under Common Skills,
judge the general wealth of others from their attire. above.
Mastery allows fine needlework and adds 7 years.
Cartographer – Can draw simple maps or make copies
Tanner – Can treat hides to produce leather and make of more complex maps or blueprints. Has a 25% of remem-
leather goods and armor. Adds 10% to chance of recog- bering a recently traveled route without a map. Mastery
nizing magic leather items. Mastery heightens quality, adds 15 years and allows the charting of coastlines and
doubles bonuses and adds 7 years. other topography as well as doubling the bonuses and
enhancing the accuracy of everything considered.
Teamster – This skill applies to animal drawn vehicles
such as wagons, carts and chariots, and to the harnessing Chef – Allows the character to prepare astounding
and driving of animals to pull these vehicles. Gives a 65% meals and feasts, both in the kitchen and on the road.
chance of controlling a team in a crisis situation, minus Can recognize different cooking herbs. Mastery adds 5
10% per each additional animal. Mastery adds 5 years years and allows specialization: pastry, bakery, soups
and raises percentage to 90%. and stews, etc.

Tinker – Can make and repair pots, pans and other Glassblower – Can make and judge the value of glass
household items. Mastery allows character to innovate items, lead crystal and so on. Can make false gems and
and invent, but adds 5 years. has a base 40% chance of detecting them (increases 5%
per level). Mastery adds 15 years and the ability to etch
Weaver – Can make and dye fabrics, cloths, tapestries, and cut glass.
felts and rugs. Adds 10% to detecting magic rugs and
fabrics. Mastery adds 7 years, heightens quality and Herbalist – Allows the character to identify plants
doubles bonuses. and fungus and to prepare non-magical potions, salves,
unguents and infusions for medicinal and non-medicinal
Group 2 Professions purposes. The chance of recognizing a specific plant or
fungus, when first encountered, is 40% plus 5% per level.
Animal Trainer – Can train and manage common Characters with this skill can add +2 points for every two
domesticated animals with a 50% chance of the animal days of healing when done under the care of a physician
learning a simple trick in one week. Mastery adds 10 using poultices and salves.
years, increases the chance of learning tricks to 75% and
adds the possibility of training exotic animals. Horse Trainer – Can train horses for war. Gives a 65%
chance of remaining on and controlling a mount in a
Appraiser – This skill allows the character to estimate crisis. Mastery adds 10 years and raises the chance to
the value and authenticity of antiques, art objects, 90%.
jewelry, cut gemstones and other
crafted items. The character must Jeweler – Can make and judge the
have the item in hand to appraise it. value of jewelry, and can judge the
The chance to successfully appraise value of gemstones. Can set stones
an item is 40%, plus 50% if the char- in sword hilts, flagons, crowns and
acter has skill in the item’s manu- so on. Mastery allows gem cutting
facture. Mastery adds 20 years and and adds 15 years.
doubles the bonuses.
Locksmith – Can construct normal
Armorer – Can make and recog- locks and traps, adds 15% chance
nize the value of armor and shields. to pick locks and detect/remove
Mastery adds the ability to work traps. Mastery doubles bonuses and
steel and to make banded and plate allows the construction of complex
armors of high quality armor; adds locks and traps but adds 15 years.
20 years.
Mason – Can build with stone and
Bird Trainer – Can train and brick and gives an extra 16.6% to
manage birds of prey and members find secret doors and pit traps in
of the parrot family. Mastery adds stone. Mastery enables the building
10 years and the ability to train of secret and concealed doors and
smaller birds and pigeons. doubles detection bonuses; adds 15
years.

36
Footprints 23 Human & Halfling Background Tables

Mountaineer – Can cut paths or find the easiest route Service/Etiquette – The character is able to properly
through rough terrain. Characters know how to repel serve the upper classes and has a basic understanding of
downward. If armored, this allows climbing as if wearing the proper forms of behavior and address. Gives an 85%
the next easiest armor type. chance of not breeching etiquette in normal instances
and a 70% chance in unusual instances.
Merchant – Enables the character to effectively haggle
over the price of an item when buying or selling, giving Silver/Goldsmith – Makes household and decorative
a 50% chance of buying/selling items for 10 – 40% above/ items of gold, silver, bronze, brass and, on occasion,
below the retail price. Mastery increases the chance to platinum. Mastery adds 18 years and allows sculpting,
75% and adds 10 years. coining, and fine detail/etching.

Navigator – Character can study the stars and chart Slaver – Able to judge both the worth of a slave and the
and set a course for an ocean-going boat, or for a general slave’s particular set of skills.
direction of travel when in the wild. Lessens chance of
getting lost by 10% per day. No Mastery. Military Specialist – The character has received
specialized military training. This converts into an extra
Orator/Actor – Knows stage presence and can attract weapon proficiency (specialized if allowed) or similar
and hold a crowd’s attention. Has a 65% chance of skill related to the type of training. Will not aid specialist
guessing someone’s profession and is adept at make-up classes in their own field, such as a Cavalier’s horseman-
and disguise. Receives a +1 when rolling random reac- ship ability. Referee approval required.
tions.
–– Artillerist: Knows how to construct and use siege
Painter – Character is able to paint signs, logos, build- artillery. Mastery adds +2 to hit and 15 years.
ings and objects. Mastery allows the painting of portraits –– Horseman: Light or Heavy – Gives the character
and other detail work but adds 12 years. horsemanship, or mastery if already taken.
–– Horsed Archer/Crossbowman: Gives either horse-
Perfumery – Makes perfumes and colognes. Masters manship skill or a weapon proficiency.
have a 65% chance to reproduce an unknown or unusual –– Sapper-Miner: Can design and supervise under-
scent. ground tunneling for siege purposes.

Scribe/Calligrapher – Can copy or produce documents Teacher – Allows characters teach up to their full rating
and letters and recognize any modern written language. or level in any skill or proficiency they possess, instead of
Has an 80% chance of recognizing an ancient language, the normal ½ rating.
with a 35% chance to read it.
Vintner – Can make and judge the quality of wines,
Seaman – A trained sailor with some experience. champagnes and related potables. Mastery adds 13 years
and heightens quality.

Weaponsmith – Can make and recognize the value of


weapons, and has a 30% chance to recognize a magical
weapon. Generally of 2 types: bladed or non-bladed.
Mastery adds 20 years but gives the ability to work steel
and doubles the bonuses.

37
Human & Halfling Background Tables Footprints 23

Group 3 Professions Diplomat – The character is skilled at negotiation and


the workings of government bureaucracies. Increases
Assassin/Spy – A paid killer or infiltrator. Assassins are chance of negotiating successfully by 10%. Mastery adds
usually evil and normally prohibited to player characters. 10 years but doubles the chance of a successful negoti-
ation.
Sheriff – Patrols roads and trails enforcing the laws of
the land, quelling disorder, settling disputes, tracking Interpreter – Characters may know languages as if
criminals and occasionally collecting taxes. Normally their Intelligence scores were 3 higher. Two of these extra
prohibited to player characters. languages must be picked at time of character creation.
No Mastery.
Magistrate – Character is well versed in the laws of the
land can judge cases in court. Normally prohibited to PCs. Gambler – Characters with this skill are familiar with
numerous games of chance. Gives a + 10% chance to win
Sage – An expert in one particular subject with a fair a given game. If the character wishes to cheat then the
understanding of the overall field and a smattering of bonus is doubled, however, the other players are enti-
most other things. Normally prohibited to PCs. tled a saving throw versus Rod/Staff/Wand to see if the
cheating is noticed. Mastery doubles all bonuses and
Alchemist – Knows basic chemistry and handles the adds 5 years.
creation of potions, ointments, salves and concoctions.
Also is familiar with the making of equipment for such Mathematician – Can perform advanced mathematics
operations. Normally prohibited to PCs. and algebra. Mastery adds 15 years and the ability to do
calculus. Must have at least an intelligence score of 12.
Ancient Historian – The character has learned the
legends, lore, and history of some ancient time and place. Musician – Can competently play two musical instru-
The knowledge must be specific concerning time period ments and compose music. Mastery adds 5 years and the
and place, culture and race. The knowledge acquired gives possibility of two more instruments. Multiple Masteries
the character familiarity with the principal legends, histor- are possible.
ical events, characters, locations, battles, breakthroughs
(scientific, cultural, magical), unsolved mysteries, crafts Orator – Knows stage presence and oratory techniques
and oddities of the time. DM call on relevant percentages. and rules. Can write and deliver speeches

Astronomer – Plots the movement of the stars and Physician – Can bind wounds, reset/splint broken bones,
planets, the length of the day and the times of the year. and treat diseases, healing 1–6 points. Has a 75% chance
Can act as a navigator (see above). to save a life in an emergency situation. Usually (75%)
recognize helpful from harmful drugs. Mastery adds 20
Barrister – Has knowledge of the laws of the country years and enables them to heal for 1–8 points 50% of the
where educated as well as procedure and proper conduct time.
in a court of law. In a local court using local law this gives
a 50% chance to win a case that could go either way. Artist/Sculptor – Enables painting of portraits and the
Mastery adds 30 years, increases the chance of winning sculpting of statues and reliefs using clay, stone and
the case to 75%, and gives average knowledge of another wood. Mastery adds 15 years and allows life-like detail.
type of law system (e.g. Dwarven, Gnomic, Elven).
Seaman – A trained sailor with some experience; able to
Biologist – A student of nature, adept at studying not be hired on a ship as an officer.
only nature as a whole but creature types and their place
in the scheme of things. Shipwright – Can design and build boats and ships.
Mastery adds 15 years and allows for better designs for
Contemporary Historian – Similar to ancient history, speed, tonnage and structural hit points.
but concerned with modern peoples, places, and lore.
Soldier – See Soldier from Group 1.
Engineer – Can supervise and/or design above ground
constructions and fortifications. Has a 30% chance of Writer – Knows proper grammar and story forms for
guessing the purpose of ruins; if successful there is a 15% however many written languages the character knows. Is
chance to deduce the basic floor plans if character is of knowledgeable of all sorts of writing applications. Auto-
the same race as the original builders. Knows how to matically has the reading and writing common skill.
construct and employ siege artillery. Mastery adds +2 to
hit and adds 20 years.

38
B11a: Priest's Errand
Footprints 23 B11a: Priest’s Errand

Goblins (10): AC 6; MV 90′; HD 1-1; HP 7,7,7,6,5,2,2,2,2,1;


#AT 1; Dmg 1–6; XP 17,17,17,16,15,12,12,12,12,11.
by Leon Baradat
On the second round of combat, Dunomoros (who fired
the sling stone) will emerge from the inn armed with his
shield and scimitar and will assist the party. No one else
from the inn will come out to fight; they are in a good
defensive position and also a bit skittish.

Dunomoros (D1): S10 D18 I12 C17 W16 Ch15; AL N;


AC 3 (leather, wooden shield, Dex); HP 7; #AT 1; D 1–8
(scimitar)/1–4 (sling stone); Spells: animal friendship,
detect magic, faerie fire; Items: backpack, pouch, tinder
box, lantern, oil (4 pints).

Once the fighting is over and the area is secured, the


An AD&D add-on Adventure to the Basic D&D Module party will be approached by Aralic and Dunomoros.
B11: King’s Festival. For 5–7 characters of 1st level. Aralic explains that just after sundown, a swarm of
goblins erupted from the temple’s catacombs without
This work can be used as a low-level, independent adven- warning. He and a few worshippers fled to the inn with
ture but it has been specially designed for parties that the goblins in pursuit; his assistant Akkel was on an
failed to acquire enough experience in B11: King’s Festival errand at the time and so avoided the danger (he will
to be ready for the follow-up module, B12: Queen’s return later that evening).
Harvest. This add-on adventure can provide such a party
the boost needed to tackle B12. It also provides more Aralic is alarmed by this sudden attack on his town and,
information about the town of Stallanford, which is not given the treatment he recently received from a band
detailed in B11; in particular the adventure offers a map of orcs, he is rather frightened as well. He considers it
for the village, which the original module never delivered. urgent that the adventurers investigate the catacombs
and clear out whatever’s down there—this is more imme-
Prelude diate to him than delivery of the note to Kavorquian (plot
device linking B11 and B12). He may also want to study
When the party completes the second level of the B11 the note before deciding to send it on to Penhaligon.
dungeon and returns to the surface, it is late afternoon.
Once the characters reach Stallanford three hours later, The grateful villagers will gladly exchange the party’s
it is dark. The party passes Lernan’s Farm and then the smaller coins for gold pieces (at cost), and will supply
Temple of Vhal, and is surprised to see all of the temple’s torches, oil, iron spikes, rope, and similar dungeoneering
windows dark. It then hears shouts and screams from supplies at no charge, but within reason. They will also
up ahead, sees torchlight down the street, and passes provide each party member with a week’s iron rations for
a few bodies (both men and goblins, though this will free, if requested. Aralic will heal the party and Hordan
not be apparent unless the characters stop to check). the innkeeper will provide characters with free room and
Approaching the Hungry Halfling, the group finds the board until they are ready to enter the catacombs.
inn besieged by ten goblins.
Dunomoros is anxious to join the party in clearing out
Many of the villagers are holed up inside, since the inn is the goblins, both to help a fellow cleric and because the
the town’s gathering spot and is the natural place to run attack made the fight somewhat personal for him. He
for shelter. Within the building are twenty farmers armed will be happy to join the party permanently—or tempo-
with clubs, axes, and spears, plus ten hunters armed with rarily—as a player character, or can remain an NPC, at
short bows, spears, and long knives. Also inside is Aralic the discretion of the DM and the players.
the Priest and Dunomoros, a druid passing through
town and visiting Aralic when trouble came. The Village of Stallanford

As the party approaches, one of the goblins breaks a Stallanford is home to a few hundred people, mostly
window and is hit in the head by a sling stone for his farmers. It has no standing army but can field up to 20
trouble. Another comes around a corner with a torch hunters armed with short bows, spears and long knives,
and says something in their language (characters who plus up to 50 farmers armed with clubs, hand axes, and the
speak goblin will translate it as “Let’s set it on fire.”) This occasional spear. These men are scattered in farmsteads
should cue the party to engage the besiegers. centered upon the village core and do not train together.

39
B11a: Priest’s Errand Footprints 23

The Temple of Vhal is served by Aralic and his assis- breaks through normal wear and tear. Eggard employs
tant, Akkel (C1). Aralic is seen as a father figure by three guards: Olged (usually on duty during the day),
the villagers; often to be found in the Hungry Halfling, Sado-of-Stallanford (night), Keyden (evening hours, the
where he answers questions, offers advice, and welcomes least social of the three).
visitors. Akkel is also friendly, but would be no good
in a fight and will be no more willing to enter the cata- Dalmarck’s Smithy is run by Dalmarck the Dwur, a dwarf
combs than Aralic. The temple is in the north side of who claims—with considerable justification—to be “The
town, next door to Lernan’s Farm. When the goblins FINEST smith in all the Lowland Fiefs”. Here the party
exited the temple they went south, so the proprietor of can get horses shod or iron items repaired.
Lernan’s Farm, Harribal Flatfeet, was not harmed during
the attack. He heard the fighting, though, and is hiding The Catacombs
in his barn if the party insists on finding him right after
the attack on the Halfling. These lie beneath the Temple and are where the local
dead are buried. The round anteroom is bare and the two
side rooms are strewn with the bones of local villagers.
The room at the end is largely bare and dusty, though
there are some bones piled along the walls in places.
Three of the alcoves at the far end hold statues of no
particular significance, while the last has had its statue
toppled forward and broken into several pieces. At the
back of the alcove the wall has collapsed, revealing the
start of a tunnel.

The goblins were digging when they unexpectedly broke


through. Recognizing the catacombs as human construc-
tion, the goblins surmised that it must connect to the
town above and soon decided to organize a raid. Those
goblins staying behind are not expecting a retaliatory
expedition and have taken no special precautions.

The Goblin Tunnels

1. Small Cavern

There are five goblins milling around here, armed with


spears. In principle they are guarding against intruders
from the catacombs, but none expects any, so security
is lax. The goblins will not be surprised, but neither will
they gain any advantages to their initiative.

The Hungry Halfling is the only inn in town. It has a Goblins (5): AC 6; MV 90′; HD 1-1; HP 5,4,4,3,2; #AT 1;
cowbell on the door and is run by Hordan Stonefield, a Dmg 1–6; XP 15,14,14,13,12.
retired dwarf adventurer from the north. Hordan is a
follower of Vhal, and is very protective of his staff: Meera 2. Guardroom
(serving girl), Sayra (kitchen assistant and Meera’s
mother), Tahan (hunter/butcher), Darah (baker and This is the main entrance to the goblin tunnels. Until
Tahan’s wife). Rates are as follows: they broke through to the catacombs, this was the only
way in or out of their lair. In the corner is a passage that
–– bunk: 1 sp/night per person (2 sp for a room alone) leads gently upward, to the surface. This tunnel termi-
–– stable: 6 cp/day per horse (includes grain) nates in a clump of boulders and thick bushes just north
–– meals: 2 cp (poor), 5 cp (common), 1sp (good) of Lernan’s Farm, so the entrance is normally hidden by
–– ale: 1 cp/mug, 1 sp/gallon; foliage.
–– wine: 2 sp/mug fine, 3 sp/gallon (watered)
On duty here are six goblin guards sitting at a table and
Across the street from the Halfling is Talmen’s Post, armed with short swords and spears. They will not be
run by Eggard Talmen. His prices are 10% higher surprised, as guard duty here has always been taken seri-
than standard, but he guarantees his merchandise if it ously. There is a rack of short swords along the wall.

40
Footprints 23 B11a: Priest’s Errand

All ten swords are in decent shape and, like other short 7. Slaughterhouse/Pantry
swords found in the tunnels, will each fetch a price of 5
gp. This room is heady with the smell of mushrooms and
meat that is past its prime, but still edible. Inside are two
Goblins (6): AC 6; MV 90′; HD 1-1; HP 7,6,4,3,1,1; #AT 1; human slaves, kidnapped farmers who have been put to
Dmg 1–6; XP 17,16,14,13,11,11. work as butchers and food packers.

The long curving tunnel between here and location #1 Andarin (0-level human): AC 10; HD 0-level HP 7; #AT
skirts some harder stone to the south. A dwarf or gnome 1; Dmg 1–2 (fist).
will recognize this if they stop to examine the walls.
Senonius (0-level human): AC 10; HD 0-level HP 3; #AT
3. Connecting Room 1; Dmg 1–2 (fist).

This room is empty except for a pile of trash in the south- They are chained here and will beg to be freed. Each
west corner, which is home to four giant rats that will character may make one bend bars attempt per pris-
attack if the pile is disturbed. oner to break a chain (each man has an ankle chained
to a sturdy loop sunk into the floor), but if the prisoners’
Giant Rats (4): AC 7; MV 120′; HD 1–4 hp; HP 3,3,2,1; chains can not be broken in this way, the party will have
#AT 1; Dmg 1–3 + disease; XP 8,8,7,6. to smash them in order to set the men free—attracting
the attention of the bugbears in location #4.
4. Guest Room
Andarin and Senonius know the layout of the tunnels
There are two beds here, both ragged and of no real and can be of real service to the party. If freed, they will
value, plus a plain wooden chair. Two bugbears are here, pick up large knives (count as short swords) and pot lids
dispatched on an errand similar the bugbear visitor in (count as small shields, making them AC 9) and will join
location #7 of B11. When the bugbear tribe sent a repre- the party until it returns to Stallanford. They are eager
sentative to the orc caverns, it also sent these two to to help clear out the goblins, but then they will simply
the goblins to see if the goblins were onboard with the wish to return to their farms. If the party requires it,
planned orc attack on Stallanford and to gather any intel- the men can assemble a day’s standard rations for each
ligence the goblins might have (the bugbear chief wants party member (unappealing food, but nourishing). The
to avoid any chance of betrayal during the engagement). food will spoil on the second day if not eaten.
Each bugbear carries 10 gp. Any loud noises in locations
#3, #5, #8, or #7 is likely to arouse the bugbears’ curiosity 8. Empty Room
and attract them.
This is a connecting room, bare of any furnishings or
Bugbears (2): AC 5; MV 90′: HD 3+1; HP 16,14; #AT 1; items.
Dmg 2–8; XP 160,140.
9. Bachelor's Commons
5. Dining Room
This is the main hangout for the tribe’s male goblins.
Down the middle of the room is a long table set with There are ten humanoids inside, half armed with short
chairs, metal plates and tankards. At the head of the table swords and half with morning stars. A clever party will
(before the chief’s seat) are a silver plate (5 sp value) and use the passage to bottleneck its attackers and avoid
a golden cup (2 gp value). If sold together they will fetch being surrounded. Each goblin carries 2–8 cp.
a total of 3 gp since they are a matching set—though
made of different materials they are of similar style. Goblins (10): AC 6; MV 90′; HD 1-1; HP 6,6,5,4,4,4,4,3,2,1;
#AT 1; Dmg 1–6; XP 16,16,15,14,14,14,14,13,12,11.
6. Kitchen
10. Storeroom
In this food preparation area are three goblins that have
been assigned to kitchen duty. They will, of course, fight This disorderly room is heaped with short swords, spears,
any intruders who enter. and mining tools. All items are in working order, though
none is of any great value.
Goblins (3): AC 6; MV 90′; HD 1-1; HP 5,3,2; #AT 1; Dmg
1–6; XP 15,13,12. 11. Treasure Room

Andarin and Senonius know that the tribe’s valuables are

41
B11a: Priest’s Errand Footprints 23

kept here, that only the ranking goblins go in or out, and 13. Throne Room
that it is well guarded. They don’t know exactly what
guards the chamber, as the men have never been allowed Near the far end of the tunnel is a wooden throne, in
to approach it. They’ve overheard hushed discussions front of which is the goblin chief and his retainers.
hinting that something fearsome waits inside the room.
Goblin Chief: AC 5 (shield); MV 90′; HD 1+1; HP 7; #AT
The door is locked, and a thief must successfully roll 1; Dmg 2–8 (morning star); XP 34.
against Open Locks to open it quietly. Breaking down
the door will make enough noise to attract a group of Goblin Retainers (4): AC 5 (shield); MV 90′; HD 1+1;
2–5 goblin guards armed with morning stars. Each party HP 8,6,6,3; #AT 1; Dmg 2–8 (morning star); XP 36,32,32,26.
member (except Andarin and Senonius) may make one
attempt to break the door down. After two melee rounds, five more goblins will arrive (AC
6; HD 1-1; HP 1–7; AT 1; Dmg 1–6; XP 10+1/hp) armed
Goblins (2–5): AC 6; MV 90′; HD 1-1; HP 1–7; #AT 1; with short swords. Three rounds after that, the two
Dmg 2–8; XP 10+1/hp. bugbears from location #4 will show up if they have not
yet been defeated. If the bugbears have been previously
Inside are two large dire wolves. They are chained to the dealt with four additional goblins will arrive instead.
floor so they cannot escape the room. The dire wolves
can reach any part of the room short of the The goblin chief wears a gold necklace
door and will attack anyone who enters— with inset stones (worth 200 gp). At
except the chief and his retainers. the back of the chamber is a cul-de-sac
containing a small, unlocked chest.
Dire Wolves (2): AC 7; MV 180′; HD 3+3; Inside are 6 gp, 50 sp, and 250 cp.
HP 23, 18; #AT 1; Dmg 2–8; XP 230,
180.

14. Spider's Lair

Andarin and Senonius have not been here, while the


Provided he is with the party, Dunomoros will cast animal goblins know something awful lies down the corridor
friendship, potentially neutralizing one of the wolves. At and avoid it. The two will follow the party down the
the DM’s discretion it could work on both wolves, if the passage but will hang back, avoiding entering the room.
party is badly weakened—or, if it’s too strong for this The chamber’s southern half is heavily webbed and
add-on and is having too easy a time, it could be inef- likely to entangle the party during a fight, but the webs
fective or Dunomoros could simply not think of it. If a are highly flammable.
player has taken him on as a PC, the DM may suggest
the spell, depending on the party’s need to take one of On the ledge in the northwest corner is a giant spider
the wolves out of commission (one dire wolf should be a that waits for something to walk below. It will wait until
challenge for a typical first-level party). most of the party has passed and then leap upon someone
in the rear (not Andarin or Senonius, who will not enter
In the back of the room is a chest, locked but not trapped, the room). The spider will not flee down the passage
containing 300 gp, 400 sp, two 50 gp gems, a scroll of cure unless it is in dire straits, especially with Andarin and
light wounds (x2), and a pair of bracers AC8. Senonius positioned in the corridor. If seriously pressed,
the creature will scuttle into the pervasive webbing as
12. Horticulture Cavern long as there is a clear path.

This large cavern is used to grow fungi to supplement Giant Spider: AC 4; MV 30′/120′ (web); HD 4+4; HP 24;
the goblins’ preferred diet of meat. Mushrooms of all #AT 1; Dmg 2–8 + save vs. poison or die; XP 285.
sizes abound and obscure the view of the floor. There
is nothing of value here, though like in location #7, the Scattered under the webs are 7 gp, 12 sp and 11 cp. Also
party can scavenge a meal here if it wishes. If the party hidden are the skeletons of three goblins—one empty-
thoroughly searches the room it will find goblin children handed, one with an old short sword, and the last a
and females hiding within. These noncombatants will smaller skeleton possessing a fine dagger worth 20 gp.
not attack and will plead to be left alone. If the party kills the spider, Andarin and Senonius will
suggest that this location would be a good place to rest

42
Footprints 23 B11a: Priest’s Errand

and recuperate when needed, since the goblins fear the (which is geared to characters of at least second level), I
place and will not approach it. invented this adventure as something to help build them
up. Each party member earned around 600 experience
Epilogue points and the bracers found at the end of the adven-
ture replaced the ring of protection +1 that had been
Upon returning to Stallanford, the party will report to acquired in B11, but had been taken by Petrides when
Aralic and receive free room and board at the inn. Also he fled. Even after completing this adventure the new
as before, the villagers will exchange money for the party party was still not approaching second level. I therefore
and replenish the characters’ supplies of adventuring improvised another errand, which the DM may also need
equipment (but not weapons), within reason. The town to consider. On the characters’ return to Stallanford, I
will send the group off with up to a week’s supply of iron had Aralic inform them that the recent goblin and orc
rations. activities may be related to the old stronghold of Rogahn
and Zelligar, a ruined fortress located in the mountains
I created this add-on adventure when my children to the east. Thus, I ran the players through module B1 to
suffered a total party kill (TPK) at the end of module gain still more experience. In our campaign, Aralic and
B11 (see http://goo.gl/XqrL5G for a recounting of it) and the Stallanford townsfolk considers this urgent because
had to start over with a fresh party. Rather than send they are a bit paranoid about the attacks—the bad guys
a hapless first-level group into the next module, B12 could come for town again if they are not stopped.

43
The Eye of Ishur Footprints 23

by C. Wesley Clough

“You are an adventurer, are you not? You have that look asked, “How do you know that I won’t keep the gem for
about you. Are you in need of work?” myself once you tell me its location?” Arakam had stolen
Arakam glanced to the side; he saw a stout man in silk before, both for himself and at the behest of others, and
clothing watching him intently. The man looked much like his skills in that area were not inconsiderable. Some of
the other people Arakam had seen in Kolos since he had his more daring heists had made it into minstrel lays in
arrived the day before, although the stranger’s clothing the kingdom of Garland, although Arakam was not at all
was finer. The man’s dark hair fell in tight ringlets, and he certain that a famous thief was a good thief.
had a gold chain braided into his beard. “I already have a buyer lined up, ten thousand gold
“Do you know me?” Motioning to an empty seat at his coins,” the stout man replied. “Moving a gem that large
table, Arakam took another pull of his ale. and recognizable would be difficult for a stranger. You
The man eased his bulk into the chair. His dark, beady would be forced to sell it to somebody like me in any case,
eyes quickly glanced around the tavern’s mostly empty undoubtedly for less than you would get if we split the
common room before coming to rest upon Arakam across profit I am going to make.”
the table. Arakam saw a glimmer of recognition in the Arakam looked thoughtfully across the table. “You
man’s eyes, but the stranger shook his head. need an outsider because the gem is on display in a public
“Should I know you?” The man waited for a response. place, or at least located in place of high traffic where
When none was forthcoming he continued, “I have need you can’t risk being seen and associated with the theft.”
of a man who is not from Kolos, and at the quay yesterday Ishur, the name struck a chord in Arakam’s memory. If he
morning I saw you arrive on a caravel. The way you carried wasn’t mistaken, Ishur was one of the gods worshipped
yourself, and the easy way your blade hung on your hip, in Kolos—a fire god. Rumors swirled of human sacrifices
suggested that you might be just the man for me.” consigned to Ishur’s flames. “The gem rests in a temple
“I am not a killer for hire.” Arakam set his tankard down perhaps?”
and reached for the buttered bread in the bowl in front of The man’s eyes widened slightly, but he nodded. “In
him. He was not lying. Arakam had a fearsome reputation Kolos everyone knows Danit the Jeweler,” he swept his
as a swordsman, but he actually preferred not to fight if he arms wide in one of the grand gestures that were common
could help it. Adventurer, the term that the stranger had among speakers from Kolos. “Attempting to take it myself
first used, was what described Arakam best. He lived by would be a sure way to get caught. People would remember
his wits, a traveler who seldom passed up an opportunity seeing me on the street near the temple after the gem was
to acquire some coin or go after a lost treasure. discovered missing.”
“Of course you’re not, and it isn’t a killer I am “Getting caught? Is that the danger you hinted at
seeking . . . rather I seek a man willing to liberate the prop- before?”
erty of others or, to put it more bluntly, a thief. I mention “No, it should be easy enough for a stranger to get
your easy way with a blade simply because there may be into the temple and out again without being recognized.
an element of danger involved.” The man leaned forward. I expect the discovery of the missing gem will not come
“What if I told you there was an amethyst the size of your until sometime after dawn. If you get in and out before
head lying unguarded not a mile from here. It is known midnight you’ll have plenty of time to make good your
as the Eye of Ishur, and if you get it for me I will split escape,” Danit shifted forward in his chair. “The danger I
the profits of its sale with you. Giving you perhaps twenty speak of is . . . competition. Not an hour ago my sources
percent?” informed me that another jeweler, my competitor
“Twenty percent? In truth, you must not know me,” Hychaim, has also hired outside assistance and means to
Arakam chuckled. After chewing a mouthful of bread, he make his own play for the gem tomorrow night.”

44
Footprints 23 The Eye of Ishur

“Why is the gem not guarded?” Arakam asked, “Does often late into the night, as the merchants and artisans
fear of being sacrificed to Ishur keep local thieves away?” that made up the majority of the population went about
“No,” Danit shook his head. “Despite rumors to the their business. Even the drizzling rain from the dark after-
contrary, Ishur doesn’t demand the lives of his faithful. noon sky could not disperse the crush of the throngs.
Mostly it is respect for the god that keeps thieves away, Arakam had no trouble blending into the crowds as he
that and an inability to sell such a well-known item.” followed Danit. The jewel merchant led Arakam a mean-
“And you are not so pious and have the means to see to dering path through the narrow, crooked streets before
its sale.” Arakam nodded. “Alright, I’ll retrieve the gem for finally stopping at what appeared to be a private resi-
you, but it will cost you thirty percent of the sale.” dence near the very temple that Danit had approached
“That’s agreeable,” Danit replied after a moment’s Arakam about robbing. Arakam crept into the shadowed
consideration. “You will go tomorrow night.” alley alongside the dwelling. Typical of most homes in
“Why not tonight, and be sure of beating Hychaim’s Kolos outside of the harbor area, the house was made of
men to the prize?” asked Arakam. mudbrick; it was roughly square in shape but only a single
“There’s a ceremony being held at the temple of Ishur story in height. Out of sight of the crowds on the street
this night.” Danit said. “The place will be thronged with fronting the home, Arakam scrambled up the wall to the
people—including myself—until well past midnight. I don’t building’s flat roof. In the center of the house was an
want the amethyst stolen on a night when I am within open courtyard, and Arakam could hear voices speaking
half a mile of the temple,” he waved his hand. “My spy quickly and excitedly. Like a silent shadow, Arakam
in Hychaim’s household said that his men won’t attempt slipped forward. Danit’s voice rose from below along with
to steal the amethyst until an hour after midnight, giving the voices of two others that Arakam didn’t recognize. The
you plenty of time to steal it out from under them if you adventurer sat back on his haunches to listen.
get there earlier.”
“Tomorrow night it is then,” Arakam took another pull ****
from his tankard. “Tell me about the temple and where
you want me to bring the gem once I have it.”
After describing the temple of Ishur to Arakam in
exhaustive detail and giving him an address near the docks
to deliver the gem, Danit pulled his heavy form out of the
chair and exited the tavern by the front door. A moment
later Arakam stood and dropped three royals, the silver
coins of the Kingdom of Garland, on the table to pay for
his ale and bread, and he slipped out the door after the
jewel merchant.
Arakam was certain that Danit had recognized him,
but he was unsure why the jewel merchant had chosen
to lie about it. Most people tried to flatter Arakam and
play up his fame when they sought to hire him for this
sort of work. A sense of disquiet had developed in his belly
the longer Danit had talked, and Arakam had long since
learned to trust such feelings. He had told Danit he would
steal the gem, but Arakam never felt overly obligated to
keep his word to those who asked him to perform illegal
acts; he would find out more about the jewel merchant
before committing to a course of action. The caravel that
Arakam had arrived on was to sail out of Kolos harbor on
the predawn tide the morning after the next, and Arakam
planned to be on it one way or the other.
The island city of Kolos, with its mudbrick buildings
and stone-paved streets crouched around the harbor. Near
the water the buildings were large, some rising to three or
four stories in height, and close set, while further up the A chilly breeze blew from the harbor and tugged at his
surrounding hills the streets got steeper and narrower. Up cloak as Arakam reached the top of the temple’s outer wall.
there the buildings were smaller and more broadly spaced. He crouched on the ceramic tiles of the roof and glanced
There were, of course, exceptions. The few larger temples around. The Temple of Ishur was laid out just as Danit had
in Kolos were invariably located higher up on the flanks of described it. Fronting the street was an entry house with a
the hills surrounding the harbor. peaked roof; from there colonnaded galleries stretched to
The streets teemed with people during the day, and the larger fane, which showed peaked roofs and a central

45
The Eye of Ishur Footprints 23

dome. Between the entry and the sanctuary was a paved couldn’t tell what, if anything, they held. Seeing and hearing
court with a round pool roughly in the center. Arakam no movement, Arakam pulled the great door closed behind
assumed that at a certain time of day the main temple would him and worked the slide to rebolt it.
be reflected in the pool. Oil lamps set on top of six-foot iron Arakam slipped up to the first alcove. The opening was
poles lit the pool. about two paces wide and slightly more than that tall,
From the outer walls on the side of the complex tiled coming to a pointed arch at the top. A red-dyed linen curtain
roofs sloped down above the galleries, and it was on one hung from the ceiling just inside the entrance. Easing the
of these that Arakam now crouched. The street in front of curtain aside and glancing beyond Arakam let out a low
the temple had still been busy an hour before midnight, but gasp and reached for his blade. As his eyes adjusted to the
the small alley that ran alongside the compound had been darkness he realized that the men he saw ahead of him were
deserted. Unseen, Arakam had easily scaled the temple’s mere images on a tiled mosaic some three paces from where
outer wall. He scanned the courtyard but saw no movement he stood. They were depicted in ceremonial red and yellow
and heard nothing beyond a faint din from the street. He garb, and he took them to be the images of priests. Arakam
then crept down the slope of the roof until he was at the let the curtain fall and moved quietly down the hall to the
edge. Lying on his belly, Arakam leaned his head over and next alcove. Slipping aside the curtain revealed a nearly
glanced around the dark gallery below. identical space, differing only in the positions of the mosaic
Satisfied that there was no one lurking, Arakam gripped figures. Comforted that the alcoves appeared to hold no
the edge of the roof and allowed himself to slide forward danger, Arakam continued toward the temple’s sanctuary.
a bit further. He twisted as he slid free of the roof, landing A large circular room fully one hundred feet across sat
quietly on the balls of his feet and dropping into a crouch. beneath the temple’s dome. Carvings and statuary in half
The thief counted to thirty in his head while listening relief depicted men and women in poses of worship and
intently, but the gallery remained silent and no sounds of covered the walls of the sanctuary. Arakam could see that
guards came from the grounds. the passage of countless feet had worn smooth and polished
Arakam rose to his feet, a slightly darker shadow in the the floor. A semicircular trench in the room’s floor sepa-
shadow-filled gallery. He quickly checked himself over to rated the far third of the room from the entrance area. The
make sure that he had lost none of his equipment during the channel was some twelve feet across and bridged by a single
climb. His hand brushed the hilt of the short arming sword six-foot-wide stone slab. The light that filled the room came
hanging at his left side from a leather baldric, making sure up from the trench and Arakam could see the flames licking
it was still secure in its scabbard. His other hand checked above the rim here and there along its length.
the long dagger similarly sheathed on his In the sacred area on the far side of the
right hip. His gear intact, Arakam moved flame-filled moat, Arakam could see a
carefully down the gallery toward the long, flat altar stone, carved with images
main temple. of flames and leering faces. Behind the
The double wooden doors leading into altar was a copper statue, nine feet high,
the main temple were half again as tall of a figure manlike and yet not a man.
as a man and each was six feet broad. The statue sent a chill through Arakam,
Arakam tugged on the pull ring set into although he could not say for certain why;
the right-hand door, but it didn’t budge. it was grotesque in some subtle way that
Looking more carefully at the relief carv- he could not consciously comprehend. The
ings of gods and men that covered the head was too large, its open mouth frozen
surface of the doors, he found a slide in a perpetual grimace. The statue’s arms
mechanism that would release the bolt were disproportionately long, and its legs
holding the doors closed. Arakam had where too short, creating a slightly simian
seen the like before, and he suspected appearance. Strangest of all was the huge
that there was another slide working the amethyst placed in a hollow in the center
bolt from the inside of the door as well. of the statue’s forehead, like a gigantic,
Pushing the bolt back, Arakam frowned violet third eye. Arakam could only guess
as it made a loud thumping noise. He waited in silence for a that the statue was an image of the god Ishur itself.
guard to come around the corner or out of the entry house. Arakam was about to enter the sanctuary when he heard
Half a minute later, when no one had appeared, Arakam the loud thump of the door bolt being drawn back. Acting
relaxed slightly and pulled open the right-hand door far quickly, he ducked into the alcove to his right, pulling the
enough to slip inside. curtain to stillness behind him. Arakam heard stealthy foot-
A hallway stretched perhaps ten paces from the double steps in the hall; he listened closely as they passed by the
doors before opening up into the great sanctuary. Light in alcove and entered the great sanctuary.
the sanctuary provided a dim illumination to the hall. Still Looking about the shadowed alcove Arakam saw a set of
thick with shadow were the alcoves that lined the hall, three shutters on the wall fronting on the sanctuary, and, pulling
on each side, and from his place near the door Arakam them open a crack, he could see into the sanctuary through

46
Footprints 23 The Eye of Ishur

a small window concealed among the carvings that covered statue’s shoulders and heaved himself a bit higher, finding
the sanctuary’s walls. Arakam watched two men and a purchase for his feet on the decorative bands carved on stat-
woman walk quietly across the sanctuary. They were not ue’s upper thighs. “Damn, tis ting is ’ot to te touch,” he said
of Kolos by the cut of their clothing and physical features. down to Lionel.
Arakam guessed that Hychaim’s thieves had arrived much “Forget about that,” Lionel replied, rising to his feet. “Get
earlier than Danit had told him they would. Arakam was the jewel and let’s get the hell out of here.”
surprised to recognize the taller of the men. “A bit of wire is all tat ’olds it in place.” Holding on to
Lionel of Herth was a minor noble of Garland who had the side of the head with one hand, Kastor reached around
sided with King Odollord’s younger brother Neilus in his with the other to pull forth a foot-long poniard that was
play for the throne. Arakam had been present when the nestled against the small of his back. “I’ll ’ave it out right
baronet had been sentenced to death, in absentia, for quick.”
treason. At the king’s request Arakam had led a team The sound of snapping wire carried to Arakam as
of mercenaries to try to capture Lionel in the closing Kastor dug around the amethyst eye with his poniard.
weeks of the war, but the wily noble had managed to The thief hanging on the statue replaced the dagger in
escape. Lionel had vanished into exile with Neilus when the sheath on his back and reached into the
the prince fled as his support crumbled in the waning hollow with the hand that had been holding it.
days of his failed rebellion. Arakam’s failure to capture He delicately pulled the head-sized amethyst
the baronet had been one of the factors that free from its socket.
played into the cooling of his relations with “I’m goin’ to drop it down to you,” Kastor
King Odollord and his eventual leaving said looking at Lionel. “Be ready, tis damn
that monarch’s service. Arakam knew that in statue is getting ’otter.”
Garland there was still a hefty price on the disgraced Lionel caught the amethyst with a grunt,
noble’s head, dead or alive. using both hands. Kastor dropped back to the
The three thieves stopped at the slab that led ground while the former noble slid the huge
over the burning moat. By some trick of the acous- gem into a silk sack.
tics of the vaulted chamber Arakam could hear their “Let’s go,” Lionel said, turning to start back
whispered conversation as if he was standing there toward the slab over the channel. There was
with them. the sound of groaning metal behind him. As he
“I don’t think I want to go any further,” the woman said, reached the slab over the moat he turned—to see that
her blond hair catching the light coming from the trench as the statue was moving! Its arms shot forward to enwrap
she uneasily eyed the slab that served as a bridge. From her Kastor from behind. The short Duran’s shriek was quickly
accent and clothing, Arakam took her to be from southern cut off, and then the only noise was the sounds of his ribs
Garland, likely near Herth. Perhaps a relative or retainer breaking. Arakam felt his guts twist with horror; the statue
who had followed Lionel into exile, Arakam mused. was hot enough to glow, and the smell of searing flesh
“Stay here and watch the door then,” replied Lionel, quickly permeated the sanctuary.
“Kastor and I will retrieve the jewel. You just make sure “Illyana, run!” Lionel shouted, and he started to spring
that we are not caught unaware by guards or the thief that across the slab that bridged the fiery moat. The woman, who
Hychaim’s rival hired.” had looked back when she heard the commotion, needed no
“Tat’s a creepy lookin’ ting, isn’ it?” The shorter man, more urging and took off toward the hall. The statue tossed
Kastor, said, indicating the statue. Kastor’s short, kinky Kastor’s broken, smoldering body into the fire-filled trench
brown hair and sallow skin marked him as a Duran, one and came after Lionel with surprising swiftness for a nine-
of the nomads that dwelt along the northern edges of the foot-tall mass of copper.
Stonelands of Tern. Arakam wondered what the short Illyana sprinted past the alcove where Arakam was
nomad was doing so far from home. watching the action unfold. The adventurer drew his sword,
“It’s just a statue; it can’t hurt you,” Lionel said with a keeping an eye on the statue through the window. Lionel
shake of his red-bearded head. “Come on.” had nearly made it to the hallway when his boot slipped on
The former noble started across the slab with Kastor on the worn stone of the floor and he fell. The silk bag holding
his heels. The woman turned to face the hall that led to the the amethyst flew from his hand and slid along the floor
main doors, her hand resting on the hilt of her anelace. until it came to rest just in front of the curtain of Arakam’s
Lionel and Kastor approached the altar with caution. The alcove. Arakam felt a twinge of pity for the disgraced noble;
two men stood looking up at the statue for a long moment. treacherous cur that he was, Lionel of Herth deserved a
“I am the heavier of us,” Lionel said. “I will boost you up, and better death than this. Arakam thought about rushing to
you can retrieve the eye.” He dropped to all fours directly in the fallen rogue’s aid, but then it was too late.
front of the grotesque statue. Lionel rolled over onto his back as the statue loomed over
Kastor stepped up onto Lionel’s back. From his vantage it him. The baronet slid backward as he tried desperately to
looked to Arakam that the short thief’s eyes were still nearly draw his broad sword. There was a whistling sound, like a
a foot below the level of the amethyst. Kastor grabbed the boiling kettle, just as Lionel’s sword came free of its scab-

47
The Eye of Ishur Footprints 23

bard. From the statue’s mouth, still frozen in its eternal gazed malevolently at him before collapsing back into the
grimace, a jet of steam rushed forth. The whistling stopped, pool.
and the statue continued forward again, walking past the “I’ll be taking the amethyst, thank you.” Arakam felt
scalded corpse. From the window Arakam could see that it the point of a blade against the center of his back. “I don’t
was headed toward the hall and the alcove he was hiding in. know who you are, but the gem is mine. I am taking back to
Arakam moved toward the curtain. Hearing the statue Hychaim for my reward.”
stop just outside of the alcove he burst into motion. With “That would be a mistake,” Arakam said, turning his
one sweep of his sword he slashed the cords that held the left foot slightly outward but making no other movements.
curtain, and with his free hand he hurled it over the statue’s “Hychaim sent you here to die, just as Danit did to me.”
head and upper body. Kicking the sack with the amethyst “What are you talking about?” Illyana said, forcing the
further down the hallway toward the door, Arakam struck point of her short wedge-shaped sword a bit deeper.
out with his sword at the statue’s left leg. “Hychaim and Danit are not rival jewelers,” Arakam said.
Arakam expected the sword to glance off the copper, “They are rival priests of Ishur. It is a competition, the one
leaving a small nick or gouge at the most and hopefully that provided the better sacrifice tonight being acclaimed
knock the thing off-balance. Instead, the blade bit deeply. high priest on the morrow. Hychaim sought to gain favor
There was a shriek of metal, followed by a blast of steam by sending three strangers to die as sacrifices to Ishur, you
out of the wound around the sword blade. Arakam dropped three. Danit sought to trump him; he recognized me on the
the sword and leapt away to avoid being scalded. The statue dock and sought to send me to my death, feeling that I was
was hollow, its metal skin forming a reservoir for the super- more valuable than three nobodies.”
heated water with in it. Ducking under one of the statue’s “My cousin Lionel was not a ‘nobody.’”
flailing arms, Arakam could see that the curtain was already “True enough; I recognized him at once,” Arakam
starting to smoke; it would not take long before the heat of responded, keeping his voice carefully neutral. “A half dozen
statue burned it off. years ago Hychaim and Danit may have recognized him as
Arakam turned and ran toward the door that the fleeing well, but Lionel of Herth has been too long out sight, my
Illyana had left open. He reached down and scooped up the fame has eclipsed his, I am afraid.”
sack with the amethyst as he passed it, and then he was “Your fame?” Illyana hissed, “Who are you?”
outside. He slammed the door closed and shot the bolt into Arakam spun on his left foot, his right hand freeing the
place. long dagger from his belt at the same time as his left hand
The large wooden doors shuddered as something massive slapped the flat of Illyana’s anelace, forcing the short sword
and strong slammed into them. Arakam backed away as the wide. Arakam ended his movement facing Illyana, with his
blow was repeated. Glancing around for a potential weapon, dagger tip resting against her left armpit and her blade out
his eyes fell upon one of the iron lamp poles. Reaching it in of position. “Arakam of Aluana,” he said with a slight smile.
two quick strides Arakam pulled the six-foot iron pole from “Damn,” Illyana said, lowering her blade. “Had I known
its socket in the pool’s low rim, tipping the oil lamp off into who you were I would never have tried to take the gem.”
the water. The heft of the pole told him it was made of solid “Sure you would have,” Arakam said, still smiling, while
iron. he stepped away. “You just would have struck instead of
There was a crash as the temple’s doors burst open, talked and then taken the amethyst from my corpse.”
giving way as the bolt tore free in a shower of jagged splin- “Perhaps so,” Illyana said with a dark look on her face.
ters. The statue stood framed in the doorway, a few flaming “What you said about our employers, was that true or just
bits of fabric all that remained of the curtain that Arakam a play for time?”
had thrown over it. Seeing Arakam standing at the edge of “True,” Arakam replied. “After he left me last evening I
the pool the statue rushed forward in a lumbering run, its followed Danit in secrecy. He came to a dwelling very near
simian arms spread wide to grasp him in the same deadly this temple and met with several other members of his order.
grip that it had used upon Kastor. I listened in on their conversation.”
At the last possible moment Arakam leaped to one side “And now that you have the gem, what do you plan on
and thrust the iron pole at an angle between the statue’s doing with it?” she asked.
legs, shoving the far end between two cobblestones. The stat- “I’ll sell it elsewhere, perhaps in Garland,” Arakam
ue’s momentum bent the pole, but it also threw the copper responded thoughtfully.
goliath off balance. For a moment it teetered on the edge of “How will you get away? Kolos is an island city. It will not
the pool, and then Arakam launched his shoulder into the be difficult for them to find you once they realize that you
small of its back. The heat of the statue burned his shoulder survived and the amethyst really was stolen.”
through his cloak and shirt, but the contact was brief, and “The caravel I arrived on is set to leave the harbor with
the tottering statue fell forward into the cold water. the predawn tide. We can be at sea before they realize what
With the shriek of tearing metal, steam and twisted has happened.”
copper exploded upward from the pool. Backing away from “Why did you come to steal the gem if you knew it was
the pool Arakam thought he saw, for just a moment, in the a trap?” she asked.
column of boiling water and steam three violet eyes that “The challenge,” he replied with a shrug.

48
Footprints 23 Shards from the Workshop

by various Dragonsfoot members


You will find here creatures and constructs suitable for use copyrights to their creatures’ names and descriptions.
in Advanced Dungeons & Dragons and similar systems. Unless otherwise indicated, the entirety of each entry is
The authors wish to share their creations, but they hold to be construed as the author’s Product Identity.

The following creature is OSRICTM Open Content the animals out of the possession of those who covet their scat. King
Fungal Sloth (Cap Creeper) by Stephen McFadden funglings and their evil counterparts (‘shrooms) have been known
to take fungal sloths as familiars and ready sources of potion-cre-
Frequency: Very Rare ating excrement, going so far as to allow favored sloths to cling to the
No. Encountered: 1d20 undersides of their own fruit caps and eat their own tissues. Other
Size: Small (3–4 ft tall) funglings shudder at such base behavior, but alchemy-practicing
Move: 30 ft kings and ‘shrooms can become quite attached to their personal cap
Armor Class: 8 creepers.
Hit Dice: 1–1
Attacks: 1 A humanoid coming into skin contact with a fungal sloth’s excrement
Damage: 1d2 must save versus poison or suffer one of the following effects (d8):
Special Attacks: See Below (1–2) a scare spell; (3–4) a forget spell; (5–6) a fear spell; (7) a confu-
Special Defenses: See Below sion spell; (8) a potion of delusion of the type listed in the previous
Magic Resistance: Standard paragraph, chosen randomly. All spell-like effects are as cast by a 7th
Lair Probability: 100% level magic user, the potion of delusion effect lasting for 1d6 turns. As
Intelligence: Semi- a precaution, fungal sloths hiding within a host-mushroom’s fruit cap
Alignment: Chaotic Neutral will attempt to fling their scat upon any non-vegetable or non-fungi
Level/XP: 1/10 + 1 per hp based lifeform that walks below (on a successful hit versus AC 10).

Fungal sloths, also called cap creepers, are small, koala bear-like Cap creepers do not have possessions and ignore any items that
animals that shun all creatures other than funglings (mushroom others would deem to be treasure.
men), which they tolerate. Content to spend their lives up, under the
fruit caps of gargantuan fungi, fungal sloths do little more than eat Golem, Decanter by John A. Turcotte
from their host mushroom and defecate out hallucination-inducing
excreta. Living underground, or anywhere that fungal forests will Frequency: Very Rare
thrive, cap creepers are inexorably tied to their food sources. No. Appearing: 1–4
Armor Class: 9
Fungal sloths have loose, thick hides that deflect attacks fairly well. Move: 9″
Thus, even though they move extremely slowly, and always lose Hit Dice: 1 (6 hit points)
initiative, cap creepers have moderate armor classes of 8. Fungal % in Lair: 100%
sloths will always retreat from a threat but, if cornered, will lash out Treasure Type: Nil
with an oddly shaped arm tipped with two sharp claws. If a fungal No. of Attacks: 1
sloth connects with such a blow the recipient must save versus poison Damage/Attack: Special
(at a -4 penalty) or rapidly die (1d4 rounds) from mycetic poisoning Special Attacks: See below
(plant and fungi-based life forms are immune to this effect.) Likewise, Special Defenses: See below
the flesh of fungal sloths is highly poisonous and is shunned by all Magic Resistance: See below
living creatures. Intelligence: Non-
Alignment: Neutral
Cap creeper excrement is hallucinogenic and is used in potion manu- Size: M
facture by magic users and by king funglings and evil ‘shrooms alike. Psionic Ability: Nil
Worth its weight in platinum, the excrement of fungal sloths is prized X.P. Value: 196
throughout the underdark and is used as a trade commodity between
fungling communities and outsiders. When refined, the excrement Decanter golems are exceedingly rare constructs. In appearance, they
becomes a prime ingredient in mind-altering potions of the following are humanoid in shape, exquisitely fashioned out of glass. Clever
types: clairaudience, clairvoyance, ESP, heroism, human control, love, hinges built into the tops of their heads permit their pates to swing
persuasiveness, and super-heroism. Indeed, king funglings often desig- open like teapots, allowing the hollow golems to be filled with liquid.
nate large swathes of their mushroom forests as sanctuaries for Contact poisons and acids are commonly used to fill golems, and the
fungal sloths, protecting the cap creepers from harm and keeping golems’ contents determine their coloring. It will not be immediately

49
Shards from the Workshop Footprints 23

apparent to onlookers that decanter golems are liquid-filled; they will appear to possess scales and, not having the fully developed frontal
outwardly appear to be constructed from a crystalline substance of fins of hippocampi, they move through water at slightly slower rates
similar color. than do the fish-horses.

These golems can attack by touch or at normal melee range, small Sea unicorns’ forelegs are capable of lashing out with great force but,
spouts in their fingertips allowing them to spray their contents on an like normal unicorns, their horns are their primary means of attack.
opponent up to 3′ away upon a successful hit. However, the golems’ Charging through the water at 320 feet per round, a mermonoceros
creators actually intend the constructs to be attacked with weapons. can overtake most aquatic foes (surprise on a six-sided roll of 1–4) and
Any blow inflicting 6 hp of damage on a decanter golem will cause the deal double damage with its great horn (2 feet long). Such a charge
construct to shatter and explode, inflicting a triple-strength direct hit will stun opponents of medium or small stature for 1d4 rounds if the
(see DMG, p. 64) back upon its attacker. This also results in a double- recipient of the charge fails to save versus paralyzation. Their horns
strength splash upon all creatures within a 5′ radius. The capacity of are magical, and by possessing such sea unicorns can innately detect
a decanter golem is 160 pints (20 gallons) of any liquid. evil and dimension door (as 9th level magic users) thrice per day.

Decanter golems are immune to most spells, including all mind-af- Five mermonoceri are able to collectively conjure a water elemental once
fecting magic, holding, paralysis, death magic and illusions. They are per week (performed at the level of an 11th level magic user). Doing
not subject to poison. They are unaffected by acid, electricity and this requires an hour of casting, during which time the mermonoceri
magic missiles but, if a decanter golem fails its saving throw against swim in a circle at an ever-quickening pace. This eventually creates a
fire or cold-based spells (saving as 3 HD monsters), its contents will vortex in the water, within which the elemental appears.
freeze/boil as appropriate and cause it to shatter, as above. If the save
is made the golem is unaffected by the spell. Decanter golems are Mermonoceri care nothing for treasure and will avoid directing others
entitled to a saving throw against shatter spells but are destroyed if to shipwrecks, considering it ill luck to visit such sites of misfortune.
the save is failed.
Wise Old Owl by Gordon Wheaton
The following creature is OSRICTM Open Content
Mermonoceros (Sea Unicorn) by Stephen McFadden Frequency: Very Rare
No. Appearing: 1
Frequency: Rare Armor Class: 5
No. Encountered: 1d6 Move: 3″/30″ (flying, MC: C)
Size: Large (10 feet long) Hit Dice: 2
Move: 210 ft % in Lair: 10%
Armor Class: 3 Treasure Type: Nil
Hit Dice: 4+4 No. of Attacks: 3
Attacks: 3 Damage/Attack: 1–4
Damage: 1d4/1d4 (forelegs), Special Attacks: Nil
1d12 (horn) Special Defenses: See below
Special Attacks: Charge Magic Resistance: 25%
Special Defenses: None Intelligence: Godlike
Magic Resistance: Standard Alignment: Lawful Good
Lair Probability: 10% Size: S
Intelligence: Average Psionic Ability: 300
Alignment: Neutral Good Att/Def Modes: ABCDE/FGHIJ
Level/XP: 3/200+3/hp
A Wise Old Owl appears to be any ordinary eagle-owl, save its eyes.
Sea unicorns dwell only in warm, coastal waters of moderate or Looking into an Owl’s eyes is like staring into a clear sky on a moon-
shallow depth. They are fiercely independent creatures, but live in less night and hints tantalizingly at the creature’s intelligence and
small herds of related animals and will work cooperatively with sea wisdom. Each Owl is all-knowing, knowing all that was and currently
elves (with whom they closely associate) to chase away predators and is. However, it does not know of what is to come.
evil creatures such as sahuagin, scrags and sea hags.
An Owl will answer only one question posed to it during a particular
Mermonoceri are not natural and they broke away from their land- encounter, answering the question truthfully. It will deign to answer
dwelling cousins when aquatic elves mysteriously diverged from questions only from druids, rangers, paladins, monks and good-
gruagach. Possessing porpoise-like lower halves, sea unicorns propel aligned clerics and barbarians. Regardless, an Owl will only answer
themselves through the water at a fast pace while making subtle an individual’s question once in his or her lifetime.
adjustments to their movement with their front appendages. Their
forelimbs have become cloven over time and webbing connects the The first qualifying character to see an Owl will be the one permitted to
two halves of their feet together. Mermonoceri only superficially pose a question. Using telepathy, the Owl will give the individual leave

50
Footprints 23 Shards from the Workshop

to pose the question, instructing that it be spoken aloud. However, the limit to the number of half-strength spawn a bloodwight can control
Owl will answer the individual solely through telepathy, with only and half-strength bloodwights only have 2 HD, do 1–2 points of
the questioner being privy to its response. Owls seem to appear when damage per attack, have a 50% chance of draining a point of consti-
needed the most, and druids of 12th or higher level may call upon an tution, and cannot generate servitors of their own. They are worth 44
Owl if they have never before encountered one. Such a summoning may +2/HP XP (a level II monster), but are otherwise identical to a normal
only be done on an evening of a new moon, taking six complete turns. bloodwight. If the controlling bloodwight dies, its spawn will be freed
from servitude and will acquire their full abilities and powers within
Owls will never attack with their talons or beak preferring, instead, 24 hours. Note that, while the number of bloodwights that appear
to use their psionic abilities. Owls may teleport without error twice in an encounter is normally low (1–4), each will normally have 1–10
a day, can never be surprised and can only be harmed by magical half-strength spawn attending it.
weapons.
Boodwights are immune to sleep, charm, and hold spells, as well as to
Bloodwight by C. Wesley Clough poisons and disease. Weapons that are not silver or enchanted deal
only half damage to a bloodwight. Holy water deals 2–7 points of
Frequency: Rare damage per full vial that strikes a bloodwight and the creatures are
No. Appearing: 1–4 turned by a cleric as if they were regular wights. Bloodwights fear
Armor Class: 5 and shun sunlight, although it does not physically harm them. While
Move: 9″ in sunlight, or other areas of intense illumination (such as the radius
Hit Dice: 4 of a continual light spell, but not that of a normal light spell), a blood-
% in Lair: 75% wight fights at -1 to its ‘to hit’ rolls.
Treasure Type: D
No. of Attacks: 1 The following creature is OSRICTM Open Content
Damage/Attack: 1–4 Ethereal Ghoul by Stephen McFadden
Special Attacks: See below
Special Defenses: See below Frequency: Very Rare
Magic Resistance: See below No. Encountered: 2d4
Intelligence: Average Size: Small (5–6 ft tall)
Alignment: Lawful Evil Move: 180 ft
Size: M Armor Class: 6
Psionic Ability: Nil Hit Dice: 3
Level/X.P. Value: IV/175 + 4/HP Attacks: 3 (claw, claw, bite)
Damage: 1d4/1d4/1d6
Bloodwights are similar in appearance to normal wights, appearing Special Attacks: See Below
like the desiccated corpses of the persons they once were. Sages spec- Special Defenses: See Below
ulate that the first bloodwights were cursed with undeath after being Magic Resistance: 50%
interred in ground forsaken by the gods of Weal. Indeed, some of Lair Probability: 0%
these creatures continue to be created this way, but the vast majority Intelligence: Average to High
is now formed when existing bloodwights slay the living and spread Alignment: Chaotic Evil
their curse. These undead hate the living and have an insatiable Level/XP: 2/50 + 2 per hp
hunger for blood.
Similar in many respects to
When a bloodwight attacks a living creature blood erupts from where normal ghouls, but roaming the ethereal plane, ethereal ghouls are
the victim was struck, spilling from open wounds or seeping from able to smell the residue that is created in the ether when spells and
the very pores of the skin. The blood then arcs through the air and spell-like powers manifest on the prime material plane. When within
is absorbed by the attacking bloodwight. In addition to the damage 1000 feet of such a disturbance in the ether, a pack of ethereal ghouls
normally caused, this bloodleech attack immediately drains one will home in on the spellcaster’s or creature’s location and briefly
point of constitution from the victim. Lost constitution can only be materialize. Appearing between 10′ and 100′ from the target (the
recovered through one of the following methods: a remove curse spell distance determined by a d10), the ghouls have no chance of being
(restores 1 point per casting), a cure critical wounds spell specifically surprised, but will surprise their prey 50% of the time.
meant to restore constitution (returns 1 point but does not heal any
hit points), a heal spell (will restore 1 point of lost constitution along Once in material form ethereal ghouls will size up the situation.
with its normal effects), a limited wish or alter reality spell (restores Pouncing upon weak prey, the ghouls will readily flee from strong
1–4 points of lost constitution at a time), a regeneration, restoration, or opponents. Capable of paralyzing a humanoid with enervating
wish spell (will restore all points of lost constitution). touches that are somehow tied to its home plane, the attacks of an
ethereal ghoul are as powerful as those of a ghast and affect even
Any human slain by a bloodwight will rise the following night as a elves and fey beings. Once paralyzed, a victim will immediately be
half-strength bloodwight under the control of its slayer. There is no consumed by the pack of ghouls unless confronted by additional

51
Shards from the Workshop Footprints 23

attackers. The remains of those slain by ethereal ghouls themselves rienced. A pestilence wraith is about the size of a human but, since
turn ethereal, the soul worms of the individuals transmogrifying into it is composed of mist, it is virtually weightless and moves via flight
nascent ghouls just one day later. Ethereal ghouls are turned as are (Maneuverability Class A). Pestilence wraiths are very intelligent and
ghasts. speak whatever languages they knew in life (usually common).

Ethereal ghouls may only reside on the material plane for one turn Pestilence wraiths seek to use stealth and ambush in combat, aiming
and, because of vagaries in the ethereal wind, will only be able to to touch as many opponents as possible and spread their charac-
locate the former spot in the prime material if the original prey utilizes teristic disease. A pestilence wraith moves silently unless it chooses
another spell or spell-like ability within 1000 feet. These strange otherwise, and the wraith can hide in shadows as if it were a 10th level
ghouls may materialize or become ethereal at will, but they may thief. Combined, these abilities allow a pestilence wraith to achieve
never spend more than one turn in the material plane.Unlike normal surprise 66% of the time (4 in 6 chance). A creature touched by a
ghouls, fastidious ethereal ghouls clean themselves after feeding and pestilence wraith must save against poison or immediately become
are avid collectors of garishly ornamented bracelets, necklaces, rings infected with the disease known as Wraith Wrack. Wraith Wrack
and charms. They may (5% chance) have in their possession a magic causes those infected to suffer from intense fever and chills while
item of one of those types. Otherwise, an ethereal ghoul’s jewelry slowly succumbing to the illness’ more insidious effects. Characters
will hold a total value of 2d10 gold pieces. Appearing as unusually suffering from Wraith Wrack do not benefit from natural healing,
featured humans, ethereal ghouls have sloping foreheads, grossly suffer a -2 penalty on all to hit rolls and saving throws, and can move
exaggerated noses and an initial slate black skin coloration. Much like at no more than half speed. Those victims also begin to waste away,
sufferers of vitiligo, the pigmentation of the ghouls’ skin is destroyed losing 1 point of Strength, Dexterity, and Constitution every day. If
over time, turning the longest surviving of these undead into weird any ability score reaches zero the character dies (for living creatures
albinos. without ability scores, assume that an infected creature can survive
for 10 days.) While sick, a victim infected by Wraith Wrack is very
Pestilence Wraith by C. Wesley Clough contagious, and any living creature that comes into direct physical
contact with the sufferer must save versus disease or contract the
Frequency: Very Rare
No. Appearing: 1–4
Armor Class: 3
Move: 18″ (flying, MC: A)
Hit Dice: 10
% in Lair: Nil
Treasure Type: Nil
No. of Attacks: 1
Damage/Attack: 1–4
Special Attacks: See below
Special Defenses: See below
Magic Resistance: See Below
Intelligence: Very
Alignment: Chaotic Evil
Size: M
Psionic Ability: Nil
Level/X.P. Value: VII / 2,850 + 14 per HP
illness itself. Wraith Wrack is a magical disease, and a cleric’s cure
A pestilence wraith manifests as a nebulous, vaguely human shaped disease spell will not affect it unless a remove curse spell is also cast. A
cloud of swirling, black-green vapors. Other than a pair red glowing character that is cured of Wraith Wrack will regain lost ability points
eyes, a pestilence wraith lacks specific features. However, its form is at the same rate of 1 per day.
still substantial and the wraith can both give and receive damage.
Pestilence wraiths are unharmed by non-magical weapons, and
Pestilence wraiths are undead creatures that have been born of magic weapons of less than +3 enchantment deal only half damage.
sickness, pain and death. They despise all living things, seeking to They cannot be affected by poison, paralysis, disease, gas or cold and
bring to others the suffering and death that they, themselves, expe- are turned by a cleric as if they were ghosts.

52
Footprints 23 Shards from the Workshop
The following creature is OSRICTM Open Content
Vollgrim, Lesser/Greater by Stephen McFadden

Frequency: Very Rare / Very Rare


No. Encountered: 1d8 / 1d4
Size: Medium to large (6–20 ft tall)
Move: 60 ft / 90 ft
Armor Class: 7 or 5 / 5
Hit Dice: 3 or 7 / 4+12 or 8+12
Attacks: 1
Damage: 1d8 or 4d4 / 3d4 or 4d4
Special Attacks: Nil
Special Defenses: See Below
Magic Resistance: See below
Lair Probability: 0%
Intelligence: Non / Low or non
Alignment: Neutral / Neutral (evil)
Level/XP: (2/100+2 per hp) or (4/400+4 per hp) /
(3/150+5 per hp) or (5/500+5 per hp)

Vollgri are wholly unatural, the twisted products of a necroman- fully restrained, and after the necromancer has completed his battery
cer’s evil mind. Lesser vollgri are much inferior to the greater kind, of experiments on the victim. Once the lignification process has
and can be manufactured on the fly by any magic user capable of begun, the target creature gains the same benefits as a lesser volgrim
casting the animate dead and lignification spells (see below). When (lower AC and a +1 bonus to non-magical saves) before it is trans-
a magic user of the appropriate level (9th+) casts lignification and formed into a juju zombie. Superior to lesser vollgri in every respect,
animate dead upon a number of fresh bodies (humanoid, animal the greater vollgrim that is created will also have all of the powers
or monster), the corpses’ and carcass’ tissues are first lignified and of a juju zombie (hit only by +1 or better magic weapons, piercing
then animated. Each lesser vollgrim that is animated in this way and blunt weapons only doing half damage, immune to mind attacks,
becomes a fundamentally stronger and more durable humanoid or magic missiles, poison, electricity, death and cold spells). Acid, fire and
animal/monster-type zombie. Over time, however, a lesser vollgrim holy water will affect a greater vollgrim normally, but it is turned as a
will lignify completely and then either root itself in loose ground or spector and plant-affecting spells are ineffective against it. All greater
petrify throughout. This process is unavoidable for all lesser vollgri vollgri attack as 8 hit die creatures and, unlike their lesser cousins,
and occurs within a number of months equal to the necromancer’s they never petrify or become rooted. These unfortunate creatures will
level. If a lesser vollgrim becomes rooted (which may occur only above spend eternity as exceptionally durable juju zombies, the human-
ground, exposed to light), it begins to foliate and become a true tree, oid-type greater vollgri possessing 4+12 hit dice and the animal and
albeit one possessing a highly evocative form. If unable to root itself, monster types having 8+12.
the lesser vollgrim will simply petrify, making it completely immobile.
Vollgri do not possess treasure, and they act as zombies of the normal
Lignification adds one to the armour class of the unusual zombie, or juju types with respect to behavior.
lowering a nomal zombie’s AC from 8 to 7 and a monster/animal
zombie’s AC from 6 to 5. The process also grants the affected carcass Lignification (Alteration)
a permanent +1 bonus to all non-magic based saving throws. This is
similar in every respect to the 2nd level druid spell barkskin, and it also Level: 4 Components: V, S, M
increases the durability and toughness of the zombie’s body, granting Range: 10 feet Casting Time: 4 segments
it an extra hit die. Thus, humanoid-type lesser vollgri possess 3 hit Duration: 4 rounds + 1 round/level Saving Throw: None
dice, while animal and monster-type lesser vollgri are of 7 HD. Lesser Area of Effect: 10´ radius
vollgri have the same immunities and limitations as regular zombies,
except that fire does normal damage to the things. Clerics turn lesser Similar in most respects to the second level druid spell barkskin, this
vollgri as ghasts and plant-affecting spells are fully effective on them. fourth level magic user spell is castable at a short distance and affects
all creatures within a 10 foot radius of the target location. Handy for
Greater vollgri are created in laboratories and menageries by evil preparing a number of troops for battle, this spell will also perma-
magic users of 18th level or higher, this because the process involves nently will turn affected creatures’ skin to bark if they die soon before
the use of an energy drain spell. Prior to killing a humanoid, animal or or after the spell is cast. Thus, if cast upon a fresh corpse within a
monster by stealing the last of the victim’s life via energy drain, the period of time equal to the duration of the spell the alteration will
magic user wishing to create a greater vollgrim casts a lignification permanently lignify the recipient’s tissues.
spell upon it. This casting is normally done with the target creature

53
Shards from the Workshop Footprints 23

The following creature is OSRICTM Open Content


Wiht (Bog Maiden) by Stephen McFadden

Frequency: Very Rare


No. Encountered: 1d4
Size: Medium
Move: 120 ft (90 ft swimming)
Armor Class: 5
Hit Dice: 3+2
Attacks: 2 (raking claw)
Damage: 1d4
Special Attacks: Paralyzing touch
Special Defenses: See below
Magic Resistance: Standard
Lair Probability: 80%
Intelligence: Low
Alignment: Neutral Evil
Level/XP: 3/350 + 3 per hp

Bog cultures have drowned young maidens for millenia, believing itself, ensuring the loyalty of the subservient wiht. A greenhag’s
that the practice ensures their tribes’ continued prosperity. Choosing internal collection of soul worms enables it to maintain a stable of
young, unmarried women for this particular “honor,” marsh dwellers undead wiht servitors, but the shellycoate will normally pass the soul
drown the bound girls in order to supplicate their primitive gods. worms it obtains on to nighthag partners.
However, drawn by the ceremonies’ commotion and once being
victims of the same horrific rituals, a handful of undead creatures, When that modicum of essential soul is returned to the bog maiden’s
wihts, may be waiting below. Ready to receive the unfortunate victim mummified body the unfortunate will find herself in an undead state,
into their dark, cold embrace, these fervid creatures crave nothing with the only means of regaining her freedom being to kill others,
more than the stealing of innocents’ souls. harvest the new victims’ souls and then consign those souls to her
greenhag mistress. A satiated greenhag may eventually impart the
Anticipating the sacrifice, 1d4 wihts may have swum to the victim remainder of the maiden’s soul into her mummified body—at which
undetected, their darkened skins blending easily with the bog’s black, time the wiht will strengthen, grow and regain its life in a fell trans-
acidic waters. Possessing paralytic powers similar those of lacedons formation. It will then have become a new greenhag.
(marine ghouls) and ghasts, the undead bog maidens will render the
girl immobile if she has not already drowned. Once the victim is para- Wihts appear to be animated corpses, but with dark, mummified
lyzed, the wihts will then hold her close and whisper false promises skin. Possessing jagged fingernails and unblinking, shark-like eyes,
into her ears: that she will be allowed to continue living if she only wihts are unnerving to behold. And, although their bodies smell no
surrenders to them her immortal soul. If the girl agrees, the wihts will worse than the bogs in which they dwell, wihts’ exhalations of air
immediately jostle to place their mouths over the maiden’s own. Once act in similar fashion to those of ghasts’ unbridled, carrion stenches
secured, the dominant wiht will then begin to draw the girl’s soul (producing retching and nausea in opponents unless a saving throw
from her body—a process that culminates when the victim drowns (in versus poison is made). Those within 10′ of an exhaling wiht attack at
1d4 rounds). Taking the girl’s ethereal soul into its own cursed body, -2 unless their saving throw is made. Unlike ghasts, wihts’ paralyza-
the wiht will regurgitate the precious worm only when consigning tion does not affect fey creatures (elves, fairies, dryads and so on) but,
it to the shellycoate (greenhag) mistress that it has sworn fealty to. like all undead, thay are not affected by sleep, charm and mind-based
effects. Likewise, wihts’ mummified bodies are tough and durable,
Wihts will perform this routine upon any humanoid in possession of causing blunt trauma and piercing attacks directed against them to
a soul, regardless of the victim’s species or gender. Its soul removed, the only do half damage. Clerics turn wihts as ghasts.
body of the victim will drift to the bottom of the bog, where its skin will
tan and mummify into a dark semblance of its former self. There the Wihts care nothing about treasure but, if somehow forced, can
corpse will lay unless a modicum of its essential soul is returned to identify where a sizeable treasure has been lost in a bog 50% of the
it—something the greenhag which obtained the soul worm will do time. Bog maidens are capable of speech and are familiar with those
only for human maidens, and then, only rarely. In those cases, the tongues that they knew in life.
shellycoate will harbor the majority of the fragmented soul within

54
Footprints 23 Undead Immunities

by Marco Cavagna

The Monster Manual, Monster Manual II, and Fiend Folio when attacking; the astral wolf (from Lankhmar: City Of
are contradictory in their descriptions of undead and Adventure) exists only on the Astral Plane. Note that
in undead creatures’ resistance to specific effects and some undead are completely immaterial and are invul-
conditions. This article aims to clarify the immunities of nerable to all attacks and spells from those on the Prime
undead, proposing a unified, consistent scheme. Material Plane. Ghosts and apparitions can be attacked
when they semi-materialize in order to perform their own
Undead may be categorized into two types: material and attacks, whereas astral wolves never materialize. Instead,
spiritual. Material undead are basically walking corpses the wolves draw their prey’s astral form into that plane,
or skeletons. Spiritual undead are insubstantial beings where the creature may be fought normally.
such as shadows, spectres, and wraiths that mostly exist
on another plane, often the Negative Material Plane. The following table organizes undead from the official
Apparitions and ghosts exist completely on the Ethereal 1st edition Advanced Dungeons & Dragons manuals and
Plane, but partially enter the Prime Material Plane sourcebooks and is arranged according to the classes

Turning Class Material Spiritual


Skeleton skeletal bat , skeleton, animal skeleton
‡‡
wandering poltergeist
Zombie zombie
Ghoul ghoul, ethereal ghoul§§, lacedon poltergeist in lair
Shadow plague ghoul§§ lesser ghost††, shadow
Wight bloodwight§§, dread warrior**,
huecuva, night gaunt‡‡, wight
Ghast ghast, lesser vollgrim§§, wiht§§, monster zombie
Wraith coffer corpse, pĕnanggalan sheet phantom, wraith
Mummy mummy, son of Kyuss
Spectre salt walker§§, sheet ghoul, greater vollgrim§§, apparition, spectre
juju zombie
Vampire vampire, eastern vampire swordwraith*, gaseous vampire
Ghost ghost, pestilence wraith§§
Lich lich, crawling lich§§
Special greater vampire††
Oriental‡ jiki-ketsu-gaki, jiki-niku-gaki, shikko-gaki con-tinh, shinen-gaki, kuei
Immune to blood warrior§, crypt thing, death knight, astral wolf‡‡, demi-lich (ghost form), demi-
Turning demi-lich (skull), eye of fear and flame, lich (wraith form), dracolich#, gaseous form
revenant, skeleton warrior, sea zombie* potion, groaning spirit, haunt, phantom,
spectral minion†, wraithform spell
* Greyhawk Adventures **FR6: Dreams Of The Red Wizards

Dragonlance Adventures ††
REF5: Lords Of Darkness

Oriental Adventures ‡‡
Lankhmar: City Of Adventure
§
FR1: Waterdeep And The North §§
Footprints 23
#
FR2: Moonshae
55
Undead Immunities Footprints 23

delineated in the “Matrix for Clerics Affecting Undead” which possess shape-changing abilities, such as the
found in the Dungeon Masters Guide. The groaning spirit, vampire, huecuva, and gaki, should also be presumed
crypt thing, eye of fear and flame, and phantom are all immune to polymorph. Material undead with flesh, such
considered undead. as zombies, coffer corpses, mummies, revenants, wights,
and vampires, are subject to petrification. Purely skel-
Oriental Adventures makes no distinction between etal undead (e.g., death knight, lich, crypt thing, eye of
undead and other spirit creatures; this is not particu- fear and flame, skeleton warrior, huecuva) are immune
larly important for the Oriental setting, since shukenja to being petrified, as are spiritual undead. Night gaunts,
and sohei have no turning ability. Nevertheless, there are being blind, are immune to petrification by gaze, but can
beings in the Oriental Adventures manual that are clearly be targets of flesh to stone. For shape-changing undead,
manifestations of the restless dead, listed above in their petrification might be considered only a temporary
own category. These beings have added vulnerabilities inconvenience.
and immunities common to spirit creatures in Oriental
campaigns. Note that “spirit creature” is different from Undead, material or spiritual, are harmed by all forms
“spiritual undead” as used here, which simply refers to of fire and electricity, unless stated otherwise in the
an undead being’s absence of a physical body. monster’s description (e.g., juju zombies and sea zombies
take ½ damage from fire; haunts take minimal damage
Many material undead are not harmed by ordinary from non-magical fire; juju zombies and groaning spirits
weapons, but as a general rule, all spiritual undead are are immune to electrical attacks). The vampire is a
totally invulnerable to ordinary weapons, apart from special case. Per the Monster Manual, a vampire takes
those affected by silver or cold iron. One odd exception is half damage from electricity, while the description of the
the sheet phantom, a spiritual undead that can be struck potion of gaseous form states that a gaseous being is
by normal weapons. affected by magical fire and lightning. Thus, a vampire in
human, wolf, or bat form takes full damage from normal
All undead, material and spiritual, are immune to fire, full damage from magical fire, and half damage from
mind-influencing magic. This includes all enchantment/ electricity. A gaseous vampire takes no damage from
charm spells and any illusion/phantasm spell that specif- normal fire, full damage from magical fire, and still half
ically affects the mind (fascinate, fear, hypnotic pattern, damage from electricity.
paralyzation, phantasmagoria, phantasmal killer, rainbow
pattern, spook, tempus fugit, or weird). Undead are affected Undead creatures, regardless of type, are immune to all
by illusion/phantasm spells such as audible glamour attacks or conditions that influence normal biological
and phantasmal force, unless specifically described as processes. Therefore, they are not subject to poison or
immune to illusions (e.g., juju zombie, sea zombie). More- disease. Gas likewise does not affect beings without func-
over, even if undead do not appear to possess biologically tional lungs, unless the gas is corrosive, in which case it
functional eyes, they do depend on vision (unless stated should be considered an acid. Acid only harms material
otherwise: e.g., night gaunt). Thus, undead are affected undead. Cause wound spells damage only the material
by magical light and darkness. Undead are immune to all undead subject to attacks by normal weapons (those
forms of paralyzation, insanity, and magical fear effects affected by silver or cold iron, but not other non-mag-
(in fact, most illusion/phantasm spells listed above which ical weapons, are immune to cause wound spells). Cause
cannot affect undead specifically play on a target’s fears.) wound spells cause rents to appear in the target’s flesh, or
Finally, all undead are immune to energy draining effects break the bones of fleshless undead. Thus, a death knight
and death magic, such as death spell, destruction (reverse could be injured by harm, as long as the spell bypasses
of resurrection), energy drain (the magic-user spell or the its 75% magic resistance. Note that these spells require
reverse of cleric’s restoration), finger of death (which is the cleric to touch his target, which is detrimental with
actually an enchantment/charm spell), power word kill, many undead (e.g., a son of Kyuss, which is otherwise
and slay living (reverse of raise dead). vulnerable to cause wound spells, although the damage is
temporary because of its regeneration).
Magic missile affects material and spiritual undead,
unless specifically immune (e.g., juju zombie). Disin- Spiritual undead are immune to all forms of cold, and
tegrate is powerful magic, and does affect the insub- in fact most inflict damage via a frigid touch. Material
stantial stuff that comprises a spiritual being’s body, undead are affected by cold attacks unless stated other-
assuming the undead fails its save. When cast from wise in the monster’s description. Many material undead
the Prime Material Plane, magic missile and disinte- happen to be immune to cold as well, but some are
grate have no effect on phantoms and astral wolves, nor affected by these attacks, such as ghouls and ghasts. Sea
on fully immaterial ghosts and apparitions. Material zombies actually take double damage from cold, while
undead are subject to polymorph spells, although there vampires take half damage.
are exceptions, such as the lich. Furthermore, undead

56
Footprints 23 Undead Immunities

The following table summarizes the damage and spell should be used as the standard damage from a vial of
immunities of undead. This is merely intended to be a holy water unless stated otherwise as 2–8. If holy
guide for situations not explicitly covered in the undead water effects are omitted from a monster’s description,
being’s description. Almost every category below has then it should be assumed that any undead subject to
at least one exception, many of which are mentioned turning is also vulnerable to holy water, taking stan-
above. Interestingly enough, the nigh indestructible dard damage. Undead that cannot be turned are consid-
demi-lich has exceptions to what are otherwise the two ered immune to other religious trappings such as holy
most consistent immunities of undead: enchantment/ water. Therefore, the crypt thing, death knight, demi-
charm and death magic. The demi-lich is affected by lich, eye of fear and flame, revenant (already stated as
forget, and is destroyed by a power word kill from an immune), skeleton warrior, sea zombie, groaning spirit,
astral or ethereal caster. haunt, phantom, and spectral minion are unaffected by
Undead Type holy water. The son of Kyuss takes standard damage,
as do the ghost, ghoul, ghast, lich, shadow, animal skel-
Damage Type Material Spiritual
eton, juju zombie, apparition, coffer corpse, huecuva,
Normal Fire yes no
and sheet ghoul/phantom. The pĕnanggalan cannot
Magical Fire yes no be turned when in human form, and thus is immune
Cold yes* no to holy water in this state. The detached head/gut
Electricity yes yes† take standard damage from a vial. All Oriental undead
Holy Water yes yes† should be presumed immune to the effects of holy
Acid yes no water and turning by Western clerics.
Poison no no
Gas no no New Undead and Consumers of the Dead
Disease no no
Paralyze no no Ghoul, Plague
Polymorph yes* no
Petrify yes* no Frequency: Uncommon
Death Magic no no No. Appearing: 1–20
Armor Class: 8
Magic Missile yes yes†
Move: 6″ (see below)
Disintegrate yes yes†
Hit Dice: 1+1
Normal Weapons yes* no
% in Lair: 15%
Magic Weapons yes yes†
Treasure Type: C
Silver/Cold Iron Weapons some some No. of Attacks: 3
Cause Wounds Spell yes* no Damage/Attack: 1–2/1–2/1–4
Enchantment/Charm no no Special Attacks: Paralyzation, disease
Illusion/Phantasm yes* yes* Special Defenses: See below
* many exceptions exist Magic Resistance: Undead immunities

unless completely immaterial Intelligence: Semi-
Alignment: Neutral
There are contradictions about holy water. Page 64 of Size: M
the Dungeon Masters Guide states holy water deals 2–7 Psionic Ability: Nil
hit points with a direct hit. However, Monster Manuals Attack/Defense Modes: Nil
I & II list holy water damage as 2–8 hit points for the Level/XP Value: III/125 + 2/hp
mummy, skeleton, spectre, wight, wraith, zombie, and
monster zombie. Only the vampire is stated to take 2–7 These relatives of ghouls are less bestial in appearance than their
damage per vial. No other undead monster descriptions cousins. With their repulsive skin, covered in pustules and buboes,
in those two books mention holy water, although the they are easily mistaken for lepers or plague victims. They are found
Dungeon Masters Guide states, on page 65, that the in any place with large numbers of unburied corpses—typically
ghost is only affected by holy water when it materi- epidemic-stricken cities where the dead are left lying in the streets,
alizes. The Fiend Folio is particularly careless about but also uncovered mass graves, besieged towns, or battlefields
covering holy water, only stating that the revenant is where there has been a rout. Unlike most undead, plague ghouls are
immune, the poltergeist is driven back but not harmed, indifferent to the sun. They often shamble about their plague-ridden
and the son of Kyuss is prevented from regenerating by towns in full daylight, often ignoring the living while consuming
holy water (without specifying the damage taken). bodies left rotting in gutters, alleys, or abandoned death carts. While
they usually shuffle about clumsily, they can muster short bursts of
In general, the damage stated in the Dungeon Masters speed (up to 15″ movement for 1–4 rounds every other turn), mostly
Guide, 2–7 HP for a direct hit and 2 HP for a splash, to harry the living when their supply of corpses runs out.

57
Undead Immunities Footprints 23

Plague ghouls are more frail than ordinary ghouls. Their filthy claws slain by these worms immediately rises as a coffer corpse to serve
and jagged teeth do little damage. However, victims must save versus the lich. The collective mass of worms forming the crawling lich’s
paralyzation or become rigid for 2–12 rounds. What is far worse is that body is soft and vulnerable to normal weapons, although it takes
plague ghouls inflict disease with any bite. While elves are immune minimum damage from piercing attacks and half damage from
to the paralysis, nobody, not even paladins or higher-level monks, slashing. The body regenerates 4 HP per round, even after death.
can avoid contracting the disease. The affliction causes permanent Only fire or acid prevent this. If even just one worm survives,
loss of 1 point of Strength, Dexterity, Constitution, and Charisma per however, the crawling lich eventually reforms itself over a period
week. If any score reaches 0, the victim dies and immediately rises as of many weeks. At least 90% of the time, these vile undead will
a plague ghoul. The disease can only be removed by first casting cure have compensated for their weaknesses and poor AC by using
disease, followed by remove curse, heal, limited wish, or alter reality. magic items such as robes of the archmagi, cloaks of protec-
Lost ability scores are not restored, however. tion, rings of fire resistance and bracers of defense. Rather
than engage in direct combat, the crawling lich prefers using
Plague ghouls are immune to mind-influencing spells, poison, spells, or psionics if possessed in life. However, the creature is
and death magic. They are affected by cold and are harmed by handicapped by its inability to make any verbal sound whatsoever:
any weapon. However, unless disintegrated or utterly incinerated a crawling lich spends centuries researching spells such as vocalize
by magical fire or dragon breath, plague ghouls rise again within and unique spell variants without verbal components. Even so, it
24 hours with full hit points. Other than by destroying the body, can never use any magic where speech is a fundamental element
this can be prevented by casting cure disease on the “dead” plague of the spell, such as Leomund’s lamentable belabourment, shout,
ghoul. Holy water inflicts 2–7 damage per vial but does not stop a suggestion, taunt, tongues, truename, ventriloquism, wish, any power
plague ghoul from rising again. They are turned as shadows, but not word spells, command, chant, enthrall, speak with animals, speak
destroyed on a ‘D’ result. with dead, speak with plants, speak with monsters, tongues, word of
recall, holy/unholy word, and so on.
Lich, Crawling
Once a day, the crawling lich can inscribe each magic-user symbol.
Frequency: Very rare Those with cleric levels may also use the clerical variants. A
No. Appearing: 1 crawling lich can cast explosive runes and sepia snake sigil, each
Armor Class: 10 twice a day, plus glyph of warding 3 times a day, regardless of
Move: 8″ whether it has cleric spell ability. As a last resort, the lich can send
Hit Dice: 12+ forth part of its body as a creeping doom, but loses 1 HP per 50
% in Lair: 80% worms in the swarm (i.e., 10–20 HP). This damage is not regener-
Treasure Type: P, T, Y ated, but recovered at 1 HP per day. The crawling lich is immune
No. of Attacks: 1 to enchantment/charm, electricity, poison, polymorph, and death
Damage/Attack: Rot grub infestation spells. Although it is not immune to cold effects it is turned as a
Special Attacks: See below regular lich.
Special Defenses: See below
Magic Resistance: Undead immunities Salt Walker
Intelligence: Supra-genius
Alignment: Chaotic evil Frequency: Rare
Size: M No. Appearing: 1–10
Psionic Ability: See below Armor Class: 2
Attack/Defense Modes: See below Move: 9″
Level/XP Value: X/10500 + 16/hp Hit Dice: 7+1
% in Lair: 90%
A high-level magic-user or magic-user/cleric who does not seek Treasure Type: C, Q (no potions)
immortality through the rite of lichdom sometimes rises from the No. of Attacks: 2
grave anyway. The sorcerer’s corpse will harbor those scavengers Damage/Attack: 1–10/1–10 + special
that have fattened themselves on its body and denuded its skel- Special Attacks: See below
eton and, with a squirming envelope of worms, will walk again to Special Defenses: Magic weapons to hit
spread its evil. The crawling lich often conceals its writhing body Magic Resistance: Undead immunities
under robes and a mask, sometimes moving freely among the living. Intelligence: Average
It must pose as a mute, however, for it is incapable of speech. So Alignment: Neutral evil
horrific is one of these unmasked things that creatures below 5th Size: M
level or 5 HD automatically flee in panic, while others are allowed Psionic Ability: Nil
a save vs. magic. Attack/Defense Modes: Nil
Level/XP Value: VII/1450 + 10/hp
In combat, the crawling lich can touch an opponent, an attack that
does no damage but infests the victim with 1–4 rot grubs. Anyone These undead appear to be desiccated, salt-encrusted corpses.

58
Footprints 23 Undead Immunities

They arise from botched mummification rituals, but also Scarab, Corpse
animate spontaneously from the bodies of workers entombed in
collapsed salt mines or drowned in briny lakes. Walkers’ with- Frequency: Common
ered limbs are unable to move very quickly, but their decep- No. Appearing: 4–24 (50–400)
tively gaunt bodies are sturdy and they strike with surprising Armor Class: 6
strength. Move: 15″
Hit Dice: 1 hp
A salt walker absorbs water from its prey when it strikes, doing % in Lair: 10%
an additional 1–8 damage per blow unless a save vs. petrifica- Treasure Type: Nil
tion is made. Creatures such as water elementals save at -4 and No. of Attacks: 1
take double the extra damage. Every third round, a salt walker Damage/Attack: 1
may exhale a powerful blast of abrasive salt in a cone 12′ long Special Attacks: Attacks as 4 HD monster
by 6′ wide at the base. This attack is in addition to its claws. Special Defenses: Nil
Those caught in the salt sustain 1–4 damage and, if they fail Magic Resistance: Standard
a save vs. petrification, are also blinded for 1–4 rounds. A salt Intelligence: Non-
walker radiates an aura that causes mild dehydration, withers Alignment: Neutral
plants and effectively slows all within 20′ that fail a save vs. Size: S
paralysis (plant monsters or beings from the Elemental Plane Psionic Ability: Nil
of Water save at -2 and also take 1–2 damage per round on a Attack/Defense Modes: Nil
failure). Holy water or potions brought within this aura are Level/XP Value: I/8
ruined unless they save vs. acid.
These 2″ black beetles are voracious flesh-eaters that lay their eggs in
Salt walkers are immune to mind-influencing spells, poison, rotting carrion. When buried with a corpse, larvae can live for months,
paralyzation, death magic, and cold. Their dry bodies take +1 the adult beetles eventually chewing their way out of the coffin and
damage per die from fire, and they save at -2 against such digging to the surface. Grave robbers and ghouls alike must be wary
attacks. They are unaffected by acid and holy water and are of corpse scarabs, for they aggressively and indiscriminately attack
turned as spectres. Those killed by a walker immediately rise as anything that disturbs them. Corpse scarabs are immune to most of
one of these undead, but are not controlled by their killer. the afflictions transmitted by the touch of undead beings, such as
disease, paralyzation, and even energy drain; it is not unheard of to
Sand walker: These desert-dwelling variants of salt walkers cut open a zombie or mummy in combat and be assaulted by one of
haunt pyramids, mastabas, and mass graves long-buried in the these vicious, scurrying insects.
sands of the remotest deserts. They spew gritty sand instead of
salt, but are otherwise identical to salt walkers. Individually, corpse scarabs are not very dangerous, although they
have relatively low AC and enhanced “to hit” due to their agile scut-
Ash walker: These undead arise from those entombed by tling and tendency to slip under clothes or armor. Rarely, however,
cinderous, volcanic ash that swallowed entire villages. They are these beetles form deadly swarms capable of overwhelming and
blackened, shriveled corpses that breathe clouds of abrasive, completely enveloping prey. A creature brought to -20 HP by a swarm
hot ash at their opponents. They function in other respects as is assumed to have been reduced to denuded bones. There are tales
salt walkers, except they are not vulnerable to normal fire. They of magical corpse scarabs, capable of remaining dormant in crypts for
can be affected by cold attacks. centuries, then attacking tomb-robbers by burrowing into their flesh,
killing them immediately (c.f., scarab of death). Others are rumored
to be able to transform their victims into beetle-infested undead.

Bibliography for Undead Immunities


Greenwood, Ed. FR1: Waterdeep and the North. TSR Nesmith, Bruce; Niles, Douglas; Rolston, Ken.
Hobbies, Inc., 1987. (source of Dracolich) Lankhmar: City of Adventure (1st ed.).
Greenwood, Ed; Christian, Deborah; Stackpole, Michael; TSR Hobbies, Inc., 1985. (source of Astral
Jaquays, Paul; Perrin, Steve; Garcia, Vince; Rabe, Wolf, Night Gaunt, Skeletal Bat)
Jean. REF5: The Lords of Darkness. TSR Hobbies, Inc., Niles, Douglas. FR2: Moonshae. TSR Hobbies,
1988. (source of Greater Vampire, Lesser Ghost) Inc., 1987. (source of Blood Warrior)
Lovecraft, Howard Phillips. “The Festival” (1923). Perrin, Steve. FR6: Dreams of the Red Wizards. TSR
Dagon and Other Macabre Tales. S. T. Joshi Hobbies, Inc., 1988. (source of Dread Warrior)
(ed.). Arkham House, Inc., 1965, 1986. Sommers, Stephen (director). The Mummy. Universal
(inspiration for Crawling Lich) Pictures, 1999. (inspiration for Corpse Scarab)

59
Citadel of the Carrion-Eaters Footprints 23

by Andrew Hamilton

A 1E AD&D Adventure for Characters of Levels 10–14 Player’s Background

Author’s Note While gnolls have always been a danger in the Border-
lands, recent attacks have been increasing in frequency
If you wish to extend this adventure into a full campaign, and ferocity. Worse, the gnolls have been taking far more
I suggest dusting off a few gnoll lairs, such as the one in captives than usual, subsequently marching the prisoners
the “Low Level Book of Lairs” published by & Magazine. into the hills. The gnoll war-bands are more common
You could also retool the gnoll caves found in B2 Keep than the King’s Patrols these days, and many patrols
on the Borderlands, replace the norkers with gnolls in have actually fallen before the humanoid marauders.
the temple described in TSR’s WG4 and add some more Communities, churches and military commanders have
gnolls to the fortress in UK3 The Gauntlet. This module’s all called for aid. Even the lesser nobles fear for their
scenario has gnoll war-bands marauding all over; hope- safety, and are demanding that action be taken.
fully the players will wonder what is going on and inves-
tigate. They should clean out a few gnoll lairs before Clearly, the situation cries out for heroes; someone to
rolling into this adventure, a throw-down with a god. track down the gnolls and their new “king”, and to end
the growing threat. That the gnolls have been hauling
I am targeting levels 10–14 with this adventure, but it can cartloads of loot away may provide additional motiva-
be adapted for a variety of character levels depending on tion for the players.
the number of characters involved and the skill of your
players. Most of the adventure is made up of low-level DM’s Background
foes, but sheer numbers and good tactics should make
up for their weaknesses. The centrepiece of the adven- The recent increase in the level of gnoll activity (and
ture, however, is Yeenoghu, the really Big Bad Boss that ferocity) started a year ago, when a powerful shaman
can easily maul even high-level adventurers. Fortunately, called upon Yeenoghu to assist in overthrowing a
the Demon Lord might choose not to stick around too powerful troll that had taken over its tribe. Yeenoghu
long since he hails from The Abyss. responded in person, destroying the troll and its minions
and then demanding that the gnolls raise a fortress-
Hopefully anyone reading this takes some enjoyment temple in the demon’s honor.
from it. Feel free to let me know what you think. You can
drop me a line at: [email protected] The gnolls immediately decimated a clan of gnomes

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Footprints 23 Citadel of the Carrion-Eaters

(seeking slaves and food for Yeenoghu), and then sent sively attack any small group that they encounter. If the
emissaries to nearby gnoll tribes. The fortress they then gnolls encounter a larger group (or an obvious military
built, known as The Citadel of the Carrion-Eaters, has force), they will use hunting horns, barks and howls to
grown larger and larger, with gnolls arriving to fill its call for assistance. Typically 0–3 war-bands will be within
barracks everyday. hearing distance and be able to respond. Adventurers
should encounter at least one war-band as they look for
SInce Yeenoghu’s appetite for sacrifices and treasure is the gnoll stronghold.
insatiable, the humanoids must range farther afield to
gather victims (humans, elves, even orcs and goblins) A war-band consists of the following: 20+3d8 gnoll
sufficient to appease the demon lord’s cravings. If left warriors, 3 gnoll leaders, 4 hyenas, 2 gnoll archers,
unchecked, Yeenoghu will eventually gather an army of a Lesser Shaman and either a Gnoll War-Lord or 2
one thousand gnolls and several hundred ghouls and then ghunna.
descend upon the Borderlands. Only war and bloodshed
will appease the gnolls’ demon-fuelled appetites. The war-band will seek to weaken defenders (especially
spell casters or archers) with missile fire before charging
The War-Bands in to overwhelm the targets with sheer numbers. If the
gnolls outnumber their targets, the creatures will attempt
Not all of Yeenoghu’s followers and worshippers are to to grapple and overbear (I recommend that the DM use
be found in the Citadel. Over a dozen war-bands actively the rules presented in Unearthed Arcana, Appendix Q,)
scour the countryside looking for captives and loot. The Members of the war-bands intend to take captives back
bands range in size from 30 to 52 gnolls, and they aggres- to the Citadel, to be sacrificed to Yeenogu.

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Citadel of the Carrion-Eaters Footprints 23

The Citadel of the Carrion-Eaters Twenty (20) gnolls live in each tower, along with 2 leaders
and a single champion. In the west gate tower there are
The Citadel is a fortress dug into a hillside and it sits atop also 2 ghuuna. In the east tower, there is also a Lesser
a subterranean temple and ghoul infested catacombs. Shaman and a pair of gnoll archers.
The Citadel itself is surrounded by a 20′ high stone wall
with eight circular towers (40′ diameter, 50′ high). Access The gnolls maintain sentries on the roof at all times, and
to the Citadel is controlled by a large gate-house. they will raise the alarm the minute they see anything
unexpected; returning war bands always announce
The Gate-House their arrival with a horn call before coming into sight.
The gates are normally kept closed, but the sight of an
The gate-house is comprised of 2 square towers (40′ attacking force will lead the host to gather just inside the
square, with 5′ thick walls), each with three floors. The gates. The gnolls are believers that a good offense elim-
towers are connected by a wall and two gates (an outer inates the need for a defense, and will open the gates to
gate and an inner gate). The outer gates are decorated sally out against any force they consider inferior.
with the corpses of two-dozen soldiers and warriors that
are pinned to the wood with large spikes and spears. When alert, gnolls may send a patrol out to sweep outside
These are just some of those that the gnolls have defeated. the walls every few hours. This patrol will consist of 5
The passage between the gates may also be barred with to 10 gnoll warriors, 3 hyenas, and some type of leader.
a portcullis (the winch to operate the portcullis is on the The hyenas are likely (20%) to identify hidden or invisible
second floor.) creatures unless some means of masking scent is utilized.

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Footprints 23 Citadel of the Carrion-Eaters

other than a gnoll, ghoul or hyena that approaches the


stairs. This staircase leads down to the pit (#19 below). If
intruders have breached the Citadel, the combined forces
of all the gnolls on this level will meet them here. Archers
will also attack from the balcony above (location #4).

Flesh Golems (×2): AC 4 (armored); MV 8″; HD 9; hp 40


each; #AT 2; DMG 2d8/2d8; SD magic weapon need to hit,
fire & cold slow but do not harm, healed by electricity (1
hp/die), no other spells effect the golem; MR special (see
MM); Int Semi; AL N; Size L (8′ tall); XPV 2380

2. Barracks
Two long barrack rooms are each home to 48 gnolls, 4
leaders, 2 champions, and 1 lesser shaman. The gnolls
here will respond to any alarm or sounds of combat and
will muster in the entry (location #1) if the Citadel has
been breached.

3. Armory
There are 4 ghuuna living here, and they will secure
the room before responding to any alarm. The armory
includes piles of damaged weapons scavenged from
hundreds of defeated foes; nearly any non-magical
The Eight Towers weapon may be found.

Each of these 50′ tall towers is 40′ in diameter, with stone The Citadel – Second Floor
walls 5′ thick. The ceilings of the ground, second and
third floors are 14′ high, and a staircase allows access 4. The Balcony
to the roof. Each tower serves as a barracks, occupied This balcony is 20′ above and over-looks the Entry (#1,
by a war-band of 20 gnolls and 2 gnoll leaders, with 2 above). It has a 4′ high stone railing (50% cover). In the
champions and 2 archers dwelling in the cellars. You may event that intruders reach the Citadel, the regular gnolls
choose to have these bands competing rivals, and if any from the archers barracks (#5, below) will take positions
wandering bands have returned with prisoners or trea- here and saturate the intruders with arrows while their
sure they can be based here. more powerful leaders hold the stairs.

Every gnoll within a tower has access to a great bow, 60 5. Archers Barracks
arrows, a polearm, and normal melee weapons (an axe or These two long barracks rooms are each home to 48
sword). In the event of an attack, 10 gnolls and 2 archers gnolls, 4 leaders, 2 champions, and 1 lesser shaman. All
will ascend to the roof and use their great bows to attack of the gnoll warriors in these barracks have great bows
intruders seen inside or outside the walls. The remaining and 36 arrows.
gnolls will defend the tower, or will sally forth should
intruders breach the walls and make the courtyard. 6. Shamans’ Quarters
There are bunks for 20 gnolls here, but only 3 shamans
The Citadel – Main Floor and 4 lesser shamans are normally present. The shamans
will immediately move to assist the other occupants of
G. Twin guard posts this level in the event of combat.
Gnoll warriors (3) and hyenas (3) stand guard at each
post. The hyenas have sharp senses, and may detect 7. War-Lords’ Quarters
invisible or hidden creatures (20%). One of the staircases There are bunks for a dozen gnolls here, although only
leads down to the pit (location #19 below). 2 gnoll war-lords are present at any given time. They
will move to defend the stairs if they hear the sounds of
1. The Entry alarm or battle.
The entry is not normally guarded. However, at the top of
the large staircase opposite the door there are two gnoll 8. Archers’ Quarters
“sentries” that look more like statues. These are actually In addition to the archers that are found scattered
flesh golems, which will animate and attack any creature amongst the other warriors and barracks, there are 6

63
Citadel of the Carrion-Eaters Footprints 23

gnoll archers here. There are bunks for two-dozen gnolls 16. The Ghuuna War-Lord’s Room
total. The massive ghuuna war-lord resides here, along with
his two most loyal ghuuna warriors (+1 to hit & damage,
9. Armory & Workshop and 48 hp each). There are also 6 female gnolls present,
There are six dwarf slaves here, forced to maintain the mistreated and beaten. The ghuuna have amassed a small
gnolls’ weapons and armor. They have grindstones and treasure that is kept in a locked steel box (poison needle
an anvil, but no forge. The dwarves are in terrible shape, trap, save vs. poison or die). Their treasure includes 153
suffering from malnutrition and beatings, and they have pp, 217 gp, 12 × 10 gp gems, 3 × 500 gp gems, a potion
had the toes and bones in their feet broken to “prevent of extra-healing and a bejewelled, golden torc worth
escape”. Four of the dwarves are normal, one is a 3rd 6,000 gp.
level Fighter and their leader is a 5th level Fighter (a son
of a dwarf clan-chief). If the dwarves are rescued, their 17. War Room
clans will be quite grateful. The gnoll leadership meets here to plot raids and prepare
missives to be sent to other gnoll clans. Since Yeenoghu
10. Storage Room seeks to amass a huge army and bring terror, death,
This room is used to store foodstuffs, materials to repair suffering and chaos to the lands of man, there are several
clothing or armor, and supplies that may be useful. mangled maps pinned to a table with daggers and knives.
Importantly, all alcohol recovered during raids is stored The gnolls have marked up the maps with unintelligible
here and doled out by the Gnoll King (he wants to keep glyphs. One of the daggers used to pin a map down is a
the forces happy, but not incapacitated, as he fears dagger +4.
Yeenoghu’s reaction should the gnolls not be in fighting
shape.) The guards from #G have been posted here to 18. Secret Passage
prevent the theft of the alcohol. The Gnoll King maintains this secret passage as a means
of sallying a force from the Citadel and into the bailey.
The Citadel – Third Floor It may also prove to be a liability. The exterior exit, on
the northern side of the mound, is well hidden. Under
11. The Watch Platform canvas, it is covered with dirt and brambles and is treated
There are normally 6 gnoll archers and 6 gnoll warriors as a secret door. The tunnel is trapped with bits of metal
present here, along with 2 hyenas. Should an alarm be tied to long strings that are strung just above the ground.
raised or intruders sighted, one gnoll will immediately Unless traps are detected and disarmed, stepping on or
run to alert the Gnoll King and rally a defence. kicking a string will set off a clatter and alert the occu-
pants of room #17, should any gnoll be present there.
12. Barracks Otherwise, this may be a means to sneak into the heart
This barracks room is home to 48 gnolls, 4 leaders, 2 of the fortress undetected.
champions, and 1 Lesser Shaman.
The Under Citadel – The Temple Level
13. Lesser Shrine
This shrine has been established by the gnoll shamans as This entire level is suffused with Yeenoghu’s essence,
a secondary place of worship, where rituals are conducted which has the effect of a double strength (3rd level
for the gnolls not worthy enough to enter Yeenoghu’s clerical) prayer spell on his followers. Thus all gnolls,
presence. A golden ritual service is here (cup, ewer, bowl gnoll-kin, ghouls and ghasts on this level gain +2 to
and knife—worth 500, 700, 1,000 and 800 gp respectively). hit and damage and +2 to all saves. Intruders like-
wise suffer a -2 penalty to hit, damage and all saving
14. The Vassal’s Throne throws. In addition, any gnoll within 6″ of Yeenoghu is
The Gnoll King, a loyal minion and vassal of Yeenoghu, treated as if under the influence of an aid spell (2nd level
can usually be found here with his bodyguards (4 cham- cleric spell) of maximum efficacy. Such gnolls will gain
pions and 4 archers) and advisor (a greater shaman). The an additional +1 to hit and on saving throws, and
throne is a simple wooden chair, with the ears and scalps gain a temporary +8 hp.
of various humanoids nailed to it.
19. The Pit
15. The Gnoll King’s Quarters Yeenoghu itself holds court here, sitting on a throne of
The gnoll king sleeps here, with a harem of 5 severely skulls. The demon is flanked by 4 shoosuva, 4 ghuuna,
cowed gnoll females. The quarters are empty with the 6 gnoll archers, the witch-doctor, a great shaman and
exception of the king’s personal treasure. Hidden behind 3 shamans. The 3 statues shown are actually Type I
a loose stone in the wall, it is comprised of: 748 gp, 6 × 50 demons (the fourth statue is an illusion hiding the door
gp gems, 4 × 100 gp gems, a platinum necklace with gems to the cells, #20, below.) Additionally, the “secret door”
worth 4,000 gp, a potion of fire resistance. of the passage leading up to the ground floor is actually

64
Footprints 23 Citadel of the Carrion-Eaters

a mimic (AC 7; MV 3″; HD 10; hp 70; THAC0 10; #AT 1; 21. Sanctum
DMG 3d4; SA glue; SD camouflage; Int Semi; AL N; Size Within are 14 gnoll concubines, poorly treated by
L; XPV 2,780). This monster, which is under Yeenoghu’s Yeenoghu and all with child. If Yeenoghu is forced to flee,
influence, will attack any non-gnoll that touches it, effec- it will attempt to take the concubines with him, as the
tively preventing anyone from sneaking into Yeenoghu’s demon is desirous of having its progeny available as lieu-
Court. tenants and shock troops in its rivalry with Baphomet.
Yeenoghu has 3 war-lords, 3 ghuuna and 1 cambion-gnoll
Sacrifices are brought before a pit (70′ deep) that sits in keeping an eye on his harem. There is some treasure
front of the throne. Yeenoghu, which brings victims over here: a large silver goblet (1,000 gp) holding a number of
the pit with telekinesis, then slays them (with a bite, gems (14 × 500 gp and 7 × 1,000 gp gems), a silver flask
blow from its flail, etc.) and drops the corpses into the (1,000 gp) containing a potion of growth, an ivory scroll
Bone Pile (#23, below). tube (1,500 gp) containing a scroll of protection from
magic, and a gold crown (worth 5,000 gp and resting on
This encounter can be tough to referee because Yeenoghu the severed head of the former owner, an elven lord).
has so many options. Here are some suggested tactics:
22. Stairs Down
–– Yeenoghu may use telekinesis to drag and drop PCs This trapped staircase leads to the Sanctum Carranicus,
into the deep pit. Yeenoghu’s most personal sanctum on this plane. The
–– The 4 shoosuva can leap over the pit to melee. trap is a series of 5 glyphs of warding, each on a subse-
–– The 3 statues reveal themselves as Type I Demons by quent step. Each explodes in a 10′ radius causing 10 hp
moving to attack from behind. of (respectively) fire, cold, electrical, negative energy and
–– The gnoll archers will target spell casters. fire damage.
–– A wall of gnoll shamans protects Yeenoghu and inter-
cepts attacks against their god. The Ghoul Pits
–– Yeenoghu can gate in allies (6–66 gnolls, 6–16 ghouls
or 2–5 Type I demons) to cover a retreat. The Ghoul Pits are desecrated ground, tainted with
–– Yeenoghu might leap down into the Ghoul Pits before essence of the Abyss. Any attempts to turn undead in the
summoning more gnolls and ghouls, hoping to use the Pits are done so at a penalty of -5 on the d20 roll, with T
twisting tunnels as a way of trapping PCs between and D results treated as a “4” and the number of affected
itself and a wall of slavering death (or using trans- undead reduced by 50%. Furthermore, each time a cleric
mute rock to mud to engulf PCs in a narrow hallway). attempts to turn undead in the Pits attract the attention
–– Do not underestimate the use of mass charm, espe- of the Ghoul King and cause a necromantic backlash that
cially if Yeenoghu is hiding invisibly and flying above chills the cleric to the soul (causing 1d4+1 hp of damage).
the pit where fighters can’t get to him. Multiple turning attempts results in repeated damage.
–– Teleporting in and out of a fight is a legitimate offen-
sive technique (using that as a means of scattering The gate to the Ghoul King’s realm (location #35, below)
PCs all over the Citadel, forcing them to face hordes has also invigorated the ghouls and ghasts on this entire
of ghouls and gnolls alone is also a legitimate use of level. Treat all ghouls and ghasts on this level as if
teleport.) they were under the effects of an aid spell (+1 to hit,
–– All survivors from the upper levels will descend to this +1 to all saves and +1d8 hp).
level in order to defend their god.
23. The Bone Pile
20. The Cells Located in the pit before Yeenoghu’s Throne, bodies
There are 6 gnolls stationed here as guards. They tend to are thrown here after the Demon Lord delivers a killing
not be very alert as they believe that no intruder could blow (although live captives are sometimes thrown in for
ever defeat their god. entertainment). Yeenoghu’s ghoul and ghast servitors
then descend upon the corpses in a feeding frenzy.
Each of the 10 cells contains 0–5 prisoners (80% human,
5% dwarf, 5% elf, 10% humanoid/other). There is a 1 in There are 66 ghouls and 22 ghasts in the ghoul pits, along
10 chance that a human, elf or dwarf prisoner possesses with 6 great ghasts. They immediately respond to any
levels in a random character class. However, rescued sounds of combat or cries of pain. If an initial attack fails
captives will be in no shape to help, having lost 90% of to overwhelm any intruders, the ghouls and ghasts will
their hit points and possibly having gone insane from retreat into the Pit’s tunnels, hoping that the targets
exposure to a Demon Lord (or are possibly subject to move into the maze and make themselves susceptible to
Yeenoghu’s mass charm ability.) If sane, such prisoners attack from the rear. Paralyzed victims will be dragged
will be grateful and likely to offer service or some other through the tunnels and to the Grim Nests (#24–32,
form of reward. below).

65
Citadel of the Carrion-Eaters Footprints 23

24–32. Grim Nests from AD&D 2E, or the Ghoul King (stats will have to be
These nine locations are nests where the ghouls and provided by the DM) himself.
ghasts rest and feed. Buried amongst the bones, tattered
cloth and excrement of each nest can be found some The Sanctum Carranicus
treasure: 1d100 gp, 1d4 50 gp gems and one jewel (1d4
× 1,000 gp). Characters rooting through the filth are The deepest level of The Citadel is The Sanctum
likely to catch a disease, with a substantial chance of Carranicus, Yeenoghu’s private quarters and treasury on
contracting an infection each time a pile is searched (65% the Prime Material Plane.
chance with a +3 penalty, per page 14 in the Dungeon
Masters Guide). 36. The Twelve Chosen
While on the Prime Material Planes, Yeenoghu takes
33. The Foul Well the opportunity to find the most powerful gnolls, and
This sinkhole drops 10′, down to foul, black water. A layer elevates them to serve in its personal war-pack. This is
of oil on the surface will burn if touched with a torch or not an honor, as Yeenoghu consumes most of the gnolls’
magical flame. This is a watery path to the Underdark souls, leaving behind juju zombies. Standing in each
and, if PCs look too closely, they will be attacked by 6 niche is thus a single juju zombie. Once mighty gnoll
lacedon-ghasts that seek to drag any living creature into warriors, these creatures are larger, more scarred, and
its depths. more dangerous looking than any normal gnolls:

Lacedon-Ghasts (×6): AC 4; MV 15″; HD 4; hp 32; “Chosen of Yeenoghu” (Juju Zombies) (×12): AC 4;


THAC0 15; #AT 3; DMG 1d4/1d4 (claws) & 1d8 (bite); MV 9″; HD 3+12; hp 33; THAC0 13; #AT 1; DMG 3d4; SA
SA stench, paralyzation, immune to sleep, charm & hold strike as a 6 HD monster, +1 or better weapon to hit, ½
person; Int Very; AL CE; Size M; XPV 343 each damage from piercing & blunt weapons, climb as a 6th
level thief, immune to sleep, charm, hold, illusions, cold,
Author's Note: In my own campaign this well magic missiles, and death spells; Int Low; AL NE; Size L
connects to The Ghoul Warrens, an excellent (8′ tall); XPV 382 each
adventure location authored by Marco Cavagna.
This is location is included in the Encyclopaedia 37. False Gate
Subterranica (module D4 at Dragonsfoot), and An archway has been built into the eastern wall, within
is also available at: https://sites.google.com/site/ which is a churning, sickly swirl of purple and green
deadgreyhawk/mappingthedepths. energy. Due to the apparent heavy traffic leading into
the arch it looks like a gate or planar portal. This is actu-
34. The Guardian ally a trap, as the swirling vortex is a Churning Orb,
A bodak stands watch here, lurking on a dark crag. If the a ball of energy that discharges a blast of energy (12d6
bodak gains surprise (a 3 in 6 chance), then it will bring hp, save vs. Spells for ½ damage) if touched or if more
its death gaze to bear. The bodak always prefers to use its than 100 gp weight of conductive metal comes within 6′
death gaze if at all possible. Otherwise the bodak fights of it. The Churning Orb can discharge 12 times before
with a serrated broadsword (1d6+3 damage) if forced its magic is exhausted, and each subsequent discharge
into melee. is weakened by 1d6 hp (i.e. 11d6 hp damage on the 2nd
discharge, 10d6 hp damage on the 3rd discharge, and so
Bodak: AC 5; MV 6”; HD 9+9; hp 62; THAC0 12; AT 1; on).
DMG by weapon (1d6+3); SA death gaze (30′ range, save
vs. death or die), +1 weapon or cold iron to hit, ½ damage In addition to the trap, there are 4 shoosuva present to
from cold, fire, electricity and gas, immune to poison, guard both this “gate” and the treasure scattered about.
charm, hold, sleep or slow; Int Low (but cunning); AL CE; The treasure, piled in one corner consists of 314 pp, 2,477
Size M; XPV 4,168 gp, 26,528 cp and 3 pieces of jewellery (a wrought silver
brooch worth 200 gp, and two wrought silver crowns, one
35. The Reeking Pool worth 100 gp and the other worth 800 gp).
The pool is a gate to the Realm of the Ghoul King and,
if his minions have been destroyed, the Ghoul King is 38. Trapped Corridor
likely to send a score of ghasts through the gate in order When the false door at the far end is opened, the entire
to teach any intruders a lesson or lure them through the hallway floor drops away, dropping the PCs into a 20′
gate and into his nightmarish realm. Activating the gate deep pit with 3′ of water in it (1d6 hp falling damage).
is as simple as wading waist-deep into the pool. A 12d6 hp fireball simultaneously detonates, filling the
entire corridor and pit and igniting the oil that floats
If PCs have been having too easy a time of it more on the water. The oil then burns for 6 rounds (2–7 hp
powerful ghouls could be used, such as the Ghoul Lord damage/round).

66
Footprints 23 Citadel of the Carrion-Eaters

39. Trapped Corridor brooch w/gems (2000 gp), silver goblet w/gems (3000
When the false door at the far end is opened, the corridor gp), silver bracer set with jet in the shape of a serpent
becomes blanketed in continual darkness. Simultane- (6000 gp), silver earrings w/gems (6000 gp), silver scroll
ously, a temporary gate opens and 24 shadows emerge to tube decorated with mother of pearl (2000 gp), silver
attack. Subsequent continual darkness spells are triggered necklace w/gems (6000 gp), silver pendant inset with a
each and every round, for the next 6 rounds (meaning massive sapphire (6000 gp), silver tiara w/gems (3000
that PCs will likely be fighting in the dark at least part gp), wrought platinum earrings (1700 gp), wrought plat-
of the time). inum ring (1800 gp), wrought gold bracelet (1700 gp),
wrought gold brooch (1600 gp), wrought gold bowl (1200
Shadows (×24): AC 7; MV 12″; HD 3+3; hp 21 each; gp), wrought gold earrings (700 gp), wrought gold circlet
THAC0 15; #AT 1; DMG 2–5; SA strength drain (1 point/ (1300 gp), wrought gold dice set (4 dive, 350 gp each),
touch), 90% undetectable in shadows, +1 or better weapon wrought gold rod (1200 gp), blue-steel long sword with
to hit, immune to cold, immune to sleep, charm, and hold gems inset cross-piece (1800 gp), wrought silver dagger
person; Int Low; AL CE; Size M; XPV 244 (100 gp).

40. Torture Chamber Magic Items: 16 potions (Oil of Slipperiness ×2,


This room is Yeenoghu’s play room, where he has tortured Philter of Love, Brass Dragon Control, Climbing,
to death several paladins, lawful good clerics, a pair of Diminution, Gaseous Form, Green Dragon Control
dwarf warriors and several elven heroes; the remains ×2, Healing, Invulnerability, Levitation, Sweet
of the playthings are pinned to the walls with various Water ×2, Treasure Finding, Water Breathing), 6
spikes, hooks, etc. and it is clear that terrible injuries magical scrolls: clerical scroll (animate dead, bestow
were inflicted on these individual before they died. curse, cause disease, dispel magic ×2, obscure object,
prayer), illusionist scroll (emotion, massmorph), magic-
41. The Sleepers user scroll (darkness 15′ radius), magic-user scroll
Six (6) shoosuva guard the 5 pregnant gnoll females that (pyrotechnics), protection from magic scroll ×2, ring
are kept here in stasis. Yeenoghu is keeping them here in of water walking, scarab of protection, Talisman
stasis, so all can later be taken to give birth in The Abyss. of Zagy, chain mail +2 (human), leather armor +1
These are Yeenoghu’s true treasures, as his cambion (human), plate mail +2 (human), scale mail +1 (elf),
offspring serve as elite warriors and commanders in his short bow +1, long sword +2.
demonic army. If Yeenoghu has not been defeated when
the PCs enter this room, the Demon Lord will teleport Author’s Note: This treasure list, with only a few
here to defend his progeny. If he is in danger of losing edits, was generated by the random treasure tools
a fight, he will snatch up the females and teleport back found at donjon.bin, a site with a ton of cool tools
to his realm, collapsing the gate (location #43, below) and generators.
behind him.
Editor’s Note: The jewellery list was not removed
42. The Treasure Room because DMs may find it useful when creating
There is a massive pile of treasure and loot here, the fruits treasure lists for their own adventures.
of the gnolls’ depredations. The pile includes 12,493 pp,
77,211 gp, 14,635 ep, 149,977 sp, and 1,301,133 cp. Mixed 43. Yeenoghu’s Gate:
in with the coins are 25 × 10 gp gems, 26 × 50 gp gems, This large “cave mouth” shimmers and crackles with
37 × 100 gp gems, 23 × 500 gp gems, 12 × 1,000 gp gems black lightning; it is a gate anchored to Yeenoghu’s realm
and a single 5,000 gp gem. in the Abyss. Four (4) shoosuva, 4 gnoll-cambions, 6
ghuuna, 2 vrock and a Greater Shaman stand guard here,
There are also 34 pieces of jewellery and 31 magical items: the final guardians to prevent intruders from reaching
Yeenogu’s realm.
Jewellery: gold crown w/gems (8000 gp), gold earrings
w/gems (5000 gp), gold necklace w/gems (4000 gp), gold If PCs choose to pass through the gate, they will be
pendant w/gems (2000 gp), gold ring w/gems (4000 gp), instantly mobbed by 66 demonic gnolls and 16 demonic
gold perfume vial w/gems (3000 gp), gold torc w/gems ghouls, with more powerful reinforcements arriving on
(4000 gp), jade brooch carved like a griffon (1800 gp), the next round. Given the reduction in the power of
platinum star-shaped brooch w/gems (7000 gp), plat- normal magical items in the Abyss, even high-level PCs
inum jewellery box with tree on the lid w/gems (8000 may find that they have bitten off more than they can
gp), platinum earrings w/gems (8000 gp), platinum neck- chew if they decide to use the gate.
lace w/gems (8000 gp), platinum ring w/gems (6000 gp),
platinum statuette (of a dancing satyr) w/gems (9000
gp), silver anklet w/gems (2000 gp), silver skull-shaped

67
Citadel of the Carrion-Eaters Footprints 23

68
Footprints 23 Citadel of the Carrion-Eaters

Appendix: Monster Statistics carry axes and swords (1d8 damage). 35% have polearms
and 15% have great bows (as a longbow, but 1d8 damage).
Gnoll Warrior (×473): AC 5; MV 9″; HD 2; hp 11; THAC0 Each has personal treasure of 3–14 gp.
16; #AT 1 or 2 (bow); DMG 2d4 or by weapon; SA great
bows; Int Low to Average; AL CE; Size L (7′ tall); XPV 50 Gnoll Leader (×40): AC 4; MV 9″; HD 3; hp 16; THAC0
16; #AT 1 or 2 (bow); DMG 2d4 or by weapon; SA great
Even before falling under the influence of the Demon Lord bow; Int Average; AL CE; Size L (7′ tall); XPV 98
these gnolls were vicious killers. Now they are constantly
on the edge of bloodlust and rage, and they will fight to Leaders are armed as gnoll warriors, but 50% have great
the death. The gnoll warriors wear piece-meal armor and bows. They also carry personal treasure of 6–20 gp.

69
Citadel of the Carrion-Eaters Footprints 23

Gnoll Tracker-Archer (3rd level Archer) (×40): AC 4; pp and 1d3 50 gp gems.


MV 9″; HD 4+4; hp 26; THAC0 15; #AT 1 (melee) or 2
(bow); DMG 1d12+1 (two-handed sword) or 1d8+1 (great Head-Shaman (5th Level Cleric) (×3): AC 2; MV 9″;
bow); SA +2 hit & +1 damage with bow at <50′, +1 hit & HD 6; hp 29; THAC0 15; #AT 1; DMG 2d4 or by weapon;
damage at 51′ to 210′; Int Average; AL CE; Size L (7′ tall); SA spells: command, cure light wounds, darkness or pro
XPV 239 (per the Archer NPC class in Best of Dragon #3) from good; aid or chant, hold person, silence 15′ r; dispel
magic or prayer; Int Very; AL CE; Size L (7′ tall); XPV 276
Lightly armored, these gnolls carry two-handed swords
for use when forced into melee, but they much prefer the These brutes have better armor than the average gnoll
use of their great bows. Each gnoll tracker-archer carries but carry similar weaponry. Each also carries a personal
a personal treasure of 22–60 gp. treasure of 41–60 gp, 12–18 pp, 1d4+1 50 gp gems and a
piece of jewelry worth 500–800 gp. Each also has a single
Gnoll Champion/Guard (×30): AC 4; MV 9″; HD 3; hp magical item: #1—necklace of missiles (3, 5 & 6 die
20; THAC0 16; #AT 1; DMG 2d4+1 or by weapon +1; SA missiles), #2—staff of striking (8 charges), #3—scroll
great bow; Int Low to Average; AL CE; Size L (7′ tall); XPV of flame strike.
110
Gnoll Witch-Doctor (C5/MU2): AC 4; MV 9″; HD 8;
These massive gnolls carry large shields and swords or hp 30; THAC0 15; #AT 1; DMG 2d4 or by weapon; SA
axes; and only 10% have great bows (they prefer close spells: affect normal fires, burning hands; command, cure
combat.) Each gnoll champion carries a personal treasure light wounds, pro. from good; chant, hold person, silence
of 21–40 gp. 15′ r; dispel magic; wand; Int Very; AL CE; Size L (7′ tall);
XPV 355
Gnoll War-Lord (×5): AC 2; MV 9″; HD 4; hp 22; THAC0
15; #AT 1; DMG 2d4+2 or by weapon +2; SA great bows; The demented gnoll responsible for summoning Yeenoghu,
Int Average; AL CE; Size L (8′+ tall); XPV 173 the witch-doctor is revelling in the blood-letting that has
resulted. The witch-doctor is unusual in that he does not
These brutes are large enough to wield a two-handed seek personal power; instead he wants to see gnolls grind
sword in one hand, and they have massive shields in the forces of humanity beneath their clawed feet. He has
addition to their piecemeal armor. Each carries a personal a personal treasure of 11 pp, 16 gp, 6 × 100 gp gems, a
treasure of 32 to 70 gp and a piece of silver jewellery silver necklace (300 gp) and an electrum armband (700
worth 1d6 ×100 gp. gp). He also has a potion of fire-breathing, a scroll of
teleportation, a scroll of cone of cold, and a wand of
Gnoll King: AC -1 (plate & shield +2); MV 9″; HD 5; hp paralyzation (36 charges). The witch-doctor will not
30; THAC0 15 (14 with axe); #AT 1; DMG 1d8+3+1 (battle hesitate to use his magical items in combat.
axe +1); SA great bow; Int Average; AL CE; Size L (8′ tall);
XPV 320 Hyena (×21): AC 7; MV 12″; HD 3; hp 12+1d12; THAC0
16; #AT 1 (bite); DMG 2d4; Int Animal; AL N; Size M; XPV
The Gnoll King wears plate mail and uses a wicked axe in 35 + 3/hp
combat. He carries 17 pp, 46 gp, 3 × 100 gp gems, 1 × 500
gp gem, a silver bracer (750 gp) and a gold torc (1,400 gp). Ghuuna (×15): AC 4; MV 12″; HD 6+6; hp 32; THAC0 13;
#AT 1 (bite or weapon); DMG 4d4 (bite) or by weapon;
Lesser Shaman (2nd Level Cleric) (×10): AC 4; MV 9″; SA diseased bite; SD cold iron or magical weapons to hit,
HD 3; hp 16; THAC0 16; #AT 1; DMG 2d4 or by weapon; surprised only on a 1; Int Average; AL CE; Size L (8′ tall);
SA spell: typically command, and pro. from good; Int XPV 984 (Ghuuna are detailed in Creature Catalog I and
Average; AL CE; Size L (7′ tall); XPV 153 in Dragon Magazine #89)

Lesser shaman are armed and armored like a gnoll warrior. Ghuuna War-Lord: AC 0 (bracers +2); MV 12″; HD 7+7;
Each carries personal treasure of 21–40 gp and 5–8 pp. hp 59; THAC0 12; #AT 1 (bite or weapon); DMG 4d4+2
(bite) or battle axe +2 (+3 hit & +4 damage); SA diseased
Greater Shaman (3rd Level Cleric) (×6): AC 4; MV 9″; bite; SD bracer of defence +2 (to AC & saves), cold,
HD 4; hp 19; THAC0 16; #AT 1; DMG 2d4 or by weapon; iron or magical weapons to hit, surprised only on a 1; Int
SA spells: command, darkness or pro. from good, chant or Average; AL CE; Size L (8′ tall); XPV 1,665
hold person; great bow; Int Average; AL CE; Size L (7′ tall);
XPV 162 each Shoosava (×12): AC 3; MV 15″; HD 6; hp 27; THAC0 13,
#AT 1; DMG 6–15; SA creeping paralysis, SD hit only by
Each gnoll shaman is armed and armored like a gnoll silver or +1 weapons, immune to psionics, mind control,
warrior and carries a personal treasure of 21–40 gp, 5–8 and enchantment/charm spells; MR 30% (vs cold, heat,

70
Footprints 23 Citadel of the Carrion-Eaters

electricity and poison gas; take ½ damage if MR fails, ¼ 1d4/1d4/1d8/1d8/1d6; SA spells: darkness 5′ r, detect
if save successful); Int Very; AL CE; Size L (6′ at shoulder); invisbility, telekinesis (2000 gp weight), gate (10% 1 type I
XPV 664 (Shoosuva are detailed in Dragon magazine #63) demon); SD ½ damage from fire, cold, gas and electricity;
Int Low; AL CE; Size L; XPV 1,850
Ghoul (×66): AC 6; MV 9″; HD 2; hp 13; THAC0 16; #AT
3; DMG 1d3/1d3 (claws) & 1d6 (bite); SA paralyzation, Gnoll Cambion (×6): AC 2 (0 with armor & shield); MV
immune to sleep, charm and hold person; Int Low; AL CE; 12″; HD 9+18; hp 72 each; THAC0 10; #AT 3 (2 weapons &
Size M; XPV 99 1 bite); DMG by weapon +4 or 2d4+1 (bite); SA Strength
18/51 (+2 hit & +4 damage with weapons), spells: dark-
Ghast (×22): AC 4; MV 15″; HD 4; hp 26; THAC0 15; #AT ness 5′ r, detect invisibility, hold person (1/day), diseased
3; DMG 1d4/1d4 (claws) & 1d8 (bite); SA stench, paraly- bite (a successful bite causes a random disease, as per
zation, immune to sleep, charm and hold person; Int Very; the DMG page 14), cause fear (barking, 3′ range, 3/day),
AL CE; Size M; XPV 319 track as a 9th level ranger; SD ½ damage from cold, fire,
electricity and poison gas; MR 25%; Int Low; AL CE; Size
Great Ghast (×6): AC 2; MV 15″; HD 4+8; hp 40; THAC0 L (9′ tall); XPV 4,458
15; #AT 3; DMG 1d4+1/1d4+1 (claws) & 1d8+2 (bite); SA
stench (save at -2), paralyzation (save at -2), immune to Looking like an over-sized gnoll (9′ tall) with patches
sleep, charm and hold person; MR 15%; Int Very; AL CE; of fur falling out, longer arms than seems normal, and
Size M; XPV 480 each a huge muzzle with ragged teeth protruding from the
mouth, these creatures wear demon hide armor with
Note: The demonic legions represent the gnolls and steel plates riveted to it, carry a large shield, and wield a
ghouls that Yeenoghu can summon from his home massive sword in combat (1d10 hp base damage). These
realm in the Abyss or will meet a party stepping creatures are the result of a mating between Yeenoghu
through his gate to the abyss. These creatures are and a gnoll female (the results of which are invariably
all a little tougher and able to cause more damage fatal for the gnoll). While they are immensely powerful
than their Prime Material Plane counterparts. They compared to gnolls, the gnoll blood-line is not as condu-
also share the resistance to cold, electricity, fire and cive as the human blood-line in hosting demonic essence;
gas that demons have. thus, Yeenoghu’s cambion progeny are weaker than most
marquis cambions. Although Yeenoghu is a little disap-
Demonic Gnoll Legion Member (×66): AC 2; MV pointed with the lack of intelligence that his off-spring
12″; HD 2+2; hp 16; THAC0 16; #AT 1; DMG 2d4+2 or by typically displays, he is still trying to breed enough of
weapon +2; SA demon bone arrows (type A insinuative them to create an army powerful enough to defeat his
poison 15 hp if save failed, 0 hp if save successful), +1 rivals in the Abyss.
to hit, immune to fear, sleep, charm and hold person, ½
damage from fire, cold, electricity and gas; Int Low to Yeenoghu: AC -5; MV 18″; HD 22 (equivalent); hp 100;
Average; AL CE; Size L (7′ tall); XPV 168 each THAC0 7; #AT 1; DMG 3d6 and/or possible paralyzation
and/or confusion; SA spell-like abilities: darkness 10′ r,
The demonic gnoll legions are made up of the souls of magic missile (3/day, 6 missiles at 2d4 hp damage), detect
gnolls that have been gathered in Yeenoghu’s realm. magic, read magic, read languages, detect invisibility, invis-
They wear armor made of metal riveted to the hides of ibility, fly, hold person, dispel magic (level 20), sugges-
Abyssal beasts, use wickedly serrated swords and axes, tion, polymorph self, fear, teleport, telekinesis (10,000 gp
and the 24 arrows that they carry are made of the bone of weight), transmute rock to mud, mass charm, psionics (see
demons and Abyssal beasts and are effectively poisoned MM), triple-headed flail, summon gnolls (1/day, 6 to 66),
with Type A insinuative poison. Alternately, a DM could summon ghouls (1/day 6 to 16), gate (1/day, 80%, 1d4+1
refer to the expanded list of poisons in Best of Dragon Type I Demons); SD +1 or better weapon to hit, ½ damage
#2 if they want a poison that causes injury even on a from fire, cold, electricity and poison gas; Int Exceptional;
successful saving throw. AL CE; Size L (12′ tall); XPV 54,500

Demonic Ghoul Legion Member (×16): AC 6; MV These statistics are from the 1E Monster Manual; as
9″; HD 2+2; hp 16; THAC0 16; #AT 3; DMG 1d3+1/1d3+1 a deity Yeenoghu should also be given the powers
(claws) & 1d6+1 (bite); SA paralyzation (save at -2 described in Deities & Demi-gods (page 8, Standard
penalty); SD immune to fear, sleep, charm and hold Divine Abilities). These abilities include command (2
person, ½ damage from fire, cold, electricity and gas; Int round duration), comprehend languages, detect alignment,
Low; AL CE; Size M; XPV 168 each gate (as the spell), geas, quest (no saving throw), teleport
and true seeing. Since Yeenoghu is a god, you should feel
Type I Demon “Vrock” (×5 + any gated in): AC 0; free to toss in whatever other powers it requires to cause
MV 12″/18″; HD 8; hp 50; THAC0 12; #AT 5; DMG a high-level party trouble.

71
Open OSRIC™ and Open Game Licenses Footprints 23

Open OSRICTM License


Terms used herein are as defined in the OPEN GAME LICENSE Version 1.0a content will be considered Product Identity, assuming that it is valid Product
promulgated by Wizards of the Coast, Inc. Open Game Content may only be Identity under the OGL.
Used under and in terms of the Open Game License. If you do any of the foregoing, you must:
Subject to the other terms of this license, you may do the following: 1) Comply with the terms of the Wizards of the Coast (WOTC) Open Game
1) Distribute this document for free or for profit, provided that no change or License with respect to any use of Open Game Content
addition is made other than adding your name as publisher if the product is 2) Not violate or infringe upon any trademark of WOTC (moreover, note that
distributed in print, other than by print on demand. the OGL currently prohibits any indication of compatibility with a trademark
2) Refer in your own products to the name of this document, and indicate without written permission).
com-patibility with the OSRIC system. 3) Include the following text prominently on the cover or cover page of your
3) Produce content that is derivative of the “Licensed IP” material in this product:
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4) Include quotations from the rules set forth in the OSRIC system, provided Compilation). The OSRIC system text may be found at http://www.knights-
that such quotes do not individually exceed 100 words or collectively n-knaves.com/osric. The OSRIC text is copyright of Stuart Marshall. “OSRIC”
comprise more than 10% of your product. and “Oldschool System Reference and Index Compilation” are trademarks
5) Identify parts of your Product Identity as “OSRIC Open Content” that of Stuart Marshall and Matthew Finch and may be used only in accordance
may be used by other OSRIC publishers, but only OSRIC publishers, as if with the OSRIC license.
it were Open Game Content. Note that Open Game Content may not be Complimentary copies of OSRIC material need not be sent to the authors,
limited to OSRIC publishers, only Product Identity. but it would be nice.
6) Identify parts of your Product Identity as “OSRIC Reference Content,” “Licensed IP” means: all of the material herein, with the exception of the
in which case other publishers may refer to the OSRIC Reference Content art-work, trademarks, and title.
provided that they identify the source of the reference (your work) and note Under no circumstance should this license be construed to violate the terms
on the cover of their product that your product is required in order to use of the Open Game License, and any term that violates the Open Game
their product. License is to be construed as closely as possible to the original intent within
7) If a publisher fails to identify OSRIC Open or Reference content, that the terms of the Open Game License.

Open Game License


OPEN GAME LICENSE Version 1.0a: The following text is the property of clusive license with the exact terms of this License to Use, the Open Game
Wiz-ards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc Content.
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1. Definitions: material as Open Game Content, You represent that Your Contributions are
(a) “Contributors” means the copyright and/or trademark owners who have Your original creation and/or You have sufficient rights to grant the rights
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works and translations (including into other computer languages), potation, por-tion of this License to include the exact text of the COPYRIGHT NOTICE
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(c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, Distribute.
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3. Offer and Acceptance: By Using the Open Game Content You indicate 15. COPYRIGHT NOTICE Open Game License v 1.0 Copyright 2000, Wizards
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72

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