Library of Erudin“…for knowledge is the greatest quest of all.”Erud
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Everquest Rpg Game Master's Guide

WhiteWolf · 2003

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Credits

Authors: Josh Adams, Chris Campbell, Tim Dedopulos, Carl Gilchrist, Frank Hablawi, Mur Lafferty, Mike Mearls, Jeff Quick, Aaron Rosenberg, Dean Shomshak, Stephanie Smith, Richard C. Stratton, and Katherine Weinstein

Developers: Stephan Wieck and Stewart Wieck, with Scott Holden-Jones

Editors: Scott Holden-Jones, Mike Johnstone

Art Director: Richard Thomas

Layout and Typesetting: Ron Thompson

Interior Artists: Steve Ellis, Jeff Holt, Jeremy Jarvis, Brian LeBlanc, Michael Phillippi, Eric Polak, Mark Smylie, James Stowe, Richard Thomas and Jerry Tirtilli

Cover Artist: Clyde Caldwell

Special Thanks: Daniel Enright, Scott McDaniel, Scott McDaniel (Art Director), and Steve Weiss at Sony Online Entertainment for their help.

SONY ONLINE ENTERTAINMENT

Get the latest information on the EverQuest Role-Playing Game and lots of free downloads at:

www.EQrpg.com

Distributed for Sword & Sorcery Studio by White Wolf Publishing, Inc.

This printing of EverQuest Role-Playing Game: Game Master’s Guide is done under version 1.0 and/or draft versions of the Open Game License and the System Reference Document by permission from Wizards of the Coast, Inc. Subsequent printings of this book will incorporate final versions of the license, guide, and document. See the Open Game License Appendix of this book for more information.

Some portions of this book that are delineated Open Game Content (OGC) per the Open Game License appendix originate from the System Reference Document ©1999, 2000, 2001, 2002 Wizards of the Coast, Inc. The remainder of these OGC portions of this book is hereby added to Open Game Content and if so used should bear the COPYRIGHT NOTICE “EverQuest Role- Playing Game: Game Master’s Guide Copyright 2002, Sony Computer Entertainment America, Inc.”

All contents of this book are copyrighted year 2002 by Sony Computer Entertainment America, Inc. All rights reserved, y ; , 2 8 Reproduction or use without the written permission of the publisher is expressly forbidden, except for the purpose of review or use

of OGC consistent with the OGL.

EverQuest is a registered trademark and "It's Your World Now" is a trademark of Sony Computer Entertainment America Inc.. SOE and the SOE logo are registered trademarks of Sony Online Entertainment Inc. in the US and other countries.

Sword & Sorcery, Sword & Sorcery Studio, the Sword & Sorcery logo, and White Wolf are trademarks of Whire Wolf Publishing, Inc. All rights reserved. The mention of or reference toany company or product in these pages is nota challenge to the trademark or copyright concerned.

Printed in Canada

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Credits Introduction 6

Chapter One: The World orf Norrath 13

Guide tothe Unknown World Antonica Faydwer Kunark Odus Velious Luclin

Pantheon of Norrath The Greater Gods Demigods The Spirit Deities

Chapter Two: Game System Two Basic Rules SkilLand Ability Checks Calling for Checks Conditional Modifiers to a Roll The PC’s Best Friend How Successful is Successful? Ability Checks Saving Throws EncountersandCombat Encounter Distance Combat Running Things Smoothly Attack Rolls Damage Using Miniatures in Combat Movement Chase Scenes Condition Summary The Environment Water Starvation and Thirst Heat Cold

Weather Hazards Other Dangers NPC Classes Aristocrat Commoner Expert Militiaman Spell Research Research Materials Preparing for Spell Research Designing New Arcane Spells The Research Process Other Spellcasters Maximum Direct Damage for New Spells

Chapter Three:

Creating Adventures

General Adventure Building Advice Making Campaigns AbdvancedAdventureandCampaign Techniques Quests

Errand Boy to Epic Warrior

Designing and Using Quests

Sample Quests Designing Encounters

The Basics

Crafting Encounters

Combat Encounters

Social Encounters

Traps

Puzzles

Hazards

Environments

Balancing Encounter Difficulties

Chapter Four: Rewards

Experience Points Awarding XP Determining Challenge Ratings Modifying XP Awards for Race Other Awards

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Experience Penalties? When to Award XP Gaining New Abilities Treasure Treasure Hoards Faction Awarding Faction Adjustments Player Character Factions Non-Player Character Factions

Chapter Five: Magicltems

How ToPlace Magic Items Item Slots ldentirying Magicltems Using Items Equipping Magic Items Saving Throws Against Magic Items Bonuses From Magic Items Attack Bonuses and Damage Reduction Charges, Doses, and MultipLle-Use Items Damage to Magic items Magicitem Descriptions Magic Armor and Weapon Qualities Focus Effects Using the Random Item Tables Back Blunt Weapons

Hand-to-Hand Weapons Ancestral Spirit Katars

Other Hand-to-Hand Weapons Head

Legs

Neck

Piercing Weapons

Ranged Weapons Shields

Shirt

Shoulder

Slashing Weapons Waist Items

Wrist Miscellaneous Items Scrolls

Research Components Epic Weapons

Chapter Six: Trade Skills

Alchemy

Enhancement Potions

Utility Potions Baking

Exotic Foodstuffs Blacksmithing

Special Armors Brewing

Essential Alcohol

Specialty Drinks

The Brewer and Tanning Agents Fletching Jewelcrart Poison Making

Poison Descriptions Pottery

Magic Pottery Tailoring

Tailoring Magic Items Tinkering

Tinkered Items New Enchanter Spells

Appendices Open Game License Index

Tables

Table 2 —1:Spotting Distance

Table 2 —2:Spotting Difficulty

Table 2 —3:Flight Maneuverability

Table 2 —4:Wind Effects

Table 2 —5:Damage from Falling Objects

Table 2 —6:The Aristocrat

Table 2 —7:The Commoner

Table 2 —8:The Expert

Table 2 —7:The Militiaman

Table 2 —10:Enchanter Research —Only Spells

Table 2 —1I:Magician Research-Only Spells

Table 2 —12:Necromancer Research-Only Spells

Table 2 —13:Wizard Research-Only Spells

Table 2 —14:Scroll Costs and Values

Table 2 —15:Maximum Damage for Spells

Table 3 —1;Walls

Table 3 —2:Doors

Table 4 —I:Experience Point Awards

Table 4 —2:Cost of Training

Table 4 —3:Treasure Values per Encounter

Table 4 —4:Treasure

Table 4 —5:Gems

Table 4 —6:Art Objects

Table 4 —7:Mundane Items

Table 4 —8:Faction Award Examples

Table 5S —1:Bonuses from Magic Items

Table 5 —2:Hardness,Hit Points, and Break DCs for Common Items

Table 5 —3:Casting Haste

Table 5 —4:Recast Haste

Table 5 —5:Random Magic Item Category

Table 5 —6:Back Items

Table 5 —7:Blunt Weapons

Table 5 —8:Body

Table 5 —7:Ear Items

Table 5 —10:Face Items

Table 5 —11:Feet Items

Table 5 —12:Finger Items

Table 5 —13:Hand Items

Table 5 —14:Hand-to-Hand Weapons

Table 5 —15:Head Items

Table 5 —l6:Leg Items

Table 5 —17:Neck Items

Table 5 —18:Piercing Weapons

Table 5 —17:Ranged Weapons

Table 5 —20:Shields

Table 5 —21:Shirts

Table 5 —22:Shoulder Items

Table 5 —23:Slashing Weapons

Table 5 —24:Waist Items

Table 5 —25:Wrist Items

Table 5 —26:Miscellaneous Items

Table 5 —27:Scroll Type by Character Class Table 5 —28:Scroll Spell Level (Dedicated Spellcaster) 174 Table 5 —27:Scroll Spell Level (Hybrid Spellcaster) 174 Table 5 —30:Research Components

Table 5 —31:Enchanter Pages

Table 5 —32:Magician Words

Table 5 —33:Necromancer Words

Table 5 —34:Wizard Runes

Table 6 —1;Secondary Abilities for Trade Skills Table 6 —2:Experience Point Costs for Trade Skills Table 6 —3:Enhancement Potion Ingredients Table 6 —4:Cost of Utility Potion Ingredients Table 6 —5;:Basic Cooking Supplies

Table 6 —6:Blacksmithing Tools

Table 6 —7:Basic Smithing

Table 6 —8:Arrowheads and Shafts

Table 6 —7:Sample Weapons and Shields Table 6 —10:Smithed Armor

Table 6 —I1:Brewed Tanning Agents

Table 6 —12:Bows

Table 6 —13:Optional Bow Components Table 6 —14:Bow Strings

Table 6 —15:Arrows

Table 6 —16:Precious Metal Prices

Table 6 —17:Gems

Table 6 —18:Suspensions

Table 6 —17:Poisons

Table 6 —20:Basic Tailoring

Table 6 —21:Tinkering Ingredients

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The World of the Game Master

As the Game Master (GM), the world of Norrath is yours to control. This is an awesome amount of power, and it carries much responsibility. Inside this book, you will find all the information you need to deal with both sides of being a GM and to bring EverQuest to life for yourself and your friends. You are lucky: being the GM is one of the most rewarding ways of role-playing.

If you are new to role-playing in general or to being a GM, you will find lots of information to help you understand and enjoy the art of game mastering. Your most important task — in fact, the only one that you really need to worry about — is to make sure that everyone has a good time when you run your games, and careful control is the way to ensure this. You are totally in charge of the world in which the player characters (PCs) adventure; there are no servers to be updated, no guildmasters to hand out quests. What happens in your version of Norrath is entirely up to you.

There lies the power. If you choose, you can make adventures impossibly hard for the PCs — or laughably easy — without even lifting a finger. This is no fun for the players, though, and it’s no real fun for you, either, which is where the responsibility comes in. When you provide an interesting, involving challenge for your players, they will have a load of fun —and the greatest GMs in the world, bar none, are the ones whose players have fun. When the players are enjoying themselves thanks to you; when the places and people and plots you have created almost come to life for them; when your friends are still telling people about a moment ea of your games ina year’s time: well, that’s the greatest fun of all.

Using this Book

The EverQuest: Game Master's Guide contains everything you need to understand the art of being a GM. In this introduction, you will discover exactly what is involved in running a game of EverQuest. If you have never GMed before, pay close attention: everything you need to know about GMing great games awaits you here. Even if you are already experienced, we still recommend you read this section, as it offers some handy tips and tricks that could revolutionize your games,

Chapter 1, The World of Norrath, details the history, characters, and politics of the realm of Norrath and explains the important differences between adventuring in Norrath in the online game versus the pen-and-paper game. Whether you are a veteran of EverQuest online or not, you will find a whole host of vital information in this chapter. When the time comes for you to design your own adventures, knowing about the mysteries and

opportunities that lie throughout Norrath will give you plenty of ideas from which to draw.

Chapter 2, Game System, explores the rules of the game. From skill checks and combat to designing new spells, this chapter gives you the systems for figuring out whether the PCs succeed or fail. By sticking to the rules, you will make sure that you always remain fair to all the players equally and reassure the players that their efforts count. Taking the time to learn the rules well is worth- while, as you will head off a lot of disputes and disagreements later on.

Chapter 3, Creating Adventures, discusses the art and craft of the GM's main task. A good adventure is the single most important part of a fun game, so this chapter will go into detail on designing adventures and how they relate to quests. It also explains how to use traps, monsters, non-player characters (NPCs), and other obstacles to provide a balanced challenge for the PCs.

Chapter 4, Rewards, covers everything you need to know about paying the PCs back for their efforts. For many players, getting hold of money, treasure, and experience points is one of the most important parts of the game — and everyone likes to see their characters developing and improving as the campaign goes on. Being too mean or too generous with treasure will spoil the players’ fun, so getting it right is important.

Chapter 5, Magic Items, tells you all about the various types of magical treasure that can be found in the EverQuest Role-Playing Game. Along with extensive descriptions of all sorts of wondrous objects, you will also find information on how magic items work within the game, how they can be identified and used by the PCs, and the considerations you should bear in mind before giving out any item. As well, item selection tables help you pick balanced objects to include as loot.

Finally, Chapter 6, Trade Skills, explains all about the objects and magic items that the PCs can create themselves. This chapter deals with everything from the basic operation of the skills themselves — and the raw materials the PCs need — through to full details of the many amazing items that can be fashioned. Making items, whether for sale or for personal use, isan important aspect of life on Norrath, and everything you need to know is detailed here.

Make no mistake, taking the role of the GM is a challenge, and you will face all sorts of potential frustrations and problems. Yet GMing also offers one of the most involving, exciting, and rewarding activities there is. Make good use of this book, learn its lessons well, and you too can be a truly great GM — which is where the adventure begins.

BeingaGM

The Basics

What’s Involved

The GM is the most important person in any role-playing game As the GM, you provide the entire world, from the places and landscapes in which the PCs find themselves to the cut and thrust of every fight, right down to the beggar on the street corner. You give the setting its life, make it real for the players, and then help them to understand what happens when they interact with it.

During your time as a GM, you will work with and create all manner of wonders. Much of the time, you will think of exciting stories, plots, and conspiracies in which to involve the PCs; then again, you will also create entire areas, from caverns to city districts to whole continents, At other points, you will decide what happens to Norrath at large, out of the PCs’ reach, Ifa major tidal wave devastates much of Freeport or Antonius Bayle is discovered dead in his chambers one morning with his throat cut, the world will be altered as a result. The real world is always changing and developing, giving you plenty of scope to alter your version of Norrath to make life interesting for the PCs.

When deciding what happens in the world, remember that it is your game. EverQuest online and the EverQuest Role-Playing Game have many differences, and perhaps the greatest difference is that you are in control of your Norrath. You do not answer to anyone else. If you do not like certain elements or think that you could make them better, that’s great. Run with it. All you must do is make sure that your players know the differences. There are no “correct” answers. If you and your friends are all EverQuest online veterans and want to run a game that stays rigidly accurate to the computer version, that is absolutely fine. If none of you have ever even logged on to the online game and want to make most of the setting up as you go along, then that is absolutely fine, too. Don't worry about it. You call the shots, after all. No mighty judge of accuracy looks down at you and assesses the way you play your game.

You will have plenty todo outside of the main business of acting as the replacement for the game server, though. When the players need to know if their characters have succeeded or failed ata task, you will be the one who can tell them. If a dispute arises, you will serve as the ultimate arbiter. A judge must be impartial, so you need to make sure that youact fairly to everyone. If the session gets bogged down, you need to move it forward, From time to time, you may have to handle the players as carefully as you handle the PCs.

Players who are new to role-playing should really be taught the game gently through demonstration. Not everyone knows how to role-play, and doing what you can to give someone a good first experience of the game is important. Fortunately, teaching people how to play is not that difficult. First of all, guide the new player through basic character generation. Do not get bogged down in lots of options, and do not go into any irrelevant details. Ifthe new character is a wizard, avoid explaining about bard or shaman spells or even about high-level wizard spells; just stick to what is immediately important. You might even decide to download the pre-made characters and adventures from www.egrpg.com and hand them out to your players, explaining the basics of the character sheet and teaching the rest as you play.

When youstart playing, explain rules as and when they become necessary. Forget about complicated or advanced rules entirely at the start and run a simple encounter — such as being attacked by a snake and then taking the skin to sell back in the town. Trying to explain everything in one shot will be far too overwhelming. Go slowly and gently, and you will have a dedicated, enthusiastic player for as long as you are running the game.

The First Rule

Role-playing games have only one truly sacred rule, and it isa simple one. If you stick to it, you will earn the respect and admiration of all your players; if you break it, you will quickly end

up without a gaming group around you. The ultimate rule is that everyone s have fun. This rule may seem simple, but you need to consider a number of implications when you are running a game.

Role-playing is not about any one person winning or losing. This is particularly true of you. As the GM, you assume a position of ultimate power. If you decide that the first encounter facing the new PCs is Nagafen the dragon descending from the heavens and just for good measure you create his identical brothers Magafen and Lagafen to join him in roasting some adventurers . . . well, there is no way that the players can do anything about that. The PCs will be killed and the players will be irritated. As the GM, killing a PC at any time is always trivially easy. You are not competing with the PCs, however.

At the same time, you need to make sure that the players remember that they are not competing with each other. PCs are frequently stubborn and headstrong, and often the members of an adventuring party would disagree ferociously. When players get involved, forgetting that the disagreement is between characters and not between players can be easy. You need to make sure that everyone remembers that the whole point is to have fun. If a character argument starts to turn into a player argument or one player seems determined to disrupt the game, you must step in and smooth out the situation.

Different groups enjoy different aspects of gaming. Since you want to have fun, remember that there is no “right” or “wrong” way togame. So longas everyone enjoys themselves, you shouldn't worry about the types of adventures you are running or whether you are sticking exactly to the rules or the setting. You should, however, bear in mind that what the characters want — their problems solved, lots of treasure, massive powers, an easy life, and so forth — is not what the players truly want, even if they believe otherwise, Having a character get everything she wants without any struggle is like playing a computer game with cheat codes: it is fun for a little while, bur it quickly gets boring.

To ensure that everyone has fun, you must provide the players withachallenge— one that they can just about deal with and that they will enjoy figuring out how to overcome. This is the only rule you can never afford to break.

Main Outies

Running Scenariosand Campaigns

The GM's main duty is to devise the challenges and problems that the PCs face — in other words, the game in which the players take part. All other aspects associated with GMing come back to this task. Most role-playing takes place asa campaign of interlinked scenarios (or adventures), each one typically lasting one or more sessions. A session involves one bout of gaming: an evening, a long weekend, a lunch-break — however much time you have. An adventure is like a chapter in the story of the PCs, similar in length to completing one quest from a guildmaster in Ew st online. The campaign is the overall story of the characters, from when they are first created to when they retire from adventuring or are finally killed. There may be ongoing plots or story arcs throughout the campaign, such as recurring enemies or a PC's quest to find a missing sibling; specific adventures may be related to these story arcs or have small elements of them or have nothing to do with them arall. In addition, some scenarios (usually known as stand-alone) are unrelated to any campaign, and players may even use different PCs for them. Many groups only ever play stand-alone adventures, not wanting to get involved in the intricacies of a campaign.

When you come to run a game, you can choose between creating your own entirely new scenarios, using scenarios based on quests and plots in EverQuest online, or buying prepared scenarios developed by someone else. All three options have their advantages and disadvantages.

If you and your group are fairly new to table-top role-playing, you may find starting with the introductory scenarios downloaded from www.eqrpg.com easiest. These scenarios offer pre-generated

characters and provide lots of advice for the GM on how torun the adventure.

Published EQrpg scenarios such as Befallen also offer prepared adventures. You will want to read the adventure several times before you run it so that you get a good feel for what is going on and how the PCs can influence the events in the adventure. You will also need to make adjustments to the adventure so that it fits in well with the way that your group likes playing and with any story arcs that may be ongoing in your campaign. You should never alter your campaign to make it fit a purchased scenario; if the two disagree —for instance, ifa major NPC isalive in one and dead in the other — then you should change the scenario.

Scenarios that you create yourself avoid these problems en- tirely, as you can make sure that they stay consistent, follow the plots unique to your campaign, and provide the type of game that your players enjoy — burt they may involye more work than downloaded or purchased adventures. If you are an EverQuest online veteran, then you might choose to base your first self-made scenario around one of your favorite online quests or locations. This is a great way to start, but it does restrict your freedom as a GM to be creative, and you will probably find you prefer to create your own quests and stories once you get comfortable with the role of being GM. Other EQrpg books such as Monsters of Norrath or Realms of Norrath: Freeport provide lots of information that make creating your own adventures easier. You can also find a wealth of useful tools on the web created by other fantasy role-playing fans.

Arbitration

Part of your job of recreating the game world for the players involves judging the results of their actions. This aspect of GMing will most likely cause friction, because most people do not like it much when things go wrong, particularly ifa character is seriously disadvantaged or killed as a result. If the players feel that they cannot make a lasting change on the world or that the results of their actions are not “fair” and consistent, they will quickly lose interest. The same holds true if they feel that they are not being treated in the same way as one of the other players.

The rules of the game are there to help you stay fair. They have been carefully tuned and balanced over months of testing to make sure that every type of character can be as useful and successful, overall, as every other type. A wizard may not be able to use a sword as well as a warrior, but the spells that the wizard can access make up the difference. Follow the rules, apply them equally to every player, and you will remain fair and consistent.

Sometimes, though, you will find situations that the rules do not address. No book can cover all the various contingencies that an imaginative group of players can devise. When no clear answer is available, look first to see if one of the other rules suggests a precedent; there may be some relevant parallels between part of the rules and the current situation. Either way, make a decision, let the players know what the decision is and that it is final, and then stick with that decision.

For example, say the PCs surprise you by picking up a snake and throwing it at a guard, hoping the snake will poison him. The players want to know who rolls to attack. Is it the character throwing the snake? Is it the snake itself? Is it both of them? Or does the player make some sort of other roll instead? The situation isnot covered by the rules (no section discusses attacks using other living creatures as weapons), so you must decide on the spot.

For the sake of argument, you may feel that you want just the snake to make an attack roll. That’s fine. Tell the players . . . but then be aware that if it happens again, they will expect the same answer. If they try the same trick and you then decide you just want the player to roll an attack, the inconsistency will seem unfair, unless you have a good reason for the change.

In the end, though, never forget that you are the final and absolute authority for the game. You have the right to interpret the rules as you see fit, so long as you accept that if you abuse that right, you will quickly end up without any players.

Moving the Game Along

A session can easily get bogged down. This happens frequently, and no one is to blame, but you do need to know how to deal with such a situation. If events move too slowly or are too confusing, the players may lose interest and start clowning around. If you keep pausing to read up chunks of the rule book or the scenario or you must spend a lot of time with just one player, the players may get bored and restless. Petty bickering can quickly get out of hand sometimes. One of the players may disagree with something you have done and want to argue it over with you. People might be tired or unfocussed or even just distracted by general chattering and clowning around — which will quickly destroy the game’s atmosphere. You are responsible for keeping the session flowing properly.

Asa general rule of thumb, if the players are distracted, bored, orrestless, the best way to get their attention back is by putting the characters in danger. A good initial fall-back is to leap forward to an encounter with monsters or hostile NPCs. A moment or two of suspense beforehand will hook them straight back in: interrupt- ing an anecdote about last weekend by declaring that the PCs hear ataspy scratching sound coming up fast from behind them will get the focus back on the game quicker than you can say “giant spiders.”

You can try several tactics to make sure the players do not become distracted in the first place. To start, insist that all appeals take place at the end of the session. Just like a sporting referee, your decisions should be final for the course of the game. If someone wants to argue that you have calculated falling damage one way but a book calculates it a different way, deal with it later. If you end up agreeing that you were wrong — if you were inconsistent, generally —and the events cannot be reversed, give the player's character a benefit of some sort in compensation. Similarly, rather than spend ten minutes searching the rules for the answer to an obscure question, give a snap decision and check itup later. If you were wrong and you prefer the original ruling, tell the players at the start of the next session so that they know what to expect.

From time to time, the group will disintegrate into general chit- chat or joking around. If your players know EverQuest online, you can expect some in-game humor, too. It is inevitable. Humor of this sort is not something you should encourage, because it can harm a game if too much of it occurs, but it is not a crisis either. When the players get off-track, give them a minute or two — do not get too worked up; it is a game — and then ask them to stop fooling around and get on with it or even just continue with the scenario. If they will not come back to the game, call a fifteen minute break. That will give everyone a chance to discuss what- ever is on their mind, use the toilets, get a drink, or whatever. After that, if they remain distracted, do not hesitate to end the session early and pick up again the following week. Sometimes, for dey Si reason, people will just have other things on their minds.

Dirrerent Styles oF Playing

A role-playing game can be played in three main ways. None of them are right or wrong; the only definition of “right” is the way that works best for your group.

Action games are based around combat, traps, and other imme- diate physical dangers. The game focuses on the PCs getting into dangerous encounters and fighting against monsters and other enemies. The main goal of an action game is for the characters to acquire treasure and experience points. Combat may become quite tactical, if the group is so inclined. Characters tend not to have deep backgrounds or major histories, as the players are more interested in their abilities and equipment than in whether or not the character’s brother has a limp. In action games, you will want to keep the pace moving forward quickly; do not waste too much time describing what happens between encounters. If the players go into town to pick up supplies, simply assuming that they rested, purchased the supplies they wanted, and paid the going rate for it

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all is usually best. You will need to be doubly careful of staying fair thought was fairly harmless into a game-crunching advantage.

and consistent with the rules in this sort of game. This happens to every GM; players are extremely innovative

Story-telling games have much less emphasis on physical action when it is most inconvenient. The trouble is that all players like and focus instead on plots and intrigues. In this type of game, the having cool toys. players will probably have worked out a lot of details about their You can try a number of in-game fixes (EverQuest online calls characters’ personalities and histories, and will be strongly in- them “nerfs”). Unexpected consequences are a good start. If an volved with the characters’ lives. You will need to keep track of item is involved, perhaps it attracts a nasty type of monster when NPCs: not just their names, but information about them, events used. Maybe possessing it drains the character’s abilities; maybe it that happen to them, and what they do in the background abour warps his personality; maybe it only has a certain number of which the PCs may never become aware. File cards can be a great charges or it can be activated only at certain times. You can even help here. Events in the world in general will need to move on require that the character undergo several quests to gain full whatever the PCs are doing so that everything stays realistic and control of the item or power — by which time the other PCs may believable. All that we have said about rules consistency must have naturally caught up. Try to avoid cliché nerfs such as having apply to the consistency of the setting, too. If the landlord of an the item stolen or broken, If the player thinks you are trying to inn atasmall village outside Freeport is thin and grumpy when the “cheat” her out of the new power, she will be very resentful. players stay there, he will need to be thin and grumpy the next Turning the situation around so that she feels she is learning more time they go through — or a new landlord who bought the inn off about this mysterious new advantage, however, will make the the previous landlord. game even more interesting for her.

Investigation games are based around the PCs exploring un- If the player in question is a reasonable type, you can try taking known areas and solving puzzles and mysteries. You need not her aside, explaining the problems that her character is causing include much fighting, but a sense of pressing danger is important and asking her if she minds giving up her new advantage. This tokeep the investigation interesting. This sort of game is all about tactic is risky, though: if she is not keen, you will cause a lot of making the players curious and forcing them to think. The resentment, and you cannot then use any other nerf without it scenario may have a very complicated plot or an intricate and being very obvious; you will also really alienate her. At that point, mysterious setting, or both. The PCs are likely to spend a lot of the best solution is to increase the power level of the other PCs to time looking around, so you need to know exactly what they will match — subtly, over a few sessions — and increase the threats,

see. You should be careful balancing the clues to the puzzles: they so that you regain balance, just ata more powerful level. need to be subtle enough to make the players think, but not so hard that they get frustrated. Tricks of the Trade

In practice, of course, almost every game will have elements of action, story-telling, and investigation. Yet the balance of those eeping the Players Involved elements relies entirely upon you and your players. When you find the mix that your players enjoy the most, you will be 75% of the way toward running a great game.

If you can make the world of Norrath really come to life for the players, you will head off a lot of potential problems and difficul- ties right from the start. Most of the hassle of being a GM is caused

ra Asan aside, be careful about using humorous elements in your by players who are feeling uncooperative or distracted. The more © na FPR Ifyou do ae take a campaign seriously, the players willnot real the game feels to them, the more fun they will have and the = fa pay eifscties = ar eee iy foal vy work they will be for parsicn al creating a strong sense 2 ; if : : of immersion is not particularly difficult.

& that the campaign will be light-hearted. They will put more effort ‘Tha grehieat weapons en qourensory inthe powerck desctiodon. S |

into actually playing the game. This direction is fine if it is what everyone wants . , . but very frustrating if it is not. If in doubr, always take your game seriously.

object fully, the players will be hooked from the start. Use your : words to bring the game to life — do not just tell the players where r the PCs are, tell them what it looks and feels like. Bring in

Keeping Things Balanced atmospheric but irrelevant minor details. A ping ne If you say, “You're in a 10-by-10 room with a door in the north

.

Games are the most fun when everyone can take an equal role . : RE Ye ; and all the players get to feel that they are genuinely achieving wall,” you give the players all the critical information, but offer

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is weaker, she will be greatly disadvantaged. In either case, the WOON SNE ANG SUPE Tye Oat een SS if it’s starting to rot. As aS you go inside, your torches light up a tall vault, about ten feet 2 square. It stinks of decay and ages long-past. The walls are the :

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2 players of the weaker characters will quickly become unhappy a) with the situation. 5

tuts same rough, unworked stone as the rest of the caverns, but there’s ? : ;

interesting. The end result is the same, so hitting the middle glyphs a p, a ward, a message? Why is the wooden door rotting? Why is the metal door so clean and bright? What’s the stink?

—_ of RIStrER Hi yet ene hae important. What about the coppery tint? Why use the word “vault”? Is eeping each character roughly equivalent in power to one something buried here? Is it dangerous?

another is also usually best. Occasionally, a new find or ruling will ‘The answer are up to you. Hetiie raau ie het mtoom then ncne

turn out to have unbalancing consequences for the game — : : ‘ “fay ; e q Bal of the details need to mean anything. A rich description written

usually a piece of equipment (something the PCs were not at random may give you all sorts of ideas that you can use to spice supposed to acquire or something that initially seemed pretty sin Tie WGGaeicin) Gough. Perhane a body or aiaauibie — thes

mild) bur also perhaps a new spell or skill. Either way, sooner or 5 ; ‘ : f : 2 buried under a couple of inches of dirt, hence the stink, the decay, . later a clever player will find a way to turn something that you and the lichen. Or peiitaps scmieth ing cece this coun and woe ite

into the walls centuries ago. The earthy floor is damp, and you can make out occasional patches of mosses and lichens among the stones. To your right, a shining, rust-free steel door catches the reflection of your torches.”

The little details will catch players’ imaginations and make

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way back, which is why it keeps the metal door clean. Maybe the glyphs really are a message — a prophecy, from down through the centuries. Maybe a seam of precious metal runs just behind the wall, if the PCs can be bothered to dig for it. If just one of those possibilities is true, the PCs must investigate to find out which,

Using full descriptions of things, people, and places takes a bit of extra preparation time — working out the descriptions in advance so that you do not dry up when put on the spot is often best — but is well worth the effort. Such preparation will give you ideas, keep your players interested, and help make your games truly great to play in. It also lets you slip clues into the game without being too obvious. If you generally use really quick descriptions, then mentioning something extra makes it stand out. If you usually say, “It’s a 10-by-10 room,” then it will really stand out when, forthe first time in five rooms, you add something such as, “A band of glyphs runs round the wall.” If you always give full descriptions, then the players will be less certain what is important. You can add extra details to make a clue less subtle if you need to — the glyphs could be burning with a flickering blue flame, for example.

You have other options that can help keep the players focused, of course. Handouts and in-game props are fantastic ways of helping bring the world to life. Preparing maps, writing letters, and sketching symbols will give you a great range of fairly easy in- game items to pass out. Artwork and pictures of the things and places that the PCs will encounter is also great, if you can get hold of itor draw it yourself. Printed screenshots from EverQuest online can be a really great help.

You can also set the mood by preparing the play environment. If you turn the lights down low and play some quiet, spooky music in the background, you will put the players on edge even before anything happens. Fast-paced music is great for fight scenes — and if you switch to it before the players know what the danger is, you will make them nervous. When playing an NPC, try doing a different voice or an accent if you are any good at them (heck, even if you are not), which will help make that person more real for the players. You can even use your own behavior to bring the players into the game. If you suddenly scream as loudly as possible, you will add a great amount of punch to then saying, “The scream came from the northeast.” Ifan NPC is cross, shout at the players; if appropriate, pace around the room. The more you can involve all the different senses, the more real the game will seem.

Physical Tools

You can use several different physical aids to help make GMing easier. The most famous of all are GM screens. These screens are large, folded sheets of cardboard stock paper with an illustration or logo on the players’ side and the game’s most commonly used tables, charts, and rules summaries on your side for quick refer- ence. GM screens let you look at notes without risking the players seeing them, make dice rolls in secret, and generally go about the business of running the game. The downside is that they do wall you off from the players, which can make you seem a bit distant, but most GMs feel that the convenience of the screen outweighs this issue.

A portable computer can also be very useful. It gives you somewhere to store your notes, helps make them searchable, and also allows you to run a number of handy utilities. You can also load art files to show players and use it to play quickly changeable MP3s for background music.

Miniatures and counters are a great way of helping players to visualize position and tactics in a combat. They also give a sense of perspective: saying “The minotaur is ten feet tall” is not as impressive as having a huge minotaur figurine dwarting the warrior’s figurine on a map.

When fighting starts, you may want to draw up a battle sheet a matrix with a list of all the combatants in the fight in their initiative order down the side, crossed by the round number along the top. As characters take their actions, you can tick them off the list for that round, and if their actions have long-lasting effects, such as spell durations or stunning, you can make a note that the

effect is ending in the appropriate round. You can also keep track of the PCs’ health. A battle sheet just helps keep everything together. You might even prepare battle sheets before the game for any encounters you are expecting, which will help maintain game flow.

Similarly, having a few short lists of random names for people and places is worthwhile. When you need to use an NPC, you can thus immediately give him a name that is consistent with the game (and then cross it off the list!). Players always pay more attention to named characters than to nameless ones. The same is true of taverns, streets, villages, and anything else you find yourself having to come up with on the spot. “Althielle, landlady of the Golden Lion on Summer Street” is obviously far more important and memorable a character than “an innkeeper” — even if in fact she is not at all important and may never appear again in your campaign (although you may find that some of your more memorable NPCs begin as ones you create on the spur of the moment in the middle a game session and then take on a life of their own in the campaign).

Managing the Dice

Some dice rolls should be kept secret from the players, includ- ing some of their own skill checks. Usually, having players make their own dice rolls reassures them that you are being fair, and anyway, making a roll is fun. Yet when the PC himself would not know whether he succeeded or failed, the player should not know either.

The GM instead of the players usually makes a secret roll any time the PC must take his skill on faith —such as when searching a room, translating a parchment, trying to bribe or persuade someone, trying to be sneaky, disarming certain complicated types of traps, and so on. Ifa player has his PC search for traps and fumbles, then when you indicate that he found nothing, he will know something is wrong. If the player does not see the roll, then all he knows is what his character knows — no traps. This strategy helps heighten the tension and make the game more real and exciting.

In combat, you should let the players roll the dice and then tell them if they hit or not. Never let players see their enemies’ attack rolls, however, which will give you a certain amount of necessary leeway to tweak combat as it happens. In general, PC deaths should be meaningful: the result of a heroic gesture, an inevitable circumstance, or gross stupidity. Losing a character to petty bad luck is not much fun. By keeping the monsters’ attack rolls to yourself, you can help soften a combat that is more lethal than you intended. Two lucky critical hits in a row on the part of a random wandering monster might be enough to killa PC, but you have the chance to soften the blow without the player ever knowing.

You need not intercede, though. A great many GMs play combat absolutely straight — Norrath is a dangerous world, after all. It’s your choice. If you do choose to help the players out from time to time, never let them know. They will not respect the game if they do not feel like their PCs are in danger. You definitely should not shield a player from the effects of obvious foolishness. Ifa weak PC suddenly attacks a squad of guards in the middle of Qeynos, allowing them to carve her into little chunks is only fair.

Sooner or later, a character will die. This moment can be very upsetting for a player, but it need not be the end. The PC can be raised or resurrected if the other characters are good enough or are prepared to pay — or perhaps to do a quest as payment in kind. Alternatively, the dead character may be remembered in verse, legend, or even tavern names. A PC’s death affords the player a chance to try new options or maybe play a friend or relative of the dead character. Even entire parties can be raised — they would surely owe whoever resurrected them a huge debt — or a new campaign can start where the old one left off, maybe even to the point of going to look for the old party. Death gives life its value, so do not be seared of killing characters when fate demands it.

Running aSession

Knowing the Material

You will feel a lot more confident about the session you are tunning if you have a good handle on the scenario. The more confident you are, the easier it will be and the more fun you will have, so making absolutely sure you have prepared fully is worth- while. You may want to draw maps for yourself so that you can chart the party's progress; even if you do not show the maps to the players, you will find that they are invaluable.

You should also have thought about the encounters that the players are likely to come across. As well as preparing battle sheets, stop for a moment to think about tactics and alternatives to fighting. A squad of veteran goblins will not likely be caught bunched in a group. Chances are a tracker or sentry will be keeping watch; three or four of the creatures may be out on the wings, ready to flank the party; archers and slingers will fall back and pepper the party with missiles while melee fighters keep the PCs occupied. Thinking about encounters in advance can make a lot of difference to the way the game feels.

If you know that the players will be interacting with NPCs, preparing at least a socieh outline of any important speeches is helpful. Make sure you have also noted any physical or vocal characteristics that you want to give the NPC. If you always drop one shoulder into a sort of hunch when portraying a particular NPC, she will feel far more real to the players. Ifa lot is happening behind the scenes, make a timing list that tells you when certain events occur throughout the day (or week, or month, and so on). If you know particular rules tests will be required, such as climbing a slippery wall, you can just double-check the appropriate tules before the session so that you can avoid doing so when the game itself is underway.

AsaGM, you will find that a bit of preparation goes a very long way.

Managing the Players

You can never be absolutely sure what the players might throw at you. Initially, you will operate mostly on guesswork, but as you get used to the way the players think, predicting the challenges you will be given becomes easier.

Picture the scene . . . . You have spent an entire evening creating a really important NPC. He holds critical information that the PCs will need later, but he will not just tell them immediately. The PCs must win his trust. Once the PCs make contact and get to know him, he willsend them on a quest.as a way of gaining his friendship. The quest will easily take up this week's entire session, and you have detailed it carefully. You start the session and let the PCs notice your key NPC in the distance. All goes well. Then the crack-shot archer immediately opens fire because she feels twitchy, and the player makes a great roll. The NPC is killed outright — along with your plans for the night's game —and you must now make the adventure upas you go along.

Every GM has been there. From time to time, the players will do something you really did not expect — something brilliant; something stupid; something random — and derail your plans. Your best defense is to have an idea of what your players are like. As you get to know the way the group works, you will get better at understanding the players’ tendencies. If you know they are a paranoid bunch with itchy trigger fingers, you will know not to introduce plot NPCs in potentially dangerous situations. If they are always after treasure, on the other hand, you can tempt them to where you want them with rumors of gold.

Although getting used to the group will take several sessions, you can help speed up the process. Keep notes on how the players react during games. If they surprise you, jot down what they did. Make sure you know as much about the game area and its inhabitants as possible, so that if the PCs ignore your prepared dungeon and head to a local village instead, at least you will have an idea about what is happening.

Unfortunately, some players are just trouble. They may keep disrupting the session with off-topic nonsense, bossing other people around, arguing petty rules points, or trying to wreck the game in-character — attacking other PCs or friendly NPCs, for example. Try issuing a warning a couple of times, but if the disruptive behavior continues, the only option you have is not inviting a bad player back to your game. Emotional bullies of this sort are good at manipulating friends and making people feel guilty, so taking action can be hard, but you should never let one person diminish the fun for the entire group.

Some players are quieter than others. Unless they like being in the background, you may need to make sure that the quiet ones get their turn in the limelight. Ifa player is just sitting there silently, make a point of asking him for thoughts or ideas and get him to tell you what his character will be doing. Similarly, if one person is hogging all the limelight or trying to boss the other players around, you should suggest diplomatically that taking a back seat is a good idea every now and again. Such decisions are not always easy, but they are important if the group shall endure.

Where possible, try to make sure that every character gets a challenge that only he or she can deal with each session. Such a challenge need not be anything major, but it will help make sure that everyone feels involved, especially the quieter players who tend not to engage as strongly in the action. A well-rounded group of PCs will feature a mix of talents; before a game session, try to identify some moments in the upcoming adventure where each character might have a chance to shine. Perhaps the paladin’s leadership skill will be needed to rally a peasant militia, an enchanter’s illusion spell will get her past an enemy's gates, or a ranger’s tracking skill is required to find a missing person. Try not to force fit such situations; if the players do not seize their opportunities, that is alright —at least each player had the chance to put his or her character's unique talents to work.

On the opposite end, be cognizant of skills and stats the PCs lack or barely possess. If none of the PCs can open locks, a locked gate will make for a serious obstacle. Presented correctly, such obstacles can encourage players to develop more than just their characters’ attack bonus and mana pool and reward those charac- ters who develop skills such as Animal Empathy, Diplomacy, Search, and others. Presented incorrectly, such obstacles can prove impossible to overcome and unintentionally bring the adventure to a screeching halt.

Managing the Session

Before you start the session itself, make sure to deal with any administration or other tasks that might get in the way of the game. Give everyone a few minutes to get some general chatter out of their system and be sure no-one needs to go to the toilet, get a drink, or anything else. If there are any new players, bring them up to speed first. If the players do maps, make sure that everyone knows who the map-maker is — offering some extra experience points will usually flush out a volunteer. If one of the players cannot make the session, let everyone know what is happening with hercharacter: is the character just absent for this session, too? does someone else take control of it? do you? If you have any other personal rules — many GMs let their players refer only to the Player's Handbook during a session, for example — then remind everyone.

When you are ready to begin, you should first spend a few minutes recapping events from the end of the previous session. This review will help remind everyone of where they were and what was going on, and it gives you a chance to use some description to bring the players into the mood, settle everyone down, and get the game rolling.

You can pace the game itself according to the events and challenges that arise. Action sequences and fights are fast and exciting. Describe combat blow-by-blow so as to make it seem more real to the players and more dangerous for the PCs. “You hit him for 8 points of damage” is not as involving or realistic as “Your blade hacks into his shoulder, cutting a deep gash. Blood quickly stains through the front of his tunic.” By contrast, story-telling sections are slowerand give plenty of chances for player introspec-

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tion. Puzzles are paced even more slowly. Manipulate the game to fit the style that the players enjoy. If the game is flagging, inject some action; if the players look a bit burnt out or they are getting

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Keep the game flowing as much as possible. Avoid stopping too long to check rules. If you are fairly sure about a ruling, run with it. Forbidding all rule discussions and appeals during the session

sloppy, give them a slower section. itself is a good idea; otherwise, you tend to get bogged down in iS Duringaction sequences, resolve each player's actions as quickly players quibbling with you. Nothing kills a game session dead ig as possible and in the order in which the actions occur. Ifa player faster than a determined rules lawyer, Do everything you can to be eZ takes forever thinking about her move, pass her over that round consistent, though: if the players cannot predict which skills or > (unless she is a new player in need of some coaching and sugges- actions are useful, they will not really be interested in their oy tions of possible actions to take). After you skip an indecisive characters’ abilities, and the game will suffer. pt character once or twice, your players will definitely be ready when A re their initiative comes up. Besides, characters cannot affordtostop Ending the Session ‘ and puzzle over tactics when someone's swinging an axe at them. The golden rule of closing a session is not to end it in the middle P Do not dictate to players what their characters can and cannot of a fight. An inevitable loss of atmosphere happens between rs do (unless, for example, the PC is being magically controlled). sessions, and building it up again can take a few minutes, so the = Stay realistic: you represent the whole game world, not just one best time to bring a session to a close is when the action has a individual within it. If a PC is determined to attack a harmless slackened off. Suspenseful cliff-hangers are fine, but if you have ay bystander, let her, then decide on the consequences — being worked hard to get the players feeling nervous about an approach- v a arrested by a platoon of guards and then executed the next ing monster, having it attack while they are still in the right mood nt morning, for instance. The players will learn quickly. When you is far more fun. If you save the monster for the start of the next 3 need to make the PCs do something, have your NPCs deceive, session, the encounter will not be anywhere near as dramatic. a con, bribe, seduce, insult, or trick them — whatever is required. Always bring on and resolve the climax before finishing up. r

Just do not ever order the players about, because you ruin their ability to play the role of their characters.

You can and should, however, refuse to let players act on knowledge that their PCs would not possess. If all the players hear you telling one of them that his character is being attacked in a different location, do not let their characters rush our to help, even if they pretend that such a decision is coincidental. Com- ments such as, “Oh, I'll just grab my bow and then wander outside to look at the stars, and then spot my friend in trouble .. .” can be ignored.

Once you have officially stopped gaming, take a few more minutes to calculate and award experience and deal with any rules issues or appeals that people may have saved from during the game, but first discuss the events of the game with the players. If someone played well or impressed you with ideas or actions, say so. Let the players tell you what they did and did not enjoy and what they think is going on. Take some notes — secretly, perhaps — about what they did and did not like so that you can tailor following sessions to their tastes. That way, you will quickly come to know what your players enjoy and how to make your games as much fun as possible.

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Desert of Ro: Before the time of the Combine Empire, this barren desert was once a great elven forest. According to legend, Solusek Ro developed a dislike toward the elves and their verdant forests. He shifted the Serpent's Spine Mountains, turning the elves’ land into desert. Marnek the Wicked then successfully led a group of necromancers (loyal to Solusek Ro) called the Burning Dead into battle against the elven druids. The surviving druids were driven mad by the loss, and some continue to wander the desert in search of the drybone remnants of the Burning Dead's army.

A crazed erudite is rumored to roam the Desert of Ro, preaching the tenets of Cazic-Thule. Gypsies and nomads of the area claim that he commands the forces of lower planes to do the bidding of his dark god

Everfrost Peaks: The frozen tundra of these peaks is home to many wooly, hard-bred creatures. Overlooking the barbarian community of Halas, the Everfrost Peaks loom before the north- ward traveler, offering timeless, vast perils that leave one awestruck at the sheer magnitude of nature.

The local soothsayers speak of an old crone who was cast out of Halas in the days long before the Combine Empire. A champion of Mithaniel Marr pursued her, deeming her witchery a blight upon the children of Marr. According to the legend, the brave patron of valor disappeared. Some speculate that the crone made a pact with an entity from the outer planes, such as Solusek Ro or some fiend from the abysmal lower planes, and traded her soul for power; the witch then placed a curse upon the lands below, which marked the beginning of the Age of Blood. Others claim that the crone was nothing more then a demon sent from Innoruuk to drive off the followers of the Marr twins. Whether the story is

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based in fact or merely a myth used to strengthen the imagination and ambition of young warriors, the Everfrost Peaks stand as one of Norrath’s most treacherous and humbling regions — burying the egos and bodies of those who underestimate the jagged crevices and frigid conditions.

» Hostile lizard men called Allize Taeew dwell within this jungle marsh and readily make travelers into lunch or sacri- fices to Cazic-Thule. The Allize Taeew drove out their more primitive cousins the Allize Volew from the grounds of an ancient temple complex that the Taeew now devote to Cazic-Thule.

Since their displacement, the Allize Volew attacks on ogre villages near Oggok have increased as the lizard men attempt to find habitable grounds for themselves. The Volew have also begun to curry favor with an entity they call Shisstakra, an evil spirit of fear and rot that they believe is a minion from their lord Cazic-Thule, the Faceless One. Sent to maintain the dark, unset- tling dread of the jungle, Shisstakra’s fearful presence (according to the Volew) is apparent with every screech and wail that carries through the musty trees of this thick jungle.

An Erudite Heretic witch named Cyndreela also makes her home in the Feerrott, having traveled from Paineel long ago to worship her god Cazic-Thule at his temple in the Feerrott only to be rebuked by the Allize Volew when they controlled the temple. Answering a dread vision from the Faceless One, Cyndreela made her home in caves near the temple grounds and was shown how to create a portal into the Plane of Fear itself. She now serves as a gatekeeper, ushering in the baleful things that sometimes emerge from the portal to torment Norrath.

Frigid Plain: Once verdant fields yielding bountiful crops that fed cities of giants in the days of the Rallosian Empire, these plains

were blasted by the curse of the Rathe. Now, this icy expanse is located to the east of Halas and the Everfrost Peaks. Few living things endure the sub-arctic climate of the plains, though legends of ice-encrusted skeletons of long dead giants still working their fields scare the boys and girls around Halas’ hearths.

Greenblood River: This river has an unusually high popula- tion of algae and lichen, which give the water a strange green hue. Ogres, particularly the Greenblood Knights, believe that the blood of Murdunk — the ogre who commanded the armies of the Rallosian Empire during their war with the gods — flows in the river and is the actual cause of the green coloration. They regard the river and its water as sacred.

The river begins at Murdunk’s Fall, a large noisy waterfall flowing from Lake Rathetear. Rumors suggest that this waterfall is the spot where the Rathe had their revenge on Murdunk. One loosened pebble was all that it took to cause the mighty ogre hero to plunge 300 feet to his death on the rocky riverbed below.

Gulf of Gunthak: This body of water lies between Antonica and Broken Skull Rock. The waters flourish with activity, home to fish, whales, and other forms of sea life. Ships passing through these waters often go missing. A dragon that resides on one of the islands bears no tolerance for trespassing vessels that drift too closely to its well-guarded home. The dragon seeks little in the way of treasure; a few survivors of this creature's destruction claim that the dragon cannot be bartered with or bribed, having scant care for material wealth.

Hatchland: Whether this land was ever used by Veeshan’s brood to hatch their eggs is uncertain. One unlikely tale suggests that at the height of their power, the giants of the Rallosian Empire captured a hoard of dragon eggs and took them to this remote land to hatch them and raise the dragons as beasts of war to serve the armies of Zek. The fall of the Rallosian Empire meant the doom of the giant caretakers, but the eggs still hatched, delivering scores of young dragons into the wilds where they grew to maturity never knowing the outside world.

Innothule Swamp: In addition to the trolls, kobolds, frogloks, and other indigenous creatures of the swamp, Innothule Swamp encompasses ground that once held empires. For example, in the center of the swamp rests an ancient stone with three sides. Strange runes adorn the three facets of this obelisk, written in a language that confounds scholars to this day. During times of celestial alignments, the sigils and glyphs upon this stone begin to glow with a soft, amber hue, and Al’'Kabor himself has reported powerful translocation magic ebbing from the stone at such times. The Erudite wizard, however, had “more important matters to pursue than unlocking such a simple puzzle,” and so the origins of the stone and just where its magic might take one who unlocks its mystery remain unknown.

Jaggedpine Forest: This untamed forest is comprised of tower- ing pines, birch, and oak trees. Only trace amounts of sunlight manage to trickle in through the thick foliage. A wall, comprised of fallen trees and magical druidic wards, serves as a boundary between the Unkempt Woods and the Jaggedpine Forest. In the time of Antonius Bayle III, this barricade was created to keep settlers from wandering across the Hatchling River and into the dangerous lands of the Unkempt Woods where the xenophobic druids there kill all interlopers. Regardless of the threat from the Unkempt Woods, a small band of humans and half-elves from Surefall Glade continue to live in the Jaggedpine Forest.

Kithicor Woods: Since these woods were blasted by Innoruuk and began their daily cycle between Tunare’s daylight blessing and Innoruuk’s nightly blight, most communities have left the woods, unable to withstand the nightly attacks from frightfully powerful undead. In addition, small camps of Teir'Dal have established themselves in the forest's southernmost parts, perhaps seeking to command the undead that arise each night and form a new army of hate to finish the assault on Highpass.

Lake Neriuss: Named by the dark elves of Neriak, Lake Neriuss is known to humans as the Lake of Death. Some say that

within the lake’s dark depths dwell hundreds of undead kedge.

The murky black waters of Lake Neriuss feed an underground river that flows through Neriak as well as the River of Blood, which runs through the Nektulos Forest.

Lake Rathetear: When Rallos Zek and his army assaulted the Plane of Earth and took members of the Rathe by force back to Norrath, they brought the Earth Gods to the area now known as the Mountains of Rathe and began to slay the Rathe one by one. Lake Rathetear is so named for the tears the Rathe shed — not for the loss of their comrades as they were slain, but for the damage such killings inflicted upon the world, which trembled at each death.

A great and terrible ancient beast is said to lurk within the lake’s murky depths. Many scholars (though skeptical of the creature's existence) theorize that this beast might even be one of the slain Rathe that has arisen in a new form. The bandit kings and gypsies who inhabit the area are quick to confirm this creature's existence, though many speculate the unsavory inhab- itants rely on the rumor in order to keep the rest of Norrath out of their seedy or otherwise illegal affairs.

Lavastorm Mountains: The great dragon Nagafen makes his home in caverns below the Lavastorm Mountains. The ancient red dragon has assembled armies of fire giants, kobolds, fire goblins, and other creatures that serve him. The dark elves of Neriak keep a watchful eye on the movements of such forces, but thus far no conflicts have broken out.

The Lavastorm Mountainsalso hold aremote temple to Solusek Ro that rests atop the edge of a giant crater, overlooking a sea of lava called Solusek's Eye. The priests and arcane researchers who inhabit the temple receive travelers with reasonable hospitality and will sometimes barter their magical lore and items in ex- change for services.

Finally, the dark elf mage Najena has taken up residence in an abandoned temple near the mountains, hiring a contingent of ogres to guard the place while she explores the secrets hidden in the ancient temple, said by some to be of Shissar origin. A host of Teir’Dal magicians have pledged their allegiance to Najena, helping her explore magic lore found in the temple and also use the temple as a base from which they conduct research into fire elemental magic using Lavastorm’s volcanic pits.

Nest: This frigid area includes Nest Lake, the source of the Serpent River, which crosses Antonica. Nest Lake is a very deep, very cold lake. Barbarians, orcs, and goblins all fish its shores to harvest the lake’s abundant aquatic life. Legends say that a giant aquatic serpent lives in its depths and devours those who dare venture too far from shore. This serpent is in fact the ancient water dragon S'libti, who rests in peaceful contemplation in the lake’s depths unless roused by intruders into its watery lair.

Overlooking Nest Lake are the Nest Mountains. Giant eagles soar around these peaks, content to ignore the world below; they are neither friend nor foe to those that come without threat. A well known Halas fable speaks of Brynn Fellslash, a barbarian beastlord maiden who scaled the peaks and befriended the eagles. Upon returning from her adventure, Brynn spoke of an ancient keep atop one of the jagged peaks guarded by black plumed dare: The eagles bade her go no further into the construct, stating that any who passed through the door would be lost to the dark magic within.

Many young barbarians, wishing to uncover Brynn’s lost for- tress, have attempted to follow in her footsteps . . . and all have failed. Owing to the relentless elemental peril or the steep inclines and deadly crevasses, failure (more often than not) comes with a terrible price, and the brash youths from Halas disappear in efforts to create their own version of Brynn’s heroic myth.

Northlands: Within these massive mountain passes lie the ruins of an ancient giant city frozen by the wrath of angry gods to punish the creations of Rallos Zek for their part in the invasion of the Plane of Earth. The inhabitants of the city were frozen within as well, and to this day its grizzly spectres and apparitions guard the ancient city streets even in its frozen death.

A great barbarian Warlord, Morik Khan, has made attempts to lead a band of men in his quest to find this city. A devout follower

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of Rallos Zek, Morik seeks to restore the city to its former glory and Many scholars believe the oasis is also the original site of {s hs herald the eminent return of the Warlord from his planar Takish-Hiz, once the glorious capital city of the elven hes imprisonment. Morik, a tyrannical and iron-fisted he,

empire on Tunaria. The city is presumed to lie buried under the sands, but some travelers to the oasis report seeing a phantom image of a resplendent city near

the oasis waters. Such sightings might be attrib-

uted to heat stroke and desert mirage were they

leader, encourages the pillaging of any and all villages that stand between him and the lost city. - He also makes attempts to recruit the young and able from the villages he plunders —

promising young warriors an easy rise to : = not seen at night. Whether buried or a fortune. > phantom, this city eludes those who seek Oasis of Marr: The Gypsies who i - its treasures; sections of ancient buildings

may show themselves from time to time, but all is soon lost to the whim of Ro's

unpredictable sandstorms.

. - Ocean of Tears: This vast stretch

; Woof water between Faydwer and # Antonica remains largely uncharted SA save fora few merchant ship routes. The waters host an abundance of sea life — sharks, whales, and other fish; yet the real dangers come from pirates and the tribes of seafury cyclops who plunder passing ships.

dwell here say that Erollisi Marrpleaded to her father Tarew Marr to take pity on some humans who were lost in the Desert of Ro and to create this lake. Much to the displeasure of Solusek and Fennin Ro, when- ever the lake succumbs to the heat of the surrounding desert, Tarew causes the waters of the Lifire River to surge, thus re- | plenishing the lake. . Like the rest of the Desert of Ro, the Oasis of Marr is lit- tered with the remains of ancient elven and Combine empires. Crocodiles, orcs, sand giants, and a handful of undead (including mum- mies, ghouls, and spectres) roam this wasteland. Trav-

Little surprise, then, that adventurers looking for trans- portation across the Ocean of Tears will be recruited by mer- chant ships in exchange for passage. Vessels traveling

through this ocean seem to

elers crossing the desert must stop at the oasis, as it is the only source of water for several days in all direc- tions. Unfortunately, the dangers surrounding the oasis have claimed as many lives as it has nourished. Gypsies have staked their claim near the oasis, barter- ing with travelers and offering up goods for two or three times the normal price. Some say the gypsies wield strong protective magics that

fare better when they take on afew sword-wielding passen- gers capable of defending the ship and its wares. Some mer- chant coalitions will even hire shiploads of mercenar- ies to launch counterattacks on the pirates (counterat- tacks on the cyclops seem not to interest many merce- naries). Merchants will also hire explorers to chart new routes across the ocean or simply to launch expeditions to discover new lands that

might bear sellable goods or be home to races amenable to commerce. Ph: fK at The Plains of Karana stretch out further than most Norrathians have dared to travel. While King Antonius Bayle claims to rule the plains from Qeynos, in truth Qeynos’ reach extends only as far east as its fortifications, ifeven that far. The watchtowers and forts Qeynos has constructed on the plains offer safe haven to surrounding farm- ers in case of attack by gnolls, bandits, or giants, but sometimes the enemy forces are sufficient to overwhelm these small fortifications.

keep them safe from the wandering monstrosities; others suggest they have struck a bargain with Cazel, the leader of the sand giants.

While many understand a gypsy’s tale is fable at best, oth- ers stop to listen to the stories told by these hard and scaveng- ing folk. They speak of Vaeria Lare, an ancient elven enchant- tess who once served the royal court of Thex during the glory that was Takish-Hiz. In life, Vaeria Lare was reportedly blessed with an un- earthly beauty that became her undoing. The gypsies claim that some- where in the Oasis of Marr lies the entry to her tomb, which, according to legend, is a lair full of dangerous traps and illusions. The gypsies are eager to offer up supposed maps to this lost tomb, though any who have pursued the myth became lost to the desert forever.

In the southern portions of the Plains of Karana, a fallen knight with the adopted name of Lord Grimrot has taken up residence

and begun surrounding himself with minions of the undead. Followers of the Plaguebringer preach that Lord Grimrot is preparing an undead legion to march upon the city of Qeynos.

Rujarkian Hills: These hills are the ancestral home of several hobgoblin tribes. The squabbling tribes were once united under the legendary hobgoblin Queen Rujark until, according to troll legend, the troll warlord Ykesha ravaged the Rujarkian hobgob- lins, slew their Queen, stole their magics, and shattered the united tribe into warring factions. Now, the hills are treacherous to all travelers as hobgoblins and orc tribes battle for control of the land.

Serpent’s Spine: According to legend, the Serpent's Spine is the mountain range that Solusek Ro raised in order to bring the beating sun down upon Tunaria (the land now known as the Desert of Ro). The mountains themselves are dangers, and the rugged creatures that inhabit them are no less so. Ores, cyclops, aviaks, and other creatures make homes in the mountains; more dangerous still are powerful earth elementals that frequent the deeper gorges of the Serpent’s Spine. Scholars believe that when Solusek Ro raised the mountains, he might have also damaged the deep layer of Living Stone that Brell Serilis erected to stop the creatures from the Plane of Underfoot from entering Norrath. Scholars theorize that any instability in the barrier caused by the movement of the mountains might further cause weakness in the Living Stone beneath the mountains, allowing creatures of Un- derfoot passage into Norrath, not unlike the Hole on Odus,

Unkempt Wood: The Unkemprt Wood is home to fanatical rangers and druids who worship Tunare but also pay homage to spirit deities. Their fanaticism to leave their woods pure leads them into conflict with anyone who cannot maintain such purity, which, unfortunately, includes the rest of the world

Winter’s Deep: Glaciers from the Frigid Plain make the runoff that creates this lake. The water is icy cold, clear, and crisp. Because of its inaccessibility, few have laid eyes upon this marvel-

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the exploration with open arms. Az'rael speaks of intelligent beings called iksar and of d me of arace called the sarnak who were born of these two, created through an appalling experiment. he even F: reatures further twisted by the sorcery of Mayong Mistmoore to be half dark elf and half arachnid. While : the way of civilization, to twist the world into your own seats iF — ple: hegre burin the end the seaand I donothavea Ro Sale tee wets CRIUPE eyed ie Writing h: near thisland izoel semerhing clganingies (nthe eee

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thought to contain many lost treasures, if one can only bypass the wraiths, apparitions, skeletons, and their burynai masters that patrol in and around these structures.

Firiona Vie: This elven outpost was recently reclaimed by an army of elves from Faydwer and rebuilt. It was originally an outpost of the Combine Empire, fortified after struggles began between the elves of Faydwer and the iksar. The elves were expelled from the outpost and forced to retreat, until their recent victory. Apparently, Venril Sathir had abducted a Koada’Dal princess in an attempt to hold sway over the imposing elves. This act only encouraged the high elves to push harder, claiming their own stake on the shores of Kunark.

Drachnids, drolvargs, goblins, and frogloks all infest the area just outside the newly established gates of Firiona Vie.

Frontier Mountains: The Frontier Mountains teem with gi- ants, sarnak and goblins. While the giants maintain a strong foothold above ground, the goblins have dug deep under the earth, creating mines and twisting passageways that run beneath large stretches of the mountains. Two city-mines, Nurga and Droga, are the largest population centers of the Mountain Death tribe of goblins. The goblin king Rokgus rules his tribe from Droga and sends his people to war against the sarnak, who are expanding their empire from Chardok into the Frontier Mountains.

Overthere: Ruins of the Shissar empire destroyed long ago in what the iksar refer to as the “greenmist” litter this barren waste. An outpost of dark elves and ogres now claim this area as their own, though in truth sarnak forces hold most of the land, and only the Teir’Dal’s formidable construct guardians keep the outpost from being overrun by sarnak forces. As well, the dark elves have struck a tentative alliance with Venril Sathir, who supplies the outpost with undead troops for the battle against the sarnak.

Within the Overthere, huge fissures scar the terrain. Nestled in their depths is the entrance to the city of Charasis, where Drusella Sathir, the wife of Venril Sathir, remains. The last time that Venril Sathir walked within the halls of Charasis, he ordered all to depart the city’s streets, leaving only the most loyal and devout of his honor guard to stay. According to iksar history, clouds billowed in the skies above and a dark and terrible rite came to pass. The city's gates were sealed for all time and the dying screams of those that were buried alive can still be heard within the walls of the fissure, crying out for release. As a result, an eerie lament

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haunts these canyons; hence, Charasis is often referred to as the r “Howling Stones.” Skyfire Mountains: This stretch of mountains holds innumer-

, able active volcanoes that spew hot ash into the sky. Wyrms, é! drakes, and other dragonkin roam the area, leaving for neighbor- hi ing areas only if needing to find food. The Ring of Scale, the

renegade dragons who long ago left their brethren in Velious, calls

these mountains its home, though few of the dragons are ever seen. The greater dragons themselves hide in a virtually inacces-

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sible portion of the mountain range called Veeshan’s Peaks,

= Swamp of No Hope: The Swamp of No Hope isa vast, desolate * of Krup, which has stood against the ravages of time. They are leery of strangers, having known a life of slavery and oppression at

‘ the hands of their former iksar masters. > Timorous Deep: This body of water lies between Antonicaand ». Kunark and is filled with small archipelagoes. An ogre settlement > can be found on one of the islands, ruled by Chief Owomp. Sea

ee dragons roam the southern waters, and as with most of Norrath’s ee waterways, pirate ships cross the most traveled routes ready to ) relieve merchant ships of cargo and crew.

Trakanon’s Teeth: Trakanon’s Teeth is named after the lair of o~ the dragon Trakanon who was cast out and forsaken by the Ring -. of Scale. Within the heart of this massive range lie the ruins of the

. capital city of the former iksar empire, Sebilis (now called Old = Sebilis by the iksar of New Sebilis). The outcast dragon Trakanon A ~ ; SSoBY «) Tt Fr

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Oodus

The first race known to populate Odus was the Kerrans. Originally from four main tribal units, the Kerran tribes merged and split through the ages such that the Kejek, Kerran, and Vah Shir tribes survive as the primary cultural units of the Kerran race. Long after the Kerrans had settled much of Odus, Erud brought his followers to the continent and founded the city of Erudin —acity devoted to learning, especially learning arcane magic. While Erudin flourished in its intellectual knowledge, dark ritualists dubbed the Heretics broke free from the utopian city and formed the city of Paineel. The resulting civil war ravaged much of Odus, translocated the entire Vah Shir city of Shar Vahl to the moon Luclin, and left a continent still largely in a state of civil war between Erudin and Paineel.

While the Erudites have traditionally been content to stay in their towers and ignore the rest of the continent, explorers from other races have begun arriving more frequently at Erudin and launching expeditions to chart the continent and discover if it holds any hidden wonders or treasures. They are finding this continent, settled so long by the shamanistic Kerrans, to be a land rich in spirits. Some explorers take the opportunity to collect potent trophies from spirit creatures, while others take the oppor- tunity to learn from such spirits.

Finally, with the gateways to Luclin open, many Vah Shir have returned to Odus as diplomats to the Kejek and Kerran tribes and simply to see the land of their ancestors.

Citiesor Odus

Erudin: Erudin is the city of high men, known for its study and practice of the magical arts. Casters of all races commonly make pilgrimages to Erudin in order to study under some of the most brilliant masters on the face of Norrath.

While the city itself is built in the semblance of a palatial castle, the catacombs beneath it are an entirely different story. Within this catacomb lies the tomb of Erud himself. Before his death, he asked that he be laid within this “Tomb of Enlightenment.” Any who wish to disturb this tomb would find magic wards that befuddle their senses and make navigating the maze leading to the tomb impossible, as well as translocation wards that teleport would-be grave robbers around the maze or to the far corners of Norrath.

Paineel: This infamous city was forged by Miragul’s followers, who sought to expand beyond the teachings of Erudin. Miragul became fascinated with the dark rites of necromancy and eventu- ally sought the means to cheat his own death. He shared this knowledge with his followers, teaching those willing to leave Erudin and learn the true methods of power.

Now the city has virtually no allies on Norrath. Dark races of Norrath (dark elves, trolls, ogres, and so forth) that accept the practice of necromancy in their societies dislike the Cazicites,

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those necromancers from Paineel, because they are Erudites; other races banish the Cazicites for the practice of necromancy and their worship of Cazic-Thule. With few allies, dangers welling up from the Hole, and tensions with Erudin frequently mounting to the point of renewed conflict, Erudites of Paineel tend to be proud, aloof, and driven to acquire the necromantic power that ensures their survival and prosperity.

Wilds orf Obdus

Abysmal Sea: This body of water is home toa great and terrible fiend that was imprisoned during the time of the Combine Empire. This fiend (believed to be a child of Cazic-Thule from the Plane of Fear) lies entombed below the waves. Its aura permeates the waters, making any who attempt to cross the sea turn back to port in utter dread. Cazic-Thule has begun to show the Heretics devoted to him visions of how to free his child, yet thus far the power of the visions has only turned their recipients insane.

Barren Coast: This coastline rests on the eastern end of Odus and remains largely unexplored. Pirates are known to hide them- selves (and their loot) within the caves and coves that dot this coastline. A tribe of hobgoblins also lives along the shore and feeds off the ocean’s bounty.

Erud’s Crossing: Erud's Crossing is named after Erud, who led a group of likeminded and intellectually advanced people across the sea from Qeynos to Odus. These shark-infested waters are home toall sorts of sea monsters and various underwater creatures.

The crossing is noted by explorers for the plethora of sunken vessels that lie in the shallow waters off the islands that dot the Crossing. For example, the wreckage of the Kedge Defender, an old war galley supposedly crafted by the kedge asa gift to the elves lies in an uncharted location somewhere in the Crossing. Many have come to plunder the sunken ship, recounting horrific events concerning that which lurks in the underwater grave of the ship. Some say that the animated remains of drowned crew members guard the Kedge Defender even in death.

The Kerran tribe of Laahr also lives in Erud's Crossing, on the largest island in the waters. Many ships passing from Erudin to Qeynosstopat this island, called Talysra’s Paw by the inhabitants, to trade with the Kerrans and take on fresh water supply from the island springs.

Grand Plateau: Erudin itself is built on the comer of this high, grassy plateau that overlooks Erud’s Crossing to the northeast, the Vasty Deep to the southeast, and the Toxxulia Forest to the southwest. Uncharted waters roll to the west. Farmers use the Plateau’s rich soil for crops. Many of them are discovering just how spirit-infested “their” continent is, as some spirits make it known they do not desire “their” land to be cleared, tilled, and cultivated by mortal hands.

The Gulf of Uzun: This large gulf on the southern cost of Odus is named after Uzun, one of the first Erudites to explore the southern tip of Odus. The Gulf that bears his names also serves as

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arn. I have not been this excited since I entered the ou was, having to

y mind will not allow me a moment's rest. I must read. I ; tpost of Firiona Vie for the first time in Kunark. As bittersweet as

with Az’rael (for the pilgrims of the elven ou ~ was exhilarating. Now, I find myself immersed in a new land a Thad learned of the Grudires during my youthful studies, but never did I imagine the glory of their annals and the ex

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of their arcane literature. This is the first time upon leaving Felwithe that I have felt at home. Tomorrow, I shall hire a gu and ask to see more of this land. I have heard some of the scholars muttering on about an area far to the south of thi

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his burial site, since he was flung to a rocky death off its cliff-faced shores by an angry band of kobolds.

The Hole: The Hole was created during the war between the Erudites and the Heretics. When Erad was slain in the war, the enraged Erudites gathered in a ritual and channeled tremendous arcane energy to eradicate the Heretics and their encampment in Toxxulia Forest once and for all. Unable to stop the blast, the Heretics instead deflected it such that the blast struck the Vah Shir city of Shar Vahl and translocated it to Luclin.

The Heretics then built the original city of Paineel in the resulting hole that had been blasted in the earth. During construc- tion of their city, the Heretics discovered that the blast had formed a crater that reached right down to the wall of Living Stone, the barrier Brell Serilis had constructed to keep denizens from his Plane of Underfoot from invading Norrath. In the midst of a desperate civil war, the Heretics sought to harness the divine power of the Living Stone to send earthquakes at Erudin until that city was reduced to rubble.

Instead, their experiments with the Living Stone led to a breach in the barrier, through which surged an army of eart elementals led by the earthen lord Master Yael. The elemental forces quickly overtook Paineel, and those Heretics who did not abandon their city in time were crushed by Yael’s forces. The Heretics — and potentially all of Norrath with them — were saved thanks in large part to the selfless act of a wicked man. Dartain the Lost, a dark knight of Cazic-Thule, created a magical Hatch that repaired the break in the Living Stone. In creating the Hatch, however, Dartain also trapped himself behind the rock.

The Heretics went on to found a new version of their city Paineel on the cliffside overlooking the Hole. They have also since braved fate again by inventing a key that temporarily opens the Hatch, the area of the Living Stone patched by their magic, and thereby allows them access into the incredibly dangerous realm beyond. Paineel has used the magical keys for two expedi- tions into the Hole in attempts to recover some of their most powerful artifacts that were abandoned in their flight from Old Paineel, which now lies behind the Hatch. Only one expedition returned, having suffered heavy casualties just to get within sight of the old city.

Kerra Isle: The Kerran inhabitants of this isle are believed to be descended from those Kerrans who lived just outside the city of Shar Vahl. After Shar Vahl was translocated, the Heretics forced the remaining Kerran farmers who had lived outside the city to relocate to this island, leaving the Heretics free to con- struct Paineel.

Stonebrunt Mountains: According to the Kejek shamans who dwell in the small town atop Mount Klaw, many spirits walk the winding passes of the Stonebrunt Mountains. Beneath the Moun- tains is said to live a great society of intelligent yet savage subterranean, ape-like humanoids called the Grizz,

Toxxulia Forest: This forest, which serves as a buffer between Erudin and Paineel, was the original home of the Heretics, and to this day, finding wandering necromancers from the city of Paineel practicing their dark rites in the Toxxulia Forest is not uncom- mon. This forest is also a major haven for the kobolds that wander the area — a shared nuisance of the Heretics and the Erudites alike. The kobolds attack all who cross their path, creating havoc for travelers and inhabitants.

Wizards have identified teleportation spires left from the Com- bine Empire (or perhaps an empire older still), which allow them to reach the heart of the Toxxulia easily. Kobold tribes have learned after seeing many of their warriors vaporized that leaving alone anyone found near the spires is best, which makes the spires a relatively safe waypoint for any travelers who can look the part of wizards,

Vasty Deep: The Erudites of Paineel keep the waters of this lake clean and pure and regard it as an area sanctified to Prexus. The lake itself is rumored to be magical in nature, and its waters are much sought after by knowledgeable Norrathians, but the Erudites deal harshly with those who dare to take more than askin full. To discourage disruption of the lake, Erudites also spread

word to would-be explorers in Erudin that the lake is brackish and the region dangerous and not worthy of a visit.

The outcast bard Trilamane resides in a shanty upon the shores of the Vasty Deep. Trilamane is a wood elf bard from the city of Kelethin who pines fora long lost love. Each night, the bard plays his flute in memory of his dearly departed.

Sirens, water nymphs, and teeming wildlife abound on the shores and waters of the Vasty Deep. Something else certainly lurks in the waters as well, but exactly what remains a mystery. One explorer returned to Erudin with sketches of squid-like humanoids twice the size of a human. The man claimed these creatures took him to their underwater domain, where he was shown proof that they were the last survivors of a race created by Prexus ages ago, but they stay in hiding lest the world seek to destroy them as it did the kedge. The ensuing weeks showed the explorer to be quite demented, however, so the Erudites filed his accounts away in their libraries as fable rather than fact.

Velious

Velious is a land of frozen ice and perhaps the oldest and most dangerous of all Norrath’s continents. It is the home of the Claws of Veeshan, a group of dragons that dwell in the hidden city of Skyshrine and beyond it in the even more remote wastes.

Also located upon Velious are the Coldain Thurgadin, a group of ice dwarves that are currently locked in battle against the giants of Kael Drakkal. Even the dragons are forced to deal with the children of Zek who seek to make war upon all who stand in their way of complete continental domination.

Cities of Velious

Kael Drakkal: Kael Drakkal is the last known mortal strong- hold of the true children of Rallos Zek. The Kromrif and Kromzek that dwell within have escaped the curse of the Rathe and still worship Rallos Zek and serve their liege King Tormax. The denizens of this city shun most that do not pay homage to the Warlord and require tremendous displays of loyalty from outsiders before they are allowed into the giants’ good graces.

Within the heart of Kael Drakkal is all rhat remains of the last temple of Rallos Zek on Norrath. The inner depths of this temple are guarded by subjects loyal to King Tormax. No outlander dares to step within this temple, even if he is a follower of the Warlord. Only the true children of War may behold the glorious splendor that lies within. From the inner sanctuary of this temple is said to manifest the Avatar of War, instilling the edicts of Zek in the faithful and possibly heralding the return of the God of War himself.

Skyshrine: The dragon city of Skyshrine (called Ilak Tas Gral in draconic speech) sits at the southernmost end of the largest of the Cobalt Scar valleys gouged into the surface of Velious by Veeshan’s claw. Lord Yelinak rules this city, keeping his brood in position to stop any giants from storming through into the Western Wastes. Those who have proven their loyalty to the Claws of Veeshan speak of vast libraries within the city — tomes thar detail the coming of Veeshan and document the history of Norrath from the eyes of Veeshan's children.

Thurgadin: The city of Thurgadin, while inhabited by the Coldain, is home to much adventure. Like with their sister city Kaladim, the dwarves burrowed deep into the earth to mine the ores and gems found there. These mines have since become inactive in recent times due to the infestation of creatures that now swarm within their tunnels. In light of this strange epidemic, the dwarves of Thurgadin started mining in another series of caves and tunnels on the far side of the Great Divide.

Also of note within the city of Thurgadin is Icewell Keep. Dain Frostreaver IV rules this keep, and it is also the location of the infamous icewell that disappears down into the depths beneath the city. The long drop down icewell disappears into a vast network of caverns filled with all sorts of wild creatures and terrible beasts.

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Wilds oF Velious Great Divide: The Great Divide runs from north of Thurgadin Eastern Wastes: The Eastern Wastes are well known for their to the southernmost parts of the continent. Tunnels that wind terrain: a great expanse of barren tundra located in the eastern under these massive peaks are inhabited by a variety of creatures continent of Velious. This tundra is a common battleground for Wooly warriors known as Tizmak reside in some of the smaller the dwarves of Thurgadin and giants of Kael (who have gained an caves in this region. Allies to none, these untrusting oxmen are ally in the Ry’gorr orcs). In the northern section of the Eastern content with ignoring the rest of Velious, making enemies only Wastes, the ruins of an old prison lie beneath the ice. with those who seek to threaten their way of life.

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I have never been so cold. The vision granted me by the titan spirit in the Stonebrunt Mountains on Odus have led me ¥

to this place. Set free your spirit in the hidden valleys of Veeshan’s children, Tunare’s child, not in the valleys of this land. |

Thad thought the voyage across the Ocean of Tears was unpleasant, only to learn of ocean travel on ogre shipsto Kunark, 9

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but neither experience prepared me for the gnome ice cutter that brought me to this land. It was as if I lived on a thunder cloud for a fortmight, with every thunderous, booming blow of the ship's ice cutter as it broke through the iceclad waters depriving me of any rest.

I sought refuge from the bitter environment within the confines of Thurgadin. The dwarves here have protected themselves not only from the clements but from the enemies that threaten their hold on a daily basis. The hearth is warm, and the bear and wolf skins cover me in my slecp, but it is not cnough. I long, to be warm again, but my new Coldain friends

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tell me my greatest trials through this cold wasteland lay ahead of me.

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When he was exiled from Kael Drakkel by the priests of Zek, the great storm giant sorcerer Drovrag Velketor took refuge in caves hidden in the Great Divide mountains. He has since taken command of kobold tribes that live in the mountains, using the kobolds to guard his secluded lair.

Recently, the dwarves of Thurgadin have witnessed an increase in wurm broodlings from the south. Some speculate that a broodmother from the Western Wastes has moved into the area, raising her young on those that dwell nearby.

Iceclad Ocean: The Iceclad Ocean connects the frozen lands of Velious to the realms of Antonica to the north, Within these waters, a giant turtle by the name of Lodizal can be found roaming the vicinity. The ice gnolls that inhabit the islands in this ocean are said to pay homage to Lodizal, offering up sacrifices of small animals in exchange for Lodizal’s protection.

The Icy Fingers: Named after a series of small isles jutting forth off the coast of the Eastern Wastes, this area is home to snow griffons and other dangerous creatures. The griffons’ nests are often littered with the tenes and baubles of slain travelers. An outpost of gnomes operates in the Icy Fingers, offering passage on their ice-breaker ships to and from Norrath’s other continents.

Ry’gorr Keep: Ry'gorr Keep was built over of the ruins of Froststone Keep. Beneath this orc fortress lie the Crystal Caverns, a network of Coldain mines well known for their abundance of velium ore. Loathe to abandon the rich mine, even though they were forced to leave Froststone Keep above, Coldain miners still inhabit the caverns and fight with the orc miners from above. Crystalline spiders also crawl through the caverns, serving as yet another threat to any explorers who brave the depths of these caves.

§ Veeshan: These rifts slashed into the icy tundra of Velious are the legendary mark of Veeshan, the Wurmqueen.

Skyshrine lies nestled at one end of the Great Scar, the largest canyon gouged from Velious’s surface, with the Wakening Lands lying at the bottom of the scar and the giant city of Kael Drakkal lying near the other end of the scar where it crosses the Great Divide.

The southernmost tear ripped into the Iceclad Ocean itself, forming Siren's Bay and Dragon Claw Peninsula. This area is home to othmir, bulthar, and flocks of wyverns. Sirens populate hidden grottos found in the submerged caves on the northern shores of the bay, where underground fresh water pours from beneath the mountains of the Great Divide and empties into Siren’s Bay. Reports speak of fantastic creatures that dwell within some of these grottos: mermaids, ensorcelled beings, and seahorses.

The westernmost scar serves as the home of most of Veeshan’s children, who gather around a great temple that honors the Wurmqueen. A vast necropolis honoring fallen dragons has also been constructed within the penultimate scar. Few mortals have ever crossed the Western Wastes of Velious to lay eyes upon either the Dragon Necropolis or the Temple of Veeshan.

Tower of Frozen Shadow: The Tower of Frozen Shadow is the home of Tserinna Syl’Tor, former beloved of Mayong Mistmoore. The walls of this tower are rumored to possess trapped spirits within. The lord of this abode is unknown, but it is clearly a place where undead roam. Witnesses who have dared to enter this tower speak of an erudite ghost (which many assume is the lord of this tower) that wanders the halls.

Wakening Lands: At the bottom of the largest rift Veeshan carved into Velious lies a hidden valley, its warm climate and abundant growth defying the otherwise arctic climate of Velious. These Wakening Lands, as they are called, are home to a nation of fey who watch over a temple of Tunare. Within this temple, followers of the Mother of All can cross the planar boundary and enter the Plane of Growth where Tunare herself holds court. The Wakening Lands no doubt remain so verdant on such a harsh continent owing to Tunare’s blessing.

Giants from Kael Drakkal use the Wakening Lands to grow food, but ever the sons and daughters of Zek, they also make war

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on the fey courts. As well, the Wakening Lands often serve as a battleground between the giants and the dragons of Skyshrine.

Many other wondrous creatures from holgresh to haze panthers to all manner of dinosaurs also inhabit the Wakening Lands.

Western Wastes: The last great preserve of dragons on Norrath, this side of Velious is only for the heartiest and most daring of all explorers. Powerful drakes, wyverns, wurms, and dragons wander the wastes, along with other beasts that plague the landscape. The Dragon Necropolis and, further north, the Temple of Veeshan lie on the far side of the Western Wastes.

Luclin

While Norrath’s first moon Drinal can be seen clearly in the night sky, the second moon Luclin remains hidden behind a veil that was created through a pact forged by Brell Serilis, Prexus, and Tunare. The moon was formed by the goddess Luclin, who is said to dwell there. Luclin has no day or night, as half the moon is ceeves in darkness and half forever blasted by unyielding sun- ight.

Many races now call Luclin home, most of them castaways from Norrath’s history. Shissar who escaped death from the greenmist live here, secluded for ages behind Luclin’s veil. The Vah Shir, whose city Shar Vahl was shunted here, live on Luclin’s dark side. Luclin also holds what remains of the Combine Empire, which was split in two during the assassination of Tsaph Katta at the hands of Lord Inquisitor Seru. Those who followed the beliefs of Tsaph Katta and remained loyal to the empire found their way to the moon in hopes of rebuilding what had become a shattered empire. They were followed by the Lord Inquisitor and his people, intent on hunting down the Loyalists. Both groups, however, found that the magic which brought them to Luclin could not return them to Norrath, so both factions of the empire became trapped with no way to return to Norrath.

In addition to Norrath’s exiled races, several races and a huge variety of flora and fauna seem indigenous to Luclin. The awe- somely powerful Akheva and the frightful Grimlings are the two most prominent of such races.

Travel to and from Luclin is accomplished only by wizards using the ancient spires around Norrath to connect with a cavern called the Nexus, which lies far under Luclin’s surface. Similarly, resi- dents of Luclin can only reach Norrath by traveling to the Nexus and using the services of a knowledgeable wizard at one of the spires the Combine refugees constructed within the Nexus.

Luclin will be referenced in detail in the upcoming Luclin and Monsters of Luclin sourcebooks.

Cities of Luclin

Shar Vahl: Shar Vahl is the city of the Vah Shir, where they have dwelt since the time of the shifting when they were trans- ported to Luclin long ago. When the city was translocated during the conflict between the Erudites and the Heretics, victims from the great battle were pulled along. Their souls still drift to this day, wandering the thickets and hills outside of the city, accompany- ing the strange lunar creatures that wander the moonscape.

King Raja Kerrath rules Shar Vahl and has made it known that his people should reconnect with Norrath by welcoming those bold enough to make the journey from Norrath to the Nexus, up to Luclin’s surface, and then across the surface to Shar Vahl. He has also commanded some of his citizens to make that same journey in reverse and travel to Norrath’s great cities to initiate diplomatic ties with many of Norrath’s nations.

Pantheon of Norrath Chapter 6 of the EverQuest: Player's Handbook presented the

primary deities that embroil themselves in Norrath’s mortal affairs. Yet a large pantheon of other gods, both major and minor, makes its influence felt upon the world. Many of these gods, not already detailed in the EverQuest: Player's Handbook, are de- scribed here.

The Greater Goods

The greater gods are those who exert an enormous amount of power over the world but who care nothing for the affairs of mortals nor seek mortal veneration through religions devoted to them. Considered the creators of all, they are responsible for Norrath's conception and (some say) its inevitable pre-ordained devastation. Their breath is the wind through the trees; their voice is the roar of waters.

E’ci, The Wintry Guardian

Among the mortals, E'ci is known as the Wintry Guardian. She is the second member of the Triumvirate of Water. The goddess personifies the essence of ice and rules the plane of the same namesake, Within her realm, E’ci holds great control over her minions — exerting her authority to the point of tyranny. Hence, she is known as “The Ice Queen,” The tales of her devotion to the balance of her realm against the other elemental powers have fostered a lin- gering, fearful respect for E’ci among the lesser gods. E'ci

alignment is neutral.

Fennin Ro, The Tyrantor

Fire Fennin Ro rules the

greater el- emental Plane of Fire. The Fire Tyrant often appears as a large male humanoid with barbaric features, a beard ofsearing flame, glowing red eyes, pointed ears, and fangs. He is a fanatic concerning the preservation of flame and fire, dis- playing a short temper toward any who would dare to threaten it. By mortal standards, Fennin Ro’s destructive and tyrannical temperament aligns him as discordant evil; he retains a strong influence on the wheel of Order and Discord. Solusek Ro is the son of Fennin Ro.

The Nameless, All-Father or the Gods

The Nameless is the driving force among the gods and lesser deities of Norrath. A being of ultimate command, this entity possesses the power of creation, causing the universe to exist or not exist (at its whim). Beyond this vague conception, it is an unknowable, ambiguous entity to mortals. The Nameless sur- passes any conventional morality and might be deemed to be of neutral alignment or of all alignments at once.

Povar, The Veiled One

The Veiled One is the third member of the Triumvirate of Water. Povar is the conscious essence of water in its vaporous state and represents a third of the ruling power in the Plane of Water. Being neither male nor female in physical form, neither tangible nor incorporeal, this divine entity is the most elusive and myste- rious of the Triumvirate's members. Keeping focused upon the realm Povar assists in governing, Povar gives neither care nor notice to the tides of events as they come to pass upon Norrath. This member of the Triumvirate has given no recorded notion or action beyond its own realm and its elemental powers; like most greater gods, Povar is of neutral alignment.

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The Rathe, The Council

The Rathe is a council com- prised of twelve beings that rule over the Plane of Earth. Each mem- ber of the council has an identical presence: grass-green hair and earth-colored skin with veins of gold and turquoise. The Rathe Council is the physical extension of the Plane of Earth. If one mem- ber is displaced and slain, another rises from the dirt to take its place. The Council is the only elemental power to have looked down with interest upon Norrath, yet it remains un- aligned in its dealings with other gods. The Rathe are considered orderly neutral.

Tarew Marr, The Fathom Lord, Ruler of the Triumvirate of Water

Tarew Marr is the first member of the Triumvirate of Water. He is the sole lord and commander of the plane's most abundant form of the element. Little is known about him. He isa neutral god who almost always stays above mortal affairs. He is believed to have given physical form to the concepts of love and valor, many speculating that this creation resulted in the manifestation of Mithaniel and Erollisi Marr and that they are his son and daugh- ter.

Xegony, The Queen OF Air Xegony rules over the

Plane of Air. She ap- pears as a beautiful young elven maiden with angel-like wings. Among the powers of the elements, her an- gelic grace and appearance have gar- nered her the highest regard and reverence. Most delicate and be- nevolent in her ways, she is an enigma unto her own, having never turned herattention to the world below and staying focused on the elemental powers. Xegony is considered neutral good.

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Demigods

Demigods are the lesser gods, generally taking on smaller avenues of creation and influence within the world of Norrath. Some demigods are often mortals who receive divine attention from one of Greater Gods and are rewarded with the gift of divinity.

Ayonae Ro, The Maestra

Ayonae Ro rules the Demi-Plane of Music and is the daughter of Druzzil Ro. The Maestra can mold her realm (and some say the realms of other gods) to the chords of her tunes, influ- encing and affecting the emotions of others with her unearthly melodies and ce- lestial songs. She is orderly neutral.

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Sullon Zek, The Maiden oF Rage

Also referred to as “The Vengeful,” Sullon Zek is another demigoddess created by Rallos Zek to serve him in war. Sullon was a mortal barbarian woman but is now the discordant evil Goddess of Rage.

Tallon Zek, The Beholder of Battle Known as the Beholder of

Battle and as a master of strat- egy, Tallon Zek resides on the Plane of War along with his alter ego, Vallon Zek. He is a tall, older looking, orc-like being who ap- pears to be very wise.

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Terris-Thule, The Dream Scorcher

Known as the Dream Scorcher of the Nightmare, Terris-Thule rules the Demi-Plane of Nightmares. The daughter of Cazic-Thule, Terris-Thule possesses an equal measure of her father’s cruelty and is dis- cordant evil. She delights in torturing the innocent as they slumber. Her pale skin shows hints of gray, stretching over her tall, skeletal form. She possesses no features on her face, with the exception of two empty eye sockets. Her hair is long, black, and straight, falling down her back. Two brass horns protrude from her temples.

Tholuxe Paells, GodorfLust

Tholuxe Paells is a minor god who rarely appears in Norrathian religious texts. Some gypsies create and sell charms that venerate him, such charms supposedly carrying Paells’ blessing to make others desire the wearer. In large cities such as Freeport, practitio- ners of the oldest profession offer prayers to Tholuxe as well. Tholuxe is discordant neutral.

Torvonnilous, Lordor Greed

Torvonnilous rules the Demi-Plane of Greed. He spends his days devising ways to increase his massive expanse of wealth. Though he wears all manner of jewelry of the finest metals and encrusted with the most precious gems, his lust for treasure is never satisfied. He wears a suit of finely crafted green and yellow embroidered silk cloth. Torvonnilous appears as an average hu- man male, clean shaven and proper. He carries with him an ornate obsidian cane, crowned with a platinum dragon's head. He is neutral evil.

Vallon Zek, The Governor of War

Vallon Zek, the Governor of War, dwells in the Plane of War with his alter ago, Tallon Zek. Vallon is alsoa master tactician and takes the form of an older, orc-like male who dons a suit of blackened chain mail, covered by an emer- ald and black cloak. As the Governor of War, Vallon Zek takes the regal appearance of a general at arms: wise and upright, stern and aristo- cratic. Hanging from his belt is a silvery saber. Like his alter ego, Vallon is orderly evil.

Vazaelle Kaleine, The Mad

Vazaelle was once a mortal who lived amid the Heretics outcast from Erudin. A devout follower of Cazic-Thule, Vazaelle suc- cumbed to her own zeal and prophetic visions and thereby abandoned all semblance of sanity. Cazic-Thule offered Vazaelle her own realm of power, which she twisted into the visage of old Paineel. Occasionally, she experiences the vision of some unfore- seen event, watching (in her own madness) as the strands of the future seek to affect some unsuspecting mortal. Some say that Vazaelle Kaleine sometimes acts on her visions, imparting some portent upon a mortal and seeding them with a piece of her own madness until the end of their days. Vazaelle is discordant neutral.

Xev Bristlebane, The Prince of Fortune

Xev is considered the deity of fortune, whether good or bad. He is related to Fizzlethorpe Bristlebane, the King of Thieves, but no one is sure exactly how as the Trickster tells the tale differently every time. Xev has a small following among the merchants and gamblers of Highpass Hold and among gypsy fortune tellers. Like whims of fate and fortune itself, Xev is discordant neutral.

Zebuxoruk, The Forsaken

The Forsaken is neu- tral, choosing no side in the af- fairs of the gods. Myth speaks of the out- cast who is rumored to have escaped the Plane of Justice when he walked Norrath as a mortal. He is disdained by all gods: Zebuxoruk is the Forsaken One, a disgrace among the pantheon of Norrath and their heroes. Rumors tell of a hidden city on Norrath that honors the ungod Zebuxoruk. This community — comprised mostly of fallen priests, paladins, and shadow knights — possesses fabled knowledge about Zebuxoruk’s legend.

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Arrialla had wrapped the volume tightly in fabric before she packed it into her satchel. She did not care to touch it. The opening pages — the only ones she could bear to read at first, though she'd since forced herself to examine the tome more closely — went on at great length about the method of creating the blood-ink used to inscribe and illustrate the volume. It was unpleasant to say the least.

The Sanguine Tome was the Oracle of K'Arnon’s latest price for information about the construction of a phylactery. As Arrialla had suspected, he was knowledgeable in the matter. [f he’d not known something of the phylactery, he’d have told the paladins that no such thing existed — for, in the Oracle’s questionably humble opinion, he knew something about everything. Unfortunately, Arrialla could as yet not dispute this boastful claim. He was certainly a great teacher, but she was not yet sure that he was a great man. Or in this case, elf.

Still, despite his vast knowledge, the Oracle never pretended there wasn’t more he could learn, and hence he was almost always willing to share some portion of his knowledge in return for yet more information. The Sanguine Tome was the fifth of six volumes he had demanded of Arrialla, and each prompted the Oracle to reveal the next step in the creation of a phylactery. The best way to learn the nature of a phylactery, he had told her, was to construct one. While fearful of such a device, Arrialla had agreed. Sometimes, despite the lessons of her past, she grew forgetful like humans and allowed curiosity to motivate her. Still, she rationalized, it’s easier to destroy than to create — if she could build such a device, then she would be capable of destroying one as well.

Siren’s Bane glided up to the dock and Arrialla disembarked. She ate alight meal among the independent elven women of the island and then wandered toa beach just within sight of the small town at the dock. After checking that hersatchel was strapped on tightly, Arrialla cast a spell. At first nothing appeared to happen as she gestured and spoke words of power, but then the slight breeze blowing off the surface of the ocean began to gain strength, swirling around her. Her ornate robe stirred, then flapped like a flag, and then the wind grew so strong that it pressed into her body, revealing her lithe elven form as she stretched her willowy arms toward the sky.

A breath later, the wind seemed to pummel her. Whipped to a gale force, the tempest engulfed and then shredded her. Then, as quickly as it had come, it was gone. Yet Arrialla remained, although now in the form of a majestic air elemental. With a slow, graceful sweep of her arms, Arrialla lifted skyward, her contrail bending back the nearby grasses and brush.

The island home of the Oracle of K’Arnon was not too distant, at least not for one who moved as the wind. The time passed too quickly for Arrialla. In her elemental forms, more than any other, she found it possible to put the worries of the world away.

Soon, she settled onto a promontory stretching from the island. Even as she resumed her natural appearance, two high elven paladins arrived — members of the mysterious Guardians of K’Arnon who zealously guarded the Oracle. They recognized her at once, one even deigning to acknowledge her with a slight nod of his head. Arrialla smiled briefly in return, although for some reason she felt that the paladin sensed the presence of the tome in her satchel, and so was welcoming it more than her. These paladins were an eerie lot and were a large part of her suspicion that there was something more to the Oracle and his quest for knowledge than he shared.

She refused their offer to help her with the satchel and so she was briskly shown to the simple wooden building where the Oracle greeted his guests. There were only a handful of rather ordinary books within the room, but Arrialla knew quite well that his quarters and his presumably massive library would be hidden elsewhere. Of course, he’d known she was soon to arrive, so a small glass of her favorite brandy was already waiting on a darkwood tray. He too was there, reading serenely from some ancient text.

The Oracle was dressed differently than Arrialla had ever seen him. Always before he had worn the same robe as she, a Robe of the Oracle, a garment he created for those he favored. That robe was light blue silk, bordered with elaborate sigils, and while his new robe was of the same decoration, it was cobalt in color, far darker than hers.

“I am glad you admire the robe, young one,” the Oracle said by way of greeting as Arrialla sat and sipped her brandy. The Oracle turned from his open book — which closed automatically when his eyes averted — and continued, “One like it, a Grand Robe of the Oracle, a new creation of mine, can be yours after you bring me the sixth book I seek.”

Arrialla demurred, “Thank you, Oracle, but it’s not a robe I desire, however fine yours seems. No, | desire a fifth lesson on the creation of a phylactery in return for this, the Sanguine Tome. And I wish nothing more than the purported final lesson once I return the sixth book. | need nor fill your time. I require only the title of the final book.”

“My dear, you are so hasty,” said the Oracle. “The robe and all the secrets of the phylactery will be yours when you visit me again after this.”

Accepting the Sanguine Tome, the Oracle purred, “Thank you for this. I see this copy came from the heart of Accursed Temple of Cazic-Thule in the southern jungle. It is most precious.” He hefted it in his hand for a second and smiled fondly, then said, in a decidedly firmer voice, “Now, then, the fifth lesson?”

Arrialla delicately sipped the remaining beverage and shook her head. “Please, first tell me the final book you seek, then to the phylactery.”

The Oracle sat silently fora moment. A long moment. Then he looked piercingly into Arrialla’s eyes, and, when next he spoke, his words rang with a terrible challenge.

“! require the Spellbook of Velketor the Sorcerer.”

The game system information contained in the EverQuest: Player's Handbook covers almost all of the rules that both players and GMs will use in play. This chapter addresses some rules that the GM will bring into play primarily during adventures. How hurt is a character who takes a fall? into lava? How long can a PC hold her breath before she starts to drown? What character class is that merchant? These questions and many more will be an- swered here.

Two Basic Rules

First, two basic rules mentioned in the Ever(Quest: Player's Handbook are worth quickly repeating here.

Rounding In general, fractions should always be rounded down in EverQuest, even if the fraction in question is greater than half. This rule applies to all rolls unless a certain minimum is called for by the roll (such as those for hit points and damage effects).

Multiplying

Sometimes a rule has you multiply a number or a die roll. As longas you are usinga single multiplier, multiply normally. When using two or more multipliers, however, youshould combine them into a single multiplier, with each multiplier beyond the first having its value reduced by one. So, if you are told to apply a x2 multiplier and a x3 multiplier to the same effect, you would reduce the x3 multiplier by one step and add the two together intoa single x4 multiplier (since 2 + 2 = 4).

For example, Ashram, a high-level human fighter, wields a scimitar, a weapon with a threat range of 18-20. This means that

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> used on the scimitar, it would also double the weapon’s threat Ke range. Yet since the scimitar's threat range is already doubled due

combined into a single x3 multiplier, resulting in a final threat range of 12-20.

Spell damage is handled a bit differently from normal multiplier effects. Most multiplied die rolls call for rolling multiplied dice . separately and totaling the results. Forexample, Ashram normally 4 deals 1d6+4 points of damage with his scimitar. If he scores a critical hit, he rolls 2d6+8 instead. Thus, if Ashram rolled a3 and a 4, he would deal a total of 15 points of damage. Yet if Kaleena, a spellcaster, cast a spell dealing (2d10+4) x 10 points of damage, she would figure the base damage total first, and only afterward apply the x10 damage multiplier. Hence, if Kaleena’s player rolled

} to Ashram's Improved Critical feat, the two x2 multipliers are

12 on 2d10, her base total would be 16, and the final damage total would be 160.

Skill and Ability Checks

EverQuest is ultimately about heroic characters accomplishing certain goals (or dying horribly but heroically in the attempt). The game system and its dice rolls are merely a way to codify whether PCs succeed or fail at specific tasks on their way to accomplishing those goals. While magic and combat are the most common systems for resolving encounters once they turn violent, the rest of the PCs’ trials and tribulations in Norrath are resolved using skill and ability checks. These checks determine how a character fares when she is not swinging a sword or castinga spell, and they govern the bulk ofa character's non-combat interactions within the setting: what is the real motive of this dark elf who claims to be a traitor to Neriak? can you scale the outer wall of Karnor's Castle without drawing the attention of the drolvarg sentries? will Quillmane allow you to ride bareback so you can reach the druid circle in time to warn them of the gnoll invasion? can you hang onto the flying pegasus without falling off? Some of a campaign's most dramatic moments occur outside of combat.

Calling For Checks

As GM, your primary decisions when adjudicating skill and ability checks center upon determining which activities merit rolls and then deciding how askill or ability may be used ina given situation. The first decision regarding when to call for checks depends mainly on your group’s preferred style of play. Many groups like to use rolls to adjudicate success or failure in most situations that arise during game play, feeling this method best represents the PCs’ abilities and skills employed in the game. Other groups prefer to roll fewer dice checks during game play and instead role-play through situations. In the latter case, the GM might reference a character's ability or total skill modifier and simply decide the results of an action without breaking the flow of PC and NPC dialogue to pause for a die roll. Neither method is right or wrong; you simply need to get a feeling for how you and your group prefer to play.

Most groups use both methods, reserving die rolls for more dramatic, important tasks and handling less critical situations without die rolls to keep game play moving along. For example, you may not ask a troll warrior to bother rolling an Intimidate check to frighten a traveling merchant into selling a hungry troll bristling with weapons some food, especially if the player has role- played the scene well and the PC has a good Intimidate skill modifier, but when the troll must get some crucial information out of a human spy later in the adventure, then you might call for an Intimidate check.

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Next, deciding how a skill or ability check should be used depends on several factors. Chapter 4: Skills of the EverQuest: Player's Handbook offers guidance on how to use skills and how to use ability checks when no skill applies to a task. Keep in mind that many skills can be used effectively in different ways; further- more, some skills overlap with other skills, meaning that one skill may often be used asa check for tasks typically covered by another skill. For instance, you can use the Search skill to follow the tracks of an NPC who was periodically dropping something behind himself or perhaps losing blood. Even though tracking is typically handled with Wilderness Lore and the Track feat, in this case a PC can search for specific clues of blood drops rather than rely on the tracks themselves. Players will get quite inventive with how universally their skills might be applied to certain situations, and you need to find a line between rewarding creative play and allowing skills wholly to supplant other skills.

Imposing a conditional penalty when a skill barely overlaps to covera particular function or is a square peg being used for a round hole is often reasonable. For example, even though such an activity is typically handled with the Gather Information skill, a high elf character attempts to use her considerable Diplomacy skill to make friends with the locals and gather information on illicit trading with a nearby gnoll camp. Meanwhile, a rogue character would like to use Gather Information for the same purpose. You might allow the high elf a Diplomacy check with a stiff conditional penalty; since proper noble etiquette disdains prying into another's affairs, using Diplomacy is something of a skill forced to overlap. Also limiting the amount and quality of results gained from the use of Diplomacy in this situation would be reasonable. The rogue, however, is quite used to knowing who and how to ask and has a chance to find out better information with no penalties to the attempt. People do not mind being polite to the high elf lady, but they are not about to air their dirtiest secrets with someone so regal.

Do not avoid making use of such overlap, since it will allow characters to function effectively in a wide variety of situations and reward them for developing their characters’ skills. So long as characters with more specific skills are more effective at accom-

plishing the tasks tied to those skills, all will be well.

Using Alternate Abilities For Skill Checks

Each skill is tied to a particular key ability. The majority of the time, the skill check should be performed using that key ability modifier and the PC’s skill ranks. Occasionally, you can call for skill checks and stipulate that an alternate ability’s modifier be used along with the skill ranks for that skill check. Examples might include:

® An ogre wants to impress someone with a feat of Strength, so you call for a Perform skill check that uses Strength instead of Charisma as the key ability.

@ A ranger tries to figure out how to saddle properly a griffon trained for aerial combat. You call for a Ride skill check using Intelligence instead of Dexterity.

@ A human rogue disguises herself as a young barbarian but finds she must endure a frigid night on the tundra while trying to maintain the disguise. You call fora Disguise check using Consti- tution instead of Charisma.

Conditional Modirierstoa Roll

The core mechanic for resolving skill or ability checks relies on rolling a d20 against a set difficulty class (DC). Apart from skill ranks and other normal modifiers, this check can be further modified in one of two ways: the roll itself may receive a modifier, which makes the roll more or less likely to beat the DC for the check; alternately, the DC for the check may be modified, making the task at hand more or less difficult to accomplish.

As a guideline, factors that affect a PC’s performance in completing the task modify the die roll of the check. Aid from another character, additional information about the task being attempted, interference from opponents, and incorrect or mis- leading information are all factors that directly affect the character’s

ability to accomplish the task in question. The task itself is notany more or less difficult to accomplish; rather, the character's ability to complete the task is positively or negatively affected.

On the other hand, factors that affect the task itself modify the difficulty class of the skill or ability check. Environmental condi- tions (such as ambient light or background noise), unusually high standards for completing the task, and a particularly adroit or gullible opponent are all factors that make the task itself easier or more difficult to accomplish. The character's actual competence is not affected, and thus her die roll is made normally.

In many ways, modifying the roll and changing the DC do the same exact thing. The difference is that in the one case the character controls how she approaches the task, and thus keeping the distinction between the two sorts of modifiers clear is impor- tant. While there is no difference mechanically, the difference in player mindset can be quite substantial. Also, distinguishing between the two sorts of modifiers allows you to alter the DC of the check without informing the player as to why exactly you are doing so. This tactic is particularly important for interactions between PCs and NPCs, for revealing all of the factors influencing the DC would tell the players more than you might wish about the people with whom they are dealing.

When adding modifiers, the only rule you really need to consider is thata favorable circumstance gives a +2 modifier to the roll or a—2 modifier to the DC of the check, whereas an unfavor- able circumstance gives a—2 penalty to the roll or a +2 modifier to the DC of the check. In the case of extreme circumstances, you can add modifiers greater than +/—2 to the roll or check. These modifiers may be added and subtracted for any number of circum- stances, but you should not get too carried away in this respect or you risk slowing down game play. Once you have figured all the modifiers, simply add them together to get a total modifier and final DC check.

Highly Speciric Tasks

Sometimes, a player will know exactly what he wants to do and will describe it in some detail. If he does this, you should award him a +2 bonus to the check since he has thought the situation through enough to form a concrete idea of what he wants to do with his character. If a character is searching for an individual in a room, for instance, and specifically looks in every part of the room where the target could reasonably be expected to be hiding, he deserves a bonus for his thoroughness. If he just conducts a general search of the area, however, and offers no specific detail on how he conducts the search, he does not merit a bonus to the check. Of course, if the player specifies details for a check that just does not apply, he should not get a bonus to the check (he should not get a penalty, either — extra detail is never bad).

The PC’s Best Friend

Many players find the skill system somewhat overwhelming and despair that their characters have only a limited number of skill points to spend and many potential skills to buy. Yet many skills have DCs for basic tasks in the 5-15 range, which means characters can accomplish many feats simply by taking 10 on a skill check. An average PC can make a Climb check with a DC of 10 without needing to make a skill check, even if she has no ranks in the skill. You should encourage players to use the take 10 tule, since it lets them do a wide variety of tasks they might not have thought they could do and also considerably speeds up game

play. How SuccessFulis Successful?

A successful skill check always means the character accom- plishes what she set out to do, but itdoes not necessarily mean that she did it as well as she hoped. Generally, a better check result means the character is more successful in some way. A superior Appraise check not only notices the gems encrusting the scepter are flawed and poorly aligned, but that untarnished scratch marks in the bronze settings imply the original gemstones were recently

pried out and replaced with the flawed ones. A check result equal to the DC for the task offers minimal success. A check that exceeds the DC for the task by 10 offers a greater level of detail or information, andacheck that exceeds the DC by 20 or more offers all the character could ask for in a single check.

Ability Checks

When a PC tries to do something not adequately covered by combat or skill checks, ability checks are often all you have left to use. A character trying to win a game of strategy, for instance, might make an unaided Intelligence check to succeed, whereas a character hoping to handle a delicate item without breaking it might rely entirely on her natural Dexterity to save the day. You can handle ability checks in three ways, which are as follows:

®@ First, you might have a PC make a single check using an appropriate ability. The Intelligence check for gaming describe: above falls into this category. Many activities can be covered using such a check, but remember that some situations are likely be better handled using saving throws instead (see below).

@ A second method involves using one ability check to influ- ence another, related check. In the gaming example above, you might use a Wisdom check to represent the character's ability to understand the opponent's general strategy and rule that a suc- cessful check grants the character a +2 bonus on his Intelligence check to win the game.

® Finally, some tasks might require two or more different ability checks. These are typically multipart tasks, in which one ability is used to accomplish part of the task and another is used to complete it. For example, a PC might need to lift a heavy urn without spilling its contents. To do this, he would make a Strength check to lift the urn and a Dexterity check to avoid spilling its contents. In a similar fashion, an ability check can be combined with a skill check. If the character above found he needed to open a stuck door without attracting attention, he would make a Strength check to open the door and a Sneak check

to do so quietly.

No matter the sort of check used, certain tasks are always difficult to codify up front and are left to your best judgment during the game. Just pick the sort of check that makes the most sense, and don't sweat the details.

Saving Throws

Some situations merit saving throws instead of skill or ability checks, and they are handled in a similar manner. As with ability checks, you must first choose the appropriate save for the check and then assign a DC.

Saving throws and ability checks might seem to overlap, but they actually cover distinct sorts of situations. Ability checks are used when the character tries to accomplish something; saving throws are used to avoid harm. Ability checks measure results of actions; saving throws measure the results of reactions. A Forti- tude save, for instance, is used to resist damage or to endure punishing forces that might cause the PC harm. A Constitution check, by contrast, is used to accomplish something requiring physical toughness — such as a long sprint — that the PC could not accomplish otherwise. Similarly, a Reflex save is used to represent the character avoiding harm via quick reflexes, while a Dexterity check might be used to rescue another PC froma similar fate. In both cases, the save is all about avoiding circumstances beyond the PC's control, while the check is for an instance in which the character owns more control over the situation.

Also important is the fact that saving throws represent a PC's experience, while ability checks generally do not. A task that is a matter of raw ability is typically acheck, since anyone withagiven ability score will do as well as anyone else with the same score. A task that reflects a PC’s experience usually requires a save, since it involves matters the character has likely experienced before.

Assigning difficulties for saving throws is fairly straightforward and is handled as follows:

Spells: 10 + spell level + caster’s ability modifier.

Monster Special Attacks or Qualities: 10 + 1/2 monster's HD + ability modifier.*

Miscellaneous: 10 to 20. Use 15 when in doubt.

The ability used to modify the DC of a monster's special attack or quality depends upon the nature of that attack or quality. Common abilities to use are Constitution for most abilities generated from the creature’s body such as poison or breath weapons; Intelligence or Wisdom for most spell-like powers; and Charisma for most supernatural powers, especially those relating to mind-affecting powers.

EncountersandCombat

Whether barbarians facing a wooly mammoth or humans running from the city watch, encounters of all sorts are the bread and butter of EverQuest campaigns. In order to keep the game running smoothly, the GM must handle encounters effectively and manage the combat that can ensue if the PCs do not find a safer alternative than conflict to overcoming obstacles.

Encounter Oistance

No matter the sort of encounter the PCs face, the distance between the PCs and any potential threat they face is of para- mount importance. While crossing the Commonlands, do they notice the nightfall giant in time to evade it, or not? The rules that follow are for use primarily in wilderness or urban settings, as encounters indoors are influenced mostly by line of sight and the amount of light and vision available to each side.

When an encounter is possible, you should determine when and if the creatures on each side can see one another. Each side may detect the other at any time within these limits, but they will surely spot one another as they approach. When an encounter between the PCs and an NPC or creature is imminent, follow these steps:

1. Determine vision conditions and terrain. Select from the choices on Table 2—1: Spotting Distance.

2. If line of sight or illumination defines the distance at which the encounter occurs (as often happens indoors), start the en- counter there. Otherwise, roll for spotting distance on Table 2-1: Spotting Distance.

3. All creatures involved make Spot checks. Success means that one creature sees the other creature or group. Refer to Table 2-2: Spotting Difficulty for modifiers to these checks,

4. If neither side succeeds, all creatures spot each other at one- half the distance rolled on Table 2-1.

The circumstances that can affect the DC of a Spot check are as follows:

Size: Add +4 to the base DC of 20 for each size category the creature being spotted is smaller than Medium-size or —4 for each size category larger. You can make exceptions for creatures with unusual shapes, such as a Large snake that is low to the ground and thus as hard to see as a Small creature.

Contrast: How starkly the creature’s coloring stands out against the surroundings. Spotting a brightly colored drake in a dark jungle is easy; seeing winter wolves in the snow is hard.

Stillness: Creatures that are not moving are more difficult to see.

Six or More Creatures: Groups of creatures are easier to spot, even if the creatures are smaller than Medium-size.

Moonlight: Nighttime, but with moonlight (or similar light).

Starlight: Nighttime with no moon but a clear, starry sky (or similar light),

Total Darkness: Overcast at night, or otherwise lightless.

Table 2-1: Spotting Distance Terrain Distance Smoke or heavy fog 2d4 x 5 ft, (avg. 25 ft.) Jungle or dense forest 2d4 x 10 ft. (50 ft.) Light forest 3d6 x 10 ft. (105 ft.) Serub, brush, or bush 6d6 x 10 Ft. (210 Ft.) Grassland, little cover Total darkness Indoors (lit)

Limit of sight if less than above Line of sight

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Table 2-2: Spotting Dirriculty Circumstances oc Base 20° Size +/—4 per size category Contrast +/—5 or more Stillness (not moving) Six or more creatures Moonlightt Starlightt

Total darkness Impossiblett

DC = 25 + Hide skill modifier if one side is hiding, and ignore size modifiers (see text).

¥ Ignore DC penalty if spotter has low-light vision, infravision, or ultravision, Erudites receive a —4 penalty to their roll.

Tf Unless the spotter has ultravision; or, the spotter has infravision and circumstances permit its functional use.

Hiding and Spotting

If creatures are trying not to be seen, spotting them is usually more difficult, but creatures that stay low to avoid being spotted also are less likely to notice other creatures.

If creatures are hiding, they can only move at half their normal overland speed. They also suffer a—2 penalty to their Spot checks to notice other creatures because they are staying low.

Instead of a base DC of 20 for others to spot them at the standard spotting distance, the DC is 25 + the creature’s Hide skill modifier. lf a group is hiding, use the lowest Hide skill modifier in the group. The modifiers from Table 2-2: Spotting Difficulty still apply, except for the size modifier (which is already part of the character's Hide skill modifier). A character whose Hide ranks, Dexterity modifier, and armor check penalty total —6 or lower actually has a lower DC than if he or she were not hiding. In such cases, simply calculate the Spot DC as if the character were not hiding (see Table 2-2: Spotting Difficulty).

If acreature gets a bonus to Hide because of camouflage, special coloring, and so on, use that bonus rather than the contrast bonus from Table 2-2: Spotting Difficulty.

Additionally, other creatures do not automatically spot hiding creatures at one-half the encounter distance. Instead, that is the distance at which the other creatures can make Spot checks to notice the hiding creatures. These are normal Spot checks op- posed by the hiders’ Hide checks. The hiding creatures still automatically spot the non-hiding creatures at one-half the encounter distance.

Missed Encounters The rules for spotting creatures assume that both sides will eventually notice each other, and they simply establish the distance at which they doso. Yet sometimes you want to take into

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account the possibility that the two groups will miss each other entirely.

To handle such a situation, simply let there be a 50% chance that the other creatures encountered and the PCs do not get any closer but rather pass by each other, such as when one group is moving north and the other east. (Creatures following the PCs’ trail, of course, always close with them.)

Combat

While EverQuest is fundamentally a role-playing game, many of its most exciting moments come from a ai As the GM, you must ensure that combat flows smoothly, stays exciting, and that everyone in the game is treated fairly. The following mechanics and advice provide you with tools and tips for running better combat encounters.

Starting an Encounter

Depending on how encounter distance and spotting was re- solved, an encounter can begin in one of three situations:

One Side Aware of the Other: In this case, you need to determine how much time the aware side has to prepare for the coming encounter. If there is little to no time to prepare, the aware side is allowed a surprise round (see “Surprise” on page 361 of the EverQuest: Player's Handbook) to take one action (either move or attack) while the unaware side is caught flat-footed (and thus loses any Dexterity bonus to AC). After the surprise round, both sides roll initiative and combat proceeds normally.

In other circumstances, the aware side might have time to ready itself before engaging its opponents. If this is the case, you should determine how many rounds the aware side has to prepare and then proceed with the surprise round as described above. If anything the aware side does during their preparation rounds prematurely alerts the other side to its presence, then both sides are treated as aware and neither side gains actions before combat begins.

Both Sides Aware at the Same Time: If both sides are aware of each other and can act at the same time, have both roll initiative and resolve actions normally.

If both sides become aware of one another but cannot act immediately, determine how long they have to prepare and give each side the same amount of time in full rounds for preparation until the two can interact normally.

Some Creatures (But Not All) on One or Both Sides Aware at the Same Time: If only some individuals on each side are aware of the other, just those creatures that are aware may take actions against their opponents. These creatures may take one action as described for surprise rounds, above.

New Combatants Enter the Fray

Battles often involve more than two parties. One or both sides may receive reinforcements, or additional groups may choose to join the battle. Whether or not they are allied with existing combatants, the newcomers should join the battle in between rounds.

Newcomers are Aware: If the newcomers are aware of one or both of the combatants in a battle, they act before all other combatants in the combat round. Their effective initiative check result is considered to be one higher than that of the highest initiative count among the current combatants. Since the new- comers cannot gain a single action (as combat has already begun), this rule simulates the advantage the newcomers enjoy over the other combatants. Furthermore, this rule also allows those com- batants with higher initiative counts to react to the combatants first, which reflects the advantage existing combatants should have due to their high initiative.

Newcomers not Aware: If the newcomers are not aware of the existing combat, they enter combat at the beginning of the round as described above but roll initiative normally. If existing combat- ants have a higher initiative count than the newcomers, they may react to the newcomers before the newcomers can act at all. In

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addition, the newcomers are considered flat-footed when engag- ing those with higher initiative counts.

If more than one group joins the fray, you must decide who is aware and who is not, and then treat them as described above. Groups who are aware act first in the round (in order of their Dexterity scores); those who are unaware roll initiative and act normally,

Running Things Smoothly

While initiative determines what happens when, during the course of the round you as GM make things happen when and how they should. Try to discourage players from wasting time deciding what to do; likewise, try to prevent players from interfering with the decisions of other players in attempts to dictate the flow of the game. The goal of the game is to have fun, which cannot happen if the game stalls or some players hog the spotlight.

You will likely find working with players to determine how best to keep things moving helpful. Attentive players will have a good idea of what they want to do before their turn toact comes around, which will help you maintain a consistent pace for the encounter. Some players might have good ideas for speeding the action along, and you should be open to their suggestions as long as they do not ruin the game for anyone else. See page 365 of the EverQuest: Player's Handbook for specific tips on keeping combat fast and fun.

Setting the Scene

The players rely on you to describe the world; they base their decisions upon the descriptions you provide. In combat, espe- cially if you are not using miniatures, accurately conveying the situation insofar as the PCs can observe it is important. Such detail is counterbalanced with simulating the rush of a life-and- death struggle that begins and ends in seconds. In such adrenalin charged times, many details of the situation should not be volun- teered unless the players specifically ask about them.

In the Introduction, you were advised to bring your stories to life with vivid descriptive text. This advice holds true in combat, but you need to vary the amount of detail you give the players based on what their characters have the time and forethought to take in once violence erupts. Give cursory physical descriptions of creatures the PCs can see, and delineate the creatures’ positions and provide a general description of the combat environment. Further details should be revealed as the encounter commences or as the players ask for them and have their characters search for them where necessary.

For example, if the heroes enter a cavern below the Frontier Mountains and suddenly come face-to-face with a band of gob- lins, detailing the exact dimensions of the cavern to the mapping player and describing the mold covering the far wall or the distant rush of an underground stream are best saved for later. If the players later want their characters to pause for a round in the ensuing combat to inspect the room sufficiently to get an idea of its dimensions and visible exits, fine. Until then, a quick descrip- tion such as “It’s a large natural cavern filled with a toadstool fungal forest. Thirty feet ahead, your attention is drawn to four goblins who are eyeing you and readying javelins” will probably suffice to start the action.

Part of the encounter’s suspense will derive from what the characters discover as the battle ensues. One of the goblins wears a chain shirt while the others are in leathers — the commander, one might assume? A fifth goblin emerges from behind a toad- stool, and instead of javelins, he carries a wand of bones. When a warrior character recklessly charges the javelin-throwing goblins, the huge “toadstool” behind the goblins suddenly stands up and swats the warrior. PCs who rushed into the cavern begin to notice astrange odor, and Listen checks reveal a hissing sound from some of the toadstools as they emit clouds of spores.

Reward players who ask for details. Most details can be ob- served in mere seconds, essentially as free actions the PC takes to study something quickly. More elaborate details might require the PC to sacrifice a move action ora full-round action to observe and might require Spot or Listen checks. Players will inevitably ask for

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details about the encounter that you might not have imagined. Do not be afraid to create details on the spot — just be sure you write them down or remember them so that you can treat them consistently later on.

Reward players who show the tactical wisdom to take in the combat scene before their characters charge into an ambush. Seasoned warriors study the battlefield and their opponents; seasoned players will, too.

While the environment details can be parceled out to mirror the frenetic pace of combat, the action within combat should get as much detail as you and your players can muster. Explain what the PCs’ opponents are doing in terms the PCs can witness; “The goblin chants and rattles his bone wand at Vagner, whose shadow suddenly writhes on the ground and then stands up to grab Vagner” is more engaging than “The goblin necromancer casts clinging darkness on Vagner.” In eithercase, the players will assume the goblin is a necromancer and may know the type of spell being cast, but the first description is more evocative and leaves some room for doubt. Is the spell coming from the wand or from the goblin? Is it clinging darkness or some other spell in the same spell line or some new effect similar to it?

Encourage players to describe their own actions in such detail, which creates a combat that is a shared narrative as well as a fun use of the game system. Vagner's player can roll asaving throw and announce, “I make my Will save” or “I am used to dealing with such dark magic and disperse the shadow by shoving my torch into it and giving it a Northman’s curse for good measure.”

Being specific about actions also allows players fair opportunity to take in important tactical considerations in the combat, especially if they are facing a new threat such as a monster they have never faced before. “The firestrike bathes the giant lizard but the heat seems only to make the creature smile” conveys more ea information to the players than “The firestrike hits the

izard.

Combat Actions

You will be handling a wide variety of opponents in combat, each one approaching a battle in different ways. An experienced warrior, for example, enters combat with a keen sense of tactics and uses his resources to their fullest. By contrast, an unintelligent monster might be easily fooled in combat or might approach it in a suboptimal fashion. An intelligent monster such as a dragon, though, would approach combat in yet another fashion. You must be able to handle all of these combat styles, and in some cases you need to use more than one style in a given combat. Moreover, you must be prepared for unusual situations that might occur in combat. Some ways to handle these situations are given below.

Simultaneous Actions: Certain actions should logically take place at the same time, and resolving them out of order with the normal turn sequence so that other players do not let the results of someone higher in the initiative order unduly influence their actions is reasonable. For example, a PC might interact with a mirage over the course of a round and discover it is not real, but having the other PCs resolve their actions at the same time is fair, which means they would not act as though they knew the mirage was in fact an illusion. You can deal with this situation in two ways: first, you may resolve the PC’s action out of sequence, so that neither he nor the other PCs know about the results of his actions until all the other PCs have acted; however, you could also simply get some commitment from the other players regarding their actions before you resolve them and then proceed to resolve all actions in order initiative. Choose whichever option feels more comfortable to you.

Unusual Actions: The EverQuest: Player's Handbook describes most of the actions you will see during the course of a typical combat. It does not — and indeed cannot — cover every possible action that might arise. As the GM, you must make quick and fair decisions when unusual circumstances arise and apply rules such as ability checks, skill checks, and saving throws as appropriate. Use the standard combat actions as guidelines, and keep matters simple when possible. Usually, an ability or skill check will let the

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PC or her opponent do all that is required in an unusual circum- stance. For example, a player wants her character to leap off a balcony to a chandelier and use the chandelier to swing over an opponent below. You might rule the action a use of the Jump skill to reach the chandelier and then the Tumble skill ro swing over the opponent's head and land safely. Since the player is using something unique to the combat scene (the chandelier) to add flair to the action, “rewarding” such dramatics by assigning reasonably achievable DCs to the checks would be a good idea.

Non-Combat Actions Using Combat Rules: For the most part, combat actions should only be used during actual combat. In some situations, however, using a specific action in non-combat circumstances might prove appropriate. Plenty of spellcasting, for example, is perfectly useful outside of combat and should be adjudicated accordingly. Attacks and special actions such as charges, bull rushes, and the like are actions specific to combat, however, and should be used only during those circumstances.

Of course, every rule has its exceptions. For example, If one PC detects a trap that another PC is about to activate, he might attempt to push his ally away from the trap. In this case, you should have the players roll initiative normally. If the player who de- tected the trap wins, he might have his PC initiate a bull rush against his ally, pushing her away from the trap; if he loses initiative, however, his ally will activate the trap before he can stop her. Of course, a shouted warning or even just grabbing the target might have the same effect, but if the player is set on tackling his ally, the use of combat actions is appropriate.

Readied Actions: When players choose to use the ready action, you should require them to be as specific as possible about the events that will trigger their action. Readying a spell, for instance, requires that the exact spell be named and that the circumstances dictating when it will be cast are described. The target of the spell should also be identified, even if it does not refer to a specific foe (the first opponent to begin casting a spell, for instance).

If the player chooses not to take his action when the specified circumstances occur, you have two options. First, you can rule that the PC forfeits her action and must wait until the next turn before she can act again. Alternately, you may have the character make a Wisdom check (DC 15) to keep the action readied, waiting for the next time the specified circumstance occurs. Either option is equally valid, and which one you choose is ultimately your call.

Remember that the ready action applies only in combat; it is not for use in non-combat situations, A player might state that his character is watching a door and is intent on shooting anything that comes through, but the character will likely receive only a single action in a surprise round when combat begins, as the opponent will be caught flat-footed. The ready action is not a way for players to gain complete surprise over an opponent.

Attack Rolls

The attack roll is the most common roll made during the course of a game. Its very commonality, however, leaves it vulnerable to becoming boring in short order, and as the GM you must prevent this from happening. Describe the nature of the attacks launched against the PCs by their opponents, and encourage your players to do the same so that the game never risks becoming boring by repetition. Give the players visual descriptions that will draw them into the game and keep the gameplay interesting, ensuring that it remains a role-playing game and not a simple issue of working out mechanics to see who wins and who loses.

Also important is a description of how a PC’s actions translate into systematic terms. A strike that does relatively little damage to an opponent should be described as being mostly deflected or absorbed by armor, no matter how good the attack roll might be. Players can more easily suspend their disbelief, as their opponents are not shrugging off strikes that would prove devastating to normal opponents —they are simply turning those strikes into less effective hits or being shielded by natural or manufactured armor.

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Critical Hits

Critical hits offer some of the best opportunities for cinematic description. Even when such a blow does not incapacitate a mighty creature outright, the results of a critical hit should be felt. A dragon, for example, might be enraged by a successful critical, while an experienced fighter might back off and reassess his opponent in the wake of such a mighty blow. Never let a critical hit amount to just. bit more damage; it should matter, even if the ee of the game tell you the opponent has a lot of fight left in him.

Some creatures are immune to critical hits, and you should be sure to play this up during the game. If a zombie is struck in what ought to be a vital area and does not even flinch, the moment provides for ideal cinematic possibilities: “Halwain smashes the rotten skull clean off the zombie’s shoulders, but its headless body keeps attacking.”

Damage

Several types of damage are possible in the game. Beyond normal hit point damage, there is subdual damage, ability damage, and negative level damage. Remembering to use all these types of damage will add variety to your game and maintain a higher level of excitement for the players. Ironically, even subdual damage often causes players more distress than normal damage. A group of trolls ambushing the characters but inflicting subdual damage might scare the players more than if the trolls dealt lethal damage. Players hate to see their characters captured, and when serious enemies begin dealing subdual damage, the players’ imaginations will conjure up fates worse than death.

Subdual damage also proves useful anytime you deem injuries to be superficial and generally not worth taxing the PCs’ reserves for upcoming story events. A bar room brawl, falling off a horse, and fording an icy stream are just some cases in which subdual damage provides some extra story impact but does not let a minor encounter impair the PCs from continuing the main adventure.

Both ability damage (such as from some monster attacks, poison, or disease) and negative level damage (from undead or outsiders) are insidious forms of damage that attack PCs in ways that are more debilitating than normal hit point damage, and players will thus fear such attack forms and the creatures that can cause them.

Be sure to describe all types of damage differently. Subdual damage is done with the flats of swords. Wisdom ability damage will cause a character to feel her mind get dull as though she suddenly awoke from a deep sleep and cannot yet think clearly. Energy drain damage goes right to a PC's spirit and life force.

Using Miniaturesin Combat

Many players enjoy using miniatures to represent distance and scale in the game, and they can be a potent tool for use in adjudicating game play. Miniatures help players and GM alike avoid confusion in play, and they also give the players visual tools that bring the game to life.

Movement

With warriors and other fighting classes jockeying for position, mages weaving to and fro to find just the right opportunity to cast aspell, and rogues looking to sneak attack opponents, combat can get confusing very quickly without a visual aid of some sort to clarify matters. Miniatures offer a great way to do this. In general, a 30 mm figure is about the size of a normal human, and each square ona l-inch grid represents 5 feet of movement. Thus, most characters can move up to 6 squares per round using a normal move and up to 12 squares per round using a double move. Remember that no two creatures may occupy the same square, unless they are Tiny or smaller in size or involved in a grapple. This rule applies only in combat, however; when not in combat, PCs may move around one another just like normal people can in the real world.

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block. Thus, a creature with a Face statistic of 5 ft. x 10 ft. MON takes up an area | square wide and 2 squares long; a creature with a Face statistic of 10 ft. x 40 ft. ¢ occupies an area 2 squares wide and 8 squares long, for a total of 16 squares.

Movement is handled in an abstract manner in EverQuest, and the simulation can at times seem somewhat jerky. This situation cannot be avoided in a turn-based system, but try to remember that all movement is continuous, especially in com- bat. Similarly, remember that creatures can take all of the standard movementactions no matter their mode of movement. Hence, an aquatic creature can “run” even though it is swimming, and a flying creature may put on a sudden burst of speed in a similar fashion. Also remember that movement types may be combined. A dragon might run for part of its move- ment and then take offand fly for the rest. Any amount of mixing in this fashion is allowed, so long as the proportional movement exhibited by the creature remains constant. For example, the dragon might spend 1/2 of its flying movement and 1/2 of itsrunning movement, or 3/4 of its flying movement and 1/4 of its running move- ment, but it could not move 3/4 of each type of movement.

ne or Sight

For the purposes of ranged attacks, de- termining whether or not a creature has a clear shot at an opponent is often important. To determine line of sight, lay aruler ora piece of string berween the two creatures. If nothing blocks the line thus created, the attacker has line of sight to his target. If the line is blocked, the attacker can- notattack until he shifts position, and if the line is partially blocked (by partial cover, for example), the target may be hit normally by spells but gains cover bo- nuses fornormal ranged attacks. Creatures that occupy more than one square are consid- ered visible so long as line of sight exists to at least one of the squares that they occupy.

Burrow

With this type of movement, the creature can tunnel through dirt, but not through rock un- less the descriptive text indicates otherwise. Creatures cannotuse the runaction while burrowing.

Some attacks do damage even if they miss their tar- gets, so long as they land in the target’s general vicinity. If a player misses a target with an attack capable of doing splash damage, deter- mine the direction of the attack’s deviation as de- scribed on page 382 of the EverQuest: Player's Handbook and center the damage in the appropriate square. Targets in neighboring squares take splash damage as described for the attack.

Climb

Acreature with aclimbspeed has the Climb skill at no cost and gains a +8 racial bonus to all Climb checks. The creature must make a Climb check to climb any wall or slope with a DC of

more than 0, but it always can choose to take 10 while climbing, even if rushed or threatened. The creature climbs at the listed speed while climbing. If it chooses an accelerated climb, itmovesat double the listed climb speed (or its normal land speed, whichever is less) and makes a single Climb check at a —5 penalty. Creatures cannot use the run action while climbing.

While the area of effect for most spells is fairly straightfor- ward, they must fit on the grid before you can determine who is affected by them and who is not. For spells with a radius centered on a specific point, simply choose an intersection of lines on the grid and draw a circle of the appropriate radius centered on that point. If the spell uses a portion of a circle, draw it in a similar fashion. Cone effects are trickier, since they are only as wide as they are long. Thus, handle them by choosing a square as a point of origin and counting the length of the cone, adding one square of width for each square of length. Cones cast on the diagonal follow the same general principle, though they are much harder to measure. You may find it easier simply to measure the distance from the cone’s point of origin with a ruler, and then measure an identical Average: The creature can fly as adroitly as a small bird. distance for the cone’s width centered on the line from the point

Fly

The creature can fly at the listed speed if carrying no more than a medium load. All fly speeds include a parenthetical note indi- cating maneuverability, as follows. Perfect: The creature can perform almost any aerial maneuver it wishes. Good: The creature is very agile in the air (such as a housefly or hummingbird), but cannot change direc- tion as readily as those with perfect maneuverability.

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Poor: The creature flies as well as a very large bird.

Clumsy: The creature can barely fly at all.

Creatures can use the run action while flying, provided they fly ina straight line.

Most flying creatures must slow down at least a little to make a turn, and many are limited to fairly wide turns and must maintain a minimum forward speed. Each flying creature has a maneuver- ability rating that defines how it moves when flying.

Tactical Aerial Movement: Flying creatures have a number of movement options available to them just as walking creatures do and must also contend with maneuverability issues. These options and limitations are described below.

Minimum Forward Speed: Ifa flying creature fails to maintain its minimum forward speed, it must land at the end of its movement. If it is too high above the ground to land, it falls straight down, descending 150 feet in the first round of falling. If this distance brings it to the ground, the creature takes falling damage. If the fall does not bring the creature to the ground, it must spend its next turn recovering from the stall, succeeding at a Reflex save (DC 20) to recover. If it fails the save, it falls another 300 feet, taking falling damage if it hits the ground; otherwise, it has another chance to recover on its next turn.

Hover: The ability to stay in one place while airborne.

Fly Backward: The ability to fly backward.

Reverse: A creature with good maneuverability uses up 5 feet of its speed to start flying backward.

Turn: How much the creature can turn after covering the stated distance.

Tum in Place: A creature with good or average maneuverability can “spend” some of its speed to turn in place.

Maximum Turn: How much the creature can turn in any one space.

Up Angle: The angle at which the creature can climb.

Up Speed: How fast the creature can climb.

Down Angle: The angle at which the creature can descend.

Down Speed: A flying creature can fly down at twice its normal flying speed.

Between Down and Up: An average, poor, or clumsy flier must fly level for a minimum distance after descending and before climbing. Any flier can begin descending after a climb without an intervening distance.

Chase Scenes

When one character chases another, compare the two speeds. If the pursued creature is faster than the pursuer, it gets away with no problem. If it is slower, however, it cannot possibly get away. If the speeds of the two creatures are equal, the chase must be resolved in another manner.

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Table 2-11: Magician Research-Only Spells minor summoning: air elemental: air scroll, Words of Tyranny minor summoning: earth elemental: earth scroll, Words of Tyranny

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said watre elemental: fire scroll, Words of Tyranny the tome with occult power. Insight- ie minor summoning: water elemental: water scroll, Words of Tyranny ful lore in an enchanter’s book might . ee summon heatstone Words of the Element take the form of two poems filled es)

; lesser summoning: air minor summoning: air scroll, Words of Dominion with strange images and paradoxical

CER ; figures of speech; another spell frag- vainical 9 scroll, Words of Dominion ment might be written asa circle or

minor summoning; fire scroll, Words of Dominion trefoil-knot, with no beginning or minor summoning: water scroll, Words of Dominion end.

lesser summoning: earth lesser summoning: fire lesser summoning: water

cornucopia summon food scroll, Words of Transcendence

everfount summon drink scroll, Words of Transcendence Scribe Scroll [Mystic, Item summoning: air lesser summoning; air scroll, Words of Dimension Creation]

summoning: earth lesser summoning: earth scroll, Words of Dimension The character can create scrolls

that hold copies of spells or songs. Prerequisite: Caster level 1+. Benefit: This feat allows any sort of spellcaster to store aspell (orsong) in written form so she or another spellcaster can use it later. A typical scroll consists of a vellum or parch- ment page bearing words and symbols drawn in various colored inks, much like a spellbook page. Scrolls are stored in tubes or narrow boxes of leather, wood, metal, or other mate- rial. Nothing forbids a “scroll” from taking other forms — anything with

summoning: fire lesser summoning: fire scroll, Words of Dimension lesser summoning: water scroll, Words of Dimension summoning: air scroll, Words of Coercion summoning: earth scroll, Words of Coercion summoning: fire scroll, Words of Coercion summoning: water scroll, Words of Coercion summon heatstone scroll, Words of Sight

greater summoning: air scroll, Words of Duress greater summoning: earth scroll, Words of Duress greater summoning: fire scroll, Words of Duress greater summoning: water scroll, Words of Duress

summoning: water ‘ greater summoning: air greater summoning: earth greater summoning: fire greater summoning: water summon coldstone minor conyuration: air minor conjuration: earth minor conjuration: Fire minor conjuration: water

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lesser conjuration: air 10 minor conjuration: air scroll, Words of Convocation the most common form, however. lesser conjuration: earth 10 minor conjuration: earth scroll, Words of Convocation Crafting a magic scroll requires , lesser conjuration: fire 10 minor conjuration: fire scroll, Words of Convocation the finest materials and tools. Every- | lesser conjuration: water 10 minor conjuration: water scroll, Words of Convocation thingfrom the vellum to the penknife ' summon ring of Flight 10 Words of Collection (Azia) must be made new and purified with yet MI TS RE ; rainwater, salt, incense, and exor- conjuration: air " lesser conjuration: air scroll, Words of Incarceration cism incantations, so that no conjuration: earth 1 lesser conjuration: earth scroll, Words of Incarceration J unwanted mystic force can contami- conjuration: fire Nl lesser conjuration: flame scroll, Words of Incarceration nate the scroll. The character conjuration: water ii} lesser conjuration: water scroll, Words of Incarceration compounds her Own, ink from rare greater conjuration: air 12 conjuration: air scroll, Words of Bondage pigments and magically potent sub-

stances. Such requirements make scribing a scroll expensive. Storing magic this way also consumes part of the spellcaster’s vital force: scribing a scroll costs the character experi- ence points (spell level x spell level x

greater conjuration: earth 12 greater conjuration: fire 12 greater conjuration: water 12

conjuration: earth scroll, Words of Bondage conjuration: fire scroll, Words of Bondage conjuration: water scroll, Words of Bondage

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~ aa 2 >, -- - ; ’ newer a a ; Ss 2) as well as gold pieces (spell level x Kee Like runes, more than one form of some words exists. Like A ; spell level x 12.5). If the stored spell 3.4 wizards, necromancers and magicians will distinguish these forms requires any material components or an XP cost to cast, then these > by designating them as the azia, beza, or caza forms. Spell research elements are added to the cost of scribing the scroll. No skill check ad fails if the character uses the wrong form of a word. is needed. The process takes a number of days equal to the spell y Pages are used by enchanters. Since their magic predominantly level divided by three. A finished scroll can be bought or sold for = affects the mind rather than commanding elemental powers or spell level x spell level x 25 gold pieces, plus the cost of any res forces from the beyond the grave, enchanters must research their material components that the spell consumed. Sy incantations by studying the pages of enchantment lore. Unfor- Example: Stephanie's character Alluveal ‘Wants tO create a la tunately, historic enchanters who chose to write about the nature scroll for the 3rd-level spell lesser shielding, which she already has = of enchantment magic in enough detail to offer insight into in her spellbook. The scroll will cost Alluveal (3 x 3 x 2 =) 18 XP aa creating new spells are few and far between. Enchanters recognize and (3 x 3 x 12.5 =) 112 gp and will take her 1 day to scribe. 4 four ancient tomes from which most new enchantment magic Alluveal could sell the scroll for (3 x 3 x25 =) 225 gp if she found ma originates whenever pages or fragments of pages from these the right buyer and successfully negotiated an average price. bee ancient tomes are discovered. Enchanters seek pages or even half- A character can scribe scrolls only of spells that she herself

pages from Tasarin's Grimoire, Velishoul's Tome, Salil's Writ, and — rarest and most potent of all — Nitilim's Grimoire. Over the millennia, scant few copies of these tomes have survived, and those that exist are torn apart and scattered. Significant sections of these great works remain lost.

knows. Any character of the same class can then use the scroll. Characters cannot use scrolls of another class’ magic. Reading a scroll to trigger the magic is a full-round action; the writing then vanishes from the scroll. The magic always takes effect as if it were cast by the lowest possible spellcaster level. Thus, a Ist-level

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Table 2-12: Necromancer Research-Only Spells

Necromancer Spell __ banshee aura restless bones voice graft animate dead harmshield identify

word of shadow breath of the dead __ haunting corpse intensify death shadow sight renew bones summon dead vampiric curse call of bones invoke fear invoke shadow surge of enfeeblement malignant dead nullify magic

word of souls cackling bones dead man floating bond of death invoke death

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Research component

Word of Derivation, Word of Eradication

Word of Material, Word of Spirit

Word of Reviviscence, Word of the Sentient (Azia)

Word of Possession, Word of the Spoken

Word of the Extinct, Word of Quickening

Word of Refuge, Word of Absorption

Word of Enlightenment, Word of Anthology

Word of Cazic-Thule, Word of Radiance

Word of Cloudburst, Word of Mistbreath, Word of Cazic-Thule Word of Possession, Word of Detachment, Word of Allure Word of the Sentient (Beza), Word of Recluse, Word of Absorption Word of Discernment, Word of Eventide

Word of Purification, Word of Incorporeal, Word of Acquisition (Azia) Word of Possession, Word of Haunting, Word of Rupturing Word of Possession, Word of Dissemination, Word of Parasitism Word of Motion, Word of Neglect, Word of Endurance

Word of Resolve, Word of Quivering, Word of Duration

Word of Dark Paths, Word of Haunting, Word of Suffering Word of Abatement. Word of Cazic-Thule, Word of Efficacy Word of Bidding, Word of Suffering, Word of Collection (Beza) Word of Descrying, Word of Seizure, Word of Dissolution

Word of Projection, Word of Cazic-Thule, Word of the Spectre Word of Obligation, Word of Collection (Caza)

Word of Psyche, Word of Burnishing

Word of Grappling, Word of Odus

Word of Requisition, Word of Acquisition (Beza)

Word of the Ethereal, Word of Paralyzing Earth, Word of Crippling Force

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Table 2-13: Wizard Research-Only Spells

Wizard Spell

identify

pillar of fire

project lightning enstill

fire spiral of Al’Kabor cast force

column of lightning levitate

lightning storm energy storm

shock spiral of Al’Kabor tox portal

circle of force

lava storm

nullify magic

thunder clap

common portal

force spiral of Al’Kabor immobilize

gravity Flux

ice comet

paralyzing earth super nova

wrath of Al’Kabor

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Research component

Rune of Fahalem, Rune of Substance

Rune of Proximity, Rune of Nagafen

Rune of Periphery, Rune of Fulguration (Azia)

Rune of Neglect, Rune of Oppression

Rune of Velious, Rune of Al’Kabor

Rune of Presence, Rune of Disassociation

Rune of Trauma, Rune of Xegony

Rune of Expulsion, Rune of Attraction

Rune of Karana, Rune of Xegony

Rune of Karana, Rune of Xegony, Rune of Fulguration (Beza) Rune of Rallos Zek, Rune of Al’Kabor, Rune of the Helix Rune of the Combine, Rune of Dismemberment, Rune of Regeneration Rune of Concussion, Rune of Banding, Rune of Catalyst Rune of Concussion, Rune of Solusek Ro, Rune of Cyclone Rune of Consumption, Rune of Sorcery, Rune of Arrest Rune of Conception, Rune of Howling, Rune of Contortion Rune of Embrace, Rune of the Combine, Rune of Conception Rune of the Helix, Rune of Al’Kabor, Rune of Infraction Rune of Petrification, Rune of Tyranny, Rune of Paralysis Rune of Rathe, Rune of Attraction, Rune of Inverse

Rune of Frost, Rune of the Astral

Rune of Rathe, Rune of Crippling

Rune of Impetus, Rune of the Astral

Rune of Concussion, Rune of Al’Kabor

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enchanter’s scroll spell always performs as if cast by a Ist-level enchanter; a 7th-level necromancer spell takes effect as if cast bya 13th-level necroman- cer, and so on.

Like all magic, the caster must translate a scroll before it can be used (see “Translating Spells and Songs” on page 172 of the EverQuest: Player's Handbook). This transla- tion requires a Spellcraft check with a DC of 20 + the spell's level (Perform check for bard songs); coaching from a charac- ter who already understands the scroll guarantees success. Once a character has translated and understands the scroll, she can use it any time thereafter.

If a scroll’s reader is of sufficient level to cast the stored spell herself, she can use the scroll with perfect safety. If her level is too low to cast the spell, using aspell becomes somewhat risky. The character re- ceives acaster level check (d20 + the character's level) against a DC of 5 + the scroll’s caster level. Failing the check means that the scroll fades and the spell fizzles. A roll of “1” on the check indicates the magic is miscast and mystic energy lashes back todeal 1d6 points perspell level of magic damage to the would-be caster (half damage on a successful Fortitude save [DC 15]).

The Scribe Scroll feat may also be used to create a copy of an existing spell research component (runes, words, or pages). This process costs half as much gold and experience points as scribing a scroll of the research component's effective spell level and takes a number of days equal to the component 'seffective spell level divided by three. A research component's effective spell level is thespell level of the lowest level spell for which the component isrequired to research (see

Tables 2-10 to 2-13).

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Example: Nick's character Cryptix wants to copy the Rune of Al’Kabor for a fellow wizard named Seldain. Looking on Table 2— 13: Wizard Research-Only Spells, the first spell that uses the rune is 6th-level (the fire spiral of Al’ Kabor), so the rune component's effective spell level is 6. The resulting rune costs Cryptix 225 gp, 36 XP, and two days to scribe. He could sell it for 450 gp.

Table 2-14: Scroll Costs and Values

Spell Seribing Market Level Cost Value

1 2 XP +12 gp 25 gp

2 8 XP +50 gp 100 gp

3 18 XP +112 gp 225 gp 4 32 XP + 200 gp 400 gp 5 50 XP + 312 gp 625 gp

6 72 XP + 450 gp 700 gp

7 98 XP + 612 gp 1,225 gp 8 128 XP + 800 gp 1,600 gp g 162 XP + 1,012 gp 2,025 gp 10 200 XP + 1,250 gp 2,500 gp i 242 XP + 1,512 gp 3,025 gp 12 288 XP + 1,800 gp 3,600 gp 13 338 XP + 2,112 gp 4,225 gp 14 392 XP + 2,450 gp 4,700 gp 15 450 XP + 2.812 gp 5,612 gp

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Preparing For Spell Research

Obtaining Spell Formulas

If a character is lucky, he finds some reference that tells which runes, words, or pages make up a lost spell. Some spellcasters publish the formulas for the research components used for a spell they invented asa way to drum up interest among other spellcasters who might want to trade. Other formulas come from brief descrip- tions in captured grimoires. Spellcasters trade spell formulas more readily than spells themselves, because formulas have little use without the actual runes, words, or pages. All a character can tell from a formula (through a Spellcraft check at DC 5 + spell level) is that, yes, this is a plausible description of a spell.

GMs can decide if any of the formulas for required research components shown in Tables 2-10 to 2-13 are known to a character through their arcane studies or if the character must search out the formulas for these spells. Most of the time, a character begins with no idea which runes, words, or pages he needs to research a spell. GMs may choose to modify the list of required components in Tables 2-10 to 2—13 for any formulas unknown to the characters, so that players do not rely on knowl- edge of the table formulas. Discovering a formula requires chasing down ancient records or reading the speculations of other spellcasters; vendors and loremasters might provide clues, for a price. Finding a formula, moreover, could require a whole series of quests.

Example: The magician Saulimus knows the summon food spell and wants to advance to cornucopia. Unfortunately, he can find only one source for the spell: the Herb Jar in Qeynos, where several powerful people have sworn to kill him on sight. Saulimus decides to research cornucopia instead.

In exchange fora hefty fee, Saulimus gains access to the Tower of the Gate Callers in Erudin. After weeks of research in the guild's library, he finds the diary of a long-dead magician named Allia. She believed that a book called the Green Analects told of the necessary words for cornucopia — and the Tower archives record that Allia eventually learned the spell. This represents the best lead Saulimus has, so he starts making inquiries with arcane guilds for the Green Analects. Days later, a cloaked stranger accosts him

and says that he knows where to find a copy, but first Saulimus must do a little job for him....

Obtaining Research Components

Characters obtain runes, words, and pages in a variety of ways. Just as with complete spells, characters can copy and trade runes, words, and pages; seize them from other spellcasters; or find them in the treasure hoards of monsters. Magic vendors may own a few of these spell fragments. Just as spell formulas are often the goals of quests, so too are spell research components the rewards of some quests or specific adventures.

Translating Research Components

Once acquired, pages, runes, and words all require translation, similar to complete spells. They may actually be written in archaic languages such as Elder Elvish, Old Erudian, or Elder Dragon, in which case the character must be able to read that language orfind a suitable translator. Like spells, however, translation involves more than language; it also involves a thorough understanding of the arcane metaphysical principles captured in the research component item. In game terms, the translation requires a suc- cessful Spellcraft check at DC 10 + an effective spell level. This effective spell level is the lowest-level spell that uses the ingredi- ent. For example, the magician’s Words of Coercion are first used in the 7th-level summon elemental spells, so these words have an effective spell level of 7. Like spell translation, other casters can assist in translating a research component — thus making the Spellcraft check unnecessary — if the caster created the compo- nent with the Scribe Scroll feat or successfully translated the component himself.

Example: Dan's wizard character Seldain receives the Rune of Al'Kabor as a gift. In its original form, the four letter-glyphs that surround the Rune of Al’Kabor are the Old Erudian letters K, B, O, and R— Al’Kabor’s name. The letters are also an acrostic for an Old Erudian phrase that roughly translates as “Power Twisting Destruction Completion.” As he studies the rune, Seldain realizes that to channel the rune’s power, he must replace these glyphs with letters from his own name, but letters that also stand for words with a similar meaning.

Looking on Table 2-13: Wizard Research-Only Spells, the first spell that uses the rune is 6th-level (the fire spiral of Al’ Kabor). Seldain’s Spellcraft check therefore has a DC of 16. Dan rolls a success: Seldain finds suitable words in Old Erudian whose first letters are S, L, D, N and masters the rune.

Designing New Arcane Spells

What if a spellcaster wants to invent a spell that nobody thought of before? Enchanters, magicians, necromancers, and wizards can invent completely original spells. Other character classes can introduce new spells to Norrath, but not through research; they have their own methods described later.

The first step to inventing a completely new spell is defining what the spell does and then having the GM decide whether or not to allow it into the campaign. Adding an ill-conceived spell can seriously unbalance a campaign, so you should exercise caution in approving a character's new spell — or in adding your own new spells to the campaign. When in doubt, err to the side of making new spells less powerful, since working with a player later to adjust the power level up rather than down is easier once the spell has been in play for some time and its effectiveness determined first-hand.

Goodand Bad Spells

Before anything else, you or the player should consider whether a spell fits the intended character class. This guideline applies to divine and bardic spells as well as arcane spells. With a little thought, you can invent an excuse for a magician to heal wounds like a cleric (he summons a medical spirit?) or for a druid to animate dead bodies (instant-growing, animated mold?). Ofcourse, you need not do it: if you let each class imitate each other's strengths, you might as well not have separate classes at all.

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Worse, if you let just one class emulate the specialty of another class, you throw the classes out of balance. If a druid can do anything that a necromancer can— or even a significant fraction — then why play a necromancer? Let each class keep its special focus.

Watch out for “plot-buster” spells, too. Divination poses spe- cial risks. For instance, a murder mystery story becomes quite short and dull if Altora the bard or Arialla the enchanter can cast a spell and reveal the murderer. A spell that merely locates a murder weapon, though, could help such a story. Finding the weapon can raise more questions than it answers: Lord Serrel admits that the dagger is his, but he claims it was stolen. It turned up in Lady Falmark’s closet, but she swears it was planted. Let the detective work commence!

Other spells are “setting-busters” in the sense that they could force dramatic changes in the very nature of Norrath. Consider, for instance, a spell that enables a magician to materialize one pound of anything. If that includes gold, wealth no longer be- comes relevant for that character because she can afford anything. If the spell spreads, Norrath becomes a very different place as magicians buy up everything. A materialization spell, therefore, must be quite high level (so that few magicians ever learn it) or limited in what it can produce.

Transportation magic presents other setting busting dangers. The EverQuest Role-Playing Game deliberately limits the various travel spells to coincide with historic places of power on Norrath. This restriction also limits characters from teleporting anywhere on Norrath any time they choose. The ability to cross a continent inaneye-blink isnotas useful if youcannotreach any place except the heart of Toxxulia Forest or the Lost Temple of Cazic-Thule.

In general, consider whether a spell is so useful that any character would want it — whether, indeed, any character who lacked the spell would operate at a severe disadvantage in relation to a character who knew it. If so, the spell is a bad idea.

A good spell does one really cool thing. An attack spell deals damage in some spectacular way or otherwise inconveniences a foe. A defense spell blocks damage. Other sorts of spells can buff a character, summon pets, heal, give information on various topics, or perform a variety of other fairly specific tasks. No spell should excuse a player from thinking — not if the character faces a challenge in line with her abilities.

Designing the Spell

The player's next step is to refine the rough concept of the spell. Define the spell’s range, target, saving throw, casting time, dura- tion of effect, mana cost, and other game statistics. Specify the components necessary to cast the spell. Write down the school of magic within which the spell fits. Note any spell descriptors — such as fire, lightning, poison, and so forth — that apply. Put numbers on the damage dealrt, the defense provided, or whatever other effects the magic might have. See Table 2-15: Maximum Damage for Spells, below, as a guideline for damage. The table is a guideline only, since many of other aspects of a spell's design — mana cost, recast, casting time, material components, range, and so on — must be considered as a whole along with its damage when evaluating a spell. Precisely describing a spell’s effect prevents arguments later about whether a character managed to do something or not.

Evaluating the Spell

As the GM, you now examine the spell. If the spell is a plot- buster, setting-buster, inappropriate for the character class, or vaguely written, send it back and help the player work out a more acceptable version. Spellcasters are supposed to know a fair bit about their forms of magic. Dragging the player’s character through the research process within the campaign for a spell that the character reasonably would know he could not invent is not fair.

Next, set the spell’s level. The player can (and probably should) suggest a level for the spell, but you have final authority over its actual level. You can use the existing spells in the EverQuest: Player's Handbook as a guide to assign a level. Which spells does

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Je) ~~, 9 \ - a the new spell resemble? If a spell has a similar effect, assign it the same level. For instance, an acid bolt that deals as much damage as a fire bolt, but with a different special effect, should receive the same level (although other factors such as mana cost may be slightly higher or damage slightly lower as more creatures resist fire than acid, making an acid bolt a potentially superior spell if not counterbalanced in some other small way).

Ifa spell presents advantages over a similar spell, such as greater range or lower mana cost, it should receive a higher level — at least one level higher per advantage. An illusion spell that lets an enchanter disguise a group, for example, would be at least one level higher than an illusion that only disguised the enchanter himself.

When the existing spells provide no close parallel, comparing anew spell to others within its class can still suggest their relative power. At each level, what is the most efficacious abjuration? divination? conjuration? If the new spell seems more powerful in some way, it deserves a higher level.

A spell could also deal less damage, affect a smaller target area, take more time to cast, or otherwise seem less effective than its nearest comparison. In that case, the spell deserves a lower level. If a spell presents some advantages and some limitations com- pared to similar spells, the level is probably about the same.

For powerful, high-level spells, you might want to insist on major limitations. Expensive material components may seem like an obvious choice, but they do not limit a spell’s use very much: powerful adventurers seldom worry much about buying another jewel or solid platinum talisman. Characters, however, exercise more caution about tossing around a spell that costs experience points to cast or that requires a very rare material component that characters cannot buy for any amount of money. If a component is actually dangerous to obtain, such as a dragon’s heart, each use of the spell might require a quest.

You can also insist on more arbitrary restrictions regarding when and where a character can cast the spell. For instance, a powerful necromancy spell might work only when cast at mid- night. A necromancer’s enemies could easily prevent him from using the spell on any particular night.

Extra casting time is one of the easiest restrictions to place on a spell, A spell that requires a full round or even minutes to cast entails a good deal of planning to use in combat; a spell that takes hours to cast demands planning to use at all.

Recast time is another possible restriction, though certain spells are disempowered more by recast times than others. A wizard’s evocation with a high recast may not be very debilitating to that spell’s overall power, since the wizard probably has alter- nate evocations that can also be prepared in other spell slots and used in between recasts of the first spell. A spell that neutralizes acid would be sorely disempowered by a long recast, however, as a caster may not often have prepared a spell with such a specific use. When his comrades are suddenly engulfed by acid from a trap and are taking damage over time from the acid, the caster must sit and prepare the neutralize acid spell and wait through its recast time before it can be used. Meanwhile, his companions are bubbling away into puddles of goo. Then the caster might neutral- ize the acid on one comrade with the first casting but then have to wait to recast on another.

Research Components For New Spells

Once a new spell is evaluated, you secretly decide which formula of research components is required. This formula can involve new combinations of existing components as well as new runes, words, or pages that you invent and offer to characters who track them down through investigation adventures or receive them as loot or quest rewards.

Ultimately, you can decide which trials and tribulations a character may need to undergo to discover the correct formula and then find the correct runes, words, or pages.

Example: After a bad experience with werewolves while cross- ing the Plains of Karana, Dan wants his wizard character Seldain to invent a new spell, the silver spiral of Seldain. The silver spiral

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deals the same amount of damage as the frost spiral of Al’ Kabor, which Seldain already knows, but uses razor-sharp silver shards as its special effect. (The shards vanish after dealing damage, so this is not an “instant money” spell.) Stewart, the GM, agrees that Dan’s description of the spell is precise and reasonable. Stewart decides that the silver spiral is the same level as the other spell, but that it would be a conjuration school spell rather than evocation since it briefly summons objects. Stewart secretly decides that Seldain needs two runes: the Rune of Al’Kabor (that Seldain already happens to own) and a new rune for conjuring silver that Seldain must locate.

Stewart informs Dan that Seldain believes the spell is possible to create. Dan has Seldain research in Freeport’s arcane guild for information about conjuring silver or metals, and Stewart informs Dan that Seldain finds a reference to a gnome wizard who purportedly could summon metals. Seldain then begins an adven- ture to discover more about this wizard by traveling to the libraries in Ak’Anon for more research and thence into the mines in the Steamfont Mountains, where the metal-loving wizard was said to have met his end or perhaps still resides. Eventually, Seldain may come to possess a new Rune of Silver, which he will need to research his new spell, or he may lose his head to a minotaur’s axe. ...

The Research Process

The actual process of research involves juxtaposing the ingre- dients in a series of rituals. Physically, the researcher might interlace symbols and diagrams or draw them one within the other. Magic words can be shuffled to produce new meanings and arrangements; the researcher may add new words or symbols to

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augment meanings or complete patterns, The diverse material components and tools become part of the rituals, too. Substances might be sprinkled, powdered, burned, mixed, formed into beads, placed within pentacles, or be subject to any other operation that the researcher can imagine. For instance, a necromancer might trace a diagram in powdered human bone, write a word in blood around its rim, chant the second word, and burn mortuary spices in a skull brazier. Metaphysically, the researcher hopes to feel some response of mystic energy from these experiments. If she is skilled and lucky, she homes in on the finished spell and is able to describe the spellcasting process to replicate it in arcane notation.

Spell research requires one week plus one day per spell level. At the end of this period, the player either makes a Spellcraft check to determine the results of the research or you inform the player that the spell in question is beyond the character’s current abilities (i-e., the spell level is higher than the character can cast). The process also consumes an amount of gold in specialized laboratory materials equal to spell level x spell level x 12.5.

The Spellcraft check DC is 15 + spell level. The end product of successful research is the completed spell in scroll form. The researcher does not need to possess the Scribe Scroll feat to produce scrolls through research, as the use of research compo- nents obviates the need for the feat. Nor does the researcher need to translate the spell scroll produced in order to scribe it into her spellbook.

The words, runes, or pages (and for magician’s, the spell scroll component) required by the research formula are used up in the process whether the research attempt succeeds or fails. A failure also requires the character to gain at least one additional rank in Spellcraft before attempting to research the same spell again.

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them exclusively. What “focus” means is that a specific element cannot be removed from the adventure without utterly destroying it. For example, you build a dungeon crawl. If you take the PCs away and drop in new characters, does that destroy the adventure? No, the dungeon is still there, with all its traps and monsters. Yet if you take away the dungeon, you really have nothing left, so clearly the focus is the location. Adventures that focus on the characters are geared specifically toward these particular PCs, so using other characters will not work. Focusing on an object means that object forms the story's core; this story could be a quest for a fabled artifact, but it could also be a duel over a contested book or a religious war to regain a stolen relic. Adventures built around specific events tend to be political feuds or wars, in which the incidents leading up to the conflict are necessary to create the tension. Mood is the most difficult focus, since it is the most ephemeral, but an adventure built around mood can be moved to a new location and have new characters, objects, and events, as long as the mood is maintained. Perhaps you run a humorous game, and as long as the adventure remains funny and silly, all is fine. The characters maybe could be magically transported to another world, transformed into skunks, or whatever else you desire, provided that everyone involved is amused. You might run a somber game instead, and no matter where the characters go, everything is dark and dreary and serious.

Plot

Once you know the type of adventure and the particular focus, next comes the plot. Do not develop the actual story just yet; first you need to decide what type of plot you want. Is this adventure a rescue mission? Is it exploration? Is it armed battle? Political positioning? This sort of questioning is why we discussed type and focus first, because those elements will help you narrow down the plot type. If the adventure is about personal power and focused on a dungeon location, it probably involves an exploration of the dungeon: dungeon crawls are basically the characters going into atomb or dungeon or series of catacombs that no one has explored in centuries, defeating the monsters, and finding the lost treasure. The plot could also be a rescue mission, locating and saving the princess of High Keep from the orcs and goblins who kidnapped her. You are unlikely to stage mass battles in the dungeon — combat, yes, but armed battle indicates a more formal conflict, such as with armies or jousts, rather than the survival-oriented fighting in a dungeon. Political positioning within the dungeon itself is likewise minimal: who will characters maneuver against in the dungeon? the goblins? A PC might have entered the dungeon for political reasons — bringing the princess back will give you her hand in marriage, making youa prince — but the actual adventure concerns the dungeon. See the section below on campaigns for more on moving from one plot type to another.

Atthis point, youneed toconsider the adventure’s length. How long are you planning to run this adventure? Will it be a single session or a handful of sessions, or will this story last a month or more? Such a decision affects your plot, of course. Rescue missions and armed battles can only go so long before becoming silly: sooner or later you either rescue the princess or she dies; eventu- ally, you go into battle and either win or lose. Tracking the princess and her abductors can take up some time, but you do not want to spend months with the characters just following foot- steps. In the same way, preparing for the battle can take a while, but players can handle only so many sessions of organizing troops and ordering supplies before they get bored. Exploration and political positioning are more open-ended, since you can explore as long as you are someplace new and interesting, and you can maneuver for political power as long as you have not yet hit the absolute pinnacle and eliminated all potential opponents or fallen out of the running completely. Just think about the plot type, and the adventure type and focus, and how many sessions

‘ou feel they can handle. When you develop the story, you will ock this length downa little more, but for now you really justneed to know whether the adventure is a one-shot (one session, maybe two), a short adventure (anywhere from two to six sessions), ora long adventure (seven or more sessions).

Opponents

What comes after the plot type? Well, you need opponents for conflict, right? Now that you know what type of story you are using, you can determine who are the adversaries. Note that these opponents need not be people or even monsters. If the characters must trek across the desert, their greatest opponent is the desert itself, sapping their strength with its heat and lack of water. Weather, geography, time — these can all be adversaries. If the plot is a rescue mission, time is usually a factor: how long before the trolls eat the princess? You can also use the other PCs as opponents, particularly in character-oriented adventures. For example, the half-elf wants to join her father in his attempt to foment rebellion against the king of Neriak, but her companions are against interfering, and the group must discuss the matter and decide what to do, whether that means splitting up or all going together. A character might even be his own opponent if his personal fears or history or attitudes conflict with his intended actions: the aspiring noble, for instance, must deal with his own ingrained hatred for royalty, while his birth as a peasant becomes a major obstacle to achieving this new goal. Once you establish the type of adventure, its focus, and its plot, then decide upon what opponents are appropriate. You can and should have more than one adversary. Include at least one obvious opponent, whether the goblins or the time factor or some spiteful duke, but also have at least one hidden opponent to be revealed later (the goblins were actually directed bya the princess’ younger sister who desires to be heir to power; the dungeon is sinking into a lake; the duke is allied with the court wizard).

When you develop your opponents, be careful to watch their Challenge Ratings. Including some adversaries who are weaker than the PCs is fine, particularly if you know they are just a feint — the orcs are easy to defeat and drive off, but then the PCs encounter the goblins, who are a lot tougher, and they are overconfident because they were expecting more orcs — or if you want to keep the encounters varied. Having afew opponents more powerful than the PCs is also fine: the court wizard, for instance, is a good deal more advanced than the party's wizard and can take out the entire group single-handedly, so fighting him directly is nota good idea. Yet you do not want the throwaway villain at the start to kill half the party, and you do not want the ultimate bad guy to fold after a single blow from the fighter. The best challenges are exactly that — challenging, competitions in which the opponent is a reasonable match for the PC or party. Keep in mind that some opponents will be fought by a single character, while others will face the entire party at once; making the bad guy as good as the best fighter in the group does not help much if he also must face two other fighters, a rogue, a cleric, and a wizard. Look at the type of adventure you have planned: what attribute will be the most important here and what type of conflict? If you are designing an adventure based on political intrigue, fighting skill and magical prowess are far less important than Charisma, Bluff, Diplomacy, and Sense Motive. Keep in mind that your hidden opponent might help fill a gap by challenging different skills than the obvious opponent — perhaps the court dandy, a character mocked and shamed early on, turns out to be a master swordsman and challenges a PC to a duel later.

Try to keep the important opponents appropriate to the other elements and more than just quick random encounters. The dandy makes sense in a court setting, but he would be out of place ina dungeon ora desert. You can use him there, of course, but only if you want the players to wonder at his presence — and only if his

resence means something, whether he is part of the plot to

dnap the princess or a victim of the evil duke himself. Being attacked by a bear makes sense in the woods, but why would one be in the city of Erudin . . . and especially in the chambers of the Chancellor, leader of the High Council?

One consideration to keep in mind when designing an adven- ture is that you are the architect — you are creating all of it. This means you must know all the answers. If a player turns to you and asks, “Why is there a bear in the Chancellor's chambers?” you can smile mysteriously and say nothing; however, you should know that the bear is the summoned companion of a wood elf druid with

whom the Chancellor is having a tryst. Ifthe Chancellor's liaison with a member of such a “savage” race was made public, the revelation could compromise his political power.

Everything has a reason, even a reason as simple as “bears live in woods, you're in the woods, so yourun intoa bear” or “everyone knows monsters live in dungeons.” Just be sure you know why you put things where you did, so that it all makes sense to you. Even if you never tell the players the reasons behind what they encoun- ter, the fact that you have thought out the details carefully and that you have reasons for everything will make all the pieces fit together more smoothly, and your players will see and feel this cohesion throughout the game.

When dealing with opponents, you should also remember that the PCs will be advancing throughout the adventure. In other words, unless this adventure is builrto run ina single session or you choose to award experience points only when an entire multi- session adventure is completed, the PCs may go up in levels and abilities before the adventure is completed. Keep this matter in mind when building your opponents, as you do not want to make the court wizard 5th level and then have the group's wizard at 7th level by the time they finally meet. The benefit about this sense of relative scale is that you can work it into the plot: the court wizard seems extremely powerful at first, but as the PCs settle in and get used to the court setting and increase their own skills, they realize that he is just a man and that even his impressive powers can be countered, particularly with teamwork and careful plan- ning.

You should also consider how defeating the opponent will affect the rest of the adventure. If the characters fight a hideous beast in the dungeon and inside its stomach they find several potions that allow underwater breathing, suddenly the room that fills with water does not pose as much of a threat. Similarly, if the characters actually kill the court dandy early on, he cannot conspire with the duke later or challenge the fighter to a duel toward the end. Just be careful not to let everything hinge on one opponent whom the PCs have the opportunity to defeat early in the adventure and thereby destroy everything else you have planned.

Story

With the opponents in mind and the plot type determined, now you can build the actual story. The easiest way to devise the story is to come up with a basic storyline. For example:

Tobecome heir, a young princess of High Keep has bribed some goblins to kill her older sister as she is en route through Highpass Hold to Rivervale. The goblins double-cross her, however, and kidnap the older princess instead of killing her, blackmailing the younger princess for more money and also making ransom de- mands to High Keep. Not wanting to cede to ransom demands, High Keep is looking for people of suitable caliber to stage a rescue attempt. Meanwhile, the younger princess must raise the black- mail funds but also secretly sabotage the efforts of the rescuers lest they actually succeed and also return with evidence connecting her to the goblins. So, the younger princess insists that her court dandy — a foppish nobleman who is actually an experienced rogue in disguise — accompany the heroes on the rescue attempt. If the PCs succeed in reaching the kidnapped princess, the dandy can poison them with a victory toast and then dispatch the princess for good, returning to High Keep with the sad news of a failed rescue attempt and a princess slain by the goblins.

Note that this story does not consider the possible actions of the PCs. You cannot ever know exactly what a player will do, and assuming they will go where you point them is useless; you can force them, of course, but then the game is not fun for the players because they are not really interacting with you. Always build the basic storyline without the characters, so you know what will happen if they do not interfere.

Once you work out the basics, break the storyline into “scenes.” Think of it as a play or a movie or even a book with chapters.

Scene one is the characters proving their mettle when attacked by ores in Highpass within view of the High Keep guard. Scene two is the High Keep guard bringing the characters before the court in High Keep, where they are asked to rescue the princess accompa- nied by the dandy. Scene three is investigating the scene where the princess’s caravan was attacked, And soon... .

Think about running through your adventure’s plotas if it were a movie. Some events take place off-screen because they are not that interesting — no one wants to sit through twenty minutes of the characters hiking through Highpass, unless they get attacked along the way. The scenes in an adventure work the same way. Feel free to gloss over boring parts such as an uneventful ride or the party's wizard meditating in a safe room for two hours. Scenes contain action or reveal new information to increase tension and resolve conflict. They can also set the mood, and a boring scene may be justified if you are establishing that nothing is happening right now or that life is tedious, or anything of that nature. Just try to avoid overdoing the tedium — give just enough to make the point, then move on before your players get too restless.

Look back over the key scenes once you have worked them out. What locations are involved? These are the locations you will need to detail in your adventure. In the intrigue and dungeon crawl story above, we have the site of the orc attack in scene one, the courtroom of High Keep, the scene of the kidnapping, the trail ex to goblin’s lair, and a dungeon crawl through the goblin’s

air.

Consider the adventure length, as well. If you are building a one-shot, you do not want too many locations or too many key scenes. A two-hour movie can handlea dozen key scenes, perhaps, but games take much longer because everyone must act and you must roll results and describe the scene each time. You can adjust the length, of course: perhaps you planned on doing a one-shot, but this plot with the ambitious young princess might take at least three sessions, so now you are thinking of it as a short adventure. Just be sure the length and the number of scenes and locations all match, and that they still fir the adventure type and plot type.

Pace

When assembling the adventure, try to watch your pacing. This is tricky, because the players will affect that pacing: what you thought would bea quick scene could wind up taking hours, either because the characters do not get what they need or because the players are enjoying the scene and drag it out. On the other hand, a scene you expected to take hours could last minutes if the characters find a quick solution or if the players lose interest and move on. What you can do is look at the scenes and try to gauge how long you think each one will take, Are you doing several rapid scenes in a row or several long ones? You might want to break those up a bit, just to keep the adventure more interesting. Running a lot of short scenes gives the adventure a breathless Ene very exciting and active and tiring. Several long scenes

ack-to-back give the adventure aslower, more relaxed pace, with a greater sense of gravity and dignity. Which fits your adventure better?

Consider the pacing of each scene also in terms of feel. A scene about swordplay should be fast and furious, very active. A scene centering on research should be slow, deliberate, and low-key. Scenes of illicit activity — sneaking across rooftops, breaking into rooms, stealing scrolls and maps — should be in between: faster than studying but more deliberate than sword fighting, Alter the pace to keep events intriguing: the characters must find a particu- lar passage in a book before the court wizard catches them, so the library scene is fast-paced and frantic, while a duel becomes slow and formal and sets nerves on edge. You will not be able to decide all of these details before actually running the scene, but you can get a sense of them now, which helps in constructing the adven- ture because you can make sure you are not running the entire adventure at the same pace or using too obvious a pattern (such as a short scene followed by a long one followed by a short one), both of which will leech some of the excitement from your game.

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Now that you have the basic story without the PCs, you will need to bring them in. First of all, why should they get involved? People need a reason to do something, and PCs are no exception. Look atthe players’ character sheets, think about their characters, and look for ways to make them want to participate. Some stories require far less motivation than others. Dungeon crawls are easy: adventurers seek adventure, fame, and fortune, and successfully cleaning out a dungeon offers all three. You can simply tell the players that their characters hear rumors of anearby dungeon that no one has survived, and odds are the players will leap at the chance to have their characters prove their worth, kill some monsters, and win some treasure.

Unfortunately, the more complicated the adventure’s story and the more subtle its conflicts, the harder it is to find reasons for the characters to participate. If you have built the adventure around the PCs, convincing the players to take the bait is not a problem. For instance, the half-elven ranger has been searching for clues to her parentage all along, and when she learns her father may be in a nearby village of course she will want to investigate; or, the paladin swore to avenge the destruction of his church, and if the PCs find themselves back in Erudin, he will naturally want to visit the ruins and renew his vows. Yet why should the characters care that the princess of High Keep is planning to usurp her sister's position as heir? How does it affect them?

At this point, the adventure type comes in. If this adventure focuses upon political power, the PCs must either want such power themselves or want it for someone else. Perhaps they have come to High Keep because the party's enchanter heard of a new spell available only at High Keep, and now suddenly High Keep is not interested in selling him the spell scroll but would be happy to include it in a rescue reward. Perhaps the characters have pledged their service to a local baron, a good man who was courting the older princess out of genuine love as well as the potential political benefit of matrimony. Perhaps the characters were already attempting to improve their faction with Rivervale and were on the trail of a notorious goblin warlord, the same one who has abducted the princess.

Make sure you read over the character sheets carefully. The best way to bring characters into a story is to use something the players themselves created. The ranger’s search for her parentage and the paladin’s quest for revenge were background notes from the players, and using those ideas in the adventure shows that you have paid attention to what your players put down. Your players will be happy to know you were listening or reading, and they will gladly go along with such quests because they were interested in doing them already — otherwise, they would not developed those backgrounds in the first place. Sometimes you must dig a little deeper and extrapolate a bit. One character is tall and blond, but he comes from an area where the people are generally short, stocky, and dark-haired. Perhaps his father was nota local? Maybe his father was a nobleman passing through, which means the PC isof noble blood ...and learning the truth might cause him to seek out his real father at court and thus get him involved in some of the castle intrigue. If you cannot find anything on a character sheet, and the player has not said anything you could use (either in game or just when talking to you about his character), you may need roask hima few questions. Check with your players and have them write up a short paragraph on their characters’ family histories, something about where they grew up, where they received training, and so forth. Such information may give you the inspiration you need.

Keep in mind that you do not need a reason for every character to get involved in the plot. At least one character should have a reason, and the rest of the party might simply decide to stick with their companion. Finding reasons for two or three PCs to be involved is great, but if everyone holds some personal stake in the intrigue, you are being too obvious. Just make sure no one has a clear reason not to be involved — if one character abhors nobility and goes intoa blood-rage every time he is around them, the castle

intrigue could be a bit difficult. Similarly, if one character is deathly afraid of the dark and of enclosed spaces, getting him into the underground cavern around Neriak will work. Think about the adventure focus: if it centers on one or more of the characters, those characters should be the ones with a reason to get involved. Then try to find ways to strengthen the group's tendency to stick together — they just exchanged blood vows, they just saved one another's lives, or they just all decided to buy the mine together. The players may handle this problem for you; groups often prefer to stay together for companionship and support, but you should have some ideas ready in case a few characters might not get involved in the story.

Participation

One of the keys to a good adventure is ensuring that everyone gets involved. Not every PC needs a personal reason to partici- pate, but once in the adventure ever PC should have something to do. Ideally, this something should be what no one else in the party can manage. Dungeon crawls are easy in this respect: the fighter is the strongest combatant; the wizard can cast the spells and also recognize magic items; the cleric can heal; the rogue can disarm traps and open doors. Paladins can fight and also heal a little; rangers can track; druids and shamans can deal with nature; bards can perform and record events and enchant people. If you send four fighters and a wizard into the dungeon, you will need enough monsters to keep the fighters happy but enough magic items or puzzles or obstacles for the wizard to feel useful — rangers and druids are not that good for dungeons, because they are out of place. The worst problem in an adventure is for a player to feel useless because her character cannot do anything. Note that doing something need not involve combat. Perhaps the ranger feels uncomfortable in the castle, but he is the only one who can track the goblins. The rogue cannot use most of her skills when the party is crossing the desert, but she is the one who reads the map and knows where the party is going; or, his family wrote about the lost city and drew the map of its whereabouts.

You should be careful here, of course. Avoid making such story elements too obvious, and try to go for general situations instead of a single instance. If the nature spirits will speak only to the druid, but the PCs just need the location of a necromancer’s cave from them, the druid receives only that one important moment — and the player is bored for the rest of the adventure. If the impending battle will take place in a forest, however, the druid may find himself drafted for strategy sessions. Remember that character classes amount to more than their spells or attack bonuses. Wizards are trained in Spellcraft, which means they can figure out which spell was used on someone. Shamans are masters of alchemy and can identify as well as concoct potions. Fighters are trained in strategy and can notice ambushes, concealed weapons, and soldiers pretending to be peasants. Rogues are masters at deception and can detect lies, spot traps, and catch small details such as the sword-calluses on the dandy’s hand. Every character should have something to contribute to the adventure, whether based on character class or personal history or attitude.

Here, you may decide to add subplots to increase the participa- tion level from other PCs. Perhaps a bard PC was bringing a mail bag to High Keep on behalf of the League of Antonican Bards. When she delivers the mail bag, the League bard at High Keep informs her that a valuable mail bag was en route to Rivervale and was sent with the princess’s heavily guarded caravan assuming it would thereby arrive safely. Recovering the mail bag becomes a subplot quest for the bard PC.

The length of the adventure helps determine how many sub- plots you can work in; there is no specific rule, but the longer an adventure is, the more complexity it can bear. Again, look at the type of adventure. Often, the subplot is a different type, so if the adventure is about personal combat, perhaps a subplot deals with character growth, or an adventure about political power may have a subplot of mass combat.

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Now you know how to bring the characters into the plot. What happens, though, once you have them? Someone once said, “no battle plan survives first contact with the enemy.” Assume that the PCs will wreak havoc with your story: they go left instead of right; they offer to aid the enemy instead of opposing her; they miss clues you thought were obvious and stray from your intended adventure plotand locations, and so on. How do you deal with this situation?

Simple — you adapt. Keep in mind that the game is as much the players’ as it is yours. You are responsible only for setting up the situations; they are responsible for responding to them, and then you respond to the players’ actions. If the players cannot influence your story, it isnot an adventure — it is a story with an audience. Do not get angry if the players alter your plot; instead, be pleased that they are involved and having a good time, and play along with them. Adjust the plot to respond to what the do rather than force them to go along with your original plans.

How do you adapt the story? First, go back to your scenes. Turn each one into a key moment in the adventure — such as the moment when the characters have an audience in High Keep's throne room or the moment when they depart and the dandy insists on joining them. These are the scenes you know you want to introduce during the adventure, assuming the characters do not drastically change anything. If the PCs refuse to let the dandy accompany them, providing the disguised rogue a chance to poison the PCs will be difficult later on. If the PCs want to draw the goblins out by pretending to deliver a ransom, then they may never visit the scene where the caravan was attacked. If, however, you havea list of the moments in their proper order to look at, you can cross off events and scenes as you go — that way, you know what you did in previous sessions, and you also know which moments cannot occur anymore or must be worked in by some other means.

Subplots can become more important now. The characters may suddenly decide the missing mail bag holds more interest for them than the princess. This is fine, especially if you worked out what the mail bag contains that is of such value. Perhaps the value in the bag was not monetary but rather an important message for the mayor of Rivervale. Recovering the bag and delivering the mes- sage to the mayor might lead the PCs into a new adventure. First, though, you want to see if you can tie the PCs back into the current adventure without being too obvious, so you decide on the fly that the younger princess was sending the goblins their bounty for attacking the older princess via the mail bag. Once the goblins destroyed the caravan, they could recover their payment from the mail bag.

Your timeline also comes into play here. When you created the plot and the key scenes, you wrote them down as a timeline of events as they would occur if the characters did not intervene. The key scenes for any subplots should go onto the timeline as well. Now you can use the timeline to handle background events. If the characters travel to Rivervale to deliver the message to the mayor, events should still transpire in Highpass while they are gone.

In a poorly planned adventure, everything else would vanish when the characters shift their attention to the mail bag; three sessions later, they have completed a quest for the mayor and return to Highpass to find that nothing has changed while they were gone. Such games always feel like museums, with exhibits frozen in place until you push the button — they are clearly not real, and the pieces are not even connected. With your timeline, though, other events are happening in the background, just the way they do in real life. This complexity makes the adventure feel more lifelike, because events are not waiting on the characters’ attention or involvement. The other aspect is that events often overlap, especially in a small area such as a castle or a dungeon. While the characters were gone, perhaps the young princess has

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— : —- the dandy make a blackmail payment to the goblins, or perhaps she does not and the goblins send word to High Keep revealing her involvement; perhaps High Keep made a ransom payment, but the goblins held onto the kidnapped princess anyway; perhaps High Keep sent the ransom via the dandy, but when he delivered it as a blackmail payment instead of a ransom, the goblins killed the captive princess — and High Keep now wants revenge and answers.

Note that this structure should not bea way to taunt the players or try to prove that you are smarter than they are. Events could overlap to their advantage as well. The point is not that the players cannot plan for everything or that the PCs must cover every event to avoid being overwhelmed later. Rather, the point is that events continue to move, and what the characters do not do can affect the overall adventure as much as what they do. Problems will not simply vanish on their own; they must be dealt with, whether on-screen by the characters or off-screen by NPCs and outside events.

The other key to adaptability is planning ahead. If you devel- oped your opponents well and gave them back stories and personalities, figuring out what they do when their plans are thwarted or when situations change is much easier. The dandy, for example, is an ambitious man planning to be the king to the younger princess's queen once the older princess is removed. If the PCs refuse to allow him to join them, he will shadow them anyway and risk his life for his ambitions.

The more you know about the opponents and the locations before starting the adventure, the easier it is to adjust to events as they occur.

Some of your subplots might never come up — the events occur off-screen and either never affect the main story or affect it but the characters never learn why. New subplots could also arise from the characters’ actions: if they save a man on the street as they enter the Highpass, that man may seek their protection later and reveal that he is targeted by assassins because he learned of about a plan to kill the princess or discovered a hidden cache of smuggler's treasure or some other reason. Every action has consequences, so a minor action early on could turn into a major subplot later or even affect the main plot in a large way.

Resolutions

The keys to any good adventure are, in the end, that the story should make some sense and that everyone (you and your players) should have a good time. Adventures can be straightforward and direct or quite complex and intricate, but afterward the players should be able to look back and see where every plot twist came from and how all the pieces fit together (unless some plot twists will not be revealed until later adventures in the campaign). They may have some questions —and remember that you should always have reasons for what do, so that you will actually have the answers — but once you explain what happened (suchas subplots they did not see until the end or NPC motivations they did not discover but which affected the NPCs’ actions and responses), everything should make sense. If you can pull that off, you have created a good adventure. If everyone had fun — you creating NPCs and plotlines and setting up encounters and narrating events; the players reacting to situations and role-playing their characters and influencing the story — then the adventure was a success. Every player should feel that his or her character was useful and active and played a part in the outcome. The primary goal of the adventure should be dealt with —and note that we did not say it needed to succeed. For instance, the PCs may fail to rescue the princess, but the scheming younger princess is revealed because she did not pay blackmail to the goblins, not through detective work by the PCs. The primary goal should be dealt with in a clear way, so that the players know whether their characters succeeded or failed. They can try again at a later point, of course, but for now the result is clear.

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sense of storytelling. When you end the campaign, you should feel that the story came to an effective close and that most of your running plots also came to an end.

The players should also feel that their characters have “grown” through the process of the campaign. Character growth can include positive changes such as acquiring power, fame, and fortune and developing character traits such as compassion; yet character growth can also take darker forms — perhaps a charac- ter turned evil, grew power-mad, or lost a limb. The character still developed and has more depth and history and personality than before the first adventure. Adversity builds character, after all, and a campaign is a long series of linked adversities. Every player should feel that his or her character evolved, gained detail and depth, and affected the others and their environment. This does not mean that every character was the focus of an adventure, but that each one played a part, and none of them were unimportant.

Finally, think about the tone of the campaign story, Was it an uplifting tale of heroism and idealism, a depressing story about the inevitability of greed and tyranny, or something else entirely? As youare closing out the last session of the last adventure, match the mood of the final scenes to the tone of the campaign itself. You can do this even if the characters failed: the dark evil still rules the land, but new heroes rise up and vow to defeat it; or, the dark evil tules the land, and its shadow spreads to encompass other king- doms, no longer held in check by its fear of that ancient artifact. A campaign about an epic struggle of good vs. evil should close with a scene of the victors rejoicing and the losers lamenting. A tale about politics should end with a political scene such as the first meeting of the local peasants to discuss rebelling and estab- lishing their own government. Again, think of the campaign as if it were a movie and imagine the closing scene for that type of film. This last scene is one of your few chances actually to narrate to the players, since the adventure and the campaign are really over already — this is your credits sequence. If possible, close with a scene that lets the players see the campaign's story was and its tone, so that they have a sense of completion and resolution for the entire arc. This last scene is the one they may remember the most if you handle it well, and it should remind them of the entire campaign the same way the last pages of a good book remind the reader of everything he or she has already read.

Advanced Adventure and Campaign Techniques

As you gain more experience with running game sessions as a GM, you should consider pulling in techniques used in literature, movies, and the stage to make your game sessions even more interesting. A few possibilities are discussed briefly here. Almost all of them can be applied to both individual adventures or to full campaigns.

Flashbacks

Flashbacks are a great technique for mixing up your game session from always proceeding in chronological order through an adventure. In adventures, flashbacks jump the action back in time to a prior scene that you effectively skipped but which now becomes part of the adventure through the flashback. In cam- paigns, an entire adventure might be run as a flashback.

For example, you could start the game session by thrusting the characters right into the middle of a tense combat. Assume they are already in the second round of being ambushed by drolvargs. Dictate a little damage to some group members suffered in the first round, set the scene, and begin . .. with no explanation of how the characters got there or why they are being attacked, but clearly they are in serious danger.

After the ambush encounter is resolved, stop the currentaction and flashback to the characters landing at the Fironia Vie outpost on Kunark. Play through scenes that eventually have the PCs beginning an adventure and setting out from Fironia Vie, only to be ambushed by drolvargs once outside the outpost. Then jump back to after the ambush and continue the adventure from there.

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Flashback encounters allow you to adjust the tempo of an adventure and subtly guide the characters quickly through what could otherwise be scenes that are not very consequential to the adventure but which might bog the PCs down. If the players already know their characters should be dealing with a drolvarg menace near the Lake of Ill Omen, when they flashback to Fironia Vie, they will not waste a lot of the game session there exploring irrelevant plot tangents.

In campaigns, flashbacks can be used to provide character detail. For example, as a change of pace, you might make a one- session adventure be a flashback to when the paladin’s church near Erudin was destroyed. If you begin the game session by handing out pre-generated 1st-level characters to everyone, in- cludinga Ist-level version of the paladin himself (who happens to be 13th level in the current campaign), your players might welcome the change of pace for an evening of playing low-level characters again and even playing new characters for one session as they take roles as other Erudites at the church rather than their normal campaign characters. When you introduce the traitor responsible for the church’s destruction in the flashback (but allow her to escape) and then later have her show up in the ongoing current campaign, you can be sure all of the players will have aclear idea from the flashback story why she must be loathed as a campaign nemesis.

The danger with a flashback scene is that since you are taking events out of chronological order, you risk having something happen in a flashback scene that would make a scene already played in the future impossible. For example, if the Erudite witch responsible for the burned church has been encountered and fought in the campaign, but in the flashback adventure the PCs kill her, then you have a potential paradox on your hands. Most such problems can be solved through some means (the witch raised from the dead, for instance), but they do create situations in which certain events must happen a certain way in flashback scenes, forcing the players to have fewer options. Therefore, flashbacks are best used sparingly and in short sessions or scenes.

Narrated Scenes

When players are experienced enough at role-playing not to use metagame knowledge — knowledge they possess as players but which their characters would not — to their characters’ advan- tage, you can give them metagame knowledge that serves to intensify the suspense of a story or campaign or to provide behind- the-scenes details that enrich the plotline but which the characters themselves might never experience directly. One way to do this is through narrated scenes. These scenes require more prepara- tion, but they can be worth the extra effort.

Between encounters or scenes in an adventure, hand out scripts, just like play scripts, to all the players. Try to make sure everyone has some part to read or narrate. The players then read the play script, taking the roles of whatever characters the script calls for them to read, but usually not the role of their PC, as it is generally inappropriate to script (and thereby dictate) what a PC does or says. Rather, the narrated scene might show a meeting of the antagonists of the story as they gather to discuss their plans. The narrated scene breathes more life into the adventure or campaign antagonists, especially antagonists the characters would normally fight on sight rather than ever pause to engage in dialogue, never seeing an antagonist’s character develop were it not for the narrated scenes.

Selectively revealing the antagonist's plans in this manner also gives the players metagame knowledge hes may wish they never had, since they know they should not act upon it if they will be true to the game. For example, present a narrated scene between the scheming, young princess and the foppish dandy wherein they agree he will accompany the PCs on the rescue attempt of the kidnapped older princess and make sure that “their plan” is finally completed. The narrated dialogue stays ambiguous enough that players cannot be sure what is happening, merely that something is happening and that this dandy may be more than he seems. Yet the PCs will be obliged to travel with the dandy, while the players seethe with suspicion and suspense over the dandy’s real business.

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Taken too far, however, narrated scenes drive the focus of the game away from its appropriate focus on the PCs, but used sparingly such scenes can enrich the game. For example, having one narrated scene as a recurring element in each session of a campaign becomes a play element that the players can expect each session. The narrated scenes begin with players reading roles of characters wholly unknown to the PCs as these characters discuss matters that seemingly have nothing to do with the campaign plotline, but slowly, session after session, the narrated scenes and the PCs’ adventures begin to merge and the players begin to realize how the two have related from the start.

Parallel Action

The Godfather is famous for its use of parallel action — two or more scenes transpiring at once with the film cutting back and forth between them. In the climax to Return of the Jedi, you also see parallel action between a star fighter battle, a ground troop battle, and a light saber duel. Often, the results of one scene dictate the events in another (for instance, Han Solo and the Ewoks destroy the shield generator so the star fighters can blow up the Death Star).

While sustaining parallel scenes long enough to use them in terms of adventures within a campaign is difficult, they can be used to great effect in an adventure plotted to accommodate them. Usually, no more than two scenes can easily be run at once without players getting bored while the action is resolved in a scene in which they are not involved. Yet alternating rounds of action between two related combats or a combat and some essential task can add drama to both scenes. Perhaps some of the heroes are leading a halfling militia in a desperate battle against anever-ending horde of undead coming from the Kithicor Woods while a wizard teleports the rest of the party to the Plane of Hate to seal the gate that allows undead to travel from that plane to Kithicor. The battle at Rivervale and the battle on the Plane of Hate transpire simultaneously, with the results of the wizard's contingent determining whether the undead horde can be stopped at its source.

Motirsand Symbols

One way to add foreshadowing suspense to adventures in a campaign or encounters in an adventure is through motifs — recurring elements — and through symbols, story elements that represent something in addition to what they appear to be.

For example, a recurring NPC is an Erudite magician whose pride in his own potential often leads him to disaster. The Erudite lives in a tower that is continually under construction to make it higher and higher; however, the top floors of the tower inevitably collapse, harming construction workers and others near the tower. The Erudite is heedless of the dangers and injuries, though, and immediately orders new construction on the tower. The tower becomes a symbol that reinforces the Erudite’s prideful search for greater power at all costs to those around him. Thus, when the Erudite summons an elemental he cannot control that goes on a rampage through town and must be stopped, no one should be surprised.

A campaign can draw upon a simple color motif, such as red to indicate danger. Whatever your choice, youcan weave it through- out the entire campaign: played strongly enough, for instance, the mere mention of something red can foreshadow to the players that chaos, battle, and treachery are shortly at hand. The PCs drink red wine that is poisoned; they are ambushed by an assassin who leaps from behind red curtains; the characters board a merchant ship called the Red Vagabond to cross the Ocean of Tears, but the voyage is fraught with storms and dangers. Once the players begin tocatch onto the color motif, they will enjoy looking back at what

has already happened when the motif would have warned them of |

danger, and when they are introduced toa new NPC with red hair and a red coat of arms, suddenly they are on their guard. The players know that certain images are consistent throughout the campaign, and they can use such metagame knowledge to derive more depth and suspense from of the story.

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Quests

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Wandering around the wilderness of Norrath will give PCs many opportunities to encounter monsters and gain experience and treasure. Yet many players — and GMs — will want more than just this “hack ‘n slash” version of EverQuest. Interacting with NPCs, being sent on quests, and collecting the subsequent awards can provide a much more rewarding way to play the game.

Quests are missions assigned to your party by an NPC, whether they are as simple as delivering a confidential letter toa king or as epic as searching for a legendary weapon. Quests provide a format the GM can use to show the basic plots and subplots of adventures or even campaigns and provide a systematic way to reward characters who develop high faction scores. Quests also encour- age role-playing with NPCs, as well as offer a means for characters to raise faction scores and for the GM to hand out story and role- playing experience point awards; moreover, depending on how a GM uses them, quests may offer the best treasures PCs can acquire.

A quest can be a character building tool for an entire party or a subplot to develop an individual character. For example, the monk headband quests serve as a subplot for a monk PC, but the quests will more easily be accomplished with everyone on board to help. Which PC will benefit most from the quest rewards will often _ obvious, but remember that the XP must be split equally between all active participants in the quest, as well as any monetary rewards.

Questing need not be linear. During an adventure, playing many quests together is possible, using smaller subplots in addi- tion to the larger quest that drives the adventure. While hunting ogres, the PCs encounter an elf in need of ingredients fora healing draught or find an injured human in need of safe escort. Finishing these minor quests can also lead the way to new quests. Giving your party several quests to complete at once will make the experience richer.

Errand Boy to Epic Warrior

AsaGM starting out with a fresh Ist-level party, appoint quests to PCs using guildmasters at the various characters’ guilds is easiest. Many of the NPCs at the guilds will have relatively simple errands to run or offer bounties on nuisance creatures. Checking in at the guilds in a new city is a good way to get the ball rolling on some quests.

| Fresh Baked Murrfins

Faction: Merchants of Qeynos (4 ranks).

NPC: Karn Tassan.

CR: 0.

Reward: +1 faction rank with the Merchants of Qeynos, Antonius Bayle, Coalition of Trade Folk, and the Guards of Qeynos (maximum +1 from this quest); 2d4 gold if the PCs baked the muffins; 2d4 silver if they picked up the shipmentat the docks.

Consequence: None.

Summary: The city of Qeynos is having trouble with its food supply and some residents are predicting famine. If the PCs ask around South Qeynos concerning the food shortage, they will be approached by Kam Tassan (male human Exp3, ON, Merchants of Qeynos), a Qeynos merchant. Karn runsa baked goods shop and the shortage is affecting his stock —and therefore his business. He will ask if one of the PCs knows ofa baker nearby and offers a reward fora restocked muffin supply. If the PCs do not have a baker — that is, someone with Trade Skill (Baking) — among them or know of one, Karn will settle for them picking up a shipment of bread for him.

Ifthe party has a PC with baking skills, it can gather supplies for muffins around Qeynos. The PCs will need flour and fruit and have a loan or rental of an oven (total cost 1 gp). The muffins are a relatively simple item to make at DC 8 to the Trade Skill (Baking) check. If the PCs take muffins to Karn, he will reward them with gold. If the party wishes to pick up the bread, there will be a shipment at the Qeynos docks coming in early the next day.

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When the party becomes a little more sea- soned, the quests get harder and require more faction to undertake; they will also get more rewarding. The nature of the quests also be- comes more optional. Seasoned characters are no longer at the beck and call of local guildmasters to such a degree that the PCs are commanded (rather than asked) to undertake quests. PCs could still be assigned quests by the guildhall when they return for training, but more and more quests will come from NPCs they encounter while adventuring or from whatever the PCs themselves decide to pursue, which the GM then designs.

Throwing low-level characters at a tough quest is a free invitation to your gaming group to roll up new characters. Pay attention to the CRs and the requirements of the adventures. Low CR quests are often (but not always!) easy, which is a good way to level up weaker PCs. Gaining experience from delivering mail and gathering ingredients is a lot safer than killing powerful monsters. Quests such as “Fresh Baked Muffins” are good for building up faction and being relatively safe, while still being entertaining enough to keep your PCs interested, especially if you throw in a few complications while the PCs undertake the quest.

As the characters get stronger and level up, they can start taking on tougher quests and tougher monsters. While a 5th-level party would not be able to undertake a high-level quest, a 25th-level party would consider it an exciting venture.

Some quests cannot be completed until other quests are accomplished; such quests are called quest ladders. For instance, here are three of the eight ring quests of Garadain Glacierbane, which provide a quest ladder for mid- to high-level characters:

Designing and Using Quests

The quest “stat block” is the template for- mat you might want to use when you start writing your own quests. It contains all the pertinent quest information for quick refer- ence. The format is described on page 357 of the EverQuest: Player's Handbook. Below are some guidelines to use for designing and using quests; the advice is organized by each section of the quest stat block.

Name of Quest is pretty self-explanatory. Choose whatever name you like; it might include something about the reward involved (such as “The Marauder Armor”) or the NPC or faction that assigns the quest (such as “Leuz's Task”).

Faction details the faction that assigns the quest, as well as the needed faction ranks even to be considered for the task. NPC will be the specific person who is the party’s contact for the quest; more often than not, the NPC isa member of the assigning faction. Only one PC requires the necessary faction level to entreat the NPC giving the quest and need only have the faction ranks long enough to gain an audience with the NPC (in the case of spells or songs that adjust faction).

Garadain’s Blanket Faction: Coldain (0 ranks). NPC: Garadain Glacierbane. | CR: 12. Reward: +1 faction rank with the Coldain; +1 faction rank with Dain Frostreaver IV; the copper Coldain insignia ring (confers an enhancement bonus of magic resistance [1]). Quest cannot be repeated.

Consequence: None.

Summary: While traveling through the snowy Eastern Wastes of Velious, the PCs run across a Coldain encampment not far from a Ry'Gorr orc fort. They will find many of the huts empty because the Coldain are being hunted. Inside one of \ the huts lies Garadain Glacierbane (male Coldain dwarf War21, OG, Coldain), | who is complaining of the cold. The ice dwarf wants a blanket made from local

animal pelts: two tundra kodiak hides and two snow cougar pelts (use kejek tiger statistics). Both animals can be found in the Eastern Wastes. Having a PC with | Trade Skill (Tailoring) will help here. Creating the blanket requires a Trade Skill (Tailoring) check at DC 16.

Garadain’s Axe

Faction: Coldain (1 rank).

NPC: Garadain Glacierbane.

CR: 14.

Reward: +1 faction rank with the Coldain; the silver Coldain insignia ring (confers enhancement bonuses of Strength +1 and magic resistance [1]). Quest cannot be repeated

Consequence: None.

Summary: After the quest for Garadain’s blanket is completed, he will ask the

\ party to do an errand for him. He needs an axe taken to his nephew Boridain and wishes the party to bring back proof of his well-being. He says that Boridain is out | hunting somewhere; he was traveling west last Garadain knew. After the party finds Boridain Glacierbane (male Coldain dwarf Warl1, DG, ? Coldain) and gives him the axe, he will say he is trying to hunt a rabid tundra kodiak that has attacked Coldain camps. Boridain suggests that sending any word of his well-being back to his uncle would be premature until he has found and | _ bested the rabid bear or been eaten by it. He invites the PCs to join him on his hunt. Boridain is a reckless dwarf and will get himself killed if the PCs do not protect | him in his hunt. The party will fight several animals, giants, and orcs before they find the kodiak, which will attack immediately when found. Treat the kodiak as

a tundra kodiak advanced to 30 HD. When the rabid bear is dead, Boridain will

give the PCs a letter recounting the hunt (skewed toward Boridain’s heroics, naturally) to return to Garadain, who will take the copper Coldain insignia ringand | replace ir with the silver Coldain insignia ring.

Garadain’s Rescue Quest Faction: Coldain (4 ranks). NPC: Garadain Glacierbane. CR: 20. Reward: +1 faction rank with the Coldain; the adamantium Coldain insignia ring (confers enhancement bonuses of Strength +3, magic resistance [3], and magic Consequence: —2 faction ranks with the Kromrif; —2 faction ranks with the Kromzek. Summary: This is the seventh of eight Garadain Quests. After completing the } six other quests, the ice dwarf asks the PCs for their help in rescuing Corbin Blackwell (male Coldain dwarf Pall9, OG, Coldain), who is jailed in a cell to the | south of the Eastern Wastes. The party will need to infiltrate or break into a Kromrif fort and rescue Corbin. | This will probably involve killing Warden Bruke for his key to Corbin's shackles. After Corbin has escaped, the party must keep him alive amid Kromrif pursuit | and other dangers as they cross the Eastern Wastes until Corbin reaches the | Coldain commander Dobbin Crossaxe. When Corbin and the party reach Dobbin Crossaxe, he will give the PCs a note for Garadain, who will give the characters an adamantium Coldain insignia ring in exchange for the mithril Coldain insignia ring and send them on a final quest.

When designing your own quests, feel free to make PCs work for faction before they qualify to take a quest. Setting the faction requirement above the PCs current level adds some realism to the campaign — strangers cannot get an audience with the mayor of Rivervale and expect he will immediately entrust the safety of the shire to them.

Challenge Rating (CR) isa key statistic in the quest stat block CR determines the experience point award that characters will earn for completing a quest and is sometimes an indication of the quest’s difficulty (see Chapter 4: Rewards for details on how CRs relate to XP awards). When designing your own quests, assign the quest a CR using your judgement. Quests that do not involve many significant challenges, that offer good faction or wealth rewards, and that are easily repeated deserve low CRs — even a CR of zero. Quests that involve overcoming many hazards, that offer little or now wealth or faction awards, and that are unique events deserve higher CRs.

Another factor in determining a quest’s CR is the significance of the story events that must transpire for the PCs to be successful. Bounty hunting quests that basically require PCs to defeat certain enemies deserve quest CRs equal to or lower than the CR of the creature to be defeated. The experience the PCs gain from the enemies’ own CR provides the XP for defeating them; the quest XP is gravy for accomplishing something that the characters might have done anyway. Quests involving more role-playing, investigation, research, and problem-solving tend to have higher

CRs to reward the characters for the story time invested in these activities,

For quests that can be completed multiple times, the GM should offer declining XP awards for subsequent completions of the same quest when appropriate. As a rule of thumb, cumula- tively decrease the CR of the quest by one each subsequent time PCs complete the same quest. PCs do not learn as much complet- ing a mission the eighth time as they did the first, and the declining benefit also prevents the PCs from having any incentive to engage in tedious repetition.

Usually, a quest’s XP reward is shared equally among all PCs in a group, even if the quest was a subplot focused on one character. Presumably, all of the characters used their resources to aid their companion in the completion of the quest and thereby deserve part of the reward. Characters do not need to be present ata quest's final completion to earn their share of the quest’s XP reward; they merely must have participated in the majority of the quest.

Reward and Consequence, the next two categories, show the good and bad sides of completing a quest. Rewards encompass everything the PCs are awarded when the quest is fulfilled, from magic items to money to faction ranks. The PCs will usually receive a higher faction level with the faction that assigned the quest, as well as any factions that also benefited from the quest.

Unlike the XP or wealth awards of a quest, faction adjustments are given only to the PCs thar publicly complete the quest. Everyone present when the information or items are given to the quest NPC will receive the faction adjustment; anyone absent

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will not. Thus, if the party's rogue wishes to gain higher faction with the Merchants of Qeynos but is off at the local guildhall while the druid hands over the muffins to Karn Tassan in the muffin quest, the rogue is out of luck. The PC in question, however, can avoid a faction consequence of a quest by simply aiding in the quest and then staying out of the way when the quest is completed.

The factions that benefit from the completion of the quest also represent the factions that are compromised if PCs fail orabandon a quest. Whether the faction award should be reversed into a penalty for failing to complete the quest is the GM’s judgement. An NPC offering an open bounty will not be so perturbed if the PCs decide not to pursue the bounty; other bounty hunters may come along. Yet if a king quests the PCs to rescue his kidnapped daughter from the iksar and the characters get sidetracked, they will surely lose faction with the king who was relying upon them. Depending on the faction level the party has with the NPC and on the importance of the quest to the NPC, canceling or failing to conclude a quest can anger the one who assigned it.

The rewards section will also indicate how many times certain rewards will be granted from the quest, such as a maximum number of times the quest will earn the PC faction ranks. Rivervale is happy to see bounty hunters return with goblin trophies, but after a few such trips, the Rivervale populace will become accus- tomed to seeing a hero as a goblin-hunter and will have warmed up to the person as much as this reputation will provide.

Some quests are unique for various reasons and cannot be repeated. Garadain only needs one blanket and will not offer the same quest again (although he might have some other quest for which he will also reward another copper ring). Only one spear of fate epic weapon exists, so there cannot be two quests to get two different spears.

Consequence lists the quest’s repercussions, almost always in the form of losing faction ranks with one or more factions. A faction penalty is assigned to the quest only when the result of the quest itself is offensive to a faction. For example, the Kromrif do not really care if Garadain gets a blanket or if his nephew survives hunting a rabid bear, but when they hear who is responsible for breaking a Coldain prisoner out of their jail and seeing his safe return to the Coldain, then the Kromrif get angry. As with all faction adjustments, there should be some means by which the opposing faction hears about the deeds of the PCs in order for them to receive the negative faction; however, merely the public acclaim and subsequent faction reward the PCs receive as a quest ee is enough publicity for their enemies to hear the tale as well.

In designing your own quests, the normal faction reward from a quest is +1 rank and rarely +2 ranks. Truly momentous quests that change the geopolitical fate of nations might earn +4 or higher faction ranks. The maximum faction ranks any non- unique quest can neta PC is normally +2 ranks total. Consequences are not so limited. Returning to the Kromzek with the head of the Coldain king will earn PCs far more than a mere —2 ranks of Coldain faction.

When creating your own monetary and item rewards, first decide if the faction concerned and the nature of the quest ought to involve the award of wealth or items. If so, you can begin with the value of a standard treasure for an encounter with a CR equal to the quest’s CR (see Chapter 4: Rewards), then be prepared to adjust the amount significantly based on your appraisal of the quest.

Summary is a short description of the quest’s events. It will detail what information the quest NPC gives the PCs, where they must go to complete the quest, what they will come up against, and what happens once they complete the quest. For your own quests, simply make whatever notes are sufficient to jog your own memory of your plans for the quest.

Sample Quests

You will find that many existing quests have a ladder format. These quests will start with a relatively simple mission. Upon

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completion of the quest, the faction of the characters with the NPC will be raised, which means the NPC will trust the group more. More trust can mean that the NPC will be more likely to give them a more difficult — and more rewarding — quest. Many of these quests hinge upon the completion of the quest before it: for example, a monk cannot get the Ashen Order's yellow headband before she has completed the white headband quest.

Monk White Headband

Faction: Ashen Order (0 ranks).

NPC: Togahn Sorast.

CR: 1.

Reward: +1 faction rank with the Ashen Order; +1 faction rank with the Guards of Qeynos; +1 faction rank with the Silent Fist Clan; the white headband (confers augmentation bonuses of +1 Con and +1 Cha). Quest cannot be repeated.

Consequence: None.

Summary: The Ashen Order marks the progress of its monks with dyed linen headbands. When a monk approaches the Ashen Order for training, the guildmaster, Togahn Sorast (male human Mnk29, OG, Ashen Order), will send promising students on a quest. Gnolls are a perennial threat to outlying settlements in the Qeynos hills, and often young gnolls set out to prove their valor by raiding human farms. Togahn directs a student to send four gnolls to their final end and bring back proof of the deed. ene

rewards the successful new student with a white headband

Monk Yellow Headband

Faction: Ashen Order (1 rank).

NPC: Togahn Sorast.

CR: 4.

Reward: +1 faction rank with the Ashen Order; +1 faction rank with the Guards of Qeynos; +1 faction rank with the Silent Fist Clan; the yellow headband (confers augmentation bonuses of +1 Con, +1 Cha, +1 initiative, and +1 hp). Quest cannot be repeated.

Consequence: None.

Summary: The second test for an Ashen Order monk begins with Togahn Sorast directing the initiate to haunted ruins in the Qeynos Hills. Certain undead are haunting the site and are believed responsible for spreading a rotting disease that has infected the wild animals of the hills and from there the livestock of settlers in hills and even the settlers themselves. The initiate

should end the menace of these putrid skeletons. If successful, Togahn will exchange a white headband for a yellow headband.

Monk Red Headband

Faction: Ashen Order (3 ranks).

NPC: Togahn Sorast.

CR: 10.

Reward: +1 faction rank with the Ashen Order; +1 faction rank with the Guards of Qeynos; +1 faction rank with the Silent Fist Clan; the red headband (confers augmentation bonuses of +1 Dex, +1 Con, +1 Cha, +1 initiative, and +2 hp). Quest cannot be repeated

Consequence: None.

Summary: The quest to earn the red headband is the fourth in the monk headband quest ladder. Monks may only receive this quest after they have progressed through the white, yellow, and orange headbands. Togahn Sorast informs the PC that two monks ona mission to the southern stretches of the Plains of Karana have disappeared and that he fears the worst. He asks the PC to travel there and attempt to locate the missing monks. The two monks, Dareb and Shen, were sent to scout the growing gnoll nation of Splitpaw, so Togahn suggests the PC try to locate their trail somewhere in that dangerous territory.

Shen and Dareb were slain by a gnoll shadow knight named Ghanex Drah. Ghanex is a skeletal gnoll shadow knight (male skeletal Mas gnoll Shd1 2, DE; from EverQuest: Monsters of Norrath

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—use Mas gnoll statistics, add 12 shadow knight levels, and then apply the skeleton template). Ghanex and the gnolls who serve him keep the heads of the slain monks as trophies.

If the questing PC can return with the tale of Dareb and Shen's fate and of the justice meted out to their killer, Togahn will

exchange an orange headband for a red headband.

Tunare Initiate

Faction: Clerics of Tunare (0 ranks).

NPC: Yeolarn Bronzeleaf.

CR: 4.

Reward: +2 faction ranks with the Clerics of Tunare; +1 faction rank with King Tearis Thex; +1 faction rank with the Anti-Mage factions. One 2nd-level cleric or druid spell scroll and the initiate symbol of Tunare (confers enhancement bonuses of +1 Wis and +1 mana, and grants the wearer haste [1]). Quest cannot be repeated.

Consequence: —1 faction rank with The Dead.

Summary: Concerned citizens of Felwithe speak of the undead servants of the deity Innoruuk that befoul Tunare’s great forest. Tunare's cleric Yeolarn Bronzeleaf (male high elf Clr25, NG, Clerics of Tunare) is mentioned as championing the removal of this new plague of undead. If PCs visit Yeolarn, he will have them prove themselves by destroying four of the skeletons that lurk in the forest not far from Felwithe's walls and threaten night travel.

Ifthe PCs return with proof of the deed and one of them is cleric or druid, Yeolarn will reward them with a druid or cleric spell and then explain the even greater threat and ask the cleric or druid if she wishes to pursue the path to become an Initiate of Tunare.

If the PC agrees, Yeolarn explains that the Teir'Dal are orches- trating the undead attacks and that they have created an undead called a ghast with their foul necromancy. Yeolarn wants to determine the nature of the ghast’s powers and requests that the PCs destroy at least four of the creatures. He indicates that a wood elf ranger spotted the Teir’Dal and their growing horde of ghasts to the south in the Lesser Faydark and supplies the PCs with a basic map of the general area. The GM can create statistics for the ghasts or use statistics for a dark boned skeleton from EverQuest: Monsters of Norvath and perhaps add further powers such as a siphon strength proc.

When the party returns with the ghast corpses, Yeolarn will reward the druid orcleric with the initiate symbol of Tunare. He will also hint that if the initiate wishes to further her path of service to Tunare, there will be plenty of training opportunities in the future.

Tunare Disciple

Faction: Clerics of Tunare (2 ranks).

NPC: Yeolarn Bronzeleaf.

CR: 8.

Reward: +2 faction ranks with the Clerics of Tunare; +1 faction rank with King Tearis Thex; +1 faction rank with the Anti-Mage; disciple symbol of Tunare (confers enhancement bo- nuses of +1 Wis, +1 Cha, and +2 mana +2; grants the wearer the power of aloe sweat 1/day, which provides metabolic bonuses of disease resistance [6], poison resistance [6], disease save +1, and poison save +1). Quest cannot be repeated.

Consequence: —1 faction rank with The Dead.

Summary: After completing the Initiate of Tunare quest, the cleric or druid can return to Yeolarn Bronzeleaf for her next mission. Yeolarn tells the PCs that a necromancer near Castle Mistmoore is aiding the Teir’ Dal in creating the ghasts, and they must intercept a courier bearing a crate to the necromancer. Yeolarn instructs them to kill the courier, kill the necromancer, and bring the courier’s crate to him. The Teir’Dal camp can be found near Castle Mistmoore in the Lesser Faydark. The necro- mancer, Larik Z’Vole (male dark elf Nec10, OE, The Dead) has set up a camp here and awaits the courier, D’ven Ferl (male dark elf a , OE, The Dead) to deliver supplies so Karik can create more ghasts.

If the PCs defeat Larik and D'ven (and their ghast guards) and return the crate to Yeolarn, he will exchange the initiate symbol of Tunare for a disciple symbol of Tunare.

Tunare Warden

Faction: Clerics of Tunare (4 ranks).

NPC: Yeolarn Bronzeleaf.

CR: 9.

Reward: +1 faction rank with the Clerics of Tunare; +1 faction rank with Faydark’s Champions; +1 faction rank with the Keepers of the Art; +1 faction rank with King Tearis Thex; warden symbol of Tunare (confers enhancement bonuses of +1 Wis, +1 Cha, and +3 mana; grants the wearer the ability to cast grasping roots as a 3rd-level druid 3 times/day). Quest cannot be repeated.

Consequence: —2 faction ranks with The Dead.

Summary: This is the final quest in the Tunare ladder. After gaining the initiate and then disciple symbols of Tunare, the PCs can return to Yeolarn Bronzeleaf for further service. He says he has opened the necromancer's crate and discovered a magical candle within. He desires to have the candle examined by an Erudite specialist and asks the PCs to transport the candle to Lady Tilani in Erudin and bring back anything she wishes to send in return.

When the PCs take the candle to Tilani, she examines it for a couple days and then tells them that she is missing a few arcane components needed for a divinatory aid. With the aid, she can discover more about the candle and how to counteract its necro- mantic power.

She gives the PCs a suspension and asks them to brew it with some items. They will need to acquire one white hellebore found around Split Paw in the Plains of Karana, a pouch of powdered lava dust created by fire goblin wizards in Solusek’s Eye in the Lavastorm Mountains, and a caustic substance used in Mayong Mistmoore’s ritual to create Dark Offerers. Once the PCs collect these ingredients, brew them together (Trade Skill [Brewing] check at DC 10), and take the resulting elixir back to Tilani, she will use it for further research for a week. At the end of that time, she will send the PCs back to Yeolarn with envelopes of unanimation powder, which can be used to combat the undead being created by the power of such candles. Yeolarn will award the cleric or druid PC by replacing her prior symbol! with the warden symbol of

Tunare.

Yuio’s Illness

Faction: Kejek Village (—2 ranks).

NPC: Jali Kaliio.

CR: 4.

Reward: +2 faction ranks with Kejek Village; +1 faction rank with the Peacekeepers; wakizashi of the frozen skies (+2 short sword that procs spirit strike [DC 22]). Quest cannot be repeated.

Consequence: None.

Summary: Jali and Yuio Kaliio can be found in the Stonebrunt Mountains. After assuring himself that the party is peaceful, Jali will express his worry about his wife’s sickness, as she is suffering from hair loss and skin sores all over her body. He blames the nearby kobolds for her sickness and asks if the party can help. He suggests that the High Shaman, Khonza Ayssla, will be able to assist them with a solution. If asked, Jali says he is too worried to go himself and leave his wife alone.

Khonza offers to brew a cure for Yuio, but needs ingredients. She requires two panda claws, two tiger skins, two asp poison sacs, a bamboo shoot, and a kejekan palm fruit, all of which can be found in the jungle. The party will also most likely encounter kobolds, she warns.

When the party returns to Khonza, she will brew a foul- smelling liquid with the ingredients, instructing the party to take it back to Jali. The potion heals Yuio, and Jali is overcome with emotion, giving the PCs his prized wakizashi blade in thanks.

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Ogre Heads ae (+1 two-handed hammer io also confers apis eg ( Reward: +1 faction rank with Kazon Stormhammer; +1 fac- Mabicieray . , a Bok ait Btesct f Calakecs 41 fick Seal time, the matter is far more personal to him. A dwarf named A>, tion rank with Merchants of Kaladim; +1 faction rank wit Trumpy Irontoe (male dwarf Rog8, NE) was engaged to Byzar's - Miners Guild 249; +1 faction rank with Stormguard; bloodforge EE bef, ? oe: : o> ‘ sister but has disappeared before the wedding could take place, A mail (body slot item; +1 chainmail that also confers augmentation Bae. See ; : ao ef : ts a es ; leaving a crying (and pregnant) bride at the altar. Byzar wishes to ao) 4 bonuses of +2 Str and all resistances [2]); 3d6 x 10 gp. Quest é . 3 : slick lee <>4 have Trumpy's head as payment for the slight to his sister. — cannot be repeated. ss Z : i . : Byzar refers the PCs to Trumpy's abandoned quarters in Kaladim poe Consequence: —! faction rank with the Craknek Warriors. pats Peoes resect age: PAE é aR . : iy an Salle for clues of his disappearance. If the PCs can decipher encrypted oo oe Pus: > \ 5 = Summary: Byzar Bloodforge (male dwarf War20, N , Stormguard) letters, they will discover that Trumpy was working with a oy in the warrior's guild in Kaladim is looking for someone who will network of corruption that extends to members of the Qeynos city : } relieve two ogres of their heads. He gruffly tells the PCs that two guard. Trumpy stole some of Kaladim’s most famous and secret | ogres by the names of Zarchoomi (female ogre Sam6, DE, Shaman brewing recipes and fled to Qeynos to sell them. | of War) and Corflunk (male ogre War5, DE, Craknek Warviors) are The PCs can catch up to Trumpy at a Qeynosale house. He will Vax. rons the countryside of Butcherblock Mountains and attack- often be in the company of corrupt Qeynos guards (Ist- to 6th- rote a 4 Wa S vi ¢ e Ss. st: “a co * rs , » 2 . « >* ing Gwart it tlements : level militia men). If the PCs kill Trumpy and return with his head tre If the PCs return with the Cates heads, Byzar will smith some to Byzar, they will be rewarded with a bloodforge hammer and some bloodforge mail to fit one of the PCs and reward them witha bounty coin that would have formed part of his sister's dowry. : fo ° : a ay of gold coin. The quest might turn into a bigger adventure as the PCs egy

Trumpy Irontoe uncover a network of corruption in Qeynos. A corrupt militia ree

: : is passes along Kaladim’s stolen recipes to gnoll brewers and begins aes Faction: Kazon Stormhammer (3 ranks). a smuggling trade in Blackburrow Stout. eh

NPC: Byzar Bloodforge.

CR: 5.

Reward: +1 faction rank with Kazon Stormhammer; +1 fac- tion rank with Merchants of Kaladim; +1 faction rank with

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Leuz’s Task,

Faction: Claws of Veeshan (0 ranks). NPC: Commander Leuz.

CR: 18.

Reward: +1 faction rank with the Claws of Veeshan; +1 faction rank with Yelinak; talisman of benevolence (a wondrous magic item that one person can use 1/day to bless themselves until the next sunset with enhancement bonuses of +4 Wis, +9 hp, +9 mana, cold resistance [5], magic resistance [5], cold save +1, and magic save +1); 2d4 x 300 gp in gems. Quest cannot be repeated.

Consequence: —2 faction ranks with the Kromzek.

Summary: Commander Leuz, a powerful drake, is the new leader of the Skyshrine Militia and is recruiting foreigners who are willing to offer their services to the militia. The Commander informs the PCs that scouts were sent out to the coastal area of the Western Wastes to investigate storm giant movement, but they scouts have not returned. Leuz needs someone to verify the scouts are still alive and take a tool to the scouts to aid quicker commu- nication.

The party will receive a map of the scout’s planned route and should finda scout in the Western Wastes near the Siren’s Grotto. Her name is Charisa. When the PCs give her the tool, she will direct them to a coastal area where she has spotted the storm giant advance patrols and ask for their help in killing them.

The patrol consists of 6-8 storm giants and their commander, a storm giant advanced by 9 warrior levels. If the PCs succeed,

Charisa will give them a message to return to Commander Leuz, who will reward the PCs with gems and the talisman of benevolence.

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Designing Encounters

Through the course of an adventure, your players expect to meet challenges and obstacles worthy of their characters. The main pull of an adventure game lies in overcoming problems and reaping the rewards. Interesting, compelling problems draw your players into the game and give you the motivation to construct fiendish traps, deadly monsters, and tricky puzzles for your players. The primary strength of a paper-and-pencil game lies in its flexibility. You can literally produce anything you can imagine during the course of a game. Unlike movie producers or computer game designers, you never need to worry about a budget or technical constraints. Building encounters is a lot like creating a scene froma film or book but without any of the real world hassles.

The Basics

An encounter involves any situation in which the PCs must overcome an obstacle to proceed forward in an adventure. En- counters can take ona wide range of forms, but generally speaking they present a roadblock between the PCs and their goal. The characters enter an encounter with an objective, and in order to achieve that goal, they must interact with and defeat, avoid, or solve the encounter. Think of encounters like mini-games con- tained within the larger framework of your adventure (which is in turn contained within the even larger framework of your cam- paign). Each encounter presents a unique set of circumstances and objectives that the PCs must handle.

Types orf Encounters There are four basic types of encounters, plus one category of encounter you can use to modify the basic four. Each type calls upon a different sub-set of the players’ and characters’ skills, Combat encounters are the most common sort of challenge in Norrath. The characters square off in battle against a fearsome monster and seek to destroy it. The basic goal of the encounter is always the same: defeat the monster without taking too much

=. 7 damage. The characters might directly or indirectly meet other sj goals by slaying an evil eye, such as rescuing a baron the creature a held captive, claiming its treasure, or preventing it from attacking ie anearby village. Combat encounters are fun because they present

a direct threat to the PCs’ survival.

Social encounters present a situation in which the PCs cannot rely on a strong sword or powerful spell to defeat the enemy. Instead, they must talk their way past a problem. Social encoun- ters typically require the PCs to speak with and convince an NPC

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to take some sort of action. For example, the characters need to convince a captured goblin raider to reveal the location of his base camp; attacking the goblin solves nothing, since a goblin corpse tells no tales. Social encounters include conflicts with friendly or neutral NPCs, such as a town guard ora local merchant. A debate with a noble from Qeynos to convince him to send soldiers to protect a village, an attempt to bribe a guard, and an encounter with a wandering oracle are all examples of social encounters. Social encounters are fun because they require the PCs to interact with NPCs using reason and diplomatic skills.

Traps are similar to combat encounters. They pose a threat to the PCs’ lives and require good tactics and planning to overcome. The trick to beating a trap, however, lies in avoiding it or outthinking its designer, Traps are mechanisms that deliver an attack against the PCs; they are usually carefully hidden or placed in areas that force the PCs to cope with them. For example, a group of monsters may placea trap on the chest that contains their treasure. The denizens of a temple dedicated to Cazic-Thule set traps near the idols they erected to their god. Traps are fun because they add tension to the game and require the players to use logic and critical thinking to anticipate them.

Puzzles are encounters that require the players to think of innovative ideas or solutions in order to solve them rather than rely on their characters’ combat skills, social abilities, and other game statistics. A puzzle can be anything from a door that requires a spoken password to open, to a swift-running river the PCs must somehow cross. The players must consider a situation and com- bine their critical thinking skills with their PCs’ abilities to formulate a solution. Puzzles are fun because they are very open- ended and encourage creative problem solving.

Hazards are not really a type of encounter. Generally, they are part of other encounters and are used to make situations more interesting and to introduce an extra level of tension into an encounter. A hazard can be a swaying rope bridge over a gorge in the Frontier Mountains or a stream of molten lava in Solusek’s Eye. Hazards are fun because they make other encounters more difficult and unpredictable.

Crafting Encounters

The most difficult part of building an encounter is judging its difficulty. If the PCs continually run into monsters that are too easy to beat, NPCs that fawn over them and gladly go along with their desires, traps that are obvious and easily avoided, or puzzles with consistently obvious solutions, the players soon become bored. At first, easily winning piles of treasures and sending the bad guys running might be fun. Over time, though, your game becomes dull as the players never feel defeat is a real possibility. Nothing is quite as disappointing as hearing tales of a monster's powerful spells, mighty followers, and fearsome reputation, only to watch the beast fall after merely three rounds of combat.

On the other hand, an adventure with overly difficult encoun- ters presents just as many problems. Unstoppable monsters that force the PCs to flee or die; angry, unpleasant NPCs who exist only to antagonize the characters; deadly traps littered seemingly at random in a dungeon; and convoluted, impossible puzzles all drain the fun out of your game. A monster that seems unbeatable but can be overcome with the right tactics or the clever use of terrain is an enjoyable, engaging encounter. A monster that simply devours the party in two rounds of battle and asks for seconds is an exercise in frustration. If the players feel their characters never had a chance to win, they grow bored, and annoyed with your game. Challenges are fun; unbeatable, impos- sible circumstances are just plain frustrating,

Crafting challenging encounters, though, is an art, not a science. While plenty of rules and bits of advice can help you strike a nice balance in the challenges you present to the PCs, far too many variables are involved in the process to render it a completely mechanistic exercise. Yet the following rules form a good guide to building encounters.

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Challenge is the intersection between the PCs’ abilities and their foes’ capabilities. At its most basic level, a challenge should feature opponents designed to match up with the characters’ skills and powers. Keep a log of each PC’s items, spells, skills, and ability scores. Look for strengths and weaknesses with an eye toward exploiting them. Do not simply create encounters that require the

character without some sense that the danger is worth it.

Rule #3: Complications are the Spice of Lire

A good encounter should always include some twist that causes a fundamental change in the situation at some point after the PCs have engaged their plans or moved forward to deal with an

x PCs to use skills they do not possess or are exceptionally poor in obstacle. Again, no battle plan survives first contact with the da using. Furthermore, avoid crafting challenges that simply neutral- enemy. While your mission as GM is not to foil arbitrarily

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x] ize the party's abilities. Forexample, if the characters rely on spells whatever stratagem the players concoct, you should design a — If a spellcaster in the party has a selection of spells that cause : Pa 4 damage over a wide area, build encounters where such magic is encounters are boring. If the players can always fully assess the DP useful. Encounters should not be easy, Rather, build encounters SEEUBTIOR after a few moments, your etree sed gS will become 7 that are difficult because they demand that the PCs make use of predictable and too easy to overcome. Players will have more fun “« their spells, magic items, and abilities. The players should feel if they must craft yett of their battle strategy on-the-fly. ; PA their characters’ skills and special capabilities have a tangible The key to introducing effective unexpected threats lies in ey effect on the outcome of an encounter. avoiding the temptation to overdo it. If every encounter is an Pes exercise in waiting for the real threat to show up, your players will le Rule #2: Let Them Know the Stakes feel that their plans and ideas never make any difference. A few ro) When the players can plainly see the rewards or consequences unexpected espindy liven up an encounter, but if the characters *. of victory, encounters become more compelling and intense. The ick face hidden Genes anes a they may eon y players should have a clear sense of what is at stake when dealing re ene eee ne players ey frustrated newb =). with a monster, NPC, or other obstacle. In some cases, mere challenges you present are arbitrary and impossible to anticipate. meu survival is enough: when fighting a fearsome monster, for in- Build twists in your encounters that smart or observant characters oy stance, the players can plainly see that survival is its own reward, can overcome with good geet . onete became am Yet such basic motivations fall short if you use them too often. sareearoes seg! vee al ERS aie hilly eh See Ing § Sure, no one wants to lose a PC during the course of an encounter, neji isa etal ies Soap eer 5 ee 9 lmpaaanaapasantase ae “4 seem to follow the same path in and out of the camp, even though

but adventurers seek out danger for fame, fortune, and other rewards. Some players may design characters who adventure for the sheer joy of surviving against long odds, but many other

three trails apparently lead to it. Smart players may deduce that the trails are trapped and avoid the ogres’ precautions. Rash

4 vr. players develop deeper personalities and motivations for their Players seed simply plan ble ambush and move a mf attack, Ay characters. While such issues are generally a part of adventure and Saale igs ania a i er eas ppd aa i th fat ai > he | campaign design, they can play a critical role in your encounters. traps or activate the a ar ae ch oho. ili aealiieaae a oF For instance, considera group of PCs who seek to amass as much aks dairy nh het lean awh epeeny a ee eis + a wealth as possible. For such a group, a fight with a few forest giants 9 AS h ¢3 aonwinas Asfoat i ie e ee Gr, * turns froma tactical exercise into critically important fight if you LO eatin pee sgt sis coke A ab same Think of As) rey put a large treasure chest into the encounter area. The players can + arena ind 2 neanet by nou 2 eel alias ps =) plainly see that if they defeat the bandits, the chest is theirs, and solentnay hl sania Psa f af kr P tee wt ae alae nee suddenly the PCs have a very good reason to win the battle. Each pers ae 4 oe saad ads ‘i i ie i h P as ts * die roll becomes a little more interesting, as the players clearly see Peet “fthe pla tS, ih ones ay Pears ee te Sy the price of failure and the rewards for victory. The spoils of ak, ce ide ss ree hid R, Sapo: BIVE ‘6 c aed 5S ee >, victory need not always bea tangible reward, though. Consider an opened hs cover bet ind which to hi es tong the first rule an = . encounter with a loutish, inquisitive guard at Freeport's gate. The never merely void the characters’ a sees ea do construct % | guard is lazy, bored, and ready to give the PCs a hard time fora few Seer er that present problems for players who rely on the same : re, minutes before letting them pass. Normally, such an encounter set of tactics over and over oe eo oe might be no more than a chance for the players to role-play and Use unexpected threats to spice up your social encounters as Ax use their characters’ social abilities. If the characters have heard well, Not just combat. Perhaps when the PCs gain an audience CC i their arch-nemesis plans to break into the castle and murder the with King Thex to request the aid of troops, a rival NPC barges o

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prince, however, the encounter becomes much more important. The PCs have aclear sense of what happens if they fail to talk their way past the guard. In this case, the reward is a chance to stop a

into the royal court to make her own plea to lead the troops. Now the PCs not only must convince Thex to give them the use of his troops, but also to designate the command to them rather than to

>. villainous plot. Though such a goal is rather nebulous compared their rival.

ey toa treasure chest full of coins, ithas the same effect of turning the Consider the PCs’ personalities, common actions, and atti-

~ = encounter into a critical juncture of the game. tudes. Design NPCs with those tendencies in mind. A friendly

= Not every encounter must be equally important in terms of innkeeper may suddenly become abusive and angry when a

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to deal with them. Lacking any obvious clues to a trap’s presence, the characters spend a lot of time using the Search skill to find it. Even the most innocent door or passageway is a potential threat in areas riddled with traps. If you want to enforce a sense of dread, danger, and random pitfalls in an encounter, hidden traps are a good choice.

Rather than hide your traps, youcan make them rather obvious. Most experienced players know enough to suspect a trap when presented with a seemingly unguarded treasure, while a rickety bridge extending acrossa river of lava isa prime spot fora trap door or other mechanism to dump adventurers into the molten rock. While the players can see the trap coming, that does not render it useless. On the contrary, the encounter revolves around the characters’ ability to prepare for and anticipate a trap’s effects. If you want to present your players with a logic problem or one that requires good planning rather than luck or a skill check, these sorts of traps prove quite effective.

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Implementing Traps

Once you have set the CR, statistics, and other effects of a trap, you must place it within an encounter. Traps should have two pieces within an encounter: a trigger that causes the trap to activate and the actual trap mechanism. For example, a pit trap may have a weakened section of floor as its trigger, while the hole below is the actual pit trap; a steel portcullis that drops from the ceiling and impales its victims is triggered when a character steps on a pressure plate. When building your traps, determine the trigger’s location and the location of the trap mechanism. In the pit’s case, the trigger and mechanism are one in the same, but for many mechanical traps such is not the case. To avoid a trap, the characters must either disable it or avoid its trigger. As a rule of thumb, a successful Search check discovers the trigger. At your option, you may require a second check to discover the trap mechanism. Similarly, you may allow one Disable Device check to disarm the trigger (for example, jamming a pressure plate so it can be stepped upon without triggering its trap mechanism) and another to disarm the trap mechanism itself (locking the portcul- lis from dropping) when the two are mechanically distinct from one another.

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Problems with Traps

Of the encounter types presented here, traps are the easiest to do improperly. While liberally salting a dungeon with traps might be fun, in practice doing so yields a boring, dull game. Adventurers should spend their time battling monsters, dodging deadly traps, and claiming great treasures, not going over every square inch of a dungeon looking for tripwires and pressure plates. If your traps occur at random, the players will spend much of their time obsessing over such threats. When placing traps, try to follow these few rules:

® Traps should have a good reason for guarding a spot. Building atrap takes time, effort, and money. Ifa creature or villain decides to place a trap somewhere, she should have a reasonable motive for using the resources necessary to do so. Traps should guard treasures and important areas in a dungeon; they should never be randomly placed in dungeons. If the characters do not have at least a reasonable chance of suspecting a trap, they quickly become paranoid after a few traps strike them seemingly at random.

® Traps must also fit into the overall design of an encounter area. Placing a trap in a heavily traveled dungeon corridor might ensure that characters encounter it, but chances are a creature living within the dungeon triggers it long before the PCs arrive. Monsters should not place traps in spots where they could be injured by their own snares, unless they have an easy means to arm and disarm the trap.

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Puzzles

While word puzzles may prompt you to think about riddles, crosswords, and other brain teasers, within the context of an 3), encounter any obstacle that requires planning and thought to

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overcome rather than a PC’s combat skills, role-playing, or other tools serves as a puzzle. A puzzle encounter could very well be a password the PCs must guess in order to open a magical door, but it could also be a fire that breaks out at the crowded inn where the characters stay, a sudden flood that hits Freeport while the characters are in its labyrinth-like sewers, or piecing together a whodunit mystery from the clues left at the scene. Since puzzles cover such a wide range of possibilities, they are great encounters for a change of pace in an adventure and allow you to sculpt unique challenges for the players.

Designing Puzzle Encounters

Building puzzles is one of the greatest challenges you can take on as a GM, especially ones that require logic or creativity to solve, such as a classic riddle the characters must answer to continue the adventure. The problem with puzzles lies in making them tough enough tochallenge the party without overwhelming them. What seems like an obvious riddle to you may be an impenetrable enigma to your players; on the other hand, if your puzzles are too easy, the players solve them quickly, stripping the encounter of any tension and making the adventure seem a little too simple. Ideally, you could test out a puzzle before the players have a chance to crack it. If you have friends who play RPGs but are not involved in your campaign, asking them to take a look at your puzzle and offer their opinion may be worthwhile. While this is not a perfect solution, as your players may still be confounded by it, some outside input provides a buffer against failure.

Tostack the deck in your favor, keep some alternate plans ready in case the puzzle proves too difficult or too easy. If the players find a riddle or puzzle troublesome, give them the option to overcome the encounter through other means. For example, if the charac- ters need to answer a riddle correctly in order to pass through a portal, they may uncover information that the clues they need to solve the riddle are hidden in a nearby ruin guarded by monsters. Alternatively, the PCs may need to negotiate with a sage who has studied the riddle and could provide them with the solution.

Ifa puzzle encounter is too difficult for the players to overcome, simply transform it into a different type of encounter. This way, you keep the adventure moving without making the characters feel you are going easy on them. If you simply give the players the answer, the encounter serves no purpose and the time your players spent trying to solve it was wasted.

By the same token, ifa puzzle proves too easy, throw a combat or social encounter at the characters in order to keep them on their toes. While the players may feel the puzzle encounter was anti-climactic, especially if they anticipated it being much more difficult, the sudden additional encounter helps divert the ease of the puzzle. It also helps foster the image that the puzzle was meant to be easy in order to lure the PCs into a tough fight or other encounter. Remember that your players never know exactly what your plans are; the important consideration is that an encounter, as they see it, is exciting and cohesive. If you play your cards right, the players never realize you modified the encounter on the fly in order to make it more challenging.

Using Puzzles

Much like combat, puzzles and hazards give every character the opportunity to shine. The players must work together to over- come a puzzle, as mana, weapons, and skills normally are of no use in creating plans and solutions to handle them. While in the course of implementing a solution, the party may rely on one or two PCs' abilities, the party as a whole can combine its planning and logic skills to overcome the encounter. Puzzles also offer a good change of pace from social and combat encounters, as they can be designed without any time pressures. The players have a chance to take their time and weigh their options, providing a nice break in the action. If you normally include a snack or dinner break during your game, a puzzle encounter provides a good chance for a pause in the game. While eating or taking a smoke break, the players can think over the puzzle and discuss it among themselves without your presence.

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7

4

Problems with Hazards

Many hazard encounters are binary in nature. If a character fails a critical Jump, Swim, or Climb check, he may face what amounts to instant death. Try to avoid the potential for such checks in your encounters. Losing a character to a single die roll is not much fun for players, especially if they had little chance to plan for a failed skill check and shield themselves from a cata- strophic failure. If the players are foolish and push their luck, they could place them- selves in such a position, but never build an encounter that forces PCs to make life- or-death skill checks as the status quo.

Door Type Environments

The setting for an encounter can be just as important as the monsters, NPCs, and puzzles that the PCs must handle. A fight that takes place on a rickety bridge over- looking a waterfall presents quite a few more challenges than a battle in a large, flat, plain cave. An environment with several effects, strange magical events, and other surprises can help turn a dull en- counter in to a memorable experience.

Good wooden

Stone Iron

Lock Hinge

Mundane Objects

Within a dungeon or other enclosed area, the characters may need to break down a wall or smash through a door. The following statistics apply to most construc- tion commonly found in dungeons.

Wall Type: The construction material used to build the wall.

Typical Thickness: The width of a wall made from this material.

Break DC: The Strength check necessary to smash a hole in the wall as a standard action.

Hardness: The wall’s hardness, as per attacking an object.

Hit Points: The damage the wall can absorb before it shatters. The listed hit points represent a single 10-ft. by 10-ft. section. Dealing this amount of damage causes one such section to collapse.

Climb DC: The skill check DC normally needed to scale a wall

Simple wooden

Strong wooden

Portcullis, wooden Portcullis, iron

locked doors in order to escape a room or progress through a dungeon.

Stuck DC: This is the Strength check DC necessary to open a stuck door of the listed type.

Locked DC: The Strength check DC needed to force open a locked door of the listed type.

_ Table3-2 Doors

Hardness Hit Points Stuck DC Locked DC 5 13 5

5

5

“DC to lift. Use appropriate door figure for breaking. Ns a ed OS ee

| y

When building encounters, you may wish to tinker with the Strength DCs necessary for a PC to force her way through a door, wall, or other barrier. Use the following guidelines to set the DC for such a Strength check. As with encounter levels, trap statis- tics, and other aspects of an encounter, you should set the DCs necessary to move through barriers with the party's abilities in mind.

DC 10 or lower: A door just about anyone can break open; a barrier or wall made out of a brittle material not normally used for reo ages that a normal person could reasonably expect to

reak,

DC 11-15: A door that a strong person could break with one try and an average person might be able to break with one try; a flimsy material normally used for interior walls but not exterior ones.

made from the listed material.

DC 16-20: A door that almost anyone could break, given time; a thick building material, such as wood, commonly used to construct dwellings but not normally used to build fortifications.

DC 21-25: A door that only a strong or very strong person has a hope of breaking, probably not on the first try; a reinforced wooden wall or a thin wall built of stone or brick.

DC 26+: A door that only an exceptionally 540hp 22 strong person has a hope of breaking; a typical 700hp 20 stone wall or heavily reinforced wooden barti-

90 hp 2 é cade. Vhp 30 Locked Doors

60hp =i In adungeon or building, the denizens may use Magically treated” = — x2 _ locks to secure sensitive areas or keep treasure safe from thieves. The DC to pick a lock with a Pick Lock check often falls into the range of 20 to 30, although locks with lower or higher DCs are possible. A door can have more than one lock, each of which must be unlocked separately. Locked doors should have Pick Lock DCs that remain relatively static as the PCs gain levels — a player who spends skill ranks on the Pick Lock skill should be rewarded for doing so. If you keep raising the DC for locks, the PC’s chance of success remains static as he gains levels. Locks with high DCs are appropriate to important trea- sures or in areas where the NPCs could afford such items, but

Table3-1 Walls Wall Type

Masonry

Superior masonry Reinforced masonry Hewn stone Unworked stone

Break DC Hardness Hit Points* Climb DC GOhp 15 7hp 20 180hp 15

“These modifiers can be applied to any of the other categories and types. A magi treated wall has spells placed upon it or was constructed using arcane methods. treated walls have a minimum of 50 hit points.

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doors

Doors are common features in dungeons and other enclosed settings. Furthermore, the PCs may have to cope with stuck or

driving up the DC of all the locks the PCs encounter simply because they are better at opening them makes little sense. Furthermore, if the party lacks a character capable of opening locks, doors can become annoying wastes of time as the party must batter through them. While presenting only unlocked doors to such a party is unreasonable, high DC locks are wasted on them. Instead, focus on setting the break DC for doors to manageable levels.

Encounter Dressing

Adding a few interesting items ora nifty setting toan encounter can transform it from a typical game sequence toa thrilling, heroic event. Here are a few simple items you can add to your encounters to spice them up. Most of these pieces are best used in encounters —afterall, asocial encounter works out just about the same in the safe confines of an inn or in the middle of a rickety bridge. Since a significant part of combat involves gaining a superior position, the terrain and items available in the battle area can certainly affect the encounter’s flow and outcome.

Bridges: A bridge is a great setting for a battle. It makes bull rush and grappling attacks attractive tactics, as pushing an oppo- nent over the side allows a PC or NPC to take out an opponent with one attack. Adding a few complications to a bridge encoun- ter is also rather simple. A fragile bridge may shudder or crumble during the battle, forcing the combatants to move toward one end or another as the fight progresses. You can require the characters (and the NPCs, to be fair) to make Balance checks to keep their footing on an unsteady bridge. The DC for these checks should normally be set to 10, as Balance is not a common skill and the combat would quickly become dull if everyone spends the en- counter falling over and picking themselves up.

Fire: A large blaze deals damage to those who come too close to it and serves as a formidable barrier during a battle. When used in conjunction with creatures immune to heat damage, a fire constricts the PCs’ tactical options.

Furniture: Even a few simple chairs and tables will spice up an encounter. Monsters can jump atop a table to gain higher ground onthe PCs, while chairs make good improvised weapons. Further- more, maneuvering through an area cluttered with chairs and overturned tables is tricky at best. Reduce a character's speed by 50% when she moves through such areas.

Ice: A slippery, slick surface, ice requires PCs to make Balance checks (DC 12) to avoid slipping if they move more than half their speed in around. Thus, archers and spellcasters with ranged magic gain an advantage, as melee oriented characters must slowly advance or risk falling. To add a further complication, perhaps creatures lurk in the water beneath the ice; allow them to make Strength checks to shatter the ice and attack those above.

Snow: Similar to ice, snow hinders movement and gives some monsters the ability to lurk unseen in the encounter area. Char- acters moving through knee-deep snow move at half their speed, while characters may only move at quarter speed in waist deep or higher drifts. Small creatures adapted to cold conditions may burrow through snow, lurking beneath to strike at unsuspecting characters.

Three Dimensions: An encounter area that allows monsters and characters to move up and down relative to one another opens up many tactical options. The actual items that allow movement can take on a few different forms. Aboard a ship, the characters can climb the rigging and masts; in a dungeon, a wall may be covered with vines or studded with wide ledges. A spider's lair is covered with sticky webbing that allows the monsters to climb while confining the PCs to the floor. A building or dungeon room might contain wooden ledges accessible via ladders or stairs. Ifan encounter has a few different levels characters on which can stand, archers and spellcasters become much more effective. Moving up ladders or climbing walls is a slow process, allowing ranged fighters to pelt their targets for several rounds before their enemies can close in. Most players never consider attacks from below or above, forcing them to adopt new tactics on the fly to deal with the PCs’ enemies.

Water: Most characters lack the ability to breathe water, making it a dangerous setting for an encounter. A completely submerged encounter area is slightly overkill. An encounter ina partially submerged area, however, provides for a host of options. Undead and constructs such as golems do not need to breathe water. Such creatures could put this environment to their advan- tage, using prapple attacks to pull the PCs beneath the water to drown them. Even better, an enemy wizard with access to spells that deal cold damage could flash freeze portions of the water, trapping some of the characters within the ice. Asa rule of thumb, aPC must makea Reflex save witha DC equal to the DC necessary to resist the spell in order to avoid becoming trapped.

Balancing Encounter Difriculties

An encounter level (EL) is a measure used to determine how tough an obstacle is to overcome. Encounters with high ELs are best suited to powerful adventurers or as the climaxes of adventures for low-level characters. An EL that equals the average level of the PCs in the party makes a good challenge on average. When the EL is two or three points higherthan thisaverage, the encounter istough enough that oneormore PCs may perish trying to defeat or solve the encounter.

Calculating Encounter Levels

Once you have runa few of your ownadventures fora particular group of PCs, youwill develop an idea which combat encounters will prove too easy or too tough for them and so design encounters for subsequent adventures to your desired level of difficulry without resorting to calculating their ELs. Since the math involved for calculating the ELs of combat encounters can be a bit more like accounting than gaming, getting to the point where you can dispense with calculating them will make your GMing life simpler; however, we do present the methods for calculating ELs here, as they provide a good idea of how to construct balanced encounters and a method to test the potential difficulty of questionable encounters before you spring them on the PCs.

Traps are simple; they have an EL equal to the trap’s listed CR. Social and puzzle encounters always have an EL equal to the party's average level.

Combat encounters have an EL based on the CR of the monsters the PCs willface. Tocalculate a combat encounter’s EL, take the highest CR for the monsters involved in the fight. This is the encounter’s base EL.

Organize the rest of the monsters into groups based on theirCR. For example, count up how many CR | monsters are involved in the encounter, how many CR 2 monsters, and so on. If several monsters share the highest CR, organize them into a group, too. If the group's base EL is less than one, multiply the number of creatures in the group by their fractional CR and treat them as a group of that many CR | monsters.

Calculate the EL of each of these groups in the following manner. Each group starts with a base EL equal to the creatures’ CR. Add one to the group’s EL foreach creature beyond the first, up tofour. Forevery two creatures beyond four in the group, increase the EL by an additional one up to the tenth creature. For every full four creatures beyond the tenth, increase the EL by an additional one.

For example, a group of 20 CR | creatures would have an EL calculated in this manner. Since the creatures have a base CR of 1, their base EL is also 1. For the first three monsters in the group beyond the first, we add 1 to the base EL to bring it to 4. We have now accounted for 4 of the monsters in the group out of 20. With the remaining creatures, we increase the EL by | for every two, up to the tenthcreature. Therefore, we increase the EL by 3 since three groups of two bring us up to ten monsters accounted for. The EL is now 7. Westill have ten creatures to factor into the EL. For every additional four monsters, we increase the EL by an additional one. We have ten creatures left, so two full groups of four. Therefore, the final EL is 9. We could add up to one more CR | creature to the encounter without changing the EL, since we only count full groups of two or four when dealing with more than four monsters in a group.

Once you have the ELs of the individual groups calculated, you must now figure our the encounter's overall EL. Compare the lowest EL among the groups to the next lowest. If the two ELs are more than two

apart, drop the lower of the two. Those monsters are simply too weak to have much effecton the encounter. If the two ELs are within nwo ofeach other, combine the two groups into one group with an EL equal to the higher group’s EL plus 1. If the two groups have the same EL, combine them into one group with an EL equal to their base EL plus 2. Continue this process until you have only one group left.

For example, let us say we have an encounter with five groups of creatures with the following ELs: 12, 10, 10, 8, and 4. We start out by comparing the two lowest ELs, 8 and 4. Since 8 is more than two places greater than 4, we drop the EL 4 group from our consideration. Those monstersstill take part in the encounter, but they are too weak compared to the most powerful monsters to play any significant role in the action. We now compare the two lowest ELs remaining, 10 and 8. Since 8 lies within two places of 10, these two groups are combined into one group with an EL one higher than the highest EL between the two of them. Since 10 is the higher EL, we add 1 to yield a group EL of 11. We now

have three groups with ELs of 12, 11, and 10. Again, we compare the groups with the two lowest ELs, 11 and 10. Since these two groups are within two places of each other, we once again combine them and add 1 to the highest EL between them, for a group EL of 12. We now have two ELstolookat, 12.and 12. Since combining two, withthesame

groups EL yields one group with an EL two higher than their base ELs, the total EL is 14.

Encounter LevelLSummary @ When combining two groups with the same EL, add 2 to one group’s EL to determine their final EL. If one group has an EL one or two points lower than the other group’s, the toral EL equals the higher group’s EL + 1. If one group has an EL three or more points lower than the other group's, the total EL equals the higher group's EL.

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How Many Monsters Do! Use?

You have selected a monster out of Monsters of Norrath that you want to throw at your party of PCs. How can you determine how many

of the monsters will make a good encounter for the characters?

Take the average character level of the PCs in the group. As a quick way to estimate the power of races such as ogres and trolls (races

that have racial XP penalties) for whom character level is not a

level to those characters before calculating the average. So, a 3rd-level barbarian would be estimated as a

the average.

ive indication of a character's , simply add one character determining

level character in

ee See mien pe eurcheractes: If your group has fewer than four PCs, subtract 1 eri eb tata

(treat a zero as one, though). If

the contains more than four PCs, add 1 to the average level for every two additional

Compare the average character level to the CR of the monster you selected. If the average character level is equal to or lower than the monster's CR, then you need only one monster for a balanced encounter. If the CR is significantly above the average character level, the monster may be too difficult for the characters to face.

Ifthe average character level is higher than the monster's CR, you will need to add more monsters, Start with an encounter level (EL)

equal tothe CR of the monster and add monsters as described next until the EL is adjusted high enough to equal the a

character level.

verage erg he assign me Sa beads topes Peete i Sr alr ch

EL is still too low after three monsters, add up to three pairs of monsters, each time adding one more to the adjusted EL.

If you get to ten

monsters and the adjusted EL is still lower than the average character level, then add groups of four monsters to the encounter and add one

more to the adjusted EL for each four additional monsters added.

If you get over 20 monsters, then you are probably dealing with a monster that is too weak to pose a viable threat to the characters, no

matter how many swarm into the encounter. Choosing a different monster toincrease the Hit Dice or levelsofthe monsteryoualready selected, or youmi weaklings.

to the encounter to bolster the ranks of the

would be advisable, or you might use advancement rules finda more powerful creature thatmakes a suitable addition

A hero’s life is not without its rewards. Apart from a few priests and paladins, few citizens of Norrath would endure the pains and perils of a hero's life if there were not some rewards apart from the moral satisfaction of accomplishing a noble deed. The town blacksmith's occupational hazards normally do not include being swallowed whole and drowning in gastric acid, but the blacksmith’s is life limited to more mundane rewards for mundane endeavors. Mastering new magics, recovering ancient treasures, or becoming popular enough that all the farmers’ daughters look upon them favorably all provide that extra bit of motivation for heroes who put their lives in jeopardy to reach their goals. Rewards for characters come in three primary forms: experience points, trea- sure, and faction. This chapter covers all three.

Experience Points

When the PCs defeat monsters, complete quests, and succeed at other important tasks, they gain experience points (XP). The greater the feat, relative to the party's level, the more XP you award. Over the course of many game sessions, PCs will accumu- late XP, and as their totals XP increase, they rise in level and so become capable of even greater feats.

Awarding XP

Awarding XP requires you to assign a difficulty value to each and every challenge that the PCs face. These situations can involve anything from a quest to a group of monsters to a riddle the characters must solve. Each situation receives a Challenge Rating (CR) that measures its difficulty; the higher the Challenge Rating of a quest, encounter, or situation, the more experience the party gains by overcoming it.

Sometimes, decide whether or not the party triumphed over a challenge is easy. Either the PCs killed the dragon or they did not. Other times, victory can be harder to judge.

Example: The PCs want to invade the castle of their enemy, the Emperor Crushbone. They could charge the gate and try tokill all the guards; they could sneak over the walls at night and maybe kill a guard or two in the process. Instead, though, they disguise themselves and bribe a guard to admit them. Did they overcome the challenge of entering the fortress? They gained entry, so, yes: the party defeated the guards whom Crushbone ordered to keep it out, and thus the PCs should receive just as much experience as if they had fought the guards.

Characters never receive experience points for situations in which they did nor participate.

Example: The party split up after sneaking into Crushbone’s castle. Two of the PCs fight a thrilling battle against the evil ore warlord, defeat him, and force him to release the princess and beg for his wretched life. The other PCs accidentally get themselves locked in a cellar and do not find a way out until the adventure is nearly finished. Everyone shares the experience point award for sneaking into the castle, but only the first two characters receive XP for defeating Emperor Crushbone.

Characters, however, still deserve a share in the award even if they were knocked unconscious, magically hurled far away, or otherwise taken out of the fight against their will. They still participated. This rule even remains true for PCs who die in an encounter. If someone later resurrects a killed, she receives her share of the XP from that fatal encounter.

Table 4-1: Experience Point Awards tells how much XP a party should receive for overcoming a single challenge. Usually, this challenge is a monster or other enemy, but you can use the table for other challenges as well. To calculate the experience award for a complete situation, do the following:

1. Compute the Challenge Rating for each monster or quest (or other challenge) overcome.

2. Find the average level of the PCs in the party. This is the party level.

3. Look on Table 4-1: Experience Point Awards. Find the column for the situation’s Challenge Rating and then look down to the row for the party level. The listed amount gives the proper XP award for that situation.

4. Divide this amount of XP among the PCs who began the encounter,

This process is then repeated for any additional monsters defeated, traps overcome, quests completed, and so forth.

Example: The party that invaded Crushbone’s castle consisted of one 6th-level PC, two 7th-level PCs, and one 8th-level PC. Their average level is 7, so they are a 7th-level party. The GM decides that entering the castle past all the guards carried a Challenge Rating of 4. For sneaking in under the guards’ noses, therefore, the GM awards 1,681 XP to the party. The four characters in the party receive 420 experience points each. The 8th- and one 7th-level PC defeated Crushbone, an opponent with aCR of 9. These two PCs count as a 7th-level party, so they share the 9,604 XP award for that encounter and receive 4,802 XP each.

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Table 4-1: Experience Point Awards

CRI =CR2 CR3

700 1400 2,100 .

700 «61,400 2,00 A ;

525 1,050 2,100 , 10,537

470 1,760 7,683

427 1,715 6,860 1,441 5,880 1,176 4,700 672 + 3,720 378 3,087 z M 2,401 P 1,849 R 1,008

546

cRil 27,503 * 18,824 30,118 15,366 21,513 12,348 17,287 7,800 13,720 7,700 10,780 5,880 8,400 4,457 6,370 3,361 4,802 2,521 3,602 1345 2,687 714.429 756

CR2I CR22

103,262 *

68,841 110,146

45,715 73.144 ‘117,031

34,574 48,404 77,447 123,915 26,068 36,475 51,073 81.747 17,600 27,440 38,416 53,782 14,700 20,580 26,812 40,337 10,780 15,400 21560 30,184 151,451 * 7,887 1,270 16100 22,540 978,760 158,335 5,762 8232 1,760 16,800 ; 64,537 103,262 4,202 6,003 8575 12,250 48,020 67,228 2.165 4370 6243 8918 12,740 35,672 49,741 1134 2.267 4538 6483 7,261 26,460 37,044 - 1,176 2353 4,706 6,723 17,600 27,440 5 "4 1,217 2437 = 4,874 14.210 =. 20,300 . : . 1,261 2,521 10.270 14,700

| ms

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Parties receive no XP for encounters with CRs too low or too high for their level. Low CR opponents are too feeble to challenge a party except under the most unusual circumstances. Also, PCs should have no chance of surviving combat with very high CR adversaries; if they do, then they must possess equipment too powerful for their level, which means in the game world they are not overcoming the situation and so they learn nothing from the challenge. Alternately, overcoming such a highly rated challenge might mean the PCs are facing an epic-level foe, such as on opponent that requires 10, 20, or even 30 or more heroes to face atone time. In this case, you could either extrapolate this chart for a value to award for defeating a foe such as Cazic-Thule or simply assign an award that reflects the difficulty of this task.

Variant: Adjusting Level Advancement Rate

The experience awards as shown in Table 4-1 are de- signed to have PCs gain a level after 10 to 12 appropriately challenging encounters. As low-level EverQuest characters tend to be able to take on opponents with CRs just above the party level, low-level PCs will gain levels with even fewer encounters. The goal of this design is to allow low-level PCs to work through their initial few levels quickly and gain a level about every two play sessions; this design also assumes that your group meets once or twice a month to play. Gaining levels relatively quickly allows the PCs to progress at a reasonable rate in real time so players can see their characters progressing and changing.

If your gaming group is fortunate enough to play more frequently, once or more a week on average, then we recommend you do the unthinkable and increase the values on Table 3-1: Character Advancement in the Ever(Quest: Player's Handbook to require more XP before gaining an- other level — even doubling the values on Table 3-1 is not out of the question. For groups that can play regularly, advancing PCs too quickly will leave players feeling that they were just getting into their characters by the time they are already 30th level. Whatever you do, make sure all the players are aware of the change and content with it.

As a side note on adjusting XP requirements for level advancement, unless you alter treasure rewards as well, PCs advancing under the higher XP requirements of a modified Table 3-1 will face more enemies and get more treasure hoards per level — and will therefore be wealthier than PCs progtessing under the published advancement requirements (who will usually find themselves a bit short on coins and need to make tough decisions on what they buy with their funds). This imbalance makes things such as trade skill items more attainable for PCs under slower level progressions since they have the wealth to make more item creation attempts.

y ‘ Noes ——— 7 ¥ rs ow *- . ' - Determining Challenge Ratings Determining the CR for any obstacle the PCs overcome is an

easy matter. This section gives guidelines on making such deter- minations.

Single Adversaries

Table 4-1: Experience Point Awards is easiest to use for single monsters or small groups of monsters, Each monster from EverQuest: Monsters of Norrath comes with a Challenge Rating ready to use. For instance, a 3rd-level party that killed four CR 2 monsters would receive a total award of 4,200 experience points (4 x 1,050). Enemies that are summoned or otherwise brought into an encounter by magic do not count toward the total XP award, An enemy's Challenge Rating already accounts for its ability to add new combatants to a fight.

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WhentoAward XP

As GM, when to hand out XP awards is your call. The normal procedure is either to hand out XP at the end of each game session or at the end of each story. Awarding XP after every encounter is laborious and interrupts the flow of the game, Make notes during an adventure for which challenges the characters overcame and then total up the experience from all those encounters and challenges at the end of the story or game session. Waiting too long to award XP stagnates character advancement and develop- ment

Gaining New Abilities

As characters travel throughout Norrath, their heroic exploits will earn them XP, which in turn advances them through levels Leveling up increases basic character statistics such as hit points, base attack bonus, and saving throw bonuses, as well as opens up additional class abilities, skill points, and more training points. “Advancing a Level” on page 356 of the EverQuest: Player's Handbook provides an overview of the changes in statistics that accompany a change in character level.

Some GMs are content to let characters automatically access their new powers without needing to determine within the game setting just how they mastered new powers. Hey, it's a game — if you prefer the quick and dirty approach, that’s fine. If you would rather focus character power development through the game setting, then choose between simple training and regular training for your game, as described below

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Some basic abilities such as increased hit points, saving throw bonuses, and base attack bonus are assumed to come from the character's gradual progression and do not require special training per se. Class abilities and the purchase of new skills, feats, resistances, or abilities normally do require some form of training to acquire

Mentors

Training points can only be spent under the watchful eye of a mentor. Normally, such mentors come from guildhalls in larger cities across Norrath, but the mentor could be a wandering hermit, a fellow PC, or any other creature such as a druid learning Wilderness Mastery froma treant ora necromancer getting advice on Undead Empathy from Mayong Mistmoore himself. The “mentor” need not even be another creature: Rodcet Nife, for example, might grant his cleric a vision that shows her how to turn undead. Regardless, the mentor must be someone who already possesses the relevant ability or power and at an equal or higher level than the character being trained.

With each new level, PCs gain 5 training points. These points should be “banked” until the character has the opportunity to train with an appropriate mentor. A character can also buy many bonuses that will cost considerably more than the allotted 5 points per level (see “Training Points” on page 50 of the EverQuest Player's Handbook for other possibilities regarding training points), thus requiring the character to store up training points over multiple levels and then seek a mentor.

Simple Training

The details of mentoring are in your control. If you prefer running things without too much detail, then you may decide that simply visiting a nearby guildhall or other mentor will give PCs enough training opportunity to allow them to distribute their new training points and gain access to new class abilities. Think of this option as though the PCs have been questing, using their skills and learning new things. The mentor confirms their increase in abilities, and they are allowed an in- crease in scores, somewhat similar to a graduation. In game time, this method would take very little time, simply allowing your party to make any de- sired purchases using training points any time they have access to the nearest guildhall.

Regular Training

These recommended rules for training allow you and your players to make training into plotand sub- plot elements of adventures in the campaign. Under this recommended method, PCs gain levels when they cross the XP threshold for the level; however, the only immediate benefits they receive are for hit points, saving throws, and base attack bonus. They gain training points and skill points to spend when they reach a mentor, and they become ready for training in more powerful spellcasting or new class abilities but do not yet know how to use such powers.

Faction Requirement: The PC must seek out a mentor and convince the mentor to train her. A mentor will train a character whose faction ranks with him are at least the character's level divided by 5 (round down, as always). So, a Lst-level PC must have at least faction rank zero with a mentor's faction before the mentor will trust the apprentice enough to train her; a 25th-level character must have at least faction rank 5 in order for a mentor to train her in the more powerful techniques of a profession,

Gold or Quest Payment: Once a mentor has agreed to train the character, there is a price for the training as well. Usually, this price is a relatively nominal amount of coin as shown in Table 4— 2: Cost of Training, but occasionally the mentor will instead demand a service from the character. The training itself becomes the reward (or one of the rewards) of such a quest. Especially for feats or spells or other abilities that are specific to only one guild in Norrath (see examples in Realms of Norrath: Freeport), a guildmaster will demand a service before training a character in such exclusive knowledge.

Usually, guildmasters do not have sufficient knowledge of Trade Skills or cross-class skills, or even if they do, they do not have the time or interest to mentora character in asuch skills (the exception being shaman guildmasters training in the shaman exclusive class skill of Trade Skill [alchemy]). Therefore, a char- acter must seek out such specialized training, which will often result in needing to build some faction with another guild or mentor and then paying a steeper price for the training. For example, a human monk desires to improve his Wilderness Lore skill to survive travel through Norrath’s wilds better. Wilderness Lore is a cross-class skill for monks, so the monk must look beyond his own guild to find the training. Traveling through Rivervale, he finds the halfling druids capable teachers. After the monk proves his worth to the Storm Reapers, the Karana-worshipping druids agree to teach him. The monk pays the cost listed on Table 4-2 as a donation to the halflings and thanks them for their time and knowledge.

Class abilities such as learning to cast higher level spells or learning to call a holy steed are commonly taught free of charge to PCs from their guilds. Such abilities are considered a normal part of a character’s training, and by learning such abilities when they are ready for them, PCs — and their guilds — grow and

Table 4-2: Costor Training Trained +1 to an ability score Trained feat* +] rank in class skill** +l rank in cross-class skill** +1 rank in Trade Skill** +1 to any resistance Class abilitiest

Cost in Gold Pieces

New ability score x character's level Character’s level x character's level

New skill rank total x new skill rank total New skill rank total x new skill rank total x 5 New skill rank total x new skill rank total x 5 Character’s level

Free

A feat purchased with training points. ** See text: cross-class skills and any Trade Skill usually require special mentors. T Any other class ability from bonus feats, to masteries, to higher level spells to class specific skills such as feign death.

become more capable. Non-guild mentors may still charge to teach such abilities.

Time to Train: Training requires one day per training point spent from the student and one-third that time from the mentor, who has the luxury of showing a student a drill and then leaving while the student practices. Skills purchased with skill points also require 3 days for class skills and 5 days for cross-class skills, just as they do when learned with training points.

Treasure

Adventurers often quest for wealth as much as for experience points. Whether a PC needs money to promote a cause or is just greedy, treasure makes him more powerful. Armor, warhorses, and spells from vendors do not come cheaply.

Characters usually acquire treasure by defeating the monsters or NPCs who already own it. EverQuest: Monsters of Norrath indicates how much treasure each sort of creatures is likely to possess. In some cases, this amount may be “None.” The tables in this section explain what those “treasure ratings” mean.

The higher an encounter’s Challenge Rating, the more treasure the party can gain. You should aim for the values given in Table 4-3: Treasure Values per Encounter, at least on average. The actual treasures you roll on Table 4—4: Treasure will vary wildly, but in the course of several encounters the treasures will average out. Just as 10-12 encounters of the party’s level give enough XP for each character to gaina level, the treasure from those encoun- ters pays for all the necessary training, but not everything the PCs might want.

Some adversaries, such as unintelligent monsters, do not keep any treasure. To compensate, you can give other adversaries extra treasure. Treasure hoards may also be guarded by traps instead of monsters, or they might be hidden so that PCs must solve a puzzle or follow a cryptic map to find the loot.

Keep in mind that people and monsters seldom lug around enormous bags of money. Creatures that lack hands do not carry treasure at all, assuming that they own any. Adversaries met outside their lairs seldom carry much wealth. Guards on patrol, for instance, might keep a few coins in their pockets, while a traveling noble could sport a ring, brooch, or ornamented weapon hilt. If a foe can use a treasure, such as masterwork weapons or magic items, he certainly keeps it on hand. People and monsters often hide treasures that they cannot carry when they leave their lairs.

Treasure Hoarods

Once you know how much treasure the party can win from an encounter, you can work out the details in a number of ways. You can use Table 44: Treasure and succeeding tables to roll up

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Table 4-3: Treasure Values per Encounter

Treasure per Encounter 300 gp 600 gp 700 gp 1,200 gp 1,600 gp 2,000 gp 2,600 gp 3,400 gp 4,500 gp 5,800 gp 7,500 gp 7,800 gp 13,000 gp 17,000 gp 22,000 gp 28,000 gp 36,000 gp 47,000 gp 61,000 gp 80,000 gp 100,000 gp 121,000 gp 143,000 gp 166,000 gp 170,000 gp 215,000 gp 241,000 gp 268,000 gp 276,000 gp 325,000 gp

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treasures at random. If you prefer, you can decide in advance how much loot a monster owns and then roll on the treasure tables until you build a hoard with the appropriate value. You can also design hoards without die rolls, just by selecting treasures that seem appropriate to each encounter. Exceptional treasures such as major magic items should be chosen in advance as the climactic reward for a successful quest or defeating an important foe.

To use Table 44: Treasure, find the row that corresponds to the encounter's level. Roll on each column to find what treasure the hoard has from each class. Then work out the value and description of each gem, art object, or item by rolling on the appropriate tables.

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Encounter Level d% ol-14 15-297 30-52

Coins d%

— 01-70 Id6 x 1,000 cp 91-95 1d8 x 100 sp 53-95 2d8 x 10 gp 76-100 1d4 x 10 pp ol-13 —

14-23 1d10 x 1,000 cp 24-43 2d10 x 100 sp 44-95 4d10 x 10 gp 76-100 2d8 x 10 pp

01-81 82-95

76-100

76-100

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Table 44: Treasure defines three classes of loot: coins, goods, and items. These classes in turn divide into several specific types of treasure.

Coins range from humble copper pieces to precious platinum pieces. More powerful creatures not only acquire greater quanti- ties of cash, they prefer high-value coins to low-value money. Fifty coins weigh one pound, so a hoard of tens of thousands of coins can present quite a challenge to move. As the encounter level rises, Table 44: Treasure presents a steady shift from copper to silver, gold, and finally platinum.

Gems are attractive to smart treasure-hoarders because they are small, light in weight, and easily concealed. Gems range from semiprecious stones such as agate or lapis lazuli to precious jewels such as diamonds, emeralds, and rubies. For small numbers of gems, roll up each stone on Table 4-5: Gems and describe it to the players. “A shimmering, pale blue moonstone” is much more glamorous than “a 50 gp gem.” Some jewels find use as spell components, too, so spellcasters need to know which gems the party finds.

High-level treasures may include dozens of gems. In such cases, you might prefer to have most of the gems be of the same sort, such as a box full of pearls. You can also assign values in the same proportions given by Table 4-5: Gems. For instance, a trove of 40 gems might consist of 10 blue quartz beads, 10 carnelians, 8 spinels, 8 topazes, 4 rubies, and 1 canary-yellow diamond.

Art objects tend to be even more valuable than gems, though not necessarily as portable. Jewelry is the most obviously valuable sort of art: jeweled brooches, golden necklaces, crowns, and the like. Utilitarian items such as combs, ewers, and weapon hilts can also be made of precious materials. Some art becomes valuable through age or the skill of its manufacture, such as an old masterpiece painting, an embroidered silk robe, or an intricately illuminated book. Do not include any art object heavier or bulkier than a carpet or tapestry — not unless you specifically make the challenge of transporting, say, a 2-ton bronze statue an important part of the adventure.

As with gems, high-level hoards may include large numbers of art objects. Once more, you can save time by duplicating art objects or making them a set. For instance, a hoard of 20 art objects might consist of a king’s collection of the finest porcelain ora golden table service with plates, goblets, knives, and forks for five people.

Mundane Items include weapons, armor, holy water, and other things that adventurers can use — as well as maybe the monsters or NPCs who own them. A few flasks of holy water make a respectable treasure for novice PCs, while masterwork weapons please warriors of any level . . . until they acquire magic, of course.

Magic Items come in four ranges: minor, medium, major, and epic. They are the most precious of all treasures and can send a

hoard’s value far beyond the average fora specific encounter level. See Chapter 5: Magic Items for instructions on rolling up magic items, or select magic items that seem appropriate for the adver- sary and the adventure. You may elect to transfer some magic items rolled for an encounter’s treasure hoard to be used instead as an additional quest reward for the adventure.

— , ao ?6-100 | major 4 01-08 = ol-l = 01-17 = 0?-75 Id6 x 1,000 gp 12-66 2d8 gems 20-58 Id6 minor 76-100 Id12 x 100 pp 67-100 2d6 art 57-92 | medium 973-100 | major 5 01-03 oe 01-07 se o1-1! =

04-74 1d8 x 1,000 gp 10-65 2d10 gems 12-46 1d10 minor 75-100 3d4 x 100 pp 66-100 2d8 art 47-90 1 medium 71-100 | major = 01-40 —

Id12 x 1,000 gp 1d10 minor 344x100 pp 2aiC 1d3 med

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Table4-4: Treasure Continued Encounter Level d% Coins 17 01-03 — 01-04 — 01-33 04-68 3d4 x 1,000 gp 05-63 4d8 gems 34-83 1d3 medium 67-100 2d10 x 100 pp 64-100 3d8 art 84-100 | major 18 01-02 _ 01-04 — 01-24 _ ,; 03-65 3d6 x 1,000 gp 05-54 3d12 gems 25-80 1d4 medium 66-100 5d4 x 100 pp 55-100 3d10 art 81-100 | major 01-02 o 01-03 — 01-04 -- 03-65 3d8 x 1,000 gp 04-50 6d6 gems 05-70 Id4 medium 66-100 3d10 x 100 pp 51-100 6d6 art 71-100 | major 01-02 _ 01-02 _ 01-25 = 03-65 4d8 x 1,000 gp 03-38 4d10 gems 26-65 1d4 medium 66-100 4d10 x 100 pp 37-100 7d6 art 66-100 1d3 major 01-02 — Ol-02 _ 01-20 _ 03-60 5d10 x 1,000 gp 03-40 Id6 x 10 gems 21-60 1d6 medium 61-100 5d10 x 100 pp 41-100 1d4 x 10 art 61-975 1d3 major 76-100 lepic +l item 01-02 — 01-02 _ o1-15 a 03-55 Id6 x 10,000 gp 03-45 1d8 x 10 gems 16-50 1d6 medium 56-100 Id6 x 100 pp 46-100 1d4 x 10 art 51-85 1d3 major 86-100 lepic +2 items 01-02 — 01-02 i o1-15 _ 03-50 Id6 x 10,000 gp 03-45 2d4 x 10 gems 16-40 1d8 medium 51-100 1d8 x 1,000 pp 46-100 Id6 x 10 art 41-75 1d3 major 76-100 | epic +3 items 01-02 — 01-02 _— ol-15 _ 03-45 1d8 x 10,000 gp 03—45 2d6 x 10 gems 16-35 2d4 medium 46-100 1d8 x 1,000 pp 46-100 Id6 x 10 art 36-70 1d4 major 71-100 lepic +5 items 01-02 = 01-02 i ol-15 — 03-40 1d8 x 10,000 gp 03-45 3d6 x 10 gems 16-35 2d6 medium 4\-100 2d4 x 1,000 pp 46-100 Id6 x 10 art 36-65 1d4 major 66-100 lepic +7 items

01-02 _ 01-02 — 01-10 — 03-35 2d4 x 10,000 gp 03-50 3d6 x 10 gems 1-20 2d6 medium 36-100 2d4 x 1,000 pp 51-100 1d8 x 10 art 21-55 1d4 major 56-100 l epic

+10 items 01-02 — 01-02 —_ Ol-10 — 03-30 2d4 x 10,000 gp 03-50 4d6 x 10 gems 1-50 1d4 major 31-100 2d6 x 1,000 pp 51-100 1d8 x 10 art 51-100 lepic

+13 items 0l-02 _— 0j-02 _ Oj-10 — 03-27 2d6 x 10,000 gp 03-50 4d6 x 10 gems N-45 1d6 major 28-100 2d6 x 1,000 pp 51-100 2d4 x 10 art 46-100 lepic

+17 items 01-02 _ 01-02 — ol-10 — 03-25 2d6 x 10,000 gp 03-45 5d6 x 10 gems ll-40 1d8 major 26-100 3d4 x 1,000 pp 46-100 2d4 x 10 art 41-100 lepic

+20 items 0l-02 _ 01-02 _ ol-10 — 03-22 3d4 x 10,000 gp 03-40 6d6 x 10 gems 1i-30 2d4 major 23-100 3d4 x 1,000 pp 41-100 2d4 x 10 art 31-100 1d3 epic

+24 items

Treasures above 20th level automatically receive extra magic items, no matter what you roll. Make these a mix of minor, medium and major items, in nerege 6:3: ratio. For each additional item, roll 1d10; |—6 indicates a minor item, 7—7 a medium item, and 10 a major item.

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Table 4-5:Gems d% Value 01-25 4d4 gp 26-50 2d4x10 gp 51-70 §=4d4x 10 gp 71-70 2d4x 100 gp 1-77 4d4x 100 gp 100 2d4 x 1,000 gp

In Norrath, a blue diamond is a specifically different item than any other armor is sized to fit its wearer. Magic armor adjusts to its wearer's size.)

50 gp

500 gp

1,000 gp

5,000 gp

sort of diamond and of greater value.

See the EverQuest: Player's Handbook for more specific prices of various | sized to fit its wearer. Magic armor adjusts to its wearer's size.) Ornamental stones such as azurite and malachite are classified as art

gems. objects, since they are either carved in relatively large masses or used |

jewelry.

d% 01-10

W-25

26-40

41-50 = 51-60 61-70 71-80 81-85 86-70 N-95

76-97 100

_ Table 4-6: Art Objects

Value Average 1d10 x 10 gp 55 gp 3d6 x 10 gp 105 gp Id6 x 100 gp 350 gp 1d10 x 100 gp 550 gp 2d6 x 100 gp 700 gp 3d6 x 100 gp 1,050 gp 4d6 x 100 gp 1,400 gp 5d6 x 100 gp 1,750 gp 1d4 x 1,000 gp 2,500 gp 1d6 x 1,000 gp 3,500 gp 2d4 x 1,000 gp 5,000 gp 2d6 x 1,000 gp 7,000 gp

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j d% Mundane Item ‘ Banded, cat's eye, wolf's eye, 01-05 Acid (244 Flasks, 10 gp each) bh aed Peseta ghee, / 06-08 Preserved monster body part (Id6 relics, at dony; chert; gypsum;hematite; eee { j : lapis lazuli; obsidian; 07-12 Saffron, cloves, or other rare spices (15 gp per onyx; blue, smoky, or starrose | pound) quartz; rhodochrosite; sard- 13-14 Silk (20 gp per pound) onyx; turquoise; zircon 15-20 Holy water (Id4 flasks, 25 gp each) Amber; anieyst: eens 21-22 Smoke bomb (75 gp) | citrine; garnet; jade; moon- 23-24 Chain shirt (100 gp)* \ stone; pearl; rock crystal (clear 25-29 Antitoxin (Id4 doses, 50 gp each) parts) topaz; zircon 30-34 Masterwork class tools or skill kit (normalcost+ chrysobery!; coral 50 9p) onerald Dnt rapier Ate 35-38 Masterwork studded leather (175 gp)* a “lg age - vr | 39-41 Mighty composite shortbow (150 gp for +1 . Gees o deen coe 5 bonus; 225 gp for +2 bonus) | ssiitals tourreatnd 1 42-44 Breastplate (200 gp)* Alexandrite; fire opal: violet 45-47 Masterwork musical instrument (100 gp) aprnct: doe blar gtclir see 1 48-50 Banded mail (250 gp)* ] 51-75 Masterwork weapon (normal cost+ 300 gp) Black opal; black sapphire; 76-79 Mighty composite longbow (JOO gp+!00gpper cloudy stone of Veeshan; dia- +1 bonus) mond; fire emerald; jacinth; 80-83 Raw silk armor (500 gp)** ruby: sapphire f 84-71 Half-plate (600 gp)* Blue diamond"; canary, pink, or y 92-93 Spyglass or water clock (1,000 gp) other colored diamond; 74-100 Full plate (1,500 gp)* ' Fulligran’s soulstone :

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Table 4-7: Mundane items

Rolld%:01—10, Small; I-70, Medium-size; 71-00, Large. (Mundane

Roll d%; 01-20, Small; 21-100, Medium-size. (Mundane armor is

Silver ewer; carved bone or ivory statuette; finely wrought small gold bracelet; marble bust; 4 embroidered silk robe Cloth of gold vestments; black velvet mask with numerous citrines; silver chalice with lapis lazuli gems; book with carved ivory cover

Large, well done wool tapestry; brass mug with jade inlays; porcelain urn; marble statue; azurite, malachite, or alabaster statuette

Silver comb with moonstones; silver-plated steel longsword with jet jewel in hilt; gold locket with sardonyx cameo portrait

Carved harp of exotic wood with ivory inlay and zircon gems; solid gold idol (10 Ib.); masterwork illuminated book; platinum chess piece

Gold dragon comb with red garnet eye; gold and topaz bottle stopper; ceremonial electrum dagger with — a star ruby in the pommel; plain velium locket

Eye patch with mock eye of sapphire and moonstone; fire opal pendant on a fine gold chain; old masterpiece painting

Embroidered silk and velvet mantle with numerous moonstones; sapphire pendant on gold chain ' Embroidered and bejeweled glove; jeweled anklet; gold music box; velium ring with small jewel Golden circlet with four aquamarines; a string of small pink pearls (necklace); solid platinum dagg Jeweled gold crown; velium and ruby ring; masterwork ivory miniature in platinum frame Gold cup crusted with emeralds; solid jade tombstone; sculpted platinum saltcellar; velium armband

Faction

While not as tangible a benefit as gaining a new level and class abilities from an XP award or purchasing a new spell or better armor with plundered platinum, faction provides its own benefits that can sometimes rival those of XP or loot. The reward for high faction comes in three forms: having high enough faction to be assigned highly rewarding quests; having an easier time using social skills such as Diplomacy; and possessing the less measurable but no less rewarding benefit of popularity. The first two benefits derive from the game system; the third is purely a matter of role- playing and falls to you to bring to life. When the bartender pulls out her best brew instead of her best insult; when the city bureaucrats become sycophants instead of naysayers; when the town guard wants autographs instead of bribes: the PCs will feel the effects of faction come to life in your story.

Awarding Faction Adjustments

Faction awards come in two forms: the stipulated awards for completing a quest and GM awards. “Award” is used rather loosely here since both quest and GM awards can be negative or positive faction ranks; for instance, a faction “award” might be 4 ranks to a PC's Kromzek faction.

Quest awards are straightforward faction adjustments outlined in quest descriptions (see examples in Chapter 3: Creating Ad- ventures). GM awards are more subjective, similar to assigning XP rewards for good role-playing. As GM, you should award faction during game play whenever the PCs perform a witnessed action that would adjust their faction. Examples of such actions and recommended faction adjustments are listed in Table 4-8: Fac- tion Award Examples. Naturally, since these are subjective awards, you must use your discretion for what constitutes treason or how much of a donation is sufficient for the faction to view a character as generous (usually a significant magic item or an entire treasure

hoard).

Table 4-8: Faction Award Examples Action Murder

Treason

Sacrilege

Destroying Property (arson)

Theft

Aiding 2 known criminal

Aiding an inimical religion (without direct harm to adjusted Faction religion) Trespassing

Aiding an enemy faction (without direct harm to adjusted faction)

Donation to church or state

Defending from enemy attack

Bringing a criminal to justice Recovering stolen goods

Recovering prisoners

Eliminating enemies

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As Table 4-8 indicates, losing faction is far easier than gaining it. Norrath demands extreme measures from those who seek to survive let alone prosper, and these harsh challenges lead most races and groups to be somewhat xenophobic. To prove their loyalty and trustworthiness, PCs must break through the healthy level of paranoia and distrust most factions will show to outsiders.

Faction Must Be Witnessed

Actions that have the potential to result in faction awards must be witnessed and made public to the faction in order to result in faction adjustments. If heroes wipe out a goblin camp, but no goblins escape and none later learn of the deed, then the heroes’ faction with the goblins will not suffer. Likewise, the halfling sheriff will want some sort of evidence of such a deed before publicly lauding the heroes as defenders of the vale.

Ultimately, you must determine what passes the publicity test. In general, if the actions are made public enough to raise one faction, then they are also public enough to lower an opposing faction, and vice versa. Most opposing factions have enough of an information network among their enemies to learn the identities of anyone being lauded by their enemies for actions taken against them. When all the halfling guards at the wall in Misty Thicket cheer the heroes as goblin hunters, even the dim-witted goblin scout lurking in the thicket and spying on the wall will be able to report back to Runnyeye Citadel who has been raiding their camps.

Combining Quest and GM Faction Awards

GM faction awards are intended to fill in the blanks to provide positive faction adjustments for actions outside of those necessary to complete quests. For example, a quest to rescue a Coldain prisoner will carry its own positive Coldain faction adjustment should the PCs succeed, so also giving the PCs a GM award for killing Kromrif prisoner guards or for the prisoner rescue itself in addition to the quest award would be redundant. The quest award already covers those situations. If on their way to recovering the prisoners, however, the PCs also stopped to help a Coldain fort repel an orc attack, their aid in the fort's defense might earn a +1 Coldain faction GM award since it is unrelated to the main quest.

Negative faction quest awards, though, cover only the conse- quences with an enemy faction for aiding the quest giver's faction; they do not include other actions taken during the quest that might warrant additional negative faction awards. In the Coldain prisoner rescue example, completing the quest might provide a— 1 faction penalty to Kromrif when they hear who freed their prisoner. Killing Kromrif guards in the process of the rescue should lead to an additional —6 ranks Kromrif faction GM award,

Faction Limits

The EverQuest: Player's Handbook discusses the two forms of faction limits. First is the absolute limit that faction cannot go below —-10 or above +6. This limit is easy to regulate.

The second limit is group-based limits, which are a bit more difficult to regulate. Group limits are intended to simulate that mortally opposed factions will not both embrace someone as an ally. Ifa character is known to be a trusted ally of the Coldain and to have supper at King Dain Frostreaver [V’s table, then King Tormax of the Kromzek will never completely trust that charac- ter: surely the character must be a double agent for one of her “allies” . . . a suspicion that will bar the character from being trusted as an ally in two opposing camps. Similarly, a cleric of Innoruuk will never be embraced as anally of the Knights of Truth since the religions of the two organizations are opposed.

Toapply group-based limits in play, whenevera character gains a positive faction score with one faction, the character’s maxi- mum faction score with that faction's enemies or opposing religion factions is zero minus the character's faction score with the original group. For example, if a character had a faction score of 0 with both Coldain and Kromzek, two enemy factions, and the character received +1 faction with the Coldain, his faction with Kromzek would have anew maximum of 0-1 = —1. So, his faction with Kromzek would drop from zero to negative one as the Kromzek heard about how friendly the character was becoming with their Coldain enemies. Ifthe character’s faction with Coldain later jumped to +3, his Kromzek faction would likewise have a new maximum of 0-3 = —3, and if his faction with the Kromzek had not already dropped to —3 or less for other reasons, it would now drop to —3 as the Kromzek grow increasingly wary of this ice

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dwarf loving hero. The only way the character could improve his Kromzek faction score above —3 would be to take some action to lower his Coldain faction, thereby raising or removing the group- based Kromzek faction limit. Once the storm giants see the character kill an ice dwarf or two, they will be ready to extend their trust once again.

Assigning Initial Faction

We recommended that you go ahead and assign initial faction ranks whenever PCs first encounter someone of a given faction. Unless you would like an NPC’s true faction loyalties to remain secret, you should ask players to record their initial faction ranks on their character sheets after their first encounter with an NPC ofanew faction. See “Alignment and Initial Faction” on page 144 of the EverQuest: Player's Handbook. Recording a new faction on their character sheets lets players take notice that their reputa- tions are now at stake with a new organization.

A host of factions are provided at the end of this chapter that should get you started no matter where you begin your campaign. Most of these factions are ones established in EverQuest, but feel free to change them to suit your campaign. You should also feel free to create new factions as your campaign develops and the PCs encounter organizations you have created for your own version of Norrath.

Secret Faction Loyalties

When the PCs have not yet discovered that the judge really works for the Freeport thieves guild, try not to spoil such mysteries by suddenly assigning the PCs initial faction in Coalition of Tradefolk Underground when they meet the judge or having them apply their negative faction ranks with Coalition of Tradefolk Underground to their Diplomacy skill checks when pleading their case before the judge. When you prefer to keep an NPC’s faction secret, lying to your players and indicating that an NPC belongs to another faction is perfectly acceptable. A Freeport Militia agent insinuating herself into the Steel Warriors will outwardly behave and respond as though she were a Steel Warrior in order to maintain her disguise.

Player Character Factions

Barbarians

Barbarians have a strict sense of honor and justice, as well as strong extended family ties to their clan, which often lead them to impolitic conflicts with other races. They are welcome in all good cities, although the local guards tend to watch them closely as they have a reputation for violence and are mistrusted due to their unusual and seemingly primitive customs. While blood feuds and revenge are perfectly acceptable in Halas, other races tend to be alarmed by such practices.

Barbarian faction organizations arise either from extended clan ties (Rogues of the White Rose) or tribal apprenticeship practices (Shamans of Justice). Those organizations that come from clan ties are slower to accept outsiders, and this insularity hinders their potential such that some members eventually find themselves outgrowing their clan. Yet the clan ties keep members fiercely loyal to one another, and members give more support to one another while seeking less in return. Faction groups that arise from apprenticeship practices expect a lot of service from their new initiates, and the new loyalty a young barbarian has to his masters sometimes conflicts with duties to family and clan. These groups are based more around the practice of an art than a clan, and so they are quicker to welcome outsiders who also practice their profession.

The Field Priests of the Tribunal (Barbarian Beastlords)

Alignment: ON. Location: Halas, Antonica. Description: The Field Priests shun many of the trappings of civilization, preferring to live wild with the beasts. They seek out those who wish to hide from justice in the wilderness, passing sentence and carrying out their own judgments. Guild Leader: High Field

Priest Keven. Allies: Shamans of Justice. Enemies: The Beastlords of the Dark, the Beastlords of the Feerrott.

The Rogues of the White Rose (Barbarian Rogues)

Alignment: N. Location: Halas, Antonica. Description: Liv- ing in a society that reveres the Tribunal and holds a harsh code of justice and even harsher punishments, the rogues of Halas walk afine line between pursuing their chosen profession and honoring their gods. The end result leads most White Rose rogues to be honorable and generally to obey the laws of their society, instead turning their skills to adventure, plundering Halas's enemies, and commerce, forming a significant part of Halas’s merchant and banking activities. Guild Leader: Dun McDowell. Allies: None. Enemies: None.

The Shamans of Justice (Barbarian Shamans)

Alignment: ON. Location: Halas, Antonica. Description: The Shamans of Justice follow the Tribunal. They believe in honor and justice, and demand both from their members. They are called upon as judges when necessary. Guild Leader: Margyn McCann. Allies: The Wolves of the North. Enemies: Circle of Unseen Hands, Coalition of Tradefolk Underground, the Sabertooth Clan.

The Wolves of the North (Barbarian Warriors)

Alignment: N. Location: Halas, Antonica. Description: The Wolves of the North pride themselves on their fighting ability, and merit and status is based on battlefield prowess. They disdain the Rogues of the White Rose, seeing them as skulking profiteers instead of true warriors. Guild Leader: Kylan O’Danos. Allies: The Shamans of Justice, the Steel Warriors of Qeynos and Freeport. Enemies: The Rogues of the White Rose, the Circle of Unseen Hands, the Sabertooth Clan.

ODarkElves

The Teir’Dal, hated and feared by most races, tend to be manipulative and spiteful even to other Teir'Dal. Their lives are filled with fear, hate, and exploitation; love and trust are weakling ideas for weakling people. Teir'Dal are tolerated, sometimes even welcomed, by coreligionists of other races, but even then they must be watchful. Treason is common and trust is rare among the children of Innoruuk.

Dark elf faction groups are merely larger versions of the typical individual dark elf personality. The groups themselves vie for political power in Neriak, resorting to any and all means to gain an upper hoa on one another. Only the gravest of outside threats will cause the groups to turn from internal power games to face an external foe. Outsiders of other races are seldom welcomed by dark elf organizations, unless the intent is merely to fool someone with duplicitous overtures of membership, friendship, and loyalty in order to eke out the most usefulness from such pawns. New initiates face harsh and demeaning training, demanding require- ments of service, and harsher penalties for failure. They are often placed into competition with their fellow initiates and are ex- pected to claw their way up through the faction group's power structure ruthlessly in order to earn any respect among their peers or superiors. Until an apprentice has literally or at least figura- tively stabbed another guild member in the back to gain an advantage in guild politics, the guild's superiors can hardly be expected to recognize any true ambition in the young Teir’Dal apprentice.

The Dead (Dark Elf Necromancers and Shadow Knights)

Alignment: OE. Location: Neriak, Antonica. Description: The Dead tamper with the corpses of allies and enemies alike, raising them to unlife as servants and defenders. They consider themselves the elite of dark elf society and vie with the Spurned for political power within Neriak. Guild leaders: Xon Quexill, necromancers; Nexxka Tolax, shadow knights. Allies: Queen Cristianos Thex. Enemies: The Eldritch Collective, the Keepers of the Art, The Spurned.

The Ebon Mask (Dark Elf Rogues)

Alignment: NE. Location: Neriak, Antonica. Description: The rogues of the Ebon Mask began as a secret police force for a now extinguished dynasty of Neriak rulers. The rogues were

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feared throughout dark elf society for their unerring assassination of the dynasty’s enemies and their unfailing protection as body- guards to the royal family. Nevertheless, with the end of the dynasty, the Ebon Mask guild has divided, with some rogues becoming assassins for hire or thieves whose only motive is profit, while others hold to the older tenets of the guild and seek to renew the guild’s true purpose. Guild Leader: Eolom J’Axx. Allies: The Indigo Brotherhood, the Crushbone Orcs. Enemies: The Guards of Qeynos, the Wolves of the North, the Guardians of the Vale.

The Indigo Brotherhood (Dark Elf Warriors)

Alignment: OE. Location: Neriak, Antonica. Description: The Indigo Brotherhood consists of a blood thirsty band of warriors who revel in violence for the sake of violence. Their cruelty and boundless hatred make them feared and despised through all of Norrath. Guild Leader: Seloxia Punox. Allies: The Ebon Mask, the Crushbone Orcs. Enemies: The Emerald War- riors, the Steel Warriors, the Freeport Militia, the Halfling Leatherfoot Raiders, the Guardians of the Vale.

The Priests of Innoruuk (Dark Elf Clerics)

Alignment: OE. Location: Neriak, Antonica. Description: Mercy and compassion are sins to the priests of Innoruuk. If they decide a wounded individual is too weak or unworthy of healing, they will instead sacrifice the unfortunate to their god of hate. They relish destroying the priests and temples of deities such as Tunare and Rodcet Nife. Guild Leader: Perrir Zexus. Allies: None. Enemies: The Priests of Marr, the Clerics of Tunare, the Priests of Life.

Bi Spurned (Dark Elf Enchanters, Magicians, and Wiz- ards)

Alignment: OE. Location: Neriak, Antonica. Description: The Spurned are those dark elves that practice the “lesser magics.” They are shunned within their own society, unless someone has need of their magics. The Spurned are confident in the power of their art, however, and withstand the harsh social ostracism as a small price to pay for following the roads to true power. The Dead are the main political enemy of the Spurned, partly due to differences in magical practice and partly due to the power struggle in Neriak between King Naythox Thex and Queen Cristianos Thex. Guild Leaders: Carnia V’Retta, enchanters; Jayna D'Bious, magicians; Gath N'Mare, wizards. Allies: King Naythox Thex. Enemies: The Dead.

Owarves

Dwarves have a reputation of being as stubborn and unyielding as stone. The elves especially see them as joyless and dour, and indeed they are a solemn people. They are slow to anger and once angry slow to calm again. They find pleasure in work for the good of dwarven-kind and the improvement of their families and themselves. Dwarves strive toward the image of their own cre- ations — impressive, enduring, and of workman-like fashion,

Dwarven factions are highly organized. New members are given clear duties to perform and expected to get them accomplished without a lot of hand-holding from their superiors. Initiates are also put through training programs refined overa long history and which really should not be muddled with by any young know-it- alls.

Dwarven organizations will make the group’s goals clear to outsiders, and if outsiders wish to ingratiate themselves to the dwarves, there is seldom any ambiguity to what the dwarves are after. Dwarven loyalties are forged slowly, however, so patience and persistence become defining traits of those who win dwarven favor and thereby might see gifts of dwarven forged goods.

The Clerics of Underfoot (Dwarven Clerics)

Alignment: OG. Location: Kaladim, Faydwer. Description: These priests of Brell Serilis are wise healers as well as strong fighters, often joining the dwarven warriors and paladins in battle. Guild Leader: Priestess Ghalea. Allies: The Paladins of Under- foot. Enemies: The Priests of Innoruuk, the Crushbone Ores.

Miner’s Guild 628 (Dwarven Rogues)

Alignment: NG. Location: North Kaladim, Faydwer. Descrip- tion: Miner’s Guild 628 is very clever and prides itself on its

cunning. Its members are well thought of for rogues, have little conflict with the other guilds in Kaladim, and have fair standing with most good races, generally thanks to their reputations as fierce tunnel fighters and stealthy saboteurs of orc, dark elf, and ogre strongholds. Guild Leader: Mater. Allies: The Deeppockets. Enemies: The Circle of Unseen Hands, the Ebon Mask, the Butcherblock Bandits.

Miner’s Guild 249, also known as The Paladins of Underfoot (Dwarven Paladins)

Alignment: OG. Location: Kaladim, Faydwer. Description: The Paladins of Underfoot allow only the fiercely devout into their ranks and demand total intolerance of the evil races. Enemies of the paladins who confuse stature with strength rarely live to learn from their mistake. The paladins are currently focused on freeing dwarven slaves captured by the Crushbone Orcs. Guild Leader: Datur Nightseer. Allies: The Clerics of Underfoot. Enemies: The Crushbone Orcs.

The Stormguard (Dwarven Warriors)

Alignment: OG. Location: Kaladim. Description: The Stormguard are the defenders of Kaladim, as well as most of the Butcherblock Mountains, where they man guard towers scattered along the roads and defend against goblin, orc, and ogre assaults. They are strong fighters with a reputation for short tempers and long grudges. Guild Leader: Furtog Ogrebane. Allies: The Pala- dins of Underfoot. Enemies: Craknek Warriors, the Knights of Nightkeep, Clan Runnyeye, the Crushbone Orcs.

Erubdites

Descended from the scholarly elite of humans who migrated westward to escape the rest of humanity's wars and petty bicker- ing, the Erudites consider themselves the most evolved and intelligent of beings. The fact that they are very vocal about this belief — along with their pity and contempt for other races — makes them disliked the world over. The arrogance of the Erudites is as legendary as their skills with magic. They are often tolerated, but rarely welcomed.

Erudite organizations prize orderly, constructive pursuit of the higher goals of academic learning or spirituality. They are accepr- ing of anyone who demonstrates a desire to learn and the ability to contribute.

The Craft Keepers (Erudite Enchanters)

Alignment: OG. Location: Erudin, Odus. Description: The enchanters of the Craft Keepers are respected members of Erudite society. Most dedicate their lives to research and experimenta- tion, although some few leave Odus to gather knowledge in the uncivilized world beyond. As with most Erudite factions, the Craft Keepers are enemies of the Heretics of Paineel. Guild Leader: Lanken Rjarn. Allies: High Council of Erudin, the High Guards of Erud. Enemies: The Heretics.

The Crimson Hands (Erudite Wizards)

Alignment: OG. Location: Erudin, Odus. Description: While the rare radical wizard may worship Solusek Ro, most of the wizards are as polished and civilized as the rest of Erudite society. Wizards tend to be slightly more willing to travel, perhaps due to their magical ability to do so more easily, but still devote most of their time to studying the runes and writings of past masters and delving into new arcane experiments. Guild Leader: Ghanlin Skyphire. Allies: High Council of Erudin, the High Guards of Erud. Enemies: The Heretics.

The Deepwater Knights (Erudite Paladins and Clerics of Prexus)

Alignment: OG. Location: Erudin, Odus. Description: The paladins and priests of the Deepwater Knights venture from Odus more than most Erudites, as their desire to protect the ocean leads them to travel. Their affinity with the ocean grants themakinship with Erudite sailors and fishermen, provided they respect the sea’s might. The Deepwater Knights are also the protectors of the Erudites’ racial and cultural purity, a duty that occasionally leads them to prideful or uncompassionate acts. Guild Leader: Weligon Steelherder, paladins; Gans Paust, clerics. Allies: High Council of Erudin. Enemies: The Heretics, Clan Kolbok.

The Gate Callers (Erudite Magicians)

Alignment: OG. Location: Erudin, Odus. Description: Eru- dite magicians spend much of their lives in research, although the occasional magician will travel to gather knowledge and needed research components from the wider world. While Erudites would never admit another race might have a better idea, much of the research they bring home was lifted from the libraries of other races. Guild Leader: Markus Jaevins. Allies: High Council of Erudin. Enemies: The Heretics.

The Peacekeepers (Erudite Paladins and Clerics of Quellious)

Alignment: OG. Location: Erudin, Odus. Description: These clerics and paladins worship the Tranquil, and they prefer to keep to their own, orderly society when they can. The Peacekeepers are slightly more tolerant of outsiders than most Erudites, although even their compassion can drift into patronizing pity. Guild Leaders: Leraena Shelyrak, clerics; Depnar Bulrious, paladins. Allies: High Council of Erudin. Enemies: The Heretics.

The Heretics (Erudite worshippers of Cazic-Thule)

Alignment: OE. Location: Paineel, Odus. Description: The Heretics are those Erudites who practice necromancy or blasphe- mous divine magic sponsored by their god Cazic-Thule, the god of fear. Most are descendants of the original Heretics who rebelled long ago, but the occasional few do abandon the strict Erudite society and slip away to join them. They are hated by all good people and at best barely tolerated by the practitioners of the dark arts among other races. Guild Leaders: Sern Adolia, clerics; Coriante Verisue, necromancers; Mandaril Dark Knife, shadow knights. Allies: None. Enemies: The Gate Callers, the Craft Keepers, Crimson Hands, Clan Kolbok, and especially the Deepwater Knights.

Gnomes

Gnomes are cheerful, friendly, and curious, with an insatiable passion for mechanical creations. They build their clockwork artifacts for dangerous tasks, tedious labor, and anything else they can think of. While many gnomes like to stay at home, some do travel, even if for no other reason than to feed their curiosity. They are often viewed with amusement by the larger races, which does not particularly bother them.

Gnome organizations are something of an oxymoron: not much about them is organized. They are more like meeting places through which a whirlwind of activity and curious energy swirls. Outsiders are often just another curiosity and will be happily swept up into the organization's pursuits as if they were life-long members.

The Dark Reflection (Gnome Worshippers of Bertoxxulous)

Alignment: DE. Location: The Mines of Malfunction, City of Ak’Anon, Faydwer. Description: Not so very long ago by gnome time standards, two twin gnomes were born joined in one body. By virtue of a blessing or a trick of Fizzlethorpe Bristlebane, the mother was able to cleave the twins apart. Bristlebane took one child to his Plane of Innovation and left the other child in its mother’s arms. Naturally, Bristlebane got the better end of the deal, because while the twin that remained in Ak’Anon would grow up to bea sorcerer of great ability, he would also become the most infamous sorcery in Ak'Anon history because he would bring the art of necromancy to the gnomes. The evil twin became known as Meldrath the Malignant, and once schooled in the basics of magic by the Eldritch Collective, Meldrath went on to learn darker powers and secretly tutored many gnome disciples in necromancy.

When Meldrath eventually attacked his own kind by turning some of Ak’Anon's tinkered creations against it, the combined might of Ak’'Anon’s guilds was needed to drive Meldrath and his disciples from their base deep within some abandoned mines near Ak’Anon. Yet Meldrath and his flock did not go far; they created a new hidden base deep in a series of exhausted mines around Ak’Anon and the Steamfont Mountains. Naming themselves Dark Reflection, since they survive in Ak’Anon’s shadow, Meldrath’s followers began infiltrating agents into Ak’Anon to

recruit those gnomes who showed enough promise to warrant entry into Dark Reflection and to be instructed in the proper worship of Bertoxxulous.

The gnomes of Dark Reflection pride themselves on being brave enough to follow their curiosity wherever it may lead, even into the exploration of dark powers such as necromancy. Other gnomes of the Eldritch Collective or Gemchoppers are too cowardly to tread the paths that the gnomes of Dark Reflection dare travel. Of course, the path also seems to bring out a malicious sense of humor in its initiates, which gradually degrades into wickedness and wanton cruelty the longer members continue to worship the Plaguebringer.

Members of the Dark Reflection use abandoned mines and underground waterways to travel safely to Ak’Anon and beyond, hidden from the eyes of their gnome enemies. The numbers of the Dark Reflection are relatively small, and should Ak’Anon proper discover their location, the Dark Reflection would surely be wiped out if its members could not escape from the resulting conflict — especially since Meldrath rarely involves himself with his followers, having left them to pursue his own goals. With the necessity of mutual support, the leaders of the Dark Reflection keep their different professions banded together as one group. Guild Leaders: Evah Xokez, clerics; Rilgor Plegnog, enchanters; Vaenor Husga, magicians; Eonis Mournunder, necromancers; Kaxon Frennor, rogues; Garret Zethkog, shadow knights’ Naygog Mitope, warriors; Velena Corgtec, wizards. Allies: None. En- emies: The Eldritch Collective, the Gemchoppers of Ak’Anon.

The Deep Muses (Gnomish Clerics, Paladins, and Rogues)

Alignment: DG. Location: Ak’Anon, Faydwer. Description: In one of the stranger combinations in the land, the Deep Muses are clerics, paladins, and rogues working together worshipping both Brell Serilis and Bristlebane from the Abbey of Deep Musings (although the paladins predominantly worship Brell over the trickster). These gnome rogues enjoy good standing anywhere the clerics are well received and have a reputation as gentlemen and ladies. Guild Leaders: lony Gredlong, clerics; Lewis Reldnok, paladins; Welno Tanboots, rogues. Allies: The Gemchoppers, the Merchants of Ak'Anon. Enemies: The Dark Reflection.

The Eldritch Collective (Gnome Enchanters, Magicians, and Wizards)

Alignment: DN. Location: Ak'Anon, Faydwer. Description: The Eldritch Collective is dedicated to learning, magical re- search, and experimentation — often, the wilder the experiment, the better. While many of the Collective's members never leave Ak’Anon, few are willing to go out and seek knowledge beyond the safety of home. The Eldritch Conclave actively opposes dark elf necromancers of the Dead, whose agents sometimes plague Ak’Anon, and the Dark Reflection, which lures curious Eldritch Collective apprentices into its fold. Guild Leaders: Juline Urncaller, enchanters; Wuggan Azusphere, magicians; Tobon Starpyre, wizards. Allies: The Gemchoppers. Enemies: The Dark Reflection, the Dead.

The Gemchoppers (Gnome Warriors)

Alignment: DN. Location: Ak’Anon, Faydwer. Description: The Gemchoppers’ warriors are surprisingly effective despite their size. They fight with more finesse and elegance than their larger counterparts, and do not see stealth as a dishonorable advantage in a fight. They make up for their lesser strength and stature with cunning and skill. Guild Leader: Baxok Curhunter. Allies: None. Enemies: The Dark Reflection.

Half Elves

Half Elves are more welcome among humans than elves; high elves especially view the mingling of human and elven blood as distasteful. Thus, half elves are found most commonly in human cities and settlements, although some stay within the society of the wood elves. Many half elves become wanderers, especially those born in elven cities and towns.

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There are no factions composed exclusively of half elves. All half elf factions can be found listed under human or wood elf.

Halrlings

Halflings have the reputation as fun loving and high spirited pranksters. They are fond of the simple pleasures: food, drink, and a comfortable home. Their small stature and smiling faces make them seem like children ro the larger races, who are surprised when they see the fierce side of the halflings displayed. Halflings are very protective of their own people and grimly serious when dealing with the goblins and the dark elves that threaten Rivervale.

Halfling factions develop around professional and religious practices. The guilds become something of an extended family for the halflings, and many winter nights in Rivervale are spent in guild lodges telling stories of faraway adventures or historic defenses of the Misty Thicket Wall against goblin swarms while guild members puff their pipes and drink their honey mead neat the fire. The social fabric of the halfling guilds becomes very strong. Trustworthy outsiders are generally treated amiably, though earning a faction’s real trust and friendship — not just its polite- ness — is a slow process.

The Deeppockets (Halfling Rogues)

Alignment: DN. Location: Rivervale, Antonica. Descrip- tion: The Deeppockets are a secret only from travelers and outsiders. They are fully a part of halfling society, and there is no stigma attached to the guild. The Deeppockets forbid preying on fellow halflings except when necessary to collect on adebt. When found in other cities, however, rogues of the Deeppockets earn their name usually by having a plethora of odds and ends that “accidentally fell” from their rightful places into a rogue’s hands. Guild Leader: Lendel Deeppockets. Allies: The Clerics of Mis- chief, the Stormreapers. Enemies: Clan Runnyeye, the Ebon Mask.

The Guardians of the Vale (Halfling Warriors)

Alignment: NG. Location: Rivervale, Antonica. Descrip- tion: The Guardians of the Vale are deadly fighters despite their cheerful and jolly demeanor. They guard Rivervale from external threats such as the goblins of Runnyeye and serve as peacekeepers within the city. Guild Leader: Sheriff Roglio Bruth. Allies: The Priests of Mischief, the Stormreapers. Enemies: Clan Runnyeye, the Deathfist Ores, the Indigo Brotherhood.

The Priests of Mischief (Halfling Clerics)

Alignment: DN. Location: Rivervale, Antonica. Descrip- tion: The Priests of Mischief believe humor is the root of health, and bards and entertainers are always welcome in the temple. Feasting and celebration are common among the clerics; solem- nity and fasting do not seem to rate as decent ceremonial themes among Bristlebane’s priests. Guild Leader: Beek Guinders. Al- lies: The Deeppockets, the Guardians of the Vale, the Stormreapers. Enemies: The Goblins of Runnyeye.

The Stormreapers (Halfling Druids, Paladins, and Rangers)

Alignment: DG. Location: Rivervale, Antonica. Descrip- tion: The Stormreapers are the servants of Karana the Rainkeeper. They believe strongly in the cycles of nature, that all things have their time and season. Storms bring destruction, but new growth and life follow. Members are among Rivervale’s most experienced wanderers, traveling to protect Karana’s faithful and the Rainkeeper’s domains on Norrath, but never forgetting that protecting and feeding the vale is their first priority. Guild Leader: Hibbs Rootenpaw, druids; Kaya Cloudfoot, paladins; Megosh Thistlethorn, rangers. Allies: The Guardians of the Vale, the Clerics of Mischief, the Deeppockets, Knights of Thunder. Enemies: Bloodsabers, Clan Runnyeye, Indigo Brotherhood.

High Elves The Koada’Dal are tolerated by all of the good races, but their

solemn and aloof manners often make them seem unapproach- able or even haughty, though they are seldom truly so. They are the most culturally refined elves, preferring research and the pursuit of magic to any sort of physical labor. Most high elves are repulsed by the idea of mingling blood with humans, so half elves

are rarely born among the high elves. The high elves’ hatred for the dark elves is implacable.

The Clerics of Tunare (High Elf Clerics and Paladins)

Alignment: NG. Location: Felwithe, Faydwer. Description: The Clerics of Tunare protect the natural order, and they see themselves as caretakers of Tunare’s works. They will attack any members of the dark races they find defiling the forests with their presence. Guild leaders: Yeolarn Bronzeleaf, clerics; Tynkale, paladins. Allies: The Soldiers of Tunare. Enemies: The Crushbone Ores, Mayong Mistmoore, the Priests of Innoruuk.

The Keepers of the Art (High Elf Enchanters, Magicians, and Wizards)

Alignment: NG. Location: Felwithe, Faydwer. Description: The Keepers of the Art are dedicated to learning, almost to the exclusion of everything else. They are the intellectuals of elven society. Guild Leaders: Kinool Goldsinger, enchanters; Niola Impholder, magicians; Tarker Blazetoss, wizards. Allies: Faydark’s Champions. Enemies: The Crushbone Ores, the Dead.

Humans

Humans are the most widely spread and populous race of Norrath. They are generally tolerant of other races and fairly universally tolerated by the good races. Humans participate in most religions and most schools of thought. There are evil humans, but they are vastly outnumbered by good (or at least decent) people and must hide their evil ways from their society. Human faction organizations are as diverse as humans them- selves.

The Arcane Scientists (Human Enchanters, Magicians, and Wizards)

Alignment: N. Location: Freeport, Antonica. Description: The Academy of Arcane Science is the center of arcane research and teaching in eastern Antonica, where generations of learned scholars have dedicated their lives to the study of magic. The Academy's library is extensive, growing a little every year as the students and masters add to the store of knowledge. Guild Lead- ers: Romiak Jusathorn, enchanters; Lorme Tredore, magicians; Opal Darkbriar, wizards. Allies: None. Enemies: the Dismal Rage.

Ashen Order (Human Monks)

Alignment: OG. Location: Freeport, Antonica. Description: The Ashen Order train endlessly, turning their bodies into weapons of war and meditating on the peaceful tenets of Quellious. Dedicated to peace, the monks yet recognize the irony that sometimes peace is won only through necessary conflict. They claim no one as enemies since feuds detract from the pursuit of peace. Guild Leader: Puab Closk. Allies: Knights of Truth, Silent Fist Clan. Enemies: None.

The Bloodsabers (Human worshippers of Bertoxxulous)

Alignment: DE. Location: Qeynos, Antonica. Description: The Bloodsabers are the canker in the heart of Qeynos. They cause chaos, spread disease, and kill without mercy. From secret bases beneath Qeynos, they spread illness and disorder across all of Norrath. The Bloodsabers delight in the tainting of innocence and rejoice in the corruption of the honest. Guild Leaders: Xeture Demiagar, clerics; Reania Jukle, enchanters; Perkon Malok, magicians; Lyris Monbane, necromancers; S'ragg Bloodheart, shadow knights; Rocthar Bekesna, warriors; Trenon Callust, wizards. Allies: None. Enemies: The Knights and Priests of Thunder, the Knights and Priests of Life, Jagged Pine Treefolk, Protectors of the Pine.

The Circle of Unseen Hands (Half Elf and Human Rogues)

Alignment: NE. Location: Qeynos, Antonica. Description: The Qeynos rogues’ guild operates from the city’s sewers, aban- doned buildings, and back alleys. They are a business-like group of entrepreneurs, avoiding anything unprofessional or, worse yet, unprofitable. They prefer simple robbery and theft but are not adverse to the occasional murder or assassination for pay. Guild Leader: Hanns Krieghor. Allies: The Corrupt Qeynos Guards. Enemies: The Qeynos Guards,

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The Coalition of Tradefolk Underground (Half Elf and Human Rogues)

Alignment: OE. Location: Freeport, Antonica. Description: Between the ships, caravans, and travelers passing through Freeport, these rogues have a wide variety of targets. The members of the Coalition of Tradefolk Underground masquerade as legiti- mate merchants, and they are as well organized as any great trading house. They pass smuggled goods in and out of Freeport; run black markets, gambling halls; and other illicit establish- ments; and further support their efforts through various crimes from racketeering to cat burglary. Guild Leader: Elisi Nasin. Allies: Corrupt Qeynos Guards, Freeport Militia, Enemies: The Knights of Truth.

Dismal Rage (Human worshippers of Innoruuk)

Alignment: OE. Location: Freeport, Antonica. Description: Dismal Rage is an alliance of Innoruuk worshippers operating from hiding in the slums of East Freeport and below the city as well. Their collected forces remain concealed from the authorities they oppose, and many poor locals and travelers fall prey to the worshippers of the Prince of Hate. Dismal Rage has created a network below Freeport that allows races such as trolls, ogres, and dark elves to pass through Freeport and gain safe passage by stowing away on a merchant ship allied to the organization, The alliance’s ultimate goal, especially of its dark elf members, is the corruption and demise of Freeport itself. They sow insurgency among the populace and otherwise seek to dismantle the power structures of the Knights of Truth or any other force that keeps Freeport’s society strong. They prefer stealth and cunning to brute force, but use crude measures when necessary. Guild Leaders: Venox Tarkog, clerics; Konious Eranon, enchanters; Heneva Jexsped, magicians; Opal Darkbriar, necromancers; Pietro Zarn,

shadow knights; Nexvok Thirod, wizards. Allies: None. En- emies: The Knights and Priests of Truth, the Arcane Scientists.

The Jagged Pine Treefolk (Half Elf and Human Druids)

Alignment: NG. Location: Surefall Glade, Antonica. De- scription: The Treefolk are the guardians of the bears and wolves in and around the Jagged Pine Forest, and they protect the forest itself from those who would damage it such as the gnolls of the Sabertooth Clan. The Treefolk worship both Tunare and Karana and believe that the life of the forest is vital to all life on Norrath. Guild Leader: Te’Anara. Allies: The Protectors of the Pine. Enemies: The Bloodsabers, the Sabertooth Clan.

Knights of Thunder (Human Clerics and Half Elf and Human Paladins of Karana)

Alignment: NG. Location: Qeynos, Antonica. Description: The Knights of Thunder are dedicated to the defense of the Rainkeeper's worshippers and domains. Although they are based in Qeynos, the Knights of Thunder travel all over western and central Antonica, ministering to the needs of their fellow wor- shippers. They are most frequently found traveling the Plains of Karana to serve as defenders of the settlers who carve out a living on the plains — especially most recently, as a Bertoxxulous cult called the Bloodsabers has invoked rituals that plague the Plains of Karana with virulent disease and swarms of ravenous insects. Guild Leaders: Renic Losaren, clerics; Runethar Hamest, pala- dins. Allies: None. Enemies: The Sabertooth Clan, the Bloodsabers.

Knights of Truth (Human Clerics and Paladins of Mithaniel Marr)

Alignment: OG. Location: Freeport, Antonica. Description: The paladins of the Lightbringer keep law in Freeport, following

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a code of Truth, Honor, and Charity. The paladins and clerics learn and work together in the Hall of Truth, where healing and aid are given freely to those in need. Some of Norrath's greatest heroes of recent ages have come from the Hall of Truth. Guild Leaders: Eestyana Naestra, clerics; Veleron Dushire, paladins. Allies: Priests of Marr, the Steel Warriors. Enemies: The Freeport Militia, Dismal Rage.

The League of Antonican Bards (Half Elf and Human Bards of Antonica)

Alignment: NG. Location: Freeport and Qeynos, Antonica. Description: The League of Antonican Bards consists of travel- ing musicians, storytellers, and messengers. The League carries much of the mail in Antonica and most of the news, as bards have trouble staying in one place for long. The fact that some in the League worship Veeshan makes the League powerful enemies of Mayong Mistmoore and the Ring of Scale. Guild Leaders: Caskin Marsheart, Freeport; Belious Naliedin, Qeynos. Allies: The Knights and Priests of Truth, the Guards of Qeynos. Enemies: Mayong Mistmoore, the Ring of Scale.

The Order of Three (Human Enchanters, Magicians, and Wizards)

Alignment: ON. Location: Qeynos, Antonica. Description: The Order of Three in their Hall of Sorcery are the focus for arcane learning in western Antonica. United in their desire for information and power, they constantly look to increase their collected knowledge. Guild Leaders: Mespha Tevalian, enchant- ers; Kinloc Flampaw, magicians; Gahlith Wrannstad, wizards. Allies: None. Enemies: The Bloodsabers.

Priests of Life (Human Clerics, and Human and Half Elven Paladins of Rodcet Nife)

Alignment: OG. Location: Qeynos, Antonica. Description: The followers of the Prime Healer seek to ease suffering and heal illness wherever they can. The paladins of Rodcet Nife are well versed in the healing arts as well as the arts of war, and they are merciful to their fallen foes. Guild Leaders: Priestess Jahnda, clerics; Camlend Serbold, paladins. Allies: None. Enemies: The Bloodsabers.

Priests of Marr (Human Clerics and Half Elf and Human Paladins of Erollisi Marr)

Alignment: NG. Location: Freeport, Antonica. Description: Erollisi Marr is revered as the goddess of Love, but she is also the goddess of passion in all its forms. Her followers practice their beliefs with passion, even to extremes. Some believe that love is the purest expression of the soul and willingly die for what they love; others believe in justice and pursue the wicked with an iron will unhindered by mercy. Guild Leaders: Tholius Quey, clerics; Gygus Remnara, paladins. Allies: The Knights of Truth. En- emies: The Freeport Militia.

The Protectors of the Pine (Half Elf and Human Rangers)

Alignment: N. Location: Surefall Glade, Antonica. Descrip- tion: Based in the Surefall Glade in the Jagged Pine Forest, the Protectors of the Pine are rangers who worship Karana and Tunare. They are the guardians of the bears of Surefall and surrounding areas. Because they believe the health of the forest is vital to the health of all of Norrath, they will kill hunters or anyone else they feel to be a threat to the woods. Guild Leader: Hager Sureshot. Allies: The Jagged Pine Treefolk. Enemies: The Bloodsabers, the Sabertooth Clan.

Silent Fist Clan (Human Monks)

Alignment: ON. Location: Qeynos, Antonica. Description: The Silent Fist Clan is an order of monks based in Qeynos. These monks are agnostic wanderers, seeking enlightenment and self- improvement. While they focus their minds on tranquility, they are not pacifists and train their bodies and skills for battle. Silent Fist monks espouse that by confronting death in battle, they will fully realize the immediacy of each moment of life. Their serenity in battle can be disturbing to those who witness them and misinterpret it for passionless, ruthless violence. Though the clan names few allies or enemies, it will aid the Qeynos Guards in the defense of the city and surrounding settlements, and despite their desire to find enlightenment in mortal combat, the monks are

compassionate and will not stay long with those who are violent for the sake of cruelty or greed. Guild Leader: Lu’Sun. Allies: The Qeynos Guards. Enemies: None.

The Steel Warriors (Half Elf and Human warriors)

Alignment: NG. Location: Freeport and Qeynos, Antonica. Description: The beginning of the Steel Warriors dates back to humanity's spread across Antonica and to the founding days of Freeport and Qeynos. Oral history being somewhat incomplete, whether the Steel Warriors began as a volunteer militia or as a company of veteran soldiers joining to create a mercenary unit is unclear. Whatever their true origins, the Steel Warriors have become something of a hybrid organization. Some might call the Steel Warriors a school for those who wish to learn the arts of war; some might call them a dependable mercenary company whose members can be hired to guard caravans, people, or stockade walls; and still others might call them a saving grace that protects their cities when the increasingly corrupt or incompetent Freeport and Qeynos militias fail to do so. Members of the Steel Warriors come from a wide variety of backgrounds and religions, and any differences are soon forgotten as fellowships are forged in the sweat of training and the heat of combat. Guild Leaders: Cain Darkmoore, Freeport; Ebon Strongbear, in Qeynos. Allies: The Knights of Truth, the Guards of Qeynos, the Wolves of the North. Enemies of the Freeport Branch: The Deathfist Ores, the Freeport Militia. Enemies of the Qeynos Branch: The Corrupt Qeynos Guards, the Sabertooth Clan.

iksar

The lizard people of Kunark have a long and bloody history, much of which is forgotten by the other — the iksar would say lesser — races. Most iksar are utterly xenophobic and dedicated to the welfare of their race and the betterment of their own status, not necessarily in that order. Iksar are greeted with hostility and distrust the world over, truly welcomed only among their own kind.

Iksar factions stem from organizations with rich histories and great societal status. Anything a member does that besmirches his guild’s status in iksar society courts tremendous condemnation and shame. Likewise, anything that furthers the guild’s cause or gains it favor with the iksar public garners such heroes honor, status, and respect. Outsiders are not welcome unless they have devoted their lives to proving their worth to an iksar guild, a guild that will still always view them as second-class members.

The Brood of Kotiz (Iksar Necromancers)

Alignment: OE. Location: Cabilis, Kunark, Description: The iksar necromancers of Cabilis are well respected within iksar society. Theirs is an ancient order with a history nearly as old as the first iksar empire, and the Brood is heir to a power wielded by the iksars’ greatest emperors such as Venril Sathir. Even other iksar fear the Brood, whose experiments require a steady stream of new subjects. Guild Leader: Harbinger Glosk. Allies: The iksar guilds are mutually allied. Enemies: The Sarnak Collective.

The Crusaders of Greenmist (Iksar Shadow Knights)

Alignment: OE. Location: Cabilis, Kunark. Description: Tak- ing their name from the divine destruction of their former Shissar masters, the Crusaders of Greenmist use their stealth and dark magic to strike terror in their prey. They revel in cruelty and delight in tormenting any who oppose the might of the iksar. Guild Leader: Arch Duke Xog. Allies: The iksar guilds are mutually allied. Enemies: The Sarnak Collective.

The Legion of Cabilis (Iksar Warriors)

Alignment: OE. Location: Cabilis, Kunark. Description: The Legion of Cabilis guards the city and patrols the region around it. It makes up the bulk of the iksar army and is well trained in individual combat as well as small and large unit tactics. Guild Leader: Drill Master Vygan. Allies: The iksar guilds are mutually allied. Enemies: The Sarnak Collective.

The Scaled Mystics (Iksar Shamans)

Alignment: OE. Location: Cabilis, Kunark. Description: The Scaled Mysticsare the spiritual leaders of the iksar, informing the populace what must be done to appease Cazic-Thule and how to spread fear better

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among Norrath’s other races in the name of the Faceless. They are also the healersfor the iksararmies, as well as fightersin theirown right. Guild Leader: Prime Hierophant Vek. Allies: The iksar guilds are mutually allied. Enemies: The Sarnak Collective.

The Scaled Spiritists (Iksar Beastlords)

Alignment: OE. Location: Cabilis, Kunark. Description: The iksar beastlords train and live with animals from an early age to understand better how to manipulate and control their creatures. Those that survive learn to control the very spirits of animals. Guild Leader: Prime Patriarch Vuzx. Allies: The iksar guilds are mutually allied. Enemies: The Sarnak Collective.

The Swifttails (Iksar Monks)

Alignment: OE. Location: Cabilis, Kunark. Description: The Swifttails are skilled and deadly fighters, trained to use their bodies as weapons. Their tolerance for pain and deprivation make them seem almost supernatural to their foes. The Swifttails learn to survive in the harshest environments and bleakest of land- scapes, and their endurance is unbelievable to those not of their order. Guild Leader: Grand Master Glox. Allies: The iksar guilds are mutually allied. Enemies: The Sarnak Collective.

Ogres

Intent on not beinga meal or getting mauled, most of the world greets ogres with a rain of arrows and raised weapons, while the defenseless run for safety. Ogres are massive but as weak of mind as they are strong of body. They are motivated by hate, greed, and envy. Few things can tempt an ogre to think past his next meal, but sometimes, when presented with traces of their glorious past when they carried the banner of Rallos Zek in war against the gods themselves, something in the dim recesses of an ogre’s brain flares brightly and fora moment he once again has the mien of the truly fearsome creature his ancestors were. Then the flare sputters out, and the ogre’s thoughts return to his stomach.

Ogre guilds are loosely organized and dysfunctional affairs at best. Guildmasters maintain their positions by loose alliances and networks of favors among their peers. The more the guildmaster can create a network of cronies at the top of the guild pecking order, the longer she gets to boss around everyone else in the guild. New members are promised great power and then used, bullied, and abused as much as possible while receiving only enough knowledge and skills to keep them coming back to do more tasks for the guildmaster and her cronies. Guild members who show merit are more often viewed as eventual threats to a guildmaster’s authority and thus suppressed or sent on missions far from Oggok. Outsiders just do not seem to venture into Oggok’s guilds.

The Beastlords of the Feerrott (Ogre Beastlords)

Alignment: DE. Location: Oggok, Antonica. Description: The Beastlords of the Feerrott are remarkably brutal and savage even in comparison to other ogres. They twist the spirits of animals to their will and force them to fight at their command. They oppose any other beastlords whom they see as competition for control of Norrath’s wilds. Guild Leader: Bordag. Allies: The Shamans of War. Enemies: The Beastlords of the Dark Ones, the Scaled Spiritists, the Field Priests of the Tribunal.

The Craknek Warriors (Ogre Warriors)

Alignment: DE. Location: Oggok, Antonica. Description: The Craknek Warriors are fierce and relentless fighters but usually lack the wits forstrategyand tactics. They make up for their tactical shortcomings with an enthusiasm forbloodshed and the crush of combat. Ogre warriors will stand and fight no matter the odds, although how much of this is valor and how much is a simple inability to count their foes is unclear. Craknek Warriors do still remember the dwarves pushing the ogres out of most of Faydwer in recent history, and many Crakneks prove their mettle by traveling to Faydwer to exact some revenge on the dwarven settlements in the Butcherblock Mountains. Guild Leader: Guntrik. Allies: The Shamans of War. Enemies: Da Bashers, the Stormguard.

The Greenblood Knights (Ogre Shadow Knights)

Alignment: DE. Location: Oggok, Antonica. Description: The Greenblood Knightsare cunning, and although theirnecromanticskills are hard to gain and to master, where magic fails brute force prevails. They look down upon those lesser warriors who cannot master magic as

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well as weapons, for the Greenblood remember better than any other ogres how ogre armies once used magicas wellas might tocrush their foes. In these memories, most Greenblood Knights still worship Rallos Zek, though more and more are converting to the worship of Cazic-Thule, as the god of fear has more ability to grant power than the imprisoned Warlord. Guild Leader: Soonog. Allies: None. Enemies: Shadow Knights of Night Keep, the Stormguard.

The Shamans of War (Ogre Shamans)

Alignment: DE. Location: Oggok, Antonica. Description: The Shamans of War use both magic and weapons with brutal effectiveness. They are unlikely to hang back in a fight like spellcasters of other races, preferring to wade into the fray and use magic as just another weapon with which to smite their foes. The shamans worship either Rallos Zek or Cazic-Thule. Guild Leader: Zulort. Allies: The Craknek Warriors. Enemies: The Dark Ones.

Trolls

Trolls are brutal fighters with an appetite for the flesh of their enemies. They delight in maiming and killing anything not trollish. Trolls are sometimes tolerated by the dark elves, who see them as useful pawns. They consume their slain or disabled enemies, both from a desire to spread hate and fear as well as from an appetite for flesh.

Troll guilds combine the worst elements of dark elf and ogre guilds. The guilds are poorly organized and run. New initiates are used and abused at the whims of their superiors, and advancement within a guild comes mainly through crushing guild peers under foot. The worship of Innoruuk and Cazic-Thule in troll culture dictates that whoever does not hate his fellows as strongly as his enemies and whoever does not strike fear into his underlings and peers as he does his enemies will not survive in Grobb's guildhalls. Trolls who find loyalty to their fellows to be a virtue of survival rather than weakness often end up traveling far from Grobb.

The only service most outsiders can provide troll guilds is being served raw as a high protein snack.

Beastlords of the Dark Ones (Troll Beastlords)

Alignment: DE. Location: Grobb, Antonica. Description: Even more vicious and cannibalistic than most trolls, the beastlords actas bestial as the creatures they enslave. Their barely controlled rage and animalistic instincts separate them only slightly from the others of their race. Guild Leader: Gardunk. Allies: The Dark Ones. Enemies: The Beastlords of the Feerrott, the Scaled Spir- itists, the Field Priests of the Tribunal.

Da Bashers (Troll Warriors)

Alignment: DE. Location: Grobb, Antonica. Description: Surprisingly stealthy for their size, Bashers are the warriors who protect Grobb and its environs from attack and invasion. Nor- mally, such threats only come as counter-offensives from the frogloks of Guk or from large bands of kobolds trying to fight back troll settlements and avenge their kind who died up roasting over troll cooking fires. Bashers also raid in the surrounding territory and attack travelers and caravans when the opportunity arises. Guild Leader: Ranjor. Allies: The Shadow Knights of Nightkeep. Enemies: Broken Skull Clan, the Frogloks of Guk.

The Dark Ones (Troll Shamans)

Alignment: DE. Location: Grobb, Antonica. Description: The Dark Ones are fierce fighters as well as effective magic users. Driven by hate, spreading pain and terror wherever they go, the Dark Ones delight in causing chaos and destruction. Guild Leader: Kaglari. Allies: The Shadow Knights of Night Keep. Enemies: Frogloks of Guk.

The Shadow Knights of Night Keep (Troll Shadow Knights)

Alignment: DE. Location: Grobb, Antonica. Description: The Shadow Knights of Nightkeep are nightmares to their foes, Their speed, size, Se Se ally SEL pi ap i a cote ed wah Varah earn Allies: Da Bashers. Enemies: The Broken Skull Clan, the Greenblood Knights.

Vah Shir

The Vah Shir are becoming a less startling sight in the lands of Norrath, but they still attract attention wherever they go. They

are well tolerated by the good races although sometimes viewed with suspicion in small settlements and backwaters.

Vah Shir guilds are tightly knit groups with common purposes and professions strengthened by the trials of survival the Vah Shir have endured since being translocated to Luclin. Training at any of the guilds is a noble pursuit for a young Vah Shir. The guilds greet outsiders with curiosity and respect unless an outsider shows she is unworthy of such treatment.

The Dar Khura (Vah Shir Shamans)

Alignment: OG. Location: Shar Vahl, Luclin. Description: The Dar Khura are the counselors and guides of the Vah Shir. They are priests as well as judges, and they offer their wisdom and guidance to all Vah Shir. Guild Leader: Spiritist Ghrawleh. Allies: The Vah Shir guilds are mutually allied. Enemies: None.

The Jharin (Vah Shir Bards)

+ OG. Location: Shar Vahl, Luclin. Description: The legendary Jharinare the keepers of the oral histories of the Vah Shir. The bards write the stories of their heroes to be passed down from one generation to thenext, and each bard is charged with the task of learning the histories of the Vah Shir. Guild Leader: Elder Hymnist Hortitosh. Allies: The Vah Shir guilds are mutually allied. Enemies: None.

The Khala Dun (Vah Shir Warriors)

Alignment: OG Location: Shar Vahl, Luclin. Description: The Khala Dun are the defenders of the crown and protectors of the city. Although conflict is rare, they are also peace keepers and guards inside the city. Guild Leader: High Armsman Trukhanah. Allies: The Vah Shir guilds are mutually allied. Enemies: None.

The Khati Sha (Vah Shir Beastlords)

Alignment: OG. Location: Shar Vahl, Luclin. Description: The Khati Sha are exceptional fighters, and their affinity for the spirit world enables them to sway and control certain beasts as well. They are the explorers of their kind, able to rely on the senses of their creatures in addition to their own. Guild Leader: Elder Animist Sahdi. Allies: The Vah Shir guilds are mutually allied. Enemies: None.

The Taruun (Vah Shir Rogues)

Alignment: ON. Location: Shar Vahl, Luclin, Description: The Vah Shir rogues are hunters and providers for their people, as well as spies and scouts in times of need. The Taruun train their natural stealth into an amazing skill that allows them to move as silently as mist. Guild Leader: Rakutah. Allies: The Vah Shir

guilds are mutually allied. Enemies: None.

Wood Elves

The Fier'Dal find contentment in the green and growing forests, choosing to build their cities in the tall trees of the Greater Faydark forest. Earthier than their high elf cousins and more approachable by the other races, they are welcomed by all of the good races. Unsurprisingly, they are loathed by those of an evil nature.

Wood elf guilds make modest demands on their members, which accommodates the wood elven lifestyle just fine. Guild members commonly disappear for years on personal pursuits, only to return ready to serve their guild for a time before traveling once again. Wood elves have enough loyalty to their guild and their culture not to take the benefits of guild training for granted, and volunteerism suffices in place of morestringentmeasurementsof service. Outsiders whoshow a passion for the arts and skills of a guild’s profession and who demonstrate their desire and ability to preserve and defend the harmony of the forest will be accepted into the guilds in Kelethin.

The Emerald Warriors (Half Elf and Wood Elf Warriors)

Alignment: NG. Location: Kelethin, Faydwer. Description: The Emerald Warriors defend Kelethin both from outside attack as well as internal troubles. They help keep the city orderly and peaceful and often guard the caravans of the merchants of Kelethin and Felwithe. Guild Leader: Regren. Allies: None. Enemies: The Crushbone Ores, the Indigo Brotherhood.

Faydark’s Champions (Half Elf and Wood Elf Rangers)

Alignment: DG. Location: Kelethin, Faydwer. Description: Faydark's Champions are the defenders of the trees and the animals of the Greater Faydark. They oppose any who hunt needlessly and attack poachers who hunt beyond their needs. They are the first

defense against orc raids, as well as any other enemy incursions. Guild Leader: Maesyn Trueshot. Allies: The Clerics of Tunare, the Soldiers of Tunare. Enemies: The Crushbone Orcs.

The Scouts of Tunare (Half Elf and Wood Elf Rogues) Alignment: N. Location: Kelethin, Faydwer. Description: More scouts than thieves, the Scouts of Tunare use their stealth and trickery tothe bettermentof their people. They rarely steal except in times of dire need or to help feed and clothe the poor at the expense of the wealthy. Most Scouts are in fair standing with the other guilds in Kelethin. Guild

Leader: Tylfon. Allies: None. Enemies: None.

Soldiers of Tunare (Half Elf and Wood Elf Druids)

Alignment: NG. Location: Kelethin, Faydwer. Description: The Soldiers of Tunare are the wood elf and half elf druids dedicated to protecting the works of the Mother of All. They protect the trees and the animals of the Greater Faydark. Guild Leader: Heartwood Master. Allies: The Emerald Warriors. En- emies: The Crushbone Orcs.

The Songweavers (Half Elf and Wood Elf Bards)

Alignment: DG. Location: Kelethin, Faydwer. The Songweavers are traveling musicians and storytellers; they are also long-traveling messengers in times of peace and war. The Songweavers seek to stay neutral in the conflicts of others and reserve their hostility for those that attack their members. They do work with the League of Antonican Bards in connecting the cities of Norrath through a network of runners that deliver messages and news from other cities. Guild Leader: Sylia Windlehands. Allies: None. Enemies: None.

Non-Player Character Factions

Allize Taeew (Lizard People)

Alignment: NE. Location: Southern Antonica. Description: The lizard people of Cazic-Thule are territorial and will attack any who enter their city. They are the caretakers of the lost temple city that was long ago engulfed in the jungle. They worship Cazic-Thule and will tolerate coreligionists. Some Norrath scholars believe this lizard race to be the ancestors of the Shissar, cursed by the gods instead of killed by the greenmist. Certainly, the Allize Taeew wield powerful magics, the likes of which are reminiscent of the Shissar sorceries of old. Allies: None. Enemies: The Allize Volew.

Allize Volew (Lizard People)

Alignment: DN. Location: Southern central Antonica. De- scription: The lizard people of the Feerrott are nomadic and primitive. They avoid conflict when possible but fight when attacked. They oppose the lizard people who inhabit the temple city of Cazic-Thule that lies in the Feerrott. Allies: None. Enemies: The Allize Taeew.

The Broken Skull Clan (Trolls of Antonica)

Alignment: DE. Location: Broken Skull Rock, an island off the southem coast of Antonica. Description: The Broken Skull Clan are brutal and merciless killers with a long history of warfare against other troll clans, elves, and ogres dating back to the times when Antonica was still called Tunaria. The clan’s only shred of virtue is what it reserves for itsmembers. Broken Skull trollsare fiercely loyal toone another, and one member of the clan will die to protect another, an internally focused sense of honor unseen in other troll clans. Outsiders are shown only deceit and cruelty. Leader: Dulak. Allies: None. Enemies: Da Bashers, the Shadow Knights of Night Keep.

The Butcherblock Bandits (Dwarven renegades)

Alignment: DE. Location: Butcherblock Mountains, Faydwer. Description: The Butcherblock Bandits are a cutthroat bunch of opportunists. They lurk along the roads between guard outposts, attacking travelers and robbing caravans. They are the dregs of dwarven society, rejected even by the dwarven rogues. Allies: None. Enemies: The Stormguard.

Butcherblock Goblins (Goblins of Faydwer)

Alignment: DE. Location: Butcherblock Mountains, Faydwer. Description: The Butcherblock Goblins are distant kin of Clan Runnyeye, with small settlements scattered through the moun- tains. They are nomadic, moving frequently to evade the guards that hunrthem. With theiraggressive attitudes and lust for wealth

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and goods, they are a menace to travelers and locals alike. Allies: None. Enemies: The Stormguard.

Clan Kolbok (Kobolds of Odus)

Alignment: DE. Location: The Mountains of Odus. Descrip- tion: The kobolds of Odus occupy a huge and complex warren in the Stonebrunt Mountains near Paineel, but they have nomadic camps of hunters, raiders, and foragers that scourall of Odus. These kobolds will attack anything they believe they can kill and loot. Allies: None. Enemies: The Deepwater Knights, the Heretics.

Clan Runnyeye (Goblins of Antonica)

Alignment: NE. Location: Central Antonica and the Butcherblock Mountains of Faydwer. Description: The Runnyeye goblins are fierce attackers, especially when they outnumber theirfoesat least three toone. The closer to even the numbers are, the more likely the goblins are to rememberan urgent appointmentelsewhere. Theyare inconstantbattle with the Guardians of the Vale, attacking the city of Rivervale as well as the outlying halfling settlements. The Runnyeye goblins lived in the Runnyeye Citadel forcountless generations, until the Pickclaw Goblins invaded the citadel and made it their new home. Now the Runnyeye goblins that escaped capture and enslavement by their cousins live a nomadic life, iia ptene to find a new cave or warren to claim as their own. Allies: None. Enemies: The Guardians of the Vale.

The Coldain (Ice Dwarves)

Alignment: OG. Location: Thurgadin, Velious, Description: The Coldain are the descendants of an ill-fated dwarven mining fleet blown off course and lost in the distant past. They live in the underground city of Thurgadin, an icy fortress made to keep them safe from the never- ending attacks by the giants of Kael Drakkal. The Coldain have been warring with the giants native to Veliouseversince the giantsdiscovered and attacked the first dwarven colony. The Coldain are even more stubbom than their kin in Kaladim. They are an extremely warlike society, made so by necessity rather than choice. While cautious with outsiders, they are willing to welcome ca: Naat

Drakkal as a fost ally. Leader: Dain Frostreaver IV. Allies: None.

Enemies: The Kromzek, the Kromrif.

The Corrupt Qeynos Guards

Alignment: NE. Location: Qeynos, Antonica. Description: Among the shining guardians of Qeynos is a silent faction of corrupted guards. They take bribes, misdirect investigations, and murder witnesses to protect the rogues’ guild of Qeynos. Some of them may even be secret worshippers of Bertoxxulous, looking out for the interests of the Bloodsabers. Leader: Kane Bayle. Allies: Circle of Unseen Hands. Enemies: The Qeynos Guards, the Steel Warriors.

Cristianos Thex (The Dark Elf Queen of Neriak)

Alignment: OE. Location: Neriak, Antonica. Description: The dark elf Queen is one of two contenders for the throne. Despite the fact that she is not a true member of the royal bloodline, she adopted the name of the former dynasty and managed to gain the support of many in Neriak. She and herallies strive to manipulate and connive their way into greater power and authority. Leader: Cristianos Thex. Allies: The Dead. Enemies: The Spurned, King Naythox Thex.

Crushbone Orcs (Ores of Faydwer)

Alignment: NE. Location: Central and eastern Faydwer. De- scription: Orc raiders loot villages and farms in Faydwer, killing and enslaving anyone within their range. Their warriors maintain a constant battle against the forces of Kaladim, Kelethin, and Felwithe. The dark elf guild the Indigo Brotherhood aids the Crushbone Ores, but they are not truly allies. The dark elves use the orcs as an effective means to strike at their enemies on Faydwer without risking harm to themselves. Either the orcs do not understand this or they do not care, willing to take whatever assistance the Brotherhood offers. Leader: Emperor Crush. Al- lies: None. Enemies: The Emerald Warriors, the Soldiers of Tunare, the Stormguard.

The Dragons of Skyshrine Alignment: N. Location: Skyshrine, Velious. ae ye The once bustling capitol of the dragons loyal to Veeshan, Skyshrine was

abandoned by most of the dragons that lived there. The only dragon that

remained was Lord Yelinak, who stays out of a respect for the formerly great capitol — and out of hatred for the Kromzek. The storm giants killed Lord Yelinak’s mate, and his goal is the destruction of the Kromzek andall their followers. Lord Yelinak has recruited various dragonkin and mortals to aid him in his fight against the giants. Leader: Lord Yelinak. Allies: None. Enemies: The Kromzek, the Kromrif.

Deathfist Orcs (Orcs of Antonica)

Alignment: DE. Location: Central and eastern Antonica. Description: The Deathfist Orcs have small settlements scat- tered around Antonica. They are nomadic, ready to pack up and move as needed to avoid enemies or find better hunting grounds. They are generally hostile and none too picky about who and what they devour. Allies: None, Enemies: The Ashen Order, the Guardians of the Vale, the Knights of Truth.

Dread Guard (Dark Elf Guards)

Alignment: OE. Location: Neriak, the Commonlands, and Nektulos Forest, Antonica. These guards keep order in Neriak and guard the region around it. A few of these guards go further, scouting and killing strangers both to remove potential enemies and to spread terror. The Dread Guard remains neutral in the conflict between King Naythox Thex and Queen Cristianos Thex. Allies: None. Enemies: The Leatherfoot Raiders.

The Freeport Militia

Alignment: N. Location: Freeport, Antonica. Description: The Freeport Militia came into power when the previous protectors of the city, the Knights of Marr and the Knights of Truth, went on a crusade. The Knights traveled across the Ocean of Tears to battle a plague of undead in Faydwer. When they retumed, the Militia had taken over much of Freeport, and the followers of the Marr twins were reluctant to come toa direct conflict. The Militia maintains a not-so-secret alliance with Freeport’s rogues; in return for favors and bribes, they protect the interests of the rogues and tend not to investigate crime too intently, They will crack down on foreign thieves, as will their seedy partners. Leader: Sir Lucan D'lere. Allies: The Coalition of Tradefolk Under- ground. Enemies: The Knights of Truth, the Priests of Marr.

The Frogloks of Guk

Alignment: N. Location: Southeastern Antonica. Description: A nation of frogloks lives in Innothule Swamp, centered in their subterra- nean city of Guk. Given the opportunity, they are peaceful, preferring to avoid conflict; however, conflict seems to find the frogloks. Since the time frogloks were hatched in Guk, purportedly by some of Mithaniel Marr’slife force touching the watersof theswamp, the frogloks have been atwarwith the troll clansofsoutherm Antonica. The frogloksare hunted, raided, and invaded by the trolls of Grobb, thus the frogloks of Guk have a burning hatred of trolls. Moreover, the frogloks are besieged by ghouls rising up from the lowest reaches of the caverns connected to Guk, Outsiderstrying tonavigate froglok society peacefully will find itas varied as that of humans. Some frogloks are paladins of Marr while others worship Prexus and still others explore necromancy. All frogloks, though, are of a like mind in regards to the common troll and ghoul enemies, Allies: None. Enemies: All trolls, undead frogloks of Guk.

Kromzek (Storm Giants of Velious)

Alignment: OE. Location: Kael Drakkal, Velious. Deserip- tion: The Kromzek are the nobility of Velious’ giants, who are significantly more intelligent than the giants found on the rest of Norrath. With their vast size, strength, and cleverness, they are extremely formidable foes. They despise the Coldain dwarves and have hunted them ever since the first contact between the races. The Kromzek are also in constant conflict with the dragons of Skyshrine. Leader: King Tormax. Allies: Ry’gorr Clan Snow Orcs. Enemies: The Coldain, the Dragons of Skyshrine.

The High Council of Erudin (The Rulers of the Erudites)

i : OG. Location: Erudin, Odus, Description: The Erudites are ruled by acouncil formed of the leaders of the various guilds in Enudin. Allies: All Erudite guilds. Enemies: The Heretics.

Kejekans (Cat People of Odus)

Alignment: DG. Location: The Stonebrunt Mountains, Odus. Description: The Kejekans area somewhat primitive culture in terms of crafted goods, but their crude physical goods belie their advanced spiritual wisdom. They are tolerant of Erudites from Erudin but hold the

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Heretics responsible for the fate of their Vah Shir cousins lost in the of Halas, Surefall Glade, and Qeynos. Their raiders assault travelers Erudite Civil War. Allies: None. Enemies: The Heretics. and attack remote guard posts, sometimes leading assaults against

The Leatherfoot Raiders (Halfling Warriors) the cities themselves, The best trade routes berween Qeynos and

Alignment: N. Location: Central Antonica. Description: Halas run through Sabertooth lands, and the bones of many The Leatherfoot Raiders are the best warriors of the Guardians of travelers litter the ground along those routes. Allies: None. En- the Vale, sent to harry and spy on the enemies of the emies: The Jagged Pine Treefolk, the Protectors of the Pine, the halflings. They are skilled fighters who hold no love A Qeynos Guards, the Steel Warriors, the Wolves of the

North.

The Sarnak Collective (Dragon People of Kunark)

Alignment: OE. Location: Kunark. Descrip- tion: The Sarnak Collective is a group of lizard-like beings created by the iksar necro- mancers at the height of the iksar Empire.

They are highly intelligent, with talented magic users in their ranks; they are also

very resistant to hostile magic. While

they are unfriendly to nearly anyone

who crosses their path, they have a

deep and abiding hatred of their former iksar masters. Allies: None. Enemies:

All iksar.

Shadowed Men (Invisible Hu- manoids)

Alignment: NE. Location: Throughout Norrath. Description: Shadowed men are invisible beings who travel widely across Norrath. They see themselves as the em-

bodiment of magicand believe that

they are the source of magic in the world. They are in never-ending conflict with the followers of

Solusek Ro and will attack them

wherever they find them. Shad-

owed men are terrifying foes who attack with no warning and usu- ally without provocation. Allies:

None. Enemies: The Temple of

Solusek Ro.

The Temple of Solusek Ro

(Followers of Solusek Ro)

Alignment: DN. Location: The

Temple of Solusek Ro, Antonica.

Description: The followers of Solusek Ro are of many races, and the Burning Prince is particularly favored by wizards. The largest

temple to Solusek Ro on Norrath is located in the rim of a volcano in the Lavastorm Mountains of Anronica.

The temple is filled with fire and lava, light and heat. Solusek’s followers see

the God of Fire as the source of all magic, and they guard many magical secrets unknown to the rest of Norrath. They also hate the shadowed men, and any contact between the two groups will end in combat. Allies: None. Enemies: The Shadowed Men.

The Unkempt Preservers (Fanatical Dru-

for dark elves. Allies: The Guardians of the Vale, the Stormreapers. Enemies: The Dread Guard.

Mayong Mistmoore (Dark Elf Vampire)

Alignment: OE. Location: Castle Mistmoore, Faydwer. Description: Mayong Mistmoore is the vampire leader at the center of Castle Mistmoore, an ancient fortressfilled with the undead. He is a very ancient and powerful sorcerer who has manipulated kings and lordsforuntold generations. Mayongneeds no allies against his many powerful en- emies. He hates most dragons and any bards that would worship Veeshan. Leader: Mayong Mistmoore. Allies: None. Enemies: Drusell Sathir, the League of Anronican Bards, the Ring of Scale.

Naythox Thex (The Dark Elf King)

Alignment: OE. Location: Neriak, Antonica. Description: The dark elf King is one of two would-be rulers of the Teir’Dal. Despite the small fact that he is not of the royal bloodline, he crowned himself king, adopted the name of the dynasty that came before him, and gath- ered supporters for his cause. The self-styled king and his followers seek to weaken the so-called Queen’s claims on the throne. Leader: Naythox Thex. Allies: The Spurned. Enemies: Queen Cristianos Thex, the Dead.

The Qeynos Guards

Alignment: OG. Location: Qeynos, Antonica. Descrip- tion: The Qeynos Guards are a powerful and noble force loyal to the city’s leaders and dedi- cated to the safety of the city’s citizens. They are a well trained force with a good reputation. Al- lies: The Silent Fist Clan. Enemies: The Bloodsabers, the Circle of Unseen Hands, Clan Sabertooth.

The Ring of Scale (Renegade Dragons)

Alignment: N. Location: Kunark. Description: The Ring of Scale consti- tutes the council of dragons that broke faith with Veeshan and left Velious to make their home in Kunark. They oppose all worshippers of Veeshan and the dragons still faithful to Her. Leader: Phara Dar Allies: None. Enemies: The League of Antonican Bards, Mayong Mistmoore, Venril Sathir.

The Sabertooth Clan (also called Sabertooths of Blackburrow; Gnolls of Blackburrow)

Alignment: NE. Location: Northwest Antonica, Description: The Sabertooth Clan is in astate of constant conflict with the forces

ids)

Alignment: DN. Location: The plains and mountains of southwestern Antonica. Descrip- tion: The Unkemprt Preservers arearenegade faction of druids who resort to extreme measures to protect nature. Having decided negotiation was useless, they now ambush and murder loggers, hunters, and trappers.

While their goals are the same as that of the Jagged Pine Treefolk, their methods are brutal and merciless. They oppose the worship of Karana and will kill the treants created by the Rainkeeper. Allies: None. Enemies: The Jagged Pine Treefolk.

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The characters have punched, hacked, and cast their way through a wall of monsters three feet thick. They've gotten the experience and divvied up the coins. But they know there's one more thing to be uncovered: magic items.

Magic items are regular objects that have been endowed with magical abilities. They can be weapons, armor, potions, jewelry, or even more fantastic things, and they're one of the most prized rewards a GM might hand out when characters accomplish a goal. Magic items improve character abilities and help players indi- vidualize their p aalnty They allow characters to have powers and abilities that race, class, and spells alone can’t always provide. Magic items make EverQuest sparkle, helping a fantasy game feel truly fantastic.

Most magic items are helpful, but some are mixed blessings, adding some benefits while subtracting from other abilities. Nearly any normal item can be enchanted to become magical.

Magic items are divided into several categories, generally according to where the items are kept ona user’s body: head, face, back, shoulder, neck, body, shirt, legs, wrist, finger, hands, belt, feet, ear, weapons (blunt, slashing, piercing, hand-to-hand, and ranged), shield, scrolls, and miscellaneous. For more on these categories, see “Item Slots” below.

How To Place Magic Items

Placing magic items can be a tricky part of your job as a GM. You don’t want the PCs to have too few items or items that are too weak — otherwise the opposition at their level will overwhelm the characters and the players will get discouraged. You also want to avoid handing out too many items, or too powerful ones: then the challenge goes away, and the players get bored. You want to hand out just the right amount of magic items to keep the characters competitive with their opposition.

The treasure tables help with this balancing act. They distrib- ute appropriate amounts of magic, money, and other items to keep characters on the level of the challenges they'll face according to the CR system. That said, don’t feel constrained by the tables. They're there to help you, not rule you. You might want to give out a certain magic item to the group to overcome a specific challenge, or to complement a character concept. That's fine. The tables are great for beginning GMs because one can use them without fear of breaking the game. As a GM gains experience, she can rely on her own judgment about what's powerful enough for her group.

Characters can come by magic items in several ways. The most common way is making them monster loot. Most monsters, especially intelligent ones, carry money and items with them. Powerful (or lucky) ones carry magic items. When the characters defeat them, they can take the magic items and use them in turn. Remember though, that if an enemy has a magic item, he’s probably going to use it. If a froglok has a magic dagger, he won't just let it dangle from his loincloth as he fights for his life!

You might want to mimic the EverQuest online experience and only allow certain magic items to drop from certain monsters. But a tabletop role-playing game allows you much more freedom, so don’t feel limited by online experience.

Another way to place magic items for characters is at the end of quests. At lower levels, the characters can talk to powerful NPCs around them and see if they have any tasks available as quests. NPCs can offer magic items as reward for completing these quests. At higher levels, characters may learn about quests inde- pendently and fulfill chem withouta patron. They might span the world and the planes collecting items, establishing relationships, and making deals to achieve famous (or infamous) epic-level magic items.

Players might come to you with a desire for their characters to have a certain item or ability. This is great — it means the player really wants to get into the game. Above all, though, don’t hand magic items out without challenging the characters to get them. A reward that comes without effort makes the whole game less fun for everyone.

Item SLots

Each category of item generally corresponds to a place on the body where an item can be worn or kept. These places on the body are called item slots. Only a limited number of items can be used effectively at the same time, depending on where they are worn. In some cases, this is obvious —a character with only two hands can’t use three battleaxes at once. In other cases, however, the limited number might be less obvious. For instance, a person could conceivably wear two cloaks at once. It would be bulky and look weird, but it’s certainly possible.

However, to provide interesting choices, and to prevent over- powered “doubling up" of some kinds of magic items, limitations are imposed according to their item slot. For instance, a character might wear two magic cloaks, but only one “back” item is allowed. Thus, only the first cloak’s power has any effect — the second cloak is useless, rendered inert, until the first is removed. Item slot

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fits the slot) include the following: 1 head (headband, helmet, or crown) | face (mask, eyepiece, or visor) 1 back (cloak or cape) 1 shoulder (mantle or pauldron) 1 neck (amulet, brooch, or necklace) 1 body (chest plate, armor, or robe) 1 shirt (shirts, including arm items) 1 legs (pants or leggings) 2 wrists (bracelets and bracers) 2 fingers (rings) 1 hands (gloves and gauntlets always come in pairs) 1 waist (belt or girdle) 1 feet (slippers, shoes, and boots always come in pairs) 2 ears (earrings)

loentifying Magic Items

Spellcasters and bards have an innate grasp for magic — they can feel mana flow through items around them. Because of this, a bard or spellcaster automatically knows whether an item he or she holds is magical, and can tell if any item within 60 feet is magical simply by looking at it. Finding out exactly what an item does can be harder.

Enchanters, magicians, necromancers, and wizards all receive the identify spell at varying levels. Bards of appropriate level may also sing Lyssa’s Cataloging Libretto to identify an item, These spells allow casters to identify the effects of a single irem (as detailed in the spell descriptions). Characters without easy access to these spells may pay to have items identified, or might be able to learn an item’s function through asking or researching more knowledgeable sources, or even by trial and error.

Using Items

A character must activate an item to use it. Many magic items activate simply by being worn, and function constantly, Others require more complex activations such as speaking an activation word or casting a spell; in such cases, activating the magic item requires a specific “activate magic item” action. This is a standard action that does not provoke attacks of opportunity, unless the item description or activation type indicates otherwise.

Note that for items that come in pairs (such as gloves or boots), both halves of the pair must be worn by the same character for the magic to be effective. Also note that, unlike in the online version of EverQuest, magic items never have level limits for use; such artificial limitations, necessary in online play, can be managed organically by the GM in table-top play. No character has to be of a certain level to use a given magic item. The magic functions for users of any level.

The four ways to activate magic items are as follows:

Spell Completion

This is the activation method for scrolls (see “Scrolls” on page 174). Scrolls are spells that have been written out and that thus require no preparation or mana to cast — all the effort has already been invested. The reader simply activates the spell by reading it aloud, speaking the words and gesturing as necessary to enact the spell. The time required to activate a spell completion item is the same as the spell’s normal casting time, and provokes attacks of opportunity just as if the item's user were casting the spell.

Tousea spell completion item safely, a character must be of the appropriate class and level to cast the spell normally without the item (although the character doesn’t actually have to have that particular spell recorded in his or her spellbook). If a character does not have the requisite class and level to cast the spell, he or she could make a mistake (see “Scroll Mishaps,” on page 175).

Any kind of item can store spells or spell-like powers, and the spells within are sometimes activated with a spell trigger. Quicker and easier than spell completion, spell trigger items are activated with a thought. A character who wants to activate a spell stored in a spell trigger item must know which spell is stored within — the character can't simply trigger the item blindly. Note thar spell triggered powers, unlike spell completion powers, are limited by class even while the item itself may be used by any class (e.g. a staff with +1 attack bonus and a healing power that is spell trigger (cleric) will grant a +1 attack bonus to any user, but only a cleric may use the healing power). The class(es) that can activate a spell trigger item are always noted in parenthesis in the “Activation” line of the item's description, such as “spell trigger (ranger)” or “spell trigger (cleric, druid).” Spell trigger items are almost always usable by spellcasting classes only, but items with “spell trigger (warrior)” are technically possible. Activating a spell trigger item is an attack action that does not provoke attacks of opportunity.

Command Word

Command word activation means that a character speaks a word or phrase to activate an item. Command words can be anything, and they are sometimes carved or molded into the item itself.

Spells such as identify reveal an item’s command word to the caster. Knowledge (mysticism) or Knowledge (history) checks (or some other Knowledge skill, in certain cases) might also be useful in helping to discover command words for newly found items. If the GM allows this method, the character must make an appro- priate skill check (DC 30) to come up with the word. If the check fails, a second check (DC 25) might at least provide a clue as to how or where to discover the command word. Any item without a specified activation method can be assumed to be activated by command word. Activating a command word magic item is an attack action that does not provoke attacks of opportunity.

Use-Activation

Characters simply use this type of item in the normal fashion to activate it — for example, swinging a magic axe, drinking a potion, or putting on a magic cloak. Use activation is generally straightforward and self-explanatory.

Most use-activated items are clothing, jewelry, weapons, or armor. In many cases, simply wearing the item is enough to activate it, and the item functions continually once worn. In other cases, the item must be kept with the character, but can stay in a bag and function normally, Some items made for wearing must still be activated consciously; this usually means mentally willing the activation to happen. No one else has to know when the character activates or deactivates the item.

Items with the “proc” designation are always use-activated items, at least as far as the process effects themselves are con- cerned. When an item with a proc effect is used successfully, such as when a wielder hits with a proc weapon, the user makes a Dexterity (or “Proc”) check against the DC listed with the proc effect. If the check succeeds, the proc effect occurs in addition to any other effects the item may have. If the check fails, the proc effect does not occur, but other non-proc effects still occur.

Unless the item description says otherwise, activating a use- activated item is either an attack action or no action. If using the item requires some separate action (such as drinking a potion) before the magical effect occurs, then use activation is a standard (attack) action. If the item’s activation is subsumed in its use (such as swinging a sword that grants an enhancement bonus to hit) and takes no extra time, use activation is not considered an action at all. Use activation does not provoke attacks of opportu- nity, although using the item might involve an action that provokes an attack of opportunity (such as shooting a magic bow while standing in a threatened space).

Equipping Magic Items

When an article of magic clothing, jewelry, or armor is discov- ered, size is not an issue. Magic items resize themselves automatically

to fit their wearer. Of course, a GM may specify that a particular item can be worn or used only by characters of certain races or classes, or perhaps that some of their abilities only operate for characters of certain races or classes. Otherwise, items will resize themselves to fit nearly any wearer.

Saving Throws Against Magic

Items

Magic items often produce spells or spell-like effects. When a target or opponent is required to save against a spell or spell-like — from a magic item, the DC is always 10 + the item's caster evel.

Item descriptions usually give saving throw DCs for their various effects, particularly when an effect has no exact spell equivalent.

Bonuses From Magic Items

Many magic items offer bonuses on attack rolls, damage rolls, saving throws, Armor Class, ability scores, mana, hit points, energy resistance, and/or skill checks. Most items that add to saving throws, attack rolls, damage rolls, or AC are usually restricted toa maximum bonus of +5, although certain epic items, usually with caster levels of 20th or higher, might reach +8. Most items that add to ability scores are restricted toa maximum bonus of +6, although, again, certain very potent items might reach +10. Other types of bonuses have no maximum.

Bonuses of different types always stack. Identical types of bonuses do not stack, so two items that confer an armor bonus do not both increase a character’s Armor Class. Only the higher bonus is effective. Exceptions to this rule include enhancement bonuses to body items and shields, enhancement bonuses to ranged weapons and their ammunition, dodge bonuses, synergy bonuses, and some circumstance bonuses.

Further, some magic items do not have a named bonus at all. Unnamed bonuses always stack with any other bonus, including other unnamed bonuses.

When a “bonus” type actually incurs a penalty (such as frozen

« efreeti boots, which grant both bonuses and penalties), it does stack with other similarly named bonuses. An item that gives a —2 enhancement penalty and another item that gives a +2 enhance- ment bonus would stack together, effectively canceling one another's effects.

See Table 5-1 fora list of bonuses granted by magic items and spells. Each type of bonus is explained below:

Arcane: This bonus represents an increase due to the effects of an item fashioned by a character's trade skill.

Armor: This is the same type of bonus that mundane armor gives a character. A spell or item that gives an armor bonus typically creates an invisible, tangible field of force around the affected character.

Augmentation: An augmentation bonus represents a magical augmentation of some aspect of a character as a result of a magic item.

Buff: Buff bonuses are added by spells, and affect many different aspects of a character including ability scores, attack bonus, damage, and Armor Class.

Circumstance: This is a bonus or penalty based on situational factors, which may apply either to a check or the DC for that check. Circumstance modifiers stack with each other, unless they arise from essentially the same circumstance.

Competence: A competence bonus actually increases a character's ability to do something, making the character more competent at some action.

Deflection: A deflection bonus increases a character's AC by causing attacks to veer off.

Divine: A divine bonus represents power added through godly intervention, or at least by the servant of a god.

Dodge: This bonus increases a character's ability to get out of the way quickly. Dodge bonuses do stack with other dodge bonuses, However, spells and magic items never grant dodge bonuses. Only feats and special abilities do that.

Enhancement: An enhancement bonus represents an increase in the strength or effectiveness of a character as a result of a magic item.

Enlargement: This bonus occurs when a character magically grows in size. Enlargement bonuses increase Strength and some- times Constitution, and also sometimes decrease AC, attack, and Hide check bonuses.

Haste: A haste bonus improves a character’s AC because he or she moves faster.

Inherent: An inherent bonus is a bonus to an ability score that results from powerful magic. A character is limited to a total inherent bonus of +5 to any ability score.

Insight: An insight bonus grants a character better an almost precognitive knowledge of factors pertinent to the activity.

Luck: A luck bonus is a general bonus that represents good fortune.

Metabolic: This bonus is the result of some change to the basic function or chemistry of a character’s body usually because of a

Morale: A morale bonus represents the effects of greater hope, courage, and determination in some endeavor.

Natural Armor: A natural armor bonus is the type of bonus that many creatures get because of their tough or scaly hides. A natural armor bonus bestowed by a spell indicates that the subject's skin hardens or thickens.

Slow: A slow bonus reduces a character’s AC because he or she moves more slowly.

Synergy: This is a bonus resulting from the beneficial interac- tion of two related skills,

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Table 5-1: Bonuses From Magic items Bonus Type Improves

AC, Armor's bonus, attacks, damage, ability scores, mana, hit points, resistance, saves AC AC, Armor's bonus, attacks, damage, ability scores, mana, hit points, resistance, saves AC, attacks, damage, ability scores Attacks, checks Attacks, saves, checks AC AC, saves, checks, hit points, mana AC AC, Armor’s bonus, attacks, damage, ability scores, mana, hit points, resistance, saves Str, Con, attacks, AC AC Ability scores Attacks, AC, saves, checks Attacks, weapon damage, AC, saves, checks Ability scores, mana, hit points, resistance, saves Attacks, damage, checks, saves AC AC Checks

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Attack Bonusesand

Damage Reduction

Some magic items gain differing bonuses for the purposes of attack rolls and damage rolls. For instance, a cold iron momningstar (q.v.) has a +2 enhancement bonus to attacks and a +3 enhance- ment bonus to damage. For the purpose of determining a weapon’s ability to penetrate a creature's damage reduction, always con- sider the weapon’s attack bonus; the damage bonus has no direct bearing on damage reduction. Thus, the etched steel baton can ignore damage reduction 10/+2, because the baton has an attack bonus of +2. Itdoes not ignore damage reduction 10/+3, however, even though it has a damage bonus of +3.

Charges, Ooses,and Multiple-Use Items

Some items are limited in power by the number of charges they hold. The number of charges is usually specified in the item's description. If no amount is listed, an item contains a maximum of 50 charges. When characters receive magic items from a quest, the items are usually fully charged. When an adventurer gains an item from an enemy instead of from a quest, its former owner probably used some of the charges already. The GM should decide in such cases how many charges remain.

Prices listed in this chapter are for fully charged items. For items that become worthless when their charges run out (which is the case for almostall charged items), the value ofa partially used item is proportional to the number of charges left. Items with other abilities that continue to be useful after their charges are spent obviously retain some value. GMs must use discretion in pricing such items,

Damageto Magic Items

Magic items get a saving throw against spells or magical effects that might deal damage to them — even for attacks against which a mundane item would get no save. Magic items use the same saving throw bonus for all saves, whether Fortitude, Reflex, or Will. A magic item’s saving throw bonus equals 2 + 1/2 the item's caster level (round down). Intelligent magic items are an excep- tion: they gain a modifier to their Will saves based on their Wisdom scores, as would a creature.

Magic items, unless otherwise noted, take damage as normal items of the same type. A damaged magic item continues to function, but if it is destroyed, it loses all magical power.

The AC, hardness, hit points, and Break DC are listed for typical examples of some types of magic items (also see Table 5— 2: Typical Hardness, Hit Points, and Break DCs for Common Items). The AC assumes that the item is unattended and includes a—5 penalty for the item's effective Dexterity of 0 and its relative size. If a creature holds the item, use the creature’s Dexterity modifier in place of the —5 penalty. For more information on damaging items, see the EverQuest: Player's Handbook, page 379.

Magic Item Descriptions

Magic items are presented in sections on the following pages in alphabetical order of the slot where the item may be worn or held. These sections include notes on activation, random generation, and other material. Within a section, individual magic items are presented according to a basic template. The categories of this template are explained below:

Description

This is a general description of the item's appearance, history, uses, or other interesting notes. In some cases, the description might include an item’s activation word.

Items that simply store spells do not get full descriptions. Instead, refer to the spell’s description for details, modified by the

om wha Table 5-2: Typical Hardness, Hit Points,and Break OCs ror Common items |

Object Hardness Hit Points Break DC

Arrow 12

Backpack

Breastplate

Broad sword

Chain shirt

Chainmail

Chest, large wooden

Chest, large, bound

Chest, small wooden

Club

Coffer, iron

Crowbar (iron)

Dagger

Full plate armor

Gauntlet

Greatsword

Heavy mace

Hide armor

Huge greatclub

Huge greatsword

Jug (clay)

Leather armor

Light mace

Lock, average

Longbow

Longspear

Longsword

Map case (leather)

Potion bottle

Rapier

Rope, hemp

Rope, silk

Shield, buckler

Shield, large steel

Shield, large wooden

Shield, small steel

Shield, small wooden

Shield, tower

Short sword

Spear Spiked chain

This item or material can be broken only under very specific circumstances. Leather armor, for instance, cannot be “broken” by an opponent, unless perhaps a grappler tried to use brute Force (a Strength check) to tear the armor off a pinned opponent's body.

The Break DC of a mighty composite bow is either 21, or 20 + the maximum Strength bonus that can be used with the bow, which- ever is higher.

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item’s form, as applicable (drinking for potions, reading for scrolls, etc.). Unless the GM specifies otherwise, spells from items are cast at either the item's caster level or the minimum required level for the spell (whichever is lower).

Powers

This presents the game statistics, benefits, and penalties asso- ciated with each item. If the item has a spell ora spell-like ability in it, this section gives the spell and its caster level, which determines the item’s own saving throw bonus and its powers’ saving throw DCs, as well as range or other level-dependent aspects of the powers of the item (if they are variable). It also determines the level of the effect should the item be affected by a cancel magic spell or similar power or situation.

Subheadings under powers might include a listing of specific bonuses: focus effects, which identifies those spells for which the item can serve as a focus; and bonus types, which describes the types of bonuses given for various effects (see “Bonuses from Magic Items,” above, for a full explanation of bonus types).

When an item’s powers include resistances or save bonuses, these are meant to be energy resistances unless otherwise speci- fied. When an item confers a haste bonus with a parenthetical number after it, refer to “Table 8-2: Haste Ranks and Effects” in the EverQuest: Player's Handbook for specific effects.

Flowing Thought +

Some items have a power called flowing thought. This

powerenablesa spellcaster to recover mana more quickly '

for as long as the item is worn or held, or otherwise utilized as described. In addition, an item with flowing thought can only speed the recovery of mana that was expended while the item was worn. Flowing ie allows a character to recover mana at a rate equal to the flowing thought value every 10 minutes (fractional gains are possible). For example, flowing thought V grants the recovery of five points of mana every 10 minutes, or the GM may tule that one point is recovered every two minutes. In addition, all flowing thought effects stack, to a maximum total value of 30. Thus, a character wearing a flowing thought | headband and flowing thought III boots while wielding a flowing thought I] dagger would recover a total of 6 additional mana every 10 minutes. Items with flowing thought IV or more are extremely rare and incred- ibly valuable.

Caster Level

The effective caster level at which the item’s special powers are used.

Market Price

The cost to purchase the item. Note that this is a base cost under ideal circumstances. If a buyer has low Charisma or little bargaining (i.e. Diplomacy) skill, low faction with the merchant, or if the seller is greedy, the price might well be higher.

Slot

The item slot that the item takes up. (See “Item Slots,” above, for descriptions and limits on items in specific slots.)

Weight

Most items have their weights listed in pounds. An entry of “— ” indicates that an item has no weight worth noting (for purposes of determining how much of a load a character can carry).

Magic Armor and Weapon Qualities

The following special qualities can be added to magic armor and weapons in EverQuest roleplaying. Most enhance a character's normal abilities, such as damage, resistances, attack abilities and the like. All of these qualities exist in addition to any weapon or armor enhancement or other magic bonuses.

MagicArmor Abilities

Animated: Upon command, an animated shield floats within 2 feet of the wielder, protecting her as if she were using it herself but

freeing up both her hands. Only one animated shield can protect a character at a time.

Arcane Harmony: Armor or shields with this enchantment never impose an arcane spell failure chance on the wearer. This ability has no effect on the user's proficiency with the armor or shield (i.e. the Shield Proficiency or appropriate Armor Profi- ciency feat is still necessary to avoid skill check nonproficiency penalties).

Arrow Deflection: This shield protects the wielder as if he had the Deflect Arrows feat.

Bashing: The bearer of this shield may make a bash attack as if he has the Bash feat. If he already has the Bash feat, then the bash attack is made as if he had the Improved Bash feat. If he already has the Improved Bash feat, then the damage inflicted increases by one die type (1d10 for Large characters, 1d8 for Medium-size characters and 1d6 for Small characters). Tower shields cannot be enchanted with this ability.

Blinding: A shield with this enchantment flashes with a bril- liant light up to twice per day upon command of the wielder. All within 20 feet except the wielder must make a Reflex saving throw (DC 14) or be blinded for 1d4 rounds as per the spell flash of light.

Fortification: This suit of armor or shield produces a magical force that protects vital areas of the wearer more effectively. When a critical hit or sneak attack is scored on the wearer, there is a chance that the critical hit or sneak attack is negated and damage is instead rolled normally:

Fortification Type Chance for Normal Damage Light 25%

Moderate 75%

Heavy 100%

Ghost Touch: This armor or shield seems almost translucent. Both its enhancement bonus and its armor bonus count against the attacks of incorporeal creatures. Further, it can be picked up, moved, and worn by incorporeal creatures at any time. Incorpo- real creatures gain the armor or shield’s enhancement bonus against both corporeal and incorporeal attacks, and they can still pass freely through solid objects.

Glamered: A suit of armor with this capability appears normal. Upon command, the armor changes shape and form to assume the appearance of a normal set of clothing. The armor retains all its properties (including weight) when glamered. Only an identify spell or similar magic reveals the true nature of the armor when disguised.

Hardness: A suit of armor or a shield with this enhancement gains a +2 bonus to both its hardness and its Break DC.

Invulnerability: This suit of armor grants the wearer damage reduction 5/+1.

Process Defense: The wearer of this armor receives a +2 to all saving throws against proc effects, and the Proc DC of any weapon used against the wearer of the shield or armor is increased by 2.

Process Immunity: The wearer of this armor gains immunity to all proc effects.

Reflection: This armor gleams like a polished mirror, its surface completely reflective. Once per day as a free action, it can be called on to reflect a spell back upon its caster, inflicting its effects on the caster instead of the wearer of this armor. This effect reflects only spells that have the wearer as its only target — area spells and multiple-target spell are not affected. Reflection also does not affect “touch” range spells. Thus, lighting bolt (a ranged spell with a single target) would be reflected, but bonds of Tunare (which affects up to six targets) would not.

Shadow: This type of armor is jet black and blurs the wearer whenever she tries to hide, granting a +10 circumstance bonus to Hide checks (essentially a bonus for an extremely favorable condition). This bonus does not stack with the Hide bonus granted by other magic items or blinding-based Hide check bonuses. (The armor’s armor check penalty still applies nor-

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Silent Moves: This armor is well oiled and magically constructed so that itnot only makes little sound, but it dampens sound around it. It adds a +10 circumstance bonus to its wearer’s Sneak checks. (The armor’s armor check penalty still applies normally.)

Slick: Slick armor seems coated at all times with aslightly greasy oil. It adds a +10 circumstance bonus to its wearer's Escape Artist checks. (The armor’s armor check penalty still applies normally.)

Spell Resistance: Thisenchantment grants the armor’s or shields wearer spell resistance while the armor is worn. This spell resis- tance can range from SR 10 to 13 in minor items to SR 30 or even higher in epic versions. Note that this enchantment differs from magic resistance (see above).

Spell Resistance [Acid]: A suit of armor or a shield with this enchantment normally has a dull gray appearance. This ability functions as described under spell resistance, above, but only against spells and spell-like effects with the [acid] descriptor. This spell resistance can range from SR 10 to 13 in minor items to SR 30 or even higher in epic versions.

Spell Resistance [Cold]: A suit of armor or a shield with this enchantment normally hasa bluish, icy hue or is adorned with furs and shaggy pelts. This ability functions as described under spell resistance, ae, but only against spells and spell-like effects with the [cold] descriptor. This spell resistance can range from SR 10 to 13 in minor items to SR 30 or even higher in epic versions.

Spell Resistance [Disease]: Armor or shields with this enhance- mentare always clean, polished and bright regardless of conditions. This ability functions as described under spell resistance, above, but only against spells and spell-like effects with the [disease] descriptor. This spell resistance can range from SR 10 to 13 in minor items to SR 30 or even higher in epic versions.

Spell Resistance [Fire]: A suit of armor with this enchantment normally has a reddish hue and often is decorated with a draconic motif. This ability functions as described under spell resistance, above, but only against spells and spell-like effects with the [fire] descriptor. This spell resistance can range from SR 10 to 13 in minor items to SR 30 or even higher in epic versions.

Spell Resistance [Lightning]: A suit of armor or a shield with this enchantment normally has a bluish hue and often bears a storm or lightning motif. This ability functions as described under spell resistance, above, but only against spells and spell-like effects with the [electricity] descriptor. This spell resistance can range from SR 10 to 13 in minor items to SR 30 or even higher in epic versions.

Spell Resistance [Magic]: A suit of armor with this enchantment often has a silvery-blue luminescence. This ability functions as described under spell resistance, above, but only against spells and spell-like effects with the [magic] descriptor. This spell resistance can range from SR 10 to 13 in minor items to SR 30 oreven higher in epic versions.

Spell Resistance [Poison]: A suit of armor with this enchantment normally has a pale silvery or white hue and often is decorated with a serpentine motif. This ability functions as described under spell resistance, above, but only against spells and spell-like effects with the [poison] descriptor. This spell resistance can range from SR 10 to 13 in minor items to SR 30 or even higher in epic versions.

Spell Resistance [Sonic]: A suit of armor or a shield with this enchantment normally has a glistening appearance. This ability functions as described under spell resistance, above, but only against spells and spell-like effects with the [sonic] descriptor. This spell resistance can range from SR 10 to 13 in minor items to SR 30 or even higher in epic versions.

Magic Weapon Abilities Most magic weapons have only enhancement bonuses. How- ever, they can also have the special abilities detailed here. A weapon witha special ability must have at least a+1 enhancement bonus. Process Effects: A process, or “proc” effect is an additional

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determined by an additional Dexterity check made by the weapon's wielder. As noted in the EverQuest: Player's Handbook (pg. 374), the best way to handle attacks with proc weapons is to roll two different d20s, one for the attack itself and one for the required Dexterity (or Proc) check. A weapon cannot have multiple proc effects.

Those special abilities below that are marked with an asterisk (*) can also exist as a process effect. If so, the Proc DC for the ability to take effect is listed at the end of the ability’s entry. Non- marked abilities cannot exist as process effects. Weapons with process effects are noted in their description, such as a +1 chaotic (proc) longsword.

A weapon cannot have multiple process effects, so a +1 chaotic (proc) longsword could not have a process spell effect in addition to its chaotic (proc) ability. If it were a normal chaotic weapon, however (i.e., without the chaotic (proc) ability), it could have an additional proc effect, such as an ignite or fear spell.

A weapon cannot proc more than once per round. [fa character has multiple attacks, then the player can make a Proc check on the character's first successful attack. If the Proc check fails, then the player may roll again on the next successful attack. Once the Proc check is successful and the proc effect is triggered, however, the player cannot make any further Proc checks for that weapon in that round.

Guidelines for spell-based Proc effects are also listed in the following section.

Acidic*: This weapon has a glistening appearance. Upon com- mand, it drips with filmy, steaming liquid. Acid weapons deal an additional +2d6 points of acid damage on any successful hit. Bows and slings so enchanted bestow the acid upon their ammunition.

Proc DC: 20

Bane*: A bane weapon excels at attacking one type of creature. Against its designated foe, its effective enhancement bonus is +2 better than its normal enhancement bonus (so a +! longsword is effectively a +3 longsword against its foe). Further, it deals an _ tional +2d6 points of damage against the foe on each success-

it.

Torandomly determine a bane weapon's designated foe, roll on the following table.

TH.

aa 06-08 07-13 14-20 21-25 26-30 31-35 36-40 41-45 46-50 51-53 54-58 57-65 66-70 71-75 76-77 78-85 86-972 973-94 75-100

Monstrous humanoids (choose subtype) Oozes

Outsiders, discordant

Outsiders, evil

Outsiders, good

Outsiders, orderly

Plants

Shapechangers

Undead

Vermin

Humanoids (choose subtype)

effect or damage that may occur with any successful attack, as (eee :

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Bonus types: Ability score = enhancement. Hit points = en- hancement.

Caster Level: 6th

Market Price: 10,350 gp

Slot: Back

Weight: 2 lbs.

Cloak or the ice Bear

Description: This cloak is one of the great barbarian legends. When a young warrior seeks to prove himself, he stalks one of the great bears of Everfrost. Sometimes, a warrior destined for great- ness will be led to an ancient bear by a bear spirit, and as the bear dies the spirit inhabits the body and instills the bear’s hide with the essence of the bear itself.

Powers: Hp +3, cold resistance (8), cold save +2.

Bonus types: Hit points = enhancement. Resistance = enhance- ment. Save = enhancement.

Caster Level: 3rd.

Market Price: 2,700 gp.

Slot: Back.

Weight: 3.5 lbs.

Hooded BLackCloak

Description: The c and some other spies and guards of Castle Mistmoore, those bound by undeath to protect their master and his castle — are sometimes equipped with this notorious full cloak. It is made of pure black satin with a simple but sturdy tie-cord at the throat.

Powers: This cloak grants its wearer a +5 bonus to Hide checks.

In addition, the wearer may surround herself with an aura of

magical darkness that provides one-half concealment (20% miss chance) even against opponents who can see through normal darkness. The darkness may be created or dispersed at will asa free action, but may only be used for a total of 5 minutes per day. Su +2, hp +11. Bonus types: Ability score = augmentation. Hit points = aug- mentation. Skill = enhancement.

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Activation: Use Activated. Caster Level: 8th.

Market Price: 14,830 gp Slot: Back.

Weight: 2.5 lbs.

Kunzar Cloak

Description: This cloak is an ancient item worn by the callers of Sathir, the magical spirit guardians of Karnor’s Castle deep inside the continent of Kunark. This castle is home to a very powerful necromancer, Venthril Sathir, who is guarded by many drolvargs and an immense undead army of skeletons and spirits.

Powers: Int +1, Wis +1, fire resistance (4), fire save +1.

Bonus types: Ability scores = enhancement. Resistance = enhancement. Save = enhancement.

Caster Level: 3rd.

Market Price: 5,600 gp.

Slot: Back.

Weight: 0.1 lbs.

Molten Cloak

Description: The gnomes who stubbornly insist upon remain- ing within Solusek’s Eye are the creators of this cloak. The magic that permeates that place is surely part of the inducement to risk the fire goblins and worse creatures of the tunnels, and it’s the ore mined from the channels of molten lava that is used in tailoring this fabled cloak. Magical properties of the ore keep itin its molten state even when it’s spun into a fine mesh, and thus an ever- changing pattern of swirls appears across the cloak's surface.

Powers: Int +2, Wis +2, cold resistance (3), fire resistance (1).

Bonus types: Ability scores = enhancement. Resistances = enhancement.

Caster Level: 6th.

Market Price: 11,500 gp.

Slot: Back.

Weight: 2 lbs.

Netted Cape

Description: The frogloks of Innothule Swamp have mastered the skill of crafting netted armors and apparel. Through a magical weaving of spiderling silk and luminescent moss, they are able to create light and durable pieces of clothing with magical proper- ties.

Powers: This cape grants its wearer a +2 bonus to Hide checks in natural surroundings. At will, the wearer can have it emit a slight glow equivalent to candle-light; while it is glowing in this way, the wearer cannot benefit from the cape’s Hide bonus,

Bonus types: Skill = circumstance.

Activation: Use Activated.

Caster Level: Ist.

Market Price: 580 gp.

Slot: Back.

Weight: 0.4 lbs.

Onyx Orakescale Cloak

Description: These magnificent dark cloaks are greatly prized; they can be created only from the scales of those drakes that inhabit a valley deep within Rathe Mountains.

Powers: Dex +3, mana +12.

Bonus types: Ability score = enhancement. Mana = enhance- ment,

Caster Level: 9th.

Market Price: 12,750 gp.

Slot: Back.

Weight: 3 Ibs.

Resistance = augmentation. Caster Level: 6th. Market Price: 5,980 gp. Slot: Back.

Weight: 3 lbs.

Seahorse-Scale Cloak

Description: The watery city of Kedge Keep houses many magical creatures. A few adventurers have journeyed into this unexplored place and fewer have returned. One of the guardians there is a breed of seahorse-like creature that’s said to have very powerful magic infused within its scales. This cloak is one result of a successful foray into this murky place, and one that has tempted more than a few to return.

Powers: Dex +2, cold resistance (14), cold save +3.

Bonus types: Ability score = augmentation. Resistance hancement. Save = enhancement.

Caster Level: 7th.

Market Price: 7,200 gp

Slot: Back.

Weight: 3.5 lbs.

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~ : , Ost Sp a a Cayo eeer ~ _ —_ ae thd i Pee _. EverQuest RPG:GameMaster’'sGuibe ue gti, WitheredLeather Cloak f Description: Some of the most prized magical rogue — Description: Deep in the haunted remains of the Hole lie i! armor and accessories are known as “ravenscale” gear. \ the remnants of a great castle. Unlike the rest of the city, 4 They are very well suited for rogues due to their which is overrun by rock golems and elementals, the rt dark color, which allows them to blend more castle has been claimed by the souls of the easily into the shadows. Such gear is said to Erudites and others who died during the great be made through a special process of explosion. These disturbed undead are pow- ‘ fusing enchanted raven feathers with erful spellcasters, and some of the clothing an odorless black pitch. they wore at their death has been infused . Powers: The wearer of this cloak with powerful magic qualities. gains a +4 bonus to Hide checks. Al- Powers: Str +2, Con +3, mana +2. t though technically a back item, the Bonus types: Ability scores = augmen- cloak protects as if it were armor. The tation. Mana = augmentation. ‘a armor bonus granted di es not stack Caster Level: 9th: ; with similar bonuses from other ar- Market Price: 16,500 gp : mor worn. Slot: Back. 4 Ravenscale Cloak (AC +1; at Sin hardness 1, 4 hp, Break DC 20) Weight: 2 lbs. (4 Dex +2, cold resistance (2). a Bonus types: Armor class = Blunt Weapons y armor. Ability score = augmen- This class of weapons in- tation. Skill = circumstance. cludes clubs, maces, hammers, t

and the like. : Physical Description: Blunt weaponsare often made of wood and metal, although S manyare entirely metal. The business end is often en- hanced or adorned with r spikes or studs, or are sim- ply larger relative to the handle. Occasionally, though, such items appear as simple metal rods. Statistics for common weapons can be found in “Table 5-2: Typical a Hardness, Hit Points, and Break DCs for Common Items”; extrapolate other items’ statistics from these samples, when neces- sary. Each +1 enhancement bonus to attacks adds 1 point to a 2 weapon's hardness and hit points, and each +1 enhancement bonus to damage adds 1 point to a weapon's Break DC. Attackers cannot , damage magic weapons unless the attack bonus of the striking weapon is at least as high as the struck weapon's attack bonus.

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Activation: Blunt weapons are use-activated unless otherwise specified in their description. r

Random Generation: To generate blunt weapons randomly, roll on “Table 5—7: Blunt Weapons.”

White WolF-Hide Cloak sé Description: Another of the mystical Table 5-7: Blunt Weapons animals of Everfrost is the white wolf. It Minor Medium Major Epic Item Name Market Price is said that a cloak constructed from the 1-50 Combine Morningstar 2,308 gp skin of one these great white creatures, if . it is slain on a night when Luclin shines S1-70 01-05 a = Glowing Wooden Crook 7,700 gp ra bright in the sky, will capture the power 7i-100 06-20 — — Runed Totem Staff 8,000 gp of the animal and transfer it to a worthy — 21-40 — — Sap of Piety 8,350 gp , wearer. These cloaks are as white and = 41-60 = = Cold Iron Morningstar 24,508 gp ct ielingathemowandassotmtucts, oy) mates see eae Str #1: Dex: 61: cold cone 81-95 ~_— Rod of Oblations 24,805 gp Oy tance (2). — _- ol-200 — Etched Steel Baton 34,305 gp z, Bonus types: Ability scores = enhance- = = 21-35 — Velium Etched Stone Mace 55,305 gp a ment. Resistance = resistance. — _ 36-50 — Runed Elder Staff 63,850 gp . Caster Level: 3rd. — 76-100 51-55 — Ketchata Koro Mis 81,606 gp - Market Price: 5,440 gp. — _ 56-70 — Iksar Berserker Club 82,301 gp te Slot: Back. _ _ 71-85 _ Wraith-Bone Hammer 76,812 gp “, Weight: 0.3 Ibs. — — 86-75 — Smoldering Brand 100,302 gp : — _- 76-100 O1-100 Staff of Forbidden Rites 261,800 gp te _ a I TA BORE FERAL OE ME MOLLER WHE SAY) PBR SA) BPRS pe

Cold Iron Morningstar

Description: Though the goblins of Permafrost use these weapons, they are not the original creators of them. Apparently, in their digging into the ancient caverns the goblins have un- earthed a number of ancient caches, and these solid iron morningstars were among one such cache.

Powers: This morningstar has a +2 bonus to attacks and a +3 bonus to damage, as well as the speed quality.

Cold Iron Morningstar (1d10+3, delay 5; AC 7, hardness 12,27 hp, Break DC 28)

Bonus types: Attack = enhancement. Damage = enhancement.

Caster Level: 7th.

Market Price: 24,508 gp.

Slot: Blunt.

Weight: 4.5 lbs.

Combine Morningstar

Description: For its brief time, the Combine Empire shone. One of its lasting legacies is the magic weapons now possessed mainly by Norrath’s gypsies. Although these weapons are of simple construction, of solid iron, their magical nature makes them very useful to adventurers.

Powers: This morningstar has a +1 bonus to attacks and damage.

Combine Morningstar (1d10+1, delay 6; AC7, hardness 11, 26 hp, Break DC 26)

Bonus types: Attack = enhancement. Damage = enhancement.

Caster Level: 3rd.

Market Price: 2,308 gp.

Slot: Blunt.

Weight: 10 lbs.

Enameled Black Mace

Description: Another lost secret from the ruins of lower Guk, these weapons are found only in the hands of the undead frogloks that inhabit tharplace. An enameled black mace functions as a heavy mace, although it weighs little, and is enameled entirely in an unknown black material that resists scratches and wear of any kind.

Powers: This heavy mace has a +2 bonus to attacks and damage, and the hardness and speed abilities.

Enameled Black Mace (1d8+2, delay 4; AC 7, hardness 14, 27 hp, Break DC 30).

Bonus types: Attack = enhancement. Damage = enhance- ment.

Caster Level: 6th.

Market Price: 24,512 gp.

Slot: Blunt.

Weight: 4.5 lbs.

Etched Steel Baton

Description: This weapon is given to the elite leaders of Chardok’s military units both as sign of leadership and as a useful weapon. The etched steel baton is a 3-foot-long rod that functions as a light mace, made entirely of steel etched with sarnak runes of power.

Powers: This club has a +3 bonus to attacks and damage, as well as the bludgeoning ability.

Etched Steel Baton (1d6+3, crit 19-20 (x2), delay 5; AC 8, hardness 13, 13 hp, Break DC 29).

Cold resistance (4), poison resistance (4), cold save +1, poison save +1.

Bonus types: Attack = enhancement. Damage = enhancement, Resistances = resistance. Saves = resistance.

Caster Level: 9th.

Market Price: 34,305 gp.

Slot: Blunt.

Weight: 3 lbs.

Glowing WoobdenCrook

Description: This weapon is a large, crooked wooden stave enchanted to give off light at will.

Powers: This awkward staff actually functions more like a club in combat, with +1 bonus to attacks and damage. It sheds light in a 20-foot radius with a command word (a second command word ends the light effect).

Glowing Wooden Crook (1d6+1, delay 5; AC 6, hardness 6, 11 hp, Break DC 23)

Bonus types: Attack = enhancement. Damage = enhancement.

Caster Level: 3rd.

Activation: Command Word (light), Use Activated (attack and damage bonuses).

Market Price: 7,900 gp.

Slot: Blunt.

Weight: 8.5 lbs.

Iksar Berserker Club

Description: In the ancient ruins of Kurn’s Tower there are a number of ghosts, spirits, and undead. These spirits are full of hatred and rage, and these emotions can occasionally be passed on to nearby objects, such as pieces of wood or random thigh bones. Such bones are simple looking enough, but when one is wielded as a weapon, its wielder can feel the contained rage and sometimes become filled with it himself.

Powers: This wooden club has a +4 bonus to attacks and damage and the speed ability, and the club can process (Proc DC 20) the fleeting fury spell upon the wielder.

Iksar Berserker Club (1d6+2 and ijieting fury proc, delay 4; AC 7, hardness 9, 8 hp, Break DC 25)

Str +2, Int—1, Wis +2.

Bonus types: Ability scores = enhancement. Attack = enhance- ment. Damage = enhancement.

Caster Level: 12th.

Market Price: 82,301 gp. Slot: Blunt. Weight: 8 lbs.

Ketchata Koro Mis Description: This weapon is a magical version of a fairly common sarnak weapon. It is like a quarterstaff in size and general shape, but the weapon's two ends are encrusted with spikes, each end thus being similar to a morningstar.

Powers: This wood-and-metal quarterstaff has a +3 bonus to attacks and a +2 bonus to damage, as well as the bludgeoning and speed abilities.

Ketchata Koro Mis (1d8+2/1d8+2, crit 19-20 (x2), delay 5; AC 6, hardness 8, 12 hp, Break DC 25).

A normal version of the weapon has the following properties: 2-handed blunt/piercing; Dam 1d8/1d8, critx2,SZ Large, Wr 8 lb, Dly 6.

Bonus types: Attack = enhancement. Damage = enhancement.

Caster Level: 8th.

Market Price: 81,606 gp.

Slot: Blunt.

Weight: 5 lbs.

Rodor Oblations

Description: While this weapon can be used to fight, it is used most often for its magical protections. Originally created long ago by iksar magic, the secrets to these rods’ creation lie only in the hands of the dead and undead now. The rod is a thick shaft of metal nearly 3 feet in length (although its weight is negligible for the wielder), and the whole is etched with iksar runes. One end

isslightly larger than the other, so that the rod acts asa light mace,

Sap oF Piety and several valuable gemstones are embedded into the larger end.

Description: The exact origins of these weapons are lost in time. Powers: This metallic rod has a +2 bonus to attacks and They are certainly very old, and may be of gnomish creation damage and the speed ability. originally. They have been found amongst certain gnomes who were

Rod of Oblations (1d6+2, delay 4; AC 7, hardness 12, 27 hp, taken away from their home a very long time ago, but even they

Break DC 28). don’t remember where they got them. The sap appears as a stout Mana +10, acid resistance (4), cold resistance (4), fire resis- wooden club with metal bands embedded into the wood, running tance (4), acid save +1, cold save +1, fire save +1. down the length of it. A sap of piety is surprisingly light for its size. Bonus types: Attack = enhancement. Damage = enhancement. Powers: This wooden club has a +2 bonus to attacks and a +5 Mana = augmentation. Resistances = augmentation. Saves = bonus to damage, as well as the massive quality. augmentation. Sap of Piety (1d8+5, delay 6; AC 7, hardness 8, 9 hp, Break Caster Level: 6th. , DC 28). Market Price: 24,805 gp. Bonus types: Attack = enhancement. Damage = enhance- Slot: Blunt. ment. Weight: 0.1 Ibs. Z Caster Level: 6th.

Market Price: 8,350 gp.

Runed Elder Starr y ' Slot: Blunt. Description: Thesestavesare ||| Weight: 2.5 lbs. made bythedragons themselves

tograntto theirhumanoidallies and servants. These staves can be made of a variety of wood types, bur all are carved with @ ancient Elder Dragon runes.

Powers: This wooden quarterstaff has a +4 bonus to attacks anda +3 bonus todamage.

Runed Elder Staff (1d6+3/ 1d6+3, delay 5; AC 6, hardness 9, 14 hp, Break DC 25).

Hp +12, mana +8.

Bonustypes: Attack =enhance- ment. Damage = enhancement. Hit points = enhancement. Mana = enhancement.

Caster Level: | 1th.

Market Price: 63,850 gp.

Slot: Blunt.

Weight: 1.5 lbs.

Smoldering Brand Description: These weapons appear to be handheld iron sconces with burning torches inside. This appearance is deceiving, however — these are formidable weapons that can be wielded as a club. The smoldermg brands were apparently once mere torch sconces, but when magical energy ripped through what would become the Hole, a number of the sconces were imbued with power from that wave of energy. Powers: This iron and wood club has a +5 bonus to attacks and damage, aswellas the speed ability. Additionally, the weapon can process (Proc DC 20) the flaming ability against its target on a successful hit. Smoldering Brand (1d6+5 and flaming proc (+2d6), delay 4; AC 7, hardness 10, 11 hp, Break DC 28). Str +1. Bonus types: Ability score = augmentation. Attack = enhancement, Damage = enhancement.

_ Caster Level: 15th.

Market Price: 100,302 gp. Slot: Blunt.

~~ Weight: 5 lbs , “A \ , ; m Starr OF Forbidden Rites

Description: Another ar- tifact left over from another age, these potent items’ ori- gins are long since lost. These staves are only found inthe hoards of dragons any- more. A staff of forbidden rites is fully 7 feet long and made of heavy, blood-stained wood, carved with

sigils and symbols long since forgotten. Powers: This wooden quarterstaff has a +5 bonus to attacks and a +7 bonus to damage, as well as the ponderous quality. The staff also contains 10 charges of the spell resur- rection, which may be used by any wielder.

m stat Boscrtsiien Asiaieahe

similar to runed elder staves,

runed totem staves appear to

be a creation of the gnolls. These great, heavy staves are also made ofa variety of woods, and are carved in

runes, but not those of the dragon-kind. How ,

the gnolls learned the technique of creating these items is unknown.

i ’

Powers: This wooden quarterstaft has a +1 bo-

ancl Aa = When these charges are gone, the rest of the denndgt j powers of the staff are still usable.

Roned To- Statf of Forbidden Rites ( 1d6+7/1d6+7, de- tem Staff (1d6+1/1d6+1, delay 5; AC 6, , . lay 6; AC 6, hardness 10, 16 hp, Break DC 30). hardness 6, 11 hp, Break DC 23). Wis +3, hp +12, mana +9.

Hp +1, mana +1. Bonus types: Ability score = augmentation. Attack = augmen-

tation. Damage = augmentation. Hit points = augmentation.

Bonus types: Attack = enhancement. Damage = enhancement. : : Mana = augmentation.

Hit point = enhancement. Mana = enhancement.

. Caster Level: 23rd. Caster Level: 3rd. te 50 Market Price: 8,000 gp. Market Price: 261,800 gp.

. Slot: Blunt. Slot: Blunt. Weiche: 6.5 Ibe Weight: 11 Ibs. eight: 0-2:1bs.

~

Velium Etched Stone Mace

Description: This weapon is a creation of the tizmak of the Great Divide area. The shaman of the tizmak take a basic stone mace, then inlay strips of velium along the length of the haft and several more bands about the head. This treatment, combined with several basic enchantments, creates a simple but effective and durable weapon.

Powers: This light mace of stone and velium has a +3 bonus to attacks and damage, as well as the bludgeoning and speed abilities.

Velium Etched Stone Mace (1d6+3, crit 19-20 (x2), delay 4; AC 9, hardness 13, 18 hp, Break DC 29).

Str +1, Wis +1.

Bonus types: Ability scores = enhancement. Attack = enhance- ment. Damage = enhancement.

Caster Level: 9th.

Market Price: 55,305 gp.

Slot: Blunt.

Weight: 6 lbs.

Wraith-Bone Hammer

Description: After the downfall of the City of Mist, a number of iksar spellcasters braved the area in an attempt to steal what magic and knowledge they could. One ofthem developed the method tocreate this weapon, using bones from the skeletons abandoned by incorporeal undead, The hammers didn’t help their initial creator, however, and have now been claimed by the same variety of undead from which the hammers were fashioned.

The weapon isa lightweight warhammer of dark metal with inlaid bone upon the shaft and head. A wraith-bone hammer is always cold to the touch, although this does not hamper the wielder in any way and causes no additional damage.

Powers: This warhammer of metal and bone has a +4 bonus to attacks and a +5 bonus to damage, as well as the ghost touch and speed abilities.

Wraith-Bone Hammer (1d8+5, delay 4; AC 7, hardness 14, 17 hp, Break DC 31).

Str +2, Int +1, Wis +1.

Bonus types: Ability scores = augmenta- tion, Attack = augmentation. Damage = augmentation.

Caster Level: 13th.

Market Price: 96,812 gp.

Slot: Blunt.

Weight: 7.3 lbs.

Body

Armor is the most common item to fill one’s body slot, though tunics and robes also fit the category. Magic armor is always of excellent quality, reducing its normal skill check penalty by 1 when worn.

Physical Description: Body items are almost always made of either metal or cloth, yet a rare few are made of unusual magically enhanced materials. They are designed to cover and protect the torso in combat, though full suits of armor tend to cover the arms, legs, hands, and feet; even when a full suit of armor covers most of the body, however, it does not conflict with a character's ability to wear items in those covered slots. Armor, regardless of how extensive, only uses the body slot.

Some common metal body items are listed in “Table 5-2: Typical Hardness, Hit Points, and Break DCs for Common Items.” Cloth body items typically have AC 6, hardness 3, and 5 hp, with a Break DC of 15. Each +1 enhancement bonus adds 1 point to a body item's hardness and hit points. Further, attackers

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cannot damage magic body items unless the enhancement bonus of the striking weapon is at least as high as the body item’s enhancement bonus.

Activation: Body items are use-activated by wearing.

Random Generation: To generate body items randomly, roll on “Table 5-8: Body Items.”

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Bonus Types For BodySLot

It’s important to note that items for the body slot grant bonuses that donot have a bonus type. Therefore, the bonuses granted by these items will stack with all other bonuses a character gains from other items, spells, special circumstances, etc.

Table5-8: Body

Item Name

Gossamer Robes Truesilver Mail

Damask Robes

Gnomish Environmental Suit Blackened Alloy Armor Froglok Brigandine Armor Flowing Black Robe Ry'gorr Battle Mail Shining Metallic Robe Robe of the Great Panda Sebilite Scale Armor Bloodstained Armor Nathsar Armor

Netted Kelp Armor Crustacean Shell Armor Heavy Dragonhide Armor Loam-Encrusted Robe

Market Price 1,800 gp 1,750 gp 3,800 gp 5,160 gp 12,700 gp 15,175 gp 16,800 gp 25,200 gp 30,200 gp 32.925 gp 38,650 gp 44,300 gp 50,975 gp 60,800 gp 107,550 gp 582,850 gp 836,700 gp 860,050 gp 1,060,350 gp 1,211,650 gp

o1-10 N-20 21-40 Barbed Ringmail Armor 41-70 Rubicite Armor 71-100 Mithril Plate Armor

Barbed Ringmail Armor

Description: Barbed ringmail armor is normally found in the lair of the ancient giant sorcerer Velketor, for he makes it and distributes it among those who serve him. This armor has great magical enhancements; except for the barbs that give it its name, it appears as a chainmail suit made of light chain mesh.

Powers: This armor is the equivalent of +6 chainmail with the process immunity ability. The barbs on the armor also count as +4 armor spikes (see Ever(Quest: Player's Handbook, page 158).

Barbed Ringmail Armor (AC +9, max Dex +3, check —4; hardness 14, 19 hp, Break DC 26)

Ser +3, hp +12.

Bonus types: None.

Caster Level: 18th.

Market Price: 860,050 gp.

Slot: Body.

Weight: 16.3 lbs.

Blackened Alloy Armor

Description: Normally forged by the Pickclaw goblins of Runnyeye and underneath Highpass Hold, this armor has found

its way into many other places. It appears as chainmail, but its forging methods involve a dark and strange metal ore the Pickclaws mine, so the armor has a glossy black appearance. This same ore gives the armor its magical properties.

Powers: This armor is the equivalent of +2 chainmail.

Blackened Alloy Armor (AC +7, max Dex +2, check -4; hardness 12, 17 hp, Break DC 26)

Str +2, all resistances (2).

Bonus types: None.

Caster Level: 6th.

Market Price: 12,900 gp.

Slot: Body.

Weight: 36 lbs.

Bloodstained Armor

Description: The estate of Unrest has a long and terrible history that bears telling elsewhere. Some of the lost souls there are undead knights whose blood and essence have imbued the very armor they wear, transforming it into magic armor.

Powers: This armor is the equivalent of +3 chainmail with the ghost touch and shadow abilities.

Bloodstained Armor (AC +8, max Dex +2, check —4; hardness 13, 18 hp, Break DC 26)

Str +2, magic resistance (4), sonic resis- tance (4), magic save +1, sonic save +1.

Bonus types: None.

Caster Level: 9th.

Market Price: 44,300 gp.

Slot: Body.

Weight: 33.5 lbs.

Crustacean Shell Armor ! Description: The othmir of the Co- Cae balt Scar farm the sea beds of the area for a) shells, mainly forafoodsource butalsoas 2 Gam aresource for their many fine crafts. This armor is the product of one such craft, § Made of the shells of the Cobalt Scar and then enchanted by othmir shamans, this armor is remarkably durable and effective. However, due to the variety of shells used, the coloration is quite bulky, as well as gaudy and ostentatious, which generally detracts from the wearer's charm and presence. Additionally, the armor is slightly more encumbering than nor- mal splint mail. ( Powers: This armor made of shells is the equivalent of +4 splint mail with the hardness, moderate fortification, and slick abilities. Crustacean Shell Armor (AC +10, max Dex +0, check -8; hardness 9, 12 hp, Break DC 26) Str +2, Con +4, Cha —3. Bonus types: None. Caster Level: 12th. Market Price: 107,550 gp. Slot: Body. Weight: 54.5 lbs.

Damask Robes

Description: Now among the most common of magical robes of Norrath, damask robes are created by a secret method few will reveal. It is known by some arcanists that the treated silken fabric once wrapped the dead; when the wrapped body is given undead life, it seems, the material is imbued with magical vigor as well. First discovered by the hags of the Estate of Unrest, this practice has slowly spread to other regions that embrace undeath and even

to cities where fabric of this kind can be purchased and the magical crafting process completed.

Powers: This robe is the equivalent of +! raw silk armor.

Damask Robes (AC +3, max Dex +9, check +0; hardness 1, 3

hp, Break DC 22) Focus effect: Extended Enhancement I. iF Bonus types: None. fy Caster Level: 3rd. . Market Price: 3,800 gp. iG Slot: Body. ¥ Weight: 4.8 lbs. g

Flowing Black Robe if Description: These robes were created by the necromancer ic

Najena, originally for her own use but thereafter for those loyal to 3

her as well. It appears as a velvety black robe with a red and blue :

pattern down the center of the robe. Its magic is well suited to ,, working with the dead. bs

Powers: This robe is the equivalent of +2 raw silk armor. x Flowing Black Robe (AC +4, max Dex +9, check +0; hardness 4

2,4 hp, Break DC 22) ¥ Con +2, Int +1. BS Focus effect: Reanimation Efficiency I. by, Bonus types: None. re Caster Level: 6th. a

Market Price: 16,800 gp. .

Slot: Body. 4 Weight: 3.5 lbs. ¥ FroglokBrigandine Armor *

Description: The frogloks thar live ‘

now in the lower sections of the ruins of .

Guk are divided into two factions, the \s living and the undead. The method for if making this armor was once known to all B these frogloks, but since the undead have i: arrived, the secrets were lost to the dwin- , dling frogloks of the living realms; only

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members of the undead frogloks appear to iG still have new sets of this fine, light armor. * Powers: This boiled leather-and-metal a

armor is the equivalent of +2 studded leather.

Froglok Brigandine Armor (AC +5, max Dex ¥ +5, check +0; hardness 4, 8hp, Break DC 23) -

Str +2, Con +2. .

Bonus types: None. :

Caster Level: 6th. Y

Market Price: 15,175 gp. i

Slot: Body. & Weight: 6.5 lbs. t

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Gnomish Environmental Suit he

Description: The gnomes of the Solusek

Ss Mining Company are a hardy lot, not F om. Me unlike most gnomes, really. However, f RP these gnomes work in incredible heat pi and other nasty environmental con- i ditions (not to mention the local _ goblins), so they created these suits to bs protect them from the worst conditions. The armor is a loose ‘ fitting suit of leather-like armor with a few metal firtings. a

Powers: This suit is the equivalent of +1 leather armor.

Gnomish Environmental Suit (AC +3, max Dex +6, check +0; hardness 3, 3 hp, Break DC 23)

Acid resistance (4), cold resistance (4), electricity resistance (4), fire resistance (4), poison resistance (4), sonic resistance (4), acid save +1, cold save +1, electricity save +1, fire save +1, poison save +1, sonic save +1.

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Bonus types: None. Caster Level: 4th. Market Price: 5,160 gp. Slot: Body.

Weight: 3.5 lbs.

Gossamer Robes Description: These silk robes, imbued with a minor protective enchantment, are the most common magical robes of Norrath. Powers: This robe is the equivalent of +1 raw silk armor. Gossamer Robes (AC +3, max Dex +9, check +0; hardness 1, 3 hp, Break DC 22) Bonus types: None. Caster Level: 3rd. Market Price: 1,800 gp. Slot: Body. Weight: 2.8 lbs.

Heavy Dragonhide Armor

Description: The dragons of Velious are the greatest and oldest of the dragons on Norrath. Many of their kind reside in the Western Wastes rather than the corridors of Skyshrine or the Temple of Veeshan. Mostly these are dragons that prefer their solitude; however, this also leaves them more vulnerable to treasure seekers who hunt the dragons both for their hoards and their body parts, which can be harvested and enchanted into some of the most powerful items in the land. Depending on the quality and age of the dragon, a variety of qualities of this dragonhide armor can be created, this armor is of the heaviest sort. The armor is of heavy bone reinforced by the scales of a dragon.

Powers: This armor of bone, scale, and metal is the equivalent of a +7 breastplate.

Heavy Dragonhide Armor (AC +12, max Dex +2, check —3; hardness 15, 20 hp, Break DC 26)

All ability scores +2, hp +17, mana +11, all resistances (2). Bonus types: None.

Caster Level: 2 Ist.

Market Price: 582,850 gp.

Slot: Body.

Weight: 33 lbs.

Loam-Encrusted Robe

Description: Once upon a time, Erudites lived and worked in the caverns undemeath Odus (often called the Hole) until a terrible tragedy occurred, eradicating all therein. One of the magics the Erudites leamed before their tragedy was the making of these robes, using the power of the earth itself to ensorcel the robes. The robes are lichen-green with a red and blue pattern down the center of the robes.

Powers: This robe is the equivalent of +6 raw silk armor with the invulnerabiliry quality.

Loam-Encrusted Robe (AC +8, max Dex +9, check +0; hard- ness 6, 8 hp, Break DC 22)

Dex +3, Int +2, mana +13, magic resistance (4), magic save +1.

Bonus types: None.

Caster Level: 18th.

Market Price: 836,900 gp.

Slot: Body.

Weight: 5.5 lbs.

Mithril Plate Armor

Description: This rare and legendary armor is known to have been used during the height of the Combine Empire. A complete set of this brilliant armor would be a grand thing indeed, a quest worthy of the greatest hero. The armor itself is a beautiful silvery- blue set of full plate armor.

Powers: This armor is the equivalent of +5 full plate with the blinding, heavy fortification, and process defense abilities.

Mithril Plate Armor (AC +13, max Dex +3, check —3; arcane spell failure 25%; hardness 20, 35 hp, Break DC 32)

Dex +4, hp +8.

Bonus rypes: None.

Caster Level: 18th.

Market Price: 1,211,650 gp.

Slot: Body.

Weight: 30 lbs.

Nathsar Armor

Description: This armor is made by the sarnaks of Chardok and is given only to their greatest warriors to use in the defense of their home citadel, The armor looks like a leather breastplate aug- mented by studded leather body armor, all inscribed with runes and other sigils.

Powers: This armor is the equivalent of +4 studded leather with the light fortification and silent moves abilities.

Nathsar Armor (AC +7, max Dex +4, check +0; hardness 6, 6 hp, Break DC 23)

Str +2, Wis +2, acid resistance (2), disease resistance (2), electricity resistance (2), fire resistance (2).

Bonus types: None.

Caster Level: 12th.

Market Price: 50,975 gp.

Slot: Body.

Weight: 6.5 lbs.

Netted Kelp Armor

Description: The Siren's Grotto near the lands of Velious is home to many natural enchantments. One of these is the kelp that grows in the waters of the groves there. This kelp can be taken and made into a very heat-resistant suit of light armor. The kelp is a deep red color, but in the process of making the armor, all manner of embellishments can be added to create a great variety in the final appearance.

Powers: This woven sea kelp suit is the equivalent of +4 raw silk armor with the hardness and spell resistance [fire] 14 qualities.

Netted Kelp Armor (AC +6, max Dex +9, check +0; hardness 6, 5 hp, Break DC 24)

Str +2, Con +3, Int +3, Cha-3, fire resistance (8), fire save +2.

Bonus types: None.

Caster Level: 12th.

Market Price: 60,800 gp.

Slot: Body.

Weight: 5.5 lbs.

Robe of the Great Panda

Description: The lands of Stonebrunt in Odus remain mostly untouched by civilization. In these lands roam great animal spirits that watch over their kind. One of these spirits is a great panda spirit, Giang Yin. Normally most gentle, he is a great foe when angered. However, any touch of civilization is enough to be an insult to his great affinity for nature, causing him to attempt to cleanse the lands of the “unnatural” taint he has sensed. If he is defeated, he will fade and return to the land to be created anew, but he leaves behind his great fur, which has been used to make this fine set of white and black fur robes.

Powers: This heavy set of fur robes is the equivalent of a suit of +3 cloth armor.

Robe of the Great Panda (AC +4, max Dex +8, check +0; hardness 3, 8 hp, Break DC 22)

Str +2, Int +2, Wis +2, mana +2.

Bonus types: None.

Caster Level: 9th.

Market Price: 32,925 gp.

Slot: Body.

Weight: 2 Ibs.

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Description: This bright red metallic armor is legendary in Norrath. The armor was originally created in the Temple of Cazic-Thule, but in a number of daring raids, the secret of making the armor was stolen. In a fit of rage, Cazic-Thule halted the flow of enchantment that allowed this armor's creation, so no more can be made. Enough suits still exist that they can be found, however, although they grow ever more rare.

Powers: This armor is the equivalent of a +6 breastplate with the moderate fortification ability. The wearer also gains fast healing 1, but only in

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t o damage sustained while wearing the armor. Thear- mor may not be donned to heal previous inflicted wounds. Rubicite Armor (AC +11, max Dex +3, check —3; hardness 16, 21 hp, Break DC 26) Bonus types: None. Caster Level: 19th. Market Price: 1,060,350 gp. Slot: Body. Weight: 40 Ibs.

Ry’gorr Battle Mail

Description: Although the Ry'gorr orcs of Velious aren't very advanced in some regards, their smiths and oracles have mastered

certain techniques for creating potent magical armor. This armor is normally found only amongst the highest-ranking members of the Ry’gorr tribe, particularly among their shamans.

Powers: This armor is the equivalent of +3 chainmail.

Ry’gorr Battle Mail (AC +8, max Dex +2, check —4; hardness 13, 18 hp, Break DC 26)

Str +3, mana +3, poison resistance (3).

Bonus types: None.

Caster Level: 9th.

Market Price: 25,200 gp.

Slot: Body.

; Weight: 22 lbs.

Sebilite Scale Armor Description: The magics of the frogloks who have taken over the once-proud iksar city of Old Sebilis are not as great as those the iksar themselves once wielded, bur the frogloks have nonetheless come up with a few potent enchantments of their own. This armor, which looks like normal scale mail with aslight greenish tint, is the result of one such success. Powers: This armor is the equivalent of +4 scale mail. Sebilite Scale Armor (AC +8, max Dex +3, check —3; hardness 14, 16 hp, Break DC 25) Str +2, Wis +2, Cha +2, acid resistance (1), cold resistance (1), disease resistance (1), magic resis- tance (1). Bonus types: None. Caster Level: 12th. Market Price: 38,650 gp. Slot: Body. Weight: 35 lbs.

Shining Metallic Robe

Description: The ruins of Guk hold many secrets: these robes are one of them. Apparently, all the frogloks

of Guk used to wear these robes, but now only the

froglok ghoul spellcasters seem to have access to them. The robes are a shiny purple color, being woven with metallic threads, and have a black and gold pattern down the center as well as black and gold trim.

Powers: This robe is the equivalent of +3 raw silk armor. Shining Metallic Robe (AC +5, max Dex +9, check +0; hardness 4, 7 hp, Break DC 22)

Int +3, cold resistance (3), fire resistance (3), sonic resistance (3), cold save +1, fire save +1, sonic save +1.

Focus effect: Spell Haste Il.

Bonus types: None.

Caster Level: 10th.

Market Price: 30,200 gp.

Slot: Body.

Weight: 3.5 lbs.

Truesilver Mail

Description: Kaesora is yet another ancient hold of the once mighty iksar: One of the magics they developed here, which might still be learned from the ghosts of that place, is the creation of truesilver armor, This armor appears as normal plate-and-mail armor, but is of a bright silver color and exceedingly lightweight.

Powers: This armor is the equivalent of +1 half-plate.

Truesilver Mail (AC +8, max Dex +1, check —5; hardness 11, 21 hp, Break DC 26)

Bonus types: None.

Caster Level: 4th.

Market Price: 1,950 gp.

Slot: Body.

Weight: 24.5 Ibs.

Ear items are almost exclusively earrings. They generally in- crease the wearer's ability scores, but sometimes grant additional abilities.

Physical Description: Ear items are usually made of metal, but sometimes use bone or something similar, and have nodiscernible weight. They almost invariably have AC 14, hardness 10, 2 hp, and a Break DC of 25.

Activation: Ear items are use-activated, unless the item de- scription specifies otherwise. Abilities with charges or uses per day are generally command word activated.

Random Generation: To generate ear items randomly, roll on “Table 5-9: Ear Items.”

SAI A ET Ng A ES 5 eA

Table 5-9: Ear items Minor j i Item Name 01-40 Alligator Tooth Earring 4\-55 Gunthak Earring 56-70 Golden Ear Stud 71-100 Vhal’Sera Skull Earring Batskull Earring Ear of the Blind Wolf A Saprophyte Eye Kin Magi Earring Earring of Essence Elder's Earring Healer’s Earring Truewind Earring 01-20 _ Earring of the Icecaster 21-100 —_ Head of the Valiant

ASaprophyte Eye

Description: The great saprophyte thrives in underground caves and subterranean pits on Luclin, like those of the Echo Caverns. Long ago, it was found that with special preparation and ritual, a pristine saprophyte eye could be formed into an earring, a 2-inch-diameter shrunken black orb that increases the bearer's energy and vigor.

Powers: Cha +2, hp +6, mana +4.

Bonus types: Ability score = enhancement. Hit points = en- hancement. Mana = enhancement.

Caster Level: 5th.

Market Price: 9,350 gp.

Slot: Ear.

Weight: | |b.

Alligator Tooth Earring

Description: Charms like these are not uncommon, and often can be found in use by various tribes and clans of native people and cultures throughout Norrath. More civilized races are also fre- quently seen carrying these trinkets, having first been exposed to them after various long crusades away from home.

Powers: Hp +1.

Bonus type: Hit point = augmentation.

Caster Level: Ist.

Market Price: 220 gp.

Slot: Ear.

Weight: 0.1 Ibs.

BatskaullEarring

Description: In the wests of the Plains of Karana, native magic- workers have long practiced a method of crafting magic items from the skulls of carrion bats. An ogre shaman first developed the method, and while the chief of the tribe was initially disappointed that the magic increased his brain and not his brawn, such complaints were quieted when his superior tactics began to win him many battles and eventually placed him in control of a number of other tribes.

Powers: Int +2.

Focus effect: Reagent Conservation I.

Bonus type: Ability score = enhancement.

Caster Level: 5th.

Market Price: 6,050 gp. = Slot: Ear, 4 Weight: 0.2 lbs.

Market Price 220 gp 690 gp

; 4,500 gp 5,610 gp 6,050 gp 8,430 gp 9,350 gp

10,820 gp 10,925 gp 13,800 gp 16,750 gp 17,000 gp 30,300 gp 36,500 gp _ EarortheBlind WolF 1 Description: Shamans speak of the origins of these fetishes in the tale of Warpaw Dankpelt, a sonic wolf whose pack once warred with a flock of owlbears over land that both beasts considered sacred. The sonic wolves made pacts with powerful spirits and traded great secrets for information that helped them defeat the owlbears. In turn, the spirits learned the strengths of the wolf, and passed these secrets to the other races of the world, thus bringing danger to the sonic wolves — for the spirits taught listeners how to create this earring from the ear of a blinded wolf. Powers: Str +1, Con +1, hp +1, magic resistance (1), sonic resistance (1). Bonus types: Ability scores = augmentation. Hit point = aug- mentation. Resistance = augmentation. Caster Level: 3rd. Market Price: 8,430 gp. Slot: Ear. Weight: 1.5 lbs.

Earring of Essence

Description: Soothsayers and mystics have long favored these items. They first came to be known among the goblins of Droga, but almost any fortunate adventurer can make good use of these potent items. They appear as simple earrings of pure gold.

Powers: Hp +7, magic resistance (4), magic save +1.

Focus effect: Summoning Haste I.

Bonus types: Hit points = enhancement. Resistance = enhance- ment. Save = arcane.

Caster Level: 5th.

Market Price: 10,925 gp.

Slot: Ear.

Weight: 0.1 lbs.

Earring or thelcecaster

Description: The Temple of Veeshan is a hideous dungeon overrun with monsters the like of which the people of the world should never have tosee. Dragons thrive in this dangerous temple, some achieving legendary size and appetite. One such dragon is the great Jorlleag, a reddish-yellow monstrosity that rules some of the dark recesses of the place. Among its hoard are these earrings, amazing crystal gems forged from living ice and gifted with astonishing powers. Legend says that a handful of other such earrings have left this hoard as gifts and thefts over the ages.

Powers: Int +2, Wis +2, AC +1, hp +9, mana +6, acid resistance (1), cold resistance (1), disease resistance (1), electric- ity resistance (1), fire resistance (6), magic resistance (1), poison resistance (1), fire save +1,

Bonus types: Ability scores = augmentation. AC = deflection. Hit points = augmentation. Resistances = augmentation. Save = augmentation.

Caster Level: 7th.

Market Price: 30,300 gp.

Slot: Ear.

Weight: —.

Elver’sEarring

Description: An iron stud set with a large diamond setting, this earring is often the mark of a pow- erful and influential leader and statesman. From the most civi- lized nation to the most rural of tribes, these devices have become symbols of the great heads of state.

Powers: Wis +3, mana +4. ai

Bonus types: Ability score = enhancement. Mana = enhancement.

Caster Level: 9th.

Market Price: 13,800 gp.

Slot: Ear.

Weight: 0.1 Ibs.

Golden Ear Stud

Description: In simplicity often lies true power. These finely weighted and delicate golden studs give their wearers great focus of mind.

Powers: Int +1.

Focus effect: Extended Affliction I.

Bonus types: Ability score = enhancement.

Caster Level: 5th.

Market Price: 4,500 gp.

Slot: Ear.

Weight: —.

GunthakEarring

Description: The Gunthak pirates that nest in the hives of sunken and junked ships in the Timorous Deep are masters at poison-craft, and have even managed to create items that capitalize on their questionable claim to fame.

Powers: This hoop earring grants its wearer a +1 bonus on Knowledge (poison) and Trade Skill (make poison) checks.

Hp +2, poison resistance (2).

Bonus types: Hit points = enhancement. Resistance = enhancement. Skills = insight.

Caster Level: 1st.

Market Price: 690 gp.

Slot: Ear.

Weight: 0.1 lbs.

Head ofthe Valiant

Description: Symbolic of one’s valor and personal power among most shadow knights, this strange earring is a hook of gold curves in the form of a large “S” that hangs down from a black gem embedded as a stud. Most shadow knights will recognize this earring instantly and will lay down their lives to retrieve one of these precious items if it has fallen into an outsider’s hands.

Powers: Str +3, Dex +3, Int +3, magic resistance (4), magic save +1,

Bonus types: Ability scores = enhancement. Resistance = enhancement. Save = enhancement.

Caster Level: 9th.

Market Price: 36,500 gp.

Slot: Ear.

Weight: —.

Healer’s Earring Description: Throughout the planes, these mystic artifacts are given as gifts from beneficent gods to their loyal followers. It's rumored that these earrings will be found only by the most devout worshipper, and only when facing the greatest challenges. The shape and design varies, but they are usually modest, small studs with the symbol of their patron deity on them. Powers: Wis +2, hp +7, mana +5. Focus effect: Healing Efficiency Il. Bonus types: Ability score = augmentation. Hit points = }} augmentation. Mana = augmentation. Caster Level: 10th. Market Price: 16,750 gp. Slot: Ear. Weight: 0.1 Ibs.

Kin MagiEarring Description: If old wives’ tales are to be believed, these items are crafted from the pallet bone of the fearsome wyvern, cut from its still-bleeding body. The creatures now known as wyverns were once as intelligent as the dragons (so the sages say), until they were cursed and the power of speech was lost to them. Some believe this tale, some have others of their own, and still others think thar all this storytelling is just a clever ruse to make wearing something that looks a lot like a fishbone through your ear seem less socially awkward... Powers: Int +3, mana +4. Bonus types: Ability score = enhancement. Mana = augmenta- tion. Caster Level: 9th. Market Price: 10,820 gp. Slot: Ear. Weight: 0.1 Ibs.

Truewind Earring

Description: Many deities grace the planes with their presence, and, as a result, they often leave a miraculous part of themselves behind. Created on the Plane of Air by the passage of divinity, these earrings take the form of small windchimes. While dainty in appearance, they grant quick reflexes and heightened intuition. Furthermore, as they are born in the home of winds, they strengthen a wearer's resistance against cold environments. Powers: Dex +2, Wis +3, cold resistance (4), cold save +1. Bonus types: Ability scores = augmentation. Resis- tance = augmentation. Save = augmentation. Caster Level: 9th. Market Price: 17,000 gp. Slot: Ear. Weight: 0.1 Ibs.

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Vhal’Sera Skull Earring

Description: This infamous djinn of the Tower of Frozen Shadow, a multilevel deathtrap in the wastes of Velious, is said to create earrings from the heads of those he has slain. Whatever the truth, some force evidently dwells in this earring, formed from a shrunken gnome skull, and is passed along to its wearer.

Powers: Str +1, hp +5, mana +3.

Bonus types: Ability score = augmentation. Hit points = aug- mentation. Mana = augmentation.

Caster Level: 3rd.

Market Price: 5,610 gp.

Slot: Ear.

Weight: 0.5 lbs.

Face

Face items are designed to protect or hide the wearer's face. They include things as durable as iron masks, or as flimsy as gauzy veils.

Physical Description: About the only commonality among face items is their ability to cover a face. Some are made of metal or wood, a few of cloth. Metal face items typically have AC 11, hardness 10, 5 hit points, anda Break DC of 25; wooden face items have AC 11, hardness 5, 2 hit points, and a Break DC of 25; and cloth head items, AC 11, hardness 0, 3 hit points, and a Break DC of 10.

Activation: Face items are mostly use-activated by being worn. Abilities with charges or uses per day are generally command word activated.

Random Generation: To generate face items randomly, roll on “Table 5-10: Face Items.”

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~~ P- ae] gic Items Market Price: 8,000 gp. Slot: Face. Weight: 0.9 Ibs.

Oragon-Scale Mask

Description: Fashioned from the finest scales of a great dragon, these rare and amazing face masks are one of the most prized objects in all the world. The steel- hard scales are worked to form a flawless golden mask, depictinga beautiful man with a gaping mouth and empty eyes (to pro- vide for

speech, breathing, and sight). Powers: Con +3, Int +4, Cha +5, hp +12, mana +8. Bonus types: Ability scores = enhancement. Hit points = enhancement.

Table5-10: Face Items Mana = enhancement. Minor Medium Major Epic —_Item Name Market Price Caster Level: 15th. ol-20 — — — Skinned Halfling Face Mask 580 gp Market Price: 65,000 gp. 21-50 — > — — Sheer Bone Mask 1,050 gp Slot: Face. 51-70 Ol-10 — —_ Moss Mask 2,870 gp Weight: 0.1 lbs. 7i-100 11-30 7 - 7 Split Paw Hide Mask 3,700 gp . — 3160 — — Carved Ivory Mask 8,000 gp Sones | ee eS ee BM cca cs are ceanlyeerrot ich chemnones > Se Cosa Golden Veil 12,200 gp tools of their trade: a sword, a suit of armor, and > = HAG) os Mask of War 33,200 gp sometimes a personal memento from their be- — — 41-70 OI-10 Dragon-Scale Mask 65,000 gp loved. One item, however, becomes part of the = — 71-70 1-70 Tobrin’s Mystical Eyepatch 83,000 gp paladins’ reliquary only after her death, and that — 76-100 71-100 71-100 Guise of the Deceiver 115,400. gp ys the golden veil. This veil represents the purity and truth of the paladins’ life, and is placed over the paladin's closed eyes before they are forever i a consecrated in hallowed ground. For whatever diabolical reason, these veils Carved Ivory Mask often become the object of obsession for various undead creatures.

Description: Minotaur society has long crafted these masks for use in various ceremonies. Each mask has a unique purpose and function, as displayed by the shape it takes when finished. Some- times, a minotaur elder will grant one of these sacred relics to a trusted and honored adversary (minotaurs rarely make what can be called “friends"), More often, however, these objects are gathered as loot from some great battle with the minotaurs. The most common ivory mask is designed to increase the hardiness and grace of a warrior in battle. Made of the teeth of giant animals rarely seen by the mortal races of Norrath, the masks make an intimidating sight.

Powers: AC +1, hp +2.

Focus effect: Reanimation Haste I.

Bonus types: AC = augmentation. Hit points = enhancement.

Caster Level: 5th.

After stealing their prize from a corpse, they then proceed to desecrate the site of the graveyard with their foulness.

Powers: Str +2, Wis +2, mana +2.

Bonus types: Ability scores = augmentation. Mana = augmen- tation.

Caster Level: 6th.

Market Price: 12,200 gp.

Slot: Face.

Weight: | lb.

Guise of the Deceiver

Description: Forced to struggle for survival in proximity to the powerful troll and ogre races, the frogloks for a time tried to turn the attention of these enemies to another, more distant race — the dark elves. The most powerful of the froglok wizards and shamans were together able to produce a handful of these masks

for use among the most skilled of froglok assassins. In the form of dark elves, these assassins set out into the cities of Grobb and Oggok in an attempt to fool the trolls and ogres into turning their hostilities toward the Teir'Dal.

Powers: At will, as a standard action, the wearer of this mask may gain the effects of the enchanter spell illusion: dark elf. In addition, he gains the following benefits at all times:

Cha +4, magic resistance (3), magic save +1.

Bonus types: Ability score = enhancement. Resistance = en- hancement. Save = enhancement.

Caster Level: 12th.

Market Price: 115,400 gp.

Slot: Face.

Weight: 0.4 Ibs.

Maskor War

Description: Few may claim to know the ways of war and war's mindful application better than the awesome giants who dwell within the city of Kael Drakkal on Velious. Some few who are inexplicably favored by these giants gain some measure of that fighting prowess when the giants’ priests favor them with one of these masks.

Powers: At will, twice per day, the wearer of this mask may invoke an effect identical to the yaulp II spell upon herself; this requires an attack action. In addition, she gains the following benefits at all times:

Str +1, Con +2, Wis +3.

Bonus types: Ability scores = augmentation.

Activation: Use Activated.

Caster Level: | 1th.

Market Price: 33,200 gp.

Slot: Face.

Weight: 0.2 Ibs.

Moss Mask

Description: Upper Guk is home to the frogloks, swamp- dwelling creatures that usually want nothing more then to be left alone. This is unfortunate for the frogloks, for they live near ogre and troll cities on the shore, bringing them in constant danger from these brutish races. The frogloks have developed numerous amazing items in their homes, such as the handy little moss masks the creatures offer to land-dwelling allies that visit their watery domain.

Powers: The wearer of the mask may use the enduring breath vt as a standard action. Each moss mask holds 10 charges of this spell.

Caster Level: 7th.

Market Price: 2,870 gp.

Slot: Face.

Weight: 0.1 Ibs.

Nose Ring or Vr’i

Description: A renowned pirate and cutthroat, the original bearer of this silver nose stud was the fiercest thug many poor port towns had ever seen. Vr'i is said to have been perhaps the most resilient and lucky ne’er-do-well that ever lived, always cheating death by a fraction ofan inch. The combative and violent lifestyle he pursued eventually rubbed off on this odd piece of jewelry, until it itself had become a symbol of the temerity, tenacity, and agility for which the pirate-king himself was known. Now, numerous replicas of this original piece of jewelry have been crafted, all virtually identical with their namesake in both appearance and function.

Powers: Dex +1, Con +2, all resistances (2).

Bonus types: Ability scores = augmentation. Resistances = augmentation.

Caster Level: 6th.

Market Price: 9,650 gp.

Slot: Face. Weight: 0.1 lbs.

Sheer Bone Mask

Description: Hideous masks, frightening in their starkness, these featureless bone face-masks were first employed by powerful ogre shamans, although they are now fairly common among other dark and fierce tribesmen and witch-doctors.

Powers: Int +1.

Bonus types: Ability score = enhancement.

Caster Level: 3rd.

Market Price: 1,050 gp.

Slot: Face.

Weight: 1.5 Ibs.

Skinned Halfling Face Mask

Description: A chilling creation of hateful dark elves, born of a desire to kill even more of this diminutive race by infiltrating their ranks, this mask is formed of the loose, dried skin of a murdered halfling. The mask allows the impersonation of one of the halfling race.

Powers: As an attack action, the wearer of this mask may gain the effects of the illusion: halfling spell. The mask works only once, and is then rendered nonmagical.

Caster Level: 7th.

Market Price: 580 gp.

Slot: Face.

Weight:

Split Paw Hide Mask

Description: Fashioned first by the gnoll shamans of the Plains of Karana, this hide mask has since been traded among many of the races that dwell below ground. Said to be made from the skins of at least eight different light-dwelling creatures and then treated with phosphorescent lichen, the mask allows the wearer to illuminate a small area around herself.

Powers: At will, upon utterance of a command word (typically “light” or “sun” in the language of the race thar fashioned the particular mask), the mask sheds light equivalent to a torch. In addition, the wearer gains the following benefits ar all times:

Electricity resistance (3), magic resistance (3), poison resis- tance (3).

Bonus types; Resistances = augmentation.

Caster Level: 3rd.

Activation: Command Word (light), Use Activated (resis- tances),

Market Price: 3,900 gp.

Slot: Face.

Weight: 0.5 lbs.

Tobrin’s Mystical Eyepatch

Description: This miraculous item (which appears asa normal, if slightly silky eyepatch) can actually improve aspects of the wearer's vision, allowing her to see invisible objects and creatures normally and to resist the madness that might oth- erwise result from such strained visual acuity.

Powers: The wearer always gains the benefit of the see invisible spell.

Int +4, Wis +4.

Bonus types: Ability score = enhancement.

Caster Level: 12th.

Market Price: 83,000 gp.

Slot: Face.

Weight: —.

Feet

These items include all things worn on or about the feet. They generally encompass boots, shoes, and slippers, but anklets and toe-rings are also included. To receive benefit from feet items that come as a pair, both must be worn. If the item is solitary (such as an anklet) the wearer cannot receive benefit from wearing two; even if two such items fit physically, magical benefit can still only be gained from one. Feet items can be worn with full sets of armor or with leg items with no penalty.

Physical Description: Feet items come in a variety of shapes and styles. They are typically made from leather, animal hide, or metal. Typical metal feet items have AC 9, hardness 10, and 4 hp, and a Break DC of 23. Leather feet items usually have AC 9, hardness 2, and 5 hp, with a Break DC of 13.

Activation: Most feet item abilities are use-activated by wear- ing. Abilities with charges or uses per day are generally command word activated.

Random Generation: To generate feet items randomly, roll on “Table 5-11: Feet Items.”

seated aiiiiemmemeiin amma aaa ail Table 5-11: Feet items 01-60 Firewalker Boots 61-70 Wolf-Fur Slippers 71-100 — Traveler's Boots Muck-Covered Boots Polished Stone Anklet Boots of the Sacred Dance Spore-Covered Boots Terror Boots Ghostly Blood Soaked Boots Golden Efreeti Boots Mithril Boots Frozen Efreeti Boots Boots of the Dead Dream _— Boots of Superiority O1—05 Boots of Deep Thought

06-15 Yttrium-Studded Leather Boots 108,800 gp

16-60 Wyvern-Hide Boots 61-100 Grey Suede Boots

Boots of Deep Thought

Description: These thin, low boots slip on and off easily and are very comfortable. Even aftera day of walking, the wearer's feet feel fresh and are callous-free. They were made by a very powerful wizard who enjoyed long walks in the woods, but who needed a way to avoid interruption by the occasional hostile monster or enemy.

Powers: The wearer of these boots receives flowing thought II and a +4 bonus on Channeling checks. In addition, he gains the following benefits:

Con +4, Int +4, hp +16, mana +11, all resistances (1).

Bonus types: Ability scores = augmentation. Attack = augmen- tation. Hit points = arcane. Mana = arcane. Resistances = enhancement. Skill = augmentation.

Caster Level: 12th.

Market Price: 94,920 gp.

Slot: Feet.

Weight: 0.5 Ibs.

Boots of Superiority

Description: These heavy, thick-soled boots are made from an unknown leather. The boots seem to actively resist damage, dirt, and scuffs, and they shed water like a duck’s back. Those who wear them appear to grow in stature, and gain a pronounced swagger to their walk.

Powers: All ability scores +2, all resistances (1).

Bonus types: Ability scores = enhancement. Resistance = enhancement.

Caster Level: 6th.

Market Price: 52,950 gp.

Slot: Feet.

Weight: 5 lbs.

Boots of the Dead Dream

Description: The fabric of these black boots has diamond dust woven into it, making the boots glisten in any light. On any day during which one wears these boots for at least 6 hours, he or she fails to dream that night. Instead, the wearer has visions of people's deaths, sometimes violent ones, but

Wns more often simply of ordinary deaths from natural causes. Occasionally, these visions

are said to be precognitive, but they rarely

feature anyone the wearer knows. It is un-

known whether this property has any bearing

on the other benefits granted by the boots.

Powers: Con +3, Int +3, Wis +3, hp +6,

mana +13. Bonus types: Ability scores = enhance- ment. Hit points = enhancement. Mana = enhancement.

Caster Level: 9th.

Market Price: 44,250 gp.

Slot: Feet.

Weight: —.

Boots of the Sacred Dance Description: These gypsy boots have tiny metal jingles and medallions hanging off the cuff, which ring and sparkle when the wearer, for instance, dances around a bonfire. The boots empower their wearer to be a more 182,400 gp __ vibrant person by shoring up weak points in 443,700 gp his or her character and abilities. Powers: The wearer of these boots suffers a—5 penalty to Sneak checks. Str +1, Con +1, Wis +1, Cha +1. Bonus types: Ability scores = augmentation. Skill = circum- stance. Caster Level: 3rd. Market Price: 9,550 gp. Slot: Feet. Weight: 6 lbs.

Firewalker Boots

Description: Spellcasters who worship Solusek Ro find these indispensable for serious research. Developed for use in the Lavastorm mountains, firewalker boots’ name is perfectly descrip- tive of their function. Though they don't completely protect their wearer from fire damage, they provide considerable protection against fire.

Powers: Fire resistance (2).

Bonus types: Resistance = augmentation.

Caster Level: Ist.

Market Price: 300 gp.

Slot: Feet.

Weight: 2.5 lbs.

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Ghostly BLood-Soaked Boots

Description: Some would call these boots “outlandish.” Brightly colored, with icicle tassels hanging from the cuffs, they are not for the faint-hearted. Wearers feel powerful, and are sometimes given to foolish boasts and oaths about their prowess and behavior when wearing these boots.

Powers: The wearer of these boots is never ex- hausted; any time she would become exhausted through normal or magical means, she instead is , fatigued. Further, whenever she is fatigued, sheneed only rest 10 minutes (instead of | hour) to cancel the fatigued condition. In addition, she gains the following bonuses and penalties:

Str +3, Dex +4, Con +3, Int—2, Wis—2, Cha-2, AC +1.

Bonus types: Ability scores = enhancement. AC = dodge.

Caster Level: 12th.

Market Price: 39,000 gp.

Slot: Feet.

Weight: 3 lbs.

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Description: Well worn and stained with the blood of uncounted creatures, these calf- high cuffed boots seem almost to moan when put on or taken off.

Powers: Once per day, as a move action, the wearer of these boots may become in- corporeal (see “Incorporeal” on p. 44) for up to 20 rounds. If the wearer occupies the same space as a physical, corporeal object (such as a wall) when the 20th round ends, she is ejected to the nearest space that can safely accommodate her body, and takes 6d6 points of damage.

Caster Level: | 1th.

Market Price: 39,000 gp.

Slot: Feet.

Weight: 2 lbs.

Golden Erreeti Boots

Description: Surely one of the greatest creators of magical artifacts is the efreeti lord Djarn. Among his most splendid and sought-after creations are these boots, which are relatively light- weight despite the fact that they are made of golden plates. There is actual gold in the boots, and potent magic as well.

Powers: These boots grant their wearer the Armor Proficiency (light), Armor Proficiency (medium), and Armor Proficiency (heavy) feats, in addition to the following benefits:

Int +3, Wis +3.

Focus effect: Enhancement Haste II.

Bonus types: Ability scores = augmentation.

Caster Level: 10th.

Market Price: 35,950 gp.

Slot: Feet.

Weight: 2.5 lbs.

Grey Suede Boots

Description: These boots were created by a bard whose true love lived trapped in a frozen wood full of furred spiders. Without the power to free her love, the bard had to run through the wood every day to find him, only to have him teleported away to a new location at daybreak, forcing her to seek him out again. Orat least that’s the way the bards tell ir.

Powers: The wearer of these boots is under a continual haste (5) effect (this grants a +2 haste bonus to AC and one additional

attack action every round). In addi- tion, he gains the following benefits: 4

Str +3; AC +1, hp +6, acid resistance (4), cold resistance (4), poison resis- tance (4), acid save +1, cold save +1, poison save +1.

Bonus types: Ability scores = enhancement. AC = dodge. Hit points = enhancement. Resistances = enhancement. Saves = enhancement.

Caster Level: 13th.

Market Price: 443,700 gp.

Slot: Feet.

Weight: | |b.

Mithril Boots

Description: These boots have leather soles and uppers, with finely crafted plates of overlapping mithril layered on top, com- pletely covering the wearer's feet, ankles, and shins. Mithril isarare, silvery metal, known to be magically resistant. It is much lighter and harder than normal metal, yet makes surprisingly good footwear.

Powers: The wearer of these boots gains the Endurance fear while they are worn. In addition, he gains the following benefits at all times:

Str +2, Con +4, hp +12, magic resistance (6), magic save +2.

Bonus types: Ability scores = enhancement. Hit points = enhancement. Resistance = enhancement. Save = enhancement.

Caster Level: 12th.

Market Price: 36,000 gp. Slot: Feet. Weight: 3.7 lbs.

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Muck-Covered Boots

Description: “Muck-covered” is more an idiom than a descrip- tion: these low leather boots can be cleaned with a little effort. However, they do seem to attract dirt and grime more quickly than other footwear, although no one knows why.

Powers: AC +2.

Bonus type: AC = luck.

Caster Level: 4th.

Market Price: 7,000 gp.

Slot: Feet.

Weight: | lb.

Polished Stone Anklet

Description: Different styles of this delicate stone ring are made of different stones, but, curiously, all have the same effect. The stone is polished to a fine sheen, both inside and out, making itcool and comfortable to wear. The circle glows softly when worn around an ankle. This glow cannot be dimmed, bur it can be covered up with cloth or with loose boots.

Powers: Dex +1, Int +1, AC +1.

Bonus types: Ability scores = enhancement. AC = deflection.

Caster Level: 3rd.

Market Price: 7,200 gp.

Slot: Feet.

Weight: 2 Ibs.

Spore-Covered Boots

Description: Travelers who fall prey to those known as the fungoids are dragged away from the surface and into dark holes where their bodies come alive with spore growth; this fungal growth is generally presumed to be food for the fungoids. It’s now known that others can benefit from these spores: once a pair of leather boots covered in fungoid spores is worn fora period of time, the wearer gains mysterious benefits that cannot be accounted for. This benefit seems to occur only with leather boots as a catalyst for the spores, and despite numerous efforts, the spores do not respond to any sort of “transplanting.” Evidently, only the fun- goids know the techniques of seeding it.

Powers: After the boots have been worn continuously for two days, the wearer is affected as if by a haste (1) effect (+1 haste bonus to AC and —1 weapon delay), and gains a +2 bonus to initiative. If the boots are ever removed for a period longer than 12 hours, the wearer must again wear the boots for two days to re- stimulate the boots’ benefits.

Caster Level: 3rd.

Market Price: 17,150 gp.

Slot: Feet.

Weight: 0.4 lbs.

Terror Boots

Description: These boots do not seem inherently terrifying. However, their history, though vague, points to a terror-filled existence. Some sages believe that these items got their name from the original creator, a dark elf shadow knight who wanted to strike fear wherever he walked, Ironically, his name has been lost to antiquity.

Powers: Int +2, Wis +2, hp +3, mana +1, all resistances (1).

Bonus types: Ability scores = enhancement. Hit points = augmentation. Resistances = augmentation.

Caster Level: 6th.

Market Price: 19,700 gp.

Slot: Feet.

Weight: 1.5 lbs.

Traveler’s Boots

Description: Comfortable and well broken in, these sturdy but attractive boots match nearly any casual ensemble. They also

allow their wearer to move quickly and freely in almost any condition.

Powers: These boots add +10 feet to the wearer's base speed while on foot. In addition, the wearer gains a +5 bonus to Jump checks, and he is not limited to any maximum jump length by height.

Bonus types: Skill = enhancement.

Caster Level: 10th.

Market Price: 6,500 gp.

Slot: Feet.

Weight: 2.5 Ibs.

Wolr-Far Slippers

Description: These slippers are said to be made from the fur of the giant, intelligent wolves found on the Frigid Plain. Whatever the truth of that claim, the bottoms of the slippers are shod with the pads of great wolves’ feet. Wearers can be nearly silent when they walk thanks to these pads.

Powers: Wolf fur slippers grant their wearer a +5 bonus to Sneak checks. In addition, the wearer receives the following benefits:

AC +1, mana +3.

Focus effect: Spell Haste I.

Bonus types: AC = dodge. Mana = augmentation. Skill = enhancement.

Caster Level: 5th.

Market Price: 6,150 gp.

Slot: Feet.

Weight: 0.5 lbs.

Wyvern-Hide Boots

Description: The strange nature of the hide of these boots is obvious to an educated observer. Wyverns, as well, know exactly what they're made of, and attack their wearers on sight. Fortu- nately, the boots allow a quick getaway if the wyverns are too strong or too many.

Powers: The wearer of these boots is under a continual haste (4) effect (this grants a +2 haste bonus to AC and one additional attack action every second round). In addition, he gains the following benefits:

Dex +2, Con +2.

Bonus types: Ability scores = enhancement.

Caster Level: 9th.

Market Price: 182,400 gp.

Slot: Feet,

Weight: | lb.

Yttrium-Studded Leather Boots

Description: The studs alone make up most of the weight of these high, tough leather boots, and the unusually powerful magic is concentrated within the yttrium. Their enchantment is over- whelmingly strong; spellcasters sometimes report headaches and minor spell disruption simply from being near them for too long.

Powers: These boots bestow one negative level upon any dedicated spellcaster of 10th-level or less who dons them; this negative level remains as long as the boots are worn and disap-

pears when they are removed. The negative level never results in actual level loss, but it cannot be overcome in any way (including lifeforce spells or the like) while the boots are worn,

Str +5, Con +6, hp +19, mana +12, disease resistance (8), poison resistance (8), disease save +2, poison save +2.

Bonus types: Ability scores = augmentation. Hit points = augmentation. Mana = augmentation. Resistances = augmenta- tion. Saves = augmentation.

Caster Level: 18th.

Market Price: 108,800 gp.

Slot: Feet.

Weight: 2 lbs.

Fi nger

Finger items consist mainly of rings. Wearers usually gain an ability bonus from finger items. They sometimes also grant saving throw or resistance bonuses. Some also confer spell-like abilities to their wearer. These abilities do not have charges unless speci- fied in the item description.

Characters may only wear two finger items effectively. A third finger item does not work.

Physical Description: Finger items are usually made of metal or bone and have no recorded weight. They generally have AC 14, hardness 10, 2 hp, and a Break DC of 25.

Activation: Most finger items activate with a command word. Others are continually use-activated. A few might have a differ- ent method, as mentioned in the specific item description.

Random Generation: To generate finger items randomly, roll on “Table 5-12: Finger Items.”

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Table 5-12: Finger items Minor = Medium o1i-25 — 26-50 — 1-75 — 76-970 Ol-10 11-35 36-60 61-80 81-85 86-70 "N95 76-100

Item Name

Glimmer Ring

Ring of Shadows

Ring of Quintessence

Band of Flesh

Clawed Knuckle-Ring

Ring of Goblin Lords

Moonstone Ring

Ring of the Frost Spiders

Duennan Shielding Ring

Goblin Gazughi Ring

Glowing Stone Band

Knotted Turtlebone Ring Ol-15 Djarn’s Amethyst Ring 16-100 Regal Band of Bathezid

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Bandor Flesh

Description: A dozen conflicting rumors give the origin of the magic that creates this item, but it’s best not to think of where or how this item originated. A treated piece of cured flesh made into a band with no seam, these trinkets boost the wearer's vigor and casting ability.

Powers: Str +1.

Focus effect: Summoning Efficiency I.

Bonus types: Ability score = enhancement.

Caster Level: 5th.

Market Price: 3,000 gp.

Slot: Finger.

Weight: 0.1 Ibs.

Clawed Knuckle-Ring

Description: Despite its barbed appearance, this knuckle-bone ring doesn’t make much of a weapon, but the magics employed in its creation make it very useful regardless. The life force stripped from a being as it is transformed into an undead is said to be what powers these rings; it's a process supposedly developed by the cruel Najena herself.

Powers: Hp +5.

Focus effect: Extended Enhancement II.

Bonus types: Hit points = augmentation.

Caster Level: 10th.

Market Price: 6,000 gp.

Slot: Finger.

Weight: 0.1 lbs.

Djarn’s Amethyst Ring Description: The great efreeti lord

Djarn ordered a number of rings to be

crafted from a holy gem found in the

possession of a gnome wizard he

enslaved years ago. The resulting

square-cut purple gemstones were

set in silver bands to form stout

rings that grant considerable pro-

tection and great mystical grace.

Powers: Dex +2, hp +20. Focus effect: Spell Haste II. Bonus types: Ability score = enhance-

ment. Hit points = enhancement.

Caster Level: 10th. ite: | Market Price: 58,500 gp. Slot: Finger. ; Weight: 0.1 Ibs. 2,110 gp ) Duennan Shielding Ring

Description: Much prized especially by magicians, this ring is among those rewards sometimes granted to those who overcome the challenges posed by the strange beings of the Plane of Air.

Powers: As a free action, a magician wearing this ring may invoke an effect iden- tical to the spell divine aura. This ability may be used only once. The following effects remain even after this charge is used up:

Int +2, Wis +2, mana +7.

Bonus types: Ability scores = augmenta- tion. Mana = augmentation.

Activation: Spell Trigger (magician) [di- vine aural, Use Activated (ability scores, mana).

Caster Level: 6th.

Market Price: 18,660 gp.

Slot: Finger.

Weight: 0.1 lbs.

2,455 gp 2,800 gp Gs 3,000 gp

6,000 gp

6,250 gp

7,250 gp

14,500 gp

18,660 gp

21,450 gp 24,000 gp

33,240 gp

58,500 gp 81,650 gp

Glimmer Ring

Description: An unusually small glass ring, this clear band reflects any existing light in a rainbow of colors, amid even the dimmest of conditions. Such rings are said to be made by faeries, incorporating some of the magic that lets them so easily elude captors.

Powers: Asan attack action, the wearer of this ring may invoke an effect identical to the gate spell. This ability may be used only once.

Int +1.

Bonus types: Ability score = enhancement.

Caster Level: 3rd.

Market Price: 2,110 gp. Slot: Finger. Weight: 0.1 Ibs.

Glowing Stone Band

Description: Fashioned from the blackened stone that con- tains the lava flows of Solusek’s Eye and enchanted to hold the heat of their birthplace, these rings make their wearer sensitive to heat emanations, effectively granting the ability to see heat gradations. The ring itself constantly radiates a discernible but harmless warmth.

Powers: The wearer gains infravision while the ring is worn; thus, due to the heat it constantly emanates, it provides illumina- tion in a 10-foot radius for the wearer (and is roughly as visible as a bright candle to any creature with infravision).

Caster Level: 4th.

Market Price: 24,000 gp.

Slot: Finger.

Weight: 0.1 Ibs.

Goblin GazaghiRing

Description: On a recent expedition to the Lake of II| Omen, a horrid place filled with undead and monster hordes alike, this item was retrieved from the corpse of a fallen sarnak courier. Apparently, be- tween the forest dungeons of Varnek and the underwater dungeon of Veksar, a tribe of goblins and a clan of sarnak exist in per- petual conflict. The two groups often raid each other's patrols and raise settlements on one another's land, looting and pillaging all the while. This goblin ring was found in possession of a sarnak on his way back to his people's fortress in the north woods. Since then, many more copies of this item have been discovered. Sages believe that the goblins have found a mystical way to shield themselves from the senses of animals for extended periods of time, no doubt as an aid to hunting, but primarily used as a method to evade sarnak blood hounds and thus to sneak up on their hated enemies.

Powers: At will, the wearer is affected as if by an invisibility to animals spell. In addition, the wearer always gains the following benefit:

Magic resistance (2), sonic resistance (2).

Bonus types: Resistances = enhancement.

Activation: Use Activated.

Caster Level: 5th.

Market Price: 21,450 gp.

Slot: Finger.

Weight: 0.1 lbs.

Knotted Turtlebone Ring

Description: A beautiful piece of mystical jewelry, this ancient wooden ring is decorated with a knotted pattern of aquamarine in the shape of the great turtle, the animalism totem of the sea and stability. With this ring, the bearer can function underwater as upon the land.

Powers: The wearer may always operate underwater without the need for air, as per the enduring breath spell. This effect only operates when the wearer is submerged in liquid; thus, this ring is of no use in other airless conditions.

Str +1, hp +6, mana +6.

Bonus types: Ability score = augmentation. Hit points = aug- mentation. Mana = augmentation.

Caster Level: 5th.

Market Price: 33,240 gp.

Slot: Finger.

Weight: 0.1 Ibs.

Ue

Moonstone Ring

Description: Mana is found both in the earth and in the heavenly bodies themselves, so it is no surprise that these rings crafted from moonstone are a great aid in wielding magic.

Powers: Str +1, mana +5.

Focus effect: Extended Range II.

Bonus types: Ability score = augmentation. Mana = augmenta- tion.

Caster Level: 10th.

Market Price: 9,250 gp.

Slot: Finger.

Weight: 0.1 Ibs.

Regal BandoFr Bathezid

Description: Allies of the Brood of Di'Zok in Chardok are often blessed with one of these royal signet rings, a bejeweled golden bauble presented in a velvet box. This ring is a mark of the greatest respect, and is effectively a sign of power and prestige granted to those loyal to the Brood and its causes. Those who remain loyal to the Brood might be re- warded with infusions of power that will keep the spell-like power of the ring fully

charged.

Powers: Asan attack action, the wearer of this ring may invoke an effect that the sarnak call aegis of Bathezid, which sur- rounds the wearer in a faint nimbus of

energy: This effect grants a magic damage shield (4) for 5 minutes per charge. Each ring holds only five charges of this effect. Con +2, Int +1, Wis +1, Cha +1, hp +21, mana +8. Bonus types: Ability scores = enhancement. Hit points = enhancement. Mana = enhancement.

Activation: Use Activated.

Caster Level: 17th.

Market Price: 81,650 gp.

Slot: Finger.

Weight: 0.1 lbs.

Ring of GoblinLords

Description: A Solusek goblin-king is said to have had these rings forged and enchanted for his personal shaman-guards. How- ever, as the story runs, the guards were executed for some unknown offense before they ever received these gifts. A few of these items have found their way out of the goblins’ possession.

Powers: Str +1, Dex +1.

Focus effect: Affliction Haste I.

Bonus types: Ability scores = enhancement.

Caster Level: 5th.

Market Price: 6,250 gp.

Slot: Finger.

Weight: 0.1 Ibs.

Ring oF Quintessence

Description: The golems of the City of Mist evidently provide the material for the creation of these rings. Those brave and powerful enough to seek out that dread place and overcome the golems have reported selling broken portions of these golems to magic-workers.

Powers: Int +1, mana +3.

Bonus types: Ability score = augmentation. Mana = augmenta- tion.

Caster Level: 3rd.

Market Price: 2,800 gp.

Slot: Finger.

Weight: 0.1 lbs.

Ring of the Frost Spiders Description: Made from the webbing and venom of velium stalkers, these rings help ’.. their owners to pre- serve purity of body and clarity mind. Powers: Int +1, Wis +1, hp +6, mana +4, poison resistance (4), poison save +1.

Bonus types: Ability scores = enhancement. Hit points = augmentation. Mana = augmentation. Resistance = augmenta- tion. Save = augmentation.

Caster Levels: 3rd.

Market Price: 14,500 gp.

Slot: Finger.

Weight: —.

Ring of Shadows Description: This item has become legendary amongst thieves and assassins not necessarily for its potency, but rather for its availability. Quite affordable yet effective, these simple brass rings seem to be in steady supply, a fact, it seems, that is not well appreciated by those interested in maintaining law and order. Powers: Asan attack action, the wearer of this ring may invoke

an effect identical to the gather shadows spell. Each ring holds only three charges of this effect.

Dex +1.

Bonus types: Ability score = enhancement. Activation: Use Activated.

Caster Level: 5th.

Market Price: 2,455 gp.

Slot: Finger.

Weight: 0.1 Ibs.

Hanods

Hand items generally mean either gloves or gauntlets. To receive any benefit from a pair of hand items, both must be worn. Although hand items can be clumsy if attempting to do fine work, they never impede a character's ability to fight or cast spells. They

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‘Table 5-13: Hand items Minor = Medium j 01-30 31-60 61-80 &I-70 71-100

Item Name Clay-Encrusted Gloves Griffon Talon Gloves Frosted Gloves White Satin Gloves Trakanasaur-Hide Gloves Stalker Gauntlets Gauntlets of Mortality Gloves of the Rock Climber Woven Bark Gloves Gauntlets of Potence Primitive Leather Gloves Laoch Combat Gauntlets Terror Gauntlets Gloves of Fire Sporali Gloves

O1-05 Onyx Gauntlets

2|-60 Twisted Steel Gauntlets

61-100 Mithril Gauntlets

01-05 06-10 1-20 21-30 31-40 41-50 51-60 61-65 66-75 76-85 86-975 76-100

can be worn with full sets of armor or with wrist or finger items with no penalty.

Physical Description: Hand items are made of cloth, leather, animal hides, or metal. Hand items made of metal typically have AC 9, hardness 10, and 4 hp, with a Break DC 24, while hand items crafted from hide or similar less durable materials have AC 9, hardness 4, and 4 hp, and a Break DC of 13.

Activation: Hand item abilities are generally use-activated by wearing. Abilities with charges or uses per day are command word activated.

Random Generation: To generate belts randomly, roll on “Table 5-13: Hand Items.”

Clay-Encrusted Gloves

Description: Though wearing gloves seems antithetical to the practice, these gloves magically enhance their wearer's skill at pottery-work. Wearers maintain their sense of feel even with the gloves on. These gloves are always covered witha layer of wet clay, keeping the clay being worked moist and smooth. Storing the gloves, however, is a hopelessly messy endeavor.

Powers: These gloves grant their wearer a +5 bonus to Trade Skill (pottery) checks.

Bonus types: Skill = enhancement.

Caster Level: 2nd.

Market Price: 520 gp.

Slot: Hands.

Weight: 0.8 Ibs.

Frosted Gloves

Description: These black gloves are lined inside with short fur from some unknown animal. They keep one's hands amazingly warm, even amid the snows of Everfrost. Arcane spellcasters find them especially useful, both for the enhancement of mental faculties they provide and for keeping their fingers flexible while performing somatic components in chilly conditions.

Powers: Int +2, cold resistance (4), cold save +1.

Bonus types: Ability score = enhancement. Resistance = aug- mentation. Save = augmentation.

Caster Level: 6th.

Market Price: 5,560 gp.

Slot: Hands.

Weight: | lb.

Gauntlets of Mortality

Description: Though many powerful ad- venturers argue over these items’ effectiveness, no one argues over their apt name. These gauntlets are quite valuable to many who risk their lives fora living. Most wearers take both the name and the item’s severe drawbacks as unsubtle reminders of how frequently adven- turing brings them close to death.

Powers: Str +4, Dex +3, Con —3, Cha -2, all resistances (—2).

Bonus types: Ability scores = enhance- ment. Resistance = enhancement.

Caster Level: 8th.

Market Price: 11,400 gp.

Slot: Hands.

Weight: 0.3 lbs.

cd

Market Price 520 gp 3,437 gp 5,560 gp 5,700 gp 5.712 gp 7,440 gp 11,400 gp 17,500 gp 17,600 gp 17,000 gp 17,000 gp 17,600 gp 24,605 gp 33,400 gp 37,760 gp 57,200 gp 57,400 gp 71,600 gp

Gauntlets of Potence

Description: When worn, these sturdy leather gauntlets cause the wearer to appear larger and more physically powerful. Though the wearer doesn’t actually change size, he or she does seem more imposing, and does gain considerably increased strength and physical

Se

2 et ] Powers: These gauntlets effectively grant their wearer the aN Hand to Hand and Improved Hand to Hand combat feats, D. regardless of prerequisites, as well as a +5 bonus to Intimidate S3 checks. In addition, the wearer gains the following bonus: . Str +4. s4 Bonus types: Ability score = enhancement. Skill = morale. By ) Caster Level: 12th. ws Market Price: 19,000 gp. : Slot: Hands. r Weight: 3 lbs. 5 Ps Gloves or Fire : Description: These gloves are heavy, but not clumsy, and wear * well with nearly any color or style of clothing. la Powers: At will, as an attack action, the wearer of these gloves >, may cast the fingers of fire* spell. The wearer uses her own mana pool to power this spell, as if she were casting one of her own ' prepared spells (mana 8; Reflex half, DC 19). Additionally, the ~ wearer gains the following bonuses: Pe Dex +3, Cha+2, mana +2, fire resistance (3), fire save +1. er Bonus types: Ability scores = enhancement. Mana = enhance- * ment. Resistance = enhancement. Save = enhancement. ny Activation: Spell Trigger (magician, wizard) [fingers of fire], Use Activated (all other benefits). ) Caster Level: 9th. gq Market Price: 33,400 gp. . Slot: Hands. oe Weight: 2 lbs. v *Errata: In the EverQuest: Player's Handbook, p. 262, this . spell is misprinted as “fires of fire.” Q Gloves of the RockClimber ie Description: These black leather gloves cover the wearer's arm nearly up to the elbow. They allow their ~ wearer to climb almost any vertical surface with little +, effort, and even to hang for extended periods of time >4 if necessary. p Powers: These gloves grant their wearer a +10 : bonus to Climb checks. Further, the wearer never ’ becomes fatigued as a result of climbing. In addition, = the gloves grant the following bonuses: ~ Str +2, Dex +2, Con +1. ¢ Bonus types: Ability scores = enhancement. Skill = : enhancement. S Market Price: 17,500 gp. = Slot: Hands. i Weight: 4.5 lbs. ei Griffon Talon Gloves >", Description: These lightweight metal-re- inforced leather gloves are adorned with . griffon talons on the knuckles, making them ie ideal for combat purposes. & Powers: Griffon talon gloves are con- > sidered hand items, but they also function 7 as clawed handwraps with a +1 bonus >) to attacks. ? Griffon Talon Gloves (1d4, delay . 4; AC 6, hardness 11, 3 hp, Break be DC 24) hn Str +1.

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Bonus types: Ability score = enhancement. Attack = enhancement.

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LaochCombat Gauntlets

Caster Level: 3rd. Market Price: 3,437 gp. Slot: Hands.

Weight: .5 lbs.

Description: These light gauntlets are made by the draconic laochs for use in ritual combat. The magical benefits of the gauntlets are almost negligible to these enormous creatures, but their enchantments make the handwear more durable during their earth-shaking battles. Because of the gloves’ ritual use, a laoch would not even think of wearing them to fight in real combat. The gauntlets are often found lying about, sometimes tucked under scales, after a laoch’s defeat.

Powers: These gauntlets grant their wearer the Hand to Hand feat and all Weapon Class Proficiency feats for melee weapons. Additionally, they grant their wearer the following bonuses:

Str +2, Dex +2, Con +1.

Bonus types: Ability scores = enhancement.

Caster Level: 6th.

Market Price: 19,600 gp.

Slot: Hands.

Weight: 3 lbs.

Mithril Gauntlets

Description: These finely crafted gauntlets have an inner layer of supple leather with small, overlapping plates of mithril layered on top, completely covering the wearer's hands. Mithril is much lighter and more flexible, yet harder than normal metal, and the gauntlets thus allow remarkable flexibility in finger and wrist

movement. Powers: Str +3, Dex +4, hp +19, cold resistance (6), cold save +2.

Bonus types: Ability scores = enhancement. Hit points = enhancement. Resistance = en- hancement. Save = enhancement.

Caster Level: 12th. we = Market Price: 71,600 gp. Slot: Hands. Weight: 3.7 lbs.

Onyx Gaugn Description: Made up of a mosaic of tiny onyx chips, these gauntlets are a wonder of magic simply in their construction. The chips’ many facets sparkle in any light, but are as durable as steel. They protect their wearer from nearly any element, anda wearer can feel the increased vitality simply by pulling the gauntlets on. Powers: Hp +25, mana +12, all resistances (1).

Bonus types: Hit points = aug- mentation. Mana = augmentation. Resistances =

augmentation.

Caster Level: 12th,

gp. Slot: Hands. Weight: 2 lbs.

Market Price: 57,200

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Primitive Leather Gloves

Description: The craftsmanship of these gloves is amazingly poor. The leather seems almost accidentally cured, and the stitching leaves large gaps in the construction. If not for the magical resonance, most observers wouldn’t believe they were magic items. Nevertheless, the magic in the gloves is consider- able, enhancing the physical prowess of those who don't mind the gloves’ awful appearance.

Powers: Str +3, Con +3.

Bonus types: Ability scores = augmentation.

Caster Level: 9th.

Market Price: 19,000 gp.

Slot: Hands

Weight: 2.2 lbs.

SporaliGloves

Description: These thin gloves fit so snugly that wearers find they can do even fine work like sewing or knot-tying while wearing them. Their effect becomes obvious once they have been donned: the wearer does everything with unnatural speed, from fighting to eating. Asa result, she has slightly lessened resistances because her body burns so much energy.

Powers: The wearer of these gloves is under a continual haste (2) effect (this grants a +1 haste bonus to AC and one additional attack action every third round). This constant speed extends even to the wearer's metabolism, causing her to eat more, for instance. However, she also gains the following penalties:

Disease resistance (—1), poison resistance (—1).

Bonus types: Resistance = None.

Caster Level: 9th.

Market Price: 39,960 gp.

Slot: Hands.

Weight: | Ib.

Stalker Gauntlets

Description: These nondescript brown leather gauntlets barely register as magical. Wearers often speak of a faint urge to hunt their opponents down rather than kill them outright. Most wearers of such items are wont to do so anyway, however, so their reports are not entirely conclusive.

Powers: These gauntlets provide their wearer a +4 bonus on Sneak checks and on Wilderness Lore checks made for tracking. Whenever the wearer would engage a foe of equal or fewer Hit Dice in combat, he must succeed at a Will check (DC 14) or first spend | round doing something other than attacking the foe, thus allowing it a chance to flee.

Str +2, Dex +2.

Bonus types: Ability scores = enhancement. Skills = enhance- ment.

Caster Level: 4th.

Market Price: 9,440 gp.

Slot: Hands

Weight: 0.1 Ibs.

Terror Gauntlets

Description: These spiked metal gauntlets look fearsome, but the true quality of the terror they inspire lies in their magical ability to strike fear, into the hearts of both their wearer and the wearer's opponents. Only the powerful and the fearless wear these gauntlets effectively.

Powers: These gauntlets are considered hand items, but they also function as spiked gauntlets with a +1 bonus to attacks and damage.

Creatures with 10 HD or less who don these gauntlets are considered shaken while wearing them; this is a mind-affecting fear effect. Three times per day, when the wearer strikes an

opponent for melee damage with the gauntlets, he may force that opponent to make a Will save (DC 18) or be panicked for 1d6 rounds. This also is a mind-affecting fear effect.

Terror Gauntlets (1d3+1, delay 4; AC 6, hardness 11, 5 hp, Break DC 25)

Hp +5, all resistances (1).

Bonus types: Attack = enhancement. Damage = enhancement. Hit points = augmentation. Resistances = augmentation.

Activation: Use Activated.

Caster Level: 5th.

Market Price: 24,605 gp.

Slot: Hands.

Weight: 2.5 lbs.

Trakanasaur-Hide Gloves

Description: These gloves are made from the thick hide of the fiercely carnivorous asaurs, found in the jungles and moun- tains of Kunark. Trakanasaur claws are usually affixed to the knuckles of the gloves, allowing them to be used as weapons. These gloves are surprisingly light for all their bulk.

Powers: These gloves are considered hand items, but they also function as clawed handwraps.

Trakanasaur-Hide Gloves (1d4, delay 4; AC 6, hardness 3, 3 hp, Break DC 22)

Str +2, acid resistance (2), disease resistance (2).

Bonus types: Ability score = enhancement. Resistances = enhancement.

Caster Level: 6th.

Market Price: 5,712 gp.

Slot: Hands.

Weight: 0.4 lbs.

Twisted Steel Gauntlets Description: The magic of these gauntlets is unusually power-

ful, but is unstable; spellcasters sometimes feel uneasy holding or wearing them, as if the gauntlets will burst from the mana stored within them. The secret of twisted steel allows the gauntlets to safely contain such magic. Many blacksmiths would trade all they have to learn such a secret, were a master smith with the requisite skill to be found.

Powers: These gauntlets bestow one negative level upon any spellcaster (dedicated or hybrid) who dons them for every 2 points by which she fails a Will save against DC 21; thus, if this save is successful, the wearer may always don the gloves freely, without penalty. If the save fails, the negative level(s) remain whenever and for as long as the gauntlets are worn by that individual, and disappear only when they are removed. These negative level(s) never result in actual level loss, but cannot be overcome in any way (including lifeforce spells or the like) while the gauntlets are worn. Once the wearer gains a level in any spellcasting class, she may attempt a new Will saving throw (DC 21) to see if she has overcome the negative level penalty; this check may be repeated every time the character gains a spellcasting level, until she masters the unstable magic of the gauntlets.

Twisted steel gauntlets are considered hand items, but they also function as spiked gauntlets with a +3 bonus to attacks and a +3 bonus to damage.

Twisted Steel Gauntlets (1d3+3, delay 4; AC 6, hardness 13, 7 hp, Break DC 27)

Str +5, AC +2.

Bonus types: Ability score = enhancement. AC = enhance- ment. Attack = enhancement. Damage = enhancement.

Caster Level: 11th.

Market Price: 59,400 gp.

Slot: Hands.

Weight: 3 lbs.

White Satin Gloves

Description: These delicate, nearly gossamer white gloves fit snugly on any wearer's hands. Once worn, they

provide superior resistance to fire, at the expense of ol-70 — weakening all other resistances. However, they are excel- 71-100 01-10

lent gloves when fighting fire-oriented opponents. Powers: Hp +6, mana +4, fire resistance (12), all other resistances (—2), fire save +3. Bonus types: Hit points = augmentation. Mana = aug- mentation. Resistances = augmentation. Save = augmentation.

Caster Level: 6th. Market Price: 5,700 gp. Slot: Hands.

Weight: 0.1 lbs.

Woven Bark Gloves ;

Description: Even at a glance, these gloves are clearly [-"\_4

made of bark, carefully woven into gloves with patience and, most certainly, some form of wood-shaping magic. The bark is taken from ironwood trees found only in the Unkempt Wood. Druids never sell or give away this prize, so any outsider wearing the bark must have stolen it. Such thieves who visit the Unkempt Wood should consider themselves forewarned...

Powers: Str +1, Dex +3, hp +7, sonic resistance (2).

Bonus types: Ability scores = enhancement. Hit points = enhancement. Resistance = enhancement.

Caster Level: 5th.

Market Price: 17,600 gp.

Slot: Hands.

Weight: 0.1 Ibs.

~

Hand-to-Hand Weapons

This class of weapons generally includes certain gauntlets, fist wraps, and claws.

Physical Description: Most weapons in this category are metal and designed to fit over the hand without restricting the wearer’s ability to pick up or manipulate objects. They can be worn with hand, wrist, or finger items with no penalty, Statistics forcommon weapons can be found in “Table 5-2: Typical Hardness, Hit Points, and Break DCs for Common Items”; extrapolate other items’ statistics from these samples, when necessary. Each +1 enhancement bonus to attacks adds 1 point to a weapon's hard- ness and hit points, and each +1 enhancement bonus to damage adds 1 point to a weapon’s Break DC. Attackers cannot damage magic weapons unless the attack bonus of the striking weapon is at least as high as the struck weapon’s attack bonus.

Activation: Hand-to-hand weapons are use-activated unless otherwise specified in their description.

Random Generation: To generate hand-to-hand weapons randomly, roll on “Table 5-14: Hand-to-Hand Weapons.”

Table 5-14: Hand-to-Hand Weapons

Market Price Horns of the Beast 6,102 gp Horns of the Spirits 10,552 gp 11-40 Khaliz’s Katar 14,202 gp 4\-70 Yeken’s Katar 18,727 gp 71-70 Claws of the Huntress 23,312 gp 971-100 Bladed Thulian Claws 36,644 gp Fireclaw Talons 45,437 gp Black-Bladed Ulak 50,320 gp Zekhas's Katar 68,302 gp 01-05 Khashek’s Katar 138,827 gp 06-30 Gold-Inlaid Ulak 186,650 gp

Ancestral Spirit Katars

Description: A number of Vah Shir over the years have made a name for themselves in their travels on the moon. Unfortu- nately, many of them also fail to return. Most of those who die join their fellows in the spirit realm; some cannot make the transition to that place, however, and instead become one with their weapon, their spirit infusing the weapon with power; their un- usual properties are evinced by their unnatural luster and surprisingly light weight.

Khaliz’s Katar

Description: Khaliz was lost somewhere in the labyrinthine caves of the Netherbian lair, losing his life to the fungoid mutants in the area.

Powers: This rather large iron punching dagger has a +2 bonus to attacks and damage, as well as the massive ability.

Khaliz’s Katar (1d4+2, delay 5; AC 6, hardness 12, 4 hp, Break DC 26)

Dex +1, hp +4, cold resistance (1).

Bonus types: Ability score = augmentation. Attack = enhance- ment. Damage = enhancement. Resistance = augmentation.

Caster Level: 6th.

Market Price: 14,202 gp.

Slot: Hand to Hand.

Weight: 1.3 lbs.

Khashek’s Katar

Description: Khashek lost his life fighting the Shissar abomi- nation long ago, during an assault upon the Vah Shir in their early days on the moon that would have ended the their existence altogether had it not been for Khashek’s honorable sacrifice.

Powers: This punching dagger has a +4 bonus to attacks and a +5 bonus to damage. It can also process (Proc DC 21) the siphon life spell (Fort half, DC 21) upon its target, transferring its target's hit points to the wielder if successful.

Khashek’s Katar (1d3+5 and siphon life proc, delay 4; AC 6, hardness 14, 6 hp, Break DC 29)

Dex +4, hp +19, cold resistance (3), cold save +1.

Bonus types: Ability score = augmentation. Attack = enhance- ment. Damage = enhancement. Resistance = augmentation. Save = augmentation.

Caster Level: 14th.

Market Price: 138,827 gp.

Slot: Hand to Hand.

Weight: 0.8 Ibs.

% 31-100 Glowing Mithril Ulak 1,767,800 gp J

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7

Yeken’s Katar

Description: Yeken was a student of Khashek, and carried on his master’s traditions in many ways. During a battle with the Shissar he was forced to flee into the dangerous canyons of Mons Letalis, where, legends say, he perished.

Powers: This punching dagger has a +2 bonus to attacks anda +3 bonus to damage.

Yeken's Katar (1d3+3, delay 4; AC 6, hardness 12, 4 hp, Break DC 27)

Dex +2, hp +6, cold resistance (1).

Bonus types: Ability score = augmentation, At- tack = enhancement. Damage = enhancement.

Resistance = augmentation.

Caster Level: 7th.

Market Price: 18,727 gp.

Slot: Hand to Hand.

Weight: 1.1 lbs.

Zekhas’s Katar

Description: Zekhas is a relatively recent hero of the Vah Shir. He trav- eledon many quests to fight the Coterie of the Tenebrous Mountains and killed many of their kind. However, legends have his life ending in those moun- tains as well. Powers: This punching dagger has a +4 bonus to attacks and damage. It can also process (Proc DC 20) an ignite spell (Fort half, DC 19) upon its target. Zekhas’ Katar (1d3+4 and ignite proc, delay 4; AC 6, hardness 14, 6 hp, Break DC 28) Dex +3, hp +14, cold resistance (2). Bonus types: Ability score = augmentation. Attack = enhance- ment. Damage = enhancement. Resistance = augmentation. Caster Level: 12th. Market Price: 68,302 gp. Slot: Hand to Hand. Weight: 0.9 Ibs.

Ulaks

These esoteric weapons are primarily used by Vah Shir, but have come to be a favored weapon

Caster Level: 9th. Market Price: 50,320 gp. Slot: Hand to Hand. Weight: 0.9 Ibs.

Bladed Thulian Claws

Description: Named after the god of fear himself, Cazic-Thule, these claws look like for- ward-curving dagger blades mounted on the back of a heavy glove. They first made their appearance amongst

among beastlords of all races. They come in many unique shapes, but are generally fashioned as a handle set behind the center of a crescent-moon-shaped scything blade. In close quarters, experienced ulak wielders are capable of slashing horrendous wounds into opponents’ vital areas.

Weapon Cost Damage Critical Weight Type Delay Size

the tribes of the lizard-like folk that worship the God of Fear in the fetid jungles of the Feerrott. Since then they

Ulak 20pp 1d6 x3 3 Ib.

Other Hand-to-Hand Weapons

Black~Blabded Ulak

Description: This strange weapon is made entirely of a strange black metal native to the moon's crust, yet it weighs little. Enchantments from the arcane masters of Grieg’s End give it its magical properties.

Powers: This ulak hasa +3 bonus toattacks and damage, as well as the speed ability.

Black-Bladed Ulak (1d6+3, delay 3; AC 6, hardness 13, 13 hp, Break DC 27)

Str +2, Wis +2, hp +14, mana +9, magic resistance (2).

Bonus types: Ability scores = augmentation. Attack = enhance- ment. Damage = enhancement. Hit points = augmentation. Mana = augmentation. Resistance = augmentation.

HtH (slashing)

have proliferated, allowing Cazic-Thule to inspire fear in their wake. ~— Powers: These items function as clawed handwraps with a +2 bonus to attacks and damage, as well as the speed ability. Bladed Thulian Claws (1d4+2, delay 3; AC 6, hardness 12, 4 hp, Break DC 25) Bonus types: Attack = enhancement. Damage = enhancement. Caster Level: 6th. Market Price: 36,644 gp (pair). Slot: Hand to Hand. Weight: 3 Ibs.

Quick Medium

Claws of the Huntress

Description: These weapons originate from the claws of some fierce moon-dwelling creature. Properly harvested and prepared, its claws can be made into this effective weapon.

Powers: This item functions as a clawed handwrap with a +2 bonus to attacks and damage, as well as the speed ability.

Claws of the Huntress (1d4+2, delay 3; AC 6, hardness 8, 4 hp, Break DC 25)

Dex +2.

Bonus types: Ability score = augmentation. Attack = en- hancement.

Caster Level: 6th. Market Price: 23,312 gp (single). Slot: Hand to Hand. Weight: 0.8 lbs.

FirecLaw Talons Description: These weapons are made from the claws of large and ancient underbulks of the caverns of the moon, It requires meticu- lously correct harvesting of the body and several basic enchant- $$ ments known to a number of spellcasters to craft fireclaw talons. Powers: This item functions as a clawed handwrap with a +3 bonus to attacks and a +2 bonus to damage. It can also process (Proc DC 20) the shock of flame spell (Reflex half, DC 19) upon its target. Fireclaw Talons (1d4+2 and shock of flame proc, delay 4; AC 6, hardness 11, 5 hp, Break DC 24) Bonus types: Attack = enhancement. Damage = enhancement. Caster Level: 9th. Market Price: 45,437 gp (single). Slot: Hand to Hand. Weight: 2.5 lbs.

Glowing Mithril ULak

Description: This strange weapon's head is made of a mithril alloy and glows with a faintly pulsing aura of power. Mysterious runes cover the blade, seeming to change from viewing to view- ing. Vah Shir claim this is one of their ancestral weapons, but the ancestor supposed to reside in this weapon is unknown. Some have even claimed that it has multiple souls inhabiting it, giving it its extraordinary powers. It is currently rumored to be in the hands of the foul Ssraezha, who won't wield the weapon for fear of its power turning against them.

Powers: This ulak has a +6 bonus to attacks and damage, as well as the hardness ability. It can also process (Proc DC 23) aflame of light spell (Reflex half, DC 23) on its target.

Glowing Mithril Ulak (1d6+6, delay 4; AC 6, hardness 18, 16 hp, Break DC 32)

Str +4, Dex +3, Con +3, Wis +4, hp +25, mana +17, magic resistance (6), magic save +2.

Bonus types: Ability scores = enhancement. Attack = enhance- ment. Damage = enhancement. Resistance = enhancement. Save = enhancement.

Caster Level: 18th.

Market Price: 1,967,800 gp.

Slot: Hand to Hand.

Weight: 0.5 lbs.

Gold-InLaid ULak

Description: This strange weapon is made entirely of steel, inlaid with runes of gold in a language not of Norrath. Despite its considerable size and metal construction, it weighs less than a pound.

Powers: This ulak hasa +5 bonus toattacks and damage, aswell as the massive ability. It can also process (Proc DC 21) a siphon life spell (Reflex half, DC 22) on its target, transferring its target’s hit points to the wielder if successful.

Gold-Inlaid Ulak (1d8+5, delay 5; AC 6, hardness 15, 15 hp, Break DC 29)

Str +3, Wis +3, hp +19, mana +12, magic resistance (3), magic save +1.

Bonus types: Ability scores = augmentation. Attack = enhance- ment. Damage = enhancement. Resistance = augmentation. Save = augmentation.

Caster Level: 15th.

Market Price: 186,650 gp.

Slot: Hand to Hand.

Weight: 0.8 Ibs.

Horns or the Beast

Description: These weapons are made from parts of various beasts of the moon, and are then enchanted by the magics of the Loda Kai. Such a weapon is typically composed of a pair of horns bound with metal for a grip.

Powers: This odd weapon is equivalent to a punching dagger with a +1 bonus to attacks and damage.

Horns of the Beast (1d4+1, delay 5; AC 6, hardness 6, 4 hp, Break DC 22)

Hp +2, mana +2.

Bonus types: Attack = enhancement. Damage = enhancement. Hit points = enhancement. Mana = enhancement.

Caster Level: 3rd.

Market Price: 6,102 gp.

Slot: Hand to Hand.

Weight: 1.4 lbs.

Hornsorfthe Spirits

Description: These items are similar to horns of the beast, butare slightly more powerful.

Powers: This weapon is equivalent to a punching dagger with a +] bonus to attacks and damage.

Horns of the Beast (1d4+1, delay 5; AC 6, hardness 6, 4 hp, Break DC 23)

Hp +4, mana +2.

The following benefits, each marked with an asterisk (*), can also affect the wielder, but only one of these can be gained at any one time. It is a free action to change from one of these benefits to another, but only one such change can be made per round.

Dex +1*, Con +1*, disease resistance (1)*, fire resistance (1)*

Bonus types: Ability scores = augmentation. Attack = enhance- ment. Damage = enhancement. Hit points = enhancement. Mana = enhancement. Resistances = augmentation.

Caster Level: 3rd.

Market Price: 10,552 gp.

Slot: Hand to Hand.

Weight: 1.3 lbs.

Head

Head items include anything worn chiefly to cover or protect the head. They include common items such as hats, turbans, and helmets, but also include less usual items like circlets, crowns, and tiaras.

Physical Description: Head items are made from a wide variety of materials, but generally are made of either metal or cloth. Metal head items typically have AC 7, hardness 10, 5 hit points, and a Break DC of 28, while cloth head items have AC 7, hardness 0, 3 hit points, and a Break DC of 10.

Activation: Most head items’ abilities are use-activated merely by wearing the item. Abilities with charges or uses per day are generally command word activated.

Random Generation: To generate head items randomly, roll on “Table 5-15: Head Items.”

Table5-15: Head Items Minor Medium Major i Item Name 01-70 = OI-05 Kejekan Tribal Headband 06-20 Chieftain’s Headdress 21-35 Dark Circlet 36-45 Savant’s Cap 46-60 Helm of Brute Strength 61-75 Kerran Headband 76-70 Shazda Turban 71-100 Nightshade Wreath Black Feathered Circlet Circlet of Fire Runed Cowl Siryn-Hair Hood — Circlet of Shadows OI-100 Cursed Halo of Thought

Black Feathered Circlet

Description: A beautiful crown of multihued feathers, this item is an amazing testament to earthbound creatures’ envy of flight. It was first made by tribal races near the Hollowshade Moor, but quickly spread throughout the civilized cultures of Norrath. Made from the feathers of the Skrietat’Cha, this item allows its wearer to reach the heavens, if only for a short time.

Powers: As a standard action, the wearer of this device may invoke an effect identical to the spirit of eagle spell. Each circlet holds only three charges of this effect. In addition, the wearer gains the following benefits:

Int +1, Wis +1, mana +3.

Bonus types: Ability scores = enhancement. Mana = enhance- ment,

Activation: Use Activated.

Caster Level: 25th.

Market Price: 18,350 gp.

Slot: Head.

Weight: | lb.

+

Chiertain’s Headdress

Description: The goblin chieftains of the Frontier Mountains have long upheld the tradition of a ceremonial headdress and attire to suit their station. The headdress often takes on the shape of various sun-bleached bones assembled in an offensive manner on a cap of raffia and weed-woven fabric. As unattractive as this crown might be to others, it does grant the royal head upon which it rests certain benefits to help set it apart from the rabble.

Powers: Str +1, Int +1, Wis +1.

Bonus types: Ability scores = augmentation.

Caster Level: 3rd.

Market Price: 6,000 gp.

Slot: Head.

Weight: 1.2 lbs.

Circlet or Fire

Description: Five wire-thin golden spires rise up from this fine golden circlet. The center spire has two small, round red stones set in the face. Like other mighty artifacts of flame and fire, these items are said to be empowered by Ixiblat Fer, a great fire elemental lord summoned from his native plane and trapped on the Material Plane.

Powers: A wearer who is a magician or wizard (or which is itself acreature of elemental fire) may invoke an effect identical to the

supemova spell (Reflex half, DC 33) as a standard action. Each

| i. . 5

circlet holds only four charges of this effect. The circlet itself is immune to fire damage.

Mana +3, fire resistance (6), fire save +2.

Bonus types: Mana = augmentation. Resis- tance = augmentation. Save = augmentation.

Activation: Spell Trigger (magician, wiz- ard) [supernova], Use Activation (mana, resistance, save).

Caster Level: 23rd.

Market Price: 18,982 gp.

Slot: Head.

Weight: | |b.

Circlet or Shadows

Description: A black leather headband decorated with the dried finger bones of some humanoid, this circlet is granted as a mark of courage tothe goblin bodyguards of the Temple of Droga, a deadly dungeon full of pits and traps located in the Frontier Mountains. A tribe of goblins has inhabited the temple for some time, and since the craftsmanship of the circlet does not look their work, these were

oecagal located within the temple with the goblins arrived there.

Powers: The circlet’s wearer may invoke an effect identical to the gather shadows spell at will, as a standard action. The wearer also gains the following benefits:

Mana +2, disease resistance (4), poison resistance (4), disease save +1, poison save +1.

Bonus types: Mana = enhancement. Resistances = enhance- ment. Saves = enhancement.

Activation: Use Activation.

Caster Level: 6th.

Market Price: 40,435 gp.

Slot: Head.

Weight: 0.1 lbs.

Cursed Haloor Thought

Description: This most cursed of objects is but a simple golden band, gleaming with an inner lighras if saturated in mana. But the hero that finds this foul device had best be warned: any benefit one gains is balanced by negative consequences. Blighted by the Doomshades of the Umbral Plains, this foul crown offers great power but at equally great cost.

Powers: The halo’s wearer gains flowing thought III, but also suffers the following penalties:

All ability scores —2, all resistances (—2).

Bonus types: Ability scores = enhancement. Resistances = enhancement.

Caster Level: 9th.

Market Price: 50,000 gp.

Slot: Head.

Weight: 1.4 lbs.

Dark Circlet

Description: This plain black metallic circlet is created by dark elven magic and is presented to necromancers who undertake missions in the name of Neriak.

Powers: Int +2, Cha—1, hp +2. Focus effect: Reanimation Efficiency I.

Bonus types: Ability scores = enhancement. Hit points = enhancement.

Caster Level: 6th. Market Price: 7,550 gp. Slot: Head.

Weight: 0.2 Ibs.

Se eee ee ae Tee a ean h | —_ say : ~ ALY Ai MS ct “Cha

Description: While the name of this item may

¢. change depending on the a location of its creation, x such helms are Pe known primarily > in association ws § with the brutes q of the mountains ¥, of Kunark. F3) Powers: Str +3. is Sr Bonus types: “4 Ability score at = augmenta- ey tion. > Caster rs Level: 9th. ’ Market Price: 9,105 gp. =~ Slot: Head. m4 Weight: 3 lbs. ee Kejekan Tribal Headband > Description: This tribal headdress consists of a simple red leather band with a hardened nose guard and only mild decora- | tion. Elders of the Kejek Village, however, feel very strongly about ee this traditional magic item. The methods of producing these ie objects were handed down from their distant forefathers, and it is Aad only a trusted outsider (ora clever thief) that would ever be gifted oe) with this sacred headdress. a Powers: Int +1, Wis +1, mana +4. ~ Bonus types: Ability scores = enhancement. Mana = enhance- “* ment. ou Caster Level: 3rd. =) Market Price: 5,850 gp. oH Slot: Head. ne } Weight: 0.5 Ibs. ~s Dt « Description: These headbands originated on the Kerra v.| Island, but their odd combination of gifts and subtle design e)| have endeared them to folk in other parts of Norrath. The ay simple leather strap threaded through several special aqua-blue beads makes up the entirety of this lovely 4 yet functional piece of magic. FS) Powers: Str +2, Wis +1. - = Bonus types: Ability scores = augmentation. Pas Caster Level: 6th. oes Market Price: 9,125 gp. te Slot: Head. > Weight: 0.1 lbs. Nightshade Wreath == Description: Woven from the sickly vines that a A are ene Jo ie be grow near the fearsome Castle Mistmoore, this ae headbands are understandably rare in the outside cy 4 world. PS) Powers: Int +2, Wis +2. "| Focus effect: Reanimation Haste I. oy Bonus types: Ability scores = enhancement. sy Caster Level: 6th. = = Market Price: 12,060 gp. o Slot: Head.

Weight: 0.1 Ibs.

ter Five: Magi

eo ey ) — =) Description: These leggings are made from feathers of the re legendary Quillmane, a pegasus-like creature who roams the Ps . lands of southern Karana. BS) Powers: Con +3. oa Bonus types: Ability score = enhancement. : Caster Level: 9th. ra Market Price: 9,200 gp. Pa Slot: Legs. =| Weight: 2 lbs. Py Gatorscale Leggings Na Description: Only the most ancient of Norrath’s black-skinned 2: alligators —a rare breed at best —can be skinned for the material to create these leggings. The leggings are desired by priests of all ry kinds for their obvious benefits, but they are also highly sought Psy after for their attractive, sleek black appearance. °: Powers: Wis +2, hp +4. =r) Bonus types: Ability score = augmentation. Hit points = aug- ‘a mentation. Fae Caster Level: 6th. 4 Market Price: 5,900 gp. v Slot: Legs. a) Weight: 0.4 lbs. opal Lion-Skin Leggings Description: It’s believe that the centaurs of the southern “ reaches of the Plains of Karana were the first to develop tech- nd niques for magically treating the hides of the dangerous lions of 3) the plains. ei Powers: Dex +1, Int +1. re: Bonus types: Ability scores = augmentation. et Caster Level: 3rd. me | Market Price: 3,150 gp. md Slot: Legs. é Weight: 4 lbs. 4 =) “ 24 Description: These leggings are part of the ceremonial costume worn by ‘ the goblins of Permafrost. Long ago, a ‘sy particularly keen goblin shaman Fst poured strong alchemical formulae =) over a mammoth hide as it was being aon tanned and thus infused it with magi- wy cal properties. The technique is widely oy attempted yet rarely duplicated out- >) side of Permafrost. Powers: Con +1, cold resistance : (2). a Bonus types: Ability score = aug- =f mentation. Resistance = AH augmentation. ice Caster Level: 3rd. a | Market Price: 1,540 gp. Slot: Legs. y Weight: 4 lbs. Sy ie Sarnak-Hide Leggings aS Description: These leggings can se be made from undamaged sarnak wa hide. The sarnak are powerful

@ _ lizard-like folk from the conti-

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Scaled Wolr-Hide Leggings

Silver-PLated Leggings

nent of Kunark, whose scaly brown hides make excellent armor for those adventures who are brave enough to acquire it. Powers: Str +1, Dex +2, Con +1. Bonus types: Ability scores = augmentation. Caster Level: 6th. Market Price: 9,500 gp. Slot: Legs. Weight: 1.5 lbs.

Description: Deep in the forests of Kunark, is an area com- monly known as Warsilisk Woods. The cleverest of the goblins here have developed the means to fashion protective leggings from the scaled wolves indigenous to that region.

Powers: Cold resistance (2), fire resistance (2).

Bonus types: Resistances = augmentation.

Caster Level: Ist.

Market Price: 550 gp.

Slot: Legs.

Weight: 4 Ibs.

Description: The rift between the living and the dead is very apparent in the ruins of Guk. The subterranean war there has turned that once great city into a dark and dank dungeon, gripped in the deadly turmoil between the living and undead frogloks. While it seems that the mightiest of magical artifacts are in the hands of the undead frogloks, the living ones are not without resources, such as these leggings worn primarily by the frogloks’ priests.

Powers: Str +1, Dex +2, acid resistance (3), cold resistance (3).

Bonus types: Ability scores = enhancement. Resistances = enhancement. Minor

Caster Level: 6th. 01-30

Market Price: 7,700 gp. 3\-60

Slot: Legs. 61-85

Weight: 4 lbs. 86-100

SilversilkLeggings

Description: The fabled silversilk leggings are prized and legendary items now only made by the undead frogloks in the ruins of lower Guk. While most assume that the undead frogloks here make use only of artifacts that have been left behind from earlier times, they do in fact forge some new items. These leg- gings, for instance, require powerful spells to fuse equal parts of silver and silk to create a magical fabric that is both durable and com- fortable to the wearer.

Powers: Dex +2, hp +3.

Bonus types: Ability score = enhancement. Hit points = enhancement.

Caster Level: 6th.

Market Price: 5,900 gp.

Slot: Legs.

Weight: 0.7 Ibs.

Sunlord’sLeggings

Description: Some of the natives of the vast Scarlet Desert on Luclin are ruled by the so-called Sunlords. Each time a new Sunlord is named, he is presented with a pair of these marvelous leggings in order to augment his already considerable power. Part of the process of creating these items, it is said, requires a year or more of bleaching in the sun.

Powers: When the wearer of these leggings is outdoors under sunlight, he receives a +2 bonus to AC, Further, he gains the following bonuses at all times:

Int +2, Wis +2, mana +2.

Bonus types: Ability scores = augmentation. AC = augmenta- tion. Mana = augmentation.

Caster Level: 6th.

Market Price: 21,400 gp.

Slot: Legs.

Weight: 2 lbs.

Neck

Neck items include chokers, gorgets, scarves, necklaces, and amulets, all designed to either protect or beautify the wearer's neck.

Physical Description: These items are often made of precious metals, but iron and steel or else more exotic materials are sometimes used. Some wrap tightly around the wearer's neck, while other hang down, and many of the latter have a charm or locket near the wearer's chest. Scarves and the like, of course, are made of cloth. Typical metal neck items have AC 13, hardness 10, 2 hit points, and a Break DC of 18. Cloth neck items are typically AC 13, hardness 3, and 2 hp, with a Break DC of 10.

Activation: Most neck item abilities are use-activated by wearing. Abilities with charges or uses per day are generally command word activated.

Random Generation: To generate neck items randomly, roll on “Table 5-17: Neck Items.”

Table 5-17: Neck Items i Medium = Major ic Item Name

Spiked Leather Wolf Collar Beartooth Necklace Allize Volew Medicine Bag Choker of Pestilence Cape of Midnight Mist Guardian Choker Talisman of Vhal Sera Investigator’s Badge Spider-Fang Choker Blood Weave Choker Talisman of Evasion

oo Tserrina’s Symbol

01-40 Necklace of Nightstalking

41-100 Faded Skull Medallion

Allize Volew Medicine Bag

Description: All lizard-man mystics make and carry these trinkets of dried animal organs, charms, and herbs in small leather parcels. Worn around the neck, these charms grant good health and well-being to their owners — and help bring harm to those who would oppose them. Such items were once found only in areas of Feerrott and the Rathe Mountains, but as is the case with other useful items, their popularity has caused them to spread far and wide.

Powers: Disease resistance (1), poison resistance (1).

Focus effect: Extended Affliction I.

Bonus types: Resistances = augmentation.

Caster Level: 5th.

Market Price: 3,200 gp.

Slot: Neck.

Weight: 0.2 lbs.

Beartooth Necklace

Description: The great bear spirit is a source of strength and stamina for many of the tribal races of Norrath. Defeating a cave bear in single combat is said to be the ultimate proof of manhood for young braves of many peoples. Mother bear protects her young with ferocity unmatched in most of the animal world. This necklace, made of the teeth ofa lone bear, keeps a brave heroclose in spirit to one of the most steadfast of totems ancient peoples know.

Powers: Con +1, hp +3.

Bonus types: Ability score = augmentation. Hit points = aug- mentation.

Caster Level: 3rd.

Market Price: 2,680 gp.

Slot: Neck.

Weight: 0.2 lbs.

Blood Weave Choker

Description: Rare and fine silks and strands of finely woven silver make up this crimson and purple choker. So beautiful and delicate, this is as much a work of art as a magic item, but one should not let images deceive. The bearer of this choker has greater strength, speed, and stamina, as well as a keener mind. One drawback, however, is the fragile nature of the device and its susceptibility to flame, which is communicated to the owner as well.

Powers: Str +1, Dex +1, Int +1, Wis +1, fire resistance (-1), poison resistance (1).

Bonus types: Ability scores = augmentation. Resistances = augmentation.

Caster Level: 3rd.

Market Price: 10,100 gp.

Slot: Neck.

Weight: 0.2 Ibs.

Cape oF Midnight Mist

Description: Speed, resilience, power: these are not the first things that leap to mind when one thinks of mist, but those who possess one of these high-collared, very short capes know better.

Powers: Despite being a “cape,” this item fills the neck slot, as it has a high, tight collar that makes wearing any other necklace impossible.

Str +2, magic resistance (3), magic save +1.

Focus effect: Enhancement Haste |.

Bonus types: Ability score = augmentation. Re- sistance = augmentation. Save = augmentation,

Caster Level: 6th.

Market Price: 7,500 gp.

Slot: Neck.

Weight: 0.1 lbs.

Choker oF Pestilence

Description: This choker is most often found among necromancers and othersuch scholars of death.

Powers: Dex +1, Int +1, hp +1, mana +1.

Bonus types: Ability score = augmentation. Hit point = augmentation. Mana = augmentation.

Caster Level: 3rd.

Market Price: 6,400 gp.

Slot: Neck.

Weight: | Ib.

Faded Skull Medallion

Description: Believed to be crafted by Arch-Lich Rhag’Zadune of the Ssraeshza Temple, this item is of most gruesome appearance and awesome power. It appears as a shrunken, screaming skull peering dully out of a gray steel encasement, as if molten metal had been poured over a still living donor and the entire macabre piece was then left out to age for an eon.

Powers: A necromancer or a shadow knight gains the benefit of a grim aura spell for as long as she wears this item. In addition, any wearer gains the following benefits:

Str +3, Dex +3, Con +3, hp +25, mana +8, cold resistance (2), disease resistance (8), fire resistance (2), magic resistance (2), poison resistance (8), disease save +2, poison save +2.

Bonus types: Ability scores = enhancement. Hit points arcane. Mana = arcane. Resistances = enhancement. Saves enhancement.

Activation: Use Activated.

Caster Level: 13th.

Market Price: 149,200 gp.

Slot: Neck.

Weight: 1.6 Ibs.

Guardian Choker

Description: An ancient device crafted for any number of different races and creatures by their individual lords, this choker aids a servant in his duties. After all, no price is too high to pay for stalwart and true guardians.

Powers: Con +2, hp +3, disease resistance (2), poison resis- tance (2).

Bonus types: Ability score = enhancement. Hit points = en- hancement. Resistances = enhancement.

Caster Level: 6th.

Market Price: 8,000 gp.

Slot: Neck.

Weight: 2 lbs.

Investigator’s Badge

Description: The Council of Qeynos has recently sought aid in uncovering a rumored plot against its people by the followers of Bertoxxulous, so they have deputized heroes and gifted them with this item: a gold badge in the form of asmall shield, embossed with the mark of the empire.

Powers: Str +1, Int +1, Wis +1, hp +1, mana +1.

Bonus types: Ability scores = enhance- ment. Hit points = enhancement. Mana = enhancement. Caster Level: 3rd. Market Price: 9,400 gp. Slot: Neck. Weight: 0.1 Ibs.

Necklace or

Nightstalking Description: This is a thick black chain with a tiny black steel trinket depicting any one ofa number of animals that symbolize stealth — crow, monkey, cat, rac- coon, etc. Regardless of the animal depicted, the gifts are the same: stealthy hands and increased vitality. Powers: Dex +4, hp +25. Bonus types: Ability score = augmentation. Hit points = augmentation. Caster Level: | 2th. Market Price: 67,500 gp. Slot: Neck Weight: 2 lbs.

°

Spider-Fang Choker

Description: When the fangs of a slain crystal lurker (native to the Crystal Caverns) are set in a special manner, this clever mystical artifact is born. How the first crafters came upon this phenomenon is a mystery, but those privy to the secret magics of its crafting are in great demand, as are those who can secure the fangs in the first place. Powers: Dex +1, Con +1, mana +5, cold resistance (2), magic resistance (2). Bonus types: Ability scores = enhancement. Mana = enhance- ment. Resistances = enhancement. Caster Level: 3rd. Market Price: 9,700 gp. Slot: Neck. Weight: 0.1 lbs.

Spiked Leather Wolf Collar Description: Originally developed by the tizmak orsome other more shamanistic race, it is thought, for the Coldain dwarves if Velious, this item has somehow fallen into use by humanoid races.

This seems at first rather ironic, since the collars were created for use by the hunting dogs of the Coldain in order to impart some of the cunning of the wolf to these well-trained animals. However, the collars were wasted on the dogs, after all, as they imbue humanoids with additional magical power.

Powers: Wis +1, mana +3.

Bonus types: Ability score = augmentation. Mana = augmenta- tion.

Caster Level: 3rd.

Market Price: 2,660 gp.

Slot: Neck.

Weight: | lb.

Talisman of Evasion

Description: It is a relatively easy matter to piece together the history and purpose of these talismans when

45 fear: the Greenmist, which is what drove them from Kunark to Luclin in the first place. Powers: Disease resistance (3), magic resis- tance (8), poison resistance (3), disease save +1, magic save +2, poison save +1. Bonus types: Resistances = enhancement. Saves =e cement. Caster Level: 15th. Focus Effect: Affliction Efficiency III. Market Price: 18,500 gp. Slot: Neck. Weight: 0.1 lbs.

Minor

71-70 91-97

Talisman or VhalSera

Description: Djinn have an unusual method of determining rank and power amongst one another: they adorn themselves with jewelry and other trappings of power in an attempt to make themselves appear more influential. However, some djinn jewelry is for more than appearances, and possesses true power.

Powers: Int +1, Wis +1, Cha +2.

Bonus types: Ability scores = enhancement.

Caster Level: 6th.

Market Price: 9,000 gp.

Slot: Neck.

Weight: —.

Tserrina’sSymbol

Description: The mystic Tserrina Syl'Tor of the Tower of Frozen Shadow created dozens of magical items and techniques throughout her career. Many of these items are focused upon improving the mind, and this delicate, beautiful pendant is no exception.

Powers: Int +2, Wis +2, Cha +2, mana +7.

Bonus types: Ability scores = enhancement. Mana = enhance- ment.

Caster Level: 6th.

Market Price: 19,420 gp.

Slot: Neck.

Weight: —.

Piercing Weapons

This class of weapons includes spears, daggers, and similar instruments.

Physical Description: Piercing weapons are usually made from a combination of wood and metal, or are all metal. They have a pointed end meant for attacking, and often have a relatively long handle. Some allow wielders to attack with reach. Statistics for common weapons can be found in “Table 5-2: Typical Hard- ness, Hit Points, and Break DCs for Common Items”; extrapolate other items’ statistics from these samples, when necessary. Each +1 enhancement bonus to attacks adds 1 point to a weapon's hardness and hit points, and each +1 enhancement bonus to damage adds 1 point to a weapon’s Break DC. Attackers cannot damage magic weapons unless the attack bonus of the striking weapon is at least as high as the struck weapon's attack bonus.

Activation: Piercing weapons are use-activated unless other- wise specified in their description.

Random Generation: To generate piercing weapons randomly, roll on “Table 5-18: Piercing Weapons.”

7 “s S

Table 5-18: Piercing Weapons i Medium 01-40 — 41-70 — 0j-10 11-20 78-100 21-40 4\-65 66-85 86-75 76-98 77-100

Market Price 2,302

3,427 gp 4,802 gp 12.802 gp 18,007 gp 26,506 gp 32,827 gp 37,001 gp 43,827 gp 45,305 gp 50,700 gp 66,427 gp 84,204 gp 103,702 gp 1,142,320 gp 1,214,320 gp 1,445,302 gp

Major Epic Item Name a — Combine Dagger Dragoon Dirk Crysknife Dagger of Dropping Obsidian Shard Gloomwater Harpoon Despair Needle Riptide Spear Slime-Coated Harpoon Glowing Iron Pike Crystalline Spear Windruned Dagger Othmir Chieftain Spear Sebilite Croaking Dirk 01-30 Intricate Silver Rapier 31-60 Electrum-Bladed Koshigatana 61-100 Fanged-Skull Stiletto

Se, a. ee

Combine Dagger

Description: For its brief time, the Combine Empire shone. One of its lasting legacies is the magical weapons now possessed mainly by the gypsies of Norrath. Alrhough these weapons are of simple construction, their magical nature makes them very useful to adventurers.

Powers: This dagger has a +1 bonus to attacks and damage.

Combine Dagger (1d3+1, delay 4; AC 13, hardness 11, 3 hp, Break DC 25).

Bonus types: Attack = enhancement. Damage = enhancement.

Caster Level: 3rd.

Market Price: 2,302 gp.

Slot: Piercing.

Weight: | lb.

Crysknire

Description: The gnolls of Norrath have relatively primitive societies. Their shamans are the masters of all of the magic known to the gnolls, One of these magics involves enchanting the great teeth of the giant serpents that often share the gnolls’ caverns.

Powers: This weapon is equivalent to a dagger with a +1 bonus toattacks anda +2 bonus to damage, as well as the massive quality.

Crysknife (1d4+2, delay 5; AC 12, hardness 11,5 hp, Break DC 26). Bonus types: Attack = enhancement. Damage = enhancement. Caster Level: 4th.

Market Price: 4,802 gp.

Slot: Piercing.

Weight: 5 lbs.

Crystalline Spear

Description: The origin of these spears made of pure crystal is now lost to history. Some suspect the Combine Empire, but others disagree, for the weapons of that empire were mainly metallic in nature. These spears are few and far between, mostly found in the hoards of dragons these days, which has led some to believe the weapons are a creation of the dragons themselves.

Powers: This shortspear, crafted entirely of crystal, has a +3 bonus to attacks and damage, as well as the hardness and keen abilities. When used by a rogue, the crystalline spear adds +1d6 to her backstab damage.

Crystalline Spear (1d6+3, crit 19-20 (x3), delay 5; AC 7, hardness 7, 5 hp, Break DC 26).

Bonus types: Attack = enhancement. Damage = enhancement.

Caster Level: 9th.

Market Price: 50,900 gp.

Slot: Piercing.

Weight: 6.8 lbs.

Dagger or Dropping

Description: This dagger is the result of another set of enchant- ments known to the gnolls. The shamans of the Split Paw caverns haye learned to enchant knives and daggers with the spirits of those they have killed. When a target is attacked with the dagger, it sometimes feels the last moments of death of the spirit held in the dagger, momentarily weakening the target.

Powers: This iron dagger has a +2 bonus to attacks and damage. It may also process (Proc DC 20) a weaken spell (Fort DC 13) upon its target with a successful hit.

Dagger of Dropping (1d3+2, delay 4; AC 13, hardness 12, 4 hp, Break DC 26).

Bonus types: Attack = enhancement. Damage = enhancement.

Caster Level: 6th.

Market Price: 12,802 gp.

Slot: Piercing.

Weight: 1.5 lbs.

Despair Needle

Description: A creation of the Claws of Veeshan, this fine weapon has been made for the humanoid allies of the dragons. It is a simple-seeming dagger with a fine, thin blade and no cross- piece, and thus is very lightweight.

Powers: This metal dagger has a +3 bonus to attacks and a +2 bonus to damage, as well as the speed ability.

Despair Needle (1d3+2, delay 3; AC 13, hardness 13, 4 hp, Break DC 25).

Str +1, electricity resistance (2), magic resistance (2).

Bonus types: Ability scores = augmentation. Attack bonus = enhancement. Damage bonus = enhancement. Resistances = augmentation.

Caster Level: 5th.

Market Price: 32,827 gp.

Slot: Piercing.

Weight: | |b.

Dragoon Dirk

Description: These large daggers are enchanted through the hateful magic of the dark elves and given to their elite troops of men called Dragoons. Each dagger is a beautiful piece of work, despite the dark runes of hate etched into the blade.

Powers: This metal dagger has a +1 bonus to attacks.

Dragoon Dirk (1d3, delay 4; AC 12, hardness 11, 3 hp, Break DC 25)

Dex +1, magic resistance (1).

Bonus types: Ability score = augmentation. Attack = enhance- ment. Damage = enhancement. Resistance = augmentation.

Caster Level: 3rd.

Market Price: 3,427 gp.

Slot: Piercing.

Weight: 2.5 lbs.

Electrum-Bladed Koshigatana

Description: These weapons are remnants of a lost age, their style and origin unknown. Interestingly, though, the kobolds of Odus use weapons similar in style to this type of blade. The weapon appears as a slightly curved, short-bladed, rapier-like weapon, with an engraved hilt and colorfully embroidered hilt. The blade, as the name implies, is made of electrum. These weapons are now found only in the hoards of dragons or in equally secret or mythic places.

Powers: This weapon functions as a rapier with a +6 bonus to attacks and damage as well as the hardness and speed abilities. It may also process (Proc DC 23) the alacrity spell upon its wielder on a successful hit.

Electrum-Bladed Koshigatana (1d4+6, delay 3; AC 7, hardness 18, 9 hp, Break DC 31).

Bonus types: Attack = enhancement. Damage = enhancement.

Caster Level: 18th.

Market Price: 1,214,320 gp.

Slot: Piercing.

Weight: 5 lbs.

Fanged-Skull Stiletto

Description: These ponderous-seeming ornamental daggers get their name from the fanged skull that sits upon the crosspiece of the weapon, the dagger’s blade extending from the lower jaw of the skull. They are very ancient and are thought to predate the Combine Empire by a good many years. Their exact origins are unknown, as is the way by which they came into their current use: for some years now, such daggers have seen regular use among the masters of certain rogues’ guilds,

Powers: This metal-and-bone dagger has a +6 bonus to attacks and damage, as well as the massive and speed abilities. When used by a rogue, it adds +1d6 to his backstab damage.

Fanged-Skull Stiletto (1d4+6, delay 4; AC 11, hardness 16, 10 hp, Break DC 30).

Bonus types: Attack = enhancement. Damage = enhancement.

Caster Level: 18th.

Market Price: 1,445,302 gp.

Slot: Piercing.

Weight: 5 lbs.

Gloomwater Harpoon

Description: The name “harpoon” is somewhat misleading, as this weapon is actually the bill of the large swordfish-like preda- tors that guard Kedge Keep. Ifremoved from the creature and then properly treated and enchanted by one with the appropriate magical knowledge, it results in this unusual weapon.

Powers: This weapon is equivalent to a shortspear with a +3 bonus to attacks and damage.

Gloomwater Harpoon (1d6+3, delay 5; AC 6, hardness 8, 8 hp, Break DC 26).

Str +2, hp +6.

Bonus types: Ability score = augmentation. Attack = enhance- ment. Damage = enhancement. Hit points = augmentation.

Caster Level: 9th.

Market Price: 26,506 gp.

Slot: Piercing.

Weight: 3 Ibs.

Glowing Iron Pike Description: These weapons are fashioned in an antiquated style, hailing from a time when Mayong Mistmoore was still among the living rather than the undead crea- ture he is now. There are only a few of these weapons in use now even in

5 PS

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7: Castle Mistmoore, where they are used a among Mayong’s elite honor guard. =) The glowing iron pike is a large : weapon made entirely of rune- ee engraved iron, although it ts weighs less than a normal “2 wooden-hafted pike. While a) it can glow with a harmless

radiance, it is rumored that

x >

S57 this light is more then mere bl45* illumination when the weapon Ks is in the hands of a servant of [4 Mayong Mistmoore.

P uk Powers: This metal weapon beaes is equivalent to a longspear

with a +3 bonus to at- tacks and damage. It sheds light in a 20-foot radius — at the will of the wielder. (

Glowing Iron Pike (1d8+3, delay 6, reach weapon; AC 6, hardness 13, 23 hp, Break DC 28).

Bonus types: Attack = enhancement. Damage = enhancement.

Activation: Use Activated.

Caster Level: 9th.

Market Price: 45,305 gp.

Slot: Piercing.

Weight: 8 lbs.

Intricate Silver Rapier Description: Among the sarnak, a few powerful masters earn the honor to wield these weapons. They are more ceremonial to the sarnak than actual weapons used for battle; however, they have been used as such when the sarnaks’ homes have been invaded. As its name indicates, this weapon is an exquisite \ silver rapier, finely crafted with many tiny runes along the length of its blade, decorated with mother-of- ) pearl inlays upon its hilt. The owner of such a blade seems to inherently earn the respect of those who see him with it. Powers: This fine silvery rapier has a +7 bonus to attacks and a +5 bonus to damage as well as the defending ability. Intricate Silver Rapier (1d4+5, delay 4; AC 6, hardness 17, 10 hp, Break DC 28). Cha +4. Bonus types: Ability score = enhancement. Attack = enhancement, Damage = enhance- ment. Caster Level: 20th. Market Price: 1,142,320 gp. Slot: Piercing. Weight: 1.5 lbs.

Description: The caverns of Solusek’s Eye are magically charged. Sometimes, the rock in the caverns become filled with this magical, fiery

energy. Properly harvested, shards of this rock

(usually obsidian) can become potent weapons. Such

weapons don't look like anything to fear, perhaps,

being essentially carved pieces of jagged rock, but they can give an opponent quite a surprise.

Powers: This jagged piece of rock is equiva- lent to a dagger with a +2 bonus to attacks and damage, as well as the ponderous quality. It can also process (Proc DC 20) the flaming ability against its target on a successful hit.

Obsidian Shard (1d3+2 and flaming proc (+2d6), delay 5; AC 9, hard- ness 10, 9 hp, Break DC 26)

Bonus types: Attack = enhance- ment. Caster Level: 6th. Market Price: 18,007 gp. Slot: Piercing. Weight: 2.5 lbs.

eases

viertain Spear Description: These great spears are carved with runes of power and tipped with a crustacean shell sharpened to a deadly edge. They are the sign of rulership of the chieftains of the othmir of the

Cobalt Scar. On occasion, an ad- venturer will prove himself worthy enough to a chieftain that the chief gives his spear to the adventurer and has a new one made for himself.

Powers: This wood-and-shell spear has a +5 bonus to attacks and a +4 bonus to damage, as well as the massive ability. (Rarer versions are also enchanted with the bane [bulthar] ability.)

Othmir Chieftain Spear (1d10+4, delay 6; AC6, hardness 9, 13 hp, Break DC 26)

Int+2, Wis +2,Cha +1, mana +6, disease resistance (4), poison resistance (2), disease save +1.

Bonus types: Ability scores = augmentation. Attack = enhance- ment, Damage = enhancement. Mana = augmentation. Resistances = enhancement. Save = enhancement.

Caster Level: 14th.

Market Price: 84,204 gp (132,204 gp with bane ability).

Slot: Piercing.

Weight: 6.3 lbs.

Riptide Spear

Description: This weapon looks like a simple spear made of wood with a head of carved stone. Fish scales and carved fins are tied to the top of the spear as well, near the spearhead. This weapon is a creation of the shaman of the water goblins near Faydwer. Although it is not blessed with powerful enchantments for battle, the spear does grant the ability to breathe underwater.

Powers: This wood-and-stone shortspear has a +2 bonus to attacks and damage. While it is held, the wielder gains the constant benefit of an enduring breath spell.

Riptide Spear (1d6+2, delay 5; AC 6, hardness 7, 10 hp, Break DC 25)

Cold resistance (1), electricity resistance (—2), magic resis- tance (—2),

Bonus types: Attack = enhancement. Resistances = enhance- ment.

Caster Level: 6th.

Market Price: 39,001 gp.

Slot: Piercing.

Weight: 4.5 lbs.

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Sebilite Croaking Dirk

Description: These weapons are a creation of the frogloks that inhabit the city of Old Sebilis, but for reasons unknown they were confiscated by the golems that guard the deep recesses of the ruins. It's been rumored that the dirks once possessed greater powers, but that these abilities were stripped from them.

Powers: This heavy metal dagger has a +4 bonus to attacks and damage, as well as the massive and speed abilities. When used by a rogue, a croaking dirk adds +1d6 to her backstab damage.

Sebilite Croaking Dirk (1d4+4, delay 4; AC 12, hardness 14, 6 hp, Break DC 28)

Dex +1,Cha +1, electricity resistance (2), magic resistance (2), poison resistance (2).

Bonus types: Ability scores = augmentation. Attack = enhancement. Damage = enhance- ment. Resistances = augmentation.

Caster Level: 12th.

Market Price: 103,902 gp.

Slot: Piercing.

Weight: 3.2 lbs.

Slime-Coated Harpoon

Description: The ruins of Old Sebilis still holda great deal of power left over from the age of the iksar. This magic can seep into anything given long enough, even into the slime of the unclean subterranean waterways and the caches of weapons that lie therein. Powers: This wood-and-iron weapon, equivalent to a spear, has a +3 bonus to attacks and a +4 bonus to damage, as well as the distance ability. Slime-Coated Harpoon (1d8+4, delay 5; AC 7, hardness 8, 11 hp, Break DC 26) Wis +2, mana +2, Bonus types: Ability score = augmentation. Attack = enhance- ment. Damage = enhancement. Mana = augmentation. Caster Level: 10th. Market Price: 43,827 gp. Slot: Piercing. Weight: 4.7 lbs.

Winbdruned Dagger

Description: The sarnak are a fairly civilized species who use assassins to kill those that oppose them — although it is debatable whether this is a sign of civilization or not. Regardless, sarnak crafters make a variety of weapons for these assassins to use, and the windruned dagger is among the deadlier of such weapons. This finely crafted dagger has a dull silver blade, etched with sigils of power that trap the power of storms within it.

Powers: This smallish metal dagger has a +4 bonus to attacks and a +3 bonus to damage. It can also process (Proc DC 20) the careless lightning spell (Reflex half, DC 19) against its target on a successful hit.

Windruned Dagger (1d3+3 and careless lightning proc, delay 4; AC 13, hardness 14, 6 hp, Break DC 27)

Bonus types: Attack = enhancement, Damage = enhancement.

Caster Level: 11th.

Market Price: 66,427 gp.

Slot: Piercing.

Weight: | lb.

Ranged Weapons

Ranged weapons are used to attack enemies ata distance. They include magically enhanced bows and weapons designed to be thrown, such as throwing axes and shurikens.

Physical Description: Most ranged weapons are constructed of a combination of metal and wood, or perhaps bone. Statistics for common weapons can be found in “Table 5-2: Typical Hard- ness, Hit Points, and Break DCs for Common Items”; extrapolate other items’ statistics from these samples, when necessary. Each +1 enhancement bonus to attacks adds 1 point to a weapon’s hardness and hit points, and each +1 enhancement bonus to damage adds | point to a weapon’s Break DC. Attackers cannot

ge magic weapons unless the attack bonus of the striking

weapon is at least as high as the struck weapon’s attack bonus.

Activation: Ranged weapons are use-activated unless other- wise specified in their description.

Random Generation: To generate ranged weapons randomly, roll on “Table 5-19: Ranged Weapons.”

»~—~_-—- eg

Table5-19: Kango Weapons

Market Price 157 gp

183 gp

746 gp 1,007 gp 8,320 gp 18,630 gp 17,780 gp 24,100 gp 51,000 gp 72,600 gp 107,975 gp 1,280,600 gp

Major tye

Talisen, Bow of the Trailblazer Shissar Fang Light Velium Bow Bow of the Huntsman 01-50 Bow of Shadows 51-100 Bow of Doom

Bow of Doom

Description: Just picking up this great weapon gives one a chill down the spine. It is made of some unidentifiable wood, carved with numerous runes and symbols across its surface. Each of these runes and symbols, if identified or translated, represents the word or concept of “death” in all the known languages of Norrath — and presumably many other unknown languages.

Powers: This superior masterwork mighty (Str 20) shadewood composite longbow is enchanted with a +6 bonus to attacks and damage, as well as the hardness and distance abilities (note that the +2 enhancement bonus to attacks from its superior masterwork quality does not stack with the +6 attack bonus from its enchant- ment). Itcan be drawn orstrung only by a character with Strength 18 or higher. If the archer using the bow knows the word “death” in the native language of the target (this requires a Language check [DC 15] if the archer has only 3 or fewer ranks in that tongue), the bow is considered a bane weapon against that target.

Bow of Doom (1d8+6, range 220 ft., delay 5; AC 6, hardness 14, 9 hp, Break DC 33)

Str +3, Dex +3, Con +3, Wis +3, hp +10, mana +6, acid resistance (3), cold resistance (3), electricity resistance (3), fire resistance (3), magic resistance (3), sonic resistance (3), acid save +1, cold save +1, electricity save +1, fire save +1, magic save +1, sonic save +1.

Bonus types: Ability scores = augmentation. Attack = enhance- ment. Damage = enhancement. Resistance = resistance. Saves = resistance.

Caster Level: 18th.

Market Price: 1,280,600 gp.

Slot: Ranged (archery).

Weight: 2.5 lbs.

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Bow or Shabows Description: This most unusual longbow, apparently made of solidified shadow-stuff, is thought to have originated on the moon of Luclin in the area called the Umbral Plains. Upon close inspection, many swear they can see things inside the dense, shadowy darkness that makes up the bow. Powers: This longbow has the distance and speed abilities. During the night, it has a +5 bonus to attacks and damage, while during the day it has only a +2 bonus to attacks and damage. Bow of Shadows (1d8+2 [daytime] or 1d8+5 [night], range 200 ft., delay 4; AC 6, hardness 11, 6 hp, Break DC 26) Str +3, Wis +3, hp +6, mana +4, acid resistance (1), cold resistance (1), electricity resistance (1), fire resistance (1), magic resistance (1), sonic resistance (1),

Bonus types: Ability scores = augmentation. At- tack = enhancement. Damage = enhancement. Hit points = augmentation. Mana = augmentation. Resistances = augmentation.

Caster Level: 15th. Market Price: 107,975 gp. Slot: Ranged (archery). Weight: 4.5 lbs.

Bow ofthe Huntsman

Description: This massive, yet finely crafted oaken bow is carved with many animals upon its surface; despite its great size, such a bow is strangely light in the hand. These weapons are actually created by huntsmen of Kael Drakkel, and flecks of velium can be seen embedded in the wood. The presence of this substance makes the bow chill to the touch, although this does not harm the wielder in any

way.

Powers: This mighty (Str 16) longbow has a +3 bonus to attacks and damage as well as the distance and massive abilities. It may also process (Proc DC 20) an effect identical to the spirit strike spell (Reflex half, DC 17) upon its target; this effect is transferred through the bow’s ammunition.

Bow of the Huntsman (1d10+3 and spirit strike proc, range 200 ft., delay 6; AC 6, hardness 10, 4 hp, Break DC 26)

Bonus types: Attack = enhancement. Damage = enhancement.

Caster Level: 9th.

Market Price: 72,600 gp.

Slot: Ranged (archery).

Weight: 2 lbs.

Gloomuater Arrow

Description: These arrows are made by the residents of Kedge Keep for their land-bound allies. Carved of wood and bone and using marine vegetation for fletching, these arrows are highly enchanted.

Powers: These arrows grant a +4 bonus to attacks and damage, as well as the distance ability. Note that, while attack and damage bonuses of bows and their ammunition do stack, the distance ability of these arrows will not stack with that of any bow used to fire them (i.e., the range increment is simply doubled, not tripled in such a case).

Bonus types: Attack = enhancement. Damage = enhancement.

Caster Level: 12th.

Market Price: 1,007 gp (per arrow),

Slot: Ranged (ammunition).

Weight: 0.1 lbs.

LarkTuwitter Arrow Description: These arrows are crafted by the pixies | of Lesser Faydark. They are made of wood and have very colorful fletching. Though light, they fly straight and true. Powers: These arrows are enchanted with a +2 bonus to attacks and damage, and, due to their small nocks, gain a +20-ft. bonus to the range increment when fired. Bonus types: Attack = enhancement. Damage = enhancement. Caster Level: 6th. Market Price:

167 gp (perarrow). Slot: Ranged (ammunition).

Weight: 0.1 bs.

LarkTuwitter Bow

Descrip- tion: These small bows are crafted by the pixies of the Lesser Faydark (who use them as great longbows) from the mighty trees that occupy that area. They are then enchanted and painted in very colorful designs.

Powers: This silk-strung shortbow (see details on silk bow- strings in the Trade Skills section of Chapter 6, under “Fletching”) has a +1 bonus to attacks and damage, as well as the speed ability.

LarkTwitter Bow (1d6+1, delay 4; AC 7, hardness 6, 3 hp, Break DC 21)

Bonus types: Attack = enhancement. Damage = enhancement.

Caster Level: 3rd.

Market Price: 8,320 gp.

Slot: Ranged (archery).

Weight: 0.7 lbs.

Light Velium Bow

Description: These weapons are crafted mainly by the chetari of the Dragon Necropolis, although a few other races might know the technique as well. They are made entirely of the highly magical material velium, and then frost enchantments are drawn from within the velium.

Powers: This mighty (Str 20) longbow has a +3 bonus to attacks and damage as well as the frost ability. It can be drawn or strung only by a character with Strength 18 or higher.

Light Velium Bow (1d8+3 plus 2d6 cold, range 100 ft., delay 5; AC 6, hardness 23, 11 hp, Break DC 31)

Bonus types: Attack = enhancement. Damage = enhancement.

Caster Level: 9th.

Market Price: 51,000 gp.

Slot: Ranged (archery).

Weight: 4 lbs.

Ponodrish Spine

Description: The Lake of Il] Omen in Kunark is home to a number of creatures, one of which is the pondfish sturgeon. The spines of this creatures are quite poisonous and, if properly harvested and magically prepared, can be used as deadly weapons even after the creature is dead. They can be thrown reasonably well, but aren't really viable as melee weapons.

Powers: This weapon is much like a dart with a +1 bonus to attacks and damage, as well as the poisoned ability.

If a spine is used as a melee weapon, the wielder suffers a —2 attack penalty. Regardless of the method used to attack with it, the spine will break upon the first successful hit and no longer be usable.

Pondfish Spine (1d3+1 and +2d6 poison, range 10 ft., delay 4; AC 9, hardness 3, 2 hp, Break DC 18)

Bonus types: Attack = enhancement. Damage = enhancement.

Caster Level: 5th.

Market Price: 183 gp (per spine).

Slot: Ranged (throwing).

Weight: 2 lbs.

Description: The centaurs of South Karana enjoy theirarchery and their crafts. These bows are crafted for young princes and princesses of their kind, wrought with great craft and unique centaur magic. As the name implies, this bow is made of oak and carved with runes of power.

Powers: This mighty (+3) double-cam shortbow (see details oncams in the Trade Skills section of Chapter 6, under “Fletching”) isenchanted with a +2 bonus to attacks and damage, as well as the keen ability.

Runed Oak Bow (1d6+2, crit 19-20 (x4), range 90 ft., delay 4; AC 7, hardness 8, 4 hp, Break DC 25)

Bonus types: Attack = enhancement. Damage = enhancement.

Caster Level: 6th.

Market Price: 18,630 gp.

Slot: Ranged (archery). ; |

Weight: 4.5 lbs.

Shissar Fang

Description: Shissar are ancient, powerful, and highly magical creatures. Their very fangs, if properly removed, can be used as effective throwing weapons. Alternately, the fangs can be held instead of thrown to gain some of the magic of the shissar.

Powers: This weapon is equivalent to a dart with a +3 bonus to attacks and damage, as well as the keen ability. If a fang is used as a melee weapon, the wielder suffers a —2 circumstance penalty to hit due to the awkwardness of the fang. Regardless of the method used to attack with it, the fang itself takes 1d6 points of damage upon any success- ful hit (but note its hardness of 4), and if broken it loses all magical properties.

Shissar Fang (1d3+3, crit 19-20 (x2), range 20 § \ ft., delay 4; AC 8, hardness 4, 5 hp, Break DC 18) \ {

Str +2, Dex +3, Con +1, poison resistance (2). \.

Bonus types: Ability scores = augmentation. At- tack = enhancement. Damage = enhancement. Resistance = augmentation. 2

Caster Level: 9th.

Market Price: 24,100 gp.

Slot: Ranged (throwing).

Weight: 0.2 lbs.

Talisen, Bow of the Trailblazer Description: This is another bow made by the hunts- men of Kael Drakkel for their favored servants and allies, crafted of oak and containing flecks of velium that both reinforce the bow and empower the enchantments upon it.

Powers: This linen-strung mighty (+3) shortbow (see details on linen bowstrings in the Trade Skills section of Chapter 6, under “Fletching”) has a +2 bonus to attacks and damage.

Talisen, Bow of the Trailblazer (1d6+2, range 65 ft., delay 5; AC 7, hardness 9, 4 hp, Break DC 25)

Str +1, Dex +1, Con +1, hp +3, magic resistance (1), poison resistance (4), poison save +1.

Bonus types: Ability scores = enhancement. Attack = enhancement. Damage = enhancement. Resistances = en- hancement. Save = enhancement.

Caster Level: 6th.

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- _- ~~ EDITS ? rat

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Shields

Magic shields come in all the sizes, styles, and materials of regular shields, but with protective magic added. Shield bonuses to Armor Class are almost always enhancement bonuses. Unlike normal enhancement bonuses, shield enhancement bonuses to AC stack with AC enhancement bonuses granted by armor or other body items (such as cloaks). A shield’s enhancement bonus does not add to bash attacks.

Physical Description: Shields are typically made of metal or wood, although they can be made of crystal or more exotic materials. Unattended shields have an AC of 6. Typical shield hardness and hit points are listed in “Table 5-2: Typical Hard- ness, Hit Points, and Break DCs for Common Items.” Each +1 enhancement bonus adds | point to a shield’s hardness and hit points. However, attackers cannot damage magic shields unless the enhancement bonus of the striking weapon is at least as high as the shield’s enhancement bonus.

Activation: Shields are use activated simply by being worn, as any armor.

Random Generation: To generate shields randomly, roll on “Table 5-20: Shields.”

TA gE |,

‘able 5-20: Shields Minor Medium o-50 |

51-80

81-70

71-100

Item Name

Bone Shield

Shield of the Forlorn Velium Round Shield Devias IIkvel

Shiny Brass Shield

Clay Guardian Shield Charred Guardian Shield Cracked Darkwood Shield Ry'gorr Oracle Shield Passive Sunshield Crested Mistmoore Shield Crustacean-Shell Shield Cryosilk Webshield Ornate Rune Shield Shield of Prexus

Sarnak Battle Shield Bladestopper

Insignia Protector

Shield of Rainbow Hues

Bladestopper

Description: These are ancient and powerful shields, believed to be artifacts of the Combine Empire. They were rare in ages past and are even more so now; these days, they seem only to be found in the hoards of dragons and similarly powerful and ancient creatures of Norrath, These shields are found in different styles, but their nature is obvious to those who know of them when the shield blocks an incoming attack and runes of protection swirl about the bearer.

Powers: This +6 large steel shield, when newly created, has 10 charges of the spell rune IV, which can be activated by the wielder at will as an attack action. All the other capabilities of the shield still remain even after all these charges are used.

Bladestopper (AC +8, arcane failure 15%, check —1; hardness 16, 26 hp, Break DC 25)

Con +4, hp +12.

Bonus types: Ability score = augmentation. AC = enhance- ment. Hit points = augmentation.

384,165 gp 400,670 gp 680,757 gp 1,722,157 gp

Activation: Use Activated. Caster Level: 21st. Market Price: 400,670 gp. Slot: Shield.

Weight: 7.3 lbs.

Bone Shield

Description: Undead can be found anywhere, and some are quite large; properly crafted, the breasthones of great skeletons can be taken apart and made into useful, if somewhat awkward shields.

Powers: The most common variety of this item functions as a +1 small shield, although bucklers and large shields of similar design have been reported.

Bone Shield (AC +2, arcane failure 5%, check —1; hardness 5, 9 hp, Break DC 22)

Disease resistance (1), sonic resistance (1).

Bonus types: AC = enhancement. Resistances = augmentation.

Caster Level: 3rd.

Market Price: 1,450 gp.

Slot: Shield. Weight: 9.5 lbs.

Charred Guardian Shield

Description: These shields are prepared by the gnomes of Solusek usingasecret technique. Using wood etched by the magical lava flows surrounding that place, they enchant shields and other pieces of armor. The shields are usually found in the hands (or other append- ages) of the clockwork guardians who protect the gnomes of the Solusek Mining Company. _ These shields look like stout, blackened wooden 4

Market Price 1,450 gp 4,657 gp 5,807 gp 8,553 gp J 12,157 gp 4 12,870 gp 16,403 gp 26,134 gp 28,770 gp 29,553 gp 32,317 gp 34,760 gp 51,225 gp 52,549 gp 53,157 gp

unique to each shield. Powers: This is a +2 small wooden shield with the hardness ability. Charred Guardian Shield (AC +3, arcane failure 5%, check +0; hardness 10, 14 hp, Break DC 24) | Wis +3. Bonus types: Ability score = augmentation. AC = enhancement. Caster Level: 9th. Market Price: 16,403 gp. Slot: Shield Weight: 8 lbs.

Clay Guardian Shield

Description: The iksar are long gone from Sebilis, but the guardians they created are not, and some of these guardians have in fact become more intelligent than their creators ever thought possible. Some of the surviving golems were able to use the remains of other destroyed golems to create shields to augment their own considerable personal defenses. These shields appear as large shields made from thick layers of clay, hardened to the toughness of natural stone and reinforced with hardwood strapping along the sides and back of the shield. Normal use cannot separate the clay from the wood.

Powers: This wooden and earthen device functions as a +3 large shield,

Clay Guardian Shield (AC +5, arcane failure 15%, check —1; hardness 11, 19 hp, Break DC 24)

Hp +13.

Bonus types: AC = enhancement. Hit points = augmentation.

Caster Level: 9th.

Market Price: 12,870 gp.

Slot: Shield.

Weight: 7.3 lbs.

Cracked Darkwood Shield Description: Shamans of the Mucktail gnolls, whohave _y*

g been at war with the humans of Highpass for number of \#/ 3 years, have used a number of secret enchantments over y ; the years. Most of these enchantments involve the uff 3) channeling of dead gnoll warrior spirits into Mi 24 otherwise normal equipment. A number of en- ey chanted shields were once shaped from ly 4 Kunarkan darkwood, though none knows how os the gnolls came into possession of such mate-

d rial. It was evidently long ago, though, as all p the shields of darkwood are now cracked A x and splintered with age and use.

Powers: This +3 large wooden shield also has the bashing ability.

Cracked Darkwood Shield (AC +5, arcane failure 15%, check -1; hardness 7, 15 hp, Break DC 22)

Str +3. ss)

Bonus types: Ability score = augmenta-

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tJ tion. AC = enhancement. 2) Caster Level: 9th. 33 Market Price: 26,134 gp. ty Slot: Shield. De Weight: 5 lbs. . Crested Mistmoore Shield + Description: These shields are cre- 4 ated by the servants of Mayong es Mistmoore for use in the defense of his be estates. However, they have spread y somewhat as an occasional agent has . borne one away from Mistmoore on some ya errand and failed in that mission. These shields a) are made to fairly uniform standards: all ap- § PS) pear as small red metal shields with a white

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13, 13 hp, Break DC 25) Bonus types: AC = enhancement. Activation: Use Activated. Caster Level: 12th. Market Price: 53,159 gp. Slot: Shield Weight: 6.5 lbs.

Shield of Rainbow Hues

Description: These shields seem to have originated on the Plane

of Fear. How the creatures there manage to get or create them is

anyone's guess, as such beings do not seem the sort to craft equip-

ment of any kind. The shield of rainbow hues is a small metal shield

that appears to be covered with or perhaps

Shield of Prexus (AC +5, arcane failure 5%, check +0; hardness

Shirt

Shirts are items worn on the torso and/or the arms. The shirt slot consists of more than just shirts: it also includes items such as magical sleeves or vambraces. These can be worn with full sets of

armor with no penalty.

Physical Description: Shirt items are made of cloth, leather, or metal. Metal shirt items typically have AC 9, hardness 10, 4 hp, anda Break DC 24, while cloth or leather shirt items are generally

AC 9, hardness 3, and 3 hp, with a Break DC of 10.

Activation: Most magic shirt abilities are use-activated by wearing. Shirt abilities with charges or uses per day are generally

command word activated.

Random Generation: To generate shirts randomly, roll on “Table 5-21: Shirts.”

composed of shimmering colors. When any sort ~ — a = is — sie cet bearer, os pr off of the Table 5-21: Shirts shield in a brilliant, scintillating effect. 5 A : : PowersiThitSsnalaedldidihatheieccn Se “| cee eete ees os and spell resistance [all energy types} 15 abilities. It o1-5O0 =—Ol-10 _ Orake-Hide Sleeves 5,350 gp alwaysilluminates the areaaround itself ina 10-foot Si-100 1-200 — — __ Gatorscale Sleeves 5,440 gp radius; in any round during which the shield or its — 2-50 — Black Embroidered Sleeves 8,450 gp wielder is directly targeted by any spell, the light me 51-80 — — _ Black Ice Sleeves 7,700 gp radius increases to 30 feet for | full round. et 8-100 01-05 — Foliuiai’é Steoves 9.960 gp Shield of Rainbow Hues (AC +6, arcane 06-15 Dark Scale 11.000 failure 5%, check +0; hardness 15, 15 hp, — = sacha feiss Break DC 25) = = 16-30 — Azure Sleeves 11,050 gp All resistances (8), all energy-based saves Se ee me hee *

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Shoulder

These items include anything protective or decorative worn around the shoulders. Items such as mantles, shawls, stoles, spaulders, or epaulets are shoulder items. These items can be worn with full sets of armor with no penalty.

Physical Description: Typically made of metal or cloth, shoul- der items are made to hang on a wearer's shoulders. They can also be made of fur or more exotic materials. Metal shoulder items typically have AC 9, hardness 10, and 4 hp, with a Break DC of 23. Normal cloth or leather shoulder items have AC 9, hardness 3, and 3 hp, and a Break DC of 10.

Activation: Most shoulder item abilities are use-activated by wearing. Abilities with charges or uses per day are generally command word activated.

Random Generation: To generate shoulder items randomly, roll on “Table 5—22: Shoulder Items."

Table 5-22: Shoulder items

Minor Medium Major Epic ItemName

d-5 — — as Barnacle-Covered Pauldrons

16-35 — —_ — Blackened Iron Spaulders

36-50 — — _ Embroidered Black Cape

51-65 — _ _ Bloodstained Mantle

66-80 OI-10 _— = Lizardscale Mantle

81-73 1-25 — —_ Crested Spaulders

74-100 26-45 — — Ravenscale Shoulderpads

— 46-60 — — Braided Ivy Cords

—_ 61-75 — — Rusty Spiked Shoulderpads

= 76-70 O1-10 — Carnal Pauldrons

-- 71-100 =Il-20 — Adamantite Epaulets

_ — 2-35 — Prayer Shawl

_ _ 36-50 — Imbued Granite Spaulders

—_— — 5I-65 — Loam-Encrusted Amice

— — 66-80 — Gilded Cloth

— _ 81-100 — Squallsurge Shawl

— _ — Ol-100 Obulus Death Shroud Adamantite Epaulets

Description: Deep within the dungeon-realm of Lower Guk, ghoulish froglok warriors are equipped with these epaulets in order to give them an upper hand in their struggle against the living frogloks. Some adventurers who have battled these undead now find themselves the proud wearers of such shoulder-pieces.

Powers: Although technically a shoulder item, these epaulets protect as if they were armor (+1 bonus) with an innate +1 enhancement bonus, due to their superior material and construction. The armor bo- nus and armor check penalties granted do not stack with similar bonuses from other armor worn, although the arcane spell failure chance does stack.

Adamantite Epaulets (AC +2, check —1; arcane spell failure 5%; hardness 17, 12 hp, Break DC 28)

Wis +3.

Bonus types: Ability score = en- hancement. AC = enhancement.

Caster Level: 9th.

Market Price: 11,165 gp. Slot: Shoulder.

Weight: 4.5 lbs.

Barnacle-Covered Pauldrons

Description: The waters around the sunken city of Kedge are haunted, as the evil powers that corrupted Kedge have bled out into the lake itself. Many of the adventurers who have been slain in Kedge come out as undead, many of whom still haunt the outer shore of the lake as a barnacle-covered skeletons, or worse.

Powers: Although technically ashoulder item, these pauldrons protect as if they were armor. The armor bonus and armor check penalties granted do not stack with similar bonuses from other armor worn, although the arcane spell failure chance does stack.

Barnacle-Covered Pauldrons (AC +1, check —1; arcane spell failure 5%; hardness 9, 8 hp, Break DC 24)

Cold resistance (2).

Bonus types: Resistance = enhancement.

Caster Level: Ist.

Market Price: 375 gp.

Slot: Shoulder. Weight: 4.5 lbs. Market Price Blackans® Iron Spaulders . 375 Description: Armor and items of this na- gp ture are crafted only by the goblins of 1,145 gp Runnyeye. Such items are thought by the 2,400 gp goblins to make them look powerful, but they 2,570 gp also provide decent protection. 3,100 gp Powers: Although technically a shoulder 4,250 gp item, these spaulders protect as if they were armor. The armor bonus and armor check 5.355 gp penalties granted do not stack with similar 6,000 gp bonuses from other armor worn, although 6,767 gp the arcane spell failure chance does stack. 10,765 gp Blackened Iron Spaulders (AC +1, check 11,165 gp —1; arcane spell failure 5%; hardness 10, 10 12.000 hp, Break DC 25) ’ 9P 14,800 gp These shoulder plates alsoallow the wearer y the benefit of the Slam feat, regardless of the 16,350 gp usual prerequisites. (A Small creature deals 17,000 gp 1d3 points of damage with a successful Slam 21,700 gp attack.) 56,600 gp Caster Level: 2nd. Market Price: 1,145 gp. Slot: Shoulder. Weight: 5 lbs. Bloovdstained Mantle

Description: The undead knights of the Estate of Unrest wear these mantles to augment their own strength and to protect themselves from magical attacks.

Powers: Str +1, magic resistance (4), magic save +1.

Bonus types: Ability score = enhancement. Resistances = augmentation. Save = augmentation.

Caster Level: 3rd. Market Price: 2,570 gp.

Slot: Shoulder.

Weight: 3.5 lbs.

Braided Ivy Cords Description: The brownies of Lesser Faydark can be most dangerous due to the stealth and speed with which they act. Brownies are notorious for their ability to create magical armor and clothing out of the leaves and trees around them: these ivy cords are just one example of such items. Powers: Wis +2. Focus effect: Enhancement Haste I.

a en ae

Bonus types: Ability score = augmentation. Caster Level: 6th.

Market Price: 6,000 gp.

Slot: Shoulder.

Weight: 0.3 Ibs.

Carnal Pauldrons

Crested Spaulders

Description: The kobolds of Nagafen’s Lair are among the fiercest of clans in all of Norrath. The kobold priests there are widely known and feared for their great combat ability, yet many adventures have lost their lives trying to acquire the legendary pauldrons given to his priests by Lord Nagafen himself.

Powers: Although technically ashoulder item, these pauldrons protect as if they were armor, The armor bonus and armor check penalties granted do not stack with similar bonuses from other armor worn, although the arcane spell failure chance does stack.

Carnal Pauldrons (AC +1, check —1; arcane spell failure 5%;hardness 10, 10 hp, Break DC 25)

Dex +3, mana +3.

Bonus types: Ability score = augmentation, Mana = aug- mentation.

Caster Level: 9th. )

Market Price: 10,765 gp.

Slot: Shoulder.

Weight: 4.5 lbs.

Description: The vampire- infested castle of Mayong Mistmoore houses many types of evil creatures. Many ad- venturers travel to this accursed place tocombat the spread of evil, while others travel here in search of the powerful armor and weapons used by the vampires of Mistmoore and their servants. Crested spaulders are just one such piece of equipment.

Powers: Although technically a shoulder item, these spaulders pro- tectas if they were armor. The armor bonus and armor check penalties granted do not stack with similar bonuses from other armor worn, although the arcane spell failure chance does stack,

Crested Spaulders (AC +1,check—1; arcane spell fail- ure 5%; hardness 10,9 hp, Break DC 25)

Con +2.

Bonus types: Ability score = enhancement.

Caster Level: 6th.

Market Price: 4,250 gp

Slot: Shoulder.

Weight: 4.5 lbs.

Embroidered BlackCape

Description: These capes are usually found as prized possession

of the froglok ghouls of Lower Guk, and only the bravest adven-

turers will generally obtain them. Powers: Hp +4, mana +3. Bonus types: Hit points = enhancement. Mana = enhancement. Caster Level: 2nd. Market Price: 2,400 gp.

Slot: Shoulder. Weight: 0.3 lbs.

GildedCloth

Description: This cloth, tied firmly about the shoulder with several intricate knots, is one of the markings of nobility amongst the living frogloks of Lower Guk.

Powers: Str +2, Dex +3.

Focus effect: Spell Haste I.

Bonus types: Ability scores = augmentation.

Caster Level: 9th.

Market Price: 17,000 gp.

Slot: Shoulder.

Weight: 0.3 lbs.

Description: The living granite from which these spaulders are formed comes from the remains of the rock golems of the Hole. The stone has both the ability to mend any chips or cracks, and its great mass proves to be a powerful aid when slamming an opponent.

( Powers: These massive and imposing shoulder-plates grant a ( +2 bonus to Slam attacks. Any damage to the imbued granite » spaulders heals itself at a rate of 5 hit points per day.

Although technically a shoulder item, these spaulders pro-

tect as if they were armor. The armor bonus and armor check penalties granted do not stack with similar bo- nuses from other armor worn, although the arcane spell failure chance does stack.

Imbued Granite Spaulders (AC +2, check 4; arcane spell failure 10%; hardness 8, 15 hp, Break DC 24)

All resistances (4), all energy-based saves +1.

Bonus types: Attack = augmentation. Re- sistance = enhancement. Save = augmentation.

Caster Level: 7th. Market Price: 12,800 gp. Slot: Shoulder.

Weight: 45 Ibs.

Lizardscale Mantle

Description: This mantle comes from the green lizard-men who guard the Temple of Cazic-Thule. The liz- ard-men are not to be taken lightly:

they are skilled fighters and they tend

to attack in great numbers.

Powers: Wis +1, Int +1. Bonus types: Ability scores = aug-

mentation.

Caster Level: 3rd.

Market Price: 3,100 gp. Slot: Shoulder. Weight: 2.5 lbs.

Loam-Encrusted Amice

Description: The lightweight mantle is one of the most sought after in all of Antonica, Only the bravest of adventures are likely to acquire one, however, as they are found only in the depths of the Hole —a ruined city overrun by elementals, golems, and the ghosts of the former inhabitants.

Powers: Int +1, AC +2, mana +2, all resistances (1).

Bonus types: Ability score = augmentation. AC = deflection. Mana = augmentation. Resistances = augmentation.

Caster Level: 6th.

Market Price: 16,350 gp.

Slot: Shoulder.

Weight: 0.3 lbs.

Obulus Death Shroud

Description: The iksar claim that their ancestors created these items. However, most respected scholars believe that the mere handful of these miraculous items thought to exist must be the handiwork of either the ancient shissar or perhaps even the dragons. The shrouds have been found only in the ruins of Sebilis, a fact that allows any number of such theories to be reasonably supported.

Powers: Str +2, Con +2, Wis +2, mana +4, all resistances (1).

Focus effect: Mana Preservation II].

Bonus types: Ability scores (Str, Con) = augmentation. Ability score (Wis) = none. Mana = enhancement. Resistances = none.

Caster Level: 15th.

Market Price: 56,600 gp.

Slot: Shoulder.

Weight: 0.3 lbs.

Prayer Shawl Description: A watery grave awaits many adventures that dare to enter the lost city known as Kedge Keep. Yet brave adventures still travel here because of the legends of the vast treasures that sank with the city. One such legendary treasure was a prayer shawl that granted great wisdom to its wearer.

Powers: Wis +3.

Bonus types: Ability score = augmentation. Caster Level: 9th.

Market Price: 12,000 gp.

Slot: Shoulder.

Weight: 0.4 lbs.

Ravenscale Shoulderpads

Description: Among many thieves of Norrath, ravenscale armor is by far the most highly prized and appealing armor. Generally, it and its component parts may only be acquired by slaying the creatures that guard the Temple of Cazic-Thule.

Powers: Although technically a shoulder item, these shoulderpads protect as if they were armor. The armor bonus granted does not stack with similar bonuses from other armor wom, although the arcane spell failure chance does stack.

Ravenscale Shoulderpads (AC +1; arcane spell failure 5%; hardness 1, 4 hp, Break DC 20)

Str +2, magic resistance (2).

Bonus types: Ability score = augmentation. Resistance = augmentation.

Caster Level: 6th.

Market Price: 5,355 gp.

Slot: Shoulder.

Weight: 2.5 lbs.

01-20 21-40 4-60 61-80 81-75 76-100

Rusty Spiked Shoulderpads

Description: The complex cave system that joins the region known as Qeynos Hills to the frozen tundra of Everfrost peaks has become infested with gnolls; they have established a rough military hierarchy and have equipped their commanders with magical items to gain an advantage over those who would challenge them. These well-worn hardened leather and metal shoulder plates are one such item.

Powers: Although technically a shoulder item, these shoulderpads function as spiked armor (see the EverQuest: Player's Ha p. 158, “Armor Spikes”) with a +1 bonus to attacks. The armor bonus and armor check penalties granted do not stack with similar bonuses from other armor worn, although the arcane spell failure chance does stack.

Rusty Spiked Shoulderpads (AC +1, check —1; arcane spell failure 5%; hardness 10, 8 hp, Break DC 24)

Str +2, magic resistance (—4), magic save -1.

Bonus types: Ability score = augmentation. Attack = enhance- ment. Resistance = augmentation. Save = augmentation.

Caster Level: 6th.

Market Price: 6,967 gp.

Slot: Shoulder.

Weight: 2.5 lbs.

Squallsurge Shawl

Description: Within the watery confines of the dungeon of Kedge Keep, rumor has surfaced of another sort of fabled shawl. This one too, it is said, while mildewed and stained, still holds great power.

Powers: Con +2, mana +9,

Focus effect: Extended Affliction II.

Bonus types: Ability score = augmentation. Mana = augmenta- tion.

Caster Level: 10th.

Market Price: 21,900 gp.

Slot: Shoulder.

Weight: 0.3 Ibs.

Slashing Weapons

This group includes weapons such as swords, axes, and scythes.

Physical Description: ee eee ee rece ee though some have parts that are also made of wood, bone, or the like. They come ina variety of shapesand sizes, burmosthave long blades with alongcuttingsurface, and relatively shorthandles. Statistics forcommon weapons can be found in “Table 5-2: Typical Hardness, Hit Points, and Break DCs for Common Items”; extrapolate other items’ statistics from these samples, when necessary. Each +1 enhancement bonus to attacks adds | point to a weapon's hardness and hit points, and each +1 enhancement bonus to damage adds | point to a weapon's Break DC. Attackers cannot damage magic weapons unless the attack bonus of the striking weapon is at least as high as the struck weapon's attack bonus.

Activation: Slashing weapons are use-activated unless other- wise specified in their description.

Random Generation: To generate slashing weapons randomly, roll on “Table 5-23: Slashing Weapons.”

Qe SS eg

Table 5-23: Slashing Weapons Minor = Medium

Item Name

Combine Short Sword Combine Longsword Combine Scimitar

Combine Claymore

Axe of the Iron Back

Gnoll Hide Lariat

Ornate Rune Blade Obsidian Scimitar

Goblin Two-Handed Sword Runic Carver

Green Jade Axe

Polished Granite Tomahawk Lamentation

Defiance

01-05 Mithril Two-Handed Sword 06-—30 Short Sword of the Ykesha 31-55 Earthshaker

56-80 Blade of the Black Dragon Eye 81-100 Glowing Black Sword

Major — Epic 2,310 gp 2,315 gp 2,315 gp 2,350 gp 4,820 gp 7,801 gp 12,520 gp 13,345 gp 27,315 gp 32,350 gp 33,710 gp 60,706 gp 73.440 gp 112,440 gp 128,350 gp 1,531,560 gp 2,007,650 gp 2,420,315 gp 2,706,315 gp

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Axe of the Iron Back

Description: These greataxes are forged by the giants of Kunark. They are of simple appearance, and the metal of their heads is slightly blackened from the methods the giants use to forge them. Their hafts are usually made from the dark wood of Warslik’s Wood or the Burning Woods. While they originated amongst the Kunarkan giants, these weapons have since found their way across the world of Norrath into the hands of many young adventurers, serving as a good, solid weapon.

Powers: This greataxe has a +1 bonus to attacks and damage, as well as the massive ability.

Axe of the Iron Back (2d8+1, delay 7; AC 6, hardness 7, 14 hp, Break DC 25)

Bonus types: Attack = enhancement. Damage = enhancement.

Caster Level: 3rd.

Market Price: 4,820 gp.

Slot: Slashing.

Weight: 15 lbs.

Blade of the Black Dragon Eye

Description: The frogloks who have taken up residence in Sebilis, the ancient home city of the iksar, hold a special rever- ence for the great reptiles, the dragons. These longswords are representative of that reverence, diligently crafted with a cross- piece in the form of a pair of dragon's claws and an intricate acid-etched design upon the blade. Although they no longer remember the methods to forge these swords, the greater spellcasters among the frogloks still hold onto these remarkable blades from long ago. A single black sapphire is embedded in the base of the twisted black metal hilt. The weapon is quite light, weighing almost nothing.

Powers: This metallic longsword has a +6 bonus to attacks and damage as well as the poisoned and speed abilities. It can also process (Proc DC 23) the spell envenomed breath (Fort half, DC 19) upon its target.

Blade of the Black Dragon Eye (1d8+6 plus 2d6 poison and envenomed breath proc, delay 4; AC 7, hardness 16, 12 hp, Break DC 31)

Bonus types: Attack = enhancement. Damage = enhancement.

Caster Level: 18th.

Market Price: 2,420,315 gp.

Slot: Slashing

Weight: 0.5 lbs.

Combine Weapons

Description: For its brief time, the Combine Empire shone. One of its lasting legacies is the magical weapons now possessed mainly by the gypsies of Norrath. Although these weapons are of simple construction, their magical nature makes them very useful to adventurers.

Powers: These weapons have a +1 bonus to attacks and damage.

Combine Claymore (as greatsword; 2d6+1, delay 6; AC 6, hardness 11, 11 hp, Break DC 26)

Combine Longsword (1d8+1, delay 5; AC 7, hardness 11,7 hp, Break DC 26)

Combine Scimitar (1d6+1, delay 4; AC 7, hardness 11, 6 hp, Break DC 26)

Combine Short Sword (1d6+1, delay 5; AC 9, hardness 11, 5 hp, Break DC 25)

Bonus types: Attack bonus = enhancement. Damage bonus = enhancement.

Caster Level: 3rd.

Market Price:

Combine Claymore 2,350 gp.

Combine Longsword 2,315 gp.

Combine Scimitar 2,315 gp.

Combine Short Sword 2,310 gp.

Slot: Slashing. Weight: Standard.

DeFiance

Description: While many races worship Rallos Zek, the lord of war, few honor him quite as much as the giants of Kael Drakkel. The worship of Rallos Zek isa main part of their culture, especially as their god's avatar often walks among them and defends his temple against those so foolish as to attempt to defile it. The protectors and guardians of these holy grounds are often given these potent weapons (which they use as mere daggers or short swords) to help defend the holy arena of Rallos Zek. Over the many years, a few of them have been captured and have spread to the rest of the world.

Powers: This metal longsword has a +4 bonus to attacks and a +3 bonus to damage as well as the great speed abiliry.

Defiance (1d8+3, delay 3; AC 7, hardness 14, 10 hp, Break DC 28)

Str +2, Dex +3.

Bonus types: Ability scores = morale. Attack = enhancement. Damage = enhancement.

Caster Level: 11th.

Market Price: 112,440 gp.

Slot: Slashing.

Weight: 5 lbs.

Earthshaker

Description: Earthshaker appears to be a greatsword made out of solid rock, with raw gems adorning its crosspiece and hilt; the blade itself is fashioned from a very sharp piece of flint. It isa large and heavy weapon, befitting its creation by the denizens of the realm of Brell Serillis in the land of Underfoot.

Powers: This stone-and-crystal weapon is equivalent to a greatsword with a +5 bonus to attacks and a +7 bonus to damage as well as the keen and massive abilities. If the wielder is standing on natural earth or stone, then Earthshaker may process (Proc DC 21) a tremor spell in a 30-foor radius (save DC 23, where appli- cable). The wielder of Earthshaker never suffers any ill effects or damage from the results of tremors caused by the blade.

Earthshaker (2d8+7, crit 17-20 (x2), delay 7; AC 6, hardness 13, 20 hp, Break DC 30)

Str +2, Dex -2, Con +2.

Bonus types: Ability scores = enhancement. Attack = enhance- ment. Damage = enhancement.

Caster Level: 20th.

Market Price: 2,007,650 gp.

Slot: Slashing.

Weight: 16 lbs.

Glowing Black Sword

Description: These swords were forged in the mighty forges of Kael Drakkel from strange ores that came from the depths of the continent of Velious; as they were forged, their metals absorbed the ruddy, flickering light of those subterranean forges until the blades themselves became an amalgam of metal and light energy. Their glow cannot be quelled by normal means nor concealed by any means, magical or mundane, while the blade is drawn (the ruddy glow of the blade is visible even if the sword’s wielder is invisible, for instance), The most famous of these blades is known as Spelleater.

Powers: This unusual longsword has a +6 bonus to attacks and damage as well as the brilliant energy and speed abilities. It can also process (Proc DC 22) a cancel magic spell (caster level 18) upon a target on a successful hit. Since the blade is effectively formed of light, it cannot be broken by any known means,

Glowing Black Sword (1d8+6, delay 4; AC 7, hardness —, Break DC —)

Bonus types: Ability score = augmentation. Attack = enhance- ment. Damage = enhancement.

Caster Level: 18th.

Market Price: 2,906,315 gp.

Slot: Slashing.

Weight: 5 lbs.

Gnoll Hide Lariat

Description: The gnolls of Splitpaw were overrun by another tribe of gnolls many years ago and made into slaves. This new tribe of gnolls is much more powerful, both in physical strength and magical might than the old gnolls of Splitpaw. Their shamans and spell casters are able to make a variety of magical implements to further their own ends, including these magical whips.

Powers: This leather weapon is a whip with a +1 bonus to attacks and damage. It can also process (Proc DC 20) the stun spell (Fort DC 13) upon the target.

Gnoll Hide Lariat (1d2+1 subdual, delay 4; AC 7, hardness 3, 3 hp, Break DC 24)

Bonus types: Attack = enhancement. Damage = enhancement.

Caster Level: 3rd.

Market Price: 7,801 gp.

Slot: Slashing.

Weight: 2 lbs.

GobLin Two-Handed Sword

Description: The name of these swords is somewhat mislead- ing, as they are normally neither a two-handed weapon nor are they made by goblins. It seems they are made and enchanted by the sarnak to give to certain groups of their knights with the sole purpose of killing goblins. On a rare occasion, a powerful goblin will survive a sarnak attack and take such a sword as his own, making it a trophy of sorts among goblinkind — and in the hands of goblins, who tend to be a small folk, they are often two-handed weapons. In appearance, these are simple enough blades, often with a reptilian creature etched into the base of the hilt, indicat- ing their sarnak origins.

Powers: These longswords have a +2 bonus to attacks and damage as well as the bane (goblin) ability.

Goblin Two-Handed Sword (1d8+2, delay 5; AC 7, hardness 12, 8 hp, Break DC 26)

Dex +2, Con +2.

Bonus types: Ability scores = augmentation. Attack = enhance- ment. Damage = enhancement.

Caster Level: 6th.

Market Price: 29,315 gp.

Slot: Slashing.

Weight: 6 lbs.

Green Jade Axe

Description: These ancient axes were originally made by the iksar during the height of their power in the ancient city of Sebilis. When Sebilis was lost, these axes sat deep within the city, untouched for hundreds of years. Over time, various creatures moved into the depths of the city and found the axes. In turn, adventurers and others defeated some of these creatures and these weapons have started to spread, but they remain extremely rare. These axes have a long haft of stone carved with ancient symbols and glyphs of the iksar. The axe-head is forged of green jade, and many have scenes of ancient iksar battles etched upon them. Though they are made of heavy stone, these weapons somehow weigh very little. The green jade axe's enchantments use the life force of the wielder to power the axe’s other benefits.

Powers: These stone and jade battleaxes have a +3 bonus to attacks and a +1 bonus to damage, as well as the keen and i abilities.

Green Jade Axe (1d8+1, crit 19-20 (x3), delay 5; AC 7, hardness 10, 12 hp, Break DC 25)

Str +3, Con -4, hp +6, disease resistance (2), poison resistance (6), poison save +2.

Bonus types: Ability scores = augmentation. Attack = enhance- ment. Damage = enhancement. Hit points = augmentation. Resistances = augmentation. Saves = augmentation.

Caster Level: 9th.

Market Price: 33,710 gp.

Slot: Slashing.

Weight: 2 Ibs.

Lamentation

Description: Another type of blade forged by the iksar empire during its height in the ancient city of Sebilis, lamentation blades and other weapons are now guarded by golems of ancient power. A lamentation blade appears as a normal metal longsword, al- though it does have a discernibly diamond-shaped tip, and the weight of the whole is virtually negligible.

Powers: These metal longswords have a +3 bonus to attacks and a +4 bonus to damage, as well as the great speed ability.

Lamentation (1d8+4, delay 3; AC 7, hardness 13, 9 hp, Break DC 29)

Str +2, Con +2, hp +5.

Bonus types: Ability scores = augmentation. Attack = enhance- ment. Damage = enhancement. Hit points = augmentation.

Caster Level: 10th.

Market Price: 93,440 gp.

Slot: Slashing.

Weight: 0.6 lbs.

Mithril Two-Handed Sword

Description: These finely crafted weapons are thought by some to be created by the frogloks of Guk, whose leaders often wield such blades, even though the frogloks don't otherwise seem to have the mining resources or crafting skills to create such mithril blades. Since the ruins of Guk once belonged to some other race or culture, others believe that these blades are actually not made by the current residents of Guk, but are rather left over from some other ancient treasure hoard or vault.

Powers: This mithril greatsword has a +5 bonus to attacks and damage. It can also process (Proc DC 23) the alacrity spell upon its wielder when it hits an opponent in melee.

Mithril Two-Handed Sword (2d6+5, delay 6; AC 6, hardness 20, 15 hp, Break DC 32)

Bonus types: Attack = enhancement. Damage = enhancement.

Caster Level: 15th.

Market Price: 128,350 gp.

Slot: Slashing.

Weight: 8.5 lbs.

Obsidian Scimitar

Description: The kobolds of Solusek’s Eye have interesting techniques for working with the stone of their home. The result of one of these techniques is this scimitar. A blade of enchanted obsidian carved to a lethal edge, it is quite exquisite, though the hilts of these weapons are often ordinary or scavenged from other weapons long since broken.

Powers: This stone weapon equivalent to a scimitar has a +1 bonus to attacks and damage, as well as the keen and ponderous abilities.

Obsidian Scimitar (1d6+1, crit 15-20 (x2), delay 5; AC 6, hardness 11, 6 hp, Break DC 26)

Dex +2.

Bonus types: Ability score = augmentation. Attack = enhance- ment. Damage = enhancement.

Caster Level: 6th.

Market Price: 13,345 gp.

Slot: Slashing.

Weight: 5 lbs.

Ornate Rune Blade

Description: The method to create these blades was lost when the iksar City of Mist was lost in a terrible tragedy. A number of the blades still sit in ancient treasure troves of that place, and are wielded by the specters there in the defense of their ancient home. Functioning as an axe, these weapons more closely resemble giant cleavers with ancient runes of power inscribed all along the axe-head and along the length of the haft. Omate rune blades are surprisingly light for their great size and all-metal construction. Powers: This metal weapon is equivalent to a greataxe with a +2 bonus to attacks, as well as the ghost touch ability. Omate Rune Blade (2d6, delay 6; AC 6, hardness 12, 17 hp, Break DC 26)

Mana +2, all resistances (1).

Bonus types: Attack = enhancement. Mana = augmentation.

Resistances = augmentation. Caster Level: 5th. Market Price: 12,520 gp. Slot: Slashing.

Weight: 10 Ibs.

Polished Granite Tomahawk

Description: The Mucktail gnolls have been warring against

the humans of Highpass for many years. The shamans of the gnolls have many magics, one of which empowers stone axes dedicated to Brell Serillis with the spirits of slain gnoll warriors, When one uses such an axe, the gnoll spirit channels its rage through the wielder of the tomahawk.

Powers: This stone weapon is a handaxe with a +3 bonus to attacks and damage. It can also process (Proc DC 21) the berserker strength spell upon its wielder with a successful hit.

Polished Granite Tomahawk (1d6+3, delay

rest, unfortunately, in the hands of the undead frogloks that reside in the lowest tunnels there. These short swords are unusual in shape, and have been compared to oversized kukri. These weapons also generate a force of magical energy called Ykesha by the frogloks, Powers: This metal weapon is equivalent to a short sword with a +6 bonus to attacks and a +5 bonus to damage. It can also process (Proc DC 25) the equivalent of a force spell (Fort half, DC 25) on its target with a successful attack. Short Sword of the Ykesha (1d6+5, delay 5; AC 9, hardness 16, 10 hp, Break DC 29) Bonus types: Attack = enhancement. Damage = enhancement. Caster Level: 17th. Market Price: 1,531,560 gp. Slot: Slashing. Weight: 4.5 lbs.

Waist items

Waist items include any item that is tied or fastened

around the waist, such as belts, girdles, sashes, and cords.

These items generally do more than hold one’s pants up;

they are also useful places to keep items a character

ac would want in easy reach, such as pouches or swords.

Physical Description: Waist items are bands of ma-

terial made of cloth, leather, or metal. Items made of

metal typically have AC 9, hardness 10, and 4 hp, with a Break

DC of 23. Most leather and cloth items have AC 9, hardness 2 (leather) or 0 (cloth), 3 hp, and a Break DC of 10.

Activation: Waist items are typically use-activated by wearing.

Waist item abilities with charges or uses per day are normally

command word activated.

Random Generation: To generate belts randomly, roll on “Table 5-24: Waist Items.”

5; AC 9, hardness 11, 10 hp, Break DC 24) Bonus types: Attack = enhancement. Dam- age = enhancement. Caster Level: 11th. Market Price: 60,706 gp. Slot: Slashing. Weight: 6.5 lbs.

Table 5-24: Waistitems Minor Medium O1-40 — 41-80 01-35 81-100 36-70 — 91-95

76-100

Item Name Gnome-Skin Belt Giant's Reminder String Braided Cinch Cord Drakescale Belt Sphinx-Hair Cord

Belt of the River

Silken Cat-Fur Girdle O1—-05 Belt of the Great Turtle 06-100 Sash of the Dragonborn

01-05 06-15 16-25 26-60 — 61-75

96-100

RunicCarver

Description: The runic carver is a blade created by the sarnak and given to some of their best warriors to defend the entrances to their keep at Chardok. The blade is essentially a long, narrow triangle carved with runes of power.

Powers: This metal weapon, the equivalent of a greatsword, has a +3 bonus to attacks and damage as well as the speed ability.

SSI FT a TP A

{

ee eee

; f

ue

Beltorthe Great Turtle

Runic Carver (2d6+3, delay 5; AC 6, hardness 13, 13 hp, Break

DC 27)

Bonus types: Attack = enhancement. Damage = enhancement.

Caster Level: 9th. Market Price: 32,350 gp. Slot: Slashing

Weight: 10 lbs.

Short SwordoF the Ykesha Description: These weapons are another type of ancient weapon hail- ing from the ruins of Guk; most of them

Description: The lodizal, or Great Turtles, are mighty foes and a great danger throughout the Iceclad Ocean, that sea of floating icebergs that surrounds the continent of Velious. This belt is made from the ritually prepared muscle fiber of one of these great beasts, and is decorated with shiny lacquered pieces of shell. Mystics claim that this hefty belt grants the wearer strength and vitality proportionate to one of these mighty and graceful sea beasts. Powers: Three times per day, as an attack action, the wearer can call upon an aura of battle: this aura grants

the wearer a+1 bonus to attacks and DR 6/—for9 rounds each time it is activated. In addition, the belt always grants its wearer the following benefits:

Str +3, Dex +3, hp +7.

Bonus types: Ability scores = enhancement.

Caster Level: 9th.

Market Price: 76,400 gp.

Slot: Waist.

Weight: | Ib.

enhancement. Hit points =

Belt of the River Description: The secret of this item's construction belongs to the halfling druids of Rivervale, and is likely to remain theirs, as its creation requires the assistance of nature spirits of the Serpent River near that vale. The druids evidently helped oust some evil spirit from the great lake Winter's Deep and the first of these belts was the reward. Regrettably, the evil spirit was able to taint the magic of the item so that it also confers a susceptibility to cold. Powers: As an attack action, the wearer of this belt may invoke an effect identical to the summon drink spell. A newly crafted belt holds 50 charges of this effect. Str +2, Con +2, cold resistance (4), cold save —l. Bonus types: Ability scores = enhancement. Resistance = augmentation. Save = augmen- tation, Caster Level: 6th. Market Price: 16,600 gp. Slot: Waist. Weight: 0.2 Ibs.

Braided CinchCord

Description: Thought to be made of the braided ropes used to hang @ spellcasters captured by the undead frogloks of the deepest recesses of Guk, this belt evidently retains some- thing of the nature of these slain casters.

Powers: Int +2, hp +2.

Bonus types: Ability score = enhance- ment. Hit points = enhancement.

Caster Level: 5th.

Market Price: 7,500 gp.

Slot: Waist.

Weight: 0.2 Ibs.

Drakescale Belt

Description: Some few drakes live within the caverns of Solusek’s Eye. Perhaps because the lava with these caves is imbued with magical properties, the properly treated hides of these drakes can result in this magic belt.

Powers: Dex +1, fire resistance (4), fire save +1.

Focus effect: Extended Enhancement II.

Bonus types: Ability score = enhancement. Re- sistance = augmentation. Save = augmentation.

Caster Level: 10th.

Market Price: 9,750 gp.

Slot: Waist.

Weight: | |b.

Giant’s Reminder String

Description: These items are appropriately belt-sized for men and elves — although smaller folk can wear them cinched tightly —yereven larger races like trolls can wear them as belts. They first gained their name when they became known as rings for some of

h.

the largest giants of the Plains of Karana, among whom any means of even partially offsetting the debilitating stupidity of their ancient curse is of great value.

Powers: Int +2.

Bonus types: Ability score = augmentation.

Caster Level: 5th.

Market Price: 4,100 gp.

Slot: Waist.

Weight: 0.5 Ibs.

Gnome-Skin Belt Description: There is no accounting for taste, especially when one considers the tastes of a creature like a shadow beast. These foul monsters sometimes hunt, track, and yes, even skin the sentient races of Norrath for their own pleasure. They have taken a liking to the first new race to arrive in Velious for some time, the gnomes. Gnome skin is the only material they have transformed into magical items, and some gnomes fear that other dark races might soon also become interested in this phenomena. Powers: Poison resistance (2). Bonus types: Resistance = augmentation. Caster Level: Ist. Market Price: 320 gp. Slot: Waist. Weight: | lb.

Sashor the Dragonborn

Description: Rumored to have been the posses- sions of a group of foreign paladins who invaded the retreat of Venril Sathir, these wispy sashes have recently reappeared in the possession of the doomed souls that now inhabit that place. Powers: The wearer of this sash is under a continual haste (4) effect (this grants a +2 haste bonus to AC and one additional attack action every second round). Caster Level: 9th. Market Price: 171,300 gp. Slot: Waist. Weight: 0.1 lbs.

Silken Cat-Fur Girdle

Description: The sabertooth tigers of Kunark are ex- tremely dangerous beasts. Some of them, perhaps because they are extremely long-lived, but more likely because they have come into contact with some un- known magical force, become truly enormous. If such a beast can be slain $0 as to preserve a nearly perfect hide, and that hide is then ex- pertly removed and magically treated, then one of these greatly prized belts can be crafted. Powers: Str +3, Dex +4. Focus Effect: Affliction Haste II. Bonus types: Ability scores = enhancement. Caster Level: 6th. Market Price: 32,200 gp. Slot: Waist. Weight: 1.5 lbs.

Sphinx-Hair Cord Description: When a brave and clever heroine wishes to prove herself, she might go hunting for a sphinx. True, these great mystical beasts make powerful adversaries on the battlefield, but

it's not by the sword that some sphinxes must be confronted, If victorious, the heroine might be granted a lock of the beast’s mane, unique stuff that does not die so long as the sphinx itself lives. If bound with a handful of other hairs (each requiring a riddle victory), the resulting belt might impart something of a sphinx’s power.

Powers: Int +2, Cha +2, cold resistance (4), disease resistance (4), fire resistance (4), sonic resistance (4), cold save +1, disease save +1, fire save +1, sonic save +1.

Bonus types: Ability scores = augmentation. Resistances = augmentation. Saves = augmentation.

Caster Level: 6th.

Market Price: 13,400 gp.

Slot: Waist.

Weight: 0.2 Ibs.

Wrist

Wrist items include bracelets and bracers. They can be worn under full sets of armor or under shirt items with no penalty.

Physical Description: Most wrist items are made of metal and wrap around the wearer's entire wrist. Some take up most of the wearer's forearm, while others seem to be loose rings dangling on the arm. They generally have ACY, hardness 10,4 hp, anda Break DC of 23 for chain-link items, or DC 25 for solid metal items.

Activation: Wrist items are usually use-activated by wearing. Abilities with charges or uses per day are command word acti-

vated.

Random Generation: To generate wrist items randomly, roll on “Table 5-25: Wrist Items.”

= ae

‘able 5-25: Wristitems Minor = Medium 01-100 —

Item Name

Bat-Hide Wristband Jilleo’s Bracelet

Basilisk Bracer

Carmine Trinket Purified Spirit Bracer Drakescale Bracelet Seahorse-Spine Bracelet Serpentine Bracer

Steel Wristband of Strategy Ol-100 Bracelet of the Deep Sea

Epic

a a Ce

Basilisk Bracer

Description: A heavy bronze bracer with the raised relief of a mighty basilisk, this piece is said to be shaped by dipping it in a pool of the heated blood of that beast.

Powers: Dex +2, Wis +1.

Bonus types: Ability scores = enhance- ment.

Caster Level: 6th.

Market Price: 6,400 gp.

Slot: Wrist.

Weight: 5 lbs.

Bat-Hide Wristband

Description: This object is con- structed by the batlings who dwell in the caves surrounding the Stonebrunt Mountains of Odus. It’s unknown whether the item is constructed from bat or batling hide, but those who attempt to deal with this hair-trigger folk are unlikely to get far by suggesting the latter.

Powers: Int +1, disease resistance (—1).

Bonus types: Ability score = enhancement. Resistance = en- hancement.

Caster Level: 3rd.

Market Price: 925 gp.

Slot: Wrist.

Weight: 0.5 Ibs.

Bracelet of the Deep Sea

Description: These items are said to be constructed by dragons within the Temple of Veeshan; little is truly known of them and probably few people will ever see one.

Powers: Int +3, AC +4, hp +9, mana +6, acid resistance (4), fire resistance (4), magic resistance (4), sonic resistance (4), acid save +1, fire save +1, magic save +1, sonic save +1.

Focus effect: Extended Affliction III.

Bonus types: Ability score = augmentation. AC = deflection. Hit points = augmentation. Mana = augmentation. Resistances = augmentation. Saves = augmentation.

Caster Level: 15th.

Market Price: 89,000 gp.

Slot: Wrist.

Weight: 0.5 Ibs.

Carmine Trinket

Description: First found around the stump of an animated severed hand on the Plane of Fear, this item was at first thought amere “trinket”: it’s brilliant red color was mistaken for the blood of the beast that had so stained the item as to render it valueless. ~» However, a wizard who was part of the group

eventually realized it was potent magical construc- tion and that its carmine coloring was part of the design.

Powers: Str +1, Dex +2, mana +3.

Bonus types: Ability scores = enhancement. Mana = enhancement.

Caster Level: 6th.

Market Price: 8,780 gp.

Slot: Wrist.

Weight: 0.3 lbs.

Market Price 9725 gp 6,030 gp 6,400 gp 8,780 gp 7,500 gp 12,700 gp 24,300 gp 25,250 gp 37,000 gp 87,000 gp

drakescale Bracelet Description: The power and magic that flows through the blood and body of many of the mysti- cal beasts of Norrath can be harnessed to great effect, if their hides are worked by skilled hands. One such object is this bracelet, a copper-colored band formed from the scales of a ferocious drake, cousin to the legendary dragon. Powers: Int +2, mana +2, magic resistance (2). Bonus types: Ability score = enhancement. Mana = en- hancement. Resistance = enhancement. Caster Level: 6th. Market Price: 12,900 gp. Slot: Wrist. Weight: 0.2 Ibs.

Jilleo’s Bracelet

Description: Tribal shamans have de-

signed many wondrous and unique

fetishes. Jilleo of the Dawnshroud Peaks

should certainly be counted high amongst

these native craftsmen. This particular item is

a pressed pewter and silver bracelet with leather

straps, decorated with various shells, bones, and

polished rocks.

Powers: Str +1, Int +1, Wis +1.

Bonus types: Ability scores = augmentation.

Caster Level: 3rd. Market Price: 6,030 gp. Slot: Wrist.

Weight: 0.1 Ibs.

Pariried Spirit Bracer

Description: The greatest heroes of the Kejek cat-folk of the Stonebrunt Mountains are those who seek toundo the damage done by the evil Tserrina Sly’Tor long ago. Toaid such heroes, the Kejek have a means to create magic items from the crystallized shadow substance that Tserrina left behind.

Powers: Str +1, Dex +1, Cha +1, mana +1.

Bonus types: Ability scores = augmentation. Mana = augmen- tation.

Caster Level: 3rd.

Market Price: 9,500 gp.

Slot: Wrist.

Weight: 0.1 lbs.

Seahorse-Spine Bracelet Description: The spines of a Coldspine seahorse, often gath- ered from hunts in the Siren’s Grotto, are essential for the manufacture of these bracelets. The sirens who inhabit these frozen waters are chief amongst the producers of these mystic pieces of jewelry.

Powers: Str +2, Cha +3, AC +2. a ee om s

Bonus types: Ability scores = augmenta- tion. AC = deflection.

Caster Level: 9th. Minor Medium Market Price: 24,300 gp. ol-08 = — Slot: Wrist. 07-17 — Weight: 0.5 lbs. 20-25 01-03 Serpentine Bracer St 04-08 ae ney 33-37 07-15 Description: This decorative silver bracer offers little by way of practical protection, as 36-45 16-20 it doesn't even cover the forearm; it looks 46-54 21-25 like a snake coiling from elbow to wrist. 55-64 26-32 However, the bracer gives its wearer great 65-71 33-38 suppleness — pete as well as amplifying 72-75 397-50 certain magical abilities. Powers: Dex +4. SS Focus effect: Extended Affliction II. 86-88 56-60 Bonus types: Ability score = enhancement. 87-74 61-65 Caster Level: 12th. 75-100 sh

Market Price: 25,250 gp. Slot: Wrist. Weight: 0.8 lbs.

The original source continues with tabular game data (maps, spawn tables) omitted here. See it at the source ↗

Everquest Rpg Game Master's Guide — Library of Erudin