Professional Documents
Culture Documents
12
y o
pp is
a P
H S&
The Bandit
Great New Character Class for
Conan the RPG
Editorial
Hi All,
d20 Modern, Dungeons & Dragons and Wizards of the Coast are trademarks of Wizards of the Coast, Inc. in
Designation of Open Content the United States and other countries and are used with permission. ‘d20 System’ and the ‘d20 System’ logo are
All rules mechanics, tables and other material derivative
trademarks of Wizards of the Coast, Inc. and are used according to the terms of the d20 System License version
of Open Game Content and the System Reference
Document are considered Open Game Content. All other 6.0. A copy of this License can be found at www.wizards.com/d20.
text and artwork is closed content.
All Babylon 5 material, with the exception of open game
content designated above is copyright 2003 Warner Copyright © 2004 Warner Bros.
Brothers.
BABYLON 5, characters, names and
All Judge Dredd material, with the exception of open
all related indicia are trademarks of
game content designated above is copyright Rebellion A/S
All Conan material, with the exception of open game and © Warner Bros. Printed in China
content designated above is copyright Conan Properties WB SHIELD: TM and © Warner Bros.
International. (s04)
All Lone Wolf material, with the exception of open game
content designated above is copyright Joe Dever. Babylon 5 created by J. Michael Straczynski
2
The basic system used in OGL Wild West is fundamentally identical to that
used in the other Core books from Mongoose Publishing. The skills and
feats are similar, as is the combat and task resolution systems.
This 256 page hardback volume gives you everything you need to immerse
yourself in the greatest genre ever created - because it really happened!
Walk with the Earps to the OK Corral, back up John T Chance and the Dude
in Rio Bravo, keep your eyes on the dastardly Tuco or backshoot Billy the
Kid and save Pat Garrett the bother.
Whether you want to blow up bridges in New Mexico or throw down Queens
and Aces on the Mississippi, this book opens the doors to that experience.
Well, what are you waiting for? Are you going to pull that smoke cannon
or just stand there bleeding?
3
The martial artist is a staple of popular culture and has been for
decades in Western society. The fighting prowess of the martial
artist has been amply demonstrated in comic books, novels, film and
television and many martial artists have achieved superstardom, or
even cinematic immortality. In the East, martial arts popular culture
has an even longer history, with famous monks, both entirely fictional
and historical, taking centre stage on film for almost a century and in
literature for literally millennia.
This book, the Quintessential Monk II, is designed to bring the thrill of martial arts to your d20 fantasy
gaming. Using the rules presented in this book, you will be able to create characters who truly emulate
the martial arts heroes of popular culture, of myth and of legend. Read on and immerse yourself in 128
pages dedicated to the martial arts world.
The book opens with Class Paths, which are thematic enhancements that will allow you to focus your
martial artist’s character hook with laser precision. Following that chapter is the Multiclass Monk, a
thematic continuation of the Alternative Schools presented in the original Quintessential Monk; using
the multiclass paths presented in this chapter, players and Games Masters alike will be able to create
martial artists of almost endless variety, the better to replicate the many, many martial arts archetypes
of history and legend.
Speaking of legends, the Legendary Monk introduces six new prestige classes designed and intended
for advanced play, each with an assortment of powers truly worthy of high level heroics. After that
are new Superior Tools, new Tricks of the Trade and new items for the magical monk, a collection
of mundane and magical weapons which will make the monk’s life much easier and an extensive
assortment of new uses for his existing skills which will make his enemies’ lives much, much harder.
Of course, no Quintessential Monk book would be complete without new martial arts feats and new
abilities, so you will find secret symbols and complete martial arts styles, each composed of multiple
new feats, here as well. The book closes with Surviving to Enlightenment, a long discussion of the tips
and tactics essential for surviving and thriving and all levels of play.
Pirate Isles is a 128 page full colour book detailing In the world of Babylon 5, perhaps no single example of the
life on the high seas of Hyboria. Whether you fractious yet enduring concept of unity can be found than the
see them as brutal killers or dashing freebooters,
League of Non-Aligned Worlds - several very different, very
many of Conan’s greatest adventures were aboard
pirate vessels or with a motley crew at his back. alien groups brought together by the universal languages of
Now you too can stalk the western coast, ready need and fear. United in their desire to have more power
to pillage goods intended for the Road of Kings, than they could individually wield, the League of Non-Aligned
or row into royal Aghrapur itself to raid imperial Worlds collectively represented more ships, more guns, and
merchantmen. more temporal power than any of the ‘major’ governments
of the galaxy could claim. Even the Minbari would have been
Hoist the sail, dog brothers, for the treasures of hard-pressed to deal with the enmity of the entire League.
Hyboria are waiting to be plucked!
The Big Mongoose
Questionnaire
Ok, so here’s the deal. Down at Mongoose Hall we want to know what you are thinking. With this in
mind we have put together some questions below and on the next page which will help us fine tune
the Mongoose machine to make sure you get exactly what you want.
But what’s in it for me? I hear you ask. How about $150 worth of Mongoose books of your choice? Not
bad, eh? What are you waiting for. Get filling in!
Question 1
Rate each gaming/product line on a scale of 1 to 10 (10 being best and 1 being the worst)
Question 2
Question 3
Question 4
Question 5
Question 6
How many Mongoose products do you own? less than 5 5-10 10-20 20-30 30-50 50+
(circle the one most appropriate)
Question 7
Question 8
b) and why?
Question 10
Question 11
What future Mongoose product are you most looking forward to?
Question 12
Question 13
Question 14
Question 15
Question 16
Question 17
Question 19
Question 20
Return Address: Mongoose Publishing, PO Box 1018, Swindon, Wiltshire, SN3 1DG, UK.
the pdf collection
Watch
This
Space!
Branding Belle Belle picked up the shot glass, ignoring her monosyllabic host,
and knocked back the fiery concoction. Her eyes widened as she
In a flurry of dust and whinnying horses the stage pulled up in placed the glass back on the bar. The bartender shrugged with
front of Kane’s Saloon. The town of Big Red held few attractions an ‘I told you so’ expression on his face and went back to wiping
besides the ramshackle bar. Its streets were deserted and even his bar.
though it was a little after noon there was no one in sight along
the single, sand-covered highway. The group of wranglers laughed from the bottom of their bellies as
Belle spluttered and wheezed. One of them stood and approached,
The coach driver jumped down from his seat atop the stagecoach a conciliatory smile crossing his face.
and walked to the door. His back was crooked from long miles
spent hunched in the same position and the crack between his ‘Never mind miss,’ he said. ‘I’ve seen a shot of Old Hokey’s Brew
sweaty buttocks peaked over his slack leather britches. He opened floor cowpokes three times your size.’
the door, scratching his rough chin.
Belle looked up, her embarrassment obvious.
Belle stepped down from the coach, ignoring the driver’s hand,
which was held out in a half-hearted offer of assistance. Instead she ‘A glass of milk for the little lady Pete,’ said the cowboy, his smile
smiled meekly as though apologising for finding the prospect of now much more sincere. ‘My friends and I would be honoured
holding the driver’s hand repulsive. The driver gave a nonchalant if you’d join us.’
shrug; his offer had obviously been refused before. He looked her
up and down, taking in the easy site of her wasp-waist and lifted Belle returned the cowboy’s smile and nodded her agreement.
bosom. Belle’s bright blue dress stood out in stark contrast to the After receiving Belle’s milk the pair sat down. Belle could see
harsh dusty-grey of Big Red, that a quiet hand of poker was underway between the trio and
she could barely hold in her excitement. The cowboys had just
‘Sure this is where you want to get off missy?’ asked the driver. finished their hand and the deck now sat in a neat pile in the
‘Stage goes all the way to California. Woman o’ your means middle of the table.
should find plenty more to her likin’ there than in a run down
dung-heap like this.’ ‘So,’ said another of the cowboys, ‘what brings such a purdy little
thing to Big Red?’
Belle gave a meek smile. ‘I’m sure this is the place. Thank you
kindly, you’ve been ever such a gracious driver.’ Belle instinctively picked up the cards and with one hand cut them
and cut them again. The cowboys looked on in amazement as she
The driver flushed at her pleasantry and returned to his seat atop shuffled with lighting speed and then proceeded to deal with one
the stage. Belle sighed deeply as the coach lurched away behind hand.
her. She looked up at the faded sign that declared the saloon
belonged to Kane. Swallowing hard she walked up the rickety ‘Poker boys. Poker brings me to Big Red.’ The cowboys stared; all
steps toward the saloon door. three jaws were hanging limply. ‘And in case you were wondering,
the name’s Belle.’
As she gingerly swung the door open she was surprised at the
muted reception she received. Belle had been led to expect either Kane’s Saloon had become shrouded in shadow as the glaring sun
a raucous, bawdy cheer as she entered, or for the patrons to place slowly retreated behind distant hills. The bartender had lit several
their warm beers on their tables and stare as though a two headed candles held in whisky bottles, one of which now sat in the middle
buffalo had just entered the bar. The muted indifference she was of the poker table. Belle had a satisfied grin on her face, in stark
greeted with was an unexpected surprise. contrast to the sullen expressions of her three new companions.
In the corner was a group of three men. Guns were on their hips As she began to deal what she considered to be the last hand of the
but they did not have the hard-bitten look of killers. They were evening a sand-filled breeze swept through the saloon. A number
probably wranglers, stopping off on their way to find work. In of candles were suddenly extinguished, and Belle paused mid-deal.
another corner sat a greying, black-suited man. His other features The two cowboys had stiffened slightly, just as the feral wind had
were obscured by the fact that he was face down on his table, a half swept through; they were now staring over her shoulder towards
drunk shot of whisky still clutched between his rigid fingers. The the door.
only other soul in Kane’s was the bartender. He barely glanced up
as Belle entered. Belle froze as she heard the steady tread of footsteps. Accompanying
them, lifted on the air by the breeze, was a stale smell, like herded
Without trying to appear too out of place Belle walked to the bar. cattle only more moist and less natural. She slowly turned in her
‘Glass of whisky please Kane,’ she said in a confident manner. seat, scared of making any sudden moves and spooking whatever
ornery varmint had crept in from the desert. Standing behind
9
her was a huge shadowy figure. His hat was pulled down over gut hung over his low slung pants. A bullwhip was tied around
his eyes and a vapour trail of dust and hovered him. His stench his waist in place of a belt and a rusty Colt was slung low by his
was somewhat overpowering, even from a distance, as though he’d side. Beneath the brim of his hat was a ragged, sallow face, crossed
been on the road for days carrying several pounds of old jerky. by an unkempt moustache containing the remnants of whatever
Kane had eaten for his most recent meal.
‘Thought I told you two never to come in here again,’ said the
figure in a low, southern drawl. ‘Well if its all the same to you,’ Belle smiled meekly, ‘and not
meaning to cause any offence, I think I’d be just as well to get on
‘Well, you see Kane,’ one of the cowboys began to blurt, ‘we wasn’t my way.’
expecting you to be back so early and a hand of poker turned into
ten and well… you know how it is Kane.’ ‘Don’t talk trash woman,’ Kane was menacing once more, with
his face visible he was an even more imposing sight. ‘Where you
The dark figure gave no reply. Several uncomfortable seconds gonna go at this hour. Ain’t another town for fifty miles. If the
passed and Belle began to wish her chair would move her out of desert don’t get you, sure as horse-hair the injuns will.’
the way of this argument.
Belle was about to speak when there was a calamitous sound from
‘You still here?’ said the figure suddenly. just outside the saloon. Kane smiled revealing a set of cracked and
tobacco-stained teeth.
Without hesitating the cowboys leapt from their seats, grabbing
what little gear they had with them, and sprinted for the door. ‘Time for you to meet the rest of the crowd,’ he beamed. With
The vapour and dust that hovered around the dark figure was that a gang of four leering, cheering cowboys entered the saloon.
whipped up into a brief frenzy as they rushed past. With them were a group of four dishevelled women, dressed in
frocks that might have once been classed as fashionable but were
Belle tried not to stare at the imposing figure of Kane, who was now no more than rags.
still standing in the middle of the bar. From the corner of one eye
she could see the bartender stirring uncomfortably. After several Kane stood, roughly shaking one of the cowboys who seemed
seconds she made to rise from her seat. more than a little worse for drink. He grabbed one of the women
and kissed her roughly on the cheek, licking her earlobe as he
‘Where you going?’ asked Kane. pulled away. Despite her obvious disgust she made no attempt
to stop him
‘Well, er…’ Belle was unsure how to proceed. ‘I just dropped by
for a few hands of poker and it seems my fellow players have had ‘Boys,’ shouted Kane unnecessarily, ‘this here’s er…’
to leave in quite a hurry so now I think I’ll be on my way.’
‘Belle,’ shouted the bartender suddenly from behind the makeshift
‘Don’t move,’ said Kane, his voice filled with quiet menace. barricade of the bar. Belle shot him a glance as though pointing
Belle jumped suddenly at his retort. ‘I mean,’ his voice softened out his treachery.
somewhat, ‘you can’t leave my place without me buying you a
drink.’ ‘This here’s Belle,’ continued Kane. ‘I think she’ll make a great
addition to our little gang.’
Without hesitation the bartender rushed over, another glass of
milk held between his quivering fingers. He placed it in front of ‘Well actually my momma told me never to get involved in…’
Belle and retreated back behind the bar as quickly as he arrived. Belle began.
Belle stared at the glass, then slowly lifted it to her lips. As she ‘Your momma don’t have no say round these parts missy. I have
drank she heard Kane sigh a long satisfied sigh. It was as though the last say round here and I say you’re gonna be one of my girls.
something had been pricking him in a tender spot and as soon as Why don’t you show her ladies.’
Belle drank he was relieved of the annoyance.
Slowly the girls glanced at one another then, one by one they
There was a shallow groan from the bartender and Belle turned pulled down the sleeves of their dresses to reveal a huge brand on
to see him with his head in his hands. Kane was grinning, the each of their arms. Belle stared closely at the nearest girl’s arm and
silhouette of his figure becoming clearer as he approached across swallowed hard as she read the words ‘PROPERTY OF KANE’.
the saloon.
Big Red had seen more than its share of killers over the years, the
‘Now you’ll have to stay. You can’t accept a drink from a stranger frontier had brought with it a tide of gunslingers, all willing to kill
and not stay to get to know him.’ for little more than a hot meal and a bottle of bourbon. But none
of those killers were as proficient, or prolific, as the men who now
Belle looked around quickly, panic rising within her. There was walked along the town’s deserted street.
no help coming. The only other figures in the saloon were the
bartender, who was not about to intervene, and the drunken The first was a thick set Mexican. He was bereft of the trademark
patron, who hadn’t moved in the five hours since her arrival. sombrero but he wore a poncho and his drooping moustache were
more than a testament to his heritage. The thick set man carried
Kane perched himself at a nearby stool and now Belle could see a shotgun by his side. He wore no holster, that way his weapon
him in all his glory. He was big, almost huge, and a sweating beer was never away from his grasp, never unavailable when he needed
it most.
10
His companion was dressed as a preacher, with black suit and dog The Mexican’s gun hand twitched but he didn’t raise it. From the
collar, but his demeanour was far from holy. The black eyepatch corner of his eye he could see two Winchesters pointing from a
and ugly scar across his face told a tale that no priest’s garb could doorway. If he tried anything he’d be dead before he could get a
disguise. He carried a single Tranter by his side, a bright silver single shot off.
instrument of god’s destruction. If anyone got close enough to the
massive hand cannon, and they seldom did, they would have been ‘I’ll tell you what we’ll do instead, you boys drop your guns and
able to see the inscription written across the barrel: ‘Left Hand of my boys won’t kill you like a couple o’ mangy dogs.’
the Lord’.
The two killers looked at one another briefly. It was the quickest of
They found themselves outside Kane’s Saloon and, despite its glances but in that instant each read the others intention. Slowly
unattractive front, the bar seemed the only place of interest in the Preacher unbuckled his belt and let it drop to the ground.
the entire town. The two killers mounted the steps to the door The Mexican likewise loosening his grip on the shotgun until it
simultaneously, their footfalls matched perfectly as though they fell from his palm.
were marching to the tune of a military band.
Kane smiled as he swaggered towards them. Licking his lips
First through the door was the Mexican. He drank in the saloon’s as though preparing to chow down on a juicy steak, he leaned
interior with an arrogant disdain. The Preacher entered close in close to the two men. ‘Ain’t never branded me no Mexican
behind him, his face expressionless. Behind the unremarkable bar before. Come high noon today we is gonna have us a really hot
stood the bartender, his usual look of boredom turning to surprise, Mexican.’
then cowed compliance as the men entered
With that he began to guffaw. His men joined in, their laughter a
‘Well, hello there gentlemen. What can I interest you in on this little nervous and unsure. The bartender’s laughter mixed in with
fine morning?’ it, shrill and unnatural.
‘The Mexican was first at the bar. He looked the bartender up and The killers made no move or sound realising they were outgunned.
down as though his eyes were searching for something his hands If they ever got out of this alive, next time it might be a good idea
would not be able to find. The bartender was frozen to the spot, to formulate a plan before leaping into the viper’s nest.
not daring to move lest he offend the greasy foreigner.
The sun was intense, its heat searing the street of Big Red. A haze
‘We’ve come fer the women,’ said the Preacher suddenly, making wavered at each end of town like an impenetrable barrier, trapping
the bartender jump. Dragging his gaze away from the Mexican, any and all within the town’s seedy limits. In the centre of town
the bartender looked at the Preacher, a smile flashing on and off sat a lonely fountain, which would have been a welcome oasis from
across his face, unsure of whether to show itself. the glaring sun was it not now a dry and barren shell, housing only
broken whisky bottles and an array of other detritus.
‘S-sure. We’ve got plenty of women here, more than enough to go
round.’ The smile eventually decided it was safe to appear. It was around this well that the main event was about to happen.
Kane stood, still tall and dark in the sun, seeming to suck the light
‘No,’ said the Preacher, his single word followed by the sound of a from around himself. He gleefully poked at a glowing brazier, the
cocking hammer. ‘We’ve come to take ‘em all.’ branding iron within proudly stating ‘PROPERTY OF KANE’ in
backwards writing.
The bartender’s false smile stayed rooted to his face as he considered
the Preacher’s words. After several seconds the Preacher leaned in Sitting idly around the fountain were his girls. Their looks,
close, almost nose to nose with the bartender. Stale breath passed which may once have been pretty, were now smeared with a
back and forth between the two for several more seconds. grimy nonchalance. They were flanked by Kane’s four henchmen,
idly fingering their Winchesters, looks of arrogant lasciviousness
‘You simple boy? Go an’ git hose women,’ the Preacher dripping from their grinning maws. Shackled and looking a little
commanded. embarrassed were the Mexican and the Preacher. The two proud
gunslingers had been stripped to their smalls. The Mexican stood
Still with his ridiculous smile plastered to his even more ridiculous in a pair of grimy long johns, the Preacher in an all in one black
face, the bartender ran from behind his bar. He rushed towards ensemble, which much resembled the garb he wore when fully
the stairs and stopped suddenly when he saw the figure standing clothed.
at the top.
Last of all was Belle, her chin held high in defiance, despite her
Kane was wreathed in shadow, despite the seeming brightness of current situation. Her dress was showing signs of wear after
the morning sun which permeated the room. The killers went spending the night in a dusty cellar. Kane had promised her many
to raise their weapons but before they had moved more than two nights of pleasure by his side, but only when she was properly
inches the sound of several guns cocking made them freeze. branded and made into ‘one of his women’.
‘So, you boys want to take my women.’ Kane began to stride Suddenly Kane ceased prodding the brazier and turned to address
slowly down the stairs. ‘Well, I must say that’s mighty bold of the assembled mob. ‘I’d like to thank you all for comin’ on this
ya. You boys must have cohones the size of a buffalo on heat. fine afternoon, not that any of you had a choice.’ This produced a
Specially you Mexican, I hear that’s how you’re all built south o’ ripple of laughter from his motley troop of followers. ‘As you may
Texas.’
11
or may not know we’re here to perform what’s become somethin’ expression had now disappeared, replaced by a look of steely
of a tradition here in these parts. The lovely… er?’ Kane paused, determination. She no longer looked the naïve city girl; she bore
a quizical look crossing his face as though he were trying to figure the look of a killer.
out the inner workings of the combustion engine.
‘Lot of use you two were,’ she said regarding the Preacher and the
‘Belle?’ piped up one of his henchman, a particularly piggy looking Mexican with the same look a mother would give her misbehaving
thug in a tight gingham shirt. children. ‘You were supposed to wait until this morning before
showing your ugly faces.’
‘I know her name buckwheat!’ screamed Kane, causing his toadying
henchman to visibly flinch. ‘The lovely Belle here is gonna become ‘Pedro got bored,’ said the Preacher with an innocent shrug of his
one o’ my women. An’ these two,’ he swung the effulgent branding shoulders. The Mexican bore a similarly browbeaten look.
iron in the direction of the Preacher and Mexican, ‘these two are
gonna burn.’ With his last word a huge toothy grin spread across ‘You ladies are free to leave,’ said Belle to the dishevelled women
his mangled face. The Preacher was impassive, as though the news who were now staring in a mix of amazement and relief at the
of his impending death was nothing new, but the Mexican spoke bodies of Kane’s thugs.
some words of Spanish under his breath spitting on the ground.
This brought new guffaws of laughter from Kane and his cohorts, One of them looked up suddenly, a smile of utter joy creasing her
who found the Mexican’s bravado hilarious. grimy, tear-streaked face. ‘How can we ever thank you?’ she said,
suppressing the sobs that were welling in her throat.
‘Hold ‘er,’ Kane commanded and one of the henchmen grabbed
Belle, exposing the milk white skin of her upper arm. ‘Don’t thank me, thank the bartender, he put up the cash for your
rescue,’ replied Belle, motioning behind her. Slowly the bartender
‘N-now hold on there a minute Mr Kane,’ Belle said suddenly. appeared from his saloon. Without hesitation all four of the
‘Can’t we talk about this. How about a quick hand of poker, I win women rushed forward to embrace their saviour. The bartender
and I walk out of here, you win and its fun, fun, fun for as long as blushed briefly before being consumed in a melee of hugs and
you can handle it.’ kisses.
Kane paused; again the look on his face resembled that of a ‘So,’ said Belle, turning back to the huge writhing lump that was
mathematician trying to unravel the inner workings of the most Kane. ‘What do we do with laughing boy here?’
incalculable equation. ‘I know,’ he said, suddenly brightening as
though he had found the answer. ‘How about we don’t play poker The Preacher slowly walked forward and bent down, picking up
and I have fun, fun, fun anyway.’ the branding iron in his manacled hands. ‘I have one idea…’
Once more the belly laughs rang out across the all but deserted * * *
street of Big Red, as Kane closed in.
Runs Like a Squaw sat proudly atop his war pony. Two Socks
‘OK, OK,’ shouted Belle. ‘Let’s do it.’ Kane paused at her whinnied briefly, smelling something foetid on the evening air.
unexpected compliance. ‘But not like this. At least let’s do this The sound made Runs Like a Squaw sit up suddenly and survey
with some dignity.’ She smiled coyly at the he ugly monster in the horizon. Many was the time that Two Socks’ nose had saved
front of her. them from certain death. The white man had many tricks, but
few that could beat the alertness of Two Socks’ nose.
Kane was unable to resist. With a nod of his head the thug let
go of Belle and took a step back. Belle, still smiling her seductive In the distance was a plume of desert dust, something was
smile, took a step towards Kane, her arm held out as though approaching and it was not concerned with stealth. As the figure
offering it to the branding iron. Kane and the iron leaned in, inch drew nearer, Runs Like a Squaw noticed it was limping heavily.
by burning inch. When it came even closer the Sioux warrior realised that it had a
fresh foot wound and must have been in considerable pain.
Faster than Kane’s eye could catch, Belle’s other arm snaked forward,
plucking his Colt from its holster. Before the brute could react When the figure reached little more than twenty feet, Runs Like a
Belle had cocked the gun and pulled the trigger, leasing a bullet Squaw gasped in surprise. This was a white man, but like no other
straight into his foot. Kane screamed as his toes disintegrated, and he had ever seen. Naked but for a drooping moustache the figure
fell to the ground, branding iron flying wildly behind him. limping past was covered from head to foot in sores. The sores
were identical, circular and some of them wept fresh pus. The
Before Kane’s henchmen could react Belle had turned, with the stink was almost unbearable, and Runs Like a Squaw could not
flat of her palm she cocked the gun four times, loosed four bullets stand to see such a pitiful creature suffer. Pulling his tomahawk
from the chamber dropping each of the four henchmen to the free from his belt he kicked Two Socks into action. Runs Like a
ground. Squaw had killed many white men, but none out of mercy. This
time he would have to break with habit, after all…a scalp was a
The sound of the Colt’s repeat drifted off into the warm air, scalp.
replaced by the sound of Kane’s mewling groans of pain. Belle
turned, slowly cocking the gun once more and training it on the
huge figure writhing on the ground. Her previously amiable
13
Want to write for your favourite RPG publisher? Want We cannot promise that we will like what you have done,
to get paid for it? Got a great idea for an article? If but you will get constructive criticism in return, and not
the answers to these questions are ‘yes’, then Signs & just a terse one-line rebuff.
Portents wants to hear from you.
Editing
Where to Start… It is a painful fact that whatever you write, it will get
We will need a brief synopsis of your intended article, no edited. That is why editors exist, after all. Even this
more than one page long. Also include a paragraph or passage will have been edited. If you can get over this
two of your actual writing style, so we can see whether hurdle you are well on your way to attaining the mentality
you have what it takes and any samples of previously needed to be a writer. It will help if you can handle
published work. If we like what we see, we will criticism as well. Take it from us – writing is a tough
commission a first draft from you and you will be on your business. Just ask any author doing the rounds looking for
way to becoming a Mongoose contributing writer. And a friendly publisher.
every article we publish will be paid for…which is nice.
We have various house styles that we use and you do not
Things to Remember need to know them. As long as your submission is literate
Provide your full details, including name, address and and tidy, we will do the rest.
email address if available.
Supply articles via email or on disc. We can read most Little Details
formats, although MS Word is always a safe bet. If you are not sure how long your article is, assume
You will be provided with a style guide when we around 800 words fit on one page. Do not use the word
commission your article. Make sure you read it! processor’s page counter as a guide. By the time it has
been edited, laid out and had artwork added, it will look
Subject Matter nothing like that screen of text in front of you.
First and foremost, the article has to be based on one of
our product lines. That is not as limiting as it sounds, Remember to run the article through a spell checker
however. The d20 fantasy family alone should give you before you send it in. It will still get proofread, but it
plenty of scope. Think of all our various products, like shows willing. Anything not spell checked will be rejected
the Quintessential series and the Slayer’s Guides. With straight away.
more than 80 fantasy-based books to choose from…well,
you get the idea. But don’t stop there. Think Babylon 5, Legal Requirements
Judge Dredd, Slaine, Armageddon 2089, not to mention Be aware that to work for Mongoose Publishing, you
the barrage of forthcoming games that we have coming. will have to sign a contract with us. There will also be a
If you have ideas for any of our games we want to hear commissioning form for each specific story. Any work
them. which you then generate specifically for Mongoose
Publishing under the terms of that agreement will belong
So, you have chosen your game, but what do you actually to Mongoose Publishing, together with all the publishing
write about? Scenarios are good. In fact, we love them. rights.
Give me a scenario to edit and I am a happy camper.
Perhaps you want to discuss the philosophy of a game.
That’s good. We encourage intellectual thought process Who do I write to?
around here. If you have something meaningful to say,
then try us out. If we don’t like it, we will tell you. Think Signs & Portents
hard before you try humour though. With guys like Jonny
Mongoose Publishing
Nexus about, you will need to be sharp if you want to
break in. If you think you have what it takes, though,
PO Box 1018
then feel free to try your hand. Just be prepared to be told Swindon
you may not be as funny as you think you are. Wiltshire
SN3 1DG
If you want to write new rules for a game, with new uses UK
for skills and maybe some new feats, then be our guest. email: ibarstow@mongoosepublishing.com
14
E
ver since the earliest days
of history, humans have
sought out ways to defend
themselves against each other without
immediately resorting to weaponry.
Over centuries patterns form, and
these patterns become teachings.
From tae kwon do and Aikido to complete list, as countless smaller Human Arts
boxing and wrestling, Earthers have schools appear now and again Even before humans set out into
been accustomed to a great number of throughout space. In the next few space they had already created dozens
martial arts fighting styles – another pages you will find descriptions of of cohesive martial arts that have
testament to the fractious and five major alien martial arts, and enormous followings even in today’s
adaptable human nature. As humans an assortment of Feats and Skills multi-planetary culture. There is
began to mingle with the other races related to them. While not all Games an enormous low-gravity shotokan
amongst the stars, situations were Masters will want to give their player karate dojo on Mars, and Proxima-
bound to arise where civil arguments characters access to such schools 7 has one of the largest boxing
(and sometimes not so civil) would while on Babylon 5, it may make for gymnasiums in EarthForce. So
come to fisticuffs. a lengthy side plot to a colony or even common have these martial schools
a player character’s homeworld in become that someone with the time
Just as humans found schools of order to learn a particular art. and the credits could easily take
pattern in their martial arts, so did classes or be privately instructed in a
the various races that share the NOTE: The schools below are host of varied methods – or several at
galaxy with them. While there are different to the Mutai, listed in the once.
dozens upon dozens of minor martial plot segment TKO (see the main
practices found throughout known B5 rulebook). Although many of For sake of bookkeeping, and to
space, there are a handful of them that the Mutari have some of the feats show the great similarities between
are used in great abundance by the below, and many martial arts users the fighting styles of humans, their
races that created them. From teacher will combine these with the Mutari martial schools have been split into
to student these fighting traditions Prestige Class found in the main three broad Feats; Martial Grapple,
are passed through the generations, rulebook. Martial Fist, and Martial Foot. While
engraving such things in the minds such a broad generalisation might not
and hearts of its people. All of the following schools and do true justice to the actual martial
Feats require the Improved Unarmed arts schools, it is necessary to make
The following information is a Combat feat. It will be included in them playable. You will also note
comprehensive list of the most the noted Prerequisites, but Games that some schools of arts appear in
recognisable schools of martial arts Masters should encourage their player multiple or all lists. That is primarily
found among the major spacefaring characters to choose it before they due to the art having a broader scope
races. Although be sure it is not a begin to practice the Arts below.
15
of uses – depending on the player Martial Foot Benefits: Any unarmed strikes you
character’s devotion to the aspects make that gain the benefits from other
of his chosen art. Obviously Games
(General) Martial (Grapple, Fist or Foot) feats
You have very powerful and agile legs
Masters and player characters can are treated as having a critical threat
that allow you to put great amounts
work out new or different arts and range of 18-20/x3. Such strikes can
of force and precision behind your
choose which category they should ignore up to your Strength or Wisdom
attacks. No one within their reach is
fit in. modifier (whichever is higher) worth
safe from your tremendous blows.
of Damage Reduction.
Prerequisites: Knowledge (chosen
It should be noted that unlike Special: Characters with this feat can
martial art) skill, base attack bonus
several of the racial martial arts, the teach others the Martial Adept feat,
+2 or higher, Improved Unarmed
following could be taught to ANY as long as they possess the necessary
Combat.
race, should they choose to do so. requirements. Characters that also
Benefits: You may choose to do lethal
have the Leadership feat may choose
damage with any unarmed attack
Some common examples are: to have their followers come from
with your lower body (knees, ankles,
Martial Grapple: Aikido, Judo, their chosen martial art’s following.
feet, etc.). Any such attacks are also
Kung Fu and Greco-Roman Wrestling
considered to have a critical threat
Martial Fist: Aikido, Boxing, Karate,
Tae-Kwon-Do and Kung Fu
range of 19-20/x2, and cause +1
damage on all related dice.
Tronno
Martial Foot: Karate, Kung Fu,
Muay-Thai, Savate and Tae-Kwon-Do (Centauri)
Martial Adept The noble houses of the Centauri
(General) have used duelling and contests of
Martial Grapple Your dedication to your martial art skill as quick and stylish ways to end
(General) is honed and steady, making you arguments and conflicts – from old
Your unarmed prowess lies up close a formidable exponent of your art. feuds to familial misunderstandings.
and personal with your opponent. You may even have begun to take on Because of their extravagant and
Using holds, throws and locks you students to show them the basics. decadent natures, they often find
can render an enemy harmless. Prerequisites: Knowledge (chosen themselves inebriated or worse when
Prerequisites: Knowledge (chosen martial art) skill, base attack bonus they are forced to back up their
martial art) skill, base attack bonus +6 or higher, Improved Unarmed often-uncensored dialogues. From
+2 or higher, Improved Unarmed Combat, any one of Martial Grapple, generations of such encounters, the
Combat. Martial Fist or Martial Foot. noble House Regari (a family of
Benefits: You may choose to do lethal Benefits: Any unarmed strikes you belligerent drunks that saw more
damage with any attack from the make that gain the benefits from other duels than any other in their time)
following list: Bull Rush, Disarm, Martial (Grapple, Fist or Foot) feats created their own edge in such
Grapple, Overrun and Trip. Any such are treated as having a critical threat encounters – Tronno.
attacks are also considered to have a range of 18-20/x2. Also, you gain a
critical threat range of 19-20/x2. +4 Initiative bonus at the start of each Tronno is an elegant yet underhanded
round if you are unarmed. martial art focused primarily on
Special: Characters with this feat can sweeping kicks, and athletic leaps and
Martial Fist dodges. It takes into consideration
teach others any Martial (Grapple,
(General) Fist or Foot) feats they possess. The the need for Centauri aristocrats to
Your hands can be just as lethal as student must have the necessary keep their head and shoulders out
any knife or PPG when you want prerequisites and an open feat slot in of harm’s way (how else can one be
them to be. You are never truly order to do so. recognised by gossips as the victor?)
unarmed. while calling upon devastating kicks
Prerequisites: Knowledge (chosen and dirty blows to end the fight.
martial art) skill, base attack bonus
Martial Mastery
+2 or higher, Improved Unarmed (General) In the generations following its
Combat. You have reached the pinnacle of creation, Tronno spread amongst the
Benefits: You may choose to do lethal your chosen art. Students are in awe more militant Houses like wildfire
damage with any basic unarmed of the displays you perform and no and House Regari grew in station
attack with your hands or elbows. fair opponent is beyond your abilities. until its violent excommunication
Any such attacks are also considered Prerequisites: Knowledge (chosen and dissolution in 2016 – for the art’s
to have a critical threat range of 19- martial art) skill, base attack bonus excessive use! Even so, Tronno has
20/x2. +9 or higher, Improved Unarmed become well used by a large number
Combat, Martial Adept, any one of travelling Centauri. Its use has
of Martial Grapple, Martial Fist or been seen more than a few times
Martial Foot.
16
in the Zocalo, even if those
who saw it had no idea it was
anything special at all.
Tronno
(Centauri)
You have learned to use your
quick and powerful legs to
bring most opponents to their
knees – especially if unaware Benefits: You may choose to make a failed a Fortitude check concerning
of your pending attack. Your motions Blindbluff kick as a full-round action. inebriation or intoxication. This feat
make you difficult to strike as well, Make a Bluff skill check contested offers a +3 bonus to Defence Value
bending and leaping as you attack. against the Sense Motive skill check for the first 2d6 combat rounds. You
With grace and style you can cripple of the target. If successful, the may choose to inflict lethal damage
your targets, hopefully without attack is a Called Shot at –8, aimed instead of subdual damage with your
spilling your drink! at the target’s eye. You may add kicks during this time period, but
Prerequisites: Knowledge (Tronno) the difference between your skill each round in which you do so you
skill, base attack bonus +3 or higher, check and theirs to the damage roll if receive 1 point of subdual damage
Improved Unarmed Combat. successful. Damage is still subdual, yourself. This damage is not blocked
Benefits: Your kick attacks cause but Games Masters should make note by your own Damage Reduction, if
1d6 damage. This damage remains that excessive damage could lead any.
subdual unless the attack is made to permanent eye injury as well. If
against a flat-footed, flanked, or the Bluff check fails, the character
prone target. While fighting unarmed
Below the Belt
attempting should be considered to be
(anything larger than a goblet full of flat-footed for the round. (Centauri)
bravari cancels this bonus) you gain a The Centauri may have a strong
+1 bonus to your Defence Value. sense of honour, but it is a strange
Stagger and Sway one. Victory in a conflict is far more
Blindbluff Kick (Centauri) important than your opponent’s view
Because Tronno is often used in on your technique, and Tronno users
(Centauri) situations where the Centauri has are quick to pick up on this. You are
A particularly nasty way to end a been drinking, those adept in its use well schooled in dealing painful and
fight is to blind your opponent. You find ways to make such a situation debilitating blows to the sensitive
have become so adept with your an advantage instead of a hindrance. regions of opponents, using this
precise kicks that you can actually put You use the slight sway in your knowledge to great advantage when
out your opponent’s eye by getting stance as a form of dodging, and your necessary.
him to look one way when your foot slightly numbed nerves allow you to Prerequisites: Knowledge (Tronno)
strikes it. Considered an extremely utilise places on your legs and feet skill, Medical skill, base attack bonus
harsh way to end a proper duel, but that are otherwise too soft or easily +3 or higher, Alien Anatomy, Tronno,
victory has no price too high for hurt. Improved Unarmed Combat.
some. Prerequisites: Knowledge (Tronno) Benefits: Any attack following a
Prerequisites: Bluff skill at +8 or skill, base attack bonus +3 or higher, successful Medical skill check DC
higher, Knowledge (Tronno) skill, Tronno, Improved Unarmed Combat, 12 (make separate checks if there are
base attack bonus +6 or higher, Constitution of less than 15. multiple opponents, noting which
Tronno, Improved Unarmed Combat. Benefits: Only usable after having ones were successful) you cause an
17
extra point of damage and require with what looks like a fingertip attack bonus requirements for the
your opponent to pass a Fortitude flick or stop an attacker cold with following feats; Onh’lo, Onh’lo’shar,
save DC 10 + damage caused after a seemingly gentle tap from a few Sword of the Onh’lo’shar.
Damage Reduction or be stunned for pursed knuckles.
d6 rounds. Onh’lo (Minbari)
It is a rare thing to see Onh’l Domo You have graduated into the main
Tronnost Regal in use by anyone not serving as a body of knowledge that is the Onh’lo.
bodyguard or attaché, but some By altering your hand strikes slightly,
(Centauri) warrior caste members have added
You have mastered the art of Tronno, you can numb the body or break it
the art to their repertoire – making – depending on what the situation
and few can withstand your powerful for deadly and efficient combatants
strikes any longer. Your bone- calls for.
indeed. Because of this, users of the Prerequisites: Knowledge (Onh’l
shattering kicks are undaunted by art are completely indistinguishable
any thickness of armour, and seem to Domo) skill, base attack bonus +4 or
from other Minbari save for their odd higher, Instinctual Student, Improved
come from all angles. hand positioning when reacting to a
Prerequisites: Knowledge (Tronno) Unarmed Combat.
possible threat. Benefits: You may inflict regular
skill, base attack bonus +8 or
higher, Tronno, Improved Initiative, damage with your unarmed attacks
Improved Unarmed Combat. Onh’l Student at will. Before making any unarmed
Benefits: You are always considered (Minbari) attacks, you may subtract from your
to be catching any single opponent You have learned enough of the Onh’l attack rolls to add to your subdual
you can see as flat-footed while Domo to redirect blows with open damage only at a 1:2 ration (each
fighting unarmed. Your kicks ignore hands, and focus precise strikes with point sacrificed gains 2 damage
any Damage Reduction from armour folded ones. You understand you points) up to your base attack bonus.
of any kind worn by your target. You have just begun to walk the path, and
may, at will, choose not to do subdual you are not an Onh’lo yet. Onh’lo’shar
damage with your kicks. You may Prerequisites: Knowledge (Onh’l (Minbari)
ignore called shot penalties with your Domo) skill, base attack bonus +2 or Your mastery over the ancient skills
kicks a number of times per day equal higher, Improved Unarmed Combat. of Onh’l Domo is nearly complete.
to your Wisdom modifier. Benefits: You may, at the beginning You have a degree of control over
of any round in which you are your opponents that allows you to
unarmed, subtract up to 5 from
Onh’l Domo your base attack bonus to add the
judge and misdirect their actions in
your mind well before they choose to
same number to either a damage
(Minbari) roll or your own subdual Damage
make them.
The Minbari have used meditation Prerequisites: Knowledge (Onh’l
Reduction. Use of this feat is not Domo) skill, base attack bonus +8 or
and ritualistic combat in all three instinctual, and cannot be done if
of their castes for centuries upon higher, Instinctual Student, Onh’lo,
caught flat-footed or surprised. Improved Unarmed Combat.
centuries to instil discipline and
prowess in their people. Springing Benefits: At the beginning of
from the knowledge taught by Instinctual each round, you may sacrifice up
the Warrior caste in the times of Student (Minbari) to 5 points from any or all of the
Valen, Onh’l Domo is a primarily Your Onh’l Domo skills are following; attack rolls, damage rolls,
defensive martial art taught to many ingrained, and must be part of your Initiative, Defence Value, and Reflex
warriors and religious zealots who heart’s calling. You have a seemingly saves. If you do so, choose one
are assigned to protect and serve instinctual take on the otherwise opponent in melee combat with you
someone of higher station – such as complex hand forms of the art. – they receive the same penalties to
Lennier being assigned to Delenn on Sometimes you find your hands going the same values you adjusted, but
Babylon 5. into the motions without you even with an additional -1.
realising you are doing it.
Onh’l Domo is based almost Prerequisites: Knowledge (Onh’l Example: Arthenn, a Warrior Caste
exclusively upon the hands, and Domo) skill, base attack bonus +3 or Onh’lo’shar, sacrifices 3 points from
specific ways to shape them when higher, Improved Unarmed Combat, her attack and damage rolls in order
attacking in order to maximise Onh’l Domo. to subtract 4 points from Rehshaz’s,
potential impact while minimising Benefits: You receive a +2 Initiative the Drazi pirate trying to mug her,
recoiling shock. When used properly, bonus when fighting unarmed. You attack and damage rolls this turn as
an Onh’lo (singular term for a learned also may subtract 1 from the base well.
member of the art) can shatter brick
18
Var’Tok uses a claw-
shaped hand that takes
weeks to master so
the user does not jam
knuckles or break
comparably fragile
fingers when striking.
As with most Narn-
spawned tactics, Var’Tok
does not ignore the rest
of the user’s body – it
merely focuses upon the
claw-shaped hand. A
skilled Var’Tok fighter
will generally wear
thick-fingered gloves
with sewn-in studs or
bands to protect their
precious weaponry.
Famed
Sho’Rin
(General)
You have competed and
be a full-round action): your Wisdom were victorious in at least one Mutai
modifier, +1 for every two character Droshalla’s tournament. You have held the title
levels (round up), and +1 for every of Sho’Rin – possibly still do. You
consecutive full combat round you Strength (Drazi) are not afraid to flaunt this fact where
pass the necessary Concentration Concentrating your strength in people will know what it means.
check (up to +5). This attack ignores combat is natural for Zhashallan This comes with great respect and a
Damage Reduction and Hardness of Monks. You have a capability to call healthy list of benefits.
the target. upon such power for feats of strength Prerequisites: at least 1 level of
outside of conflict. Nothing can the Mutari prestige class (pg. 277
match your sheer will to lift, push, or of main rulebook), and must have
Stonehead Strike throw. defeated at least one other Sho’Rin in
(Drazi) Prerequisites: Knowledge Mutai combat.
It is no surprise that some folk think (Zhashalla) skill, Knowledge Benefits: On any planet or station
Drazi are thick headed, especially if (Droshalla Religion) skill, base where a Mutai circle exists, you gain
they have ever seen you use yours in attack bonus +8 or higher, Improved the following benefits:
combat. With very little movement, Unarmed Combat, Zhashalla, a) Up to 500 credits per day in free
you can smash an opponent with Strength 15+. food, drink and entertainment.
startling force. Benefits: By spending at least one
Prerequisites: Knowledge full combat round concentrating, and
21
b) A completely free stay in above themselves are not looked upon Droshalla’s
average lodgings. fondly by their peers. All other
c) +4 bonus to all Intimidate or Mutari that fight a Tournament
Blessing (Drazi)
The fighting Zhashallan Monks
Gather Information skill checks. Tronnost in a sanctioned combat gain
consider their pugilistic ways as a
These benefits are halved (250 +1 to their attack and damage rolls
blessing upon those they fight with.
credits per day, half-price against them.
You have joined a Mutai circle in
lodgings, +2 bonus) if and when
order to pass on Droshalla’s Blessing,
you lose your current standing as Blood Warrior and the bruises that accompany it, to
a Sho’Rin.
(Narn) any race that steps into your temple
Special: Any Sho’Rin is expected
When a Narn dedicates himself to – the Mutai ring.
to fight in all local Mutai
a cause such as the Mutai, he gives Prerequisites: at least 1 level of the
Championships, and accept all
himself over to it with a dedication Mutari prestige class (see main B5
honourable Mutari challengers.
unrivalled by any other. There are a rulebook), Knowledge (Droshalla)
Games Masters are encouraged to use
good number of Narn that have joined at +8 or higher, Concentration at +8
this often for Sho’Rin that flaunt their
the Mutai, but you are among the elite or higher, Zhashalla, Concentrated
status as such.
who have made it your life. Strike.
Prerequisites: at least 1 level of the Benefits: By calling upon the attack
Tournament Mutari prestige class (see main B5 provided by the Concentrated Strike
Tronnost rulebook), Intimidate skill at +4 or feat, and speaking a short litany
higher, Priestly Devotion, Var’Tok. in Droshalla’s name (requiring a
(Centauri) Knowledge skill check DC 12),
Tronno is you can imprint
not a very the Blessing of
respected art Droshalla on
form outside a successful
of Centauri Concentrated
space, but you Strike. This
still bring your massive bruise,
devious and while meant for
sometimes religious reasons,
lethal art into will make any
the Mutai others who see
ring to bring it falter in the
honour and same ring as you.
fame to your Anyone who has
name. Nearly seen you deliver
any Centauri the Blessing
will no doubt will suffer a –2
bet upon you, modifier to their
and no self- attack and damage
respecting Narn would EVER win Benefits: You receive an additional
+1 to attack and damage rolls in rolls against you in further Mutai
credits as a result of your wins. You bouts in the current tournament.
can always use this knowledge to any Mutai-sanctioned combat. You
may increase this bonus to +2 if Special: Droshalla’s Blessing leaves
your advantage. a large ugly bruise wherever it lands
Prerequisites: at least 1 level of the you perform a ritualistic pre-fight
meditation that must last for 1 hour. that will spread outward like some
Mutari prestige class (see main B5 sort of odd sunburst – the symbol of
rulebook), Profession (gambler) skill, Special: Narn Blood Warriors have
become a strange, militant religious Droshalla’s faith.
Bluff skill at +6 or higher.
Benefits: By placing side bets on group based around the victories
your own matches with dubious of the Mutai. Older Narn
onlookers through anonymous may find them almost
sources, for every Mutai match you blasphemous, and
are involved in that you successfully young ones often
predict the outcome of (and yes, see them as some
thrown matches count!) you win 2d6 sort of heroes.
x your bet in credits divided by your
current Mutari prestige class level.
Special: Mutari that bet upon
22
Creature
Feature
CHOOSE AN OOZE OR TWO TO USE!
Johnathan M. Richards
A
s creature types go, the opponent a slight upgrade in power between meals – perfect creatures
ooze is the single most without giving it too much of a to place inside long-sealed dusty
underrepresented in Core combat edge; this is especially useful tombs or hidden passageways deep
Rulebook III. This is perhaps not if a player character spellcaster tends under the earth, just waiting to be
surprising; after all, what is an to rely heavily upon invisibility discovered by an inquisitive band of
ooze but a mass of amorphous magic. The arcanavore is an ooze adventurers.
protoplasm? Even examining that seeks out and devours magic
the four oozes appearing in Core in the form of existing spells and Thus, the next time you are stocking
Rulebook III – the black pudding, magic items – perfect to spring a dungeon with aberrant life forms
gelatinous cube, grey ooze and ochre upon a player character party grown for your group’s player characters
jelly – we find a striking similarity complacent with layers upon layers to encounter, do not forget about the
between them: they all lash out with of ‘buffing’ spells. Finally, the slithering masses of formless matter
pseudopods fashioned from their inebriator jelly is occasionally used always eager for succulent flesh
bodies and secrete acid to dissolve as a missile weapon: try that tactic – and choose an ooze or two to use!
their prey. on your party and see what kind of
facial expressions you can coax from
This ‘sameness’ among oozes need your players! AQUATIC PUDDING
not always hold true. There are (‘The Ooze of Hues of Greens
numerous ways one might liven up Oozes make excellent dungeon
and Blues’)
the creature type and expand upon dwellers. With no intelligence
Medium Ooze (Aquatic)
the possibilities. While having a to speak of, an ooze is simply an
body made of pliant protoplasm organic eating machine, one whose
Hit Dice: 3d10+18 (34 hp)
certainly makes striking out with bizarre anatomy might
Initiative: +0
a pseudopod the most logical way allow it to go for
Speed: 20 ft. (4 squares), climb 10
to attack prey, it need not be the years
ft., swim 20 ft.
only way and not all of the seven
Armour Class: 10, touch 10,
new oozes presented here
flat-footed 10
do so. Similarly, not all
Base Attack/Grapple: +2/+4
of these new oozes rely
Attack: Slam +4 melee
upon digestive enzymes
(1d4+3)
in their attack strategies.
Full Attack: Slam +4 melee
With imagination as the
(1d4+3)
only real limitation, there
Space/Reach: 5 ft./5 ft.
are untold different ways in
Special Attacks: Engulf,
which a potential ooze might
paralysis
attack; these seven only scratch
Special Qualities:
the surface of the limitless
Blindsight,
possibilities.
camouflage, ooze
traits, resistance to
Three of the creatures in particular
cold 10, split
can be used in rather atypical
Saves: Fort +7, Ref
circumstances for oozes. The
+1, Will -4
skinslime actually ‘bonds’ with
Abilities: Str 14, Dex 11, Con 22,
another creature, allowing the
Int —, Wis 1, Cha 1
Games Master to grant a humanoid
23
Skills: — merely to move over its opponents, half the original’s hit points (round
Feats: — affecting as many as it can cover. down). An aquatic pudding with
Environment: Any aquatic Opponents who do not attempt only 1 hit point cannot be further
Organisation: Solitary attacks of opportunity against the split.
Challenge Rating: 2 aquatic pudding must succeed at a
Treasure: None Reflex save (DC 12) or be engulfed; Ooze Traits: Immune to mind-
Alignment: Always neutral on a success, they are pushed back influencing effects, gaze attacks,
Advancement Range: 4-6 HD or aside (opponent’s choice) as the visual effects, illusions, poison, sleep
(Medium-size), 7-9 HD (Large) aquatic pudding surges forward. effects, paralysis, polymorph and
Level Adjustment: — Opponents who make attacks of stunning. Not subject to critical hits
opportunity against the aquatic or flanking.
The aquatic pudding is a waterborne pudding are automatically engulfed.
cousin to the black pudding. Smaller Engulfed creatures are subject to
in size and lighter in coloration the aquatic pudding’s paralysis and ARCANAVORE (‘The
(with striated bands of green and are considered grappled and trapped Ooze That Renews From the
blue allowing it to blend in with within its body. The save DC is
Spells That You Use’)
the surrounding water), the aquatic Strength-based and includes a +1
Large Ooze
pudding is a marine creature, rarely racial bonus.
if ever venturing out onto dry land.
Hit Dice: 4d10+20 (42 hp)
Instead, it spends its time swimming Paralysis (Ex): Aquatic puddings
Initiative: +2 (Dex)
above the ocean floor, dropping secrete an anaesthetising slime. A
Speed: 30 ft. (6 squares)
to engulf prey in its pliant body. target hit by its slam or engulf attack
Armour Class: 11 (-1 size, +2 Dex),
Aquatic puddings feed primarily on must succeed at a Fortitude save
touch 11, flat-footed 9
crustaceans that crawl on the ocean (DC 17) or be paralysed for 3d6
Base Attack/Grapple: +2/+10
floor and any fish swimming too rounds. The aquatic pudding can
Attack: Slam +6 melee (1d8+6)
close. automatically engulf a paralysed
Full Attack: Slam +6 melee (1d8+6)
opponent. The save DC is
Space/Reach: 10 ft./5 ft.
Although as protoplasmic as any of Constitution-based.
the other oozes, the aquatic pudding
generally configures its body into Blindsight (Ex): An aquatic
a hollow sphere. It opens a hole pudding’s entire body is a
in one end to let water in, seals the primitive sensory organ that
hole, then opens another in the end can ascertain prey by scent,
of its spherical body opposite the sound and vibration through
direction it wishes to move and the water within 120 feet.
compresses its body, squirting the This distance is halved when
water out and thus moving in a series on land.
of jet-propelled thrusts rather like an
octopus or squid. Optionally, it can Camouflage (Ex): It
slither along the ocean floor in the requires a successful Spot
manner of most oozes. check (DC 15) to notice
a swimming aquatic
Combat pudding for what it is.
Aquatic puddings strike out with a
rubbery pseudopod against Medium Resistance to Cold 10
or larger creatures. Prey of smaller (Ex): Aquatic puddings
size is usually engulfed instead. ignore the first 10
Any victim of an aquatic pudding points of cold damage
attack must deal with the paralytic each round.
secretions of its amorphous body.
Split (Ex): Weapons
Engulf (Ex): An aquatic pudding do no damage to an
can simply mow down Small or aquatic pudding.
smaller creatures as a standard Instead, the creature
action. It cannot make a slam splits into two
attack during a round in which it identical aquatic
engulfs. The aquatic pudding has puddings, each with
24
Special Attacks: Drain magic Arcanavores never willingly enter take an arcanavore 1d4+2 hours to
Special Qualities: Blindsight, detect antimagic fields. completely drain a +2 longsword).
magic, immunity to spells, ooze
traits Drain Magic (Su): An arcanavore Despite the name ‘arcanavore’, these
Saves: Fort +6, Ref +3, Will -4 makes a touch attack against any creatures can devour both arcane and
Abilities: Str 19, Dex 15, Con 21, target from which it detects magic divine magic with equal ease. An
Int —, Wis 1, Cha 1 emanating. In the case of a living arcanavore cannot drain magic on the
Skills: — opponent, the victim is allowed a same round it uses a slam attack.
Feats: — Reflex save (DC 14) to avoid the
Environment: Any land and effects of the arcanavore’s touch. Immunity to Spells (Su): An
underground Those who fail have their magic arcanavore is immune to all spells
Organisation: Solitary stripped away, in the following except for dispel magic, which, if
Challenge Rating: 5 sequence: magic spells currently cast upon the ooze, slows it for 2d6
Treasure: None active are dispelled (highest-level rounds (no save). Other spells cast
Alignment: Always neutral spells first if there are more than one; upon it have one of two effects: if
Advancement Range: 5-8 HD determine randomly in the case of the arcanavore is injured, each spell
(Large), 9-12 HD (Huge) two or more active spell of the same cast directly upon it heals one point
Level Adjustment: — level), use-activated magic items are of damage per spell level (thus, a
suppressed for 1d6 rounds (‘plussed’ magic missile cast on a wounded
Arcanavores are fairly liquid as far as items are targeted first) and then arcanavore heals one point of
oozes go, certainly much more fluid charged magical items are drained damage and a finger of death cast by
than most. Their garish coloration of 1d6 charges. The save DC is a sorcerer or wizard heals 7 points
(a continuously swirling miasma Dexterity-based. of damage). If the arcanavore is
of just about every colour known) already at its normal maximum hit
makes the arcanavore stand out As an example, an arcanavore attacks points, further spellcasting upon it
against nearly any background. As a wizard wearing boots of levitation, has no effect.
an arcanavore moves its body jostles wielding a +1 dagger and a wand of
and heaves with a continuous series magic missiles and who is currently Blindsight (Ex): An arcanavore’s
of ripples and waves. However, under the effects of the spells bear’s entire body is a primitive sensory
it can condense a portion of its endurance and mage armour. organ that can ascertain prey by
body into a hardened pseudopod Assuming the wizard fails all of scent and vibration within 60 feet. It
capable of dealing out considerable his Reflex saves, the arcanavore’s is particularly attuned to emanations
bludgeoning damage. Arcanavores first drain magic attack dispels the of magic.
are almost constantly moving, wizard’s bear’s endurance spell
seeking out sources of magic upon (bear’s endurance being a higher- Ooze Traits: Immune to mind-
which they feed. They are a source level spell than mage armour). Its influencing effects, gaze attacks,
of considerable dread for many second strike dispels the mage visual effects, illusions, poison, sleep
adventurers, especially those relying armour; its third suppresses the effects, paralysis, polymorph and
heavily upon ‘buffing’ spells to +1 dagger (making it temporarily stunning. Not subject to critical hits
enhance their physical attributes or nonmagical but still a masterwork or flanking.
wielding magical equipment. dagger); its fourth suppresses the
boots of levitation; and its fifth
Combat drains 1d6 charges from the wand of BLOODHEART (‘The Ooze
Arcanavores can attack with magic missiles. A sixth attack in this That Spews the Gunk That
pseudopods in the manner of most instance would drain another 1d6
Glues’)
oozes (and do so if attacked) but charges from the wand unless the
Huge Ooze
prefer absorbing magical energy duration of magic suppression of the
directly from magic items or active boots or dagger had expired by then,
Hit Dice: 12d10+72 (138 hp)
spells. If given a choice of targets in which case they would take their
Initiative: -1 (Dex)
the arcanavore heads unerringly for standard places in the arcanavore’s
Speed: 20 ft. (4 squares)
the strongest source of magic. magic-draining hierarchy.
Armour Class: 7 (-2 size, -1 Dex)
touch 7, flat-footed 7
Detect Magic (Sp): An arcanavore If an arcanavore is allowed constant
Base Attack/Grapple: +7/+25
can detect magic at will and also contact with a non-artefact magic
Attack: Slam +17 melee (2d6+15)
detects any antimagic fields within item, it drains it of all magic within
Full Attack: Slam +17 melee
the radius of its awareness (60 feet). 1d4 hours (plus one hour per
(2d6+15)
magical ‘plus’ of the item: it would
25
Adhesive (Ex): The reddish
‘blood’ produced by a bloodheart is
extremely sticky. Anyone attacking
a bloodheart with a melee weapon
must make a Strength check (DC 23)
to pull it out of the ooze’s body. The
same holds true of anyone touching
the bloodheart, although an Escape
Artist (DC 23) can be substituted at
the victim’s option. The save DC is
Constitution-based and includes a +1
racial bonus.
Live Action RPGing in head that stopped the bullet from who’s here in the saloon with Big
1947, Part Two harming him! Once, and once only, John to have some fun.’
I managed to win out over the cruel
The stories we acted out were Games Master. That was sufficient. Jim then took
based on whatever radio program the role of saloon owner and later
of movie we had listened to or seen The cellar at 921 Dodge Street as a professional gambler who
recently. Favourite themes were where the Rasches lived was small. sat in at our poker game. Soon
from such radio programs as Sam Not much room in it for playing, we were nearly cleaned out of
Spade, Casey Crime Photographer, but we managed. A portion by the our hard-won wooden gold and
and Suspense (brought to you by inside steps that was only partially silver pieces, so: ‘You’re a cheatin’
Autolite, good night). dug out was where we sat when tinhorn!’ I accused. With that Jim
‘driving an auto’ or ‘flying a plane,’ drew the model gun he had handy,
Sadly for us, Jim stopped being the instrument board and steering was about to shoot my character.
the Games Master when he was mechanism set before us, base ‘Pow!’ I cried gleefully. You’re
well, so after the summer of standing on the floor. There was plugged before you can get off a
1947 the games were pretty well just enough room next the base shot!’
forgotten until many, many years of the stairs to set up the ‘saloon’
later. Only well after I had written for playing Wild West games. We ‘What?!’ he demanded. ‘You don’t
the D&D game did the connection were doing that when it struck me have a gun drawn.
between Jim’s ‘realistic’ games and that I might have more than one
roleplaying games strike home. He ‘character’ in the game. So I tried ‘Blackie doesn’t, but Jack Slade
had certainly tilled the ‘imaginary’ it, and it went something like this: does. You forgot that my main guy
soil for the game form to eventually is up above watching,’ I said with a
sprout and bear fruit. ‘Jim,’ I ventured, ‘my guy, Jack smirk.
Slade, is upstairs watching us play
When Jim was taking the role of poker.’ After all, most saloons Jim grumbled but finally agreed.
a Non-Player Character in the seen in Westerns had a stairway John and I recovered our ‘money,’
game, he always did what is now in the bar room, a walkway with a but we weren’t out of trouble. The
called ‘judge-fudge,’ of course. For rail that someone usually crashed tinhorn had a partner who began
example, as a bank teller he always through and fell onto a table below harassing us. He was clearly a
managed to trigger an alarm, in the fight scenes. gunslinger. No offer of a drink
when playing a potential target his would do. He meant to kill us! As
character had a bulletproof vest Jim accepted that, asking: ‘Who are he looked at us with drawn hogleg,
on. As we were but lads of nine, it you now then?’ daring us to try to fill our hands
was easy to dupe us, as he did one before he shot us dead, another
time by avoiding death because the ‘I’m…ah… Blackie, another of ‘shot’ rang out. Once again our
character had a metal plate in his the cowboys working at the ranch, Games Master had forgotten that
31
Jack Slade, my main character was filled a mesh bag that oranges from someone in the family who
still standing up above watching come in by the time we moved to had been in Cuba during the
Blackie and Big John. Lake Geneva, and I added both Spanish American War. My friend
more of the 70 mm WWII figures John Rasch and I were going to
For once Jim quit the game by and whatever 54 mm Britons, and have a duel with real blades. We
leaving in disgust, rather than other kinds as well, I could talk were both highly disappointed
managing to get one of our my parents into buying me for when my mother confiscated our
characters tossed in jail or shot. birthday and Christmas presents or weapons.
At least the sad end of such I could afford from my allowance
playing fun was accompanied by a and odd-job pay. That was little Not long after that we saw a
triumphant feeling that my friend as movies and firecrackers came medieval action film, perhaps
John shared with me! ahead of toy soldiers. Nonetheless, Ivanhoe, I don’t recall. The movie
there were mounted desert Arabs, inspired me to make a flail. Using
Even though the many girls in Bengal Lancers, cowboys, Indians a length of hickory wood as a
the neighbourhood were included and Union Infantry intermixed haft, I drilled a hole, bolted a short
in the make-believe games, none with the more modern military. To length of chain onto the end, and
of my playmates would agree to improve the forces I managed to attached a massive old iron nut
having me as both Games Master get both artillery pieces and scale to the end by looping the chain
and player in what I had come to model AFVs – an M3 half-track, trough the eye and bolting the links
call ‘realistic games’. Certainly it an M5 Stuart light tank, and two together. One knightly weapon
was because my ability to manage M4 Sherman tanks. Those came in down, and the other was already
direction was lacking. Thus the handy when the battle was against made, a lovely hand axe. This time
shining example Jim Rasch had rampaging dinosaurs. We’ll return John Rasch and I were actually
set for us was quickly forgotten. to the toy soldiers later. able to smite each other’s garbage-
We returned to the usual ‘Cops can-lid shield several mighty blows
& Robbers’ sort of play in good As time passed I thus acquired before we were spotted in the
weather, games like Foto-Electric some marvellous new things. First back yard by anxious parents and
Football and Monopoly when came a tent that we pitched in the the tournament was brought to an
forced indoors. Being a dedicated yard and used for all sorts of make- untimely end. Back to wooden
gamer even back then, I would even believe games. It was never slept in swords and toy guns for us, or else!
agree to play ‘house’ if there was then, as the front porch was cooler,
no alternative…and I had a crush screened against mosquitoes, and It was soon after that that I
on the girl who suggested that. My had a chaise longue and big swing discovered that quarterstaff
favourite indoor games involved to serve as beds. The tent was for fighting was dangerous. Another
toy soldiers and block forts, though. cavalry soldiers or persons on a friend, Mickey Patton, and I were
Most of my pals loved them too, jungle expedition! Next came a having at it, each of us got in a
so we played with them often in lemonwood bow made by Bear good thwack on the other, and that
whatever room of the big house I Archery. It had a 39-pound draw, engendered a simultaneous loss
lived in was available for a mess. so in no time my pals and I could of temper. As if one, Mickey and
draw an arrow fully back, sending I shortened our grip and swung
Metal soldiers were found in every it through the bale of straw backing mightily at the other. The staves
variety store during WWII and the target. Oh-oh, time to find met with a crash, each sliding
some years after. My collection somewhere else to practice archery! down the other to strike our hands.
had begun in Chicago when my Mashed and bloody fingers shaking
father bought a few for me to The fact is we were now nearing in pain, we decided then and there
play with. He brought a new toy teenage years and a lot bigger not to play at staff fighting any
home every Saturday, and as I and stronger, but not wise in the more.
loved soldiers, many of those little least. After seeing a film with
presents were a new figure or two. swashbuckling and swordplay, I
When I was old enough to go to went into the attic, found the sabre There awaits you in the next
the local dime store on my own, I’d that my great uncle Russell had instalment the revelation of
pick up as many more as I could plied in the Civil War when an how I became a fantasy fan,
afford – not many as they cost a officer in the 2nd Wisconsin Cavalry more live action combat, and
whopping 10 cents – as much as a Regiment and the long cane knife tales of wilderness survival.
loaf of bread sold for! My army with a horn handle that had come
32
The Bandit
A new character class for
The Roleplaying
Todd Tjersland Game
side
by the
Hiding , awaiting
ad
of a ro a fat
sing of rich caravan trade, and the Road of and martial weapons, two weapon
the s merchant
p a
Kings is the most tempting of these combat, light armour and shields.
an
Ophire aravan, targets, particularly the farther east Note that armour check penalties for
h is c
an d s to
e b a n dit wait the one travels. The Zamorian forests wearing medium or heavy armour
t h ut
h witho and Eastern Desert near Turan apply to the skills Balance, Climb,
get ric mplication
co are filled with bandits, as are rich Jump, Move Silently, Sleight of Hand
added ving to
c t u ally ha . nations suffering under civil war and and Tumble. Also, Swim checks
of a ot
r his lo
work fo rebellion, such as Corinthia, Koth and suffer a –1 penalty for every 5 pounds
o
here d Ophir. of armour and equipment carried.
u n d s good, w
S o
p?
I sign u Game Rule Favoured Terrain: At 1st level a
bandit gains a favoured terrain type
Information from among the following: Desert,
Abilities: A bandit’s quick-moving Forest, Hills, Mountains, Plains,
Adventures: Bandits are raiders, combat style relies on Dexterity in Swamp or Tundra. At 7th, 13th
ambushing unwary travellers and battle, followed by Strength and and 19th level, he may choose an
demanding payment for safe passage. Constitution to help him win through additional favoured terrain. All the
A bandit’s life is a wild and free one, tougher opponents, and finally on benefits derived from favoured terrain
but often short and violent. Bandits Charisma to avoid unnecessary fights are extraordinary abilities.
recognise no authority other than that altogether. A high Wisdom also
of their leader, and only then so long benefits several of his skills. Any time a bandit is in one of his
as he is the strongest and smartest favoured terrain types and wearing at
among them and can provide them Hit Die: d8 most light armour, he gains certain
with rich plunder. benefits as follows:
Class Skills
Characteristics: The bandit is, by The bandit’s class skills (and the key +1 circumstance bonus to all Hide,
necessity, a fast and agile fighter, ability for each skill) are Appraise Listen, Move Silently, Search, Spot
adept at laying ambushes and (Int), Bluff (Cha), Climb (Str), and Survival checks.
bullying victims into surrendering Craft (any mundane) (Int), Disguise
their valuables. A bandit relies on (Cha), Escape Artist (Dex), Gather +1 Dodge bonus to DV. The bandit is
a quick, frenzied strike to bring Information (Cha), Handle Animal adept at using the natural features of
down the most powerful among his (Cha), Hide (Dex), Intimidate (Cha), the terrain to his advantage in combat.
foes before they have a chance to Jump (Str), Knowledge (geography
counterattack. This is all the better or local) (Int), Listen (Wis), Move At 4th level and every four levels
to terrorise and demoralise any other Silently (Dex), Perform (Cha), thereafter, the bandit’s favoured
resistance among his victims. Profession (Wis), Ride (Dex), Search terrain bonus increases by +1. His
(Int), Spot (Wis) Survival (Wis), second favoured terrain bonus
Religion: Bandits often swear by Bel, Swim (Str), Tumble (Dex), and Use increases by +1 at 12th and 17th levels,
God of Thieves, while others hold to Rope (Dex). and his third favoured terrain bonus
the gods of their homeland. increases by +1 at 19th level.
Skill Points at 1st Level: (4 + Int
Background: Many bandits are modifier) x 4. The bandit gains additional benefits
deserters from shattered armies, Skill Points at Each Additional as his favoured terrain bonuses
down on their luck mercenaries, Level: 4 + Int modifier. increase. If he has a favoured terrain
or criminals forced to flee into bonus of at least +2 for the terrain he
the wilderness. Bandits stay near Weapon and Armour Proficiency: is in, he gains a +10 feet circumstance
established roadways likely to see A bandit is proficient with all simple bonus to his movement.
33
If he has a favoured terrain bonus during the first round of combat, any normal damage. The bandit cannot
of at least +3 for the terrain he is in, of the opponent’s allies who observe use a weapon that deals normal
he may use the Hide skill even if the the ferocious attack must make Will damage to deal subdual damage in
terrain does not usually grant cover saving throws (DC = 10 + ½ bandit’s a sneak attack, even with the usual
or concealment. If he has a favoured class level + bandit’s Charisma -4 penalty (except see the Sneak
terrain of at least +4 for the terrain bonus) or be at -2 to attack rolls for Subdual class feature, below).
he is in, his movement bonus within 1d4 rounds.
that terrain is increased by +20 feet. A bandit can only sneak attack a
If he has a favoured terrain bonus of Persuasive: At 2nd level, the bandit living creature with discernible
at least +5 for the terrain he is in, he gains Persuasive as a bonus feat. If anatomy. Any creature that is
can use the Hide skill while being he already has Persuasive, he instead immune to critical hits is also not
observed. gains Negotiator. Bandits often use vulnerable to sneak attacks. The
threats and trickery to get loot from bandit must be able to see the target
Ferocious Attack: The bandit’s victims without entering combat. well enough to pick out a vital spot
ferocity tends to rapidly overwhelm Bandits with codes of honour will and must be able to reach a vital spot.
almost any opponent. On the first usually keep their word not to harm The bandit cannot sneak attack while
round of any combat, he may declare those who surrender and co-operate, striking a creature with concealment
a ferocious attack. He gains a +2 while those without honour will do as or striking the limbs of a creature
bonus to his Initiative check and they please. whose vitals are beyond reach.
all melee attack and damage rolls
that round. However, he is unable To Ride A Road of Blood and Sneak Subdual: At 3rd level, the
to defend himself very effectively Slaughter: A bandit of 2nd level bandit gains the Sneak Subdual feat
during the ferocious attack and has or higher may perform a coup de for free. This is an extraordinary
a -2 penalty to his Dodge and Parry grace as a free action up to once per ability.
Defence Value score during the first round. This coup de grace never
round of combat. Furthermore, he provokes an attack of opportunity Uncanny Dodge: From 4th level and
may not make any sneak attacks – the bandit is so used to dispatching above, the bandit retains his dodge
on the round in which he declares helpless opponents that he can do or parry bonus to Defence Value (if
a ferocious attack. This is an so before an opponent can react. any) if caught flat-footed or struck
extraordinary ability. Furthermore, he gains a +4 bonus to by an invisible attacker. If the bandit
At 7th level, the bonuses to initiative, Intimidate checks he may make for already has Uncanny Dodge from
attack and damage rolls increase one round immediately following some other source (such as from
to +4, and the penalty to -4. the performance of a coup de grace, already being a 4th level barbarian)
Furthermore, the bandit gains an if it was successful. This is an he instead gains Improved Uncanny
additional attack on the first round of extraordinary ability. Dodge (see below). This is an
combat, at his highest attack bonus. extraordinary ability.
Sneak Attack: From 3rd level
th
At 13 level, the bonuses increase onwards, any time a bandit’s target Mobility: From 5th level onwards
to +6, and the penalty to -6. would be denied dodge or parry the bandit gets a +4 dodge bonus
Furthermore, any opponent struck bonus to Defence Value (whether the to Defence Value against attacks of
and damaged by the bandit during target actually has a dodge bonus or opportunity caused when he moves
the first round of combat must make not), or when the bandit flanks the out of or within a threatened area. If
a Will saving throw (DC = 10 + target, the bandit’s attack deals extra the bandit already has Mobility from
½ bandit’s class level + bandit’s damage. The extra damage is +1d6 some other source (such as from
Charisma bonus) or be stunned for at 3rd level and an additional 1d6 already being a 5th level nomad) he
1d4 rounds due to fear of the bandit. every three levels thereafter. Should instead gains Improved Mobility (see
Note that if the bandit is also able to the bandit score a critical hit with a below). Note that Mobility does not
somehow perform a coup de grace on sneak attack, this extra damage is not apply if the bandit is mounted.
the first round of combat using his To multiplied.
Ride A Road of Blood And Slaughter Improved Uncanny Dodge: At
class feature, any Will saving throws Ranged attacks can only count as 8th level, the bandit can no longer
called for by the Ferocious Attack sneak attacks if the target is within 30 be flanked, except that a thief or
class feature have their DC increased feet. The bandit cannot strike with pirate at least four levels higher than
by +2. deadly accuracy beyond that range. him can still flank him. This is an
extraordinary ability.
At 19th level, the bonuses increase to With a sap or unarmed strike, the
+8, and the penalty to -8. In addition, bandit can make a sneak attack that Improved Mobility: From 10th level
if the bandit strikes an opponent deals subdual damage instead of onwards the bandit never provokes
34
attacks of opportunity, whatever he does, so long
as he moves at least 10 feet during that combat
round. If the bandit somehow already has
Improved Mobility (such as for already having
had Mobility from another source before reaching
5th level, and so gaining Improved Mobility at 5th
level instead of Mobility) he instead gains Greater
Mobility (see below). Note that Improved
Mobility does not apply if the bandit is mounted.
This is an extraordinary ability.
The Bandit
Base Base Magic
Base Attack Fort Ref Will
Level Dodge Parry Attack Special
Bonus Save Save Save
Bonus Bonus Bonus
1 +0 +0 +0 +0 +2 +2 +0 Favoured Terrain, Ferocious Attack
Persuasive, To Ride A Road of Blood and
2 +1 +1 +1 +0 +3 +3 +0
Slaughter
3 +2 +2 +1 +0 +3 +3 +1 Sneak Attack +1d6, Sneak Subdual
4 +3 +3 +2 +1 +4 +4 +1 Uncanny Dodge
5 +3 +3 +2 +1 +4 +4 +1 Mobility
6 +4 +4 +3 +1 +5 +5 +2 Sneak Attack +2d6
7 +5 +5 +3 +1 +5 +5 +2 Favoured Terrain, Ferocious Attack (additional)
8 +6/+1 +6 +4 +2 +6 +6 +2 Improved Uncanny Dodge
9 +6/+1 +6 +4 +2 +6 +6 +3 Sneak Attack +3d6
10 +7/+2 +7 +5 +2 +7 +7 +3 Human Compass, Improved Mobility
11 +8/+3 +8 +5 +2 +7 +7 +3
12 +9/+4 +9 +6 +3 +8 +8 +4 Sneak Attack +4d6
13 +9/+4 +9 +6 +3 +8 +8 +4 Favoured Terrain, Ferocious Attack (additional)
14 +10/+5 +10 +7 +3 +9 +9 +4
15 +11/+6/+1 +11 +7 +3 +9 +9 +5 Greater Mobility, Sneak Attack +5d6
16 +12/+7/+2 +12 +8 +4 +10 +10 +5
17 +12/+7/+2 +12 +8 +4 +10 +10 +5
18 +13/+8/+3 +13 +9 +4 +11 +11 +6 Sneak Attack +6d6
19 +14/+9/+4 +14 +9 +4 +11 +11 +6 Favoured Terrain, Ferocious Attack (additional)
20 +15/+10/+5 +15 +10 +5 +12 +12 +6
35
♦ The defender then way. It can also hold up to four units
places his Stronghold (though not Monstrous or Chariot
(see below for rules on units) inside. Any unit or Group can
Strongholds) anywhere move into the Stronghold simply by
on the table, within 6” of being moved into its entrance as part
his table edge. of their normal movement. They can
♦ The defender leave again by having their movement
deploys his entire army measured from the Stronghold’s
as normal, within 6” entrance. Units within the Stronghold
of his table edge. Any can simply be removed from the table
Scouts must be placed at while they stay inside – just don’t mix
the same time and must them up with your casualty pile!
Strongholds
Every player begins
with a Homeland that
he must defend at all
costs. Whenever a
player’s Homeland is
attacked, play a siege,
as detailed elsewhere
in this issue. The
defender will be the
player whose Homeland
has been attacked.
Matt Sharp
hopelessly lost trying to navigate Gargarax eventually located
the multiple levels and convoluted, the ideal candidate – ten-year
maze-like network. Some tunnels old Hammy Blish, who lived
extend right into the Mega-City sewer in Ed Poe Block. The demon
system, but only someone with an possessed the unfortunate
unerring sense of direction would boy and escaped through the
dare to attempt access to the City by gateway, closely pursued
this method. by Psi Judge Anderson.
Anderson eventually defeated
Germantown Avenue: Once, Gargarax and his demonic
Germantown Avenue was a horde, but at a terrible cost
‘rustic’ area, a district of the city – she was forced to execute
kept deliberately old fashioned Hammy Blish to prevent the
to attract tourist interest. The demons from completing
avenue retained an ancient cobbled their unspeakable rituals. The
roadway surrounded by authentic judges destroyed the gateway,
19th century housing. The Undercity but the remains still remain
dwellers unfortunately possessed no partially active, acting as
appreciation of the picturesque scene a lodestone that allows the
– the historic buildings have long occasional demonic creature
since been looted and fallen into ruin access into the Undercity.
and the cobbles have been stolen,
leaving nothing but a muddy track. Fairmount Park: At one
time touted as the largest
Germantown Avenue occupies its own landscaped park in the world,
vaulted cavern, at the heart of which Fairmount Park is found
stands a ruined church. This is the by the Benjamin Franklin
location of a shattered stone archway, Parkway. It is now barely
covered in strange, cabalistic carvings recognisable, even though
that seem somehow alive. Built by a it occupies its own cavern.
group of Mega-City witches in 2106, The ceiling is a little over
the archway was intended to act as six feet above the ground;
a bridge into a demonic dimension. supported by hundreds of
After months of fruitless chanting rockcrete columns positioned every Landmarks
and summoning rituals, the witches fifteen feet. The once ordered lawns Independence Hall: It has been said
eventually managed to conjure the and flowerbeds have gradually that the United States was born in
demon Gargarax. The monster was degenerated into a foul-smelling this imposing Georgian mansion, as
intend on converting the archway swamp, occupied by grumble toads, it was the scene of so many pivotal
into a permanent portal into his world extra terrestrial refugees that have historical events, not least of which
of demons, and wasted no time in established their home in the dank was the drafting and signing of the
locating the last needed component environment. American Constitution. The twelve
for the ritual – an innocent soul. famous figures that put pen to paper
46
reign of terror
over Philadelphia.
The corpses of
his victims were
hung like trophies
in the basement of
City Hall – a so-
called ‘Lost Patrol’
of judges. Gunn
ultimately met his
match when he
came into conflict
with the Creep. His
savage brutality
was no use against
the extra-ordinary
abilities of the
stunted being
– Creep grew a set
of razor sharp talons
specially to rip the
heart from the chest
of the renegade
judge. Subsequently
his terrible abilities to bewilder investigating
and confuse opponents before Gunn’s lair, Creep was delighted to
murdering them. find mummified remains of the Lost
Patrol. He used his psi-abilities to
City Hall: Found near the animate the corpses, forcing them to
Delaware River on 2nd Street, the serve as his personal bodyguards.
City Hall served as Philadelphia’s
combined courthouse and jail United States Mint: The fourth
during the 19th Century. At one coin minting building to stand in
time, the building also acted as Philadelphia, the United States Mint
the Supreme Court for the entire bears little resemblance to most
United States. For a while after other majestic and impressive federal
the city was buried the building buildings. Squat, box-like and
maintained its distinguished utilitarian, the mint looks more like
reputation. Mega-City judges a fortress than a national monument.
on a hot day in July 1776 could never The building would probably have
who embarked on the Long Walk
have imagined the ultimate fate of the made an impregnable castle for
into Philadelphia established a Sector
building. Even buried far below the one of the Undercity tribes, but it
House within the building. Things
ground, the mansion retained some of is the most looted building in the
changed following the arrival of the
its majesty. However, things changed entire Undercity. Tales of millions
psychotic Judge Gunn. Gunn had
when a bizarre entity known only as of abandoned coins left in the huge
taken the Long Walk after murdering
the Creep made his home within the building still circulate within the
another judge in the Mega-City – he
walls of the historic landmark. The Mega-City, regularly attracting
was careful enough to avoid leaving
Creep possesses the incredible ability treasure hunters. The structure is now
enough evidence to convict, but many
to warp and twist reality itself and is riddled with huge holes and tunnels
were still suspicious of him. In order
prone to changing the appearance of made by eager fortune seekers – who
to avoid an in-depth investigation of
his lair on a whim – on some days the are inevitably disappointed as the
his shady activities, Gunn decided to
Independence Hall is its normal, red authorities ensured that nothing
take the ‘honourable’ alternative to
brick self, on others it bears the fake valuable was left behind when work
bring law to the lawless in the dark
Grecian façade that it held in the 19th began on the burial of the city.
world of the Undercity. Entirely cut
century. At other times it becomes
off from all forms of supervision,
even stranger – such as a massive
representation of the Creep’s bulbous
Gunn ran amok, tracking down and Southern Rad Caves
killing every Long Walk judge he Before the Apocalypse War of 2104,
head. Creep likes nothing more than
could find and beginning a despotic the Undercity spread much further to
tormenting his neighbours, using
47
the south, reaching as far as Florida. to the world above ground. Because to stray more than a few miles from
When a Sov attack obliterated the of this, the caverns tend to become their territories – neighbouring areas
entire southern end of the City in a jammed with refugees fleeing from are regarded as strange, alien places
terrifying saturation bombardment, the semi-regular disasters that sweep are to be feared and hated.
much of the subterranean cave the City.
network was also wiped from the This leaves a niche in the market
face of the earth. However, the for a professional Undercity guide,
great domes had been designed to New Prestige Class – The someone who knows all the secrets
last and a few isolated specimens Undercity Guide of the dark subterranean world and is
survived – albeit saturated in lethal prepared to trade his knowledge with
radiation, which swiftly wiped anyone
out the majority of the population. with the
One particular species began to means to
thrive in the radiation – the humble pay for it.
cockroach. The Undercity has always Undercity
been infested with these tenacious guides
creatures, but the monstrosities that are often
emerged from the glowing ruins were somewhat
something else entirely. Averaging elusive
nearly three feet in length, their thick characters,
shells are practically bullet proof. as the
More intelligent and organised than necessary
their smaller cousins, the roaches nomadic
swiftly came to dominate many of the lifestyle
surviving southern caverns. A visitor is fraught
to a cavern controlled by the rad- with
roaches can easily believe that they terrible
have strayed onto some strange alien dangers. It
planet – the insects have adapted the takes many
dingy caverns into a colossal, hive- years to
like structure, obliterating any sign of learn the
human habitation. secrets
of the
Northern Jumble Undercity,
The northwestern corner of the but the
Mega-City is another victim of knowledge
the Apocalypse War. The scene is often
of terrible close quarter fighting extremely
between the Mega-City and Sov valuable.
forces, dozens of cityblocks and Perhaps unsurprisingly, there is little
almost every building in several Hit Dice: d6.
up-to-date information about the
sectors were brought crashing to the Undercity available in the Mega-
ground, leaving a massive wasteland City. Old maps and atlases are
Requirements
of shattered ruins. Clearing the To qualify to become an Undercity
often hopelessly out of date, and the
area would require a massive guide, a citizen must fulfil all the
citizens and criminal groups that dare
investment of resources, which following criteria.
to visit rarely trouble to draw a map
city administration cannot afford. detailing the latest developments.
The area, known as the jumble or Skills: Knowledge (Undercity) 8
Even the judges seldom bother
Shattered City, has become the refuge ranks, Search 4 ranks, Spot 4 ranks
maintaining current information
of the dispossessed and homeless. and Wilderness Lore 8 ranks.
– they visit the dark underworld too
It is also the location of the North- Feats: Endurance and Great
infrequently, and the nightmarish
West Hab Zone, five Sectors that Fortitude.
landscape changes too much for them
miraculously survived the war, Special: Must have spent (and
to be unduly concerned with such
linked to the rest of the City by the survived!) at least six consecutive
a task. Most visitors are forced to
megaway known as Hell’s Highway. months within the Undercity for
visit without any sort of guidance
The Undercity beneath the jumble every level gained in this class.
or preparation. Even the Undercity
survived more or less intact and is dwellers themselves rarely have cause
one of the few areas with easy access
48
Class Skills with the Undercity Dweller prior live to pick up contacts with the citizens
The Undercity guide’s class skills that begins the game with Darkvision of the Mega-City. The guide is
(and the key ability for each skill) are of 30 ft. would increase the range to always able to find a safe route out of
Appraise (Int), Balance (Dex), Bluff 40 ft. at 2nd level and finally 50 ft. at the Undercity within 1d6 hours, even
(Cha), Climb (Str), Concentration 4th level). if his regular route to the ‘Upside’ has
(Con), Drive (Dex), Hide (Dex), been compromised. Additionally, his
Intimidate (Cha), Jump (Str), Sneaky: At 5th level, the Undercity regular trips to the surface world have
Knowledge (Undercity) (Int), Listen guide has learned almost everything allowed him to adapt to the blinding
(Wis), Medical (Wis), Move Silently there is to know about the Undercity. light of the Mega-City – he no longer
(Dex), Pick Pocket (Dex), Ride He is able to anticipate how the suffers any penalty for exposure the
(Dex), Search (Int), Sense Motive tribes and troggies will react to any bright light. However, high-powered
(Wis), Spot (Wis), Streetwise (Wis), situation and can predict how any flashlights and the like may still
Swim (Str), Technical (Int) and particular creature may react to his dazzle him.
Wilderness Lore (Wis). presence. As long as he remains in
the Undercity, the guide gains an Undercity Expert: The Undercity
Class Features innate +4 bonus to any Hide and guide is already extremely
The following are class features of Move Silently checks. He also knowledgeable about all the habitats
the Undercity guide prestige class. seems to have an almost supernatural and life forms of the Undercity when
affinity with the dark underworld, he obtains 1st level. He is able to
Darkvision: In his travels through apparently able to sense anything that add his class level to all Knowledge
the midnight world of the Undercity, comes near. He is never taken by (Undercity) and Wilderness Lore
the guide’s eyesight must rapidly surprise and can no longer be caught checks, as long as he is in the
adapt to see in the absolute flat-footed as long as he remains in Undercity.
darkness. At 2nd level, the guide the Undercity.
gains Darkvision to a range of 10
ft., increasing to 20 ft. at 4th level. Upside Links: By the time he
If the character already possesses reaches 3rd level, the Undercity guide
Darkvision, the new figure is added has learned many ways of travelling
to the range (so, for example, a guide into and out of the Undercity in order
I
t’s no secret that an awful The exact
lot of women really transcripts of
enjoy playing elves discussions and
– sometimes to the accompanying reading material
eye rolling of male players in the would be a bit
group. Even before Orlando Bloom bulky to attempt
came along to boost elf stock with his to reproduce
patented Legolust charm, we women here, so I’ll share
have sighed, drooled and fought over a summary, shall
elves and often claimed that race as I?
our preferred one for our characters.
First: Elves are
I’ve occasionally been asked what cute.
the attraction is – sometimes with
extreme frustration, and almost I can see the
always by male players for whom the doubting looks
attraction did not exist. ‘Why, Fey, from here, so
why do you like them? Humans are bear with me.
number one, they have the fewest While this is
disadvantages and the most flexibility, a superficial
the most ability to adapt!’ reason, it’s
nonetheless
Now, my personal reasons for liking an accurate
elves only intersect occasionally with one – elves are
other people’s reasons; my primary typically held plastic surgery? Whether or not it’s
reason amounts to ‘if you’re going to up as beings of ethereal beauty, the politically correct, we tend to react to
be stuck all your life with a name like like of which humans cannot attain. good looks – and elves have an edge
Fey, you’re going to find something There may be ugly elves, but even in the looks department.
redeemable in the experience’. an average-looking elf is, by human
standards, an attractive specimen. Second: Elves are less flexible.
That being said, I’ve gone out and To some degree this might be due to
pounded the pavement, scoured the exotic tastes; Leonard Nimoy had I’ve heard plenty of arguments about
city and investigated the Internet in quite a bit of popularity thanks to the how humans have the advantage
the hopes of answering this question combination of adhesive and rubber over elves’ longevity because their
more legitimately. I’ve read the ears. shorter lifespans cause them to be
reports, examined the evidence, more adaptable and more fertile. To
unearthed the unknown, dug up the This may strike some as a shallow this I say ‘hogwash!’ This argument
dirt and perused the particulars. reason to play an elf. However, it is is material for fertilising the pretty
I’ve even exhumed errata, traversed fairly comprehensible. Very few of colourful things which pop up out of
topics of terrific traffic, considered us want to be considered ugly when the ground in spring.
catalogues of cryptic collusion, we’re away from the gaming table,
explored examples of evocative so why is it such a surprise in a game This is not to say it isn’t necessarily
erudition and burst bubbles of where beauty may be attained without true; it may well be true, and many
immature infatuation. In short, I did money and time spent on lipstick, game worlds do hold that it is true.
some homework. mascara, spandex, aerobics and Instead, I maintain that this argument
is irrelevant nine times out of ten
51
because few, if any, campaigns run slow to adapt in comparison to are often apart from other races in
to the point in sheer duration where humans is immaterial. If the elf their homelands, mingling utilitarian
it could become relevant. It is useful character in a game is an adventurer, function with almost Dionysian form.
when examining the underpinnings he will either be the exception to the
of a culture or political situation or general stereotype or the problem will This does not hold much appeal for
scenario at times, but the rest of the be rendered moot by a friendly local some, perhaps, but for quite a few
time, it has little impact on daily in- Grim Reaper. women it holds a powerful allure
game life. indeed. After all, would there be
As for fertility, by the time a a market for fashion or home and
A race’s traits only become manifest character is ready to settle down garden centres if it didn’t? If the
in global or epidemic situations. to raising little mini-druids and world turned tomorrow to a fantasy
Most campaigns place the emphasis mages, that particular creation is world, it has often been joked, the
on the individual characters, who usually retired and more or less off fashion designers would be among
may well be exemplary models of stage anyway. Does it matter if the first to turn out to be elves.
their given races, but more often are he’s shooting blanks or she’s having Maybe, but if so, it explains why
not. Why not? The answer to this difficulty conceiving? If it does, I for women flock to those, too.
is a large one and becomes its own one would rather not hear about it;
subheading. Moonleaf’s quest for the Fountain of This is not to say there are no
Fertility could be amusing as a comic downsides to playing an elf. Many
Third: Iconoclastic survivability, or book quest, but that’s about it. people who do play elves concentrate
‘he ain’t normal, ma!’ on the surface impressions of the
Fourth: Elves live a long time. race and never do examine anything
By and large, we do not choose to deeper; there are plenty of examples
play upstanding members of society. This is both good and bad; from of such which have been lampooned
Even if we are not playing assassins the point of view of character in print and online. Shallow
or the like, neither are we playing development, it can be fascinating. impressions are always going to be
tailors, bakers, honest burghers How does someone deal with shallow impressions, and every gamer
or stoic midwives. We choose to watching the world change, who has been to a convention knows
play adventurers, and these are the governments rise and fall, friends and that half the girls who dress up as elf
characters who break with a sane, enemies live and die? What effect chicks do so to show off their, uh,
even commonplace, existence in does this result in? A good Games assets.
favour of going face-to-face (or in Master can do wonders with this.
sneakier cases, face-to-tail) with Elves do not have more benefits as
dragons. However, this too is moot; it’s rare a played race than do humans or
a campaign will last long enough dwarves unless the game’s world
This is not behaviour that gets one for an elf’s longevity to have much is run in such a way that they do;
promoted at the bank. It is most bearing on matters. Even if the in a world where humans are in
likely to get one planted six feet campaign lasts that long, chances are charge and elves are slaves, the elf
down, and that’s only if there’s the character will not. Adventurers character will be at a significant
enough left to be buried. do occasionally retire to spend their (and dangerous) disadvantage. The
fortunes on wine, women and song reverse holds just as true and is why
A true-to-life example of what we (or wine, weapons and song) but Underdark scenarios are often so
put our characters through would be for every one who does, there is a popular.
putting on body armour picked up graveyard filled with littered character
at a local military surplus, camping sheets for headstones. However, it’s worth noting in perhaps
and sport or martial arts supply half the cases I’ve encountered of
shop and then going for a stroll on Fifth: Elves are artistic and creative someone not being prepared or
the wrong side of the bars through (those poncy fruits). willing to accept elves as an ‘equal’
your local zoo’s bear or lion exhibit. choice to humans, the reactions have
Adventurers start with little money They live in beautiful surroundings, almost exactly paralleled that of
and the most basic of equipment and whether a carefully constructed city someone shot down in a club. ‘She
skills – and no guarantee of a friendly or organically grown community; goes for elf PCs? Man, but they
cleric nearby to put the pieces they wear garments which range from suck! Humans are where it’s at!’
together if they screw up. At least whimsically elegant silks through to
most players can call an ambulance. lethal yet lovely armour and tools of Well, I’m here to tell you that ain’t
destruction; they create enchantments the way it is. Remember, it’s a girl’s
For this reason if no other the whose sole purpose is to beautify world…see you.
argument of elves being static and their chosen environments, and they
52
Argossean Names
Argossean names are Italian or Greek in tone, though as it is a major trading country a mix of names is possible.
H
ave you ever watched one of those science fiction
shows that assume that everyone not only speaks
GM: Yeah... and maybe you can’t hear the sounds they’re
making in their language because it transmits a special
~
wave constructed to cancel out the original sound!
GM: Some guys come up to you in the alleyway and say The language would now be a creole.
something to you. Roll your language skill.
So we have our definitions. A pidgin is a makeshift
Bill: [Rolls] I failed. language created so that people who have no language
in common can communicate. A creole is a pidgin that
GM: You don’t understand what they’re saying, but they developed into a native language4.
seem pretty angry about something! 2
In our history, pidgins generally came in two forms:
So let’s assume that we ignore the ‘science fiction magic
box’ approach and decide to have a world with multiple •Pidgins created by slaves bought together from many
languages. What sort of things can we put in? regions (many of which developed into creoles such as
Papiamento, Haitian Creole and Kwéyòl of Dominica).
Well one thing that I find interesting about languages
(warning: I’m being a bit serious here, and possibly •Trade tongues used by merchants or sailors to
even boring) is that there are other types of languages communicate where no-one wished to learn another
beyond standard ‘native’ languages. Two interesting people’s language (such as Russenorsk, which was
alternative types are pidgins and creoles, which are not used to communicate by Norwegian and Russian
– as I originally thought before being enlightened by fishermen in the Barents Sea until relatively recent
a documentary on the Discovery Channel – names of times, or Sabir, which was used by sailors in the
specific languages, [I thought it was an Elvis character Mediterranean from the 12th century onwards).
– ed.] or even families of languages, but which instead
describe particular types of languages. (It is true that So how much are pidgins or creoles incorporated into
there are specific languages that are often referred to as typical game worlds? Well, disregarding thieves’ cants
‘pidgin English’ or ‘creole’ but the words are actually and battle tongues (which I think are more coded systems
generic terms). of communication rather than actual languages) I think
that there have been attempts to put ‘trade tongue’ style
It will probably make more sense if I explain what the pidgins into game worlds, typically as some kind of
words mean. ‘common’ tongue. However, I think these tend to get
diluted, firstly by a failure to recognise that this should
Imagine that fifty people, from fifty different countries, only ever be known as a ‘second’ language and then only
were kidnapped from Earth by aliens and settled as a slave by those who travel or trade, and secondly by a failure to
colony on a distant world. Now if this happened today, recognise that it is only a crude ‘pseudo-language’. (So it
it’s likely that most of them would speak English as either instead gets used as a universal non-pidgin world language
a first or second language, so English would become the that most people speak, much as is the case with English
language that they spoke (with those who didn’t speak it today).
being taught it by those who did). But imagine if each of
56
Personally, I think it would be much more interesting to I replied with something like: ‘Well I am in some
have a party who – once they travel outside of their native discomfort, actually6,’ which in British English translates,
land – are incapable of communicating in the local native of course, into: ‘I’m in such extreme ****ing agony that
languages, and have to instead rely on the trade tongue my testicles are about to explode’ – and what did he do?
that only one of their number (probably a rogue explorer He simply smiled, told me that it would soon be over, and
type) speaks5. I have to confess that a creole has fewer then carried on!
obvious adventuring possibilities. But I think it could add
an interesting touch of detail in a game world where you Total failure on the communication roll.
have a recently settled area.
them will explain that a series of traps warrior, impaled, decapitated, the temple in order to search for him.
have been set to catch any unwary eviscerated or crushed by one of the Their leader has sacrificed his men to
intruders and it would be best if they temple’s many traps. There seems circumvent the temple’s traps, but he
went ahead to clear them. However, to be a somewhat inexhaustible is stuck at the final obstacle.
there are some unwanted intruders supply of skum to be utilised for trap
already inside the temple and they clearance until the characters reach The door to the final chamber is held
have gone about clearing the traps the end of the hallway. shut by an unsurpassable mechanism
for themselves, albeit at the cost of and can only be opened via the
several lives. medallion given to the characters by
Around the corner you can hear the Tiberius. It would be easy for the
The locathah will discover the unmistakable, guttural discourse of characters to unlock the door, they
body of a dead skum warrior in the the Aquan language. Unlike those simply have to place the star-shaped
doorway up ahead. He has been of the locathah, these voices do medallion in the corresponding star-
crushed in the door (which was not seem lilting or peaceable; their shaped hollow and it will swing open.
rigged to slam shut on any intruders) speech is harsh and clipped. As you Unfortunately a pack of angry skum
and his comrades have squeezed draw closer a loud banging echoes warriors stands between them and
through the gap he has created. down the hallway as the voices their goal. The locathah will join in
If the characters are unaccompanied bicker. Whatever lies up ahead is any combat with the skum, fighting
by the locathah they will discover the copious in number and extremely with a surprising zeal against their
body themselves. The group should displeased… hated enemy.
be able to squeeze through the gap
provided by the crushed skum warrior Skum Warriors (6-8): CR 2;
and continue along the tunnel. Medium aberration (aquatic); HD
Uninvited Guests 2d8+2; hp 11 each; Init +1; Spd 20
Once through the party will discover It is not only Tiberius who covets the ft. (Swim 40 ft.); AC 13 (+1 Dex,
the tunnel slopes downwards. It legendary power of the aquatic elf +2 natural), touch 11, flat-footed
becomes quite slippery the further magic. A party of skum warriors has 12; Base Atk/Grapple +1/+5; Atk
the characters venture and the stench been staking out the locathah temple +5 melee (2d6+4, bite); Full Atk +5
becomes more overpowering. At for days. They observed Tiberius’ melee (2d6+4, bite) and +0 melee
various intervals the party will kidnap of Gwamwave and the (1d4+2, 2 claws); Space/Reach 5
discover the body of another skum locathah’s subsequent evacuation of ft./5 ft.; SA Rake 1d6+2 (while
67
swimming); SV Fort +1, Ref +1, Will themselves helped by the locathah if characters enquire as to the reason
+3; Str 19, Dex 13, Con 13, Int 10, they are accompanying them adding behind Gwamwave’s lack of remorse
Wis 10, Cha 6; AL NE; Hide +6*, +4 to the Swim check. Characters he will reveal the flask’s secret.
Listen +7*, Move Silently +6, Spot who fail their Swim checks, and are
+7*, Swim +12; Alertness. not accompanied by these extremely Tiberius has been desperately
adept swimmers, may be able to searching for the source of the power
* +4 racial bonus underwater find pockets of air to breathe in that stagnated the waters in which
temporarily (at the Games Master’s they used to live and forced out the
Once the skum have been dealt with discretion) and attempt to swim to the sahuagin. The legend is true, to a
the characters will be free to enter the surface when they have regained their certain point: namely that the source
final chamber. The door swings open composure – and some air. of the ‘power’ they used for this task
on creaking hinges and the characters was left behind. As a ruse to keep
walk in. their lands clear they kept a flask
Double Cross full of this ‘power’ in a safe place to
At this point the characters should be ward off trespassers. In actual fact,
On a plinth in the centre of a dark, fairly fatigued from their fight with all the aquatic elves did was taint the
dank chamber stands the object of the skum, their flight from the temple fresh water environment in which
your mission. A small, incongruous and their swim to the surface. To they had lived with seawater, making
flask seems to be the focus of so top this, they will be soaking wet, it uninhabitable to the fresh water-
many desires. The flask is made standing on the shore of a muddy dwelling sahuagin.
of a rusty metal and is rather drab lake. The sight that greets them will
considering it contains the source of do nothing to perk up their spirits. All that Tiberius now holds in his
the aquatic elf power that destroyed hands is a flask full of salt water.
a realm and ended a war. Tiberius, Bargoth, Tommi Two-Axe,
Del’rey and Bethel are waiting for At best the characters will be left
them, fully armed and ready for with the locathah’s gratitude and
Of course the plinth is trapped. If action, mounted on horses. They also wet clothes. They may wish to trail
the locathah are accompanying the have Gwamwave who is chained up Tiberius and exact their revenge for
characters, and they have survived the and looking as glum as ever. Tiberius the double-cross (although when
encounter with the skum, they will will demand the prize, which the they return to the town the carnival
reveal the secret to lifting the flask (so characters should now possess, and will have packed up and moved on as
desperate are they to save Gwamwave if they keep their side of the bargain quickly as it arrived) or they could let
they will disregard their centuries old he will keep his as far as releasing bygones be bygones.
mission). A lever beneath the plinth Gwamwave is concerned. If the
is pulled to the right and the flask can characters completed their mission However, the Games Master may
be safely purloined. Any character for purely venal reasons they will wish Tiberius to exact a terrible
can successfully notice the trap have a nasty surprise as Tiberius and revenge himself, so devastated is he
without the locathah on a successful his men pull out crossbows (or in when he learns the truth of the flask’s
Spot check (DC 20). Should the flask the case of Tommi, two axes) and contents. On top of the chill they are
be lifted before the trap is disabled demand the aquatic elf artefact with about to catch, the characters could
all will seem well at first, until the no intention of handing over any kind find themselves pursued by an angry
chamber and tunnel begin to fill with of payment. carnival troupe…
water.
Handing over the flask will result in
The characters will have to flee Tiberius’ retreat. If the characters do
the temple before it is completely hand over the flask the locathah will
submerged. Anyone with a speed – somewhat surprisingly – do nothing
of 30 feet or above should be able to stop them as Gwamwave explains
to make the exit before the water the secret he has kept for so long…
becomes too deep. They will then, of Concluding the
course, have to make a Swim check
(DC 10) to reach the surface. Anyone Adventure
moving slower than 30 feet will With Gwamwave rescued the
find themselves submerged before locathah can offer the characters
they can escape, leading to a more nothing but their gratitude. With
difficult Swim check (DC15 for speed the flask gone they will swim off to
20 to 30 feet, DC 20 for anything waters new, their rather unenviable
less). Slower characters will find job as guardians finished with. If the
68
Mongoose Publishing
Product List
To purchase direct please go to the mail order page on www.mongoosepublishing.com
Subscription Offer!
As well as the savings you will make on issue price by subscribing we are also offering some special
freebies to S&P subscribers, whether you are a resubscriber or brand new.
Take out a one year subscription and you can choose between a FREE blister pack of 3 limited edition
Starship Troopers or 3 Gangs of Mega-City One Street Judges.
Take out a two year subscription and you can choose either of the above or a FREE limited edition
Excalibur starship model from Babylon 5! How cool is that?
Subscription COUPON
Please subscribe me to Magazine, starting with S&P #
(no issue number means we will start you on the next available issue)
MY DETAILS
State/County
Country
PAYMENT OPTIONS Cheque (UK or US only) (made payable to Mongoose Publishing Ltd.)
Card No.
Signature Date / /
Return Address: Mongoose Publishing, PO Box 1018, Swindon, Wiltshire, SN3 1DG, UK.
The data provided will be held and processed under the terms of the Data Protection Act and will not be shared with third parties. We
may from time to time email you with special offers and subscription information.
72
Postage rates: USA $5 + 10% of total; Rest of World $5 + 20% (for UK cheques please
email for rates: mhumphries@mongoosepublishing.com)
MY DETAILS
State/County
Country
PAYMENT OPTIONS Cheque (US only) (made payable to Mongoose Publishing Ltd.)
Mastercard Visa Visa Delta
Card No.
Signature Date / /
Return Address: Mongoose Publishing, PO Box 1018, Swindon, Wiltshire, SN3 1DG, UK.
The data provided will be held and processed under the terms of the Data Protection Act and will not be shared with third parties. We
may from time to time email you with special offers and subscription information.