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!

us ! Mongoose Publishing Presents


to ld
y ro
da
t h ea
r y
Bi ne

12
y o
pp is
a P
H S&

The Way of the Fist


Martial Arts in Babylon 5

The Bandit
Great New Character Class for
Conan the RPG

The Long War


Exclusive New Campaign and Siege Rules
for Mighty Armies!
S&P12 June 2004 $5.95
www.mongoosepublishing.com

Plus. . . Gary Gygax, Hyborian


Names, Creature Feature Oozes,
Armageddon: 2089 Graphic Story and
lots, lots more! MGP 5512
1

Editorial
Hi All,

So Issue 12 is here. It hardly seems


a year ago that I was putting together
the template for the original concept.
Since then we have come rather a
long way together. I’ve certainly
Cover art: OGL Wild West learnt a great deal about my business
by Randy Nunley during this time. In fact, it amazes
me that I managed to get Issue 1 out
Editor: at all, knowing what I do now!
Ian Barstow
What I do hope is that you have enjoyed what we have done to date, and that,
Editorial Director:
like me, you are looking forward to the future. With tabletop gaming having
Matthew Sprange
arrived and graphic novels in the offing, Mongoose has plenty going on – as
Production Director: usual. Since I last wrote an editorial we have relocated to Mongoose Towers,
Alexander Fennell an even more salubrious establishment, and we in the Studio find ourselves
occupying the West Wing of the spacious edifice.
Mongoose Staff: Rich Neale,
Mark Humphries, Ian Belcher, Rich Life at the new Mongoose Towers is as hectic as ever, though. We have
Ford, Bob Roberts and Ted Chang Starship Troopers on the horizon, with both wargaming and roleplaying rules
in development. Even more, if you take a look at the back and inside back
Artists: Randy Nunley, Nathan Webb,
John Thompson, Jim Brady, Steve covers you will see some sample pieces from the graphic novels that are in
Dillon, Gillian Pearce, Brett Ewins, development. In fact, the theme of S&P12 is something of a storytelling one.
Arthur Ransom, Tony Parker, Andrew We also have a short graphic story from Armageddon: 2089 plus a short story
Dobell, Vitor Ishimura, Reginaldo from new editorial guy Richard Ford to support the release of OGL Wild
Almeida, Ralph Horsley, Paul Ridgon West. Fordy fancies himself as a bit of a literary type, so we might see some
and Adrian Czajkowski more of his work in future issues. In fact, I’ve been so busy that there been
no time for my monthly Tales from Mongoose Hall this month. It will be
Contributors: Gary Gygax, Matt
Sharp, Fey Boss, Rich Ford, Todd
back as usual next time, I promise.
Tjersland, Gareth Hanrahan, Bryan
Steele, Matthew Sprange, and Jonny The question you are probably asking though is why the picture of the
Nexus mongoose? Well, apart from the obvious, this is no ordinary mongoose. This
is Montgomery, who lives at Cotswold Wildlife Park in Oxfordshire. That’s
Miniatures Painter: right, Mongoose Publishing has adopted its own mongoose! If you are in the
Nathan Webb neighbourhood why not pop in and look the little fellow up. See him in his
natural environment going out and killing all manner of dangerous reptiles
Statistical Analysts:
Mark Quennell, Steve Mulhern (I may have made up this last bit). I think you’ll agree he’s a handsome,
dashing sort of chap. Just like us really.
ADVERTISING: All ads are subject
to approval by Mongoose Publishing, So, time for you to dip in and enjoy this month’s articles while I go off to
which reserves the right to reject any thrash everybody at Gangs of Mega-City One. Want to know more?
ad for any reason. Advertisers and/or
agencies of advertisers agree not to hold
Mongoose Publishing liable for any loss
or expense from alleged wrongdoing that
may arise out of the publication of such
advertisements.

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

This is a game about the American West. Some


of the book is about how it was, and some is
about how it is remembered. It is up to the
players and Games Master to find their own
version of the West, finding their own trail
between truth and legend. If the players want
a historically accurate game where miles are
miles, events occur as they truly did, and death
comes more often from disease than a bullet,
then they will find the tools they need in this
book. Alternatively, if the players want a game
inspired by movies and dime novels, where the
history is just a painted backdrop and heroes
ride high in the saddle, then they too will find
their desires catered for within.

The characters may be counted among those who


build America, who drove the railroad across
the continent and built the Western states.
They may be soldiers who fight at the famous
battles of the West, or adventurers who blaze the trails through the
wilderness. They can be statesmen or scoundrels, outlaws or lawmen, the
quick or the dead. They will either become part of the legend, or die in some
godforsaken hot and dusty place and be forgotten.

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.

The martial artist appeals to us on multiple levels. Visually, unarmed


fighting techniques are beautiful, even the most straightforward of
them, for there is beauty in brutal simplicity; this means that well
made martial films and shows are thrilling to watch. Beyond the
visceral thrill of watching lightning fast flips, punches, kicks and
throws, there is also the unspoken admiration we have for anyone
who can truly claim to be a master of some skill. The best martial
artists are absolutely, unswervingly dedicated to the perfection of
their bodies and of their fighting skills and we, as viewers, or even martial arts practitioners, respond
to that.

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.

MAKE WAY, YOU ORCS AND BARBARIANS!


THE FORCES OF THE WILD ELVES ARE HERE.
MIGHTY WARRIORS FROM THE FOREST
DEPTHS, THESE DETERMINED ARCHERS AND
SPEARMEN FORM THE CORE OF A BRAND
NEW FORCE FOR MIGHTY ARMIES. FACE A
NEW TACTICAL CHALLENGE AND DRIVE YOUR
FOES BEFORE YOU. THE BOX CONTAINS
EVERYTHING YOU NEED TO LAUNCH THE ELVEN
HOST AGAINST ITS ENEMIES - RULES, DICE,
MEASURING STICK 56 BEAUTIFULLY SCULPTED
MINIATURES.

ALSO NEW THIS MONTH ARE BLISTER PACKS


OF CHARIOTS AND TREEMEN TO SUPPORT
THE WILD ELF HOST
HOST!!
4

The desert wind whips up from the coast of


Hyrkania, sending waves of spray arcing over the
shielded bulwark to break on the side of your face.
Beside you another of the Red Brotherhood laughs ‘We Who Are One – The League of Non-Aligned Worlds.’
with pleasure at the salty sting, gripping his tulwar With these words of wisdom, Representative G’Kar ushered
firmly as your sleek galley closes with the limping in an unprecedented age of unity under the watchful eye
merchantman. Soon the waves will run crimson of the Interstellar Alliance. That unity would stand for
once more as another cargo of booty passes into
hundreds of years. While it would not always be a smooth
cut-throat hands.
road, the Alliance would prove time and time again the
Know, o reader, that poised within the covers of strength in G’Kar message. The Interstellar Alliance was One
this tome lie various texts describing all manner - one heart, one mind, one common ground of principles and
of brutal and sadistic sea dogs. From the silk- beliefs,
pantalooned Red Brotherhood to the dusky menace
of the corsairs of the Black Kingdoms, from the While the story of the Alliance, and of the Babylon Station
swashbuckling rovers of the Barachan Isles to the that made it possible, is a human tale told by humans
ruthless privateers of Zingara. about humans, the message of being One transcended all
racial and moral barriers. Babylon 5 was built by human
All these assorted brigands and more besides await
hands, but the feel that walked its halls belonged to many
you amongst the Pirate Isles, the latest explosive
sourcebook for Conan the Roleplaying Game. different people and cultures. The station was a gathering
Seeking the freedom that only the sea can bring, place for hundreds of worlds, a place when governments
these renegades prey on the weak and helpless, across the vast reaches of the galaxy could come together
piling their decks high with bloodstained gold and and do business with one another in relative peace. This
hapless captives destined for the slave blocks of a was a union of a sort long before the ISA’s Declarations of
dozen lands. Principles attempted to define it in so many words.

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)

Slayer’s Guides Encyclopaedia Arcane Quintessential Series

Quint. II: Advanced Tactics Cities of Fantasy Classic Play

Ultimate Series Judge Dredd RPG Slaine RPG

Armageddon: 2089 Babylon 5 RPG Macho Women with Guns

OGL RPG Series Conan Paranoia

Mighty Armies Power Classes Lone Wolf

Question 2

a) Who is your favourite Mongoose author?

b) Who is your favourite Mongoose artist?

Question 3

Would you consider Mongoose products to be value for money? Yes No

Question 4

What is your favourite Mongoose product?

Question 5

What is your least favourite Mongoose product?

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

What product would you like to see us produce?

Question 8

How many times per month do you roleplay on average?


Question 9

a) Where do you buy your Mongoose products from?

b) and why?

Question 10

What is your favourite RPG genre?

Question 11

What future Mongoose product are you most looking forward to?

Question 12

Do you play miniature wargames? Yes No

Question 13

If so, do you prefer buying painted or unpainted miniatures? Painted Unpainted

Question 14

What part of the Mongoose website do you find most helpful?

Question 15

What part of the Mongoose website do you find least helpful?

Question 16

Rate the Website on a scale of 1 to 10 (10 is best)

Question 17

Rate Signs & Portents magazine on a scale of 1 to 10 (10 is best)

Question 18 Scenarios Fiction Graphic Stories


Cartoons Background Product Specific
What sort of articles do you want to Supplements Power Classes Equipment
see in S&P? (tick all appropriate) Mongoose Hall/Humour

Question 19

a) Have you taken out a subscription to S&P? Yes No

b) If not, what could we do to get you to


subscribe?

Question 20

What is your nationality?

Return Address: Mongoose Publishing, PO Box 1018, Swindon, Wiltshire, SN3 1DG, UK.
the pdf collection

Watch
This
Space!

The Mongoose PDF Collection is an exciting and inexpensive resource for


fans of Mongoose products. If you are not familiar with PDFs, they are easily
downloadable files which can be read using free and readily available software.
Each month we are adding new items, including out of print books unavailable
anywhere else. So, if you need a quick gaming fix then try out the Signs &
Portents PDF Collection. To download these items just go to our web site at
www.mongoosepublishing.com and select PDFs.

Out Now! The Quintessential Temptress!


8
To commemorate the release of The bartender didn’t look up as he reached beneath the bar and
OGL Wild West produced a cloudy shot glass and a cloudier bottle of what could
our very own Richard Ford has loosely be described as whisky.
written a short story to get you in
the mood. ‘Name’s not Kane,’ he said as he poured a large measure, ‘and try
not to throw up on the bar. Just cleaned it.’

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

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14

The Way of the Fist


Bryan Steele
e you
en hav
How oft ed to walk
nt
just wa nearest
he
up to t nd give him
a
Minbari mack on the
c o u ld s
a
nose?
se,
st in ca
No? Ju t some new
g o
we’ve r the
l arts fo rse
martia u n iv e
n 5
Babylo l expand
w il
wh ic h Mutai.
of the
the role

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.

Tronnosts often look like


any other Centauri, dressing
and behaving like countless
others – as it has always been
the art’s true strength, its
unexpectedness. Particularly
savvy Tronnosts will adorn
their boot tips with silver
studs or spikes, adding a
lethal edge to their wardrobe
and their art as well.

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.

Sword of the Special: There are only ever three Var’Tok


Onh’lo’shar Swords of the Onh’lo’shar at any (Narn)
given moment – one from each of You can assume the crouched fighting
(Minbari) the castes, who give up their position stance of the Var’Tok. Arms wide,
You have become the pinnacle of willingly to the next applicant capable fingers spread into the claw-hand,
what Onh’l Domo teaches. Your of defeating them in honourable and hissing and growling all the
hands can be as soft and giving as combat. Losing the position does while. While most Narn are capable
silk, or as lethal as a fighting pike. not sacrifice the benefits of the feat, combatants, you are a vicious foe
You are capable of a rain of blows however. indeed.
that staggers the minds of those who Prerequisites: Knowledge (Var’Tok)
perceive them, and can immobilise skill, base attack bonus +2 or higher,
with a touch. Legendary Swords Var’Tok (Narn) Improved Unarmed Combat, Blood
of the Onh’lo’shar are said to strike During their many generations of Rage.
a target’s soul directly – a harsh living under Centauri rule, the Narn Benefits: You can choose to cause
terminology that does little to endear turned their raw aggression and lethal damage if you wish. While in
them to the Religious caste. oppressed need for freedom into a combat, your Intimidate skill has a
Prerequisites: Knowledge (Onh’l driving force that burned in many of bonus equal to your base attack bonus
Domo) skill, base attack bonus +10 their hearts. Weapons were hard to (up to +5).
or higher, Instinctual Student, Onh’lo, come by, so unarmed combat became
Onh’lo’shar, Improved Unarmed a necessity and a focus of a great
Combat, Sixth Sense. many freedom fighters. These skills, Bin’Nik,
Benefits: Once per day equal to rough and directionless, were finally ‘Swordhands’
your Dexterity modifier, you may brought together ironically just a few
short years before the Narn became
(Narn)
choose to inflict minimum damage Your hands are truly vicious, and
from all of your unarmed strikes free of Centauri rule.
can tear through flesh as though your
automatically against one opponent. fingers were blades.
This takes your full-round action. Those who found a pattern in the
Prerequisites: Knowledge (Var’Tok)
Once per day equal to your Wisdom instincts called the new fighting
skill, base attack bonus +3 or higher,
modifier, you may knock a single form the Var’Tok, meaning ‘Dagger
Improved Unarmed Combat, Var’Tok.
opponent unconscious with a single Hearted’. Narn who study the
Benefits: Your unarmed attacks
unarmed strike if they fail a Reflex collective Var’Tok call upon
with your hands receive the critical
save vs. your attack roll. Once per their fiery rage to augment their
threat range 19-20/x3. Also, you
day equal to your Strength modifier, already brutal melee fighting. It is
may ignore the first point of Damage
you may cause 1 point of temporary accompanied by a strange sort of
Reduction from your opponent’s
Constitution damage per successful hissing and growling as well, using
armour.
attack upon a single target this round. their intimidating reputation as an
Such losses are returned in 2d4 hours extra edge in combat.
of bed rest.
19
Chon’Nok, ‘Embers a number of rounds equal to your parallel some of Earth’s own ancient
Constitution score (when you will mythologies.
in the Blood’ begin suffer normal effects). From
(Narn) 0 to –10 hit points you suffer a –1 The art is primarily used only by the
By reaching into the already deep penalty to all attack and damage rolls. clergy of Droshalla, but has been
well of rage that lies within you, During any melee combat in which taught to others in the centuries
you can fan the fires of that rage for you are wounded, you may add of its use. Those who study this
lengthy encounters. Or, conversely, your current lost hit points to your devastating art are almost always clad
you can ignite them into a veritable Intimidate skill checks. in blessed or holy garments of the
inferno to end a conflict in seconds. priesthood, but those rare non-clerical
Prerequisites: Knowledge (Var’Tok) students often still wear symbols
skill, base attack bonus +5 or higher,
At Any Cost
of Droshalla upon their person.
Improved Unarmed Combat, Blood (Narn) Some bolder Drazi in the last few
Rage, Var’Tok, Con 13+. Sacrifice is a major tenet of the Narn generations have bleached or etched
Benefits: When calling upon the people, and Var’Tok teaches that ritualistic religious scripts onto their
benefits of the feat Blood Rage, you it can give you the edge to snatch scales in homage to the source of
have three options to choose from. victory for your allies – even if it Zhashalla’s power.
Obviously, you may use the standard means defeat for you personally. You
Blood Rage rules. You may also can put yourself in harm’s way in
choose from the following alternate order to push yourself beyond your Zhashalla (Drazi)
limits. You have either schooled in
effects:
Prerequisites: Knowledge (Var’Tok) the Droshalla clergy or under a
a) +2 Strength and +4 Constitution,
skill, base attack bonus +8 or higher, Zhashallan monk to learn the basics
+4 morale bonus to Will saves,
Improved Unarmed Combat, Var’Tok, of the art of Zhashalla. Your body is
+4 hit points per level, -1 DV,
Unbreakable. a weapon – even more than a regular
and a duration of 5 rounds +
Benefits: You may take a penalty Drazi that is!
Constitution modifier.
to your own DV up to your own Prerequisites: Knowledge
b) +6 Strength, +6 Will saves,
base attack bonus, and add half that (Zhashalla) skill, Knowledge
+2 hit points per level, -2 DV,
number (round up) to all unarmed (Droshalla Religion) skill, base
and a duration of 1 round +
damage rolls for that turn. attack bonus +2 or higher, Improved
Constitution modifier. Fatigue
Unarmed Combat.
remains the same in all versions
Benefits: You may choose to inflict
of the Blood Rage; -2 penalty to
Strength and Dexterity for one Zhashalla normal damage with unarmed attacks,
and inflicts half-again your Strength
hour.
(Drazi) modifier with the first successful
It is no surprise that a belligerent strike each turn. Increase your
Unbreakable species like the Drazi have a great Natural Damage Reduction by 1.
(Narn) focus on martial combat – unarmed
Var’Tok teaches that your body is a or otherwise. It may come as some Rasping Scales
temple to the Narn ways. You can surprise though that they have had
transform your temple into a fortress! one of the oldest martial arts forms in (Drazi)
known space. Possibly only predated By using your natural protection as
You have mastered the ability to steel
by the Minbari’s Onh’l Domo, the a weapon, you have learned to drag
yourself against any wounds or pain
priests and chaplains of the Temple your scales across your target in a
you might feel in order to dismay
of Droshalla have devised a method fashion that causes ripping wounds
your opponent no matter how badly it
of concentrated strikes they call instead of bludgeoning ones.
seems to be going for you. You seem
‘Zhashalla’, or ‘Homelight’. Prerequisites: Knowledge
like an unflinching juggernaut against
(Zhashalla) skill, Knowledge
the odds – all the while keeping your
Zhashalla is solely based on the (Droshalla Religion) skill, base
fiery eyes locked upon your enemy’s.
Drazi instinctual ‘strength over attack bonus +3 or higher, Improved
Prerequisites: Knowledge (Var’Tok)
all else’ belief structure. They put Unarmed Combat, Zhashalla.
skill, base attack bonus +3 or higher,
the infallible tenacity of their faith Benefits: As long as your unarmed
Improved Unarmed Combat, Var’Tok,
behind each and every attack they attacks are striking unarmoured flesh
Con 16+.
call upon. Drazi history is filled with you may add your Natural Damage
Benefits: You shrug off pain. You
legendary moments of Droshalla’s Reduction to your unarmed damage.
may choose to fight beyond 0 hit
faithful performing unbelievable This bonus is negated if attacking
points. You may continue to fight
acts of strength and dedication that with a portion of your body covered
as normal up to –10 hit points for
by anything thicker than cloth.
20
Concentrated (Zhashalla) skill, Knowledge passing a DC15 Concentration check,
(Droshalla Religion) skill, base you may add the following bonuses
Strike (Drazi) attack bonus +5 or higher, Improved to your next Strength related skill
Focusing all of your martial
Unarmed Combat, Zhashalla. check: double your Wisdom modifier,
knowledge and physical prowess into
Benefits: If you choose to make a +1 per character level, and +1 for
a single tremendous attack, you can
Stonehead Strike, you suffer a –2 every consecutive full combat round
bring momentous force behind your
penalty to hit. If successful, you you pass the necessary Concentration
blow – bending metal and shattering
inflict normal damage to your target check (up to +5). If used to break or
stone.
and half that damage to yourself physically damage an object (ripping
Prerequisites: Knowledge
in subdual damage (which you can a door off its hinges, bending prison
(Zhashalla) skill, Knowledge
reduce with your Natural Damage bars, etc.) you cause an equal damage
(Droshalla Religion) skill, base
Reduction). Your target must also to the object equal to an uncontested
attack bonus +5 or higher, Improved
pass a Fort save at 10+ damage Strength check.
Unarmed Combat, Zhashalla,
inflicted or be knocked unconscious
Strength 15+.
for 2d6 rounds and suffer d3
Benefits: By spending at least one
full combat round concentrating, and
temporary Intelligence damage. The Mutai
Ability score loss returns at a rate of
passing a DC15 Concentration check,
1 per hour of rest. This attack may be (General)
you may add the following bonuses An assembly of the finest martial
combined with other combat feats.
to your next attack (which will also artists, the Mutai is no doubt where
the greatest examples
of the above arts can be
found. The society has
spread across known
space in recent decades,
and has thousands upon
thousands of members
on hundreds of worlds.
Some of the Mutari that
hail from these specific
arts and races have
trends that have revealed
themselves over the
decades.

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.

Bloodsquirt (Ex): A bloodheart’s


‘blood’ can be squirted at a single
opponent up to 60 feet away with
no range increment. This is treated
having
as a ranged touch attack. A victim
veins,
drenched in a bloodheart’s ‘blood’
although
is treated as if under the effects
this is
of a tanglefoot bag; the reddish
certainly
substance dries quickly and hinders
not the case.
movement. ‘Bloodsquirted’ victims
suffer a -2 penalty to attack rolls and
Bloodhearts
-4 penalties to effective Dexterity.
scavenge
If they fail a Reflex save (DC 15),
through
they are glued in place and unable
underground
to move. A character glued to the
passageways but
Space/ floor can break free with a successful
occasionally leave
Reach: 15 ft./10 Strength check (DC 23). (See the
the subterranean
ft. tanglefoot bag in Core Rulebook I
realms for
Special Attacks: Adhesive, for further details.) The save DC is
excursions to the
bloodsquirt, engulf Dexterity-based.
surface. Like all oozes, they are
Special Qualities: Blindsight, ooze
motivated primarily by hunger;
traits Engulf (Ex): A bloodheart can
wherever there is potential food to be
Saves: Fort +10, Ref +3, Will -1 simply mow down Large or smaller
found, that is where the bloodheart’s
Abilities: Str 31, Dex 8, Con 23, Int creatures as a standard action. It
wanderings take it.
—, Wis 1, Cha 1 cannot make a slam attack during
Skills: — a round in which it engulfs. The
Bloodhearts usually grow to 18 feet
Feats: — bloodheart has merely to move over
or so in diameter, although there
Environment: Any land and its opponents, affecting as many as
have been reports of specimens
underground it can cover. Opponents who do
nearly double that size. They are
Organisation: Solitary not attempt attacks of opportunity
roughly hemispherical, with a sloppy
Challenge Rating: 9 against the bloodheart must succeed
trail of slimy ooze along their bottom
Treasure: None at a Reflex save (DC 15) or be
edge.
Alignment: Always neutral engulfed; on a success, they are
Advancement Range: 13-24 HD pushed back or aside (opponent’s
(Huge), 25-36 HD (Gargantuan) Combat choice) as the bloodheart surges
Level Adjustment: — Bloodhearts slam opponents with forward. Opponents who make
powerful pseudopodal appendages attacks of opportunity against
A bloodheart is so named not they extend from their bodies. In the bloodheart are automatically
only because of its reddish-black addition, they can open pores in their engulfed, as are opponents glued
coloration but also because of the bodies and squirt a sticky, reddish in place by a ‘bloodsquirt’ attack.
way its entire body throbs and liquid (naturally, this is referred Engulfed creatures are considered
pulsates in a never-ending (yet to as ‘blood’ although the term is grappled and trapped within its body,
eerily silent) rhythm. Its amorphous not technically accurate) that holds where they take 1d6 points of acid
exterior even gives the appearance of victims in place while the bloodheart damage each round. The exterior
meanders up to reach them.
26
Attack: Slam +2 melee (1d6 plus an automatic 1d4 points of acid
1d4 acid) damage.
Full Attack: Slam +2 melee (1d6
plus 1d4 acid) Blindsight (Ex): An echoblob’s
Space/Reach: 5 ft./5 ft. entire body is a primitive sensory
Special Attacks: Acid, sonic blast organ that can ascertain prey by
Special Qualities: Blindsight, scent and vibration within 60 feet.
immunity to sonic damage, ooze
traits, sound imitation Immunity to Sonics (Ex):
Saves: Fort +5, Ref -4, Will -4 Echoblobs take no damage from
Abilities: Str 11, Dex 1, Con sonic attacks.
19, Int —, Wis 1, Cha 1
Skills: Hide +11* Sound Imitation (Su): Echoblobs
Feats: — store ambient sounds they hear
Environment: Any land and can imitate them at will.
or underground They instinctively choose sounds
Organisation: Solitary appropriate to their current
Challenge Rating: 4 environment, making the noise of
Treasure: None a frightened baby bird in a forest
Alignment: Always or a wounded bat in a subterranean
neutral cavern. In each case, the sounds are
Advancement used to lure predators into checking
Range: 4-6 HD (Medium); out the ‘easy kill,’ only to often find
7-9 HD (Large) themselves the echoblob’s prey!
Level Adjustment: —
Sonic Blast (Su): In dire straits
Echoblobs are generally about 5 (as when at less than half of its hit
of a bloodheart’s body is not caustic feet in diameter with a tannish- points), an echoblob can blast out
enough for it to add acid damage to brown coloration making them look all of its stored sounds. This is
its non-engulfing attacks. The save much like a patch of dirt. They are similar to a shout spell centred on
DC is Dexterity-based. seldom silent; even a stationary the echoblob but affects everyone
echoblob gives off occasional noises in a 30-foot radius around the ooze.
Blindsight (Ex): A bloodheart’s – the cooing of pigeons or doves, a Those failing a Fortitude save (DC
entire body is a primitive sensory cow’s moo, the sounds of someone 15) are deafened for 2d6 rounds and
organ that can ascertain prey by traipsing through autumn leaves, take 5d6 points of sonic damage.
scent and vibration within 60 feet. the belch of a contented bear after a Those making their saves avoid
fine meal, the tinkling of a mountain the deafening and only take half
Ooze Traits: Immune to mind- brook, the droning of bees, the sound damage. Once emitting a sonic
influencing effects, gaze attacks, of beating rain upon cobbled streets blast, an echoblob cannot do so again
visual effects, illusions, poison, sleep – in a seemingly random fashion. until 24 hours have elapsed (during
effects, paralysis, polymorph and which time the creature ‘stores up’
stunning. Not subject to critical hits Combat additional ambient sounds to power
or flanking. Echoblobs are patient hunters, its sonic blast ability). However, if
preferring to lie in wait in one spot an echoblob comes under a sonic
and lure others to their location attack (to which it is immune)
ECHOBLOB (‘The Ooze through the sounds they make. Once before then, it can use it to power an
That Coos and Sometimes prey comes within range, they strike additional sonic blast. The save DC
out with a pseudopod. Echoblobs is Constitution-based.
Moos’)
Medium Ooze dissolve slain prey with acid from
their protoplasmic bodies. Ooze Traits: Immune to mind-
influencing effects, gaze attacks,
Hit Dice: 3d10+12 (28 hp)
Acid (Ex): Echoblobs secrete visual effects, illusions, poison, sleep
Initiative: -5
digestive enzymes that dissolve effects, paralysis, polymorph and
Speed: 20 ft. (4 squares)
only flesh. Any melee hit deals acid stunning. Not subject to critical hits
Armour Class: 5 (-5 Dex), touch 5,
damage and anyone touching an or flanking.
flat-footed 5
Base Attack/Grapple: +2/+2 echoblob with their bare flesh takes
27
Skills: Echoblobs’ coloration and devices, many crews (especially checks and Reflex saves. When
appearance grants them a +16 racial those who have been at sea for a long this numerical penalty equals the
bonus to Hide checks when not time) will overdose on the jelly’s creature’s Hit Dice the target must
moving. effects and be useless until they make a Fortitude save (DC 20) or
‘sober up’. pass out. If the save is successful,
INEBRIATOR JELLY the inebriated victim must continue
(‘The Ooze That Crews Combat to make an additional save at +1 DC
Inebriator jellies are not built for for each additional round. Those
Compare to Booze’)
combat. Instead, they prefer lulling losing unconsciousness from contact
Diminutive Ooze
their victims to sleep by flooding with an inebriator jelly sleep as if
their systems with a fast-acting, under the effects of a sleep spell.
Hit Dice: ½d10+3 (5 hp)
alcohol-like Once awakened, the cumulative
Initiative: -3 (Dex)
penalty to attack rolls, skill checks,
Speed: 5 ft. (1 square)
ability checks and Reflex
Armour Class: 11 (+4 size, -3
saves is lessened
Dex) touch 11, flat-footed 11
by one point per
Base Attack/Grapple: +4/-11
minute. A heal or
Attack: —
neutralise poison
Full Attack: —
spell removes the
Space/Reach: 1 ft./0 ft.
victim’s penalties
Special Attacks: Alcohol
immediately.
poisoning, Wisdom damage
The save DC is
Special Qualities:
Constitution-based,
Blindsight, ooze traits
and the Will save
Saves: Fort +3, Ref -3,
includes a +2 racial
Will -5
bonus, while the second
Abilities: Str 5, Dex 5,
Fortitude save includes a
Con 16, Int —, Wis 1,
+7 save bonus.
Cha 1
Skills: —
Wisdom Damage
Feats: —
(Su): An inebriator jelly
Environment: Any
drains Wisdom from an
land, occasionally
unconscious victim (one
carried aboard seagoing
having succumbed to the
vessels
substance jelly’s alcohol poisoning
Organisation: Solitary
secreted from the ooze’s effect) at the rate of 1 point per
Challenge Rating: ½
body. Once their victims have full minute in physical contact.
Treasure: None
succumbed, the inebriator jellies feed An individual inebriator jelly only
Alignment: Always neutral
by draining Wisdom. deals 1d3 points of Wisdom damage
Advancement Range: —
before being sated. It can go for
Level Adjustment: —
Some pirate vessels use inebriator months between feedings if needs
oozes as weapons themselves, be. This Wisdom damage is only
The inebriator jelly is a lumpy,
flinging them via catapult into the temporary and is restored at the rate
slow-moving blob of reddish-purple
midst of the enemy crew before of 1 point per day or can be reversed
protoplasm. It gets its name from
boarding their vessel. via spells such as lesser restoration.
the pleasant, drunk-like feeling
of contentment that coming into
Alcohol Poisoning (Ex): Once Blindsight (Ex): An inebriator
physical contact with one of these
having touched an inebriator jelly, jelly’s entire body is a primitive
oozes produces. In fact, many ships
a victim must make a successful sensory organ that can ascertain prey
carry one or more inebriator jellies
Will save (DC 15) to voluntarily by scent and vibration within 60 feet.
in sealed containers on board their
ship; if the booze runs low, the same release it, as the sensations are
quite pleasurable. Every round a Ooze Traits: Immune to mind-
effects can be duplicated by holding
living creature remains in contact influencing effects, gaze attacks,
an inebriator jelly. Usually, in such
with an inebriator jelly he must visual effects, illusions, poison, sleep
cases, the ship’s captain maintains
make a Fortitude save (DC 13) or effects, paralysis, polymorph and
hold over the inebriator jelly’s use
take a cumulative -1 penalty to stunning. Not subject to critical hits
by the crew for, left to their own
attack rolls, skill checks, ability or flanking.
28
SEWERDUNG (‘The Ooze They scurry about in sewers or other Disease (Ex): Filth fever – touch,
of Phews and Stinky-Poos’) areas of filth and offal, subsisting on Fortitude save (DC 14), incubation
Small Ooze waste materials better off not dwelt period 1d3 days; damage 1d3
upon. If left alone, sewerdung are temporary Dexterity and 1d3
Hit Dice: 1d10+4 (9 hp) quite harmless. Most people are temporary Constitution (see Disease
Initiative: +1 (Dex) more than happy to give sewerdung in Core Rulebook II). The save DC
Speed: 20 ft. (4 squares), climb 10 a wide berth; it is the unwitting who is Constitution-based.
ft., swim 10 ft. occasionally stray into their reach
Armour Class: 12 (+1 size, +1 Dex) (mostly thieves and assassins using Stench (Ex): The sewerdung’s
touch 12, flat-footed 11 the sewers as unseen offensive stench forces everyone
Base Attack/Grapple: +1/-3 within 30 feet to make a successful
Attack: Slam +1 melee (1d4 plus Fortitude save (DC 14) or suffer a
disease) -1 morale penalty on attack rolls,
Full Attack: weapon damage rolls, skill checks
Slam +1 and saving throws for the next 10
melee (1d4 rounds. Once a character has been
plus disease) exposed to a sewerdung’s stench –
Space/Reach: whether succumbing to its effects
5 ft./5 ft. or successfully saving against it
Special Attacks: – he is immune to such effects
Disease, stench from that sewerdung for the
Special Qualities: next 24 hours. Sewerdung are
Blindsight, ooze immune to their own stench.
traits The save DC is Constitution-
Saves: Fort +4, Ref based.
+1, Will -5
Abilities: Str 10, Dex Blindsight (Ex): A
12, Con 18, Int —, Wis sewerdung’s entire body is
1, Cha 1 a primitive sensory organ
Skills: — that can ascertain prey
Feats: — by scent and vibration
Environment: Sewers or within 60 feet.
underground
Organisation: Solitary or Ooze Traits: Immune to mind-
colony (2-5) influencing effects, gaze attacks,
Challenge Rating: 1 passageways visual effects, illusions, poison, sleep
Treasure: None connecting various parts of effects, paralysis, polymorph and
Alignment: Always neutral the city or those unfortunates with stunning. Not subject to critical hits
Advancement Range: 2-3 HD nowhere better to go). or flanking.
(Small)
Level Adjustment: — Sewerdung are completely at home
in the sewers, capable of climbing SKINSLIME (‘The Ooze
up the walls or swimming through
Despite a wide variety of cruder That Imbues Alternative
names by which it is also known, the wastewater with equal ease.
Their constant immersion stains Views’)
many refer to the sewer-dwelling Tiny Ooze
ooze common in many cities as a their normally translucent bodies the
‘sewerdung.’ As the name suggests, colour of mud and filth and provides
them with a telltale odour that gives Hit Dice: 1d10 (5 hp)
the sewerdung is not a pleasant Initiative: +2 (Dex)
creature by any stretch of the them away if they stray too far from
their sewers. Speed: 10 ft. (2 squares), climb 10
imagination – it is perhaps the most ft.
physically repulsive ooze of all. Armour Class: 14 (+2 size, +2
Combat Dex), touch 14, flat-footed 12
Sewerdung are small blobs of Sewerdung strike with slimy
Base Attack/Grapple: +2/-8
amorphous protoplasm, usually pseudopods, dealing concussive
Attack: Touch +0 melee (1d2 acid)
reaching anywhere from 3 to 4 force and quite often spreading
Full Attack: Touch +0 melee (1d2
feet long, with a width and height disease as well.
acid)
approximately half their length.
29
Face/Reach: 2½ ft./0 ft. skinslime gains the blindsight ability Combat
Special Attacks: — so long as he keeps in physical Skinslimes usually either drop down
Special Qualities: Blindsight, bond, contact with the ooze. upon unsuspecting victims or creep
immunity to normal weapons, ooze up to them when they are unmoving;
traits Many ‘encounters’ with a skinslime many skinslimes approach while
Saves: Fort +0, Ref +2, Will -5 go by completely unnoticed if their victims sleep. If attacked, a
Abilities: Str 7, Dex 14, Con 11, Int the ooze is already riding upon skinslime can release a dribble of
—, Wis 1, Cha 1 a humanoid host organism, in caustic acid, but it does this only in
Skills: Climb +6 which case – as a result of the self-defence: the skinslime would
Feats: — ooze’s thinness and lack of much rather live comfortably off
Climate/Terrain: Any land and pigmentation – it appears dead skin cells and sweat than kill
underground to be merely a a potential host and have to look
Organisation: Solitary patch of elsewhere for its meal ticket.
Challenge Rating: ½
Treasure: None Blindsight (Ex): A skinslime’s
Alignment: Always neutral entire body is a primitive
Advancement Range: — sensory organ that can
ascertain prey by scent and
A skinslime is an odd type vibration within 60 feet, so long
of ooze, instinctively as its body is not blocked by
seeking out host organisms layers of clothing or armour.
with which to bond.
Skinslime is a nearly Bond (Ex): A skinslime can
translucent and transmit its blindsight ability to
odourless protoplasm anyone with whom it is in physical
that crawls slowly contact. This allows the host to
along dungeon detect invisible creatures and those
passageways, in in areas of darkness out to 60 feet.
the branches of
trees and even Immunity to Normal Weapons
occasionally (Ex): Skinslimes take no damage
along the from normal weapons, as their fluidic
walls in city protoplasm reforms around any cuts
alleyways or perforations and bludgeoning
wetness
– anywhere it weapons merely ‘squash’ it out
(perhaps
can drop down upon of shape for an instant. Magic
even
an unsuspecting potential host weapons deal their ‘plus’ damage
forming
organism. As the creature usually and skinslimes take full damage
w h a t appear to
spans a roughly 3-foot diameter it from spells (although if the host
be beads of ‘sweat’ on its
generally targets Medium or larger organism makes a save the skinslime
outer surface) upon the humanoid
creatures. automatically does as well and
host. The skinslime must be in
contact with the bare skin of its skinslimes are allowed a separate
Despite the immediate feeling of saving throw if the host organism
host organism and it slowly crawls
disgust most humanoids instinctively fails his save).
over different exposed areas of skin
feel at the thought of having a near-
during the course of a day. The host
liquid organism crawling about on Ooze Traits: Immune to mind-
can cover the skinslime with a layer
the surface of their skin, a skinslime influencing effects, gaze attacks,
of clothing or armour but doing so
makes for a beneficial symbiotic visual effects, illusions, poison, sleep
blocks out the creature’s blindsight,
partner. It subsists on the flakes of effects, paralysis, polymorph and
depriving the host of the one
dead skin normally shed by its host stunning. Not subject to critical hits
benefit he receives in the symbiotic
organism and drinks up the waste or flanking.
partnership. For this reason,
products released when the host
skinslimes are more prevalent among
sweats, both nonintrusive ways of Skills: A skinslime has a +8 racial
creatures that habitually wear little
feeding upon the host. In return, bonus to Climb checks and can
or no clothing, like ogres and trolls,
the skinslime ‘shares’ its sensory always choose to take 10 on a Climb
than among the more ‘civilised’ races
abilities with any being touching check, even if rushed or threatened.
that insist upon being fully clad.
it – a goblin ‘wearing’ a patch of
30

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.

Greater Mobility: From 15th level onwards the


bandit may move up to his speed as part of a full
attack action, rather than merely taking a five-
foot step. He may move and attack in any order,
so he might, for example, move five feet, attack
once, move fifteen feet, attack twice more, and
then move again for the remaining ten feet of his
movement. Note that Greater Mobility does not
apply if the bandit is mounted or is wearing heavy
armour. This is an extraordinary ability.

Human Compass: At 10th level, the bandit gains


the ability to automatically know where he is on
land, even in the middle of nowhere. He has a
detailed mental map of all the lands he has visited
and how to get there from where he is now. 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!

Siege! also be within 6” of his table edge.


Units may be placed within the
Stronghold.
Place a dice on or near the Stronghold
with the ‘6’ facing upwards. This is
Matthew Sprange ♦ The attacker deploys his entire known as the Damage Dice. Every
army as normal, within 6” of his time the Stronghold suffers a shooting
table edge. Scouts may be used as or close combat attack that would ‘kill’
Taking the battle to the enemy in
normal. it, turn the Damage Dice over to the
Mighty Armies!
♦ The attacker automatically receives next lowest number. If the Damage
the first turn. Battle commences. . Dice is showing ‘1’ and the Stronghold
By now, you may consider yourself
. is ‘killed’ once more, it will be
the greatest of all generals, having led
destroyed!
your forces to victory on countless
occasions. The greatest challenge,
In combat, a Stronghold and any units
however, still awaits – marching your
inside are considered to be a single
army through enemy territory and
Group. In close combat, the defender
laying siege to his stronghold.
may nominate any unit (including
the Stronghold itself) to be the
This is not a task for the weak or brash.
primary attacker. However, the
Defeating an entire force on their
Stronghold must always be the
home ground while supported by their
first casualty (having its Damage
stronghold is one of the most difficult
Dice reduced by one) whenever
tactical challenges you will ever face.
the defender loses a close combat. Any
other casualties are then applied to the
Playing a Siege The
units inside as normal.
Players of Mighty Armies can choose to Stronghold
play a siege at any time. Alternatively, You will need a suitable model to When facing shooting attacks, only
they may be forced to play a siege when represent the Stronghold in this game. the Stronghold may be targeted – units
taking part in a campaign, as described This should be no more than 3” x 3” inside may not.
elsewhere in this issue. in size and will ideally represent a
castle, fort or other defensive structure.
A siege uses the same rules as for any However, this being a fantasy game, Victory Conditions
you need not limit yourself there. In addition to the normal victory
other game of Mighty Armies, with the
An orc army could have a large cave conditions of Mighty Armies, as
following changes:
mouth, elves a tree-fort, while dwarves described on p12 of the rulebook, the
attacker also automatically wins if he
♦ One player will be the defender might use the guarded entrance to a
mine. destroys the Stronghold.
with a Stronghold, his opponent
the attacker. If you are playing
a campaign, it will already be The Stronghold has the following Campaigns
decided who will be the defender. characteristics in Mighty Armies. Playing out a siege makes for a great
In one-off siege games, decide change in one-off games and will
among yourselves or roll a dice Speed Fighting Support Special AP pose new tactical problems for
– the highest scoring player will all armies, defender and attacker
0” +6 +6 Fearless, 0
be the attacker. alike. However, the real fun
Magic
♦ When setting up the battlefield, Resistant
begins when sieges are used as an
the defender may place up to intrinsic part of a campaign, as
four pieces of terrain as he described elsewhere in this issue.
wishes – this is his own turf, after Only then can you consider yourself a
In addition, the Stronghold can never
all. The attacker does not place true master of Mighty Armies.
be Flanked or suffer from a Surprise
any terrain.
Attack and can never be moved in any
36
The highest scoring player may choose
to advance into any one territory that
is directly connected on the map to
one he already owns. If that territory
does not already belong to another
player (because it is the no man’s land
territory or because it belonged to a
player who has already been defeated),
he automatically claims it for himself.
If it belongs to another player, they
must immediately fight! Battles
are conducted as normal for Mighty
Armies, with each force amounting to
no more than 40 AP.

The next highest scoring player then

The Long War chooses to advance into a new territory.


However, if he chooses to advance into
a territory belonging to a player who is
already fighting, he may only send an
Complete Campaign rules for Matthew Sprange allied contingent of no more than 12 AP
Mighty Armies to assist one of the other players – it is
your choice as to which you help out!
A map should also be drawn up,
Mighty Armies is a fun game. The For this game, use the rules for fighting
consisting of a number of territories.
forces are cheap to build and battles larger battles on p15 of the rulebook.
Each player begins with three territories
quick to play – the perfect antidote
and there should be one ‘no-man’s land’
to long, drawn out games that take If the next highest scoring player
territory linking all the players together.
hours to play. If you have already tried has already been attacked by another
Players should also be linked to their
several different armies and have played player, he may not choose to advance
immediate neighbours. An example
around with custom forces, it may be into a new territory – he must defend
is given here of a typical four player
time to try a new challenge – enter the his own!
campaign.
campaign. . .
Players continue choosing where to
A campaign is a advance their armies in descending dice
series of linked order until everyone has a game to play.
battles where If you have an odd number of players,
players fight you may find yourself in a situation
for territory and where someone has no one to fight. In
every victory or that case, let him have a quick break
loss can have and a coffee – the current battles will be
a profound over quickly enough and he will soon
effect on future be back in the game!
engagements.
Some campaign Victories and Losses
rules for other All battles are fought to the normal
games can take victory conditions described on p12 of
weeks or months A mighty Barbarian horde prepares for battle! the rulebook. However, in a campaign,
to complete. In keeping with the spirit One territory held by each player victory means more than just bragging
of Mighty Armies, however, you will be (the one not connected to any enemy rights.
able to play through this campaign in territories) will be their Homeland,
an entire evening! where their Stronghold is located. If a player advances into the territory of
an opponent and wins, he captures that
Preparing for a Campaign Campaign Turns territory – it becomes his and should be
All you need for a successful campaign A campaign turn is simply a chance marked on the map as such. The losing
are 4-10 players, each with a complete for every player to take part in one player now has one less territory.
army of their own. Players should have battle. Every player rolls a dice – those
a few more units than necessary, as they who have Tactician units among their Winning and losing also has a profound
will have the chance to change and even choices may add +1 to this roll. Re-roll effect on armies. A great general will
expand their forces as the campaign any ties. rally many men to his cause while
continues. a weak leader will find whole units
deserting. For every victory you
37
achieve, you may add 2 AP to your If you win a siege as an attacker, you you are no longer playing a game
current army total. This is cumulative, have not only captured the territory but against another bunch of dwarves – you
so if you win three battles in a row, the Stronghold as well! If you are later will be desperately fighting to wrest
your fourth will be fought with a force attacked in this same territory, play a control of the Talus Marshes from the
totalling 46 AP. For every loss, you siege again, with you as the defender. devious hands of the Longbeard Clan
lose 1 AP from your total. Victory! dwarves!
There are two possible ways to win Setting up a campaign of Mighty
Allied Contingents a Mighty Armies campaign. Only Armies is an ideal activity for any
Great leaders often send allied one such method can be used in each gaming club or group, as it can be
contingents to fight for other generals campaign and players should agree completed in a single session and can
they would like to see win – there is which they will use before play begins. handle almost any number of players.
also a good chance to pick up some Indeed, you could form a brand new
easy loot. 1. Command and Conquer: The last club, if none exists in your area,
player left in the campaign after all using Mighty Armies campaigns as a
If you send an allied contingent to others have lost their Homelands is foundation.
assist another player, you will not declared the winner.
gain any part of the territory you are 2. Grab for Territory: The campaign So, grab some mates, find more Mighty
fighting for. You will, however, gain 1 is played for a set amount of time Armies fans in your area (checking
AP to your army total if you are on the (say, two hours). The player who down the local games store is always a
winning side. If you are beaten, you has the most territories after that good start), and prove once and for all
will lose nothing – such is the luck of time is declared the winner. that you are the greatest general of all
the mercenary! time!
Playing Campaigns
Allied contingents are only ever 12 Campaigns are a lot of fun for all
AP in size, no matter how great your involved and are far more satisfying
army’s AP total is. However, you can than one-off games. All of a sudden,
choose not to take
a General in your
allied contingent,
though you will suffer
the usual –1 penalty
to MP.

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.

If you lose a siege


game as a defender,
you have not just lost
a battle – you have lost
your Homeland and
kingdom! You are now
out of the campaign.
Grab some biccies and
a coke, and begin
cheering on any player
who fights the one who
beat you!

A Typical Mighty Armies campaign map for four players


Birthday Surprise
Hall
a t M o ngoose
Here ists
and art
writers n burning the
ee
have b oil on a new
ht
mid n ig novels.
n e o f graphic
li
soul
he kind
Being t ught you
ho
I am I t e to see a
ld li k
wou hat
t le t a s ter of w ed
lit raid
g, so I
is comin geddon: 2089
a
the Arm
desk. . .
Pencils: Vitor Ishimura, Inks: Reginaldo Almeida,
Text: Alexander Fennell
44

The Geography of the


Undercity part 2
Philadelphia
every street and road, and every the compass. This straightforward
building was engulfed in a massive system was rendered completely
vaulted chamber before the entire meaningless by the complex tunnel
area was smothered with rockcrete. network. One territory usually
Philadelphia became a claustrophobic consists of a passageway or collection
labyrinth of low tunnels opening into of caverns, but there are several
The true Undercity consists of the a series of caverns. The experiment surviving areas.
various American cities that were was not judged a success and was
buried when the Mega-City was first not repeated in other areas of the Delaware River: The Philadelphia
constructed. Mega-City One covers Undercity – Mega-City visitors to part of the Big Smelly was formerly
an enormous area on the East Coast the ‘Philly Maze’ often mistake known as the Delaware River. Fed
of North America, stretching from the tunnel network as part of the directly from the Black Atlantic,
Maine to North Carolina, engulfing Mega-City sewer system until the Delaware tends to fluctuate
the Appalachian Mountain Range they encounter some recognisable enormously – sometimes it is little
and every settlement, town and city, landmark. Humans are scarce in this more than a trickle, but often the
in between. Detailed here are some area of the Undercity and most of the water level rises so much that
of the larger areas of the Undercity population consists of a troggie sub- the tunnel network floods. The
that have been included in stories species. These are smaller but rather passageways are usually at least
in 2000AD and the Judge Dredd more intelligent than their cousins in ankle deep in stinking, black water
Megazine. There are dozens more other parts of the Undercity, usually that reinforces the area’s sewer-like
inhabited caves and caverns, allowing reaching about three feet in height, feel. To make matters even more
any Games Master the scope to create and have developed a reasonably dangerous, the Delaware has a
their own locales based on almost sophisticated hunter-gatherer thriving population of gators, always
any town or city on the East Coast of culture. The Philly trogs avoid the ready to pounce on the unwary.
America using this for inspiration. old buildings and structures, instead Living in the pollution-saturated
favouring dwellings that they build waters has made the great albino
themselves. The caverns and tunnels monsters particularly hardy.
are dotted with their settlements of
Once known as the ‘city of brotherly primitive roundhouses and wigwams. University City: Formerly the
love’, Philadelphia is located city’s educational district, the
on the East Coast between New University City district is noted
York City and Washington. The
Territories
The unique nature of the Philadelphia for the remarkable complexity
second American city to be buried, of its tunnel system. The troggie
Undercity has blurred many of the
the developers decided to try a population has excavated dozens of
old territorial boundaries. Formerly,
radically different method from the warren-like passages everywhere,
the city was divided into four
huge dome that had engulfed New in every direction. Even residents
districts named after the points of
York. Tunnels were built around of the area sometimes become
45

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

The Undercity Guide


Level Base Attack Bonus Fort Save Ref Save Will Save Special
1 +0 +2 +0 +2 Undercity Expert
2 +1 +3 +0 +3 Darkvision 10 ft.
3 +2 +3 +1 +3 Upside Links
4 +3 +4 +1 +4 Darkvision 20 ft.
5 +3 +4 +1 +4 Sneaky
50

Inside The Chainmail Bra


Am I infatuated with elves?
asks Fey Boss

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

What’s in a Name? The Roleplaying


Game

Last month in the first part of this series on Hyborian names we


looked at Aquilonia. This time round it’s the turn of Argos and
Cimmeria (no, they aren’t all called Conan!)

Argossean Names
Argossean names are Italian or Greek in tone, though as it is a major trading country a mix of names is possible.

Female Argossean Names


Abree Abrienne Adalgisa Adreana Albagia Albiera Albinia
Albissima Albizzina Alcee Alcinia Alessa Andreola Aurelia
Aurella Aurora Aveduta Ayguana Azzurra Banca Bandecca
Byanca Cadera Calandra Calendre Capriccia Carinna Carissa
Ceres Ceri Dafne Dahna Dahnya Dalia Dalila
Damiana Damiata Damocta Dani Doni Donia Dovizia
Druda Drudola Duccia Elenna Ellyssa Eutiche Fafylena
Fausta Faustina Fecca Genevria Genna Genovefa Gessa
Gessica Gisella Godentia Gostanza Hally Hilaria Hilda
Iacoba Iacomina Iacopa Ianella Ileana Isolde Isotta
Ivanna Janella Jasmine Katia Kiarra Labe Lagia
Lakresha Laldomina Lavinia Lisabetta Lisetta Lissandra Livia
Lizia Luna Mabilia Mara Marcella Marina Marinella
Marisa Marissa Masia Masina

Male Argossean Names


Abarmo Agabito Albouin Andreano Aringhieri Armir Asparru
Astore Baccio Baltista Barbriano Bate Bati Benciveni
Beppe Beppo Bertrando Bicci Bonamente Bonarota Bonfigliol
Buondelmon Camazarin Carino Caroccio Caroso Ceccherell Centuri
Ceo Chiarissim Cosmo D’Arzenta Damone Davanzato Delteglia
Demetrio Doriano Dorso Drago Drazic Epifanio Eridanus
Ezechiele Falco Falcone Falcuccio Faunus Fausto Ferruccio
Flaviano Fontana Fortunato Fuccio Galimberto Ghelere Gherarducc
Ghoro Grimaldo Guidaccio Guy Ignasco Ignazio Ilario
Incanto Jiacobbe Kajetan Karel Lipp Loso Lotario
Lothlorien Malpiglio Marabottin Marcho Marciano Menandro Mercato
Naimerio Nardo Narduccio Nari Nestore Octavio Omero
Onesto Oratio Palla Parigi Piedrobon Piripi Ponzzo
Quilico Rainieri Remo Renaldo Rosso Salimbene Salito
Schiatto Scipione Segna Severiano Sostegno Stagio Stoldo
Stregone Strozza Tamerighi Tammaro Taruccio Tebaldus Tenghi
Theodoric Tito Toma Turridu Tybald Uguccione Umbro
Vannetto Verdiano Vettorio Voglia Xhumi Xiomar Yuri
Zalli Zorzi Zuanne
53
Cimmerian Names
These are best based on old Irish or Scottish Celtic names, such as Conan.

Female Cimmerian Names


Aedammair Aideen Ailionora Ailis Aine Airmid Aisling
Alma Ana Andraste Anu Aoife Artis Badb
Bairrfhionn Banba Bean Mhi Beare Becuma Berrach Bevin
Binne Blair Blaithin Boann Brenda Briana Brid
Bryg Caer Cahan Caillech Caireach Caireann Caitriona
Caoilinn Casidhe Ceara Celach Cessair Ciar Cliona
Clodagh Cochrann Colleen Conchobarre Cori Creidne Cuimhne
Dairine Dallas Darby Daron Dealla Dechtire Deirdre
Delaney Delbchaem Derry Dervil Devin Devnet Doireann
Doirind Doneele Donnfhlaidh Druantia Dubh Dubheasa Dubh Lacha
Eavan Ebliu Edana Eibhilín Eibhilín Eilinora Eilis
Eithne Elatha Elva Emer Ernine Etan Etaoin
Flann Flannery Flidais Fodla Fuamnach Isibeal Isleen
Mona Moninne Mór Moriath Morrigan Muadhnait Muireann
Muirin Muiriol Muirne Naomh Narbflaith Neala Nessa
Nevina Nia Niamh Nila Nola Nora Sadhbh
Saoirse Saorla Saraid Scathach Sceanbh Seana Seanait
Shanley Shannon Sierra Sile Sine Sinead Siobhan
Siomha Sláine Sorcha Taillte Tara Teamhair Tierney
Tipper Tlachtga Trevina Troya Tullia Uathach Una

Male Cimmerian Names


Abbán Abram Achaius Adam Adamnan Adhamh Adrian
Aeneas Agh Aghy Aichlinn Aidan Ailbe Ailbhe
Ailfrid Ailill Ailín Ainmire Ainsley Alaois Alastar
Albion Alby Allister Alphonsus Ambrós Amergin Amhlaoibh
Aodh Aonghas Árón Artúr Auliffe Bainbridge Baird
Bearnárd Beartlaidh Benen Bevan Bran Brasil Bréanainn
Brian Cael Cailean Cailt Cairbre Callaghan Callough
Caoimhghin Caolán Carlin Carlus Carney Carroll Cathal
Cathal Cathaoir Cearbhall Cedric Cian Cianán Ciarrai
Cillian Cinnéide Cleary Coinneach Coireall Colin Colla
Colm Comala Comán Comhghan Conall Conan Conary
Conchobhar Conn Connlaoi Connor Conor Conraich Corai
Cormac Cory Crimthan Críostóir Cruaidh Cú Uladh Cuchullin
Cul Cuma Cúmheá Curran Daibhéid Dáire Dáithí
Diarmaid Dima Dónal Donnan Donnchadh Doon Dougal
Doyle Drummond Duane Dubhán Duer Duff Duncan
Dunham Ea Eadoin Eamhua Eamon Eanbotha Earnán
Edan Egan Éibhear Éimhin Eithriall Énán Ennis
Eoghan Eoghan Eóin Eóin Baiste Erin Evan Eveny
Fagan Faolán Farrell Fearghus Feoras Ferris Fiachra
Flann Flannery Flinn Flynn Garbhán Gearóid Giallchadh
Gilvarry Giolla Giolla Giolla Dhé Glaisne Gofraidh Greagoir
Hannraoi Heremon Hydallan Iarfhlaith Innis Ionhar Íoseph
Kerwin Kieran Kiernan Labhrás Laughlin Laurence Leachlainn
Léon Liam Lochlain Logan Lomán Lúcás Lughaidh
Lynch Macallister Maclean Maeleachlainn Mahon Mairtin Maitias
Maitiú Moghcorb Morne Murdoch Nessan Nevan Nevin
Niall Niece Nioclás Niocol Nyle Odhrán Oilibhéar
Oistin Oscur Ossian Owain Owney Pádraig Parlan
Parthalán Peadar Piaras Pilib Proinnsias Quinlan Raghnall
Rayne Réamonn Renny Revelin Riocárd Rodhlann Roibeárd
Roibhilín Roibín Rónán Ronat Rory Rotheachta Ruaidhri
Rylie Séafra Séamas Seanán Searbhreathach Séarlas Sedric
Seoirse Seosamh Shanahan Shea Sheehan Síomón Siseal
Thady Tiarchnach Tiernan Tiomóid Tomaisin Tomás Torin
Tremain Uaine Uileog Uilliam Uinseann Úistean Ultan
~
54

H
ave you ever watched one of those science fiction
shows that assume that everyone not only speaks

Jonny Nexus English, but speaks it with an American accent?


(Except for the bad guys, who are allowed to sound
British). I’m guessing you have, and if you haven’t then
why are you reading this magazine if you aren’t into geek
stuff? Anyhow, these programmes generally come up with
a supposed explanation, but are these explanations at all
plausible? Well let’s imagine what would happen if this
was a game, and your Games Master was trying to spin
just such a dubious technical explanation:

GM: As you land in front of the party of aliens, one of


them approaches you, saying: ‘Greetings! Welcome to our
say what?
world!’ Okay, what are you going to do?

Player: Hang on a sec... How come we can understand


what he’s saying?

GM: There’s a translating device that you wear. It


translates everything that someone says to you into your
language, and everything that you say into theirs.

Player: And it can do it for species we’ve never met


before?

GM: Well, it’s clever!

Player: But it still understands them even when they use


slang and local sayings?

GM: It’s really clever!

Player: And I can’t hear anything that they’re saying, just


what it’s saying, and it sounds to me like the voice from
the translator unit is coming from where they’re standing?

GM: Well... Maybe it projects the sound somehow?

Player: What, like surround-sound?

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!

Player: Right... And how come their lips are syncing


perfectly with the English I’m hearing? Shouldn’t it look
like a badly dubbed Hong Kong action flick?

GM: Maybe it projects a hologram over their lips?

Player: And how come they think I’m speaking their


language?

GM: Well it does the projection and surround-sound for


them, too!

Player: Are you sure they’re not just speaking English?


55
GM: Yeah. Okay. the fifty people spoke a different native language and no
other. How would they communicate?
Right...
The answer is that they would create a makeshift
Real-life is made considerably more ‘interesting’ by virtue language, comprised of bits borrowed from their various
of us all speaking different languages (a classic example languages combined with various made up sounds. It
being the occasion when the American President Jimmy would be a very reduced language with a very simple
Carter, while on an official visit to Poland, told the crowd syntax. None of the kidnapped would ever be fluent in
greeting him at the airport that the American people it and would always speak it as a non-native language
wanted to have sex with them1) and I think we can add (because as a language it wouldn’t be rich enough to be
some of this ‘interest’ to our games. used for fluent speech). But it would suffice to allow them
to communicate and to work together.
Take, for example, a cyberpunk game that some of my
friends played in. One of the players – who I usually refer That language would be a pidgin.
to as Bill – created an Indian character, but neglected to
spend any points on giving his character English (as a Now imagine that those fifty kidnapped people start
foreign language skill, his native language being Hindi). having children, who would learn the pidgin as their native
His character’s inability to understand anything that language – at an age when children absorb language like
anyone was saying to him resulted in a short, confused, a sponge. Those children would grow up fluent in that
but hilarious gaming career that terminated in him being language, creating all the richness and structure that it
beaten to death in an alleyway by a couple of muggers had previously been lacking, and turning it into a proper
after he’d failed to hand over his wallet. language.

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.

Before I finish, I’ve got two final observations about


1
communication which might add spice to your game: He was trying to say that the American
accents and culture. people had ‘great affection’ for the Polish
people, but his soviet-supplied translator
You should always remember that while two people may cocked it up.
2
speak the same language, they may well speak it with The GM was perhaps being harsh with this
quite different accents. A person’s accent betrays not only ruling, and the players were perhaps being
their geographical origin and the class of their birth, but cruel to laugh at what happened to Bill’s
can also cause persons meeting them to make a whole character – but they were heavily influenced
load of stereotyped assumptions. I once saw an item on by the fact that most of them didn’t like
a morning TV programme where a university professor him3.
3
from Birmingham was talking about some research he’d If you think I’m being cruel in bringing
carried out. He had found that people with Birmingham this up, I’d like to point out that a) I didn’t
accents (who are called ‘Brummies’, just as Londoners like him either; b) I’m using a pseudonym
are called ‘Cockneys’ and Liverpudlians ‘Scousers’) to spare his blushes; and c) he stiffed me on
suffer huge discrimination in the job market because a loan of a thousand pounds that I gave him
people from the rest of the UK perceive the Birmingham six years ago to buy a car, and yes, I am still
accent as sounding uneducated and stupid (purely through bitter about it.
4
irrational prejudice). You might be asking what the difference
is between a creole and a ‘normal’ native
His argument was somewhat convincing, but I had great language. Well, none except that a normal
difficulty taking what he was saying seriously; partly language evolved naturally over a long
because it seemed slightly hyperbolic, but mainly he was period, and its origins will now be lost
saying it in one of those awful droning Brummie accents, in the mists of time, whereas a creole
and therefore sounded, well, stupid. developed in a short period of time during
recent history. Linguists are very interested
A second point to bear in mind is that even when two in creoles because it enables them to study
people speak the same language, there is a great risk of the formation of languages. Unfortunately,
miscommunication if they are from different cultures. A as previously mentioned, most creoles
classic example of this is when I had my wisdom teeth in our world were developed in secret
removed some years back by an Egyptian dentist. I by African slaves in the New World, and
should stress at this point that besides speaking perfect so there is obviously little in the way of
English, he was very skilled and pleasant and did an recorded history. [Except for the Elvis
excellent job, and that him working in the UK is clearly movie, of course – ed.]
5
the our gain, and Egypt’s loss. Imagine the pickle that they’d find
themselves in if he was killed? They
But we did suffer a classic communication failure on the wouldn’t be able to talk to anyone, and
first of the sessions, when the local anaesthetic didn’t they wouldn’t be able to recruit a local
work, and I was in extreme pain every time the drill went replacement because they wouldn’t be able
into the nerve. (I can say with some certainty that the to talk to him even if he did speak the trade
anaesthetic had failed, because two weeks later, when tongue – because they didn’t. (Consider
I had the other side of my mouth done, the pain was a the humorous possibilities inherent in
fraction of what I’d experienced during the previous conducting a crucial job interview entirely
session). in mime).
6
I am prepared to concede that I often act a
Anyhow, after a few minutes he must have noticed that I tad too English for my own good. But you
appeared to be in some distress, because he stopped, and don’t like to make a fuss, do you?
asked: ‘Is everything alright?’
57
58

Something Fishy This Way Comes


Richard Ford
Footsteps crunched on the wet grass
and Gwamwave felt somebody kneel
Adventure Background
A carnival arrives in whichever town
This down beside him. A voice, human,
e t h in g Fishy 0 or city the characters are currently
Som a d2 using the language of the land-
mes is residing in. All manner of weird and
Way Co dventure for dwellers. It had been a long time wonderful sights are presented for the
a el
fantasy ve, 5th -6th Lev since Gwamwave had used the words delectation of the crowd and everyone
fi
four to s. It can be and he couldn’t understand them at
ter r flocks to see the myriad acts on
charac d any town o first.
o u n show. The enigmatic Tiberius, a man
set ar e used
d can b ture of many words, leads the carnival
city an en Seconds passed and there was
ini-adv troupe, all of them laced with such
as a m or during a tugging sensation around the
n sweetness it is surprising that nectar
betwee s. Sections locathah’s neck as his medallion was
p a ig n should
does not drip from his tongue.
cam italics taken. There was a sigh, of victory
d in
ma r k e players
r e a d to the or relief Gwamwave couldn’t tell, but As well as the standard acrobats
be .
opriate the words that came after were clear
as appr
and clowns there are a number of
as day. shows and galleries presenting many
weird and wonderful exhibits. The
‘It’s time for us to have a long characters will be tempted by the
conversation, fish man.’ tests of skill that are on offer to the
Introduction general public, from simple trials
The voice was lilting and pleasant, of strength to tests of cunning and
but Gwamwave knew his troubles magical prowess. Should they prove
Gwamwave found the fresh air
had only just started. themselves skilful enough, Tiberius
liberating this early in the day.
Although his gills yearned for will approach them with a very
the water whenever he was away tempting offer.
from it, he somehow found the
defencelessness of the open Whether or not the characters
air invigorating. His burden choose to undertake Tiberius’
was growing heavy and this mission, they will come
place was beginning to stifle; into contact with a strange
he knew his comrades felt band of humanoids who are
it too. Gwamwave fingered desperately searching for a
the amulet about his neck, lost companion. How this is
resenting it for all it signified. linked to Tiberius they do not
immediately know but soon,
As he turned to leave he all will be revealed…
suddenly saw something from
corner of one huge eye. It
was only a brief movement,
For the Games
a barely visible stirring in Master
the morning mist, but it was Tiberius has come to the
definitely there. His leg town in search of a magical
muscles tensed as he prepared flask, fabled to contain the
to leap into the waiting safety essence of aquatic elf magic.
of the lake but in the split The carnival is a convenient
second it would have taken cover for Tiberius, who is a
him to move, he was struck bard, hell bent on propagating
rigid. A little magic from the his own power. He has
shadows was all it took and he found the location of the
was prone, a slimy statue laid out in flask after kidnapping one of the
the lakeside dew. flask’s guardians. This guardian is
59
a locathah, left to protect the flask the wiser as to what awaits them in The characters are free to explore
against those who might seek to the morning. When day breaks, the the carnival as they wish. They will
misuse its power. Under pain of carnival will have arrived in town. be confronted by the usual delights
death the locathah has revealed any carnival has to offer but there are
the whereabouts of the flask, an certain stalls, tents and exhibits that
underwater temple not far from the You wake to the sound of excited they may find of particular interest…
town, but he will not impart the voices. The gasps of children and
secrets of the temple’s defences the bellowing laughter of adults
no matter how severe his torture. creeps through your window with The Big Top
Tiberius, not willing to risk members the morning air. Looking out you In the centre of the carnival is a huge
of his own troupe, needs to enlist the see the townsfolk flocking down the red and white tent. From within can
help of mercenaries. street, happy looks of anticipation be heard the delighted squeals of
playing across their faces as they children and the occasional amazed
The carnival troupe has come to the swarm like sewer rats. Following the gasp. The characters can choose to
town to seek a band of adventurers direction they are moving you spy a enter the big top at any time and will
who will brave the temple and red and white big top peeking over be charged 5sp at the entrance.
retrieve the flask. Through their tests the roofs of the houses. You cannot
of strength and guile they will be able really differentiate between the
to measure the best candidates for excited voices or make out individual On entering the big top you are
the job. Tiberius will not reveal the conversations but one phrase astonished at its size. Although the
real dangers, or the value of the prize seems to be repeated over and over: red and white pavilion looks huge
that is at stake, when he sends the ‘Carnival. The carnival is in town!’ from the outside, it is positively
characters off to retrieve the flask. gigantic within. Surrounding the
central performance area are rows
Within an exhibit of the carnival Undoubtedly the characters will be of benches, most occupied by the
known as the Gallery of Aberrance swept along in the excitement. There expectant crowd. A team of clowns
resides the woeful locathah, is little else of interest in the town and is just finishing their act in the
Gwamwave. He is chained and the temptation should be too much centre of the ring and you can sense
muzzled so he cannot tell anyone for them to bear. If they need any the real action is about to begin.
of his predicament. Unbeknownst encouragement have the innkeeper
to him, his fellow guardians are close down his establishment and turf
currently searching him out. them out, so eager is he to join in the As soon as the clowns have finished
Unfortunately they have abandoned fun for himself. the carnival master will enter. He
their posts at the temple and it is now is a huge, muscular individual with
unguarded, leaving it open to a rival When the characters reach the a mop of dark, oily hair and a huge
band of amphibious humanoids who carnival and see what is on offer for handlebar moustache, which is
have also learned of the temple’s themselves they should be suitably greased at the ends. His clothes are
treasure. impressed. red and white, matching the big top
itself, and he smiles exuberantly.
The locathah will seek the help of the Despite his somewhat ostentatious
characters to free their companion The carnival is a truly impressive appearance, as soon as the carnival
so that they can return to their task sight. A huge big top sits at its master speaks, the characters will be
of defending the temple. When they centre. From inside you can just mesmerised.
return they will find that they need make out the delighted squeals of
more help ridding their home of the townsfolk as unseen performers
unwelcome guests. If the characters entertain them. All manner of stalls ‘Greetings to one and all,’ shouts
do free the locathah from the Gallery surround the big top, fanning out the carnival master, his hands
of Aberrance, Tiberius will be none like the spokes of a wheel, and every outstretched in a welcoming gesture.
too happy with having his captive conceivable aroma assails your ‘I am Tiberius, the master of the
escape. nostrils from the sweet charcoal carnival troupe and I welcome you
smell of barbecuing meat to the to a show that will thrill and enthral,
dried manure of the performing astonish and astound, flabbergast
The Carnival Arrives ponies. Clowns run amongst the and flummox. Please stay in your
The characters will be residing at thronging crowd, performing their seats, for I cannot guarantee the
an inn or guesthouse in a medium perpetual slapstick and a painted safety of anyone who enters the
sized city or town. When they bed man on stilts glides past you, his ring. What you are about to see is
down for the night they will be none head almost brushing the clouds. a spectacle you will never forget;
where nothing is quite what it
seems.’
60
With that, Tiberius takes a step Should any of the characters feel they (weapon); Space/Reach 5 ft. /5 ft.; SV
to his left and disappears. The want to take Bargoth on they will Fort +5, Ref +2, Will +0; Str 18, Dex
performances proper will then be faced with three tasks once they 13, Con 14, Int 9, Wis 9, Cha 9; AL
begin. Although quite impressive have handed over 1gp. The first is CN; Intimidate +3, Ride +3; Cleave,
they should be nothing to what the to lift a large spherical stone above Improved Bull Rush, Improved
characters have already experience in their head. Bargoth will demonstrate Initiative, Improved Unarmed Strike,
their adventuring careers. A dancing by lifting the boulder easily. The Power Attack.
bear and elephant take to the stage boulder is quite heavy and requires
along with a pair of snow-white a Strength check (DC15) to lift.
horses that a young girl balances Should the character succeed Bargoth Del’rey the Magnificent
upon. A trapeze artist swings across will congratulate them and his gnome A self-satisfied looking dwarf
the top of the pavilion and then assistant will hand over 1gp prize stands outside a small, garishly
walks a tightrope. Two men breath money. decorated tent with a banner
fire at one another and a fat man outside proclaiming ‘Del’rey the
sticks his head in a panther’s mouth. Bargoth will then invite them to take Magnificent’. The dwarf’s hair is
Although the rest of the crowd appear the next trial. Should they agree he plaited and he wears blue silken
suitably impressed, breaking out into will invite them over to a specially robes. He gently smiles and nods at
spontaneous applause in all the right designed arm wrestling table. Make the passers by but there seems little
places, it is hardly the unforgettable an opposed Strength check against interest in the contents of his tent;
spectacle Tiberius has built it up to Bargoth. If the character defeats him and he does not seem particularly
be. he will hand over a further 2gp and, concerned about it. If the characters
looking a little dejected, invite them approach Del’rey he will smile and
When the acts have finished to take the third trial. If they agree hail them.
Tiberius appears once more, his Bargoth’s face will light up.
arms outstretched, and the rest of
the troupe joins him. The audience By this time a crowd will have ‘Greetings good, sirs. I hope the
applauds wildly and Tiberius soaks gathered around the small dais, with day finds you well,’ smiles the dwarf.
up the adulation with a wild glint in most cheering on the character in His exuberant grin reveals several
his eye. question. The small gnome will gold teeth within his shining maw.
produce a table and two chairs and ‘Would any of you care to chance
The crowd is invited to contribute place them in the middle of the dais. your arm in a contest of sorcerous
any further monies they see fit as the Bargoth will sit, inviting the character skill?’
troupe move amongst them with hats to take the chair opposite. The gnome
and open satchels. The characters will then tie Bargoth’s left hand to
will notice that these bags fill quite that of the character. The object of Del’rey will direct his question at any
quickly, as the audience is more than the third trial is to trade punches characters who appear to be magic
happy to show their appreciation. until one or other of the contestants users (wearing robes might give that
admits defeat or falls unconscious. one away). Should any of the party
Begin by flipping a coin to see who take the dwarf up on his offer he will
Bargoth’s Brawn Bout goes first. The character and Bargoth usher them inside his tent.
A huge, brutish looking man stands will take it in turns trading blows
atop a raised dais, stripped to the (both contestants deal nonlethal After the character has paid a charge
waist, his bald head shining in the damage and are considered helpless of 3gp, Del’rey will explain the rules
early sunlight. He stares gleefully at defenders for the purposes of AC) of the competition. On a table in
the crowd as they file past him, some until one is reduced to 0 hp or until the tent is a small cage containing a
shying away, fearful of the man’s one surrenders. Should Bargoth be large black rat. The cage door is held
baleful stare. A small gnome sits on defeated, (he will surrender when shut via a rope which, when pulled
the edge of the dais swinging his legs reduced to 5hp or less) his assistant or severed, will open the door. Also
idly. As the characters near the dais will hand over 5gp to the victor and on the table is a saucer of water and
the huge man begins to bellow: the crowd will go wild. a small hatch through which the rat
can escape. Del’rey will offer the
Bargoth, male human Ftr3: CR character the option of making the
‘Come on then! Who thinks they 3; Medium humanoid (human); HD rat drink or helping it escape through
can defeat the great Bargoth?’ 3d10+6; hp 27; Init +5; Spd 30 ft.; the hatch. When the character has
shouts the huge man, causing some AC 13 (+1 Dex, +2 Leather); touch decided they are then allowed to pick
passers by to visibly wince. ‘Does 11, flat-footed 12; Base Atk/Grapple three of the six scrolls that Del’rey
anyone think they can take me on? +3/+7; Atk Weapon +7 melee offers them. The scrolls contain the
Three tests, three prizes, only one (weapon); Full Atk Weapon +7 melee following spells: open/close, mage
gold piece to enter.’ hand, acid splash, flare, ray of frost
61
and ghost sound (obviously if there
are no arcane spellcasters in the group
Gambler’s Corner Black & White: There is also a black
and a white square on the roulette
Towards the edge of the carnival there
it will be quite difficult to play the is a rather dour, nondescript tent. grid. The characters can choose to
game). The character will then have People slink in and out of it, some of place any amount on either black
to use the scrolls, and any spells they them obviously trying their hardest or white. If the number rolled on
have of their own, to either make the not to be seen. This is the gambling 1d20 is odd, the number is deemed
rat drink or escape. Del’rey uses the tent and within are an array of betting to be black, evens are white. If
leftover scrolls to achieve whichever opportunities. The tent looks plain the character has his stake on the
task the character did not choose. so as not to draw attention to what correct colour he will double his bet,
Del’rey and the character then take it is contained within. Gambling is otherwise it is lost.
in turns (the player goes first) using frowned upon in some regions but
the scrolls to coax, frighten, lift and often a blind eye is turned, so it is Voles: Six voles are lined up in cages
tease the rat to their desired goal. best not to advertise the fact that in front of a ten-foot track. A cat
Freezing the water with a ray of frost a gambling den nestles amidst a is held over the cages to whip the
means the rat cannot drink, closing seemingly innocent carnival. Should voles into an appropriate frenzy.
the hatch with mage hand means the the characters wish to enter and try The voles and the cat are released
rat cannot escape, etc. their luck the exciting atmosphere of simultaneously and the rodents must
Gambler’s Corner will greet them. make it along a high-sided track into
The Games Master may wish to add a small hole at the other end before
a ‘random rat option’, which means the cat catches them. Characters
whatever Del’rey or the character There is an almost tangible tension may choose to bet on which vole will
does the rat simply suits itself, in the air, but it is not the icy terror make it to the edge of the track first.
running around randomly or simply of battle or the mystical tingling A 1gp stake will return 4gp for the
sitting still and not budging. If the before a spell is cast. This is an winning vole (randomly determined
rat is killed during the game Del’rey ambience unique to the gambling by rolling 1d6). As well as rolling
will be a little upset (although he will arena. In every corner of the for the voles, roll for the cat on 1d20.
continue smiling his sparkling toothy- pavilion wild eyed, and sometimes On 7-20 the cat does not manage to
grin) and refuse to give a refund to desperate, looking townsfolk are nab a vole but on 1-6 the cat catches
the character. handing over their hard earned the corresponding vole, whether it
Whoever achieves their goal first gold and silver for the chance of a was winning the race or not. If a
wins the game. Should the character few meagre riches. The croupiers character has backed a vole caught
best Del’rey he will hand over 8 gp, politely comply with their customers’ by the cat he will receive a 5sp booby
beaming insincerely, and quickly wishes, handing out cards and prize.
usher them out of his tent. spinning wheels in exchange for
hard cash. Little is given in return, The Games Master can choose to
Del’rey, male dwarf Wiz 5: CR and you notice several dark-looking insert any other games he sees fit.
5; Medium humanoid (dwarf); HD figures occasionally taking the Card games should be played for real
5d4+5; hp 19; Init +1; Spd 20 ft.; AC croupier’s cash satchels and exiting with the characters playing against
11 (+1 Dex), touch 11, flat-footed the tent with them. How much the the Games Master who can act as
10; Base Atk/Grapple +2/+3; Atk +3 bags contain can only be guessed at. croupier, but remember: the house
melee (1d4+1/19-20, dagger); Full always wins in the end.
Atk +3 melee (1d4+1/19-20, dagger); The characters are free to ‘have a
Space/Reach 5 ft. / 5 ft.; SA spells; flutter’ if they feel lucky. There are If the characters wish to use magic to
SQ darkvision, dwarf traits; SV Fort three separate games on offer: help their chances of winning (augury
+2, Ref +2, Will +4; Str 12, Dex or mage hand can come in very useful
12, Con 12, Int 17, Wis 10, Cha 13; Roulette: A grid of twenty squares at the roulette table) the croupiers will
AL N; Concentration +9, Decipher is laid out next to a roulette wheel, have a chance of noticing (allow them
Script +5, Knowledge (arcana) +10, each is numbered from one to twenty. a Spot check DC15). Characters
Ride +3, Spellcraft +9; Empower Each character may choose to place found cheating will be forcibly
Spell, Scribe Scroll, Spell Focus 1sp in any square they choose. There ejected from Gambler’s Corner by the
(enchantment). will be other gamblers betting and the same men in black who are collecting
croupier allots at least five squares to the croupiers’ money. Trying to
Spells (4/4/3/2): 0 – daze, detect himself (all blank squares are deemed pick the pockets of these men will
magic, light, read magic; 1st – charm to belong to the croupier also). The also be frowned upon if the attempt
person, hypnotism, magic missile, Games Master will role 1d20 to is discovered. Both of these events
sleep; 2nd – bull’s strength, daze determine which number the roulette will also bring the characters to the
monster, touch of idiocy; 3rd – deep ball lands in. The winner receives attention of Tiberius, who may well
slumber, hold person. 20sp (or all the stake money if it is be impressed by their gall.
the croupier who wins).
62
Tommi Two-Axe of 2gp the characters can try their
hand. There are five targets in all,
throwing axe); Full Atk +7 melee
(1d6+3, throwing axe) or +10 ranged
The carnival’s resident axe thrower
operates in plain site. He is a which the characters can try to hit (1d6+1, throwing axe) or +8/+8
conceited, arrogant individual and with the axe (use an AC of 10 to 14 ranged (1d6+1, throwing axe); Space/
always picks the best position within for the five targets as their bullseyes Reach 5 ft./5 ft.; SV Fort +5, Ref +5,
the carnival’s boundaries (other than become progressively smaller). Will +1; Str 13, Dex 18, Con 10, Int
the big top). The characters will Should the character hit all the targets 10, Wis 10, Cha 4; AL N; Intimidate
be able to hear the crowd’s gasps first time Tommi will look surprised +3, Jump +3, Perform +3, Ride +5;
before they are close enough to watch and offer the character a chance to Cleave, Improved Initiative, Point
Tommi’s act. hit the pole. The character will be Blank Shot, Rapid Shot, Weapon
given two shots. By landing both Focus (throwing axe), Weapon
in the target (AC 17) Tommi will Specialisation (throwing axe).
The gasps of men and women alert grumble something about ‘nobody
ever doing that before’ and offer them
your instincts to possible trouble.
the chance to hit the targets on his Beat the Bells
As you draw closer to the sound, A halfling known as Bethel Runn
rather than seeing figures fleeing spinning wheel. There are three spots
on the target, which will be revolved. keeps a stall on the outskirts of the
from some madman with a sharp carnival. He is an accomplished,
implement, there is a large crowd By landing three axes in the correct
targets (AC 18) Tommi will begin to if grizzled, thief who now turns his
mesmerised by one of the carnival’s hand to entertainment rather than
acts. Moving closer you see a man look flustered. His pride, however,
will get the better of him and he crime.
dressed in black, standing atop a
raised platform. His smile is as thin will call forth his assistant. Despite
her protestations he will strap Lydia Towards the fringes of the carnival
as his moustache as he casually flips you notice a rather intimate crowd
a throwing axe in one immaculately to the wheel. The character can of
course refuse to proceed any further, gathered around something. The
manicured hand. crowd is silent and motionless and
at which point Tommi will regain
his composure and make some as you move closer you wonder
‘Ladies and gentleman,’ he begins whether they are affected by some
in a drawl as casual as his manner, conciliatory, if uncomplimentary
remarks. Should the character enchantment. Suddenly there is
‘prepare to be amazed by the death- a loud crash and the sound of a
defying treats ahead. Not only wish to chance his arm (and the
life of Lydia) he can give it a go. hundred jangling bells. The crowd
will I mystify and mesmerise, I bursts into peals of laughter and
will also cheat death, all for your Make another three throws (AC 18)
however this time on a miss there is a from within their midst you hear a
entertainment.’ gruff voice:
50% chance Lydia will be hit. If she
is hit she takes 1d6 damage (doubled
if the miss was on a natural 1). And a ‘Bad luck, bad luck my friend. Not
Tommi will then begin his act. He as easy as it looks, eh? Well, who’s
is an axe thrower of considerable large gasp will go up from the crowd.
The damage should not be enough to next? Don’t all rush at once, we’ve
skill, hitting the bullseye of several got plenty of time.’
targets, each of decreasing size. After finish her off but the character should
feel suitably ashamed for risking her As the characters draw closer they
landing his axes in the haft of a two- will see a grey-haired halfling holding
inch wide pole he will call on his life in such a manner.
a wooden and leather mannequin’s
‘assistant’. The characters will soon torso. Secreted on the mannequin’s
see that the ‘death-defying’ part of Should the character safely plant
all three axes in their targets whilst body are various pouches and purses
Tommi’s act is not performed by him but more noticeable are the scores of
but by his rather sheepish looking avoiding Lydia, Tommi will stop
short of producing his blindfold. bells tied to the mannequin’s clothes.
assistant, Lydia. She stands against a
revolving wheel as Tommi plants his Throwing 8gp on the ground at the
character’s feet he will snatch his For 5gp any character can attempt to
axes in various positions around her steal one of the purses but will fail if
body. He will then strap her to the axes and stomp away, leaving Lydia
revolving helplessly on her wheel. a bell is rung. To make matters worse
wheel and spin it, once again missing the character must stand on a rickety,
her by inches. For his finale he draws three-legged stool whilst they are
out a blindfold and again throws his Tommi Two-Axe, male human Ftr
5: CR 5; Medium humanoid (human); performing the act of felony.
axes expertly, planting them in the
revolving board while missing Lydia. HD 5d10; hp 32; Init +8; Spd 30 ft.;
AC 17 (+4 Dex, +3 Studded Leather), Characters wishing to lift a purse
touch 14, flat-footed 13; Base Atk/ must make a Sleight of Hand check
Once he has finished he will invite (DC 20) with a -4 penalty for
someone in the crowd to try their Grapple +5/+6; Atk +7 melee (1d6+3,
throwing axe) or +10 ranged (1d6+1, balancing on the stool (characters
hand at hitting his targets. At the cost
63
with any ranks in the Balance or genuine, gathered from the five This is the locathah Tiberius has
Tumble skills may disregard this corners of the known world. Some imprisoned and interrogated for
penalty). Success means the purse is things you’ve only heard of in tales, information. The creature can speak
lifted without any bells ringing. others you’ve probably only dreamed common and has consequently been
of and all here for the meagre price muzzled to guarantee his silence and
Should the character succeed Bethel of 10 silver pieces a head – just five stop him calling for aid. Tiberius’
will congratulate them with an odd, for the kiddies, of course.’ avaricious nature has provoked him
sad sincerity, and allow them to keep into using Gwamwave as an exhibit
the contents of the purse. There are even though he has gleaned as much
varying amounts of treasure in the Should the characters wish to hand information from the creature as he
purses and these can be left up to the over their cash to enter the Gallery of possibly can.
Games Master’s discretion. Aberrance they will be greeted with
a surprisingly impressive selection of The characters can identify the
Bethel Runn, male halfling Rog 5: exhibits. creature’s race on a successful
CR 5; Small humanoid (halfling); Knowledge (nature) check (DC 15),
HD 5d6+5; hp 25; Init +7; Spd 20 unless of course the characters have
ft.; AC 16 (+3 Dex, +3 Studded The pavilion seems quite spacious encountered locathah before, in
Leather), touch 13, flat-footed 16; and is lit by a system of dim braziers. which case no check is necessary.
Base Atk/Grapple +3/+3; Atk +6 On various plinths sit a number Gwamwave (Locathah) Ftr 4: CR
melee (1d4/19-20, short sword) or +6 of rare and seemingly magical 4; Medium humanoid (aquatic); HD
ranged (1d6/19-20, light crossbow); items, all neatly labelled with a 2d8+4d10; hp 35; Init +1; Spd 10
Full Atk +6 melee (1d4/19-20, short small brass plaque. A bell jar sits ft. (Swim 60 ft.); AC 14 (+1 Dex,
sword) or +6 ranged (1d6/19-20, light on one plinth and contains a huge +3 natural), touch 11, flat-footed
crossbow); Space/Reach 5 ft./5 ft.; eyeball. The brass plaque proclaims 13; Base Atk/Grapple +5/+5; Atk
SA Sneak Attack +3d6; SQ evasion, it to be the Eye of Gehrhut the All- - ; Space/Reach 5 ft./5 ft.; SV Fort
uncanny dodge, halfling traits; SV seeing, plucked out by an unknown +7, Ref +3, Will +3; Str 10, Dex
Fort +3, Ref +8, Will +4; Str 10, Dex adventurer over two hundred years 13, Con 10, Int 13, Wis 13, Cha
17, Con 13, Int 12, Wis 14, Cha 12; ago. Another plinth contains the 11; AL N; Craft (trapmaking) +10,
AL N; Appraise +4, Balance +4, huge pickled head of a baby red Knowledge (arcana) +10, Listen +6,
Bluff +4, Diplomacy +4, Escape dragon and the plaque simply reads Spot +10, Swim +15; Weapon Focus
Artist +5, Hide +6, Jump +4, Listen ‘Draconis Mortem’. (longspear).
+5, Move Silently +7, Open Lock +6,
Ride +4, Search +4, Sleight of Hand
+8, Tumble +4; Improved Initiative, The characters can peruse the gallery A Fishy Proposal
Weapon Finesse. for as long as they wish; the Games After a busy day at the carnival the
Master can fill it with whatever party may be ready for some rest.
he pleases as long as the items are When they have seen all there is
The Gallery of dead, stuffed and inanimate. None to see (or all they wish to see) the
Aberrance of the items are actually genuine characters should return to their
lodgings. On the way they will
A large, multi-coloured pavilion but skilfully made by artisans. A
stands to one side of the carnival, successful Appraise check (DC 15-18 be shadowed by four mysterious
adorned with pictures of many depending on which piece is being figures, all heavily cloaked. These
wonderful and freakish creatures examined) will reveal the exhibits to are the locathah who are desperately
and objets d’art. Beneath a sign that be fakes. The only live (and genuine) searching for their comrade,
proclaims the pavilion as being the exhibit in the Gallery of Aberrance Gwamwave, who also happens
Gallery of Aberrance stands a man in resides in a cage at the end of the to be the leader of the group.
a shabby hat carrying a rickety cane. pavilion. Unbeknownst to the locathah, their
He stands atop a box shouting at the leader is currently residing in the
would-be patrons of his ‘exhibit’. Gallery of Aberrance.
As you near the end of the pavilion
you notice a small cage in the The Games Master should roll a
‘Don’t be frightened, ladies and gloom. Chained within is a fish-like secret Spot check for the party,
gents,’ shouts the man, his rickety humanoid that stares glumly over its opposed by the locathah’s Hide skill
cane waggling in his gnarled fingers, leather muzzle. As you approach, as they attempt, somewhat vainly,
‘just make sure you hold onto the the stench of filth and rotting fish to blend in with their surroundings.
kiddies’ hands and try not to touch pervades your nostrils and you Any characters that spot the locathah
any of the exhibits. Everything cannot help but feel pity for the shadowing them may wish to pursue
you are about to see is completely pathetic creature. and confront the hooded figures.
64
If the characters do not spot or do not is of the utmost importance and After months of bitter fighting the
wish to pursue the locathah they will they need their leader or they cannot proud Elatl turned to the only allies
meet up anyway, later in the night. carry out their orders properly. If they could, and the locathah answered
the characters press them further their call for aid. Tragically the
Once the characters have bedded for information, the locathah will sahuagin also called for help and
down they will receive a rude and reveal more details of their mission, it came in the form of a tribe of
rather smelly awakening. The explaining that they are the guardians skum who were almost as brutal
following encounter can be read to all of an ancient source of aquatic elf and bloodthirsty as the sahuagin
the characters, though the locathah magic, entrusted with its safety and themselves.
will approach whichever character ordered to keep it secret from all
appears the most powerful or most prying eyes. Further pressure will The war continued with losses on
suited to leadership. force the locathah to reveal the entire both sides mounting fast. Before
history of their current situation… long, the tide was beginning to turn in
favour of the sahuagin and the aquatic
You are approaching the end of a Locathah (4): CR 2; Medium elves were fighting against inevitable
rather pleasant dream that includes humanoid (aquatic); HD 2d8; hp 9 defeat.
pixies, faeries and blossom-swept each; Init +1; Spd 10 ft. (Swim 60 Rather than concede their lands to
groves when a rancid smell invades ft.); AC 14 (+1 Dex, +3 natural), the evil invaders, the aquatic elves
your nostrils. In your dream a touch 11, flat-footed 13; Base decided that if they could no longer
slithering creature crawls from the Atk/Grapple +1/+1; Atk +2 melee stay in their realm then the sahuagin
shadows, its rank stench becoming (1d8/x3, longspear) or +2 ranged would not have it either. History
ever more overpowering. You open (1d8/19-20, light crossbow); Full Atk does not tell what fell magic they
your eyes to escape the terror of your +2 melee (1d8/x3, longspear) or +2 used, some think they bargained with
nightmare and are startled by the ranged (1d8/19-20, light crossbow); the demons of the sea, others think
walking horror that looms over your Space/Reach 5 ft./5 ft.; SV Fort +3, they sacrificed themselves in a ritual
prone body. Ref +1, Will +1; Str 10, Dex 12, Con that destroyed both parties in the
10, Int 13, Wis 13, Cha 11; AL N; war. Whatever the solution it was
Knowledge (arcana) +5, Listen +6, a devastating one. Both sides were
The locathah will have broken Spot +6, Swim +8; Weapon Focus almost wiped out and the previously
into the characters’ room, seeing (longspear). tranquil waters that had been the
them as the best option for help Elatl’s realm were now stagnant and
amongst the rag-tag collection of uninhabitable.
townsfolk. Should the characters A Secret War
not immediately attack the group of It is two hundred years since the end The sahuagin and their skum allies
strange fish-men who have appeared of the Trident Wars. Air breathers retreated to search for more fertile
in their quarters, they will be greeted know nothing of the bitter conflict lands. The Elatl also left their barren
with a desperate plea for help. fought in the underground streams realm behind them, but as a warning
and lakes beneath their feet. Neither to any who might think of trying to
do they know of the price paid by inhabit their dead lands they left the
The Locathah those that fought and died in it. source of their cataclysmic power
The four locathah are rather timid and behind. To guard this power source
speak in a strange meld of Aquan and The Elatl tribe of aquatic elves had they enlisted the help of their allies,
Common. Eventually they will be made their home beneath the ground the locathah, who would be charged
able to make themselves understood for a thousand years and had lived with guarding this prize and ensuring
and explain that they are envoys on a peacefully. Human encroachment that the Elatl’s realm remained
secret mission, given to them by their was kept at bay by raw cunning, and unconquered.
ancient masters. One of their number not a little magic, and they managed
has recently gone missing and they to build a strong civilisation in their For centuries the locathah have done
require the aid of the characters to underwater realm. That was until their duty but now their number has
retrieve him. It may become evident the sahuagin came. Turned out of dwindled to the five souls that remain.
to the characters that the comrade their lands by a long forgotten evil, With Gwamwave missing the temple
the locathah are looking for is the the sahuagin had come seeking new and the source of elven power is in
fish-beast locked in the Gallery of territory. Normally, a refugee tribe great danger…
Aberrance (if they visited it). of sahuagin would be no match for
the talents of the aquatic elves but
The locathah have nothing to offer these were different; organised and Tiberius’ Offer
the party as a reward for their aid but ruthless, they set about the systematic The characters will encounter
they will explain that their mission destruction of the Elatl civilisation. Tiberius in one of two ways:
65
After being confronted by the star-shaped amulet. ‘Once you’ve shaped amulet from Gwamwave and
locathah they may wish to challenge gained entry I want you to bring me the only information the locathah has
Tiberius head on and demand back what you find in the chamber… imparted regarding the source of the
(or bargain) for the release of the then I’ll give you what you desire.’ aquatic elven power is its location.
locathah leader. Tiberius will not
be open to any kind of negotiation Tiberius is a cautious man and will
regarding the release of Gwamwave; If the characters are not bargaining not risk himself or his troupe. Instead
the characters either have to do as he for Gwamwave’s freedom Tiberius he will send the party to do his dirty
requests (see below) or fight Tiberius can offer them anything they suggest, work. Of course he has no intention
and his minions. within reason. He will cite a network of keeping his side of the bargain
of contacts and a list of merchants once they return with their prize…
Alternatively, if the characters refuse who can requisition any equipment,
to aid the locathah or if they spend armour or weapons (magical or
time formulating a rescue bid, one otherwise) the characters can name. The Underwater Temple
of Tiberius’ troupe will approach These items will be delivered to Should the characters decide to take
them and request that they meet with the characters once they return to on Tiberius’ quest he will provide
the carnival master. If one or more Tiberius with the contents of the them with simple directions to the
characters managed to best one of the underground chamber. underwater temple. This can be made
troupe members at their respective easier if they have also decided to
talents it will be that troupe member Tiberius, male human Brd 8: CR aid the locathah, as they will happily
who approaches them (they will have 8; Medium humanoid (human); HD guide the characters to the entrance to
reported the character’s success to 8d6+8; hp 48; Init +6; Spd 30 ft.; aid in the rescue of Gwamwave.
Tiberius and he will send them as an AC 14 (+2 Dex, +2 leather), touch
envoy). 12, flat-footed 12; Base Atk/Grapple The entrance is just beneath the
+6/+7; Atk +8 melee (1d8+1/19-20, surface of a lake, which in turn is not
Either way, if the characters come longsword) or +8 ranged (1d8/19-20, far from whichever habitation the
face to face with Tiberius he will light crossbow); Full Atk +8/+3 melee carnival is set up at. To gain entry the
offer them a chance of riches, or if (1d8+1/19-20, longsword) or +8 characters will have to swim down
they are appearing on behalf of the ranged (1d8/19-20, light crossbow); around ten feet with a successful
locathah, the opportunity to have Space/Reach 5 ft. /5 ft.; SA spells; Swim check (DC 5). Should they
Gwamwave released. SQ bardic music; SV Fort +3, Ref +8, fail the check they can re-attempt
Will +6; Str 13, Dex 14, Con 12, Int the swim as many times as they like,
Tiberius the carnival master is a 12, Wis 10, Cha 17; AL N; Appraise although the Games Master may wish
charismatic individual but his lust +2, Balance +3, Bluff +6, Diplomacy to add the risk of drowning if they fail
for power has led to the development +6, Gather Information +6, Hide +3, too many times and become fatigued.
of his ugly soul. He has learned Knowledge (arcana) +6, Knowledge
of the legend of the Trident Wars (history) +4, Move Silently +4, Once inside the entrance the
and through extensive research has Perform (oratory) +7, Ride +4, characters will be greeted by a rather
managed to track down the location Sleight of Hand +4, Spellcraft +6, drab and unimpressive hallway.
of the temple. He and Del’rey Tumble +3, Use Magic Device +6;
kidnapped Gwamwave after staking Improved Initiative, Spell Focus
out the stagnant lake and have (enchantment), Spell Penetration, The musty smell of damp and
managed to glean certain information Weapon Focus (longsword). rotting fish hits your nostrils as you
from him. Tiberius now wishes to cross the dim hall. Your feet make
enlist the characters to complete the Spells (3/4/4/2): 0 – ghost sound, a slopping noise as they come into
final stage of his plans. mage hand, prestidigitation; contact with the soggy, tiled floor.
1st - charm person, hypnotism, The noise echoes through the room,
magic mouth, summon monster; mixing with the steady sound of
There is something I need,’ smiles 2nd – enthral, locate object, rage, dripping. Two braziers burn on
Tiberius, fingering one of the shiny suggestion; 3rd – charm monster, see either side of the room, their scant
signets on his well-manicured invisibility. illumination revealing a stone door
fingers. ‘Well, not so much a need, at the opposite side of the hall, which
more a desire. Not far from here is If pressed for more details Tiberius is slightly ajar.
a stagnant lake. Below its northern will remain tight lipped. The truth
shore lie a series of tunnels at the is he does not know any details of
end of which you’ll find a door. the underground temple, nor what If the locathah are accompanying
Place this in the indentation in that the source of power is within the the characters they will make eerie,
door.’ Tiberius presents a small, chamber. He has stolen the star- high-pitched warning sounds. One of
66

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
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