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EverQuest RPG: Game Master'sGuibe

Credits
Authors: Josh Adams, C h r i s C a m p b e l l , T i m Dedopulos, Carl
G i l c h r i s t , Frank H a b l a w i , M u r Lafferty, M i k e Mearls, Jeff Q u i c k ,
A a r o n Rosenberg, Dean Shomshak, Stephanie S m i t h , Richard
C. S t r a t t o n , and Katherine W e i n s t e i n
Developers: Stephan W i e c k and Stewart W i e c k , w i t h Scott
Holden-Jones
Editors: Scott Holden-Jones, M i k e Johnstone
Art Director: Richard Thomas
Layout and Typesetting: R o n T h o m p s o n
Interior Artists: Steve Ellis, Jeff H o l t , Jeremy Jarvis, Brian
LeBlanc, M i c h a e l P h i l l i p p i , Eric Polak, M a r k Smylie, James
Stowc, Richard Thomas and Jerry T i r t i l l i
Cover Artist: Clyde C a l d w e l l
Special T h a n k s : D a n i e l E n r i g h t , Scott M c D a n i e l , Scott
M c D a n i e l ( A r t D i r e c t o r ) , and Steve Weiss at Sony O n l i n e
Entertainment for their help.

SONY ONLINE
ENTERTAINMENT
I ift the latest information on the EverQue.sl Role-Playing Game and lots ol tree downloads at:
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Distributed for Sword 6k Sorcery Studio by W h i t e W o l f Publishing, Inc.
T h i s p r i n t i n g of EverQuest Role-Playing Game: G a m e Master's G u i d e is done under version 1.0 and/or draft versions of the
Open Game License and the System Reference D o c u m e n t by permission from Wizards o f the Coast, Inc. Subsequent printings o f
this book w i l l incorporate final versions o f the license, guide, and document. See the O p e n Game License A p p e n d i x of this book
for more i n f o r m a t i o n .
Some portions of this book that are delineated O p e n Game C o n t e n t ( O G C ) per the O p e n Game License appendix originate
from the System Reference Document © 1 9 9 9 , 2000, 2 0 0 1 , 2002 Wizards of the Coast, Inc. T h e remainder o f these O G C portions
of this book is hereby added to O p e n Game C o n t e n t and i f so used should bear the C O P Y R I G H T N O T I C E "EverQuest Role-
Playing G a m e : Game Master's Guide C o p y r i g h t 2002, Sony C o m p u t e r Entertainment A m e r i c a , I n c . "
A l l contents of this book arc copyrighted year 2002 by Sony C o m p u t e r Entertainment A m e r i c a , Inc. A l l rights reserved.
Reproduction or use w i t h o u t the w r i t t e n permission of the publisher is expressly forbidden, except for the purpose of review or use
of O G C consistent w i t h the O G L .
EverQuest is a registered trademark and "It's Your W o r l d N o w " is a trademark of Sony C o m p u t e r Entertainment A m e r i c a Inc..
S O E and the S O E logo are registered trademarks of Sony O n l i n e Entertainment Inc. i n the U S and other countries.
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Contents

Contents
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Credits 2 W e a t h e r Hazards 47
O t h e r Dangers 48

Introduction 6 NPC Classes 49


Aristocrat 49
Commoner 50
Chapter One: The Worlt> or Norrath 13 Expert 51
GuibetothellnknoionWorlb 13 Militiaman 51
Antonica 13 Spell Research 51
Faydwer 20 Research Materials 52
Kunark 23 Preparing for Spell Research 55
Odus 26 Designing N e w A r c a n e Spells 55
Velious 27 T h e Research Process 57
Luclin 29 O t h e r Spellcasters 58
Pantheon OF Norrath 29 M a x i m u m Direct Damage for N e w Spells 58
T h e Greater Gods 30
Demigods 31 Chapter Three:
T h e Spirit Deities 33
Creati ng Adventures 60
Chapter Tu>o:Gaaie System 36 General Abventure BuiLbing Abvice 60
T w o Basic Rules 36 Making Campaigns 65
SkilL anb Ability Checks 36 Abvanceb Abventureanb CampaignTechniques 69
C a l l i n g for Checks 36 Quests 70
C o n d i t i o n a l Modifiers to a R o l l 37 Errand Boy to Epic W a r r i o r 70
T h e PC's Best Friend 37 Designing and Using Quests 71
H o w Successful is Successful? 37 Sample Quests 73
A b d i t y Checks 38 designing Encounters 76
Saving Throios 38 T h e Basics 76
Encounters anb Combat 38 Crafting Encounters 76
Encounter Distance 38 C o m b a t Encounters 79
Combat 39 Social Encounters 80
Running Things Smoothly 40 Traps 81
A t t a c k Rolls 41 Puzzles 85
Damage 41 Hazards 86
Using Miniatures i n C o m b a t 41 Environments 87
Movement 42 Balancing Encounter Difficulties 88
Chase Scenes 43
Conbition Summary 43 Chapter Four: Retoarbs 90
The Environment 45 Experience Points 90
Water 45 Awarding XP 90
Starvation and T h i r s t 46 D e t e r m i n i n g Challenge Ratings 92
Heat 46 M o d i f y i n g X P Awards for Race 93
Cold 46 O t h e r Awards 93
EverQuest RPG: Game Master's Guioe
Experience Penalties? 93 Ranged Weapons 153
W h e n to A w a r d X P 94 Shields 156
Gaining New Abilities 94 Shirt 159
Treasure 95 Shoulder 161
Treasure Hoards 95 Slashing Weapons 163
Faction 100 W a i s t Items 166
A w a r d i n g Faction Adjustments 100 Wrist 168
Player Character Factions 101 Miscellaneous Items 169
N o n - P l a y e r Character Factions 108 Scrolls 174
Research Components 175
Chapter Five: Magic Items 111 Epic Weapons 178

How To Place Magic Items 111


ItemSLots 111
Chapter Six: Trade Skills 199
lDentipying Magic Items 112 Alchemy 201
Enhancement Potions 201
Using Items 112
U t i l i t y Potions 202
Equipping Magic Items 112
Baking 206
Saving Throws Against Magic Items 113
Exotic Foodstuffs 208
Bonuses From Magic Items 113
BLacksmithing 209
A t t a c k Bonuses and Damage R e d u c t i o n 114
Special A r m o r s 211
Charges, Doses,ant> Multiple-Use Items 114
Brewing 212
Damage to Magic Items 114
Essential A l c o h o l 213
Magic Item Descriptions 114 Specialty D r i n k s 214
Magic A r m o r and W e a p o n Qualities 115
T h e Brewer and T a n n i n g Agents 216
Focus Effects 118
Fletching 216
Using the R a n d o m I t e m Tables 120
JeweLcraFt 219
Back 120
B l u n t Weapons 122
Poison Making 223
Poison Descriptions 226
Body 125
Ear 129
Pottery 228
Face 131 Magic Pottery 230
Feet 133 TaiLoring 231
Finger 136 T a i l o r i n g Magic Items 231
Hands 138 Tinkering 234
H a n d - t o - H a n d Weapons 141 T i n k e r e d Items 235
Ancestral Spirit Katars 141 New Enchanter SpeLLs 238
O t h e r H a n d - t o - H a n d Weapons 142
Head 143 Appendices 240
Legs 146 Open Game License 240
Neck 148
InOex 241
Piercing Weapons 150
Contents

Tables
Table 2 - ^ S p o t t i n g Distance 3? Table 5 - 1 5 : H e a d Items 144
Table 2 - 2 : S p o t t i n g D i f f i c u l t y 3? Table 5 - 1 6 : L e g Items 146
Table 2 - 3 : F l i g h t Maneuverability 43 Table 5 - 1 7 : N e c k Items 148
Table 2 - 4 : W i n d Effects 48 Table 5 - 1 8 : P i e r c i n g Weapons 150
Table 2 -5:Damage f r o m Falling O b j e c t s 4? Table 5 -1?:Ranged Weapons 153
Table 2 - 6 : T h e A r i s t o c r a t 4? Table 5 - 2 0 : S h i e l d s 156
Table 2 - 7 : T h e Commoner 50 Table 5 -21:Shirts 15?
Table 2 - 8 : T h e E x p e r t 51 Table 5 -22:Shoulder Items 161
Table 2 - ? : T h e Militiaman 51 Table 5 -23:Slashmg Weapons 163
Table 2 -10:Enchanter Research - O n l y Spells 52 Table 5 - 2 4 : W a i s t Items 166
Table 2 - l l : M a g i c i a n Research-Only Spells 53 Table 5 - 2 5 : W r i s t Items 168
Table 2 -12:Necromancer Research-Only Spells 54 Table 5 —26:Miscellaneous Items 16?
Table 2 - l 3 : W i z a r d Research-Only Spells 54 Table 5 - 2 7 : S c r o l l T y p e by Character Class 174
Table 2 - l 4 : S c r o l l Costs and Values 55 Table 5 - 2 8 : S c r o l l Spell Level (Dedicated Spellcaster) 174
Table 2 -15:Maximum Damage f o r Spells 5? Table 5 - 2 ? : S c r o l l Spell Level ( H y b r i d Spellcaster) 174
Table 3 - l : W a l l s 87 Table 5 - 3 0 : R e s e a r c h Components 175
Table 3 - 2 : D o o r s 87 Table 5 -31:Enchanter Pages 175
Table 4 - l : E x p e r i e n c e Point A w a r d s ?1 Table 5 - 3 2 : M a g i c i a n W o r d s 176
Table 4 - 2 : C o s t of T r a i n i n g ?5 Table 5 — 33:Necromancer W o r d s 176
Table 4 - 3 : T r e a s u r e Values per Encounter ?6 Table 5 - 3 4 : W i z a r d Runes 177
Table 4 - 4 : T r e a s u r e 9b Table 6 - ^ S e c o n d a r y Abilities f o r T r a d e Skills 1??
Table 4 -5:Gems 99 Table 6 - 2 : E x p e r i e n c e Point Costs f o r T r a d e Skills 200
Table 4 - 6 : A r t O b j e c t s 99 Table 6 —3:Enhancement Potion Ingredients 202
Table 4 - 7 : M u n d a n e Items 99 Table 6 - 4 : C o s t o f Utility Potion Ingredients 203
Table 4 - 8 : F a c t i o n A w a r d Examples 100 Table 6 -5:Basic Cooking Supplies 206
Table 5 -1:Bonuses f r o m Magic Items 113 Table 6 - 6 : B l a c k s m i t h i n g Tools 210
Table 5 -2:Hardness,Hit Points, and Break DCs Table 6 -7:Basic Smithing 210
f o r Common Items 114 Table 6 - 8 : A r r o w h e a d s and Shafts 211
Table 5 - 3 : C a s t m g Haste 11? Table 6 —?:Sample Weapons and Shields 211
Table 5 - 4 : R e c a s t Haste 11? Table 6 - 1 0 : S m i t h e d A r m o r 212
Table 5 - 5 : R a n d o m Magic I t e m Category 120 Table 6 —ILBrewed Tanning Agents 216
Table 5 - 6 : B a c k Items 120 Table 6 -12:Bows 217
Table 5 - 7 : B l u n t Weapons 122 Table 6 - 1 3 : 0 p t i o n a l B o w Components 217
Table 5 - 8 : B o d y 125 Table 6 - ! 4 : B o w Strings 217
Table 5 -?:Ear Items 12? Table 6 - 1 5 : A r r o w s 218
Table 5 -10:Face Items 131 Table 6 - 16:Precious Metal Prices 220
Table 5 - l l f e e t Items 133 Table6-17:Gems 220
Table 5 —12:Finger Items 136 Table 6 -18:Suspensions 224
Table 5 - 1 3 : H a n d Items 138 Table6-1?:Poisons 225
Table 5 -14:Hand-to-Hand Weapons 141 Table 6 - 2 0 : B a s i c Tailoring 231

Table 6 - 2 1 : T i n k e n n g Ingredients 234


EverQuest RPG: Game Master's Guioe \ \

introduction

The Worlt> O F t h e Game Master


A s t h e G a m e M a s t e r ( G M ) , t h e w o r l d o f N o r r a t h is y o u r s t o opportunities that lie t h r o u g h o u t N o r r a t h w i l l give you plenty o f
c o n t r o l . T h i s is a n a w e s o m e a m o u n t o f p o w e r , a n d i t c a r r i e s m u c h ideas f r o m w h i c h t o d r a w .
responsibility. Inside this book, y o u w i l l find all t h ei n f o r m a t i o n C h a p t e r 2 , G a m e System, e x p l o r e s t h e r u l e s o f t h e g a m e . F r o m
y o u n e e d t o d e a l w i t h b o t h sides o f b e i n g a G M a n d t o b r i n g s k i l l c h e c k s a n d c o m b a t t o d e s i g n i n g n e w spells, t h i s c h a p t e r gives
EverQuest t o l i f e f o r y o u r s e l f a n d y o u r f r i e n d s . Y o u a r e l u c k y : b e i n g y o u t h e systems f o r f i g u r i n g o u t w h e t h e r t h e PCs succeed o r fail.
t h e G M is o n e of t h e m o s t r e w a r d i n g w a y s o f r o l e - p l a y i n g . By s t i c k i n g t o t h e rules, y o u w i l l m a k e sure t h a t y o u always r e m a i n
If you are n e w t o role-playing i n general o r t o b e i n g a G M , y o u f a i r t o a l l t h e p l a y e r s e q u a l l y a n d reassure t h e p l a y e r s t h a t t h e i r
w i l l f i n d lots o f i n f o r m a t i o n t o h e l p y o u u n d e r s t a n d a n d e n j o y t h e e f f o r t s c o u n t . T a k i n g t h e t i m e t o l e a r n t h e r u l e s w e l l is w o r t h -
art o f game mastering. Y o u r m o s t i m p o r t a n t task — i n fact, t h e w h i l e , as y o u w i l l h e a d o f f a l o t o f d i s p u t e s a n d d i s a g r e e m e n t s l a t e r
o n l y o n e t h a t y o u r e a l l y n e e d t o w o r r y a b o u t — is t o m a k e sure t h a t on.
e v e r y o n e has a g o o d l i m e w h e n y o u r u n y o u r games, a n d c a r e f u l C h a p t e r 3, Creating A d v e n t u r e s , discusses t h e a r t a n d c r a f t o f t h e
c o n t r o l is t h e w a y t o e n s u r e t h i s . Y o u a r e t o t a l l y i n c h a r g e o f t h e G M ' s m a i n t a s k . A g o o d a d v e n t u r e is t h e s i n g l e m o s t i m p o r t a n t
w o r l d i n w h i c h t h e player characters ( P C s ) a d v e n t u r e ; there are p a r t o f a f u n g a m e , so t h i s c h a p t e r w i l l g o i n t o d e t a i l o n d e s i g n i n g
n o servers t o b e u p d a t e d , n o g u i l d m a s t e r s t o h a n d o u t quests. a d v e n t u r e s a n d h o w t h e y relate t o quests. I t also e x p l a i n s h o w t o
W h a t h a p p e n s i n y o u r v e r s i o n o f N o r r a t h is e n t i r e l y u p t o y o u . use t r a p s , m o n s t e r s , n o n - p l a y e r c h a r a c t e r s ( N P C s ) , a n d o t h e r
T h e r e lies t h e p o w e r . I f y o u c h o o s e , y o u c a n m a k e a d v e n t u r e s obstacles t o p r o v i d e a b a l a n c e d c h a l l e n g e for t h e PCs.
i m p o s s i b l y h a r d f o r t h e P C s — o r l a u g h a b l y easy — w i t h o u t e v e n C h a p t e r 4, Rewards, c o v e r s everything you need to k n o w about
l i f t i n g a f i n g e r . T h i s is n o f u n f o r t h e p l a y e r s , t h o u g h , a n d i t ' s n o p a y i n g t h e PCs back f o r t h e i r efforts. For m a n y players, g e t t i n g
r e a l f u n f o r y o u , e i t h e r , w h i c h is w h e r e t h e r e s p o n s i b i l i t y c o m e s i n . h o l d o f m o n e y , t r e a s u r e , a n d e x p e r i e n c e p o i n t s is o n e o f t h e m o s t
W h e n you provide an interesting, i n v o l v i n g challenge for your i m p o r t a n t p a r t s o f t h e g a m e — a n d e v e r y o n e l i k e s t o see t h e i r
players, t h e y w i l l h a v e a l o a d o f f u n — a n d t h e greatest G M s i n t h e c h a r a c t e r s d e v e l o p i n g a n d i m p r o v i n g as t h e c a m p a i g n goes o n .
w o r l d , bar n o n e , are t h e ones whose players h a v e f u n . W h e n t h e B e i n g t o o m e a n o r t o o generous w i t h treasure w i l l spoil t h e
p l a y e r s a r e e n j o y i n g t h e m s e l v e s t h a n k s t o you; w h e n t h e p l a c e s p l a y e r s ' f u n , s o g e t t i n g i t r i g h t is i m p o r t a n t .
a n d p e o p l e a n d p l o t s you h a v e c r e a t e d a l m o s t c o m e t o l i f e f o r C h a p t e r 5, Magic Items, t e l l s y o u a l l a b o u t t h e v a r i o u s t y p e s o f
t h e m ; w h e n your friends are still t e l l i n g people about a m o m e n t m a g i c a l treasure t h a t c a n be f o u n d i n t h e EverQuest Role-Playing
f r o m o n e o f "your g a m e s i n a y e a r ' s t i m e : w e l l , t h a t ' s t h e g r e a t e s t f u n Game. A l o n g w i t h e x t e n s i v e d e s c r i p t i o n s o f a l l s o r t s o f w o n d r o u s
of all. objects, y o u w i l l also f i n d i n f o r m a t i o n o n h o w magic items w o r k
w i t h i n t h e g a m e , h o w t h e y c a n b e i d e n t i f i e d a n d used b y t h e P C s ,
Using t h i s Book a n d t h e c o n s i d e r a t i o n s y o u s h o u l d bear i n m i n d before g i v i n g o u t
a n y i t e m . A s w e l l , i t e m s e l e c t i o n tables h e l p y o u p i c k balanced
T h e EverQuest: G a m e Master's Guide c o n t a i n s e v e r y t h i n g y o u
o b j e c t s t o i n c l u d e as l o o t .
need t o understand t h e art o f being a G M . I n this i n t r o d u c t i o n ,
F i n a l l y , C h a p t e r 6 , Trade Skills, e x p l a i n s a l l a b o u t t h e o b j e c t s
y o u w i l l d i s c o v e r e x a c t l y w h a t is i n v o l v e d i n r u n n i n g a g a m e o f
a n d magic items t h a t the PCs c a n create themselves. T h i s chapter
EverQuest. I f y o u have never G M e d before, pay close a t t e n t i o n :
deals w i t h e v e r y t h i n g f r o m t h e basic o p e r a t i o n o f t h e skills
e v e r y t h i n g y o u need t o k n o w a b o u t G M i n g great games awaits you
themselves — a n d t h e r a w materials t h e PCs need — t h r o u g h t o
h e r e . E v e n i f y o u are already e x p e r i e n c e d , w e s t i l l r e c o m m e n d y o u
full details o f t h e m a n y amazing items that c a n be fashioned.
read t h i s s e c t i o n , as i t o f f e r s s o m e h a n d y t i p s a n d t r i c k s t h a t c o u l d
M a k i n g i t e m s , w h e t h e r f o r sale o r f o r p e r s o n a l use, is a n i m p o r t a n t
revolutionize your games.
a s p e c t of l i f e o n N o r r a t h , a n d e v e r y t h i n g y o u n e e d to k n o w is
C h a p t e r 1, The World of Norrath, d e t a i l s t h e history, characters,
detailed here.
a n d p o l i t i c s of t h e r e a l m o f N o r r a t h a n d e x p l a i n s t h e i m p o r t a n t
differences between a d v e n t u r i n g i n N o r r a t h i n t h e o n l i n e game M a k e n o m i s t a k e , t a k i n g t h e r o l e o f t h e G M is a c h a l l e n g e , a n d

versus t h e p e n - a n d - p a p e r g a m e . W h e t h e r y o u a r e a v e t e r a n of y o u w i l l face a l l sorts o f p o t e n t i a l f r u s t r a t i o n s a n d p r o b l e m s . Y e t

EverQuest o n l i n e o r n o t , y o u w i l l f i n d a w h o l e h o s t o f v i t a l GMing also offers o n e o f t h e m o s t i n v o l v i n g , e x c i t i n g , a n d

i n f o r m a t i o n i n this chapter. W h e n t h e t i m e comes f o r y o u t o r e w a r d i n g a c t i v i t i e s t h e r e is. M a k e g o o d use o f t h i s b o o k , l e a r n i t s

design your o w n adventures, k n o w i n g about t h e mysteries a n d lessons w e l l , a n d y o u t o o t a n b e ,i t r u l y g r e a i G M w h i c h is


where t h e a d v e n t u r e begins.
Introduction

up w i t h o u t a gaming group around you. T h e u l t i m a t e rule is that


Being a GM everyone should have fun. T h i s rule may seem simple, but you
need to consider a number o f implications w h e n you are r u n n i n g
The Basics a game.
Role-playing is n o t about any one person w i n n i n g or losing.
T h i s is particularly true of you. A s the G M , you assume a position
What's Involve©
of ultimate power. If you decide that the first encounter facing the
T h e G M is the most i m p o r t a n t person i n any role-playing game
new PCs is Nagafen the dragon descending from the heavens and
As the G M , you provide the entire world, from the places and
just for good measure you create his identical brothers Magafen
landscapes i n w h i c h the PCs find themselves to the cut and thrust
and Lagafen to j o i n h i m i n roasting some adventurers . . . well,
of every fight, right d o w n to the beggar o n the street corner. You
there is no way that the players can do a n y t h i n g about that. T h e
give the setting its life, make i t real for the players, and then help
PCs w i l l be k i l l e d and the players w i l l be irritated. A s the G M ,
t h e m to understand what happens w h e n they interact w i t h i t .
k i l l i n g a PC at any t i m e is always t r i v i a l l y easy. Y o u are n o t
During your time as a G M , you w i l l work w i t h and create all competing w i t h the PCs, however.
manner of wonders. M u c h o f the t i m e , you w i l l t h i n k o f e x c i t i n g
A t the same t i m e , you need to make sure that the players
stories, plots, and conspiracies i n w h i c h to i n v o l v e the PCs; t h e n
remember that they are n o t c o m p e t i n g w i t h each other. PCs are
again, you w i l l also create entire areas, from caverns t o c i t y
frequently stubborn and headstrong, and often the members of an
districts to w h o l e continents. A t other points, you w i l l decide
adventuring party would disagree ferociously. W h e n players get
what happens t o N o r r a t h at large, out of the PCs' reach. I f a major
involved, forgetting that the disagreement is between characters
tidal wave devastates m u c h of Freeport or A n t o n i u s Bayle is
and not between players can be easy. You need to make sure that
discovered dead i n his chambers one m o r n i n g w i t h his throat cut,
everyone remembers that the whole p o i n t is to have fun. I f a
the world w i l l be altered as a result. T h e real w o r l d is always
character argument starts to t u r n i n t o a player argument or one
changing and developing, g i v i n g you plenty of scope t o alter your
player seems determined to disrupt the game, you must step i n and
version o f N o r r a t h to make life interesting for the PCs.
smooth out the situation.
W h e n deciding what happens i n the w o r l d , remember that it is
Different groups enjoy different aspects of gaming. Since you
your game. EverQuest o n l i n e and the EverQuest Role-Playing
want t o have fun, remember that there is n o "right" or "wrong"
Game have many differences, and perhaps the greatest difference
way to game. So long as everyone enjoys themselves, you shouldn't
is that you are i n c o n t r o l of your N o r r a t h . You do n o t answer to
worry about the types o f adventures you are r u n n i n g or whether
anyone else. I f you do n o t like certain elements or t h i n k that you
you are sticking exactly to the rules or the setting. You should,
could make t h e m better, that's great. R u n w i t h it. A l l you must do
however, bear i n m i n d that what the characters want — their
is make sure that your players k n o w the differences. T h e r e are no
problems solved, lots of treasure, massive powers, an easy life, and
"correct" answers. If you and your friends are all EverQuest o n l i n e
so f o r t h — is n o t what the players truly want, even i f they believe
veterans and want to r u n a game that stays rigidly accurate to the
otherwise. H a v i n g a character get everything she wants w i t h o u t
computer version, that is absolutely fine. If none of you have ever
any struggle is like playing a computer game w i t h cheat codes: it
even logged on to the online game and want to make most of the
is fun for a l i t t l e while, but i t quickly gets boring.
setting up as you go along, t h e n that is absolutely fine, too. D o n ' t
worry about i t . You call the shots, after a l l . N o mighty judge of T o ensure that everyone has fun, you must provide the players
accuracy looks d o w n at you and assesses the way you play your w i t h a challenge — one that they can just about deal w i t h and that
game. they w i l l enjoy figuring out how to overcome. T h i s is the only rule
you can never afford to break.
You w i l l have plenty to do outside of the m a i n business of acting
as the replacement for the game server, t h o u g h . W h e n the players
need to k n o w if their characters have succeeded or failed at a task, MaintKities
you w i l l be the one w h o can tell t h e m . I f a dispute arises, you w i l l
serve as the ultimate arbiter. A judge must be impartial, so you Running Scenarios anb Campaigns
need to make sure that you act fairly to everyone. I f the session gets T h e G M ' s m a i n duty is to devise the challenges and problems
bogged d o w n , you need to move i t forward. From t i m e to time, you that the PCs face — i n other words, the game i n w h i c h the players
may have to handle the players as carefully as you handle the PCs. take part. A l l other aspects associated w i t h G M i n g come back to
Players w h o are new to role-playing should really be taught the this task. Most role-playing takes place as a campaign of interlinked
game gently through demonstration. N o t everyone knows h o w to scenarios (or adventures), each one typically lasting one or more
role-play, and d o i n g what you can t o give someone a good first sessions. A session involves one bout of gaming: an evening, a
experience of the game is i m p o r t a n t . Fortunately, teaching people long weekend, a lunch-break — however m u c h time you have.
how t o play is n o t that difficult. First of all, guide the new player A n adventure is like a chapter i n the story of the PCs, similar i n
through basic character generation. D o n o t get bogged d o w n i n length to c o m p l e t i n g one quest from a guildmaster i n EverQuest
lots of options, and do not go i n t o any irrelevant details. If the new o n l i n e . T h e campaign is the overall story o f the characters, from
character is a wizard, avoid e x p l a i n i n g about bard or shaman spells w h e n they are first created t o w h e n they retire from adventuring
or even about h i g h - l e v e l wizard spells; just stick to what is or are finally k i l l e d . T h e r e may be ongoing plots or story arcs
immediately i m p o r t a n t . You m i g h t even decide to d o w n l o a d the throughout the campaign, such as recurring enemies or a PC's
pre-made characters and adventures from uiww.eqrpg.com and quest to find a missing sibling; specific adventures may be related
hand t h e m out to your players, e x p l a i n i n g the basics o f the to these story arcs or have small elements of t h e m or have n o t h i n g
character sheet and teaching the rest as you play. to do w i t h t h e m at all. I n addition, some scenarios (usually k n o w n
as stand-alone) are unrelated to any campaign, and players may
W h e n you start playing, explain rules as and w h e n they become
even use different PCs for t h e m . M a n y groups only ever play
necessary. Forget about complicated or advanced rules entirely at
stand-alone adventures, n o t w a n t i n g to get involved i n the
the start and run a simple encounter — such as being attacked by
intricacies o f a campaign.
a snake and then t a k i n g the skin to sell back i n the t o w n . T r y i n g
to explain everything i n one shot w i l l be far too o v e r w h e l m i n g . W h e n you come t o r u n a game, you can choose between
G o slowly and gently, and you w i l l have a dedicated, enthusiastic creating your o w n entirely new scenarios, using scenarios based
player for as long as you are r u n n i n g the game. on quests and plots i n EverQuest o n l i n e , or buying prepared
scenarios developed by someone else. A l l three options have their
The First Rule advantages and disadvantages.
Role-playing games have only one truly sacred rule, and i t is a If you and your group are fairly new to table-top role-playing,
simple one. I f you stick to i t , you w i l l earn the respect and you may find starting w i t h the introductory scenarios downloaded
admiration of all your players; i f you break i t , you w i l l quickly end from v;tvw.eqrpg.com easiest. These scenarios offer pre-generated
EverQuestRPG:Gaoi€Mast€r'sGuiD€

characters a n d p r o v i d e lots o f advice for t h e G M o n h o w t o r u n t h e Moving the Game Along


adventure.
A session c a n e a s i l y g e t b o g g e d d o w n . T h i s h a p p e n s f r e q u e n t l y ,
P u b l i s h e d EQrpg s c e n a r i o s s u c h as Befallen a l s o o f f e r p r e p a r e d a n d n o o n e is t o b l a m e , b u t y o u d o n e e d t o k n o w h o w t o d e a l w i t h
adventures. Y o u w i l l w a n t t o read t h e a d v e n t u r e several t i m e s s u c h a s i t u a t i o n . I f e v e n t s m o v e t o o s l o w l y o r are t o o c o n f u s i n g ,
b e f o r e y o u r u n i t so t h a t y o u g e t a g o o d f e e l f o r w h a t is g o i n g o n t h e p l a y e r s m a y lose i n t e r e s t a n d s t a r t c l o w n i n g a r o u n d . I f y o u
and how the PCs can influence the events in the adventure. Y o u keep pausing t o read up c h u n k s o f t h e rule b o o k or t h e scenario or
w i l l a l s o n e e d t o m a k e a d j u s t m e n t s t o t h e a d v e n t u r e so t h a t i t f i t s y o u m u s t spend a l o t o f t i m e w i t h just o n e player, t h e players may
i n well w i t h the way that your group likes playing and w i t h any g e t b o r e d a n d restless. P e t t y b i c k e r i n g c a n q u i c k l y get o u t o f h a n d
s t o r y arcs t h a t m a y b e o n g o i n g i n y o u r c a m p a i g n . Y o u s h o u l d s o m e t i m e s . O n e o f t h e players m a y disagree w i t h s o m e t h i n g y o u
never alter your c a m p a i g n t o make it fit a purchased scenario; i f h a v e d o n e a n d w a n t t o argue i t o v e r w i t h y o u . People m i g h t be
the t w o d i s a g r e e — f o r instance, i f a m a j o r N P C is a l i v e i n o n e a n d tired o r unfocussed o r e v e n just distracted by general c h a t t e r i n g
dead i n the o t h e r — t h e n you should change the scenario. a n d c l o w n i n g a r o u n d — w h i c h w i l l q u i c k l y destroy t h e game's
Scenarios t h a t y o u create y o u r s e l f a v o i d these p r o b l e m s e n - a t m o s p h e r e . Y o u a r e r e s p o n s i b l e f o r k e e p i n g t h e session f l o w i n g
t i r e l y , as y o u c a n m a k e s u r e t h a t t h e y s t a y c o n s i s t e n t , f o l l o w t h e properly.
plots unique t o your c a m p a i g n , and p r o v i d e the type of game t h a t A s a g e n e r a l r u l e o f t h u m b , i f t h e p l a y e r s are d i s t r a c t e d , b o r e d ,
your players e n j o y — b u t they m a y i n v o l v e m o r e w o r k than o r restless, t h e best w a y t o g e t t h e i r a t t e n t i o n b a c k is b y p u t t i n g t h e
d o w n l o a d e d o r purchased adventures. I f you are a n EverQuest c h a r a c t e r s i n d a n g e r . A g o o d i n i t i a l f a l l - b a c k is t o l e a p f o r w a r d t o
o n l i n e v e t e r a n , t h e n y o u m i g h t c h o o s e t o base y o u r f i r s t s e l f - m a d e an encounter w i t h monsters o r hostile N P C s . A m o m e n t o r t w o
s c e n a r i o a r o u n d o n e o f y o u r f a v o r i t e o n l i n e quests o r l o c a t i o n s . o f suspense b e f o r e h a n d w i l l h o o k t h e m s t r a i g h t b a c k i n : i n t e r r u p t -
T h i s is a g r e a t w a y t o s t a r t , b u t i t d o e s r e s t r i c t y o u r f r e e d o m as a i n g a n a n e c d o t e a b o u t last w e e k e n d b y d e c l a r i n g t h a t t h e P C s h e a r
G M t o be c r e a t i v e , a n d y o u w i l l p r o b a b l y f i n d y o u prefer t o create a raspy s c r a t c h i n g s o u n d c o m i n g u p fast f r o m b e h i n d t h e m w i l l g e t
y o u r o w n quests a n d stories o n c e y o u get c o m f o r t a b l e w i t h t h e r o l e t h e f o c u s b a c k o n t h e g a m e q u i c k e r t h a n y o u c a n say " g i a n t
o f b e i n g G M . O t h e r E Q r p g b o o k s s u c h as M o n s t e r s of Norrath o r spiders."
Realms of Norrath: Freeport p r o v i d e l o t s o f i n f o r m a t i o n t h a t m a k e
Y o u c a n t r y several t a c t i c s t o m a k e sure t h e players d o n o t
c r e a t i n g y o u r o w n a d v e n t u r e s easier. Y o u c a n a l s o f i n d a w e a l t h o f
b e c o m e d i s t r a c t e d i n t h e first place. T o start, insist t h a t a l l appeals
useful t o o l s o n t h e w e b created by o t h e r fantasy r o l e - p l a y i n g fans.
t a k e p l a c e a t t h e e n d o f t h e s e s s i o n . Just l i k e a s p o r t i n g r e f e r e e ,
your decisions s h o u l d be f i n a l f o r t h e course o f t h e game. I f
Arbitration someone wants t o argue t h a t you h a v e calculated f a l l i n g damage
Part o f y o u r j o b o f r e c r e a t i n g t h e game w o r l d f o r t h e players o n e w a y b u t a b o o k calculates i t a d i f f e r e n t way, deal w i t h i t later.
i n v o l v e s j u d g i n g t h e results o f t h e i r actions. T h i s aspect o f G M i n g If you e n d u p agreeing t h a t y o u were w r o n g — if you were
w i l l m o s t l i k e l y cause f r i c t i o n , because m o s t p e o p l e d o n o t l i k e i t i n c o n s i s t e n t , g e n e r a l l y — a n d t h e e v e n t s c a n n o t be r e v e r s e d , g i v e
m u c h w h e n t h i n g s g o w r o n g , p a r t i c u l a r l y i f a c h a r a c t e r is s e r i o u s l y t h e player's character a b e n e f i t o f some sort i n c o m p e n s a t i o n .
d i s a d v a n t a g e d o r k i l l e d as a r e s u l t . I f t h e p l a y e r s f e e l t h a t t h e y S i m i l a r l y , r a t h e r t h a n spend t e n m i n u t e s s e a r c h i n g t h e rules for
c a n n o t m a k e a lasting c h a n g e o n t h e w o r l d o r t h a t t h e results o f t h e answer t o a n obscure q u e s t i o n , give a snap d e c i s i o n a n d check
t h e i r a c t i o n s are n o t " f a i r " a n d c o n s i s t e n t , t h e y w i l l q u i c k l y lose it u p later. I f y o u were w r o n g a n d y o u prefer t h e o r i g i n a l r u l i n g , t e l l
i n t e r e s t . T h e same h o l d s t r u e i f t h e y feel t h a t t h e y are n o t b e i n g t h e p l a y e r s at t h e s t a r t o f t h e n e x t session so t h a t t h e y k n o w w h a t
t r e a t e d i n t h e s a m e w a y as o n e o f t h e o t h e r p l a y e r s . t o expect.
T h e r u l e s o f t h e g a m e are t h e r e t o h e l p y o u s t a y f a i r . T h e y h a v e F r o m t i m e t o t i m e , t h e group w i l l disintegrate i n t o general c h i t -
been carefully t u n e d and balanced over m o n t h s of testing to make c h a t o r j o k i n g a r o u n d . I f y o u r p l a y e r s k n o w EverQuest online, you
sure t h a t e v e r y t y p e o f c h a r a c t e r c a n b e as u s e f u l a n d s u c c e s s f u l , c a n e x p e c t s o m e i n - g a m e h u m o r , t o o . I t is i n e v i t a b l e . H u m o r o f
o v e r a l l , as e v e r y o t h e r t y p e . A w i z a r d m a y n o t b e a b l e t o use a t h i s s o r t is n o t s o m e t h i n g y o u s h o u l d e n c o u r a g e , b e c a u s e i t c a n
s w o r d as w e l l as a w a r r i o r , b u t t h e s p e l l s t h a t t h e w i z a r d c a n access h a r m a g a m e i f t o o m u c h o f i t o c c u r s , b u t i t is n o t a c r i s i s e i t h e r .
m a k e up t h e difference. F o l l o w t h e rules, apply t h e m equally t o W h e n t h e players get off-track, give t h e m a m i n u t e or t w o — d o
every player, and you w i l l r e m a i n fair and consistent. n o t g e t t o o w o r k e d u p ; i t is a g a m e — a n d t h e n ask t h e m t o s t o p
S o m e t i m e s , t h o u g h , y o u w i l l f i n d situations t h a t t h e rules d o f o o l i n g a r o u n d and get o n w i t h i t o r even just c o n t i n u e w i t h the
n o t address. N o b o o k c a n c o v e r a l l t h e v a r i o u s c o n t i n g e n c i e s t h a t scenario. I f they w i l l n o t c o m e back t o the game, call a fifteen
a n i m a g i n a t i v e g r o u p o f players c a n devise. W h e n n o clear answer m i n u t e b r e a k . T h a t w i l l g i v e e v e r y o n e a c h a n c e t o discuss w h a t -
is a v a i l a b l e , l o o k f i r s t t o see i f o n e o f t h e o t h e r r u l e s suggests a e v e r is o n t h e i r m i n d , use t h e t o i l e t s , g e t a d r i n k , o r w h a t e v e r .
precedent; there may be some relevant parallels between part o f A f t e r that, i f they remain distracted, d o n o t hesitate t o end t h e
t h e rules a n d t h e c u r r e n t s i t u a t i o n . E i t h e r way, m a k e a d e c i s i o n , session early a n d p i c k u p a g a i n t h e f o l l o w i n g w e e k . S o m e t i m e s , f o r
l e t t h e p l a y e r s k n o w w h a t t h e d e c i s i o n is a n d t h a t i t is f i n a l , a n d whatever reason, people w i l l just have o t h e r t h i n g s o n t h e i r
t h e n stick w i t h t h a t decision. minds.

F o r e x a m p l e , say t h e P C s s u r p r i s e y o u b y p i c k i n g u p a s n a k e a n d
t h r o w i n g it at a guard, h o p i n g the snake w i l l poison h i m . T h e biFFerent Styles OF Playing
p l a y e r s w a n t t o k n o w w h o r o l l s t o a t t a c k . Is i t t h e c h a r a c t e r A r o l e - p l a y i n g g a m e c a n be p l a y e d i n t h r e e m a i n ways. N o n e o f
t h r o w i n g t h e s n a k e ? Is i t t h e s n a k e i t s e l f ? Is i t b o t h o f t h e m ? O r t h e m a r e r i g h t o r w r o n g ; t h e o n l y d e f i n i t i o n o f " r i g h t " is t h e w a y
does t h e p l a y e r m a k e s o m e sort o f o t h e r r o l l instead ? T h e s i t u a t i o n t h a t w o r k s best f o r y o u r g r o u p .
is n o t c o v e r e d b y t h e r u l e s ( n o s e c t i o n discusses a t t a c k s u s i n g o t h e r Action games a r e b a s e d a r o u n d c o m b a t , t r a p s , a n d o t h e r i m m e -
l i v i n g c r e a t u r e s as w e a p o n s ) , so y o u m u s t d e c i d e o n t h e s p o t . d i a t e p h y s i c a l d a n g e r s . T h e g a m e focuses o n t h e P C s g e t t i n g i n t o
For t h e sake o f a r g u m e n t , y o u m a y feel t h a t y o u w a n t j u s t t h e dangerous encounters a n d f i g h t i n g against monsters and o t h e r
snake t o make a n attack r o l l . T h a t ' s f i n e . T e l l t h e players . . . b u t e n e m i e s . T h e m a i n g o a l o f a n a c t i o n g a m e is f o r t h e c h a r a c t e r s t o
t h e n be aware t h a t i f i t h a p p e n s again, t h e y w i l l expect t h e same acquire treasure a n d e x p e r i e n c e points. C o m b a t m a y become
answer. I f t h e y t r y t h e same t r i c k a n d y o u t h e n decide y o u j u s t q u i t e t a c t i c a l , i f t h e g r o u p is so i n c l i n e d . C h a r a c t e r s t e n d n o t t o
want the player t o roll a n attack, t h e inconsistency w i l l seem h a v e d e e p b a c k g r o u n d s o r m a j o r h i s t o r i e s , as t h e p l a y e r s are m o r e
u n f a i r , unless y o u h a v e a g o o d reason f o r t h e c h a n g e . interested in their abilities and equipment t h a n in whether or n o t
I n the end, t h o u g h , never forget t h a t you are t h e f i n a l a n d t h e character's b r o t h e r has a l i m p . I n a c t i o n games, y o u w i l l w a n t
absolute a u t h o r i t y for the game. You have the r i g h t t o interpret t o keep t h e pace m o v i n g f o r w a r d q u i c k l y ; d o n o t waste t o o m u c h
t h e r u l e s as y o u see f i t , so l o n g as y o u a c c e p t t h a t i f y o u a b u s e t h a t t i m e d e s c r i b i n g w h a t happens b e t w e e n encounters. I f t h e players
r i g h t , y o u w i l l q u i c k l y e n d up w i t h o u t any players. go i n t o t o w n t o p i c k u p supplies, s i m p l y assuming t h a t t h e y rested,
purchased t h e supplies t h e y w a n t e d , a n d paid t h e g o i n g rate for i t
Introbuction

all is usually best. Y o u w i l l need to be doubly careful of staying fair t h o u g h t was fairly harmless i n t o a game-crunching advantage.
and consistent w i t h the rules i n this sort o f game. T h i s happens to every G M ; players are extremely i n n o v a t i v e
Story-telling games have m u c h less emphasis o n physical a c t i o n w h e n i t is most i n c o n v e n i e n t . T h e trouble is that all players like
and focus instead o n plots and intrigues. I n this type of game, the h a v i n g c o o l toys.
players w i l l probably have worked out a l o t of details about their You can try a number o f in-game fixes (EverQuest o n l i n e calls
characters' personalities and histories, and w i l l be strongly i n - t h e m "nerfs"). Unexpected consequences are a good start. I f an
volved w i t h the characters' lives. Y o u w i l l need to keep track o f i t e m is i n v o l v e d , perhaps i t attracts a nasty type o f monster w h e n
NPCs: n o t just their names, but i n f o r m a t i o n about t h e m , events used. Maybe possessing i t drains the character's abilities; maybe it
that happen t o t h e m , and what they do i n the background about warps his personality; maybe i t only has a certain number of
w h i c h the PCs may never become aware. File cards can be a great charges or i t can be activated only at certain times. You can even
help here. Events i n the w o r l d i n general w i l l need to move o n require that the character undergo several quests to gain full
whatever the PCs are d o i n g so that everything stays realistic and c o n t r o l of the item or power — by w h i c h time the other PCs may
believable. A l l that we have said about rules consistency must have naturally caught up. T r y to avoid cliche nerfs such as h a v i n g
apply to the consistency of the setting, too. I f the landlord o f an the item stolen or broken. I f the player t h i n k s you are t r y i n g to
inn at a small village outside Freeport is t h i n and grumpy w h e n the "cheat" her out o f the new power, she w i l l be very resentful.
players stay there, he w i l l need to be t h i n and grumpy the next T u r n i n g the situation around so that she feels she is learning more
time they go through — or a new landlord w h o bought the i n n off about this mysterious new advantage, however, w i l l make the
the previous landlord. game even more interesting for her.
Investigation games are based around the PCs e x p l o r i n g u n - I f the player i n question is a reasonable type, you can try t a k i n g
k n o w n areas and solving puzzles and mysteries. Y o u need n o t her aside, e x p l a i n i n g the problems that her character is causing
include m u c h fighting, but a sense of pressing danger is i m p o r t a n t and asking her if she minds giving up her new advantage. T h i s
to keep the investigation interesting. T h i s sort of game is all about tactic is risky, though: i f she is n o t keen, you w i l l cause a lot of
making the players curious and forcing t h e m to t h i n k . T h e resentment, and you cannot t h e n use any other nerf w i t h o u t i t
scenario may have a very complicated p l o t or an intricate and being very obvious; you w i l l also really alienate her. A t that p o i n t ,
mysterious setting, or b o t h . T h e PCs are likely to spend a lot o f the best solution is to increase the power level of the other PCs to
time looking around, so you need to k n o w exactly what they w i l l match — subtly, over a few sessions — and increase the threats,
see. You should be careful balancing the clues to the puzzles: they so that you regain balance, just at a more powerful level.
need to be subtle enough to make the players t h i n k , but n o t so
hard that they get frustrated.
Tricks or the Trade
I n practice, o f course, almost every game w i l l have elements of
action, story-telling, and investigation. Yet the balance of those Keeping the Players Involveb
elements relies entirely upon you and your players. W h e n you find
If you can make the w o r l d of N o r r a t h really come to life for the
the m i x that your players enjoy the most, you w i l l be 75% of the
players, you w i l l head off a l o t o f p o t e n t i a l problems and difficul-
way toward r u n n i n g a great game.
ties right from the start. Most of the hassle of being a G M is caused
As an aside, be careful about using humorous elements i n your by players w h o are feeling uncooperative or distracted. T h e more
games. If you do not take a campaign seriously, the players w i l l n o t real the game feels to t h e m , the more fun they w i l l have and the
take it seriously either. If you introduce an N P C w i t h a silly name less w o r k they w i l l be for you. Fortunately, creating a strong sense
such as " M i k e Orpse," you are sending the signal to the players of immersion is n o t particularly difficult.
that the campaign w i l l be light-hearted. T h e y w i l l put more effort
T h e greatest weapon i n your armory is the power of description.
into j o k i n g around w i t h each other and t r y i n g to be funny t h a n
I f you take the time to set the scene and describe a l o c a t i o n or
into actually playing the game. T h i s d i r e c t i o n is fine i f i t is what
object fully, the players w i l l be hooked from the start. Use your
everyone wants . . . but very frustrating if i t is not. I f i n doubt,
words to b r i n g the game to l i f e — d o n o t just tell the players where
always take your game seriously.
the PCs are, tell t h e m w h a t it looks and feels like. Bring i n
atmospheric but irrelevant m i n o r details.
Keeping Things BaLanceo
If you say, "You're i n a 10-by-10 r o o m w i t h a door i n the n o r t h
Games are the most fun w h e n everyone can take an equal role
w a l l , " you give the players all the critical information, but offer
and all the players get to feel that they are genuinely achieving
n o t h i n g for t h e m to wrap their imaginations around, so the scene
something. Both o f these elements are equally i m p o r t a n t to a
w i l l n o t seem realistic or engaging. Compare the effect of a fuller,
successful game. T h e PCs must be balanced w i t h each other. I f
richer description: " T h e door sags slightly as you push it open. T h e
one PC is stronger t h a n the others, the rest w i l l be sidelined; if one
wood is soft and slippery, and it looks as i f it's starting to rot. A s
is weaker, she w i l l be greatly disadvantaged. I n either case, the
you go inside, your torches light up a tall vault, about ten feet
players of the weaker characters w i l l quickly become unhappy
square. I t stinks o f decay and ages long-past. T h e walls are the
w i t h the situation.
same rough, unworked stone as the rest o f the caverns, but there's
T h e PCs also should be balanced w i t h respect to their ability to a faintly coppery t i n t to the surface. A band o f rough glyphs runs
affect the w o r l d around t h e m . I f the threats that they face are n o t around the r o o m at head-height. T h e y look like they were hacked
genuinely dangerous, there w i l l be n o tension or excitement; if the i n t o the walls centuries ago. T h e earthy floor is damp, and you can
threats are too lethal or too confusing, the players w i l l start feeling make out occasional patches of mosses and lichens among the
powerless and give up. T h i s guideline applies to monsters, traps, stones. T o your right, a shining, rust-free steel door catches the
NPCs, puzzles, and even to the w o r l d at large. O n the one hand, reflection o f your torches."
if n o t h i n g the PCs do seems to make any difference to the game
T h e l i t t l e details w i l l catch players' imaginations and make
world, the players w i l l stop bothering t o do a n y t h i n g . O n the
t h e m wonder w h i c h things are clues and w h i c h details. A r e the
other hand, i f they can do whatever they want, t h e n n o t h i n g is
glyphs a trap, a ward, a message? W h y is the wooden door rotting?
interesting. T h e end result is the same, so h i t t i n g the middle
W h y is the metal door so clean and bright? What's the stink?
ground of challenging yet achievable trials is i m p o r t a n t .
W h a t about the coppery tint? W h y use the word "vault"? Is
Keeping each character roughly equivalent i n power to one something buried here? Is i t dangerous?
another is also usually best. Occasionally, a new find or ruling w i l l
T h e answers are up to you. I f the r o o m is just a room, t h e n none
turn out to have unbalancing consequences for the game —
of the details need to mean a n y t h i n g . A r i c h description w r i t t e n
usually a piece o f equipment (something the PCs were n o t
at random may give you all sorts o f ideas that you can use to spice
supposed to acquire or something that i n i t i a l l y seemed pretty
up the l o c a t i o n , though. Perhaps a body — or a zombie — lies
m i l d ) but also perhaps a new spell or skill. Either way, sooner or
buried under a couple o f inches of d i r t , hence the stink, the decay,
later a clever player w i l l find a way to turn something that you
and the l i c h e n . O r perhaps something uses this room and is on its
EverQuest RPG: Game Master'sGuibe
way hack, w h i c h is why i t keeps the metal door clean. Maybe the effect is ending i n the appropriate round. You can also keep track
glyphs really are a message — a prophecy, from d o w n through the of the PCs' health. A battle sheet just helps keep everything
centuries. Maybe a seam of precious metal runs just b e h i n d the together. You m i g h t even prepare battle sheets before the game
wall, i f the PCs can be bothered to dig for i t . I f just one o f those for any encounters you are expecting, w h i c h w i l l help m a i n t a i n
possibilities is true, the PCs must investigate to find out w h i c h . game flow.
Using full descriptions o f things, people, and places takes a b i t Similarly, h a v i n g a few short lists o f random names for people
of extra preparation time — w o r k i n g out the descriptions i n and places is w o r t h w h i l e . W h e n you need to use an N P C , you can
advance so that you do not dry up w h e n put o n the spot is often thus immediately give h i m a name that is consistent w i t h the
best — but is well w o r t h the effort. Such preparation w i l l give you game (and t h e n cross i t off the list!). Players always pay more
ideas, keep your players interested, and help make your games a t t e n t i o n to named characters t h a n to nameless ones. T h e same
truly great to play i n . I t also lets you slip clues i n t o the game is true of taverns, streets, villages, and a n y t h i n g else you find
w i t h o u t being too obvious. I f you generally use really quick yourself h a v i n g to come up w i t h on the spot. " A l t h i e l l e , landlady
descriptions, t h e n m e n t i o n i n g something extra makes i t stand of the G o l d e n L i o n o n Summer Street" is obviously far more
out. I f you usually say, "It's a 10-by-10 room," t h e n i t w i l l really i m p o r t a n t and memorable a character t h a n "an innkeeper" —
stand out when, for the first time i n five rooms, you add something even i f i n fact she is not at all i m p o r t a n t and may never appear
such as, " A band of glyphs runs r o u n d the w a l l . " I f you always give again i n your campaign ( a l t h o u g h you may find that some of your
full descriptions, then the players w i l l be less certain what is more memorable N P C s begin as ones you create o n the spur of the
important. You can add extra details to make a clue less subtle i f m o m e n t i n the middle a game session and then take o n a life o f
you need to — the glyphs could be b u r n i n g w i t h a flickering blue their o w n i n the campaign).
flame, for example.
You have other options that can help keep the players focused, Managing the bice
of course. Handouts and in-game props are fantastic ways o f Some dice rolls should be kept secret from the players, includ-
helping bring the world to life. Preparing maps, w r i t i n g letters, ing some o f t h e i r o w n skill checks. Usually, having players make
and sketching symbols w i l l give you a great range of fairly easy i n - their o w n dice rolls reassures t h e m that you are being fair, and
game items to pass out. A r t w o r k and pictures o f the things and anyway, m a k i n g a r o l l is fun. Yet w h e n the PC himself would not
places that the PCs w i l l encounter is also great, if you can get h o l d k n o w whether he succeeded or failed, the player should n o t know
of it or draw it yourself. Printed screenshots from EverQuest o n l i n e either.
can be a really great help. T h e G M instead of the players usually makes a secret roll any
You can also set the mood by preparing the play e n v i r o n m e n t . time the PC must take his skill o n faith — such as w h e n searching
If you turn the lights d o w n low and play some quiet, spooky music a r o o m , translating a parchment, t r y i n g to bribe or persuade
in the background, you w i l l put the players o n edge even before someone, t r y i n g to be sneaky, disarming certain complicated
a n y t h i n g happens. Fast-paced music is great for fight scenes — types of traps, and so o n . I f a player has his PC search for traps and
and if you switch to i t before the players k n o w what the danger is, fumbles, t h e n w h e n you indicate that he found n o t h i n g , he w i l l
you w i l l make t h e m nervous. W h e n playing an N P C , try d o i n g a k n o w something is wrong. I f the player does n o t see the r o l l , then
different voice or an accent i f you are any good at t h e m (heck, all he knows is what his character knows — n o traps. T h i s strategy
even i f you are n o t ) , w h i c h w i l l help make that person more real helps heighten the tension and make the game more real and
for the players. You can even use your o w n behavior t o b r i n g the exciting.
players i n t o the game. If you suddenly scream as loudly as possible, I n combat, you should let the players roll the dice and t h e n tell
you w i l l add a great amount of punch to then saying, "The scream t h e m if they h i t or not. Never let players see their enemies' attack
came from the northeast." I f an N P C is cross, shout at the players; rolls, however, w h i c h w i l l give you a certain amount of necessary
if appropriate, pace around the r o o m . T h e more you can i n v o l v e leeway to tweak combat as it happens. I n general, PC deaths
all the different senses, the more real the game w i l l seem. should be meaningful: the result of a heroic gesture, an inevitable
circumstance, or gross stupidity. Losing a character to petty bad
Physical Tools luck is n o t m u c h fun. By keeping the monsters' attack rolls to
You can use several different physical aids to help make G M i n g yourself, you can help soften a combat that is more lethal than you
easier. T h e most famous of all are G M screens. These screens are intended. T w o lucky critical hits i n a row on the part of a random
large, folded sheets of cardboard stock paper w i t h an illustration wandering monster might be enough to k i l l a PC, but you have the
or logo o n the players' side and the game's most c o m m o n l y used chance to soften the blow w i t h o u t the player ever k n o w i n g .
tables, charts, and rules summaries o n your side for quick refer- You need n o t intercede, t h o u g h . A great many G M s play
ence. G M screens let you look at notes w i t h o u t risking the players combat absolutely straight — N o r r a t h is a dangerous world, after
seeing t h e m , make dice rolls i n secret, and generally go about the all. It's your choice. I f you do choose to help the players out from
business of r u n n i n g the game. T h e downside is that they do w a l l t i m e to time, never let t h e m k n o w . T h e y w i l l not respect the game
you off from the players, w h i c h can make you seem a b i t distant, if they do not feel like their PCs are i n danger. Y o u definitely
but most G M s feel that the convenience of the screen outweighs should not shield a player from the effects o f obvious foolishness.
this issue. I f a weak PC suddenly attacks a squad of guards i n the middle of
A portable computer can also be very useful. I t gives you Qeynos, allowing t h e m to carve her i n t o l i t t l e chunks is only fair.
somewhere to store your notes, helps make t h e m searchable, and Sooner or later, a character w i l l die. T h i s m o m e n t can be very
also allows you to r u n a number of handy utilities. Y o u can also upsetting for a player, but i t need not be the end. T h e PC can be
load art files to show players and use i t to play quickly changeable raised or resurrected if the other characters are good enough or are
MP3s for background music. prepared to pay — or perhaps to do a quest as payment in k i n d .
Miniatures and counters are a great way o f h e l p i n g players to A l t e r n a t i v e l y , the dead character may be remembered in verse,
visualize position and tactics i n a combat. T h e y also give a sense legend, or even tavern names. A PC's death affords the player a
of perspective: saying " T h e m i n o t a u r is ten feet t a l l " is n o t as chance t o try new options or maybe play a friend or relative of the
impressive as h a v i n g a huge minotaur figurine dwarfing the dead character. Even entire parties can be raised — they would
warrior's figurine o n a map. surely owe whoever resurrected t h e m a huge debt — or a new
W h e n fighting starts, you may want to draw up a battle sheet — campaign can start where the o l d one left off, maybe even t o the
a m a t r i x w i t h a list of all the combatants i n the fight i n their p o i n t of going to look for the o l d party. Death gives life its value,
i n i t i a t i v e order d o w n the side, crossed by the round number along so d o n o t be scared o f k i l l i n g characters w h e n fate demands i t .
the top. A s characters take their actions, you can t i c k t h e m off the
list for that round, and i f their actions have long-lasting effects,
such as spell durations or stunning, you can make a note that the
Running a Session Unfortunately, some players are just trouble. T h e y may keep
disrupting the session w i t h off-topic nonsense, bossing other
people around, arguing petty rules points, or trying t o wreck the
Knowing the Material game in-character — attacking other PCs or friendly NPCs, for
You w i l l feel a lor more confident about the session you are example. T r y issuing a w a r n i n g a couple o f times, hut if the
r u n n i n g i f you have a good handle o n the scenario. T h e more disruptive behavior continues, the only o p t i o n you have is n o t
confident you are, the easier i t w i l l be and the more fun you w i l l i n v i t i n g a bad player back to your game. E m o t i o n a l bullies of this
have, so m a k i n g absolutely sure you have prepared fully is w o r t h - sort are good at m a n i p u l a t i n g friends and m a k i n g people feel
while. You may want to draw maps for yourself so that you can guilty, so raking a c t i o n can he hard, but you should never let one
chart the party's progress; even i f you do n o t show the maps to the person d i m i n i s h the fun for the entire group.
players, you w i l l find that they are invaluable. Some players are quieter than others. Unless they like being i n
You should also have thought about the encounters that the the background, you may need to make sure that the quiet ones get
players are likely to come across. A s w e l l as preparing battle sheets, their turn i n the limelight. I f a player is just sitting there silently,
stop for a m o m e n t to t h i n k about tactics and alternatives to make a p o i n t of asking h i m for thoughts or ideas and get h i m to tell
fighting. A squad o f veteran goblins w i l l n o t likely be caught you what his character w i l l be doing. Similarly, i f one person is
bunched in a group. Chances are a tracker or sentry w i l l be hogging all the limelight or t r y i n g to boss the other players
keeping watch; three or four o f the creatures may be out on the around, you should suggest diplomatically that raking a back seat
wings, ready t o flank the parry; archers and slingers w i l l fall back is a good idea every n o w and again. Such decisions are n o t always
and pepper the party w i t h missiles w h i l e melee fighters keep the easy, but they are i m p o r t a n t if the group shall endure.
PCs occupied. T h i n k i n g about encounters i n advance can make W h e r e possible, try to make sure that every character gets a
a lot o f difference to the way the game feels. challenge that only he or she can deal w i t h each session. Such a
If you k n o w that the players w i l l be interacting w i t h NPCs, challenge need n o t be a n y t h i n g major, but i t w i l l help make sure
preparing at least a rough o u t l i n e of any i m p o r t a n t speeches is that everyone feels involved, especially the quieter players w h o
helpful. M a k e sure you have also noted any physical or vocal tend n o t to engage as strongly i n the a c t i o n . A well-rounded group
characteristics that you want to give the N P C . I f you always drop of PCs w i l l feature a m i x of talents; before a game session, try to
one shoulder i n t o a sort o f h u n c h w h e n portraying a particular identify some moments i n the upcoming adventure where each
NPC, she w i l l feel far more real to the players. If a lot is happening character m i g h t have a chance to shine. Perhaps the paladin's
behind the scenes, make a t i m i n g list that tells y o u w h e n certain leadership skill w i l l be needed to rally a peasant m i l i t i a , an
events occur throughout the day (or week, or m o n t h , and so o n ) . enchanter's illusion spell w i l l get her past an enemy's gates, or a
If you k n o w particular rules tests w i l l be required, such as c l i m b i n g ranger's t r a c k i n g skill is required to find a missing person. T r y n o t
a slippery wall, you can just double-check the appropriate rules to force fit such situations; i f the players do n o t seize their
before the session so that you can avoid d o i n g so w h e n the game opportunities, that is alright — at least each player had the chance
itself is underway. to put his or her character's unique talents to work.
As a G M , you w i l l find that a bit of preparation goes a very long O n the opposite end, be cognizant of skills and stats the PCs
way. lack or barely possess. I f none of the PCs can open locks, a locked
gate w i l l make for a serious obstacle. Presented correctly, such
Managing the Players obstacles can encourage players to develop more than just their
You can never be absolutely sure w h a t the players m i g h t t h r o w characters' attack bonus and mana pool and reward those charac-
at you. I n i t i a l l y , you w i l l operate mostly o n guesswork, but as you ters w h o develop skills such as A n i m a l Empathy, Diplomacy,
get used to the way the players t h i n k , p r e d i c t i n g the challenges Search, and others. Presented incorrectly, such obstacles can
you w i l l be given becomes easier. prove impossible to overcome and u n i n t e n t i o n a l l y bring the
Picture the scene . . . . You have spent an entire evening adventure to a screeching halt.
creating a really i m p o r t a n t N P C . H e holds critical i n f o r m a t i o n
that the PCs w i l l need later, but he w i l l n o t just tell t h e m Managing the Session
immediately. T h e PCs must w i n his trust. O n c e the PCs make Before you start the session itself, make sure to deal w i t h any
contact and get to k n o w h i m , he w i l l send t h e m o n a quest as a way a d m i n i s t r a t i o n or other tasks that m i g h t get i n the way of the
of gaining his friendship. T h e quest w i l l easily take up this week's game. G i v e everyone a few minutes to get some general chatter
entire session, and you have detailed i t carefully. You start the out of their system and be sure no-one needs to go to the toilet, get
session and let the PCs notice your key N P C i n the distance. A l l a d r i n k , or a n y t h i n g else. I f there are any new players, b r i n g t h e m
goes well. T h e n the crack-shot archer immediately opens fire up to speed first. I f the players do maps, make sure that everyone
because she feels t w i t c h y , and the player makes a great r o l l . T h e knows w h o the map-maker is — offering some extra experience
N P C is k i l l e d o u t r i g h t — along w i t h your plans for the night's points w i l l usually flush out a volunteer. I f one o f the players
game — and you must now make the adventure up as you go along. cannot make the session, let everyone k n o w what is happening
w i t h her character: is the character just absent for this session, too?
Every G M has been there. From time t o t i m e , the players w i l l
does someone else take c o n t r o l o f it ? do you ? If you have any other
do something you really d i d n o t expect — something b r i l l i a n t ;
personal rules — many G M s let their players refer only to the
something stupid; something random — and derail your plans.
Player's Handbook d u r i n g a session, for example — t h e n remind
Your best defense is to have an idea of what your players are like.
everyone.
As you get to k n o w the way the group works, you w i l l get better
at understanding the players' tendencies. I f you k n o w they are a W h e n you are ready to begin, you should first spend a few
paranoid bunch w i t h itchy trigger fingers, you w i l l k n o w n o t to minutes recapping events from the end of the previous session.
introduce p l o t N P C s i n p o t e n t i a l l y dangerous situations. I f they T h i s review w i l l help r e m i n d everyone o f where they were and
are always after treasure, o n the other h a n d , you can tempt t h e m what was going o n , and i t gives you a chance to use some
to where you want t h e m w i t h rumors of gold. description to b r i n g the players i n t o the mood, settle everyone
A l t h o u g h getting used to the group w i l l take several sessions, d o w n , and get the game r o l l i n g .
you can help speed up the process. Keep notes o n h o w the players You can pace the game itself according to the events and
react d u r i n g games. I f they surprise you, j o t d o w n what they d i d . challenges that arise. A c t i o n sequences and fights are fast and
Make sure you k n o w as m u c h about the game area and its exciting. Describe combat blow-by-blow so as to make it seem
inhabitants as possible, so that i f the PCs ignore your prepared more real to the players and more dangerous for the PCs. "You h i t
dungeon and head to a local village instead, at least you w i l l have h i m for 8 points of damage" is n o t as i n v o l v i n g or realistic as "Your
an idea about what is happening. blade hacks i n t o his shoulder, c u t t i n g a deep gash. Blood quickly
stains t h r o u g h the front of his t u n i c . " By contrast, story-telling
sections are slower and give plenty of chances for player introspec-
EverQuest RPG: Game Master's Guioe
t i o n . Puzzles are paced even more slowly. M a n i p u l a t e the game to Keep the game flowing as m u c h as possible. A v o i d stopping too
fit the style that the players enjoy. I f the game is flagging, inject long to check rules. I f you are fairly sure about a ruling, run w i t h
some action; i f the players look a b i t b u r n t out or they are getting it. Forbidding all rule discussions and appeals during the session
sloppy, give t h e m a slower section. itself is a good idea; otherwise, you tend to get bogged d o w n i n
During action sequences, resolve each player's actions as quickly players q u i b b l i n g w i t h you. N o t h i n g kills a game session dead
as possible and i n the order i n w h i c h the actions occur. I f a player faster than a determined rules lawyer. D o everything you can to be
takes forever t h i n k i n g about her move, pass her over t h a t round consistent, t h o u g h : i f the players cannot predict w h i c h skills or
(unless she is a new player in need of some coaching and sugges- actions are useful, they w i l l n o t really be interested in their
tions o f possible actions to take). A f t e r you skip an indecisive characters' abilities, and the game w i l l suffer.
character once or twice, your players w i l l definitely be ready w h e n
their i n i t i a t i v e comes up. Besides, characters cannot afford to stop Enoing the Session
and puzzle over tactics w h e n someone's swinging an axe at t h e m . The golden rule of closing a session is n o t to end i t in the middle
D o not dictate to players what their characters can and cannot of a fight. A n inevitable loss of atmosphere happens between
do (unless, for example, the PC is being magically c o n t r o l l e d ) . sessions, and building it up again can take a few minutes, so the
Stay realistic: you represent the w h o l e game w o r l d , n o t just one best t i m e to b r i n g a session to a close is w h e n the action has
individual w i t h i n i t . I f a PC is determined to attack a harmless slackened off. Suspenseful cliff-hangers are fine, but i f you have
bystander, let her, t h e n decide o n the consequences — being worked hard to get the players feeling nervous about an approach-
arrested by a p l a t o o n o f guards and t h e n executed the n e x t ing monster, h a v i n g i t attack while they are still in the right mood
morning, for instance. T h e players w i l l learn quickly. W h e n you is far more fun. I f you save the monster for the start of the next
need to make the PCs d o something, have your N P C s deceive, session, the encounter w i l l not be anywhere near as dramatic.
con, bribe, seduce, insult, or trick t h e m — whatever is required. Always bring o n and resolve the climax before finishing up.
Just do n o t ever order the players about, because you r u i n their O n c e you have officially stopped gaming, take a few more
ability to play the role of their characters. minutes to calculate and award experience and deal w i t h any rules
You can and should, however, refuse to let players act o n issues or appeals t h a t people may have saved from during the
knowledge that their PCs would n o t possess. If all the players hear game, but first discuss the events o f the game w i t h the players. I f
you telling one o f t h e m t h a t his character is being attacked i n a someone played well or impressed you w i t h ideas or actions, say so.
different location, do n o t let their characters rush out to help, Let the players tell you what they d i d and d i d not enjoy and what
even i f they pretend that such a decision is c o i n c i d e n t a l . C o m - they t h i n k is going o n . Take some notes — secretly, perhaps —
ments such as, " O h , I ' l l just grab my bow and t h e n wander outside about what they d i d and d i d n o t like so that you can tailor
to look at the stars, and then spot my friend i n trouble . . . " can be following sessions to their tastes. T h a t way, you w i l l quickly come
ignored. to know w h a t your players enjoy and how to make your games as
much fun as possible.
Chapter One: The Worlt) OF Norrath

SworH of Norrath
Guide to the Unkno ton World Geography
T h e w o r l d o f N o r r a t h is a r e a l m o f m y s t e r i e s . V a s t r e g i o n s o f W h a t f o l l o w s is n o t a r e g i o n - b y - r e g i o n r e p e a t o f t h e i n f o r m a -
N o r r a t h r e m a i n u n e x p l o r e d , leading characters i n t o quests o f t i o n f o u n d i n t h e EverQuest: Player's Handbook; r a t h e r t h e e n s u i n g
discovery b o u n d e d o n l y by t h e l i m i t s o f i m a g i n a t i o n — your i n f o r m a t i o n offers a region-by-region d e s c r i p t i o n o f w h a t myster-
i m a g i n a t i o n . A s t h e G a m e M a s t e r , N o r r a t h is y o u r s t o m o l d , ies m i g h t b e f o u n d i n v a r i o u s areas o f N o r r a t h ( a n d o n e o f i t s
modify, a n d create. T h i s chapter provides fuel t o power your m o o n s ! ) , a r o u n d w h i c h G M s c a n create adventures. T h u s , y o u
imagination. w i l l u s u a l l y n o t f i n d t h e b a s i c d e s c r i p t i o n o f e a c h area — t h a t

You c a n consider this chapter t o be the evil t w i n o f the W o r l d i n f o r m a t i o n is i n t h e Player's Handbook. You will, though, find

o f N o r r a t h i n t r o d u c t i o n i n t h e EverQuest: Player's Handbook. k e r n e l s o f ideas t h a t y o u m i g h t f i n d i n t e r e s t i n g e n o u g h t o t u r n

Whereas that introductionexplored "information that a budding into an adventure or campaign.

adventurer, n e w t o t h e world o f N o r r a t h , would k n o w , " this


chapter provides details o n t h e u n k n o w n w o r l d o f N o r r a t h . Antonica
You will find herein plenty o finformation not currently avail- T h e c o r e o f N o r r a t h is t h e c o n t i n e n t o f A n t o n i c a . T h e l a r g e s t
a b l e i n t h e o n l i n e v e r s i o n o f EverQuest, so e v e n i f y o u r players are and most populous o f Norrath's k n o w n continents, A n t o n i c a
EverQuest veterans w h o h a v e e x p l o r e d some o f these secrets serves as a h u b f o r w o r l d p o l i t i c s . T h e c i t y o f F r e e p o r t is a
o n l i n e , plenty o f u n c h a r t e d regions o f N o r r a t h r e m a i n for y o u t o crossroads for m o r e m e r c h a n t a c t i v i t y a n d t r a v e l t h a n a n y o t h e r
u t i l i z e i n y o u r EQrpg campaigns a n d p l e n t y o f n e w mysteries i n c i t y i n N o r r a t h . A s such, i t presents a good s t a r t i n g p o i n t for m a n y
areas p l a y e r s m a y h a v e a l r e a d y c h a r t e d o n l i n e . F u r t h e r m o r e , y o u EQrpg campaigns.
c a n a l w a y s t a k e t h e areas a n d s e c r e t s v e t e r a n o n l i n e p l a y e r s t h i n k
A n t o n i c a also h a s i t s share o f u n k n o w n lands. H a v i n g b o r n e
they k n o w and make t h e m somewhat different i n the version o f
t h e rise a n d f a l l o f s o m a n y e m p i r e s f r o m t h e S h i s s a r , t o t h e
N o r r a t h t h a t you ( a n d y o u r players) choose t o create.

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I f y o u a n d s o m e o f y o u r p l a y e r s h a v e p l a y e d EverQuest o n l i n e , e s p e c i a l l y i f y o u h a v e p l a y e d a lot o f E v e r Q u e s t o n l i n e ( y o u k n o w w h o
y o u a r e ! ) , l e t t i n g g o o f t h e w a y s o m e t h i n g s a r e d o n e o n l i n e t h a t d o n o t e x i s t i n t h i s " p e n - a n d - p a p e r " v e r s i o n o f EverQuest m i g h t be
strange. I n E Q r p g , several o f t h e o n l i n e c o n v e n t i o n s t h a t are necessary f o r a f u n o n l i n e e x p e r i e n c e , b u t w h i c h m i g h t also d e t r a c t f r o m
h a v i n g a m o r e i n t e r n a l l y r e a l i s t i c s e t t i n g , c a n b e r e m o v e d . T h i s m a t t e r is best e x p l a i n e d b y e x a m p l e s :
• C h a r a c t e r s d o n o t r u n across t h e P l a i n s o f K a r a n a i n f i f t e e n m i n u t e s . T h e P l a i n s o f K a r a n a a r e a n 8 0 0 - m i l e w i d e s t r e t c h o f r o l l i n g
grass a n d h i l l s . C r o s s i n g t h e p l a i n s t a k e s o x - d r a w n c a r a v a n s m o n t h s , a s s u m i n g t h e y s u r v i v e t h e t r e k a t a l l .
• T h e g a m e d o e s n o t a l w a y s h a p p e n i n r e a l t i m e . I f c h a r a c t e r s n e e d t w o m o n t h s o f i n - g a m e t i m e t o cross t h e P l a i n s o f K a r a n a , y o u m i g h t
have t h a t j o u r n e y h a p p e n i n 6 m o n t h s o f play t i m e o r 6 seconds o f play t i m e , d e p e n d i n g o n h o w your story s h o u l d u n f o l d and where t h e
characters need t o be for t h e story.
• T h e r e a r e n o z o n e s o r z o n e l i n e s . T h e g e o g r a p h y o f N o r r a t h is d i c t a t e d m o r e b y t h e m a p o n t h e f o l l o w i n g p a g e t h a n b y h o w o n l i n e
zones c o n n e c t .
• I f a c h a r a c t e r d i e s , s h e d o e s n o t i m m e d i a t e l y r e - s p a w n n a k e d a t h e r b i n d affinity p o i n t . S h e stays q u i t e d e a d u n t i l h e r c o m r a d e s h a u l
h e r carcass b a c k o u t o f t h e d u n g e o n a n d p a y a c l e r i c i n t o w n t o r e s u r r e c t h e r .
• F r e e p o r t is a h u g e c i t y w i t h t h o u s a n d s u p o n t h o u s a n d s o f c i t i z e n s , n o t 8 0 + o n l i n e c o m p u t e r m o d e l c i t i z e n s . T a v e r n s arc c r o w d e d w i t h
p a t r o n s , m a r k e t p l a c e s t e e m w i t h c o m m e r c e , walls are m a n n e d b y scores o f m i l i t i a m e n . . . .
• T h e p o p u l a t i o n o f t h e k n o w n w o r l d is n o t c o n f i n e d t o a f e w m a j o r c i t i e s . W h e r e a l o n e i n n s t a n d s i n t h e o n l i n e w o r l d , a l a r g e v i l l a g e
m i g h t exist i n y o u r E Q r p g v e r s i o n o f N o r r a t h . For e x a m p l e , t h e W e s t e r n K a r a n a s are f i l l e d w i t h dozens o f villages a n d thousands o f
homesteaders f r o m Q e y n o s , t r y i n g t o survive t h e plains l o n g e n o u g h t o supply Q e y n o s w i t h its agricultural f o o d requirements.
• I f h e r o e s slay t h e d r a g o n N a g a f e n , h e stays d e a d ( t h o u g h s o m e o t h e r p o w e r f u l c r e a t u r e m a y f i l l t h e p o w e r v a c u u m a n d u s u r p N a g a f e n ' s
f o n n e r d o m a i n , o r S o l u s e k R o m i g h t d e c i d e t o r e s u r r e c t t h e d r a g o n as h i s o w n s e r v i t o r — o r a n y o f a t h o u s a n d o t h e r s t o r i e s . . . ) .
• A l l " a d v e n t u r e r s " i n t h e w o r l d o f N o r r a t h t o t a l f a r less t h a n 1 % o f t h e p o p u l a t i o n . T h e v a s t m a j o r i t y o f c i t i z e n s a r e n o t b r a v e o r
t a l e n t e d e n o u g h t o p u r s u e s u c h l i v e s . T h e P C s are u n i q u e a n d h e r o i c i n d i v i d u a l s i n t h e s e t t i n g , n o t t h e m o s t c o m m o n f i g u r e s s e e n r u n n i n g
through t h e hills.
ANTONICA

FAYDWER

ODUS

KUNARK

EBH
Chapter One: The Worlb O F N o r r a t h
Rallosian Empire, t o the elven k i n g d o m o f T u n a r i a and the also operates an underground smuggling ring. M c C a b e operates
C o m b i n e Empire, k n o w i n g from w h i c h era the various ruins his smuggling r i n g i n secret w h i l e p u t t i n g o n a political face o f
around A n t o n i c a originate is sometimes difficult. D e l v i n g deeper innocence. W i t h agents and ties i n every dark corner o f N o r r a t h ,
into ruins leads explorers t h r o u g h layers of civilizations that built Carson McCabe's Highkeep caters to the seedy and reputable
atop another's ruins before collapsing to ruins themselves. Delv- alike.
ing too deeply might unearth secrets better left buried i n Antonica's N e r i a k : H o m e to the dark elves, N e r i a k admits any w h o follow
past. I n n o r u u k . B o r n and bred for hatred, the T e i r ' D a l have created
their city i n h o n o r o f the dark god. Caverns and tunnels stretch
Cities O F A n t o n i c a deep i n t o the bowels o f the earth, twisting and t u r n i n g around
Freeport: T h e city of Freeport was formed by refugees o f the pools and stalactites.
C o m b i n e Empire d u r i n g its collapse. Those refugees that d i d n o t T h e city is i n a constant state of flux i n regards to rulership.
escape to L u c l i n fled across the sea. These waters were later K i n g N a y t h o x T h e x and Queen Cristianos T h e x have trans-
dubbed the Ocean o f Tears i n memory of the great tragedy that led formed N e r i a k i n t o their o w n political battlefield. T h e K i n g
to the fall of their once glorious empire. O n the southeastern commands the armies, the clergy, and many other factions, while
shores of A n t o n i c a , these refugees established the city o f Freeport, the queen has gained the favor o f shadow knights and necroman-
w h i c h was erected in h o n o r of the traditional gods of the empire: cers. T h e struggle for power continues w i t h n o compromise i n
M i t h a n i e l and Erollisi Marr. sight.
A l t h o u g h T h e C i t y of Valor was b u i l t to cater to the following Some c l a i m that K i n g T h e x currently holds sway; however,
o f M i t h a n i e l and Erollisi Marr, war now erupts w i t h i n A n t o n i c a ' s Queen Cristianos's support grows daily as more o f Neriak's y o u t h
largest settlement. M o r e and more, the city is now under the flock to the schools of necromancy. Recent conflict has become
command o f Sir Lucan D'lere, the head o f the Freeport M i l i t i a . so heated that b o t h the k i n g and queen have resorted to h i r i n g
Lucan is a former K n i g h t o f T r u t h w h o now wages a clandestine "daydwellers" from the w o r l d above i n order to further their o w n
battle against his o l d comrades and the priests of M i t h a n i e l and agendas.
Erollisi Marr. C u r r e n t l y , b o t h sides possess an equal political
A l t h o u g h hate may reign i n the underdark city, o t h e r N o r r a t h i a n
foothold and continue to push the tide o f influence as best they
faiths have been rumored to surface over the past decade. T h e
can. Gypsies w i t h i n the city make superstitious gestures w h e n Sir
heathens have kept their practices quiet up u n t i l recently; yet as
Lucan D'lere's name is m e n t i o n e d i n their presence. T h e y c l a i m
their numbers grow, the risk o f exposure becomes more and more
he sold his soul t o I n n o r u u k i n order to gain power w i t h i n
worrisome.
A n t o n i c a ' s largest and most influential city.
O g g o k : C i t y of the ogres, Oggok holds l i t t l e o f apparent
Even stranger yet are stories o f eerie sounds and strange lights interest but many obvious dangers to explorers. A f t e r the fall of
coming from the sewer grates. T h e openings, w h i c h lead below the Rallosian Empire, the surviving generation o f still-intelligent
the city's surface, inspire m u c h diabolical speculation among ogres chose their last stronghold w e l l , for few races cared to mount
Freeport's people. Some citizens c l a i m that odd c h a n t i n g can a m i l i t a r y campaign to drive the remaining ogres out of the
often be heard c o m i n g from the tunnels. Those w h o have sought swampland around Oggok. L o n g ago, Oggok was a Rallosian
the source have disappeared i n t o the darkness below, never seen fortress, and w h i l e all of its former glory has fallen to r u i n , some
or heard from again. treasures o f the Rallosian Empire undoubtedly yet lie buried i n the
G r o b b : T h e t r o l l city o f G r o b b is an enigma u n t o itself. T h e ruins.
trolls k n o w l i t t l e about the history of this city m u c h less the Q e y n o s : T h e Free C i t y o f Qeynos falls under the leadership of
history o f their race, and any accurate t e l l i n g may be forever lost his royal highness K i n g A n t o n i u s Bayle I V , a loyal paladin of
i n a sea of c o n f l i c t i n g oral tales o f personal glory created by Rodcet Nife. Qeynos actively supports the hungry adventurer,
whichever t r o l l warlord managed to u n i t e a few clans for a w i t h the chief magistrate advertising tasks and quests i n hopes o f
generation o f warfare. T r o l l s of G r o b b battle w i t h those of Broken attracting capable parties. Adventurers and city folk alike benefit
Skull Rock and also battle the frogloks o f G u k . Some trolls of from this system, all w o r k i n g toward the betterment o f Qeynos.
Nightkeep, the guild of t r o l l shadow knights, c l a i m that a great
Qeynos is constantly i n conflict w i t h the Bloodsabres that are
malevolent power lies deep i n the tunnels below the keep. O n c e
rumored to d w e l l somewhere beneath the city itself, hidden in the
unleashed, this force would empower the trolls to surge f o r t h and
underground sewers and catacombs as well as keeping bases i n the
conquer all of A n t o n i c a — led, of course, by the trolls o f N ightkeep.
hills surrounding Qeynos and out o n t o the Plains of Karana.
Halas: Halas was the birthplace of the barbarians: the c h i l d r e n Discerning the validity of this theory is difficult, as those w h o
of M i t h a n i e l and Erollisi Marr. D u r i n g the A g e o f Blood, the venture i n t o Qeynos" sewers have yet to find any trace o f the cult.
barbarians continued to fight back and f o r t h among their clans.
A l s o plaguing the city are the gnolls of C l a n Splitpaw, w h i c h
Sometime later ( w h e n h u m a n i t y as we k n o w i t came i n t o the
maraud alongside their cousins, the gnolls of Blackburrow. T h e
fold), through what some call the last act o f d i v i n i t y at the hands
gnolls carry little to n o regard for any outside o f their o w n clans.
of M i t h a n i e l Marr, the barbarians were transformed i n t o a kinder
Some have even proven bold enough to approach the city gates
and wiser people. W h i l e most citizens of Halas follow the path of
and harass guard patrols i n the surrounding hills, threatening to
the T r i b u n a l , some still pay homage to Ratios Zek ( T h e W a r l o r d )
reclaim the land that they feel is their b i r t h r i g h t .
and M i t h a n i e l Marr.
Finally, some citizens o f Qeynos whisper that the biggest threat
A t present, an u n k n o w n darkness has entered the frozen n o r t h .
to A n t o n i u s Bayle's rule comes not from outside the royal court
W h e n the sun sets, the people of Halas rush to seal up shutters and
but form w i t h i n . A n t o n i u s ' brother Kane Bayle is said to have
usher straggling c h i l d r e n in from the cold. Before the still o f the
more thirst for power t h a n morals, and large contingents o f
long night sets i n , shamans can often be seen passing homes and
Qeynos' m i l i t i a seem more loyal to C o m m a n d e r Kane t h a n to his
placing spiritual p r o t e c t i o n upon the doors i n order to keep the
brother the k i n g .
evils of the netherworld at bay. Scouts o n the tundra report seeing
strange creatures m o v i n g d u r i n g heavy snowfall, and more t h a n R i v e r v a l e : Rather t h a n stay w i t h the humans after the collapse
one citizen has revived the tale of the first wielder of the Spear of of the C o m b i n e Empire, halflings wandered about u n t i l they
Fate and of w h e n the l i c h Miragul threatened Halas and all of uncovered the r o l l i n g hillsides and lush grasses of the Misty
N o r r a t h w i t h his undead creations and his death magic. T h i c k e t . T h e y dubbed their city Rivervale as a result o f the body
o f water that flows t h r o u g h the valley.
H i g h k e e p : Highkeep, or more formally Highpass Keep, is
T h e c o m m u n i t y of Rivervale is home to thousands of halfling
governed by Carson McCabe, whose h o l d over the merchant
burrows, all neatly tucked w i t h i n the r i c h soil of their prized
council of Highkeep has grown so strong that the t i t l e K i n g
forests. M a n y halflings follow the god Bristlebane and spend most
McCabe now sees some use. I n a d d i t i o n to his interests i n legal
of their time i n uproarious revelry, while some others t h r o w off the
gambling casinos and cross-continental merchant trade, McCabe
call of trickery and follow the calling of Karana and his druids.
EverQuest RPG: Game Master's Guioe

T h e revelry of Rivervale stops w i t h increasing regularity w h e n C o m m o n l a n d s : T h e C o m m o n l a n d s stretch to the west o f


the goblin clan Runnyeye and its ore allies assault the outer w a l l Freeport, under the protection offered by the Freeport M i l i t i a .
the halflings have constructed and patrol i n the Misty T h i c k e t . M i l i t i a dissenters would say that such protection seems to vary i n
Sheriff Roglio and M a y o r Gubbins are always looking to hire direct p r o p o r t i o n to the wealth (and bribes) o f those protected.
anyone w i t h an eager blade, bow, or spell i n hopes of pushing the Ores o f t h e D e a t h f i s t C l a n p i l l a g e a n d m a r a u d i n the
marauders further away from the city's crops and families. C o m m o n l a n d s , terrorizing the local farmers; few caravans travel
W i t h the dreaded state of K i t h i c o r Forest since the Battle of through the C o m m o n l a n d s unscathed by attacks. T h e raids have
Bloody K i t h i c o r , few halflings w i l l travel at n i g h t . A s a result, become so frequent i n recent times that C a p t a i n Hazlan o f the
adventurers are frequently hired as caravan guards or messengers. Freeport M i l i t i a has issued a bounty, offering rewards for ore scalps
and any information regarding the Deathfist C l a n . In hopes of
Surefall Glade: M a n y druids and rangers o f Karana's faith call
uncovering the clan's figurehead, Hazlan seeks t o bring swift
Surefall Glade their home. A s allies o f Qeynos, the citizens of
justice to this menace that has plagued the region.
Surefall count the necromantic Bloodsabres as enemies and also
the gnolls from Blackburrow w h o threaten the glade's peaceful Dead H i l l s : D u r i n g the reign o f A n t o n i u s Bayle I I I , a crew of
existence. workers was sent to the area n o w k n o w n as the Dead Hills to
SurefalPs chief enemies, however, are the radical U n k e m p t construct a tower around w h i c h a new city would be b u i l t . T h e
Druids w h o dwell i n the Jaggedpine Forest to the n o r t h . Surefall crew failed to send word o f its progress, and all messengers sent to
residents travel w i t h care through Jaggedpine, heeding rumors reach the workers never returned. Frustrated, A n t o n i u s I I I sent
that portions of this forest are haunted. Long ago, practitioners his eldest son Kyle t o lead a large unit o f soldiers i n t o the hills in
were found performing dark rites w i t h i n the forest and h u n g by search o f the workers and messengers. Kyle and his troops also
A n t o n i u s Bayle's orders. Witnesses claim to have seen ghostly failed to return, and the plans for a new city were abandoned.
figures c o n v e n i n g upon the last evening of a u t u m n harvest. Subsequent e x p l o r a t i o n o f the hills marks them as a place of
certain death. D y i n g creatures from the Feerrott, Rathe M o u n -
WiLbs O F A n t o n i c a tains, and the Greenblood River are k n o w n to seek this area as a
B r o k e n S k u l l R o c k : Broken S k u l l Rock is home to the "Da place to end t h e i r lives. T h e p r o m i n e n t contrast between life and
Broken S k u l l C l a n , " a group o f hostile trolls whose origins are death can be seen i n the abrupt change of terrain that marks the
uncertain. T h i s clan, t h o u g h , does h o l d a great animosity toward region's borderline. L i v i n g creatures that cross the boundary w i l l
the t r o l l c o m m u n i t y of G r o b b . Details are unclear as t o w h y , but begin to w h i t h e r u n t i l they retreat back through the unseen veil
some speculate that Grobb's tolerance of Innoruuk's faith (replac- or succumb to the strange, life-draining energy. M i n i o n s sent
ing in some ways Cazic-Thule's worship) may be a factor. T h e across the border by necromancers and mages are never seen
island resembles the form of a broken skull, hence the name. again.
Adventurers have reported r e t u r n i n g w i t h bountiful treasure Cartographers and explorers, therefore, have l i t t l e or no infor-
from w i t h i n the depths o f long, twisting tunnels and crags. m a t i o n about the Dead H i l l s themselves. T h e bits and pieces that
Buried Sea: T h e Buried Sea harbors a variety of sea creatures that have surfaced are impossible to confirm, for any w h o enter the
hold vigil over the aquatic remains of an ancient city swallowed area surrender to the u n k n o w n forces w i t h i n . Scholars and
whole by the rising tides. Adventurers have returned from the lorekeepers differ o n many theories regarding this region, but one
depths, claiming that the dead still reside i n and guard the ruins. c o m m o n belief is that the waters of a great river that runs through
Others say the city remains intact, enshrouded i n a sphere from the area are deadly to the touch.
which there is n o return. Fishermen and sailors w h o passed through A n o t h e r popular (yet controversial) theory suggests that the
the area have dieir o w n ideas, recounting tales o f a gargantuan ancient elven Elddar Empire created a hidden fortress w i t h i n the
squid-like beast the size of a war galleon and giant serpents that prey Dead H i l l s . T h e fortress guards a vault that supposedly holds the
upon unsuspecting passing ships. One Erudite captain penned an most powerful and cursed o f Norrath's artifacts. Some say the
account that his vessel was sucked under by a whirlpool that seemed Dead H i l l s were cursed by powerful elven magic i n order to
to appear just below his ship. T h e account claims the ship resurfaced obscure this vault from the greed of lesser races. Others imply that
in the Plane of Oceans itself, and from there the tale gets too the items tainted the surrounding area, poisoning the hills w i t h
fantastic to be counted as credible were i t not for the strange their dark magic.
treasures the captain was said to possess from his epic journey.

The Journal OF Arrialla Arcanum


The w o r l d I h a v e k n o w n i s n o t t h e w o r l d 1 t r a v e l . P e r h a p s 1 l i s t e n e d too e a g e r l y t o t h e t a l e s of N o r r a t h a s spoken f r o m
t h e s w e e t t o n g u e of t h e t r a v e l i n g b a r d . 1 d r e a m t o f g o l d e n t o w e r s t h a t s t r e t c h e d t o t h e s k i e s a n d of v a s t g a r d e n s e n c i r c l i n g
t h e p r i s t i n e p a l a c e s of k i n g s a n d q u e e n s . I n m y m i n d , t h e r e w a s l i t t l e w a n t o r n e e d a n d a l l w e r e h a p p y r e g a r d l e s s of t h e i r
s t a t i o n . Y e t c h i l d r e n a r e u n w o r l d l y , a n d m y f i r s t g l i m p s e o f K a l a d i m b e g a n t o u n d r e s s t h e l a y e r s of n a i v e t y w r o u g h t by m y
p r o t e c t i v e u p b r i n g i n g . 1 s h o o k t h e c a l l u s e d h a n d s of t h e d w a r v e s , i n a w e of t h e i r l e g a c y . T h e s m e l l o f s w e a t a n d s t e e l d r i f t e d
f r o m t h e m i n e s b e l o w a s t h e y toiled d a y a n d n i g h t i n s e a r c h of p r e c i o u s m e t a l s . T h e i r f a c e s , w o r k — w o r n a n d lined like a n old
g y p s y t r e a s u r e m a p , r e g a r d e d m e i n s i l e n t c o n t e m p l a t i o n . 1 w a s b u t a n o t h e r K o a d a D a l f r o m t h e m a r b l e h a l l s , pale a n d p i n k
a n d u n s c a t h e d by l a b o r .

T h e e x p e r i e n c e s a t u n e a s y w i t h m e f o r m a n y n i g h t s u n t i l 1 w a n d e r e d t h e d o c k s a n d s t e p p e d foot u p o n a g r e a t s h i p . W o r d
h a d i t t h a t t h i s s h i p p a s s e d t h r o u g h t h e O c e a n of T e a r s a n d d o c k e d u p o n t h e s h o r e s of T u n a r i a , o r w h a t t h e h u m a n s n o w c a l l e d
A n t o n i c a . 1 r o d e q u i e t l y a n d soon o v e r c a m e t h e i l l n e s s o f t h e r o c k i n g b o a t . T h e w a t e r s t r e t c h e d on f o r e v e r , a n d a f t e r a w e e k
1 w a s b e g i n n i n g to w o r r y if a n o t h e r c o n t i n e n t e x i s t e d a t all.

r r e e p o r t p r o v e d u n b e a r a b l e , a t f i r s t . 1 w a s u n a c c u s t o m e d t o t h e p o v e r t y a n d t o t h e g r u f f w a y s of t h e h u m a n s . T h e c i t y r a r e l y
d i s c r i m i n a t e d a g a i n s t r a c e , w i t h t h e e x c e p t i o n of a n o c c a s i o n a l troll or ogre t h a t boldly t e m p t e d f a t e . M y m o u t h p a r t e d i n
a s t o n i s h m e n t a s a T e i r T J a l clad in plate a r m o r w a l k e d t h r o u g h t h e g a t e s . T h e g u a r d s c h e c k e d h i m thoroughly a n d suspiciously
b u t let h i m p a s s . T h e c i t y c r o w d stepped o u t of h i s p a t h like p a r t i n g w a t e r s s u c h t h a t l s u d d e n l y stood a p a r t from t h e m i l l i n g
c r o w d , f a c i n g h i m . h e g l o w e r e d a t m e w i t h s t e e l eyes a n d p u s h e d p a s t m e i n t o t h e c i t y . 1 stood m o t i o n l e s s a s the c r o w d s w i r l e d
b a c k a r o u n d m e . T h e r e c a m e a n d w e n t one of T u n a r e ' s lost c h i l d r e n , t a i n t e d by t h e h a t r e d of h i s spiteful g o d . G l o r i o u s he w a s
— t h e m o s t w o n d e r f u l b e i n g by f a r t h a t 1 h a v e seen. 1 m u s t k n o w m o r e .
Desert of R o : Before the t i m e o f the C o m b i n e Empire, this based i n fact or merely a m y t h used to strengthen the imagination
barren desert was once a great elven forest. A c c o r d i n g to legend, and a m b i t i o n o f young warriors, the Everfrost Peaks stand as one
Solusek Ro developed a dislike toward the elves and their verdant o f Norrath's most treacherous and h u m b l i n g regions — burying
forests. H e shifted the Serpent's Spine M o u n t a i n s , t u r n i n g the the egos and bodies o f those w h o underestimate the jagged
elves' land i n t o desert. Marnek the W i c k e d t h e n successfully led crevices and frigid conditions.
a group of necromancers (loyal to Solusek R o ) called the B u r n i n g F e e r r o t t : Hostile lizard m e n called A l l i z e Taeew d w e l l w i t h i n
Dead into battle against the elven druids. T h e surviving druids this jungle marsh and readily make travelers i n t o l u n c h or sacri-
were d r i v e n mad by the loss, and some continue to wander the fices to Cazic-Thule. T h e A l l i z e Taeew drove out their more
desert i n search of the drybone remnants o f the B u r n i n g Dead's p r i m i t i v e cousins the A l l i z e V o l e w from the grounds of an ancient
army. temple complex that the Taeew n o w devote to Cazic-Thule.
A crazed erudite is rumored to roam the Desert o f Ro, preaching Since their displacement, the A l l i z e V o l e w attacks o n ogre
the tenets of Cazic-Thule. Gypsies and nomads o f the area c l a i m villages near Oggok have increased as the lizard men attempt to
that he commands the forces o f lower planes t o d o the b i d d i n g of find habitable grounds for themselves. T h e V o l e w have also
his dark god. begun to curry favor w i t h an e n t i t y they call Shisstakra, an evil
Everfrost Peaks: T h e frozen tundra o f these peaks is home to spirit o f fear and rot that they believe is a m i n i o n from their lord
many wooly, hard-bred creatures. O v e r l o o k i n g the barbarian Cazic-Thule, the Faceless O n e . Sent to m a i n t a i n the dark, unset-
community o f Halas, the Everfrost Peaks l o o m before the n o r t h - t l i n g dread o f the jungle, Shisstakra's fearful presence (according
ward traveler, offering timeless, vast perils that leave one awestruck to the V o l e w ) is apparent w i t h every screech and wail that carries
at the sheer magnitude o f nature. through the musty trees of this t h i c k jungle.

T h e local soothsayers speak o f an o l d crone w h o was cast out o f A n Erudite Heretic w i t c h named Cyndreela also makes her
Halas i n the days long before the C o m b i n e Empire. A c h a m p i o n h o m e i n the Feerrott, h a v i n g traveled from Paineel long ago to
of M i t h a n i e l M a r r pursued her, deeming her witchery a b l i g h t worship her god Cazic-Thule at his temple i n the Feerrott only to
upon the c h i l d r e n of Marr. A c c o r d i n g to the legend, the brave be rebuked by the A l l i z e V o l e w w h e n they c o n t r o l l e d the temple.
patron of valor disappeared. Some speculate that the crone made A n s w e r i n g a dread vision from the Faceless O n e , Cyndreela made
a pact w i t h an e n t i t y from the outer planes, such as Solusek Ro or her h o m e i n caves near the temple grounds and was shown how
some fiend from the abysmal lower planes, and traded her soul for to create a portal i n t o the Plane o f Fear itself. She now serves as
power; the w i t c h t h e n placed a curse u p o n the lands below, w h i c h a gatekeeper, ushering i n the baleful things that sometimes
marked the beginning o f the A g e of Blood. Others c l a i m that the emerge from the portal to t o r m e n t N o r r a t h .
crone was n o t h i n g more then a d e m o n sent from I n n o r u u k to F r i g i d P l a i n : O n c e verdant fields yielding bountiful crops that
drive off the followers o f the M a r r twins. W h e t h e r the story is fed cities of giants i n the days o f the Rallosian Empire, these plains
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w e r e b l a s t e d b y t h e c u r s e o f t h e R a t h e . N o w , t h i s i c y e x p a n s e is T h e m u r k y b l a c k waters o f L a k e Neriuss feed a n u n d e r g r o u n d r i v e r
l o c a t e d t o t h e east o f H a l a s a n d t h e E v e r f r o s t P e a k s . F e w l i v i n g t h a t f l o w s t h r o u g h N e r i a k as w e l l as t h e R i v e r o f B l o o d , w h i c h r u n s
t h i n g s endure t h e sub-arctic c l i m a t e o f t h e p l a i n s , t h o u g h legends t h r o u g h t h e N e k t u l o s Forest.
o f ice-encrusted skeletons o f l o n g dead giants still w o r k i n g t h e i r L a k e R a t h e t e a r : W h e n R a l l o s Zek a n d h i s a r m y assaulted t h e
f i e l d s scare t h e b o y s a n d g i r l s a r o u n d H a l a s ' h e a r t h s . Plane o f Earth a n d t o o k members o f the R a t h e by force back t o
G r e e n b l o o d R i v e r : T h i s r i v e r has a n u n u s u a l l y h i g h p o p u l a - N o r r a t h , t h e y b r o u g h t t h e E a r t h G o d s t o t h e a r e a n o w k n o w n as
t i o n o f algae a n d l i c h e n , w h i c h g i v e t h e w a t e r a strange g r e e n h u e . t h e M o u n t a i n s o f R a t h e a n d b e g a n t o slay t h e R a t h e o n e b y o n e .
Ogres, particularly the G r e e n b l o o d Knights, believe that the L a k e R a t h e t e a r is so n a m e d f o r t h e tears t h e R a t h e s h e d — n o t f o r
blood o f M u r d u n k — the ogre w h o c o m m a n d e d the armies of the t h e loss o f t h e i r c o m r a d e s as t h e y w e r e s l a i n , b u t f o r t h e d a m a g e
R a l l o s i a n E m p i r e d u r i n g t h e i r w a r w i t h t h e gods — flows in the s u c h k i l l i n g s i n f l i c t e d u p o n t h e w o r l d , w h i c h t r e m b l e d at e a c h
r i v e r a n d is t h e a c t u a l cause o f t h e g r e e n c o l o r a t i o n . T h e y r e g a r d death.
t h e r i v e r a n d i t s w a t e r as s a c r e d . A g r e a t a n d t e r r i b l e a n c i e n t beast is s a i d t o l u r k w i t h i n t h e
The r i v e r b e g i n s at M u r d u n k ' s F a l l , a l a r g e n o i s y w a t e r f a l l lake's m u r k y d e p t h s . M a n y scholars ( t h o u g h skeptical o f t h e
f l o w i n g f r o m L a k e R a t h e t e a r . R u m o r s suggest t h a t t h i s w a t e r f a l l c r e a t u r e ' s e x i s t e n c e ) t h e o r i z e t h a t t h i s beast m i g h t e v e n b e o n e o f
is t h e s p o t w h e r e t h e R a t h e h a d t h e i r r e v e n g e o n M u r d u n k . O n e t h e s l a i n R a t h e t h a t has arisen i n a n e w f o r m . T h e b a n d i t k i n g s
loosened p e b b l e was a l l t h a t i t t o o k t o cause t h e m i g h t y ogre h e r o a n d gypsies w h o i n h a b i t t h e area are q u i c k t o c o n f i r m t h i s
to p l u n g e 3 0 0 feet t o h i s d e a t h o n t h e r o c k y r i v e r b e d b e l o w . creature's existence, t h o u g h m a n y speculate t h e unsavory i n h a b -
G u l f o f G u n t h a k : T h i s b o d y o f w a t e r lies b e t w e e n A n t o n i c a i t a n t s r e l y o n t h e r u m o r i n o r d e r t o k e e p t h e rest o f N o r r a t h o u t
and B r o k e n S k u l l R o c k . T h e waters flourish w i t h a c t i v i t y , h o m e o f t h e i r seedy o r o t h e r w i s e i l l e g a l a f f a i r s .
t o f i s h , w h a l e s , a n d o t h e r f o r m s o f sea l i f e . S h i p s p a s s i n g t h r o u g h L a v a s t o r m M o u n t a i n s : T h e great d r a g o n N a g a f e n makes his
t h e s e w a t e r s o f t e n g o m i s s i n g . A d r a g o n t h a t resides o n o n e o f t h e h o m e i n caverns below the Lavastorm M o u n t a i n s . T h e ancient
i s l a n d s b e a r s n o t o l e r a n c e f o r t r e s p a s s i n g vessels t h a t d r i f t t o o r e d d r a g o n has assembled armies o f fire giants, kobolds, fire
c l o s e l y t o i t s w e l l - g u a r d e d h o m e . T h e d r a g o n seeks l i t t l e i n t h e g o b l i n s , a n d o t h e r creatures t h a t serve h i m . T h e dark elves o f
way o f treasure; a few survivors o f t h i s creature's d e s t r u c t i o n c l a i m N e r i a k k e e p a w a t c h f u l eye o n t h e m o v e m e n t s o f s u c h forces, b u t
t h a t t h e d r a g o n c a n n o t be bartered w i t h or b r i b e d , h a v i n g scant t h u s far n o c o n f l i c t s h a v e b r o k e n o u t .
care for m a t e r i a l w e a l t h . T h e L a v a s t o r m M o u n t a i n s also h o l d a r e m o t e t e m p l e t o Solusek
Hatchland: Whether t h i s l a n d was e v e r used b y V e e s h a n ' s R o t h a t rests a t o p t h e e d g e o f a g i a n t c r a t e r , o v e r l o o k i n g a sea o f
b r o o d t o h a t c h t h e i r eggs is u n c e r t a i n . O n e u n l i k e l y t a l e suggests l a v a c a l l e d S o l u s e k ' s Eye. T h e p r i e s t s a n d a r c a n e r e s e a r c h e r s w h o
t h a t at t h e h e i g h t o f t h e i r power, t h e giants o f t h e Rallosian i n h a b i t t h e t e m p l e receive travelers w i t h reasonable h o s p i t a l i t y
E m p i r e c a p t u r e d a h o a r d o f d r a g o n eggs a n d t o o k t h e m t o t h i s and w i l l sometimes barter t h e i r magical lore and items i n ex-
r e m o t e l a n d t o h a t c h t h e m a n d raise t h e d r a g o n s as b e a s t s o f w a r c h a n g e f o r services.
t o serve t h e armies o f Z e k . T h e f a l l o f t h e R a l l o s i a n E m p i r e m e a n t F i n a l l y , t h e d a r k e l f mage N a j e n a has t a k e n u p residence i n a n
t h e d o o m o f t h e g i a n t c a r e t a k e r s , b u t t h e eggs s t i l l h a t c h e d , abandoned temple near the mountains, h i r i n g a contingent o f
d e l i v e r i n g scores o f y o u n g d r a g o n s i n t o t h e w i l d s w h e r e t h e y g r e w o g r e s t o g u a r d t h e p l a c e w h i l e she e x p l o r e s t h e secrets h i d d e n i n
to m a t u r i t y never k n o w i n g the outside w o r l d . t h e a n c i e n t t e m p l e , said by s o m e t o be o f Shissar o r i g i n . A h o s t o f
I n n o t h u l e S w a m p : In a d d i t i o n to the trolls, kobolds, frogloks, Teir'Dal magicians have pledged their allegiance to Najena,
a n d o t h e r indigenous creatures o f t h e s w a m p , I n n o t h u l e S w a m p h e l p i n g h e r e x p l o r e m a g i c l o r e f o u n d i n t h e t e m p l e a n d a l s o use
encompasses g r o u n d t h a t o n c e h e l d empires. For e x a m p l e , in t h e t h e t e m p l e as a base f r o m w h i c h t h e y c o n d u c t r e s e a r c h i n t o f i r e
c e n t e r o f t h e s w a m p rests a n a n c i e n t s t o n e w i t h t h r e e sides. elemental magic using Lavastorm's volcanic pits.
S t r a n g e runes a d o r n t h e t h r e e facets o f t h i s o b e l i s k , w r i t t e n i n a N e s t : T h i s f r i g i d area i n c l u d e s N e s t L a k e , t h e source o f t h e
language t h a t c o n f o u n d s scholars t o this day. D u r i n g times o f S e r p e n t R i v e r , w h i c h crosses A n t o n i c a . N e s t L a k e is a v e r y d e e p ,
celestial a l i g n m e n t s , t h e sigils a n d g l y p h s u p o n t h i s s t o n e b e g i n t o v e r y c o l d lake. B a r b a r i a n s , ores, a n d g o b l i n s a l l f i s h its shores t o
g l o w w i t h a soft, a m b e r h u e , a n d A l ' K a b o r h i m s e l f has r e p o r t e d h a r v e s t t h e l a k e ' s a b u n d a n t a q u a t i c l i f e . L e g e n d s say t h a t a g i a n t
p o w e r f u l t r a n s l o c a t i o n m a g i c e b b i n g f r o m t h e s t o n e at s u c h t i m e s . aquatic serpent lives i n its depths a n d devours those w h o dare
T h e Erudite wizard, however, had "more i m p o r t a n t matters to v e n t u r e t o o f a r f r o m s h o r e . T h i s s e r p e n t is i n t a c t t h e a n c i e n t w a t e r
p u r s u e t h a n u n l o c k i n g s u c h a s i m p l e p u z z l e , " a n d so t h e o r i g i n s o f d r a g o n S ' l i b t i , w h o rests i n p e a c e f u l c o n t e m p l a t i o n i n t h e lake's
t h e s t o n e a n d j u s t w h e r e its m a g i c m i g h t t a k e o n e w h o u n l o c k s its d e p t h s unless roused b y i n t r u d e r s i n t o its w a t e r y lair.
mystery r e m a i n u n k n o w n .
O v e r l o o k i n g N e s t L a k e are t h e N e s t M o u n t a i n s . G i a n t eagles
J a g g e d p i n e F o r e s t : T h i s u n t a m e d f o r e s t is c o m p r i s e d o f t o w e r - soar a r o u n d t h e s e p e a k s , c o n t e n t t o i g n o r e t h e w o r l d b e l o w ; t h e y
i n g p i n e s , b i r c h , a n d o a k trees. O n l y trace a m o u n t s o f s u n l i g h t are n e i t h e r f r i e n d n o r foe t o t h o s e t h a t c o m e w i t h o u t t h r e a t . A
manage to trickle i n t h r o u g h the t h i c k foliage. A wall, comprised w e l l k n o w n H a l a s f a b l e speaks o f B r y n n Fellslash, a b a r b a r i a n
o f f a l l e n t r e e s a n d m a g i c a l d r u i d i c w a r d s , s e r v e s as a b o u n d a r y b e a s t l o r d m a i d e n w h o s c a l e d t h e p e a k s a n d b e f r i e n d e d t h e eagles.
b e t w e e n t h e U n k e m p t W o o d s a n d t h e Jaggedpine Forest. I n t h e U p o n r e t u r n i n g f r o m her adventure, B r y n n spoke o f an ancient
t i m e o f A n t o n i u s Bayle I I I , t h i s b a r r i c a d e was c r e a t e d t o keep k e e p a t o p o n e o f t h e jagged peaks guarded by black plumed
s e t t l e r s f r o m w a n d e r i n g across t h e H a t c h l i n g R i v e r a n d i n t o t h e b i r d m e n . T h e eagles b a d e h e r go n o f u r t h e r i n t o t h e c o n s t r u c t ,
dangerous lands o f t h e U n k e m p t W o o d s w h e r e the x e n o p h o b i c s t a t i n g t h a t a n y w h o passed t h r o u g h t h e d o o r w o u l d be l o s t to t h e
druids there k i l l all interlopers. Regardless o f t h e t h r e a t f r o m t h e dark magic w i t h i n .
U n k e m p t W o o d s , a small band o f h u m a n s and half-elves f r o m
M a n y y o u n g b a r b a r i a n s , w i s h i n g t o u n c o v e r B r y n n ' s lost for-
Surefall G l a d e c o n t i n u e t o live i n the Jaggedpine Forest.
tress, h a v e a t t e m p t e d t o f o l l o w i n h e r f o o t s t e p s . . . a n d a l l h a v e
K i t h i c o r W o o d s : S i n c e these woods were blasted by I n n o r u u k f a i l e d . O w i n g t o t h e relentless e l e m e n t a l p e r i l o r the steep i n c l i n e s
and began t h e i r daily cycle between Tunare's d a y l i g h t blessing a n d d e a d l y crevasses, f a i l u r e ( m o r e o f t e n t h a n n o t ) c o m e s w i t h a
and Innoruuk's n i g h t l y blight, most c o m m u n i t i e s have left the terrible price, and t h e brash youths f r o m Halas disappear in efforts
woods, unable to w i t h s t a n d the n i g h t l y attacks f r o m frightfully t o create t h e i r o w n version o f Brynn's heroic m y t h .
powerful undead. In a d d i t i o n , small camps of Teir'Dal have
N o r t h l a n d s : W i t h i n t h e s e m a s s i v e m o u n t a i n passes l i e t h e
established themselves i n t h e forest's s o u t h e r n m o s t parts, perhaps
r u i n s o f a n a n c i e n t g i a n t c i t y frozen by t h e w r a t h o f angry gods t o
s e e k i n g t o c o m m a n d t h e u n d e a d t h a t arise e a c h n i g h t a n d f o r m a
p u n i s h the creations o f Rallos Zek for their part i n the invasion o f
n e w a r m y o f h a t e t o f i n i s h t h e assault o n H i g h p a s s .
t h e Plane o f E a r t h . T h e i n h a b i t a n t s o f t h e c i t y were frozen w i t h i n
Lake Neriuss: Named by t h e d a r k elves o f N e r i a k , Lake as w e l l , a n d t o t h i s d a y i t s g r i z z l y s p e c t r e s a n d a p p a r i t i o n s g u a r d t h e
N e r i u s s is k n o w n t o h u m a n s as t h e L a k e o f D e a t h . S o m e say t h a t a n c i e n t c i t y streets e v e n i n its f r o z e n d e a t h .
w i t h i n t h e lake's d a r k d e p t h s d w e l l h u n d r e d s o f u n d e a d k e d g e . A great b a r b a r i a n W a r l o r d , M o r i k K h a n , has m a d e a t t e m p t s t o
lead a b a n d o f m e n i n his quest t o f i n d this c i t y . A d e v o u t f o l l o w e r
fjfl f" Chapter One: The Worlt> O F N o r r a t h \ [ \ g>
of Rallos Zek, M o r i k seeks to restore the city to its former glory and M a n y scholars believe the oasis is also the original site of
herald the eminent return of the W a r l o r d from his planar Takish-Hiz, once the glorious capital city o f the elven
imprisonment. M o r i k , a tyrannical and iron-fisted empire o n T u n a r i a . T h e city is presumed to lie buried
leader, encourages the pillaging of any and all under the sands, but some travelers to the oasis report
villages that stand between h i m and the lost city. seeing a p h a n t o m image of a resplendent city near
He also makes attempts to recruit the young the oasis waters. Such sightings might be attrib-
and able from the villages he plunders — uted to heat stroke and desert mirage were they
promising young warriors an easy rise t o A n o t seen at night. W h e t h e r buried or a
fortune. p h a n t o m , this city eludes those w h o seek
Oasis of M a r r : T h e Gypsies w h o its treasures; sections o f ancient buildings
dwell here say that Erollisi M a r r pleaded may show themselves from time to time,
to her father Tarew M a r r to take pity \ but all is soon lost to the w h i m o f Ro's
on some humans w h o were lost i n \ unpredictable sandstorms.
the Desert o f Ro and to create this O c e a n o f T e a r s : T h i s vast stretch
lake. M u c h to the displeasure of of w a t e r b e t w e e n Faydwer a n d
Solusek and Fennin Ro, w h e n - A n t o n i c a remains largely uncharted
ever the lake succumbs to the save for a few merchant ship routes.
heat of the surrounding desert, | The waters host an abundance of
Tarew causes the waters o f the sea life — sharks, whales, and
Lifire River to surge, thus re- other fish; yet the real dangers
plenishing the lake. come from pirates and the tribes
Like the rest of the Desert of of seafury cyclops w h o plunder
Ro, the Oasis of M a r r is l i t - passing ships.
tered w i t h the remains o f L i t t l e surprise, t h e n , that
ancient elven and C o m b i n e adventurers looking for trans-
empires. C r o c o d i l e s , ores, p o r t a t i o n across the Ocean of
sand giants, and a handful o f Tears w i l l be recruited by mer-
undead ( i n c l u d i n g m u m - chant ships in exchange for
mies, ghouls, and spectres) passage. Vessels t r a v e l i n g
roam this wasteland. T r a v - through this ocean seem to
elers crossing the desert fare better w h e n they take on
must stop at the oasis, as it ,1 lew sword-wielding passen-
is the only source of water gers capable of defending the
for several days in all direc- ship and its wares. Some mer-
tions. U n f o r t u n a t e l y , the chant coalitions w i l l even
dangers s u r r o u n d i n g t h e hire shiploads of mercenar-
oasis have claimed as many ies to launch counterattacks
lives as i t has nourished. on the pirates (counterat-
tacks o n the cyclops seem
Gypsies have staked their
not to interest many merce-
claim near the oasis, barter-
naries). Merchants w i l l also
ing w i t h travelers and
hire explorers to chart new
offering up goods for t w o or
routes across the ocean or
three times the normal price.
simply to launch expeditions
Some say the gypsies wield
to discover new lands that
strong protective magics that
might hear sellable goods or be
keep t h e m safe from the
home to races amenable to
wandering monstrosities;
commerce.
others suggest they have
struck a bargain w i t h Cazel, Plains of Karana: T h e Plains
the leader of the sand giants. of Karana stretch out further
W h i l e many understand a t h a n most N o r r a t h i a n s have
gypsy's tale is fable at best, o t h - dared to travel. W h i l e K i n g
ers stop to listen to the stories A n t o n i u s Bayle claims to rule the
told by these hard and scaveng- plains from Q e y n o s , i n t r u t h
ing folk. T h e y speak o f Vaeria \ Qeynos' reach extends only as far
Lare, an ancient elven enchant- east as its fortifications, if even that
ress w h o once served the royal far. T h e w a t c h t o w e r s and forts
court of T h e x during the glory that Qeynos has constructed on the plains
wasTakish-Hiz. I n life, Vaeria Lare offer safe haven to surrounding farm-
was reportedly blessed w i t h an u n - ers i n case of attack by gnolls, bandits,
e a r t h l y beauty t h a t became h e r or giants, but sometimes the enemy
undoing. T h e gypsies c l a i m that some- forces are sufficient to o v e r w h e l m these
where in the Oasis of M a r r lies the entry small fortifications.
to her t o m b , w h i c h , according to legend, In the southern portions o f the Plains o f
is a lair full of dangerous traps and illusions. Karana, a fallen k n i g h t w i t h the adopted
The gypsies are eager to offer up supposed name of Lord G r i m r o t has taken up residence
maps to this lost t o m b , though any w h o have and begun surrounding himself w i t h minions of
pursued the m y t h became lost to the desert the undead. Followers of the Plaguebringer preach
forever. that Lord G r i m r o t is preparing an undead legion to
march upon the city of Qeynos.
EverQuest RPG: Game Master'sGuioe

R u j a r k i a n H i l l s : T h e s e h i l l s are t h e ancestral h o m e o f several ous w o n d e r . A g r o u p o f g n o m e m e r c h a n t s h a v e c o n v i n c e d t h e m -


h o b g o b l i n tribes. T h e s q u a b b l i n g tribes were o n c e u n i t e d u n d e r selves t h a t o l d K e d g e t e x t s r e c o v e r e d f r o m t h e O c e a n o f T e a r s
the legendary h o b g o b l i n Q u e e n Rujark u n t i l , according t o troll i n d i c a t e t h a t W i n t e r ' s D e e p m u s t be t h e body o f w a t e r t h a t o n c e
legend, the t r o l l warlord Ykesha ravaged the R u j a r k i a n h o b g o b - h e l d a m a g n i f i c e n t K e d g e c i t y b e l o w its surface.
lins, slew t h e i r Q u e e n , stole t h e i r magics, and shattered t h e u n i t e d
t r i b e i n t o w a r r i n g f a c t i o n s . N o w , t h e h i l l s are t r e a c h e r o u s t o a l l Fayt>u>€r
t r a v e l e r s as h o b g o b l i n s a n d o r e t r i b e s b a t t l e f o r c o n t r o l o f t h e l a n d .
F a y d w e r is t h e s e c o n d m o s t p o p u l a t e d c o n t i n e n t i n N o r r a t h .
S e r p e n t ' s S p i n e : A c c o r d i n g t o l e g e n d , t h e S e r p e n t ' s S p i n e is
L i k e A n t o n i c a , F a y d w e r is h o m e t o m a n y a n c i e n t r u i n s , t o m b s ,
t h e m o u n t a i n range t h a t Solusek R o raised i n o r d e r t o b r i n g the
s t r o n g h o l d s , a n d c r y p t s . W i t h f o r e s t s s t r e t c h i n g as f a r as t h e eye
b e a t i n g s u n d o w n u p o n T u n a r i a ( t h e l a n d n o w k n o w n as t h e
c a n see, F a y d w e r h o u s e s t h e h o m e c i t i e s f o r m a n y o f N o r r a t h ' s
Desert o f R o ) . T h e m o u n t a i n s t h e m s e l v e s are dangers, a n d t h e
g o o d - a l i g n e d races, i n c l u d i n g w o o d elves a n d h i g h elves, t h o u g h
r u g g e d c r e a t u r e s t h a t i n h a b i t t h e m a r e n o less so. O r e s , c y c l o p s ,
the dwarves and gnomes prefer the mineral-rich tunnels of the
aviaks, a n d o t h e r creatures m a k e h o m e s i n t h e m o u n t a i n s ; m o r e
Butcherblock and Steamfont Mountains.
d a n g e r o u s s t i l l are p o w e r f u l e a r t h e l e m e n t a l s t h a t f r e q u e n t t h e
deeper gorges o f t h e Serpent's S p i n e . S c h o l a r s b e l i e v e t h a t w h e n A l t h o u g h t h i s c o n t i n e n t is g e n e r a l l y i n h a b i t e d b y c r e a t u r e s o f
S o l u s e k R o raised t h e m o u n t a i n s , h e m i g h t h a v e also d a m a g e d t h e t h e l i g h t , i t is n o t w i t h o u t i t s d a n g e r s . O r e s i n C r u s h b o n c t h r e a t e n
deep layer o f L i v i n g S t o n e t h a t Brell Serilis erected t o stop t h e t h e tree c i t y o f K e l e t h i n , a n d t h e curse o f d a r k e r p o w e r s l u r k s i n
creatures f r o m t h e Plane o f U n d e r f o o t f r o m e n t e r i n g N o r r a t h . t h e c o r n e r s : M i s t m o o r e a n d t h e h a u n t e d E s t a t e o f U n r e s t s t a n d as
S c h o l a r s t h e o r i z e t h a t a n y i n s t a b i l i t y i n t h e b a r r i e r caused by t h e a r e m i n d e r t h a t e v i l is e v e r p r e s e n t e v e n o n a c o n t i n e n t as l u s h a n d
m o v e m e n t o f t h e m o u n t a i n s m i g h t f u r t h e r cause weakness i n t h e b e a u t i f u l as F a y d w e r .
L i v i n g S t o n e beneath the m o u n t a i n s , a l l o w i n g creatures o f U n -
d e r f o o t passage i n t o N o r r a t h , n o t u n l i k e t h e H o l e o n O d u s . Cities OF Fayoioer
Ak'Anon: The c i t y o f A k ' A n o n is t h e h o m e o f N o r r a t h ' s
U n k e m p t W o o d : T h e U n k e m p t W o o d is h o m e t o f a n a t i c a l
g n o m e s . W e l l k n o w n f o r t h e i r arts i n t i n k e r i n g , these d e f t beings
rangers a n d d r u i d s w h o w o r s h i p T u n a r e b u t also pay h o m a g e t o
have d e l v e d m o r e i n t o science t h a n spirituality. T h o u g h worship
s p i r i t d e i t i e s . T h e i r f a n a t i c i s m t o l e a v e t h e i r w o o d s p u r e leads
is n o t d i s c o u r a g e d (as a n a b b e y d e d i c a t e d t o B r e l l S e r i l i s and
t h e m i n t o c o n f l i c t w i t h anyone w h o c a n n o t m a i n t a i n such purity,
F i z z l e t h o r p e B r i s t l e b a n e lies w i t h i n A k ' A n o n ) , g n o m e s are m o r e
w h i c h , u n f o r t u n a t e l y , i n c l u d e s t h e rest o f t h e w o r l d .
apt t o pursue t h e miracles o f strange t e c h n o l o g y and arcane
W i n t e r ' s D e e p : Glaciers f r o m the Frigid Plain make the runoff
knowledge over religious experience.
t h a t creates t h i s lake. T h e w a t e r is i c y c o l d , c l e a r , a n d c r i s p .
B e c a u s e o f i t s i n a c c e s s i b i l i t y , f e w h a v e l a i d eyes u p o n t h i s m a r v e l -

.It 20 \ ! \
Chapter One: The Worlb O F Norrath
Gnome tinkerers spend hours creating n e w mechanical d e - K a l a d i m : T h e a n c i e n t d w a r v e n c i t y o f K a l a d i m was b u i l t i n t o
vises. O n o c c a s i o n , g n o m e i n v e n t o r s w i l l h i r e t h o s e a d e p t w i t h t h e side o f t h e B u t c h c r b l o c k M o u n t a i n s . M i n e s t w i s t a n d t u r n
b o t h b l a d e a n d s p e l l t o assist i n s o m e d a n g e r o u s task t h a t w o u l d b e n e a t h t h e m o u n t a i n , p r o d u c i n g gems, ore, a n d o t h e r precious
involve the guarding o f an " e x p e r i m e n t " or the tracking d o w n o f metals.
a creation gone awry. L o n g a g o , say t h e s t o r i e s , t h e a n c i e n t s m i t h s w e r e r e c r u i t e d b y
A c c o r d i n g t o legend, a d r a g o n o n c e d w e l l e d w i t h i n t h e caves Brell Serilis t o create a castle f o r t h e D u k e o f Below. T h e dwarves
o f S t e a m f o n t . A f t e r t h e c r e a t u r e was r e m o v e d b y e l v e n h e r o e s , t h e were supposedly so s k i l l e d t h a t t h e g o d m a d e t h e m head s m i t h s
gnomes inherited the tunnels and caverns that n o w h o l d the city over his o w n elemental m i n i o n s . A n g e r e d by the betrayal o f their
o f A k ' A n o n . D e e p w i t h i n these caves, i n m i n e s l o n g a b a n d o n e d , m a s t e r , B r e l P s m i n i o n s c a l l e d u p o n a d a r k e r p o w e r ( s o m e say t h e y
dwells a g r o u p t h a t calls itself t h e D a r k R e f l e c t i o n . D e d i c a t e d t o curried favor w i t h Cazic-Thule, w h i l e others c l a i m i t was t h e
B e r t o x x u l o u s , t h i s c o m m u n i t y seeks t o o v e r t h r o w t h e c u r r e n t Plaguebringer). T h e m i n i o n s m a n a g e d t o t r a p t h e souls o f t h e
r u l i n g c o u r t so t h a t i t m a y f u r t h e r t h e w i l l o f t h e P l a g u e b r i n g e r . d w a r v e n s m i t h s i n s i d e t h e i r o w n h a m m e r s as p u n i s h m e n t f o r

T h e D a r k R e f l e c t i o n m a y h a v e a t o u g h t i m e at o v e r t h r o w i n g r e p l a c i n g t h e m i n t h e eyes o f t h e i r l o r d a n d f a t h e r . T h e s e a n c i e n t

K i n g A k ' A n o n , h o w e v e r . T h e b e l o v e d g n o m e k i n g has r u l e d f o r h a m m e r s h a v e since b e e n lost. R e c e n t l y , h o w e v e r , a r u m o r has

s e v e n s t r a i g h t c e n t u r i e s , t h e f i r s t t w o as a f l e s h a n d b l o o d g n o m e surfaced that a dwarven smith named Kinlo S t r o n g a r m has

a n d t h e last f i v e as a m a r v e l o u s c o n s t r u c t c r e a t e d t o h o u s e K i n g r e c o v e r e d o n e o f t h e lost h a m m e r s a n d searches f o r a w a y t o

A k ' A n o n ' s m i n d a n d spirit. release t h e t r a p p e d s o u l w i t h i n .

F e l w i t h e : H o m e t o t h e K o a d a ' D a l , F e l w i t h e sits o n t h e n o r t h - K e l e t h i n : T h i s t r e e c i t y is t h e h o m e o f m a n y w o o d e l v e s a n d
e a s t e r n s h o r e l i n e , o v e r l o o k i n g t h e f o r e s t s k n o w n as t h e G r e a t e r h a l f e l v e s o n F a y d w e r . B u i l t h i g h w i t h i n t h e trees o f G r e a t e r
Faydark. T h i s m a g n i f i c e n t c i t y stands i n stark contrast t o t h e F a y d a r k , K e l e t h i n a f f o r d s F i e r ' D a l a r c h e r s a n e x c e l l e n t vantage-
bustling, grimy metropolis o f A n t o n i c a ' s Freeport. W h e r e Freeport p o i n t w h e n t h e ore armies o f C r u s h b o n e attack.
is s o m e w h a t t o l e r a n t o f d a r k e r a l i g n e d r a c e s , b e g g a r s , a n d r i f f r a f f , L a t e l y , c h i l d r e n o f t h e s u r r o u n d i n g area h a v e g o n e m i s s i n g .
F e l w i t h e exists u p o n t h e edge o f n a t u r a l bliss. C r i s p , clear streams M a n y a r e c o n t e n t t o b l a m e ores f o r t h e d i s a p p e a r a n c e s , b u t s o m e
and pools f l o w t h r o u g h this near-utopian c i t y . L i k e E r u d i n , study r a n g e r s a n d d r u i d s h a v e f o u n d e v i d e n c e t h a t suggest fey c r e a t u r e s
o f t h e a r c a n e is e n c o u r a g e d e a r l y o n ; h o w e v e r , t h e C h a p e l o f may be responsible. Reports o f t w i s t e d , w i c k e d - l o o k i n g fiends
T u n a r e attracts m a n y F e l w i t h i a n youths w h o dedicate t h e i r lives h a v e surfaced, a n d fey allies o f t h e F i e r ' D a l m e n t i o n a c o r r u p t e d
to the M o t h e r o f A l l . fey l o r d w h o n o w lures t h e c h i l d r e n o f K e l e t h i n away f r o m t h e i r
V i s i t o r s a r e r e g a r d e d d u b i o u s l y a n d t h o s e o f t h e e v i l races k n o w homes a n d i n t o his cook-pot.
better t h a n t o tread t o o closely toward t h e marble pillars o f
F e l w i t h e ' s e n t r a n c e . W i t h i n t h e p a l a c e , h o w e v e r , a l l is n o t as Wilos OF Fay btoer
s e r e n e as s o m e m a y t h i n k . R u m o r s i m p l y t h a t a k n i g h t n a m e d B u t c h e r b l o c k M o u n t a i n s : Dwarves f i g h t never-ending battles
J o r e n N o b l e h e a r t has b e e n h i r e d by K i n g T e a r i s T h e x t o r e c o v e r against t h e g o b l i n s , ores, a n d ogres t h a t i n f e s t t h e m o u n t a i n s . X e v
the missing elven c h a m p i o n Fironia V i e a n d has dispatched B r i s t l e b a n e is c r e d i t e d w i t h c r e a t i n g s o m e m o n u m e n t a l v e r s i o n s
adventurers i n t o t h ewilds o f K u n a r k t o retrieve her. o f c o m m o n games o f c h a n c e a n d s k i l l , w h i c h h e placed t h r o u g h -
EverQuestRPG^ameMastcr'sGuiDc !\'7T.-
out the B u t c h e r h l o c k M o u n t a i n s for the amusement o f his fellow C l a n C r u s h b o n e e x i l e d h i m i n fear. H e r e m a i n s i n e x i l e t o t h i s
deities. U n f o r t u n a t e l y , games m e a n t f o r a god's a m u s e m e n t c a n day, s h u n n i n g the outside w o r l d and wandering the hills. Those
sometimes prove dangerous for mere mortals, especially those w h o c o m e i n t o c o n t a c t w i t h Kazrik have overhead h i m m u r m u r -
g a m e s t h a t b e c a m e t h e o b j e c t o f a g o d ' s i r e — s u c h as a m a s s i v e i n g a b o u t his lost eye a n d t h e gift o f k n o w l e d g e b e i n g a p a i n f u l
chessboard that t h e Plaguebringer cursed (supposedly after losing curse.
a m a t c h a n d a wager t o Fizzlethorpe B r i s t l e b a n e ) . E l i z e r a i n L a k e : L o n g a g o , t h i s n a t u r a l p o o l o f w a t e r was i m b u e d
Dagnor's C a u l d r o n : This rough land south of the Butcherhlock by t h e p o w e r o f N a r r i a E l i z e r a i n , a n e l f q u e e n f a m o u s f o r h e r
m o u n t a i n s is c o m p r i s e d o f s t e e p , j a g g e d r o c k s u r r o u n d i n g a g r e a t d i v i n a t o r y a b i l i t y . S o t h a t h e r p e o p l e w o u l d n o t lose t h e g i f t o f h e r
w a t e r - w i l l e d c r a t e r . D e e p i n t h e w a t e r s o f t h e c r a t e r lies K e d g e d i v i n a t i o n s , E l i z e r a i n b a d e t h a t she b e b u r i e d i n a m a g i c a l t o m b
Keep, a city created by t h e god Prexus himself, w h i l e t h e shore- b e n e a t h t h e waters o f t h e lake, such t h a t t h e lake itself w o u l d
lines a n d s h a l l o w waters o f t h e c r a t e r are p o p u l a t e d by tribes o f become a d i v i n a t o r y aid. Since t h e t i m e o f Elizerain's e n t o m b -
aqua-goblins. m e n t b e n e a t h i t s s u r f a c e , t h e l a k e has i n d e e d p r o v i d e d s u c h a i d t o
A c c o r d i n g t o t h e dwarves, a p o w e r f u l m o n s t e r t h a t lives i n the t h o s e w h o l e a r n h o w t o use i t . W h e n t h e m o o n s a n d stars a r e i n
d e p t h s o f t h e C a u l d r o n was r e s p o n s i b l e f o r t h e d e a t h o f D a g n o r t h e i r p r o p e r a l i g n m e n t , o n e c a n t a p i n t o t h e lake's p o w e r t o scry
B u t c h e r h l o c k , t h e f i r s t K i n g o f K a l a d i m , w h o s e i m a g e is c a r v e d c o r n e r s o f t h e w o r l d r a r e l y s e e n b y t h e m o r t a l e y e o r e v e n t o see
u p o n t h e m o u n t a i n i n t o w h i c h K a l a d i m was b u i l t . T h e t r u t h o f prophetic visions o f the future.
t h e m a t t e r is t h a t P h i n i g e l A u t r o p o s , t h e last o f t h e k e d g e , l i v e s H o w e v e r , e l v e n o r a c l e s p r o f e s s t h e l a k e is g r a d u a l l y l o s i n g i t s
in the depths o f the C a u l d r o n and for centuries guarded the d i v i n a t o r y m a g i c a n d w o n d e r i f s o m e t h i n g has d i s t u r b e d t h e t o m b
B u t c h e r h l o c k H a m m e r a n i o n s h i s possessions u n t i l i t was r e c o v - of the ancient elf queen.
ered by a d v e n t u r e r s i n r e c e n t t i m e s . Fortress M e c h a n o t u s : H o m e to the mad gnome Meldrath the
T h r e e w i t c h e s have p u r p o r t e d l y m o v e d i n t o t h e area, e x e r t i n g M a l i g n a n t , F o r t r e s s M e c h a n o t u s is a c i t a d e l w o r k s h o p o f g e a r s ,
t h e i i c o m m a n d over creatures great a n d small. W h e t h e r or n o t s p r o c k e t s , geysers, a n d s t e a m d r i v e n m a c h i n e s l o c a t e d i n t h e
t h e y h o l d ties t o t h e h a u n t e d estate n e a r b y o r i f t h e y h a v e c o m e Steamfont Mountains. Meldrath once founded and commanded
on their o w n accord, seeking to claim power over the goblins and t h e D a r k R e f l e c t i o n b u t has s i n c e m o v e d t o h i s Fortress M e c h a n o t u s
t r a v e l e r s a l i k e , is u n k n o w n . T h e s e w i t c h e s a r e b l a m e d f o r t h e d e e p e r i n t h e S t e a m f o n t s . F r o m h i s f o r t r e s s , M e l d r a t h sends h i s
r e c e n t surge o f u n n a t u r a l s t o r m s r a g i n g t h r o u g h t h e a r e a . T h e mechanized creations t o m e t e o u t his vengeance o n his o w n
t h r e e sisters w e r e o n c e d e v o u t t o t h e f a i t h o f E r o l l i s i M a r r . S w a y e d p e o p l e , w h o m a n y years b e f o r e r e j e c t e d a n d e x i l e d h i m . M e l d r a t h
by t h e d o c t r i n e s o f C a z i c T h u l e , t h e y b e g a n t o p r e a c h t h e t e n e t s also c o m m a n d s a h o r d e o f m i n o t a u r s t h a t c a p t u r e t r a v e l e r s a n d
o f fear i n e x c h a n g e for p o w e r t o f u l f i l l t h e i r desire f o r d o m i n a n c e . put t h e m t o w o r k i n mines t o produce the raw materials for

Dragonscale H i l l s : T h e southernmost tip o f the Steamfont Meldrath's constructions.

M o u n t a i n s is k n o w n as t h e D r a g o n s c a l e h i l l s . D r a k e s f r o m t h e G r e a t e r F a y d a r k : G r e a t e r F a y d a r k is a l i v e w i t h l i f e , f r o m t h e
m o u n t a i n s o c c a s i o n a l l y c o m e t o t h i s area i n o r d e r t o shed t h e i r ores o f C r u s h b o n e t r o m p i n g t h r o u g h t h e forests t o t h e w o o d e l f
s k i n a n d h a t c h t h e i r y o u n g . T h e s e h i l l s are t h e h o m e o f K a z r i k r a n g e r s a n d d r u i d s t h a t r o a m t h e a r e a . G r e a t e r F a y d a r k is also
One-Eye, a r a v i n g ore said t o c o m m a n d strange powers. He h o m e to fairies, bixies, a n d o t h e r fey creatures.
supposedly m a d e a pact w i t h Vazaelle t h e M a d a n d e x c h a n g e d o n e A g i a n t h a w k w i t h g o l d e n w i n g s n a m e d S h a e Faera r o a m s t h e
o f h i s eyes f o r s i g h t i n t o t h e w o r l d b e y o n d . T h e v i s i o n s a n d s k i e s a b o v e . S o m e p e o p l e m u s e t h a t t h i s g l o r i o u s b i r d was s e n t b y
p r o p h e c i e s t h a t K a z r i k w i t n e s s e d w e r e so t e r r i b l e t h a t t h e o r e s o f T u n a r e t o w a t c h o v e r h e r c h i l d r e n a n d is r e g a r d e d b y a l l as a s i g n

In Memory OF Faybtoer
I f o l l o w e d t h e T c i r D a l t h r o u g h F r e e p o r t on a r e g u l a r b a s i s , c o n c e a l i n g m y s e l f W i t h d i f f e r e n t f o r m s of m a g i c t a u g h t t o m e
b y t h e I l l u s i o n i s t s i n F e l w i t h e . 6 | v e r y d a y a s t h e noon b e l l s r a n g , t h i s m a l e d a r k l i n g p a s s e d t h r o u g h t h e g a t e s . S o m e d a y s ,
t h e g u a r d s took s p e c i a l c a r e t o q u e s t i o n h i m , a n d o t h e r d a y s t h e y a l l o w e d h i m t h r o u g h w i t h a b o r e d w a v e of t h e h a n d .
Liumans have such extraordinary inconsistency. A n y w a y , I digress.

1 f o l l o w e d h i m for d a y s t h a t t u r n e d t o w e e k s w h e n he l e f t t h e c i t y , u n t i l 1 f o u n d m y s e l f a t t h e e d g e of t h e N c k t u l o s f o r e s t .
D a r k n e s s l o o m e d w i t h i n t h e folds of t h e s e w o o d s , a n d a s I s t o o d i n c o n t e m p l a t i o n , 1 f e l t a r a r e e m o t i o n for o n e a s y o u n g a n d
a s f o o l h a r d y a s m e . 1 f e l t f e a r . T h e d a r k l i n g c o n t i n u e d on h i s w a y . D e t e r m i n e d t o f e e d m y d a n g e r o u s c u r i o s i t y , I t r o d a f t e r
h i m , p u s h i n g p a s t the g n a r l e d l i m b s a n d n u m b i n g m y m i n d to the h o r r o r I entered.
M y t h o u g h t s w e r e c o n s u m e d w i t h t h e i d e a t h a t n o t o n l y h a d I n n o r u u k t w i s t e d t h e c h i l d r e n of l i g h t i n t o h i s o w n i m a g e ,
b u t t h a t h i s s p a w n h a d , in t u r n , d o n e so t o t h e v e r y f o r e s t s u r r o u n d i n g t h e i r c i t y , h a d I c o n t i n u e d t o d w e l l o n t h e s e t h o u g h t s ,
I m i g h t h a v e b e e n o v e r c o m e w i t h a n u n s p e a k a b l e f e a r , b u t i n s t e a d 1 f i l l e d m y m i n d w i t h i m a g e s a n d m e m o r i e s of h o m e :
the clear, pristine s t r e a m s and the tall, s t r a i g h t trees thick w i t h greenery.

1 f o r c e d t h e v i s i o n s i n t o m y m i n d : t h e g o l d e n s u n r e f l e c t i n g off f c l w i t h c ' s m a r b l e h a l l s a n d s t u r d y p i l l a r s ; t h e s o u n d of
r a i n d r o p s f a l l i n g t h r o u g h t h e t r e e c i t y of K e l e t h i n : t h e t a s t e of ( c y - b r c w e d w i n e a t a m o o n l i g h t d a n c e . I t h o u g h t of K a l a d i m
a n d of t h e s m e l l of i r o n a n d m e r c u r y t h a t h u n g i n t h e a i r a n d on y o u r t o n g u e a s you e n t e r e d t h e u n d e r g r o u n d f o r t r e s s . 1 s m i l e d
a s I r e c a l l e d t h e m i r a c l e t h a t w a s A k ' A n o n a n d t h e h a m m e r i n g of a h u n d r e d m a l l e t s b e a t i n g t i n a s t h e g n o m e s t i n k e r e d
w i t h d i s t u r b i n g i n v e n t i o n s in t h e i r w o r k s h o p s . A s a c h i l d , m y p a r e n t s h a d t a k e n m c to A k ' A n o n . I r e m e m b e r e d the zoo.
T had never seen a tiger until A k ' A n o n .

I kept m y w i t s about m e a s 1 traveled through the N c k t u l o s forest. M y m a g i c kept m c unseen and still there w as the
f e a r of s o m e o n e or s o m e t h i n g d i s c o v e r i n g m y p r e s e n c e . T h e d a r k elf l e d m c t o a l a r g e o p e n i n g i n t h e s i d e of t h e m o u n t a i n .
G u a r d s s t o o d o n e a c h s i d e a n d n o d d e d a t t h e T e i r D a l m a l e a s he s t r o l l e d t h r o u g h . 1 p a u s e d . B e y o n d t h i s p o i n t w a s t h e r e a l m
of a l l I h a d g r o w n t o l o a t h e i n m y y o u t h : h a t r e d , d a r k n e s s , e v i l . 1 t h o u g h t of m y p a r e n t s . T r u l y t h e i r h e a r t s w o u l d b r e a k
a t t h e n o t i o n of t h e i r o n l y d a u g h t e r s t a n d i n g before t h e e n t r a n c e t o N e r i a k . W i t h m y b r o t h e r m i s s i n g , c o u l d t h e y s u r v i v e
t h e l o s s of a n o t h e r c h i l d v 1 could sec m y m o t h e r ' s face n o w : t e a r - s t r e a k e d a n d s c r e w e d up in a n g u i s h . M y o w n f e a t u r e s
t w i s t e d i n t o a s c o w l . T h e d a n g e r s before m e w e r e o b v i o u s , b u t t h e r e w a r d s ' ? U n i m a g i n a b l e . S q u e e z i n g m y e y e s s h u t ,
m u s t e r e d up t h e c o u r a g e t o c o n r i n u c a n d w a l k e d c a r e f u l l y a n d q u i e t l y i n t o t h e b o w e l s of N e r i a k .
Chapter One: The Worlo O F N o r r a t h
of good fortune. Poachers and ores often pursue the h a w k for its
golden wings, but thus far such hunters have disappeared i n search Kunark
of Shae Faera's well hidden nest. Like A n t o n i c a , the c o n t i n e n t of K u n a r k claims its share o f
H i l l s of Shade: T h i s area t o the n o r t h of Lesser Faydark proves former civilizations and empires whose ruins dot its landscape.
a challenge for even the most c u n n i n g of rangers and druids. T h e T h e Shissar are the first race documented to have ruled this land
shifting shadows of these hills cause the landscape to change u n t i l a strange green mist descended upon t h e m and wiped t h e m
drastically i n appearance. Even those w i t h a keen sense of direc- from the face of N o r r a t h . T h e n the former Shissar slave race o f
t i o n find themselves lost i n the H i l l s o f Shade from time to t i m e . iksar founded a great Sebilisian Empire behind the power of their
Deep w i t h i n the hills are burial mounds dating back to Norrath's Emperor, V e n r i l Sathir. T h e C o m b i n e Empire was the t h i r d to
earliest empires, many still unmarred by grave robbers due to the make claims o n Kunark, u n t i l its sudden dissolution. Remnants of
natural and mystic defenses set in the elaborate tombs. T h e h i g h all three empires can be found scattered about the c o n t i n e n t .
elves of Felwithe have g r o w i n g evidence that agents of M a y o n g Crypts and forgotten holds remain untouched to this day; o l d
Mistmoore are exploring the H i l l s of Shade and excavating some ghosts still walk the c r u m b l i n g roads and carry o n ancient wars.
burial sites. W h a t they seek is yet undetermined.
Lesser Faydark: T h i s darker cousin o f the Greater Faydark is
Cities O F Kunark
home to many faeries and brownies. T h e u n i c o r n Equestrielle the C a b i l i s : W h a t remains o f the city of Cabilis is under the rule of
Corrupted also roams the forest. Equestrielle was once a beloved Emperor V e k i n . T h i s c i t y is all that remains o f the ancient
creature of the goddess Tunare, u n t i l Cazic-Thule cursed the Sebilisian Empire. W h i l e Emperor V e k i n has no delusions about
unicorn, t u r n i n g its coat m i d n i g h t black. N o w , Equestrielle wan- the current power o f the iksar city-state compared to the former
ders the woods i n a f i t o f rage, attacking any and all w h o come grandeur of its empire, he and many other iksar refer to the city as
across her path. New Sebilis i n tribute to the glory o f their once great Empire.

T h e Lesser Faydark also holds the dreaded Castle M i s t m o o r e , I n a d d i t i o n to the many other races o n K u n a r k w i t h w h i c h the
home to the ancient dark elf vampire M a y o n g M i s t m o o r e . T h e iksar are sporadically at war, word has come to N e w Sebilis from
castle sits like a canker i n a seldom-traveled p o r t i o n of Faydwer. the iksar monks sent to scout the m o o n L u c l i n that there are signs
T h e shrill cries from those w i t h i n f i l l the n i g h t air, d r i v i n g off most that the iksars' former masters the Shissar yet live, hidden behind
who dare to venture too closely. Luclin's veil for the ages since their disappearance from N o r r a t h .
Such reports have stirred ancient hatreds and fears among the
L o p i n g Plains: These plains sit at the base of Ranthok's Ridge,
iksar, w h o alternately speak of sending an army to L u c l i n to finish
home to a g n o l l tribe called the Fleeting C l a n . Travelers do their
what the green mist d i d n o t or of cowering and h o p i n g the
best to avoid this dangerous area. Even w i t h the aid o f magic,
dreadful Shissar do n o t r e t u r n to K u n a r k to reclaim their ancestral
anyone on foot is rarely capable of o u t r u n n i n g these swift maraud-
lands.
ers. T h e gnolls take sport i n h u n t i n g d o w n travelers, capturing
them, and releasing t h e m only to h u n t t h e m d o w n again. H o n o r Speaking o f ancestors, the C u l t o f the A r i s e n has recently
among the gnoll c l a n is earned through the h u n t . awakened its longtime master, V e n r i l Sathir ( n o w i n l i c h form),
in hopes that the great leader w i l l seek to reclaim the glory of his
T h e only prey on the plains that the Fleeting C l a n fears to h u n t
former empire and take his seat once more upon the throne.
is a being they call "the Gray Ghost," a huge gnoll w i t h stark w h i t e
Emperor V e k i n , w h i l e fully aware o f the V e n r i l Sathir's possible
fur that hunts the best hunters o f the Fleeting C l a n . W h e t h e r the
return, opposes the c u l t that serves the l i c h .
Gray Ghost is indeed a spectre or some outcast a l b i n o g n o l l
remains a mystery. Strange w a i l i n g can be heard from watery tunnels beneath
Cabilis. W h i l e searching the sewers, Vessel Drozlin reportedly
In a d d i t i o n to the gnolls, a great number of w i l d wolves roam
came across a rod of remarkable power that has since d r i v e n h i m
these plains and are said to be servants of M a y o n g Mistmoore. Ore
mad. A n y w h o attempt to take the item from Vessel become part
and h o b g o b l i n tribes also c l a i m territories among the plains, while
of the muck and bony debris that he now calls his home. A n iksar
nomadic bands o f elven gypsies cross the plains.
of n o great skill before his descent i n t o madness, Vessel (now
R a n t h o k ' s Ridge: Created by a dwarven k i n g named Ranthok,
powered by the strange effect of this rod) is a force to be reckoned
a descendant of Dagnor Butcherhlock, this ridge spans nearly half
with.
the c o n t i n e n t o f Faydwer. Dwarves state that the ridge was b u i l t
as a protective barrier between the L o p i n g Plains and the forest of
Faydark, while some elves suggest the dwarves were i n t e n t upon
WilOs O F Kunark
protecting something w i t h i n . T h e dwarves insist that the elves B r o k e n T e e t h : T h i s cluster of islands to the n o r t h of the Field
devised the rumor i n order to avoid properly compensating t h e m of Bone is avoided by ships and explorers alike. A n ape-like
for this boon. T h e elves, of course, paint a different story, suggest- creature named the T a n g r i n inhabits one o f the islands. Iksar
ing that while Ranthok was traveling along the edge of the L o p i n g beastlords o f the Scaled Spiritists claim the T a n g r i n is one of
Plains, he uncovered a series of caves that led deep i n t o the earth. Kunark's great Malkara apes. T h e spiritists believe that Cazic-
There, according to elven naysayers, R a n t h o k discovered metals T h u l e w i l l transform the T a n g r i n i n t o an avatar o f hunger and
and gems the likes of w h i c h he had never seen. O n l y after this t h e n call u p o n the spiritists to lure the beast i n t o battle against the
discovery d i d he offer to build the ridge under the premise that iksars' foes, such as south to the h i g h elf outpost of Fironia V i e . For
Lesser Faydark would be kept safe from the gnolls o f the L o p i n g now, however, the spiritists themselves stay well clear of the
Plains. Regardless of the debate, the ridge is populated w i t h Tangrin.
watchtowers manned by dwarves and elves alike to keep watch B u r n i n g W o o d : M a n y of Rallos Zek's creations and minions
over bands of gnolls, hobgoblins, and ores seeking to raid i n t o d w e l l here, and a massive forest giant fortress stands deep w i t h i n
protected lands. what remains of this blasted wood. These giants, while ignorant
of their past, are savage and brutal to all those w h o might
Steamfont M o u n t a i n s : Located between Elizerain Lake and
encounter t h e m . I n the center of the B u r n i n g W o o d sits a giant
the city of A k ' A n o n , the Steamfont M o u n t a i n s pose many
meteor that still burns; sarnak and other creatures of the surround-
dangers to travelers. Geysers of geothermically superheated steam
ing area avoid this crater. T h e goblins of the C l e a v i n g T o o t h tribe
jet out of the ground, suddenly erupting underfoot w h e n a
also make their home i n these woods, centered around their
traveler's weight disturbs the unstable ground. A l l manner of
outpost called Grast.
inimical creatures and w i l d elementals make their home i n
Steamfont. C h a r d o k : Located where the B u r n i n g Woods and Frontier
M o u n t a i n s meet, Chardok is the m a i n stronghold of the sarnak.
W a y u n d e r L a k e : T h i s fresh, c o o l lake provides water to all the
Formerly an iksar city, Chardok was overrun by the sarnak during
creatures of the L o p i n g Plains. O n its n o r t h e r n shore rests Castle
the downfall of the iksar empire. N o w , O v e r k i n g Bathezid of the
Mistmoore, bordered by the Lesser Faydark.
EverQuest RPG: Game Master's Guifce

Passage to Kunark
A z ' r a e l h a s p r o v e n t o be a n a d e q u a t e t r a v e l i n g c o m p a n i o n . 1 q u e s t i o n h i s m o t i v e s , h o w e v e r , f o r i t s e e m s t h a t he d o e s o r s a y s
l i t t l e u n l e s s i t s e r v e s h i s o w n p e r s o n a l a g e n d a . T h e t w o or t h r e e m o n t h s I h a v e k n o w n h i m , t h i s h a s a l w a y s b e e n t h e case.
1 look a t h i m n o w a n d s r i l l see t h e s a m e h o r r i b l e e n i g m a t h a t 1 f i r s t s a w i n f r e e p o r t . O u r r e l a r i o n s h i p Q d a r e n o t c a l l i t a
f r i e n d s h i p , e v e n i n m y p e r s o n a l w r i t i n g s ) g o e s b e y o n d t h e e x p e c t a t i o n s a n d a c c e p t a n c e of o u r people. M y rime in N e r i a k was
initially spent s u r v i v i n g — l e a r n i n g the d i a l e c t a n d the c u s t o m s enough to blend in w i t h the c r o w d s . 6[ven the m o s t precise
i n c a n t a t i o n s c a n n o t h i d e t h e d a z e d look i n y o u r eye w h e n y o u e n t e r t h e f o r e i g n Q u a r t e r for t h e f i r s t rime.
U n b e k n o w n s t t o A z ' r a e l , 1 s t u d i e d h i m for w e e k s u p o n e n t e r i n g N e r i a k . b e w a s , a f t e r a l l , t h e f a m i l i a r f a c e I h a d s e a r c h e d
for i n f r e e p o r t . O n c e 1 w a s b r a v e e n o u g h t o a p p r o a c h h i m ( i n T e i r ' D a l f o r m a n d o n l y a f t e r a y e a r of l i v i n g a m o n g t h e d a r k e l v e s ) ,
w e e n g a g e d i n r e g u l a r c o n v e r s a t i o n . I n m e , he s a w s o m e t h i n g d i f f e r e n t , a n d i n h i m , 1 s a w t h e t r a g e d y of T u n a r c ' s c h i l d r e n .
P e r h a p s soon 1 c a n r e v e a l t o h i m m y t r u e n a t u r e , b u t for n o w I f e a r t h e o u t c o m e of t h i s r e v e l a t i o n . N o t t o d a y , n o . T o d a y , 1
s h a l l c a s t a n o t h e r i l l u s i o n , b e s e e s m e a s A m ' , t h e d a r k c h i l d e w i t h o u t p a r e n t s w h o g r e w u p i n t h e s t r e e t s of N e r i a k .

Wc n o w s i t u p o n a l a r g e b o a t t h a t he c l a i m s w i l l t a k e u s t o t h e l a n d s of K u n a r k . 1 h a v e h e a r d so m a n y s t o r i e s of t h i s p l a c e
— s t o r i e s of d r a g o n s a n d l i z a r d m e n a n d c i v i l i z a t i o n s o l d e r t h a n m y o w n . N o r m a l l y one a s p r i v i l e g e d a s 1 w o u l d b a l k a t such
t h i n g s , b u t 1 w e l c o m e t h e e x p l o r a t i o n w i t h o p e n a r m s . A z ' r a e l s p e a k s of i n t e l l i g e n t b e i n g s c a l l e d i k s a r a n d of d r a g o n s , b e t e l l s
m e of a r a c e c a l l e d t h e s a r n a k w h o w e r e b o r n of t h e s e t w o , c r e a t e d t h r o u g h a n a p p a l l i n g e x p e r i m e n t , h e e v e n s p e a k s of T c i r D a l
c r e a t u r e s f u r t h e r t w i s t e d by t h e s o r c e r y of M a y o n g M i s t m o o r e t o be h a l f d a r k e l f a n d h a l f a r a c h n i d . W h i l e 1 b e g g e d h i m to
continue, m y s t o m a c h sank. W a s t h i s t h e w a y of c i v i l i z a t i o n , t o t w i s t t h e w o r l d i n t o y o u r o w n h o r r i f i c v i s i o n ?
I s a t w i t h h i m a s l o n g a s ! c o u l d , b u t i n t h e e n d t h e s e a a n d 1 d o n o t h a v e a p l e a s a n t a r r a n g e m e n t , one m a d e no m o r e a g r e e a b l e
by t h e o g r e — b u i l t b a r g e t h a t s e e m e d t o t a k e on m o r e w a t e r t h a n i t p a s s e d o v e r . W r i t i n g h a s t a k e n m y m i n d off t h e c o n s t a n t
m o t i o n . T h e a i r i s g e t t i n g t h i c k a n d w e t a s w e n e a r t h i s l a n d , a n d s o m e t h i n g else m i n g l e s i n t h e b r e e z e . 1 feel a s e n s e of h i s t o r y .
I feel s o m e t h i n g old on t h e w i n d . P e r h a p s i t i s j u s t t h e stories.

D i ' Z o k royal f a m i l y rules his p e o p l e f r o m t h e t h r o n e r o o m t h a t t h o u g h t t o c o n t a i n m a n y l o s t t r e a s u r e s , i f o n e c a n o n l y bypass t h e


o n c e housed the sarnaks' slave lords. w r a i t h s , a p p a r i t i o n s , skeletons, a n d t h e i r b u r y n a i masters t h a t
D r e a d l a n d s : V e n r i l S a t h i r resides i n K a r n o r ' s C a s t l e , r e g a i n i n g p a t r o l i n a n d a r o u n d these structures.
t h e f u l l measure o f his s t r e n g t h a n d s e n d i n g his d r o l v a r g packs o u t F i r i o n a V i e : T h i s e l v e n o u t p o s t was r e c e n t l y r e c l a i m e d b y a n
to scour K u n a r k ' s ruins for i t e m s o f p o w e r d a t i n g b a c k t o Sathir's a r m y o f e l v e s f r o m F a y d w e r a n d r e b u i l t . I t was o r i g i n a l l y a n
days a m o n g t h e l i v i n g . T h e d r o l v a r g a n d u n d e a d s p i r i t s g u a r d o u t p o s t o f t h e C o m b i n e E m p i r e , f o r t i f i e d after struggles began
Karnor's Castle f r o m all u n w a n t e d visitors and enemies, which between t h e elves o f F a y d w e r a n d t h e iksar. Tine elves w e r e
i n c l u d e the d r a c h n i d agents o f M a y o n g M i s t m o o r e w h o c o n t i n u - expelled f r o m the outpost and forced to retreat, u n t i l their recent
a l l y spy u p o n t h e l i c h e m p e r o r . victory. Apparently, V e n r i l Sathir had abducted a Koada'Dal

I n a h i d d e n v a l l e y w i t h i n t h e D r e a d l a n d s lies a n a n c i e n t S h i s s a r princess i n a n a t t e m p t t o h o l d sway o v e r t h e i m p o s i n g elves. T h i s

c i t y t h a t f e l l t o r u i n , o n l y t o be r e b u i l t by t h e C o m b i n e E m p i r e a n d act o n l y encouraged the h i g h elves t o push harder, c l a i m i n g t h e i r

u s e d f o r a t i m e as i t s c a p i t a l . T o t h i s d a y , t h e c i t y r e m a i n s l a r g e l y o w n stake o n t h e shores o f K u n a r k .

i n t a c t , b u t t h e w i l d beasts a n d g i a n t s t h a t n o w o c c u p y i t m a k e D r a c h n i d s , d r o l v a r g s , g o b l i n s , a n d f r o g l o k s a l l i n f e s t t h e area
exploring the city treacherous — not to m e n t i o n the dragon j u s t o u t s i d e t h e n e w l y e s t a b l i s h e d gates o f F i r i o n a V i e .
G o r e n a i r e , w h o stalks t h e snow-capped m o u n t a i n s near t h e c i t y . Frontier M o u n t a i n s : T h e Frontier Mountains teem w i t h gi-
E m e r a l d J u n g l e : T h i s l u s h r a i n f o r e s t is h o m e t o i k s a r b a n d i t s ants, sarnak a n d goblins. W h i l e the giants m a i n t a i n a strong
and carnivorous plants. Deep w i t h i n the heart of the Emerald f o o t h o l d above g r o u n d , t h e g o b l i n s h a v e d u g deep under the
J u n g l e is t h e f a b l e d C i t y o f M i s t . U n t i l i t s d o w n f a l l , i t was k n o w n e a r t h , c r e a t i n g m i n e s a n d t w i s t i n g passageways t h a t r u n b e n e a t h
as t h e C i t y o f T o r s i s a n d w a s a m a j o r i k s a r s e t t l e m e n t i n t h e large stretches o f t h e m o u n t a i n s . T w o c i t y - m i n e s , N u r g a and
S e b i l i s i a n E m p i r e . T h e c i t y is u n t o u c h e d b y t h e s c o u r g e s o f w a r ; D r o g a , are t h e largest p o p u l a t i o n c e n t e r s o f t h e M o u n t a i n Death
h o w e v e r , its o c c u p a n t s r e m a i n t o w a r d o f f t h e l i v i n g . . . e v e n i n tribe o f goblins. T h e g o b l i n k i n g R o k g u s rules his tribe f r o m Droga
death. a n d sends h i s p e o p l e t o w a r a g a i n s t t h e s a r n a k , w h o are e x p a n d i n g

M a n y y o u n g iksar k n o w t h e story o f t h e fearsome c i t y a n d h a v e their empire from Chardok i n t o the Frontier Mountains.

explored deep w i t h i n the E m e r a l d Jungle i n search o f adventure. O v e r t h e r e : R u i n s o f t h e Shissar e m p i r e destroyed l o n g ago i n


S o m e r e t u r n w i t h f a n t a s t i c riches w h i l e o t h e r s are n e v e r heard w h a t t h e i k s a r r e f e r t o as t h e " g r e e n m i s t " l i t t e r t h i s b a r r e n w a s t e .
f r o m again. E m p e r o r V e k i n sent i n a g r o u p o f his strongest soldiers A n o u t p o s t o f d a r k e l v e s a n d o g r e s n o w c l a i m t h i s a r e a as t h e i r
in an attempt to reclaim the city: the troops vanished w i t h o u t a o w n , t h o u g h i n t r u t h sarnak forces h o l d most o f t h e l a n d , a n d o n l y
trace. the Teir'Dal's formidable construct guardians keep the outpost

T o t h i s day, n o o n e k n o w s t h e b i t t e r fate t h a t w r o u g h t t h e curse f r o m b e i n g o v e r r u n by sarnak forces. A s w e l l , t h e dark elves h a v e

o f u n d e a t h u p o n all t h e city's i n h a b i t a n t s . Iksar s h a m a n s c l a i m i t struck a t e n t a t i v e alliance w i t h V e n r i l Sathir, w h o supplies the

is a r e m i n d e r t o t h e f a i t h f u l t h a t e v e n at t h e h e i g h t o f o n e ' s g l o r y , o u t p o s t w i t h u n d e a d troops for the b a t t l e against the sarnak.

t h e gods h o l d t h e p o w e r t o p u n i s h as q u i c k l y as t h e y r e w a r d . W i t h i n t h e O v e r t h e r e , h u g e fissures scar t h e t e r r a i n . N e s t l e d i n


F i e l d o f B o n e : T h e s e o n c e v e r d a n t fields were t h e site o f t h e t h e i r d e p t h s is t h e e n t r a n c e t o t h e c i t y o f C h a r a s i s , w h e r e D r u s e l l a
worst battles between the Sebilisian Empire and the dragons o f Sathir, the wife o f V e n r i l Sathir, remains. T h e last t i m e t h a t
t h e R i n g o f S c a l e . I n a f i n a l b a t t l e o f t h e w a r , t h e last iksar V e n r i l Sathir w a l k e d w i t h i n t h e halls o f Charasis, he ordered all
emperor, G a n a k S a t h i r , and Jaled Dar, t h e leader o f t h e R i n g o f t o d e p a r t t h e city's streets, l e a v i n g o n l y t h e m o s t loyal a n d d e v o u t
S c a l e , m u t u a l l y a n n i h i l a t e d o n e a n o t h e r . T h e f i e l d s are b l a s t e d o f his h o n o r g u a r d t o stay. A c c o r d i n g t o iksar h i s t o r y , c l o u d s
wastelands now, pock-marked w i t h craters a n d l i t t e r e d w i t h b i l l o w e d i n t h e skies a b o v e a n d a d a r k a n d t e r r i b l e r i t e c a m e t o
d r a g o n bones. pass. T h e c i t y ' s g a t e s w e r e s e a l e d f o r a l l t i m e a n d t h e d y i n g s c r e a m s
o f t h o s e t h a t w e r e b u r i e d a l i v e c a n s t i l l be h e a r d w i t h i n t h e w a l l s
A m o n g t h e r u i n s o n t h e fields are t h e s t r o n g h o l d s o f K u r n ' s
o f t h e f i s s u r e , c r y i n g o u t f o r release. A s a r e s u l t , a n e e r i e l a m e n t
T o w e r a n d Kaesora — b o t h i n f e s t e d by u n d e a d . T h e s e t o m b s are

24
haunts these canyons; hence, Charasis is often referred to as the lives here, guarded by frogloks, strange mushroom folk, and
" H o w l i n g Stones." massive juggernaut golems. Sebilis itself and all o f Trakanon's
Skyfire M o u n t a i n s : T h i s stretch of mountains holds innumer- T e e t h are haunted by the spectres o f o l d iksar, especially those
able active volcanoes that spew h o t ash i n t o the sky. W y r m s , shadow knights and necromancers o f o l d w h o were powerful
drakes, and other dragonkin roam the area, leaving for neighbor- enough t o preserve themselves i n an undead state.
ing areas only i f needing to find food. T h e R i n g o f Scale, the V a r i s : T h e iksar l i c h V e n r i l Sathir has set up an outpost named
renegade dragons w h o long ago left their brethren i n Velious, calls Varis along the Bile River, south o f the Lake o f 111 O m e n .
these mountains its home, t h o u g h few of the dragons are ever Nuggleruk, an undead goblin k i n g formerly o f the M o u n t a i n
seen. T h e greater dragons themselves hide i n a virtually inacces- Death tribe, leads the outpost and sends his m i n i o n s t o spy on the
sible p o r t i o n o f the m o u n t a i n range called Veeshan's Peaks. high elf outpost of Firiona V i e and regularly report back to his
Swamp of N o H o p e : T h e Swamp of N o Hope is a vast, desolate master Sathir at Karnor's Castle. Lately, Nuggleruk has been
swampland. I t is inhabited by frogloks w h o escaped the tyranny of launching guerilla raids o n Firiona V i e as well, a t t e m p t i n g to score
the iksar after the fall o f the Sebilisian Empire. These frogloks, led some victory w o r t h y of reporting back to his master.
by their Shaman K i n g Lupzlup, have since erected t h e i r o w n city Warslik's Woods: Warslik's Woods harbor the largest single
of Krup, w h i c h has stood against the ravages o f time. T h e y are p o p u l a t i o n center of goblins o n Kunark. T h e goblin city of T w a r k
leery of strangers, h a v i n g k n o w n a life of slavery and oppression at is home to the Bloody Guts tribe.
the hands of their former iksar masters. A large outpost o f forest giants vies w i t h the goblins for c o n t r o l
T i m o r o u s Deep: T h i s body o f water lies between A n t o n i c a and of the woods. However, b o t h the goblins and the giants fear the
Kunark and is filled w i t h small archipelagoes. A n ogre settlement kly far more t h a n one another.
can be found on one o f the islands, ruled by C h i e f O w o m p . Sea Kly sarnaks operate out o f a crypt originally constructed to
dragons roam the southern waters, and as w i t h most o f Norrath's e n t o m b Dalnir, a Haggle Baron o f the C i t y of Cabilis. T h e kly
waterways, pirate ships cross the most traveled routes ready t o have started m a k i n g more frequent and larger raids o n neighbor-
relieve merchant ships o f cargo and crew. ing races to e n t h r a l l more slaves w i t h their m i n d - c o n t r o l abilities
T r a k a n o n ' s T e e t h : Trakanon's T e e t h is named after the lair of before r e t u r n i n g to their lair in Dalnir's C r y p t . T h e size of their
the dragon T r a k a n o n w h o was cast out and forsaken by the R i n g thrall army begins to concern the iksar i n Cabilis and seems to
of Scale. W i t h i n the heart of this massive range lie the ruins o f the confirm that the sarnak wizard K l y himself has recovered the
capital city o f the former iksar empire, Sebilis ( n o w called O l d dreaded staff of persuasion that was laid to rest w i t h D a l n i r an age
Sebilis by the iksar o f N e w Sebilis). T h e outcast dragon T r a k a n o n ago.
EverQu€stRPG:GacnGMaster'sGuit)€
those necromancers f r o m Paineel, because t h e y are Erudites;
Ot>us o t h e r races b a n i s h t h e C a z i c i t e s f o r t h e p r a c t i c e o f n e c r o m a n c y
The first race k n o w n t o p o p u l a t e O d u s was t h e K e r r a n s . a n d t h e i r w o r s h i p o f C a z i c - T h u l e . W i t h few allies, dangers w e l l i n g
O r i g i n a l l y f r o m four m a i n trihal units, t h e K e r r a n tribes merged up f r o m t h e H o l e , a n d tensions w i t h Erudin frequently m o u n t i n g
a n d s p l i t t h r o u g h t h e ages s u c h t h a t t h e K e j e k , K e r r a n , a n d V a h to t h e p o i n t o f renewed c o n f l i c t , Erudites o f Paineel t e n d t o be
S h i r t r i b e s s u r v i v e as t h e p r i m a r y c u l t u r a l u n i t s o f t h e K e r r a n r a c e . p r o u d , aloof, a n d d r i v e n t o acquire t h e necromantic power that
L o n g after t h e Kerrans had settled m u c h o f Odus, Erud b r o u g h t his ensures t h e i r s u r v i v a l a n d p r o s p e r i t y .
followers to the c o n t i n e n t and founded the city o f Erudin — a city
devoted t o l e a r n i n g , especially learning arcane magic. While WiLbsoFOOus
E r u d i n flourished i n its i n t e l l e c t u a l k n o w l e d g e , d a r k ritualists A b y s m a l S e a : T h i s b o d y o f w a t e r is h o m e t o a g r e a t a n d t e r r i b l e
d u b b e d t h e H e r e t i c s b r o k e free f r o m t h e U t o p i a n c i t y a n d f o r m e d f i e n d t h a t was i m p r i s o n e d d u r i n g t h e t i m e o f t h e C o m b i n e
the c i t y o f Paineel. T h e resulting c i v i l w a r ravaged m u c h o f Odus, E m p i r e . T h i s f i e n d ( b e l i e v e d t o be a c h i l d o f C a z i c - T h u l e f r o m t h e
translocated t h e entire V a h Shir city o f Shar V a h l t o t h e m o o n P l a n e o f F e a r ) lies e n t o m b e d b e l o w t h e w a v e s . I t s a u r a p e r m e a t e s
L u c l i n , a n d left a c o n t i n e n t s t i l l largely i n a state o f c i v i l w a r t h e w a t e r s , m a k i n g a n y w h o a t t e m p t t o cross t h e sea t u r n b a c k t o
between Erudin and Paineel. p o r t i n u t t e r dread. Cazic-Thule has begun t o show t h e Heretics
W h i l e t h e Erudites h a v e t r a d i t i o n a l l y b e e n c o n t e n t t o stay i n d e v o t e d t o h i m v i s i o n s o f h o w t o free h i s c h i l d , y e t t h u s far t h e
t h e i r t o w e r s a n d i g n o r e t h e rest o f t h e c o n t i n e n t , e x p l o r e r s f r o m p o w e r o f t h e visions has o n l y t u r n e d t h e i r recipients insane.
o t h e r races h a v e b e g u n a r r i v i n g m o r e f r e q u e n t l y a t E r u d i n a n d B a r r e n C o a s t : T h i s c o a s t l i n e rests o n t h e e a s t e r n e n d o f O d u s
launching expeditions t o chart t h e c o n t i n e n t a n d discover if it a n d r e m a i n s largely u n e x p l o r e d . Pirates are k n o w n t o h i d e t h e m -
h o l d s a n y h i d d e n w o n d e r s o r treasures. T h e y are f i n d i n g t h i s selves ( a n d t h e i r l o o t ) w i t h i n t h e caves a n d coves t h a t d o t t h i s
c o n t i n e n t , s e t t l e d so l o n g b y t h e s h a m a n i s t i c K e r r a n s , t o b e a l a n d c o a s t l i n e . A t r i b e o f h o b g o b l i n s also lives a l o n g t h e shore a n d
r i c h i n spirits. S o m e explorers take t h e o p p o r t u n i t y t o c o l l e c t feeds o f f t h e ocean's b o u n t y .
p o t e n t trophies f r o m spirit creatures, w h i l e others take t h e o p p o r -
E r u d ' s C r o s s i n g : E r u d ' s C r o s s i n g is n a m e d a f t e r E r u d , w h o l e d
t u n i t y t o learn f r o m such spirits.
a g r o u p o f l i k e m i n d e d a n d i n t e l l e c t u a l l y a d v a n c e d p e o p l e across
Finally, w i t h the gateways t o L u c l i n o p e n , m a n y V a h S h i r have t h e sea f r o m Q e y n o s t o O d u s . T h e s e s h a r k - i n f e s t e d w a t e r s a r e
r e t u r n e d t o O d u s as d i p l o m a t s t o t h e K e j e k a n d K e r r a n t r i b e s a n d h o m e t o a l l s o r t s o f sea m o n s t e r s a n d v a r i o u s u n d e r w a t e r c r e a t u r e s .
s i m p l y t o see t h e l a n d o f t h e i r a n c e s t o r s .
T h e c r o s s i n g is n o t e d b y e x p l o r e r s f o r t h e p l e t h o r a o f s u n k e n
vessels t h a t l i e i n t h e s h a l l o w w a t e r s o f f t h e i s l a n d s t h a t d o t t h e
Cities OF Oous Crossing. For example, t h e wreckage o f the Kedge Defender, a n
E r u d i n : E r u d i n is t h e c i t y o f h i g h m e n , k n o w n f o r i t s s t u d y a n d o l d w a r g a l l e y s u p p o s e d l y c r a f t e d b y t h e k e d g e as a g i f t t o t h e e l v e s
p r a c t i c e o f t h e m a g i c a l a r t s . C a s t e r s o f a l l races c o m m o n l y make lies i n a n u n c h a r t e d l o c a t i o n s o m e w h e r e i n t h e C r o s s i n g . M a n y
pilgrimages t o E r u d i n i n order t o study under some o f t h e most have come t o plunder the sunken ship, r e c o u n t i n g horrific events
b r i l l i a n t masters o n t h e face o f N o r r a t h . c o n c e r n i n g t h a t w h i c h lurks i n t h e underwater grave o f t h e ship.
W h i l e t h e c i t y i t s e l f is b u i l t i n t h e s e m b l a n c e o f a p a l a t i a l c a s t l e , S o m e say t h a t t h e a n i m a t e d r e m a i n s o f d r o w n e d c r e w members
t h e catacombs b e n e a t h it are a n e n t i r e l y d i f f e r e n t story. W i t h i n guard t h e Kedge Defender even i n death.
t h i s c a t a c o m b lies t h e t o m b o f E r u d h i m s e l f . B e f o r e h i s d e a t h , h e T h e K e r r a n t r i b e o f L a a h r also lives i n Erud's C r o s s i n g , o n t h e
asked t h a t h e b e l a i d w i t h i n t h i s " T o m b o f E n l i g h t e n m e n t . " A n y largest i s l a n d i n t h e waters. M a n y ships passing f r o m E r u d i n t o
who wish t o disturb this t o m b w o u l d find magic wards that Q e y n o s stop at t h i s island, called Talysra's Paw by t h e i n h a b i t a n t s ,
b e f u d d l e t h e i r senses a n d m a k e n a v i g a t i n g t h e maze l e a d i n g t o t h e t o trade w i t h t h e Kerrans a n d take o n fresh water supply f r o m t h e
t o m b i m p o s s i b l e , as w e l l as t r a n s l o c a t i o n w a r d s t h a t t e l e p o r t island springs.
would-be grave robbers a r o u n d t h e maze o r t o t h e f a r corners o f
G r a n d P l a t e a u : E r u d i n i t s e l f is b u i l t o n t h e c o r n e r o f t h i s h i g h ,
Norrath.
grassy p l a t e a u t h a t o v e r l o o k s E r u d ' s C r o s s i n g t o t h e n o r t h e a s t , t h e
P a i n e e l : T h i s i n f a m o u s c i t y was forged by M i r a g u l ' s followers, V a s t y D e e p t o t h e s o u t h e a s t , a n d t h e T o x x u l i a Forest t o t h e
w h o sought t o expand beyond t h e teachings o f Erudin. M i r a g u l s o u t h w e s t . U n c h a r t e d w a t e r s r o l l t o t h e w e s t . F a r m e r s use t h e
became fascinated w i t h t h e dark rites o f n e c r o m a n c y a n d e v e n t u - Plateau's r i c h s o i l for c r o p s . M a n y o f t h e m are d i s c o v e r i n g just h o w
ally sought t h e means t o cheat his o w n d e a t h . H e shared this s p i r i t - i n f e s t e d " t h e i r " c o n t i n e n t is, as s o m e s p i r i t s m a k e i t k n o w n
knowledge w i t h his followers, teaching those w i l l i n g t o leave t h e y d o n o t desire " t h e i r " l a n d t o be cleared, t i l l e d , a n d c u l t i v a t e d
Erudin and learn t h e true methods o f power. by m o r t a l hands.
N o w t h e c i t y h a s v i r t u a l l y n o a l l i e s o n N o r r a t h . D a r k races o f T h e G u l f o f U z u n : T h i s large g u l f o n t h e s o u t h e r n cost o f O d u s
N o r r a t h ( d a r k elves, t r o l l s , ogres, a n d so f o r t h ) t h a t a c c e p t t h e is n a m e d a f t e r U z u n , o n e o f t h e f i r s t E r u d i t e s t o explore t h e
practice o f necromancy i n t h e i r societies d i s l i k e t h e Cazicites, s o u t h e r n t i p o f O d u s . T h e G u l f t h a t bears h i s n a m e s a l s o serves as

LanO OF KnoioleOge
1 c a n n o t s l e e p . P l a c e s s u c h a s t h i s I h a v e o n l y d r e a m e d of. T h e c h a o s of f r e e p o r t w a s m y f i r s t i n t r o d u c t i o n t o t h e k n o w l e d g e
t h a t other r a c e s have o b t a i n e d . 1 w a s s o m e w h a t disappointed a t t h e i r a r c a n e selection, t h o u g h I found a p p r e c i a t i o n in t h e i r
a t t e m p t s t o b e t t e r t h e m s e l v e s on a n i n t e l l e c t u a l l e v e l . M y e y e s , h o w e v e r , h a v e b e e n fully o p e n e d . S r u d i n i s t h e e p i t o m e of a l l
1 h a d h o p e d for w h e n I s t e p p e d foot u p o n t h e b o a t t h a t t o o k m e a w a y f r o m f a y d w e r . M a g i c f l o w s l i k e w a t e r t h r o u g h t h e
city, touching each and every citizen.
1 h a v e n o t s l e p t for d a y s . M y b o d y i s fully e x h a u s t e d y e t m y m i n d w i l l n o t a l l o w m c a m o m e n t ' s r e s t . 1 m u s t r e a d . 1 m u s t
l e a r n . I h a v e n o t b e e n t h i s e x c i t e d s i n c e I e n t e r e d t h e o u t p o s t o f f i r i o n a V i e for t h e f i r s t t i m e i n K u n a r k . A s b i t t e r s w e e t a s
i t w a s . h a v i n g t o p a r t w i t h A z ' r a e l (for t h e p i l g r i m s of t h e e l v e n o u t p o s t w o u l d h a v e c o n s i d e r e d h i m a n e n e m y ) , t h e e x p e r i e n c e
w a s e x h i l a r a t i n g . N o w , I find myself i m m e r s e d in a n e w land a n d culture.

I h a d l e a r n e d of t h e d r u d i t e s d u r i n g m y y o u t h f u l s t u d i e s , b u t n e v e r d i d 1 i m a g i n e t h e glory of t h e i r a n n a l s a n d t h e expanse
of t h e i r a r c a n e l i t e r a t u r e . T h i s i s t h e f i r s t t i m e upon l e a v i n g f e l w i t h e t h a t l h a v e f e l t a t h o m e . T o m o r r o w , I s h a l l h i r e a g u i d e
a n d a s k t o s e e m o r e of t h i s l a n d . I h a v e h e a r d s o m e of t h e s c h o l a r s m u t t e r i n g on a b o u t a n a r e a f a r t o t h e s o u t h of t h i s c i t y ,
i n t h e S t o n e b r u n t M o u n t a i n s , w h e r e s p i r i t s a s a n c i e n t a s t h e l a n d i t s e l f a r e s a i d t o d w e l l . 1 m u s t see t h i s l o s t v a l l e y ! F o r n o w ,
t h o u g h , I m u s t t r y t o sleep.
(r
Chapter One: The Worlo O F Norrath \ -
his b u r i a l site, since h e was f l u n g t o a r o c k y d e a t h o f f its c l i f f - f a c e d w o r d t o w o u l d - b e e x p l o r e r s i n E r u d i n t h a t t h e l a k e is b r a c k i s h a n d
shores b y a n a n g r y b a n d o f k o b o l d s . the region dangerous and n o t w o r t h y of a visit.
T h e H o l e : T h e H o l e was c r e a t e d d u r i n g t h e w a r b e t w e e n t h e T h e o u t c a s t b a r d T r i l a m a n e resides i n a s h a n t y u p o n t h e s h o r e s
E r u d i t e s a n d t h e H e r e t i c s . W h e n E r u d was s l a i n i n t h e w a r , t h e o f t h e V a s t y D e e p . T r i l a m a n e is a w o o d e l f b a r d f r o m t h e c i t y o f
enraged Erudites gathered i n a r i t u a l and c h a n n e l e d tremendous K e l e t h i n w h o pines f o r a l o n g lost l o v e . E a c h n i g h t , t h e bard plays
arcane energy to eradicate t h e Heretics a n d t h e i r e n c a m p m e n t i n his flute i n m e m o r y o f his dearly departed.
T o x x u l i a Forest o n c e a n d f o r a l l . U n a b l e t o s t o p t h e blast, t h e Sirens, water n y m p h s , and t e e m i n g w i l d l i f e a b o u n d o n the
Heretics instead deflected it such t h a t t h e blast s t r u c k t h e Vah s h o r e s a n d w a t e r s o f t h e V a s t y D e e p . S o m e t h i n g else c e r t a i n l y
Shir city of Shar V a h l and translocated it to L u c l i n . l u r k s i n t h e w a t e r s as w e l l , b u t e x a c t l y w h a t r e m a i n s a m y s t e r y .
The Heretics then built the original city o f Paineel in the One explorer returned t o Erudin w i t h sketches of squid-like
resulting hole t h a t had been blasted i n the earth. D u r i n g construc- h u m a n o i d s t w i c e t h e size o f a h u m a n . T h e m a n c l a i m e d these
t i o n o f t h e i r c i t y , t h e H e r e t i c s discovered t h a t t h e blast had creatures t o o k h i m t o their underwater d o m a i n , where he was
formed a crater that reached right d o w n t o the w a l l o f L i v i n g s h o w n p r o o f t h a t t h e y w e r e t h e last s u r v i v o r s o f a r a c e c r e a t e d b y
Stone, the barrier Brell Serilis h a d c o n s t r u c t e d t o keep denizens P r e x u s ages a g o , b u t t h e y stay i n h i d i n g l e s t t h e w o r l d seek t o
f r o m his Plane o f U n d e r f o o t f r o m i n v a d i n g N o r r a t h . I n t h e m i d s t d e s t r o y t h e m as i t d i d t h e k e d g e . T h e e n s u i n g w e e k s s h o w e d t h e
o f a desperate c i v i l war, t h e H e r e t i c s sought t o harness t h e d i v i n e e x p l o r e r t o b e q u i t e d e m e n t e d , h o w e v e r , so t h e E r u d i t e s f i l e d h i s
power o f t h e L i v i n g S t o n e t o send earthquakes at E r u d i n u n t i l t h a t a c c o u n t s a w a y i n t h e i r l i b r a r i e s as f a b l e r a t h e r t h a n f a c t .
c i t y was r e d u c e d t o r u b b l e .
Instead, their experiments w i t h the L i v i n g S t o n e led t o a
breach i n t h e barrier, t h r o u g h w h i c h surged a n a r m y o f e a r t h
VeLious
V e l i o u s is a l a n d o f f r o z e n i c e a n d p e r h a p s t h e o l d e s t a n d m o s t
elementals led by the earthen l o r d Master Yael. T h e elemental
d a n g e r o u s o f a l l N o r r a t h ' s c o n t i n e n t s . I t is t h e h o m e o f t h e C l a w s
forces q u i c k l y o v e r t o o k Paineel, a n d t h o s e H e r e t i c s w h o d i d n o t
of Veeshan, a group o f dragons that d w e l l i n the h i d d e n city of
a b a n d o n t h e i r c i t y i n t i m e were crushed by Yael's forces. The
S k y s h r i n e a n d b e y o n d it i n t h e e v e n m o r e r e m o t e wastes.
Heretics — and p o t e n t i a l l y all o f N o r r a t h w i t h t h e m — were
s a v e d t h a n k s i n l a r g e p a r t t o t h e selfless a c t o f a w i c k e d m a n . A l s o l o c a t e d u p o n V e l i o u s are t h e C o l d a i n T h u r g a d i n , a g r o u p
D a r t a i n the Lost, a dark k n i g h t o f Cazic-Thule, created a magical o f ice d w a r v e s t h a t are c u r r e n t l y l o c k e d i n b a t t l e against t h e g i a n t s
H a t c h t h a t repaired the break i n the L i v i n g Stone. I n creating the o f K a e l D r a k k a l . E v e n t h e d r a g o n s are f o r c e d t o deal w i t h t h e
H a t c h , h o w e v e r , D a r t a i n also t r a p p e d h i m s e l f b e h i n d t h e r o c k . c h i l d r e n o f Z e k w h o seek t o m a k e w a r u p o n a l l w h o s t a n d i n t h e i r
way of c o m p l e t e c o n t i n e n t a l d o m i n a t i o n .
T h e Heretics went o n to f o u n d a new version o f their city
Paineel o n t h e cliffside o v e r l o o k i n g t h e H o l e . T h e y h a v e also
since braved fate again by i n v e n t i n g a key t h a t t e m p o r a r i l y opens
Cities OF VeLious
t h e H a t c h , t h e area o f t h e L i v i n g S t o n e p a t c h e d b y t h e i r m a g i c , K a e l D r a k k a l : K a e l D r a k k a l is t h e last k n o w n m o r t a l s t r o n g -
a n d t h e r e b y a l l o w s t h e m access i n t o t h e i n c r e d i b l y d a n g e r o u s h o l d of the true c h i l d r e n of Rallos Zek. T h e K r o m r i f and Kromzek
r e a l m b e y o n d . P a i n e e l h a s used t h e m a g i c a l k e y s f o r t w o e x p e d i - t h a t d w e l l w i t h i n h a v e escaped t h e curse o f t h e R a t h e a n d s t i l l
tions i n t o the H o l e in attempts to recover some of their most worship Rallos Zek a n d serve t h e i r liege K i n g T o r m a x . The
powerful artifacts t h a t were abandoned i n their flight f r o m O l d denizens o f t h i s c i t y s h u n most t h a t d o n o t pay h o m a g e t o t h e
P a i n e e l , w h i c h n o w lies b e h i n d t h e H a t c h . O n l y o n e e x p e d i t i o n W a r l o r d a n d require t r e m e n d o u s displays o f loyalty f r o m outsiders
r e t u r n e d , h a v i n g suffered heavy casualties just t o get w i t h i n s i g h t b e f o r e t h e y are a l l o w e d i n t o t h e g i a n t s ' g o o d graces.
of the old city. W i t h i n t h e h e a r t o f K a e l D r a k k a l is a l l t h a t r e m a i n s o f t h e last
K e r r a I s l e : T h e K e r r a n i n h a b i t a n t s o f t h i s isle are b e l i e v e d t o temple o f Rallos Zek o n N o r r a t h . T h e inner depths of this temple
be d e s c e n d e d f r o m t h o s e K e r r a n s w h o l i v e d j u s t o u t s i d e t h e c i t y are g u a r d e d by subjects l o y a l t o K i n g T o r m a x . N o o u t l a n d e r dares
o f S h a r V a h l . A f t e r S h a r V a h l was t r a n s l o c a t e d , t h e Heretics t o s t e p w i t h i n t h i s t e m p l e , e v e n i f h e is a f o l l o w e r o f t h e W a r l o r d .
forced the r e m a i n i n g Kerran farmers w h o had lived outside the O n l y the true c h i l d r e n o f W a r may behold the glorious splendor
city t o relocate t o this island, leaving the Heretics free t o c o n - t h a t lies w i t h i n . F r o m t h e i n n e r s a n c t u a r y o f t h i s t e m p l e is s a i d t o
struct Paineel. manifest the A v a t a r of War, instilling the edicts of Zek i n the
f a i t h f u l and possibly h e r a l d i n g t h e r e t u r n o f t h e G o d of War
S t o n e b r u n t M o u n t a i n s : A c c o r d i n g to the Kejek shamans w h o
himself.
dwell in the small t o w n atop M o u n t Klaw, many spirits walk the
w i n d i n g passes o f t h e S t o n e b r u n t M o u n t a i n s . B e n e a t h t h e M o u n - S k y s h r i n e : T h e dragon city o f Skyshrine (called Ilak Tas G r a l
t a i n s is s a i d t o l i v e a g r e a t s o c i e t y o f i n t e l l i g e n t y e t savage i n d r a c o n i c s p e e c h ) sits at t h e s o u t h e r n m o s t e n d o f t h e l a r g e s t o f
subterranean, ape-like h u m a n o i d s called t h e Grizz. t h e C o b a l t Scar valleys g o u g e d i n t o t h e surface o f V e l i o u s by
Veeshan's c l a w . L o r d Y e l i n a k rules t h i s c i t y , k e e p i n g his b r o o d i n
T o x x u l i a F o r e s t : T h i s f o r e s t , w h i c h serves as a b u f f e r b e t w e e n
position t o stop any giants f r o m s t o r m i n g t h r o u g h i n t o the
E r u d i n a n d P a i n e e l , was t h e o r i g i n a l h o m e o f t h e H e r e t i c s , a n d t o
Western Wastes. Those w h o have proven their loyalty to the
this day, f i n d i n g w a n d e r i n g necromancers f r o m t h e c i t y o f Paineel
C l a w s o f V e e s h a n speak o f v a s t l i b r a r i e s w i t h i n t h e c i t y — tomes
p r a c t i c i n g t h e i r d a r k r i t e s i n t h e T o x x u l i a F o r e s t is n o t u n c o m -
that detail the c o m i n g of Veeshan and d o c u m e n t the history of
m o n . T h i s f o r e s t is a l s o a m a j o r h a v e n f o r t h e k o b o l d s t h a t w a n d e r
N o r r a t h f r o m t h e eyes o f V e e s h a n ' s c h i l d r e n .
t h e area — a shared nuisance o f t h e Heretics a n d t h e Erudites
a l i k e . T h e k o b o l d s a t t a c k a l l w h o cross t h e i r p a t h , c r e a t i n g h a v o c T h u r g a d i n : T h e c i t y o f T h u r g a d i n , w h i l e i n h a b i t e d by t h e
for travelers and i n h a b i t a n t s . C o l d a i n , is h o m e t o m u c h a d v e n t u r e . L i k e w i t h t h e i r sister c i t y
K a l a d i m , the dwarves burrowed deep i n t o the earth t o m i n e the
W i z a r d s h a v e i d e n t i f i e d t e l e p o r t a t i o n spires l e f t f r o m t h e C o m -
ores a n d gems f o u n d t h e r e . T h e s e m i n e s h a v e since become
bine Empire (or perhaps an empire older s t i l l ) , w h i c h a l l o w t h e m
i n a c t i v e i n recent times due t o the infestation o f creatures t h a t
t o reach t h e h e a r t o f t h e T o x x u l i a easily. K o b o l d tribes h a v e
n o w swarm w i t h i n t h e i r tunnels. I n light of this strange epidemic,
learned after seeing m a n y o f t h e i r warriors vaporized t h a t leaving
t h e d w a r v e s o f T h u r g a d i n s t a r t e d m i n i n g i n a n o t h e r series o f c a v e s
a l o n e a n y o n e f o u n d n e a r t h e spires is b e s t , w h i c h m a k e s t h e spires
a n d t u n n e l s o n t h e far side o f t h e G r e a t D i v i d e .
a r e l a t i v e l y safe w a y p o i n t f o r a n y t r a v e l e r s w h o c a n l o o k t h e p a r t
o f wizards. A l s o o f n o t e w i t h i n t h e c i t y o f T h u r g a d i n is I c e w e l l K e e p . D a i n
F r o s t r e a v e r I V r u l e s t h i s k e e p , a n d i t is a l s o t h e l o c a t i o n o f t h e
V a s t y D e e p : T h e Erudites o f Paineel keep t h e waters o f this
i n f a m o u s i c e w e l l t h a t disappears d o w n i n t o t h e depths b e n e a t h
l a k e c l e a n a n d p u r e a n d r e g a r d i t as a n a r e a s a n c t i f i e d t o P r e x u s .
the city. T h e l o n g d r o p d o w n i c e w e l l disappears i n t o a vast
T h e l a k e i t s e l f is r u m o r e d t o b e m a g i c a l i n n a t u r e , a n d i t s w a t e r s
n e t w o r k o f c a v e r n s f i l l e d w i t h a l l sorts o f w i l d creatures and
are m u c h s o u g h t a f t e r b y k n o w l e d g e a b l e N o r r a t h i a n s , b u t t h e
t e r r i b l e beasts.
Erudites deal harshly w i t h those w h o d a r e t o take m o r e t h a n a s k i n
f u l l . T o discourage d i s r u p t i o n o f t h e lake, Erudites also spread
WilosoFVelious G r e a t D i v i d e : T h e G r e a t D i v i d e runs f r o m n o r t h o f T h u r g a d i n
E a s t e r n W a s t e s : T h e Eastern Wastes are w e l l k n o w n for t h e i r t o t h e s o u t h e r n m o s t parts o f t h e c o n t i n e n t . T u n n e l s t h a t w i n d
terrain: a great expanse o f b a r r e n t u n d r a located i n t h e eastern u n d e r these massive peaks are i n h a b i t e d by a v a r i e t y o f creatures.
c o n t i n e n t o f V e l i o u s . T h i s t u n d r a is a c o m m o n b a t t l e g r o u n d f o r W o o l y w a r r i o r s k n o w n as T i z m a k r e s i d e i n s o m e o f t h e s m a l l e r
the dwarves o f T h u r g a d i n and giants o f Kael ( w h o have gained a n caves i n t h i s r e g i o n . A l l i e s t o n o n e , these u n t r u s t i n g o x m e n are
ally i n t h e Ry'gorr ores). I n t h e n o r t h e r n section o f the Eastern c o n t e n t w i t h i g n o r i n g t h e rest o f V e l i o u s , m a k i n g e n e m i e s o n l y
Wastes, t h e ruins o f a n old prison lie beneath t h e ice. w i t h t h o s e w h o seek t o t h r e a t e n t h e i r w a y o f l i f e .

d e s o l a t i o n o r ReveLat ion
1 have never been so cold. T h e vision granted me by the t i t a n s p i r i t in the Stonebrunt Mountains on O d u s have led me
to t h i s place. Bet free your spirit in the hidden valleys of Veeshan's children, Tunare's child, not in the valleys of this land.
1 had thought the voyage across the O c e a n of T e a r s w a s unpleasant, only to learn of ocean travel on ogre ships to K u n a r k ,
but neither experience prepared me for the gnome ice cutter t h a t brought me to t h i s land. I t w a s as if 1 lived on a thunder
cloud for a fortnight, w i t h every thunderous, booming blow of the ship's ice cutter as i t broke through the iceclad w a t e r s
depriving me of any r e s t .
1 sought refuge from the bitter environment w i t h i n the confines of T h u r g a d i n . T h e d w a r v e s here have protected
themselves not only from the elements but from the enemies t h a t threaten their hold on a daily basis. T h e h e a r t h is w a r m ,
and the bear and wolf skins cover me in my sleep, but i t is not enough. I long to be w a r m again, but my n e w Coldain friends
tell me my greatest trials through this cold w a s t e l a n d lay ahead of me.
T h e y speak of a v e r d a n t paradise set a m i d t h i s w a s t e l a n d — a valley w h e r e a mortal m i g h t see the fey courts of fable and
v i s i t w i t h wondrous creatures t h a t serve the M o t h e r of A l l and seldom set foot upon our w o r l d . B u t for aglimpse a t paradise,
I must get by the children of a W a r god.
TQ #T1 Chapter One: ThieWorlo O F N o r r a t h ^ /V)?.V>'» ^
W h e n he was exiled from Kael Drakkel by the priests of Zek, the on the fey courts. A s w e l l , the W a k e n i n g Lands often serve as a
great storm giant sorcerer Drovrag V e l k e t o r took refuge i n caves battleground between the giants and the dragons o f Skyshrine.
hidden i n the Great D i v i d e mountains. H e has since taken M a n y other wondrous creatures from holgresh to haze panthers
command o f kobold tribes that live i n the mountains, using the to all manner o f dinosaurs also i n h a b i t the W a k e n i n g Lands.
kobolds to guard his secluded lair. W e s t e r n Wastes: T h e last great preserve o f dragons on N o r r a t h ,
Recently, the dwarves of T h u r g a d i n have witnessed an increase this side o f Velious is only for the heartiest and most daring o f all
i n wurm brood lings from the south. Some speculate that a explorers. Powerful drakes, wyverns, wurms, and dragons wander
broodmother from the W e s t e r n Wastes has moved i n t o the area, the wastes, along w i t h other beasts that plague the landscape. T h e
raising her young o n those that dwell nearby. Dragon Necropolis and, further n o r t h , the T e m p l e o f Veeshan lie
Iceclad Ocean: T h e Iceclad O c e a n connects the frozen lands o n the far side o f the W e s t e r n Wastes.
of Velious to the realms of A n t o n i c a to the n o r t h . W i t h i n these
waters, a giant turtle by the name of Lodizal can be found roaming
the v i c i n i t y . T h e ice gnolls that i n h a b i t the islands i n this ocean
Luclin
are said to pay homage t o Lodizal, offering up sacrifices o f small W h i l e Norrath's first m o o n D r i n a l can be seen clearly i n the
animals i n exchange for Lodizal's p r o t e c t i o n . n i g h t sky, the second m o o n L u c l i n remains h i d d e n behind a veil
that was created t h r o u g h a pact forged by Brell Serilis, Prexus, and
T h e I c y Fingers: N a m e d after a series o f small isles j u t t i n g forth
Tunare. T h e m o o n was formed by the goddess L u c l i n , w h o is said
off the coast of the Eastern Wastes, this area is home to snow
to d w e l l there. L u c l i n has n o day or n i g h t , as h a l f the m o o n is
griffons and other dangerous creatures. T h e griffons' nests are
forever i n darkness and h a l f forever blasted by u n y i e l d i n g sun-
often littered w i t h the bones and baubles of slain travelers. A n
light.
outpost o f gnomes operates i n the Icy Fingers, offering passage o n
their ice-breaker ships to and from Norrath's other continents. M a n y races now call L u c l i n home, most of t h e m castaways from
Norrath's history. Shissar w h o escaped death from the greenmist
R y ' g o r r Keep: Ry'gorr Keep was b u i l t over o f the ruins of
live here, secluded for ages b e h i n d Luclin's v e i l . T h e V a h Shir,
Froststone Keep. Beneath this ore fortress lie the Crystal Caverns,
whose city Shar V a h l was shunted here, live o n Luclin's dark side.
a network of C o l d a i n mines well k n o w n for their abundance o f
L u c l i n also holds w h a t remains o f the C o m b i n e Empire, w h i c h
velium ore. Loathe to abandon the r i c h m i n e , even t h o u g h they
was split i n t w o d u r i n g the assassination o f Tsaph Katta at the
were forced to leave Froststone Keep above, C o l d a i n miners still
hands of Lord Inquisitor Seru. Those w h o followed the beliefs o f
inhabit the caverns and fight w i t h the ore miners from above.
Tsaph Katta and remained loyal to the empire found their way to
Crystalline spiders also crawl t h r o u g h the caverns, serving as yet
the m o o n i n hopes o f rebuilding w h a t had become a shattered
another threat to any explorers w h o brave the depths o f these
empire. T h e y were followed by the Lord Inquisitor and his people,
caves.
intent o n h u n t i n g d o w n the Loyalists. B o t h groups, however,
Scars o f V e e s h a n : These rifts slashed i n t o the icy tundra o f found that the magic w h i c h brought t h e m to L u c l i n could n o t
Velious are the legendary mark o f Veeshan, the W u r m q u e e n . return t h e m to N o r r a t h , so b o t h factions o f the empire became
Skyshrine lies nestled at one end of the Great Scar, the largest trapped w i t h no way to r e t u r n to N o r r a t h .
canyon gouged from Velious's surface, w i t h the W a k e n i n g Lands
I n a d d i t i o n to Norrath's exiled races, several races and a huge
lying at the b o t t o m of the scar and the giant city of Kael Drakkal
variety o f flora and fauna seem indigenous to L u c l i n . T h e awe-
lying near the other end o f the scar where i t crosses the Great
somely powerful A k h e v a and the frightful G r i m l i n g s are the t w o
Divide.
most p r o m i n e n t of such races.
T h e southernmost tear ripped i n t o the Iceclad Ocean itself,
T r a v e l to and from L u c l i n is accomplished only by wizards using
forming Siren's Bay and Dragon C l a w Peninsula. T h i s area is
the ancient spires around N o r r a t h to connect w i t h a cavern called
home to o t h m i r , bulthar, and flocks of wyverns. Sirens populate
the Nexus, w h i c h lies far under Luclin's surface. Similarly, resi-
hidden grottos found i n the submerged caves o n the n o r t h e r n
dents o f L u c l i n can only reach N o r r a t h by traveling to the Nexus
shores of the bay, where underground fresh water pours from
and using the services o f a knowledgeable wizard at one o f the
beneath the mountains of the Great D i v i d e and empties i n t o
spires the C o m b i n e refugees constructed w i t h i n the Nexus.
Siren's Bay. Reports speak of fantastic creatures that d w e l l w i t h i n
some of these grottos: mermaids, ensorcelled beings, and seahorses. L u c l i n w i l l be referenced i n detail i n the upcoming Luclin and
Monsters of Luclin sourcebooks.
T h e westernmost scar serves as the home o f most o f Veeshan's
children, w h o gather around a great temple that honors the C i t i e s O F Lucidn
W u r m q u e e n . A vast necropolis h o n o r i n g fallen dragons has also
Shar V a h l : Shar V a h l is the city of the V a h Shir, where they
been constructed w i t h i n the penultimate scar. Few mortals have
have dwelt since the time o f the shifting w h e n they were trans-
ever crossed the Western Wastes of Velious to lay eyes u p o n either
ported to L u c l i n long ago. W h e n the city was translocated d u r i n g
the Dragon Necropolis or the T e m p l e of Veeshan.
the conflict between the Erudites and the Heretics, victims from
T o w e r of Frozen Shadow: T h e T o w e r of Frozen Shadow is the
the great battle were pulled along. T h e i r souls still drift to this day,
home o f Tserinna Syl'Tor, former beloved of M a y o n g Mistmoore.
wandering the thickets and hills outside of the city, accompany-
T h e walls of this tower are rumored to possess trapped spirits
ing the strange lunar creatures that wander the moonscape.
w i t h i n . T h e lord of this abode is u n k n o w n , but i t is clearly a place
K i n g Raja K e r r a t h rules Shar V a h l and has made i t k n o w n that
where undead roam. Witnesses w h o have dared to enter this tower
his people should reconnect w i t h N o r r a t h by w e l c o m i n g those
speak of an erudite ghost ( w h i c h many assume is the lord o f this
bold enough to make the journey from N o r r a t h to the Nexus, up
tower) that wanders the halls.
to Luclin's surface, and t h e n across the surface t o Shar V a h l . H e
W a k e n i n g Lands: A t the b o t t o m o f the largest rift Veeshan has also commanded some o f his citizens to make that same
carved i n t o Velious lies a h i d d e n valley, its warm climate and journey i n reverse and travel to Norrath's great cities to initiate
abundant g r o w t h defying the otherwise arctic climate o f Velious. diplomatic ties w i t h many o f Norrath's nations.
These W a k e n i n g Lands, as they are called, are home to a n a t i o n
of fey w h o watch over a temple o f Tunare. W i t h i n this temple,
followers o f the M o t h e r of A l l can cross the planar boundary and Pantheon o f Norrath
enter the Plane of G r o w t h where Tunare herself holds court. T h e
Chapter 6 o f the EverQuest: Player's Handbook presented the
W a k e n i n g Lands no doubt remain so verdant o n such a harsh
primary deities that embroil themselves i n Norrath's m o r t a l
c o n t i n e n t owing to Tunare's blessing.
affairs. Yet a large pantheon of other gods, b o t h major and minor,
Giants from Kael Drakkal use the W a k e n i n g Lands t o grow makes its influence felt upon the w o r l d . M a n y o f these gods, n o t
food, but ever the sons and daughters of Zek, they also make war already detailed i n the EverQuest: Player's Handbook, are de-
scribed here.
EverQuest WPG: Game Master's Guibe

The Greater Gobs The Rathe, The Council


The R a t h e is a c o u n c i l com-
T h e g r e a t e r g o d s are t h o s e w h o e x e r t a n e n o r m o u s a m o u n t o f
prised o f t w e l v e beings t h a t rule
p o w e r o v e r t h e w o r l d b u t w h o care n o t h i n g f o r t h e affairs o f
over the Plane of Earth. Each m e m -
m o r t a l s n o r seek m o r t a l v e n e r a t i o n t h r o u g h r e l i g i o n s d e v o t e d t o
ber o f t h e c o u n c i l has a n i d e n t i c a
them. Considered t h e c r e a t o r s o f a l l , t h e y are r e s p o n s i b l e f o r
presence: grass-green hair and
N o r r a t h ' s c o n c e p t i o n a n d ( s o m e say) its i n e v i t a b l e p r e - o r d a i n e d
earth-colored skin w i t h veins of
d e v a s t a t i o n . T h e i r b r e a t h is t h e w i n d t h r o u g h t h e t r e e s ; t h e i r
gold and turquoise. T h e Rathe
v o i c e is t h e r o a r o f w a t e r s .
C o u n c i l is t h e p h y s i c a l e x t e n s i o n
of the Plane of Earth. If one m e m -
E'ci, The Wintry Guaroian b e r is d i s p l a c e d a n d s l a i n , a n o t h e r
A m o n g t h e m o r t a l s , E'ci is k n o w n as t h e W i n t r y G u a r d i a n . She rises f r o m t h e d i r t t o t a k e its
is t h e s e c o n d m e m b e r o f t h e T r i u m v i r a t e o f W a t e r . T h e goddess p l a c e . T h e C o u n c i l is t h e o n l y
p e r s o n i f i e s t h e essence o f i c e a n d r u l e s t h e p l a n e o f t h e s a m e elemental power to have looked
n a m e s a k e . W i t h i n h e r r e a l m , E'ci h o l d s great c o n t r o l over her down with interest upon
minions — exerting her authority to the point of tyranny. Hence, Norrath, yet it remains un-
she is k n o w n as " T h e I c e Q u e e n . " T h e t a l e s o f h e r d e v o t i o n t o t h e a l i g n e d i n its dealings w i t h o t h e r
balance o f h e r realm against t h e o t h e r gods. T h e R a t h e are considered
e l e m e n t a l powers have fostered a l i n - orderly neutral.
gering, fearful respect for E'ci
among the lesser gods. E'ci
a l i g n m e n t is n e u t r a l .
Tareio Marr, The Fathom
Loro, Ruler OF the Triumvirate OF Water
Fennin Ro, The T a r e w M a r r is t h e f i r s t m e m b e r o f t h e T r i u m v i r a t e o f W a t e r . H e
is t h e s o l e l o r d a n d c o m m a n d e r o f t h e p l a n e ' s m o s t a b u n d a n t f o r m
Tyrantor
o f t h e e l e m e n t . L i t t l e is k n o w n a b o u t h i m . H e is a n e u t r a l g o d w h o
Fire a l m o s t a l w a y s stays a b o v e m o r t a l a f f a i r s . H e is b e l i e v e d t o h a v e
Fennin Ro given physical f o r m t o the concepts o f love and valor, many
rules the speculating that this creation resulted i n the manifestation of
greater el- M i t h a n i e l a n d E r o l l i s i M a r r a n d t h a t t h e y are h i s s o n a n d d a u g h -
emental Plane ter.
of Fire. The
Fire T y r a n t o f t e n
appears as a large
male h u m a n o i d with
barbaric features, a beard
o f searing f l a m e , g l o w i n g red
eyes, p o i n t e d ears, a n d f a n g s .
He is a f a n a t i c c o n c e r n i n g the
preservation of flame and fire, dis-
playing a short temper toward any
w h o w o u l d dare t o t h r e a t e n i t . By m o r t a l standards, F e n n i n Ro's
d e s t r u c t i v e a n d t y r a n n i c a l t e m p e r a m e n t a l i g n s h i m as d i s c o r d a n t
evil; he retains a strong i n f l u e n c e o n the w h e e l o f O r d e r and
D i s c o r d . S o l u s e k R o is t h e s o n o f F e n n i n Ro.

The Nameless, All-Father OF the GoOs


T h e N a m e l e s s is t h e d r i v i n g f o r c e a m o n g t h e g o d s a n d lesser
deities o f N o r r a t h . A being of u l t i m a t e c o m m a n d , this entity
possesses t h e p o w e r o f c r e a t i o n , c a u s i n g t h e u n i v e r s e t o e x i s t o r
n o t e x i s t ( a t i t s w h i m ) . B e y o n d t h i s v a g u e c o n c e p t i o n , i t is a n Xegony, The Queen OF Air
unknowable, ambiguous entity to mortals. T h e Nameless sur-
X e g o n y rules over t h e
passes a n y c o n v e n t i o n a l m o r a l i t y a n d m i g h t b e d e e m e d t o be o f
Plane o f A i r . She ap-
n e u t r a l a l i g n m e n t or o f all a l i g n m e n t s at once.
pears as a beautiful
young elven maiden
Povar, The VeileO One w i t h angel-like wings.
T h e Veiled One is t h e t h i r d m e m b e r o f t h e T r i u m v i r a t e o f A m o n g the powers of
W a t e r . P o v a r is t h e c o n s c i o u s essence o f w a t e r i n i t s v a p o r o u s s t a t e the elements, her an-
a n d represents a t h i r d o f t h e r u l i n g p o w e r i n the Plane o f W a t e r . gelic grace and
Being neither male nor female i n physical f o r m , neither tangible appearance h a v e gar-
n o r i n c o r p o r e a l , t h i s d i v i n e e n t i t y is t h e m o s t e l u s i v e a n d m y s t e - nered her the highest
rious o f the T r i u m v i r a t e ' s members. K e e p i n g focused u p o n the regard a n d reverence.
r e a l m P o v a r assists i n g o v e r n i n g , P o v a r g i v e s n e i t h e r c a r e n o r Most delicate and be-
n o t i c e t o t h e t i d e s o f e v e n t s as t h e y c o m e t o pass u p o n N o r r a t h . n e v o l e n t i n her ways,
T h i s m e m b e r o f t h e T r i u m v i r a t e has g i v e n n o r e c o r d e d n o t i o n o r s h e is a n e n i g m a u n t o
aci i o n b e y o n d us o w n r e a l m a n d its e l e m e n t a l p o w e r s ; l i k e m o s t her o w n , h a v i n g never
g r e a t e r g o d s , P o v a r is o f n e u t r a l a l i g n m e n t . turned her a t t e n t i o n to
the world below and
staying focused o n t h e
elemental powers.
Xegony is considered
neutral good.

30
Chapter One: The World O F N o r r a t h
n o p u p i l s , a n d h e r s k i n is b l a c k as t h e n i g h t . S h e w e a r s b l a c k a n d
fc>€cmgoc»s gray robes, a n d a shadowy mist floats about her w h e r e v e r she
D e m i g o d s a r e t h e lesser g o d s , g e n e r a l l y t a k i n g o n smaller walks. She carries w i t h her a staff f o r m e d o f t w i s t i n g t e n d r i l s t h a t
avenues o f creation and influence w i t h i n the w o r l d o f N o r r a t h . cup an o r b o f blackest p i t c h . H e r w i c k e d h u m o r and penchant for
S o m e d e m i g o d s are o f t e n m o r t a l s w h o r e c e i v e d i v i n e a t t e n t i o n inflicting insanity show her neutral evil alignment.
from one of Greater G o d s a n d are r e w a r d e d w i t h t h e g i f t o f
divinity. Morell-Thule,
TheLorOoF
AyonaeRo,The
breams
Maestro
Ruler of the Demi-
Ayonae Ro rules the
Plane of Dreams,
Demi-Plane of Music and
M o r e l l - T h u l e oversees t h e
is the daughter of
r e a l m o f sleep. H e takes
Druzzil Ro. The
p r i d e i n his creations t h a t
Maestra can m o l d her
d w e l l w i t h i n his d o m i n -
r e a l m ( a n d s o m e say
i o n . M o r r e l l - T h u l e appears
the realms o f o t h e r gods) to
as a p u r e w h i t e c e n t a u r
the chords o f her tunes, i n f l u -
with the tailof a lion.
encing and affecting the
His silver hooves
emotions of others w i t h her
gleam in a light that
u n e a r t h l y m e l o d i e s a n d ce-
radiates f r o m a u n i -
e s t i a l s o n g s . S h e is o r d e r l y
corn-like h o r n on
neutral.
his brow. T h e Lord of
Dreams stands nearly 7 feet tall a n d
druzzil Ro, The s t r i k i n g l y h a n d s o m e , possessing a
Matron OF the Art youthful vigor made apparent in

Druzzil R o rules t h e D e m i - P l a n e h i s b r i g h t g r e e n eyes. H i s h a i r c a s -

o f M a g i c . S h e is t a l l a n d y o u t h f u l i n cades d o w n h i s spine a n d ends i n a

appearance, o f t e n resembling a n flowing white mane. Morell-Thule

Erudite. She wears a plati- is d i s c o r d a n t g o o d a n d is t h e o u t c a s t

num crown encrusted son of Cazic-Thule and his b r o t h e r o f Terris-

w i t h a blazing w h i t e gem T h u l e , w i t h w h o m he o f t e n contests. M i t h a n i e l M a r r counts

t h a t s h i n e s as b r i g h t l y h i m s e l f an ally o f M o r e l l - T h u l e .

as a s t a r p l u c k e d f r o m
the heavens. The RolFron Zek, The HoLLow Goo
Demi-Plane o f Magic O f t e n called " t h e F o r l o r n " or " t h e Prince of Despair," R o l f r o n
often appears as a Z e k was a k o b o l d elder s h a m a n o f B r e l l Serilis w h e n t h e D u k e o f
white and unblem- Below turned his back o n the kobolds i n favor of his other
ished marble c r e a t i o n s . R o l f r o n ' s rage w a s e m b r a c e d b y R a l l o s Z e k , w h o g r a n t e d
cascading against a R o l f r o n t r e m e n d o u s p o w e r and made h i m the Prince o f Despair.
featureless sky, but R o l f r o n is s a i d t o be a n a l b i n o t h a t w i e l d s a s w o r d f o r g e d b y R a l l o s
Druzzil R o bends t h e ap Zek f r o m t h e blackened remains o f Rolfron's very soul. R o l f r o n
pearance of her plane to dwells i n t h e shadow o f Rallos Zek, i n f l i c t i n g despair and h o p e -
suit her m o o d . Druzzil R o is lessness o n t h e v i c t i m s a n d e n e m i e s o f w a r . H e is n e u t r a l e v i l .
neutral.

Saryn, The Mistress OF Torment ano Pain


Lanys TVy I, The Laoy OF Envy Saryn, born a w o m a n of
T h e daughter o f I n n o r u u k a n d possibly the youngest o f all striking beauty, rules the
N o r r a t h ' s deities, L a n y s was a p o t h e o s i z e d by h e r f a t h e r t o d e m i - Demi-Plane o f Pain. This
g o d status f o l l o w i n g h e r role i n t h e B a t t l e o f B l o o d y Kithicor, hot, damp, and uncomfort-
wherein a force of T e i r ' D a l nearly destroyed Rivervale and able plane offers n o flat
H i g h k e e p . A C u l t o f E n v y m a d e e n t i r e l y o f d a r k elves m a i n t a i n s surfaces o n w h i c h t o w a l k .
a t e m p l e fortress i n t h e R a t h e M o u n t a i n s dedicated to t h e L a d y o f I n s t e a d , t h e g r o u n d is c l u t -
Envy. Despite her frenzy i n battle, Lanys m o r e o f t e n practices tered w i t h small, closely
c a l c u l a t e d c r u e l t y a n d is o f o r d e r l y e v i l a l i g n m e n t . placed stalagmites of
smooth obsidian. Saryn
LucLin, The Maioen OF busies h e r s e l f b y s p e n d i n g

Shadows personal t i m e w i t h those


unfortunate enough to live
Ruler over the Plane o f
in her realm. She captures
S h a d o w s , L u c l i n appears
a n d t o r m e n t s her subjects
as a s h o r t , e l f - l i k e b e -
at r a n d o m , t o y i n g w i t h h e r
ing. Because o f her
victims until her w h i m dic-
affinity for the dark
tates o t h e r w i s e . T h o s e w h o
corners o f the w o r l d ,
fall i n t o her hands may suf-
she h a s g a r n e r e d the
fer but a moment or for
devotion of many
m o n t h s at a t i m e . A l l live
rogues w h o offer a q u i c k
w i t h the fear t h a t at any t i m e
prayer t o her w h e n they
s h e m a y c h o o s e t h e m as a p a r t -
find themselves seeking
n e r . S a r y n is o r d e r l y e v i l .
the protection of the shad-
o w s . H e r eyes a r e s i l v e r y w i t h

f 31
EverQuest RPG: Game Master's Guibe

SuLLon Zek, The Maiben O F Rage Vallon Zek, The


A l s o referred to as " T h e Vengeful," S u l l o n Zek is another Governor O F War
demigoddess created by Rallos Zek to serve h i m i n war. S u l l o n was V a l l o n Zek, the
a m o r t a l barbarian woman but is now the discordant evil Goddess Governor of War,
o f Rage. dwells i n the Plane o f
W a r w i t h his alter ago,
Tallon Zek, The T a l l o n Zek. V a l l o n is
BehoLoer O F BattLe also a master tactician and
K n o w n as the Beholder o f takes the form of an older,
Battle and as a master of strat- ore-like male w h o dons a
egy, T a l l o n Zek resides o n the suit o f blackened c h a i n
Plane o f W a r along w i t h his m a i l , covered by an emer-
alter ego, V a l l o n Zek. He ald and black cloak. A s
is a t a l l , older l o o k i n g , the G o v e r n o r o f W a r ,
ore-like being w h o ap- V a l l o n Zek takes the
pears to be very wise. regal appearance o f
H e wears a suit o f a general at arms:
sturdy steel plate ar- wise and upright,
mor without a helm stern and aristo-
and carries his famed cratic. H a n g i n g from his belt
obsidian war bow. is a silvery saber. L i k e his alter ego, V a l l o n is orderly e v i l .
T a l l o n is a master
planner and a mer- VazaeLLe Kaleine, The Mat)
ciless opponent; Vazaelle was once a mortal w h o lived amid the Heretics outcast
he is o r d e r l y from Erudin. A devout follower o f Cazic-Thule, Vazaelle suc-
evil. cumbed to her o w n zeal and prophetic visions and thereby
abandoned all semblance o f sanity. Cazic-Thule offered Vazaelle
Terris-Thule, The bream her o w n realm o f power, w h i c h she twisted i n t o the visage o f old
Scorcher Paineel. Occasionally, she experiences the vision o f some unfore-
seen event, w a t c h i n g ( i n her o w n madness) as the strands of the
K n o w n as the Dream Scorcher
future seek to affect some unsuspecting m o r t a l . Some say that
of the N i g h t m a r e ,
Vazaelle Kaleine sometimes acts o n her visions, imparting some
T e r r i s - T h u l e rules
portent upon a m o r t a l and seeding t h e m w i t h a piece of her o w n
the Demi-Plane o f
madness u n t i l the end o f their days. Vazaelle is discordant neutral.
Nightmares. The
daughter of Cazic-Thule,
T e r r i s - T h u l e possesses an
Xev BristLebane, The Prince O F Fortune
equal measure o f her Xev is considered the deity o f fortune, whether good or bad. He
father's cruelty and is dis- is related t o Fizzlethorpe Bristlebane, the K i n g of Thieves, but no

I cordant evil. She


delights i n t o r t u r i n g
the innocent as they
one is sure exactly h o w as the Trickster tells the tale differently
every t i m e . Xev has a small f o l l o w i n g among the merchants and
gamblers of Highpass H o l d and among gypsy fortune tellers. Like
slumber. Her pale skin whims of fate and fortune itself, X e v is discordant neutral.

I
shows hints o f gray,
stretching over her Zebuxoruk, The
tall, skeletal form. She possesses Forsaken
n o features o n her face, w i t h the
T h e Forsaken is neu-
exception of t w o empty eye sockets.
tral, choosing no
H e r hair is long, black, and straight,
side i n the af-
falling d o w n her back. T w o brass horns protrude from her fairs o f the
temples. g o d s .
M y t h
Tholuxe PaeLLs, GoO O F Lust speaks o f
T h o l u x e Paells is a m i n o r god w h o rarely appears i n N o r r a t h i a n the out-
religious texts. Some gypsies create and sell charms that venerate cast w h o is
h i m , such charms supposedly carrying Paells' blessing to make rumored to
others desire the wearer. I n large cities such as Freeport, practitio- h a v e escaped
ners o f the oldest profession offer prayers to T h o l u x e as well. the Plane o f Justice
T h o l u x e is discordant neutral. w h e n he walked N o r r a t h as a
mortal. He is disdained by a l l gods:
Torvonnilous, Loro O F Greet) Zebuxoruk is the Forsaken O n e , a disgrace among the pantheon
T o r v o n n i l o u s rules the Demi-Plane o f Greed. H e spends his o f N o r r a t h and their heroes. Rumors tell of a h i d d e n c i t y o n
days devising ways to increase his massive expanse o f w e a l t h . N o r r a t h that honors the ungod Zebuxoruk. T h i s c o m m u n i t y —
T h o u g h he wears all manner of jewelry o f the finest metals and comprised mostly o f fallen priests, paladins, and shadow knights
encrusted w i t h the most precious gems, his lust for treasure is — possesses fabled knowledge about Zebuxoruk's legend.

never satisfied. H e wears a suit of finely crafted green and yellow
embroidered silk c l o t h . T o r v o n n i l o u s appears as an average h u -
••J man male, clean shaven and proper. H e carries w i t h h i m an ornate
obsidian cane, crowned w i t h a p l a t i n u m dragon's head. He is
neutral e v i l .
Chapter One: The WorLb O F N o r r a t h \

completes this cycle. T h e dawn and t w i l i g h t are symbols associ-


The Spirit Deities ated w i t h this goddess and are hours that her worshipers revere as
Several powerful d i v i n e spirits are worshiped similarly t o dei- sacred. Ehayae, although representing that w h i c h is considered to
ties by Norrath's more p r i m i t i v e . T h e y are different t h a n the be good by many of the races o f N o r r a t h , is indeed a neutral
deities of Power, Influence, and Nature as they do not exist to rule goddess. Her neutrality comes i n that she does n o t m a i n t a i n her
or be ruled by a plane o f existence nor are they tied to mortal h a l f o f the cycle o f life out o f benevolence, but out o f the necessity.
beliefs. T h e y are d i v i n e creatures imbued i n the physical and Her G i h j n a followers personify Ehayae as a golden-skinned h u -
spiritual world o f N o r r a t h itself. Shamans and beastlords, espe- manoid female bearing the face and head of an ivory-beaked hawk
cially agnostic ones, draw their power from and form bonds w i t h and golden wings i n place of arms. She is often depicted as h o l d i n g
the spirits of animals and nature. These spirit deities are the most a half-circle at the tips o f her wings i n representation o f the rising
powerful examples of such spirits. and setting sun.

Drinal, Th€ Silver Reaper Sahteb Mahlni, The Feral Spirit


Very few beings k n o w of T h e Silver Reaper, associated w i t h the Sahteb M a h l n i is the most powerful of the k n o w n animal spirits
gray m o o n seen from N o r r a t h o n a l l nights — D r i n a l . T h i s m o o n and is believed t o be the e m b o d i m e n t and source o f a n i m a l
was named after the spirit deity o f n i g h t , destruction, and death instincts. Followers o f Sahteb M a h l n i are exclusively V a h Shir
by a humanoid tribe o f nomads before the era of great cities and w h o believe true wisdom and power come from understanding
civilizations. D r i n a l , a l t h o u g h representing that w h i c h is dark, is and c o n t r o l l i n g the p r i m a l inner spirit w i t h i n all l i v i n g creatures.
a neutral deity w h o represents the necessary end of the cycle o f T h e opposites o f life and death, predator and prey, and physical
life. H e does not m a i n t a i n his watch over death out of malevo- and spiritual are the p r i m a l balances o f existence and must be
lence, but out of the necessity for i t t o occur i n order to fulfill the maintained. A l l life began as a spiritual existence, and upon death
cycle of life. His Lujien followers personify D r i n a l as an upright all things return to a spiritual state u n t i l reborn i n t o new flesh.
white w o l f whose paws, t a i l , and maw are m i d n i g h t black. I t is said O n l y through praise, reverence, and d e v o t i o n to Sahteb M a h l n i
that Drinal wields a silver sickle, the symbol of the crescent m o o n — the greatest o f the ancestor spirits and the balance of life and
that is most sacred to D r i n a l and his bestial worshipers. death — can e n l i g h t e n m e n t be achieved. V a h Shir of all dispo-
sitions, from the peaceful, contemplative shaman to the fierce,
Ehayae, Matron OFthebau>n bloodthirsty beastlord hear the c a l l i n g o f Sahteb M a h l n i . A s an
Very few beings k n o w o f Ehayae and even fewer pay homage to e m b o d i m e n t o f primal balance, Sahteb M a h l n i is neutral. W h e n
her i n reverence and worship. T o those that do k n o w this name the Feral Spirit is described i n physical form, i t is as an ever-
and follow her guidance, she is the deity that maintains the cycle changing composite creature made from a l l Norrath's animals.
o f b i r t h , r e b i r t h , and creation and is strongly tied t o D r i n a l , w h o
tfi^g^/f EverQuest RraCkimeMcister'sCkjtoe r \

To vini a soul
T h e wind played coquettishly with her azure robe, and Arrialla wondered, not for the first time, whether the Oracle
could possibly have inconvenienced her more than by requiring her to make six separate trips to his island in these past
few months. She doubted it. She also doubted that even the extensive travel in which these visits had resulted might reveal
to her even a portion of the enlightenment she had left Felwithe to seek. Certainly, her brother had been unsuccessful
in the quest he had undertaken at the Oracle's insistence.
How appropriate, the young high elf thought as her slender finger dabbed a single tear from her cheek. She stood on the
prow of the Siren's Bane as it plowed eastward across the vast and as yet largely unexplored Ocean of Tears. She sailed in
the same direction her ancestors had traveled as they fled from Tunaria to the continent of Faydwer, where their new
civilizations would rise. If the tears of those elves had not formed the ocean, they had at least christened it. How
appropriate, then, that Arrialla should mourn her brother here.
And also how strange it seemed that the Oracle, one of her earliest mentors, should prove to be the link that brought
her brother and his quest back into her life. It seemed only a handful of years ago that Arrialla had won the trust of the
Oracle of K'Arnon. As the Koada'Dal thought on the matter, she smoothed the silken fabric of her elaborate robe,
loosening it from where the sea breeze tangled it around her lean, graceful legs. T h e robe had been her first gift from the
Oracle, a gesture of thanks all those years ago for her contributions to his library, the same collection she had come to
increase now.
Her recent journeys had started with a message her father received, addressed to those two men who'd brought news
of her brother's fate. However, Vagner and Halwain could not be located. Her father assumed that the message, sealed
with the mark of the Paladins of Truth in the city of Freeport, must be urgent, so Arrialla had searched for the men, but
could not find them. Rumors suggested only that the two were traveling the breadth of Norrath in search of shadowed men,
evidently sensing some connection between that mysterious folk and the evil tomb of Befallen where they claimed to have
met her brother's spirit and received a dire warning from him.
Although her father had felt it a gross violation of the humans' privacy, Arrialla had opened the message. T h e contents
easily justified her prying, however, and she set out at once to find Sir Artanis in the walled-off northern section of
Freeport. "I received your summons," she'd told him, and explained her arrival in the place of the human cleric and the
barbarian warrior. T h e knight had offered his sympathies regarding her brother's death, but in that peculiarly human way
did not long linger on the past. He indicated that Vagner and Halwain's assistance had been requested, but that he would
accept hers if she was willing and capable. Arrialla, still misty-eyed in her reverie, nearly smiled as she recalled the flicker
of surprise on the paladin's face as, before his eyes, she had transformed into a human woman. T h e lithe form was every
bit as lovely as her own, in its own way, and no doubt stirred even the dour paladin's interest, but that wasn't the effect
Arrialla had sought. T h e man understood her point immediately: Arrialla, an enchanter, was indeed capable.
Arrialla was invited at once to meet with Sir Artanis and several other senior paladins; the council took place instantly,
such was the priority of the matter. Arrialla soon understood why. T h e knights shared with her information they had
gained from a Tier'Dal wizard they had captured as he attempted to slip through the Freeport sewers, which all too often
served as a place of meeting for the fell-minded. Under magical coercion, the wizard admitted he had been trying to contact
the leaders of the Dismal Rage, a cult dedicated to the Prince of Hate, Innoruuk. T h e cult had nearly completed the
construction of a phylactery, a near-legendary device that could serve as a soul receptacle for a powerful necromancer,
whose body might thus live on endlessly in a sort of undead state. T h e dark elf identified himself as a follower of Solusek
Ro, with whom (as the paladins knew all too well) the necromancers of the Burning Dead were also affiliated.
Consequently, Sir Artanis and his fellows feared a connection between these activities and the warnings of Arrialla's
ghostly brother, Sir Ariam, regarding the imminent resurrection of the necromancer Marnek.
T h e Knights of Truth normally counted the Oracle of K'Arnon among their allies, but in this instance the Oracle had
apparently turned them away. They had sought answers elsewhere, but Arrialla suspected that the Oracle must know
something of the matter and had told the knights as much. "He likely expects you are unwilling—" Looking at Sir Artanis
with a friendly smile, she continued, "or unable to meet his price."
So, with their blessing, she had set sail for the Oracle's island in the Ocean of Tears. If indeed he could not help her,
then she would return to Felwithe and seek Vagner and Halwain so that they might know of the quest she'd taken up in
their name. T h e weather had been stormier on that first voyage, more like her thoughts both then and now.
Salt water spraying around her, Arrialla finally spied the Isle of Erollisi in the distance. Here dwelt the Sisters of Erollisi,
and it was also where the enchanter would disembark. She relinquished her position at the prow, strolling now to her
quarters below deck. She traveled exceptionally light; she had little need for anything beyond a small amount of food and
water. If some emergency beyond her skill presented itself, she could always use her magic to teleport herself to the safety
of her ancestral home.
She did bear one unusual possession: a book bound in red leather, one the very few known or even rumored copies of
the so-called Sanguine Tome. It was a volume of immense power that told of unspeakable magics from the ancient past.

34
Chapter One: T h c W o r l D OF N o r r a t h \ [y g ?

Arrialla had wrapped the volume tightly in fabric before she packed it into her satchel. She did not care to touch it. T h e
opening pages — the only ones she could hear to read at first, though she'd since forced herself to examine the tome
more closely — went on at great length about the method of creating the blood-ink used to inscribe and illustrate the
volume. It was unpleasant to say the least.
The Sanguine Tome was the Oracle of K'Arnon's latest price for information about the construction of a phylactery.
As Arrialla had suspected, he was knowledgeable in the matter. If he'd not known something of the phylactery, he'd
have told the paladins that no such thing existed — for, in the Oracle's questionably humble opinion, he knew
something about everything. Unfortunately, Arrialla could as yet not dispute this boastful claim. He was certainly a great
teacher, but she was not yet sure that he was a great man. O r in this case, elf.
Still, despite his vast knowledge, the Oracle never pretended there wasn't more he could learn, and hence he was
almost always willing to share some portion of his knowledge in return for yet more information. T h e Sanguine Tome
was the fifth of six volumes he had demanded of Arrialla, and each prompted the Oracle to reveal the next step in the
creation of a phylactery. T h e best way to learn the nature of a phylactery, he had told her, was to construct one. While
fearful of such a device, Arrialla had agreed. Sometimes, despite the lessons of her past, she grew forgetful like humans
and allowed curiosity to motivate her. Still, she rationalized, it's easier to destroy than to create — if she could build
such a device, then she would be capable of destroying one as well.
Siren's Bane glided up to the dock and Arrialla disembarked. She ate a light meal among the independent elven women
of the island and then wandered to a beach j list within sight of the small town at the dock. After checking that her satchel
was strapped on tightly, Arrialla cast a spell. A t first nothing appeared to happen as she gestured and spoke words of
power, but then the slight breeze blowing off the surface of the ocean began to gain strength, swirling around her. Her
ornate robe stirred, then flapped like a flag, and then the wind grew so strong that it pressed into her body, revealing
her lithe elven form as she stretched her willowy arms toward the sky.
A breath later, the wind seemed to pummel her. Whipped to a gale force, the tempest engulfed and then shredded
her. Then, as quickly as it had come, it was gone. Yet Arrialla remained, although now in the form of a majestic air
elemental. With a slow, graceful sweep of her arms, Arrialla lifted skyward, her contrail bending back the nearby grasses
and baish.
The island home of the Oracle of K'Arnon was not too distant, at least not for one who moved as the wind. T h e time
passed too quickly for Arrialla. In her elemental forms, more than any other, she found it possible to put the worries of
the world away.
Soon, she settled onto a promontory stretching from the island. Even as she resumed her natural appearance, two high
elven paladins arrived — members of the mysterious Guardians of K'Arnon who zealously guarded the Oracle. They
recognized her at once, one even deigning to acknowledge her with a slight nod of his head. Arrialla smiled briefly in
return, although for some reason she felt that the paladin sensed the presence of the tome in her satchel, and so was
welcoming it more than her. These paladins were an eerie lot and were a large part of her suspicion that there was
something more to the Oracle and his quest for knowledge than he shared.
She refused their offer to help her with the satchel and so she was briskly shown to the simple wooden building where
the Oracle greeted his guests. There were only a handful of rather ordinary books within the room, but Arrialla knew
quite well that his quarters and his presumably massive library would be hidden elsewhere. O f course, he'd known she
was soon to arrive, so a small glass of her favorite brandy was already waiting on a darkwood tray. He too was there,
reading serenely from some ancient text.
T h e Oracle was dressed differently than Arrialla had ever seen him. Always before he had worn the same robe as she,
a Robe of the Oracle, a garment he created for those he favored. That robe was light blue silk, bordered with elaborate
sigils, and while his new robe was of the same decoration, it was cobalt in color, far darker than hers.
"I am glad you admire the robe, young one," the Oracle said by way of greeting as Arrialla sat and sipped her brandy.
T h e Oracle turned from his open book — which closed automatically when his eyes averted — and continued, "One
like it, a Grand Robe of the Oracle, a new creation of mine, can be yours after you bring me the sixth book I seek."
Arrialla demurred, "Thank you, Oracle, but it's not a robe I desire, however fine yours seems. No, I desire a fifth lesson
on the creation of a phylactery in return for this, the Sanguine Tome. A n d I wish nothing more than the purported final
lesson once I return the sixth book. I need not fill your time. I require only the title of the final book."
"My dear, you are so hasty," said the Oracle. "The robe and all the secrets of the phylactery will be yours when you
visit me again after this."
Accepting the Sanguine Tome, the Oracle purred, "Thank you for this. I see this copy came from the heart of Accursed
Temple of Cazic-Thule in the southern jungle. It is most precious." He hefted it in his hand for a second and smiled
fondly, then said, in a decidedly firmer voice, "Now, then, the fifth lesson?"
Arrialla delicately sipped the remaining beverage and shook her head. "Please, first tell me the final book you seek,
then to the phylactery."
T h e Oracle sat silently for a moment. A long moment. T h e n he looked piercingly into Arrialla's eyes, and, when next
he spoke, his words rang with a terrible challenge.
"I require the Spellbook of Velketor the Sorcerer."
EverQuest RPG: Game Master's Guide

Game System
T h e game system i n f o r m a t i o n c o n t a i n e d i n t h e EverQuest: 12 o n 2 d 1 0 , h e r base t o t a l w o u l d b e 1 6 , a n d t h e f i n a l d a m a g e t o t a l
Player's Handbook covers almost all o f t h e rules t h a t b o t h players w o u l d be 160.
a n d G M s w i l l use i n p l a y . T h i s c h a p t e r addresses s o m e R i l e s t h a t
the G M w i l l b r i n g i n t o play p r i m a r i l y d u r i n g adventures. H o w
h u r t is a c h a r a c t e r w h o t a k e s a f a l l ? i n t o l a v a ? H o w l o n g c a n a P C
Skill ant) Ability Checks
h o l d h e r b r e a t h b e f o r e s h e s t a r t s t o d r o w n ? W h a t c h a r a c t e r class EverQuest is u l t i m a t e l y a b o u t h e r o i c c h a r a c t e r s a c c o m p l i s h i n g
is t h a t m e r c h a n t ? T h e s e q u e s t i o n s a n d m a n y m o r e w i l l b e a n - c e r t a i n goals ( o r d y i n g h o r r i b l y b u t h e r o i c a l l y i n t h e a t t e m p t ) .
swered here. T h e game system a n d its dice r o l l s are m e r e l y a w a y t o c o d i f y
w h e t h e r P C s s u c c e e d o r f a i l a t s p e c i f i c tasks o n t h e i r w a y t o
a c c o m p l i s h i n g t h o s e g o a l s . W h i l e m a g i c a n d c o m b a t are t h e m o s t
Tu>o Basic RuLes c o m m o n systems f o r r e s o l v i n g e n c o u n t e r s o n c e they t u r n v i o l e n t ,
F i r s t , t w o basic r u l e s m e n t i o n e d i n t h e EverQuest: Player's t h e rest o f t h e P C s ' t r i a l s a n d t r i b u l a t i o n s i n N o r r a t h are r e s o l v e d
Handbook are w o r t h q u i c k l y r e p e a t i n g h e r e . using skill a n d ability checks. These checks determine h o w a
c h a r a c t e r fares w h e n s h e is n o t s w i n g i n g a s w o r d o r c a s t i n g a s p e l l ,
Rounoing and they govern the b u l k o f a character's non-combat interactions
In general, fractions should always be r o u n d e d d o w n in w i t h i n t h e s e t t i n g : w h a t is t h e r e a l m o t i v e o f t h i s d a r k e l f w h o
E v e r Q u e s t , e v e n i f t h e f r a c t i o n i n q u e s t i o n is g r e a t e r t h a n h a l f . claims t o b e a t r a i t o r t o N e r i a k ? c a n y o u scale the o u t e r w a l l o f
T h i s r u l e a p p l i e s t o a l l r o l l s u n l e s s a c e r t a i n m i n i m u m is c a l l e d f o r Karnor's Castle w i t h o u t drawing t h e attention o f the drolvarg
b y t h e r o l l ( s u c h as t h o s e f o r h i t p o i n t s a n d d a m a g e e f f e c t s ) . sentries? w i l l Q u i l l m a n e a l l o w y o u t o r i d e bareback so you c a n
reach t h e d r u i d circle i n t i m e to w a r n t h e m o f the gnoll invasion?
Multiplying c a n y o u h a n g o n t o t h e f l y i n g pegasus w i t h o u t f a l l i n g off? S o m e o f
a campaign's most dramatic moments occur outside o f combat.
S o m e t i m e s a r u l e has y o u m u l t i p l y a n u m b e r o r a d i e r o l l . A s
l o n g as y o u a r e u s i n g a s i n g l e m u l t i p l i e r , m u l t i p l y n o r m a l l y . W h e n
using t w o or more multipliers, however, you should c o m b i n e t h e m Calling For Checks
i n t o a single m u l t i p l i e r , w i t h each m u l t i p l i e r b e y o n d t h e first
A s G M , your primary decisions w h e n adjudicating skill a n d
h a v i n g its v a l u e r e d u c e d b y o n e . S o , i f y o u are t o l d t o a p p l y a x 2
ability checks center u p o n d e t e r m i n i n g w h i c h activities merit
m u l t i p l i e r a n d a x 3 m u l t i p l i e r t o t h e same effect, y o u w o u l d reduce
r o l l s a n d t h e n d e c i d i n g h o w a s k i l l o r a b i l i t y m a y be used i n a g i v e n
t h e x 3 m u l t i p l i e r by o n e step a n d add t h e t w o t o g e t h e r i n t o a single
s i t u a t i o n . T h e first d e c i s i o n regarding w h e n t o call f o r checks
x4 m u l t i p l i e r (since 2 + 2 = 4 ) .
depends m a i n l y o n your group's preferred style o f play. Many
For e x a m p l e , A s h r a m , a h i g h - l e v e l h u m a n f i g h t e r , wields a g r o u p s l i k e t o use r o l l s t o a d j u d i c a t e success o r f a i l u r e i n m o s t
scimitar, a weapon w i t h a threat range of 18-20. T h i s means that s i t u a t i o n s t h a t arise d u r i n g g a m e p l a y , f e e l i n g t h i s m e t h o d best
h e scores a c r i t i c a l t h r e a t o n a n a t u r a l ( u n m o d i f i e d ) a t t a c k r o l l o f represents t h e PCs' abilities a n d skills e m p l o y e d i n t h e game.
1 8 - 2 0 . A s h r a m is a n e x p e r t a t u s i n g h i s s c i m i t a r , a n d h e has t h e O t h e r g r o u p s p r e f e r t o r o l l f e w e r d ice c h e c k s d u r i n g g a m e play a n d
I m p r o v e d C r i t i c a l ( s c i m i t a r ) feat. T h i s feat d o u b l e s t h e w e a p o n ' s i n s t e a d r o l e - p l a y t h r o u g h s i t u a t i o n s . I n t h e l a t t e r case, t h e G M
t h r e a t r a n g e , i n c r e a s i n g i t t o 1 5 - 2 0 . I f t h e keen weapon a b i l i t y w a s m i g h t reference a character's ability o r t o t a l skill m o d i f i e r a n d
used o n t h e s c i m i t a r , i t w o u l d also d o u b l e t h e w e a p o n ' s threat s i m p l y decide t h e results o f an a c t i o n w i t h o u t b r e a k i n g t h e f l o w
r a n g e . Y e t s i n c e t h e s c i m i t a r ' s t h r e a t r a n g e is a l r e a d y d o u b l e d d u e o f P C a n d N P C d i a l o g u e t o pause f o r a d i e r o l l . N e i t h e r m e t h o d
to A s h r a m ' s I m p r o v e d C r i t i c a l feat, t h et w o x 2 m u l t i p l i e r s are is r i g h t o r w r o n g ; y o u s i m p l y n e e d t o g e t a f e e l i n g f o r h o w y o u a n d
c o m b i n e d i n t o a single x 3 m u l t i p l i e r , resulting i n a final threat your group prefer t o play.
range o f 1 2 - 2 0 .
M o s t g r o u p s use b o t h m e t h o d s , r e s e r v i n g d i e r o l l s f o r m o r e
S p e l l d a m a g e is h a n d l e d a b i t d i f f e r e n t l y f r o m n o r m a l m u l t i p l i e r d r a m a t i c , i m p o r t a n t tasks a n d h a n d l i n g less c r i t i c a l s i t u a t i o n s
effects. M o s t m u l t i p l i e d die rolls call f o r r o l l i n g m u l t i p l i e d d i c e w i t h o u t d i e rolls t o k e e p g a m e play m o v i n g a l o n g . For e x a m p l e ,
separately a n d t o t a l i n g the results. For e x a m p l e , A s h r a m n o r m a l l y y o u m a y n o t ask a t r o l l w a r r i o r t o b o t h e r r o l l i n g a n I n t i m i d a t e
d e a l s l d 6 + 4 p o i n t s o f d a m a g e w i t h h i s s c i m i t a r . I f h e scores a check to frighten a traveling merchant i n t o selling a hungry troll
critical h i t , he rolls 2 d 6 + 8 instead. T h u s , if A s h r a m rolled a 3 a n d b r i s t l i n g w i t h w e a p o n s some f o o d , especially i f t h e player has role-
a 4 , h e w o u l d d e a l a t o t a l o f 15 p o i n t s o f d a m a g e . Y e t i f K a l e e n a , played t h e scene w e l l a n d t h e P C has a g o o d I n t i m i d a t e skill
a s p e l l c a s t e r , cast a s p e l l d e a l i n g ( 2 d 1 0 + 4 ) x 10 p o i n t s o f d a m a g e , m o d i f i e r , b u t w h e n t h e t r o l l m u s t get some crucial i n f o r m a t i o n o u t
s h e w o u l d f i g u r e t h e base d a m a g e t o t a l f i r s t , a n d o n l y a f t e r w a r d o f a h u m a n spy l a t e r i n t h e a d v e n t u r e , t h e n y o u m i g h t c a l l f o r a n
a p p l y t h e x 10 d a m a g e m u l t i p l i e r . H e n c e , i f K a l e e n a ' s p l a y e r r o l l e d Intimidate check.
C h a p t e r TLDO: Game System

N e x t , deciding how a skill or ability check should be used ability t o accomplish the task i n question. T h e task itself is n o t any
depends o n several factors. Chapter 4: Skills of the EverQuest: more or less difficult to accomplish; rather, the character's ability
Player's Handbook offers guidance o n h o w to use skills and h o w t o to complete the task is positively or negatively affected.
use ability checks w h e n n o skill applies to a task. Keep i n m i n d O n the other h a n d , factors that affect the task itself modify the
that many skills can be used effectively i n different ways; further- difficulty class o f the skill or ability check. E n v i r o n m e n t a l c o n d i -
more, some skills overlap w i t h other skills, meaning that one skill tions (such as ambient light or background noise), unusually h i g h
may often be used as a check for tasks typically covered by another standards for c o m p l e t i n g the task, and a particularly adroit or
skill. For instance, you can use the Search s k i l l to follow the tracks gullible opponent are all factors that make the task itself easier or
of an N P C w h o was periodically d r o p p i n g something b e h i n d more difficult to accomplish. T h e character's actual competence
himself or perhaps losing blood. Even t h o u g h t r a c k i n g is typically is n o t affected, and thus her die roll is made normally.
handled w i t h Wilderness Lore and the T r a c k feat, i n this case a PC
I n many ways, modifying the r o l l and changing the D C do the
can search for specific clues of blood drops rather t h a n rely o n the
same exact t h i n g . T h e difference is that i n the one case the
tracks themselves. Players w i l l get quite i n v e n t i v e w i t h h o w
character controls h o w she approaches the task, and thus keeping
universally their skills m i g h t be applied to certain situations, and
the d i s t i n c t i o n between the t w o sorts o f modifiers clear is impor-
you need to find a line between rewarding creative play and
tant. W h i l e there is no difference mechanically, the difference i n
allowing skills w h o l l y to supplant other skills.
player mindset can be quite substantial. A l s o , distinguishing
Imposing a c o n d i t i o n a l penalty w h e n a skill barely overlaps to between the two sorts of modifiers allows you to alter the D C o f
cover a particular f u n c t i o n or is a square peg being used for a r o u n d the check w i t h o u t i n f o r m i n g the player as to w h y exactly you are
hole is often reasonable. For example, even t h o u g h such an doing so. T h i s tactic is particularly i m p o r t a n t for interactions
activity is typically handled w i t h the G a t h e r I n f o r m a t i o n skill, a between PCs and NPCs, for revealing all of the factors influencing
h i g h elf character attempts to use her considerable D i p l o m a c y the D C would tell the players more t h a n you m i g h t wish about the
skill to make friends w i t h the locals and gather i n f o r m a t i o n o n people w i t h w h o m they are dealing.
illicit trading w i t h a nearby g n o l l camp. M e a n w h i l e , a rogue
W h e n adding modifiers, the only rule you really need to
character would like to use G a t h e r I n f o n n a t i o n for the same
consider is that a favorable circumstance gives a + 2 modifier to the
purpose. You might allow the h i g h elf a D i p l o m a c y check w i t h a
r o l l or a - 2 modifier to the D C o f the check, whereas an unfavor-
stiff c o n d i t i o n a l penalty; since proper noble etiquette disdains
able circumstance gives a - 2 penalty to the r o l l or a +2 modifier
prying i n t o another's affairs, using Diplomacy is something o f a
to the D C of the check. I n the case of extreme circumstances, you
skdl forced to overlap. A l s o l i m i t i n g the amount and quality o f
can add modifiers greater t h a n + / - 2 to the roll or check. These
results gained from the use o f Diplomacy i n this situation would
modifiers may be added and subtracted for any number of circum-
be reasonable. T h e rogue, however, is quite used to k n o w i n g w h o
stances, but you should n o t get too carried away i n this respect or
and h o w to ask and has a chance to find out better i n f o r m a t i o n
you risk slowing d o w n game play. O n c e you have figured all the
w i t h no penalties to the attempt. People d o n o t m i n d being p o l i t e
modifiers, simply add t h e m together to get a total modifier and
to the h i g h elf lady, but they are n o t about to air their dirtiest
final D C check.
secrets w i t h someone so regal.
Do n o t avoid m a k i n g use of such overlap, since i t w i l l allow Highly Speci F'IC Tasks
characters to function effectively i n a wide variety o f situations Sometimes, a player w i l l k n o w exactly what he wants to do and
and reward t h e m for developing their characters' skills. So long as w i l l describe i t i n some detail. I f he does this, you should award
characters w i t h more specific skills are more effective at accom- h i m a +2 bonus to the check since he has t h o u g h t the situation
plishing the tasks tied to those skills, all w i l l be w e l l . t h r o u g h enough to form a concrete idea of what he wants to do
w i t h his character. I f a character is searching for an individual in
Using Alternate Abilities por Ski LI Checks a r o o m , for instance, and specifically looks i n every part o f the
Each skill is tied to a particular key ability. T h e majority of the r o o m where the target could reasonably be expected to be h i d i n g ,
time, the skill check should be performed using that key ability he deserves a bonus for his thoroughness. I f he just conducts a
modifier and the PC's skill ranks. Occasionally, you can call for general search o f the area, however, and offers n o specific detail
skill checks and stipulate that an alternate ability's modifier be o n h o w he conducts the search, he does n o t m e r i t a bonus to the
used along w i t h the skill ranks for that skill check. Examples check. O f course, if the player specifies details for a check that j ust
might include: does n o t apply, he should n o t get a bonus to the check (he should
• A n ogre wants to impress someone w i t h a feat of Strength, so not get a penalty, either — extra detail is never bad).
you call for a Perform skill check that uses Strength instead o f
Charisma as the key ability. The PC's Best FrienD
• A ranger tries to figure out how t o saddle properly a griffon
M a n y players find the skill system somewhat o v e r w h e l m i n g
trained for aerial combat. Y o u call for a Ride skill check using
and despair that their characters have only a l i m i t e d number o f
Intelligence instead o f Dexterity.
skill points to spend and many p o t e n t i a l skills to buy. Yet many
• A h u m a n rogue disguises herself as a young barbarian but skills have DCs for basic tasks i n the 5-15 range, w h i c h means
finds she must endure a frigid n i g h t o n the tundra while t r y i n g to characters can accomplish many feats simply by t a k i n g 10 o n a
m a i n t a i n the disguise. You call for a Disguise check using C o n s t i - skill check. A n average PC can make a C l i m b check w i t h a D C
t u t i o n instead o f Charisma. of 10 w i t h o u t needing to make a skill check, even i f she has n o
ranks i n the s k i l l . You should encourage players to use the take 10
Conditional Mobipiers to a RolL rule, since it lets t h e m do a wide variety o f tasks they might n o t
have t h o u g h t they could do and also considerably speeds up game
T h e core mechanic for resolving skill or ability checks relies o n
play.
rolling a d20 against a set difficulty class ( D C ) . A p a r t from skill
ranks and other n o r m a l modifiers, this check can be further
modified i n one of t w o ways: the roll itself may receive a modifier, HOLD S U C C E S S F U L is S U C C E S S F U L ?
w h i c h makes the r o l l more or less likely to beat the D C for the
A successful skill check always means the character accom-
check; alternately, the D C for the check may be modified, m a k i n g
plishes what she set out to do, but it does n o t necessarily mean that
the task at hand more or less difficult to accomplish.
she d i d i t as w e l l as she hoped. Generally, a better check result
A s a guideline, factors that affect a PC's performance i n means the character is more successful i n some way. A superior
completing the task modify the die r o l l of the check. A i d from Appraise check n o t only notices the gems encrusting the scepter
another character, additional i n f o r m a t i o n about the task being are flawed and poorly aligned, but that untarnished scratch marks
attempted, interference from opponents, and incorrect or mis- in the bronze settings i m p l y the o r i g i n a l gemstones were recently
leading information are all factors thatdirectly affect the character's
EverQuest RPG: Game Master'sGuibe
p n e J o u t a n d replaced w i t h t h e f l a w e d ones. A c h e c k result e q u a l A s s i g n i n g d i f f i c u l t i e s f o r s a v i n g t h r o w s is f a i r l y s t r a i g h t f o r w a r d
t o t h e 1X2 f o r t h e task o f f e r s m i n i m a l success. A check that a n d is h a n d l e d as f o l l o w s :
e x c e e d s t h e D C f o r t h e t a s k b y 10 o f f e r s a g r e a t e r l e v e l o f d e t a i l o r S p e l l s : 10 + spell l e v e l + caster's a b i l i t y m o d i f i e r .
i n f o r m a t i o n , a n d a c h e c k t h a t exceeds t h e D C by 2 0 or m o r e offers
M o n s t e r S p e c i a l A t t a c k s o r Q u a l i t i e s : 10 + 1/2 m o n s t e r ' s HD
a l l t h e c h a r a c t e r c o u l d ask f o r i n a s i n g l e c h e c k .
+ ability modifier.*
Miscellaneous: 10 t o 2 0 . U s e 15 w h e n i n d o u b t .
Ability Checks * The a b i l i t y used t o m o d i f y t h e D C o f a monster's special
W h e n a PC tries t o d o s o m e t h i n g n o t adequately covered by attack or quality depends upon the nature of that attack or quality.
c o m b a t o r s k i l l c h e c k s , a b i l i t y c h e c k s are o f t e n a l l y o u h a v e l e f t t o Common a b i l i t i e s t o use a r e C o n s t i t u t i o n f o r m o s t abilities
use. A c h a r a c t e r t r y i n g t o w i n a g a m e o f s t r a t e g y , f o r i n s t a n c e , generated f r o m t h e creature's b o d y s u c h as p o i s o n o r breath
m i g h t m a k e an unaided I n t e l l i g e n c e c h e c k t o succeed, whereas a weapons; Intelligence or W i s d o m for most spell-like powers; and
character h o p i n g to handle a delicate item w i t h o u t breaking it C h a r i s m a for most supernatural powers, especially those relating
m i g h t r e l y e n t i r e l y o n h e r n a t u r a l D e x t e r i t y t o save t h e d a y . Y o u to mind-affecting powers.
c a n h a n d l e a b i l i t y c h e c k s i n t h r e e w a y s , w h i c h a r e as f o l l o w s :
• First, y o u m i g h t h a v e a P C make a single check using an
appropriate a b i l i t y . T h e Intelligence check for g a m i n g described
Encounters ant) Combat
a b o v e falls i n t o t h i s category. M a n y a c t i v i t i e s c a n be covered Whether barbarians facing a wooly m a m m o t h or humans
u s i n g s u c h a c h e c k , b u t r e m e m b e r t h a t s o m e s i t u a t i o n s are l i k e l y r u n n i n g f r o m t h e c i t y w a t c h , e n c o u n t e r s o f a l l sorts are t h e b r e a d
b e b e t t e r h a n d l e d u s i n g s a v i n g t h r o w s i n s t e a d (see b e l o w ) . and butter o f EverQuest campaigns. I n order t o keep the game
running smoothly, the G M must handle encounters effectively
• A second m e t h o d involves using one ability check t o i n f l u -
a n d manage t h e c o m b a t t h a t c a n ensue i f t h e PCs d o n o t f i n d a
ence another, related check. I n the g a m i n g example above, you
safer a l t e r n a t i v e t h a n c o n f l i c t t o o v e r c o m i n g o b s t a c l e s .
m i g h t use a W i s d o m c h e c k t o r e p r e s e n t t h e c h a r a c t e r ' s a b i l i t y t o
u n d e r s t a n d t h e o p p o n e n t ' s general strategy a n d rule t h a t a suc-
cessful c h e c k g r a n t s t h e c h a r a c t e r a + 2 b o n u s o n his I n t e l l i g e n c e Encounter distance
check to w i n the game. N o m a t t e r t h e sort o f e n c o u n t e r t h e PCs face, t h e distance
• F i n a l l y , s o m e tasks m i g h t r e q u i r e t w o o r m o r e d i f f e r e n t a b i l i t y b e t w e e n t h e PCs a n d a n y p o t e n t i a l t h r e a t t h e y f a c e is o f p a r a -
c h e c k s . T h e s e are t y p i c a l l y m u l t i p a r t tasks, i n w h i c h o n e a b i l i t y m o u n t importance. W h i l e crossing the C o m m o n l a n d s , do they
is u s e d t o a c c o m p l i s h p a r t o f t h e t a s k a n d a n o t h e r is u s e d t o n o t i c e t h e n i g h t f a l l g i a n t i n t i m e t o evade i t , o r n o t ? T h e rules t h a t
c o m p l e t e i t . For e x a m p l e , a P C m i g h t need to lift a heavy u r n f o l l o w a r e f o r use p r i m a r i l y i n w i l d e r n e s s o r u r b a n s e t t i n g s , as
w i t h o u t s p i l l i n g its c o n t e n t s . T o do this, he would make a e n c o u n t e r s i n d o o r s are i n f l u e n c e d m o s t l y by l i n e o f sight a n d t h e
Strength check to lift the urn and a Dexterity check to avoid a m o u n t o f l i g h t a n d v i s i o n a v a i l a b l e t o e a c h side.
s p i l l i n g its c o n t e n t s . I n a s i m i l a r f a s h i o n , a n a b i l i t y c h e c k c a n be W h e n a n e n c o u n t e r is p o s s i b l e , y o u s h o u l d d e t e r m i n e when
c o m b i n e d w i t h a skill check. I f t h e character above f o u n d he a n d i f t h e c r e a t u r e s o n e a c h s i d e c a n see o n e a n o t h e r . E a c h s i d e
needed to o p e n a stuck door w i t h o u t attracting a t t e n t i o n , he may d e t e c t t h e o t h e r at any t i m e w i t h i n these l i m i t s , b u t t h e y w i l l
would make a Strength check t o open the door and a Sneak check s u r e l y s p o t o n e a n o t h e r as t h e y a p p r o a c h . W h e n a n e n c o u n t e r
t o d o so q u i e t l y . b e t w e e n t h e PCs and an N P C o r c r e a t u r e is i m m i n e n t , f o l l o w
No m a t t e r t h e sort o f c h e c k used, c e r t a i n tasks are a l w a y s these steps:
d i f f i c u l t t o c o d i f y u p f r o n t a n d are l e f t t o y o u r b e s t j u d g m e n t 1. D e t e r m i n e v i s i o n c o n d i t i o n s a n d t e r r a i n . S e l e c t f r o m t h e
d u r i n g t h e g a m e . Just p i c k t h e s o r t o f c h e c k t h a t m a k e s t h e m o s t choices o n Table 2 - 1 : S p o t t i n g Distance.
sense, a n d d o n ' t s w e a t t h e d e t a i l s .
2. I f l i n e o f s i g h t o r i l l u m i n a t i o n d e f i n e s t h e d i s t a n c e at w h i c h
t h e e n c o u n t e r o c c u r s (as o f t e n h a p p e n s i n d o o r s ) , s t a r t t h e e n -
Saving Throtos counter there. Otherwise, roll for spotting distance o n Table 2 - 1 :
Spotting Distance.
S o m e situations m e r i t saving throws instead o f skill or a b i l i t y
3. A l l c r e a t u r e s i n v o l v e d m a k e S p o t c h e c k s . S u c c e s s m e a n s
c h e c k s , a n d t h e y are h a n d l e d i n a s i m i l a r m a n n e r . A s w i t h a b i l i t y
t h a t o n e c r e a t u r e sees t h e o t h e r c r e a t u r e o r g r o u p . R e f e r t o T a b l e
c h e c k s , y o u m u s t f i r s t c h o o s e t h e a p p r o p r i a t e save f o r t h e c h e c k
2-2: S p o t t i n g D i f f i c u l t y f o r m o d i f i e r s t o these checks.
a n d t h e n assign a D C .
4- I f n e i t h e r s i d e s u c c e e d s , a l l c r e a t u r e s s p o t e a c h o t h e r a t o n e -
S a v i n g throws and ability checks m i g h t seem t o overlap, b u t
half the distance rolled on Table 2 - 1 .
t h e y a c t u a l l y c o v e r d i s t i n c t s o r t s o f s i t u a t i o n s . A b i l i t y c h e c k s are
used w h e n t h e c h a r a c t e r tries t o a c c o m p l i s h s o m e t h i n g ; s a v i n g T h e c i r c u m s t a n c e s t h a t c a n a f f e c t t h e D C o f a S p o t c h e c k are
t h r o w s a r e used t o a v o i d h a r m . A b i l i t y c h e c k s m e a s u r e r e s u l t s of as f o l l o w s :
a c t i o n s ; s a v i n g t h r o w s measure t h e results o f reactions. A Forti- S i z e : A d d + 4 t o t h e base D C o f 2 0 f o r e a c h size c a t e g o r y t h e
t u d e s a v e , f o r i n s t a n c e , is u s e d t o resist d a m a g e o r t o endure c r e a t u r e b e i n g s p o t t e d is s m a l l e r t h a n M e d i u m - s i z e o r —4 f o r e a c h
p u n i s h i n g forces t h a t m i g h t cause t h e P C h a r m . A C o n s t i t u t i o n size c a t e g o r y l a r g e r . Y o u c a n m a k e e x c e p t i o n s f o r c r e a t u r e s w i t h
c h e c k , b y c o n t r a s t , is u s e d t o a c c o m p l i s h s o m e t h i n g r e q u i r i n g u n u s u a l s h a p e s , s u c h as a L a r g e s n a k e t h a t is l o w t o t h e g r o u n d a n d
p h y s i c a l t o u g h n e s s — s u c h as a l o n g s p r i n t — that the PC could t h u s as h a r d t o see as a S m a l l c r e a t u r e .
not accomplish otherwise. Similarly, a Reflex s a v e is u s e d t o C o n t r a s t : H o w starkly t h e creature's c o l o r i n g stands o u t against
represent t h e character a v o i d i n g h a r m via q u i c k reflexes, w h i l e a the surroundings. S p o t t i n g a brightly colored drake i n a dark
D e x t e r i t y c h e c k m i g h t be used t o r e s c u e a n o t h e r P C f r o m a s i m i l a r j u n g l e is easy; s e e i n g w i n t e r w o l v e s i n t h e s n o w is h a r d .
f a t e . I n b o t h cases, t h e s a v e is a l l a b o u t a v o i d i n g circumstances
S t i l l n e s s : C r e a t u r e s t h a t are n o t m o v i n g are m o r e d i f f i c u l t t o
b e y o n d t h e PC's c o n t r o l , w h i l e t h e c h e c k is f o r a n i n s t a n c e i n
see.
w h i c h the character owns more c o n t r o l over the situation.
S i x o r M o r e C r e a t u r e s : G r o u p s o f c r e a t u r e s arc e a s i e r t o s p o t ,
A l s o i m p o r t a n t is t h e f a c t t h a t s a v i n g t h r o w s r e p r e s e n t a PC's e v e n i f t h e creatures are s m a l l e r t h a n M e d i u m - s i z e .
e x p e r i e n c e , w h i l e a b i l i t y c h e c k s g e n e r a l l y d o n o t . A t a s k t h a t is a
M o o n l i g h t : N i g h t t i m e , but w i t h m o o n l i g h t (or similar light).
m . u i c r o f r a w a b i l i t y is t y p i c a l l y a c h e c k , s i n c e a n y o n e w i t h a g i v e n
S t a r l i g h t : N i g h t t i m e w i t h n o m o o n b u t a clear, starry sky (or
a b i l i t y s c o r e w i l l d o as w e l l as a n y o n e else w i t h t h e s a m e s c o r e . A
similar light).
task t h a t r e f l e c t s a PC's e x p e r i e n c e u s u a l l y r e q u i r e s a s a v e , s i n c e
i t i n v o l v e s m a t t e r s t h e c h a r a c t e r has l i k e l y e x p e r i e n c e d b e f o r e . T o t a l D a r k n e s s : O v e r c a s t at n i g h t , o r o t h e r w i s e l i g h t l e s s .
Chapter Two: Game System
a c c o u n t t h e p o s s i b i l i t y t h a t t h e t w o groups w i l l miss e a c h o t h e r
entirely.
Table 2-1: Spotting Distance
T o h a n d l e such a s i t u a t i o n , simply let there be a 5 0 % chance
Terrain Distance t h a t t h e o t h e r creatures e n c o u n t e r e d a n d t h e PCs d o n o t get any
Smoke or heavy f o g 2 d 4 x 5 f t . (avg. 2 5 f t . ) c l o s e r b u t r a t h e r pass b y e a c h o t h e r , s u c h as w h e n o n e g r o u p is
Jungle or dense f o r e s t 2 d 4 x 10 f t . ( 5 0 f t . ) m o v i n g n o r t h a n d t h e o t h e r east. ( C r e a t u r e s f o l l o w i n g t h e P C s '

Light forest t r a i l , o f course, always close w i t h t h e m . )


3 d 6 x 10 f t . (105 f t . )
Scrub, brush, or bush 6 d 6 x 1 0 f t . (210 f t . )
Grassland, little cover 6 d 6 x 2 0 f t . ( 4 2 0 ft.)
Combat
Total darkness Limit of sight if less than above W h i l e EverQuest is f u n d a m e n t a l l y a r o l e - p l a y i n g g a m e , m a n y
o f its m o s t e x c i t i n g m o m e n t s c o m e f r o m c o m b a t . A s t h e G M , y o u
Indoors (lit) Line of sight
m u s t e n s u r e t h a t c o m b a t f l o w s s m o o t h l y , stays e x c i t i n g , a n d t h a t
e v e r y o n e i n t h e g a m e is t r e a t e d f a i r l y . T h e f o l l o w i n g m e c h a n i c s
and advice p r o v i d e y o u w i t h tools a n d tips f o r r u n n i n g better
combat encounters.

Table 2-2: Spotting DiFFicuLty Starting an Encounter


Circumstances DC
D e p e n d i n g o n h o w e n c o u n t e r distance a n d s p o t t i n g was r e -
Base 20* solved, a n encounter can begin i n one o f three situations:
Size + / - 4 per size category One Side A w a r e of the Other: I n t h i s case, y o u n e e d t o
Contrast +/—5 o r more d e t e r m i n e h o w m u c h t i m e t h e a w a r e side has t o p r e p a r e f o r t h e
Stillness (not moving) +5 c o m i n g e n c o u n t e r . I f t h e r e is l i t t l e t o n o t i m e t o p r e p a r e , t h e a w a r e
s i d e is a l l o w e d a s u r p r i s e r o u n d (see " S u r p r i s e " o n p a g e 3 6 1 o f t h e
Six or more creatures -2
E v e r Q u e s t : Player's Handbook) to take one action (either move or
Moonlightt +5 a t t a c k ) w h i l e t h e u n a w a r e s i d e is c a u g h t f l a t - f o o t e d ( a n d t h u s
Starlight! •10 loses a n y D e x t e r i t y b o n u s t o A C ) . A f t e r t h e s u r p r i s e r o u n d , b o t h
Total darkness Impossible!! sides r o l l i n i t i a t i v e a n d c o m b a t p r o c e e d s n o r m a l l y .
I n o t h e r circumstances, t h e aware side m i g h t h a v e t i m e t o ready
i t s e l f b e f o r e e n g a g i n g i t s o p p o n e n t s . I f t h i s is t h e case, y o u s h o u l d
* DC = 2 5 + Hide skill m o d i f i e r if one side is hiding, and ignore size
d e t e r m i n e h o w m a n y r o u n d s t h e a w a r e side h a s t o p r e p a r e a n d
modifiers (see t e x t ) .
t h e n p r o c e e d w i t h t h e s u r p r i s e r o u n d as d e s c r i b e d a b o v e . I f
! Ignore DC penalty if s p o t t e r has low-light vision, infravision, o r
a n y t h i n g t h e a w a r e side does d u r i n g t h e i r p r e p a r a t i o n r o u n d s
ultravision. Erudites receive a - 4 penalty to their roll. p r e m a t u r e l y a l e r t s t h e o t h e r s i d e t o i t s p r e s e n c e , t h e n b o t h sides
t t Unless the s p o t t e r has ultravision; or, the s p o t t e r has infravision a r e t r e a t e d as a w a r e a n d n e i t h e r s i d e g a i n s a c t i o n s b e f o r e c o m b a t
and circumstances p e r m i t its functional use. begins.

B o t h S i d e s A w a r e a t t h e S a m e T i m e : I f b o t h sides are a w a r e
o f each o t h e r a n d c a n a c t at t h e same t i m e , have b o t h roll
Hibing anb Spotting i n i t i a t i v e a n d resolve actions n o r m a l l y .
I f c r e a t u r e s are t r y i n g n o t t o b e s e e n , s p o t t i n g t h e m is u s u a l l y I f b o t h sides b e c o m e a w a r e o f o n e a n o t h e r b u t c a n n o t a c t
m o r e d i f f i c u l t , b u t creatures t h a t stay l o w t o a v o i d b e i n g s p o t t e d i m m e d i a t e l y , d e t e r m i n e h o w l o n g they h a v e t o prepare a n d give
a l s o are less l i k e l y t o n o t i c e o t h e r c r e a t u r e s . each side t h e same a m o u n t o f t i m e i n f u l l r o u n d s f o r p r e p a r a t i o n
I f c r e a t u r e s are h i d i n g , t h e y c a n o n l y m o v e a t h a l f t h e i r n o r m a l u n t i l the two can interact normally.
o v e r l a n d speed. T h e y also suffer a - 2 p e n a l t y t o t h e i r S p o t c h e c k s S o m e C r e a t u r e s ( B u t N o t A l l ) o n O n e o r B o t h Sides A w a r e
t o n o t i c e o t h e r creatures because t h e y are s t a y i n g l o w . at t h e S a m e T i m e : I f o n l y some i n d i v i d u a l s o n e a c h side are a w a r e
I n s t e a d o f a base D C o f 2 0 f o r o t h e r s t o s p o t t h e m at t h e s t a n d a r d o f t h e o t h e r , j u s t t h o s e creatures t h a t are a w a r e m a y take a c t i o n s
s p o t t i n g d i s t a n c e , t h e D C is 2 5 + t h e c r e a t u r e ' s Hide skill a g a i n s t t h e i r o p p o n e n t s . T h e s e c r e a t u r e s m a y t a k e o n e a c t i o n as
m o d i f i e r . I f a g r o u p is h i d i n g , use t h e l o w e s t H i d e s k i l l m o d i f i e r i n described f o r surprise r o u n d s , above.
the group. T h e modifiers f r o m Table 2-2: S p o t t i n g D i f f i c u l t y still
a p p l y , e x c e p t f o r t h e size m o d i f i e r ( w h i c h is a l r e a d y p a r t o f t h e Neu> Combatants Enter the Fray
character's H i d e skill m o d i f i e r ) . A character whose H i d e ranks, B a t t l e s o f t e n i n v o l v e m o r e t h a n t w o p a r t i e s . O n e o r b o t h sides
Dexterity modifier, and armor check penalty total - 6 or lower may receive reinforcements, o r a d d i t i o n a l groups may choose t o
a c t u a l l y has a l o w e r D C t h a n i f h e o r s h e w e r e n o t h i d i n g . I n s u c h j o i n t h e battle. W h e t h e r o r n o t they are allied w i t h existing
cases, s i m p l y c a l c u l a t e t h e S p o t D C as i f t h e c h a r a c t e r w e r e n o t combatants, t h enewcomers should j o i n t h ebattle i n between
h i d i n g (see T a b l e 2 - 2 : S p o t t i n g D i f f i c u l t y ) . rounds.
I f a c r e a t u r e gets a b o n u s t o H i d e b e c a u s e o f c a m o u f l a g e , s p e c i a l N e w c o m e r s a r e A w a r e : I f t h e n e w c o m e r s are a w a r e o f o n e o r
c o l o r i n g , a n d so o n , use t h a t b o n u s r a t h e r t h a n t h e c o n t r a s t b o n u s b o t h o f t h e c o m b a t a n t s i n a battle, they a c t before a l l o t h e r
f r o m Table 2-2: S p o t t i n g D i f f i c u l t y . combatants in the combat r o u n d . T h e i r effective initiative check
A d d i t i o n a l l y , o t h e r creatures d o n o t a u t o m a t i c a l l y spot h i d i n g r e s u l t is c o n s i d e r e d t o b e o n e h i g h e r t h a n t h a t o f t h e h i g h e s t
c r e a t u r e s a t o n e - h a l f t h e e n c o u n t e r d i s t a n c e . I n s t e a d , t h a t is t h e initiative count among the current combatants. Since the new-
distance at w h i c h t h e o t h e r creatures c a n m a k e S p o t checks t o c o m e r s c a n n o t g a i n a s i n g l e a c t i o n (as c o m b a t has a l r e a d y b e g u n ) ,
n o t i c e t h e h i d i n g creatures. T h e s e are n o r m a l S p o t checks o p - this rule simulates the advantage the newcomers enjoy over the
posed b y t h e h i d e r s ' H i d e checks. T h e h i d i n g creatures still o t h e r c o m b a t a n t s . F u r t h e r m o r e , t h i s r u l e also a l l o w s t h o s e c o m -
a u t o m a t i c a l l y spot t h e n o n - h i d i n g creatures at one-half t h e batants w i t h h i g h e r i n i t i a t i v e counts t o react t o t h e c o m b a t a n t s
encounter distance. first, w h i c h reflects t h e advantage e x i s t i n g c o m b a t a n t s should
have due t o their h i g h initiative.
Misseo Encounters N e w c o m e r s n o t A w a r e : I f t h e n e w c o m e r s are n o t aware o f t h e
T h e r u l e s f o r s p o t t i n g c r e a t u r e s a s s u m e t h a t b o t h sides w i l l e x i s t i n g c o m b a t , they enter c o m b a t at t h e b e g i n n i n g o f t h e r o u n d
eventually n o t i c e each other, a n d they simply establish t h e as d e s c r i b e d a b o v e b u t r o l l i n i t i a t i v e n o r m a l l y . I f e x i s t i n g c o m b a t -
d i s t a n c e a t w h i c h t h e y d o so. Y e t s o m e t i m e s y o u w a n t t o t a k e i n t o ants have a h i g h e r i n i t i a t i v e c o u n t t h a n the newcomers, they may
react t o t h e n e w c o m e r s before t h e n e w c o m e r s c a n act a t a l l . I n
EverQuest RPG: Game Master's GuiDe
a d d i t i o n , t h e n e w c o m e r s are c o n s i d e r e d f l a t - f o o t e d w h e n e n g a g - details about the encounter that you m i g h t n o t have imagined. D o
ing those w i t h higher i n i t i a t i v e counts. n o t be a f r a i d t o create d e t a i l s o n t h e spot — j u s t be sure y o u w r i t e
I f m o r e t h a n o n e g r o u p j o i n s t h e f r a y , y o u m u s t d e c i d e w h o is them d o w n or remember t h e m so t h a t y o u c a n treat them
a w a r e a n d w h o is n o t , a n d t h e n t r e a t t h e m as d e s c r i b e d a b o v e . consistently later o n .
G r o u p s w h o are aware a c t first i n t h e r o u n d ( i n order o f t h e i r R e w a r d players w h o show t h e tactical w i s d o m t o take i n t h e
D e x t e r i t y scores); those w h o are u n a w a r e r o l l i n i t i a t i v e a n d a c t c o m b a t scene b e f o r e t h e i r characters charge i n t o a n a m b u s h .
normally. Seasoned warriors study t h e battlefield a n d t h e i r opponents;
seasoned players w i l l , t o o .

Running Things Smoothly W h i l e the e n v i r o n m e n t details can be parceled out t o m i r r o r


t h e f r e n e t i c pace o f c o m b a t , t h e a c t i o n w i t h i n c o m b a t s h o u l d get
W h i l e initiative determines w h a t happens w h e n , d u r i n g t h e
as m u c h d e t a i l as y o u a n d y o u r p l a y e r s c a n m u s t e r . E x p l a i n w h a t
c o u r s e o f t h e r o u n d y o u as G M m a k e t h i n g s h a p p e n w h e n a n d h o w
t h e PCs' o p p o n e n t s are d o i n g i n t e r m s t h e P C s c a n w i t n e s s : " T h e
they s h o u l d . T r y t o discourage players f r o m w a s t i n g t i m e d e c i d i n g
g o b l i n c h a n t s a n d rattles his b o n e w a n d at Vagner, whose shadow
w h a t to d o ; likewise, t r y t o p r e v e n t players f r o m i n t e r f e r i n g w i t h
suddenly w r i t h e s o n t h e g r o u n d a n d t h e n stands u p t o grab
the decisions o f o t h e r players i n a t t e m p t s t o d i c t a t e t h e f l o w o f t h e
V a g n e r " is m o r e e n g a g i n g t h a n " T h e g o b l i n n e c r o m a n c e r casts
g a m e . T h e g o a l o f t h e g a m e is t o h a v e f u n , w h i c h c a n n o t h a p p e n
c l i n g i n g darkness o n V a g n e r . " I n e i t h e r case, t h e p l a y e r s w i l l assume
i f t h e game stalls o r some players h o g t h e s p o t l i g h t .
t h e g o b l i n is a n e c r o m a n c e r a n d m a y k n o w t h e t y p e o f s p e l l b e i n g
Y o u w i l l l i k e l y f i n d w o r k i n g w i t h p l a y e r s t o d e t e r m i n e h o w best c a s t , b u t t h e f i r s t d e s c r i p t i o n is m o r e e v o c a t i v e a n d l e a v e s s o m e
to keep t h i n g s m o v i n g h e l p f u l . A t t e n t i v e players w i l l have a g o o d r o o m f o r d o u b t . Is t h e s p e l l c o m i n g f r o m t h e w a n d o r f r o m t h e
idea o f w h a t t h e y w a n t t o d o before t h e i r t u r n t o act comes a r o u n d , g o b l i n ? Is i t clinging darkness o r s o m e o t h e r s p e l l i n t h e s a m e s p e l l
w h i c h w i l l h e l p you m a i n t a i n a consistent pace for t h e e n c o u n t e r . line o r some n e w effect similar t o it?
S o m e players m i g h t h a v e g o o d ideas f o r s p e e d i n g t h e a c t i o n a l o n g ,
Encourage players t o describe t h e i r o w n actions i n such d e t a i l ,
a n d y o u s h o u l d b e o p e n t o t h e i r s u g g e s t i o n s as l o n g as t h e y d o n o t
w h i c h c r e a t e s a c o m b a t t h a t is a s h a r e d n a r r a t i v e as w e l l as a f u n
r u i n t h e g a m e f o r a n y o n e else. S e e p a g e 3 6 5 o f t h e EverQuest:
use o f t h e g a m e s y s t e m . V a g n e r ' s p l a y e r c a n r o l l a s a v i n g t h r o w a n d
Player's Handbook f o r s p e c i f i c t i p s o n k e e p i n g c o m b a t fast a n d f u n .
a n n o u n c e , " I m a k e m y W i l l s a v e " o r " I a m used t o d e a l i n g w i t h
s u c h d a r k magic a n d disperse t h e s h a d o w by s h o v i n g m y t o r c h i n t o
Setting the Scene it a n d g i v i n g i t a N o r t h m a n ' s curse f o r g o o d measure."
T h e p l a y e r s r e l y o n y o u t o d e s c r i b e t h e w o r l d ; t h e y base t h e i r
B e i n g specific a b o u t a c t i o n s also allows players fair o p p o r t u n i t y
decisions u p o n t h e d e s c r i p t i o n s y o u p r o v i d e . I n c o m b a t , espe-
to take i n i m p o r t a n t tactical considerations i n the combat,
c i a l l y i f y o u are n o t u s i n g m i n i a t u r e s , accurately c o n v e y i n g t h e
e s p e c i a l l y i f t h e y a r e f a c i n g a n e w t h r e a t s u c h as a m o n s t e r t h e y
s i t u a t i o n i n s o f a r as t h e P C s c a n o b s e r v e i t is i m p o r t a n t . S u c h
h a v e n e v e r f a c e d b e f o r e . " T h e firestrike b a t h e s t h e g i a n t l i z a r d b u t
d e t a i l is c o u n t e r b a l a n c e d w i t h s i m u l a t i n g t h e r u s h o f a l i f e - a n d -
t h e h e a t seems o n l y t o m a k e t h e creature s m i l e " c o n v e y s more
d e a t h struggle t h a t begins a n d ends i n seconds. I n s u c h a d r e n a l i n
i m p o r t a n t i n f o r m a t i o n t o t h e p l a y e r s t h a n " T h e firestrike h i t s t h e
charged t i m e s , m a n y details o f t h e s i t u a t i o n s h o u l d n o t be v o l u n -
lizard."
t e e r e d u n l e s s t h e p l a y e r s s p e c i f i c a l l y ask a b o u t t h e m .
I n t h e I n t r o d u c t i o n , y o u were advised t o b r i n g your stories t o Combat Actions
life w i t h v i v i d descriptive text. T h i s advice h o l d s true i n c o m b a t ,
You w i l l be h a n d l i n g a wide variety o f opponents i n combat,
but y o u need t o vary t h e a m o u n t o f d e t a i l y o u give t h e players
e a c h o n e a p p r o a c h i n g a b a t t l e i n d i f f e r e n t ways. A n e x p e r i e n c e d
based o n w h a t t h e i r c h a r a c t e r s h a v e t h e t i m e a n d f o r e t h o u g h t t o
w a r r i o r , f o r e x a m p l e , e n t e r s c o m b a t w i t h a k e e n sense o f t a c t i c s
take i n once violence erupts. G i v e cursory physical descriptions o f
a n d uses h i s r e s o u r c e s t o t h e i r f u l l e s t . B y c o n t r a s t , a n u n i n t e l l i g e n t
c r e a t u r e s t h e P C s c a n see, a n d d e l i n e a t e t h e c r e a t u r e s ' p o s i t i o n s
m o n s t e r m i g h t be e a s i l y f o o l e d i n c o m b a t o r m i g h t a p p r o a c h i t i n
and provide a general description o f the c o m b a t e n v i r o n m e n t .
a s u b o p t i m a l f a s h i o n . A n i n t e l l i g e n t m o n s t e r s u c h as a d r a g o n ,
F u r t h e r d e t a i l s s h o u l d b e r e v e a l e d as t h e e n c o u n t e r c o m m e n c e s o r
t h o u g h , w o u l d approach c o m b a t i n yet another fashion. Y o u must
as t h e p l a y e r s ask f o r t h e m a n d h a v e t h e i r c h a r a c t e r s s e a r c h f o r
b e a b l e t o h a n d l e a l l o f t h e s e c o m b a t s t y l e s , a n d i n s o m e cases y o u
them where necessary.
n e e d t o use m o r e t h a n o n e s t y l e i n a g i v e n c o m b a t . M o r e o v e r , y o u
For e x a m p l e , i f t h e heroes e n t e r a c a v e r n b e l o w t h e F r o n t i e r must be prepared f o r unusual situations that m i g h t occur i n
M o u n t a i n s a n d s u d d e n l y c o m e face-to-face w i t h a b a n d o f g o b - c o m b a t . S o m e ways t o h a n d l e these s i t u a t i o n s are g i v e n b e l o w .
lins, detailing the exact dimensions o f the cavern to the m a p p i n g
S i m u l t a n e o u s A c t i o n s : C e r t a i n actions should logically take
player and describing t h e m o l d c o v e r i n g t h e far w a l l or t h e d i s t a n t
place a t t h e same t i m e , a n d r e s o l v i n g t h e m o u t o f o r d e r w i t h the
r u s h o f a n u n d e r g r o u n d s t r e a m a r e best s a v e d f o r l a t e r . I f t h e
n o r m a l t u r n sequence so t h a t o t h e r players d o n o t let t h e results
players later w a n t t h e i r c h a r a c t e r s t o pause f o r a r o u n d i n t h e
of someone higher i n the initiative order unduly influence their
e n s u i n g c o m b a t t o inspect t h e r o o m s u f f i c i e n t l y t o get a n idea o f
a c t i o n s is r e a s o n a b l e . F o r e x a m p l e , a P C m i g h t i n t e r a c t w i t h a
its d i m e n s i o n s a n d v i s i b l e e x i t s , f i n e . U n t i l t h e n , a q u i c k d e s c r i p -
m i r a g e o v e r t h e c o u r s e o f a r o u n d a n d d i s c o v e r i t is n o t r e a l , b u t
t i o n s u c h as " I t ' s a l a r g e n a t u r a l c a v e r n f i l l e d w i t h a t o a d s t o o l
h a v i n g t h e o t h e r P C s r e s o l v e t h e i r a c t i o n s a t t h e s a m e t i m e is f a i r ,
f u n g a l f o r e s t . T h i r t y f e e t a h e a d , y o u r a t t e n t i o n is d r a w n t o f o u r
w h i c h m e a n s t h e y w o u l d n o t a c t as t h o u g h t h e y k n e w t h e m i r a g e
g o b l i n s w h o are e y e i n g y o u a n d r e a d y i n g j a v e l i n s " w i l l p r o b a b l y
was i n f a c t a n i l l u s i o n . Y o u c a n d e a l w i t h t h i s s i t u a t i o n i n t w o
suffice t o start t h e a c t i o n .
w a y s : f i r s t , y o u m a y r e s o l v e t h e P C ' s a c t i o n o u t o f s e q u e n c e , so t h a t
P a r t o f t h e e n c o u n t e r ' s suspense w i l l d e r i v e f r o m w h a t t h e n e i t h e r h e n o r t h e o t h e r P C s k n o w a b o u t t h e results o f his actions
c h a r a c t e r s d i s c o v e r as t h e b a t t l e e n s u e s . O n e o f t h e g o b l i n s w e a r s u n t i l a l l t h e o t h e r P C s h a v e a c t e d ; h o w e v e r , y o u c o u l d also s i m p l y
a c h a i n s h i r t w h i l e t h e o t h e r s are i n leathers — t h e c o m m a n d e r , get some c o m m i t m e n t f r o m t h e o t h e r players regarding t h e i r
o n e m i g h t assume? A f i f t h g o b l i n e m e r g e s f r o m b e h i n d a t o a d - actions before y o u resolve t h e m a n d t h e n proceed t o resolve a l l
stool, a n d instead o f j a v e l i n s , h e carries a w a n d o f bones. W h e n a a c t i o n s i n o r d e r i n i t i a t i v e . C h o o s e w h i c h e v e r o p t i o n feels m o r e
w a r r i o r character recklessly charges t h e j a v e l i n - t h r o w i n g g o b l i n s , comfortable t o you.
the huge " t o a d s t o o l " b e h i n d t h e goblins suddenly stands u p and
U n u s u a l A c t i o n s : T h e EverQuest: Player's Handbook describes
swats t h e w a r r i o r . P C s w h o rushed i n t o t h e c a v e r n b e g i n t o n o t i c e
m o s t o f t h e a c t i o n s y o u w i l l see d u r i n g t h e c o u r s e o f a t y p i c a l
a strange odor, and Listen checks reveal a hissing sound f r o m some
c o m b a t . I t does n o t — a n d i n d e e d c a n n o t — cover every possible
o f t h e t o a d s t o o l s as t h e y e m i t c l o u d s o f spores.
a c t i o n t h a t m i g h t arise. A s t h e G M , y o u m u s t m a k e q u i c k a n d f a i r
R e w a r d players w h o ask for d e t a i l s . M o s t d e t a i l s c a n b e o b - d e c i s i o n s w h e n u n u s u a l c i r c u m s t a n c e s arise a n d a p p l y r u l e s s u c h
s e r v e d i n m e r e s e c o n d s , e s s e n t i a l l y as f r e e a c t i o n s t h e P C t a k e s t o as a b i l i t y c h e c k s , s k i l l c h e c k s , a n d s a v i n g t h r o w s as a p p r o p r i a t e .
study s o m e t h i n g q u i c k l y . M o r e elaborate details m i g h t require t h e U s e t h e s t a n d a r d c o m b a t a c t i o n s as g u i d e l i n e s , a n d k e e p m a t t e r s
P C t o sacrifice a m o v e a c t i o n or a f u l l - r o u n d a c t i o n t o observe and simple w h e n possible. Usually, an a b i l i t y or skill check w i l l let t h e
m i g h t r e q u i r e S p o t o r L i s t e n c h e c k s . P l a y e r s w i l l i n e v i t a b l y ask f o r

40
Chapter Ttoo: Game System
PC or her opponent do all that is required i n an unusual circum- Critical Hits
stance. For example, a player wants her character to leap off a
C r i t i c a l hits offer some o f the best opportunities for cinematic
balcony to a chandelier and use the chandelier to swing over an
description. Even w h e n such a blow does n o t incapacitate a
opponent below. Y o u m i g h t rule the action a use of the Jump skill
m i g h t y creature outright, the results of a critical h i t should be felt.
to reach the chandelier and t h e n the T u m b l e skill to swing over
A dragon, for example, m i g h t be enraged by a successful critical,
the opponent's head and land safely. Since the player is using
w h i l e an experienced fighter m i g h t back off and reassess his
something unique to the combat scene (the chandelier) to add
opponent i n the wake o f such a m i g h t y blow. N e v e r let a critical
flair to the a c t i o n , "rewarding" such dramatics by assigning
h i t amount to just a b i t more damage; i t should matter, even if the
reasonably achievable DCs to the checks would be a good idea.
mechanics o f the game tell you the opponent has a lot of fight left
N o n - C o m b a t A c t i o n s U s i n g C o m b a t R u l e s : For the most in h i m .
part, combat actions should only be used d u r i n g actual combat. I n
Some creatures are i m m u n e to c r i t i c a l hits, and you should be
some situations, however, using a specific a c t i o n i n non-combat
sure to play this up d u r i n g the game. I f a zombie is struck i n what
circumstances m i g h t prove appropriate. Plenty of spellcasting, for
ought to be a v i t a l area and does n o t even flinch, the m o m e n t
example, is perfectly useful outside o f combat and should be
provides for ideal cinematic possibilities: " H a l w a i n smashes the
adjudicated accordingly. A t t a c k s and special actions such as
rotten skull clean off the zombie's shoulders, but its headless body
charges, b u l l rushes, and the like are actions specific to combat,
keeps attacking."
however, and should be used only d u r i n g those circumstances.
O f course, every rule has its exceptions. For example, If one PC
detects a trap that another PC is about t o activate, he m i g h t
damage
attempt to push his ally away from the trap. I n this case, you should Several types o f damage are possible i n the game. Beyond
have the players roll i n i t i a t i v e normally. I f the player w h o de- n o r m a l h i t p o i n t damage, there is subdual damage, ability damage,
tected the trap wins, he m i g h t have his PC i n i t i a t e a b u l l rush and negative level damage. Remembering to use all these types o f
against his ally, pushing her away from the trap; i f he loses damage w i l l add variety to your game and m a i n t a i n a higher level
i n i t i a t i v e , however, his ally w i l l activate the trap before he can of excitement for the players. Ironically, even subdual damage
stop her. O f course, a shouted w a r n i n g or even just grabbing the often causes players more distress t h a n n o r m a l damage. A group
target might have the same effect, but i f the player is set o n of trolls ambushing the characters but i n f l i c t i n g subdual damage
tackling his ally, the use o f combat actions is appropriate. m i g h t scare the players more t h a n i f the trolls dealt lethal damage.
Readied A c t i o n s : W h e n players choose to use t h e ready a c t i o n , Players hate to see their characters captured, and w h e n serious
you should require t h e m to be as specific as possible about the enemies begin dealing subdual damage, the players' imaginations
events that w i l l trigger their a c t i o n . Readying a spell, for instance, w i l l conjure up fates worse t h a n death.
requires that the exact spell be named and that the circumstances Subdual damage also proves useful anytime you deem injuries
d i c t a t i n g w h e n it w i l l be cast are described. T h e target o f the spell to be superficial and generally n o t w o r t h t a x i n g the PCs' reserves
should also be identified, even i f i t does n o t refer to a specific foe for u p c o m i n g story events. A bar r o o m brawl, falling off a horse,
(the first opponent to begin casting a spell, for instance). and fording an icy stream are just some cases i n w h i c h subdual
If the player chooses n o t to take his a c t i o n w h e n the specified damage provides some extra story impact but does n o t let a m i n o r
circumstances occur, you have t w o options. First, you can rule encounter impair the PCs from c o n t i n u i n g the main adventure.
that the PC forfeits her a c t i o n and must wait u n t i l the next t u r n B o t h ability damage (such as from some monster attacks,
before she can act again. A l t e r n a t e l y , you may have the character poison, or disease) and negative level damage (from undead or
make a W i s d o m check ( D C 15) to keep the a c t i o n readied, outsiders) are insidious forms of damage that attack PCs i n ways
waiting for the next time the specified circumstance occurs. that are more debilitating t h a n n o r m a l h i t p o i n t damage, and
Either o p t i o n is equally valid, and w h i c h one you choose is players w i l l thus fear such attack forms and the creatures that can
ultimately your call. cause t h e m .
Remember that the ready a c t i o n applies o n l y i n combat; i t is Be sure to describe all types of damage differently. Subdual
not for use i n non-combat situations. A player m i g h t state that his damage is done w i t h the flats o f swords. W i s d o m ability damage
character is w a t c h i n g a door and is i n t e n t o n shooting a n y t h i n g w i l l cause a character to feel her m i n d get d u l l as t h o u g h she
that comes t h r o u g h , but the character w i l l likely receive only a suddenly awoke from a deep sleep and cannot yet t h i n k clearly.
single action i n a surprise r o u n d w h e n combat begins, as the Energy d r a i n damage goes right to a PC's spirit and life force.
opponent w i l l be caught flat-footed. T h e ready a c t i o n is n o t a way
for players to gain complete surprise over an opponent. Using Miniatures in Combat
M a n y players enjoy using miniatures to represent distance and
Attack Rolls scale i n the game, and they can be a potent t o o l for use i n
T h e attack roll is the most c o m m o n r o l l made d u r i n g the course adjudicating game play. M i n i a t u r e s help players and G M alike
of a game. Its very c o m m o n a l i t y , however, leaves i t vulnerable to avoid confusion i n play, and they also give the players visual tools
becoming b o r i n g i n short order, and as the G M you must prevent that b r i n g the game to life.
this from happening. Describe the nature of the attacks launched
against the PCs by their opponents, and encourage your players to Movement
do the same so that the game never risks becoming b o r i n g by W i t h warriors and other fighting classes jockeying for position,
repetition. G i v e the players visual descriptions that w i l l draw mages weaving to and fro to find just the right opportunity to cast
t h e m i n t o the game and keep the gameplay interesting, ensuring a spell, and rogues l o o k i n g to sneak attack opponents, combat can
that i t remains a role-playing game and n o t a simple issue o f get confusing very quickly w i t h o u t a visual aid o f some sort t o
working out mechanics to see w h o wins and w h o loses. clarify matters. Miniatures offer a great way to do this. I n general,
A l s o i m p o r t a n t is a description o f how a PC's actions translate a 30 m m figure is about the size o f a n o r m a l h u m a n , and each
i n t o systematic terms. A strike that does relatively l i t t l e damage square o n a 1 - i n c h grid represents 5 feet of movement. Thus, most
to an opponent should be described as being mostly deflected or characters can move up to 6 squares per round using a normal
absorbed by armor, n o matter how good the attack r o l l might be. move and up to 12 squares per r o u n d using a double move.
Players can more easily suspend their disbelief, as their opponents Remember that n o t w o creatures may occupy the same square,
are not shrugging off strikes that would prove devastating to unless they are T i n y or smaller i n size or i n v o l v e d i n a grapple.
normal opponents - they are simply t u r n i n g those strikes i n t o less T h i s rule applies only i n combat, however; w h e n not i n combat,
effective hits or being shielded by natural or manufactured armor. PCs may move around one another just like n o r m a l people can i n
the real world.
EverQuest RPG:Gaoie Master's Guifce

Larger Creatures o f o r i g i n . W i t h l e n g t h a n d w i d t h i d e n t i f i e d , y o u c a n j u d g e w h o is
a f f e c t e d b y t h e c o n e a n d w h o is n o t a c c o r d i n g l y .
L a r g e r c r e a t u r e s m i g h t t a k e u p m o r e space o n t h e g r i d ; t h e space
t h e y o c c u p y is g i v e n i n t h e i r F a c e / R e a c h e n t r y i n t h e i r s t a t i s t i c s
b l o c k . T h u s , a c r e a t u r e w i t h a Face s t a t i s t i c o f 5 f t . x 10 f t . Movement
takes u p a n area 1 square w i d e a n d 2 squares l o n g ; a
Movement is h a n d l e d in an abstract manner in
c r e a t u r e w i t h a F a c e s t a t i s t i c o f 10 f t . x 4 0 f t .
EverQuest, a n d t h e s i m u l a t i o n can at times seem
o c c u p i e s a n a r e a 2 squares w i d e a n d 8 squares
s o m e w h a t j e r k y . T h i s s i t u a t i o n c a n n o t be avoided
l o n g , f o r a t o t a l o f 16 s q u a r e s . j
i n a turn-based system, but try t o remember that
a l l m o v e m e n t is c o n t i n u o u s , e s p e c i a l l y i n c o m -
Line OF Sight
bat. S i m i l a r l y , r e m e m b e r t h a t creatures can
For t h e purposes o f ranged attacks, d e - take all o f t h e standard m o v e m e n t actions n o
t e r m i n i n g w h e t h e r o r n o t a c r e a t u r e has matter their mode of movement. Hence, an
a c l e a r s h o t a t a n o p p o n e n t is o f t e n aquatic creature can " r u n " even t h o u g h it
important. T o determine line of sight, is s w i m m i n g , a n d a f l y i n g c r e a t u r e may
lay a r u l e r o r a piece o f s t r i n g b e t w e e n 4 p u t o n a s u d d e n b u r s t o f speed in a
t h e t w o creatures. If n o t h i n g blocks ^ similar fashion. Also remember that
the line thus created, the attacker m o v e m e n t t y p e s m a y be c o m b i n e d . A
has l i n e o f s i g h t t o h i s t a r g e t . I f t h e I r a g o n m i g h t r u n f o r p a r t o f its m o v e -
l i n e is b l o c k e d , t h e a t t a c k e r c a n - m e n t a n d t h e n take off and fly for the
n o t attack u n t i l he shifts p o s i t i o n , rest. A n y a m o u n t o f m i x i n g i n t h i s
a n d i f t h e l i n e is p a r t i a l l y b l o c k e d f a s h i o n is a l l o w e d , so l o n g as t h e
(by partial cover, for example proportional movement exhibited
t h e t a r g e t m a y be h i t n o r m a l l y by t h e c r e a t u r e r e m a i n s c o n s t a n t .
b y spells b u t y a i n s cover bo- For e x a m p l e , the dragon m i g h t
nuses f o r n o r m a l r a n g e d a t t a c k s . s p e n d 1/2 o f i t s f l y i n g m o v e m e n t
Creatures that occupy more a n d 1/2 o f i t s n i n n i n g m o v e m e n t ,
t h a n o n e square are consid- o r 3/4 o f i t s f l y i n g movement
e r e d v i s i b l e so l o n g as l i n e o f and 1/4 o f i t s r u n n i n g move-
s i g h t e x i s t s t o at least o n e o f m e n t , b u t i t c o u l d n o t m o v e 3/4
t h e squares t h a t t h e y o c c u p y . o f each type o f m o v e m e n t .

Splash Damage
Burrow
Some attacks do damage
W i t h this type of movement,
e v e n i f t h e y miss t h e i r tar-
the creature can tunnel t h r o u g h
g e t s , so l o n g as t h e y l a n d i n
dirt, but n o t t h r o u g h rock u n -
t h e target's general v i c i n i t y .
less the descriptive text
I f a player misses a target
indicates otherwise. Creatures
with an attack capable of
c a n n o t use t h e r u n a c t i o n w h i l e
d o i n g splash d a m a g e , d e t e r -
burrowing.
mine the direction of the
attack's deviation as de-
scribed o n page 3 8 2 o f t h e
Climb
A c r e a t u r e w i t h a c l i m b speed
EverQuest: Player's Handbook
h a s t h e C l i m b s k i l l at n o c o s t
and center the damage i n the
and gains a + 8 racial bonus t o all
a p p r o p r i a t e square. Targets i n
C l i m b checks. T h e creature must
neighboring squares take
make a C l i m b check to climb
s p l a s h d a m a g e as d e s c r i b e d f o r
any w a l l or slope w i t h a D C of
the attack.
m o r e t h a n 0, but it always can
c h o o s e t o t a k e 10 w h i l e c l i m b i n g ,
Area Spells even if rushed or threatened. T h e
W h i l e t h e area o f effect f o r c r e a t u r e c l i m b s at t h e l i s t e d speed
m o s t s p e l l s is f a i r l y s t r a i g h t f o r - w h i l e c l i m b i n g . I f it chooses an
ward, they must fit o n the grid a c c e l e r a t e d c l i m b , i t m o v e s at d o u b l e
b e f o r e y o u c a n d e t e r m i n e w h o is t h e l i s t e d c l i m b speed ( o r i t s n o r m a l
a f f e c t e d b y t h e m a n d w h o is n o t . a n d speed, w h i c h e v e r is less) and
For spells w i t h a radius c e n t e r e d o n makes a single C l i m b c h e c k at a -5
a specific p o i n t , simply choose an p e n a l t y . C r e a t u r e s c a n n o t use t h e r u n
intersection o f lines o n the grid and action while climbing.
draw a circle o f the appropriate radius
centered o n that point. If the spell
uses a p o r t i o n o f a c i r c l e , d r a w i t i n a
Ply
s i m i l a r f a s h i o n . C o n e effects are t r i c k i e r , T h e c r e a t u r e c a n fly at t h e l i s t e d speed i f

s i n c e t h e y a r e o n l y as w i d e as t h e y are carrying n o more t h a n a m e d i u m load. A l l


long. Thus, handle t h e m by choosing a fly speeds i n c l u d e a p a r e n t h e t i c a l n o t e i n d i -
s q u a r e as a p o i n t o f o r i g i n a n d c o u n t i n g t h e c a t i n g m a n e u v e r a b i l i t y , as f o l l o w s .
l e n g t h o f t h e c o n e , a d d i n g o n e square o f w i d t h Perfect: The creature can perform almost any
f o r e a c h s q u a r e o f l e n g t h . C o n e s cast o n the aerial m a n e u v e r it wishes.
diagonal f o l l o w the same general p r i n c i p l e , t h o u g h G o o d : T h e c r e a t u r e is v e r y a g i l e i n t h e a i r ( s u c h as
t h e y are m u c h h a r d e r t o measure. Y o u m a y f i n d i t a housefly or h u m m i n g b i r d ) , b u t c a n n o t change d i r e c -
easier s i m p l y t o m e a s u r e t h e d i s t a n c e from t h e cone's t i o n as r e a d i l y as t h o s e w i t h p e r f e c t m a n e u v e r a b i l i t y .
p o i n t of o r i g i n w i t h a ruler, and t h e n measure an identical A v e r a g e : T h e c r e a t u r e c a n fly as a d r o i t l y as a s m a l l b i r d .
distance for the cone's w i d t h centered o n the line f r o m the p o i n t

7* f ** ~\
Chapter Tu>o: Game System
Poor: T h e creature flies as well as a very large b i r d . For a short chase, have the participants make opposed Dexter-
Clumsy: T h e creature can barely fly at a l l . ity checks. I f the pursuer wins, i t catches its prey over the course
Creatures can use the r u n a c t i o n w h i l e flying, provided they fly o f a few rounds. I f the pursued creature wins, i t gets away.
i n a straight line. For extended chases, compare C o n s t i t u t i o n checks rather than
Most flying creatures must slow d o w n at least a l i t t l e to make a Dexterity checks. T h e w i n n i n g creature outlasts the loser, either
t u r n , and many are l i m i t e d to fairly wide turns and must m a i n t a i n escaping its pursuer or r u n n i n g d o w n its opponent.
a m i n i m u m forward speed. Each flying creature has a maneuver-
ability rating that defines how i t moves w h e n flying. Condition Summary
T a c t i c a l A e r i a l M o v e m e n t : Flying creatures have a number o f
T h e EverQuest world can be a dangerous place, i n m u c h the
movement options available to t h e m just as w a l k i n g creatures do
same manner as our o w n . T h i s section explains how to handle
and must also contend w i t h maneuverability issues. These options
various sorts o f conditions that can hamper or even k i l l a PC. I f
and limitations are described below.
more t h a n one c o n d i t i o n affects a PC, apply t h e m all; if certain
Minimum Forward Speed: If a flying creature fails to m a i n t a i n its effects cannot combine, apply the most severe effect. M a n y spell
m i n i m u m forward speed, it must land at the end of its movement. effects or special powers i n the game result i n one or more o f these
If it is too h i g h above the ground t o land, it falls straight d o w n , conditions, so you may find yourself frequently referencing this
descending 150 feet i n the first r o u n d o f falling. I f this distance list u n t i l the c o n d i t i o n s become familiar to you.
brings it to the ground, the creature takes falling damage. If the fall
A b i l i t y Damage: T h e character has temporarily lost 1 or more
does n o t bring the creature to the ground, i t must spend its next
ability score points. These points r e t u r n at a rate o f 1 per day.
turn recovering from the stall, succeeding at a Reflex save ( D C
A b i l i t y damage is different from effective ability loss (such as buff
20) to recover. I f i t fails the save, i t falls another 300 feet, t a k i n g
penalties from spells), w h i c h is an effect that goes away w h e n the
falling damage if it hits the ground; otherwise, i t has another
c o n d i t i o n causing it goes away. A character w i t h Strength 0 falls
chance to recover o n its next t u r n .
to the ground and is helpless. A character w i t h Dexterity 0 is
Hover: T h e ability to stay i n one place while airborne. paralyzed. A character w i t h C o n s t i t u t i o n 0 is dead. A character
Fly Backward: T h e ability to fly backward. w i t h Intelligence, W i s d o m , or Charisma 0 is unconscious. See
Reverse: A creature w i t h good maneuverability uses up 5 feet of page 372 of the EverQuest: Player's Handbook for more informa-
its speed to start flying backward. t i o n o n ability damage.
T u m : H o w m u c h the creature can t u r n after covering the stated A b i l i t y Drain: T h e PC has permanently lost 1 or more ability
distance. score points. T h e PC cannot regain these points through natural
T u m in Place: A creature w i t h good or average maneuverability healing or the passage of time. A s w i t h ability damage, a character
can "spend" some of its speed to t u r n i n place. w i t h Strength 0 falls t o the ground and is helpless; a character w i t h
Dexterity 0 is paralyzed; a character w i t h C o n s t i t u t i o n 0 is dead;
Maximum Turn: H o w m u c h the creature can t u r n i n any one
and a character w i t h Intelligence, W i s d o m , or Charisma 0 is
space.
unconscious. See page 372 o f the EverQuest: Player's Handbook
Up Angle: T h e angle at w h i c h the creature can c l i m b .
for more i n f o r m a t i o n o n ability d r a i n .
Up Speed: H o w fast the creature can c l i m b .
Blinded: T h e PC cannot see at a l l , and thus everything has full
Down Angle: T h e angle at w h i c h the creature can descend.
concealment to h i m . H e has a 5 0 % chance to miss i n combat and
Down Speed: A flying creature can fly d o w n at twice its n o r m a l
loses his positive Dexterity bonus to A C ( i f any); enemies that
flying speed.
attack h i m receive a +2 bonus o n attack rolls, just as if all his
Between Down and Up: A n average, poor, or clumsy flier must enemies were invisible. H e moves at h a l f speed and suffers a - 4
fly level for a m i n i m u m distance after descending and before penalty o n most Strength- and Dexterity-based skills. H e cannot
climbing. A n y flier can begin descending after a c l i m b w i t h o u t an make Spot checks or perform any other activity (such as reading)
intervening distance. that requires vision.
Blown A w a y : Depending o n their size, creatures can be b l o w n
Chase Scenes away by winds o f h i g h velocity. Creatures on the ground that are
b l o w n away are knocked d o w n and rolled 1 d4 x 10 feet, sustaining
W h e n one character chases another, compare the t w o speeds.
l d 4 points of subdual damage per 10 feet. Flying creatures b l o w n
If the pursued creature is faster than the pursuer, i t gets away w i t h
away are b l o w n back 2d6 x 10 feet and sustain 2d6 points o f
n o problem. I f it is slower, however, i t cannot possibly get away.
subdual damage due to battering and buffering.
If the speeds o f the t w o creatures are equal, the chase must be
resolved i n another manner. Checked: Prevented from achieving forward m o t i o n by an
applied force, such as w i n d . Checked creatures o n the ground

Table 2-3: FLight Maneuverability


Type Perfect Good Average Poor Clumsy
Minimum F o r w a r d Speed None None Half Half Half
Hover Yes Yes No No No
Fly Backward Yes Yes No No No
Reverse Free - 5 ft. — — —
Turn Any ? 0 7 5 ft. 4 5 7 5 ft. 4 5 7 5 ft. 45710 ft.
T u r n in Place Any + ? 0 7 - 5 ft. + 4 5 7 - 5 ft. No No
Maximum T u r n Any Any ?0° 45° 45°
Up Angle Any Any 60° 45° 45°
Up Speed Full Half Half Half Half
Down Angle Any Any Any 45° 45°
Down Speed Double Double Double Double Double
Between Down and U p 0 0 5 ft. 10 f t . 20 ft.
EverQuestRPG: Game Master's Guifce
merely stop. Checked flying creatures move back a distance Entangled: A n entangled creature suffers a - 2 penalty to attack
indicated i n the description o f the specific effect. rolls and a - 4 penalty to effective Dexterity. I f the bonds are
Con/used: A confused PC's actions are determined by r o l l i n g anchored t o an i m m o b i l e object, the entangled creature cannot
l d l O , rerolled each round: 1, wander away (unless prevented) for move; otherwise, i t can move at half speed, but cannot run or
1 m i n u t e (and do not roll for another random a c t i o n u n t i l 1 charge. A n entangled character w h o attempts to cast a spell must
m i n u t e passes); 2-6, do n o t h i n g for 1 round; 7 - 9 , attack the make a C h a n n e l i n g check ( D C usually 15) or the spell fizzles.
nearest creature for 1 round; 10, act normally for 1 round. A n y Exhausted: Creatures w h o are exhausted move at half normal
confused creature that is attacked automatically attacks its assail- speed and suffer an effective penalty o f - 6 to Strength and
ants o n its next t u r n . Dexterity. A fatigued creature becomes exhausted by d o i n g some-
C o w e r i n g : T h e character is frozen i n fear, losing her Dexterity t h i n g else that would normally cause fatigue. A f t e r 1 hour o f
bonus to A C ( i f any) and unable to take actions. Foes gain a + 2 complete rest, exhausted characters become fatigued.
bonus to attack cowering characters. Fatigued: Creatures w h o are fatigued cannot run or charge and
Dazed: A dazed creature can take n o actions ( b u t defends itself suffer an effective penalty o f - 2 to Strength and Dexterity. A
n o r m a l l y ) . A dazed c o n d i t i o n typically lasts 1 r o u n d . Dazed is a fatigued creature becomes exhausted by d o i n g something else that
more severe stun c o n d i t i o n t h a n interrupted, but less severe t h a n would normally cause fatigue. A f t e r 8 hours of complete rest,
stunned. fatigued characters are n o longer fatigued.
Dazzled: U n a b l e t o see well because of over s t i m u l a t i o n of the Flat'Footed: A creature w h o has not acted d u r i n g a combat is
eyes. A dazzled creature suffers a - 1 penalty o n attack rolls u n t i l flat-footed, n o t yet reacting normally to the situation. A flat-
the effect ends. footed creature loses its Dexterity bonus to A C ( i f any).
Dead: T h e character's soul leaves his body permanently, or Frightened: A creature that is frightened flees as well as it can;
u n t i l he is raised or resurrected. A dead body decays, but magic if unable to flee, the creature may fight. I t suffers a - 2 morale
that allows a dead character to come back to life restores the body penalty o n all attack rolls, checks, and saving throws. A fright-
either to full health or to its c o n d i t i o n at the t i m e o f death ened creature can use special abilities, i n c l u d i n g spells, to flee;
(depending on the spell or device). Either way, resurrected indeed, the creature must use such means i f they are the only way
characters need n o t worry about rigor mortis, decomposition, and to escape. Frightened is similar to shaken, except that the creature
other similar sorts of unpleasantness. A dead character cannot must flee, i f possible. Panicked is a more extreme c o n d i t i o n of fear
regain h i t points. t h a n frightened.
Deafened: A deafened character cannot hear, suffers a —4 Qrappled: Engaged i n wrestling or some other form of hand-to-
penalty to i n i t i a t i v e checks, and has a 2 0 % chance of spell failure h a n d struggle w i t h one or more attackers. A grappled creature
w h e n casting spells w i t h verbal components. H e cannot make cannot move, cast a spell, fire a missile, or undertake any action
Listen skill checks. more complicated t h a n m a k i n g a barehanded attack, attacking
D i s a b l e d : A creature w i t h 0 h i t points or one w h o has negative w i t h a Small weapon, or a t t e m p t i n g to break free from its oppo-
h i t points but has stabilized and t h e n improved is disabled. I t is nent. I n a d d i t i o n , grappled creatures do not threaten any area and
conscious and able t o act, but horribly wounded. I t can take only lose any Dexterity bonuses to A C against opponents they are not
one action (move or attack) each r o u n d , and i f i t performs any grappling.
strenuous action, it suffers 1 p o i n t of damage after the c o m p l e t i n g Held: H e l d creatures are subject to enchantments that make
the act. Strenuous actions include r u n n i n g , attacking, casting a t h e m unable to move. T h e y are helpless. T h e y can perform n o
spell, or using any ability that requires physical e x e r t i o n or m e n t a l physical actions, t h o u g h they c o n t i n u e to breathe and can take
concentration. Unless the strenuous action increased the creature's purely mental actions.
hit points, i t is n o w dying. Helpless: Bound, held, sleeping, paralyzed, or unconscious
A disabled character w i t h negative h i t points recovers h i t creatures are helpless. Enemies can make advantageous attacks
points naturally i f i t receives help. Otherwise, each day i t has a against helpless creatures or even deliver a usually lethal coup de
10% chance to start recovering h i t points naturally (starting w i t h grace attack (see "Coup de Grace" on page 382 o f the EverQuest:
that day); otherwise, i t loses 1 h i t p o i n t . O n c e an unaided creature Player's Handbook).
starts recovering h i t points naturally, it is n o longer i n danger o f A melee attack against a helpless character receives a +4 bonus
losing h i t points (even i f its current h i t points are negative). (equivalent to attacking a prone target); a ranged attack receives
Dying: A d y i n g character has negative h i t points; she is n o special bonus. A helpless defender cannot use any Dexterity
unconscious and near death. A t the end o f each r o u n d (starting bonus to A C . I n fact, the defender's Dexterity score is treated as
w i t h the round i n w h i c h the character dropped below 0 h i t if i t was 0 and as i f the Dexterity modifier to A C was - 5 (and a
points), her player rolls d % to see whether she stabilizes. T h e rogue can backstab the defender).
character has a 10% chance to become stable. I f she does n o t Incapacitated: Creatures w h o are incapacitated are treated as
stabilize, she loses 1 h i t p o i n t . helpless.
Energy Drain: T h e character gains one or more negative Incorporeal: Incorporeal creatures can only be harmed by
levels. I f the subject has at least as many negative levels as H i t other incorporeal creatures; by + 1 or better weapons; or by spells,
Dice, it dies. Each negative level gives a creature a - 1 competence spell-like effects, or supernatural effects. T h e y are i m m u n e to all
penalty o n attack rolls, saving throws, skill checks, and ability nonmagical attack forms. T h e y are n o t burned by normal fires,
checks and bestows a - 5 h i t p o i n t penalty. Spellcasters have their affected by natural cold, or harmed by mundane acids.
effective casting level reduced by one, w h i c h may cause t h e i r Even w h e n struck by magic or magic weapons, an incorporeal
highest level spells or songs t o become unusable and w i l l lower creature has a 5 0 % chance t o ignore any damage from a corporeal
their m a x i m u m mana pool. A creature's effective level for access source — except for a force effect (spells w i t h the [force] descrip-
to feats and its access to and power of class abilities is likewise tor, for example). Incorporeal creatures move i n any direction,
reduced by one. Negative levels stack and remain for 24 hours or i n c l u d i n g up or d o w n , at w i l l ; they do n o t need to walk on the
u n t i l removed w i t h a spell. A f t e r 24 hours, the afflicted creature ground. Incorporeal creatures can pass t h r o u g h solid objects at
must attempt a Fortitude save; the D C is 10 + h a l f the attacker's w i l l , although they cannot see w h e n their eyes are w i t h i n solid
H i t Dice + the attacker's Charisma modifier. If the save succeeds, matter. Incorporeal creatures are inaudible unless they decide to
the negative level dissipates. I f not, the negative level is removed, make noise.
but the creature's level is permanently reduced by 1. T h e afflicted
T h e physical attacks o f incorporeal creatures ignore material
creature makes a separate saving t h r o w for each negative level i t
armor, even magic armor, unless it is made of force or has the ghost
is has gained. See page 371 of the EverQuest: Player'sHandbookfor
touch ability. Incorporeal creatures pass t h r o u g h and operate i n
more information.
water as easily as they d o i n air. Incorporeal creatures cannot fall
or suffer falling damage. Corporeal creatures cannot trip or grapple
Chapter Two: Game System
incorporeal creatures. Incorporeal creatures have n o weight and Shaken: A shaken creature suffers a - 2 morale penalty o n
do n o t set off traps that are triggered by weight. Incorporeal attack rolls, checks, and saving throws. Shaken is a less severe fear
creatures do n o t leave footprints, have n o scent, and make n o c o n d i t i o n t h a n frightened or panicked.
noise unless they manifest, and even t h e n they only make noise Stable: A creature that was dying but w h i c h has stabilized and
intentionally. still has negative h i t points is stable. T h e creature is n o longer
I n t e r r u p t e d : A creature that is interrupted loses one action dying, but remains unconscious. I f the creature has become stable
(either an attack or move a c t i o n , creature's choice) o n its next because o f aid from another creature, t h e n i t n o longer loses h i t
turn. Spellcasters w h o are interrupted cannot cast any spells o n points. I t has a 10% chance each h o u r to become conscious and
their next t u r n , and if they were i n the m i d d l e o f casting a spell — be disabled (even t h o u g h its h i t points are still negative).
such as a spell w i t h a casting t i m e of "1 full r o u n d " — w h e n they If the creature stabilized o n its o w n and w i t h o u t help, i t is still
were interrupted, t h e n that spell automatically fails as if the caster at risk o f losing h i t points. Each hour, i t has a 10% chance to
had failed a C h a n n e l i n g check. Interrupted is a milder form of the become conscious and be disabled. Otherwise, i t loses 1 h i t p o i n t .
dazed or stunned conditions.
Staggered: A creature whose subdual damage exactly equals its
I n v i s i b l e : Visually undetectable. Invisible creatures gain a + 2 current h i t points is staggered. I t is so badly weakened or roughed
bonus to attack rolls and negate D e x t e r i t y bonuses to their up that i t can take only a single a c t i o n ( m o v e or attack) each
opponents' A C . Opponents attacking an invisible creature must round.
have an idea o f the creature's l o c a t i o n to have any chance to h i t , Stunned: T h e creature loses its Dexterity bonus to A C ( i f any)
and even i f they k n o w the approximate l o c a t i o n , they t h e n have and can take n o actions. Foes receive a +2 bonus to h i t stunned
a 50% miss chance as t h o u g h the invisible creature has t o t a l cover creatures. Stunned is a more severe form of interrupted or dazed.
(see page 368 o f the EverQuest: Player's Handbook).
Turned: Affected by a t u r n attempt (see page 384 o f the
Knocked D o u m : Depending o n their size, creatures can be EverQuest: Player's Handbook). T u r n e d creatures flee for 10 rounds
knocked d o w n by winds o f h i g h velocity. Creatures o n the ground (1 m i n u t e ) by the best and fastest means available to t h e m . I f they
are knocked prone by the force o f the w i n d . Flying creatures are cannot flee, they cower.
instead blown back l d 6 x 10 feet.
Unconscious: K n o c k e d out and helpless.
Mesmerized: A mesmerized creature can take n o actions and
loses its Dexterity bonus to A C ( i f any). Foes gain a +2 c i r c u m -
stance bonus to attack rolls against mesmerized creatures. T h e The Environment
mesmerization effect ends immediately w h e n the mesmerized Norrath's e n v i r o n m e n t can be quite inhospitable at times, and
creature takes at least 1 h i t p o i n t o f damage ( n o r m a l or subdual). this section describes some o f the hazards the players m i g h t face
A foe i n the midst of a full attack action m a k i n g iterative attacks i n the w o r l d around t h e m . U s i n g natural obstacles and dangers i n
does n o t gain the + 2 circumstance bonus to attack, and the place o f creatures or traps adds variety to adventures; using t h e m
mesmerized creature gets its Dexterity bonus to A C ( i f any) o n i n c o m b i n a t i o n w i t h creatures or traps makes for truly extraordi-
remaining iterative attacks once i t is damaged and the mesmeriza- nary encounters. B a t t l i n g frost giant rangers o n a slippery,
t i o n ends. Creatures that are n o longer mesmerized may act o n the ice-covered bridge spanning a y a w n i n g chasm w h i l e gale force
next i n i t i a t i v e count ( w h i c h becomes their new i n i t i a t i v e ) as long winds buffet the combatants creates a more e x h i l a r a t i n g encoun-
as they have been mesmerized at least 1 full round. Otherwise, a ter t h a n facing the giants i n calm weather o n regular terrain.
creature that is n o longer mesmerized resumes acting o n its
original i n i t i a t i v e count i n the next melee r o u n d .
Nauseated: Experiencing stomach distress. Nauseated crea-
Water
tures cannot attack, cast spells, concentrate o n spells, or do A n y character can wade i n relatively calm water that is n o over
a n y t h i n g else requiring a t t e n t i o n . T h e only action such a creature his head; n o Strength or S w i m check is required.
can take is a single move action per r o u n d . S w i m m i n g i n calm water requires skill checks w i t h a D C o f only
~Normal: T h e creature is unharmed (except possibly for lost h i t 10. T r a i n e d swimmers can simply take 10.
points) and unafflicted. I t acts n o r m a l l y . Fast-moving water is m u c h more dangerous. O n a successful
Panicked: A panicked creature suffers a - 2 morale penalty o n S w i m or Strength check ( D C 15), i t deals l d 3 points of subdual
saving throws and must flee. A panicked creature has a 50% damage per r o u n d ( l d 6 points o f n o r m a l damage i f flowing over
chance to drop what i t is h o l d i n g , chooses its path randomly (as rocks and cascades). O n a failed check, the character must make
long as i t is getting away from immediate danger), and flees any another check that round to avoid going under; i f the character
other dangers that confront i t . I f cornered, a panicked creature goes under, she is d r o w n i n g .
cowers, t h o u g h it may use a special ability or spell to escape. Very deep water is n o t only generally p i t c h black, posing a
Panicked is a more extreme state of fear t h a n shaken or frightened. navigational hazard, but i t also deals l d 6 points o f water pressure
Paralyzed: A paralyzed creature stands rigid and helpless, damage per m i n u t e for every 100 feet the character is below the
unable to move or act physically. I t has effective Strength and surface. A successful Fortitude saving t h r o w ( D C 15, +1 for each
Dexterity scores of 0 but may take purely m e n t a l actions. previous check) means the diver takes n o damage i n that minute.
M o s t magic that allows creatures to survive underwater — such as
Petrified: A petrified creature is n o t dead as l o n g as a majority
enduringbreath—also equalizes pressure and negates such pressure
o f its body remains intact. I t cannot move or take actions o f any
damage.
k i n d , n o t even purely m e n t a l ones; its Strength and Dexterity
scores are effectively (but n o t actually) 0. I t is unaware of what V e r y cold water deals l d 6 points o f subdual cold damage from
occurs around i t , since all o f its senses have ceased operating. I f a h y p o t h e r m i a per m i n u t e of exposure unless the swimmer makes a
petrified creature cracks or breaks but the b r o k e n pieces are j o i n e d Fortitude saving t h r o w ( D C 15, +1 for each previous check).
w i t h i t as i t returns to flesh, i t is unharmed. I f the creature's
petrified body is incomplete w h e n i t returns to flesh, the body is browning
likewise incomplete. A n y character can h o l d her breath for a number of rounds equal
P i n n e d : H e l d i m m o b i l e (but n o t helpless) i n a grapple. to twice her C o n s t i t u t i o n score. A f t e r this period o f time, the
Prone: T h e creature is on the ground. I t suffers a —4 penalty o n character must make a C o n s t i t u t i o n check ( D C 10) every round
i n order to continue h o l d i n g her breath. Each round, the D C
melee attack rolls and cannot use ranged weapons. Opponents
increases by 1.
receive a +4 bonus to melee attack against the prone creature, but
- 4 penalties o n ranged attacks. Standing up from prone is a move W h e n the character finally fails her C o n s t i t u t i o n check, she
action. begins to d r o w n . I n the first round, she falls unconscious (0 h p ) . I n
the f o l l o w i n g round, she drops to - 1 h i t points and is dying. I n the
t h i r d r o u n d , she dies.
EverQuest RPG: Game Master's Guioe
ML
I t is p o s s i b l e t o d r o w n i n s u b s t a n c e s o t h e r t h a n w a t e r , s u c h as A b y s m a l h e a t ( a i r t e m p e r a t u r e o v e r 140° F, f i r e , b o i l i n g w a t e r ,
sand, q u i c k s a n d , f i n e dust, a n d silos f u l l o f g r a i n . lava) deals n o r m a l f i r e damage. B r e a t h i n g air i n these t e m p e r a -
tures deals l d 6 p o i n t s o f heat d a m a g e p e r m i n u t e ( n o save). I n

Starvation ant> Thirst a d d i t i o n , a c h a r a c t e r m u s t m a k e a F o r t i t u d e save e v e r y 5 m i n u t e s


(DC 15, + 1 per previous c h e c k ) or sustain l d 4 p o i n t s o f subdual
I n n o r m a l c l i m a t e s , M e d i u m - s i z e c h a r a c t e r s n e e d a t least a damage; those w e a r i n g h e a v y c l o t h i n g o r a n y sort o f a r m o r suffer
gallon o f fluids a n d about a p o u n d o f decent f o o d t o avoid a —4 p e n a l t y t o t h e i r s a v i n g t h r o w s .
s t a r v a t i o n . S m a l l c h a r a c t e r s n e e d h a l f as m u c h ; L a r g e c h a r a c t e r s
B o i l i n g w a t e r deals l d 6 p o i n t s o f s c a l d i n g damage, unless t h e
n e e d t w i c e as m u c h . I n v e r y h o t c l i m a t e s , c h a r a c t e r s n e e d t w o o r
c h a r a c t e r is f u l l y i m m e r s e d , i n w h i c h case i t d e a l s 1 0 d 6 p o i n t s o f
t h r e e t i m e s as m u c h w a t e r t o a v o i d d e h y d r a t i o n .
heat damage per r o u n d o f exposure.
A character c a n go w i t h o u t water f o r 1 day plus a n u m b e r o f
hours equal t o his C o n s t i t u t i o n score. A f t e r t h i s t i m e , t h e charac- Catching on Fire
ter m u s t m a k e a C o n s t i t u t i o n c h e c k e a c h h o u r ( D C 10, + 1 f o r
C h a r a c t e r s a t risk o f c a t c h i n g o n f i r e are a l l o w e d a R e f l e x s a v i n g
each previous c h e c k ) o r sustain l d 6 p o i n t s o f subdual damage.
t h r o w ( D C 15) t o avoid this fate. I f a character's clothes o r hair
A c h a r a c t e r c a n g o w i t h o u t f o o d f o r 3 days, i n g r o w i n g degrees c a t c h fire, h e takes 1 d 6 p o i n t s o f fire damage i m m e d i a t e l y . I n each
of discomfort. A f t e r this t i m e , t h echaracter must make a C o n s t i - subsequent r o u n d , t h e b u r n i n g character must make another
t u t i o n check each day ( D C 10, + 1 f o r each previous c h e c k ) o r Reflex s a v i n g t h r o w . Failure means h e takes a n o t h e r l d 6 p o i n t s o f
s u s t a i n l d 6 p o i n t s of s u b d u a l d a m a g e . f i r e d a m a g e t h a t r o u n d ; success m e a n s t h a t t h e f i r e h a s g o n e o u t
C h a r a c t e r s w h o s u f f e r s u b d u a l d a m a g e f r o m l a c k of f o o d o r ( t h a t is, o n c e h e s u c c e e d s a t h i s s a v i n g t h r o w , t h e c h a r a c t e r is n o
w a t e r a r e fatigued. Subdual damage f r o m thirst o r starvation longer o n fire.)
c a n n o t b e r e c o v e r e d u n t i l t h e c h a r a c t e r gets f o o d o r w a t e r , as
A character o n fire m a y a u t o m a t i c a l l y e x t i n g u i s h t h e flames by
n e e d e d — n o t e v e n m a g i c t h a t restores h i t p o i n t s heals t h i s
j u m p i n g i n t o e n o u g h w a t e r t o d o u s e h i m s e l f . I f n o w a t e r is a t h a n d ,
damage.
r o l l i n g o n t h e g r o u n d o r s m o t h e r i n g t h e fire w i t h cloaks o r the like
p e r m i t s t h e c h a r a c t e r a n o t h e r save at a + 4 b o n u s .
Heat Those unlucky enough t o have their clothes o r equipment
H e a t deals s u b d u a l d a m a g e t h a t c a n n o t b e r e c o v e r e d u n t i l t h e c a t c h fire m u s t m a k e Reflex saving t h r o w s ( D C 15) f o r each i t e m .
c h a r a c t e r c a n c o o l o f f . O n c e r e n d e r e d unconscious through the F l a m m a b l e i t e m s t h a t f a i l s u s t a i n t h e s a m e a m o u n t o f d a m a g e as
a c c u m u l a t i o n o f subdual damage, t h e character begins t o take the character.
n o r m a l damage at t h e same rate.
A character i n very h o t c o n d i t i o n s (above 90° F) must make a Colt)
Fortitude saving t h r o w e a c h h o u r ( D C 15, + 1 f o r each previous
C o l d a n d exposure usually deal subdual damage t o t h e v i c t i m .
c h e c k ) o r sustain l d 4 p o i n t s o f subdual damage; characters wear-
T h i s s u b d u a l d a m a g e c a n n o t b e r e c o v e r e d u n t i l t h e v i c t i m gets
ing heavy c l o t h i n g o r a n n o r o f a n y sort suffer a - 4 p e n a l t y t o t h e i r
o u t o f t h e c o l d a n d w a r m s u p a g a i n . O n c e a c h a r a c t e r is r e n d e r e d
saves. A c h a r a c t e r w i t h t h e W i l d e r n e s s L o r e s k i l l m a y r e c e i v e a
unconscious t h r o u g h t h e a c c u m u l a t i o n o f subdual damage, t h e
b o n u s t o t h i s s a v i n g t h r o w a n d m a y be able t o a p p l y t h i s b o n u s t o
c o l d a n d exposure b e g i n t o deal n o r m a l d a m a g e at t h e same rate.
o t h e r c h a r a c t e r s as w e l l . C h a r a c t e r s r e d u c e d t o u n c o n s c i o u s n e s s
A n u n p r o t e c t e d c h a r a c t e r i n c o l d w e a t h e r ( b e l o w 4 0 ° F) m u s t
begin taking n o r m a l damage ( l d 4 points per h o u r ) .
m a k e a F o r t i t u d e saving t h r o w each h o u r ( D C 15, + 1 perprevious
In extreme heat (above 110° F ) , a c h a r a c t e r m u s t m a k e a c h e c k ) o r sustain l d 6 p o i n t s o f subdual damage. A character w h o
F o r t i t u d e save o n c e every 10 minutes ( D C 1 5 ,+ 1 f o r each has t h e W i l d e r n e s s L o r e s k i l l m a y r e c e i v e a b o n u s t o t h i s s a v i n g
previous c h e c k ) or sustain l d 4 points o f subdual damage; charac- t h r o w a n d m a y b e a b l e t o a p p l y t h i s b o n u s t o o t h e r c h a r a c t e r s as
ters w e a r i n g h e a v y c l o t h i n g o r a r m o r o f a n y sort suffer a - 4 p e n a l t y well.
to their saving throws. A character w i t h t h eWilderness Lore skill
I n c o n d i t i o n s o f extreme c o l d o r exposure (below 0 ° F), a n
may receive a bonus t o this saving t h r o w a n d m a y be able t o apply
u n p r o t e c t e d c h a r a c t e r m u s t m a k e a F o r t i t u d e save o n c e every 10
t h i s b o n u s t o o t h e r c h a r a c t e r s as w e l l . C h a r a c t e r s r e d u c e d t o
minutes ( D C 15, + 1 per previous check), taking l d 6 points o f
unconsciousness begin t a k i n g n o r m a l damage ( l d 4 points per
s u b d u a l d a m a g e o n e a c h f a i l e d save. A c h a r a c t e r w h o h a s t h e
each 10-minute period).
Wilderness Lore skill may receive a bonus t othis saving t h r o w and
A character w h o sustains a n y subdual damage f r o m heat e x p o - m a y b e a b l e t o a p p l y t h i s b o n u s t o o t h e r c h a r a c t e r s as w e l l .
sure s u f f e r s f r o m h e a t s t r o k e a n d is fatigued. T h e s e p e n a l t i e s e n d Characters wearing w i n t e r c l o t h i n g o n l y need check once per
w h e n t h e character recovers t h e subdual damage she t o o k f r o m hour for cold a n d exposure damage.
the heat.

Fire ano Colo Resistance against Environmental EFFects


Fire resistance helps p r o t e c t a c h a r a c t e r f r o m a n y o f t h e h e a t , s c a l d i n g , o r f l a m e d a m a g e caused b y e n v i r o n m e n t a l effects;
s i m i l a r l y , c o l d r e s i s t a n c e o f f e r s p r o t e c t i o n f r o m a n y o f t h e i c y o r c o l d d a m a g e e f f e c t s . W h i l e a c h a r a c t e r is u n d e r t h e p e r s i s t e n t
e f f e c t s o f e x t r e m e h e a t o r c o l d e n v i r o n m e n t s , t h e e n v i r o n m e n t s h o u l d b e t r e a t e d as a s i n g l e a t t a c k ( n o t u n l i k e a f i r e o r c o l d
d a m a g e o v e r t i m e s p e l l ) f o r as l o n g as t h e e n v i r o n m e n t c o n t i n u o u s l y a f f e c t s t h e c h a r a c t e r . W h e n e v e r t h e c h a r a c t e r s u c c e e d s
a t t h e F o r t i t u d e saves ( w i t h e s c a l a t i n g D C s ) t o i g n o r e e n v i r o n m e n t a l d a m a g e f r o m a t i m e i n c r e m e n t ( 1 h o u r , 1 0 m i n u t e s , a n d
so f o r t h ) , h i s r e s i s t a n c e a l s o resets a t t h a t t i m e b e c a u s e h e h a s e s s e n t i a l l y e n d e d t h e p e r s i s t e n c e o f t h e d a m a g e .
E x a m p l e : O n his sixteenth birthday, V a g n e r the barbarian sets out to prove his manhood by swimming across the icy waters near
Halas. The very cold water will deal ld6 points of subdual cold damage per m i n u t e of exposure to V a g n e r unless he makes a Fortitude
saving throw (DC 1 5 , + 1 for each previous check). Vagner makes the first two saves, so he swims for two minutes without damage.
In the third minute, he fails his save and takes 2 points of subdual cold damage. V a g n e r ' s racial bonus of cold resistance (3) allows him
to ignore the damage so far. In the fourth m i n u t e , Vagner fails his save again and takes 4 more [mints of subdual cold damage. He still
has one unused point of cold resistance carried over from the last minute, so he takes only 3 points of subdual damage. In the fifth m i n u t e
of swimming, V a g n e r makes his saving throw again despite the DC now being 19. H a v i n g made his save and being damage free for a
minute resets V a g n e r ' s cold resistance, so he will receive its protection again if he takes more damage in the sixth m i n u t e of swimming.
Chapter TIDO: Game System

Characters exposed to cold conditions below - 4 0 ° F take Sleet: Essentially frozen rain, sleet has the same effect as rain
normal cold damage. Breathing air i n these temperatures deals while falling (except that its chance to extinguish protected
l d 6 points of damage per m i n u t e (no save). I n a d d i t i o n , a flames is 7 5 % ) and the same effect as snow once o n the ground.
character must make a Fortitude save every 5 minutes ( D C 15, + 1 H a i l : H a i l does not reduce visibility, but the sound of falling
per previous check) or sustain l d 4 points of subdual damage. hail makes Listen checks more difficult ( - 4 penalty). Sometimes
A character w h o sustains any subdual damage from cold or ( 5 % chance), h a i l can become large enough to deal 1 p o i n t o f
exposure suffers from frostbite or hypothermia and is fatigued. damage (per storm) to a n y t h i n g i n the open. O n c e o n the ground,
These penalties end w h e n the character recovers the subdual h a i l has the same effect o n movement as snow.
damage suffered from the cold and exposure.
Storms
Weather Hazards T h e combined effects o f p r e c i p i t a t i o n (or dust) and w i n d that
accompany all storms reduce visibility ranges by three quarters,
Weather creates problems for those exposed primarily via
imposing a - 8 penalty to a l l Listen, Search, and Spot checks.
winds and p r e c i p i t a t i o n .
Storms make ranged weapon attacks impossible, except for siege
weapons, w h i c h suffer a - 4 penalty to attack. T h e y automatically
Winos extinguish candles, torches, and similar unprotected flames; they
W i n d s can create a stinging spray of sand or dust, fan a large fire, cause protected flames, such as those o f lanterns, to dance wildly
heel over a small boat, and blow away gases or vapors. I f powerful and have a 5 0 % chance to extinguish these lights. See Table 2 -
enough, they can even k n o c k characters d o w n (see Table 2—4: 4: W i n d Effects for possible consequences t o creatures caught
W i n d Effects), interfere w i t h ranged attacks, or impose penalties outside w i t h o u t shelter d u r i n g such a storm. Storms are divided
on some skill checks. i n t o the following three types:
Light Wind: A gentle breeze, h a v i n g l i t t l e or n o game effect. Dust Storm: These desert storms differ from other storms i n that
Moderate Wind: A steady w i n d , w i t h a 5 0 % chance of e x t i n - they have n o precipitation. Instead, a dust storm blows fine grains
guishing small unprotected flames such as candles. of sand that obscure vision, smother unprotected flames, and can
StrongWind: Gusts that automatically extinguish unprotected even choke protected flames ( 5 0 % chance). Most dust storms are
flames (candles, torches, and the l i k e ) . Such gusts impose a - 2 accompanied by severe winds (see above) and leave behind a
penalty to ranged attacks and to Listen checks. deposit of l d 6 inches o f sand; however, there is a 10% chance of
Severe W i n d : I n a d d i t i o n to automatically extinguishing any a greater dust storm accompanied by a windstorm (see above and
unprotected flames, winds o f this magnitude cause protected Table 2-4: W i n d Effects). These greater dust storms deal 1 d3
flames (such as those of lanterns) to dance w i l d l y and have a 5 0 % points o f subdual damage each round to anyone caught out i n the
chance of extinguishing these lights. Ranged weapon attacks and open w i t h o u t shelter and also pose a c h o k i n g hazard (see T h e
Listen checks suffer a - 4 penalty. D r o w n i n g Rule; a character w i t h a scarf or similar p r o t e c t i o n
across her m o u t h and nose does n o t begin to choke u n t i l after a
Windstorm: Powerful enough to b r i n g d o w n branches i f n o t
number o f rounds equal t o 10 times her C o n s t i t u t i o n score).
whole trees, windstorms automatically extinguish unprotected
Greater dust storms leave 2d3—1 feet of fine sand i n their wake.
flames and have a 75% chance o f b l o w i n g out protected flames.
Ranged weapon attacks are impossible, and even siege weapons Snowstorm: I n a d d i t i o n to the w i n d and precipitation c o m m o n
suffer a -A penalty to attack. Listen checks suffer a - 8 penalty due to other storms, snowstorms leave l d 6 inches o f snow on the
to the h o w l i n g o f the w i n d . ground afterward.
Hurricane'force W i n d : A l l flames are extinguished. Ranged Thunderstorm: I n a d d i t i o n to w i n d and p r e c i p i t a t i o n (usually
attacks are impossible (except w i t h siege weapons, w h i c h suffer a rain, but sometimes also h a i l ) , thunderstorms are accompanied by
- 8 penalty to attack). Listen checks are impossible: all that l i g h t n i n g that can pose a hazard t o characters w i t h o u t proper
characters can hear is the roaring of the w i n d . Hurricane-force shelter (especially those i n metal a r m o r ) . A s a rule o f t h u m b ,
winds often uproot trees. assume one bolt per m i n u t e for a 1 -hour period at the center of the
storm. Each b o l t causes electricity damage equal to I d 10 eight-
Tornado: A l l flames are extinguished. A l l ranged attacks are
sided dice. O n e i n ten thunderstorms is accompanied by a tornado
impossible (even w i t h siege weapons), as are Listen checks.
(see below).
Instead of being b l o w n away (see T a b l e 2 - 4 : W i n d Effects),
characters i n close p r o x i m i t y to a tornado w h o fail t h e i r Fortitude P o w e r f u l S t o r m s : Very h i g h winds and t o r r e n t i a l precipita-
saves are sucked toward the tornado. Those w h o come i n contact t i o n reduce visibility to zero, m a k i n g Spot and Search checks,
w i t h the actual funnel cloud are picked up and w h i r l e d around for Listen checks, and all ranged weapon attacks impossible. U n p r o -
1 d 10 rounds, taking 6d6 points o f damage per r o u n d , before being tected flames are automatically extinguished, and even protected
violently expelled (falling damage may apply). W h i l e a tornado's flames have a 75% chance of being doused. Creatures caught i n
rotation speed can be as great as 300 m p h , the funnel itself moves the area can make a Fortitude saving t h r o w ( D C 20) or face the
forward at an average of 30 m p h . A tornado uproots trees, destroys following effects based o n their size. Powerful storms are divided
buildings, and causes other similar forms of major destruction. i n t o the f o l l o w i n g four types:
Windstorm: W h i l e accompanied by l i t t l e or n o p r e c i p i t a t i o n ,
Precipitation windstorms can cause considerable damage simply through the
Most p r e c i p i t a t i o n occurs i n the form of rain, but i n cold force of their w i n d (see Table 2-4: W i n d Effects).
conditions i t can manifest as snow, sleet, or hail. Precipitation o f Blizzard: T h e c o m b i n a t i o n of h i g h winds (see T a b l e 2-4: W i n d
any k i n d followed by a cold snap i n w h i c h the temperature dips Effects), heavy snow (typically, l d 3 feet), and bitter cold makes
from above freezing to below freezing may turn wet ground to icy blizzards deadly to all w h o are unprepared for t h e m .
ground. Hurricane: I n a d d i t i o n to very h i g h winds (see Table 2 - 4 : W i n d
Rain: Rain reduces visibility ranges by half, resulting i n a - 4 Effects) and heavy rain, hurricanes are accompanied by flash
penalty to Spot and Search checks. I t has the same effect o n floods (see below). M o s t adventuring a c t i v i t y is impossible under
flames, ranged weapon attacks, and Listen checks as severe w i n d such conditions.
(see above). Tornado: O n e i n ten thunderstorms is accompanied by a
Snotv: W h i l e falling, snow has the same effects o n visibility as tornado (see Table 2-4: W i n d Effects).
rain ( - 4 penalty to ranged weapon attacks, Spot checks, and
Search checks). O n c e o n the ground, i t reduces movement by Miscellaneous
half. Snow has the same effect o n flames as moderate w i n d (see Fog: W h e t h e r i n the form o f a l o w - l y i n g cloud or a mist rising
above). from the ground, fog obscures all forms o f sight beyond 5 feet.

4 7
n f ^ fV
EverQuestRPGiGacneMaster'sGuioe
Creatures w i t h i n 5 feet h a v e o n e - h a l f c o n c e a l m e n t (attacks by o r
Lack O F Air/High A l t i t u d e
against t h e m h a v e a 2 0 % miss c h a n c e ) .
Creatures i n c o n d i t i o n s o f l o w o x y g e n , s u c h as o n t o p o f a
F l a s h F l o o d s : R u n o f f f r o m heavy r a i n forces creatures i n i t s
m o u n t a i n , m u s t m a k e a F o r t i t u d e save e a c h h o u r ( D C 1 5 , + 1 p e r
p a t h t o m a k e a F o r t i t u d e save ( D C 15). Large o r smaller creatures
previous c h e c k ) , t a k i n g l d 6 points o fsubdual damage each t i m e
w h o f a i l t h e save a r e s w e p t a w a y b y t h e r u s h i n g w a t e r , s u f f e r i n g
they fail.
l d 6 p o i n t s o f s u b d u a l d a m a g e p e r r o u n d ( l d 3 p o i n t s o n a success-
A creature t h a t sustains a n y subdual damage f r o m lack o f
f u l S w i m c h e c k ) . H u g e creatures w h o f a i l are k n o c k e d d o w n a n d
o x y g e n is a u t o m a t i c a l l y fatigued. T h e s e p e n a l t i e s e n d w h e n t h e
face p o t e n t i a l d r o w n i n g . G a r g a n t u a n a n d C o l o s s a l creatures are
creature recovers t h e subdual damage suffered due t o low oxygen.
checked, b u t t h e y d r o w n o n l y i f t h e w a t e r s rise a b o v e t h e i r h e a d s .
A l t i t u d e Sickness: Long-term oxygen deprivation owing t o
h i g h a l t i t u d e a f f e c t s m e n t a l a n d p h y s i c a l a b i l i t y scores. A f t e r e a c h
Other Dangers 6-hour p e r i o d a creature spends a t a n a l t i t u d e o f o v e r 2 0 , 0 0 0 feet,
Use t h e f o l l o w i n g g u i d e l i n e s t o c o v e r t h e o t h e r sorts o f dangers it m u s t m a k e a F o r t i t u d e save ( D C 15, + 1 per p r e v i o u s c h e c k ) o r
a c h a r a c t e r c a n face. t a k e 1 p o i n t o f t e m p o r a r y d a m a g e t o a l l a b i l i t y scores.

Acib SuFFOcation
C o r r o s i v e acids deals l d 6 p o i n t s o f a c i d d a m a g e p e r r o u n d o f A creature w i t h o u t a i r t o breathe c a n h o l d its breath for 2
e x p o s u r e e x c e p t i n t h e case o f t o t a l i m m e r s i o n ( s u c h as f a l l i n g i n t o rounds per p o i n t o fC o n s t i t u t i o n . A f t e r this period o f time, t h e
a v a t o f a c i d ) , w h i c h deals 1 0 d 6 p o i n t s o f acid d a m a g e p e r r o u n d . creature must make a C o n s t i t u t i o n check ( D C 10) i n order t o
A n a t t a c k w i t h a c i d , s u c h as f r o m a h u r l e d v i a l o r a m o n s t e r ' s c o n t i n u e h o l d i n g i t s b r e a t h . T h e save m u s t b e r e p e a t e d each
s p i t t l e , c o u n t s as a r o u n d o f e x p o s u r e . r o u n d , w i t h t h e D C i n c r e a s i n g b y + 1 f o r e a c h p r e v i o u s success.

T h e fumes f r o m most acids are i n h a l a n t poisons. T h o s e w h o W h e n t h e creature fails o n e o f these C o n s t i t u t i o n checks, i t


c o m e close e n o u g h t o a large b o d y o f acid t o d u n k a creature i n i t b e g i n s t o s u f f o c a t e . I n t h e f i r s t r o u n d , i t f a l l s unconscious (0 hp);
m u s t m a k e a F o r t i t u d e save ( D C 13) o r t a k e 1 p o i n t o f t e m p o r a r y i n the n e x t r o u n d , it drops t o - 1 h i t p o i n t s and isd^ing; i n the t h i r d
C o n s t i t u t i o n d a m a g e ; a s e c o n d save m u s t b e m a d e o n e m i n u t e r o u n d , i t dies.
later t o avoid a n o t h e r l d 4 points o f temporary C o n s t i t u t i o n S l o w S u f f o c a t i o n : A M e d i u m - s i z e c r e a t u r e c a n b r e a t h e easily
damage. f o r 6 h o u r s i n a s e a l e d c h a m b e r m e a s u r i n g 10 f e e t o n a s i d e . A f t e r
Creatures i m m u n e t o acid's caustic properties m i g h t s t i l l d r o w n t h a t t i m e , t h e c r e a t u r e suffers l d 6 p o i n t s o f s u b d u a l d a m a g e e v e r y
i n i t i f t h e y are t o t a l l y i m m e r s e d . 15 m i n u t e s . E a c h a d d i t i o n a l M e d i u m - s i z e c r e a t u r e o r s i g n i f i c a n t
fire source (a t o r c h , f o r e x a m p l e ) p r o p o r t i o n a l l y reduces t h e t i m e
Ice t h a t t h e a i r w i l l last. T h u s , t w o p e o p l e c a n last f o r 3 h o u r s , a f t e r
w h i c h t h e y e a c h s u f f e r l d 6 p o i n t s o f s u b d u a l d a m a g e p e r 15
Creatures w a l k i n g o n icemust make Balance checks ( D C 12)
minutes. I fthey have a t o r c h (equivalent to another Medium-size
to a v o i d slipping a n d falling. O v e r l o n g distances, a creature must
c r e a t u r e i n t e r m s o f t h e air i t uses), t h e air r u n s o u t i n o n l y 2 h o u r s .
make a check each m i n u t e . Creatures i n prolonged contact w i t h
ice m a y r u n t h e risk o f c o l d d a m a g e .

Table 2-4: Winb EFFects


Wind Force Wind Speed Ranged Attacks Creature S i z e " Wind Effect on Creatures Fort Save D C
(Normal/Siege Weapons')
Light 0 - 1 0 mph -/- Any None -
Moderate 11-20 mph -/- Any None -
Strong 2 1 - 3 0 mph -21- T i n y o r smaller Knocked d o w n 10
Severe 3 1 - 5 0 mph -4/- Tiny Blown away 15
Small Knocked d o w n
Medium-size Checked
Large o r larger None
Windstorm 5 1 - 7 4 mph lmpossible/-4 Small o r smaller Blown away 18
Medium-size Knocked d o w n
Large o r Huge Checked
Gargantuan or Colossal None
Hurricane 7 5 - 1 7 4 mph lmpossible/-8 Medium-size or smaller Blown away 20
Large Knocked d o w n
Huge Checked
Gargantuan or Colossal None
Tornado 1 7 5 - 3 0 0 mph Impossible/Impossible Large o r smaller Blown away 30
Huge Knocked down
Garaantuan or Colossal Checked

* The siege weapon category includes ballista and catapult attacks as well as boulders tossed by giants.
** Flying or airborne creatures are t r e a t e d as one size class smaller than t h e i r actual size; thus, an airborne Gargantuan dragon is treated as Huge For the
purposes of w i n d e f f e c t s .
Checked: Creatures cannot move f o r w a r d against the wind's f o r c e . Flying creatures are blown back 1d6 x 5 feet.
Knocked Down: Creatures are knocked prone by the wind's f o r c e . Flying creatures a r e instead blown back 1d6 x 10 feet.
Blown A way: Creatures on the ground are knocked prone and rolled 1d4 x 10 f e e t , sustaining 1d4 points of subdual damage per 10 feet. Flying creatures are
blown back 2 d 6 x 10 feet and sustain 2 d 6 points of subdual damage due t o b a t t e r i n g and b u f f e r i n g .

48
Chapter Ttoo: Game System

S m a l l creatures c o n s u m e h a l f as m u c h a i r as M e d i u m - s i z e
creatures, a n d Large creatures c o n s u m e t w i c e t h e air. A larger NPC Classes
v o l u m e o f a i r , o f c o u r s e , lasts f o r a l o n g e r t i m e . S o , f o r i n s t a n c e , i f W h i l e t h e EverQuest: Player's Handbook describes a n u m b e r o f
t w o h u m a n s a n d a g n o m e are i n a sealed c h a m b e r m e a s u r i n g 2 0 classes s u i t a b l e f o r p l a y e r c h a r a c t e r s ( P C s ) i n t h e w o r l d o f N o r r a t h ,
f e e t b y 2 0 f e e t b y 10 f e e t , a n d t h e y h a v e a t o r c h , t h e a i r w i l l last it does n o t address t h e capabilities o f non-player characters
a l m o s t 7 h o u r s ( 6 hours/3.5 p e o p l e a n d t o r c h e s x 4 10-ft. cubes = ( N P C s ) . S o m e N P C s m i g h t h a v e c h a r a c t e r class l e v e l s j u s t l i k e
6.86 hours). t h e P C s , b u t m o s t a r e n o t n e a r l y so s k i l l e d . T h e G M is t h u s
e n c o u r a g e d t o use t h e N P C classes p r e s e n t e d b e l o w t o f l e s h o u t
Lava and detail the non-player characters p o p u l a t i n g N o r r a t h . N o n e o f
L a v a o r m a g m a deals 2 d 6 p o i n t s o f fire d a m a g e p e r r o u n d o f t h e s e classes a r e as g o o d as t h o s e a v a i l a b l e t o P C s ( t h o u g h t h e
e x p o s u r e , e x c e p t i n t h e case o f t o t a l i m m e r s i o n ( s u c h as w h e n a Aristocrat a n d t h e Expert m i g h t f i t t h e b a c k g r o u n d o f some
character falls i n t o t h e crater o f a n a c t i v e v o l c a n o ) , w h i c h deals characters). Rather, they represent t h e w o r l d b e y o n d and a r o u n d
2 0 d 6 p o i n t s o f f i r e d a m a g e per r o u n d . the PCs, describing t h e people w h o d o n o t make a l i v i n g by

Damage f r o m magma continues for l d 3 rounds after exposure v e n t u r i n g o u t i n t o t h e dangerous places o f t h e w o r l d .

ceases, b u t t h i s a d d i t i o n a l d a m a g e is o n l y h a l f t h a t d e a l t d u r i n g M e c h a n i c a l l y , t h e s e N P C classes b e h a v e j u s t as a l l o t h e r classes


a c t u a l c o n t a c t ( t h a t is, l d 6 o r 1 0 d 6 p o i n t s p e r r o u n d ) . d o . C h a r a c t e r s w i t h N P C classes g a i n 5 t r a i n i n g p o i n t s p e r l e v e l ,
A n i m m u n i t y o r r e s i s t a n c e t o h e a t o r f i r e serves as a n i m m u n i t y gain skills a n d h i t p o i n t s every level, a n d behave i n a l l o t h e r
to lava or m a g m a ; h o w e v e r , a creature i m m u n e t o heat m i g h t still r e s p e c t s j u s t l i k e n o r m a l c h a r a c t e r classes. N P C s m a y m u l t i c l a s s
d r o w n i f c o m p l e t e l y i m m e r s e d i n lava. as P C s c a n , t h o u g h t h i s c h o i c e is r a r e s i n c e N P C s t h a t r e p r e s e n t
Norrath's general p o p u l a t i o n tend n o t t o advance beyond a few
Smoke l e v e l s o f a s i n g l e class.

A creature t h a t breathes heavy smoke must make a Fortitude N P C s g a i n e x p e r i e n c e j u s t as P C s d o , p r o v i d i n g t h e G M a t o o l


s a v i n g t h r o w e a c h r o u n d ( D C 15, + 1 per p r e v i o u s c h e c k ) o r s p e n d w i t h w h i c h she m a y measure t h e r e l a t i v e c o m p e t e n c e a n d a b i l i t y
that r o u n d c h o k i n g and c o u g h i n g . A creature that chokes for t w o of different N P C s . Even though they gain experience, individuals
c o n s e c u t i v e r o u n d s suffers l d 6 p o i n t s o f s u b d u a l d a m a g e . w i t h N P C classes a r e n o t as c a p a b l e as m o s t P C s , w h i c h m e a n s
t h e y a r e less c h a l l e n g i n g as o p p o n e n t s a n d less e f f e c t i v e as P C s .
S m o k e obscures v i s i o n , g i v i n g o n e - h a l f c o n c e a l m e n t (20%
A l s o , N P C classes c a n n o t b e a d v a n c e d b e y o n d 2 0 t h l e v e l .
miss c h a n c e ) t o creatures w i t h i n i t .

Falling Aristocrat
A c r e a t u r e t h a t f a l l s f r o m a h e i g h t o f 10 f e e t o r m o r e suffers l d 6 Aristocrats are wealthy, educated individuals w h o represent
p o i n t s o f d a m a g e f o r e v e r y 10 f e e t f a l l e n , t o a m a x i m u m o f 2 0 d 6 . the r u l i n g elite o f society. T h e y are o f t e n h i g h l y skilled, a n d
If the creature i n t e n t i o n a l l y j u m p s d o w n , i t m a ymake a J u m p because o f t h e s i g n i f i c a n t resources a t t h e i r disposal, t h e y are
c h e c k ( D C 1 5 ) t o r e d u c e t h e t o t a l h e i g h t o f t h e d e s c e n t b y 10 f e e t . usually quite well-equipped. W h i l e aristocrats d o occasionally
T h e Safe F a l l a n d T u m b l e s k i l l s a l s o a f f e c t t h e d i s t a n c e f a l l e n ; see t a k e u p t h e a d v e n t u r i n g l i f e s t y l e , i t is m o r e o f t e n o u t o f b o r e d o m
t h e d e s c r i p t i o n s f o r these skills i n C h a p t e r 4: S k i l l s o f t h e EverQuest: t h a n because t h e y are t a k i n g i t a t a l l seriously.
Player's Handbook.
Because o f t h e i r d u r a b i l i t y a n d impressive array o f skills, a r i s t o -
c r a t s o f f e r s o m e p o t e n t i a l as a P C class. S i n c e i t is a s o c i a l p o s i t i o n
Falling Objects
rather t h a n a profession i n most N o r r a t h societies, h o w e v e r , PCs
J ust as c r e a t u r e s s u f f e r d a m a g e w h e n t h e y f a l l m o r e t h a n 10 f e e t , m u s t be b o r n i n t o t h e aristocracy a n d t h u s may o n l y choose t o b e
t h e y also t a k e d a m a g e w h e n t h e y are h i t b y f a l l i n g o b j e c t s . O b j e c t s aristocrats a t t h e b e g i n n i n g o f t h e i r careers.
t h a t f a l l u p o n c r e a t u r e s d e a l d a m a g e based o n t h e i r w e i g h t a n d t h e
distance they have fallen.
For e a c h 2 0 0 p o u n d s o f a n object's w e i g h t , t h e o b j e c t deals l d 6 Table 2-6: The Aristocrat
p o i n t s o f d a m a g e , p r o v i d e d i t f a l l s a t least 10 f e e t . D i s t a n c e also Base
comes i n t o play, adding a n a d d i t i o n a l l d 6 p o i n t s o f damage for NPC Attack Fort Ref Will
every 10-foot i n c r e m e n t t h e o b j e c t falls b e y o n d t h e first ( t o a
Level Bonus Save Save Save
m a x i m u m o f 20d6 points o f damage).
1st •0 +0 +0 +2
Objects smaller t h a n 2 0 0 p o u n d s also deal damage when
2nd +1 •0 +0 3
d r o p p e d , b u t they must f a l l f a r t h e r t o deal t h e same damage. U s e +

T a b l e 2 - 5 : D a m a g e f r o m F a l l i n g O b j e c t s t o see h o w f a r a n o b j e c t 3rd +2 +1 +1 •3
of a given w e i g h t must d r o p t o deal l d 6 points of damage. 4th •3 +1 +1 +4
5th +3 +1 +1 +4

Table 2-5: Damage From Falling Objects 6th +4 +2 +2 +5

Object Weight Falling Distance Increment 7th +5 +2 +2 •5

2 0 0 - 1 0 1 lb. 20 ft. 8th +6/+1 +2 +2 +6

1 0 0 - 5 1 lb. 30 ft. m +6/+1 +3 +3 +6

5 0 - 3 1 lb. 40 ft. 10th •7/*2 +3 •3 +7

30-11 lb. 50 ft. nth •8/ 3 + +3 +3 +7

1 0 - 6 lb. 6 0 ft. 12th *?/+4 +4 +4 •8

5-1 lb. 7 0 ft. 13th •?/+4 +4 +4 +8

Less than 1 lb.* 8 0 ft. 14th +10/+5 +4 +4 +?


For each additional distance increment an o b j e c t falls, it deals an 15th •11/+6/+1 +5 +5 +?
additional 1d6 points of damage. For example, since a 3 0 - p o u n d metal 16th +12/+7/+2 +5 +5 tlO
sphere must fall 5 0 feet t o deal damage (1d6 points of damage), such 17th +12/+7/+2 +5 •5 +10
a sphere that fell 150 feet would deal 3d6 points of damage. 18th +13/+8/+3 +6 +6 •11
"Objects weighing less than 1 pound that fall at least 8 0 feet deal 1?th +6 +6 +11
+14/+?/+4
1 point of subdual damage t o those they land upon. Additional falling
20th +15/+10/+5 •6 +6 •12
distance increments do not increase this damage.
W _

49
EverQuest RPG: Game Master's Guioe
H i t Die: d8.
C l a s s S k i l l s : T h e a r i s t o c r a t ' s class s k i l l s ( a n d t h e k e y a b i l i t y f o r
Table 2-7: The Commoner
each s k i l l ) are A p p r a i s e (Int), Bluff (Cha), Diplomacy (Cha),
Base
Disguise ( C h a ) , Forgery ( I n t ) , G a t h e r I n f o r m a t i o n ( C h a ) , H a n d l e
A n i m a l (Cha), Intimidate (Cha), Knowledge ( a l l skills t a k e n NPC Attack Fort Ref Will
individually) ( I n t ) , Language ( I n t ) , Listen ( W i s ) , Perform ( C h a ) , Level Bonus Save Save Save
Read Lips ( I n t ) , R i d e ( D e x ) , Sense M o t i v e ( W i s ) , S p o t ( W i s ) , 1st •0 +0 •0 •0
S w i m (Str), and Wilderness Lore (Wis).
2nd +1 •0 •0 +0
W e a p o n a n d A r m o r P r o f i c i e n c y : T h e a r i s t o c r a t is p r o f i c i e n t
3rd +1 +1 •1 •1
i n t h e use o f a l l s i m p l e a n d m a r t i a l w e a p o n s a n d w i t h a l l t y p e s o f
4th +2 +1 •1 •1
a r m o r a n d shields.
5th +2 +1 +1 +1

Commoner 6th •3 •2 +2 +2
7th +3 +2 +2 +2
C o m m o n e r s are t h e p e a s a n t s , f a r m e r s , a n d m e r c h a n t s o f N o r r a t h .
S i m p l e f o l k w i t h n o desire f o r a d v e n t u r i n g , c o m m o n e r s m a k e u p 8th + 4 +2 +2 +2
t h e b u l k o f t h e w o r l d ' s p o p u l a t i o n a n d are t h e p e o p l e m o s t o f t e n ?th •4 +3 +3 +3
e n c o u n t e r e d by adventurers. C o m m o n e r s themselves m a k e poor 10th +5 +3 +3 +3
adventurers, since they lack t h e skills needed t o survive an
11th •5 +3 +3 +3
a d v e n t u r i n g l i f e s t y l e . A s s u c h , t h e y a r e n o t s u i t a b l e as p l a y e r
12th +6/+1 •4 •4 •4
c h a r a c t e r s a n d s h o u l d b e used p r i m a r i l y f o r t h o s e i n d i v i d u a l s w h o
d o n o t q u a l i f y f o r a n y o t h e r c h a r a c t e r class. 13th •6/+1 +4 +4 +4

H i t D i e : d4. 14th *7/+2 +4 +4 +4

C l a s s S k i l l s : T h e c o m m o n e r ' s class s k i l l s ( a n d t h e k e y a b i l i t y 15th *7/+2 +5 •5 •5


for e a c h s k i l l ) are C l i m b ( S t r ) , H a n d l e A n i m a l ( C h a ) , J u m p ( S t r ) , 16th +8/*3 •5 +5 +5
Listen ( W i s ) , Profession ( I n t ) , R i d e ( D e x ) , S p o t ( W i s ) , Swim 17th •0/+3 +5 •5 +5 ,
(Str), Trade Skill ( I n t or W i s ) , and Use Rope (Dex).
18th +P+4 +6 •6 +6
W e a p o n a n d A r m o r P r o f i c i e n c y : T h e c o m m o n e r is p r o f i c i e n t
1?th •?/+4 +6 +6 +6
w i t h o n e s i m p l e w e a p o n . H e is n o t p r o f i c i e n t w i t h a n y o t h e r
w e a p o n s , n o r is h e p r o f i c i e n t w i t h a n y t y p e o f a r m o r o r s h i e l d s . 20th •10/+5 +6 + 6 +6
Chapter Tcoo: Game System

Expert Table 2-9: The Militiaman


Experts are the skilled professionals of N o r r a t h . T h e y are either
craftsfolk or workers w i t h service-oriented skills and typically Base
have little desire to pursue an adventuring lifestyle. Examples of NPC Attack Fort Ref Will
experts include blacksmiths, sailors, hunters, guides, merchants, Level Bonus Save Save Save
sages, and other highly skilled individuals.
1st +1 +2 +0 +0
Experts have some p o t e n t i a l as player characters, but their lack
2nd +2 +3 +0 +0
of significant adventuring skills limits t h e m to non-combat roles
3rd +3 +3 +1 +1
in most cases. T h e i r impressive array of skills, however, makes
t h e m an attractive alternative to other less reputable classes that 4th +4 +4 +1 +1
might n o t f i t a particular character's concept. Experts are rela- 5th +5 +4 +1 +1
tively c o m m o n and can be found i n most major p o p u l a t i o n 6th +6/+1 +5 +2 +2
centers throughout N o r r a t h .
\ 7th +7/+2 +5 +2 +2
H i t D i e : d6
8th + 8/ 3
+ +6 +2 +2
Class S k i l l s : T h e expert can choose any t e n skills to be class
| ?th +?/+4 +6 +3 +3
skills. O n e or t w o o f these skills can be skills exclusive to some
other class. 10th +10/+5 +7 +3 +3

W e a p o n and A r m o r P r o f i c i e n c y : T h e expert is proficient i n 11th +11/+6/+1 +7 +3 +3


the use of all simple weapons and w i t h light armor but n o t shields. 12th +12/+7/+2 +8 +4 +4
13th +13/+8/+3 +8 +4 +4
+14/+?/+4 +4 +4
Table 2-8: The Expert 1 14th
+?
f 15th +15/+10/+5 +? +5 +5
Base
16th +16/+I1/+6/+1 +10 +5 +5
NPC Attack Fort Ref Will
* 17th +17/+12/+7/+2 +10 +5 +5
Level Bonus Save Save Save
18th +I8/+I3/+8/+3 +11 +6 +6
1st +0 +0 +0 +2
1?th +19/+14/+9/+4 +11 +6 +6
2nd +1 +0 +0 +3
20th +20/+15/+10/+5 +12 +6 +6
3rd +2 +1 +1 +3
4th +3 +1 +1 +4

5th +3 +1 +1 +4

6th +4 +2 +2 +5 Spell Research


\ 7th +5 +2 +2 +5 M o s t o f the t i m e , a bard, cleric, wizard, or other spellcaster
8th +6/+1 +2 +2 +6 learns magics that are already complete and finished products.
+3 +3 +6
Such spellcasters copy spells from each other's spellbooks ( i n
?th +6/+1
trade or captured from enemies) or from magical scrolls. Temples,
10th +7/+2 +3 +3 +7
mystic orders, elder sorcerers, and certain esoteric merchants may
11th +8/+3 +3 +3 +7 sell magical knowledge as spell vendors.
12th +?/+4 +4 +4 +8 Some spellcasters f i n d , however, that the spell they want is not
13th +?/+4 +4 +4 +8 available. T h e y cannot locate a vendor w i l l i n g or able to sell it, or
14th +10/+5 +4 +4 +? even an enemy from w h o m they could wrest the secret of the spell.
M a n y enchantments were lost long ago — or suppressed as too
15th +11/+6/+1 +5 +5 +?
dangerous for the w o r l d — and spellcasters k n o w of t h e m only
16th +12/+7/+2 +5 +5 AO through h i n t s and references i n occult tomes. Perhaps n o one ever
17th +12/+7/+2 +5 +5 AO invented the desired spell. I n such cases, enchanters, magicians,
18th +13/+8/+3 +6 +6 A\ necromancers, and wizards can try t o reconstruct or i n v e n t the
spell t h r o u g h a process called spell research. D i v i n e and bardic
mh +14/+W+4 +6 +6 A\
spellcasters can also b r i n g new spells and songs t o N o r r a t h , but
20th +15/+10/+5 +6 +6 A2
they use other methods.

s, Spell research works i n m u c h the same way for all arcane


spellcasters. I n game terms, the spellcaster must gather two or
Militiaman three items c o n t a i n i n g mystic i n f o r m a t i o n and figure out how
T h e m i l i t i a m a n is a strong fighter, but one w h o lacks the they f i t together to form a spell. T h e character succeeds i f the
expertise of the warrior class. M i l i t i a m e n make up the rank and player makes a successful Spellcraft check. I f the check fails, the
file of Norrath's fighting forces and police forces. T h e y are simple character cannot try again u n t i l she raises her Spellcraft rank. I f
in b o t h focus and training; they are, however, competent fighters the character succeeds, however, she has a complete and working
and should not be taken lightly. spell. She can teach the spell to other casters, w h o can learn i t
A m i l i t i a m a n is n o t as capable as the standard PC classes, and normally. Norrath's store o f magic has permanently increased —
characters should n o t take this class if other options are available. unless the character dies before she passes the spell on to a vendor.
M i l i t i a m e n are meant to represent individuals w h o are competent A character may try to reconstruct an obscure or lost spell by
fighters but lack m u c h formal training. Hence, they make excel- seeking a formula for w h i c h research components w i l l be required.
lent antagonists and N P C officials (such as city guards), but are A l t e r n a t i v e l y , a character can try to i n v e n t a spell from scratch.
not suitable for use as PCs. Either approach carries its o w n challenges. See Table 2 - 1 0 :
H i t D i e : d8. Research-Only Spells for a list of spells that characters cannot
normally buy or o b t a i n i n any way except reconstructing t h e m
Class Skills: T h e militiaman's class skills (and the key ability
through spell research. G M s can also define other spells as "lost"
for each skill) are C l i m b (Str), Handle A n i m a l ( C h a ) , I n t i m i d a t e
. . . or at least not for sale. Even i f characters k n o w a spell exists
( C h a ) , Jump ( S t r ) , Ride ( D e x ) , and S w i m ( S t r ) .
somewhere i n completed form, they still might prefer to recon-
Weapon and A r m o r Proficiency: The militiaman is proficient in the
struct i t themselves i f the spell proves too hard to find.
use of all simple and martial weapons and all armor and shields.
EverQuest RPG: Game Master's Guioe

t h e a r c a n e p o w e r o f t h e r u n e c a n b e released f o r f u r t h e r e x p e r i -
Research MateriaLs mentation.
W h a t e v e r a c h a r a c t e r ' s class, t h e m a t e r i a l s f o r s p e l l research I n s o m e cases, m o r e t h a n o n e f o r m o f a r u n e e x i s t s . S o r c e r e r s
f o l l o w a p a t t e r n . A n arcane spellcaster needs a s p e l l b o o k , special d i s t i n g u i s h t h e s e f o r m s b y d e s i g n a t i n g t h e m as t h e a z i a , beza, o r
i n k s , a n d a l a b o r a t o r y . E a c h s p e l l c a s t i n g class a l s o n e e d s s p e c i a l caza f o r m s . S p e l l r e s e a r c h f a i l s i f t h e c h a r a c t e r uses t h e w r o n g f o r m
i t e m s o f o c c u l t l o r e c a l l e d pages, r u n e s , a n d w o r d s . T h e f i n a l of a rune.
factors are t i m e a n d m o n e y : r e s e a r c h i n g a spell takes a t least a
W o r d s m a y i n c l u d e s i m p l e d i a g r a m s , b u t — as t h e i r name
week even under t h e best possible c o n d i t i o n s a n d c a n cost
suggests — m o s t o f t h e i r p o w e r c o m e s f r o m t h e i r c o r r e c t i n c a n t a -
considerable amounts o f gold.
t i o n . S o m e o f t h e w o r d s i n m a g i c i a n i n c a n t a t i o n s are s e c r e t n a m e s
o f gods a n d e l e m e n t a l s . O t h e r w o r d s c o m e f r o m elder languages:
Spellbook many o f t h e most potent words, f o rexample, derive f r o m t h e
A s p e l l c a s t e r o f a n y class n e e d s s o m e s o r t o f s p e l l b o o k i n w h i c h speech o f dragons. N e c r o m a n t i c m a g i c o f t e n takes o r d i n a r y words
t o w r i t e a n e w s p e l l . E a c h class c a l l s i t s s p e l l b o o k s b y a d i f f e r e n t a n d t w i s t s t h e m , reverses t h e m , o r j u m b l e s t h e m i n anagrams o r
name: uses t h e n a m e s o f p o w e r f u l s p i r i t s a n d s e r v i t o r s o f t h e d a r k g o d s ,
• A n e n c h a n t e r uses a T o m e of Endless Enchantments; c r e a t i n g a l a n g u a g e t h a t pleases t h e d a r k p o w e r s a n d t h a t t h e d e a d
• A m a g i c i a n o w n s a n Elemental Grimoire; can hear a n d obey.

• A n e c r o m a n c e r o r s h a d o w k n i g h t calls h i s s p e l l b o o k a Book I n a d d i t i o n t o using t h e correct w o r d for research, a m a g i c i a n


of Dark Bindings; also m u s t p r e p a r e a s c r o l l o f t h e researched spell's n e x t l o w e s t l e v e l
• A w i z a r d uses a Lexicon. spell i n t h e same spell l i n e . F o r i n s t a n c e , a m a g i c i a n w h o w a n t e d
t o r e s e a r c h t h e summon elemental earth s p e l l w o u l d n e e d a s c r o l l o f
• C l e r i c s , d r u i d s , a n d o t h e r d i v i n e spellcasters study prayer
lesser summoning: earth, t o w h i c h t h e m a g i c i a n w o u l d c o m b i n e
books, s o m e t i m e s c a l l e d scriptures, w h i l e bards k e e p t h e i r m a g i c a l
W o r d s o f C o e r c i o n i n order t o f o r m u l a t e a spell p o w e r f u l e n o u g h
music i n songbooks.
t o c o m m a n d m o r e p o t e n t e a r t h e l e m e n t a l s . I f a s p e l l is t h e s t a r t o f
a s p e l l l i n e , s u c h as summon ring of flight, j u s t t h e W o r d s a r e
Inks
n e e d e d . (See t h e sidebar f o r S c r i b e S c r o l l , t h e feat r e q u i r e d t o
T h e c h a r a c t e r a l s o n e e d s t h e r a r e a n d c o s t l y i n k s s h e w o u l d use produce scrolls.)
t o inscribe a n y n e w spell i n h e r b o o k . Here, t o o , each sort o f
W o r d s a r e t y p i c a l l y f o u n d as s c r o l l s o r pages i n a b o o k . Less
a r c a n e spellcaster has its o w n style. M a g i c i a n s a n d wizards c o m -
o f t e n , they take the f o r m o f etched stone or clay tablets, paintings,
p o u n d t h e i r inks f r o m gemstones a n d rare substances associated
inscriptions o n t h e walls o f temples and t o m b s , o rd e c o r a t i o n o n
w i t h e l e m e n t a l f o r c e s s u c h as d r a g o n scales o r g l a c i a l i c e . A n
swords, shields, cauldrons, o r o t h e r objects — a n y t h i n g t h a t c a n
enchanter's i n k receives its p i g m e n t s f r o m m i n d - a l t e r i n g plants
hold writing.
and animals. Necromancers a n d shadow knights brew their inks
f r o m r o t t i n g flesh, b o i l e d bones, m u m m y dust, and dire toxins t o
f i l l t h e m w i t h t h e essence o f d e a t h .

Laboratory Table 2-10: Enchanter Research-Only SpeLLs


A spell researcher r e q u i r e s access t o a w e l l - s t o c k e d occult Enchanter Spell Level Research component
library a n d a laboratory appropriate t o h e r style o f magic. A l l
disempower 5 Tasarm s Grimoire, Page 2 4
a r c a n e r e s e a r c h i n v o l v e s a v a r i e t y o f r i t u a l t o o l s s u c h as w a n d s ,
t a l i s m a n s , k n i v e s , i n c e n s e , a n d t h e rare i n k s a n d p a r c h m e n t used levitate 5 Tasarm's Grimoire, page 2 3

t o scribe spells. T h e l a b f u r t h e r needs a w i d e v a r i e t y o f s y m b o l i c mesmenzation 5 Tasarm s Grimoire, Page 2 6


m a t e r i a l s . T h e s e m a t e r i a l s r a n g e f r o m t h e e v e r y d a y , s u c h as l o a v e s berserker strength 6 Tasarm s Grimoire, Page 3 0
o f b r e a d o r s m a l l b r i c k s o f o r e , t o t h e e x o t i c , s u c h as a v i a k f e a t h e r s
color shift 6 Tasarin's Grimoire, Page 312
o r preserved dragon's b r e a t h .
endure magic 6 Tasarin's Grimoire, Page 3 7 5
E a c h s p e l l c a s t i n g class a l s o uses c e r t a i n s p e c i a l e q u i p m e n t . A
invigor 7 Velishoul's Tome, Pages 16 and 17
necromancer needs a s u p p l y o f corpses, m o r t u a r y t o o l s , a n d
a l c h e m i c a l apparatuses. A n e n c h a n t e r hires brave a n d well-paid strip enchantment 7 Tasarm s Grimoire, Page 3 9 0
people t o stand by a n d report a n y changes to their minds or tepid deeds 7 Velishoul's Tome, Pages 8 and 9
p e r c e p t i o n s . W i z a r d s s c r i b e t h e i r p r a c t i c e r u n e s o n slabs o f g e m - enstill 8 Velishoul's Tome, Pages 7 5 and 7 6
stone o r plates o f precious metals. M a g i c i a n s b u y a n i n c r e d i b l e
feedback 8 Velishoul's Tome, Pages 108 and 10?
array o f e x o t i c substances — t h e lava r o c k o f t h e S k y f i r e Moun-
nullify magic 8 Velishoul's Tome, Pages 6 7 and 6 8
tains o r crystals c h i p p e d f r o m t h e C o b a l t Scar, f o r instance — t o
use i n c o m p o u n d i n g i n k f o r t h e i r s c r o l l s . ultravision 8 Velishoul's Tome, Pages 4 3 and 4 4
insipid weakness 9 Salil's Writ, Page 6 0
Research Components mana sieve 9 Salil's Writ, Page ? 0
D i f f e r e n t s c h o o l s o f m a g i c use d i f f e r e n t i t e m s f o r s p e l l r e s e a r c h radiant visage 9 Salil's Writ, Page 6 4
c o m p o n e n t s . Wizards e m p l o y mysterious runes; magicians, nec-
gravity flux 10 Salil's Writ. Page 174
romancers, and shadow knights collect potent words; enchanters
immobilize 10 Salil's Writ, Page 2 8 2
seek w h o l e pages o f m i n d - t w i s t i n g t e x t .
R u n e s are objects t h a t c o n t a i n arcane forces h e l d i n c h e c k b y mind wipe 10 Salil's Writ, Page 2 8 8

incantations and c o m p l e x symbols engraved u p o n the rune. Some resist magic 10 Salil's Writ, Page 153
s y m b o l s a r e g e o m e t r i c a l , s u c h as c i r c l e s , t r i a n g l e s , p e n t a g r a m s , color skew 11 Nitilim's Grimoire, Pages 115 and 116
a n d less f a m i l i a r s h a p e s ; o t h e r s y m b o l s a r e s t y l i z e d p i c t o g r a m s t h a t
extinguish fatigue 11 Nitilim's Grimoire, Pages 351 and 3 5 2
represent constellations, people, animals, spirits, a n d o t h e r t h i n g s .
pillage enchantment 11 Nitilim s Grimoire, Pages 35 and 3 6
S o m e symbols l o o k l i k e characters f r o m a n t i q u e systems o f w r i t -
ing, o n l y distorted a n d elaborated w i t h dots and twists and parallel shiftless deeds 11 Nitilim's Grimoire, Pages 3 0 0 and 301
or crossing lines. M a n y symbols are w h o l l y obscure a n d represent allure 12 Nitilim's Grimoire, Pages 3 7 8 and 3 7 ?
n o t h i n g b u t themselves. E a c h wizardly r u n e consists o f several paralyzing earth 12 Nitilim's Grimoire, Pages 4 0 0 and 4 0 1
s u c h s y m b o l s t h a t seal f o r c e s i n s i d e t h e r u n e i t s e l f . F o r i n s t a n c e ,
recurring amnesia 12 Nitilim's Grimoire, Pages 4 4 ? and 4 5 0
t h e p o t e n t R u n e o f A P K a b o r consists o f a n o b s i d i a n stone e t c h e d
w i t h a jagged spiral b e t w e e n f o u r letter-glyphs — s i m p l e t o d r a w ,
but dense w i t h h i d d e n meanings that must be deciphered before
Chapter T w o : Game System

F u r t h e r m o r e , these master beguil-


ers o f o l d w e r e n o t o n e s t o m a k e
TabLe 2-11: Magician Research-OnLy SpeLis p l a i n t h e i r secrets. M u c h o f t h e i n -
Magician Spell Level Research component formation contained o n recovered
pages is o b s c u r e d b y t w i s t e d mean-
minor summoning: air 5 elemental: air scroll. W o r d s o f T y r a n n y
ings o r h i d d e n i n the rhythms o f
minor summoning: earth 5 elemental: earth scroll. W o r d s o f T y r a n n y
language t h a t charge t h e words o f
minor summoning: fire 5 elemental: fire scroll. W o r d s of T y r a n n y the tome w i t h occult power. Insight-
minor summoning: water 5 elemental: water scroll. W o r d s o f T y r a n n y ful lore i n a n enchanter's b o o k m i g h t
summon heatstone 5 W o r d s o f the Element take t h e f o r m o f t w o poems filled
w i t h strange images a n d p a r a d o x i c a l
lesser summoning: air 6 minor summoning: air scroll, W o r d s of Dominion
figures o f speech; a n o t h e r spell frag-
lesser summoning: earth 6 minor summoning: earth scroll, W o r d s o f Dominion m e n t m i g h t b e w r i t t e n as a c i r c l e o r
lesser summoning: fire 6 minor summoning: fire scroll. W o r d s o f Dominion trefoil-knot, w i t h n o beginning or
lesser summoning: water 6 minor summoning: water scroll. W o r d s o f Dominion end.

cornucopia 7 summon food scroll. W o r d s of Transcendence


everfount 7 summon drink scroll. W o r d s o f Transcendence
Scribe Scroll [Mystic, Item
summoning: air 7 lesser summoning: air scroll, W o r d s o f Dimension
Creation]
The character c a n create scrolls
summoning: earth 7 lesser summoning: earth scroll. W o r d s o f Dimension
t h a t h o l d copies o f spells o r songs.
summoning: fire 7 lesser summoning: fire scroll. W o r d s of Dimension
Prerequisite: Caster level 1 + .
summoning: water 7 lesser summoning: water scroll, W o r d s o f Dimension B e n e f i t : T h i s feat allows any sort
greater summoning: air 8 summoning: air scroll, W o r d s of Coercion o f spellcaster t o store a spell (or song)
greater summoning: earth 8 summoning: earth scroll. W o r d s of Coercion i n w r i t t e n f o r m so she o r a n o t h e r
s p e l l c a s t e r c a n use i t l a t e r . A t y p i c a l
greater summoning: fire 8 summoning: fire scroll. W o r d s of Coercion
scroll consists o f a v e l l u m o r p a r c h -
greater summoning: water 8 summoning: water scroll. W o r d s of Coercion m e n t page bearing words a n d symbols
summon coldstone 8 summon heatstone scroll. W o r d s o f Sight d r a w n i n various colored inks, m u c h
minor conjuration: air ? greater summoning: air scroll. W o r d s o f Duress like a spellbook page. Scrolls are
stored i n tubes o r n a r r o w boxes o f
minor conjuration: earth 9 greater summoning: earth scroll, W o r d s o f Duress
leather, w o o d , metal, or o t h e r mate-
minor conjuration: fire 9 greater summoning: fire scroll, W o r d s of Duress
rial. N o t h i n g forbids a "scroll" from
minor conjuration: water 9 greater summoning: water scroll, W o r d s o f Duress taking other forms — anything w i t h
nullify magic 9 cancel magic scroll. W o r d s of Detention w r i t i n g is p o s s i b l e ; a c t u a l s c r o l l s a r e

lesser conjuration: air 10 minor conjuration: air scroll, W o r d s o f Convocation the most c o m m o n form, however.

lesser conjuration: earth 10 minor conjuration: earth scroll. W o r d s o f Convocation Crafting a magic scroll requires
lesser conjuration: fire 10 minor conjuration: fire scroll, W o r d s of Convocation the finest materials and tools. Every-
lesser conjuration: water 10 minor conjuration: water scroll. W o r d s o f Convocation thing from the vellum to the penknife
m u s t be m a d e n e w a n d p u r i f i e d w i t h
summon ring of flight 10 W o r d s o f Collection (Azia)
rainwater, salt, incense, a n d exor-
conjuration: air 11 lesser conjuration: air scroll, W o r d s of Incarceration
cism incantations, so t h a t no
conjuration: earth 11 lesser conjuration: earth scroll. W o r d s o f Incarceration u n w a n t e d mystic force can c o n t a m i -
conjuration: fire 11 lesser conjuration: flame scroll. W o r d s of Incarceration nate t h e scroll. The character

conjuration: water 11 lesser conjuration: water scroll, W o r d s o f Incarceration c o m p o u n d s h e r o w n i n k f r o m rare


pigments and magically potent sub-
greater conjuration: air 12 conjuration: air scroll, W o r d s of Bondage
stances. S u c h r e q u i r e m e n t s make
greater conjuration: earth 12 conjuration: earth scroll, W o r d s o f Bondage scribing a scroll expensive. Storing
greater conjuration: fire 12 conjuration: fire scroll, W o r d s o f Bondage magic t h i s way also consumes part o f
greater conjuration: water 12 conjuration: water scroll, W o r d s of Bondage the spellcasters vital force: scribing
a s c r o l l costs t h e c h a r a c t e r experi-
ence p o i n t s (spell level x spell level x
2 ) as w e l l as g o l d p i e c e s ( s p e l l l e v e l x
spell level x 12.5). I f t h e stored spell
L i k e runes, m o r e t h a n o n e f o r m o f some words exists. L i k e
r e q u i r e s a n y m a t e r i a l c o m p o n e n t s o r a n X P c o s t t o cast, t h e n t h e s e
wizards, n e c r o m a n c e r s a n d magicians w i l l d i s t i n g u i s h these f o r m s
e l e m e n t s are a d d e d t o t h e cost o f s c r i b i n g t h e s c r o l l . N o s k i l l c h e c k
b y d e s i g n a t i n g t h e m as t h e azia, beza, o r caza f o r m s . S p e l l r e s e a r c h
is n e e d e d . T h e p r o c e s s t a k e s a n u m b e r o f d a y s e q u a l t o t h e s p e l l
f a i l s i f t h e c h a r a c t e r uses t h e w r o n g f o r m o f a w o r d .
level d i v i d e d b y three. A finished scroll can be b o u g h t or sold for
Pages are used by e n c h a n t e r s . S i n c e t h e i r m a g i c p r e d o m i n a n t l y spell l e v e l x spell l e v e l x 25 g o l d pieces, plus t h e cost o f any
affects t h e m i n d r a t h e r t h a n c o m m a n d i n g e l e m e n t a l p o w e r s o r material c o m p o n e n t s t h a t t h e spell c o n s u m e d .
forces f r o m t h e b e y o n d t h e g r a v e , e n c h a n t e r s m u s t r e s e a r c h t h e i r
i n c a n t a t i o n s b y s t u d y i n g t h e pages o f e n c h a n t m e n t l o r e . U n f o r - E x a m p l e : Stephanie's character Alluveal wants t o create a
tunately, historic enchanters w h o chose to write about the nature s c r o l l f o r t h e 3 r d - l e v e l s p e l l lesser shielding, w h i c h s h e a l r e a d y has
of enchantment magic i n enough detail t o offer insight into i n h e r s p e l l b o o k . T h e s c r o l l w i l l c o s t A l l u v e a l ( 3 x 3 x 2 = ) 18 X P
c r e a t i n g n e w spells are f e w a n d far b e t w e e n . E n c h a n t e r s recognize a n d ( 3 x 3 x 12.5 = ) 112 g p a n d w i l l take h e r 1 d a y t o scribe.
four ancient tomes from w h i c h most n e w e n c h a n t m e n t magic A l l u v e a l c o u l d sell t h e s c r o l l f o r ( 3 x 3 x 25 = ) 2 2 5 gp i f she f o u n d
o r i g i n a t e s w h e n e v e r pages o r f r a g m e n t s o f pages f r o m these t h e r i g h t buyer a n d successfully n e g o t i a t e d a n average price.
a n c i e n t t o m e s are d i s c o v e r e d . E n c h a n t e r s seek pages o r e v e n h a l f - A c h a r a c t e r c a n scribe scrolls o n l y o f spells t h a t s h e h e r s e l f
pages f r o m Tasarin's Grimoire, Velishoul's Tome, Salil's Writ, and k n o w s . A n y c h a r a c t e r o f t h e s a m e class c a n t h e n use t h e s c r o l l .
— r a r e s t a n d m o s t p o t e n t o f a l l — Nitilim's Grimoire. O v e r the C h a r a c t e r s c a n n o t use s c r o l l s o f a n o t h e r class' m a g i c . R e a d i n g a
m i l l e n n i a , scant f e w copies o f these tomes h a v e survived, a n d s c r o l l t o t r i g g e r t h e m a g i c is a f u l l - r o u n d a c t i o n ; t h e w r i t i n g t h e n
those t h a t e x i s t are t o r n a p a r t a n d s c a t t e r e d . S i g n i f i c a n t sections v a n i s h e s f r o m t h e s c r o l l . T h e m a g i c a l w a y s t a k e s e f f e c t as i f i t w e r e
o f these great works r e m a i n lost. cast b y t h e lowest possible spellcaster level. Thus, a lst-level

S3
EverQuest RPG: Game Master'sGuioe

enchanter's scroll spell


always performs as i f cast
Table 2-12: Necromancer Research-Only SpeLLs by a l s t - l e v e l enchanter;
Necromancer Spell Level Research component a 7 t h - l e v e l necromancer
spell takes effect as if cast
banshee aura 5 W o r d of D e r i v a t i o n , W o r d o f Eradication
by a 13th-level necroman-
hungry earth 5 W o r d of Material, W o r d of Spirit
cer, and so o n .
restless bones 5 W o r d of Reviviscence, W o r d of the Sentient (Azia)
Like all magic, the
voice graft 5 W o r d of Possession, W o r d o f the Spoken caster must translate a
animate dead 6 W o r d o f the E x t i n c t , W o r d of Quickening scroll before i t can be used
harmshield 6 W o r d of Refuge, W o r d of A b s o r p t i o n (see " T r a n s l a t i n g Spells
and Songs" o n page 172
identify 6 W o r d o f Enlightenment, W o r d o f A n t h o l o g y
o f the EverQuest: Player's
word of shadow 6 W o r d o f Cazic-Thule, W o r d of Radiance
Handbook). T h i s transla-
breath of the dead 7 W o r d of Cloudburst, W o r d of M i s t b r e a t h , W o r d o f Cazic-Thule t i o n requires a Spellcraft
haunting corpse 7 W o r d of Possession, W o r d of Detachment, W o r d of Allure check w i t h a D C o f 20 +

intensify death 7 W o r d of the Sentient (Beza), W o r d of Recluse, W o r d of A b s o r p t i o n the spell's level (Perform
check for bard songs);
shadow sight 7 W o r d of Discernment, W o r d of Eventide
c o a c h i n g from a charac-
renew bones 8 W o r d of Purification, W o r d o f Incorporeal, W o r d o f Acquisition (Azia) ter who already
summon dead 8 W o r d o f Possession, W o r d of Haunting, W o r d of Rupturing understands the scroll
vampinc curse 8 W o r d o f Possession, W o r d of Dissemination, W o r d of Parasitism guarantees success. O n c e
a character has translated
call of bones 9 W o r d of M o t i o n , W o r d o f Neglect, W o r d of Endurance
and understands the scroll,
invoke fear 9 W o r d of Resolve, W o r d of Quivering, W o r d of Duration
she can use it any time
invoke shadow 9 W o r d of Dark Paths, W o r d o f Haunting, W o r d o f S u f f e r i n g thereafter.
surge of enfeeblement 9 W o r d of A b a t e m e n t , W o r d of Cazic-Thule, W o r d of Efficacy
I f a scroll's reader is o f
malignant dead 10 W o r d of Bidding, W o r d of Suffering, W o r d of Collection (Beza) sufficient level t o cast the
nullify magic 10 W o r d of Descrying, W o r d of Seizure, W o r d of Dissolution stored spell herself, she can
use the scroll w i t h perfect
word of souls 10 W o r d of P r o j e c t i o n , W o r d o f Cazic-Thule, W o r d of the Spectre
safety. I f her level is too
cackling bones 11 W o r d of Obligation, W o r d of Collection (Caza)
low t o cast the spell, using
dead man floating II W o r d of Psyche, W o r d of Burnishing a spell becomes somewhat
bond of death 12 W o r d of Grappling, W o r d of Odus risky. T h e character re-
invoke death 12 W o r d of Requisition, W o r d o f Acquisition (Beza) ceives a caster level check
(d20 + the character's
lich 12 W o r d of the Ethereal, W o r d o f Paralyzing E a r t h , W o r d of Crippling Force
level) against a D C o f 5 +
V the scroll's caster level.
Failing the check means
t h a t the scroll fades and
Table 2-13: Wizarb Research-Only SpeLLs the spell fizzles. A r o l l o f
Wizard Spell Level Research component " 1" o n the check indicates
identify 5 Rune of Fahalem, Rune of Substance the magic is miscast and
pillar of fire 5 Rune o f P r o x i m i t y , Rune o f Nagafen mystic energy lashes back
to deal l d 6 points per spell
project lightning 5 Rune of Periphery, Rune of Fulguration (Azia)
level o f magic damage t o
enstill 6 Rune of Neglect, Rune o f Oppression
the would-be caster ( h a l f
fire spiral of AI'Kabor 6 Rune of Velious, Rune of AI'Kabor damage on a successful
cast force 7 Rune of Presence, Rune of Disassociation F o r t i t u d e save [ D C 15]).

column of lightning 7 Rune of T r a u m a , Rune o f Xegony The Scribe Scroll feat


levitate 7 Rune of Expulsion, Rune o f A t t r a c t i o n may also be used t o create

Rune of Karana, Rune o f Xegony a copy o f an e x i s t i n g spell


lightning storm 7
research component
energy storm 8 Rune of Karana, Rune of Xegony, Rune of Fulguration (Beza)
(runes, words, or pages).
shock spiral of AI'Kabor 8 Rune o f Rallos Zek, Rune of AI'Kabor, Rune of the Helix T h i s process costs h a l f as
tox portal 8 Rune o f the Combine, Rune of Dismemberment, Rune of Regeneration m u c h gold and experience
circle of force 9 Rune of Concussion, Rune of Banding. Rune of Catalyst points as scribing a scroll
of the research
lava storm 9 Rune of Concussion, Rune o f Solusek Ro. Rune of Cyclone
component's effective
nullify magic 9 Rune of Consumption. Rune of Sorcery. Rune o f A r r e s t
spell level a n d takes a
thunder clap 9 Rune of Conception, Rune of Howling. Rune o f C o n t o r t i o n n u m b e r o f days equal t o
common portal 10 Rune o f Embrace, Rune o f the Combine, Rune of Conception the component's effective

force spiral of AI'Kabor 10 Rune o f the Helix, Rune of AI'Kabor. Rune of I n f r a c t i o n spell level divided by
three. A research
immobilize 10 Rune o f P e t r i f i c a t i o n , Rune o f T y r a n n y . Rune o f Paralysis
component's effective
gravity flux II Rune o f Rathe. Rune of A t t r a c t i o n . Rune o f Inverse spell level is the spell level
ice comet 12 Rune of F r o s t , Rune of the A s t r a l o f the lowest level spell
paralyzing earth 12 Rune of Rathe, Rune of Crippling for w h i c h the c o m p o n e n t
is required t o research (see
super nova 12 Rune of Impetus, Rune o f the A s t r a l
Tables 2 - 1 0 t o 2 - 1 3 ) .
wrath of AI'Kabor 12 Rune of Concussion, Rune of AI'Kabor
• • Chapterxcoc
Example: N i c k ' s character C r y p t i x wants to copy the Rune of and says that he knows where to find a copy, but first Saulimus
A I ' K a b o r for a fellow wizard named Seldain. L o o k i n g o n Table 2 - must d o a l i t t l e j o b for h i m . . . .
13: Wizard Research-Only Spells, the first spell that uses the rune
is 6th-level (the fire spiral of AI'Kabor), so the rune component's Obtaining Research Components
effective spell level is 6. T h e resulting rune costs C r y p t i x 225 gp, Characters o b t a i n runes, words, and pages i n a variety o f ways.
36 XP, and t w o days to scribe. H e could sell i t for 450 gp. Just as w i t h complete spells, characters can copy and trade runes,
words, and pages; seize t h e m from other spellcasters; or find t h e m
i n the treasure hoards o f monsters. Magic vendors may o w n a few
TabLe2-14:ScroLLCostsanOVaLues of these spell fragments. Just as spell formulas are often the goals
Spell Scribing Market of quests, so too are spell research components the rewards o f some
quests or specific adventures.
Level Cost Value
1 2 XP + 12 gp 2 5 gp
Translating Research Components
2 8 XP + 5 0 gp 100 gp
O n c e acquired, pages, runes, and words all require translation,
3 18 XP 112 gp 2 2 5 gp similar to complete spells. T h e y may actually be w r i t t e n in archaic
4 32 XP t 2 0 0 gp 4 0 0 gp languages such as Elder Elvish, O l d Erudian, or Elder Dragon, i n
5 5 0 X P + 312 gp 6 2 5 gp w h i c h case the character must be able to read that language or find
a suitable translator. Like spells, however, translation involves
6 7 2 XP + 4 5 0 gp ? 0 0 gp
more t h a n language; i t also involves a t h o r o u g h understanding o f
7 ? 8 XP * 612 gp 1,225 gp the arcane metaphysical principles captured i n the research
8 128 XP + 8 0 0 gp 1,600 gp c o m p o n e n t i t e m . I n game terms, the translation requires a suc-

? 162 XP + 1,012 gp 2 , 0 2 5 gp cessful Spellcraft check at D C 10 + an effective spell level. T h i s


effective spell level is the lowest-level spell that uses the ingredi-
10 2 0 0 XP + 1,250 gp 2 , 5 0 0 gp
ent. For example, the magician's W o r d s o f C o e r c i o n are first used
11 2 4 2 XP + 1,512 gp 3,025 gp
i n the 7th-level summon elemental spells, so these words have an
12 2 8 8 XP + 1,800 gp 3 , 6 0 0 gp effective spell level o f 7. L i k e spell translation, other casters can
13 3 3 8 XP + 2,112 gp 4 , 2 2 5 gp assist i n translating a research component — thus making the
14 3 ? 2 XP + 2 , 4 5 0 g p 4 , ? 0 0 gp Spellcraft check unnecessary — if the caster created the compo-
n e n t w i t h the Scribe Scroll feat or successfully translated the
15 4 5 0 XP + 2,812 gp 5,612 gp
c o m p o n e n t himself.
E x a m p l e : Dan's wizard character Seldain receives the Rune o f
A I ' K a b o r as a gift. I n its original form, the four letter-glyphs that
Preparing For Spell Research surround the Rune o f A I ' K a b o r are the O l d Erudian letters K, B,
O , and R — A l ' K a b o r ' s name. T h e letters are also an acrostic for
Obtaining SpcLl ForcnuLas an O l d Erudian phrase that roughly translates as "Power T w i s t i n g
Destruction C o m p l e t i o n . " A s he studies the rune, Seldain realizes
If a character is lucky, he finds some reference that tells w h i c h
that to channel the rune's power, he must replace these glyphs
runes, words, or pages make up a lost spell. Some spellcasters
w i t h letters from his o w n name, but letters that also stand for
publish the formulas for the research components used for a spell
words w i t h a similar meaning.
they invented as a way to d r u m up interest among other spellcasters
w h o might want to trade. O t h e r formulas come from brief descrip- L o o k i n g o n Table 2-13: Wizard Research-Only Spells, the first
tions i n captured grimoires. Spellcasters trade spell formulas more spell that uses the rune is 6th-level ( t h e fire spiral of AI'Kabor).
readily t h a n spells themselves, because formulas have l i t t l e use Seldain's Spellcraft check therefore has a D C of 16. Dan rolls a
w i t h o u t the actual runes, words, or pages. A l l a character can tell success: Seldain finds suitable words i n O l d Erudian whose first
from a formula ( t h r o u g h a Spellcraft check at D C 5 + spell level) letters are S, L , D , N and masters the rune.
is that, yes, this is a plausible description of a spell.
G M s can decide if any o f the formulas for required research designing Neio Arcane SpeLLs
components shown i n Tables 2 - 1 0 to 2-13 are k n o w n t o a W h a t i f a spellcaster wants to i n v e n t a spell that nobody
character through their arcane studies or i f the character must thought o f before? Enchanters, magicians, necromancers, and
search out the formulas for these spells. Most of the time, a wizards can i n v e n t completely original spells. O t h e r character
character begins w i t h n o idea w h i c h runes, words, or pages he classes can introduce new spells t o N o r r a t h , but n o t through
needs to research a spell. G M s may choose to modify the list of research; they have their o w n methods described later.
required components i n Tables 2-10 to 2-13 for any formulas
T h e first step to i n v e n t i n g a completely new spell is defining
u n k n o w n to the characters, so that players do n o t rely on k n o w l -
what the spell does and t h e n h a v i n g the G M decide whether or
edge of the table formulas. Discovering a formula requires chasing
n o t to allow it i n t o the campaign. A d d i n g an ill-conceived spell
d o w n ancient records or reading the speculations of other
can seriously unbalance a campaign, so you should exercise
spellcasters; vendors and loremasters might provide clues, for a
caution i n approving a character's new spell — or i n adding your
price. Finding a formula, moreover, could require a whole series o f
o w n new spells to the campaign. W h e n i n doubt, err to the side
quests.
o f m a k i n g new spells less powerful, since w o r k i n g w i t h a player
Example: T h e magician Saulimus knows the summon food spell later to adjust the power level up rather t h a n d o w n is easier once
and wants to advance to cornucopia. U n f o r t u n a t e l y , he can find the spell has been i n play for some t i m e and its effectiveness
only one source for the spell: the H e r b Jar i n Qeynos, where determined first-hand.
several powerful people have sworn to k i l l h i m o n sight. Saulimus
decides to research cornucopia instead. Goob ant) Bab SpeLLs
I n exchange for a hefty fee, Saulimus gains access to the T o w e r Before a n y t h i n g else, you or the player should consider whether
of the Gate Callers i n Erudin. A f t e r weeks o f research i n the guild's a spell fits the intended character class. T h i s guideline applies to
library, he finds the diary of a long-dead magician named A l l i a . d i v i n e and bardic spells as well as arcane spells. W i t h a l i t t l e
She believed that a book called the Green Analects t o l d o f the thought, you can i n v e n t an excuse for a magician to heal wounds
necessary words for cornucopia — and the T o w e r archives record like a cleric (he summons a medical spirit?) or for a druid to
that A l l i a eventually learned the spell. T h i s represents the best animate dead bodies (instant-growing, animated mold ?). O f course,
lead Saulimus has, so he starts m a k i n g inquiries w i t h arcane guilds you need n o t d o i t : if you let each class imitate each other's
for the Green Analects. Days later, a cloaked stranger accosts h i m strengths, you m i g h t as well n o t have separate classes at a l l .
EverQuest UPC: Game Master'sGuioe /\Sf
W o r s e , i f y o u l e t j u s t o n e class e m u l a t e t h e s p e c i a l t y o f a n o t h e r t h e n e w s p e l l r e s e m b l e ? I f a s p e l l h a s a s i m i l a r e f f e c t , assign i t t h e
class, y o u t h r o w t h e classes o u t o f b a l a n c e . I f a d r u i d c a n d o s a m e l e v e l . F o r i n s t a n c e , a n acid bolt t h a t d e a l s as m u c h d a m a g e as
anything that anecromancer can — or even asignificant fraction a fire bolt, b u t w i t h a d i f f e r e n t s p e c i a l e f f e c t , s h o u l d r e c e i v e t h e
— t h e n w h y p l a y a n e c r o m a n c e r ? L e t e a c h class k e e p i t s s p e c i a l s a m e l e v e l ( a l t h o u g h o t h e r f a c t o r s s u c h as m a n a c o s t m a y b e
focus. s l i g h t l y h i g h e r o r d a m a g e s l i g h t l y l o w e r as m o r e c r e a t u r e s resist
W a t c h o u t f o r " p l o t - b u s t e r " s p e l l s , t o o . D i v i n a t i o n poses s p e - f i r e t h a n a c i d , m a k i n g a n acid bolt a p o t e n t i a l l y s u p e r i o r s p e l l i f n o t
cial risks. For instance, a m u r d e r mystery story becomes q u i t e s h o r t counterbalanced i n some o t h e r small w a y ) .
a n d d u l l i f A l t o r a t h e b a r d o r A r i a l l a t h e e n c h a n t e r c a n cast a s p e l l I f a s p e l l p r e s e n t s a d v a n t a g e s o v e r a s i m i l a r s p e l l , s u c h as g r e a t e r
a n d reveal t h e m u r d e r e r . A spell t h a t merely locates a m u r d e r range o r lower m a n a cost, i t s h o u l d receive a higher level — a t
weapon, t h o u g h , c o u l d help such a story. F i n d i n g t h e weapon c a n l e a s t o n e l e v e l h i g h e r p e r a d v a n t a g e . A n i l l u s i o n s p e l l t h a t lets a n
raise m o r e q u e s t i o n s t h a n i t a n s w e r s : L o r d S e r r e l a d m i t s t h a t t h e e n c h a n t e r d i s g u i s e a g r o u p , f o r e x a m p l e , w o u l d b e a t least o n e
d a g g e r is h i s , b u t h e c l a i m s i t w a s s t o l e n . I t t u r n e d u p i n L a d y level h i g h e r t h a n a n i l l u s i o n t h a t o n l y disguised t h e e n c h a n t e r
Falmark's closet, b u t she swears i t was p l a n t e d . L e t t h e d e t e c t i v e himself.
work commence! W h e n t h e e x i s t i n g spells p r o v i d e n o close p a r a l l e l , c o m p a r i n g
O t h e r s p e l l s a r e " s e t t i n g - b u s t e r s " i n t h e sense t h a t t h e y c o u l d a n e w s p e l l t o o t h e r s w i t h i n i t s class c a n s t i l l suggest t h e i r r e l a t i v e
force dramatic changes i n t h e very nature o f N o r r a t h . Consider, p o w e r . A t e a c h l e v e l , w h a t is t h e m o s t e f f i c a c i o u s a b j u r a t i o n ?
for instance, a spell t h a t enables a m a g i c i a n t o materialize o n e d i v i n a t i o n ? c o n j u r a t i o n ? I f t h e n e w spell seems m o r e p o w e r f u l i n
p o u n d o f a n y t h i n g . I f that includes gold, wealth n o longer b e - s o m e w a y , i t deserves a h i g h e r l e v e l .
c o m e s r e l e v a n t f o r t h a t c h a r a c t e r b e c a u s e s h e c a n a f f o r d anything. A s p e l l c o u l d a l s o d e a l less d a m a g e , a f f e c t a s m a l l e r t a r g e t a r e a ,
I f t h e s p e l l s p r e a d s , N o r r a t h b e c o m e s a v e r y d i f f e r e n t p l a c e as t a k e m o r e t i m e t o c a s t , o r o t h e r w i s e s e e m less e f f e c t i v e t h a n i t s
magicians b u y up everything. A materialization spell, therefore, n e a r e s t c o m p a r i s o n . I n t h a t case, t h e s p e l l d e s e r v e s a l o w e r l e v e l .
must be q u i t e h i g h level (so t h a t f e w magicians ever learn i t ) o r I f a spell presents some advantages a n d some l i m i t a t i o n s c o m -
limited i n what i tcan produce. p a r e d t o s i m i l a r s p e l l s , t h e l e v e l is p r o b a b l y a b o u t t h e s a m e .
T r a n s p o r t a t i o n magic presents o t h e r setting b u s t i n g dangers. For p o w e r f u l , h i g h - l e v e l spells, y o u m i g h t w a n t t o insist o n
T h e EverQuest Role-Playing Game d e l i b e r a t e l y l i m i t s t h e v a r i o u s m a j o r l i m i t a t i o n s . Expensive m a t e r i a l c o m p o n e n t s m a y seem like
t r a v e l spells t o c o i n c i d e w i t h h i s t o r i c p l a c e s o f p o w e r o n N o r r a t h . a n o b v i o u s c h o i c e , b u t t h e y d o n o t l i m i t a s p e l l ' s use v e r y m u c h :
T h i s r e s t r i c t i o n also l i m i t s characters f r o m t e l e p o r t i n g a n y w h e r e powerful adventurers seldom worry m u c h about buying another
o n N o r r a t h a n y t i m e t h e y c h o o s e . T h e a b i l i t y t o cross a c o n t i n e n t j e w e l o r solid p l a t i n u m t a l i s m a n . Characters, h o w e v e r , exercise
i n a n e y e - b l i n k is n o t as u s e f u l i f y o u c a n n o t r e a c h a n y p l a c e e x c e p t m o r e c a u t i o n a b o u t t o s s i n g a r o u n d a spell t h a t costs e x p e r i e n c e
t h e heart o f T o x x u l i a Forest o r t h e Lost T e m p l e o f C a z i c - T h u l e . p o i n t s t o cast o r t h a t requires a very rare m a t e r i a l c o m p o n e n t t h a t
I n g e n e r a l , c o n s i d e r w h e t h e r a s p e l l is s o u s e f u l t h a t a n y characters c a n n o t buy for any a m o u n t o f money. I fa c o m p o n e n t
character w o u l d want it— whether, indeed, anycharacter w h o is a c t u a l l y d a n g e r o u s t o o b t a i n , s u c h as a d r a g o n ' s h e a r t , e a c h use
lacked t h e spell w o u l d operate at a severe disadvantage i n r e l a t i o n o f t h e spell m i g h t require a quest.
t o a c h a r a c t e r w h o k n e w i t . I f so, t h e s p e l l is a b a d i d e a . Y o u c a n also i n s i s t o n m o r e a r b i t r a r y r e s t r i c t i o n s r e g a r d i n g
A g o o d spell does o n e r e a l l y c o o l t h i n g . A n a t t a c k spell deals w h e n a n d w h e r e a c h a r a c t e r c a n cast t h e spell. F o r i n s t a n c e , a
damage i n some spectacular w a y o r o t h e r w i s e i n c o n v e n i e n c e s a p o w e r f u l n e c r o m a n c y s p e l l m i g h t w o r k o n l y w h e n cast a t m i d -
foe. A defense spell b l o c k s d a m a g e . O t h e r sorts o f spells c a n b u f f n i g h t . A n e c r o m a n c e r ' s e n e m i e s c o u l d easily p r e v e n t h i m f r o m
a character, s u m m o n pets, h e a l , give i n f o r m a t i o n o n various using t h e spell o n a n y particular n i g h t .
t o p i c s , o r p e r f o r m a v a r i e t y o f o t h e r f a i r l y specific tasks. N o spell E x t r a c a s t i n g t i m e is o n e o f t h e easiest r e s t r i c t i o n s t o p l a c e o n
s h o u l d e x c u s e a p l a y e r f r o m t h i n k i n g — n o t i f t h e c h a r a c t e r faces a s p e l l . A spell t h a t requires a f u l l r o u n d o r e v e n m i n u t e s t o cast
a challenge i nline w i t h her abilities. e n t a i l s a g o o d d e a l o f p l a n n i n g t o use i n c o m b a t ; a s p e l l t h a t t a k e s
h o u r s t o cast d e m a n d s p l a n n i n g t o use a t a l l .
Designing the Spell
R e c a s t t i m e is a n o t h e r p o s s i b l e r e s t r i c t i o n , t h o u g h c e r t a i n
T h e p l a y e r ' s n e x t s t e p is t o r e f i n e t h e r o u g h c o n c e p t o f t h e s p e l l . spells a r e d i s e m p o w e r e d m o r e b y recast t i m e s t h a n o t h e r s . A
D e f i n e t h e spell's r a n g e , t a r g e t , s a v i n g t h r o w , c a s t i n g t i m e , d u r a - wizard's e v o c a t i o n w i t h a h i g h recast m a y n o t be v e r y d e b i l i t a t i n g
t i o n o f effect, m a n a cost, a n d o t h e r game statistics. Specify t h e t o t h a t spell's o v e r a l l p o w e r , s i n c e t h e w i z a r d p r o b a b l y has a l t e r -
c o m p o n e n t s necessary t o cast t h e spell. W r i t e d o w n t h e s c h o o l o f n a t e e v o c a t i o n s t h a t c a n also b e p r e p a r e d i n o t h e r spell slots a n d
magic w i t h i n w h i c h t h e spell fits. N o t e a n y spell descriptors — u s e d i n b e t w e e n recasts o f t h e f i r s t s p e l l . A s p e l l t h a t n e u t r a l i z e s
s u c h as f i r e , l i g h t n i n g , p o i s o n , a n d s o f o r t h — t h a t a p p l y . P u t a c i d w o u l d b e s o r e l y d i s e m p o w e r e d b y a l o n g r e c a s t , h o w e v e r , as
n u m b e r s o n t h e damage dealt, t h e defense p r o v i d e d , o r w h a t e v e r a caster m a y n o t o f t e n h a v e prepared a spell w i t h such a specific
o t h e r effects t h e magic m i g h t have. See T a b l e 2-15: M a x i m u m use. W h e n h i s c o m r a d e s a r e s u d d e n l y e n g u l f e d b y a c i d f r o m a t r a p
D a m a g e f o r S p e l l s , b e l o w , as a g u i d e l i n e f o r d a m a g e . T h e t a b l e is a n d are t a k i n g d a m a g e o v e r t i m e f r o m t h e a c i d , t h e caster m u s t sit
a g u i d e l i n e o n l y , s i n c e m a n y o f o t h e r aspects o f a s p e l l ' s d e s i g n — a n d p r e p a r e t h e neutralize acid s p e l l a n d w a i t t h r o u g h i t s r e c a s t
m a n a cost, recast, c a s t i n g t i m e , m a t e r i a l c o m p o n e n t s , range, a n d t i m e before i t c a n b e used. M e a n w h i l e , h i s c o m p a n i o n s are
so o n — m u s t b e c o n s i d e r e d as a w h o l e a l o n g w i t h i t s d a m a g e b u b b l i n g a w a y i n t o p u d d l e s o f g o o . T h e n t h e caster m i g h t n e u t r a l -
when e v a l u a t i n g a spell. Precisely d e s c r i b i n g a spell's effect ize t h e a c i d o n o n e c o m r a d e w i t h t h e f i r s t c a s t i n g b u t t h e n h a v e
prevents arguments later about w h e t h e r a character managed t o t o w a i t t o recast o n a n o t h e r .
do something or not.
Research Components For Neu? SpeLLs
Evaluating t h e Spell
O n c e a n e w s p e l l is e v a l u a t e d , y o u s e c r e t l y d e c i d e which
A s t h e G M , y o u n o w e x a m i n e t h e s p e l l . I f t h e s p e l l is a p l o t - f o r m u l a o f r e s e a r c h c o m p o n e n t s is r e q u i r e d . T h i s f o r m u l a c a n
b u s t e r , s e t t i n g - b u s t e r , i n a p p r o p r i a t e f o r t h e c h a r a c t e r class, o r i n v o l v e n e w c o m b i n a t i o n s o f e x i s t i n g c o m p o n e n t s as w e l l as n e w
vaguely w r i t t e n , send i t back a n d h e l p t h e player w o r k o u t a m o r e r u n e s , w o r d s , o r pages t h a t y o u i n v e n t a n d o f f e r t o c h a r a c t e r s w h o
acceptable version. Spellcasters are supposed t o k n o w a fair b i t track t h e m d o w n t h r o u g h i n v e s t i g a t i o n adventures o r receive
about t h e i r f o r m s o f magic. D r a g g i n g t h e player's character t h r o u g h t h e m as l o o t o r q u e s t r e w a r d s .
t h e research process w i t h i n t h e c a m p a i g n f o r a spell t h a t t h e
U l t i m a t e l y , y o u c a n decide w h i c h trials a n d tribulations a
c h a r a c t e r r e a s o n a b l y w o u l d k n o w h e c o u l d n o t i n v e n t is n o t f a i r .
character m a y need t o undergo t o discover t h e correct formula
N e x t , set t h e spell's l e v e l . T h e p l a y e r c a n ( a n d p r o b a b l y s h o u l d ) a n d t h e n f i n d t h e c o r r e c t r u n e s , w o r d s , o r pages.
suggest a l e v e l f o r t h e s p e l l , b u t y o u h a v e f i n a l a u t h o r i t y o v e r i t s E x a m p l e : A f t e r a b a d e x p e r i e n c e w i t h w e r e w o l v e s w h i l e cross-
a c t u a l l e v e l . Y o u c a n use t h e e x i s t i n g s p e l l s i n t h e E v e r Q u e s t : ing t h e Plains o f Karana, D a n wants his wizard character Seldain
Player's Handbook as a g u i d e t o a s s i g n a l e v e l . W h i c h s p e l l s d o e s t o i n v e n t a n e w s p e l l , t h e silver spiral of Seldain. T h e silver spiral
fr
Chapter Tioo: Game System
deals d i e same amount o f damage as the frost spiral of AI'Kabor, augment meanings or complete patterns. T h e diverse material
w h i c h Seldain already knows, but uses razor-sharp silver shards as components and tools become part of the rituals, too. Substances
its special effect. ( T h e shards vanish after dealing damage, so this might be sprinkled, powdered, burned, m i x e d , formed i n t o beads,
is not an "instant money" spell.) Stewart, the G M , agrees that placed w i t h i n pentacles, or be subject to any other operation that
Dan's description of the spell is precise and reasonable. Stewart the researcher can imagine. For instance, a necromancer m i g h t
decides that the silver spiral is the same level as the other spell, but trace a diagram i n powdered h u m a n bone, write a word i n blood
that i t would be a conjuration school spell rather t h a n evocation around its r i m , chant the second word, and burn mortuary spices
since it briefly summons objects. Stewart secretly decides that i n a skull brazier. Metaphysically, the researcher hopes to feel
Seldain needs two runes: the Rune o f A I ' K a b o r ( t h a t Seldain some response of mystic energy from these experiments. I f she is
already happens to o w n ) and a new rune for c o n j u r i n g silver that skilled and lucky, she homes i n o n the finished spell and is able to
Seldain must locate. describe the spellcasting process to replicate i t i n arcane n o t a t i o n .
Stewart informs D a n that Seldain believes the spell is possible Spell research requires one week plus one day per spell level. A t
to create. Dan has Seldain research i n Freeport's arcane guild for the end o f this period, the player either makes a Spellcraft check
information about c o n j u r i n g silver or metals, and Stewart informs to determine the results o f the research or you inform the player
Dan that Seldain finds a reference to a gnome wizard w h o that the spell i n question is beyond the character's current
purportedly could summon metals. Seldain t h e n begins an adven- abilities (i.e., the spell level is higher t h a n the character can cast).
ture to discover more about this wizard by traveling to the libraries T h e process also consumes an a m o u n t of gold i n specialized
in A k ' A n o n for more research and thence i n t o the mines i n the laboratory materials equal to spell level x spell level x 12.5.
Steamfont M o u n t a i n s , where the metal-loving wizard was said to T h e Spellcraft check D C is 15 + spell level. T h e end product
have met his end or perhaps still resides. Eventually, Seldain may of successful research is the completed spell i n scroll form. T h e
come to possess a new Rune o f Silver, w h i c h he w i l l need t o researcher does n o t need t o possess the Scribe Scroll feat t o
research h i s n e w s p e l l , or he may lose h i s head t o a produce scrolls through research, as the use of research compo-
minotaur's axe . . . . nents obviates the need for the feat. N o r does the researcher need
to translate the spell scroll produced i n order to scribe it i n t o her
The Research Process spellbook.
T h e words, runes, or pages (and for magician's, the spell scroll
T h e actual process of research involves juxtaposing the ingre-
c o m p o n e n t ) required by the research formula are used up in the
dients i n a series o f rituals. Physically, the researcher m i g h t
process whether the research attempt succeeds or fails. A failure
interlace symbols and diagrams or draw t h e m one w i t h i n the
also requires the character to gain at least one additional rank i n
other. Magic words can be shuffled to produce new meanings and
Spellcraft before a t t e m p t i n g to research the same spell again.
arrangements; the researcher may add new words or symbols to
EverQuest RPG: Game Master's Guioe .-V'

evaluate the spell and t h e n decide if, w h e n , and how to offer i t as


a reward to the PC upon c o m p l e t i o n of a quest, payment of tithes,
Cross-CLass Spell Sharing? and any other obstacles you desire to fashion.
Some spells can be used by more t h a n one class. For Finally, shadow knights may i n v e n t new spells as a necroman-
instance, clerics, enchanters, necromancers, shamans, and cer; however, few dedicate themselves to such tasks, preferring
wizards all use a paralysing earth spell. Y o u might wonder, instead to pay necromancers to i n v e n t new magic for t h e m . A
does this mean that an enchanter could learn paralyzing necromancer (or a shadow k n i g h t , if so dedicated) can research a
earth from a cleric's prayer book or a necromancer's scroll? spell to create it i n a form that shadow knights can use. Either way,
T h e answer is, no. For one class t o use the spells o f this research requires a Spellcraft check w i t h the usual D C o f 15
another class — i n any form at all — is impossible. Each + spell level. A necromancer needs a shadow k n i g h t o f suitable
class' version o f a spell may have the same name and the caster level to assist throughout the research t i m e period.
same effect i n game terms, but the spells work by different
methods and so are actually different spells. Thus, a cleric
cannot learn paralyzing earth by copying i t from a wizard
Maximum Direct Damage porNeu>
friend's spellbook. SpeLLs
A s spellcasters advance i n level, they gain access to magic that
can deal greater damage. Table 2-15: M a x i m u m Damage for
Spells supplies upper damage limits suitable for each spell level.
Other Spellcasters Some existing spells deal more damage than the table suggests,
and many deal less damage, but the table provides typical, average
D i v i n e spellcasters (beastlords, clerics, druids, paladins, rang-
values. Wizards can inflict more direct damage t h a n other classes,
ers, and shamans) gain their magic from the gods. N e w d i v i n e
w h i c h specialize more i n indirect damage such as stunning or
spells appear at a deity's pleasure, granted to whomever a deity
charm effects and c o n j u r a t i o n or combat support effects such as
chooses. A d i v i n e spellcaster can pray devoutly for her deity to
p r o t e c t i o n and healing. T h e table, therefore, gives separate dam-
reveal a new spell t o her and present the largest offerings she can
age limits for wizards and other classes.
arrange, but the deity makes the decision. For every cleric or
shaman w h o successfully entreats her deity for a new spell, Most spells deal damage i n d 10 increments, less often in d6, d8,
another priest receives a spell as an unasked gift — and a hundred or other dice. I n such cases, start w i t h the d 10-based roll for a spell
other servants o f the gods beg i n v a i n . of that level, t h e n work out the d6 or d8 r o l l w i t h the closest
m i n i m u m , m a x i m u m , and average values. For instance, a 3d 10
I n game terms, a d i v i n e spellcaster receives a new spell w h e n
r o l l has a m i n i m u m of 3, a m a x i m u m of 30, and an average roll of
you award it. T h e deity (played by you) imparts the spell i f it suits
16.5. T h e nearest d8-based equivalent is 4d8, w i t h a m i n i m u m of
his or her purposes (and your p l o t ) . Gods generally reveal new
4, a m a x i m u m of 32, and an average o f 18. T o find the d l O
spells for two reasons: w h e n their followers face grave danger and
equivalent of damage based o n other dice, calculate the average
need the spell to defend themselves; or, w h e n they see an
dice r o l l and divide i t by 5.5. Table 2-15: M a x i m u m Damage for
o p p o r t u n i t y to expand their worship. For instance, three centu-
Spells supplies equivalents for large damage rolls.
ries ago, M i t h a n i e l M a r r bestowed the formidable valor of Marr
spell so that his most powerful and devoted paladin could destroy M a n a costs can vary wildly for spells. A s a rough guideline,
the vampire-king Sinnuros. w h e n i n t r o d u c i n g new spells i n t o an EverQuest campaign, we
Gods do n o t impart new spells lightly. O n l y their most loyal suggest mana costs o f 2 mana per d l O o f damage for spells that
servants a granted such a favor. O n c e a d i v i n e spell becomes affect a single target and 3 mana per d 10 for spells that affect areas
w r i t t e n i n prayer books and scrolls, the deity w h o revealed i t (such as bursts, cylinders, and rains). For spells that continue to
cannot take back this gift from N o r r a t h . O t h e r deities may pass deal damage for several rounds after they strike, count up the total
the spell to their servants as well, so as n o t to leave their cults at damage, calculate the equivalent d l O of damage, and charge 1.5
a disadvantage. mana per d 10. These "damage over t i m e " spells are less effective
t h a n attacks that deal damage all at once because the target might
U n l i k e arcane and d i v i n e spellcasters, bards do n o t really k n o w
w i n the fight or receive healing magic before the spell runs its
the origins o f their spells. Most bardic songs are very old; even the
course, thus they tend to be more mana efficient t h a n instant,
names attached to some spell-songs are legend, n o t reliable
direct damage spells.
history. O n rare occasions, though, a bard introduces a completely
new song o f power. O n e and a l l , these bards say that they d i d n o t Increase the mana cost if a spell produces some effect in
invent their songs: instead, they discovered the magical melody i n a d d i t i o n t o direct damage, such as stunning, rooting, or interrupt-
birdsong, the sound of r u n n i n g water, or the shouting and death- ing; do likewise for "quad" spells that can attack up to four single
groans o f a battlefield. T h e bard tried to catch the music he heard targets. A l t e r n a t i v e l y , reduce the m a x i m u m damage to one level
w i t h his voice and instrument, and found that his new song lower o n the table. You may reduce the mana cost to reflect
carried power. l i m i t a t i o n s , such as spells that affect only a single class o f creatures
(for instance, a spell that deals damage only t o plant creatures).
Bards may quest i n search of a new song. Such quests tend to
become spiritual or metaphysical, and the bardic masters of yore A b o v e a l l , remember that these are guidelines, and w i t h o u t
warn that songs of power are never found where one t h i n k s to players and G M s using sound judgment, creating spells that are
search. T h e bard K e l i n , for instance, risked death i n the I n n o t h u l e too powerful for their spell level is very easy.
Swamp and traded riddles w i t h a dragon i n Kunark i n hopes o f Bard songs d o n o t use the table below, as their mana costs and
finding a new song. A f t e r a year of fruitless travel, danger, and method o f "casting" are very different from spells. You and your
h u m i l i a t i n g failure, K e l i n found b o t h his lugubrious lament and players should use the bard songs i n the EverQuest: Player's
lucid lullaby i n a poor grandmother's off-key song to soothe a Handbook as a guide for creating new bard songs, keeping in m i n d
colicky c h i l d . Years later, K e l i n admitted that he would n o t have that bards are magical generalists and n o t generally considered to
heard a n y t h i n g but tone-deaf croaking i f his failed questing had focus o n damage t h r o u g h songs. A l s o , i n t r o d u c i n g more songs
n o t crushed his pride. such as Demon's desperate dirge that carry a mana cost apart from
the standard 1 mana per round o f bard song performance, but
I n practical terms, if a player o f a non-arcane spellcaster wants
likewise carry spectacular results, should be added rarely and
to i n v e n t a new spell for her character, she should propose i t to you
judiciously.
in the same fashion as described for researching arcane spells. You

58_\ f t
Chapter Tioo: Game System

TabLc 2-15: Maximum Damage For SpeLLs


Spell Wizard, Wizard, Other, Other, Any, Any,
Level Single Area Single Area Rain DoT

1 IdIO 1d6 1d8 1d6 1d4 1d3

2 2dl0 2d8 2d10 IdIO IdIO 1d4

3 3dl0 3d8 3d10 2d8 2d8 1d8

4 5dl0 4d10 4d10 2d10 3d8 IdIO

5 8dl0 5d10 6d10 3d10 3dl0 2d6


6 5dl0 x 2 6d10 8d10 4d10 4d10 2d8
(-10d10)
7 6d10 x 2 7d10 ?d10 5d10 5d10 2dl0
(=12d10)
8 7d10 x 2 8d10 5d10 3x2 + 6d10 6d10 3d8

(=l4d10) (=11d10)
? 8d10 x 2 5d10 x 2 6d10 3x2 + 7d10 7d10 3dl0
(=16d10) (-10d10) (=13dl0)
10 3 d 6 x 10 7d10 x 2 7d10+2 x 2 ?d10 ?d10 3d10
(-1?d10) (=14d10) (=15d10)

11 4 d 6 x 10 2d10x10 2d10x10 6d10 x 2 6d10 x 2 3d10


(-25d10) (-20d10) (-20d10) (=12d10) (=12d10)

12 6d10x10 3d10 x 1 0 4 d 6 x 10 7d10+2x2 8d10 x 2 4d10

(-60dl0) (=30d10) (=25d10) (=15d10) (=16d10)

13 6d10x10 4d10 x 10 3 d 1 0 x 10 2d10x10 2d10 x 10 5d10


(-60d10) (-40d10) (-30d10) (-20d10) (-20d10)

14 6d10x10" 5d10x10 5d6 2x10


+ 4d6x10 4 d 6 x 10 7d10

(-60d10) (-50d10) (=35d10) (-25d10) (-25d10)

15 6d10 x 1 0 " 6d10x10 4d10x10 3d10 x 10 3 d 1 0 x 10 ?d!0


(-60d10) (-60d10) (-40d10) (=30d10) (-30d10)

Wizard, Single: W i z a r d spells that deal d i r e c t damage t o a single t a r g e t .


Wizard, Area: Wizard spells that deal damage t o all targets within an area.
Other, Single: Single-target spells f o r any class except wizards, whether arcane o r divine.
Other, Area: A r e a e f f e c t spells f o r any class except wizards, whether arcane o r divine.
Any, Rain: Spells w i t h t h e " r a i n " e f f e c t , f o r any character class.
Any, DoT: Spells that deal damage o v e r time t o a single t a r g e t , f o r any character class. T h e spell deals the indicated amount o f damage each round
until its duration ends. T h e listed damage assumes a standard duration of 7 rounds. For durations of 10-11 rounds, divide the damage increment by 1.5
(either replace dIOs w i t h d6s or reduce the dice o f e f f e c t ) . For durations o f 2 0 - 2 1 rounds, divide the damage increment by 3 (one round of IdIO damage
equals 3 rounds of 1d3 damage, while one round of 1d3 damage equals 1 hit point o f damage p e r round f o r 3 rounds).
* Mana cost reduced t o 1.5 per IdIO.
** Mana cost reduced t o 1 p e r IdIO.
EverQuest RPG: Game Master's Guit>e

General Abventure BuiLt>ing involve duels of honor, i n i t i a t i o n rites, or fighting off the bullies
in the streets of Qeynos. Mass combat is usually a large-scale battle

Advice or war, although the characters can be foot soldiers, scouts, or


even generals, depending o n their level and the comparative skill
Before you can actually write an adventure for your players, you of the other combatants. C o m b a t can also be motivated by
need to consider all the aspects you wish to incorporate. T h e more money, loyalty, history, or a variety of other reasons. Mass combat
time you take to i r o n out the details, the less effort you w i l l require for money means the characters are hired as mercenaries or
to shape your ideas i n t o a good adventure; adapting the adventure leading an army to invade another country for its wealth. Mass
as you go w i l l also be easier. combat for loyalty suggests either a battle to defend one's home-
land or a religious war. Personal combat for history entails either
Type a personal grudge m a t c h against someone or some group or being
T h e first detail to consider is exactly what k i n d of adventure forced to fight because of something the character or her family
you want to r u n . T h e classic dungeon crawl is all about mystery did i n the past.
and t h r i l l s — t h e characters p i t their skills and weapons and magic T h e t h i r d adventure type is power, w h i c h can be personal/
against beasts and monsters and traps. Just be aware that a group or area, and physical, p o l i t i c a l , monetary, or magical.
dungeon crawl does n o t encourage m u c h character development Quests for personal or group power are often treasure hunts,
or feature m u c h role-played dialogue w i t h NPCs: dungeon crawls seeking either money and gems ( m o n e t a r y ) , spell books and
are about combat and cleverness. Is that the sort of game you enchanted items (magical), or items to enhance personal abilities
want? Is i t the sort your players w i l l enjoy? Always consider the (physical). These sorts of adventures can also merge w i t h combat
players. You could spend months w o r k i n g o n a castle intrigue — fighting a magical duel against the local wizard is both a quest
adventure, but if your players prefer warfare to political plotlines, for power and a combat, since the w i n n e r w i l l gain the loser's
they w i l l not enjoy it m u c h and you w i l l feel like you wasted your spellbooks but also acquire more r e n o w n and hold the d o m i n a n t
time. position i n the area. Political power generally involves intrigue
T h e three m a i n options for adventure types are character, and m a n i p u l a t i o n , whether the characters are w o r k i n g for their
combat, and power. Games about character focus o n the i n d i v i d u - o w n advancement (such as t r y i n g to establish positions i n the
als themselves, although they can be about growth, discovery, or local court or be elected to the local government) or for that of
clarification. Character g r o w t h adventures give the PCs a chance someone else (such as supporting a candidate, a i d i n g a nobleman
to develop, usually by learning a new trade (or multiclassing i n t o i n his attempt to be recognized, h e l p i n g a prince to usurp the
a new character class or prestige class) or t a k i n g o n new respon- corrupt k i n g ) . Quests for area power also merge w i t h combat
sibilities. I f the adventure focuses o n the characters becoming sometimes, as a war between neighboring countries is an attempt
nobles in Erudin and h a v i n g to cope w i t h b u i l d i n g castles, to gain more power, but trade negotiations and even tournaments
r u n n i n g lands, answering to the H i g h C o u n c i l , and so forth, the are also ways to enhance prestige and power for the area. T h e
game is about character g r o w t h . Character discovery focuses o n characters can be trade envoys or the area's champions i n the
learning something new about the character, often some aspect of joust, but they can also be bodyguards and advisors, depending o n
his past — finding out that the half-elven ranger is actually half- their level and the level of the N P C s around t h e m .
dark elf and the party going to his true birthplace to meet his real K n o w what k i n d o f adventure you w a n t t o run is important
father is a story o f character discovery. Character clarification is because this decision affects all o f the details afterward. I f you go
a chance for the players to flesh o u t something about t h e i r for combat, you w i l l need to provide several opportunities for
characters, generally related to a detail w r i t t e n i n their PCs' fighting — as well as N P C s w h o can challenge the characters. I f
backgrounds or o n their character sheets but n o t yet really used or you opt for mass combat, you w i l l need another country or race or
explored. For example, a paladin m i g h t come from a small temple religion for the opposition, and you w i l l want the two armies to be
of Rodcet N i f e just outside Erudin, but that holy place was looted of comparable strength. I f the adventure is about character, you
and destroyed several years ago by kobolds (hence his quest for should review the character sheets for potential story hooks.
vengeance). Sending the characters to Erudin so that the paladin
must r e t u r n to the ruined c h u r c h and deal w i t h his grief and his Focus
quest affords an o p p o r t u n i t y for character clarification, where the
O n c e you k n o w what type o f adventure you want, decide what
player can finally provide real detail and role-playing to enhance
its focus w i l l be. Should the adventure focus on the characters, on
that sentence or two of background w r i t t e n d o w n months before.
a location, o n events, o n an object, or o n a particular mood?
T h e second adventure type is combat, w h i c h can be personal or Obviously, the characters w i l l be at the heart o f the adventure —
mass, ritual or informal. Stories about personal combat might they are the PCs, after all; yet the adventure need not focus on
Chapter Three: Creating Aoventures
t h e m e x c l u s i v e l y . W h a t " f o c u s " m e a n s is t h a t a s p e c i f i c e l e m e n t Opponents
c a n n o t he removed f r o m the adventure w i t h o u t utterly destroying
W h a t comes after t h e p l o t type? W e l l , y o u need o p p o n e n t s for
it. For example, y o u b u i l d a d u n g e o n crawl. I f you take t h e PCs
c o n f l i c t , r i g h t ? N o w t h a t y o u k n o w w h a t t y p e o f s t o r y y o u are
a w a y a n d d r o p i n n e w c h a r a c t e r s , does t h a t d e s t r o y t h e a d v e n t u r e ?
u s i n g , y o u c a n d e t e r m i n e w h o are t h e adversaries. N o t e t h a t these
N o , t h e d u n g e o n is s t i l l t h e r e , w i t h a l l i t s t r a p s a n d m o n s t e r s . Y e t
o p p o n e n t s n e e d n o t be p e o p l e o r e v e n m o n s t e r s . I f t h e characters
i f y o u t a k e a w a y t h e d u n g e o n , y o u r e a l l y h a v e n o t h i n g left, so
m u s t t r e k across t h e d e s e r t , t h e i r g r e a t e s t o p p o n e n t is t h e d e s e r t
c l e a r l y t h e f o c u s is t h e l o c a t i o n . A d v e n t u r e s t h a t f o c u s o n t h e
itself, s a p p i n g t h e i r s t r e n g t h w i t h its h e a t a n d lack o f water.
characters are geared s p e c i f i c a l l y t o w a r d these p a r t i c u l a r PCs, so
W e a t h e r , g e o g r a p h y , t i m e — these c a n a l l be adversaries. I f t h e
using o t h e r characters w i l l n o t w o r k . Focusing o n a n object means
p l o t is a r e s c u e m i s s i o n , t i m e is u s u a l l y a f a c t o r : h o w l o n g b e f o r e
t h a t o b j e c t f o r m s t h e story's c o r e ; t h i s story c o u l d be a quest f o r a
t h e t r o l l s e a t t h e p r i n c e s s ? Y o u c a n a l s o use t h e o t h e r P C s as
fabled a r t i f a c t , b u t i t c o u l d also be a d u e l over a c o n t e s t e d b o o k o r
opponents, particularly i n character-oriented adventures. For
a religious w a r t o regain a stolen relic. A d v e n t u r e s built a r o u n d
example, t h e half-elf wants t o j o i n her father i n his attempt to
specific events t e n d t o be p o l i t i c a l feuds o r wars, i n w h i c h t h e
f o m e n t r e b e l l i o n against t h e k i n g o f N e r i a k , b u t h e r c o m p a n i o n s
i n c i d e n t s l e a d i n g u p t o t h e c o n f l i c t are necessary t o create t h e
a r e a g a i n s t i n t e r f e r i n g , a n d t h e g r o u p m u s t discuss t h e m a t t e r a n d
t e n s i o n . M o o d is t h e m o s t d i f f i c u l t f o c u s , s i n c e i t is t h e m o s t
decide w h a t t o do, whether that means splitting u p or all going
ephemeral, but a n adventure built around m o o d c a n be m o v e d t o
together. A character m i g h t even be his o w n o p p o n e n t i f his
a n e w l o c a t i o n a n d h a v e n e w c h a r a c t e r s , o b j e c t s , a n d e v e n t s , as
p e r s o n a l fears o r h i s t o r y o r a t t i t u d e s c o n f l i c t w i t h h i s i n t e n d e d
l o n g as t h e m o o d is m a i n t a i n e d . P e r h a p s y o u r u n a h u m o r o u s
actions: t h e aspiring n o b l e , f o r instance, must deal w i t h his o w n
g a m e , a n d as l o n g as t h e a d v e n t u r e r e m a i n s f u n n y a n d s i l l y , a l l is
i n g r a i n e d h a t r e d f o r r o y a l t y , w h i l e h i s b i r t h as a p e a s a n t becomes
f i n e . T h e characters m a y b e c o u l d be m a g i c a l l y t r a n s p o r t e d t o
a m a j o r obstacle t o a c h i e v i n g this n e w goal. O n c e y o u establish
a n o t h e r w o r l d , t r a n s f o r m e d i n t o s k u n k s , o r w h a t e v e r else y o u
t h e type o f a d v e n t u r e , its focus, a n d its p l o t , t h e n decide upon
d e s i r e , p r o v i d e d t h a t e v e r y o n e i n v o l v e d is a m u s e d . Y o u m i g h t r u n
w h a t o p p o n e n t s are appropriate. Y o u c a n a n d should have m o r e
a somber game instead, a n d n o m a t t e r where t h e characters g o ,
t h a n o n e adversary. Include a t least o n e o b v i o u s opponent,
e v e r y t h i n g is d a r k a n d d r e a r y a n d s e r i o u s .
w h e t h e r t h egoblins or t h et i m e factor or some spiteful duke, b u t
a l s o h a v e a t least o n e h i d d e n o p p o n e n t t o b e r e v e a l e d l a t e r ( t h e
Plot g o b l i n s w e r e a c t u a l l y d i r e c t e d b y a t h e p r i n c e s s ' y o u n g e r sister w h o
O n c e you k n o w t h e type o f a d v e n t u r e a n d t h e p a r t i c u l a r focus, desires t o b e h e i r t o p o w e r ; t h e d u n g e o n is s i n k i n g i n t o a l a k e ; t h e
n e x t comes the plot. D o n o t develop the actual story just yet; first d u k e is a l l i e d w i t h t h e c o u r t w i z a r d ) .
y o u n e e d t o d e c i d e w h a t t y p e o f p l o t y o u w a n t . Is t h i s a d v e n t u r e
W h e n y o u develop your opponents, be careful t o watch their
a rescue m i s s i o n ? Is i t e x p l o r a t i o n ? Is i t a r m e d b a t t l e ? Political
C h a l l e n g e Ratings. I n c l u d i n g some adversaries w h o are weaker
p o s i t i o n i n g ? T h i s s o r t o f q u e s t i o n i n g is w h y w e d i s c u s s e d t y p e a n d
t h a n t h e P C s is f i n e , p a r t i c u l a r l y i f y o u k n o w t h e y a r e j u s t a f e i n t
focus first, because those e l e m e n t s w i l l h e l p y o u n a r r o w d o w n t h e
— t h e o r e s a r e easy t o d e f e a t a n d d r i v e o f f , b u t t h e n t h e P C s
p l o t t y p e . I f t h e a d v e n t u r e is a b o u t p e r s o n a l p o w e r a n d f o c u s e d o n
encounter t h e goblins, w h o are a l o t t o u g h e r , a n d they are
a dungeon location, it probably involves a n exploration o fthe
o v e r c o n f i d e n t because t h e y w e r e e x p e c t i n g m o r e ores — o r i f y o u
d u n g e o n : d u n g e o n crawls are basically t h e characters g o i n g i n t o
want to keep the encounters varied. H a v i n g a few opponents more
a t o m b o r d u n g e o n o r series o f c a t a c o m b s t h a t n o o n e h a s e x p l o r e d
p o w e r f u l t h a n t h e P C s is a l s o f i n e : t h e c o u r t w i z a r d , f o r i n s t a n c e ,
i n c e n t u r i e s , d e f e a t i n g t h e m o n s t e r s , a n d f i n d i n g t h e lost treasure.
is a g o o d d e a l m o r e a d v a n c e d t h a n t h e p a r t y ' s w i z a r d a n d c a n r a k e
T h e p l o t c o u l d also be a rescue m i s s i o n , l o c a t i n g a n d s a v i n g t h e
o u t t h e e n t i r e g r o u p s i n g l e - h a n d e d l y , s o f i g h t i n g h i m d i r e c t l y is
princess o f H i g h K e e p f r o m t h e ores a n d g o b l i n s w h o k i d n a p p e d
n o t a g o o d idea. Y e t y o u d o n o t w a n t t h e t h r o w a w a y v i l l a i n at t h e
h e r . Y o u a r e u n l i k e l y t o s t a g e mass b a t t l e s i n t h e d u n g e o n —
start t o k i l l h a l f t h e party, a n d y o u d o n o t w a n t t h e u l t i m a t e had
c o m b a t , yes, b u t a r m e d b a t t l e i n d i c a t e s a m o r e f o r m a l c o n f l i c t ,
g u y t o f o l d a f t e r a s i n g l e b l o w f r o m t h e f i g h t e r . T h e best c h a l l e n g e s
s u c h as w i t h a r m i e s o r j o u s t s , r a t h e r t h a n t h e s u r v i v a l - o r i e n t e d
are e x a c t l y that — challenging, competitions in which the
fighting i n a dungeon. Political positioning w i t h i n the dungeon
o p p o n e n t is a r e a s o n a b l e m a t c h f o r t h e P C o r p a r t y . K e e p i n m i n d
i t s e l f is l i k e w i s e m i n i m a l : w h o w i l l c h a r a c t e r s m a n e u v e r a g a i n s t i n
t h a t some opponents w i l l be f o u g h t by a single character, while
the dungeon ? the goblins ? A P C m i g h t have entered the dungeon
o t h e r s w i l l f a c e t h e e n t i r e p a r t y a t o n c e ; m a k i n g t h e b a d g u y as
f o r p o l i t i c a l reasons — b r i n g i n g t h e princess b a c k w i l l g i v e y o u h e r
g o o d as t h e best f i g h t e r i n t h e g r o u p d o e s n o t h e l p m u c h i f h e a l s o
hand i n marriage, m a k i n g you a prince — b u t the actual adventure
m u s t face t w o o t h e r f i g h t e r s , a rogue, a c l e r i c , a n d a w i z a r d . L o o k
c o n c e r n s t h e d u n g e o n . See t h e s e c t i o n b e l o w o n c a m p a i g n s f o r
at t h e t y p e o f a d v e n t u r e y o u h a v e p l a n n e d : w h a t a t t r i b u t e w i l l be
more o n m o v i n g from o n e plot type t o another.
t h e m o s t i m p o r t a n t h e r e a n d w h a t t y p e o f c o n f l i c t ? I f y o u are
A t this p o i n t , you need t o consider t h e adventure's length. H o w d e s i g n i n g a n a d v e n t u r e based o n p o l i t i c a l i n t r i g u e , f i g h t i n g s k i l l
long are y o u p l a n n i n g t o r u n t h i s adventure? W i l l it be a single a n d m a g i c a l p r o w e s s a r e f a r less i m p o r t a n t t h a n C h a r i s m a , Bluff,
session o r a h a n d f u l o f sessions, o r w i l l t h i s s t o r y last a m o n t h o r D i p l o m a c y , a n d Sense M o t i v e . K e e p i n m i n d t h a t your h i d d e n
more ? S u c h a decision affects y o u r p l o t , o f course. Rescue missions o p p o n e n t m i g h t h e l p f i l l a gap b y c h a l l e n g i n g d i f f e r e n t skills t h a n
a n d a r m e d b a t t l e s c a n o n l y g o so l o n g b e f o r e b e c o m i n g s i l l y : the obvious o p p o n e n t — perhaps t h e court dandy, a character
sooner o r later y o u e i t h e r rescue t h e princess o r she dies; e v e n t u - m o c k e d a n d s h a m e d early o n , t u r n s o u t t o be a master s w o r d s m a n
a l l y , y o u g o i n t o b a t t l e a n d e i t h e r w i n o r lose. T r a c k i n g t h e and challenges a P C t o a duel later.
princess a n d h e r a b d u c t o r s c a n t a k e u p some t i m e , b u t y o u d o n o t
T r y t o keep t h ei m p o r t a n t opponents appropriate t o the other
want t o spend m o n t h s w i t h t h e characters just f o l l o w i n g f o o t -
elements a n d m o r e t h a n just quick r a n d o m encounters. T h e
steps. I n t h e s a m e w a y , p r e p a r i n g f o r t h e b a t t l e c a n t a k e a w h i l e ,
d a n d y m a k e s sense i n a c o u r t s e t t i n g , b u t h e w o u l d b e o u t o f p l a c e
b u t p l a y e r s c a n h a n d l e o n l y so m a n y sessions o f o r g a n i z i n g t r o o p s
i n a d u n g e o n o r a d e s e r t . Y o u c a n use h i m t h e r e , o f c o u r s e , b u t o n l y
a n d o r d e r i n g supplies before t h e y get b o r e d . E x p l o r a t i o n a n d
if y o u w a n t t h e players t o w o n d e r at his presence — a n d o n l y i f his
p o l i t i c a l p o s i t i o n i n g are m o r e o p e n - e n d e d , since y o u c a n e x p l o r e
presence m e a n s s o m e t h i n g , w h e t h e r h e is p a r t o f t h e p l o t t o
as l o n g as y o u a r e s o m e p l a c e n e w a n d i n t e r e s t i n g , a n d y o u c a n
k i d n a p t h e princess o r a v i c t i m o f t h e evil d u k e himself. B e i n g
m a n e u v e r f o r p o l i t i c a l p o w e r as l o n g as y o u h a v e n o t y e t h i t t h e
a t t a c k e d b y a b e a r m a k e s sense i n t h e w o o d s , b u t w h y w o u l d o n e
absolute p i n n a c l e and eliminated all potential opponents or
be i n t h e c i t y o f E r u d i n . . . a n d especially i n t h e c h a m b e r s o f t h e
f a l l e n o u t o f t h e r u n n i n g c o m p l e t e l y . Just t h i n k a b o u t t h e p l o t
C h a n c e l l o r , leader o f t h e H i g h Council?
type, a n d t h e a d v e n t u r e type a n d focus, a n d h o w m a n y sessions
you feel t h e y c a n h a n d l e . W h e n y o u d e v e l o p t h e story, y o u w i l l O n e consideration t o keep i n m i n d w h e n designing an adven-
lock this l e n g t h d o w n a l i t t l e m o r e , b u t for n o w you really just need t u r e is t h a t y o u a r e t h e a r c h i t e c t — y o u a r e c r e a t i n g a l l o f i t . T h i s
t o k n o w w h e t h e r t h e a d v e n t u r e is a o n e - s h o t ( o n e s e s s i o n , m a y b e means you m u s t k n o w all t h e answers. I f a player turns t o you a n d
t w o ) , a s h o r t a d v e n t u r e ( a n y w h e r e f r o m t w o t o six sessions), o r a asks, " W h y is t h e r e a b e a r i n t h e C h a n c e l l o r ' s c h a m b e r s ? " y o u c a n
l o n g a d v e n t u r e ( s e v e n o r m o r e sessions). s m i l e m y s t e r i o u s l y a n d say n o t h i n g ; h o w e v e r , y o u s h o u l d k n o w
t h a t t h e b e a r is t h e s u m m o n e d c o m p a n i o n o f a w o o d e l f d r u i d w i t h

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EverQuestRPG: Game Master's Guioe
w h o m t h e C h a n c e l l o r is h a v i n g a t r y s t . I f t h e C h a n c e l l o r ' s l i a i s o n S c e n e o n e is t h e c h a r a c t e r s p r o v i n g t h e i r m e t t l e w h e n a t t a c k e d b y
w i t h a m e m b e r o f such a "savage" race was m a d e p u b l i c , t h e ores i n H i g h p a s s w i t h i n v i e w o f t h e H i g h K e e p g u a r d . S c e n e t w o
r e v e l a t i o n c o u l d c o m p r o m i s e his p o l i t i c a l power. is t h e H i g h K e e p g u a r d b r i n g i n g t h e c h a r a c t e r s b e f o r e t h e c o u r t i n
E v e r y t h i n g h a s a r e a s o n , e v e n a r e a s o n as s i m p l e as " b e a r s l i v e H i g h K e e p , w h e r e t h e y are asked t o rescue t h e princess a c c o m p a -
i n w o o d s , y o u ' r e i n t h e w o o d s , so y o u r u n i n t o a b e a r " o r " e v e r y o n e n i e d b y t h e d a n d y . S c e n e t h r e e is i n v e s t i g a t i n g t h e s c e n e w h e r e
k n o w s m o n s t e r s l i v e i n d u n g e o n s . " Just be s u r e y o u k n o w w h y y o u t h e p r i n c e s s ' s c a r a v a n was a t t a c k e d . A n d so o n . . . .
p u t t h i n g s w h e r e y o u d i d , so t h a t i t a l l m a k e s sense t o y o u . E v e n T h i n k a b o u t r u n n i n g t h r o u g h y o u r a d v e n t u r e ' s p l o t as i f i t w e r e
i f y o u n e v e r t e l l t h e players t h e reasons b e h i n d w h a t t h e y e n c o u n - a m o v i e . S o m e e v e n t s t a k e place off-screen because t h e y are n o t
ter, t h e fact t h a t y o u have t h o u g h t o u t t h e details carefully a n d t h a t i n t e r e s t i n g — n o o n e w a n t s t o sit t h r o u g h t w e n t y m i n u t e s o f
t h a t y o u h a v e reasons f o r e v e r y t h i n g w i l l m a k e a l l t h e pieces f i t t h e characters h i k i n g t h r o u g h H i g h p a s s , unless t h e y get a t t a c k e d
t o g e t h e r m o r e s m o o t h l y , a n d y o u r p l a y e r s w i l l see a n d f e e l t h i s along the way. T h e scenes i n a n a d v e n t u r e w o r k t h e s a m e w a y .
cohesion throughout the game. F e e l f r e e t o gloss o v e r b o r i n g p a r t s s u c h as a n u n e v e n t f u l r i d e o r t h e
W h e n d e a l i n g w i t h o p p o n e n t s , y o u s h o u l d also r e m e m b e r t h a t p a r t y ' s w i z a r d m e d i t a t i n g i n a safe r o o m f o r t w o h o u r s . S c e n e s
t h e PCs w i l l be a d v a n c i n g t h r o u g h o u t the a d v e n t u r e . I n o t h e r c o n t a i n a c t i o n or reveal n e w i n f o r m a t i o n t o increase t e n s i o n a n d
w o r d s , u n l e s s t h i s a d v e n t u r e is b u i l t t o r u n i n a s i n g l e s e s s i o n o r y o u r e s o l v e c o n f l i c t . T h e y c a n a l s o set t h e m o o d , a n d a b o r i n g s c e n e
choose to award experience points o n l y w h e n an entire m u l t i - m a y b e j u s t i f i e d i f y o u a r e e s t a b l i s h i n g t h a t n o t h i n g is h a p p e n i n g
session a d v e n t u r e is c o m p l e t e d , t h e P C s m a y g o u p i n l e v e l s a n d r i g h t n o w o r t h a t l i f e is t e d i o u s , o r a n y t h i n g o f t h a t n a t u r e . Just t r y
a b i l i t i e s b e f o r e t h e a d v e n t u r e is c o m p l e t e d . K e e p t h i s m a t t e r i n to avoid overdoing the tedium — give just enough to make the
m i n d w h e n b u i l d i n g y o u r o p p o n e n t s , as y o u d o n o t w a n t t o m a k e p o i n t , t h e n m o v e o n b e f o r e y o u r p l a y e r s g e t t o o restless.
t h e c o u r t wizard 5 t h level a n d t h e n have t h e group's wizard at 7 t h L o o k b a c k o v e r t h e key scenes o n c e y o u h a v e w o r k e d t h e m o u t .
l e v e l b y t h e t i m e t h e y f i n a l l y m e e t . T h e b e n e f i t a b o u t t h i s sense W h a t l o c a t i o n s a r e i n v o l v e d ? T h e s e are t h e l o c a t i o n s y o u w i l l
o f r e l a t i v e s c a l e is t h a t y o u c a n w o r k i t i n t o t h e p l o t : t h e c o u r t need to detail i n your adventure. In the intrigue and dungeon
w i z a r d s e e m s e x t r e m e l y p o w e r f u l a t f i r s t , b u t as t h e P C s s e t t l e i n c r a w l story a b o v e , we h a v e t h e site o f t h e ore a t t a c k i n scene o n e ,
a n d get used t o t h e c o u r t s e t t i n g a n d increase t h e i r o w n s k i l l s , t h e y t h e c o u r t r o o m o f H i g h Keep, t h e scene o f t h e k i d n a p p i n g , t h e t r a i l
r e a l i z e t h a t h e is j u s t a m a n a n d t h a t e v e n h i s i m p r e s s i v e p o w e r s back t o goblin's lair, and a d u n g e o n crawl t h r o u g h the goblin's
c a n be c o u n t e r e d , p a r t i c u l a r l y w i t h t e a m w o r k a n d careful p l a n - lair.
ning.
C o n s i d e r t h e a d v e n t u r e l e n g t h , as w e l l . I f y o u are b u i l d i n g a
Y o u s h o u l d also c o n s i d e r h o w d e f e a t i n g t h e o p p o n e n t w i l l one-shot, y o u d o n o t w a n t t o o m a n y l o c a t i o n s or t o o m a n y key
a f f e c t t h e rest o f t h e a d v e n t u r e . I f t h e c h a r a c t e r s f i g h t a h i d e o u s scenes. A t w o - h o u r m o v i e c a n h a n d l e a d o z e n k e y scenes, p e r h a p s ,
beast i n t h e d u n g e o n a n d i n s i d e i t s s t o m a c h t h e y f i n d several b u t games t a k e m u c h l o n g e r because e v e r y o n e m u s t act a n d you
potions that allow underwater breathing, suddenly the r o o m that m u s t r o l l results a n d describe t h e scene each t i m e . Y o u c a n adjust
f i l l s w i t h w a t e r d o e s n o t pose as m u c h o f a t h r e a t . S i m i l a r l y , i f t h e the l e n g t h , o f course: perhaps you p l a n n e d o n d o i n g a one-shot,
characters actually k i l l t h e c o u r t d a n d y early o n , he cannot b u t t h i s p l o t w i t h t h e a m b i t i o u s y o u n g p r i n c e s s m i g h t t a k e a t least
conspire w i t h the duke later or challenge the fighter t o a duel t h r e e sessions, so n o w y o u a r e t h i n k i n g o f i t as a s h o r t a d v e n t u r e .
t o w a r d t h e e n d . Just b e c a r e f u l n o t t o l e t e v e r y t h i n g h i n g e o n o n e J u s t b e sure t h e l e n g t h a n d t h e n u m b e r o f scenes a n d l o c a t i o n s a l l
o p p o n e n t w h o m t h e PCs h a v e t h e o p p o r t u n i t y t o defeat early i n m a t c h , and t h a t they still fit the adventure type and p l o t type.
t h e a d v e n t u r e a n d t h e r e b y d e s t r o y e v e r y t h i n g else y o u have
planned. Pace
W h e n assembling the adventure, try to watch your pacing. T h i s
Story is t r i c k y , b e c a u s e t h e p l a y e r s w i l l a f f e c t t h a t p a c i n g : w h a t you
W i t h the opponents in m i n d and the plot type determined, t h o u g h t w o u l d be a q u i c k scene c o u l d w i n d u p t a k i n g h o u r s , e i t h e r
n o w y o u c a n b u i l d t h e a c t u a l s t o r y . T h e easiest w a y t o d e v i s e t h e because t h e characters d o n o t get w h a t t h e y n e e d o r because t h e
s t o r y is t o c o m e u p w i t h a b a s i c s t o r y l i n e . F o r e x a m p l e : p l a y e r s are e n j o y i n g t h e s c e n e a n d d r a g i t o u t . O n t h e o t h e r h a n d ,
T o b e c o m e h e i r , a y o u n g princess o f H i g h K e e p has b r i b e d s o m e a s c e n e y o u e x p e c t e d t o t a k e h o u r s c o u l d last m i n u t e s i f t h e
g o b l i n s t o k i l l h e r o l d e r s i s t e r as s h e is e n r o u t e t h r o u g h H i g h p a s s c h a r a c t e r s f i n d a q u i c k s o l u t i o n o r i f t h e p l a y e r s lose i n t e r e s t a n d
H o l d t o Rivervale. T h e g o b l i n s double-cross her, h o w e v e r , and m o v e o n . W h a t y o u c a n d o is l o o k a t t h e scenes a n d t r y t o g a u g e
k i d n a p t h e older princess instead o f k i l l i n g her, b l a c k m a i l i n g t h e h o w l o n g y o u t h i n k e a c h one w i l l take. A r e y o u d o i n g several r a p i d
y o u n g e r princess f o r m o r e m o n e y a n d also m a k i n g r a n s o m d e - scenes i n a r o w o r several l o n g ones? Y o u m i g h t w a n t t o break
mands to H i g h Keep. N o t w a n t i n g t o cede t o r a n s o m demands, those up a b i t , just to keep the adventure more interesting.
H i g h K e e p is l o o k i n g f o r p e o p l e o f s u i t a b l e c a l i b e r t o stage a r e s c u e R u n n i n g a l o t o f s h o r t scenes g i v e s t h e a d v e n t u r e a b r e a t h l e s s
a t t e m p t . M e a n w h i l e , t h e y o u n g e r p r i n c e s s m u s t raise t h e b l a c k - p a c e , v e r y e x c i t i n g a n d a c t i v e a n d t i r i n g . S e v e r a l l o n g scenes
m a i l f u n d s b u t also secretly sabotage t h e e f f o r t s o f t h e rescuers lest back-to-back give t h e a d v e n t u r e a slower, m o r e relaxed pace, w i t h
t h e y a c t u a l l y succeed a n d also r e t u r n w i t h e v i d e n c e c o n n e c t i n g a g r e a t e r sense o f g r a v i t y a n d d i g n i t y . W h i c h f i t s y o u r a d v e n t u r e
h e r t o t h e g o b l i n s . So, t h e y o u n g e r princess insists t h a t h e r c o u r t better?
dandy — a f o p p i s h n o b l e m a n w h o is a c t u a l l y a n experienced C o n s i d e r t h e p a c i n g o f e a c h scene also i n t e r m s o f feel. A scene
r o g u e i n disguise — a c c o m p a n y t h e h e r o e s o n t h e rescue a t t e m p t . a b o u t s w o r d p l a y s h o u l d b e fast a n d f u r i o u s , v e r y a c t i v e . A s c e n e
I f t h e PCs succeed i n r e a c h i n g t h e k i d n a p p e d princess, t h e d a n d y c e n t e r i n g o n r e s e a r c h s h o u l d be s l o w , d e l i b e r a t e , a n d l o w - k e y .
can p o i s o n t h e m w i t h a v i c t o r y toast a n d t h e n d i s p a t c h t h e S c e n e s o f i l l i c i t a c t i v i t y — s n e a k i n g across r o o f t o p s , b r e a k i n g i n t o
p r i n c e s s f o r g o o d , r e t u r n i n g t o H i g h K e e p w i t h t h e sad n e w s o f a rooms, stealing scrolls a n d maps — s h o u l d be i n b e t w e e n : faster
failed rescue a t t e m p t a n d a princess slain by t h e g o b l i n s . t h a n studying but more deliberate than sword fighting. A l t e r the
N o t e t h a t t h i s story does n o t consider t h e possible a c t i o n s o f t h e pace t o keep events i n t r i g u i n g : the characters must f i n d a p a r t i c u -
PCs. Y o u c a n n o t ever k n o w exactly w h a t a player w i l l d o , a n d l a r passage i n a b o o k b e f o r e t h e c o u r t w i z a r d c a t c h e s t h e m , so t h e
a s s u m i n g t h e y w i l l g o w h e r e y o u p o i n t t h e m is useless; y o u c a n l i b r a r y s c e n e is f a s t - p a c e d a n d f r a n t i c , w h i l e a d u e l b e c o m e s s l o w
f o r c e t h e m , o f c o u r s e , b u t t h e n t h e g a m e is n o t f u n f o r t h e p l a y e r s a n d f o r m a l a n d sets n e r v e s o n e d g e . Y o u w i l l n o t b e a b l e t o d e c i d e
because t h e y are n o t r e a l l y i n t e r a c t i n g w i t h y o u . A l w a y s b u i l d t h e all o f these d e t a i l s before a c t u a l l y r u n n i n g t h e scene, b u t y o u c a n
b a s i c s t o r y l i n e w i t h o u t t h e c h a r a c t e r s , so y o u k n o w w h a t w i l l g e t a sense o f t h e m n o w , w h i c h h e l p s i n c o n s t r u c t i n g t h e a d v e n -
happen if they do n o t interfere. t u r e because y o u c a n m a k e sure y o u are n o t r u n n i n g t h e e n t i r e
a d v e n t u r e at t h e same pace or using t o o o b v i o u s a p a t t e r n (such
O n c e y o u w o r k o u t t h e basics, b r e a k t h e s t o r y l i n e i n t o "scenes."
as a s h o r t s c e n e f o l l o w e d b y a l o n g o n e f o l l o w e d b y a s h o r t o n e ) ,
T h i n k o f i t as a p l a y o r a m o v i e o r e v e n a b o o k w i t h c h a p t e r s .
b o t h o f w h i c h w i l l leech some o f the e x c i t e m e n t f r o m your game.
[Q t Chapter Three: Creating Aoventures I S *
The PCs intrigue could be a b i t difficult. Similarly, i f one character is
deathly afraid o f the dark and of enclosed spaces, getting h i m i n t o
N o w that you have the basic story w i t h o u t the PCs, you w i l l
the underground cavern around Neriak w i l l work. T h i n k about
need to bring t h e m i n . First o f all, w h y should they get involved?
the adventure focus: i f it centers o n one or more of the characters,
People need a reason t o do something, and PCs are n o exception.
those characters should be the ones w i t h a reason t o get involved.
Look at the players' character sheets, t h i n k about their characters,
T h e n try to find ways t o strengthen the group's tendency to stick
and look for ways to make t h e m want to participate. Some stories
together — they just exchanged blood vows, they just saved one
require far less m o t i v a t i o n than others. Dungeon crawls are easy:
another's lives, or they just all decided to buy the m i n e together.
adventurers seek adventure, fame, and fortune, and successfully
The players may handle this problem for you; groups often prefer
cleaning out a dungeon offers all three. You can simply tell the
to stay together for companionship and support, but you should
players that their characters hear rumors of a nearby dungeon that
have some ideas ready i n case a few characters might not get
n o one has survived, and odds are the players w i l l leap at the
involved i n the story.
chance to have their characters prove their w o r t h , k i l l some
monsters, and w i n some treasure.
Participation
Unfortunately, the more complicated the adventure's story and
the more subtle its conflicts, the harder i t is to find reasons for the O n e o f the keys to a good adventure is ensuring that everyone
characters to participate. I f you have built the adventure around gets i n v o l v e d . N o t every PC needs a personal reason to partici-
the PCs, c o n v i n c i n g the players to take the bait is n o t a problem. pate, but once i n the adventure ever PC should have something
For instance, the half-elven ranger has been searching for clues t o to do. Ideally, this something should be what no one else in the
her parentage all along, and w h e n she learns her father may be i n party can manage. D u n g e o n crawls are easy i n this respect: the
a nearby village o f course she w i l l want to investigate; or, the fighter is the strongest combatant; the wizard can cast the spells
paladin swore to avenge the destruction o f his church, and i f the and also recognize magic items; the cleric can heal; the rogue can
PCs find themselves back i n Erudin, he w d l naturally want to visit disarm traps and open doors. Paladins can fight and also heal a
the ruins and renew his vows. Yet w h y should the characters care l i t t l e ; rangers can track; druids and shamans can deal w i t h nature;
that the princess o f H i g h Keep is p l a n n i n g to usurp her sister's bards can perform and record events and enchant people. I f you
position as heir? H o w does it affect them? send four fighters and a wizard i n t o the dungeon, you w i l l need
enough monsters to keep the fighters happy but enough magic
A t this p o i n t , the adventure type comes i n . I f this adventure items or puzzles or obstacles for the wizard to feel useful — rangers
focuses upon political power, the PCs must either w a n t such and druids are n o t that good for dungeons, because they are out of
power themselves or want i t for someone else. Perhaps they have place. T h e worst problem i n an adventure is for a player to feel
come to H i g h Keep because the party's enchanter heard of a new useless because her character c a n n o t do a n y t h i n g . N o t e that
spell available only at H i g h Keep, and n o w suddenly H i g h Keep doing something need n o t i n v o l v e combat. Perhaps the ranger
is n o t interested i n selling h i m the spell scroll but would be happy feels uncomfortable i n the castle, but he is the only one w h o can
to include it in a rescue reward. Perhaps the characters have track the goblins. T h e rogue cannot use most of her skills w h e n the
pledged their service to a local baron, a good m a n w h o was party is crossing the desert, but she is the one w h o reads the map
courting the older princess out o f genuine love as w e l l as the and knows where the party is going; or, his family wrote about the
potential political benefit of m a t r i m o n y . Perhaps the characters lost city and drew the map of its whereabouts.
were already a t t e m p t i n g to improve their faction w i t h Rivervale
and were on the trail of a notorious goblin warlord, the same one You should be careful here, of course. A v o i d m a k i n g such story
who has abducted the princess. elements too obvious, and try to go for general situations instead
of a single instance. I f the nature spirits w i l l speak only to the
Make sure you read over the character sheets carefully. T h e best
druid, but the PCs just need the location of a necromancer's cave
way to bring characters i n t o a story is to use something the players
from t h e m , the druid receives only that one i m p o r t a n t m o m e n t —
themselves created. T h e ranger's search for her parentage and the
and the player is bored for the rest o f the adventure. If the
paladin's quest for revenge were background notes from the
i m p e n d i n g battle w i l l take place i n a forest, however, the druid
players, and using those ideas i n the adventure shows t h a t you
may find himself drafted for strategy sessions. Remember that
have paid a t t e n t i o n to what your players put d o w n . Your players
character classes amount to more t h a n their spells or attack
w i l l be happy to k n o w you were listening or reading, and they w i l l
bonuses. Wizards are trained i n Spellcraft, w h i c h means they can
gladly go along w i t h such quests because they were interested i n
figure out w h i c h spell was used o n someone. Shamans are masters
doing t h e m already — otherwise, they would n o t developed those
of alchemy and can identify as well as concoct potions. Fighters
backgrounds i n the first place. Sometimes you must d i g a l i t t l e
are trained i n strategy and can notice ambushes, concealed
deeper and extrapolate a bit. O n e character is tall and b l o n d , but
weapons, and soldiers pretending to be peasants. Rogues arc
he comes from an area where the people are generally short,
masters at deception and can detect lies, spot traps, and catch
stocky, and dark-haired. Perhaps his father was n o t a local? Maybe
small details such as the sword-calluses on the dandy's hand.
his father was a nobleman passing t h r o u g h , w h i c h means the PC
Every character should have something to contribute to the
is of noble b l o o d . . .and learning the t r u t h might cause h i m t o seek
adventure, whether based o n character class or personal history or
out his real father at court and thus get h i m i n v o l v e d i n some o f
attitude.
the castle intrigue. I f you cannot find a n y t h i n g o n a character
sheet, and the player has n o t said a n y t h i n g you could use (either Here, you may decide to add subplots t o increase the participa-
in game or just w h e n t a l k i n g to you about his character), you may t i o n level from other PCs. Perhaps a bard PC was bringing a mail
need to ask h i m a few questions. C h e c k w i t h your players and have bag t o H i g h Keep o n behalf o f the League o f A n t o n i c a n Bards.
them write up a short paragraph o n their characters' family W h e n she delivers the mail bag, the League hard at H i g h Keep
histories, something about where they grew up, where they informs her t h a t a valuable mail bag was en route to Rivervale and
received training, and so forth. Such i n f o r m a t i o n may give you was sent w i t h the princess's heavily guarded caravan assuming it
the inspiration you need. would thereby arrive safely. Recovering the mail bag becomes a
subplot quest for the bard PC.
Keep in m i n d that you do n o t need a reason for every character
The length o f the adventure helps determine how many sub-
to get involved i n the plot. A t least one character should have a
plots you can work i n ; there is n o specific rule, but the longer an
reason, and the rest o f the party might simply decide to stick w i t h
adventure is, the more complexity i t can bear. A g a i n , look at the
their companion. Finding reasons for t w o or three PCs to be
type o f adventure. O f t e n , the subplot is a different type, so i f the
involved is great, but if everyone holds some personal stake i n the
adventure is about personal combat, perhaps a subplot deals w i t h
intrigue, you are being too obvious. Just make sure n o one has a
character g r o w t h , or an adventure about political power may have
clear reason n o t t o be i n v o l v e d — if one character abhors n o b i l i t y
a subplot o f mass combat.
and goes i n t o a blood-rage every t i m e he is around t h e m , the castle

63
EverQuest RI\5:Gam€Master'sGuio€

Alterations the dandy make a blackmail payment to the goblins, or perhaps


she does n o t and the goblins send word to H i g h Keep revealing her
N o w you k n o w h o w t o b r i n g the characters i n t o the plot. W h a t
i n v o l v e m e n t ; perhaps H i g h Keep made a ransom payment, but
happens, t h o u g h , once you have them? Someone once said, "no
the goblins h e l d o n t o the kidnapped princess anyway; perhaps
battle plan survives first contact w i t h the enemy." Assume that
H i g h Keep sent the ransom via the dandy, but w h e n he delivered
the PCs w i l l wreak havoc w i t h your story: they go left instead o f
it as a blackmail payment instead o f a ransom, the goblins killed
right; they offer to aid the enemy instead o f opposing her; they
the captive princess — and H i g h Keep now wants revenge and
miss clues you t h o u g h t were obvious and stray from your intended
answers.
adventure plot and locations, and so o n . H o w d o you deal w i t h t h is
situation? N o t e that this structure should not be a way to taunt the players
or try to prove that you are smarter t h a n they are. Events could
Simple — you adapt. Keep i n m i n d that the game is as m u c h the
overlap to their advantage as w e l l . T h e p o i n t is n o t that the
players' as i t is yours. You are responsible only for setting up the
players cannot p l a n for everything or that the PCs must cover
situations; they are responsible for responding to t h e m , and t h e n
every event to avoid being overwhelmed later. Rather, the point
you respond to the players' actions. If the players cannot influence
is that events continue to move, and w h a t the characters do not
your story, i t is n o t an adventure — i t is a story w i t h an audience.
d o can affect the overall adventure as m u c h as what they do.
D o n o t get angry if the players alter your plot; instead, be pleased
Problems w i l l n o t simply vanish o n their own; they must be dealt
that they are i n v o l v e d and h a v i n g a good t i m e , and play along
w i t h , whether on-screen by the characters or off-screen by N P C s
w i t h t h e m . Adjust the p l o t t o respond to what the do rather t h a n
and outside events.
force t h e m t o go along w i t h your original plans.
T h e other key t o adaptability is p l a n n i n g ahead. I f you devel-
H o w do you adapt the story ? First, go back to your scenes. T u r n
oped your opponents w e l l and gave t h e m back stories and
each one i n t o a key m o m e n t i n the adventure — such as the
personalities, figuring out w h a t they do w h e n their plans are
m o m e n t w h e n the characters have an audience i n H i g h Keep's
thwarted or w h e n situations change is m u c h easier. T h e dandy, for
throne r o o m or the m o m e n t w h e n they depart and the dandy
example, is an ambitious m a n p l a n n i n g to be the k i n g to the
insists o n j o i n i n g t h e m . These are the scenes you k n o w you w a n t
younger princess's queen once the older princess is removed. I f the
to introduce d u r i n g the adventure, assuming the characters do n o t
PCs refuse to allow h i m to j o i n t h e m , he w i l l shadow t h e m anyway
drastically change a n y t h i n g . I f the PCs refuse to let the dandy
and risk his life for his ambitions.
accompany t h e m , p r o v i d i n g the disguised rogue a chance to
poison the PCs w i l l be difficult later o n . I f the PCs want to draw T h e more you k n o w about the opponents and the locations
the goblins out by pretending to deliver a ransom, t h e n they may before starting the adventure, the easier it is to adjust to events as
never visit the scene where the caravan was attacked. If, however, they occur.
you have a list of the moments i n their proper order to look at, you Some of your subplots m i g h t never come up — the events occur
can cross off events and scenes as you go — that way, you k n o w off-screen and either never affect the m a i n story or affect it but the
what you d i d i n previous sessions, and you also k n o w w h i c h characters never learn why. N e w subplots could also arise from the
moments cannot occur anymore or must be worked i n by some characters' actions: i f they save a m a n o n the street as they enter
other means. the Highpass, that man may seek their p r o t e c t i o n later and reveal
Subplots can become more i m p o r t a n t n o w . T h e characters may that he is targeted by assassins because he learned o f about a plan
suddenly decide the missing mail bag holds more interest for t h e m to k i l l the princess or discovered a h i d d e n cache of smuggler's
t h a n the princess. T h i s is fine, especially i f you worked out what treasure or some other reason. Every a c t i o n has consequences, so
the mail bag contains that is o f such value. Perhaps the value i n a m i n o r a c t i o n early o n could t u r n i n t o a major subplot later or
the bag was n o t monetary but rather an i m p o r t a n t message for the even affect the m a i n p l o t i n a large way.
mayor of Rivervale. Recovering the bag and delivering the mes-
sage to the mayor m i g h t lead the PCs i n t o a new adventure. First, Resolutions
though, you want to see i f you can tie the PCs back i n t o the T h e keys to any good adventure are, i n the end, that the story
current adventure w i t h o u t being too obvious, so you decide o n the should make some sense and that everyone (you and your players)
fly that the younger princess was sending the goblins their b o u n t y should have a good time. Adventures can be straightforward and
for attacking the older princess via the mail bag. O n c e the goblins direct or quite complex and intricate, but afterward the players
destroyed the caravan, they could recover t h e i r payment from the should be able to look back and see where every p l o t twist came
mail bag. from and h o w all the pieces f i t together (unless some p l o t twists
Your t i m e l i n e also comes i n t o play here. W h e n you created the w i l l n o t be revealed u n t i l later adventures i n the campaign). T h e y
p l o t and the key scenes, you wrote t h e m d o w n as a t i m e l i n e o f may have some questions—and remember that you should always
events as they would occur i f the characters d i d n o t intervene. have reasons for what do, so that you w i l l actually have the
T h e key scenes for any subplots should go o n t o the t i m e l i n e as answers — but once you explain what happened (such as subplots
well. N o w you can use the t i m e l i n e to handle background events. they d i d n o t see u n t i l the end or N P C m o t i v a t i o n s they d i d n o t
I f the characters travel to Rivervale to deliver the message to the discover but w h i c h affected the N P C s ' actions and responses),
mayor, events should still transpire i n Highpass w h i l e they are everything should make sense. I f you can p u l l that off, you have
gone. created a good adventure. I f everyone had fun — you creating
N P C s and plotlines and setting up encounters and narrating
I n a poorly planned adventure, everything else would vanish
events; the players reacting to situations and role-playing their
w h e n the characters shift their a t t e n t i o n to the mail bag; three
characters and influencing the story — t h e n the adventure was a
sessions later, they have completed a quest for the mayor and
success. Every player should feel that his or her character was
return to Highpass to find that n o t h i n g has changed w h i l e they
useful and active and played a part i n the outcome. T h e primary
were gone. Such games always feel like museums, w i t h exhibits
goal of the adventure should be dealt w i t h — and note that we did
frozen i n place u n t i l you push the b u t t o n — they are clearly n o t
not say i t needed to succeed. For instance, the PCs may fail to
real, and the pieces are n o t even connected. W i t h your t i m e l i n e ,
rescue the princess, but the scheming younger princess is revealed
t h o u g h , other events are happening i n the background, just the
because she d i d n o t pay blackmail to the goblins, n o t through
way they do i n real life. T h i s complexity makes the adventure feel
detective work by the PCs. T h e primary goal should be dealt w i t h
more lifelike, because events are n o t w a i t i n g on the characters'
in a clear way, so that the players k n o w whether their characters
a t t e n t i o n or i n v o l v e m e n t . T h e other aspect is that events often
succeeded or failed. T h e y can try again at a later p o i n t , of course,
overlap, especially i n a small area such as a castle or a dungeon.
but for now the result is clear.
W h i l e the characters were gone, perhaps the young princess has
Chapter Three: Creating Aoventures ^
w h i c h means any a d d i t i o n a l adventures s h o u l d s o m e h o w lead o f f
Making Campaigns f r o m t h a t p o i n t . I f o n e a d v e n t u r e features a p a l a d i n PC becoming
the m o n a r c h o f towns i n t h e Karanas and t h e n y o u r u n a second
The Basics a d v e n t u r e t h a t does n o t s o m e h o w relate t o t h e paladin's new
T h e f i r s t q u e s t i o n w h e n t h i n k i n g a b o u t a c a m p a i g n is, " W h a t c h a r a c t e r d e v e l o p m e n t , t h e p l a y e r s f e e l as i f t h e i r c h a r a c t e r s h a v e
is a c a m p a i g n ? " H o w d o e s a c a m p a i g n d i f f e r f r o m a r e a l l y l o n g r e g r e s s e d , as i f t h e l a s t a d v e n t u r e m e a n t n o t h i n g o r a d d e d l i t t l e t o
a d v e n t u r e ? T h e b e s t w a y t o l o o k a t t h i s q u e s t i o n is i n t e r m s o f t h e i r c h a r a c t e r s . C a m p a i g n s l e t y o u b u i l d as y o u g o , d r a w i n g u p o n
b u i l d i n g blocks. Encounters — b r i e f run-ins b e t w e e n the PCs and t h e previous stories a n d e n c o u r a g i n g t h e players d o t h e same.
o t h e r characters or creatures — c o n s t i t u t e t h e b u d d i n g blocks for I f y o u d o d e c i d e t o c r a f t a c a m p a i g n , d o so b e c a u s e y o u c o m e u p
adventures. C o n n e c t a string of encounters, w i t h some larger w i t h a n i c e way t o l i n k several adventures together. S u c h a l i n k
purpose or story t o h o l d t h e m together, a n d you w i n d up w i t h an c a n be very s t r a i g h t f o r w a r d : f o r e x a m p l e , t h e characters have
a d v e n t u r e , t h e c o n n e c t i o n as s i m p l e as t r a v e l i n g across A n t o n i c a f i n i s h e d e x p l o r i n g t h e s o u t h e r n edge o f A n t o n i c a , a n d n o w t h e y
o r as s o p h i s t i c a t e d as a p l o t t o u n d e r m i n e F r e e p o r t ' s m i l i t i a . N o w m o v e t o t h e w e s t , t h e n t h e y w i l l g o n o r t h , t h e n east, a n d f i n a l l y
l i n k a series o f a d v e n t u r e s t o g e t h e r , c o n n e c t t h e m i n t h e s a m e to the center. You can, however, make the c o n n e c t i o n more
way, a n d y o u h a v e a c a m p a i g n . W h a t separates a c a m p a i g n f r o m c o m p l e x a n d also m o r e s u b t l e . W e m e n t i o n e d w i t h adventures
a r e a l l y l o n g a d v e n t u r e , t h e n , is t h e f a c t t h a t i t c o n s i s t s o f s e v e r a l t h a t y o u should always k n o w the answer, and this guideline holds
s m a l l e r a d v e n t u r e s . W h e n w e discussed b u i l d i n g a d v e n t u r e s , w e t r u e w i t h c a m p a i g n s as w e l l . A s w i t h a d v e n t u r e s , t h o u g h , j u s t
m e n t i o n e d that each adventure should end w i t h some resolution because y o u k n o w does n o t m e a n y o u need t o t e l l . Part o f t h e f u n
t o its p r i m a r y g o a l . E n c o u n t e r s d o n o t a l w a y s h a v e a g o a l o r a s t o r y f o r t h e players c a n be t r y i n g t o f i g u r e o u t h o w t h e a d v e n t u r e s are
— o f t e n t h e y are t o o b r i e f t o h a v e a s t o r y o f t h e i r o w n , t h o u g h t h e y l i n k e d t o g e t h e r a n d w h a t is t h e o v e r a r c h i n g s t o r y .
c a n p l a y a p a r t i n a l a r g e r s t o r y . A d v e n t u r e s r e q u i r e at l e a s t o n e f u l l
D o e s t h a t m e a n t h e c a m p a i g n s h o u l d h a v e a l a r g e r s t o r y ? Yes.
session, so t h e y d o a l w a y s h a v e a s t o r y , a n d a g o a l , a n d a r e s o l u t i o n .
Be c a r e f u l h e r e , t h o u g h . T h e s t o r y n e e d n o t be c o m p l i c a t e d —
T h i n k o f a c a m p a i g n i n t h e same w a y , o n l y o n a larger scale.
s u c h as i n t h e e x a m p l e a b o v e , f o r w h i c h " e x p l o r i n g t h e c o n t i n e n t
T h e adventures i n a c a m p a i g n usually have a very clear c o n n e c - o f A n t o n i c a " is a f i n e s t o r y . Y o u s h o u l d h a v e a s p e c i f i c i d e a i n
t i o n . First o f a l l , t h e PCs are g e n e r a l l y t h e same g r o u p ; o n e m i n d , h o w e v e r , a n d i t s h o u l d i n v o l v e m o r e t h a n j u s t " a series o f
c h a r a c t e r m i g h t l e a v e a n d a n e w o n e a r r i v e , b u t t h e g r o u p is adventures w i t h the same characters."
essentially t h e same. T r e a t t h e c a m p a i g n m u c h l i k e a t e l e v i s i o n O n t h e o t h e r h a n d , since t h e players c a n redirect t h e plots i n
series: t h e c a s t m a y s h i f t s l i g h t l y , b u t m o s t o f t h e p r i m a r y a c t o r s an adventure, you can imagine what they m i g h t do w i t h the plots
stay t h r o u g h o u t . T h i s s t a b l e p r e s e n c e l e n d s a sense o f c o n t i n u i t y . o f a campaign. If you have created an entire c a m p a i g n based
S e c o n d , t h e a d v e n t u r e s m a y a l l b e set i n t h e s a m e p l a c e . T h e y a r o u n d t h e d i s c o v e r y , r e t r i e v a l , a n d misuse o f a cursed Shissar
need n o t necessarily all occur i n t h e same castle, b u t if t h e first o n e s c e p t e r , a n d t h e c h a r a c t e r s m a n a g e t o d e s t r o y t h e s c e p t e r at t h e
was i n t h e c a s t l e , t h e s e c o n d o n e m a y b e i n a n o t h e r p a r t o f t h e e n d o f t h e f i r s t a d v e n t u r e , w h a t w i l l y o u d o f o r t h e rest o f t h e
same k i n g d o m . Perhaps o n e c h a r a c t e r has i n h e r i t e d t i t l e t o l a n d , campaign? The a n s w e r , as w i t h a d v e n t u r e s t h e m s e l v e s , is t o
a n d t h e c a m p a i g n is c e n t e r e d o n t h e p o l i t i c s o f k e e p i n g t h e l a n d a d a p t . Perhaps t h e scepter's energies are released w h e n t h e PCs
a n d t h e w o r k o f d e f e n d i n g its t o w n s a n d c l e a r i n g o u t d a n g e r o u s destroy i t , a n d those energies sweep across N o r r a t h , c a u s i n g
areas s u c h as t h a t r u i n e d t o w e r s u p p o s e d l y h a u n t e d s i n c e t h e d a y s massive c h a n g e t o p e o p l e , places, a n d monsters a l i k e . T h e c h a r -
of the C o m b i n e Empire. acters feel responsible — t h e y are r e s p o n s i b l e , a f t e r a l l — a n d so
t h e y set o u t t o u n d o o r at least c o n t a i n t h e d a m a g e . Y o u r c a m p a i g n
T h i r d , the adventures m i g h t comprise an overarching metaplot
story r e m a i n s basically t h e same: i t still concerns t h e scepter a n d
that c o m b i n e s all o f t h e m together. T h e t w e l v e labors o f Hercules
t h e repercussions o f its r e d i s c o v e r y ; o n l y t h e d e t a i l s h a v e c h a n g e d
c o u l d e a c h be t h o u g h t o f as a n a d v e n t u r e , w h i l e H e r c u l e s b e i n g i n
in the plotlines of individual adventures.
t h e s e r v i c e o f E u r y s t h e u s s e r v e s as a m e t a p l o t f o r h o w t h e a d v e n -
t u r e s are c o n n e c t e d . T h e example above of u n d e r m i n i n g the Y o u s h o u l d also pay close a t t e n t i o n t o y o u r players d u r i n g e a c h
Freeport m i l i t i a m i g h t start w i t h t h e PCs u n d e r t a k i n g l o w - l e v e l a d v e n t u r e t o m a k e sure t h a t t h e y are s t i l l h a v i n g f u n . Players e n j o y
adventures i n t h e service o f Freeport's paladins, advance to g a m i n g f o r t h r e e m a i n reasons: t h e y l i k e h a n g i n g o u t t o g e t h e r ,
e x p l o r a t i o n o f Freeport's sewers a n d e x p o s i n g t h e d a r k e l f pres- they like t h e i r characters, and they like the storyline. Y o u need t o
ence there, and c u l m i n a t e w i t h c o n f r o n t i n g Sir Lucan, c o m m a n d e r w o r r y m o s t a b o u t t h e s e c o n d a n d t h i r d reasons.
o f t h e m i l i t i a , as t h e c l i m a x o f t h e c a m p a i g n ' s m e t a p l o t . I f a player becomes bored w i t h his or her character, you can
F o u r t h , the c a m p a i g n m i g h t feature r e c u r r i n g villains or quest u s u a l l y t e l l : s h e d o e s n o t s p e a k u p as m u c h ; s h e d o e s n o t g e t as
objects. A c a m p a i g n c o u l d i n v o l v e several adventures i n w h i c h e x c i t e d ; a n d i f a scene focuses o n h e r P C , she gets g l u m i n s t e a d o f
t h e PCs c o n f r o n t t h e B u r n i n g D e a d n e c r o m a n c e r s a n d face t h e i r e n t h u s e d . I f t h i s h a p p e n s , t a l k t o t h e player p r i v a t e l y . M a y b e she
l e a d e r s e v e r a l t i m e s as h e escapes f r o m s o m e a d v e n t u r e s o r is r a i s e d wants t o retire the half-elf ranger for a bit and b r i n g i n a new
f r o m t h e dead t o face t h e PCs a g a i n . A l t e r n a t e l y , a quest f o r a n character. You w i l l need to check the plotlines of the next
epic w e a p o n w o u l d be a c a m p a i g n u n t o itself, w i t h t h e search f o r a d v e n t u r e a n d m o d i f y i t so t h a t i t d o e s n o t h i n g e o n t h e r a n g e r f o r
t h e a r t i f a c t s e r v i n g as t h e t h r e a d t h a t c o n n e c t s t h e c a m p a i g n ' s success a n d so t h a t h e r n e w c h a r a c t e r is e q u a l l y i m p o r t a n t . D i s c u s s
individual adventures. w h a t t h e p a r t y c o u l d use i n t e r m s o f class a n d r a c e , a n d l i s t e n t o
t h e p l a y e r ' s ideas — t h i n k about t h e m i n terms of the plots, and
N o w t h a t w e h a v e d e f i n e d t h e c a m p a i g n , t h e n e x t q u e s t i o n is,
o f f e r suggestions t o h e l p focus t h e c h a r a c t e r a n d m a k e sure i t f i l l s
" W h y r u n a c a m p a i g n ? " W h y n o t s i m p l y d o a series o f u n r e l a t e d
a gap.
adventures ? I f y o u r players like t h e first a d v e n t u r e , w a n t y o u t o d o
a s e c o n d o n e , a n d t h e y k e e p t h e s a m e c h a r a c t e r s , is t h a t a O f course, t h e player may w a n t t o alter t h e e x i s t i n g character
c a m p a i g n ? N o t n e c e s s a r i l y — i t m i g h t j ust b e a s e c o n d a d v e n t u r e . i n s t e a d o f c r e a t i n g a n e w o n e . I n t h a t case, d i s c u s s w h a t t h e p l a y e r
A g a i n , t h e k e y is t h e c o n n e c t i o n . T h o s e t w o a d v e n t u r e s d o n o t w a n t s t o d o — t a l k i n g e n e r a l t e r m s s u c h as " D i d y o u w a n t t o s h i f t
need to l i n k up; for instance, perhaps t h e second o n e takes place y o u r focus t o w a r d c o m b a t a b i t , n o w t h a t your druid's g o t t e n a
o n another c o n t i n e n t , w i t h n e w plots and n e w enemies. E x p l a i n - t a s t e f o r i t ? " i n s t e a d o f s p e c i f i c s a n d r u l e s m e c h a n i c s s u c h as " S o ,
i n g h o w t h e PCs got f r o m t h e castle t o t h e n e w l o c a t i o n or w h y y o u w a n t t o m u l t i c l a s s as a r a n g e r ? " A l w a y s l e t t h e p l a y e r c o m e u p
t h e y l e f t t h e c a s t l e is u n n e c e s s a r y , b e c a u s e t h e t w o s t o r i e s are n o t w i t h t h e i d e a s ; y o u r r o l e is t o c o m m e n t o n t h o s e ideas a n d t h e i r
connected — t h e y feature t h e same characters, b u t t h a t m a y be feasibility, plus h o w w e l l they w i l l f i t i n t o t h e group and the
the only similarity. campaign. Campaigns are a great w a y t o refocus a character,
because events c a n start t o c h a n g e t h e c h a r a c t e r a n d t h e n t h e
Y o u create a c a m p a i g n because y o u w a n t t o l i n k t h e stories
f o l l o w i n g adventures can h i g h l i g h t that new direction, giving the
together m o r e closely, t o b u i l d s o m e t h i n g larger. M o s t players
player t i m e a n d space t o flesh o u t t h e a l t e r a t i o n s a n d g r o w i n t o t h e
prefer this r o u t e , really. T h e y get i n t o t h e i r characters, a n d t h e y
new role.
w a n t t o incorporate the land o w n e r s h i p story i n t o t h e i r history,

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EverQuest RPG: Game Master'sGuifce
Y o u c a n also usually t e l l i f y o u r players are g e t t i n g b o r e d w i t h t h e t e m p l e a r o u n d t h e p a l a d i n always p r o v o k e s a response, f o r
the story. T h e y w i l l be excited w h e n they get t o d o character- e x a m p l e , a n d i n s u l t i n g t h e d a r k e l v e s a l w a y s g e t s a rise o u t o f t h e
o r i e n t e d a c t i v i t i e s s u c h as c h a t t i n g i n c h a r a c t e r o r r e s e a r c h i n g h a l f - e l v e n ranger. Plus, y o u h a v e a l l t h e p l o t s f r o m t h e first
spells o r p l a n n i n g a s c o u t i n g p a r t y , b u t t h e y w i l l lose i n t e r e s t i n t h e adventure t o w o r k w i t h ; some o f t h e m d i d n o t e n d and y o u c a n
k e y scenes a n d f o c u s m o r e o n s u b p l o t s a n d e l e m e n t s t h a t s h o u l d c o n t i n u e t h e m n o w , w h i l e o t h e r s d i d e n d b u t h a v e repercussions
r e a l l y be o f f - s c r e e n ( s u c h as t h e c h a t t i n g m e n t i o n e d a b o v e ) . I f t h i s t o be e x p l o r e d . F i n a l l y , i f y o u o r some o f your players are n e w t o
h a p p e n s , s t o p a n d l o o k a t y o u r s t o r y a g a i n . W h a t is b o r i n g t h e tabletop role-playing, starting w i t h o n e o r t w o single session
players? T h e p o l i t i c s ? T h e f i g h t i n g ? T h e v i l l a i n ? T h e s e t t i n g ? I f a d v e n t u r e s is easier t o h a n d l e t h a n j u m p i n g r i g h t i n t o a c o m p l e x
y o u a r e u n s u r e , j u s t ask — o n l y b e p r e p a r e d f o r a n y a n s w e r , campaign.
i n c l u d i n g "all o f i t . " Y o u w i l l need t o g o over t h e story again a n d
probably shift some o f i t about. Y o u need n o t t h r o w e v e r y t h i n g Creation
away: f o r instance, i f t h e players are tired o f t h e p o l i t i c a l m a c h i -
N o w that you have decided t o r u na campaign, h o w d o y o u
n a t i o n s , y o u c a n l e t your players t u r n t h e i r a t t e n t i o n t o t h e
h a n d l e it? First off, y o u n e e d a story. N o t e t h a t y o u d o n o t start
u p c o m i n g warbetween humans and gnolls, but keep the political
w i t h a t y p e , as w e d i d w i t h a d v e n t u r e d e s i g n . T h e c a m p a i g n is a
story g o i n g o n i n t h e b a c k g r o u n d . N o o n e w i l l believe that
g o o d d e a l l o n g e r a n d m o r e i n v o l v e d , so y o u w i l l a l m o s t c e r t a i n l y
suddenly every n o b l e i n Q e y n o s decided s i m p l y t o get a l o n g a n d
h a v e s e v e r a l t y p e s a n d s e v e r a l d i f f e r e n t a d v e n t u r e focuses t h r o u g h -
be f r i e n d s a n d a c c e p t h i s c u r r e n t p o s i t i o n , b u t y o u c a n c a l m t h e
o u t . T h u s , b e g i n i n s t e a d w i t h o n e o r m o r e o f t h e basic c o n c e p t s
p o l i t i c a l s t o r y d o w n a b i t , a t least l o n g e n o u g h f o r t h e P C s t o
m e n t i o n e d above: characters, geography, m e t a p l o t , enemies, o r
escape t o t h e b a t t l e f i e l d n e a r a K a r a n a f i s h i n g v i l l a g e . O n c e t h e y
items.
are o u t o f p l o t t h e m s e l v e s , t h e p l a y e r s w i l l n o t m i n d t h a t i t
L o o k a t e x a m p l e s f r o m classic f a n t a s y as i n s p i r a t i o n . The Lord
c o n t i n u e s i n t h e b a c k g r o u n d , a n d i t c a n s t i l l rear u p o c c a s i o n a l l y
of the Rings is p r e d o m i n a n t l y a b o u t t h e c h a r a c t e r s o f t h e f e l l o w s h i p
t o r e m i n d t h e m o f t h e s i t u a t i o n b a c k i n t h e Free C i t y .
a n d t h e i t e m o f t h e O n e R i n g . A r t h u r i a n tales usually start w i t h
O n e o f t h e g r e a t b e n e f i t s a b o u t a c a m p a i g n is t h a t y o u c a n e n d A r t h u r c o n c e p t i o n a n d f o l l o w h i s l i f e as h e is r a i s e d , b e c o m e s
one adventure more quickly t h a n you had planned and m o v e right king, andforms the R o u n d Table. Conversely, you could build a
into the next one. So, i n t h e example above, youc a n bring t h e c a m p a i g n a b o u t s o m e o n e w h o is d y i n g o r a l r e a d y d e a d a n d e x p l o r e
castle i n t r i g u e a d v e n t u r e t o a close, c u t t i n g o u t several subplots t h e effects o f t h i s figure's d e a t h — a king's d e a t h a n d t h e s u n d e r i n g
a n d scenes y o u h a d o r i g i n a l l y i n t e n d e d t o e x p l o r e a n d l a u n c h t h e of t h e realm, for instance, w o u l d make a n excellent campaign.
w a r a d v e n t u r e i m m e d i a t e l y a f t e r . A s l o n g as t h e i n t r i g u e r e a c h e d The l a t t e r is a c t u a l l y easier, since y o u need n o t worry that
some sort o f r e s o l u t i o n , e v e n just for t h e characters' role i n i t , t h a t s o m e o n e w i l l k i l l t h e k i n g b e f o r e t h e last a d v e n t u r e .
is e n o u g h t o l e t y o u m o v e o n a n d d o s o m e t h i n g m o r e i n t e r e s t i n g
W h i c h e v e r route you choose, just remember t h a t the person o r
for t h e players.
i t e m o r place does n o t n e e d t o appear i n each a d v e n t u r e ; it just has
t o f a c t o r . A s i n g l e a d v e n t u r e c a n deal w i t h t h e refugees f r o m t h e
Decisions crumbling kingdom, the rumors of the fallen monarch's rebirth, or
W h e n d o y o u decide t o r u na campaign? Several different someone w i t h i n f o r m a t i o n about a n artifact's location. A s w e
o p t i o n s a r e a v a i l a b l e , r e a l l y . T h e f i r s t is t o p l a n f o r a c a m p a i g n d i s c u s s e d a b o v e , m a k e t h e p l a y e r s guess a l i t t l e . I f y o u h a v e y o u r
r i g h t f r o m t h e start. Y o u h a v e a n idea for a story, b u t o n c e y o u start " K i n g A r t h u r " i n every a d v e n t u r e , they w i l l k n o w r i g h t away w h a t
b r e a k i n g i t i n t o s c e n e s a n d l o c a t i o n s , y o u r e a l i z e t h a t i t is r a t h e r is t h e c a m p a i g n ' s f o c u s , b u t i f t h e y o n l y h e a r r u m o r s a b o u t h i m i n
i n v o l v e d a n d has several d i f f e r e n t aspects, e a c h o n e t o o c o m p l i - o n e a d v e n t u r e , t h e y w i l l w o n d e r a b i t — a n d y o u w i l l increase t h e
cated a n d i m p o r t a n t for a mere subplot. fun.
L o o k a t t h e s c e n e s a n d t h e p l o t s a n d c o n s i d e r e a c h o n e as t h e O n c e y o u k n o w t h e story's subject, y o u need t h e story itself.
plot t o a n entire adventure. I f they all work that way, or most o f Keep i t simple — y o u w i l l g o i n t o detail w i t h t h e adventures.
t h e m do, you have a campaign o n your hands. Y o u can break t h e R i g h t n o w , y o u j u s t n e e d t h e basic p l o t l i n e o r n o t i o n . " T h e l a n d
p l o t s d o w n i n t o t h e i r separate a d v e n t u r e s , t h e n d e v e l o p e a c h o n e is b e s e t b y a n a n c i e n t e v i l , a n d o n l y t h e p o w e r o f a l o n g - l o s t
w i t h i t s o w n scenes a n d l o c a t i o n s a n d s u b p l o t s . T h e i n i t i a l s t o r y a r t i f a c t c a n d e f e n d i t " is a g o o d c a m p a i g n s t o r y l i n e ; s o is, " T h e
concept connects everything together, whether t h e story o f that k i n g d o m goes t h r o u g h s e v e r a l p o l i t i c a l upheavals as v a r i o u s
S h i s s a r s c e p t e r o r t h e f a t e o f a p a r t i c u l a r c i t y as i t s g o v e r n m e n t individuals and factions v i efor c o n t r o l . " Notice that neither o f
shifts hands. t h e s e s t o r y l i n e s t e l l s y o u e x a c t l y w h o is i n v o l v e d o r w h a t t h e y a r e
T h e big advantage t o p l a n n i n g a c a m p a i g n before t h e first d o i n g : y o u d o n o t k n o w w h a t t h e e v i l is o r w h a t t h e a r t i f a c t d o e s ,
a d v e n t u r e is t h a t y o u h a v e m o r e t i m e t o p r e p a r e . Y o u c a n l a c e t h e h o w many people have tried to take over the k i n g d o m , and where
first a d v e n t u r e w i t h clues t h a t w i l l lead i n t o the second a d v e n t u r e , the artifact c a n be found. Those details c o m e later. For t h e
a n d so o n . Y o u r o p p o n e n t s a n d N P C s c a n h a v e i m p o r t a n t r o l e s t o m o m e n t , y o u j u s t n e e d t h e basic s t o r y .
play i n each a d v e n t u r e , o r some m a y be i n t h e first a d v e n t u r e a n d
t h e n disappear u n t i l t h e t h i r d o r f o u r t h . Plotlines c a n weave Sequel-itis
t h r o u g h o u t t h e e n t i r e s t r u c t u r e , a n d repercussions c a n be felt a l l O n e p r o b l e m t o w a t c h f o r w h e n b u i l d i n g a c a m p a i g n is sequel-
d o w n t h e l i n e . A c a m p a i g n lets y o u b u i l d o n a g r a n d scale a n d i t i s . T h i s is t h e n o t i o n t h a t t h e s e c o n d i n s t a l l m e n t m u s t b e b i g g e r
c o n n e c t a l l t h e pieces m o r e t i g h t l y . i n every w a y , a n d t h e t h i r d m u s t be bigger t h a n t h e second, a n d
P l a n n i n g a c a m p a i g n a f t e r t h e f i r s t a d v e n t u r e is a l s o f i n e . T h i s so o n . H o l l y w o o d m o v i e s s u f f e r f r o m t h i s p r o b l e m : w i t h e a c h n e w
s i t u a t i o n usually occurs because e v e r y o n e e n j o y e d t h e first a d v e n - i n s t a l l m e n t i n a series, t h e s t u n t s g e t m o r e i n s a n e a n d t h e b a d guys
ture, l i k e d t h e i r characters, a n d asked y o u t o c o n t i n u e i t . Y o u more dangerous and more powerful. Many G M s build their
c o u l d c o m e u p w i t h a n u n r e l a t e d second a d v e n t u r e , o f course, but c a m p a i g n s t h e same w a y , s t a r t i n g small a n d g r o w i n g larger u n t i l
instead y o u get a n idea o f h o w t o d e v e l o p a larger story f r o m t h e t h e g i a n t f i n a l e . Y o u c a n d o t h a t i f y o u w a n t , b u t i t is u n n e c e s s a r y .
first o n e , a n d so y o u t u r n i t i n t o t h e i n i t i a l p o r t i o n o f a c a m p a i g n Why s h o u l d y o u a v o i d t h i s s t r u c t u r e ? B e c a u s e i t is p r e d i c t a b l e .
a n d c r a f t t h e r e s t . Y o u m i g h t a l s o l e a v e t h e f i r s t a d v e n t u r e as a o n e - Y o u r players h a v e seen those same m o v i e s , a n d t h e y k n o w t h e
o f f a n d b e g i n a c a m p a i g n u s i n g t h e s e c o n d a d v e n t u r e as y o u r n e x t a d v e n t u r e w i l l h a v e a m o r e p o w e r f u l v i l l a i n , so t h e y are n o t
springboard. surprised; t h e y m i g h t still h a v e f u n , b u t t h e y missed o u t o n t h a t
thrill o fnot knowing what would happen next.
T h e advantages o f d o i n g a c a m p a i g n at this p o i n t are t h a t t h e
players already feel a t t a c h e d t o t h e i r characters a n d k n o w t h e y Instead o f d o i n g t h e o b v i o u s , surprise your players. H a v e a
w a n t t o k e e p p l a y i n g t h e m — a n y o n e w h o d o e s n o t is s w i t c h i n g r e l a t i v e l y m i n o r v i l l a i n i n t h e first a d v e n t u r e , a bigger o n e i n t h e
to a n e w one, a n d you have time t o work that n e wcharacter into s e c o n d a d v e n t u r e — a n d t h e n n o b o d y i n t h e t h i r d , JUSI t h e
t h e larger story. Y o u also w a t c h e d t h e g r o u p t o g e t h e r t h r o u g h o u t p l a y e r s ' o w n fears a n d n o n - s e n t i e n t o p p o n e n t s s u c h as t i m e a n d
t h a t f i r s t a d v e n t u r e , so y o u h a v e a n i d e a o f h o w t h e y r e l a t e t o e a c h weather. T h e y w i l l bel o o k i n g over their shoulders the entire t i m e ,
other and w h i c h buttons t o push for each o f t h e m — m e n t i o n i n g
Chapter Three: Creating Atwentures ^

expecting the adventure's v i l l a i n to appear. Such uncertainty just not, you are t r y i n g too hard to keep the adventures different. T h a t
makes everything more e x c i t i n g . W h e n the adventure ends, and the adventures i n a campaign have a l o t i n c o m m o n is alright, as
the players realize that it was challenging and they had to work at long as they do have a l i t t l e variety. I f you cannot vary the tone
it even w i t h o u t a v i l l a i n , they w i l l be even more impressed. Your at all, vary another element instead — the location, the villains,
campaign w i l l stand out, and they w i l l remember i t and talk about the type of conflict, the l e n g t h o f the adventure.
it, because i t avoided doing the same o l d t h i n g .
You should be careful w i t h this strategy, however. Remember Breakdown
to look at Challenge Ratings and consider n o t where the PCs are W h i c h brings us back to constructing your campaign. O n c e you
at the start of the campaign but where they w i l l be by a specific have the basic story idea, break i t d o w n . T h i s process is the same
adventure i n terms of power and experience. O n e situation you d o as the one you used w i t h adventures and scenes, but n o w you are
not want is for the PCs to walk right t h r o u g h t h a t later adventure separating adventures out of the campaign. You should ask your-
w i t h o u t any effort because you d i d n o t b r i n g i n a v i l l a i n and the self h o w long you want the campaign to r u n : could this story last
existing challenges proved too easy for t h e m . M a k e sure the an entire year, or were you l o o k i n g at a few months? T h i n k i n g of
obstacles w i l l give the players pause and t h a t the outcome is i n the campaign's l e n g t h should h e l p you guess how many adven-
doubt. T h e characters deserve a fair chance, but so do the N P C s tures w i l l be included, w h i c h helps you divide t h e m appropriately.
and the w o r l d itself. Balancing is easier since you probably w i l l n o t Sometimes, G M s c l u m p ideas together too m u c h and w i n d up
design the next adventure u n t i l the last one is completed, so you w i t h a campaign consisting o f three long adventures w h e n each
can adjust the challenges accordingly. A l s o , just as PCs gain levels one could be better served as t w o or three shorter adventures.
and power d u r i n g a campaign, so should the antagonist. Sometimes, G M s go i n the opposite d i r e c t i o n and have a cam-
A n o t h e r o p t i o n involves changing the battlefield o n the play- paign w i t h twelve short adventures w h e n they really needed only
ers. I f the last adventure had a master wizard as the primary four. T h i n k about the scenes i n each adventure as you are
opponent, give t h e m a war leader this time. Maybe h i t t h e m separating t h e m out. I f everything is i n or around the castle and
instead w i t h a devious aristocrat w h o is n o t a fighter or a wizard t h e n suddenly shifts to the battlefield and stays there for a while,
but w h o is clever and crafty and can o u t - t a l k anyone around. A l l you probably have t w o separate adventures and that shift i n d i -
three of those N P C s m i g h t have the same Challenge Rating, but cates where one ends and the next begins. T h e same is true o f the
each one requires a completely different type o f conflict, w i t h type o f conflict or the goal: i f i t suddenly changes and stays that
different skills. T h i s variety keeps the players o n their toes and way, you probably have a new adventure. I f the a c t i o n shifted but
keeps everyone happy: i n one adventure, the wizard gets to shine; w e n t right back to the i n i t i a l p l o t , however, you only had a
another adventure allows the fighters to take center-stage; a t h i r d subplot, w h i c h can stay i n the same adventure.
adventure relies o n the rogue t o p u l l the party t h r o u g h . O n c e you divide up the adventures, glance over t h e m i n order,
keeping the campaign story i n m i n d . D o they all l i n k together?
Alternation A r e they varied enough to be interesting, but connected enough
The idea o f varied villains leads to another advantage of the to work as one story ? Consider each adventure separately i n terms
campaign and a second reason to avoid sequel-itis: alternates. I f of w h i c h characters w i l l play the largest role, and t h e n look over
you do a big battle adventure and t h e n follow w i t h another b i g t h e m all i n t h a t sense: do all PCs w i n d up being crucial, or does the
battle and t h e n a big war, the players w i l l get tired of big battles. focus at least switch from P C to PC? Y o u do n o t want the same
So w i l l you, for you can plan battles and c o m m a n d armies only for character to be the center of every adventure, w h i c h is n o t fair to
so long. Likewise, if every adventure is a m e n t a l puzzle, the players the rest o f the group — nor fair to t h a t player, as he may get tired
may start c o m p l a i n i n g that their brains h u r t — and you w i l l be of being a focal p o i n t and envy his friends w h o are not under as
sick of coming up w i t h intricate mindbenders for every adventure. m u c h pressure.
So, alternate a b i t . B u i l d one adventure that involves a l o t of A n o t h e r consideration w i t h campaigns is m o t i v a t i n g the PCs.
combat, another t h a t uses magic and religion, another t h a t is a l l W h y do they get i n v o l v e d and stay involved? Y o u ask this
m i n d games, and another t h a t focuses o n trickery or politics (or question w i t h each adventure, but you also need to keep i n m i n d
b o t h ) . N o t only do you keep the players guessing, but you keep the the campaign as a whole. W h a t keeps the characters i n v o l v e d
campaign fun for everyone because you do n o t become stuck i n adventure after adventure? A r e they somehow responsible for
the same r o u t i n e w i t h each adventure. A s w e l l , you get t o t r y what is happening and so stay i n v o l v e d from a sense o f responsi-
different adventure types each time, letting you can see w h i c h you b i l i t y or guilt? A r e they just i n the right place at the right time?
prefer and w h i c h your players like best. Such luck gets less likely w i t h each new adventure, unless the
You can alternate tones, too. I f every adventure i n a campaign i n i t i a l adventure explains how the PCs stay involved i n following
is dark and dreary, the players may start m o p i n g themselves. R u n adventures. Being cursed by a god and sent on a series of quests w i l l
a somber adventure, but t h e n do one t h a t is a l i t t l e lighter. You do certainly keep the characters i n v o l v e d and explain w h y they are
not need to run humorous adventures, w h i c h may n o t fit w i t h your always present at each series o f events. You should look at larger
story, but try an adventure t h a t is n o t as serious to give everyone ideas and principles for help. T h e ranger's search for her parents
a break. T h e same guideline goes for humor: c o m i n g up w i t h funny drew her i n t o the first adventure, but her sense o f loyalty and
adventures is difficult, and if you try r u n n i n g several i n a row, you family obligation keep her i n v o l v e d i n the next one or t w o . T h e
are more likely to flop. D o a funny adventure, t h e n a less funny paladin w e n t back t o E r u d i n because the group was sent there, but
one, and then maybe back to funny. T a k i n g a break from the his quest for revenge and his general interest i n p r o m o t i n g justice
silliness w i l l give everyone a chance t o recover, and the next spur h i m o n . Principles such as h o n o r , duty, love, and revenge are
adventure w i l l seem funnier i n contrast. excellent motivators, broad enough t o carry people t h r o u g h a
wide variety of events and vague enough t h a t they can f i t many
The one issue t o w a t c h for here is t h a t you do n o t overdo the different incidents.
mix-and-match technique. D o n o t make each adventure a differ-
ent type and mood just so they are all different. Keep your story i n
m i n d , and make sure t h a t each adventure ultimately adds to that
Connections
story. Does one of the artifact portions cause dizziness and absent- W h e n b u i l d i n g a campaign, you want to focus on the connec-
mindedness and amusement? I f so, t h e n a humorous adventure tions between the adventures. N o t everything w i l l come back —
would fit perfectly. I f all of the artifacts are deadly, however, a silly sometimes an opponent m i g h t swear he w i l l return, yet he never
adventure probably does n o t f i t , although a less serious one may does. A l o t o f elements should come back, t h o u g h , w h i c h rein-
be appropriate. Is the campaign all about mental prowess? A battle forces the sense o f the campaign as a larger whole. Keep notes as
adventure might n o t work, unless you are using i t to h i g h l i g h t the you r u n each adventure: N P C s the characters meet, people they
difference between that k i n d of combat and the more cerebral insult or h u r t or help, places they visit, stories they hear, promises
battle o f wits. Just be sure that each adventure still meshes w i t h they make — a n y t h i n g t h a t could come back to haunt t h e m . . .
the overall story; ask yourself i f it makes sense i n t h a t context. I f or help t h e m . Factor some o f these incidents back i n — n o t
£1 ( EverQuestRPG:GameMaster's Gutoe V ^ PI
everything, but enough so the players k n o w you were really there is a reason for the classic H o l l y w o o d happy ending: sappy or
listening and so they are reminded that every a c t i o n has repercus- not, i t is more fun w h e n the protagonist wins. Likewise, your group
sions. w i l l have more fun if the campaign is a success for their characters.
T h e players w i l l most likely want second chances. I f an adven- Perhaps they lost some battles (adventures) along the way, but
ture ended w i t h t h e m not getting that piece o f the artifact, they they w o n the war (campaign).
w i l l want to go after i t again. I f the dandy escaped, they w i l l want W h e n you first design the campaign and create the story,
to track h i m d o w n and b r i n g h i m to justice. D o not always give i n decide o n the campaign's u l t i m a t e goal. Should the characters
to these wishes; sometimes, the PCs get only the one shot, and i f explore every part of Kunark? Should they be instrumental i n
they fail, they do n o t get another. Yet sometimes a second chance altering the government o f Erudin? Should they help reassemble
fits perfectly w i t h your o w n plans, and you can pretend to give i n , the artifact and dispel the i n v a d i n g evil ? N o t i c e that the first goal
w h i c h lets the players feel more i n c o n t r o l and makes t h e m more is very simple — as long as the characters complete each adven-
eager to keep playing. ture, they w i l l complete that goal. T h e y could lose t o every
A t the end of each adventure and before you start the next one, monster or v i l l a i n they face and still explore the entire c o n t i n e n t .
go over the t i m e l i n e of events. Update i t : cross out what d i d n o t Dispelling evil, o n the other h a n d , is a very clear goal and requires
happen, write d o w n what d i d , and figure out what w i l l happen not only that the PCs find every piece of the artifact but that they
next as a result. Look back at the t i m e l i n e from any earlier use the reassembled device effectively. Such a campaign w i l l be
adventures i n the campaign and update t h e m as w e l l so their very black and w h i t e : either the characters w i n or the evil does.
events continue to move forward. Just as w i t h i n d i v i d u a l adven- T h e m i d d l e goal is the best type for a campaign, as i t is vague
tures, this structure gives the campaign more depth and more a enough that the characters can accomplish it. N o t e that it doesn't
sense o f a real w o r l d l i v i n g around the PCs. You also have more m e n t i o n what government ultimately controls Erudin or what
material w i t h w h i c h to work w i t h . A m i n o r detail or event i n the role the characters played i n the changes or even whether the new
first adventure that was n o t dealt w i t h could w i n d up being major government is better or worse t h a n the original. A s long as the
by the t h i r d or fourth adventure; something the players only heard characters influence the government, they have accomplished
about as background earlier could become part of the m a i n p l o t i n that goal. T h i s goal is a l i t t l e more i n v o l v e d than exploring the
a later adventure. You should update the t i m e l i n e for any upcom- c o n t i n e n t , however, and the characters could potentially get
ing adventures and factor i n these details. I f the dandy died i n the through each adventure w i t h o u t affecting the government at all
first adventure, he obviously is n o t r e t u r n i n g t o plague the ( i f the H i g h C o u n c i l of Erudin does n o t change from start to finish
characters i n the t h i r d adventure, unless someone resurrected or if it changes w i t h o u t the PCs' help or hindrance), so failure is
h i m . So, that p l o t l i n e must change. I f the young princess or goblin possible. Since campaign stories are so broad, their end goals
warlord escaped alive, they could come back for revenge, further- should also be broad, at least i n i t i a l l y .
ing altering your plotlines. A s you develop the campaign i n more detail, the end goal can
Keep i n m i n d here that the players w i l l and should alter your also become more specific. T h e characters decide to reshape the
plotlines. T h e more i n v o l v e d your campaign, the more you start H i g h C o u n c i l themselves, and so the goal o f the campaign
to consider i t your creation and to prevent other people from becomes "to create a better government for the city." O r they vow
changing any of its details. A l l you are b u i l d i n g is a framework for to stamp out sarnaks everywhere, and the goal becomes "to
the players to use; you give t h e m the bare bones and t h e n flesh out explore the entire c o n t i n e n t o f K u n a r k and r i d it of sarnaks." Let
the skeleton according to the players' actions and interests. T h e y the players provide the details t h r o u g h the actions o f their
w i l l likely d o something completely unexpected i n one adven- characters so that the goals are something they want to accom-
ture, w h i c h could shut d o w n one of the adventures you had plish.
planned for later i n the campaign — but also create possibilities Goals can also change because o f new events. I f Erudin is
for t w o new adventures later o n . Just go w i t h what happens and destroyed at the end of an adventure, the characters m i g h t pledge
have fun w a t c h i n g the players react to w h a t you set up and alter to rebuild i t and improve upon i t , and now the goal becomes " t o
it i n t o something none of you could have made alone. create a better city from the ashes o f the o l d . " T h e characters
Furthermore, remember keeping the players guessing a l i t t l e is m i g h t destroy the artifact, accidentally or deliberately, and now
good, as long as you are n o t j ust t r y i n g t o confuse t h e m . B r i n g back they must still dispel the e v i l , t h o u g h w i t h o u t the artifact's aid.
an N P C they met once before, but do n o t have h i m do a n y t h i n g A g a i n , the players w i l l influence this shift t h r o u g h their charac-
significant (or at least n o t a n y t h i n g that seems significant right ters. Goals are fluid rather t h a n static, and you may n o t k n o w the
away). Have another N P C c l a i m she w i l l be back and t h e n never final goal u n t i l you start the last adventure.
return. M a k e someone appear to be the major v i l l a i n o f the Always have an idea o f how to end. Before beginning each
adventure — and t h e n die off-stage after only a few sessions. A s adventure, t h i n k to yourself, " W h a t i f we decide t o end the
long as this narrative sleight-of-hand fits i n w i t h your overall story campaign here?" T h e adventure has its o w n end, o f course, but if
and works w i t h i n the specific adventure, it's fine and makes the you and the players decide to stop the campaign before you reach
campaign more interesting. T r y n o t to p u l l these tricks all the the last planned adventure, w i l l it feel satisfying or w i l l it feel
time, since they w i l l get o l d — just use t h e m enough to show the incomplete? T h i n k o f a way t o b r i n g all the previous plots back
players that they cannot always guess what w i l l happen next or together, off-screen or o n , just i n case. T h e characters manage to
what everything means. reassemble the artifact, but they are tired o f this story and no
longer feel like d o i n g the last adventure, w h i c h deals w i t h wield-
Conclusions ing that artifact against the e v i l . So, you tack an epilogue o n t o the
Every campaign reaches its end, eventually. T h e end may be current adventure, i n w h i c h a major N P C requests the artifact
the last adventure you had planned i n the series, i t m i g h t be the from the PCs and battles the e v i l i n their stead. T h i s outcome is
one that w o u n d up as the end after your players altered the series not as detailed or e x c i t i n g as the adventure might have been, and
of events, or i t m i g h t be the last one you and the players feel like the players d o n o t have as m u c h i n v o l v e m e n t , but i t does wrap up
doing for this particular story. Either way, you w i l l eventually the story. Otherwise, n o one ever knows whether the evil could
finish the campaign — and you should be ready for i t . have been defeated.

W e mentioned i n discussing adventures that an adventure Obviously, you may lose some p l o t points i n the shuffle i f you
needs a resolution but that such a resolution need not be favorable must end prematurely. M a k e sure you tie up all of the major plot
or even absolute — the characters can fail at their mission and points from the current adventure ( w h i c h i t should do anyway)
might have a chance to try again at some future p o i n t . Campaigns and bring i n as many major plotlines as you can from the previous
are the same way, i n that you do n o t need to tie everything adventures. Subplots that never developed are u n i m p o r t a n t and
together i n t o a neat l i t t l e ball and i n that the characters do n o t can be left alone — i f the players are that curious about how they
need t o w i n . ( T h e y should have a fair chance o f w i n n i n g , but end, you can always r u n another adventure afterward or extend
success is n o t guaranteed, w h i c h means they could fail.) O f course, the campaign as planned. Just d o your best to satisfy your o w n
Q 'f\ Chapter Three: Creating Abventures ^ [\
sense of storytelling. W h e n you end the campaign, you should feel Flashback encounters allow you to adjust the tempo of an
that the story came to an effective close and that most of your adventure and subtly guide the characters quickly t h r o u g h what
r u n n i n g plots also came to an end. could otherwise be scenes that are n o t very consequential to the
T h e players should also feel that their characters have "grown" adventure b u t w h i c h m i g h t bog the PCs d o w n . I f the players
through the process o f the campaign. Character g r o w t h can already k n o w their characters should be dealing w i t h a drolvarg
include positive changes such as acquiring power, fame, and menace near the Lake of 111 O m e n , w h e n they flashback to Fironia
fortune and developing character traits such as compassion; yet V i e , they w i l l n o t waste a l o t o f the game session there exploring
character g r o w t h can also take darker forms — perhaps a charac- irrelevant plot tangents.
ter turned evil, grew power-mad, or lost a l i m b . T h e character still In campaigns, flashbacks can be used to provide character
developed and has more depth and history and personality t h a n detail. For example, as a change of pace, you m i g h t make a one-
before the first adventure. Adversity builds character, after a l l , session adventure be a flashback to w h e n the paladin's church
and a campaign is a long series o f linked adversities. Every player near E r u d i n was destroyed. I f you begin the game session by
should feel that his or her character evolved, gained detail and h a n d i n g out pre-generated lst-level characters to everyone, i n -
depth, and affected the others and their e n v i r o n m e n t . T h i s does c l u d i n g a 1 st-level version of the paladin himself ( w h o happens to
not mean that every character was the focus of an adventure, but be 13th level i n the current campaign), your players might
that each one played a part, and none o f t h e m were u n i m p o r t a n t . welcome the change o f pace for an evening o f playing low-level
Finally, t h i n k about the tone of the campaign story. Was i t an characters again and even playing new characters for one session
uplifting tale of heroism and idealism, a depressing story about the as they take roles as other Erudites at the c h u r c h rather t h a n their
inevitability o f greed and tyranny, or something else entirely ? A s n o r m a l campaign characters. W h e n you introduce the traitor
you are closing o u t the last session of the last adventure, m a t c h the responsible for the church's destruction i n the flashback (but
mood of the final scenes to the tone o f the campaign itself. Y o u allow her to escape) and then later have her show up i n the
can do this even if the characters failed: the dark e v i l still rules the ongoing current campaign, you can be sure all o f the players w i l l
land, but new heroes rise up and v o w to defeat it; or, the dark e v i l have a clear idea from the flashback story w h y she must be loathed
rules the land, and its shadow spreads to encompass other k i n g - as a campaign nemesis.
doms, n o longer h e l d i n check by its fear o f that ancient artifact. T h e danger w i t h a flashback scene is that since you are t a k i n g
A campaign about an epic struggle o f good vs. e v i l should close events out of chronological order, you risk h a v i n g something
w i t h a scene of the victors rejoicing and the losers l a m e n t i n g . A happen i n a flashback scene that would make a scene already
tale about politics should end w i t h a political scene such as the played i n the future impossible. For example, i f the Erudite w i t c h
first meeting o f the local peasants to discuss rebelling and estab- responsible for the burned c h u r c h has been encountered and
lishing their o w n government. A g a i n , t h i n k of the campaign as i f fought i n the campaign, but i n the flashback adventure the PCs
it were a movie and imagine the closing scene for that type of f i l m . k i l l her, t h e n you have a p o t e n t i a l paradox o n your hands. Most
T h i s last scene is one of your few chances actually to narrate to the such problems can be solved t h r o u g h some means (the w i t c h
players, since the adventure and the campaign are really over raised from the dead, for instance), but they do create situations
already — this is your credits sequence. I f possible, close w i t h a in w h i c h certain events must happen a certain way i n flashback
scene that lets the players see the campaign's story was and its scenes, forcing the players t o have fewer options. Therefore,
tone, so that they have a sense o f c o m p l e t i o n and resolution for flashbacks are best used sparingly and i n short sessions or scenes.
the entire arc. T h i s last scene is the one they may remember the
most if you handle it w e l l , and i t should r e m i n d t h e m of the entire Narrate© Scenes
campaign the same way the last pages o f a good book r e m i n d the
W h e n players are experienced enough at role-playing n o t to
reader of everything he or she has already read.
use metagame k n o w l e d g e — k n o w l e d g e they possess as players but
w h i c h t h e i r characters would n o t — to t h e i r characters' advan-
Abvancet) Abventure ant) tage, you c a n give t h e m metagame knowledge that serves to
intensify the suspense of a story or campaign or to provide behind-
Campaign Techniques the-scenes details that e n r i c h the plotline but w h i c h the characters
themselves m i g h t never experience directly. O n e way to do this
As you gain more experience w i t h r u n n i n g game sessions as a is t h r o u g h narrated scenes. These scenes require more prepara-
G M , you should consider p u l l i n g i n techniques used i n literature, t i o n , but they can be w o r t h the extra effort.
movies, and the stage t o make your game sessions even more
Between encounters or scenes i n an adventure, hand out
interesting. A few possibilities are discussed briefly here. A l m o s t
scripts, just like play scripts, to all the players. T r y to make sure
all of t h e m can be applied to b o t h i n d i v i d u a l adventures or to full
everyone has some part t o read or narrate. T h e players t h e n read
campaigns.
the play script, t a k i n g the roles of whatever characters the script
calls for t h e m t o read, but usually n o t the role o f their PC, as i t is
Flashbacks generally inappropriate to script (and thereby dictate) w h a t a PC
Flashbacks are a great technique for m i x i n g up your game does or says. Rather, the narrated scene m i g h t show a meeting o f
session from always proceeding i n chronological order t h r o u g h an the antagonists o f the story as they gather to discuss their plans.
adventure. I n adventures, flashbacks j u m p the a c t i o n back i n t i m e T h e narrated scene breathes more life i n t o the adventure or
to a prior scene that you effectively skipped but w h i c h n o w campaign antagonists, especially antagonists the characters would
becomes part o f the adventure t h r o u g h the flashback. I n cam- normally fight o n sight rather t h a n ever pause to engage i n
paigns, an entire adventure m i g h t be r u n as a flashback. dialogue, never seeing an antagonist's character develop were it
For example, you could start the game session by thrusting the not for the narrated scenes.
characters right i n t o the middle o f a tense combat. Assume they Selectively revealing the antagonist's plans i n this manner also
are already i n the second r o u n d o f being ambushed by drolvargs. gives the players metagame knowledge they may wish they never
Dictate a l i t t l e damage to some group members suffered i n the first had, since they k n o w they should n o t act upon i t i f they w i l l be
round, set the scene, and b e g i n . . . w i t h n o e x p l a n a t i o n of how the true to the game. For example, present a narrated scene between
characters got there or why they are being attacked, but clearly the scheming, young princess and the foppish dandy wherein they
they are i n serious danger. agree he w i l l accompany the PCs on the rescue attempt o f the
A f t e r the ambush encounter is resolved, stop the current a c t i o n kidnapped older princess and make sure that "their p l a n " is finally
and flashback to the characters l a n d i n g at the Fironia V i e outpost completed. T h e narrated dialogue stays ambiguous enough that
on Kunark. Play t h r o u g h scenes that eventually have the PCs players cannot be sure what is happening, merely that something
beginning an adventure and setting out from Fironia V i e , only to is happening and that this dandy may be more t h a n he seems. Yet
be ambushed by drolvargs once outside the outpost. T h e n j u m p the PCs w i l l be obliged to travel w i t h the dandy, while the players
back to after the ambush and continue the adventure from there. seethe w i t h suspicion and suspense over the dandy's real business.
EverQuestRPGiGameMaster'sGuiDc

T a k e n too far, however, narrated scenes drive the focus o f the


game away from its appropriate focus o n the PCs, hut used Quests
sparingly such scenes can e n r i c h the game. For example, h a v i n g W a n d e r i n g around the wilderness o f N o r r a t h w i l l give PCs
one narrated scene as a recurring element i n each session o f a many opportunities to encounter monsters and gain experience
campaign becomes a play element that the players can expect and treasure. Yet many players — and G M s — w i l l want more
each session. T h e narrated scenes begin w i t h players reading roles t h a n just this "hack ' n slash" version of EverQuest. Interacting
of characters w h o l l y u n k n o w n to the PCs as these characters w i t h NPCs, being sent o n quests, and c o l l e c t i n g the subsequent
discuss matters that seemingly have n o t h i n g t o do w i t h the awards can provide a m u c h more rewarding way to play the game.
campaign p l o t l i n e , but slowly, session after session, the narrated
Quests are missions assigned to your party by an N P C , whether
scenes and the PCs' adventures begin to merge and the players
they are as simple as delivering a confidential letter to a k i n g or as
begin to realize how the t w o have related from the start.
epic as searching for a legendary weapon. Quests provide a format
the G M can use to show the basic plots and subplots of adventures
P a r a I. Lei A c t i o n or even campaigns and provide a systematic way to reward
The Godfather is famous for its use of parallel action — t w o or characters w h o develop h i g h faction scores. Quests also encour-
more scenes transpiring at once w i t h the film c u t t i n g back and age role-playing w i t h NPCs, as well as offer a means for characters
forth between t h e m . I n the c l i m a x to Return of the Jedi, you also see to raise faction scores and for the G M to h a n d out story and role-
parallel action between a star fighter battle, a ground troop battle, playing experience p o i n t awards; moreover, depending o n how a
and a light saber duel. O f t e n , the results o f one scene dictate the G M uses t h e m , quests may offer the best treasures PCs can acquire.
events i n another (for instance, H a n Solo and the Ewoks destroy
A quest can be a character b u i l d i n g tool for an entire party or
the shield generator so the star fighters can blow up the Death
a subplot to develop an individual character. For example, the
Star).
monk headband quests serve as a subplot for a m o n k PC, but the
W h i l e sustaining parallel scenes long enough to use t h e m i n quests w i l l more easily be accomplished w i t h everyone o n board
terms o f adventures w i t h i n a campaign is difficult, they can be to help. W h i c h PC w i l l benefit most from the quest rewards w i l l
used to great effect i n an adventure plotted to accommodate often be obvious, but remember that the X P must be split equally
t h e m . Usually, n o more t h a n t w o scenes can easily be r u n at once between all active participants i n the quest, as well as any
w i t h o u t players getting bored while the a c t i o n is resolved i n a monetary rewards.
scene i n w h i c h they are n o t involved. Yet alternating rounds of
Questing need not be linear. D u r i n g an adventure, playing
action between two related combats or a combat and some
many quests together is possible, using smaller subplots in addi-
essential task can add drama to b o t h scenes. Perhaps some o f the
t i o n to the larger quest that drives the adventure. W h i l e h u n t i n g
heroes are leading a halfling m i l i t i a i n a desperate battle against
ogres, the PCs encounter an elf in need of ingredients for a healing
a never-ending horde of undead c o m i n g from the K i t h i c o r Woods
draught or find an injured h u m a n in need of safe escort. Finishing
w h i l e a wizard teleports the rest o f the party t o the Plane of Hate
these m i n o r quests can also lead the way to new quests. G i v i n g
to seal the gate that allows undead t o travel from that plane t o
your party several quests to complete at once w i l l make the
K i t h i c o r . T h e battle at Rivervale and the battle o n the Plane o f
experience richer.
Hate transpire simultaneously, w i t h the results o f the wizard's
contingent determining whether the undead horde can be stopped
at its source. Errant) Boy to Epic Warrior
As a G M starting o u t w i t h a fresh 1 st-level party, appoint quests
M o t i F S ant> Sy cn bo Is to PCs using guildmasters at the various characters' guilds is
O n e way to add foreshadowing suspense t o adventures i n a easiest. M a n y of the N P C s at the guilds w i l l have relatively simple
campaign or encounters i n an adventure is through motifs — errands to r u n or offer bounties o n nuisance creatures. C h e c k i n g
recurring elements — and through symbols, story elements that in at the guilds i n a new city is a good way to get the ball rolling
represent something i n a d d i t i o n to what they appear to be. o n some quests.
For example, a recurring N P C is an Erudite magician whose
pride i n his o w n potential often leads h i m to disaster. T h e Erudite F r e s h BakeO MuFFins
lives i n a tower that is c o n t i n u a l l y under construction to make i t
F a c t i o n : Merchants of Qeynos ( - 4 ranks).
higher and higher; however, the top floors of the tower inevitably
collapse, h a r m i n g construction workers and others near the NPC: K a r n Tassan.
tower. T h e Erudite is heedless of the dangers and injuries, t h o u g h , C R : 0.
and immediately orders new construction o n the tower. T h e R e w a r d : +1 faction rank w i t h the Merchants o f Qeynos,
tower becomes a symbol that reinforces the Erudite's prideful A n t o n i u s Bayle, C o a l i t i o n of Trade Folk, and the Guards of
search for greater power at all costs to those around h i m . Thus, Qeynos ( m a x i m u m +1 from this quest); 2d4 gold i f the PCs baked
w h e n the Erudite summons an elemental he cannot c o n t r o l that the muffins; 2d4 silver if they picked up the shipment at the docks.
goes o n a rampage t h r o u g h t o w n and must be stopped, n o one Consequence: N o n e .
should be surprised.
Summary: T h e city of Qeynos is having trouble with its fcxxl supply
A campaign can draw upon a simple color motif, such as red t o and some residents are predicting famine. If the PCs ask around South
indicate danger. W h a t e v e r y o u r c h o i c e . y o u c a n weave i t t h r o u g h - Qeynos concerning the food shortage, they will be approached by Kam
out the entire campaign: played strongly enough, for instance, the Tassan (male human E.vp3, O N , Merchants of Qeynos), a Qeynos
mere m e n t i o n of something red can foreshadow to the players that merchant. K a m runs a baked goods shop and the shortage is affecting his
chaos, battle, and treachery are shortly at hand. T h e PCs d r i n k red stock — and dierefore his business. He will ask if one of the PCs knows
w i n e that is poisoned; they are ambushed by an assassin w h o leaps of a baker nearby and offers a reward for a restocked muffin supply. If the
from behind red curtains; the characters board a merchant ship PCs do not have a baker—that is, someone with Trade Skill (Baking)
called the Red Vagabond to cross the Ocean o f Tears, but the — among them or know of one, Kam will settle for them picking up a
voyage is fraught w i t h storms and dangers. O n c e the players begin shipment of bread for h i m .
to catch o n to the color motif, they w i l l enjoy l o o k i n g back at what
If the party has a PC w i t h baking skills, it can gather supplies for
has already happened w h e n the m o t i f would have warned t h e m o f
muffins around Qeynos. T h e PCs w i l l need flour and fruit and
danger, and w h e n they are introduced to a new N P C w i t h red hair
have a loan or rental of an oven (total cost 1 gp). T h e muffins are
and a red coat o f arms, suddenly they are o n their guard. T h e
a relatively simple item t o make at D C 8 to the Trade Skill
players k n o w that certain images are consistent throughout the
( B a k i n g ) check. I f the PCs take muffins to K a r n , he w i l l reward
campaign, and they can use such metagame knowledge to derive
t h e m w i t h gold. If the party wishes to pick up the bread, there w i l l
more depth and suspense from of the story.
be a shipment at the Qeynos docks c o m i n g i n early the next day.
Chapter Three: Creating Abventures
W h e n the party becomes a l i t t l e more sea-
soned, the quests get harder and require more
faction t o undertake; they w i l l also get more
G a r a b a i n's Blanket
rewarding. T h e nature of the quests also be- F a c t i o n : C o l d a i n (0 ranks).
comes more o p t i o n a l . Seasoned characters NPC: Garadain Glacierbane.
are n o longer at the beck and call o f local C R : 12.
guildmasters to such a degree that the PCs are R e w a r d : +1 faction rank w i t h the C o l d a i n ; +1 faction rank w i t h D a i n
commanded (rather t h a n asked) to undertake Frostreaver I V ; the copper Coldain insignia ring (confers an enhancement bonus o f
quests. PCs could still be assigned quests by magic resistance [1]). Quest cannot be repeated.
the guildhall w h e n they return for training,
Consequence: N o n e .
but more and more quests w i l l come from
S u m m a r y : W h i l e t r a v e l i n g t h r o u g h the snowy Eastern Wastes of Velious, the
NPCs they encounter while adventuring or
PCs r u n across a C o l d a i n encampment not far from a R y ' G o r r ore fort. T h e y w i l l
from whatever the PCs themselves decide to
find many of the huts empty because the C o l d a i n are being h u n t e d . Inside one o f
pursue, w h i c h the G M t h e n designs.
the huts lies Garadain Glacierbane (male Coldain dwarf War21, O G , Coldain),
T h r o w i n g low-level characters at a tough who is c o m p l a i n i n g of the cold. T h e ice dwarf wants a blanket made from local
quest is a free i n v i t a t i o n to your gaming group animal pelts: two tundra kodiak hides and t w o snow cougar pelts (use kejek tiger
to roll up new characters. Pay a t t e n t i o n t o the statistics). B o t h animals can be found i n the Eastern Wastes. H a v i n g a PC w i t h
CRs and the requirements of the adventures. Trade S k i l l ( T a i l o r i n g ) w i l l help here. C r e a t i n g the blanket requires a Trade S k i l l
Low C R quests are often ( b u t not always!) ( T a i l o r i n g ) check at D C 16.
easy, w h i c h is a good way to level up weaker
PCs. G a i n i n g experience from delivering mail Garaoain'sAxe
and gathering ingredients is a l o t safer t h a n
F a c t i o n : C o l d a i n (1 r a n k ) .
k i l l i n g powerful monsters. Quests such as
"Fresh Baked Muffins" are good for b u i l d i n g NPC: Garadain Glacierbane.
up faction and being relatively safe, w h i l e still C R : 14.
being entertaining enough to keep your PCs R e w a r d : +1 faction rank w i t h the C o l d a i n ; the silver Coldain insignia ring
interested, especially i f you t h r o w i n a few (confers enhancement bonuses o f Strength +1 and magic resistance 11]). Quest
complications w h i l e the PCs undertake the cannot be repeated.
quest. Consequence: N o n e .
As the characters get stronger and level up, S u m m a r y : A f t e r the quest for Garadain's blanket is completed, he w i l l ask the
they can start t a k i n g o n tougher quests and party to do an errand for h i m . H e needs an axe taken to his nephew Boridain and
tougher monsters. W h i l e a 5th-level party wishes the party to b r i n g back proof of his well-being. H e says that Boridain is out
would n o t be able to undertake a h i g h - l e v e l h u n t i n g somewhere; he was t r a v e l i n g west last Garadain knew.
quest, a 25th-level party would consider i t an A f t e r the party finds Boridain Glacierbane (male Coldain dwarf War 11, D G ,
exciting venture. Coldain) and gives h i m the axe, he w i l l say he is t r y i n g to h u n t a rabid tundra
Some quests cannot be completed u n t i l kodiak that has attacked C o l d a i n camps. Boridain suggests that sending any word
other quests are accomplished; such quests are of his well-being back to his uncle would be premature u n t i l he has found and
called quest ladders. For instance, here are bested the rabid bear or been eaten by i t . H e invites the PCs to j o i n h i m o n his
three of the eight r i n g quests o f Garadain hunt.
Glacierbane, w h i c h provide a quest ladder for Boridain is a reckless dwarf and w i l l get himself k i l l e d i f the PCs do not protect
mid- to high-level characters: h i m i n his h u n t . T h e party w i l l fight several animals, giants, and ores before they
find the kodiak, w h i c h w i l l attack immediately w h e n found. T r e a t the kodiak as
designing and Using a tundra kodiak advanced t o 30 H D . W h e n the rabid bear is dead, Boridain w i l l
give the PCs a letter recounting the h u n t (skewed toward Boridain's heroics,
Quests naturally) to return to Garadain, w h o w i l l take the copper Coldain insignia ring and
T h e quest "stat block" is the template for- replace i t w i t h the silver Coldain insignia ring.
mat you might want to use w h e n you start
w r i t i n g your o w n quests. I t contains all the Garaoain's Rescue Quest
pertinent quest information for quick refer- F a c t i o n : C o l d a i n (4 ranks).
ence. T h e format is described o n page 357 of NPC: Garadain Glacierbane.
the EverQuest: Player's Handbook. Below are CR: 20.
some guidelines to use for designing and using
R e w a r d : +1 faction rank w i t h the C o l d a i n ; the adamantium Coldain insignia ring
quests; the advice is organized by each section
(confers enhancement bonuses o f Strength +3, magic resistance [3], and magic
of the quest stat block.
save + 1 ) . Quest cannot be repeated.
N a m e of Quest is pretty self-explanatory.
Consequence: - 2 faction ranks w i t h the Kromrif; - 2 faction ranks w i t h the
Choose whatever name you like; i t might
Kromzek.
include something about the reward i n v o l v e d
S u m m a r y : T h i s is the seventh of eight Garadain Quests. A f t e r c o m p l e t i n g the
(such as "The Marauder A r m o r " ) or the N P C
six other quests, the ice dwarf asks the PCs for their help i n rescuing C o r b i n
or faction that assigns the quest (such as
Blackwell (male Coldain dwarf Pall9, O G , Coldain), w h o is jailed i n a cell to the
"Leuz's T a s k " ) .
south o f the Eastern Wastes.
Faction details the faction that assigns the
T h e party w i l l need to infiltrate or break i n t o a K r o m r i f fort and rescue C o r b i n .
quest, as well as the needed faction ranks even
T h i s w i l l probably involve k i l l i n g W a r d e n Bruke for his key to Corbin's shackles.
to be considered for the task. N P C w i l l be the
specific person w h o is the party's contact for A f t e r C o r b i n has escaped, the party must keep h i m alive amid K r o m r i f pursuit
the quest; more often than n o t , the N P C is a and other dangers as they cross the Eastern Wastes u n t i l C o r b i n reaches the
member of the assigning faction. O n l y one PC C o l d a i n commander D o b b i n Crossaxe. W h e n C o r b i n and the party reach
requires the necessary faction level to entreat D o b b i n Crossaxe, he w i l l give the PCs a note for Garadain, w h o w i l l give the
the N P C giving the quest and need only have characters an adamantium Coldain insignia ring i n exchange for the mithril Coldain
the faction ranks long enough to gain an insignia ring and send t h e m o n a final quest.
audience w i t h the N P C ( i n the case of spells
or songs that adjust faction).

71
1 W h e n designing your o w n quests, feel free to make PCs work for
CRs to reward the characters for the story t i m e invested i n these
faction before they qualify to take a quest. Setting the faction activities.
requirement above the PCs current level adds some realism to the For quests that can be completed m u l t i p l e times, the G M
campaign — strangers cannot get an audience w i t h the mayor o f should offer d e c l i n i n g X P awards for subsequent completions o f
Rivervale and expect he w i l l immediately entrust the safety of the the same quest w h e n appropriate. A s a rule o f t h u m b , cumula-
shire to t h e m . tively decrease the C R of the quest by one each subsequent time
PCs complete the same quest. PCs do not learn as m u c h complet-
Challenge R a t i n g ( C R ) is a key statistic i n the quest stat block.
ing a mission the e i g h t h t i m e as they d i d the first, and the
C R determines the experience p o i n t award that characters w i l l
d e c l i n i n g benefit also prevents the PCs from h a v i n g any incentive
earn for c o m p l e t i n g a quest and is sometimes an i n d i c a t i o n of the
to engage i n tedious r e p e t i t i o n .
quest's difficulty (see Chapter 4 : Rewards for details o n h o w CRs
relate to X P awards). W h e n designing your o w n quests, assign the Usually, a quest's X P reward is shared equally among all PCs i n
quest a C R using your judgement. Quests that do n o t i n v o l v e a group, even i f the quest was a subplot focused on one character.
many significant challenges, that offer good faction or w e a l t h Presumably, all of the characters used their resources to aid their
rewards, and that are easily repeated deserve low CRs — even a c o m p a n i o n i n the c o m p l e t i o n of the quest and thereby deserve
C R o f zero. Quests that i n v o l v e overcoming many hazards, that part of the reward. Characters do n o t need to be present at a quest's
offer little or now wealth or faction awards, and that are unique final c o m p l e t i o n to earn their share o f the quest's X P reward; they
events deserve higher CRs. merely must have participated i n the majority of the quest.

A n o t h e r factor i n d e t e r m i n i n g a quest's C R is the significance R e w a r d and Consequence, the next t w o categories, show the
of the story events that must transpire for the PCs to be successful. good and bad sides o f c o m p l e t i n g a quest. Rewards encompass
Bounty h u n t i n g quests that basically require PCs to defeat certain everything the PCs are awarded w h e n the quest is fulfilled, from
enemies deserve quest CRs equal to or lower t h a n the C R of the magic items t o money to faction ranks. T h e PCs w i l l usually
creature to be defeated. T h e experience the PCs gain from the receive a higher faction level w i t h the faction that assigned the
enemies' o w n C R provides the X P for defeating t h e m ; the quest quest, as well as any factions that also benefited from the quest.
X P is gravy for accomplishing something that the characters U n l i k e the X P or wealth awards of a quest, faction adjustments
might have done anyway. Quests i n v o l v i n g more role-playing, are given only t o the PCs that publicly complete the quest.
investigation, research, and problem-solving tend to have higher Everyone present w h e n the i n f o r m a t i o n or items are given to the
quest N P C w i l l receive the faction adjustment; anyone absent
Chapter Three: Creating Adventures

w i l l not. Thus, i f the party's rogue wishes to gain higher faction c o m p l e t i o n o f the quest, the faction o f the characters w i t h the
w i t h the Merchants of Qeynos but is off at the local g u i l d h a l l N P C w i l l be raised, w h i c h means the N P C w i l l trust the group
while the druid hands over the muffins t o K a r n Tassan i n the more. M o r e trust can mean that the N P C w i l l be more likely to
muffin quest, the rogue is o u t of luck. T h e PC i n question, give t h e m a more difficult — and more rewarding — quest. M a n y
however, can avoid a faction consequence o f a quest by simply of these quests hinge u p o n the c o m p l e t i o n o f the quest before i t :
aiding i n the quest and t h e n staying out of the way w h e n the quest for example, a m o n k cannot get the A s h e n Order's yellow headband
is completed. before she has completed the white headband quest.
T h e factions that benefit from the c o m p l e t i o n o f the quest also
represent the factions that are compromised if PCs fail or abandon Monk White HeoObonb
a quest. W h e t h e r the faction award should be reversed i n t o a Faction: A s h e n Order (0 ranks).
penalty for failing to complete the quest is the G M ' s judgement. N P C : T o g a h n Sorast.
A n N P C offering an open bounty w i l l n o t be so perturbed i f the C R : 1.
PCs decide n o t to pursue the bounty; other bounty hunters may
R e w a r d : +1 faction rank w i t h the A s h e n Order; +1 faction
come along. Yet i f a k i n g quests the PCs to rescue his kidnapped
rank w i t h the Guards o f Qeynos; +1 faction rank w i t h the Silent
daughter from the iksar and the characters get sidetracked, they
Fist C l a n ; the white headband (confers augmentation bonuses o f + 1
w i l l surely lose faction w i t h the k i n g w h o was relying u p o n t h e m .
C o n and +1 C h a ) . Quest cannot be repeated.
Depending o n the faction level the party has w i t h the N P C and
on the importance o f the quest to the N P C , canceling or failing Consequence: N o n e .
to conclude a quest can anger the one w h o assigned i t . Summary: T h e A s h e n Order marks the progress of its monks
w i t h dyed l i n e n headbands. W h e n a m o n k approaches the A s h e n
T h e rewards section w i l l also indicate h o w many times certain
Order for training, the guildmaster, T o g a h n Sorast (male human
rewards w i l l be granted from the quest, such as a m a x i m u m
M n k 2 9 , O G , Ashen Order), w i l l send promising students o n a
number of times the quest w i l l earn the PC faction ranks. Rivervale
quest. G n o l l s are a perennial threat t o o u t l y i n g settlements i n the
is happy to see bounty hunters r e t u r n w i t h g o b l i n trophies, but
Qeynos hills, and often young gnolls set out to prove their valor
after a few such trips, the Rivervale populace w i l l become accus-
by raiding h u m a n farms. T o g a h n directs a student to send four
tomed to seeing a hero as a g o b l i n - h u n t e r and w i l l have warmed
gnolls to their final end and b r i n g back proof of the deed. T o g a h n
up to the person as m u c h as this reputation w i l l provide.
rewards the successful new student w i t h a white headband.
Some quests are unique for various reasons and cannot be
repeated. Garadain only needs one blanket and w i l l n o t offer the
Monk Yelloto HeaobanO
same quest again (although he m i g h t have some other quest for
w h i c h he w i l l also reward another copper r i n g ) . O n l y one spear of Faction: A s h e n Order (1 r a n k ) .
fate epic weapon exists, so there cannot be two quests to get t w o N P C : T o g a h n Sorast.
different spears. C R : 4.
Consequence lists the quest's repercussions, almost always i n R e w a r d : +1 faction rank w i t h the A s h e n Order; +1 faction
the form of losing faction ranks w i t h one or more factions. A rank w i t h the Guards of Qeynos; +1 faction rank w i t h the Silent
faction penalty is assigned to the quest only w h e n the result of the Fist C l a n ; the yellow headband (confers augmentation bonuses of
quest itself is offensive to a faction. For example, the K r o m r i f do + 1 C o n , + 1 C h a , +1 i n i t i a t i v e , and + 1 h p ) . Quest cannot be
not really care if Garadain gets a blanket or if his nephew survives repeated.
h u n t i n g a rabid bear, but w h e n they hear w h o is responsible for Consequence: N o n e .
breaking a C o l d a i n prisoner out of their j a i l and seeing his safe Summary: T h e second test for an A s h e n Order m o n k begins
return to the C o l d a i n , t h e n the K r o m r i f get angry. A s w i t h all w i t h T o g a h n Sorast directing the i n i t i a t e to haunted ruins i n the
faction adjustments, there should be some means by w h i c h the Qeynos H i l l s . C e r t a i n undead are h a u n t i n g the site and are
opposing faction hears about the deeds o f the PCs i n order for believed responsible for spreading a r o t t i n g disease that has
t h e m to receive the negative faction; however, merely the public infected the w i l d animals of the h i l l s and from there the livestock
acclaim and subsequent faction reward the PCs receive as a quest of settlers i n hills and even the settlers themselves. T h e initiate
reward is enough publicity for their enemies to hear the tale as should end the menace of these p u t r i d skeletons. I f successful,
well. T o g a h n w i l l exchange a white headband for a yellow headband.
I n designing your o w n quests, the n o r m a l faction reward from
a quest is + 1 rank and rarely +2 ranks. T r u l y momentous quests Monk Reb Heabbano
that change the geopolitical fate of nations m i g h t earn + 4 or Faction: A s h e n Order (3 ranks).
higher faction ranks. T h e m a x i m u m faction ranks any n o n -
N P C : T o g a h n Sorast.
unique quest can net a PC is normally +2 ranks total. Consequences
C R : 10.
are n o t so l i m i t e d . R e t u r n i n g to the Kromzek w i t h the head of the
C o l d a i n k i n g w i l l earn PCs far more t h a n a mere - 2 ranks of R e w a r d : + 1 faction rank w i t h the A s h e n Order; +1 faction
C o l d a i n faction. rank w i t h the Guards of Qeynos; + 1 faction rank w i t h the Silent
Fist C l a n ; the red headband (confers augmentation bonuses o f +1
W h e n creating your o w n monetary and i t e m rewards, first
Dex, +1 C o n , + 1 Cha, +1 i n i t i a t i v e , and +2 h p ) . Quest cannot be
decide i f the faction concerned and the nature of the quest ought
repeated.
to involve the award o f wealth or items. I f so, you can begin w i t h
the value of a standard treasure for an encounter w i t h a C R equal Consequence: N o n e .
to the quest's C R (see Chapter 4 : Rewards), t h e n be prepared to Summary: T h e quest to earn the red headband is the fourth i n
adjust the amount significantly based o n your appraisal of the the m o n k headband quest ladder. M o n k s may only receive this
quest. quest after they have progressed t h r o u g h the w h i t e , yellow, and
Summary is a short description of the quest's events. I t w i l l orange headbands. T o g a h n Sorast informs the PC that t w o monks
detail what information the quest N P C gives the PCs, where they o n a mission to the southern stretches of the Plains of Karana have
must go to complete the quest, what they w i l l come up against, disappeared and that he fears the worst. H e asks the PC to travel
and what happens once they complete the quest. For your o w n there and attempt to locate the missing monks. T h e two monks,
quests, simply make whatever notes are sufficient t o jog your o w n Dareb and Shen, were sent t o scout the growing g n o l l n a t i o n o f
memory o f your plans for the quest. Splitpaw, so T o g a h n suggests the PC try to locate their trail
somewhere i n that dangerous territory.

SacnpLe Quests Shen and Dareb were slain by a gnoll shadow k n i g h t named
G h a n e x D r a h . Ghanex is a skeletal g n o l l shadow k n i g h t (male
You w i l l find that many existing quests have a ladder format. skeletalMasgnollShdH, D E ; f r o m EverQuest: Monsters of Norrath
These quests w i l l start w i t h a relatively simple mission. U p o n

\f 73
EverQuest RPG: Game Master's Guit>€

— use Mas gnoll statistics, add 12 shadow k n i g h t levels, and then I f the PCs defeat Larik and D ' v e n (and their ghast guards) and
apply the skeleton template). Ghanex and the gnolls w h o serve return the crate to Yeolarn, he w i l l exchange the initiate symbol of
h i m keep the heads of the slain monks as trophies. Tunare for a disciple symbol of Tunare.
If the questing PC can return w i t h the tale of Dareb and Shen's
fate and of the justice meted out to their killer, T o g a h n w i l l Tunare Waroen
exchange an orange headband for a red headband. F a c t i o n : Clerics of Tunare (4 ranks).
N P C : Yeolarn Bronzeleaf.
Tunare Initiate C R : 9.
F a c t i o n : Clerics o f Tunare (0 ranks). Reward: +1 faction rank w i t h the Clerics of Tunare; +1 faction
N P C : Yeolarn Bronzeleaf. rank w i t h Faydark's Champions; +1 faction rank w i t h the Keepers
C R : 4. of the A r t ; +1 faction rank w i t h K i n g Tearis T h e x ; warden symbol
Reward: +2 faction ranks w i t h the Clerics o f Tunare; +1 of Tunare (confers enhancement bonuses o f +1 W i s , +1 Cha, and
faction rank w i t h K i n g Tearis T h e x ; +1 faction rank w i t h the +3 mana; grants the wearer the ability to cast grasping roots as a
A n t i - M a g e factions. O n e 2nd-level cleric or druid spell scroll and 3rd-level druid 3 times/day). Quest cannot be repeated.
the initiate symbol of Tunare (confers enhancement bonuses of + 1 Consequence: - 2 faction ranks w i t h T h e Dead.
Wis and +1 mana, and grants the wearer haste [1]). Quest cannot Summary: T h i s is the final quest i n the Tunare ladder. After
be repeated. gaining the initiate and t h e n disciple symbols of Tunare, the PCs can
Consequence: - 1 faction rank w i t h T h e Dead. return to Yeolarn Bronzeleaf for further service. H e says he has
Summary: Concerned citizens of Felwithe speak of the undead opened the necromancer's crate and discovered a magical candle
servants o f the deity I n n o r u u k that befoul Tunare's great forest. w i t h i n . H e desires to have the candle examined by an Erudite
Tunare's cleric Yeolarn Bronzeleaf (male high elf Clr25, N G , specialist and asks the PCs to transport the candle to Lady T i l a n i
Clerics of Tunare) is m e n t i o n e d as c h a m p i o n i n g the removal of in Erudin and bring back a n y t h i n g she wishes to send i n return.
this new plague of undead. I f PCs visit Yeolarn, he w i l l have t h e m W h e n the PCs take the candle to T i l a n i , she examines it for a
prove themselves by destroying four o f the skeletons that lurk i n couple days and t h e n tells t h e m that she is missing a few arcane
the forest n o t far from Felwithe's walls and threaten n i g h t travel. components needed for a d i v i n a t o r y aid. W i t h the aid, she can
If the PCs return w i t h proof of the deed and one of t h e m is cleric discover more about the candle and how to counteract its necro-
or druid, Yeolarn w i l l reward t h e m w i t h a druid or cleric spell and m a n t i c power.
t h e n explain the even greater threat and ask the cleric or druid if She gives the PCs a suspension and asks t h e m to brew it w i t h
she wishes t o pursue the path to become an I n i t i a t e of Tunare. some items. T h e y w i l l need to acquire one w h i t e hellebore found
If the PC agrees, Yeolarn explains that the T e i r ' D a l are orches- around Split Paw i n the Plains o f Karana, a pouch o f powdered
trating the undead attacks and that they have created an undead lava dust created by fire g o b l i n wizards i n Solusek's Eye in the
called a ghast w i t h their foul necromancy. Yeolarn wants to Lavastorm M o u n t a i n s , and a caustic substance used i n Mayong
determine the nature o f the ghast's powers and requests that the Mistmoore's ritual to create Dark Offerers. O n c e the PCs collect
PCs destroy at least four of the creatures. H e indicates that a wood these ingredients, brew t h e m together (Trade Skill [Brewing]
elf ranger spotted the T e i r ' D a l and their g r o w i n g horde of ghasts check at D C 10), and take the resulting e l i x i r back to T i l a n i , she
to the south i n the Lesser Faydark and supplies the PCs w i t h a w i l l use i t for further research for a week. A t the end of that time,
basic map of the general area. T h e G M can create statistics for the she w i l l send the PCs back to Yeolarn w i t h envelopes ofunanimation
ghasts or use statistics for a dark boned skeleton from EverQuest: powder, w h i c h can be used to combat the undead being created by
Monsters of Norrath and perhaps add further powers such as a the power of such candles. Yeolarn w i l l award the cleric or druid
siphon strength proc. PC by replacing her prior symbol w i t h the warden symbol of
Tunare.
W h e n the party returns w i t h the ghast corpses, Yeolarn w i l l
reward the druid or cleric w i t h the initiate symbol of Tunare. H e w i l l
also h i n t that i f the i n i t i a t e wishes to further her path o f service Yuio's Illness
to Tunare, there w i l l be plenty o f t r a i n i n g opportunities i n the F a c t i o n : Kejek Village ( - 2 ranks).
future. N P C : Jali K a l i i o .
C R : 4.
Tunare disciple
R e w a r d : +2 faction ranks w i t h Kejek Village; +1 faction rank
F a c t i o n : Clerics of Tunare (2 ranks). w i t h the Peacekeepers; wakizashi of the frozen skies (+2 short sword
N P C : Yeolarn Bronzeleaf. that procs spirit strike [DC 22]). Quest cannot be repeated.
C R : 8. Consequence: N o n e .
Reward: +2 faction ranks w i t h the Clerics o f Tunare; +1 Summary: Jali and Yuio K a l i i o can be found i n the Stonebrunt
faction rank w i t h K i n g Tearis T h e x ; +1 faction rank w i t h the M o u n t a i n s . A f t e r assuring himself that the party is peaceful, Jali
A n t i - M a g e ; disciple symbol of Tunare (confers enhancement bo- w i l l express his worry about his wife's sickness, as she is suffering
nuses o f +1 W i s , +1 C h a , and +2 mana + 2 ; grants the wearer the from hair loss and skin sores all over her body. H e blames the
power o f aloe sweat 1/day, w h i c h provides metabolic bonuses o f nearby kobolds for her sickness and asks i f the party can help. H e
disease resistance ( 6 ) , poison resistance [ 6 ] , disease save + 1 , and suggests that the H i g h Shaman, Khonza Ayssla, w i l l be able to
poison save + 1 ) . Quest cannot be repeated. assist t h e m w i t h a solution. I f asked, Jali says he is too worried to
Consequence: - 1 faction rank w i t h T h e Dead. go himself and leave his wife alone.
Summary: A f t e r c o m p l e t i n g the I n i t i a t e of T u n a r e quest, the Khonza offers to brew a cure for Yuio, but needs ingredients.
cleric or druid can r e t u r n to Yeolarn Bronzeleaf for her n e x t She requires two panda claws, two tiger skins, t w o asp poison sacs,
mission. Yeolarn tells the PCs that a necromancer near Castle a bamboo shoot, and a kejekan palm fruit, all o f w h i c h can be
Mistmoore is aiding the T e i r ' D a l i n creating the ghasts, and they found i n the jungle. T h e party w i l l also most likely encounter
must intercept a courier bearing a crate to the necromancer. kobolds, she warns.
Yeolarn instructs t h e m to k i l l the courier, k i l l the necromancer, W h e n the party returns to Khonza, she w i l l brew a foul-
and bring the courier's crate to h i m . T h e T e i r ' D a l camp can be smelling liquid w i t h the ingredients, instructing the party to take
found near Castle Mistmoore i n the Lesser Faydark. T h e necro- it back to Jali. T h e p o t i o n heals Yuio, and Jali is overcome w i t h
mancer, Larik Z ' V o l e (male dark elfNeclO, OE, The Dead) has set e m o t i o n , giving the PCs his prized wakizashi blade in thanks.
up a camp here and awaits the courier, D ' v e n Ferl (male dark elf
Clr8, OE, The Dead) to deliver supplies so K a r i k can create more
ghasts.
Chapter Three: Creating Aoventures
hammer (+1 two-handed hammer t h a t a l s o c o n f e r s e n h a n c e m e n t
OgreHeabs
b o n u s e s o f m a g i c r e s i s t a n c e [ 4 ] a n d m a g i c save + 1 ) ; 4 d 6 x 10 g p .
Faction: Kazon Stormhammer ( 0 ranks).
Quest c a n n o t be repeated.
NPC: Byzar B l o o d f o r g e .
Consequence: None.
C R : 5.
Summary: Byzar B l o o d f o r g e w a n t s y e t a n o t h e r h e a d . This
R e w a r d : +1 f a c t i o n rank w i t h Kazon S t o r m h a m m e r ; + 1 fac-
t i m e , t h e m a t t e r is f a r m o r e p e r s o n a l t o h i m . A d w a r f n a m e d
tion rank with Merchants o f Kaladim; + 1 faction rank w i t h
T r u m p y I r o n t o e (male dwarf Rog8, NE) w a s e n g a g e d t o Byzar's
M i n e r s G u i l d 2 4 9 ; + 1 f a c t i o n r a n k w i t h S t o r m g u a r d ; bloodforge
sister b u t has d i s a p p e a r e d before t h e w e d d i n g c o u l d t a k e place,
mail ( b o d y s l o t i t e m ; + 1 cbainmail t h a t a l s o c o n f e r s a u g m e n t a t i o n
l e a v i n g a c r y i n g ( a n d p r e g n a n t ) b r i d e at t h e altar. Byzar wishes t o
bonuses o f + 2 S t r a n d a l l resistances [ 2 ] ) ; 3 d 6 x 10 g p . Q u e s t
h a v e T r u m p y ' s h e a d as p a y m e n t f o r t h e s l i g h t t o h i s s i s t e r .
cannot be repeated.
Byzar refers t h e PCs t o T r u m p y ' s a b a n d o n e d q u a r t e r s i n K a l a d i m
C o n s e q u e n c e : -1 f a c t i o n r a n k w i t h t h e C r a k n e k W a r r i o r s .
for clues o f his disappearance. I f t h e PCs can d e c i p h e r e n c r y p t e d
S u m m a r y : B y z a r B l o o d f o r g e (male dwarf War 20, N, Stormguard) letters, t h e y w i l l discover t h a t T r u m p y was w o r k i n g w i t h a
i n t h e w a r r i o r ' s g u i l d i n K a l a d i m is l o o k i n g f o r s o m e o n e w h o w i l l network of corruption that extends to members o f the Qeynos city
r e l i e v e t w o ogres o f t h e i r heads. H e g r u f f l y tells t h e P C s t h a t t w o guard. T r u m p y stole some o f K a l a d i m ' s m o s t f a m o u s a n d secret
ogres b y t h e n a m e s o f Z a r c h o o m i (female ogre Shm6, DE, Shaman b r e w i n g recipes a n d f l e d t o Q e y n o s t o sell t h e m .
of War) a n d C o r f l u n k (male ogre War5, DE, Craknek Warriors) a r e
T h e PCs c a n c a t c h u p t o T r u m p y at a Q e y n o s ale house. H e w i l l
roaming the countryside of Butcherhlock Mountains and attack-
o f t e n b e i n t h e c o m p a n y o f c o r r u p t Q e y n o s guards (1st- t o 6 t h -
ing dwarf settlements.
level m i l i t i a m e n ) . I f t h e PCs k i l l T r u m p y a n d r e t u r n w i t h his head
I f t h e P C s r e t u r n w i t h t h e ogres' heads, Byzar w i l l s m i t h s o m e t o B y z a r , t h e y w i l l b e r e w a r d e d w i t h a bloodforge h a m m e r a n d s o m e
bloodforge mail t o f i t o n e o f t h e P C s a n d r e w a r d t h e m w i t h a b o u n t y c o i n t h a t w o u l d h a v e f o r m e d p a r t o f h i s sister's d o w r y .
of gold coin.
The q u e s t m i g h t t u r n i n t o a b i g g e r a d v e n t u r e as t h e P C s
uncover a network o fcorniption i n Qeynos. A corrupt militia
Trucri py Irontoc passes a l o n g K a l a d i m ' s s t o l e n r e c i p e s t o g n o l l b r e w e r s a n d b e g i n s
F a c t i o n : Kazon S t o r m h a m m e r (3 ranks). a smuggling trade i n Blackburrow Stout.
NPC: Byzar B l o o d f o r g e .
C R : 5. Leuz'sTask.
R e w a r d : + 1 f a c t i o n r a n k w i t h Kazon S t o r m h a m m e r ; + 1 fac- Faction: Claws o f Veeshan (0 ranks).
tion rank with Merchants o f Kaladim; +1 faction rank w i t h NPC: C o m m a n d e r Leuz.
M i n e r s G u i l d 2 4 9 ; + 1 f a c t i o n r a n k w i t h S t o r m g u a r d ; bloodforge CR: 18.
EverQuest RPG: Game Master sGuit>€
Reward: +1 faction rank w i t h the Claws o f Veeshan; +1 to take some sort o f a c t i o n . For example, the characters need to
faction rank w i t h Yelinak; talisman of benevolence (a wondrous c o n v i n c e a captured g o b l i n raider to reveal the location of his base
magic item that one person can use 1/day to bless themselves u n t i l camp; a t t a c k i n g the goblin solves n o t h i n g , since a goblin corpse
the next sunset w i t h enhancement bonuses of +4 W i s , +9 h p , +9 tells n o tales. Social encounters include conflicts w i t h friendly or
mana, cold resistance [5], magic resistance [5], cold save + 1 , and neutral N P C s , such as a t o w n guard or a local merchant. A debate
magic save + 1 ) ; 2d4 x 300 gp i n gems. Quest cannot be repeated. w i t h a noble from Qeynos to c o n v i n c e h i m to send soldiers to
Consequence: - 2 faction ranks w i t h the Kromzek. protect a village, an attempt to bribe a guard, and an encounter
w i t h a wandering oracle are all examples of social encounters.
Summary: C o m m a n d e r Leuz, a powerful drake, is the new
Social encounters are fun because they require the PCs to interact
leader of the Skyshrine M i l i t i a and is recruiting foreigners w h o are
w i t h N P C s using reason and d i p l o m a t i c skills.
w i l l i n g to offer their services to the m i l i t i a . T h e C o m m a n d e r
informs the PCs that scouts were sent out to the coastal area of the T r a p s are similar t o combat encounters. T h e y pose a threat to
Western Wastes to investigate storm giant movement, but they the PCs' lives and require good tactics and p l a n n i n g to overcome.
scouts have not returned. Leuz needs someone t o verify the scouts T h e trick t o beating a trap, however, lies i n avoiding i t or
are still alive and take a t o o l to the scouts t o aid quicker c o m m u - o u t t h i n k i n g its designer. Traps are mechanisms that deliver an
nication. attack against the PCs; they are usually carefully hidden or placed
T h e party w i l l receive a map of the scout's planned route and i n areas that force the PCs t o cope w i t h t h e m . For example, a
should find a scout i n the Western Wastes near the Siren's G r o t t o . group of monsters may place a trap o n the chest that contains their
Her name is Charisa. W h e n the PCs give her the t o o l , she w i l l treasure. T h e denizens o f a temple dedicated to Cazic-Thule set
direct t h e m to a coastal area where she has spotted the storm giant traps near the idols they erected to their god. Traps are fun because
advance patrols and ask for their help i n k i l l i n g t h e m . they add tension t o the game and require the players t o use logic
and critical t h i n k i n g to anticipate t h e m .
T h e patrol consists o f 6 - 8 storm giants and their commander,
a storm giant advanced by 9 warrior levels. I f the PCs succeed, Puzzles are encounters that require the players to t h i n k of
Charisa w i l l give t h e m a message to r e t u r n to C o m m a n d e r Leuz, i n n o v a t i v e ideas or solutions i n order to solve t h e m rather than
who w i l l reward the PCs w i t h gems and the talisman of benevolence. rely o n their characters' combat skills, social abilities, and other
game statistics. A puzzle can be a n y t h i n g from a door that requires
a spoken password to open, to a swift-running river the PCs must
Designing Encounters somehow cross. T h e players must consider a situation and com-
T h r o u g h the course o f an adventure, your players expect to bine t h e i r c r i t i c a l t h i n k i n g skills w i t h their PCs' abilities to
meet challenges and obstacles w o r t h y o f their characters. T h e formulate a solution. Puzzles are fun because they are very open-
m a i n pull of an adventure game lies i n o v e r c o m i n g problems and ended and encourage creative problem solving.
reaping the rewards. Interesting, c o m p e l l i n g problems draw your Hazards are n o t really a type o f encounter. Generally, they are
players i n t o the game and give you the m o t i v a t i o n to construct part of other encounters and are used to make situations more
fiendish traps, deadly monsters, and tricky puzzles for your players. interesting and to introduce an extra level o f tension i n t o an
T h e primary strength o f a paper-and-pencil game lies i n its encounter. A hazard can be a swaying rope bridge over a gorge i n
flexibility. You can literally produce a n y t h i n g you can imagine the Frontier M o u n t a i n s or a stream of m o l t e n lava i n Solusek's
during the course of a game. U n l i k e movie producers or computer Eye. Hazards are fun because they make other encounters more
game designers, you never need to worry about a budget or difficult and unpredictable.
technical constraints. B u i l d i n g encounters is a lot like creating a
scene from a f i l m or book but w i t h o u t any of the real w o r l d hassles.
CraFting Encounters
T h e most difficult part of b u i l d i n g an encounter is judging its
The Basics difficulty. I f the PCs c o n t i n u a l l y r u n i n t o monsters that are too
A n encounter involves any situation i n w h i c h the PCs must easy to beat, N P C s that fawn over t h e m and gladly go along w i t h
overcome an obstacle to proceed forward i n an adventure. E n - their desires, traps that are obvious and easily avoided, or puzzles
counters can take o n a wide range of forms, but generally speaking w i t h consistently obvious solutions, the players soon become
they present a roadblock between the PCs and their goal. T h e bored. A t first, easily w i n n i n g piles of treasures and sending the
characters enter an encounter w i t h an objective, and i n order to bad guys r u n n i n g m i g h t be fun. O v e r time, though, your game
achieve that goal, they must interact w i t h and defeat, avoid, or becomes d u l l as the players never feel defeat is a real possibility.
solve the encounter. T h i n k o f encounters like mini-games c o n - N o t h i n g is quite as disappointing as hearing tales o f a monster's
tained w i t h i n the larger framework of your adventure ( w h i c h is i n powerful spells, m i g h t y followers, and fearsome reputation, only
t u r n contained w i t h i n the even larger framework o f your cam- to w a t c h the beast fall after merely three rounds of combat.
paign). Each encounter presents a unique set of circumstances O n the other h a n d , an adventure w i t h overly difficult encoun-
and objectives that the PCs must handle. ters presents just as many problems. Unstoppable monsters that
force the PCs to flee or die; angry, unpleasant N P C s w h o exist
Types O F Encounters only to antagonize the characters; deadly traps littered seemingly
T h e r e are four basic types o f encounters, plus one category o f at random i n a dungeon; and c o n v o l u t e d , impossible puzzles all
encounter you can use to modify the basic four. Each type calls d r a i n the fun out o f your game. A monster that seems unbeatable
upon a different sub-set o f the players' and characters' skills. but can be overcome w i t h the right tactics or the clever use of
Combat encounters are the most c o m m o n sort of challenge i n terrain is an enjoyable, engaging encounter. A monster that
N o r r a t h . T h e characters square off i n battle against a fearsome simply devours the party i n t w o rounds o f battle and asks for
monster and seek to destroy i t . T h e basic goal o f the encounter is seconds is an exercise i n frustration. I f the players feel their
always the same: defeat the monster w i t h o u t t a k i n g too m u c h characters never had a chance to w i n , they grow bored, and
damage. T h e characters m i g h t directly or indirectly meet other annoyed w i t h your game. Challenges are fun; unbeatable, impos-
goals by slaying an evil eye, such as rescuing a baron the creature sible circumstances are just plain frustrating.
held captive, c l a i m i n g its treasure, or p r e v e n t i n g i t from a t t a c k i n g Crafting challenging encounters, t h o u g h , is an art, n o t a
a nearby village. C o m b a t encounters are fun because they present science. W h i l e plenty o f rules and bits of advice can help you
a direct threat to the PCs' survival. strike a nice balance i n the challenges you present to the PCs, far
Social encounters present a situation i n w h i c h the PCs cannot too many variables are i n v o l v e d i n the process to render i t a
rely o n a strong sword or powerful spell to defeat the enemy. completely mechanistic exercise. Yet the following rules form a
Instead, they must talk their way past a problem. Social encoun- good guide to b u i l d i n g encounters.
ters typically require the PCs t o speak w i t h and c o n v i n c e an N P C
Rule #1: Know Your Characters interested i n your game. N o b o d y likes to work hard and risk a
character w i t h o u t some sense that the danger is w o r t h i t .
Challenge is the intersection between the PCs' abilities and
their foes' capabilities. A t its most basic level, a challenge should
feature opponents designed to m a t c h up w i t h the characters' skills
Rule #3: Complications are the Spice O F Lire
and powers. Keep a log o f each PC's items, spells, skills, and ability A good encounter should always include some twist that causes
scores. Look for strengths and weaknesses w i t h an eye toward a fundamental change i n the situation at some p o i n t after the PCs
exploiting t h e m . D o n o t simply create encounters that require the have engaged their plans or moved forward to deal w i t h an
PCs to use skills they do n o t possess or are exceptionally poor i n obstacle. A g a i n , n o battle p l a n survives first contact w i t h the
using. Furthermore, avoid crafting challenges that simply neutral- enemy. W h i l e your mission as G M is n o t to foil arbitrarily
ize the party's abilities. For example, if the characters rely o n spells whatever stratagem the players concoct, you should design a
and magic, building encounter after encounter w i t h zones o f a n t i - h i d d e n or easily-overlooked aspect o f an encounter that could
magic designed to thwart all spellcasting merely frustrates your prove troublesome for rash or foolish players. If during the course
players. Blanket removal o f character abilities is a boring, cheap o f an encounter the PCs rattle t h r o u g h their plans like checking
way to take the characters d o w n a n o t c h . A n encounter should items off t h e i r shopping list, they may become bored. A s a rule of
n o t be challenging merely because i t takes away the PCs' abilities; t h u m b , the i n i t i a l description of an encounter supplied to the
rather, an encounter should challenge the PCs by forcing t h e m to players should always provide t h e m only w i t h the information for
make the most o f their talents. Otherwise, there is n o p o i n t i n what t h e i r characters can see, smell, and hear. T r y to include one
allowing characters to gain more power i f you regularly cripple h i d d e n aspect o f an encounter, such as a monster, trap, or
their abilities. unexpected personality trait that can cause headaches for players.
For example, a group o f drolvargs may have a few allies w h o show
Instead, take note of what the characters can d o and design
up h a l f way t h r o u g h a battle to j o i n i n . A t the beginning of the
encounters that h i g h l i g h t the clever use o f those abilities. I f the
encounter, the PCs have n o knowledge of these reinforcements;
PCs gain a magical item that allows t h e m to fly, build encounters
w h e n they appear, the players must n o w deal w i t h the sudden shift
w i t h flying creatures or monsters perched above the party's reach.
i n the tactical situation and the new problems i t poses. Static
If a spellcaster i n the party has a selection o f spells that cause
encounters are boring. I f the players can always fully assess the
damage over a wide area, build encounters where such magic is
situation after a few moments, your encounters w i l l become
useful. Encounters should not be easy. Rather, build encounters
predictable and too easy to overcome. Players w i l l have more fun
that are difficult because they demand that the PCs make use o f
if they must craft part o f their battle strategy on-the-fly.
their spells, magic items, and abilities. T h e players should feel
their characters' skills and special capabilities have a tangible T h e key to i n t r o d u c i n g effective unexpected threats lies i n
effect o n the outcome o f an encounter. a v o i d i n g the t e m p t a t i o n to overdo i t . I f every encounter is an
exercise i n w a i t i n g for the real threat t o show up, your players w i l l
RuLe #2: Let Them Know the Stakes feel that t h e i r plans and ideas never make any difference. A few
unexpected twists can l i v e n up an encounter, but if the characters
W h e n the players can plainly see the rewards or consequences
always face h i d d e n dangers and sudden changes, they may become
of victory, encounters become more c o m p e l l i n g and intense. T h e
overly cautious or paranoid. T h e players may be frustrated that the
players should have a clear sense o f what is at stake w h e n dealing
challenges you present are arbitrary and impossible to anticipate.
w i t h a monster, N P C , or other obstacle. I n some cases, mere
B u i l d twists i n your encounters that smart or observant characters
survival is enough: w h e n fighting a fearsome monster, for i n -
can overcome w i t h good p l a n n i n g . For example, the characters
stance, the players can plainly see that survival is its o w n reward.
come across an ogre camp i n the middle o f the forest. By spending
Yet such basic m o t i v a t i o n s fall short i f you use t h e m too often.
some t i m e observing the ogres, they notice the monsters always
Sure, no one wants to lose a PC d u r i n g the course of an encounter,
seem to follow the same path i n and out of the camp, even though
but adventurers seek out danger for fame, fortune, and other
three trails apparently lead t o i t . Smart players may deduce that
rewards. Some players may design characters w h o adventure for
the trails are trapped and avoid the ogres' precautions. Rash
the sheer joy of surviving against long odds, but many other
players may simply plan an ambush and move forward to attack,
players develop deeper personalities and m o t i v a t i o n s for their
possibly r u n n i n g i n t o problems as some party members fall i n t o p i t
characters. W h i l e such issues are generally a part o f adventure and
traps or activate the alarms set up by the ogres along the trails.
campaign design, they can play a critical role i n your encounters.
T o produce reasonable and fun complications to an encounter,
For instance, consider a group o f PCs w h o seek to amass as m u c h
take the role of the monsters and N P C s and t h i n k about the
wealth as possible. For such a group, a fight w i t h a few forest giants
preparations they may take to defeat intruders. Smart creatures
turns from a tactical exercise i n t o a critically i m p o r t a n t fight if you
make extensive use o f traps, ambushes, and alarms. T h i n k of
put a large treasure chest i n t o the encounter area. T h e players can
c o m m o n plans and tactics used by the players and construct
plainly see that if they defeat the bandits, the chest is theirs, and
encounters to take advantage o f that knowledge. I f the players
suddenly the PCs have a very good reason t o w i n the battle. Each
prefer frontal assaults, the monsters dig a p i t trap near their lair's
die roll becomes a l i t t l e more interesting, as the players clearly see
entrance. I f the players rely o n missile weapons, give the monsters
the price o f failure and the rewards for victory. T h e spoils o f
plenty o f cover b e h i n d w h i c h t o hide. Remember the first rule and
victory need n o t always be a tangible reward, t h o u g h . Consider an
never merely void the characters' abilities, but do construct
encounter w i t h a loutish, inquisitive guard at Freeport's gate. T h e
encounters that present problems for players w h o rely o n the same
guard is lazy, bored, and ready to give the PCs a hard t i m e for a few
set of tactics over and over again.
minutes before letting t h e m pass. N o r m a l l y , such an encounter
might be n o more than a chance for the players to role-play and Use unexpected threats to spice up your social encounters as
use their characters' social abilities. I f the characters have heard w e l l , not just combat. Perhaps w h e n the PCs gain an audience
their arch-nemesis plans to break i n t o the castle and murder the w i t h K i n g T h e x to request the aid o f troops, a rival N P C barges
prince, however, the encounter becomes m u c h more important. i n t o the royal court to make her o w n plea to lead the troops. N o w
T h e PCs have a clear sense of what happens if they fail to talk their the PCs n o t only must c o n v i n c e T h e x to give t h e m the use o f his
way past the guard. I n this case, the reward is a chance to stop a troops, but also to designate the c o m m a n d to t h e m rather t h a n to
villainous plot. T h o u g h such a goal is rather nebulous compared their r i v a l .
to a treasure chest full o f coins, it has the same effect o f t u r n i n g the Consider the PCs' personalities, c o m m o n actions, and a t t i -
encounter i n t o a critical juncture o f the game. tudes. Design N P C s w i t h those tendencies i n m i n d . A friendly
N o t every encounter must be equally i m p o r t a n t i n terms o f innkeeper may suddenly become abusive and angry w h e n a
potential risks and rewards. S t i l l , l e t t i n g the players k n o w ahead character reveals his religious leanings or demonstrates his crude,
of t i m e or t h r o u g h the presentation o f an encounter what they coarse tendencies. T h e best part o f any role-playing encounter is
stand to gain or lose is a good way t o keep t h e m focused and that i t is normally impossible to determine the full depth o f an
N P C s personality merely by l o o k i n g at h i m . N P C s are m u c h more

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EverQuest RPG: Game Master's Guioe
m
interesting i f they react t o t h e characters' statements a n d actions. i m p r o v i s e h i s r e a c t i o n s t o t h e PCs' decisions. Based o n y o u r notes
O t h e r w i s e , y o u risk r e d u c i n g t h e denizens o f y o u r adventures t o c o n c e r n i n g an N P C s general tendencies, youc a n extrapolate his
little more than cardboard cutouts. Dynamic N P C s w h o evolve responses t o a w i d e r a n g e o f s i t u a t i o n s . F o l l o w t h i s s h o r t c h e c k l i s t
o v e r t h e course o f t h e i r r e l a t i o n s h i p w i t h t h e p a r t y m a k e f o r to prep your N P C s .
m e m o r a b l e c h a r a c t e r s , b u i l d a sense o f c o n t i n u i t y i n y o u r g a m e , • W h a t does t h e N P C w a n t i n t h e c o n t e x t o f t h e encounter?
and h e l p add d e p t h t o your e n c o u n t e r s . N o t every N P C need h a v e T r y t o b o i l d o w n t h e N P C s goals i n t o a single sentence. A n ore
some h o t b u t t o n p e r s o n a l i t y t r a i t l u r k i n g b e n e a t h a c a l m facade, guarding a d u n g e o n door m i g h t have been ordered by a powerful,
b u t your social e n c o u n t e r s w i l l be m u c h m o r e f u n i f t h e N P C s y o u persuasive v i l l a i n t o w a t c h t h e p o r t a l . T h e ore stands w a t c h o u t
craft have a b i t o f personality. o f a sense o f l o y a l t y a n d is w i l l i n g t o d i e i n o r d e r t o k e e p t h e a r e a
s e c u r e . O n t h e o t h e r h a n d , a g u a r d h i r e d t o s t a n d w a t c h m i g h t see
Rule #4: Opportunity Rocks h i s d u t i e s as j u s t a n o t h e r j o b ; h e f i g h t s t o t h e d e a t h i f n e c e s s a r y ,
G i v e t h e characters a chance t o gain a tactical advantage i n a n b u t h e k e e p s w a t c h o n l y b e c a u s e i t pays w e l l . I f t h e P C s o f f e r h i m
encounter t h r o u g h clever t h i n k i n g . I n the example above, under a h e f t y b r i b e , h e c o u l d v e r y w e l l a c c e p t i t a n d l e t t h e m pass. I n t h e
R u l e # 3 , t h e p a r t y c a n a v o i d a series o f p i t t r a p s a r o u n d a n o g r e case o f m i n d l e s s b e a s t s , u n d e a d , a n d o t h e r m o n s t e r s , t h e N P C
c a m p b y o b s e r v i n g w h i c h t r a i l s t h e m o n s t e r s use. I f a n e n c o u n t e r m i g h t s i m p l y w a n t t o d e s t r o y t h e p a r t y . P a r l e y o r b r i b e s are useless
has o p p o r t u n i t i e s for s m a r t players t o g a i n a n a d v a n t a g e o v e r t h e i r i n t h i s case. A n N P C s g o a l s a r e t h e f o c a l p o i n t o f h i s a c t i o n s . P C s
e n e m i e s o r ease t h e b u r d e n o f o v e r c o m i n g a n o b s t a c l e , t h e p l a y e r s t h a t o f f e r a n easier m e t h o d f o r t h e N P C t o m e e t t h o s e goals s h o u l d
g a i n a c l e a r sense t h a t t h e i r a c t i o n s a n d p l a n s a f f e c t t h e i r c h a n c e s h a v e a n easier t i m e p e r s u a d i n g a n d i n f l u e n c i n g h i m .
of victory. Your encounters become more engaging and give t h e • W h a t does this N P C d o outside o f h i s e n c o u n t e r w i t h t h e
players g o o d reason t o pay close a t t e n t i o n t o t h e game a n d m e e t PCs? J o t d o w n a f e w n o t e s o n t h e N P C s b a c k g r o u n d a n d f u t u r e
each challenge a n d e n c o u n t e r w i t h a fresh perspective. plans. T h i s i n f o r m a t i o n w i l l h e l p y o u gauge h i s r e a c t i o n s t o t h e
O n e o f t h e m a j o r a t t r a c t i o n s o f p e n - a n d - p a p e r R P G s is t h e PCs a n d h e l p develop a fully realized, three-dimensional charac-
flexibility a n dcreativity they support. I n theory, a P C can d o t e r . W h i l e n o t as i m p o r t a n t as a n N P C s g o a l s , s o m e n o t e s o n h i s
a n y t h i n g ; t h e c o u r s e o f a c t i o n s a v a i l a b l e i n a g a m e is l i m i t e d o n l y b a c k g r o u n d m a y prove useful i f t h e PCs deal w i t h h i m more t h a n
by a player's i m a g i n a t i o n . S u p p o r t t h i s aspect o f a n R P G by y o u a n t i c i p a t e d . T h e greatest b e n e f i t i n c r e a t i n g notes o n a n N P C
b u i l d i n g encounters t h a t i n c o r p o r a t e o p p o r t u n i t i e s f o r players t o is t h a t i f y o u r w o r k g o e s u n u s e d , y o u c a n s i m p l y save i t f o r a
flex their creativity. A c o m b a t encounter, f o r instance, m a y different N P C . A f t e r all, i f those details never come o u t d u r i n g a
f e a t u r e a g a n g o f g n o l l archers s t a n d i n g o n t h e o p p o s i t e side o f a g a m e , y o u r players w i l l never k n o w t h a t t h e y are d e a l i n g w i t h a
gorge. O n t h e characters' side o f t h e cleft, a n o l d , craggy tree clings recycled N P C .
to t h e c l i f f s edge. R a t h e r t h a n e x c h a n g e arrows w i t h t h e e n e m y , • M a k e plans f o r your monsters a n d N P C s . Consider their
a smart player m a y t r y t o k n o c k over t h e tree t o create a n i n t e l l i g e n c e , personalities, a n d goals. W i t h those i n m i n d , t h i n k
i m p r o m p t u b r i d g e . O n c e across t h e gorge, t h e c h a r a c t e r s easily t h r o u g h t h e sorts o f plans a n d a c t i o n s t h e y w o u l d n o r m a l l y t a k e
defeat t h e archers, w h o are p o o r l y e q u i p p e d a n d t r a i n e d f o r close- i n r e a c t i o n t o a f e w basic a c t i o n s t h e c h a r a c t e r s m a y a t t e m p t . I n
q u a r t e r f i g h t i n g . D e t a i l s s u c h as t h a t t r e e g i v e t h e p l a y e r s i n t e r a c t i v e general, breaking d o w n a n N P C s reactions i n t o t w o general
e n v i r o n m e n t s t h e y c a n use t o h e l p o v e r c o m e t h e e n c o u n t e r . T h e c a t e g o r i e s is b e s t : c o m b a t a n d n e g o t i a t i o n s . T h i n k a b o u t w h a t a n
PCs d o n o t necessarily need t o create a bridge i n order t o defeat N P C o r m o n s t e r w o u l d d o i n t h e face o f a n a t t a c k or a n a t t e m p t
t h e a r c h e r s , b u t t h e o p t i o n d o e s m a k e t h e e n c o u n t e r easier. B e s t t o parley. M a n y monsters h a v e t h e same response t o b o t h a c t i o n s ,
o f all, t h e players learn y o u reward creative t h i n k i n g , l e a d i n g t h e m s u c h as a z o m b i e s a i l o r t h a t a t t a c k s a n y o n e w h o a p p r o a c h e s i t s
t o seek o u t a d v a n t a g e s a n d t a k e a m o r e a c t i v e r o l e i n t h e g a m e . submerged shipwreck. W a l k t h r o u g h t h e N P C s plans i n your
S o c i a l e n c o u n t e r s c a n also b e n e f i t f r o m m i n o r details t h a t c a n m i n d . Does she take advantage o f t h e t e r r a i n o r f u r n i s h i n g s i n t h e
be t u r n e d t o t h e P C s ' a d v a n t a g e . J u s t as a n N P C s p e r s o n a l i t y area? D o e s s h e p a n i c a n d f l e e ? M o n s t e r s t h a t a n t i c i p a t e c o m b a t
traits c a n p r o v e t r o u b l e s o m e , so t o o c a n t h e y p r o v e b e n e f i c i a l t o c r e a t e a t least a f e w r u d i m e n t a r y t a c t i c s , u n l e s s t h e y are m i n d l e s s
t h e PCs. C r e a t e clues t o a n N P C s preferences a n d t r a i t s t h r o u g h c r e a t u r e s s u c h as u n d e a d o r c o n s t r u c t s .
your descriptions o f his words a n d actions. Suppose y o u create a
social e n c o u n t e r t h a t requires t h e P C s t o c o n v i n c e a n officer o f PitFalls
t h e g u a r d i n F r e e p o r t t o g r a n t t h e m access t o a r e s t r i c t e d p o r t i o n GMs m a k e a c o u p l e o f c o m m o n errors w h e n c o n s t r u c t i n g
o f t h e c i t y ' s sewers. T h e c a p t a i n ' s o f f i c e i n c l u d e s a f e w m e m e n t o s e n c o u n t e r s . E a c h e r r o r h a s a n a l l u r i n g r e a s o n f o r i t s use, b u t e a c h
and souvenirs f r o m his days r e p e l l i n g t r o l l invaders i n t h e w i l d e r - u n d e r m i n e s y o u r game a n d m a y leave t h e players b o r e d .
ness. O b s e r v a n t c h a r a c t e r s m a y n o t e t h i s i n f o r m a t i o n a n d m a k e
A v o i d NPCs that overshadow the PCs. T h e c h a r a c t e r s s h o u l d
a p o i n t t o talk about t h e i r o w n battles against those monsters,
n e v e r sit back a n d w a t c h w h i l e a n N P C f i g h t s a m o n s t e r for t h e m ,
currying favor w i t h t h e captain and h e l p i n g t h e m w i n his support
s o l v e s t h e i r p r o b l e m s , o r o t h e r w i s e t a k e s c e n t e r s t a g e . T h i s is a
for t h e i r request. B y a d d i n g such details t o your e n c o u n t e r s , y o u
t e m p t i n g p a t h t o take because i t allows y o u t o c o n s t r u c t a c o o l
reward t h e players for p a y i n g a t t e n t i o n t o t h e game a n d using t h e i r
N P C a n d show h i m o f f t o t h e players. A f t e r a l l , a p o w e r f u l N P C
creativity a n d critical t h i n k i n g skills. W i t h such rewards, your
can be a good t o o l t o h e l p keep you game m o v i n g . Encounters t h a t
players learn t o focus o n t h e game a n d a p p r o a c h p r o b l e m s w i t h a n
t u r n t h e PCs i n t o l i t t l e more t h a n bystanders, however, are
open mind.
b o r i n g . T h e characters are supposed t o b e heroes w h o risk t h e i r
lives f o r g o l d a n d glory, n o t cheerleaders o r camp followers.
Rule #5: Anticipate ano Prepare Encounters should always feature t h e PCs at t h e center o f t h e
S i m i l a r t o t h e p o i n t s discussed i n Rules = 3 a n d = 4 , w h e n t h e a c t i o n o r at least g i v e t h e m a chance t o make meaningful
PCs take a n a c t i o n , t h e y s h o u l d e n c o u n t e r a reasonable, sensible decisions.
reaction. I f the PCs attack a n i n n o c e n t N P C , h eshould r u n away N e v e r r a i l r o a d the characters into following a plot. R a i l r o a d e d p l o t s
and cry for help. I f the PCstry t onegotiate w i t h a group o f trolls are l i k e t r a i n s i n t h a t t h e players c a n d o l i t t l e m o r e t h a n f o l l o w t h e
guarding t h e bridge, t h e monsters should listen t o t h e m if such a n tracks t o t h e i r d e s t i n a t i o n ; t h e y c a n n o t m a k e decisions t o strike
a c t i o n fits w i t h i n t h e i r personalities a n d goals. O n e o f t h e t r i c k i e s t out i n a d i f f e r e n t d i r e c t i o n o r seek a n e w p a t h . Railroaded
e l e m e n t s i n d e s i g n i n g a n e n c o u n t e r is p r e p a r i n g f o r t h e m y r i a d encounters t e n d t o be h i g h l y scripted, somewhat like those that
a c t i o n s t h e players m a y t a k e . W h a t seems l i k e a n o b v i o u s course feature p o w e r f u l N P C s . T h e PCs' decisions h a v e n o effect o n t h e
o f a c t i o n t o y o u m a y n e v e r o c c u r t o t h e p l a y e r s as t h e y c o n s i d e r e n c o u n t e r ' s o u t c o m e , l e a v i n g t h e m as l i t t l e m o r e t h a n b y s t a n d e r s
t h e i r o p t i o n s . Y o u r best d e f e n s e a g a i n s t a n u n e x p e c t e d t a n g e n t i n w h o w a t c h t h e p l o t u n f o l d . I f t h e players feel t h e y h a v e n o
a n e n c o u n t e r is t o k e e p s o m e g e n e r a l n o t e s o n t h e p e r s o n a l i t i e s , tangible influence o n t h e game, they w i l l become bored. Rail-
t e n d e n c i e s , a n d goals o f y o u r N P C s , i n c l u d i n g m o n s t e r s y o u r o a d e d p l o t s are t e m p t i n g t o use b e c a u s e t h e y a r e easy t o i m p l e m e n t .
anticipate using i n c o m b a t encounters. T h e clearer picture y o u I f y o u k n o w w h a t t h e P C s c a n d o , i t is m u c h s i m p l e r t o p l a n y o u r
h a v e o f a n N P C s m o t i v a t i o n s , g o a l s , a n d p l a n s , t h e e a s i e r i t is t o N P C s ' a c t i o n s a n d t h e o u t c o m e s o f a n e n c o u n t e r . Y o u r prepara-
/ [ Chapter Three: Creating Adventures

t i o n t i m e is m u c h s h o r t e r , a n d t h e f e e l i n g o f c o n t r o l o v e r a g a m e bonuses b y b r i n g i n g large n u m b e r s o f m o n s t e r s i n t o p o s i t i o n t o
may grant you a b i t more confidence i n h a n d l i n g t h e PCs a n d a t t a c k , a n d generally m a k e i t d i f f i c u l t for t h e party's warriors a n d
planning future encounters. Yetw i t h o u t the o p p o r t u n i t y t o make o t h e r s k i l l e d c o m b a t a n t s t o s h i e l d spellcasters a n d o t h e r c h a r a c -
m e a n i n g f u l c h o i c e s , y o u r players are r e d u c e d t o a passive a u d i e n c e ters w h o are w e a k i n p h y s i c a l c o m b a t . I f t h e b a t t l e occurs i n a
i n your game. T h i s d i r e c t i o n m i g h t w o r k i n t h e short-term, b u t c r a m p e d , c o n f i n e d area, t h e m o n s t e r s h a v e a d i f f i c u l t t i m e i m p l e -
over t i m e your game turns i n t o little m o r e t h a n a l o n g w i n d e d m e n t i n g such strategies. N a r r o w c o r r i d o r s f o r m c h o k e p o i n t s t h a t
narrative. prevent more t h a n a few monsters f r o m attacking, while small
r o o m s a l l o w o n e o r t w o characters t o f o r m a n effective w a l l against
their enemies i n order t o protect more vulnerable characters.
Combat Encounters G e n e r a l l y s p e a k i n g , use l a r g e n u m b e r s o f w e a k m o n s t e r s i n w i d e
T e r r i b l e m o n s t e r s , f e a r s o m e v i l l a i n s , a n d t h r i l l i n g b a t t l e s are a l l d u n g e o n c o r r i d o r s , l a r g e r o o m s , a n d o p e n spaces. I n a c o r r i d o r o r
a m a j o r part o f a d v e n t u r e games. A t its core, c o m b a t injects r o o m about 3 0 feet w i d e , f e w a d v e n t u r i n g parties c a n f o r m a n
tension, e x c i t e m e n t , a n d u n c e r t a i n t y i n t o a n encounter; after all, e f f e c t i v e defensive l i n e against a large g r o u p o f monsters.
the characters' lives are at stake i n a b a t t l e . O n e spell o r a t t a c k c a n
T h e opposite applies t o encounters w i t h a f e wp o w e r f u l crea-
m a k e t h e difference b e t w e e n d e a t h a n d glory, p a r t i c u l a r l y at l o w
tures. I f t h e P C s o u t n u m b e r t h e i r o p p o n e n t s , t h e y c a n easily
l e v e l s . W h e n t h e p l a y e r s are n e w t o t h e g a m e , a s i m p l e b a t t l e w i t h
isolate, s u r r o u n d , a n d destroy your monsters. M a n y G M s have
a f e w w e a k m o n s t e r s is e n o u g h t o k e e p t h e m e n g a g e d . When
c r e a t e d a f e a r s o m e b e a s t , o n l y t o w a t c h i t c r u m p l e as t h e p a r t y ' s
facing a strange m o n s t e r w i t h u n k n o w n abilities, t h e players h a v e
w a r r i o r s s u r r o u n d i t a n d t h e spellcasters b o m b a r d i t w i t h magic.
n o idea w h a t t h e creature c a n d o , w h i c h makes a b a t t l e b o t h tense
Few creatures c a n w i t h s t a n d a c o m b i n e d assault b y a n e n t i r e p a r t y
a n d engaging. A f t e r a w h i l e , t h o u g h , t h e players m a y b e g i n t o
f o r l o n g . U s e t i g h t , c o n f i n e d areas as a s e t t i n g f o r b a t t l e s w i t h a f e w
grow bored w i t h straight-forward battles. Y o u need t o keep your
p o w e r f u l c r e a t u r e s . T h a t w a y , i t is v e r y d i f f i c u l t f o r t h e P C s t o
players engaged b y p r o v i d i n g battles w i t h u n i q u e , f u n t w i s t s .
b r i n g t h e i r s u p e r i o r n u m b e r s t o bear. I n a c o r r i d o r t o o n a r r o w f o r
t w o characters t o stand abreast, t h e characters c a n n o t t e a m u p
designing Combat Encounters a g a i n s t a m o n s t e r . W h e n y o u use o n l y a f e w m o n s t e r s , e a c h o n e
T h e f i r s t s t e p i n c r e a t i n g a b a t t l e is c h o o s i n g t h e m o n s t e r s a n d should survive as l o n g as p o s s i b l e i n order t o dish o u t t h e
N P C s t h a t w i l l s e r v e as o p p o n e n t s . L a t e r i n t h i s c h a p t e r , t h e m a x i m u m a m o u n t o f p u n i s h m e n t . I f y o u place such creatures
c o n c e p t o f e n c o u n t e r l e v e l s ( E L ) as a w a y o f j u d g i n g e n c o u n t e r w i t h i n areas t h a t l e t t h e c h a r a c t e r s s u r r o u n d a n d d e s t r o y t h e m ,
d i f f i c u l t i e s is e x p l a i n e d . S t a r t d e s i g n i n g a c o m b a t e n c o u n t e r b y t h e e n c o u n t e r w i l l b e a b i t t o o easy f o r t h e P C s .
d e t e r m i n i n g w h a t e n c o u n t e r l e v e l ( E L ) y o u w a n t t o assign t o a
R a t h e r t h a n focus solely o n large n u m b e r s o f weak m o n s t e r s o r
battle. A s a rule o f t h u m b , most c o m b a t encounters should have
o n e o r t w o s t r o n g foes, a g o o d m i x b e t w e e n t h e t w o makes f o r a
an E L equal t o t h e party's average level; such e n c o u n t e r s p r o v i d e
c h a l l e n g i n g e n c o u n t e r . A g r o u p o f weaker creatures p r o v i d e a
a c h a l l e n g e w i t h o u t o v e r w h e l m i n g t h e P C s . I n a d d i t i o n , b e sure
buffer between a strong creature a n d t h e characters, keeping t h e
to r e m e m b e r t h e r o l e a n e n c o u n t e r plays i n t h e o v e r a l l a d v e n t u r e .
party f r o m swarming t h e primary threat. Instead, t h e party must
Each c o m b a t e n c o u n t e r drains t h e party's resources, l e a v i n g t h e
spend actions c l e a r i n g away t h e weaker creatures i n order t o
P C s less a b l e t o c o p e w i t h f u t u r e b a t t l e s . W h i l e a g r o u p o f 5 t h -
defeat t h e more p o w e r f u l monster. Creatures w i t h plenty of
l e v e l P C s s h o u l d e a s i l y h a n d l e a n E L 5 b a t t l e , t h a t e n c o u n t e r is
magical abilities or ranged attacks benefit t h e most f r o m this
m u c h m o r e d i f f i c u l t if t h e party has already dealt w i t h t h r e e o t h e r
strategy. B r u t a l creatures t h a t t h r i v e i n melee must advance t o
c o m b a t e n c o u n t e r s w i t h t h e same E L t h a t d a y . Be sure t o d e s i g n
e n g a g e t h e e n e m y , so a l a r g e n u m b e r o f w e a k c r e a t u r e s m a y o n l y
y o u r c o m b a t e n c o u n t e r s w i t h t h e o t h e r hazards y o u b u i l t f o r t h e
get i n t h e i r w a y . Focus o n a creature's m o s t p o w e r f u l attacks a n d
PCs f i r m l y i n m i n d .
s e l e c t s m a l l e r c r e a t u r e s t h a t s u p p o r t i t s use. F o r e x a m p l e , a
Encounters w i t h a n E L l o w e r t h a n t h e party's average level m i n o t a u r suited t o charging and hand-to-hand combat w i t h the
m a k e sense i f y o u w a n t t o t h r o w m a n y b a t t l e s a t t h e p l a y e r s o v e r PCs c o u l d be supported by goblins w i t h bows or even spellcasting
t h e course o f a n a d v e n t u r e . W h i l e e a c h c o m b a t s h o u l d b e easier a b i l i t y , as t h e y c o u l d assist t h e m i n o t a u r w i t h o u t h i n d e r i n g h i s
a n d q u i c k e r t o resolve for t h e players, s t a c k i n g a d d i t i o n a l e n c o u n - a b i l i t y t o m o v e f o r w a r d a n d a t t a c k . T h e o p p o s i t e also w o r k s w e l l .
t e r s a g a i n s t t h e P C s is a g o o d w a y t o e x t e n d a n a d v e n t u r e a n d A single p o w e r f u l spellcasting creature benefits f r o m a screen o f
present t h e characters w i t h hordes o f c o m b a t encounters. For weak creatures t h a t h i n d e r a n d delay t h e party's advance t o w a r d
a d v e n t u r e s i n w h i c h t i m e is a f a c t o r , t h i s is a n e x c e l l e n t s t r a t e g y its m a g i c - u s i n g e n e m y .
t o use. I f t h e P C s m u s t escape f r o m a c r u m b l i n g d u n g e o n b e f o r e
W h e n m a t c h i n g u p d i f f e r e n t monsters, take care t o study t h e i r
it collapses, a large n u m b e r o f l o w - E L c o m b a t s slows t h e p a r t y
special abilities t o b u i l d p o w e r f u l c o m b i n a t i o n s . T h e o l d saying
d o w n w i t h o u t w e a r i n g o u t i t s resources t o o q u i c k l y .
" t h e w h o l e is s t r o n g e r t h a n t h e s u m o f i t s p a r t s " is g o o d t o k e e p i n
T r y t o c o n f i n e battles w i t h a n E L above t h e party's level t o m i n d w h e n b u i l d i n g c o m b a t encounters. A very effective c o m b i -
c r i t i c a l j u n c t u r e s i n t h e a d v e n t u r e , m u c h as h o w a " b o s s m o n s t e r " n a t i o n is t o m a t c h c r e a t u r e s i m m u n e t o a p a r t i c u l a r t y p e o f a t t a c k
i n a v i d e o g a m e is s i g n i f i c a n t l y t o u g h e r t h a n t h e h o r d e s o f f a c e l e s s w i t h a m o n s t e r w h o uses t h a t s a m e a t t a c k . A c r e a t u r e i m m u n e t o
enemies. Monsters a n d N P C s w i t h a n E L above t h e party's f i r e d a m a g e is a g r e a t asset t o a w i z a r d w h o uses a r e a o f e f f e c t f i r e
average level present a great c h a l l e n g e , o n e t h a t m a y result i n t h e spells. W h e n t h e wizard's allies r u s h f o r w a r d t o a t t a c k , t h e wizard
d e a t h o f o n e o r m o r e P C s . S u c h risks a n d dangers s h o u l d b e t i e d can safely blast t h e area w i t h o u t fear o f h a r m i n g h e r allies.
to a crucial p o r t i o n o f a n adventure. A fight w i t h a n i m p o r t a n t Creatures t h a t c a n see i n t h e d a r k w o r k w e l l w i t h m o n s t e r s
v i l l a i n , e v i l N P C , fearsome monster, o r o t h e r terrible o p p o n e n t c a p a b l e o f c r e a t i n g m a g i c a l d a r k n e s s . T h i n k o f y o u r m o n s t e r s as
s h o u l d r e p r e s e n t t h e last a c t o f a n a d v e n t u r e . N e v e r use a h i g h - E L b u i l d i n g blocks you c o m b i n e t o f o r m a single, powerful foe; t h e
e n c o u n t e r unless y o u e x p e c t i t t o c o n s t i t u t e a c r i t i c a l p o r t i o n o f parts t h a t f i t t o g e t h e r best e n h a n c e a n d i m p r o v e e a c h o t h e r ' s
an a d v e n t u r e . T o o m a n y such battles leave your players f e e l i n g abilities.
overwhelmed a n d c o u l d cause a n i n o r d i n a t e n u m b e r o f P C
deaths.
Using Combat Encounters
O n c e you have determined a combat encounter's EL, you must A s was m e n t i o n e d a b o v e , c o m b a t p r o v i d e s f o r m a n y t h r i l l i n g ,
pick monsters a n d N P C s t o t h r o w att h e characters. Y o u have t w o exciting moments i n an adventure. W h e n e v e r they head into
general options i n p i c k i n g monsters: y o u m a y choose a l o t o f weak b a t t l e , t h e P C s f a c e d e a t h a n d d e f e a t , w h i c h a l o n e is e n o u g h t o
monsters o r a f e w p o w e r f u l ones. E a c h o p t i o n has its d i s t i n c t inject uncertainty and excitement i n t o combat encounters. W h e n
strengths a n d weaknesses. c o n s t r u c t i n g a f i g h t , c o n s i d e r i t s p l a c e i n t h e a d v e n t u r e as a w h o l e .
A h o r d e o f w e a k m o n s t e r s is a g o o d c h o i c e i n a n e n c o u n t e r a r e a Fights s h o u l d h a v e a clear reason for t a k i n g place; o n e party o r t h e
w i t h l o t s o f o p e n s p a c e f o r t h e m o n s t e r s t o use t h e i r s u p e r i o r other should stand t o gain a tangible benefit f r o m victory. O n l y
numbers t o good effect. W h e n t h e PCs are o u t n u m b e r e d , your m a d m e n or psychopaths wander t h e land randomly attacking
monsters should flank t h e m , compensate for their poor attack travelers. A g a n g o f greedy b a n d i t s robs people f o r t h e i r m o n e y ,

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while a t r o l l may ambush the adventurers because i t sees t h e m as in Freeport w h o launches a smear campaign against the PCs poses
a p o t e n t i a l meal. just as m u c h o f a threat as the ogre warlord w h o launches an
C o m b a t tends to be the primary form of encounter, w i t h traps, invasion of Freeport. Sure, the ogre's threat is more direct, but part
puzzles, and social encounters serving t o f i l l the gap between of the fun of the social opponents you t h r o w at the party is that a
battles. I t forces the PCs to use spells and consumable magic items, m i g h t y sword or powerful spell becomes useless against t h e m . T h e
and often leaves t h e m w i t h fewer h i t points. U n l i k e traps and PCs cannot simply k i l l the ill-tempered barkeep w h o spreads
other encounters, combat tends to d r a i n the full spectrum of a nasty rumors about their personal hygiene. Social encounters
party's available resources. Wizards, enchanters, and clerics use require careful thought, p l a n n i n g , and deliberation. Rash actions
mana to power their spells, w h i l e warriors fight the enemy and have m u c h greater repercussions i n a social setting where the PCs'
sustain damage — an enchanter may use a spell to overcome a reputation and past actions play a major role i n h o w others view
social encounter, for instance, while a trap may deal damage. them.
Thus, every character class has a p o t e n t i a l role t o play i n a fight,
making combat the one type o f encounter that draws all your Designing SociaL Encounters
players i n t o the game. A social encounter may require the skills o f B u i l d i n g social encounters may seem i n t i m i d a t i n g . Creating
the characters w i t h h i g h Charisma scores, while the party's rogue and portraying an N P C requires a b i t o f work o n your part,
may handle the bulk o f the work w h e n dealing w i t h a trap. especially d u r i n g the game as you handle the encounter. W i t h
battles, you have the t i m e to p l a n out actions and anticipate the
Implementing Combat Encounters feats, skills, and spells the characters n o r m a l l y use. Social encoun-
T h e combat encounters you design and use should have a ters work a l o t more like improvised theatre. Y o u must listen to
logical place i n the adventure. For example, i n a dungeon inhab- how the players role-play their characters and create a proper
ited by ores, most of the battles should be against the ore guards, response o n the fly. T h e greatest difficulty w i t h social encounters
warriors, and allies. Build your encounters w i t h i n the c o n t e x t of is thus presenting a logical, cohesive N P C . Each time the N P C
the e n v i r o n m e n t i n w h i c h they take place. T h e r e is, however, a speaks, you must weigh his personality, beliefs, and other factors
fine line between striving for realism and building a fun game. Y o u and use t h e m to judge h o w he acts toward the PCs.
may decide that a powerful d e m o n lives i n a dungeon outside o f T o ease the burden of portraying many N P C s over the course
t o w n , but what happens i f a party o f lst-level characters goes of a game session, you should create a short list of notes and other
there? You could simply allow the d e m o n to devour t h e m , w h i c h i n f o r m a t i o n about an N P C o n an index card and refer to i t while
enforces a sense of reality i n your campaign, or you could modify r u n n i n g that character. T h e following bits o f information should
the situation to b u i l d a challenge appropriate t o the characters. prove i m p o r t a n t d u r i n g social encounters:
T h i s question of realism versus playability is an i m p o r t a n t issue • List the N PC's goals i n order of their importance. A s a general
to consider. W h i l e presenting a world that has internal consis- judge of a goal's importance, estimate h o w m u c h gold someone
tency is desirable, sometimes your view of the w o r l d m i g h t clash would need to pay the N P C to bribe h i m i n t o giving up that goal.
w i t h a fun game. A f t e r all, w h e n the characters head out i n t o the T h i s is a handy tool i f the PCs must negotiate w i t h an N P C or try
wilds, they may very well stumble across encounters that they are to use gifts to curry favors from h i m .
not yet ready to tackle. Just because the characters are low-level • M a k e a list of the N P C s resources. D o n o t confine this list
does n o t mean that powerful monsters are completely absent from o n l y to equipment, money, and class abilities. Include the N P C s
the region. T h e best way to stop the PCs from s t u m b l i n g i n t o allies, especially people w h o owe h i m favors and are w i l l i n g to
encounters far too difficult for t h e m is to provide plenty o f hints, work w i t h h i m against the PCs. O f course, a w e l l connected N P C
knowledge, and rumors about the region i n w h i c h they adventure. w h o m the PCs w i n over as an ally could offer access to his social
I f the characters k n o w powerful monsters i n h a b i t a nearby cave, and material resources.
t h e n they have good reason to stay away from i t . Your campaign
• Keep notes each t i m e the PCs encounter an N P C . Over time,
acquires a sense of cohesion and also provides some challenges the
an N P C s attitude toward the PCs should change based on their
players can look forward to defeating as they gain levels.
previous interactions. I f the PCs are rude to a t o w n guard, he
should remember that and treat t h e m accordingly i n the future.
Problems with Combat Encounters • N o t e t w o or three personal quirks an N P C may have that
A v o i d using too many combat encounters unless your players could come up i n play. Such quirks should include personal
demonstrate a preference for combat above other types o f ob- beliefs, pet peeves, superstitions, and other m i n o r traits that add
stacles. C o m b a t has a l o t o f tension built i n t o i t , w h i c h makes color to an N P C . These traits need not be i m p o r t a n t to working
falling back on battles rather t h a n other encounters easy. I f you w i t h the N P C , but they should make h i m memorable. G i v e each
use n o t h i n g but combat to move your game along, the players may significant N P C s one obvious quirk that differentiates h i m or her
start to see all encounters, even social ones, as an excuse to fight. from other N P C s that the characters meet: for example, an N P C
Heavy reliance o n any single type of encounter makes a game stale who takes every o p p o r t u n i t y to reminisce about the good o l d days
and d u l l . of his adventuring career or an antagonistic N P C w h o sows insults
C o m b a t encounters make a good contrast to other encounters. and foul language i n t o the conversation. O n e good, obvious trait
For instance, w h i l e exploring Kunark, the PCs may have a chance is a l l you need for the players to remember an N P C .
to negotiate w i t h a band o f rogue iksar rather t h a n fight t h e m . You can develop t w o basic types of social encounters: blockers
D o i n g so allows t h e m t o conserve resources for tougher foes. A and allies. Each type provides for encounters w i t h different goals,
good way to downplay the importance o f combat is to award and b o t h are tools you can use t o help move an adventure along.
experience points for opponents defeated t h r o u g h n e g o t i a t i o n ,
As the name suggests, blockers prevent the PCs from complet-
bribes, and other n o n - v i o l e n t means. T h e characters prosper
ing i m p o r t a n t parts of their quest. A blocker is any foe the PCs face
because they are better prepared to take o n other encounters; the
that cannot be defeated t h r o u g h combat. A n example blocker is
players learn that i n n o v a t i v e actions are rewarded; you w i n
a corrupt Freeport t o w n guardsman bribed by the PCs' nemesis to
because a good range of encounter types engages your players and
harass and imprison t h e m . Unless the PCs evade the guardsman
keeps your game from growing boring.
or negotiate t h e i r way o u t o f trouble, they may be stuck i n jail
w h i l e the v d l a i n puts his p l a n i n t o m o t i o n . Sure, the characters
Social. Encounters could simply attack and k i l l the guardsman, but only if they do not
m i n d drawing a price o n t h e i r heads or ending up i n j a i l . Blockers
Fighting horrible monsters and dodging traps are b o t h e x c i t i n g
should have a weakness the PCs can exploit through negotiation
parts of a game, but the role-playing and p o l i t i c a l skills necessary
and role-playing i n order to evade t h e m . T h e corrupt guardsman
to deal w i t h others i n a social situation prove just as difficult and
may have enemies a m o n g the law-abiding t o w n elders, giving the
rewarding. T h i n k o f social encounters as battles the PCs can
PCs a chance to undermine his authority by t a k i n g their case to
"fight" w i t h i n the confines of civilization. T h e greedy bureaucrat

•1 *"\ f so 1> \\ f:
his superiors. T h e guardsman could also be w h o l l y ignorant of the confines of c i v i l i z a t i o n . Social encounters, however, particularly
real reasons w h y he is being paid t o harass the PCs. Perhaps w h e n blockers, demonstrate that the safety o f a city or t o w n is merely a
they confront h i m and tell h i m of the true nature of their nemesis, relative measure i n comparison t o a dungeon or the Lavastorm
the guardsman begs forgiveness and does his best t o set things M o u n t a i n s . W h i l e social encounters rarely pose a physical threat,
right. O f course, the v i l l a i n may have lied to the guardsman about they can cause economic and social damage to the PCs. A n angry
the PCs' motivations, requiring t h e m to convince h i m of t h e i r bard may spread rumors of the party's obnoxious behavior, while
law-abiding ways and heroic achievements. a shop owner may charge outrageous prices i n return for the rude,
Allies, of course, are friendly N P C s w h o help the PCs out of demeaning treatment she receives. Sure, the shop owner is n o
friendship or c o m m o n cause. These N P C s are a handy resource to m a t c h for the party's m o n k i n a fight, but i f that m o n k needs the
provide clues for the party, items i t needs to complete an adven- shop owner's rope t o cross a chasm, he m i g h t find himself out o f
ture, or as c o n t i n u i n g friends w h o form close bonds w i t h the PCs. luck.
A l l i e s do not mindlessly t h r o w gifts and aid at the PCs, even if that T h r o u g h social encounters, the PCs receive opportunities to
is their intent. T h e challenge the PCs face i n h a n d l i n g an ally is gain or lose faction t h r o u g h their interactions w i t h N P C s . Social
staying o n friendly terms and fulfilling the debts and responsibili- encounters can also be every b i t as lethal as combat i n their o w n
ties that come w i t h accepting aid and support from others. A n ally way. I f the characters r e t u r n to their Freeport i n n to find a dead
who helps the PCs d u r i n g one adventure may expect aid i n return body i n their r o o m and the t o w n guard o n hand ready to arrest
at a later date. t h e m for murder, suddenly the PCs are caught up i n a series o f
W h i l e allies might seem relatively straight-forward to handle, social encounters as they must plead t h e i r case and unravel the
you can design a few complications i n t o t h e m . T h e PCs d o n o t n e t w o r k o f secret alliances and enemies that framed t h e m .
necessarily k n o w that an N P C is an ally w h e n they first meet. For V i o l e n c e should only rarely be an o p t i o n i n social encounters,
example, the local ore tribe is split i n t o t w o factions. W h e n the particularly those that occur w i t h i n a t o w n or other friendly
PCs enter the ores' dungeon to defeat t h e m , one faction attempts settlement. Local laws still apply to the PCs, even i f they are
to ally w i t h t h e m i n hopes of d r i v i n g the other faction out of the heroes. If the PCs behead a jester because he made a joke about the
caves. T h e PCs must trust the ores and w a t c h their backs while necromancer's mother, the t o w n guard should pursue t h e m as
dealing w i t h t h e m . O f course, the ores may t u r n around and attack murderers, and the necromancer should suffer an appropriate
the PCs once their rivals are dealt w i t h or they may sign a truce faction penalty. T h i s may seem obvious, but as the characters gain
and agree to halt their raids i n exchange for the PCs' aid. T h e PCs' levels and progress i n power, they may be tempted to abuse their
actions, attitudes, and h a n d l i n g of the situation determine h o w stature and treat every social encounter as a chance to browbeat
the ores act — unless, o f course, the ores planned to betray t h e m and i n t i m i d a t e .
all along.
Problems with SociaL Encounters
Using Social. Encounters W h e n h a n d l i n g a social encounter, be sure to w a t c h out for
Social encounters provide for an excellent change o f pace signs that the players are bored or frustrated. Clues and hints that
during an adventure. T h e i r m a i n value is that they offer a chance seem obvious to you may possibly escape the players' notice. If you
to introduce a measure o f uncertainty i n t o the PCs' actions. I n expect t h e m to seize u p o n a h i n t and they do n o t seem to grasp i t ,
combat, what the PCs must accomplish is rather obvious: defeat never be afraid to drop a few more h i n t s to t h e m . Frustration is a
the enemy. Social dealings are never quite so clear cut; victory and good way to keep the players unhappy. By the same t o k e n , never
defeat become vaguer. W h i l e the players may k n o w what they abuse the nature o f social encounters to produce needlessly
want their characters to gain from an encounter, they must also obnoxious, a n n o y i n g NPCs. Designing an N P C w h o takes the
take i n t o account the N P C s goals. I n combat, the characters and PCs d o w n a n o t c h or t w o m i g h t be fun, but for the players the
their foes have mutually exclusive goals, w h i c h is rarely the case experience is far from enjoyable. I n some cases, this tactic can
in negotiation. Drive this difference home by designing encoun- work, such as w h e n the PCs must bargain w i t h a powerful warlord
ters that require the characters to make hard choices and prioritize or other N P C above their martial or magical abilities. R a n d o m
their goals. N o N P C other t h a n an ally should merely r o l l over and peasants should n o t act like obnoxious twits, however, just
give the characters everything they want; even allies should offer because you k n o w the PCs cannot attack them.
aid w i t h a few strings attached. W h i l e skills such as Diplomacy and Bluff should play a part i n
W h e n b u i l d i n g combat encounters, try t o include options that a social encounter, never allow t h e m to replace role-playing
allow the players to t u r n t h e m i n t o social situations. T h e trolls completely unless your group is uncomfortable h a n d l i n g i n -
guarding a bridge may be w i l l i n g to negotiate safe passage. T h e character dialogue. I f you or your players do n o t enjoy portraying
dragon w h o rules the upper m o u n t a i n peaks may collect bizarre characters like an actor, such as by adopting a PC's mode of speech
magical items; i f the PCs offer her one, she lets t h e m pass. N o t and mannerisms, social encounters can be resolved w i t h a D i p l o -
every fight must have a similar "out", but by w o r k i n g t h e m i n t o macy check against an appropriate D C . Otherwise, ask the players
encounters, you b u i l d a w o r l d that is m u c h more logical and that to act out their discussion w i t h an N P C . I f they do a good j o b
offers the players a m u c h wider array o f options for solving presenting their case, grant t h e m a + 2 bonus to their Diplomacy
encounters. Remember the fourth rule o f encounters. I f you check; i f they perform poorly, grant t h e m a - 2 penalty. N o t e that
provide subtle hints that the PCs can use to their advantage, your social encounters should always give the o p t i o n of using the
encounters w i l l be more engaging and fun to solve. Diplomacy s k i l l — after all, players w h o have their characters take
ranks i n that skill should n o t have t h e m go to waste.
T o keep combat from overshadowing social interactions, assign
CRs to your social encounters and grant X P to the characters for
overcoming them. A social encounter presents just as m u c h of a Traps
hurdle as an ambush or other type of fight. Reward the players for
A h i d d e n p i t , a crossbow set to fire w h e n an intruder opens a
good role-playing by h a n d i n g out experience points just as you
door, a giant statue that tumbles forward to crush anyone w h o
would for defeating a monster. Otherwise, some players may feel
steps o n the pressure plate o n the floor i n front o f it: these are all
that time spent interacting w i t h N P C s is t i m e better spent
classic examples of the traps found i n fantasy adventure games.
battling monsters. G a i n i n g levels and i m p r o v i n g their characters
Traps are a l i t t l e like combat encounters. T h e y deal damage to the
is a major draw to the players. I f they k n o w you reward t h e m for
characters and threaten their lives; unlike combat, t h o u g h , traps
using social means t o defeat encounters, they w i l l be m u c h more
are generally binary i n nature — either a trap hurts the party or the
eager to handle N P C s w i t h negotiation rather t h a n swordplay.
players discover and avoid i t . Unless the characters seriously
overmatch t h e i r foes, each combat should wear d o w n their
Implementing Social Encounters resources.
Social encounters are a good way to keep the players o n their
toes. T h e y may believe their characters are safe w i t h i n the
EverQuest RPG: Game Master's Guioe
la
Traps are represented w i t h stat blocks m u c h like monsters; H a i l of Needles: C R 1; +20 ranged (2d4); Search ( D C 22);
however, the exact statistics used to describe a trap are slightly Disable Device ( D C 22).
different. C r u s h i n g W a l l T r a p : C R 10; no attack roll required (20d6);
Challenge R a t i n g ( C R ) : A s w i t h monsters, a trap's C R mea- Search ( D C 20); Disable Device ( D C 25). [ N O T E : N o Reflex
sures the danger i t poses to adventurers. save t o avoid? H o w m u c h area does the wall take up, i.e., 10 feet
Base A t t a c k and Damage: M a n y traps use spring-loaded by 10 feet?]
crossbows, razor sharp spikes, and other weapons to h a r m explor- Scything Blade T r a p : C R 1; +8 melee ( I d 8 / x 4 c r i t ) ; Search
ers. W h e n the trap triggers, it attacks an unlucky PC. Resolve an ( D C 21); Disable Device ( D C 20).
attack against a character using the listed attack bonus and Falling Block T r a p : C R 5; +15 melee ( 6 d 6 ) ; Search ( D C 20);
damage just as i f a monster w i t h the same stats tried to h i t the Disable Device ( D C 25). Note: C a n strike all characters i n two
character. Some traps do n o t list a base attack bonus. These snares adjacent specified squares.
hurt their v i c t i m s w i t h effects that do n o t require an attack r o l l , Large N e t T r a p : C R 1; +5 melee (see note); Search ( D C 20);
such as a p i t trap that injures characters w h o fall i n t o i t . Disable Device ( D C 25). Note: Characters i n 10-ft. square are
Search: Most traps are h i d d e n from view, as they rely o n grappled by a net (treat as a grappling attack made by a creature
surprise to f u n c t i o n correctly. If a character can see a trap, she can w i t h Strength 18) i f they fail a Reflex save ( D C 14).
avoid i t . Each trap lists the D C of the Search check necessary to Poison G a s T r a p : C R 10; n o attack roll necessary; Search ( D C
find it w i t h o u t triggering its effect. 21); Disable Device ( D C 25). Note: Poison gas — ingestion,
Disable D e v i c e : O n c e the characters find a trap, they may Fortitude save ( D C 18); i n i t i a l damage 1 permanent C o n s t i t u -
attempt to disarm i t . Each trap lists the Disable Device D C t i o n , secondary damage 3d6 temporary C o n s t i t u t i o n .
required to neutralize its mechanism. Flooding R o o m T r a p : C R 5; n o attack roll necessary; Search
Saving T h r o w : Traps that do n o t require an attack roll nor- ( D C 20); Disable Device ( D C 25). Note: R o o m floods i n 4 rounds.
mally list the saving t h r o w D C an adventurer must make i n order Portcullis T r a p : C R 2; + 1 0 melee (3d6/x2 c r i t ) ; Search ( D C
avoid their effects. 20); Disable Device ( D C 20). Note: Damage applies o n l y to those
underneath the portcullis. Portcullis blocks passageway.
Sample Traps
A r r o w T r a p : C R 1; +10 ranged ( I d 6 / x 3 c r i t ) ; Search ( D C 20); MagicaLTraps
Disable Device ( D C 20). Note: 200-ft. max range, target deter- Most traps rely on simple mechanisms and well-engineered construc-
mined randomly from those i n its path. tion to function properly. Magical traps use spells and similar effects to
Spear T r a p : C R 2; +12 ranged ( I d 8 / x 3 c r i t ) ; Search ( D C 20); boost their abilities. Unlike mechanical traps, most magical traps
Disable Device ( D C 20). Note: 200-ft. max range, target deter- require saving throws to avoid their effects. Just as with spells, these
mined randomly from those i n its path. traps deliver effects that need mental toughness, quick reflexes, or sheer
Pit T r a p ( 2 0 ft. deep): C R 1; n o attack r o l l necessary (2d6); toughness to overcome.
Reflex save ( D C 20) avoids; Search ( D C 20); Disable Device ( D C Flame Jet: C R 2; 1-ft. wide, 50-ft. long stream o f flame (3d6
20). fire); Reflex save ( D C 13) avoids; Search ( D C 25); Disable
Spiked Pit T r a p ( 2 0 ft. deep): C R 2; n o attack r o l l necessary Device ( D C 26).
( 2 d 6 ) , +10 melee ( l d 4 spikes for l d 4 + 2 points o f damage per Lightning Blast: C R 3; 5-ft. wide, 50-ft. long blast (3d6
successful h i t ) ; Reflex save ( D C 20) avoids; Search ( D C 2 0 ) ; electricity); Reflex save ( D C 13) avoids; Search ( D C 26); Disable
Disable Device ( D C 20). Device ( D C 25).
Pit T r a p ( 4 0 ft. deep): C R 2; n o attack roll necessary ( 4 d 6 ) ; Globe of C o l d : C R 4; 20-ft. radius sphere or hemisphere (5d6
Reflex save ( D C 20) avoids; Search ( D C 20); Disable Device ( D C c o l d ) ; Reflex save ( D C 15) avoids; Search ( D C 27); Disable
20). Device ( D C 25).
Spiked Pit T r a p ( 4 0 ft. deep): C R 3; n o attack roll necessary Electrified Floor: C R 4; section o f floor (3d 10 electricity);
(4d6), + 1 0 melee ( l d 4 spikes for l d 4 + 4 points o f damage per Reflex save ( D C 14) for half damage; Search ( D C 25); Disable
successful h i t ) ; Reflex save ( D C 20) avoids; Search ( D C 20); Device ( D C 25).
Disable Device ( D C 20). Floor Transforms into A c i d : C R 6; section of floor (10d6
Pit T r a p ( 6 0 ft. deep): C R 3; n o attack r o l l necessary ( 6 d 6 ) ; acid); Reflex save ( D C 16) negates; Search ( D C 28); Disable
Reflex save ( D C 20) avoids; Search ( D C 20); Disable Device ( D C Device ( D C 30). Note: Successful save means character dives to
20). safety i n t i m e .
Spiked Pit T r a p ( 6 0 ft. deep): C R 4; n o attack r o l l necessary Illusion over Spiked Pit ( 2 0 ft. deep): C R 3; n o attack roll
(6d6), +10 melee ( l d 4 spikes for l d 4 + 5 points o f damage per required ( 2 d 6 ) , +10 melee ( l d 4 spikes for l d 4 + 2 points o f damage
successful h i t ) ; Reflex save ( D C 20) avoids; Search ( D C 20); per successful h i t ) ; Reflex save (DC 15) negates; Search ( D C 20);
Disable Device ( D C 20). Disable Device ( D C 20).
Pit T r a p ( 8 0 ft. deep): C R 4; n o attack r o l l necessary (8d6); A i r Sucked out of R o o m : C R 5; Search ( D C 2 8 ) ; Disable
Reflex save ( D C 20) avoids; Search ( D C 20); Disable Device ( D C Device ( D C 30). Note: Deals suffocation damage to anyone i n a
20). single r o o m .
Spiked Pit T r a p ( 8 0 ft. deep): C R 5; n o attack roll necessary
( 8 d 6 ) , +10 melee ( l d 4 spikes for l d 4 + 5 points o f damage per Designing Traps
successful h i t ) ; Reflex save ( D C 20) avoids; Search ( D C 2 0 ) ; T h e following guidelines apply t o b u i l d i n g your o w n traps. T h e
Disable Device ( D C 2 0 ) . best place to start is w i t h the sample traps provided above. Look
Pit T r a p ( 1 0 0 ft. deep): C R 5; n o attack r o l l necessary ( 1 0 d 6 ) ; over their statistics, especially i n r e l a t i o n to their CRs, and judge
Reflex save ( D C 20) avoids; Search ( D C 2 0 ) ; Disable Device ( D C if the danger posed by the trap is appropriate to the PCs' skills and
20). abilities.
Spiked Pit T r a p ( 1 0 0 ft. deep): C R 6; n o attack roll necessary Damage: A trap should never deal more t h a n twice its C R i n
(10d6), +10 melee ( l d 4 spikes for l d 4 + 5 points o f damage per d6 o f damage. For instance, a C R 5 trap should deal a m a x i m u m
successful h i t ) ; Reflex save ( D C 20) avoids; Search ( D C 20); o f 10d6 points of damage. O n average, l d 6 deals 3.5 points o f
Disable Device ( D C 20). damage. T h u s , a trap that deals more t h a n 7 times its C R is a bit
Poison Needle T r a p : C R 2; +8 ranged (1 plus poison); Search too l e t h a l . O n l y the toughest characters average more t h a n 7 h i t
( D C 22); Disable Device ( D C 20). Note: Poison — injury, points per level. Therefore, a trap that deals more t h a n enough
Fortitude save ( D C 13); i n i t i a l damage 1 temporary C o n s t i t u t i o n , damage t o k i l l a character whose level equals its C R is too deadly.
secondary damage l d 2 temporary C o n s t i t u t i o n .
Chapter Three: Creating Adventures ^ [\

A t t a c k B o n u s : M o s t traps s h o u l d h a v e a n a t t a c k b o n u s o f + 10. characters' saving t h r o w progression. T h e y do n o t need to allo-


Characters w i t h a low A C s u c h as s p e l l c a s t e r s a r e e v e n m o r e c a t e l i m i t e d r e s o u r c e s i n o r d e r t o i m p r o v e t h e i r saves as t h e y m u s t
v u l n e r a b l e t o t r a p s . A n a t t a c k b o n u s a b o v e + 1 0 is o v e r k i l l . I n d o w i t h spells o r s k i l l ranks. O n t h e o t h e r h a n d , a p l a y e r w h o
a d d i t i o n , c h a n c e s a r e t h a t a c h a r a c t e r w i t h a n A C a b o v e 2 0 uses c h o o s e s t o use m a g i c i t e m s a n d s p e l l s t h a t i n c r e a s e h i s saves
p r o t e c t i v e spells o r m a g i c a l a r m o r . B y k e e p i n g a t r a p ' s a t t a c k s h o u Id h a v e a n a d v a n t a g e o v e r h i s c o m r a d e s . S e t t i n g t h e s a v e D C
b o n u s at + 1 0 , y o u r t r a p has a g o o d c h a n c e o f i n j u r i n g a c h a r a c t e r t o o h i g h m a k e s s u c h p r e c a u t i o n s useless. R e m e m b e r the fourth
w h i l e s t i l l r e w a r d i n g t h e use o f p r o t e c t i v e s p e l l s a n d o t h e r t e m p o - rule o f g o o d e n c o u n t e r s : t h e PCs s h o u l d h a v e a c h a n c e t o m a k e
rary defensive measures. A f t e r all, using a spell consumes a decisions t h a t can affect t h e o u t c o m e o f an e n c o u n t e r . A charac-
c h a r a c t e r ' s m a n a . S u c h d r a i n s o n r e s o u r c e s a r e j u s t as i m p o r t a n t t e r w h o uses s p e l l s a n d i t e m s t h a t i m p r o v e h e r saves s h o u l d be
as d e a l i n g w i t h t h e loss o f h i t p o i n t s . r e w a r d e d i f s u c h a c t i o n s a r e a p p r o p r i a t e . I f y o u set t h e save D C t o o
Search and Disable D e v i c e D C s : I n general, keeping the DCs l o w , h o w e v e r , t h e t r a p poses t o o l i t t l e o f a t h r e a t f o r i t s C R . The
f o r b o t h o f t h e s e s k i l l s a r o u n d 2 0 is b e s t . Y o u s h o u l d r e w a r d trap should have a reasonable chance t o h a r m the characters.
characters w i t h m a n y ranks i n these skills by k e e p i n g t h e D C s t o
f i n d a n d disable traps r e l a t i v e l y stable. I f y o u r traps' S e a r c h D C s Creating MagicaL Traps
c l i m b h i g h e r w i t h t h e i r C R , a n e x p e r i e n c e d c h a r a c t e r has r o u g h l y Since magical traps rely o n a m a g i c spell to damage the
t h e s a m e c h a n c e t o f i n d a t r a p as a n o v i c e , r e g a r d l e s s o f h i s l e v e l .
c h a r a c t e r s , t h e r e are s o m e basic g u i d e l i n e s f o r c r e a t i n g t h e m .
R e m e m b e r the first rule o f creating encounters: characters should
M a g i c a l traps are m u c h m o r e d i f f i c u l t t o d e t e c t t h a n m e c h a n i -
be r e w a r d e d f o r using t h e i r a b i l i t i e s a n d skills. I f a player p u m p s
c a l o n e s . T h e S e a r c h D C t o f i n d a m a g i c a l t r a p is 2 5 p l u s t h e t r a p ' s
p o i n t s i n t o his S e a r c h s k i l l , he s h o u l d be r e w a r d e d b y f i n d i n g traps
C R . W h i l e h i g h e r t h a n t h e suggested D C f o r a s t a n d a r d t r a p , t h e
m u c h m o r e o f t e n . O t h e r w i s e , y o u r players are f o r c e d t o i m p r o v e
D C progresses a t a s l o w e r r a t e t h a n a c h a r a c t e r ' s S e a r c h s k i l l . T h e
t h e i r a b i l i t i e s s i m p l y t o m a i n t a i n t h e status q u o . A s y o u w i l l read
higher D C makes m a g i c a l traps deadlier w i t h o u t o v e r p o w e r i n g
below under " U s i n g T r a p s , " the true key to m a k i n g a c h a l l e n g i n g
t h e m . T h e Disable D e v i c e D C t o defuse a m a g i c a l t r a p s h o u l d
t r a p lies i n w h e r e y o u p l a c e i t w i t h i n a n e n c o u n t e r .
f o l l o w t h e same guidelines.
Save D C s : A s a r u l e o f t h u m b , a trap's saving t h r o w D C s h o u l d
T h e s a v i n g t h r o w D C for a m a g i c a l t r a p s h o u l d be d e t e r m i n e d
b e n o h i g h e r t h a n 12 p l u s t h e t r a p ' s C R . A f a i r D C is a r o u n d 12
using t h e same guidelines for m e c h a n i c a l snares.
plus h a l f the C R , w h i c h ensures a b o u t a 5 0 % c h a n c e for a
s u c c e s s f u l s a v i n g t h r o w b y a c h a r a c t e r class w i t h a g o o d r a t e o f
Trap Functions anb AbiLitics
a d v a n c e i n t h e s a v e t y p e r e q u i r e d b y t h e t r a p . N o t i c e t h a t t h e base
A s y o u c a n see f r o m t h e e x a m p l e s l i s t e d a b o v e , t r a p s o f f e r a
chance to make a saving t h r o w should remain relatively constant
as a t r a p ' s C R increases. Players h a v e l i t t l e c o n t r o l o v e r t h e i r r a n g e o f p o t e n t i a l e f f e c t s a n d a b i l i t i e s . T h e r e are t h r e e basic t y p e s
EverQuest RPG: Game Master's Guiae
o f traps: those t h a t h a r m t h e PCs, those t h a t h i n d e r t h e m , and C o n s t i t u t i o n d a m a g e h u r t s a l l classes e q u a l l y . W h i l e a m a g i -
those that cripple t h e m . c i a n m a y s h r u g o f f S t r e n g t h d a m a g e as i n c o n s e q u e n t i a l t o h i s
H a r m f u l traps are t h e m o s t basic k i n d . T h e y reduce t h e PCs' h i t abilities a n d a w a r r i o r w i t h heavy a r m o r can sustain D e x t e r i t y
p o i n t s , f o r c i n g t h e m t o use s p e l l s a n d m a g i c i t e m s f o r h e a l i n g i f damage w i t h o u t c r i p p l i n g his melee c o m b a t skill t o o m u c h , all
t h e y w i s h t o r e m a i n at f u l l s t r e n g t h . D a m a g i n g traps are a g o o d c h a r a c t e r s s u f f e r a loss o f h i t p o i n t s w h e n t h e i r C o n s t i t u t i o n s c o r e
o p t i o n i f you w a n t t o wear d o w n t h e characters w i t h o u t t h e risk drops. W h e n a character loses C o n s t i t u t i o n , r e c a l c u l a t e her
o f forcing t h e m t o stop i n their tracks or degrading their abilities. m a x i m u m h i t p o i n t s based o n h e r t e m p o r a r y a b i l i t y s c o r e m o d i -
PCs t h a t lose h i t p o i n t s s t i l l k e e p a l l t h e i r a b i l i t i e s a n d s k i l l s . f i e r . R e m e m b e r t h a t a c h a r a c t e r c a n n e v e r r e c e i v e less t h a n 1 h i t
W h i l e t h e c h a r a c t e r s are closer t o d e a t h a n d t h e players may p o i n t p e r l e v e l . C h a r a c t e r s w h o f o c u s o n c o m b a t c a n n o t f i g h t as
c h a n g e t h e i r t a c t i c s as a r e s u l t , t h e p a r t y as a w h o l e possesses t h e l o n g w i t h f e w e r h i t p o i n t s ; spellcasters are e v e n m o r e v u l n e r a b l e
same spread o f capabilities. U n l i k e c o m b a t e n c o u n t e r s , d a m a g i n g t h a n n o r m a l t o attacks and must take greater c a u t i o n t o a v o i d
t r a p s d o n o t n o r m a l l y r e q u i r e t h e P C s t o use t h e i r o f f e n s i v e s p e l l s danger. S u c h effects m a k e c r i p p l i n g traps t h a t deal C o n s t i t u t i o n
and m a n y o f t h e i r special abilities. O n c e the trap triggers, the PCs damage a good selection.
m u s t d e a l w i t h t h e d a m a g e i t causes. T h e o n l y r e a l d e c i s i o n y o u D a m a g e t o I n t e l l i g e n c e reduces a character's m a n a f o r arcane
m u s t m a k e i n d e s i g n i n g a d a m a g i n g t r a p is d e t e r m i n i n g h o w m u c h s p e l l s ; i t a l s o causes h i m t e m p o r a r i l y t o lose s k i l l r a n k s . R e m e m b e r
damage t h e t r a p deals. R e m e m b e r , the m a x i m u m amount of t h a t a c h a r a c t e r ' s I n t e l l i g e n c e score m o d i f i e s h i s t o t a l a v a i l a b l e
d a m a g e a t r a p s h o u l d d e a l is 2 d 6 t i m e s i t s C R ; m o r e t h a n t h a t , a n d s k i l l r a n k s , so a d r o p i n t h i s a b i l i t y r e d u c e s a c h a r a c t e r ' s s k i l l r a n k s .
t h e t r a p is t o o d e a d l y f o r i t s C R . D a m a g e o f l d 6 t i m e s a t r a p ' s C R T h u s , w h i l e I n t e l l i g e n c e damage may n o t seem d a u n t i n g , i t c a n
is a g o o d m e d i a n v a l u e f o r a t r a p . I t d e a l s e n o u g h d a m a g e t o r e d u c e c r i p p l e t h e skills o f a l l characters. O f course, arcane spellcasters
a character's h i t p o i n t s t o a s i g n i f i c a n t degree w i t h o u t t o o m u c h face t h e w o r s t repercussions f r o m I n t e l l i g e n c e d a m a g e .
risk o f i n s t a n t l y k i l l i n g a s t r o n g c h a r a c t e r .
Similar to Intelligence damage, a reduction to W i s d o m cripples
H i n d e r i n g t r a p s s l o w t h e P C s a n d f o r c e t h e m t o use r e s o u r c e s a d i v i n e spellcaster's a b i l i t i e s . W i s d o m also reduces a character's
in order t o c o n t i n u e t o t h e n e x t e n c o u n t e r . T h e s e traps draw o n Will saving t h r o w , m a k i n g h i m more susceptible t o charms,
t h e p l a y e r s ' p r o b l e m s o l v i n g a n d l o g i c s k i l l s . T h e c o n c e a l e d p i t is enchantments, and many o t h e r spells. T h e skills t h a t allow
a classic h i n d e r i n g t r a p . I f a c h a r a c t e r falls i n t o i t , t h e rest o f t h e characters t o detect a n d avoid ambushes — Spot a n d Listen—are
party must stop a n d h e l p h i m out. F u r t h e r m o r e , i f the p i t stretches b o t h m o d i f i e d by W i s d o m . Characters w i t h reduced Wisdom
across a d u n g e o n c o r r i d o r , t h e c h a r a c t e r s m u s t f i g u r e o u t a w a y t o s c o r e s are t h u s m o r e s u s c e p t i b l e t o s u r p r i s e a t t a c k s a n d other
cross i t . S o m e h i n d e r i n g t r a p s r e q u i r e o n l y t h e r i g h t t o o l s t o tricks.
o v e r c o m e t h e m . I f t h e p a r t y has s o m e r o p e , p i t o n s , a n d o t h e r C h a r i s m a d a m a g e r e d u c e s a b a r d ' s a b i l i t y t o use h e r s o n g m a g i c .
t o o l s , t h e y c a n easily c l i m b d o w n i n t o t h e p i t i n o r d e r t o cross i t I t a l s o m a k e s s o c i a l e n c o u n t e r s m o r e d i f f i c u l t , as i t causes p e n a l -
o r rescue a t r a p p e d c o m r a d e . t i e s t o B l u f f a n d D i p l o m a c y c h e c k s . W h i l e C h a r i s m a is n o r m a l l y
O t h e r h i n d e r i n g traps f o r c e t h e PCs t o seek a n a l t e r n a t i v e r o u t e t h e least e f f e c t i v e s t a t i s t i c t o t a r g e t w i t h c r i p p l i n g traps, i n t h e
t o safety o r p u s h t h e m t o d e a l w i t h a n e n c o u n t e r t h e y could r i g h t s i t u a t i o n C h a r i s m a d a m a g e c a n cause s e r i o u s p r o b l e m s f o r
o t h e r w i s e a v o i d . F o r e x a m p l e , a t r a p set a t t h e e n t r a n c e o f a characters w h o need t o talk t h e i r way o u t o f subsequent e n c o u n -
s o r c e r e r ' s t o m b c o u l d cause a h u g e b l o c k o f s t o n e t o d e s c e n d , ters.
closing o f f t h e o n l y r o u t e o u t o f t h e d u n g e o n . T h e trap does n o t
d i r e c t l y damage t h e PCs, b u t it forces t h e m t o f i n d a n a l t e r n a t i v e Saving Throios vs. Attacks
r o u t e t o s a f e t y . A n o t h e r t y p e o f h i n d e r i n g t r a p causes a s e c r e t d o o r W h e n b u i l d i n g a t r a p , y o u must decide w h e t h e r t h e trap makes
o r passageway t o o p e n , u n l e a s h i n g a basalt g a r g o y l e t h a t l u r k e d an attack against a character or requires a p o t e n t i a l v i c t i m t o m a k e
b e h i n d it a n d possibly a l l o w i n g i t t o a t t a c k t h e PCs f r o m b e h i n d . a s a v i n g t h r o w i n o r d e r t o a v o i d its effects. W h i l e t h e d i s t i n c t i o n
T h e s e sorts o f traps e n h a n c e c o m b a t e n c o u n t e r s a n d m a k e t h e m b e t w e e n t h e t w o m a y s e e m s l i g h t , i t is i m p o r t a n t w h e n c o n s i d e r -
m u c h m o r e dangerous. G e n e r a l l y speaking, h i n d e r i n g traps e i t h e r i n g h o w t h e t r a p w o r k s . T r a p s t h a t m a k e attacks w o r k w e l l against
m a k e a c o m b a t e n c o u n t e r m o r e d a n g e r o u s o r f o r c e t h e p a r t y t o use characters t h a t d o n o t wear a r m o r , w h i l e those t h a t require saving
u p e q u i p m e n t a n d spell resources. Pit traps m a y also cause d a m a g e t h r o w s t e n d t o h a v e a better c h a n c e o f affecting a w i d e range o f
to characters t h a t fall i n t o t h e m . characters.
C r i p p l i n g traps w o r k a b i t l i k e d a m a g i n g ones. T h e y a t t a c k t h e A s a rule o f t h u m b , consider w h a t t h e trap does t o a character,
c h a r a c t e r s , d a m a g e t h e m , a n d f o r c e t h e m t o use r e s o u r c e s i n o r d e r t h e n t h i n k o f h o w a l i v i n g creature c o u l d cause a s i m i l a r effect. I f
t o r e t u r n t o f u l l s t r e n g t h . C r i p p l i n g t r a p s , h o w e v e r , t e n d t o cause t h e c r e a t u r e w o u l d n e e d t o a i m at a c h a r a c t e r t o d u p l i c a t e t h e
a b i l i t y r a t h e r t h a n h i t p o i n t damage. W h e n t h e characters suffer t r a p ' s e f f e c t , t h e t r a p s h o u l d use a n a t t a c k r o l l . F o r e x a m p l e , a
f r o m reduced abilities, t h e i r effectiveness in h a n d l i n g encounters s p r i n g - l o a d e d spear jabs o u t t o stab a c h a r a c t e r . If a c r e a t u r e r a t h e r
decreases. A w a r r i o r w i t h a l o w e r e d S t r e n g t h d o e s n o t f i g h t as w e l l t h a n a m e c h a n i c a l device tried the same t h i n g , it w o u l d need to
a n d d e a l s less d a m a g e ; a s p e l l c a s t e r w i t h r e d u c e d I n t e l l i g e n c e o r r o l l a n a t t a c k ; t h e r e f o r e , t h e t r a p s h o u l d h a v e a base a t t a c k b o n u s .
W i s d o m , f o r i n s t a n c e , h a s less m a n a f o r h e r s p e l l s . A l l c h a r a c t e r s A p i t t r a p t h a t t r i g g e r s w h e n a c h a r a c t e r steps o n a t r i p w i r e
suffer penalties t o s a v i n g t h r o w s , s k i l l c h e c k s , a n d possibly t h e i r r e q u i r e s a s a v i n g t h r o w , as i t h a s a c h a n c e t o a f f e c t a n y o n e who
m a x i m u m h i t p o i n t s w i t h l o w e r e d abilities. N o r m a l l y , these traps s t a n d s a t o p i t s l i d . A c r e a t u r e c o u l d set o f f a p i t t r a p ' s m e c h a n i s m
rely o n p o i s o n t o d e l i v e r a b i l i t y damage t o a character, a n d a b i l i t y by p u l l i n g a lever or y a n k i n g o u t a s u p p o r t i n g b e a m . For the trap
d a m a g e is m u c h m o r e d i f f i c u l t t o h e a l t h a n l o s t h i t p o i n t s . T h u s , to w o r k , the creature w o u l d n o t need t o attack a character or even
damage f r o m c r i p p l i n g traps o f t e n c o n t i n u e s t o h i n d e r PCs until see o n e .
t h e y h a v e a c h a n c e t o rest, r e g a i n m a n a , o r purchase healing
magic. Using Traps
D a m a g i n g a c h a r a c t e r ' s S t r e n g t h r e d u c e s h i s a b i l i t y t o f i g h t , as T r a p s are a g o o d w a y t o t a k e a n o t h e r w i s e harmless p o r t i o n o f
his bonus to attack and damage drops or becomes a penalty. M o r e a n a d v e n t u r e , s u c h as a s e e m i n g l y safe d u n g e o n c o r r i d o r , a n d t u r n
importantly, the m a x i m u m a m o u n t o f weight a character can i t i n t o a d a n g e r o u s e n c o u n t e r . Y o u c a n use t r a p s i n t w o b a s i c w a y s .
c a r r y is r e d u c e d s i g n i f i c a n t l y . I n t h i s m a n n e r , a c r i p p l i n g t r a p c a n
T r a p s c a n increase t h e fear a n d t e n s i o n a m o n g players. They
cause s e r i o u s p r o b l e m s f o r a c h a r a c t e r , e s p e c i a l l y i f h e is r e n d e r e d
d e m a n d t h a t t h e PCs spend t i m e s e a r c h i n g f o r t h e m , p r e p a r i n g f o r
t o o w e a k t o carry h i s w e a p o n s , a r m o r , a n d o t h e r i m p o r t a n t gear.
t h e i r effects, a n d c o n s i d e r i n g t h e i r presence w h e n m a k i n g plans.
W h e n a character's D e x t e r i t y score receives d a m a g e , his AC Traps add a c o n t i n u o u s element o f danger to an encounter. I f the
drops and he becomes less a d e p t w i t h r a n g e d a t t a c k s . Many players are a w a r e t h a t traps are c o m m o n i n a n area, t h e y m u s t
i m p o r t a n t s k i l l s s u c h as S n e a k a n d T u m b l e r e l y o n D e x t e r i t y t o p r e p a r e f o r t h e h i d d e n d a n g e r s t r a p s p r e s e n t . T h e k e y h e r e is t h a t
m o d i f y t h e i r use. C h a r a c t e r s w i t h t h o s e s k i l l s t e n d t o n e e d t h e m t h e players are a w a r e o f t h e traps, e v e n i f t h e i r c h a r a c t e r s are n o t .
often d u r i n g adventures, m a k i n g D e x t e r i t y damage a good way to I n t h i s s i t u a t i o n , t r a p s i n c r e a s e t e n s i o n as t h e c h a r a c t e r s g e t r e a d y
reduce their capabilities.

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1
Si" J N ^ ' " ? ^ft ventures
to deal w i t h t h e m . Lacking any obvious clues to a trap's presence, overcome rather t h a n a PC's combat skills, role-playing, or other
the characters spend a lot o f t i m e using the Search skill to find i t . tools serves as a puzzle. A puzzle encounter could very well be a
Even the most i n n o c e n t door or passageway is a p o t e n t i a l threat password the PCs must guess i n order to open a magical door, but
i n areas riddled w i t h traps. I f you w a n t t o enforce a sense o f dread, it could also be a fire that breaks o u t at the crowded i n n where the
danger, and random pitfalls i n an encounter, h i d d e n traps are a characters stay, a sudden flood that hits Freeport w h i l e the
good choice. characters are i n its l a b y r i n t h - l i k e sewers, or piecing together a
Rather than hide your traps, you can make t h e m rather obvious. w h o d u n i t mystery from the clues left at the scene. Since puzzles
Most experienced players k n o w enough to suspect a trap w h e n cover such a wide range o f possibilities, they are great encounters
presented w i t h a seemingly unguarded treasure, while a rickety for a change o f pace i n an adventure and allow you to sculpt
bridge extending across a river o f lava is a prime spot for a trap door unique challenges for the players.
or other mechanism to dump adventurers i n t o the m o l t e n rock.
W h i l e the players can see the trap c o m i n g , that does n o t render Designing Puzzle Encounters
it useless. O n the contrary, the encounter revolves around the B u i l d i n g puzzles is one o f the greatest challenges you can take
characters' ability to prepare for and anticipate a trap's effects. I f o n as a G M , especially ones that require logic or creativity t o
you want to present your players w i t h a logic problem or one that solve, such as a classic riddle the characters must answer to
requires good p l a n n i n g rather t h a n luck or a skill check, these c o n t i n u e the adventure. T h e problem w i t h puzzles lies i n m a k i n g
sorts o f traps prove quite effective. t h e m tough enough t o challenge the party w i t h o u t o v e r w h e l m i n g
t h e m . W h a t seems like an obvious riddle t o you may be an
Implementing Traps impenetrable enigma to your players; o n the other hand, if your
Once you have set the C R , statistics, and other effects o f a trap, puzzles are too easy, the players solve t h e m quickly, stripping the
you must place i t w i t h i n an encounter. Traps should have t w o encounter o f any tension and m a k i n g the adventure seem a l i t t l e
pieces w i t h i n an encounter: a trigger that causes the trap to too simple. Ideally, you could test out a puzzle before the players
activate and the actual trap mechanism. For example, a p i t trap have a chance t o crack i t . I f you have friends w h o play RPGs but
may have a weakened section of floor as its trigger, w h i l e the hole are n o t i n v o l v e d i n your campaign, asking t h e m to take a look at
below is the actual p i t trap; a steel portcullis that drops from the your puzzle and offer their o p i n i o n may be w o r t h w h i l e . W h i l e this
ceiling and impales its victims is triggered w h e n a character steps is n o t a perfect solution, as your players may still be confounded
on a pressure plate. W h e n b u i l d i n g your traps, determine the by i t , some outside i n p u t provides a buffer against failure.
trigger's location and the l o c a t i o n o f the trap mechanism. I n the T o stack the deck i n your favor, keep some alternate plans ready
pit's case, the trigger and mechanism are one i n the same, but for i n case the puzzle proves too difficult or too easy. If the players find
many mechanical traps such is n o t the case. T o avoid a trap, the a riddle or puzzle troublesome, give t h e m the o p t i o n to overcome
characters must either disable i t or avoid its trigger. A s a rule o f the encounter t h r o u g h other means. For example, i f the charac-
thumb, a successful Search check discovers the trigger. A t your ters need to answer a riddle correctly i n order to pass t h r o u g h a
o p t i o n , you may require a second check to discover the trap portal, they may uncover i n f o r m a t i o n that the clues they need to
mechanism. Similarly, you may allow one Disable Device check solve the riddle are h i d d e n i n a nearby r u i n guarded by monsters.
to disarm the trigger (for example, j a m m i n g a pressure plate so i t A l t e r n a t i v e l y , the PCs may need to negotiate w i t h a sage w h o has
can be stepped u p o n w i t h o u t triggering its trap mechanism) and studied the riddle and could provide t h e m w i t h the solution.
another to disarm the trap mechanism itself ( l o c k i n g the p o r t c u l -
I f a puzzle encounter is too difficult for the players to overcome,
lis from dropping) w h e n the t w o are mechanically distinct from
simply transform i t i n t o a different type of encounter. T h i s way,
one another.
you keep the adventure m o v i n g w i t h o u t m a k i n g the characters
feel you are going easy o n t h e m . I f you simply give the players the
Problems with Traps answer, the encounter serves n o purpose and the t i m e your players
O f the encounter types presented here, traps are the easiest to spent t r y i n g to solve i t was wasted.
do improperly. W h i l e liberally salting a dungeon w i t h traps m i g h t By the same t o k e n , i f a puzzle proves too easy, t h r o w a combat
be fun, i n practice d o i n g so yields a boring, d u l l game. Adventurers or social encounter at the characters i n order to keep t h e m o n
should spend their t i m e b a t t l i n g monsters, dodging deadly traps, their toes. W h i l e the players may feel the puzzle encounter was
and c l a i m i n g great treasures, n o t going over every square i n c h of anti-climactic, especially i f they anticipated it being m u c h more
a dungeon l o o k i n g for tripwires and pressure plates. I f your traps difficult, the sudden a d d i t i o n a l encounter helps divert the ease o f
occur at random, the players w i l l spend m u c h o f their t i m e the puzzle. I t also helps foster the image that the puzzle was meant
obsessing over such threats. W h e n placing traps, try to follow to be easy i n order to lure the PCs i n t o a tough fight or other
these few rules: encounter. Remember that your players never k n o w exactly what
• Traps should have a good reason for guarding a spot. B u i l d i n g your plans are; the i m p o r t a n t consideration is that an encounter,
a trap takes time, effort, and money. If a creature or v i l l a i n decides as they see i t , is e x c i t i n g and cohesive. I f you play your cards right,
to place a trap somewhere, she should have a reasonable m o t i v e the players never realize you modified the encounter o n the fly i n
for using the resources necessary to do so. Traps should guard order to make it more challenging.
treasures and i m p o r t a n t areas i n a dungeon; they should never be
randomly placed i n dungeons. I f the characters do n o t have at Using PuzzLes
least a reasonable chance o f suspecting a trap, they q u i c k l y M u c h like combat, puzzles and hazards give every character the
become paranoid after a few traps strike t h e m seemingly at o p p o r t u n i t y to shine. T h e players must work together to over-
random. come a puzzle, as mana, weapons, and skills normally are o f n o use
• Traps must also fit i n t o the overall design o f an encounter i n creating plans and solutions to handle t h e m . W h i l e i n the
area. Placing a trap i n a heavily traveled dungeon corridor m i g h t course o f i m p l e m e n t i n g a solution, the party may rely o n one or
ensure that characters encounter i t , but chances are a creature t w o PCs' abilities, the party as a whole can combine its p l a n n i n g
l i v i n g w i t h i n the dungeon triggers i t long before the PCs arrive. and logic skills to overcome the encounter. Puzzles also offer a
Monsters should n o t place traps i n spots where they could be good change of pace from social and combat encounters, as they
injured by their o w n snares, unless they have an easy means to arm can be designed w i t h o u t any t i m e pressures. T h e players have a
and disarm the trap. chance to take their time and weigh their options, providing a
nice break i n the a c t i o n . I f you n o r m a l l y include a snack or d i n n e r
Puzzles break d u r i n g your game, a puzzle encounter provides a good
chance for a pause i n the game. W h i l e eating or t a k i n g a smoke
W h i l e word puzzles may p r o m p t you t o t h i n k about riddles, break, the players can t h i n k over the puzzle and discuss it among
crosswords, and other brain teasers, w i t h i n the c o n t e x t of an themselves w i t h o u t your presence.
encounter any obstacle that requires p l a n n i n g and thought to
EverQuestRPG:GacneMast€r'sGuio€

Puzzles can also become moments o f h i g h tension w h e n c o m - • A heavy rainstorm begins, requiring the characters to find
bined w i t h other encounters and t i m e pressure is placed o n the shelter or end up caught i n a downpour. Use v i v i d descriptions for
players to complete t h e m . N o r m a l l y , time passes in-game at a the miserable conditions. Some players may ignore a n y t h i n g in
different rate t h a n out-of-game, but this need not always be so. the game that does n o t pose any threat via the game rules. For
Perhaps the characters have entered the crypt of an ancient instance, rain cannot cause damage or h u r t the characters, so they
shissar, and w h e n they come to an antechamber, they trigger a may choose to ignore i t . I f your players e x h i b i t such tendencies,
magical trap that seals the e x i t and throws up wards against the rainstorm could cause flash floods that sweep away pack
translocation magic. T h e stone slab ceiling rumbles and begins to animals or wash out roads. I f the PCs find or improvise a shelter
descend. C a n the players figure out the puzzle of rune covered and keep their supplies safe, give out a small experience p o i n t
blocks o n the floor of the r o o m before the ceiling grinds t h e m i n t o award. W h i l e a dragon or ogre may strike l i t t l e fear i n t o a powerful
dust? Describe the r o o m and the puzzle as completely as possible, warrior, full plate armor is l i t t l e more than a dead weight w h e n
perhaps lay out some pieces o n the table to simulate the in-game caught i n front of an onrushing w a l l of water.
rune-covered blocks, and t h e n put a t i m e r o n the game table and • A forest fire erupts near a trail the characters must follow.
start i t . Be aware that, for most players, the resulting tension and Using spells or good p l a n n i n g , they must evade the fire while still
time-pressure w i l l make any puzzle harder to solve, so even reaching their destination. A fire is also a good reason for monsters
relatively easy puzzles w i l l be challenging under time-pressure. to move toward civilized areas or travel closer to trade routes and
roads. A seemingly mundane disaster could have further repercus-
Implementing Puzzles sions for the PCs. I f they have access to powerful magic or plenty
As m e n t i o n e d above, puzzles can be the most difficult encoun- of allies, they m i g h t need to help quench the flames before the fire
ters to design properly. I n general, designing puzzles that are too advances t o Qeynos.
hard to solve rather t h a n ones that are too easy is better. A difficult • A f t e r several days of steady rain, a tributary of Lake Rathetear
puzzle that stumps the players gives you the chance to introduce floods and washes out a bridge the PCs planned o n crossing. T h e
more clues and hints u n t i l they discover the solution. Leave a few players must n o w t h i n k o f a p l a n to cross the whitewater river, a
options available for the PCs t o discover more information about task made even more d a u n t i n g as the river has risen above its
the puzzle w i t h their skills and abilities. A n ancient carving i n the banks and runs m u c h faster t h a n n o r m a l . T h i s encounter is every
wall may describe the creature or person w h o created the riddle or effective if the PCs are under pressure to cross the river as soon as
puzzle, while the remains o f an adventurer found nearby could possible.
include an ancient journal that describes a previous expedition's
N a t u r a l hazards are also useful in dungeons. M a n y players fail
experience w i t h the puzzle. W h e n designing a puzzle, keep some
to realize that j o u r n e y i n g deep i n t o the earth presents many
contingency plans ready to use i n case the players prove unexpect-
p o t e n t i a l dangers, from cave-ins t o floods. Here are a few ideas for
edly baffled by i t .
natural hazards the characters can encounter i n a dungeon:
If a puzzle is too easy, the encounter ends too soon and the • T h e PCs must cross a wide, deep chasm far beneath the
players derive n o sense o f accomplishment. surface. Stalactites hang from the ceiling, p r o v i d i n g anchors to
W h e n placing puzzles and hazards w i t h i n the c o n t e x t of an secure a rope the PCs could use to swing across. O f course, securing
adventure, remember that these encounters can take quite a b i t the rope presents its o w n problems. W h i l e high-level PCs can use
longer to resolve than other encounters i n time as i t passes b o t h magic and items t o float across the chasm easily, low-level
in the adventure and i n the real world. Puzzles work best toward adventurers must use their wits and clever p l a n n i n g to get across.
the middle or end of an adventure. U s i n g one too early may make • A cave-in cuts off the characters' escape route, forcing t h e m
b u i l d i n g up excitement and tension i n the adventure difficult. either to dig t h e i r way out or seek an alternative exit from the
Later o n , as the PCs become more i n v o l v e d i n the plot and the dungeon. T h i s simple encounter changes the tenor o f the rest of
players aware o f the stakes and risks, a longer encounter helps the adventure, as the players are cut off from h o m e and must now
build tension w i t h o u t diffusing i t . T h e pressure to solve a puzzle, worry about normally t r i v i a l concerns such as food, water, and
especially i n light o f other plot and encounter developments, light sources.
helps make these encounters more effective.
• T h e dungeon is located near Iceclad Ocean, leaving its lowest
levels completely flooded. I n a d d i t i o n to the strange monsters
Problems with Puzzles that dwell w i t h i n the watery areas, the characters must come up
T h e potential stumbling block t o puzzles is they deviate from w i t h plans to survive under arctic water for extended periods of
the standard encounters most players expect to face. Your players time.
may n o t k n o w how to handle an encounter of this type, especially
if they are acclimated to using combat and violence to solve most Using HazarOs
problems. Never be afraid to prod the players t o a c t i o n or present
Hazards are a good way to t u r n seemingly harmless situations
the goal of an encounter i n a clear, straightforward manner. I f a
i n t o more dangerous encounters. I f the PCs have made the trip
puzzle clearly stumps and frustrates the players, give t h e m a
from t o w n to a local dungeon many times before, a sudden flash
chance to fight a monster that guards a key that can unlock the
flood along the trail reminds t h e m o f the dangers posed by the
door they need to open or pay a sage t o figure out the answer to a
wilderness — i t also catches t h e m off-guard and reminds them
riddle.
that danger can strike at any t i m e once they are beyond the
friendly confines o f civilization.
Hazards
E n v i r o n m e n t a l hazards such as floods, dangerous weather, and Implementing Hazaros
other obstacles are m u c h more flexible and easier t o i m p l e m e n t Hazards should be placed w i t h i n an adventure alongside other
than riddles and classic puzzles. A n y problem that a traveler can encounter types. T h e y work best as a setting or backdrop to
face i n a real-world wilderness is a good choice as a hazard another k i n d o f encounter such as a puzzle or battle. A flooded
encounter. Floods, fearsome storms, blizzards, avalanches, land- cave the characters must swim t h r o u g h is a mere annoyance. O n e
slides: all of these disasters make for effective hazards for an filled w i t h sharks is a b o t h a hazard and a tough fight. W h e n
encounter. Hazards are a good choice for wilderness encounters, t h i n k i n g of a hazard and how you wish to use it, consider blending
such as events to spring o n the PCs while they travel between it w i t h a different encounter type to make the entire situation
towns or walk to a local dungeon. A brutal storm or other event m u c h more dangerous and e x c i t i n g .
reminds the players that their characters are in the wilderness and O n c e you have i n m i n d how to i m p l e m e n t the hazard, refer to
must contend w i t h the e n v i r o n m e n t i n a d d i t i o n to monsters and Chapter 2: Game System for game rules on the more c o m m o n
bandits. A few o f the hazards you can use include: adventuring hazards.

86
Problems with Hazarbs l o c k e d d o o r s i n o r d e r t o escape a r o o m o r progress t h r o u g h a
dungeon.
M a n y hazard encounters are b i n a r y i n nature. I f a character
fails a c r i t i c a l J u m p , S w i m , o r C l i m b c h e c k , h e m a y face w h a t S t u c k D C : T h i s is t h e S t r e n g t h c h e c k D C n e c e s s a r y t o o p e n a
amounts t o instant death. T r yt o avoid t h e potential for such stuck door o f the listed type.
checks i n your encounters. L o s i n g a character t o a single die r o l l L o c k e d D C : T h e Strength check D C needed t o force open a
is n o t m u c h f u n f o r p l a y e r s , e s p e c i a l l y i f t h e y h a d l i t t l e c h a n c e t o locked door o f the listed type.
plan f o r a failed skill check a n d shield themselves f r o m a cata-
strophic failure. I f t h e players are f o o l i s h
and push their luck, they could place t h e m -
selves i n s u c h a p o s i t i o n , b u t n e v e r b u i l d
a n e n c o u n t e r t h a t forces PCs t o m a k e life-
Table 3-2 boors
o r - d e a t h s k i l l c h e c k s as t h e s t a t u s q u o .
Door T y p e Thickness Hardness Hit Points Stuck D C Locked D C
Simple wooden tin. 5 10 hp 13 15
Environments Good wooden 11/2 in. 5 15 hp 16 18
T h e s e t t i n g f o r a n e n c o u n t e r c a n be just
Strong wooden 2 in. 5 2 0 hp 23 25
as i m p o r t a n t as t h e m o n s t e r s , N P C s , a n d
puzzles t h a t t h e P C s m u s t h a n d l e . A f i g h t Stone 4 in. 8 6 0 hp 28 28
t h a t takes place o n a r i c k e t y bridge o v e r - Iron 2 in. 10 6 0 hp 28 28
l o o k i n g a waterfall presents q u i t e a f e w Portcullis, wooden 3 in 5 3 0 hp 25* 25*
m o r e challenges t h a n a b a t t l e i n a large,
Portcullis, iron 2 in. 10 6 0 hp 25* 25*
flat, p l a i n cave. A n e n v i r o n m e n t with
several effects, strange m a g i c a l events, a n d
Lock — 15 3 0 hp

o t h e r surprises c a n h e l p t u r n a d u l l e n - Hinge — 15 3 0 hp
counter i n t o a memorable experience.

*DC t o lift. Use a p p r o p r i a t e door f i g u r e f o r breaking.


Muntyane Objects
Within a dungeon or other enclosed
area, t h e c h a r a c t e r s m a y n e e d t o b r e a k d o w n a w a l l o r s m a s h W h e n building encounters, you may wish t otinker w i t h t h e
t h r o u g h a door. T h e f o l l o w i n g statistics apply t o most construc- S t r e n g t h D C s necessary f o r a P C t o f o r c e h e r w a y t h r o u g h a d o o r ,
tion c o m m o n l y found i n dungeons. w a l l , o r o t h e r b a r r i e r . U s e t h e f o l l o w i n g g u i d e l i n e s t o set t h e D C
W a l l T y p e : T h e c o n s t r u c t i o n m a t e r i a l used t o b u i l d t h e w a l l . for s u c h a S t r e n g t h c h e c k . A s w i t h e n c o u n t e r levels, t r a p statis-
Typical Thickness: T h e w i d t h o f a wall made f r o m this t i c s , a n d o t h e r a s p e c t s o f a n e n c o u n t e r , y o u s h o u l d set t h e D C s
material. necessary t o m o v e t h r o u g h barriers w i t h t h e party's a b i l i t i e s i n
mind.
B r e a k D C : T h e S t r e n g t h c h e c k necessary t o smash a h o l e i n
t h e w a l l as a s t a n d a r d a c t i o n . DC 10 o r l o w e r : A d o o r j u s t a b o u t a n y o n e c a n b r e a k o p e n ; a
H a r d n e s s : T h e w a l l ' s h a r d n e s s , as p e r a t t a c k i n g a n o b j e c t . b a r r i e r o r w a l l m a d e o u t o f a b r i t t l e m a t e r i a l n o t n o r m a l l y used f o r
c o n s t r u c t i o n t h a t a n o r m a l person c o u l d reasonably expect t o
H i t P o i n t s : T h e damage the w a l l can absorb before i t shatters.
break.
T h e listed h i t p o i n t s r e p r e s e n t a s i n g l e 10-ft. b y 10-ft. s e c t i o n .
Dealing this a m o u n t o f damage causes o n e s u c h s e c t i o n t o DC 11-15: A door t h a t a strong person could break w i t h o n e
collapse. try a n d a n average person m i g h t be able t o break w i t h one t r y ; a
f l i m s y m a t e r i a l n o r m a l l y used f o r i n t e r i o r w a l l s b u t n o t e x t e r i o r
C l i m b D C : T h e s k i l l c h e c k D C n o r m a l l y n e e d e d t o scale a w a l l
ones.
made f r o m t h e listed material.
DC 16—20: A d o o r t h a t a l m o s t a n y o n e c o u l d
break, given t i m e ; a t h i c k b u i l d i n g material, such
as w o o d , c o m m o n l y u s e d t o c o n s t r u c t d w e l l i n g s
b u t n o t n o r m a l l y used t o b u i l d f o r t i f i c a t i o n s .
Tabic 3-1 Walls
Wall T y p e Thickness Break D C Hardness Hit Points* Climb D C DC 2 1 - 2 5 : A d o o r t h a t o n l y a strong o r very
strong person has a hope o f breaking, probably
Masonry 1 Ft. 35 8 ? 0 hp 15
n o t o n the first try; a reinforced w o o d e n wall o r
Superior masonry 1 ft. 35 8 90 hp 20 a t h i n w a l l b u i l t o f stone o r brick.
Reinforced masonry 1 ft. 45 8 180 hp 15 DC 26+: A door that only an exceptionally
Hewn stone 3 ft. 50 8 5 4 0 hp 22 strong person has a hope o f breaking; a typical
Unworked stone 5 ft. 65 8 ?00hp 20 stone w a l l o r heavily reinforced w o o d e n barri-
cade.
Iron 3 in. 30 10 ? 0 hp 25
Paper Paper-thin 1 — 1 hp 30
Lockeb boors
Wood 6 in. 20 5 6 0 hp 21
I n a d u n g e o n o r b u i l d i n g , t h e d e n i z e n s m a y use
Magically t r e a t e d * — +20 x2 x2 — l o c k s t o s e c u r e s e n s i t i v e areas o r k e e p treasure
safe f r o m t h i e v e s . T h e D C t o p i c k a l o c k w i t h a
"These modifiers can be applied t o any o f the other categories and types. A magically P i c k L o c k c h e c k o f t e n falls i n t o t h e range o f 2 0

treated wall has spells placed upon it o r was constructed using arcane methods. Magically to 30, a l t h o u g h locks w i t h lower o r h i g h e r D C s
are p o s s i b l e . A d o o r c a n h a v e m o r e t h a n o n e
treated walls have a minimum of 5 0 hit points.
l o c k , e a c h o f w h i c h m u s t be u n l o c k e d separately.
Locked doors should have Pick Lock D C s that
r e m a i n r e l a t i v e l y s t a t i c as t h e P C s g a i n l e v e l s —
a player w h o spends s k i l l ranks o n t h e P i c k L o c k
Doors s k i l l s h o u l d b e r e w a r d e d f o r d o i n g so. I f y o u k e e p r a i s i n g t h e D C
Doors are c o m m o n features i n d u n g e o n s a n d o t h e r enclosed f o r l o c k s , t h e P C ' s c h a n c e o f success r e m a i n s s t a t i c as h e g a i n s
settings. F u r t h e r m o r e , t h e PCs m a y have t o cope w i t h stuck o r levels. L o c k s w i t h h i g h D C s are a p p r o p r i a t e t o i m p o r t a n t trea-
sures o r i n areas w h e r e t h e N P C s c o u l d a f f o r d s u c h i t e m s , b u t
EverQuest RPG: Game Master'sGuiDe

d r i v i n g u p t h e D C o f all t h e locks t h e PCs encounter simply Water: M o s t characters lack t h e ability t o breathe water,
because t h e y are b e t t e r a t o p e n i n g t h e m makes little sense. m a k i n g i t a dangerous setting f o ra n encounter. A completely
F u r t h e r m o r e , i f t h e party lacks a character capable o f o p e n i n g s u b m e r g e d e n c o u n t e r a r e a is s l i g h t l y o v e r k i l l . A n e n c o u n t e r i n a
l o c k s , d o o r s c a n b e c o m e a n n o y i n g w a s t e s o f t i m e as t h e p a r t y m u s t p a r t i a l l y s u b m e r g e d area, h o w e v e r , p r o v i d e s f o r a host o f o p t i o n s .
batter t h r o u g h t h e m . W h i l e presenting o n l y u n l o c k e d doors t o U n d e a d a n d c o n s t r u c t s s u c h as g o l e m s d o n o t n e e d t o b r e a t h e
s u c h a p a r t y is u n r e a s o n a b l e , h i g h D C l o c k s a r e w a s t e d o n t h e m . water. S u c h creatures c o u l d p u t this e n v i r o n m e n t t o t h e i r a d v a n -
Instead, focus o n s e t t i n g t h e break D C for doors t o manageable tage, using grapple attacks t o p u l l t h e PCs b e n e a t h t h e water t o
levels. d r o w n t h e m . E v e n b e t t e r , a n e n e m y w i z a r d w i t h access t o spells
t h a t d e a l c o l d d a m a g e c o u l d f l a s h freeze p o r t i o n s o f t h e w a t e r ,
Encounter Dressing t r a p p i n g some o f t h e characters w i t h i n t h e ice. A s a rule o f t h u m b ,
A d d i n g a few interesting items or a nifty setting t o an encounter a P C m u s t m a k e a R e f l e x save w i t h a D C e q u a l t o t h e D C necessary
c a n t r a n s f o r m i t from a t y p i c a l g a m e s e q u e n c e t o a t h r i l l i n g , h e r o i c t o resist t h e spell i n o r d e r t o a v o i d b e c o m i n g t r a p p e d .
e v e n t . H e r e are a f e w s i m p l e i t e m s y o u c a n a d d t o y o u r e n c o u n t e r s
t o s p i c e t h e m u p . M o s t o f t h e s e p i e c e s are b e s t u s e d i n e n c o u n t e r s Balancing Encounter t)iFFicuLties
— after a l l , a social e n c o u n t e r w o r k s o u t just a b o u t t h e same i n t h e
A n e n c o u n t e r l e v e l ( E L ) is a measure used t o d e t e r m i n e h o w t o u g h
safe c o n f i n e s o f a n i n n o r i n t h e m i d d l e o f a r i c k e t y b r i d g e . S i n c e
a n obstacle is t o o v e r c o m e . E n c o u n t e r s w i d i h i g h E L s are best suited t o
a significant part o f combat involves gaining a superior position,
p o w e r f u l a d v e n t u r e r s o r as t h e c l i m a x e s o f a d v e n t u r e s f o r low-level
t h e t e r r a i n a n d items available i n t h e b a t t l e area c a n c e r t a i n l y
characters. A n E L d i a t equals t h e average l e v e l o f t h e P C s i n t h e party
affect the encounter's f l o w and o u t c o m e .
m a k e s a g o o d c h a l l e n g e o n average. W h e n t h e E L is t w o o r t h r e e p o i n t s
B r i d g e s : A b r i d g e is a g r e a t s e t t i n g f o r a b a t t l e . I t m a k e s b u l l
h i g h e r t h a n t h i s average, t h e e n c o u n t e r is t o u g h e n o u g h t h a t o n e o r m o r e
r u s h a n d g r a p p l i n g a t t a c k s a t t r a c t i v e t a c t i c s , as p u s h i n g a n o p p o -
PCs m a y perish t r y i n g t o defeat o r solve t h e e n c o u n t e r .
n e n t o v e r t h e side a l l o w s a P C o r N P C t o t a k e o u t a n o p p o n e n t
w i t h one attack. A d d i n g a few complications to a bridge encoun-
Calculating Encounter Levels
t e r is a l s o r a t h e r s i m p l e . A fragile b r i d g e m a y s h u d d e r o r c r u m b l e
O n c e y o u h a v e r u n a few o f your o w n adventures for a particular group
during the battle,forcing the combatants to move toward one end
o f PCs, y o u w i l l d e v e l o p a n idea w h i c h c o m b a t e n c o u n t e r s w i l l p r o v e t o o
o r a n o t h e r as t h e f i g h t p r o g r e s s e s . Y o u c a n r e q u i r e t h e c h a r a c t e r s
easy o r t o o t o u g h f o r t h e m a n d so design e n c o u n t e r s f o r subsequent
(and the N P C s , t o be fair) t o make Balance checks t o keep their
a d v e n t u r e s t o y o u r desired l e v e l o f d i f f i c u l t y w i t h o u t r e s o r t i n g t o
f o o t i n g o n a n unsteady bridge. T h e D C for these checks s h o u l d
c a l c u l a t i n g t h e i r ELs. S i n c e t h e m a t h i n v o l v e d f o r c a l c u l a t i n g t h e ELs o f
n o r m a l l y b e set t o 1 0 , as B a l a n c e is n o t a c o m m o n s k i l l a n d t h e
combat encounters c a n be a bit more like accounting t h a n gaming,
c o m b a t w o u l d q u i c k l y b e c o m e d u l l i f e v e r y o n e spends t h e e n -
g e t t i n g t o t h e p o i n t w h e r e y o u c a n dispense w i t h c a l c u l a t i n g t h e m w i l l
counter falling over and p i c k i n g themselves up.
m a k e y o u r G M i n g l i f e s i m p l e r ; h o w e v e r , w e d o present t h e m e t h o d s f o r
F i r e : A large blaze deals d a m a g e t o those w h o c o m e t o o close c a l c u l a t i n g E L s h e r e , as t h e y p r o v i d e a g o o d idea o f h o w t o c o n s t r u c t
t o i t a n d s e r v e s as a f o r m i d a b l e b a r r i e r d u r i n g a b a t t l e . W h e n u s e d b a l a n c e d e n c o u n t e r s a n d a m e t h o d t o test t h e p o t e n t i a l d i f f i c u l t y o f
i n c o n j u n c t i o n w i t h creatures i m m u n e t o heat damage, a fire q u e s t i o n a b l e e n c o u n t e r s before y o u s p r i n g t h e m o n t h e PCs.
constricts the PCs' tactical options.
T r a p s are s i m p l e ; t h e y h a v e a n E L e q u a l t o t h e trap's l i s t e d C R .
F u r n i t u r e : E v e n a few s i m p l e c h a i r s a n d tables w i l l spice u p a n
S o c i a l a n d puzzle e n c o u n t e r s always h a v e a n E L e q u a l t o t h e
encounter. Monsters can j u m p atop a table t o gain h i g h e r g r o u n d
party's average level.
o n t h e PCs, w h i l e chairs m a k e g o o d i m p r o v i s e d w e a p o n s . F u r t h e r -
C o m b a t e n c o u n t e r s h a v e a n E L based o n t h e C R o f t h e monsters t h e
m o r e , m a n e u v e r i n g t h r o u g h a n area c l u t t e r e d w i t h chairs a n d
PCs w i l l face. T o c a l c u l a t e a c o m b a t e n c o u n t e r ' s E L , t a k e t h e h i g h e s t C R
o v e r t u r n e d t a b l e s is t r i c k y a t b e s t . R e d u c e a c h a r a c t e r ' s s p e e d b y
f o r t h e m o n s t e r s i n v o l v e d i n t h e f i g h t . T h i s is t h e e n c o u n t e r ' s base E L .
5 0 % w h e n s h e m o v e s t h r o u g h s u c h areas.
O r g a n i z e t h e rest o f t h e m o n s t e r s i n t o g r o u p s b a s e d o n t h e i r C R .
I c e : A slippery, s l i c k surface, ice requires PCs t o m a k e B a l a n c e
F o r e x a m p l e , c o u n t u p h o w m a n y C R 1 m o n s t e r s are i n v o l v e d i n
checks ( D C 12) t o avoid slipping i f they m o v e more t h a n half
t h e e n c o u n t e r , h o w m a n y C R 2 m o n s t e r s , a n d so o n . I f s e v e r a l
t h e i r speed i n a r o u n d . T h u s , archers a n d spellcasters w i t h r a n g e d
m o n s t e r s share t h e h i g h e s t C R , organize t h e m i n t o a g r o u p , t o o .
m a g i c g a i n a n a d v a n t a g e , as m e l e e o r i e n t e d c h a r a c t e r s must
I f t h e g r o u p ' s base E L is less t h a n o n e , m u l t i p l y t h e n u m b e r o f
slowly advance o r risk falling. T o add a further c o m p l i c a t i o n ,
c r e a t u r e s i n t h e g r o u p b y t h e i r f r a c t i o n a l C R a n d t r e a t t h e m as a
perhaps creatures l u r k i n t h e w a t e r b e n e a t h t h e ice; a l l o w t h e m t o
group o fthat many C R 1 monsters.
make Strength checks t o shatter the iceand attack those above.
C a l c u l a t e t h e E L o f e a c h o f these groups i n t h e f o l l o w i n g m a n n e r .
S n o w : S i m i l a r t o ice, s n o w h i n d e r s m o v e m e n t a n d gives some
E a c h g r o u p starts w i t h a base E L equal t o t h e creatures' C R . A d d o n e t o
m o n s t e r s t h e a b i l i t y t o l u r k u n s e e n i n t h e e n c o u n t e r area. C h a r -
t h e group's E L f o r e a c h creature b e y o n d t h e first, u p t o four. For every t w o
acters m o v i n g t h r o u g h knee-deep s n o w m o v e a t h a l f t h e i r speed,
creatures b e y o n d f o u r i n t h e g r o u p , increase t h e E L b y a n a d d i t i o n a l o n e
w h i l e characters m a y o n l y m o v e a t q u a r t e r speed i n waist deep o r
u p t o t h e t e n t h creature. For every f u l l f o u r creatures b e y o n d t h e t e n t h ,
h i g h e r drifts. S m a l l creatures adapted t o c o l d c o n d i t i o n s m a y
increase t h e E L b y a n a d d i t i o n a l o n e .
burrow t h r o u g h snow, l u r k i n g beneath t ostrike at unsuspecting
characters. For e x a m p l e , a g r o u p o f 2 0 C R 1 creatures w o u l d h a v e a n E L
c a l c u l a t e d i n t h i s m a n n e r . S i n c e t h e c r e a t u r e s h a v e a base C R o f 1,
T h r e e D i m e n s i o n s : A n e n c o u n t e r area t h a t a l l o w s m o n s t e r s
t h e i r base E L is a l s o 1 . F o r t h e f i r s t t h r e e m o n s t e r s i n t h e g r o u p
and characters t o m o v e u p a n d d o w n relative t o o n e a n o t h e r
b e y o n d t h e f i r s t , w e a d d 1 t o t h e base E L t o b r i n g i t t o 4 . W e h a v e
opens u p many tactical options. T h e actual items t h a t allow
n o w accounted for 4 o f the monsters i n t h e group out of 20. W i t h the
m o v e m e n t can take o n a few different forms. A b o a r d a ship,t h e
r e m a i n i n g creatures, w e increase t h e E L by 1 for every t w o , u p t o t h e
characters can c l i m b t h e r i g g i n g a n d masts; i n a d u n g e o n , a w a l l
t e n t h creature. T h e r e f o r e , w e increase t h e E L by 3 since t h r e e groups
m a y be c o v e r e d w i t h v i n e s o r s t u d d e d w i t h w i d e ledges. A spider's
o f t w o b r i n g us u p t o t e n m o n s t e r s a c c o u n t e d f o r . T h e E L is n o w 7.
l a i r is c o v e r e d w i t h s t i c k y w e b b i n g t h a t a l l o w s t h e m o n s t e r s t o
W e s t i l l h a v e t e n creatures t o f a c t o r i n t o t h e E L . For every a d d i t i o n a l
c l i m b w h i l e c o n f i n i n g the PCs to the floor. A b u i l d i n gor dungeon
four m o n s t e r s , w e increase t h e E L by a n a d d i t i o n a l o n e . W e h a v e t e n
r o o m m i g h t c o n t a i n w o o d e n ledges accessible v i a ladders o r stairs.
c r e a t u r e s l e f t , so t w o f u l l g r o u p s o f f o u r . T h e r e f o r e , t h e f i n a l E L is 9 .
I f a n e n c o u n t e r has a f e w d i f f e r e n t levels characters o n w h i c h c a n
We c o u l d add u p t o o n e m o r e C R 1 creature t o t h e encounter
stand, archers a n d spellcasters b e c o m e m u c h more effective.
w i t h o u t c h a n g i n g the EL, since w e o n l y c o u n t full groups o f t w o or
M o v i n g u p l a d d e r s o r c l i m b i n g w a l l s is a s l o w p r o c e s s , a l l o w i n g
four w h e n dealing w i t h more t h a n four monsters i n a group.
ranged fighters t o p e l t t h e i r targets for several r o u n d s before t h e i r
e n e m i e s c a n close i n . M o s t players n e v e r c o n s i d e r a t t a c k s from O n c e y o u h a v e t h e E L s o f t h e i n d i v i d u a l groups c a l c u l a t e d , y o u m u s t
below o r above, forcing t h e m t o adopt n e wtactics o n the fly t o n o w f i g u r e o u t t h e e n c o u n t e r ' s o v e r a l l E L . C o m p a r e t h e lowest E L
deal w i t h the PCs' enemies. a m o n g t h e groups t o t h e n e x t lowest. I f t h e t w o ELs are m o r e t h a n t w o
TQ g^l j Chapter Three: Creating Adventures \ [\ g
apart, drop the lower of the two. Those monsters are simply too weak to have three groups w i t h ELs o f 12, 11, and 10. Again, we compare the
have much effect on the encounter. If the two ELs are w i t h i n two of each groups w i t h the two lowest ELs, 11 and 10. Since these two groups are
other, combine the two groups into one group w i t h an EL equal to the w i t h i n two places of each other, we once again combine them and add
higher group's EL plus 1. If the two groups have the same EL, combine 1 to the highest EL between them, for a group EL of 12. W e now have
them into one group w i t h an EL equal to their base EL plus 2. Continue two ELs to look at, 12 and 12. Since combining two groups w i t h the same
this process until you have only one group left. EL yields one group w i t h an EL two higher than their base ELs, the total
For example, let us say we have an encounter w i t h five groups of EL is 14.
creatures w i t h the following ELs: 12,10, 10, 8, and 4. W e start out by
comparing the two lowest ELs, 8 and 4. Since 8 is more than two places Encounter Level Summary
greater than 4, we drop the EL 4 group from our consideration. Those • W h e n c o m b i n i n g t w o groups w i t h the same EL, add 2 to one
monsters still take part in the encounter, but they are too weak compared group's EL to determine their final EL.
to the most rxwerful monsters to play any significant role i n the action. • If one group has an E L one or t w o points lower t h a n the other
We now compare the two lowest ELs remaining, 10 and 8. Since 8 lies group's, the t o t a l E L equals the higher group's E L + 1.
within two places o f 10, these two groups are combined into one group
• I f one group has an EL three or more points lower t h a n the
with an EL one higher than the highest EL between the two o f them.
other group's, the t o t a l EL equals the higher group's EL.
Since 10 is the higher EL, we add 1 to yield a group EL o f 11. W e now

HOLD Many Monsters do 1 Use?


You have selected a monster out of Monsters of Norrath that you want to throw at your party of PCs. H o w can you determine how many
of the monsters will make a good encounter for the characters?
Take the average character level of the PCs i n the group. As a quick way to estimate the power of races such as ogres and trolls (races
that have racial XP penalties) for whom character level is not a comprehensive indication of a character's power, simply add one character
level to those characters before calculating the average. So, a 3rd-level barbarian would be estimated as a 4dvlevel character i n detennining
the average.
These qu ick guidel ines assume a group of four characters. If your group has fewer than four PCs, subtract 1 from the resulting average level
(treat a zero as one, though). I f the contains more than four PCs, add 1 to the average level for every two additional characters over four.
Compare the average character level to the C R o f the monster you selected.
If the average character level is equal to or lower than the monster's CR, then you need only one monster for a balanced encounter. I f
the C R is significantly above the average character level, the monster may be too difficult for the characters to face.
If the average character level is higher than the monster's CR, you will need to add more monsters. Start w i t h an encounter level (EL)
equal to the C R of the monster and add monsters as described next until the EL is adjusted high enough to equal the average character level.
First, add up to three additional monsters, each time adding one to the EL until the adj usted EL equals the party's average level. If the adj usted
EL is still too low after three monsters, add up to three pairs of monsters, each time adding one more to the adjusted EL. If you get to ten
monsters and the adjusted EL is still lower than the average character level, then add groups of four monsters to the encounter and add one
more to the adjusted EL for each four additional monsters added.
If you get over 20 monsters, then you are probably dealing w i t h a monster that is too weak to pose a viable threat to the characters, no
matter how many swarm into the encounter. Choosing a different monster type would be advisable, or you might use advancement rules
to increase the H i t Dice or levels of the monster you already selected, or you might find a more powerful creature that makes a suitable addition
to the encounter to bolster the ranks of the weaklings.

»"«-J • 1
—"—
j/.T\V^ ( EverQuest RPG: Gome Master'sGuibe ^^ f\~Q

chapter four:
Rewards

A h e r o ' s l i f e is n o t w i t h o u t i t s r e w a r d s . A p a r t f r o m a f e w p r i e s t s Characters never receive experience points f o r situations i n


and paladins, fewcitizens o f N o r r a t h w o u l d endure t h e pains a n d w h i c h they d i d n o tparticipate.
perils o f a hero's life i f there were n o t some rewards apart f r o m t h e E x a m p l e : T h e party split u p after s n e a k i n g i n t o Crushbone's
moral satisfaction o f accomplishing a noble deed. T h e t o w n castle. T w o o f t h e PCs f i g h t a t h r i l l i n g battle against t h e e v i l ore
b l a c k s m i t h ' s o c c u p a t i o n a l hazards n o r m a l l y d o n o t i n c l u d e b e i n g w a r l o r d , d e f e a t h i m , a n d f o r c e h i m t o release t h e p r i n c e s s a n d b e g
s w a l l o w e d w h o l e a n d d r o w n i n g i n gastric a c i d , b u t t h e b l a c k s m i t h ' s for h i s w r e t c h e d life. T h e o t h e r PCs a c c i d e n t a l l y get themselves
is l i f e l i m i t e d t o m o r e m u n d a n e r e w a r d s f o r m u n d a n e e n d e a v o r s . l o c k e d i n a c e l l a r a n d d o n o t f i n d a w a y o u t u n t i l t h e a d v e n t u r e is
M a s t e r i n g n e w m a g i c s , r e c o v e r i n g a n c i e n t treasures, o r b e c o m i n g n e a r l y f i n i s h e d . E v e r y o n e shares t h e e x p e r i e n c e p o i n t a w a r d f o r
popular enough t h a t all t h e farmers' daughters l o o k u p o n t h e m sneaking i n t o t h e castle, b u t o n l y t h e first t w o characters receive
favorably a l l p r o v i d e t h a t extra b i t o f m o t i v a t i o n f o rheroes w h o X P fordefeating Emperor Crushbone.
p u t t h e i r lives i n j e o p a r d y t o reach t h e i r goals. Rewards f o r
C h a r a c t e r s , h o w e v e r , s t i l l deserve a share i n t h e award e v e n i f
characters come i n three p r i m a r y forms: experience p o i n t s , trea-
they were k n o c k e d unconscious, magically h u r l e d far away, o r
sure, a n d f a c t i o n . T h i s c h a p t e r covers a l l t h r e e .
otherwise t a k e n o u t o f t h e fight against t h e i r w i l l . T h e y still
participated. T h i s rule e v e n remains true f o r PCs w h o die i n an

Experience Points e n c o u n t e r . I f s o m e o n e later resurrects a k i l l e d , she receives h e r


share o f t h e X P f r o m t h a t fatal e n c o u n t e r .
W h e n t h e PCs defeat m o n s t e r s , c o m p l e t e quests, a n d succeed
T a b l e 4 - 1 : E x p e r i e n c e P o i n t A w a r d s tells h o w m u c h X P a
at o t h e r i m p o r t a n t tasks, t h e y g a i n e x p e r i e n c e p o i n t s ( X P ) . T h e
party should receive f o r o v e r c o m i n g a single challenge. Usually,
greater t h e feat, relative t o t h e party's level, t h e m o r e X P y o u
t h i s c h a l l e n g e is a m o n s t e r o r o t h e r e n e m y , b u t y o u c a n use t h e
a w a r d . O v e r t h e c o u r s e o f m a n y g a m e sessions, P C s w i l l a c c u m u -
t a b l e f o r o t h e r c h a l l e n g e s as w e l l . T o c a l c u l a t e t h e e x p e r i e n c e
l a t e X P , a n d as t h e i r t o t a l s X P i n c r e a s e , t h e y r i s e i n l e v e l a n d so
award fora complete situation, d o t h e following:
b e c o m e capable o f e v e n greater feats.
1. C o m p u t e t h e C h a l l e n g e R a t i n g f o r e a c h m o n s t e r o r q u e s t ( o r
other challenge) overcome.
AuxiroingXP 2. F i n d t h e a v e r a g e l e v e l o f t h e P C s i n t h e p a r t y . T h i s is t h e
A w a r d i n g X P requires y o u t o assign a d i f f i c u l t y v a l u e t o e a c h party level.
and every challenge t h a t t h e PCs face. T h e s e s i t u a t i o n s c a n 3. L o o k o n T a b l e 4 — 1 : E x p e r i e n c e Point Awards. Find the
i n v o l v e a n y t h i n g f r o m a quest t o a g r o u p o f monsters t o a r i d d l e c o l u m n for the situation's Challenge Rating a n d then look d o w n
t h e characters m u s t solve. E a c h s i t u a t i o n receives a C h a l l e n g e t o t h e r o w f o r t h e p a r t y l e v e l . T h e listed a m o u n t gives t h e p r o p e r
R a t i n g ( C R ) t h a t measures its d i f f i c u l t y ; t h e h i g h e r t h e C h a l l e n g e X P award for that situation.
R a t i n g o f a quest, encounter, o r s i t u a t i o n , t h e m o r e experience
4. D i v i d e this a m o u n t o f X P a m o n g t h e PCs w h o began t h e
t h e party gains by o v e r c o m i n g i t .
encounter.
Sometimes, decide whether or n o t t h e party t r i u m p h e d over a
T h i s process is t h e n r e p e a t e d f o r a n y a d d i t i o n a l m o n s t e r s
c h a l l e n g e is easy. E i t h e r t h e P C s k i l l e d t h e d r a g o n o r t h e y d i d n o t .
d e f e a t e d , traps o v e r c o m e , quests c o m p l e t e d , a n d so f o r t h .
O t h e r times, victory c a n be harder t o judge.
E x a m p l e : T h e p a r t y t h a t i n v a d e d C r u s h b o n e ' s castle consisted
E x a m p l e : T h e PCs w a n t t o i n v a d e t h e castle o f t h e i r e n e m y ,
o f o n e 6 t h - l e v e l P C , t w o 7th-level PCs, a n d o n e 8th-level PC.
the Emperor C r u s h b o n e . T h e y c o u l d charge the gate and try t o k i l l
T h e i r a v e r a g e l e v e l is 7, s o t h e y a r e a 7 t h - l e v e l p a r t y . T h e G M
a l l t h e guards; t h e y c o u l d sneak o v e r t h e walls at n i g h t a n d m a y b e
decides t h a t e n t e r i n g t h e c a s t l e past a l l t h e g u a r d s c a r r i e d a
k i l l a g u a r d o r t w o i n t h e process. I n s t e a d , t h o u g h , t h e y disguise
C h a l l e n g e R a t i n g o f 4. F o r s n e a k i n g i n u n d e r t h e g u a r d s ' noses,
themselves a n d bribe a guard t o a d m i t t h e m . D i d they overcome
therefore, the G M awards 1,681 X P t o t h e party. T h e four
t h e c h a l l e n g e o f e n t e r i n g t h e f o r t r e s s ? T h e y g a i n e d e n t r y , s o , yes:
characters i n t h e party receive 4 2 0 experience points each. T h e
t h e party defeated t h e guards w h o m C r u s h b o n e ordered t o keep it
8th- a n do n e 7th-level P C defeated Crushbone, a n o p p o n e n t w i t h
o u t , a n d t h u s t h e P C s s h o u l d r e c e i v e j u s t as m u c h e x p e r i e n c e as
a C R o f 9. T h e s e t w o P C s c o u n t as a 7 t h - l e v e l p a r t y , so t h e y s h a r e
if they h a d f o u g h t t h e guards.
the 9,604 X P award for t h a t e n c o u n t e r and receive 4,802 X P each.

90 V'
Chapter Four: R e w a r d s

Table 4-1: Experience Point Au>arbs

Level CR 1 CR 2 CR 3 CR 4 CR 5 CR 6 CR 7 CR 8 CR? CR10


»
1st 700 1,400 2.100 2,740 4,704 * * »

2nd 700 1,400 2.100 2,740 4,704 7,526


• • • •
3rd 525 1,050 2,100 2,740 4,116 6,586 10,537
• •
4th 4?0 ?80 1,760 2,800 3.720 5,488 7,683 12,273 17,667
»

5th 42? 858 1,715 2,450 3,500 4,700 6,860 7,604 15,366 24,586
6th 360 720 1,441 2,058 2,740 4,200 5,880 8 3 2 11,525 18,440
7th 274 588 1,176 1,681 2,401 3,430 4,?00 6,860 7,604 13,446
8th * 336 672 1,345 1,721 2,744 3,?20 5,600 7,840 10,776
?th * * 378 756 1,513 2,161 3,087 4,410 6,300 8,820
10th
• • 420 840 1,681 2,401 3,430 4,700 7,000
*

nth * 462 724 1,84? 2,641


* * * 3,773 5,3?0
* « »
12th * * 504 1,008 2,017 2,881 4,116
«
• •
13th * 546 2,185
* * 1,072 3,121
14th * * * * *
• * 588 1,176 2,353
*

*
15th * * * 630 1,261
« « «

* *
16th * * * 672

Level C R 11 CR12 CR13 CR14 CR15 CR16 CR17 CR18 CR 1? CR20

• • • • • •
»
5th * * *

6th 27,503
• • •
* * * * * *
* * *
7th 1 8 , 8 2 4 30,118 48,18?

* * *


* *
8th 1 5 , 3 6 6 21.513 34,421 55,073 * * *

7th 12,348 17,287 24,202 38,723 61,757



* * *

10th •
*
7,800 13.720 17,208 26,871 43,026 68,841

*

11th 7,700 10.780 15,072 21,12? 27.580 47,32? 75,726



*

12th 5,880 8,400 11,760 16,464 23.050 32,26? 51,631 82,610 • •
13th 4,45? 6,370 7,100 12,740 17.836 24,770 34,75? 55,734 87.474 *

14th 3,361 4,802 6,860 ?,800 13.720 17,208 26,871 37,648 60,236 76,378
15th 2,521 3,602 5,145 7,350 10,500 14,700 20,580 28,812 40337 64,53?
16th 1,345 2,68? 3,842 5,488 7,840 11,200 15,680 21,752 30.733 43,026
17th 714 1,42? 2,857 4,082 5,831 8,330 11,700 16,660 23324 32,654
18th * 756 1,513 3,025 4,322 6,174 8,820 12,600 17,640 24,676
19-th * * 778 3,173 4,562 6,517 7,310 13,300
1,577 18,620
* *
20th * 840 1,681 3,361 4,802 6,860 7,800 14,000
*

21st * 882 1.765 3,52? 5,042
* 7,203 10,270
*

22nd * * ?24
* 1,84? 3,6?8 5,282 7,546
* *
23rd

* * * ?66 1,733 3,866 5,522
*

* * »
24th * 1,008 2.017 4,034

* * * * * *
25th * 1,050 2.101
*

* * * * *
26th * * 1,072

• • •
27th
* * * *
*

Level CR21 CR22 CR23 CR24 CR25 CR26 CR27 CR28 CR2? CR30
• •
* «

* *
14th * *
103,262 *

15th * * * « »
* *

16th 6 8 , 8 4 1 110,146

* * * * * *

• •
* * » »
17th 45,715 73,144 117,031 *

• • •
*
18th 34,574 48.404 77,447 123,715 * *
1?th 26,068 36,475 51,073 81,74? 130,7?? * * *
• •
20th 17,600 2 7 , 4 4 0 38,416 53,782 86,052 137,683
• •
* *
21st 14,700 20,580 28,812 40337 56.472 ?0,354 144,567 * * *
22nd 10,780 15,400 21,560 30,184 42,258 57,161 74,657 151,451 * *
23rd 7,88? 11,270 16,100 22,540 31,556 44,178 61,850 78,760 158,335
24th 5,762 8,232 11,760 16,800 23,520 32,728 46,07? 64,53? 103,262 165,220
25th 4,202 6,003 8,575 12,250 17,500 24,500 34300 48,020 67,228 107,565
26th 2,185 4,370 6,243 8,718 12,740 18,200 25,480 35.672 47,741 67,717
27th 1,134 2,26? 4,538 6,483 7,261 13,230 18,700 26,460 37,044 51,862
*
28th 1,176 2,353 4,706 6,723 ?,604 13,720 17,600 27,440 38,416
* *
27th 1,21? 2,437 4,874 6,?63 7,747 14,210 20.300 28,420


* »
30th 1,261 2,521 5,042 7,203 10,270 14,700 21,000
EverQuest RPG: Game Master's Guioe
Parties receive n o X P for encounters w i t h CRs too low or too Monsters Beloio CR 1
h i g h for their level. Low C R opponents are too feeble to challenge
Some adversaries receive Challenge Ratings lower t h a n 1.
a party except under the most unusual circumstances. A l s o , PCs
A l o n e , they are n o t significant threats t o a 1 st-level party, though
should have n o chance o f surviving combat w i t h very h i g h C R
they m i g h t become quite dangerous i n groups. Such monsters
adversaries; i f they do, t h e n they must possess equipment too
receive challenge ratings o f 1/2 or even 1/4: t w o or four o f t h e m
powerful for their level, w h i c h means i n the game world they are
count as a decent opponent for a 1 st-level party. W h e n a party
not overcoming the situation and so they learn n o t h i n g from the
defeats such a feeble adversary, find the X P award as if the creature
challenge. Alternately, overcoming such a highly rated challenge
had a Challenge R a t i n g of 1, and t h e n divide that figure by 2 or
might mean the PCs are facing an epic-level foe, such as o n
4, as appropriate. I n a d d i t i o n , consider such CRs as another step
opponent that requires 10, 20, or even 30 or more heroes to face
d o w n for purposes of whether or n o t PCs gain X P from t h e m at all.
at one time. I n this case, you could either extrapolate this chart for
For instance, a 7th-level party still gains X P from C R 1 opponents,
a value to award for defeating a foe such as Cazic-Thule or simply
but would n o t for a C R 1/2 opponent. Likewise, only 5th-level
assign an award that reflects the difficulty o f this task.
parties and lower gain X P for obstacles w i t h a C R of less than 1/
2.

i V a r i a n t : A d j u s t i n g Level A d v a n c e m e n t R a t e C h a l l e n g e R a t i n g s For G r o u p s
T h e experience awards as shown i n Table 4 - 1 are de- You may prefer t o award X P as i f a group of weak adversaries
signed to have PCs gain a level after 10 to 12 appropriately counted as a single, more powerful foe. Swarms and mobs can be
challenging encounters. A s low-level EverQuest characters more dangerous t h a n their i n d i v i d u a l component creatures. For
tend to be able to take o n opponents w i t h CRs j ust above the instance, a h i g h - l e v e l warrior could k i l l a single spiderling w i t h
party level, low-level PCs w i l l gain levels w i t h even fewer t r i v i a l ease, w h i l e the spiderling has n o chance of harming the
encounters. T h e goal o f this design is t o allow low-level PCs warrior. A dozen spiderlings, however, could press around the
to work through their i n i t i a l few levels quickly and gain a warrior and all grab at her at once to bear her d o w n by sheer
level about every two play sessions; this design also assumes weight. A s a rule o f t h u m b , d o u b l i n g the number of adversaries
that your group meets once or twice a m o n t h to play. increases a group's Challenge R a t i n g by t w o , at least once the
G a i n i n g levels relatively q u i c k l y allows the PCs to progress Challenge R a t i n g exceeds 1. Therefore, one spiderling has a
at a reasonable rate i n real time so players can see t h e i r Challenge R a t i n g o f 1/2; t w o spiderlings are rated as 1; four
characters progressing and changing. spiderlings receive a Challenge R a t i n g o f 3; eight spiderlings a
If your gaming group is fortunate enough t o play more rating o f 5; and so o n .
frequently, once or more a week o n average, t h e n we T h i s rule has its l i m i t s , though. For example, if a PC can k i l l a
recommend you do the u n t h i n k a b l e and increase the values large number of similar foes w i t h a single attack (such as by casting
on T a b l e 3 - 1 : Character A d v a n c e m e n t i n the EverQuest: the spell pillar of flame), t h e n d o n o t use this m u l t i p l y i n g rule. I n
Player's Handbook t o require more X P before gaining an- such a case, simply calculate the X P based on the actual C R o f
other level — even d o u b l i n g the values o n Table 3 - 1 is n o t each i n d i v i d u a l opponent defeated.
out o f the question. For groups that can play regularly,
advancing PCs too q u i c k l y w i l l leave players feeling that NPC C h a l l e n g e R a t i n g s
they were just getting i n t o their characters by the time they
U n d e r most circumstances, an N P C w i t h a PC class receives a
are already 3 0 t h level. W h a t e v e r you do, make sure all the
Challenge Rating equal to his level. A 6th-level warrior, for
players are aware o f the change and content w i t h i t .
instance, has a Challenge R a t i n g o f 6.
A s a side note o n adjusting X P requirements for level
Some adversaries may have monster levels i n a d d i t i o n to their
advancement, unless you alter treasure rewards as w e l l , PCs
PC levels, such as a burynai that possesses shadow k n i g h t levels as
advancing under the higher X P requirements o f a modified
w e l l as H D . I n such cases, add the creature's total character class
Table 3-1 w i l l face more enemies and get more treasure
levels t o its base Challenge R a t i n g . For instance, a basic burynai
hoards per level — and w i l l therefore be wealthier t h a n PCs
is C R 7; a burynai that is also a 4th-level shadow k n i g h t is C R 11.
progressing under the published advancement requirements
(who w i l l usually find themselves a b i t short o n coins and T h e N P C classes ( A r i s t o c r a t , Expert, and so forth) presented i n
need to make tough decisions o n what they buy w i t h t h e i r this book are weaker t h a n PC classes, so levels i n an NPCclass add
funds). T h i s imbalance makes things such as trade skill items one less t o a creature's Challenge R a t i n g than do levels i n a PC
more attainable for PCs under slower level progressions class. A 6 t h - l e v e l Aristocrat, therefore, receives a Challenge
since they have the wealth to make more item creation R a t i n g o f 5. A n opponent that is a 1 st-level N P C class counts as
attempts. C R 1/2, unless i t is a creature that has b o t h monster levels and an
N P C class level. I n this case, add 1 t o the n o r m a l C R for the

L\.i.-'< V i * \ I—^ \ *\.\\ L- creature.

determining Challenge Ratings Special Circumstances


Special c o n d i t i o n s may render an encounter more or less
D e t e r m i n i n g the C R for any obstacle the PCs overcome is an
dangerous t h a n n o r m a l . Suppose the PCs must fight a group o f
easy matter. T h i s section gives guidelines on m a k i n g such deter-
snowshoe-wearing ice g o b l i n archers i n drifts o f waist-deep snow
minations.
that h i n d e r their m o v e m e n t . T h e y face a greater challenge t h a n
they w o u l d i f the fight took place o n clear ground. For a contrary
Single Adversaries
example, a group of dwarves would find a gang of invading ogres
Table 4 - 1 : Experience Point Awards is easiest to use for single easier to fight i n l o w , narrow tunnels t h a n on open ground. You
monsters or small groups o f monsters. Each monster from can adjust a situation's Challenge Rating up or d o w n by 1 or 2 to
EverQuest: Monsters of Norrath comes w i t h a Challenge R a t i n g account for such special circumstances. Most encounters, how-
ready to use. For instance, a 3rd-level party that killed four C R 2 ever, do n o t need their Challenge R a t i n g modified; reserve any
monsters would receive a total award of 4,200 experience points modifications for unusual cases.
(4 x 1,050). Enemies that are summoned or otherwise brought
i n t o an encounter by magic d o n o t count toward the total X P
C h a l l e n g e R a t i n g s por T r a p s
award. A n enemy's Challenge R a t i n g already accounts for its
ability to add new combatants t o a fight. Traps receive Challenge Ratings based o n their lethality and
how difficult they are to avoid or disarm. Defeating a trap consists
of discovering the trap and a v o i d i n g i t , disarming i t , or resisting
Chapter Four: R e w a r d s

it. For instance, a poisoned needle that breaks o n a character's the story event. Such an award usually equals the largest award for
steel gauntlets has been discovered and resisted; a needle that a single encounter w i t h i n that story or perhaps exceeds it by up to
poisons a character but whose v e n o m is countered by magic is also 5 0 % , depending o n the length and c o m p l e x i t y o f the story.
discovered and resisted. I f the PCs never discover a trap or never Players can also set i n d i v i d u a l goals for their characters that a
activate i t , they gain n o X P from i t . quest m i g h t n o t represent. O n e character m i g h t begin adventur-
T h e traps presented i n Chapter 3: C r e a t i n g Adventures already ing to recover the family fortune; that done, the character has
possess Challenge Ratings. Use those C R ratings as a guide to rate completed a personal story event. A n o t h e r character m i g h t vow
traps that you or the players design. Every two dice o f damage a revenge o n an enemy gained i n the course o f play and take on a
trap can deal generally adds +1 to its Challenge R a t i n g . Traps that special personal mission. A t h i r d character m i g h t seek to w i n a
are especially difficult to detect and counter, such as many noble t i t l e so she can marry the Duke's son. Such long-term and
magical traps, receive an a d d i t i o n a l + 1 to their C R . Traps that difficult goals certainly challenge characters and may lead t h e m
discharge spells usually have a bonus to their C R equal to the level i n t o as m u c h danger as any formal quest. Personal storylines
of the highest level spell discharged by the trap. deserve one-time X P awards to reflect the challenge they pose to
characters.
Challenge Ratings For Quests
T h e c o m p l e t i o n of a "quest" i n EverQuest results i n receiving Noncombat Challenges
what amounts to bonus XP. Each quest presented either as a PCs can face situations that challenge their skills, their wits,
sample i n this book or i n another supplement is graded w i t h a C R and their d e t e r m i n a t i o n w i t h o u t i n v o l v i n g battle. S o l v i n g a
of its o w n . C o m p l e t i n g the quest as instructed by an N P C results puzzle or a mystery is one example of a noncombat challenge;
i n additional X P to be divided among all the characters w h o persuading a hostile N P C to h e l p is another. You can assign
complete the quest. T h i s X P is in addition to any standard X P Challenge Ratings to such situations and award X P o n that basis,
gained while i n the process o f c o m p l e t i n g the quest — such as but n o possible system can cover all the sorts o f challenges that
from defeating a foe — and is considered a special award to the PCs may face. N o n c o m b a t situations should seldom receive a
players for participating i n a story o n top o f overcoming any o f the Challenge R a t i n g higher t h a n the party's o w n level and probably
actual obstacles to c o m p l e t i n g the quest itself. less t h a n that — perhaps the lowest Challenge Rating that could
For the purposes of this X P award, "completing the quest" result i n any award at a l l .
means aiding i n all the activities of the quest from start to finish. Remember that to be considered a "challenge" at all, a situation
A character need n o t be physically present w i t h her comrades to must carry some negative consequences i f the PCs fail. For
report or deliver proof o f success to the N P C w h o granted the instance, failure to solve a mystery m i g h t result i n a valued N P C
quest ( i f her faction w i t h the quest N P C would n o t allow such a being executed for a crime he d i d n o t c o m m i t .
meeting, for example). T h i s is one case i n w h i c h PCs w h o may
have died at some p o i n t during the a t t a i n m e n t o f this X P award Role-playing Awards
(or were otherwise incapacitated and unable to remain w i t h the Some role-playing groups and individual players consider ex-
group all the way through the r e t u r n to the quest N P C ) do n o t p l o r i n g a character at least as important as c o m p l e t i n g quests,
share i n the X P reward. k i l l i n g monsters, and amassing treasure. For such groups, you
A more complete discussion of quests and the CRs associated m i g h t assign m i n o r X P awards for superior role-playing. Superior
w i t h t h e m appears i n Chapter Three: C r e a t i n g Adventures. role-playing could entail an exceptionally well acted scene or
staying i n character, even w h e n d o i n g so m i g h t penalize the
Mooipy ing XP Aioarbs For Race character's progress.
For example, a bard player does an exceptional j o b ad-libbing
A s detailed i n the EverQuest: Player's Handbook, a number of
a rhyme t o e n t e r t a i n and distract a baron and his guards. T h e
player character races suffer penalties to the a m o u n t o f experience
player m i g h t deserve a role-playing award at the end of the story
points they receive. N o t e that this penalty only affects how m u c h
for that scene.
experience the character receives, n o t the a m o u n t awarded to the
party as a w h o l e . A n example of staying i n character m i g h t be a paladin w h o
refuses to receive beneficial magic from an N P C necromancer ( " I
For instance, a group of three 5 t h - l e v e l PCs that includes an
shall n o t abide Bertoxxulous's t a i n t u p o n me.") w i t h w h o m the
ogre shaman completes a C R 5 quest. T h e reward for c o m p l e t i n g
party has struck an alliance o f convenience against mutual en-
the quest is 3,500 XP. Assuming they d o n o t have a racial penalty,
emies. Demonstrating a c o m m i t m e n t to the integrity of the story
t w o of the characters each receive 1,166 XP. By v i r t u e of being an
and to a character's persona over gaining other p o t e n t i a l rewards
ogre, however, the shaman character suffers a 2 0 % X P penalty.
such as X P and treasure usually deserves some reward itself. Love
Thus, for c o m p l e t i n g the quest, this character receives 933 X P
stories, conflicts between duties and morals, and other "personal"
( 8 0 % of 1,166 X P ) .
issues provide more such opportunities for role-playing awards.

Variant: Penalty as a Bonus Role-playing awards need n o t be very large: 50 X P per character
level is usually enough for a single adventure.
If you are so i n c l i n e d , you may opt t o translate the X P penalty
associated w i t h a player character race i n t o an X P bonus w h e n an
N P C of that race is defeated. For example, as a PC, an iksar suffers Experience Penalties?
a 15% X P penalty. Therefore, if characters that form a party level Experience points reward success and good play. U n d e r n o
o f 10 defeat a 7th-level iksar necromancer, t h e n instead of circumstances should you try to strip away X P to penalize failure
receiving the n o r m a l award o f 1,879 X P , the party would instead or bad play. You w i l l simply make players angry. N o matter how
receive 2,161 X P ( 1 1 5 % o f 1,879 X P ) . stupidly or egregiously characters fail i n a quest, they have n o t lost
skills and knowledge. I f a player does n o t r u n her character i n
Other A to a rbs accord w i t h the character's stated alignment, goals, or personal-
ity, her c o n c e p t i o n o f the character may have changed. T h e
N o t all X P comes from fighting or any danger at a l l . You can
player m i g h t want a different style o f play t h a n you provides;
also award X P for other n o t e w o r t h y achievements.
maybe the player is just h a v i n g a bad day. Such matters call for
discussion i n the gaming group, n o t attempts to force behavior
Story Awards through threats to the character.
Most story awards o f X P come i n the form o f X P for c o m p l e t i n g
quests. Occasionally, however, you may n o t have set up a story
event as a specific quest but still deem i t w o r t h y o f an award. I n
such cases, the party m i g h t receive a special award for c o m p l e t i n g
&V*\ t EverQuestRPGiGacneMaster'sGutpc ^ [\ pj.

S o m e b a s i c a b i l i t i e s s u c h as i n c r e a s e d h i t p o i n t s , s a v i n g t h r o w
When to Aioaro XP b o n u s e s , a n d base a t t a c k b o n u s a r e a s s u m e d t o c o m e f r o m t h e
A s G M , w h e n t o h a n d o u t X P a w a r d s is y o u r c a l l . T h e n o r m a l character's gradual progression a n d d o n o t require special t r a i n i n g
p r o c e d u r e is e i t h e r t o h a n d o u t X P a t t h e e n d o f e a c h g a m e s e s s i o n p e r se. C l a s s a b i l i t i e s a n d t h e p u r c h a s e o f n e w s k i l l s , f e a t s ,
o r a t t h e e n d o f e a c h s t o r y . A w a r d i n g X P a f t e r e v e r y e n c o u n t e r is resistances, o r a b i l i t i e s n o r m a l l y d o require some f o r m o f t r a i n i n g
laborious a n d i n t e r r u p t s t h e f l o w ol t h e game. M a k e notes d u r i n g to acquire.
an adventure for w h i c h challenges t h e characters overcame a n d
t h e n total u p t h e experience f r o m a l l those encounters a n d Mentors
c h a l l e n g e s at t h e e n d o f t h e s t o r y o r g a m e session. W a i t i n g t o o
T r a i n i n g p o i n t s c a n o n l y b e s p e n t u n d e r t h e w a t c h f u l eye o f a
l o n g t o award X P stagnates c h a r a c t e r a d v a n c e m e n t a n d d e v e l o p -
m e n t o r . N o r m a l l y , such m e n t o r s c o m e f r o m g u i l d h a l l s i n larger
ment.
c i t i e s across N o r r a t h , b u t t h e m e n t o r c o u l d b e a w a n d e r i n g
h e r m i t , a f e l l o w P C , o r a n y o t h e r c r e a t u r e s u c h as a d r u i d l e a r n i n g
Gaining New Abilities Wilderness Mastery f r o m a treant or anecromancer getting advice
on Undead Empathy from Mayong M i s t m o o r e himself. T h e
A s characters travel t h r o u g h o u t N o r r a t h , t h e i r heroic exploits
" m e n t o r " need n o t e v e n be a n o t h e r creature: R o d c e t N i f e , f o r
w i l l earn t h e m X P , w h i c h i n t u r n advances t h e m t h r o u g h levels.
example, m i g h t g r a n t his cleric av i s i o n t h a t shows her h o w t o t u r n
L e v e l i n g u p i n c r e a s e s b a s i c c h a r a c t e r s t a t i s t i c s s u c h as h i t p o i n t s ,
u n d e a d . Regardless, t h e m e n t o r m u s t b e s o m e o n e w h o already
base a t t a c k b o n u s , a n d s a v i n g t h r o w b o n u s e s , as w e l l as o p e n s u p
possesses t h e r e l e v a n t a b i l i t y o r p o w e r a n d a t a n e q u a l o r h i g h e r
a d d i t i o n a l class a b i l i t i e s , s k i l l p o i n t s , a n d m o r e t r a i n i n g p o i n t s .
level t h a n t h e character being trained.
" A d v a n c i n g a L e v e l " o n p a g e 3 5 6 o f t h e EverQuest: Player's
Handbook provides a n o v e r v i e w o f t h e changes i n statistics t h a t W i t h each n e w level, PCs gain 5 t r a i n i n g points. These points
accompany a change i n character level. s h o u l d be " b a n k e d " u n t i l t h e c h a r a c t e r has t h e o p p o r t u n i t y t o
S o m e G M s a r e c o n t e n t t o l e t c h a r a c t e r s a u t o m a t i c a l l y access t r a i n w i t h a n a p p r o p r i a t e m e n t o r . A c h a r a c t e r c a n also b u y m a n y
their n e w powers w i t h o u t needing t o determine w i t h i n t h e game bonuses t h a t w i l l cost considerably m o r e t h a n t h e a l l o t t e d 5 p o i n t s
setting just h o w they mastered n e w powers. H e y , it's a game — i f p e r l e v e l (see " T r a i n i n g P o i n t s " o n p a g e 5 0 o f t h e EverQuest:
you prefer t h e q u i c k a n d d i r t y approach, that's fine. I f you w o u l d Player's Handbook f o r o t h e r p o s s i b i l i t i e s r e g a r d i n g t r a i n i n g p o i n t s ) ,
rather focus character p o w e r d e v e l o p m e n t t h r o u g h t h e game thus r e q u i r i n g t h e character t o store u p t r a i n i n g p o i n t s over
setting, t h e n choose between simple t r a i n i n g a n d regular t r a i n i n g m u l t i p l e l e v e l s a n d t h e n seek a m e n t o r .
f o r y o u r g a m e , as d e s c r i b e d b e l o w .
Retuaros

Simple Training
T h e d e t a i l s o f m e n t o r i n g are i n y o u r c o n t r o l . I f
you prefer r u n n i n g t h i n g s w i t h o u t t o o m u c h d e t a i l , Table 4-2: Cost OF Training
t h e n you m a ydecide that simply visiting a nearby Trained Cost in Gold Pieces
guildhall o r other m e n t o r w i l l give PCs enough +1 t o an ability score New ability score x character's level
training opportunity t o allow t h e m t o distribute
Trained feat* Character's level x character's level
t h e i r n e w t r a i n i n g p o i n t s a n d g a i n access t o n e w
+1 rank in class s k i l l * * New skill rank t o t a l x new skill rank total
class a b i l i t i e s . T h i n k o f t h i s o p t i o n as t h o u g h t h e
PCs have been questing, using t h e i r skills a n d +1 rank in cross-class skill** New skill rank total x new skill rank total x 5
learning n e wthings. T h e mentor confirms their +1 rank in T r a d e Skill** New skill rank total x new skill rank total x 5
increase i n a b i l i t i e s , a n d t h e y are a l l o w e d a n i n - +1 t o any resistance Character's level
crease i n s c o r e s , s o m e w h a t s i m i l a r t o a g r a d u a t i o n .
Class a b i l i t i e s ! Free
I n game t i m e , this m e t h o d w o u l d take very little
time, simply a l l o w i n g your party t o make any d e -
sired purchases u s i n g t r a i n i n g p o i n t s any t i m e t h e y * A feat purchased w i t h training points.
h a v e access t o t h e n e a r e s t g u i l d h a l l . ** See t e x t : cross-class skills and any T r a d e Skill usually require special mentors,
t A n y other class ability f r o m bonus feats, t o masteries, t o higher level spells to
Regular Training class specific skills such as feign death.
T h e s e r e c o m m e n d e d rules f o r t r a i n i n g a l l o w y o u
a n d y o u r players t o m a k e t r a i n i n g i n t o p l o t a n d sub-
plot elements of adventures i n the campaign. U n d e r
this r e c o m m e n d e d m e t h o d , PCs g a i n levels w h e n
t h e y cross t h e X P t h r e s h o l d f o r t h e l e v e l ; h o w e v e r , the only become m o r e capable. N o n - g u i l d mentors m a y still charge t o
i m m e d i a t e b e n e f i t s t h e y r e c e i v e are f o r h i t p o i n t s , s a v i n g t h r o w s , teach such abilities.
a n d base a t t a c k b o n u s . T h e y g a i n t r a i n i n g p o i n t s a n d s k i l l p o i n t s T i m e t o T r a i n : T r a i n i n g requires o n e day per t r a i n i n g p o i n t
t o spend w h e n they reach a m e n t o r , a n d they b e c o m e ready f o r spent f r o m the student a n d o n e - t h i r d that t i m e f r o m the m e n t o r ,
t r a i n i n g i n m o r e p o w e r f u l s p e l l c a s t i n g o r n e w class a b i l i t i e s b u t d o w h o hasthe l u x u r y o fs h o w i n g a student a d r i l l and t h e n leaving
n o t y e t k n o w h o w t o use s u c h p o w e r s . w h i l e t h e s t u d e n t p r a c t i c e s . S k i l l s p u r c h a s e d w i t h s k i l l p o i n t s also
F a c t i o n R e q u i r e m e n t : T h e P C m u s t seek o u t a m e n t o r a n d r e q u i r e 3 d a y s f o r class s k i l l s a n d 5 d a y s f o r cross-class s k i l l s , j u s t as
c o n v i n c e the m e n t o r t o t r a i n her. A m e n t o r w i l l t r a i n a character they d o w h e n learned w i t h t r a i n i n g points.
w h o s e f a c t i o n r a n k s w i t h h i m are a t least t h e c h a r a c t e r ' s level
d i v i d e d b y 5 ( r o u n d d o w n , as a l w a y s ) . S o , a 1 s t - l e v e l P C m u s t h a v e
a t least f a c t i o n r a n k z e r o w i t h a m e n t o r ' s f a c t i o n b e f o r e t h e
Treasure
m e n t o r w i l l trust the apprentice e n o u g h t o t r a i n her; a 25th-level A d v e n t u r e r s o f t e n q u e s t f o r w e a l t h as m u c h as f o r e x p e r i e n c e
c h a r a c t e r m u s t h a v e a t least f a c t i o n r a n k 5 i n o r d e r f o r a m e n t o r p o i n t s . W h e t h e r a P C n e e d s m o n e y t o p r o m o t e a c a u s e o r is j u s t
to t r a i n h e r i n t h e more powerful techniques o f a profession. greedy, treasure makes h i m m o r e p o w e r f u l . A r m o r , warhorses, a n d
G o l d o r Q u e s t P a y m e n t : O n c e a m e n t o r has a g r e e d t o t r a i n t h e spells f r o m v e n d o r s d o n o t c o m e c h e a p l y .
c h a r a c t e r , t h e r e is a p r i c e f o r t h e t r a i n i n g as w e l l . U s u a l l y , t h i s C h a r a c t e r s usually acquire treasure b y d e f e a t i n g t h e monsters
p r i c e is a r e l a t i v e l y n o m i n a l a m o u n t o f c o i n as s h o w n i n T a b l e 4 - o r N P C s w h o a l r e a d y o w n i t . E v e r Q u e s t : M o n s t e r s of Norrath
2: C o s t o f T r a i n i n g , b u t o c c a s i o n a l l y t h e m e n t o r w i l l i n s t e a d i n d i c a t e s h o w m u c h t r e a s u r e e a c h s o r t o f c r e a t u r e s is l i k e l y t o
d e m a n d a service f r o m t h e character. T h e t r a i n i n g itself becomes possess. I n s o m e cases, t h i s a m o u n t m a y b e " N o n e . " T h e t a b l e s i n
the reward ( o r one o f the rewards) o f such a quest. Especially for this section e x p l a i n w h a t those "treasure ratings" m e a n .
feats o r s p e l l s o r o t h e r a b i l i t i e s t h a t a r e s p e c i f i c t o o n l y o n e g u i l d T h e h i g h e r a n e n c o u n t e r ' s C h a l l e n g e R a t i n g , t h e m o r e treasure
i n N o r r a t h (see e x a m p l e s i n Realms of Norrath: Freeport), a t h e p a r t y c a n g a i n . Y o u s h o u l d a i m f o r t h e values g i v e n i n T a b l e
guildmaster w i l l d e m a n d a service before t r a i n i n g a character i n 4 - 3 : T r e a s u r e V a l u e s p e r E n c o u n t e r , a t least o n average. T h e
such exclusive k n o w l e d g e . a c t u a l t r e a s u r e s y o u r o l l o n T a b l e 4—4: T r e a s u r e w i l l v a r y w i l d l y ,
Usually, guildmasters d o n o thave sufficient knowledge o f b u t i n t h e course o f several e n c o u n t e r s t h e treasures w i l l average
T r a d e S k i l l s o r cross-class s k i l l s , o r e v e n i f t h e y d o , t h e y d o n o t o u t . Just as 1 0 - 1 2 e n c o u n t e r s o f t h e p a r t y ' s l e v e l g i v e e n o u g h X P
have the t i m e or interest t o m e n t o r a character i n a such skills ( t h e for e a c h c h a r a c t e r t o g a i n a level, t h e treasure f r o m those e n c o u n -
exception being shaman guildmasters t r a i n i n g i n t h e shaman t e r s pays f o r a l l t h e n e c e s s a r y t r a i n i n g , b u t n o t e v e r y t h i n g t h e P C s
e x c l u s i v e class s k i l l o f T r a d e S k i l l [ a l c h e m y ] ) . T h e r e f o r e , a c h a r - might want.
a c t e r m u s t seek o u t s u c h s p e c i a l i z e d t r a i n i n g , w h i c h w i l l o f t e n S o m e a d v e r s a r i e s , s u c h as u n i n t e l l i g e n t m o n s t e r s , d o n o t k e e p
result i n n e e d i n g t o b u i l d some f a c t i o n w i t h a n o t h e r g u i l d o r any treasure. T o c o m p e n s a t e , y o u c a n g i v e o t h e r adversaries e x t r a
m e n t o r a n d t h e n p a y i n g a steeper p r i c e f o r t h e t r a i n i n g . F o r treasure. Treasure hoards m a y also be guarded b y traps instead o f
e x a m p l e , a h u m a n m o n k desires t o i m p r o v e h i s W i l d e r n e s s Lore m o n s t e r s , o r t h e y m i g h t b e h i d d e n so t h a t P C s m u s t s o l v e a p u z z l e
skill to survive travel t h r o u g h Norrath's wilds better. Wilderness or follow a cryptic map t o f i n d t h e loot.
L o r e is a cross-class s k i l l f o r m o n k s , so t h e m o n k m u s t l o o k b e y o n d
Keep i n m i n d that people a n d monsters seldom lug around
his o w n guild t o find t h e training. T r a v e l i n g t h r o u g h Rivervale,
e n o r m o u s bags o f m o n e y . C r e a t u r e s t h a t l a c k h a n d s d o n o t c a r r y
he f i n d s t h e h a l f l i n g d r u i d s capable teachers. A f t e r t h e m o n k
treasure at a l l , assuming t h a t t h e y o w n any. Adversaries m e t
proves his w o r t h t o t h e S t o r m Reapers, t h e K a r a n a - w o r s h i p p i n g
outside t h e i r lairs s e l d o m carry m u c h w e a l t h . G u a r d s o n p a t r o l , for
d r u i d s agree t o t e a c h h i m . T h e m o n k p a y s t h e c o s t l i s t e d o n T a b l e
instance, m i g h t keep a few coins i n their pockets, w h i l e a traveling
4 - 2 as a d o n a t i o n t o t h e h a l f l i n g s a n d t h a n k s t h e m f o r t h e i r t i m e
noble could sport a ring, b r o o c h , or ornamented weapon hilt. I f a
and knowledge.
f o e c a n use a t r e a s u r e , s u c h as m a s t e r w o r k w e a p o n s o r m a g i c i t e m s ,
C l a s s a b i l i t i e s s u c h as l e a r n i n g t o c a s t h i g h e r l e v e l s p e l l s o r he c e r t a i n l y keeps i t o n h a n d . People a n d monsters o f t e n h i d e
l e a r n i n g t o c a l l a h o l y steed are c o m m o n l y t a u g h t free o f c h a r g e treasures t h a t t h e y c a n n o t carry w h e n t h e y leave t h e i r lairs.
t o PCs f r o m t h e i r guilds. S u c h abilities are considered a n o r m a l
part of a character's training, and by learning such abilities w h e n
t h e y are ready f o r t h e m , P C s — a n d t h e i r guilds — g r o w a n d
Treasure Hoarbs
O n c e y o u k n o w h o w m u c h treasure t h e party c a n w i n f r o m a n
e n c o u n t e r , y o u c a n w o r k o u t t h e details i n a n u m b e r o f ways. Y o u
c a n use T a b l e 4 - 4 : T r e a s u r e a n d succeeding tables t o r o l l u p

95
EverQuest RPG: Game Master'sGuioe

Types O F Treasure
T a b l e 4—4: T r e a s u r e d e f i n e s t h r e e classes o f l o o t : c o i n s , g o o d s ,
Tabic 4-3: Treasure Values per a n d i t e m s . T h e s e classes i n t u r n d i v i d e i n t o s e v e r a l s p e c i f i c t y p e s

Encounter o f treasure.

Encounter Level Treasure per Encounter C o i n s range f r o m h u m b l e c o p p e r pieces t o precious p l a t i n u m


pieces. M o r e p o w e r f u l creatures n o t o n l y acquire greater q u a n t i -
1 3 0 0 gp
ties o f cash, t h e y prefer h i g h - v a l u e c o i n s t o low-value m o n e y . Fifty
2 6 0 0 gp c o i n s w e i g h o n e p o u n d , so a h o a r d o f t e n s o f t h o u s a n d s o f c o i n s
3 ? 0 0 gp can present q u i t e a challenge t o move. A s t h e encounter level
4 1,200 gp rises, T a b l e 4 - 4 : T r e a s u r e p r e s e n t s a s t e a d y s h i f t f r o m c o p p e r t o

5 silver, gold, and finally p l a t i n u m .


1,600 gp
6 G e m s are a t t r a c t i v e t o s m a r t t r e a s u r e - h o a r d e r s b e c a u s e t h e y a r e
2 , 0 0 0 gp
s m a l l , l i g h t i n w e i g h t , a n d easily c o n c e a l e d . G e m s range f r o m
7 2 , 6 0 0 gp
s e m i p r e c i o u s s t o n e s s u c h as a g a t e o r l a p i s l a z u l i t o p r e c i o u s j e w e l s
8 3 , 4 0 0 gp s u c h as d i a m o n d s , e m e r a l d s , a n d r u b i e s . F o r s m a l l n u m b e r s o f
? 4 , 5 0 0 gp gems, r o l l up e a c h stone o n T a b l e 4 - 5 : G e m s a n d describe i t t o t h e
10 5 , 8 0 0 gp p l a y e r s . " A s h i m m e r i n g , p a l e b l u e m o o n s t o n e " is m u c h more
g l a m o r o u s t h a n " a 5 0 g p g e m . " S o m e j e w e l s f i n d use as s p e l l
II 7 , 5 0 0 gp
c o m p o n e n t s , t o o , so spellcasters n e e d t o k n o w w h i c h gems t h e
12 ? , 8 0 0 gp party finds.
13 1 3 , 0 0 0 gp
H i g h - l e v e l t r e a s u r e s m a y i n c l u d e d o z e n s o f g e m s . I n s u c h cases,
14 1 7 , 0 0 0 gp y o u m i g h t prefer t o h a v e m o s t o f t h e gems be o f t h e same sort, such
15 2 2 , 0 0 0 gp as a b o x f u l l o f p e a r l s . Y o u c a n a l s o assign v a l u e s i n t h e s a m e
16 2 8 . 0 0 0 gp p r o p o r t i o n s g i v e n by T a b l e 4 - 5 : Gems. Forinstance, a trove o f 40
gems m i g h t consist o f 1 0 b l u e quartz beads, 10 carnelians, 8
17 3 6 , 0 0 0 gp
spinels, 8 topazes, 4 rubies, a n d 1 c a n a r y - y e l l o w d i a m o n d .
18 4 7 , 0 0 0 gp
A r t objects t e n d t o be e v e n m o r e valuable t h a n gems, t h o u g h
1? 6 1 , 0 0 0 gp
n o t n e c e s s a r i l y as p o r t a b l e . J e w e l r y is t h e m o s t o b v i o u s l y v a l u a b l e
20 8 0 , 0 0 0 gp sort o fart: jeweled brooches, golden necklaces, crowns, and t h e
21 1 0 0 , 0 0 0 gp l i k e . U t i l i t a r i a n i t e m s s u c h as c o m b s , e w e r s , a n d w e a p o n h i l t s c a n

22 also be m a d e o f p r e c i o u s materials. S o m e a r t becomes valuable


121,000 gp
t h r o u g h age o r t h e s k i l l o f i t s m a n u f a c t u r e , s u c h as a n o l d
23 1 4 3 , 0 0 0 gp
masterpiece p a i n t i n g , a n embroidered silk robe, o r a n intricately
24 1 6 6 , 0 0 0 gp i l l u m i n a t e d b o o k . D o n o t i n c l u d e any art o b j e c t h e a v i e r or b u l k i e r
25 1 ? 0 , 0 0 0 gp t h a n a carpet o r tapestry — n o t unless y o u specifically m a k e t h e
26 2 1 5 , 0 0 0 gp c h a l l e n g e o f t r a n s p o r t i n g , say, a 2 - t o n b r o n z e s t a t u e a n i m p o r t a n t
part o fthe adventure.
27 2 4 1 , 0 0 0 gp
A s w i t h gems, h i g h - l e v e l hoards m a y i n c l u d e large n u m b e r s o f
28 2 6 8 , 0 0 0 gp
a r t o b j e c t s . O n c e m o r e , y o u c a n save t i m e by d u p l i c a t i n g a r t
29 2 ? 6 , 0 0 0 gp
objects o r m a k i n g t h e m a set. F o r instance, a h o a r d o f 2 0 art
30 3 2 5 . 0 0 0 gp objects m i g h t consist o f a king's c o l l e c t i o n o f the finest porcelain
o r a g o l d e n table service w i t h plates, goblets, knives, and forks for
five people.
M u n d a n e I t e m s include weapons, armor, h o l y water, and other
treasures a t r a n d o m . I f y o u p r e f e r , y o u c a n d e c i d e i n a d v a n c e h o w t h i n g s t h a t a d v e n t u r e r s c a n use — as w e l l as m a y b e t h e m o n s t e r s
m u c h l o o t a m o n s t e r o w n s a n d t h e n r o l l o n t h e treasure tables o r N P C s w h o o w n t h e m . A f e w flasks o f h o l y w a t e r m a k e a
u n t i l y o u b u i l d a h o a r d w i t h t h e a p p r o p r i a t e v a l u e . Y o u c a n also respectable treasure for n o v i c e PCs, w h i l e m a s t e r w o r k weapons
d e s i g n h o a r d s w i t h o u t d i e r o l l s , j u s t by s e l e c t i n g treasures t h a t please w a r r i o r s o f any l e v e l . . . u n t i l t h e y a c q u i r e m a g i c , o f course.
s e e m a p p r o p r i a t e t o e a c h e n c o u n t e r . E x c e p t i o n a l t r e a s u r e s s u c h as M a g i c I t e m s c o m e i n f o u r ranges: m i n o r , m e d i u m , m a j o r , a n d
m a j o r m a g i c i t e m s s h o u l d b e c h o s e n i n a d v a n c e as t h e c l i m a c t i c e p i c . T h e y are t h e m o s t p r e c i o u s o f a l l treasures a n d c a n send a
r e w a r d f o r a successful quest o r d e f e a t i n g a n i m p o r t a n t foe. hoard's value far b e y o n d t h e average for a specific e n c o u n t e r level.
T o use T a b l e 4 - 4 : T r e a s u r e , f i n d t h e r o w t h a t c o r r e s p o n d s t o See C h a p t e r 5: M a g i c I t e m s f o r i n s t r u c t i o n s o n r o l l i n g u p m a g i c
t h e e n c o u n t e r ' s level. R o l l o n e a c h c o l u m n t o f i n d w h a t treasure items, o r select m a g i c items t h a t seem a p p r o p r i a t e for t h e adver-
t h e h o a r d h a s f r o m e a c h class. T h e n w o r k o u t t h e v a l u e a n d sary a n d t h e a d v e n t u r e . Y o u m a y e l e c t t o t r a n s f e r s o m e magic
description o f each gem, art object, or item by rolling o n t h e i t e m s r o l l e d f o r a n e n c o u n t e r ' s treasure h o a r d t o b e used instead
appropriate tables. as a n a d d i t i o n a l q u e s t r e w a r d f o r t h e a d v e n t u r e .

Table4-4: Treasure
Encounter Level d% Coins d% Goods d% Items
1 01-14 — 01-90 — 01-71 —
15-2? 1d6 x 1,000 cp ?1-?5 1 gem 72-?5 1 mundane
30-52 1d8 x 1 0 0 sp ?6-100 1 art ?6-100 1 minor
53-?5 2 d 8 x 10 gp
?6-100 1d4 x 10 pp
2 01-13 — 01-81 — 01-4? —
14-23 IdIO x 1,000 c p 82-?5 1d3 gems 50-85 1 mundane
24-43 2d10 x 1 0 0 sp ?6-100 1d3 art 86-100 1 minor
44-?5 4 d 1 0 x 10 gp
?6-100 2 d 8 x 10 pp

9 6
~VJ
Chapter Four: Retoaros

Table4-4: Treasure Continue©


Encounter Level 6% Coins d% Goods 6% Items
3 01-11 — 01-77 — 01-49 —
12-21 2 d 1 0 x 1,000 cp 78-95 1d3gems 50-79 1d3 mundane
22-41 4 d 8 x 100 sp 96-100 1d3 a r t 80-100 1 minor
42-95 1 d 4 x 1 0 0 gp
96-100 IdlOxlOpp

4 01-11 — 01-70 — 01-42 —


12-21 3d10 x 1,000 cp 71-95 1d4gems 43-62 1d4 mundane
22-41 4 d l 2 x 1,000 sp 96-100 1d3art 63-100 1 minor
42-95 1 d 6 x 1 0 0 gp
96-100 1d8x10pp
5 01-10
11-1?

1d4x 10,000 cp
01-60
61-95

1d4gems
01-57
58-67

1d4 mundane
20-38 1 d 6 x 1,000 sp 96-100 1d4art 68-100 1d3 minor
39-95 1d8x100gp
96-100 IdlOxlOpp
6 01-10 — 01-56 — 01-54
11-18 1d6 x 1 0 , 0 0 0 cp 57-92 1d4gems 55-59 1d4 mundane
19-37 1d8 x 1,000 sp 93-100 1d4art 60-99 1d3 minor
38-95 IdIO x 1 0 0 gp 100 1 medium
96-100 1d12 x 10 pp
7 01-11 — 01-48 — 01-51 —
12-18 IdIO x 1 0 , 0 0 0 cp 49-88 1d4gems 52-97 1d3 minor
19-35 1d12x 1,000 sp 89-100 1d4art 98-100 1 medium
36-93 2 d 6 x 100 gp
94-100 3 d 4 x 10 pp

8 01-10 — 01-45 01-48 —


11-15 1d12x 1 0 , 0 0 0 cp 46-85 1d6gems 49-96 1d4 minor

1 16-29 2 d 6 x 1,000 sp 86-100 1d4 art 97-100 1 medium


30-87 2 d 8 x 100 gp
88-100 3d6x10pp

9 01-10 — 01-40 — 01-43 —


11-15 2 d 6 x 1 0 , 0 0 0 cp 41-80 1d8gems 44-91 1d4 minor
16-29 2 d 8 x 1,000 sp 81-100 1d4 art 92-100 1 medium
30-85 5 d 4 x 100 gp
86-100 2d12x10pp
10 01-10 01-35 — 01-40 —
11-24

2dlOx 1,000 sp 36-79 1d8gems 41-88 1d4 minor
25-79 6 d 4 x 100 gp 80-100 1d6art 89-99 1 medium
80-100 5d6x10pp 100 1 major
11 01-08 — 01-24 — 01-31 —
09-14 3d10 x 1,000 sp 25-74 IdIO gems 32-84 1d4 minor
15-75 4 d 8 x 100 gp 75-100 1d6art 85-98 1 medium
76-100 4d10 x 10 pp 99-100 1 major
12 01-08 — 01-17 — 01-27 —

i 09-14 3d12 x 1,000 sp 18-70 IdIO gems 28-82 1d6 minor


15-75 1d4 x 1,000 gp 71-100 1d8art 83-97 1 medium
76-100 1 d 4 x 1 0 0 pp 98-100 1 major

L
13 01-08 01-11 — 01-19 —
09-75

1d4 x 1,000 gp 12-66 1d12gems 20-73 1d6 minor
76-100 IdIO x 100 pp 67-100 IdIO art 74-95 1 medium
96-100 1 major
01-08 01-11 — 01-19 —
09-75 1 d 6 x 1,000 gp 12-66 2d8gems 20-58 1d6 minor
76-100 1d12 x 1 0 0 pp 67-100 2d6art 59-92 1 medium
93-100 1 major
01-03 01-09 — 01-11
04-74 1d8 x 1,000 gp 10-65 2d10gems 12-46 IdIO minor
75-100 3d4 x 100 pp 66-100 2d8art 47-90 1 medium
91-100 1 major
01-03 01-07 — 01-40 —
04-74 1d12x 1,000 gp 08-64 4d6gems 41-46 IdIO minor
75-100 3 d 4 x 100 pp 65-100 2d10art 47-90 1d3 medium
91-100 1 major
1

>\ f "
EverQuestRPG: Game Master's Guioe

"able4-4: Treasure Continued


Encounter Level 6% Coins 6% Goods d% Items
17 01-03 — 01-04 — 01-33 —
04-68 3 d 4 x 1,000 gp 05-63 4 d 8 gems 34-83 1d3 medium
69-100 2 d l 0 x l 0 0 pp 64-100 3 d 8 art 84-100 1 major
18 01-02 — 01-04 — 01-24 —
03-65 3 d 6 x 1,000 gp 05-54 3d12 gems 25-80 1d4 medium
66-100 5 d 4 x 100 pp 55-100 3d10 art 81-100 1 major
1? 01-02 — 01-03 — 01-04 —
03-65 3 d 8 x 1,000 gp 04-50 6 d 6 gems 05-70 1d4 medium
66-100 3 d 1 0 x 1 0 0 pp 51-100 6 d 6 art 71-100 1 major
20 01-02 — 01-02 — 01-25 —
03-65 4 d 8 x 1,000 gp 03-38 4d10 gems 26-65 1d4 medium
66-100 4d10 x 100 pp 39-100 7 d 6 art 66-100 1d3 major
21* 01-02 — 01-02 — 01-20 —
03-60 5 d 1 0 x 1,000 gp 03-40 1d6 x 10 gems 21-60 1d6 medium
61-100 5 d 1 0 x 1 0 0 pp 41-100 I d 4 x 10 art 61-95 Id3 major
96-100 lepic
+1 item
22* 01-02 — 01-02 — 01-15
03-55
56-100
I d 6 x 1 0 , 0 0 0 gp
1 d 6 x 1 0 0 pp
03-45
46-100
1d8 x 10 gems
1d4 x 10 art
16-50
51-85
-
1d6 medium
Id3 major
86-100 1 epic
+2 items
23* 01-02 01-02 01-15 —
03-50 1 d 6 x 1 0 , 0 0 0 gp 03-45 2 d 4 x 10 gems 16-40 1d8 medium
51-100 1 d 8 x 1,000 pp 46-100 1d6 x 10 art 41-75 1d3 major
76-100 1 epic
+3 items
24* 01-02 — 01-02 — 01-15 —
03-45 1 d 8 x 1 0 . 0 0 0 gp 03-45 2 d 6 x 10 gems 16-35 2 d 4 medium
46-100 1d8 x 1,000 pp 46-100 1d6x10art 36-70 1d4 major
71-100 1 epic
+5 items
25* 01-02 — 01-02 — 01-15 —
03-40 1 d 8 x 1 0 , 0 0 0 gp 03-45 3 d 6 x 10 gems 16-35 2 d 6 medium
41-100 2 d 4 x 1,000 pp 46-100 1d6 x 10 art 36-65 1d4 major
66-100 1 epic
+7 items
26* 01-02 — 01-02 — 01-10 —
03-35 2 d 4 x 1 0 . 0 0 0 gp 03-50 3 d 6 x 10 gems 11-20 2 d 6 medium
36-100 2 d 4 x 1.000 pp 51-100 1d8 x 10 art 21-55 Id4 major
56-100 1 epic
+10 items
27* 01-02 — 01-02 — 01-10 —
03-30 2 d 4 x 1 0 . 0 0 0 gp 03-50 4 d 6 x 10 gems 11-50 1d4 major
31-100 2 d 6 x 1,000 pp 51-100 1d8 x 10 art 51-100 1 epic
+13 items
28* 01-02 — 01-02 — 01-10 —
03-27 2 d 6 x 1 0 , 0 0 0 gp 03-50 4 d 6 x 10 gems 11-45 I d 6 major
28-100 2 d 6 x 1,000 pp 51-100 2 d 4 x 10 art 46-100 1 epic
+17 items
2?* 01-02 — 01-02 — 01-10 —
03-25 2 d 6 x 1 0 , 0 0 0 gp 03-45 5 d 6 x 10 gems 11-40 1d8 major
26-100 3 d 4 x 1,000 pp 46-100 2 d 4 x 10 art 41-100 1 epic
+ 2 0 items
30* 01-02 — 01-02 — 01-10 —
03-22 3d4 x 1 0 . 0 0 0 gp 03-40 6 d 6 x 10 gems 11-30 2 d 4 major
23-100 3 d 4 x 1,000 p p 41-100 2 d 4 x 10 art 31-100 1d3 epic
+24 items

* Treasures above 2 0 t h level automatically receive extra magic items, no m a t t e r what you roll. Make these a mix of minor, medium and major items, in an
average 6:3:1 ratio. For each additional item, roll IdIO: 1-6 indicates a minor i t e m , 7 - 9 a medium i t e m , and 10 a major item.
Chapter Four: Reioaros

Table 4-5: Gems Table 4-7: Munbane Items


6% Value Average Examples
6% Mundane Item
01-25 4 d 4 gp 10 gp Banded, cat's e y e , w o l f ' s eye, 0 1 - 05 A c i d ( 2 d 4 flasks, 10 gp each)
or moss agate; aquamarine;
06--08 Preserved monster body part (1d6 relics, at
bloodstone; carnelian; chalce-
least 10 gp each)
dony; c h e r t ; gypsum; hematite;
0 ? - -12 S a f f r o n , cloves, o r o t h e r rare spices (15 gp per
j a s p e r ; lapis lazuli; obsidian;
pound)
onyx; blue, smoky, o r star rose
quartz; rhodochrosite; s a r d - 1 3 - 14 Silk ( 2 0 gp per pound)
onyx; turquoise; zircon 15- 2 0 Holy w a t e r (1d4 flasks, 2 5 gp each)

26-50 2 d 4 x 10 gp 5 0 gp Amber; amethyst; chrysoprase: 2 1 - 22 Smoke bomb ( 7 5 gp)


c i t r i n e ; garnet; j a d e ; m o o n - 23- 24 Chain shirt (100 g p ) *
stone; pearl; rock crystal (clear 2 5 - -29 A n t i t o x i n (1d4 doses, 5 0 gp each)
q u a r t z ) ; topaz; zircon
3 0 - -34 M a s t e r w o r k class tools or skill kit (normal cost +
51-70 4d4x10gp 100 gp Azurite; chrysoberyl; coral; 5 0 gp)
emerald; r e d o r brown-green M a s t e r w o r k studded leather (175 g p ) *
35--38
garnet; opal; black, golden, pink,
19- -41 M i g h t y c o m p o s i t e s h o r t b o w ( 1 5 0 gp f o r +1
or silver p e a r l ; p e r i d o t ; r e d ,
bonus; 2 2 5 gp f o r +2 bonus)
r e d - b r o w n , o r deep green
spinel; tourmaline 42--44 Breastplate ( 2 0 0 g p ) *
45-- 4 7 M a s t e r w o r k musical instrument (100 g p )
71-90 2 d 4 x 1 0 0 gp 5 0 0 gp A l e x a n d r i t e ; f i r e opal; violet
garnet; deep blue spinel; star 48 -50 Banded mail ( 2 5 0 g p ) *

ruby 51- 75 M a s t e r w o r k weapon (normal cost + 3 0 0 gp)

91-99 4d4x100gp 1,000 gp Black opal; black sapphire; 76- -79 M i g h t y composite longbow ( 1 0 0 gp + 1 0 0 gp per
cloudy stone of Veeshan; d i a - +1 bonus)
m o n d ; f i r e emerald; j a c i n t h ; 8 0 -83 Raw silk armor ( 5 0 0 g p ) * *
r u b y ; sapphire 8 4 -?1 Half-plate ( 6 0 0 g p ) *
100 2 d 4 x 1,000 gp 5 , 0 0 0 gp Blue diamond*; canary, pink, o r 92- -?3 Spyglass o r w a t e r clock ( 1 , 0 0 0 g p )
other colored diamond; ? 4 -100 Full plate ( 1 , 5 0 0 g p ) *
Fulligran's soulstone

•Roll d % : 0 1 - 1 0 , Small; 11-?0, Medium-size; 7 1 - 0 0 , Large. (Mundane


* In N o r r a t h , a blue diamond is a specifically d i f f e r e n t item than any o t h e r armor is sized t o f i t its wearer. Magic armor adjusts t o its wearer's size.)
sort of diamond and of greater value.
** Roll d % : 0 1 - 2 0 , Small; 2 1 - 1 0 0 , Medium-size. (Mundane armor is
See the EverQuest:Players Handbook f o r more specific prices of various sized t o f i t its wearer. Magic armor adjusts t o its wearer's size.)
gems. Ornamental stones such as azurite and malachite are classified as a r t
objects, since they are either carved in relatively large masses o r used in
jewelry.

Table 4-6: Art Objects


6% Value Average Examples
0 1 - 10 I d l O x 10 gp 5 5 gp Silver e w e r ; carved bone o r ivory s t a t u e t t e ; finely w r o u g h t small gold bracelet; marble bust;
embroidered silk robe
I I - 25 3 d 6 x 10 gp 105 gp Cloth o f gold vestments; black velvet mask w i t h numerous citrines; silver chalice w i t h lapis lazuli gems;
book w i t h carved ivory cover
2 6 -- 4 0 1 d 6 x 100 gp 3 5 0 gp Large, well done w o o l tapestry; brass mug w i t h jade inlays; porcelain u r n ; marble statue; azurite,
malachite, o r alabaster statuette

41- 50 IdIO < 1 0 0 gp 5 5 0 gp Silver comb w i t h moonstones; silver-plated steel longsword w i t h j e t j e w e l in hilt; gold locket w i t h
sardonyx cameo p o r t r a i t
51- 60 2 d 6 > 100 gp 7 0 0 gp Carved harp of exotic w o o d w i t h ivory inlay and zircon gems; solid gold idol (10 l b ) ; m a s t e r w o r k
illuminated book; platinum chess piece
61- 70 3 d 6 x 100 gp 1,050 gp Gold dragon comb w i t h red garnet eye; gold and topaz b o t t l e s t o p p e r ; ceremonial electrum dagger w i t h
a star ruby in the pommel; plain velium locket
71- 8 0 4 d 6 x 100 gp 1,400 gp Eye patch w i t h mock eye o f sapphire and moonstone; f i r e opal pendant on a fine gold chain; old
masterpiece painting
81- 85 5 d 6 x 100 gp 1,750 gp Embroidered silk and velvet mantle w i t h numerous moonstones; sapphire pendant on gold chain

8 6 -90 1 d 4 x , 0 0 0 gp 2 , 5 0 0 gp Embroidered and bejeweled glove; j e w e l e d anklet; gold music box; velium ring w i t h small j e w e l

? 1 - 95 1 d 6 x 1,000 gp 3 , 5 0 0 gp Golden circlet w i t h four aquamarines; a string o f small pink pearls (necklace); solid platinum dagger

9b -99 2 d 4 x 1,000 gp 5 , 0 0 0 gp Jeweled gold c r o w n ; velium and ruby r i n g ; masterwork ivory miniature in platinum frame
100 2 d 6 x 1,000 gp 7 , 0 0 0 gp Gold cup crusted w i t h emeralds; solid j a d e t o m b s t o n e ; sculpted platinum saltcellar; velium armband

*• >- -

99
''^ifjZ\ iT\ d EverQucstRPGiGacncMcistcr'sGuiDe

F a c t i o n M u s t Be W i t n e s s e b
Faction A c t i o n s t h a t h a v e t h e p o t e n t i a l t o result i n f a c t i o n awards must
W h i l e n o t as t a n g i b l e a b e n e f i t as g a i n i n g a n e w l e v e l a n d class be witnessed a n d m a d e p u b l i c t o t h e f a c t i o n i n o r d e r t o result i n
abilities f r o m an XP award or purchasing a new spell or better f a c t i o n a d j u s t m e n t s . I f heroes w i p e o u t a g o b l i n c a m p , b u t n o
a r m o r w i t h p l u n d e r e d p l a t i n u m , f a c t i o n p r o v i d e s its o w n b e n e f i t s g o b l i n s escape a n d n o n e l a t e r l e a r n o f t h e d e e d , t h e n t h e h e r o e s '
that can sometimes rival those of X P or loot. T h e reward for h i g h f a c t i o n w i t h t h e g o b l i n s w i l l n o t suffer. L i k e w i s e , t h e h a l f l i n g
f a c t i o n comes i n t h r e e f o r m s : h a v i n g h i g h e n o u g h f a c t i o n t o be sheriff w i l l w a n t some sort o f e v i d e n c e o f such a deed before
a s s i g n e d h i g h l y r e w a r d i n g q u e s t s ; h a v i n g a n easier t i m e u s i n g p u b l i c l y l a u d i n g t h e h e r o e s as d e f e n d e r s o f t h e v a l e .
s o c i a l s k i l l s s u c h as D i p l o m a c y ; a n d p o s s e s s i n g t h e less m e a s u r a b l e
U l t i m a t e l y , y o u m u s t d e t e r m i n e w h a t passes t h e p u b l i c i t y t e s t .
b u t n o less r e w a r d i n g b e n e f i t o f p o p u l a r i t y . T h e f i r s t t w o b e n e f i t s
I n g e n e r a l , i f t h e a c t i o n s are m a d e p u b l i c e n o u g h t o raise o n e
d e r i v e f r o m t h e g a m e s y s t e m ; t h e t h i r d is p u r e l y a m a t t e r o f r o l e -
f a c t i o n , t h e n t h e y are also p u b l i c e n o u g h t o l o w e r a n o p p o s i n g
p l a y i n g a n d falls t o y o u t o b r i n g t o life. W h e n t h e b a r t e n d e r pulls
f a c t i o n , a n d v i c e versa. M o s t o p p o s i n g f a c t i o n s h a v e e n o u g h o f a n
o u t h e r best b r e w instead o f h e r best i n s u l t ; w h e n the city
i n f o r m a t i o n n e t w o r k a m o n g their enemies t o learn the identities
bureaucrats b e c o m e s y c o p h a n t s instead o f naysayers; w h e n the
o f a n y o n e b e i n g lauded by t h e i r enemies f o r actions t a k e n against
t o w n guard wants autographs instead o f bribes: the PCs w i l l feel
t h e m . W h e n all t h e h a l f l i n g guards at t h e w a l l i n M i s t y T h i c k e t
t h e effects o f f a c t i o n c o m e t o life i n y o u r story.
c h e e r t h e h e r o e s as g o b l i n h u n t e r s , e v e n t h e d i m - w i t t e d g o b l i n
s c o u t l u r k i n g i n t h e t h i c k e t a n d s p y i n g o n t h e w a l l w i l l be a b l e t o
Atoaroing Faction Aojustcnents r e p o r t b a c k t o R u n n y e y e C i t a d e l w h o has b e e n r a i d i n g t h e i r
camps.
F a c t i o n awards c o m e i n t w o f o r m s : t h e s t i p u l a t e d awards for
c o m p l e t i n g a q u e s t a n d G M a w a r d s . " A w a r d " is u s e d r a t h e r l o o s e l y
here since b o t h quest a n d G M awards c a n be n e g a t i v e or p o s i t i v e
C o m b i n i n g Q u e s t a n o GM F a c t i o n A c o a r O s
f a c t i o n ranks; f o r instance, a f a c t i o n " a w a r d " m i g h t be - 4 r a n k s t o G M f a c t i o n awards are i n t e n d e d t o f i l l i n t h e b l a n k s t o p r o v i d e
a PC's K r o m z e k f a c t i o n . p o s i t i v e f a c t i o n a d j u s t m e n t s f o r a c t i o n s o u t s i d e o f t h o s e necessary

Q u e s t awards are s t r a i g h t f o r w a r d f a c t i o n a d j u s t m e n t s o u t l i n e d t o c o m p l e t e quests. For e x a m p l e , a quest t o rescue a C o l d a i n

i n q u e s t d e s c r i p t i o n s (see e x a m p l e s i n C h a p t e r 3: C r e a t i n g A d - p r i s o n e r w i l l c a r r y its o w n p o s i t i v e C o l d a i n f a c t i o n a d j u s t m e n t

v e n t u r e s ) . G M awards are m o r e s u b j e c t i v e , s i m i l a r t o a s s i g n i n g X P s h o u l d t h e P C s s u c c e e d , so a l s o g i v i n g t h e P C s a G M award for

rewards for g o o d role-playing. A s G M , you should award f a c t i o n k i l l i n g K r o m r i f p r i s o n e r guards o r f o r t h e p r i s o n e r rescue i t s e l f i n

d u r i n g game play w h e n e v e r t h e PCs p e r f o r m a witnessed a c t i o n a d d i t i o n t o t h e quest a w a r d w o u l d be r e d u n d a n t . T h e quest award

t h a t w o u l d adjust t h e i r f a c t i o n . Examples o f such actions and already covers those situations. I f o n t h e i r way t o recovering the

r e c o m m e n d e d f a c t i o n a d j u s t m e n t s are l i s t e d i n T a b l e 4 - 8 : Fac- p r i s o n e r s , h o w e v e r , t h e PCs also s t o p p e d t o h e l p a C o l d a i n f o r t

t i o n A w a r d E x a m p l e s . N a t u r a l l y , s i n c e t h e s e are s u b j e c t i v e a w a r d s , repel a n ore a t t a c k , t h e i r a i d i n t h e fort's defense m i g h t e a r n a + 1

y o u m u s t use y o u r d i s c r e t i o n f o r w h a t c o n s t i t u t e s t r e a s o n o r h o w C o l d a i n f a c t i o n G M a w a r d s i n c e i t is u n r e l a t e d t o t h e m a i n q u e s t .

m u c h o f a d o n a t i o n is s u f f i c i e n t f o r t h e f a c t i o n t o v i e w a c h a r a c t e r N e g a t i v e f a c t i o n quest awards, t h o u g h , cover o n l y the conse-


as g e n e r o u s ( u s u a l l y a s i g n i f i c a n t m a g i c i t e m o r a n e n t i r e t r e a s u r e quences w i t h an e n e m y f a c t i o n for a i d i n g t h e quest giver's f a c t i o n ;
hoard). t h e y d o n o t i n c l u d e o t h e r actions t a k e n d u r i n g t h e quest t h a t
m i g h t w a r r a n t a d d i t i o n a l negative f a c t i o n awards. I n t h e C o l d a i n
p r i s o n e r rescue e x a m p l e , c o m p l e t i n g t h e quest m i g h t p r o v i d e a -
1 f a c t i o n p e n a l t y t o K r o m r i f w h e n t h e y hear w h o freed t h e i r
T a b l e 4-8: F a c t i o n A t o a r b E x a m p l e s p r i s o n e r . K i l l i n g K r o m r i f guards i n t h e process o f t h e rescue s h o u l d
Action Adjustment lead t o an a d d i t i o n a l - 6 ranks K r o m r i f f a c t i o n G M award.

Murder -6
Faction Limits
Treason -6
T h e E v e r Q u e s t : P l a y e r ' s Handbook discusses t h e t w o f o r m s o f
Sacrilege -6
f a c t i o n l i m i t s . F i r s t is t h e a b s o l u t e l i m i t t h a t f a c t i o n c a n n o t g o
Destroying P r o p e r t y (arson) -4 b e l o w - 1 0 o r a b o v e + 6 . T h i s l i m i t is easy t o r e g u l a t e .
Theft -3 T h e s e c o n d l i m i t is g r o u p - b a s e d l i m i t s , w h i c h a r e a b i t m o r e
Aiding a k n o w n criminal -2 d i f f i c u l t t o regulate. G r o u p l i m i t s are i n t e n d e d t o s i m u l a t e t h a t

Aiding an inimical religion ( w i t h o u t d i r e c t m o r t a l l y o p p o s e d f a c t i o n s w i l l n o t b o t h e m b r a c e s o m e o n e as a n


a l l y . I f a c h a r a c t e r is k n o w n t o b e a t r u s t e d a l l y o f t h e C o l d a i n a n d
harm t o adjusted faction religion) -2
t o h a v e supper at K i n g D a i n Frostreaver IV's table, t h e n K i n g
Trespassing -i T o r m a x o f the Kromzek w i l l never completely trust that charac-
Aiding an enemy faction ( w i t h o u t d i r e c t ter: surely t h e character m u s t be a d o u b l e agent f o r one o f her
harm to adjusted f a c t i o n ) -1 "allies" . . . a suspicion t h a t w i l l bar the character f r o m being
t r u s t e d as a n a l l y i n t w o o p p o s i n g c a m p s . S i m i l a r l y , a c l e r i c o f
Donation to church o r state i
I n n o r u u k w i l l n e v e r be e m b r a c e d as a n a l l y o f t h e K n i g h t s o f T r u t h
+

Defending f r o m enemy attack •i s i n c e t h e r e l i g i o n s o f t h e t w o o r g a n i z a t i o n s are o p p o s e d .


Bringing a criminal t o justice •i
T o apply group-based l i m i t s i n play, w h e n e v e r a character gains
Recovering stolen goods + i a p o s i t i v e f a c t i o n score w i t h o n e f a c t i o n , t h e character's m a x i -
Recovering prisoners + i m u m f a c t i o n score w i t h t h a t f a c t i o n ' s enemies o r o p p o s i n g r e l i g i o n
Eliminating enemies +2 f a c t i o n s is z e r o m i n u s t h e c h a r a c t e r ' s f a c t i o n s c o r e w i t h the
o r i g i n a l g r o u p . For e x a m p l e , i f a c h a r a c t e r h a d a f a c t i o n score o f
0 w i t h b o t h C o l d a i n and Kromzek, t w o enemy factions, and the
character received + 1 faction w i t h the C o l d a i n , his faction w i t h
A s T a b l e 4 - 8 i n d i c a t e s , l o s i n g f a c t i o n is f a r easier t h a n g a i n i n g K r o m z e k w o u l d h a v e a n e w m a x i m u m o f 0 - 1 = - 1 . So, his f a c t i o n
i t . N o r r a t h d e m a n d s e x t r e m e m e a s u r e s f r o m t h o s e w h o seek t o w i t h K r o m z e k w o u l d d r o p f r o m z e r o t o n e g a t i v e o n e as the
s u r v i v e let a l o n e prosper, a n d these h a r s h challenges lead m o s t K r o m z e k h e a r d a b o u t h o w f r i e n d l y t h e c h a r a c t e r was b e c o m i n g
races a n d g r o u p s t o b e s o m e w h a t x e n o p h o b i c . T o p r o v e t h e i r w i t h t h e i r C o l d a i n enemies. If the character's f a c t i o n w i t h C o l d a i n
loyalty a n d t r u s t w o r t h i n e s s , PCs m u s t break t h r o u g h t h e h e a l t h y later j u m p e d t o + 3 , his K r o m z e k f a c t i o n w o u l d likewise have a
level of paranoia and distrust most factions w i l l show t o outsiders. new m a x i m u m o f 0 - 3 = - 3 , and if his faction w i t h the Kromzek
h a d n o t a l r e a d y d r o p p e d t o - 3 o r less f o r o t h e r r e a s o n s , i t w o u l d
n o w d r o p t o - 3 as t h e K r o m z e k g r o w i n c r e a s i n g l y w a r y o f t h i s i c e

100 ^ [
Chapter Four: Reioaros

dwarf l o v i n g hero. T h e only way the character could improve his Priest Keven. A l l i e s : Shamans of Justice. Enemies: T h e Beastlords
Kromzek faction score above - 3 would be to take some a c t i o n to of the Dark, the Beastlords of the Feerrott.
lower his C o l d a i n faction, thereby raising or r e m o v i n g the group- T h e Rogues of the W h i t e Rose ( B a r b a r i a n Rogues)
based Kromzek faction l i m i t . O n c e the storm giants see the A l i g n m e n t : N . L o c a t i o n : Halas, A n t o n i c a . D e s c r i p t i o n : L i v -
character k i l l an ice dwarf or t w o , they w i l l be ready to extend ing i n a society that reveres the T r i b u n a l and holds a harsh code
their trust once again. of justice and even harsher punishments, the rogues of Halas walk
a fine line between pursuing their chosen profession and h o n o r i n g
Assigning Initial Faction their gods. T h e end result leads most W h i t e Rose rogues t o be
W e recommended t h a t you go ahead and assign i n i t i a l faction honorable and generally to obey the laws of their society, instead
ranks whenever PCs first encounter someone o f a given faction. t u r n i n g t h e i r skills t o adventure, p l u n d e r i n g Halas's enemies, and
Unless you would like an N P C s true faction loyalties t o remain commerce, forming a significant part o f Halas's merchant and
secret, you should ask players to record their i n i t i a l faction ranks b a n k i n g activities. G u i l d Leader: D u n M c D o w e l l . A l l i e s : N o n e .
on their character sheets after their first encounter w i t h an N P C Enemies: N o n e .
of a new faction. See " A l i g n m e n t and I n i t i a l F a c t i o n " o n page 144 T h e Shamans of Justice ( B a r b a r i a n Shamans)
of the EverQuest: Player's Handbook. Recording a new faction o n A l i g n m e n t : O N . L o c a t i o n : Halas, A n t o n i c a . D e s c r i p t i o n :
their character sheets lets players take notice t h a t their reputa-
T h e Shamans of Justice follow the T r i b u n a l . T h e y believe i n
tions are now at stake w i t h a new organization.
h o n o r and justice, and demand b o t h from t h e i r members. T h e y
A host o f factions are provided at the end o f this chapter that are called u p o n as judges w h e n necessary. G u i l d Leader: Margyn
should get you started n o matter where you begin your campaign. M c C a n n . A l l i e s : T h e W o l v e s o f the N o r t h . Enemies: C i r c l e o f
Most o f these factions are ones established i n EverQuest, but feel U n s e e n H a n d s , C o a l i t i o n o f T r a d e f o l k U n d e r g r o u n d , the
free to change t h e m to suit your campaign. You should also feel Sabertooth C l a n .
free to create new factions as your campaign develops and the PCs
T h e W o l v e s of the N o r t h ( B a r b a r i a n W a r r i o r s )
encounter organizations you have created for your o w n version o f
A l i g n m e n t : N . L o c a t i o n : Halas, A n t o n i c a . D e s c r i p t i o n : T h e
Norrath.
W o l v e s of the N o r t h pride themselves o n their fighting ability,
and m e r i t and status is based o n battlefield prowess. T h e y disdain
Secret Faction Loyalties the Rogues o f the W h i t e Rose, seeing t h e m as skulking profiteers
W h e n the PCs have n o t yet discovered t h a t the judge really instead o f true warriors. G u i l d Leader: K y l a n O'Danos. A l l i e s :
works for the Freeport thieves guild, try n o t to spoil such mysteries T h e Shamans o f Justice, the Steel W a r r i o r s of Qeynos and
by suddenly assigning the PCs i n i t i a l faction i n C o a l i t i o n o f Freeport. Enemies: T h e Rogues o f the W h i t e Rose, the C i r c l e of
Tradefolk U n d e r g r o u n d w h e n they meet the judge or h a v i n g Unseen Hands, the Sabertooth C l a n .
t h e m apply their negative faction ranks w i t h C o a l i t i o n of Tradefolk
Underground to t h e i r Diplomacy skill checks w h e n pleading their bark Elves
case before the judge. W h e n you prefer to keep an N P C s faction
secret, lying to your players and indicating that an N P C belongs T h e T e i r ' D a l , hated and feared by most races, tend to be
to another faction is perfectly acceptable. A Freeport M i l i t i a manipulative and spiteful even t o other T e i r ' D a l . T h e i r lives are
agent insinuating herself i n t o the Steel W a r r i o r s w i l l outwardly filled w i t h fear, hate, and e x p l o i t a t i o n ; love and trust are weakling
behave and respond as t h o u g h she were a Steel W a r r i o r i n order ideas for w e a k l i n g people. T e i r ' D a l are tolerated, sometimes even
to m a i n t a i n her disguise. welcomed, by coreligionists of other races, but even t h e n they
must be watchful. Treason is c o m m o n and trust is rare among the
children of Innoruuk.
Player Character Factions Dark elf faction groups are merely larger versions o f the typical
i n d i v i d u a l dark elf personality. T h e groups themselves vie for
Barbarians political power i n N e r i a k , resorting t o any and all means to gain
Barbarians have a strict sense o f h o n o r and justice, as w e l l as an upper h a n d o n one another. O n l y the gravest of outside threats
strong extended family ties t o their clan, w h i c h often lead t h e m w i l l cause the groups to t u r n from i n t e r n a l power games to face an
to i m p o l i t i c conflicts w i t h other races. T h e y are welcome i n all external foe. Outsiders o f other races are seldom welcomed by
good cities, although the local guards tend to w a t c h t h e m closely dark elf organizations, unless the i n t e n t is merely t o fool someone
as they have a reputation for violence and are mistrusted due to w i t h duplicitous overtures of membership, friendship, and loyalty
their unusual and seemingly p r i m i t i v e customs. W h i l e blood feuds in order t o eke out the most usefulness from such pawns. N e w
and revenge are perfectly acceptable i n Halas, other races tend to initiates face harsh and demeaning training, demanding require-
be alarmed by such practices. ments o f service, and harsher penalties for failure. T h e y are often
Barbarian faction organizations arise either from extended c l a n placed i n t o c o m p e t i t i o n w i t h their fellow initiates and are ex-
ties (Rogues of the W h i t e Rose) or tribal apprenticeship practices pected to claw their way up t h r o u g h the faction group's power
(Shamans of Justice). Those organizations t h a t come from clan structure ruthlessly i n order to earn any respect among their peers
ties are slower to accept outsiders, and this insularity hinders their or superiors. U n t i l an apprentice has literally or at least figura-
potential such that some members eventually find themselves tively stabbed another guild member i n the back to gain an
outgrowing their clan. Yet the clan ties keep members fiercely advantage i n guild politics, the guild's superiors can hardly be
loyal to one another, and members give more support to one expected to recognize any true a m b i t i o n i n the young T e i r ' D a l
another while seeking less i n return. Faction groups that arise apprentice.
from apprenticeship practices expect a l o t o f service from their T h e D e a d ( D a r k E l f Necromancers and Shadow K n i g h t s )
new initiates, and the new loyalty a young barbarian has to his A l i g n m e n t : OE. Location: Neriak, Antonica. Description:
masters sometimes conflicts w i t h duties t o family and clan. These The Dead tamper w i t h the corpses o f allies and enemies alike,
groups are based more around the practice of an art t h a n a clan, raising t h e m to unlife as servants and defenders. T h e y consider
and so they are quicker to welcome outsiders w h o also practice themselves the elite o f dark e l f society and vie w i t h the Spurned
their profession. for p o l i t i c a l power w i t h i n N e r i a k . G u i l d leaders: X o n Q u e x i l l ,
T h e Field Priests of the T r i b u n a l ( B a r b a r i a n Beastlords) necromancers; N e x x k a T o l a x , shadow knights. A l l i e s : Queen
Cristianos T h e x . Enemies: T h e E l d r i t c h C o l l e c t i v e , the Keepers
A l i g n m e n t : O N . L o c a t i o n : Halas, A n t o n i c a . D e s c r i p t i o n :
of the A r t , T h e Spurned.
The Field Priests shun many of the trappings o f c i v i l i z a t i o n ,
preferring to live w i l d w i t h the beasts. T h e y seek out those w h o The E b o n M a s k ( D a r k E l f Rogues)
wish to hide from justice i n the wilderness, passing sentence and A l i g n m e n t : N E . L o c a t i o n : Neriak, A n t o n i c a . D e s c r i p t i o n :
carrying out their o w n judgments. G u i l d Leader: H i g h Field The rogues o f the Ebon Mask began as a secret police force for a
now extinguished dynasty o f N e r i a k rulers. T h e rogues were
Ev€rQu€StRPG:GacneMast€r'sGuit)€
feared t h r o u g h o u t d a r k e l f society for t h e i r u n e r r i n g assassination c u n n i n g . Its m e m b e r s are w e l l t h o u g h t o f f o r rogues, h a v e l i t t l e
o f t h e d y n a s t y ' s e n e m i e s a n d t h e i r u n f a i l i n g p r o t e c t i o n as b o d y - c o n f l i c t w i t h the o t h e r guilds i n K a l a d i m , and have fair standing
guards t o t h e r o y a l f a m i l y . N e v e r t h e l e s s , w i t h t h e e n d o f t h e w i t h m o s t g o o d races, g e n e r a l l y t h a n k s t o t h e i r r e p u t a t i o n s as
d y n a s t y , t h e E b o n M a s k g u i l d has d i v i d e d , w i t h s o m e rogues fierce t u n n e l f i g h t e r s a n d s t e a l t h y saboteurs o f ore, dark elf, a n d
b e c o m i n g assassins f o r h i r e o r t h i e v e s w h o s e o n l y m o t i v e is p r o f i t , ogre strongholds. G u i l d Leader: Mater. A l l i e s : T h e Deeppockets.
w h i l e o t h e r s h o l d t o t h e o l d e r t e n e t s o f t h e g u i l d a n d seek t o r e n e w Enemies: The Circle o f Unseen Hands, the Ebon Mask, the
the guild's true purpose. G u i l d Leader: E o l o m J ' A x x . A l l i e s : T h e Butcherhlock Bandits.
I n d i g o B r o t h e r h o o d , the C r u s h b o n e Ores. Enemies: T h e Guards
M i n e r ' s G u i l d 2 4 9 , a l s o k n o w n as T h e P a l a d i n s o f U n d e r f o o t
of Qeynos, the Wolves of the N o r t h , the Guardians of the Vale. ( D w a r v e n Paladins)
T h e Indigo Brotherhood (Dark Elf Warriors)
A l i g n m e n t : O G . L o c a t i o n : K a l a d i m , Faydwer. D e s c r i p t i o n :
A l i g n m e n t : OE. Location: Neriak, Antonica. Description:
T h e Paladins o f U n d e r f o o t allow o n l y the fiercely devout i n t o
The I n d i g o B r o t h e r h o o d consists o f a b l o o d t h i r s t y b a n d of
their ranks and demand total intolerance of the evil races.
w a r r i o r s w h o r e v e l i n v i o l e n c e f o r t h e sake o f v i o l e n c e . Their
Enemies o f t h e paladins w h o confuse stature w i t h s t r e n g t h rarely
cruelty and boundless h a t r e d make t h e m feared a n d despised
live to learn f r o m their mistake. T h e p a l a d i n s are c u r r e n t l y
through all of N o r r a t h . G u i l d Leader: Seloxia Punox. A l l i e s : T h e
f o c u s e d o n f r e e i n g d w a r v e n slaves c a p t u r e d by t h e Crushbone
E b o n Mask, the C r u s h b o n e Ores. E n e m i e s : T h e Emerald War-
Ores. G u i l d Leader: Datur Nightseer. A l l i e s : T h e Clerics of
riors, the Steel W a r r i o r s , the Freeport Militia, the Halfling
Underfoot. Enemies: The Crushbone Ores.
L e a t h e r f o o t Raiders, t h e G u a r d i a n s o f t h e V a l e .
T h e Priests of I n n o r u u k ( D a r k Elf Clerics) T h e Stormguard (Dwarven Warriors)
A l i g n m e n t : OE. Location: Neriak, Antonica. Description: Alignment: OG. Location: Kaladim. Description: The
M e r c y a n d c o m p a s s i o n are s i n s t o t h e p r i e s t s o f I n n o r u u k . I f t h e y S t o r m g u a r d a r e t h e d e f e n d e r s o f K a l a d i m , as w e l l as m o s t o f t h e
d e c i d e a w o u n d e d i n d i v i d u a l is t o o w e a k o r u n w o r t h y o f h e a l i n g , B u t c h e r b l o c k M o u n t a i n s , w h e r e they m a n guard towers scattered
they w i l l instead sacrifice t h e u n f o r t u n a t e t o t h e i r g o d o f hate. a l o n g t h e r o a d s a n d d e f e n d a g a i n s t g o b l i n , o r e , a n d o g r e assaults.
T h e y r e l i s h d e s t r o y i n g t h e p r i e s t s a n d t e m p l e s o f d e i t i e s s u c h as T h e y are s t r o n g f i g h t e r s w i t h a r e p u t a t i o n f o r s h o r t t e m p e r s a n d
Tunare and Rodcet N i f e . G u i l d L e a d e r : Perrir Zexus. A l l i e s : l o n g grudges. G u i l d L e a d e r : F u r t o g O g r e b a n e . A l l i e s : T h e Pala-
N o n e . E n e m i e s : T h e Priests o f M a r r , t h e C l e r i c s o f T u n a r e , t h e dins of Underfoot. Enemies: Craknek Warriors, the Knights of
Priests o f Life. N i g h t k e e p , C l a n R u n n y e y e , t h e C r u s h b o n e Ores.

The Spurned (Dark Elf Enchanters, Magicians, and Wiz- Erudites


ards) Descended f r o m the scholarly elite of humans w h o migrated
A l i g n m e n t : OE. Location: Neriak, Antonica. Description: w e s t w a r d t o escape t h e rest o f h u m a n i t y ' s wars a n d p e t t y b i c k e r -
T h e S p u r n e d are t h o s e d a r k elves t h a t p r a c t i c e t h e "lesser m a g i c s . " ing, the Erudites consider themselves the most evolved and
T h e y are s h u n n e d w i t h i n t h e i r o w n society, unless s o m e o n e has i n t e l l i g e n t o f beings. T h e f a c t t h a t t h e y are v e r y v o c a l a b o u t t h i s
need o f t h e i r magics. T h e S p u r n e d are c o n f i d e n t i n t h e p o w e r o f belief — a l o n g w i t h t h e i r p i t y a n d c o n t e m p t f o r o t h e r races —
t h e i r a r t , h o w e v e r , a n d w i t h s t a n d t h e h a r s h s o c i a l o s t r a c i s m as a makes t h e m disliked the w o r l d over. T h e arrogance o f the Erudites
s m a l l price t o pay for f o l l o w i n g t h e roads t o t r u e p o w e r . T h e D e a d is as l e g e n d a r y as t h e i r s k i l l s w i t h m a g i c . T h e y are o f t e n t o l e r a t e d ,
are t h e m a i n p o l i t i c a l e n e m y of the Spumed, partly due to b u t rarely w e l c o m e d .
differences i n magical practice and partly due to t h e power Erudite organizations prize o r d e r l y , c o n s t r u c t i v e pursuit o f t h e
struggle i n N e r i a k between K i n g N a y t h o x T h e x and Queen h i g h e r g o a l s o f a c a d e m i c l e a r n i n g o r s p i r i t u a l i t y . T h e y are a c c e p t -
Cristianos Thex. G u i l d Leaders: Carnia V'Retta, enchanters; i n g o f a n y o n e w h o d e m o n s t r a t e s a desire t o learn a n d t h e a b i l i t y
Jayna D'Bious, magicians; G a t h N ' M a r e , wizards. A l l i e s : K i n g to contribute.
Naythox Thex. Enemies: The Dead.
T h e Craft Keepers (Erudite Enchanters)
A l i g n m e n t : O G . L o c a t i o n : Erudin, Odus. D e s c r i p t i o n : T h e
Dwarves e n c h a n t e r s o f t h e C r a f t K e e p e r s are respected m e m b e r s o f E r u d i t e
D w a r v e s h a v e a r e p u t a t i o n o f b e i n g as s t u b b o r n a n d u n y i e l d i n g society. M o s t dedicate t h e i r lives t o research a n d e x p e r i m e n t a -
as s t o n e . T h e e l v e s e s p e c i a l l y see t h e m as j o y l e s s a n d d o u r , a n d t i o n , a l t h o u g h some few leave O d u s t o gather k n o w l e d g e in the
i n d e e d t h e y are a s o l e m n p e o p l e . T h e y are s l o w t o a n g e r a n d o n c e uncivilized world beyond. As w i t h most Erudite factions, the
angry slow t o c a l m again. T h e y f i n d pleasure i n w o r k for t h e g o o d C r a f t K e e p e r s are e n e m i e s o f t h e H e r e t i c s o f P a i n e e l . Guild
of dwarven-kind and the i m p r o v e m e n t o f their families and Leader: L a n k e n Rjarn. A l l i e s : H i g h C o u n c i l of Erudin, the H i g h
themselves. Dwarves strive t o w a r d the image o f their o w n cre- Guards of Erud. Enemies: T h e Heretics.
ations — impressive, e n d u r i n g , and o f w o r k m a n - l i k e fashion.
T h e Crimson Hands (Erudite Wizards)
D w a r v e n f a c t i o n s are h i g h l y o r g a n i z e d . N e w m e m b e r s are g i v e n
A l i g n m e n t : O G . L o c a t i o n : Erudin, Odus. D e s c r i p t i o n : W h i l e
clear duties t o p e r f o r m a n d e x p e c t e d t o get t h e m a c c o m p l i s h e d
t h e rare r a d i c a l wizard m a y w o r s h i p Solusek Ro, most of the
w i t h o u t a l o t o f h a n d - h o l d i n g f r o m t h e i r superiors. I n i t i a t e s are
w i z a r d s a r e as p o l i s h e d a n d c i v i l i z e d as t h e r e s t o f E r u d i t e s o c i e t y .
also p u t t h r o u g h t r a i n i n g p r o g r a m s r e f i n e d o v e r a l o n g h i s t o r y a n d
W i z a r d s t e n d t o be s l i g h t l y m o r e w i l l i n g t o t r a v e l , perhaps due t o
w h i c h really s h o u l d n o t be m u d d l e d w i t h by a n y y o u n g k n o w - i t -
t h e i r m a g i c a l a b i l i t y t o d o so m o r e e a s i l y , b u t s t i l l d e v o t e m o s t o f
alls.
t h e i r t i m e t o s t u d y i n g t h e r u n e s a n d w r i t i n g s o f past m a s t e r s a n d
D w a r v e n o r g a n i z a t i o n s w i l l m a k e t h e group's goals clear to d e l v i n g i n t o n e w arcane experiments. G u i l d L e a d e r : Ghanlin
outsiders, a n d i f outsiders w i s h t o ingratiate themselves t o the Skyphire. A l l i e s : H i g h C o u n c i l of Erudin, the H i g h Guards of
d w a r v e s , t h e r e is s e l d o m a n y a m b i g u i t y t o w h a t t h e d w a r v e s are Erud. Enemies: T h e Heretics.
a f t e r . D w a r v e n l o y a l t i e s a r e f o r g e d s l o w l y , h o w e v e r , so p a t i e n c e
The Deepwater Knights (Erudite Paladins and Clerics of
and persistence become d e f i n i n g traits o f those w h o w i n d w a r v e n
Prexus)
f a v o r a n d t h e r e b y m i g h t see g i f t s o f d w a r v e n f o r g e d g o o d s .
A l i g n m e n t : O G . L o c a t i o n : Erudin, Odus. Description: T h e
T h e Clerics of U n d e r f o o t ( D w a r v e n Clerics)
paladins and priests o f t h e D e e p w a t e r K n i g h t s v e n t u r e f r o m O d u s
A l i g n m e n t : O G . L o c a t i o n : K a l a d i m , Faydwer. D e s c r i p t i o n : m o r e t h a n m o s t E r u d i t e s , as t h e i r d e s i r e t o p r o t e c t t h e o c e a n leads
T h e s e p r i e s t s o f B r e l l S e r i l i s a r e w i s e h e a l e r s as w e l l as s t r o n g t h e m to travel. T h e i r affinity w i t h the ocean grants t h e m a kinship
fighters, often j o i n i n g the d w a r v e n warriors and paladins i n battle. w i t h E r u d i t e s a i l o r s a n d f i s h e r m e n , p r o v i d e d t h e y r e s p e c t t h e sea's
G u i l d L e a d e r : Priestess G h a l e a . A l l i e s : T h e P a l a d i n s o f U n d e r - might. T h e Deepwater K n i g h t s are also t h e p r o t e c t o r s o f t h e
f o o t . E n e m i e s : T h e Priests o f I n n o r u u k , t h e C r u s h b o n e Ores. E r u d i t e s ' r a c i a l a n d c u l t u r a l p u r i t y , a d u t y t h a t o c c a s i o n a l l y leads
Miner's Guild 628 (Dwarven Rogues) t h e m t o p r i d e f u l o r u n c o m p a s s i o n a t e acts. G u i l d L e a d e r : W e l i g o n
A l i g n m e n t : N G . L o c a t i o n : N o r t h K a l a d i m , Faydwer. D e s c r i p - Steelherder, p a l a d i n s ; G a n s Paust, clerics. A l l i e s : H i g h C o u n c i l
t i o n : M i n e r ' s G u i l d 628 is v e r y c l e v e r a n d p r i d e s i t s e l f o n i t s of Erudin. Enemies: T h e Heretics, C l a n Kolbok.

102
T h e Gate Callers (Erudite Magicians) recruit those gnomes w h o showed enough promise to warrant
Alignment: O G . Location: Erudin, Odus. Description: Eru- entry i n t o D a r k Reflection and to be instructed i n the proper
dite magicians spend m u c h of t h e i r lives i n research, although the worship o f Bertoxxulous.
occasional magician w i l l travel to gather knowledge and needed T h e gnomes of Dark Reflection pride themselves o n being
research components from the wider w o r l d . W h i l e Erudites would brave enough to follow their curiosity wherever i t may lead, even
never admit another race m i g h t have a better idea, m u c h o f the i n t o the e x p l o r a t i o n o f dark powers such as necromancy. O t h e r
research they b r i n g home was lifted from the libraries of other gnomes of the E l d r i t c h C o l l e c t i v e or Gemchoppers are too
races. Guild Leader: Markus Jaevins. Allies: H i g h C o u n c i l o f cowardly t o tread the paths that the gnomes o f Dark Reflection
Erudin. Enemies: T h e Heretics. dare travel. O f course, the path also seems t o bring out a malicious
T h e Peacekeepers (Erudite Paladins and Clerics of Quellious) sense of h u m o r i n its initiates, w h i c h gradually degrades i n t o
Alignment: O G . Location: Erudin, Odus. Description: These wickedness and w a n t o n cruelty the longer members continue to
clerics and paladins worship the T r a n q u i l , and they prefer to keep worship the Plaguebringer.
to their own, orderly society w h e n they can. T h e Peacekeepers are Members o f the Dark Reflection use abandoned mines and
slightly more tolerant o f outsiders t h a n most Erudites, a l t h o u g h underground waterways t o travel safely to A k ' A n o n and beyond,
even their compassion can drift i n t o patronizing pity. G u i l d h i d d e n from the eyes of their gnome enemies. T h e numbers of the
Leaders: Leraena Shelyrak, clerics; Depnar Bulrious, paladins. Dark Reflection are relatively small, and should A k ' A n o n proper
Allies: H i g h C o u n c i l of Erudin. Enemies: T h e Heretics. discover their location, the Dark Reflection would surely be
T h e Heretics (Erudite worshippers of C a z i c - T h u l e ) wiped out i f its members could n o t escape from the resulting
Alignment: O E . Location: Paineel, Odus. Description: T h e conflict — especially since M e l d r a t h rarely involves himself w i t h
Heretics are those Erudites w h o practice necromancy or blasphe- his followers, h a v i n g left t h e m to pursue his o w n goals. W i t h the
mous divine magic sponsored by t h e i r god Cazic-Thule, the god necessity o f mutual support, the leaders o f the Dark Reflection
keep their different professions banded together as one group.
of fear. Most are descendants of the original Heretics w h o rebelled
G u i l d Leaders: Evah Xokez, clerics; Rilgor Plegnog, enchanters;
long ago, but the occasional few d o abandon the strict Erudite
Vaenor Husga, magicians; Eonis M o u r n u n d e r , necromancers;
society and slip away to j o i n t h e m . T h e y are hated by all good
K a x o n Frennor, rogues; Garret Zethkog, shadow knights' Naygog
people and at best barely tolerated by the practitioners of the dark
M i t o p e , warriors; Velena Corgtec, wizards. Allies: N o n e . E n -
arts among other races. G u i l d Leaders: Sern A d o l i a , clerics;
emies: T h e Eldritch C o l l e c t i v e , the Gemchoppers o f A k ' A n o n .
Coriante Verisue, necromancers; M a n d a r i l Dark Knife, shadow
knights. Allies: N o n e . Enemies: T h e Gate Callers, the Craft T h e Deep Muses (Gnomish Clerics, Paladins, and Rogues)
Keepers, C r i m s o n Hands, C l a n K o l b o k , and especially the Alignment: D O Location: A k ' A n o n , Faydwer. Description:
Deepwater Knights. In one o f the stranger combinations i n the land, the Deep Muses
are clerics, paladins, and rogues w o r k i n g together worshipping
Gnomes b o t h Brell Serilis and Bristlebane from the A b b e y of Deep
Musings (although the paladins predominantly worship Brell
Gnomes are cheerful, friendly, and curious, w i t h an insatiable
over the trickster). These gnome rogues enjoy good standing
passion for mechanical creations. T h e y build their c l o c k w o r k
anywhere the clerics are well received and have a reputation as
artifacts for dangerous tasks, tedious labor, and a n y t h i n g else they
gentlemen and ladies. G u i l d Leaders: l o n y Gredlong, clerics;
can t h i n k of. W h i l e many gnomes like to stay at home, some do
Lewis Reldnok, paladins; W e l n o Tanboots, rogues. Allies: T h e
travel, even i f for n o other reason t h a n to feed their curiosity.
Gemchoppers, the Merchants of A k ' A n o n . Enemies: T h e Dark
T h e y are often viewed w i t h amusement by the larger races, w h i c h
Reflection.
does not particularly bother t h e m .
G n o m e organizations are something of an o x y m o r o n : n o t m u c h T h e Eldritch Collective (Gnome Enchanters, Magicians, and
about t h e m is organized. T h e y are more like meeting places Wizards)
through w h i c h a w h i r l w i n d of a c t i v i t y and curious energy swirls. Alignment: D N . Location: A k ' A n o n , Faydwer. Description:
Outsiders are often just another curiosity and w i l l be happily T h e E l d r i t c h C o l l e c t i v e is dedicated to learning, magical re-
swept up i n t o the organization's pursuits as i f they were life-long search, and experimentation — often, the wilder the experiment,
members. the better. W h i l e many o f the Collective's members never leave
A k ' A n o n , few are w i l l i n g to go out and seek knowledge beyond
T h e D a r k Reflection (Gnome Worshippers of Bertoxxulous)
the safety o f home. T h e E l d r i t c h Conclave actively opposes dark
Alignment: D E . Location: T h e M i n e s of M a l f u n c t i o n , C i t y o f
elf necromancers of the Dead, whose agents sometimes plague
A k ' A n o n , Faydwer. Description: N o t so very l o n g ago by gnome
A k ' A n o n , and the Dark Reflection, w h i c h lures curious Eldritch
time standards, two t w i n gnomes were born j o i n e d i n one body. By
C o l l e c t i v e apprentices i n t o its fold. G u i l d Leaders: Juline
virtue o f a blessing or a trick o f Fizzlethorpe Bristlebane, the
Urncaller, enchanters; W u g g a n Azusphere, magicians; T o b o n
mother was able to cleave the twins apart. Bristlebane took one
Starpyre, wizards. Allies: T h e Gemchoppers. Enemies: T h e Dark
c h i l d to his Plane o f I n n o v a t i o n and left the other c h i l d i n its
Reflection, the Dead.
mother's arms. Naturally, Bristlebane got the better end o f the
deal, because w h i l e the t w i n that remained i n A k ' A n o n would T h e Gemchoppers (Gnome Warriors)
grow up to be a sorcerer of great ability, he w o u l d also become the Alignment: D N . Location: A k ' A n o n , Faydwer. Description:
most infamous sorcery i n A k ' A n o n history because he w o u l d T h e Gemchoppers' warriors are surprisingly effective despite
bring the art of necromancy to the gnomes. T h e evil t w i n became their size. T h e y fight w i t h more finesse and elegance t h a n their
k n o w n as M e l d r a t h the M a l i g n a n t , and once schooled i n the larger counterparts, and do n o t see stealth as a dishonorable
basics o f magic by the E l d r i t c h C o l l e c t i v e , M e l d r a t h went o n to advantage i n a fight. T h e y make up for their lesser strength and
learn darker powers and secretly tutored many gnome disciples i n stature w i t h c u n n i n g and s k i l l . G u i l d Leader: Baxok Curhunter.
necromancy. Allies: N o n e . Enemies: T h e Dark Reflection.

Ha LF ELves
W h e n M e l d r a t h eventually attacked his o w n k i n d by t u r n i n g
some o f A k ' A n o n ' s tinkered creations against i t , the combined
might of A k ' A n o n ' s guilds was needed to drive M e l d r a t h and his H a l f Elves are more welcome among humans t h a n elves; high
disciples from their base deep w i t h i n some abandoned mines near elves especially view the m i n g l i n g o f h u m a n and elven blood as
A k ' A n o n . Yet M e l d r a t h and his flock d i d n o t go far; they created distasteful. Thus, h a l f elves are found most c o m m o n l y i n h u m a n
a new hidden base deep i n a series o f exhausted mines around cities and settlements, although some stay w i t h i n the society of
A k ' A n o n and the Steamfont M o u n t a i n s . N a m i n g themselves the wood elves. M a n y half elves become wanderers, especially
Dark Reflection, since they survive i n A k ' A n o n ' s shadow, those born i n elven cities and towns.
Meldrath's followers began i n f i l t r a t i n g agents i n t o A k ' A n o n t o
EverQuest RPG -.Game Master's Guibe
T h e r e are n o f a c t i o n s c o m p o s e d e x c l u s i v e l y o f h a l f elves. A l l are rarely b o r n a m o n g t h e h i g h elves. T h e h i g h elves' h a t r e d f o r
h a l f e l f f a c t i o n s c a n be f o u n d l i s t e d u n d e r h u m a n o r w o o d elf. t h e d a r k e l v e s is i m p l a c a b l e .
T h e Clerics o f T u n a r e ( H i g h E l f Clerics a n d Paladins)
HalFlings A l i g n m e n t : N G . L o c a t i o n : Felwithe, Faydwer. D e s c r i p t i o n :
H a l f l i n g s h a v e t h e r e p u t a t i o n as f u n l o v i n g a n d h i g h s p i r i t e d T h e C l e r i c s o f T u n a r e p r o t e c t t h e n a t u r a l o r d e r , a n d t h e y see
pranksters. T h e y are f o n d o f t h e s i m p l e pleasures: f o o d , d r i n k , a n d t h e m s e l v e s as c a r e t a k e r s o f T u n a r e ' s w o r k s . T h e y w i l l a t t a c k a n y
a c o m f o r t a b l e h o m e . T h e i r s m a l l s t a t u r e a n d s m i l i n g faces m a k e m e m b e r s o f t h e d a r k races t h e y f i n d d e f i l i n g t h e forests w i t h t h e i r
t h e m seem l i k e c h i l d r e n t o t h e l a r g e r races, w h o are s u r p r i s e d presence. G u i l d leaders: Y e o l a r n Bronzeleaf, clerics; T y n k a l e ,
w h e n t h e y see t h e f i e r c e s i d e o f t h e h a l f l i n g s d i s p l a y e d . H a l f l i n g s paladins. A l l i e s : T h e Soldiers o f T u n a r e . Enemies: T h e Crushbone
are v e r y p r o t e c t i v e o f t h e i r o w n p e o p l e a n d g r i m l y serious w h e n O r e s , M a y o n g M i s t m o o r e , t h e Priests o f I n n o r u u k .
d e a l i n g w i t h t h e g o b l i n s a n d t h e d a r k elves t h a t t h r e a t e n R i v e r v a l e .
T h e Keepers o fthe A r t ( H i g h E l f Enchanters, Magicians, and
H a l f l i n g factions develop around professional a n d religious Wizards)
practices. T h e guilds become s o m e t h i n g o f an e x t e n d e d f a m i l y for A l i g n m e n t : N G . L o c a t i o n : F e l w i t h e , Faydwer. D e s c r i p t i o n :
t h e h a l f l i n g s , a n d m a n y w i n t e r n i g h t s i n R i v e r v a l e are spent i n T h e Keepers o f t h e A r t are dedicated t o l e a r n i n g , a l m o s t t o t h e
g u i l d lodges t e l l i n g stories o f faraway adventures or historic e x c l u s i o n o f e v e r y t h i n g else. T h e y a r e t h e i n t e l l e c t u a l s o f e l v e n
defenses o f t h e M i s t y T h i c k e t W a l l against g o b l i n swarms w h i l e society. G u i l d Leaders: K i n o o l Goldsinger, enchanters; N i o l a
guild members puff t h e i r pipes a n d d r i n k t h e i r honey mead near I m p h o l d e r , m a g i c i a n s ; T a r k e r Blazetoss, wizards. A l l i e s : Faydark's
the fire. T h e social fabric o f t h e h a l f l i n g guilds becomes very C h a m p i o n s . Enemies: T h e Crushbone Ores, t h e Dead.
s t r o n g . T r u s t w o r t h y outsiders are g e n e r a l l y t r e a t e d a m i a b l y , t h o u g h
e a r n i n g a faction's real trust a n d f r i e n d s h i p — n o t just its p o l i t e - Humans
ness — is a s l o w p r o c e s s .
Humans are t h e m o s t w i d e l y spread a n d p o p u l o u s race o f
T h e Deeppockets ( H a l f l i n g Rogues) N o r r a t h . T h e y are g e n e r a l l y t o l e r a n t o f o t h e r races a n d f a i r l y
A l i g n m e n t : D N . L o c a t i o n : Rivervale, Antonica. Descrip- u n i v e r s a l l y t o l e r a t e d b y t h e g o o d races. H u m a n s p a r t i c i p a t e i n
t i o n : T h e D e e p p o c k e t s are a secret o n l y f r o m t r a v e l e r s a n d most religions a n d most schools o f t h o u g h t . There are e v i l
o u t s i d e r s . T h e y a r e f u l l y a p a r t o f h a l f l i n g s o c i e t y , a n d t h e r e is n o h u m a n s , b u t t h e y a r e v a s t l y o u t n u m b e r e d b y g o o d ( o r a t least
stigma attached t o t h eguild. T h e Deeppockets forbid preying o n d e c e n t ) p e o p l e a n d m u s t h i d e t h e i r e v i l ways f r o m t h e i r society.
f e l l o w h a l f l i n g s e x c e p t w h e n necessary t o c o l l e c t o n a d e b t . W h e n H u m a n f a c t i o n o r g a n i z a t i o n s a r e as d i v e r s e as h u m a n s t h e m -
f o u n d i n o t h e r cities, h o w e v e r , rogues o f t h e D e e p p o c k e t s e a r n selves.
t h e i r n a m e usually by h a v i n g a p l e t h o r a o f odds a n d ends t h a t
T h e A r c a n e Scientists ( H u m a n Enchanters, Magicians, a n d
" a c c i d e n t a l l y f e l l " f r o m t h e i r r i g h t f u l places i n t o a rogue's h a n d s .
Wizards)
G u i l d Leader: Lendel Deeppockets. A l l i e s : T h e Clerics o f M i s -
A l i g n m e n t : N . L o c a t i o n : Freeport, A n t o n i c a . D e s c r i p t i o n :
chief, t h e Stormreapers. E n e m i e s : Clan Runnyeye, the Ebon
T h e A c a d e m y o f A r c a n e S c i e n c e is t h e c e n t e r o f a r c a n e r e s e a r c h
Mask.
a n d t e a c h i n g i n eastern A n t o n i c a , where generations o f learned
The Guardians of the Vale (Halfling Warriors)
scholars h a v e dedicated t h e i r lives t o t h e study o f magic. T h e
A l i g n m e n t : N G . L o c a t i o n : Rivervale, Antonica. Descrip- A c a d e m y ' s l i b r a r y is e x t e n s i v e , g r o w i n g a l i t t l e e v e r y y e a r as t h e
t i o n : T h e G u a r d i a n s o f t h e V a l e are deadly fighters despite t h e i r students a n d masters a d d t o t h e store o f k n o w l e d g e . G u i l d L e a d -
cheerful and jolly demeanor. T h e y guard Rivervale f r o m external ers: R o m i a k Jusathorn, enchanters; L o r m e Tredore, magicians;
t h r e a t s s u c h as t h e g o b l i n s o f R u n n y e y e a n d s e r v e as p e a c e k e e p e r s Opal D a r k b r i a r , wizards. A l l i e s : N o n e . E n e m i e s : the Dismal
w i t h i n the city. G u i l d Leader: Sheriff Roglio Bruth. Allies: T h e Rage.
Priests o f M i s c h i e f , t h e S t o r m r e a p e r s . E n e m i e s : C l a n Runnyeye,
Ashen Order (Human Monks)
t h e Deathfist Ores, t h e I n d i g o B r o t h e r h o o d .
A l i g n m e n t : O G . L o c a t i o n : Freeport, A n t o n i c a . D e s c r i p t i o n :
T h e Priests o f M i s c h i e f ( H a l f l i n g Clerics)
The Ashen Order t r a i n endlessly, t u r n i n g t h e i r bodies into
Alignment: D N . L o c a t i o n : Rivervale, Antonica. Descrip-
weapons o f w a r and m e d i t a t i n g o n the peaceful tenets o f Quellious.
t i o n : T h e P r i e s t s o f M i s c h i e f b e l i e v e h u m o r is t h e r o o t o f h e a l t h ,
D e d i c a t e d t o peace, t h e m o n k s yet recognize t h e irony that
a n d bards a n d e n t e r t a i n e r s are always w e l c o m e i n t h e t e m p l e .
s o m e t i m e s p e a c e is w o n o n l y t h r o u g h n e c e s s a r y c o n f l i c t . T h e y
Feasting a n d c e l e b r a t i o n are c o m m o n a m o n g t h e clerics; s o l e m - c l a i m n o o n e as e n e m i e s s i n c e f e u d s d e t r a c t f r o m t h e p u r s u i t o f
n i t y a n d f a s t i n g d o n o t s e e m t o r a t e as d e c e n t c e r e m o n i a l t h e m e s peace. G u i l d L e a d e r : Puab C l o s k . A l l i e s : K n i g h t s o f T r u t h , S i l e n t
a m o n g Bristlebane's priests. G u i l d L e a d e r : Beek G u i n d e r s . A l - Fist C l a n . E n e m i e s : None.
lies: T h e Deeppockets, the Guardians of the Vale, the
T h e Bloodsabers ( H u m a n worshippers of Bertoxxulous)
Stormreapers. Enemies: T h e G o b l i n s o f Runnyeye.
A l i g n m e n t : DE. Location: Qeynos, A n t o n i c a . Description:
T h e Stormreapers ( H a l f l i n g D r u i d s , Paladins, and Rangers) T h e Bloodsabers are t h e c a n k e r i n t h e heart o f Qeynos. They
A l i g n m e n t : D G . Location: Rivervale, Antonica. Descrip- cause c h a o s , spread disease, a n d k i l l w i t h o u t m e r c y . F r o m secret
t i o n : T h e S t o r m r e a p e r s are t h e s e r v a n t s o f K a r a n a t h e R a i n k e e p e r . bases b e n e a t h Q e y n o s , t h e y s p r e a d i l l n e s s a n d d i s o r d e r across a l l
T h e y believe s t r o n g l y i n t h e cycles o f n a t u r e , t h a t a l l t h i n g s h a v e o f N o r r a t h . T h e Bloodsabers d e l i g h t i n t h e t a i n t i n g o f i n n o c e n c e
t h e i r t i m e a n d season. S t o r m s b r i n g d e s t r u c t i o n , b u t n e w g r o w t h and rejoice i n t h e c o r r u p t i o n o f t h e honest. G u i l d Leaders:
a n d life f o l l o w . M e m b e r s are a m o n g Rivervale's m o s t e x p e r i e n c e d Xeture Demiagar, clerics; R e a n i a Jukle, enchanters; P e r k o n M a l o k ,
wanderers, traveling to protect Karana's faithful and the m a g i c i a n s ; Lyris M o n b a n e , n e c r o m a n c e r s ; S'ragg B l o o d h e a r t ,
Rainkeeper's domains o n N o r r a t h , b u t never forgetting that shadow knights; Rocthar Bekesna, warriors; T r e n o n Callust,
p r o t e c t i n g a n d feeding t h e vale is t h e i r f i r s t p r i o r i t y . Guild wizards. A l l i e s : N o n e . E n e m i e s : T h e K n i g h t s a n d Priests o f
Leader: Hibbs Rootenpaw, druids; Kaya C l o u d f o o t , paladins; T h u n d e r , t h e K n i g h t s a n d Priests o f L i f e , Jagged P i n e T r e e f o l k ,
M e g o s h T h i s t l e t h o r n , rangers. A l l i e s : T h e G u a r d i a n s o f t h e V a l e , Protectors o f t h e Pine.
the Clerics o f Mischief, the Deeppockets, Knights o f Thunder.
T h e Circle of Unseen Hands (Half Elf andH u m a n Rogues)
E n e m i e s : Bloodsabers, C l a n R u n n y e y e , I n d i g o B r o t h e r h o o d .
A l i g n m e n t : N E . L o c a t i o n : Qeynos, A n t o n i c a . D e s c r i p t i o n :
T h e Q e y n o s r o g u e s ' g u i l d o p e r a t e s f r o m t h e c i t y ' s sewers, a b a n -
HighELves d o n e d b u i l d i n g s , a n d b a c k alleys. T h e y are a business-like g r o u p
T h e K o a d a ' D a l are t o l e r a t e d b y a l l o f t h e g o o d races, b u t t h e i r o f e n t r e p r e n e u r s , a v o i d i n g a n y t h i n g u n p r o f e s s i o n a l or, worse yet,
s o l e m n a n d aloof manners o f t e n m a k e t h e m seem u n a p p r o a c h - u n p r o f i t a b l e . T h e y p r e f e r s i m p l e r o b b e r y a n d t h e f t b u t are n o t
a b l e o r e v e n h a u g h t y , t h o u g h t h e y a r e s e l d o m t r u l y so. T h e y a r e adverse t o t h e o c c a s i o n a l m u r d e r o r assassination f o r pay. G u i l d
t h e m o s t c u l t u r a l l y r e f i n e d elves, p r e f e r r i n g research a n d t h e Leader: Hanns Krieghor. A l l i e s : T h e Corrupt Qeynos Guards.
pursuit o f m a g i c t o a n y sort o f p h y s i c a l labor. M o s t h i g h elves are Enemies: T h e Qeynos Guards.
repulsed b y t h e idea o f m i n g l i n g b l o o d w i t h h u m a n s , so h a l f elves

104
Chapter Four: Recoaros ]
The Coalition of Tradefolk Underground ( H a l f E l f and shadow knights; Nexvok T h i r o d , wizards. Allies: N o n e . E n -
H u m a n Rogues) emies: T h e K n i g h t s a n d P r i e s t s o f T r u t h , t h e A r c a n e S c i e n t i s t s .
Alignment: O E . Location: F r e e p o r t , A n t o n i c a . Description: The Jagged Pine Treefolk ( H a l f E l f and H u m a n D r u i d s )
B e t w e e n t h e ships, caravans, a n d travelers passing through Alignment: N G . Location: S u r e f a l l G l a d e , A n t o n i c a . De-
Freeport, these rogues h a v e a w i d e v a r i e t y o f targets. T h e m e m b e r s scription: T h e T r e e f o l k a r e t h e g u a r d i a n s o f t h e bears a n d w o l v e s
o f t h e C o a l i t i o n o f T r a d e f o l k U n d e r g r o u n d m a s q u e r a d e as l e g i t i - i n a n d a r o u n d t h e Jagged P i n e Forest, a n d t h e y p r o t e c t t h e forest
m a t e m e r c h a n t s , a n d t h e y a r e as w e l l o r g a n i z e d as a n y g r e a t i t s e l f f r o m t h o s e w h o w o u l d d a m a g e i t s u c h as t h e g n o l l s o f t h e
t r a d i n g h o u s e . T h e y pass s m u g g l e d g o o d s i n a n d o u t o f F r e e p o r t ; Sabertooth Clan. T h e Treefolk worship b o t h Tunare and Karana
r u n black markets, g a m b l i n g halls; and other illicit establish- a n d b e l i e v e t h a t t h e l i f e o f t h e f o r e s t is v i t a l t o a l l l i f e o n N o r r a t h .
ments; and further support t h e i r efforts t h r o u g h various crimes G u i l d Leader: T e ' A n a r a . Allies: T h e Protectors o f t h e Pine.
f r o m r a c k e t e e r i n g t o c a t b u r g l a r y . G u i l d Leader: E l i s i N a s i n . Enemies: T h e Bloodsabers, t h e S a b e r t o o t h Clan.
Allies: C o r r u p t Q e y n o s G u a r d s , F r e e p o r t M i l i t i a . E n e m i e s : T h e
Knights of T h u n d e r (Human C l e r i c s and H a l f E l f and
Knights of Truth.
H u m a n Paladins of K a r a n a )
D i s m a l Rage ( H u m a n worshippers of I n n o r u u k ) Alignment: N G . L o c a t i o n : Q e y n o s , A n t o n i c a . Description:
Alignment: O E . Location: F r e e p o r t , A n t o n i c a . Description: The K n i g h t s o f T h u n d e r are d e d i c a t e d t o t h e defense o f t h e
D i s m a l R a g e is a n a l l i a n c e o f I n n o r u u k w o r s h i p p e r s o p e r a t i n g R a i n k e e p e r ' s w o r s h i p p e r s a n d d o m a i n s . A l t h o u g h t h e y a r e based
f r o m h i d i n g i n t h e s l u m s o f East F r e e p o r t a n d b e l o w t h e c i t y as i n Qeynos, the Knights of T h u n d e r travel all over western and
w e l l . T h e i r c o l l e c t e d forces r e m a i n concealed f r o m t h e a u t h o r i t i e s central A n t o n i c a , m i n i s t e r i n g t o t h e needs o ft h e i r f e l l o w w o r -
they oppose, and m a n y poor locals a n d travelers fall prey t o t h e s h i p p e r s . T h e y are m o s t f r e q u e n t l y f o u n d t r a v e l i n g t h e P l a i n s o f
worshippers o f the Prince o f H a t e . D i s m a l Rage has created a K a r a n a t o s e r v e as d e f e n d e r s o f t h e s e t t l e r s w h o c a r v e o u t a l i v i n g
n e t w o r k b e l o w F r e e p o r t t h a t a l l o w s races s u c h as t r o l l s , o g r e s , a n d o n t h e p l a i n s — e s p e c i a l l y m o s t r e c e n t l y , as a B e r t o x x u l o u s c u l t
d a r k e l v e s t o pass t h r o u g h F r e e p o r t a n d g a i n safe passage b y c a l l e d t h e Bloodsabers has i n v o k e d r i t u a l s t h a t plague t h e Plains
stowing away o n a m e r c h a n t ship allied to t h e organization. T h e o f K a r a n a w i t h v i r u l e n t disease a n d s w a r m s o f r a v e n o u s i n s e c t s .
a l l i a n c e ' s u l t i m a t e g o a l , e s p e c i a l l y o f i t s d a r k e l f m e m b e r s , is t h e G u i l d Leaders: R e n i c L o s a r e n , c l e r i c s ; R u n e t h a r H a m e s t , pala-
c o r r u p t i o n a n d demise o f Freeport itself. T h e y sow insurgency dins. Allies: N o n e . Enemies: T h e S a b e r t o o t h Clan, the
a m o n g t h e p o p u l a c e a n d o t h e r w i s e seek t o d i s m a n t l e t h e p o w e r Bloodsabers.
structures o f the K n i g h t s o f T r u t h o r a n y o t h e r force t h a t keeps
Knights of T r u t h ( H u m a n C l e r i c s and Paladins of Mithaniel
Freeport's society strong. T h e y prefer stealth and c u n n i n g t o b r u t e
Marr)
f o r c e , b u t use c r u d e m e a s u r e s w h e n n e c e s s a r y . G u i l d Leaders:
Venox T a r k o g , clerics; K o n i o u s E r a n o n , enchanters; Heneva Alignment: O G . Location: F r e e p o r t , A n t o n i c a . Description:
Jexsped, magicians; O p a l D a r k b r i a r , n e c r o m a n c e r s ; P i e t r o Z a r n , T h e paladins o f the L i g h t b r i n g e r keep law i n Freeport, f o l l o w i n g

105
a code of T r u t h , H o n o r , and C h a r i t y . T h e paladins and clerics c o m p a s s i o n a t e a n d w i l l n o t stay l o n g w i t h t h o s e w h o a r e v i o l e n t
learn and work together in the H a l l of T r u t h , where healing and f o r t h e sake o f c r u e l t y o r g r e e d . G u i l d L e a d e r : L u ' S u n . A l l i e s : T h e
a i d are g i v e n f r e e l y t o t h o s e i n n e e d . S o m e o f N o r r a t h ' s g r e a t e s t Qeynos Guards. Enemies: None.
h e r o e s o f r e c e n t ages h a v e c o m e f r o m t h e H a l l o f T r u t h . Guild T h e Steel W a r r i o r s ( H a l f E l f a n d H u m a n warriors)
Leaders: Eestyana Naestra, clerics; V e l e r o n Dushire, paladins. A l i g n m e n t : N G . L o c a t i o n : Freeport and Qeynos, Antonica.
A l l i e s : Priests o f M a r r , t h e S t e e l W a r r i o r s . E n e m i e s : T h e F r e e p o r t D e s c r i p t i o n : T h e b e g i n n i n g o f t h e Steel W a r r i o r s dates back t o
M i l i t i a , D i s m a l Rage. h u m a n i t y ' s s p r e a d across A n t o n i c a a n d t o t h e f o u n d i n g d a y s o f
T h e League of A n t o n i c a n Bards ( H a l f Elf and H u m a n Bards Freeport and Qeynos. O r a l history being somewhat incomplete,
of A n t o n i c a ) w h e t h e r t h e S t e e l W a r r i o r s b e g a n as a v o l u n t e e r m i l i t i a o r as a
A l i g n m e n t : N G . L o c a t i o n : Freeport and Qeynos, A n t o n i c a . c o m p a n y o f v e t e r a n s o l d i e r s j o i n i n g t o c r e a t e a m e r c e n a r y u n i t is
D e s c r i p t i o n : T h e League o f A n t o n i c a n Bards consists o f t r a v e l - unclear. W h a t e v e r t h e i r true origins, the Steel Warriors have
i n g m u s i c i a n s , s t o r y t e l l e r s , a n d messengers. T h e League carries become s o m e t h i n g o f a hybrid organization. Some m i g h t call the
m u c h o f t h e m a i l i n A n t o n i c a a n d m o s t o f t h e n e w s , as b a r d s h a v e S t e e l W a r r i o r s a s c h o o l f o r t h o s e w h o w i s h t o l e a r n t h e arts o f w a r ;
t r o u b l e staying i n o n e place for l o n g . T h e fact t h a t some i n t h e some m i g h t call t h e m a dependable mercenary company whose
League w o r s h i p V e e s h a n makes the League p o w e r f u l enemies o f m e m b e r s c a n be h i r e d t o guard caravans, people, or stockade
M a y o n g M i s t m o o r e a n d the R i n g o f Scale. G u i l d Leaders: Caskin walls; a n d s t i l l o t h e r s m i g h t c a l l t h e m a saving grace t h a t protects
Marsheart, Freeport; Belious Naliedin, Qeynos. Allies: The their cities w h e n the increasingly c o r r u p t or i n c o m p e t e n t Freeport
K n i g h t s a n d Priests o f T r u t h , t h e G u a r d s o f Q e y n o s . Enemies: a n d Q e y n o s m i l i t i a s f a i l t o d o so. M e m b e r s o f t h e S t e e l W a r r i o r s
M a y o n g M i s t m o o r e , the R i n g o f Scale. c o m e f r o m a w i d e variety of backgrounds and religions, and any
d i f f e r e n c e s a r e s o o n f o r g o t t e n as f e l l o w s h i p s a r e f o r g e d i n t h e
T h e Order of Three (Human Enchanters, Magicians, and
sweat o f t r a i n i n g a n d t h e heat o f c o m b a t . G u i l d L e a d e r s : Cain
Wizards)
Darkmoore, Freeport; E b o n Strongbear, in Qeynos. A l l i e s : T h e
A l i g n m e n t : O N . Location: Qeynos, A n t o n i c a . D e s c r i p t i o n : Knights of T r u t h , the Guards of Qeynos, the W o l v e s of the N o r t h .
T h e Order of Three i n t h e i r H a l l o f S o r c e r y are t h e f o c u s f o r Enemies of the Freeport Branch: The Deathfist Ores, the
arcane l e a r n i n g i n western A n t o n i c a . U n i t e d i n t h e i r desire for Freeport M i l i t i a . Enemies of the Q e y n o s B r a n c h : T h e C o r r u p t
i n f o r m a t i o n a n d p o w e r , t h e y c o n s t a n t l y l o o k t o increase t h e i r Qeynos Guards, the Sabertooth Clan.
collected knowledge. G u i l d Leaders: MesphaTevalian, enchant-
ers; K i n l o c F l a m p a w , magicians; G a h l i t h Wrannstad, wizards.
Allies: None. Enemies: T h e Bloodsabers. Iksar
Priests of Life ( H u m a n Clerics, and H u m a n and H a l f Elven T h e lizard people o f K u n a r k h a v e a l o n g a n d b l o o d y history,
Paladins of Rodcet Nife) m u c h o f w h i c h is f o r g o t t e n b y t h e o t h e r — t h e i k s a r w o u l d say
lesser — races. M o s t i k s a r a r e u t t e r l y x e n o p h o b i c a n d d e d i c a t e d
A l i g n m e n t : O G . Location: Qeynos, Antonica. Description:
t o t h e welfare o f t h e i r race a n d t h e b e t t e r m e n t o f t h e i r o w n status,
T h e f o l l o w e r s o f t h e P r i m e H e a l e r seek t o ease s u f f e r i n g a n d h e a l
n o t necessarily i n t h a t o r d e r . Iksar are greeted w i t h h o s t i l i t y a n d
illness w h e r e v e r t h e y c a n . T h e p a l a d i n s o f R o d c e t N i f e are w e l l
distrust t h e w o r l d over, truly welcomed o n l y a m o n g their o w n
v e r s e d i n t h e h e a l i n g a r t s as w e l l as t h e a r t s o f w a r , a n d t h e y a r e
kind.
m e r c i f u l t o t h e i r f a l l e n foes. G u i l d L e a d e r s : Priestess J a h n d a ,
clerics; C a m l e n d Serbold, paladins. A l l i e s : N o n e . E n e m i e s : The Iksar factions stem f r o m organizations w i t h r i c h histories a n d
Bloodsabers. great s o c i e t a l status. A n y t h i n g a m e m b e r does t h a t besmirches h i s
guild's status i n iksar society c o u r t s t r e m e n d o u s c o n d e m n a t i o n
Priests of M a r r ( H u m a n Clerics and H a l f Elf and Human
a n d s h a m e . L i k e w i s e , a n y t h i n g t h a t f u r t h e r s t h e g u i l d ' s cause o r
Paladins of Erollisi M a r r )
gains i t f a v o r w i t h t h e iksar p u b l i c garners such heroes h o n o r ,
A l i g n m e n t : N G . L o c a t i o n : Freeport, A n t o n i c a . D e s c r i p t i o n : status, a n d respect. O u t s i d e r s are n o t w e l c o m e unless t h e y h a v e
E r o l l i s i M a r r is r e v e r e d as t h e g o d d e s s o f L o v e , b u t s h e is a l s o t h e d e v o t e d t h e i r lives t o p r o v i n g t h e i r w o r t h t o a n iksar g u i l d , a g u i l d
goddess o f passion i n a l l its f o r m s . H e r f o l l o w e r s p r a c t i c e t h e i r t h a t w i l l s t i l l a l w a y s v i e w t h e m as s e c o n d - c l a s s m e m b e r s .
b e l i e f s w i t h p a s s i o n , e v e n t o e x t r e m e s . S o m e b e l i e v e t h a t l o v e is
T h e Brood of Kotiz (Iksar Necromancers)
t h e purest expression o f t h e soul a n d w i l l i n g l y die for w h a t they
l o v e ; others believe in justice and pursue t h e w i c k e d w i t h an i r o n A l i g n m e n t : OE. Location: Cabilis, Kunark. Description: T h e
w i l l u n h i n d e r e d by m e r c y . G u i l d L e a d e r s : T h o l i u s Q u e y , c l e r i c s ; iksar n e c r o m a n c e r s o f C a b i l i s are w e l l r e s p e c t e d w i t h i n i k s a r
Gygus Remnara, paladins. A l l i e s : T h e Knights of T r u t h . En- s o c i e t y . T h e i r s is a n a n c i e n t o r d e r w i t h a h i s t o r y n e a r l y as o l d as
emies: T h e Freeport M i l i t i a . t h e f i r s t i k s a r e m p i r e , a n d t h e B r o o d is h e i r t o a p o w e r w i e l d e d b y
t h e i k s a r s ' g r e a t e s t e m p e r o r s s u c h as V e n r i l S a t h i r . E v e n o t h e r
T h e Protectors of the Pine (Half Elf and H u m a n Rangers)
iksar fear t h e B r o o d , w h o s e e x p e r i m e n t s r e q u i r e a steady s t r e a m o f
A l i g n m e n t : N . L o c a t i o n : Surefall Glade, A n t o n i c a . D e s c r i p -
n e w subjects. G u i l d L e a d e r : H a r b i n g e r G l o s k . A l l i e s : T h e iksar
t i o n : Based i n t h e S u r e f a l l G l a d e i n t h e Jagged P i n e Forest, t h e
g u i l d s are m u t u a l l y a l l i e d . E n e m i e s : T h e S a r n a k C o l l e c t i v e .
P r o t e c t o r s o f t h e P i n e are r a n g e r s w h o w o r s h i p K a r a n a and
T h e Crusaders of Greenmist (Iksar Shadow Knights)
Tunare. They are t h e g u a r d i a n s o f t h e b e a r s o f S u r e f a l l and
s u r r o u n d i n g areas. B e c a u s e t h e y b e l i e v e t h e h e a l t h o f t h e f o r e s t is A l i g n m e n t : OE. Location: Cabilis, Kunark. Description: Tak-
vital to the health of all of N o r r a t h , they w i l l kill hunters or i n g t h e i r n a m e f r o m t h e d i v i n e d e s t r u c t i o n o f t h e i r f o r m e r Shissar
a n y o n e else t h e y f e e l t o be a t h r e a t t o t h e w o o d s . G u i l d L e a d e r : m a s t e r s , t h e C r u s a d e r s o f G r e e n m i s t use t h e i r s t e a l t h a n d d a r k
H a g e r Sureshot. A l l i e s : T h e Jagged P i n e T r e e f o l k . E n e m i e s : The magic t o strike t e r r o r i n t h e i r prey. T h e y revel i n cruelty a n d
Bloodsabers, t h e S a b e r t o o t h C l a n . d e l i g h t i n t o r m e n t i n g a n y w h o o p p o s e t h e m i g h t o f t h e iksar.
Guild Leader: A r c h Duke Xog. Allies: T h e i k s a r g u i l d s are
Silent Fist C l a n ( H u m a n Monks)
mutually allied. Enemies: T h e Sarnak Collective.
A l i g n m e n t : O N . L o c a t i o n : Qeynos, A n t o n i c a . D e s c r i p t i o n :
T h e Legion of Cabilis (Iksar Warriors)
T h e S i l e n t Fist C l a n is a n o r d e r o f m o n k s b a s e d i n Q e y n o s . T h e s e
m o n k s are a g n o s t i c w a n d e r e r s , s e e k i n g e n l i g h t e n m e n t a n d self- A l i g n m e n t : OE. Location: Cabilis, Kunark. Description: The
i m p r o v e m e n t . W h i l e t h e y focus t h e i r m i n d s o n t r a n q u i l i t y , t h e y L e g i o n o f C a b i l i s guards t h e c i t y a n d patrols t h e region a r o u n d i t .
are n o t p a c i f i s t s a n d t r a i n t h e i r b o d i e s a n d s k i l l s f o r b a t t l e . S i l e n t I t m a k e s u p t h e b u l k o f t h e i k s a r a r m y a n d is w e l l t r a i n e d i n
F i s t m o n k s espouse t h a t b y c o n f r o n t i n g d e a t h i n b a t t l e , t h e y w i l l i n d i v i d u a l c o m b a t as w e l l as s m a l l a n d l a r g e u n i t t a c t i c s . G u i l d
f u l l y realize t h e i m m e d i a c y o f e a c h m o m e n t o f life. T h e i r s e r e n i t y L e a d e r : D r i l l M a s t e r V y g a n . A l l i e s : T h e iksar g u i l d s are m u t u a l l y
in battle can be d i s t u r b i n g t o those w h o witness t h e m and allied. Enemies: T h e Sarnak Collective.
m i s i n t e r p r e t i t f o r passionless, ruthless v i o l e n c e . T h o u g h t h e c l a n T h e Scaled M y s t i c s ( I k s a r S h a m a n s )
names few allies or enemies, i t w i l l aid t h e Q e y n o s G u a r d s i n t h e A l i g n m e n t : O E . L o c a t i o n : C a b i l i s , K u n a r k . D e s c r i p t i o n : T h e Scaled
defense o f t h e c i t y a n d s u r r o u n d i n g s e t t l e m e n t s , a n d despite t h e i r M y s t i c s are t h e s p i r i t u a l leaders o f t h e iksar, i n f o r m i n g t h e p o p u l a c e w h a t
desire t o f i n d e n l i g h t e n m e n t i n m o r t a l c o m b a t , t h e m o n k s are m u s t be d o n e t o appease C a z i c - T h u l e a n d h o w t o spread fear b e t t e r
P H n n + c r Co/it*" f?C7ii/"ii"?"»c

a m o n g N o r r a t h ' s o t h e r races i n t h e n a m e o f t h e Faceless. T h e y are also w e l l as w e a p o n s , f o r t h e G r e e n b l o o d r e m e m b e r b e t t e r d i a n any o t h e r


t h e healers f o r t h e iksar armies, as w e l l as fighters i n t h e i r o w n right. G u i l d ogres h o w ogre armies o n c e used m a g i c as w e l l as m i g h t t o c r u s h t h e i r foes.
L e a d e r : P r i m e H i e r o p h a n t V e k . A l l i e s : T h e iksar guilds are m u t u a l l y I n these m e m o r i e s , m o s t G r e e n b l o o d K n i g h t s still w o r s h i p Rallos Zek,
allied. Enemies: T h e Sarnak Collective. t h o u g h m o r e a n d m o r e are c o n v e r t i n g t o t h e w o r s h i p o f C a z i c - T h u l e , as
T h e Scaled Spiritists ( I k s a r Beastlords) t h e g o d o f fear has m o r e a b i l i t y t o g r a n t p o w e r t h a n t h e i m p r i s o n e d
Warlord. G u i l d Leader: Soonog. Allies: N o n e . Enemies: Shadow
Alignment: OE. Location: Cabilis, Kunark. Description: T h e
K n i g h t s o f N i g h t Keep, the Stormguard.
i k s a r b e a s t l o r d s t r a i n a n d l i v e w i t h a n i m a l s f r o m a n e a r l y age t o
understand better h o w t o m a n i p u l a t e a n d c o n t r o l t h e i r creatures. T h e S h a m a n s of W a r (Ogre Shamans)
T h o s e t h a t survive learn t o c o n t r o l the very spirits o f animals. Alignment: DE. Location: Oggok, Antonica. Description:
G u i l d L e a d e r : P r i m e P a t r i a r c h V u z x . A l l i e s : T h e iksar g u i l d s are T h e Shamans of W a r use b o t h m a g i c a n d w e a p o n s w i t h b r u t a l
mutually allied. Enemies: T h e Sarnak Collective. effectiveness. T h e y are u n l i k e l y t o h a n g b a c k in a fight like
T h e Swifttails (Iksar M o n k s ) s p e l l c a s t e r s o f o t h e r races, p r e f e r r i n g t o w a d e i n t o t h e f r a y a n d use
m a g i c as j u s t a n o t h e r w e a p o n w i t h w h i c h t o s m i t e t h e i r foes. T h e
Alignment: OE. Location: Cabilis, Kunark. Description: T h e
shamans worship either Rallos Zek or Cazic-Thule. G u i l d Leader:
S w i f t t a i l s a r e s k i l l e d a n d d e a d l y f i g h t e r s , t r a i n e d t o use t h e i r
Zulort. Allies: T h e C r a k n e k Warriors. Enemies: T h e Dark Ones.
b o d i e s as w e a p o n s . T h e i r t o l e r a n c e f o r p a i n a n d d e p r i v a t i o n m a k e
t h e m s e e m a l m o s t s u p e r n a t u r a l t o t h e i r foes. T h e S w i f t t a i l s l e a r n
to survive i n the harshest e n v i r o n m e n t s a n d bleakest o f l a n d -
Trolls
scapes, a n d t h e i r e n d u r a n c e is u n b e l i e v a b l e t o t h o s e n o t o f t h e i r T r o l l s are b r u t a l f i g h t e r s w i t h a n a p p e t i t e f o r t h e f l e s h o f t h e i r
order. G u i l d L e a d e r : G r a n d M a s t e r G l o x . A l l i e s : T h e iksar guilds enemies. They delight in m a i m i n g and killing anything not
are m u t u a l l y a l l i e d . E n e m i e s : T h e S a r n a k C o l l e c t i v e . t r o l l i s h . T r o l l s a r e s o m e t i m e s t o l e r a t e d b y t h e d a r k e l v e s , w h o see
t h e m as u s e f u l p a w n s . T h e y consume their slain or disabled
Ogres e n e m i e s , b o t h f r o m a d e s i r e t o s p r e a d h a t e a n d f e a r as w e l l as f r o m
an appetite for flesh.
I n t e n t o n n o t being a meal or getting mauled, most of the w o r l d
greets ogres w i t h a r a i n o f a r r o w s a n d raised w e a p o n s , w h i l e t h e T r o l l guilds c o m b i n e t h e w o r s t elements o f d a r k e l f a n d ogre
d e f e n s e l e s s r u n f o r s a f e t y . O g r e s are m a s s i v e b u t as w e a k o f m i n d g u i l d s . T h e g u i l d s are p o o r l y o r g a n i z e d a n d r u n . N e w i n i t i a t e s are
as t h e y a r e s t r o n g o f b o d y . T h e y are m o t i v a t e d b y h a t e , g r e e d , a n d u s e d a n d a b u s e d at t h e w h i m s o f t h e i r s u p e r i o r s , a n d advancement
e n v y . Few t h i n g s c a n t e m p t a n ogre t o t h i n k past his n e x t m e a l , w i t h i n a g u i l d c o m e s m a i n l y t h r o u g h c r u s h i n g g u i l d peers u n d e r
b u t s o m e t i m e s , w h e n p r e s e n t e d w i t h traces o f t h e i r g l o r i o u s past foot. T h e worship of Innoruuk and Cazic-Thule in troll culture
w h e n they carried t h e b a n n e r o f Rallos Zek i n war against t h e gods d i c t a t e s t h a t w h o e v e r d o e s n o t h a t e h i s f e l l o w s as s t r o n g l y as h i s
t h e m s e l v e s , s o m e t h i n g i n t h e d i m recesses o f a n o g r e ' s b r a i n f l a r e s e n e m i e s a n d w h o e v e r does n o t s t r i k e fear i n t o his u n d e r l i n g s a n d
b r i g h t l y a n d f o r a m o m e n t h e o n c e a g a i n has t h e m i e n o f t h e t r u l y p e e r s as h e d o e s h i s e n e m i e s w i l l n o t s u r v i v e i n G r o b b ' s g u i l d h a l l s .
fearsome creature his ancestors were. T h e n t h e flare sputters o u t , T r o l l s w h o f i n d l o y a l t y t o t h e i r f e l l o w s t o be a v i r t u e o f s u r v i v a l
a n d t h e ogre's t h o u g h t s r e t u r n t o his s t o m a c h . r a t h e r t h a n w e a k n e s s o f t e n e n d u p t r a v e l i n g far f r o m G r o b b .

O g r e g u i l d s are l o o s e l y o r g a n i z e d a n d d y s f u n c t i o n a l a f f a i r s a t T h e o n l y s e r v i c e m o s t o u t s i d e r s c a n p r o v i d e t r o l l g u i l d s is b e i n g
best. G u i l d m a s t e r s m a i n t a i n t h e i r p o s i t i o n s b y l o o s e a l l i a n c e s a n d s e r v e d r a w as a h i g h p r o t e i n s n a c k .
n e t w o r k s o f favors a m o n g t h e i r peers. T h e m o r e t h e g u i l d m a s t e r B e a s t l o r d s of t h e D a r k O n e s ( T r o l l B e a s t l o r d s )
can create a n e t w o r k o f cronies at t h e t o p o f t h e g u i l d p e c k i n g Alignment: DE. Location: Grobb, Antonica. Description:
o r d e r , t h e l o n g e r she gets t o boss a r o u n d e v e r y o n e else i n t h e g u i l d . E v e n m o r e vicious a n d c a n n i b a l i s t i c t h a n most trolls, t h e beastlords
N e w m e m b e r s are p r o m i s e d great p o w e r a n d t h e n used, b u l l i e d , a c t as b e s t i a l as t h e c r e a t u r e s t h e y e n s l a v e . T h e i r b a r e l y c o n t r o l l e d
a n d a b u s e d as m u c h as p o s s i b l e w h i l e r e c e i v i n g o n l y enough rage a n d a n i m a l i s t i c i n s t i n c t s s e p a r a t e t h e m o n l y s l i g h t l y f r o m t h e
k n o w l e d g e a n d s k i l l s t o k e e p t h e m c o m i n g b a c k t o d o m o r e tasks o t h e r s o f t h e i r race. G u i l d L e a d e r : G a r d u n k . A l l i e s : T h e Dark
for t h e guildmaster a n d h e r cronies. G u i l d members w h o show Ones. E n e m i e s : T h e Beastlords o f t h e Feerrott, t h e Scaled S p i r -
m e r i t are m o r e o f t e n v i e w e d as e v e n t u a l t h r e a t s t o a g u i l d m a s t e r ' s itists, t h e F i e l d Priests o f t h e T r i b u n a l .
a u t h o r i t y a n d t h u s suppressed o r sent o n missions far f r o m O g g o k .
D a Bashers (Troll Warriors)
Outsiders just d o n o t seem t o v e n t u r e i n t o Oggok's guilds.
Alignment: DE. Location: Grobb, Antonica. Description:
T h e B e a s t l o r d s of t h e F e e r r o t t ( O g r e B e a s t l o r d s ) S u r p r i s i n g l y s t e a l t h y f o r t h e i r size, B a s h e r s a r e t h e w a r r i o r s w h o
Alignment: DE. Location: Oggok, Antonica. Description: p r o t e c t G r o b b a n d its e n v i r o n s f r o m a t t a c k a n d i n v a s i o n . N o r -
T h e Beastlords o f t h e F e e r r o t t are r e m a r k a b l y b r u t a l a n d savage m a l l y , s u c h t h r e a t s o n l y c o m e as c o u n t e r - o f f e n s i v e s f r o m t h e
e v e n i n c o m p a r i s o n t o o t h e r ogres. T h e y twist the spirits o f f r o g l o k s o f G u k o r f r o m large bands o f k o b o l d s t r y i n g t o f i g h t back
animals t o t h e i r w i l l a n d force t h e m t o f i g h t at t h e i r c o m m a n d . troll settlements and avenge their k i n d w h o died up roasting over
T h e y o p p o s e a n y o t h e r b e a s t l o r d s w h o m t h e y see as c o m p e t i t i o n t r o l l c o o k i n g fires. Bashers also r a i d i n t h e s u r r o u n d i n g t e r r i t o r y
for c o n t r o l o f Norrath's wilds. G u i l d Leader: Bordag. Allies: T h e a n d a t t a c k t r a v e l e r s a n d c a r a v a n s w h e n t h e o p p o r t u n i t y arises.
S h a m a n s o f W a r . E n e m i e s : T h e Beastlords o f t h e D a r k Ones, t h e G u i l d Leader: Ranjor. Allies: T h e Shadow Knights of N ightkeep.
S c a l e d S p i r i t i s t s , t h e F i e l d Priests o f t h e T r i b u n a l . Enemies: Broken Skull C l a n , the Frogloks o f G u k .
T h e Craknek Warriors (Ogre Warriors) T h e Dark Ones (Troll Shamans)
Alignment: DE. L o c a t i o n : Oggok, A n t o n i c a . Description: The Alignment: DE. Location: G r o b b , A n t o n i c a . Description: The
C r a k n e k W a r r i o r s are fierce a n d relentless fighters b u t usually lack t h e D a r k O n e s are fierce fighters as w e l l as e f f e c t i v e m a g i c users. D r i v e n by
w i t s f o r strategy a n d tactics. T h e y m a k e u p f o r t h e i r t a c t i c a l s h o r t c o m i n g s h a t e , spreading p a i n a n d t e r r o r w h e r e v e r t h e y go, t h e D a r k O n e s d e l i g h t
w i t h a n e n t h u s i a s m f o r b l o o d s h e d a n d t h e c r u s h o fc o m b a t . O g r e warriors i n c a u s i n g chaos a n d d e s t r u c t i o n . G u i l d L e a d e r : K a g l a r i . A l l i e s : T h e
w i l l stand a n d f i g h t n o m a t t e r t h e odds, a l t h o u g h h o w m u c h o f t h i s is S h a d o w K n i g h t s o f N i g h t K e e p . E n e m i e s : Frogloks o f G u k .
v a l o r a n d h o w m u c h is a s i m p l e i n a b i l i t y t o c o u n t t h e i r foes is unclear.
T h e S h a d o w K n i g h t s of N i g h t K e e p ( T r o l l S h a d o w K n i g h t s )
C r a k n e k W a r r i o r s d o s t i l l r e m e m b e r t h e dwarves p u s h i n g t h e ogres o u t
Alignment: DE. Location: G r o b b , A n t o n i c a . Description: The
o f most o f Faydwer i n recent history, and m a n y Crakneks prove their
S h a d o w K n i g h t s o f N i g h t k e e p are n i g h t m a r e s t o t h e i r foes. T h e i r speed,
m e t t l e by t r a v e l i n g t o F a y d w e r t o e x a c t some revenge o n t h e d w a r v e n
size, a n d s k i l l m a k e t h e m h a r d t o beat, a n d t h e i r foes are glad t h a t t h e y
settlements i n t h e B u t c h e r h l o c k M o u n t a i n s . G u i l d L e a d e r : G u n t r i k .
t e n d t o be s o l i t a r y fighters. G u i l d L e a d e r : H u k u l k . A l l i e s : D a Bashers.
A l l i e s : T h e S h a m a n s o f W a r . E n e m i e s : D a Bashers, t h e S t o n n g u a r d .
Enemies: T h e Broken Skull Clan, the Greenblood Knights.
T h e Greenblood Knights (Ogre Shadow Knights)
Alignment: DE. Location: Oggok, A n t o n i c a . Description: The VahShir
G r e e n b l o o d K n i g h t s are c u n n i n g , a n d a l t h o u g h t h e i r n e c r o m a n t i c skills
T h e V a h S h i r a r e b e c o m i n g a less s t a r t l i n g s i g h t i n t h e l a n d s o f
are h a r d t o g a i n a n d t o master, w h e r e m a g i c fails b r u t e f o r c e prevails.
N o r r a t h , b u t they still attract a t t e n t i o n w h e r e v e r they go. T h e y
T h e y l o o k d o w n u p o n those lesser warriors w h o c a n n o t master m a g i c as

1 0 7
EverQuest RPG: Game M aster sGuibe ^^Sjj^.
are well tolerated by the good races although sometimes viewed defense against ore raids, as well as any other enemy incursions.
w i t h suspicion i n small settlements and backwaters. G u i l d Leader: Maesyn Trueshot. A l l i e s : T h e Clerics of Tunare, the
V a h Shir guilds are t i g h t l y k n i t groups w i t h c o m m o n purposes Soldiers o f Tunare. Enemies: T h e Cnishbone Ores.
and professions strengthened by the trials of survival the V a h Shir T h e Scouts of T u n a r e ( H a l f E l f and W o o d E l f Rogues)
have endured since being translocated to L u c l i n . T r a i n i n g at any Alignment: N . Location: Kelethin, Faydwer. Description: More
of the guilds is a noble pursuit for a young V a h Shir. T h e guilds scouts than thieves, the Scouts of Tunare use their stealth and trickery
greet outsiders w i t h curiosity and respect unless an outsider shows to die betterment of their people. They rarely steal except in times of dire
she is unworthy of such treatment. need or to help feed and clothe the poor at the expense of the wealthy.
T h e D a r K h u r a ( V a h Shir Shamans) Most Scouts are in fair standing with the odier guilds i n Kelethin. G u i l d
A l i g n m e n t : O G . L o c a t i o n : Shar V a h l , L u c l i n . D e s c r i p t i o n : Leader: Tylfon. Allies: None. Enemies: None.
T h e Dar Khura are the counselors and guides of the V a h Shir. Soldiers o f T u n a r e ( H a l f E l f and W o o d E l f D r u i d s )
T h e y are priests as w e l l as judges, and they offer their wisdom and A l i g n m e n t : N G . L o c a t i o n : K e l e t h i n , Faydwer. D e s c r i p t i o n :
guidance to all V a h Shir. G u i l d Leader: Spiritist G h r a w l e h . T h e Soldiers o f Tunare are the wood e l f and h a l f elf druids
A l l i e s : T h e V a h Shir guilds are mutually allied. Enemies: N o n e . dedicated to protecting the works of the M o t h e r of A l l . They
T h e J h a r i n ( V a h Shir Bards) protect the trees and the animals of the Greater Faydark. G u i l d
Alignment: O G . Location: Shar Vahl, Luclin. Description: T h e Leader: Heartwood Master. A l l i e s : T h e Emerald Warriors. E n -
legendary Jharin are the keepers of the oral histories of the Vah Shir. T h e emies: T h e Crushbone Ores.
bards write the stories of their heroes to be passed down from one T h e Songweavers ( H a l f E l f and W o o d E l f Bards)
generation to the next, and each bard is charged with the task of learning A l i g n m e n t : D G . L o c a t i o n : K e l e t h i n , Faydwer. T h e
die histories of the V a h Shir. G u i l d Leader: Elder Hymnist Hortitosh. Songweavers are traveling musicians and storytellers; they are
Allies: The V a h Shir guilds are mutually allied. Enemies: None. also long-traveling messengers i n times o f peace and war. T h e
T h e Khala D u n ( V a h Shir Warriors) Songweavers seek to stay neutral i n the conflicts o f others and
A l i g n m e n t : O G L o c a t i o n : Shar V a h l , L u c l i n . D e s c r i p t i o n : reserve their h o s t i l i t y for those that attack their members. T h e y
T h e Khala D u n are the defenders o f the c r o w n and protectors o f d o w o r k w i t h the League o f A n t o n i c a n Bards i n connecting the
the city. A l t h o u g h c o n f l i c t is rare, they are also peace keepers and cities o f N o r r a t h t h r o u g h a n e t w o r k of runners that deliver
guards inside the city. G u i l d Leader: H i g h A r m s m a n T r u k h a n a h . messages and news from o t h e r cities. G u i l d Leader: Sylia
A l l i e s : T h e V a h Shir guilds are mutually allied. Enemies: N o n e . W i n d l e h a n d s . A l l i e s : N o n e . Enemies: N o n e .

T h e K h a t i Sha ( V a h S h i r Beastlords)
Alignment: O G . Location: Shar Vahl, Luclin. Description: The Non-Player Character Factions
Khati Sha are exceptional fighters, and their affinity for the spirit world A l l i z e T a e e w ( L i z a r d People)
enables them to sway and control certain beasts as well. They are the
A l i g n m e n t : N E . L o c a t i o n : Southern A n t o n i c a . Description:
explorers of their kind, able to rely on the senses of their creatures i n
T h e lizard people of Cazic-Thule are territorial and w i l l attack any
addition to their own. G u i l d Leader: Elder Animist Sahdi. Allies: The
w h o enter their city. T h e y are the caretakers o f the lost temple city
Vah Shir guilds are mutually allied. Enemies: None.
that was long ago engulfed i n the jungle. T h e y worship Cazic-Thule
T h e T a r u u n ( V a h S h i r Rogues) and w i l l tolerate coreligionists. Some N o r r a t h scholars believe this
A l i g n m e n t : O N . L o c a t i o n : Shar V a h l , L u c l i n . D e s c r i p t i o n : lizard race to be the ancestors of the Shissar, cursed by the gods
T h e V a h Shir rogues are hunters and providers for their people, as instead of killed by the greenmist. Certainly, the Allize Taeew wield
well as spies and scouts i n times o f need. T h e T a r u u n t r a i n their powerful magics, the likes of w h i c h are reminiscent of the Shissar
natural stealth i n t o an amazing skill that allows t h e m to move as sorceries of old. A l l i e s : None. Enemies: T h e Allize Volew.
silently as mist. G u i l d Leader: Rakutah. A l l i e s : T h e V a h Shir A l l i z e V o l e w ( L i z a r d People)
guilds are mutually allied. Enemies: N o n e .
A l i g n m e n t : D N . L o c a t i o n : Southern central A n t o n i c a . D e -
s c r i p t i o n : T h e lizard people o f the Feerrott are nomadic and
W O O D Elves p r i m i t i v e . T h e y avoid c o n f l i c t when possible but fight when
T h e Fier'Dal find contentment i n the green and growing forests, attacked. T h e y oppose the lizard people w h o i n h a b i t the temple
choosing to build their cities i n the tall trees of the Greater Faydark c i t y of Cazic-Thule that lies i n the Feerrott. A l l i e s : N o n e .
forest. Earthier than their h i g h elf cousins and more approachable Enemies: T h e A l l i z e Taeew.
by the other races, they are welcomed by all o f the good races.
T h e B r o k e n S k u l l C l a n ( T r o l l s of A n t o n i c a )
Unsurprisingly, they are loathed by those o f an evil nature.
Alignment: DE. Location: Broken Skull Rock, an island off the
Wood elf guilds make modest demands on their members, which southern coast of Antonica. Description: T h e Broken Skull Clan are
accommodates the wood elven lifestyle just fine. Guild members brutal and merciless killers with a long history of warfare against other
commonly disappear for years on personal pursuits, only to return ready troll clans, elves, and ogres dating back to the times when Antonica was
to serve their guild for a time before traveling once again. W o o d elves still called Tunaria. T h e clan's only shred of virtue is what it reserves for
have enough loyalty to their guild and their culture not to take the its members. Broken Skull trolls are fiercely loyal to one another, and one
benefits of guild training for granted, and volunteerism suffices in place member of the clan will die to protect another, an internally focused
of more stringent measurements of service. Outsiders who show a passion sense of honor unseen in other troll clans. Outsiders are shown only
for the a m and skills of a guild's profession and who demonstrate their deceit and cruelty. Leader: Dulak. Allies: None. Enemies: Da Bashers,
desire and ability to preserve and defend the harmony of the forest will the Shadow Knights of N i g h t Keep.
be accepted into the guilds i n Kelethin.
T h e B u t c h e r h l o c k B a n d i t s ( D w a r v e n renegades)
T h e Emerald W a r r i o r s ( H a l f E l f and W o o d E l f W a r r i o r s )
A l i g n m e n t : D E . L o c a t i o n : Butcherhlock M o u n t a i n s , Faydwer.
A l i g n m e n t : N G . L o c a t i o n : K e l e t h i n , Faydwer. D e s c r i p t i o n :
D e s c r i p t i o n : T h e Butcherhlock Bandits are a cutthroat b u n c h of
T h e Emerald Warriors defend K e l e t h i n b o t h from outside attack
opportunists. T h e y lurk along the roads between guard outposts,
as w e l l as i n t e r n a l troubles. T h e y help keep the city orderly and
attacking travelers and robbing caravans. T h e y are the dregs of
peaceful and often guard the caravans of the merchants of K e l e t h i n
dwarven society, rejected even by the dwarven rogues. A l l i e s :
and Felwithe. G u i l d Leader: Rcgren. A l l i e s : N o n e . Enemies:
N o n e . Enemies: T h e Stormguard.
T h e Crushbone Ores, the Indigo Brotherhood.
Butcherhlock Goblins (Goblins of Faydwer)
Faydark's C h a m p i o n s ( H a l f E l f and W o o d E l f Rangers) A l i g n m e n t : D E . L o c a t i o n : Butcherhlock M o u n t a i n s , Faydwer.
A l i g n m e n t : D G . L o c a t i o n : K e l e t h i n , Faydwer. D e s c r i p t i o n : D e s c r i p t i o n : T h e Butcherhlock G o b l i n s are distant k i n of C l a n
Faydark's Champions are the defenders of the trees and the animals Runnyeye, w i t h small settlements scattered through the moun-
of the Greater Faydark. T h e y oppose any w h o h u n t needlessly and tains. T h e y are nomadic, m o v i n g frequently to evade the guards
attack poachers w h o h u n t beyond their needs. T h e y are the first that h u n t t h e m . W i t h their aggressive attitudes and lust for wealth
Chapter Four: Reujaros
and goods, they are a menace to travelers and locals alike. A l l i e s : remained was Lord Yelinak, who stays out of a respect for the fonnerly
N o n e . Enemies: T h e Stormguard. great capitol — and out of hatred for the Kromzek. The storm giants
C l a n K o l b o k (Kobolds of O d u s ) killed Lord Yelinak's mate, and his goal is the destruction of die Kromzek
and all their followers. Lord Yelinak has recruited various dragonkin and
A l i g n m e n t : DE. L o c a t i o n : T h e Mountains of Odus. Descrip-
mortals to aid h i m in his fight against the giants. Leader: Lord Yelinak.
t i o n : T h e kobolds of Odus occupy a huge and complex warren i n the
Allies: None. Enemies: T h e Kromzek, the Kromrif.
Stonebrunt Mountains near Paineel, but they have nomadic camps
D e a t h f i s t Ores (Ores o f A n t o n i c a )
of hunters, raiders, and foragers that scour all of Odus. These kobolds
w i l l attack anything they believe they can k i l l and loot. A l l i e s : A l i g n m e n t : D E . L o c a t i o n : C e n t r a l and eastern A n t o n i c a .
None. Enemies: T h e Deepwater Knights, the Heretics. D e s c r i p t i o n : T h e Deathfist Ores have small settlements scat-
C l a n R u n n y e y e ( G o b l i n s of A n t o n i c a ) tered around A n t o n i c a . T h e y are nomadic, ready to pack up and
move as needed t o avoid enemies or find better h u n t i n g grounds.
Alignment: NE. Location: Central Antonica and the Butcherhlock
T h e y are generally hostile and none too picky about w h o and
Mountains of Faydwer. Description: T h e Runnyeye goblins are fierce
what they devour. A l l i e s : N o n e . Enemies: T h e A s h e n Order, the
attackers, especially when they outnumber theirfoes at least three toone.
Guardians o f the Vale, the K n i g h t s o f T r u t h .
The closer to even the numbers are, the more likely the goblins are to
remember an urgent appointment elsewhere. They are in constant battle Dread Guard (Dark Elf Guards)
with the Guardians of the Vale, attacking the city of Rivervale as well as A l i g n m e n t : O E . L o c a t i o n : N e r i a k , the Commonlands, and
the outlying halfling settlements. T h e Runnyeye goblins lived in the Nektulos Forest, A n t o n i c a . These guards keep order in N e r i a k
Runnyeye Citadel for countless generations, until the Pickclaw Goblins and guard the region around i t . A few o f these guards go further,
invaded the citadel and made it their new home. N o w the Runnyeye scouting and k i l l i n g strangers b o t h to remove potential enemies
goblins that escaped capture and enslavement by their cousins live a and to spread terror. T h e Dread Guard remains neutral i n the
nomadic life, looking perhaps to find a new cave or warren to claim as conflict between K i n g N a y t h o x T h e x and Queen Cristianos
their own. Allies: None. Enemies: T h e Guardians of the Vale. T h e x . A l l i e s : N o n e . Enemies: T h e Leatherfoot Raiders.
T h e C o l d a i n (Ice D w a r v e s ) T h e Freeport M i l i t i a
Alignment: O G . Location: Thurgadin, Velious. Description: T h e Alignment: N . Location: Freeport, Antonica. Description: T h e
Coldain are the descendants of an ill-fated dwarven mining fleet blown Freeport Militia came into power when the previous protectors of the
off course and lost in the distant past. They live in the underground city city, the Knights of Marr and the Knights of T r u t h , went on a crusade.
of Thurgadin, an icy fortress made to keep them safe from the never- The Knights traveled across the Ocean of Tears to battle a plague of
ending attacks by the giants of Kael Drakkal. T h e Coldain have been undead i n Faydwer. W h e n they returned, the Militia had taken over
warring with the giants native to Velious ever since the giants discovered much of Freeport, and the followers of the Marr twins were reluctant to
and attacked the first dwarven colony. T h e Coldain are even more come to a direct conflict. The Militia maintains a not-so-secret alliance
stubborn than their k i n i n Kaladim. They are an extremely warlike with Freeport's rogues; i n return for favors and bribes, they protect the
society, made so by necessity rather than choice. W h i l e cautious with interests of the rogues and tend not to investigate crime too intently.
outsiders, they are willing to welcome any enemy of the giants of Kael They will crack down on foreign thieves, as will their seedy partners.
Drakkal as a possible ally. Leader: Dain Frostreaver I V . Allies: None. Leader: Sir Lucan D'lere. Allies: T h e Coalition of Tradefolk Under-
Enemies: The Kromzek, the Kromrif. ground. Enemies: T h e Knights of Truth, the Priests of Marr.
T h e C o r r u p t Qeynos Guards T h e Frogloks of G u k
A l i g n m e n t : N E . L o c a t i o n : Qeynos, A n t o n i c a . D e s c r i p t i o n : Alignment: N . Location: Soudieastern Antonica. Description: A
A m o n g the shining guardians o f Qeynos is a silent faction o f nation of frogloks lives i n Innothule Swamp, centered in their subterra-
corrupted guards. T h e y take bribes, misdirect investigations, and nean city of Guk. G i v e n the opportunity, they are peaceful, preferring to
murder witnesses t o protect the rogues' guild of Qeynos. Some of avoid conflict; however, conflict seems to find the frogloks. Since die
t h e m may even be secret worshippers o f Bertoxxulous, l o o k i n g time frogloks were hatched in Guk, purportedly by some of Mithaniel
out for the interests of the Bloodsabers. Leader: Kane Bayle. Marr's life force touching the waters of the swamp, the frogloks have been
A l l i e s : C i r c l e o f Unseen Hands. Enemies: T h e Qeynos Guards, at war with the troll clans of southern A n t o n ica. T h e frogloks are hunted,
the Steel Warriors. raided, and invaded by the trolls of Grobb, thus the frogloks of Guk have
Cristianos T h e x ( T h e D a r k E l f Q u e e n of N e r i a k ) a burning hatred of trolls. Moreover, the frogloks are besieged by ghouls
rising up from the lowest reaches of the caverns connected to Guk.
Alignment: OE. Location: Neriak, Antonica. Description:
Outsiders tryingtoravigatefrogloksccietyr^cefullywillfinditas varied
T h e dark elf Queen is one o f t w o contenders for the throne.
as that of humans. Some frogloks are paladins of Marr while others
Despite the fact that she is n o t a true member of the royal
worship Prexus and still others explore necromancy. A l l frogloks,
bloodline, she adopted the name of the former dynasty and
though, are of a like mind in regards to the common troll and ghoul
managed to gain the support of many i n Neriak. She and her allies
enemies. Allies: None. Enemies: A l l trolls, undead frogloks of Guk.
strive to manipulate and c o n n i v e their way i n t o greater power and
authority. Leader: Cristianos T h e x . A l l i e s : T h e Dead. Enemies: K r o m z e k ( S t o r m Giants of V e l i o u s )
T h e Spurned, K i n g N a y t h o x T h e x . A l i g n m e n t : O E . L o c a t i o n : Kael Drakkal, Velious. Descrip-
C r u s h b o n e Ores (Ores of F a y d w e r ) t i o n : T h e Kromzek are the n o b i l i t y o f Velious' giants, w h o are
significantly more i n t e l l i g e n t t h a n the giants found o n the rest of
A l i g n m e n t : N E . L o c a t i o n : C e n t r a l and eastern Faydwer. D e -
N o r r a t h . W i t h their vast size, strength, and cleverness, they are
s c r i p t i o n : Ore raiders loot villages and farms i n Faydwer, k i l l i n g
extremely formidable foes. T h e y despise the C o l d a i n dwarves and
and enslaving anyone w i t h i n their range. T h e i r warriors m a i n t a i n
have h u n t e d t h e m ever since the first contact between the races.
a constant battle against the forces of K a l a d i m , K e l e t h i n , and
T h e Kromzek are also i n constant conflict w i t h the dragons o f
Felwithe. T h e dark elf guild the Indigo B r o t h e r h o o d aids the
Skyshrine. Leader: K i n g T o r m a x . A l l i e s : Ry'gorr C l a n Snow
Crushbone Ores, but they are n o t truly allies. T h e dark elves use
Ores. Enemies: T h e C o l d a i n , the Dragons of Skyshrine.
the ores as an effective means to strike at their enemies o n
Faydwer w i t h o u t risking h a r m to themselves. Either the ores do T h e H i g h C o u n c i l of E r u d i n ( T h e Rulers of the Erudites)
not understand this or they do n o t care, w i l l i n g to take whatever Alignment: OG.Location: Erudin,Odus. Description: The Erudites
assistance the Brotherhood offers. Leader: Emperor Crush. A l - are ruled by a council formed of the leaders of the various guilds in Erudin.
lies: N o n e . Enemies: T h e Emerald W a r r i o r s , the Soldiers o f Allies: A l l Erudite guilds. Enemies: T h e Heretics.
Tunare, the Stormguard. Kejekans ( C a t People of O d u s )
T h e Dragons of S k y s h r i n e Alignment: D G . Location: T h e Stonebrunt Mountains, Odus.
Alignment: N . Location: Skyshrine, Velious. Description: T h e Description: T h e Kejekans are a somewhat primitive culture in terms of
once bustling capitol of the dragons loyal to Veeshan, Skyshrine was crafted goods, but their crude physical goods belie their advanced
abandoned by most of the dragons that lived there. T h e only dragon that spiritual wisdom. They are tolerant of Erudites from Erudin but hold die
H e r e t i c s responsible for t h e fate o f t h e i t V a h S h i r cousins lost i n t h e o f H a l a s , S u r e f a l l G l a d e , a n d Q e y n o s . T h e i r r a i d e r s assault t r a v e l e r s
Enidite C i v i l W a r . A l l i e s : N o n e . E n e m i e s : T h e Heretics. a n d a t t a c k r e m o t e g u a r d posts, s o m e t i m e s l e a d i n g assaults a g a i n s t
T h e Leatherfoot Raiders (Halfling Warriors) t h e c i t i e s t h e m s e l v e s . T h e best t r a d e r o u t e s b e t w e e n Q e y n o s a n d
Halas run through Sabertooth lands, a n d the bones of many
Alignment: N. Location: Central Antonica. Description:
travelers litter the g r o u n d a l o n g those routes. A l l i e s : N o n e . En-
T h e L e a t h e r f o o t R a i d e r s a r e t h e best w a r r i o r s o f t h e G u a r d i a n s o f
e m i e s : T h e Jagged P i n e T r e e f o l k , t h e P r o t e c t o r s o f t h e P i n e , t h e
t h e V a l e , s e n t t o h a r r y a n d spy o n t h e e n e m i e s o f t h e
Qeynos Guards, the Steel Warriors, die W o l v e s o f the
h a l f l i n g s . T h e y are s k i l l e d f i g h t e r s w h o h o l d n o l o v e
^ North.
for d a r k elves. A l l i e s : T h e G u a r d i a n s o f t h e V a l e ,
the Stormreapers. E n e m i e s : T h e Dread Guard. The Sarnak Collective (Dragon People of

Mayong Mistmoore (Dark Elf Vampire) Kunark)

A l i g n m e n t : O E . L o c a t i o n : Castle M istmoore, A l i g n m e n t : OE. Location: Kunark. Descrip-

Faydwer. D e s c r i p t i o n : M a y o n g M i s t m o o r e is tion: The Sarnak Collective is a g r o u p o f

d i e v a m p i r e leader at d i e c e n t e r o f C a s t l e lizard-like beings created by t h e iksar n e c r o -

M i s t m o o r e , a n a n c i e n t fortress f i l l e d w i d i d i e mancers at t h e h e i g h t o f t h e iksar E m p i r e .

u n d e a d . H e is a very a n c i e n t a n d p o w e r f u l T h e y are h i g h l y i n t e l l i g e n t , w i t h t a l e n t e d

sorcerer w h o has m a n i p u l a t e d k i n g s a n d m a g i c users i n t h e i r r a n k s ; t h e y are a l s o

l o r d s f o r u n t o l d generations. M a y o n g n e e d s very resistant t o hostile magic. While

n o allies against his m a n y p o w e r f u l e n - t h e y are u n f r i e n d l y t o n e a r l y anyone

emies. H e hates m o s t dragons a n d a n y w h o crosses t h e i r p a t h , t h e y h a v e a

bards d i a t w o u l d w o r s h i p Veeshan. deep and a b i d i n g hatred of their former

Leader: Mayong Mistmoore. Allies: iksar masters. A l l i e s : N o n e . E n e m i e s :

N o n e . Enemies: Dnisell Sadiir, the A l l iksar.

League o f A n t o n i c a n Bards, t h e R i n g Shadowed M e n (Invisible Hu-


o f Scale. manoids)

N a y t h o x T h e x (The D a r k Elf Alignment: NE. Location:


King) Throughout Nonath. Description:
S h a d o w e d m e n are i n v i s i b l e b e i n g s
Alignment: OE. Location:
w h o t r a v e l w i d e l y across N o r r a t h .
Neriak, Antonica. Description:
They see t h e m s e l v e s as t h e e m -
T h e d a r k e l f K i n g is o n e o f t w o
h o d i m e n t o f magic a n d bel ieve t h a t
would-be rulers o f the T e i r ' D a l .
t h e y are t h e s o u r c e o f m a g i c i n t h e
D e s p i t e t h e s m a l l f a c t t h a t h e is
w o r l d . T h e y are i n n e v e r - e n d i n g
n o t of the royal b l o o d l i n e , he
conflict with the followers of
crowned himself king, adopted
Solusek R o and w i l l attack t h e m
the name o f the dynasty that
wherever they find them. Shad-
came before h i m , and g a t h -
o w e d m e n are t e r r i f y i n g foes w h o
ered supporters f o r h i s cause. I
attack w i t h n o w a r n i n g and usu-
The self-styled k i n g a n d his
ally w i t h o u t p r o v o c a t i o n . A l l i e s :
f o l l o w e r s seek t o w e a k e n t h e I
N o n e . Enemies: T h e Temple of
so-called Q u e e n ' s claims on
Solusek Ro.
the throne. Leader: N a y t h o x
Thex. Allies: The Spurned. The Temple of Solusek Ro
Enemies: Queen Cristianos (Followers of Solusek Ro)
T h e x , the Dead. H Alignment: D N . Location :The

The Qeynos Guards H T e m p l e o f Solusek Ro, A n t o n i c a .


I Description: The followers of
Alignment: OG. Location:
I S o l u s e k R o are o f m a n y races, a n d
Qeynos, Antonica. Descrip-
H t h e B u r n i n g P r i n c e is p a r t i c u l a r l y
t i o n : T h e Q e y n o s G u a r d s are a
H favored by wizards. T h e largest
powerful and noble force loyal
r t e m p l e t o S o l u s e k R o o n N o r r a t h is
t o t h e city's leaders a n d dedi
B located in the r i m of a volcano in the
c a t e d t o t h e safety o f t h e c i t y ' s
m Lavastorm Mountains of A n t o n i c a .
citizens. T h e y are a w e l l t r a i n e d
• T h e t e m p l e is f i l l e d w i t h f i r e a n d l a v a ,
force w i t h a g o o d r e p u t a t i o n . A l -
' l i g h t a n d h e a t . S o l u s e k ' s f o l l o w e r s see
lies: The Silent Fist Clan.
the God o f F i r e as t h e s o u r c e o f a l l
Enemies: The Bloodsabers, the
magic, and they guard many magical
Circle of Unseen Hands, Clan
secrets u n k n o w n t o t h e rest o f N o r r a t h .
Sabertooth.
T h e y also h a t e t h e s h a d o w e d m e n , a n d
The Ring of Scale (Renegade any c o n t a c t b e t w e e n t h e t w o g r o u p s w i l l
Dragons) end in combat. Allies: None. Enemies:
Alignment: N. Location: Kunark. f T h e Shadowed M e n .
D e s c r i p t i o n : T h e R i n g of Scale consti-
T h e U n k e m p t Preservers (Fanatical D r u -
tutes t h e c o u n c i l o f dragons t h a t b r o k e
ids)
faith w i t h Veeshan and left Velious to
make t h e i r h o m e in K u n a r k . T h e y oppose all A l i g n m e n t : D N . L o c a t i o n : T h e plains and
worshippers o f Veeshan and the dragons still mountains of southwestern A n t o n i c a . Descrip-
faithful to Her. Leader: Phara Dar A l l i e s : N o n e . t i o n : T h e U n k e m p t P r e s e r v e r s are a r e n e g a d e f a c t i o n
E n e m i e s : T h e League o f A n t o n i c a n Bards, M a y o n g o f d r u i d s w h o resort t o e x t r e m e measures t o p r o t e c t
Mistmoore, V e n r i l Sathir. n a t u r e . H a v i n g d e c i d e d n e g o t i a t i o n w a s useless, t h e y
n o w a m b u s h a n d m u r d e r loggers, h u n t e r s , a n d trappers.
The Sabertooth C l a n (also called Sabertooths of
W h i l e t h e i r g o a l s are t h e s a m e as t h a t o f t h e J a g g e d P i n e
Blackburrow; Gnolls of Blackburrow)
T r e e f o l k , t h e i r m e t h o d s are b r u t a l a n d merciless. T h e y o p p o s e t h e
Alignment: NE. Location: Northwest Antonica. Description: worship of Karana and will kill the treants created by the
T h e S a b e r t o o t h C l a n is i n a state o f c o n s t a n t c o n f l i c t w i t h t h e forces R a i n k e e p e r . A l l i e s : N o n e . E n e m i e s : T h e Jagged P i n e T r e e f o l k .
Chapter Five: Magic items I K

chapter Five:
tAagie items

The characters h a v e p u n c h e d , h a c k e d , a n d cast t h e i r w a y C h a r a c t e r s c a n c o m e b y m a g i c i t e m s i n several ways. T h e m o s t


t h r o u g h a w a l l o f monsters t h r e e feet t h i c k . T h e y ' v e g o t t e n t h e c o m m o n w a y is m a k i n g t h e m m o n s t e r l o o t . M o s t monsters,
experience and d i v v i e d u p t h e coins. B u t t h e y k n o w there's o n e especially i n t e l l i g e n t ones, carry m o n e y a n d items w i t h t h e m .
m o r e t h i n g t o be u n c o v e r e d : m a g i c i t e m s . Powerful (or l u c k y ) ones carry magic items. W h e n the characters
M a g i c items are regular objects t h a t h a v e been e n d o w e d w i t h d e f e a t t h e m , t h e y c a n t a k e t h e m a g i c i t e m s a n d use t h e m i n t u r n .
magical abilities. T h e y c a n be weapons, armor, potions, jewelry, Remember though, that if an enemy has a magic i t e m , he's
or e v e n m o r e fantastic t h i n g s , a n d they're o n e o f t h e m o s t prized p r o b a b l y g o i n g t o use i t . I f a f r o g l o k h a s a m a g i c d a g g e r , h e w o n ' t
rewards a G M m i g h t h a n d o u t w h e n characters a c c o m p l i s h a goal. j u s t l e t i t d a n g l e f r o m h i s l o i n c l o t h as h e f i g h t s f o r h i s l i f e !
Magic items i m p r o v e character abilities a n d h e l p players indi- Y o u m i g h t w a n t t o m i m i c t h e EverQuest online experience and
vidualize their characters. T h e y allow characters t o have powers only allow certain magic items to drop f r o m certain monsters. B u t
a n d a b i l i t i e s t h a t r a c e , class, a n d s p e l l s a l o n e c a n ' t a l w a y s p r o v i d e . a t a b l e t o p r o l e - p l a y i n g g a m e a l l o w s y o u m u c h m o r e f r e e d o m , so
M a g i c items m a k e EverQuest sparkle, h e l p i n g a fantasy game feel d o n ' t feel l i m i t e d by o n l i n e experience.
truly fantastic.
A n o t h e r w a y t o p l a c e m a g i c i t e m s f o r c h a r a c t e r s is a t t h e e n d
M o s t m a g i c items are h e l p f u l , b u t some are m i x e d blessings, o f quests. A t l o w e r levels, t h e characters c a n t a l k t o p o w e r f u l
adding some benefits w h i l e subtracting f r o m o t h e r abilities. N e a r l y N P C s a r o u n d t h e m a n d see i f t h e y h a v e a n y tasks a v a i l a b l e as
any n o r m a l item c a n be e n c h a n t e d t o become magical. q u e s t s . N P C s c a n o f f e r m a g i c i t e m s as r e w a r d f o r c o m p l e t i n g t h e s e
Magic i t e m s are d i v i d e d i n t o several categories, generally quests. A t h i g h e r levels, c h a r a c t e r s m a y l e a r n a b o u t quests i n d e -
a c c o r d i n g t o w h e r e t h e i t e m s a r e k e p t o n a user's b o d y : h e a d , f a c e , p e n d e n t l y and f u l f i l l t h e m w i t h o u t a p a t r o n . T h e y m i g h t span t h e
b a c k , s h o u l d e r , n e c k , b o d y , s h i r t , legs, w r i s t , f i n g e r , h a n d s , b e l t , w o r l d a n d t h e planes c o l l e c t i n g items, establishing relationships,
feet, ear, weapons ( b l u n t , slashing, p i e r c i n g , h a n d - t o - h a n d , a n d a n d m a k i n g deals t o a c h i e v e famous ( o r i n f a m o u s ) epic-level
ranged), shield, scrolls, a n d miscellaneous. For m o r e o n these magic items.
c a t e g o r i e s , see " I t e m S l o t s " b e l o w . Players m i g h t c o m e t o y o u w i t h a desire f o r t h e i r characters t o
h a v e a c e r t a i n i t e m o r a b i l i t y . T h i s is g r e a t — i t m e a n s t h e p l a y e r

HOLD TO Place Magic Items really wants t o get i n t o the game. A b o v e all, t h o u g h , d o n ' t h a n d
magic items o u t w i t h o u t challenging t h e characters t o get t h e m .
P l a c i n g m a g i c i t e m s c a n b e a t r i c k y p a r t o f y o u r j o b as a G M . A r e w a r d t h a t c o m e s w i t h o u t e f f o r t m a k e s t h e w h o l e g a m e less f u n
Y o u d o n ' t w a n t t h e P C s t o h a v e t o o f e w i t e m s o r i t e m s t h a t are t o o for everyone.
weak — otherwise t h e o p p o s i t i o n at t h e i r level w i l l o v e r w h e l m
t h e characters a n d t h e players w i l l get discouraged. Y o u also w a n t
t o a v o i d h a n d i n g o u t t o o m a n y i t e m s , o r t o o p o w e r f u l ones: t h e n
Item Slots
t h e c h a l l e n g e goes a w a y , a n d t h e p l a y e r s g e t b o r e d . Y o u w a n t t o Each category o f i t e m generally corresponds t o a place o nt h e
h a n d o u t just t h e right a m o u n t o f magic items t o keep t h e b o d y w h e r e a n i t e m c a n be w o r n o r k e p t . T h e s e places o n t h e b o d y
characters c o m p e t i t i v e w i t h t h e i r o p p o s i t i o n . are c a l l e d i t e m s l o t s . O n l y a l i m i t e d n u m b e r o f i t e m s c a n b e used
T h e treasure tables h e l p w i t h this b a l a n c i n g act. T h e y d i s t r i b - effectively at t h e same t i m e , d e p e n d i n g o n w h e r e t h e y are w o r n .
ute appropriate a m o u n t s o f magic, m o n e y , and o t h e r items t o keep I n s o m e cases, t h i s is o b v i o u s — a c h a r a c t e r w i t h o n l y t w o h a n d s
characters o n t h e level o f t h e c h a l l e n g e s t h e y ' l l face a c c o r d i n g t o c a n ' t use t h r e e b a t t l e a x e s a t o n c e . I n o t h e r cases, h o w e v e r , t h e
t h e C R system. T h a t said, d o n ' t feel c o n s t r a i n e d b y t h e tables. l i m i t e d n u m b e r m i g h t b e less o b v i o u s . F o r i n s t a n c e , a p e r s o n c o u l d
They're there t o help you, n o trule you. Y o u m i g h t w a n t t o give conceivably wear t w o cloaks at once. I t w o u l d be bulky and look
out a certain magic i t e m t o t h e g r o u p t o o v e r c o m e a specific w e i r d , b u t it's c e r t a i n l y possible.
challenge, or t o c o m p l e m e n t a character concept. That's fine. However, t o provide interesting choices, and t o prevent over-
T h e t a b l e s a r e g r e a t f o r b e g i n n i n g G M s b e c a u s e o n e c a n use t h e m powered " d o u b l i n g u p " o fsome kinds o fmagic items, l i m i t a t i o n s
w i t h o u t fear o f b r e a k i n g t h e g a m e . A s a G M gains e x p e r i e n c e , she are i m p o s e d a c c o r d i n g t o t h e i r i t e m s l o t . F o r i n s t a n c e , a c h a r a c t e r
can rely o n hero w n j u d g m e n t about what's powerful e n o u g h for m i g h t w e a r t w o m a g i c c l o a k s , b u t o n l y o n e " b a c k " i t e m is a l l o w e d .
her group. T h u s , o n l y t h e first cloak's p o w e r has any effect — t h e second
c l o a k is useless, r e n d e r e d i n e r t , u n t i l t h e f i r s t is r e m o v e d . I t e m s l o t
Ev€rQU€StRPG:Ga(neMast€r'sGuiO€
limitations (and t h emost c o m m o n examples o f what type o f item Spell T r i g g e r
fits t h e slot) i n c l u d e t h e f o l l o w i n g : A n y k i n d o f i t e m c a n store spells o r spell-like p o w e r s , a n d t h e
1 head (headband, helmet, or c r o w n ) spells w i t h i n are s o m e t i m e s a c t i v a t e d w i t h a s p e l l trigger. Q u i c k e r
1 face (mask, eyepiece, o r v i s o r ) a n d easier t h a n spell c o m p l e t i o n , spell t r i g g e r i t e m s are a c t i v a t e d
w i t h a t h o u g h t . A character w h o wants t o activate a spell stored
1 back (cloak o r cape)
i n a s p e l l t r i g g e r i t e m m u s t k n o w w h i c h s p e l l is s t o r e d w i t h i n —
1 shoulder (mantle or pauldron)
t h e character c a n ' t s i m p l y trigger t h e i t e m b l i n d l y . N o t e t h a t spell
1 neck (amulet, brooch, o r necklace) triggered powers, u n l i k e spell c o m p l e t i o n powers, are l i m i t e d b y
1 body (chest plate, armor, o r robe) class e v e n w h i l e t h e i t e m i t s e l f m a y b e u s e d b y a n y class ( e . g . a s t a f f
1 shirt (shirts, i n c l u d i n g a r m items) w i t h + 1 a t t a c k b o n u s a n d a h e a l i n g p o w e r t h a t is s p e l l t r i g g e r
1 legs ( p a n t s o r l e g g i n g s ) ( c l e r i c ) w i l l g r a n t a + 1 a t t a c k b o n u s t o a n y user, b u t o n l y a c l e r i c
m a y use t h e h e a l i n g p o w e r ) . T h e c l a s s ( e s ) t h a t c a n a c t i v a t e a s p e l l
2 wrists (bracelets a n d bracers)
trigger i t e m are always n o t e d i n parenthesis i n t h e " A c t i v a t i o n "
2 fingers (rings)
l i n e o f t h e i t e m ' s d e s c r i p t i o n , s u c h as " s p e l l t r i g g e r ( r a n g e r ) " o r
1 hands (gloves a n d gauntlets always c o m e i n pairs) " s p e l l t r i g g e r ( c l e r i c , d r u i d ) . " S p e l l t r i g g e r i t e m s are a l m o s t a l w a y s
1 waist (belt o r g i r d l e ) u s a b l e b y s p e l l c a s t i n g classes o n l y , b u t i t e m s w i t h " s p e l l t r i g g e r
1 feet (slippers, shoes, a n d b o o t s always c o m e i n pairs) ( w a r r i o r ) " are t e c h n i c a l l y possible. A c t i v a t i n g a spell trigger i t e m
2 ears ( e a r r i n g s ) is a n a t t a c k a c t i o n t h a t d o e s n o t p r o v o k e a t t a c k s o f o p p o r t u n i t y .

Command Word

Ibentipying Magic Items Command w o r d a c t i v a t i o n m e a n s t h a t a c h a r a c t e r speaks a


w o r d o r phrase t o activate a n i t e m . C o m m a n d words c a n be
Spellcasters a n d bards h a v e a n i n n a t e grasp f o r m a g i c — t h e y
a n y t h i n g , a n d they are sometimes carved o r m o l d e d i n t o t h e i t e m
c a n feel m a n a f l o w t h r o u g h items a r o u n d t h e m . Because o f this,
itself.
a bard o r spellcaster a u t o m a t i c a l l y k n o w s w h e t h e r a n i t e m h e o r
S p e l l s s u c h as identify r e v e a l a n i t e m ' s c o m m a n d w o r d t o t h e
s h e h o l d s is m a g i c a l , a n d c a n t e l l i f a n y i t e m w i t h i n 6 0 f e e t is
caster. K n o w l e d g e ( m y s t i c i s m ) o r K n o w l e d g e ( h i s t o r y ) c h e c k s ( o r
m a g i c a l s i m p l y b y l o o k i n g at i t . F i n d i n g o u t e x a c t l y w h a t a n i t e m
s o m e o t h e r K n o w l e d g e s k i l l , i n c e r t a i n cases) m i g h t a l s o b e u s e f u l
does c a n be harder.
i n h e l p i n g t o discover c o m m a n d words for n e w l y f o u n d items. I f
Enchanters, magicians, necromancers, a n d wizards a l l receive the G M allows this m e t h o d , t h e character must make a n appro-
t h e identify s p e l l a t v a r y i n g l e v e l s . B a r d s o f a p p r o p r i a t e l e v e l m a y p r i a t e s k i l l c h e c k (DC 3 0 ) t o c o m e u p w i t h t h e w o r d . I f t h e c h e c k
a l s o s i n g Lyssa's Cataloging Libretto t o identify a n item. These f a i l s , a s e c o n d c h e c k ( D C 2 5 ) m i g h t a t l e a s t p r o v i d e a c l u e as t o
s p e l l s a l l o w casters t o i d e n t i f y t h e e f f e c t s o f a s i n g l e i t e m ( a s h o w o r where t o discover t h ec o m m a n d word. A n y item w i t h o u t
d e t a i l e d i n t h e s p e l l d e s c r i p t i o n s ) . C h a r a c t e r s w i t h o u t easy access a specified a c t i v a t i o n m e t h o d c a n be assumed t o b e a c t i v a t e d b y
t o t h e s e spells m a y p a y t o h a v e i t e m s i d e n t i f i e d , o r m i g h t b e a b l e c o m m a n d w o r d . A c t i v a t i n g a c o m m a n d w o r d m a g i c i t e m is a n
to learn a n item's f u n c t i o n t h r o u g h asking o rresearching m o r e a t t a c k a c t i o n t h a t does n o t p r o v o k e attacks o f o p p o r t u n i t y .
k n o w l e d g e a b l e sources, o r e v e n b y t r i a l a n d e r r o r .
Use-Activation
C h a r a c t e r s s i m p l y use t h i s t y p e o f i t e m i n t h e n o r m a l f a s h i o n t o
Using Items activate i t — f o r example, swinging a magic axe, d r i n k i n g a
A c h a r a c t e r m u s t a c t i v a t e a n i t e m t o use i t . M a n y m a g i c i t e m s p o t i o n , o r p u t t i n g o n a m a g i c c l o a k . U s e a c t i v a t i o n is g e n e r a l l y
activate simply by being w o r n , and f u n c t i o n constantly. Others straightforward a n d self-explanatory.
r e q u i r e m o r e c o m p l e x a c t i v a t i o n s s u c h as s p e a k i n g a n a c t i v a t i o n M o s t use-activated items are c l o t h i n g , jewelry, weapons, o r
w o r d o r c a s t i n g a s p e l l ; i n s u c h cases, a c t i v a t i n g t h e m a g i c i t e m armor. I n many cases, s i m p l y w e a r i n g t h e i t e m is e n o u g h t o
r e q u i r e s a s p e c i f i c " a c t i v a t e m a g i c i t e m " a c t i o n . T h i s is a s t a n d a r d activate it, a n d t h e item functions continually once worn. I n
a c t i o n t h a t does n o t p r o v o k e a t t a c k s o f o p p o r t u n i t y , unless t h e o t h e r cases, t h e i t e m m u s t b e k e p t w i t h t h e c h a r a c t e r , b u t c a n stay
i t e m description o r a c t i v a t i o n type indicates otherwise. i n a bag a n d f u n c t i o n normally. Some items made for wearing

N o t e t h a t f o r i t e m s t h a t c o m e i n p a i r s ( s u c h as g l o v e s o r b o o t s ) , must still b e activated consciously; this usually means m e n t a l l y

b o t h halves o f the pair must be w o r n by the same character for t h e w i l l i n g t h e a c t i v a t i o n t o h a p p e n . N o o n e else h a s t o k n o w w h e n

magic t o be effective. A l s o n o t e t h a t , u n l i k e i n t h e o n l i n e version the character activates o r deactivates t h e item.

o f EverQuest, m a g i c i t e m s n e v e r h a v e l e v e l l i m i t s f o r use; such Items w i t h t h e " p r o c " designation are always use-activated
a r t i f i c i a l l i m i t a t i o n s , necessary i n o n l i n e p l a y , c a n b e m a n a g e d i t e m s , a t least as f a r as t h e p r o c e s s e f f e c t s t h e m s e l v e s a r e c o n -
organically by t h e G M i n table-top play. N o character has t o be c e r n e d . W h e n a n i t e m w i t h a p r o c e f f e c t is u s e d s u c c e s s f u l l y , s u c h
o f a c e r t a i n l e v e l t o use a g i v e n m a g i c i t e m . T h e m a g i c f u n c t i o n s as w h e n a w i e l d e r h i t s w i t h a p r o c w e a p o n , t h e user m a k e s a
f o r users o f a n y l e v e l . D e x t e r i t y ( o r " P r o c " ) check against t h e D C listed w i t h t h e proc
effect. I f t h e c h e c k succeeds, t h e p r o c effect occurs i n a d d i t i o n t o
T h e f o u r w a y s t o a c t i v a t e m a g i c i t e m s a r e as f o l l o w s :
any o t h e r effects t h e i t e m m a y h a v e . I f t h e c h e c k fails, t h e proc
Spell Completion
effect does n o t o c c u r , b u t o t h e r n o n - p r o c effects s t i l l o c c u r .
T h i s is t h e a c t i v a t i o n m e t h o d f o r s c r o l l s (see " S c r o l l s " o n p a g e
U n l e s s t h e i t e m d e s c r i p t i o n says o t h e r w i s e , a c t i v a t i n g a use-
1 7 4 ) . S c r o l l s are spells t h a t h a v e b e e n w r i t t e n o u t a n d t h a t t h u s
a c t i v a t e d i t e m is e i t h e r a n a t t a c k a c t i o n o r n o a c t i o n . I f u s i n g t h e
r e q u i r e n o p r e p a r a t i o n o r m a n a t o cast — a l l t h e e f f o r t h a s a l r e a d y
i t e m r e q u i r e s s o m e s e p a r a t e a c t i o n ( s u c h as d r i n k i n g a p o t i o n )
been invested. T h e reader s i m p l y activates t h e spell b y r e a d i n g i t
b e f o r e t h e m a g i c a l e f f e c t o c c u r s , t h e n use a c t i v a t i o n is a s t a n d a r d
a l o u d , s p e a k i n g t h e w o r d s a n d g e s t u r i n g as n e c e s s a r y t o e n a c t t h e
( a t t a c k ) a c t i o n . I f t h e i t e m ' s a c t i v a t i o n is s u b s u m e d i n i t s use
s p e l l . T h e t i m e r e q u i r e d t o a c t i v a t e a s p e l l c o m p l e t i o n i t e m is t h e
( s u c h as s w i n g i n g a s w o r d t h a t g r a n t s a n e n h a n c e m e n t b o n u s t o
s a m e as t h e s p e l l ' s n o r m a l c a s t i n g t i m e , a n d p r o v o k e s a t t a c k s o f
h i t ) a n d t a k e s n o e x t r a t i m e , use a c t i v a t i o n is n o t c o n s i d e r e d a n
o p p o r t u n i t y j u s t as i f t h e i t e m ' s user w e r e c a s t i n g t h e s p e l l .
a c t i o n at a l l . U s e a c t i v a t i o n does n o t p r o v o k e attacks o f o p p o r t u -
T o use a s p e l l c o m p l e t i o n i t e m s a f e l y , a c h a r a c t e r m u s t b e o f t h e
n i t y , a l t h o u g h using t h e i t e m m i g h t i n v o l v e an action that
a p p r o p r i a t e class a n d l e v e l t o c a s t t h e s p e l l n o r m a l l y w i t h o u t t h e
p r o v o k e s a n a t t a c k o f o p p o r t u n i t y ( s u c h as s h o o t i n g a m a g i c b o w
item (although t h e character doesn't actually have t o have that
w h i l e s t a n d i n g i n a t h r e a t e n e d space).
particular spell recorded i n h i s o r h e r s p e l l b o o k ) . I f a character
d o e s n o t h a v e t h e r e q u i s i t e class a n d l e v e l t o cast t h e s p e l l , h e o r
s h e c o u l d m a k e a m i s t a k e (see " S c r o l l M i s h a p s , " o n p a g e 1 7 5 ) . Equipping Magic Items
W h e n a n a r t i c l e o f m a g i c c l o t h i n g , j e w e l r y , o r a r m o r is d i s c o v -
e r e d , size is n o t a n issue. M a g i c i t e m s resize t h e m s e l v e s a u t o m a t i c a l l y
to fit their wearer. O f course, a G M may specify that a particular Dodge: T h i s bonus increases a character's ability to get out o f
item can be w o r n or used only by characters o f certain races or the way quickly. Dodge bonuses d o stack w i t h other dodge
classes, or perhaps that some o f their abilities only operate for bonuses. However, spells and magic items never grant dodge
characters of certain races or classes. Otherwise, items w i l l resize bonuses. O n l y feats and special abilities do that.
themselves to f i t nearly any wearer. Enhancement: A n enhancement bonus represents an increase
i n the strength or effectiveness o f a character as a result o f a magic
Saving Throcos Against Magic item.
Enlargement: T h i s bonus occurs w h e n a character magically
Items grows i n size. Enlargement bonuses increase Strength and some-
times C o n s t i t u t i o n , and also sometimes decrease A C , attack, and
Magic items often produce spells or spell-like effects. W h e n a
H i d e check bonuses.
target or opponent is required to save against a spell or spell-like
Haste: A haste bonus improves a character's A C because he or
effect from a magic item, the D C is always 10 + the item's caster
she moves faster.
level.
Inherent: A n inherent bonus is a bonus to an ability score that
Item descriptions usually give saving t h r o w DCs for their
results from powerful magic. A character is l i m i t e d to a total
various effects, particularly w h e n an effect has n o exact spell
inherent bonus o f +5 to any ability score.
equivalent.
Insight: A n insight bonus grants a character better an almost
precognitive knowledge o f factors pertinent t o the activity.
Bonuses prom Magic Items Luck: A luck bonus is a general bonus that represents good
M a n y magic items offer bonuses o n attack rolls, damage rolls, fortune.
saving throws, A r m o r Class, ability scores, mana, h i t points, Metabolic: T h i s bonus is the result of some change to the basic
energy resistance, and/or skill checks. M o s t items that add to f u n c t i o n or chemistry of a character's body usually because o f a
saving throws, attack rolls, damage rolls, or A C are usually consumable i t e m created w i t h a trade skill.
restricted to a m a x i m u m bonus o f + 5 , although certain epic items, Morale: A morale bonus represents the effects o f greater hope,
usually w i t h caster levels o f 2 0 t h or higher, m i g h t reach +8. Most courage, and d e t e r m i n a t i o n i n some endeavor.
items that add to ability scores are restricted to a m a x i m u m bonus
Natural A r m o r : A natural armor bonus is the type o f bonus that
o f + 6 , although, again, certain very potent items m i g h t reach + 10.
many creatures get because o f their t o u g h or scaly hides. A natural
O t h e r types o f bonuses have n o m a x i m u m .
armor bonus bestowed by a spell indicates that the subject's skin
Bonuses o f different types always stack. I d e n t i c a l types o f hardens or thickens.
bonuses do n o t stack, so two items that confer an armor bonus do Slow: A slow bonus reduces a character's A C because he or she
not b o t h increase a character's A r m o r Class. O n l y the higher moves more slowly.
bonus is effective. Exceptions to this rule include enhancement
Synergy: T h i s is a bonus resulting from the beneficial interac-
bonuses to body items and shields, enhancement bonuses t o
t i o n of t w o related skills.
ranged weapons and their a m m u n i t i o n , dodge bonuses, synergy
bonuses, and some circumstance bonuses.
Further, some magic items do n o t have a named bonus at a l l .
U n n a m e d bonuses always stack w i t h any other bonus, i n c l u d i n g
other unnamed bonuses.
W h e n a "bonus" type actually incurs a penalty (such as frozen
Table 5-1: Bonuses From Magic Items
Bonus T y p e Improves
efreeti boots, w h i c h grant b o t h bonuses and penalties), it does stack
w i t h other similarly named bonuses. A n item that gives a - 2 Arcane AC, A r m o r ' s bonus, attacks, damage, ability
enhancement penalty and another item that gives a +2 enhance- scores, mana, hit p o i n t s , resistance, saves
ment bonus would stack together, effectively canceling one Armor AC
another's effects. Augmentation AC, A r m o r ' s bonus, attacks, damage, ability
See T a b l e 5 - 1 for a list o f bonuses granted by magic items and scores, mana, hit points, resistance, saves
spells. Each type of bonus is explained below:
Buff AC, attacks, damage, ability scores
Arcane: T h i s bonus represents an increase due to the effects o f
Circumstance A t t a c k s , checks
an item fashioned by a character's trade skill.
Competence A t t a c k s , saves, checks
A r m o r : T h i s is the same type of bonus that mundane armor
gives a character. A spell or item that gives an armor bonus Deflection AC
typically creates an invisible, tangible field of force around the Divine AC, saves, checks, hit p o i n t s , mana
affected character. Dodge AC
Augmentation: A n augmentation bonus represents a magical Enhancement AC, A r m o r ' s bonus, attacks, damage, ability
augmentation o f some aspect of a character as a result o f a magic scores, mana, hit points, resistance, saves
item.
Enlargement Str, Con, attacks, A C
Buff: Buff bonuses are added by spells, and affect many different
Haste AC
aspects o f a character i n c l u d i n g ability scores, attack bonus,
damage, and A r m o r Class. Inherent A b i l i t y scores

Circumstance: T h i s is a bonus or penalty based o n situational Insight A t t a c k s , A C , saves, checks


factors, w h i c h may apply either to a check or the D C for that Luck A t t a c k s , weapon damage, AC, saves, checks
check. Circumstance modifiers stack w i t h each other, unless they Metabolic A b i l i t y scores, mana, hit points, resistance, saves
arise from essentially the same circumstance.
Morale A t t a c k s , damage, checks, saves
Competence: A c o m p e t e n c e bonus a c t u a l l y increases a
Natural a r m o r AC
character's ability to do something, m a k i n g the character more
Slow AC
competent at some a c t i o n .
Synergy Checks
Deflection: A deflection bonus increases a character's A C by
causing attacks to veer off.
Divine: A d i v i n e bonus represents power added t h r o u g h godly
i n t e r v e n t i o n , or at least by the servant o f a god.
EverQuest RPG: Game Master's Gutoe

Attack Bonuses anb


Damage Rebuction Table 5-2: Typical Harbness, Hit Points, anb
S o m e magic items g a i n d i f f e r i n g bonuses f o r t h e purposes o f
BreakbCs For Common Items
a t t a c k r o l l s a n d d a m a g e r o l l s . F o r i n s t a n c e , a cold i r o n momingstar Object Hardness Hit Points Brea
(q.v.) has a + 2 e n h a n c e m e n t bonus t o attacks a n d a + 3 e n h a n c e - Arrow 5 1 12
m e n t bonus to damage. For the purpose of d e t e r m i n i n g a weapon's Backpack 2 1 20*
ability t o penetrate a creature's damage r e d u c t i o n , always c o n -
Breastplate 10 15 26*
sider t h e weapon's a t t a c k b o n u s ; t h e damage b o n u s has n o d i r e c t
Broad s w o r d 10 10 25
b e a r i n g o n d a m a g e r e d u c t i o n . T h u s , t h e etched steel baton c a n
ignore damage r e d u c t i o n 10/+2, because t h e b a t o n has a n a t t a c k Chain shirt 10 10 26*
bonus o f + 2 . I t does n o t ignore damage r e d u c t i o n 10/+3, h o w e v e r , Chammail 10 15 26*
even t h o u g h i t has a damage bonus o f + 3 . Chest, large wooden 5 15 23
Chest, large, bound 5 20 24
Charges, t)oses, anb Chest, small wooden 5 1 17
Club 5 4 21
MuLtipLe-Use Items C o f f e r , iron 10 15 24
S o m e items are l i m i t e d i n p o w e r by t h e n u m b e r o f charges they Crowbar ( i r o n ) ? 20 24
h o l d . T h e n u m b e r o f c h a r g e s is u s u a l l y s p e c i f i e d i n t h e i t e m ' s
Dagger 10 2 24
d e s c r i p t i o n . I f n o a m o u n t is l i s t e d , a n i t e m c o n t a i n s a m a x i m u m
Full plate armor 10 20 26*
o f 5 0 charges. W h e n characters receive magic items f r o m a quest,
t h e i t e m s are usually f u l l y c h a r g e d . W h e n a n a d v e n t u r e r gains a n Gauntlet 10 4 24
item from an enemy instead o f f r o m a quest, its f o r m e r o w n e r Greatsword 10 10 25
p r o b a b l y used s o m e o f t h e charges a l r e a d y . T h e G M s h o u l d d e c i d e Heavy mace 26
10 25
i n s u c h cases h o w m a n y c h a r g e s r e m a i n .
Hide armor 2 4 24*
Prices l i s t e d i n t h i s c h a p t e r are f o r f u l l y c h a r g e d i t e m s . F o r i t e m s
Huge greatclub 5 100 25
t h a t b e c o m e w o r t h l e s s w h e n t h e i r c h a r g e s r u n o u t ( w h i c h is t h e
case f o r a l m o s t a l l c h a r g e d i t e m s ) , t h e v a l u e o f a p a r t i a l l y u s e d i t e m Huge g r e a t s w o r d 10 15 26
is p r o p o r t i o n a l t o t h e n u m b e r o f c h a r g e s l e f t . I t e m s w i t h o t h e r Jug (clay) 2 2 15
a b i l i t i e s t h a t c o n t i n u e t o be useful after t h e i r charges are spent Leather armor 2 2 23*
o b v i o u s l y r e t a i n s o m e v a l u e . G M s m u s t use d i s c r e t i o n i n p r i c i n g
Light mace 10 10 26
such items.
Lock, average 10 5 24
Longbow 5 2 21**
damage to Magic Items Longspear 5 10 23
M a g i c i t e m s get a s a v i n g t h r o w against spells o r m a g i c a l effects Longsword 10 6 25
t h a t m i g h t deal damage t o t h e m — e v e n for attacks against w h i c h
Map case (leather) 2 1 21
a m u n d a n e i t e m w o u l d g e t n o s a v e . M a g i c i t e m s use t h e s a m e
Potion b o t t l e 1 1 10
s a v i n g t h r o w b o n u s f o r a l l saves, w h e t h e r F o r t i t u d e , R e f l e x , o r
W i l l . A m a g i c i t e m ' s s a v i n g t h r o w b o n u s e q u a l s 2 + 1/2 t h e i t e m ' s Rapier 10 3 23
caster l e v e l ( r o u n d d o w n ) . I n t e l l i g e n t m a g i c items are a n e x c e p - Rope, hemp 0 2 23
tion: they gain a modifier t o their W i l l saves based o n t h e i r 4 24
Rope, silk 0
W i s d o m s c o r e s , as w o u l d a c r e a t u r e .
Shield, buckler 10 5 25
M a g i c i t e m s , u n l e s s o t h e r w i s e n o t e d , t a k e d a m a g e as n o r m a l
Shield, large steel 10 20 25
items o f t h e same type. A d a m a g e d magic i t e m c o n t i n u e s t o
Shield, large wooden 5 15 23
f u n c t i o n , b u t i f i t is d e s t r o y e d , i t loses a l l m a g i c a l p o w e r .
The A C , hardness, h i t p o i n t s , a n d Break D C are listed f o r Shield, small steel 10 10 25

t y p i c a l e x a m p l e s o f s o m e t y p e s o f m a g i c i t e m s ( a l s o see T a b l e 5— Shield, small wooden 5 10 22


2: Typical Hardness, H i t Points, andBreak D C sf o r C o m m o n Shield, t o w e r 5 20 23
I t e m s ) . T h e A C assumes t h a t t h e i t e m is u n a t t e n d e d a n d i n c l u d e s
Short s w o r d 10 4 24
a -5 p e n a l t y for t h e item's effective D e x t e r i t y o f 0 a n d its r e l a t i v e
Spear 5 8 22
size. I f a c r e a t u r e h o l d s t h e i t e m , use t h e c r e a t u r e ' s Dexterity
modifier i n place o f t h e -5 penalty. For more i n f o r m a t i o n o n Spiked chain 10 10 26
d a m a g i n g i t e m s , see t h e EverQuest: Player's Handbook, p a g e 3 7 9 .

* This item o r material can be broken only under very specific


Magic Item descriptions circumstances. Leather armor, f o r instance, cannot be " b r o k e n " by
an o p p o n e n t , unless perhaps a grappler t r i e d t o use brute f o r c e (a
M a g i c i t e m s a r e p r e s e n t e d i n s e c t i o n s o n t h e f o l l o w i n g pages i n Strength check) t o tear the armor o f f a pinned opponent's body.
alphabetical order of the slot where the i t e m m a ybe w o r n or held.
** The Break DC of a mighty composite bow is either 21, o r 2 0 +
These sections i n c l u d e notes o n a c t i v a t i o n , r a n d o m g e n e r a t i o n ,
and o t h e r m a t e r i a l . W i t h i n a s e c t i o n , i n d i v i d u a l magic items are the maximum Strength bonus that can be used w i t h the bow, w h i c h -

p r e s e n t e d a c c o r d i n g t o a basic t e m p l a t e . T h e categories o f t h i s ever is higher.


t e m p l a t e are e x p l a i n e d below:

Description
T h i s is a g e n e r a l d e s c r i p t i o n o f t h e i t e m ' s a p p e a r a n c e , h i s t o r y ,
uses, o r o t h e r i n t e r e s t i n g n o t e s . I n s o m e cases, t h e d e s c r i p t i o n i t e m ' s f o r m , as a p p l i c a b l e ( d r i n k i n g f o r p o t i o n s , r e a d i n g f o r s c r o l l s ,
might include a n item's a c t i v a t i o n w o r d . e t c . ) . U n l e s s t h e G M s p e c i f i e s o t h e r w i s e , spells f r o m i t e m s a r e c a s t
I t e m s t h a t s i m p l y store spells d o n o t g e t f u l l d e s c r i p t i o n s . at e i t h e r t h e i t e m ' s caster l e v e l o r t h e m i n i m u m r e q u i r e d level f o r
I n s t e a d , refer t o t h e spell's d e s c r i p t i o n f o r details, m o d i f i e d by t h e t h e s p e l l ( w h i c h e v e r is l o w e r ) .
Powers freeing u p b o t h her hands. O n l y o n eanimated shield can protect
T h i s p r e s e n t s t h e g a m e s t a t i s t i c s , b e n e f i t s , a n d p e n a l t i e s asso- a character at a time.
ciated w i t h each i t e m . I f t h e i t e m has a spell o r a spell-like a b i l i t y Arcane Harmony: A r m o r o r shields w i t h this e n c h a n t m e n t
i n i t , t h i s s e c t i o n gives t h e spell a n d its caster l e v e l , which never impose a n arcane spell failure c h a n c e o n t h e wearer. T h i s
d e t e r m i n e s t h e item's o w n saving t h r o w bonus a n d its powers' a b i l i t y h a s n o e f f e c t o n t h e user's p r o f i c i e n c y w i t h t h e a r m o r o r
s a v i n g t h r o w D C s , as w e l l as r a n g e o r o t h e r level-dependent shield (i.e. t h e Shield Proficiency o r appropriate A r m o r Profi-
aspects o f t h e p o w e r s o f t h e i t e m ( i f t h e y a r e v a r i a b l e ) . I t also c i e n c y f e a t is s t i l l n e c e s s a r y t o a v o i d s k i l l c h e c k n o n p r o f i c i e n c y
determines t h e level o fthe effect should t h e i t e m be affected b y penalties).
a cancel magic s p e l l o r s i m i l a r p o w e r o r s i t u a t i o n . A r r o w Deflection: T h i s s h i e l d p r o t e c t s t h e w i e l d e r as i f h e h a d
Subheadings under powers m i g h t i n c l u d e a listing o f specific the Deflect A r r o w s feat.
b o n u s e s : focus effects, w h i c h i d e n t i f i e s t h o s e s p e l l s f o r w h i c h t h e Bashing: T h e b e a r e r o f t h i s s h i e l d m a y m a k e a b a s h a t t a c k as i f
i t e m c a n s e r v e as a f o c u s ; a n d b o n u s types, w h i c h d e s c r i b e s t h e h e has t h e Bash feat. I f h e already has t h e Bash feat, t h e n t h e bash
types o f bonuses g i v e n f o r v a r i o u s effects (see " B o n u s e s f r o m a t t a c k is m a d e as i f h e h a d t h e I m p r o v e d B a s h f e a t . I f h e a l r e a d y
Magic I t e m s , " above, f o ra full e x p l a n a t i o n o f bonus types). has t h e I m p r o v e d B a s h f e a t , t h e n t h e d a m a g e i n f l i c t e d increases
W h e n a n item's p o w e r s i n c l u d e resistances o r save bonuses, b y o n e d i e t y p e ( I d 10 f o r L a r g e c h a r a c t e r s , l d 8 f o r M e d i u m - s i z e
these are m e a n t t o be energy resistances unless o t h e r w i s e s p e c i - characters a n d l d 6 for S m a l l characters). T o w e r shields c a n n o t be
fied. W h e n a n i t e m confers a haste bonus w i t h a parenthetical enchanted w i t h this ability.
n u m b e r after i t , refer t o " T a b l e 8—2: H a s t e R a n k s a n d E f f e c t s " Blinding: A s h i e l d w i t h t h i s e n c h a n t m e n t flashes w i t h a b r i l -
i n t h e EverQuest: Player's Handbook f o r specific effects. liant light u p t o twice perday u p o n c o m m a n d o f the wielder. A l l
w i t h i n 20 feet except t h e w i e l d e r m u s t m a k e a Reflex saving t h r o w
(DC 1 4 ) o r b e b l i n d e d f o r l d 4 r o u n d s as p e r t h e s p e l l flash of light.
Fortification: T h i s suit o f a r m o r o r shield produces a magical
Flowing Thought
f o r c e t h a t p r o t e c t s v i t a l areas o f t h e w e a r e r m o r e e f f e c t i v e l y .
S o m e i t e m s h a v e a p o w e r c a l l e d flowing thought. T h i s W h e n a c r i t i c a l h i t o r s n e a k a t t a c k is s c o r e d o n t h e w e a r e r , t h e r e
p o w e r enables a spellcaster t o recover m a n a m o r e q u i c k l y is a c h a n c e t h a t t h e c r i t i c a l h i t o r s n e a k a t t a c k is n e g a t e d a n d
f o r as l o n g as t h e i t e m is w o r n o r h e l d , o r o t h e r w i s e d a m a g e is i n s t e a d r o l l e d n o r m a l l y :
u t i l i z e d as d e s c r i b e d . I n a d d i t i o n , a n i t e m w i t h flowing
thought c a n o n l y s p e e d t h e r e c o v e r y o f m a n a t h a t w a s
e x p e n d e d w h i l e t h e i t e m w a s w o r n . Flowing thought Fortification Type Chance f o r N o r m a l Damage

allows a character t o recover m a n a at a rate equal t o t h e Light 25%


flowing thought v a l u e e v e r y 1 0 m i n u t e s ( f r a c t i o n a l g a i n s Moderate 75%
a r e p o s s i b l e ) . F o r e x a m p l e , flowing thought V g r a n t s t h e Heavy 100%
recovery o f f i v e p o i n t s o f m a n a every 10 m i n u t e s , o r t h e
GM m a y r u l e t h a t o n e p o i n t is r e c o v e r e d e v e r y t w o
Ghost Touch: T h i s a r m o r o r s h i e l d seems a l m o s t t r a n s l u c e n t .
m i n u t e s . I n a d d i t i o n , a l l f l o w i n g t h o u g h t effects stack, t o
B o t h its e n h a n c e m e n t bonus a n d its a r m o r bonus c o u n t against
a m a x i m u m total value o f 30. T h u s , a character wearing
t h e attacks o f incorporeal creatures. Further, i t c a n be p i c k e d u p ,
a flowing thought I h e a d b a n d a n d flowing thought III b o o t s
m o v e d , a n d w o r n by incorporeal creatures at any t i m e . I n c o r p o -
w h i l e w i e l d i n g a / l o w i n g thought 11 d a g g e r w o u l d r e c o v e r
real creatures g a i n t h e a r m o r o r shield's e n h a n c e m e n t bonus
a t o t a l o f 6 a d d i t i o n a l m a n a e v e r y 10 m i n u t e s . I t e m s w i t h
against b o t h corporeal a n d incorporeal attacks, a n d they c a n still
/ l o w i n g thought IV o r m o r e a r e e x t r e m e l y r a r e a n d i n c r e d -
pass f r e e l y t h r o u g h s o l i d o b j e c t s .
ibly valuable.
Glamered: A suit o f a r m o r w i t h t h i s c a p a b i l i t y appears n o r m a l .
U p o n c o m m a n d , t h e a r m o r changes shape a n d f o r m t o assume t h e
a p p e a r a n c e o f a n o r m a l set o f c l o t h i n g . T h e a r m o r r e t a i n s a l l i t s
Caster Level p r o p e r t i e s ( i n c l u d i n g w e i g h t ) w h e n g l a m e r e d . O n l y a n identify
T h e e f f e c t i v e caster l e v e l a t w h i c h t h e i t e m ' s special p o w e r s are spell o r s i m i l a r m a g i c reveals t h e true n a t u r e o f t h e a r m o r w h e n

used. disguised.

M a r k e t Price Hardness: A suit o f armor o r a shield w i t h this e n h a n c e m e n t


gains a + 2 bonus t o b o t h its hardness a n d its Break D C .
T h e c o s t t o p u r c h a s e t h e i t e m . N o t e t h a t t h i s is a base c o s t
under ideal circumstances. I f a buyer has l o w C h a r i s m a o r l i t t l e invulnerability: T h i s suit o f a r m o r grants t h e wearer damage
b a r g a i n i n g (i.e. D i p l o m a c y ) s k i l l , l o w f a c t i o n w i t h t h e m e r c h a n t , reduction 5/+1.
o r i f t h e s e l l e r is g r e e d y , t h e p r i c e m i g h t w e l l b e h i g h e r . Process Defense: T h e wearer o f t h i s a r m o r receives a + 2 t o a l l
Slot saving t h r o w s against proc effects, a n d t h e Proc D C o f any w e a p o n
u s e d a g a i n s t t h e w e a r e r o f t h e s h i e l d o r a r m o r is i n c r e a s e d b y 2 .
T h e i t e m slot t h a t t h e i t e m takes up. (See " I t e m Slots," above,
for descriptions a n d l i m i t s o n items i n specific slots.) Process Immunity: T h e w e a r e r o f t h i s a r m o r g a i n s i m m u n i t y t o
a l l proc effects.
Weight
Reflection: T h i s a r m o r g l e a m s l i k e a p o l i s h e d m i r r o r , its surface
M o s t items have their weights listed i n pounds. A n entry o f " —
c o m p l e t e l y r e f l e c t i v e . O n c e p e r d a y as a f r e e a c t i o n , i t c a n b e
" indicates t h a t a n i t e m has n o w e i g h t w o r t h n o t i n g (for purposes
c a l l e d o n t o r e f l e c t a spell b a c k u p o n its caster, i n f l i c t i n g its effects
of d e t e r m i n i n g h o w m u c h o f a load a character c a n carry).
o n t h e caster instead o f t h e wearer o f t h i s a r m o r . T h i s effect
r e f l e c t s o n l y s p e l l s t h a t h a v e t h e w e a r e r as i t s o n l y t a r g e t — a r e a
Mag ic Armor anb Weapon Qualities spells a n d m u l t i p l e - t a r g e t spell a r e n o t a f f e c t e d . R e f l e c t i o n also
T h e f o l l o w i n g special qualities c a n be added t o magic a r m o r d o e s n o t a f f e c t " t o u c h " r a n g e s p e l l s . T h u s , lightning bolt ( a r a n g e d
and weapons i nEverQuest roleplaying. M o s t enhance a character's s p e l l w i t h a s i n g l e t a r g e t ) w o u l d b e r e f l e c t e d , b u t bonds of Tunare
n o r m a l a b i l i t i e s , s u c h as d a m a g e , r e s i s t a n c e s , a t t a c k a b i l i t i e s a n d ( w h i c h affects u p t o s i x targets) w o u l d n o t .
t h e l i k e . A l l o f these q u a l i t i e s exist i n a d d i t i o n t o a n y w e a p o n o r Shadow: T h i s t y p e o f a r m o r is j e t b l a c k a n d b l u r s t h e w e a r e r
a r m o r e n h a n c e m e n t o r o t h e r magic bonuses. w h e n e v e r she tries t o h i d e , g r a n t i n g a + 1 0 c i r c u m s t a n c e b o n u s t o
Hide checks (essentially a bonus for a n extremely favorable
Magic A r m o r Abilities c o n d i t i o n ) . T h i s b o n u s does n o t stack w i t h t h e H i d e bonus
Animated: U p o n c o m m a n d , a n animated shield floats w i t h i n 2 granted b y other magic items or blinding-based Hide check
f e e t o f t h e w i e l d e r , p r o t e c t i n g h e r as i f s h e w e r e u s i n g i t h e r s e l f b u t bonuses. ( T h e armor's a r m o r c h e c k p e n a l t y still applies n o r -
mally.)
EverQuest RPG: Game Master's Guibe

Silent M o v e s : T h i s a r m o r is w e l l o i l e d a n d m a g i c a l l y c o n s t r u c t e d d e t e r m i n e d by an a d d i t i o n a l D e x t e r i t y check made by t h e weapon's


so t h a t i t n o t o n l y m a k e s l i t t l e s o u n d , b u t i t d a m p e n s s o u n d a r o u n d w i e l d e r . A s n o t e d i n t h e EverQuest: Player's Handbook (pg. 3 7 4 ) ,
i t . I t adds a + 1 0 c i r c u m s t a n c e b o n u s t o i t s w e a r e r ' s S n e a k c h e c k s . t h e b e s t w a y t o h a n d l e a t t a c k s w i t h p r o c w e a p o n s is t o r o l l t w o
( T h e armor's armor check penalty still applies n o r m a l l y . ) different d20s, one for the attack itself a n d one for the required
Slick: S l i c k a r m o r s e e m s c o a t e d a t a l l t i m e s w i t h a s l i g h t l y greasy D e x t e r i t y (or P r o c ) check. A w e a p o n c a n n o t h a v e m u l t i p l e proc
o i l . I t adds a + 1 0 c i r c u m s t a n c e b o n u s t o its wearer's Escape A r t i s t effects.
checks. ( T h e armor's armor c h e c k p e n a l t y still applies n o r m a l l y . ) T h o s e special a b i l i t i e s b e l o w t h a t are m a r k e d w i t h a n asterisk
Spell Resistance: T h is e n c h a n t m e n t g r a n t s t h e a r m o r ' s o r s h i e l d ' s (*) c a n a l s o e x i s t as a p r o c e s s e f f e c t . I f s o , t h e P r o c D C f o r t h e
w e a r e r s p e l l r e s i s t a n c e w h i l e t h e a r m o r is w o r n . T h i s s p e l l r e s i s - a b i l i t y t o t a k e e f f e c t is l i s t e d at t h e e n d o f t h e a b i l i t y ' s e n t r y . N o n -
t a n c e c a n r a n g e f r o m S R 10 t o 13 i n m i n o r i t e m s t o S R 3 0 o r e v e n m a r k e d a b i l i t i e s c a n n o t e x i s t as p r o c e s s e f f e c t s . W e a p o n s w i t h
h i g h e r i n epic versions. N o t e t h a t this e n c h a n t m e n t differs f r o m p r o c e s s e f f e c t s a r e n o t e d i n t h e i r d e s c r i p t i o n , s u c h as a + 1 chaotic
m a g i c r e s i s t a n c e (see above). (proc) longsuiord.
Spell Resistance [Acid]: A suit o f armor o r a shield w i t h this A w e a p o n c a n n o t h a v e m u l t i p l e p r o c e s s e f f e c t s , so a + 1 chaotic
e n c h a n t m e n t n o r m a l l y has a d u l l g r a y a p p e a r a n c e . T h i s a b i l i t y (proc) longsuiord c o u l d n o t h a v e a p r o c e s s s p e l l e f f e c t i n a d d i t i o n
f u n c t i o n s as d e s c r i b e d u n d e r s p e l l r e s i s t a n c e , a b o v e , b u t o n l y t o i t s chaotic (proc) a b i l i t y . I f i t w e r e a n o r m a l chaotic weapon,
a g a i n s t spells a n d s p e l l - l i k e e f f e c t s w i t h t h e [ a c i d ] d e s c r i p t o r . T h i s h o w e v e r ( i . e . , w i t h o u t t h e chaotic (proc) a b i l i t y ) , i t c o u l d h a v e a n
s p e l l r e s i s t a n c e c a n r a n g e f r o m S R 10 t o 13 i n m i n o r i t e m s t o S R a d d i t i o n a l p r o c e f f e c t , s u c h as a n ignite o r fear s p e l l .
30 o r even higher i n epic versions. A weapon c a n n o t proc m o r e t h a n once per round. If a character
Spell Resistance [ C o l d j : A s u i t o f a r m o r o r a s h i e l d w i t h t h i s has m u l t i p l e attacks, t h e n t h e player c a n m a k e a Proc check o n the
e n c h a n t m e n t n o r m a l l y h a s a b l u i s h , i c y h u e o r is a d o r n e d w i t h f u r s c h a r a c t e r ' s first successful a t t a c k . I f t h e Proc c h e c k fails, t h e n t h e
a n d s h a g g y p e l t s . T h i s a b i l i t y f u n c t i o n s as d e s c r i b e d u n d e r s p e l l p l a y e r m a y r o l l a g a i n o n t h e n e x t successful a t t a c k . O n c e t h e Proc
resistance, a b o v e , b u t o n l y against spells a n d spell-like effects w i t h c h e c k is s u c c e s s f u l a n d t h e p r o c e f f e c t is t r i g g e r e d , h o w e v e r , t h e
t h e [cold] descriptor. T h i s spell resistance c a n range f r o m S R 10 player c a n n o t make any f u r t h e r Proc checks for t h a t weapon i n
t o 13 i n m i n o r i t e m s t o S R 3 0 o r e v e n h i g h e r i n e p i c v e r s i o n s . that round.

Spell Resistance (Disease]: A r m o r or shields w i t h this e n h a n c e - G u i d e l i n e s f o r spell-based P r o c effects a r e also l i s t e d i n t h e


m e n t a r e a l w a y s c l e a n , p o l i s h e d a n d b r i g h t regardless o f c o n d i t i o n s . following section.
T h i s a b i l i t y f u n c t i o n s as d e s c r i b e d u n d e r s p e l l r e s i s t a n c e , a b o v e , Acidic*: T h i s w e a p o n has a g l i s t e n i n g appearance. U p o n c o m -
b u t o n l y a g a i n s t s p e l l s a n d s p e l l - l i k e e f f e c t s w i t h t h e [disease] m a n d , it drips w i t h filmy, steaming liquid. A c i d weapons deal a n
d e s c r i p t o r . T h i s s p e l l r e s i s t a n c e c a n r a n g e f r o m S R 1 0 t o 13 i n a d d i t i o n a l + 2 d 6 p o i n t s o f a c i d d a m a g e o n a n y successful h i t . B o w s
m i n o r items t o S R 30 o r e v e n h i g h e r i n epic versions. a n d s l i n g s so e n c h a n t e d b e s t o w t h e a c i d u p o n t h e i r a m m u n i t i o n .
Spell Resistance IFire]: A suit o f armor w i t h this e n c h a n t m e n t Proc D C : 20
n o r m a l l y h a s a r e d d i s h h u e a n d o f t e n is d e c o r a t e d w i t h a d r a c o n i c B a n e * : A bane w e a p o n excels at a t t a c k i n g o n e type o f creature.
m o t i f . T h i s a b i l i t y f u n c t i o n s as d e s c r i b e d u n d e r s p e l l r e s i s t a n c e , A g a i n s t i t s d e s i g n a t e d f o e , i t s e f f e c t i v e e n h a n c e m e n t b o n u s is + 2
a b o v e , b u t o n l y against spells a n d s p e l l - l i k e effects w i t h t h e [fire] b e t t e r t h a n i t s n o r m a l e n h a n c e m e n t b o n u s ( s o a + 1 longsuiord is
d e s c r i p t o r . T h i s s p e l l r e s i s t a n c e c a n r a n g e f r o m S R 10 t o 1 3 i n e f f e c t i v e l y a + 3 longsword against its f o e ) . F u r t h e r , i t deals a n
m i n o r items t o S R 30 o reven higher i n epic versions. a d d i t i o n a l + 2 d 6 p o i n t s o f d a m a g e a g a i n s t t h e f o e o n e a c h success-
Spell Resistance [Lightning]: A suit o f a r m o r o r a shield w i t h t h i s ful h i t .
e n c h a n t m e n t n o r m a l l y has a b l u i s h h u e a n d o f t e n bears a s t o r m T o r a n d o m l y d e t e r m i n e a bane weapon's designated foe, roll o n
o r l i g h t n i n g m o t i f . T h i s a b i l i t y f u n c t i o n s as d e s c r i b e d u n d e r s p e l l the f o l l o w i n g table.
resistance, a b o v e , b u t o n l y against spells a n d spell-like effects w i t h
t h e [electricity] descriptor. T h i s spell resistance can range f r o m
SR 1 0 t o 13 i n m i n o r i t e m s t o S R 3 0 o r e v e n h i g h e r i n e p i c
versions.
Spell Resistance [Magic]: A suit of armor w i t h this e n c h a n t m e n t d% Designated Foe
o f t e n h a s a s i l v e r y - b l u e l u m i n e s c e n c e . T h i s a b i l i t y f u n c t i o n s as 01-05 Aberrations
d e s c r i b e d u n d e r spell resistance, a b o v e , b u t o n l y against spells a n d
06-08 Animals
spell-like effects w i t h t h e [magic] descriptor. T h i s spell resistance
09-13 Beasts
c a n r a n g e f r o m S R 10 t o 13 i n m i n o r i t e m s t o S R 3 0 o r e v e n h i g h e r
i n epic versions. 14-20 Constructs

Spell Resistance [Poison]: A s u i t o f a r m o r w i t h t h i s e n c h a n t m e n t 21-25 Dragons


n o r m a l l y h a s a p a l e s i l v e r y o r w h i t e h u e a n d o f t e n is d e c o r a t e d 26-30 Elementals
w i t h a s e r p e n t i n e m o t i f . T h i s a b i l i t y f u n c t i o n s as d e s c r i b e d u n d e r 31-35 Fey
spell resistance, a b o v e , b u t o n l y against spells a n d spell-like effects
36-40 Giants
w i t h t h e [poison] descriptor. T h i s spell resistance c a n range f r o m
SR 1 0 t o 13 i n m i n o r i t e m s t o S R 3 0 o r e v e n h i g h e r i n e p i c 41-45 Magical beasts
versions. 46-50 Monstrous humanoids (choose subtype)

Spell Resistance [Sonic]: A suit o f armor o r a shield w i t h this 51-53 Oozes


e n c h a n t m e n t n o r m a l l y has a g l i s t e n i n g appearance. T h i s a b i l i t y 54-58 Outsiders, discordant
f u n c t i o n s as d e s c r i b e d u n d e r s p e l l r e s i s t a n c e , a b o v e , b u t o n l y
59-65 Outsiders, evil
against spells a n d spell-like effects w i t h t h e [sonic] d e s c r i p t o r .
66-70 Outsiders, good
T h i s s p e l l r e s i s t a n c e c a n r a n g e f r o m S R 10 t o 13 i n m i n o r i t e m s
t o S R 30 o r e v e n h i g h e r i n epic versions. 71-75 Outsiders, o r d e r l y
76-77 Plants
Magic Weapon Abilities 78-85 Shapechangers
M o s t magic weapons h a v e o n l y e n h a n c e m e n t bonuses. H o w - 86-92 Undead
ever, t h e y c a n also h a v e t h e special a b i l i t i e s d e t a i l e d h e r e . A
93-94 Vermin
w e a p o n w i t h a special a b i l i t y m u s t h a v e at least a + 1 e n h a n c e m e n t
95-100 Humanoids (choose subtype)
bonus.
P r o c e s s E f f e c t s : A p r o c e s s , o r " p r o c " e f f e c t is a n a d d i t i o n a l
e f f e c t o r d a m a g e t h a t m a y o c c u r w i t h a n y s u c c e s s f u l a t t a c k , as
Chapter Five: Magic Items
Proc D C : 21 Ghost Touch: A ghost t o u c h w e a p o n deals damage n o r m a l l y
Bludgeoning: T h i s e n c h a n t m e n t d o u b l e s t h e t h r e a t r a n g e o f a a g a i n s t i n c o r p o r e a l creatures, regardless o f its b o n u s . ( A n i n c o r -
blunt weapon. (If you roll this property randomly for a n inappro- p o r e a l creature's 5 0 % c h a n c e t o a v o i d d a m a g e does n o t a p p l y t o
priate weapon, reroll.) For instance, a m o m i n g s t a r ( w h i c h n o r m a l l y ghost t o u c h weapons.) Further, i t c a n be p i c k e d u p a n d m o v e d , o r
has a t h r e a t r a n g e o f 2 0 ) w i t h t h e b l u d g e o n i n g a b i l i t y i n s t e a d e v e n used b y i n c o r p o r e a l creatures at a n y t i m e . T h u s , a m a n i f e s t e d
scores a t h r e a t o n a 1 9 - 2 0 . g h o s t c a n w i e l d t h e w e a p o n against c o r p o r e a l foes. Essentially, a

Brilliant Energy: A b r i l l i a n t energy w e a p o n has its s t r i k i n g g h o s t t o u c h w e a p o n c o u n t s as e i t h e r c o r p o r e a l o r i n c o r p o r e a l a t

p o r t i o n — s u c h as i t s b l a d e , a x e - h e a d , o r a r r o w h e a d — t r a n s - a n y g i v e n t i m e , w h i c h e v e r is m o r e b e n e f i c i a l t o t h e w i e l d e r .

f o n n e d i n t o l i g h t , a l t h o u g h this does n o t m o d i f y t h e item's w e i g h t . Great Speed: A w e a p o n w i t h t h i s e n h a n c e m e n t is b l u r r y a n d


I t g i v e s o f f l i g h t as a t o r c h ( 2 0 - f o o t r a d i u s ) . A b r i l l i a n t e n e r g y h a r d t o see w h e n u s e d i n c o m b a t , a n d s e e m s t o m o v e o f i t s o w n
w e a p o n ignores n o n l i v i n g m a t t e r . A r m o r a n d e n h a n c e m e n t A C v o l i t i o n . T h i s power grants t h e weapon a delay o f2 lower t h a n
bonuses d o n o t c o u n t against i t because t h e w e a p o n passes n o r m a l , t h o u g h i t c a n never reduce t h e weapon's delay t o lower
through armor. (Dexterity, deflection, dodge, natural armor, a n d t h a n 2.
o t h e r such bonuses still apply.) A b r i l l i a n t energy w e a p o n c a n n o t Hardness: A w e a p o n w i t h this e n h a n c e m e n t gains a + 2 bonus
h a r m undead o r constructs, n o r c a n i t affect objects. Bows a n d t o b o t h its hardness a n d its Break D C .
slings c a n n o t be e n c h a n t e d w i t h t h i s a b i l i t y .
H o l y * : A h o l y w e a p o n is g o o d - a l i g n e d a n d blessed w i t h h o l y
Chaotic*: A chaotic weapon is i n f u s e d w i t h t h e p o w e r o f p o w e r . I t deals a n a d d i t i o n a l + 2 d 6 p o i n t s o f h o l y damage o n a n y
discordance. I t deals a n a d d i t i o n a l + 2 d 6 p o i n t s o f d i s c o r d a n t successful h i t against a target o f e v i l a l i g n m e n t . A h o l y w e a p o n
d a m a g e o n a n y successful h i t against a t a r g e t o f o r d e r l y a l i g n m e n t . bestows o n e negative level o n a n y e v i l creature that attempts t o
A c h a o t i c w e a p o n bestows o n e negative level o n a n y orderly w i e l d i t ; t h i s n e g a t i v e l e v e l r e m a i n s as l o n g as t h e w e a p o n is i n
c r e a t u r e t h a t a t t e m p t s t o w i e l d i t ; t h i s n e g a t i v e l e v e l r e m a i n s as h a n d a n d d i s a p p e a r s w h e n t h e w e a p o n is n o l o n g e r w i e l d e d . T h e
l o n g as t h e w e a p o n is i n h a n d a n d d i s a p p e a r s w h e n t h e w e a p o n is n e g a t i v e l e v e l n e v e r r e s u l t s i n a c t u a l l e v e l loss, b u t i t c a n n o t b e
n o longer w i e l d e d . T h e n e g a t i v e level n e v e r results i n a c t u a l level o v e r c o m e i n a n y w a y ( i n c l u d i n g lifeforce s p e l l s o r t h e l i k e ) w h i l e
loss, b u t i t c a n n o t b e o v e r c o m e i n a n y w a y ( i n c l u d i n g lifeforce t h e w e a p o n is w i e l d e d . B o w s a n d s l i n g s so e n c h a n t e d b e s t o w t h e
spells o r t h e l i k e ) w h i l e t h e w e a p o n is w i e l d e d . B o w s a n d s l i n g s so holy power upon their a m m u n i t i o n .
enchanted bestow t h e chaotic power u p o n their a m m u n i t i o n . Proc D C : 22
Proc D C : 22 Keen: T h i s e n c h a n t m e n t d o u b l e s t h e t h r e a t r a n g e o f a s l a s h i n g
Dancing: A d a n c i n g w e a p o n c a n b e l o o s e d ( r e q u i r i n g a n a t t a c k or piercing weapon. ( I f you roll this property r a n d o m l y for a n
a c t i o n ) t o a t t a c k o n i t s o w n . I t f i g h t s f o r 4 r o u n d s u s i n g t h e base inappropriate weapon, reroll.) Forinstance, a longsword ( w h i c h
attack bonus o f t h e o n e w h o loosed i t , a n d t h e n drops t o t h e n o r m a l l y has a threat range o f 19-20) w i t h t h e keen ability
g r o u n d . I t n e v e r leaves t h e side o f t h e o n e w h o loosed i t ( n e v e r i n s t e a d scores a t h r e a t o n a 1 7 - 2 0 .
straying m o r e t h a n 5 feet) a n d fights o n e v e n i f t h a t creature falls. Lawful*: A l a w f u l w e a p o n is l a w f u l l y a l i g n e d a n d i n f u s e d w i t h
T h e w i e l d e r w h o l o o s e d i t c a n g r a s p i t a t a n y t i m e w h i l e i t is t h e p o w e r o f order. I t deals + 2 d 6 p o i n t s o f b o n u s o r d e r l y damage
a t t a c k i n g o n i t s o w n as a f r e e a c t i o n , b u t w h e n so r e t r i e v e d i t c a n ' t against a l l o f d i s c o r d a n t a l i g n m e n t . I t bestows o n e negative level
dance again for 4 rounds. o n any discordant creature a t t e m p t i n g t o wield it. T h e negative
Defending: A d e f e n d i n g w e a p o n a l l o w s t h e w i e l d e r t o t r a n s f e r l e v e l r e m a i n s as l o n g as t h e w e a p o n is i n h a n d a n d d i s a p p e a r s
some o r all o ft h e weapon's magical attack bonus i n t o A C ; this w h e n t h e w e a p o n is n o l o n g e r w i e l d e d . T h i s n e g a t i v e l e v e l n e v e r
t r a n s l a t e s as a s p e c i a l b o n u s t h a t s t a c k s w i t h a l l o t h e r b o n u s t y p e s . r e s u l t s i n a c t u a l l e v e l loss, b u t i t c a n n o t b e o v e r c o m e i n a n y w a y
A s a free a c t i o n a t t h e start o f h e r t u r n , t h e w i e l d e r chooses h o w ( i n c l u d i n g r e s t o r a t i o n s p e l l s ) w h i l e t h e w e a p o n is w i e l d e d . B o w s
to allocate t h e weapon's attack bonus, a n d t h e effect o n h e r A C a n d s l i n g s so e n c h a n t e d b e s t o w t h e l a w f u l p o w e r u p o n t h e i r
lasts u n t i l h e r n e x t t u r n . ammunition.
Diseased*: T h i s w e a p o n has a f i l t h y o r c o r r o d e d appearance. Proc D C : 22
U p o n c o m m a n d , i t drips w i t h f o u l - s m e l l i n g i c h o r . Diseased w e a p - Massive: T h i s e n h a n c e m e n t is s o m e t h i n g o f a m i x e d b l e s s i n g .
ons d e a l a n a d d i t i o n a l + 2 d 6 p o i n t s o f disease d a m a g e o n a n y A massive w e a p o n is h e a v y a n d h a r d t o w i e l d , g i v i n g i t a + 1 d e l a y .
s u c c e s s f u l h i t . B o w s a n d s l i n g s s o e n c h a n t e d b e s t o w t h e disease However, the weapon inflicts damage as i f i t w e r e o n e size
energy u p o n their a m m u n i t i o n . c a t e g o r y l a r g e r (see T a b l e 7 - 4 i n t h e E v e r Q u e s t P l a y e r ' s H a n d -
Proc D C : 20 book).
Disruption*: A w e a p o n o f d i s r u p t i o n is t h e b a n e o f a l l u n d e a d . Mighty Cleaving: A m i g h t y cleaving w e a p o n allows a wielder
A n y undead creature struck i n c o m b a t by such a weapon must w i t h t h e C l e a v e feat t o m a k e o n e a d d i t i o n a l cleave a t t e m p t i n a
succeed a t a F o r t i t u d e save ( D C 1 4 ) o r b e d e s t r o y e d . r o u n d . O n l y o n e e x t r a c l e a v e a t t e m p t is a l l o w e d p e r r o u n d .
Proc D C : 22 Poisoned*: T h i s w e a p o n h a s a p a l e , g r e e n i s h a p p e a r a n c e . Upon
Distance: T h i s e n c h a n t m e n t c a n only be placed o n a ranged command, i t grows slick a n d moist i n appearance. Poisoned
weapon. A weapon o f distance has double its standard range weapons deal a n a d d i t i o n a l + 2 d 6 points o f poison damage o n a
i n c r e m e n t a n d m a x i m u m range. s u c c e s s f u l h i t . B o w s a n d s l i n g s so e n c h a n t e d b e s t o w t h e disease
energy u p o n their a m m u n i t i o n .
Enhanced Process: A w e a p o n w i t h t h i s e n h a n c e m e n t g r a n t s i t s
wielder a +2 enhancement bonus t o any required Proc checks for Proc D C :20
that weapon. Ponderous: T h i s e n h a n c e m e n t trait actually indicates a defect
Flaming*: U p o n c o m m a n d , a f l a m i n g w e a p o n b e c o m e s w r e a t h e d w i t h t h e w e a p o n t h a t makes i t slightly unbalanced a n d m o r e
i n fire. T h e fire does n o t h a r m t h e a p p e n d a g e ( s ) that hold the difficult t o wield, often due t o o r n a m e n t a t i o n added t o t h e
weapon. F l a m i n g weapons deal a n a d d i t i o n a l + 2 d 6 points o f fire w e a p o n o r j u s t p o o r c r a f t s m a n s h i p . T h e w e a p o n suffersa + 1 delay.
d a m a g e o n a n y successful h i t . B o w s a n d slings so e n c h a n t e d O b v i o u s l y , a seasoned f i g h t e r w o u l d w i e l d such a w e a p o n o n l y i f
bestow t h e fire energy u p o n t h e i r a m m u n i t i o n . i t possessed o t h e r e n h a n c e m e n t s t h a t m a k e i t w o r t h t h e a d d e d

Proc D C : 20 delay.

Frost*: U p o n c o m m a n d , a f r o s t w e a p o n is s h e a t h e d i n a n i c y Returning: T h i s e n c h a n t m e n t c a n o n l y beplaced o n a weapon


c o l d r i m e . T h e c o l d does n o t h a r m t h e appendage(s) t h a t h o l d t h e that c a n be t h r o w n . A returning weapon returns through the air
w e a p o n . Frost w e a p o n s deal a n a d d i t i o n a l + 2 d 6 p o i n t s o f c o l d b a c k t o t h e creature t h a t t h r e w i t , d o i n g so o n t h e r o u n d after i t
d a m a g e o n a n y successful h i t . B o w s a n d slings so e n c h a n t e d w a s t h r o w n , j u s t b e f o r e i t s t h r o w e r ' s t u r n . I t is t h e r e f o r e r e a d y t o
bestow t h e cold energy u p o n their a m m u n i t i o n . use a g a i n t h e f o l l o w i n g r o u n d .

Proc D C : 20 Shock*: U p o n c o m m a n d , a s h o c k w e a p o n is s h e a t h e d i n c r a c k -
l i n g e l e c t r i c i t y . T h e e l e c t r i c i t y does n o t h a r m t h e a p p e n d a g e ( s )

117
EverQuestRPG:GameMaster'sGuit)e
that hold the weapon. Shock weapons deal an a d d i t i o n a l +2d6 M o s t proc effects impose a penalty upon their target, while
points o f electricity damage o n any successful h i t . Bows and slings others grant their benefits to the wielder, w i t h a time l i m i t as per
so enchanted bestow the electricity energy upon their a m m u n i - the spell effect. I f more t h a n one class and spell level is listed for
tion. the spell, use the lowest level. T h e spell enveloping roots, for
Proc D C : 20 example, is b o t h a lOth-level druid spell and a 12th-level ranger
Sonic*: U p o n c o m m a n d , a sonic weapon hums and vibrates spell; if the item does n o t specify its caster level, use the lower of
w i t h barely-restrained sonic energy. T h e sonic energy does n o t the t w o , so that the enveloping roots Proc D C would be 20.
h a r m the appendage(s) that hold the weapon. Sonic weapons deal T h e proc effect is n o t always automatic; i n most cases, the target
an additional +2d6 points o f sonic damage o n any successful h i t . still gets an appropriate saving t h r o w ( D C 10 + the caster level of
Bows and slings so enchanted bestow the sonic energy u p o n their the i t e m ) . A g a i n , where a caster level is n o t indicated, assume that
ammunition. the caster level o f the item is equal to the m i n i m u m level required
Proc D C : 20 to cast the spell i n question (and if a spell is of t w o d ifferent classes/
levels, use the lower one to determine the effect). For example, a
Speed: A weapon w i t h this enhancement has a delay o f 1 lower
proc effect that duplicates the spell tremor has an area w i t h a radius
than n o r m a l . T h e effect can never reduce a weapon's delay to
equal to 5 ft./caster level. A s the spell is either a C l r 9 or a D r u 7
lower t h a n 2.
spell, treat it as i f it were cast by a 13th-level druid (the m i n i m u m
Throwing: T h i s enchantment can only be placed o n a melee level required for a dedicated spellcaster to cast a 7th-level spell),
weapon. A melee weapon enchanted w i t h this ability gains a w h i c h yields a radius o f 65 feet and a save D C o f 23.
range increment o f 10 feet and can be t h r o w n by a wielder
Some proc effects may have a l i m i t e d number of charges. Once
proficient i n its normal use (i.e., the W e a p o n Class Proficiency
these charges are expended, the proc effect n o longer functions,
( t h r o w i n g ) feat is not required).
although the weapon's attack and damage bonuses and other
Sundering: T h e wielder can attack an opponent's weapon as i f
abilities and powers still apply.
she had the Sunder feat (i.e., she does n o t provoke an attack of
Some sample spell-based proc effects (and their typical DCs)
opportunity w h e n attacking her foe's weapon). I n a d d i t i o n , w h e n
are as follows:
a sundering weapon attacks an object or weapon, treat that object
as h a v i n g a hardness of 8 less t h a n its actual value ( t o a m i n i m u m Devouring darkness ( D C 39)
of hardness 0 ) for purposes o f t a k i n g damage. N o t e that the Frost shock ( D C 21)
sundering weapon must still have an enhancement bonus at least Lifetap ( D C 20): T h i s spell targets the opponent and benefits
equal t o that o f the weapon or object i t is used to sunder i n order the wielder.
to deal any damage at a l l . Malise ( D C varies, but always 21 + ): A n y of the malise line of
Throwing: T h i s enchantment can only be placed o n a melee spells m i g h t conceivably be part o f a proc effect, w i t h increasing
weapon. A melee weapon enchanted w i t h this ability gains a DCs depending u p o n the particular spell's m i n i m u m caster level.
range increment o f 10 feet and can be t h r o w n by a wielder M i n o r healing ( D C 20): T h i s spell targets the wielder. O t h e r
proficient i n its n o r m a l use. healing spells such as greater healing m i g h t also be used as proc
Unholy*: A n unholy weapon is evilly aligned and blessed w i t h effects. A foe armed w i t h such a weapon is a challenging opponent
u n h o l y power. I t deals an a d d i t i o n a l + 2 d 6 points o f u n h o l y indeed.
damage o n any successful h i t against a target o f good alignment. Quickness ( D C 20): T h i s spell targets the wielder.
A n u n h o l y weapon bestows one negative level o n any good
Shield of thorns ( D C 3 3 ) : T h i s spell targets the wielder.
creature that attempts to wield i t ; this negative level remains as
Siphon strength ( D C 20): T h i s spell targets the opponent and
long as the weapon is i n hand and disappears w h e n the weapon is
benefits the wielder.
n o longer wielded. T h e negative level never results i n actual level
loss, but i t cannot be overcome i n any way ( i n c l u d i n g lifeforce Snare ( D C 20): T h e save for this effect is higher t h a n normal as
spells or the like) w h i l e the weapon is wielded. Bows and slings so per the spell description.
enchanted bestow the u n h o l y power u p o n their a m m u n i t i o n . Tashan ( D C varies, but always 2 0 + ) : A n y o f the tashan line o f
Proc D C : 22 spells m i g h t conceivably be part of a proc effect, w i t h increasing
DCs depending u p o n the particular spell's m i n i m u m caster level.
Wounding*: A weapon of w o u n d i n g is enchanted to cause
bleeding wounds i n its victims. W i t h every successful strike, the Process effects can also be negative to the wielder. Such cursed
weapon causes its target to bleed for 1 p o i n t o f damage per r o u n d items d o n ' t n o r m a l l y show themselves as cursed u n t i l one makes
thereafter i n a d d i t i o n to the n o r m a l damage the weapon deals. a successful Proc check. Some grant a beneficial effect to the
M u l t i p l e wounds from the weapon result i n cumulative blood loss target (such as minor healing), while others penalize the wielder
( t w o hits cause 2 points o f damage per round, and so o n ) . T h e and benefit the target (such as impart strength or lifedraw), and yet
bleeding can only be stopped by a successful H e a l check ( D C 20) others deal damage or other negative effects o n t o the wielder
or by the application of any healing magic (minor healing, healing, (force strike, immobilize).
and so o n ) . Even more esoteric negative proc effects are possible, such as
Proc D C : 20 triggering a portal, ring, or circle spell that transports the wielder,
and possibly his companions, to a distant l o c a t i o n (but note that
Spell- BaseD Process EFFects this may also be a useful proc effect to inflict upon the wielder's
target as w e l l . . . ) . G M s are encouraged to experiment and be
I n general, any EverQuest spell can have a process effect w h e n
creative w i t h proc effects.
associated w i t h a weapon. Some of these o n l y take effect w h e n the
weapon's wielder is o f certain level, w h i l e others simply require a
successful Proc check. Process effects never have charges or Focus EFFects
l i m i t e d uses. T h e precise proc effect, the effect's D C , and the Some magic items have the power to affect the spells cast by a
m i n i m u m level o f the wielder required ( i f any) for i t to f u n c t i o n character. T h i s power is called a focus effect, and it's simply
are listed i n each weapon's description. A good guideline for the another k i n d o f ability that any magic item m i g h t possess. A focus
D C to trigger a proc effect is a flat D C 20 or else D C 10 + the caster effect w i l l do n o t h i n g for a character w h o cannot cast a spell, but
level, whichever is higher. I n some cases, weapons w i t h spell- a l l other powers of the item, such as ability score bonuses, could
based procs may have lower Proc check DCs, but such items still be useful. I n the hands o f a spellcaster, though, an item w i t h
should be extremely rare. M o s t proc effects should be o f relatively a useful focus effect can make a tremendous difference.
low level. H i g h e r level proc effects can be unbalancing, and
A l l focus effects are use-activated powers; the item need merely
should be reserved only for especially rare or powerful weapons.
be w o r n or h e l d i n the appropriate slot i n order for the focus effect

118
i-PI v Vv.
[Q"#"\ t T ~ Chapter Five: Magic Items \ [ \g
p o w e r t o f u n c t i o n . Focus effects c o m e i n t h r e e levels o f p o w e r : I , t h a t r e s u l t e d i n 16 p o i n t s o f d a m a g e w o u l d a c t u a l l y d e a l 19 p o i n t s
I I , a n d I I I . A focus effect rated " I " w i l l affect o n l y 5 t h - l e v e l o r through this ability.
l o w e r spells, w h i l e focus effect I I i t e m s w i l l affect u p t o l O t h - l e v e l I m p r o v e d H e a l i n g : T h i s p o w e r increases by 2 0 % t h e n u m b e r
spells, a n d focus effect I I I i t e m s a f f e c t a n y spells u p t o 1 5 t h l e v e l . o f h i t p o i n t s cured by any applicable instantaneous spell f r o m t h e
T h e a c t u a l e f f e c t o f e a c h f o c u s e f f e c t p o w e r is i d e n t i c a l , h o w e v e r ; m i n o r healing s p e l l 1 i n e . A l l o t h e r aspects o f t h e s p e l l ( r a n g e , m a n a
the levels o f t h e i t e m s , f r o m I t o I I I , d e t e r m i n e o n l y t h e spell levels c o s t , e t c . ) r e m a i n t h e s a m e . O t h e r w i s e , t h i s a b i l i t y is as I m p r o v e d
affected by t h e power. F o r instance, a spellcaster using a M a n a Damage.
P r e s e r v a t i o n I I i t e m has t h e m a n a c o s t o f a n y s p e l l o f l O t h - l e v e l
M a n a P r e s e r v a t i o n : T h i s p o w e r reduces by 1 0 % t h e m a n a cost
o r l o w e r r e d u c e d , b u t a n y spell 1 l t h - l e v e l o r h i g h e r w i l l cost h i m
for any applicable spell.
the n o r m a l a m o u n t o f mana.
R e a g e n t C o n s e r v a t i o n : W h e n e v e r a spell r e q u i r i n g a material
T h e v a r i o u s focus effect p o w e r s are a l l d e s c r i b e d b e l o w . N o t e
c o m p o n e n t is c a s t , t h e r e is a 1 i n 6 ( 1 6 % ) c h a n c e t h a t t h e s p e l l is
t h a t no i t e m may h a v e m o r e t h a n a single focus effect: G i v e n t h e
s u c c e s s f u l l y c a s t a n d t h e m a t e r i a l c o m p o n e n t is n o t u s e d . F o r
v e r y n a t u r e o f t h e s e e f f e c t s , i n w h i c h t h e m a g i c o f t h e i t e m is
i n s t a n c e , a n e n c h a n t e r casts Yegoreff s animation, w h i c h requires
" f o c u s e d " o n a c e r t a i n aspect o f s p e l l c a s t i n g , t r y i n g t o a d d t w o
t h r e e t i n y d a g g e r s : i f t h e caster's p l a y e r r o l l s a 1 o n l d 6 , t h e n t h e
focus effects t o a single i t e m w o u l d result i n t h e i t e m e f f e c t i v e l y
t i n y daggers are n o t e x p e n d e d . U s i n g t h i s a b i l i t y , a caster m a y
h a v i n g n o focus at a l l .
e v e n a t t e m p t t o cast a s p e l l r e q u i r i n g c o m p o n e n t s w h e n she d o e s
Also note t h a t , w h i l e a n y single spell c a n be affected b y n o t a c t u a l l y possess t h e c o m p o n e n t s , a l t h o u g h o n a m i s s e d r o l l ,
m u l t i p l e focus effects, n o t w o focus effects t h a t g r a n t t h e same t y p e t h e spell fails. T h u s , i n t h e previous example, i f the caster
o f bonus (e.g. q u i c k e r c a s t i n g t i m e ) c a n b o t h affect t h e same spell. possessed o n l y t w o ( o r f e w e r ) t i n y d a g g e r s , s h e c o u l d s t i l l cast t h e
For i n s t a n c e , a n e c r o m a n c e r w i t h i t e m s w i t h b o t h R e a n i m a t i o n s p e l l , if s h e r o l l s a 1 o n a l d 6 . I f s h e r o l l s a n y t h i n g o t h e r t h a n a 1 ,
H a s t e a n d S p e l l H a s t e i t e m s w i l l b e n e f i t o n l y f r o m t h e best o f t h e t h e n t h e m a n a f o r t h e s p e l l is s t i l l e x p e n d e d i n t h e a t t e m p t , a n d
t w o e f f e c t s w h e n h e casts a s p e l l . T h u s , w h e n h e s u m m o n s a t h e spell still fails.
s k e l e t o n pet, R e a n i m a t i o n H a s t e w i l l decrease his c a s t i n g t i m e
Recast Haste: T h i s p o w e r reduces t h e recast t i m e o f a n y
(since i t offers t h e b e t t e r m o d i f i e r o f t h e t w o p o w e r s ) , b u t i f h e
a p p l i c a b l e s p e l l w i t h a r e c a s t g r e a t e r t h a n 1 a c t i o n . See " T a b l e 5 -
casts a n y o t h e r k i n d o f s p e l l , t h e n S p e l l H a s t e w i l l r e d u c e h i s
4 : Recast H a s t e " for the actual reduction i n casting time.
casting t i m e (since R e a n i m a t i o n H a s t e does n o t a p p l y i n a n y
case). R e a n i m a t i o n E f f i c i e n c y : T h i s p o w e r reduces by 1 0 % t h e m a n a
cost f o r a n y a p p l i c a b l e spell t h a t s u m m o n s a n u n d e a d p e t .
F i n a l l y , focus effects a l t e r o n l y t h e n a t u r e o f spells cast b y
R e a n i m a t i o n H a s t e : T h i s p o w e r reduces t h e c a s t i n g t i m e o f
c h a r a c t e r s o r m o n s t e r s , s p e l l - l i k e a b i l i t i e s used b y m o n s t e r s , a n d
any a p p l i c a b l e spell t h a t s u m m o n s a n u n d e a d p e t . See " T a b l e 5 -
spells cast f r o m s c r o l l s . T h e y d o n o t a f f e c t s p e l l o r s p e l l - l i k e p o w e r s
3: C a s t i n g H a s t e " for the actual r e d u c t i o n i ncasting t i m e .
of other magic items (or o t h e r powers o f the same i t e m ) .
Spell Haste: T h i s p o w e r reduces t h e casting t i m e o f a n y
T h e v a r i o u s f o c u s e f f e c t s a r e d e s c r i b e d b e l o w . I n e a c h case, t h e
applicable spell t h a t doesn't already h a v e a casting t i m e o f a free
t e r m " a p p l i c a b l e s p e l l s " refers t o t h o s e s p e l l s o f a l e v e l t h a t c a n b e
a c t i o n . See " T a b l e 5 - 3 : C a s t i n g H a s t e " f o r t h e a c t u a l r e d u c t i o n
a f f e c t e d b y a n i t e m b a s e d o n i t s p o w e r ( I , I I , o r I I I , as d e s c r i b e d
in casting time.
above).
S u m m o n i n g E f f i c i e n c y : T h i s p o w e r reduces b y 2 5 % t h e m a n a
A f f l i c t i o n E f f i c i e n c y : T h i s p o w e r reduces b y 2 5 % t h e m a n a
cost f o r a n y a p p l i c a b l e spell t h a t s u m m o n s a n i t e m o r creature i n t o
c o s t o f a n y a p p l i c a b l e d a m a g e - o v e r - t i m e ( D O T ) s p e l l t h a t causes
existence, except one that summons a nundead pet.
damage f o r a t least 5 r o u n d s .
S u m m o n i n g H a s t e : T h i s p o w e r reduces t h e casting t i m e o f any
A f f l i c t i o n H a s t e : T h i s p o w e r reduces t h e casting t i m e o f all
applicable spell w i t h a casting t i m e o f longer t h a n 1action that
a p p l i c a b l e D O T spells w i t h a c a s t i n g t i m e g r e a t e r t h a n 1 a c t i o n
summons a n i t e m o r creature i n t o existence, except one that
t h a t t a r g e t s a s i n g l e c r e a t u r e . See " T a b l e 5 - 3 : C a s t i n g H a s t e " f o r
s u m m o n s a n u n d e a d p e t . See " T a b l e 5 - 3 : C a s t i n g H a s t e " f o r t h e
the actual reduction i n casting time.
actual reduction i n casting time.
Enhancement H a s t e : T h i s p o w e r reduces t h e casting t i m e o f
a l l a p p l i c a b l e spells w i t h a c a s t i n g t i m e greater t h a n 1 a c t i o n a n d
a saving t h r o w o f "(harmless)." See " T a b l e 5 - 3 : C a s t i n g H a s t e "
for the actual reduction i n casting t i m e . Table 5-3: Casting Haste
E x t e n d e d A f f l i c t i o n : T h i s p o w e r increases b y 2 0 % t h e d u r a - Original Casting Time Specific Haste* Spell Haste
t i o n o f a n y a p p l i c a b l e D O T s p e l l t h a t causes d a m a g e f o r a t l e a s t Free A c t i o n Free A c t i o n Free A c t i o n
5 r o u n d s . D a m a g e c a u s e d i n t h e a d d i t i o n a l r o u n d s is e q u a l t o t h a t
1 action Free A c t i o n 1 action
caused i n w h a t w o u l d h a v e b e e n t h e f i n a l r o u n d o f t h e a f f e c t e d
s p e l l ; r a n d o m d a m a g e is r e - r o l l e d f o r e a c h a d d i t i o n a l r o u n d . F o r 1 full round 1 action 1 action
e x a m p l e , winged death n o r m a l l y lasts f o r 10 r o u n d s ; i f i t is cast b y 2 full rounds 1 action 1 full round
someone w i t h an Extended A f f l i c t i o n III i t e m , t h e n the spell w i l l 3 full rounds 1 full round 2 full rounds
last f o r 12 r o u n d s a n d d e a l 4 d 10 p o i n t s o f m a g i c d a m a g e d u r i n g t h e
4 full rounds 2 full rounds 3 full rounds
11 t h a n d 1 2 t h r o u n d s .
x full rounds x - 2 full rounds x—1 full rounds
Extended Enhancement: T h i s p o w e r increases b y 3 3 % t h e
d u r a t i o n o f any applicable spell w i t h a saving t h r o w o f " ( h a r m -
less)." ' T h i s category includes A f f l i c t i o n Haste, Enhancement Haste, Reanima-

E x t e n d e d R a n g e : T h i s p o w e r increases by 2 5 % t h e range o f any tion Haste, and Summoning Haste.

applicable spell, except those t h a t have ranges o f " p e r s o n a l " o r


"touch."
H e a l i n g E f f i c i e n c y : T h i s p o w e r reduces by 1 0 % t h e m a n a cost
for any applicable h e a l i n g spell.
TabLe 5-4: Recast Haste
I m p r o v e d D a m a g e : T h i s p o w e r increases b y 2 0 % t h e d a m a g e
Original Recast Time New Recast Time
d e a l t b y a n y a p p l i c a b l e i n s t a n t a n e o u s spells t h a t h a v e a s i n g l e
target. T h i s b o n u s does n o t a p p l y t o spells t h a t deal i n s t a n t a n e o u s Instant Instant
damage initially, b u t t h e n deal further damage for even o n e 1 full round Instant
a d d i t i o n a l r o u n d . A l l o t h e r aspects o f t h e s p e l l ( r a n g e , m a n a c o s t , 2 full rounds 1 full round
e t c . ) r e m a i n t h e s a m e . T h e a d d i t i o n a l d a m a g e is c a l c u l a t e d b a s e d
3+ full rounds 1/2 the original recast time
o n t h e r o l l e d d a m a g e . F o r e x a m p l e , a flame bolt ( 3 d l 0 d a m a g e )

( 119
\r*
EverQuest RPG: Game Master's Guioe

Using the RanoocnItem TabLcs


T h e adventurers have k i l l e d the creature and c o m p l e t e d t h e Table 5-5: Ranoom Magic Item Category
quest. It's t i m e t o h a n d o u t rewards! S o m e monsters t e n d t o carry
c e r t a i n treasures, o r s o m e t i m e s y o u ' l l w a n t t o place a m a g i c i t e m Maj or Epic Item Name
Minor Medium
w h e r e t h e c h a r a c t e r s c a n f i n d i t , so y o u k n o w a h e a d o f t i m e w h a t
01- 04 01-03 01- 03 0 1 - -02 Back (Table 5 - 6 )
items the characters w i l l f i n d . O t h e r times t h o u g h , y o u m i g h t n o t
have a n y t h i n g i n m i n d . I f you roll o n " T a b l e 4 - 4 : T r e a s u r e " after 05--09 04-07 04-- 0 8 03-- 0 4 Blunt (Table 5 - 7 )
an e n c o u n t e r , a n d t h e r o l l i n d i c a t e s t h a t t h e m o n s t e r has a m a g i c 1 0 - 16 08-12 0 9 --14 05--13 Body (Table 5 - 8 )
i t e m a m o n g its l o o t , f i n d t h e p o w e r l e v e l o f i t e m t h e m o n s t e r h e l d : 1 7 - 19 13-18 15- 18 14--16 Ear (Table 5 - 9 )
t h e result w i l l be m i n o r , m e d i u m , m a j o r o r epic.
2 0 - -22 19-21 19- 21 17-•22 Face (Table 5 - 1 0 )
Next, look at"Table 5-5: R a n d o m Magic I t e m Category" t o
2 3 - -26 22-24 2 2 - -26 23-- 2 8 Feet (Table 5-11)
f i n d w h i c h category of magic item characters f i n d a m o n g the loot.
2 7 - -29 25-29 2 7 - -30 29--31 Finger (Table 5-12)
T h e n you can r o l l o n t h e r a n d o m magic i t e m tables; each category
o f m a g i c i t e m has its o w n t a b l e . F i n d t h e t a b l e f o r t h e c a t e g o r y o f 3 0 - -34 30-34 31- 36 32- 36 Hands (Table 5-13)
i t e m you w a n t to give the characters. Before you roll, d e t e r m i n e 35--36 35-39 37--41 37- 38 Head (Table 5 - 1 4 )
w h e t h e r t h e i t e m is m i n o r , m e d i u m , m a j o r , o r e p i c . T h e n r o l l d % 3 7 - -39 40-42 42-- 4 6 3 9 - -43 Hand-to-Hand (Table 5--15)
and check t h e appropriate c o l u m n for the result.
40-- 4 3 43-46 47-- 4 9 4 4 - -45 Legs (Table 5 - 1 6 )
If you'd prefer t o choose a n i t e m rather t h a n r o l l , simply l o o k
44-- 4 5 47-50 50-- 5 3 46--48 Neck (Table 5-17)
at t h e tables a n d f i n d a n i t e m w i t h powers suitable t o t h e
46-- 5 0 51-54 54-- 5 8 4 9 - -53 Piercing (Table 5 - 1 8 )
e n c o u n t e r l e v e l . C h e c k t h e treasure tables i n C h a p t e r Four t o
m a t c h t h e item's p o w e r w i t h a p p r o p r i a t e E n c o u n t e r Levels, so 51- 54 55-57 59-- 6 3 5 4 - -59 Ranged (Table 5 - 1 9 )
t h a t c h a r a c t e r s d o n ' t get i t e m s t h a t are t o o s t r o n g o r t o o w e a k . O f 55-- 5 8 58-61 64 -68 60--64 Shield (Table 5 - 2 0 )
course, if y o u w a n t t o speed u p o r slow d o w n c h a r a c t e r advance- 59-- 6 0 62-64 6 9 -71 65--66 Shirt (Table 5-21)
m e n t , y o u c a n d o i t b y h a n d i n g o u t m a g i c i t e m s o f g r e a t e r o r lesser
6 1 - -64 65-67 72--75 67--68 Shoulder (Table 5 - 2 2 )
power.
65-- 6 8 68-71 76-- 8 0 6 9 - -75 Slashing (Table 5 - 2 3 )
69--71 72-73 8 1 - -84 76--78 W a i s t (Table 5 - 2 4 )
Back
72--73 74-75 85-- 8 7 79--80 W r i s t (Table 5 - 2 5 )
B a c k i t e m s i n c l u d e c a p e s , c l o a k s , a n d a n y t h i n g else c h i e f l y
74-- 8 4 76-87 88 -94 81- 86 Miscellaneous (Table 5- 2 6 )
w o r n ewer o r a l o n g t h e b a c k . A b a c k i t e m d o e s n o t h a v e t o r e m a i n
strictly o n t h e back: f o r instance, a c l o a k c a n be w r a p p e d a r o u n d 85--91 88-92 95-- 9 6 8 7 - -91 Scroll (Table 5 - 2 7 )
a w e a r e r ' s b o d y f o r w a r m t h o r p r o t e c t i o n , b u t i t is s t i l l c o n s i d e r e d 92-- 1 0 0 93-100 97-- 1 0 0 9 2 - -100 Research Component
a back item. (Table 5 - 3 0 )
P h y s i c a l D e s c r i p t i o n : M o s t b a c k i t e m s are m a d e f r o m c l o t h ,
l e a t h e r , o r a n i m a l h i d e . A v e r y f e w are f i n e l y w r o u g h t m e t a l plates
o r l i n k s . O c c a s i o n a l l y , scales a r e s e w n o n t o a l e a t h e r b a c k i n g t o
CLoak O F FLacncs
make a sturdy p r o t e c t i v e cape. T y p i c a l c l o t h a n d leather back
i t e m s h a v e A C 6, h a r d n e s s 2, 3 h i t p o i n t s , a n d a B r e a k D C o f 1 0 . D e s c r i p t i o n : T h e means o f c o n s t r u c t i n g this great c l o a k re-
M e t a l b a c k i t e m s u s u a l l y h a v e A C 6, h a r d n e s s 1 0 , 4 h i t p o i n t s , a n d m a i n s t h e secret o f t h e d r a g o n s , t h o u g h it's r u m o r e d t h a t L o r d
a Break D C o f 23. N a g a f e n c r e a t e d t h e f i r s t o f t h e m . A n y o n e w h o w e a r s t h e c l o a k is

A c t i v a t i o n : M o s t b a c k i t e m s are use-activated b y w e a r i n g . I f a i m b u e d w i t h t h e d e s t r u c t i v e p o w e r a n d speed o f d a n c i n g flames.


b a c k i t e m h a s a b i l i t i e s t h a t a r e c h a r g e d o r h a v e uses p e r d a y , t h e y P o w e r s : T h e w e a r e r o f t h i s c l o a k is u n d e r a c o n t i n u a l h a s t e ( 4 )
are n o r m a l l y c o m m a n d w o r d a c t i v a t e d . effect ( t h i s grants a + 2 haste b o n u s t o A C a n d o n e a d d i t i o n a l

R a n d o m G e n e r a t i o n : T o generate back items r a n d o m l y , roll attack a c t i o n every second r o u n d ) .


o n "Table 5-6: Back Items." D e x + 6 , h p + 1 2 , f i r e r e s i s t a n c e ( 6 ) , f i r e save + 2 .
B o n u s types: A b i l i t y scores = a u g m e n t a t i o n . H i t
points = a u g m e n t a t i o n . Resistance = augmenta-
t i o n . Save = a u g m e n t a t i o n .
Caster Level: 18th.

Table 5-6: Back Items M a r k e t P r i c e : 216,500 gp.

Major Slot: Back.


Minor Medium Epic Item Name Market Price
W e i g h t : 0.1 lbs.
1-30 — — — N e t t e d Cape 5 8 0 gp
31-60 01-10 — — Cloak of t h e Ice Bear 2 , 7 0 0 gp
Cloak OF Leaves
61-90 11-30 — — WhiteWolf-H.de Cloak 5 , 4 4 0 gp
D e s c r i p t i o n : A cloak of leaves is t h e p r i z e d c r e -
91-100 31-45 — — Kunzar Cloak 5 , 6 0 0 gp a t i o n of treants. A treant n a m e d Grizzleknot w h o
> — 46-60 — — Ravenscale Cloak 5 , 9 8 0 gp roams t h eplains o f southern Karana is c r e d i t e d
61-75 — — Seahorse-Scale Cloak 7 , 2 0 0 gp w i t h t h e first o f these cloaks t h a t are fashioned
) —
76-90 — — Cloak of Leaves 10,350 gp
f r o m a t r e a n t ' s o w n leaves. F e w a d v e n t u r e r s h a v e
1 _ a n y d e s i r e t o slay t h e s e c r e a t u r e s , as t h e y are a l l i e s
91-100 01-05 — M o l t e n Cloak 11,500 gp
I - o f t h e d r u i d s a n d r a n g e r s , as w e l l as o t h e r f a c t i o n s
i - — 06-15 — Onyx Drakescale Cloak 12,750 gp t h a t revere t h e forces o f n a t u r e , b u t t h e r e are
— 16-40 — Hooded Black Cloak 1 4 , 8 3 0 gp o b v i o u s l y s o m e w h o are n o t b o u n d b y s u c h s e n t i -
— 41-90 — W i t h e r e d Leather Cloak 1 6 , 5 0 0 gp m e n t s a n d so t h e r e h a v e b e e n a t t e m p t s t o d u p l i c a t e
1 _
this cloak. A l l such efforts have failed, but i n any
— — 91-100 0 1 - 0 0 Cloak o f Flames 2 1 6 , 5 0 0 gp
e v e n t , i t is k n o w n t h a t s e v e r a l cloaks of leaves e x i s t ,
s o m e o f w h i c h are i n t h e possession o f i n d i v i d u a l s
not held i n t h e favor o f Grizzleknot a n d other
treants.

Powers: Dex +3, h p + 1 .


Chapter Five: Maaic Items
A c t i v a t i o n : Use A c t i v a t e d .
Caster Level: 8th.
M a r k e t P r i c e : 14,830 gp.
Slot: Back.
W e i g h t : 2.5 l b s .

Kunzar Cloak
D e s c r i p t i o n : T h i s c l o a k is a n a n c i e n t i t e m w o r n b y t h e c a l l e r s
of Sathir, the magical spirit guardians o fKarnor's Castle deep
i n s i d e t h e c o n t i n e n t o f K u n a r k . T h i s c a s t l e is h o m e t o a v e r y
p o w e r f u l n e c r o m a n c e r , V e n t h r i l S a t h i r , w h o is g u a r d e d b y m a n y
drolvargs and a n i m m e n s e undead a r m y o f skeletons and spirits.
P o w e r s : I n t + 1 , W i s + 1 , f i r e r e s i s t a n c e ( 4 ) , f i r e save + 1 .
B o n u s types: A b i l i t y scores = enhancement. Resistance =
e n h a n c e m e n t . Save = e n h a n c e m e n t .
Caster Level: 3rd.
M a r k e t P r i c e : 5,600 gp.
Slot: Back.
W e i g h t : 0.1 lbs.

Molten CLoak
D e s c r i p t i o n : T h e gnomes w h o s t u b b o r n l y insist u p o n r e m a i n -
i n g w i t h i n S o l u s e k ' s Eye a r e t h e c r e a t o r s o f t h i s c l o a k . T h e m a g i c
t h a t p e r m e a t e s t h a t p l a c e is s u r e l y p a r t o f t h e i n d u c e m e n t t o r i s k
t h e fire g o b l i n s a n d worse creatures o f t h e t u n n e l s , a n d it's t h e ore
m i n e d f r o m t h e c h a n n e l s o f m o l t e n l a v a t h a t is u s e d i n t a i l o r i n g
t h i s f a b l e d c l o a k . M a g i c a l p r o p e r t i e s o f t h e o r e k e e p it i n its m o l t e n
s t a t e e v e n w h e n i t ' s s p u n i n t o a f i n e m e s h , a n d t h u s a n ever-
c h a n g i n g p a t t e r n o f s w i r l s a p p e a r s across t h e c l o a k ' s s u r f a c e .

B o n u s types: A b i l i t y s c o r e = e n h a n c e m e n t . H i t p o i n t s = e n - P o w e r s : I n t + 2 , W i s + 2 , c o l d resistance ( 3 ) , fire resistance ( 1 ) .


hancement. Bonus types: A b i l i t y scores = enhancement. Resistances =
Caster Level: 6 t h enhancement.
M a r k e t P r i c e : 10,350 gp. Caster Level: 6th.
Slot: Back M a r k e t P r i c e : 11,500 gp.
W e i g h t : 2 lbs. Slot: Back.
W e i g h t : 2 lbs.
C l o a k O F t h e Ice B e a r
D e s c r i p t i o n : T h i s c l o a k is o n e o f t h e g r e a t b a r b a r i a n l e g e n d s . NetteOCape
W h e n a y o u n g w a r r i o r seeks t o p r o v e h i m s e l f , h e s t a l k s o n e o f t h e D e s c r i p t i o n : T h e frogloks o f I n n o t h u l e S w a m p have mastered
g r e a t bears o f E v e r f r o s t . S o m e t i m e s , a w a r r i o r d e s t i n e d f o r g r e a t - t h e skill o f crafting netted armors and apparel. T h r o u g h a magical
ness w i l l be l e d t o a n a n c i e n t b e a r b y a b e a r s p i r i t , a n d as t h e b e a r w e a v i n g o f s p i d e r l i n g s i l k a n d l u m i n e s c e n t m o s s , t h e y are a b l e t o
d i e s t h e s p i r i t i n h a b i t s t h e b o d y a n d i n s t i l l s t h e bear's h i d e w i t h create l i g h t a n d d u r a b l e pieces o f c l o t h i n g w i t h m a g i c a l p r o p e r -
t h e essence o f t h e b e a r i t s e l f . ties.
P o w e r s : H p + 3 , c o l d r e s i s t a n c e ( 8 ) , c o l d save + 2 . P o w e r s : T h i s cape g r a n t s its wearer a + 2 b o n u s t o H i d e c h e c k s
B o n u s types: H i t p o i n t s = e n h a n c e m e n t . R e s i s t a n c e = e n h a n c e - i n n a t u r a l surroundings. A t w i l l , the wearer c a n h a v e i t e m i t a
m e n t . Save = e n h a n c e m e n t . s l i g h t g l o w e q u i v a l e n t t o c a n d l e - l i g h t ; w h i l e i t is g l o w i n g i n t h i s
w a y , t h e w e a r e r c a n n o t b e n e f i t f r o m t h e cape's H i d e b o n u s .
Caster Level: 3rd.
M a r k e t P r i c e : 2,700 gp. B o n u s types: S k i l l = c i r c u m s t a n c e .
A c t i v a t i o n : Use A c t i v a t e d .
Slot: Back.
W e i g h t : 3.5 l b s . C a s t e r L e v e l : 1st.
M a r k e t P r i c e : 5 8 0 gp.
Hoooeo BLack C l o a k Slot: Back.
D e s c r i p t i o n : T h e c l o a k e d d h a m p y r e s — a n d s o m e o t h e r spies W e i g h t : 0 . 4 lbs.
a n d guards o f Castle M i s t m o o r e , those b o u n d b y u n d e a t h t o
p r o t e c t t h e i r master a n d h i s castle — are s o m e t i m e s e q u i p p e d w i t h Onyxt>rakescale Cloak
t h i s n o t o r i o u s f u l l c l o a k . I t is m a d e o f p u r e b l a c k s a t i n w i t h a D e s c r i p t i o n : T h e s e m a g n i f i c e n t d a r k c l o a k s are g r e a t l y p r i z e d ;
simple b u t sturdy tie-cord at t h e t h r o a t . t h e y c a n b e c r e a t e d o n l y f r o m t h e scales o f t h o s e d r a k e s t h a t
P o w e r s : T h i s c l o a k grants its wearer a + 5 b o n u s t o H i d e c h e c k s . i n h a b i t a valley deep w i t h i n R a t h e M o u n t a i n s .
I n a d d i t i o n , t h e wearer m a y s u r r o u n d herself w i t h a n aura o f Powers: Dex +3, mana +12.
m a g i c a l darkness t h a t p r o v i d e s o n e - h a l f c o n c e a l m e n t ( 2 0 % miss
B o n u s types: A b i l i t y s c o r e = e n h a n c e m e n t . M a n a = e n h a n c e -
chance) e v e n a g a i n s t o p p o n e n t s w h o c a n see t h r o u g h n o r m a l
ment.
d a r k n e s s . T h e d a r k n e s s m a y b e c r e a t e d o r d i s p e r s e d a t w i l l as a f r e e
Caster Level: 9 t h .
a c t i o n , b u t m a y o n l y b e used f o r a t o t a l o f 5 m i n u t e s per day.
M a r k e t P r i c e : 12,750 gp.
Str+2, hp+11.
Slot: Back.
B o n u s types: A b i l i t y s c o r e = a u g m e n t a t i o n . H i t p o i n t s = a u g -
W e i g h t : 3 lbs.
mentation. Skill = enhancement.

1 f ™ V
EverQuest RPG: Came Master'sGuioe

Ravenscale Cloak Withered Leather Cloak


Description: S o m e o f t h e m o s t p r i z e d m a g i c a l r o g u e Description: D e e p i n t h e h a u n t e d r e m a i n s o f t h e H o l e l i e
a r m o r a n d accessories are k n o w n as " r a v e n s c a l e " gear. t h e r e m n a n t s o f a g r e a t castle. U n l i k e t h e rest o f t h e c i t y ,
T h e y are v e r y w e l l s u i t e d f o r rogues d u e t o t h e i r w h i c h is o v e r r u n b y r o c k g o l e m s a n d e l e m e n t a l s , t h e
dark color, w h i c h allows t h e m to blend more c a s t l e h a s b e e n c l a i m e d b y t h e souls o f t h e
e a s i l y i n t o t h e s h a d o w s . S u c h gear is s a i d t o Erudites a n d others w h o d i e d d u r i n g t h e great
be m a d e t h r o u g h a special process o f e x p l o s i o n . T h e s e d i s t u r b e d u n d e a d are p o w -
fusing e n c h a n t e d raven feathers w i t h e r f u l spellcasters, a n d s o m e o f t h e c l o t h i n g
a n odorless black p i t c h . t h e y w o r e a t t h e i r d e a t h has b e e n i n f u s e d
Powers: T h e w e a r e r o f t h i s c l o a k w i t h powerful magic qualities.
gains a + 4 bonus t o H i d e checks. A l - Powers: S t r + 2 , C o n + 3 , m a n a + 2 .
though technically a back item, t h e B o n u s types: A b i l i t y scores = a u g m e n -
c l o a k p r o t e c t s as i f i t w e r e a r m o r . T h e tation. Mana =augmentation.
a r m o r b o n u s g r a n t e d does n o t stack
Caster Level: 9 t h .
w i t h s i m i l a r bonuses f r o m o t h e r ar-
Market Price: 1 6 , 5 0 0 g p .
mor worn.
Slot: B a c k .
Ravenscale C l o a k ( A C+1;
Weight: 2 l b s .
hardness 1, 4 h p , Break D C 2 0 )
D e x + 2 , c o l d resistance ( 2 ) .
B o n u s types: A r m o r class =
BLunt Weapons
a r m o r . A b i l i t y score = a u g m e n - T h i s class o f w e a p o n s i n -
tation. Skill = circumstance. cludes clubs, maces, h a m m e r s ,
Resistance = a u g m e n t a t i o n . and the like.
Caster Level: 6 t h . Physical Description:
Market P r i c e : 5 , 9 8 0 g p . B l u n t w e a p o n s are o f t e n m a d e
of wood and metal, although
Slot: B a c k .
m a n y are e n t i r e l y m e t a l . T h e
Weight: 3 lbs.
business e n d is o f t e n e n -
hanced or adorned with
S e a h o r s e - S e a le C L o a k
spikes o r studs, o r are s i m -
Description: T h e w a t e r y ply larger r e l a t i v e to the
city o f Kedge Keep houses handle. Occasionally, though,
m a n y magical creatures. A few s u c h i t e m s a p p e a r as s i m p l e m e t a l
adventurers have journeyed i n t o rods. Statistics for c o m m o n weapons
this u n e x p l o r e d place and fewer h a v e c a n b e f o u n d i n "Table 5 - 2 : Typical
r e t u r n e d . O n e o f t h e g u a r d i a n s t h e r e is a b r e e d o f Hardness, H i t Points, and Break D C s for Common Items";
seahorse-like creature t h a t ' s said t o h a v e v e r y p o w e r f u l m a g i c e x t r a p o l a t e o t h e r i t e m s ' statistics f r o m these samples, w h e n neces-
i n f u s e d w i t h i n i t s scales. T h i s c l o a k is o n e r e s u l t o f a s u c c e s s f u l sary. E a c h + 1 e n h a n c e m e n t b o n u s t o a t t a c k s adds 1 p o i n t t o a
foray i n t o t h i s m u r k y place, a n d o n e t h a t has t e m p t e d m o r e t h a n weapon's hardness a n d h i t p o i n t s , and each +1 e n h a n c e m e n t bonus
a few to return. t o d a m a g e adds 1 p o i n t t o a w e a p o n ' s B r e a k D C . A t t a c k e r s c a n n o t
Powers: D e x + 2 , c o l d r e s i s t a n c e ( 1 4 ) , c o l d save + 3 . damage m a g i c w e a p o n s unless t h e a t t a c k b o n u s o f t h e s t r i k i n g
B o n u s types: A b i l i t y s c o r e = a u g m e n t a t i o n . R e s i s t a n c e = e n - w e a p o n is a t least as h i g h as t h e s t r u c k w e a p o n ' s a t t a c k b o n u s .
hancement. Save = enhancement. Activation: B l u n t w e a p o n s are u s e - a c t i v a t e d u n l e s s o t h e r w i s e
Caster Level: 7 t h . specified i n t h e i r description.
Market Price: 7 , 2 0 0 g p . Random Generation: T o g e n e r a t e b l u n t w e a p o n s r a n d o m l y ,
Slot: B a c k . r o l l o n "Table 5 - 7 : B l u n t Weapons."
Weight: 3.5 l b s .

White WolF-Hioe Cloak


Description: A n o t h e r o f t h e m y s t i c a l Table 5-7: Blunt Weapons
a n i m a l s o f E v e r f r o s t is t h e w h i t e w o l f . I t Minor Medium Major Epic Item Name Market Price
is s a i d t h a t a c l o a k c o n s t r u c t e d f r o m t h e
1-50 — — — Combine Morningstar 2 , 3 0 8 gp
s k i n o f o n e these great w h i t e creatures, i f
i t is s l a i n o n a n i g h t w h e n L u c l i n s h i n e s 51-90 01-05 — — Glowing Wooden Crook 7 , 9 0 0 gp
b r i g h t i n t h e sky, w i l l c a p t u r e t h e p o w e r 91-100 06-20 — — Runed Totem Staff 8 , 0 0 0 gp
o f the a n i m a l and transfer it t o a w o r t h y — 21-40 — — Sap of Piety 8 , 3 5 0 gp
w e a r e r . T h e s e c l o a k s a r e as w h i t e a n d
— 41-60 — — Cold Iron Morningstar 2 4 , 5 0 8 gp
d a z z l i n g as t h e s n o w a n d as s o f t as f u r o f a
— 61-80 — — Enameled Black Mace 24,512 gp
y o u n g sled-dog p u p .
— 81-95 — — Rod of Oblations 2 4 , 8 0 5 gp
Powers: S t r + 1 , D e x + 1 , c o l d r e s i s -
tance (2). — — 01-20 — Etched Steel Baton 3 4 , 3 0 5 gp

Bonus types: A b i l i t y scores = e n h a n c e - — — 21-35 — Velium Etched Stone Mace 5 5 , 3 0 5 gp


m e n t . Resistance = resistance. — — 36-50 — Runed Elder Staff 6 3 , 8 5 0 gp
Caster Level: 3 r d . — 96-100 51-55 — Ketchata Koro Mis 8 1 , 6 0 6 gp
Market P r i c e : 5 , 4 4 0 g p . — — 56-70 — Iksar Berserker Club 82,301 gp
Slot: B a c k . — — 71-85 — Wraith-Bone Hammer 96,812 gp
Weight: 0.3 l b s . — — 86-95 — Smoldering Brand 100,302 gp

— — 96-100 01-100 Staff of Forbidden Rites 2 6 1 , 8 0 0 gp

122
CoLb Iron Morningstar GLocuing Wooben Crook
Description: T h o u g h the goblins of Permafrost use these Description: T h i s weapon is a large, crooked wooden stave
weapons, they are n o t the original creators o f t h e m . A p p a r e n t l y , enchanted to give off light at w i l l .
i n their digging i n t o the ancient caverns the goblins have un- Powers: T h i s awkward staff actually functions more like a club
earthed a number o f ancient caches, and these solid i r o n i n combat, w i t h +1 bonus to attacks and damage. I t sheds light i n
morningstars were among one such cache. a 20-foot radius w i t h a c o m m a n d word (a second command word
Powers: T h i s morningstar has a +2 bonus to attacks and a +3 ends the light effect).
bonus to damage, as well as the speed quality. G l o w i n g W o o d e n C r o o k ( l d 6 + 1 , delay 5; A C 6, hardness 6,11
C o l d I r o n Morningstar ( I d 10+3, delay 5; A C 7, hardness 12,27 h p , Break D C 23)
hp, Break D C 28) Bonus types: A t t a c k = enhancement. Damage = enhancement.
Bonus types: A t t a c k = enhancement. Damage = enhancement. Caster Level: 3rd.
Caster Level: 7 t h . Activation: C o m m a n d W o r d ( l i g h t ) , Use A c t i v a t e d (attack
Market Price: 24,508 gp. and damage bonuses).
Slot: B l u n t . Market Price: 7,900 gp.
Weight: 4.5 lbs. Slot: B l u n t .
Weight: 8.5 lbs.
Combine Morningstar
Description: For its brief t i m e , the C o m b i n e Empire shone. Iksar Berserker Club
O n e of its lasting legacies is the magic weapons n o w possessed Description: I n the ancient ruins of Kuril's T o w e r there are a
mainly by Norrath's gypsies. A l t h o u g h these weapons are o f number o f ghosts, spirits, and undead. These spirits are full of
simple construction, of solid i r o n , their magical nature makes hatred and rage, and these emotions can occasionally be passed o n
t h e m very useful to adventurers. to nearby objects, such as pieces o f wood or random t h i g h bones.
Powers: T h i s morningstar has a +1 bonus to attacks and Such bones are simple l o o k i n g enough, but w h e n one is wielded
damage. as a weapon, its wielder can feel the contained rage and sometimes
C o m b i n e Morningstar (1 d 1 0 + 1 , delay 6; A C 7, hardness 11,26 become filled w i t h it himself.
hp, Break D C 26) Powers: T h i s wooden club has a +4 bonus to attacks and
Bonus types: A t t a c k = enhancement. Damage = enhancement. damage and the speed ability, and the club can process (Proc D C
Caster Level: 3rd. 20) the fleeting fury spell u p o n the wielder.
Market Price: 2,308 gp. Iksar Berserker C l u b ( l d 6 + 2 and flee ting fury proc, delay 4; A C
7, hardness 9, 8 hp, Break D C 25).
Slot: B l u n t .
Str+2, I n t - 1 , Wis+2.
Weight: 10 lbs.
Bonus types: A b i l i t y scores = enhancement. A t t a c k = enhance-
Enacneleb Black Mace ment. Damage = enhancement.
Description: A n o t h e r lost secret from the ruins o f lower G u k , Caster L e v e l : 12th.
these weapons are found only i n the hands of the undead frogloks Market Price: 82,301 gp.
that inhabit that place. A n enameled black mace functions as a heavy Slot: B l u n t .
mace, although i t weighs little, and is enameled entirely i n an Weight: 8 lbs.
u n k n o w n black material that resists scratches and wear of any k i n d .
Powers: T h i s heavy mace has a +2 bonus to attacks and Ketchata Koro Mis
damage, and the hardness and speed abilities. Description: T h i s weapon is a
Enameled Black Mace ( l d 8 + 2 , delay 4; A C 7, hardness 14, 27 magical version of a fairly c o m m o n
hp, Break D C 30). sarnak weapon. I t is like a quarterstaff
Bonus types: A t t a c k = enhancement. Damage = enhance i n size and general shape, but the
ment. weapon's t w o ends are encrusted w i t h
Caster Level: 6 t h . spikes, each end thus being similar t o a
morningstar.
Market Price: 24,512 gp.
Powers: T h i s wood-and-metal quarterstaff has a +3 bonus to
Slot: B l u n t .
attacks and a +2 bonus to damage, as well as the bludgeoning and
Weight: 4.5 lbs.
speed abilities.

Etc heo Steel Baton Ketchata K o r o M i s ( l d 8 + 2 / l d 8 + 2 , crit 19-20 ( x 2 ) , delay 5;


A C 6, hardness 8, 12 hp, Break D C 25).
Description: T h i s weapon is given to the elite leaders o f
A n o r m a l version o f the weapon has the following properties:
Chardok's m i l i t a r y units b o t h as sign o f leadership and as a useful
2-handed blunt/piercing; D a m l d 8 / l d 8 , c r i t x2, SZ Large, W t 8 lb,
weapon. T h e etched steel baton is a 3-foot-long rod that functions
D l y 6.
as a light mace, made entirely o f steel etched w i t h sarnak runes o f
power. Bonus types: A t t a c k = enhancement. Damage = enhancement.
Powers: T h i s club has a +3 bonus to attacks and damage, as well Caster Level: 8 t h .
as the bludgeoning ability. Market P r i c e : 81,606 gp.
Etched Steel Baton ( l d 6 + 3 , c r i t 19-20 ( x 2 ) , delay 5; A C 8, Slot: B l u n t .
hardness 13, 13 hp, Break D C 2 9 ) . Weight: 5 lbs.
C o l d resistance ( 4 ) , poison resistance ( 4 ) , cold save + 1 , poison
save + 1 . Rob O F Oblations
Bonus types: A t t a c k = enhancement. Damage = enhancement. Description: W h i l e this weapon can be used to fight, it is used
Resistances = resistance. Saves = resistance. most often for its magical protections. O r i g i n a l l y created long ago
Caster L e v e l : 9 t h . by iksar magic, the secrets to these rods' creation lie only i n the
hands o f the dead and undead now. T h e rod is a t h i c k shaft o f
Market Price: 34,305 gp.
metal nearly 3 feet i n length (although its weight is negligible for
Slot: B l u n t .
the wielder), and the whole is etched w i t h iksar runes. O n e end
Weight: 3 lbs.
is slightly larger t h a n the other, so that the rod acts as a light mace, Sap O F Piety
and several valuable gemstones are embedded i n t o the larger end.
Description: T h e exact origins of these weapons are lost i n time.
Powers: T h i s metallic rod has a +2 bonus t o attacks and T h e y are certainly very old, and may be o f gnomish creation
damage and the speed ability. originally. T h e y have been found amongst certain gnomes w h o were
Rod o f O b l a t i o n s ( l d 6 + 2 , delay 4; A C 7, hardness 12, 27 h p , taken away from their home a very long time ago, but even they
Break D C 28). don't remember where they got them. T h e sap appears as a stout
M a n a +10, acid resistance ( 4 ) , cold resistance ( 4 ) , fire resis- wooden club w i t h metal bands embedded into the wood, running
tance ( 4 ) , acid save + 1 , cold save + 1 , fire save + 1 . down the length of it. A sap of piety is surprisingly light for its size.
Bonus types: A t t a c k = enhancement. Damage = enhancement. Powers: T h i s wooden club has a +2 bonus to attacks and a +5
Mana = augmentation. Resistances = augmentation. Saves = bonus t o damage, as w e l l as the massive quality.
augmentation. Sap o f Piety ( l d 8 + 5 , delay 6; A C 7, hardness 8,9 hp, Break
Caster L e v e l : 6 t h . D C 28).
Market Price: 24,805 gp. Bonus types: A t t a c k = enhancement. Damage = enhance-
Slot: Blunt. ment.
Weight: 0.1 lbs. Caster Level: 6 t h .
Market Price: 8,350 gp.
Ru neb ELber StaFF Slot: B l u n t .
Description:Thesestavesare Weight: 2.5 lbs.
made by dicdragons themselves
to grant to dieir humanoid allies SmoLOering BranO
and servants. These staves can Description: These weapons appear to be handheld iron sconces
be made of a variety of wood w i d i burning torches inside. This appearance is deceiving, however—
types, but all are carved with these are formidable weapons that can be wielded as a club. The
ancient Elder Dragon runes. srmldering brands were apparently once mere torch sconces, but when
Powers: T h i s wooden magical energy ripped through what would become the Hole, a number
quarterstaff has a +4 bonus to of the sconces were imbued with power from that wave of energy.
attacks and a + 3 bonus todamage. Powers: This iron and wood club has a +5 bonus to attacks and
Runed Elder Staff ( l d 6 + 3 / damage, as well as the speed ability. Additionally, the weapon can process
l d 6 + 3 , delay 5; A C 6, hardness (Proc D C 20) the flaming ability against its target on a successful hit.
9, 14 h p , Break D C 25). Smoldering Brand ( l d 6 + 5 and /laming proc ( + 2d6), delay 4;
H p +12, mana + 8 . A C 7, hardness 10, 11 h p , Break D C 28).
Bonus types: Attack=enhance- Str+1.
ment. Damage = enhancement. Bonus types: A b i l i t y score = augmentation. A t t a c k =
H i t points = enhancement. enhancement. Damage = enhancement.
Mana = enhancement.
Caster Level: 15th.
Caster Level: 11th.
Market Price: 100,302 gp.
Market Price: 63,850 gp.
Slot: Blunt.
Slot: B l u n t .
Weight: 5 lbs.
Weight: 1.5 lbs.
StaFFOFForbiOOen
Runeb Totem StaFF Rites
Description: Amazingly
Description: Anotherar-
similar to runed elder staves,
tifact left over from another
nined totem staves appear to
age, these potent items' ori-
be a creation of the gnolls.
gins are l o n g since lost.
These great, heavy staves
These staves are only found
are also made of a variety of
in the hoards of dragons any-
woods, and are carved in
more. A staff of forbidden rites
nines, but not those of
is fully 7 feet long and made of
the dragon-kind. H o w
heavy, blood-stained w<xxJ, carved w i t h
the gnolls learned the
sigils and symbols long since forgotten.
technique of creating
these items is unknown. Powers: T h i s wooden quarterstaff has a
+5 bonus to attacks and a +7 bonus to
Powers: This
damage, as well as the ponderous quality. T h e
wooden quarterstaff
staff also contains 10 charges of the spell resur-
has a +1 bo-
rection, w h i c h may be used by any wielder.
nus to
W h e n these charges are gone, the rest of the
a t t a c k s anc
powers of the staff are still usable.
damage.
Staff o f Forbidden Rites ( l d 6 + 7 / l d 6 + 7 , de-
Runed T o - lay 6; A C 6, hardness 10, 16 hp, Break D C 30).
tem Staff ( l d 6 + 1 / 1 d 6 + l , delay 5; A C 6,
hardness 6, 11 hp, Break D C 23). Wis +3, h p + 1 2 , m a n a + 9 .

H p + 1 , mana + 1 . Bonus types: A b i l i t y score = augmentation. A t t a c k = augmen-


t a t i o n . Damage = augmentation. H i t points = augmentation.
Bonus types: A t t a c k = enhancement. Damage = enhancement.
M a n a = augmentation.
H i t p o i n t = enhancement. M a n a = enhancement.
Caster Level: 23rd.
Caster Level: 3rd.
Market Price: 261,800 gp.
Market Price: 8,000 gp.
Slot: B l u n t .
Slot: Blunt.
Weight: 6.5 lbs.
Weight: 11 lbs.
Chapter Five: Magic Items

Velium Etche o Stone Mace c a n n o t d a m a g e m a g i c b o d y i t e m s unless t h e e n h a n c e m e n t bonus


of the striking weapon i s a t l e a s t as h i g h as t h e b o d y item's
D e s c r i p t i o n : T h i s w e a p o n is a c r e a t i o n o f t h e t i z m a k o f t h e G r e a t
enhancement bonus.
D i v i d e area. T h e s h a m a n o f t h e t i z m a k t a k e a basic s t o n e m a c e , t h e n
A c t i v a t i o n : B o d y i t e m s are use-activated b y w e a r i n g .
inlay strips o f v e l i u m a l o n g t h e l e n g t h o f t h e h a f t a n d several m o r e
b a n d s a b o u t t h e h e a d . T h i s t r e a t m e n t , c o m b i n e d w i t h s e v e r a l basic R a n d o m G e n e r a t i o n : T o generate body items randomly, roll
o n "Table 5-8: Body Items."
e n c h a n t m e n t s , creates a s i m p l e b u t e f f e c t i v e a n d d u r a b l e w e a p o n .
P o w e r s : T h i s l i g h t m a c e o f s t o n e a n d v e l i u m has a + 3 b o n u s t o
a t t a c k s a n d d a m a g e , as w e l l as t h e bludgeoning a n d speed a b i l i t i e s .
V e l i u m Etched Stone M a c e ( l d 6 + 3 , c r i t 1 9 - 2 0 ( x 2 ) , delay 4 ;
A C 9 , h a r d n e s s 1 3 , 18 h p , B r e a k D C 2 9 ) . Bonus Types For Boby Slot
Str+1, Wis+1. It's i m p o r t a n t t o n o t e t h a t i t e m s f o r t h e b o d y slot
B o n u s types: A b i l i t y scores = e n h a n c e m e n t . A t t a c k • e n h a n c e - g r a n t bonuses t h a t d o n o t h a v e a bonus type. T h e r e f o r e ,
ment. Damage = enhancement. t h e bonuses granted b y these items w i l l stack w i t h all
Caster Level: 9 t h . o t h e r bonuses a c h a r a c t e r gains f r o m o t h e r i t e m s , spells,
M a r k e t P r i c e : 55,305 gp. special circumstances, etc.
Slot: Blunt.
W e i g h t : 6 lbs.

Wraith-Bone Hammer
Description: A f t e r the downfall of the C i t y TabLe 5-8: Boby
o f M i s t , a n u m b e r o f iksar spellcasters b r a v e d
Minor Medium Major Epic Item Name Market Price
t h e area i n a n a t t e m p t t o steal w h a t m a g i c a n d
knowledge they could. O n e o f t h e m developed 01- 4 0 — — — Gossamer Robes 1,800 gp
t h e m e t h o d t o create t h i s w e a p o n , using bones 41- 6 0 — — — Truesilver Mail 1,950 gp
f r o m t h e skeletons a b a n d o n e d b y i n c o r p o r e a l 61- 8 0 01-05 — — Oamask Robes 3 , 8 0 0 gp
undead. T h e hammers d i d n ' t help their initial
81- 90 06-15 — — Gnomish Environmental Suit 5,160 gp
creator, h o w e v e r , a n d h a v e n o w b e e n c l a i m e d
b y t h e same v a r i e t y o f u n d e a d from w h i c h t h e
91- 95 16-30 — — Blackened Alloy Armor 12,900 gp

h a m m e r s were f a s h i o n e d . 96- - 1 0 0 31-50 — — Froglok Brigandine Armor 15,175 gp

T h e w e a p o n is a l i g h t w e i g h t w a r h a m m e r — 51-70 — — Flowing Black Robe 1 6 , 8 0 0 gp


of dark metal w i t h inlaid bone u p o n the — 71-80 01-10 — Ry'gorr Battle Mail 2 5 , 2 0 0 gp
s h a f t a n d h e a d . A wraith-bone hammer is — 81-90 11-20 — Shining Metallic Robe 3 0 , 2 0 0 gp
always c o l d t o t h e t o u c h , a l t h o u g h t h i s
— 91-98 21-30 — Robe of the Great Panda 32,925 gp
does n o t h a m p e r t h e w i e l d e r i n a n y way
a n d causes n o a d d i t i o n a l d a m a g e . — 99-100 31-40 — Sebilite Scale Armor 3 8 , 6 5 0 gp

Powers: This warhammer of metal and


— — 41-50 — Bloodstained Armor 4 4 , 3 0 0 gp

b o n e has a + 4 b o n u s t o a t t a c k s a n d a + 5 — — 51-60 — Nathsar Armor 5 0 , 9 7 5 gp


b o n u s t o d a m a g e , as w e l l as t h e ghost touch — — 61-70 — Netted Kelp Armor 6 0 , 8 0 0 gp
a n d speed a b i l i t i e s . — — 71-80 — Crustacean Shell Armor 107,550 gp
W r a i t h - B o n e H a m m e r ( l d 8 + 5 , delay 4; — — 81-90 01- 10 Heavy Dragonhide Armor 5 8 2 . 8 5 0 gp
A C 7, h a r d n e s s 1 4 , 17 h p , B r e a k D C 3 1 ) .
— — 91-95 11- 20 Loam-Encrusted Robe 8 3 6 , 9 0 0 gp
Str+2, Int+1, Wis+1.
— — 96-100 21- 4 0 Barbed Ringmail Armor 8 6 0 , 0 5 0 gp
Bonus types: A b i l i t y scores = a u g m e n t a -
tion. Attack = augmentation. Damage =
— — — 41- 7 0 Rubicite Armor 1,060,350 gp

augmentation. — — — 71- 100 Mithril Plate Armor 1.211,650 gp

Caster Level: 13th.


M a r k e t P r i c e : 96,812 gp.
Slot: Blunt. BarbeO Ringmail Armor
W e i g h t : 7.3 l b s . D e s c r i p t i o n : B a r b e d r i n g m a i l a r m o r is n o r m a l l y f o u n d i n t h e
lair o f t h e a n c i e n t g i a n t sorcerer V e l k e t o r , for h e makes i t a n d

Boby d i s t r i b u t e s i t a m o n g t h o s e w h o s e r v e h i m . T h i s a r m o r has g r e a t
m a g i c a l e n h a n c e m e n t s ; e x c e p t f o r t h e barbs t h a t g i v e i t its n a m e ,
A r m o r is t h e m o s t c o m m o n i t e m t o f i l l o n e ' s b o d y s l o t , t h o u g h
i t a p p e a r s as a c h a i n m a i l s u i t m a d e o f l i g h t c h a i n m e s h .
t u n i c s a n d r o b e s a l s o f i t t h e c a t e g o r y . M a g i c a r m o r is a l w a y s o f
e x c e l l e n t q u a l i t y , r e d u c i n g its n o r m a l s k i l l c h e c k p e n a l t y b y 1 P o w e r s : T h i s a r m o r is t h e e q u i v a l e n t o f + 6 c h a i n m a i ! w i t h t h e
when worn. process immunity a b i l i t y . T h e b a r b s o n t h e a r m o r a l s o c o u n t as + 4
armor spikes (see EverQuest: Player's Handbook, page 1 5 8 ) .
P h y s i c a l D e s c r i p t i o n : B o d y i t e m s are a l m o s t always m a d e o f
e i t h e r m e t a l o r c l o t h , yet a rare f e w are m a d e o f u n u s u a l m a g i c a l l y Barbed Ringmail A r m o r ( A C + 9 , max D e x + 3 , check -4;
h a r d n e s s 1 4 , 19 h p , B r e a k D C 2 6 )
e n h a n c e d m a t e r i a l s . T h e y are d e s i g n e d t o c o v e r a n d p r o t e c t t h e
torso in c o m b a t , t h o u g h f u l l suits o f a r m o r t e n d t o cover the arms, Str +3, h p +12.
legs, h a n d s , a n d f e e t ; e v e n w h e n a f u l l s u i t o f a r m o r c o v e r s m o s t B o n u s types: N o n e .
o f t h e b o d y , h o w e v e r , it does n o t c o n f l i c t w i t h a character's a b i l i t y Caster Level: 18th.
t o w e a r i t e m s i n t h o s e c o v e r e d slots. A r m o r , regardless o f h o w
M a r k e t P r i c e : 8 6 0 , 0 5 0 gp.
e x t e n s i v e , o n l y uses t h e b o d y s l o t .
Slot: Body.
Some c o m m o n metal body items are listed i n " T a b l e 5-2:
W e i g h t : 16.3 lbs.
Typical Hardness, H i tPoints, and Break D C sfor Common
I t e m s . " C l o t h b o d y i t e m s t y p i c a l l y h a v e A C 6, h a r d n e s s 3, a n d 5
BLackeneb Alloy Armor
h p , w i t h a Break D C o f 15. E a c h + 1 e n h a n c e m e n t b o n u s adds 1
p o i n t t o a body item's hardness a n d h i t p o i n t s . Further, attackers Description: Normally forged by t h e Pickclaw goblins o f
R u n n y e y e a n d u n d e r n e a t h H i g h p a s s H o l d , t h i s a r m o r has f o u n d

T>, . * \ f '25 ^ *\ •
EverQuest RPG: Game Master'sGuioe

its w a y i n t o m a n y o t h e r p l a c e s . I t a p p e a r s as c h a i n m a i l , b u t i t s t o c i t i e s w h e r e f a b r i c o f t h i s k i n d c a n De p u r c n a s e d a n d t n e
forging m e t h o d s i n v o l v e a dark a n d strange m e t a l ore t h e Pickclaws m a g i c a l c r a f t i n g process c o m p l e t e d .
m i n e , so t h e a r m o r h a s a glossy b l a c k a p p e a r a n c e . T h i s s a m e o r e P o w e r s : T h i s r o b e is t h e e q u i v a l e n t o f + 1 raw silk armor.
gives t h e a r m o r its m a g i c a l p r o p e r t i e s .
D a m a s k R o b e s ( A C + 3 , m a x D e x + 9 , c h e c k + 0 ; hardness 1, 3
P o w e r s : T h i s a r m o r is t h e e q u i v a l e n t o f + 2 chainmail. h p , Break D C 22)
Blackened A l l o y A r m o r ( A C + 7 , m a x D e x + 2 , check - 4 ; Focus effect: E x t e n d e d E n h a n c e m e n t I .
hardness 1 2 , 17 h p , Break D C 2 6 ) Bonus types: N o n e .
S t r + 2 , a l l resistances ( 2 ) . Caster Level: 3rd.
B o n u s types: N o n e . M a r k e t Price: 3,800 gp.
Caster Level: 6th. Slot: Body.
M a r k e t Price: 12,900 gp.
W e i g h t : 4.8 lbs.
Slot: Body.
W e i g h t : 3 6 lbs. FLowing Black Robe
Description: These robes were created b y t h e n e c r o m a n c e r
B l o o b s t a i net) A r m o r N a j e n a , o r i g i n a l l y f o r h e r o w n use b u t t h e r e a f t e r f o r t h o s e l o y a l t o
D e s c r i p t i o n : T h e estate o f U n r e s t has a l o n g a n d h e r as w e l l . I t a p p e a r s as a v e l v e t y b l a c k r o b e w i t h a r e d a n d b l u e
t e r r i b l e h i s t o r y t h a t bears t e l l i n g e l s e w h e r e . S o m e p a t t e r n d o w n t h e c e n t e r o f t h e r o b e . I t s m a g i c is w e l l s u i t e d t o
o f t h e lost souls t h e r e are u n d e a d k n i g h t s w h o s e w o r k i n g w i t h the dead.
b l o o d a n d essence h a v e i m b u e d t h e v e r y a r m o r P o w e r s : T h i s r o b e is t h e e q u i v a l e n t o f + 2 raw silk armor.
they wear, t r a n s f o r m i n g i t i n t o magic a r m o r . F l o w i n g B l a c k R o b e ( A C + 4 , m a x D e x + 9 , c h e c k + 0 ; hardness
P o w e r s : T h i s a r m o r is t h e e q u i v a l e n t o f + 3 2, 4 h p , B r e a k D C 2 2 )
c h a i n m a i l w i t h t h e ghost touch a n d shadow a b i l i t i e s . C o n +2, Int +1.
Bloodstained A r m o r ( A C + 8 , m a x D e x + 2 , , Focus effect: R e a n i m a t i o n E f f i c i e n c y I .
c h e c k - 4 ; h a r d n e s s 1 3 , 18 h p , B r e a k D C 2 6 )
Bonus types: N o n e .
S t r + 2 , m a g i c resistance ( 4 ) , s o n i c resis-
Caster Level: 6th.
t a n c e ( 4 ) , m a g i c save + 1 , s o n i c save + 1 .
Market Price: 16,800 gp.
B o n u s types: N o n e .
Slot: Body.
Caster Level: 9 t h .
W e i g h t : 3.5 lbs.
M a r k e t P r i c e : 4 4 , 3 0 0 gp.
Slot: Body. FroglokBriganbine Armor
W e i g h t : 33.5 lbs.
k Description: T h e frogloks that live
n o w i n t h e lower sections o f t h e ruins o f
Crustacean Shell Armor
Guk are d i v i d e d i n t o t w o f a c t i o n s , t h e
Description: T h e othmir of the C o -
iving and t h eundead. T h e methodfor
b a l t S c a r f a r m t h e sea b e d s o f t h e a r e a f o r
m a k i n g t h i s a r m o r was o n c e k n o w n t o a l l
s h e l l s , m a i n l y f o r a f o o d s o u r c e b u t a l s o as
these frogloks, b u t since t h e undead have
a resource for t h e i r m a n y f i n e crafts. T h i s
a r r i v e d , t h e secrets w e r e lost t o t h e d w i n -
a r m o r is t h e p r o d u c t o f o n e s u c h c r a f t .
M a d e o f t h e shells o f t h e C o b a l t Scar a n d d l i n g frogloks o f t h e l i v i n g realms; o n l y

t h e n enchanted by o t h m i r shamans, this m e m b e r s o f t h e u n d e a d f r o g l o k s appear t o


a r m o r is r e m a r k a b l y d u r a b l e a n d e f f e c t i v e . s t i l l h a v e n e w sets o f t h i s f i n e , l i g h t a r m o r .
H o w e v e r , due t o t h e v a r i e t y o f shells used, t h e Powers: T h i s boiled leather-and-metal
c o l o r a t i o n is q u i t e b u l k y , as w e l l as g a u d y a n d a r m o r is t h e e q u i v a l e n t o f + 2 studded leather.
o s t e n t a t i o u s , w h i c h g e n e r a l l y d e t r a c t s from t h e F r o g l o k B r i g a n d i n e A r m o r ( A C + 5, m a x D e x
wearer's c h a r m a n d presence. A d d i t i o n a l l y , t h e + 5, c h e c k + 0 ; h a r d n e s s 4 , 8 h p , B r e a k D C 2 3 )
a r m o r is s l i g h t l y m o r e e n c u m b e r i n g t h a n n o r - Str +2, C o n + 2 .
mal splint mail. B o n u s types: N o n e .
P o w e r s : T h i s a r m o r m a d e o f s h e l l s is t h e Caster Level: 6th.
e q u i v a l e n t o f + 4 splint m a i l w i t h t h e hardness, M a r k e t P r i c e : 15,175 gp.
moderate fortification, a n d slick a b i l i t i e s . Slot: Body.
Crustacean Shell A r m o r ( A C +10, max D e x W e i g h t : 6.5 lbs.
+ 0 , c h e c k - 8 ; h a r d n e s s 9, 12 h p , B r e a k D C 2 6 )
Str +2, C o n +4, C h a - 3 . Gnomish Environmental Suit
B o n u s types: N o n e . D e s c r i p t i o n : T h e g n o m e s o f t h e Solusek
Caster Level: 12th. M i n i n g C o m p a n y are a h a r d y l o t , n o t

Market Price: 107,550 gp. u n l i k e most gnomes, really. However,


these g n o m e s w o r k i n i n c r e d i b l e heat
Slot: Body.
a n d o t h e r nasty e n v i r o n m e n t a l c o n -
W e i g h t : 54.5 lbs.
ditions ( n o tt o m e n t i o n t h e local
g o b l i n s ) , so t h e y c r e a t e d t h e s e s u i t s t o
O a m a s k Robes
p r o t e c t t h e m f r o m t h e w o r s t c o n d i t i o n s . T h e a r m o r is a l o o s e
D e s c r i p t i o n : N o w a m o n g t h e m o s t c o m m o n o f m a g i c a l robes
f i t t i n g suit o f leather-like a n n o r w i t h a few metal fittings.
o f N o r r a t h , d a m a s k robes are c r e a t e d b y a secret m e t h o d f e w w i l l
P o w e r s : T h i s s u i t is t h e e q u i v a l e n t o f + 1 leather armor.
r e v e a l . I t is k n o w n b y s o m e a r c a n i s t s t h a t t h e t r e a t e d s i l k e n f a b r i c
G n o m i s h Environmental Suit ( A C +3, max Dex +6, check +0;
o n c e w r a p p e d t h e d e a d ; w h e n t h e w r a p p e d b o d y is g i v e n u n d e a d
h a r d n e s s 3, 3 h p , B r e a k D C 2 3 )
l i f e , i t s e e m s , t h e m a t e r i a l is i m b u e d w i t h m a g i c a l v i g o r as w e l l .
First d i s c o v e r e d b y t h e hags o f t h e Estate o f U n r e s t , t h i s p r a c t i c e A c i d resistance ( 4 ) , c o l d resistance ( 4 ) , e l e c t r i c i t y resistance

has s l o w l y s p r e a d t o o l h e r r e g i o n s t h a i e m b r a c e u n J c . i t b a n d o w n ( 4 ) , fire resistance ( 4 ) , p o i s o n resistance ( 4 ) , sonic resistance ( 4 ) ,


a c i d save + 1 , c o l d save + 1 , e l e c t r i c i t y save + 1 , fire save + 1 , p o i s o n
save + 1 , s o n i c save + 1 .

126
Chapter Five: Magic Items

B o n u s types: N o n e . M i t h r i l Plate A r m o r ( A C + 1 3 , m a x D e x + 3 , c h e c k - 3 ; arcane


Caster Level: 4 t h . spell failure 2 5 % ; hardness 20, 35 h p , Break D C 3 2 )
M a r k e t P r i c e : 5,160 gp. Dex +4, hp +8.
Slot: Body. B o n u s types: N o n e .
W e i g h t : 3.5 l b s . Caster Level: 18th.
M a r k e t P r i c e : 1,211,650 gp.
Gossamer Robes Slot: Body.
D e s c r i p t i o n : T h e s e silk robes, i m b u e d w i t h a m i n o r p r o t e c t i v e W e i g h t : 3 0 lbs.
e n c h a n t m e n t , are t h e m o s t c o m m o n m a g i c a l r o b e s o f N o r r a t h .
P o w e r s : T h i s r o b e is t h e e q u i v a l e n t o f + 1 raw silk armor. Nathsar Armor
Gossamer Robes ( A C + 3 , m a x D e x + 9 , check + 0 ; hardness 1 , D e s c r i p t i o n : T h i s a r m o r is m a d e b y t h e s a r n a k s o f C h a r d o k a n d
3 h p , Break D C 22) is g i v e n o n l y t o t h e i r g r e a t e s t w a r r i o r s t o use i n t h e d e f e n s e o f t h e i r
Bonus types: N o n e . h o m e citadel. T h e armor looks like a leather breastplate aug-
m e n t e d b y studded leather b o d y a r m o r , a l l inscribed w i t h runes
Caster Level: 3rd.
a n d o t h e r sigils.
M a r k e t P r i c e : 1,800 g p .
P o w e r s : T h i s a r m o r is t h e e q u i v a l e n t o f +4 studded leather w i t h
Slot: Body.
t h e light fortification a n d silent moves a b i l i t i e s .
W e i g h t : 2.8 l b s .
N a t h s a r A r m o r ( A C + 7 , m a x D e x + 4 , c h e c k + 0 ; hardness 6, 6
hp, Break D C 23)
Heavy bragonhloe Armor
Str + 2 , W i s + 2 , acid resistance ( 2 ) , disease r e s i s t a n c e ( 2 ) ,
D e s c r i p t i o n : T h e d r a g o n s o f V e l i o u s are t h e greatest a n d o l d e s t
e l e c t r i c i t y resistance ( 2 ) , fire resistance ( 2 ) .
of the dragons o n N o r r a t h . M a n y o f t h e i r k i n d reside i n t h e
Western Wastes rather t h a n the corridors o f Skyshrine o r t h e B o n u s types: N o n e .

T e m p l e o f V e e s h a n . M o s t l y these are d r a g o n s t h a t prefer t h e i r Caster Level: 12th.


solitude; however, t h i s also leaves t h e m m o r e v u l n e r a b l e t o M a r k e t P r i c e : 50,975 gp.
t r e a s u r e seekers w h o h u n t t h e d r a g o n s b o t h f o r t h e i r h o a r d s a n d Slot: Body.
t h e i r body parts, w h i c h c a n be harvested a n d e n c h a n t e d i n t o some
W e i g h t : 6.5 l b s .
of the most powerful items i n the land. D e p e n d i n g o n the quality
a n d age o f t h e d r a g o n , a v a r i e t y o f q u a l i t i e s o f t h i s d r a g o n h i d e Netteb Kelp Armor
a r m o r c a n b e c r e a t e d , t h i s a r m o r is o f t h e h e a v i e s t s o r t . T h e a r m o r
D e s c r i p t i o n : T h e S i r e n ' s G r o t t o n e a r t h e l a n d s o f V e l i o u s is
is o f h e a v y b o n e r e i n f o r c e d b y t h e scales o f a d r a g o n .
h o m e t o m a n y n a t u r a l e n c h a n t m e n t s . O n e o f t h e s e is t h e k e l p t h a t
P o w e r s : T h i s a r m o r o f b o n e , s c a l e , a n d m e t a l is t h e e q u i v a l e n t g r o w s i n t h e w a t e r s o f t h e g r o v e s t h e r e . T h i s k e l p c a n be t a k e n a n d
o f a +7 breastplate. m a d e i n t o a v e r y h e a t - r e s i s t a n t s u i t o f l i g h t a r m o r . T h e k e l p is a
Heavy Dragonhide A r m o r ( A C +12, max Dex + 2 , check - 3 ; deep red c o l o r , b u t i n t h e process o f m a k i n g t h e a r m o r , a l l m a n n e r
hardness 15, 2 0 h p , B r e a k D C 2 6 ) of e m b e l l i s h m e n t s can be added t o create a great variety i n t h e
A l l a b i l i t y scores + 2 , h p + 1 7 , m a n a + 1 1 , a l l r e s i s t a n c e s ( 2 ) . final appearance.
Bonus types: N o n e . P o w e r s : T h i s w o v e n sea k e l p s u i t is t h e e q u i v a l e n t o f + 4 raw silk
Caster L e v e l : 21st. armor w i t h t h e hardness a n d spell resistance [fire] 14 q u a l i t i e s .

M a r k e t P r i c e : 582,850 gp. N e t t e d K e l p A r m o r ( A C + 6 , m a x D e x + 9 , c h e c k + 0 ; hardness

Slot: Body. 6, 5 h p , Break D C 24)

W e i g h t : 33 lbs. S t r + 2 , C o n + 3 , I n t + 3 , C h a - 3 , f i r e resistance ( 8 ) , f i r e save + 2 .


B o n u s types: N o n e .
Loam-Encrusteb Robe Caster Level: 12th.
D e s c r i p t i o n : O n c e u p o n a t i m e , Erudites l i v e d a n d w o r k e d i n t h e M a r k e t P r i c e : 60,800 gp.
caverns u n d e r n e a t h O d u s ( o f t e n c a l l e d t h e H o l e ) u n t i l a t e r r i b l e tragedy Slot: Body.
o c c u n e d , e r a d i c a t i n g a l l t h e r e i n . O n e o f t h e magics t h e Erudites l e a r n e d W e i g h t : 5.5 l b s .
before t h e i r tragedy was t h e m a k i n g o f these robes, u s i n g t h e p o w e r o f t h e
e a r t h itself t o ensorcel t h e robes. T h e robes are l i c h e n - g r e e n w i t h a r e d Robe O F the Great Pant>a
a n d b l u e p a t t e r n d o w n t h e c e n t e r o f t h e robes.
D e s c r i p t i o n : T h e lands o f S t o n e b r u n t i n O d u s r e m a i n mostly
P o w e r s : T h i s r o b e is t h e e q u i v a l e n t o f + 6 raw silk armor w i t h u n t o u c h e d b y c i v i l i z a t i o n . I n these lands r o a m great a n i m a l spirits
t h e invulnerability q u a l i t y . t h a t w a t c h o v e r t h e i r k i n d . O n e o f t h e s e s p i r i t s is a g r e a t p a n d a
Loam-Encrusted Robe ( A C + 8 , max Dex + 9 , check + 0 ; hard- s p i r i t , G i a n g Y i n . N o r m a l l y m o s t g e n t l e , h e is a g r e a t f o e w h e n
ness 6 , 8 h p , B r e a k D C 2 2 ) a n g e r e d . H o w e v e r , a n y t o u c h o f c i v i l i z a t i o n is e n o u g h t o b e a n
D e x + 3 , I n t + 2 , m a n a + 13, m a g i c resistance ( 4 ) , m a g i c save + 1 . insult t o his great affinity for nature, causing h i m t o a t t e m p t t o
B o n u s types: N o n e . c l e a n s e t h e l a n d s o f t h e " u n n a t u r a l " t a i n t h e h a s s e n s e d . I f h e is
defeated, h e w i l l fade a n d r e t u r n t o t h e l a n d t o be created a n e w ,
Caster Level: 18th.
but h e leaves b e h i n d his great f u r , w h i c h has b e e n used t o m a k e
M a r k e t P r i c e : 8 3 6 , 9 0 0 gp.
t h i s f i n e set o f w h i t e a n d b l a c k f u r r o b e s .
Slot: Body.
P o w e r s : T h i s h e a v y set o f f u r r o b e s is t h e e q u i v a l e n t o f a s u i t o f
W e i g h t : 5.5 l b s .
+ 3 cloth armor.
Robe o f the Great Panda ( A C + 4 , max Dex + 8 , check + 0 ;
Mithril Plate Armor
h a r d n e s s 3, 8 h p , B r e a k D C 2 2 )
D e s c r i p t i o n : T h i s r a r e a n d l e g e n d a r y a r m o r is k n o w n t o h a v e
Str + 2 , Int + 2 , W i s+ 2 , mana + 2 .
b e e n used d u r i n g t h e h e i g h t o f t h e C o m b i n e E m p i r e . A c o m p l e t e
set o f t h i s b r i l l i a n t a r m o r w o u l d b e a g r a n d t h i n g i n d e e d , a q u e s t Bonus types: N o n e .
w o r t h y o f t h e g r e a t e s t h e r o . T h e a r m o r i t s e l f is a b e a u t i f u l s i l v e r y - Caster Level: 9th.
b l u e set o f f u l l p l a t e a r m o r . M a r k e t P r i c e : 32,925 gp.

P o w e r s : T h i s a r m o r is t h e e q u i v a l e n t o f + 5 full plate w i t h t h e Slot: Body.


blinding, heavy fortification, a n d process defense a b i l i t i e s . W e i g h t : 2 lbs.
EverQuest RPG: Game Master's Guioe

tubiclte Armor certain techniques for creating potent magical armor. This armor
is n o r m a l l y f o u n d o n l y a m o n g s t t h e h i g h e s t - r a n k i n g m e m b e r s o f
Description: T h i s b r i g h t r e d m e t a l l i c a r m o r is l e g e n d a r y i n
the Ry'gorr tribe, particularly a m o n g t h e i r shamans.
N o r r a t h . T h e a r m o r was o r i g i n a l l y created i n t h e T e m p l e o f
C a z i c - T h u l e , b u t i n a n u m b e r o f d a r i n g raids, t h e secret o f m a k i n g P o w e r s : T h i s a r m o r is t h e e q u i v a l e n t o f + 3 chainmail.

t h e a r m o r was s t o l e n . I n a f i t o f rage, C a z i c - T h u l e h a l t e d t h e f l o w Ry'gorr B a t t l e M a i l ( A C + 8 , m a x D e x + 2 , c h e c k - 4 ; hardness


o f e n c h a n t m e n t t h a t a l l o w e d t h i s armor's c r e a t i o n , so n o m o r e 13, 18 h p , Break D C 2 6 )
c a n b e made. E n o u g h suits still exist t h a t t h e y c a n be f o u n d , Str + 3 , m a n a + 3 , p o i s o n resistance ( 3 ) .
however, a l t h o u g h they grow ever m o r e rare. B o n u s types: N o n e .
P o w e r s : T h i s a r m o r is t h e e q u i v a l e n t o f a + 6 breastplate w i t h Caster Level: 9th.
t h e moderate fortification a b i l i t y . T h e w e a r e r a l s o g a i n s fast healing
Market Price: 25,200 gp.
1, b u t o n l y i n
Slot: Body.
regard
W e i g h t : 2 2 lbs.

Sebilite Scale Armor


Description: T h e magics o f t h e frogloks w h o have taken over
t h e o n c e - p r o u d i k s a r c i t y o f O l d S e b i l i s a r e n o t as g r e a t as t h o s e
the iksar themselves once wielded, b u t t h e frogloks have
nonetheless come u p w i t h a few potent enchantments o f
t h e i r o w n . T h i s a r m o r , w h i c h l o o k s l i k e n o r m a l scale m a i l
w i t h a s l i g h t g r e e n i s h t i n t , is t h e r e s u l t o f o n e s u c h success.
P o w e r s : T h i s a r m o r is t h e e q u i v a l e n t o f + 4 scale mail.
Sebilite Scale A r m o r ( A C + 8 , m a x D e x + 3 , check
- 3 ; hardness 14, 16 h p , B r e a k D C 2 5 )
Str + 2 , W i s + 2 , C h a + 2 , acid resistance ( 1 ) , c o l d
r e s i s t a n c e ( 1 ) , disease r e s i s t a n c e ( 1 ) , m a g i c resis-
tance ( 1 ) .
B o n u s types: N o n e .
Caster Level: 12th.
Market Price: 38,650 gp.
Slot: Body.
W e i g h t : 35 lbs.

Shining Metallic Robe


D e s c r i p t i o n : T h e r u i n s o f G u k h o l d m a n y secrets:
these robes are o n e o f t h e m . A p p a r e n t l y , a l l t h e f r o g l o k s
o f G u k used t o w e a r these robes, b u t n o w o n l y t h e
f r o g l o k g h o u l s p e l l c a s t e r s s e e m t o h a v e access t o t h e m .
T h e robes are a s h i n y p u r p l e c o l o r , b e i n g w o v e n w i t h
metallic threads, and have a black and gold pattern d o w n
t h e c e n t e r as w e l l as b l a c k a n d g o l d t r i m .
P o w e r s : T h i s r o b e is t h e e q u i v a l e n t o f + 3 r a w silk armor.
S h i n i n g Metallic Robe ( A C + 5 , m a x D e x + 9 , check + 0 ;
hardness 4, 7 h p , Break D C 2 2 )
I n t + 3 , c o l d resistance ( 3 ) , fire resistance ( 3 ) , sonic resistance
( 3 ) , c o l d save + 1 , fire save + 1 , s o n i c save + 1 .
Focus effect: S p e l l H a s t e I I .
B o n u s types: N o n e .
Caster Level: 10th.
t o Market Price: 30,200 gp.
damage Slot: Body.
sustained
W e i g h t : 3.5 l b s .
while wearing
the armor. T h e ar- TruesilverMail
mor may not be Description: K a e s o r a is y e t a n o t h e r a n c i e n t h o l d o f t h e o n c e
d o n n e d t o heal previous m i g h t y iksar. O n e o f t h e magics t h e y d e v e l o p e d here, w h i c h m i g h t
inflicted wounds. s t i l l b e l e a r n e d f r o m t h e g h o s t s o f t h a t p l a c e , is t h e c r e a t i o n o f
Rubicite A r m o r ( A C + 1 1 , m a x t r u e s i l v e r a r m o r . T h i s a r m o r a p p e a r s as n o r m a l p l a t e - a n d - m a i l
Dex + 3 , check. - 3 ; hardness 16, 21 h p , a r m o r , b u t is o f a b r i g h t s i l v e r c o l o r a n d e x c e e d i n g l y l i g h t w e i g h t .
Break D C2 6 ) P o w e r s : T h i s a r m o r is t h e e q u i v a l e n t o f + 1 half-plate.
B o n u s types: N o n e . T r u e s i l v e r M a i l ( A C + 8 , m a x D e x + 1 , c h e c k - 5 ; hardness 1 1 ,
Caster Level: 19th. 21 h p , Break D C 2 6 )
M a r k e t P r i c e : 1,060,350 gp. B o n u s types: N o n e .
Slot: Body.
Caster Level: 4 t h .
W e i g h t : 4 0 lbs.
M a r k e t P r i c e : 1,950 g p .

Ry'gorr Battle Mail Slot: Body.

D e s c r i p t i o n : A l t h o u g h t h e R y ' g o r r ores o f V e l i o u s a r e n ' t v e r y W e i g h t : 24.5 lbs.


a d v a n c e d i n s o m e regards, t h e i r s m i t h s a n d oracles h a v e m a s t e r e d

128
C h a p t e r Five: Magic Items

Ear Batskull Earring


D e s c r i p t i o n : I n t h e wests o f t h e P l a i n s o f K a r a n a , n a t i v e magic-
Ear i t e m s a r e a l m o s t e x c l u s i v e l y e a r r i n g s . T h e y g e n e r a l l y i n -
workers have long practiced a m e t h o d o f crafting magic items
crease t h e w e a r e r ' s a b i l i t y s c o r e s , b u t s o m e t i m e s g r a n t a d d i t i o n a l
f r o m t h e skulls o f c a r r i o n bats. A n ogre s h a m a n first d e v e l o p e d t h e
abilities.
m e t h o d , a n d w h i l e t h e c h i e f o f t h e t r i b e was i n i t i a l l y d i s a p p o i n t e d
P h y s i c a l D e s c r i p t i o n : E a r i t e m s are u s u a l l y m a d e o f m e t a l , b u t that t h e magic increased his brain a n d n o t his brawn, such
s o m e t i m e s use b o n e o r s o m e t h i n g s i m i l a r , a n d h a v e n o d i s c e r n i b l e c o m p l a i n t s were quieted w h e n h i ssuperior tactics began t o w i n
w e i g h t . T h e y a l m o s t i n v a r i a b l y h a v e A C 14, hardness 10, 2 h p , h i m many battles a n d eventually placed h i m i n c o n t r o l o f a
and a Break D C o f 25. n u m b e r o fo t h e r tribes.
A c t i v a t i o n : Ear i t e m s are use-activated, unless t h e i t e m d e - Powers: I n t +2.
s c r i p t i o n s p e c i f i e s o t h e r w i s e . A b i l i t i e s w i t h c h a r g e s o r uses p e r d a y
Focus effect: R e a g e n t C o n s e r v a t i o n I .
are g e n e r a l l y c o m m a n d w o r d a c t i v a t e d .
Bonus type: A b i l i t y s c o r e = e n h a n c e m e n t .
R a n d o m G e n e r a t i o n : T o generate ear i t e m s r a n d o m l y , r o l l o n
Caster Level: 5th.
"Table 5-9: E a r Items."
M a r k e t P r i c e : 6,050 gp.
• Slot: Ear.
W e i g h t : 0.2 lbs.
Table 5-9: Ear Items
Minor Medium Major Epic Item Name Market Price
01-40 — — — Alligator Tooth Earring 2 2 0 gp
41-55 01-05 — — Gunthak Earring 6 9 0 gp
56-90 06-20 — — Golden Ear Stud 4 , 5 0 0 gp
91-100 21-40 — — Vhal'Sera Skull Earring 5,610 gp
— 41-60 — — Batskull Earring 6 , 0 5 0 gp
— 61-80 — — Ear of the Blind Wolf 8 , 4 3 0 gp
— 81-90 01-05 — A Saprophyte E y e 9 , 3 5 0 gp

— 91-93 11-15 — Kin Magi Earring 10,820 gp


— 94-96 16-30 — Earring of Essence 10,925 gp
— 97-98 31-45 — Elder's Earring 13,800 gp
— 99-100 46-60 — Healer's Earring 16,750 gp
— — 61-80 — Truewmd Earring 1 7 , 0 0 0 gp
— — 81-90 01-20 Earring of the lcecaster 3 0 , 3 0 0 gp
— 91-100 21-100 Head of the Valiant 3 6 , 5 0 0 gp Ear O F the Blinb WolF
D e s c r i p t i o n : S h a m a n s speak o f t h e o r i g i n s o f
these fetishes i n t h e tale o f W a r p a w D a n k p e l t ,
a sonic w o l f whose pack once warred w i t h a
flock o f owlbears over land t h a t b o t h beasts
c o n s i d e r e d sacred. T h e sonic wolves m a d e pacts w i t h p o w e r f u l
A Saprophyte Eye s p i r i t s a n d t r a d e d great secrets f o r i n f o r m a t i o n t h a t h e l p e d t h e m
Description: T h e great saprophyte thrives i n u n d e r g r o u n d defeat the owlbears. I n t u r n , the spirits learned the strengths o f the
caves a n d s u b t e r r a n e a n p i t s o n L u c l i n , l i k e those o f t h e E c h o w o l f , a n d passed t h e s e secrets t o t h e o t h e r races o f t h e w o r l d , t h u s
C a v e r n s . L o n g a g o , i t was f o u n d t h a t w i t h s p e c i a l p r e p a r a t i o n a n d b r i n g i n g danger t o t h e sonic wolves — f o r t h e spirits taught
ritual, a pristine saprophyte eye c o u l d be f o r m e d i n t o a n earring, listeners h o w t o create t h i s e a r r i n g f r o m t h e ear o f a b l i n d e d w o l f .
a 2 - i n c h - d i a m e t e r s h r u n k e n b l a c k o r b t h a t increases t h e bearer's
P o w e r s : S t r + 1 , C o n + 1 , h p + 1 , magic resistance ( 1 ) , sonic
energy and vigor.
resistance ( 1 ) .
P o w e r s : C h a + 2 , h p + 6 , m a n a +4-
B o n u s types: A b i l i t y scores = a u g m e n t a t i o n . H i t p o i n t = a u g -
Bonus types: A b i l i t y s c o r e = e n h a n c e m e n t . H i t points = e n -
m e n t a t i o n . Resistance = a u g m e n t a t i o n .
hancement. Mana = enhancement.
Caster Level: 3rd.
Caster Level: 5 t h .
Market Price: 8,430 gp.
Market Price: 9,350 gp.
Slot: Ear.
S l o t : Ear.
W e i g h t : 1.5 l b s .
Weight: 1 lb.

Earring O F Essence
AlligatorTooth Earring
D e s c r i p t i o n : Soothsayers a n d mystics h a v e l o n g favored these
D e s c r i p t i o n : C h a r m s l i k e these are n o t u n c o m m o n , a n d o f t e n
items. T h e y first came t o be k n o w n a m o n g the goblins o f Droga,
c a n b e f o u n d i n use b y v a r i o u s t r i b e s a n d c l a n s o f n a t i v e p e o p l e a n d
b u t a l m o s t a n y f o r t u n a t e a d v e n t u r e r c a n m a k e g o o d use o f t h e s e
c u l t u r e s t h r o u g h o u t N o r r a t h . M o r e c i v i l i z e d races a r e a l s o f r e -
p o t e n t i t e m s . T h e y a p p e a r as s i m p l e e a r r i n g s o f p u r e g o l d .
q u e n t l y seen c a r r y i n g these t r i n k e t s , h a v i n g first b e e n exposed t o
P o w e r s : H p + 7 , m a g i c r e s i s t a n c e ( 4 ) , m a g i c save + 1 .
t h e m after v a r i o u s l o n g crusades a w a y f r o m h o m e .
Focus effect: S u m m o n i n g H a s t e I .
Powers: H p + 1 .
Bonus types: H i t p o i n t s = e n h a n c e m e n t . R e s i s t a n c e = e n h a n c e -
Bonus type: H i t p o i n t = a u g m e n t a t i o n .
m e n t . Save = arcane.
C a s t e r L e v e l : 1st.
Caster Level: 5th.
Market Price: 220 gp.
M a r k e t P r i c e : 10,925 gp.
S l o t : Ear.
Slot: Ear.
W e i g h t : 0.1 l b s .
W e i g h t : 0.1 l b s .
EverQuest RPG: Game Master's Gutoe
——————— . •
Earring oFthe Icecaster Heab O F the VaLiant
D e s c r i p t i o n : T h e T e m p l e o f V e e s h a n is a h i d e o u s d u n g e o n Description: Symbolic o f one's valor a n d personal power
overrun w i t h monsters t h e like o f w h i c h t h e people o f the w o r l d a m o n g m o s t s h a d o w k n i g h t s , t h i s s t r a n g e e a r r i n g is a h o o k o f g o l d
s h o u l d n e v e r h a v e t o see. D r a g o n s t h r i v e i n t h i s d a n g e r o u s t e m p l e , curves i n t h e f o r m o f a large " S " t h a t hangs d o w n f r o m a b l a c k g e m
s o m e a c h i e v i n g l e g e n d a r y size a n d a p p e t i t e . O n e s u c h d r a g o n is e m b e d d e d as a s t u d . M o s t s h a d o w k n i g h t s w i l l r e c o g n i z e t h i s
t h e great Jorlleag, a r e d d i s h - y e l l o w m o n s t r o s i t y t h a t rules some o f e a r r i n g i n s t a n t l y a n d w i l l lay d o w n t h e i r lives t o r e t r i e v e o n e o f
t h e d a r k recesses o f t h e p l a c e . A m o n g i t s h o a r d a r e t h e s e e a r r i n g s , these precious i t e m s i f i t has f a l l e n i n t o a n outsider's hands.
amazing crystal gems forged f r o m l i v i n g ice a n d g i f t e d w i t h P o w e r s : S t r + 3 , D e x + 3 , I n t + 3 , m a g i c resistance ( 4 ) , magic
a s t o n i s h i n g p o w e r s . L e g e n d says t h a t a h a n d f u l o f o t h e r s u c h
save + 1 .
e a r r i n g s h a v e l e f t t h i s h o a r d as g i f t s a n d t h e f t s o v e r t h e ages.
Bonus types: A b i l i t y scores = enhancement. Resistance =
Powers: I n t + 2 ,W i s + 2 , A C + 1 , h p +9, mana + 6 , acid
enhancement. Save = enhancement.
r e s i s t a n c e ( 1 ) , c o l d r e s i s t a n c e ( 1 ) , disease r e s i s t a n c e ( 1 ) , e l e c t r i c -
Caster Level: 9 t h .
i t y resistance ( 1 ) , fire resistance ( 6 ) , m a g i c resistance ( 1 ) , p o i s o n
M a r k e t Price: 36,500gp.
r e s i s t a n c e ( 1 ) , f i r e save + 1 .
S l o t : Ear.
Bonus types: A b i l i t y s c o r e s = a u g m e n t a t i o n . A C = d e f l e c t i o n .
Weight: — .
H i t p o i n t s = a u g m e n t a t i o n . Resistances = a u g m e n t a t i o n . Save =
augmentation.
Healer's Earring
Caster Level: 7 t h .
D e s c r i p t i o n : T h r o u g h o u t t h e planes, these m y s t i c artifacts are
M a r k e t Price: 30,300gp.
g i v e n as g i f t s f r o m b e n e f i c e n t g o d s t o t h e i r l o y a l f o l l o w e r s . I t ' s
Slot: Ear.
r u m o r e d t h a t these e a r r i n g s w i l l be f o u n d o n l y b y t h e m o s t d e v o u t
Weight: — . w o r s h i p p e r , a n d o n l y w h e n f a c i n g t h e greatest challenges. T h e
s h a p e a n d d e s i g n v a r i e s , b u t t h e y a r e u s u a l l y m o d e s t , s m a l l studs
Elber's Earring w i t h the symbol of their patron deity o n t h e m .
D e s c r i p t i o n : A n i r o n stud set Powers: W i s+2, h p+7, mana +5.
w i t h a large d i a m o n d s e t t i n g , t h i s
F o c u s effect: H e a l i n g E f f i c i e n c y I I .
e a r r i n g is o f t e n t h e m a r k o f a p o w -
Bonus types: A b i l i t y s c o r e = a u g m e n t a t i o n . H i t p o i n t s =
erful a n d i n f l u e n t i a l leader a n d
lugmentation. Mana =augmentation.
statesman. From t h e most c i v i -
lized n a t i o n t o t h e m o s t r u r a l o f Caster Level: 10th.
tribes, these devices h a v e b e c o m e M a r k e t Price: 16,750gp.
symbols o f t h e great heads o f state. S l o t : Ear.
P o w e r s : W i s + 3 , m a n a +4- W e i g h t : 0.1 lbs.

Bonus types: A b i l i t y s c o r e = e n h a n c e m e n t . Mana


= enhancement. Kin Magi Earring
Caster Level: 9 t h . D e s c r i p t i o n : I f o l d w i v e s ' tales are t o be b e l i e v e d , these items
M a r k e t P r i c e : 13,800 gp. are c r a f t e d f r o m t h e p a l l e t b o n e o f t h e fearsome w y v e r n , c u t f r o m
i t s s t i l l - b l e e d i n g b o d y . T h e c r e a t u r e s n o w k n o w n as w y v e r n s w e r e
S l o t : Ear.
o n c e as i n t e l l i g e n t as t h e d r a g o n s ( s o t h e sages s a y ) , u n t i l t h e y
W e i g h t : 0.1 lbs.
were cursed a n d t h e p o w e r o f speech was lost t o t h e m . S o m e
believe this tale, some have others o f their o w n , a n d still others
Goloen Ear Stub t h i n k t h a t a l l t h i s s t o r y t e l l i n g is j u s t a c l e v e r ruse t o m a k e w e a r i n g
D e s c r i p t i o n : I n s i m p l i c i t y o f t e n lies t r u e p o w e r . T h e s e f i n e l y s o m e t h i n g t h a t l o o k s a l o t l i k e a f i s h b o n e t h r o u g h y o u r ear seem
w e i g h t e d a n d d e l i c a t e g o l d e n studs g i v e t h e i r wearers great focus less s o c i a l l y a w k w a r d . . .
of mind.
Powers: Int +3, mana +4.
Powers: Int + 1 .
Bonus types: A b i l i t y s c o r e = e n h a n c e m e n t . M a n a = a u g m e n t a -
Focus effect: E x t e n d e d A f f l i c t i o n I . tion.
Bonus types: A b i l i t y s c o r e = e n h a n c e m e n t . Caster Level: 9 t h .
Caster Level: 5 t h . M a r k e t P r i c e : 10,820 gp.
M a r k e t Price: 4,500 gp. S l o t : Ear.
S l o t : Ear. W e i g h t : 0.1 lbs.
Weight: — .
Traecoino Earring
Gunthak Earring D e s c r i p t i o n : M a n y deities grace t h e planes w i t h t h e i r
D e s c r i p t i o n : T h e G u n t h a k pirates t h a t nest i n t h e p r e s e n c e , a n d , as a r e s u l t , t h e y o f t e n l e a v e a m i r a c u l o u s
hives o f s u n k e n a n d j u n k e d ships i n t h e T i m o r o u s D e e p part o f themselves b e h i n d . Created o n t h ePlane of A i r
are m a s t e r s a t p o i s o n - c r a f t , a n d h a v e e v e n m a n a g e d t o b y t h e passage o f d i v i n i t y , t h e s e e a r r i n g s t a k e t h e f o r m
create items t h a t capitalize o n t h e i r questionable c l a i m o f small w i n d c h i m e s . W h i l e d a i n t y i n appearance,
to fame. t h e y g r a n t q u i c k reflexes a n d h e i g h t e n e d i n t u i t i o n .
P o w e r s : T h i s h o o p earring grants itswearer a + 1 F u r t h e r m o r e , as t h e y a r e b o r n i n t h e h o m e o f w i n d s ,
bonus o nKnowledge (poison) and Trade Skill (make t h e y s t r e n g t h e n a wearer's resistance against cold
poison) checks. environments.

H p + 2 , p o i s o n resistance ( 2 ) . P o w e r s : D e x + 2 , W i s + 3 , c o l d resistance ( 4 ) , c o l d
Bonus types: H i t p o i n t s = e n h a n c e m e n t . R e s i s t a n c e save + 1 .
= enhancement. Skills = insight. B o n u s types: A b i l i t y scores = a u g m e n t a t i o n . Resis-
C a s t e r L e v e l : 1st. ^Jffr t a n c e = a u g m e n t a t i o n . S a v e = a u g m e n t a t i o n .

M a r k e t Price: 690 gp. Caster Level: 9 t h .

S l o t : Ear. M a r k e t P r i c e : 17,000 gp.

W e i g h t : 0.1 lbs. S l o t : Ear.


W e i g h t : 0.1 lbs.

f 130
Chapter Five: Magic Iteois

Vhal'Sera Skull Earring M a r k e t P r i c e : 8,000 gp.

Description: This infamous d j i n n o f t h e Tower o f Frozen S l o t : Face.


S h a d o w , a m u l t i l e v e l d e a t h t r a p i n t h e w a s t e s o f V e l i o u s , is s a i d t o W e i g h t : 0.9 lbs.
create earrings f r o m t h e heads o f t h o s e h e has s l a i n . W h a t e v e r t h e
t r u t h , some force e v i d e n t l y dwells i n this earring, f o r m e d f r o m a t>ragon-Scale Mask
s h r u n k e n g n o m e s k u l l , a n d is passed a l o n g t o i t s w e a r e r . Description: Fashioned
Powers: Str +1, h p+5, mana +3. f r o m t h e f i n e s t scales o f a g r e a t
Bonus types: A b i l i t y s c o r e = a u g m e n t a t i o n . H i t p o i n t s = a u g - dragon, these rare a n d
a m a z i n g face masks are
mentation. Mana = augmentation.
one of the most prized
Caster Level: 3rd.
objects i n a l lt h e
M a r k e t P r i c e : 5,610 gp.
w o r l d . T h e steel-
S l o t : Ear. hard scales are
W e i g h t : 0.5 l b s . worked to form a
flawless golden
Face mask, d e p i c t i n g a
beautiful m a n
F a c e i t e m s are d e s i g n e d t o p r o t e c t o r h i d e t h e w e a r e r ' s face. w i t h a gaping
T h e y i n c l u d e t h i n g s as d u r a b l e as i r o n m a s k s , o r as f l i m s y as g a u z y mouth and
veils. e m p t y
Physical Description: A b o u t the only commonality among eyes ( t o
f a c e i t e m s is t h e i r a b i l i t y t o c o v e r a f a c e . S o m e a r e m a d e o f m e t a l p r o -
o r w o o d , a f e w o f c l o t h . M e t a l face i t e m s t y p i c a l l y h a v e A C 1 1 , vide
hardness 10, 5 h i t p o i n t s , a n d a B r e a k D C o f 2 5 ; w o o d e n face i t e m s f o
h a v e A C 1 1 , h a r d n e s s 5, 2 h i t p o i n t s , a n d a B r e a k D C o f 2 5 ; a n d
c l o t h head items, A C 1 1 , hardness 0,3 h i t p o i n t s , and a Break D C
o f 10.
A c t i v a t i o n : F a c e i t e m s are m o s t l y u s e - a c t i v a t e d b y b e i n g w o r n . speech,
A b i l i t i e s w i t h c h a r g e s o r uses p e r d a y a r e g e n e r a l l y c o m m a n d w o r d reathing,
activated.
and sight).
R a n d o m G e n e r a t i o n : T o generate face items r a n d o m l y , r o l l o n Powers: Con
" T a b l e 5 - 1 0 : Face I t e m s . " +3, I n t + 4 , C h a + 5 ,
h p +12, mana +8.
B o n u s types: A b i l i t y scores
= enhancement. H i t points = enhancement.
Table 5-10: Face Items M a n a = enhancement.
Minor Medium Major Epic Item Name Market Price
Caster Level: 15th.
01-20 — — — Skinned Halfling Face Mask 5 8 0 gp M a r k e t P r i c e : 65,000 gp.
21-50 — — — Sheer Bone Mask 1,050 gp S l o t : Face.
51-70 01-10 — — Moss Mask 2 , 8 7 0 gp W e i g h t : 0.1 lbs.

71-100 11-30 — — Split Paw Hide Mask 3 , 9 0 0 gp


— 31-60 — — Carved Ivory Mask 8 , 0 0 0 gp
Goloen Veil
D e s c r i p t i o n : T h e noblest o f paladins, upon
— 61-90 01-05 — Nose Ring of Vr'i 9 , 6 5 0 gp
t h e i r p a s s i n g , are u s u a l l y i n t e r r e d w i t h t h e m o d e s t
— 91-100 06-10 — Golden Veil 12,200 gp
tools of their trade: a sword, a suit o f armor, and
— — 11-40 — Mask of War 3 3 , 2 0 0 gp sometimes a personal m e m e n t o f r o m their be-
— — 41-70 01-10 Dragon-Scale Mask 6 5 , 0 0 0 gp loved. O n e i t e m , however, becomes part o f the
— paladins' reliquary o n l y after her d e a t h , and that
— 71-90 11-70 Tobrin's Mystical Eyepatch 8 3 , 0 0 0 gp
is t h e g o l d e n veil. T h i s v e i l r e p r e s e n t s t h e p u r i t y
— 76-100 91-100 71-100 Guise of the Deceiver 115,400 gp
a n d t r u t h o f t h e p a l a d i n s ' l i f e , a n d is p l a c e d o v e r
t h e p a l a d i n ' s c l o s e d eyes b e f o r e t h e y are f o r e v e r
consecrated i n hallowed ground.

For whatever d i a b o l i c a l reason, these veils


o f t e n b e c o m e t h e o b j e c t o f obsession for various u n d e a d creatures.
Carveb Ivory Mask
A f t e r stealing t h e i r prize f r o m a corpse, they t h e n proceed t o
D e s c r i p t i o n : M i n o t a u r society has l o n g c r a f t e d these masks f o r
desecrate t h e site o f t h e graveyard w i t h t h e i r foulness.
use i n v a r i o u s c e r e m o n i e s . E a c h m a s k h a s a u n i q u e p u r p o s e a n d
Powers: Str + 2 , W i s +2, mana + 2 .
f u n c t i o n , as d i s p l a y e d b y t h e s h a p e i t t a k e s w h e n f i n i s h e d . S o m e -
times, a m i n o t a u r elder w i l l g r a n t o n e o f these sacred relics t o a Bonus types: A b i l i t y scores = a u g m e n t a t i o n . M a n a = a u g m e n -
trusted a n d h o n o r e d adversary ( m i n o t a u r s rarely m a k e w h a t c a n tation.
be c a l l e d " f r i e n d s " ) . M o r e often, however, these o b j e c t s are Caster Level: 6 t h .
g a t h e r e d as l o o t f r o m s o m e g r e a t b a t t l e w i t h t h e m i n o t a u r s . T h e M a r k e t P r i c e : 12,200 gp.
m o s t c o m m o n i v o r y m a s k is d e s i g n e d t o i n c r e a s e t h e h a r d i n e s s S l o t : Face.
a n d grace o f a w a r r i o r i n b a t t l e . M a d e o f t h e t e e t h o f g i a n t a n i m a l s
Weight: 1 lb.
r a r e l y s e e n b y t h e m o r t a l races o f N o r r a t h , t h e m a s k s m a k e a n
i n t i m i d a t i n g sight.
Guise O F the Receiver
Powers: A C +1, h p +2.
D e s c r i p t i o n : Forced t o struggle for survival i n p r o x i m i t y t o the
Focus effect: R e a n i m a t i o n H a s t e I . p o w e r f u l t r o l l a n d o g r e races, t h e f r o g l o k s f o r a t i m e t r i e d t o t u r n
B o n u s types: A C = a u g m e n t a t i o n . H i t p o i n t s = e n h a n c e m e n t . t h e a t t e n t i o n o f these e n e m i e s t o a n o t h e r , m o r e d i s t a n t race —
Caster Level: 5th. t h e d a r k elves. T h e m o s t p o w e r f u l o f t h e f r o g l o k wizards a n d
shamans w e r e t o g e t h e r able t o p r o d u c e a h a n d f u l o f these masks

131
EverQu€stRPG:GaaieMaster'sGuit>€ \ f

f o r use a m o n g t h e m o s t s k i l l e d o f f r o g l o k assassins. I n t h e f o r m o f S l o t : Face.


d a r k e l v e s , t h e s e assassins s e t o u t i n t o t h e c i t i e s o f G r o b b a n d W e i g h t : 0.1 lbs.
O g g o k i n a n a t t e m p t t o f o o l t h e t r o l l s a n d ogres i n t o t u r n i n g t h e i r
hostilities toward the Teir'Dal. Sheer Bone Mask
P o w e r s : A t w i l l , as a s t a n d a r d a c t i o n , t h e w e a r e r o f t h i s m a s k Description: H i d e o u s masks, f r i g h t e n i n g i n t h e i r starkness,
m a y g a i n t h e e f f e c t s o f t h e e n c h a n t e r s p e l l illusion: dark elf. I n these featureless b o n e face-masks were first e m p l o y e d by p o w e r f u l
a d d i t i o n , h e gains t h e f o l l o w i n g benefits at a l l times: o g r e s h a m a n s , a l t h o u g h t h e y are n o w f a i r l y c o m m o n a m o n g o t h e r
C h a + 4 , m a g i c resistance ( 3 ) , m a g i c save + 1 . dark and fierce tribesmen and witch-doctors.
B o n u s types: A b i l i t y s c o r e = e n h a n c e m e n t . R e s i s t a n c e = e n - Powers: I n t + 1 .
hancement. Save = enhancement. Bonus types: A b i l i t y s c o r e = e n h a n c e m e n t .
Caster Level: 12th. Caster Level: 3rd.
Market Price: 115,400 gp. M a r k e t P r i c e : 1,050 g p .
S l o t : Face. S l o t : Face.
W e i g h t : 0 . 4 lbs. W e i g h t : 1.5 l b s .

MaskoFWar Skinneo Halpling Face Mask


D e s c r i p t i o n : F e w m a y c l a i m t o k n o w t h e ways o f w a r a n d war's Description: A c h i l l i n g c r e a t i o n o f h a t e f u l d a r k elves, b o r n o f
m i n d f u l a p p l i c a t i o n better t h a n t h e awesome giants w h o d w e l l a desire t o k i l l e v e n m o r e o f t h i s d i m i n u t i v e race by i n f i l t r a t i n g
w i t h i n t h e city o f Kael D r a k k a l o n Velious. S o m e f e w w h o are t h e i r r a n k s , t h i s m a s k is f o r m e d o f t h e l o o s e , d r i e d s k i n o f a
i n e x p l i c a b l y favored b y these giants g a i n some measure o f t h a t m u r d e r e d h a l f l i n g . T h e mask allows the i m p e r s o n a t i o n o f one o f
f i g h t i n g prowess w h e n t h e giants' priests favor t h e m w i t h o n e o f t h e h a l f l i n g race.
these masks.
P o w e r s : A s a n attack a c t i o n , the wearer o f this mask may gain
P o w e r s : A t w i l l , t w i c e per day, t h e wearer o f this mask m a y t h e e f f e c t s o f t h e illusion: halfling s p e l l . T h e m a s k w o r k s o n l y o n c e ,
i n v o k e a n e f f e c t i d e n t i c a l t o t h e y a u l p 1/ s p e l l u p o n h e r s e l f ; t h i s a n d is t h e n r e n d e r e d n o n m a g i c a l .
requires a n attack a c t i o n . I n a d d i t i o n , she gains t h e f o l l o w i n g
Caster Level: 7th.
benefits at a l l times:
M a r k e t Price: 580 gp.
Str+1, Con+2, Wis+3.
S l o t : Face.
B o n u s types: A b i l i t y s c o r e s = a u g m e n t a t i o n .
Weight: — .
Activation: Use Activated.
Caster Level: 11th. Split Pa co Hi be Mask
Market Price: 33,200 gp. Description: Fashioned first by t h e g n o l l shamans o f the Plains
S l o t : Face. of Karana, this h i d e mask hassince been traded a m o n g m a n y o f
W e i g h t : 0.2 lbs. t h e races t h a t d w e l l b e l o w g r o u n d . S a i d t o b e m a d e f r o m t h e s k i n s
o f at least e i g h t d i f f e r e n t l i g h t - d w e l l i n g creatures a n d t h e n t r e a t e d
Moss Mask w i t h phosphorescent l i c h e n , t h e mask allows t h e wearer t o
i l l u m i n a t e a s m a l l area a r o u n d herself.
Description: Upper G u k is h o m e t o t h e frogloks, swamp-
d w e l l i n g creatures t h a t usually w a n t n o t h i n g m o r e t h e n t o be left Powers: A twill, u p o n utterance of a c o m m a n d word (typically
a l o n e . T h i s is u n f o r t u n a t e f o r t h e f r o g l o k s , f o r t h e y l i v e n e a r o g r e " l i g h t " o r " s u n " i n t h e language o f t h e race t h a t fashioned t h e
and troll cities o n t h e shore, b r i n g i n g t h e m i n constant danger p a r t i c u l a r m a s k ) , t h e mask sheds l i g h t e q u i v a l e n t t o a t o r c h . I n
f r o m t h e s e b r u t i s h races. T h e f r o g l o k s h a v e d e v e l o p e d n u m e r o u s a d d i t i o n , t h e wearer gains t h e f o l l o w i n g benefits at a l l times:
a m a z i n g i t e m s i n t h e i r h o m e s , s u c h as t h e h a n d y l i t t l e moss masks E l e c t r i c i t y r e s i s t a n c e ( 3 ) , m a g i c r e s i s t a n c e ( 3 ) , p o i s o n resis-
t h e creatures offer t o l a n d - d w e l l i n g allies t h a t v i s i t t h e i r watery tance ( 3 ) .
domain.
B o n u s types: R e s i s t a n c e s = a u g m e n t a t i o n .
P o w e r s : T h e w e a r e r o f t h e m a s k m a y use t h e enduring breath Caster Level: 3rd.
s p e l l as a s t a n d a r d a c t i o n . E a c h moss mask h o l d s 10 c h a r g e s o f t h i s Activation: C o m m a n d W o r d (light), Use Activated (resis-
spell.
tances).
Caster Level: 7th. M a r k e t P r i c e : 3,900 gp.
M a r k e t P r i c e : 2,870 gp. S l o t : Face.
S l o t : Face. W e i g h t : 0.5 lbs.
W e i g h t : 0.1 lbs.
Tobri n's Mystical Eyepatch
Nose Ring O F Vr'i D e s c r i p t i o n : T h i s m i r a c u l o u s i t e m ( w h i c h a p p e a r s as a n o r m a l ,
Description: A renowned pirate and cutthroat, the original if slightly silky eyepatch) c a n a c t u a l l y i m p r o v e aspects o f t h e
bearer o f t h i s silver nose s t u d was t h e fiercest t h u g m a n y p o o r p o r t w e a r e r ' s v i s i o n , a l l o w i n g h e r t o see i n v i s i b l e o b j e c t s a n d c r e a t u r e s
t o w n s h a d e v e r s e e n . V r ' i is s a i d t o h a v e b e e n p e r h a p s t h e m o s t n o r m a l l y a n d t o resist t h e
resilient and lucky ne'er-do-well t h a t ever l i v e d , always c h e a t i n g madness t h a t m i g h t o t h -
d e a t h by af r a c t i o n o f an i n c h . T h e c o m b a t i v e a n d v i o l e n t lifestyle erwise result f r o m such
he pursued eventually rubbed o f f o n this o d d piece o f jewelry, u n t i l strained visual acuity.
it itself h a d b e c o m e a s y m b o l o f t h e t e m e r i t y , t e n a c i t y , a n d a g i l i t y
Powers: T h e wearer
for w h i c h t h e pirate-king h i m s e l f was k n o w n . N o w , numerous
always gains t h e b e n e f i t o f
replicas o f t h i s o r i g i n a l piece o f j e w e l r y h a v e been crafted, a l l
t h e see invisible s p e l l .
virtually identical w i t h their namesake i n b o t h appearance a n d
function. Int +4, W i s +4.
B o n u s types: A b i l i t y s c o r e =
P o w e r s : D e x + 1 , C o n + 2 , a l l resistances ( 2 ) .
enhancement.
Bonus types: A b i l i t y scores = a u g m e n t a t i o n . Resistances =
Caster Level: 12th.
augmentation.
Market Price: 83,000 gp.
Caster Level: 6 t h .
S l o t : Face.
Market Price: 9,650 gp.
Weight: — .
Chapter Five: Magic Items

Feet Boots O F Superiority


D e s c r i p t i o n : T h e s e h e a v y , t h i c k - s o l e d b o o t s are m a d e f r o m a n
T h e s e items i n c l u d e all t h i n g s w o r n o n o r a b o u t t h e feet. T h e y
u n k n o w n l e a t h e r . T h e b o o t s s e e m t o a c t i v e l y resist d a m a g e , d i r t ,
g e n e r a l l y encompass b o o t s , shoes, a n d slippers, b u t a n k l e t s a n d
a n d scuffs, a n d t h e y shed w a t e r l i k e a d u c k ' s b a c k . T h o s e w h o wear
toe-rings are also i n c l u d e d . T o r e c e i v e b e n e f i t f r o m f e e t i t e m s t h a t
t h e m appear t o g r o w i n s t a t u r e , a n d g a i n a p r o n o u n c e d swagger t o
c o m e as a p a i r , b o t h m u s t b e w o r n . I f t h e i t e m is s o l i t a r y ( s u c h as
their walk.
an a n k l e t ) t h e wearer cannot receive benefit f r o m w e a r i n g t w o ;
even if t w o such items f i t physically, magical benefit can still o n l y P o w e r s : A l l a b i l i t y scores + 2 , a l l r e s i s t a n c e s ( 1 ) .
b e g a i n e d f r o m o n e . F e e t i t e m s c a n b e w o r n w i t h f u l l sets o f a r m o r Bonus types: A b i l i t y scores = e n h a n c e m e n t . Resistance =
or w i t h legitems w i t h n o penalty. enhancement.

P h y s i c a l D e s c r i p t i o n : Feet i t e m s c o m e i n a v a r i e t y o f shapes Caster Level: 6th.


a n d styles. T h e y a r e t y p i c a l l y m a d e f r o m l e a t h e r , a n i m a l h i d e , o r Market Price: 52,950 gp.
m e t a l . T y p i c a l m e t a l f e e t i t e m s h a v e A C 9, h a r d n e s s 1 0 , a n d 4 h p , Slot: Feet.
a n d a Break D C o f 2 3 . L e a t h e r feet i t e m s usually h a v e A C 9, W e i g h t : 5 lbs.
hardness 2, a n d 5 h p , w i t h a B r e a k D C o f 13.
A c t i v a t i o n : M o s t feet i t e m a b i l i t i e s are use-activated b y w e a r - Boots O F the t)eab Dream
i n g . A b i l i t i e s w i t h c h a r g e s o r uses p e r d a y a r e g e n e r a l l y c o m m a n d D e s c r i p t i o n : T h e f a b r i c o f these b l a c k b o o t s has d i a m o n d dust
word activated. w o v e n i n t o i t , m a k i n g the boots glisten i n a n y light. O n any day
R a n d o m G e n e r a t i o n : T o generate feet items r a n d o m l y , r o l l o n d u r i n g w h i c h o n e w e a r s these b o o t s f o r a t least 6 h o u r s , h e o r she
"Table 5 - 1 1 : Feet Items." fails t o d r e a m t h a t n i g h t . Instead, t h e wearer has visions o f
people's deaths, s o m e t i m e s v i o l e n t ones, b u t
more o f t e n simply o f ordinary deaths f r o m
n a t u r a l causes. O c c a s i o n a l l y , these visions
Table 5-11: Feet Items are said t o b e p r e c o g n i t i v e , b u t t h e y rarely
Minor Medium Major Epic Item Name Market Price f e a t u r e a n y o n e t h e w e a r e r k n o w s . I t is u n -
01-60 — — — Firewalker Boots 3 0 0 gp k n o w n w h e t h e r t h i s p r o p e r t y has any b e a r i n g
o n t h e other benefits granted by t h e boots.
61-70 01-30 — — Wolf-Fur Slippers 6,150 gp
Powers: C o n +3, I n t +3, W i s +3, h p +6,
71-100 31-60 — — Traveler's Boots 6 , 5 0 0 gp
mana +13.
— 61-75 — — Muck-Covered Boots 7 , 0 0 0 gp
B o n u s types: A b i l i t y scores = e n h a n c e -
— 76-95 — — Polished Stone Anklet 7 , 2 0 0 gp
ment. H i t points = enhancement. Mana =
— 96-100 — — Boots of the Sacred Dance 9 , 5 5 0 gp enhancement.
— — 01-10 — Spore-Covered Boots 17,150 gp Caster Level: 9 t h .
— — 11-20 — T e r r o r Boots 1 9 , 7 0 0 gp Market Price: 44,250 gp.
— — 21-30 — Ghostly Blood Soaked Boots 2 4 , 0 0 0 gp Slot: Feet.

— — 31-40 — Golden Efreeti Boots 3 5 , 9 5 0 gp Weight: — .

— — 41-50 — Mithril Boots 3 6 , 0 0 0 gp


Boots O F the Sacreb Dance
— — 51-60 — Frozen Efreeti Boots 3 9 , 0 0 0 gp
D e s c r i p t i o n : T h e s e gypsy boots h a v e t i n y
— — 61-70 — Boots of the Dead Dream 4 4 , 2 5 0 gp
metal jingles and medallions hanging off the
— — 71-80 — Boots of Superiority 5 2 , 9 5 0 gp
cuff, w h i c h r i n g and sparkle w h e n t h e wearer,
— — 81-90 01-05 Boots of Deep Thought 9 4 , 9 2 0 gp for instance, dances a r o u n d a bonfire. T h e
— — 91-100 06-15 Yttrium-Studded Leather Boots 1 0 8 , 8 0 0 gp boots empower their wearer t o be a more

— ... — 16-60 Wyvern-Hide Boots 1 8 2 , 4 0 0 gp vibrant person by shoring up weak points i n


his o r her character and abilities.
— — — 61-100 Grey Suede Boots 4 4 3 , 7 0 0 gp
P o w e r s : T h e w e a r e r o f t h e s e b o o t s suffers
a - 5 penalty t oSneak checks.
Str+1, Con+1, Wis+1, Cha+1.

Boots O F Deep Thought B o n u s types: A b i l i t y s c o r e s = a u g m e n t a t i o n . S k i l l = c i r c u m -


stance.
D e s c r i p t i o n : T h e s e t h i n , l o w b o o t s slip o n a n d o f f easily a n d are
very c o m f o r t a b l e . E v e n after a day o f w a l k i n g , t h e wearer's feet feel Caster Level: 3rd.

fresh a n d are callous-free. T h e y were m a d e b y a very p o w e r f u l Market Price: 9,550 gp.


wizard w h o enjoyed l o n g walks i n t h e woods, but w h oneeded a S l o t : Feet.
way t o avoid i n t e r r u p t i o n by t h e occasional hostile monster o r W e i g h t : 6 lbs.
enemy.
P o w e r s : T h e w e a r e r o f t h e s e b o o t s r e c e i v e s flowing thought II Firewalker Boots
and a + 4 bonus o n C h a n n e l i n g checks. I n a d d i t i o n , h e gains t h e D e s c r i p t i o n : Spellcasters w h o w o r s h i p Solusek R o f i n d these
f o l l o w i n g benefits: indispensable f o r serious research. Developed f o r use i n t h e
C o n + 4 , I n t + 4 , h p + 1 6 , m a n a + 1 1 , a l l resistances ( 1 ) . L a v a s t o r m m o u n t a i n s , f i r e w a l k e r b o o t s ' n a m e is p e r f e c t l y d e s c r i p -
B o n u s types: A b i l i t y scores = a u g m e n t a t i o n . A t t a c k = a u g m e n - tive o f their function. T h o u g h they don't completely protect their
tation. H i t p o i n t s = arcane. Mana = arcane. Resistances = wearer f r o m fire damage, they provide considerable p r o t e c t i o n
enhancement. Skill = augmentation. against fire.

Caster Level: 12th. P o w e r s : Fire resistance ( 2 ) .

Market Price: 94,920 gp. Bonus types: R e s i s t a n c e = a u g m e n t a t i o n .


Slot: Feet. C a s t e r L e v e l : 1st.

W e i g h t : 0.5 lbs. Market Price: 300 gp.


Slot: Feet.
W e i g h t : 2.5 l b s .
EverQuest RPG: Game Master's Guide

Frozen Epreetl Boots


D e s c r i p t i o n : S o m e w o u l d call these boots " o u t l a n d i s h . "
B r i g h t l y c o l o r e d , w i t h i c i c l e tassels h a n g i n g f r o m t h e c u f f s ,
they are n o t f o r t h e faint-hearted. W e a r e r s feel p o w e r f u l ,
a n d a r e s o m e t i m e s g i v e n t o f o o l i s h boasts a n d o a t h s
about t h e i r prowess a n d b e h a v i o r w h e n w e a r i n g these
boots.
P o w e r s : T h e w e a r e r o f t h e s e b o o t s is n e v e r ex~
hausted; any t i m e she w o u l d become exhausted
t h r o u g h n o r m a l o r m a g i c a l m e a n s , s h e i n s t e a d is
fatigued. F u r t h e r , w h e n e v e r she is f a t i g u e d , s h e n e e d
o n l y rest 1 0 m i n u t e s ( i n s t e a d o f 1 h o u r ) t o c a n c e l
t h e f a t i g u e d c o n d i t i o n . I n a d d i t i o n , she gains t h e
f o l l o w i n g bonuses a n d penalties:
Str +3, Dex +4, C o n +3, Int - 2 , W i s - 2 , C h a - 2 ,
AC+1.
B o n u s types: A b i l i t y scores = e n h a n c e m e n t . A C
= dodge.
Caster Level: 12th.
M a r k e t Price: 39,000 gp.
S l o t : Feet.
W e i g h t : 3 lbs.

Ghostly Blooo-Soakeo Boots


D e s c r i p t i o n : W e l l w o r n and stained w i t h
t h e b l o o d o f u n c o u n t e d c r e a t u r e s , t h e s e calf-
h i g h cuffed boots seem almost t o m o a n
w h e n p u t o n or taken off.
P o w e r s : O n c e p e r d a y , as a m o v e a c t i o n ,
t h e wearer o f these boots m a y b e c o m e i n -
c o r p o r e a l (see " I n c o r p o r e a l " o n p. 4 4 ) f o r
up t o 2 0 rounds. I f the wearer occupies t h e a t t a c k
s a m e space as a p h y s i c a l , c o r p o r e a l o b j e c t action every
( s u c h as a w a l l ) w h e n t h e 2 0 t h r o u n d e n d s , round). I n addi-
s h e is e j e c t e d t o t h e n e a r e s t s p a c e t h a t c a n tion, h e gains
safely a c c o m m o d a t e h e r b o d y , a n d takes the following
6d6 points o f damage. benefits:
Caster Level: 11th. Str + 3 ,
M a r k e t Price: 39,000 gp. A C + 1 , hp
S l o t : Feet. + 6 , a c i d resistance ( 4 ) , c o l d
W e i g h t : 2 lbs. resistance ( 4 ) , p o i s o n resis-
t a n c e ( 4 ) , a c i d save + 1 , c o l d
Golben EFreeti Boots s a v e + 1 , poison s a v e + 1 . |

D e s c r i p t i o n : Surely o n e o f t h e greatest creators o f m a g i c a l Bonus types: Ability


a r t i f a c t s is t h e e f r e e t i l o r d D j a r n . A m o n g h i s m o s t s p l e n d i d a n d scores = e n h a n c e m e n t . A C
sought-after c r e a t i o n s are these b o o t s , w h i c h are r e l a t i v e l y l i g h t - = dodge. H i t p o i n t s = e n h a n c e m e n t . Resistances = e n h a n c e m e n t .
w e i g h t despite t h e fact t h a t t h e y are m a d e o f g o l d e n plates. T h e r e Saves = e n h a n c e m e n t .
is a c t u a l g o l d i n t h e b o o t s , a n d p o t e n t m a g i c as w e l l . Caster Level: 13th.

P o w e r s : These boots g r a n t t h e i r wearer t h e A r m o r Proficiency M a r k e t Price: 443,700 gp.


(light), A r m o r Proficiency (medium), and A r m o r Proficiency S l o t : Feet.
( h e a v y ) feats, i n a d d i t i o n t o t h e f o l l o w i n g b e n e f i t s : Weight: 1 lb.
Int +3, W i s +3.
Focus effect: E n h a n c e m e n t H a s t e I I . Mithril Boots
B o n u s types: A b i l i t y scores = a u g m e n t a t i o n . D e s c r i p t i o n : T h e s e b o o t s h a v e l e a t h e r soles a n d u p p e r s , w i t h
Caster Level: 1 0 t h . f i n e l y crafted plates o f o v e r l a p p i n g m i t h r i l layered o n t o p , c o m -
p l e t e l y c o v e r i n g t h e wearer's f e e t , a n k l e s , a n d s h i n s . M i t h r i l is a r a r e ,
M a r k e t Price: 35,950 gp.
s i l v e r y m e t a l , k n o w n t o b e m a g i c a l l y r e s i s t a n t . I t is m u c h l i g h t e r a n d
S l o t : Feet.
harder t h a n n o n n a l metal, yet makes surprisingly good footwear.
W e i g h t : 2.5 l b s .
P o w e r s : T h e wearer o f these boots gains t h e E n d u r a n c e feat
w h i l e they are w o r n . I n a d d i t i o n , h e gains t h e f o l l o w i n g benefits
Grey Suebe Boots
at a l l times:
D e s c r i p t i o n : These boots were created by a bard whose true
S t r + 2 , C o n + 4 , h p + 1 2 , m a g i c r e s i s t a n c e ( 6 ) , m a g i c save + 2 .
l o v e l i v e d t r a p p e d i n a frozen w o o d f u l l o f f u r r e d spiders. W i t h o u t
B o n u s types: Ability scores = enhancement. H i t points =
t h e p o w e r t o free h e r l o v e , t h e bard h a d t o r u n t h r o u g h t h e w o o d
every day t of i n d h i m , o n l y t oh a v e h i m t e l e p o r t e d away t o a n e w e n h a n c e m e n t . Resistance =e n h a n c e m e n t . Save = e n h a n c e m e n t .
l o c a t i o n a t d a y b r e a k , f o r c i n g h e r t o seek h i m o u t a g a i n . O r a t least Caster Level: 12th.
that's t h e w a y t h e bards t e l l i t . M a r k e t Price: 36,000 gp.
P o w e r s : T h e w e a r e r o f t h e s e b o o t s is u n d e r a c o n t i n u a l h a s t e S l o t : Feet.
( 5 ) effect (this grants a + 2 haste b o n u s t o A C a n d o n e a d d i t i o n a l W e i g h t : 3.7 l b s .
Chapter Five: Magic Items

Muck-Covereb Boots allow their wearer to move quickly and freely i n almost any
condition.
Description: "Muck-covered" is more an i d i o m t h a n a descrip-
t i o n : these low leather boots can be cleaned w i t h a l i t t l e effort. Powers: These boots add +10 feet to the wearer's base speed
However, they d o seem to attract dirt and grime more q u i c k l y while o n foot. I n addition, the wearer gains a +5 bonus to Jump
than other footwear, although n o one knows why. checks, and he is n o t l i m i t e d to any m a x i m u m j u m p length by
height.
Powers: A C +2.
Bonus types: S k i l l = enhancement.
Bonus type: A C = luck.
Caster L e v e l : 10th.
Caster Level: 4 t h .
Market Price: 6,500 gp.
Market Price: 7,000 gp.
Slot: Feet.
Slot: Feet.
Weight: 2.5 lbs.
Weight: 1 lb.

PoLisheO Stone Anklet WolF-Fur Slippers


Description: These slippers are said to be made from the fur o f
Description: Different styles of this delicate stone r i n g are
the giant, i n t e l l i g e n t wolves found o n the Frigid Plain. W h a t e v e r
made of different stones, but, curiously, all have the same effect.
the t r u t h of that claim, the bottoms o f the slippers are shod w i t h
T h e stone is polished t o a fine sheen, b o t h inside and out, m a k i n g
the pads of great wolves' feet. Wearers can be nearly silent when
it c o o l and comfortable t o wear. T h e circle glows softly w h e n w o r n
they walk thanks to these pads.
around an ankle. T h i s glow cannot be d i m m e d , but i t can be
covered up w i t h c l o t h or w i t h loose boots. Powers: W o l f fur slippers grant their wearer a +5 bonus to
Sneak checks. I n a d d i t i o n , the wearer receives the following
Powers: Dex + 1 , I n t + 1 , A C + 1 .
benefits:
Bonus types: A b i l i t y scores = enhancement. A C = deflection.
A C + 1 , mana +3.
Caster L e v e l : 3rd.
Focus effect: Spell Haste I .
Market Price: 7,200 gp.
Bonus types: A C = dodge. M a n a = augmentation. S k i l l =
Slot: Feet.
enhancement.
Weight: 2 lbs.
Caster Level: 5 t h .

Spore-Covereo Boots Market Price: 6,150 gp.


Slot: Feet.
Description: Travelers w h o fall prey to those k n o w n as the
fungoids are dragged away from the surface and i n t o dark holes Weight: 0.5 lbs.
where their bodies come alive w i t h spore g r o w t h ; this fungal
g r o w t h is generally presumed t o be food for the fungoids. It's n o w
k n o w n that others can benefit from these spores: once a pair o f
leather boots covered i n fungoid spores is w o r n for a period o f time,
the wearer gains mysterious benefits that cannot be accounted for.
T h i s benefit seems to occur o n l y w i t h leather boots as a catalyst
for the spores, and despite numerous efforts, the spores do n o t
respond to any sort o f "transplanting." Evidently, o n l y the fun-
goids k n o w the techniques of seeding i t .
Powers: A f t e r the boots have been w o r n continuously for t w o
days, the wearer is affected as i f by a haste (1) effect ( + 1 haste
bonus to A C and - 1 weapon delay), and gains a +2 bonus to
initiative. I f the boots are ever removed for a period longer t h a n
12 hours, the wearer must again wear the boots for t w o days to re- Wyvern-Hioe Boots
stimulate the boots' benefits. Description: T h e strange nature o f the hide o f these boots is
Caster Level: 3rd. obvious to an educated observer. Wyverns, as well, k n o w exactly
what they're made of, and attack their wearers o n sight. Fortu-
Market Price: 17,150 gp.
nately, the boots allow a quick getaway if the wyverns are too
Slot: Feet. strong or too many.
Weight: 0.4 lbs.
Powers: T h e wearer o f these boots is under a c o n t i n u a l haste
(4) effect (this grants a +2 haste bonus to A C and one additional
Terror Boots attack action every second r o u n d ) . I n a d d i t i o n , he gains the
Description: These boots do n o t seem inherently terrifying. f o l l o w i n g benefits:
However, their history, t h o u g h vague, points t o a terror-filled
Dex + 2 , C o n +2.
existence. Some sages believe that these items got their name
Bonus types: A b i l i t y scores = enhancement.
from the original creator, a dark elf shadow k n i g h t w h o wanted to
strike fear wherever he walked. Ironically, his name has been lost Caster L e v e l : 9 t h .
to a n t i q u i t y . Market Price: 182,400 gp.
Powers: I n t +2, W i s +2, h p +3, mana + 1 , all resistances ( 1 ) . Slot: Feet.
Bonus types: A b i l i t y scores = enhancement. H i t points = Weight: 1 l b .
augmentation. Resistances = augmentation.
Caster Level: 6 t h .
Yttrium-Stuooeb Leather Boots
Market Price: 19,700 gp. Description: T h e studs alone make up most o f the weight of
these h i g h , tough leather boots, and the unusually powerful magic
Slot: Feet.
is concentrated w i t h i n the y t t r i u m . T h e i r e n c h a n t m e n t is over-
Weight: 1.5 lbs.
w h e l m i n g l y strong; spellcasters sometimes report headaches and
m i n o r spell disruption simply from being near t h e m for too long.
Traveler's Boots
Powers: These boots bestow one negative level upon any
Description: Comfortable and well broken i n , these sturdy but dedicated spellcaster of lOth-level or less w h o dons them; this
attractive boots m a t c h nearly any casual ensemble. T h e y also negative level remains as long as the boots are w o r n and disap-
EverQuest RPG: Game Master'sGuioe

p e a r s w h e n t h e y are r e m o v e d . T h e n e g a t i v e l e v e l n e v e r r e s u l t s i n Clatoeb Knuckle-Ring


a c t u a l l e v e l loss, b u t i t c a n n o t b e o v e r c o m e i n a n y w a y ( i n c l u d i n g
D e s c r i p t i o n : Despite its barbed appearance, this k n u c k l e - b o n e
lifeforce s p e l l s o r t h e l i k e ) w h i l e t h e b o o t s a r e w o r n .
r i n g doesn't make m u c h o f a weapon, b u t the magics employed i n
S t r + 5 , C o n + 6 , h p + 1 9 , m a n a + 1 2 , disease r e s i s t a n c e ( 8 ) , its c r e a t i o n m a k e i t v e r y useful regardless. T h e life f o r c e s t r i p p e d
p o i s o n r e s i s t a n c e ( 8 ) , disease s a v e + 2 , p o i s o n save + 2 . f r o m a b e i n g as i t is t r a n s f o r m e d i n t o a n u n d e a d is s a i d t o b e w h a t
B o n u s types: A b i l i t y s c o r e s = augmentation. H i t points = p o w e r s these r i n g s ; it's a process supposedly d e v e l o p e d by t h e c r u e l
a u g m e n t a t i o n . M a n a = a u g m e n t a t i o n . Resistances = a u g m e n t a - N a j e n a herself.
t i o n . Saves = a u g m e n t a t i o n . Powers: H p +5.
Caster Level: 18th. Focus effect: E x t e n d e d E n h a n c e m e n t II.
M a r k e t P r i c e : 108,800 gp. B o n u s types: H i t p o i n t s = a u g m e n t a t i o n .
S l o t : Feet.
Caster Level: 10th.
W e i g h t : 2 lbs.
M a r k e t P r i c e : 6,000 gp.
S l o t : Finger.
Finger W e i g h t : 0.1 lbs.
Finger items consist m a i n l y o f rings. Wearers usually gain a n
a b i l i t y b o n u s f r o m f i n g e r i t e m s . T h e y s o m e t i m e s also g r a n t s a v i n g t)jarn's Amethyst Ring
t h r o w o r resistance bonuses. S o m e also c o n f e r s p e l l - l i k e a b i l i t i e s D e s c r i p t i o n : T h e great efreeti l o r d
t o t h e i r wearer. T h e s e a b i l i t i e s d o n o t h a v e charges unless speci- D j a r n o r d e r e d a n u m b e r o f rings t o be
fied in the item description. crafted f r o m a holy gem f o u n d in the
Characters may o n l y wear t w o finger items effectively. A t h i r d possession o f a g n o m e w i z a r d h e
f i n g e r i t e m does n o t w o r k . e n s l a v e d years a g o . T h e r e s u l t i n g
P h y s i c a l D e s c r i p t i o n : F i n g e r i t e m s are usually m a d e o f m e t a l square-cut p u r p l e gemstones were
or bone and have n o recorded w e i g h t . T h e y generally h a v e A C set i n s i l v e r b a n d s t o f o r m s t o u t
14, h a r d n e s s 1 0 , 2 h p , a n d a B r e a k D C o f 2 5 . rings t h a t grant considerable p r o -
A c t i v a t i o n : M o s t finger items activate w i t h a c o m m a n d word. t e c t i o n a n d great m y s t i c a l grace.
O t h e r s are c o n t i n u a l l y u s e - a c t i v a t e d . A f e w m i g h t h a v e a d i f f e r - Powers: Dex + 2 , hp +20.
e n t m e t h o d , as m e n t i o n e d i n t h e s p e c i f i c i t e m d e s c r i p t i o n . Focus effect: S p e l l H a s t e I I .
R a n d o m G e n e r a t i o n : T o generate finger items randomly, roll Bonus types: A b i l i t y s c o r e = e n h a n c e -
on "Table 5-12: Finger Items." ment. H i t points = enhancement.
Caster Level: 10th.
M a r k e t P r i c e : 58,500 gp.
Slot: Finger.
Table 5-12: Finger Items W e i g h t : 0.1 l b s .
Minor Medium Major Epic Item Name Market Price
01-25 — — — Glimmer Ring 2,110 gp Duennan ShieLbing Ring
26-50 — — — Ring of Shadows 2 , 4 5 5 gp D e s c r i p t i o n : M u c h prized especially b y
m a g i c i a n s , t h i s r i n g is a m o n g t h o s e r e w a r d s
51-75 — — — Ring of Quintessence 2 , 8 0 0 gp
sometimes g r a n t e d t o those w h o o v e r c o m e
76-90 01-10 — — Band of Flesh 3 , 0 0 0 gp
t h e challenges posed b y t h e strange beings
— 11-35 — — Clawed Knuckle-Ring 6 , 0 0 0 gp of the Plane o f A i r .
— 36-60 — — Ring of Goblin Lords 6 , 2 5 0 gp P o w e r s : A s a free a c t i o n , a magician
— 61-80 — — Moonstone Ring 9 , 2 5 0 gp w e a r i n g t h i s r i n g m a y i n v o k e a n effect i d e n -
— 81-85 01-10 — Ring of the Frost Spiders 1 4 , 5 0 0 gp t i c a l t o t h e s p e l l divine aura. T h i s a b i l i t y m a y

— 86-90 11-25 — Duennan Shielding Ring 1 8 , 6 6 0 gp be used o n l y o n c e . T h e f o l l o w i n g effects


r e m a i n e v e n a f t e r t h i s c h a r g e is u s e d u p :
91-95 ?1-?5 26-30 — Goblin Gazughi Ring 21,450 gp
Int + 2 , W i s + 2 , mana +7.
96-100 96-100 31-35 — Glowing Stone Band 2 4 , 0 0 0 gp
Bonus types: A b i l i t y s c o r e s = a u g m e n t a -
— — 36-45 — Knotted Turtlebone Ring 3 3 , 2 4 0 gp tion. Mana =augmentation.
— — 46-90 01-15 Djarn's Amethyst Ring 5 8 , 5 0 0 gp A c t i v a t i o n : S p e l l T r i g g e r ( m a g i c i a n ) [di-
— — 91-100 16-100 Regal Band of Bathezid 8 1 , 6 5 0 gp vine aura], U s e A c t i v a t e d ( a b i l i t y scores,
mana).
Caster Level: 6th.
M a r k e t P r i c e : 18,660 gp.
S l o t : Finger.
Banb O F Flesh
W e i g h t : 0.1 lbs.
D e s c r i p t i o n : A dozen c o n f l i c t i n g rumors give the o r i g i n o f the
m a g i c t h a t creates t h i s i t e m , b u t it's best n o t t o t h i n k o f w h e r e o r
Glimmer Ring
h o w this i t e m originated. A treated piece o f cured flesh made i n t o
D e s c r i p t i o n : A n u n u s u a l l y s m a l l glass r i n g , t h i s c l e a r band
a b a n d w i t h n o seam, these t r i n k e t s boost t h e wearer's v i g o r a n d
reflects any e x i s t i n g l i g h t i na r a i n b o w o f colors, a m i d even the
casting ability.
d i m m e s t o f c o n d i t i o n s . S u c h r i n g s are s a i d t o be m a d e b y f a e r i e s ,
P o w e r s : Str + 1 .
i n c o r p o r a t i n g s o m e o f t h e m a g i c t h a t lets t h e m so e a s i l y e l u d e
Focus effect: S u m m o n i n g E f f i c i e n c y I . captors.
B o n u s types: A b i l i t y s c o r e = e n h a n c e m e n t .
P o w e r s : A s a n attack a c t i o n , the wearer o f this r i n g may i n v o k e
Caster Level: 5th. a n e f f e c t i d e n t i c a l t o t h e gate s p e l l . T h i s a b i l i t y m a y b e used o n l y
M a r k e t P r i c e : 3,000 gp. once.
S l o t : Finger. Int + 1 .
W e i g h t : 0.1 lbs. B o n u s types: A b i l i t y s c o r e = e n h a n c e m e n t .
Caster Level: 3rd.
Chapter Five: Magic Items
M a r k e t P r i c e : 2,110 gp. Moonstone Ring
Slot: Finger. Description: Mana is f o u n d b o t h i n t h e e a r t h a n d i n t h e
W e i g h t : 0.1 l b s . h e a v e n l y bodies t h e m s e l v e s , so i t is n o surprise t h a t these r i n g s
c r a f t e d f r o m m o o n s t o n e are a great a i d i n w i e l d i n g m a g i c .
GLocoing Stone BanO Powers: Str+ 1 , mana +5.
D e s c r i p t i o n : Fashioned f r o m the blackened stone that c o n - Focus effect: E x t e n d e d R a n g e I I .
tains t h e lava flows o f Solusek's Eye a n d e n c h a n t e d t o h o l d t h e
B o n u s types: A b i l i t y s c o r e = a u g m e n t a t i o n . M a n a = a u g m e n t a -
heat o f t h e i r b i r t h p l a c e , these rings m a k e t h e i r wearer sensitive t o
tion.
h e a t e m a n a t i o n s , e f f e c t i v e l y g r a n t i n g t h e a b i l i t y t o see h e a t
Caster Level: 10th.
gradations. T h e r i n g itself c o n s t a n t l y radiates a discernible b u t
harmless w a r m t h . M a r k e t P r i c e : 9,250 gp.

P o w e r s : T h e w e a r e r g a i n s infravision w h i l e t h e r i n g is w o r n ; S l o t : Finger.

thus, due to the heat it constantly emanates, it provides i l l u m i n a - W e i g h t : 0.1 l b s .


t i o n i n a 1 0 - f o o t r a d i u s f o r t h e w e a r e r ( a n d is r o u g h l y as v i s i b l e as
a b r i g h t candle t o any creature w i t h i n f r a v i s i o n ) . Regal Banb O F Bathezib
Caster Level: 4 t h . D e s c r i p t i o n : A l l i e s o f t h e B r o o d o f D i ' Z o k i n C h a r d o k are
M a r k e t P r i c e : 24,000 gp. o f t e n blessed w i t h o n e o f these r o y a l s i g n e t r i n g s , a b e j e w e l e d
g o l d e n b a u b l e p r e s e n t e d i n a v e l v e t b o x . T h i s r i n g is
Slot: Finger.
a m a r k o f t h e g r e a t e s t r e s p e c t , a n d is e f f e c t i v e l y a
W e i g h t : 0.1 l b s .
sign o f p o w e r a n d prestige granted t o those
l o y a l t o t h e B r o o d a n d i t s causes. T h o s e w h o
GobLin Gazughi Ring remain loyal t o the Brood might be r e -
D e s c r i p t i o n : O n a recent expedition t o warded w i t h infusions o f power that w i l l
t h e L a k e o f 111 O m e n , a h o r r i d p l a c e f i l l e d keep the spell-like power of the ring fully
w i t h undead a n d monster hordes alike, charged.
t h i s i t e m was r e t r i e v e d f r o m t h e corpse o f
P o w e r s : A s an attack a c t i o n , t h e wearer
a fallen sarnak courier. A p p a r e n t l y , b e -
o f this r i n g may i n v o k e an effect t h a t the
t w e e n t h e forest dungeons o f V a r n e k and
s a r n a k c a l l aegis of Bathezid, w h i c h sur-
the underwater dungeon o f Veksar, a tribe
rounds t h e wearer i n a faint nimbus o f
of goblins a n d a c l a n o f sarnak exist i n per-
petual c o n f l i c t . T h e t w o groups o f t e n raid each energy: T h i s effect grants a magic damage
o t h e r ' s p a t r o l s a n d raise s e t t l e m e n t s o n o n e a n o t h e r ' s shield ( 4 ) for 5 m i n u t e s per charge. Each
land, looting and pillaging all the while. This goblin ring r i n g h o l d s o n l y five charges o f t h i s effect.
was f o u n d i n p o s s e s s i o n o f a s a r n a k o n h i s w a y b a c k t o h i s p e o p l e ' s C o n +2, Int + 1 , W i s+1, Cha +1, hp +21, mana +8.
fortress i n t h e n o r t h w o o d s . S i n c e t h e n , m a n y m o r e copies o f t h i s B o n u s types: A b i l i t y s c o r e s = enhancement. H i t points =
i t e m h a v e b e e n d i s c o v e r e d . Sages b e l i e v e t h a t t h e g o b l i n s h a v e enhancement. Mana = enhancement.
f o u n d a m y s t i c a l w a y t o s h i e l d t h e m s e l v e s f r o m t h e senses o f A c t i v a t i o n : Use A c t i v a t e d .
a n i m a l s f o r e x t e n d e d p e r i o d s o f t i m e , n o d o u b t as a n a i d t o Caster Level: 17th.
h u n t i n g , b u t p r i m a r i l y u s e d as a m e t h o d t o e v a d e s a r n a k b l o o d
M a r k e t P r i c e : 81,650 gp.
h o u n d s a n d t h u s t o sneak up o n t h e i r h a t e d enemies.
Slot: Finger.
P o w e r s : A t w i l l , t h e w e a r e r is a f f e c t e d as i f b y a n invisibility to W e i g h t : 0.1 l b s .
animals s p e l l . I n a d d i t i o n , t h e w e a r e r a l w a y s g a i n s t h e f o l l o w i n g
benefit: Ring O F GobLin Lorbs
M a g i c resistance ( 2 ) , sonic resistance ( 2 ) .
D e s c r i p t i o n : A S o l u s e k g o b l i n - k i n g is s a i d t o h a v e h a d t h e s e
Bonus types: R e s i s t a n c e s = e n h a n c e m e n t . rings forged a n d e n c h a n t e d for his personal shaman-guards. H o w -
A c t i v a t i o n : Use A c t i v a t e d . e v e r , as t h e s t o r y r u n s , t h e g u a r d s w e r e e x e c u t e d f o r s o m e u n k n o w n
Caster Level: 5th. offense before t h e y ever received these gifts. A few o f these items
h a v e f o u n d t h e i r way o u t o f t h e g o b l i n s ' possession.
M a r k e t P r i c e : 21,450 gp.
Slot: Finger. Powers: S t r+ 1 , Dex + 1 .

W e i g h t : 0.1 l b s . Focus effect: A f f l i c t i o n H a s t e I .


B o n u s types: A b i l i t y scores = e n h a n c e m e n t .
KnottebTurtlebone Ring Caster Level: 5th.
D e s c r i p t i o n : A beautiful piece o f mystical jewelry, this ancient M a r k e t P r i c e : 6,250 gp.
w o o d e n r i n g is d e c o r a t e d w i t h a k n o t t e d p a t t e r n o f a q u a m a r i n e i n S l o t : Finger.
t h e s h a p e o f t h e g r e a t t u r t l e , t h e a n i m a l i s m t o t e m o f t h e sea a n d W e i g h t : 0.1 lbs.
s t a b i l i t y . W i t h t h i s r i n g , t h e b e a r e r c a n f u n c t i o n u n d e r w a t e r as
upon the land. Ring O F Quintessence
P o w e r s : T h e wearer may always operate underwater w i t h o u t
D e s c r i p t i o n : T h e golems o f the C i t y of M i s t evidently provide
t h e n e e d f o r a i r , as p e r t h e enduring breath s p e l l . T h i s e f f e c t o n l y
t h e m a t e r i a l f o r t h e c r e a t i o n o f these r i n g s . T h o s e b r a v e a n d
o p e r a t e s w h e n t h e w e a r e r is s u b m e r g e d i n l i q u i d ; t h u s , t h i s r i n g is
p o w e r f u l e n o u g h t o seek o u t t h a t d r e a d p l a c e a n d o v e r c o m e t h e
o f n o use i n o t h e r airless c o n d i t i o n s .
g o l e m s h a v e r e p o r t e d s e l l i n g b r o k e n p o r t i o n s o f these golems t o
Str + 1 , h p + 6 , mana + 6 . magic-workers.
Bonws types: A b i l i t y s c o r e = a u g m e n t a t i o n . H i t p o i n t s = a u g - Powers: Int +1, mana +3.
mentation. Mana =augmentation. Bonus types: A b i l i t y s c o r e = a u g m e n t a t i o n . M a n a = a u g m e n t a -
Caster Level: 5th. tion.
M a r k e t P r i c e : 33,240 gp. Caster Level: 3rd.
Slot: Finger. M a r k e t P r i c e : 2,800 gp.
W e i g h t : 0.1 l b s . S l o t : Finger.
W e i g h t : 0.1 lbs.
EverQuest RPG: Game Master'sGuioe

Ring O F the Frost c a n b e w o r n w i t h f u l l sets o f a r m o r o r w i t h w r i s t o r f i n g e r i t e m s


w i t h n o penalty.
Spiders
P h y s i c a l D e s c r i p t i o n : H a n d i t e m s are m a d e o f c l o t h , l e a t h e r ,
Description: Made
a n i m a l hides, o r m e t a l . H a n d items made of metal typically have
from the webbing
AC 9, hardness 10, a n d 4 h p , w i t h a B r e a k D C 2 4 , w h i l e h a n d
and venom of
i t e m s c r a f t e d f r o m h i d e o r s i m i l a r less d u r a b l e m a t e r i a l s h a v e A C
velium stalkers,
9, hardness 4 , a n d 4 h p , a n d a Break D C o f 13.
these rings help
their owners to pre- A c t i v a t i o n : H a n d i t e m a b i l i t i e s are g e n e r a l l y u s e - a c t i v a t e d b y
serve p u r i t y o f b o d y w e a r i n g . A b i l i t i e s w i t h c h a r g e s o r uses p e r d a y are c o m m a n d w o r d
and clarity m i n d . activated.
Powers: Int + 1 , Wis + 1 , hp +6, R a n d o m G e n e r a t i o n : T o generate belts r a n d o m l y , r o l l o n
m a n a + 4 , p o i s o n resistance ( 4 ) , p o i s o n save + 1 . "Table 5-13: H a n d Items."

B o n u s types: A b i l i t y s c o r e s = e n h a n c e m e n t . H i t points =
Clay-Encrusteb GLoves
a u g m e n t a t i o n . M a n a = a u g m e n t a t i o n . Resistance = a u g m e n t a -
D e s c r i p t i o n : T h o u g h w e a r i n g gloves seems a n t i t h e t i c a l t o t h e
t i o n . Save = a u g m e n t a t i o n .
p r a c t i c e , these gloves m a g i c a l l y e n h a n c e t h e i r wearer's s k i l l a t
Caster Level: 3rd.
p o t t e r y - w o r k . W e a r e r s m a i n t a i n t h e i r sense o f f e e l e v e n w i t h t h e
Market Price: 14,500 gp. gloves o n . T h e s e gloves are a l w a y s c o v e r e d w i t h a layer o f w e t clay,
Slot: Finger. keeping the clay b e i n g w o r k e d moist and s m o o t h . S t o r i n g the
Weight: — . g l o v e s , h o w e v e r , is a h o p e l e s s l y m e s s y endeavor.
P o w e r s : T h e s e gloves grant t h e i r wearer a + 5 bonus t o T r a d e
Ring OFShaOocos S k i l l ( p o t t e r y ) checks.
D e s c r i p t i o n : T h i s i t e m has b e c o m e l e g e n d a r y a m o n g s t t h i e v e s Bonus types: S k i l l = e n h a n c e m e n t .
a n d assassins n o t n e c e s s a r i l y f o r i t s p o t e n c y , b u t r a t h e r f o r i t s
Caster Level: 2nd.
a v a i l a b i l i t y . Q u i t e a f f o r d a b l e y e t e f f e c t i v e , t h e s e s i m p l e brass r i n g s
Market Price: 520 gp.
s e e m t o b e i n s t e a d y s u p p l y , a f a c t , i t seems, t h a t is n o t well
appreciated b ythose interested i n m a i n t a i n i n g law a n d order. Slot: Hands.
W e i g h t : 0 . 8 lbs.
P o w e r s : A s an attack a c t i o n , the wearer o f this r i n g may i n v o k e
a n e f f e c t i d e n t i c a l t o t h e gather shadows s p e l l . E a c h r i n g h o l d s o n l y
three charges o f this effect.
Frosteb GLoves
D e s c r i p t i o n : T h e s e b l a c k g l o v e s are l i n e d inside w i t h s h o r t f u r
Dex +1.
f r o m some u n k n o w n a n i m a l . T h e y keep one's hands amazingly
B o n u s types: A b i l i t y s c o r e = e n h a n c e m e n t .
w a r m , e v e n a m i d t h e snows o f Everfrost. A r c a n e spellcasters f i n d
Activation: Use Activated. t h e m especially useful, b o t h f o r t h ee n h a n c e m e n t o f mental
Caster Level: 5th. faculties they p r o v i d e and for k e e p i n g t h e i r fingers flexible while
M a r k e t P r i c e : 2,455 gp. performing somatic components i nchilly conditions.
Slot: Finger. P o w e r s : I n t + 2 , c o l d r e s i s t a n c e ( 4 ) , c o l d save + 1 .
W e i g h t : 0.1 l b s . Bonus types: A b i l i t y s c o r e = e n h a n c e m e n t . R e s i s t a n c e = a u g -
m e n t a t i o n . Save = a u g m e n t a t i o n .
Hands Caster Level: 6th.
M a r k e t P r i c e : 5,560 gp.
Hand items generally mean e i t h e r gloves o r gauntlets. T o
receive a n y b e n e f i t f r o m a p a i r o f h a n d items, b o t h m u s t be w o r n . Slot: Hands.
A l t h o u g h h a n d items c a n be c l u m s y if a t t e m p t i n g t o d o f i n e w o r k , Weight: 1 lb.
t h e y n e v e r i m p e d e a character's a b i l i t y t o f i g h t o r cast spells. T h e y
GauntLetsOF Mortality
Description: T h o u g h many powerfulad-
Table 5-13: Hanb Items v e n t u r e r s argue o v e r these i t e m s ' effectiveness,
n o o n e argues o v e r t h e i r a p t n a m e . These
Minor Medium Major Epic Item Name Market Price
g a u n t l e t s are q u i t e v a l u a b l e t o m a n y w h o risk
01-30
— — — Clay-Encrusted Gloves 5 2 0 gp
t h e i r lives f o r a l i v i n g . M o s t wearers take b o t h
31-60
— — — Griffon Talon Gloves 3,437 gp t h e n a m e a n d t h e i t e m ' s s e v e r e d r a w b a c k s as
61-80 01-05
— — Frosted Gloves 5 , 5 6 0 gp unsubtle reminders of how frequently adven-
t u r i n g b r i n g s t h e m close t o d e a t h .
81-90 06-10
— — White Satin Gloves 5 , 7 0 0 gp
Powers: Str+ 4 , Dex +3, C o n - 3 , Cha - 2 ,
91-100 11-15
— — Trakanasaur-Hide Gloves 5,712 gp
a l l resistances (-2).
— 16-45
— — Stalker Gauntlets 9 , 4 4 0 gp
B o n u s types: A b i l i t y scores = e n h a n c e -
— 46-75 01-05
— Gauntlets of Mortality 11,400 gp
m e n t . Resistance = e n h a n c e m e n t .
— 76-90 06-10
— Gloves of the Rock Climber 17,500 gp
Caster Level: 8 t h .
— 91-95 11-20
— Woven Bark Gloves 1 7 , 6 0 0 gp
M a r k e t Price: 11,400 gp.
— — 21-30
— Gauntlets of Potence 1 9 , 0 0 0 gp
Slot: Hands.

— — 31-40
— Primitive Leather Gloves 1 9 , 0 0 0 gp W e i g h t : 0.3 l b s .

— — 41-50
— Laoch Combat Gauntlets 1 9 , 6 0 0 gp

— — 51-60
— T e r r o r Gauntlets 2 4 , 6 0 5 gp Gauntlets O F Potence
— 96-100 61-65
— Gloves of Fire 3 3 , 4 0 0 gp Description: W h e n w o r n , these sturdy
l e a t h e r g a u n t l e t s cause t h e w e a r e r t o a p p e a r
— — 66-75
— Sporali Gloves 3 9 , 9 6 0 gp
larger a n d m o r e physically p o w e r f u l . T h o u g h
— — 76-85 01-05 Onyx Gauntlets 5 7 , 2 0 0 gp
t h e w e a r e r d o e s n ' t a c t u a l l y c h a n g e size, h e o r
— — 86-95 21-60 Twisted Steel Gauntlets 5 9 , 4 0 0 gp she does s e e m m o r e i m p o s i n g , a n d does g a i n

— — 96-100 61-100 Mithril Gauntlets 7 1 , 6 0 0 gp considerably increased s t r e n g t h and physical

138
Chapter Five: Magic Items

capability. Some w h o wear these gauntlets let the rush o f power Caster L e v e l : 3rd.
affect their judgment, usually to i l l effect. M a r k e t P r i c e : 3,437 gp.
Powers: These gauntlets effectively grant their wearer the Slot: Hands.
H a n d to H a n d and Improved H a n d to H a n d combat feats, W e i g h t : .5 lbs.
regardless o f prerequisites, as well as a +5 bonus to I n t i m i d a t e
checks. I n addition, the wearer gains the f o l l o w i n g bonus: Laoch Combat Gauntlets
Str +4. D e s c r i p t i o n : These light gauntlets are made by the draconic
Bonus types: A b i l i t y score = enhancement. S k i l l = morale. laochs for use i n ritual combat. T h e magical benefits of the
Caster L e v e l : 12th. gauntlets are almost negligible to these enormous creatures, but
M a r k e t P r i c e : 19,000 gp. their enchantments make the handwear more durable during
Slot: Hands. their earth-shaking battles. Because o f the gloves' ritual use, a
laoch w o u l d n o t even t h i n k of wearing t h e m to fight i n real
W e i g h t : 3 lbs.
combat. T h e gauntlets are often found lying about, sometimes
tucked under scales, after a laoch's defeat.
Gloves O F Fire
Powers: These gauntlets grant their wearer the H a n d to H a n d
D e s c r i p t i o n : These gloves are heavy, but n o t clumsy, and wear
feat and all W e a p o n Class Proficiency feats for melee weapons.
well w i t h nearly any color or style of c l o t h i n g .
A d d i t i o n a l l y , they grant their wearer the following bonuses:
Powers: A t w i l l , as an attack a c t i o n , the wearer o f these gloves
S t r + 2 , Dex +2, C o n + 1 .
may cast the fingers of fire* spell. T h e wearer uses her o w n mana
pool to power this spell, as i f she were casting one o f her o w n Bonus types: A b i l i t y scores = enhancement.
prepared spells (mana 8; Reflex half, D C 19). A d d i t i o n a l l y , the Caster L e v e l : 6 t h .
wearer gains the following bonuses: M a r k e t P r i c e : 19,600 gp.
Dex +3, C h a + 2 , mana +2, fire resistance ( 3 ) , fire save + 1 . Slot: Hands.
Bonus types: A b i l i t y scores = enhancement. M a n a = enhance- W e i g h t : 3 lbs.
ment. Resistance = enhancement. Save = enhancement.
A c t i v a t i o n : Spell Trigger (magician, wizard) [fingers of fire], Mithril G a u n t l e t s
Use A c t i v a t e d (all other benefits). D e s c r i p t i o n : These finely crafted gauntlets have an inner layer
Caster L e v e l : 9 t h . o f supple leather w i t h small, overlapping plates of m i t h r i l layered
M a r k e t Price: 33,400 gp. on top, completely covering the wearer's hands. M i t h r i l is m u c h
lighter and more flexible, yet harder t h a n n o r m a l metal, and the
Slot: Hands.
gauntlets thus allow remarkable flexibility i n finger and wrist
W e i g h t : 2 lbs. movement.
* Errata: I n the EverQuest: Player's Handbook, p. 262, this
Powers: Str +3, Dex +4, h p +19, cold resistance ( 6 ) , cold
spell is misprinted as "fires o f fire."
save +2.
Bonus types: A b i l i t y scores = enhancement.
GlovesoFtheRockClimber
H i t points = enhancement. Resistance = en-
D e s c r i p t i o n : These black leather gloves cover the
hancement. Save = enhancement.
wearer's arm nearly up to the elbow. T h e y allow their
Caster L e v e l : 12th.
wearer to c l i m b almost any vertical surface w i t h little
effort, and even to hang for extended periods o f time M a r k e t P r i c e : 71,600 gp.
if necessary. Slot: Hands.
W e i g h t : 3.7 lbs.
Powers: These gloves grant their wearer a + 1 0
bonus to C l i m b checks. Further, the wearer never
becomes fatigued as a result of c l i m b i n g . I n a d d i t i o n , Onyx Gauntlets
the gloves grant the following bonuses: D e s c r i p t i o n : Made up of a mosaic of t i n y
Str+2, Dex+2, C o n + 1 . o n y x chips, these gauntlets are a wonder o f
magic simply i n their construction.
Bonus types: A b i l i t y scores = enhancement. S k i l l =
. T h e chips' many facets sparkle i n
enhancement.
J\ any light, but are as durable as
M a r k e t P r i c e : 17,500 gp.
Jj\ steel. T h e y protect their wearer
Slot: Hands. gtom from nearly any element, and a
W e i g h t : 4.5 lbs. wearer can feel the increased
v i t a l i t y simply by p u l l i n g
GriFFon Talon GLoves the gauntlets o n .
D e s c r i p t i o n : These lightweight metal-re Powers: H p +25, mana
inforced leather gloves are adorned w i t h 12, all resistances ( 1 ) .
griffon talons on the knuckles, making t h e m
Bonus types: H i t points = aug-
ideal for combat purposes. mentation. Mana
Powers: Griffon t a l o n gloves are c o n - augmentation. Resistances =
sidered hand items, but they also function augmentation.
as clawed handwraps w i t h a +1 bonus Caster L e v e l : 12th.
to attacks.
M a r k e t Price: 57,200
Griffon T a l o n Gloves ( l d 4 , delay
gP-
4; A C 6, hardness 11,3 hp, Break
Slot: Hands.
D C 24)
W e i g h t : 2 lbs.
Str + 1 .
Bonus types: A b i l i t y score
= enhancement. A t t a c k =
enhancement.
EverQuest RPG: Game Master's Guioe

Primitive Leather GLoves opponent for melee damage w i t h the gauntlets, he may force that
Description: T h e craftsmanship of these gloves is amazingly opponent to make a W i l l save ( D C 18) or be panicked for l d 6
poor. T h e leather seems almost accidentally cured, and the rounds. T h i s also is a mind-affecting fear effect.
stitching leaves large gaps i n the construction. I f n o t for the T e r r o r Gauntlets ( l d 3 + l , delay 4; A C 6, hardness 11,5 hp,
magical resonance, most observers w o u l d n ' t believe they were Break D C 25)
magic items. Nevertheless, the magic i n the gloves is consider- H p + 5 , all resistances ( 1 ) .
able, enhancing the physical prowess of those w h o d o n ' t m i n d the Bonus types: A t t a c k = enhancement. Damage = enhancement.
gloves' awful appearance. H i t points = augmentation. Resistances = augmentation.
Powers: Str +3, C o n +3. Activation: Use A c t i v a t e d .
Bonus types: A b i l i t y scores = augmentation. Caster L e v e l : 5 t h .
Caster Level: 9 t h . Market Price: 24,605 gp.
Market Price: 19,000 gp. Slot: Hands.
Slot: Hands Weight: 2.5 lbs.
Weight: 2.2 lbs.
Trakanasaur-Hibe GLoves
SporaLi Gloves Description: These gloves are made from the t h i c k hide of the
Description: These t h i n gloves f i t so snugly that wearers find fiercely carnivorous trakanasaurs, found i n the jungles and moun-
they can do even fine w o r k like sewing or k n o t - t y i n g w h i l e tains o f Kunark. Trakanasaur claws are usually affixed to the
wearing t h e m . T h e i r effect becomes obvious once they have been knuckles o f the gloves, a l l o w i n g t h e m to be used as weapons.
donned: the wearer does everything w i t h unnatural speed, from These gloves are surprisingly light for all their bulk.
fighting to eating. A s a result, she has slightly lessened resistances Powers: These gloves are considered hand items, but they also
because her body burns so m u c h energy. function as clawed handwraps.
Powers: T h e wearer o f these gloves is under a c o n t i n u a l haste Trakanasaur-Hide Gloves ( l d 4 , delay 4; A C 6, hardness 3, 3
(2) effect (this grants a +1 haste bonus to A C and one a d d i t i o n a l hp, Break D C 22)
attack a c t i o n every t h i r d r o u n d ) . T h i s constant speed extends Str + 2 , acid resistance ( 2 ) , disease resistance ( 2 ) .
even to the wearer's metabolism, causing her to eat more, for
Bonus types: A b i l i t y score = enhancement. Resistances =
instance. However, she also gains the f o l l o w i n g penalties:
enhancement.
Disease resistance ( - 1 ) , poison resistance ( - 1 ) .
Caster L e v e l : 6 t h .
Bonus types: Resistance = N o n e .
Market Price: 5,712 gp.
Caster L e v e l : 9 t h .
Slot: Hands.
Market Price: 39,960 gp.
Weight: 0.4 lbs.
Slot: Hands.
Weight: 1 lb. TioisteO Steel Gau nt lets
Description: T h e magic o f these gauntlets is unusually power-
Stalker Gauntlets ful, but is unstable; spellcasters sometimes feel uneasy h o l d i n g or
Description: These nondescript b r o w n leather gauntlets barely wearing t h e m , as i f the gauntlets w i l l burst from the mana stored
register as magical. Wearers often speak of a faint urge to h u n t w i t h i n t h e m . T h e secret o f twisted steel allows the gauntlets to
their opponents d o w n rather t h a n k i l l t h e m o u t r i g h t . Most safely c o n t a i n such magic. M a n y blacksmiths would trade all they
wearers of such items are w o n t to d o so anyway, however, so their have t o learn such a secret, were a master s m i t h w i t h the requisite
reports are n o t entirely conclusive. skill to be found.
Powers: These gauntlets provide their wearer a +4 bonus o n Powers: These gauntlets bestow one negative level upon any
Sneak checks and o n Wilderness Lore checks made for tracking. spellcaster (dedicated or h y b r i d ) w h o dons t h e m for every 2 points
W h e n e v e r the wearer would engage a foe o f equal or fewer H i t by w h i c h she fails a W i l l save against D C 2 1 ; thus, if this save is
Dice i n combat, he must succeed at a W i l l check ( D C 14) or first successful, the wearer may always d o n the gloves freely, w i t h o u t
spend 1 r o u n d d o i n g something other t h a n attacking the foe, thus penalty. I f the save fails, the negative level(s) remain whenever
a l l o w i n g it a chance to flee. and for as long as the gauntlets are w o r n by that individual, and
Str +2, Dex +2. disappear only w h e n they are removed. These negative level(s)
Bonus types: A b i l i t y scores = enhancement. Skills = enhance- never result i n actual level loss, but cannot be overcome i n any
ment. way ( i n c l u d i n g lifeforce spells or the l i k e ) while the gauntlets are
w o r n . O n c e the wearer gains a level i n any spellcasting class, she
Caster L e v e l : 4 t h .
may attempt a new W i l l saving t h r o w ( D C 21) to see if she has
Market Price: 9,440 gp.
overcome the negative level penalty; this check may be repeated
Slot: Hands every time the character gains a spellcasting level, u n t i l she
Weight: 0.1 lbs. masters the unstable magic o f the gauntlets.
Twisted steel gauntlets are considered hand items, but they also
Terror Gauntlets f u n c t i o n as spiked gauntlets w i t h a +3 bonus t o attacks and a +3
Description: These spiked metal gauntlets look fearsome, but bonus to damage.
the true quality o f the terror they inspire lies i n their magical Twisted Steel Gauntlets ( l d 3 + 3 , delay 4; A C 6, hardness 13,7
ability to strike fear, i n t o the hearts o f b o t h their wearer and the hp, Break D C 27)
wearer's opponents. O n l y the powerful and the fearless wear these
Str + 5 , A C +2.
gauntlets effectively.
Bonus types: A b i l i t y score = enhancement. A C = enhance-
Powers: These gauntlets are considered h a n d items, but they
ment. A t t a c k = enhancement. Damage = enhancement.
also function as spiked gauntlets w i t h a +1 bonus to attacks and
damage. Caster L e v e l : 11th.
Market Price: 59,400 gp.
Creatures w i t h 10 H D or less w h o d o n these gauntlets are
considered shaken while wearing t h e m ; this is a mind-affecting Slot: Hands.
fear effect. T h r e e times per day, w h e n the wearer strikes an Weight: 3 lbs.

7i?\f 1 4 0
Y f
v f
.
Chapter Five: Magic Items

White Satin Gloves


Description: T h e s e d e l i c a t e , n e a r l y gossamer white
Table 5-14: Hanb-to-Hanb Weapons
gloves f i t snugly o n any wearer's hands. O n c e w o r n , t h e y Minor Medium Major Epic Item Name Market Price
p r o v i d e superior resistance t o fire, at t h e expense o f
w e a k e n i n g a l l o t h e r resistances. H o w e v e r , t h e y are e x c e l -
01-90
— — — Horns of the Beast 6,102 gp

lent gloves w h e n f i g h t i n g fire-oriented o p p o n e n t s .


91-100 01-10
— — Horns of the Spirits 10,552 gp

P o w e r s : H p + 6 , m a n a + 4 , fire resistance ( 1 2 ) , a l l o t h e r — 11-40


— — Khaliz's Katar 14,202 gp

resistances ( - 2 ) , f i r e save + 3 . — 41-70


— — Yeken's Katar 18,727 gp

B o n u s types: H i t p o i n t s = a u g m e n t a t i o n . M a n a = a u g - — 71-90 01-05


— Claws of the Huntress 23,312 gp

mentation. Resistances = a u g m e n t a t i o n . Save = — 91-100 06-10


— Bladed Thulian Claws 3 6 , 6 4 4 gp

augmentation.
— — 11-35
— Fireclaw Talons 4 5 , 4 3 7 gp
Caster Level: 6 t h .
— — 36-60
— Black-Bladed Ulak 5 0 , 3 2 0 gp
M a r k e t P r i c e : 5,700 gp.
— — 61-80
— Zekhas's Katar 6 8 , 3 0 2 gp
Slot: Hands.
— — 81-90 01-05 Khashek's Katar 138,827 gp
W e i g h t : 0.1 lbs.
— — 91-100 06-30 Gold-Inlaid Ulak 1 8 6 , 6 5 0 gp

Woven Bark GLoves — — — 31-100 Glowing Mithril Ulak 1 , 9 6 7 , 8 0 0 gp

D e s c r i p t i o n : E v e n at a g l a n c e , these gloves are c l e a r l y


made of bark, carefully w o v e n i n t o gloves w i t h patience
and, most certainly, some f o r m o f wood-shaping magic. T h e bark
is t a k e n f r o m i r o n w o o d t r e e s f o u n d o n l y i n t h e U n k e m p t W o o d .
D r u i d s n e v e r s e l l o r g i v e a w a y t h i s p r i z e , so a n y o u t s i d e r w e a r i n g
Ancestral Spirit Katars
the bark must have stolen it. S u c h thieves w h o visit the U n k e m p t D e s c r i p t i o n : A n u m b e r o f V a h S h i r o v e r t h e years h a v e m a d e
W o o d should consider themselves forewarned... a n a m e for themselves i n t h e i r travels o n the m o o n . U n f o r t u -
n a t e l y , m a n y o f t h e m also f a i l t o r e t u r n . M o s t o f t h o s e w h o d i e j o i n
P o w e r s : S t r + 1 , D e x + 3 , h p + 7 , sonic resistance ( 2 ) .
their fellows i n the spirit realm; some c a n n o t make the transition
Bonus types: A b i l i t y scores = enhancement. H i t points =
to t h a t place, however, a n d instead become o n e w i t h their
e n h a n c e m e n t . Resistance = e n h a n c e m e n t .
weapon, their spirit infusing the weapon w i t h power; their u n -
Caster Level: 5 t h . usual properties are e v i n c e d b y t h e i r u n n a t u r a l luster a n d
M a r k e t P r i c e : 17,600 gp. surprisingly light weight.
Slot: Hands.
W e i g h t : 0.1 l b s . Khaliz's Katar
Description: K h a l i z was l o s t s o m e w h e r e i n t h e l a b y r i n t h i n e
caves o f t h e N e t h e r b i a n lair, l o s i n g his life t o t h e f u n g o i d m u t a n t s
i n t h e area.
P o w e r s : T h i s r a t h e r large i r o n p u n c h i n g dagger has a + 2 b o n u s
t o a t t a c k s a n d d a m a g e , as w e l l as t h e massive a b i l i t y .
K h a l i z ' s K a t a r ( l d 4 + 2 , d e l a y 5; A C 6 , h a r d n e s s 1 2 , 4 h p , B r e a k
DC 26)
D e x + 1 , h p + 4 , c o l d resistance ( 1 ) .
Bonus types: A b i l i t y s c o r e = a u g m e n t a t i o n . A t t a c k = e n h a n c e -
m e n t . Damage = e n h a n c e m e n t . Resistance = a u g m e n t a t i o n .
Caster Level: 6 t h .
M a r k e t P r i c e : 14,202 gp.
Slot: H a n d to H a n d .
W e i g h t : 1.3 l b s .

Khashek's Katar
D e s c r i p t i o n : K h a s h e k lost his life f i g h t i n g t h e Shissar a b o m i -
Hant)-to-Hant> Weapons n a t i o n l o n g ago, d u r i n g a n assault u p o n t h e V a h S h i r i n t h e i r early
T h i s class o f w e a p o n s g e n e r a l l y i n c l u d e s c e r t a i n g a u n t l e t s , f i s t days o n t h e m o o n t h a t w o u l d h a v e e n d e d t h e t h e i r e x i s t e n c e
wraps, and claws. altogether h a d i t n o t been for Khashek's h o n o r a b l e sacrifice.
P h y s i c a l D e s c r i p t i o n : M o s t w e a p o n s i n t h i s c a t e g o r y are m e t a l P o w e r s : T h i s p u n c h i n g dagger has a + 4 b o n u s t o a t t a c k s a n d a
a n d designed t o f i t o v e r t h e h a n d w i t h o u t r e s t r i c t i n g t h e wearer's + 5 b o n u s t o d a m a g e . I t c a n a l s o p r o c e s s ( P r o c D C 2 1 ) t h e siphon
a b i l i t y t o p i c k u p or m a n i p u l a t e objects. T h e y c a n be w o r n w i t h life s p e l l ( F o r t h a l f , D C 2 1 ) u p o n i t s t a r g e t , t r a n s f e r r i n g i t s t a r g e t ' s
hand, wrist, or finger items w i t h n o penalty. Statistics for c o m m o n h i t p o i n t s t o t h e w i e l d e r i f successful.
weapons can be found i n " T a b l e 5-2: Typical Hardness, H i t
K h a s h e k ' s K a t a r ( l d 3 + 5 a n d siphon life p r o c , d e l a y 4 ; A C 6 ,
Points, and B r e a k D C s for C o m m o n Items"; extrapolate other
hardness 14, 6 h p , Break D C 2 9 )
i t e m s ' statistics f r o m these samples, w h e n necessary. Each + 1
D e x + 4 , h p + 1 9 , c o l d r e s i s t a n c e ( 3 ) , c o l d save + 1 .
e n h a n c e m e n t bonus t o attacks adds 1 p o i n t t o a weapon's h a r d -
ness a n d h i t p o i n t s , a n d e a c h + 1 e n h a n c e m e n t b o n u s t o d a m a g e Bonus types: A b i l i t y s c o r e = a u g m e n t a t i o n . A t t a c k = e n h a n c e -
adds 1 p o i n t t o a w e a p o n ' s B r e a k D C . A t t a c k e r s c a n n o t d a m a g e m e n t . Damage = e n h a n c e m e n t . Resistance = a u g m e n t a t i o n . Save
m a g i c w e a p o n s u n l e s s t h e a t t a c k b o n u s o f t h e s t r i k i n g w e a p o n is = augmentation.
a t least as h i g h as t h e s t r u c k w e a p o n ' s a t t a c k b o n u s . Caster Level: 14th.
A c t i v a t i o n : H a n d - t o - h a n d w e a p o n s are use-activated unless Market Price: 138,827 gp.
otherwise specified i n t h e i r description. Slot: H a n d to H a n d .
Random Generation: T o generate hand-to-hand weapons W e i g h t : 0.8 lbs.
randomly, roll o n "Table 5 - 1 4 : Hand-to-Hand Weapons."
EverQuest RPG: Game Master's Guioe

Yeken's Katar
D e s c r i p t i o n : Y e k e n was a s t u d e n t o f K h a s h e k , a n d c a r r i e d o n
his master's t r a d i t i o n s i n m a n y ways. D u r i n g a h a t t l e w i t h t h e
Shissar h e was f o r c e d t o flee i n t o t h e d a n g e r o u s c a n y o n s o f M o n s
L e t a l i s , w h e r e , l e g e n d s say, h e p e r i s h e d .
P o w e r s : T h i s p u n c h i n g dagger has a + 2 b o n u s t o a t t a c k s a n d a
+3 bonus t o damage.
Yeken's Katar ( l d 3 + 3 , delay 4 ; A C 6, hardness 12, 4 h p ,
Break D C 2 7 )
D e x + 2 , h p + 6 , c o l d resistance ( 1 ) .
B o n u s types: A b i l i t y s c o r e = a u g m e n t a t i o n . A t -
tack = enhancement. Damage = enhancement.
Resistance = a u g m e n t a t i o n .
Caster Level: 7th.
M a r k e t P r i c e : 18,727 g p .
Slot: Hand t o Hand.
W e i g h t : 1.1 l b s .

Zekhas's Katar
D e s c r i p t i o n : Z c k h a s is a r e l a t i v e l y
recent hero o fthe V a h Shir. H e trav-
e l e d o n m a n y quests t o f i g h t t h e C o t e r i e
of the Tenebrous M o u n t a i n s and killed
m a n y o f t h e i r k i n d . H o w e v e r , legends
have his life e n d i n g i n those m o u n -
t a i n s as w e l l .
P o w e r s : T h i s p u n c h i n g dagger has
a + 4 bonus t o attacks a n d damage. I t
c a n a l s o p r o c e s s ( P r o c D C 2 0 ) a n ignite
spell (Fort half, D C 19) u p o n its target.
Z e k h a s ' K a t a r ( l d 3 + 4 a n d ignite p r o c ,
delay 4 ; A C 6, hardness 1 4 , 6 h p , Break D C 2 8 )
Caster Level: 9 t h .
Dex + 3 , h p + 1 4 , c o l d resistance ( 2 ) .
B o n u s types: A b i l i t y s c o r e = a u g m e n t a t i o n . A t t a c k = e n h a n c e - M a r k e t Price: 50,320 gp.

m e n t . Damage = e n h a n c e m e n t . Resistance = a u g m e n t a t i o n . Slot: Hand t o Hand.

Caster Level: 12th. W e i g h t : 0.9 lbs.


M a r k e t Price: 68,302gp.
Slot: H a n d t o H a n d .
Blaoeo Thulian C la cos
W e i g h t : 0.9 lbs. D e s c r i p t i o n : N a m e d after t h e god o f fear h i m s e l f , C a z i c - T h u l e ,
these claws look like for-
w a r d - c u r v i n g dagger blades
m o u n t e d o n t h e back o fa
ULaks h e a v y g l o v e . T h e y first m a d e

T h e s e esoteric w e a p o n s are p r i m a r i l y used b y V a h S h i r , b u t h a v e c o m e t o b e a f a v o r e d w e a p o n their appearance amongst

a m o n g b e a s t l o r d s o f a l l r a c e s . T h e y c o m e i n m a n y u n i q u e s h a p e s , b u t a r e g e n e r a l l y f a s h i o n e d as a the tribes o f t h e lizard-like

h a n d l e set b e h i n d t h e c e n t e r o f a c r e s c e n t - m o o n - s h a p e d s c y t h i n g blade. I n close quarters, folk that worship the G o d o f

e x p e r i e n c e d u l a k w i e l d e r s a r e c a p a b l e o f s l a s h i n g h o r r e n d o u s w o u n d s i n t o o p p o n e n t s ' v i t a l areas. Fear i n t h e f e t i d jungles o f


the Feerrott. Since t h e n they
Weapon Cost Damage Critical Weight Type Delay Size
have proliferated, allowing
Ulak 20 g ld6 x3 31b. HtH (slashing) Quick Medium
P
C a z i c - T h u l e t o i n s p i r e fear
in their wake.

Powers: These items


function as clawed
h a n d w r a p s w i t h a + 2 b o n u s t o a t t a c k s a n d d a m a g e , as w e l l as t h e
Other Hano-to-Hanb Weapons speed a b i l i t y .
B l a d e d T h u l i a n C l a w s ( l d 4 + 2 , d e l a y 3; A C 6 , h a r d n e s s 1 2 , 4
Black-Blaoeb Ulak
hp, Break D C 2 5 )
D e s c r i p t i o n : T h i s s t r a n g e w e a p o n is m a d e e n t i r e l y o f a s t r a n g e
B o n u s types: A t t a c k = e n h a n c e m e n t . D a m a g e = e n h a n c e m e n t .
black metal native t o t h e moon's crust, yet i t weighs little.
Caster Level: 6th.
E n c h a n t m e n t s f r o m t h e arcane masters o f Grieg's E n d give i t its
magical properties. M a r k e t Price: 36,644 gp (pair).

P o w e r s : T h i s u l a k h a s a + 3 b o n u s t o a t t a c k s a n d d a m a g e , as w e l l Slot: Hand t o Hand.


as t h e speed a b i l i t y . W e i g h t : 3 lbs.
Black-Bladed U l a k ( l d 6 + 3 , delay 3; A C 6, hardness 1 3 , 1 3 h p ,
Break D C 2 7 )
C la L D S O F the Huntress
Str + 2 , W i s + 2 , h p + 1 4 , m a n a + 9 , magic resistance ( 2 ) . D e s c r i p t i o n : T h e s e weapons o r i g i n a t e f r o m t h e claws o f some
fierce m o o n - d w e l l i n g creature. Properly harvested a n d prepared,
B o n u s types: A b i l i t y s c o r e s = a u g m e n t a t i o n . A t t a c k = e n h a n c e -
its c l a w s c a n b e m a d e i n t o t h i s e f f e c t i v e w e a p o n .
ment. Damage = enhancement. H i t points = augmentation.
M a n a = a u g m e n t a t i o n . Resistance = a u g m e n t a t i o n . P o w e r s : T h i s i t e m f u n c t i o n s as a c l a w e d h a n d w r a p w i t h a + 2
b o n u s t o a t t a c k s a n d d a m a g e , as w e l l as t h e speed a b i l i t y .

142
Chapter Five: Magic Items
Claws of the Huntress ( l d 4 + 2 , G o l d - I n l a i d U l a k ( l d 8 + 5 , delay 5; A C 6, hardness 15, 15 hp,
delay 3; A C 6, hardness 8, 4 h p , Break D C 29)
Break D C 25) Str + 3 , W i s +3, h p +19, mana + 12, magic resistance ( 3 ) , magic
Dex + 2 . save + 1 .
Bonus types: A b i l i t y score Bonus types: A b i l i t y scores = augmentation. A t t a c k = enhance-
= augmentation. A t t a c k = en- ment. Damage = enhancement. Resistance = augmentation. Save
hancement. = augmentation.
Caster L e v e l : 6 t h . Caster L e v e l : 15th.
M a r k e t P r i c e : 2 3 , 3 1 2 gp M a r k e t P r i c e : 186,650 gp.
single). Slot: H a n d to H a n d .
Slot: H a n d to H a n d . W e i g h t : 0.8 lbs.
W e i g h t : 0.8 lbs.
HornsOFtheBeast
Fireclato T a l o n s D e s c r i p t i o n : These weapons are made from parts of various
D e s c r i p t i o n : These weapons are beasts o f the m o o n , and are t h e n enchanted by the magics of the
made from the claws of large and Loda K a i . Such a weapon is typically composed o f a pair of horns
ancient underbulks of the caverns bound w i t h metal for a grip.
of the m o o n . I t requires meticu- P o w e r s : T h i s odd weapon is equivalent to a p u n c h i n g dagger
lously correct harvesting o f the w i t h a +1 bonus to attacks and damage.
body and several basic enchant-
H o r n s of the Beast ( l d 4 + l , delay 5; A C 6, hardness 6, 4 hp,
ments k n o w n to a number o f
Break D C 22)
spellcasters to craft firecla<w talons.
H p + 2 , mana + 2 .
Powers: T h i s item functions as a clawed handwrap w i t h a +3
bonus to attacks and a +2 bonus t o damage. I t can also process Bonus types: A t t a c k = enhancement. Damage = enhancement.
(Proc D C 20) the shock of flame spell (Reflex half, D C 19) upon H i t points = enhancement. M a n a = enhancement.
its target. Caster L e v e l : 3rd.
M a r k e t P r i c e : 6,102 gp.
Fireclaw Talons ( l d 4 + 2 and shock of flame proc, delay 4; A C 6,
Slot: H a n d to H a n d .
hardness 11, 5 h p , Break D C 24)
W e i g h t : 1.4 lbs.
Bonus types: A t t a c k = enhancement. Damage = enhancement.
Caster L e v e l : 9 t h .
Horns O F the Spirits
M a r k e t P r i c e : 45,437 gp (single).
D e s c r i p t i o n : These items are similar to horns of the beast, but are
Slot: H a n d to H a n d .
slightly more powerful.
W e i g h t : 2.5 lbs.
P o w e r s : T h i s weapon is equivalent to a p u n c h i n g dagger w i t h
a +1 bonus to attacks and damage.
Glocoing Mithril U l a k
H o r n s o f the Beast ( l d 4 + l , delay 5; A C 6, hardness 6, 4 hp,
D e s c r i p t i o n : T h i s strange weapon's head is made of a m i t h r i l
Break D C 23)
alloy and glows w i t h a faintly pulsing aura o f power. Mysterious
H p + 4 , mana + 2 .
runes cover the blade, seeming t o change from viewing to view-
ing. V a h Shir c l a i m this is one of their ancestral weapons, but the T h e following benefits, each marked w i t h an asterisk ( * ) , can
ancestor supposed to reside i n this weapon is u n k n o w n . Some also affect the wielder, but only one of these can be gained at any
have even claimed that it has m u l t i p l e souls i n h a b i t i n g it, g i v i n g one time. I t is a free action t o change from one of these benefits
it its extraordinary powers. I t is currently rumored to be i n the t o another, but only one such change can be made per round.
hands o f the foul Ssraezha, w h o w o n ' t wield the weapon for fear Dex + 1 *, C o n + 1 *, disease resistance ( 1 ) * , fire resistance ( 1 ) *
of its power t u r n i n g against t h e m . Bonus types: A b i l i t y scores = augmentation. A t t a c k = enhance-
Powers: T h i s ulak has a +6 bonus to attacks and damage, as ment. Damage = enhancement. H i t points = enhancement.
well as the hardness ability. I t can also process (Proc D C 23) aflame M a n a = enhancement. Resistances = augmentation.
of light spell (Reflex half, D C 23) o n its target. Caster L e v e l : 3rd.
G l o w i n g M i t h r i l U l a k ( l d 6 + 6 , delay 4; A C 6, hardness 1 8 , 1 6 M a r k e t P r i c e : 10,552 gp.
hp, Break D C 32) Slot: H a n d to H a n d .
Str + 4 , Dex + 3 , C o n + 3 , W i s + 4 , h p +25, mana +17, magic W e i g h t : 1.3 lbs.
resistance ( 6 ) , magic save + 2 .
Bonus types: A b i l i t y scores = enhancement. A t t a c k = enhance-
ment. Damage = enhancement. Resistance = enhancement. Save
Heab
= enhancement. Head items include a n y t h i n g w o r n chiefly to cover or protect
the head. T h e y include c o m m o n items such as hats, turbans, and
Caster L e v e l : 18th.
helmets, but also include less usual items like circlets, crowns, and
M a r k e t P r i c e : 1,967,800 gp. tiaras.
Slot: H a n d to H a n d .
Physical D e s c r i p t i o n : Head items are made from a wide variety
W e i g h t : 0.5 lbs. o f materials, but generally are made of either metal or c l o t h . M e t a l
head items typically have A C 7, hardness 10, 5 h i t points, and a
GoLO-lnLaiOULak Break D C of 28, w h i l e c l o t h head items have A C 7, hardness 0,
D e s c r i p t i o n : T h i s strange weapon is made entirely o f steel, 3 h i t points, and a Break D C of 10.
inlaid w i t h runes o f gold i n a language n o t of N o r r a t h . Despite its A c t i v a t i o n : Most head items' abilities are use-activated merely
considerable size and metal construction, i t weighs less t h a n a by wearing the i t e m . A b i l i t i e s w i t h charges or uses per day are
pound. generally c o m m a n d word activated.
Powers: T h i s ulak has a + 5 bonus to attacks and damage, as w e l l R a n d o m G e n e r a t i o n : T o generate head items randomly, roll
as the massive ability. I t can also process (Proc D C 21) a siphon life on " T a b l e 5 - 1 5 : H e a d Items."
spell (Reflex half, D C 22) o n its target, transferring its target's h i t
points to the wielder if successful.
EverQuest RPG: Game Master'sGuioe
c i r c l e t h o l d s o n l y f o u r charges o f this effect.
T h e c i r c l e t i t s e l f is i m m u n e t o f i r e d a m a g e .
Table 5-15: Heab Items
M a n a + 3 , f i r e r e s i s t a n c e ( 6 ) , f i r e save + 2 .
Minor Medium Major Epic Item Name Market Price
B o n u s types: M a n a = a u g m e n t a t i o n . R e s i s -
01-90 01-05 — — Kejekan T r i b a l Headband 5 , 8 5 0 gp
tance = a u g m e n t a t i o n . Save = a u g m e n t a t i o n .
— 06-20 — — Chieftain's Headdress 6 , 0 0 0 gp
A c t i v a t i o n : Spell Trigger (magician, wiz-
— 21-35 01-05 — Dark Circlet 7 , 5 5 0 gp ard) [supernova], Use Activation (mana,
91-100 36-45 — — Savant's Cap 9 , 0 1 0 gp resistance, save).

— 46-60 06-10 — Helm o f B r u t e Strength 9,105 gp Caster Level: 23rd.

— 61-75 — — Kerran Headband 9,125 gp M a r k e t P r i c e : 18,982 gp.

— 76-90 11-15 — Shazda T u r b a n 11,000 gp Slot: Head.

— 91-100 16-20 — Nightshade W r e a t h 1 2 , 0 6 0 gp Weight: 1lb.

— — 21-35 — Black Feathered Circlet 1 8 , 3 5 0 gp


Circlet O F Shaoocos
— — 36-50 — Circlet o f Fire 1 8 , 9 8 2 gp
Description: A black leather headband
— — 51-65 — Runed Cowl 2 0 , 2 5 0 gp decorated w i t h t h e dried finger bones o f some
— — 66-80 — Siryn-Hair Hood 3 0 , 6 0 0 gp h u m a n o i d , t h i s c i r c l e t is g r a n t e d as a m a d e o f
— — 81-90 — Circlet o f Shadows 4 0 , 4 3 5 gp courage t o the g o b l i n bodyguards o f t h e T e m p l e
of Droga, a deadly d u n g e o n full o f pits and
— — 91-100 01-100 Cursed Halo of Thought 5 0 , 0 0 0 gp
traps located i n t h e F r o n t i e r M o u n t a i n s . A
t r i b e o f g o b l i n s has i n h a b i t e d t h e t e m p l e f o r
some t i m e , a n d since t h e craftsmanship o f the
c i r c l e t does n o t l o o k t h e i r w o r k , these were
Black Feathereb Circlet presumably located w i t h i n the temple w i t h the goblins arrived
D e s c r i p t i o n : A beautiful c r o w n o f m u l t i h u e d feathers, this there.
i t e m is a n a m a z i n g t e s t a m e n t t o e a r t h b o u n d c r e a t u r e s ' e n v y o f
P o w e r s : T h e circlet's wearer may i n v o k e a n effect identical t o
f l i g h t . I t was first m a d e by t r i b a l races near t h e H o l l o w s h a d e M o o r ,
t h e gather shadows s p e l l a t w i l l , as a s t a n d a r d a c t i o n . T h e wearer
b u t q u i c k l y spread t h r o u g h o u t t h e c i v i l i z e d cultures o f N o r r a t h .
also gains t h e f o l l o w i n g benefits:
M a d e f r o m the feathers o f t h e S k r i e t a t ' C h a , t h i s i t e m allows its
wearer t o reach the heavens, if o n l y for a short t i m e . M a n a + 2 , disease r e s i s t a n c e ( 4 ) , p o i s o n r e s i s t a n c e ( 4 ) , disease
save + 1 , p o i s o n save + 1 .
P o w e r s : A s a standard a c t i o n , t h e wearer o f this device may
i n v o k e a n e f f e c t i d e n t i c a l t o t h e spirit of eagle s p e l l . E a c h c i r c l e t Bonus types: M a n a = e n h a n c e m e n t . Resistances = e n h a n c e -
holds o n l y three charges o f this effect. I n a d d i t i o n , t h e wearer m e n t . Saves = e n h a n c e m e n t .
gains t h e f o l l o w i n g benefits: A c t i v a t i o n : Use A c t i v a t i o n .

Int + 1 , W i s+ 1 , mana + 3 . Caster Level: 6 t h .

B o n u s types: A b i l i t y scores = e n h a n c e m e n t . M a n a = e n h a n c e - M a r k e t P r i c e : 40,435 gp.


ment. Slot: Head.
A c t i v a t i o n : Use A c t i v a t e d . W e i g h t : 0.1 l b s .
Caster Level: 25th.
M a r k e t Price: 18,350 gp.
Curseb Halo O F Thought
Slot: Head. D e s c r i p t i o n : T h i s m o s t c u r s e d o f o b j e c t s is b u t a s i m p l e g o l d e n
b a n d , g l e a m i n g w i t h a n i n n e r l i g h t as i f s a t u r a t e d i n m a n a . B u t t h e
W e i g h t : 1 lb.
h e r o t h a t f i n d s t h i s f o u l d e v i c e h a d best be w a r n e d : a n y b e n e f i t o n e
g a i n s is b a l a n c e d b y negative consequences. Blighted by t h e
ChieFtain's Heabbress
D o o m s h a d e s o f t h e U m b r a l Plains, t h i s f o u l c r o w n offers great
Description: T h e goblin chieftains of the Frontier Mountains p o w e r b u t a t equally great cost.
h a v e l o n g u p h e l d t h e t r a d i t i o n o f a c e r e m o n i a l headdress and
P o w e r s : T h e h a l o ' s w e a r e r g a i n s flowing thought III, b u t a l s o
a t t i r e t o suit t h e i r s t a t i o n . T h e headdress o f t e n takes o n t h e shape
suffers t h e f o l l o w i n g p e n a l t i e s :
o f various sun-bleached bones assembled i n an offensive m a n n e r
o n a c a p o f r a f f i a a n d w e e d - w o v e n f a b r i c . A s u n a t t r a c t i v e as t h i s A l l a b i l i t y scores - 2 , a l l r e s i s t a n c e s (-2).
c r o w n m i g h t be t o others, i t does g r a n t t h e royal h e a d u p o n w h i c h B o n u s types: A b i l i t y s c o r e s = e n h a n c e m e n t . Resistances =
i t rests c e r t a i n b e n e f i t s t o h e l p set i t a p a r t f r o m t h e r a b b l e . enhancement.

Powers: Str+1, Int +1, W i s + 1 . Caster Level: 9th.

Bonus types: A b i l i t y scores = a u g m e n t a t i o n . M a r k e t P r i c e : 50,000 gp.

Caster Level: 3rd. Slot: Head.

M a r k e t P r i c e : 6,000 gp. W e i g h t : 1.4 l b s .

Slot: Head.
OarkCirclet
W e i g h t : 1.2 lbs.
D e s c r i p t i o n : T h i s p l a i n b l a c k m e t a l l i c c i r c l e t is c r e a t e d b y d a r k
Circlet O F Fire e l v e n m a g i c a n d is p r e s e n t e d t o n e c r o m a n c e r s w h o u n d e r t a k e
missions i nthe n a m e o f N e r i a k .
D e s c r i p t i o n : F i v e w i r e - t h i n g o l d e n spires r i s e u p f r o m t h i s f i n e
g o l d e n c i r c l e t . T h e c e n t e r s p i r e h a s t w o s m a l l , r o u n d r e d s t o n e s set Powers: Int +2, C h a - 1 , h p +2.
i n t h e face. L i k e o t h e r m i g h t y a r t i f a c t s o f f l a m e a n d f i r e , these Focus effect: R e a n i m a t i o n E f f i c i e n c y I .
items are said t o b e e m p o w e r e d b y I x i b l a t Fer, a great fire B o n u s types: A b i l i t y scores = enhancement. H i t points =
e l e m e n t a l l o r d s u m m o n e d f r o m his n a t i v e plane a n d trapped o n enhancement.
the Material Plane. Caster Level: 6th.
P o w e r s : A w e a r e r w h o is a m a g i c i a n o r w i z a r d ( o r w h i c h is i t s e l f M a r k e t P r i c e : 7,550 gp.
a creature o f e l e m e n t a l fire) may i n v o k e a n effect i d e n t i c a l t o the Slot: Head.
supernova s p e l l ( R e f l e x h a l f , D C 3 3 ) as a s t a n d a r d a c t i o n . E a c h
W e i g h t : 0.2 lbs.

144
Helen O F Brute RunebCotol
Strength D e s c r i p t i o n : O n e o f the greatest artifacts o f the frogloks o f
D e s c r i p t i o n : W h i l e the G u k , these runed cowls seem n o w to be possessed by the undead
faction i n the deepest holes o f that place. Based o n the few that
name o f t h i s i t e m may
have been examined, it's t h o u g h t that the item must predate the
change depending o n the
froloks, but perhaps the added power over undead was added by
location o f its creation,
froglok g h o u l necromancers.
such helms are
k n o w n primarily Powers: I n t +3, W i s +2.
in association Focus Effect: R e a n i m a t i o n Efficiency I I .
w i t h the brutes Bonus types: A b i l i t y scores = enhancement.
o f the mountains Caster L e v e l : 10th.
of Kunark. M a r k e t P r i c e : 20,250 gp.
P o w e r s : Str +3. Slot: Head.
Bonus types:
W e i g h t : 0.3 lbs.
A b i l i t y score
= augmenta-
Savant's Cap
tion.
D e s c r i p t i o n : N o w a place i n r u i n , the once great property now
C a s t e r
k n o w n as the Estate of Unrest was home to families o f great
Level: 9th.
thinkers w h o must have had these caps fashioned i n order to allow
M a r k e t P r i c e : 9,105 gp.
t h e m to pursue even loftier subjects. A few o f the caps are found
Slot: Head.
around N o r r a t h , but the bulk presumably remain w i t h the undead
W e i g h t : 3 lbs.
o f that place.
Powers: I n t + 1 , W i s +1
KejekanTribaLHeabbanb Focus Effect: Reagent Conservation I I .
D e s c r i p t i o n : T h i s tribal headdress consists o f a simple red Bonus types: A b i l i t y scores = augmentation.
leather band w i t h a hardened nose guard and only m i l d decora-
Caster L e v e l : 5 t h .
t i o n . Elders of the Kejek Village, however, feel very strongly about
M a r k e t P r i c e : 9,010 gp.
this traditional magic i t e m . T h e methods of producing these
objects were handed d o w n from their distant forefathers, and i t is Slot: Head.
only a trusted outsider (or a clever thief) that would ever be gifted W e i g h t : 0.3 lbs.
w i t h this sacred headdress.
Powers: I n t + 1 , W i s + 1 , mana +4- Shazba Turban
Bonus types: A b i l i t y scores = enhancement. M a n a = enhance- D e s c r i p t i o n : Despite being the perhaps the
ment. friendliest o f peoples, the Kerrans are inexpli-
cably mistrusted by travelers o f most
Caster L e v e l : 3rd.
other races. T o encourage goodwill,
M a r k e t P r i c e : 5,850 gp.
one of the Kerran princes, Shazda,
Slot: Head. began to offer these turbans to
W e i g h t : 0.5 lbs. visitors w h o displayed even a
modest amount of friendliness.
Kerran Heabbanb H e q u i t i n disgust after re-
D e s c r i p t i o n : These headbands originated o n the Kerra c e i v i n g guests w h o came
Island, but their odd c o m b i n a t i o n of gifts and subtle design simply for the gift and n o t
have endeared t h e m to folk i n other parts o f N o r r a t h . T h e for the company.
simple leather strap threaded t h r o u g h several special Powers: Dex +3.
aqua-blue beads makes up the entirety o f this lovely Focus effect: Extended
yet functional piece o f magic.
Enhancement I .
Powers: S t r + 2 , W i s + 1 . Bonus types: A b i l -
Bonus types: A b i l i t y scores = augmentation. ity score =
Caster L e v e l : 6 t h . enhancement.
M a r k e t P r i c e : 9,125 gp. Caster Level:
Slot: Head. 9th.
W e i g h t : 0.1 lbs. Market Price:
11,000 gp.
Nig htshobe Wreath Slot: Head.
D e s c r i p t i o n : W o v e n from the sickly vines that W e i g h t : 0.2 lbs.
grow near the fearsome Castle M i s t m o o r e , this
headbands are understandably rare i n the outside
world.
Powers: I n t +2, W i s +2.
Focus effect: R e a n i m a t i o n Haste I .
Bonus types: A b i l i t y scores = enhancement.
Caster L e v e l : 6 t h .
M a r k e t P r i c e : 12,060 gp.
Slot: Head.
W e i g h t : 0.1 lbs.
EverQuestRPG: Game Master'sGuioe

Siryn-HairHoob S l o t : Legs.

D e s c r i p t i o n : It's said t h a t t h e h a i r used t o w e a v e these l u x u r i - W e i g h t : 6.5 lbs.


ous c o w l s m u s t be g i v e n freely b y a s i r y n t o a w o r s h i p p e r o f
Q u e l l i o u s , b u t t h e r e are l i k e w i s e a w f u l tales o f e v i l i n d i v i d u a l s B l a c k C h i t i n Leggings
w h o h a v e f o r c e d these l o v e l y m a i d e n s t o " o f f e r " t h e i r h a i r t o t h e m . D e s c r i p t i o n : T h e s e i n t e r e s t i n g leg c o v e r i n g s are easily c r a f t e d ,
T h e t r u t h o f s u c h s t o r i e s is u n v e r i f i e d , a n d , c o n s i d e r i n g t h e r a r i t y b u t c a n b e m a d e o n l y f r o m t h e c h i t i n o f d e a t h beetles. T h e s e
o f t h i s i t e m , i t is l i k e l y t o r e m a i n s o . v i c i o u s creature c a n be f o u n d o n l y deep inside t h e c a v e r n s o f the
P o w e r s : C h a + 4 , f i r e resistance ( 4 ) , f i r e save + 1 . L a v a s t o r m k n o w n as N a g a f e n ' s L a i r ( w h e t h e r o r n o t t h i s is t r u l y
where t h a t great dragon dwells). T h e y are p o w e r f u l , c u n n i n g
Focus Effect: Extended A f f l i c t i o n I I .
insects, a n d such i t e m s are thus u n d e r s t a n d a b l y rare.
B o n u s types: A b i l i t y s c o r e = a u g m e n t a t i o n . R e s i s t a n c e = a u g -
Powers: H p +2, mana +2.
m e n t a t i o n . Save = a u g m e n t a t i o n .
B o n u s types: H i t p o i n t s = a u g m e n t a t i o n . M a n a = a u g m e n t a -
Caster Level: 12th.
tion.
M a r k e t P r i c e : 3 0 , 6 0 0 gp.
C a s t e r L e v e l : 1st.
Slot: Head.
M a r k e t P r i c e : 1,850 g p .
W e i g h t : 0.2 lbs.
S l o t : Legs.
W e i g h t : 7.5 l b s .
Legs
T h e s e i t e m s a r e c l o t h i n g t h a t c o v e r t h e legs a n d g r o i n . S p e c i f i c Bone Legplates
examples include pants a n d kilts. T h e y c a n be w o r n under (or D e s c r i p t i o n : B o n e legplates c a n most o f t e n be f o u n d i n t h e
s o m e t i m e s o v e r ) e v e n f u l l sets o f a r m o r w i t h n o p e n a l t y . w e s t e r n P l a i n s o f K a r a n a . A n u m b e r o f t h e ogres here c o n s t r u c t
P h y s i c a l D e s c r i p t i o n : L e g i t e m s are a l m o s t always made o f armor a n d other w o r n items f r o m a cache o f bones they discov-
c l o t h , t h o u g h t h e y c o m e i n a n e a r l y i n f i n i t e a r r a y o f styles a n d ered, a n d e v e n t u a l l y realized t h a t these bones s o m e h o w made
colors. T h e s e items t y p i c a l l y h a v e A C 6 , hardness 2, 3 h p , a n d a t h e m feel m o r e vigorous. T h e clever y o u n g ogre w h o first discov-
B r e a k D C o f 10. e r e d t h i s p r o p e r t y ( a n d w h o is, c u r i o u s l y , t h e o n l y o g r e n o w l i v i n g
A c t i v a t i o n : M o s t l e g i t e m a b i l i t i e s are use-activated b y wear- t h a t is p r i v y t o t h e s e c r e t l o c a t i o n o f t h e b o n e - p i l e ) h a s r i s e n t o a
i n g . A b i l i t i e s w i t h c h a r g e s o r uses p e r d a y a r e o f t e n c o m m a n d position ofprominence w i t h the clan.
word activated. P o w e r s : A l t h o u g h t e c h n i c a l l y a leg i t e m , these legplates p r o -
R a n d o m G e n e r a t i o n : T o generate leg i t e m s r a n d o m l y , r o l l o n t e c t as i f t h e y w e r e a r m o r . T h e a r m o r b o n u s a n d a r m o r check
"Table 5-16: Leg Items." penalties granted d o n o t stack w i t h similar m o d i -
fiers f r o m o t h e r a r m o r w o r n .
B o n e Legplates ( A C + 1 , c h e c k - 2 ; hardness
Table 5-16: Leg Items 5, 4 h p , B r e a k D C 2 2 )
Minor Medium Major Epic Item Name Market Price Con+2, Dex-1.

01-50 — — — Scaled Wolf-Hide Leggings 5 5 0 gp Bonus types: A b i l i t y s c o r e ( C o n ) = a u g m e n -

51-70 — — — Barbed Legplates 9 6 5 gp t a t i o n . A b i l i t y score ( D e x ) = c i r c u m s t a n c e .


Caster Level: 6th.
71-80 — — — Mammoth-Hide Leggings 1,540 gp
M a r k e t P r i c e : 3,145 g p .
81-90 — — — Black Chitin Leggings 1,850 gp
S l o t : Legs.
?1-?5 01-10 — — Bone Legplates 3,145 gp
W e i g h t : 6 lbs.
96-100 11-20 — — Lion-Skin Leggings 3,150 gp

— 21-50 — — Gatorscale Leggings 5 , 9 0 0 gp Drake-Hibe Leggings


— 51-70 — — Silversilk Leggings 5 , 9 0 0 gp D e s c r i p t i o n : T h e h i d e o f t h e great drakes
— 71-90 — — Silver-Plated Leggings 7 , 7 0 0 gp t h a t d w e l l w i t h i n Solusek's Eye c a n b e used t o

— 91-95 01-10 — Feathered Leggings 9 , 2 0 0 gp create a n u m b e r o f o u t s t a n d i n g magical items.


Powers: Dex +2, C h a +2.
— 96-100 11-20 — Sarnak-Hide Leggings 9 , 5 0 0 gp
R e a g e n t C o n s e r v a t i o n I.
— — 21-30 — Drake-Hide Leggings 12,250 gp Focus Effect:
B o n u s types: A b i l i t y scores = e n h a n c e m e n t .
— — 31-60 — Sunlord's Leggings 2 1 , 4 0 0 gp
Caster Level: 6th.
— — 61-100 01—100 Dreadfang-Hide Leggings 4 0 , 3 5 0 gp
M a r k e t P r i c e : 11,250 gp.
S l o t : Legs.
W e i g h t : 0.1 l b s .

Barbeb Legplates OreabFang-Hibe Leggings


D e s c r i p t i o n : T h e s e leggings o f m i n o r m a g i c a l p o w e r are n o D e s c r i p t i o n : A w e s o m e l y p o w e r f u l lizards k n o w n asdreadfangs
l o n g e r c r e a t e d , f o r t h e m e a n s seems t o h a v e b e e n f o r g o t t e n . T h e y n o w inhabit t h eAccursed T e m p l e o fCazic-Thule, a frightening
c a n be r e c o v e r e d f r o m t h e r u i n s o f t h e d u n g e o n o f B e f a l l e n , w h e r e place f o r t u n a t e l y h i d d e n deep w i t h i n t h e Feerott Jungle. B u t at
they are yet w o r n by dead a n d u n d e a d alike — o r perhaps b y t h e l e a s t o n e o f t h e s e beasts h a s b e e n d e f e a t e d , a n d t h e h i d e o f t h a t
(very) long-lived. b e a s t is s a i d t o h a v e b e e n p u r c h a s e d b y t h e g r e a t w i z a r d A I ' K a b o r .
P o w e r s : T h e wearer o f these legplates gains a + 2 b o n u s t o a l l H e p u r p o r t e d l y used t h a t s i n g l e h i d e t o c r e a t e a p a i r o f leggings
i n i t i a t i v e rolls. A l t h o u g h t e c h n i c a l l y a l e g i t e m , t h e legplates and a mask. Presumably, m o r e o f these, o r perhaps o t h e r powerful
p r o t e c t as i f t h e y w e r e a r m o r . T h e a r m o r b o n u s a n d a r m o r c h e c k items could be created i f one h a d more o f the t a w materials.
penalties granted d o n o t stack w i t h similar m o d i f i e r s f r o m o t h e r Powers: Dex+ 2 ,Int +2, W i s +2, C h a +2, h p+ 8 ,mana +5, cold
armor worn. resistance ( 1 ) , fire resistance ( 1 ) , magic resistance ( 2 ) .
Barbed Legplates ( A C + 1 , check - 1 ; hardness 1 0 , 1 0 h p , Break Bonus types: A b i l i t y scores = e n h a n c e m e n t . H i t points =
DC 25) enhancement. Mana = enhancement. Resistances = e n h a n c e -
Caster Level: 2nd. ment.
M a r k e t Price: 965 gp. Caster Level: 6th.

If 14* V
Market Price: 40,350 gp.
Slot: Legs.
Weight: 2 lbs.

Feathereo Leggings
Description: These leggings are made from feathers of the
legendary Q u i l l m a n e , a pegasus-like creature w h o roams the
lands of southern Karana.
Powers: C o n +3.
Bonus types: A b i l i t y score = enhancement.
Caster Level: 9 t h .
Market Price: 9,200 gp.
Slot: Legs.
Weight: 2 lbs.

Gatorscale Leggings
Description: O n l y the most ancient o f Norrath's black-skinned
alligators — a rare breed at best — can be skinned for the material
to create these leggings. T h e leggings are desired by priests of all
kinds for their obvious benefits, but they are also highly sought
after for their attractive, sleek black appearance.
Powers: W i s +2, h p +4-
Bonus types: A b i l i t y score = augmentation. H i t points = aug-
mentation.
Caster L e v e l : 6 t h .
Market Price: 5,900 gp.
Slot: Legs.
Weight: 0.4 lbs.

Lion-Skin Leggings
Description: It's believe that the centaurs of the southern
reaches of the Plains of Karana were the first to develop tech-
niques for magically treating the hides of the dangerous lions of
the plains.
Powers: Dex + 1 , I n t + 1 . nent of
Bonus types: A b i l i t y scores = augmentation. K u n a r k , whose
Caster Level: 3rd. scaly b r o w n hides
Market Price: 3,150 gp. make excellent armor for
Slot: Legs. those adventures w h o are brave enough to acquire it.
Weight: 4 lbs. Powers: Str + 1 , Dex + 2 , C o n + 1 .
Bonus types: A b i l i t y scores = augmentation.
Mammoth-Hi De Leggings Caster L e v e l : 6 t h .
Description: These leggings are part Market Price: 9,500 gp.
o f the ceremonial costume w o r n by Slot: Legs.
the goblins o f Permafrost. L o n g ago, a Weight: 1.5 lbs.
p a r t i c u l a r l y k e e n g o b l i n shaman
poured strong alchemical formulae ScaleoWolF-HiOe Leggings
over a m a m m o t h hide as i t was being
Description: Deep i n the forests of K u n a r k , is an area com-
tanned and thus infused i t w i t h magi-
m o n l y k n o w n as Warsilisk Woods. T h e cleverest of the goblins
cal properties. T h e technique is widely
here have developed the means to fashion protective leggings
attempted yet rarely duplicated out-
from the scaled wolves indigenous to that region.
side of Permafrost.
Powers: C o l d resistance ( 2 ) , fire resistance ( 2 ) .
Powers: C o n + 1 , cold resistance
Bonus types: Resistances = augmentation.
(2).
Caster L e v e l : 1st.
Bonus types: A b i l i t y score = aug-
Market Price: 550 gp.
mentation. Resistance
augmentation. Slot: Legs.
Caster L e v e l : 3rd. Weight: 4 lbs.
Market Price: 1,540 gp.
Slot: Legs.
Silver-PLateh Leggings
Weight: 4 lbs. Description: T h e rift between the l i v i n g and the dead is very
apparent i n the ruins o f G u k . T h e subterranean war there has
turned that once great city i n t o a dark and dank dungeon, gripped
Sarnak-Hioe Leggings
i n the deadly t u r m o i l between the l i v i n g and undead frogloks.
Description: These leggings can W h i l e it seems that the mightiest of magical artifacts are i n the
be made from undamaged sarnak hands of the undead frogloks, the l i v i n g ones are n o t w i t h o u t
hide. T h e sarnak are powerful resources, such as these leggings w o r n primarily by the frogloks'
lizard-like folk from the c o n t i - priests.
EverQuest RPG: Game Master's Guiae

P o w e r s : S t r + 1 , D e x + 2 , acid resistance
( 3 ) , c o l d resistance ( 3 ) .
B o n u s types: A b i l i t y s c o r e s = e n h a n c e m e n t .
Table 5-17: Neck Items
Minor Medium Major Epic Item Name M a r k e t Pric<
Resistances = e n h a n c e m e n t .
Caster Level: 6th. 01-30 — —— Spiked Leather Wolf Collar 2 , 6 6 0 gp

M a r k e t P r i c e : 7,700 gp. 31-60 — — — Beartooth Necklace 2 , 6 8 0 gp

S l o t : Legs. 61-85 — — — Allize Volew Medicine Bag 3 , 2 0 0 gp

Weight: 4 lbs. 86-100 01-15 — — Choker of Pestilence 6 , 4 0 0 gp


_ 16-40 — — Cape of Midnight Mist 7 , 5 0 0 gp
Si Iversilk Leggings _ 4i_65 — — Guardian Choker 8 , 0 0 0 gp
D e s c r i p t i o n : T h e fabled silversilk leggings
66-80 01-05 — Talisman of Vhal Sera 9 , 0 0 0 gp
are p r i z e d a n d l e g e n d a r y i t e m s n o w o n l y m a d e
by t h e undead frogloks i n t h e ruins o f lower
— 81-90 —
06-10 Investigator's Badge 9 , 4 0 0 gp

Guk. W h i l e m o s t assume that t h e undead _ 9 1 - 1 0 0 11-15 — Spider-Fang Choker 9 , 7 0 0 gp


f r o g l o k s h e r e m a k e use o n l y o f a r t i f a c t s t h a t _ _ 16-25 — Blood Weave Choker 10,100 gp
h a v e been left b e h i n d f r o m earlier times, they _ _ 26-50 — Talisman of Evasion 1 8 , 5 0 0 gp
d o i n fact forge some n e w items. These leg-
51-75 — Tserrina's Symbol 1 9 , 4 2 0 gp
g i n g s , f o r i n s t a n c e , r e q u i r e p o w e r f u l spells t o
fuse e q u a l p a r t s o f s i l v e r a n d s i l k t o c r e a t e a _ _ 76-100 01-40 Necklace of Nightstalking 6 7 , 5 0 0 gp
m a g i c a l f a b r i c t h a t is b o t h d u r a b l e a n d c o m - — — — 41-100 Faded Skull Medallion 1 4 9 , 2 0 0 gp
fortable t o t h e wearer.

Powers: Dex +2, h p +3.


Bonus types: A b i l i t y s c o r e = e n h a n c e m e n t .
H i t points = enhancement. Allize Voleio Mebiclne Bag
Caster Level: 6 t h . Description: A l l lizard-man mystics m a k e a n d carry these
M a r k e t P r i c e : 5,900 g p . t r i n k e t s o f d r i e d a n i m a l organs, charms, and herbs i n small leather
S l o t : Legs. parcels. W o r n a r o u n d t h e n e c k , these c h a r m s g r a n t g o o d h e a l t h
a n d well-being t o t h e i r owners — a n d h e l p b r i n g h a r m t o those
W e i g h t : 0.7 lbs.
w h o w o u l d oppose t h e m . S u c h items were once f o u n d only i n
areas o f F e e r r o t t a n d t h e R a t h e M o u n t a i n s , b u t as is t h e case w i t h
Sunloro's Leggings
o t h e r useful i t e m s , t h e i r p o p u l a r i t y has caused t h e m t o spread far
D e s c r i p t i o n : S o m e o f t h e n a t i v e s o f t h e vast S c a r l e t Desert o n
and wide.
L u c l i n are r u l e d b y t h e so-called S u n l o r d s . E a c h t i m e a n e w
P o w e r s : Disease resistance ( 1 ) , p o i s o n resistance ( 1 ) .
S u n l o r d is n a m e d , h e is p r e s e n t e d w i t h a p a i r o f t h e s e m a r v e l o u s
leggings i n order t o a u g m e n t h i s already considerable power. Part Focus effect: E x t e n d e d A f f l i c t i o n I .
o f t h e p r o c e s s o f c r e a t i n g t h e s e i t e m s , i t is s a i d , r e q u i r e s a y e a r o r Bonus types: R e s i s t a n c e s = a u g m e n t a t i o n .
more o f bleaching i n the sun. Caster Level: 5th.
P o w e r s : W h e n t h e w e a r e r o f t h e s e l e g g i n g s is o u t d o o r s u n d e r M a r k e t P r i c e : 3,200 g p .
s u n l i g h t , h e receives a + 2 b o n u s t o A C . F u r t h e r , h e gains t h e Slot: N e c k .
f o l l o w i n g bonuses a t a l l times:
W e i g h t : 0.2 lbs.
Int + 2 , W i s+ 2 , mana +2.
B o n u s types: A b i l i t y s c o r e s = a u g m e n t a t i o n . A C = a u g m e n t a -
tion. Mana =augmentation.
Caster Level: 6 t h .
Market Price: 21,400 gp.
S l o t : Legs.
W e i g h t : 2 lbs.

Neck
N e c k i t e m s i n c l u d e c h o k e r s , gorgets, scarves, n e c k l a c e s , a n d
a m u l e t s , a l l designed t o e i t h e r p r o t e c t o r b e a u t i f y t h e wearer's
neck.
P h y s i c a l D e s c r i p t i o n : T h e s e items are o f t e n made o f precious
m e t a l s , b u t i r o n a n d s t e e l o r else m o r e e x o t i c m a t e r i a l s a r e Beartooth Necklace
s o m e t i m e s used. S o m e w r a p t i g h t l y a r o u n d t h e wearer's neck, Description: T h e g r e a t b e a r s p i r i t is a s o u r c e o f s t r e n g t h a n d
while other hang d o w n , a n d many o f the latter have a c h a r m or s t a m i n a f o r m a n y o f t h e t r i b a l races o f N o r r a t h . D e f e a t i n g a c a v e
l o c k e t near t h e wearer's chest. Scarves a n d t h e l i k e , o f course, are b e a r i n s i n g l e c o m b a t is s a i d t o b e t h e u l t i m a t e p r o o f o f m a n h o o d
m a d e o f c l o t h . T y p i c a l m e t a l n e c k items h a v e A C 13,hardness 10, for y o u n g braves o f m a n y peoples. M o t h e r bear protects her y o u n g
2 h i t p o i n t s , a n d a B r e a k D C o f 18. C l o t h n e c k i t e m s are t y p i c a l l y w i t h ferocity unmatched i n most o f the animal world. This
AC 1 3 , h a r d n e s s 3, a n d 2 h p , w i t h a B r e a k D C o f 1 0 . n e c k l a c e , m a d e o f t h e t e e t h o f a l o n e bear, keeps a brave h e r o close
i n s p i r i t t o o n e o f t h e m o s t steadfast o f t o t e m s a n c i e n t peoples
Activation: Most neck i t e m abilities are use-activated by
know.
w e a r i n g . A b i l i t i e s w i t h c h a r g e s o r uses p e r d a y a r e g e n e r a l l y
command word activated. Powers: C o n + 1 , h p +3.

R a n d o m G e n e r a t i o n : T o generate neck items r a n d o m l y , roll B o n u s types: A b i l i t y s c o r e = a u g m e n t a t i o n . H i t p o i n t s = a u g -


o n "Table 5-17: N e c k Items." mentation.
Caster Level: 3rd.
M a r k e t P r i c e : 2,680 gp.
Slot: Neck.
W e i g h t : 0.2 lbs.
Chapter Five: Magic Items

BLOOD Weave Choker Guaroian Choker


Description: Rare and fine silks and strands o f finely w o v e n Description: A n ancient device crafted for any number o f
silver make up this crimson and purple choker. So beautiful and different races and creatures by their i n d i v i d u a l lords, this choker
delicate, this is as m u c h a w o r k o f art as a magic i t e m , but one aids a servant i n his duties. A f t e r all, n o price is too h i g h to pay for
should n o t let images deceive. T h e bearer o f this choker has stalwart and true guardians.
greater strength, speed, and stamina, as w e l l as a keener m i n d . Powers: C o n +2, h p + 3 , disease resistance ( 2 ) , poison resis-
O n e drawback, however, is the fragile nature o f the device and its tance ( 2 ) .
susceptibility to flame, w h i c h is communicated to the owner as
Bonus types: A b i l i t y score = enhancement. H i t points = en-
well.
hancement. Resistances = enhancement.
Powers: Str + 1 , Dex + 1 , I n t + 1 , W i s + 1 , fire resistance ( - 1 ) ,
Caster L e v e l : 6 t h .
poison resistance ( 1 ) .
Market Price: 8,000 gp.
Bonus types: A b i l i t y scores = augmentation. Resistances =
Slot: N e c k .
augmentation.
Weight: 2 lbs.
Caster L e v e l : 3rd.
Market Price: 10,100 gp. Investigator's BaOge
Slot: N e c k .
Description: T h e C o u n c i l o f Qeynos has recently sought aid i n
Weight: 0.2 lbs. uncovering a rumored p l o t against its people by the followers o f
Bertoxxulous, so they have deputized heroes and gifted t h e m w i t h
Cape O F Mionight Mist this item: a gold badge i n the form o f a small shield, embossed w i t h
Description: Speed, resilience, power: these are n o t the first the mark of the empire.
things that leap to m i n d w h e n one t h i n k s of mist, but those w h o Powers: Str + 1 , I n t + 1 , W i s + 1 , h p + 1 , mana + 1 .
possess one o f these high-collared, very short capes k n o w better. Bonus types: A b i l i t y scores = enhance-
Powers: Despite being a "cape," this i t e m fills the neck slot, as ment. H i t points = enhancement. M a n a
it has a h i g h , t i g h t collar that makes wearing any other necklace = enhancement.
impossible. Caster L e v e l : 3rd.
Str + 2 , magic resistance ( 3 ) , magic save + 1 . Market Price: 9,400 gp.
Focus effect: Enhancement Haste I . Slot: N e c k .
Bonus types: A b i l i t y score = augmentation. Re-
Weight: 0.1 lbs.
sistance = augmentation. Save = augmentation.
Caster L e v e l : 6 t h . Necklace OF
Market Price: 7,500 gp. Nightstalking
Slot: N e c k .
Description: T h i s is a t h i c k
Weight: 0.1 lbs.
black c h a i n w i t h a t i n y black
steel t r i n k e t d e p i c t i n g any one o f a
Choker O F Pesti Lence number of animals that symbolize
Description: T h i s choker is most often found stealth — crow, monkey, cat, rac-
among necromancers and other such scholars of death. c o o n , etc. Regardless o f the a n i m a l
Powers: Dex + 1 , I n t + 1 , h p + 1 , mana + 1 . depicted, the gifts are the same: stealthy
hands and increased v i t a l i t y .
Bonus types: A b i l i t y score = augmentation. H i t p o i n t =
Powers: Dex + 4 , h p +25.
augmentation. M a n a = augmentation.
Caster L e v e l : 3rd. Bonus types: A b i l i t y score = augmentation.
Market Price: 6,400 gp. H i t points = augmentation.
Slot: N e c k . Caster L e v e l : 12th.

Weight: 1 lb. Market Price: 67,500 gp.


Slot: N e c k
FaOeO Skull MeOallion Weight: 2 lbs.
Description: Believed to be crafted by A r c h - L i c h
Rhag'Zadune o f the Ssraeshza T e m p l e , this i t e m is o f Spioer-Fang Choker
most gruesome appearance and awesome power. I t Description: W h e n the fangs of a slain crystal lurker
appears as a shrunken, screaming skull peering dully (native to the Crystal Caverns) are set i n a special manner,
out of a gray steel encasement, as if m o l t e n metal had this clever mystical artifact is b o r n . H o w the first crafters
been poured over a still l i v i n g donor and the entire came upon this p h e n o m e n o n is a mystery, but those privy to
macabre piece was t h e n left o u t t o age for an eon. the secret magics o f its crafting are i n great demand, as are
Powers: A necromancer or a shadow k n i g h t gains the benefit those w h o can secure the fangs i n the first place.
of a grim aura spell for as l o n g as she wears this item. I n a d d i t i o n , Powers: Dex + 1 , C o n + 1 , mana +5, cold resistance ( 2 ) , magic
any wearer gains the f o l l o w i n g benefits: resistance ( 2 ) .
Str +3, Dex + 3 , C o n + 3 , h p +25, mana + 8 , cold resistance ( 2 ) , Bonus types: A b i l i t y scores = enhancement. M a n a = enhance-
disease resistance ( 8 ) , fire resistance ( 2 ) , magic resistance ( 2 ) , ment. Resistances = enhancement.
poison resistance ( 8 ) , disease save +2, poison save +2. Caster L e v e l : 3rd.
Bonus types: A b i l i t y scores = enhancement. H i t points = Market Price: 9,700 gp.
arcane. M a n a = arcane. Resistances = enhancement. Saves = Slot: N e c k .
enhancement.
Weight: 0.1 lbs.
Activation: Use A c t i v a t e d .
Caster L e v e l : 13th. Spikeo Leather WolF Collar
Market Price: 149,200 gp. Description: O r i g i n a l l y developed by the tizmak or some other
Slot: N e c k . more shamanistic race, i t is thought, for the C o l d a i n dwarves i f
Weight: 1.6 lbs. Velious, this i t e m has somehow fallen i n t o use by h u m a n o i d races.
EverQuest RPG: Game Master's Guifce

T h i s seems a t f i r s t r a t h e r i r o n i c , s i n c e t h e c o l l a r s w e r e c r e a t e d f o r
use b y t h e h u n t i n g d o g s o f t h e C o l d a i n i n o r d e r t o i m p a r t s o m e o f
Piercing Weapons
t h e c u n n i n g o f t h e w o l f t o these w e l l - t r a i n e d a n i m a l s . H o w e v e r , T h i s class o f w e a p o n s i n c l u d e s spears, d a g g e r s , a n d s i m i l a r
t h e c o l l a r s w e r e w a s t e d o n t h e d o g s , a f t e r a l l , as t h e y imbue instruments.
humanoids w i t h additional magical power. P h y s i c a l D e s c r i p t i o n : P i e r c i n g w e a p o n s are u s u a l l y m a d e f r o m
Powers: W i s + 1 , mana +3. a c o m b i n a t i o n o f w o o d a n d m e t a l , o r are a l l m e t a l . T h e y h a v e a
B o n u s types: A b i l i t y s c o r e = a u g m e n t a t i o n . M a n a = a u g m e n t a - pointed end meant for attacking, and often have a relatively long

tion. handle. S o m e a l l o w wielders t o attack w i t h reach. Statistics for


c o m m o n weapons c a nbe found i n "Table 5-2: T y p i c a l H a r d -
Caster Level: 3rd.
ness, H i t P o i n t s , a n d B r e a k D C s f o r C o m m o n I t e m s " ; extrapolate
M a r k e t P r i c e : 2,660 gp.
o t h e r i t e m s ' s t a t i s t i c s f r o m these samples, w h e n necessary. E a c h
Slot: Neck. + 1 e n h a n c e m e n t b o n u s t o a t t a c k s adds 1 p o i n t t o a weapon's
Weight: 1 lb. hardness a n d h i t p o i n t s , a n d each + 1 e n h a n c e m e n t bonus t o
d a m a g e adds 1 p o i n t t o a w e a p o n ' s B r e a k D C . A t t a c k e r s c a n n o t
Talisman OF Evasion d a m a g e m a g i c w e a p o n s unless t h e a t t a c k b o n u s o f t h e s t r i k i n g
D e s c r i p t i o n : I t is a r e l a t i v e l y easy w e a p o n is a t l e a s t as h i g h as t h e s t r u c k w e a p o n ' s a t t a c k b o n u s .
' m a t t e r t o piece together t h e history A c t i v a t i o n : P i e r c i n g w e a p o n s are use-activated unless o t h e r -
a n d purpose o f these talismans w h e n wise specified i nt h e i r d e s c r i p t i o n .
o n e takes i n t o a c c o u n t t h e i d e n t i t y o f t h e R a n d o m G e n e r a t i o n : T ogenerate piercing weapons randomly,
shissar c r e a t o r s a n d t h e n a m e i t s e l f o f t h e
roll o n "Table 5 - 1 8 : Piercing Weapons."
item. Considering
the benefits t h e tal-
ismans confer, it's
clear t h a t these t a l - Table 5-18: Piercing Weapons
ismans were created Minor Medium Major Epic Item Name Market Price
w i t h the a i m of stav-
ing o f f exposure t o
01-40 — — — Combine Dagger 2,302

the one and only 41-70 — — — Dragoon Dirk 3,427 gp


Crysknife 4 , 8 0 2 gp
t h i n g t h e shissar s e e m 71-90 01-10
— —
~wr> f e a r : t h e G r e e n m i s t ,
w h i c h is w h a t d r o v e t h e m
91-97 11-20
— — Dagger of Dropping 12,802 gp
18,007 gp
f r o m K u n a r k t o L u c l i n i nthe first place.
98-100 21-40
— — Obsidian Shard

P o w e r s : D i s e a s e r e s i s t a n c e ( 3 ) , m a g i c resis-
— 41-65 06-18 — Gloomwater Harpoon 2 6 , 5 0 6 gp

t a n c e ( 8 ) , p o i s o n r e s i s t a n c e ( 3 ) , disease s a v e — 66-85 01-05 — Despair Needle 32,827 gp

+ 1 , m a g i c s a v e + 2 , p o i s o n save + 1 . — 86-95 06-10 — Riptide Spear 37,001 gp

B o n u s types: R e s i s t a n c e s = enhancement. — 96-98 11-15


— Slime-Coated Harpoon 4 3 , 8 2 7 gp

Saves = e n h a n c e m e n t . — 99-100 16-20


— Glowing Iron Pike 4 5 , 3 0 5 gp

Caster Level: 15th. — — 21-30 — Crystalline Spear 5 0 , 7 0 0 gp


A f f l i c t i o n Efficiency I I I .
Focus Effect:
— — 31-50
— Windruned Dagger 6 6 , 4 2 7 gp
M a r k e t P r i c e : 18,500 gp.
— — 51-70 — Othmir Chieftain Spear 8 4 , 2 0 4 gp
Slot: Neck.
— — 71-90 — Sebilite Croaking Dirk 103,702 gp
W e i g h t : 0.1 l b s .
— — 71-75 01-30 Intricate Silver Rapier 1,142,320 gp

Talisman O F Vhal Sera — — 96-99 31-60 Electrum-Bladed Koshigatana 1,214,320 gp

D e s c r i p t i o n : D j i n n have an unusual m e t h o d — — 100 61-100 Fanged-Skull Stiletto 1,445,302 gp

of determining rank and power amongst o n e


another: they adorn themselves w i t h jewelry
and other trappings o f power i n a nattempt t o make themselves Combinebagger
a p p e a r m o r e i n f l u e n t i a l . H o w e v e r , s o m e d j i n n j e w e l r y is f o r m o r e D e s c r i p t i o n : F o r its b r i e f t i m e , t h e C o m b i n e Empire shone.
t h a n a p p e a r a n c e s , a n d possesses t r u e p o w e r . O n e o f i t s l a s t i n g l e g a c i e s is t h e m a g i c a l w e a p o n s n o w possessed
Powers: I n t +1, W i s +1, C h a+2. m a i n l y b y t h e g y p s i e s o f N o r r a t h . A l t h o u g h t h e s e w e a p o n s are o f
B o n u s types: A b i l i t y s c o r e s = e n h a n c e m e n t . s i m p l e c o n s t r u c t i o n , t h e i r m a g i c a l n a t u r e makes t h e m very useful
to adventurers.
Caster Level: 6 t h .
M a r k e t Price: 9,000 gp. P o w e r s : T h i s dagger has a + 1 b o n u s t o a t t a c k s a n d damage.
C o m b i n e Dagger ( l d 3 + l , delay 4 ; A C 13, hardness 1 1 , 3 h p ,
Slot: Neck.
Break D C 25).
Weight: — .
B o n u s types: A t t a c k = e n h a n c e m e n t . D a m a g e = e n h a n c e m e n t .

Tserrina's Symbol Caster Level: 3rd.

D e s c r i p t i o n : T h e mystic Tserrina Syl'Tor o f the T o w e r of Frozen M a r k e t P r i c e : 2,302 gp.


S h a d o w created dozens o f m a g i c a l i t e m s a n d t e c h n i q u e s t h r o u g h o u t Slot: Piercing.
h e r career. M a n y o f these i t e m s are focused u p o n i m p r o v i n g t h e Weight: 1 lb.
m i n d , a n d t h i s d e l i c a t e , b e a u t i f u l p e n d a n t is n o e x c e p t i o n .
Powers: I n t +2, W i s +2, C h a + 2 , mana +7. Crysknipe
Bonus types: A b i l i t y scores = e n h a n c e m e n t . M a n a = e n h a n c e - D e s c r i p t i o n : T h e gnolls o fN o r r a t h have relatively primitive
ment. societies. T h e i r s h a m a n s are t h e masters o f a l l o f t h e m a g i c k n o w n
Caster Level: 6 t h . t o t h e g n o l l s . O n e o f these magics i n v o l v e s e n c h a n t i n g t h e great
t e e t h o f t h e g i a n t serpents t h a t o f t e n share t h e g n o l l s ' caverns.
M a r k e t Price: 19,420 gp.
P o w e r s : T h i s w e a p o n is e q u i v a l e n t t o a d a g g e r w i t h a + 1 b o n u s
Slot: Neck.
t o a t t a c k s a n d a + 2 b o n u s t o d a m a g e , as w e l l as t h e massive q u a l i t y .
Weight: — .
Chapter Five: Magic Items
Crysknife ( l d 4 + 2 , delay 5; A C 12, hardness 11,5 hp, Break D C 26). Powers: T h i s metal dagger has a +1 bonus to attacks.
Bonus types: A t t a c k = enhancement. Damage = enhancement. Dragoon Dirk ( l d 3 , delay 4; A C 12, hardness 11,3 hp, Break D C 25)
Caster Level: 4 t h . Dex + 1 , magic resistance ( 1 ) .
Market Price: 4,802 gp. Bonus types: A b i l i t y score = augmentation. A t t a c k = enhance-
Slot: Piercing. ment. Damage = enhancement. Resistance = augmentation.
Weight: 5 lbs. Caster L e v e l : 3rd.
Market Price: 3,427 gp.
Crystalline Spear Slot: Piercing.
Description: T h e o r i g i n o f these spears made o f pure crystal is Weight: 2.5 lbs.
now lost to history. Some suspect the C o m b i n e Empire, but others
disagree, for the weapons of t h a t empire were m a i n l y metallic i n ElectruoD-BlaOeO Koshigatana
nature. These spears are few and far between, mostly found i n the
Description: These weapons are remnants of a lost age, their
hoards o f dragons these days, w h i c h has led some to believe the
style and o r i g i n u n k n o w n . Interestingly, t h o u g h , the kobolds of
weapons are a creation o f the dragons themselves.
Odus use weapons similar i n style to this type o f blade. T h e
Powers: T h i s shortspear, crafted entirely of crystal, has a +3 weapon appears as a slightly curved, short-bladed, rapier-like
bonus to attacks and damage, as w e l l as the hardness and keen weapon, w i t h an engraved h i l t and colorfully embroidered h i l t .
abilities. W h e n used by a rogue, the crystalline spear adds + l d 6 to T h e blade, as the name implies, is made o f electrum. These
her backstab damage. weapons are n o w found only i n the hoards o f dragons or i n equally
Crystalline Spear ( l d 6 + 3 , c r i t 1 9 - 2 0 ( x 3 ) , delay 5; A C 7, secret or m y t h i c places.
hardness 7, 5 hp, Break D C 2 6 ) . Powers: T h i s weapon functions as a rapier w i t h a +6 bonus to
Bonus types: A t t a c k = enhancement. Damage = enhancement. attacks and damage as w e l l as the hardness and speed abilities. I t
Caster Level: 9 t h . may also process (Proc D C 23) the alacrity spell upon its wielder
Market Price: 50,900 gp. o n a successful h i t .

Slot: Piercing. Electrum-Bladed Koshigatana ( l d 4 + 6 , delay 3; A C 7, hardness


18, 9 h p , Break D C 3 1 ) .
Weight: 6.8 lbs.
Bonus types: A t t a c k = enhancement. Damage = enhancement.
Dagger OFDropping Caster L e v e l : 18th.
Description: T h i s dagger is the result of another set of enchant- Market Price: 1,214,320 gp.
ments k n o w n to the gnolls. T h e shamans of the S p l i t Paw caverns Slot: Piercing.
have learned to enchant knives and daggers w i t h the spirits of Weight: 5 lbs.
those they have k i l l e d . W h e n a target is attacked w i t h the dagger,
it sometimes feels the last moments o f death of the spirit held i n FangeO-Skull Stiletto
the dagger, momentarily weakening the target.
Description: These ponderous-seeming ornamental daggers
Powers: T h i s i r o n dagger has a +2 bonus to attacks and damage. get their name from the fanged skull that sits u p o n the crosspiece
It may also process (Proc D C 20) a weaken spell (Fort D C 13) upon of the weapon, the dagger's blade extending from the lower jaw of
its target w i t h a successful h i t . the skull. T h e y are very ancient and are t h o u g h t t o predate the
Dagger of D r o p p i n g ( l d 3 + 2 , delay 4; A C 13, hardness 12,4 hp, C o m b i n e Empire by a good many years. T h e i r exact origins are
Break D C 26). u n k n o w n , as is the way by w h i c h they came i n t o their current use:
Bonus types: A t t a c k = enhancement. Damage = enhancement. for some years now, such daggers have seen regular use among the
Caster Level: 6 t h . masters o f certain rogues' guilds.

Market Price: 12,802 gp. Powers: T h i s metal-and-bone dagger has a + 6 bonus to attacks
and damage, as w e l l as the massive and speed abilities. W h e n used
Slot: Piercing.
by a rogue, i t adds + l d 6 to his backstab damage.
Weight: 1.5 lbs.
Fanged-Skull Stiletto ( l d 4 + 6 , delay 4; A C 11, hardness 16, 10
Despair NeebLe hp, Break D C 3 0 ) .
Bonus types: A t t a c k = enhancement. Damage = enhancement.
Description: A creation of the Claws o f Veeshan, this fine
weapon has been made for the h u m a n o i d allies of the dragons. I t Caster L e v e l : 18th.
is a simple-seeming dagger w i t h a fine, t h i n blade and n o cross- Market Price: 1,445,302 gp.
piece, and thus is very lightweight. Slot: Piercing.
Powers: T h i s metal dagger has a +3 bonus to attacks and a +2 Weight: 5 lbs.
bonus to damage, as w e l l as the speed ability.
Despair Needle ( l d 3 + 2 , delay 3; A C 13, hardness 13, 4 hp, GLoocncoater Harpoon
Break D C 25). Description: T h e name "harpoon" is somewhat misleading, as
Str + 1 , electricity resistance ( 2 ) , magic resistance ( 2 ) . this weapon is actually the b i l l of the large swordfish-like preda-
Bonus types: A b i l i t y scores = augmentation. A t t a c k bonus = tors that guard Kedge Keep. If removed from the creature and then
enhancement. Damage bonus = enhancement. Resistances = properly treated and enchanted by one w i t h the appropriate
augmentation. magical knowledge, i t results i n this unusual weapon.
Caster Level: 5 t h . Powers: T h i s weapon is equivalent to a shortspear w i t h a +3
Market Price: 32,827 gp. bonus to attacks and damage.
Slot: Piercing. G l o o m w a t e r H a r p o o n ( l d 6 + 3 , delay 5; A C 6, hardness 8,8 hp,
Weight: 1 l b . Break D C 2 6 ) .
Str + 2 , h p +6.
Dragoon Dirk Bonus types: A b i l i t y score = augmentation. A t t a c k = enhance-
Description: These large daggers are enchanted through the ment. Damage = enhancement. H i t points = augmentation.
hateful magic of the dark elves and g i v e n t o t h e i r elite troops o f Caster Level: 9 t h .
men called Dragoons. Each dagger is a beautiful piece of work, Market Price: 26,506 gp.
despite the dark runes of hate etched i n t o the blade. Slot: Piercing.
Weight: 3 lbs.
EverQuest RPG: Gacne Master's Guioe
j- •

Glowing Iron Pike (usually obsidian) can become p o t e n t weapons. Such


weapons d o n ' t l o o k l i k e a n y t h i n g t o fear, perhaps,
D e s c r i p t i o n : These weapons are fashioned
b e i n g essentially c a r v e d pieces o f jagged r o c k , b u t
i n a n a n t i q u a t e d style, h a i l i n g f r o m a t i m e
t h e y c a n give a n o p p o n e n t q u i t e a surprise.
w h e n M a y o n g M i s t m o o r e was s t i l l a m o n g
P o w e r s : T h i s j a g g e d p i e c e o f r o c k is e q u i v a -
the l i v i n g rather t h a n the undead crea-
e n t t o a dagger w i t h a + 2 b o n u s t o attacks and
t u r e h e is n o w . T h e r e a r e o n l y a f e w o f
d a m a g e , as w e l l as t h e p o n d e r o u s q u a l i t y . I t c a n
these weapons i n use n o w e v e n i n
a l s o p r o c e s s ( P r o c D C 2 0 ) t h e flaming a b i l i t y
C a s t l e M i s t m o o r e , w h e r e t h e y are u s e d
against its t a r g e t o n a successful h i t .
a m o n g Mayong's elite h o n o r guard.
T h e glowing iron pike is a l a r g e O b s i d i a n S h a r d ( l d 3 + 2 a n d flaming
weapon made entirely o f rune- p r o c ( + 2 d 6 ) , delay 5; A C 9, h a r d -
engraved iron, although it ness 1 0 , 9 h p , B r e a k D C 2 6 )
weighs less t h a n a n o r m a B o n u s types: A t t a c k = e n h a n c e -
wooden-hafted pike. While ment.
it c a n glow w i t h a harmless
Caster Level: 6th.
r a d i a n c e , i t is r u m o r e d t h a t
M a r k e t P r i c e : 18,007 gp.
t h i s l i g h t is m o r e t h e n m e r e
illumination when the weapon Slot: Piercing.

is i n t h e h a n d s o f a s e r v a n t o f W e i g h t : 2.5 l b s .
Mayong Mistmoore.
Othoilr
Powers: This metal weapon
is e q u i v a l e n t t o a l o n g s p e a r ChleFtaln
w i t h a +3 bonus t o at- Spear
tacks a n d D e s c r i p t i o n :
damage. I t T h e s e g r e a t spears a r e
sheds l i g h t carved w i t h runes o f power and
in a 20-foot radius tipped w i t h a crustacean shell
at t h e w i l l o f t h e w i e l d e r . s h a r p e n e d t o a deadly edge. T h e y
G l o w i n g I r o n Pike ( l d 8 + 3 , delay are t h e s i g n o f r u l e r s h i p o f t h e
6 , r e a c h w e a p o n ; A C 6, h a r d n e s s 1 3 , chieftains o f t h e o t h m i r o f t h e
23 h p , Break D C 2 8 ) . C o b a l t Scar. O n o c c a s i o n , a n a d -
B o n u s types: A t t a c k = enhancement. venturer will prove himself worthy enough
Damage = enhancement. t o a c h i e f t a i n t h a t t h e c h i e f g i v e s h i s spear t o t h e
a d v e n t u r e r a n d has a n e w o n e m a d e f o r h i m s e l f .
Activation: Use Activated.
Caster Level: 9th. P o w e r s : T h i s w o o d - a n d - s h e l l s p e a r has a + 5 b o n u s t o a t t a c k s
a n d a + 4 b o n u s t o d a m a g e , as w e l l as t h e massive a b i l i t y . ( R a r e r
M a r k e t Price: 45,305 gp.
v e r s i o n s a r e a l s o e n c h a n t e d w i t h t h e bane [bulthar] a b i l i t y . )
Slot: Piercing.
O t h m i r C h i e f t a i n S p e a r ( I d 1 0 + 4 , d e l a y 6; A C 6 , h a r d n e s s 9 , 1 3
W e i g h t : 8 lbs.
h p , Break D C 26)

Intricate Silver Rapier I n t + 2 , W i s + 2 , C h a + 1 , m a n a + 6 , disease r e s i s t a n c e ( 4 ) , p o i s o n


r e s i s t a n c e ( 2 ) , disease s a v e + 1 .
D e s c r i p t i o n : A m o n g t h e sarnak, a few p o w e r f u l masters earn
B o n u s types: A b i l i t y scores = a u g m e n t a t i o n . A t t a c k = e n h a n c e -
t h e h o n o r t o w i e l d these w e a p o n s . T h e y are m o r e c e r e m o n i a l t o
m e n t . D a m a g e = e n h a n c e m e n t . M a n a = a u g m e n t a t i o n . Resistances
t h e sarnak t h a n a c t u a l w e a p o n s used f o r b a t t l e ; h o w e v e r , t h e y
= enhancement. Save = enhancement.
h a v e b e e n u s e d as s u c h w h e n t h e s a r n a k s ' h o m e s h a v e been
i n v a d e d . A s i t s n a m e i n d i c a t e s , t h i s w e a p o n is a n e x q u i s i t e Caster Level: 14th.

silver rapier, finely crafted w i t h m a n y t i n y runes along M a r k e t P r i c e : 8 4 , 2 0 4 g p ( 1 3 2 , 2 0 4 g p w i t h bane a b i l i t y ) .


t h e l e n g t h o f its b l a d e , d e c o r a t e d w i t h m o t h e r - o f - Slot: Piercing.
i V i pearl inlays u p o n its h i l t . T h e o w n e r o l Mich a W e i g h t : 6.3 lbs.
L j g f ^ i i b l a d e seems t o i n h e r e n t l y e a r n t h e respeel o l
t h o s e w h o see h i m w i t h i t . Riptioe Spear
P o w e r s : T h i s f i n e s i l v e r y r a p i e r has a + 7 D e s c r i p t i o n : T h i s w e a p o n l o o k s l i k e a s i m p l e spear m a d e o f
bonus to attacks and a +5 bonus to damage w o o d w i t h a h e a d o f c a r v e d s t o n e . F i s h scales a n d c a r v e d f i n s a r e
as w e l l as t h e defending a b i l i t y . t i e d t o t h e t o p o f t h e spear as w e l l , n e a r t h e s p e a r h e a d . This
Intricate Silver Rapier ( l d 4 + 5 , delay 4 ; w e a p o n is a c r e a t i o n o f t h e s h a m a n o f t h e w a t e r g o b l i n s n e a r
A C 6, hardness 1 7 , 1 0 h p , Break D C 2 8 ) . F a y d w e r . A l t h o u g h i t is n o t b l e s s e d w i t h p o w e r f u l e n c h a n t m e n t s
Cha +4. f o r b a t t l e , t h e spear does g r a n t t h e a b i l i t y t o b r e a t h e u n d e r w a t e r .

Bonus types: A b i l i t y s c o r e = e n h a n c e m e n t . P o w e r s : T h i s wood-and-stone shortspear has a + 2 bonus t o


A t t a c k = enhancement. Damage = enhance- attacks a n d damage. W h i l e i t is h e l d , t h e w i e l d e r g a i n s t h e

ment. c o n s t a n t b e n e f i t o f a n e n d u r i n g breath s p e l l .

Caster Level: 20th. R i p t i d e S p e a r ( l d 6 + 2 , d e l a y 5; A C 6, h a r d n e s s 7 , 1 0 h p , B r e a k


DC 25)
M a r k e t P r i c e : 1,142,320 gp.
Slot: Piercing. C o l d r e s i s t a n c e ( 1 ) , e l e c t r i c i t y r e s i s t a n c e ( - 2 ) , m a g i c resis-
tance (-2).
W e i g h t : 1.5 l b s .
B o n u s types: A t t a c k = e n h a n c e m e n t . R e s i s t a n c e s = e n h a n c e -
Obsioian Sharo ment.

D e s c r i p t i o n : T h e caverns o f Solusek's Eye are Caster Level: 6 t h .


magically charged. Sometimes, t h e rock i n t h e M a r k e t Price: 39,001 gp.
caverns become filled w i t h this magical, fiery Slot: Piercing.
energy. Properly harvested, shards o f t h i s r o c k W e i g h t : 4.5 lbs.
Chapter Five: Magic Items

Sebilite Croaking Dirk P h y s i c a l D e s c r i p t i o n : M o s t r a n g e d w e a p o n s are c o n s t r u c t e d o f


a c o m b i n a t i o n o f m e t a l a n d w o o d , o r perhaps bone. Statistics for
D e s c r i p t i o n : T h e s e weapons are a c r e a t i o n o f t h e frogloks t h a t
c o m m o n weapons c a n be found i n" T a b l e 5 - 2 : Typical Hard-
i n h a b i t t h e c i t y o f O l d S e b i l i s , b u t f o r reasons u n k n o w n t h e y w e r e
ness, H i t Points, and B r e a k D C s for C o m m o n Items"; extrapolate
c o n f i s c a t e d b y t h e g o l e m s t h a t g u a r d t h e d e e p recesses o f t h e r u i n s .
o t h e r i t e m s ' s t a t i s t i c s f r o m these samples, w h e n necessary. E a c h
It's b e e n r u m o r e d t h a t t h e d i r k s o n c e possessed g r e a t e r p o w e r s , b u t
+ 1 e n h a n c e m e n t b o n u s t o a t t a c k s adds 1 p o i n t t o a w e a p o n ' s
t h a t these a b i l i t i e s w e r e s t r i p p e d f r o m t h e m .
hardness a n d h i t p o i n t s , a n d each + 1 e n h a n c e m e n t bonus t o
P o w e r s : T h i s h e a v y m e t a l dagger has a + 4 b o n u s t o a t t a c k s a n d
d a m a g e adds 1 p o i n t t o a w e a p o n ' s B r e a k D C . A t t a c k e r s c a n n o t
d a m a g e , as w e l l as t h e massive a n d speed a b i l i t i e s . W h e n u s e d b y
d a m a g e m a g i c w e a p o n s unless t h e a t t a c k b o n u s o f t h e s t r i k i n g
a r o g u e , a croaking dirk a d d s + l d 6 t o h e r b a c k s t a b d a m a g e .
w e a p o n i s a t l e a s t as h i g h as t h e s t r u c k w e a p o n ' s a t t a c k b o n u s .
S e b i l i t e C r o a k i n g D i r k ( l d 4 + 4 , delay 4; A C 12, hardness 1 4 , 6
A c t i v a t i o n : R a n g e d w e a p o n s are u s e - a c t i v a t e d unless o t h e r -
h p , Break D C 2 8 )
wise specified i n t h e i r d e s c r i p t i o n .
D e x + 1 , C h a + 1 , e l e c t r i c i t y resistance ( 2 ) , m a g i c resistance ( 2 ) ,
R a n d o m Generation: T o generate ranged weapons randomly,
p o i s o n resistance ( 2 ) .
roll o n "Table 5-19:Ranged Weapons."
B o n u s types: A b i l i t y s c o r e s = a u g m e n t a t i o n .
A t t a c k = enhancement. Damage = enhance-
m e n t . Resistances = a u g m e n t a t i o n .
Table 5-19: Rangeb Weapons
Caster Level: 12th. Minor Medium Major Epic Item Name Market Price
M a r k e t Price: 103,902 gp.
1-30 01-15 — — LarkTwitter Arrow 157 gp
Slot: Piercing.
31-60 16-20 — — Pondfish Spine 183 gp
W e i g h t : 3.2 l b s .
61-95 21-31 — — Underbulk Claw 9 4 6 gp
— 31-65 01-10 — Gloomwater Arrow 1,007 gp
Sliooe-Coateb Harpoon
96-100 66-95 11-15 — LarkTwitter Bow 8 , 3 2 0 gp
Description: T h e ruins o f O l d Sebilis still
h o l d a g r e a t d e a l o f p o w e r l e f t o v e r f r o m t h e age — — 16-30 — Runed Oak Bow 18,630 gp
o f t h e i k s a r . T h i s m a g i c c a n seep i n t o a n y t h i n g — — 31-45 — Talisen, Bow of the Trailblazer 19,780 gp
given long enough, even into t h e slime o f the — 96-100 46-50 — Shissar Fang 24,100 gp
u n c l e a n subterranean waterways a n d t h e caches
— — 51-70 — Light Velium Bow 5 1 , 0 0 0 gp
o f weapons that lie therein.
— — 71-90 — Bow of the Huntsman 7 2 , 6 0 0 gp
Powers: This wood-and-iron weapon,
— — 91-100 01-50 Bow of Shadows 107,975 gp
e q u i v a l e n t t o a spear, h a s a + 3 b o n u s t o a t t a c k s
a n d a + 4 b o n u s t o d a m a g e , as w e l l as t h e — — — 51-100 Bow of Doom 1,280,600 gp
distance a b i l i t y .
Slime-Coated H a r p o o n ( l d 8 + 4 , d e l a y 5; I—
A C 7, h a r d n e s s 8 , 1 1 h p , B r e a k D C 2 6 )
Wis +2, mana +2.
Bocoopt)oocn
Bonus types: A b i l i t y s c o r e = a u g m e n t a t i o n . A t t a c k = e n h a n c e -
D e s c r i p t i o n : Just p i c k i n g u p t h i s g r e a t w e a p o n g i v e s o n e a c h i l l
ment. Damage = enhancement. M a n a = augmentation.
d o w n t h e s p i n e . I t is m a d e o f s o m e u n i d e n t i f i a b l e w o o d , c a r v e d
Caster Level: 10th.
w i t h n u m e r o u s r u n e s a n d s y m b o l s across i t s s u r f a c e . E a c h o f t h e s e
Market Price: 43,827gp. runes a n d symbols, i f i d e n t i f i e d o r translated, represents t h e w o r d
Slot: Piercing. or c o n c e p t o f " d e a t h " i n a l l t h e k n o w n languages o f N o r r a t h —
W e i g h t : 4.7 lbs. a n d p r e s u m a b l y m a n y o t h e r u n k n o w n languages.
Powers: T h i s superior masterwork m i g h t y (Str 20) shadewood
Winbrunebt)agger c o m p o s i t e l o n g b o w is e n c h a n t e d w i t h a + 6 b o n u s t o a t t a c k s a n d
D e s c r i p t i o n : T h e s a r n a k are a f a i r l y c i v i l i z e d species w h o use d a m a g e , as w e l l as t h e hardness a n d distance a b i l i t i e s ( n o t e t h a t t h e
assassins t o k i l l t h o s e t h a t o p p o s e t h e m — a l t h o u g h i t is d e b a t a b l e +2 e n h a n c e m e n t bonus t o attacks f r o m itssuperior masterwork
w h e t h e r t h i s is a s i g n o f c i v i l i z a t i o n o r n o t . R e g a r d l e s s , sarnak q u a l i t y does n o t stack w i t h t h e + 6 a t t a c k b o n u s f r o m its e n c h a n t -
c r a f t e r s m a k e a v a r i e t y o f w e a p o n s f o r t h e s e assassins t o use, a n d m e n t ) . I t can be d r a w n or strung o n l y by a character w i t h S t r e n g t h
t h e windruned dagger is a m o n g t h e d e a d l i e r o f s u c h w e a p o n s . T h i s 18 o r h i g h e r . I f t h e a r c h e r u s i n g t h e b o w k n o w s t h e w o r d " d e a t h "
f i n e l y c r a f t e d dagger has a d u l l s i l v e r b l a d e , e t c h e d w i t h sigils o f i n t h e n a t i v e language o f t h e target (this requires a Language
power that trap t h e power o f storms w i t h i n i t . c h e c k [ D C 15] i f t h e archer has o n l y 3 o r fewer ranks i n t h a t
t o n g u e ) , t h e b o w is c o n s i d e r e d a bane w e a p o n a g a i n s t t h a t t a r g e t .
P o w e r s : T h i s smallish m e t a l dagger has a + 4 bonus t o attacks
a n d a + 3 b o n u s t o d a m a g e . I t c a n also process ( P r o c D C 2 0 ) t h e B o w o f D o o m ( l d 8 + 6 , r a n g e 2 2 0 f t . , d e l a y 5; A C 6 , h a r d n e s s 1 4 ,
careless l i g h t n i n g s p e l l ( R e f l e x h a l f , D C 1 9 ) a g a i n s t i t s t a r g e t o n a 9 hp, Break D C 3 3 )
successful h i t . Str + 3 , D e x + 3 , C o n + 3 , W i s + 3 , h p + 1 0 , m a n a + 6 , acid
W i n d r u n e d D a g g e r ( l d 3 + 3 a n d careless lightning p r o c , d e l a y 4 ; resistance ( 3 ) , c o l d resistance ( 3 ) , e l e c t r i c i t y resistance ( 3 ) , fire
AC 13, hardness 14, 6 h p , Break D C 2 7 ) r e s i s t a n c e ( 3 ) , m a g i c r e s i s t a n c e ( 3 ) , s o n i c r e s i s t a n c e ( 3 ) , a c i d save

B o n u s types: A t t a c k = e n h a n c e m e n t . D a m a g e = e n h a n c e m e n t . + 1 , c o l d save + 1 , e l e c t r i c i t y s a v e + 1 , f i r e save + 1 , m a g i c save + 1 ,


s o n i c save + 1 .
Caster Level: 11th.
Bonus types: A b i l i t y scores = a u g m e n t a t i o n . A t t a c k = e n h a n c e -
Market Price: 66,427 gp.
m e n t . D a m a g e = e n h a n c e m e n t . Resistance = resistance. Saves =
Slot: Piercing.
resistance.
Weight: 1 lb.
Caster Level: 18th.
M a r k e t P r i c e : 1,280,600 g p .
Rangeb Weapons Slot: Ranged (archery).
R a n g e d w e a p o n s are used t o a t t a c k e n e m i e s a t a d i s t a n c e . T h e y W e i g h t : 2.5 l b s .
include magically enhanced bows a n d weapons designed t o be
t h r o w n , s u c h as t h r o w i n g axes a n d s h u r i k e n s .
EverQuest RPG: Game Master'sGuioe

Bou> O F Shaootos LarkTwitter Arrow


Description: T h i s most unusual longbow,
Description: These arrows are crafted by the pixies
apparently made o f solidified shadow-stuff, is
of Lesser Faydark. T h e y are made o f wood and have
thought to have originated o n the m o o n of
very colorful fletching. T h o u g h light, they fly straight
L u c l i n i n the area called the U m b r a l Plains. U p o n and true.
close inspection, many swear they can see things Powers: These arrows are enchanted w i t h a
inside the dense, shadowy darkness that makes up +2 bonus to attacks and damage, and, due to
the bow. their small nocks, gain a +20-ft. bonus to
Powers: T h i s longbow has the distance and speed the range increment w h e n fired.
abilities. D u r i n g the n i g h t , i t has a +5 bonus to attacks Bonus types: A t t a c k = enhancement.
and damage, w h i l e d u r i n g the day i t has o n l y a +2 bonus Damage = enhancement.
to attacks and damage. Caster L e v e l : 6 t h .
Bow of Shadows ( l d 8 + 2 [daytime] or l d 8 + 5 [ n i g h t ] , Market Price:
range 200 ft., delay 4; A C 6, hardness 1 1 , 6 hp, Break
167 gp (per arrow).
D C 26)
Slot: Ranged
Str +3, W i s +3, h p + 6 , mana + 4 , acid resistance (ammunition).
(1), cold resistance ( 1 ) , electricity resistance ( 1 ) ,
Weight: 0.1
fire resistance ( 1 ) , magic resistance ( 1 ) , sonic
lbs.
resistance ( 1 ) .
Bonus types: A b i l i t y scores = augmentation. A t - LarkTioitter
tack = enhancement. Damage = enhancement. H i t
BOLD
points = augmentation. M a n a = augmentation.
Resistances = augmentation. D e sc rip•
tion: These
Caster L e v e l : 15th.
small bows are
Market Price: 107,975 gp.
crafted by the pixies o f the Lesser Faydark ( w h o use t h e m as great
Slot: Ranged (archery). longbows) from the m i g h t y trees that occupy that area. T h e y are
Weight: 4.5 lbs. t h e n enchanted and painted i n very colorful designs.
Powers: T h i s silk-strung shortbow (see details on silk bow-
Boto O F the Huntsman strings i n the Trade Skills section of Chapter 6, under "Fletching")
Description: T h i s massive, yet finely crafted oaken has a +1 bonus to attacks and damage, as well as the speed ability.
bow is carved w i t h many animals u p o n its surface; L a r k T w i t t e r Bow ( l d 6 + l , delay 4; A C 7, hardness 6, 3 hp,
despite its great size, such a bow is strangely light i n Break D C 21)
the hand. These weapons are actually created by
Bonus types: A t t a c k = enhancement. Damage = enhancement.
h u n t s m e n of Kael D r a k k e l , and flecks of v e l i u m can
Caster Level: 3rd.
be seen embedded i n the wood. T h e presence of
this substance makes the bow c h i l l to the t o u c h , Market Price: 8,320 gp.
a l t h o u g h this does n o t h a r m the wielder i n any Slot: Ranged (archery).
way. Weight: 0.7 lbs.
Powers: T h i s m i g h t y (Str 16) longbow has a +3
bonus to attacks and damage as well as the distance and massive Light VeLiuon BOLD

abilities. I t may also process (Proc D C 20) an effect identical to Description: These weapons are crafted mainly by the chetari
the spirit strike spell (Reflex half, D C 17) upon its target; this effect of the Dragon Necropolis, a l t h o u g h a few other races m i g h t k n o w
is transferred t h r o u g h the bow's a m m u n i t i o n . the technique as w e l l . T h e y are made entirely o f the highly
Bow o f the H u n t s m a n ( I d 10+3 and spirit strike proc, range 200 magical material v e l i u m , and t h e n frost enchantments are drawn
ft., delay 6; A C 6, hardness 10, 4 hp, Break D C 26) from w i t h i n the v e l i u m .
Bonus types: A t t a c k = enhancement. Damage = enhancement. Powers: T h i s m i g h t y (Str 20) longbow has a +3 bonus to
Caster Level: 9 t h . attacks and damage as w e l l as the frost ability. I t can be drawn or
strung o n l y by a character w i t h Strength 18 or higher.
Market Price: 72,600 gp.
L i g h t V e l i u m Bow ( l d 8 + 3 plus 2d6 cold, range 100 ft., delay 5;
Slot: Ranged (archery).
A C 6, hardness 23, 11 h p , Break D C 31)
Weight: 2 lbs.
Bonus types: A t t a c k = enhancement. Damage = enhancement.
Gloocncuater A r r o w Caster L e v e l : 9 t h .
Description: These arrows are made by the residents of Kedge Market Price: 51,000 gp.
Keep for their land-bound allies. Carved o f wood and bone and Slot: Ranged (archery).
using marine vegetation for fletching, these arrows are highly Weight: 4 lbs.
enchanted.
Powers: These arrows grant a +4 bonus to attacks and damage, PonhFish Spine
as well as the distance ability. N o t e that, w h i l e attack and damage Description: T h e Lake o f 111 O m e n i n K u n a r k is home to a
bonuses o f bows and t h e i r a m m u n i t i o n d o stack, the distance number o f creatures, one o f w h i c h is the pondfish sturgeon. T h e
ability o f these arrows w i l l n o t stack w i t h that of any bow used t o spines o f this creatures are quite poisonous and, i f properly
fire t h e m (i.e., the range increment is simply doubled, n o t tripled harvested and magically prepared, can be used as deadly weapons
in such a case). even after the creature is dead. T h e y can be t h r o w n reasonably
Bonus types: A t t a c k = enhancement. Damage = enhancement. w e l l , but aren't really viable as melee weapons.
Caster Level: 12th. Powers: T h i s weapon is m u c h like a dart w i t h a +1 bonus to
Market Price: 1,007 gp (per arrow). attacks and damage, as well as the poisoned ability.
Slot: Ranged ( a m m u n i t i o n ) . If a spine is used as a melee weapon, the wielder suffers a - 2
attack penalty. Regardless o f the method used to attack w i t h i t ,
Weight: 0.1 lbs.
the spine w i l l break u p o n the first successful h i t and n o longer be
usable.
Chapter Five: Magic Items ft
1
Pondfish Spine ( l d 3 + l and +2d6 poison, range 10 ft., delay 4; Market Price: 19,780 gp.
A C 9, hardness 3, 2 hp, Break D C 18) Slot: Ranged (archery).
Bonus types: A t t a c k = enhancement. Damage = enhancement. Weight: 0.5 lbs.
Caster Level: 5th.
Market Price: 183 gp (per spine). UnberbulkClato
Slot: Ranged ( t h r o w i n g ) . Description: I n the caverns o f the m o o n o f L u c l i n , there are
Weight: 2 lbs. large insect-like creatures called underbulks. T h e larger ones have
claws that, if properly harvested, can be used as weapons. U n f o r -
Runcb Oak BOLD tunately, these creatures also smell terrible, and this stench lingers
in their body parts after death as well. Luckily the strong smell
Description: T h e centaurs of South Karana enjoy their archery
fades shortly after death, but the odor still remains enough to
and their crafts. These bows are crafted for young princes and
discourage others from interacting w i t h the claws' carrier.
princesses o f their k i n d , wrought w i t h great craft and unique
centaur magic. A s the name implies, this bow is made o f oak and Powers: T h i s weapon is roughly equivalent to a dagger w i t h a
carved w i t h runes o f power. +2 bonus to attacks and damage. W h e n the claw is used i n melee,
however, the wielder suffers a - 1 circumstance penalty to attacks.
Powers: T h i s m i g h t y ( + 3 ) double-cam shortbow (see details
Regardless o f the method used t o attack w i t h i t , an underbulk claw
o n cams i n the Trade Skills section o f Chapter 6, under "Fletching")
takes l d 4 points o f damage upon any successful h i t (but note its
is enchanted w i t h a + 2 bonus to attacks and damage, as well as the
hardness o f 2 ) , and i t is n o longer usable once it breaks.
keen ability.
A n y creature w i t h the scent ability can detect this item — and
Runed Oak Bow ( l d 6 + 2 , crit 19-20 ( x 4 ) , range 90 ft., delay 4;
thus the claw's wielder — at three times the base range.
A C 7, hardness 8, 4 hp, Break D C 25)
U n d e r b u l k C l a w ( l d 3 + 2 , range 15 ft., delay 4; A C 8, hardness
Bonus types: A t t a c k = enhancement. Damage = enhancement.
2, 6 hp, Break D C 20)
Caster L e v e l : 6 t h .
Cha - 2 .
Market Price: 18,630 gp.
Bonus types: A b i l i t y score = circumstance. A t t a c k = enhance-
Slot: Ranged (archery).
ment. Damage = enhancement.
Weight: 4.5 lbs.
Market Price: 946 gp.
Shissar Fang Slot: Ranged ( t h r o w i n g ) .
Weight: 0.5 lbs.
Description: Shissar are ancient, powerful, and highly
magical creatures. T h e i r very fangs, if properly removed, can
be used as effective throwing weapons. Alternately, the fangs
can be held instead of t h r o w n to gain some of the magic o f
the shissar.
Powers: T h i s weapon is equivalent to a dart w i t h a +3
bonus to attacks and damage, as well as the keen ability. I f
a fang is used as a melee weapon, the wielder suffers a - 2
circumstance penalty to h i t due t o the awkwardness o f the
fang. Regardless o f the method used to attack w i t h i t , the
fang itself takes l d 6 points o f damage upon any success-
ful h i t (but note its hardness o f 4 ) , and i f broken i t
loses all magical properties.
Shissar Fang ( l d 3 + 3 , c r i t 1 9 - 2 0 ( x 2 ) , range 20
ft., delay 4; A C 8, hardness 4, 5 hp, Break D C 1
Str +2, Dex +3, C o n + 1 , poison resistance ( 2 ) .
Bonus types: A b i l i t y scores = augmentation. A t -
tack = enhancement. Damage = enhancement.
Resistance = augmentation.
Caster Level: 9 t h .
Market Price: 24,100 gp.
Slot: Ranged ( t h r o w i n g ) .
Weight: 0.2 lbs.

TaLisen,Bou>OFth€Trailblaz€r
Description: T h i s is another bow made by the hunts-
men of Kael Drakkel for their favored servants and allies,
crafted o f oak and c o n t a i n i n g flecks of v e l i u m that b o t h
reinforce the bow and empower the enchantments upon i t .
Powers: T h i s linen-strung mighty ( + 3 ) shortbow (see
details o n l i n e n bowstrings i n the Trade Skills section o f
Chapter 6, under "Fletching") has a +2 bonus t o attacks and
damage.
Talisen, Bow o f the Trailblazer ( l d 6 + 2 , range 65 ft., delay
5; A C 7, hardness 9, 4 hp, Break D C 25)
Str + 1 , Dex + 1 , C o n + 1 , h p +3, magic resistance ( 1 ) ,
poison resistance ( 4 ) , poison save + 1 .
Bonus types: A b i l i t y scores = enhancement. A t t a c k =
enhancement. Damage = enhancement. Resistances = en-
hancement. Save = enhancement.
Caster L e v e l : 6 t h .
EverQuest RPG: Game Master 'sGuiae

Activation: Use Activated.


Shietos Caster Level: 21st.
M a g i c s h i e l d s c o m e i n a l l t h e sizes, s t y l e s , a n d m a t e r i a l s o f
Market Price: 400,670 gp.
regular shields, b u t w i t h p r o t e c t i v e magic added. S h i e l d bonuses
Slot: Shield.
t o A r m o r Class are a l m o s t always e n h a n c e m e n t bonuses. U n l i k e
n o r m a l e n h a n c e m e n t bonuses, shield e n h a n c e m e n t bonuses t o W e i g h t : 7.3 l b s .

AC stack w i t h A C e n h a n c e m e n t bonuses g r a n t e d b y a r m o r o r
o t h e r b o d y i t e m s ( s u c h as c l o a k s ) . A s h i e l d ' s e n h a n c e m e n t b o n u s BoneShielb
does n o t a d d t o bash a t t a c k s . D e s c r i p t i o n : U n d e a d c a n b e f o u n d a n y w h e r e , a n d s o m e are q u i t e

P h y s i c a l D e s c r i p t i o n : Shields are t y p i c a l l y made o f m e t a l o r large; p r o p e r l y crafted, t h e breastbones o f great skeletons c a n b e

w o o d , a l t h o u g h they c a n be made o f crystal o r m o r e exotic t a k e n a p a r t a n d m a d e i n t o useful, i f s o m e w h a t a w k w a r d shields.

materials. U n a t t e n d e d shields h a v e a n A C o f 6. T y p i c a l s h i e l d P o w e r s : T h e m o s t c o m m o n v a r i e t y o f t h i s i t e m f u n c t i o n s as a
hardness a n d h i t p o i n t s are listed i n " T a b l e 5 - 2 : T y p i c a l Hard- + 1 small shield, a l t h o u g h b u c k l e r s a n d l a r g e s h i e l d s o f s i m i l a r
ness, H i t Points, and B r e a k D C s for C o m m o n Items." Each + 1 design have been reported.
e n h a n c e m e n t bonus adds 1 p o i n t t o a shield's hardness a n d h i t B o n e S h i e l d ( A C + 2 , a r c a n e f a i l u r e 5 % , c h e c k - 1 ; h a r d n e s s 5,
p o i n t s . H o w e v e r , a t t a c k e r s c a n n o t d a m a g e m a g i c shields unless 9 h p , Break D C 22)
t h e e n h a n c e m e n t b o n u s o f t h e s t r i k i n g w e a p o n is a t l e a s t as h i g h Disease resistance ( 1 ) , s o n i c resistance ( 1 ) .
as t h e s h i e l d ' s e n h a n c e m e n t b o n u s .
B o n u s types: A C = e n h a n c e m e n t . R e s i s t a n c e s = a u g m e n t a t i o n .
A c t i v a t i o n : S h i e l d s a r e use a c t i v a t e d s i m p l y b y b e i n g w o r n , as
Caster Level: 3rd.
any armor.
M a r k e t P r i c e : 1,450 g p .
Random Generation: T o generate shields r a n d o m l y , r o l l o n
Slot: Shield.
"Table 5-20: Shields."
W e i g h t : 9.5 l b s .

Charreb Guarbian Shielo


Table 5-20: Shielbs D e s c r i p t i o n : These shields are prepared b y
Minor Medium Major Epic Item Name Market Price t h e g n o m e s o f S o l u s e k u s i n g a secret t e c h n i q u e .
01-50 — — — Bone Shield 1,450 gp U s i n g w o o d etched b y t h e magical lava flows
s u r r o u n d i n g t h a t place, t h e y e n c h a n t shields
51-80 — — — Shield of the Forlorn 4 , 6 5 9 gp
a n d o t h e r pieces o f a r m o r . T h e shields are
81-90 — — — Velium Round Shield 5 , 8 0 9 gp usually f o u n d i n t h e hands (or o t h e r append-
91-100 01-30 — — Devlas llkvel 8 , 5 5 3 gp ages) o f t h e c l o c k w o r k g u a r d i a n s w h o p r o t e c t
— 31-60 — — Shiny Brass Shield 12,159 gp t h e gnomes o f t h e Solusek M i n i n g C o m p a n y .
T h e s e shields l o o k l i k e stout, blackened w o o d e n
— 61-90 — — Clay Guardian Shield 12,870 gp
shields covered w i t h red h i g h l i g h t s i n patterns
— 91-97
— — Charred Guardian Shield 1 6 , 4 0 3 gp
unique t oeach shield.
— 98-100 01-05 — Cracked Darkwood Shield 26,134 gp
P o w e r s : T h i s is a + 2 small wooden shield w i t h
— — 06-15 — Ry'gorr Oracle Shield 2 8 , 9 7 0 gp
t h e hardness a b i l i t y .
— — 16-25
— Passive Sunshield 2 9 , 5 5 3 gp C h a r r e d G u a r d i a n S h i e l d ( A C + 3 , arcane

— — 26-35
— Crested Mistmoore Shield 32,319 gp failure 5 % , c h e c k + 0 ; hardness 1 0 , 1 4 h p , Break
— — 36-45 — Crustacean-Shell Shield 3 4 , 7 6 0 gp DC 24)
— — 46-55 — Cryosilk Webshield 51,225 gp Wis +3.
Bonus types: A b i l i t y s c o r e = a u g m e n t a t i o n .
— — 56-65
— Ornate Rune Shield 5 2 , 5 4 9 gp
AC = enhancement.
— 99-100 66-75
— Shield of Prexus 53,159 gp
Caster Level: 9 t h .
— — 76-85 01-10 Sarnak Battle Shield 3 8 4 , 1 6 5 gp
M a r k e t P r i c e : 16,403 gp.
— — 86-95 11-30 Bladestopper 4 0 0 , 6 7 0 gp
Slot: Shield
— 96-100 31-60 Insignia Protector 6 8 0 , 7 5 9 gp
W e i g h t : 8 lbs.
— — 61-100 Shield of Rainbow Hues 1,722,159 gp

Clay Guarbian ShieLb


D e s c r i p t i o n : T h e iksar are l o n g g o n e f r o m
Sebilis, but t h e guardians t h e y created are n o t , a n d some o f
these guardians h a v e i n fact b e c o m e m o r e i n t e l l i g e n t t h a n t h e i r
Blabestopper
creators ever t h o u g h t possible. S o m e o f t h e s u r v i v i n g golems were
D e s c r i p t i o n : T h e s e are a n c i e n t a n d p o w e r f u l s h i e l d s , b e l i e v e d
a b l e t o use t h e r e m a i n s o f o t h e r d e s t r o y e d g o l e m s t o c r e a t e s h i e l d s
t o b e a r t i f a c t s o f t h e C o m b i n e E m p i r e . T h e y w e r e r a r e i n ages p a s t
t o a u g m e n t t h e i r o w n c o n s i d e r a b l e p e r s o n a l defenses. These
a n d are e v e n m o r e so n o w ; these days, t h e y seem o n l y t o be f o u n d
s h i e l d s a p p e a r as l a r g e s h i e l d s m a d e f r o m t h i c k layers o f c l a y ,
in t h e hoards o f dragons a n d similarly powerful a n d ancient
hardened t ot h e toughness o f natural stone a n d reinforced w i t h
creatures o f N o r r a t h . T h e s e shields are f o u n d i n d i f f e r e n t styles,
h a r d w o o d s t r a p p i n g a l o n g t h e sides a n d b a c k o f t h e s h i e l d .
b u t t h e i r n a t u r e is o b v i o u s t o t h o s e w h o k n o w o f t h e m w h e n t h e
N o r m a l use c a n n o t s e p a r a t e t h e c l a y f r o m t h e w o o d .
shield blocks a n i n c o m i n g attack a n d runes o f p r o t e c t i o n swirl
a b o u t t h e bearer. P o w e r s : T h i s w o o d e n a n d e a r t h e n d e v i c e f u n c t i o n s as a + 3
large shield.
P o w e r s : T h i s + 6 large steel shield, w h e n n e w l y c r e a t e d , h a s 1 0
c h a r g e s o f t h e s p e l l rune IV, w h i c h c a n b e a c t i v a t e d b y t h e w i e l d e r Clay G u a r d i a n Shield ( A C + 5 , arcane failure 1 5 % , c h e c k - 1 ;

at w i l l as a n a t t a c k a c t i o n . A l l t h e o t h e r c a p a b i l i t i e s o f t h e s h i e l d hardness 1 1 , 19 h p , Break D C 2 4 )
s t i l l r e m a i n e v e n after a l l these charges are used. Hp+13.

Bladestopper ( A C + 8 , arcane failure 1 5 % , check - 1 ; hardness B o n u s types: A C = e n h a n c e m e n t . H i t p o i n t s = a u g m e n t a t i o n .


16, 2 6 h p , B r e a k D C 2 5 ) Caster Level: 9 t h .
C o n +4, h p +12. Market Price: 12,870 gp.
B o n u s types: A b i l i t y s c o r e = a u g m e n t a t i o n . A C = e n h a n c e - Slot: Shield.
ment. H i t points = augmentation. W e i g h t : 7.3 l b s .
C h a p t e r Five: Magic Items

CrackebDarktooob Shielb Str + 2 , C o n + 3 , C h a - 3 .

Description: Shamans o f the M u c k t a i l gnolls, w h o have B o n u s types: A b i l i t y scores ( S t r , C o n ) = a u g m e n t a t i o n . A b i l i t y


been at war w i t h the humans o fHighpass for n u m b e r o f score ( C h a ) = circumstance. A C = enhancement.
years, h a v e u s e d a n u m b e r o f s e c r e t e n c h a n t m e n t s o v e r Caster Level: 12th.
t h e years. M o s t o f t h e s e e n c h a n t m e n t s i n v o l v e t h e M a r k e t P r i c e : 3 4 , 7 6 0 gp.
c h a n n e l i n g o f dead g n o l l w a r r i o r spirits i n t o Slot: Shield.
otherwise normal equipment. A number of en-
W e i g h t : 5 lbs.
chanted shields were once shaped from
Kunarkan darkwood, though none knows how * CryosilkWebshlelb
t h e g n o l l s c a m e i n t o possession o f s u c h m a t e -
D e s c r i p t i o n : M a d e f r o m t h e silk o f t h e spinechiller
r i a l . I t w a s e v i d e n t l y l o n g a g o , t h o u g h , as a l l
s p i d e r s o f t h e P l a n e o f Fear, t h e s e e x t r e m e l y l i g h t a n d
the shields o f d a r k w o o d are n o w cracked
m a g i c a l s h i e l d s are e n c h a n t e d b y a c l o s e l y g u a r d e d
a n d s p l i n t e r e d w i t h age a n d use.
secret. O f course, s p i n e c h i l l e r spiders, l i k e all d e n i -
P o w e r s : T h i s + 3 large wooden shield a l s o zens o f t h e P l a n e o f Fear, are e x t r e m e l y v i c i o u s a n d
has t h e bashing a b i l i t y . w o n ' t g i v e u p t h e i r s i l k l i g h t l y . T h e r e s u l t i n g rare
Cracked Darkwood Shield ( A C +5, M i t e m is a s h i e l d m a d e o f a l m o s t w e i g h t l e s s t r a n s p a r -
arcane failure 1 5 % , c h e c k - 1 ; hardness e n t s i l k , y e t w h i c h is n o n e t h e l e s s h a r d e r t h a n steel.
7, 15 h p , B r e a k D C 2 2 )
P o w e r s : T h i s s h i e l d m a d e o f h a r d e n e d s i l k is
Str + 3 . e q u i v a l e n t t o a + 4 small steel shield w i t h t h e arcane
B o n u s types: A b i l i t y s c o r e = a u g m e n t a - h a r m o n y a n d hardness a b i l i t i e s .
tion. A C = enhancement. Cryosilk Webshield ( A C + 5 , arcane failure
Caster Level: 9 t h . 0 % , c h e c k + 0 ; h a r d n e s s 1 5 , 14 h p , B r e a k D C
M a r k e t Price: 26,134 gp. 27)
Slot: Shield. Dex +3, Int +3, hp +9.
W e i g h t : 5 lbs. B o n u s types: A b i l i t y scores = a u g -
mentation. A C = enhancement.
Cresteb Mistmoore Shielb H i t points = augmentation.
D e s c r i p t i o n : T h e s e shields are c r e - Caster Level: 12th.
ated by t h e servants of Mayong M a r k e t Price: 51,225 gp.
M i s t m o o r e f o r use i n t h e d e f e n s e o f h i s Slot: Shield.
estates. However, they have spread W e i g h t : 0.2 lbs.
s o m e w h a t as a n o c c a s i o n a l agent has
borne one away f r o m M i s t m o o r e o n some
bevlasllkvel
errand a n d failed i n t h a t mission. T h e s e shields
Description: This
are m a d e t o f a i r l y u n i f o r m s t a n d a r d s : a l l a p -
p e a r as s m a l l r e d m e t a l s h i e l d s w i t h a w h i t e is a n o t h e r p r o d u c t o f

s k u l l u p o n t h e f r o n t . T h e y are v e r y r e c o g n i z - the shamanic magics


able, and servants o f M a y o n g M i s t m o o r e w i l l of the gnolls. T h e
attempt to retrieve t h e m f r o m others if they gnolls invoke Brell t o
should encounter a n outsider using one. b i n d t h e spirit o f a snake
i n t o a warrior's shield, giv-
P o w e r s : T h i s + 3 smallmetal shield h a s t h e
some measure ofthe
txrocess defense a b i l i t y a g a i n s t disease-, e l e c -
snake's q u a l i t i e s t o t h e bearer.
t r i c i t y - , m a g i c - , a n d poison-based process
P o w e r s : T h i s is a + 1 small wooden shield.
effects.
Devlas I l k v e l ( A C + 2 , arcane 5 % , check + 0 ;
Crested Mistmoore Shield ( A C + 4 , ar-
h a r d n e s s 6, 11 h p , B r e a k D C 2 2 )
c a n e f a i l u r e 5 % , c h e c k + 0 ; h a r d n e s s 1 3 , 13 h p , B r e a k D C 2 5 )
D e x + 2 , p o i s o n resistance ( 3 ) , p o i s o n save + 1 .
D e x + 3 , disease r e s i s t a n c e ( 4 ) , e l e c t r i c i t y r e s i s t a n c e ( 4 ) , m a g i c
B o n u s types: A b i l i t y s c o r e - a u g m e n t a t i o n . A C = e n h a n c e -
r e s i s t a n c e ( 4 ) , p o i s o n r e s i s t a n c e ( 4 ) , disease s a v e + 1 , e l e c t r i c i t y
save + 1 , m a g i c s a v e + 1 , p o i s o n s a v e + 1 . m e n t . Resistance = a u g m e n t a t i o n . Save = a u g m e n t a t i o n .

B o n u s types: A b i l i t y s c o r e = a u g m e n t a t i o n . A C = e n h a n c e - Caster Level: 6th.

m e n t . Resistances = a u g m e n t a t i o n . Saves = a u g m e n t a t i o n . M a r k e t P r i c e : 8,553 gp.

Caster Level: 9 t h . Slot: Shield.


W e i g h t : 7 lbs.
M a r k e t P r i c e : 32,219 gp.
Slot: Shield.
Insignia Protector
W e i g h t : 6.5 l b s .
D e s c r i p t i o n : N o r m a l l y , s h i e l d s t e n d t o b e used b y v a r i o u s w a r -
Crustacean-Shell Shielb r i o r - f o l k o f N o r r a t h , w h i l e those w h o specialize i n t h e arcane arts
r a r e l y i f e v e r use s u c h d e v i c e s — y e t o n e d e v i c e c r a f t e d w i t h s u c h use
D e s c r i p t i o n : T h e s e g a u d y shields are m a d e b y t h e o t h m i r o f
i n m i n d is t h e insignia protector. T h e s e m a g i c a l d e v i c e s a r e m a i n l y
V e l i o u s , w h o reside i n t h e C o b a l t Scar. T h e y eat a great n u m b e r
c r e a t e d b y t h e s a r n a k a n d used i n t h e d e f e n s e o f t h e r o y a l t y o f t h e i r
o f s h e l l f i s h a n d h a v e f o u n d n u m e r o u s uses f o r t h e s h e l l s t h e y h a v e
h o m e a t C h a r d o k . I t is l i k e l y t h a t t h e o r i g i n a l secrets f o r these f i n e
collected, i n c l u d i n g armor, weapons, a n d shields. T h e shields
devices c a m e f r o m some o t h e r source, perhaps t h e iksar o r e v e n t h e
v a r y g r e a t l y i n c o l o r a t i o n a n d s o m e w h a t i n size, b u t a l l t e n d t o b e
C o m b i n e E m p i r e . A t f i r s t g l a n c e , t h e s e s h i e l d s a p p e a r t o be s i m p l e
g e n e r a l l y b l u e i n c o l o r a n d a b o u t 2 t o 3 f e e t across b y 3 t o 4 f e e t
m e t a l shields, perhaps w i t h some i n t e r e s t i n g designs u p o n its
h i g h , i n a s l i g h t l y e l l i p t i c a l shape. T h e s h i e l d s are v e r y p r i m i t i v e -
s u r f a c e ; h o w e v e r , t h e s h i e l d is a c t u a l l y c o m p r i s e d o f n u m e r o u s sigils
s e e m i n g , b u t t h e i r m a g i c is p o t e n t .
a n d glyphs o f m e t a l forged together i n t o o n e solid u n i t .
P o w e r s : T h i s i t e m f u n c t i o n s as a + 4 large shield w i t h t h e light
P o w e r s : T h i s + 7 s m a l l steel shield h a s t h e arcane harmony a b i l i t y .
fortification ability.
Insignia Protector ( A C + 8 , arcane failure 0 % , check + 0 ;
Crustacean-Shell S h i e l d ( A C + 6 , arcane failure 1 5 % , c h e c k -
h a r d n e s s 1 7 , 17 h p , B r e a k D C 2 5 )
1; h a r d n e s s 9 , 16 h p , B r e a k D C 2 4 )

157
EverQuestRPG: Game Master's Guibe
-
I n t + 3 , W i s + 3 , C h a + 2 , m a n a + 3 , acid resistance ( 4 ) , c o l d Bonus types: A b i l i t y s c o r e = a u g m e n t a t i o n . A C = e n h a n c e -
resistance ( 4 ) , e l e c t r i c i t y resistance ( 4 ) , fire resistance ( 4 ) , m a g i c ment. Mana = divine.
r e s i s t a n c e ( 4 ) , s o n i c r e s i s t a n c e ( 4 ) , a c i d save + 1 , c o l d s a v e + 1 , Caster Level: 9 t h .
e l e c t r i c i t y save + 1 , f i r e save + 1 , m a g i c s a v e + 1 , s o n i c save + 1 .
Market Price: 28,970 gp.
B o n u s types: A b i l i t y scores = e n h a n c e m e n t . A C = e n h a n c e - Slot: Shield.
m e n t . M a n a = e n h a n c e m e n t . Resistances = e n h a n c e m e n t . Saves
W e i g h t : 8 lbs.
= enhancement.
C a s t e r L e v e l : 21st. Sarnak Battle Shielb
M a r k e t Price: 680,759 gp.
D e s c r i p t i o n : T h e s e t a r g e t s h i e l d s are m a d e b y t h e s a r n a k a n d
Slot: Shield. g i v e n t o t h e d e f e n d e r s o f t h e i r h o m e c i t a d e l o f C h a r d o k . T h e y are
W e i g h t : 3 lbs. g o l d e n i n c o l o r a n d rectangular i n shape, e t c h e d w i t h i n t r i c a t e
m a g i c a l p a t t e r n s u p o n t h e surface; these u n u s u a l shields are
Ornate Rune Shielb designed t obe w o r n o n the upper a r m .
D e s c r i p t i o n : T h e s e h i g h l y m a g i c a l shields h a v e m o s t l y disap- P o w e r s : T h i s s h i e l d e f f e c t i v e l y f u n c t i o n s as a + 6 steel buckler.
p e a r e d i n t o t h e h i s t o r y b o o k s . T h e i r c r e a t i o n a n d secrets a r e h e l d T h e s e u n u s u a l s h i e l d s are d e s i g n e d t o be w o r n o n t h e u p p e r a r m ,
by t h e long-dead iksar o f t h e C i t y o f M i s t . O n c e t h e y were made a l t h o u g h t h e y are s t i l l c o n s i d e r e d t o t a k e u p a s h i e l d slot ( a n d n o t
for all the royalty of t h a t city, but n o w o n l y a few remain, mostly an arm orshoulder slot).
h e l d by the spectral remains o f the nobles w h o still h a u n t those ill-
S a r n a k Battle S h i e l d ( A C + 7 , arcane failure 5 % , c h e c k + 0 ;
f a t e d s t r e e t s . E a c h is a m e t a l s h i e l d w i t h m a n y o r n a t e runic hardness 16, 11 h p , Break D C 25)
e m b e l l i s h m e n t s u p o n its surface.
S t r + 2 , C o n + 2 , h p + 1 2 , a c i d resistance ( 4 ) , c o l d resistance ( 4 ) ,
P o w e r s : T h i s + 4 small steel shield h a s t h e ghost touch e l e c t r i c i t y r e s i s t a n c e ( 4 ) , f i r e r e s i s t a n c e ( 4 ) , m a g i c resis-
ability. t a n c e ( 4 ) , s o n i c r e s i s t a n c e ( 4 ) , a c i d save + 1 , c o l d
O r n a t e R u n e Shield ( A C + 5 , arcane failure s a v e + 1 , e l e c t r i c i t y s a v e + 1 , f i r e save + 1 , m a g i c
5 % , check + 0 ; hardness 1 4 , 1 4 h p , Break D C save + 1 , sonic save + 1 .
25) Bonus types: A b i l i t y scores = a u g m e n t a -
I n t + 3 , m a n a + 2 , a l l resistances ( 2 ) . tion. A C = enhancement. H i t points =
Bonus types: A b i l i t y s c o r e = a u g m e n - a u g m e n t a t i o n . Resistances = a u g m e n -
tation. A C = enhancement. Mana = t a t i o n . Saves = N o n e .
a u g m e n t a t i o n . Resistances = a u g m e n - Caster Level: 18th.
tation, j Market Price: 384,165 gp.
Caster Level: 12th. Slot: Shield.
M a r k e t P r i c e : 52,549 gp. W e i g h t : 3 lbs.
Slot: Shield.
W e i g h t : 3 lbs. Shielb O F the Forlorn
Description: A creation of the kobolds
Passive SunshieLb o f Odus, this heavy shield o f a fallen kobold
Description: A number of the inhab- ^ S M w a r r i o r is c r a f t e d o f s o l i d i r o n . I t is e n -
itants o f Luclin have found that t h e c h a n t e d so t h e n e x t bearer m i g h t l e a m from
bodies o f some a n i m a t e p l a n t creatures, ^ its p r e v i o u s o w n e r ' s mistakes.
once dead, c a nbe treated and turned i n t o P o w e r s : T h i s + l smallshieldgrants its user o n l y
l i g h t w e i g h t , effective shields. S o m e o f the pho- o n e o f t h e a b i l i t y bonuses b e l o w . A n e w o w n e r m u s t
t o s y n t h e t i c p o w e r o f these a n i m a t e p l a n t s also carries choose w h i c h b o n u s h e w a n t s w h e n t h e s h i e l d first
o v e r i n t o t h e s h i e l d a n d g r a n t s its bearer a measure o f c o m e s i n t o h i s possession, a n d t h a t is t h e b o n u s c o n f e r r e d b y
power. t h a t specific s h i e l d t o t h a t i n d i v i d u a l f o r e v e r after.

P o w e r s : T h i s s h i e l d is e q u i v a l e n t t o a + 3 small w o o d e n shield Shield o f t h e F o r l o r n ( A C + 2 , arcane failure 5 % , check + 0 ;


w i t h t h e Winding a b i l i t y . h a r d n e s s 1 1 , 11 h p , B r e a k D C 2 5 )
Passive S u n s h i e l d ( A C + 4 , arcane failure 5 % , check +0; I n t + 1 or W i s + 1 .
h a r d n e s s 8 , 13 h p , B r e a k D C 2 2 ) Bonus types: A b i l i t y s c o r e = i n s i g h t . A r m o r class = e n h a n c e -
Str + 2 , W i s + 2 , mana + 2 . ment.
B o n u s types: A b i l i t y s c o r e s = a u g m e n t a t i o n . A C = e n h a n c e - Caster Level: 3rd.
ment. Mana = none. Market Price: 4,659 gp.
Caster Level: 9 t h . Slot: Shield.
M a r k e t P r i c e : 29,553 gp. W e i g h t : 15.5 lbs.
Slot: Shield.
W e i g h t : 1.5 l b s . Shielb OF Prexus
Description: T h e s e r o u n d shields are c r e a t e d b y t h e i n h a b i t -
Ry'gorr Oracle ShieLO ants o f Kedge Keep, etched across t h e i r e n t i r e surface with
D e s c r i p t i o n : A f e w s h a m a n s a m o n g s t t h e R y ' g o r r ores o f V e l i o u s impressions o f m a r i n e life. S o m e date f r o m the times w h e n more
h a v e m a s t e r e d t h e e n c h a n t m e n t s necessary t o f a s h i o n s h i e l d s t h a t K e d g e e x i s t e d a n d t h u s b e a r a r c h a i c i m a g e s f r o m t h o s e l o s t ages.
enhance the shamans' m i g h t . Still f o u n d mostly i n the hands o f T h e s h i e l d s w e r e o r i g i n a l l y g i v e n t o l a n d - d w e l l i n g a l l i e s so t h a t
these shamans o r t h e i r m o s t t r u s t e d l i e u t e n a n t s a n d apprentices, t h e y c o u l d serve w i t h t h e forces o f t h e Kedge.
s u c h s h i e l d s c a n n o w s o m e t i m e s be f o u n d e l s e w h e r e as e x p l o r e r s o f P o w e r s : T h i s s h i e l d o f c o r a l a n d s h e l l is e q u i v a l e n t t o a + 4 small
Velious have pried a few f r o m hands o f slain Ry'gorr. steel shield. I t also g r a n t s t h e a b i l i t y t o b r e a t h u n d e r w a t e r (as enduring
P o w e r s : T h i s + 3 large steel shield h a s t h e light fortification ability. breath) f o r as l o n g as o n e bears t h e s h i e l d . F u r t h e r , w i t h b u t a t h o u g h t

Ry'gorr Oracle Shield ( A C + 5 , arcane failure 1 5 % , check -1; from its b e a r e r , t h e s h i e l d g a i n s t r e m e n d o u s b u o y a n c y , a l l o w i n g a


hardness 13, 23 h p , B r e a k D C 25) l i g h t l y e n c u m b e r e d M e d i u m - s i z e user t o stay a f l o a t b y h o l d i n g o n t o
it e v e n a m i d t h e heaviest o f storms (he gains a + 2 0 bonus t o S w i m
Wis +2, mana +9.
checks w h i l e using the shield i n this way).
C h a p t e r Five: Magic items

S h i e l d o f P r e x u s ( A C + 5, a r c a n e f a i l u r e 5 % , c h e c k + 0 ; h a r d n e s s
1 3 , 13 h p , B r e a k D C 2 5 )
Shirt
B o n u s types: A C = e n h a n c e m e n t . S h i r t s are i t e m s w o r n o n t h e t o r s o and/or t h e a r m s . T h e s h i r t
s l o t c o n s i s t s o f m o r e t h a n j u s t s h i r t s : i t a l s o i n c l u d e s i t e m s s u c h as
A c t i v a t i o n : UseActivated.
m a g i c a l sleeves o r v a m b r a c e s . T h e s e c a n be w o r n w i t h f u l l sets o f
Caster Level: 12th.
armor w i t h no penalty.
M a r k e t Price: 53,159 gp.
P h y s i c a l D e s c r i p t i o n : S h i r t i t e m s are m a d e o f c l o t h , l e a t h e r , o r
Slot: Shield
m e t a l . M e t a l s h i r t items t y p i c a l l y h a v e A C 9, hardness 10, 4 h p ,
W e i g h t : 6.5 l b s . a n d a B r e a k D C 2 4 , w h i l e c l o t h o r l e a t h e r s h i r t i t e m s are g e n e r a l l y
A C 9 , h a r d n e s s 3, a n d 3 h p , w i t h a B r e a k D C o f 1 0 .
Shielb O F Rainbow Hues Activation: M o s t magic shirt abilities are use-activated by
D e s c r i p t i o n : These shields seem t o have o r i g i n a t e d o n t h e Plane w e a r i n g . S h i r t a b i l i t i e s w i t h c h a r g e s o r uses p e r d a y a r e g e n e r a l l y
o f Fear. H o w t h e c t e a t u r e s t h e r e m a n a g e t o g e t o r c r e a t e t h e m is c o m m a n d word activated.
a n y o n e ' s guess, as s u c h b e i n g s d o n o t s e e m t h e s o r t t o c r a f t e q u i p - Random Generation: T o generate shirts r a n d o m l y , roll o n
m e n t o f a n y k i n d . T h e shield of rainbow hues is a s m a l l m e t a l s h i e l d "Table 5 - 2 1 : Shirts."
t h a t appears t o b e c o v e r e d w i t h o r p e r h a p s
composed o f s h i m m e r i n g colors. W h e n any sort
o f s p e l l s t r i k e s t h e b e a r e r , l i g h t flashes o f f o f t h e
Table 5-21: Shirts
shield i n a brilliant, scintillating effect.
Minor Medium Major Epic Item Name Market Price
P o w e r s : T h i s + 5 smaRsteelshield has there/fecrion
a n d spell resistance [all energy types] 15 abilities. I t
01-50 01-10 — — Drake-Hide Sleeves 5,350 gp

always i l l u m i n a t e s d i e area a r o u n d itself i n a 10-foot 51-100 11-20 — — Gatorscale Sleeves 5 , 4 4 0 gp


radius; i n a n y r o u n d d u r i n g w h i c h t h e s h i e l d o r its — 21-50 — — Black Embroidered Sleeves 8 , 4 5 0 gp
w i e l d e r is d i r e c t l y targeted b y a n y spell, d i e l i g h t — 51-80 — — Black Ice Sleeves 9 , 7 0 0 gp
radius increases t o 3 0 feet f o r 1 f u l l r o u n d .
— 81-100 01-05 — Follower's Sleeves 9 , 9 6 0 gp
Shield o f R a i n b o w Hues ( A C + 6 , arcane
— — 06-15 — Dark Scale Sleeves 11,000 gp
failure 5 % , check + 0 ; hardness 1 5 , 15 h p ,
Break D C 2 5 )
— — 16-30 — Azure Sleeves 11,050 gp

A l l r e s i s t a n c e s ( 8 ) , a l l e n e r g y - b a s e d saves
— — 31-45 — Sleeves of Power 11,200 gp

+2. — — 46-100 01-100 Arms of Augmentation 7 6 , 0 0 0 gp


B o n u s types: A C = e n h a n c e m e n t . Resis-
tances = N o n e . Saves = N o n e .
Caster Level: 15th.
M a r k e t P r i c e : 1,722,159 gp. Arms O F Augmentation
Slot: Shield. Description: T h e C o m b i n e Empire o n N o r r a t h is m o s t l y
W e i g h t : 0.5 l b s . r e m e m b e r e d , as f a r as m a g i c i t e m s g o , f o r i t s e n c h a n t e d w e a p o n r y .
H o w e v e r , t h e r e w e r e a g r e a t m a n y o t h e r C o m b i n e m a g i c s as w e l l .
Shiny Brass Shielb O n e o f these was a s h i r t m a d e f o r t h e E m p i r e ' s secret a g e n t s — a l s o
k n o w n as assassins. T h e s h i r t p r o t e c t e d i t s w e a r e r f r o m h a r m , as
D e s c r i p t i o n : T h e s e m a g i c a l brass s h i e l d s are m a d e b y t h e o r e s
w e l l as g i v i n g h i m t o o l s t o use i n t h e p e r f o r m a n c e o f h i s d u t i e s .
o f C l a n C r u s h b o n e . T h e shamans o f t h i s c l a n create a f e w o f these
T h e s e s h i r t s are n o w m o s t o f t e n used b y t h e forces o f S a n c t u s S e r u .
s h i e l d s e a c h y e a r t o s h o w t h e i r s u p e r i o r i t y o v e r t h e lesser r a c e s .
T h e shirts looks like a n ordinary w h i t e c o t t o n shirt, rather old-
P o w e r s : T h i s + 2 small shield g l o w s as b r i g h t l y as a t o r c h a t t h e fashioned, b u t t h a t any n o b l e m i g h t wear o n t h e street o f Freeport.
w i l l o f t h e bearer.
P o w e r s : T h i s s h i r t g r a n t s its wearer a + 2 b o n u s o n a t t a c k s w h e n
Shiny Brass S h i e l d ( A C + 3 , arcane failure 5 % , check + 0 ;
u s i n g a n y t h r o w n w e a p o n . A s a free a c t i o n , t h e s h i r t m a y create
hardness 1 1 , 1 2 h p , Break D C 2 5 ) a n o n m a g i c a l dagger i n t h e wearer's h a n d (or o n e i n each h a n d ,
E l e c t r i c i t y r e s i s t a n c e ( 4 ) , m a g i c r e s i s t a n c e ( 4 ) , e l e c t r i c i t y save i f h e w i s h e s ) t h a t lasts f o r o n l y 1 r o u n d , o r f o r as l o n g as t h e w i e l d e r
+ 1 , m a g i c save + 1 . wishes t o h o l d i t ; these daggers m a y be t h r o w n o r used i n m e l e e
B o n u s types: A C = e n h a n c e m e n t . R e s i s t a n c e = a u g m e n t a t i o n . n o r m a l l y . T h e user m a y s u m m o n a n u m b e r o f d a g g e r s e a c h r o u n d
Saves = a u g m e n t a t i o n . e q u a l t o t h e n u m b e r o f i t e r a t i v e a t t a c k s h e has p e r r o u n d , a n d m u s t
A c t i v a t i o n : Use Activated. use t h e d a g g e r s h i m s e l f ; i f h e t r i e s t o g i v e a d a g g e r a w a y , i t s i m p l y
v a n i s h e s . T h e d a g g e r s ' t e m p o r a r y n a t u r e is a p p a r e n t t o a n y w h o
Caster Level: 6 t h .
view one.
M a r k e t Price: 12,159 gp.
Str +2, A C +4.
Slot: Shield.
Bonus types: A b i l i t y s c o r e = a u g m e n t a t i o n . A C = d e f l e c t i o n .
W e i g h t : 8 lbs.
Attack = augmentation.
Velium Rounb ShieLb Activation: UseActivated.

D e s c r i p t i o n : T h e s e s e e m i n g l y w e i g h t l e s s shields are m a d e b y Caster Level: 12th.


the C o l d a i n dwarves f r o m t h e m a g i c a l icy substance called v e l i u m . Market Price: 76,000 gp.
T h e w e a r e r feels n o real c h i l l w h i l e b e a r i n g t h e s h i e l d ; i n f a c t , i t Slot: Shirt.
is e n c h a n t e d t o p r o t e c t t h e w e a r e r f r o m c o l d . Weight: 1 lb.
P o w e r s : T h i s is a + 2 small shield.
V e l i u m R o u n d Shield ( A C + 3 , arcane failure 5 % , check + 0 ; Azure Sleeves
h a r d n e s s 2 2 , 18 h p , B r e a k D C 2 8 ) D e s c r i p t i o n : M i n o t a u r s are n o t k n o w n f o r t h e i r m a g i c a l c r e -
C o l d r e s i s t a n c e ( 4 ) , c o l d save + 1 . a t i o n s : a l t h o u g h these azure b l u e shirts are f o u n d a m o n g t h e
Bonus types: A C = e n h a n c e m e n t . R e s i s t a n c e = e n h a n c e m e n t . m i n o t a u r s o f t h e r u i n s o f G u k , assuredly t h e y are n o t t h e creators.
R a t h e r , i t is c e r t a i n t h a t t h e y f o u n d t h e m ( o r f o u n d t h e s h i r t s '
Save = e n h a n c e m e n t .
makers) amongst the ruins.
M a r k e t P r i c e : 5,809 gp.
Powers: A C +2.
Slot: Shield
W e i g h t : 0.5 l b s . Focus effect: I m p r o v e d D a m a g e I .

f is* \
EverQuestRPG: Came Master'sGuioe

Bonus types: A C = deflection.


Caster L e v e l : 6 t h .
Market Price: 11,050 gp.
Slot: Shirt.
Weight: 0.6 lbs.

B l a c k Ecnbr o i b e r e b S l e e v e s
Description: T h i s finely crafted black shirt is embroidered w i t h
red runes r u n n i n g d o w n the lengths o f its sleeves. Such shirts are
found i n the ruins of G u k , mostly now i n the hands o f the undead
frogloks, but are n o t t h o u g h t t o be created by t h e m .
Powers: H p +5, mana +2.
Focus effect: S u m m o n i n g Efficiency I I .
Bonus types: H i t points = augmentation. M a n a = augmenta-
tion.
Caster L e v e l : 10th.
Market Price: 8,450 gp.
Slot: S h i r t .
Weight: 3 lbs.

B l a c k Ice S l e e v e s
Description: These heavy quilted shirts are made by the
sorcerer Velketor. I n experimenting w i t h ways to compress v e l i u m ,
he discovered a process that produced a black form o f extremely
dense v e l i u m byproduct. He found that he could use this material
like thread to make shirts and other c l o t h i n g . T h e shirt is the most
c o m m o n piece o f such items.
Powers: Str +2, Dex +2.
Bonus types: A b i l i t y scores = augmentation.
Caster Level: 6 t h . bonuses to A C , but h a v i n g the hardness ability. T h e +1 armor
bonus thus granted does n o t stack w i t h other armor bonuses.
Market Price: 9,700 gp.
Slot: S h i r t . Follower's Sleeves ( A C + 1 , max Dex + 8 , check +0; hardness 2,
2 hp, Break D C 19)
Weight: 10 lbs.
Str + 1 , I n t + 1 , W i s + 1 , fire resistance ( 3 ) , fire save + 1 .
bark Scale Sleeves Bonus types: A b i l i t y scores = augmentation. Resistance =
Description: T h e sarnak make these enchanted shirts from the augmentation. Save = augmentation.
woven skins o f dead iksar. T h e magical process makes the scales Caster L e v e l : 3rd.
almost completely black. Market P r i c e : 9,960 gp.
Powers: Str + 3 , a l l resistances ( 1 ) . Slot: S h i r t .
Bonus types: A b i l i t y score = enhancement. Resistance = en- Weight: 1.5 lbs.
hancement.
Caster L e v e l : 9 t h . Gotorscale Sleeves
Market Price: 11,000 gp. Description: A number o f crocodiles, great and small, inhabit
Slot: S h i r t . the ruins of G u k . A number o f mages have learned a technique
Weight: 4.5 lbs. that can t u r n the hide o f the more ancient of these creatures i n t o
a magical shirt. T h e finished result is a green-hued shirt made of
brake-Hibe Sleeves a t h i n layer o f crocodile hide.
Powers: I n t +2, hp +4.
Description: T h e powerful goblins of
Solusek's Eye make several pieces of c l o t h i n g Bonus types: A b i l i t y score = augmentation. H i t
from the drakes that also i n h a b i t the caverns. points = augmentation.
T h i s shirt is one such item. Caster L e v e l : 3rd.
Powers: C o n + 1 , h p +3. Market Price: 5,440 gp.
Focus effect: Extended Range I . Slot: S h i r t .
Bonus types: A b i l i t y score = enhancement. Weight: 0.3 lbs.

Sleeves OF Potoer
H i t points = enhancement.
Caster L e v e l : 5 t h .
Market Price: 5,350 gp. Description: T h e s u n revenantsare another strange
race o f L u c l i n , and are also the creators o f this shirt. T h e
Slot: S h i r t .
exact c o m p o s i t i o n o f this apparel is u n k n o w n , but it
Weight: 0.1 lbs.
appears to be a red c o t t o n - l i k e material.
Powers: Str +3, h p +6.
F o l l o w e r ' s Sleeves
Bonus types: A b i l i t y score = enhancement. H i t points
Description: T h e grol baku, the creators of this shirt,
= enhancement.
are a strange alien folk that i n h a b i t L u c l i n . W h a t
exactly this shirt is made of is u n k n o w n , but i t appears Caster L e v e l : 9 t h .
to be a gray, silky material that resists damage and fire. Market Price: 11,200 gp.
Powers: A l t h o u g h technically a shirt, this i t e m , Slot: S h i r t .
protects as i f i t were c l o t h armor w i t h no magical ^ Weight: 3.5 lbs.

2&
Chapter Five: Magic items

ShouLtter Barnacle-Covcreo Paulbrons


D e s c r i p t i o n : T h e w a t e r s a r o u n d t h e s u n k e n c i t y o f K e d g e are
These items include a n y t h i n g protective o r decorative w o r n
h a u n t e d , as t h e e v i l p o w e r s t h a t c o r r u p t e d K e d g e h a v e b l e d o u t
a r o u n d t h e s h o u l d e r s . I t e m s s u c h as m a n t l e s , s h a w l s , stoles,
i n t o t h e lake itself. M a n y o f t h e a d v e n t u r e r s w h o h a v e b e e n slain
s p a u l d e r s , o r e p a u l e t s are s h o u l d e r i t e m s . T h e s e i t e m s c a n b e w o r n
i n K e d g e c o m e o u t as u n d e a d , m a n y o f w h o m s t i l l h a u n t t h e o u t e r
w i t h f u l l sets o f a r m o r w i t h n o p e n a l t y .
s h o r e o f t h e l a k e as a b a r n a c l e - c o v e r e d s k e l e t o n s , o r w o r s e .
Physical D e s c r i p t i o n : Typically made o f metal or c l o t h , shoul-
P o w e r s : A l t h o u g h t e c h n i c a l l y a s h o u l d e r i t e m , these p a u l d r o n s
d e r i t e m s are m a d e t o h a n g o n a w e a r e r ' s s h o u l d e r s . T h e y c a n a l s o
p r o t e c t as i f t h e y w e r e a r m o r . T h e a r m o r b o n u s a n d a r m o r c h e c k
be made o f f u r o r m o r e e x o t i c materials. M e t a l s h o u l d e r i t e m s
penalties g r a n t e d d o n o t stack w i t h s i m i l a r bonuses f r o m o t h e r
t y p i c a l l y h a v e A C 9, hardness 10, a n d 4 h p , w i t h a Break D C o f
a r m o r w o r n , a l t h o u g h t h e arcane spell f a i l u r e c h a n c e does stack.
2 3 . N o r m a l c l o t h o r l e a t h e r s h o u l d e r i t e m s h a v e A C 9, h a r d n e s s
3, a n d 3 h p , a n d a B r e a k D C o f 1 0 . Barnacle-Covered Pauldrons ( A C + 1 , check - 1 ; arcane spell
failure 5 % ; hardness 9, 8 h p , Break D C 2 4 )
A c t i v a t i o n : M o s t s h o u l d e r i t e m a b i l i t i e s are use-activated b y
C o l d resistance ( 2 ) .
w e a r i n g . A b i l i t i e s w i t h c h a r g e s o r uses p e r d a y a r e g e n e r a l l y
command word activated. B o n u s types: R e s i s t a n c e = e n h a n c e m e n t .

R a n d o m G e n e r a t i o n : T o generate shoulder items randomly, C a s t e r L e v e l : 1st.


roll o n "Table 5 - 2 2 : Shoulder Items." M a r k e t P r i c e : 375 gp.
Slot: Shoulder.
W e i g h t : 4-5 l b s .

Table 5-22: Shoulber Items


Minor Medium Major Epic Item Name Market Price
BLackeneb Iron SpauLbers
D e s c r i p t i o n : A r m o r and items of this na-
01-15 — — — Barnacle-Covered Pauldrons 3 7 5 gp
ture are crafted o n l y by t h e goblins o f
16-35 — — — Blackened Iron Spaulders 1,145 gp Runnyeye. S u c h items are t h o u g h t b y t h e
36-50 — — — Embroidered Black Cape 2 , 4 0 0 gp goblins to make t h e m look powerful, but they
51-65 — — — Bloodstained Mantle 2 , 5 7 0 gp also p r o v i d e d e c e n t p r o t e c t i o n .

66-80 01-10 — — Lizardscale Mantle 3,100 gp P o w e r s : A l t h o u g h technically a shoulder


i t e m , t h e s e s p a u l d e r s p r o t e c t as i f t h e y w e r e
81-93 11-25 — — Crested Spaulders 4 , 2 5 0 gp
armor. T h earmor bonus and armor check
94-100 26-45 — — Ravenscale Shoulderpads 5,355 gp
penalties g r a n t e d d o n o t stack w i t h s i m i l a r
— 46-60 — — Braided Ivy Cords 6 , 0 0 0 gp bonuses f r o m o t h e r a r m o r w o r n , a l t h o u g h
— 61-75 — — Rusty Spiked Shoulderpads 6 , 9 6 7 gp t h e arcane spell f a i l u r e c h a n c e does stack.

— 76-90 01-10 — Carnal Pauldrons 1 0 , 7 6 5 gp Blackened I r o n Spaulders ( A C + 1 , check


— 91-100 11-20 — Adamantite Epaulets 11,165 gp - 1 ; arcane spell f a i l u r e 5 % ; hardness 10, 10
hp, Break D C 25)
— — 21-35 — Prayer Shawl 1 2 , 0 0 0 gp
T h e s e s h o u l d e r plates also a l l o w t h e wearer
— — 36-50 — Imbued Granite Spaulders 1 4 , 8 0 0 gp
t h e b e n e f i t o f t h e S l a m feat, regardless o f t h e
— — 51-65 — Loam-Encrusted Amice 16,350 gp
usual prerequisites. ( A S m a l l creature deals
— — 66-80 — Gilded Cloth 1 7 , 0 0 0 gp l d 3 p o i n t s o f d a m a g e w i t h a successful S l a m
— — 81-100 — Squallsurge Shawl 2 1 , 9 0 0 gp attack.)
01-100 Obulus Death Shroud 5 6 , 6 0 0 gp Caster Level: 2nd.
— — —
M a r k e t P r i c e : 1,145 g p .
Slot: Shoulder.
W e i g h t : 5 lbs.

Abacncmtite EpauLets BLoobstaineb Mantle


D e s c r i p t i o n : Deep w i t h i n the dungeon-realm of Lower Guk,
D e s c r i p t i o n : T h e u n d e a d k n i g h t s o f t h e Estate o f U n r e s t wear
g h o u l i s h f r o g l o k w a r r i o r s are e q u i p p e d w i t h these epaulets i n
these m a n t l e s t o a u g m e n t t h e i r o w n s t r e n g t h a n d t o p r o t e c t
order t o give t h e m a n upper h a n d i n t h e i r struggle against t h e
themselves f r o m magical attacks.
l i v i n g frogloks. S o m e a d v e n t u r e r s w h o h a v e b a t t l e d these u n d e a d
P o w e r s : S t r + 1 , m a g i c resistance ( 4 ) , m a g i c save + 1 .
n o w f i n d themselves t h e p r o u d wearers o f s u c h shoulder-pieces.
B o n u s types: A b i l i t y score = enhancement. Resistances =
P o w e r s : A l t h o u g h t e c h n i c a l l y a shoulder i t e m , these epaulets
augmentation. Save = augmentation.
p r o t e c t as i f t h e y w e r e a r m o r ( + 1 b o n u s ) w i t h a n i n n a t e + 1
enhancement bonus, due t o t h e i r superior Caster Level: 3rd.

material and construction. T h e armor bo- M a r k e t P r i c e : 2,570 gp.


nus and a r m o r check penalties granted A Slot: Shoulder.
d o n o t stack w i t h s i m i l a r bonuses f r o m W e i g h t : 3.5 l b s .
other armor w o r n , a l t h o u g h the arcane
spell f a i l u r e c h a n c e does stack. Bralb€t> Ivy Corbs
A d a m a n t i t e Epaulets ( A C + 2 , c h e c k D e s c r i p t i o n : T h e b r o w n i e s o f Lesser
- 1 ; arcane spell failure 5 % ; hardness Faydark can be most dangerous due t o
1 7 , 12 h p , B r e a k D C 2 8 ) t h e s t e a l t h a n d speed w i t h w h i c h t h e y
Wis +3. act. B r o w n i e s are notorious f o r their
Bonus types: A b i l i t y s c o r e = e n - ability t o create magical armor a n d
hancement. A C = enhancement. c l o t h i n g o u t o f t h e leaves a n d trees
Caster Level: 9 t h . a r o u n d t h e m : t h e s e i v y c o r d s are j u s t
M a r k e t P r i c e : 11,165 gp. one example o f such items.

Slot: Shoulder. Powers: Wis +2.


Focus effect: E n h a n c e m e n t H a s t e I .
W e i g h t : 4.5 l b s .
Ev€rQuestRPG:GacneMast€r'sGuiD€

Bonus types: A b i l i t y s c o r e = a u g m e n t a t i o n . Slot: Shoulder.


Caster Level: 6 t h . W e i g h t : 0.3 l b s .
M a r k e t P r i c e : 6,000 gp.
Slot: Shoulder.
Gilbeb Cloth
W e i g h t : 0.3 lbs. D e s c r i p t i o n : T h i s c l o t h , tied firmly about the shoulder w i t h
s e v e r a l i n t r i c a t e k n o t s , is o n e o f t h e m a r k i n g s o f n o b i l i t y a m o n g s t

Carnal PauLorons the living frogloks of Lower Guk.


Powers: Str+ 2 , Dex +3.
D e s c r i p t i o n : T h ekobolds o f Nagafen's L a i r are a m o n g t h e
fiercest o f clans i n all o f N o r r a t h . T h e k o b o l d priests there are Focus effect: S p e l l H a s t e I .
w i d e l y k n o w n a n d feared f o r t h e i r great c o m b a t a b i l i t y , yet m a n y B o n u s types: A b i l i t y scores = a u g m e n t a t i o n .
a d v e n t u r e s h a v e lost t h e i r lives t r y i n g t o acquire t h e legendary Caster Level: 9th.
p a u l d r o n s g i v e n t o his priests b y L o r d N a g a f e n h i m s e l f . M a r k e t P r i c e : 17,000 gp.
P o w e r s : A l t h o u g h t e c h n i c a l l y a shoulder i t e m , these pa uldr o ns Slot: Shoulder.
p r o t e c t as i f t h e y w e r e a r m o r . T h e a r m o r b o n u s a n d a r m o r c h e c k
W e i g h t : 0.3 l b s .
penalties g r a n t e d d o n o t stack w i t h s i m i l a r bonuses f r o m o t h e r
a r m o r w o r n , a l t h o u g h t h e arcane spell failure c h a n c e does stack.
lcnbcieb Granite Spaalbers
Carnal Pauldrons ( A C + 1 , check - 1 ; arcane spell failure
D e s c r i p t i o n : T h e l i v i n g g r a n i t e f r o m w h i c h t h e s e spaulders are
5%;hardness 1 0 , 10 h p , B r e a k D C 2 5 )
f o r m e d comes f r o m t h e remains o f the rock golems o f the H o l e . T h e
Dex +3, mana +3.
s t o n e h a s b o t h t h e a b i l i t y t o m e n d a n y c h i p s o r c r a c k s , a n d i t s great
B o n u s types: A b i l i t y s c o r e = a u g m e n t a t i o n . M a n a = aug- mass p r o v e s t o be a p o w e r f u l a i d w h e n s l a m m i n g a n o p p o n e n t .
mentation. P o w e r s : T h e s e massive a n d i m p o s i n g shoulder-plates g r a n t a
Caster Level: 9 t h . + 2 b o n u s t o S l a m a t t a c k s . A n y d a m a g e t o t h e imbued g r a n i t e
M a r k e t P r i c e : 10,765 gp. spaulders h e a l s i t s e l f a t a r a t e o f 5 h i t p o i n t s p e r d a y .
Slot: Shoulder. A l t h o u g h t e c h n i c a l l y a s h o u l d e r i t e m , these spaulders p r o -
W e i g h t : 4.5 l b s . t e c t as i f t h e y w e r e a r m o r . T h e a r m o r b o n u s a n d a r m o r
c h e c k penalties g r a n t e d d o n o t stack w i t h s i m i l a r b o -
Cresteo Spaulbers nuses f r o m o t h e r a r m o r w o r n , a l t h o u g h t h e arcane

Description: T h e vampire- spell f a i l u r e c h a n c e does stack.

infested castle of Mayong I m b u e d G r a n i t e S p a u l d e r s ( A C + 2, c h e c k - 4 ;


M i s t m o o r e houses m a n y t y p e s arcane s p e l l f a i l u r e 1 0 % ; h a r d n e s s 8 , 15 h p ,
o f evil creatures. M a n y ad- Break D C 24)
venturers travel t o this A l l resistances ( 4 ) , a l l energy-based saves + 1 .
accursed place t o c o m b a t t h e . Bonus types: A t t a c k = a u g m e n t a t i o n . R e -
spread o f e v i l , w h i l e o t h e r s sistance = enhancement. Save =
travel here i n search of the augmentation.
powerful armor and weapons
Caster Level: 7th.
used by the vampires of
M a r k e t P r i c e : 12,800 gp.
M i s t m o o r e and t h e i r servants.
Slot: Shoulder.
C r e s t e d spaulders are j u s t o n e
such piece o f e q u i p m e n t . W e i g h t : 45 lbs.

Powers: Although
LizarOscale Mantle
technically a shoulder
i t e m , these spaulders p r o - Description: This mantle comes
t e c t as i f t h e y w e r e a r m o r . - f r o m the green lizard-men w h o guard
The armor bonus a n d armor t h e T e m p l e o f C a z i c - T h u l e . T h e liz-
check penalties granted d o n o t a r d - m e n are n o t t o b e t a k e n l i g h t l y :
stack w i t h s i m i l a r bonuses f r o m t h e y are s k i l l e d f i g h t e r s a n d t h e y t e n d
other armor worn, although t o a t t a c k i n great n u m b e r s .
the arcane spell failure Powers: W i s + 1 , Int + 1 .
c h a n c e does s t a c k . B o n u s types: A b i l i t y scores = a u g -
Crested Spaulders ( A C mentation.
+ 1 , c h e c k - 1 ; arcane spell f a i l - Caster Level: 3rd.
ure 5 % ; hardness 10,9 h p , Break M a r k e t P r i c e : 3,100 gp.
DC 25) Slot: Shoulder.
Con +2. W e i g h t : 2.5 l b s .
Bonus types: A b i l i t y s c o r e = e n h a n c e m e n t .
Caster Level: 6 t h . Loacn - E n c r u s t e o Acnice
M a r k e t Price: 4,250 gp. D e s c r i p t i o n : T h e l i g h t w e i g h t m a n t l e is o n e o f t h e m o s t s o u g h t
Slot: Shoulder. a f t e r i n a l l o f A n t o n i c a . O n l y t h e b r a v e s t o f a d v e n t u r e s are l i k e l y t o
W e i g h t : 4.5 l b s . a c q u i r e o n e , h o w e v e r , as t h e y are f o u n d o n l y i n t h e d e p t h s o f t h e
H o l e — a r u i n e d c i t y o v e r r u n b y e l e m e n t a l s , g o l e m s , a n d t h e ghosts
Embroiocreo Black Cape of the former inhabitants.

D e s c r i p t i o n : T h e s e c a p e s a r e u s u a l l y f o u n d as p r i z e d p o s s e s s i o n P o w e r s : I n t + 1 , A C + 2 , m a n a + 2 , a l l resistances ( 1 ) .
of t h e f r o g l o k ghouls o f L o w e r G u k , and o n l y t h e bravest a d v e n - B o n u s types: A b i l i t y s c o r e = a u g m e n t a t i o n . A C = d e f l e c t i o n .
turers w i l l generally o b t a i n t h e m . M a n a = a u g m e n t a t i o n . Resistances = a u g m e n t a t i o n .
Powers: H p +4, mana +3. Caster Level: 6 t h .
B o n u s types: H i t p o i n t s = e n h a n c e m e n t . M a n a = e n h a n c e m e n t . M a r k e t P r i c e : 16,350 gp.
Caster Level: 2nd. Slot: Shoulder.
M a r k e t P r i c e : 2,400 gp. W e i g h t : 0.3 l b s .
Chapter Five: Magic lteais

ObuLusOeath Shroub Rusty Spiked Shoulderpads ( A C + 1 , c h e c k - 1 ; arcane spell


failure 5 % ; hardness 10, 8 h p , Break D C 24)
D e s c r i p t i o n : T h e iksar c l a i m t h a t t h e i r ancestors created these
items. H o w e v e r , most respected scholars believe t h a t t h e mere S t r + 2 , m a g i c r e s i s t a n c e ( ^ 4 ) , m a g i c save - 1 .
h a n d f u l o f these m i r a c u l o u s i t e m s t h o u g h t t o exist m u s t b e t h e Bonus types: A b i l i t y s c o r e = a u g m e n t a t i o n . A t t a c k = e n h a n c e -
h a n d i w o r k o f e i t h e r t h e a n c i e n t shissar o r p e r h a p s e v e n t h e m e n t . Resistance = a u g m e n t a t i o n . Save = a u g m e n t a t i o n .
dragons. T h e shrouds h a v e been f o u n d o n l y i n the ruins o f Sebilis, Caster Level: 6th.
a fact t h a t allows any n u m b e r o f s u c h theories t o be reasonably M a r k e t P r i c e : 6,967 gp.
supported.
Slot: Shoulder.
P o w e r s : Str + 2 , C o n + 2 , W i s + 2 , m a n a + 4 , all resistances ( 1 ) .
W e i g h t : 2.5 l b s .
Focus effect: M a n a P r e s e r v a t i o n I I I .
B o n u s types: A b i l i t y scores ( S t r , C o n ) = a u g m e n t a t i o n . A b i l i t y SquaLLsurge ShawL
score ( W i s ) = n o n e . M a n a = e n h a n c e m e n t . Resistances = n o n e . D e s c r i p t i o n : W i t h i n the watery confines o f the dungeon o f
Caster Level: 1 5 t h . K e d g e K e e p , r u m o r has surfaced o f a n o t h e r sort o f f a b l e d s h a w l .
M a r k e t P r i c e : 56,600 gp. T h i s o n e t o o , i t is s a i d , w h i l e m i l d e w e d a n d s t a i n e d , s t i l l h o l d s
Slot: Shoulder. great power.

W e i g h t : 0.3 lbs. Powers: C o n +2, mana +9.


Focus effect: E x t e n d e d A f f l i c t i o n I I .
Prayer ShawL Bonus types: A b i l i t y s c o r e = a u g m e n t a t i o n . M a n a = a u g m e n t a -
D e s c r i p t i o n : A watery grave awaits m a n y adventures t h a t dare tion.
t o e n t e r t h e l o s t c i t y k n o w n as K e d g e K e e p . Y e t b r a v e a d v e n t u r e s Caster Level: 10th.
s t i l l t r a v e l here because o f t h e legends o f t h e vast treasures t h a t M a r k e t P r i c e : 21,900 gp.
sank w i t h t h e c i t y . O n e such legendary treasure was a prayer s h a w l
Slot: Shoulder.
t h a t g r a n t e d great w i s d o m t o its wearer.
W e i g h t : 0.3 l b s .
Powers: W i s +3.
B o n u s types: A b i l i t y s c o r e = a u g m e n t a t i o n .
Caster Level: 9 t h .
SLashing Weapons
T h i s g r o u p i n c l u d e s w e a p o n s s u c h as s w o r d s , a x e s , a n d s c y t h e s .
M a r k e t Price: 12,000 gp.
P h y s i c a l D e s c r i p t i o n : S l a s h i n g weapons are m o s t l y m a d e o f m e t a l ,
Slot: Shoulder.
t h o u g h some h a v e parts t h a t are also m a d e o f w o o d , b o n e , o r t h e l i k e .
W e i g h t : 0.4 lbs.
T h e y c o m e i n a v a r i e t y o f shapes a n d sizes, b u t m o s t h a v e l o n g blades w i t h
a l o n g c u t t i n g surface, a n d r e l a t i v e l y s h o r t handles. Statistics f o r c o m m o n
Ravenscale Shoulberpabs weapons c a n be f o u n d i n " T a b l e 5 - 2 : T y p i c a l H a r d n e s s , H i t P o i n t s ,
Description: A m o n g many thieves o f N o r r a t h , ravenscale a n d B r e a k D C s f o r C o m m o n I t e m s " ; e x t r a p o l a t e o t h e r i t e m s ' statistics
a r m o r is b y f a r t h e m o s t h i g h l y p r i z e d a n d a p p e a l i n g a r m o r . f r o m these samples, w h e n necessary. E a c h + 1 e n h a n c e m e n t b o n u s t o
G e n e r a l l y , i t a n d its c o m p o n e n t parts m a y o n l y b e a c q u i r e d b y attacks adds 1 p o i n t t o a weapon's hardness a n d h i t p o i n t s , a n d e a c h + 1
slaying t h e creatures t h a t guard t h e T e m p l e o f C a z i c - T h u l e . e n h a n c e m e n t b o n u s t o d a m a g e adds 1 p o i n t t o a weapon's Break D C .
Powers: Although technically a shoulder item, these A t t a c k e r s c a n n o t d a m a g e m a g i c w e a p o n s unless t h e a t t a c k b o n u s o f d i e
s h o u l d e r p a d s p r o t e c t as i f t h e y w e r e a r m o r . T h e a r m o r b o n u s s t r i k i n g w e a p o n is at least as h i g h as t h e s t r u c k weapon's a t t a c k b o n u s .
g r a n t e d does n o t stack w i t h s i m i l a r bonuses f r o m o t h e r a r m o r A c t i v a t i o n : S l a s h i n g w e a p o n s are use-activated unless o t h e r -
w o r n , a l t h o u g h t h e arcane spell failure c h a n c e does stack. wise s p e c i f i e d i n t h e i r d e s c r i p t i o n .
Ravenscale Shoulderpads ( A C + 1 ; arcane spell failure 5 % ; R a n d o m G e n e r a t i o n : T o generate slashing weapons randomly,
hardness 1, 4 h p , B r e a k D C 2 0 ) roll o n "Table 5 - 2 3 : Slashing Weapons."
Str + 2 , magic resistance ( 2 ) .
B o n u s types: A b i l i t y s c o r e = a u g m e n t a t i o n .
Resistance = a u g m e n t a t i o n .
Table 5-23: Slashing Weapons
Caster Level: 6 t h .
Minor Medium Major Epic Item Name Market Price
M a r k e t P r i c e : 5,355 g p .
Slot: Shoulder.
01-20 — —"•' — Combine Short Sword 2,310 gp

W e i g h t : 2.5 lbs.
21-40
— — — Combine Longsword 2,315 gp
41-60
— — — Combine Scimitar 2,315 gp
Rusty Spikeb Shoulberpabs 61-80 — — — Combine Claymore 2,350 gp
Axe of the Iron Back
D e s c r i p t i o n : T h e c o m p l e x cave system t h a t 81-95 01-10
— — 4 , 8 2 0 gp
j o i n s t h e r e g i o n k n o w n as Q e y n o s H i l l s t o t h e
frozen t u n d r a o f Everfrost peaks has become
96-100 11-30 — — Gnoll Hide Lariat 7,801 gp

infested w i t h gnolls; t h e y have established a — 31-60 — — Ornate Rune Blade 12,520 gp

rough military hierarchy and have equipped — 61-90 — — Obsidian Scimitar 13,345 gp

their commanders w i t h magical items to gain — 91-100 01-05


— Goblin Two-Handed Sword 29,315 gp
a n advantage over those w h o w o u l d challenge
— — 06-15 — Runic Carver 32,350 gp
them. These well-worn hardened leather and
m e t a l s h o u l d e r p l a t e s are o n e s u c h i t e m .
— — 16-25 — Green Jade Axe 33,710 gp

Powers: A l t h o u g h technically a shoulder


— — 26-40
— Polished Granite Tomahawk 6 0 , 7 0 6 gp

i t e m , t h e s e s h o u l d e r p a d s f u n c t i o n as s p i k e d — — 41-55 — Lamentation 9 3 , 4 4 0 gp

a r m o r (see t h e EverQuest: Player's Handbook, — — 56-70 — Defiance 112,440 gp


p. 1 5 8 , " A r m o r S p i k e s " ) w i t h a + 1 b o n u s t o — — 71-85 01-05 Mithril Two-Handed Sword 128,350 gp
attacks. T h e armor bonus and armor check
— — 86-95 06-30 Short Sword of the Ykesha 1,531,560 gp
penalties granted d o n o t stack w i t h similar
bonuses f r o m o t h e r a r m o r w o r n , a l t h o u g h t h e — — 96-100 31-55 Earthshaker 2 , 0 0 7 . 6 5 0 gp

arcane spell f a i l u r e c h a n c e does stack. — — — 5 6 - 8 0 Blade of the Black Dragon Eye 2,420,315 gp

— — — 81-100 Glowing Black Sword 2,906,315 gp


EverQuest RPG:GacneMast€r'sGuibe f- Of
AxeoFthe Iron Back Slot: Slashing.
D e s c r i p t i o n : These greataxes are forged by the giants o f Kunark. W e i g h t : Standard.
T h e y are o f simple appearance, and the metal o f their heads is
slightly blackened from the methods the giants use t o forge t h e m . beFiance
T h e i r hafts are usually made from the dark wood of Warslik's D e s c r i p t i o n : W h i l e many races worship Rallos Zek, the lord of
W o o d or the B u r n i n g Woods. W h i l e they originated amongst the war, few h o n o r h i m quite as m u c h as the giants of Kael Drakkel.
Kunarkan giants, these weapons have since found their way across T h e worship o f Rallos Zek is a m a i n part of their culture, especially
the w o r l d of N o r r a t h i n t o the hands o f many young adventurers, as their god's avatar often walks among t h e m and defends his
serving as a good, solid weapon. temple against those so foolish as t o attempt to defile i t . T h e
Powers: T h i s greataxe has a + 1 bonus to attacks and damage, protectors and guardians o f these h o l y grounds are often given
as w e l l as the massive ability. these potent weapons ( w h i c h they use as mere daggers or short
swords) t o help defend the h o l y arena o f Rallos Zek. Over the
A x e o f the I r o n Back ( 2 d 8 + 1 , delay 7; A C 6, hardness 7,14 hp,
many years, a few o f t h e m have been captured and have spread to
Break D C 25)
the rest o f the world.
Bonus types: A t t a c k = enhancement. Damage = enhancement.
Powers: T h i s metal longsword has a +4 bonus to attacks and a
Caster L e v e l : 3rd.
+3 bonus to damage as well as the great speed ability.
M a r k e t P r i c e : 4,820 gp.
Defiance ( l d 8 + 3 , delay 3; A C 7, hardness 14,10 hp, Break D C
Slot: Slashing.
28)
W e i g h t : 15 lbs.
Str + 2 , Dex +3.
Bonus types: A b i l i t y scores = morale. A t t a c k = enhancement.
BLabeoFtheBLack&ragonEye
Damage = enhancement.
D e s c r i p t i o n : T h e frogloks w h o have taken up residence i n
Caster L e v e l : 11th.
Sebilis, the ancient home city o f the iksar, h o l d a special rever-
ence for the great reptiles, the dragons. These longswords are M a r k e t P r i c e : 112,440 gp.
representative o f that reverence, diligently crafted w i t h a cross- Slot: Slashing.
piece i n the form o f a pair o f dragon's claws and an intricate W e i g h t : 5 lbs.
acid-etched design upon the blade. A l t h o u g h they n o longer
remember the methods to forge these swords, the greater spellcasters Earthshaker
among the frogloks still h o l d o n t o these remarkable blades from D e s c r i p t i o n : Earthshaker appears to be a greatsword made out
long ago. A single black sapphire is embedded i n the base o f the of solid rock, w i t h raw gems adorning its crosspiece and h i l t ; the
twisted black metal h i l t . T h e weapon is quite light, w e i g h i n g blade itself is fashioned from a very sharp piece o f flint. I t is a large
almost n o t h i n g . and heavy weapon, befitting its creation by the denizens of the
Powers: T h i s metallic longsword has a + 6 bonus to attacks and realm of Brell Senilis i n the land o f Underfoot.
damage as w e l l as the poisoned and speed abilities. I t can also Powers: T h i s stone-and-crystal weapon is equivalent to a
process (Proc D C 23) the spell envenomed breath (Fort half, D C greatsword w i t h a +5 bonus to attacks and a + 7 bonus to damage
19) upon its target. as w e l l as the keen and massive abilities. I f the wielder is standing
Blade o f the Black Dragon Eye ( l d 8 + 6 plus 2d6 poison and o n natural earth or stone, t h e n Earthshaker may process (Proc D C
envenomed breath proc, delay 4; A C 7, hardness 16, 12 hp, Break 21) a tremor spell i n a 30-foot radius (save D C 23, where appli-
DC31) cable). T h e wielder o f Earthshaker never suffers any i l l effects or
Bonus types: A t t a c k = enhancement. Damage = enhancement. damage from the results o f tremors caused by the blade.
Caster L e v e l : 18th. Earthshaker (2d8+7, crit 1 7 - 2 0 ( x 2 ) , delay 7; A C 6, hardness
M a r k e t P r i c e : 2,420,315 gp. 13, 20 h p , Break D C 30)
Slot: Slashing S t r + 2 , Dex - 2 , C o n +2.
W e i g h t : 0.5 lbs. Bonus types: A b i l i t y scores = enhancement. A t t a c k = enhance-
ment. Damage = enhancement.
Combine Weapons Caster L e v e l : 2 0 t h .
D e s c r i p t i o n : For its brief time, the C o m b i n e Empire shone. M a r k e t P r i c e : 2,007,650 gp.
O n e o f its lasting legacies is the magical weapons now possessed Slot: Slashing.
mainly by the gypsies of N o r r a t h . A l t h o u g h these weapons are o f W e i g h t : 16 lbs.
simple construction, their magical nature makes t h e m very useful
to adventurers. GLocoing Black ScoorO
Powers: These weapons have a + 1 bonus t o attacks and D e s c r i p t i o n : These swords were forged i n the mighty forges o f
damage. Kael D r a k k e l from strange ores that came from the depths o f the
C o m b i n e Claymore (as greatsword; 2 d 6 + l , delay 6; A C 6, c o n t i n e n t o f Velious; as they were forged, their metals absorbed
hardness 11, 11 h p , Break D C 26) the ruddy, flickering light of those subterranean forges u n t i l the
C o m b i n e Longsword ( l d 8 + 1 , delay 5; A C 7, hardness 11,7 h p , blades themselves became an amalgam o f metal and light energy.
Break D C 26) T h e i r glow cannot be quelled by n o r m a l means nor concealed by
any means, magical or mundane, w h i l e the blade is drawn (the
C o m b i n e Scimitar ( l d 6 + l , delay 4; A C 7, hardness 1 1 , 6 h p ,
ruddy glow of the blade is visible even i f the sword's wielder is
Break D C 26)
invisible, for instance). T h e most famous o f these blades is k n o w n
C o m b i n e Short Sword ( l d 6 + l , delay 5; A C 9, hardness 11,5
as Spelleater.
h p , Break D C 25)
Powers: T h i s unusual longsword has a + 6 bonus to attacks and
Bonus types: A t t a c k bonus = enhancement. Damage bonus =
damage as w e l l as the brilliant energy and speed abilities. I t can also
enhancement.
process (Proc D C 22) a cancel magic spell (caster level 18) upon a
Caster L e v e l : 3rd. target o n a successful h i t . Since the blade is effectively formed of
M a r k e t Price: light, i t cannot be b r o k e n by any k n o w n means.
C o m b i n e Claymore 2,350 gp. G l o w i n g Black Sword ( l d 8 + 6 , delay 4; A C 7, hardness — ,
C o m b i n e Longsword 2,315 gp. Break D C — )
C o m b i n e Scimitar 2,315 gp. Dex +5.
C o m b i n e Short Sword 2,310 gp.
Chapter Five: Magic Items

Bonus types: A b i l i t y score = augmentation. A t t a c k = enhance- Str + 3 , C o n - 4 , h p +6, disease resistance ( 2 ) , poison resistance
ment. Damage = enhancement. ( 6 ) , poison save +2.
Caster L e v e l : 18th. Bonus types: A b i l i t y scores = augmentation. A t t a c k = enhance-
M a r k e t P r i c e : 2,906,315 gp. ment. Damage = enhancement. H i t points = augmentation.
Slot: Slashing. Resistances = augmentation. Saves = augmentation.
W e i g h t : 5 lbs. Caster L e v e l : 9 t h .
M a r k e t P r i c e : 33,710 gp.
Gnoll Hibe Lariat Slot: Slashing.
D e s c r i p t i o n : T h e gnolls o f Splitpaw were o v e r r u n by another W e i g h t : 2 lbs.
tribe of gnolls many years ago and made i n t o slaves. T h i s new tribe
of gnolls is m u c h more powerful, b o t h i n physical strength and Lamentation
magical might t h a n the o l d gnolls o f Splitpaw. T h e i r shamans and D e s c r i p t i o n : A n o t h e r type of blade forged by the iksar empire
spell casters are able to make a variety of magical implements to d u r i n g its height i n the ancient city o f Sebilis, lamentation blades
further their o w n ends, i n c l u d i n g these magical whips. and other weapons are n o w guarded by golems of ancient power.
Powers: T h i s leather weapon is a w h i p w i t h a + 1 bonus to A l a m e n t a t i o n blade appears as a n o r m a l metal longsword, al-
attacks and damage. I t can also process (Proc D C 20) the stun spell t h o u g h i t does have a discernibly diamond-shaped t i p , and the
(Fort D C 13) upon the target. weight o f the w h o l e is virtually negligible.
G n o l l H i d e Lariat ( l d 2 + l subdual, delay 4; A C 7, hardness 3, Powers: These metal longswords have a +3 bonus to attacks
3 hp, Break D C 24) and a +4 bonus to damage, as w e l l as the great speed ability.
Bonus types: A t t a c k = enhancement. Damage = enhancement. L a m e n t a t i o n ( l d 8 + 4 , delay 3; A C 7, hardness 13, 9 hp, Break
Caster L e v e l : 3rd. D C 29)
M a r k e t Price: 7,801 gp. Str + 2 , C o n + 2 , h p +5.
Slot: Slashing. Bonus types: A b i l i t y scores = augmentation. A t t a c k = enhance-
W e i g h t : 2 lbs. ment. Damage = enhancement. H i t points = augmentation.
Caster L e v e l : 10th.
Goblin Tu>o-Hanbeb Su>orb M a r k e t P r i c e : 93,440 gp.
D e s c r i p t i o n : T h e name of these swords is somewhat mislead- Slot: Slashing.
ing, as they are normally neither a two-handed weapon nor are W e i g h t : 0.6 lbs.
they made by goblins. I t seems they are made and enchanted by
the sarnak to give to certain groups of their knights w i t h the sole Mithril Tu>o-HanbebSu>orb
purpose of killing goblins. O n a rare occasion, a powerful g o b l i n
D e s c r i p t i o n : These finely crafted weapons are thought by some
w i l l survive a sarnak attack and take such a sword as his o w n ,
to be created by the frogloks of G u k , whose leaders often wield
making i t a trophy o f sorts among g o b l i n k i n d — and i n the hands
such blades, even t h o u g h the frogloks don't otherwise seem to
of goblins, w h o tend to be a small folk, they are often two-handed
have the m i n i n g resources or crafting skills t o create such m i t h r i l
weapons. I n appearance, these are simple enough blades, often
blades. Since the ruins o f G u k once belonged t o some other race
w i t h a reptilian creature etched i n t o the base of the h i l t , indicat-
or culture, others believe that these blades are actually n o t made
ing their sarnak origins.
by the current residents of G u k , but are rather left over from some
Powers: These longswords have a + 2 bonus t o attacks and other ancient treasure hoard or vault.
damage as w e l l as the bane (goblin) ability. P o w e r s : T h i s m i t h r i l greatsword has a + 5 bonus to attacks and
G o b l i n T w o - H a n d e d Sword ( l d 8 + 2 , delay 5; A C 7, hardness damage. I t can also process (Proc D C 23) the alacrity spell upon
12, 8 hp, Break D C 26) its wielder w h e n i t hits an opponent i n melee.
Dex +2, C o n +2. M i t h r i l T w o - H a n d e d Sword ( 2 d 6 + 5 , delay 6; A C 6, hardness
Bonus types: A b i l i t y scores = augmentation. A t t a c k = enhance- 20, 15 h p , Break D C 3 2 )
ment. Damage = enhancement. Bonus types: A t t a c k = enhancement. Damage = enhancement.
Caster L e v e l : 6 t h . Caster L e v e l : 15th.
M a r k e t P r i c e : 29,315 gp. M a r k e t P r i c e : 128,350 gp.
Slot: Slashing. Slot: Slashing.
W e i g h t : 6 lbs. W e i g h t : 8.5 lbs.

Green Jabe Axe Obsibian Scimitar


D e s c r i p t i o n : These ancient axes were originally made by the D e s c r i p t i o n : T h e kobolds o f Solusek's Eye have interesting
iksar during the height of their power i n the ancient city of Sebilis. techniques for w o r k i n g w i t h the stone o f t h e i r home. T h e result
W h e n Sebilis was lost, these axes sat deep w i t h i n the city, o f one o f these techniques is this scimitar. A blade o f enchanted
untouched for hundreds of years. O v e r t i m e , various creatures obsidian carved t o a lethal edge, i t is quite exquisite, t h o u g h the
moved i n t o the depths o f the city and found the axes. I n t u r n , h i l t s o f these weapons are often ordinary or scavenged from other
adventurers and others defeated some o f these creatures and these weapons l o n g since broken.
weapons have started to spread, but they r e m a i n extremely rare.
Powers: T h i s stone weapon equivalent to a scimitar has a + 1
These axes have a long haft o f stone carved w i t h ancient symbols
bonus to attacks and damage, as well as the keen and ponderous
and glyphs o f the iksar. T h e axe-head is forged o f green jade, and
abilities.
many have scenes of ancient iksar battles etched upon t h e m .
T h o u g h they are made of heavy stone, these weapons somehow Obsidian S c i m i t a r ( l d 6 + l , c r i t 1 5 - 2 0 ( x 2 ) , delay 5; A C 6,
weigh very l i t t l e . T h e green jade axe's enchantments use the life hardness 1 1 , 6 h p , Break D C 26)
force of the wielder to power the axe's other benefits. Dex + 2 .
Bonus types: A b i l i t y score = augmentation. A t t a c k = enhance-
Powers: These stone and jade battleaxes have a +3 bonus to
attacks and a +1 bonus to damage, as w e l l as the keen and sundering m e n t . Damage = enhancement.
abilities. Caster L e v e l : 6 t h .
M a r k e t P r i c e : 13,345 gp.
Green Jade A x e ( l d 8 + l , c r i t 19-20 ( x 3 ) , delay 5; A C 7,
hardness 10, 12 h p , Break D C 25) Slot: Slashing.
W e i g h t : 5 lbs.
EverQuest RPG: Game Master's Guioe
1 M
Ornate Rune BLabe rest, u n f o r t u n a t e l y , i n t h e h a n d s o f t h e u n d e a d f r o g l o k s
t h a t reside i n t h e lowest t u n n e l s t h e r e . T h e s e s h o r t
D e s c r i p t i o n : T h e m e t h o d t o create these
s w o r d s are u n u s u a l i n s h a p e , a n d h a v e b e e n c o m p a r e d
b l a d e s was l o s t w h e n t h e i k s a r C i t y o f M i s t
t o oversized k u k r i . T h e s e w e a p o n s also generate a
was l o s t i n a t e r r i b l e t r a g e d y . A n u m b e r
force o f magical energy called Ykesha by the frogloks.
o f t h e blades still sit i n a n c i e n t treasure
troves o f t h a t p l a c e , a n d are w i e l d e d by P o w e r s : T h i s m e t a l w e a p o n is e q u i v a l e n t t o a
t h e specters t h e r e i n t h e defense o f short sword w i t h a + 6 bonus t o attacks and a + 5
t h e i r a n c i e n t h o m e . F u n c t i o n i n g as a n b o n u s t o d a m a g e . I t c a n also process ( P r o c D C 2 5 ) t h e
axe, these weapons m o r e closely resemble e q u i v a l e n t o f a force s p e l l ( F o r t h a l f , D C 2 5 ) o n i t s t a r g e t
g i a n t cleavers w i t h a n c i e n t runes o f p o w e r inscribed all a l o n g w i t h a successful a t t a c k .
t h e axe-head a n d a l o n g t h e l e n g t h o f t h e haft. Ornate rune S h o r t S w o r d o f t h e Y k e s h a ( l d 6 + 5 , d e l a y 5; A C 9, h a r d n e s s
blades a r e s u r p r i s i n g l y l i g h t f o r t h e i r g r e a t size a n d a l l - m e t a 6, 10 h p , B r e a k D C 2 9 )
construction. Bonus types: A t t a c k = e n h a n c e m e n t . D a m a g e = e n h a n c e m e n t .
P o w e r s : T h i s m e t a l w e a p o n is e q u i v a l e n t t o a g r e a t a x e Caster Level: 17th.
w i t h a + 2 b o n u s t o a t t a c k s , as w e l l as t h e ghosl touch a b i l i t y . M a r k e t Price: 1,531,560 gp.
O r n a t e R u n e Blade ( 2 d 6 , delay 6 ; A C 6 , hardness 12, 17 Slot: Slashing.
h p , Break D C 26) W e i g h t : 4.5 l b s .
M a n a + 2 , a l l resistances ( 1 ) .
B o n u s types: A t t a c k = e n h a n c e m e n t . M a n a = a u g m e n t a t i o n . Waist Items
Resistances = a u g m e n t a t i o n .
Waist i t e m s i n c l u d e a n y i t e m t h a t is t i e d o r f a s t e n e d
Caster Level: 5th.
a r o u n d t h e w a i s t , s u c h as b e l t s , g i r d l e s , sashes, a n d c o r d s .
M a r k e t Price: 12,520 gp.
T h e s e i t e m s g e n e r a l l y d o m o r e t h a n h o l d one's pants u p ;
Slot: Slashing. - t h e y are also useful places t o keep items a character
W e i g h t : 10 lbs. "fr w o u l d w a n t i n easy r e a c h , s u c h as p o u c h e s o r s w o r d s .
P h y s i c a l D e s c r i p t i o n : W a i s t i t e m s are bands o f m a -
Pollsheo Granite Tomahawk terial made o f c l o t h , leather, o r metal. Items made o f
Description: T h e M u c k t a i l gnolls have been w a r r i n g against m e t a l t y p i c a l l y h a v e A C 9, hardness 10, a n d 4 h p , w i t h a Break
t h e h u m a n s o f H ighpass f o r m a n y years. T h e s h a m a n s o f t h e g n o l l s D C o f 2 3 . M o s t l e a t h e r a n d c l o t h items h a v e A C 9, hardness 2
h a v e m a n y magics, o n e o f w h i c h e m p o w e r s s t o n e axes d e d i c a t e d ( l e a t h e r ) o r 0 ( c l o t h ) , 3 h p , a n d a Break D C o f 10.
to Brell Serillis w i t h the spirits o f slain gnoll warriors. W h e n one A c t i v a t i o n : W a i s t i t e m s are t y p i c a l l y use-activated by w e a r i n g .
uses s u c h a n a x e , t h e g n o l l s p i r i t c h a n n e l s i t s r a g e t h r o u g h t h e Waist i t e m a b i l i t i e s w i t h c h a r g e s o r uses p e r d a y a r e n o r m a l l y
wielder of the tomahawk. c o m m a n d word activated.
P o w e r s : T h i s s t o n e w e a p o n is a h a n d a x e w i t h a + 3 b o n u s t o Random Generation: T o generate belts r a n d o m l y , roll o n
a t t a c k s a n d d a m a g e . I t c a n a l s o p r o c e s s ( P r o c D C 2 1 ) t h e berserker "Table 5-24: Waist Items."
strength s p e l l u p o n i t s w i e l d e r w i t h a s u c c e s s f u l
hit. m

Polished G r a n i t e T o m a h a w k ( l d 6 + 3 , delay
5; A C 9 , h a r d n e s s 1 1 , 1 0 h p , B r e a k D C 2 4 ) TabLe 5-24: Waist Items
B o n u s types: A t t a c k = e n h a n c e m e n t . D a m - Minor Medium Major Epic Item Name Market Price
age = e n h a n c e m e n t . 01- 4 0 — — — Gnome-Skin Belt 320 gp
Caster Level: 11th.
41- 8 0 01-35 — — Giant's Reminder String 4,100 gp
Market Price: 60,706 gp.
81- 100 36-90 — — Braided Cinch Cord 7 , 5 0 0 gp
Slot: Slashing.
— 91-95 01-05 — Drakescale Belt 9 , 7 5 0 gp
W e i g h t : 6.5 l b s .
— — 06-15 — Sphinx-Hair Cord 13,400 gp
— 96-100 16-25 — Belt of the River 1 6 , 6 0 0 gp
Runic Carver
Description: T h e r u n i c c a r v e r is a b l a d e — — 26-60 — Silken Cat-Fur Girdle 3 2 , 2 0 0 gp
created by the sarnak and g i v e n t o some o f t h e i r — — 61-95 01-05 Belt of the Great Turtle 7 6 , 4 0 0 gp
best w a r r i o r s t o d e f e n d t h e e n t r a n c e s t o t h e i r — — 96-100 0 6 - 1 0 0 Sash of the Dragonborn 171,300 gp
k e e p a t C h a r d o k . T h e b l a d e is e s s e n t i a l l y a
long, n a r r o w triangle carved w i t h runes o f
power.

Powers: T h i s metal weapon, the equivalent o f a greatsword,


Belt OF the Great TartLc
h a s a + 3 b o n u s t o a t t a c k s a n d d a m a g e as w e l l as t h e speed a b i l i t y .
D e s c r i p t i o n : T h e l o d i z a l , o r G r e a t T u r t l e s , a r e m i g h t y foes a n d
R u n i c C a r v e r ( 2 d 6 + 3 , d e l a y 5; A C 6 , h a r d n e s s 1 3 , 1 3 h p , B r e a k
a g r e a t d a n g e r t h r o u g h o u t t h e I c e c l a d O c e a n , t h a t sea o f f l o a t i n g
DC 27)
i c e b e r g s t h a t s u r r o u n d s t h e c o n t i n e n t o f V e l i o u s . T h i s b e l t is m a d e
B o n u s types: A t t a c k = e n h a n c e m e n t . D a m a g e = e n h a n c e m e n t . f r o m t h e r i t u a l l y p r e p a r e d m u s c l e f i b e r o f o n e o f t h e s e g r e a t beasts,
Caster Level: 9 t h . a n d is d e c o r a t e d w i t h s h i n y l a c q u e r e d
Market Price: 32,350 gp. pieces o f shell. M y s t i c s c l a i m t h a t
Slot: Slashing this h e f t y belt grants t h e wearer
I strength and vitality proportionate
W e i g h t : 10 lbs.
t o o n e o f these m i g h t y and graceful
sea beasts.
S h o r t Scoorb O F the Y k e s h a
yy P o w e r s : T h r e e t i m e s p e r d a y , as
Description: These weapons are
an attack a c t i o n , t h e wearer c a n
another type of ancient weapon hail-
c a l l u p o n a n a u r a of battle: t h i s a u r a g r a n t s
ing f r o m the ruins of G u k ; most of t h e m
Chapter Five: Magic Items
the wearer a +1 bonus to attacks and D R 6 / - for 9 rounds each t i m e the largest giants o f the Plains of Karana, among w h o m any means
it is activated. I n addition, the belt always grants its wearer the of even partially offsetting the d e b i l i t a t i n g stupidity of their
following benefits: ancient curse is of great value.
Str + 3 , Dex +3, h p +7. Powers: I n t +2.
Bonus types: A b i l i t y scores = enhancement. H i t points = Bonus types: A b i l i t y score = augmentation.
enhancement. Caster Level: 5 t h .
Caster Level: 9 t h . Market Price: 4,100 gp.
Market Price: 76,400 gp. Slot: W a i s t .
Slot: W a i s t . Weight: 0.5 lbs.
Weight: 1 l b .
Gnome-Skin Belt
Belt OF the River Description: There is n o accounting for taste, especially when
Description: T h e secret o f this item's construction belongs to one considers the tastes o f a creature like a shadow beast. These
the halfling druids of Rivervale, and is likely t o remain theirs, as foul monsters sometimes h u n t , track, and yes, even skin the
its creation requires the assistance of nature spirits o f the sentient races of N o r r a t h for their o w n pleasure. T h e y have taken
Serpent River near that vale. T h e druids evidently helped j i j i ^ a l i k i n g t o the first new race to arrive i n Velious for some
<

oust some e v i l spirit from the great lake W i n t e r ' s Deep


time, the gnomes. G n o m e skin is the o n l y material they
and the first o f these belts was the reward. Regrettably,
have transformed i n t o magical items, and some gnomes
the evil spirit was able to taint the magic o f the i t e m
fear that other dark races m i g h t soon also become
so that it also confers a susceptibility to c o l d .
interested i n this phenomena.
Powers: A s an attack action, the wearer of this
Powers: Poison resistance ( 2 ) .
belt may invoke an effect identical t o the summon
Bonus types: Resistance = augmentation.
drink spell. A newly crafted belt holds 50 charges o f
Caster Level: 1st.
this effect.
Market Price: 320 gp.
Str +2, C o n + 2 , cold resistance ( - 4 ) , cold
Slot: W a i s t .
save - 1 .
Weight: 1 lb.
Bonus types: A b i l i t y scores = enhancement.
Resistance = augmentation. Save = augmen-
SashoFtheOragonborn
tation.
Description: Rumored to have been the posses-
Caster Level: 6 t h .
sions of a group of foreign paladins w h o invaded the
Market Price: 16,600 gp.
retreat o f V e n r i l Sathir, these wispy sashes have
Slot: Waist.
recently reappeared i n the possession of the doomed
Weight: 0.2 lbs. souls that now i n h a b i t that place.
Powers: T h e wearer of this sash is under a
BraiheO Cinch CorO c o n t i n u a l haste (4) effect (this grants a +2 haste
Description: T h o u g h t to be made , bonus to A C and one additional attack action every
of the braided ropes used to hang
second r o u n d ) .
spellcasters captured by the undead
Caster L e v e l : 9 t h .
frogloks of the deepest recesses of
Market Price: 171,300 gp.
G u k , this belt evidently retains some-
Slot: Waist.
t h i n g of the nature o f these slain casters.
Weight: 0.1 lbs.
Powers: I n t +2, h p +2.
Bonus types: A b i l i t y score = enhance- Silken Cat-Fur Girole
ment. H i t points = enhancement.
Description: T h e sabertooth tigers of Kunark are ex-
Caster Level: 5 t h .
tremely dangerous beasts. Some o f t h e m , perhaps
Market Price: 7,500 gp. because they are extremely long-lived, but more
Slot: Waist. likely because they have come i n t o
Weight: 0.2 lbs. contact w i t h some un-
k n o w n m a g i c a l force,
Drakescale Belt become truly enormous.
Description: Some few drakes live w i t h i n the caverns I f such a beast can be slain
of Solusek's Eye. Perhaps because the lava w i t h these caves so as t o preserve a nearly perfect
is imbued w i t h magical properties, the properly treated hide, and that hide is t h e n ex-
hides of these drakes can result i n this magic belt. p e r t l y r e m o v e d and m a g i c a l l y
Powers: Dex + 1 , fire resistance ( 4 ) , fire save + 1 . treated, t h e n one o f these greatly
Focus effect: Extended Enhancement I I . prized belts can be crafted.
Powers: Str + 3 , Dex +4-
Bonus types: A b i l i t y score = enhancement. Re-
sistance = augmentation. Save = augmentation. Focus Effect: A f f l i c t i o n Haste I I .
Bonus types: A b i l i t y scores = enhancement.
Caster Level: 10th.
Caster L e v e l : 6 t h .
Market Price: 9,750 gp.
Market Price: 32,200 gp.
Slot: Waist. Slot: Waist.
Weight: 1 lb. Weight: 1.5 lbs.

Giant's Recninoer String


Sphinx-Hair CorO
Description: These items are appropriately belt-sized for men
and elves — although smaller folk can wear t h e m cinched tightly Description: W h e n a brave and clever heroine wishes to prove
— y e t even larger races like trolls can wear t h e m as belts. T h e y first herself, she m i g h t go h u n t i n g for a sphinx. True, these great
gained their name w h e n they became k n o w n as rings for some o f mystical beasts make powerful adversaries o n the battlefield, but
EverQuestR^

it's n o t b y t h e s w o r d t h a t s o m e s p h i n x e s m u s t b e c o n f r o n t e d . I f P o w e r s : I n t + 1 , disease r e s i s t a n c e (-1).


victorious, the heroine m i g h t be granted a lock o f the beast's Bonus types: A b i l i t y s c o r e = e n h a n c e m e n t . R e s i s t a n c e = e n -
m a n e , u n i q u e s t u f f t h a t d o e s n o t d i e so l o n g as t h e s p h i n x i t s e l f hancement.
lives. I f b o u n d w i t h a h a n d f u l o f o t h e r hairs (each r e q u i r i n g a
Caster Level: 3rd.
riddle victory), the resulting belt m i g h t impart something o f a
Market Price: 925 gp.
sphinx's power.
Slot: Wrist.
P o w e r s : I n t + 2 , C h a + 2 , c o l d r e s i s t a n c e ( 4 ) , disease r e s i s t a n c e
W e i g h t : 0.5 lbs.
( 4 ) , f i r e r e s i s t a n c e ( 4 ) , s o n i c r e s i s t a n c e ( 4 ) , c o l d save + 1 , disease
save + 1 , f i r e save + 1 , s o n i c s a v e + 1 .
Bracelet O F the Deep Sea
B o n u s types: A b i l i t y s c o r e s = a u g m e n t a t i o n . R e s i s t a n c e s =
D e s c r i p t i o n : T h e s e i t e m s are s a i d t o be c o n s t r u c t e d b y d r a g o n s
a u g m e n t a t i o n . Saves = a u g m e n t a t i o n .
w i t h i n t h e T e m p l e o f V e e s h a n ; l i t t l e is t r u l y k n o w n o f t h e m a n d
Caster Level: 6th.
p r o b a b l y f e w p e o p l e w i l l e v e r see o n e .
M a r k e t Price: 13,400 gp.
P o w e r s : I n t + 3 , A C + 4 , h p + 9 , m a n a + 6 , acid resistance ( 4 ) ,
Slot: Waist. fire resistance ( 4 ) , m a g i c resistance ( 4 ) , sonic resistance ( 4 ) , acid
W e i g h t : 0.2 l b s . s a v e + 1 , f i r e s a v e + 1 , m a g i c s a v e + 1 , s o n i c save + 1 .
Focus effect: E x t e n d e d A f f l i c t i o n I I I .
Wrist B o n u s types: A b i l i t y s c o r e = a u g m e n t a t i o n . A C = d e f l e c t i o n .
W r i s t i t e m s i n c l u d e b r a c e l e t s a n d b r a c e r s . T h e y c a n be w o r n H i t p o i n t s = a u g m e n t a t i o n . M a n a = a u g m e n t a t i o n . Resistances =
u n d e r f u l l sets o f a r m o r o r u n d e r s h i r t i t e m s w i t h n o p e n a l t y . a u g m e n t a t i o n . Saves • a u g m e n t a t i o n .

P h y s i c a l D e s c r i p t i o n : M o s t w r i s t i t e m s are m a d e o f m e t a l a n d Caster Level: 15th.


w r a p a r o u n d t h e wearer's e n t i r e wrist. S o m e take up most o f t h e M a r k e t P r i c e : 8 9 , 0 0 0 gp.
wearer's f o r e a r m , w h i l e o t h e r s seem t o be loose rings d a n g l i n g o n Slot: Wrist.
t h e a r m . T h e y generally h a v e A C 9, hardness 1 0 , 4 h p , a n d a Break W e i g h t : 0.5 l b s .
D C o f 2 3 f o r c h a i n - l i n k i t e m s , o r D C 25 f o r s o l i d m e t a l i t e m s .
A c t i v a t i o n : W r i s t i t e m s are u s u a l l y use-activated by w e a r i n g . Carmine Trinket
A b i l i t i e s w i t h c h a r g e s o r uses p e r d a y a r e c o m m a n d w o r d a c t i - D e s c r i p t i o n : First f o u n d a r o u n d t h e s t u m p o f a n a n i m a t e d
vated. s e v e r e d h a n d o n t h e P l a n e o f F e a r , t h i s i t e m was a t f i r s t t h o u g h t
R a n d o m G e n e r a t i o n : T o generate wrist items r a n d o m l y , roll a m e r e " t r i n k e t " : it's b r i l l i a n t red c o l o r was m i s t a k e n for t h e b l o o d
on "Table 5-25: Wrist Items." o f t h e beast t h a t h a d so s t a i n e d t h e i t e m as t o r e n d e r i t v a l u e l e s s .
However, a wizard w h o was part o f the group
e v e n t u a l l y r e a l i z e d i t was p o t e n t m a g i c a l c o n s t r u c -
Table 5-25: Wrist Items t i o n a n d t h a t i t s c a r m i n e c o l o r i n g was p a r t o f t h e
design.
Minor Medium Major Epic Item Name Market Price
Powers: Str+1, Dex + 2 , mana +3.
01-100 — — — Bat-Hide Wristband 9 2 5 gp
B o n u s types: A b i l i t y scores = e n h a n c e m e n t . M a n a
— 01-40 — — Jilleo's Bracelet 6 , 0 3 0 gp
= enhancement.
— 41-80 — — Basilisk Bracer 6 , 4 0 0 gp
Caster Level: 6th.
— 81-95 — — Carmine Trinket 8 , 7 8 0 gp
Market Price: 8,780 gp.
— 96-100 01-05 — Purified Spirit Bracer 9 , 5 0 0 gp Slot: Wrist.
— — 06-10 — Drakescale Bracelet 12,900 gp W e i g h t : 0.3 l b s .
— — 11-35 — Seahorse-Spine Bracelet 2 4 , 3 0 0 gp
— — 36-60 — Serpentine Bracer 2 5 , 2 5 0 gp Drakescale Bracelet
— — 61-85 — Steel Wristband of Strategy 3 9 , 0 0 0 gp Description: T h e power and magic that flows
through the blood and body of many of the mysti-
— — 86-100 01-100 Bracelet of the Deep Sea 8 9 , 0 0 0 gp
c a l beasts o f N o r r a t h c a n b e h a r n e s s e d t o g r e a t
e f f e c t , i f t h e i r h i d e s are w o r k e d b y s k i l l e d h a n d s .
O n e s u c h o b j e c t is t h i s b r a c e l e t , a c o p p e r - c o l o r e d
Basilisk Bracer b a n d f o r m e d f r o m t h e scales o f a f e r o c i o u s d r a k e , c o u s i n t o t h e
legendary dragon.
D e s c r i p t i o n : A heavy bronze bracer w i t h the
r a i s e d r e l i e f o f a m i g h t y b a s i l i s k , t h i s p i e c e is s a i d P o w e r s : I n t + 2 , m a n a + 2 , m a g i c resistance (2).
to b e shaped b y d i p p i n g i t i n a p o o l o f t h e B o n u s types: A b i l i t y s c o r e = e n h a n c e m e n t . Mana = en-
h e a t e d b l o o d o f t h a t beast. h a n c e m e n t . Resistance = e n h a n c e m e n t .
Powers: Dex + 2 , Wis + 1 . Caster Level: 6 t h .
Bonus types: A b i l i t y s c o r e s = e n h a n c e - M a r k e t P r i c e : 12,900 gp.
ment. Slot: Wrist.
Caster Level: 6 t h . W e i g h t : 0.2 lbs.
Market Price: 6,400 gp.
Slot: Wrist. Jilleo's Bracelet
W e i g h t : 5 lbs. D e s c r i p t i o n : T r i b a l s h a m a n s h a v e de-
signed many wondrous a n d unique
Bat-HibeWristbanb fetishes. Jilleo o f t h e D a w n s h r o u d Peaks

D e s c r i p t i o n : T h i s o b j e c t is c o n - s h o u l d c e r t a i n l y be c o u n t e d h i g h amongst

structed by the batlings w h o dwell t h e s e n a t i v e c r a f t s m e n . T h i s p a r t i c u l a r i t e m is

in t h e caves surrounding the a pressed p e w t e r a n d silver b r a c e l e t w i t h l e a t h e r

Stonebrunt Mountains o fOdus. It's straps, d e c o r a t e d w i t h various shells, bones, a n d

u n k n o w n w h e t h e r t h e i t e m is c o n s t r u c t e d f r o m b a t o r polished rocks.

b a t l i n g hide, b u t those w h o a t t e m p t t o deal w i t h this hair-trigger Powers: Str+ 1 , Int + 1 , Wis + 1 .


f o l k are u n l i k e l y t o g e t f a r b y s u g g e s t i n g t h e l a t t e r . -jftt' Bonus types: A b i l i t y s c o r e s = a u g m e n t a t i o n .
Chapter Five: Magic Items

Caster Level: 3rd. Steel WristbanO O F Strategy


M a r k e t Price: 6,030 gp. D e s c r i p t i o n : S e m k a k , P r o p h e t o f V a l l o n , offers
Slot: Wrist. t h i s b r a c e r as a r e w a r d t o t h o s e a b l e mercenaries
W e i g h t : 0.1 lbs. w h o succeed i n t h e most g r u e l i n g missions i n t h e
name o f the giants o f Kael D r a k k a l .
ParlFieo Spirit Bracer Powers: Str+3, Dex +3, I n t +3, C h a -2.
D e s c r i p t i o n : T h e greatest heroes Focus effect: R e a g e n t C o n s e r v a t i o n I I I .
of the Kejek cat-folk ofthe B o n u s types: A b i l i t y scores = e n h a n c e m e n t .
Stonebrunt Mountains are those
Caster Level: 14th.
w h o seek t o u n d o t h e d a m a g e d o n e
M a r k e t P r i c e : 39,000 gp.
by t h e e v i l T s e r r i n a S l y ' T o r l o n g
ago. T o a i d s u c h h e r o e s , t h e K e j e k Slot: Wrist.
have a means t o create magic Weight: 1 lb.
items from t h e crystallized
shadow substance
left b e h i n d .
that Tserrina Miscellaneous Items
T h i s category o f items covers a l l those t h a t d o n o t f i t
Powers: Str+ 1 , Dex + 1 , C h a + 1 , mana + 1 .
i n t o any other category. T h e y include books, totems, a n d
B o n u s types: A b i l i t y s c o r e s = a u g m e n t a t i o n . M a n a = a u g m e n - m a g i c bags. S a m p l e s t a t i s t i c s f o r n u m e r o u s c o m m o n i t e m s
tation.
' can be f o u n d i n " T a b l e 5 - 2 : T y p i c a l H a r d n e s s , H i t Points,
Caster Level: 3rd. and Break D C s f o rC o m m o n Items"; extrapolate other
M a r k e t P r i c e : 9,500 gp. i t e m s ' statistics f r o m these samples, w h e n necessary.
Slot: Wrist. Physical D e s c r i p t i o n : Miscellaneous i t e m s are m a d e f r o m a
W e i g h t : 0.1 l b s . v a r i e t y o f m a t e r i a l s , a n d c o m e i n m a n y s h a p e s a n d sizes.
Activation: Miscellaneous items are either c o n t i n u a l l y i n
Seahorse-Spine BraceLet e f f e c t (use a c t i v a t e d ) , o r c o m m a n d w o r d a c t i v a t e d i f t h e i t e m h a s
D e s c r i p t i o n : T h e spines o f a C o l d s p i n e seahorse, o f t e n g a t h - charges.
ered f r o m h u n t s i n t h e Siren's G r o t t o , are essential f o r t h e Random Generation: T o generate miscellaneous weapons
m a n u f a c t u r e o f these bracelets. T h e sirens w h o i n h a b i t these randomly, roll o n "Table 5 - 2 6 : Miscellaneous Items."
frozen waters are c h i e f a m o n g s t t h e producers o f these mystic
pieces o f j e w e l r y .
Powers: Str+2,C h a +3, A C +2.
Bonus types: A b i l i t y scores = a u g m e n t a -
1
tion. A C =deflection. Table 5-26: Miscellaneous Items
Caster Level: 9 t h . Minor Medium Major Epic Item Name Market Price
M a r k e t P r i c e : 2 4 , 3 0 0 gp. 01-08 — — — Bone Totem 100 gp
Slot: Wrist. 07-1? — — — Mummy Wrappings 110 g P

W e i g h t : 0.5 lbs. 20-25 01-03 — — Minotaur Horn 210 gp


26-32 04-06 — — Conch Shell Horn 2 6 0 gp
Serpentine Bracer
33-37 07-15 — — Gypsy Lute 5 5 0 gp
D e s c r i p t i o n : T h i s decorative silver bracer
38-45 16-20 — — Bronze Spider Totem 6 0 0 gp
o f f e r s l i t t l e b y w a y o f p r a c t i c a l p r o t e c t i o n , as
it doesn't even cover t h e forearm; i t looks 46-54 21-25 — — Dusty Ransacker's Pack 1,050 gp
like a snake c o i l i n g f r o m e l b o w t o wrist. 55-64 26-32 — — Glob of Gooey Goo 2 , 2 0 0 gp
However, t h e bracer gives its wearer great 65-71 33-38 — — Sharkskin Drum 2 , 4 0 0 gp
s u p p l e n e s s a n d g r a c e , as w e l l as a m p l i f y i n g
72-75 39-50 — — Box of Nil Space 3,250 gp
certain magical abilities.
76-85 51-55 — — Wooly Spider-Silk Net 3,300 gp
Powers: Dex+4.
86-88 56-60 01-04 — Bag of the Tinkerers 5 , 0 0 0 gp
Focus effect: E x t e n d e d A f f l i c t i o n I I .
89-94 61-65 05 — Dustscryer's Crystal Ball 5 , 0 0 0 gp
B o n u s types: A b i l i t y s c o r e = e n h a n c e m e n t .
95-100 66-70 — — Faun Flute 5,360 gp
Caster Level: 12th.
M a r k e t Price: 25,250 gp. — 71-75 — — Purghk's Quill 5 , 5 0 0 gp

Slot: Wrist. — 76-80 06-08 — Sun Chalice 7 , 2 0 0 gp

W e i g h t : 0.8 lbs. — 81-84 09-15 — Idol of the Underking 9 , 6 0 0 gp


— 85-89 16-19 — Fetish of the Nimble 10,250 gp
— 90-93 20 — Totem of the Warrior Spirit 12,700 gp
L — 94 21-25 — Drums of the Beast 15,740 gp
— 95-97 26-28 — Eye of Melnor 16,150 gp
— 98-100 29-33 — Globe of Darkness 2 0 , 0 0 0 gp
— 34-45 — Runed Writ 21,800 gp
— — 46-55 — Seer Lore Book 2 3 , 5 0 0 gp
— — 56-65 — Book of Obulus 3 5 , 4 0 0 gp
— — 66-75 01-05 McVaxius' W a r Horn 4 0 , 5 0 0 gp
— — 76-85 06-10 Skull Charm of the Oracle 4 3 , 7 2 0 gp
— — 86-95 11-20 Lyran's Mystical Lute 4 9 , 1 0 0 gp
— — 96-100 21-100 Crypt Master's Conjuring Stone 1 4 9 , 5 8 0 gp
EverQuest RPG: Game Master'sGuiDe : ~ \ f/\

BagoFtheTinkerers Bronze SpiberTotem


Description: T h i s 1-foot by 3-foot durable canvas bag, made Description: T h i s fist-sized bronze statuette is made i n the shape
sturdier by leather strapping, is made by secretive gnome craftsfolk of a h u n t i n g spider. Users sometimes bind such totems to their palms
who produce them only in limited quantities. T h e gnomes have to prevent accidentally dropping them. O f course, doing so makes
only one authorized reseller, a gnome merchant who nonnally sells one's hand useless for nearly anything else. Wrapping or unwrap-
them from his shop i n the Solusek area. T h i s merchant sometimes ping a hand i n such a manner is a full-round action.
travels on business, so customers can't be sure of finding h i m even Powers: W h i l e held, the totem grants its holder the following
if they go there, and he doesn't sell to customers he doesn't like. But benefits:
his customers rarely complain about his surliness.
H p + 1 , mana +2.
Powers: T h i s bag can somehow h o l d up t o 25 cubic feet o f Bonus types: A b i l i t y score = augmentation. Resistance = aug-
material, w h i c h can be o f any mass, shape, or size, and a n y t h i n g mentation.
placed inside the bag is weightless w h i l e i t remains i n the bag.
Caster L e v e l : 1st.
Caster Level: 8 t h .
Market Price: 600 gp.
Market Price: 5,000 gp.
Slot: Miscellaneous.
Slot: Miscellaneous.
Weight: 0.8 lbs.
Weight: 1.5 lbs.
Conch Shell Horn
BookoFObuLus Description: C u n n i n g l y crafted from a large c o n c h shell, this
Description: T h i s t h i c k book has a strong clasp, solid metal brass instrument has features o f a metal h o r n tucked w i t h i n its
hinges, and a sturdy cover made o f animal hide. W r i t t e n by an shelled exterior. Sirens sometimes use these horns to increase the
unnamed and u n k n o w n author, the text investigates i n meticu- lure o f their songs.
lous detail various theories regarding the effects o f healing magic
Powers: T h i s h o r n grants its player a +2 bonus to Perform
o n l i v i n g bodies. I t is quite a d u l l read, but a useful one to healers.
( h o r n ) or Play Brass Instrument checks w h i l e i t is played. I t also
Powers: Merely h o l d i n g this book confers a number o f impres- grants a +2 bonus to a bard's Perform check for twisting songs, i f
sive bonuses, but i n order to gain the benefits o f the focus effect, at least one of the songs being twisted is a brass song.
a spellcaster must read the entire book, a task that requires b o t h
Bonus types: Skills = enhancement.
great patience as well as the skill Language (Iksar) at rank 5.
Caster L e v e l : 2 n d .
Focus Effect: Improved H e a l i n g I I
Market Price: 260 gp.
I n t +3, W i s + 3 , mana +8, electricity resistance ( 2 ) , fire resis-
Slot: Miscellaneous.
tance ( 2 ) , magic resistance ( 2 ) , sonic resistance ( 2 ) .
Weight: 4.5 lbs.
Bonus types: A b i l i t y scores = augmentation. M a n a = augmen-
t a t i o n . Resistances = enhancement.
Crypt Master's Conjuring Stone
Caster Level: 15th.
Description: T h i s smooth, rounded stone fits perfectly i n t o a
Market Price: 35,400 gp.
human's palm. These stones were formerly used i n embalming
Slot: Miscellaneous. rituals as replacements after a corpse's organs were removed,
Weight: 5 lbs. generally placed w i t h i n the body o f a chief servant w h o was killed
to be buried w i t h his or her master.
Bone Totem Powers: O n c e per day, as an attack action, the possessor o f this
Description: T h i s p r i m i t i v e - l o o k i n g totem comes i n several stone may i n v o k e an effect identical t o the conjure corpse spell. I n
different shapes, i n c l u d i n g a r h i n o , an ox, and a man-eating plant. a d d i t i o n , he gains the f o l l o w i n g bonuses w h e n h o l d i n g the stone:
T h e different shapes are usually o f creatures that are considered I n t + 3 , disease resistance ( 4 ) , poison resistance ( 4 ) , sonic
ugly, but tough. T h e totem's shape is indicative of the culture that resistance ( 4 ) , disease save + 1 , poison save + 1 , sonic save + 1 .
produced i t . Shamans of the producing culture usually consider
Bonus types: A b i l i t y score • enhancement. Resistances =
the creature magical or representative o f the tribe somehow.
enhancement. Saves = enhancement.
Powers: W h i l e held, this t o t e m grants the following modifiers:
Activation: C o m m a n d W o r d (conjure corpse), Use A c t i v a t e d
C h a - 3 , h p + 4 , mana + 1 . (all other powers).
Bonus types: A b i l i t y score = enhancement. H i t points = aug- Caster Level: 2 7 t h .
m e n t a t i o n . M a n a = augmentation. Market Price: 149,580 gp.
Caster L e v e l : 3rd. Slot: Miscellaneous.
Market Price: 100 gp. Weight: 0.5 lbs.
Slot: Miscellaneous.
Weight: 0.8 lbs. Drums O F the Beast
Description: These light drums are decorated w i t h intricate
Box O F Nil Space carvings of all manner o f beasts. T h e drums have t w o different
Description: T h o u g h i t itself can be cumbersome to carry, this tones. T h e y have p r o v e n impervious t o water, and, more remark-
4 feet long x 2 feet wide x 1.5 feet deep box is still h i g h l y sought ably, their sound is n o t muffled w h e n they are played underwater.
for its magical weight-reduction properties. Adventurers w h o Powers: These drums grant their player a +4 bonus to Perform
plan to bring home large hauls o f loot often find i t w o r t h w h i l e t o (drums) or Play Percussion Instrument checks they are played.
hire a porter to carry the box. T h e y also grant a +4 bonus to a bard's Perform check for twisting
Powers: T h i s box reduces the weight of all items placed w i t h i n songs, if at least one o f the songs being twisted is a percussion song.
it by 70%. T h e box can hold up to 12 cubic feet o f material. (Keep Finally, the drummer acts as t h o u g h she is under the effects of an
in m i n d , t h o u g h , that steel weighs roughly 500 pounds per cubic enduring breath spell while playing the drums.
foot, silver about 650 pounds, gold about 1,200, and p l a t i n u m Bonus types: Skills = enhancement.
1,350.)
Caster L e v e l : 5 t h .
Caster Level: 6 t h .
Market Price: 15,740 gp.
Market Price: 3,250 gp.
Slot: Miscellaneous.
Slot: Miscellaneous.
Weight: 1 l b .
Weight: 12 lbs.

1 7 0
VV£
Chapter Five: Magic Items

Dustscryer's Crystal Ball grants a +3 bonus to a bard's Perform checks for twisting songs, if
at least one o f the songs being twisted is a w i n d song. T h e flute also
D e s c r i p t i o n : T h i s crystal ball seems to have l i t t l e specks o f dust
or ash trapped w i t h i n i t . Sometimes, a viewer can get glimpses of grants the following bonus w h e n held:
a time long ago i n the ball, possibly from w h e n the dust was more C h a +2.
t h a n mere dust. Bonus types: A b i l i t y scores = augmentation. Skills = augmen-
Powers: W h e n a spellcaster gazes i n t o this crystal ball, she may tation.
cast any spell that normally allows her t o see at a distance or Caster L e v e l : 6 t h .
through another creature's eyes as i f she were 5 levels higher. I n M a r k e t P r i c e : 5,360 gp.
addition, any creature h o l d i n g the ball gains the following bo- Slot: Miscellaneous.
nuses: W e i g h t : 1.5 lbs.
I n t + 1 , mana + 5 .
Bonus types: A b i l i t y score = augmentation. M a n a = augmenta- Fetish O F the Nimble
tion. D e s c r i p t i o n : These lightweight fetishes are carved in the
Caster L e v e l : 5th. shapes of small, quick creatures such as weasels and hares. A n y o n e
M a r k e t P r i c e : 5,000 gp. w h o picks one up immediately feels a difference: the pulse quick-
Slot: Miscellaneous. ens, and events seem to happen just a l i t t l e b i t slower, l e t t i n g the
holder observe t h e m and react slightly faster t h a n n o r m a l .
W e i g h t : 2 lbs.
Powers: W h e n h o l d i n g this fetish, the bearer receives a +1
Dusty Ransacker's Pack bonus to all Dexterity-based skill checks. Further, the bearer gains
D e s c r i p t i o n : T h i s backpack always looks well w o r n , the f o l l o w i n g bonus:
but fits very comfortably, adjusting itself to nearly Dex +3.
any wearer. Because o f its excellent u t i l i t y , these Bonus types: A b i l i t y score = en-
packs can be found i n merchants' shops all across hancement. Skills = augmentation.
N o r r a t h . Buyers can expect to pay w e l l for t h e m , Caster L e v e l : 6 t h .
though, and are advised t o buy t h e m w h e n
M a r k e t Price: 10,250 gp.
they see t h e m . T h e y don't stay o n mer
Slot: Miscellaneous.
chants' shelves for long.
W e i g h t : 0.1 lbs.
Powers: A n y t h i n g placed inside
this pack weighs only 25% o f its Glob O F Gooey Goo
normal weight. T h e pack is
Description: Also commonly
still limited by volume, how-
k n o w n as " d r a g o n s n o t " or
ever — any items placed
inside must actually f i t i n "alchemist's putty "globs of gooey
approximately 4 cubic feet goo are useful, but n o t a travel-
of space. ing adventurer's favorite supply.
If wrapped carefully, globs usu-
Caster L e v e l : 3rd.
a l l y aren't a p r o b l e m , b u t a
M a r k e t P r i c e : 1,050 gp.
backpack (and everything in i t ) can
Slot: Miscellaneous. be ruined if one o f these fist-sized globs
W e i g h t : 0.4 lbs. gets loose.
Powers: U s i n g a glob requires a ranged
EyeoFMelnor t o u c h attack, w i t h a range increment of 20
D e s c r i p t i o n : T h i s item appears as a feet ( m a x i m u m range 60 feet); the glob is
spherical semi-precious stone w i t h flaws treated as a grenadelike weapon (see " E x p l o d -
and imperfections that cause i t to re- i n g M i s s i l e s " i n the EverQuest: Player's
semble an eyeball. Handbook, p. 3 8 2 ) . T h e glob affects every-
Powers: T h i s object allows its holder t o t h i n g w i t h i n a 10-foot radius o f its p o i n t of
invoke an effect identical the identify spell; impact as if by a root spell w i t h a duration of
this effect has 25 charges. W h e n the identify I d 10 rounds (Reflex negates, D C 2 2 ) . Each
effect runs out of charges, the "iris" o f the eye- glob can be used only once.
stone clouds over, but the other bonuses remain i n Caster L e v e l : 12th.
effect w h i l e i t is h e l d : M a r k e t P r i c e : 2,200 gp.
W i s +2, disease resistance ( - 1 ) . Slot: Miscellaneous.
Bonus types: A b i l i t y score = enhancement. Resistance = en- Weight: — .
hancement.
A c t i v a t i o n : C o m m a n d W o r d (identify), Use A c t i v a t e d (all Globe op Darkness
other powers). D e s c r i p t i o n : T h i s globe o f coagulated darkness has n o weight,
Caster L e v e l : 9 t h . but feels smooth and cool to the touch. Most people assume these
M a r k e t P r i c e : 16,150 gp. items are of dark elf manufacture, but a great many can be found
near the H o l e .
Slot: Miscellaneous.
W e i g h t : 0.1 lbs. Powers: Unless covered, the globe of darkness darkens every-
t h i n g i n a 10-foot radius, negating all natural light sources i n the
Faun Flute area and reducing the radius o f even magical light sources by half.
Everyone w i t h i n the radius effectively suffers a 20% miss chance
D e s c r i p t i o n : T h e favored instrument of fauns, this flute is
(due to concealment) w h e n attacking any target, whether that
made from a single reed. T h e holes i n i t have been chewed away
target is currently inside or outside of the area. T h e globe has n o
by insects goaded by subtle magics. T h e result is an instrument
effect o n ultravision, however, although it does reduce the range
formed entirely by nature, w i t h a sweet, airy sound.
o f infravision by h a l f for those w i t h i n the radius.
Powers: T h i s h o r n grants its player a +2 bonus to Perform
I n a d d i t i o n , the holder o f the globe gains the following bonuses:
(flute) or Play W i n d Instrument checks w h i l e it is played. I t also
C o n +3, disease resistance ( 6 ) , disease save +2.
EverQuest RPG: Game Master's Guifce

Bonus types: A b i l i t y score = augmentation. Resistance = aug- grants a +4 bonus to a bard's Perform check for twisting songs, i f
m e n t a t i o n . Save = augmentation. at least one o f the songs being twisted is a brass song.
Caster Level: 9 t h . Dex +3, I n t + 3 , C h a +4.
Market Price: 20,000 gp. Bonus types: A b i l i t y scores = enhancement. Skills = enhance-
Slot: Miscellaneous. ment.
Weight: — . Caster L e v e l : 12th.
Market Price: 40,500 gp.
Gypsylute Slot: Miscellaneous.
Description: M a n y low-quality lutes i n N o r r a t h are called Weight: 0.6 lbs.
"gypsy lutes" by gypsies themselves, w h o try to p a w n t h e m off the
unsuspecting. Yet a bard can feel the faint magic coursing t h r o u g h MinotaurHorn
a true gypsy lute, and a gypsy would never be caught playing an
Description: Being made from the h o r n o f a minotaur, this
inferior knock-off around the campfire.
instrument has the throaty quality of l o w i n g cattle w h e n sounded.
Powers: T h i s lute grants its player a +3 bonus to Perform (lute) Minotaurs, unsurprisingly, become enraged w h e n someone dares
or Play S t r i n g Instrument checks w h i l e i t is played. I t also grants to play one w i t h i n earshot.
a + 1 bonus t o a bard's Perfonn check for twisting songs, if at least
Powers: T h i s h o r n grants its player a +2 bonus to Perform
one o f the songs being twisted is a string song. T h e lute also grants
( h o r n ) or Play W i n d Instrument checks w h i l e i t is played. I t also
the following bonus w h e n held:
grants a +1 bonus to a bard's Perform check for twisting songs, i f
Magic resistance ( 2 ) . at least one o f the songs being twisted is a w i n d song.
Bonus types: Resistance = morale. Skills = enhancement. Bonus types: Skills = enhancement.
Caster L e v e l : 2nd. Caster L e v e l : 1st.
Market Price: 550 gp. Market Price: 210 gp.
Slot: Miscellaneous. Slot: Miscellaneous.
Weight: 0.8 lbs. Weight: 1 l b .

l o o l op t h e U n o e r k i n g Mummy Wrappings
Description: T h i s small idol supposedly resembles Brell Serilis, Description: These strips o f c l o t h are taken from mummies
but its features are vague and misshapen. Some say the idol more (animate ones, that is) and resold o n the open market for their
resembles a g o b l i n t h a n Brell, but they d o n ' t often say such a t h i n g curative properties. T h e c l o t h is dirty, t o r n , and smelly, but w i t h
i n front o f dwarves or gnomes. These idols are found all over proper treatment by a d i v i n e l y inspired healer, they make excel-
N o r r a t h , i n a wide assortment o f hands, and the power of the idol lent bandages.
works no matter w h o the holder worships.
Powers: W h e n these wrappings are used w i t h a Heal check to
Powers: W h i l e held, the idol grants its holder the f o l l o w i n g b i n d wounds, the healer may restore a number o f h i t points equal
benefits: to his ranks i n the Heal skill w i t h a successful check, as opposed
Str + 1 , hp + 5 , mana +3. to merely h a l f his ranks. From 1 to 4 wrappings are normally found
Bonus types: A b i l i t y score = d i v i n e . H i t points = d i v i n e . M a n a at a t i m e .
= divine. Caster L e v e l : 1st.
Caster L e v e l : 3rd. Market Price: 110 gp per wrapping.
Market Price: 9,600 gp. Slot: Miscellaneous.
Slot: Miscellaneous. Weight: 0.5 lbs.
Weight: 2.5 lbs.
Purghk'sQuiLL
Lyran's Mystical Lute Description: First designed by the eminent goblin scribe Purghk,
Description: Some bards use this lute for its obvious and this q u i l l was used to record the list o f the tribe's enemies. Over
immediate benefits, but tend to put it away for serious playing, n o t t i m e , the list grew so long that i t had to be stored o n more than a
wishing to endanger the fine craftwork and gold inlay o n the fret. dozen scrolls, all filled out i n Purghk's t i n y scrawl. N o w , numerous
Others, confident i n their skills (or w h o are n o t too worried about facsimiles of the original q u i l l exist.
damaging the l u t e ) , play it proudly under any circumstance. Powers: T h i s q u i l l grants the following bonuses w h e n held:
Powers: T h i s lute, due to its masterwork quality, grants its I n t + 2 , magic resistance ( 4 ) , magic save + 1 .
player a +2 bonus to Perform ( l u t e ) or Play S t r i n g Instrument Bonus types: A b i l i t y score = enhancement. Resistance = en-
checks w h i l e i t is played; this bonus is nonmagical. W h i l e i t is hancement. Save = enhancement.
held, however, the lute also grants the f o l l o w i n g benefits:
Caster L e v e l : 6 t h .
Str +3, Dex + 3 , I n t + 3 , C h a + 4 .
Market Price: 5,500 gp.
Bonus types: A b i l i t y scores = enhancement.
Slot: Miscellaneous.
Caster L e v e l : 12th.
Weight: 0.1 lbs.
Market Price: 49,100 gp.
Slot: Miscellaneous. RuneOWrit
Weight: 2 lbs. Description: T h i s sheet of v e l l u m has runes pressed i n t o its
surface. Even those skilled i n reading runes have difficulty reading
McVaxius'Horn O F War it, however, n o t necessarily because the runes are obscure but
Description: T h i s great brass h o r n can be heard for miles, and because each subsequent rune changes the meaning o f the one
echoes off o f nearly any vertical object — even off o f tall people. previous. T h e message seems to be something about the wisdom
T h e o r i g i n o f these horns is u n k n o w n , although w i t h a name like of dragons, although the last rune could change everything.
" M c V a x i u s " attached, i t m i g h t be Halasian. These "war horns" Powers: W h i l e held, the w r i t grants its holder the following
are remarkably light for their considerable size. benefits:
Powers: T h i s h o r n grants its player a +2 bonus to Perform I n t +3, W i s + 3 , all resistances ( 1 ) .
( h o r n ) or Play Brass Instrument checks w h i l e i t is played. I t also Bonus types: A b i l i t y scores = enhancement. Resistances =
enhancement.
Chapter Five: Magic Items

Caster L e v e l : 9 t h . Sun Chalice


Market Price: 21,800 gp. Description: Crafted from the purest gold, yet seemingly as
Slot: Miscellaneous. light as a feather, this chalice has stylized images o f the sun all
Weight: 0.4 lbs. around its circumference. Those w h o d r i n k from i t are said to be
warmed even i n the coldest, dampest weather.
Seer Lore Book Powers: I f the chalice's possessor drinks water from this vessel
Description: T h e contents of this book supposedly c o n t a i n all every day for a week, she gains the bonuses below; after the week,
the secrets o f the Seer i n Skyshrine, revealing his methods and she need o n l y keep the chalice o n her person to gain the bonuses.
rituals for seeing the future. I f they do c o n t a i n his secrets, t h e y ' l l I f anyone else drinks from the chalice, all of the possessor's
stay his. T h e entire book is w r i t t e n i n code, a c o m b i n a t i o n of bonuses are lost immediately, and she must again d r i n k from it for
cryptic c o m m o n speech, alchemical symbols, and what some a week before the bonuses return.
scholars believe is a remnant o f the tongue o f O l d Sebilis. I n t + 1 , W i s + 1 , mana +3, acid resistance ( 4 ) , fire resistance ( 4 ) ,
Powers: Its contents m i g h t be unreadable, but the book itself acid save + 1 , fire save + 1 .
grants considerable power to anyone h o l d i n g i t . I f the book can Bonus types: A b i l i t y scores = enhancement. M a n a = enhance-
confer more power or knowledge, n o one has yet discovered how ment. Resistances = enhancement. Saves = enhancement.
to access i t . Caster L e v e l : 3rd.
I n t + 4 , mana +7. Market Price: 7,200 gp.
Bonus types: A b i l i t y score = arcane. M a n a = arcane. Slot: Miscellaneous.
Caster Level: 12th. Weight: 0.1 lbs.
Market Price: 28,500 gp.
Slot: Miscellaneous. Totem oFthe Warrior
Weight: 1.5 lbs. Spirit
Description: Warriors i n some
Sharkskin Drum remote tribes are given totems
Description: T h e head o f this u p o n passing c e r t a i n rites o f
t o m - t o m style d r u m is covered adulthood. Thereafter, such a totem goes
w i t h sharkskin. Those w h o play everywhere w i t h the warrior, and part o f
such instruments for extended peri- the warrior's spirit resides w i t h i n i t . N o
ods of t i m e invariably form warrior would w i l l i n g l y give up his or
calluses i n unusual places her t o t e m .
o n their hands. Powers: U n l i k e many other totems,
Powers: This drum the warrior totem does n o t have t o be
grants its player a + 2 bonus to held to be effective, but i t cannot be
Perform (drums) or Play Per- simply stored, either: i t must be w o r n so as to
cussion Instrument checks while t o u c h the skin or hair of the possessor ( i t does
it is played. I t also grants a +3 n o t take up any magic i t e m slots, however).
bonus to a bard's Perform check for I f t w o or more such totems are w o r n , the
twisting songs, i f at least one o f the contained spirits clash and the owner re-
songs being twisted is a percussion ceives n o benefit.
song; further, all of the bard's percus- Str + 1 , W i s + 1 , h p + 2 , sonic resistance
sion song effects performed w i t h (3).
this drum are treated as if the bard's
Bonus types: A b i l i t y scores =
caster level were 3 levels higher.
augmentation. H i t points =
Bonus types: Skills = enhance- augmentation. Resistance =
ment. augmentation.
Caster Level: 4 t h . Caster Level: 3rd.
Market Price: 2,400 gp. Market Price: 12,700 gp.
Slot: Miscellaneous. Slot: Miscellaneous.
Weight: 0.8 lbs. Weight: — .

Skull Charm O F the Oracle WoolySpiher-SilkNet


Description: T h i s t i n y charm is actually fashioned from the Description: These broad nets are practically weight-
real skull o f a faerie oracle, and is so small that i t can easily be less, made from the silk of wooly spiders found i n the Everfrost
dropped and lost. For this reason, most have a leather cord or a fine Peaks. T h r o w i n g t h e m is effortless, and the nets are crafted t o
c h a i n threaded through the eye holes, to be looped around one's spread open i n the w i n d , n o matter how inept the user.
wrist or neck so that the charm can be grasped quickly. Some users
Powers: U s i n g this net requires a ranged touch attack against
have been k n o w n to simply b i n d such charms to t h e i r hands so
a single opponent, w i t h a range o f 210 feet and n o range incre-
they never stop h o l d i n g it.
ment. O n a successful h i t , the net affects the target as i f by an
Powers: W h e n held, this c h a r m grants its user a +4 bonus to ensnaringroots spell (Reflex negates, D C 21). Each net can be used
Search checks. I n a d d i t i o n , the holder receives the f o l l o w i n g three times before the spider silk becomes too tangled to be reused
bonuses: effectively. N o specific weapon proficiency is required to use the
Str +2, Dex + 2 , C o n + 2 , I n t + 2 , W i s + 2 , h p +12. net.
Bonus types: A b i l i t y scores = augmentation. H i t points = Caster L e v e l : 11th.
augmentation. S k i l l = insight. Market Price: 3,300 gp.
Caster Level: 6 t h . Slot: Miscellaneous.
Market Price: 43,720 gp. Weight: 0.1 lbs.
Slot: Miscellaneous.
Weight: 0.1 lbs.

if '
I ? a t 1st l e v e l , e v e n t h o u g h s h e d o e s n ' t h a v e access t o t h a t s p e l l y e t
Scrolls w i t h i n h e r class. A w i z a r d c a n n o t a c t i v a t e t h e s c r o l l , e v e n t h o u g h
S c r o l l s are spells t h a t h a v e b e e n w r i t t e n d o w n . T h e y allow i t is a r c a n e , b e c a u s e i t is n o t o n h i s s p e l l l i s t .
spells t o be cast w i t h o u t m a n a e x p e n d i t u r e , e v e n b y a s p e l l c a s t e r A s s u m i n g d i e caster meets a l l these r e q u i r e m e n t s , h e o r she m a y
w h o has n o t l e a r n e d t h e s p e l l w r i t t e n o n t h e s c r o l l . W h e n u s e d , a t t e m p t t o a c t i v a t e t h e scroll. I f t h e caster is o f s u f f i c i e n t l e v e l t o be able
t h e c a s t e r reads t h e w r i t i n g a n d p e r f o r m s a n y s o m a t i c c o m p o n e n t s t o cast t h e spell w i t h o u t d i e scroll, h e o r she m a y cast i t w i t h n o c h e c k .
r e q u i r e d b y t h e s p e l l . T h e w r i t i n g o n t h e s c r o l l i t s e l f d i s a p p e a r s as I f t h e caster's l e v e l is l o w e r t h a n t h a t necessary t o cast t h e spell (always
t h e s p e l l is c a s t , m a k i n g e a c h s c r o l l a s i n g l e - u s e i t e m . at t h e l e v e l a t w h i c h i t first appears o n h i s class's l i s t ) , h e o r she m u s t
Each scroll c o n t a i n s o n e spell w r i t t e n o n a piece o f v e l l u m , f i n e succeed at a caster l e v e l c h e c k ( D C = t h e scroll's caster level + 1). Success
l i n e n paper, b a r k , o r o t h e r durable y e t l i g h t surface. Scrolls are m e a n s d i a t t h e spell m a y be cast w i t h o u t i n c i d e n t . Failure means t h a t t h e
usually r o l l e d u p a n d stored i n a tube f o r p r o t e c t i o n . S c r o l l casings caster c a n n o t a c t i v a t e t h e scroll. I n a d d i t i o n , d i e caster m u s t d i e n
o f t e n c o n t a i n w r i t i n g t o i n d i c a t e t h e i r c o n t e n t s , b u t c a n also succeed at a W i s d o m c h e c k ( D C 5) o r a scroll m i s h a p occurs (see " S c r o l l
c o n t a i n g l y p h s a n d m a g i c a l traps t o d e t e r t h e f t . Mishaps," below).
P h y s i c a l D e s c r i p t i o n : S c r o l l s are m a d e o f p a r c h m e n t , v e l l u m , Determine Effect: Finally, the player and the G M must deter-
or cured a n i m a l hides. T h e y are usually rolled u p and stored i n m i n e t h e e f f e c t o f t h e s p e l l . I n a l m o s t a l l cases, a s c r o l l is p r e p a r e d
t u b e s o f i v o r y o r h a r d e n e d l e a t h e r , o r p e r h a p s e v e n , i n r a r e r cases, at m i n i m u m e f f e c t i v e l e v e l f o r a c e r t a i n class, so, f o r i n s t a n c e , a
o f precious m e t a l studded w i t h valuable stones. A t y p i c a l scroll s h a d o w k n i g h t s c r o l l o f spook the dead h a s d u r a t i o n , r a n g e , a n d
has A C 9 , h a r d n e s s 0 , 1 h i t p o i n t , a n d a B r e a k D C o f 5. e f f e c t i v e n e s s as i f cast b y a 5 t h - l e v e l c a s t e r [spook the dead is a 3 r d -
A c t i v a t i o n : A c t i v a t i n g a scroll involves reading it w h i l e per- l e v e l s p e l l f o r a s h a d o w k n i g h t , so a s h a d o w k n i g h t m u s t b e 9 t h
f o r m i n g the somatic c o m p o n e n t s required b y the spell. M a t e r i a l level t o cast t h e spell n o r m a l l y ; a 9 t h - l e v e l s h a d o w k n i g h t has a
c o m p o n e n t s a n d m a n a are n o t necessary f o r a c t i v a t i n g t h e s c r o l l ; c a s t e r l e v e l o f 5 ) , r e g a r d l e s s o f t h e r e a d e r ' s a c t u a l class o r l e v e l . I n
these parts o f a spell h a v e already b e e n c o m m i t t e d d u r i n g t h e r a r e cases, a s c r o l l ' s c r e a t o r m a y h a v e p r e p a r e d a s p e l l a t a h i g h e r
scroll's c r e a t i o n . H o w e v e r , reading t h e scroll m i g h t require a l e v e l o f e f f e c t i v e n e s s , i f t h e G M h a s d e t e r m i n e d t h i s t o b e t h e case.
series o f steps b e f o r e h a n d . Scroll M i s h a p s : I f a s c r o l l fails a n d a m i s h a p o c c u r s , t h e s c r o l l
Decipher the Writing: F i r s t , t h e c a s t e r m u s t d e c i p h e r t h e w r i t i n g . misfires, resulting i n a n u n e x p e c t e d , usually h a r m f u l magic dis-
T h i s requires t h e caster t o succeed a t a Spellcraft c h e c k ( D C 2 0 charge. G e n e r a l l y , t h e m i s h a p deals 1 d 6 p o i n t s o f magic damage per
+ s p e l l l e v e l ) . O n c e a c c o m p l i s h e d , t h e r e a d e r k n o w s w h a t s p e l l is s p e l l l e v e l t o t h e caster ( m a g i c r e s i s t a n c e a p p l i e s t o t h i s d a m a g e ) .
o n t h e s c r o l l , a n d k n o w s w h e t h e r h e o r she c a n use i t . T h e G M m a y also c h o o s e f o r a m i s h a p t o h a v e a n a l t e r n a t e e f f e c t .
R e a d i n g a s c r o l l t o d e c i p h e r i t is n o t t h e s a m e as r e a d i n g i t t o I n s t e a d o f s i m p l y d i s c h a r g i n g e n e r g y i n t o t h e caster, t h e s p e l l c o u l d
cast i t . T h e spell r e m a i n s o n t h e scroll d u r i n g t h e t i m e a c h a r a c t e r s t r i k e a n a l l y , a c t i v a t e i n a random l o c a t i o n , o r a c t i v a t e m u c h l a t e r
attempts t o decipher i t . Characters c a n (and are advised t o ) than intended.
d e c i p h e r s c r o l l s a h e a d o f t i m e s o t h a t t h e y c a n cast t h e m m o r e
quickly w h e n they choose t o .
Activate the Scroll: W h e n d i e c h a r a c t e r wishes t o a c t i v a t e t h e s c r o l l , Table 5-27: Scroll Type by Character Class
she m u s t already h a v e d e c i p h e r e d t h e scroll. S h e m u s t also be able t o see Class
6% Roll
a n d read i t d u r i n g t h e course o f a c t i v a t i o n . A l t h o u g h m a t e r i a l c o m p o -
01-09 Bard
n e n t s are n o t r e q u i r e d , some spells r e q u i r e a target o r a n o b j e c t u p o n
w h i c h t o f u n c t i o n . Casters m u s t p r o v i d e these i f t h e spell requires t h e m . 10-16 Beastlord

O d i e r r e q u i r e m e n t s a caster m u s t m e e t i n c l u d e t h e f o l l o w i n g : 17-25 Cleric

T h e caster m u s t b e a b l e t o c a s t t h e t y p e o f s p e l l t h a t is o n t h e 26-33 Druid


scroll, either arcane or divine. Enchanters, magicians, n e c r o m a n - 34-42 Enchanter
c e r s , s h a d o w k n i g h t s a n d w i z a r d s cast a r c a n e m a g i c . Beastlords,
43-51 Magician
c l e r i c s , d r u i d s , p a l a d i n s , r a n g e r s a n d s h a m a n s cast d i v i n e m a g i c .
52-59 Necromancer
B a r d m a g i c is u n i q u e t o t h a t class.
60-66 Paladin
T h e c a s t e r m u s t h a v e t h e s p e l l o n t h e l i s t f o r h i s o r h e r class. F o r
i n s t a n c e , a s h a d o w k n i g h t c o u l d a c t i v a t e a s c r o l l o f spook the dead 67-73 Ranger
74-80 Shadow Knight
82-90 Shaman
91-100 Wizard
Table 5-28: Scroll Spell Level
( D e d i c a t e e Spellcaster)
Minor Medium Major Epic Spell Lvl Caster Lvl
01-50
- - - 1st 1st
Table 5-29: Scroll Spell Level
51-90
- - - 2nd 3rd
(Hybrib Spellcaster)
91-100 01-10
- - 3rd 5th Minor Medlium Major E i c
P Spell Lv 1 Caster Lvl

- 11-35
- - 4th 7th 01-40 - 1st 1st

- 36-60
- - 5th 9th 41-80 -
- - 2nd 3rd

- -
61-85 6th 11th 81-95 0 1 - 15
- - 3rd 5th

- 86-100 01-05
-
7th 13th 9 6 - 1 0 0 16- 4 0
- - 4th 7th

- 06-35
- 8th 15th 4 1 - •65
- - 5th 9th

- - 36-65
- 9th 17th 66-- 9 0 01-10
- 6th 11th

- - 66-95
-0 1 - 1 5 10th 19th 9 1 - 100 11-25
- 7th 13th

- -
96-100 11th 21st
- - 26-50
- 8th 15th

- - - 16-35 12th 23rd


- 51-75 01-•05 9th 17th

- - -
36-60 13th 25th
- 76-100 06-35 10th 19th

-_ -_ -
_
61-85 14th
8 6 - 1 0 0 15th
27th
29th _- _ -_ 36-- 7 0 11th 21st
71--100 12th 23rd
Chapter Five: Magic Items

Randomly Generating
ScroLLs Table 5-31: Enchanter Pages
I t is always best f o r t h e G M t o d e t e r -
Page Minor Medium Major Epic Market Price
mine t h e contents o f scrolls widiout
resorting t o r a n d o m rolls: I n d i i s way, she Page 2 3 ( r i g h t ) , Tasarin's Grimoire 01-07 01 - - 312 gp
c a n assure t h a t t h e characters i n h e r g r o u p Page 2 3 ( l e f t ) , Tasarin's Grimoire 08-14 02 - - 312 gp
d o n ' t g a i n spells t h a t m i g h t i n s o m e w a y Page 2 4 ( r i g h t ) , Tasarin's Grimoire 15-21 03 - - 312 gp
unbalance or otherwise impact her c a m -
p a i g n i n undesirable ways. H o w e v e r , t h e r e
Page 2 4 ( l e f t ) , Tasarin's Grimoire 22-28 04 - - 312 gp

are t i m e s w h e n she m a y w i s h t o r a n d o m l y
Page 2 6 ( r i g h t ) , Tasarin's Grimoire 29-35 05 - - 312 gp

generate a scroll. T o d o so, first r o l l o n Page 2 6 ( l e f t ) , Tasarin's Grimoire 36-42 06 - - 312 gp


Table 5-27: Scroll T y p e b y Character Page 3 0 ( r i g h t ) , Tasarin's Grimoire 43-49 07 - - 4 5 0 gp
C l a s s , t o f i n d t h e class for w h i c h t h e scroll
is scribed. N e x t , r o l l o n e i t h e r T a b l e 5 -
Page 3 0 ( l e f t ) , Tasarin's Grimoire 50-56 08 - - 4 5 0 gp

28: Scroll Spell Level (Dedicated


Page 312 ( r i g h t ) , Tasarin's Grimoire 57-63 09 - - 4 5 0 gp

Spellcaster) or T a b l e 5 - 2 9 : S c r o l l Spell Page 312 ( l e f t ) , Tasarin's Grimoire 64-70 10 - - 4 5 0 gp


L e v e l ( H y b r i d S p e l l c a s t e r ) , as a p p r o p r i - Page 3 7 5 ( r i g h t ) , Tasarin's Grimoire 71-77 11 - - 4 5 0 gp
ate, t o d e t e r m i n e t h e l e v e l o f t h e spell.
N e x t , the G M should f i n d the total n u m -
Page 3 7 5 ( l e f t ) , Tasarin's Grimoire 78-84 12 - 4 5 0 gp

ber o f spells o f t h e a p p r o p r i a t e class a n d


Page 3 9 0 ( r i g h t ) , Tasarin's Grimoire 85 13-18 01 - 612 gp

level t h a t are available i n h e r c a m p a i g n —


Page 3 9 0 ( l e f t ) , Tasarin's Grimoire 86 19-24 02 - 612 gp

for instance, i n a d d i t i o n t o those f o u n d i n Page 8 , Velishoul's Tome 87 25-29 03 - 612 gp


C h a p t e r 9 o f t h e EverQuest: Player's Hand- Page 9, Velishoul's Tome 88 30-34 04 - 612 gp
book, a G M m a y h a v e n e w spells a v a i l a b l e
e i t h e r from o t h e r p u b l i s h e d sources, o r
Page 16, Velishoul's Tome 89 35-39 05 - 612 gp

designed herself specifically f o r h e r g a m e .


Page 17, Velishoul's Tome 90 40-44 06 - 612 gp

O n c e this n u m b e r is established, t h e G M Page 4 3 , Velishoul's Tome 91 45-49 07 - 8 0 0 gp


should simply roll t h e most appropriately Page 4 4 , Velishoul's Tome 92 50-54 08 - 8 0 0 gp
sized d i e ; i f there are t o o f e w spells f o r t h e Page 6 7 , Velishoul's Tome 93 55-59 09 - 8 0 0 gp
d i e r o l l e d , t h e n a n y result h i g h e r t h a n t h e
n u m b e r o f spells a v a i l a b l e s h o u l d s i m p l y
Page 6 8 , Velishoul's Tome 94 60-64 10 - 8 0 0 gp

be r e r o l l e d .
Page 7 5 , Velishoul's Tome 95 65-69 11 - 8 0 0 gp

For e x a m p l e , i f T a b l e s 5-27 a n d 5 - 2 8
Page 7 6 , Velishoul's Tome 96 70-74 12 - 8 0 0 gp

d e t e r m i n e a m i n o r m a g i c i t e m t o be a 2 n d -
Page 1 0 8 , Velishoul's Tome 97 75-79 13 - 8 0 0 gp

level s h a m a n spell s c r o l l , t h e G M goes t o Page 1 0 9 , Velishoul's Tome 98 80-84 14 - 8 0 0 gp


t h e EverQuest: Player's Handbook a n d sees Page 6 0 ( r i g h t ) , Salil's Writ - 85 15-19 01-02 1,012 gp
t h a t t h e r e a r e 11 s p e l l s o n t h e s h a m a n s p e l l
list f o r 2 n d l e v e l . S h e rolls l d l 2, r e r o l l i n g
Page 6 0 ( l e f t ) , Salil's Writ - 86 20-24 03-04 1,012 gp

a result o f 12. S h e rolls a 3, a n d t h u s m a k e s


Page 6 4 ( r i g h t ) , Salil's Writ - 87 25-29 05-06 1,012 gp

d i e scroll endure fire.


Page 6 4 ( l e f t ) , Salil's Writ - 88 30-34 07-08 1,012 gp
Page 90 ( r i g h t ) , Salil's Writ - 89 35-39 09-10 1,012 gp

Research Page 90 ( l e f t ) , Salil's Writ - 90 40-44 11-12 1,012 gp


Page 153 ( r i g h t ) , Salil's Writ - 91 45-49 13 1,250 gp
Components Page 153 ( l e f t ) , Salil's Writ - 92 50-54 14 1,250 gp
It's o n l y part o f a s c r o l l , b u t research Page 2 8 2 ( r i g h t ) , Salil's Writ - 93 55-59 15 1,250 gp
c o m p o n e n t s are arguably more valu-
able t o a spellcaster t h a n a typical
Page 2 8 2 ( l e f t ) , Salil's Writ - 94 60-64 16 1,250 gp

scroll because these c o m p o n e n t s a l -


Page 174 ( r i g h t ) , Salil's Writ - 95 65-69 17 1,250 gp

low a spellcaster skilled i n Spellcraft Page 174 ( l e f t ) , Salil's Writ - 96 70-74 18 1,250 gp
t o research f o r g o t t e n o r nearly u n - Page 2 8 8 ( r i g h t ) , Salil's Writ - 97 75-79 19 1,250 gp
a v a i l a b l e spells. F o r d e t a i l s , see C h a p t e r
Two.
Page 2 8 8 ( l e f t ) , Salil's Writ - 98 80-84 20 1,250 gp
Page 3 5 , Nitilim's Grimoire - - 85 21-25 1,512 gp
Physical Description: Research
c o m p o n e n t s are made f r o m a variety
Page 3 6 , Nitilim's Grimoire - - 86 26-30 1,512 gp

o f m a t e r i a l s , a n d c o m e i n m a n y shapes
Page 115, Nitilim's Grimoire - - 87 31-35 1,512 gp

a n d sizes. Page 116, Nitilim's Grimoire - - 88 36-40 1,512 gp

R a n d o m G e n e r a t i o n : T o generate Page 3 0 0 , Nitilim s Grimoire - - 89 41-45 1,512 gp


research c o m p o n e n t s r a n d o m l y , b e - Page 3 0 1 , Nitilim's Grimoire - - 90 46-50 1,512 gp
gin by rolling on "Table 5 - 3 0 :
Research Components."
Page 3 5 1 , Nitilim's Grimoire - - 91 51-55 1,512 gp
Page 3 5 2 , Nitilim s Grimoire - - 92 56-60 1,512 gp
Page 3 7 8 , Nitilim's Grimoire - - 93 61-65 1,800 gp
TabLe5-30: Page 3 7 9 , Nitilim s Grimoire - - 94 66-70 1,800 gp
Research Components Page 4 0 0 , Nitilim's Grimoire - - 95 71-75 1,800 gp
Research Component T y p e Roll Page 4 0 1 , Nitilim's Grimoire - - 96 76-80 1,800 gp
Enchanter Pages Table 5-31 01-29 Page 4 4 9 , Nitilim's Grimoire - - 97 81-85 1,800 gp

-9 9 - 1 0 0 9-9 - 1 0 0
Magician W o r d s Table 5-32 29-45 Page 4 5 0 , Nitilim's Grimoire 98 86-90 1,800 gp
Necromancer Words Table 5-33 4 6 - 7 4 Roll Again T w i c e 99-100 91-100
W i z a r d Runes Table 5-34 75-100
EverQuest RPG: Game Master's Guioe

Table 5-32: Magician Worbs


Component Minor Medium Major Epic Market Price Component Minor Medium Major Epic Market Price

- -- -
Words of the Element 01-10 01-02 312 gp Words of Detention 86-8? 16-20 01-05 1,012 gp

- -
Words of Tyranny 11-55 03-06 312 gp Words of Duress ?0-?3 21-55 06-10 1,012 gp

- 94
- -
Words of Dominion 56-?0 07-10 4 5 0 gp Words of Collection (Azia) 56-84 21-25 1,250 gp

- 95-97
-
Words of Dimension ?1-?2 11-45 01-05 612 gp Words of Convocation 85-88 11-20 1,250 gp

Words of Transcendence ? 3 - ? 4 46-55 06-08 - 612 gp Words of Incarceration - 8?-?2 26-65 1,512 gp

-
- -
Words of Coercion ?5-?6 56-80 09-13 8 0 0 gp Words of Bondage ?3-?6 66-?5 1,800 gp

Words of Sight ?7-?8 81-85 14-15 - 8 0 0 gp Roll Again T w i c e ??- -100 ? 8 - 1 0 0 ?7-100 96-100

Table5-33: Necromancer Worbs


Word Minor Medium Major Epic Market Value

-
Word of Derivation
Word of Eradication
01-05
06-10
01
02 - 312 gp
312 gp
-
-
Word of Material 11-15 03 — 312 gp
Word of Possession 16-23 04-05
- -
312 gp
Word of Reviviscence 24-28 06
-
-
- 312 gp

-
Word of the Sentient (Azia) 29-33 07 312 gp
Word of Spirit 34-38 08
-- - 312 gp

-
Word of the Spoken 39-43 0? 312 gp
Word of Absorption 44-47 10
- -- 4 5 0 gp
Word of Anthology 44-51 11
-- 4 5 0 gp

-
Word of Cazic-Thule 52-5? 12-16 4 5 0 gp
Word of Dissolution
Word of Enlightment
60-63
64-67
17
18

-
-- 4 5 0 gp
4 5 0 gp
Word of the Extinct 68-71 1?
-- - 4 5 0 gp
Word of Quickening 72-75 20 - 4 5 0 gp

- --
Word of Radiance 76-7? 21 4 5 0 gp

-01
Word of Refuge 80-83 22 4 5 0 gp
Word of Allure 84 23-26 612 gp
Word of Cloudburst 85 27-30 02 - 612 gp
-
--
Word of Detachment 86 31-34 03 612 gp
Word of Discernment 87 35-38 04 612 gp
Word of Eventide 88 3?-42 05 — 612 gp
Word of Mistbreath 8? 43-46 06 — 612 gp
Word of Recluse ?0 47-50 07 — 612 gp
Word of the Sentient (Beza)
Word of Acquisition (Azia)
?1
?2
51-54
55-58
08
0?
-

612 gp
8 0 0 gp

-
Word of Dissemination ?3 5?-62 10 8 0 0 gp
Word of Haunting 94 63-66 11 8 0 0 gp
Word of Incorporeal ?5 67-70 12 8 0 0 gp
Word of Parasitism ?6 71-74 13 -- 8 0 0 gp
Word of Purification 97 75-78 14 8 0 0 gp
Word of Rupturing 98 7?-83 15 -- 8 0 0 gp
Word of Abatement - 83 16-20 01 1,012 gp
Word of Dark Paths — 84 21-25 02 1,012 gp
Word of Duration
- 85 26-30 03 1,012 gp
Word of Efficacy
- 86 31-35 04 1,012 gp
Word of Endurance
Word of Motion
-

87
88
36-40
41-45
05
06
1,012 gp
1,012 gp
Word of Neglect - 8? 46-50 07 1,012 gp
Word of Quivering - 90 51-55 08 1,012 gp

-
Word of Resolve ?1 56-60 0? 1,012 gp
Word of Suffering — 92 61-65 10 1,012 gp
Word of Bidding - ?3 66-6? 11 1,250 gp
Word of Collection (Beza) - ?4 70-73 12 1,250 gp
Word of Descrying
Word of Projection
- ?5
?6
74-77
78-81
13
14
1,250 gp
1,250 gp
Word of Seizure -- 97 82-85 15 1,250 gp
Word of the Specter
- ?8 86-8? 16 1,250 gp

- -
Word of Burnishing ?0 17-24 1,512 gp

176
Table5-33: Necromancer Worbs Continueb
Word Minor Medium Major Epic Market Value
Word of Collection (Caza) - - ?1 25-32 1,512 gp
Word of Obligation - 92 33-40 1,512 gp
Word of Psyche - 91 41-48 1,512 gp
-
-- -
Word of Acquisition (Beza) 49-54 1,800 gp
Word of Crippling Force - 55-60 1,800 gp

-
Word of the Ethereal 61-66 1,800 gp
Word of Grappling
- 67-72 1,800 gp
Word of Odus
- 73-78 1,800 gp

-
--
Word of Paralyzing Earth 79-84 1,800 gp
Word of Requisition
- 85-90 1,800 gp
Roll Again T w i c e 99-100 99-100 94-100 91-100

Table 5-34: Wizarb Runes


Rune Minor Medium Major Epic Market Price
-
-
Rune of Fahalem 01-07 01 312 gp

- -
Rune of Fulguration (Azia) 08-14 02 312 gp

-- -
Rune of Nagafen 15-21 03 312 gp

-
Rune of Periphery 22-28 04 312 gp

-
-
Rune of Proximity 29-35 05 312 gp

- --
Rune of Substance 36-42 06 312 gp
Rune of AI'Kabor 43-53 08-09 4 5 0 gp
Rune of Neglect 53-5? 10 - 4 5 0 gp

-
-
Rune of Oppression 60-66 11 4 5 0 gp
Rune of Velious 67-73 12 - - 4 5 0 gp
Rune of Attraction 74-76 13-18 01 — 612 gp
Rune of Disassociation 77-78 19-21 02 - 612 gp

-
Rune of Expulsion 7?-80 22-25 03 612 gp

-
Rune of Karana 81-83 26-31 04 612 gp

-
Rune of Presense 84-85 32-35 05 612 gp

--
Rune of Trauma 86-87 36-39 06 612 gp
Rune of Xegony 88-?2 40-45 07 612 gp
Rune of the Combine ?3 46-50 08 - 8 0 0 gp
Rune of Dismemberment ?4 51-54 09 — 8 0 0 gp
Rune of Fulguration (Beza) ?5 55-58 10 8 0 0 gp
Rune of the Helix ?6 59-63 11 — 8 0 0 gp

-
Rune of Rallos Zek ?7 64-67 12 8 0 0 gp

-
Rune of Regeneration ?8 68-71 13 8 0 0 gp

-
Rune of Arrest 72-73 14-18 01- 02 1,012 gp

-
Rune of Banding 74-75 19-23 0 3 - -04 1,012 gp

-
Rune of Catalyst 76-77 24-28 05--06 1,012 gp

-
Rune of Conception 78-79 29-33 07- - 0 8 1,012 gp

--
Rune of Concussion 80-81 34-38 0 9 - -11 1,012 gp
Rune of Consumption 82-83 39-43 1 2 - 13 1,012 gp
Rune of Contortion - 84-85 44-48 14- 15 1,012 gp
Rune of Cyclone - 86-87 49-53 16- 17 1,012 gp
Rune of Howling - 88-89 54-58 18- 19 1,012 gp
Rune of Solusek Ro - 90-91 59-63 20--21 1,012 gp

-
Rune of Sorcery 92-93 64-68 22--23 1,012 gp
Rune of Embrace - 94 69-72 24--25 1,250 gp
Rune of Infraction - 95 73-77 26--27 1,250 gp
Rune of Paralysis - 96 78-81 28--29 1,250 gp

--
Rune of Petrification 97 82-85 30--31 1,250 gp
Rune of Tyranny 98 86-89 32--33 1,250 gp
Rune of Inverse - - 90 34--41 1,512 gp
-
-
Rune of T h e Rathe 91 42-- 4 9 1,512 gp
Rune of the Astral - - 92 50-- 5 7 1,800 gp
Rune of Crippling - - 93 58-- 6 5 1,800 gp
Rune of Frost - 94 66-- 7 3 1,800 gp

-- --
Rune of Impetus 95 74--81 1,800 gp
Rune of Rathe 96 82-- 9 0 1,800 gp
Roll Again T w i c e 99-100 99-100 97-100 91--100

1
177
EverQa€StRPG:Gacr)eMast€r'sGuiD€
H o l d i n g t r u e t o t h e h o n o r o f t h e W h i s t l i n g Fists, however,
Epic Weapons K a i a r e n refused Vorash's offer a n d , perhaps f o o l i s h l y , c h a l l e n g e d
The lands o f EverQuest o v e r f l o w w i t h items i m b u e d with t h e master t o a d u e l . V o r a s h q u i c k l y defeated t h e brash y o u n g
m a g i c a l e n e r g y . A f t e r a l l , t h i s is a w o r l d w h e r e e v e n t a l e n t e d m o n k , a n d , t h o u g h he spared Kaiarcn's life, he t o o k t h e y o u n g
t r a d e s m e n c a n f a s h i o n m a g i c i t e m s . E v e n so, t h e r e a r e a h a n d f u l m a n ' s e y e as a r e m i n d e r o f w h a t h a p p e n s t o a l l w h o w o u l d d a r e
o f items t h a t clearly s t a n d o u t a b o v e t h e rest, e v e n b e y o n d t h e o p p o s e t h e O r d e r o f t h e C e l e s t i a l Fist. K a i a r e n f l e d t o t h e j u n g l e s
most p o w e r f u l ones described earlier i n this chapter. T h e w o r l d o f o f K u n a r k , badly h u r t in body a n d , worse, h u m i l i a t e d and ashamed.
E v e r Q u e s t also o v e r f l o w s w i t h legends o f great heroes a n d e v i l M o n t h s passed a n d , m e a n w h i l e , V o r a s h a n d h i s o r d e r g r e w i n
c o n q u e r o r s . B e l o w are d e s c r i p t i o n s o f t h o s e i n s t a n c e s w h e r e s u c h power. K a i a r e n , i n his i s o l a t i o n , m e d i t a t e d o n his defeat, u n t i l
i t e m s o f vast p o w e r a n d stories o f m y t h i c p r o p o r t i o n i n t e r s e c t . finally a voice w i t h i n h i m urged the heroic young m a n t o return
a n d t o p u t a n e n d t o t h e e v i l o f t h e C e l e s t i a l Fist. I f V o r a s h a n d
The Celestial. Fists his disciples were a l l o w e d t o c o n t i n u e , N o r r a t h w o u l d surely
D e s c r i p t i o n : T h e s e p o t e n t w e a p o n s w e r e c r e a t e d by K a i a r e n , suffer.
a m o n k w h o s e j o u r n e y t o w a r d e n l i g h t e n m e n t is d o c u m e n t e d i n Kaiaren tore t h e h e m f r o m t h e b o t t o m o f his prized robe and
t h e very s t i t c h i n g o f his h a n d w r a p s . A s a y o u t h , B r o t h e r Kaiaren wrapped his hands w i t h the strips o f c l o t h . H e began t r a i n i n g
a d v a n c e d q u i c k l y t h r o u g h t h e ranks o f his ascetic order, p r o v i n g a n e w , p r a c t i c i n g h i s d e a d l y h a n d t e c h n i q u e s u p o n t h e g r e a t trees
t o h i s m a s t e r s t i m e a n d a g a i n t h a t h e was c a p a b l e o f o u t s t r i p p i n g o f t h e j u n g l e u n t i l his hands grew m i g h t i l y calloused, a n d each day
a l l t h a t h i s h o m e t o w n o f Q e y n o s c o u l d o f f e r . T h e r e was n o t a s k he added a n o t h e r strip o f c l o t h t o t h e w e l l - w o r n strips already
set b e f o r e h i m t h a t K a i a r e n d i d n o t p u r s u e a n d c o n q u e r , a n d i n a u p o n his h a n d s . A n d i n t o e a c h layer he p o u r e d his o w n desire a n d
r e m a r k a b l y s h o r t t i m e h e was i n d u c t e d i n t o t h e a n c i e n t O r d e r o f his d e d i c a t i o n t o t h e Balance. O n l y a few short m o n t h s later, he
t h e W h i s t l i n g Fists. was ready. T h i s t i m e h e w o u l d n o t b e g i n w i t h V o r a s h h i m s e l f ,
O n c e he had p r o v e d h i m s e l f w o r t h y t o d o n t h e robe o f his however, for he had learned wisdom. Instead, he w o u l d bring
Order, Kaiaren w a l k e d t h e land i n search o f experiences that d o w n t h e C e l e s t i a l F i s t f r o m t h e b o t t o m , as o n e f e l l s a t r e e : h e
would help h i m grow in b o t h wisdom and skill. In time, young w o u l d start w i t h t h e lowest o f Vorash's order.
Kaiaren happened upon a cult of fallen monks w h o called t h e m - O n e by one, Kaiaren defeated Vorash's underlings, soon w o r k -
selves t h e C e l e s t i a l Fists. V o r a s h , t h e C e l e s t i a l Fists' leader, i n g his way up t o t h e master's m o s t a c c o m p l i s h e d disciples. U p o n
a t t e m p t e d t o lure Kaiaren i n t o his new order, h a v i n g been d e f e a t i n g t h e Disciple o f Fire, K a i a r e n gained the destructiveness
impressed by t h e y o u n g man's apparent skill. V o r a s h p r o m i s e d of flame — and his handwraps t o o tingled w i t h new power. A f t e r
K a i a r e n glory a n d power t h e likes o f w h i c h t h e y o u t h h a d n e v e r deposing the Disciple of Earth, the young m o n k gained the
seen — t h e master c l a i m e d t h a t h e a n d his senior disciples had strength a n d m i g h t o f the m o u n t a i n s ; the Disciple o f A i r ' s demise
wrested c o n t r o l o f the elements themselves. gave h i m t h e swiftness a n d deftness o f t h e w i n d . A n d after each

178
Chapter Five: Magic Items
v i c t o r y , t h e h a n d w r a p s also absorbed some measure o f h i s e n e m y , p i o n f r o m t h e i r order. A y o u n g animist by t h e name o f D u m u l
u n t i l t h e y h e l d h a r n e s s e d w i t h i n t h e m t h e essence o f a l l t h e accepted this responsibility a n d ventured forth i n search o f
elements. answers. I t w a s t h r o u g h D u m u l ' s c o u r a g e a n d s k i l l t h a t Draz's
T h e t i m e h a d c o m e f o r K a i a r e n t o face V o r a s h o n c e a g a i n . h a r m f u l entities were defeated a n d t h e totems were handed over
Enraged b y this upstart's t r i u m p h over h i s m o s t able disciples, to t h e order o f the animists.
V o r a s h m e t K a i a r e n u p o n t h e s h o r e s o f L a k e 111 O m e n . C o n j u r i n g D u m u l ' s first attack against t h e dark beastlord failed, however,
up some w i c k e d power, t h e master t r a n s f o r m e d h i m s e l f i n t o a w h e n i t was a p p a r e n t t h a t Draz h a d s i p h o n e d e n o u g h p o w e r f r o m
great skeletal a b o m i n a t i o n , lashing a t K a i a r e n w i t h v i c i o u s c l a w the spirit w o r l d t oprotect himself f r o m all c o n v e n t i o n a l forms o f
and enormous fang. B u t Kaiaren felt t h e power o f t h e elements physical attack. Draz, h o w e v e r , c o u l d n o t be allowed t o c o n t i n u e
coursing t h r o u g h his body. C o n f i d e n c e filled his spirit a n d h e his e x p l o i t a t i o n o f t h e spirit w o r l d , a n d t h e c o u n c i l o f animists
k n e w , beyond adoubt, t h a t h e could vanquish the evil before h i m . called for his demise. D u m u l retreated i n t o m e d i t a t i o n for many
H e landed b l o w after m i g h t y b l o w u p o n w h a t was once Vorash days, a s k i n g t h e spirits f o r t h e c o u r a g e t o face t h i s foe a g a i n , n o t
u n t i l t h e great a b o m i n a t i o n m o v e d n o m o r e . f o r t h e sake o f h i s o w n v i c t o r y b u t f o r t h e f u t u r e b a l a n c e o f a l l
K a i a r e n , h o n o r a b l e t o t h e c o r e , k n e l t a n d m o u r n e d t h e loss spiritual beings.
e v e n o f so f o u l a n e n e m y . T h e y o u n g m a s t e r p u l l e d a t o o t h f r o m W h i l e D u m u l made offerings t o t h e spirits, t h e animists held
t h e pile o f bones a n d sewed i t i n t o his h a n d w r a p s , a n d t h e n buried c o u n c i l once again a n d commissioned t h e creation o f a weapon
the wraps, along w i t h Vorash's remains, somewhere onthe t h a t c o u l d tear t h r o u g h Draz's m a g i c . M a s t e r R a h o u l worked
c o n t i n e n t o f K u n a r k . P o w e r s u c h as t h a t h e l d b y t h e w r a p s , tirelessly, t h e w e i g h t o f t h e spirit world's f u t u r e h a n g i n g heavy
a c c o r d i n g t o K a i a r e n , was best left t o t h e e l e m e n t s . I n t h e h a n d s u p o n h i s s h o u l d e r s . E a c h d a y t h a t passed b r o u g h t D r a z c l o s e r t o
of one w i t h o u t w i s d o m , t h e wraps w o u l d o n l y b r i n g suffering t o achieving a n unchallengeable level o f power.
N o r r a t h : h e k n e w t h e p o w e r w i t h i n t h e wraps c o u l d easily sway F i n a l l y , D u m u l w e n t f o r t h a g a i n t o seek D r a z — t h i s t i m e
even t h e most careful i n d i v i d u a l . e q u i p p e d w i t h t h e m a g i c a l blades f a s h i o n e d b y t h e t a l e n t e d
P o w e r s : A l t h o u g h they are t e c h n i c a l l y h a n d items ( n o t h a n d - w e a p o n s m i t h . Draz, i n his arrogance, stepped f o r t h t o offer D u m u l
t o - h a n d w e a p o n s ) , t h e s e w r a p s f u n c t i o n s i m i l a r l y t o brass k n u c k l e s a n o t h e r lesson i n h u m i l i t y . D u m u l let f o r t h a l o w g r o w l a n d s t r u c k
w i t h a + 5 b o n u s t o a t t a c k s a n d a + 7 b o n u s t o d a m a g e , as w e l l as a t t h e i k s a r . T h e s m u g n e s s i n D r a z ' s eyes w a s i m m e d i a t e l y r e p l a c e d
t h e bludgeoning, great speed, a n d sundering a b i l i t i e s . A n y c h a r a c t e r w i t h fear. T h e claws h a d p e n e t r a t e d t h e d a r k master's p r o t e c t i v e
w h o wears t h e h a n d w r a p s m a y deal h i s usual u n a r m e d damage m a g i c , s l a s h i n g t h r o u g h h i s h a r d e n e d scales.
i n s t e a d o f t h e w r a p s ' base l d 4 p o i n t s . W i t h a cry o f fury, D u m u l defeated t h e dark beastlord a n d
A c h a r a c t e r w e a r i n g The Celestial Fists w i l l e x p e r i e n c e a sense r e t u r n e d t o t h e a n i m i s t s w i t h t h e iksar's h e a d i n h a n d . Com-
o f i n v u l n e r a b i l i t y . W h e n c o n f r o n t e d w i t h a risky o r e x t r e m e l y m e n d e d for h i s bravery, D u m u l became guardian o f the C l a w s o f
dangerous s i t u a t i o n o r f o e ( s ) , t h e wearer m u s t m a k e a successful t h e S a v a g e S p i r i t , k e e p i n g t h e m safe u n t i l t h e i r p o w e r s w e r e a g a i n
W i l l save (DC 2 0 ) t o resist c h a r g i n g b l i n d l y i n t o t h e t h i c k o f needed t o ensure t h e safety a n d b a l a n c e o f t h e spirit world.
t h i n g s . T h e d u r a t i o n o f t h i s e f f e c t is l e f t t o t h e d i s c r e t i o n o f t h e H o w e v e r , as w o r d o f D u m u l ' s n o t a b l e success — a n d h i s e q u a l l y
GM. n o t a b l e m a g i c a l c l a w s — s p r e a d , m a n y treasure-seekers w e r e l u r e d
A m o n k w h o w e a r s t h e w r a p s c a n e n t e r i n t o a s t a t e of celestial t o Shar V a h l . Beastlords and f o r t u n e h u n t e r s alike f i l l e d t h e halls
o f t h e K a t i S h a i n hopes o f t a k i n g these u n i q u e weapons. A n d
tranquility u p t o f i v e t i m e s p e r d a y f o r 10 r o u n d s p e r use; t h i s g r a n t s
sadly, D u m u l , h e r o o f t h e V a h S h i r a n d v i c t o r over t h e enemies
h i m a haste ( 5 ) effect (a + 2 haste b o n u s t o A C a n d o n e a d d i t i o n a l
o f the spirit w o r l d , eventually failed i n his duties a n d t h e Claws
attack a c t i o n every r o u n d ) .
h a v e since v a n i s h e d — s t o l e n i n t h e n i g h t by u n k n o w n persons.
T h e C e l e s t i a l F i s t s ( l d 4 + 7 , c r i t 1 9 - 2 0 ( x 2 ) , d e l a y 2 ; A C 7,
H o w e v e r , s o m e s p e c u l a t e t h a t D u m u l s t i l l possesses t h e C l a w s ,
hardness 7, 10 h p , Break D C 2 8 )
a n d t h a t h e f a b r i c a t e d t h e e n t i r e i n c i d e n t i n o r d e r t o stave o f f t h e
S t r + 5 , D e x + 5 , C o n + 3 , h p + 2 5 , a l l resistances ( 4 ) , a l l energy- hordes o f challengers a n d t o better guard t h e weapons.
b a s e d saves + 1 .
T h e Claws of the Savage Spirit a r e c o m p r i s e d o f t w o i t e m s : t h e
B o n u s Types: A l l= augmentation.
C l a w of Vengeance a n d t h e Claw of Fury. B o t h w e r e c r e a t e d f r o m
A c t i v a t i o n : Spell Trigger ( m o n k ) [celestial tranquility], Use
a r a r e o r e f o u n d w i t h i n t h e d e p t h s o f A c r y l i a . T h e y a r e w o r n as
Activated (all other powers). gloves, o v e r t h e h a n d , a n d b o t h h a v e blades p r o t r u d i n g f r o m t h e
Caster L e v e l : 21st. k n u c k l e s l i k e t h e claws o f some great cat. T h e c u r v e d blades g l o w
M a r k e t P r i c e : 2,477,181 gp. w i t h a pale blue light, signifying t h e c a l m , t r a n q u i l light o f t h e
Slot: H a n d . spirit w o r l d y e t r i n g w i t h fury w h e n w i e l d e d against t h e enemies
W e i g h t : 0.1 lbs. of the spirit world.
P o w e r s : I f b o t h C l a w s are w o r n b y a b e a s t l o r d , she c a n i g n o r e
The CLacos O F the Savage Spirit any p r o t e c t i v e spell, spell-like, o r supernatural powers that grant
D e s c r i p t i o n : T h e Claws of the Savage Spirit w e r e c r e a t e d b y t h e target damage r e d u c t i o n . T h i s does n o t affect creatures w i t h
R a h o u l , a V a h S h i r weapons-master, i n hopes o f restoring balance innate damage reduction.
t o t h e r e a l m o f t h e spirits. H e t o i l e d l o n g days f a s h i o n i n g t h e A c t i v a t i o n : Spell Trigger (beastlord) [ D R penetration], Use
blades at t h e c o m m i s s i o n o f S h a r V a l ' s K a t i S h a , whose a n i m i s t s A c t i v a t e d (all other powers)
labored d i l i g e n t l y at Rahoul's side. T h e f u t u r e o f t h e spirit w o r l d C a s t e r L e v e l : 21st.
rested u p o n t h e r a p i d c r e a t i o n o f these t w o u n i q u e i t e m s . M a r k e t P r i c e : see b e l o w .
A short t i m e earlier, a n iksar beastlord b y t h e n a m e o f Draz Claw of Vengeance: T h i s is a c l a w e d h a n d w r a p w i t h a + 6 b o n u s
N u r a k k h a d discovered a w a y t o s i p h o n t h e power o f the spirits t o a t t a c k s a n d a + 5 b o n u s t o d a m a g e , as w e l l as t h e defending a n d
i n t o w o o d totems. Draz, n o t c o n t e n t w i t h h i s n e w f o u n d a b i l i t y , speed a b i l i t i e s . I t m a y a l s o u n l e a s h Sha's vengeance as a p r o c e f f e c t
used t h e t o t e m s t o t r a n s f o r m t h e s a c r e d s p i r i t u a l e n e r g y i n t o a n ( P r o c D C 2 1 ) . T h i s effect deals 1 d 10 p o i n t s o f m a g i c d a m a g e every
e n t i t y o f m a l i g n i n t e n t . H a d Draz b e e n a l l o w e d t o c o n t i n u e i n t h i s r o u n d for 2 0 rounds t o t h e o p p o n e n t struck, a n d imposes a slow ( 4 )
misuse o f t h e spirits, h e m i g h t h a v e e x e r t e d his d e s t r u c t i v e powers e f f e c t o n t h e t a r g e t ( a - 2 s l o w p e n a l t y t o A C , loss o f o n e A o O
over t h e spirit w o r l d , causing a great rift i n balance b e t w e e n g o o d e v e r y s e c o n d r o u n d , n o f u l l a t t a c k a c t i o n s , a n d loss o f o n e a t t a c k
and evil. e v e r y t h i r d r o u n d ) . T h e v i c t i m m a y m a k e a R e f l e x save ( D C 3 1 )
Deep w i t h i n the city of the V a h Shir, the animists had soon felt to halve t h e damage a n d negate t h e slow effect.
the spiritual disturbance a n d deployed a g r o u p o f beastlords t o C l a w o f V e n g e a n c e ( l d 4 + 5 , d e l a y 3 ; A C 7, h a r d n e s s 1 9 , 11 h p ,
u n c o v e r t h e i n t r u s i o n . O v e r t i m e , t h e y l e a r n e d o f Draz's d a r k Break D C 3 0 )
a m b i t i o n s . R e a l i z i n g t h a t t h i s t h r e a t c o u l d n o t be d e a l t w i t h
S t r + 2 , W i s + 4 , h p + 1 2 , a l l resistances ( 4 ) , a l l energy-based
t h r o u g h peaceful means, t h e c a t f o l k placed t h e call f o r a c h a m -
saves + 1 .

179
Bonus Types: A l l = augmentation. and pride. I t is said that he assaulted the Plane o f Fear, seeking to
M a r k e t Price: 2,456,812 gp. challenge the dark gods themselves, and so entered the realm of
Slot: Hand-to-hand. Cazic-Thule, the Faceless O n e .
W e i g h t : 0.3 lbs. His men, true t o their belief i n his abilities and valor, followed
Claw of Fury: T h i s is a clawed handwrap w i t h a +4 bonus to A l t i l to their deaths. A l t i l , the last of his company, fell to the
attacks and a +7 bonus to damage, as well as the keen and speed power o f Cazic-Thule's hordes. O n e by one, his holy gear was
abilities. O n c e per day, the wearer may i n v o k e the fury of the Vah removed from his body and distributed amongst the minions of
Shir: this grants the wearer a haste (5) effect (a +2 haste bonus to evil.
A C and one additional attack action every round) that stacks H o w I n n o r u u k came t o possess the items is u n k n o w n , but the
w i t h all other haste effects ( t o the n o r m a l cap o f haste (8) unless dark G o d o f Hate claimed A l t i l ' s possessions and so tainted t h e m
a bard is i n v o l v e d ) . Fury of the Vah Shir lasts for 21 rounds once w i t h a powerful curse. A n g e r e d by the folly of her favored k n i g h t ,
activated. Quellious damned A l t i l t o wander the realm o f Fear u n t i l the
C l a w of Fury ( l d 4 + 7 , crit 19-20 ( x 2 ) , delay 3; A C 7, hardness items he lost could be returned to h i m , cleansed o f their dark
corruption.
17, 9 hp, Break D C 3 2 )
Str + 2 , Dex + 3 , C o n + 4 , h p +38. A l t i l ' s soul cried for atonement, but his pleas fell upon deaf ears.
Quellious had n o t o n l y suffered through the cries of each of his
Bonus types: A l l = enhancement.
soldiers falling i n battle to the Faceless One, but due to his
M a r k e t Price: 2,535,312 gp.
arrogance, h o l y items crafted by her o w n hand had fallen i n t o the
Slot: Hand-to-hand.
clutches o f e v i l . A l t i l was shamed. Had he embraced the ways o f
W e i g h t : 0.4 lbs. peace, instead of charging i n t o the realm of one of Norrath's most
powerful deities, his transcendence would have been ensured.
The Fiery t>€F€nb€r It is said that many sympathizers to A l t i l ' s misfortune at-
D e s c r i p t i o n : Irak A l t i l , an Erudite paladin of Quellious, stands tempted t o redeem the hero, but none had the wherewithal to
at the root of this item's history. T h i s flaming sword, created by pursue the lost items. A f t e r all, i t required v e n t u r i n g forth i n t o the
the goddess Quellious's o w n hands, stands as a testament to the d o m i n i o n of Hate and facing the underlings of Innoruuk. Even-
oath and sacrifice that all h o l y warriors must honor. tually, however, one stepped forth to accept the challenge.
Irak A l t i l remains one o f Norrath's greatest historical figures. R e c k l o n G n a l l e n , paladin and a descendent of A l t i l ' s family, took
T h e strongest paladin of his age, he was Quellious's Sword o f it upon himself to redeem A l t i l .
Justice and the keeper of peace and order throughout the majority
of his life. A s his fame grew, however, so d i d A l t i l ' s confidence —
Chapter Five: Magic Iteais
R e c k l o n sought Innoruuk's m i n i o n s o n e at a time, seeking t o Your power comes f r o m your d e v o t i o n t o your god and for this you
r e t r i e v e t h e lost items. H i s first j o u r n e y t o o k h i m i n t o t h e P l a n e h a v e been rewarded. R e m e m b e r always your p u r i t y , d e v o t i o n , a n d
o f H a t e , where h e laid waste t o I n n o r u u k ' s c h i l d r e n . V i c t o r i o u s , sacrifice."
A l t i l ' s shield i nh a n d , h e n e x t sought o u t K i r a k V i l o f N e k t u l o s , Quellious, however, s t i l l possessed d o u b t s r e g a r d i n g A l t i l ' s
a Teir'Dal r e p o r t e d t o possess a p o r t i o n o f A l t i l ' s a r m o r . N o d e v o t i o n , so she appeared n e x t t o R e c k l o n a n d presented h i m
stranger t o t h e screams o f N e r i a k ' s e v i l seed, R e c k l o n dispatched w i t h a m i g h t y blade. G l e a m i n g i n t h e fire o fpurity, the sword
t h e t w i s t e d d a r k e l f a n d so m o v e d f o r w a r d t o t h e f i n a l task. h o v e r e d b e f o r e A l t i l , a w e a p o n so g r e a t a n d so p o w e r f u l t h a t a n y
A place o f n i g h t m a r e s for Erudites w h o f o l l o w t h e w a y o f l i g h t , w h o l o o k e d u p o n i t w o u l d seek t o w i e l d i t , e v e n i f i n t h e m o s t
t h e H o l e s t o o d b e f o r e R e c k l o n as a r e m i n d e r o f t h e a n c i e n t r i f t o f h o n o r a b l e o f causes.
his people. E n t e r i n g the bowels o f the N o r r a t h , he pushed i n t o t h e Yet A l t i l lowered his head. H e turned t o Recklon, placing t h e
once glorious city — n o w infested w i t h armies o f the U n d e r f o o t . blade i n t o his m o s t capable hands. Q u e l l i o u s , seeing t h a t A l t i l h a d
For days h e w r e a k e d h a v o c u p o n Brell's m i n i o n s , u n t i l h e h a d indeed learned t h e values o f h u m i l i t y a n d sacrifice, w e l c o m e d h i m
p u s h e d f a r t h e r i n t o t h e w i n d i n g passages o f t h e e a r t h t h a n h e i n t o her realm where h e w o u l d remain for eternity, redeemed,
w o u l d ever h a v e t h o u g h t possible. T h e souls o f t h e lost screamed c h a s t e n e d , a n d free o f t h e curse.
f r o m w i t h i n a g r e a t t o w e r as t h e i r s p i r i t s w a n d e r e d t h r o u g h b r o k e n Recklon is s a i d t o h a v e w i e l d e d t h e g r e a t b l a d e o n o n e last
graveyards a n d t o p p l e d stone. H e r e , R e c k l o n faced t h e K e e p e r o f crusade i n t o t h e p l a n e o f I n n o r u u k , t h e r e seeking r e t r i b u t i o n f o r
the T o m b s , a n d i n o n e f i n a l b a t t l e defeated t h a t cursed spirit t o a l l I n n o r u u k h a d d o n e a g a i n s t h i s f a m i l y . T h e r e , i t is s a i d , R e c k l o n
o b t a i n t h e last p i e c e o f A l t i l ' s a r m o r . p e r i s h e d , a n d h i s s w o r d has s i n c e been lost forever. M a n y w h o
R e t u r n i n g t o E r u d i n , h e spent days c l e a n s i n g t h e i t e m s — k n e w h i m c l a i m t h a t , after h a v i n g wielded t h e Fiery Defender,
calling f o r t h great rituals o f o l d t o r e m o v e the taint which R e c k l o n h a d b e c o m e less i n t e r e s t e d i n h i s p e r s o n a l a f f a i r s a n d
I n n o r u u k had placed u p o n t h e m . T h e n , alone, he traveled t h r o u g h m o r e c o n s u m e d b y t h e desire t o face a n d defeat e v i l .
a h i d d e n p o r t a l i n t h e Feerott, passing i n t o Cazic-Thule's d o m a i n . T h e Fiery Defender c a n n o t be m istaken f o r any o t h e r greatsword,
U s i n g c l u e s g a t h e r e d b y s c h o l a r s o v e r t h e years, R e c k l o n f o u n d h i s f o r i t s b l a d e is w r e a t h e d i n f l a m e , f l i c k e r i n g a n d b u r n i n g w i t h t h e
f o r e b e a r w a n d e r i n g t h e P l a n e o f Fear's f e t i d , j u n g l e l i k e e x p a n s e . p o w e r o f j u s t i c e . T h e h i l t i t s e l f is m a d e o f s i l v e r , p l a t e d i n g o l d a n d
K n e e l i n g before A l t i l , R e c k l o n d r e w t h e h o l y blade f r o m h i s a d o r n e d w i t h a dazzling array o f t i n y gems. Y e t despite its great
s c a b b a r d , l a y i n g i t across t h e c l e a n s e d i t e m s . " Y o u r selflessness h a s size, t h e s w o r d is v i r t u a l l y w e i g h t l e s s i n o n e ' s h a n d .
possible t h e r e d e m p t i o n o f m y h o n o r , " A l t i l spoke. " W i t h t h e P o w e r s : T h i s g r e a t s w o r d has a +6 b o n u s t o a t t a c k s a n d d a m a g e ,
cleansing o f this c o r r u p t i o n your o w n soul has been s t r e n g t h e n e d . as w e l l as t h e defending a n d flaming a b i l i t i e s . I f i t s w i e l d e r is a
EverQuestRPG: Game Master's Gutoe
p a l a d i n , i t m a y also p r o c e s s ( P r o c D C 2 2 ) a holy shock o n t h e dead body o f his o w n brother. A f t e r m a n y attempts t ocalm his
target: this deals l d 8 p o i n t s o f h o l y d a m a g e a n d l d 8 p o i n t s o f b r o t h e r ' s f u r y , G l o h n o r w a s f o r c e d t o p i c k u p a s w o r d i n self-
electricity damage each round for 6 rounds. d e f e n s e . T h e b a t t l e was s u r p r i s i n g l y b r i e f , h o w e v e r , c u l m i n a t i n g
A p a l a d i n w i e l d i n g t h e Fiery Defender m u s t m a k e a i n G l o h n o r t a k i n g f r o m h i s m a n i a c a l b r o t h e r h i s d i g n i t y as
successful W i l l save ( D C 3 4 ) i n o r d e r t o a v o i d w e l l as o n e o f h i s eyes.
b e c o m i n g c o n s u m e d b y t h e cause o f g o o d . T h e Shamed a n d disfigured, Lhranc wandered t h e
e x a c t c o n s e q u e n c e s o f a f a i l u r e is u p t o t h e G M ' s d e s e r t s o f R o f o r years, r o a m i n g a m o n g s t t h e c r a z e d
d i s c r e t i o n , b u t suggested effects m i g h t i n c l u d e m a d m e n and h e r m i t s . H e r e , his anger and bitter-
t h e p a l a d i n i g n o r i n g a t least o n e a s p e c t o f ^ ness f e s t e r e d u n t i l I n n o n i u k cast a n e y e u p o n
her life (social, p o l i t i c a l , etc.) i n order t o h i m a n d ushered h i m easily i n t o t h e w a y o f
pursue single-mindedly t h e d e s t r u c t i o n o f Hatred. Norrath's first human shadow
e v i l i n all its forms. k n i g h t was b o r n . T h e P r i n c e o f H a t r e d was
Fiery Defender ( 2 d 6 + 6 a n d + 2 d 6 f i r e , so p l e a s e d w i t h h i s h a n d i w o r k that he
p l u s holy shock p r o c ; d e l a y 6 ; A C 4 , gifted Lhranc with a terrible sword:
h a r d n e s s 1 7 , 17 h p , B r e a k D C 3 1 Innoruuk's Curse.

Str+5, C o n + 3 , W i s+4, hp+17, Over t h e years, L h r a n c grew in


mana + 5 , a l l resistances (4), all power, using t h e sword t o cut a swath
saves + 1 . through enemies and innocents alike,

B o n u s types: A t t a c k = e n h a n c e - ike a scythe t h r o u g h wheat. N o t h -

ment. Damage = enhancement. i n g c o u l d s t a n d against h i m , a n d

A l l others = augmentation. ittle wasdenied h i m . W h e n Lhranc


had reached t h e pinnacle o f m i g h t
Activation: Spell Trigger
granted by his all-consuming h a -
( p a l a d i n ) [holy shock], U s e A c t i -
tred, h e returned t o Freeport t o
vated ( a l l other powers).
claim t h e one t h i n g that h a d
Caster Level: 24th. e v a d e d h i s g r a s p o v e r t h e years:
M a r k e t Price: 2,157,250gp. Kyrenna.
Slot: Slashing. Traveling f r o m shadow to
W e i g h t : 0.1 lbs. shadow and through the under-
belly o f Freeport, Lhranc crept
Innoruuk's Curse i n t o h i s brother's quarters a n d
Description: The slew h i m f r o m a m b u s h . S w o r d
greatsword known as i n h a n d , h e s t o o d o v e r his f a l l e n
Innoruuk's Curse c a r r i e s w i t h s i b l i n g as G l o h n o r ' s eyes f a d e d
it a tale o f tragedy, suitable t o i n t o a h o r r i b l e , glassy stare.
t h e d a r k f o r c e s a n d m a g i c sur- Kyrenna burst through the
rounding this powerful doors a t the c o m m o t i o n a n d ,
w e a p o n . C e n t u r i e s ago, a p a i r seeingGlohnor's body covered
o f brothers i n Freeport, L h r a n c i n b l o o d , rushed t o kneel by
and Glohnor, both showed h i m . G l a r i n g u p at L h r a n c , she
deftness i n the way o f the cursed t h e dark b r o t h e r , w h i l e
warrior. W h e r e G l o h n o r fol- tears streamed unchecked
lowed the path o f Mithaniel d o w n her beautiful, anguished
M a r r ' s h o l y o r d e r , L h r a n c was face. C r y i n g o u t for r i g h t f u l v e n -
content battling his enemies geance, she pleaded to
w i t h o u t t h e restraints o f g o d M i t h a n i e l M a r r o n behalf o f his
or honor. Where Glohnor favored k n i g h t a n d t o Erollisi
sought n o b i l i t y a n d integrity, M a r r i nthe name o f Love.
Lhranc longed merely for t h e Both g o d a n d goddess a n -
blood o f his enemies and t h e swered, a n d together the d i v i n e
grim satisfaction that came w i t h siblings placed a h o r r i b l e curse
each brutal victory. upon Lhranc. Distorted and twisted
I t is s a i d t h a t t h e b r o t h e r s b o t h at h e a r t , L h r a n c was t r a n s f o r m e d
cast a f o n d e y e u p o n t h e s a m e i n t o a n iksar spirit a n d e x i l e d t o a
woman: Kyrenna, priestess of ost o u t p o s t , b u r i e d i n t h e d e p t h s o f
Mithaniel Marr, whose kindness a Kunark jungle. Yet, w i t h what
a n d c o m p a s s i o n w e r e as e v i d e n t as power h e h a d left, aided by his o w n
her beauty. T h e brothers pursued h e r god a n d t h e power o f Hate, Lhranc
i n t h e i r o w n u n i q u e ways: L h r a n c o f - summoned t h e Lady Kyrenna to his
fering u p items and gifts f r o m his b l o o d y side, b i n d i n g h e r i n t h e lost c i t y a l o n g -
conquests, G l o h n o r s e e k i n g toprove his s i d e h i m s e l f i n a t i m e l e s s , seamless s p h e r e .
h o n o r t o h e r t h r o u g h c h i v a l r o u s deeds ^ For c e n t u r i e s n o w h e has begged h e r t o t u r n
a n d acts o f c h a r i t y . K y r e n n a ' s h e a r t , p e r - f r o m t h e light a n d give i n t o her hatred o f
haps understandably, was w o n by G l o h n o r , h i m , t o serve I n n o r u u k . O n l y t h e n m i g h t h e
and the t w o were soon promised t o w e d u p o n b r e a k t h e curse a n d b e freed f r o m h i s g h o s t l y
M n b a n i e l Marr's next holy m o o n . ^ prison.

W h e n Lhranc heard o f this arrangement, h e The story o f L h r a n c a n d h i s blade have been


f l e w i n t o a s e e t h i n g rage, r e t u r n i n g f r o m his m o s t l a r g e l y f o r g o t t e n as t i m e passed. R e c e n t l y , h o w e v e r , a
recent battle t o c o n f i r m t h e rumors that had reached p r o p h e c y has begun c i r c u l a t i n g t h r o u g h t h e N o r r a t h i a n
h i s ears. H e i m m e d i a t e l y c h a l l e n g e d h i s b r o t h e r t o a d u e l ; t e m p l e s o f L i g h t t h a t t h e f a i r K y r e n n a w o u l d s o m e d a y escape
i f be c o u l d n o t w i n K y r e n n a b y w o o i n g , h e w o u l d take h e r over t h e her captor a n d resurrect G l o h n o r . T o g e t h e r , t h e t w o w o u l d exact
strict and just vengeance upon Lhranc and see the l i g h t of justice crafted a great red scabbard t o h o l d the weapon. T h e hilts o f the
r i n g once more. great blade were i n the shape o f a dragon's head, sparkling w i t h
In response to this prophecy, however, dark priests and warriors diamonds, black sapphires, and j a c i n t h . T h e blade itself was razor
from Innoruuk's faith are rumored to have uncovered the m o r t a l sharp and covered w i t h runes that glowed and shimmered.
remains of G l o h n o r , m o v i n g t h e m to a secret l o c a t i o n to prevent Rallos gave the weapon to Suteng w h e n the great ogre bowed
the fulfillment o f the prophecy. U n t i l the dark orders of N o r r a t h before h i m , w a r n i n g that the blade m i g h t destroy h i m i f he were
find a way to break Lhranc's curse, they work d i l i g e n t l y against the not truly w o r t h y . T h e ogre gathered up his forces to begin the
possibility of a r e t r i b u t i o n owed to G l o h n o r and his h o n o r from slaughtering o f all his enemies.
years past. Suteng and his troops happened upon a goblin village and
Innoruuk's Curse remains i n Lhranc's possession as he wanders decimated i t i n short order. I n awe o f the power of the blade,
the Kunark ghost t o w n , h o p i n g to escape the curse and v e n t i n g his Suteng was overcome w i t h bloodlust and turned on his o w n men
terrible hatred upon the followers of the light. A l t h o u g h Innoruuk's i n rage and contempt. T h o u g h his confused comrades fought
followers seek a way to free Lhranc, many are far more interested valiantly against their crazed leader, Suteng cut through the
i n the dark blade he carries, desiring the sword's power above a l l majority o f his troops, b l o o d y i n g the battlefield w i t h the vitae o f
things. Some church leaders view Lhranc's impulsiveness w i t h k i n and comrade as w e l l as that of his goblin enemies. Rallos
apprehension, convinced that their o w n dark knights could better appeared before the frenzied ogre and stripped the item from
wield the blade and prove more useful instruments of Innoruuk's Suteng's hands. Angered at the ogre's arrogance and weakness, he
will. slew Sutang where he stood.
T h e sword itself has a massive 6-foot blade and a 2-foot h i l t . Rallos informed the remaining soldiers that i f they wished to
T h e h i l t is closely wrapped i n blood-red leather, w h i c h molds wield the blade, they would have to prove their w o r t h , for the item
easily to the hand of its wielder. Set i n the p o m m e l is the carved would be broken i n t o its t w o c o m p o n e n t pieces and sent sepa-
visage o f a skull. T h e sapphire eyes w i t h i n this skull are said to rately across N o r r a t h .
gleam more brightly as the hate w i t h i n the wielder grows and Rallos handed the red scabbard to one of Suteng's h u m a n
burns. T h e smooth blade glows w i t h a dark, pulsating reddish light officers and informed h i m that it would be placed under his
w h e n brandished by a follower of I n n o r u u k . p r o t e c t i o n — his family would keep the Red Scabbard safe u n t i l
Powers: T h i s greatsword has a +4 bonus to attacks and a +7 a worthy warrior appeared to c l a i m the scabbard. Thegrek, now
bonus to damage, as well as the ghost touch, massive, and speed called Redblade, b l i n k e d back i n disbelief, n o d d i n g confusedly to
abilities. I f its wielder is a shadow k n i g h t , i t may also process (Proc Rallos Zek. T h e blades, Rallos declaimed, would n o t be made
D C 23) soul consumption o n the target: this effect deals 2d 10 whole again u n t i l a suitable warrior was entrusted w i t h the Red
points of magic damage (Fort half, D C 31) every r o u n d for 6 Scabbard — only t h e n w i l l the missing pieces be found and the
rounds and transfers any h i t points lost i n this way each round to disjoined blades reunited.
the wielder. Generations have passed, and the red scabbard has been passed
Innoruuk's Curse was created for the sole purpose of serving e v i l . d o w n through the Redblade family's heirs. One o f Thegrek's
A n y character w h o possesses the blade must make a successful descendants, T e n a l , has been preparing to recover the lost blades
W i l l save ( D C 31) any time she is confronted w i t h situations or of Rallos Zek. Yet T e n a l , hot-headed, w i t h an arrogance r i v a l i n g
people w h i c h provoke negative emotions such as hate, jealousy, that o f Suteng himself, has found himself alone i n this test.
or avarice. I f the W i l l save fails, the character must react i n the Tenal's uncle, the patriarch o f the Redblade family, has refused
most severe and v i o l e n t manner possible under the c i r c u m - Tenal's wishes to be given the Red Scabbard, k n o w i n g that such
stances. For example, Sileniu, a dark elf shadow k n i g h t , is carrying a weapon i n the hands of one so unstable could only spell doom
Innoruuk's Curse w h i l e interrogating a long-time nemesis — a for the future o f N o r r a t h .
paladin w h o has been responsible for the death o f many of Powers: T h i s unique blade n o t only serves as the powerful
Sileniu's companions — w h o she has bound and helpless. T h e Jagged Blade of War, but i n the hands of a warrior w h o also possesses
paladin has information o f a v i t a l nature, but he continues t o the Red Scabbard, i t may be split i n t o two parts, a process k n o w n
provoke Sileniu's hatred through insult and q u i p . Sileniu must as the Sundering, and each part may be wielded as a longsword
make a W i l l save to avoid d r a w i n g her blade and m a k i n g a coup (called respectively the Blade of Strategy and the Blade of Tactics;
de grace attack immediately. see below). Likewise, a warrior w h o possesses b o t h longswords can
Innoruuk's Curse (2d8+7, plus soul consumption proc; delay 6; enact the Gathering and combine the two i n t o the Jagged Blade of
A C 4, hardness 17, 17 hp, Break D C 31) War once again. Use o f either o f these powers is a full round
Str +5, Dex + 4 , I n t +4, hp +15, mana + 7 , acid resistance ( 4 ) , action.
cold resistance ( 4 ) , disease resistance ( 2 ) , electricity resistance Jagged Blade of War: T h i s greatsword has a +7 bonus t o attacks
(4), fire resistance ( 4 ) , magic resistance (6), poison resistance ( 2 ) , and damage. I t may also proc (Proc D C 20) rage of Zek: this effect
sonic resistance (4), acid save + 1 , cold save + 1 , electricity save + 1 , deals 4d8 points of fire damage to the target (no save), and causes
fire save + 1 , magic save +2, sonic save + 1 . the wielder to see that target as i f affected by the spell horrifying
Bonus types: A l l = enhancement. visage ( W i l l negates, D C 3 7 ) .
A c t i v a t i o n : Spell Trigger (shadow k n i g h t ) [soul consumption], Jagged Blade o f W a r (2d6+7 and rage of Zek proc; delay 6; A C
Use A c t i v a t e d (all other powers). 6, hardness 17, 17 h p , Break D C 3 2 )
Caster L e v e l : 21st. Str + 5 , Dex + 4 , C o n + 4 , h p +25, all resistances ( 4 ) , all energy-
M a r k e t Price: 2,153,430 gp. based saves + 1 .
Slot: Slashing. Bonus types: A l l = augmentation.
W e i g h t : 5 lbs. A c t i v a t i o n : Spell Trigger (warrior) [the Sundering], Use A c t i -
vated (all other powers).
The Jaggeb Blahe O F War (Blaoe O F Strategy, Caster L e v e l : 2 7 t h .
BLaOe O F Tactics) M a r k e t P r i c e : 4,351,360 gp.
Slot: Slashing.
D e s c r i p t i o n : L o n g ago, before the Great Curse, the c h i l d r e n o f
W e i g h t : 6 lbs.
Rallos Zek caused m u c h strife and war upon the w o r l d of N o r r a t h .
D u r i n g this time, Rallos sought a warrior that would unite his Blade of Tactics: T h i s longsword has a +5 bonus to attacks and
armies and lead t h e m to battle against the other gods. a +6 bonus to damage as w e l l as the mighty cleaving and speed
Suteng, an arrogant ogre and the strongest among his army, abilities. I t can also process (Proc D C 20) rage of Tallon upon its
stepped up to the challenge. T o test h i m , Rallos ordered his t w i n wielder for 20 rounds: this effect grants a +6 augmentation bonus
sons to fashion two halves of a magical greatsword. Rallos himself

183 V
EverQuest RPG: Game Master's Guifce

t o D e x t e r i t y a n d a haste ( 5 ) effect (a + 2 haste bonus t o A C a n d Slot: Slashing.


one additional attack a c t i o n every r o u n d ) . W e i g h t : 3 lbs.
B l a d e o f T a c t i c s ( l d 8 + 6 , d e l a y 4 ; A C 7, h a r d n e s s 1 5 , 11 h p , Finally, a l l o f these blades h a v e a c h a n c e o f i n s t i l l i n g a n
Break D C 3 1 ) u n c o n t r o l l a b l e b a t t l e r a g e w i t h i n t h e w i e l d e r as s o o n as t h e f i r s t
Str + 5 , a l l resistances ( 4 ) . e n e m y i n a n y b a t t l e is s l a i n ( w h e t h e r b y t h e w i e l d e r ' s a t t a c k o r
B o n u s types: A l l = a u g m e n t a t i o n . n o t , s o l o n g as t h e w i e l d e r is i n v o l v e d i n t h e b a t t l e ) u n l e s s h e
m a k e s a s u c c e s s f u l W i l l s a v e . T h e save D C d e p e n d s o n w h e t h e r
A c t i v a t i o n : S p e l l T r i g g e r ( w a r r i o r ) [ t h e Gathering], Use A c t i -
vated (all other powers). t h e w i e l d e r h o l d s t h e Jagged B l a d e o f W a r ( D C 2 7 ) , b o t h o f t h e
longswords ( D C 25) or just o n e o f the longswords ( D C 20). T h i s
Caster Level: 27th.
s t a t e is a b e r s e r k e r f r e n z y l i k e t h e w a r r i o r class a b i l i t y berserking
M a r k e t P r i c e : 1,961,210 gp. (see EverQuest Player's Handbook, p. 8 8 ) t h a t lasts f o r t h e r e m a i n -
Slot: Slashing. d e r o f t h e b a t t l e p l u s I d 10 r o u n d s . W h i l e i n t h i s state, t h e
W e i g h t : 3 lbs. character w i l l be i n a berserk fury ( w i t h o u t t h e h i t p o i n t require-
Blade of Strategy: T h i s l o n g s w o r d h a s a + 6 b o n u s t o a t t a c k s a n d m e n t ) , t h o u g h u n l i k e t h e w a r r i o r class a b i l i t y , t h e r e ' s a c h a n c e
a + 5 b o n u s t o d a m a g e , as w e l l as t h e hardness, keen, a n d sundering t h o s e u n d e r t h e e f f e c t s o f t h e f u r y w i l l a t t a c k f r i e n d s as w e l l as foes.
a b i l i t i e s . I t c a n a l s o p r o c e s s ( P r o c D C 2 1 ) rage of Vallon u p o n i t s W h e n a first o p p o n e n t falls a n d t h e w i e l d e r enters t h i s state, there
wielder: this effect deals 2d8 p o i n t s o f fire damage t o t h e target ( n o is a 5 0 % c h a n c e h e w i l l a t t a c k h i s a l l i e s . T h e w i e l d e r m a y c h o o s e
s a v e ) , a n d causes t h e w i e l d e r t o see t h a t t a r g e t as i f a f f e c t e d b y t h e a t a r g e t f r o m h i s e n e m i e s as n o r m a l , b u t i f i t ' s d e t e r m i n e d h e w i l l
s p e l l haunting visage ( W i l l n e g a t e s , D C 3 0 ) . a t t a c k a n a l l y , t h e n t h e s p e c i f i c i n d i v i d u a l is d e t e r m i n e d r a n -
domly. This same 5 0 % c h a n c e applies each t i m e a current
Blade o f Strategy ( l d 8 + 5 , c r i t 1 7 - 2 0 ( x 2 ) , d e l a y 5; A C 7,
o p p o n e n t is s l a i n . A w a r r i o r o n l y m a y o n c e p e r r o u n d a t t e m p t
h a r d n e s s 1 8 , 12 h p , B r e a k D C 3 2 )
a n o t h e r W i l l save ( D C 1 5 ) t o l e a v e t h i s s t a t e . I f f o r a n y r e a s o n t h e
C o n + 4 , h p + 2 5 , a l l e n e r g y - b a s e d saves + 1 .
w i e l d e r leaves this state o f f u r y before t h e c o n c l u s i o n o f a b a t t l e ,
B o n u s types: A l l = a u g m e n t a t i o n . t h e n t h e same i n i t i a l W i l l save m u s t be repeated o n c e t h e n e x t
A c t i v a t i o n : Spell Trigger ( w a r r i o r ) [the Gathering], U s e A c t i - o p p o n e n t f a l l s . T h e r u l e s f o r t h i s w e a p o n are u s e d i n l i e u o f t h o s e
vated (all o t h e r powers). f o r berserking e v e n w h e n a w a r r i o r f a l l s t o 2 5 % o r less o f h i s t o t a l
Caster Level: 27th. hit points.

M a r k e t P r i c e : 1,994,570 gp.
Chapter Five: Magic Items

Nature Walker's Scimitar, further i n t o the u n k n o w n lands of Kunark, always seeking answers
to her fears.
SioiFtiuinb, ano Earthcaller
H e r wanderings soon brought her to a wood, ever-burning w i t h
D e s c r i p t i o n : T h e story o f the Nature Walker's Scimitar cannot
a magical fire. N o t since her first horrified sight o f the darkened
be t o l d w i t h o u t also retelling the tale o f the t w i n blades Swiftwind
K i t h i c o r Forest had she felt such revulsion. Here, o n the edge of
and Earthcaller. A l l three were created to defend against an enemy
the cursed forest, she sat u p o n the ground and wept. T h e smoke
that sought to unbalance the delicate threads o f nature. W h i l e the
from the fires invading her senses, she wrapped her arms about her
scimitar exists as a symbol o f nature's perfect harmony, Swiftwind
o w n shoulders and rocked. But a gentle voice soon awakened her
and Earthcaller were crafted as a tribute to the prowess and bravery
from her anguish: " H e l l o , gentle wanderer," i t said, i n tones of
required to m a i n t a i n that perfect balance between good and evil,
sympathy and grief. T e l i n Darkforest, warrior and ranger of
dark and light, natural and unnatural.
Surefall Glade, k n e l t beside her, and together they shared a
Faelin Bloodbriar was the first bearer o f the Nature Walker's profound anguish.
Scimitar, and her dedication to the druidic way has ensured her a
T e l i n ' s order had also felt the threads o f balance quivering, and
place i n legend for ages to come. B o r n i n K e l e t h i n , the fair wood
had dispatched h i m to find the source. H i s i n t u i t i o n had brought
elf was blessed w i t h an unquestionable purity and innocence. A s
h i m t h r o u g h the Dreadlands, where he spotted the black smoke
had every member of her family before her, she followed the path
u n d u l a t i n g from the n o r t h . Following the w a r n i n g i n his heart, he
of the druid, learning the customs o f her ancestors and u p h o l d i n g
came to the edge o f the woods, only to find Faelin weeping there.
the tenets of the ancient ways.
T h e t w o immediately became fast companions, sensing a k i n -
W i t h her increasing knowledge and wisdom came the desire to
ship o f spirits, and together they journeyed the lands i n search of
see and understand more of the w o r l d , and Faelin's wanderlust
answers to the restless feelings that roiled w i t h i n t h e m b o t h . T h e y
took her t o the furthest regions o f N o r r a t h . O n c e she had
discovered many examples of this discord, yet failed to uncover
mastered the ways of druidic r i n g travel, she eventually made her
the r o o t o f the c o r r u p t i o n . Even the s h i n i n g u n i c o r n they encoun-
way to the newly discovered lands o f K u n a r k . Here she roamed,
tered i n the forests of Faydark looked u p o n t h e m w i t h weary eyes
documenting her findings and always gaining i n wisdom as she
and smudged coat. "The priests o f hate have sickened us w i t h this
encountered new places and people.
affliction," i t stated. Indeed, I n n o r u u k proved the source of m u c h
Some t i m e i n t o her journeys, however, a nagging doubt grew i n discontent i n the w o r l d of N o r r a t h . N e i t h e r o f the travelers was
her m i n d . Tilings were n o t as they should be i n the world. First surprised to learn that the Prince o f Hate was behind this new
began the nightmares: images ofdisease and famine, rot and f i l t h . taint that had crept i n t o the lands like a t h i e f i n the n i g h t .
W i t h each step, she could feel the earth beneath her feet groaning
Soul after soul they encountered, each tainted w i t h Innoruuk's
and t h r o b b i n g w i t h the p a i n o f a fresh w o u n d . T h e plants
affliction. O n e at a t i m e they cleansed these beings, Faelin
themselves shuddered at her t o u c h and the animals o f the forests
b i n d i n g each purified essence to her o w n soul before the corrup-
cast weary glances at even her gentle presence. C o n c e r n swirled
t i o n could return, bearing a great burden to ensure the safety o f
i n her thoughts and heart, darkening her m i n d and pushing her
others. W o r d reached the ears of many that a druid and her ranger
EverQuest RPG: Game Master's Guioe
companion were traveling N o r r a t h restoring the Balance, and Nature Walker's Scimitar: T h i s scimitar has a +5 bonus to
soon T e l i n and Faelin were summoned t o the plains o f the attacks and damage, as well as the bane (outsiders), disruption, and
Karanas to j o i n w i t h their brothers and sisters i n seeking a defense ghost touch abilities. A druid w h o wields i t may invoke nature's
against the defilement. wrath at w i l l up to three times per day: this deals 5 d l 0 points of
Brought before Xanuusus, an ancient, wizened treant, Faelin magic damage to a single target each round for 10 rounds (Reflex
offered up as mute testimony the cleansed spirits she had tied so half, D C 4 0 ) .
carefully, so painfully to her o w n . Xanuusus accepted the bonds o f Nature Walker's Scimitar ( l d 6 + 5 , delay 4; A C 7, hardness 15,
souls solemnly. He manipulated the essences u n t i l they swirled 10 h p , Break D C 30)
around Faelin's blade, m e l t i n g i n t o the smooth metal of her Str +4, C o n + 4 , W i s + 5 , h p + 3 , mana +15, all resistances ( 4 ) ,
faithful scimitar. Fueling his magics w i t h her dedication and all energy-based saves + 1 .
bravery, and Xanuusus caused Faelin's weapon to be enchanted
Focus effect: Improved H e a l i n g I I I .
and blessed w i t h the essential purity o f the cleansed souls. I n this
Bonus types: A l l = augmentation.
way, the Nature Walker's Scimitar was created, and the wise
Xanuusus t h e n pronounced a quest for the heroic druid. Faelin A c t i v a t i o n : Spell Trigger (druid) [nature's wrath], Use A c t i -
would venture i n t o the very heart of Innoruuk's realm. vated ( a l l other powers).
Caster L e v e l : 3 0 t h .
T e l i n drew his blades and saluted the ancient being, and t h e n
offered his life and his swords i n service to Faelin; wherever she M a r k e t P r i c e : 3,518,015 gp.
traveled, T e l i n would surely follow. Xanuusus smiled and nodded Slot: Slashing.
sagely, t h e n gripped Telin's blades i n his immense oaken hands. W e i g h t : 3 lbs.
T h e treant closed his eyes and summoned forth a great energy. Swiftwind: T h i s longsword has a +5 bonus to attacks and a +2
T h e earth beneath t h e m shook and the birds exploded from their
bonus to damage, as well as the shock and speed abilities. W h e n
trees i n a flurry o f squawks and shrieks.
wielded by a ranger, i t also functions as an undead bane weapon.
T e l i n remained kneeling, his eyes wide i n awe, as the treant As an attack action, any wielder may invoke the blade's swift
began to channel its energy i n t o the blades. L i g h t n i n g burst from spirit power: this grants a haste ( 5 ) effect (a + 2 haste bonus to A C
the sky i n great forks, and great winds sheared toward the blades.
and one a d d i t i o n a l attack action every round) for 22 rounds. Swift
T h e n , as swiftly as the storm had begun, the black clouds departed,
spirit may be used up t o three times per day.
and Xanuusus, great shoulders slumping i n weariness handed the
S w i f t w i n d ( l d 8 + 2 and +2d6 electricity, delay 4; A C 7, hard-
now sizzling blades back to T e l i n . "The l i n k of hate forged by
I n n o r u u k between himself and the earth's spirit must be broken. ness 15, 11 h p , Break D C 27)
Faelin's knowledge of such links o f the spirit, such as n o w Str + 4 , Dex + 2 , C o n +2, h p +12, all resistances ( 2 ) .
empower the blade she bears, w i l l serve you b o t h well. By w i l l and Bonus types: A t t a c k = enhancement. Damage = enhancement.
by blade, the Balance must be restored. M a y your deeds be A l l others = enhancement.
remembered and honored by generations to come." Caster L e v e l : 22nd.
Faelin and T e l i n thus led a force of druids and rangers i n t o the M a r k e t P r i c e : 1,154,315 gp.
very Plane of Hate, seeking that corrupted l i n k of w h i c h Xanuusus Slot: Slashing.
had spoken. Foe after foe fell as T e l i n waded through Innoruuks' W e i g h t : 2 lbs.
agents, his newly enchanted blades flickering and flaring w i t h Earthcaller: T h i s longsword has a +4 bonus t o attacks, as well as
each k i l l . A n d always w i t h i n arm's reach stood Faelin, fending off the enhanced process, shock, and speed abilities. W h e n wielded by
the enemy w i t h her o w n skill and magic, as her scimitar glowed a ranger, i t also functions as an undead bane weapon. I t may also
w i t h the green light o f purified souls. proc (Proc D C 20) its earthcall power o n any opponent struck: this
For days they battled, u n t i l the l i n k itself was discovered. T h e effect deals I d 10 points o f magic damage per round for 20 rounds
Shattered Emerald of C o r r u p t i o n had allowed I n n o r u u k to pierce and imposes a slow (4) effect ( - 2 slow penalty to A C , loss of one
through the veil of his o w n plane and taint the souls of unsuspect- A o O every second round, no full attack actions, and loss of one
ing adventurers. H a v i n g lured t h e m through promises o f power, attack every t h i r d round). A successful Reflex save ( D C 32)
the Lord o f Hate brought the deceived souls d o w n one after the halves the damage and negates the slow effect.
other, trapping each w i t h i n its o w n c o r r u p t i o n , u n t i l Faelin came
Earthcaller ( l d 8 and +2d6 electricity, delay 4; A C 7, hardness
w i t h her benevolent cleansings. T h e n , once the Emerald itself
15, 11 h p , Break D C 27)
was i n their possession, T e l i n struck i t a m i g h t y blow, shattering
Str +4, Dex + 3 , C o n + 3 , h p +12, all resistances ( 2 ) , all energy-
it i n t o a thousand pieces. T h e l i n k was severed and the great army
of Balance w i t h d r e w from Innoruuk's realm, leaving the corpses based saves + 1 .
of his minions strewn there as a w a r n i n g from Tunare's c h i l d r e n . Bonus types: A t t a c k = enhancement. Damage = enhancement.
A l l others = augmentation.
T e l i n and Faelin returned home w i t h a sense o f relief, and
returned their enchanted weapons to Xanuusus. N o w that the Caster L e v e l : 22nd.
tainted l i n k was forever removed from N o r r a t h , they spent their M a r k e t P r i c e : 1,333,715 gp.
days wandering the land and enjoying the fruits of t h e i r great Slot: Slashing.
labors. Some speculate that Xanuusus h i d the blades away, k n o w - W e i g h t : 2 lbs.
ing that o n l y the worthy would be able t o uncover t h e m , should
the need arise, to use t h e m to preserve nature and the natural The Orb O F Elemental Mastery
balance o f all l i v i n g things. D e s c r i p t i o n : M a n y associate the legend of the Orb of Elemental
T h e Nature Walker's Scimitar is a curved blade endowed w i t h Mastery w i t h a mage called T r i l i t h M a g i ' k o t . Unfortunately, for
the power of Faelin's o w n purity and that of the purified souls she all the w r i t t e n knowledge gathered over the years i n the name of
once bound to her o w n . Intricate designs o f leaves swirl around T r i l i t h , he never wielded the O r b himself. I t is, tragically, his
this green-tinted blade, seeming almost to rise from it at times, failure that is remembered most.
swaying i n some invisible w i n d o f spirit. T h e silver h i l t is also T r i l i t h was, d u r i n g his life, considered the most powerful
etched w i t h leaves, these folding over one another and wrapping elementalist o f his age. Some even speculate that he may have
around the p o m m e l itself. been the most powerful mortal o f all time. M a g i ' k o t was c o n -
Swiftwind and Earthcaller are t w i n longswords, b o t h of w h i c h vinced that he could wield the four classic elements simultaneously,
spark and sizzle w i t h an electric current from tip to h i l t w h e n held. bending and shaping t h e m to his w h i m . I n his arrogance, he
T h e i r silver hilts, like that of the Nature Walker's Scimitar, are presented himself to the Master of Elements — an entity w h o
etched w i t h leaves that taper around the p o m m e l . dwells o n the Plane o f A i r — requesting the ultimate, sacred
elemental power. "1 seek the O r b of Elemental Mastery," he and counsel o f Akksstaff, w i t h i n the confines of Najena, in the
stated, confident that, given all his research, he had the skill t o hope that T r i l i t h ' s surviving apprentice could bring light to the
possess this mythical item. W i t h the O r b i n hand, M a g i ' k o t could missing pieces o f their o w n research.
further expand the arcane art of s u m m o n i n g and, eventually,
Some years later, Akksstaff himself began to follow in the
ensure himself a place among the immortals.
footsteps o f his master, trying desperately to locate the missing
T h e Master of Elements regarded T r i l i t h in his arrogance and pieces of T r i l i t h ' s notes. Scholars state that Akksstaff s sudden
gave h i m exactly what the magician so desired: the power o f all interest i n the Orb of Elemental Mastery was spurred by a h a u n t i n g
elements. W h e n the Master began to channel the power through dream. I t is reported that the words o f the Master of the Elements
the mortal, Magi'kot's eyes burst i n t o flames. H e opened his burned i n his m i n d : "Seek the knowledge. Be the knowledge."
m o u t h to scream, but a great w i n d swelled out. T h e dust of the Akksstaff left the darkness o f Najena i n search o f enlighten-
earth filled his body and aged h i m like the mountains. W a t e r ment. For years he traveled, a t t e m p t i n g to reconstruct the entirety
swept away his memories, washing all m o r t a l knowledge from his of T r i l i t h ' s j o u r n a l . Each piece of information he uncovered was
m i n d . T h e O r b exacted its price, and scholars say that T r i l i t h quickly absorbed i n t o his razor-sharp m i n d . His master had failed,
himself became part of it, trapped w i t h i n the swirling void along h w believed, because the Erudite had lacked balance. T h a t was a
w i t h the failed entities of aeons past. mistake Akksstaff would not repeat. H e spent his waking mo-
T r i l i t h ' s journals and notes were sought after by all p r a c t i t i o - ments seeking to unlearn his past life — he could only be limited
ners of the elemental craft. One of Magi'kot's students, Akksstaff, by the insipid hatred of N e r i a k — and dedicated himself to the
gathered up what he could o f his master's notes and fled i n t o the study of the elements, w i t h or w i t h o u t his master's notes.
stronghold of Najena, where other T e i r ' D a l magi could m u l l over Decades after T r i l i t h ' s failure, a dark elf gripping a strange wand
the writings at their leisure, in hopes o f finding T r i l i t h ' s mistake. entered the H i g h C o u n c i l o f Magi. Clasps at the top o f the device
Akksstaff was certain that his master's fate was n o t judged solely held a swirling orb. Four gems (one red, one green, one blue, and
on his arrogance, but rather on some missing b i t of knowledge that one yellow) adorned the metal fasteners, pulsing w i t h a steady
eluded h i m at the final moment. r h y t h m . Akksstaff bowed to the c o u n c i l . " I have succeeded where
T h e rest o f T r i l i t h ' s notes were seized by the H i g h C o u n c i l o f my master failed," he said in a quiet, unassuming voice. T h e
Magi in Erudin, w h o feared the incident would encourage eager Erudite c o u n c i l gasped and murmurs arose like thunder w i t h i n the
students to attempt such a foolhardy goal and would bring an end marble halls. W h e r e T r i l i t h had failed, Akksstaff had indeed
to elementalism altogether. U n f o r t u n a t e l y , this d i d n o t deter found success. T h o u g h Akksstaff has yet to divulge the secrets of
ambitious students from seeking the words of M a g i ' k o t . N o n e , his journey, many c o n t i n u e i n his path, h o p i n g to achieve his
however, came close to reaching the skill and mastery that T r i l i t h success—some inspired further by Akksstaff s great achievement.
had obtained. M a n y determined young scholars sought the advice Akksstaff has said of his success only this: "Perhaps the missing

187
EverQuest RPG: Game Master's Guib€

c l e m e n t is n o t o n e of e a r t n , a i r , tire, o r w a t e r , but a n e l e m e n t of h e r p e t , b u t t h e c r e a t u r e w i l l a t t a c k its f o r m e r m a s t e r u n t i l


h i d d e n w i t h i n yourself that only you c a n u n c o v e r . " c o n t r o l is r e e s t a b l i s h e d o r e i t h e r s h e o r it is s l a i n .
A t p r e s e n t , A k k s s t a f f a n d t h e O r b of Elemental Mastery have Finally, a magician wielding t h e o r b m a y u s e its manifest
s e e m i n g l y d i s a p p e a r e d f r o m t h e face o f N o r r a t h . S c h o l a r s h y p o t h - elemental p o w e r o n c e p e r day. T h i s p o w e r s u m m o n s a p o w e r f u l
esize t h a t t h e d a r k elf, f i n a l l y i n c a p a b l e o f r e s t r a i n i n g h i s o w n e l e m e n t a l p e t to d o t h e m a g i c i a n ' s b i d d i n g . S e e t h e " E p i c E l e m e n -
arrogance, followed T r i l i t h into the u n k n o w n void a n d became t a l " s i d e b a r for s t a t i s t i c s for t h i s m i g h t y p e t .
o v e r w h e l m e d by t h e p o w e r o f t h e e l e m e n t s . O r b o f E l e m e n t a l M a s t e r y ( l d 6 + 4 , d e l a y 4 ; A C 7, h a r d n e s s 13,
P o w e r s : T h i s metallic w a n d , topped w i t h the swirling crystal of 13 h p , B r e a k D C 3 0 ) .
t h e O r b , acts as a light m a c e w i t h a +3 b o n u s t o a t t a c k a n d a + 4 S t r + 4 , D e x +2, C o n + 3 , I n t + 5 , m a n a + 1 6 , cold resistance ( 8 ) ,
b o n u s t o d a m a g e , as w e l l as t h e speed a b i l i t y . A g a i n s t s u m m o n e d e l e c t r i c i t y r e s i s t a n c e ( 8 ) , fire r e s i s t a n c e ( 8 ) , m a g i c r e s i s t a n c e ( 4 ) ,
c r e a t u r e s a n d e l e m e n t a l s , it also h a s t h e bane a b i l i t y . T h e o r b s o n i c r e s i s t a n c e ( 4 ) , c o l d s a v e + 2 , e l e c t r i c i t y s a v e + 2 , fire s a v e + 2 ,
a l s o g r a n t s its w i e l d e t spell resistance 15 a g a i n s t a n y c o l d - , magic save +1, sonic save +1.
e l e c t r i c i t y - , o r fire-based a t t a c k s .
B o n u s types: A t t a c k = e n h a n c e m e n t . D a m a g e = e n h a n c e m e n t .
T h e O r b a l s o offers p r o t e c t i o n a g a i n s t s u m m o n e d a n d e l e m e n - A l l others = none.
tal c r e a t u r e s . A l l s u c h c r e a t u r e s w i t h i n 10 feet of t h e w i e l d e r , w i t h
A c t i v a t i o n : S p e l l T r i g g e r ( m a g i c i a n ) [manifest elemental], U s e
t h e e x c e p t i o n o f t h o s e s u m m o n e d o r c o n t r o l l e d by t h e w i e l d e r
A c t i v a t e d (all other powers).
h i m s e l f , suffer a - 2 m o r a l e p e n a l t y t o attacks. Further, if a
Caster L e v e l : 30th.
s u m m o n e d o r e l e m e n t a l c r e a t u r e a p p r o a c h e s t o w i t h i n 1 0 feet o f
t h e O r b , its c o n t r o l l e r m u s t m a k e a s u c c e s s f u l W i l l s a v e ( D C 4 0 ) M a r k e t P r i c e : 1 , 4 4 7 , 0 1 0 gp.

or h a v e h e r pet a t t a c k h e r aggressively ( a g a i n , t h i s effect d o e s n o t Slot: Blunt.


a p p l y to t h e w i e l d e r o f t h e O r b ) . T h e f o r m e r c o n t r o l l e r m a y W e i g h t : 1 lb.
attempt a n o t h e r W i l l save ( D C 4 0 ) e a c h round to regain c o n t r o l

| Elemental, Epic
Huge Elemental (Air, Earth, Fire, W a t e r ) T h e e p i c e l e m e n t a l c a n o n l y be s u m m o n e d t h r o u g h t h e use o f
t h e Orb of Elemental Mastery. It h a s n e v e r b e e n encountered
Hit Dice: 3 0 d 8 + 2 4 0 ( 3 7 5 hp)
"wild."
Initiative: +15 (+11 Dex, +4 Improved Initiative)
Speed: 5 0 ft., fly 8 0 ft. (perfect), swim 5 0 ft., burrow 3 0 ft.
AC: 34 ( - 2 size, +11 Dex, +15 natural)
Combat
T h e e p i c e l e m e n t a l is as m i g h t y as t h e largest s u m m o n e d
Attacks: Slam +32/+29/+26/+23/+20 melee, off-hand slam
e l e m e n t a l s . I t is b l a z i n g l y fast i n c o m b a t , d e a l i n g m a s s i v e d a m a g e
+27/+23 melee
as w e l l as d i s h i n g o u t p o w e r f u l m a g i c a l s t r i k e s , a n d its p o w e r f u l fire
Damage: Slam 4d6+18, off-hand slam 4 d 6 + 6 a u r a m a k e s m e l e e a t t a c k s a p a i n f u l p r o p o s i t i o n for o p p o n e n t s .
Face/Reach: 10 ft. by 10 Ft/15 ft. T h e e p i c e l e m e n t a l e n j o y s m o s t o f t h e b e n e f i t s of e a c h e l e m e n -
Special Attacks: Elemental mastery blast, elemental mastery strike, tal type, b u t t h e p r i c e for t h i s f l e x i b i l i t y is t h e loss o f s o m e
magic attack +5 i m m u n i t i e s possessed by v a r i o u s e l e m e n t a l s .

Special Qualities: Elemental, quick, damage reduction 15/+4, fast heali- E l e m e n t a l M a s t e r y B l a s t ( S u ) : O n c e p e r r o u n d as a n a t t a c k


ng 1, resistances, fire aura ( 7 ) a c t i o n , t h e e p i c e l e m e n t a l c a n buffet a n y o p p o n e n t w i t h i n 1 5 0
feet w i t h a s h r i e k i n g blast of i c y s h a r d s , a b o l t o f sizzling e l e c t r i c i t y ,
Saves: F o r t + 2 5 , Ref +28, Will+11
or gouts o f f l a m e . T h i s b l a s t d e a l s ( 5 d l O ) x 3 p o i n t s o f d a m a g e
Abilities: Str 3 5 , Dex 33, Con 2 7 , Int 12, Wis 13, Cha 15
(Reflex half, D C 3 0 ) , a n d the epic e l e m e n t a l may c h o o s e to h a v e
Skills: Hide +18, Intimidate +17, Listen +16, Spot +16, e a c h b l a s t d e a l c o l d , e l e c t r i c i t y , or fire d a m a g e ( b u t n o t m o r e t h a n
Taunt +20 o n e e n e r g y type p e r b l a s t ) .
Feats: Alertness, Cleave, Combat Reflexes, Dodge, Double E l e m e n t a l M a s t e r y S t r i k e ( S u ) : O n c e p e r r o u n d as a n a t t a c k
Attack, Dual Wield, Great Cleave, Improved Dodge, a c t i o n , t h e e p i c e l e m e n t a l c a n s l a m a n y o p p o n e n t w i t h i n 1 5 0 feet
Improved Healing, Improved Initiative, Improved w i t h a s t u n n i n g gust o f r a w e l e m e n t a l p o w e r , d e a l i n g ( 4 d l 0 ) x 2
Two-Weapon Fighting, Mobility, Parry, Power A t - p o i n t s o f m a g i c d a m a g e ( n o s a v e ) . I n a d d i t i o n , t h e target m u s t
tack, Riposte, Sunder s u c c e e d at a F o r t i t u d e s a v e ( D C 3 0 ) o r be stunned for 1 r o u n d .

Climate/Terrain: Any E l e m e n t a l : I m m u n e to poison, sleep, paralysis, and stunning.


N o t subject to critical hits or flanking.
Organization: Solitary
Quick ( E x ) : A n epic e l e m e n t a l shares t h e air elemental's
Challenge Rating: 14
swiftness. I t s n a t u r a l a t t a c k s are t r e a t e d as q u i c k w e a p o n s ( d e l a y
Treasure: None
4).
Alignment: Always neutral
R e s i s t a n c e s ( E x ) : T h e epic elemental h a s bonuses o f acid,
Advancement Range: None c o l d , d i s e a s e , e l e c t r i c i t y , a n d fire r e s i s t a n c e ( 4 0 ) .
Faction: None F i r e A u r a ( E x ) : A n e p i c e l e m e n t a l is c o n t i n u a l l y s u r r o u n d e d
b y a f i e r c e h e a t t h a t s e r v e s as a [fire] d a m a g e s h i e l d ( 7 ) , b u r n i n g

description a n y c r e a t u r e t h a t s t r i k e s it i n m e l e e .
S k i l l s : A n epic e l e m e n t a l receives a +4 racial bonus to H i d e ,
T h e u l t i m a t e m a g i c i a n ' s c h a m p i o n , t h e e p i c e l e m e n t a l is a n
Intimidate, and T a u n t checks.
a w e s o m e w a r r i o r t h a t e x p l o i t s t h e a d v a n t a g e s of a l l f o u r e l e m e n t s .
T h e e p i c e l e m e n t a l s h a r e s s t r e n g t h s o f a l l e l e m e n t a l s . I t is o f F e a t s : A n epic elemental receives C l e a v e , Dodge, Double

massive build and strength, like a n earth e l e m e n t a l , but has t h e Attack, Dual W i e l d , Improved Healing, Improved Initiative,

s w i f t n e s s a n d g r a c e o f a n a i r e l e m e n t a l , w h i c h it r e s e m b l e s . T h e I m p r o v e d T w o - W e a p o n F i g h t i n g , M o b i l i t y , a n d R i p o s t e as b o n u s

forces o f fire a n d ice a n d t h o s e o f t h e s t o r m are b a l a n c e d w i t h i n feats. W h e n a t t a c k i n g w i t h its p r i m a r y s l a m a t t a c k , t h e e p i c

it, a n d it uses a l l of t h e s e t o c o m b a t its s u m m o n e r ' s e n e m i e s . L i k e e l e m e n t a l gets 1 1/2 t i m e s its S t r e n g t h b o n u s to d a m a g e , a l t h o u g h

a w a t e r e l e m e n t a l , it c a n h e a l d a m a g e r a p i d l y . it gets o n l y h a l f its S t r e n g t h b o n u s w i t h its off-hand a t t a c k s , as


usual.
Bfm"\ / Chapter Five: Magic Items
Ragebringer Qeynos. Stanos requested the use o f Ragebringer i n order to stop
the assassination.
D e s c r i p t i o n : Some speculate that the long dagger k n o w n as
Ragebringer was fashioned by a c o u n c i l of rogues — created small Some c l a i m the death of Johann was an accident o n Stanos'
enough to conceal under a garment, yet long enough t o strike a part, but others (more wise i n the history of Ragebringer's past)
mortal blow t h r o u g h metal armor. Better-informed sources, how- c l a i m that the blade itself persuaded h i m murder the rogue i n cold
ever, c l a i m that the dagger was fashioned by I n n o r u u k himself, blood. Regardless, Stanos fled the scene of the crime — horrified
enchanted w i t h i n the confines o f Neriak's temple and imbued at his o w n actions and confused by his sudden thirst for blood.
w i t h that dark god's hatred and rage. S o o n , i t is said, Johann's b r o t h e r H a n n s , a local thieves'
Guildmaster, cast his eye toward Stanos.
Rogues w h o wield the dagger immediately feel the sickening-
sweet p u l l of hatred w e l l i n g i n t h e m . T h e dagger seems t o exude Fearing for his life, Stanos stashed the weapon away u n t i l he
a w i l l of its o w n over the bearer, feeding her hatred u n t i l the desire could o b t a i n proof of Johann's dealings. Perhaps if he uncovered
to k i l l is so great that even the most strong-willed has a difficult Johann's plans t o assassinate the h i g h elven ambassador, Hanns
time resisting the lust for blood. would be more open to discussing the i n c i d e n t w i t h Stanos and
less apt to take his life out o f vengeance.
T h e blade was kept h i d d e n by priests o f I n n o r u u k for fear of its
power t a i n t i n g (and aiding) one u n w o r t h y o f Innoruuk's enlight- I n a panic, Stanos hired mercenaries to o b t a i n proof that
enment. Over time, however, certain senior members among the Johann was consorting against the p o l i t i c a l powers o f Qeynos.
rogue's guild i n N e r i a k began pressuring the c h u r c h for use of the Weeks passed and Stanos kept himself h i d d e n from the public eye,
item, but — surprisingly — they always returned the blade once w a i t i n g for word from his hired help. H e slinked through alleys
its task had been completed. and kept to the darker shadows. Always, though, i n the back of his
m i n d was Ragebringer, and he often found himself w a n t i n g to hold
Yet rumor o f the blade's existence began to spread among the
it again. T h e memory o f the blade striking i n t o Johann's flesh
more c o m m o n thieves of N o r r a t h , u n t i l there existed few thugs or
made h i m shudder, lingering i n his m i n d , yet the draw of the blade
niffians w h o d i d n ' t k n o w o f the its existence. A n g e r e d by the
could n o t be denied. Stanos took t o carrying the dagger w i t h h i m
foolishness of the guild w i t h i n N e r i a k , the T e m p l e o f I n n o r u u k
at all times. Soon enough, the mercenaries returned w i t h proof of
handed the item over to the rogues freely, believing that the
Johann's treachery and his dealings w i t h the T e i r ' D a l general in
thieves' ignorance regarding the blade and its fell power would be
Kithicor.
their o w n u n d o i n g .
Stanos gathered up the proof (consisting of letters and messages
W i t h i n the last year, a good-hearted Qeynos rogue by the name
passed back and forth between Johann and General V ' G h e r a ) and
of Stanos is said to have been the first n o n - T e i r ' D a l wielder o f
mustered his courage, seeking c o u n c i l w i t h Hanns. Offering up
Ragebringer. T h r o u g h his network of spies, Stanos learned that
evidence that his brother had planned to assassinate an ambassa-
another local by the name of Johann Kreigher was conspiring w i t h
dor from Felwithe, Stanos pleaded w i t h Hanns, claiming that he
a T e i r ' D a l general to assassinate the h i g h elf ambassador i n
EverQuestRPGiGacneMaster'sGuioe

never intended to murder his brother, only to stop the assassina- The Scythe O F the Shaootoeb Soul
t i o n attempt.
D e s c r i p t i o n : T h e great necromantic scholar Miragul is recog-
Hanns (widely k n o w n for his even temper) listened patiently nized as the creator of this fearful weapon. A student whose
as Stanos offered excuse after excuse. T h e t r e m b l i n g rogue grew brilliance far surpassed any o f his peers i n Erudin, Miragul fash-
more and more agitated as Hanns quietly probed and interro- ioned the scythe i n an attempt to overcome his obsession w i t h
gated, eager to get to the t r u t h behind his brother's death. death. H i s legacy and skill (apparent through the wondrous
Regardless o f Hanns' calm, Stanos felt the walls closing i n around creation of this scythe) is just as m u c h a symbol of his love for
h i m . Every m o m e n t that passed filled Stanos w i t h the certainty knowledge as i t is a testament to his dark power.
that Hanns would n o t believe h i m . I n a sudden fit o f rage, Stanos
L o n g ago, the three Great Schools were created i n Erudin: ideas
drew the blade and attacked the Guildmaster. Yet Hanns de-
that would eventually form the paths o f the enchanter, the wizard,
flected the blow easily and knocked the dagger from Stanos' grip.
and the mage. M i r a g u l found this canonical system too confining,
Immediately, Hanns' guards rushed i n , p i n n i n g the crazed assail-
for he desired to learn from all knowledge. A f t e r all, the Erudites
ant against the w a l l . S t i l l i n shock over Stanos' sudden outburst,
had p r o v e n their intellectual superiority well enough, and by
Hanns sat still for a moment, his eyes lingering upon the blade
l i m i t i n g the amount of knowledge one could pursue, they were ( i n
w h i c h sat gleaming o n the floor. Bending d o w n , he took the
Miragul's m i n d ) reducing themselves to the ways o f the barbaric,
dagger i n his hand, slowly c u r l i n g his fingers around the p o m m e l .
clumsy, ill-educated humans. His contempt toward those not of
Instantly, rage welled w i t h i n h i m . T h e Guildmaster's eyes his race had always been apparent, but Miragul also began to foster
flickered w i t h a strange, angry flame. H e gripped the dagger so a strong hatred for his o w n people, the Erudites.
tightly that his h a n d began to shake and, w i t h a l i g h t n i n g - q u i c k
So, the great t h i n k e r gathered a number of like-minded indi-
movement, he buried the blade deep w i t h i n Stanos' throat, t h e n
viduals about h i m . Together, this small group of heretics sent spies
calmly watched the rogue sputter and gasp for air before slumping
i n t o the w o r l d of N o r r a t h , awaiting their return w i t h news of the
to the ground. W h a t better revenge t h a n to take the life o f his
outside w o r l d . T h e humans were dabbling i n their o w n magics,
brother's murderer w i t h the same blade he had used o n Johann?
p u l l i n g ideas and philosophies from the same schools of thought
Since that time, Hanns has begun to feel the t a i n t and power that Miragul's people had discovered long ago, but also from
of the blade, seduced by its dark call. O n c e a fair and reasonable others u n k n o w n among the magic users o f Erudin. T h r o u g h one
man (for a rogue), Hanns is n o w regarded w i t h apprehension by of these informants, M i r a g u l learned o f another form of magic:
all those w h o deal w i t h h i m . M a n y fear h i m , t h o u g h few realize necromancy. Spies had managed to slip i n t o the dark cities o f
that it is the blade that has poisoned his sensibility, stripping h i m N e r i a k , discovering the dark rites and rituals the T e i r ' D a l used i n
of his even hand and cool temper. their h o n o r of I n n o r u u k , Prince o f Hate. T h e scouts barely
Recently, stories o f a T e i r ' D a l task-force, dispatched from escaped w i t h their lives, but they brought w i t h t h e m a series of
Neriak to retrieve the blade, have surfaced. T a k i n g the item from tomes describing the Teir'Dal's dark practices.
Hanns may prove more dangerous than suspected, however, Using his enchanter's art magic, Miragul disguised himself so
considering that he has allowed the hatred o f I n n o r u u k to taint his that he could learn from all schools of thought w i t h i n the Erudin
once sensible and reasonable m i n d . c o m m u n i t y , d o n n i n g a new identity for each craft he wished to
Ragebringer is longer i n length t h a n most daggers, yet small learn. C o n f l i c t arose w h e n the dark art o f necromancy was
enough to conceal w i t h i n a garment. Its h i l t is shaped like a discovered by the H i g h C o u n c i l , so Miragul took what knowledge
dragon's talons, reaching their p o i n t y tips toward the p o m m e l . he had obtained over the years and fled. N o friend to Erudin's
T h o u g h the exact power o f the blade is open t o speculation by austere laws, and u n w i l l i n g to face the H i g h Council's decision,
many, the T e i r ' D a l k n o w o f its corruption but c l a i m to be inured M i r a g u l fled to the ice-covered lands of the n o r t h . There, the
t o it, stating that Innoruuk's o w n c h i l d r e n cannot be poisoned by b u r n i n g desire for ever more knowledge consumed h i m , and he
the rage that so easily claims those w h o were not born w i t h i n the spent his w a k i n g moments amassing knowledge and seeking items
walls o f their dark city. O f course, most cannot trust the T e i r ' D a l w h i c h he could add to his g r o w i n g cache o f arcane valuable.
to begin w i t h , so the p o i n t is rather moot.
For many years he dabbled, studying and experimenting, and
Powers: T h i s dagger has a +6 bonus to attacks and damage, as some say i t was d u r i n g this t i m e that his obsession w i t h death and
w e l l as the massive and great speed abilities. A n y wielder may the undead grew beyond even his o w n morbid standards. For all
invoke the dagger's seethingfury power: this is a haste (4) effect ( + 2 the knowledge and power gained over his long years, though, one
haste bonus to A C , one extra attack action every second r o u n d ) , foe stood before h i m insurmountable: death. H e spent the brief
but also grants the wielder a + 3 dodge bonus to A C . Seethingfury remainder o f his life searching for a way to cheat death, but, even
lasts for 25 rounds and may be activated three times per day. i n his brilliance, he was defeated by his o w n mortality.
A n y o n e carrying Ragebringer must make a W i l l save ( D C 25, or D u r i n g his search for eternal life, Miragul began observing the
D C 12 i f the wielder is a dark elf w i t h n o rogue levels) to resist dragons o f Kunark and Velious, h o p i n g to uncover the mystery of
attacking anyone t h o u g h t to be i n opposition t o her. T h e severity their longevity. O n one o f his journeys to Kunark, Miragul met
of this reaction can vary, but could include a n y t h i n g from a w i t h and defeated a young dragon. H e shrunk the creature's head
c o m m o n enemy (e.g. ore or sarnak) so m u c h as addressing the and cleaned i t u n t i l naught was left but a dried skull. H e removed
character t o a simple merchant w h o refuses to lower his prices. the lower j a w o f this skull and placed the rest atop a gnarled staff,
Finally, a rogue w h o uses Ragebringer to backstab deals an w i t h its upper teeth p o i n t i n g downward i n the same fashion as a
additional +2d6 points o f damage. scythe, and bound i t together w i t h magic.
Ragebringer ( l d 4 + 6 , delay 3; A C 9, hardness 16, 8 h p , Break Years he spent d o t i n g on his scythe, w o r k i n g the wood and the
D C 30). bone w i t h his dark incantations. A s the time wore d o w n his
Str + 5 , Dex + 5 , C o n + 3 , h p +25, acid resistance ( 4 ) , disease physical form, so d i d the panic o f his o w n mortality chip away at
resistance ( 4 ) , magic resistance ( 8 ) , poison resistance ( 8 ) , acid his sanity. C o n v i n c e d that i n this object he had unlocked the
save + 1 , disease save + 1 , poison save + 2 , magic save +2. mystery t o man's i n t e r n a l clock, Miragul poured a lifetime of
arcane knowledge i n t o his creation. U p o n c o m p l e t i o n o f the
Bonus types: A l l = enhancement.
scythe, M i r a g u l set out to test his wondrous i n v e n t i o n . I n the
Caster L e v e l : 2 5 t h . Everfrost Peaks, he sought an aging m a m m o t h and invoked the
M a r k e t Price: 1,744,802 gp. power o f his scythe. T h e animal cried out i n great shriek of pain
Slot: Piercing. and fell to its knees as a swirling, dark shadow enveloped i t . Its
W e i g h t : 2.5 lbs. aging skin began to deteriorate before Miragul's eyes.
T h e scholar's o w n despairing scream mingled w i t h that of the
m a m m o t h as he watched the creature rot i n t o a pile of bones. H e
loomed over the remains, clenching the scythe i n his shaking
Chapter Five: Magic Items
hand. Years o f his w o r k had amounted i n the opposite of that ity resistance ( 2 ) , fire resistance ( 2 ) , magic resistance ( 4 ) , poison
w h i c h he hoped for: where the creature should have resistance ( 6 ) , sonic resistance ( 2 ) , disease save +2, magic save
experienced a youthful, ageless rush, i t now lay at his + 1, poison save +2.
feet, consumed, rather t h a n rejuvenated by the Bonus types: A l l = enhancement.
elements of time.
A c t i v a t i o n : Spell Trigger (necromancer) [tor-
M i r a g u l returned home and locked the ment of shadows), Use A c t i v a t e d (all other powers).
scythe away. N e v e r again would it serve as a
Caster L e v e l : 3 0 t h .
reminder of his failure. Some years later,
M a r k e t Price: 1,020,718 gp.
legend has i t , another dark scholar o f the
necromantic arts by the name o f Kazen Slot: Piercing/slashing.
happened upon a merchant carrying W e i g h t : 5 lbs.
the scythe. Since Miragul's disappear-
ance years before, his tower and study The Singing Short Sioorh
had been ravaged by many explor- D e s c r i p t i o n : M u c h uncertainty sur-
ers and adventurers. A l t h o u g h rounds the origin of this artifact, though
many w h o t r a v e l e d N o r t h i n one m y t h has survived the chaos o f
search o f Miragul's cache never Norrath's history. Long ago, w h e n
r e t u r n e d , a few d i d so, and the w o r l d was new, a human bard by
brought w i t h t h e m items o f the name of K i m r i c k set out for the
power, to be sold for great profit. k n o w l e d g e t o create the finest
A t once recognizing the w o r k weapon he could. His search took
as that of Miragul — his idol h i m to the very edges of N o r r a t h
— Kazen murdered the trav- and eventually to the new strong-
eler and claimed the scythe hold o f Qeynos.
for himself.
W h i l e traveling through the
Kazen dedicated his life city a d m i r i n g its clear fishpools
to studying the properties o f and pristine buildings, he heard
the scythe. I f he could de- a voice on the w i n d unlike any
tennine Miragul's mistakes, he had heard. Following i t , he
then perhaps Kazen could came to a small pond where a
reverse the scythe's power maiden sat. She looked long-
and succeed where t h e ingly i n t o the water, singing a
great master had failed. melody so sweet that K i m r i c k
Like M i r a g u l , Kazen gave was m o v e d t o tears. T h e
his life for the glory o f i m - maiden stopped, embarrassed
mortality and some say paid that her singing had gained
the same price as Miragul the a t t e n t i o n of a traveling
for his failure. Kazen has stranger.
since disappeared. T h e
I t took n o more t h a n a week
whereabouts o f the scythe
before the t w o became insepa-
are currently u n k n o w n .
rable. R u i n w y n and K i m r i c k
T h e scythe itself is fash- made solemn vows to one an-
ioned from a gnarled staff, other, forsaking all others. T h e
a p p r o x i m a t e l y 6 feet i n rather self-centered young man
length. U p o n the top sits had found his muse, and her
the shrunken skull o f a voice, her beauty, and her good-
dragon, upper j a w gaping ness inspired K i m r i c k to work
open i n a fanged smile. T h e even harder o n his quest. He
haft is a d u l l , blackened wood, spent nearly all his waking mo-
warped yet smooth. ments now fashioning a blade,
Powers: T h i s scythe has a lovingly crafting the short sword
+5 bonus to attacks and dam- u n t i l its shine r i v a l e d t h a t o f
age, as well as the speed ability. Ruinwyn's eyes and its strength
A necromancer w h o wields the matched the loyalty i n her heart.
scythe may invoke the torment N o better sword had been crafted i n
of shadows power 6 times per day: Qeynos.
this lasts for 8 rounds, dealing Unfortunately, as his obsession w i t h
5d 10 points o f magic damage each perfecting the blade and his self-ab-
round and magically reducing the sorption grew, the t i m e he spent w i t h
target's base m o v e m e n t speed by R u i n w y n dwindled. She took to walking
50%. A Reflex save ( D C 40) halves the streets, speaking w i t h strangers and
the damage and negates the speed re- 'Wk hearing tales from far off lands — perhaps,
d u c t i o n . I f the target fails the Reflex 1 she felt, i f she gathered enough gossip and
save, t h e n he must t h e n also make a W i l l foreign news for her love, she could better
save ( D C 4 0 ) or age l d 4 years. T h e speed entertain h i m .
reduction effect does n o t stack w i t h the
Sadly, K i m r i c k was b l i n d to her true i n t e n -
similar effects o f spells from the clingingdark-
tions and mistook her streetwalking for betrayal.
ness line.
H e began to follow her through the city, w a t c h i n g
Scythe o f the Shadowed Soul ( I d 10+5, delay 5; her smile and charm the travelers that passed through.
A C 6, hardness 11, 15 h p , Break D C 27). Her voice would leave t h e m spellbound and men gath-
Str +2, C o n +3, I n t + 5 , C h a +2, h p +5, mana +13, acid ered to woo her. T h o u g h her heart remained true, K i m r i c k
resistance ( 2 ) , cold resistance ( 2 ) , disease resistance ( 6 ) , electric
EverQuest RPG: Game Master's Gutoe ^ f\

knew only jealousy i n his heart. I n his m i n d , her sweet words to possession o f a traveling merchant. T h i s same merchant offered
h i m were d r i p p i n g w i t h lies and her eyes spoke o f infidelity. h i m the pages o f the symphony as well. M u c h to Baldric's chagrin,
She returned one evening to find K i m r i c k w a i t i n g up. Full o f however, the symphony was incomplete. H e spent the next few
rage, he accused her o f betrayal and, w i t h o u t w a i t i n g for an years h u n t i n g d o w n the missing pages and gathering up lost
explanation, buried the gleaming short sword i n her chest, watch- i n f o r m a t i o n regarding the tragedy o f K i m r i c k .
ing her slump to the ground i n anguished confusion. Some say T h e blade has been i n Baldric's possession since, and some say
that, at this moment, R u i n w y n cried out to the heavens for he w o u l d trade the Singing Short Sword itself for the missing pieces
vengeance, and that i t was I n n o r u u k , the Prince o f Hate himself, o f K i m r i c k ' s " W o e f u l Symphony." Rumor has it that Baldric's
w h o heard her plea. A t that moment, her spirit left her body and obsession w i t h the melody has clouded his m i n d over the years,
fused w i t h K i m r i c k ' s s h i n i n g blade. and that any w h o come i n contact w i t h the bard risk suffering a
I n a panic, K i m r i c k disposed of the body and lost himself i n fate similar to that of Lady R u i n w y n .
w i n e and debauchery. O n e evening as he returned home i n a T h e Singing Short Sword is a finely crafted short sword, the guard
d r u n k e n stupor, he drew the sword from its sheath. I n t o his m i n d made to resemble wings folding inward toward the p o m m e l . A
came the song o f R u i n w y n , the very tune he had heard u p o n t h e i r single perfect ruby adorns the center o f the crossguard, and the
first meeting. So horrifying i t was now, yet so beautiful still. Day blade itself bears intricate etchings vaguely reminiscent of musi-
and n i g h t the melody filled his m i n d , slowly expanding i n t o a cal notes.
virtual symphony, u n t i l he had t o sit d o w n i n his study and began Powers: T h i s short sword has a +5 bonus to attacks and a +6
to write the music that would n o t let h i m rest. bonus to damage, as w e l l as the dancing and speed abilities. W h i l e
Day and n i g h t he spent w r i t i n g Ruinwyn's symphony, so held, i t hums softly, and w h e n wielded i n battle, i t plays an
persistent it was. Her spirit would n o t let h i m rest and the melodies inspiring symphony as loudly as a full orchestra.
consumed h i m , feeding his selfishness and his anguish u n t i l he W h e n held i n the hand, the sword can also proc (Proc D C 2 1 )
turned t o the gods themselves and demanded freedom. Innoruuk's the dance of the blade: T h i s power affects the wielder plus up to six
ear is ever open to despair and pain, and, pleased w i t h K i m r i c k ' s allies w i t h i n 10 feet o f h i m , and lasts for 2 rounds. Dance of the blade
pitiful cries, he took the bard i n t o his realm, twisting h i m i n t o the grants a haste ( 7 ) effect (a + 3 haste bonus to A C and three
very image o f ugliness that his former murderous act warranted. A additional attack actions every 2 rounds) and a + 6 augmentation
Maestro he had become, and he now dwells i n Innoruuk's hateful bonus to Strength. Further, i f the wielder of the Singing Short
realm, replaying the h a u n t i n g song for eternity. Sword is a bard, the weapons o f allies affected by dance of the blade
T h e sword and the symphony were lost over t i m e — u n t i l also become dancing weapons for 2 rounds. I f the bard still holds
another bard, Baldric Slezaf, happened u p o n the blade i n the the Singing Short Sword and successfully procs dance of the blade
again while that power is already i n effect, any new weapons the stories and m y t h o f the shaman's way, speak of M i r a g u l , the
drawn and wielded by the nearby allies w i l l begin to dance as well. dark Erudite scholar w h o traveled the w o r l d i n search of k n o w l -
A n agile bard w i t h a number of allies ( w h o are w e l l outfitted w i t h edge. Miragul's wanderings eventually took h i m to d i e frozen
weapons) and a host o f enemies could thus cause a considerable n o r t h , where he lived i n tunnels and caverns he forged using his
number o f weapons to dance to the martial music of the Singing magic. There, he experimented w i t h all forms of dangerous power,
Short Sword. and thus, i n the barren tundra, d i d the legend o f Thalger come
However, the possessor o f the Singing Short Sword is also subject i n t o being.
to Kimrick's tragedy. For every full week the character is i n A c c o r d i n g to the lorekeepers, Miragul's tampering created a
possession of the blade, he must make a successful W i l l save ( D C mantle of negative spiritual energy that threatened the livelihood
21, or D C 33 for bards) to avoid being consumed by the h a u n t i n g of the tribesmen. Dreams and visions frequented the most psychi-
melody w i t h i n the blade. A failure w i l l result i n the character's cally sensitive a m o n g the n o r t h m e n , w a r n i n g o f a terrible
feeding his desires to the p o i n t o f obsession. W i t h each accumu- imbalance i n the spirit world. Miragul's dabbling was d r a i n i n g the
lated failure, the character w i l l become more and more engrossed spiritual energy o f everything w i t h i n its reach, so the tribesmen
w i t h the object o f his obsession, be i t person, incident, ideology, gathered t o discuss a way to counter this evil canker that had
item, or something else. T h e actual effects of this obsession are left grown so near their homes.
the G M , but the character w i l l tend toward v i o l e n t behavior i f Thalger, a barbarian o f exceptional wisdom, meditated deeply
kept from or refused access to the object o f the obsession. on this d i l e m m a and eventually became a spiritual medium,
Singing Short Sword (1 d 6 + 6 , delay 4; A C 9, hardness 15,9 hp, seeking to help the spirits i n their quest to identify and remove
Break D C 30) Miragul's dark threat. W h i l e the tribesmen pondered the implica-
Str + 4 , Dex + 3 , C o n + 2 , C h a + 5 , h p +25, a l l resistances ( 4 ) , a l l tions of Thalger's c l a i m that he had been chosen by the spirits for
energy-based saves + 1 . some great task, Thalger busily attempted a series of tests set forth
by the spirits before he could be welcomed fully i n t o their realm
Bonus types: A l l = augmentation.
and inducted i n t o the way o f the shaman.
A c t i v a t i o n : Spell Trigger (bard) [dance of the blade], Use A c t i -
Thalger accepted the tests eagerly, facing each trial w i t h calm
vated (all other powers).
and confidence. N o t only was he accumulating great wisdom from
Caster L e v e l : 2 8 t h .
his new mentors i n the spirit w o r l d , but he was w a l k i n g the path
M a r k e t P r i c e : 3,683,810 gp. to e n l i g h t e n m e n t . I n d o i n g so, he felt certain, he would find the
Slot: Slashing. tools necessary to help his people remove the threat o f Miragul's
W e i g h t : 2 lbs. necromantic c o r r u p t i o n . A n d indeed, as his final test, the spirits
supplied Thalger w i t h the materials needed to remove Miragul's
The Spear O F Fate corruptive mantle.
Description: T h is weapon was constructed by Thalger, Norrath's T h e new shaman took the items — the sharpened shoulder
first h u m a n heyokah (a shamanistic follower o f the way o f the blade of an ancient l i o n matriarch and a shaft o f rare darkwood,
spirits) and a great hero of antiquity. Lorekeepers, instructed i n from a young sapling he found in one o f his journeys — and
EverQuest RPG: Game Master's Guioe

fashioned a spear. T h e darkwood shaft he worked w i t h his o w n discussed their gifts w i t h each other, they became convinced that
teeth and fingernails, lovingly shaping i t over the course of weeks, his brothers had been more highly honored, and that if he
u n t i l he was c o n v i n c e d o f its perfection. H e split the top o f the acquired the other three staves, he would gain the full power of
shaft carefully, lodging the now finely honed blade i n t o place, and Solusek Ro himself.
bound t h e m together w i t h the sacred entrails of an ox. Finally, he T h e brotherhood of the Four fell apart, and they began to plot
adorned the spear w i t h the magical feathers of an aviak elder, against one another (and thus against their god), the lust for
given to h i m by the chief of his tribe. power b u r n i n g i n their eyes. O n e by one, Solusek Ro was forced
Miragul's energy field c o n t i n u e d to grow, l o o m i n g over the to punish his ungrateful students for their p l o t t i n g and deception.
northlands i n the form of a misty shadow. Y o u n g mammoths were Sylen T y r n was the first to fall. Believing himself better and more
reported to enter and to reappear from the darkness only hours deserving t h a n the others because of his noble b i r t h , T y r n met his
later, yet aged as t h o u g h 20 years had passed. Thalger volunteered demise while flying over a vast body o f water. H i s powers were
immediately to pierce the mantle, secure i n his newfound abilities stripped from h i m i n mid-flight, and he plunged downward to his
and the power o f his spiritual allies and his sacred weapon. Spear death.
in hand, i n a rare act o f d e v o t i o n and w i t h a rarer singularity of D e m u n i r Scry was the second of the students, a h u m a n obsessed
purpose, Thalger c l i m b e d the peaks near the shadow and leapt w i t h destructive power. Extremely resourceful and intelligent, if
from summit. A s he fell, he struck out i n a m i g h t y blow w i t h his somewhat selfish and cruel, D e m u n i r followed explorers traveling
spirit-empowered weapon, and ripped a breach across Miragul's to the newfound lands of K u n a r k h o p i n g to retrieve ancient items
mystical barrier. of power w h i c h would aid h i m i n his growing lust to dominate his
T h e tear i n Miragul's shadow-field was great enough to deflate former fellows. I t is said that he came across the d w e l l i n g of a
Migarul's a b o m i n a t i o n . U n f o r t u n a t e l y , Thalger himself was lost renowned iksar warrior called V e n r i l Sathir. T h i n k i n g himself
in the process. H i s spear, n o w a symbol of his selflessness, dedica- more t h a n powerful enough to defeat this creature, he attempted
t i o n , and courage, fell from the heavens to the ground, where the to take the d w e l l i n g for himself. L i k e Sylen before h i m , Demunir
spirits recovered it. I t had absorbed some p o r t i o n of Miragul's dark had his powers stripped from h i m at the m o m e n t they were needed
power, and legend tells that the spear can inflict enemies w i t h the most, and he fell before the ancient iksar's strength.
same life-draining c o r r u p t i o n produced by Miragul's mantle long T h e t h i r d and least k n o w n of the Four was a decrepit gnome.
ago. Gabstik's m o m e n t o f failure came w h e n he entered the Plane of
T h e Spear of Fate is rumored to remain i n the hands o f the Fear, seeking i n his great pride to challenge Cazic-Thule and thus
spirits, w h o await one of Thalger's dedication — one w h o w i l l rise a t t a i n i m m o r t a l i t y — and i n turn the means to seize his former
from the sea of spiritual followers and prove himself w o r t h y to bear brothers'powers. Solusek Ro, less opposed to Cazic-Thule than he
the item i n a great quest that w i l l rival Thalger's o w n . was angry w i t h his former disciple, removed the gnome's powers
Powers: T h i s spear has a +6 bonus to attacks and a +5 bonus just as the armies of the Plane of Fear charged, so that they
to damage, as well as the hardness ability. Five times per day, a trampled his frail body i n a heartbeat.
shaman w h o wields the spear may i n v o k e the curse of the spirits: T h e last of the Four, A r a n t i r Karondor, was not so m u c h
T h i s power affects a single target, dealing 3d 10 points o f magic concerned w i t h stealing his brothers' p o w e r — instead, he sought
damage each r o u n d for 12 rounds (Reflex half, CXI) 3 2 ) ; further, for to betray Sylen T y r n by stealing away his fellow's betrothed.
the duration, the target is unable to recover h i t points through any A r a n t i r , also a dabbler i n enchantment, cast a spell i n order to w i n
means of natural healing, fast healing, or regeneration (magical the woman's love, but Solusek Ro's vengeance denied h i m this
curing works n o r m a l l y ) . T h i s latter effect may be negated by a prize. H i s powers stripped away, A r a n t i r watched the w o m a n
successful Fortitude save ( D C 3 2 ) . turned from h i m coldly, and, heartbroken, he fled, m a k i n g his way
A possessor w h o is a shaman also receives occasional precogni- to the icy lands o f Halas. There, perhaps, his heart could become
tive visions (anywhere from several times each week to once per as n u m b as the frozen tundra.
m o n t h , at the G M ' s discretion). These flashes o f insight may It is said, however, that because A r a n t i r ' s betrayal was not so
come in the form o f omens, w a k i n g visions, or dreams, and are great as the other students, that Solusek Ro pitied h i m . Over time,
accurate about 75% of the time ( t o be rolled by the G M ) — the powerful god began to r e t u r n to the m o r t a l small portions of
sometimes, the spirits do like to mislead the l i v i n g . T h e details o f his former power. W i t h each such gift, and the knowledge that
this power are left to the G M , and such visions should be used came w i t h i t , A r a n t i r ' s understanding o f his brothers' deeper
carefully and sparingly. betrayals became deeper and more profound. A r a n t i r , chastised
Spear o f Fate ( l d 8 + 5 , delay 5; A C 9, hardness 14, 8 h p , Break and repentant, k n e w w h a t must be done. H e must retrieve the
D C 30) three lost staves and return t h e m t o Solusek Ro, along w i t h his
o w n staff, as a sign o f apology.
Str + 3 , Dex + 3 , C o n +3, W i s + 5 , h p + 7 , mana +12, all
resistances ( 4 ) , all saves + 1 . For long years A r a n t i r traveled i n search of the other three
Bonus types: A t t a c k = enhancement. Damage = enhancement. staves of power. H e d i d n o t rest u n t i l all were i n his possession.
A l l others = augmentation. T h e end o f his journey took h i m to the T e m p l e o f Solusek Ro,
buried deep w i t h i n the Lavastorm M o u n t a i n s . There, he knelt
A c t i v a t i o n : Spell Trigger (shaman) [curse of the spirits], Use
before S o l o m o n — holy keeper of Solusek Ro's knowledge — and
A c t i v a t e d (all other powers).
offered up the three staves, adding his o w n to the top of the pile.
Caster L e v e l : 2 4 t h .
Solusek Ro, p i t y i n g the wizard and seeing that A r a n t i r had
M a r k e t P r i c e : 1,789,802 gp.
indeed reformed, took the four staves and fashioned t h e m into
Slot: Piercing one most potent item: The Staff of the Four. T h r o u g h Solomon,
Weight: 1 lb. Solusek Ro spoke: "You have served your master fairly, and your
sins are forgiven. W i e l d this w e l l , and guard its secrets and its
The StaFF O F t h e Four power from those w h o w i l l seek i t only to b r i n g evil into the
D e s c r i p t i o n : I t is said that there once existed four true follow- world."
ers of Solusek Ro, each equal t o the other i n power, wizards w h o U n f o r t u n a t e l y , upon A r a n t i r ' s eventual demise, many w i t h i n
had learned their trade from the god himself. So beloved were the the arcane c o m m u n i t y stepped f o r t h to claim the Staff. T h e H i g h
Four that Solusek Ro granted t h e m knowledge and power u n - C o u n c i l i n Erudin confiscated the item and took it upon them-
k n o w n to any other wizards o n N o r r a t h . selves to name a recipient w o r t h y of its power. T h e Staff, however,
A s a sign of his favor, B u r n i n g Prince gave t o these wizards four vanished one n i g h t w i t h o u t a trace. Some theorize that Solusek
staves, each w i t h its o w n unique power. A t first, none of the Four Ro himself reclaimed the item, foreseeing n o t h i n g but petty
had any knowledge o f the other three items, for Solusek Ro had squabbling and bickering. Others suggest the staff was stolen by
told none of t h e m of the others' gifts. However, as the Four rival arcanists.
Chapter Five: Magic Items

T h e S m / / 0/ the Four is i n f a c t m o r e a r o d t h a n a s t a f f , b e i n g Caster Level: 30th.


a p p r o x i m a t e l y 2 feet i n t o t a l l e n g t h . M e t a l clasps shaped l i k e a M a r k e t P r i c e : 2,197,200 gp.
firebird's t a l o n a d o r n the top, s t r e t c h i n g f o r t h to h o l d w i t h i n i t a Slot: Blunt.
sphere o f s w i r l i n g mystical power. W e i g h t : 4 lbs.
P o w e r s : T h i s " s t a f f , " t o p p e d w i t h a s w i r l i n g c r y s t a l o r b , a c t s as
a light mace w i t h a + 5 bonus to attacks. I n the hands o f a wizard, StaFF O F the Serpent
i t g a i n s e i t h e r t h e acidic, flaming, frost, shock, o r sonic a b i l i t y , as t h e
Description:
w i z a r d w i l l s ; t h i s a b i l i t y m a y b e c h a n g e d as a f r e e a c t i o n , a n d lasts
N o r r a t h ' s f i r s t g r e a t e n c h a n t e r , K r i l a n P e d i n , is u s u a l l y c r e d i t e d
u n t i l the wizard changes it.
for d i s c o v e r i n g t h e S e r p e n t Staff. T h o u g h t h e exact o r i g i n o f t h e
T h e w i z a r d h o l d i n g t h e s t a f f m a y i n v o k e a barrier of force u p t o a r t i f a c t is s h r o u d e d i n u n c e r t a i n t y , i t w a s t h r o u g h P e d i n ' s m e t i c u -
3 t i m e s p e r d a y . T h i s is a m a g i c a l b a r r i e r t h a t s u r r o u n d s t h e lous study a n d research t h a t i t c a m e t o l i g h t a t all.
wielder's body, comprised o f ( 3 d l 0 ) x l 0 temporary h i t p o i n t s ,
S o m e speculate t h a t t h e staff was created l o n g ago, w h e n t h e
w h i c h lasts e i t h e r f o r 2 h o u r s o r u n t i l t h e t e m p o r a r y h i t p o i n t s a r e
i k s a r w e r e y e t s l a v e s t o a s n a k e - l i k e r a c e k n o w n as t h e shissar. I k s a r
g o n e . W h i l e t h e b a r r i e r r e m a i n s i n p l a c e , t h e w i z a r d also r e c o v e r s
w h o e v i n c e d e x c e p t i o n a l i n t e l l i g e n c e were t a k e n aside a n d t a u g h t
mana at t h e accelerated rate o f 1 m a n a every 2 m i n u t e s ; this effect
t h e d a r k arts i n o r d e r t o b e t t e r serve t h e i r oppressors. T h u s , t h e
s t a c k s w i t h o t h e r m a n a r e g e n e r a t i o n e f f e c t s , s u c h as t h o s e i n t h e
way o f t h e iksar n e c r o m a n c e r was b o r n , a n d w i t h t h e i r n e w f o u n d
breeze s p e l l l i n e . F i n a l l y , w h i l e i t e n d u r e s , t h e barrier of force also
k n o w l e d g e c a m e t h e g r o w i n g d e s i r e t o b e f r e e o f shissar r u l e .
a c t s as a m a g i c d a m a g e s h i e l d ( 4 ) .
Before the e n l i g h t e n e d were able t o p u t t h e i r rebellious plans i n t o
Staff o f the Four ( l d 6 , a n d + 2 d 6 energy*, delay 5; A C 7, m o t i o n , h o w e v e r , a g r e e n m i s t d e s c e n d e d u p o n t h e shissar a n d
h a r d n e s s 1 3 , 10 h p , B r e a k D C 2 6 ) . d e c i m a t e d t h a t great race.
Str + 3 , D e x + 2 , C o n + 3 , I n t + 6 , m a n a + 1 6 , acid resistance ( 4 ) ,
The iksar s t o o d before t h e f a l l e n r e m a i n s o f t h e i r enemy.
c o l d r e s i s t a n c e ( 4 ) , disease r e s i s t a n c e ( 2 ) , e l e c t r i c i t y resistance
K e r i i r e k a , f o r e m o s t s t u d e n t o f t h e shissars' d a r k r i t e s , k n e l t a n d
( 4 ) , fire resistance ( 4 ) , magic resistance ( 4 ) , p o i s o n resistance ( 2 ) ,
t o o k u p as m a n y o f t h e f a l l e n scales as s h e c o u l d h o l d i n h e r t a l o n s .
s o n i c r e s i s t a n c e ( 4 ) , a c i d save + 1 , c o l d save + 1 , e l e c t r i c i t y save + 1 ,
S h e c a r r i e d t h e scales t o t h e n o w - e m p t y s t u d i e s a n d t h e r e f a s h -
f i r e save + 1 , m a g i c s a v e + 1 , s o n i c save + 1 .
i o n e d a s t a f f f r o m t h e r e m a i n s o f t h e shissar t h e m s e l v e s — s c a l e d
B o n u s types: A l l = a u g m e n t a t i o n . a n d o i l y - b l a c k , d a r k as t h e r i t e s s h e h a d b e e n f o r c e d t o l e a r n o v e r
A c t i v a t i o n : S p e l l T r i g g e r ( w i z a r d ) [barrier of force], U s e A c t i - t h e years. E v e n t u a l l y , t h o u g h , K e r i i r e k a d i s a p p e a r e d i n o n e o f t h e
vated (all other powers).
bouts of t u r m o i l and unrest that plagued the new iksar dynasty, vinced M o d a n i to allow h i m to keep the staff for a brief time. H e
and her fabled staff faded i n t o legend. would present the item t o the H i g h C o u n c i l i n Erudin i n hopes of
Years later, w h i l e e x p l o r i n g the newly discovered lands of uncovering the strange magics, t h e n return the staff to M o d a n i , as
Kunark, a Koada'Dal beguiler by the name o f K r i l a n is said t o have agreed, w h e n the C o u n c i l there had finished e x a m i n i n g i t .
uncovered the whereabouts of the infamous iksar Drusella Sathir. T h e h i g h elf ventured to Odus and spent the n e x t year collabo-
A f t e r bargaining w i t h a ffoglok deep i n the K u n a r k swamps, rating w i t h the Erudites i n researching the staff s magical properties.
K r i l a n persuaded the creature to give h i m a key w h i c h K r i l a n A n ambitious young Erudite there by the name of Polzin M r i d
believed could open the mystical door of Drusella's resting place. appealed to K r i l a n , expressing a desire to r e t u r n w i t h K r i l a n to the
Here, he could surely uncover an enormous amount o f informa- Overthere and present himself as an apprentice to the enigmatic
t i o n regarding Drusella and her equally infamous husband, V e n r i l M o d a n i Q u ' L o n i . A f t e r a year's t i m e , the two began their journey
Sathir. back to Kunark.
Krilan's research took h i m to the Overthere, past the ruins o f O n e evening, however, w h i l e the two made camp, K r i l a n sent
C h e l s i t h and i n t o a great rift where he wandered for weeks i n Polzin i n search o f valuable herbs and components that grew i n
search o f Drusella's t o m b . I t was here that K r i l a n first met M o d a n i the surrounding area. T h e young Erudite, bearing the Serpent
Q u ' L o n i (or, some say, M o d a n i found K r i l a n . ) M o d a n i , a master Staff i n hand for p r o t e c t i o n , set out to obey his mentor's request,
of illusion w h o had been l i v i n g amongst the scorpikis for years, r e t u r n i n g only to find that K r i l a n had been murdered. T h e
had uncovered the mystical portal but had yet to open i t . I n journals recording the staff s research burned i n the campfire, and
exchange for leading K r i l a n to the portal, M o d a n i asked for only their supplies were scattered about the site. Polzin fled, certain the
one item: a staff i n the shape of a serpent, w h i c h M o d a n i believed assailants were n o more t h a n a breath away.
to rest w i t h i n the t o m b . A c c o r d i n g to the scorpikis, the s t a f f — a n U n w i l l i n g t o lead Krilan's murderers back to Erudin, Polzin
item o f considerable power — was given to Drusella as a gift from disappeared i n t o the c i t y o f Paineel, walking amongst the Her-
her husband. T o Drusella and V e n r i l i t served as a reminder of the etics u n t i l he could safely return the staff to M o d a n i . Polzin's
iksar t r i u m p h over the shissar and the power and strength o f t h e i r wisdom, however, was his undoing: he was lost there when
race. Paineel was invaded by Brell's elemental minions. Trapped w i t h i n
K r i l a n agreed and unlocked the mystical door, disappearing the Heretic's city, Polzin and the staff disappeared forever.
i n t o the red mist beyond. Weeks later he emerged: his eyes Heirs to Krilan's teachings, t h o u g h , have surfaced over the last
gleamed w i t h satisfaction, yet his body (aged, beaten, and bruised) decade: Jeb Lumsed, Mizzle Gepple, and Nadia Starfeast all claim
gave evidence to the horrors he had endured. I n his h a n d was to possess knowledge o f the staff passed d o w n to t h e m by the
Modani's staff. T h e t w o experimented w i t h the item, discussing Koada'Dal enchanter d u r i n g his time i n Erudin. T h o u g h their
its remarkable properties. K r i l a n , after m u c h persuasion, c o n - boasts remain unconfirmed, rumors o f dangerous expeditions i n t o
Zhapter Five: Magic Items
t h e H o l e h a v e s u r f a c e d a n d m a n y s p e c u l a t e t h a t t h e y seek t o f o r m , b u t i n t h i s case t h e s t a f f c a n n o t a s s u m e i t s s n a k e f o r m f o r o n e
s e c u r e t h e l o s t Staff of the Serpent. full week.
T h o u g h P o l z i n ' s s t a f f h a s y e t t o r e s u r f a c e , m i n s t r e l s a n d gossip- S t a f f o f t h e S e r p e n t ( l d 6 + 4 / l d 6 + 4 , d e l a y 5; A C 6 , h a r d n e s s 1 3 ,
m o n g e r s f r o m F a y d w e r h a v e r e c e n t l y r e c o u n t e d tales o f a spell-user 15 h p , B r e a k D C 2 8 ) .
f r o m F e l w i t h e w h o is r e p o r t e d t o w i e l d s u c h a w e a p o n . T h e self- Str + 2 , C o n +3, I n t +5, C h a +4, h p +10, mana +10,all
proclaimed heirs t o K r i l a n Pedin's teachings h a v e yet t o c o m m e n t
r e s i s t a n c e s ( 4 ) , a l l saves + 1 .
o n t h e r u m o r , b u t t h e i r eyes a r e d r i f t i n g e a g e r l y t o w a r d t h e east.
B o n u s types: A l l = a u g m e n t a t i o n .
A c c o r d i n g t o p o p u l a r l e g e n d , t h i s b l a c k e n e d s t a f f is a p p r o x i -
A c t i v a t i o n : Spell Trigger (enchanter) [speed of the shissar,
mately 5 feet i n l e n g t h , seemingly covered i n s m o o t h , snakelike
flowing thought III], U s e A c t i v a t e d ( a l l o t h e r p o w e r s ) .
scales. I t is s a i d t o r e s e m b l e a c o b r a , y e t o n e s t r e t c h e d r i g i d a n d
Caster Level: 30th.
s t r a i g h t , w i t h its h o o d f l a r e d a n d fangs b a r e d m e n a c i n g l y . S o m e
students c l a i m t h a t t h e staff i t s e l f has t h e a b i l i t y t o t r a n s f o r m i n t o M a r k e t P r i c e : 7 4 5 , 8 1 0 gp.

a s n a k e a t t h e user's c o m m a n d , s e r v i n g t h e w i e l d e r l o y a l l y . Slot: Blunt.

P o w e r s : T h i s r e l a t i v e l y s h o r t staff has a + 5 b o n u s t o a t t a c k s a n d Weight: 1 lb.

a + 4 b o n u s t o d a m a g e , as w e l l as t h e hardness a b i l i t y . A n e n c h a n t e r
w i e l d i n g t h e s t a f f m a y i n v o k e speed of the shissar u p t o 10 t i m e s p e r
The Water Sprinkler O F Neara Ankh
d a y . T h i s p o w e r is i d e n t i c a l t o t h e speed of the brood s p e l l , e x c e p t D e s c r i p t i o n : A rare a n d w i d e l y revered iksar b y t h e n a m e o f
t h a t i t a f f e c t s o n l y o n e t a r g e t p e r use, a n d is a c t i v a t e d as a s t a n d a r d N a x t o n D e e p w a t e r was t h e first cleric t o w i e l d the S p r i n k l e r o f
a c t i o n . I n t h e h a n d s o f a n e n c h a n t e r , t h e s t a f f a l s o g r a n t s flowing Nem A n k h . I t w a s t h r o u g h h e r selfless c o u r a g e t h a t s h e is
thought III. r e m e m b e r e d as o n e w h o s o u g h t b a l a n c e a b o v e a l l else — e v e n i n
t h e face o f d e a t h .
Further, once per day, t h e wielder o f t h e staff m a y t r a n s f o r m i t
i n t o a l i v i n g s n a k e ( t r e a t t h i s as a d a r k w e e d s n a k e , a d v a n c e d t o 8 B o r n i n t o a f a m i l y o f shamans, N a x t o n seemed destined t o
HD; see t h e a n i m a l a p p e n d i x i n t h e EverQuest: Monsters of f o l l o w t h e p a t h o f h e r a n c e s t o r s . H o w e v e r , she w a s i l l s u i t e d t o t h e
Norrath b o o k ) . T h i s e f f e c t lasts f o r 3 0 m i n u t e s , a f t e r w h i c h t i m e way o f the dark shaman and the fearful teachings o f Cazic-Thule.
t h e s n a k e r e v e r t s t o s t a f f f o r m , w h e t h e r o r n o t i t is i n t h e h a n d s o f H e r m i n d o f t e n w a n d e r e d t o t h e shores near h e r h o m e w h e r e she
its o r i g i n a l o w n e r . T h e s n a k e s e r v e s as t h e w i e l d e r ' s p e t , a n d t h e pondered t h e lands beyond — lands k n o w n only t o a brave few
w i e l d e r c a n see t h r o u g h t h e s n a k e ' s eyes a t w i l l as i f t h r o u g h t h e w h o d a r e d t o f o l l o w i n t h e f o o t s t e p s o f o n e s s u c h as V l z k I r o n t a i l .
s p e l l bind sight. I f t h e s n a k e is e v e r s l a i n , i t s i m p l y r e v e r t s t o s t a f f

197
EverQuestRPG:GameMast€r'sGuib€
A t t h e first o p p o r t u n i t y for a d v e n t u r e , m u c h t o t h e d i s p l e a s u r e I n d e e d , as t h e y h a d s u s p e c t e d , s o great was I x i b l a t ' s first b l o w
o f h e r f a m i l y , N a x t o n left K u n a r k t o j o u r n e y t h e f a b l e d l a n d s t o t h a t N a x t o n r e e l e d t o t h e s i d e , s t u m b l i n g . Y e t t h e lord h a d used
t h e n o r t h . S h e t r a v e l e d w i t h c a u t i o n , k e e p i n g h e r face w e l l - most of his power in penetrating the champion's considerable
h i d d e n u n d e r t h e h o o d o f h e r c l o a k . A s s h e n e a r e d t h e outposts defenses, a n d h e stood v u l n e r a b l e to attack. Immediately, the
there, she often h e a r d terrible stories of t h e bloodthirsty iksar followers o f the T r i u m v i r a t e rushed i n , taking advantage of his
v e n t u r i n g i n t o t h e s e l a n d s , o n l y t o be b e a t e n t o d e a t h o r i m p r i s - w e a k e n e d p o s i t i o n . W i t h i n m o m e n t s , I x i b l a t lay s l a i n , or a t least
o n e d by t h e fearful h u m a n s a n d e l v e s . b a n i s h e d b a c k t o h i s r e a l m . N a x t o n , h o w e v e r , d i d n o t s u r v i v e the
D u r i n g her travels, N a x t o n met N a t a s h a , a h u m a n follower o f fire lord's first a n d o n l y a t t a c k . H e r s c a l e d body, t w i s t e d a n d
the T r i u m v i r a t e o f W a t e r , w h i c h was c o m p o s e d o f t h e d e i t i e s E ' c i , lifeless, l a y u p o n t h e s i n g e d g r o u n d , t h e w e a p o n o f h e r b e l o v e d
T a r e w M a r r , a n d Povar. Natasha's kindness touched something T r i u m v i r a t e still c l e n c h e d i n her taloned hands.
d e e p w i t h i n N a x t o n , f r o m t h e v e r y first t i m e t h e b e a u t i f u l h u m a n N a x t o n ' s b o d y , b e a r i n g t h e Water Sprinkler of Nem A n k h , w a s
p u l l e d b a c k t h e iksar's h o o d a n d l o o k e d u p o n h e r w i t h o u t r e p u l - set adrift a t s e a u p o n a f u n e r a l barge, lost t o t h e w a t e r s i n t h e time-
s i o n . N a x t o n t h e r e a f t e r f o l l o w e d t h e priestess a c r o s s t h e c o n t i n e n t h o n o r e d f a s h i o n o f t h e T r i u m v i r a t e . S i n c e h e r gods h a d d e e m e d
of A n t o n i c a , l i s t e n i n g to N a t a s h a ' s s t o r i e s , b e g g i n g t o l e a r n m o r e h e r w o r t h y to g u a r d t h e i t e m i n life, so s h o u l d s h e c a r r y o n t h e d u t y
of h e r r e l i g i o n . A f t e r m o n t h s o f s e r v i c e t o N a t a s h a , N a x t o n w a s i n d e a t h . N a x t o n w o u l d r e m a i n its g u a r d i a n e v e n i n the afterlife.
i n d u c t e d i n t o t h e f o l l o w i n g a n d d e d i c a t e d h e r life t o s e r v i n g t h e S o m e say t h e i t e m r e t u r n e d to t h e A v a t a r o f W a r after N a x t o n ' s
T r i u m v i r a t e of W a t e r . f u n e r a l . It is w h i s p e r e d t h a t h e w a i t s for a s o u l w o r t h y o f its use —
A s t i m e p a s s e d , N a x t o n ' s d e v o t i o n rose b e y o n d t h a t of e v e n h e r o n e as b r a v e a n d selfless as t h e s a i n t e d N a x t o n D e e p w a t e r . O t h e r s
f r i e n d a n d m e n t o r . H e r selflessness a n d c o m m i t m e n t t o b a l a n c e say t h e S p r i n k l e r , l i k e N a x t o n ' s body, w a s c l a i m e d by t h e sea a n d
h o n o r e d t h e T r i u m v i r a t e s o g r e a t l y t h a t s h e w a s gifted w i t h t h e is n o w lost f o r e v e r ( o r u n t i l a w o r t h y s o u l u n c o v e r s its w h e r e -
W a t e r Sprinkler of N e m A n k h . T h i s s a c r e d i t e m h a d t h e p o w e r t o abouts w i t h i n the deep waters of N o r r a t h ' s o c e a n s ) .
b r i n g life f l o w i n g b a c k i n t o t h e b o d i e s o f t h e d e c e a s e d . N a x t o n , n o T a l e s of t h e b a t t l e a g a i n s t I x i b l a t s p e a k of t h e W a t e r S p r i n k l e r ' s
s t r a n g e r to c o n f l i c t , a c c e p t e d t h i s great h o n o r w i t h pride a n d appearance. T o t h e u n t r a i n e d eye, t h e w e a p o n seems a rather
h u m i l i t y . A l t h o u g h s h e h a d b e e n b o r n i n t o a s o c i e t y t h a t based i n p l a i n morningstar, u n a d o r n e d and lacking the vibrant shine that
fear, s h e h a d o v e r c o m e t h e s e e a r l y t e a c h i n g s , r i s i n g a b o v e h e r a c c o m p a n i e s o t h e r rumored artifacts. Followers of the T r i u m v i -
p r e v i o u s life t o seek t r u t h a n d o r d e r i n a l l t h i n g s . rate w i l l c o n f i r m t h a t t h e i t e m ' s r e m a r k a b l e a b i l i t y t o restore life
N a x t o n ' s d e d i c a t i o n was s o o n t o be tested w h e n t h e P l a s m a t i c to t h e s l a i n is o n l y p o s s i b l e w h e n it is w i e l d e d by o n e w h o h a s
P r i e s t h o o d ( a c u l t w o r s h i p p i n g t h e rage a n d f l a m e o f F e n n i n R o ) p r o v e n herself worthy to bear the relic. H o w e v e r , o n e w h o comes
s o u g h t i n t h e i r f a n a t i c i s m t o s u n d e r t h e s a c r e d b a l a n c e o f fire a n d w i t h i n c l o s e p r o x i m i t y t o t h e i t e m is s a i d t o feel a s e n s e o f p e a c e
water. T h e s e t w o e l e m e n t s h a d e x i s t e d i n e q u i l i b r i u m for e o n s , b u t w a s h o v e r h i m , l i k e g e n t l e w a v e s l a p p i n g q u i e t l y against a p e a c e -
F e n n i n R o ' s e x t r e m i s t m o v e m e n t t h r e a t e n e d to o v e r c o m e a l l t h a t ful s h o r e .
t h e T r i u m v i r a t e h a d w o r k e d so h a r d t o m a i n t a i n . P o w e r s : T h i s morningstar has a +5 bonus to attacks a n d a +4
N a x t o n ' s attempts to negotiate w i t h the Plasmatists failed, a n d b o n u s t o d a m a g e , as w e l l as t h e speed a b i l i t y . A c l e r i c w h o w i e l d s
it s o o n b e c a m e a p p a r e n t t h a t t h e o n l y w a y t o spare t h e b a l a n c e t h i s i t e m m a y i n v o k e its reviviscence power up to three times per
was t o t a k e a r m s a g a i n s t t h e P l a s m a t i c P r i e s t h o o d . N a x t o n s t o o d d a y : t h i s effect is i d e n t i c a l t o t h e s p e l l o f t h e s a m e n a m e . F u r t h e r ,
s h o u l d e r t o s h o u l d e r w i t h h e r b r e t h r e n , w i e l d i n g t h e Water if a c l e r i c h o l d s t h e W a t e r S p r i n k l e r , it a u t o m a t i c a l l y c a n c e l s a n d
Sprinkler of N e m A n k h . S u c h a t o o l c o u l d p r o v e a n i n v a l u a b l e suppresses a l l fear effects o f less t h a n d e i f i c m a g n i t u d e w i t h i n 50
advantage that might give the forces o f t h e T r i u m v i r a t e m u c h feet o f t h e c l e r i c as i f by a c a n c e l magic s p e l l c a s t by a 3 0 t h - l e v e l
n e e d e d a i d i n t h e face o f t h e i r i n e v i t a b l e b a t t l e . caster.
Sadly, the Plasmatists h a d c o n s p i r e d w i t h the ignoble sarnak to W a t e r Sprinkler of N e m A n k h ( l d l 0 + 4 , d e l a y 5; A C 7,
s u m m o n a great fire spirit t o s w e e p t h r o u g h t h e l a n d s a h e a d o f h a r d n e s s 15, 3 0 h p , B r e a k D C 3 0 )
t h e i r a r m y . I x i b l a t F e r , a great l o r d f r o m t h e P l a n e o f F i r e , C o n + 3 , W i s + 6 , C h a + 4 , m a n a + 1 6 , all resistances ( 4 ) , all
answered the summons, a n d soon burned everything in his path, energy-based s a v e s + 1 .
all i n t h e n a m e o f F e n n i n R o .
B o n u s types: A t t a c k = a u g m e n t a t i o n . D a m a g e = a u g m e n t a t i o n .
T h e f o l l o w e r s o f t h e T r i u m v i r a t e g a t h e r e d w i t h i n t h e great A l l others = augmentation.
B u r n i n g W o o d s a n d s o u g h t t o d e s t r o y I x i b l a t w h i l e h e was s t i l l A c t i v a t i o n : S p e l l T r i g g e r ( c l e r i c ) (reviviscence], U s e A c t i v a t e d
w e a k . H o w e v e r , t h e o r d e r k n e w t h a t t h e first a t t a c k e r w o u l d b e a r (all other powers).
the brunt o f Ixiblat's initial attacks — a n d that n o n e could stand
Caster L e v e l : 30th.
a g a i n s t t h a t first w a v e o f b u r n i n g p o w e r . Y e t w i t h o u t a s e c o n d
M a r k e t P r i c e : 1 , 1 7 0 , 0 0 5 gp.
thought, N a x t o n gripped t h e W a t e r S p r i n k l e r i n her h a n d a n d
charged forth against t h e e l e m e n t a l lord. Slot: Blunt.
W e i g h t : 8 lbs.
Chapter Six: Trabe Skills

chapter sii:
Irak skills
O n l y t h e s m a l l e s t f r a c t i o n o f N o r r a t h ' s d e n i z e n s seek l i v e s o f
a d v e n t u r e a n d g l o r y . T h e b u l k o f t h e w o r l d ' s p o p u l a t i o n l i v e as Trade Skill Item Bonus Types
farmers and h e r d s m e n . A s m a l l e r s e g m e n t w o r k as t r a d e s f o l k ,
The magic bonuses types p r o v i d e d by items produced
p r o v i d i n g f i n e goods t o those able t o afford t h e m . D e p e n d i n g o n
w i t h ttade skills come i n t w o varieties, arcane a n d meta-
d e m a n d a n d o n t h e n a t u r e o f t h e i r m e r c h a n d i s e , these t r a d e s f o l k
bolic. Generally, i t e m s t h a t are w o r n o r c a r r i e d confer
b a r t e r t h e i r goods t h e m s e l v e s o r sell t h e m t o t r a v e l i n g m e r c h a n t s
a r c a n e bonuses w h i l e t h o s e i t e m s t h a t are c o n s u m e d p r o v i d e
a n d c a r a v a n s . T h e m o s t t a l e n t e d c r e a t e p r o d u c t s t h a t cross t h e
m e t a b o l i c bonuses. Refer t o t h e f o l l o w i n g table, a l t h o u g h
boundary between mundane and magical, and often make a name
s p e c i f i c i t e m s d i s c u s s e d i n t h i s c h a p t e r m a y v a r y from t h i s
for themselves d u e t o t h e e x c e l l e n c e o f t h e i r wares.
list.
Reasons a b o u n d for adventurers t o pursue one trade s k i l l or
T r a d e Skill Bonus T y p e
another. Some inherit talents and facilities f r o m artisan parents
a n d use t h e i r e a r n i n g s t o c a r r y o n t h e f a m i l y e n t e r p r i s e . The Alchemy Metabolic
promise of quasi-magical i t e m s lures f o r t u n e - h u n t e r s w h o are Baking Metabolic
w i l l i n g t o seek o u t t h e rare i n g r e d i e n t s a n d f o r g o t t e n l o r e r e q u i r e d Blacksmithing Arcane
for t h o s e i t e m s ' c r e a t i o n . C e r t a i n races a n d classes t r a d i t i o n a l l y
Brewing Metabolic
i n v o l v e themselves i n the study of skills n a t i v e t o t h e i r people.
Pragmatists s i m p l y h o p e t o save c o i n t h r o u g h self-sufficiency, a n d Fletching Arcane

the vainglorious strive for superiority i n their chosen field. Jewelcraft Arcane

T r a d e skills d i f f e r f r o m m o s t o t h e r skills i n several ways. Success Poison Making Metabolic


in a T r a d e S k i l l c h e c k results i n t h e c r e a t i o n o f a t a n g i b l e p r o d u c t , Pottery Arcane
o n e t h a t b e n e f i t s t h e c r e a t o r d i r e c t l y , b y i t s use, o r else t h r o u g h i t s Tailoring Arcane
value t o a b u y e r . M a n y o f these p r o d u c t s are m a g i c a l , a n d unless
Tinkering Arcane
otherwise stated confer either arcane bonuses u p o n those who
wear t h e m or m e t a b o l i c bonuses u p o n those w h o c o n s u m e t h e m .
S o m e t r a d e s k i l l s are r e s t r i c t e d t o c e r t a i n p r a c t i t i o n e r s : O n l y
g n o m e s possess t h e m e c h a n i c a l a p t i t u d e a n d k n a c k f o r i n n o v a -
t i o n to tinker, and o n l y shamans can c o m m u n e w i t h spirits i n a
way that allows for the creation of potions w i t h alchemy. Charac-
Table 6-1: Secondary Abilities For Trabe Skills
t e r s possess a d d i t i o n a l o p t i o n s i n t h e a d v a n c e m e n t o f t r a d e s k i l l s ,
T r a d e Skill Secondary Ability
a l l o w i n g t h e m t o forgo rising i n level i n place o f i m p r o v i n g t h e i r
proficiency in a g i v e n trade. Blacksmithing Strength

T h i s s e c t i o n p r o v i d e s rules f o r c r e a t i n g a vast a s s o r t m e n t o f Brewing Constitution


"trade skill items," f r o m goods c o m m o n t o any t o w n o r village t o All others Dexterity
i t e m s so r a r e e v e n e x a l t e d m a s t e r s o f t h e i r f i e l d s l a b o r t o f i n d w o r d
of t h e m . E x c l u d e d f r o m t h i s b o o k are d e i t y - s p e c i f i c a n d c u l t u r a l
goods: these w i l l be c o v e r e d i n f u t u r e s u p p l e m e n t s .

Key Abilities For Trabe Skills Trabe Skill Checks Without Rolls
T h e k e y a b i l i t y f o r a l l t r a d e s k i l l s is t h e h i g h e r o f t h e c h a r a c t e r ' s T r a d e s k i l l checks always require an actual r o l l . A character
Intelligence and W i s d o m . A d d i t i o n a l l y , characters practicing m a y n o t " T a k e 1 0 " o r " T a k e 2 0 " w h e n d e t e r m i n i n g t h e result
trade s k i l l s b e n e f i t f r o m h i g h s e c o n d a r y a b i l i t y scores. A score o f of a t r a d e s k i l l c h e c k (see " C h e c k s W i t h o u t R o l l s " i n t h e
16 o r h i g h e r i n t h e p e r t i n e n t a b i l i t y g r a n t s t h e c h a r a c t e r a + 1 Everquest Player's Handbook, p. 1 0 7 ) .
synergy bonus o n trade s k i l l c h e c k s ; T a b l e 6-1 shows e a c h T r a d e
Skill and the relevant ability. N o t e that a roll o f " 1 " o n any trade
skill a t t e m p t a u t o m a t i c a l l y indicates f a i l u r e , e v e n i f bonuses a n d dedicated craftsmen i n a g i v e n g e n e r a t i o n . T h e road begins w i t h
s k i l l r a n k s w o u l d n o r m a l l y a l l o w f o r success. tutelage of t h e a p p r e n t i c e by a skilled p r a c t i t i o n e r o f t h e trade. M o s t
adventurers lack t h e need for e x t e n d e d apprenticeships, instead
Trabe Skill Progression a c q u i r i n g t h e basics o f t h e c r a f t t h e n f u r t h e r i n g t h e i r k n o w l e d g e
T h e p a t h f r o m apprentice t o j o u r n e y m a n t o master t o grandmas- g r a d u a l l y i n t h e i n t e r v a l s b e t w e e n quests (see "Gaining New
ter is l o n g a n d a r d u o u s , a w a y t r a v e l e d b y o n l y a h a n d f u l o f t h e m o s t A b i l i t i e s " i n C h a p t e r 4 for details o n the t r a i n i n g required to
EverQuest RPG: Game Master's Gutoe

i n c r e a s e skills w i t h s k i l l p o i n t s ) . T h e t y p i c a l c r a f t s m a n , therefore, a n d g o l d bars, e n c h a n t t h e m , a n d s e l l t h e m t o i n t e r e s t e d buyers


masters h i s s k i l l m o r e q u i c k l y t h a n t h o s e w h o seek lives o f a d v e n - t h r o u g h o u t a r e g i o n , f i l l i n g h i s coffers i n a n i g h i n f i n i t e progres-
ture. R a r e l y d o t h e s e c o m m o n masters progress further, h o w e v e r , for sion.
t h e c o m p o n e n t s n e e d e d t o p r o d u c e truly m a r v e l o u s w o r k s d o n o t S e v e r a l f a c t o r s l i m i t t h i s r o a d t o w e a l t h . D e a l e r s i n gems c a r r y
c o m e easily. T h e y o f t e n require e x t e n s i v e travel a n d battle w i t h limited supplies o f precious stones, especially the more expensive
m o n s t r o u s o w n e r s i n dangerous lands. It is n o surprise, t h e n , that t h e v a r i e t i e s . T h e r e are also o n l y so m a n y buyers i n a g i v e n r e g i o n that
most revered artisans quest t h r o u g h t h e lands o f N o r r a t h or p a y c a n afford t o p u r c h a s e e x p e n s i v e j e w e l r y a n d h a v e r e a s o n to d o so.
o t h e r s w e l l t o d o s o i n t h e i r stead. F o r i n s t a n c e , m a n y a r i s t o c r a t s fear b e i n g p o i s o n e d , so j e w e l r y o f
For purposes o f developing trade skills, characters m a y ignore the that nature sells quite w e l l to t h e paranoid. H o w e v e r , finite
n o r m a l m a x i m u m limit of skill ranks equal to the character's level + 3 — r e s o u r c e s a n d f i n i t e n e e d s e n s u r e a l i m i t e d c l i e n t e l e for t h e m o s t
artisans may master their crafts without ever setting foot a mile past their e x p e n s i v e p r o d u c t s o f a n y trade s k i l l m a s t e r .
h o m e . T h i s does not give a character free reign to a c h i e v e t h e highest I n general, a G M should keep i n m i n d reasonable limits o n the
reaches o f a given skill; mastery requires time spent improving u p o n r e s a l e a b i l i t y o f t r a d e s k i l l i t e m s . B u y e r s for e x p e n s i v e i t e m s w i l l
c u n e n t knowledge. T o increase a trade skill, t h e practitioner must s o o n dry u p , a n d h u g e v o l u m e s o f l o w e r e n d i t e m s w i l l depress t h e
accumulate a n u m b e r of successes equal to the n u m b e r o f skill ranks p r i c e s a c h a r a c t e r c a n c h a r g e for e v e r m o r e o f t h e s a m e i t e m .
c u n e n t l y possessed. T h e s e successes must result from challenging uses of
d i e skill; i n this case, " c h a l l e n g i n g " means that d i e c h e c k D C must h a v e
been equal to at least 14+ the character's current skill rank. For example, ToolsoFtheTrabe
if D e l y t h wishes to raise h e r T r a d e S k i l l (fletching) skill from 4 ranks t o E v e r y trade s k i l l r e q u i r e s c e r t a i n tools i n order t o p r o p -
5 (regardless of her character level), she must accumulate 4 successes o n erly p e r f o r m t h e j o b : " T a b l e 7 - 1 1 : C l a s s T o o l s a n d S k i l l
c h e c k s e a c h with a D C 18 or greater. T h e s e rules for exceeding the K i t s " i n t h e E v e r Q u e s t : Player's Handbook lists t h i s e q u i p -
normal skill rank m a x i m u m a n d for requiring a certain number o f m e n t . N o t r a d e s k i l l p r a c t i t i o n e r m a y use h i s s k i l l if n o t i n
challenging successes to gain additional skill ranks d o not apply to skill t h e p o s s e s s i o n o f t h e p r o p e r tools. A d d i t i o n a l l y , s u c h tools
ranks assigned.... d o e v e n t u a l l y b r e a k o r w e a r d o w n . A n y t i m e a players rolls
a " 1" o n a T r a d e S k i l l c h e c k , i n a d d i t i o n t o t h e c u r r e n t w o r k
Optional Rule: Experience Points anb Trabe Skill a u t o m a t i c a l l y f a i l i n g , h e r tools h a v e b r o k e n as w e l l a n d
Ranks m u s t b e r e p l a c e d . A d d i t i o n a l l y , a n e w s e t o f tools is r e -
quired every time a character increases h i s skill rank
O p t i o n a l l y , t h e G M m a y a l l o w p l a y e r s t o a d v a n c e t h e i r trade
( a l t h o u g h a b l a c k s m i t h n e e d o n l y p a y 3 0 gp for n e w tools;
skills through the sacrifice o f experience points. T a b l e 6-2 shows
t h e forge a n d o t h e r e x p e n s i v e gear is sturdy e n o u g h t o last
t h e e x p e r i e n c e cost n e e d e d t o p u r c h a s e a n a d d i t i o n a l s k i l l r a n k .
until that inevitable " 1 " ) .
A p l a y e r c a n n o t e x p e n d e x p e r i e n c e p o i n t s i n t h i s f a s h i o n i f it
w o u l d result i n t h e loss o f a l e v e l . A l s o , a p l a y e r m a y n o t p u r c h a s e
skill ranks above the character's level + 3 through this m e t h o d .
T h a t rule ( r e g a r d i n g m a x i m u m s k i l l r a n k s by c h a r a c t e r l e v e l ) m a y
Probuction Time
o n l y b e c i r c u m v e n t e d t h r o u g h t h e use o f s k i l l p o i n t s . T o truly e x c e l a t a t r a d e , a c h a r a c t e r m u s t d e d i c a t e t i m e n o t
o n l y to increasing h e r skill a n d k n o w l e d g e , but — because she
c a n n o t increase her skill without actually p r a c t i c i n g — t o produc-
Table Table 6-2: i n g goods. O f c o u r s e , i f s h e ' s n o t i n t e r e s t e d i n m a k i n g trade s k i l l
goods, t h e n s h e ' s w a s t i n g h e r t i m e f r o m t h e o u t s e t .
Experience Point Costs For Trabe Ski Us
A l l trade skills are n o t created equal. S o m e , like T r a d e S k i l l
T r a d e Skill Cost
( j e w e l c r a f t ) c a n d e m a n d a n e n o r m o u s a m o u n t o f t i m e i n order t o
Alchemy 150 x new skill rank c r e a t e t h e greatest g o o d s , w h i l e o t h e r s , s u c h as T r a d e Skill
Baking 5 0 x new skill rank ( b a k i n g ) , a r e less d e m a n d i n g . O f c o u r s e , a m a g i c gold r i n g usually
Blacksmithing 100 x new skill rank b e n e f i t s a p e r s o n for far l o n g e r t h a n e v e n t h e tastiest a n d m o s t
marvelous cookie.
Brewing 5 0 x new skill rank
O n t h e s i d e b a r o n t h e n e x t page, t h e trade s k i l l s are listed a n d
Fletching 100 x new skill rank
s u b d i v i d e d i n t o t h e v a r i o u s types o f i t e m s t h a t t h e s k i l l m a y be
Jewelcraft 150 x new skill rank used t o f a s h i o n . E a c h o f t h e s e s u b c a t e g o r i e s is g i v e n a u n i t o f t i m e
Poison Making 150 x new skill rank p e r D C p o i n t o f t h e i t e m b e i n g c r e a t e d . T h i s is t h e a m o u n t o f
Pottery 5 0 x new skill rank generally u n i n t e r r u p t e d time a c h a r a c t e r requires i n order to
c o m p l e t e t h e w o r k . T h e G M s h o u l d use h e r d i s c r e t i o n i n g o v e r n -
Tailoring 100 x new skill rank
i n g c r e a t i o n t i m e s a n d s h o u l d v i e w t h i s t a b l e as a g u i d e l i n e o n l y :
Tinkering 150 x new skill rank
N o t e v e r y i t e m o f e v e r y trade s k i l l c a n b e s o n e a t l y a r r a n g e d a n d
prescribed.

F o r e x a m p l e , D e l y t h a c h i e v e s e n o u g h successes i n f l e t c h i n g to Trabe Skill Lore


raise h e r s k i l l , a n d s h e c h o o s e s , w i t h G M a p p r o v a l , to p u r c h a s e h e r For the c o m m o n tailor or baker, t h e village tanner a n d the
5th rank with experience points. T h e cost equals h e r intended apprentice s m i t h , the basic elements of one's profession abound i n
s k i l l r a n k m u l t i p l i e d by t h e f l e t c h i n g c o s t o n T a b l e 6 - 2 ( t h u s , 1 0 0 t h e e n v i r o n m e n t a r o u n d h i m . T h e r a b b i t - h u n t i n g p e a s a n t easily
x 5 ) or 500 experience points. S h e subtracts this a m o u n t from h e r l o c a t e s a h i c k o r y shaft for h i s b o w , a n d b r e w e r s n e e d n o t g o far t o
e x p e r i e n c e p o i n t t o t a l after v e r i f y i n g t h a t it w o u l d n o t r e d u c e h e r f i n d b e r r i e s , b a r l e y , a n d h o p s t o fill t h e i r t u n s . I n t i m e , h o w e v e r ,
l e v e l , a n d s h e n o w possesses 5 r a n k s i n T r a d e S k i l l (fletching). t h e d e d i c a t e d p r a c t i t i o n e r r e a c h e s a l i m i t . T h e l o c a l flora a n d
S h e may achieve a 6 t h rank v i a skill points or training points or f a u n a n o l o n g e r p r o v i d e a d e q u a t e i n g r e d i e n t s for c h a l l e n g i n g
by s a c r i f i c i n g m o r e e x p e r i e n c e ( i f s h e i s h i g h e r t h a n 3rd l e v e l ) , b u t recipes. T h e artisan must choose between c o n t e n t i n g himself
not until s h e a c c u m u l a t e s five successes o n fletching attempts w i t h a steady c a r e e r i n a f i x e d l o c a t i o n o r r i s k i n g life a n d
with D C s higher t h a n 19. p r o s p e r i t y i n s e a r c h o f rare i n g r e d i e n t s a n d n e w t e c h n i q u e s i n far
off l a n d s . F o r a d e v o t e d f e w , a d v e n t u r e s a n d a c c o m p l i s h m e n t s
Inpinite W e a l t h t h r o u g h o u t N o r r a t h a n d b e y o n d a r e b u t a s y m p t o m o f a desire t o
T h e c r e a t i o n o f trade s k i l l i t e m s c a r r i e s a b r o a d e r a p p e a l t h a n a c h i e v e r e n o w n i n t h e i r c h o s e n trade.
s i m p l e a c h i e v e m e n t o r m a g i c a l b e n e f i t s . C l e a r l y , t h e r e is a n T h e f o l l o w i n g s e c t i o n s p r e s e n t i n d e t a i l d o z e n s of r e c i p e s , s o m e
e c o n o m i c i n c e n t i v e to c r e a t i n g a n d selling high-priced products. c o m m o n k n o w l e d g e a m o n g t h e l o w l i e s t serfs a n d o t h e r s u n h e a r d
C o n c e i v a b l y , a s k i l l e d j e w e l c r a f t e r c o u l d p u r c h a s e fire e m e r a l d s

200
Chapter Six: Trabe Ski Lis

bodyweight i n s p i d e r s i l k . A j e w e l e r m a y s t u m b l e across t h e
c o l l e c t e d n o t e s o f a l o n g f o r g o t t e n m a s t e r o f t h e craft, d e t a i l i n g
Optional Rule: Hurrieb ProOuction the secrets o f crafting blue d i a m o n d s i n t o magical jewelry. R u -
F o r a D C o f 1.5 t i m e s t h e s t a n d a r d DC o f t h e c o m p o n e n t ( o r m o r s o f o b s c u r e r e c i p e s i n v o l v i n g t h e l i v e r s o f m o n s t r o u s beasts
w i t h o n l y a - 3 p e n a l t y for m a k i n g a h e m p s t r i n g ) , a T r a d e S k i l l m a y d r a w t h e m a s t e r c h e f to e x p e r i m e n t w i t h e v e r y k i l l u n t i l h e
p r a c t i t i o n e r m a y h a l f t h e t i m e r e q u i r e d to c r e a t e a n i t e m . T h e G M uncovers t h e most effective c o o k i n g t e c h n i q u e . T r a d e skills
m a y opt t o m a k e t h i s r o l l f o r a c h a r a c t e r , as s u c h a h a s t i l y c r a f t e d p r o v i d e p l a y e r s w i t h t h e o p p o r t u n i t y to e m p o w e r t h e i r c h a r a c t e r s
c r e a t i o n c a n appear to be properly made, w h i l e in a critical i n w a y s o t h e r t h a n s i m p l y k i l l i n g a m o n s t e r a n d t a k i n g its treasure.
m o m e n t o f stress it m a y b e r e v e a l e d as f a u l t y . T h e h i g h e r D C for
O f course, these " r e c i p e s " are most effective w h e n presented
h u r r i e d p r o d u c t i o n is n o t u s e d w h e n c o n s i d e r i n g w h e t h e r t h e
w i t h i n t h e c o n t e x t o f t h e story r a t h e r t h a n as a m e n u f r o m w h i c h
T r a d e S k i l l use is c h a l l e n g i n g e n o u g h t o q u a l i f y as s k i l l b u i l d i n g
characters m a y choose their creation of the day.
for purposes o f p r o g r e s s i n g i n s k i l l r a n k s , o n l y t h e s t a n d a r d D C is
used.
Alchemy
T h r o u g h skillful blending of exotic herbs a n d equally skilled
entreaties t o the spirit world, a l c h e m i s t s brew potent elixirs a n d
Production Time per DC v a p o r s c a p a b l e o f a w i d e v a r i e t y o f m a g i c a l effects. O n l y s h a m a n s
T r a d e Skill Goods Created Unit of Time possess t h e n a t u r a l i s t i c i n c l i n a t i o n s a n d s p i r i t u a l a t t u n e m e n t t o
(per D C point) p r a c t i c e a l c h e m y : b a r b a r i a n s rely u p o n l o n g s t a n d i n g treaties w i t h

Alchemy Enhancement Potions Hours t h e i r s p i r i t t o t e m s ; t h e V a h S h i r c l a i m t h a t ties t o t h e i r a n c i e n t


a n c e s t o r s p o w e r t h e i r m y s t i c rites; t h e i k s a r m a i n t a i n s i m i l a r
(per DC modifier)
p a c t s , b u t c o l l a b o r a t e w i t h less s a v o r y a l l i e s ; a n d ogres a n d t r o l l s
Utility Potions Hours force s e r v i t u d e f r o m spirits l o n g a g o pressed i n t o thralldom.
S i m p l y b e l o n g i n g to t h e s h a m a n c l a s s is i n s u f f i c i e n t , h o w e v e r ; t h e
Baking Exotic Foodstuffs 1/4 hours spirits g i v e n o r e s p e c t t o m e r e s t r i p l i n g s .

T h e a l c h e m i s t ' s p r i m a r y c o m p o n e n t s a r e rare h e r b s c a r e f u l l y

Blacksmithing Armor Days g r o w n a n d h a r v e s t e d by d e v o t e d c a r e t a k e r s . T h e s e p l a n t s m i g h t


be f o u n d g r o w i n g i n t h e w i l d , i n t h e g a r d e n s o f p e a s a n t s , o r o n
Arrowheads and shafts Hours
apothecary shelves; still, w i t h o u t t h e ritualistic care a n d spiritual
Basic Tools Minutes a t t e n t i o n g i v e n by a t r a i n e d s h a m a n t h e y a r e n o m o r e useful for
Shields 1/2 days true a l c h e m y t h a n w e e d s a n d c r a b g r a s s . W i t h rare e x c e p t i o n s ,
Weapons 1/2 days o n l y s h a m a n g u i l d h a l l s p r o v i d e t h e p r o p e r i n g r e d i e n t s for a l -
c h e m y , a n d t h e y e x p e c t h e a v y t i t h e s for t h e s e r v i c e s t h e y offer.
A l c h e m y is t h e r e f o r e a n e x p e n s i v e a r t to l e a r n a n d r e q u i r e s r i c h e s
Brewing Essential Alcohol Varies; see text
to master. F e w s h a m a n s throughout N o r r a t h completely under-
Specialty Drinks Minutes s t a n d t h e m y s t e r i e s o f t h i s d e v o t i o n , a n d f e w e r still c a n afford it.
Tailoring Goods 1/2 hours T o c r e a t e a p o t i o n , t h e s h a m a n c o m b i n e s specific a m o u n t s o f t h e
c o r r e c t h e r b s i n t o h i s m e d i c i n e bag w h i l e c h a n t i n g h y m n s m e a n t t o
Fletching Arrows Hours please, c o e r c e , o r c o m m a n d t h e spirits. O t h e r c o m p o n e n t s m a y
i n c l u d e h o t water, soot, droplets of t h e s h a m a n ' s b l o o d , a n d c o m -
Bow restring Minutes
m o n a n i m a l parts, s u c h as a bat's w i n g o r fish's scale. B y n i g h t —
Bow restring, hurried Rounds
w h e n t h e spirits are m o s t a c t i v e — t h e a l c h e m i s t i m m e r s e s t h e bag
Bows 1/2 days i n b o i l i n g w a t e r u n t i l t h e spirit a n d t h e i n g r e d i e n t s fuse, a process
t h a t g e n e r a l l y takes 1 h o u r . T h e s h a m a n pours t h e c o n t e n t s i n t o a

1/2 hours s m a l l flask, w h i c h t h e n c o n t a i n s a single dose o f the desired p o t i o n .


Jewelcraft Silver
T h e e n t i r e process o f p r o c u r i n g ingredients, p r e p a r i n g t h e m w i t h
Electrum Hours
k n i f e o r mortal-and-pestle, m e a s u r i n g a n d m i x i n g the reagents, a n d
Gold 2 hours infusing t h e m w i t h s p i r i t u a l p o w e r takes r o u g h l y 4 h o u r s . W h i l e t h e
Platinum 1/2 days a l c h e m i s t c a n prepare as m a n y i n g r e d i e n t s a n d flasks (see " P o t t e r y "
Velium Days o n page 2 2 8 ) as h e w i s h e s , h e m a y i m b u e o n l y o n e dose a t a time.
T h e r e f o r e , a s h a m a n m a y n o r m a l l y create n o m o r e t h a n 8 doses o f
a potion during a 24-hour period.
Poison Making Contact 1/4 hours
B e c a u s e a spirit is b o u n d s o tightly t o t h e potion's power, a dose
Inhaled 1/2 hours
c a n n o t be split. Y e a r s ago, t h e S h a m a n s of Justice d i s c o v e r e d a w a y
Ingested 1/2 hours to c o m b i n e m u l t i p l e doses o f a p o t i o n i n t o a single flask t h r o u g h use
Injury 1/2 hours of a B e a r s k i n P o t i o n B a g c r e a t e d by tailors a n d blessed by a s h a m a n
(+ 1 extra hour) (see " T a i l o r i n g " o n page 2 3 1 ) . A n a l c h e m i s t c a n c o m b i n e u p to t e n
doses o f i d e n t i c a l p o t i o n s i n t o a single flask. T h e resultant b r e w
c a n n o t b e c o m b i n e d i n a l i k e m a n n e r a g a i n . D r i n k i n g a p o t i o n is a
Pottery All Hours
standard a c t i o n and provokes a n attack of opportunity.

U n l e s s o t h e r w i s e s t a t e d , p o t i o n s ' effects b e g i n at t h e start o f t h e


Tailoring Basic Tailoring 1/2 hours r o u n d f o l l o w i n g c o n s u m p t i o n a n d last 15 m i n u t e s + 5 m i n u t e s per
Other goods (e.g. armor) 1/2 days a l c h e m y s k i l l r a n k o f t h e c r e a t o r . A l l a l c h e m i c a l effects a r e
c o n s i d e r e d m e t a b o l i c b o n u s e s , regardless o f t h e a c t u a l b o n u s type
l i s t e d , for t h e p u r p o s e o f s t a c k i n g .
Tinkering All Hours

of by m o s t w i z e n e d sages. E v e n recognized masters o f their


Enhancement Potions
r e s p e c t i v e d i s c i p l i n e s are g e n e r a l l y u n a w a r e o f t h e l o r e c o n t a i n e d A l c h e m i s t s c r e a t e e n h a n c e m e n t p o t i o n s by m i n g l i n g t w o h e r b s
h e r e i n , so G M s s h o u l d consider carefully h o w word o f this lore in the prescribed manner. C o m b i n i n g more than two such herbs
reaches the P C s . A master m a y require a m o n k interested i n t h e causes the potion's potency to t h i n , a n d b l e n d i n g t w o identical
secrets of tailoring Wu's fighting apparel t o first c o l l e c t h i s h e r b s is n o m o r e e f f e c t i v e t h a n c o m b i n i n g o n e w i t h a n o t h e r

201
EverQuest RPG: Game Master'sGuioe

reagent. A h i g h l y skilled a l c h e m i s t holsters t h e effects o f h i s Example: Woomp, a s h a m a n with 4 ranks in Trade Skill (al-
e n h a n c e m e n t p o t i o n s by i n c l u d i n g a t h i r d h e r b o f a sort pleasing chemy) , wishes to aid his ogre brethren in crushing a nest of giant
t o t h e s p i r i t s , s u c h as b l u e v e r v a i n b u l b o r v a l e r i u m r o o t . spiders discovered near Oggok. H e knows that great strength pleases
O n c e t h e c h a r a c t e r d e c i d e s u p o n a set o f i n g r e d i e n t s , t h e p l a y e r the warriors and that the spiders poison those bitten, so he procures
makes a T r a d e S k i l l ( a l c h e m y ) c h e c k ( D C 10 + t h e total D C lucem a n d nightshade from the shaman guild's herb-keepers. As the
modifiers o f t h e c o m p o n e n t s b e l o w ) . A n unsuccessful c h e c k sun sets, Gronik prepares the herbs, i m m e r s i n g t h e m by night while
signifies r e j e c t i o n b y t h e spirits a n d wasted ingredients. chanting commands to the appropriate spirits. The D C to make the
potion is 17 (10 base + 3 for L u c e m a n d +4 for
Nightshade). The character drinking the potion receives
a metabolic bonus of +2 to S t r e n g t h a n d p o i s o n resis-
Table 6-3: Enhancement Potion Ingrebients tance (2) for 3 5 minutes.
Reagent Effect DC Modifier Market Price (gp) Some years later the spiders return, but Woomp now
Fenugreek Dex+2 •3 200 has 15 ranks of Trade Skill (alchemy) with which to
Lucern Str +2 +3 200 create more powerful potions. H e adds valerian root to
the recipe, increasing the DC to make the potion to 29.
Maidenhair Fern Cha 2 3 200
character d r i n k i n g his new potion receives a meta-
+ +

The
Sage Leaf Con +2 + 3 200 bolic bonus of + 6 t o Strength and of poison resistance
Allspice Fire resistance (2) +5 350 (6) for over 3 hours, but suffers a penalty of I to either
Benzoin Cold resistance ( 2 ) +5 350 Dex or Con, decided at random by the G M .

Mullein Disease resistance (2)+4 350


Nightshade Poison resistance (2) +4 350 Utility Potions
Mandrake Root Will save +2 +7 500 T h r o u g h o u t t h e ages, m a s t e r a l c h e m i s t s h a v e u n -
Blue Vervain Bulb* Base effect x 2 •8 Base cost x 2 covered methods foraltering physical characteristics
i n ways far b e y o n d mere a m p l i f i c a t i o n . M o s t such
Valerian Root** Base effect x 3; +12 Base cost x 3
m e t h o d s h a v e b e e n passed d o w n o v e r g e n e r a t i o n s
ability loss
f r o m master t o apprentice, but f r o m time t o time
spiritual revelation o r dangerous experimentation
* Blue vervain bulb doubles the effectiveness and duration of an enhancement potion. results i n n e w discoveries. W h i l e recipes vary i n

" Valerium root triples an enhancement potion's potency and duration, but at the cost effect based u p o n t h e i n g r e d i e n t s used, t h e i r p o t e n c y
is n o t a f f e c t e d b y t h e use o f b l u e v e r v a i n b u l b o r
of subtracting I from the character's Strength, Dexterity, or Constitution (determined at
v a l e r i a n r o o t as is t h a t o f e n h a n c e m e n t p o t i o n s .
random) for the duration of the potion's effect. This loss never affects an ability score
S h a m a n s prepare u t i l i t y potions i n precisely t h e
already enhanced by the potion.

202
Chapter Six: Trabe SkiLLs
M a r k e t P r i c e : 3 0 0 gp.
Slot: Miscellaneous.
Table 6-4: Cost O F Utility Potion Ingrebients
W e i g h t : 0.5 lbs.
Reagent Cost (gp)
C o m p o n e n t s R e q u i r e d : H y d r a n g e a , s u m b u l , w i n g o f bat or
Agrimony 900
bird.
Allspice 36 Trade Skill ( D C ) : Alchemy (20).
Balm leaves 240
Belthynan bark 350 Ant's Potion
Benzoin 36 D e s c r i p t i o n : A s i n g l e dose of t h i s p o t i o n r e d u c e s t h e c h a r a c t e r ' s
size s u b s t a n t i a l l y , a l l o w i n g h e r c e r t a i n c o m b a t b e n e f i t s , release
Birthwart 22
f r o m b i n d i n g ropes a n d m a n a c l e s , a n d a c c e s s to c o n f i n e d s p a c e s .
Blade leaf 350
T h e p o w e r o f s h a m a n i c spirits is e v i d e n t , as t h i s effect e x t e n d s to
Blue vervain bulb 45 a l l gear u p o n h e r p e r s o n .
Celandine herb 55 Powers: The i m b i b e r o f a n a n t ' s p o t i o n s h r i n k s o n e size
Clubmoss 57 c a t e g o r y a n d g a i n s a l l b o n u s e s a n d p e n a l t i e s p r o v i d e d by h e r n e w
Clover 190 s t a t u r e . F o r e x a m p l e , t h e p o t i o n w o u l d r e d u c e a troll ( L a r g e ) to
t h e size o f a h u m a n ( M e d i u m - s i z e ) . T h e effects of t h e s e p o t i o n s
Echinacea 45
s t a c k w i t h o t h e r a n t ' s p o t i o n s a n d w i t h o t h e r s h r i n k i n g effects,
Elderberry 80 b u t c a n n o t r e d u c e a c h a r a c t e r ' s size to less t h a n D i m i n u t i v e .
Fennel 45
M a r k e t P r i c e : 3 0 0 gp.
Fenugreek 22 Slot: Miscellaneous.
Feverfew 45 W e i g h t : 0.5 lbs.
Figwort 550 C o m p o n e n t s R e q u i r e d : S u m b u l , c e l a n d i n e h e r b , p i n c h of a n t
Heliotrope 900 antennae.
Hydrangea 80 Trade Skill ( D C ) : Alchemy (21).

Hyssop 45
Aquatic Haunting
Jatamasi 45
D e s c r i p t i o n : T h i s b u b b l i n g , b r i n y m i x t u r e is a c t u a l l y i n h a l e d
Lady's mantle 22
i n t o t h e l u n g s r a t h e r t h a n i m b i b e d — a m i n o r a c t of w i l l for first-
Lucerne 22 t i m e users. O n c e t h u s a b s o r b e d , it e n a b l e s t h e c h a r a c t e r to s u r v i v e
Maliak leaf 85 w i t h o u t t h e n e e d to d r a w b r e a t h , w h e t h e r it be i n m a r i n e e n v i r o n -
Maidenhair fern 22 m e n t s or w h i l e t r a p p e d i n a r o o m filled w i t h s m o k e or n o x i o u s
gases.
Mandrake root 55
P o w e r s : For the potion's duration, the character need not
Mullein 36
b r e a t h e . U s e o f t h i s p o t i o n does n o t p r o t e c t t h e c h a r a c t e r f r o m
Nightshade 36
e n v i r o n m e n t a l effects u p o n t h e s k i n , eyes, or o t h e r b o d i l y sur-
Oakmoss 900 f a c e s . It s h i e l d s o n l y t h e l u n g s f r o m h a r m .
Sage leaf 22 M a r k e t P r i c e : 3 0 0 gp.
Sandalwood 900 Slot: Miscellaneous.
Star-leaf clover 80 W e i g h t : 0.5 lbs.
Sumbul 45 C o m p o n e n t s R e q u i r e d : H y d r a n g e a , jatamasi, fish scales.
Trifern leaf 45 Trade Skill ( D C ) : Alchemy (18).
Valerian root 140
BlooboFtheWolF
Wolf's blood 11
D e s c r i p t i o n : T h i s preparation of herbs a n d w o l f s blood imbues
Woundwart 45
t h e c h a r a c t e r w i t h e n h a n c e d s w i f t n e s s a n d the e n d u r a n c e to r u n
l o n g d i s t a n c e s for h o u r s at a t i m e . S h a m a n g u i l d h a l l s n o r m a l l y
p r o v i d e t h e b l o o d c o m p o n e n t for t h i s p o t i o n f r o m w o l v e s b r e d or
s a m e m a n n e r as e n h a n c e m e n t p o t i o n s , b u t t h e s e o f t e n d e m a n d c a p t u r e d for t h e p u r p o s e .
additional minor ingredients.
P o w e r s : T h i s p o t i o n g r a n t s t h e c h a r a c t e r a 5 0 % i n c r e a s e to h e r
U n l e s s o t h e r w i s e i n d i c a t e d , u t i l i t y p o t i o n s h a v e d u r a t i o n s o f 10 base s p e e d a n d a + 4 b o n u s o n C o n s t i t u t i o n c h e c k s involving
m i n u t e s / a l c h e m y r a n k o f t h e s h a m a n w h o c r e a t e d t h e m . A s it's fatigue d u e t o r u n n i n g .
easier to m a k e a d i l u t e d p o t i o n , a n o p t i o n a l r u l e a l l o w s t h e GM
M a r k e t P r i c e : 1 5 0 gp.
to g r a n t a +1 c i r c u m s t a n c e b o n u s to c r e a t i n g a p o t i o n t h a t lasts
Slot: Miscellaneous.
o n l y h a l f as l o n g as n o r m a l .
W e i g h t : 0.5 l b s .
Anti-Weight C o m p o n e n t s R e q u i r e d : Birthwart, fenugreek, w o l f s blood.

D e s c r i p t i o n : T h i s p o t i o n ' s f a i n t l y s k y - c o l o r e d v a p o r s offer t h e T r a d e Skill ( D C ) : A l c h e m y (15).


imbiber limited freedom from the confines of gravity. I m m e d i -
ately, t h e c h a r a c t e r rises s e v e r a l i n c h e s off t h e g r o u n d a n d c a n r u n Elixir opbivine Enburance
across s w a m p s , seas, or c h a s m s w i t h o u t fear o f f a l l i n g . D e s c r i p t i o n : T h i s p o t e n t b r e w boosts v i t a l i t y , h e i g h t e n i n g
P o w e r s : T h e c h a r a c t e r m a y pass t h r o u g h t h e a i r at h i s n o r m a l r e s i s t a n c e to n o n - p h y s i c a l a t t a c k . W h i l e u n d e r t h e i n f l u e n c e o f
m o v e m e n t r a t e . T h i s p o t i o n does n o t p r o v i d e true f l i g h t ; t h e this c o n c o c t i o n , a character's arteries and veins — i n c l u d i n g the
c h a r a c t e r m a y o n l y m a i n t a i n o n e ' s h e i g h t a b o v e g r o u n d or d e - c a p i l l a r i e s i n t h e w h i t e s o f t h e e y e s — glow w i t h a s l i g h t g o l d e n
s c e n d f r o m h i g h p o i n t s to l o w . T h e c h a r a c t e r is n o t actually color.
w e i g h t l e s s , b u t a c t s as t h o u g h s h e w e r e . N o t e t h a t affected P o w e r s : T h e elixir e n h a n c e s the character's resistance, grant-
c h a r a c t e r s , o f t e n w i t h o u t t r a c t i o n or c o v e r , m a y suffer t h e effects ing a +2 bonus o n all saving throws.
of h a r s h w e a t h e r m o r e s e v e r e l y t h a n n o r m a l at t h e G M ' s d i s c r e - M a r k e t P r i c e : 1,000 gp.
tion.
Slot: Miscellaneous.

203
EverQuestRPG: Game Master'sGuioe

W e i g h t : 0.5 lhs. results i n t h e c o n t i n u a t i o n o f t h e d i s e a s e ' s c o u r s e , t h o u g h a d d i -


C o m p o n e n t s R e q u i r e d : B l a d e leaf, b e l t h y r i u m b a r k . t i o n a l d o s e s o f K i t h o r ' s d i s e a s e t r e a t m e n t m a y be a d m i n i s t e r e d i n

Trade Skill ( D C ) : Alchemy (38). a n a t t e m p t t o c u r e it.


M a r k e t P r i c e : 7 5 0 gp.
Et her ia's Poison Anti Dote Slot: Miscellaneous.
D e s c r i p t i o n : A n assassin's k n i f e , a s c o r p i o n ' s s t i n g e r , a n d t h e W e i g h t : 0.5 lbs.
spells o f a n e c r o m a n c e r b r i n g swift d e a t h t o t h o s e u n f o r t u n a t e C o m p o n e n t s R e q u i r e d : L a d y ' s m a n t l e , e c h i n a c e a , b o n e dust.
e n o u g h t o suffer t h e i r a t t a c k s . S h a m a n s a l s o k n o w t h e ways o f Trade Skill ( D C ) : Alchemy (23).
p o i s o n , t h o u g h t , b o t h i n f l i c t i n g it u p o n o t h e r s a n d c u r i n g it
t h r o u g h s p e l l s o r a l c h e m y . E t h e r i a ' s p o i s o n a n t i d o t e b r i n g s swift Passage
r e l i e f by c l e a n s i n g t h e b o d y o f t o x i n s .
D e s c r i p t i o n : S h a m a n s , regardless o f r a c e , f e e l a d e e p c o n n e c -
P o w e r s : T h e a n t i d o t e i n s t a n t l y purifies t h e b o d y o f a n y s i n g l e tion to t h e spirits of t h e i r n a t i v e lands. T h e most a c c o m p l i s h e d
p o i s o n o r p o i s o n effect w i t h a s a v e D C 2 5 o r less. F o r m o r e p o t e n t m a s t e r a l c h e m i s t s s o m e t i m e s c a j o l e s u c h spirits from t h e i r h o m e s
toxins, the antidote allows the victim a second saving throw, w i t h gifts o f t h e r a r e s t , m o s t e x p e n s i v e h e r b s s p e c i a l l y p r e p a r e d for
a d d i n g the s h a m a n ' s ranks i n a l c h e m y to his roll. A d d i t i o n a l doses t h i s p u r p o s e . O n c e r e l e a s e d f r o m its c o n t a i n e r , t h e s p i r i t s l o w l y
of t h e a n t i d o t e g r a n t f u r t h e r a t t e m p t s t o c u r e t h e p o i s o n e d merges w i t h t h e o n e w h o freed it, t h e n t r a n s p o r t s b o t h b a c k t o t h e
individual. spirit's n a t i v e s o i l .
M a r k e t P r i c e : 7 5 0 gp. O v e r t h e ages, a l c h e m i s t s h a v e c o l l e c t e d t h e h e r b s a n d lore
Slot: Miscellaneous. used t o c o a x h o m e l a n d s p i r i t s o f o t h e r s h a m a n i c r a c e s t o s e r v i c e .
W e i g h t : 0.5 lbs. T h u s , e v e n a b a r b a r i a n a l c h e m i s t c a n produce potions to trans-
Components R e q u i r e d : Lady's mantle, hyssop, droplet o f p o r t h i m s e l f o r a n o t h e r t o t h e I n n o t h u l e S w a m p n e a r t h e troll city
blood from a v e n o m o u s creature. o f G r o b b ; o f c o u r s e , h e is n o t g u a r a n t e e d a w a r m r e c e p t i o n u p o n
his arrival. B e i n g a transplanted race, t h e V a h S h i r lack t h e same
T r a d e Skill ( D C ) : A l c h e m y (23).
d i v i n e c o n n e c t i o n to t h e mysterious spirits o f L u c l i n that other

Hawk's Eye Tonic r a c e s possess t o t h e s p i r i t s o f t h e i r o w n l a n d s . T h e r e f o r e , p o t i o n s


o f Passage t o V a h S h i r l a n d s c a n n o t y e t b e m a d e , a l t h o u g h t h e
D e s c r i p t i o n : H a w k ' s eye tonic transforms e v e n a c l u m s y a r c h e r
V a h S h i r c a n make all t h e other varieties o f potions.
i n t o a d a n g e r o u s a s s a s s i n , e m p o w e r i n g h i s reflexes w i t h d e a d l y
a c c u r a c y . T h i s gift is n o t l i m i t e d t o t h e a r c h e r ; w i e l d e r s o f t h r o w n P o w e r s : F o u r types o f passage p o t i o n e x i s t , a n d e a c h e s s e n t i a l l y
weapons gain identical benefits. teleports a c h a r a c t e r to some location w i t h i n a 2d6-hour walk of
one o f t h e cities o f C a b i l i s , G r o b b , Halas, or Oggok. O n c e the
Powers: W h i l e u n d e r t h e effects o f h a w k ' s e y e t o n i c t h e
p o t i o n is c o n s u m e d , 5 f u l l r o u n d s pass before t h e c h a r a c t e r fades
c h a r a c t e r g a i n s a + 2 b o n u s t o a t t a c k rolls w i t h r a n g e d w e a p o n s . I n
f r o m s i g h t , d u r i n g t h e first 3 r o u n d s o f w h i c h s h e acts n o r m a l l y a n d
a d d i t i o n , t h e c h a r a c t e r receives t h e benefits o f t h e I m p r o v e d
r e m a i n s s u b j e c t t o a t t a c k . I n t h e 4 t h a n d 5 t h r o u n d s , s h e is
C r i t i c a l feat for a l l r a n g e d w e a p o n s (see C h a p t e r 5: F e a t s i n t h e
c o n s i d e r e d i n c o r p o r e a l (see " I n c o r p o r e a l " o n p. 4 4 ) . A t t h e e n d
EverQuest: Player's Handbook).
of the 5 th round, the character blinks from existence, reappearing
M a r k e t P r i c e : 4 0 0 gp. (fully a n d instantaneously) i n the location dependent upon the
Slot: Miscellaneous. type o f p o t i o n .
W e i g h t : 0.5 lbs. T h e Field of Bone potion transports t h e c h a r a c t e r to t h e
C o m p o n e n t s R e q u i r e d : S t a r - l e a f c l o v e r , tri-fern leaf. e n t r a n c e o f the ruins o f Kaesora, near C a b i l i s . A character gating
Trade Skill ( D C ) : Alchemy (26). to E v e r f r o s t f i n d s h i m s e l f o n e day's j o u r n e y w e s t o f H a l a s . T r a v -
elers to I n n o t h u l e S w a m p arrive a mere league from G r o b b , w h i l e
Kilva's Skin O F Flame t h e F e e r r o t t p o t i o n d e p o s i t s its c o n s u m e r a l o n g t h e w e l l - p a t r o l l e d
r i v e r ' s edge w e s t o f O g g o k .
D e s c r i p t i o n : Terrible pain immediately envelops the one w h o
c o n s u m e s o f K i l v a ' s s k i n o f f l a m e , b u t it fades q u i c k l y . U p o n its M a r k e t P r i c e : 3,000 gp.
p a s s i n g , t h e c h a r a c t e r ' s s k i n bursts i n t o f l i c k e r i n g f l a m e , h a r m l e s s Slot: Miscellaneous.
to h e r b u t d a n g e r o u s t o a n y w h o d a r e a t t a c k . W e i g h t : 0.5 lbs.
Powers: T h e potion i m m e d i a t e l y d e a l s l d 6 p o i n t s o f fire Components R e q u i r e d : Heliotrope, sandalwood (Cabilis);
d a m a g e t o t h e c h a r a c t e r as it p e r m e a t e s h e r f l e s h . T h e f l a m e s t h a t heliotrope, oakmoss ( H a l a s ) ; heliotrope, bladderwrack (Grobb);
t h e n e r u p t f r o m h e r s k i n a c t as a [fire] d a m a g e s h i e l d ( x ) , w h e r e " x " heliotrope, agrimony (Oggok).
is t h e s h a m a n ' s n u m b e r o f r a n k s i n T r a d e S k i l l ( a l c h e m y ) d i v i d e d
Trade Skill ( D C ) : Alchemy (40).
by 8 ( r o u n d a n y f r a c t i o n u p , so t h i s is a d a m a g e s h i e l d ( 2 ) e v e n a t
skill rank 9 ) .
RageblooO
M a r k e t P r i c e : 7 5 0 gp.
D e s c r i p t i o n : T h o u g h m a n y utility potions require ingredients
Slot: Miscellaneous. n o t f o u n d w i t h i n t h e g u i l d h a l l , f e w pose a n y p a r t i c u l a r d a n g e r t o
W e i g h t : 0.5 lbs. the questing alchemist. I n the case of Rageblood, however, the
C o m p o n e n t s R e q u i r e d : Jatamasi, clubmoss, clover, ashes. b l o o d o f g i a n t s fuels t h e p o t i o n ' s effects — t h u s t h e s e p o t i o n s are
Trade Skill ( D C ) : Alchemy (33). a m o n g a m a s t e r a l c h e m i s t ' s rarest c r e a t i o n s . T h e r e s u l t a n t e l i x i r
e n c a p s u l a t e s t h e p o w e r a n d fury o f a g i a n t w a r r i o r i n l i q u i d f o r m ,
Kithor's Disease Treatment a russet c o n c o c t i o n r e d o l e n t o f b l o o d a n d w r a t h . T h e c o n s u m e r o f
R a g e b l o o d e n t e r s a b e r s e r k s t a t e ; f a c e flushed a n d s n a r l i n g , h i s
D e s c r i p t i o n : D i s e a s e c o m e s i n m a n y forms. E p i d e m i c s s w e e p
combat prowess increases significantly.
through the countryside, decimating whole populations i n a
m a t t e r o f days. F i l t h - r i d d e n v e r m i n a n d m o n s t e r s s p r e a d t h e i r P o w e r s : T h e c h a r a c t e r ' s a b i l i t i e s i n c r e a s e based u p o n t h e type
afflictions w i t h a t o u c h , and c e r t a i n spellcasters inflict u n n a t u r a l of giant's b l o o d used. H i l l g i a n t rageblood, also c a l l e d " d u l s e h o u n d , "
rot a n d d e c a y u p o n t h e i r v i c t i m s . G i v e n s h a m a n s ' f a m i l i a r i t y w i t h g r a n t s t h e c h a r a c t e r + 2 S t r e n g t h a n d fast h e a l i n g ( 2 ) , b u t also
d i s e a s e - i n f l i c t i n g spells, it is n o w o n d e r t h a t t h e y ' v e d e v e l o p e d deals 2 points o f temporary I n t e l l i g e n c e damage to t h e imbiber.
m e a n s by w h i c h t o c u r e s u c h i l l n e s s e s , n a t u r a l o r o t h e r w i s e . " S t i n g i n g w o r t " — frost g i a n t R a g e b l o o d — g r a n t s t h e c h a r a c t e r
+4 S t r e n g t h a n d + 2 C o n s t i t u t i o n a n d i n s t a n t a n e o u s l y c u r e s 2
P o w e r s : T h i s p o t i o n r a p i d l y purges t h e c h a r a c t e r o f a s i n g l e
p o i n t s o f d a m a g e for e a c h r a n k o f a l c h e m y o f t h e p o t i o n ' s c r e a t o r ,
d i s e a s e o r d i s e a s e effect w i t h a s a v e D C o f 2 5 o r less. F o r m o r e
but also deals 2 p o i n t s o f temporary W i s d o m damage to t h e
virulent afflictions, the antidote allows the v i c t i m a s e c o n d saving
i m b i b e r . G r a v e y a r d d u s t , m a d e w i t h fire g i a n t b l o o d , e m p o w e r s
throw, a d d i n g t h e s h a m a n ' s ranks i n a l c h e m y to h i s roll. F a i l u r e

204
Chapter Six: TraDe Skills

t h e c h a r a c t e r s i g n i f i c a n t l y , g r a n t i n g + 6 S t r e n g t h a n d +4 D e x t e r - Slot: Miscellaneous.
ity as w e l l as a m e t a b o l i c b o n u s o f h a s t e ( 1 ) . H o w e v e r , as t h e W e i g h t : 0.5 lbs.
g r a v e y a r d dust p o t i o n ' s effects e x p i r e , t h e c h a r a c t e r weakens C o m p o n e n t s R e q u i r e d : Sumbul, clubmoss, clover.
s o m e w h a t , e f f e c t i v e l y c a u s i n g h i m t o be fatigued u n t i l h e rests for
Trade Skill ( D C ) : Alchemy (33).
a full 8 h o u r s .
W h i l e under the influence o f a rageblood potion, a character Titan
must succeed at a W i l l save ( D C 5 + creator's ranks i n a l c h e m y )
D e s c r i p t i o n : B y use of t h i s p o t i o n a g n o m e m a y b e c o m e t h e size
a n y t i m e h e w i s h e s t o w i t h d r a w f r o m c o m b a t . T h e effects o f
o f a n o g r e , a n d a n ogre t h e size o f a g i a n t . T h e s e effects i n s p i r e fear
r a g e b l o o d p o t i o n s are f l e e t i n g , l a s t i n g but 2 r o u n d s p e r a l c h e m y
in onlookers but c l u m s i n e s s i n c o n f i n e d areas.
rank of the creator.
P o w e r s : E a c h dose i n c r e a s e s t h e size o f t h e d r i n k e r by o n e
M a r k e t P r i c e : 5 0 0 gp ( h i l l ) ; 7 5 0 gp ( f r o s t ) ; 1,000 gp ( f i r e ) .
c a t e g o r y ( u p to a m a x i m u m size of H u g e ) , g r a n t i n g a l l b e n e f i t s a n d
Slot: Miscellaneous. p e n a l t i e s c o m m e n s u r a t e w i t h t h e i n c r e a s e d size a n d mass. N o
W e i g h t : 0.5 lbs. m o r e t h a n t w o d o s e s of t i t a n p o t i o n m a y affect a c h a r a c t e r a t a n y
C o m p o n e n t s R e q u i r e d : B a l m l e a v e s a n d a p i n t o f h i l l , frost o r g i v e n t i m e , b u t e v e n t w o s u c h d o s e s w i l l s t a c k w i t h t h e grow s p e l l .
fire g i a n t b l o o d . I t e m s u p o n t h e c h a r a c t e r are a f f e c t e d as w e l l .
T r a d e S k i l l ( D C ) : A l c h e m y ( 2 3 for d u l s e h o u n d ; 2 8 for s t i n g - M a r k e t P r i c e : 2 5 0 gp.
i n g w o r t ; 3 3 for g r a v e y a r d d u s t ) . Slot: Miscellaneous.
W e i g h t : 0 . 5 lbs.
Rejuvenation
C o m p o n e n t s R e q u i r e d : M a l i a k leaf, tri-fern leaf.
D e s c r i p t i o n : T h r o u g h alchemy, a skilled practitioner m a y
Trade Skill ( D C ) : Alchemy (33).
invest a n elixir w i t h restorative properties, a l l o w i n g those w h o
c a n afford s u c h e x p e n s i v e m i x t u r e s a m e a s u r e o f p r o t e c t i o n
UnLiFe Awareness
against i n j u r y . T h e p o t i o n h a s l i m i t e d v a l u e i n c o m b a t . T h o u g h
w o u n d s m a y h e a l as q u i c k l y as t h e y are d e a l t , t h e p o t i o n i n s t i l l s D e s c r i p t i o n : N o s i n g l e f o r c e so e n d a n g e r s life i n N o r r a t h as the

lassitude u p o n t h e d r i n k e r . T h u s , t h e y are best u s e d w h e n a b a t t l e undead. W h i l e the powers o f the s h a m a n are n o t particularly

is o v e r . attuned to c o m b a t t i n g the undead, a l c h e m y c a n provide a m e a -


sure o f p r o t e c t i o n from s u c h c r e a t u r e s .
P o w e r s : R e j u v e n a t i o n r e v e r s e s p h y s i c a l d a m a g e , f o c u s i n g its
P o w e r s : A n u n l i f e a w a r e n e s s p o t i o n affects a c h a r a c t e r as t h e
h e a l i n g p o w e r u n t i l its m a g i c fades o r t h e c h a r a c t e r is w h o l e .
invisibility to undead s p e l l . W h e n t h e p o t i o n t a k e s effect, t h e G M
Beginning o n the round following c o n s u m p t i o n , the potion heals
10 p o i n t s o f d a m a g e p e r r o u n d for e i t h e r 10 r o u n d s o r u n t i l t h e r o l l s a d i e s e c r e t l y t o d e t e r m i n e t h e p o t i o n ' s d u r a t i o n , based o n t h e

c h a r a c t e r is fully h e a l e d . T h e s e r e s t o r a t i v e p o w e r s d o n o t c o m e following chart:


without a price, however: Lethargy also overtakes the character, d 4 Result Duration
effectively r e d u c i n g t h e character's S t r e n g t h , D e x t e r i t y and I n t e l - 1 IdIO rounds
l i g e n c e by 6 p o i n t s a n d i m p o s i n g a s l o w ( 4 ) effect o n h i m (see 2 IdIO minutes
" T a b l e 8 - 3 : S l o w R a n k s a n d E f f e c t s " i n t h e EverQuest: Player's
3 I d 6 x l 0 minutes
Handbook, p. 1 8 2 ) . A l l p e n a l t i e s fade o n c e t h e p o t i o n ' s effects
c o m e to a n e n d . 4 Id8 hours
A character w h o has drunk a n unlife awareness potion will
M a r k e t P r i c e : 1,000 gp.
s e n s e t h e effect's i m p e n d i n g failure 2 r o u n d s p r i o r t o its e x p i r a -
Slot: Miscellaneous.
tion.
W e i g h t : 0.5 lbs.
M a r k e t P r i c e : 4 0 0 gp.
C o m p o n e n t s R e q u i r e d : L u c e r n , sage leaf, f i g w o r t , a lizard's
Slot: Miscellaneous.
tail.
W e i g h t : 0.5 lbs.
Trade Skill ( D C ) : Alchemy (38).
C o m p o n e n t s R e q u i r e d : F e n n e l , elderberry.

Snake Spirit Oil Trade Skill ( D C ) : Alchemy (26).

D e s c r i p t i o n : S h a m a n s learn from snake spirits t h e ways of


d i s e n g a g i n g b o n e s f r o m t h e i r m o o r i n g s a n d f l e s h f r o m its u s u a l
Vaoipiric Spirit
s h a p e . I m b i b i n g t h e o i l g r a n t s a degree o f p h y s i c a l m a l l e a b i l i t y , D e s c r i p t i o n : S h a m a n s acquire t h e power to transform a por-
a l l o w i n g o n e t o pass t h r o u g h c o n f i n e d s p a c e s a n d t o w i t h s t a n d t i o n o f t h e i r o w n life force i n t o m a n a . B y c o m b i n i n g feverfew w i t h

great falls. the blood of a griffon (or griffawn or griffenne) a n d i n v o k i n g the


spirits, a s h a m a n g r a n t s o t h e r s t h i s a b i l i t y i n t h e f o r m of a p o t i o n .
P o w e r s : S n a k e s p i r i t o i l a l l o w s a c h a r a c t e r t o pass t h r o u g h
c o n f i n e d s p a c e s as if s h e w e r e t w o sizes s m a l l e r . A l s o , t h e c h a r a c t e r P o w e r s : A v a m p i r i c s p i r i t p o t i o n d r a i n s 10 h i t p o i n t s from t h e
gains a +4 bonus o n B a l a n c e , Disguise, a n d E s c a p e A r t i s t c h e c k s d r i n k e r a n d c o n v e r t s t h e m d i r e c t l y i n t o 10 p o i n t s o f m a n a . A

a n d t a k e s h a l f d a m a g e f r o m a l l falls. c h a r a c t e r w i t h o u t a m a n a p o o l suffers t h e d a m a g e f r o m t h e p o t i o n
but receives n o m a n a .
M a r k e t P r i c e : 3 0 0 gp.
M a r k e t P r i c e : 2 0 0 gp.
Slot: Miscellaneous.
Slot: Miscellaneous.
W e i g h t : 0.5 lbs.
W e i g h t : 0.5 lbs.
C o m p o n e n t s R e q u i r e d : B i r t h w a r t , e c h i n a c e a , 1 oz. s n a k e ' s
blood. C o m p o n e n t s R e q u i r e d : F e v e r f e w , b l o o d of a griffon, g r i f f a w n ,
or g r i f f e n n e .
Trade Skill ( D C ) : Alchemy (27).
T r a d e Skill ( D C ) : A l c h e m y (26).
SpiritShieLO
D e s c r i p t i o n : F r o m his earliest practices, a s h a m a n c a l k upon spirits to
Wrackbane
defend h i m from attack; through alchemy, the s h a m a n binds s u c h spirits D e s c r i p t i o n : S i m i l a r t o v a m p i r i c s p i r i t b u t w i t h r e v e r s e d ef-
into a liquid. A s h i m m e r i n g haze envelops the imbiber of this potion, fects, w r a c k b a n e c o n v e r t s m a n a i n t o h e a l i n g life f o r c e .
providing additional protection against physical assault. P o w e r s : W r a c k b a n e d r a i n s 10 p o i n t s o f m a n a f r o m t h e c h a r a c -
P o w e r s : T h e spirit shield p o t i o n grants t h e c h a r a c t e r a + 2 ter, w h i c h i m m e d i a t e l y c o n v e r t s i n t o 4 d 6 p o i n t s o f h e a l i n g . O n l y
deflection bonus to A C . characters w i t h a m a n a pool e x p e r i e n c e t h e benefits of this
p o t i o n , a n d t h e c h a r a c t e r m u s t h a v e t h e full 10 m a n a a v a i l a b l e .
M a r k e t P r i c e : 5 0 0 gp.

205
EverQu€stRPG:GacneMast€r'sGuit)€
M a r k e t P r i c e : 2 0 0 gp. S o m e m i g h t c o n s i d e r t h e l u s h j u n g l e s a n d fetid s w a m p s of
Slot: Miscellaneous. s o u t h e r n A n t o n i c a p e r f e c t for t h e n u r t u r i n g of c u l i n a r y t a l e n t s ,
W e i g h t : 0.5 lbs. g i v e n t h e t h r i v i n g flora a n d f a u n a of t h e r e g i o n . S u c h s k i l l is lost
o n m o s t ogres a n d t r o l l s , h o w e v e r , w h o s e c o o k i n g p r a c t i c e s aspite
C o m p o n e n t s R e q u i r e d : W o u n d w a r t , m a m m o t h blood.
to little m o r e t h a n stuffing t h e o v e n w i t h n e w f o r m s o f m e a t .
Trade Skill ( D C ) : Alchemy (26).
T r o l l s are c a r n i v o r o u s by taste, but w i l l i n g a n d c a p a b l e o f e a t i n g
j u s t a b o u t a n y t h i n g t h e y c a n fit i n t h e i r m o u t h s , i n c l u d i n g o t h e r
Baking s e n t i e n t r a c e s a n d e v e n , f r o m t i m e to t i m e , e a c h o t h e r . S l i g h t l y
less c h o o s y , ogres i n c l u d e a few jungle-foraged v e g e t a b l e s a n d
T h e b a s i c n e e d for food is u n i v e r s a l a m o n g t h e l i v i n g d e n i z e n s
fruits i n t h e i r d a i l y i n t a k e , t h o u g h t h i s h a s m o r e to d o w i t h s t i l l i n g
o f N o r r a t h , a n d a l l but t h e m o s t p r i v i l e g e d l e a r n t h e b a s i c s o f its
h u n g e r p a n g s d u r i n g a h u n t t h a n i d e o l o g i e s of h e a l t h y e a t i n g .
p r e p a r a t i o n . F r o m t h e s i m p l e s t p e a s a n t to t h e p e r s o n a l c h e f o f a
N e i t h e r r a c e sets h i g h s t a n d a r d s for f o o d p r e p a r a t i o n , so ogres or
n o b l e l o r d , e a c h tries to m a k e t h e best o f w h a t is at h i s d i s p o s a l .
trolls c a p a b l e o f t u r n i n g o u t m e a l s p a l a t a b l e to o t h e r r a c e s are rare.
The peoples of N o r r a t h enjoy a wide r a n g e of c u i s i n e , b u t
individual races do h a v e their preferences. I n w o o d elf c u l t u r e , e v e r y m e a l i n v o l v e s s o m e m e a s u r e of
tribute a n d t h a n k s to T u n a r e , M o t h e r o f A l l , a n d t h e i r m e a l s
P e r h a p s n o r a c e ' s d a i l y m e a l s d e p e n d as m u c h u p o n s o c i a l
s t r o n g l y r e f l e c t t h e i r ties to t h e n a t u r a l w o r l d . T h e y eat v e r y little
s t a t i o n as d o h u m a n s ' . T h e l o w e r c l a s s e s subsist a l m o s t e n t i r e l y
m e a t , p r e f e r r i n g w i l d berries, v e g e t a b l e s , a n d o t h e r foraged goods,
u p o n v e g e t a b l e s , c h e e s e , a n d m i l k f r o m l i v e s t o c k , w i t h a bit of
w h i c h t h e y t u r n i n t o c a s s e r o l e s a n d p i e s or eat r a w .
m e a t o n feastdays o r o t h e r s p e c i a l o c c a s i o n s . T r a d e s m e n a n d t h e
m i l i t i a are s o m e w h a t better off, able to afford a s l i c e o f t h e h u n t e r ' s H i g h e l v e s s c o f f at s u c h s i m p l i c i t y . T h e K o a d a ' D a l prefer s m a l l ,

c a t c h , w a s h e d d o w n w i t h g o o d ale a n d i n c l u d i n g f r e s h c h e e s e for b a l a n c e d meals r i c h w i t h spices a n d a n assortment of textures and

dessert. N o b l e s , m e a n w h i l e , feast o n g a m e h u n t e d i n t h e i r o w n f l a v o r s c a r e f u l l y p r e p a r e d a n d p r e s e n t e d w i t h e x a c t i n g artistry.

private lands a n d prepared painstakingly by t e a m s o f c h e f s . M a n y h i g h e l v e s regard a c a p a b l e c h e f as f a v o r a b l y as a n a c c o m -

T h r o u g h o u t t h e d a y t h e y sip f i n e w i n e s , a n d t h e i r m e a l s g e n e r a l l y p l i s h e d w i z a r d or d e v o t e d c l e r i c .

e n d w i t h s w e e t m e a t s , tarts, c a k e s , a n d o t h e r c o n f e c t i o n s . A dark reflection of their virtuous counterparts, the T e i r ' D a l


e m p l o y torture as a n a p p e t i z e r , w i t h t h e i r v i c t i m s — s e n t i e n t or
D e s p i t e t h e i r vast c u l t u r a l d i f f e r e n c e s , B a r b a r i a n s a n d E r u d i t e s
otherwise — e n d i n g as t h e m a i n c o u r s e . B l o o d s a t u r a t e s n e a r l y
s h a r e fish as t h e i r p r i m a r y s o u r c e o f n u t r i t i o n . D e n i z e n s o f t h e
e v e r y d i s h , a n d t h e m o s t s k i l l e d p r e p a r e r s of h e a r t s r e c e i v e as
n o r t h e n j o y little v a r i e t y i n t h e i r diets. T h e frigid l a n d s t h e y c a l l
m u c h a c c l a i m i n N e r i a k as t h e i r c o u n t e r p a r t s i n F e l w i t h e d o for
h o m e m a k e f a r m i n g d i f f i c u l t , a n d for t h e greater part of e a c h y e a r
p h e a s a n t s a n d tarts.
trade routes are l o c k e d i n i c e . It is a rite of passage for t h e y o u n g
m e n of t h e n o r t h to t a k e part i n a m a m m o t h - s l a y i n g , a n d t h e m e a t H a l f l i n g s are v e r y s i m i l a r to w o o d e l v e s i n t h e i r tastes, t h o u g h
f r o m s u c h a n e v e n t feeds a n e n t i r e v i l l a g e for m a n y days. m o r e r e l i a n t o n g a r d e n i n g t h a n foraging for t h e i r m a n y daily
m e a l s . T h e i r taste for sweets h a s n o r i v a l i n N o r r a t h , a n d the best
S i n c e their arrival u p o n O d u s , the followers of E r u d have
c h e f s a m o n g t h e m are k n o w n m o r e for t h e i r m a g n i f i c e n t desserts
d e v e l o p e d a t h o u s a n d ways to p r e p a r e t h e fruits o f t h e s e a . T h e i r
t h a n tasty e n t r e e s . F o r t h e h a l f l i n g , t h e e n t i r e m e a l is a n appetizer,
c u l i n a r y life r e v o l v e s a l m o s t s o l e l y a r o u n d t h e c u l t i v a t i o n and
w i t h dessert t h e m a i n c o u r s e .
h a r v e s t i n g of m a r i n e life, w i t h o n e - t e n t h of e v e r y c a t c h r e t u r n e d
to t h e sea i n h o n o r o f P r e x u s . G r i l l e d , b a k e d , b r o i l e d , s t e a m e d , or Despite being a predominately subterranean race, dwarves
r a w , E r u d i t e s s e r v e w h a t e v e r f i n d s its w a y i n t o t h e i r n e t s a n d traps, a c q u i r e m o s t of t h e i r m e a l s by h u n t i n g w i l d g a m e , s u c h as boar,
i n c l u d i n g e v e n t h e sea's m o s t p o i s o n o u s d e n i z e n s , p r e p a r e d o n l y b e a r , a n d stag. M o s t prefer side d i s h e s of m u s h r o o m s c u l t i v a t e d
by m a s t e r c h e f s for t h e w e a l t h y a n d d a r i n g . E r u d i t e s a b r o a d o f t e n w i t h i n t h e i r c a v e r n o u s h o m e s to s u r f a c e fruits a n d v e g e t a b l e s , but
t a k e u p b a k i n g a n d f i s h i n g to p l e a s e t h e i r s e l e c t i v e p a l a t e s , t h e latter o c c a s i o n a l l y a p p e a r o n d w a r v e n p l a t e s . E x p e r t s k n o w
t u r n i n g foraged p r o v i s i o n s a n d b l a n d c a t c h e s i n t o g o u r m e t m e a l s . w h i c h m u s h r o o m s please the palate a n d w h i c h h a r m m i n d a n d
b o d y ; f u n g a l g a r d e n s t h u s c a t e r to b o t h c h e f a n d rogue.
G n o m e s d o n o t l i m i t t h e i r p e n c h a n t for i n v e n t i o n to gears a n d
s p r o c k e t s . T o t h e m , a k i t c h e n is e v e r y bit as m u c h a laboratory as
Table 6-5: Basic Cooking Supplies a m a s t e r t i n k e r e r ' s w o r k s h o p , a n d t h e finest g n o m i s h c h e f s c o m -
bine the most disparate ingredients together into a palatable
Commodity Cost
w h o l e . T h e base e l e m e n t o f g n o m i s h c o o k i n g is c h e e s e , w h i c h
Bread, 1 loaf 2cp t h e y p r o d u c e i n vast a b u n d a n c e a n d s t a g g e r i n g v a r i e t y . O n c e a
Cheese, round Igp c h e f s e l e c t s h i s c h e e s e s a l m o s t a n y t h i n g goes, a n d w h i l e t h o s e
Chicken, 1 2cp a c c u s t o m e d to g n o m i s h c o o k e r y k n o w to e x p e c t t h e u n e x p e c t e d ,
it is c o n s i d e r e d q u i t e rude to i n q u i r e a b o u t t h e i n g r e d i e n t s o f a
Cinnamon, 1 lb. 'gp
d i s h . " A g n o m i s h s t e w " is a c o m m o n i d i o m t h r o u g h o u t N o r r a t h ,
Cow, 1 10 gp
s i g n i f y i n g utter d i s a s t e r r e s u l t i n g f r o m t h e i n t r o d u c t i o n o f u n e x -
Eggs, 3 lep pected elements.
Flour, 1 lb. 2cp T h e i k s a r t h r i v e o n s m a l l a n i m a l s a n d fish f o u n d t h r o u g h o u t
Fresh Fish, 1 3cp t h e i r h o m e l a n d . W a r r i o r s a n d m o n k s o f t e n eat t h e i r m e a l s l i v e ,
Fruit, basket 3cp s w a l l o w i n g t h e i r prey i n a s i n g l e s q u i r m i n g g u l p . I k s a r prefer m e a t
o v e r v e g e t a b l e s a n d o f t e n test t h e m s e l v e s o n u n p l e a s a n t v i c t i m s
Ginger or pepper. lb. 2
gp
s u c h as g i a n t s c o r p i o n s , b o n e b i n d e r s , a n d b u r y n a i . W h i l e n o b i l i t y
Goat.l 'gp o f t e n h a v e p e r s o n a l c h e f s , t h e m i l i t a r i s t i c iksar h o l d n o n - c o m b a t -
Milk, 1 gal. 2cp a n t s i n c o n t e m p t , so t h e s e c o o k s o f t e n d o u b l e as w e l l - t r a i n e d
Olive oil, 1 oz. 6sp bodyguards.
Ox.l 15 gp T h e V a h S h i r r e m a i n true to t h e i r f e l i n e h e r i t a g e , w i t h m e a t as
Pig. 1 3gp t h e i r p r i m a r y s o u r c e of n o u r i s h m e n t . T h e y m o s t c o m m o n l y prey
o n the m a n y hoppers of L u c l i n , but r h i n o beetles and flavorings
Saffron or cloves. lib. 1 5
gp
c o n c o c t e d f r o m v a r i o u s l u n a r f u n g i are c o m m o n a d d i t i o n s to
Salt, 1 lb. 5gp
m e a l s . C o n t a c t w i t h N o r r a t h i a n s h a s i n t r o d u c e d a w i d e range of
Sheep,1 2gp n e w foods to t h e V a h S h i r d i e t , a l t h o u g h t h e e x p e n s e of trade still
Wheat, 1 lb. lep m a k e s s u c h d e l i c a c i e s rare i n S h a r V a h l .
M o s t r e c i p e s fall i n t o o n e o f t h r e e c a t e g o r i e s , based u p o n h o w
l o n g t h e y fill t h e b o d y ' s n u t r i t i o n a l n e e d s . A s n a c k fills t h e s p a c e s

2 0 6
Chopt^r* Six* T*rfl^€ Sl^iLLs

b e t w e e n true m e a l s , g i v i n g at best 2 h o u r s of r e l e a s e f r o m h u n g e r . C o m p o n e n t s R e q u i r e d : A n y variety of meat, bread, cheese,


An o r d i n a r y m e a l is m o r e s a t i s f y i n g , p r o v i d i n g n u t r i t i o n and a n d vegetable, c o o k i n g pans a n d utensils.
s t a v i n g off h u n g e r for up to 5 h o u r s . A feast fills t h e belly for m o s t T r a d e Skill ( D C ) : Baking (10).
of a day, s o m e t i m e s l a s t i n g up to 10 h o u r s before h u n g e r stirs o n c e
a g a i n . R a r e r e c i p e s c a n surfeit h u n g e r for e v e n g r e a t e r l e n g t h s of Festive Treats
time.
D e s c r i p t i o n : M o s t races find e n j o y m e n t in pastries, muffins,
c a k e s , a n d o t h e r d e l i g h t s s e r v e d as desserts o r o n s p e c i a l o c c a s i o n s .
Stanoarb Fare P i e is a p a r t i c u l a r f a v o r i t e t h r o u g h o u t m o s t of N o r r a t h . T h e s c e n t
D e s c r i p t i o n : C u l t u r a l differences m e a n tremendous variance o f a p p l e s , p e a c h e s , a d o z e n k i n d s o f berry, a n d less r e c o g n i z a b l e
between w h a t two individuals consider "standard fare." A k n i g h t o d o r s p e r m e a t e s t h e air of R i v e r v a l e , a n d is l i k e w i s e c o m m o n in
of E r u d i n h o l d s e v e r y m e a l to t h e h i g h e s t p r i n c i p l e s o f c o o k e r y , nearly every city, village, and h a m l e t across the land. A skilled
w h i l e a troll h u n t r e s s h a p p i l y satisfies h e r h u n g e r o n t h e l i m b s o f pastry c h e f m a k e s a steady l i v i n g i n a w e l l - p o p u l a t e d t o w n a n d
a s c r e a m i n g froglok. B u t w h i l e t h e i n n k e e p e r s of N o r r a t h d o t h e i r m i g h t c o m e i n t o t h e e m p l o y of a n o b l e d e s i r o u s o f p e r s o n a l
best to c a t e r to t h e tastes of t h e i r c u s t o m e r s , t h e y f o c u s o n t h e a t t e n t i o n to h e r s w e e t t o o t h .
basics: m e a t w i t h gravy, b r e a d , c h e e s e , v e g e t a b l e s , a n d s o m e t h i n g For example, a favorite of halflings, j u m j u m cakes conclude the
to w a s h it a l l d o w n . N o n e o f t h e s e foods p r e s e n t s a c h a l l e n g e to t h e m o s t f e s t i v e h o l i d a y m e a l s . S p i c i e r t h a n c a r r o t c a k e but j u s t as
a m a t e u r c h e f i n s o f a r as b a s i c p r e p a r a t i o n goes. T h e d i f f i c u l t y is i n s w e e t , j u m j u m c a k e s digest m u c h m o r e e a s i l y w h e n a c c o m p a n i e d
t h e d e t a i l s : d e b o n i n g the fish p r o p e r l y , m a r i n a t i n g t h e m e a t , by a m u g of j u m j u m lager, as a n y h a l f l i n g w i l l tell y o u . J u m j u m
a d d i n g a d a s h of s p i c e , a n d so o n . grows p l e n t i f u l l y a r o u n d R i v e r v a l e a n d M i s t y T h i c k e t , c o s t i n g but
A successful T r a d e S k i l l (baking) c h e c k m e a n s the c h a r a c t e r 2 c p for e n o u g h to b a k e a j u m j u m c a k e ( w o r t h 1 g p ) . H o n e s t
e f f e c t i v e l y prepares a s t a n d a r d m e a l — be it m e a t , f i s h , f o w l , or a p p r e c i a t i o n for a s l i c e of j u m j u m c a k e t e n d s to e x a l t t h e n o n -
other — at a l e v e l o f c o m p e t e n c e e q u i v a l e n t to a c a p a b l e i n n - h a l f l i n g i n t h e eyes o f t h e b a k e r .
k e e p e r . T h e c h a r a c t e r c a n also c u r e or j e r k p r e p a r e d m e a t s to s e r v e T h e d a r k e r r a c e s u s e less p l e a s a n t i n g r e d i e n t s ; b l o o d seeps
as t r a v e l r a t i o n s . W i t h o u t s u c h p r e p a r a t i o n , m a g i c , or a c h i l l t h r o u g h t h e l a t t i c e w o r k of d a r k e l v e n p i e s , a n d r a w m e a t w r a p p e d
c l i m a t e , m o s t food spoils w i t h i n a d a y ' s t i m e . i n w a r m e d d o u g h passes for dessert for t h e a v e r a g e ogre or troll.
Powers: None. I k s a r m a y be t h e o n e e x c e p t i o n , for t h e y g e n e r a l l y s c o r n s u c h
M a r k e t P r i c e : 1 to 1 0 sp. " s o f t " p l e a s a n t r i e s a n d c a r e l i t t l e for s w e e t s .

Size: Meal. Powers: None.


P o r t i o n : P r i c e is based o n a s i n g l e s e r v i n g m e a l . M a r k e t P r i c e : 5 c p (berry m u f f i n ) to 1 0 gp ( s c u l p t e d w e d d i n g
cake).

207
EverQuest RPG: Gacne Master's Guifce

Size: Snack. t h e n s e a s o n s t o taste a n d b a k e s t h e r o l l i n a n o v e n o r u p o n a spit.


P o r t i o n : T h e a v e r a g e p i e , c a k e , o r b a t c h o f m u f f i n s feeds 6 a s T h e r e s u l t is a n u n u s u a l l y f i l l i n g m e a l , a p a r t i c u l a r f a v o r i t e o f
a snack. barbarians.

C o m p o n e n t s R e q u i r e d : M i l k , eggs, f l o u r , b e r r i e s , fruit, m e a t , P o w e r s : A l t h o u g h o n l y t h e size of a s n a c k , a f i s h roll sates o n e ' s


c o o k i n g pans a n d utensils. h u n g e r as if it w e r e a feast.
T r a d e Skill ( D C ) : Baking (10-15, depending o n complexities Size: Snack.
of the dish). P o r t i o n : T h e average fish provides a single serving.
M a r k e t P r i c e : 5 sp.
ARoyalFeast C o m p o n e n t s R e q u i r e d : F i s h fillet, bat w i n g or kelp wrap,
D e s c r i p t i o n : T h e u l t i m a t e task i n m u n d a n e c o o k e r y is t h e spices ( o p t i o n a l ) , c o o k i n g pans a n d utensils.
p r e p a r a t i o n o f m e a l s for t h e n o b i l i t y a n d t h e i r guests. A l o r d m a y Trade Skill ( D C ) : Baking (15).
r e q u i r e h i s c h e f to a r r a n g e a d o z e n c o u r s e s for a m a j o r feast, a n d
the p r i c e for f a i l i n g to p l e a s e is o f t e n h i g h . S u c h d a y - l o n g m e a l s Gnome Kabob
t y p i c a l l y i n c l u d e fruits, soups, m e a t , p o u l t r y , f i s h , a n d v e g e t a b l e
D e s c r i p t i o n : T r o l l s a n d ogres d e l i g h t i n d i n i n g o n t h e m e a t o f
d i s h e s , a n d o f t e n c u l m i n a t e i n u n u s u a l surprises, s u c h as pastry
other races, a n d n o n e more so t h a n the hapless gnome. T h e chef
s c u l p t u r e s a n d e x q u i s i t e l y s p i c e d w i n e s . T h e m a s t e r c h e f relies
force-feeds h i s c a p t i v e s w a m p b o t t o m m u s h r o o m s d r e d g e d f r o m
u p o n a t e a m o f lesser c o o k s , tasters, s e r v a n t s , a n d d r u d g e s t o
c e r t a i n bogs n e a r G r o b b . T h e m u s h r o o m s p o i s o n t h e i r h o s t , w h o
e n s u r e t h e s u c c e s s o f a feast, b u t as t h e g u i d i n g h a n d b e h i n d e v e r y
t h e c h e f t h e n r u n s t h r o u g h w i t h s k e w e r s a n d sets o v e r a fire p i t .
m e a l , m o r e t h a n h i s r e p u t a t i o n m a y b e a t risk if h e fails to i m p r e s s .
T h e m u s h r o o m s preserve a gnome's m o r e p r o n o u n c e d attributes,
P o w e r s : N o n e b u t t h e effects t h a t s u c c e s s o r failure m a y h a v e w h i c h pass o n i n s o m e s m a l l m e a s u r e t o t h e e a t e r o f t h e d i s h .
o n the baker's reputation ( a n d physical well-being, especially T r o l l s use t h i s r e c i p e for a n y r a c e w i t h d i f f e r i n g b e n e f i t s for e a c h ,
a m o n g darker races). b u t s e e m to e n j o y g n o m e s m o s t o f a l l . T h e m u s h r o o m s grow o n l y
M a r k e t P r i c e : 5 0 + gp. in Innothule Swamp; a s e r v i n g ' s w o r t h costs b u t 1 gp f r o m
S i z e : Feast. foragers.

P o r t i o n : S u c h a m e a l t y p i c a l l y feeds b e t w e e n 2 0 a n d 1 0 0 P o w e r s : O n e s e r v i n g c o n f e r s a +1 m e t a b o l i c b o n u s to b o t h
guests. D e x t e r i t y a n d I n t e l l i g e n c e for 5 h o u r s , b u t a n y o n e o t h e r t h a n a n
C o m p o n e n t s R e q u i r e d : A variety o f t h e finest ingredients ogre o r t r o l l ( o r s i m i l a r m o n s t e r ) e a t i n g t h i s m e a l m u s t m a k e a
available in or around the region, a multitude of c o o k i n g pans a n d Fortitude save ( D C 1 8 ) o r b e c o m e i l l , taking l d 4 points o f
utensils. temporary C o n s t i t u t i o n damage.

Trade Skill ( D C ) : Baking ( 3 0 ) . A t the G M ' s option, the M a r k e t P r i c e : 5 0 gp/serving.


c h a r a c t e r m a y m a k e m u l t i p l e c h e c k s to r e p r e s e n t t h e feast's Size: Meal.
m u l t i p l e c o u r s e s . T h e c h a r a c t e r m a y m a k e t w o c h e c k s at D C 2 5 P o r t i o n : 1 g n o m e t y p i c a l l y feeds a s i n g l e ogre o r t r o l l .
e a c h or three c h e c k s at D C 2 0 e a c h . C o m p o n e n t s R e q u i r e d : Fresh gnome, swampbottom mush-
rooms, c o o k i n g skewers a n d utensils.
E X O t l C F O O O S t U F F S T r a d e Skill ( D C ) : Baking (20).
Most meals, however nutritious or extravagant, provide n o t h -
ing m o r e t h a n day-to-day s u s t e n a n c e a n d p e r h a p s s o m e m o d i c u m Mammoth Steaks
of p l e a s u r e . C e r t a i n e x o t i c foods surpass t h e s e m u n d a n e b e n e f i t s , D e s c r i p t i o n : Barbarian legend points to a steady diet o f m a m m o t h
though, conferring unnatural vigor o r e n l i g h t e n m e n t . C a p t u r i n g meat as the source o f that people's strength a n d stature. T h e y smother
t h e n e c e s s a r y e s s e n c e s r e q u i r e s m e t i c u l o u s a t t e n t i o n to d e t a i l o n the meat i n spices and empty ladles of the beast's blood upon it during
t h e part o f t h e c h e f ; a n y t h i n g less spoils a n y p o t e n t i a l a d v a n t a g e s cooking, producing a strong, heady flavor a n d enough meat to feed
to t h e m e a l . C o n s i d e r a l l food-based a b i l i t y a d j u s t m e n t s to b e dozens. S e r v e d correctly, the liver invigorates the body, providing extra
m e t a b o l i c b o n u s e s for t h e p u r p o s e s o f s t a c k i n g w i t h o t h e r b o - energy for the next few hours.
nuses. P o w e r s : T h o s e eating correctly prepared m a m m o t h liver re-
c e i v e a +1 m e t a b o l i c b o n u s to S t r e n g t h for 5 h o u r s after c o m p l e t i n g
BixiebreaO the meal.
D e s c r i p t i o n : E x c r u c i a t i n g l y sweet, bixiebread's popularity with M a r k e t P r i c e : 7 sp.
y o u n g m a i d e n s c a l l s m a n y a y o u n g s u i t o r to q u e s t for t h i s p r i z e d Size: Meal.
d e l i c a c y . T h e b a k e r glazes a h o n e y c o m b w i t h r o y a l j e l l y f r o m t h e
P o r t i o n : 3 5 s e r v i n g s p e r a d u l t m a m m o t h , 12 per calf.
nests o f g i a n t wasps, sets it i n a n o v e n for n o m o r e t h a n a m i n u t e ,
C o m p o n e n t s R e q u i r e d : Freshly killed m a m m o t h , spices, c o o k -
a n d t h e n sprinkles t h e treat w i t h c i n n a m o n .
ing pans a n d utensils.
P o w e r s : T h e ingester's very d e m e a n o r exudes sweetness, grant-
T r a d e Skill ( D C ) : Baking (20).
i n g a +1 m e t a b o l i c b o n u s to C h a r i s m a for 1 h o u r . A d d i t i o n a l l y ,
bees a n d wasps — g i a n t o r o t h e r w i s e — t e n d n o t to regard t h e
c h a r a c t e r as a n i n t r u d e r s o l o n g as h e d o e s n o t a c t a g g r e s s i v e l y . A
Marinateb Rathe Muskie
few s a v v y c o o k s k n o w t h a t a d d i n g a p i n c h o f p i x i e dust d o u b l e s t h e D e s c r i p t i o n : F o u n d only in L a k e Rathetear, the impressive
C h a r i s m a bonus. R a t h e m u s k e l l u n g e p r e s e n t s a p l e a s a n t c h a l l e n g e to f i s h e r m e n
w i l l i n g to b r a v e t h e c o n s i d e r a b l e d a n g e r s o f t h e a r e a . T h e k n o w l -
Size: Snack.
e d g e a b l e c h e f m a r i n a d e s t h e f i s h for 8 h o u r s before s t e a m i n g it,
P o r t i o n : 1 h o n e y c o m b serves a single customer.
t h u s p r e s e r v i n g a n d e n h a n c i n g s o m e o f t h e fish's b e n e f i c i a l
M a r k e t P r i c e : 5 gp. humors.
Components Required: Honeycomb (from a honeybee or P o w e r s : T h e character eating marinated R a t h e muskie re-
bixie h i v e ) , royal jelly (from a giant wasp nest), p i n c h of c i n n a - ceives a m e t a b o l i c b o n u s o f disease resistance ( 2 ) a n d poison
m o n , a n d a p i n c h o f pixie dust ( o p t i o n a l ) , c o o k i n g pans a n d r e s i s t a n c e ( 2 ) for 1 0 h o u r s .
utensils.
M a r k e t P r i c e : 3 gp/serving.
Trade Skill ( D C ) : Baking (18).
S i z e : Feast.
P o r t i o n : 1 m u s k i e serves a single p a t r o n .
Fish Rolls
C o m p o n e n t s R e q u i r e d : R a t h e m u s k i e , v i n e g a r , g i n g e r , snake-
D e s c r i p t i o n : S i m p l e , yet satisfying, t h e c o o k rolls fish or shark
egg o i l , fish w i n e , c o o k i n g p a n s a n d u t e n s i l s .
fillets i n t o a t i g h t b a l l a n d w r a p s it i n a b a t w i n g o r w i t h k e l p . S h e

208
Chapter Six: Trafce Skills

Trade Skill ( D C ) : Baking (20). n o t a foe to b e t a k e n l i g h t l y — i n t r e a n t l e a v e s a n d s t e w i n g it i n


t h e b l o o d o f a n a l l i g a t o r o r c r o c o d i l e . F o r t u n a t e l y for t h o s e o n
Pickleb Drake good terms w i t h s u c h creatures, the treant need n o t perish, but
D e s c r i p t i o n : T h e O t h m i r o f V e l i o u s preserve the essences o f o n l y g r a n t t h e c h e f t h e r i g h t t o p l u c k s e v e r a l l e a v e s f r o m its s t e m s .
v a r i o u s beasts by p i c k l i n g t h e m e a t , b r a i n , o r l i v e r s . D i s h e s t h u s P o w e r s : T h e character gains a + 4 metabolic bonus o n any
p r e s e r v e d regularly b e s t o w b e n e f i c i a l effects u p o n t h o s e w h o s a v i n g t h r o w a g a i n s t m a g i c a l stun o r paralysis effects for 4 8 h o u r s ,
partake of t h e m . D i v i n e a n d arcane casters alike benefit from a n d c a n n o t b e s u b d u e d o r s t u n n e d by n o n m a g i c a l m e a n s i n t h a t
c o r r e c t l y p r e p a r e d p i c k l e d d r a k e , b u t a c q u i r i n g t h e m e a t is a r i s k y t i m e . T h e c h a r a c t e r feels n o h u n g e r a n d n e e d n o t eat for 4 8 h o u r s ,
v e n t u r e at best. as w e l l .

P o w e r s : T h o s e e a t i n g p r o p e r l y p i c k l e d d r a k e r e c e i v e a +1 M a r k e t P r i c e : 5 0 gp/serving.
m e t a b o l i c b o n u s to b o t h I n t e l l i g e n c e a n d W i s d o m for 5 h o u r s Size: Meal.
after c o m p l e t i n g t h e m e a l . P o r t i o n : 1 h e a r t serves a single i n d i v i d u a l .
M a r k e t P r i c e : 2 0 gp/serving. C o m p o n e n t s R e q u i r e d : H e a r t o f a T a e E w T e m p l a r , alligator
Size: Meal. or c r o c o d i l e b l o o d , t r e a n t l e a v e s , c o o k i n g p a n s a n d u t e n s i l s .
P o r t i o n : 1 drake provides 4 servings. Trade Skill ( D C ) : Baking (35).
C o m p o n e n t s R e q u i r e d : Fresh drake organ meat, O t h m i r oys-
ter s a u c e s , O t h m i r s e a w e e d v i n e g a r , c o o k i n g p a n s a n d u t e n s i l s . Wuroi Steaks
Trade Skill ( D C ) : Baking (27). D e s c r i p t i o n : T h e great w u r m s o f K u n a r k m a k e for d a n g e r o u s
p r e y , b u t a s i n g l e beast c a n feed d o z e n s for a w e e k . B y e x t r a c t i n g
Raptor Stew bile f r o m t h e f a l l e n c r e a t u r e , a m a s t e r c h e f c r e a t e s a p o t e n t feast
D e s c r i p t i o n : T h e vicious raptors of the T i m o r o u s D e e p pursue for a l u c k y f e w . A d o z e n s e r v i n g s o f t h e c r e a t u r e ' s m e a t m a y b e
t h e i r prey t i r e l e s s l y , r u n n i n g t h e i r v i c t i m s to t h e p o i n t o f e x h a u s - marinated w i t h the bile of a single w u r m . T h e c h e f marinades the
t i o n . F e w a d v e n t u r e r s h u n t t h e s e beasts i n t u r n , b u t g o u r m a n d s m e a t i n b i l e , o i l , a n d s p i c e s for t w o d a y s , t h e n s i m m e r s it o v e r a
c o n s i d e r s u c h m e a t a p r i z e d d e l i c a c y . I n a t i g h t l y c o v e r e d pot, t h e s l o w - b u r n i n g fire for 8 h o u r s . T h e r e m a i n i n g m a r i n a d e s e r v e s to
potatoes a n d d u m p l i n g s s o a k u p m u c h o f t h e m e a t ' s v i t a l i t y , s l o w l y s a u t e t h e m u s h r o o m s a n d o n i o n s , w h i c h s e r v e as a s i d e d i s h .
w h i c h is t h e n p a s s e d o n to t h o s e s e r v e d . A n c i e n t tales suggest t h a t t h e m e a t o f true d r a g o n s p r o v i d e s e v e n
greater e n h a n c e m e n t s if c o r r e c t l y p r e p a r e d , b u t d r a g o n s d i e t o o
P o w e r s : T h e c h a r a c t e r b e n e f i t s f r o m i n c r e a s e d s t a m i n a for 10
rarely for a n y o n e o f t h i s age to k n o w w i t h c e r t a i n t y .
h o u r s , g a i n i n g a +1 m e t a b o l i c b o n u s to C o n s t i t u t i o n a n d a + 5
b o n u s o n a l l c h e c k s i n v o l v i n g fatigue o r exhaustion. F o r s o m e P o w e r s : T h i s p o t e n t m e a l g r a n t s a +1 m e t a b o l i c b o n u s to a l l o f
r e a s o n , raptor m e a t p r e s e r v e s w e l l , l a s t i n g a f u l l 1 0 d a y s before a c h a r a c t e r ' s a b i l i t y s c o r e s for 10 h o u r s .
spoilage sets i n e v e n i n w a r m a n d h u m i d c o n d i t i o n s . M a r k e t P r i c e : 1 0 0 gp/serving.
M a r k e t P r i c e : 10 gp/serving. Size: Feast.
Size: Feast. P o r t i o n : A single w u r m c o o k e d i n this fashion serves 12.
P o r t i o n : O n e r a p t o r s e r v e d a s s t e w feeds 8. C o m p o n e n t s R e q u i r e d : 12 l b s . w u r m m e a t , w u r m b i l e , w i l d
C o m p o n e n t s R e q u i r e d : R a p t o r meat, potatoes, d u m p l i n g s , m u s h r o o m s , w i l d o n i o n s , c l o v e s , pepper, wurm-egg o i l (1 e g g ) ,

saffron, p e p p e r , c o o k i n g p a n s a n d u t e n s i l s . cooking pans a n d utensils.

T r a d e Skill ( D C ) :Baking (25). T r a d e Skill ( D C ) :Baking (37).

SpiceO Tearspine
Description: A favorite dish of Erudite patricians, spiced
BLackscnithing
O n l y t h e p o o r e s t o f v i l l a g e s l a c k a forge a n d a b l a c k s m i t h to
t e a r s p i n e c h a l l e n g e s t h e s k i l l s o f t h e c h e f a n d t h e life o f t h e
m a n it. T h e u b i q u i t o u s n e e d for forged i m p l e m e n t s e n s u r e s a
consumer. A venomous denizen of Erud's Crossing, t h e tearspine
steady i n c o m e for b l a c k s m i t h s , a r m o r e r s , a n d w e a p o n s m i t h s .
wears a d o z e n b a r b s a l o n g its l e n g t h , e a c h a t t a c h e d to a s a c
A d v e n t u r e r s r o u t i n e l y l e a r n t h e b a s i c s o f b l a c k s m i t h i n g i n order
containing virulent poison. A v o i d i n g the spines o f a captured fish
to r e p a i r or r e p l a c e t h e i r w e a p o n s a n d a r m o r a n d s h o e t h e i r h o r s e s .
is n o t d i f f i c u l t , b u t r e m o v i n g t h e p o i s o n sacs i n t a c t r e q u i r e s great
A f e w t a k e a l i k i n g to life at t h e forge a n d s e e k to a d v a n c e t h e i r
skill a n d knowledge.
s k i l l s t h r o u g h a p p r e n t i c e s h i p to a m a s t e r . W h i l e m o s t b l a c k -
P o w e r s : A n i n c o r r e c t l y p r e p a r e d t e a r s p i n e d i s h i n f l i c t s great smiths' apprentices s p e n d years serving their master w h i l e they
pain and c o n v u l s i o n s upon the diner. T h e c h a r a c t e r must m a k e a p i c k up w h a t techniques they m a y , most adventurers must pay
Fortitude save ( D C 20) or take l d 4 points of poison damage e a c h w e l l for t h e i r l e s s o n s .
r o u n d for 6 r o u n d s a n d l d 4 + l p o i n t s o f t e m p o r a r y Dexterity
B l a c k s m i t h s r e q u i r e a w o r k s h o p a n d c e r t a i n tools to p r a c t i c e
damage. A successful saving throw reduces t h e damage to 1 point
t h e i r trade. M a n y c r e a t e t h e i r o w n tools u s i n g m o l d s s u p p l i e d by
each round a n d 1 point of temporary Dexterity damage.
a potter a n d ore found through adventuring or purchased from
A successfully prepared dish rewards the d i n e r w i t h more t h a n
m i n e r s ( s e e " P o t t e r y " o n page 2 2 8 for i n f o r m a t i o n o n m o l d s ) .
a satisfied p a l a t e . F o r t h e f o l l o w i n g h o u r t h e m e a l g r a n t s i m m u n i t y
T a b l e 6 - 6 : B l a c k s m i t h i n g T o o l s s h o w s t h e a v e r a g e costs a b l a c k -
to a l l n o n - d a m a g i n g effects o f p o i s o n s , s u c h as t h o s e o f dizzy a n d
s m i t h m u s t p a y to p u r c h a s e h e r t o o l s . T h e C o l d a i n d w a r v e s m i n e
feeble m i n d t o x i n s , a n d h a l v e s a l l p o i s o n d a m a g e ( s e e " P o i s o n
v e l i u m from caverns deep b e n e a t h the c o n t i n e n t from w h i c h the
M a k i n g " o n page 2 2 3 ) .
ore d r a w s its n a m e , a n d t h e y d o n o t p a r t w i t h it c h e a p l y o r easily,
M a r k e t P r i c e : 3 0 gp. e s p e c i a l l y to strangers. T h e m o u n t a i n s o f L u c l i n h i d e v e i n s o f
Size: Meal. a c r y l i a o r e , w h i c h m i n e r s r e a c h o n l y w i t h great d i f f i c u l t y d u e to
P o r t i o n : 1 fish s e r v e s a s i n g l e i n d i v i d u a l . t h e m o o n ' s aggressive d e n i z e n s .

C o m p o n e n t s R e q u i r e d : T e a r s p i n e f i s h , s a f f r o n , pepper, c o o k - T o o l s i n h a n d , t h e b l a c k s m i t h fires u p t h e forge a n d h a m m e r s


ing p a n s a n d u t e n s i l s . h e a t e d ore i n t o s h a p e or pours m e l t e d ore i n t o c e r a m i c m o l d s . T a b l e
Trade Skill ( D C ) : Baking (30). 6 - 7 : B a s i c S m i t h i n g s h o w s b a s i c products created t h r o u g h s m i t h ing.
C o o k i n g p a n s i n c l u d e m o l d e d t i n s a n d p a n s suitable for b a k i n g
SteweOTae Ew Heart pies, c a k e s , muffins a n d t h e l i k e , as w e l l as pots, kettles, a n d
D e s c r i p t i o n : T h e mightiest lizardman servants of C a z i c - T h u l e c a u l d r o n s . U t e n s i l s c a n i n c l u d e s m a l l k n i v e s a n d skewers as w e l l as
possess u n e a r t h l y v i g o r a n d e n d u r a n c e . N o t e v e n a y e a r past, a ladles a n d t h e like, b u t also s m a l l m e t a l tools used i n o t h e r trades.
p o w e r f u l ogre s h a m a n d i s c o v e r e d a w a y to p r e s e r v e t h a t v i t a l i t y . F l e t c h e r s w h o w i s h to c r a f t t h e i r o w n a r r o w h e a d s a n d shafts
T h e recipe requires wrapping t h e h e a r t o f a T a e E w T e m p l a r — m a y d o so, s a v i n g t h e m s e l v e s m o n e y i n t h e l o n g r u n by d o i n g so.

— —
209
EverQuest RPG: Game Master'sGuioe

Market p r i c e s g i v e n r e p r e s e n t f i v e a r r o w h e a d s o r shafts. S e e
Table 6-6: Blacksmithing Tools " F l e t c h i n g " o n page 2 1 6 for i n f o r m a t i o n o n a r r o w h e a d s a n d
shafts.
Item Cost Weight
Anvil 3 0 gp 100 lbs.
Barrel ( o f w a t e r ) 2sp 10 lbs.
Table 6-7: Basic Smithing
Brick o f acrylia 3 0 gp 8 lbs.
Product Ingredients DC Market Price
Brick o f ore 4cp 8 lbs.
Bar o f r e f i n e d steel 10 bricks o f o r e , file 22 15 gp
Brick o f silver 1
gp 8 lbs.
Bits, metal 1/2 brick o f ore 10 3cp
Brick o f velium 8gp 8 lbs.
B i t s , velium 1/2 brick o f velium 18 160 gp
Coldain velium temper 150 gp loz.
Boning brick o f o r e , file 14 6 sp
Forge 100 gp Immobile
Boning, velium Brick o f velium, file 20 160 gp
Silver bar 5gp 0.5 lbs.
Chain j o i n t i n g 1 set o f rings, file 18 3
9P
Smithy hammer 6
gp 3 lbs.
Cooking tins Metal bits, ceramic lining, mold 20 9P
Tongs
2

8gp 10 lbs.
File Metal bits, file mold 10 8sp
Vise Qgp 8 lbs.
M e t a l rings Brick o f o r e , file 17 2gp
Sheet o f metal 2 bricks o f o r e , sheet mold 16 1
gp
Sheet o f velium 2 bricks o f velium, sheet mold 2 4 180 gp

CoLbain Velium Temper Studs 2 metal bits 14 7 sp (each)

T h e c o l d a i n d w a r v e s k n e w t h e r e w a s great m a g i c i n t h e Stud, velium 2 velium bits 21 330 gp


v e l i u m o f t h e i r n e w h o m e l a n d , b u t t h e y w e r e u n a b l e t o forge T h i e v e s ' tools Metal bits, lockpick mold 28 3 0 gp
with the mineral until this velium was developed. A n y time Utensils Metal bits, file 15 15 sp
v e l i u m is used i n s m i t h i n g , t h i s t e m p e r is a r e q u i s i t e i n g r e d i e n t
i n the p r o c e s s . T h i s m a y e v e n m e a n it's r e q u i r e d i n s e v e r a l steps
of t h e p r o c e s s t o c r e a t e a n i t e m , s u c h as b o t h w h e n v e l i u m is
f a s h i o n e d i n t o a s h e e t a n d also w h e n a v e l i u m s h e e t is forged Weapons
into a weapon. W i t h the perpetually i m m i n e n t threat o f war, the production
o f w e a p o n s d o m i n a t e s t h e t i m e o f m a n y a b l a c k s m i t h . M i n e r s bore
t h e e a r t h i n s e a r c h o f i r o n ore. B l a c k s m i t h s h e a t t h e o r e i n t h e i r

210
Chapter Six: TraDe SkiLLs
forges a n d p o u n d it i n t o s h a p e w i t h h a m m e r a n d t o n g . F i n i s h e d attacks a n d damage. V e l i u m weapons require a bar o f e n c h a n t e d
weapons find their way into the hands o f m i l i t i a m e n a n d m e r c e - v e l i u m i n addition t o the other materials necessary for a w e a p o n
naries w h o bring t h e m to bear against their enemies. of t h e g i v e n type. T h e y a r e c o n s i d e r e d m a g i c w e a p o n s ( a n d are
t h u s a l l m a s t e r w o r k as w e l l ) , a n d c o s t t h e g i v e n w e a p o n ' s usual
m a r k e t p r i c e + 5 , 3 0 0 gp.

Table 6-8: Arrowheabs anb ShaFts Armor anb ShieLbs


T h e warrior's ensemble is n o t complete widiout a sturdy
Product Ingredients DC Market Price
suit o f armor to protect h i m from attack. T h e creation of
Steel arrowheads Metals bits, file 13 Isp
armor is a lengthy task, requiring from o n e to two weeks to
Silver arrowheads 1 brick of ore, 1 brick of silver, file 17 3gp forge, shape, and c o m b i n e t h e various pieces. C o m p l i c a t i n g
Velium arrowheads 1 brike of ore, 1 brick of velium, file 22 12 gp the task is t h e occasional need for t h e services o f a potter or
Acrylia arrowheads 1 brick of ore, 1 brick of acrylia, file 30 6 5 gp tailor. A successful c h e c k indicates the construction of a full
suit of armor. Failure indicates loss of half d i e materials used.
Condensed-substance
arrowheads Chunk of condensed substance, file 40 4 5 0 gp
Masterwork Weapons anb Armor
Steel arrowshafts 2 bars refined steel, file 22 5 0 gp
Blacksmiths c a n create masterwork versions of any
Acrylia arrowshafts 1 brick of acrylia, arrowshaft mold 30 150 gp nonmagical armors, shields, or weapons described i n
t h i s s e c t i o n . A m a s t e r w o r k a r m o r o r s h i e l d is l i k e
n o r m a l a r m o r o f t h e s a m e v a r i e t y e x c e p t t h a t its a r m o r
c h e c k p e n a l t y is r e d u c e d by 1. M a s t e r w o r k weapons
F o r t h e m a r k e t p r i c e s a n d s t a t i s t i c s o f w e a p o n s see " T a b l e 7-
g r a n t a n o n m a g i c a l +1 b o n u s o n a t t a c k rolls ( t h i s b o n u s does n o t
5 : W e a p o n s " i n C h a p t e r 7 o f t h e EverQuest: Player's Handbook.
stack w i t h a weapon's magical augmentation or e n h a n c e m e n t
E a c h m o l d used t o c r e a t e w e a p o n s is u n i q u e i n s h a p e b u t
b o n u s e s to a t t a c k ) . U s e t h e t a b l e b e l o w to m o d i f y t h e m a r k e t p r i c e
r e u s a b l e , a n d is c r e a t e d u s i n g t h e pottery s k i l l (see " P o t t e r y " o n
a n d D C for m a s t e r w o r k c r e a t i o n s .
page 2 2 8 ) . I f t h e T r a d e S k i l l ( b l a c k s m i t h i n g ) c h e c k r e s u l t s i n a
" 1 " , c o n s i d e r t h e m o l d c r a c k e d a n d t h u s u n u s a b l e (i.e., it m u s t b e Item DC Market Price

r e p l a c e d ) . I f a c h a r a c t e r w i s h e s t o forge w e a p o n s n o t i n c l u d e d Armor +8 +150 gp


h e r e , t h e G M s h o u l d use t h e c h a r t b e l o w as a g u i d e t o j u d g e t h e Shield +8 +150 gp
n e c e s s a r y c o m p o n e n t s a n d d i f f i c u l t y l e v e l for t h e task. Weapon *8 +300 gp
S o m e t i m e s , a d v e n t u r e r s m u s t f a c e d a n g e r s t o o great for m u n -
dane weaponry. Skillful artisans c a n fashion minor magical Ornate Chain
weapons using silver and velium.
A rare c r e a t i o n , u s u a l l y r e s t r i c t e d to w a r r i o r s o f n o b i l i t y , o r n a t e
Silver Wealxms: W o r k i n g w i t h silver increases the D C of the item by c h a i n gleams brilliantly i n sunlight and shines like a lantern in the
+4 a n d requires a n enchanted bar o f silver i n addition to the other d a r k . N o t t h e a r m o r o f c h o i c e for t h o s e i n n e e d o f s t e a l t h , t h i s
materials noted below, but it produces blades capable of striking certain b e a u t i f u l s u i t o f c h a i n m a i l i n s t e a d s e r v e s t o d i s t i n g u i s h its w e a r e r
opponents n o t vulnerable to m u n d a n e weaponry (i.e., those w i t h from those around h i m , turning h i m into a rallying point during
large-scale b a t t l e s . O r n a t e c h a i n ' s u s e f u l n e s s isn't l i m -
ited t o s t a n d i n g o u t i n a c r o w d , h o w e v e r , as it also
f u n c t i o n s as +1 chainmail. I n a d d i t i o n , based o n t h e
Table 6-9: SacnpLe Weapons anb ShieLbs k i n d o f e n c h a n t e d m e t a l used i n t h e c r e a t i o n o f t h e
Weapon Ingredients DC c h a i n a r m o r , t h e w e a r e r g a i n s b o n u s e s as s h o w n b e l o w .
Spear Spear head mold, oak shaft, sheet of metal 14
Ornate Chain T y p e Bonus
Dagger Dagger mold, hilt mold, sheet of metal 15
Silver Cha+I
Throwing A x e Axe head mold, sheet metal 15 (yields 3) Electrum Cha +2
Shuriken Shuriken mold, sheet of metal 15 (yields 10) Gold Cha+3
Javelin Javelin mold, sheet of metal 17 (yields 2 )
Platinum Cha +4, magic resistance (1)
Bastard Sword Dual-edged blade mold, hilt mold, sheet of metal 17
Velium Cha +5, cold resistance (1),
Long Sword Long blade mold, hilt mold, sheet of metal 17 magic resistance (2)
Mace Mace head mold, oak shaft, sheet of metal 17
Short sword Short blade mold, hilt mold, sheet of metal 17 Acrylia Armor
Battle Axe Double-axe head mold, oak shaft, sheet of metal 18 E v e r since the discovery of acrylia o n L u c l i n , black-
s m i t h s h a v e struggled to f i n d t h e m e a n s to i n c o r p o r a t e
Scimitar Curved blade mold, hilt mold, sheet of metal 18
its a w e s o m e m a g i c a l p o t e n t i a l i n t o as m a n y c r e a t i o n s
Two-Handed Hammer Large hammer mold, oak shaft, sheet of metal 18 as p o s s i b l e . A f t e r m u c h effort, a m a s t e r h i g h elven
Two-Handed Sword Heavy blade mold, hilt mold, sheet of metal 18 s m i t h d e t e r m i n e d t h a t t h e i n t r o d u c t i o n of "clear mana"
Pole Arm Appropriate mold, oak shaft, sheet of metal 20 (see " C l a r i f y M a n a " s p e l l , p. 2 3 8 ) i n t o r e f i n e d a c r y l i a
ore kept the acrylia itself from breaking d o w n . O n c e
Buckler Buckler mold, sheet of metal 15
t h e p i e c e s o f a c r y l i a r e q u i r e d for use i n t h e a r m o r w e r e
Shield, Small Steel Small shield mold, 2 sheets of metal ? f o r m e d (rings for c h a i n o r s h e e t s for p l a t e - a n d - m a i l ) ,
Shield, Large Steel Large shield mold, 4 sheets of metal 20 t h e n t h e c o n s t r u c t i o n of t h e armor itself s o o n fol-
Shield, Tower Tower shield mold, 6 sheets of metal 30 l o w e d . T h e c o s t o f o b t a i n i n g t h e s e i t e m s c a n vary
greatly, s i n c e a v i a l o f clear m a n a i n v o l v e d c a n o n l y b e
c r e a t e d by t h e m o s t p o w e r f u l e n c h a n t e r s , w h o c a n thus
c h a r g e as little o r as m u c h as t h e y d e s i r e , i n m o s t c a s e s .
damage reduction x/silver or w i t h certain vulnerabilities tosilver). S i l v e r
Acrylia Piece Ingredients DC
weapons cost t h e usual market price + 100 gp.
Acrylia ring 1 bar of acrylia, vial of clear mana, file 32
V e l i u m Weapons: W h i l e d i f f i c u l t to forge p r o p e r l y ( + 1 0 t o t h e
b l a c k s m i t h i n g D C s g i v e n b e l o w ) , v e l i u m weapons c a n process Sheet of acrylia 1 bar of acrylia, vial of clear mana, sheet mold 33
( P r o c D C 2 0 ) a blast o f c o l d , d e a l i n g l d 4 p o i n t s o f c o l d d a m a g e .
A d d i t i o n a l l y , t h e w e a p o n h a s a +1 e n h a n c e m e n t b o n u s t o b o t h
EverQuest RPG: Game Master's Guibe

Table 6-10: Smitheb Armor


Armor Components DC Market Price
Studded leather Leather armor, 2 0 metal studs II 2 5 gp
Scale mail Leather armor, 16 sheets of metal, scale mold 14 5 0 gp
Chain shirt 12 metal rings, 2 chain jointings 17 100 gp
Chainmail 2 0 metal rings, 6 chain jointings 17 150 gp
Breastplate 12 sheets of metal, 5 leather paddings, 4 medium molds 18 2 0 0 gp
Splint mail Leather armor, 10 sheets of metal, 5 leather paddings 1? 2 0 0 gp
Banded mail 2 0 sheets of metal, 4 medium molds 22 2 5 0 gp
Half-plate 16 sheets of metal, 8 leather paddings, 4 chain jointings, 4 medium molds 26 6 0 0 gp
Full plate 2 0 sheets of metal, 10 leather paddings, 6 medium molds 26 1,500 gp
Ornate silver chain 16 metal rings, 6 chain jointings, 6 bars of enchanted silver 28 4 , 3 0 0 gp
Ornate electrum chain 16 metal rings, 6 chain jointings, 6 bars of enchanted electrum 30 7 , 3 0 0 gp
Ornate gold chain 16 metal rings, 6 chain jointings, 6 bars of enchanted gold 32 12,300 gp
Ornate platinum chain 16 metal rings, 6 chain jointings, 6 bars of enchanted platinum 34 21,500 gp
Ornate velium chain 16 metal rings, 6 chain jointings, 6 bars of enchanted velium 36 3 2 , 6 0 0 gp
Acrylia chain 2 0 acrylia rings, 6 chain jointings 36 Min. 2 4 , 6 0 0 gp
Acrylia plate 2 0 sheets of acrylia, 6 leather paddings, 4 chain jointings, 4 medium molds 38 Min. 2 5 , 0 5 0 gp
Royal velium armor 12 sheets of metal, 10 leather paddings, 6 medium molds, 10 bars of enchanted velium 41 2 ? , 5 5 0 gp

T h e a r m o r p r o d u c e d is e q u i v a l e n t t o e i t h e r + 3 chainmail o r + 3
half-plate a n d b o t h possess t h e f o l l o w i n g b o n u s e s : S t r + 2 , h p + 4 ,
magic resistance ( 4 ) , magic save + 1 . Inebriation
O n e o f t h e m a i n s t a y s o f t h e E v e r Q u e s t u n i v e r s e is t h e
Royal Velium Armor a b i l i t y o f t h e c h a r a c t e r s to b e n e f i t f r o m s t r o n g d r i n k . I n -
T h e C o l d a i n d w a r v e s o f V e l i o u s h a v e c r a f t e d w i t h v e l i u m far e b r i a t i o n is a t best a m i x e d b l e s s i n g — s t r o n g w a r r i o r s c a n
longer t h a n a n y other race, a n d they h a v e u n c o v e r e d secrets o f h o l d t h e d r i n k d o w n , m i n i m i z i n g its h a r m f u l effects, b u t
c o n s t r u c t i o n t h e y s h a r e w i t h o n l y t h e c l o s e s t a n d dearest of a l l i e s . t h o s e w i t h lesser c o n s t i t u t i o n s a r e m e r e l y a d d l e d by its
T h e m e a n s o f s m i t h i n g t h i s a r m o r , w o r n o n l y by t h e i r o w n n o b l e s , effects, b e c o m i n g p r o g r e s s i v e l y m o r e useless as t h e y d r i n k .
is o n e o f t h e s e m o s t c h e r i s h e d secrets. A c h a r a c t e r c a n c o n s u m e a n u m b e r of strong drinks equal
R o y a l v e l i u m a r m o r is + 3 full plate w i t h t h e f o l l o w i n g b o n u s e s : to h i s C o n s t i t u t i o n m o d i f i e r w i t h n o ill effects. T h e r e a f t e r ,
S t r + 1 , D e x + 1 , C o n + 1 , c o l d r e s i s t a n c e ( 2 ) , m a g i c r e s i s t a n c e (2). h e m u s t m a k e a F o r t i t u d e s a v e w i t h a D C d e t e r m i n e d by t h e
potency o f any brew consumed (herein called a n A l c o h o l
T o l e r a n c e D C , e v e n t h o u g h it's a F o r t i t u d e s a v e a n d n o t a
Brewing skill c h e c k ; however, characters w i t h ranks in the A l c o h o l
W h i l e most associate t h e v o c a t i o n o f b r e w i n g w i t h levity a n d T o l e r a n c e s k i l l m a y use t h a t s k i l l t o g a i n a b o n u s o n t h i s
c e l e b r a t i o n , d e v o t e d b r e w e r s regard t h e i r p r o f e s s i o n as a s e r i o u s F o r t i t u d e s a v e , as d e s c r i b e d i n p. 1 0 9 o f t h e EverQuest:
task w i t h a r i c h a n d h o n o r e d h i s t o r y . T h a t h i s t o r y b e c a m e m y t h Player's Handbook). Failure indicates that t h e character
l o n g ago, h o w e v e r , so w h i l e d w a r v e s , e l v e s , a n d h a l f l i n g s a l l c l a i m suffers a m e t a b o l i c p e n a l t y to o n e o r m o r e a b i l i t y s c o r e s , a n d
r e s p o n s i b i l i t y for t h e i n t r o d u c t i o n o f a l c o h o l to N o r r a t h , f e w p a y p o s s i b l y to o t h e r traits as w e l l (for s t a n d a r d a l c o h o l i c d r i n k s ,
t h e m a n y h e e d . A f t e r a l l , s u c h a w o n d r o u s gift m o s t likely t h e p e n a l t y is - 2 t o D e x t e r i t y , I n t e l l i g e n c e , a n d W i s d o m ) .
o r i g i n a t e d w i t h t h e gods. A s u c c e s s f u l s a v e for n o n m a g i c a l b r e w s i n d i c a t e s t h a t t h e
c h a r a c t e r suffers o n l y h a l f t h o s e effects (-1 t o D e x , I n t , a n d
B r e w i n g is essentially a simple process, a b l e n d of art and science n o
W i s ) and also receives a +2 metabolic bonus o n any c h e c k s
more difficult d i a n baking a cake. T h e creation of a standard beer begins
i n v o l v i n g S t r e n g t h o r C o n s t i t u t i o n (but n o t to Strength or
w i t h heating a m ixture of malted barley a n d water into m a s h . T h e brewer
C o n s t i t u t i o n scores). I n t h e case o f magic brews, the c h a r -
transfers the mash to a vat for clarifying, extracting sweetness from t h e
a c t e r m a y a l s o g a i n a n u m b e r o f a d d i t i o n a l effects based o n
mash by blending it w i t h hot water. T h e sweet amber liquid that results
t h e type o f b r e w w i t h a s u c c e s s f u l c h e c k .
from clarifying is called wort. T h e brewer boils the wort i n a brew kettle
a n d adds hops at a specified time. A d d i n g hops early increases the brew's N o t e that t h e penalties associated w i t h inebriation d o
bitterness; adding more delicate hops later i n theboilingprocess mellows s t a c k , a l t h o u g h t h e b o n u s e s d o n o t . A c h a r a c t e r w h o fails
d i e taste. T h e brewer allows the wort to cool and fi Iters out the spent hops three Fortitude saves has a - 6 metabolic penalty to D e x t e r -
a n d o d i e r solids before transferring it to a fermentation cask. H e r e , t h e ity, I n t e l l i g e n c e , a n d W i s d o m . A c h a r a c t e r w h o fails t w i c e
brewer adds yeast to the m i x to begin the fermentation process, w h i c h a n d t h e n succeeds has a c o m b i n e d penalty of - 5 to e a c h of
lasts for a week or two (longer fermenting produces a stronger beer). A t t h o s e t h r e e a b i l i t y s c o r e s as w e l l as a + 2 b o n u s o n S t r e n g t h
various stages, the brewer may add j u ices or other substances to flavor the and C o n s t i t u t i o n checks. A character w h o succeeds twice
beer a n d may choose to ferment the brew a second time to smooth t h e has a c o m b i n e d penalty o f - 2 to Dexterity, Intelligence, a n d
taste. T h e brewer allows his creation to age for a m o n t h t h e n transfers it W i s d o m and a +2 bonus o n Strength and Constitution
to a cask for sale. checks.

W i n e m a k i n g applies t h e s a m e principals i n a slightly different W h e t h e r p o s i t i v e o r n e g a t i v e , t h e effects o f e a c h d r i n k


manner. T h e w i n e m a k e r extracts the flavor and aroma from the last for a n u m b e r o f m i n u t e s e q u a l t o 2 0 - t h e c h a r a c t e r ' s
b a s e i n g r e d i e n t s by c h o p p i n g , c r u s h i n g , p r e s s i n g , b o i l i n g , o r C o n s t i t u t i o n m o d i f i e r before t h a t i n d i v i d u a l d r i n k ' s effects
s o a k i n g t h e m . S h e adds sugar, yeast, a n d o t h e r s u b s t a n c e s t o t h e e n d a n d n o longer contribute to any c u m u l a t i v e metabolic
base; t h e w h o l e t h e n f e r m e n t s i n a c o v e r e d v e s s e l for 3 t o 1 0 days. penalty o r bonus from inebriation.
T h e w i n e m a k e r strains the liquid from the pulp into a n airtight
Chapter Six: T r a c e Skills
fermentation vessel. A f t e r a period of several weeks, the bubbling Beer
c e a s e s , a n d t h e b r e w e r s i p h o n s t h e w i n e off its s e d i m e n t s a n d i n t o
D e s c r i p t i o n : T h e simplest term for the thousands of tastes, textures,
a n o t h e r f e r m e n t a t i o n v e s s e l . T h e w i n e m a k e r repeats t h i s p r o c e s s
hues, a n d names by w h i c h it is k n o w n , beer is found in every village, keep,
t w i c e m o r e o v e r a p e r i o d o f 2 to 4 m o n t h s , t h e n b o t t l e s t h e c l e a r ,
and castle in N o r r a t h . S h o r t beer, d w a r v e n ale, legion lager, a n d odier
fully f e r m e n t e d w i n e . T h e w i n e is t h e n left to age for at least s i x
such drinks q u e n c h the diirst of h u m a n , elf, a n d iksar alike.
m o n t h s , a n d o f t e n for years.
Effects: Standard.
F o r M a r j y r u m C e r r e e z a , M a s t e r T i n k e r e r of A k ' A n o n , t h e t i m e
M a r k e t P r i c e : 5 c p to 1 g p / m u g ; 5 to 5 0 gp/cask.
i n v o l v e d i n b r e w i n g ( a n o t h e r a r t at w h i c h s h e e x c e l l e d ) was too
m u c h . O v e r a period of years she tinkered together the g n o m i s h A l c o h o l T o l e r a n c e D C : 12.
b r e w b a r r e l . W i d e l y r e g a r d e d as t h e s i n g l e greatest c o n t r i b u t i o n by C o m p o n e n t s R e q u i r e d : B a r l e y , m a l t , h o p s , fruits ( o p t i o n a l ) ,
g n o m e s to m o d e r n c i v i l i z a t i o n , t h e g n o m i s h b r e w b a r r e l c o n t a i n s brewing barrel.
all t h e e l e m e n t s n e e d e d to b r e w beer, w i n e , or l i q u o r i n a m u c h T r a d e Skill ( D C ) : Brewing (10-15).
s h o r t e r t i m e . A l l m a j o r c i t i e s h a v e a t least o n e s u c h i t e m , b u t t h e
4 0 0 gp cost — n o t i n c l u d i n g t h e p r i c e of s h i p p i n g — prevents Vooka
m o s t c a s u a l b r e w e r s f r o m o w n i n g o n e . S e e " T i n k e r i n g " o n page
D e s c r i p t i o n : A n unaged, colorless distilled spirit made from
2 3 4 for m o r e i n f o n n a t i o n o n g n o m i s h b r e w b a r r e l s .
f e r m e n t e d p o t a t o e s , v o d k a is t y p i c a l l y s e r v e d by t h e s h o t or m i x e d
Most standard forms of alcohol h a v e a predictable effect upon the w i t h j u i c e s . M a n y o t h e r r e c i p e s c a l l for v o d k a , a n d m o s t b r e w e r s
consumer. T h i n k i n g becomes confused, inhibitions are lessened, a n d k e e p a b o t t l e o r t w o o n h a n d for t h a t r e a s o n .
coordination is dulled. T h o s e more accustomed to strong drink may Effects: Standard.
benefit somewhat from increased vigor a n d hardiness.
M a r k e t P r i c e : 1 gp/bottle.
A l l T r a d e S k i l l (brewing) c h e c k s require that the brewer have
A l c o h o l T o l e r a n c e D C : 20.
a brewing barrel.
C o m p o n e n t s R e q u i r e d : Potatoes, water, brewing barrel.
T r a d e Skill ( D C ) : Brewing (11).
Essential Alcohol
T h e r e are t h o u s a n d s o f d i f f e r e n t v a r i e t i e s o f beer, w i n e , a n d Wine
spirits s u c h as v o d k a , a n d t h e t i m e r e q u i r e d to p r e p a r e t h e s e are D e s c r i p t i o n : A s t a n d a r d b e v e r a g e for m i d d l e a n d u p p e r classes,
d i s c u s s e d a b o v e . U s e t h e s e b a s i c d e s c r i p t i o n s as g u i d e l i n e s for a n y w i n e c o m e s i n a t h o u s a n d v a r i e t i e s based u p o n t h e base i n g r e d i -
v a r i e t y of " h o m e b r e w " a c h a r a c t e r m a y d e s i r e to c r e a t e . e n t , t h e f e r m e n t a t i o n t i m e , its a d d i t i v e s , a n d h o w m a n y years it

213
EverQuest RPG: Game Master's Guioe

spends in the bottle. T y p i c a l l y , the higher the D C and the longer Fayhioer Port
the b o t t l i n g period, the tastier the w i n e crafted by the brewer.
D e s c r i p t i o n : W i d e l y considered the most sophisticated of
Effects: Standard. beverages, Faydwer port is an elegant c o m b i n a t i o n of the finest
M a r k e t Price: 1 to 100 gp or more per bottle wines o n the c o n t i n e n t . T h e preferred d r i n k of the high elven
A l c o h o l T o l e r a n c e D C : 14- upper class, connoisseurs place great importance o n the origin of
Components R e q u i r e d : Base ingredient, sugar, yeast, spice a cask, w i t h preference given to that produced i n and around
m i x (elven w i n e ) , honey (mead), brewing barrel. Felwithe.
Trade S k i l l ( D C ) : Brewing (12) [light red and w h i t e wines], Effects: Faydwer port inspires socialization, granting a + 1
(16) [mead], (25) [top shelf elven wine]. metabolic bonus to Charisma. T h i s is i n a d d i t i o n to the standard
effects o f i n e b r i a t i o n .
C e r t a i n very potent brews b r i n g a d d i t i o n a l consequences to
the standard effect, effects w h i c h may be positive or negative. M a r k e t P r i c e : 50 gp/bottle.
Positive effects do n o t ensue unless the character succeeds at the A l c o h o l T o l e r a n c e D C : 10.
usual Fortitude check. Unpleasant effects develop whether or n o t C o m p o n e n t s R e q u i r e d : 2 parts elven wine, 1 part red wine, 1
the character succeeds o n the check, unless otherwise stated. part w h i t e w i n e , brewing barrel.
T r a d e S k i l l ( D C ) : Brewing ( 2 5 ) .
Specialty brinks
There is m u c h debate as to the qualities o f a master brewer.
FayOioer Shaker
M a n y c o m m o n folk say the test is i n the p i n t of beer or ale, w h i l e D e s c r i p t i o n : A precarious blend o f t r a d i t i o n a l c o n t i n e n t a l
more h i g h b r o w types c l a i m a brewer's w i n e is the truest test o f favorites, the well-brewed Faydwer shaker combines the finest
skill. I n N o r r a t h , though, true connoisseurs of alcohol k n o w that elements o f its component parts. T h e mead sweetens the fruit of
specialty drinks such as gnomish spirits or OP T u j im's Fierce Brew the wine, the ale provides robustness and a creamy texture, and
are the masterpieces o f brewing. A n d adventurers k n o w that the spirits sharpen each flavor i n t o a crisp but balanced whole.
while lesser alcohol can get t h e m plenty worked up, the true magic Hosts of d i p l o m a t i c functions c o m m o n l y serve Faydwer shakers i n
comes from drinks like these. an effort to add an air o f u n i t y t o the gathering.
Effects: T h e Faydwer shaker inspires socialization, granting a
BLeebing Brain +1 metabolic bonus o n Diplomacy checks. T h i s is i n a d d i t i o n to
D e s c r i p t i o n : A s aptly named as any brew i n N o r r a t h , Bleeding the standard effects of i n e b r i a t i o n .
Brain's origin remains a mystery. Connoisseurs regard this c o n - M a r k e t P r i c e : 15 gp/bottle.
c o c t i o n as a sort o f alcoholic delicacy, an experience one must A l c o h o l T o l e r a n c e D C : 13.
prepare for mentally as w e l l as physically — for i t w i l l usually n o t C o m p o n e n t s R e q u i r e d : Equal portions of elven w i n e , gnomish
be repeated for months or years to come. A character w h o fails to
spirits, dwarven ale, mead, brewing barrel.
resist Bleeding Brain's unpleasant side effects often becomes
Trade Skill ( D C ) : Brewing (20).
singularly, manically devoted to whatever purpose crosses his
m i n d . Otherwise, the character loses all v o l i t i o n and interest i n
Gnomish Spirits
his surroundings, except perhaps for another shot of Bleeding
Brain. D e s c r i p t i o n : A fine example o f experimentation bearing posi-
tive, non-explosive results, gnomish spirits h i t the stomach like a
Effects: Ironically, Bleeding Brain wards off the efforts of
collapsing glacier. T h e icy c h i l l slowly spreads from the gut to the
others to c o n t r o l or cajole the character, granting h i m a +4
extremities before fading i n an implosive wave of w a r m t h . Over-
metabolic bonus o n saving throws against all mind-affecting
indulgence leads t o a state o f feverish delirium, w h i c h some
spells and effects. I n a d d i t i o n , he gains a + 1 S t r e n g t h bonus if the
gnomes c l a i m is a pathway to enlightenment (and others regard
Fortitude check succeeds. Bleeding B r a i n carries double the
as a pathway to the infirmary). Excess spirits are n o t wasted, but
penalty to Intelligence and W i s d o m scores as other brews ( D e x -
instead serve as a potent cleaning agent w h e n made i n t o firewater.
terity is affected n o r m a l l y ) .
T h i s fact alone gives gnomish spirits a dubious reputation w i t h
M a r k e t Price: 30 gp/bottle. other races, but many humans and halflings find it quite addictive.
A l c o h o l Tolerance D C : 22. Effects: G n o m i s h spirits purify the drinker's body o f very mild
C o m p o n e n t s R e q u i r e d : V o d k a , spice m i x , gnomish spirits, toxins such as those produced by n o n l e t h a l spider bites and bee
brewing barrel. stings, effectively granting a metabolic bonus of poison resistance
Trade Skill ( D C ) : Brewing (23). ( 1 ) . T h i s is i n a d d i t i o n to the standard effects of inebriation.
Refermenting gnomish spirits w i t h vodka i n a gnomish brew
BootBeer barrel (Trade S k i l l [brewing] D C 22) yields firewater, a product
D e s c r i p t i o n : A testament to the creativity o f the t r o l l race, often used by tinkers (see " T i n k e r i n g " o n page 234). Firewater
boot beer is a rank, barely fermented c o n c o c t i o n that nonetheless acts as a solvent, breaking d o w n mundane glues and cleaning
holds tremendous appeal for trolls and their ogre cousins. Brewers almost any surface of grime.
need pay n o particular heed t o the proportions o f the ingredients; M a r k e t P r i c e : 8 gp/bottle.
it is more important to o i l and fold the boots to reduce airflow and A l c o h o l T o l e r a n c e D C : 18.
leakage as m u c h as possible.
C o m p o n e n t s R e q u i r e d : Rice, a swatch of spider silk, a giant
Effects: Boot beer stifles hunger and instills an odd, almost hallucino-
wasp poison sac, vinegar, yeast, water, brewing barrel.
genic euphoria in the character. One side-effect of this exhilaration is a
Trade Skill ( D C ) : Brewing (20).
+2 metabolic bonus to Strength and Constitution. However, the
character also becomes overconfident and thus apathetic in the face of
HalpLing Stouter
danger: he suffers a - 2 penalty to Reflex saves while under the influence
of die boot beer. These affects are cumulative with the standard D e s c r i p t i o n : O f t e n referred t o as "pie i n a glass" by its propo-
metabolic bonuses and penalties of inebriation. nents, halfling stouter impresses those expecting a weaker beverage
from halfling hands; some have likened a shot to "taking a brick
M a r k e t P r i c e : 8 gp/boot.
and berry pie to the face." M i s t y acorns fall only from those oak
A l c o h o l T o l e r a n c e D C : 18. trees of the same name that grow i n Misty T h i c k e t and Rivervale.
Components R e q u i r e d : 2 well-oiled boots, swamp vegetables, Effects: H a l f l i n g stouter is very filling, equal to eating a snack
swamp mushrooms, malt, water, m i l k , brewing barrel. (see " B a k i n g " o n page 206). I n a d d i t i o n to the standard effect,
Trade S k i l l ( D C ) : Brewing ( 2 0 ) . the character gains a +1 bonus o n Fortitude checks i n v o l v i n g
further alcoholic beverages for the next hour.
Chapter Six: Trabe Skills

Mana Potions ("Palatable Mana")


D e s c r i p t i o n : T h e l i q u i d m a n a t h a t e n c h a n t e r s c a n c r e a t e v i a t h e thicken mana l i n e o f spells ( d e s c r i b e d a t t h e e n d o f t h i s c h a p t e r )
posed a c h a l l e n g e t o m a s t e r b r e w e r s t h a t t h e y s i m p l y h a d t o t a c k l e : t h e stuff i n its base f o r m is i n d i g e s t i b l e a n d c a u s e s b o d i l y h a r m
to t h o s e w h o a t t e m p t t o i m b i b e it. I f b r e w e r s c o u l d a t least s o l v e t h e first p r o b l e m , t h e n t h e y m i g h t c r e a t e s o m e t h i n g t h a t w a s u s e f u l .
If they could c o n q u e r both, then they would h a v e a c c o m p l i s h e d m u c h .
A s it t u r n s o u t , t h e y w e r e n o t a b l e t o s o l v e t h e h a r m f u l effects o f t h e r a w m a g i c f l u i d , b u t t h e y d i d f i n d a m e a n s o f i n c o r p o r a t i n g
t h e l i q u i d m a n a i n t o a w i n e f e r m e n t a t i o n p r o c e s s t h a t y i e l d e d a d r i n k a b l e a n d p o t e n t i a l l y e f f e c t i v e b r e w g e n e r a l l y k n o w n as palatable
mana.
E f f e c t s : A non-spellcasting c h a r a c t e r m a y b e c o m e inebriated from d r i n k i n g this brew, but gains n o additional benefits. W h e n
a c h a r a c t e r w i t h a m a n a p o o l d r i n k s a d o s e o f palatable mana, h e m u s t m a k e a F o r t i t u d e s a v i n g t h r o w as if h e h a d i n g e s t e d a n o r m a l
a l c o h o l i c b e v e r a g e . A f a i l e d s a v e results i n t h e u s u a l effects o f i n e b r i a t i o n ( w h i c h w i l l affect t h e c h a r a c t e r ' s m a n a p o o l , s i n c e b o t h
I n t e l l i g e n c e a n d W i s d o m are r e d u c e d ) , a n d also suffers a f i x e d a d d i t i o n a l p e n a l t y to h i s m a x i m u m m a n a p o o l . I f t h e roll is s u c c e s s f u l ,
t h e n t h e c h a r a c t e r g a i n s t h e u s u a l effects as w e l l as a b o o s t t o h i s c u r r e n t m a n a p o o l , t h o u g h t h e s p e l l c a s t e r ' s s y s t e m still s u s t a i n s
s u c h a j o l t t h a t a p e n a l t y to m a x i m u m m a n a is s t i l l a p p l i e d , b u t i n t h i s c a s e t h e p e n a l t y is a r a n d o m a m o u n t . T h e c u r r e n t m a n a b o n u s
or t h e m a x i m u m m a n a p e n a l t y d e p e n d s o n t h e v a r i e t y o f palatable mana.

Palatable Mana Alcohol Current Mana Maximum Mana Market


Type Tolerance D C Bonus* Penalty" Price
Viscous 14 3 I1/2dl0 100 gp
Cloudy 16 6 20/3dlO 2 0 0 gp
Clear 18 10 28/4dl0 5 0 0 gp
Distilled 20 15 38/5dl0 3 , 0 0 0 gp
Purified 22 20 45/6dl0 8 , 0 0 0 gp

* This bonus applies only on a successful Alcohol Tolerance check.


" This penalty applies on either a failed (the fixed number before the " / " ) or successful (the random amount after the " / " ) Alcohol Tolerance check.

T h e p e n a l t y t o m a x i m u m m a n a d i s a p p e a r s a t t h e rate o f o n l y 1 p o i n t p e r day. T h e r e f o r e , it t a k e s n e a r l y a m o n t h for t h e p e n a l t y


of 2 8 p o i n t s f r o m a dose o f palatable clear mana to fade e n t i r e l y f r o m t h e s p e l l c a s t e r ' s s y s t e m .
T h e s e m a n a b o n u s e s a n d p e n a l t i e s s t a c k , so a c h a r a c t e r c o u l d d r i n k t w o v i a l s o f palatable viscous mana, f a i l i n g o n b o t h c h e c k s
a n d for a total m a x i m u m m a n a p e n a l t y o f 2 2 ( o r h e c o u l d s u c c e e d t w i c e for a c u r r e n t m a n a b o n u s o f 6 m a n a a n d a m a x i m u m m a n a
penalty o f 4 d l 0 ) .
C o m p o n e n t s R e q u i r e d : L i q u i d m a n a ( a n y o f t h e f i v e t y p e s ) , grapes, sugar, yeast, b r e w i n g b a r r e l .
Trade Skill ( D C ) : Brewing (25).

^ — - ^ ' * *• < — N
»• I

M a r k e t P r i c e : 3 gp/bottle. * V e l i u m dust i n t h i s c a s e refers n o t t o t h e a c t u a l o r e , b u t t o a


A l c o h o l T o l e r a n c e D C : 18. powdery, mineshaft-loving l i c h e n n a t i v e to V e l i o u s .
C o m p o n e n t s R e q u i r e d : V o d k a , raspberries, blackberries, misty
acorns, pepper, brewing barrel. OgreSioiLL
T r a d e Skill ( D C ) : Brewing (18) . D e s c r i p t i o n : O g r e s w i l l l i n e s t h e s h e l v e s o f O g g o k ' s bars a n d is
a great s o u r c e o f p r i d e t o b r e w e r s t h e r e . D e s p i t e , o r p e r h a p s d u e t o
Minotaur Hero Brew ogre c l a i m s t h a t it tastes l i k e l i q u e f i e d c h i c k e n , t h i s froglok-based

D e s c r i p t i o n : Y e a r s after t h e d i s c o v e r y o f V e l i o u s , bards y e t l i q u o r rarely f i n d s a d m i r e r s o u t s i d e o f t h e F e e r r o t t . W h i l e n o t

s t r i v e for t h e perfect m e t a p h o r t o d e s c r i b e t h i s m o s t potent p a r t i c u l a r l y s t r o n g i n a l c o h o l i c c o n t e n t , t h e p u n g e n t a r o m a is

c o n c o c t i o n o f the C o l d a i n d w a r v e s . F o l l o w i n g its i n t r o d u c t i o n t o usually e n o u g h to dissuade e v e n t h e most curious.

Kaladim, a tradition q u i c k l y arose w h e r e i n d w a r v e n soldiers E f f e c t s : S t a n d a r d , b u t d r i n k i n g ogre s w i l l a n d a p p e a r i n g t o


downed a tankard then smashed their mugs over e a c h other's e n j o y it g r a n t s t h e d r i n k e r a + 2 c i r c u m s t a n c e b o n u s o n C h a r i s m a -
skulls. T h o s e s o l d i e r s s t i l l s t a n d i n g o f t e n d e v o l v e d i n t o f r o t h i n g , based c h e c k s a m o n g ogres w h o w i t n e s s t h e d r i n k i n g a n d w h o h a v e
u n d i s c i p l i n e d b e r s e r k e r s , a n d so t h e p r a c t i c e q u i c k l y p a s s e d o u t o f n o other reason to dislike the character.
f a v o r w i t h d w a r v e n g e n e r a l s . F o r t h o s e w h o c a n s t o m a c h it, M a r k e t P r i c e : 5 sp/bottle.
M i n o t a u r H e r o Brew bolsters courage, instills ferocity, a n d pushes A l c o h o l T o l e r a n c e D C : 16.
t h e body b e y o n d n o r m a l l i m i t a t i o n s .
C o m p o n e n t s R e q u i r e d : F r o g l o k m e a t , m a l t , yeast, w a t e r , b r e w -
E f f e c t s : A successful A l c o h o l T o l e r a n c e c h e c k grants t h e ing barrel.
i m b i b e r a +3 m e t a b o l i c b o n u s t o S t r e n g t h a n d C o n s t i t u t i o n , a n d
Trade Skill ( D C ) : Brewing (14).
a + 2 b o n u s t o a l l s a v i n g t h r o w s a g a i n s t fear s p e l l s a n d effects. T h e
c h a r a c t e r also suffers a - 2 p e n a l t y to I n t e l l i g e n c e a n d W i s d o m a n d Ol' Tujim's Fierce Breio
a - 2 penalty to Spot checks. T h e s e bonuses a n d penalties replace
D e s c r i p t i o n : F o r d e c a d e s t h e s t a n d a r d by w h i c h a l l o t h e r beers
t h e s t a n d a r d effects o f i n e b r i a t i o n . S h o u l d t h e c h a r a c t e r fail a n
are m e a s u r e d , O l ' T u j i m ' s m a i n t a i n s a l o y a l f o l l o w i n g a c r o s s t h e
A l c o h o l T o l e r a n c e c h e c k , h e must immediately m a k e a Fortitude
face o f N o r r a t h . W h i l e its i n g r e d i e n t s h a r d l y differ f r o m o t h e r a l e s ,
s a v e ( D C 2 0 ) o r pass o u t for a n u m b e r o f m i n u t e s e q u a l t o 1 0 - h i s
t h e e a r l y i n t r o d u c t i o n o f h o p s e n h a n c e s t h e brew's b i t t e r n e s s .
C o n bonus.
C a r e f u l b r e w i n g r o u n d s o u t t h e f l a v o r w i t h o u t l e s s e n i n g its f o r c e ;
M a r k e t P r i c e : 10 g p / t a n k a r d ; 5 0 0 gp/cask.
first-time d r i n k e r s o f O l ' T u j i m ' s t h u s l i k e n t h e i r e x p e r i e n c e t o
Alcohol Tolerance D C : 30. h a v i n g one's m o u t h bored out w i t h sandpaper.
C o m p o n e n t s R e q u i r e d : 3 p a r t s m a l t , 2 parts w a t e r , 2 parts E f f e c t s : O l ' T u j i m ' s f i e r c e b r e w d i s a b l e s t h e c h a r a c t e r ' s gag
s h o r t beer, v e l i u m d u s t * , yeast, b r e w i n g b a r r e l . r e f l e x a n d h i s s e n s e o f taste. A d d i t i o n a l l y , if t h e c h a r a c t e r m a k e s
T r a d e Skill ( D C ) : Brewing (35). t h e b r e w ' s A l c o h o l T o l e r a n c e c h e c k , h e g a i n s a +1 m e t a b o l i c
EverQuestRPG'.GacneMaster'sGuibe
b o n u s to C o n s t i t u t i o n w h i l e t h e a l c o h o l is i n effect. T h e s e effects
are i n a d d i t i o n t o t h e s t a n d a r d effects o f i n e b r i a t i o n . FLetching
M a r k e t P r i c e : 1 gp/cup; 5 0 gp/cask. L o n g ago a n i n v e n t i o n for c u r b i n g h u n g e r , n o w a m a i n s t a y i n war
Alcohol Tolerance D C : 20. t h a t h a s b e c o m e a n art form all its o w n , a r c h e r y i n its most basic form

C o m p o n e n t s R e q u i r e d : B a r l e y , h o p s , m a l t , yeast, brewing is a s i m p l e p r a c t i c e r e q u i r i n g o n l y f i r m l e n g t h s o f w o o d , a s h a r p k n i f e ,

barrel. a n d bits o f t w i n e a n d feather. S i m p l i c i t y i n v a r i a b l y falls t o c o m p e -


t i t i o n a n d necessity, h o w e v e r , a n d f l e t c h i n g is n o different. T h e
T r a d e Skill ( D C ) : Brewing (16).
d e d i c a t e d f l e t c h e r n o w progresses i n h i s trade by crafting better bows
a n d m o r e d a n g e r o u s arrows, t o t h e p o i n t w h e r e a r c h e r y rivals
Skunk Breath Ale
b l a d e w o r k i n its c a p a c i t y for d a m a g e .
D e s c r i p t i o n : O r i g i n a l l y d e v e l o p e d to p r e v e n t d w a r v e n w a r dogs
T r a d e S k i l l ( f l e t c h i n g ) c o m b i n e s t w o s e p a r a t e tasks: t h e boyar's
from b i t i n g their trainers, d w a r v e s e x t o l t h e virtues of S k u n k B r e a t h
(or b o w y e r ' s ) f a s h i o n i n g o f b o w s a n d t h e f l e t c h e r ' s c r e a t i o n o f
ale as a v e r m i n a n d spouse r e p e l l e n t . T h i s p u n g e n t b r e w severely
arrows. W h i l e m e r c h a n t s r e g u l a r l y offer b o w s a n d a r r o w s for sale
c h a l l e n g e s those a c c u s t o m e d to w e a k e r , less a r o m a t i c beverages,
to c u s t o m e r s , t h e q u a l i t y o f t h e i r wares b a r e l y suffices for h u n t i n g
a n d further c h a l l e n g e s t h e d r i n k e r ' s c o m p a n y t o r e m a i n i n h i s
r a b b i t s , m u c h less for rigorous a d v e n t u r i n g . T h e r e f o r e , many
p r e s e n c e . S k u n k B r e a t h ale o f t e n serves as a rite o f passage for t h o s e
a d v e n t u r e r s c h o o s i n g t o u t i l i z e b o w s f a s h i o n e d for t h e i r o w n use.
j o i n i n g m a r t i a l orders, e s p e c i a l l y a m o n g t h e d w a r v e s a n d t h e i r allies.
Archery i n t h e EverQuest: Role-Playing Game combines the
Effects: A character w h o makes her A l c o h o l Tolerance check
features o f b o t h t h e b o w a n d arrow to d e t e r m i n e range, attack a n d
after i m b i b i n g S k u n k B r e a t h a l e g a i n s a +1 m e t a b o l i c b o n u s t o
damage bonuses, and e v e n delay and other modifications. E a c h bow
S t r e n g t h a n d C o n s t i t u t i o n as w e l l as a d d i t i o n a l r e s i s t a n c e t o a n y
a n d t h e i n d i v i d u a l parts o f e a c h arrow c o n t r i b u t e c u m u l a t i v e l y to
effects based o n u n p l e a s a n t o d o r s . T h e c h a r a c t e r m a y a d d h e r
these statistics. E i t h e r o n e o r t w o T r a d e S k i l l ( f l e t c h i n g ) c h e c k s is
A l c o h o l T o l e r a n c e bonus as a c i r c u m s t a n c e bonus o n saves
necessary to c r e a t e a bow. A successful final c h e c k results i n e i t h e r
related to h e r olfactory sense. D e p e n d i n g o n h e r c o m p a n y , t h e
o n e b o w o r f i v e arrows. F a i l u r e s are d i s c u s s e d b e l o w .
c h a r a c t e r a l s o r i s k s b e c o m i n g t h e d e a t h o f t h e party, suffering a -
3 p e n a l t y to C h a r i s m a w i t h r e s p e c t to a n y c r e a t u r e t h a t h a s a s e n s e
of s m e l l , a n d t h a t h a s n o t also p a r t a k e n o f S k u n k B r e a t h a l e , for
Boios
a n u m b e r o f h o u r s e q u a l t o 10 - t h e c h a r a c t e r ' s C o n m o d i f i e r . A n y S i m p l e b o w c o n s t r u c t i o n r e q u i r e s o n l y a p r u n e d shaft o f w o o d
beast d e v o u r i n g t h e c h a r a c t e r d u r i n g t h i s t i m e w i l l l i k e l y regret i t , a n d a l e n g t h o f s t r i n g . S k i l l e d f l e t c h e r s a d d o t h e r tools to t h e i r kits
a l t h o u g h t h i s is o f l i t t l e c o n s o l a t i o n t o t h e d e c e a s e d . to i n c r e a s e p e r f o r m a n c e . T h e c h o i c e o f s t r i n g i n f l u e n c e s t h e
smoothness of firing t h e arrow; k n i v e s a n d planes reshape the
T h e a b o v e effects a r e a l l i n a d d i t i o n t o t h e s t a n d a r d effects o f
w o o d , r e p r e s e n t i n g s p e c i a l t r e a t m e n t s t o t h e b o w t h a t alter its
inebriation.
f l e x i b i l i t y a n d t h u s ease t h e p u l l ; a n d t h e a d d i t i o n o f c a m s or t h e
M a r k e t P r i c e : 14 s p / t a n k a r d ; 7 0 gp/cask.
c o n s t r u c t i o n as a c o m p o s i t e c o m p o n e n t adjusts t h e bow's t e n s i o n
Alcohol Tolerance D C : 20. d r a m a t i c a l l y , a l l o w i n g for m o r e t e l l i n g c r i t i c a l b l o w s .
C o m p o n e n t s R e q u i r e d : S k u n k scent glands, 1 part g n o m i s h T h e f o l l o w i n g t a b l e s d i s p l a y t h e m o s t c o m m o n w o o d s used for
spirits, 2 parts s h o r t beer, m a l t , yeast, b r e w i n g b a r r e l . bows a n d t h e c o m p o n e n t s that c u m u l a t i v e l y alter t h e bow's
T r a d e Skill ( D C ) : Brewing (25). statistics and the cost o f the materials i n v o l v e d . M a r k e t prices c a n
be a s s u m e d t o b e r o u g h l y t w i c e t h e c o s t o f t h e m a t e r i a l s u s e d .
The Bretoer anb Tanning Agents " N o r m a l " bows cost 3 5 gp (shortbow) a n d 7 5 gp (longbow), a n d
possess statistics equivalent to hemp-strung hickory bows using the
T h e w i s e t a n n e r o r t a i l o r o f t e n engages a b r e w e r ' s s e r v i c e s i n
following fletching rules. A masterwork bow, discussed in the EverQuest:
o r d e r to c o r r e c t l y p r o d u c e c e r t a i n t a n n i n g a g e n t s . T h e e x c h a n g e
Player's Handbook, c a n be constructed as a "knifed hickory bow."
b e n e f i t s b o t h : t h e t a i l o r r e c e i v e s i n g r e d i e n t s n e c e s s a r y for h i s
w o r k , a n d t h e b r e w e r c o l l e c t s a n e w o u t f i t for h e r t r o u b l e s . W o o d : H i c k o r y , e l m , ash, a n d oak trees grow throughout Norrath, but
darkwood originates only i n d i e Burning W o o d s of K u n a r k and refuses
K i o l a trees grow p r i m a r i l y o n t h e i s l a n d s d o t t i n g t h e O c e a n o f
to grow elsewhere. S h a d e w o o d , e v e n rarer, is found only deep w i t h i n the
Tears, although merchants carry them throughout the
G r i n d i n g Forest o f L u c l i n . M o s t seekers o f shadewood trees cannot
C o m m o n l a n d s a n d F a y d w e r . P a e a l a trees g r o w o n l y o n L u c l i n ,
distinguish t h e m from other types of wood (Wilderness L o r e E C 2 5 ) , so
primarily in H o l l o w s h a d e M o o r a n d Shadeweaver's T h i c k e t .
must purchase it at a n exorbitant rate.
E q u i v a l e n t : D e p e n d i n g o n the type of wood used, the expert fletcher
c a n transform a b o w into a mighty b o w (see " S p e c i a l a n d
S u p e r i o r I t e m s " i n C h a p t e r 7 of the EverQuest: Player's Hand-
book). H i c k o r y bows h a v e t w o different costs depending o n
Table 6-11: BrecoebTanning Agents w h e t h e r the fletcher is constructing a shortbow or longbow,
Tanning Agent Ingredients Brewing D C Market Price w h ile costs for the other woods are the same regardless of the bow
Aviak-egg oil Aviak egg, w a t e r 10 constructed (fletcher's option).
Cod oil Cobalt c o d , w a t e r 11 5gp A t t a c k B o n u s : A fletcher may opt to use special processes o n
Drake-egg oil Drake egg, w a t e r 11 5pp his wood that will result i n a masterwork bow (+1 attack bonus)
o r e v e n a s u p e r i o r m a s t e r w o r k b o w ( + 2 attack bonus). W h i l e this
Heady kiolas 4 drams kiola sap, w a t e r 12 'gp process is n a m e d after a special c a r v i n g tool used to shape the
Heady paeala 2 drams paeala sap, w a t e r 12 gp
3
bow, the cost a n d process also takes into consideration the
Paeala tannin Paeala bark, w a t e r 11 3
gp special oils, etc., used to treat the wood; the time a n d difficulty
Yew leaf tannin Yew leaves, w a t e r 11 of properly bracing the bow; etc.
?
gp
Magic yew leaf tannin* Wakening Lands yew leaves, water 13 3 6 gp D e l a y : U s e o f a d o u b l e c a m c a n r e d u c e a b o w ' s d e l a y by
1 (see " I t e r a t i v e A t t a c k s " i n C h a p t e r 12 o f t h e E v e r Q u e s t :
Player's Handbook).
R a n g e I n c r e m e n t : T h e range increment of a bow reflects the
* Note: Y e w leaves other t h a n those found i n the
m a x i m u m distance i n feet a n archer c a n shoot without suffering a
W a k e n i n g L a n d s lack the i n h e r e n t mystical properties required to
penalty. T h i s range m a y be increased either by m a k i n g the bow a
tailor magical garments.
composite b o w o r w i t h the addition of c a m s (see " R a n g e d C o m b a t " i n
C h a p t e r 12 o f the EverQuest: Player's Handbook).
C r i t i c a l D a m a g e : T h e addition o f c a m s gives a b o w t h e
p o t e n t i a l to c a u s e e v e n g r e a t e r d a m a g e o n a s u c c e s s f u l c r i t i c a l h i t .

216
Chapter Six: TraDe Skills

S n e a k B o n u s : A f t e r firing from h i d i n g , a n archer may add this a T r a d e S k i l l ( f l e t c h i n g ) c h e c k w i t h a D C equal to t h e base D C , as


b o n u s to a S n e a k c h e c k to r e m a i n u n d e t e c t e d by o t h e r s w h o d e t e r m i n e d by t h e w o o d of t h e b o w , plus a n y D C modifiers for up to
might have heard the attack. t w o c o m p o n e n t s . A n o r m a l b o w is m a d e of h i c k o r y a n d h a s a D C 10
D C : T h e c o n s t r u c t i o n o f a b o w is a two-step process. F i r s t , t h e to create. I f t h e f l e t c h e r w a n t e d to c r e a t e a c o m p o s i t e p l a n e d
b o w itself a n d its a n d c o m p o n e n t s m u s t be f a s h i o n e d . T h i s requires d a r k w o o d bow, t h e n a f l e t c h i n g c h e c k ( D C 3 2 ) is required (base 2 0
for d a r k w o o d b o w , + 1 0 for p l a n e d , a n d + 2 for c o m p o s i t e ) . F a i l u r e at

I this juncture means that all t h e material has been m i n e d .

Table 6-12:Bou>s
Wood Equivalent Cost DC
Hickory Short/longbow 15/40 g p 10
Table 6-14: Bou> Strings
String Range Sneak Cost DC
Elm +1 mighty bow 100 gp 13
Increment Bonus
Ash +2 mighty b o w 150 gp 15
Hemp 0 +0 Isp -5
Oak +3 mighty bow 2 0 0 gp 17
Linen +5 f t . +2 2sp +2
Darkwood + 4 mighty b o w 2 5 0 gp 20
Silk +10 f t . +4 10 gp +8
Shadewood + 5 mighty bow 3 0 0 gp 23

Table 6-13: Optional Boto Components


Component** Atk Bonus Delay Range Increment Critical Multiplier Cost DC
Knife +1 — — — 150 gp +5
Plane +2 — — — 3 0 0 gp +10
Composite — +0 •10 ft. x3 15 gp +2
Single-Cam +0 +20 ft.* x4 100 gp +8
Double-Cam -1 +30 f t * x4 2 0 0 qp +12

* The range o f shadewood bows increases dramatically w i t h the introduction o f cams. A shadewood b o w w i t h one cam has
a range increment o f + 3 0 f t . , and one w i t h t w o cams has a range increment o f + 6 0 f t .
** Only t w o o f these components can be applied t o any one b o w ; a bow cannot be both k n i f e d and planed, nor can it have
more than one o f the composite, single-cam, o r double-cam components.

217
EverQuestRPGiGameMaster'sGuibe
A f t e r t h e b o w itself is c o n s t r u c t e d , t h e n it m u s t be strung. T h i s
requires a n o t h e r T r a d e S k i l l ( f l e t c h i n g ) c h e c k w i t h a D C e q u a l to
that above, n o w m o d i f i e d further by t h e string's D C modifier. T h u s ,
the previously m e n t i o n e d c o m p o s i t e p l a n e d d a r k w o o d b o w c o u l d be The Ultimate Arrow
s t r u n g w i t h h e m p at a f l e t c h i n g D C o f 27 ( 3 2 [base] - 5 [ h e m p ) .
T h e e x p l o r a t i o n o f N o r r a t h ' s m o o n , L u c l i n , resulted
F a i l u r e at this p o i n t m e a n s o n l y that the s t r i n g h a s b r o k e n .
i n n e w d i s c o v e r i e s for m a s t e r s o f a l l trade s k i l l s . M a n y o f
t h e s e d i s c o v e r i e s c e n t e r e d a r o u n d t h e p e c u l i a r ore c a l l e d
Arrows
acrylia, found especially in the T e n e b r o u s Mountains
A r r o w s c o n s i s t o f f o u r c o m p o n e n t s : t h e p o i n t , t h e shaft, t h e a n d s o - c a l l e d A c r y l i a C a v e r n s o f t h e d a r k side o f t h e
fletch, a n d the nock. A n archer's c h o i c e of arrow influences a m o o n . N o t o n l y c a n acrylia be fashioned into arrow-
n u m b e r o f s t a t i s t i c s . T h e c h o i c e o f shaft c a n g r a n t a d a m a g e heads that c a n h a r m creatures i m m u n e to n o n m a g i c a l
bonus; t h e material o f the point m a y allow the arrow to penetrate w e a p o n s , b u t a s m a l l group o f g r a n d m a s t e r w e a p o n s m i t h s
a target's D R ( b u t g r a n t s n o a c t u a l d a m a g e b o n u s ) ; t h e s h a p e o f a n d f l e t c h e r s h a s a l s o l e a r n e d t o s m i t h a c r y l i a i n t o arrow
t h e f l e t c h i n g c a n p r o v i d e a n a t t a c k b o n u s ; a n d t h e size o f t h e n o c k shafts t h a t c a n h o l d a r r o w h e a d s m a d e o f t h e c o n d e n s e d
c a n effectively increase the bow's range i n c r e m e n t . essences o f shadow, ice, or flame — peculiar substances
D a m a g e B o n u s : A r r o w shafts are most c o m m o n l y crafted o f found only in Maiden's Eye on L u c l i n . T h e s e condensed
w o o d , but c a n be m a d e f r o m b o n e , c e r a m i c , o r steel. T h e m a t e r i a l substances form ideal arrowheads w h e n a t t a c h e d to
of the shaft c a n c a u s e the a r r o w t o d e a l greater d a m a g e w h e n it h i t s . a c r y l i a s h a f t s ; o d d l y , o t h e r shafts t u r n b r i t t l e a n d useless.
Magic A t t a c k : C e r t a i n s u b s t a n c e s used as a r r o w h e a d s m a y T o properly balance the arrows, the fletcher c o m -
a l l o w t h e a r r o w t o p e n e t r a t e d a m a g e r e d u c t i o n as i f it w e r e bines t h e m with shield fletches and small nocks. If the
e n c h a n t e d . N o t e that the arrow does not gain any actual attack or f l e t c h e r is n o t c a r e f u l , t h e s t a b i l i z i n g p o w e r of t h e a c r y l i a
damage bonuses from this c o m p o n e n t . shafts fails, m e l t i n g b o t h t h e shaft a n d a r r o w h e a d i n t o
A t t a c k B o n u s : T h e s h a p e o f a n a r r o w ' s f l e t c h i n g h a s a great slag. T h e r e s u l t o f a s u c c e s s f u l c h e c k is a set o f five
i m p a c t o n t h e a r r o w ' s a b i l i t y to fly true. T h o s e a r r o w s w i t h w e l l - c o n d e n s e d s u b s t a n c e a c r y l i a a r r o w s , o f t e n c a l l e d "ulti-
designed fletchings grant t h e archer a bonus to attack rolls. N o t e mate arrows."
t h a t t h i s b o n u s does s t a c k w i t h t h a t g a i n e d f r o m a n a r r o w ' s S e e " B l a c k s m i t h i n g " e a r l i e r i n t h i s c h a p t e r for i n f o r -
m a s t e r w o r k q u a l i t y , if a p p l i c a b l e . m a t i o n a b o u t t h e c o n s t r u c t i o n o f a c r y l i a shafts a n d
R a n g e I n c r e m e n t : T h e range i n c r e m e n t of a bow reflects t h e condensed-substance arrowheads.
m a x i m u m d i s t a n c e i n feet a n a r c h e r c a n s h o o t w i t h o u t suffering P o w e r s : E a c h condensed-substance arrow functions
a p e n a l t y . T h i s range m a y e f f e c t i v e l y be i n c r e a s e d by t h e s h a p e o f as a + 5 a r r o w t h a t c a n p r o c e s s ( P r o c D C 1 8 ) a n a d d i -
a n arrow's n o c k . t i o n a l 1 d 8 p o i n t s o f d a m a g e , w i t h t h e d a m a g e type based
DC: T h e D C t o c r a f t a set o f f i v e a r r o w s e q u a l s t h e base o n t h e type of c o n d e n s e d s u b s t a n c e u s e d : c o n d e n s e d i c e
f l e t c h i n g D C of t h e s h a f t , p l u s a n y m o d i f i e r s for t h e c o m p o n e n t s . arrows deal extra cold damage, c o n d e n s e d flame arrows
For e x a m p l e , a bone-shafted arrow w i t h a silver point, round d e a l fire d a m a g e , a n d c o n d e n s e d s h a d o w a r r o w s d e a l
f l e t c h i n g , a n d a s m a l l n o c k is D C 19 (base 1 3 , + 3 for s i l v e r p o i n t , m a g i c d a m a g e . N o s a v e is a l l o w e d to r e d u c e t h i s d a m a g e ,
+ 0 for r o u n d f l e t c h i n g , + 3 for s m a l l n o c k ) . S i n c e e a c h s u c c e s s f u l although energy resistance applies normally.
T r a d e S k i l l (fletching) c h e c k results i n the c r e a t i o n of five arrows, C o s t : 6 0 0 g p for f i v e a r r o w s .
t h e costs listed b e l o w r e f l e c t a p u r c h a s e o f f i v e f u l l sets o f
T r a d e S k i l l ( D C ) : Blacksmithing or fletching (45).
components.
F o r e x a m p l e , t h e m o s t b a s i c a r r o w uses a field p o i n t , w o o d s h a f t ,
r o u n d f l e t c h , a n d large n o c k . T h e t o t a l c o s t for t h e s e c o m p o n e n t s
is 2 5 c p , or 1 gp for 2 0 a r r o w s (as listed i n t h e E v e r Q u e s t : Player's
Handbook). T h e D C t o s u c c e s s f u l l y c o m b i n e t h e s e c o m p o n e n t s is
10, a n d failure m e a n s t h e i n g r e d i e n t s a r e w a s t e d .

Table 6-15: Arrows


Component Type Damage Bonus Magic Attack Attack Bonus Range Increment Cost DC
Shaft
onari
Wood +0 — — 5cp 10
Bone +1 — — — 15 gp 13
Ceramic +2 — — — 30 gp 16
Steel +3 — — — 5 0 gp 1?
Point
Steel — — — — Isp +0
Silver — silver — — 3gp +3
Velium — +1 — — 12 g P
+6
Acrylia — +5 — — 6 5 gp +14
r Iprfn inn

Round — — +0 5cp +0
Parabolic — — +1 — 2 0 gp +5
Shield — — + 2 — 35 gp +10

Large — — — +0 ft. 5cp +0


Medium — — — +10 Ft. 1
gp +1
Small — — — +20 ft. 3gp +3

218
Chapter Six: Trabe Skills

JetoeLcrapt Valuing Success anb Failure


I m a g e s of n o b i l i t y i n v a r i a b l y i n c l u d e j e w e l - e n c r u s t e d c r o w n s ,
g l i m m e r i n g n e c k l a c e s , a n d g o l d e n rings s t u d d e d w i t h m a g n i f i c e n t A f a i l e d s k i l l c h e c k w h e n o n e is c r e a t i n g m u n d a n e
gems. T h e master jewelers w h o serve the wealthy often b e c o m e jewelry m e a n s hours spent repolishing and resetting the
affluent t h e m s e l v e s , but t h e v e r y n a t u r e a n d e x p e n s e o f t h e i r g e m in h o p e s o f s a l v a g i n g a lesser w o r k . E a c h failure w i t h
p r o f e s s i o n m a k e s s u c h a r t i s a n s rare. M o s t o f t e n , a j e w e l c r a f t e r a g i v e n g e m d e c r e a s e s its resale v a l u e by 1 0 % . F a i l u r e
follows in t h e footsteps o f h i s a n c e s t o r s , w h o h a v e s e r v e d a r e g i o n ' s w i t h e n c h a n t e d m e t a l s y i e l d s g r a v e r results. M a g i c a l
r u l i n g class for g e n e r a t i o n s . T h e y a c q u i r e p r e c i o u s g e m s f r o m e n e r g i e s d a m a g e d or d e n a t u r e d by p o o r f a c e t i n g or
a d v e n t u r e r s or t h r o u g h m i n i n g a n d f a s h i o n t h e m i n t o e x q u i s i t e setting distort — a n d s o m e t i m e s e v e n c r a c k a n d thus
w o r k s o f art, w h i c h are t h e n sold to t h e few a f f l u e n t a r i s t o c r a t s destroy — the jewelry. T h e jeweler may recover 1 0 % of
w h o c a n afford t h e m . I n s u c h a l i m i t e d m a r k e t , a n e s t a b l i s h e d the gem's and metal's worth, and in s u c h a case n o
f a m i l y e n t e r p r i s e m a y s e r v i c e a h u n d r e d s q u a r e m i l e s or m o r e for s e c o n d a t t e m p t m a y be m a d e .
generations without competition. S u c c e s s w i t h m u n d a n e m a t e r i a l s adds to t h e c o m -
T h e well-informed k n o w that mystically i n c l i n e d jewelcrafters b i n e d v a l u e of t h e goods. T h e degree o f t h e s u c c e s s
surpass t h e i r m u n d a n e c o u n t e r p a r t s by e n c h a n t i n g t h e p r e c i o u s determines the quality of the craftsmanship and there-
m e t a l s i n v o l v e d i n t h e i r craft. S u c c e s s f u l results y i e l d jewelry fore t h e v a l u e a d d e d to t h e f i n a l p r o d u c t . T h e a d d e d
i m b u e d w i t h a v a r i e t y of e n h a n c e m e n t s , w h o s e m a g i c a l p r o p e r t i e s v a l u e e q u a l s a p e r c e n t a g e of t h e c o s t o f t h e goods e q u a l
are based u p o n t h e p a r t i c u l a r g e m s a n d p r e c i o u s m e t a l s the to t h e a m o u n t by w h i c h t h e j e w e l e r e x c e e d s t h e D C o f
j e w e l c r a f t e r uses. M o r e p r e c i o u s m e t a l s i n c r e a s e t h e d i f f i c u l t y i n t h e r o l l . F o r i n s t a n c e , if t h e v a l u e of t h e p r e c i o u s m e t a l
f a s h i o n i n g t h e j e w e l r y . T e c h n i q u e s for t h e rarer, m o r e e x p e n s i v e a n d g e m s used to c r e a t e a n o n m a g i c a l p i e c e o f j e w e l r y is
gems are less w e l l u n d e r s t o o d e v e n b y v e t e r a n s of t h e trade ( w h o 1 0 0 gp a n d t h e D C for t h e w h o l e p i e c e is 2 0 , t h e n a
o f t e n j e a l o u s l y guard w h a t t r i c k s a n d s e c r e t s t h e y d o u n c o v e r ) , so c h a r a c t e r w h o g e n e r a t e s a total of 25 w i l l add 5 % to t h e
m o r e p r e c i o u s gems m e a n m o r e c o m p l e x c r a f t i n g . T h e r e f o r e , v a l u e o f t h e i t e m a n d be a b l e to s e l l it for 105 gp to a
j e w e l c r a f t i n g e v e n at t h e a p p r e n t i c e l e v e l is f i n a n c i a l l y t a x i n g . discriminating customer.
F u r t h e r , o n l y e n c h a n t e r s c a n c a s t t h e s p e l l s n e c e s s a r y to i m b u e S u c c e s s f u l c r e a t i o n o f m a g i c a l j e w e l r y results i n i t e m s
the m e t a l s w i t h m a g i c , so m o s t a d v e n t u r e r s w h o m a s t e r j e w e l c r a f t w i t h m a r k e t p r i c e s as listed i n t h i s s e c t i o n of t h e trade
b e l o n g to t h a t class. skills.
J e w e l c r a f t p r o c e e d s i n t w o stages: T h e g e m is first c u t , f a c e t e d ,
a n d p o l i s h e d , t h e n is p l a c e d i n t o a s e t t i n g c o m p o s e d of p r e c i o u s
m e t a l s . T h e j e w e l e r m o s t e f f e c t i v e l y c a r r i e s o u t t h e first stages o f w o r k t o c u t , f a c e t , a n d p o l i s h a g i v e n g e m . I n t h e f i e l d , the a r t i s a n
j e w e l c r a f t in a w o r k s h o p . H e r e h e k e e p s h i s t u m b l e r , cutting r e q u i r e s m o r e t i m e , a n d relies o n h i s j e w e l e r ' s k i t — a s o m e w h a t
wheel, acids, and polishing implements. In optimal conditions, in portable case c o n t a i n i n g a loupe, special k n i v e s , a small tumbler,
a w o r k s h o p , a j e w e l e r r e q u i r e s f r o m t w o to t h r e e d a y s o f d e d i c a t e d a n d s e t t i n g tools.

219
EverQuest RPG: Gacne Master's GuiDe

Encbanteb Jewelry
N o t e v e r y s h i n y t r i n k e t p i c k e d o u t of a m o n s t e r ' s lair is s u i t a b l e Table 6-17: Gems
for j e w e l c r a f t . T h e f o l l o w i n g list i n c l u d e s a l l g e m s c u r r e n t l y Gem Cost
k n o w n to b e n e f i t f r o m e n c h a n t m e n t a n d j e w e l c r a f t . I n f o r m a t i o n
Amber 2 6 gp
is a r r a n g e d as f o l l o w s :
Amethyst 8 5 gp
M e t a l : O n l y silver, electrum, gold, p l a t i n u m , and v e l i u m that
Aquamarine 3sp
h a v e b e e n e n c h a n t e d w i t h t h e p r o p e r s p e l l by a n e n c h a n t e r m a y
be c r a f t e d i n t o a n i t e m t h a t w i l l p r o v i d e m a g i c a l b e n e f i t s t o a Azurite 7 5 gp
wearer. W i t h the e x c e p t i o n of v e l i u m , most major cities sell these Black pearl 210 gp
m e t a l s i n t h e f o r m of p u r i f i e d bars. O n l y t h e C o l d a i n d w a r v e s of Black sapphire 1,200 gp
T h u r g a d i n s e l l t h e p u r i f i e d f o r m of v e l i u m (as o p p o s e d to v e l i u m
Blue diamond 3 , 0 0 0 gp
o r e ) , a n d t h e y d o n o t s e l l it c h e a p l y . M e t a l p r i c e s are s h o w n i n
Bloodstone 5gp
T a b l e 6 - 1 6 , b e l o w . N o t e t h a t t h e s e p r i c e s are for a p u r e f o r m of t h e
m e t a l , so t h a t i n t h e i n s t a n c e o f a b a r o f g o l d , its w e i g h t " i n g o l d " Carnelian ?gp
m a y be less t h a n t h e gold p i e c e s s p e n t t o a c q u i r e it, but its p u r i t y Cat's eye agate 2gp
is top grade. G e m p r i c e s c a n be f o u n d o n T a b l e 6-17.
Chert 1
gp
W h i l e m u n d a n e jewelcrafting might involve multiple varieties Diamond 2 , 5 0 0 gp
o f g e m s set t o g e t h e r i n r i n g s , n e c k l a c e s a n d o t h e r j e w e l r y , t h e
Emerald 140 gp
n a t u r e o f e n c h a n t m e n t s l i m i t s m a g i c a l j e w e l r y to o n e g e m a n d
Fire emerald 8 5 0 gp
o n e bar of the appropriate m e t a l per piece.
A n y o f t h e j e w e l r y i n t h i s s e c t i o n m a y be c r e a t e d i n a n u m b e r Fire opal 5 5 0 gp

o f d i f f e r e n t forms, s u c h as rings, b r a c e l e t s , b r a c e r s , t i a r a s , e a r r i n g s , Garnet 4 5 gp


e t c . T h e f o r m of t h e i t e m is up to t h e j e w e l e r , b u t i n o r d e r to c o n f e r Gypsum 5sp
its m a g i c a l b o n u s e s to a w e a r e r , it m u s t fit i n o n e o f t h e f o l l o w i n g
Hematite 15 sp
slots: ear, finger, head, neck, or wrist.
Jade 3 7 gp
Effect: L i k e m o s t trade s k i l l i t e m s , j e w e l r y grants arcane
Jacinth ? 0 0 gp
b o n u s e s to t h e w e a r e r u n l e s s i n d i c a t e d o t h e r w i s e .
Jasper 8gp
M a r k e t P r i c e : T h i s r e p r e s e n t s t h e s e l l i n g p r i c e of t h e i t e m .
Lapis lazuli 1
gp
Malachite 5sp
Onyx 7gp
Opal 180 gp
Pearl 4 7 gp
Table 6-16: Precious Metal Prices Peridot 100 gp
Metal Price per Purified Bar Ruby 1,500 gp
Silver 5gp Sapphire 1,000 gp
Electrum 2 5 gp Star rose quartz 11 gp
Gold 100 gp Star ruby 7 0 0 gp
Platinum 1,000 gp Topaz 53 gp
Velium 2 , 5 0 0 gp Turquoise 'gp
Wolf's eye agate 2gp
Zircon 15 sp

Amber
D e s c r i p t i o n : A m b e r is a t r a n s l u c e n t fossil r e s i n o f v e g e t a b l e
Azurite
o r i g i n , u s u a l l y p a l e y e l l o w i n c o l o r b u t s o m e t i m e s t i n g e d r e d or
D e s c r i p t i o n : T h i s d e e p b l u e c r y s t a l e n a b l e s a w e a r e r to resist to
b r o w n . W h e n e n c h a n t e d , it a u g m e n t s t h e w e a r e r ' s s t r e n g t h .
most caustic fluids.
Metal Effect DC Market
Metal Effect DC Market Price
Price
Silver Acid save +1 10 100 gp
Silver +1 to Strength-based rolls 9 5 0 0 gp
Electrum Acid save +2 14 4 0 0 gp
Electrum Str +1 and +1 to Strength-based rolls 13 2250 gp
Gold Acid save +3 20 7 0 0 gp
Gold Str +2 1? 4 , 0 0 0 gp
Platinum Acid save +4 26 1,600 gp
Platinum Str +2 and +1 to Strength-based rolls 27 6,250 gp
Velium Acid save +5 32 3,21? gp
Velium Str +3 and +1 to Strength-based rolls 35 12^50 gp

Black Pearl
Amethyst D e s c r i p t i o n : A far rarer v e r s i o n of t h e c o m m o n p e a r l , t h e s e
D e s c r i p t i o n : T h i s purplish crystal gains the property of d a m p - g e m s greatly i n c r e a s e t h e w e a r e r ' s r e s i s t a n c e to p h y s i c a l i n j u r y .
e n i n g e l e c t r i c a l fields. DC Market Price
Metal Effect
Metal Effect DC Market DR 2/+1 16 1 4 , 0 0 0 gp
Silver
Price
Electrum DR 3/+1 22 4 2 , 5 0 0 gp
Silver Electricity save +1 10 112 gp 1 0 4 , 0 0 0 gp
Gold DR 4 / 2 + 28
Electrum Electricity save +2 14 4 0 0 gp 38 1 9 5 , 5 0 0 gp
Platinum DR 5/ 2 +

Gold Electricity save +3 20 ? 0 0 gp DR 6 / 3 48 3 4 2 , 0 0 0 gp


Velium +

Platinum Electricity save +4 26 1,600 gp


Velium Electricity save +5 32 331 g P

220
Chapter Six: T r a b e Skills

BLack Sapphire Chert


D e s c r i p t i o n : S o d e e p l y b l u e as to f o o l t h e e y e , b l a c k s a p p h i r e s D e s c r i p t i o n : O n e of t h e m a n y v a r i t i e s of q u a r t z , c h e r t s t a v e s off
i r o v i d e h e n e f i r s s i m i l a r r n iade i e w e l r v . : h e i l l effects o f a c i d .
Metal Effect DC Market Price Metal Effect DC Market Price
Silver +7 bonus hit points;+5 mana 11 3 , 4 0 0 gp Silver Acid resistance ( 2 ) 8 2 0 0 gp
Electrum +8 bonus hit points; +6 mana 17 3 , 8 0 0 gp Electrum Acid resistance (3) 12 3 0 0 gp
Gold +7 bonus hit points; +7 mana 25 4 , 2 0 0 gp Gold Acid resistance ( 4 ) 17 4 0 0 gp
Platinum +14 bonus hit points;+7 mana 33 5 , 6 0 0 gp Platinum Acid resistance ( 6 ) 22 1,251 gp
Velium +17 bonus hit points;+11 mana 41 3 7 , 2 0 0 gp Velium Acid resistance ( 8 ) 27 3,126 gp

Bloodstone diamond
D e s c r i p t i o n : A g r e e n i s h c h a l c e d o n y s p e c k l e d w i t h r e d spots o f D e s c r i p t i o n : Rare, translucent, a n d incredibly resilient, dia-
jasper, t h e b l o o d s t o n e i n c r e a s e s a c h a r a c t e r ' s r e s i l i e n c e . m o n d s f o r m a b u l w a r k a g a i n s t a l l m a n n e r o f m a g i c a l effects.
Metal Effect DC Market Price Metal Effect DC Market Price
Silver +1 to Constitution-based rolls n 5 0 0 gp Silver All resistances (2) 20 1,600 gp
Electrum Con +1 and +1 to Constitution-13 2,250 gp Electrum All resistances ( 4 ) 2b 3,200 gp
based rolls Gold All resistances ( 6 ) 32 4 , 8 0 0 gp
Gold Con +2 1? 4 , 0 0 0 gp Platinum All resistances ( 8 ) 40 6 , 4 0 0 gp
Platinum Con +2 and +1 to Constitution- 2 7 6 , 2 5 0 gp Velium All resistances (10) 48 8 , 0 0 0 gp
based rolls
Velium Con +3 and +1 to Constitution- 35 12,250 gp Emeralo
based rolls D e s c r i p t i o n : T h i s c l e a r , d e e p g r e e n v a r i e t y o f beryl w a r d s off
t h e d a m a g i n g effects o f fire.
BLueDiamonb Metal Effect DC Market Price

D e s c r i p t i o n : R e p r e s e n t i n g t h e greatest c h a l l e n g e to a j e w e l e r ' s Silver Fire save +1 10 181 gp


s k d l , t h e n i g h l e g e n d a r y b l u e d i a m o n d c o n f e r s u n p a r a l l e l e d resis- Electrum Fire save +2 14 4 0 0 gp
t a n c e to t h e d a n g e r s o f N o r r a t h a n d f u n c t i o n s as a c o n d u i t for t h e Gold Fire save +3 20 7 0 0 gp
flow o f m a n a .
Platinum Fire save +4 2b 1,600 gp
Metal Effect DC Market Price
Velium Fire save +5 32 3,300 qp
Silver All saves +2; mana +2 22 5 , 4 0 0 gp
Electrum All saves +3; mana +3 28 1 0 , 6 0 0 gp Fire EcneraLo
Gold All saves +4; mana +4 34 1 7 , 8 0 0 gp D e s c r i p t i o n : T h i s rare v a r i e t y o f e m e r a l d i m p r o v e s a t t a c k
Platinum All saves +5; mana +5 42 2 7 , 0 0 0 gp p r e c i s i o n for a n y m e l e e a t t a c k . T h e b o n u s e s a r e to a t t a c k a n d
Velium All saves +6; mana +6 50 3 6 2 , 2 0 0 gp d a m a e e rolls.
Metal Effect DC Market Price
Cornelian Silver +1 damage 12 1,000 gp
D e s c r i p t i o n : T h i s reddish variety o f c h a l c e d o n y bolsters t h e Electrum +1 damage; +1 attack 18 3 , 0 0 0 gp
wearer's reaction time. Gold +2 damage; +1 attack 24 6 , 0 0 0 gp
Metal Effect DC Market Price Platinum +2 damage; +2 attack 30 7 , 0 0 0 gp
Silver +1 bonus to initiative 8 5 0 gp Velium +3 damage; +3 attack 38 1 7 , 0 0 0 gp
Electrum +2 bonus to initiative 12 2 0 0 gp
Gold +3 bonus to initiative 18 4 5 0 gp Fire Opal
Platinum +4 bonus to initiative 24 1,261 gp D e s c r i p t i o n : T h e s e brilliant red gems greatly increase t h e
Velium +5 bonus to initiative 30 3,336 gp w e a r e r ' s d u r a b i l i t y . T h e A C c o m p o n e n t o f t h e s e i t e m s is c o n s i d -
ered a natural armor bonus, n o t a n a r c a n e bonus.
Cat's Eye Agate Metal Effect DC Market Price

D e s c r i p t i o n : V a r i e g a t e d i n c o l o r , a h a n d f u l o f agates m a y Silver +7 bonus hit points; +1 A C 11 4 , 4 0 0 gp


i n c l u d e j e t b l a c k , b r i l l i a n t g r e e n , a n d b l u e l a c e s t o n e s . T h e r e is n o Electrum +7 bonus hit points; +1 A C 16 4 , 8 0 0 gp
m i s t a k i n g t h e cat's eye form, w h i c h w h e n e n c h a n t e d gives t h e Gold +11 bonus hit points; +1 A C 22 5 , 2 0 0 gp
wearer a n air o f c h a r m a n d authority.
Platinum +14 bonus hit points; +2 A C 30 11,800 gp
Metal Effect DC Market Price
Velium +17 bonus hit points; +3 A C 38 5 3 , 0 0 0 gp
Silver +1 to Charisma-based rolls 7 5 0 0 gp
Electrum Cha +1 and +1 to Charisma- 13 2 , 2 5 0 gp Garnet
based rolls D e s c r i p t i o n : T h e s e o f t e n y e l l o w - r e d o r violet-red s t o n e s t u r n
Gold Cha+2 17 4 , 0 0 0 gp roars i n t o w h i s p e r s .
Platinum Cha +2 and +1 to Charisma- 27 6 , 2 5 0 gp Metal Effect DC Market Price
based rolls Silver Sonic save +1 10 100 gp
Velium Cha +3 and +1 to Charisma- 35 12,250 gp Electrum Sonic save +2 14 4 0 0 gp
based rolls Gold Sonic save +3 20 7 0 0 gp
Platinum Sonic save +4 2b 1,600 gp
Velium Sonic save +5 32 3,181 gp
EverQuest RPG: Game Master'sGuibe

Gypsucn Lapis Lazuli


Description: A crystal often found w i t h i n cavities of lime- D e s c r i p t i o n : T h i s d e e p b l u e m i n e r a l e n h a n c e s the body's
s t o n e , t h i s u s u a l l y t r a n s l u c e n t g e m k e e p s t h e b o d y s t i l l a n d safe r e s i s t a n c e to d i s e a s e .
f r o m t h e v i b r a t o r y effects of s o n i c a t t a c k s . Metal Effect DC Market Price
Metal Effect DC Market Price Silver Disease resistance (2) 8 2 0 0 gp
Silver Sonic resistance (2) 8 2 0 0 gp Electrum Disease resistance (3) 12 3 0 0 gp
Electrum Sonic resistance (3) 12 3 0 0 gp Gold Disease resistance ( 4 ) 17 4 0 0 gp
Gold Sonic resistance ( 4 ) 17 4 0 0 gp Platinum Disease resistance ( 6 ) 22 1,251 gp
Platinum Sonic resistance ( 6 ) 22 1,251 gp Velium Disease resistance ( 8 ) 27 3,126 gp
Velium Sonic resistance ( 8 ) 27 3,125 gp
Malachite
Hematite D e s c r i p t i o n : A g r e e n ore of c o p p e r , m a l a c h i t e offers p r o t e c t i o n
D e s c r i p t i o n : T h e p r i n c i p l e ore o f i r o n , h e m a t i t e a p p e a r s i n from poison w h e n e n c h a n t e d .
s t e e l gray a n d b l a c k c r y s t a l s or i n red e a r t h y masses. T h i s l a t t e r Metal Effect DC Market Price
f o r m w a r d s fire f r o m t h e w e a r e r w h e n e n c h a n t e d .
Silver Poison resistance (2) 8 2 0 0 gp
Metal Effect DC Market Price
Electrum Poison resistance (3) 12 3 0 0 gp
Silver Fire resistance (2) 8 2 0 0 gp Gold Poison resistance ( 4 ) 17 4 0 0 gp
Electrum Fire resistance (3) 12 3 0 0 gp
Platinum Poison resistance ( 6 ) 22 1,250 gp
Gold Fire resistance ( 4 ) 17 4 0 0 gp
Velium Poison resistance ( 8 ) 27 3,125 gp
Platinum Fire resistance ( 6 ) 22 1,252 gp
Velium Fire resistance ( 8 ) 27 3,127 gp Onyx
D e s c r i p t i o n : A black stone straight parallel bands of alternat-
Jacinth ing colors, o n y x increases the wearer's deftness.
D e s c r i p t i o n : R e g a r d e d by m a n y as a c r e a t i o n o f t h e gods, t h e s e Metal Effect DC Market Price
b l a c k gems s e e m to possess a c r i m s o n i n n e r l i g h t , a n d e v e n l a c k i n g Silver +1 to Dexterity-based rolls 7 5 0 0 gp
e n c h a n t m e n t s t h e y g i v e t h e i m p r e s s i o n of b e i n g m y s t i c a l l y e m -
Electrum Dex +1 and +1 to Dexterity- 13 2,250 gp
p o w e r e d . O n c e e n c h a n t e d , t h e y w a r d a g a i n s t m a g i c a l effects.
based rolls
Metal Effect DC Market Price
Gold Dex +2 IV 4 , 0 0 0 gp
Silver Magic save +1 10 1,131 gp
Platinum Dex +2 and +1 to Dexterity- 27 6 , 2 5 0 gp
Electrum Magic save +2 14 1,156 gp
based rolls
Gold Magic save +3 20 1,250 gp
Velium Dex +3 and +1 to Dexterity- 35 12,250 gp
Platinum Magic save +4 26 2,375 gp
based rolls
Velium Magic save +5 32 4 , 2 5 0 gp

Jaoe Opal
D e s c r i p t i o n : O p a l s appear in a variety of colors, the most
D e s c r i p t i o n : A d v e n t u r e r s prize j e w e l r y m a d e o f t h i s h i g h l y
i r i d e s c e n t o f w h i c h , w h e n e n c h a n t e d , g r a n t t h e w e a r e r a dodge
d e c o r a t i v e , u s u a l l y g r e e n i s h m i n e r a l , as it e n h a n c e s b o t h m a n a
b o n u s to A C ( n o t a n a r c a n e b o n u s , as for m o s t j e w e l r y ) .
pool a n d t e s i l i e n c e . B e n e f i t s are l i s t e d i n t h e o r d e r of b o n u s h i t
points/mana/AC. Metal Effect DC Market Price

Metal Effect Silver +1 A C vs. ranged attacks 11 1,000 gp


DC Market Price
Silver +1/+1/+0 11 1,400 gp Electrum +1 A C , +2 A C vs. ranged attacks 16 3 , 0 0 0 gp

Electrum +2/+2/+0 16 1,800 gp Gold +2 A C 22 4 , 0 0 0 gp

Gold +4/+3/+1 22 6 , 4 0 0 gp Platinum +2 A C , +3 AC vs. ranged attacks 3 0 5 , 0 0 0 gp


Platinum +5/+4/+1 30 6 , 8 0 0 gp Velium +3 A C 38 ? , 0 0 0 gp

Velium + 8/ 5/ 2
+ + 38 13,600 qp
Pearl
Jasper D e s c r i p t i o n : T h e s e t r e a s u r e d g e m s , f o u n d w i t h i n the s h e l l s of

D e s c r i p t i o n : T h e d u l l , r e d d i s h f o r m o f j a s p e r e n h a n c e s the c e r t a i n m o l l u s k s , p r o t e c t t h e w e a r e r f r o m t h e r a v a g e s of p o i s o n .
i n s i g h t of t h e w e a r e r . Metal Effect DC Market Price
Metal Effect DC Market Price Silver Poison save +1 10 100 gp
Silver +1 to Wisdom-based rolls ? 5 0 0 gp Electrum Poison save +2 14 4 0 0 gp
Electrum Wis +1 and +1 to Wisdom- 13 2,250 gp Gold Poison save +3 20 7 0 0 gp
based rolls Platinum Poison save +4 26 1,600 gp
Gold W i s +2 1? 4 , 0 0 0 gp Velium Poison save +5 32 3,183 gp
Platinum Wis +2 and +1 to Wisdom- 27 6 , 2 5 0 gp
based rolls Perioot

Velium Wis +3 and +1 to Wisdom- 35 12,250 gp D e s c r i p t i o n : T h i s translucent green gem protects the wearer
based rolls f r o m m a g i c a l c o l d effects.
Metal Effect DC Market Price
Silver Cold save +1 10 131 gp
Electrum Cold save +2 14 4 0 0 gp
Gold Cold save +3 20 ? 0 0 gp
Platinum Cold save +4 26 1,600 gp
Velium Cold save +5 32 3,250 qp

222
Chapter Six: Trat>e Skills

Ruby Topaz
D e s c r i p t i o n : T h e s e p r e c i o u s g e m s a l l o w c a s t e r s to p o w e r s p e l l s D e s c r i p t i o n : T h i s deep orange g e m i n h i b i t s t h e sptead o f
w i t h less m a n a . M a n a c o s t r e d u c t i o n effects c a n n e v e r r e d u c e t h e d i s e a s e a n d a l s o p r o v i d e s m o d e r a t e p r o t e c t i o n f r o m disease-based
cost o f c a s t i n g a s p e l l to b e l o w 1 m a n a . " S p e c i a l i z e d s p e l l s " refers attacks.
to s p e l l s t h a t b e l o n g to t h e s c h o o l ( s ) o f m a g i c for w h i c h t h e c a s t e r Metal Effect DC Market Price
h a s t h e S c h o o l S p e c i a l i z a t i o n feat.
Silver Disease save +1 10 100 gp
Metal Effect DC Market Price
Electrum Disease save +2 14 4 0 0 gp
Silver —1 mana for specialized spells 12 2 , 0 0 0 gp
Gold Disease save +3 20 ? 0 0 gp
Electrum - 2 mana for specialized spells 18 4 , 0 0 0 gp
Platinum Disease save + 4 26 1,600 gp
Gold - 2 mana for specialized spells. 24 7 , 0 0 0 gp
Velium Disease save +5 32 3,1?1 gp
-1 mana for all other spells
Platinum —3 mana for specialized spells. 32 3 0 , 0 0 0 gp Turquoise
—2 mana for all other spells D e s c r i p t i o n : T u r q u o i s e varies from sky blue to bluish-green
Velium - 4 mana for specialized spell. 40 5 ? , 0 0 0 gp a n d i n u r e s t h e w e a r e r to e x t r e m e s o f c o l d .

- 3 mana for all other spells Metal Effect DC Market Price


Silver Cold resistance ( 2 ) 8 2 0 0 gp
Sapphire Electrum Cold resistance ( 3 ) 12 3 0 0 gp
D e s c r i p t i o n : S p e l l c a s t e r s f a v o r t h e s e d e e p b l u e g e m s for t h e Gold Cold resistance ( 4 ) 17 4 0 0 gp
d e t e r m i n a t i o n a n d force o f will they l e n d , b o t h i n o v e r c o m i n g
Platinum Cold resistance ( 6 ) 22 1,251 gp
d i s t r a c t i o n s as t h e y c a s t s p e l l s a n d i n g i v i n g t h e i r d a m a g i n g s p e l l s
m o r e force. T h e " s a v e D C " b o n u s e s n o t e d b e l o w m o d i f y t h e s a v e Velium Cold resistance ( 8 ) 27 3,126 gp

D C s o f a l l t h e w e a r e r ' s e v o c a t i o n spells.
Metal Effect
WOLF'S Eye Agate
DC Market Price
D e s c r i p t i o n : T h e w o l f s e y e v a r i e t y o f agate diffuses p u r e l y
Silver +1 to Channeling checks; 11 3 , 0 2 0 gp
m a g i c a l effects targeted u p o n t h e w e a r e r .
+1 save DC
Metal Effect DC Market Price
Electrum +2 to Channeling checks; 16 3 , 0 8 0 gp
Silver Magic resistance ( 2 ) 8 2 0 0 gp
+1 save DC
Electrum Magic resistance ( 3 ) 12 3 0 0 gp
Gold +3 t o Channeling checks; 22 3,180 gp
Gold Magic resistance ( 4 ) 17 4 0 0 gp
+1 save DC
Platinum Magic resistance ( 6 ) 22 1,252 gp
Platinum + 4 t o Channeling checks; 29 ?,320 gp
Velium Magic resistance ( 8 ) 27 3,127 gp
+2 save DC
Velium +5 t o Channeling checks; 36 1 9 , 5 0 0 gp Zircon
+3 save DC D e s c r i p t i o n : T h i s b r o w n c r y s t a l is o f t e n m i x e d w i t h reds a n d
b l u e s a n d s e e m s to g r o u n d t h e w e a r e r a g a i n s t e l e c t r i c a l forces..
Star Rose Quartz Metal Effect DC Market Price
D e s c r i p t i o n : T h i s p i n k i s h v a r i e t y o f quartz c l a r i f i e s t h e w e a t e r ' s Silver E l e c t r i c i t y resistance ( 2 ) 8 2 0 0 gp
m i n d , speeding thought processes a n d e n h a n c i n g r e c o l l e c t i o n .
Electrum E l e c t r i c i t y resistance ( 3 ) 12 3 0 0 gp
Metal Effect DC Market Price
Gold E l e c t r i c i t y resistance ( 4 ) 17 4 0 0 gp
Silver +1 t o lntellig mce-based rolls 9 5 0 0 gp
Platinum E l e c t r i c i t y resistance ( 6 ) 22 1,251 gp
Electrum Int +1 and +1t o lntelligence- 13 2 , 2 5 0 gp
Velium E l e c t r i c i t y resistance ( 8 ) 27 3,126 gp
based rolls
Gold Int +2 17

Platinum Int +2 and + t o lntelligence- 2 7


4 , 0 0 0 gp
6,250 gp
Poison Making
T h e a s s a s s i n ' s b l a d e m a y d e a l t h e b l o w , b u t o f t e n it is n o t t h e
based rolls
b l a d e a l o n e t h a t f i n i s h e s a v i c t i m ' s life. E s c h e w e d by m a n y w h o
Velium Int +3 and + to Intelligence- 35 12,250 gp
d e e m its use d i s h o n o r a b l e , p o i s o n is r e g a r d e d by o t h e r s as s i m p l y
based rolls a n o t h e r tool, n o more disreputable t h a n the arrow or the blade
t h a t bears it. D e s p i t e t h e p r o t e s t a t i o n s o f o t h e r s , p o i s o n m a k e r s
Star Ruby b l i t h e l y p e r f e c t t h e i r craft, k n o w i n g t h e n a y s a y e r s w i l l m o s t o f t e n
D e s c r i p t i o n : G i v e n its effects, it's o b v i o u s w h y bards i n p a r - l o o k t h e o t h e r w a y . W h e n s u r v i v a l is at s t a k e , p r a c t i t i o n e r s
t i c u l a r s e e k o u t e n c h a n t e d v e r s i o n s o f t h i s v a r i e t y o f ruby. T h e m a i n t a i n , it's t i m e to o v e r l o o k s u c h f o n d s c r u p l e s .
bonuses noted below modify the save D C s o f the wearer's mind-
a f f e c t i n g songs and/or s p e l l s . Acquiring Poison Recipes
Metal Effect DC Market Price R o g u e guilds are the m a i n storehouses o f knowledge regarding
Silver +1 save DC f o r songs II 1,000 g p p o i s o n s , e s p e c i a l l y t h e r e c i p e s for t h e i r c r e a t i o n . F o r purposes ol
g a m e p l a y , t h e l e a d e r s o f t h e s e g u i l d s w i l l n o t s h a r e r e c i p e s for
Electrum +2 save DC f o r songs 16 4 , 0 0 0 gp
p o i s o n s w i t h a n y o n e w h o d o e s n o t h a v e a f a c t i o n r a n k o f at least
Gold +2 save DC f o r songs o r 22 5 , 0 0 0 gp +1 w i t h t h a t g u i l d . B e a r i n m i n d a l s o t h a t a n y g i v e n guild possesses
+1 f o r spells the recipes to a finite n u m b e r o f poisons. M o s t o f these are
Platinum +3 save DC f o r songs o r 29 1 3 , 0 0 0 gp probably c o m m o n ones, like spider v e n o m , but a n y given guild

+2 f o r spells c a n likely c l a i m proprietary knowledge o f a handful of poisons.


T h e s e special recipes w i l l o n l y be shared w i t h those most favored
Velium +4 save DC f o r songs o r 36 2 5 , 0 0 0 gp
by t h e g u i l d a n d w h o h a v e p e r f o r m e d great s e r v i c e s for its leaders.
+3 f o r spells F i n a l l y , it's u n l i k e l y t h a t a g u i l d w i l l s h a r e a l l o f e v e n its m o r e
c o m m o n r e c i p e s w i t h a n y o n e i n d i v i d u a l , h o w e v e r trusted. F u r -
t h e r , r e c i p e s w i l l b e s h a r e d o n l y as r e w a r d s for s e r v i c e s r e n d e r e d to
the guild.
EverQuest RPG: Game Master'sGuioe

Acquiring Poison Ingrebients H o w e v e r , by m e a n s o f a d d i n g a s u s p e n s i o n — a fluid t h a t


prevents the poison from clotting a n d losing potency over time —
A c q u i r i n g t h e n e c e s s a r y c o m p o n e n t s for p o i s o n m a k i n g is
a character skilled i n poison making c a n transform any poison
rarely easy. O f c o u r s e , it's g e n e r a l l y i l l e g a l , t o o , a s m o s t l a n d s
i n t o a n injury p o i s o n . S u s p e n s i o n s a l l o w t h e p o i s o n t o b o n d t o a
o f f i c i a l l y f o r b i d t h e use a n d sale o f p o i s o n . S o m e i n g r e d i e n t s are
w e a p o n , a n d d i f f e r e n t k i n d s o f p o i s o n s r e q u i r e o n e o f four g e n e r a l
b i o l o g i c a l c o m p o n e n t s o f p o i s o n o u s c r e a t u r e s , w h i c h m u s t be
types o f s u s p e n s i o n s t h a t are l i s t e d o n T a b l e 6 - 1 8 . U s u a l l y , a s m a l l
obtained from h a u n t e d mires, subterranean pits, a n d other d a n -
s a m p l e o f s u c h a l t e r e d p o i s o n is tested t o m a k e sure it a d h e r e s
gerous l o c a t i o n s . R o g u e g u i l d leaders o f t e n c o m m a n d young
p r o p e r l y t o a b l a d e , possesses t h e c o r r e c t c o l o r a n d s c e n t , a n d
a d v e n t u r e r s t o quest for p o i s o n i n g r e d i e n t s . S u c h g u i l d s p u r c h a s e
f u n c t i o n s i f tested u p o n a r a t o r o t h e r c r e a t u r e b r e d for t h i s
e x t r a p o i s o n s f r o m t h e i r m e m b e r s but p a y s c a n d a l o u s l y l o w p r i c e s
p u r p o s e . F a i l u r e m e a n s a w a s t e d effort a n d t h e loss o f t h e m a t e r i a l
for t h e m .
or c o m p o u n d .
W h i l e it's r e c o m m e n d e d t h a t p r a c t i t i o n e r s o f t h i s trade s k i l l b e
O n l y o n e T r a d e S k i l l ( m a k e poison) c h e c k against the D C of
r e q u i r e d to g a t h e r t h e i r o w n p o i s o n i n g r e d i e n t s , a G M m a y u n d e r
t h e p o i s o n is r e q u i r e d , w h e t h e r o r n o t t h e c h a r a c t e r m a k e s t h e
certain c i r c u m s t a n c e s allow a c h a r a c t e r to m a k e a K n o w l e d g e
p o i s o n i n its n a t u r a l f o r m o r i n t h e f o r m o f a s u s p e n s i o n t h a t c a n
(street smarts) c h e c k to locate potential c o n t a c t s , a n d t h e n t o
be a p p l i e d t o a b l a d e . A s e a c h c h e c k c r e a t e s 1 dose o f p o i s o n a n d
m a k e a G a t h e r I n f o r m a t i o n c h e c k to l o c a t e a s o u r c e o f i n g r e d i e n t s
b e c a u s e 1 dose is t h e m i n i m u m q u a n t i t y t h a t w i l l h a v e a n y effect,
for a p o i s o n . A s G a t h e r I n f o r m a t i o n is a C h a r i s m a - b a s e d s k i l l , t h e
it's i m p o s s i b l e for o n e T r a d e S k i l l ( m a k e p o i s o n ) c h e c k t o c r e a t e
c h e c k is m o d i f i e d by t h e c h a r a c t e r ' s s t a n d i n g w i t h t h e l o c a l
p o i s o n i n b o t h its n a t u r a l a n d s u s p e n d e d f o r m ( u n l e s s , o f c o u r s e ,
rogues' g u i l d . T h e p r i c e o f s u c h i n g r e d i e n t s is a l w a y s a t least h a l f
t h e n a t u r a l f o r m is also o f t h e injury v a r i e t y , i n w h i c h c a s e t h e
t h e m a r k e t p r i c e o f t h e p o i s o n itself, a n d m o r e o f t e n t h a n n o t t h e
n a t u r a l f o r m is t h e s u s p e n d e d f o r m ) .
c h e c k results o n l y i n t h e c h a r a c t e r ' s l o c a t i n g s o m e o n e else w h o is
a l s o w i l l i n g t o p a y for s u c h i n g r e d i e n t s . T h i s m i g h t m a k e t h e M o s t rogue guilds s u p p l y s u s p e n s i o n s for t h e i r m e m b e r s a n d
c h a r a c t e r ' s quest t o g a i n t h e c o m p o n e n t s m o r e p r o f i t a b l e , b u t it f r i e n d s i n r e t u r n for a l i t t l e g o l d . T h e c r e a t i o n o f v i a l s , h o w e v e r ,
doesn't help with creating the poison. they usually leave to t h e individual character. Store-bought
v a r i e t i e s a r e i n s u f f i c i e n t for t h e t r a n s p o r t o f s u c h l e t h a l c o n t e n t s
I n cases w h e r e a p o i s o n c o m p o n e n t is a c q u i r e d f r o m a m o n s t e r ,
a n d m a y raise s u s p i c i o n s , s o m o s t p o i s o n m a k e r s t e n d t o a c q u i r e
assume that e a c h slain creature has e n o u g h o f t h e necessary
e n o u g h s k i l l i n pottery to s u i t t h e i r n e e d s (see " P o t t e r y " , p. 2 2 8 ) .
m a t e r i a l for as m a n y as 6 d o s e s o f a p o i s o n . F o r i n s t a n c e , t h e w i n g s
o f a s i n g l e c h r o m o d r a c c o n t a i n e n o u g h i c h o r for 6 p o t e n t i a l doses O n c e a c h a r a c t e r uses a v i a l to s t o r e a p a r t i c u l a r t o x i n , t h a t v i a l
o f t w i s t i n g fugue. I f s u c h a m o n s t e r is s l a i n b y m e a n s t h a t m i g h t s h o u l d n o t b e used t o store o t h e r v a r i e t i e s u n t i l it is properly
d a m a g e t h e body p a r t i n q u e s t i o n ( e . g . a pox of Bertoxxulous spell cleaned. T h e mingling o f two poisons m a y be inconsequential,
c a s t u p o n t h e c h r o m o d r a c ) , t h e n o n l y 1 d 6 doses w o r t h o f m a t e r i a l b u t i n s o m e i n s t a n c e s t h e effects o f o n e c a n c e l t h e effects o f t h e
survive the attack. o t h e r , o r t h e c o m b i n a t i o n r e s u l t s i n a r e l e a s e o f l e t h a l vapors. A
c a r e f u l c h a r a c t e r w a s h e s a v i a l i n a w e a k a c i d s o l u t i o n before u s i n g
it t o store a n e w p o i s o n .
Perils O F Using Poison
A c h a r a c t e r h a s a 5 % c h a n c e to expose h i m s e l f t o a
p o i s o n w h e n e v e r h e a p p l i e s it t o a w e a p o n o r o t h e r w i s e
r e a d i e s it for use. A d d i t i o n a l l y , a c h a r a c t e r w h o r o l l s a 1 o n Table 6-18: Suspensions
a n a t t a c k roll w i t h a p o i s o n e d w e a p o n m u s t m a k e a R e f l e x
1 ype or iuspen:
sion Market r n c e (gp;
s a v e ( D C 1 5 ) or a c c i d e n t a l l y p o i s o n h i m s e l f w i t h t h e
Regular 6
weapon.
Constrict 11
Poison Immunities Larent 22
C r e a t u r e s w i t h n a t u r a l p o i s o n a t t a c k s are i m m u n e t o Ethereal 27
their o w n poison. N o n l i v i n g creatures a n d creatures w i t h -
out metabolisms are always i m m u n e to poison. O o z e s ,
p l a n t s , a n d c e r t a i n k i n d s o f o u t s i d e r s , for i n s t a n c e , a r e
Use O F Poison
i m m u n e to poison, a l t h o u g h c o n c e i v a b l y special poisons
D e t a i l s o n d e l i v e r i n g t h e four types o f p o i s o n a n d t h e d u r a t i o n
c o u l d be c o n c o c t e d t o h a r m t h e m .
of effectiveness are below.

Poison Resistance C o n t a c t : T h i s k i n d o f p o i s o n n e e d o n l y t o u c h t h e target i n order


to b e e f f e c t i v e . U s u a l l y f o u n d as a p o w d e r t h a t m a y b e s p r i n k l e d
P o i s o n r e s i s t a n c e h e l p s offset h i t p o i n t d a m a g e c a u s e by
o n s o m e t h i n g a n i n t e n d e d target m i g h t t o u c h , a c o n t a c t p o i s o n
p o i s o n s , b u t offers n o p r o t e c t i o n a g a i n s t p o i s o n s t h a t
c a n also b e a l i q u i d . I t r e m a i n s e f f e c t i v e for a n u m b e r o f h o u r s
cause ability damage or other forms o f damage. S e e t h e
equal to the creator's ranks i n T r a d e S k i l l ( m a k e poison). A l t e r -
" P o i s o n " special ability description i n t h e " I n t r o d u c t i o n "
n a t e l y , a c o n t a c t p o i s o n c a n be t h r o w n o r s p l a s h e d o n t o a target.
to Monsters of Norrath for d e t a i l s .
T h i s requires a ranged t o u c h attack.

Inhaled: T o b e e f f e c t i v e , t h i s k i n d o f p o i s o n m u s t be b r e a t h e d i n .
It's t h e r e f o r e o b v i o u s l y i n e f f e c t i v e a g a i n s t c r e a t u r e s t h a t d o n o t
Mixing Poisons breathe, although most s u c h creatures are i m m u n e to poisons i n
W h i l e t h e s p e c i f i c p r o c e s s v a r i e s d e p e n d i n g o n t h e factors a n y c a s e . A n i n h a l e d p o i s o n f o r m s a c l o u d t h a t r e m a i n s a c t i v e for
i n v o l v e d , c e r t a i n g e n e r a l steps p e r t a i n t o a l l a t t e m p t s t o m a k e 1 round per rank o f the creator's T r a d e S k i l l ( m a k e poison) skill.
poison. O n c e a character obtains the proper ingredients, h e H o w e v e r , e v e n a light w i n d w i l l reduce that duration to l d 4
crushes t h e m using a mortar a n d pestle or extracts the c o m p o n e n t r o u n d s a t m o s t . I n h a l e d p o i s o n s c a n n o t b e used e f f e c t i v e l y i n
f r o m s u r r o u n d i n g tissue, s u c h as r e m o v i n g v e n o m f r o m a s p i d e r ' s heavy winds.
poison sac, e t c . H e c o m b i n e s t h e ingredients, mindful o f t h e
T h e u s u a l m e a n s o f u s i n g i n h a l e d p o i s o n is as a g r e n a d e l i k e
quantities i n v o l v e d ; t o o m u c h or t o o little a n d t h e p o i s o n m a y
weapon. Treat this kind of attack as a n e x p l o d i n g m i s s i l e
lack potency or c o h e s i o n . T h e c h a r a c t e r t h e n drains the resulting
(EverQuest: Players Handbook, p. 3 8 2 ) w i t h a range i n c r e m e n t o f
product into a specially created vial. A t this point, the character
10 feet. E v e r y c r e a t u r e w i t h i n 5 feet o f t h e e x p l o s i o n is affected by
h a s c r e a t e d t h e p o i s o n i n its " n a t u r a l " f o r m as o n e t h a t ' s d e l i v e r e d
t h e p o i s o n . E a c h a d d i t i o n a l dose p a c k e d i n t o t h e s a m e m i s s i l e
by c o n t a c t , i n g e s t i o n , i n h a l a t i o n , o r i n j u r y . T h i s " n a t u r a l " f o r m o f
adds 1 foot t o t h i s r a d i u s , so 3 d o s e s w o u l d c r e a t e a 7-foot radius
t h e p o i s o n is t h e type listed o n T a b l e 6 - 1 9 .
c l o u d . C o m b i n i n g 8 or more doses creates a h e a v i e r grenade w i t h
o n l y a 5-foot r a n g e i n c r e m e n t . N o m o r e t h a n 15 doses m a y be

224
Chapter Six: Trafce Skills
c o m b i n e d , lest t h e g r e n a d e b e c o m e t o o u n w i e l d y t o t h r o w a n d , i n A n asterisk ( * ) i n d i c a t e s t h a t t h e p o i s o n affects o n l y undead
m o s t c a s e s , t o o d a n g e r o u s for t h e t h r o w e r . targets ( d e s p i t e s u c h c r e a t u r e s ' u s u a l i m m u n i t y to n o r m a l p o i -
Ingested: T h i s k i n d o f p o i s o n m u s t be s w a l l o w e d o r o t h e r w i s e sons).
i n s i n u a t e d i n t o a c r e a t u r e ' s d i g e s t i v e t r a c t i n o r d e r to b e e f f e c t i v e . I n i t i a l D a m a g e : T h i s entry indicates t h e damage a creature
Ingested poisons r e m a i n active for a n u m b e r o f h o u r s equal to t h e t a k e s i m m e d i a t e l y u p o n f a i l i n g its s a v i n g t h r o w a g a i n s t t h i s type
T r a d e S k i l l (make poison) ranks o f the creator. o f p o i s o n . A b i l i t y s c o r e d a m a g e is t e m p o r a r y u n l e s s m a r k e d w i t h
Injury: T o use m o s t p o i s o n s c o m b a t i v e l y , a c h a r a c t e r m u s t a d o u b l e a s t e r i s k ( * * ) , i n w h i c h c a s e t h e loss is p e r m a n e n t . S l o w
a p p l y a dose t o a w e a p o n t h a t c a n d r a w b l o o d ( i . e . b l u n t w e a p o n s p o i s o n s affect t h e target w i t h t h e i n d i c a t e d n u m b e r o f s l o w r a n k s ,
cannot deliver a n injury poison). Additionally, a skilled poison as p e r t h e EverQuest: Player's Handbook, page 1 8 2 , a n d blindness,
maker c a n transform a n y other type of poison into a n injury paralysis, o r slow effects g e n e r a l l y last for 2 d 6 m i n u t e s . D a m a g e
p o i s o n w i t h t h e use o f t h e p r o p e r s u s p e n s i o n ( s e e a b o v e ) . A p p l i - i n f l i c t e d o n a p e r - r o u n d basis c o n t i n u e s for a n u m b e r o f r o u n d s
c a t i o n of poison to a w e a p o n during c o m b a t requires a full-round e q u a l t o h a l f t h e s a v e D C o f t h e p o i s o n . Nauseated creatures are
action and provokes attacks o f opportunity. A character expect- unable to attack, cast spells, c o n c e n t r a t e o n spells, or d o a n y t h i n g
ing danger may prepare a blade beforehand. T h e poison remains else r e q u i r i n g a t t e n t i o n . T h e o n l y a c t i o n s u c h a c h a r a c t e r c a n
o n a b l a d e a n d e f f e c t i v e for 10 m i n u t e s p e r r a n k o f T r a d e S k i l l t a k e is a s i n g l e m o v e a c t i o n p e r r o u n d . T h i s n a u s e a persists for
(make poison). A vial c o n t a i n s e n o u g h p o i s o n to coat o n e I d 10 r o u n d s .
weapon, including a n arrowhead. A successful attack — that is, S e c o n d a r y D a m a g e : T h i s entry indicates the amount or k i n d
any attack that successfully deals damage — injects the poison of d a m a g e t h e c h a r a c t e r t a k e s 1 m i n u t e after b e i n g e x p o s e d , i f h e
i n t o t h e target. fails a s e c o n d s a v i n g t h r o w . Unconsciousness lasts for l d 3 h o u r s .
Blindness, paralysis, o r a r e s i s t a n c e p e n a l t y as s e c o n d a r y d a m a g e
The Poisons lasts for l d 6 h o u r s . D a m a g e m a r k e d w i t h a d o u b l e asterisk ( * * ) is

The following table summarizes t h e characteristics o f t h e p e r m a n e n t drain instead o f temporary damage. " C h a n n e l i n g "

poisons presented i n this chapter. T h e r e a f t e r , e a c h of the poisons i n d i c a t e s t h a t for t h e e n t i r e m i n u t e after a f a i l e d s a v e against t h e

is d e s c r i b e d i n d e t a i l , i n c l u d i n g i n f o r m a t i o n o n w h e r e t o f i n d t h e initial damage a spellcaster must make a C h a n n e l i n g c h e c k ( D C

required components. equals poison save D C ) e a c h r o u n d , w i t h a penalty to e a c h such


c h e c k equal to the a m o u n t o f initial damage sustained ( n o c h e c k s
T h e table h a s t h e following entries:
are r e q u i r e d i f t h e i n i t i a l s a v e w a s s u c c e s s f u l ) . S e c o n d a r y slow
T y p e : T h e poison's traditional method of delivery — by
r a n k s s t a c k w i t h a n y i n i t i a l s l o w r a n k s c a u s e d by t h e s a m e p o i s o n
ingestion, i n h a l a t i o n , injury, or c o n t a c t — a n d the D C needed to
dose.
save. N o t e that those w i t h t h e T r a d e S k i l l ( m a k e p o i s o n ) skill c a n
c r e a t e a n y o f t h e s e p o i s o n s as a n i n j u r y p o i s o n u s i n g a s u s p e n s i o n . P r i c e : T h e c o s t o f 1 dose ( o n e v i a l ) o f t h e p o i s o n . I t is n o t
p o s s i b l e to use o r a p p l y p o i s o n i n a n y q u a n t i t y s m a l l e r t h a n 1 dose.

TabLe 6-19: Poisons


Poison Type Initial Damage Secondary Damage Market Price
Rattlesnake poison I n j u r y DC 12 l d 4 hp/round None 6 5 gp
Basilisk fang I n j u r y DC 14 Paralysis None 8 0 0 gp
Crystal eritus I n j u r y DC 15 1d8 hp Channeling 2 2 5 gp
Desert tarantula venom I n j u r y DC 15 1d4 hp 1d4 hp 25 gp
Powdered banality I n j u r y DC 2 2 IdIO mana IdIO mana 75 g P

Amnesic lolium I n j u r y DC 2 7 3d10 hp See description 4 5 0 gp


Monk's hood aconite I n j u r y DC 2 8 1d6 S t r 2 d 6 Str 3 0 0 gp
Thoughtweave suspension I n j u r y DC 2 ? 4 d l 0 mana 11nt" 4 7 5 gp
Visceral r o t I n j u r y DC 3 0 1d6 hp/round 1d6 Dex** 7 5 0 gp
Temporal r o t I n j u r y DC 31* 6 d 1 0 hp None 1,100 g p
Mind melt I n j u r y DC 3 2 4 d 1 0 hp + channeling Channeling 8 5 0 gp
Crippling t i d e I n j u r y DC 3 4 2 d 6 Dex 3 d 6 Dex + 1d6 W i s 1,500 g p
Spirit of sloth I n j u r y DC 3 5 Slow ( 3 ) Paralysis 2 , 2 0 0 gp
Magician's bane I n j u r y DC 37 dlOO mana None 6 0 0 gp
I n f e r n o blood I n j u r y DC 3 ? 3 d 6 hp/round None 3,000 gp
Eyeburn solution Contact DC 13 Blindness None 5 0 gp
Lancer's grin Contact DC 16 1d4 Cha 1 Cha** 70 g P

Tooth rot Contact DC 2 3 * 4 d 6 hp None 210 gp


Shadowveil hemlock Contact DC 3 3 3 d 8 hp + blindness Blindness 5 0 0 gp
Sweet lathyrs Ingested DC 17 1d6 Dex 1d6 Int 35 g P

Essence o f susceptibility Ingested DC 3 6 1d6 Str + 1d6 Con All resistances (—5) 1,600 gp
Choking asmag Inhaled DC 2 0 Nausea None 6 0 gp
Lethargic bliss Inhaled DC 2 5 Slow ( 4 ) Slow (1d2) 150 gp
T w i s t i n g fugue Inhaled DC 3 8 Nausea (10 rounds) Paralysis 1,800 g p

' A f f e c t s only undead creatures


** Damage is permanent drain instead o f t e m p o r a r y damage.

225
EverQuest RPG: Game Master's Guioe

dealingdamage.Inspiteof.orperhapsduetoitsnauseatingstench, asmag
Poison Descriptions weed takes the place of tobacco in the pipes of fire goblins, w h o harvest
P o i s o n s are listed b e l o w i n a s c e n d i n g o r d e r o f t h e i r s a v e D C s . the weed in L a v a s t o r m M o u n t a i n s and the w a n e n s of Solusek's Eye.
Components Required: 2 pinches powdered asmag weed,
Rattlesnake Poison poison vial.
D e s c r i p t i o n : T h i s concentrated form of the rattlesnake's venom T r a d e Skill ( D C ) : Make poison (20)
worsens the wound into w h i c h it is introduced, damaging the flesh a n d
exacerbating the p a i n until the poison runs its course after 1 minute. Poiobereb Banality
C o m p o n e n t s R e q u i r e d : 2 rattlesnake poison glands, poison D e s c r i p t i o n : T h e b a r b a r i a n s of H a l a s k n o w t h a t g r i n d i n g t h e
vial, suspension. r o o t s of t h e y e l l o w j a s m i n e results i n a p o w d e r w i t h s e d a t i v e
T r a d e Skill ( D C ) : Make poison (12). p r o p e r t i e s , g e l s e m i u m . T h e rogues of t h e W h i t e R o s e take t h i s a
step f u r t h e r , i n c l u d i n g a p i n c h o f t h e f l o w e r ' s p e t a l d i p p e d in
Eyeburn Solution a l c o h o l a n d g r o u n d t o p o w d e r . T h e p r o d u c t n o t o n l y eases the
D e s c r i p t i o n : T h i s p o i s o n blurs t h e target's v i s i o n . C o y o t e t a i l is m i n d but d r a i n s t h e v i c t i m ' s m a n a .
an herb found most often in the wilds of W e s t K a r a n a . C o m p o n e n t s R e q u i r e d : 3 pinches gelsemium, 1 yellow jas-
C o m p o n e n t s R e q u i r e d : A s p poison gland, coyotetail, poison mine petal, poison vial.
vial. T r a d e Skill ( D C ) : M a k e poison (22).
T r a d e Skill ( D C ) : M a k e poison (13).
Tooth Rot
BasiliskFang D e s c r i p t i o n : N a m e d for t h e p e r m a n e n t d i s c o l o r a t i o n it c a u s e s
D e s c r i p t i o n : Basilisk fang inhibits the action of the leg muscles, l i v i n g t e e t h , t o o t h rot affects u n d e a d ( a n d d e a d f l e s h a n d b o n e ) far
slowing m o v e m e n t but dealingnodamage. T h e primary ingredient is not m o r e s e v e r e l y , d i s s o l v i n g b o n e s a n d m e l t i n g a w a y d e a d flesh a n d
a basilisk's fang itself, but the glands found along the side of its tongue. u n l i v i n g spirit. K i n g ' s t h o r n s o m e h o w s u r v i v e s i n t h e heated

C o m p o n e n t s R e q u i r e d : 2 basilisk tongues, poison vial, suspen- v e n t s of t h e S t e a m f o n t M o u n t a i n s , r e q u i r i n g s o m e f o r m of p r o t e c -


sion. t i o n for a n y s e e k i n g t o h a r v e s t its p e t a l s .

T r a d e Skill ( D C ) : M a k e poison (14). C o m p o n e n t s R e q u i r e d : 2 k i n g ' s t h o r n petals, p o i s o n v i a l .


T r a d e Skill ( D C ) : M a k e poison (23).
Crystal Eritus
D e s c r i p t i o n : C o m p o s e d of the dead marrow from ice-bone
Lethargic Bliss
s k e l e t o n s , c r y s t a l e r i t u s i n f l i c t s as i n i t i a l c o l d a g o n y , t h e n i n s p i r e s D e s c r i p t i o n : E v e r y step is f o r c e d labor for a n i n d i v i d u a l u n d e r
brief, r e v e r b e r a t i n g j o l t s o f p a i n i n t h e v i c t i m . t h e effects o f l e t h a r g i c bliss. T h e d r u g i n d u c e s a p l e a s a n t e u p h o r i a
C o m p o n e n t s R e q u i r e d : 2 crystallized marrow, poison vial, t h a t d e t a c h e s t h e m i n d f r o m t h e body. C h a r a c t e r s m a y find

suspension. w h o r e ' s b a n e i n c o o l , dry d u n g e o n s , u s u a l l y a m i d s t rot a n d d u n g .

T r a d e Skill ( D C ) : Make poison (15). C o m p o n e n t s R e q u i r e d : 2 pinches powdered whore's bane,


poison vial.
desert TarantuLa Venom T r a d e S k i l l ( D C ) : M a k e poison (25).

Description: Among t h e o l d e s t f o r m s o f p o i s o n are t h o s e


originating from the glands of v e n o m o u s a n i m a l s , especially the Amnesic Loliucn
giant insects a n d arachnids that populate N o r r a t h . Desert t a r a n - D e s c r i p t i o n : A p o t e n t t o x i n t h a t b l a c k e n s t h e f l e s h a r o u n d its
t u l a v e n o m c a u s e s c o n s i d e r a b l e p a i n its v i c t i m . T h e c o m p o n e n t s entry point, a m n e s i c lolium causes considerable pain and signifi-
m a y be r e m o v e d f r o m g i a n t desert t a r a n t u l a s f o u n d t h r o u g h o u t c a n t d a m a g e . Its n a m e c o m e s f r o m a p e c u l i a r side effect: a l t h o u g h
the deserts of A n t o n i c a a n d t h e w a s t e l a n d s o f O d u s a n d K u n a r k , t h e y r e m a i n fully a w a r e w h i l e t h e p o i s o n is p r e s e n t i n their
as l o n g as t h e v e n o m s a c s are n o t d a m a g e d d u r i n g t h e fight. s y s t e m s , v i c t i m s ' m e m o r y is affected o n c e t h e p o i s o n h a s r u n its
c o u r s e . S u b j e c t s w h o fail a s a v e against t h e s e c o n d a r y d a m a g e of
C o m p o n e n t s R e q u i r e d : 2 d e s e r t t a r a n t u l a v e n o m sacs, p o i s o n
t h e p o i s o n forget e v e r y t h i n g t h e y l e a r n e d i n t h e past l d 6 h o u r s ,
vial, suspension.
i n c l u d i n g s l o t t e d spells, t h e n a m e s of n e w f r i e n d s , t h e p a s s w o r d for
T r a d e Skill ( D C ) : M a k e poison (15).
re-entry at t h e c i t y gate — everything.

Lancer's Grin C o m p o n e n t s R e q u i r e d : 2 c l u m p s T a r e ' s l i c h e n , s n o w f a l l algae,


poison vial.
D e s c r i p t i o n : A p o i s o n far b e t t e r s u i t e d for r i d d i n g o n e s e l f o f
r o m a n t i c r i v a l s r a t h e r t h a n m o n s t e r s or b a t t l e f i e l d o p p o n e n t s , T r a d e Skill ( D C ) : M a k e poison ( 2 7 ) .
lancer's grin corrupts the v i c t i m in multiple ways. Boils erupt
across t h e body, w h i c h also b e g i n s to e m i t a foul o d o r as t h e v i c t i m Monk's Hoob Aconite
sweats profusely, a n d h i s b r e a t h t u r n s r a n k . Description: Monk'shoodaconitediminishesavictim'sstrength
C o m p o n e n t s R e q u i r e d : O r e spittle, undead s k e l e t o n b o n e s i g n i f i c a n t l y , b u t c o l l e c t i n g t h e i n g r e d i e n t s is t i m e c o n s u m i n g .
Solusek kobolds cultivate black henbane, and wolves' bane shows
dust, poison v i a l .
itself o n l y rarely i n S o u t h K a r a n a a n d L a k e R a t h e t e a r .
T r a d e Skill ( D C ) : M a k e poison (16).
C o m p o n e n t s R e q u i r e d : Black henbane, wolves' bane, poison
SioeetLathrys vial.

D e s c r i p t i o n : S w e e t lathrys induces mild vertigo in the v i c t i m , T r a d e Skill ( D C ) : M a k e poison (28).


c o n f u s i n g p e r c e p t i o n s a n d p r o d u c i n g i m b a l a n c e . It h a s a p l e a s a n t
o d o r a n d syrupy taste. Thoughttoeave Suspension
C o m p o n e n t s R e q u i r e d : G i a n t wasp sac, wooly spider v e n o m , D e s c r i p t i o n : T h i s p o i s o n briefly s t i l l s m e n t a l processes, c o n -
poison vial. f u s i n g t h e v i c t i m a n d d r a i n i n g h e r m a n a . T h e v e n o m sacs of
h e a r t s t i n g s c o r p i o n s — f o u n d in the F i e l d o f B o n e o n K u n a r k —
T r a d e Skill ( D C ) : M a k e poison (17)
c o m b i n e d w i t h s u c c u l e n t sap f r o m t h e c a c t u s c r e a t u r e s of the
O v e r t h e r e f u e l t h i s b a n e of spell casters.
Choking Ascnag
C o m p o n e n t s R e q u i r e d : 2 h e a r t s t i n g v e n o m sacs, 1 oz. s u c c u -
D e s c r i p t i o n : Rogues n a m e d c h o k i n g asmag not for its poisonous
lent sap, p o i s o n v i a l .
effect, but for its indescribable odor. N o t the poison of c h o i c e for
situations requiring stealth, some nonetheless enjoy its capacity for T r a d e S k i l l ( D C ) : M a k e poison ( 2 9 ) .

226
Visceral Rot T r a d e Skill ( D C ) : Make poison (32).
D e s c r i p t i o n : T h i s poison attacks the victim's musculature,
e a t i n g a w a y at t h e c o n n e c t i v e tissue t h a t a l l o w s coordinated ShaOotoveil Hemlock
m o v e m e n t . G r a v e m o l d grows u p o n c o r p o r e a l u n d e a d s u c h as D e s c r i p t i o n : U s a b l e i n liquid f o r m o r a s a b l i n d i n g p o w d e r ( c a l l e d
g h o u l s a n d z o m b i e s . D a r k - b o n e m a r r o w m u s t be c o a x e d f r o m t h e "cataract dust"), shadowveil h e m l o c k induces painful blindness
n e a r l y h o l l o w b o n e s of d a r k - b o n e s k e l e t o n s . U n v e r i f i e d r u m o r s l i k e n e d to h a v i n g fiery b r a n d s p l a n t e d in o n e ' s eyes. S o o t h e m l o c k
tell o f v i c t i m s s l a i n by t h i s p o i s o n r i s i n g f r o m t h e d e a d as g h o u l s . grows i n v o l c a n i c regions, a n d c o y o t e t a i l i n the p l a i n s of W e s t
C o m p o n e n t s R e q u i r e d : G r a v e m o l d , dark-bone marrow, poi- K a r a n a . T h e m u d d i t e s of the G o r g e of K i n g X o r b b do n o t give up
son vial, suspension. t h e i r s u b s t a n c e w i t h o u t a fight.
T r a d e Skill ( D C ) : Make poison (30). C o m p o n e n t s R e q u i r e d : Soot hemlock, coyotetail, muddite
mud, poison vial.
Temporal Rot T r a d e Skill ( D C ) : M a k e poison (33).
D e s c r i p t i o n : T h e bane of unlife, temporal rot actually stills the
energies that fuel undead creatures. King's thorn a n d wood roses grow in Crippling Tibe
the Steamfont M o u n t a i n s — k i n g ' s thorn in the scorching vents of the D e s c r i p t i o n : M a r k e d by a f l u s h i n g effect that slowly creeps across
mountains there and wood roses throughout d i e valleys. Spectral t h e body from t h e w o u n d o u t w a r d , c r i p p l i n g tide slows the t r a n s m i s -
essence is the barely visible ectoplasm left b e h i n d by slain specters. s i o n of n e r v e impulses f r o m b r a i n to m u s c l e s . T h e d e s i c c a t e d b r a i n
C o m p o n e n t s R e q u i r e d : King's thorn petal, spectral essence, m a t t e r of a n i m a t e d m u m m i e s a n d b r e w e d g n o m i s h spirits c o m b i n e
w o o d rose o i l , p o i s o n v i a l , e t h e r e a l s u s p e n s i o n . to f o r m t h i s p o t e n t t o x i n .
T r a d e Skill ( D C ) : M a k e poison (31). C o m p o n e n t s R e q u i r e d : M u m m y brain matter, g n o m i s h spir-
its, p o i s o n v i a l , s u s p e n s i o n .
Mint. Melt T r a d e s k i l l ( D C ) : M a k e poison ( 3 4 ) .
D e s c r i p t i o n : T h i s p o i s o n u n b a l a n c e s the body's e q u i l i b r i u m ,
forcing a single m a s s i v e , m u s c l e s p a s m , o f t e n e n o u g h to c r a c k t h e Spirit O F Sloth
v i c t i m ' s o w n bones. T h e spasm jolts t h e v i c t i m ' s m i n d as w e l l , D e s c r i p t i o n : T h i s insidious blend corrupts muscular control, ulti-
m a k i n g it n i g h impossible to c a s t spells for 2 full m i n u t e s . M o u n t mately resulting i n paralysis. D e a t h caps grow i n hot places under the
D e a t h salts originate as a byproduct of g o b l i n m i n i n g i n t u n n e l s earth, w h i l e the dangerous skorpiki dwell in a great c h a s m in the
b e n e a t h the F r o n t i e r M o u n t a i n s . T h e b o n e s of t h e spirocs, p o w e r f u l Overthere.
aviaks found o n islands in t h e T i m o r o u s D e e p , c o m p l e t e the recipe.
C o m p o n e n t s R e q u i r e d : 2 death caps, skorpiki v e n o m , poison
C o m p o n e n t s R e q u i r e d : M o u n t D e a t h salts, s p i r o c b o n e d u s t , vial, ethereal suspension.
poison vial, suspension.
T r a d e Skill ( D C ) : M a k e poison (35).

227
EverQuest RPG: Game Master'sGuioe

Essence O F Susceptibility
D e s c r i p t i o n : T h e pinnacle of nondamaging poisons, essence of
Pottery
s u s c e p t i b i l i t y n o t o n l y c r i p p l e s t h e v i c t i m , b u t a l s o i m p a i r s its A m o n g t h e m o s t a n c i e n t o f a l l trade s k i l l s , pottery's p r e s e n c e
ability to w i t h s t a n d magical damage. N o h o p e moss grows deep i n t h e w o r l d o f N o r r a t h is s u b t l e b u t p e r v a s i v e . V a s e s h o l d
w i t h i n the S w a m p o f N o H o p e o n the continent of K u n a r k . d e c o r a t i v e f l o w e r s a n d p o t p o u r r i t o s c e n t t h e air; large a m p h o r a e
S n o w c a p a m a n i t a mushrooms are also found i n K u n a r k , favoring store vast a m o u n t s o f w i n e , c o r n , o i l , a n d h o n e y ; s c r o l l cases
u n d e r w a t e r c a v e s e s p e c i a l l y n e a r t h e L a k e o f 111 O m e n . O n l y t h e p r o t e c t d e l i c a t e m a p s , messages, a n d spells; s t e i n s a r e filled w i t h
f l e s h o f u n d e a d w a r r i o r s f o u n d by n i g h t i n K i t h i c o r F o r e s t suffices a l e , h o w e v e r briefly; a n d f u n e r e a l u r n s c o n t a i n t h e a s h e s o f t h e
for t h e s h r i v e l e d f l e s h n e c e s s a r y to c o m p l e t e t h e r e c i p e . d e a d . P o t t e r y ' s uses t r a n s c e n d m e r e d e c o r a t i o n a n d storage; well-
f o r m e d p o t t e r y a l s o acts as a m e d i u m for c u l t u r a l e x p r e s s i o n . E a c h
C o m p o n e n t s R e q u i r e d : N o h o p e M o s s , s h r i v e l e d flesh, s n o w c a p
p i e c e g i v e s t h e artist a c h a n c e t o p r e s e n t h e r v i e w s o n h e r p e o p l e ,
amanita, poison vial.
h e r e n e m i e s , h e r h o m e , h e r p l e a s u r e s a n d h e r p a i n s , a n d few
T r a d e Skill ( D C ) : M a k e poison (36).
potters forsake s u c h a n o p p o r t u n i t y .

Magician's Bane E a c h r a c e possesses d i s t i n c t s t y l i s t i c p r e f e r e n c e s i n t h e c r e a t i o n


a n d d e c o r a t i o n o f p o t t e r y , w i t h i n d i v i d u a l artists p r o v i d i n g v a r i a -
D e s c r i p t i o n : T r u l y the bane of any spellcaster, magician's bane
t i o n s u p o n t h e g e n e r a l t h e m e . E r u d i t e s , for i n s t a n c e , obsess o v e r
d e p l e t e s h u g e r e s e r v e s o f m a n a f r o m t h e target's p o o l . I v o r y
t h e s e a a n d t h o s e w h o d a r e its d a n g e r s . T h e i r e l e g a n t l y crafted
p o p p i e s grow i n t h e r e g i o n s u r r o u n d i n g t h e e l v e n o u t p o s t o f
vases b e a r t h e m a r k s o f t h i s o b s e s s i o n , m a t c h e d o n l y by t h e i r
F i r i o n a V i e a n d o n the islands dotting Erud's C r o s s i n g . Frosty
s i m i l a r l y a b s t r a c t r e p r e s e n t a t i o n s o f t h e forces o f m a g i c . T e i r ' D a l
daturae flourish in the Dreadlands of K u n a r k .
p o t t e r y o f t e n i n c l u d e s d e c o r a t i o n s w i t h a s k e l e t a l motif, e n -
C o m p o n e n t s R e q u i r e d : I v o r y p o p p y , frosty d a t u r a , p o i s o n v i a l , h a n c e d by c r i m s o n glazes a n d a c t u a l p i e c e s o f b o n e . E v e n t h e
ethereal suspension. b r u t i s h ogres f o n d l y craft large, h e a v y p i e c e s d e p i c t i n g t h e d e -
T r a d e Skill ( D C ) : M a k e poison ( 3 7 ) . struction of enemies a n d the a c h i e v e m e n t s of their heroes.

Ttoisting Fugue From Wheel to Kiln


D e s c r i p t i o n : Pulsing headaches and vertiginous disorientation Pottery begins w i t h a l u m p of moist clay usually placed u p o n a
a c c o m p a n y exposure to this poison. C o l o r s blur a n d t h e slightest potter's w h e e l . A s t h e w h e e l t u r n s , t h e potter's h a n d s — o n e o n
motion induces nausea, hampering both combat a n d casting. t h e o u t s i d e edge o f t h e l u m p , t h e o t h e r i n t h e m i d d l e — s h a p e t h e
C r y s t a l n i g h t s h a d e g r o w s o n t h e b a n k s o f t h e L a k e o f 111 O m e n a n d vessel upward into the desired shape. O n c e the potter sculpts the
white hellbore along L a k e Rathetear. Ichor drawn from the veins v e s s e l t o h e r l i k i n g , s h e d e c o r a t e s i t , p l a c e s t h e p i e c e o n t o a firing
of chromodrac wings completes the recipe. s h e e t , a n d b a k e s it i n a k i l n . I f t h e p o t t e r s u c c e s s f u l l y squeezed o u t
C o m p o n e n t s R e q u i r e d : Crystal nightshade, white hellbore, all t h e a i r bubbles w i t h i n t h e clay, t h e c o n t a i n e r emerges in the
chromodrac wing, poison vial. d e s i r e d s h a p e . E v e n a s m a l l b u b b l e e x p a n d s u n d e r t h e h e a t o f the
T r a d e Skill ( D C ) : M a k e poison (38). o v e n , h o w e v e r , d e s t r o y i n g t h e p i e c e . U s u a l l y t h e potter c o a t s t h e
p i e c e i n a glaze t o w a t e r p r o o f it a n d e n h a n c e t h e c o l o r .
Inperno Bloob T h e p o t t e r d e c o r a t e s t h e p i e c e by c o n t r o l l i n g t h e s h a p e o f t h e
D e s c r i p t i o n : T h i s fast-acting poison dissolves flesh a n d c o n n e c t i v e pottery, applying pigment, a n d glazing t h e h a r d e n e d w h o l e . B y
tissue, liquefying the body from t h e inside. Blood thorn extract is i n c i s i n g t h e c l a y w i t h v a r i o u s tools, t h e p o t t e r c r e a t e s regular
obtained from t h e carnivorous plants of T r a k a n o n ' s T e e t h , w h i l e series o f m a r k s , p a t t e r n s a n d s h a p e s . D e s i g n s i m p r e s s e d i n t o t h e
emeraldberry cyanide comes from similar plants i n the E m e r a l d Jungle. clay from metal or clay stamps are neater in appearance; many
artists d e s i g n t h e i r o w n s t a m p s t o p e r s o n a l i z e t h e i r w o r k . P a r t i c u -
C o m p o n e n t s R e q u i r e d : Blood thorn extract, emeraldberry
l a r l y t a l e n t e d a r t i s a n s m a y s c u l p t figures a n d s c e n e s u p o n t h e i r
cyanide, poison vial, ethereal suspension
w o r k s , o f t e n u s i n g a c l a y - a n d - w a t e r m i x t u r e c a l l e d slip. T h e
T r a d e Skill ( D C ) : M a k e poison ( 3 9 ) .
p o t t e r m a y a p p l y p a i n t s after f i r i n g b u t p r i o r t o a d d i n g h e r c h o i c e
of c l e a r , o p a q u e , o r c o l o r e d glaze, a l l before f i n i s h i n g t h e p i e c e i n
a glost o v e n .

A d i s c e r n i n g e y e c a n p i c k o u t c l u e s as t o t h e o r i g i n o f a p i e c e
Anti-Toxin of p o t t e r y , i n c l u d i n g t h e r a c e a n d l o c a t i o n o f t h e p o t t e r a n d t h e
D e s c r i p t i o n : Poisons are c o m m o n i n the natural ( a n d m e a n i n g , if any, o f the designs u p o n t h e piece. T h e player makes
unnatural) world, from giant spiders r o a m i n g the a n A p p r a i s e c h e c k a g a i n s t a D C set by t h e G M . A h i g h l y stylized
C o m m o n l a n d s to v e n o m o u s d e n i z e n s r u m o r e d t o i n h a b i t p i e c e , r e c e n t l y m a d e a n d w h o l e , is m u c h e a s i e r to u n d e r s t a n d ( D C
t h e o u t e r p l a n e s . R o g u e g u i l d s , a p o t h e c a r i e s , priests o f 10) t h a n the a n c i e n t , b r o k e n shards of a plain bowl ( D C 3 5 ) .
R o d c e t N i f e , a n d others create anti-toxins to c o m b a t t h e C h a r a c t e r s w i t h at least 5 r a n k s i n T r a d e S k i l l (pottery) gains a +2
v i r u l e n t effects o f p o i s o n s . U n t i l t h e o n s e t o f s y m p t o m s , synergy b o n u s o n s u c h A p p r a i s e c h e c k s .
a c h a r a c t e r has n o w a y o f k n o w i n g if a p o i s o n has t a k e n
P o t t e r y m a y s e e m a trite p r a c t i c e for t h e t y p i c a l a d v e n t u r e r
h o l d , n o r h o w s t r o n g l y it h a s d o n e so. W i s e a d v e n t u r e r s
c o m p a r e d t o o t h e r s l i k e f l e t c h i n g o r b l a c k s m i t h i n g , b u t it is n o t
e i t h e r a d m i n i s t e r a n t i - t o x i n p r i o r t o b a t t l e o r t a k e it
w i t h o u t its uses, e s p e c i a l l y as a n a d j u n c t t o o t h e r trade skills.
q u i c k l y i f d a m a g e d by a v e n o m o u s c r e a t u r e .
R o g u e s interested i n studying t h e creation o f poison require
P o w e r s : If administered quickly, anti-toxins neutral- s p e c i a l v i a l s , as d o s h a m a n a l c h e m i s t s . S c r o l l s a r e v u l n e r a b l e to
ize p o i s o n i n t h e b l o o d s t r e a m a n d c o u n t e r a c t its effects. fire a n d t h e e l e m e n t s w i t h o u t s p e c i a l cases, a n d p a r t i c u l a r l y
A n t i - t o x i n grants the character a +5 m e t a b o l i c bonus o n s k i l l e d p o t t e r s c a n c r e a t e s e m i - m a g i c a l idols a n d c h a r m s a n d later
s a v i n g t h r o w s a g a i n s t p o i s o n for 6 h o u r s . I f a d m i n i s t e r e d e v e n m o r e p o w e r f u l m a g i c i t e m s . G e m p r i c e s for t h e s e i t e m s c a n
after t h e o n s e t o f s y m p t o m s , t h e c h a r a c t e r g a i n s t h e + 5 be f o u n d e a r l i e r i n t h i s c h a p t e r o n T a b l e 6 - 1 7 .
bonus o n a n y save against a poison's secondary damage.
M a r k e t p r i c e s for m o s t p o t t e r e d goods r e f l e c t o n l y t h e m o s t
M a r k e t P r i c e : 5 0 gp. basic craftsmanship. Products bearing decorations, sophisticated
C o m p o n e n t s R e q u i r e d : S p i d e r v e n o m sac, asp p o i s o n carvings, or c o m p l e x pigmentation m a y c o m m a n d t e n or more
gland, giant wasp sac, poison vial, suspension. times the price o f more m u n d a n e products.
T r a d e Skill ( D C ) : M a k e poison ( 2 4 ) .
Chapter Six: Trabe Skills

Jars T r a d e S k i l l ( D C ) : P o t t e r y ( 1 5 + 1/poison d o s e ) , or ( 1 6 + 6/
pint).
D e s c r i p t i o n : C o m m o n to e v e r y h o m e , c a s t l e , a n d t o w e r in
N o r r a t h , t h e s e b a s i c c o n t a i n e r s c a n h o l d e v e r y t h i n g f r o m f l o u r to
o i l to t h e p i c k l e d e y e b a l l s of s l a i n m o n s t e r s . Jars c o m e i n a l l
Ceramic Lining
s h a p e s , sizes, a n d d e s i g n s , u s u a l l y w i t h a l i d t h a t , if n e c e s - D e s c r i p t i o n : A d d i n g c e r a m i c l i n i n g to c e r t a i n p i e c e s p r i o r
sary, c a n be affixed a n d s e a l e d t o t h e j a r w i t h w a x . to f i r i n g g i v e s a d d e d d u r a b i l i t y a n d s h a p e to a p o t t e r ' s
S m a l l jars t y p i c a l l y h a v e a v o l u m e of a few o u n c e s to works.
a g a l l o n , m e d i u m j a r s up to 5 g a l l o n s , a n d great M a r k e t P r i c e : 1 sp.
vessels used to store c o r n a n d g r a i n m a y h o l d far W e i g h t : 0.5 lbs.
more. C o m p o n e n t s R e q u i r e d : 1 lb. of c l a y .
M a r k e t P r i c e : 4 to 1 9 c p ( s m a l l ) ; 2 t o 9 s p Am T r a d e S k i l l ( D C ) : Pottery ( 1 6 ) .
( m e d i u m ) ; 1 to 3 gp ( l a r g e ) .
Weight: 1-2 lbs. ( s m a l l ) ; 3 - 1 0 lbs. Moios
( m e d i u m ) ; 1 1 - 5 0 lbs. ( l a r g e ) D e s c r i p t i o n : B l a c k s m i t h s rely o n c e -
C o m p o n e n t s R e q u i r e d : 2 lbs. o f c l a y r a m i c m o l d s to s h a p e m o l t e n o r e for the
p e r g a l l o n of v o l u m e . creation of cast iron weapons, armor, and
T r a d e S k i l l ( D C ) : P o t t e r y ( 1 0 for tools. V a r i a b l e s d e p e n d o n the type o f
s m a l l , 12 for m e d i u m , 15 for l a r g e ) . m o l d c r e a t e d , w h e t h e r for a s h o v e l , a
k l o n g s w o r d , or a s u i t o f p l a t e a r m o r .
Bowls A M a r k e t P r i c e : 1 to 10 sp.
D e s c r i p t i o n : U r n s , ewers, vases, W e i g h t : 1-3 lbs.
cups, hand-washing basins, and C o m p o n e n t s R e q u i r e d : 2-5 lbs.
b o w l s for s o u p or fruit m a k e up of clay.
m o s t o f t h e potter's trade. T r a d e S k i l l ( D C ) : Pottery ( 1 7 ) .
M a r k e t P r i c e : 2 c p ( c u p ) to 8
sp (large b a s i n or v a s e ) . Potion Flask
W e i g h t : 0 . 5 - 5 lbs. D e s c r i p t i o n : S h a m a n s practic-
Components Required: I— i n g a l c h e m y r e q u i r e a sturdy vessel
2 lbs. of c l a y . i n w h i c h to k e e p t h e i r p o t i o n s .
T r a d e S k i l l ( D C ) : Pottery T h e s e s t o p p e r e d flasks safely r e -
(12). tain their contents until needed.
M a r k e t P r i c e : 1 gp.
Cooking Containers W e i g h t : 0.5 lbs.
D e s c r i p t i o n : T h e baker re- C o m p o n e n t s R e q u i r e d : 1 lb.
lies o n t i n s for m u f f i n s and of clay, ceramic lining.
pies, pots, skewers, cake
Trade Skill (DC): Pottery
rounds, and other crockery.
(18).
T h o s e w h o d o n o t c a r e to pay
a b l a c k s m i t h to m a k e more
Great Stein
durable metal versions save
Description: A practice long
t h e i r m o n e y by e m p l o y i n g a
h e l d s a c r e d by d w a r v e n c e l e b r a n t s ,
p o t t e r or f a s h i o n i n g t h e p i e c e s
themselves. t h e c r a f t i n g o f great s t e i n s h a s
s p r e a d a m o n g ogres a n d t r o l l s , w h o
M a r k e t P r i c e : 1 sp.
n o w c l a i m to h a v e c r e a t e d them
W e i g h t : 2 lbs. first. T h e great s t e i n is a stylized
C o m p o n e n t s R e q u i r e d : 2 lbs. v e r s i o n o f t h e s t a n d a r d t a n k a r d , ce-
of c l a y . ramic instead of wooden and
intricately c a r v e d — s o m e t i m e s e v e n
T r a d e S k i l l ( D C ) : Pottery ( 1 4 ) .
bejeweled — w i t h s y m b o l s a n d fig-
ures r e p r e s e n t i n g its o w n e r . N o two
Grenade
are a l i k e , a n d a potter m a y s p e n d a
D e s c r i p t i o n : T y p i c a l l y used to
w e e k or m o r e s c u l p t i n g t h e s t e i n to t h e
spread c o n t a c t p o i s o n or b u r n i n g o i l ,
wishes of the customer.
g r e n a d e s h a v e o t h e r uses as w e l l , s u e
M a r k e t P r i c e : 2 5 + gp.
as s p r e a d i n g a c i d o r h o l y w a t e r o r e v e n
W e i g h t : 3 - 8 lbs.
i n t h e c o n s t r u c t i o n of a s m o k e b o m b .
C o m p o n e n t s R e q u i r e d : 5-13 lbs. c l a y ,
T h e s e s e a l e d c o n t a i n e r s m u s t be r e s i l -
i e n t e n o u g h to w i t h s t a n d c a s u a l pressure ceramic lining, various decorative extras

or b u m p i n g yet d e l i c a t e e n o u g h to b r e a k (shells, jewels, etc.).


f a i t h f u l l y w h e n t h r o w n . T h e size of a p o i - T r a d e S k i l l ( D C ) : Pottery ( 1 9 ) .
s o n g r e n a d e c a n v a r y to a c c o m m o d a t e larger
doses o f p o i s o n , u p to a m a x i m u m of 15 doses. Scroll Case
S u c h a g r e n a d e w o u l d a l s o h o l d up to 2 p i n t s of D e s c r i p t i o n : S p e l l scrolls, maps, and anything
o t h e r l i q u i d s s u c h as p i t c h or a c i d . T h e c o n t e n t s else w r i t t e n o n v e l l u m or p a r c h m e n t r e q u i r e p r o t e c -
of t h e g r e n a d e m u s t be p l a c e d i n s i d e t h e g r e n a d e t i o n f r o m t h e e l e m e n t s . E s s e n t i a l l y c e r a m i c tubes w i t h
d u r i n g t h e c r e a t i o n p r o c e s s . It c a n n o t be a d d e d later tightly fitting caps, scroll cases (sometimes called scroll
M a r k e t P r i c e : 1 gp p e r dose, o r 7 gp p e r p i n t . t u b e s ) p e r f o r m j u s t t h a t duty.
W e i g h t : 0 . 5 - 2 lbs.
P o w e r s : Scroll-like items w i t h i n a scroll case receive a +10
C o m p o n e n t s R e q u i r e d : 1-3 lbs. o f c l a y , c e r a m i c l i n i n g , c o n c i r c u m s t a n c e b o n u s o n s a v i n g t h r o w s a g a i n s t effects s u c h as fire,
tents o f t h e g r e n a d e . dampness, and acid.

229
EverQuest RPG: Game Master's Guioe

Market Price: 2 gp. Caster Level: 3rd.


Weight: 1.5 lbs. Market Price: 2,700 gp.
Components Required: 2 lbs. o f clay, ceramic l i n i n g . Slot: Finger.
Trade Skill ( D C ) : Pottery ( 2 0 ) . Weight: — .
Components Required: Enchanted clay, pearl, vial of viscous
Poison Vials mana.
Description: Practitioners o f the poison m a k i n g trade require T r a d e Skill ( D C ) : Pottery ( 3 0 ) .
specifically designed vials w i t h i n w h i c h to store their creations.
Such a vial holds roughly an ounce of liquid and include stoppers Green Ceramic BanO
to l i m i t spillage. A n y o f these vial types w i l l suffice to safely h o l d Powers: Three times per day, a cleric w h o wears this r i n g may
poisons, but the higher quality vials grant circumstance save invoke a power identical to the strike spell as if cast by a 3rd-level
bonuses w h e n the vial is threatened. Lined vials are glazed, w i t h caster.
an extra sheathe o f t h i n l i n i n g (strangely enough, this is some-
Activation: Spell Trigger (cleric).
times made from the resilient skin o f zombies) to prevent seepage.
T h e y grant the vial a +3 circumstance bonus o n saves. Sealed vials Caster L e v e l : 3rd.
include waxed l o c k i n g stoppers that are essentially tamperproof Market Price: 2,700 gp.
and spillproof, granting the vial a +6 circumstance bonus o n saves. Slot: Finger.
Market Price: 8 sp (regular), 2 gp ( l i n e d ) , 4 gp (sealed). Weight: — .
Weight: 0.25 lbs. Components Required: Enchanted clay, emerald, vial of cloudy
Components Required: 0.5 l b . o f clay (regular), plus ceramic mana.
l i n i n g ( l i n e d ) , plus wax (sealed). Trade Skill ( D C ) : Pottery ( 3 0 ) .
T r a d e Skill ( D C ) : Pottery (15, regular; 18, lined; 2 1 , sealed).
ReO Ceramic BanO
Magic Pottery Powers: Three times per day, a wizard w h o wears this ring may
invoke a power identical to the shock of fire spell as if cast by a 3rd-
Skilled potters can create lesser magical items, g i v e n properly level caster.
enchanted materials to w o r k w i t h , as well as small idols c o l l o q u i -
Activation: Spell Trigger (wizard).
ally referred to as "deities."
Caster Level: 3rd.
Deities: These items grant bonuses of one k i n d or another to
Market Price: 5,400 gp.
their possessor, but these bonuses have n o type and thus stack w i t h
all other bonuses. However, these bonuses are conferred o n l y to Slot: Finger.
a true worshipper of the deity to w h o m the idol is consecrated. A Weight: — .
deity need be merely carried by the owner i n order to grant the Components Required: Enchanted clay, fire opal, vial of
bonus, requiring n o specific slot, as d o most magic items. H o w - cloudy mana.
ever, a character may gain the benefits of only one deity at a t i m e . Trade Skill ( D C ) : Pottery ( 3 2 ) .
T h e y are often w o r n strung around the neck, but they do n o t
interfere w i t h the magic o f any other necklace w h e n w o r n i n this Small Protection Deity
way.
Description: Fashioned i n the image o f the customer's d i v i n e
patron, a small protection deity grants a slight blessing o f protection
to the wearer.
EnchanteOCLay Powers: +2 hp.
T h i s substance is created by means of the 2nd-level Market Price: 420 gp.
enchanter spell enchant clay (p. 2 3 8 ) . Slot: N o n e .
Weight: 0.5 lbs.
LiquiO M a n a Components Required: Enchanted clay, carnelian.
Viscous mana and cloudy mana are created by means o f new Trade Skill ( D C ) : Pottery ( 2 6 ) .
enchanter spells described at the end o f this chapter. See
also the "Mana Potions" sidebar (p. 215). Small Resisting Deity
Description: Inscribed w i t h paeans to Rodcet Nife to ward
against the power o f Bertoxxulous, this idol offers worshippers of
Black Ceramic B a n c Rodcet N i f e m i l d protection against disease and poison.
Powers: Three times per day, a necromancer w h o wears this Powers: Disease resistance ( 1 ) , poison resistance ( 1 ) .
r i n g may i n v o k e a power identical to the lifetap spell as i f cast by Market Price: 220 gp.
a 3rd-level caster.
Slot: N o n e .
Activation: Spell Trigger (necromancer).
Weight: 0.5 lbs.
Caster Level: 3rd.
Components Required: Enchanted clay, w o l f s eye agate.
Market Price: 2,700 gp.
Trade Skill ( D C ) : Pottery ( 2 5 ) .
Slot: Finger.
Weight: — . Small WisOom Deity
Components Required: Enchanted clay, peridot, vial of cloudy Description: Shaped to resemble the recipient's deity or that
mana. deity's ( u n ) h o l y symbol, the small wisdom deity grants a d i v i n e
Trade Skill ( D C ) : Pottery ( 3 0 ) . spellcaster a m i n o r blessing. Sands o f Ro are extremely rare and
valuable gold-flecked pockets o f earth found o n l y i n the Desert of
Blue C e r a m i c BanO Ro. Rumored to be the pulverized debris o f Takish-Hiz temples,
Powers:. Three times per day, an enchanter w h o wears this r i n g sands o f Ro retain a slight vestige o f some former power.
may invoke a power identical to the shallow breath spell as i f cast Powers: W i s + 1 .
by a 3rd-level caster. Market Price: 1,100 gp.
Activation: Spell Trigger (enchanter). Slot: N o n e .
Chapter Six: Trade Skills

W e i g h t : 0.5 lbs. " S i l k , " it is s a i d , " t u r n s t a i l o r s i n t o m e r c h a n t s . " A c r o s s N o r r a t h ,


C o m p o n e n t s R e q u i r e d : E n c h a n t e d clay, sands o f R o . g i a n t s p i d e r s a n d s i m i l a r b e a s t s fall t o t h e b l a d e s o f s i l k h a r v e s t e r s .
T h e t a i l o r w e a v e s s m a l l l e n g t h s o f s u c h s i l k i n t o t h r e a d , a n d larger
T r a d e S k i l l ( D C ) : Pottery ( 2 9 ) .
l e n g t h s i n t o s w a t c h e s . T h e s e t w o p r o d u c t s a r e t h e base e l e m e n t s
White Ceramic Ba no for n u m e r o u s t a i l o r e d goods, i n c l u d i n g c e r t a i n e x q u i s i t e g a r m e n t s
favored b y the affluent.
P o w e r s : T h r e e t i m e s p e r day, a d r u i d , m a g i c i a n , o r s h a m a n w h o
w e a r s t h i s r i n g m a y i n v o k e a p o w e r i d e n t i c a l t o t h e burst of flame
s p e l l as i f c a s t by a 3 r d - l e v e l c a s t e r . TheCostoFTailoring Failure
A c t i v a t i o n : Spell Trigger (druid, magician, s h a m a n ) . A t a i l o r w h o fails a T r a d e S k i l l ( t a i l o r i n g ) c h e c k loses h a l f
Caster L e v e l : 3rd. t h e c o m p o n e n t s i n v o l v e d , u n l e s s h e w a s a t t e m p t i n g to m a k e
M a r k e t P r i c e : 2 , 7 0 0 gp. a n y o f t h e n o n - r o p e i t e m s o n T a b l e 6-20: B a s i c T a i l o r i n g —
for t h e s e b a s i c i t e m s , failure results i n t h e c o m p l e t e loss o f a l l
Slot: Finger.
c o m p o n e n t s . M a n y t a i l o r e d a r m o r s r e q u i r e goods f r o m a
Weight: — .
b l a c k s m i t h ' s forge o r a b r e w e r ' s b a r r e l . S e e t h e a p p r o p r i a t e
C o m p o n e n t s R e q u i r e d : E n c h a n t e d c l a y , o p a l , v i a l o f viscous s e c t i o n s for d e t a i l s o n t h e s e i t e m s .
mana.
N o t e t h a t a t a i l o r m a y n e v e r t a k e 10 w h e n a t t e m p t i n g t o
T r a d e S k i l l ( D C ) : Pottery ( 3 0 ) .
craft magic items.

TaiLoring
Most sentient races c l o t h e themselves a c c o r d i n g to the needs
o f c u l t u r e a n d c l i m a t e , w h e t h e r i n m a n g y furs r e n t f r o m t h e f l e s h
TaiLoring Magic Items
o f f a l l e n prey or t h e r i c h l y d y e d silks o f n o b l e f i n e r y . T h e c o n s t a n t
n e e d for n e w attire g i v e n c h a n g i n g f a s h i o n s m e a n s p r o f i t a b l e Arctic Wyvern-Hibe Armor
l i v e l i h o o d s for tailors s k i l l e d a n d a w a r e e n o u g h t o p r o v i d e for D e s c r i p t i o n : A r c t i c wyverns' scaled hides allow t h e m to w i t h -
society's d e m a n d s . Master tailors e x p a n d t h e bounds of their s t a n d t h e frigid c l i m a t e o f C o b a l t S c a r . I f p r o p e r l y t a i l o r e d , a r m o r
profession to i n c l u d e special c o n t a i n e r s a n d e x o t i c a n d e v e n p r o d u c e d f r o m t h e i r h i d e s offers s i g n i f i c a n t r e s i s t a n c e a g a i n s t
magical apparel. cold-based attacks a n d other benefits.
T a i l o r s produce most of their products from tanned cattle hides P o w e r s : T h i s a r m o r o f w y v e r n - h i d e w i t h v e l i u m s t u d d i n g is t h e
or m a n u f a c t u r e d c l o t h s , b u t wolf, b e a r , a n d great c a t h i d e s a n d e q u i v a l e n t o f + 5 hide armor w i t h t h e spell resistance [cold] 15 a b i l i t y .
e v e n t h e s i l k o f g i a n t a r a c h n i d s a l s o f i n d use i n t a i l o r e d goods. It also g r a n t s its w e a r e r a +1 b o n u s o n s a v i n g t h r o w s against t h e
B l e m i s h e s a n d tears r e d u c e t h e w o r t h a n d u s e f u l n e s s o f a h i d e . breath weapons of dragons a n d their k i n a n d a + 2 bonus o n
T a i l o r s classify h i d e s as h i g h q u a l i t y , m e d i u m q u a l i t y , l o w q u a l i t y , F o r t i t u d e s a v e s t o a v o i d t h e effects o f s e v e r e c o l d w e a t h e r .
or r u i n e d , a n d p a y h u n t e r s a c c o r d i n g l y . Superior hides may Arctic Wyvern-Hide A r m o r ( A C +8, max D e x +4, check - 2 ;
r e p l a c e i n f e r i o r h i d e s i n a g i v e n r e c i p e , b u t n o t v i c e v e r s a (e.g., a h a r d n e s s 8, 11 h p , B r e a k D C 2 4 )
h i g h q u a l i t y s k i n m a y b e used t o f a s h i o n a b e l t p o u c h , b u t a r u i n e d
Str +3, D e x +3, W i s +3.
bear pelt is i n s u f f i c i e n t for t a i l o r i n g a b a c k p a c k ) .
Bonus type: N o n e .
Animal skins undergo the
lengthy process o f t a n n i n g before
they are fit for t a i l o r i n g , a process
that c o n v e r t s t h e h i d e i n t o l e a t h e r
a n d protects t h e s k i n f r o m s h r i n k - Table 6-20: BasicTailoring
age a n d decay. C u r i n g takes p l a c e Item Components DC Market Price
almost i m m e d i a t e l y f o l l o w i n g r e -
Backpack Hemp c o r d , high-quality hide 10 9P
m o v a l o f t h e h i d e . O n e m e t h o d is
2

to salt t h e h i d e t h e n pile it w i t h Bedroll Hemp c o r d , 2 canvas yards, 1 low-quality hide 8 Isp


m a n y o t h e r s k i n s . O v e r a course o f Belt pouch Hemp c o r d , low-quality hide 8 1
9P
a m o n t h , t h e h i d e s absorb t h e salt Canvas y a r d (sq. yd.) 2 0 hemp plants 7 Isp
thoroughly. A less t i m e - c o n s u m -
Cloth armor 2 c o t t o n bolts, 1 canvas y a r d , 2 silk cords 10 5gp
ing m e t h o d i n v o l v e s s o a k i n g t h e
C o r d , hemp (3 f t . ) 5 hemp plants 6 3cp
h i d e s i n vats o f brine, w h i c h c o m -
pletely c u r e s a s k i n w i t h a day. C o r d , silk (3 f t . ) 3 silk threads ? 2gp

T h e tanner t h e n soaks the hides Cotton bolt (sq. yd.) 5 0 c o t t o n plants 7 5s P

i n w a t e r for s e v e r a l d a y s to r i d t h e Hide armor 12 ruined hides o r 8 low-quality hides, 5 hemp cords 10 15 gp


s k i n s o f e x c e s s fat, dirt, b l o o d , salt Leather armor 5 medium-quality hides 10 10 gp
a n d debris. S h e m e t i c u l o u s l y r e -
Leather padding Hemp c o r d , low-quality hide 7 5sp
moves hair and remaining patches
Linen bolt (sq. yd.) 5 0 flax plants 7 4gp
of fat w i t h a d u l l k n i f e i n a p r o c e s s
k n o w n as s c u d d i n g . T h e a c t u a l Raw silk armor 2 0 silk swatches, dyes (optional) 14 5 0 0 gp
t a n n i n g process consists o f h a n g - Rope, silk ( 5 0 f t . ) 2 0 silk cords 10 10 gp
ing h i d e s i n large vats c o n t a i n i n g Rope, hemp ( 5 0 f t . ) 3 0 hemp cords 8 1
gp
tannin, a natural product occur-
Sack Hemp c o r d , ruined hide 8 Isp
r i n g i n t h e b a r k , l e a v e s , a n d fruit
of various trees. ( S e e " T h e B r e w e r Silk bandage 2 silk threads 7 7sp
a n d T a n n i n g A g e n t s , " page 2 1 6 ) . Silk swatch (0.5 sq. yds.) 10 spiderling webs 7 5gp
A tanner hardens some pieces, Silk thread ( 1 0 0 f t . ) 2 spiderling webs 5 2sp
s u c h as l e a t h e r b r e a s t p l a t e s , by
Spell component pouch Silk c o r d , high-quality hide 11 5gp
boiling them i n oil. T a i l o r s serv-
Studded leather armor 5 medium-quality hides, 3 0 metal studs 11 25 g
ing t h e w e a l t h y may finish the P

s k i n by a d d i n g dyes, glazes, o i l s , Tent 2 hemp ropes, 5 hemp cords, 3 canvas yards ? 10 gp


waxes, or pigments appealing to Waterskin Silk c o r d , medium-quality hide ? 'gp
the b u y e r .

*M f 231
EverQuest RPG: Gacne Master'sGuioe

C a s t e r L e v e l : 15th. C u r e d S i l k A r m o r ( A C + 3 , m a x D e x + 9 , c h e c k + 0 ; h a r d n e s s 1,
M a r k e t P r i c e : 6 5 , 9 1 5 gp. 3 hp, Break D C 22)
Slot: Body. Bonus type: N o n e .
W e i g h t : 10 lhs. C a s t e r L e v e l : 3rd.

C o m p o n e n t s R e q u i r e d : 2 high-quality arctic w y v e r n hides, 5 M a r k e t P r i c e : 1,650 gp.

s i l k c o r d s , 10 flasks o f c o b a l t c o d o i l , 3 5 v e l i u m studs. Slot: Body.

Trade Skill ( D C ) : Tailoring (41). W e i g h t : 3 lbs.

C o m p o n e n t s R e q u i r e d : 20 silk swatches, 3 silk thread, 20


Bearskin Potion Bag heady kiolas, dyes ( o p t i o n a l ) .
D e s c r i p t i o n : T h e S h a m a n s of Justice discovered the process o f Trade Skill ( D C ) : Tailoring (17).
c o m b i n i n g a n d c o n d e n s i n g single doses o f a l c h e m i c a l potions
i n t o a flask-sized, m u l t i - d o s e c o n c o c t i o n . O v e r t i m e t h e p r a c t i c e Fleeting Quiver
spread to the s h a m a n s o f o t h e r races, t h o u g h the essential ingre-
D e s c r i p t i o n : A c c o m p l i s h e d tailors d e m a n d h i g h p r i c e s for
d i e n t s r e m a i n t h e s a m e . T h e t a i l o r l i n e s a t a n n e d p o r t i o n of grizzly
these quivers, a n d w i t h good reason. T h e difference between
b e a r s k i n w i t h w o l f gut, a n d b i n d s t h e w h o l e w i t h a s i l k c o r d .
t h e s e a n d m u n d a n e q u i v e r s is t h a t a r r o w s s e e m t o leap f r o m t h e
P o w e r s : A s h a m a n m a y p o u r u p t o 1 0 doses o f a s i n g l e type o f fleeting quiver i n t o h i s w a i t i n g f i n g e r t i p s , s i g n i f i c a n t l y e n h a n c i n g
p o t i o n i n t o t h e bag a n d s t e e p t h e b u n d l e i n h o t w a t e r for r o u g h l y h i s r a t e o f fire. N o t s u r p r i s i n g l y , t h e p r o c e s s o f c r e a t i n g s u c h a n
10 m i n u t e s p e r dose. T h e p r o c e s s r e d u c e s t h e v o l u m e o f t h e i t e m is f r a u g h t w i t h d i f f i c u l t y . It b e g i n s w i t h t h e u n b l e m i s h e d s k i n
p o t i o n s to t h a t of a s i n g l e d o s e , a l t h o u g h t h e r e s u l t i n g b r e w is n o w of a h i g h l a n d lion from the plains of N o r t h K a r a n a . After curing
h i g h l y c o n c e n t r a t e d : it s t i l l h a s as m a n y d o s e s as it d i d a t t h e t h e beast's h i d e , t h e t a i l o r s o a k s it i n a v a t o f w a t e r a n d distilled
beginning o f the process. mana for a f u l l w e e k . T h e t a i l o r t a n s t h e h i d e , t h e n c o a t s t h e
Activation: Spell Trigger (shaman). l e a t h e r i n a v i a k - e g g o i l to restore p l i a b i l i t y . T h e t a i l o r b r u s h e s t h e

Caster Level: 2nd. r e s i d u a l distilled mana o n t o a griffon's f e a t h e r a n d sews it i n t o t h e


inner lining o f the newly sewn quiver.
M a r k e t P r i c e : 1 5 0 gp.
Powers: A n user g a i n s a n a d d i t i o n a l r a n g e d a t t a c k every
Slot: Miscellaneous.
s e c o n d r o u n d w h e n u s i n g a b o w , as i f u n d e r a h a s t e ( 4 ) effect. H e
W e i g h t : 1 lb.
does n o t g a i n a n y o f t h e o t h e r b e n e f i t s o f h a s t e .
C o m p o n e n t s R e q u i r e d : H i g h - q u a l i t y grizzly b e a r h i d e , w o l f
B o n u s type: A l l = h a s t e .
gut, s i l k c o r d .
Caster Level: 6th.
Trade Skill ( D C ) : Tailoring (17).
M a r k e t P r i c e : 6 , 5 0 0 gp.
BLackPantherskin Armor Slot: Miscellaneous.

D e s c r i p t i o n : T h e panthers of the W a k e n i n g L a n d s h u n t w i t h W e i g h t : 1 lb.


u n m a t c h e d s t e a l t h a n d f e r o c i t y , able t o a m b u s h t h e i r p r e y f r o m C o m p o n e n t s R e q u i r e d : A v i a k - e g g oil, griffon feather, high-
s c a n t c o v e r or t h e tops of trees w i t h e q u a l e a s e . S t r o n g a n d s u p p l e , q u a l i t y h i g h l a n d l i o n s k i n , s i l k t h r e a d , v i a l of distilled mana.
this armor c o m b i n e s moderate p h y s i c a l protection w i t h e n h a n c e - T r a d e Skill ( D C ) : Tailoring (30).
m e n t s favorable to beastlords a n d m o n k s .
P o w e r s : T h i s a r m o r is t h e e q u i v a l e n t o f + 3 raw silk armor. I t GooBoots
also g r a n t s its w e a r e r a + 5 b o n u s o n C l i m b , S a f e F a l l , a n d S n e a k D e s c r i p t i o n : T h e s e o d d boots e n a b l e t h e w e a r e r t o pass o v e r
c h e c k s , as w e l l as t h e D o d g e feat. I f t h e w e a r e r a l r e a d y possesses s t o n e floors a n d d r i e d l e a v e s i n s i l e n c e , m u f f l i n g a n y s o u n d s
t h i s feat, s h e m a y use it a g a i n s t t w o o p p o n e n t s e a c h r o u n d . p r o d u c e d u n d e r f o o t . T h e soles a l s o s i n k i n t o n o o k s a n d c r a n n i e s ,
F u r t h e r , a m o n k w h o w e a r s t h i s a r m o r is c o n s i d e r e d t o be 5 l e v e l s g i v i n g g r e a t e r p u r c h a s e o n tree l i m b s o r c l i f f faces. C r e a t i o n
h i g h e r for t h e p u r p o s e o f d e t e r m i n i n g h e r m y s t i c s t r i k e a b i l i t y . r e q u i r e s t h e t a i l o r t o c o l l e c t i n e r t goo f r o m a s l a i n s l i m e or j e l l y o f
Black Pantherskin A r m o r ( A C +5, m a x D e x +9, check + 0 ; t h e sort o f t e n s e e n i n t h e C i t y o f M i s t a n d e l s e w h e r e . A d d i n g p i x i e
hardness 3, 5 hp, Break D C 2 2 ) d u s t r e d u c e s t h e goo's c a u s t i c i t y a n d e n h a n c e s t h e s t e a l t h effect.
Str + 3 , D e x +3, C o n + 3 , sonic resistance ( 4 ) , sonic save +1. P o w e r s : T h e boots grant t h e wearer a + 4 bonus o n S n e a k
Bonus type: N o n e . c h e c k s a n d +2 bonus o n C l i m b c h e c k s .

Caster Level: 9th. B o n u s types: S k i l l s = a r c a n e .

M a r k e t P r i c e : 6 8 , 1 5 0 gp. Caster Level: 2nd.

Slot: Body. M a r k e t P r i c e : 5 0 0 gp.

W e i g h t : 3 lbs. Slot: Feet.

C o m p o n e n t s R e q u i r e d : 3 black panther hides, 6 silk cords, 25 W e i g h t : 3 lbs.


enchanted velium bonings, 10 flasks o f e n c h a n t e d y e w l e a f C o m p o n e n t s R e q u i r e d : 2 lbs. o f goo, 2 h i g h - q u a l i t y pelts, p i x i e
tannin. dust.
T r a d e Skill ( D C ) : Tailoring (39). Trade Skill ( D C ) : Tailoring (22).

CureO Silk Armor Haze Panther Armor


D e s c r i p t i o n : M o r e resilient t h a n raw silk, this a r m o r provides D e s c r i p t i o n : P r i z e d as m u c h for its rarity as for t h e benefits it
a n e x t r a degree of d u r a b i l i t y for t h o s e t h a t are o f t e n i n h a r m ' s w a y c o n v e y s , t h i s a r m o r d i s t o r t s t h e i m a g e o f its w e a r e r , a l l o w i n g a
yet w h o r e q u i r e l i g h t , f l e x i b l e g a r m e n t s . M o s t prefer c u r e d s i l k wearer to b l e n d i n t o t h e most unsuitable e n v i r o n m e n t s . Its
o v e r r a w ; s h r i n k a g e m e a n s a t i g h t , f o r m - f i t t i n g , but h i g h l y e l a s t i c mystical properties significantly e m p o w e r the wearer and provide
outfit that allows the range o f m o t i o n r e q u i r e d for o p t i m a l a measure o f resistance against m a n y sources of h a r m .
performance. T h e tailor must procure heady kiolas — a t a n n i n g P o w e r s : T h i s a r m o r is t h e e q u i v a l e n t o f + 4 leather armor. I t also
agent brewed from k i o l a nut sap — a n d t h e n tan the silk m u c h like g r a n t s its w e a r e r a + 7 b o n u s o n H i d e a n d S n e a k c h e c k s , as w e l l as
s h e w o u l d t a n a h i d e ( t h u s " c u r e d " s i l k is s o m e t h i n g o f a m i s n o - h a l f - c o n c e a l m e n t , so t h a t t h e r e is a 2 0 % c h a n c e t h a t a n y d i r e c t
m e r ) . T h e process increases the difficulty o f w e a v i n g the silk i n t o a t t a c k m i s s e s t h e w e a r e r e v e n if t h e a t t a c k roll was s u c c e s s f u l . ( S e e
f a b r i c , b u t for a c a p a b l e t a i l o r t h e p r o c e s s is w o r t h t h e profit. " C o n c e a l m e n t " i n t h e EverQuest: Player's Handbook, p. 3 6 8 , for
P o w e r s : T h i s a r m o r f u n c t i o n s as + J raw silk. more details.)
Chapter Six: Trabe Skills

Haze Panther A r m o r ( A C + 6 , max Dex +6, check +0; hardness M a r k e t P r i c e : 73,810 gp.
6, 7 h p , Break D C 24) S l o t : Body.
Str +4, Dex +6, C o n + 3 , all resistances ( 2 ) . W e i g h t : 2 lbs.
Bonus type: N o n e . C o m p o n e n t s R e q u i r e d : 12 p l a t i n u m threads (see t e x t ) , 20
Caster L e v e l : 18th. swatches o f ice burrower silk, 12 vials of purified mana.
M a r k e t Price: 71,660 gp. T r a d e S k i l l ( D C ) : T a i l o r i n g (42).
Slot: Body.
W e i g h t : 5 lbs.
ReinForceo Acrylia Armor
Components R e q u i r e d : 3 high-quality haze panther skins, 25 D e s c r i p t i o n : Composed exclusively from items found o n L u c l i n ,
this armor presents a tremendous challenge for even a master
velium bonings, 10 flasks o f yew leaf t a n n i n .
tailor. T h e few suits currently i n existence command a heavy price
T r a d e S k i l l ( D C ) : T a i l o r i n g (45)
due to the mystical enhancements the armor provides.
Ice Borrower Silk Armor Powers: T h i s armor is the equivalent o f +4 studded leather
armor.
D e s c r i p t i o n : O n l y the most ambitious tailors pursue the m i g h t y
ice burrowers i n search o f their silk. Found only i n the W e s t e r n Reinforced A c r y l i a A r m o r ( A C +7, max Dex +5, check +0;
Wastes of Velious, these giant worms seriously challenge even the hardness 6, 10 hp, Break D C 23)
most stalwart o f adventurers. O n c e suffused w i t h purifiedmana and Str + 3 , C o n + 3 , W i s +2.
properly woven, this armor acts as a magical conduit, e n l i g h t e n - Bonus type: N o n e .
ing the wearer and focusing the flow o f arcane energies. T h e Caster L e v e l : 12th.
p l a t i n u m threads used to craft this item are products of the M a r k e t P r i c e : 44,175 gp.
C o l d a i n dwarves and are sold only i n their cities for 800 gp each. Slot: Body.
Powers: T h i s armor is the equivalent o f + 3 rawsilkarmor. I t also W e i g h t : 10 lbs.
grants its wearer a +2 bonus o n C h a n n e l i n g checks.
Components R e q u i r e d : 30 acrylia studs, 10 flawless rockhopper
Ice Burrower Silk A r m o r ( A C +5, max Dex + 9 , check +0;
hides, 5 silk cords, 10 paeala bark t a n n i n .
hardness 3, 5 hp, Break D C 22)
T r a d e S k i l l ( D C ) : T a i l o r i n g (39).
Dex + 3 , I n t +4, C h a +3, h p + 4 , mana + 4 , cold resistance ( 3 ) ,
cold save + 1 . StuOOeO Tigerraptor Armor
Bonus type: N o n e .
D e s c r i p t i o n : T h e ferocious tigerraptors o f the W a k e n i n g Lands
Caster L e v e l : 12th. b l e n d i n perfectly w i t h the foliage of their h u n t i n g grounds. T h e
EverQuestRPG: Game Master's Guioe
a r m o r ' s m y s t i c a l e n h a n c e m e n t s e a s i l y justify t h e c h a n g e f r o m
m o r e p r o t e c t i v e c o v e r i n g s s u c h as c h a i n m a i l or e v e n p l a t e a r m o r s .
P o w e r s : T h i s a r m o r is t h e e q u i v a l e n t o f + 4 studded leather Table 6-21: Tinkering Ingrebients
armor. It also g r a n t s a + 5 b o n u s o n H i d e a n d S n e a k c h e c k s i n t a l l Ingredient Average Price Location
grass o r o v e r g r o w n t e r r a i n . Acrylia o r e N/a Mountains of Luclin's dark side
Studded Tigerraptor A r m o r ( A C +7, max Dex +5, check +0; Aqualung 2 , 0 0 0 gp Tinkered
h a r d n e s s 6, 10 h p , B r e a k D C 2 3 )
Barrel 2gp Standard vendor
Str +2, D e x +2, C o n + 3 , W i s + 3 , electricity resistance ( 4 ) ,
Bat w i n g N/a Bats
electricity save +1.
Belt of leathery
B o n u s type: N o n e .
fungus flesh N/a Patog Phlarg fiends
C a s t e r L e v e l : 12th.
Block of living granite N/a Geonids
M a r k e t P r i c e : 6 4 , 6 7 5 gp.
Bottle 2cp Common vendors or p o t t e r s
Slot: Body.
Ceramic-lined still 3 0 gp Geerlok family
W e i g h t : 12 lbs.
C o m p o n e n t s R e q u i r e d : 3 high-quality tigerraptor hides, 1 0 Chitterlmg barb N/a Chitterlings

drake-egg o i l , 50 v e l i u m s t u d s . Cogs 100 gp T i n k e r i n g vendors

Trade Skill ( D C ) : Tailoring (42). Cork lep T i n k e r i n g vendors


Cured leather tubing 8gp A k ' A n o n , Geerlok family
Wu's Fighting Apparel Darkclaw claw N/a Saurak darkclaws
D e s c r i p t i o n : M a s t e r W u ' s m e t h o d for m a g i c a l l y enhancing
Faun hoof N/a Fauns
s i l k a r m o r s r e p r e s e n t s a m a j o r shift for t h e a d v a n c e d t a i l o r f r o m
Fine coral mesh 1,000 gp T i n k e r i n g vendors
t h e m u n d a n e t o t h e q u a s i - m a g i c a l . T h e p r o c e s s is e x p e n s i v e ,
r e q u i r i n g the s e r v i c e s o f a n e n c h a n t e r a n d a b r e w e r , a c o n s i d e r - Firewater N/a Gnomish vendors or brewers
able a m o u n t of s i l k , a n d a greater l i g h t s t o n e o f t h e sort f o u n d o n Gears 7 0 gp T i n k e r i n g vendors
s l a i n will-o'-wisps. M o n k s a n d b e a s t l o r d s o f t e n sell t h e i r s e r v i c e s Gem s e t t e r parts 30 gp Geerlok family
i n h o p e s of a c q u i r i n g t h e w e a l t h n e e d e d t o afford s u c h a r m o r .
Glob of tar N/a T a r goos
P o w e r s : T h i s + 2 raw silk armor grants its w e a r e r t h e m y s t i c
Gnomish bolts 3 0 gp T i n k e r i n g vendors
strike a b i l i t y o f a 5 t h - l e v e l m o n k ; a m o n k w h o w e a r s t h i s a r m o r is
c o n s i d e r e d to be 5 l e v e l s h i g h e r for t h e p u r p o s e o f d e t e r m i n i n g h e r Grease 2 0 gp T i n k e r i n g vendors
m y s t i c s t r i k e a b i l i t y . T h e a p p a r e l also g r a n t s its w e a r e r use of t h e Haze panther eye N/a Haze panthers
D o d g e feat. I f the w e a r e r a l r e a d y possesses t h i s feat, s h e m a y use Holgresh wing N/a Holgreshes
it against t w o o p p o n e n t s e a c h r o u n d .
Lantern (hooded) gp 7
Common vendor
Wu's Fighting Apparel ( A C +4, max D e x +9, check +0;
Lime-coated meshing 7 5 0 gp T i n k e r i n g vendors
h a r d n e s s 2, 4 h p , B r e a k D C 2 2 )
Mana battery (class 1) 4 5 g p A k ' A n o n , Iceclad outpost
Caster Level: 6th.
Mana battery (class 2 ) 7 0 gp A k ' A n o n , Iceclad outpost
M a r k e t P r i c e : 5,900 gp.
Mana battery (class 3) 125 gp A k ' A n o n , Iceclad outpost
Slot: Body.
Mana battery (class 4 ) 1 8 0 gp A k ' A n o n , Iceclad outpost
W e i g h t : 1 lb.
Mana battery (class 5 ) 2 5 0 gp A k ' A n o n , Iceclad outpost
C o m p o n e n t s R e q u i r e d : 2 0 s i l k s w a t c h e s , 5 0 h e a d y k i o l a s , 12
v i a l s of viscous m a n a , 1 g r e a t e r l i g h t s t o n e ( s e e t e x t ) . M e t a l fastening 8 0 gp T i n k e r i n g vendors

Trade Skill ( D C ) : Tailoring (25). Metal rod 6 0 gp Tinkering vendors or blacksmiths


M e t a l shaft 3gp T i n k e r i n g vendors
Metal t w i n e 10 gp T i n k e r i n g vendors
Tinkering
Planing tool 8 0 gp Fletcher vendor or blacksmith
G n o m e s c o n s i d e r t i n k e r i n g t o be b o t h t h e greatest e n d e a v o r
Rat ear N/a Large or giant rats
a n d t h e greatest a c h i e v e m e n t o f t h e i r r a c e . O t h e r r a c e s c o n s i d e r
t i n k e r i n g just o n e m o r e r e a s o n t o k e e p t h e i r eyes o n g n o m e s . Reflective shard 120 gp T i n k e r i n g vendors

T i n k e r i n g is t h e a p p l i c a t i o n o f g n o m i s h s c i e n c e i n t h e e n g i n e e r - Sensate Reishi lens N/a Sensate Reishi


ing of a variety o f m e c h a n i c a l products. G n o m e s interested i n Sewing c o n t r a p t i o n
p u r s u i n g t i n k e r i n g s e r v e as a p p r e n t i c e s t o a m a s t e r for u p t o 3 parts 3 0 gp Geerlok family
years. T h i s a p p r e n t i c e s h i p c o n s i s t s h a l f o f l e a r n i n g tinkering
Sharkskin tubing ?00gp T i n k e r i n g vendors
t e c h n i q u e s a n d h a l f o f t h e a c q u i s i t i o n o f i t e m s used i n t h e
t i n k e r i n g p r o c e s s , o r else t h e c o i n n e e d e d t o b u y s u c h i t e m s . A n Sifaye dust N/a Sifayes

a p p r e n t i c e is e x p e c t e d t o d o n a t e a f u l l q u a r t e r of h i s e a r n i n g s t o Silk-lined steel helm 150 gp T i n k e r i n g vendors or


his master during the apprenticeship period. G n o m e s of a more blacksmith/tailors
a d v e n t u r o u s b e n t are s o m e t i m e s a l l o w e d t o fast-track t h e i r a p -
Smithy hammer 75 g P
Blacksmithing merchants
p r e n t i c e s h i p i n r e t u r n for a c o n s e q u e n t l y longer-term c o m m i t m e n t
Spncket 2c T i n k e r i n g vendors
to a c q u i r e t i n k e r i n g s u p p l i e s for t h e i r m a s t e r s . I n a n y e v e n t , o n c e
P

the a p p r e n t i c e s h i p is o v e r , a g n o m e is g r a n t e d a c c e s s t o t h e Sprockets 4 5 gp T i n k e r i n g vendors


T i n k e r i n g Library in A k ' A n o n , w h i c h has many basic schematics, Static o r b 25 g P
T i n k e r i n g vendors
t h o u g h s e v e r a l e c c e n t r i c m a s t e r s c o n t i n u e to k e e p c e r t a i n d e s i g n s Thieves' tools 30 gp Rogue guilds
top s e c r e t .
T o o l box 10 gp Tinkenng vendors or blacksmiths
T i n k e r s rely o n a s e t o f tools, a n o f t e n e x p e n s i v e set o f Utensil parts 160 gp Geerlok family
i n g r e d i e n t s , a n d a k n a c k for k n o w i n g p r e c i s e l y h o w t o w i r e a n d
Velium lens ?0gp Iceclad outpost
b i n d t h e parts t o g e t h e r i n t o a f u n c t i o n a l w h o l e . Oftentimes
r e c i p e s c a l l for a m a n a battery — a w e a k l y m a g i c a l s t o n e d e s i g n e d
to p o w e r c e r t a i n t i n k e r e d d e v i c e s . T h e s e b a t t e r i e s are t h e m s e l v e s
tinkered products, but only t h e Master T i n k e r e r s i n A k ' A n o n
h a v e a c c e s s to t h e s e c r e t s of c r e a t i n g t h e m . R e p l a c i n g a d e a d mana
Chapter Six: Trabe Skills
battery r e q u i r e s a T r a d e S k i l l ( t i n k e r i n g ) c h e c k ( D C 10 + t h e class B u t t o n 5. G r e a s e I n j e c t i o n : G r a n t s w e a r e r + 5 0 % i n c r e a s e t o
of the b a t t e r y ) . base s p e e d .
G n o m e s p u r c h a s e m o s t of t h e i r i n g r e d i e n t s f r o m f e l l o w g n o m e s B u t t o n 6. P r e c i s i o n I n f u s i o n : G r a n t s w e a r e r D e x + 4 .
d e v o t e d to t h e s u p p o r t of t i n k e r e r s . T i n k e r i n g v e n d o r s are l o c a t e d M a r k e t P r i c e : 4 2 , 0 0 0 gp.
a l l across F a y d w e r a n d A n t o n i c a ; e l s e w h e r e , a g n o m i s h o u t p o s t i n Slot: Body.
Iceclad supports tinkerers i n V e l i o u s , a n d t h e famed G e e r l o k
W e i g h t : 4 0 lbs. ( g n o m e - s i z e d ) .
f a m i l y of K a t t a C a s t e l l u m o c c a s i o n a l l y s h a r e s its w a r e s a n d s e c r e t s
C o m p o n e n t s R e q u i r e d : M a s t e r w o r k f u l l p l a t e a r m o r , 10 c o g
w i t h promising gnomes w h o journey to L u c l i n . N o t a l l c o m p o -
sets, 10 s p r o c k e t sets, 10 grease sets, 1 0 m e t a l f a s t e n i n g sets, 10
n e n t s a r e for sale. M a n y r e c i p e s c a l l for i t e m s o f a b i o l o g i c a l
g n o m i s h b o l t sets, 10 g n o m i s h t w i n e sets, 6 c l a s s 5 m a n a b a t t e r i e s ,
n a t u r e , w h i c h are t h u s u s u a l l y a t t a c h e d t o a n o w n e r w h o is r a t h e r
l o a t h e to part w i t h t h e m . T a b l e 6—21 o u t l i n e s t h e costs a s s o c i a t e d 1 p i n c h sifaye d u s t , v e l i u m lens, g n o m i s h v a n i s h i n g d e v i c e ,
w i t h t i n k e r i n g i n g r e d i e n t s , as w e l l as w h o (or w h a t ) is m o s t l i k e l y holgresh pelt, 2 blocks of living granite, 2 holgresh wings, 2 faun
to h a v e t h e m . hooves.
Trade Skill ( D C ) : Tinkering (40).

Tinkered items Collapsible Fishing Pole


E x c e p t w h e r e otherwise indicated, tinkered items grant untyped D e s c r i p t i o n : Sturdy y e t c o m p l e t e l y retractable, this tinkered
b o n u s e s (i.e., t h e i r b o n u s e s s t a c k w i t h a l l o t h e r b o n u s t y p e s ) . f i s h i n g p o l e t r a v e l s w e l l . G n o m i s h s t a t i s t i c i a n s c o n c l u d e that use
of the collapsible fishing pole produces a significant increase i n
Animateo Bait the n u m b e r of fish caught over e x t e n d e d periods o f time, espe-
D e s c r i p t i o n : T h i s tinkered fishing lure quivers enticingly cially w h e n c o m b i n e d w i t h a n i m a t e d bait.
w h e n immersed. P o w e r s : T h e 5-foot-long f i s h i n g p o l e g r a n t s its user a +1 b o n u s
Powers: Animated b a i t g r a n t s its user a +1 b o n u s o n a l l o n a l l P r o f e s s i o n ( f i s h e r ) c h e c k s . I t c a n be c o l l a p s e d i n t o a rod o n l y
Profession (fisher) c h e c k s . 2 i n c h e s w i d e a n d 1 foot l o n g .
M a r k e t P r i c e : 15 sp. M a r k e t P r i c e : 4 0 gp.
W e i g h t : 0 . 2 5 lbs. W e i g h t : 2 lbs.
C o m p o n e n t s R e q u i r e d : 1 cork, 1 spricket. C o m p o n e n t s R e q u i r e d : 3 m e t a l shafts, g n o m i s h bolts.
Trade Skill ( D C ) : Tinkering (12). Trade Skill ( D C ) : Tinkering (12).

Aqualung Compass
D e s c r i p t i o n : T h e a q u a l u n g c o v e r s t h e h e a d fully a n d a l l o w s t h e D e s c r i p t i o n : U s e f u l to adventurers in the wilderness, the
wearer to breathe under water ( o r i n other airless e n v i r o n m e n t s ) t i n k e r e d c o m p a s s a l w a y s s h o w s true n o r t h u n e r r i n g l y . A b l a c k -
for e x t e n d e d p e r i o d s o f t i m e . s m i t h m u s t c r a f t t h e s k e w e r a n d p i e t i n : d u e t o t h e n e e d for
P o w e r s : A n a q u a l u n g c a n p r o d u c e b r e a t h a b l e air for 1 0 0 h o u r s m a g n e t i c a l l y r e a c t i v e m a t e r i a l s , pottery is i n s u f f i c i e n t .
before it m u s t h a v e its m a n a b a t t e r y r e p l a c e d . W h i l e t h e fittings Powers: T h i s i t e m a l w a y s i n d i c a t e s true n o r t h . However,
m a y be r e l a t i v e l y loose or s n u g , n o r m a l a q u a l u n g s f u n c t i o n j u s t as m a g n e t i c d i s t u r b a n c e s s u c h as t h o s e i n v o l c a n i c a l l y a c t i v e r e g i o n s
well o n S m a l l a n d Medium-size humanoids. Larger or smaller r e n d e r t h e results u n t r u s t w o r t h y .
aqualungs c a n be crafted, h o w e v e r . M a r k e t P r i c e : 3 0 gp.
M a r k e t P r i c e : 2 , 0 0 0 gp. W e i g h t : 0 . 2 5 lbs.
Slot: Head. C o m p o n e n t s R e q u i r e d : 1 s t a t i c o r b , 1 pie t i n , 1 c o r k , 1 s k e w e r .
W e i g h t : 8 lbs. T r a d e Skill ( D C ) : Tinkering (12).
C o m p o n e n t s R e q u i r e d : F i n e coral m e s h , silk-lined steel h e l m ,
m e t a l t w i n e , g n o m i s h bolts, 1 m e t a l r o d , c l a s s 4 m a n a b a t t e r y , 1 FLameless Lantern
fresh f i s h . D e s c r i p t i o n : T h i s tinkered lantern illuminates somewhat more
Trade Skill ( D C ) : Tinkering (26). b r i g h t l y t h a n a regular l a n t e r n a n d w i t h o u t the i n c e s s a n t n e e d for
fuel.
Clockwork Watchman Armor P o w e r s : T h e l a n t e r n illuminates a 40-foot-diameter area and
Description: Adapting clockwork i n n o v a t i o n s to g n o m i s h r e q u i r e s a refill o f f i r e w a t e r o n l y after 2 0 0 h o u r s o f use.
a r m o r , a d v a n c e d t i n k e r e r s c a n c r e a t e a suite o f a r m o r c a p a b l e o f M a r k e t P r i c e : 6 0 gp.
a variety of functions. U n m a t c h e d i n sophistication, a tinkerer W e i g h t : 2 lbs.
labors for n o less t h a n t h r e e m o n t h s t o craft s u c h a suit, a s s u m i n g
C o m p o n e n t s R e q u i r e d : 1 l a n t e r n , m e t a l t w i n e , f i r e w a t e r , class
t h a t n o failures i m p e d e h i s progress. S i f a y e , h o l g r e s h , a n d f a u n s a l l
1 m a n a battery.
inhabit the W a k e n i n g L a n d s of V e l i o u s .
T r a d e Skill ( D C ) : Tinkering (14).
P o w e r s : C l o c k w o r k w a t c h m a n a r m o r f u n c t i o n s as m a s t e r w o r k
f u l l p l a t e t h a t does n o t affect its w e a r e r ' s s p e e d , d u e t o t h e a r m o r ' s
Geerlok All-Purpose Cooking Utensil
p o w e r e d n a t u r e . F u r t h e r , by p r e s s i n g v a r i o u s studs p l a c e d u p o n
t h e a r m o r , t h e w e a r e r c a n a c t i v a t e n u m e r o u s features; p r e s s i n g a D e s c r i p t i o n : Stirring, sampling, measuring, flipping, slicing,
b u t t o n is a free a c t i o n , but o n l y o n e feature m a y b e a c t i v a t e d p e r d i c i n g — t h e all-purpose c o o k i n g u t e n s i l does it a l l i n t h e h a n d s
r o u n d . E a c h p o w e r h a s 3 c h a r g e s , a n d e a c h use o f a g i v e n p o w e r of a c o m p e t e n t baker.
c o n s u m e s 1 c h a r g e f r o m its m a n a b a t t e r y a n d lasts for 10 m i n u t e s . P o w e r s : T h i s u t e n s i l g r a n t s its user a + 2 b o n u s o n T r a d e S k i l l
A t i n k e r e r m a y r e p l a c e a feature's m a n a b a t t e r y t o r e f u e l t h a t (baking) checks.
feature. M a r k e t P r i c e : 5 0 0 gp.
Clockwotk W a t c h m a n Armor ( A C +8, max Dex +2, check - W e i g h t : 5 lbs.
4; h a r d n e s s 10, 2 0 h p , B r e a k D C 2 5 ) C o m p o n e n t s R e q u i r e d : B a k i n g utensils, gears, sprockets, g n o m -
B u t t o n 1. B a t t e r y S i g h t : A s t h e see invisible s p e l l . ish bolts, d a r k c l a w claw.
B u t t o n 2. I n v i s i b i l i t y C l o a k : A s t h e invisibility spell. Trade Skill ( D C ) : Tinkering (35).
B u t t o n 3. C o g B o o s t : G r a n t s w e a r e r h a s t e ( 5 ) .
Button 4. S t e a m O v e r d r i v e : G r a n t s wearer S t r +4.
Geerlok Automate© Hammer
D e s c r i p t i o n : T h i s powered h a m m e r e v e n l y distributes t h e
ideal degree o f force i n f o r g i n g n e a r l y a n y t h i n g a b l a c k s m i t h m i g h t
EverQuest RPG: Game Master'sGuioe

desire. Due to its bulk and the need to brace the hammer firmly W e i g h t : 2 lbs.
w h e n i n use, i t has n o combat applications. C o m p o n e n t s R e q u i r e d : Jeweler's k i t , gears, sprockets, gnom-
Powers: T h i s device grants its user a +2 bonus o n Trade S k i l l ish bolts, reflective shard, sensate reishi lens.
(blacksmithing) checks. Trade Skill ( D C ) : Tinkering (35).
M a r k e t Price: 500 gp.
W e i g h t : 8 lbs. Geerlok Planing Tool
C o m p o n e n t s R e q u i r e d : Smith's hammer, gears, sprockets, D e s c r i p t i o n : A fletcher using this planing tool finds i t easier to
gnomish bolts, grease, 1 l b . o f acrylia ore. craft superior bows and even finer arrows, due to its treatment of
the shafts.
Trade Skill ( D C ) : Tinkering (35).
Powers: T h i s t o o l grants its user a +2 bonus o n Trade Skill
Geerlok Fermentation Device (fletching) checks.
D e s c r i p t i o n : A blessing to any brewer, the f e r m e n t a t i o n device M a r k e t P r i c e : 500 gp.
measures additives such as yeast, alerts the brewer w h e n various W e i g h t : 3 lbs.
stages o f the brewing process are complete, and filters out impu- C o m p o n e n t s R e q u i r e d : Fletcher's planing tool, gears, sprock-
rities. ets, gnomish bolts, 1 belt of leathery fungus flesh.
Powers: T h i s device grants its user a +2 bonus on Trade S k i l l Trade Skill ( D C ) : Tinkering (35).
(brewing) checks. T h i s bonus stacks w i t h that gained from a
gnomish brew barrel. GeerLokScuLpting Tools
M a r k e t P r i c e : 500 gp. D e s c r i p t i o n : These special tools assist i n every aspect of the
W e i g h t : 12 lbs. potter's trade, i n c l u d i n g shaping, decorating, and glazing the clay.
C o m p o n e n t s R e q u i r e d : 1 ceramic lined s t i l l , 1 cured leather Powers: These tools grant their user a +2 bonus o n Trade S k i l l
tubing, 1 bottle, 1 cork, 1 porous mineral block (pottery) checks.
Trade Skill ( D C ) : Tinkering (35). M a r k e t Price: 500 gp.
W e i g h t : 5 lbs.
Geerlok Gem Setter C o m p o n e n t s R e q u i r e d : 1 set of sculpting tools, gears, sprock-
D e s c r i p t i o n : Designed particularly for w o r k i n g w i t h enchanted ets, gnomish bolts, metal t w i n e , 1 darkclaw claw.
metals, this apparatus assists i n the perfect arrangement of gems Trade Skill ( D C ) : Tinkering (35).
i n t o settings for earrings, rings, necklaces, and other jewelry.
Powers: T h i s apparatus grants its user a +2 bonus o n Trade Geerlok Secoing Contraption
Skill (jewelry m a k i n g ) checks. D e s c r i p t i o n : T h i s Geerlok i n n o v a t i o n firmly and perfectly
M a r k e t P r i c e : 500 gp. stitches all fabrics, attaches to standard looms to speed weaving,
and otherwise assists a tailor i n his craft.
Powers: T h e c o n t r a p t i o n grants its user a +2 bonus o n Trade Pou>ereO Gloves
S k i l l (tailoring) checks. I t may be used for three months before its
Description: Powered gloves enhance the hand-strength o f
mana battery must be replaced.
the wearer. N o r m a l l y geared to the size and physiology of gnomes
Market Price: 500 gp. (like thermal cloaks), powered gloves can also be constructed to
Weight: 7 lbs. convey their benefits to other races.
Components Required: Sewing contraption parts, gears, sprock- Powers: These gloves grant t h e i r wearer a +1 bonus to Strength
ets, gnomish bolts, 1 c h i t t e r l i n g barb, class 5 mana battery. checks and Strength-based checks i n v o l v i n g the hands (such as
Trade Skill ( D C ) : T i n k e r i n g ( 3 5 ) . C l i m b or disarm checks). T h e y also grant a +1 bonus to ranged
attacks using t h r o w n weapons.
G n o m i s h Breto B a r r e l Market Price: 1,700 gp.
Description: Lauded by many tavern-goers as the greatest Slot: Hands.
c o n t r i b u t i o n o f the gnome race to c i v i l i z a t i o n at large, the Weight: 4 lbs.
gnomish brew barrel greatly simplifies the brewing process.
Components Required: Steel gauntlets, sprockets, gears, metal
Powers: A gnomish brew barrel can be used to brew any twine, firewater, class 3 mana battery.
alcoholic c o n c o c t i o n . I t halves the t i m e needed for fermentation Trade S k i l l ( D C ) : T i n k e r i n g ( 2 2 ) .
and grants a +1 circumstance bonus o n all Trade S k i l l (brewing)
checks made using i t . T h i s bonus stacks w i t h that gained from a Rebreather
Geerlok fermentation device.
Description: A more persistent version of the aqualung, a
After the barrel is used 20 times, its mana battery must be
rebreather never needs recharging.
replaced.
Powers: T h i s i t e m functions as an aqualung, except that i t
Market Price: 400 gp.
never needs recharging.
Weight: 120 lbs.
Market Price: 4,000 gp.
Components Required: Barrel, pie t i n , gears, metal t w i n e , 2
Slot: Head
metal shafts, class 2 mana battery.
Weight: 10 lbs.
Trade Skill ( D C ) : T i n k e r i n g ( 1 8 ) .
Components Required: 1 aqualung, lime-coated meshing,
sharkskin tubing, full-faced metal h e l m , firewater, 1 metal fasten-
Gnomish Firexoorks
ing, class 5 mana battery.
Description: Used i n celebrations or to signal across distances,
Trade Skill ( D C ) : T i n k e r i n g ( 3 0 ) .
perhaps as a call for help, gnomish fireworks launch a pulsing
missile into the sky that t h e n explodes, easily visible from great
Spyglass
distances.
Description: Coveted by sea captains, explorers, and generals
Powers: Due to a design flaw (or design perfection, i f you ask
alike, spyglasses magnify distant objects significantly.
a gnome), gnomish fireworks invariably rise 100 feet i n the air
before exploding: directing t h e m horizontally or even d o w n w a r d Powers: T h e spyglass replicates the telescopic effects of the
still results i n an explosion 100 feet i n the air. Unless impeded i n magnify spell, although w i t h o u t any magical component to the
its flight, the same can be expected o f any launch. T h e explosion effect.
illuminates the sky i n a manner visible from 25 miles around. Market Price: 1,000 gp.
Market Price: 12 gp. Weight: 1 l b .
Weight: 2 lbs. Components Required: Collapsible fishing pole, metal t w i n e ,
Components Required: 1 metal shaft, 1 bat wing, firewater, 1 1 metal rod, 1 reflective shard.
scroll case (pottered). Trade Skill ( D C ) : Tinkering (17).
Trade Skill ( D C ) : T i n k e r i n g ( 1 2 ) .
Stalking Probe
Gnomish Vanishing Device Description: A spyglass of another sort, the stalking probe attaches to
Description: One o f the most potent o f gnomish inventions, the user's face, just over the eyes. W h e n activated, a translucent eye
the vanishing device allows any wearer to pass unseen. emerges from the probe. Following the guidance of the user, the eye
searches ahead, channeling the images it receives to the user.
Powers: W h i l e worn, the vanishing device grants its wearer an
effect identical to the invisibility spell. I t may be used for a total of Powers: T h e stalking probe acts similarly to an eye of Zomm
25 minutes before its battery must be replaced. spell, except that i t does n o t create a physical sensor — the
translucent eye formed by the probe is effectively ethereal. After
Market Price: 4,000 gp.
5 uses, a tinker must replace the mana battery.
Slot: N e c k .
Market Price: 1,500 gp.
Weight: 2 lbs.
Slot: Head
Components Required: 1 diamond, lantern, steel wire, gnom-
Weight: 3 lbs.
ish bolts, reflective shard, haze panther eye, class 5 mana battery.
Components Required: 2 gear sets, 1 bottle, 1 metal rod,
Trade Skill ( D C ) : T i n k e r i n g ( 3 2 ) .
firewater, class 2 mana battery.
Mechanical Lockpicks Trade Skill ( D C ) : Tinkering (20).

Description: T h i s sophisticated set o f prodding gears seem to


Stanbarb Single Bou> Cam
take o n a life o f their o w n i n the hands o f a skilled user. T h e reason
for the rat ear is not entirely clear, but the lockpicks o n l y spin Description: Generally made by fletchers for advanced bows,
aimlessly w i t h o u t i t . these items can also be crafted by tinkerers. Cams decrease the
p u l l necessary to draw an arrow o n a bow.
Powers: M e c h a n i c a l lockpicks grant their user a +1 bonus o n
all Pick Lock checks. Powers: See "Fletching" o n page 216.

Market Price: 155 gp. Market Price: 80 gp.

Weight: 0.5 lbs. Weight: 0.5 lbs.


Components Required: Gears, sprockets, thieves' tools, 1 rat Components Required: Gears, grease, gnomish bolts.
ear. Trade Skill ( D C ) : T i n k e r i n g ( 1 5 ) .
Trade S k i l l ( D C ) : T i n k e r i n g ( 1 3 ) .
EverQuest RPG: Game Master's Guioe

Thermal CLoak Recast: Instant


Description: These cloaks, usually sized to f i t gnomes and Range: Personal
similarly small wearers, wrap perfectly around a small body, Effect: Condenses mana
providing tremendous p r o t e c t i o n against extreme c o l d . Duration: Permanent
Powers: T h e wearer is immune to the n o r m a l effects of cold, Saving T h r o w : N o n e
such as frostbite and hypothermia. T h e cloak's mana battery must Spell Resistance: N o
be replaced after 72 hours of use. A s thicken mana, except the casters transforms some of his o w n
C o l d resistance ( 4 ) , cold save + 1 . mana i n t o a l i q u i d called distilled mana. T h e caster must be h o l d i n g
Market Price: 2,000 gp. a v i a l or other container i n t o w h i c h the liquid mana may appear.
Slot: Back. Material Components: A container, 2 sapphires.
Weight: 4 lbs.
Components Required: C l o a k , 2 metal twine sets, 1 metal rod, EnchantClay
firewater, class 3 mana battery. Alteration
Trade Skill ( D C ) : T i n k e r i n g ( 2 1 ) . Level: Enc 3
Spell L i n e : Enchant silver
Neto Enchanter SpeLLs Mana: 10
Components: V , M
A n important aspect o f the enchanter that is n o t reflected by
Casting T i m e : 1 full round
the spells presented for the class i n the EverQuest: Player's
Handbook is the ability to infuse mundane objects w i t h magical Recast: Instant
power. T h e following spells can be used by an enchanter to create Range: Personal
magical goods used i n many trade skills to fashion magic items. Target: O n e clay block
Duration: Permanent
ClariFy Mana Saving T h r o w : N o n e
Conjuration Spell Resistance: N o
Level: Enc 8 A s enchant silver, except this spell transforms ordinary clay i n t o
Spell L i n e : Thicken mana enchanted clay.
Mana: 9 0 Material Component: A block o f clay.
Components: V , M
Casting T i m e : 1 full round Enchant Electrum
Recast: Instant Alteration
Range: Personal Level: Enc 5
Effect: Condenses mana Spell L i n e : Enchant silver
Duration: Permanent Mana: 15
Saving T h r o w : N o n e Components: V , M
Spell Resistance: N o Casting T i m e : 1 full round

• A s thicken mana, except the casters transforms some of his o w n


mana i n t o a liquid called clear mana. T h e caster must be h o l d i n g
a vial or other container i n t o w h i c h the liquid mana may appear.
Recast: Instant
Range: Personal
Target: O n e electrum bar
Material Components: A container, an emerald. Duration: Permanent
Saving T h r o w : N o n e
CrystaLLizc Mana Spell Resistance: N o
Conjuration
A s enchant silver, except this spell transforms ordinary electrum
L e v e l : Enc 6 i n t o enchanted electrum.
Spell L i n e : Thicken mana
Material Component: A bar of electrum.
Mana: 60
Components: V , M Enchant Go It)
Casting T i m e : 1 full round Alteration
Recast: Instant L e v e l : Enc 7
Range: Personal Spell L i n e : Enchant silver
Effect: Condenses mana Mana: 20
Duration: Permanent Components: V , M
Saving T h r o w : N o n e Casting T i m e : 1 full round
Spell Resistance: N o Recast: Instant
A s thicken mana, except the casters transforms some o f his o w n Range: Personal
mana i n t o a liquid called cloudy mana. T h e caster must be h o l d i n g Target: O n e gold bar
a vial or other container i n t o w h i c h the l i q u i d mana may appear. Duration: Permanent
Material Components: A container, a peridot. Saving T h r o w : N o n e
Spell Resistance: N o
Distill Mana
A s enchant silver, except this spell transforms ordinary gold i n t o
Conjuration
enchanted gold.
Level: Enc 10
Material Component: A bar o f gold.
Spell L i n e : Thicken mana
Mana: 120 Enchant Platinum
Components: V , M Alteration
Casting T i m e : 1 full round L e v e l : Enc 9
Chapter Six: Trabe Skills

S p e l l L i n e : Enchant silver PuriFyMana


M a n a : 25 Conjuration
Components: V, M L e v e l : E n c 12
C a s t i n g T i m e : 1 full r o u n d S p e l l L i n e : Thicken mana
R e c a s t : Instant M a n a : 150
R a n g e : Personal Components: V, M
T a r g e t : O n e platinum bar C a s t i n g T i m e : 1 full r o u n d
Duration: Permanent R e c a s t : Instant
Saving T h r o w : None R a n g e : Personal
Spell R e s i s t a n c e : N o Effect: Condenses mana
A s enchant silver, e x c e p t t h i s s p e l l t r a n s f o r m s o r d i n a r y p l a t i n u m Duration: Permanent
into enchanted platinum. Saving T h r o w : None
Material Component: A bar o f p l a t i n u m . Spell Resistance: N o

A s thicken m a n a , e x c e p t t h e c a s t e r s t r a n s f o r m s s o m e o f h i s o w n
EnchantSilver
m a n a i n t o a l i q u i d c a l l e d purifiedmana. T h e c a s t e r m u s t be h o l d i n g
Alteration
a v i a l or o t h e r c o n t a i n e r i n t o w h i c h t h e l i q u i d m a n a m a y a p p e a r .
Level: Enc 3
M a t e r i a l Components: A c o n t a i n e r , 4 rubies.
S p e l l L i n e : Enchant silver
M a n a : 10 Thicken Mana
Components: V, M Conjuration
C a s t i n g T i m e : 1 full r o u n d Level: Enc 4
R e c a s t : Instant S p e l l L i n e : Thicken mana
R a n g e : Personal Mana: 30
T a r g e t : O n e silver bar Components: V, M
Duration: Permanent C a s t i n g T i m e : 1 full r o u n d
Saving T h r o w : None R e c a s t : Instant
Spell Resistance: N o R a n g e : Personal
T o c a s t t h i s s p e l l e f f e c t i v e l y , t h e e n c h a n t e r m u s t be h o l d i n g a Effect: Condenses mana
s m a l l b a r o f pure s i l v e r . T h e s p e l l t r a n s f o r m s t h e s i l v e r i n t o a D u r a t i o n : Permanent
magical metal that c a n thereafter be used by practitioners o f
Saving T h r o w : None
v a r i o u s trade s k i l l s , s u c h as b l a c k s m i t h i n g o r j e w e l r y m a k i n g , i n
Spell Resistance: N o
order t o c r e a t e m a g i c a l i t e m s .
T h i s s p e l l is used t o c r e a t e a m a g i c a l i n g r e d i e n t for t h e w o r k o f
Material Component: A bar o f silver.
s k i l l e d c r a f t s m e n . T h e e n c h a n t e r is a b l e to c o n v e r t a p o r t i o n of h i s

EnchantVeliucn o w n m a n a p o o l i n t o a l i q u i d f o r m c a l l e d viscous m a n a . T h i s viscous


mana c a n t h e n b e used by p r a c t i t i o n e r s o f c e r t a i n trade s k i l l s i n
Alteration
o r d e r t o c r e a t e m a g i c a l goods. T h e c a s t e r m u s t b e h o l d i n g a v i a l
L e v e l : E n c 11 or o t h e r c o n t a i n e r i n t o w h i c h t h e l i q u i d m a n a m a y a p p e a r ; s e a l e d
S p e l l L i n e : Enchant silver v i a l s ( s i m i l a r to t h o s e c r e a t e d by p o t t e r s for safely s t o r i n g p o i s o n s )
Mana: 30 are t h e preferred v e s s e l . T h e a m o u n t o f l i q u i d c r e a t e d by e a c h
Components: V, M c a s t i n g a m o u n t s t o a few o u n c e s , o r t h e e q u i v a l e n t o f a " d o s e " o f
a potion.
C a s t i n g T i m e : 1 full round
R e c a s t : Instant S h a m a n s c a n use bearskin bags to c o m b i n e d o s e s o f l i q u i d m a n a
of t h e s a m e type. I f d i f f e r e n t types o f m a n a are m i x e d , t h e n a l l o f
R a n g e : Personal
t h e types d e g r a d e t o be e q u i v a l e n t t o t h e least p o t e n t k i n d a m o n g
T a r g e t : O n e velium bar
t h e m , so i f s i n g l e d o s e s o f viscous mana a n d clear mana are m i x e d
Duration: Permanent t o g e t h e r by a s h a m a n , t h e n t h e result is t w o doses o f clear m a n a
Saving T h r o w : None t h a t t a k e u p t h e s a m e v o l u m e as o n e n o r m a l d o s e .
Spell R e s i s t a n c e : N o Material Components: A container, a pearl.
A s enchant silver, e x c e p t t h i s s p e l l t r a n s f o r m s o r d i n a r y v e l i u m
into enchanted velium.
Material Component: A bar of v e l i u m .

239
oven Game license
Designation of Product Identity: The following items are hereby designated as Product Identity in accordance with Section 1 (e) of the Open Game License, version 1.0:
Any and all Sword and Sorcery Studio or Sony logos and identifying marks and trade dress, including all Sword and Sorcery Studio or Sony Product and Product Line names,
including but not limited to EverQuest, EverQuest: Role-PlayingGame, "It's Your World Now"; Chapter 1 in its entirety; all text under the "Description" header of any creature,
spell, true ritual, magic item, artifact, or N P C s listing; any elements of the EverQuest or Norrath setting, including but not limited to capitalized names, names of artifacts,
characters, countries, creatures, geographic locations, gods, historic events, magic items, organizations, songs, spells, "shadow knight" and "iksar"; any and all stories, storylines,
plots, thematic elements, and dialogue; and all artwork, symbols, designs, depictions, illustrations, maps and cartography, likenesses, poses, logos, symbols, or graphic designs,
except such elements that already appear in the System Reference Document and arc already O G C by virtue of appearing there. The above Product Identity is not Open Game
Content.
Designation of Open Game Content: Subject to the Product Identity designation above, the remainder of this volume is designated as Open Game Content and may only
be used in accordance with the Open Game License.
OPEN G A M E L I C E N S E Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, lnc ("Wizards"). All Rights Reserved.
1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted
material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement,
compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast,
publicly display, transmit or otherwise distribute; (d)"Open Game G>ntent" means the game mechanic and includes the methods, procedures, processes and routines to the
extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game G>ntent by
the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity, (e)
"Product Identity" means product and prcxluct line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic
elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio
representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments,
creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product
identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (0 "Trademark" means the logos, names, mark, sign, motto, designs
that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using"
means to use. Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content, (h) "You" or "Your" means the licensee in terms
of this agreement.

2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of
this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License
itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.
3.0ffer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with
the exact terms of this License to Use, the Open Game Content.
5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original
creation and/or You have sufficient rights to grant the rights conveyed by this License.
6. Notice of License Copyright: You must update the C O P Y R I G H T N O T I C E portion of this License to include the exact text of the C O P Y R I G H T N O T I C E of any Open
Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the C O P Y R I G H T N O T I C E
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7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent
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Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity
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8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify
and distribute any Open Game Content originally distributed under any version of this License.
10 Copy of this License: You M U S T include a copy of this License with every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the
Contributor to do so.
12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial
order, or governmental regulation then You may not Use any Open Game Material so affected.
13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the
breach. All sublicenses shall survive the termination of this License.
14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
15 C O P Y R I G H T N O T I C E
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary
Gygax and Dave Arneson.
EverQuest: Role-Playing Game Player's Handbook Copyright 2002, Sony G»mputer Entertainment America Inc.
EverQuest: Role-Playing Game Monsters of Norrath Copyright 2002, Sony Computer Entertainment America Inc.
EverQuest: Role-Playing Game Game Master's Guide Copyright 2002, Sony Computer Entertainment America Inc.
Inbex

mkX

Challenge Rating (CR) 92 entangled (condition) 44


A determining CR ?2 environmental dangers 45, 87
abilities 36,94
checked (condition) 43 epic weapons (magic) 178
ability checks 36, 38
cold (environmental) 46 Erudin 26
ability damaged (condition) 43
command w o r d 112 Erudite factions 102
ability drained (condition) 43
condition summary 43 exhausted (condition) 44
acid dangers 48
confused (condition) 44 exotic f o o d s t u f f s (magic) 208
actions 40
cowering (condition) 44 experience points (XP) ?0
adventure building 6 0 , 65
critical hits 41 awarding experience ? 0 , ?3
Ak'Anon 20
alchemy ( T r a d e Skill) 201
F
potions 201
damage 41 face items (magic) 131
Antonica 13
ability damaged (condition) 43 faction 100
armor (magic) 115
damaging magic items 114 awarding faction adjustments 100
attack rolls 41
falling damage 4? faction and quests 100
awarding experience 90, ?3
dark elf factions 101 player character factions 101
awarding faction adjustments 100
dazed (condition) 44 falling 4?
awarding treasure ?5
dazzled (condition) 44 fatigued (condition) 44
dead (condition) 44 Faydwer 20
B
deafened (condition) 44 feat (Scribe Scroll) 53
back items (magic) 120
designing quests 71 feet items (magic) 133
baking (Trade Skill) 206
disabled (condition) 44 Felwithe 21
exotic foodstuffs (magic) 208
drowning 45 finger items (magic) 136
barbarian factions 101
dwarven factions 102 f l a t - f o o t e d (condition) 44
blacksmithing ( T r a d e Skill) 20?
dying (condition) 44 fletching ( T r a d e Skill) 216
blacksmithing goods 211
flowing thought 115
blinded (condition) 43
E focus e f f e c t s 118
blown away (condition) 43
ear items (magic) 12? f o o d s t u f f s (magic) 208
blunt weapons (magic) 122
enchanter spells, new 238 Freeport 15
body items (magic) 125
encounters 38,76 frightened (condition) 44
brewing (Trade Skill) 212
combat encounters 38, 7?
brewed goods 213
designing encounters 76 G
inebriation 212
encounter distance 38 Game Master (GM) 6, 7
specialty drinks 214
encounter dressing 40,76, 88 GMing techniques 7, 6 0 , 6 5 , 6 ?
tanning agents 216
Encounter Level (EL) 88 gnomish factions 103
building adventures 60
environmental hazards 45, 87 gods o f N o r r a t h 29
building campaigns 65, 6?
social encounters 80 grappled (condition) 44

c traps
puzzles
81, ?2
85
Grobb 15

Cabilis 23
Encounter Level (EL) 88 H
campaign 7,65
balancing encounters 88 Halas 15
making campaigns 65, 6?
energy drained (condition) 44 half elf factions 103
catching on fire 46
EverQuest RPG: Game Master's Guibe
halfling factions 104 aerial movement 43 shaken ( c o n d i t i o n ) 45
hand items (magic) 138 multiplying numbers 36 Shar Vahl 2?
hand-to-hand weapons (magic) 141 shields (magic) 156
hazards, environmental 45, 8 6 N shirts (magic) 15?
head items (magic) 143 nauseated (condition) 45 shoulder (magic items) 161
heat (environmental) 46 neck items (magic) 148 skill checks 36
held (condition) 44 Neriak 15 Skyshrine 27
helpless (condition) 44 new spells (creating) 55 slashing weapons (magic) 163
high elf factions 104 NPC classes 4? smoke dangers 4?
Highkeep 15 NPC aristocrat 4? specialty drinks ( b r e w i n g ) 214
human factions 104 NPC commoner 50 spell completion (items) 112
NPC e x p e r t 51 spell research 51, 5 7
1 NPC militiaman 51 preparing f o r spell research 55
ice dangers 48 NPC factions 108 research components 52
iksar factions 106 spell t r i g g e r (items) 112
incapacitated (condition) 44 o spells, creating new 55
incorporeal (condition) 44 Odus 26 new enchanter spells 238
inebriation 212 Oggok 15 researching 51
i n t e r r u p t e d (condition) 45 ogre factions 107 stable (condition) 45
invisible ( c o n d i t i o n ) 45 staggered (condition) 45
item slots 111 P starvation and thirst 46

Paineel 26 stunned (condition) 45


J suffocation 48
palatable mana 215
j e w e l r y (magic) 220 Surefall Glade 16
panicked ( c o n d i t i o n ) 45
j e w e l c r a f t ( T r a d e Skill) 21? paralyzed ( c o n d i t i o n ) 45
enchanted j e w e l r y 220 petrified (condition) 45
T
piercing weapons (magic) 150 tailoring ( T r a d e Skill) 231
K pinned (condition) 45 magic tailored items 231

Kaladim 21 poison making ( T r a d e Skill) 223 taking 10 37

Kael Drakkal 27 anti-toxin 228 t h i r s t dangers 46

Kelethin 21 poisons 225 Thurgadin 27

knocked d o w n (condition) 45 use o f poison 224 t i n k e r i n g (Trade Skill) 234

Kunark 23 poison use 224 t i n k e r e d items 235

potions (alchemy) 201 t i n k e r i n g ingredients 234


L p o t t e r y ( T r a d e Skill) 228 t r a d e skills 1??

lava dangers 4? magic p o t t e r y 230 new enchanter spells f o r trade skills 238

legs items (magic) 146 process e f f e c t s 116,118 training ?4

Luclin 2? prone ( c o n d i t i o n ) 45 t r a d e skill progression 1??


traps 81

M Q as encounters 81

Qeynos 15 Challenge Ratings of ?2


magic weapons and armor (blacksmithing) 211
quests 70 designing traps 82
magic drinks (brewing) 214
treasure ?5
magic items 111 Challenge Ratings o f 72, ?3
troll factions 107
bonuses f r o m 113 designing and using 71
turned ( c o n d i t i o n ) 45
descriptions 114 faction and quests 100
focus e f f e c t s 118 sample quests 73
identifying 112
u
item slots 111 R unconscious (condition) 45

saves against 113 ranged weapons (magic) 153 use activation (items) 112

using items 112 research components 52,175


magic f o o d s t u f f s (baking) 208 researching new spells 51, 5 7
V
magic j e w e l r y ( j e w e l c r a f t ) 220 Rivervale 15 Vah Shir factions 107

magic potions (alchemy) 201 rounding ( f r a c t i o n s ) 36 Velious 27

magic p o t t e r y ( p o t t e r y ) 230
magic apparel (tailoring) 231 s w
mana potions 215 saving t h r o w s 38 waist items (magic) 166
mesmerized ( c o n d i t i o n ) 45 scenario 7 weapons (magic) 115
miniatures as game aids 10, 41 Scribe Scroll ( f e a t ) 53 weather hazards 47
miscellaneous items (magic) 16? scrolls (magic items) 174 wood elf factions 108
movement 41.42 w r i s t items (magic) 168
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Realms op Norrath:
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A s t h e largest c i t y i n N o r r a t h , F r e e p o r t a b o u n d s
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A c r o s s t h e w h o l e o f N o r r a t h a n d its m o o n L u c l i n , t h e n a m e
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The Temple OF Solusek Ro


A t t h e edge o f a great caldera o f b o i l i n g m a g m a i n d i e
L a v a s t o r m M o u n t a i n s is t h e T e m p l e o f Solusek R o , t h e B u r n -
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Luclin Sourcebook
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