EPISODE 57: Renewal - The Blackmoor Archives -...

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EPISODE 57: Renewal By: Jeremy Vosberg The northernmost reaches of the Peaks of Booh are an isolated area to the common folk, but for the influential and wealthy of the land its serves as haven to some of the most prestigious hunting lodges, within easy travel of the city of Blackmoor. Recently, strange discoveries have shattered the tranquility of this playground of the elite, leaving mystery and death in their wake. A dark harvest has come to this region, and can it be ended before it replenishes the strength of old foes? The Second Episode in the Three R’s Trilogy, and part of the Foretold Series. A Dave Arneson’s Blackmoor adventure for heroes levels 3 to 10. Edited by: Jared Eaton, Jae Walker, W. Robert Reed III Play Testers: Ryan ‘Gaius’ Carlson, Danielle ‘Miya’ Carlson, Jeremy ‘Fflewddur’ Elfering, Joel ‘Callum ‘ Vogt, Chad ‘Graelin ‘ Nelson, Ben ‘Greggil ‘Higginbotham, Joe Kavanagh, JR Buison, Jared Eaton, Craig Norman, Patrick Schulz, Jae Walker

Transcript of EPISODE 57: Renewal - The Blackmoor Archives -...

Page 1: EPISODE 57: Renewal - The Blackmoor Archives - …blackmoor.mystara.net/MMRPG/S3/DAB057Renewal.pdf‘Callum ‘ Vogt, Chad ‘Graelin ‘ Nelson, Ben ‘Greggil ‘Higginbotham, Joe

EPISODE 57: Renewal

By: Jeremy Vosberg

The northernmost reaches of the Peaks of Booh are an isolated area to the common folk, but for the influential and wealthy of the land its serves as haven to some of the most prestigious hunting lodges, within easy travel of the city of Blackmoor. Recently, strange discoveries have shattered the tranquility of this playground of the elite, leaving mystery and death in their wake. A dark harvest has come to this region, and can it be ended before it replenishes the strength of old foes? The Second Episode in the Three R’s Trilogy, and part of the Foretold Series. A Dave Arneson’s Blackmoor adventure for heroes levels 3 to 10.

Edited by: Jared Eaton, Jae Walker, W. Robert Reed III

Play Testers: Ryan ‘Gaius’ Carlson, Danielle ‘Miya’ Carlson, Jeremy ‘Fflewddur’ Elfering, Joel ‘Callum ‘ Vogt, Chad ‘Graelin ‘ Nelson, Ben ‘Greggil ‘Higginbotham, Joe Kavanagh, JR Buison, Jared Eaton, Craig Norman, Patrick Schulz, Jae Walker

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Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 57: Renewal ©2006 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

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Preface by Dave Arneson: One day, a little over thirty years ago, I discovered that I was bored. The campaign that I was running had become a drag. It was consumed with these long tedious battles and constant bickering over historical details. These most recently uncovered details would mess up next week’s battle. Curses on all such books! Why not just use one source and be done with it? CLICK! Graph paper, pencil, the old 20-sided dice we never used, some really poorly sculpted plastic monsters…I began to imagine a dungeon. My mind raced…I began to draw. Maybe I can fill it with critters and gold! This dungeon needs a name? Hmm, it’s a dark place in the wilds of wherever. Ahh! Blackmoor! By Sunday night the first six levels of the dungeon were done and the gaming table in the basement had been transformed into a small medieval town with a castle. A dungeon seemed like a good idea since it would keep the players from running all over the place. We still needed some more details… Ah! I drew a map of the town and the country around it. These last details took me most of the rest of the week to complete. I was really excited about this idea. Now everyone could be a hero like in a book but without a tight (and often dumb!) plot. They could do just about anything that they wanted to do, for better or for worse. In that short time, Blackmoor was born. The campaign setting now known as Blackmoor was done within the month with additional details added as needed. Both the setting and the rules continued to grow over the weeks. Most, but alas not all, the guys liked the game and wanted to keep playing. So the next few weeks were spent fleshing things out and trying to maintain the structure. In a very real way I have continued to “flesh things out” over the last thirty years. I continue to run the Blackmoor campaign in the games I judge at conventions and in my classroom. Over the years some 5,000+ people have adventured in Blackmoor in excess of 1,500 game sessions. The roads are well traveled but the adventures never end. (Orlando, 2004) Introduction to Blackmoor by Dustin Clingman: Welcome to the magical world of Dave Arneson’s Blackmoor! The original Blackmoor campaign began over thirty years ago and served as the impetus for an entirely new

gaming experience where every player could be both a fantastic hero and a winner. The game that would become Dungeons & Dragons relied heavily on the core discoveries made while Dave Arneson created a new gaming genre through his exploration of Blackmoor with his core group of players. So what’s the big deal with Blackmoor? It’s a distinct and compelling world to adventure in. Blackmoor provides a solid, almost classical launching point for players of all gaming backgrounds. Before there were adventure or role-playing games, there was Blackmoor. Blackmoor can be defined by its key precept: High Fantasy. Powerful heroes defend the land against impossible odds. What could be more fun that that? The frontier kingdom of Blackmoor sits in quite a precarious position. Ruled by the young King Uther Andahar, Blackmoor is beset on all sides by enemies and would be conquerors. Blackmoor’s enemies range from the savage Afridhi to the amorphous super being, The Egg of Coot. On a moment’s notice, the people of Blackmoor must be prepared to take up arms to defend themselves from invasion or even worse horrors. Compound this political turmoil with the constant discovery of new power and horrible monstrosities to find a populace quite uneasy with their lot in life. Some of them take up arms to define their destinies rather than waiting to become victims of fate. These brave adventurers serve a heroic purpose for both people and country. What is Dave Arneson’s Blackmoor: The MMRPG (Massively Multiplayer Role Playing Game)?: Dave Arneson’s Blackmoor: The MMRPG is designed to allow players to participate alongside each other in groups of 4 to 6 players in the rich fantasy world of Blackmoor that Dave Arneson created over 30 years ago. The campaign allows players to travel all over the world attending conventions and game days that are running Dave Arneson’s Blackmoor events. Since the rules for the campaign are the same everywhere in the world, players can quickly jump right into the action just about anywhere people are playing without having to worry about house rules. These complete rules can be found in Dave Arneson's Blackmoor: The MMRPG Campaign Sourcebook or by visiting http://mmrpg.zeitgeistgames.com/

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Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 57: Renewal ©2006 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

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Notes to the Judge: The most important part of Dave Arneson’s Blackmoor: The MMRPG is to have fun. Both your enjoyment and that of the players is paramount to the game. With this in mind, you may alter the episode as necessary to ensure the enjoyment of the group and accommodate any unforeseen actions of the players. However, this ability should not be construed to reward foolish actions by players. In those situations, players should earn what they deserve. We ask that you as the judge use common sense in these situations. The complete episode should be read by the judge prior to play. The duration of the event should be approximately three and a half (3.5) hours of game play with time before and after the event for brief record keeping and preparation. When you run a Dave Arneson’s Blackmoor: The MMRPG episode we assume that you have access to the following books: Dave Arneson’s Blackmoor, the Core Rulebook I, the Dungeon Master’s Guide, and the Monster Manual. You should also have a set of dice (at least one d4, d6, d8, d10, d12, and d20), a way to track combats (such as graph paper or battle mat), some scrap paper, and a writing implement. In addition, you should be familiar with Dave Arneson’s Blackmoor: The MMRPG Campaign Sourcebook. The players should have fully completed Blackmoor character sheet, a character log sheet, a set of dice, a writing implement, and any other useful tools for play such as scrap paper or a miniature to represent their player character. You should have at least four players to have a sanctioned event. Prior to beginning play, the ATL (Average Table Level) should be determined to select the appropriate level of play. To do this, the total level of all players, followers, and animals that are not “class features” are added together (“Class feature” animals are animal companions, familiars, and paladin mounts and do not affect ATL.) The total levels are than divided by six players regardless of the number of players at the table. This number constitutes the party’s ATL. The party may choose to round up or down if the particular number is not an offered ATL.

Time Units: The Blackmoor calendar has thirty-seven (37) weeks, with each week lasting a ten-day (10). Every character is allowed thirty-seven (37) time units (each unit being a week) for the Dave Arneson’s Blackmoor: The MMRPG campaign year (January 1 to December 31). Playing this event is a cost of one (1) time unit. Episode Summary Chapter One – Misinterpretations: Heading into the Peaks of Booh to investigate the mutilations, the party comes across the slaughtered remains of unicorn, which was killed by Orlynn for the harvesting of an Arcane Fetish. If the party investigates, the soul mate of the deceased unicorn discovers them in the act of investigating the corpse, and attacks them in error, believing them responsible for the killing of its soul mate. Parties can deal with this encounter through a variety of methods, some beneficial and others hazardous, including diplomacy, intimidation, combat, or retreat. Chapter Two – Lodgings: Arriving at the hunting encampment, the party is introduced to the residents of the small community, including the lodge staff, a bowyer/alchemist who sells his wares, a druid dealing with the recent mutilations, current visiting hunters, and several other guides, including Orlynn. The encampment has some information on the current happenings, and gives the party a base of operations for their investigation. Chapter Three – Tended Remains: In their exploration of the forested taiga of the Peaks, the party will come upon the most recent creature killed by Orlynn. Investigating the kill will provide clues to the party on what is occurring in the Peaks of Booh, but the remains of the creature are being watched by its vengeful mate, and this one will not take parley as easily as the dragon did. Chapter Four – Crime of Passion: Returning to Hunter’s Aerie, the mutilations take a new turn as an Arcane Warrior is found slaughtered, escalating the mutilations to a new level. Investigative characters can discover that the mutilations may not be the work of a beast after all.

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Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 57: Renewal ©2006 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

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Chapter Five – Empty Spaces: Using their information gathered and following the trail of the Arcane Warrior’s attacker, the party can discover, in a cavern on the peak of the mountain, an abandoned Forewarned rest. The rest will appear to have been empty for some time, but it will be evident that it has seen recent use. More information on the Forewarned can be discovered, along with the identity of the person behind the attacks and mutilations. Chapter Six – Tempest: Armed with the knowledge of the person responsible for the attacks on the magical beasts around Hunter’s Aerie and the Arcane Warrior, a storm begins to overtake the party on their way back to the hunting village. During this time, Orlynn stages an ambush for the party, and with his summoned hunting pack, attacks the party to kill them all, keeping his role in the harvest secret. A difficult encounter will occur, with the terrain, traps, and weather creating a dangerous combination for the party to overcome. Those with the Notice of a Malevolent Power will find the encounter especially challenging. Finale: Option 1: The party discovers that Orlynn has been harvesting Arcane Fetishes for his master Thoravald, sending them via magic to him. Defeating Orlynn will cause the harvesting of fetishes for Thoravald to stop, and determine his strength in future modules. The hunting lodge and others may have rewards for those able to assist in ending the threat in the Peaks of Booh, along with certain rewards for members of certain organizations that manage to complete their mission goals. Option 2: The party will fail to discover who is behind the mutilations, or fall in battle during the course of their investigation. Arcane casters who died may suffer from the loss of items, depending upon how they die during the module. Episode Background For the first time since the Mage Wars, the Forewarned again move about Blackmoor. An evil agent of the Forewarned’s dark master managed to have several adventurers assist unknowingly in the discovery and opening of one of the Forewarned’s secret rests, that of the Lord Harbinger Sydaen, allowing for the awakening and release of the Lord Harbinger and several of

his Bloodgifted back into the world. Over the months since their release, the awakened Bloodgifted have been traveling to other secreted rests and fortresses, working to increase their numbers in silence while acquainting them with the history of the time that has passed since their internments and the current state of the world. The Lord Harbinger Sydaen, however, has been absent from his followers, working without them on learning as much as possible to prepare to brief his fellow Harbingers once they are revived. Caught up in the flurry of activity of the Forewarned is their newest member of their order, Thoravald. Initiated as a Bloodgifted by the guidance of Jezyria, Thoravald become a source of information for the Forewarned, advising and teaching his new masters on what had come to past since the Mage Wars, along with the current events of the land. Between Thoravald’s instruction, their research, and dark divinations, the Forewarned have learned much of the modern Blackmoor. Even with this information, much work needed to be done before the Forewarned could operate openly in the lands. In order to prepare their newest member for the coming struggles, the Forewarned instructed Thoravald further in the knowledge of arcane fetishes and their power. Having obtained his first fetish from the wizard Laurent Kervall, Thoravald was unable to get time to further his collection of fetishes, as the Forewarned who were revived demanded his attention and knowledge to make up for the time they had spent out of the world proper. Unwilling to allow their newest Bloodgifted a chance to increase his power on his own, they instead instructed him on the use of the Bloodbound to harvest arcane fetishes for him. After this instruction, Thoravald was introduced to the person who would be his first Bloodbound: Orlynn Kittaun. While searching for the rest of the Lord Harbinger Atlenn in the northernmost reaches of the Peaks of Booh, the Forewarned came across Orlynn Kittaun and hired him as a local guide to assist in locating the rest, figuring to kill him once the rest was discovered. However, during the time they spent with him, they found a possible kindred spirit, one that could possibly be of use to the Forewarned. After the rest was

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Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 57: Renewal ©2006 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

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discovered, the Forewarned revealed their true selves and intentions to Orlynn, to see if he would be willing to work with them further. In the end, Orlynn’s past made the choice a simple one for the bitter hunter, and he accepted the Forewarned’s offer and joined their ranks. The decision for Orlynn was simple do to his troubled and haunted past, one of great tragedy and sorrow that have forged the woodsman into the person he is today. Having spent his youth learning the skills of a master huntsman and tracker, Orlynn married the love of his life and settled down in the Peaks of Booh with her, using his skills in the forested taiga of the mountains to entertain rich merchants and nobles to successful hunting expeditions. He became quite famous in Blackmoor, and was making a comfortable living in the Peaks with his family. That was until the world came crashing down around Orlynn, shattering his life forever. Around a decade ago, Orlynn was returning from a successful hunt to his cottage, he found it in flames. Lying about the clearing, were his home was burning, the remains of his beloved wife, son, and daughter lied slaughtered by a beast. After discovering that all three were gone, a deep rage filled the hunter, and he quickly reequipped himself and immediately set off after the creature responsible for the death of his family. After two long days, Orlynn had managed to track down the abomination, an owlbear that clearly had been altered through magic of some type. Shadowing it for a while, he followed it to its lair and then setup an ambush to kill the beast. When the beast left its cave the next night, Orlynn’s ambush worked perfectly, and within moments the trapped beast was dropped to the ground and laid near death. Orlynn moved to finish his revenge, but upon raising his blade to finish the job he was interrupted by a group from the Wizard Cabal, telling him to hold his actions. He glanced in disbelief at the interlopers to his revenge, feeling the death of this creature was his right, and began to drop his blade. It never struck, however, as paralytic magic held his muscles taunt, only inches from the death of the creature that had ravaged his family. The Cabalists exclaimed to the paralyzed Orlynn that the altered Owlbear was the result of

unauthorized experimentation by a local sorcerer, and that the Wizard’s Cabal was taking it as both evidence to the sorcerer’s crimes and to be further researched by the Cabal. Only after the beast was secured and protected from Orlynn was the spell holding him dismissed, and his pleas for vengeance were dismissed for the greater good of Blackmoor. The Cabalists offered their condolences to the shattered man, but in the end left Orlynn sobbing in the mountains alone, saying that the requirements of the arcane in this matter outweighed his need for ‘justice’. Collecting himself, Orlynn decided that day to deal with the strange beasts of Blackmoor himself, devoting himself to hunting down the magical beasts and creatures in the Peaks so no one else would suffer as he had. And deep within, a seed of mistrust and hatred to the users of the arcane began to fester, as a sorcerer was responsible for the beast that had taken his family from him and the Cabal responsibility for not letting him gain his vengeance on the creature responsible. The Forewarned manage to discover the depths of Orlynn’s hatred, and managed to earn his trust by their words and actions. Their careful manipulations of Orlynn paid dividends with him joining their group, and his skills at hunting magical beasts and creatures were indeed useful to their order. When the call arose to have someone become Thoravald’s Bloodbound, the choice was simple. The needed ceremony was performed, and the two were joined. So Thoravald continued to act as a teacher to the Forewarned, as Orlynn began to harvest fetishes in the Peaks of Booh for his master, relishing the task of hunting down the targets that would provide the fetishes required. In the weeks since their blood union, Orlynn has managed to harvest a few arcane fetishes for Thoravald, which have increased Thoravald’s strength as desired. The harvest has not gone unnoticed, however, and the discovered remains of his harvested fetishes have garnered the attention of several different groups of the lands, along with causing a downturn in the business of hunting expeditions in the area that he has hunted around. Now, the area affected has sent for help, of which multiple parties plan to partake in to investigate and further their own goals as well…

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Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 57: Renewal ©2006 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

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Preparations for Play For this episode, a few things should be done to make running of it easier. Look over DM Aid #2, which summarizes environmental hazards and conditions that will occur during the episode. Feel free to reference the DMG for more information on these hazards, although the DM Aid should have this information available for quick reference during play. Also, several of the maps are somewhat detailed (especially the final combat’s), so any prep work that can be done with these maps will speed game play. Last, familiarize yourself with the Orlynn’s prestige class and tactics, as they can be somewhat complicated. Before beginning the episode, several possible certificates and meta-orgs of the players may come into play. Find out if any characters at the table own the Staff of Sydaen, as there is an encounter and penalty for having the staff in this module. Take note of any players that have the Notice of a Malevolent Power and their number, as the Notice increases the opponents the party will face in the final combat if any at the table have it. Also, find out if any of the characters playing have played Episode 41: Revival, as they will recognize Thoravald when described to them or seen by them. Also, it is heavily recommended that player have played Episode 41 before this episode, as spoiler information may occur and the events here are related to what occurred in Revival. Lastly, there are several meta-org and other organizations that have additional play opportunities in this episode. Members of the Wizards’ Cabal, Topaz Eye, Eldritch Underground, and/or the Silent Guard receive missions from their organizations, and may be required if successful in their tasks. Also, divine followers of Elgath will receive a divine mission from their god, and will be rewarded if they are able to do his will. Episode Hook Read or paraphrase the following aloud Wiping the sweat from your brow, you look up towards the clear sky and unrelenting shine of the sun, wishing for something to break the uncommonly hot weather of the early summer that has plagued the city of Blackmoor for the last week. The heat is more typical of the

middle of the summer season, as is the humidity that causes your clothing to stick to you uncomfortably. Combined with the rumblings of your stomach, the sight of the Comeback Inn is a welcomed one. Approaching the entrance, the two guards at the doors open them for you as they greet you with a slight nod, allowing you to enter the Inn. A force washes over you as you break the plane of the doorway, and the oppressive heat outside retreats as the cool air of the Inn replaces it. The Inn is quite full so close to noon, but you manage to spy an open table in the great room, although several others also move to the lone opening seating, as there are no others available at the moment save this one. A comely barmaid comes to your table, taking your orders in short order, and manages to return with both food and drink in a short time. Having finally found a place to relax and escape the climate outside, you settle in to enjoy a few moments of relaxation before heading back out to finish your day’s business. A loud burst of laughter breaks the cacophony of forks scraping against plates, drinks being drunk and hearty conversation in the Comeback Inn, as if the crack of a stroke of lightning at the beginning of a thunderstorm. Looking up from your meal, you spy the barkeep, Batts, arching his back as he continues to laugh, most likely in reaction to whatever the cloaked man at the bar in front of him said. Wiping tears of laughter from his eyes as he looks back to the man, he coughs and composes himself, as looks around the great room in search of something. Your curiosity satisfied, you begin to return to your meal but stop as you notice the ogre’s eyes settle upon your group. He smiles slightly, nodding in approval, as he whispers to the man and points directly at your group. The cloaked figure turns slightly to observe your group, his face obscured be the hood of his cloak, shadowing his features, as he nods once and lays a stack of coins on the counter for the assistance. As Batts gives his thanks, the cloaked figure turns and approaches your group, his face is revealed. The face is that of a young male, though his slightly pointed ears betray his Elven heritage, and possible his older age. Light brown hair escapes around his neck from within

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Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 57: Renewal ©2006 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

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his hood, which he removes as he approaches your table. Clear blue eyes look over your group, taking measure of each of you. He gives a sigh of relief, and smiles. “It seems the barkeep was right in his assessment of you. I am Garen Oakeshad, and if it interests you, I have an offer of employment for you.” Garen is the owner of the Hunter’s Aerie, a hunting lodge that caters to the wealthy and influence of the lands. Though he looks not more than twenty years in age, he is really in his thirties. Usually not one that travels to Blackmoor, recent troubles near his hunting lodge and encampment have hurt his business and threaten to ruin the lives of his employees and himself, less he find aid. If the party agrees to hear his proposition, he will explain the following to them:

• For the last few months, the remains of slaughtered creatures have been discovered in the area around his hunting lodge, the Hunter’s Aerie.

• Most of the remains were too savagely attacked to identify easily, but it’s believed that the remains are that of more unusual beasts in the area. Only a few of the corpses that were slaughtered were that of more common wildlife.

• Some examples of the beasts include a cockatrice, a displacer beast, a Pseudodragon, shocker lizard, and even more surprising, a harpy. (A successful Knowledge (Arcana) check (DC15) allows any succeeding to realize that most of the creatures slaughtered have supernatural or spell-like abilities.)

• Strange, unnatural howls have been heard during the night hours, and the trails of the passing of strange creatures have been found burned into the ground in the area, unidentifiable by any in our encampment.

• Other than the beasts and wildlife, there have been no attacks on anyone or anything in the encampment to date.

• However, do to the slaughtered beasts and strange signs of the predator, his business has been slowing down, and if it continues both him and his employees

are likely to suffer economic harm, forcing them all to abandon the encampment permanently.

After explaining the situation to the group, he will offer to answer any questions that they may have. He can relate the following information on the encampment and the attacks, if asked about such things:

• The Hunter’s Aerie was established by his grandfather, and he now runs the Lodge with his mother’s assistance. His father was slain five years ago leading a hunting party after a white dragon near the peak of the mountain that the lodge is built on. He was the only one lost to the dragon, which was slain by the rest of the party.

• A small community has formed around the lodge, mostly of businesses that assist any clients with their hunting expeditions to the area. There are around two dozen families that run these businesses and call the encampment home. To his knowledge, all who live near the Hunter’s Aerie are on good terms, and depend upon each other for success and survival.

• The encampment includes the lodge, a few general outfitters, a bowyer’s shop, a tavern, a blacksmith, and herbalist. A few of the folk also make a living as hunting guides.

• The encampment’s clientele is typical wealthy nobles and merchants, as is the case for most hunting lodges in the northern Peaks of Booh. The wealthy are willing to pay fine sums for a good hunting expedition, as the northern Peaks of Booh offer a close escape for those in region for such a trip.

• Even though there is a good amount of coin to be earn in running a lodge in the Northern Peaks of Booh, the multiple hunting encampments tend to get along well enough, and usually respect their grounds, usually divided by mountain peak or valley for ease.

• The northern Peaks of Booh are known for their variety of wildlife for hunting both of mundane and unusual variety. The game hunted varies from grouse to

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Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 57: Renewal ©2006 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

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deer, elk to dire beasts, and even more exotic beasts.

• According to those who examined the mangled corpses, it appears that the damage was done through numerous amounts of bites, though it was difficult to tell as most of the remains appeared feasted upon by their attackers or other beasts before being discovered.

• The tracks found in the area are that of various four-legged beasts, from small to large sizes it seems, but nothing more than that could be determined as the only sign of their passage was a pattern of scorched earth were the creatures moved, with no discernable prints to examine.

• The howls heard in the night have sounded canine, but different. It’s hard to describe, just that they seemed different, troubled, maybe tortured in nature.

• To this date, no one has seen the creatures responsible for the attacks, only signs of their passing and kills.

• If asked, he will explain the fit of laughter that Batts had. He asked Batts, the barkeep, for a group of heroes to assist him with a problem. He explains that the ogre stared blankly at him for a moment, and then asked him if he knew where he was. Garen explains he responded simply ‘An inn”, and within moments Batts began to giggle and then laugh loudly. Garen will only shrug after telling the tale, unsure at the barkeep’s response.

After answers the inquiries of the group, Garen will offer each party member a reward of gold for discovering the beast or beasts causing these difficulties. The amount of gold offered is equal to 100gp times the ATL played. He also offers to cover their meals and board at the lodge while they end this threat. If the party agrees, Garen will offer his thanks and hastily prepare a writ for the group, explaining that they are now under his employ to investigate the attacks. He will present this and a set of directions to the Hunter’s Aerie to the party, asking them to make haste to the encampment to investigate the issue. Hunter’s Aerie and the surrounding encampment are

three day’s travel from Blackmoor, a simple travel via road and paths, rolling plains for two days and then one day up the hills and mountains to the encampment. He will suggest that when the group arrives at Hunter’s Aerie that they head to lodge and speak to his lodge master there, a Thonian man named Alexander. Garen would be willing to lead the group there, but he has some business to take care of in the city and will not be prepared to leave for a few days yet. If the party offers to wait for him, he will decline, explaining he would like this issue investigate as soon as possible, as that was the reason that he choose to seek out a group to deal with the slaughters first thing when he arrived in the city. He will insist the group leave without him if pressed, threatening to find another group that would be ready to go if needed. When their business is completed, Garen will cover their tab for their meal and drinks, and wish them safe travel and good luck in their investigation, telling them they should expect him to arrive a few days after they arrive at the encampment. If the party or anyone in the party does not accept his offer of employment, he will nod in understanding and thank them for their time. Some that choose against helping may be given one more opportunity to change their mind, depending upon their background. If anyone turning down the offer meets one of the requirements for an additional encounter, they can choose to change their mind after the additional encounter, and manage to track down Garen and/or catch up with the party to partake in the investigation. If they do not have an additional starting encounter, they are done with the episode. Below are additional encounters that certain players may experience before departing the city, or on their first day and/or night of travel. It is possible for characters to receive more than one additional encounter before Chapter One begins. After all starting encounters have been dealt with, move on to Chapter One. Members of the Wizards’ Cabal: Any members of the Wizards’ Cabal will be contacted shortly after their meeting with Garen, as the Wizards’ Cabal has heard of the issues near the Hunter’s Aerie and concerns have been raised due to the history of the location, along

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Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 57: Renewal ©2006 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

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with the cryptic divinations from the Topaz Eye that may point to a threat in the Peaks. Through a spell, a message will be sent to any Cabal members in the party, explaining the Cabal’s concerns and asking them to investigate. Hand any Cabal member the Player Handouts: Wizards’ Cabal before beginning the first chapter, as this handout summarizes and explains the Cabal’s mission to them. Members of the Topaz Eye: Any members of the Topaz Eye will be contacted shortly after their meeting with Garen, as their divinations have marked one of their members as a part of a coming conflict in the Peaks of Booh. Through a spell, a message will be sent to any Topaz Eye members in the party, revealing the character’s involvement in the coming events. Hand any Topaz Eye member Player Handouts: Topaz Eye before beginning the first chapter, as this handout summarizes and explains the Topaz Eye’s visions to them. Members of the Gen’ri: Any members of the Gen’ri will be contacted shortly after their meeting with Garen, as agents of the Gen’ri in Hunter’s Aerie have been told you would be contacted. Hand any Gen’ri member Player Handouts: Gen’ri before the beginning of the first chapter. Members of the Eldritch Underground: Any members of the Eldritch Underground will be contacted shortly after their meeting with Garen, as agents of the Eldritch Underground have heard of the issues near the Hunter’s Aerie and concerns have been raised due to the history of the location and a missing member of their group in the region. Through a spell, a message will be sent to any Underground members in the party, explaining the Underground’s concerns and asking them to investigate. Hand any Eldritch Underground member Player Handouts: Eldritch Underground before beginning the first chapter, as this handout summarizes and explains the Underground’s mission to them.

Followers of Elgath: Any followers of Elgath are contacted by their deity in their dreams the night after meeting with Garen, as Elgath claims domain over hunting and magical beasts in his portfolio, and the recent happenings in the Peaks of Booh have raised his ire. Hand any follower of Player Handouts: Followers of Elgath before beginning the first chapter, as this handout summarizes and explains Elgath’s divine mission to them. Members of the Silent Guard: Any members of the Silent Guard will be contacted shortly after their meeting with Garen, as the Guard has heard of the issues near the Hunter’s Aerie and the events have raised their interest. Through a covert drop, a message will be delivered to any Underground members in the party, explaining the Guard’s concerns and asking them to investigate. Hand any Silent Guard member Player Handouts: Silent Guard before beginning the first chapter, as this handout summarizes and explains the Guard’s mission to them. Possessors of the Staff of Sydaen: If anyone in the party carries the Staff of Sydaen, their sleep the next few nights after meeting with Garen are troubled with unexplained and troubling visions. Every night of rest for this episode, the character will have unpleasant nights sleeping filled with nightmares, and be fatigued for the next day, unless removed in some way, as they find no comfort or renewal in sleep. This discomfort and fatigue does not affect spell memorizing for those affected, however. Hand any owner of the Player Handouts: Staff of Sydaen before beginning the first chapter, as this handout summarizes and explains the nightmares and unpleasant nights sleeping to them. During the episode, the owner of the Staff cannot trade, sell, or otherwise loose possession of it, along with learning its ability to increase the DC of a necromantic spell will not function on the Forewarned or their minions. At the end of the episode, the person with the Staff of Sydaen will receive a certificate called Weight of the Dark Staff, which must be attached to the Staff at the end of this event.

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Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 57: Renewal ©2006 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

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Chapter 1: Misinterpretations Read or paraphrase the following aloud After making a few last preparations, your group departed Blackmoor two nights ago, and the road has only offered easy travel, as the weather began to turn from the unseasonably oppressive heat of the past week to a more comfortable temperature. The weather has stayed clear and calm, allowing the trip so far to be devoid of wind and rain. The rolling plains of the past few days are now replaced with rolling hills and hardwood forests, and after a few more hours of travel the rocky slopes and taiga of the Peaks overtakes the surrounding scenery. Knowing that the lodge is within a few more hours travel, you continue along the rough path, which climbs onward up the slope, weaving back and forth among the trees and rocky outcroppings. The wilds about you project a soft melody of sounds this morning, as the light mist that greeted you a the foot of the mountains is fading from the woods surrounding you, as the rays of the sun pierce it as if a rain of missiles. Within moments, a break in the foliage allows the sun to strike you fully, providing a feeling of warmth and comfort from the damp and shaded wilds of the Peaks. Ahead of the party, just of the side of the path in a small clearing, lies the remains of latest kill of Orlynn, the unicorn Nystara. Nystara fell to Orlynn just before sunrise this morning, and butchered the unicorn’s corpse for its horn, heart, and mane as fetishes and material components for his master Thoravald. After claiming the fetishes, Thoravald removed his arrows from Nystara and allowed his fiendish wolves, summoned through the use of imbued Shabtis statues to devour and consume the unicorn’s remains for their assistance in the kill, and to also hide the true cause of her death. Lastly, he removed the jawbone from the creature to ensure no one could speak to its spirit from beyond the grave, as he does with most of his kills. Sadly, Nystara is not the only victim of Orlynn’s ambush. At a small campsite a short distance off, the unicorn’s soul mate lies in unconsciousness brought through Orlynn’s actions, to ensure that there would be no help for the unicorn’s survival. The soul mate, a half-Cumasti ranger named Kaylessa, is just

beginning to awaken from her prolonged slumber, as Orlynn managed to catch the ranger asleep and outside the watchful eye of her soul mate. Having scouted and tracked the soul bound pair for several days, Orlynn decided to not kill the ranger but instead torment her with the loss of her mystical-bonded companion. As the party approaches the clearing, from the vantage of the break described above, have the party make Spot and Listen checks. A Spot check (DC20) allows those successful to notice a flock of ravens circling an area ahead and along the path, about 50 to 60 feet ahead and to the left. A Listen check (DC15) allows those successful to hear a cacophony of croaking-sounding birds from the air ahead. A Knowledge (Nature) check (DC10) can identify as the sound of a raven’s call. The flock of ravens has come to circle above the fresh carrion and feast upon it. The party may make any preparations they feel as needed, and as they approach the clearing along the trail ahead, either with or without the warning from the ravens on what may lie ahead, read the following to them Moving ahead, a rocky clearing starts to appear along the side of the trail towards the encampment, spanning perhaps 15 to 20 yards, devoid of the thick foliage that you have seen so far along the trail. Grayish stones and outcroppings break up the clearing, and sets of burnt tracks crisscross the area, as the scorched black signs of passage stand easily out among the green grass in the clearing. Gazing across the clearing, a few ravens can be seen diving down and across the open area, landing near a white and red mound at the clearing’s far side. Their landing disturbs several of the birds near and on the mound, as both the present and arriving ravens sound their displeasure at each other’s company. As the raven’s calm, they turn their attention back to the mound, and tear white and red flesh from it, as you realize that the mound is serving as their morning meal. If the party will choose to investigate this scene, as the tracks and corpse point to the work of the mysterious killing in the area. Nystara’s corpse is too ravages and burnt to be identified properly, although the group can easily tell the

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Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 57: Renewal ©2006 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

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remains appear to be white and red, and are that of a large creature. Approaching closer, the remains will become more visible and appear to be that of a horse, its fine white fur covered in blood and blackened in spots from the fiendish creatures that feasted upon it. Bits of its flesh have been torn away from the body in numerous locations, ranging from small (caused by the ravens) to large (caused by the wolves and Orlynn) openings that expose the innards of the creature. Those examining the corpse can realize with a successful Knowledge (Arcana) or Knowledge (Nature) check (DC20) that the remains are that of a unicorn. Those wishing to examine the area of the clearing can choose to do so, making either Search or Track checks while doing so. The following information can be learned, depending upon the result: DC 10: Numerous fiery creatures moved about the clearing several hours ago, entering in from around the edges of the clearing. DC 15: The creatures were quadrupeds, and were working in tandem to encircle and corral the unicorn. DC 20: There were six of the creatures involved, and they appeared from seemingly out of nowhere at the edge of the clearing, and also seemed to disappear from within it without a trace. Those examining Nystara’s remains can make a Heal check to determine the wounds the unicorn suffered, though the feasting of the ravens and the wolves have managed to conceal Orlynn’s handiwork in his death. A Heal check (DC15) will reveal that the unicorn has been eaten and bitten upon by fiery maws, as the flesh is torn and shredded with scorch marks around the edges. Characters who succeed at this check can also realize that the raven’s wounds were done post mortem. A Heal check (DC25) to determine that the true cause of Nystara’s death were deep puncturing wounds, primarily in the vital chest region, although the consumption of the unicorn’s flesh has conceal the entry wounds. Anyone that chooses to examine Nystara’s corpse can learn a few things. A Search check

(DC10) will reveal his horn has been broken away from the unicorn’s skull, and a Search check (DC15) reveals that the bottom of the jaw has been lost from the remains’ also. The removal of Nystara’s mane and heart are impossible to deduce, as the fiendish wolves consumed the areas of the corpse that would have made their harvesting known. At this time, Kaylessa will have started to stir from unconsciousness and will begin to awaken, a terrible feeling of emptiness and loneliness wracking throughout her body and soul. Nystara and Kaylessa were bonded soul mates, as Nystara had found the half-elf as a child, lost and scared in the Peaks and saw her pure soul, and after leading Kaylessa back to safety, kept a relationship with the maiden until she was old enough to be considered for a bonding between them. Such a bonding links a maiden’s and unicorn’s soul for all their lives, and the passing of either is a traumatic event for the survivor, as it feels as if one had lost a part of their own being. This pain will disorient and confuse Kaylessa for several moments, but shortly after that time she will compose herself and move towards the clearing in stealth, drawn by the fading link between Nystara and her towards the clearing. As Kaylessa approaches closer to the clearing, her deep sorrow at the unfathomable loss turns to a deep, blinding rage. She will withdraw her longbow and notch an arrow, the fading link giving her a sixth sense that her beloved companion lies closely near, and her pained heart hoping for revenge. She will reach the edge of the clearing at about the time the party examines Nystara’s corpse, their location and actions raising Kaylessa to a blind rage. Having no idea that the party is not responsible for her soul mate’s passing she will attack, her mind and heart clouded from her loss. Kaylessa will attack immediately, and with the possible element of surprise. She will have moved with stealth, so have the party make Listen and Spot checks against her Hide and Move Silently checks. Remember to apply the necessary penalties for distance based upon the positions of Kaylessa and the characters. Those who manage to beat her rolls will be able to act in the surprise round, as she fires her first shots at her soul mate’s ‘attackers’. She will literally

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Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 57: Renewal ©2006 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

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start with those with blood on their hands, as the process of examining the massacred unicorn is likely to live those examine its wounds and body with blood on their hands due to the state of the corpse. Her attacks will start with them, but she will switch to those who threaten her directly if necessary, switching to melee if needed to defend against the ‘murderers’. After the surprise round, read the following to the group At the edge of the clearing, you spot the ambusher. The lithe form stands at the edge of the clearing, her hair unkempt and wild, flowing everywhere off of her head and around her pointed ears. She reaches for another arrow from her quiver with hatred in her eyes and a silent scream of rage comes from her mouth. The morning sunlight strikes her beautiful face, and reveals the wetness upon her cheeks as she readies to continue her attack. This is all a horrible misunderstanding, but Kaylessa’s emotional state is such that she is giving in to her loss and pain. Those wishing to gauge her emotional state or intentions can attempt a Sense Motive (DC20) to discern that she is attacking in blind rage and is emotionally distraught. ATL 3 – See Appendix I for Stat Blocks Kaylessa ATL 5 – See Appendix II for Stat Blocks Kaylessa ATL 7 – See Appendix III for Stat Blocks Kaylessa ATL 9 – See Appendix IV for Stat Blocks Kaylessa This encounter can be ended through multiple means, but depending upon the methods used, results may vary. Violence is an option, though Kaylessa is just another victim of Orlynn’s deeds and does not deserve such a fate. If the party kills her on purpose with no attempt to subdue or capture her, this is an evil act because Kaylessa is a pure and innocent soul and the repercussions for the character that performs the killing blow should be immediately;

Paladins lose their Paladin Abilities, Clerics lose their spells, etc. The PC doing the killing is _IMMEDIATELY_ out of play (Come up with a reason for this, i.e. The character runs off screaming about what a vile deed they’ve done and needs to atone – Explain this to the player aside from the rest of the table and work out with them how their character runs off). The PC who performed the act must get an Atonement spell done – They pay the cost of the spell and must spend 12 TU’s to be able to play that character again. Further, the player earns no experience from this episode. Attacking with subdual attacks or disabling magic/abilities would suffice in ending the danger to the party, though dealing with Kaylessa afterwards might be difficult. Parties could also choose to flee the encounter, though Kaylessa will make every attempt to pursue and continue her assault upon them. Run the chase until the party outdistances her or makes an escape that she cannot keep up with, using your best judgment for ending this scenario. Lastly, the party could attempt to use diplomacy to end the hostile actions of Kaylessa, though they will suffer a penalty for attempting it in combat. Kaylessa is currently Hostile to the group, and will be brought to at least Unfriendly to end her attacks, and even higher to be of any practical use to the party. Due to situation, there are many modifiers to any Diplomacy checks made in this encounter, as the check is not as simple as it seems. Kaylessa, for all her abilities and skills, is disabled, both deaf and a mute, making hearing and speaking impossible. Her father taught her Sign Language, which she can comprehend and sign, and is somewhat able to read lips, though not as well as proficient and only Cumasti Elven. Her disabilities were part of the reason why her link to Nystara was so strong, as the unicorn and her communicated through empathy and telepathy obtained through their binding.

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Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 57: Renewal ©2006 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

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Unfortunately, this will make any attempts at Diplomacy more difficult with her, though her appearance and actions can reveal her disability to those that pay attention. She attacks while yelling, though nothing can be heard. If anyone asks if she is saying anything, mention that it appears she is yelling at your party, but nothing comes from her mouth. Anyone suggesting that a magical effect, such as silence is blocking communication can be told that her bowshots and movements are producing noise however. If anyone wishes to attempt to use Diplomacy on Kaylessa, have them describe their actions, and take note of what the other members in the party are doing, as it is likely much of the communication that will occur will be nonverbal instead of verbal, and everyone’s nonverbal communication will come into play with any Diplomacy check, regardless of who is making it. Players can make Diplomacy checks to assist another, but suffer the modifiers below when attempting to assist another. Apply the following modifiers to any Diplomacy checks made to change Kaylessa’s attitude, either in or out of combat:

Character making Diplomacy check is Cumasti or Half-Cumasti +2

Character making Diplomacy check is female +2

Character making Diplomacy check while using Sign Language +2

Character making Diplomacy check is speaking in Cumasti within 30 feet of

Kaylessa, and Kaylessa makes a Spot check (DC20) to comprehend

+4

Each party member who is Cumasti or half-Cumasti +1

Each party member who is female +1 Each party member bearing an open symbol of an Elven god or goddess +1

Each party member without weapon draw +1

Each party member who did not attack or made a non-hostile action, such as dropping their weapon, raising their

hands in peace/surrender

+2

Each party member bearing an open item or symbol of an evil power -1

Each party member with weapon draw -1

Each party member who attacked or made a hostile action, such as

spellcasting -2

Each party member with blood on them from searching/examining Nystara -2

Each party member with an open flame, such as a torch or fiery weapon -2

Rushed check (Full round action) -10 Feel free to apply a positive or negative circumstance modifier for the player’s presentation of the Diplomacy check, as this is a role-playing exercise as much as a combat. If there are any other suitable modifiers that the character may have, feel free to modify the circumstances of the Diplomacy check for them. It is also possible that other certificates of the players may also influence this check. Depending upon the Diplomacy check result, it’s possible to change Kaylessa’s actions, as listed below: Diplomacy DC 20: Unfriendly Diplomacy DC 25: Indifferent Diplomacy DC 35: Friendly Diplomacy DC 40: Helpful If the party changes Kaylessa’s attitude, combat will end, though her reactions afterwards will vary on her ending attitude. Realize that Kaylessa will have only Sign Language to communicate to the party; otherwise all of her communication will have to be non-verbal, accomplished through gestures, posture, and motioning to objects. If the party is having difficult in comprehending her non-verbal communication, a Sense Motive check (DC20) will allow them to get a ‘hunch’ on what she is trying to communicate to them. If things become too difficult, she will attempt to find a patch of soil and write to the party in Cumasti. This should primarily a role-playing exercise, so attempt to role-play the situation as much as possible, though a party with someone proficient in Sign Language will have an easier time overall. Also, depending upon how well the party deals with Kaylessa, she may offer further aid in their search and be willing to reward the party if they are able to bring Nystara’s killer to justice. Her reactions are listed below, based upon her new attitude: Unfriendly

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Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 57: Renewal ©2006 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

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Kaylessa will lower her weapons and end her attack, although she will be on guard and will immediately return to attacking if provoked. She will carefully approach Nystara’s remains, and ignore any communication from the party. She will motion for anyone near Nystara’s remains to move away through gestures, wishing to be near her fallen soul mate. She will kneel careful beside Nystara and gently stroke his bloodied fur. With tears in her eyes, she will urge the party to leave her in peace, not wishing to communication with them and be alone in her sorrow. Indifferent Kaylessa will end combat and stow her weapons, and move directly to Nystara’s remains. She will kneel beside her fallen soul mate, sobbing and caress Nystara’s bloodied fur. She will ask, in Sign Language, for the party to leave, tell them she is sorry for her assaults, as she thought the party was responsible for the unicorn’s death, revealing nothing of her now-broken bond to them. If the party cannot understand her, she will use nonverbal communication to show she is sorry for attacking without provocation, through gestures and the removal of a healing kit, which she will use on those injured if needed. After showing remorse towards the injuries she has caused, she will then motion them to leave, wanting to be left alone with her fallen soul mate. Friendly Kaylessa will understand that she was at fault for her unwarranted attacks, and will drop her weapons at first opportunity, then presenting her open hands as a sign of peace and apology to the party. She will offer her healing kit slowly, presenting it to the party and motioning towards those that are injured to communicate her willingness to make amends for her actions. She will attempt to communicate to the group in Sign Language, and if unable to do so, will communicate through non-verbal means about her disabilities to the party. She will attempt to communicate her desire to approach the remains of Nystara to the party and approach her fallen companion if allowed to. She will communicate that she was in reverie before dawn when she was struck and knocked unconscious by an unknown attacker. She’ll explain that when she woke, her mystical bond with Nystara was severed and fading, causing

her great pain and turmoil that confused her and caused her to act hastily. She claims that she found no signs of whoever was responsible for attacking her at her encampment. So will ask the group to find whomever or whatever is responsible for Nystara’s death and deliver them to justice. After doing so, she will ask that she be left in peace with Nystara’s remains so she can morn her loss. She will provide directions to the Hunter’s Aerie if the party needs further directions, mentioning to them they should be arrive there shortly after noon. Helpful Kaylessa will respond in horror to her deeds when the party communicates to her properly, realizing the gravity of her error in attacking blindly in her rage. She will drop her weapons immediately and fall to her knees, sobbing heavily for several moments for her actions. She will recover, and attempted to sign her distraught at her unwarranted attack upon the party, attempting to explain that the pain and disorientation of the severed bound between Nystara and herself had driven her to a momentary lapse of reason and insanity. She will attempt to do so in Sign Language, and if unable to do so, will communicate through non-verbal means about her disabilities to the party. She will then offer her skills at healing, along with her curative magic to heal any injuries that she may have caused, and gift any of her remaining potions of curing to the party as compensation for her actions. She will be willing to surrender herself to the party, if the party requests or demands it, if they feel she should answer for her crimes. She will not deny her fault in the matter, but will attempt to explain her position and loss, as the severing of a soul mate is something that not many can relate to, as it would be the equivalent of a parent losing a child, a lover losing their partner, a caster losing a familiar, and other such examples, though the pain is even more overwhelming to those soul mates that survive a tragic parting such as Kaylessa. In any case, Kaylessa will attempt to communicate her desire to approach the remains of Nystara to the party and approach her fallen companion if allowed to. If asked what occurred, she will communicate that she was in reverie before dawn when she was struck and knocked unconscious by an unknown attacker. She’ll explain that when she awoke, her mystical bond with Nystara was severed and fading,

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Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 57: Renewal ©2006 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

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causing her great pain and turmoil that confused her and caused her to act hastily. She claims that she found no signs of whoever was responsible for attacking her at her encampment. So will ask the group to find whomever or whatever is responsible for Nystara’s death and deliver them to justice. After doing so, she will ask that she be left in peace with Nystara’s remains so she can morn her loss, if allowed to stay with the party. She will provide directions to the Hunter’s Aerie if the party needs further directions, mentioning to them they should be arrive there shortly after noon. Chapter 2: Lodgings Read or paraphrase the following to the party Traveling onwards, the rest of your travel goes uneventful for the morning, allowing your group a few last moments of tranquility in the wilds. However, shortly before noon, you round the edge of a cliff face and find yourself facing a small mountain village, nestled gently in a valley between two high plateaus of this mountain peak. Occupying the highest point of the valley is a large building constructed from water-worn stones and large log timbers, with the enormous antler rack of an elk mounted above the entrance, making it easily identifiable as the Hunter’s Aerie Lodge. The path you’re on wanders up the middle of the valley, edged by around half-dozen businesses that support the valley’s residents and its visitors. On the outskirts of the valley, two to three dozen cottages of the valley’s permanent residents form the outer border of the settlement. For being mid-day, activity in the village seems light and quiet, highlighting the current problems of Hunter’s Aerie. The party has finally arrived at the some hunting village Hunter’s Aerie, named for the primary business and largest structure in the village, Garen’s hunting lodge. Appendix – Player Handouts: Map of Hunter’s Aerie details the layout of Hunter’s Aerie and its environment, labeling the primary locations of the village, with the exception of #10: Orlynn’s Cottage and #11: The Graveyard, which are detailed for you on Appendix – Maps Chapter 2 – Lodgings. At this point, the party is able to move freely, although the best source for assistance will be located at the lodge itself and their contact Alexander. Descriptions of the locations are presented

below, including any services they may provide, NPCs typical present, and any information they may be able to provide. If the party chooses to gather information or visit a location not listed below, such as a private dwelling, to question a NPC, utilize Appendix – Game Masters Aid to give them information from a non-descript NPC of your liking, along with the businesses in the village, save Alexander who has a few pieces of information he can related. #1 – Hunter’s Aerie Lodge: The Hunter’s Aerie Lodge is a two-story building made of water-worn stone and timber logs. It sits at the highest point in the valley and seemingly sits over it. This structure is the heart and soul of this settlement, as its business and reputation are the means by which most here earn a living. When the characters approach and enter it for the first time, read or paraphrase the following Moving up the valley towards the lodge, its simple grandeur becomes more evident as you approach closer to it. It is easily the largest structure in the valley, and stands two-stories high. It appears to be built of strong log timbers with a foundation of mortar and worn stones gathered from mountain streams. A huge set of elk antlers are mounted above the entrance, easily the largest set you’ve ever seen. Entering the lodge, a comfortable common room greets you, trophies of every variety mounted throughout it, from antlers to skins to even stuffed beasts. A huge fireplace is in the center of the room, as opposing sets of staircases lead up to the next floor. Couches, chairs, and tables are scattered liberally throughout the room, and a long bar lies against one wall. An elderly Thonian man of over sixty winters stands behind it, polishing the wooden bar with loving care. He looks up as you are taking in the surroundings. “Can I help you good folks?” he asks in a grandfatherly tone. Alexander Truvale is the lodge master for the Hunter’s Aerie, and has served in the role for several decades now. He was hired by Garen’s grandfather and has served three generations of the Oakeshads, serving as a servant boy at first and working his way to lodge master. As much as the lodge is the center of Garen’s existence, it is the same for Alexander. He is proud of the

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Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 57: Renewal ©2006 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

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success of the Hunter’s Aerie, and does not want to see it fail in his remaining years. Alexander was informed of Garen’s intent to hire adventurers to look into the slaughter of the more unusual beasts of the Peaks, and was informed to keep an eye out for them. If the party states they are looking for Alexander, he will introduce himself, chuckling that they must be new to the area. If they explain that they are here to investigate the recent problems and can provide the Garen’s writ, either of their own offering or by Alexander’s request, Alexander will smile warmly and nod in appreciation. Once he knows that the group is the help Garen has sent to aid Hunter’s Aerie, he will explain the situation to them as follows: Alexander motions to the empty bar, motioning for all of you to be seated, as he begins to fill mugs with ale and glasses with wine, offering whatever you desire to wet your tongue. After he has served you all, he leans against the back of the bar and begins to speak, absentmindedly cleaning a mug as he speaks. “This whole matter has been difficult of late upon Hunter’s Aerie. Most of our clientele are the more well-to-do from Blackmoor, and most don’t have the nerves to risk dealing with something they can’t handle. Hunting some deer or elk is one thing, but dealing with whatever is slaughtering the more powerful creatures of the Peaks is another. We still have some business of the more capable and brave sportsmen, but it’s suffering overall cause of the killings. “The killings were noticed around three months ago, and the best the local guides can tell some strange four-legged beast is causing the problem. They’re having tough time pinning down what exactly is killing the beasts, as the tracks have been nothing but burnt footprints as evidence, and no one has managed to catch sight of the critter or critters. And so far, the guides and hunters trying to track whatever is responsible have come up empty, but that’s obvious since you’ve been brought in, isn’t it?” Alexander stands up and offers a few room keys, pointing to an area upstairs. “The three rooms at the end of the hall on the left are yours while you solve our problem. Enjoy the view, as usually some uppity merchant or noble is dropping a fair bit of coin from the view of the

peak out those windows. Now, let me or any of the staff know if you need any food, drink, or provisions, as we will do our best to keep you from going hungry or thirsty. As for any gear you might need in the wilds, we can possible loan you what you need, as long as you can return it in good shape. Now, if there is nothing else, feel free to get busy, as our hospitality comes at the price of you doing your part of the deal.” Alexander is grateful for the party’s assistance in the problems at the lodge, but he also is use to hard work and results. He will expect nothing less than the group’s hardest effort in resolving the problems in a timely matter. He will communicate this in a grandfatherly manner, but will be harsh if necessary, as the well-being of all the residents of Hunter’s Aerie depends upon them. Alexander will be able to loan out any equipment from the Adventuring Gear, Tools & Skill Kits, and Clothing areas on Table 7-8 in the Core Rulebook I, but will require the equipment be returned in working order else the party will be required to purchase or replace the damaged equipment. The lodge also has a few hunting weapons (daggers, spears, bow, arrows, etc.) and light non-metal armors for loan, with the same requirements as the equipment if loaned to the party, save only ammunition. Alexander is one of the oldest town residents, and knows everyone in town. If the party asks about a person or business, Alexander should be able to give a brief description of either, along with an uncanny knack of knowing where to locate a resident at almost any hour of the day, as daily routines of the residents of Hunter’s Aerie are usually static. Also, if questioned, Alexander knows the following information that he can share with the party:

• There is only one other time that he can remember there being difficult with magical beasts that was unusual in Hunter’s Aerie, when a sorcerer was experimenting with magical beasts on a nearby peak and some of his ‘pets’ got loose. The creatures slaughtered the family of a local hunter, Orlynn, before a group of Cabalists stopped the creature. They managed to capture the sorcerer

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Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 57: Renewal ©2006 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

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and destroy his creations, along with leveling his tower. As far as I heard, the sorcerer was put to death for his crimes and nothing remains of his tower now except an open plain.

• The last villager that was killed on a hunt or by a creature of the Peaks was Garen’s father, who was killed while leading a group of nobles from Blackmoor in hunting a white dragon that laired near the top of the peak. That was around five years ago, and Garen has run the Hunter’s Aerie as owner since that time.

#2 – The Bowyer’s Quiver This is an archery shop ran by a Cumasti elf and his Thonian wife, selling custom archery equipment such as bows, quivers, and arrows, some of a more unique construction. The elf, Aledorian, has resided here in Hunter’s Aerie for about thirty years, and has seen much history here. His bows and arrows claim a fine price usually, for their beauty and craftsmanship. His Thonian wife, Evelyn, is responsible for working the quivers and other leather goods in the shop, along with enchantments and alchemical touches to some of the equipment here. The shop is a simple cottage, though its Cumasti architecture differs from the other buildings in Hunter’s Aerie. The shop is a well-organized room, with a patio that serves as a work area for both Aledorian and Evelyn. The rest of the cottage is their private residence. For sale here are standard archery equipment that is listed in the Core Rulebook I, including bows, composite bows, and arrows. Also for sale is the following unique items of Aledorian’s and Evelyn’s crafting:

• Acid Arrows (3 sets of 12) – 125 gp/set • Blunt Arrows (3 sets of 12) - 60 gp/set • Ice Arrows (3 sets of 12) - 125 gp/set • Thunder Arrows (3 sets of 12) - 250 gp/set • Water Arrows (3 sets of 6) - 100 gp/set • Whistle Arrows (3 sets of 6) - 60 gp/set • Adamantine Arrows (1 set of 6) – 450 gp • Sleep Arrows (2 sets of 6) - 800 gp/set • Lesser Bracers of Archery – 5,000 gp • Efficient Quiver – 1,800 gp • MW Archer’s Buckler - 950 gp

Also, it is important to be noted that the half-Elven ranger from Chapter One, Kaylessa, is the daughter of Aledorian and Evelyn. Depending upon her condition after Chapter One, the party may be rewarded further at the completion of episode. If asked about Kaylessa, they will respond with a heavy heart at their daughter’s actions, and will hold no ill will towards the party for their actions, since their daughter was at fault for the attack. They will, however, express gratitude if they did not their daughter during the combat. However, if they did kill Kaylessa (on accident in combat), they will become angry with grief they will make sure that everyone residing in Hunter’s Aerie knows of your deed and anything that could be purchased will be 50% more than the listed price for any of the items that the characters buy while in Hunter’s Aerie. If they killed Kaylessa and it wasn’t an accident, they will have nothing to do with the party they will make sure that everyone residing in Hunter’s Aerie knows of your deed, throwing them out of their stores refusing to sell them anything. Regardless of whether it was accidental or not, the characters earn the Enmity of the Bowyer’s Love. #3 – Kern’s Outfitting Kern’s Outfitting is a general shop, providing equipment and gear for hunting in the Peaks. This is one of two general stores in Hunter’s Aerie, run by a middle-aged Halfling named Kern, who inherited the shop from his father 15 years ago. He maintains a friendly but fierce competition against the other general store in Hunter’s Aerie, will to drive down his prices in order to take business from it. All goods here are any standard weapons, armor, and equipment usually allowed for purchase by players, save at a markup of 30% due to the lack of business lately in Hunter’s Aerie. This price, of course, can be driven down if someone mentions that the other general shop has it cheaper, but only by 5% to 10% percent at a time. By playing the two general shops against each other, it is possible to reduce the price to normal, but not below it. If asked about the recent events in town, Kern will explain that all the businesses in town are

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Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 57: Renewal ©2006 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

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suffering, as the typical visitors are currently avoiding this area due to the strange attacks. If business does not increase soon, many of the residents will be forced to relocate and the lodge itself will be ruined. #4 – Wil’s General Shop Wil’s General Shop is a general shop that provides equipment and gear for hunting in the Peaks. This is one of two general stores in Hunter’s Aerie, run by a middle-aged gnome named Wil, who inherited the shop from his father 16 years ago. He maintains a friendly but fierce competition against the other general store in Hunter’s Aerie, will to drive down his prices in order to take business from it. All goods here are any standard weapons, armor, and equipment usually allowed for purchase by players, save at a markup of 30% due to the lack of business lately in Hunter’s Aerie. This price, of course, can be driven down if someone mentions that the other general shop has it cheaper, but only by 5% to 10% percent at a time. By playing the two general shops against each other, it is possible to reduce the price to normal, but not below it. If asked about the recent events in town, Wil will explain that all the businesses in town are suffering, as the typical visitors are currently avoiding this area due to the strange attacks. If business does not increase soon, many of the residents will be forced to relocate and the lodge itself will be ruined. #5 – Dain’s Smithy Dain’s Smithy is the local blacksmith’s shop, a stone building that has been built into a rocky outcropping in the valley. Dain’s Smithy is run by a dwarf named Bain, who inherited the Smithy from his father Dain eight years ago. Bain’s only assistance is his only son, Kain, who is learning the family trade from his father. The Smithy sells metal weapons and armor of both mundane and masterwork quality, along with other metal goods that are crafted by the dwarves to support the residents and visitors to Hunter’s Aerie. Bain has a straight-forward business mentality, usually grumbling quick answers to attempts to small-talk and gossip, as he would much rather talk business to customers than the weather or other topics. His son Kain, however, is more

than willing to make small-talk to win over customers, being a mirror image to his father’s personality in that regard. #6 – The Thirsty Moose Tavern The Thirsty Moose Tavern is the local tavern of Hunter’s Aerie, though its clientele is more the local residents than the visitors to the area, who typically reside and entertain themselves at the Hunter’s Aerie Lodge. The Thirsty Moose is a large one-story building, made from fieldstone and graying timbers, with a large common room that can hold most of the village. A large fireplace is in the room, and is built from stones that are all carved with a resident’s name, from Hunter’s Aerie founding to the current day. Each stone has the resident’s name, the year that they arrived (or were born), and the date they left or passed on, which most that have this date list the date of their passing. The owner and barkeep of The Thirsty Moose is Otis, a Thonian man in his twenties with dark black hair and brown eyes. He carries a scar across his cheek that he gained from a bar fight in his teen years, and is a large man. He is very charismatic and can get along with anybody, always ready to lend an ear and give advice. A few of the town residents can be found here at any time, and can provide information to the party, although the accuracy of the advice can be suspect at times. Use Appendix – Game Masters Aid for a list of information and rumors that can be learned in the tavern from the barkeep, its employees, and its customers. #7 – Maylade’s Sprouts & Essences Maylade’s Sprouts & Essences is a herbalist and apothecary shop in a simple cottage of Tenian architecture. Maylade runs the shop. She is an old Thonian woman originally from the Duchy of Ten, who moved to Hunter’s Aerie as a refugee after the Afridhi invasion of the Duchy. The shop sells a variety of items, but most importantly to the characters it sells alchemical items and potions that are normally available to them. Maylade has a good number of alchemical items for sale, but only stocks multiple potions of healing at a time. She will only have one of any other potion in stock at a time. Maylade can brew any first or second level potion the party may want but it will take

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Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 57: Renewal ©2006 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

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one day to do so, and she will charge double the standard price for this custom work. Maylade is a bit of a rumormonger, and serves the Brothers of the Greenwood as an informant and supplier. She will have the following information to provide to the party: • A strange group of cloaked men entered the

village at the height of winter, trying to hire a guide for the peak. They wouldn’t state their business, so most of the hunters wouldn’t go with them. I believe that one did, and no one has seen any sign of the guide or the men since they attempted the scale the peak in winter, stupid fools.

• Hunter’s Aerie Lodge is the most successful of the ones that operate here in the northern Peaks of Booh. The downturn in business has been rather hard on us, but the other hunting lodges and encampments are praying that the current trouble will be the end of Hunter’s Aerie.

#8 – Shrine of Elgath This is the local shrine to Elgath, where hunters seek their patron’s blessings while in Hunter’s Aerie. The shrine is an open-air structure, with an altar covered in offerings from hunters that were left both in seeking of a successful hunt, usually an offering of coin, a simple weapon, or other token, and in thanks of a successful hunt, usually an offering from the slain beast itself, such as a horn, tail, or piece of its skin. A small cottage near the shrine serves as the residence of the shrine’s keeper, Reggur, a middle-aged Thonian man who is in leather clothing and armor crafted from beasts he has slain, and bearing weapons crafted from the bones and horns of those beasts. He believes that the hunting of any creature is a sacred rite, and that the hunting of the beasts should be done with the proper intent. Also, the claiming of a beast should not be wasted, and anything from the beast that can be claimed or used should be. He preaches this outlook to the village, and is currently enraged with the slaughter of the beasts that have been occurring of late, as he sees each killing as an affront to his god. Reggur will bless any who leave an offering in preparation for a hunt, and will do so for any of

the party that leaves such an offering. Those characters who examine the altar at the shrine or here Reggur talk about receiving Elgath’s blessing for their ‘hunt’ can make a Knowledge (Religion) check (DC20); those who succeed realize that it is customary for those wishing Elgath’s blessing on a hunt should leave a token on the altar before the hunt for a blessing, and then leave a trophy afterwards if the hunt is successful for thanks to Elgath for his blessing. Followers of Elgath automatically know the information above and its meaning. Reggur and Elgath care not what the offering is, as long as it is made in good faith and has value to the giver. Those that ask for and receive a blessing for their ‘hunt’ will be reward, as Elgath will grant them a boon in their efforts, as the recent killings are upsetting to him. Those who leave an offering will receive a +1 divine bonus while out on the hunt that can be applied once to any attack roll, saving throw, or skill check of their choosing, though the bonus must be applied before the roll is made. Followers of Elgath that make such an offering also receive the +1 divine bonus to an attack roll, saving throw, or skill check, although they can choose before or after the roll to apply the bonus. Those that make an offering to Elgath after their ‘hunt’ is successful, if it is, will receive this bonus again to be used at a later date, though it can only be redeemed during a ‘hunt’. The offering after their successful hunt must be something from Orlynn, be it a piece of equipment (mundane or magical) to a body part, though good-aligned characters and companions may be rather uncomfortable with such an offering. Other than blessings before and after hunts, Reggur can provide clerical spellcasting up to 4th level spells, and can provide access to clerical scrolls of 1st and 2nd level, the same that a character can normally purchase per the rules. Reggur usually only stocks curative scrolls, but can scribe any others if given a day, though at a 10% markup for the special order. #9 – Stone Circle to Faunus The stone circle is a druidic circle dedicated to the Elven deity Faunus, which is perched atop the northern cliff that forms the valley, were the light from the sun can be used in astronomical observations. The circle is composed of multiple stone pillars, arranged in a circle that measures the passing of seasons and months, along with

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Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 57: Renewal ©2006 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

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current astronomical events. The circle outdates the village by some time, although the original date of its construction is lost to the ages. The circle is currently a shrine dedicated to the Elven god Faunus, and is tended by a group of Cumasti elves that are led by a female druid named Amelya. Amelya and her assistants have resided at Hunter’s Aerie for only a few months, having been sent as a replacement for the former druid who tended the circle that decided to retire back to the Redwood for her twilight years. Amelya can provide druidic spellcasting up to 6th level spells, and can provide access to druidic scrolls of 1st and 2nd level, the same that a character can normally purchase per the rules. Amelya usually only stocks curative scrolls, but can scribe any others if given a day, though at a 10% markup for the special order. #10 – Orlynn’s Cottage Located in a wood on the cliff that forms the southern border of the valley containing the village of Hunter’s Aerie, this cottage has served as Orlynn’s home since his first home was destroyed by the beast that killed his wife, son, and daughter. His cottage now lies abandoned, as Orlynn has taken residence in the Rest located on the Peak as it serves him better in his new role. Those searching the one-room cottage and the surrounding grounds can easily determine that it has not been lived in for several months. There are a few other items that can be discovered that bear mention. Those that explore the grounds around the cottage and succeed at a Search check DC 15 will discover the overgrown remains of an old cottage, which show some remaining signs of being burned in the past. These ruins are the remains of Orlynn’s previous home. Those searching the interior of the cottage and succeed at a Search check DC 20 will discover a journal, who contents are detailed as Player’s Handout #8: Orlynn’s Journal. Otherwise, the cottage interior is covered with a layer of dust and all valuables have been removed by Orlynn, who returned once shortly after accepting the offer to join the Forewarned to take them to his new lair. #11 – Graveyard Tucked in a smaller neighboring valley, this graveyard contains the remains of the deceased villagers of Hunter’s Aerie, including a few

visitors that passed on while here from accident or injury on their hunts. Of special note, the burnt remains of Orlynn’s family are interned here, laid to rest in a quiet corner of the graveyard under the shade of trio of hardwood trees. Orlynn visits the graves regularly, and leaves a bouquet of mountain wildflowers at each grave on his visits. He has visited the graves in secret at night, as he has chosen to hide his existence to the village since joining the Forewarned and starting his dark harvest. Characters succeeding at a Search check DC 18 will find and recognize that fresh spring flowers have been laid at three graves, those of Elyza Kittaun – Beloved Wife, Jeron Kittaun – Beloved Son, and Cynthia Kittaun – Beloved Daughter, acting as hints of his current existence in the area. Chapter 3: Tended Remains At some point, the party will need to explore the peak itself to try and investigate the killings. It may also be likely that the group may decide to investigate the cave where Orlynn was denied his right to vengeance against the Owlbear by the Wizard’s Cabal or the possible remains of the sorcerer’s tower that were leveled by the Cabal after his defeat. Several of the older residents, such as Alexander or Aledorian, or a local guide can give decent directions to wither location. Other groups may choose to start searching the outlying areas, hoping to find signs of whatever or whoever is responsible. It’s also likely that the party may just investigate Hunter’s Aerie only, and may need to be directed to search the surrounding area – perhaps a new possible sighting of the ‘fiery creature’ or the possibility of the newly discovered remains of another slaughtered beast. Firstly, there is nothing to be discovered at the Owlbear’s cave or the towers remains. Those who explore the Owlbear cave up the peak will find an empty cavern, with little else other than the remains of a winter’s bedding for a hibernating creature that has been gone since spring arrived. Those exploring the remains of the sorcerer’s tower will find nothing but a pile of stone rubble being consumed back into the mountain, the destruction of the structure being effective and complete by the Cabalists who leveled it. Roleplay these scenes out with simple maps to up the suspense of the group,

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Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 57: Renewal ©2006 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

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but in the end nothing will occur or be discovered at either location. Those searching the surrounding area can make Search and Track checks, though no recent signs of passing will be discovered that match the descriptions from the previously discovered attacks. Allow the party to Search randomly or in a pattern, making it feel like they are in control of the search. Regardless of their reasons for exploring the surrounding territory, have the group make a Survival check DC 15 while out to avoid getting lost once an hour when exploring the peak. For reference, several possible locations on the peak are listed below, with the average time to travel to them with Hunter’s Aerie as a start point; assume that the length of travel from a location back to Hunter’s Aerie is approximately the same length of time:

• Mutated Owlbear’s Cave: 4 hours • The Forewarned’s Rest 5 hours • Area Search Around the Village 6 hours • Ruins of Sorcerer’s Tower: 6 hours • The Mountain’s Peak 6 hours • Circling the Mountain 8 hours

If the party fails the Survival check and becomes lost, utilize the rules presented in the Core Rulebook II for natural hazards to resolve this issue, keeping in mind the time of day that the party headed out and how long they have been traveling. Parties that do not return to Hunter’s Aerie, find adequate shelter, or have proper protection during the night must make Fortitude saves to endure the cold nights else suffer the effects from the exposure. The rules for this are available in the Core Rulebook II for natural hazards. Lastly, those exploring the peak must make Fortitude saves to resist the effects of altitude sickness, as the area that they will be searching is higher than characters are accustomed to normally. The area in question ranges from 5,000 to 15,000 feet, so failure at this check will only result in fatigue, not ability damage. Again, the rules for altitude sickness are available for reference in the Core Rulebook II for natural hazards. In any case, when the party decides to return to Hunter’s Aerie or spends at least a full day in the wild, they will finally find success. While the

group is traveling after either of these conditions have been meet, have the characters make Listen or Spot checks. A Spot check DC 25 allows those successful to notice a flock of ravens circling an area ahead and along the path, about 100 to 120 feet to the right of the party’s current direction. A Listen check DC 15 allows those successful to hear a cacophony of croaking-sounding birds from the air ahead, which a Knowledge (Nature) check DC 10 can identify as the sound of a raven’s call. The flock of carrion birds has come to circle above the newest creature to fall to Orlynn’s hands feast upon it. If the party chooses to approach, they will discover a lightly forested area near a cliff face. A chimera lays dead and slaughtered near the cliff face, as Orlynn managed to ambush it and kill it at its nest on a ledge of the cliff. The slain chimera fell and slid from the nest to the floor below. Ignoring the nest, Orlynn quickly moved to the slain chimera and harvested an arcane fetish from the beast before its mate returned in haste. In his rush, however, he left signs of his hand in this killing, unlike the ones before. In this case, however, the party is again in a situation of mistaken identity for this latest victim of Orlynn’s wrath. The mate of the slain chimera was out hunting while Orlynn attacked, and will arrive at the remains shortly after the party has arrived and begun a search of the area. Given the chimera’s limited intelligence, it will assume the party is responsible and attack immediately. Options this time are limited for the party, as the chimera will attack viciously. Those with Wild Empathy can attempt to calm the beast, but it will require a DC 30 check to accomplish before its too late, as once combat begins the chimera will not back down until either the party or itself lie dead. If successful, the mate will circle the party and not attack, growling impatiently for the party to leave. The party can still examine the area, but making any moves or motions to touch the fallen mate should be met with a large roar from its living mate in warning. If anyone decides to ignore the warning from the living mate, the chimera will attack those crossing that line and any others attempting to defend the violator. Otherwise, the chimera just impatiently waits for the party to leave the remains and area, silently watching. Also, trespassing into

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Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 57: Renewal ©2006 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

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the nest on the cliff above will also anger the chimera and cause him to renew his attack. As the party approached the area, have read or paraphrase the following to them: Following the signs of the carrion birds, you approach a cliff face and spot the object of the bird’s feast. The remains of a beast lie at the bottom of the cliff, bloodied and broken. As you approach to examine the corpse, a trio of loud growls shatters the tranquility of the area and turns your attention to a larger angry beast that approaches from the direction you just came, bloodlust in its eyes as it rapidly approaches your group… ATL 3 – See Appendix I for Stat Blocks Chimera ATL 5 – See Appendix II for Stat Blocks Chimera ATL 7 – See Appendix III for Stat Blocks Chimera ATL 9 – See Appendix IV for Stat Blocks Chimera After dealing with the slain chimera’s mate, the party can properly search the area. Those that succeed at a Search or Track check DC 15 can determine that one bipedal creature was around the remains recently, seemingly from out of nowhere, as the tracks are only near the corpse and no sign of passage to or from the remains can be found. Those examining the dead chimera can determine with a successful Heal check DC 15 that the beast was slain by a single thrust wound to the brain, likely from some sort of piercing attack, Orlynn managed to approach close to the chimera and slay it was a well-placed blow from his longspear before it was aware of him. Otherwise, the only other wounds are post mortem, which can be determined with a successful Heal check DC 15. The wounds are twofold: numerous fresh bite and talon marks from the carrion birds, and a head wound made to the dragon head with a slashing attack. The draconic head has been cut open and pried appear, and the breath weapon glands of the beast is missing, having been harvested by Orlynn as an arcane fetish for his master. Other than this, no other evidence of the beast’s slayer can be found.

After finding these remains, the party can do what it wishes, as the next event will not occur until the party returns to Hunter’s Aerie. Utilize the rules listed in the Core Rulebook II for natural hazards as needed, especially when the activities of the party are occurring in the wild and the passing time of those activities are taking hours. Once the party decides to return to Hunter’s Aerie or they have spent 24 hours exploring the peak, continue on to the next chapter. Chapter 4: Crime of Passion While the party is out in the wilds and investigating the latest magical beast killed, Orlynn will be active in Hunter’s Aerie itself. After delivering the heart of the beast to Thoravald at the peak’s rest, he learns that one of the Arcane Warriors who denied him vengeance to the mutated Owlbear has returned to Hunter’s Aerie to investigate the newest slayings of the magical beasts. Filled with rage, Orlynn headed immediately out to hunt humanoid prey for the first time out of a deep desire for vengeance. He returns to Hunter’s Aerie with stealth, and immediately begins to track down his intended prey. Within an hour or two, he finds and then shadows the Arcane Warrior. Finally, the Arcane Warrior moves into a lonely alley and Orlynn strikes without mercy. He manages to disable the Arcane Warrior and then burns his body in cold blood, revenge for their interference in the past in the manner that his beloved family died, and then retrieves his spell focus as an arcane fetish for his master. But, in his rage, Orlynn is spotted by a group of townsfolk who come to investigate the screams that the Arcane Warrior made when burned alive. Orlynn turns and runs from the village, not identified by the residents but leaving a trail easy to track in his wake, as he had not the ability or time to conceal his trail from the scene. When the party returns to Hunter’s Aerie, read or paraphrase the following to them: Returning to Hunter’s Aerie from your expedition into the wilds of the surrounding area, a large group of villagers are present around an alley near The Thirsty Moose. As you approach closer, you see that Alexander is among them as your eyes meet his. Within moments, he

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Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 57: Renewal ©2006 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

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approaches your group and motions to the nearby alley, from where a sickening stench of burnt flesh emanates. “It seems our predator has developed a taste for humanoid flesh, unfortunately.” Alexander will explain that the alley contains the burnt remains of a Thonian Arcane Warrior named Ovelince, who arrived in the village while the party was out searching the peak. He will explain, according to the few villagers that spoke with Ovelince that he was sent here on behalf of the Cabal to investigate the recent killings of the beasts in the area. He had just left the Thirsty Moose a few minutes before when air outside was filled with horrible screaming, which several of the patrons ran outside to investigate. He will explain that they followed the sound to the alley, were a cloaked figure was over Ovelince’s burning remains removing something from the corpse’s neck. The figure then noticed the observers, and ran away down the alley and out of the village up the mountain. The attack will have happened shortly after the party left the area of the village, which will be approximately eight hours ago. Entering the alley that runs along the side of the tavern, a blackened corpse lies in the center of the alley, roughly halfway between the business street in front of the tavern and the residential street behind it. The corpse is positioned in a last throws of frozen agony from being burned alive, and the scent of burnt flesh is heavy here. Searching the corpse can reveal a few things of note. A successful Search check DC 15 will reveal a signet ring on the right ring finger of the corpse. A successful Search check DC 20 will find a semi-scorched letter from the Wizard’s Cabal, which is Appendix - Player Handout: Arcane Warrior’s Letter, which has some information on the Arcane Warrior’s mission in Hunter’s Aerie and reveals that he was in the area previously ten years ago. Any member of the Wizard’s Cabal can immediately identify the signet ring as bearing the markings of an Inquisitor, and others can identify the heraldry with a successful Knowledge (Arcana) or Knowledge (Nobility & Royalty) check DC 15. Examining the corpse with a Heal check DC 20 reveals that the cause of death was from being

burned alive, and that the fire was concentrated over the Ovelince’s face and chest, although the rest of his clothes burned also. A successful Craft (Alchemy) check DC 15 will reveal that the burns were likely caused by alchemist’s fire. The successful Heal check also reveals that the Arcane Warrior suffered piercing wounds to his back, and if examined the remains of three arrowheads can be found within the wounds. A successful Search check DC 20 on the alley will reveal the remains of several scorched shards of glass around the body, centered near the head and upper chest of the Arcane Warrior. These shards are what remain of the vial of alchemist fire used to set Ovelince on fire. If anyone is able to cast speak with dead on the corpse, Ovelince will not resist the spell and will speak with the caster. He will state that he was ambushed when taken the alley as a shortcut, and was struck with paralysis from the arrows that struck him. He will state that he recognized his attacker, though he was aged by a decade, as a man he stopped from killing an Owlbear that had been altered by a sorcerer in the region that he had been sent to arrest nearly a decade ago. The man had pleaded to him and his fellow Cabalists to allow him to kill the creature responsible for the deaths of his family, but we would not let him, as the group was ordered to bring any altered beasts back to the Cabal for further study. He can also relay that the sorcerer was found guilty of the harmful use of magic and had a sentence of death carried out shortly after his trial in Vestfold. Other than that, Ovelince will have no other information of use. Remember that Ovelince will only respond to questions from the caster, following the guidelines presented under the description of speak with dead, although he will be cooperative with the caster. If the group looks for signs of Orlynn’s trial, they can be discovered with a successful Search or Track check DC 15 to locate his trial. To follow the trial, a successful Track check DC 15 must be made for each mile of the four mile trial left by Orlynn to the Rest he resides at, which will take approximately four hours to reach. Utilize the rules presented in the Core Rulebook 2 for natural hazards, as the party follows the trial. It is possible that the party may lose the trial or become lose, requiring them to make Survival

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Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 57: Renewal ©2006 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

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checks to retrace their steps and find the trail again. If the party has no character capable of tracking, a local guide will offer to help. Treat him as a 2nd-level ranger with a Survival skill with a bonus of +8. He will not engage in combat, and once the party reached the Rest he will part company with the group. Once the party reaches the Rest, continue on to the next chapter. Chapter 5: Empty Spaces Successful following the trail left behind by Orlynn in his haste, the party will arrive at a cliff face near the top of the peak. When they arrive, read or paraphrase the following to the party: Nearing the uppermost heights of the peak, the trail ends at a cliff face that reaches up at least a hundred feet. Visible approximately fifty feet up is a thin ledge with a dark opening upon it, clearly made through non-natural means. No visible means to reach the ledge lies upon the cliff face for passage up to the opening however. The opening above is the entrance into the Rest that once contained the Lord Harbinger Atlenn and his followers in status until a group of Forewarned assisted by Orlynn rediscovered and opened the Rest, awakening those within. After accepting the offer to join the Forewarned, Orlynn decide to locate his lair within the now-empty Rest, as the Forewarned removed all of value from there after awakening and had no further use for it, as its entrance was not as easily concealed as other Rests recently opened. Its isolated location suited Orlynn’s needs perfectly though, and its remaining resources were enough to make his hunts easier and communication with Thoravald easy to maintain. Orlynn has little difficulty reaching the entrance, but the party will need to employ other means to reach it. Magical means such as levitate, fly, spider climb, or similar effects can allow easy access to the opening. Otherwise, the cliff face requires a Climb check DC 30 to ascend, as its surface is rough and slippery due to water from melting glaciers that coats the surface of the cliff. A grappling hook can be secured to the ledge with a successful Use Rope check DC 20, which lowers the difficulty of scaling the cliff face to a Climb check DC 10 with a rope to climb

with, or a Climb check DC 5 if the rope is knotted. Make any Use Rope check for an attempting character secretly, as failure of the check by 5 or more means the grappling hook initially holds, but will fail after 1d4 rounds of supporting weight. Once the party manages to reach the entrance, utilize Appendix – Maps: Chapter 5 Empty Spaces for the map of the rest of this area. Chapter 5 - Room 1: False Tomb Ascending the cliff to the carved entrance, a hallway wide enough for two people to walk abreast leads into the core of the mountain, and enters a small chamber. An ornate sarcophagus sits centered in this small chamber, the bas relief of a dwarf sculpted onto the lid. The walls are covered in Dwarven runes in this chamber, cut into the dark gray granite of the mountain stone that this crypt was dug from. The wall opposite the entrance, however, lies in a shattered pile of stone upon the floor, revealing a once-concealed hallway leading deeper into the peak. This chamber was a false tomb constructed by the Forewarned to help mask the Rest concealed beyond it, in case the entrance on the cliff was somehow discovered before the Forewarned arrived to awaken those within. The walls here are covered in Dwarven, and claim that this tomb houses the remains of the Karteen, the Dwarven King of the Peaks of Booh, slain in battle with the white wyrm Froxintelzak. A Knowledge (History) check DC 25 will reveal that there are legends about a Dwarven kingdom once in the Peaks of Booh, but there is no credible evidence of one ever existing. The sarcophagus can be opened, and the skeletal remains of a dwarf in once-fine attire lie within. The dwarf is outfitted with a fine suit of plate mail, a heavy steel shield, and a Dwarven waraxe. All three items detect as magical, radiating strong abjuration magic. These readings are false, as the three items are all of exceptional quality, but there magical appearance is from a Magic Aura spell that has been placed on all of them. The Forewarned did this to throw any discovering the Rest from searching further in the false tomb. When the Forewarned arrived, they realized the items had no magical worth, and left them there as bait for intruders.

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Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 57: Renewal ©2006 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

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The lid of the sarcophagus is not trapped, but the inside of the base is trapped. The dwarf and his remains are on a pressure plate, so if the weight inside the sarcophagus changes, a trap will go off on those either removing or adding anything to it. This trap is not detected through searching unless the sarcophagus is open – searching the exterior of it with the lid on will not allow detection of the trap within. The trap is centered on the sarcophagus and will fill a 20’ radius from it. ATL 3 Elemental Ball [Earth] Trap: CR 4; magic device; touch trigger (interior of sarcophagus); manual reset; spell effect (elemental ball [earth], 5th-level caster, 5d6 elemental earth damage, DC 14 Reflex save half damage); Search DC 28; Disable Device DC 28. ATL 5 Elemental Ball [Earth] Trap: CR 5; magic device; touch trigger (interior of sarcophagus); manual reset; spell effect (elemental ball [earth], 8th-level caster, 8d6 elemental earth damage, DC 14 Reflex save half damage); Search DC 28; Disable Device DC 28. ATL 7 Elemental Ball [Earth] Trap: CR 6; magic device; touch trigger (interior of sarcophagus); manual reset; spell effect (elemental ball [earth], 10th-level caster, 10d6 elemental earth damage, DC 14 Reflex save half damage); Search DC 28; Disable Device DC 28. ATL 9 Earthen Load of Crushing Trap: CR 7; magic device; touch trigger (interior of sarcophagus); manual reset; spell effect (earthen load of crushing, 11th-level caster, 11d8 elemental earth damage, DC 17 Reflex save half damage); Search DC 30; Disable Device DC 30. The revealed corridor leads into the concealed Rest, and the wall that once concealed it lies at the hidden corridor’s entrance, a pile of broken and shattered granite. A Knowledge (Architecture & Engineering) DC 15 will reveal that the granite near the entrance was not work upon with tools, and a Spellcraft DC 24 will reveal that the stones were broken and

shattered by a sonic effect, such as a shout spell. Chapter 5 - Room 2: Secret Corridor Entering the once-hidden corridor, the walls are cut from the dark granite of the peak, containing bas-relief sculptures of dark-robed humanoids and fiendish creatures. The floor of the corridor, however, is absent as a shaft of a pit cuts into it, leaving only the slightest of edges around the sides of it. At the end of the corridor are a set of rust-covered iron doors, with hundreds of screaming fiends cast into the metal, with an inscription in a chaotic language above it. Having a means to circumvent the pit trap with his slippers of spider climb that he uses to move up the cliff and along the tomb walls to get into the guardian antechamber beyond, Orlynn has left the pit open and visible, figuring that the remote location of the Rest would likely be defense enough against intruders. Because he closes the doors on his way in and out, however, one cannot simple jump across the pit to the chamber beyond. There is only a small ledge to move around the edge of the corridor to reach the doors, requiring a Balance check DC 20 travel along. It is possible to use a long plank, tower shield, or even the sarcophagus lid to create a bridge across the pit, though if not positioned to one side to another of the double doors it will be impossible to open them, since they open out into the corridor. Magic and other effects to circumvent the pit may also be employed. ATL 3 Open Pit Trap Hazard: 20 ft. deep (2d6, fall); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+2 each) ATL 5 Open Pit Trap Hazard: 40 ft. deep (4d6, fall); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+4 each) ATL 7 Open Pit Trap Hazard: 60 ft. deep (6d6, fall); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+6 each) ATL 9

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Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 57: Renewal ©2006 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

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Open Pit Trap Hazard: 80 ft. deep (8d6, fall); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+8 each) The corridor ends at a set of cold iron doors, riveted and plain in décor. Above them, in Abyssal script, reads the following: “Here lay restless those who were Forewarned, patiently waiting for their revival by those who bided their time watching.” The message above was a way to verify to the Forewarned who were suppose to revive their comrades after the Mages’ War that this was indeed one of their rests, and perhaps scare away those who found the rest by accident or intent that were not of the order. The bas reliefs are covered with images of the Forewarned and their demonic allies. A Knowledge (Arcana) check DC 25 or a Knowledge (History) check DC 30 will reveal that the humanoids in the carvings appear to be arcane casters from the time before and during the Mages’ War. A Knowledge (Planes) check DC 20 will reveal that all of the fiendish beings seem to be demons and other fiendish creatures from the Abyss. The doors were locked and warded at one time, but do not carry such protections any longer after they were opened and the Rest awakened. They will swing open with a slight creaking sound, but with relative ease. Room 3: Antechamber Opening the way into the next chamber, a dark granite room cast in reddish light becomes evident, its size and nature grandeur in style. A pair of statues stands at either side of the entrance, their features fiendish and twisted. Across the chamber’s distance, another set of doors opposite the ones you are at are visible, well-crafted of obsidian, with another pair of statues flanking them. Stone braziers are set throughout the chamber, casting their blood red light from magical flames The floor, walls, and ceiling are carved from the heart of the peak, save a few remnants of plaster on the walls. Piles of shattered plaster line the base of the walls on the floor, and two

pairs of canopic jars face each other, positioned perpendicular to the double doors in this room. Visible also throughout the chamber are scores of Shabtis statues shaped like wolves, crafted from a reddish-black volcanic rock. Six other exits line the wall of this chamber, 3 to a side, evidence of their past concealment lying in piles near them. Lastly, five pits are dug into the floor of the chamber, their depths not visible from your current position. This antechamber was built to act as a defensive chamber versus undesired visitors, along with once concealing secret chambers that contain items and equipment that the Forewarned stockpiled for use when they were revived at the end of the Mage’s War. The sculptures are Shabtis statues (tiny sculptures a few inches high of wolf-like creatures) and several canopic jars lay around the chamber. The four statues appear to be sculpted as a type of demon (A successful Knowledge (The Planes) DC 25 will reveal them as a babau, a hezrou, a glabrezu, and a vrock), although they are all sculpted at the same, possible reduced, size instead of their true beings. They leer over the entrance into the chamber and the entrance into the atrium, seemingly guarding each set of double doors. The statues near the atrium doors are harmless, but the two statues near the entrance into the antechamber are part of a trap. The floor between them is trapped, and anyone passing between them causing them to fiend statues to seemingly breath fire upon whoever is between them. ATL 3 Burning Hands Trap: CR 3; magic device; proximity trigger (alarm); automatic reset; spell effect (burning hands, 5d4 fire damage, DC 11 Reflex save half damage); Search DC 26; Disable Device DC 26. ATL 5 Heightened Burning Hands Trap: CR 5; magic device; proximity trigger (alarm); automatic reset; spell effect (burning hands, 5d4 fire damage, DC 14 Reflex save half damage); Search DC 28; Disable Device DC 28. ATL 7

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Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 57: Renewal ©2006 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

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Heightened Empowered Burning Hands Trap: CR 7; magic device; proximity trigger (alarm); automatic reset; spell effect (burning hands, 5d4 fire damage, DC 17 Reflex save half damage); Search DC 30; Disable Device DC 30. ATL 9 Heightened Empowered Maximized Burning Hands Trap: CR 9; magic device; proximity trigger (alarm); automatic reset; spell effect (burning hands, 5d4 fire damage, DC 20 Reflex save half damage); Search DC 32; Disable Device DC 32. The canopic jars in the antechamber are no longer sealed, having been opened by the awakened Forewarned to provide them with blood-soaked elementals to aid them. Anyone examining a canopic jar will see that their seal has been broken, and all four of the jars are empty. The Shabtis statues are not magical and just art at this time, as the Forewarned had not placed the enchantments that they wished to place on them when entombed. It is evident, with a Search check DC 20 that several of the wolf-like Shabtis statues have been removed from the others, as several of the statues had been enchanted through magic to allow Orlynn to summon bloodfire fiend wolves to aid him in his hunts. None of the remaining Shabtis statues are enchanted currently with such magic, but can fetch a fair price if sold. The plaster walls that once covered this chamber with images and text now lie shattered on the floor at the foot of the walls. After being revived, the Forewarned in this rest recorded what information they needed from the walls and then went about their destruction to ensure that no one could discover the secrets once recorded in the rest. The plaster walls are now in thousands of pieces and beyond any type of easy or quick recovery. Also evident are six once-concealed hidden passages that lead into areas that were outfitted and prepared to assist the Forewarned of this rest once they were awakened. After awakening, the conceal passageways were opened, the chambers used for a short time, and then empty of most useful valuables when the Forewarned left this rest for another location.

As for the five pits in the antechamber, they were to server both as a decorative architectural feature as well as a defensive measure. The pits are all 100 feet deep, and their bottoms are litter in the skeletal remains of the slaves who assisted in the construction of this rest, along with their rusted and broken tools used. The obsidian double doors in the back of the chamber were once sealed with a red-tinted metallic seal on the center of the doors, which now rests, old fire burns marking it, in two halves on the floor below. Carved in the obsidian on the double doors, in Abyssal, is the following: “The Rest of Lord Harbinger Atlenn, Master of the Arts of Necromancy, and his Bloodgifted Disciples.” The doors are now unlocked and open with ease. Characters that succeed at a Search or Track check DC 20 will discover a single humanoid creature has passed in this chamber with the last few hours and has been for the last few weeks. Chapter 5 - Room 4: Barracks Entering from the short hallway, the chamber reveals ten sets of bunk beds along with a score of footlockers. This apparent barracks has seen use, but it appears that some time has passed since this use has occurred. This chamber was a barracks, built in preparation of housing Bloodguards and other warriors of the Forewarned here. The faculties here show signs of use, although it appears to have been a while ago that the use occurred. Searching the chamber reveals nothing else of use or value. Chapter 5 - Room 5: Bloodgifted Quarters This chamber lies empty, though it appears that it was used in the recent past. Bunk beds for twenty souls are in this chamber, all showing signs of use, and empty cabinets and chests line the walls as well. Glancing around the room, it appears when the users of these quarters left, they did so leaving only the furniture behind.

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Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 57: Renewal ©2006 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

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This chamber served as a quarters to the Bloodgifted under Lord Harbinger Atlenn before they were placed into magical suspension, and also served as their quarters for a time once they were revived. After completing some initial duties in this rest, the Bloodgifted collect their personal belongings when they left for another place. The bunk beds still have their used bedding, and a few broken and worthless items can be found in the cabinets and chests left behind, but nothing of note or worth. Chapter 5 - Room 6: Armory Entering this chamber, the empty racks and shelves reveal that it was once full of armor and weapons, but now this armory lies emptied. This chamber was an armory, stocked and prepared for use once the Forewarned within this rest were revived. After the Forewarned were revived, they summoned Bloodguards for the rest and equipped them for duty with the stock pile in this room. When the Forewarned here left, they also removed any extra equipment from this chamber to supply them at their new location. Chapter 5 - Room 7: Laboratory Entering the chamber, the stone tables and shelves within are that one would expect to find in a laboratory, but their empty spaces reveal that all of the gear once here has been removed. The only items of note are a half-dozen bottles of a crimson liquid on a shelf near an empty, maroon-stained obsidian basin on a pedestal and an iron-filled circle carved into the floor, a single item lying within it. This chamber was a laboratory used by the Forewarned of the rest for a short time and was, like the other chambers here, empty of most useful items when they had departure. This room, however, shows signs of use in the recent days, and a Search or Track check DC 20 will reveal a single humanoid creature has passed in this chamber with the last few hours. The circle lies in the southeast corner of the chamber and lying within it is Ovelince’s spell focus, awaiting delivery to Thoravald. The circle has been enchanted to allow light objects, weighing no more than a few pounds, to be teleported from between the rest and Thoravald’s current location. The harvested

arcane fetishes from Orlynn have been teleported to Thoravald in this manner, but the teleportation circle only functions once a day and can only send one item at a time. Orlynn had sent the glands of the chimera to Thoravald first, and now set the focus to be sent to him on the morrow in the circle already. A Knowledge (Arcana) DC 25 can reveal that the circle could be used for summoning demons, but appears to have been altered for teleportation instead. A detect magic or similar effects will reveal that a moderate conjuration aura is given off by the circle. The spell focus can be recovered with ease, although some may worry about the possible effects of the circle, it is harmless to living creatures. Those recovering and returning the spell focus to the Wizards’ Cabal, along with Ovelince’s remains and possessions will received a Favor of the Wizards’ Cabal for their deed. The obsidian basin and its stone pedestal stand in the northeast corner of the room, with six bottles of blood from the magical beasts Orlynn has killed on a shelf near it. A Knowledge (Arcana) check DC 20 reveals that the basin is likely a divination device of some sorts, and a detect magic or similar effects will reveal that the basin glows with the enchantment of moderate divination magic. The crimson stains on the interior of the basin reveals the secret of its use, as this device allows Orlynn to contact his Bloodgifted master, Thoravald, and communicate with him directly. If a character takes a bottle of blood and pours it into the basin, the following occurs: Pouring the blood into the basin, the liquid stills quickly and forms a flat surface, which begins to glow with a rose light. The surface of the blood becomes a clear gray, and it becomes evident that you are seeing a location far from the rest. The gray backdrop shifts slightly but remains as an image of a black-robed Thonian man in his teens becomes visible in the bowl, his greenish-blue eyes peaking from under a few sandy brown hairs showing a hint of surprise but quickly hardening to an angry resolve as it becomes evident that as you can see him, it also appears that he can see you. After a brief moment, the man speaks. “You are not my Bloodbound servant? Who are you, and how dare you trespass upon our rest and interrupt one of the Bloodgifted?”

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Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 57: Renewal ©2006 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

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Suddenly, a hint of recognition forms in his eyes upon looking upon you. “Wait, I do know of some of you. That or my master knows of you. You are, or I should say will be, of no circumstance in your short time left upon the world.” Without further explanation, the figure waves his hand and the basin’s blood, nearly full to its lip, boils away to nothingness. Players of Episode 41: Revival will recognize the Thonian as Thoravald, former scribe and bookkeeper of House Braveen, now a member of the Forewarned. Characters that choose to observe the image in the basin can make a Spot check DC 15 to notice that Thoravald was wearing a silver chain over his robe, and that several recognizable objects were hanging from it, including a unicorn’s horn, a bloodied spell focus, an acid gland, and other recently harvested fetishes from Orlynn. Further attempts at using the basin will fail, as Thoravald will ignore the effects of the divination device at his location for the future and will destroy it to protect his current whereabouts. He will also destroy his teleportation circle that links with the rest so it cannot be traced to his location. Nothing else of value or use is located in the laboratory, having been taken when the Forewarned left. Chapter 5 - Room 8: Lord Harbinger’s Chamber Entering this well-furnished chamber, it becomes evident that it has seen use in the recent days, as a large bed is unmade and remnants of recent meals have been thrown into a corner of the room. A well appointed desk is covered in the remains of animals and other creatures, having been used as a make-shift butcher’s block. The bookshelves in this room have not a single tome upon them, instead begin filled with the remains of creatures and other supplies used in the wild and for hunting This chamber was once used by Lord Harbinger Atlenn when he was awakened; he emptied it of his belongings when he and his followers left this rest for area’s unknown. After the Forewarned left the rest, Orlynn decided to take

the comfortable chamber of the Master Harbinger as his own. Gear for his hunting of minor value lies within, and the bed shows signs of his use of it. Orlynn carries with him everything of value, and typical burns the messages sent to him upon parchment from Thoravald from the teleportation circle to leave no written evidence of him or his task here for discovery. Examining the desk, a Knowledge (Nature) check DC 10 reveals that most often remains on the desk are animal in nature, though a Knowledge (Arcana) check DC 15 will reveal that parts of magical beasts are also present. Nothing else of value or importance can be discovered here. Chapter 5 - Room 9: Hidden Library Following a short passageway, rows of empty bookshelves line the walls of this chamber and two pair of tables with chairs sit in the middle of this room. A magical glow from the ceiling illuminates this chamber. This chamber was a library, once stocked with books, tomes, scrolls, and other items for use by the Forewarned of this rest. When they departed, the materials here were taken with them, being too valuable to leave behind. Now only the furnishings of this chamber remain, and nothing else of note can be found here. Chapter 5 - Room 10: Rest Atrium Opening the obsidian double doors, a small atrium is revealed containing another set of obsidian doors, their appearance matching the ones that opened into this chamber. The walls here are decorated with images of dark-robed casters and fiends raising undead creatures from the ground to serve their needs. The atrium here ends at another set of obsidian double doors, crafted identically as the previous set, though these doors have no writing upon them. These doors are currently unlocked and easily open, as the magic that once magical sealed these doors was removed by the Forewarned once they were revived. A trap use to be set in this atrium, but was removed after the rest was opened. Chapter 5 - Room 11: Entombment Chamber Passing through the obsidian doors, a large chamber becomes visible in the glow of the braziers in this room. Twenty stone slabs lie on

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Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 57: Renewal ©2006 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

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the main floor of this chamber, with black burial shrouds discarded here in this chamber by their former users. A raised dais is set opposite the doors you’ve entered, the obsidian slab once lying there now empty. This entombment chamber served as the resting place for Lord Harbinger Atlenn and his Bloodgifted followers until roughly six months ago, when a group of Forewarned assisted by Orlynn found the concealed rest and revived them. The empty stone slabs here and the discarded shrouds are evidence of the twenty-one Forewarned that where in this chamber but now are returned to the land of Blackmoor once more. Chapter 6: Tempest When the party enters the rest, Orlynn will have noted their trespassing into the rest by spotting the last members of the party as they were just entering it, and will have pick a location on the way back from the rest to Hunter’s Aerie to eliminate the party following him. Because of the location of the rest, the party will be forced to follow a valley back down off from the area of the peak the rest is located at, as all other ways are impassable. If the party has anyone with the Notice of a Malevolent Power with them, Thoravald will have reinforced Orlynn with additional forces to eliminate the party, as the dark master of the Forewarned has taken earlier note of the some of the party’s members, and has decided to have them eliminated before they become even more of a threat to him and his organization. When the party leaves the Rest, read or paraphrase the following to them: Exiting the Rest unfruitful in your pursuit, a light rain begins to fall upon the peak as you leave the peak down the valley back towards Hunter’s Aerie. After a half-hour of travel, the shower intensifies suddenly in strength, as the rain begins to be pushed by driving winds, make travel and visibility more difficult. The valley offers shelter from the worse of the storm, but you are left wet and miserable in your travel back down the peak. Orlynn is awaiting here to spring his ambush upon the party, having picked a location suitable to his desires. Appendix - Maps: Chapter 6

Tempest details the area selected by Orlynn, along with the terrain he has chosen. Orlynn will have used a few of his Shabtis statues that he carries to summon a few Bloodfire Fiend Wolves to assist in the ambush. If any of the characters had the Notice of a Malevolent Power, Orlynn will be reinforced by Bloodguards sent by the Forewarned’s master in order to assist in killing the threats to his servants, the number and strength determined by the ATL of the group. Due to his position in the valley, Orlynn will be able to spot the party as they crest the top of the valley and begin their descent into it. Orlynn will take this opportunity to drink several potions, use a scroll, and cast his long-term buff spells to prepare for his ambush. He will then hide and wait to spot the party to be one round away before he uses either a scroll of greater invisibility or dust of disappearance to keep him himself concealed after launching his ambush, allowing him to continue sneak attacking until the concealment wears off, is dispelled, or he is somehow revealed. Characters may attempt to spot Orlynn before the he goes invisible, but he will have taken 10 on his Hide check before the party arrives, requiring a very high Spot check against Orlynn’s Hide skill plus 10 for the group’s ATL. When under greater invisibility, casters using divinations will need to make a successful caster level check to break his non-detection effect from his Bloodbound prestige class. At higher ATLs, keep in mind Orlynn’s dust of disappearance cannot be defeated by invisibility purge, see invisibility, or similar effects, though a well-placed faerie fire or glitterdust may betray his location. Characters could also utilize Spot checks to locate him following the rules for spotting invisible foes under the Spot skill description. Otherwise, one round will pass before he attacks, so Orlynn will have 6 rounds of greater invisibility at ATL 3, and 2d6-1 rounds of concealment from his dust of disappearance at all other ATLs. Orlynn will utilize his bow to attack the party, striking first from hiding, utilizing stealth or invisibility to gain surprise on the party. He will utilize the tactics he has master in hunting the magical beasts of the region, using spider climb to hang high on trees, tall boulders, and other high points to stay out of the reach of possible attackers, then moving through climbing and jumping to different points to hide his location. If

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Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 57: Renewal ©2006 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

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possible, Orlynn will make his attacks on the run, using the benefits of his Shot on the Run feat, to keep his location indiscernible to the party, combining his Shot on the Run with Manyshot at higher ATLs when the targets are easier to hit to maximize his damage output when using this tactic. He will have consumed a potion of expeditious retreat to increase his base movement and a potion of jump to increase the heights that he can reach with his high jump. He will attack an obvious arcane spellcaster in the surprise round, using his ability to disable spellcasting to try and neutralize the caster for the fight. He will then concentrate on any other casters to try and neutralize them, while the summoned Balefire Wolves and possible Bloodguards move into melee with the party on the ground from their concealed places along the cliff edges, which are cervices and under hangs that have been camouflaged with screens to give full concealment to those with, making them nearly impossible to spot, requiring a Spot DC 40 to notice against the cliff face. Orlynn’s tactics after the surprise round will be to jump down from his current location, move across the valley floor and taking an attack using his Shot on the Run feat, and then jump up to another tree, boulder, or rock outcropping a distance away to conceal his location. He will continue this tactic until unable to continue it, attempting to take out obvious spellcasters first if not able to disable their spellcasting abilities. He will utilize his spells if needed, especially if it can remove any effects or conditions that are hindering him. Otherwise, Orlynn will attempt to utilize his longbow and archery, as it far better than his melee skills. He will switch between using fire and storm arrows for the additional damage at all ATLs, and will fire one of each with his Manyshot ability to cover both damage types. At ATL 9 he will have cast Metallic Blades of Cutting Revenge upon his longbow to do an additional 2d6 elemental metal damage per arrow. The Bloodfire Fiend Wolves and any Bloodguards will exit from hiding after the surprise round, with the any Bloodguards added due to Notice of a Malevolent Power certificates in the party being added to the map in numeric order, starting at position #1 and possible going to position #6, depending upon the number of Notices in the group and the ATL they are playing at. The primary purpose of the Bloodfire

Fiend wolves is to harass any melee types and shield Orlynn from their attacks. The Bloodguard will also do this, but will also try and concentrate on reaching party members with the Notice of a Malevolent Power to have strike them for their master. Along with the combatants, the valley terrain plays a crucial role in this combat. Orlynn will attempt to jump and stuck high on large boulders and trees to stay out of the reach of melee, along with hiding his true location when using Shot on the Run. When using this tactic, Orlynn cannot climb to change his height on such terrain, as he is only able to stick in place with his slippers, and cannot move up or down without stowing his longbow, as climbing with the slippers of spider climbing requires the wearer’s hands to be free. Small trees, boulders, and rock outcroppings allow Orlynn a maximum height of 10 feet on their sides, although if Orlynn clears the height of 15 feet he can stand at the tops of the boulders and rock outcroppings. Large trees allow Orlynn to reach a maximum height of 25 feet in the air by jumping and attaching to them with his slippers. Otherwise, the undergrowth and other obstacles can slow movement and cause difficult in balance, tumbling, and other skills. Also, deep cervices are in this part of the valley and although all are easily visible, they provide an obstacle that requires circumvention, jumping, or magic to easily cross. One can easily see any crevices and will not accidentally fall into a crevice, but being pushes by wind, bull rushes, or other dangers could occur. Lastly, a spring storm has entered the area of the peak, causing the winds to pick up during the battle. Orlynn has lived in the area long enough that he knows the problems a strong wind can cause to his archery, and had a pair of bracers constructed that lessen the effects of the wind to his shots. Regardless of wind conditions, Orlynn will not suffer the list penalty for missile weapons, as his bracers are adequate to cover the penalty. Others, however, will not be so lucky and will need to deal with the issues created by the wind. The direction of the wind during this storm is listing on the map of the valley, and the possible wind conditions each round are listed below by ATL, and if a percentage for different strengths each

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Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 57: Renewal ©2006 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

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round, should be rolled and announced at the top of each initiative round to the players: ATL 3: 50% Moderate 50% Strong ATL 5: 25% Moderate

75% Strong ATL 7: 75% Strong 25% Severe ATL 9: 50% Strong 50% Severe A summary of the terrain and environment conditions that may be encountered in this battle are listed in the Core Rulebook II natural hazards. This DM Aid summarized information that is presented in the DMG, which should be looked at for further information and preparation if needed. ATL 3 – See Appendix I for Stat Blocks Orlynn Kittaun Bloodguard (1 or 2) ATL 5 – See Appendix II for Stat Blocks Orlynn Kittaun Summoned Bloodfire Fiend Wolves (2) Bloodguard (1 to 4) ATL 7 – See Appendix III for Stat Blocks Orlynn Kittaun Summoned Bloodfire Fiend Wolves (2) Bloodguard Barbarian (1 to 4) ATL 9 – See Appendix IV for Stat Blocks Orlynn Kittaun Summoned Bloodfire Fiend Wolves (2) Bloodguard Barbarian (Variable) For those with the Notice of a Malevolent Power: Those characters that have the Notice of a Malevolent Power face increased danger, as the Malevolent Power is the dark master of the Forewarned. In addition to the opponents above, add the following to the ATL listed above for this combat, as additional forces have been sent to deal with this threat to the Forewarned. ATL 3 For 1-3 Notices of a Malevolent Power at the table, add one Bloodguard to the encounter.

For 4-6 Notices of a Malevolent Power at the table, add two Bloodguards to the encounter. ATL 5 For 1-2 Notices of a Malevolent Power at the table, add one Bloodguard to the encounter. For 3-4 Notices of a Malevolent Power at the table, add two Bloodguards to the encounter. For 5 Notices of a Malevolent Power at the table, add three Bloodguards to the encounter. For 6 Notices of a Malevolent Power at the table, add four Bloodguards to the encounter. ATL 7 For 1-2 Notices of a Malevolent Power at the table, add one Bloodguard Barbarian to the encounter. For 3-4 Notices of a Malevolent Power at the table, add two Bloodguard Barbarians to the encounter. For 5 Notices of a Malevolent Power at the table, add three Bloodguard Barbarians to the encounter. For 6 Notices of a Malevolent Power at the table, add four Bloodguard Barbarians to the encounter. ATL 9 For each Notice of a Malevolent Power at the table, add an additional Bloodguard Barbarian to the encounter. Finale: With Orlynn defeated, the party can look over his body and claim their spoils. Around his neck will be found a silver locket, and inside will be a portrait of a decade younger Orlynn with his wife, son, and daughter. The Orlynn in the locket will look much happier and healthier than the man that party just did combat with. When the party returns to Hunter’s Aerie, begin with the following: Returning to Hunter’s Aerie, you come across a group of townsfolk being led by Garen and Alexander. Upon hearing news of your success, they escort you with the villagers back to the lodge as heroes. A long day and night celebration pass for your heroics, Garen making

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Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 57: Renewal ©2006 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

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good on paying you the promise some and Alexander making sure that you all feel like kings (and queens). During the celebration, several of the local merchants approach your group and offer their own thanks in the form of several different rewards, each business donating something of its own to the saviors of Hunter’s Aerie. The celebration seems to include the whole village, and passes by much too fast, as other responsibilities quickly approach and you all realize that you must move on. You spend your final moments getting some refreshments in the Thirsty Moose near the fireplace, looking up to see that Orlynn’s stone has been remarked with a date of passing the same as his family, as all in Hunter’s Aerie know the man they knew as Orlynn truly died that day. About to return to your meal, your eyes catch a set of new stones in the fireplace, and realize that your name is engraved upon it, with no date upon it. Looking for an explanation, Otis approaches you and claps you on the back, smiling. “You see, some people earn the right to be a part of Hunter’s Aerie at all times, regardless of wherever their trials and journeys will take them.” Otis gives a thankful slap on your back, and leaves you to finish your meal, which in the end is on the house. With that, you leave Hunter’s Aerie for home. Characters may insist on returning to the Shrine of Elgath and giving a trophy from their ‘hunt’ as thanks. Allow them to do so, and those that do earn Elgath’s Blessing. Characters who insist on return Ovelince’s remains and possesses (including spell focus) to Blackmoor earn a Favor of the Wizards’ Cabal. Characters attempting to take Ovelince’s spell focus for their own are tracked down and arrested, jailed for 4 TUs as punishment for stealing Cabal property. Lastly, if Kaylessa was not killed and the party managed to change her attitude to at least unfriendly, read the following to the group: Having reached the hills surrounding the peak, you are surprised to Kaylessa sitting a stump on the side of the path, watching your group’s

approach. Looking about, you see the clearing were you meet her in a miscommunication, and that a pile of white stones now sits at the end of the clearing, obviously the resting place of her beloved companion. Kaylessa rises and bows deeply to your group as a sign of thanks for your deeds, knowing that she is feeling peace at knowing that Nystara’s killer has been dealt justice. From the folds of her cloak she produces a braid of hair for each of you, composed of her blonde locks and the brilliant white hair of Nystara’s mane. With that, she nods her thanks once again and disappears from sight into the folds of the woods Each character has been given a hair braid composed of blonde locks from Kaylessa and hairs of the white mane from Nystara as a sign of thanks for delivering justice for Kaylessa. Also, if the party managed to change Kaylessa’s attitude to Friendly or better, add the following text to the one above at the end: Looking back upon the rock that Kaylessa waited upon, a brilliant white string lies upon it, set in a gentle loop upon the top of the stone. It seems that your dealings with her touched her deeply, as it seems that she left one last sign of her gratitude here for you. After concluding any last business in Hunter’s Aerie and the possible encounter with Kaylessa, end with the following: Leaving the Peaks of Booh behind, three comforted days pass and you reach the end of the City of Blackmoor, with mind reviewing the happenings of the last week. You’ve earned the gratitude and thanks of a village, and been well rewarded for your efforts. But the discovered rest in the peak and the possibilities of the future might bring linger in your head. For now, you can claim victory against the forces of the Forewarned, but will you again in the future? If the party is defeated or killed during the course of the episode, Orlynn will find their remains first and set about his given tasks. He will take the two items from each character’s remains that are most valuable to his master Thoravald and then him, leaving the remains to the beasts of the Peaks after doing so. Arcane casters will be harvested for arcane fetishes, such as spell foci, tongues, braids of hair, and such. The Wizards’ Cabal will send a group to

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Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 57: Renewal ©2006 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

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investigate the occurrences shortly after the party’s deaths, which will cause Orlynn to permanent leave the area, as he will not risk capture or discovery from the Cabal and endanger his master or the Forewarned. A week after their deaths, the party’s remains and remaining items will be found and delivered back to Blackmoor, were Garen will arrange each member to have the opportunity to be raised from the dead, although he will not cover the costs of such spellcasting. Afterwards, he will thank the party for their efforts and leave, not paying them as they failed to discover the cause of the attacks near hunter’s Aerie. Within the month, Hunter’s Aerie Lodge closes down for good, and the village of Hunter’s Aerie becomes a ghost town in the Peaks of Booh, abandoned by all its residents. Finale: Payment from Hunter’s Aerie Lodge: ATL 3 – 300 gp per character ATL 5 – 500 gp per character ATL 7 – 700 gp per character ATL 9 – 900 gp per character Thanks of the Village of Hunter’s Aerie: For your efforts in aiding the lodge and by extension all of the residents of Hunter’s Aerie from disaster, some of the individuals of the village have offered an additional reward to the party. Only one of each reward exists, and each party member may only choose one of the following rewards; Aledorian’s Reward, Amelya’s Reward, Bain’s Reward, Kern’s Reward, Maylade’s Reward, Otis’ Reward, Reggur’s Reward, Wil’s Reward If Kaylessa is not killed during her ambush of the characters and they successfully used diplomacy to change her attitude to unfriendly or better either during or after the combat, she will seek out the group and reward them all if they successfully bring Orlynn to some type of justice: Thanks of Kaylessa Groups who successfully used diplomacy to change Kaylessa’s attitude to friendly or better either during their encounter and successfully bring Orlynn to some type of justice will also receive the following reward: Nystara’s Requiem

For those who left a token for their ‘hunt’ at the Shrine of Elgath and then returned after their successful hunt and left a trophy as thanks to Elgath receive the following: Elgath’s Blessing Those who recover Ovelince’s spell focus from the rest and returning it, as well as his remains and possessions to the Wizards’ Cabal will receive the following for their efforts: Favor of the Wizards’ Cabal Members of the Wizards’ Cabal that succeed at the mission presented to them during the Introduction by discovering the Forewarned’s agent and ending his threat to the area receives: Commendation of the Wizards’ Cabal Members of the Topaz Eye that succeed at ending the threat presented to them from the group’s divinations presented to them during the Introduction by discovering the Forewarned’s agent and ending his threat to the area receives: Commendation of the Topaz Eye Members of the Eldritch Underground that succeed at the mission presented to them during the Introduction by discovering the Forewarned’s agent and ending his threat to the area receives: Commendation of the Eldritch Underground Followers of Elgath that follow their god’s wishes and end Orlynn’s hunt, that was blasphemy in Elgath’s eyes are rewarded with: Phylactery of Faithfulness Member of the Silent Guard who succeed in discovering the cause of concern for certain groups in the lands of Blackmoor, and investigate this threat receive: Recognition of the Silent Guard Members of the Gen’ri who succeed in discovering the cause of concern to agents of the Gen’ri in Hunter’s Aerie. Mission Complete! Owners of the Staff of Sydaen receive the following upgrade to the Staff, which must be attached to it: Weight of the Staff of Sydaen

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Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 57: Renewal ©2006 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

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Episode Outcome

Success or Failure? Target Goal Certificate(s) Gained

Success by a member of the Wizards Cabal

Thanks of the Village of Hunter’s Aerie, Commendation of the Wizards Cabal

Success by a member of the Topaz Eye

Thanks of the Village of Hunter’s Aerie, Commendation of the

Success by a member of the Eldritch Underground

Thanks of the Village of Hunter’s Aerie, Commendation of the Eldritch Underground

Success by a member of the Silent Guard

Thanks of the Village of Hunter’s Aerie, Recognition of the Silent Guard

Success by a member of the Gen’ri

Thanks of the Village of Hunter’s Aerie, Mission Complete

Success by a follower of Elgath Thanks of the Village of Hunter’s Aerie, Phylactery of Faithfulness

Kaylessa let go Thanks of Kaylessa or Nystara’s Requiem

Returned to Elgath’s Shrine and left offering Elgath’s Blessing

Killed Kaylessa Enmity of the Bowyer’s Love

XP Table: Reward the player characters experience points for items completed below: Played the event;

ATL 3, 5, 7 750xp ATL 9 1500xp

Mementoes: List by each chapter what the players may have to take away from this episode. If an item has a Cert just list the name of the Cert in bold, do not list non-item certificates. Values provided are full market value; items sold are redeemed at half value, while gems may be redeemed for full value. Maximum gold piece value for the episode (excluding certificates) is as follows:

ATL 3 750gp ATL 5 1,000gp ATL 7 1,250gp ATL 9 1,500gp

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Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 57: Renewal ©2006 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

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Mementos ATL ALL Chapter 2 - The Bowyer’s Quiver Acid Arrows, Blunt Arrows, Ice Arrows Thunder Arrows, Water Arrows, Whistle Arrows, Sleep Arrows, Lesser Bracers of Archery, Efficient Quiver, Masterwork Archer’s Chapter 5 - Room 1 – False Tomb Masterwork Dwarven Waraxe, Masterwork Full Plate, Masterwork Heavy Steel Shield Chapter 5 - Room 3 – Antechamber Shabtis Statues (18) Mementos ATL 3 Chapter 3 - Chimera’s Nest Pearl Swordstone, Robe of Missiles, Vest of Squirming, Silver Pearls (6), Topaz Chapter 6 - Orlynn’s Ambush Wrath of Sorrow, +2 Str Composite Longbow, Fire Arrows, Storm Arrows, Hunter’s Reach, +1 Hardened Mithral Shirt, Cloak of Resistance +1, Shabtis Statue (Balefire Wolf), Arcane Scroll of Invisibility, Arcane Scroll of Combat Precognition, Potion of Expeditious Retreat, Potion of Jump, Shortsword, Dagger, Arrows (40), Spell Component Pouch Mementos ATL 5 Chapter 3 - Chimera’s Nest Pearl Swordstone, Robe of Missiles, Vest of Squirming, Silver Pearls (6), Topaz, Dust of Illusion, Violet Garnet Chapter 6 - Orlynn’s Ambush Wrath or Sorrow, +2 Str Composite Longbow, Fire Arrows, Storm Arrows, Hunter’s Reach, Hunter’s Reach, +2 Hardened Mithral Shirt, Dust of Disappearance, +1 Hardened Mithral Shirt, Cloak of Resistance +1, Shabtis Statue (Balefire Wolf), Arcane Scroll of Invisibility, Arcane Scroll of Combat Precognition, Potion of Expeditious Retreat, Potion of Jump, Shortsword, Dagger, Arrows (40), Spell Component Pouch

Mementos ATL 7 Chapter 3 - Chimera’s Nest Pearl Swordstone, Robe of Missiles, Vest of Squirming, Silver Pearls (6), Topaz, Dust of Illusion, Violet Garnet, Robe of Missiles, Bloodstones (6) Chapter 6 - Orlynn’s Ambush Wrath or Sorrow, +2 Str Composite Longbow, Fire Arrows, Storm Arrows, Hunter’s Reach, Hunter’s Reach, +2 Hardened Mithral Shirt, Dust of Disappearance, +2 Cloak of Resistance, Lesser Bracers of the Storm Zephyr, Shabtis Statue (Balefire Wolf), Arcane Scroll of Invisibility, Arcane Scroll of Combat Precognition, Potion of Expeditious Retreat, Potion of Jump, Shortsword, Dagger, Arrows (40), Spell Component Pouch, Shabtis Statue (Balefire Dire Wolf) (2), Ring of Protection +1 Mementos ATL 9 Chapter 3 - Chimera’s Nest Pearl Swordstone, Robe of Missiles, Vest of Squirming, Silver Pearls (6), Topaz, Dust of Illusion, Violet Garnet, Robe of Missiles, Bloodstones (6), Horseshoes of Speed Chapter 6 - Orlynn’s Ambush Wrath or Sorrow, +2 Str Composite Longbow, Fire Arrows, Storm Arrows, Hunter’s Reach, Hunter’s Reach, +2 Hardened Mithral Shirt, Dust of Disappearance, +2 Cloak of Resistance, Greater Bracers of the Storm Zephyr, +2 Gloves of Dexterity, Shabtis Statue (Balefire Wolf), Arcane Scroll of Invisibility, Arcane Scroll of Combat Precognition, Potion of Expeditious Retreat, Potion of Jump, Shortsword, Dagger, Arrows (40), Spell Component Pouch, , Ring of Protection +1

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Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 57: Renewal ©2006 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

37

Appendix – New Prestige Class Bloodbound

Prestige Class: Bloodbound —— Spells per Day —— Level BAB Fort Ref Will Special 1st 2nd 3rd 4th

1st +0 +2 +2 +0 Detect Magic, Disable Spellcasting, Spells 0 — — — 2nd +1 +3 +3 +0 Acquire Fetish, Nondetection 1 — — — 3rd +2 +3 +3 +1 Sneak Attack +1d6 2 0 — — 4th +3 +4 +4 +1 Special Ability 3 1 — — 5th +3 +4 +4 +1 Arcane Sight 3 2 0 — 6th +4 +5 +5 +2 Sneak Attack +2d6 3 3 1 — 7th +5 +5 +5 +2 Special Ability 3 3 2 0 8th +6 +6 +6 +2 Greater Arcane Sight 3 3 3 1 9th +6 +6 +6 +3 Sneak Attack +3d6 3 3 3 2 10th +7 +7 +7 +3 Special Ability 3 3 3 3

The Bloodbound are the specialized agents of the Forewarned, specially trained to assist the Bloodgifted in a variety of ways, including as bodyguards, assassins, spies, and other tasks. Their training primarily involves stealthy arts, and their abilities allow them to specialize in combating spellcasters of all natures. Bound through ritual to those they serve, they are the extended arms of the Bloodgifted, working to further the goals of the Forewarned and gather more arcane power for their masters. Hit Dice: d6 Requirements: Alignment: Any Evil Skills: Disable Device 8 ranks, Hide 8 ranks, Knowledge (arcana) 4 ranks, Knowledge (the planes) 4 ranks, Move Silently 8 ranks, Spellcraft 4 ranks Class Abilities: Sneak Attack Special: Must undergo the Ritual of the Bound, which binds the Bloodbound to a Bloodgifted and all those that the Bloodgifted bounded to reports to in the Forewarned. Skills: The Bloodbound’s class skills are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Knowledge (nobility and royalty) (Int), Knowledge (the planes) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex). Skill Points at Each Level: 6 + Int modifier. Class Features: Detect Magic (Sp): A Bloodbound has the ability to detect magic at will, as per the spell, at a caster level equal to this level in Bloodbound. Disable Spellcasting (Ex): A Bloodbound is specially trained in the methods to fight spellcasters of all types, and learns methods to impede the ability of such casters in casting spells. If a Bloodbound manages to sneak attack a spellcaster, the struck spellcaster must make a Fortitude save at DC 10 + Int modifier + sneak attack damage dealt or be impeded in their ability to cast spells or use spell-like abilities for one round per class level of the Bloodbound. While impeded in spellcasting, the caster must make a Concentration check DC 15 + the Bloodbound’s prestige class levels + Int modifier + the level of the spell to be cast. Failure to make this check causes the spell to be miscast and lost from the caster’s memory as if the spell or spell-like ability had been used. Spells (Sp): A Bloodbound is instructed in the arcane arts by the Forewarned early in his training, and gains the ability to learn a few spells to assist in his duties at 1st level. To cast a spell, a Bloodbound must have an Intelligence score of at least 10 + the spell’s level, so a Bloodbound with an Intelligence of 10 or

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Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 57: Renewal ©2006 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

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lower cannot cast these spells. Bloodbound bonus spells are based on Intelligence, and saving throws against these spells have a DC of 10 + spell level + the Bloodbound’s Intelligence bonus. When the Bloodbound gets 0 spells per day of a given spell level he only gains the bonus spells he would be entitled to based on his Intelligence score for that spell level. The Bloodbound’s spell list appears below. A Bloodbound casts spells just as a bard does, and cast his spells in light armor with no chance of spell failure. Upon reaching 6th level, at every even-numbered level after that (8th and 10th), a Bloodbound can choose to learn a new spell in place of one he already knows. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level Bloodbound spell the Bloodbound can cast. A Bloodbound may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for that level. Table: Bloodbound Spells Known —— Spells Known —— Level 1st 2nd 3rd 4th 1st 21 — — — 2nd 3 — — — 3rd 3 21 — — 4th 4 3 — — 5th 4 3 21 — 6th 4 4 3 — 7th 4 4 3 21 8th 4 4 4 3 9th 4 4 4 3 10th 4 4 4 4 1- Provided the Bloodbound has sufficient Intelligence to have a bonus spell of this level. Acquire Fetish (Su): At 2nd level, a Bloodbound is mystically bound to a Bloodgifted, and as such can collect arcane fetishes that later a Bloodgifted can bind to himself with his Fetish Bond ability. If the Bloodbound collects a fetish from an arcane spellcaster, such as the spell foci of a wizard or a piece of a body of a sorcerer, wokan, or spellcasting beast (such as a vial of blood or its heart), his Bloodgifted master can utilize the fetish to increase his own arcane powers by tapping into the magical energies infused into the fetish through its exposure to the latent magical power in the land of Blackmoor that creates the power in spell foci, sorcerers, and wokan. However, the collected fetish must be delivered to his master within a number of days equal to his levels in Bloodbound, else the fetish cannot be bound to his master due to the time that has past. Nondetection (Su): At 2nd level, a Bloodbound is protected by a permanent nondetection effect, requiring a caster level check equal to 15 + his Bloodbound class level + Int modifier to break through with divination spells. Sneak Attack (Ex): This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 every third level (3rd, 6th, and 9th). This sneak attack bonus will stack with previous sneak attack from another source. Special Ability (Ex): On attaining 4th level, and at every three levels thereafter (7th and 10th), a Bloodbound gains a special ability of her choice from among the following options. Crippling Strike (Ex): A Bloodbound with this ability can sneak attack opponents with such precision that his blows weaken and hamper them. An opponent damaged by one of his sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability. Evasion (Ex): A Bloodbound can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the Bloodbound is wearing light armor or no

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Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 57: Renewal ©2006 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

39

armor. A helpless Bloodbound does not gain the benefit of evasion. If a character gains evasion from a second class the character automatically gains improved evasion (for a description of improved evasion, see the description in the PHB under the Rogue class description). Opportunist (Ex): Once per round, the Bloodbound can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the Bloodbound’s attack of opportunity for that round. Even a Bloodbound with the Combat Reflexes feat can’t use the opportunist ability more than once per round. Poison Use: Bloodbounds can be trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade. Skill Mastery: The Bloodbound becomes so certain in the use of certain skills that he can use them reliably even under adverse conditions. Upon gaining this ability, he selects a number of skills equal to 3 + his Intelligence modifier. When making a skill check with one of these skills, he may take 10 even if stress and distractions would normally prevent him from doing so. A Bloodbound may gain this special ability multiple times, selecting additional skills for it to apply to each time. Slippery Mind (Ex): This ability represents the Bloodbound’s ability to break free from magical effects that would otherwise control or compel him. If a Bloodbound with slippery mind is affected by an enchantment spell or effect and fails his saving throw, he can attempt it again 1 round later at the same DC. He gets only this one extra chance to succeed on his saving throw. Uncanny Dodge (Ex): A Bloodbound can learn to retain his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (He still loses any Dexterity bonus to AC if immobilized.) If a character gains uncanny dodge from a second class the character automatically gains improved uncanny dodge (for a description of improved uncanny dodge, see the description in the PHB under the Rogue class description), and the levels from those classes stack to determine the minimum rogue level required to flank the character. Feat: A Bloodbound may gain a bonus feat in place of a special ability. Arcane Sight (Sp): At 5th level, a Bloodbound gains the ability to use arcane sight at will, as per the spell, at a caster level equal to this level in Bloodbound. This ability replaces the detect magic ability gained earlier by the Bloodbound. Greater Arcane Sight (Sp): At 8th level, a Bloodbound gains the ability to use greater arcane sight at will, as per the spell, at a caster level equal to this level in Bloodbound. This ability replaces the arcane sight ability gained earlier by the Bloodbound. Bloodbound Spell List Bloodbounds choose their spells from the following list: 1st Level: alarm, animate rope, combat precognition, disguise self, detect poison, endure elements, feather fall, ghost sound, magic weapon, message, obscuring mist, read magic, touch of fatigue, true strike, vigor. 2nd Level: agile movement, alter self, blindness/deafness, blur, boar’s ferocity, cat’s grace, darkness, fox’s cunning, identify, invisibility, knock, pass without trace, raccoon’s mask, resist element, resist energy, spider climb, toad’s coloration, undetectable alignment, wolf’s sight. 3rd Level: air blades of slashing retaliation, airless breath, befuddle, clairaudience/clairvoyance, combat focus, combat prescience, deeper darkness, dispel magic, earthen mallets of smashing retribution, fiery blades of burning vengeance, false life, gaseous form, magic circle against good, metallic blades of cutting revenge, misdirection, mustang’s speed, see invisibility, silence, watery blades of vengeful striking, wooden hammers of unforgiving bashing. 4th Level: armor of darkness, biting blade, defy force, dimension door, discern class, displacement, fly, freedom of movement, glibness, greater invisibility, haste, locate creature, modify memory, poison, protection from elements, protection from energy, suggestion.

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Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 57: Renewal ©2006 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

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Appendix – New Template Bloodfire Fiend Bloodfire fiends are spawned in the Abyss, twisted forms of typical beasts that have been twisted and wrought into demonic creatures. Creating a Bloodfire Fiend “Bloodfire Fiend” is an inherited template that can be added to any corporeal animal, dragon, or vermin of nongood alignment (referred to hereafter as the base creature). A bloodfire fiend creature uses all the base creature’s statistics and abilities except as noted here. Do not recalculate the creature’s Hit Dice, base attack bonus, saves, or skill points if its type changes. Size and Type: Creatures with this template become outsiders, but otherwise the creature type is unchanged. Size is unchanged. Bloodfire Fiend creatures also gain the chaotic, evil, extraplanar, and fire subtypes. Special Attacks: A bloodfire fiend creature retains all the special attacks of the base creature and also gains the following special attack: Abyssal Flames (Su): A bloodfire fiend is wreathed in abyssal flames, and any natural attack made by the bloodfire fiend deals fire damage in addition to the normal damage of the attack. Those hit by a bloodfire fiend‘s natural attack and take abyssal flames damage also must succeed on a Reflex save or catch on fire. The fire burns for 1d4 rounds. The fire damage of a bloodfire fiend’s abyssal flame varies with the fiend’s size (see the table below). A burning creature can take a move action to put out the flame. The Reflex save DC is Constitution-based. Creatures hitting a bloodfire fiend with natural weapons or unarmed attacks take fire damage equal to amount of fire damage caused by abyssal flames with the fiend’s natural attack, and also catch on fire unless they succeed on a Reflex save.

Fiend Size Fire Damage Fiend Size Fire Damage

Diminutive 1 Large 1d8 Tiny 1d3 Huge 2d6

Small 1d4 Gargantuan 3d6 Medium 1d6 Colossal 4d6

Special Qualities: A bloodfire fiend creature retains all the special qualities of the base creature and also gains the following: —Darkvision out to 60 feet. —Spell resistance equal to the creature’s HD + 5 (maximum 25). —Damage reduction based upon the bloodfire fiend’s hit dice, as follows:

Hit Dice Damage Reduction 1–3 — 4–11 5/cold iron or good

12 or more 10/cold iron or good If the base creature already has one or more of these special qualities, use the better value. If a fiendish creature gains damage reduction, its natural weapons are treated as magic weapons and evil for the purpose of overcoming damage reduction. Abilities: Same as the base creature, but Intelligence is at least 3. Environment: The Abyss. Challenge Rating: HD 3 or less, as base creature; HD 4 to 7, as base creature +1; HD 8 or more, as base creature +2. Alignment: Always chaotic evil.

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Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 57: Renewal ©2006 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

41

Appendix - Maps Chapter 1 - Misinterpretations

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Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 57: Renewal is ©2007 Zeitgeist Games, Inc. Zeitgeist Games is a

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Appendix - Maps Chapter 2 – Lodgings

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Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 57: Renewal is ©2007 Zeitgeist Games, Inc. Zeitgeist Games is a

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Appendix - Maps Chapter 3 – Tended Remains

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Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 57: Renewal is ©2007 Zeitgeist Games, Inc. Zeitgeist Games is a

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Appendix – Maps Chapter 5 – Empty Spaces

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Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 57: Renewal is ©2007 Zeitgeist Games, Inc. Zeitgeist Games is a

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Appendix – Maps Chapter 6 - Tempest

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Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 57: Renewal is ©2007 Zeitgeist Games, Inc. Zeitgeist Games is a

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Appendix – Game Masters Aid Hunter’s Aerie Gather Information & Rumor Table

Gather Information Results On the attacks: DC 10: “These attacks have been happening for months, and are being done by some fiery beast

or beasts. It’s ruining the village.” DC 15: “From what I’ve heard, the local guides think a group of beasts, made of fire, are hunting

like a pack on the peak, acting scores of creatures that most would leave alone.” DC 20: “The hunters are certain it isn’t what is responsible, but the group of whats that are

responsible. They leave tracks burned on the ground where they strike, and fiery burns are found on the corpses of the creatures that they kill and consume. Been going’ on for around two to three months now, I reckon.”

DC 25: “The packs of whatevers have killed about a dozen beasts, though the local experts have only been able to identify a handful of what’s been killed. Most of the stuff that has been identified are tough critters, so whatever is responsible is scaring the typical client that what the thrill of the hunt without the danger. This has been going on for about two months, but the word now is that Garen can handle only a few more weeks of this level of business before he goes broke and will have to close the lodge.”

On the Sorcerer Arrested a Decade Ago: DC 10: “That sorcerer? Heard he was killed by the Cabal at his tower when a group of them war

wizards attack it for his creepy experiments. Rumor is he haunts the peak as a ghost.” DC 15: “Yeah, I’ve heard about him. The Cabal was up in arms about him, and marched right up

to his tower from here a decade ago and dragged him right back down the peak in shackles, with a few of his pets locked up in cages as well.”

DC 20: “The sorcerer? He’s luck ran out a bunch of years ago. Good thing the Cabal got him before another local family got slaughtered like the poor Kittauns. Heard most of them got burned alive by a fire-breathing owlbear or something. The Cabal dragged most of the beasts back with as evidence and for research, I heard.”

DC 25: “You talking about Rivak, the transmutator? He was altering the animals and beasts up in the mountains until the Cabal caught wind. Got dragged back to the Cabal in chains, and after his pet owlbear killed Orlynn’s family, he got the noose for his experiments.”

On the Group of Robed Individuals: DC 10: “You talking about those cultists? Everyone knows that a group of people in black robes

are cultists of Hella…” DC 15: “Oh, that group. Had a younger guy speaking for him, one of those well-educate sorts.

They were looking for something, but they weren’t letting on about what. Scared most of the guides from taking them, but I heard Orlynn did. And now he has been missing for the better part of half the year.”

DC 20: “You talking about that crazy group that convinced Orlynn to lead them into the mountains during winter? Poor souls, Orlynn should’ve known better, but he was never the same after losing everything. What they were paying was too good to be true anyways.”

DC 25: “Yeah, I remember the ones you’re talking about - convinced poor Orlynn to take them up into the peak during winter. Poor guy, that Orlynn, down on his luck. He wasn’t gonna do it but the spokesman for the group, some guy named Laurent talked him into guiding them for a pretty sum. Strange group, those ones, with their black robes and silver chains…”

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Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 57: Renewal is ©2007 Zeitgeist Games, Inc. Zeitgeist Games is a

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On Orlynn: DC 10: “That sourpuss? He’s the grumpiest guy I know, a loner. A few of the older locals claim

he has reason to be so, but I haven’t heard a good reason yet.” DC 15: “Orlynn? Yeah, I know him. Heard he lost his family to a beast around ten years back.

Never been the same since. Was a great guide, from what I’ve heard, although he hasn’t been too successful of late, if I recall correctly. Poor soul got lost leading a group up the peak this last winter.”

DC 20: “Yeah, most people have heard of Orlynn around here. Disappeared with the group he was leading up the peak during the winter seven or eight months back. First his wife Elyza, son Jeron, and daughter Cynthia passed on tragically, and now him. Family’s cursed, I’d say.”

DC 25: “Orlynn, huh? Was one of the best guides around here, until his family was killed by that owlbear ten years ago, which pretty much shattered him. Poor soul picked up a job here and there, but drowned himself in his sorrows most of the time. Lead a group of robed men up the peak seven months ago, after their leader Laurent cornered Orlynn with an offer to difficult for him to ignore, leading Orlynn and himself to their deaths in the peak, most likely.”

Rumors

Roll 2d8 and read the rolled rumor to the party when talking to a person with any listed information. Use each rumor only once if at all possible:

2) “I’ve heard the old sorcerer’s ghost is haunting his tower, and sending his pets out to feed at night. He’s taking revenge on Hunter’s Aerie for the Cabal’s actions years ago.”

3) “People have seen canines made of fire on the slopes, though no one has fussed up to it yet. They’re afraid their speaking will stick the beasts upon themselves.”

4) “Rumor has it someone has been leaving flowers in the graveyard at night, but I think its hogwash, as no one is brave enough to head out in the night nowadays.”

5) “I’ve heard a cult to some devil has moved up onto the peaks, and it’s their beasts that are causing all the troubles of late.”

6) “The howls at night can be heard echoing from the peak, and a new beast’s corpse is found every morning after. It’s like clockwork.”

7) “There is a hunting lodge on the next mountain that hired themselves a wizard of sorts a few months back, right about when the problems started here. Coincidence? I think not…”

8) “Someone claimed to have seen a lone body during the spring thaw up in the peaks, deep in a chasm. Some poor soul likely fell in the winter. Probable Orlynn, since he is the only one missing of late besides those folks he was leading up the peak this winter.”

9) “People have seen a ghost at the edge of town, near the graveyard, at night. Some say its Orlynn’s unresting spirit, visiting the graves of the ones he loved so much.”

10) “Rumor has it a group of sorcerers came up the peak this winter to dig up the secrets that Rivak the sorcerer left behind when he was dragged. Looks like they find them, I’d say.”

11) “Some of the visitors of late say Quinten’s hunting encampment is planning a big party in a few weeks. Wonder why that would be, huh?”

12) “A merchant claimed a halfling was spreading stories in Blackmoor that we’ve been holding unholy rites at night, summoning strange beasts of fire by sacrificing visitors, right in the middle of the village. That sounds crazy, doesn’t it stranger?”

13) “Word is that Elgath himself has become angry at the hunters and guides of Hunter’s Aerie for their disrespect of him. Wonder what he’d do to get vengeance, huh?”

14) “People say that the Cabal has been sending up lots of folks into the mountains of late. Troubling thought, ain’t it?”

15) “People have been whispering that the Egg is making its next move. Think it’s possible?” 16) “A guide said he saw a red dragon attacking a pegasus the other day. If it is, Hunter’s

Aerie is doomed, of that I am certain. Who’s gonna stop that, huh?”

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Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 57: Renewal is ©2007 Zeitgeist Games, Inc. Zeitgeist Games is a

trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content. 48

Appendix – Player Handouts Wizards’ Cabal Members

Settling in to rest the night after meeting Garen at the Comeback Inn, your peaceful rest is disturbed as you begin to dream. You find yourself in a white mist for but a moment, and then you find yourself seemingly alone in the courtyard of the Cabal’s headquarters in the city of Vestfold. Typically a crowded and busy place, it is strangely open and empty in your dream. The knock of wood upon stone turns your attention to a cloaked figure in the entranceway behind you, wearing the attire of a high-ranking Spellwise of the Cabal. It is difficult to make out his face, but before you can question what is occurring, the cloaked figure raises his hand and points to you. “Cabalist, you have been approach by one who desires assistance in a matter occurring in the Peaks of Booh. Divinations from within the Cabal have suggested that this matter may be of importance to us, and we have decided to task you to investigate this matter personally as we attempt to find you more aid. “The occurrences of late are troubling, as there is a history in Hunter’s Aerie that includes the Cabal. A decade ago, a sorcerer was apprehend on the peak near there, and was returned to us for judgment. The sorcerer was experimenting and mutating beasts of the Peaks, both mundane and unusual, into twisted monstrosities that killed some of the villagers. The sorcerer was executed for his crimes against white magic, and his beasts captured to be studied in order to understand the fell magic involved and to discover a way to have the mutations reversed. Though the situation is different than the one that occur some ten years ago, your involvement gives us an opportunity we choose to explore. “Go forth to the village of Hunter’s Aerie and the Peaks of Booh. Discover the cause of the slaughtered beasts, what is occurring in the Peaks and if possible, resolve this issue for the Cabal. After doing so, communicate a report to us of what you have discover and done.” With his final words, the cloaked Spellwise dissolves into mist, along with the courtyard around you, as you return to your night’s rest.

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Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 57: Renewal is ©2007 Zeitgeist Games, Inc. Zeitgeist Games is a

trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content. 49

Appendix – Player Handouts Topaz Eye Members

Settling in to rest the night after meeting Garen at the Comeback Inn, your peaceful rest is disturbed as you begin to dream. One moment your vision was filled with the black of night but then a ray of light strikes your face, blinding you momentarily before your sight returns to you. Able to see again, you find yourself at a table sitting with fellow members of your order. A finely-crafted crystal ball sits in the middle of the round table, and an elderly Thonian woman sits directly across from you, a topaz spell focus hanging by a gold chain around her neck. You prepare to speak, but the woman raises a finger to her lips, communicating for you to be silent. She nods gentle towards the ball and looks down into it, as the other diviners at the table also do so. Following their lead, you also cast your eyes down into it, as images become visible for you to see… … A burning cottage, attacked by a strange beast, three bodies lying burned around it… … Cabalists clasping magical shackles upon a sorcerer on a mountainside, slain magical beasts in the field, and a ruined tower in the background… … A small mountain village, tucked between two high plateaus… The woman looks up for a moment, and stares at you, and speaks a quick sentence that trails off as she returns her view back to the orb. “These images are from the past…” The ball darkens and then lightens within in a moment, revealing… … The slaughter remains of a small white dragon, its skin scorched and devoured… … A mountainside late in night, with a pack of fiery beasts running up it at some distance from you, unable to be identified… … Garen and other men of a village examining the unidentified remains of a creature… … You and your group leaving the Comeback Inn, parting company with Garen… “These are from the present…” the woman intones. … And lastly, images of your group approaching the village from the earlier visions, along a mountain pass… The images fade, and you look up to see all of the ones assembled here looking at you. The woman nods in acceptance, as if everything she was going to say was a foreknown conclusion. “Our divinations have lead to you and your group. Go forth to Hunter’s Aerie and resolve the task presented to you. This matter is one of importance to the Cabal and Blackmoor itself, and you are our agent there. Go forth and perform what the future holds for you. Remember this, as it is the last divination we performed before contacting you:” “That from the past is passed, though the past lingers on what the present and future hold.” With that, you awaken from your dream, its images still fresh in your mind.

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Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 57: Renewal is ©2007 Zeitgeist Games, Inc. Zeitgeist Games is a

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Appendix – Player Handouts Member of the Gen’ri After your meeting with Garen you return to your room to discover a tube placed on your bed. The seal on the end of the tube is that of a Lotus flower. It seems the Gen’ri are about to call upon you again. Opening the tube you find a message. “We have received word from a master agent in Hunter’s Aerie that strange things have been happening. We request that you go to Hunter’s Aerie and discover what the cause of the happenings there is. Please use this token of animal messenger to return your full report once you have completed your mission.”

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Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 57: Renewal is ©2007 Zeitgeist Games, Inc. Zeitgeist Games is a

trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content. 51

Appendix – Player Handouts Eldritch Underground Members

Preparing yourself after your meeting with Garen at the Comeback Inn, you travel the streets of Blackmoor, the noise of the crowds around you a constant ringing in your ear. Suddenly, one clear voice is heard in your ear, as if someone was whispering into, though no is close enough to do so. “Walk lightly my comrade, as those who we hide from have turned their eyes towards the issues of Hunter’s Aerie. Garen’s troubles resound and remind Skelfer’s followers of one of ours they arrest and punished for working magic near that mountain village years ago. The attacks upon creatures blooded with magic disturb them as well as us, and raises their ire even more so towards Phellia’s children. “Go forth as one of us to the Peaks of Booh, and discover what is occurring there. Be our eyes and ears with caution, and if it is a threat to us be our arm as well. Use caution, however, as visions from our comrades point to threat to all those who follow paths of the arcane, sorcerer and wizard alike. Inform us of what you discover and what you have done when your time in Hunter’s Aerie is complete.” With that, the whispering dims and is gone, leaving the cacophony of Blackmoor’s crowds to fill your ears once again…

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Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 57: Renewal is ©2007 Zeitgeist Games, Inc. Zeitgeist Games is a

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Appendix – Player Handouts Followers of Elgath

You sit and pray to your chosen god, mediating upon his will as you do daily in his honor. Your time in solace comes easily this day, and you fall into a deep trance, eliminating one distraction after another this day until you are alone with your thoughts, and a fills your mind… You find yourself on a mountainside, forested with trees both ancient and young. Looking about the clearing you stand, a pile of slaughtered and mutilated beasts is built behind you, all having been prey taken without use, only bits and pieces removed from them, a sacrilege to your lord. A set of three growls meets your ears suddenly, and you turn to face a chimera that moves into the clearing from the treeline, each head carrying an arrow in its mouth. The beast walks past you, as if ignoring your presence, and circles the pile of corpses. It stares and sneers at the sight, disturbed by what it sees. After circling the pile once, it turns and stares at you, angry in all of the heads eyes. Its stare fills you with its anger, knowing that the hunt for these beasts was neither right nor proper, and that it cannot continue as such. The chimera strides right up to you and each head drops its arrow at your feet, leaving the three arrows crossed at your feet, just like the symbol of your god. The chimera then turns it draconic head and set afire the pile of corpses, properly consuming that which was hunted improperly. As the pile burns, its intensity fills your vision as if a blinding light, and your mediation is broken. Elgath has spoken, that much is clear to you. The hunts that have occurred are not his blessed by him, and were not done in his way. It must be stopped. Elgath has anointed you to hunt, and hunt you shall…

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Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 57: Renewal is ©2007 Zeitgeist Games, Inc. Zeitgeist Games is a

trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content. 53

Appendix – Player Handouts Members of the Silent Guard

Going about preparations after meeting with Garen at the Comeback Inn, you take a moment to refresh yourself at a water well, the cold water a welcomed relief from the oppressive heat that taxes your body. Your break over, you are about to continue your preparations when a vendor at the edge of the square where the well sits catches your attention. He is hawking his wares, preaching the virtues and quality of his spirits and wines, as fine as any merchant in the square. Your ears, however, heard things differently than most. Your ears hear a summoning, a calling. Within moments, you decide to buy a little something extra for the road. Approaching the merchant, he makes subtle contact with yours, his hawking never slowing or quieting in intensity during the exchange. When you reach the stall, the merchant immediately offers you a special vintage, one that would fit your tastes, preaching its worth like a snake oil merchant. You simply nod and offer the coin for the vintage, a modest sum for a wine. The merchant reaches under the counter behind him and hands you a wrapped wine bottle, offering thanks for your purchase. Later in the day, you partake of the wine, which indeed a fine vintage. After consuming the wine, you break the bottle against a stone, the paper wrapping muffling the shattering of the glass to an unrecognizable level. Removing the shattered glass, you find a small gem among the shards that covers the cost you paid for the wine. On the paper wraps inside, a code message awaits your eyes, which you decipher with practiced ease: “Understand you have an offer of employment in the Peaks. The business up there has caught the attention of the Crystal Balls, and has gotten the Robed Ones in a fit. Even their Counterparts are interested in what’s occurring, from what we’ve heard. It’s even rumored that the Beast King’s shippers are wondering about things. Could you check into the Business and inform us of the possibilities? Much thanks, and lets’ leave this between just us.” Wadding the paper into a ball, your mind quickly sorts out your mission. It seems the occurrences at Hunter’s Aerie have gained the attention of Wizard Cabal by way of the divinations of the Topaz Eye. It also sounds like the Underground is also concern with what is occurring, which cannot be a good thing if both sides of the arcane are troubled. Considering the beasts that have been slaughtered according to Garen, it makes sense that Elgath’s followers would be concerned with things. It seems the Guard would like to know what is going on up there, and if the situation up there is something to be concerned with. Of course, silence about the Guard’s interest is most welcome. You commit the message to your memory, and then toss the paper into the campfire, burning any evidence of your contact with your peers had even occurred.

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Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 57: Renewal is ©2007 Zeitgeist Games, Inc. Zeitgeist Games is a

trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content. 54

Appendix – Player Handouts Troubled Dreams

Attempting to rest and regain your strength for the coming day, your dreams are troubled and dark, causing you to toss and turn in your sleep. Your mind spins, and you find your dreams filling with black storm clouds. A stroke of lightning awakens you, and you find yourself alone in the night. The area around you is filled with an inky mist, blocking your visibility and what lies beyond. You stumble backwards, turning to get your orientation back, as you find the mist parting and a figure moving towards you. It is cloaked in a midnight-black robe, the hood of it up, concealing the face within it. A silver chain hangs from the figures neck, and a variety of fetishes hang from it, including a spell focus, a man’s tongue, a beholder’s eye, and even a dried heart. You stop, parallelized in fear, as the figure slowly begins to circle you. It faces your direction, never breaking sight of your paralysis form. Every footstep can be heard the figure makes, each one in rhythm, as if a slow heartbeat. It seems like an eternity as the figure circles behind you, and you are locked in looking forward in your frozen state. The footfalls get louder it seems, and you can feel a cold breath on your neck. Then, breaking the silence like a man’s dying gasp, the figure speaks into your ear. “Show me more, servant. Teach me more, else…” A sharp pain erupts from your chest, as a jagged blade thrusts through it. It saws in a circular motion, each stroke ripping and tearing your vital organs as a fist-sized hole is cut into your chest. Suddenly, the blade is forcefully removed, causing you to almost blackout for the pain. Within moments, you feel a hand move into your back and grasp your heart. With a violent pull, your lifeless body falls forward and you roll to your back, your darkening sight viewing your blooded heart in the hands of the cloaked figure. “… I will be forced to find another use for you, servant.” With that, you awaken in a cold sweat, your heart beating rapidly and an unsettling uneasiness in your stomach.

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Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 57: Renewal is ©2007 Zeitgeist Games, Inc. Zeitgeist Games is a

trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content. 55

Appendix – Player Handouts Map of Hunter’s Aerie

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Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 57: Renewal is ©2007 Zeitgeist Games, Inc. Zeitgeist Games is a

trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content. 56

Appendix – Player Handouts Orlynn’s Journal

Discovered in Orlynn’s cottage, this leather-bound journal was left open near a window which has been broken, and most of the entries ruined. His last entry survived, however… Hotien 10th, 1032 I’ve found work this day, and will leave in the morning. Some scholars are looking to search the peak for something, though they’ve been tight lipped about whatever their seeking. I checked around, but nobody seems to have been able to get that from ‘em. I’m short enough for funds this winter that I decided to chance the peak this late in the season, and hope that conditions aren’t too bad for the bookworms. They’re paying a tidy some, so I hope it’s as good as it sounds. Their spokesman, Laurent, seems friendly enough, though there is something not totally right about him. Regardless, I’ll leave tomorrow to bring them up the peak. If something’s not right, I’m sure I can handle any of that group.

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Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 57: Renewal is ©2007 Zeitgeist Games, Inc. Zeitgeist Games is a

trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content. 57

Appendix – Player Handouts Arcane Warrior’s Letter

Inquisitor Ovelince, Recent divinations from member of the Topaz Eye have recently raised concerns on some occurrences in northern Peaks of Booh, near the village of Hunter’s Aerie. Considering your previous involvement in the handling of the sorcerer Rivak near there a decade ago, we’ve decide to send you to investigate this matter on behalf of the Inquisition. Hopefully your knowledge of the area and your previous visit there will aid you in your investigation. Divinations from the Topaz Eye and reports from other agents suggest that creatures capable of spellcasting and supernatural abilities are been slaughtered by some manner of creature, which strikes us similar to the issue created by the altered beasts that Rivak had created during his time there before his arrest, trial, and execution. Unlike as it may be after ten years, it is possible a colleague of his has restarted his research or perhaps one of his creations was not found and captured when we conclude our activities up there a decade ago. In any case, we’ve decided the matter desires further attention as a precaution. Once you have concluded an initial investigation of the Report to us once you have discovered anything, as we will then determine if further resources should be deployed to the area to assist you in this matter. As one of our more successful and commended warriors, I’m sure that this matter is in the proper hands. Sincerely, High Inquisitor Mengar Torerdyn

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Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 57: Renewal is ©2007 Zeitgeist Games, Inc. Zeitgeist Games is a

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Appendix I ATL 3 Stat Blocks Kaylessa: Female Half-Cumasti Rgr5: CR 5; Medium Humanoid; HD 5d8+10; hp 46; Init +3; Spd 30 ft.; AC 17, touch 13, flat-footed 14 (+3 Dex, +4 Chain Shirt); Base Atk +5; Grp +7; Atk +9 melee (1d6+2 [19-20/x2], m/w m/cshortsword) or +9 ranged (1d8+1 [x3], m/w composite longbow (+1)); Full Atk: +7 melee (1d6+2 [19-20/x2], m/w m/c shortsword) and +7 melee (1d6+2 [19-20/x2], m/w m/c shortsword) or +9 ranged (1d8+1 [x3], longbow); SA Favored Enemy: Aberrations (+2), Undead (+4); SQ +2 Saves vs Enchantment, animal companion (unicorn – deceased), disabilities (deaf & mute), immunity to magic sleep, wild empathy; Space/Reach 5 ft./5 ft.; AL CG; SV Fort +7, Ref +8, Will +3; Str 12, Dex 16, Con 14, Int 10, Wis 13, Cha 15. Skills and Feats: Hide +8, Knowledge (Nature) +8, Move Silently +9, Ride +9, Sense Motive +5, Spot +9, Survival +8; Endurance, Mounted Combat, Track, Two-Weapon Fighting, Weapon Finesse; Speak Common, Cumasti, Sign Language, Sylvan. Possessions: 2 Masterwork Mastercraft Shortswords, Masterwork Composite Longbow [Str +2], 20 Arrows, Masterwork Chain Shirt, Cloak of Resistance +1, Healing Kit, Wand of Cure Light Wounds (Caster Level 1st, 25 charges), 3 Potions of Cure Light Wounds. Disability (Deaf & Mute): Kaylessa has been deaf and mute since birth, and can not speak or hear. She has developed a talent for reading lips, but it requires the speaker to be within 30 feet of her, speak a language she comprehends, and her succeeding at a Sense Motive DC 20. Otherwise, Kaylessa has become proficient at Sign Language, which she can read and speak with ease, as long as she has line of sight to the speaker. Chimera: Juvenile, Large Magical Beast; HD 6d10+18; hp 75; Init +1; Spd 30 ft., fly 50 ft. (poor); AC 19, touch 10, flat-footed 18 (-1 size, +1 Dex, +9 natural); Base Atk +6; Grp +14; Atk +9 melee (2d6+4 [x2], bite); Full Atk: +9 melee (2d6+4 [x2], bite) and +6 melee (1d8+4 [x2], bite) and +6 melee (1d8+4 [x2], gore) and 2x +4 melee (1d6+2 [x2], claws); SA Breath Weapon (Acid); SQ Darkvision 60’, low-light vision, scent; Space/Reach 10 ft./5 ft.; AL CE; SV Fort +8, Ref +6, Will +5; Str 18, Dex 13, Con 17, Int 4, Wis 13, Cha 10. Skills and Feats: Hide +1 (+5 in areas of scrubland or brush), Listen +7, Spot +7; Alertness, Hover, Iron Will; Speak Draconic. Breath Weapon: This chimera’s breath weapon is a 40-foot line of acid, as its draconic head is that of a black dragon. This chimera’s breath weapon is usable once every 1d4 rounds, deals 3d8 points of acid damage, and allows a DC 16 Reflex save for half damage. Orlynn Kittaun, Bloodbound of Thoravald: Male Thonian Ftr2/Rgr2/Rog1/Blbd2: CR 7; Medium Humanoid; HD 2d10+2d8+1d6+2d6+14; hp 52; Init +4; Spd 30 ft. (60 ft. w/ Potion of Expeditious Retreat); AC 20, touch 15, flat-footed 16 (+4 Dex, +5 Chain Shirt, +1 Insight); Base Atk +5; Grp +7; Atk +8 melee (1d8+3 [x3], longspear) or +11 ranged (1d8+2+1d6 fire or lightning [x3], longbow beyond 30 ft.) or +12 ranged (1d8+3+1d6 fire or lightning [x3], longbow within 30 ft.); Full Atk: +8 melee (1d8+3 [x3], longspear) or +9/+9 ranged (1d8+2+1d6 fire or lightning [x3], longbow rapid shot beyond 30 ft.) or +10/+10 ranged (1d8+3+1d6 fire or lightning [x3], longbow rapid shot within 30 ft.); SA Disable spellcasting, favored enemy: magical beasts (+2), sneak attack +1d6; SQ Acquire fetish, detect magic, nondetection, spells, trapfinding, wild empathy; Space/Reach 5 ft./5 ft.; AL CE; SV Fort +12, Ref +13, Will +1; Str 14, Dex 18, Con 15, Int 16, Wis 10, Cha 8. Skills and Feats: Balance +14, Climb +6, Disable Device +11, Hide +14 (+24 w/ Elixir of Hiding), Jump +11 (+31 w/ Potion of Jump), Knowledge (Arcana) +7, Knowledge (Planes) +7, Move Silently +14 (+24 w/ Elixir of Sneaking), Spellcraft +7, Spot +8, Survival +5, Tumble +11; Dodge,

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Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 57: Renewal is ©2007 Zeitgeist Games, Inc. Zeitgeist Games is a

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Mobility, Precise Shot, Point Blank Shot, Rapid Shot, Shot on the Run, Track, Weapon Focus (Longbow); Speak: Abyssal, Common, Cumasti, Sign Language. Spells per Day (2); save DC 13 + spell level. Spells Known: 1st – Alarm, Endure Elements, Feather Fall. Possessions: Wrath of Sorrows (m/w Composite Longbow [+2 Str]), 30 Fire Arrows, 30 Storm Arrows, 40 Arrows, Hunter’s Reach (Masterwork Longspear), Shortsword, Dagger, +1 Hardened Mithral Shirt, Cloak of Resistance +1, 4 2 Shabtis Statues (Bloodfire Wolf), 2 Arcane Scroll – Invisibility (3rd), 2 Arcane Scroll – Combat Precognition (1st), 2 Potion of Expeditious Retreat (5th), 2 Potion of Jump (5th), Elixir of Hiding, Elixir of Sneaking, Spell Component Pouch. Items & Spells in Effect: Combat Precognition (1st), Elixir of Hiding (5th), Elixir of Sneaking (5th), Expeditious Retreat (5th), Greater Invisibility (7th), Jump (5th). Disable Spellcasting (Ex): Orlynn is specially trained in the methods to fight spellcasters of all types, and learns methods to impede the ability of such casters in casting spells. If Orlynn manages to sneak attack a spellcaster, the struck spellcaster must make a Fortitude save at DC 10 + Int modifier + sneak attack damage dealt or be impeded in their ability to cast spells or use spell-like abilities for one round per Orlynn’s class level of Bloodbound. While impeded in spellcasting, the caster must make a Concentration check DC 15 + Orlynn’s Bloodbound prestige class levels + Int modifier + the level of the spell to be cast. Failure to make this check causes the spell to be miscast and lost from the caster’s memory as if the spell or spell-like ability had been used. Nondetection (Su): At 2nd level, Orlynn is protected by a permanent nondetection effect, requiring a caster level check equal to 15 + Orlynn’s Bloodbound class levels + Int modifier to break through with divination spells. Since Orlynn has time to prepare, listed here is the preparation he takes before ambushing the characters. Any such preparation has been marked with an underline. Bloodfire Fiend Wolf: Medium Outsider (Chaotic, Evil, Extraplanar, Fire); HD 2d8+4; hp 13; Init +2; Spd 50 ft.; AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural); Base Atk +1; Grp +2; Atk +1 melee (1d6+1+1d6 fire [x2], bite); Full Atk: same; SA Abyssal flame, trip; SQ Darkvision 60’, low-light vision, scent, SR 7; Space/Reach 5 ft./5 ft.; AL CE; SV Fort +5, Ref +5, Will +1; Str 13, Dex 15, Con 15, Int 3, Wis 12, Cha 6. Skills and Feats: Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1 (+5 for Survival checks when tracking by scent); Track, Weapon Focus (Bite). Abyssal Flames (Su): A bloodfire fiend wolf is wreathed in abyssal flames, and the bite of a bloodfire fiend wolf deals fire damage in addition to the normal damage of the attack. Those hit by a bloodfire fiend wolf‘s natural attack and takes fire damage also must succeed on a Reflex save DC 13 or catch on fire. The fire burns for 1d4 rounds. A burning creature can take a move action to put out the flame. The Reflex save DC is Constitution-based. Creatures hitting a bloodfire fiend with natural weapons or unarmed attacks take fire damage equal to amount of fire damage caused by abyssal flames with the fiend’s natural attack, and also catch on fire unless they succeed on a Reflex save DC 13. Trip (Ex): A wolf that hits with a bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf.

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Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 57: Renewal is ©2007 Zeitgeist Games, Inc. Zeitgeist Games is a

trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content. 60

Bloodguard, Half-Fiend Grimlock: CR 2; Medium Outsider (Augmented Humanoid, Native); HD 2d8+10; hp 22; Init +4; Spd 30 ft., Fly 30 ft. (average); AC 23, touch 14, flat-footed 19 (+4 Dex, +5 natural); Base Atk +2; Grp +9; Atk +10 melee (1d8+10 [x3], battleaxe) or +9 melee (1d4+7 [x2], claw) or +6 ranged (1d6+7 [x2], javelin); Full Atk +10 melee (1d8+10 [x3], battleaxe) or +9/+9 melee (1d4+7 [x2], 2 claws) and +4 melee (1d6+3 [x2], bite) or +6 ranged (1d6+7 [x2], javelin); Space/Reach 5 ft./5 ft.; SA Smite good, spell-like abilities; SQ Blindsight, DR 5/magic, immunities, immunity to poison, resistance to acid 10, resistance to cold 10, resistance to electricity 10, resistance to fire 10, scent, SR 12; AL CE; SV Fort +5, Ref +7, Will +2; Str 24, Dex 18, Con 20, Int 12, Wis 8, Cha 8. Skills and Feats: Balance +5, Climb +11, Hide +8*, Intimidate +4, Jump +13, Listen +4, Move Silently +8, Spot +4, Survival +4, Tumble +10; Endurance, Track; Speak Common, Abyssal, Grimlock, Terran. Possessions: masterwork battleaxe, javelins (10), masterwork chain shirt. Spell-Like Abilities (Caster level 2nd): 3/day—darkness. Smite Good (Su): Once per day the creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against a good foe. Blindsight (Ex): Grimlocks can sense all foes within 40 feet as a sighted creature would. Beyond that range, they treat all targets as having total concealment. Grimlocks are susceptible to sound- and scent-based attacks, however, and are affected normally by loud noises and sonic spells (such as ghost sound or silence) and overpowering odors (such as stinking cloud or incense-heavy air). Negating a grimlock’s sense of smell or hearing reduces this ability to normal Blind-Fight (as the feat). If both these senses are negated, a grimlock is effectively blinded. Immunities: Grimlocks are immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight. Skills: *A grimlock’s dull gray skin helps it hide in its native terrain, conferring a +10 racial bonus on Hide checks when in mountains or underground.

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Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 57: Renewal is ©2007 Zeitgeist Games, Inc. Zeitgeist Games is a

trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content. 61

Appendix II ATL 5 Stat Blocks Kaylessa: Female Half-Cumasti Rgr7: CR 7; Medium Humanoid; HD 7d8+14; hp 60; Init +3; Spd 30 ft.; AC 19, touch 13, flat-footed 16 (+3 Dex, +5 Chain Shirt, +1 natural armor); Base Atk +7/+2; Grp +8; Atk +11 melee (1d6+2 [19-20/x2], m/w m/c shortsword) or +11 ranged (1d8+1 [x3], m/w composite longbow (+1)); Full Atk: +9/+4 melee (1d6+2 [19-20/x2], m/w m/c shortsword) and +9/+4 melee (1d6+2 [19-20/x2], m/w m/c shortsword) or +11 ranged (1d8+1 [x3], longbow); SA Favored Enemy: Aberrations (+2), Undead (+4); SQ +2 Saves vs Enchantment, animal companion (unicorn – deceased), disabilities (deaf & mute), immunity to magic sleep, woodland stride, wild empathy; Space/Reach 5 ft./5 ft.; AL CG; SV Fort +8, Ref +9, Will +4; Str 12, Dex 16, Con 14, Int 10, Wis 13, Cha 15. Skills and Feats: Hide +13, Knowledge (Nature) +8, Move Silently +9, Ride +11, Sense Motive +6, Spot +12, Survival +11; Endurance, Mounted Combat, Track, Two-Weapon Fighting, Weapon Finesse; Speak Common, Cumasti, Sign Language, Sylvan. Possessions: 2 Masterwork Mastercraft Shortswords, Masterwork Composite Longbow [Str +1], 20 Arrows, +1 Chain Shirt, Amulet of Natural Armor +1, Cloak of Resistance +1, Healing Kit, Wand of Cure Light Wounds (Caster Level 1st, 25 charges), 3 Potions of Cure Light Wounds. Disability (Deaf & Mute): Kaylessa has been deaf and mute since birth, and can not speak or hear. She has developed a talent for reading lips, but it requires the speaker to be within 30 feet of her, speak a language she comprehends, and her succeeding at a Sense Motive DC 20. Kaylessa has become rather proficient at Sign Language, which she can read and speak with ease, as long as she has line of sight to the speaker. Chimera: Adult, Large Magical Beast; HD 9d10+27; hp 76; Init +1; Spd 30 ft., fly 50 ft. (poor); AC 19, touch 10, flat-footed 18 (-1 size, +1 Dex, +9 natural); Base Atk +9; Grp +17; Atk +12 melee (2d6+4 [x2], bite); Full Atk: +12 melee (2d6+4 [x2], bite) and +12 melee (1d8+4 [x2], bite) and +12 melee (1d8+4 [x2], gore) and 2x +10 melee (1d6+2 [x2], claws); SA Breath weapon (acid); SQ Darkvision 60’, low-light vision, scent; Space/Reach 10 ft./5 ft.; AL CE; SV Fort +9, Ref +7, Will +6; Str 19, Dex 13, Con 17, Int 4, Wis 13, Cha 10. Skills and Feats: Hide +1 (+5 in areas of scrubland or brush), Listen +9, Spot +9; Alertness, Hover, Iron Will, Multiattack; Speak Draconic. Breath Weapon: This chimera’s breath weapon is a 40-foot line of acid, as its draconic head is that of a black dragon. This chimera’s breath weapon is usable once every 1d4 rounds, deals 3d8 points of acid damage, and allows a DC 17 Reflex save for half damage. Orlynn Kittaun, Bloodbound of Thoravald: Male Thonian Ftr2/Rgr2/Rog1/Blbd4: CR 9; Medium Humanoid; HD 2d10+2d8+1d6+4d6+27; hp 73; Init +4; Spd 30 ft. (60 ft. w/ Potion of Expeditious Retreat); AC 21, touch 15, flat-footed 17 (+4 Dex, +6 Chain Shirt, +1 Insight); Base Atk +7; Grp +9; Atk +10 melee (1d8+4 [x3], longspear) or +13 ranged (1d8+3+1d6 fire or lightning [x3], longbow beyond 30 ft.) or +14 ranged (1d8+4+1d6 fire or lightning [x3], longbow within 30 ft.) or +9 ranged (2d8+6+1d6 fire+1d6 lightning [x3], longbow manyshot beyond 30 ft.) or +10 ranged (2d8+8+1d6 fire+1d6 lightning [x3], longbow manyshot within 30 ft.); Full Atk: +10/+5 melee (1d8+4 [x3], longspear) or +11/+11/+6 ranged (1d8+3+1d6 fire or lightning [x3], longbow rapid shot beyond 30 ft.) or +12/+12/+7 ranged (1d8+4+1d6 fire or lightning [x3], longbow rapid shot within 30 ft.); SA Disable spellcasting, favored enemy: magical beasts (+2), sneak attack +2d6; SQ Acquire fetish, detect magic, nondetection, special ability (slippery mind), spells, trapfinding, wild empathy; Space/Reach 5 ft./5 ft.; AL CE; SV Fort +14, Ref +14, Will +2; Str 14, Dex 18, Con 16, Int 16 (20 w/ Fox’s Cunning), Wis 10, Cha 8.

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Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 57: Renewal is ©2007 Zeitgeist Games, Inc. Zeitgeist Games is a

trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content. 62

Skills and Feats: Balance +14, Climb +6, Concentrate +9, Disable Device +11 (+13 w/ Fox’s Cunning), Hide +16 (+26 w/ Elixir of Hiding), Jump +13 (+33 w/ Potion of Jump), Knowledge (Arcana) +7 (+9 w/ Fox’s Cunning), Knowledge (Planes) +7 (+9 w/ Fox’s Cunning), Move Silently +16 (+26 w/ Elixir of Sneaking), Spellcraft +7 (+9 w/ Fox’s Cunning), Spot +12, Survival +5, Tumble +14; Dodge, Manyshot, Mobility, Precise Shot, Point Blank Shot, Rapid Shot, Shot on the Run, Track, Weapon Focus (Longbow); Speak Abyssal, Common, Cumasti, Sign Language. Spells per Day (4/1); save DC 13 (DC 15 w/ Fox’s Cunning) + spell level. Spells Known: 1st – Alarm, Endure Elements, Feather Fall, True Strike; 2nd – Blur, Fox’s Cunning, Pass without Trace. Possessions: Wrath of Sorrows (+1 Composite Longbow [+2 Str]), 30 Fire Arrows, 30 Storm Arrows, 40 Arrows, Hunter’s Reach (+1 Longspear), Shortsword, Dagger, +2 Hardened Mithral Shirt, Cloak of Resistance +1, 4 2 Shabtis Statues (Bloodfire Wolf), 2 Dust of Disappearance, 2 Arcane Scroll – Combat Precognition (1st), 2 Potion of Expeditious Retreat (5th), 2 Potion of Jump (5th), Elixir of Hiding, Elixir of Sneaking, Spell Component Pouch. Items & Spells in Effect: Combat Precognition (1st), Dust of Disappearance (7th), Elixir of Hiding (5th), Elixir of Sneaking (5th), Expeditious Retreat (5th), Fox’s Cunning (4th), Jump (5th). Disable Spellcasting (Ex): Orlynn is specially trained in the methods to fight spellcasters of all types, and learns methods to impede the ability of such casters in casting spells. If Orlynn manages to sneak attack a spellcaster, the struck spellcaster must make a Fortitude save at DC 10 + Int modifier + sneak attack damage dealt or be impeded in their ability to cast spells or use spell-like abilities for one round per Orlynn’s class level of Bloodbound. While impeded in spellcasting, the caster must make a Concentration check DC 15 + Orlynn’s Bloodbound prestige class levels + Int modifier + the level of the spell to be cast. Failure to make this check causes the spell to be miscast and lost from the caster’s memory as if the spell or spell-like ability had been used. Nondetection (Su): At 2nd level, Orlynn is protected by a permanent nondetection effect, requiring a caster level check equal to 15 + Orlynn’s Bloodbound class levels + Int modifier to break through with divination spells. Bloodfire Fiend Wolf: Medium Outsider (Chaotic, Evil, Extraplanar, Fire); HD 2d8+4; hp 13; Init +2; Spd 50 ft.; AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural); Base Atk +1; Grp +2; Atk +1 melee (1d6+1+1d6 fire [x2], bite); Full Atk: same; SA Abyssal flame, trip; SQ Darkvision 60’, low-light vision, scent, SR 7; Space/Reach 5 ft./5 ft.; AL CE; SV Fort +5, Ref +5, Will +1; Str 13, Dex 15, Con 15, Int 3, Wis 12, Cha 6. Skills and Feats: Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1 (+5 for Survival checks when tracking by scent); Track, Weapon Focus (Bite). Abyssal Flames (Su): A bloodfire fiend wolf is wreathed in abyssal flames, and the bite of a bloodfire fiend wolf deals fire damage in addition to the normal damage of the attack. Those hit by a bloodfire fiend wolf‘s natural attack and takes fire damage also must succeed on a Reflex save DC 13 or catch on fire. The fire burns for 1d4 rounds. A burning creature can take a move action to put out the flame. The Reflex save DC is Constitution-based. Creatures hitting a bloodfire fiend with natural weapons or unarmed attacks take fire damage equal to amount of fire damage caused by abyssal flames with the fiend’s natural attack, and also catch on fire unless they succeed on a Reflex save DC 13. Trip (Ex): A wolf that hits with a bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf.

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Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 57: Renewal is ©2007 Zeitgeist Games, Inc. Zeitgeist Games is a

trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content. 63

Bloodguard, Half-Fiend Grimlock: CR 2; Medium Outsider (Augmented Humanoid, Native); HD 2d8+10; hp 22; Init +4; Spd 30 ft., Fly 30 ft. (average); AC 23, touch 14, flat-footed 19 (+4 Dex, +5 natural); Base Atk +2; Grp +9; Atk +10 melee (1d8+10 [x3], battleaxe) or +9 melee (1d4+7 [x2], claw) or +6 ranged (1d6+7 [x2], javelin); Full Atk +10 melee (1d8+10 [x3], battleaxe) or +9/+9 melee (1d4+7 [x2], 2 claws) and +4 melee (1d6+3 [x2], bite) or +6 ranged (1d6+7 [x2], javelin); Space/Reach 5 ft./5 ft.; SA Smite good, spell-like abilities; SQ Blindsight, DR 5/magic, immunities, immunity to poison, resistance to acid 10, resistance to cold 10, resistance to electricity 10, resistance to fire 10, scent, SR 12; AL CE; SV Fort +5, Ref +7, Will +2; Str 24, Dex 18, Con 20, Int 12, Wis 8, Cha 8. Skills and Feats: Balance +5, Climb +11, Hide +8*, Intimidate +4, Jump +13, Listen +4, Move Silently +8, Spot +4, Survival +4, Tumble +10; Endurance, Track; Speak Common, Abyssal, Grimlock, Terran. Possessions: masterwork battleaxe, javelins (10), masterwork chain shirt. Spell-Like Abilities (Caster level 2nd): 3/day—darkness. Smite Good (Su): Once per day the creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against a good foe. Blindsight (Ex): Grimlocks can sense all foes within 40 feet as a sighted creature would. Beyond that range, they treat all targets as having total concealment. Grimlocks are susceptible to sound- and scent-based attacks, however, and are affected normally by loud noises and sonic spells (such as ghost sound or silence) and overpowering odors (such as stinking cloud or incense-heavy air). Negating a grimlock’s sense of smell or hearing reduces this ability to normal Blind-Fight (as the feat). If both these senses are negated, a grimlock is effectively blinded. Immunities: Grimlocks are immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight. Skills: *A grimlock’s dull gray skin helps it hide in its native terrain, conferring a +10 racial bonus on Hide checks when in mountains or underground.

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Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 57: Renewal is ©2007 Zeitgeist Games, Inc. Zeitgeist Games is a

trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content. 64

Appendix III ATL 7 Stat Blocks Kaylessa: Female Half-Cumasti Rgr9: CR 9; Medium Humanoid; HD 9d8+18; hp 76; Init +3; Spd 30 ft.; AC 20, touch 13, flat-footed 16 (+3 dex, +5 armor, +1 natural armor, +1 deflection); Base Atk +9/+4; Grp +10; Atk +13 melee (1d6+2 [17-20/x2], m/w m/c shortsword) or +13 ranged (1d8+1 [x3], m/w composite longbow (+1)); Full Atk: +11/+6 melee (1d6+2 [17-20/x2], m/w m/c shortsword) and +11/+6 melee (1d6+2 [17-20/x2], m/w m/c shortsword) or +11/+6 ranged (1d8+1 [x3], m/w composite longbow (+1)); SA Favored Enemy: Aberrations (+2), Undead (+4); SQ +2 Saves vs Enchantment, animal companion (unicorn – deceased), disabilities (deaf & mute), evasion, immunity to magic sleep, swift tracker, woodland stride, wild empathy; Space/Reach 5 ft./5 ft.; AL CG; SV Fort +10, Ref +11, Will +7; Str 12, Dex 16, Con 14, Int 10, Wis 14, Cha 15. Skills and Feats: Hide +15, Knowledge (Nature) +8, Move Silently +15, Ride +12, Sense Motive +7, Spot +13, Survival +13; Endurance, Improved Critical, Improved Two Weapon Fighting, Mounted Combat, Track, Two-Weapon Fighting, Weapon Finesse; Speak Common, Cumasti, Sign Language, Sylvan. Possessions: 2 Masterwork Mastercraft Shortswords, Masterwork Composite Longbow [Str +1], 20 Arrows, +1 Chain Shirt, Amulet of Natural Armor +1, Cloak of Resistance +2, Ring of Protection +1, Healing Kit, Wand of Cure Light Wounds (Caster Level 1st, 25 charges), 3 Potions of Cure Light Wounds. Disability (Deaf & Mute): Kaylessa has been deaf and mute since birth, and can not speak or hear. She has developed a talent for reading lips, but it requires the speaker to be within 30 feet of her, speak a language she comprehends, and her succeeding at a Sense Motive DC 20. Otherwise, Kaylessa has become rather proficient at Sign Language, which see can read and speak with ease, as long as she has line of sight to the speaker. Chimera: Advanced, Huge Magical Beast; HD 15d10+90; hp 172; Init +0; Spd 30 ft., fly 50 ft. (poor); AC 20, touch 8, flat-footed 20 (-2 size, +12 natural); Base Atk +15; Grp +31; Atk +21 melee (3d6+8 [x2], bite); Full Atk: +21 melee (3d6+8 [x2], bite) and +21 melee (2d6+8 [x2], bite) and +21 melee (2d6+8 [x2], gore) and 2x +19 melee (1d8+4 [x2], claws); SA Breath weapon (acid); SQ Darkvision 60’, low-light vision, scent; Space/Reach 15 ft./10 ft.; AL CE; SV Fort +14, Ref +11, Will +8; Str 27, Dex 11, Con 22, Int 4, Wis 13, Cha 10. Skills and Feats: Hide +0 (+4 in areas of scrubland or brush), Listen +12, Spot +12; Alertness, Endurance, Hover, Iron Will, Lightning Reflexes, Multiattack; Speak Draconic. Breath Weapon: This chimera’s breath weapon is a 40-foot line of acid, as its draconic head is that of a black dragon. This chimera’s breath weapon is usable once every 1d4 rounds, deals 3d8 points of acid damage, and allows a DC 23 Reflex save for half damage. Orlynn Kittaun, Bloodbound of Thoravald: Male Thonian Ftr2/Rgr2/Rog1/Blbd6: CR 11; Medium Humanoid; HD 2d10+2d8+1d6+6d6+33; hp 87; Init +4 (+8 w/ Combat Focus); Spd 30 ft. (60 ft. w/ Potion of Expeditious Retreat); AC 22, touch 16, flat-footed 18 (+4 Dex, +6 Chain Shirt, +1 Deflection, +1 Insight); Base Atk +8; Grp +10; Atk +11 melee (1d8+4 [x3], longspear) or +14 ranged (1d8+3+1d6 fire or lightning [x3], longbow beyond 30 ft.) or +15 ranged (1d8+4+1d6 fire or lightning [x3], longbow within 30 ft.) or +10 ranged (2d8+6+1d6 fire+1d6 lightning [x3], longbow manyshot beyond 30 ft.) or +11 ranged (2d8+8+1d6 fire+1d6 lightning [x3], longbow manyshot within 30 ft.); Full Atk: +11/+6 melee (1d8+4 [x3], longspear) or +12/+12/+7 ranged (1d8+3+1d6 fire or lightning [x3], longbow rapid shot beyond 30 ft.) or +13/+13/+8 ranged (1d8+4+1d6 fire or lightning [x3], longbow rapid shot within 30 ft.); SA Disable spellcasting, favored enemy: magical beasts (+2), sneak attack +3d6; SQ Acquire fetish, arcane sight, nondetection, special ability (slippery mind), spells, trapfinding, wild empathy; Space/Reach 5 ft./5 ft.; AL CE; SV Fort +16, Ref +16, Will +4; Str 14, Dex 18, Con 16, Int 16 (20 w/ Fox’s Cunning), Wis 10, Cha 8.

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Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 57: Renewal is ©2007 Zeitgeist Games, Inc. Zeitgeist Games is a

trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content. 65

Skills and Feats: Balance +14, Climb +6, Concentrate +13, Disable Device +11 (+13 w/ Fox’s Cunning), Hide +18 (+28 w/ Elixir of Hiding), Jump +17 (+37 w/ Potion of Jump), Knowledge (Arcana) +7 (+9 w/ Fox’s Cunning), Knowledge (Planes) +7 (+9 w/ Fox’s Cunning), Move Silently +18 (+28 w/ Elixir of Sneaking), Spellcraft +8 (+10 w/ Fox’s Cunning), Spot +14, Survival +6, Tumble +14; Dodge, Manyshot, Mobility, Precise Shot, Point Blank Shot, Rapid Shot, Shot on the Run, Track, Weapon Focus (Longbow); Speak Abyssal, Common, Cumasti, Sign Language. Spells per Day (4/3/1); save DC 13 (DC 15 w/ Fox’s Cunning) + spell level. Spells Known: 1st – Alarm, Endure Elements, Feather Fall, True Strike; 2nd – Blur, Fox’s Cunning, Invisibility, Pass without Trace; 3rd – Combat Focus, Dispel Magic, False Life. Possessions: Wrath of Sorrows (+1 Composite Longbow [+2 Str]), 30 Fire Arrows, 30 Storm Arrows, 40 Arrows, Hunter’s Reach (+1 Longspear), Shortsword, Dagger, +2 Hardened Mithral Shirt, Cloak of Resistance +2, Ring of Protection +1, Lesser Bracers of the Storm Zephyr, 4 2 Shabtis Statues (Bloodfire Dire Wolf), 2 Dust of Disappearance, 2 Arcane Scroll – Combat Precognition (1st), 2 Potion of Expeditious Retreat (5th), 2 Potion of Jump (5th), Elixir of Hiding, Elixir of Sneaking, Spell Component Pouch. Items & Spells in Effect: Combat Focus (6th), Combat Precognition (1st), Dust of Disappearance (7th), Elixir of Hiding (5th), Elixir of Sneaking (5th), Expeditious Retreat (5th), Fox’s Cunning (6th), Jump (5th). Disable Spellcasting (Ex): Orlynn is specially trained in the methods to fight spellcasters of all types, and learns methods to impede the ability of such casters in casting spells. If Orlynn manages to sneak attack a spellcaster, the struck spellcaster must make a Fortitude save at DC 10 + Int modifier + sneak attack damage dealt or be impeded in their ability to cast spells or use spell-like abilities for one round per Orlynn’s class level of Bloodbound. While impeded in spellcasting, the caster must make a Concentration check DC 15 + Orlynn’s Bloodbound prestige class levels + Int modifier + the level of the spell to be cast. Failure to make this check causes the spell to be miscast and lost from the caster’s memory as if the spell or spell-like ability had been used. Nondetection (Su): At 2nd level, Orlynn is protected by a permanent nondetection effect, requiring a caster level check equal to 15 + Orlynn’s Bloodbound class levels + Int modifier to break through with divination spells. Bloodfire Fiend Dire Wolf: Large Outsider (Chaotic, Evil, Extraplanar, Fire); HD 6d8+18; hp 45; Init +2; Spd 50 ft.; AC 14, touch 11, flat-footed 12 (-1 size, +2 Dex, +3 natural); Base Atk +4; Grp +15; Atk +11 melee (1d8+10+1d8 fire [x2], bite); Full Atk: same; SA Abyssal flame, trip; SQ Darkvision 60’, low-light vision, scent, SR 11; Space/Reach 10 ft./5 ft.; AL CE; SV Fort +8, Ref +7, Will +6; Str 25, Dex 15, Con 17, Int 3, Wis 12, Cha 10. Skills and Feats: Hide +0, Listen +7, Move Silently +4, Spot +7, Survival +2 (+6 for Survival checks when tracking by scent); Alertness, Run, Track, Weapon Focus (Bite). Abyssal Flames (Su): A bloodfire fiend wolf is wreathed in abyssal flames, and the bite of a bloodfire fiend wolf deals fire damage in addition to the normal damage of the attack. Those hit by a bloodfire fiend wolf‘s natural attack and takes fire damage also must succeed on a Reflex save DC 16 or catch on fire. The fire burns for 1d4 rounds. A burning creature can take a move action to put out the flame. The Reflex save DC is Constitution-based. Creatures hitting a bloodfire fiend with natural weapons or unarmed attacks take fire damage equal to amount of fire damage caused by abyssal flames with the fiend’s natural attack, and also catch on fire unless they succeed on a Reflex save DC 16.

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Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 57: Renewal is ©2007 Zeitgeist Games, Inc. Zeitgeist Games is a

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Trip (Ex): A dire wolf that hits with a bite attack can attempt to trip its opponent (+11 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the dire wolf. Bloodguard Barbarian, Half-Fiend Grimlock Brb2: CR 4; Medium Outsider (Augmented Humanoid, Native); HD 2d8+2d12+20; hp 50; Init +4; Spd 40 ft., Fly 40 ft. (average); AC 23, touch 14, flat-footed 23 (+4 Dex, +5 natural, +4 chain shirt); Base Atk +4; Grp +11; Atk +12 melee (2d6+10 [19-20/x2], greatsword) or +11 melee (1d4+7 [x2], claw) or +8 ranged (1d6+7 [x2], javelin); Full Atk +12 melee (2d6+10 [19-20/x2], greatsword) or +11/+11 melee (1d4+7 [x2], 2 claws) and +6 melee (1d6+3 [x2], bite) or +8 ranged (1d6+7 [x2], javelin); Space/Reach 5 ft./5 ft.; SA Rage 1/day, smite good, spell-like abilities; SQ Blindsight, DR 5/magic, fast movement, immunities, immunity to poison, resistance to acid 10, resistance to cold 10, resistance to electricity 10, resistance to fire 10, scent, SR 14, uncanny dodge; AL CE; SV Fort +8, Ref +7, Will +2; Str 25, Dex 18, Con 20, Int 12, Wis 8, Cha 8. Skills and Feats: Balance +5, Climb +13, Hide +8*, Intimidate +6, Jump +15, Listen +6, Move Silently +8, Spot +4, Survival +6, Tumble +10; Diehard, Endurance, Track; Speak Common, Abyssal, Grimlock, Terran. Possessions: masterwork greatsword, javelins (10), masterwork chain shirt. Spell-Like Abilities (Caster level 4th): 3/day—darkness; 1/day—desecrate. Smite Good (Su): Once per day the creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against a good foe. Blindsight (Ex): Grimlocks can sense all foes within 40 feet as a sighted creature would. Beyond that range, they treat all targets as having total concealment. Grimlocks are susceptible to sound- and scent-based attacks, however, and are affected normally by loud noises and sonic spells (such as ghost sound or silence) and overpowering odors (such as stinking cloud or incense-heavy air). Negating a grimlock’s sense of smell or hearing reduces this ability to normal Blind-Fight (as the feat). If both these senses are negated, a grimlock is effectively blinded. Immunities: Grimlocks are immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight. Skills: *A grimlock’s dull gray skin helps it hide in its native terrain, conferring a +10 racial bonus on Hide checks when in mountains or underground.

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Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 57: Renewal is ©2007 Zeitgeist Games, Inc. Zeitgeist Games is a

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Appendix III ATL 9 Stat Blocks Kaylessa: Female Half-Cumasti Rgr11: CR 11; Medium Humanoid; HD 11d8+22; hp ; Init +3; Spd 30 ft.; AC 21, touch 13, flat-footed 16 (+4 dex, +5 armor, +1 natural armor, +1 deflection); Base Atk +11/+6/+1; Grp +10; Atk +15 melee (1d6+2 [17-20/x2], +1 shortsword) or +15 ranged (1d8+2 [x3], +1 composite longbow (+1)); Full Atk: +13/+8/+3 melee (1d6+2 [17-20/x2], +1 shortsword) and +13/+8/+3 melee (1d6+2 [17-20/x2], +1 shortsword) or +15/+10/+5 ranged (1d8+2 [x3], +1 composite longbow (+1)); SA Favored Enemy: Aberrations (+4), Undead (+4), Monstrous Humanoid (+2); SQ +2 Saves vs Enchantment, animal companion (unicorn – deceased), disabilities (deaf & mute), evasion, immunity to magic sleep, swift tracker, woodland stride, wild empathy; Space/Reach 5 ft./5 ft.; AL CG; SV Fort +12, Ref +14, Will +8; Str 12, Dex 18, Con 14, Int 10, Wis 14, Cha 15. Skills and Feats: Hide +16, Knowledge (Nature) +9, Move Silently +14, Ride +13, Sense Motive +7, Spot +17, Survival +16; Endurance, Greater Two Weapon Fighting, Improved Critical, Improved Two Weapon Fighting, Mounted Combat, Track, Two-Weapon Fighting, Weapon Finesse; Speak Common, Cumasti, Sign Language, Sylvan. Possessions: 2 Masterwork Mastercraft Shortswords, Masterwork Composite Longbow [Str +1], 20 Arrows, +1 Chain Shirt, Amulet of Natural Armor +1, Cloak of Resistance +3, Gloves of Dexterity +2, Ring of Protection +1, Healing Kit, Wand of Cure Light Wounds (Caster Level 1st, 25 charges), 3 Potions of Cure Light Wounds. Disability (Deaf & Mute): Kaylessa has been deaf and mute since birth, and can not speak or hear. She has developed a talent for reading lips, but it requires the speaker to be within 30 feet of her, speak a language she comprehends, and her succeeding at a Sense Motive DC 20. Otherwise, Kaylessa has become rather proficient at Sign Language, which see can read and speak with ease, as long as she has line of sight to the speaker. Chimera: Advanced, Huge Magical Beast; HD 21d10+126; hp 241; Init +1; Spd 30 ft., fly 50 ft. (poor); AC 21, touch 9, flat-footed 21 (-2 size, +1 Dex, +12 natural); Base Atk +21; Grp +37; Atk +27 melee (3d6+8 [x2], bite); Full Atk: +27 melee (3d6+8 [x2], bite) and +27 melee (2d6+8 [x2], bite) and +27 melee (2d6+8 [x2], gore) and 2x +25 melee (1d8+4 [x2], claws); SA Breath weapon (acid); SQ Darkvision 60’, low-light vision, scent; Space/Reach 15 ft./10 ft.; AL CE; SV Fort +19, Ref +15, Will +10; Str 27, Dex 12, Con 22, Int 4, Wis 14, Cha 10. Skills and Feats: Hide +1 (+5 in areas of scrubland or brush), Listen +16, Spot +16; Alertness, Diehard, Endurance, Great Fortitude, Hover, Iron Will, Lightning Reflexes, Multiattack; Speak Draconic. Breath Weapon: This chimera’s breath weapon is a 40-foot line of acid, as its draconic head is that of a black dragon. This chimera’s breath weapon is usable once every 1d4 rounds, deals 3d8 points of acid damage, and allows a DC 26 Reflex save for half damage. Orlynn Kittaun, Bloodbound of Thoravald: Male Thonian Ftr2/Rgr2/Rog1/Blbd8: CR 13; Medium Humanoid; HD 2d10+2d8+1d6+8d6+39; hp 101 (hp 116 w/ False Life); Init +5 (+9 w/ Combat Focus); Spd 30 ft. (60 ft. w/ Potion of Expeditious Retreat); AC 23, touch 17, flat-footed 18 (+5 Dex, +6 Chain Shirt, +1 Deflection, +1 Insight); Base Atk +10; Grp +12; Atk +13 melee (1d8+4 [x3], longspear) or +17 ranged (1d8+3+2d6 elemental metal+1d6 fire or lightning [x3], longbow beyond 30 ft.) or +18 ranged (1d8+4+2d6 elemental metal+1d6 fire or lightning [x3], longbow within 30 ft.) or +12 ranged (2d8+6+2d6 elemental metal+1d6 fire+1d6 lightning [x3], longbow manyshot beyond 30 ft.) or +13 ranged (2d8+8+2d6 elemental metal+1d6 fire+1d6 lightning [x3], longbow manyshot within 30 ft.); Full Atk: +13/+8 melee (1d8+4 [x3], longspear) or +15/+15/+10 ranged (1d8+3+2d6 elemental metal+1d6 fire or lightning [x3], longbow rapid shot beyond 30 ft.)

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Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 57: Renewal is ©2007 Zeitgeist Games, Inc. Zeitgeist Games is a

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or +16/+16/+11 ranged (1d8+4+2d6 elemental metal+1d6 fire or lightning [x3], longbow rapid shot within 30 ft.); SA Disable spellcasting, favored enemy: magical beasts (+2), sneak attack +3d6; SQ Acquire fetish, greater arcane sight, nondetection, special ability (bonus feat, slippery mind), spells, trapfinding, wild empathy; Space/Reach 5 ft./5 ft.; AL CE; SV Fort +17, Ref +18, Will +6; Str 14, Dex 20, Con 16, Int 16 (20 w/ Fox’s Cunning), Wis 10, Cha 8. Skills and Feats: Balance +15, Climb +7, Concentrate +17, Disable Device +11 (+13 w/ Fox’s Cunning), Hide +21 (+31 w/ Elixir of Hiding), Jump +20 (+40 w/ Potion of Jump), Knowledge (Arcana) +7 (+9 w/ Fox’s Cunning), Knowledge (Planes) +7 (+9 w/ Fox’s Cunning), Move Silently +21 (+31 w/ Elixir of Sneaking), Spellcraft +9 (+11 w/ Fox’s Cunning), Spot +16, Survival +8, Tumble +15; Dodge, Improved Critical (Longbow), Iron Will, Manyshot, Mobility, Precise Shot, Point Blank Shot, Rapid Shot, Shot on the Run, Track, Weapon Focus (Longbow); Speak Abyssal, Common, Cumasti, Sign Language. Spells per Day (4/4/1/1); save DC 13 (DC 15 w/ Fox’s Cunning) + spell level. Spells Known: 1st – Alarm, Endure Elements, Feather Fall, True Strike; 2nd – Blur, Fox’s Cunning, Invisibility, Pass without Trace; 3rd – Combat Focus, Dispel Magic, False Life, Metallic Blades of Cutting Revenge; 4th – Displacement, Freedom of Movement, Haste. Possessions: Wrath of Sorrows (+1 Bane (Magical Beasts) Composite Longbow [+2 Str]), 30 Fire Arrows, 30 Storm Arrows, 40 Arrows, Hunter’s Reach (+1 Longspear), Shortsword, Dagger, +2 Hardened Mithral Shirt, Cloak of Resistance +2, Ring of Protection +1, Gloves of Dexterity +2, Greater Bracers of the Storm Zephyr, 4 2 Shabtis Statues (Bloodfire Dire Wolf), 2 Dust of Disappearance, 2 Arcane Scroll – Combat Precognition (1st), 2 Potion of Expeditious Retreat (5th), 2 Potion of Jump (5th), Elixir of Hiding, Elixir of Sneaking, Spell Component Pouch. Items & Spells in Effect: Combat Focus (8th), Combat Precognition (1st), Dust of Disappearance (7th), Elixir of Hiding (5th), Elixir of Sneaking (5th), Expeditious Retreat (5th), False Life (8th), Fox’s Cunning (8th), Jump (5th), Metallic Blades of Cutting Revenge (8th). Disable Spellcasting (Ex): Orlynn is specially trained in the methods to fight spellcasters of all types, and learns methods to impede the ability of such casters in casting spells. If Orlynn manages to sneak attack a spellcaster, the struck spellcaster must make a Fortitude save at DC 10 + Int modifier + sneak attack damage dealt or be impeded in their ability to cast spells or use spell-like abilities for one round per Orlynn’s class level of Bloodbound. While impeded in spellcasting, the caster must make a Concentration check DC 15 + Orlynn’s Bloodbound prestige class levels + Int modifier + the level of the spell to be cast. Failure to make this check causes the spell to be miscast and lost from the caster’s memory as if the spell or spell-like ability had been used. Nondetection (Su): At 2nd level, Orlynn is protected by a permanent nondetection effect, requiring a caster level check equal to 15 + Orlynn’s Bloodbound class levels + Int modifier to break through with divination spells. Bloodfire Fiend Dire Wolf: Large Outsider (Chaotic, Evil, Extraplanar, Fire); HD 6d8+18; hp 45; Init +2; Spd 50 ft.; AC 14, touch 11, flat-footed 12 (-1 size, +2 Dex, +3 natural); Base Atk +4; Grp +15; Atk +11 melee (1d8+10+1d8 fire [x2], bite); Full Atk: same; SA Abyssal flame, trip; SQ Darkvision 60’, low-light vision, scent, SR 11; Space/Reach 10 ft./5 ft.; AL CE; SV Fort +8, Ref +7, Will +6; Str 25, Dex 15, Con 17, Int 3, Wis 12, Cha 10. Skills and Feats: Hide +0, Listen +7, Move Silently +4, Spot +7, Survival +2 (+6 for Survival checks when tracking by scent); Alertness, Run, Track, Weapon Focus (Bite).

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Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 57: Renewal is ©2007 Zeitgeist Games, Inc. Zeitgeist Games is a

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Abyssal Flames (Su): A bloodfire fiend wolf is wreathed in abyssal flames, and the bite of a bloodfire fiend wolf deals fire damage in addition to the normal damage of the attack. Those hit by a bloodfire fiend wolf‘s natural attack and takes fire damage also must succeed on a Reflex save DC 16 or catch on fire. The fire burns for 1d4 rounds. A burning creature can take a move action to put out the flame. The Reflex save DC is Constitution-based. Creatures hitting a bloodfire fiend with natural weapons or unarmed attacks take fire damage equal to amount of fire damage caused by abyssal flames with the fiend’s natural attack, and also catch on fire unless they succeed on a Reflex save DC 16. Trip (Ex): A dire wolf that hits with a bite attack can attempt to trip its opponent (+11 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the dire wolf. Bloodguard Barbarian, Half-Fiend Grimlock Brb2: CR 4; Medium Outsider (Augmented Humanoid, Native); HD 2d8+2d12+20; hp 50; Init +4; Spd 40 ft., Fly 40 ft. (average); AC 23, touch 14, flat-footed 23 (+4 Dex, +5 natural, +4 chain shirt); Base Atk +4; Grp +11; Atk +12 melee (2d6+10 [19-20/x2], greatsword) or +11 melee (1d4+7 [x2], claw) or +8 ranged (1d6+7 [x2], javelin); Full Atk +12 melee (2d6+10 [19-20/x2], greatsword) or +11/+11 melee (1d4+7 [x2], 2 claws) and +6 melee (1d6+3 [x2], bite) or +8 ranged (1d6+7 [x2], javelin); Space/Reach 5 ft./5 ft.; SA Rage 1/day, smite good, spell-like abilities; SQ Blindsight, DR 5/magic, fast movement, immunities, immunity to poison, resistance to acid 10, resistance to cold 10, resistance to electricity 10, resistance to fire 10, scent, SR 14, uncanny dodge; AL CE; SV Fort +8, Ref +7, Will +2; Str 25, Dex 18, Con 20, Int 12, Wis 8, Cha 8. Skills and Feats: Balance +5, Climb +13, Hide +8*, Intimidate +6, Jump +15, Listen +6, Move Silently +8, Spot +4, Survival +6, Tumble +10; Diehard, Endurance, Track; Speak Common, Abyssal, Grimlock, Terran. Possessions: masterwork greatsword, javelins (10), masterwork chain shirt. Spell-Like Abilities (Caster level 4th): 3/day—darkness; 1/day—desecrate. Smite Good (Su): Once per day the creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against a good foe. Blindsight (Ex): Grimlocks can sense all foes within 40 feet as a sighted creature would. Beyond that range, they treat all targets as having total concealment. Grimlocks are susceptible to sound- and scent-based attacks, however, and are affected normally by loud noises and sonic spells (such as ghost sound or silence) and overpowering odors (such as stinking cloud or incense-heavy air). Negating a grimlock’s sense of smell or hearing reduces this ability to normal Blind-Fight (as the feat). If both these senses are negated, a grimlock is effectively blinded. Immunities: Grimlocks are immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight. Skills: *A grimlock’s dull gray skin helps it hide in its native terrain, conferring a +10 racial bonus on Hide checks when in mountains or underground.

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Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights

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