Thule Player's Guide

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    D&D: Thule Players Guide

    By popular demand and through the improbability of my running anotherd20

    campaign for several years after this one all the existing documents relating to theThule campaign have been combined into thisPlayers Guide.

    Chapter One: The Setting

    All of the following is basic character knowledge, available to any PC on

    character creation. More detailed knowledge usually requires a Knowledge check.

    Thule and the Known WorldThule (as in Ultima) is Europe, circa 203,000 A.D. Its inhabitants consider

    it a demi-plane (as perDMG, p. 147) at the center of the Material Planeand thereforethe center of the Cosmos. In keeping with the Earths climactic cycles, a new Ice Age is

    in full swing, changing the continents geography and driving the evolution of new

    species. Glaciers have advanced and retreated several times, plowing whole cities underand revealing the ruins centuries later; though surrounded by tundra today, the metropolisof Vina was once warm enough for vineyards, and the city of Burl at the edge of the

    Great Glacier used to be at the edge of a boreal forest.The Continent of Thule

    Thule is defined by the seas and mountains that surround it. The Atlantic isknown as the Western Sea, and is believed to be an extension of the Plane of Water.

    Likewise, the Great Glacier and Sea of Floes in Scandinavia are the supposed edgeof the Plane of Ice. The Mediterranean is the Southern Sea: as water was drawn into

    Thules glaciers, most of its islands either merged with each other or became peninsulas.The Hellespont is now closed at both ends, as the tiny Sea of Marble. Both the Black

    and Caspian Seas are fresh water: the former is therefore called the Sweet Sea, whilethe latter is the enormous Eastern Sea at the edge of Thule. North of the Eastern Sea

    are the Ur Mountains (formerly the Urals), while the Caucus Mountains (formerly theCaucasus) separates the Eastern and Sweet Seas. The Alps and Pyrenees or Whites

    and Pyres are tall enough that their snowcaps merged to form glaciers almost a milethick; since the summits of the Appenines, Balkans and Carpathians are shorter, they are

    also too warm to form ice capsthough snow still reaches almost to their foothills.The Antipodes

    Beyond the Southern Sea lie the Antipodes, a semi-legendary land thought to be aseparate demi-plane. With the change in global temperature and rainfall, the Sahara

    Desert has become the Sara Plain, guarded by the Titan Mountains and pierced by the

    River of Nil. Its extent is unknown, as is the nature of the lands further south. Mostscholars agree that the Antipodes abut the Plane of Fire, and their mutual border can onlybe badlands that broil every living thing; the troglodytes claim its their ancestral home, a

    cavern-pocked jungle of thorns and scrub.Terra Incognita

    If the Antipodes are semi-legendary, Asia is downright mythical. As such, it isknown as Terra Incognita the Undiscovered Country an enigma even to the great

    sages. Only its westernmost corner is at all familiar to the inhabitants of Thule, a range

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    of mountains called the Taurs that form the southern shore of the Sweet Sea; duergar andderros from the Taurs have expanded into the Caucus, and guard both mountain ranges

    with fanatical fervor. Between these peaks and the Antipodes lies Outremer, supposedlyan empire of a hundred provinces, each as prosperous as any kingdom in Thule. Though

    known as the source of most of Thules silk and spices, merchants are not permitted

    beyond the port citiesa policy enforced by at least one phoenix. There are rumors oflands beyond Outremer kingdoms of nagas and dragons where the streets are paved insilver, demonic fortresses built as outposts of the Fiendish Plane but once again, the

    popular understanding is that Outremer simply fades into the Plane of Ether.

    The QuartetA generation ago, the half-orc Feng Khan united the orc and goblinoid tribes

    around the Ur Mountains and Eastern Sea. These races had been the slaves of theHyperborean Empire for several centuries, and began their rebellion in the province of

    Old Sarmatia: within less than a decade, they had founded their own kingdom calledNew Sarmatia, Greater Sarmatia, or (eventually) just Sarmatia. Sarmatian raiders

    began raiding both Hyperborea and its own mother country, Armorica; these in turnrecruited allies in Sylvania and the Dwarf Kingdoms to begin construction of a defensive

    line, the Long Wall. As the campaign begins, this Quartet of nations is completing theWall, in year 210 of the Age of Kings.

    The Kingdom of ArmoricaArmorica corresponds to western Europe: France, Germany, the Low Countries

    and England. The kingdom consists of three provinces: the grasslands of Arcady in thesouth, the tundra of Albion in the north, and the Northern Marches, another frozen

    wasteland west of both Arcady and Albion. The Armoric capital is a large city of25,000 called Ys, in Albion; the head-of-state is King Leon IV, a human paladin, and the

    national flag features a flying pegasus on a golden field.In 127 AK, Alsara (an elven sultanate on the Sara Plain) conquered a halfling

    nation in modern Spain, and continued north into Armorica. Much of Arcady was abattleground until the Battle of Briar Vale, in 206 AK. The Dwarf Kingdoms grew weary

    of elves tramping back and forth over the Pyre Mountains, and called down an avalancheon the next Alsaran army to pass by. Safe on land, Armorics still worry about the

    infamous Alsaran corsairs: as Armorica has no professional navy, the enemy fleet is heldoff only by a few squadrons of privateers. The last half-century has also witnessed

    multiple assaults by the tarrasque, and the depredations of an ancient red dragon calledY Ddraig Goch. There are also rumors that the giants of Albion are preparing to rebel

    against the kingdomand of course, there are constant raids by the Sarmatians.The Dwarf Kingdoms

    The Dwarf Kingdoms are located in the Pyres, White Mountains, and Tatras(i.e., Carpathians). Each of these ranges constitutes a province of the Kingdoms, virtually

    independent of the others. The current Kingdoms capital is a small town of 1,500called Fort Pern, in the White Mountains; the current head-of-state is High King Ulfgar

    Runehelm, a dwarf cleric, and the national flag is a checkerboard with three interlaceddragons, white and black and red.

    Though the Kingdoms have kept secluded for most of the Age of Kings, theyallied with Armorica four years ago against the elves of Alsara. As part of the Quartet,

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    they have made significant contributions to the Long Wall, and enjoy new prosperityselling marble, lead and iron to their allies. Despite this infusion of wealth, many noble

    families are isolationists, and eagerly anticipating the venerable High Kings death: eachtown has its own Mountain King, and the High Throne rotates between them.

    The Empire of Hyperborea

    Hyperborea encompasses most of eastern Europe: the Ukraine, parts of Poland,and a bit of Russia. Without Old Sarmatia, the empire has only two provinces: the tundraof the Wilderlands to the north, and the steppes of the Crimea to the south. The

    Hyperborean capital is a large city of 15,000 called Kiov, in the Wilderlands; the head-of-state is Empress Sasha II, a human sorceress, and the national flag features a griffin

    clutching a wizards staff, with a serpent wound around it.From its founding by Armoric exiles (including the infamous Tasha), Hyperborea

    had grown into a true empire in less than two centuries. The native nomads and pirateswere absorbed as elite military units, used to conquer Old Sarmatia and the Ur Mountains.

    But the assassination of Emperor Basha II in 160 AK led to several decades of politicalinstability, culminating with the rise of Sarmatia in 184 AK. Emperor Pasha II was killed

    a decade ago, when the khans army swept all the way to the walls of Kiov. The thronefell to his young daughter Sasha: though she has managed to hold the line against the

    goblinoid hordes, Feng often sends strike forces along the edge of the Great Glacier,outflanking her defenses to raid the Wilderlands...and Armorica. The Long Wall was

    ostensibly built to stop these raids. Of course, its location still leaves Hyperborean serfsexposed to the invaders. But given Sasha's lack of experience and pre-occupation with

    fending off the main Sarmatian force, it was the best agreement she could negotiate.The Kingdom of Sylvania

    Sylvania lies in central Europe: it includes Austria, Hungary, Romania, and partsof Germany. All of Sylvania is divided into three parts: the evergreen Darkwood north of

    the River Danu, the deciduous Greenwood to its south, and the Southern Marches,between the Danu and the White Mountains. The Sylvanian capital is a large city of

    12,500 called Pelcarad, in the Greenwood; the head-of-state is King Aramil Amnodel, anelven wizard, and the national flag features a unicorn on a green field.

    King Aramil has ruled for almost two centuries, mostly spent repairing thedamage from the neglectful rule of King Melf (who was more interested in adventuring

    than in statecraft), and waging the Blue Crusade against blue dragons from the TaurMountains. Sylvania entered the Quartet in 204 AK, at the request of Hyperborea; it is

    also fighting a defensive war against both the duergar-derro nation of Tauria, and thegnome country of Adriatica on the Southern Sea. The kings main concern is to secure

    Hyperborea (and his own northern borders) against the orcs...a task made more difficultby the incompetence of the Hyperborean royal family. He himself will lead the

    Sylvanian navy up the Niper River, to reinforce Kiov; meanwhile, the Sylvanian armywill continue the wars in the south under his son, Prince Istamil.

    The Guilds

    Over 40 millenia ago, the first Adventurer's Guilds were established inOutremer, Tauria and the Dwarf Kingdoms. Remember that the word adventurer

    began as a polite term for mercenary: in Thule, the mercenaries got unionized, and itsoon became impossible to fight a war without granting them privileges as well as fees.

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    Guild Rights and ResponsibilitiesLike any other guild, the Adventurers Guilds demand a fixed price and

    reasonable working conditions for their services, in return for work of guaranteed highquality. Only guild members can be citizens: i.e., people who may move away from their

    lords land, or be tried by a judge instead of summarily hanged by said lord. In addition,

    a guilds leaders (or aldermen) are automatically members of the town or city council,and the beds of their guild halls are available to any fellow member. The price for allthese benefits comes in the form of dues paid every September, used to equip new

    recruits, keep the guild halls maintained, cover members funeral expenses, and providefor their widows and orphans.

    Unlike guilds for NPC classes, the Adventurers Guilds are also sponsored by thekingdoms where they reside. They are given money, land, titles, and plum commissions:

    in fact, every monarch for several centuries has been both aristocrat and Adventurer.Each kingdom in Thule (except perhaps Outremer) currently sponsors four Guilds: in the

    past, several countries had five or more, and there is a persistent rumor that the DwarfKingdoms are cutting back to just three. Most importantly, Adventurers are free from

    pollage and tallage, taxes paid to the local lord; unlike guild dues, church tithes or thekings tax, pollage and tallage can be raised arbitrarily high.

    Shared GuildsTheoretically, Adventurers Guilds are international. For example, the Rogues

    Guild in Sylvania is the same organization as the Rogues Guild in Adriatica, eventhough the two nations are at war. In practice, this only means that Sylvanian and

    Adriatic rogues may not fight each other (though a Sylvanian ranger could attack anAdriatic rogue with no qualms). Adventurers are issued special badges proclaiming their

    Guildthough an Adventurer who hides his badge is considered fair game.In the Quartet, bards, clerics and paladins are trained by Armorica and the Dwarf

    Kingdoms: Armorica trains monks as its fourth Guild, while the Kingdoms train fightersinstead. Druids and rangers are trained in either Hyperborea, or in Sylvania. Barbarians

    and sorcerers are exclusive to Hyperborea, and only Sylvania trains rogues and wizards.

    The CommonlawLike the Adventurers Guilds, the Commonlaw began more than 40,000 years ago,

    and continues across Thule to the present day. It is a masterpiece of cultural andeconomic policy, a body of laws and customs believed to be granted by the gods

    themselves. As the merchants say, Kings come and go, but Commonlaw remains.Justice and the Law

    Unlike real-world medieval societies, Thule acknowledges women andhomosexuals as fully human beings. It recognizes the social contract principle, which

    is normally expressed as a feudal aristocracy. But there is no concept of bindingprecedent, diplomatic immunity, habeas corpus, human or civil rights, judicial review,

    jury trial, or the separation of powers.Most crimes under the Commonlaw are punished with fines, as in the table below.

    Outlawry refers to a complete revocation of all legal rights including citizenship andguild memberships marked by branding the forehead. Anyone in the kingdom may kill

    or rob an outlaw, and no one may offer them food or shelter, which would be defianceof a verdict. But the verdict is not binding on other kingdoms. Also, a merciful judge

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    may commute either outlawry or the death penalty to exile, which operates just likeoutlawry except that the prisoner is transported under guard to the closest border, and

    released. If the prisoner ever returns, the original sentence is carried out.Bear in mind that the Commonlaw does not recognize the truth of a libel or

    slander as a defense: even if the King really is a tyrant or usurper, calling him one will

    get you hanged. Likewise, inability to pay a fine does not mean it is canceled: hard laboror military service make up the difference. In a polytheistic setting, heresy or impietysimply means to deny or offend an established godthough someone who worships

    hostile gods can be executed for treason.Crime Penalty

    Absence without leave 6 c.p. per day

    Abduction or kidnapping Death

    Adultery (against husbands, wives, or matelots) 12 g.p.

    Arson Death

    Assault and battery 2 g.p.

    Bestiality (with a non-humanoid) or incest (with immediate family) Death

    Blood feud, vendetta or vigilantism Outlawry

    Confiscation of property without writ or warrant 40 lashes

    Contempt of court 6 c.p.

    Debasing or counterfeiting currency Death

    Defiance of a verdict Outlawry

    Disturbing the peace 6 g.p.

    Heresy or impiety Death

    Knocking out a tooth 6 s.p. per tooth

    Libel or slander against a non-royal (including idle or reproachful words) 1.2 s.p.

    Libel or slander against a royal (including idle or reproachful words) Death

    Murder Death

    Mutilation causing disfigurement 3 g.p.

    Mutilation causing blindness, deafness or lameness 6 g.p.

    Overpriced goods and services 2 s.p.

    Premarital sex 1.2 s.p.Purchase or possession of poison 40 lashes

    Rape Castration

    Strayed animal 6 c.p.

    Tardy or negligent work 3 c.p. per day

    Tax evasion 40 lashes

    Theft or destruction of property (worth more than 1 s.p.) Death

    Theft or destruction of property (worth less than 1 s.p.) Twice the items value

    Treason or sedition (including imagining, planning, or prophesying a royal death) Death

    Trespassing 1.2 s.p.

    Use of false weights and measures 1.2 s.p.

    Wrongful or unanswered alarm (a.k.a. hue and cry) 2 s.p.

    Trade and the Currency

    Despite the potential advantages of a free market, prices and wages are strictlycontrolled all across Thule, and the same coins are accepted everywhere in the known

    world. As perPHB, Thule uses a decimal currency of copper pieces (or pence), silverpieces (or shillings), and gold pieces (or guilders). 20 coins can be minted from a pound

    of the appropriate metal: a 1-lb. gold bar, for example, is worth 20 g.p., 200 s.p., or 2,000c.p. Striking coins is, of course, the exclusive right of the royal mints.

    This means players never need to worry about moneychangers or inflation; costsare always exactly as listed in Chapter Four. A barter system runs parallel to the money

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    economy: most merchants are happy to exchange their own goods and services for itemsof equal value (though value decreases by half for any used items besides trade goods).

    Platinum is available only in Sarmatia: even there it is considered too rare for use as merecoins. Hyperborea is the only source of adamantine, though mithral mines are present in

    Adriatica, Armorica and Tauria, and there are cold iron deposits in Alsara, Armorica and

    Hyperborea. (Cold iron also weighs four times as much as ordinary metal, and has allkinds of unhealthy side effects.) Darkwood is a specialty of Adriatica and Sylvania, theonly countries with abundant timber. Dragonhideis not for sale.

    Communication and the MailThe final triumph of the Commonlaw is its establishment of a truly international

    organization: a postal service. Members of the Couriers Guild bear no arms but theirwhite banners, and wear no armor but their bulging mail-sacks; they owe allegiance to

    none, and are welcomed by all. The typical Courier (a 10th-level commoner) rides a light

    horse that covers almost 50 miles a day, rain or shine; both horse and rider are

    caparisoned in tiny bells. Most importantly, the Couriers are famously incorruptible:devout believers in Fharlanghn who never marry, never take bribes, and never everread

    their customers mail. Even so much as detaining a Courier is considered both an act ofimpiety against the Horizon-Dweller, and an act of treason against all nations.

    Every town and city has its own Couriers Post, and is connected to neighboringtowns and cities by the post roads, or highways. Post roads are 20 feet wide and paved

    with cobblestone. Monarchs take great care to maintain themas opposed to the dirttrails leading into most villages and hamlets. Armies and caravans use the post roads as

    well, unless there is a convenient river or coastline to sail down.

    Chapter Two: Races and Classes

    A new characters ability scores must add up to 75 points, not including racial

    adjustments, or the bonus points every four levels. Thus, a 1st

    -level human might haveStr 10, Dex 11, Con 12, Int 13, Wis 14, and Cha 15. All scores must be above 3.

    Races

    Unsurprisingly, only a handful of the thousands of creatures detailed in theD&Dbooks exist in this campaign. The rule-of-thumb is that traditional monsters like dragons

    and unicorns are alive somewhere, while those invented by WotC are notthough thereare a few exceptions, like beholders.Playable Races

    Any race inPHB is acceptable. FromMM I, you can be a bugbear, goblin,hobgoblin, kobold, merfolk, orc, or planetouched (aasimar or tiefling). FromMM III,

    you can be a changeling or shifter. FromDeities, you can be a faun; fromFrost, you canbe an uldra; fromFF, you can be feytouched or mongrelfolk. Be aware that in any given

    kingdom, some races are more accepted than others: for instance, the Quartet is united byits war against the orcs and goblinoids of Sarmatia.

    Non-playable RacesSome humanoids are too powerful to be played as characters, even if they exist in

    great numbers. These automatically include anything with a level adjustment of +2 or

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    greater. Taking monster classes is not permitted, nor is starting a PC with a template(though templates may be acquired over the course of the campaign).

    Classes

    Both PC classes outside ofPHB, and psionic prestige classes, are absolutely

    forbidden. No exceptions. Do not ask.Character CreationOn character creation, a PC may take one level of an NPC class fromDMG, p.

    107 in addition to their PC class. Such characters must be middle-aged, with all theattendant effects fromPHB, p. 109; their NPC levels count toward their ECL.

    Once the campaign begins, new PCs start at the lowest ECL held by any partymember. This continues until a cap of ECL 11; in Thule, characters of 12

    thlevel and

    higher are so rare (only 30 in any given kingdom) that they are already acting as NPCs.But if a PC with a cohort dies, the cohort automatically becomes the players next

    PCeven if they are over ECL 11.Starting Funds

    A character with only one level in a PC class starts with the minimum gold forthat class: 5 g.p. for monks, 20 g.p. for druids, 30 g.p. for sorcerers and wizards, 40 g.p.

    for barbarians and bards, 50 g.p. for clerics and rogues, and 60 g.p. for fighters, paladinsand rangers. If the character also has an NPC class, they start with an NPCs minimum

    gold instead: 5 g.p. for commoners, 20 g.p. for adepts, 30 g.p. for experts and warriors,and 60 g.p. for aristocrats.

    Once a character has two or more PC levels, their starting funds are based on theirECL. See the table below.ECL (both PC and NPC classes) Starting Funds

    2 90 g.p.

    3 270 g.p.

    4 540 g.p.

    5 900 g.p.6 1,300 g.p.

    7 1,900 g.p.

    8 2,700 g.p.

    9 3,600 g.p.

    10 4,900 g.p.

    11 6,600 g.p.

    Level AdvancementTo advance in level, your XP must be equal to the future ECL, counting from the

    last time you leveled up. For instance, a 1st-level PC could become 2

    ndlevel once they

    had 2 XP, and 3rd level once they gained another 3 XP. One XP is given to every player

    who participated in a game participation points and one more XP for any player

    who contributed food, transportation, a gaming site, etc. contribution points.No character may have more than two PC classes, one NPC class, and one

    prestige class. Inform the DM of any multi-classing plans at least two games in advance.

    Arcane ClassesThe arcane classes are sorcerers, wizards and bards. Since Appraise no longer

    exists (see Chapter Three), bards no longer receive it as a class skill. Also, sorcerers andwizards no longer have the school specialization class feature, since there are no longer

    schools of magic (see Chapter Five).

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    AllPHB familiars are available except the weasel, which went extinct sometimebetween the 21

    stand 2,001

    stCenturies. Monkeys now grant the +2 Ref bonus. Horned

    lizards may also serve as familiars (granting +2 to Will, as perSandp. 49). TheImproved Familiar feat fromDMG cannot be taken. Obtaining a familiar still costs 100

    g.p., and only local creatures can be enticed into service. If you fail your Fort save when

    a familiar dies or is dismissed, you lose 1 Con per sorcerer or wizard level, instead of XP.Ecclesiastic ClassesThe ecclesiastic classes are those which use divine magic as part of an organized

    religion: clerics and paladins. The turn or rebuke class feature has been revised (seeChapter Three): clerics of the Air domain can turn Earth creatures (and vice versa),

    clerics of the Fire domain can turn Water creatures (and vice versa), and the Sun domainstill destroys any creatures that would normally be turned. Clerics of the Plant domain

    cannot turn plant creatures, but may usegoodberry once per day as a spell-like ability.Clerics of the War domain only receive the associated Weapon Focus as a class

    featurenot the Martial Weapon Proficiency feat.For their special mounts, paladins receive a dragon, outsider, or magical beast, as

    noted in the table below. These mounts do not receive bonuses as the paladin advancesin level: they are already dragons, outsiders, and magical beasts!Deitys Alignment Paladins Size Mount Source

    Lawful good Small Wyrmling gold dragon MM I

    Lawful good Medium Senmurv FF

    Lawful neutral Small Formic warrior See DM

    Lawful neutral Medium Camelopardel Sand

    Neutral good Small Horned felldrake MM II

    Neutral good Medium Spiked felldrake Draco

    (no deity) Small Basilisk MM I

    (no deity) Medium Griffon MM I

    Shamanic ClassesThe shamanic classes are those which use divine magic as part of a primal

    religion: druids and rangers. Druids are now proficient only with simple and naturalweapons; the metal prohibition is still valid.

    For their companions, druids can pick any local animal, ooze, plant, or vermin ofhalf their druid level; rangers can pick any such creature of one-fourth their ranger level.

    However, since the Earth is still recovering from industrial pollution sandwiched by twoice ages, many species have gone extinct (most importantly wild carnivores such as bears,

    badgers and weasels), while others have evolved into new forms (some house catsbecame sea tigers, for instance). See the following table for available companions; most

    of these creatures can also be summoned through thesummon natures ally spells.Creature Type CR Summon Natures Ally Source

    Baboon Animal

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    Dire bat Animal 2 III MM I

    Dire boar Animal 4 V MM I

    Dire eagle Animal 3 IV Stone

    Dire eel Animal 3 IV Storm

    Dire elk Animal 7 VIII MM II

    Dire hawk Animal 2 III MM III

    Dire horse Animal 4 V MM IIDire rat Animal

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    Viper (Medium) Animal 1 II MM I

    Viper (Small) Animal

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    Jewelry (gemcutting, ornaments, etc.) Miller (water- or windmills)

    Masonry (bricklaying, stonework, etc.) Miner (mines and quarries)

    Minting (coins and other money) Nurse (governess, midwife, and wet nurse)

    Plaiting (hemp and silk rope) Sailor (boating, fishing, and sailing)

    Plumbing (pipes and other lead objects) Scholar (sages, scholars, and tutors)

    Smithing (armor, weapons, etc.) Scribe (clerks, scriveners, etc.)

    Tailoring (cobbling, leatherwork, etc.) Sexton (funeral services)Weaving (baskets and textiles) Woodcutter (lumberjack or sawyer)

    Knowledges

    Knowledge (nature) now includes Knowledge (dungeoneering), and grants thesynergy bonuses of both. The same holds true for Knowledge (arcana) with Knowledge

    (the planes) and Knowledge (religion); likewise for Knowledge (geography) withKnowledge (local) and Knowledge (nobility). Knowledge (history) may be used at a -4

    penalty for either Knowledge (arcana) or Knowledge (geography).Any non-(history) Knowledge checks regarding your own kingdom are DC 15,

    while those for other nations in the Quartet are DC 20, and those for enemy or neutralcountries are DC 25. Knowledge (history) checks are DC 10 for anything within the past

    century, and increase by +1 for every 100 years: thus an event at the beginning of the Ageof Kings, 210 years ago, is only DC 12, while an event at the beginning of the Age ofMagi, 794 years ago, is DC 17.

    The appropriate Knowledge check must be made to identify the special qualitiesand abilities of any monster that a PC has not met before, like a medusas gaze attack, or

    the type of breath weapon a dragon has. The DC is 10+monster HD.

    FeatsRemember that you cannot re-train feats. Except for feats whose function or

    prerequisites are forbidden, all feats from PHB and the Complete books are allowed. Ifyou have doubts about other feats, check with the DM before taking it.

    General FeatsSince there are no schools of magic (see Chapter Five), the Spell Focus feat no

    longer exists, nor do its dependent feats: Arcane Defense, Augment Summoning, BlackLore of Moil, Greater Spell Focus, etc. Eschew Materials is also obsolete: it is assumed

    characters always have any spell components worth less than 2 g.p. Feats that rely on ki(notably Axiomatic Strike from Warrior) are banned.

    Leadership works just as it does inPHB andDMG. However, cohorts andfollowers should be used for administrative and roleplaying functions. With very few

    exceptions, they will not be allowed to slow the game down by participating in combat.Fighter Bonus Feats

    There is no automatic penalty for shooting into melee (though the target might getcover bonuses from an allys body). Therefore, Precise Shot does not exist in this

    campaign, nor do its dependent feats: Improved Precise Shot, Ranged Disarm, RangedPin, Ranged Sunder, Sharp-Shooting, etc. Since all critical threats automatically confirm,

    and grappling includes disarming and tripping, Improved Disarm, Improved Trip, andPower Critical are also banned. (See Combat below for details.) Also, since there are

    no racial weapons or spiked chains, Improved Weapon Familiarity does not exist, andWeapon Finesse applies only to light weapons, rapiers and whips.

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    Proficiency feats are requiredto use armor or weapons of a given type, but theyapply to all such armor and weapons: if a PC has Exotic Weapon Proficiency, for

    example, they can wield any exotic weapon in the campaign.Characters do not gain attacks as they advance in level: they simply keep their

    highest BAB. But feats such as Rapid Shot and Two-Weapon Fighting are still valid, as

    are natural attacks, and extra attacks granted by equipment.Item Creation FeatsSanctify Relic, fromDivine, does not exist: relics are direct gifts from the gods.

    An altered version of Craft Construct does exist, while Craft Rod, Craft Staff, and CraftWand have been collapsed into a single feat: see Chapter Five.

    Metamagic FeatsAll metamagic spells use up a slot just one degree higher than the spells actual

    degree. (The exception, of course, is Heighten Spell.)Other Feats

    The Complete-themed books include several other feat types, such as draconicfeats and wild feats. Draconic Heritage (Arcane, p. 77) must be taken on character

    creation. Since apes, cheetahs, cougars, elephants, grizzlies, lions and wolverines are allextinct, the wild feats named for them inAdventurerand Divine are void. Since the

    divine feats inDivine, WarriorandLibris all require a turn or rebuke attempt, theyonly work on adjacent targets (see Combat below for details).

    Combat

    Unless otherwise stated, this campaign uses all the standard rules from ChapterEight ofPHB. As previously mentioned, there are no melee shooting penalties,

    characters use their highest BAB, and critical threats automatically succeed. (So docritical fumbles.) Critical rolls apply to saving throws, but not skill checks.

    ActionsStandard and move actions are equivalent: characters can either take two moves,

    two standards, or a move and a standard, in any order. They can also take one free actionper round. All Heal checks, even those for first aid and caltrop wounds, require at least a

    full-round action: even getting a stone out of your shoe takes six seconds!Standard Combat

    This campaign ignores both the massive damage rule, and the rule allowingstabilized characters to become conscious while still below 0 h.p. When shooting into

    melee, recall that any creatures between the PC and their target grant soft cover; alsokeep in mind the new rules for reach weapons (see Chapter Four).

    Special AttacksPlayers are reminded that while mounts act on their riders turn, the mount uses

    its own actions. Thus a mounted character can attack twice, while their mount movestwiceor they can even attack twice, while their mount also attacks twice.

    The turn or rebuke class feature has been heavily revised. A 1st-level cleric

    must choose one of the following creature types: dragon, fey, outsider (good), outsider

    (evil), magical beast, undead. At will, the cleric can then turn or rebuke all adjacentcreatures of that type as a standard action. First, the cleric makes an Intimidate check

    against the opponents Will (plus their turn resistance, if they have any). If the checksucceeds, compare the clerics HD with the opponents. If the cleric has more, the

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    opponent is destroyed; if the cleric has fewer, the opponent is rebuked; if they are equal,the opponent is turned. Note that creatures can neither be commanded nor bolstered.

    Disarming, grappling, and tripping have been combined into a single full-roundgrapple action. First, the attacker and defender make opposed grapple checks, using

    the standard melee attack plus special modifier formula; stable defenders add a +4

    bonus. If the grapple fails, the attacker provokes an AO. If the grapple succeeds, theattacker can either trip their opponent (automatically laying them prone), or move into theopponents space, pinning them. (Ignore thePHB definition.) Pinned characters can

    either take free actions, or try to escape with an Escape Artist check. Meanwhile, theattacker can only take free actions, or use one of the pinning actions listed below.

    Neither threatens any squares, or gets their Dex bonus to AC. If the defender is two ormore sizes larger than the attacker, the initial grapple attempt automatically fails.Pinning Actions How to Use Result

    Attack defender Any light, natural, or unarmed attack (at -4 penalty) Deals damage

    Break defenders pin Second opposed grapple check Frees defenders opponent

    Disarm Make unarmed attack with a free hand (at -4 penalty) Item in attackers free hand

    Gag Cover defenders mouth with a free hand Stops speech

    Release Voluntarily stop the pin Grappling ends

    Chapter Four: Equipment

    The prices, weights, and categories given for equipment inD&D are FUBAR.Consider that a fisherman wouldnt be able to afford his nets on a fishermans salary, or

    that scythes are martial while sickles are simple. Some items are just plain foolish: ifwe havent come up with spiked chains in 10,000 years of warfare, or platinum coins in

    5,000 years of commerce, theres probably a good reason for it.

    Trade Goods

    Remember that trade goods always sell at full price, used or not, while other useditems sell at only half price. (See Chapter One.)Cost Item

    1 c.p. Building stone (per ton), cheese (per pound), eggs (per 24), glass (per pound), meat (per

    pound), milk (per two gallons), peasants outfit, poor inn (per week), poor meals (per day),

    salt (per pound), two chickens or loaves of bread, wheat (per 20 pounds)

    2 c.p. Ale (per gallon), canvas (per square yard), purse or pouch, vinegar (per gallon)

    3 c.p. Common meals (per day), common wine (per gallon), iron (per pound)

    4 c.p. Common inn (per week), good meals (per day), flour (per pound)

    5 c.p. Lead (per pound)

    6 c.p. Cold iron (per pound), one fish, fruit (per pound), linen (per square yard)

    7 c.p. Banquet (per person)

    8 c.p. Good inn (per week)

    1 s.p. Cinnamon (per pound), fine wine (per gallon), one sheep or goat

    1.1 s.p. Marble (per ton)

    1.4 s.p. Travelers outfit

    2 s.p. Copper (per pound), one pig

    3 s.p. Artisans or entertainers outfit, ginger (per pound)

    3.2 s.p. Cold weather or desert outfit

    4 s.p. Pepper (per pound)

    5 s.p. Clerics vestments, monks or scholars outfit

    6 s.p. One cow, land (per acre)

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    1.2 g.p. Cloves (per pound), silk (per square yard)

    1.3 g.p. One ox

    1.5 g.p. Saffron (per pound)

    2 g.p. Courtiers jewelry, semiprecious gem, silver (per pound), smithy

    2.5 g.p. Signet ring

    4 g.p. Charcoal (per pound)

    10 g.p. Darkwood (per pound), precious gem16 g.p. Incense (per ounce)

    20 g.p. Courtiers outfit, gold (per pound), simple house

    30 g.p. Nobles jewelry

    40 g.p. Sulfur (per pound)

    60 g.p. Adamantine (per pound), moat with bridge, tower

    66 g.p. Grand house

    100 g.p. Nobles outfit

    170 g.p. Barn

    200 g.p. Mill, platinum (per pound)

    260 g.p. Mansion

    500 g.p. Mithral (per pound)

    660 g.p. Keep

    4,960 g.p. Barrow or chapel6,300 g.p. Castle

    11,700 g.p. Huge castle

    25,000 g.p. Basilica or labyrinth

    300,000 g.p. Cathedral or mausoleum

    Hirelings and Services

    These prices include wages for followers from theDMG. Remember that most ofthese people belong to guilds (see Chapter Three), and have maximum ranks in their

    Craft or Profession (or in Perform, for entertainers and performers).Hireling or service Cost

    Alchemist or apothecary 5 s.p. per day

    Animal tender, groom, shepherd, etc. 1 c.p. per weekArchitect, engineer, or shipwright 5.3 s.p. per day

    Artisan, limner, or painter 1 s.p. per day

    Barrister, clerk, or interpreter 1.1 g.p. per day

    Carter, porter, or teamster 2 c.p. per week

    Coach cab 1 c.p. per mile

    Cook 1 c.p. per week

    Craftsperson, mason, weaver, etc. 3 c.p. per day

    Entertainer or performer 3 c.p. per day

    Bridge, gate, or road toll 1 c.p. per person, plus 2 c.p. per animal

    Laborer 2 c.p. per day

    Maid, lackey, or valet 1 c.p. per day

    Mercenary cavalry 2 s.p. per day

    Mercenary infantry 1 s.p. per day

    Mercenary leader (2nd level) 4 s.p. per day

    Mercenary leader (3rd level) 8 s.p. per day

    Messenger 3 c.p. per day (48 miles on a light horse)

    Sage or scholar 5.5 g.p. per day

    Scribe or scrivener 1.3 s.p. per day

    Ships passage 2 c.p. per mile

    Smith 8 c.p. per day

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    GearMasterwork versions of artisans tools, locks, manacles, musical instruments, and

    thieves tools cost three times as much as their ordinary counterparts. Masterwork locksare considered superior, with a Disable Device DC of 40.Item Cost Weight Source

    Alchemists lab 5 g.p. 40 lbs. PHB

    Animal training kit 7.5 s.p. 15 lbs. Adventurer

    Artisans tools 26 g.p. 5 lbs. PHB

    Backpack 4 c.p. 2 lbs. PHB

    Balance pole or 10-foot pole 5 c.p. 5 lbs. Adventurer

    Barrel (empty) 4 c.p. 30 lbs. PHB

    Bedroll with blanket 6 c.p. 8 lbs. PHB

    Bottle or flask (empty) 3 c.p. 1 lb. PHB

    Bucket (empty) 5 c.p. 5 lbs. PHB

    Caltrops 6 c.p. 2 lbs. PHB

    Camouflage kit 4 s.p. 5 lbs. Adventurer

    Candle 1 c.p. 1 oz. PHB

    Case (map or scroll) 4 c.p. 0.5 lbs. PHB

    Chain (10 ft.) 6 c.p. 2 lbs. PHBChest 2 c.p. 25 lbs. PHB

    Climbers kit 1.5 s.p. 5 lbs. PHB

    Crampons 3 c.p. 1 lb. Frost

    Crowbar 1.5 s.p. 5 lbs. PHB

    Disguise kit 5 s.p. 8 lbs. PHB

    Distillation kit 5 s.p. 20 lbs. Sand

    Drill 4 c.p. 7 lbs. Sand

    Filter mask 1.2 g.p. 1 oz. Sand

    Flint and steel 1 c.p. 1 oz. PHB

    Float bladder 2.4 s.p. 3 lbs. Storm

    Forgery kit 4 s.p. 5 lbs. Adventurer

    Fur clothing 6.8 s.p. 10 lbs. Frost

    Grappling hook 1.2 s.p. 4 lbs. PHBHealers kit 5 s.p. 1 lb. PHB

    Hempen rope (50 ft.) 1.7 s.p. 10 lbs. PHB

    Holy symbol 2 g.p. 1 lb. PHB

    Holy water (flask) 25 g.p. 1 lb. PHB

    Hourglass 3 c.p. 1 lb. PHB

    Jug (1 gallon) 1 c.p. 9 lbs. PHB

    Ladder (10 ft.) 1.2 s.p. 20 lbs. PHB

    Lamp 1 c.p. 1 lb. PHB

    Lantern 8 c.p. 2 lbs. PHB

    Listening cone 2 s.p. 1 lb. Adventurer

    Lock 1 s.p. 1 lb. PHB

    Magnifying glass 1 c.p. 1 oz. PHB

    Manacles 6 c.p. 2 lbs. PHBMerchants scale 2 s.p. 1 lb. PHB

    Mirror 1 g.p. 0.5 lbs. PHB

    Oil (1 pint) 2 c.p. 1 lb. PHB

    Oilskin suit 8 s.p. 10 lbs. Storm

    Parasol 4 c.p. 2 lbs. Sand

    Pen and ink (1 oz. vial) 8 c.p. 0.1 lbs. PHB

    Portable ram 6 s.p. 20 lbs. PHB

    Pot 3 s.p. 10 lbs. PHB

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    Sack (empty) 1.2 s.p. 0.5 lbs. PHB

    Sextant 2 g.p. 10 lbs. Storm

    Silk rope (50 ft.) 3.4 s.p. 5 lbs. PHB

    Skates, skis, or snowshoes 1.5 s.p. 3 lbs. Frost

    Snow goggles or sun lenses 2 c.p. 1 oz. Frost

    Spellbook (blank) 2 g.p. 3 lbs. PHB

    Spyglass 2.1 s.p. 1 lb. PHBSwimming goggles 1 c.p. 0.5 lbs. Storm

    Tent 4 s.p. 20 lbs. PHB

    Thieves tools 3 s.p. 1 lb. PHB

    Torch 1 c.p. 1 lb. PHB

    Vial 1 c.p. 0.1 lbs. PHB

    Waterskin 3.2 s.p. 4 lbs. PHB

    Alchemical SubstancesCraft (alchemy) also includes the creation of poisons. You must be a spellcaster

    to craft substances marked with the letter M; other substances do not require magic. Asstated inDMG, the purchase or possession of poison is illegal (see Chapter One).

    Item Cost Weight Craft DC SourceAcid (flask) 5 c.p. 1 lb. 15 PHB

    Alchemists fire (flask) 6 s.p. 1 lb. 20 PHB

    Antitoxin (vial) 200 g.p. 1 oz. 25 PHB

    Arsenic (dose) 1.54 g.p. 1 oz. 20 DMG

    Adder venom (dose) 150 g.p. 1 oz. 20 DMG

    Balor bile (dose)M

    154.8 g.p. 1 oz. 25 BVD

    Basilisk breath (dose) M 154.8 g.p. 1 oz. 26 BVD

    Blackeye (vial) 1 c.p. 0.5 lbs. 15 Sand

    Bloodroot (dose) 32.8 g.p. 1 oz. 20 DMG

    Blue anemone oil (dose) 150 g.p. 1 oz. 20 Storm

    Catstink (vial) 5 s.p. 1 oz. 20 Adventurer

    Cone snail poison (dose) 150 g.p. 1 oz. 20 Storm

    Dragon bile (dose) M 232.2 g.p. 1 oz. 20 DMGFire coral extract (dose) 75 g.p. 1 oz. 20 Storm

    Jade water (dose) M 81 g.p. 1 oz. 20 BED

    Ironthorn extract (flask) 2.5 s.p. 1 lb. 20 Sand

    Lich dust (dose) M 7.2 g.p. 1 oz. 20 DMG

    Lotus extract (dose) 98.4 g.p. 1 oz. 20 DMG

    Purified couatl venom (dose) M 464.4 g.p. 1 oz. 20 BED

    Quickflame (vial) 4 c.p. 1 oz. 25 Adventurer

    Quicksilver (vial) 7.7 s.p. 1 oz. 30 Adventurer

    Sea snake venom (dose) 150 g.p. 1 oz. 20 Storm

    Shadow essence (dose) M 7.2 g.p. 1 oz. 20 DMG

    Slumber sand (flask)M

    38.4 g.p. 1 lb. 12 Sand

    Smokestick 2 g.p. 0.5 lbs. 20 PHB

    Snowflake lichen (dose) M 37.6 g.p. 1 oz. 20 Frost

    Stonefish venom (dose) 150 g.p. 1 oz. 20 Storm

    Stinkpot 6 s.p. 1 lb. 20 Storm

    Striped toadstool (dose) 65.6 g.p. 1 oz. 20 DMG

    Sunshade lotion (flask) 1 s.p. 1 lb. 20 Sand

    Tanglefoot bag 3.2 g.p. 4 lbs. 25 PHB

    Tindertwig 2.5 g.p. 1 oz. 20 PHB

    Tiny centipede poison (dose) 150 g.p. 1 oz. 15 BVD

    Tiny scorpion poison (dose) 150 g.p. 1 oz. 15 BVD

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    Tiny spider poison (dose) 150 g.p. 1 oz. 15 BVD

    Unicorn blood (dose) M 154.8 g.p. 1 oz. 20 BED

    White pudding essence (dose) 56.4 g.p. 1 oz. 20 Frost

    Wyvern poison (dose) M 309.6 g.p. 1 oz. 20 DMG

    Yellow urchin extract (dose) 300 g.p. 1 oz. 20 Storm

    Yeti oil (dose)M

    154.8 g.p. 1 oz. 20 Frost

    Mounts, Pets, and TransportIgnore the contradictory information regarding ships in Storm andPHB: see the

    DM for details about specific ships. There are no exotic or military saddles; instead,all saddles grant +2 to Ride. The costs for magical beasts include both the price of foals

    (or chicks) and the price of training them.Item Cost Weight Speed Source

    Barding (Large) *4 *2 -- PHB

    Barding (Medium) *2 *1 -- PHB

    Barge 20 g.p. -- 2 m.p.h. See DM

    Camel 20 g.p. 990 lbs. 5 m.p.h. MM I

    Caravel 80,000 g.p. -- 4 m.p.h. See DM

    Carrack 3,300 g.p. -- 3 m.p.h. See DMCargo kite 1.5 g.p. 100 lbs. 4 m.p.h. Wild

    Caribou 1 g.p. 420 lbs. 4 m.p.h. Frost

    Carriage 2.7 g.p. 1,000 lbs. 2 m.p.h. PHB

    Cart 4 s.p. 200 lbs. 2 m.p.h. PHB

    Cog 2,000 g.p. -- 3 m.p.h. See DM

    Dhow, knorr, or longship 2.16 g.p. -- 5 m.p.h. See DM

    Diving bell 70 g.p. 4,200 lbs. -- Storm

    Donkey or mule 1 s.p. 500 lbs. 3 m.p.h. MM I

    Dromon or galleass 5,200 g.p. -- 4 m.p.h. See DM

    Guard dog 3 g.p. 50 lbs. 4 m.p.h. MM I

    Feed (per day) 1 c.p. 10 lbs. -- PHB

    Giant eagle 5,000 g.p. 500 lbs. 8 m.p.h. MM I

    Giant owl 5,000 g.p. 500 lbs. 7 m.p.h. MM IGiant raven 3,500 g.p. 500 lbs. 7 m.p.h. Frost

    Grappling ramp 5 g.p. 2,000 lbs. -- Storm

    Hippocampus 2,000 g.p. 1,400 lbs. 5 m.p.h. Storm

    Hippogriff 4,000 g.p. 1,000 lbs. 10 m.p.h. MM I

    Horse (heavy) 24 g.p. 1,500 lbs. 5 m.p.h. MM I

    Horse (light) 20 g.p. 800 lbs. 6 m.p.h. MM I

    Pegasus 4,000 g.p. 1,500 lbs. 12 m.p.h. MM I

    Pony 1 g.p. 150 lbs. 4 m.p.h. MM I

    Riding dog 6 g.p. 150 lbs. 4 m.p.h. MM I

    Rowboat 7.8 s.p. 100 lbs. 3 m.p.h. PHB

    Saddle and tack 1.8 g.p. 30 lbs. -- PHB

    Saddlebags 1.9 s.p. 8 lbs. -- PHB

    Siege tower 2,000 g.p. -- -- DMG

    Sled 1 g.p. 300 lbs. 6 m.p.h. PHB

    Stabling (per day) 5 c.p. -- -- PHB

    Trireme 50 g.p. -- 5 m.p.h. See DM

    Wagon 1 g.p. 1,300 lbs. 2 m.p.h. PHB

    Warhorse (heavy) 200 g.p. 2,700 lbs. 5 m.p.h. MM I

    Warhorse (light) 50 g.p. 1,300 lbs. 6 m.p.h. MM I

    Warpony 2 g.p. 500 lbs. 4 m.p.h. MM I

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    Simple Weapons

    This section contains both general rules for all weapons, and rules specific tosimple weapons. Remember that a single Weapon Proficiency covers all weapons of that

    type, and that racial weapons do not exist (see Chapter Three).

    General Weapon RulesAll weapons are made for Medium characters. Whether a weapon is designatedas light, one-handed, or two-handed for a particular wielder is altered by one step for

    each size category of difference between the wielders size, and Medium size. Mostranged weapons are two-handed, though exceptions are given below.

    Weapons with a range of reach are reach weapons: in this campaign, they add 5feet to the wielders natural reach, but can also damage adjacent foes. Weapons with a

    range in italics indicate a thrown weapon, while those with two damage dice are doubleweapons. An asterisk beside a weapons name means it grants +2 to all grapple attempts

    (see Chapter Three), while a dagger indicates it deals double damage when used from theback of a charging mount, or when set against a charge. Weapons with no cost (clubs,

    quarterstaffs, and slings) cannot be produced as masterwork items.Simple Weapon Rules

    Atlatls, blowguns, shortbows, and slings all require ammunition: blowguns orshortbows need a free action to reload, while atlatls or slings need a move action. The

    following ranged weapons can be used one-handed by Medium wielders (or two-handedby Small wielders): atlatls, blowguns, bolas, boomerangs, kylies, and slings.Weapon Cost Damage Critical Range Weight

    Atlatl (ranged) 1 s.p. 1d4 (pierce) 20/*3 50 ft. 2 lbs.

    Blowgun (ranged) 1 c.p. 1 (pierce) 20/*2 10 ft. 1 lb.

    Bolas (ranged) 4 c.p. 1d4 (non-lethal) 20/*2 10 ft. 2 lbs.

    Boomerang (ranged) 1 s.p. 1d4 (non-lethal) 20/*2 20 ft. 0.5 lbs.Club/sap (one-handed) -- 1d6 (non-lethal) 20/*2 10 ft. 0.5 lbs.

    Dagger (light) 2 c.p. 1d4 (pierce or slash) 19-20/*210 ft. 0.5 lbs.Gauntlet (light) 2 c.p. 1d3 (bludgeon) 20/*2 -- 0.5 lbs.

    Goad (two-handed) 8 c.p. 2d4 (non-lethal) 20/*2 -- 4 lbs.

    Hammer (light) 8 c.p. 1d4 (bludgeon) 20/*2 20 ft. 3 lbs.

    Handaxe (light) 5 c.p. 1d6 (slash) 20/*3 -- 2 lbs.

    Harpoon (ranged) 15 c.p. 1d10 (pierce) 20/*2 30 ft. 10 lbs.

    Javelin/shortspear (one-handed) 1 c.p. 1d6 (pierce) 20/*2 30 ft. 1.5 lbs.

    Kama/sickle* (light) 6 c.p. 1d6 (slash) 20/*2 -- 2 lbs.

    Kylie (ranged) 15 c.p. 1d6 (bludgeon) 20/*2 20 ft. 5 lbs.

    Mancatcher* (two-handed) 2 s.p. 1d4 (non-lethal) 20/*2 Reach 8 lbs.

    Net (ranged) 1.2 s.p. See description -- 10 ft. 6 lbs.

    Pick (one-handed) [M] 5 c.p. 1d6 (pierce) 20/*4 -- 1.5 lbs.

    Quarterstaff (two-handed) -- 1d6/1d6 (bludgeon) 20/*2 -- 1.5 lbs.

    Scourge* (one-handed) 1.2 s.p. 1d8 (slash) 20/*2 -- 1.5 lbs.Scythe* (two-handed) 2.6 s.p. 2d4 (pierce or slash) 20/*4 -- 4 lbs.

    Shortbow (ranged) 1 s.p. 1d6 (pierce) 20/*3 60 ft. 0.5 lbs.

    Sling (ranged) -- 1d4 (bludgeon) 20/*2 50 ft. 1 oz.

    Trident (one-handed) 1.5 s.p. 1d8 (pierce) 20/*2 10 ft. 5 lbs.

    Whip* (one-handed) 1.6 s.p. 1d3 (non-lethal) 20/*2 Reach 2 lbs.

    Martial Weapons

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    Composite bows, hand crossbows, heavy crossbows, light crossbows, longbows,and repeating crossbows all require ammunition: composite bows and longbows need a

    free action to reload, while hand or light crossbows need a move action, and heavy orrepeating crossbows need a full-round action. The following ranged weapons can be

    used one-handed by Medium wielders (or two-handed by Small wielders): hand

    crossbows and shuriken.Weapon Cost Damage Critical Range WeightBattleaxe (one-handed) 1 s.p. 1d8 (slash) 20/*3 -- 2.5 lbs.

    Collapsing fan (light) 5 c.p. 1d6 (slash) 19-20/*2 -- 1.5 lbs.

    Composite bow (ranged) 3 s.p. 1d8 (pierce) 20/*3 110 ft. 1.5 lbs.

    Cutlass (light) 6 c.p. 1d6 (slash) 19-20/*2 -- 2 lbs.

    Double spear (two-handed) 2 c.p. 1d8/1d8 (pierce) 20/*3 -- 3 lbs.

    Falchion (two-handed) 7 g.p. 2d4 (slash) 18-20/*2 -- 5 lbs.

    Flail* (one-handed) 1.2 s.p. 1d8 (bludgeon) 20/*2 -- 4 lbs.

    Greataxe (two-handed) 1 s.p. 1d12 (slash) 20/*3 -- 6 lbs.

    Greatclub (two-handed) 9 c.p. 1d10 (bludgeon) 20/*2 -- 3 lbs.

    Greatsword (two-handed) 7 g.p. 2d6 (slash) 19-20/*2 -- 7 lbs.

    Hand crossbow (ranged) 1 g.p. 1d4 (pierce) 19-20/*2 30 ft. 4.5 lbs.

    Heavy crossbow (ranged) 1 g.p. 1d10 (pierce) 19-20/*2 120 ft. 16 lbs.Heavy flail* (two-handed) 1.8 s.p. 1d10 (bludgeon) 19-20/*2 -- 6 lbs.

    Khopesh/scimitar (one-handed) 4.2 g.p. 1d6 (slash) 18-20/*2 -- 2.5 lbs.

    Kukri (light) 3 c.p. 1d4 (slash) 18-20/*2 -- 1 lb.

    Kusari-gama* (light) 1 s.p. 1d6 (slash) 20/*2 Reach 3 lbs.

    Lajatang (two-handed) 9 c.p. 1d8/1d8 (slash) 20/*3 -- 7 lbs.

    Lance/longspear (two-handed) 6 c.p. 1d8 (pierce) 20/*3 Reach 15 lbs.

    Light crossbow (ranged) 5 s.p. 1d8 (pierce) 19-20/*2 80 ft. 8 lbs.

    Longbow (ranged) 2 s.p. 1d8 (pierce) 20/*3 100 ft. 1.5 lbs.

    Longsword (one-handed) 4.2 g.p. 1d8 (slash) 19-20/*2 -- 3 lbs.

    Mace/morningstar (one-handed) 1.2 s.p. 1d8 (bludgeon and pierce) 20/*2 -- 2 lbs.

    Maul (two-handed) 3.6 s.p. 1d10 (bludgeon) 20/*3 -- 12 lbs.

    Nunchaku* (light) 2 c.p. 1d6 (bludgeon) 20/*2 -- 4 lbs.

    Polearm* (two-handed) 2.7 s.p. 2d6 (pierce or slash) 20/*3 Reach 9 lbs.Punching dagger (light) 3 c.p. 1d4 (pierce) 20/*3 -- 1 lb.

    Rapier (one-handed) 4.2 g.p. 1d6 (pierce) 18-20/*2 -- 2 lb.

    Repeating crossbow (ranged) 2.5 g.p. 1d8 (pierce) 19-20/*2 80 ft. 8 lbs.

    Sai* (light) 5 c.p. 1d4 (bludgeon) 20/*2 10 ft. 1.5 lbs.

    Short sword (light) 6 c.p. 1d6 (pierce) 19-20/*2 -- 2 lbs.

    Shuriken (ranged) 1 c.p. 1d2 (pierce) 20/*2 10 ft. 1 oz.

    Throwing axe (light) 5 c.p. 1d6 (slash) 20/*2 10 ft. 1 lb.

    Throwing hammer (light) 8 c.p. 1d6 (bludgeon) 20/*2 20 ft. 3 lbs.

    Warhammer (one-handed) 1.5 s.p. 1d8 (bludgeon) 20/*3 -- 5 lbs.

    Exotic Weapons

    Ballistae, cannons, heavy catapults, light catapults, and muskets all requireammunition: ballistae (with crews of 2) or muskets need a full-round action to reload,

    while heavy or light catapults (with crews of 4) need two full-round actions, and cannons(with crews of 8) need four full-round actions.

    There are special rules for bombs, firespouts, and rams. Bombs are splashweapons (PHB, p. 158) which can be used one-handed by Small wielders, or as light

    weapons by Medium wielders: they must be lit (with a move action) before they arethrown. Firespouts require one flask of alchemists fire per shot, and can hold up to 25

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    flasks at a time: targets hit by a firespout take 3d6 fire damage on the next round, and 1d6points on the round after that, with a chance to catch fire (Ref DC 15) on all three rounds.

    Rams are melee siege weapons, which require a crew of 8 Small, 4 Medium, or 2 Largecharacters; a ram can only attack once per round.Weapon Cost Damage Critical Range Weight

    Ballista (siege) 28 g.p. 3d8 (pierce) 19-20/*2 120 ft. --

    Bomb (splash) 6 s.p. 2d6 (fire) -- 10 ft. 1 lb.

    Cannon (siege) 3,000 g.p. 6d10 (bludgeon) 20/*3 200 ft. --

    Firespout (siege) 40 g.p. 6d6 (fire) -- 60 ft. --

    Heavy catapult (siege) 1,000 g.p. 6d6 (bludgeon) -- 200 ft. --

    Light catapult (siege) 36 g.p. 3d6 (bludgeon) -- 200 ft. --

    Musket (ranged) 1.8 g.p. 1d12 (pierce) 20/*3 150 ft. 13 lbs.

    Ram (siege) 10 g.p. 3d6 (bludgeon) -- -- --

    AmmunitionEach type of ammunition has the appropriate weapon listed in parentheses. Note

    that catapults may be loaded with firebombs, instead of catapult stones. The catapult thendeals 3d6 fire damage on the round it hits, and 1d6 fire damage on the next round, with a

    chance to catch fire (Ref DC 15) on both rounds. Muskets and cannons also requiregunpowder, either in powder horns (2 lbs and 1.2 g.p.) or powder kegs (15 lbs., 9 g.p.).Weapon Cost Number Sold Weight

    Arrow (all bows) 1 s.p. 10 1.5 lbs.

    Bolt (ballista) 2 c.p. 1 15 lbs.

    Bullet (sling) 5 c.p. 10 1 lb.

    Cannon ball (cannon) 40 g.p. 1 400 lbs.

    Catapult stone (all catapults) 40 g.p. 1 350 lbs.

    Dart (atlatl) 1 c.p. 1 0.5 lbs.

    Firebomb (all catapults) 24 g.p. 1 40 lbs.

    Musket ball (musket) 5 c.p. 10 1 lb.

    Needle (blowgun) 1 c.p. 100 3 oz.

    Quarrel (all crossbows) 4 c.p. 10 2.5 lbs.

    Armor

    As neither spiked armor nor studded leather is historically accurate, they do notexist in this campaign. (Ironically, armor made of bird feathers, silken strips, sharkskin,

    and tortoiseshell really didexist.) Tower Shield Proficiency also grants proficiency withhide shields; banded mail, essentially a Roman lorica, is now considered medium.Armor Cost AC Bonus MaxDex Bonus Check Penalty Weight

    Banded mail (medium) 28 g.p. +6 +1 -6 15 lbs.

    Battle cloak (shield) 3.4 s.p. +1 -- 0 1 lb.

    Breastplate (medium) 2 g.p. +5 +3 -4 20 lbs.

    Buckler (shield) 9 c.p. +1 -- -1 3 lbs.

    Chain mail (medium) 1.2 g.p. +5 +2 -5 30 lbs.Chain shirt (light) 7.2 s.p. +4 +4 -2 16 lbs.

    Feather cloak (light) 10 g.p. +2 +6 0 3 lbs.

    Full plate (heavy) 200 g.p. +8 +1 -6 60 lbs.

    Half-plate (heavy) 40 g.p. +7 +0 -7 40 lbs.

    Heavy shield (shield) 2 g.p. +2 -- -2 18 lbs.

    Hide (medium) 2 g.p. +3 +4 -3 25 lbs.

    Hide shield (tower shield) 1.2 g.p. +3 +4 -3 40 lbs.

    Leather (light) 5 s.p. +2 +6 0 6 lbs.

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    Light shield (shield) 4.8 s.p. +1 -- -1 7.5 lbs.

    Locked gauntlet (extra) 3 c.p. -- -- -- +1 lb.

    Padded (light) 2 s.p. +1 +8 0 10 lbs.

    Scale mail (medium) 4.2 s.p. +4 +3 -4 14 lbs.

    Sharkskin (light) 1.2 g.p. +3 +6 -1 15 lbs.

    Shell (medium) 2.5 s.p. +3 +3 -2 20 lbs.

    Signature crest (extra) 6 g.p. -- -- -- +7.5 lbs.Silk swathes (light) 7.2 g.p. +1 +8 0 6 lbs.

    Splint mail (heavy) 6 g.p. +6 +0 -7 65 lbs.

    Tower shield (tower shield) 2 g.p. +4 +2 -10 20 lbs.

    Chapter Five: Magic

    Hoo-boy. This is the big un.

    Schools and DescriptorsSince the eight schools of magic never made very much sense, I have dispensed

    with them. Spells of all spell levels (or degrees, to distinguish them from the severalother kinds of level inD&D) are now organized by descriptor.

    Using DescriptorsA spells descriptors are bracketed in the spells description: seePHB, p. 174.

    The detect magic spell now detects these descriptors; since most rules theoretically tied tospell schools are actually tied to descriptors (like certain creatures resistance to [Mind-

    Affecting], or the elf resistance to enchantments), this has very little impact on thegame. Casting a chaotic, evil, good, or lawful spell is considered an act of that alignment.

    Descriptors vs. DomainsRemember that descriptors are not the same as domains. Domains are a set of

    themed spells and powers available to clerics (see Chapter Two). All PHB domains are

    available, along with the following: Cold (Frost), Community (Divine), Corruption(Lords), Darkness (BVD), Force (Divine), and Pestilence (Divine). As chill touchisproblematicthe Cold domains 1

    stdegree spell is ice daggerinstead (SC, p. 118).

    Spell Components

    As noted in Chapter One, characters are assumed to have any spell componentsworth less than 2 g.p.

    XP as ComponentsSince XP in this campaign are very different from those in conventionalD&D,

    any spell that requires XP instead deals temporary Wis damage, equal to the spellsdegree. Each point of Wis damage taken adds 5 g.p. to the component costs of a spell.

    Other ComponentsSpells that need precious gems (diamond, emerald, ruby, or sapphire) now require

    only one; the same goes for spells requiring semiprecious gems (jacinth, onyx, opal, etc.).Components should be priced according to Chapter Four if possible, both for gemstones

    and other materials (incense, precious metal, etc.)

    Constructs and Magic Items

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    The given rules for crafting constructs and magic items are confusing at best, andoften inconsistent. In this campaign, one must first establish a workshop or laboratory

    worth 500 g.p., then follow the instructions below.Constructs

    A character with the Craft Construct feat (with caster level 9th

    its only prerequisite)

    can fashion a constructs body, with an appropriate Craft check at DC 10+HD. Rawmaterials for each available construct are given in the table below.A newly built body has no spells or spell-like abilities. The construct can be

    charged with any spell of the creators choice by casting it during the creation process:each charge requires a Concentration check of DC 10+spell degree. A construct can hold

    one charge per HD: for example, a clay golem can cast one spell 11 times, or each of 11spells once, or cast one spell 9 times and another spell twiceetc. Like spell slots, a

    constructs charges refresh each day; constructs cast spells at their creators level.A construct can also be bought at someone elses workshop. The market price is

    double that of the raw materials, plus the cost of charging the construct with any spells orspell-like abilities given in itsMMentry.Construct Source HD Materials (and cost)

    Bogun (shamanists only) MM II 2 Mud, twigs, and the owners hair (free)

    Homunculus (arcanes only) MM I 2 Ash and the owners blood (free), plus a mandrake root

    (50 g.p.)

    Topiary guardian (Medium) MM III 5 Alchemically treated shrubbery (800 g.p.)

    Caryatid column FF 6 ton of marble (5 c.p.) and a magic weapon (varies)

    Flesh golem MM I 9 Special unguents (500 g.p.) and 6 humanoid corpses

    (varies)

    Topiary guardian (Large) MM III 10 Alchemically treated shrubbery (2,400 g.p.)

    Clay golem MM I 11 ton of clay (free), plus rare oils and powders (1,500

    g.p.)

    Wicker man FF 12 800 lbs. of darkwood (8,000 g.p.)

    Stone golem MM I 14 1.5 tons of granite (2 c.p.)

    Brass golem MM II 16 1,000 lbs. of bronze (200 g.p.)Bronze serpent MM II 16 1,000 lbs. of bronze (200 g.p.)

    Juggernaut MM II 18 25 tons of granite (2.5 s.p.)

    Topiary guardian (Huge) MM III 20 Alchemically treated shrubbery (4,600 g.p.)

    Magic ItemsPotions and scrolls are relatively simple. With the appropriate feat, and raw

    materials costing (spell degree*caster level)*50 g.p., one can brew the potion or scribethe scroll for a spell ofany degree. Its market price is twice the cost of raw materials

    (considered its base price), plus any component costs for the spell itself.Wondrous items use raw materials costing (spell degree*caster level)*2,000 g.p.,

    for each prerequisite spell used to craft them. Divide this price by the number of chargesper day (if any), and multiply it by any bonus the item grants to saves, skills, etc. Once

    the base price has been found, double it and add any component costs for the prerequisitespells: this gives the market price.

    Rods, staffs and wands are considered a single item, made with the Craft Wandsand Staves feat (available at caster level 5th). A masterwork mace is used to craft the

    item, and its market price is double the cost of the masterwork mace, plus the componentcosts of whatever spells it was charged with. A wand or staff is charged with spells in

    just the same way as a construct, except that it does not recharge, and can take up to 50charges (instead of a number based on HD).

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    Masterwork items are needed to make magic armor, weapons, and rings. (Amasterwork ring is worth 7.5 g.p.) To find the base price for such items, add half the cost

    of any enhancements or special materials (adamantine, darkwood, etc.) to the cost of themasterwork item. The market price for magic armor, weapons, and rings is double the

    base price, plus component costs for any prerequisite spells.

    All magic items are crafted at a rate of one day per 1,000 g.p. in their base price(plus the time to make a masterwork item, if necessary). Remember that raw materialsmust always be fresh and unused: no recycling scrolls once the writing disappears!

    Magic items with permanent powers instead of charges (arms and armor, rings, and somewondrous items) Wis damage to the crafter, equal to 1% of the base price in g.p. Add

    compensation (at 5 g.p. per Wis point) to the market price.

    SummoningAny spell that summons or conjures a creature is assumed to bring a living

    example to the caster from someplace else. As such, summons really die when they arekilled, and can use their own summoning abilities. The magic keeping them with the

    caster may be vulnerable to dispelling, depending on the spells description. For thecreatures conjured bysummon natures ally, see the druid class in Chapter Two.

    Summon MonsterThe summon monster spells use the following table. The number of accessible

    creatures increases with spell degree, the opposite ofsummon natures ally.Creature Type CR Summon Monster Source

    Air drake Dragon 6 VII Draco

    Athach Aberration 8 IX MM I

    Basilisk Magical beast 5 VI MM I

    Camelopardel Magical beast 3 IV SS

    Catoblepas Aberration 6 VII MM II

    Centaur Monstrous humanoid 3 IV MM I

    Chimera Magical beast 7 VIII MM I

    Cockatrice Magical beast 3 IV MM I

    Crested felldrake Dragon 1 II MM II

    Criosphinx Magical beast 7 VIII MM I

    Death dog Magical beast 2 III FF

    Derro Monstrous humanoid 3 IV MM I

    Doppelganger Shapechanger 3 IV MM I

    Ettercap Aberration 3 IV MM I

    Gargoyle Monstrous humanoid 4 V MM I

    Giant eagle Magical beast 3 IV MM I

    Giant owl Magical beast 3 IV MM I

    Giant raven Magical beast 2 III FB

    Gorgon Magical beast 8 IX MM I

    Griffon Magical beast 4 V MM IGrimalkin Shapechanger 2 III MM II

    Gynosphinx Magical beast 8 IX MM I

    Harpy Monstrous humanoid 4 V MM I

    Hieracosphinx Magical beast 5 VI MM I

    Hippocampus Magical beast 2 III Storm

    Hippogriff Magical beast 2 III MM I

    Horned felldrake Dragon 3 IV MM II

    Hydra (5 heads) Magical beast 4 V MM I

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    Hydra (7 heads) Magical beast 6 VII MM I

    Hydra (9 heads) Magical beast 8 IX MM I

    Ice drake Dragon 7 VIII Draco

    Lamia Magical beast 6 VII MM I

    Lammasu Magical beast 8 IX MM I

    Manticore Magical beast 5 VI MM I

    Marzanna Monstrous humanoid 6 VII FBMedusa Monstrous humanoid 7 VIII MM I

    Minotaur Monstrous humanoid 4 V MM I

    Pegasus Magical beast 3 IV MM I

    Roc

    Scorpionfolk Monstrous humanoid 7 VIII MM II

    Senmurv Magical beast 3 IV FF

    Sisiutl Magical beast 8 IX Storm

    Spiked felldrake Dragon 4 V Draco

    Spitting felldrake Dragon 2 III MM II

    Stirge Magical beast

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    instead of eladrins;call faithful servants only calls lantern archons. Mephit mob fromSandonly summons ooze and sulfur mephits.

    See the following table for conjuring spells that are banned in this campaign. Anyconjuring spells not listed in this section behave normally.Banned Spell Reason Source

    Alert bebilith Creature does not exist BVD

    Aspect of Bahamut Creature does not exist Dragon

    Beget bogun Redundant spell Divine

    Call dretch horde Creature does not exist BVD

    Call nightmare Redundant spell BVD

    Conjure ice beast Creature does not exist Frost

    Cry of Ysgard Creature does not exist BED

    Doom of the seas Template does not exist Storm

    Dragon ally Redundant spell Draco

    Ice web Cold fire has been altered Frost

    Manifest dragon heritage Redundant spell Dragon

    Otyugh swarm Creature does not exist Divine

    Phantom bear Creature does not exist Divine

    Phantom wolf Creature does not exist DivinePlague of rats Redundant spell Divine

    Shambler Creature does not exist PHB

    Spores of the vrock Creature does not exist BVD

    Summon desert ally Creature does not exist Sand

    Summon devoted roc Creature inappropriate for spell degree Wild

    Summon dire hawk Redundant spell Wild

    Summon elemental monolith Creature inappropriate for spell degree Arcane

    Summon giants Template does not exist Frost

    Summon undead Redundant spell Libris

    Undead

    Several types of undead exist in Thule. Some can be created through spells;others arise spontaneously.

    Created UndeadThe animate deadspell still creates either skeletons or zombies. Create undead

    now grants the option of creating mummies as well, and create greater undeadallowseither mummies or mummy lords to be raised. Liches technically belong to the created

    undead category, although they are self-created.Spontaneous Undead

    Most often, spontaneous undead are created by spellcasting characters, whosemagic lingers after death to corrupt their remains. Arcane characters have a 1% chance to

    become a deathlock when they die (Libris, p. 94); the same chance applies to ecclesiasticcharacters, but applying the huecva template instead (FF, p. 94).

    An especially horrible death can also create undead. Examples include spectersand vampires fromMM I, crimson deaths and famine spirits fromMM II, and the

    drowned fromMM III. When an opponent is beheaded with a vorpal weapon, there is a 1%chance to spawn a crawling head (FF, p. 35): the chance is 5% for beheaded giants.

    Sometimes a planar traveler will become one of the unloving.Finally, some of the deceased are driven out of their graves by sheer hatred.

    Ghasts, ghouls, and wights fromMM Iare the most common of these undead; bansheesand jahis fromMM IImay also be encountered.

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    Planar Magic

    As noted in Chapter One, Thule is believed to be the center of the Material Plane,which is formed by the convergence of the six Elemental Planes. This section goes into

    further detail about the cosmology, and its effect on various spells.

    The Elemental PlanesThe Plane of Ice is believed to lie north of Thule, and the Plane of Water west ofThule; the Plane of Fire is supposedly south of the Antipodes, and the Plane of Ether

    somewhere to the east of Terra Incognita. The Planes of Air and Earth exist above andbelow the Material Plane. The world is flat and (if you count the Elemental Planes)

    infinite. Every day, the sun god Pelor and the moon goddess Sehanine fly through aportal in the Ethereal to another portal in the Plane of Water, crossing the Material skies

    on the way. Every night, he rests on the Celestial Plane, while the moon goddessSehanine makes the same journey.

    Of course, none of this mythology has any basis in reality. For some reason, thenon-existence of the Elemental Planes has no effect on elemental or ethereal spells (like

    blinkand elemental swarm), except that ethereal spells simply turn the target ethereal.Contact other plane andplane shiftcannot take characters to the (imaginary) Elemental

    Planes: most NPCs explain this as the will of the gods.The Outer Planes

    Coexistent with the Material Plane is the Plane of Mystery, which replaces boththe Astral and Shadow Planes. InDMG terms, the plane is infinite, magically morphic,

    no-gravity, static, and timeless. It is also a plane of wild magic (darkness- and shadow-aligned, fire- and light-impeded), and an entrapping plane. All creatures exposed to the

    madness of the Mystery (including the souls of the dead) must succeed on a Will saveeach day they spend there (DC 10+the number of total days on the plane). If they fail,

    they have a d% chance to be transformed into a native creature: 01=nightcrawler (MM I,p. 195), 02-04=nightwalker (MM I, p. 196), 05-08=nightwing (MM I, p. 197), 09-

    16=astral stalker (MM III, p. 12), 17-32=shadow demon (BVD, p. 173), 33-64=greatershadow (MM I, p. 222), 64-100 lesser shadow (MM I, p. 221). Bear this in mind while

    using spells described as taking users through the Astral or Shadow Planesespeciallysince the Will save is based on total days, not consecutive weeks.

    The Plane of Mystery is the only way to reach the Celestial and Fiendish Planes.You must travel for three days (minus ECL) to reach the plane that matches your

    alignment, or 30 days (minus ECL) to reach the plane opposed to your alignment. If youare neutral whether lawful, chaotic or true roll d20-ECL to determine how many days

    are spent wandering the Mystery before you reach your destination. The Celestial Plane,home of the good gods and their servants, has the traits major positive-dominant and

    strongly good-aligned; also, good- or positive-themed spells are enhanced, while evil-or negative-themed spells are impeded. The Fiendish Plane, realm of the evil gods and

    their minions, has the opposite traits. Both planes are infinite and timeless.Creatures native to a plane do not suffer from that planes traits. The banishment,

    commune, dimensional anchor, dimensional lock, dismissal,forbiddance, maze,Mordenkainens mansion, rope trick,shades,shadow conjuration, andshadow evocation

    spells work as normal. For non-PHB planar spells, consult the DM.

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    Acronyms and Abbreviations

    In case youve never seen a d20 book before.

    Terms

    AC: Armor Class.AO: Attack of opportunity.

    BAB: Base Attack Bonus.Cha: Charisma ability.

    Con: Constitution ability.c.p.: Copper pieces (or pence).

    CR: Challenge Rating.DC: Difficulty Check.

    Dex: Dexterity ability.DM: Dungeon Master.

    DR: Damage Resistance.

    ECL: Effective Character Level.Fort: Fortitude save.g.p.: Gold pieces (or guilders ).

    HD: Hit Dice.h.p.: Hit points (D&D).

    Int: Intelligence ability.NPC: Non-player Character.

    PC: Player Character.Ref: Reflex save.

    s.p.: Silver pieces (or shillings).SR: Spell Resistance (D&D).

    Str: Strength ability.Wis: Wisdom ability.

    Will: Will save (obviously).WotC: Wizards of the Coast.

    XP: Experience Points.

    SourcesAdventurer: Complete Adventurer.Arcane: Complete Arcane.

    BED:Book of Exalted Deeds.BVD:Book of Vile Darkness.

    D&D:Dungeons and Dragons.Deities:Deities and Demigods.

    Destiny:Races of Destiny.Divine: Complete Divine.

    DMG:Dungeon Masters Guide.Draco:Draconomicon.

    Dragon:Races of the Dragon.ELH:Epic Level Handbook.

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    Frost:Frostburn.FF:Fiend Folio.

    HB:Heroes of Battle.Libris:Libris Mortis.

    Lords:Lords of Madness.

    MM I,II, etc.:Monster Manual.PHB:Players Handbook.Sand: Sandstorm.

    SC: Spell Compendium.Stone:Races of Stone.

    Storm: Stormwrack.Warrior: Complete Warrior.

    Wild:Races of the Wild.