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Kilgrave
adventures

Jan 1, 1998, #1


table of contents
Editorial

DM's Delimma

Alakazam!

bestiary

!
Haggis


Stone Axe Campaign


The Oak







editorial     by Kilgrave

A lot of people have mentioned that naming the magazine after myself seemed a little pompous but why not? I am the editor, webmaster, a frequent columnist! Doesn't that deserve something? There is even a castle named after me somewhere in the Forgotten Realms, but I had nothing to do with it. Lets just write it off as coincidence.

This issue presents you with several literary works of merit. Tempest has kindly submitted her adventure, even though she was not happy with it. "Its

still cute," she says. Also, The Creator submitted his infamous Oak tree. To crown it all is the first chapter of my stone age campaign. We intend to publish it one chapter at a time, partly to whet your appetite for more and partly to give me time enough to revise and polish it.

The "inn" basket is a little bare so please step up those submissions a bit! Also, the Editorial and ! columns are up for grabs so if you want to say something, get up here and start talking.



Kilgrave








Haggis



by The Creator

What goes on here?

Read this to the PCs when you are ready:

It is approaching dinner time and your stomachs are rumbling loudly. The only shelter in sight is that of a small grove of trees on the far horizon. The sun is slowly starting to set, sending blinding rays of gold through the overcast clouds. Thunder booms somewhere far off and a cold glittery mist starts to seep up form the ground. You can almost see your breath in the chill air.

The mist starts to swirl and churn around you in dizzying patterns. Little points of light flash in the swirling patterns and it feels like you’re slowly starting to move. The mist circles around you in one last frenzied pass and dissipates with a loud pop.

An afternoon sun shines on your backs. You are standing in a little cobbled flower garden that is built at the front of a even smaller thatched cottage. The land around you seems to be rolling grasslands untouched by this years early frost. There is not another structure in sight. Large flagstones form a path that leads straight to the bright green door of the cottage. A small tendril of smoke curls from the cottage’s red brick chimney.

If the PCs wander off it is 30 miles to the nearest town across rolling grasslands. A merciful DM might have Fay come looking for the PCs and herd them back, but it is a matter of style.

Otherwise, continue with the House of Fay section below.

House of Fay

This is the house where Fay lives. A small cottage that is much bigger on the inside than the outside. The spacious, furnished rooms are many and varied. Unless the PCs have the power to dispel the Wizard Locks cast on the doors of unoccupied rooms they will have to stick to the most important ones, which are described below.

The Entry Way

The outer door is painted a bright green and has a shiny brass door-knocker in the center. The entry way is a small room paneled in light wood with thick green carpet and wooden pegs in three lines on the left wall. There is an open doorway opposite the outer door that leads to the kitchen and a small window to the right. A coat and hat hang from one of the pegs with a pair of boots tossed on the floor beneath them.

The Kitchen

This room is large with a low ceiling. A huge fireplace is built on the left wall and the right is taken up with tall cabinets of crockery and dishes. A thick wooden table rests in the center of the room with just enough chairs to seat all of the PCs and Fey. There are four wooden doors on the far wall, hidden by shadow. Light streams form narrow windows on the wall to the right. Several strings of d rying herbs hang next the fireplace and a small pot hangs over the flame. The aroma of pungent spices and cooking stew fills the air.

The Bedrooms

These rooms are spacious and finely furnished. Each one has a large feather bed covered with a quilt picturing forests and mountains. Ornately carved wooden furniture is placed tastefully about the place. Each room has a small window and several framed paintings hang on the light green walls. All the rooms are brightly illuminated and smell fresh and clean.

Fay White Witch

Fay White Witch (19th level human wizard) AC 8; MV 12; hp 45; THAC0 14; #AT 1; Dmg dagger or spell; Al CG.

Equipment: Ring +2, Wand of polymorph 12 charges, dagger +1

Spells: (1st ) Cantrip, Shield, Sleep, Armor. (2nd ) Bind, Summon swarm, Know Alignment, Mirror image. (3rd ) Feign Death, Hold Person, Wraithform, Slow. (4th ) Remove Curse, Curse, Polymorph Other, Fumble. (5th ) Advanced Illusion, Domination, Teleport, Wall of Force. (6th) Globe of Invulnerability, Flesh to Stone, True Seeing, Mislead.

Fay is a small woman with silver hair and grey eyes. She has lived 156 years and is a very powerful mage. She likes to talk and argues with everybody over everything. She usually helps people who come to her but charges stiff fees for her work.

While the PC(s) eat, Fay a self-styled ‘white witch’, explains why she has summoned them to her house. A half-ogre thief stole a bag of magic dust from her and she wants the PC(s) to get it back. In return she will grant each character a wish. Seems like a lot to give for the return of a little bag of dust? Just wait. Fay and her sister Hanna have been fighting over this little bag since their mother gave it to one or the other of them some eighty years ago.

It has become a major bone of contention between the two sisters. Along with innumerable other items, magical or other wise, including the left hind leg of a pig and a broken sword blade.

If the PC(s) ask how come she picked them she explains that they did such a good job the last time she needed help she wanted to work with them again.

· If the PC(s) don’t want to help her Fay turns them into rabbits for a day, then asks them again. When they agree to work for her Fay tells them the following tail.

"I’d gone to visit Morcom, a neighboring wizard, for a few days. When I got home I found the front door open and my bag of dust gone. I don’t know how he got the door open, all my doors have powerful spells cast on them." Taking a drink from the glass of green fizzing liquid in front of her she continues. "He was a half-ogre, yech! The thief stole a bag of very valuable magic dust from me a week ago. I learned, using magic, that he lives in the city of Roe. It will take you three days to get there. I want that dust back and the responsible party punished!"

When the PC(s) are ready to leave Fay shows them to the stable where they find their horses (if any) and equipment. She gives them supplies and instructions to reach Roe.

"Take the little path that you’ll find just over that hill," gesturing in the general direction, "follow it until you come to a stream. At this point there is a fork in the road you want the right fork. Ride along this new path for an hour and you’ll come to the main road. Turn north and it should take you three days to reach Roe."


The City of Roe



On The Road to Roe

The road to Roe is paved in giant stone blocks. It was once a main thoroughfare for an old dwarvish kingdom that has long passed into the void. Only the roads and a few old foundations mark the place where mighty armies once ruled the land.

The road is well traveled and the party passes people all the time. It is only as they get closer to Roe that traffic slows down and the road becomes empty.

Ambush on the Road

Two days after the party leaves Fay’s house they are ambushed by a band of blackguards. This group of thieves are members of the same guild that Horw belongs to. No matter what the out come of the battle at least one thief escapes to tell the story to the rest of the guild.

· If the party beats the rogues off they are remembered as dangerous people and are treated with respect.

· If the party is beaten the guild members think of them as weaklings. As will as relieving the characters of all valuable items.

Blackguards([8] 2nd level thieves): AC 7; MV 12; hp 9; THAC0 20; #AT 1; Dmg by weapon; AL CG-E

Equipment: Each rouge has a dagger and a short sword. Searching the bodies reveals 2 sp on each corpse.

The bandits fight only as long as they seem to be wining. If the scales should tip in the party’s favor the blackguards break and run.

Encounters

Roll 1d12 on the following table for a random encounter. he DM may chose to expand any of these encounters into small subplots.

1. As the PC(s) are passing an alleyway they hear a feeble cry for help. If they go to the assistance of the plaintive they find a merchant with two broken legs crawling toward the mouth of the alley. If the party helps the hapless merchant a band of thugs comes from the dark alley and explain that the merchant owes a lot of money to their guild. If the party still helps the merchant the thugs attack. If the characters fight off the thugs and rescue the merchant he rewards each of them with a thousand gold pieces in trade bars. These bars trade bars are completely worthless outside of Roe.

Thugs[6] AC 8; MV 12; hp 12; THAC0 18; damage by weapon.

These thugs have no treasure on them. They will fight until they are down to half strength then run.

2.-3. A beggar staggers into one of the PC(s) relieving him of his money. PP: 65%.

4.-5. A carriage drawn by four horses almost runs over the party. It is gone before they have a chance to react or recognize who is riding in it. All characters must roll dexterity at -2 or suffer 1d8 points of trample damage.

6.-7. A large bucket of dirty water is thrown at the party as they pass a restaurant. Again roll dexterity -2 or be soaked. The hulking cook apologies in a sullen tone and returns to his work. If the party attacks him seven or eight other members of the kitchen staff come out to get in on the fight. These members of the kitchen staff have the same scores as the thugs above.

8. A screaming woman rushes up to a male member of the party and commences beating on his chest while foaming at the mouth. She screams some horrible names and tries to bite him. In a few moments some large men run up and haul her off, screaming and foaming the whole way. The leader of the group explains that she escaped from the mad house this morning. Then, after wishing the party a nice stay in Roe, he sets off after the screaming woman and her escort.

9.-11. One of the PC(s) finds a copper piece on the ground.

12. The party is set upon by thieves.

Thieves[3] AC 10; MV 12; hp 6; THAC0 20; Damage by weapon.

These thieves mount their attack from the back. They get a +4 bonus to attack and a damage modifier of x2.

Inn of the Tiger

When the party reaches Roe the first building they see is the Tiger Inn. The long L shape of the single story Inn tends to draw the eye and the door, a huge tiger head with a gaping mouth, is fascinating. Rooms are 1gp for a night five for the week. There are cheaper inns in Roe just remember they get what they pay for.

The Main Room

This is where food and entertainment are served is crowded most of the time. Tables are hard to get, a bench even harder. The walls are of red brick and have fine tapestries, depicting dwarfish battle scenes, hanging on them. There are usually several forms of entertainment going on at once, bands of musicians, jugglers, dancers, magical displays, and staged fights can all be seen here.

The Back Room

This room is for gambling. All manner of chance games can be found in here along with people willing to play. The room for gambling is separate so that the other guests aren’t bothered when a fight breaks out. This is a likely place for the PC(s) to meet a member of the thieves’ guild.

The Sleeping Rooms

These rooms are small with a narrow cot and a chest in each. All rooms given to the party members have a window in them. The cost is 1gp a night or 5gp for the week. There is also one grand room for high paying guests. It has a huge feather bed and a set of smaller rooms attached for servants. This room costs 5gp a night or 20gp for the week.

The Inn keeper(5th level dwarven fighter): AC 10; MV 6; hp 53; THAC0 16; Dmg by axe or punching; AL LG

Dwaln, the Inn keeper and owner of the Tiger, is a fair judge of character. He won’t tolerate any drunken displays in his inn. Usually he just bounces the offender(s). If they give him any trouble Dwaln knocks them senseless. He won’t use any weapon other than his exceptional strength (18/00) unless more than three people attack him. In this case he uses a huge two headed battle axe. Woe be those who push him to this.

The Guild

The scene before the PC(s) is rather gloom. Try to convey a sense dread. Everything in this part of the city is falling apart. This is the slums where all the criminals hang out. The PC(s) see several drunks wandering about and there is a beggar on every door step. This would be a good place for a random encounter.

How Now Horw?

The warehouse before you is quite dilapidated seemingly ready to topple. The windows are all broken and the two large doors hang at odd angles. The chill wind blows a bit of paper across the door way.

Horw’s guild has its headquarters in an empty warehouse on the bad side of town. There are always at least twelve thieves lounging about the warehouse. The guild master is a hobbit with black hair and green eyes. He stands three feet in his socks and speaks with a very deep voice.

Horw is a thick squat fellow who gets in trouble a lot. He recently did something to irritate the lord of Roe who put a price on Horw’s head. Horw wants the PC(s) to smuggle him out of the area. After he is safely away he will tell the party all he knows.

A little human girl named Hanna paid him to steal the witch’s bag of dust. Hanna lives in the small town of Yobe.

Horw(4th level thief): AC 7; MV 12; hp 21; THAC0 19; Dmg by weapon; AL LN Equipment: Short sword, thief’s picks, pouch with 200pp.

Horw looks out for himself above all else. He will help the party in a fight as long as he is in no danger.

If the party enters the building read the following description to them.

As you pass through the gaping maw of a doorway, the entire building trembles in the wind. The floor under your feet creeks loudly at each step. A rat scurries into a patch of dim light trickling in through a skylight. Upon reaching the middle of the light a dagger appears from the vastness of the warehouse, the rat is pined, squealing, to the floor. A gleeful chuckle floats from the darkness.

As your eyes adjust to the dark interior of the building you realize that you are surrounded. At least a dozen grinning cutthroats stand in a semicircle about you. A short hobbit struts out of the darkness.

His deep green eyes look you all over. Then he speaks.

"Who are you and what do you want?" His voice is deep for his size and commands respect.

The direction the conversation takes from here depends on the outcome of the ambush. If the party won the thieves are wary and distrustful. On the other hand if they lost the thieves are rude and condescending.

Tha(7th level mage-thief): AC 3; MV 12; hp 35; THAC0 17; Dmg by weapon or spell; AL LE Equipment: Short sword +2, Ring Protection +4, Boots of speed, cloak of eleven kind.

Tha only helps people if they can help him. He will charge the PC(s) at least 100gp to find Horw.

Thieves([12-100] 2nd to 5th level): AC 7; MV 6-12; hp 8-15; THAC0 20-19; Dmg by weapon.

· If the characters pay Tha’s fee he stamps on the floor twice. A minute later a trap door swings open in the corner of the room and out climbs Horw.

· If they don’t pay Horw comes to them later and asks them to help in return for information.

· If the PC(s) attack any member of the guild they are attacked by all the thieves on hand and more come pouring in each round.

· If they kill Tha, the other thieves fight to the death until all the characters are dead. There is no chance what ever that the PC(s) will get their hands on Tha’s Magical items.


The Town of Yobe



The Road to Yobe

On the road to Yobe the party may encounter one or more of the following. Roll a d6 and consult the table.

1. A thread-bear human bard heading for Roe asks to entertain the party for a few silvers.

2.- 4. Nothing

5. They meet a merchant cavern with horses for sale under the market price. There are three good riding horses and one fair war horse. The reason they are so cheep is because the merchants don’t have to go through a middle man or pay any taxes on the sale.

6. Lord Fuddledumb is out for a ride with ten of his best knights. If the PC(s) don’t show proper respect for the lord (removing their hats, bowing, moving off the road for him, etc.) they are set upon by the knights. All their possessions are confiscated and they are given a good beating for their rude behavior. That is, of course, if the knights win. This encounter may have an effect on latter events. (The Witch Hanna)

Knights[10] AC 4; hp 25; THAC0 15; Moral Elite (12).

Each of these highly trained warriors will fight to the death for their lord. They each have a pouch with 10gp, a long sword +1 and a shirt of chain mail +! (nonmagical).

Lord Fuddledumb[7th level fighter] AC 3; MV 12; hp 45; THAC0 13; Damage by weapon.

Lord Fuddledumb had a Flame Tongue +3 and a cloak of protection +2. He has chain mail and a pouch with 50gp in it. He will fight as long as the odds are two to one in his favor. Other wise he runs to his castle for reinforcements.

Yobe

The town of Yobe is a small place compared to Roe. Lord Fuddledumb likes living in a small town so he moved his capitol here some years ago. Fuddledumb is the selfsame lord that got angry at Horw.

Encounters

Roll 1d6 and consult the following table. As before these encounters may lead to subplots.

1. (This is if the party didn’t encounter Lord Fuddledumb on the road. Other wise roll again.) Lord Fuddledumb is out for a ride with ten of his best knights. If the PC(s) don’t show proper respect for the lord (removing their hats, bowing, moving off the road for him, etc.) they are set upon by the knights. All their possessions are confiscated and they are given a good beating for their rude behavior. That is, of course, if the knights win. This encounter may have an effect on latter events. (The Witch Hanna)

2.-3. An orcish horse trader wishes to buy one of the party’s horses. He is offering up to three times the going price for used adventures horses.

4. There is a booth outside one of the inns. The maid behind the table is giving out free (small) samples of the boss’s new brew. It is very good and is being sold on a two for one basis inside.

5. Nothing

6. One of the party’s horses throws a shoe and needs to be reshod. The blacksmith just down the street will do it for five silvers.


The Witch Hanna

Fay’s sister Hanna lives in the small town of Yobe on the Fangtooth coast. When the PC(s) find Hanna she is working as a maid in the Lord’s castle. Everybody thinks she is a little girl without the brains given a bird. In reality she is a secret advisor to Lord Fuddledumb.

Hanna (19th level human wizard) AC 8; MV 12; hp 45; THAC0 14; #AT 1; Dmg dagger or spell; Al CG.

Equipment: Ring +2, Wand of Lightning 24 charges, dagger +1

Spells: (1st ) Change Self, Charm Person, Dancing Lights, Unseen Servant, Wall of Fog. (2nd) Detect Invisibility, Invisibility, Misdirection, Spectral Hand. (3rd) Suggestion, Wrathform, Blink, Non-Detection. (4th ) Fear, Illusionary Wall, Evard’s Black Tentacles. (5th ) Advanced Illusion, Telekinesis, Teleport, Transmute rock to Mud, Distance Distortion. (6th ) Mass Suggestion, True Seeing, Permanent Illusion, Programmed Illusion.

Hanna is a very small woman who likes to portray herself as a witless girl of twelve years. Like her sister she has a sharp tongue and an even sharper temper.

If the PC(s) confront Hanna and demand the return of the dust she starts to blubber and manages to squeeze out some immense tears for her small size. Hanna casts Charm Person on the party. Those that fail their saving throw return to Fay’s house and demand satisfaction.

If any PC(s) save she teleports them to her own privet dungeon deep under the castle.

Upon hearing the accusation of theft Hanna begins to cry and blubber. "My mama done give that dust before she were killed. That evil witch Fay wanted to buy it from me for five whole coppers. I just couldn’t sell it, even for such a gigantic price." Wiping her nose she sniffles and looks down at her feet. You all are over come with a feeling of shame. How could this little girl steal anything?

If the PC(s) attack Hanna she screams and guards come running. They arrest the party and throw them in jail for a day. Then the offenders are hauled before Lord Fuddledumb who sentences them all to at least two days in the stocks.

Lord Fuddledumb is a powerful, grouchy looking man. As the guards lead you up to the base of his throne he glowers down on you all fiercely. A flick of his heavily muscled wrist and the guards force you to your knees.

"What is the charge clerk? Oh never mind! Two days in the stocks for all of them. Now get them out of here, they reek!" You are hauled out to the courtyard and locked, standing, into the thick wooden clamps. A crowd has gathered and as the guards move aside a hail of rotten fruit, dead rats, some rocks, and other unspeakable things rain down on you.

When the Party is released the guards escort them out of town.

If the PC(s) resist they are returned to the stocks for another day.

If they return to town and the guards see them they are returned to the stocks.

If they return and avoid the guards the towns folk won’t have anything to do with them.

Basically attacking Hanna makes things very hard for the PC(s).


Return to Fay's House

When the PC(s) return to Fay’s house and announce that they’re going to chop her to ribbons she first dispels her sister’s charm. Then unleashes her wrath on the party in the form of a tongue lashing. The PC(s) are going to be confused for a few moments while Fay is ranting at them. The following is the only part they remember.

"What are you doing here without my dust? That little witch cast a spell on the lot of you dorks! Get back to Yobe and get that dust now!" Muttering she storms into her house and slams the door. You wonder how she knew about Yobe.

The PC(s) cannot brake into Fay’s house on matter what. If they don’t return to Yobe it ends the adventure.


Deep Dank Dangerous Dungeons

Hanna’s dungeons are all just smoke and mirrors. The whole place is one large room under the castle. In this room she has cast very complex illusions. All the PC(s) get a save vs. spell at -8 every ten minutes. If one should make a save he/she can bring the others around to the reality of things. That is if Hanna doesn’t get him/her first. Any PC that starts acting as if he or she has discovered the secret has a 60% chance of Hanna noticing and whisking the offender away to a real cell until later.

Hanna loves to play with her inmates. She pretends to be a little girl lost in the dungeon. She tells the party a story about angering her lord and him locking her up.

The first problem the party encounters is getting out of their cells. Each character appears in a cell five by five. There may or may not be the remains of the last occupant lying in the corner. The doors are made of thick wood without a window. The doors aren’t locked they just have a powerful illusion cast on them. If one of the characters make a saving throw vs. spell (magic users get +4) they can open their door and lets the others out.

The party encounters Hanna after they get out of their cells. She is sitting in a corner of one of the hallways. She is sucking her thumb and crying to herself.

The little girl Hanna is sitting in a corner crying to herself. As you approach she stops crying and greets you. Then she tells you why she is down in the dungeons.

"The Lord done locked me in this nasty place ‘cause I spilt hot grave on him at breakfast this morning. He said I rot in the dungeons forever and ever!"

Just after the party encounters Hanna they see a patch of torch light slowly moving off down one of the hallways. This is a Dancing Lights spell cast by Hanna. The light moves faster or slower depending on the speed of the party. When the PC(s) tire of this game and start looking for a way out of the dungeons again, Hanna casts an illusion of a Umber Hulk that attacks the party. All damage is illusionary in nature so none of the party actually dies as a result of this encounter. They just fall down in a faint if they sustain "lethal" damage.

Umber Hulk(illusion) #appearing 1; AC 2; MV 6, Br 1-6; Hit points 57; THAC0 11; #ATT 3; damage 3d4/3d4/1d10; Size L (8’ tall, 5’ wide); Moral Elite (13).

This illusionary Hulk jumps out at the party from its hiding place. There isn’t really a hiding place but the PC(s) think there is. This gives the Hulk a surprise modifier. -5 to surprise rolls.

When the party starts getting closer to the exit Hanna starts springing traps. There are three pitfalls that cause 1d8 points of damage to each hapless character that falls into them. Then there are five sets of sharpened spikes that come out of the floor and cause 1d4 points of damage to anyone standing in their area of effect. One crushing ceiling block that falls on a 5x10 area of the hallway. This trap causes 10d10 points of damage (Save vs. Death or die!) Hanna springs this one last. All damage is illusionary and cannot kill the PC(s) except for the falling ceiling. This illusion is powerful enough to kill.

The party should roll Intelligence and wisdom every time Hanna sets off a trap. If anybody makes both rolls they realize that Hanna is the one setting the traps on purpose.

If they accuse her she pulls her little girl act and cries a lot. If they still don’t believe her Hanna she runs into the halls. A few minutes later a gurgling scream is heard. If the party follows Hanna they find an illusion of her impaled on some spikes.

Each character that realizes the illusion or otherwise escapes from Hanna’s dungeons receives 2,000xp. If the rest of the party encounter Hanna up top with Fay the prisoners are teleported out. In this case they each get only 5,00-1,000xp depending on the amount of time they braved the terrors of Hanna’s realm.

Which Witch What?

When the PC(s) reach Yobe again they find Fay standing in the road as if waiting for them.

Standing in the road ahead is the witch Fay. Her hands planted firmly on her narrow hips, she radiates irritation. Before anyone else can speak she starts.

"What took you so long? I’ve been standing here talking to that tree for two days already." Gesturing wildly toward a large sycamore by the roadside. "Lets go into town and find that little minks. It’s time for a reckoning!"

When the you reach the castle you find Hanna standing in a similar posture to the one Fay held earlier on the road. The two glare one another other without saying a word. The air grows thicker with each passing moment. Finally both turn toward you and Fay speaks.

"This is my sister Hanna, we aren’t speaking to each other so one of you will have to act as a go between. Tell that cockroach sister of mine that I want my bag of dust back right now!"

The rest of the conversation is up to the DM. It should be a long argument that ends up with both sisters agreeing to abide by the parity’s judgment on who owns the bag of dust.

Both witches promise rich rewards and favors to the PC(s) if they chose her. No matter which witch the PC(s) chose the loser banishes them to one of the outer plains(DM’s choice). After about an hour the winner summons them back.

Damned If You Do...

The witch’s rage has apparently sent you to another world. You are now standing in a immense plain of glass that stretches as far as you can see in all directions. There is nothing, not hill or rock, to brake the monotony of the plain. The alien sun reflects off the glass nearly blinding you all with its intensity.

This discomfort is soon removed by the sun setting. It isn’t completely dark however, a pale light seems to come out of the ground. The sound of many claws clattering on the glass comes to your ears from all directions. What kind of nocturnal creatures live in this world?

After the sun sets the nocturnal creatures of this plain come out of their holes in search of food. The only things that live here are the descendants of some Hook Horrors that a mad wizard transplanted for a terra-forming experiment. They live in five or six clans that feed on each other. The first group that the characters encounter is just a small part of one of these clans.

After the characters wallop the first bunch they find the group’s cave. The cave is just a sphere forty feet in diameter. The floor is covered in the crushed remains of exoskeletons from numerous dinners. The queen Hook Horror is still here. She wont attack the party unless they attack her. She wanders around the whole time the party is searching the lair. She seems to be waiting for something to happen. Cocking her head she’ll listen at the door then move back into the cave then back to the door and so on.

Just as the PC(s) find all the treasure in the cave fifty of the Hook Horrors come scrambling into the cave. The queen rushes to them and starts clacking. The DM should batter the party around for a bit then have the winning witch summon them back.

Hook Horrors[6 then later 50] AC 3; MV 9; HP 35; THAC0 15; #Att 3; Damage d8/d8/2d12; Size L(9’ tall); Morale Steady (11-12).

If the PC(s) search the Hook Horrors’ cave they find the following treasure: 50sp, 5ep, and a gold chain worth 50gp, 6 arrows +1.


Conclusion



If Fay...

If the party picks Fay as the rightful owner of the bag she summons them back to her house. She doesn’t grant the promised wishes since she brought them back to the prime material plain. She does give each a good magical item, from her stores, as reward for picking her.

A cool blue vapor envelops you, when it clears you are standing it Fay’s kitchen again. Safe from the horrors encountered in that other realm. Fay is standing before you.

"So my pretties you made it back. Hanna has such a dreadful temper when she loses a fight." Adopting a sorrowful attitude, "I can’t grant the wishes I promised, summoning people from the outer plains is rather tiring you know. I will ,however, give each of you a powerful magical item as reward for picking me." The last word is said in a gleeful tone. Fay leads you to one of the locked doors in her kitchen and asks, "Okay, who goes first? Pick an item then return and I’ll explain what it is and how to use it. You each may pick two lesser items and one more powerful item."

In Fay’s magical closet are all manner of magic trinkets. The exact type depends on the class of the character who enters the room. Swords and armor for warriors; wands, scrolls, and rings for the magic users; boots and cloaks for the thieves; and any other random stuff the DM wishes to put in. Each character may take two lesser items (potions or oils) and one powerful item (sword, scroll, boots). There is no way to tell what each item is until they take it out side with them. Fay then explains what it does and how to use it. The DM rolls randomly to determine what items are found.

If Hanna...

If the party picks Hanna she summons them back from the plains into her secret rooms under the castle.

A green mist surrounds you shutting out that fearful place. The mist evaporates you find yourselves standing in a candlelit room. Bookshelves line the walls and comfortable looking chairs are placed about. Hanna is siting in the largest of the chairs which makes her look even smaller.

"It’s a good thing you picked me, my sister would have left you wandering the plains forever. Now come and claim your reward." Thus saying Hanna leads the you down numerous damp hallways and into a titanic, cavernous room. Heaped in the middle is a mountain of gold and gems.

"Each of you may take as much as you can carry." Says Hanna leaning, uninterested, on a black marble elephant. "Then I’ll show you a secret way to get out of town. Thus bypassing customs."

Each character can collect at least 10,000 gp in gems. If they take coins it is reduced to a third of that at least. There are also numerous art objects and jewelry lying about. The Dm must determine the value and weight of each piece the characters chose to take.

When the party is done rooting through the piles of loot Hanna leads them down a long narrow tunnel that ends in the forest. As soon as the party exits the tunnel it closes leaving on trace.


Experience

Each character receives 3,000 xp for completing the adventure. This is in addition to any other experience earned during the adventure. The DM should also award experience for class abilities used.



Adventurer's Guide


Stone Axe

by Kilgrave

Chapter One: Characters


The player characters and non-player characters in a Stone Axe campaign are almost identical to those found in a generic AD&D campaign. A few modifications to the rules change the actual game rules but the real difference is how the character is role- played. Stone Axe adventurers do not have the same goals and needs that average adventurers have. A overview of these role- playing tools are found in Chapter Three: Role-playing.

ABILITY SCORES

All Stone Axe player characters use Method III for rolling ability scores. Method III: Roll 3d6 six times and jot down the total for each roll. Assign the scores to your character’s six abilities however you want. This method seems to be the fairest, allowing the player to have the type of character he wants but limiting the number of "super characters" that are rolled.

There are also some minor changes to the abilities themselves. As the Stone Axe campaign uses proficiencies or rather a altered form of them, the Number of Languages attribute to the Intelligence ability score is very important. For a Stone Axe character, the Number of Languages column indicates the number of languages the character can learn in addition to the number of extra Character Points the character gets. The character gets Character Points equal to twice the number of languages allowed by the character’s Intelligence.

Also, the Maximum Number of Spells per Level optional rule is not used.

In addition to these modifications, a characters apparent Charisma may be altered if the character is dealing with a member of a different clan or tribe, especially if the character’s clan is warring with the other clan.

RACES

There is only one race in the Stone Axe campaign: Human. Elves, dwarves, etc. have not come to the world as of yet and are unknown. On very, very rare occasions the DM will allow a non-human character but this is about as rare as finding a godly artifact and just as influential to the campaign. Do not expect to ever meet anyone who is not human.

However, the lack of different races does not prevent humans from fighting one another and splitting into vastly different fractions to the extent of appearing to be an entirely different race. These clans and tribes are explained in Chapter Three: Role- playing.

CLASSES

Just like there is only one race for Stone Axe characters to choose from, there are only three classes: Fighter, Thief and Psionic’s. All of the other classes are not available because there is virtually no magic or gods. Also, the three classes allowed have some minor modifications.

FIGHTER

Fighters function as normal in a Stone Axe campaign. The only difference is that they have a different table for followers and different conditions to meet. To gain followers, a fighter must be at least ninth level and find or construct a cave or village in which to house them. After these conditions have been met, the DM will roll on the following table.

Table 1: FIGHTER’S FOLLOWERS

Roll percentile dice on each of the following subtables of Table 1: once for the leader of the troops, once for the troops, once for the bodyguard, and once for the local people.
Die RollLeader
01-404th level fighter, specialized in spear
41-605th level fighter, specialized in spear and dagger
61-805th level fighter, specialized in spear; 3rd level fighter
81-996th level fighter, specialized in spear and punching
00DM's option


Die RollTroops (all 0-level)
01-5010 scouts w/short bow, dagger; 20 toughs w/padded armor, spear, dagger & bolo; 50 warriors w/spear, dagger.
51-7520 toughs w/padded armor, spear, short bow, dagger; 70 warriors w/dagger, short bow.
76-9030 toughs w/spear, short bow, bolo; 40 warriors w/padded armor, spear, dagger.
91-9910 scouts w/short bow, spear, dagger; 20 toughs w/padded armor, spear, dagger, bolo; 30 warriors w/padded armor, spear, dagger.
00DM's option


Die RollElite Units
01-5010 1st level fighters w/padded armor, spear, shield, dagger, bolo.
51-8010 1st level fighters w/padded armor, spear, shield, dagger, bolo; 5 2nd level thieves w/dagger, short bow.
81-9915 1st level fighters w/padded armor, spear, shield, short bow; 10 2nd level fighters w/leather armor, spear, dagger.
00DM's option.
Die RollLocals (all 0-level)
01-50200 farmers, 5 specialists.
51-80250 farmers, 10 specialists, 1 Psionic.
81-99320 farmers, 20 specialists, 2 psionics, 1 thief or psionic.
00DM's option.

THIEF

Like fighters, thieves function as described in the Player’s Handbook except for a few modifications. Stone Axe thieves have no limit on weapon selection but prefer to use light and silent ones such as daggers and bows. Also, thieves tend to dislike wearing armor of any type and suffer penalties for wearing it. These modifications are listed below.

Table 2: THIEVING SKILL ARMOR ADJUSTMENTS
SkillNo ArmorPaddedLeatherHide
Pick Pockets--10%-30%-40%
Open Locks--5%-10%-20%
Find/Remove Traps--5%-10%-20%
Move Silently--15%-20%-10%
Hide in Shadows--10%-20%-5%
Detect Noise--5%-10%-5%
Climb Walls--15%-30%-60%
Read Languages----

Other than the changes listed, thieves abide by the rules presented in the PHB.

PSIONIC

Psionics function just as described in the Complete Psionic’s Handbook.

PROFICIENCIES

A slightly altered form of the weapon and non-weapon proficiencies presented in the Skills & Powers book is used for Stone Axe characters. Please become familiar with that system before continuing! It will make little sense if you do not know the new proficiency system.

When a character is first created, he gets some Character Points to buy proficiencies, additional languages and so on. The number of Character Points a new character receives is equal to the corresponding number in the Initial column on the table below plus twice the number of additional languages a character receives for Intelligence. These points may be used to purchase weapon or non- weapon proficiencies, character traits and languages as the player wishes.

On Table 3 below, the Initial column lists the number of Character Points a newly created character gets for her class, the # Level column lists the number of additional Character Points a PC receives each time a level is gained, and the Penalty column lists the modifier to an attack when the PC is using a weapon she is not proficient in. Please note that the sub-abilities from the Skills & Powers are not supported by the Stone Axe campaign.

Table 3: Proficiency Character Points
ClassInitial# LevelPenalty
Fighter43-2
Thief103-3
Psionic104-5

Example: Zog the Mad, a new fighter, has a Intelligence of 13, thus giving him 3 extra languages. Zog’s player looks up fighters on Table 3 and sees that they get 14 initial Character Points. Adding 6 to this (twice the number of additional languages) gives Zog 20 Character Points with which to buy proficiencies, weapon or non-weapon.

NON-WEAPON PROFICIENCIES

All non-weapon proficiencies in the Skills & Powers book are available in the Stone Axe campaign except for a few noted exceptions. Furthermore, all proficiencies from the Complete Fighter’s Handbook, Complete Psionic’s Handbook, and the Complete Thief’s Handbook are used unless otherwise noted in the text. Table 4 below lists all proficiencies that are available to characters, in the Skills & Powers format. Proficiencies marked with a * have been modified and are explained below.

Table 5: NON-WEAPON PROFICIENCY GROUPS
General
ProficiencyCost Initial Rating Ability
Agriculture 3 7 Intelligence
Artistic Ability 3 6 Wisdom
Boat Piloting 2 6 Strength
Brewing 3 8 Intelligence
Carpentry * 3 7 Strength
Cobbling 3 7 Dexterity
Cooking 3 7 Intelligence
Dancing 2 6 Dexterity
Direction Sense 3 7 Intelligence
Fire-Building 2 8 Wisdom
Fishing 3 6 Wisdom
Heraldry 2 8 Intelligence
Hunting 2 7 Wisdom
Languages, Modern 2 9 Intelligence
Leatherworking 3 7 Intelligence
Pottery 3 7 Dexterity
Rope Use 2 8 Dexterity
Seamstress/Tailor 3 7 Dexterity
Singing 2 5 Charisma
Swimming 2 9 Strength
Weather Sense 2 7 Wisdom
Weaving 3 6 Intelligence
Fighter
Proficiency Cost Initial Rating Ability
Animal Lore 3 7 Intelligence
Blind-fighting 4 NA NA
Bowyer/Fletcher 3 6 Dexterity
Endurance 5 5 Constitution
Gaming 2 3 Charisma
Mountaineering 3 7 NA
Running 2 5 Constitution
Set Snares 3 8 Dexterity
Survival 4 6 Intelligence
Tracking * 5 7 Wisdom
Weaponsmithing* 6 5 Intelligence
Psionic
Proficiency Cost Initial Rating Ability
Astrology 3 5 Intelligence
Fortune Telling # 4 3 Charisma
Healing 4 5 Wisdom
Herbalism 3 6 Intelligence
Hypnosis & 3 5 Charisma
Rejuvenation & 3 6 Wisdom
Meditative Focus & 2 8 Wisdom
Musical Instrument 2 7 Charisma
Thief
Proficiency Cost Initial Rating Ability
Alertness # 2 8 Wisdom
Animal Noise # 3 6 Wisdom
Appraising * 2 8 Intelligence
Astrology 3 5 Intelligence
Blind-fighting 4 NA NA
Disguise 4 5 Charisma
Endurance 5 5 Constitution
Fortune Tell.# 4 3 Charisma
Gaming 2 3 Charisma
Herbalism 3 6 Intelligence
Juggling 3 7 Dexterity
Jumping 2 8 Strength
Local History 2 8 Charisma
Musical Inst. 2 7 Dexterity
Observation # 3 7 Intelligence
Reading Lips 3 7 Intelligence
Set Snares 3 8 Dexterity
Survival 4 6 Intelligence
Throwing 2 8 Dexterity
Tracking * 5 7 Wisdom
Tumbling 3 7 Dexterity
Ventriloquism 3 5 Intelligence

* Modified proficiency
& Proficiency from the Psionic's Handbook
# Proficiency from the Thief's Handbook

NON-WEAPON PROFICIENCY MODIFICATIONS

The modifications to the non-weapon proficiencies are listed below in alphabetical order. If a proficiency has not been modified, it will not be listed. For unmodified proficiencies, use the original text in the Skills & Powers and any relevant Handbook.

Appraising

In addition to appraising valuable items, the character with this proficiency can guess the modifier on armor or weapons due to craftsmanship.

Tracking

Fighters gain a +3 to all Tracking checks, in addition to any other modifiers. All other classes use the standard modifiers listed on page 104 of the Skills & Powers.

Weaponsmithing

There is virtually no metal in the Stone Axe campaign, thus all weapons and armor are made from easily acquired sources such as animals and rock. Weaponsmiths may make weapons from wood, bone, and stone.

The construction time for various types of weapons are listed below on table 6.

Table 6: WEAPON CONSTRUCTION
Weapon Construction Time
Arrowhead, Bone 15 per day
Arrowhead, Stone 15 per day
Dagger, Bone 2 per day
Dagger, Stone 1 day
Dagger, Wood 10 per day
Hand Axe, Bone 5 days
Hand Axe, Stone 6 days
Javlin, Bone 8 per day
Javlin, Stone 8 per day
Knife, Bone 13 per day
Knife, Stone 10 per day
Spear, Bone 6 per day
Spear, Stone 6 per day
Spear, Wood 10 per day

WEAPON PROFICIENCIES

Any Character Points the character has left may be spent on weapon proficiencies.

LEVELS OF SKILL

There are four basic levels of skill for weapons: Knowledgeable, Proficient, Chosen, Specialized, and Mastered. Only warriors may specialize or master a weapon and even then the character may only do so with a single weapon.

Knowledgeable: (1 Character Point) The penalty for using a weapon the character is not proficient with is cut in half.

Proficient: (2 Character Points) The character is considered to be proficient in the weapon.

Chosen: (3 Character Points) In addition to all the benefits of being proficient with a weapon, the character also gets a +1 to all attacks and a reduction of 2 (cannot be lowered below 1) to the weapons speed. Non-warriors may have as many chosen weapons as they wish, other classes are limited to one.

Specialized: (4 Character Points) The character is considered to be specialized in the weapon. Only warriors may become specialized in a weapon and may only be specialized in a single weapon.

Mastered: (5 Character Points) When a warrior has mastered a weapon, he has become the best there is to be. He can do tricks, attack with blinding speed and knows where to strike for the most damage. In addition to being considered specialized in the weapon, the warrior gains an additional +1 to attack and +1 to damage. Also, the weapons speed factor is reduced by 1 (cannot be lower than 1, however). For each additional character point, beyond the initial 5, that the character spends on his weapon he gains a additional +1 to attack and damage and a 1 reduction on the weapons speed.

PSIONICAL POWERS

The powers given in the Complete Psionic’s Handbook function as normal with a few exceptions. The powers Banishment, Probability Travel, Summon Planar Creature, and Astral Projection do not exist. No character may have access to these powers in the Stone Axe campaign.



The Oak



by The Creator

The Oak, mistakenly called Haptooth Hill by some, is the oldest tree in the woods. The Elves believe it to be the oldest tree in the whole world but there is no proof to support this.

The Oak grows in a large clearing deep in the Old Forest. The clearing is at least a hundred feet in diameter. In the center of the clearing is the Oak with a trunk twenty to thirty feet thick. The clearing is somewhat dim due to the huge limbs of the Oak. These limbs fill the whole clearing. From a distance the Oak resembles a fair-sized wooded hill poking out of the surrounding forest.

he area under this titanic oak tree is carpeted in a thick layer of discarded oak leaves and fallen branches. The clearing is unusually quiet and nothing but the PC(s) moves in or under the Oak.

The Oak is a sapient creature but does not effect things as a whole. It really doesn’t care about anything that happens around it. It does protect itself if put in danger. By bent of magical powers the Oak does not allow any fires to burn within a five mile radius of the clearing. This includes torches, lamps, and anything involving flame. Fires simply will not burn with in the area of effect.

The ground under the old oak tree is littered with acorns. These acorns have healing properties. If they are eaten they restore 1d6 points of damage. Any player can find 1d4 fresh acorns for every twenty minutes of searching. Picking unripe acorns from the tree itself is unadvisable. Any such acorns have the opposite affect on the eater. They cause 1d4 points of damage.

Note: Most of the acorns are old and non-edible. If a creature consumes more than six acorns a day (excepting squirrels and other such beasties) the greedy creature suffers intense stomach cramps. Combat becomes impossible and the hapless creature is reduced to 3 in every ability score for 2d10 hours.

Anywhere outside the old Oak is a good place for the PC(s) to encounter Raack the giant raven who escaped from a wizard’s lab some years ago. Raack can show the party how to open the secret door that leads into the Well of Wisdom. Raack found the twig that opens the door while she was gathering building material for her nest.

THE UNDER EARTH

There is a small 3’ high door in the base of the Oak opened by pulling down on a small twig. This door is completely natural in appearance and cannot be found by anything less than a True seeing spell. Once the PC(s) get the door opened they find a narrow passage with steps carved out of the living oak. These stairs descend into the earth. Twenty steps down the walls and floor change from carved oak to mold covered limestone. The passage is illuminated by a soft pink light given off by the mold growing on the rocks.

Any PC(s) who wish may scrape some mold off the walls for future use. However, within 1d2 +1 hours of being transferred to a nice warm adventurer’s body the mold starts to take over. The character is first surrounded by a soft pink aura. Then he or she gets itchy, suffering a -2 to attack. After a couple of more hours the PC(s) lose 1 point of constitution every two hours and all ability checks are made at -4. An of various spells will remove the mold or the character could just take a very hot bath and use lots of soap.

At the bottom of the stairs is a natural limestone cave carved out by water in ages past. The cave is approximately six feet high through out and twelve feet wide. Water is still at work shaping the caves, a thin trickle of water runs along the floor and there is a constant shower dripping from the ceiling. The passage slopes gradually downward and to the left.

Following the passage for thirty or so feet one comes to a branch. The branch cuts sharply to the right (east) and the passage continues along its way.

Continuing down the original passage brings the party to a low cavern. There is a small anteroom to the right and a slightly larger one to the left. There is also a small, narrow passage only 3’ high and two wide leading off to the north.

There is a 55% chance that the PC(s) encounter a somewhat larger cousin to the pink mold that inhabits this cave system. The Gas Spore floats about on its own secret missions. From a distance greater than 10’ there is a 90% chance that the Spore is mistaken for a beholder. At closer ranges there is a 25% chance that it keeps fooling the PC(s). The Spore is spherical and has a fake eye set in its middle. There are also long growths coming off of its head that resemble the many eye stalks of the feared beholder.

Beholder (Gas Spore): INT non-(0); AL Neutral; AC 9; MV 3; HD only has 1 hp; THAc0 20; #AT 1; dmg/SA If a gas spore makes contact with exposed skin, the spore shoots tiny rhizomes into the living matter and grows through the victim’s system in one round. The gas spore dies immediately. The victim must have a cure disease spell cast on him or her within 24 hours or die, sprouting 2d4 gas spores.; SD If a spore is struck for 1 or more points damage it explodes. Every creature within a 20-foot radius suffers 6d6 points of damage ( 3d6 if a saving throw vs. wands is made); SZ M (4’-6’ diameter); ML 8; XP 120; MM/120

Crawling through the small passage for fifteen feet brings the characters to a very deep, very dark chasm. Water can be heard raging through the bottom of the chasm, maybe a thousand feet below the end of the passage.

The right branch (east) slops down twenty feet to end at the top of more steps. These are much larger than the others. The passage opens into the largest room in the cave system. The ceiling is about twelve feet from the floor and the room itself is as large as a good sized house. Directly across from the steps is a pool of crystal clear water. This is the Well of Wisdom. There is no visible source of water for the pool. Sharply to the right upon entering the cavern is another narrow passage that leads nowhere.

THE WELL OF WISDOM

Anyone who drinks from the Well of Wisdom knows the answer to any one question he or she wishes to answer. Each time the water is imbibed the drinker ages one year and falls into a deep sleep for 1d6 hours. During this sleep the character dreams and in the dream finds the answer to the one question that is foremost in his or her mind. The DM should make up a dream scenario according to the character’s personality and past history.

Removing water 20 or more feet from the well causes it to lose its powers. The removed water also becomes a thick syrup of limestone mud. An container that was used to carry the water in is completely ruined.




dm's delimma     by Kilgrave


to restrict or not to restrict

There comes a time in every DM's career where she has to ask herself (or, more commonly, the players ask her, but it all comes to the same end) whether all the restrictions in the AD&D game are necessary. Should dwarves be allowed to reach 20th level? Do magic users really need a maximum number of spells per level?

The answer to these questions all depends on what kind of campaign the DM is running. In the classic AD&D world, there is not much detail as to why certain rules are in place. Everyone pretty much accepts that paladins must be of lawful good alignment, for example. Few bother to question these rules and ask why. If, however, the DM wishes to go out on a limb and develop the campaign a little further, she can come up with reason for why something is or

simply abolish the restriction altogether. For example, if we use the paladin from above, the DM could rule that there may be lawful neutral paladins as well as the normal kind. To protect the rarity of the paladin class (on average, there are is about one paladin per 500 people), the DM could new create specific political and social limitations on paladins, thus narrowing the possible paladin characters down.

The restrictions in the AD&D game were put there to prevent unbalancing the game. If you provide some other way to prevent the game from tipping, restrictions are no longer necessary. Be inventive and don't be afraid to change the rules. Remember, however, that you will have to live with your decisions. In the words of the Dungeon Master's Guide, "break the rules only if doing so improves your game."




alakazam!     by Tempest

I find it most sad how little is known about intelligent weapons, and the limited use they are put to. One sore spot with me is the fact that almost all weapons created are swords. So little originality! (sigh) I would dearly love to see more bows, nets, axes, slings and so on in play. There are enough swords.

Another common blunder is lack of detailed histories. I once asked my DM about an intelligent weapon, and received a full ration of how hard it was to detail the bloody mountains my character found the sword, and now I wanted the bloody sword too? And if I wanted the bloody history I could bloody well write it myself and…well, let's leave off that shall we? Either DMs

accidentally overlook minor details such as that, or they rush the adventure and do not have time to finish them. Weapons personalities are often overlooked, too. Here, the PC as well as the DM are at fault. Players are sometimes reluctant to role-play the item as dictated by the personality, and DMs probably have enough on their hands as it is. So the weapon is stuck with whatever half-played restricted attitude the two concoct.

I wish intelligent weapons were given more of a chance to surface with their unique abilities and personalities. It would be much easier on both DM and PC, and it would be more fun all around.



-Tempest



bestiary     by The Creator

We have all, probably, had enough of the evil dragons, the mystic dryads, and those pestilential nuisances with the prefix "were" attached to their names. DMs seem to have a fascination with the fantastic. As a player I would like to deal with plain ol' lions, tigers, or bears once in a while. It might be fun if the DM sometimes has a rampaging elephant attack the party instead of Grog and his marry band of orcs. There are hundreds of creatures out there that are weird as all hell, and they are real. Lions that attack villages out in the grasslands of Grond. Being chased by a pack of hungry timber wolves through a forest at night. Gophers that infest the area around Kilgrave's Castle and undermine the foundations, causing the mighty structure to crumble. These all sound like good ideas.

A spider or a scorpion does not have to be huge to give the characters a hell of a time. A careless moment when putting on ones boots and you are crippled for days, if not bed ridden or dead. Being bit by a spider is no fun either. Try it some time and see. Snakes do not have to be of unusual size to send the largest Conan running for his mommy. Nobody likes being awoken in the night by a cold, scaly rope slithering into his bed. Rats are plenty disgusting without making them the size of a turkey. DMs should think of these things when they plan their grandiose adventures.

What DMs need to do is reverse their way of thinking. Stop with the over-sized creatures, the dragons, the dryads, and the were-whatnots. Get back to the basic creatures, the ones we don't have to dream up. Save the fantastic for special occasions or it becomes commonplace and dull.




"!"     by Lady Vea

A common AD&D problem many people face is stereotype characters. There are two basic kinds of stereotype that I have noticed. The most common of the two is the "reluctant-role-players" who, no matter what kind of person their character is (an elven cook, a dwarven warrior, a halfling bard, etc.), acts exactly the same way. Whether it be a happy and forward going attitude (be their character a happy bard or a crabby old wizard) or an ever glum "Whatever…" kind of person. Another, slightly less common, in my experience, stereotype is the person who refuses to change their player character class,

alignment, and abilities. A good example of this would be someone who plays an elven fighter with a CG alignment, with the long sword as her specialized weapon. This person never plays any other kind of characters, no matter if the adventure requires a different roll or not. In my experience is greatly surprises (and for the most part pleases) the DM when you ease into your characters character and carry it off with a deviant flash. In conclusion it is my belief more people should attend play groups and get into it!








Credits

Editor - Kilgrave
Assastant Editor - Tempest
Webmaster - Kilgrave
DM's Delimma - Kilgrave
Alakazam! - Tempest
Bestiary - The Creator
"!" - Lady Vea


This manuscript is protected under the copyright laws of the United States of America. Kilgrave Adventures grants permission to reproduce, print or photo copy the materiel herein for home game use only. Any other reproduction or unauthorized use of the materiel herein is prohibited without the express written permission of Kilgrave Adventures.

"Kilgrave", "Tempest", "The Creator", and "Lady Vea" are trademarks or names owned by their respective owners. (Sounds loopy to me)